// ==UserScript== // @name betteR20-beta-5etools // @namespace https://5e.tools/ // @license MIT (https://opensource.org/licenses/MIT) // @version 1.35.186.14 // @updateURL https://raw.githubusercontent.com/redweller/betterR20/dev-beta/dist/betteR20-5etools.meta.js // @downloadURL https://raw.githubusercontent.com/redweller/betterR20/dev-beta/dist/betteR20-5etools.user.js // @description Enhance your Roll20 experience // @author 5egmegaanon/astranauta/MrLabRat/TheGiddyLimit/DBAWiseMan/BDeveau/Remuz/Callador Julaan/Erogroth/Stormy/FlayedOne/Cucucc/Cee/oldewyrm/darthbeep/Mertang/Redweller // @match https://app.roll20.net/editor // @match https://app.roll20.net/editor#* // @match https://app.roll20.net/editor?* // @match https://app.roll20.net/editor/ // @match https://app.roll20.net/editor/#* // @match https://app.roll20.net/editor/?* // @grant unsafeWindow // @run-at document-start // @grant GM_webRequest // @webRequest [{"selector": { "include": "*://www.google-analytics.com/analytics.js" }, "action": "cancel"}] // @webRequest [{"selector": { "include": "*://cdn.userleap.com/shim.js?*" }, "action": "cancel"}] // @webRequest [{"selector": { "include": "*://analytics.tiktok.com/*" }, "action": "cancel"}] // ==/UserScript== ART_HANDOUT = "betteR20-art"; CONFIG_HANDOUT = "betteR20-config"; B20_NAME = `5etools`; B20_VERSION = `1.35.186.14`; B20_REPO_URL = `https://raw.githubusercontent.com/redweller/betterR20/dev-beta/dist/`; // TODO automate to use mirror if main site is unavailable BASE_SITE_URL = `https://5e.tools/`; // "https://5e.tools/"; SITE_JS_URL = `${BASE_SITE_URL}js/`; DATA_URL = `${BASE_SITE_URL}data/`; DATA_URL_MODULES = `https://raw.githubusercontent.com/5etools-mirror-1/roll20-module/master`; DATA_URL_IMG_REPO = `https://raw.githubusercontent.com/5etools-mirror-2/5etools-img/main/`; // obsolete as of 1.35.11 DATA_URL_ART_REPO = `https://raw.githubusercontent.com/5etools-mirror-1/pab-index/main/`; DATA_URL_PLAYLIST = `https://api.github.com/repos/ttrpg-resources/betterR20-playlist/contents`; DATA_URL_COMMUNITY_MODULES = `https://raw.githubusercontent.com/ttrpg-resources/betterR20-module/main/`; SCRIPT_EXTENSIONS = []; EXT_LIB_SCRIPTS = []; EXT_LIB_API_SCRIPTS = []; JSON_DATA = {}; CONFIG_OPTIONS = { interface: { _name: "Interface", _player: true, }, }; addConfigOptions = function (category, options) { if (!CONFIG_OPTIONS[category]) CONFIG_OPTIONS[category] = options; else CONFIG_OPTIONS[category] = Object.assign(CONFIG_OPTIONS[category], options); }; // Grant PRO features to every user OBJECT_DEFINE_PROPERTY = Object.defineProperty.bind(Object); ACCOUNT_ORIGINAL_PERMS = { isPro: false, largefeats: false, xlfeats: false, }; Object.defineProperty = function (obj, prop, vals) { if (prop === "largefeats" || prop === "xlfeats" || prop === "isPro") { ACCOUNT_ORIGINAL_PERMS[prop] = vals.value; vals.value = true; } return OBJECT_DEFINE_PROPERTY(obj, prop, vals); }; FINAL_CANVAS_MOUSEDOWN_LIST = []; FINAL_CANVAS_MOUSEMOVE_LIST = []; FINAL_CANVAS_MOUSEDOWN = null; FINAL_CANVAS_MOUSEMOVE = null; EventTarget.prototype.addEventListenerBase = EventTarget.prototype.addEventListener; EventTarget.prototype.addEventListener = function (type, listener, options, ...others) { if (typeof d20 !== "undefined") { if (type === "mousedown" && this === d20.engine.final_canvas) FINAL_CANVAS_MOUSEDOWN = listener; if (type === "mousemove" && this === d20.engine.final_canvas) FINAL_CANVAS_MOUSEMOVE = listener; } else { if (type === "mousedown") FINAL_CANVAS_MOUSEDOWN_LIST.push({listener, on: this}); if (type === "mousemove") FINAL_CANVAS_MOUSEMOVE_LIST.push({listener, on: this}); } this.addEventListenerBase(type, listener, options, ...others); }; JSON_DATA[`data/actions.json`] = JSON.parse("{\"action\":[{\"name\":\"Activate an Item\",\"source\":\"DMG\",\"page\":141,\"srd\":true,\"basicRules\":true,\"time\":[{\"number\":1,\"unit\":\"action\"}],\"entries\":[\"Activating some magic items requires a user to do something in particular, such as holding the item and uttering a command word, reading the item if it is a scroll, or drinking it if it is a potion. The description of each item category or individual item details how an item is activated. Certain items use one or more of the following rules related to their activation.\",\"If an item requires an action to activate, that action isn't a function of the {@action Use an Object} action, so a feature such as the rogue's {@subclassFeature Fast Hands|Rogue||Thief||3} can't be used to activate the item.\",{\"type\":\"entries\",\"name\":\"Command Word\",\"entries\":[\"A command word is a word or phrase that must be spoken audibly for the item to operate. A magic item that requires the user to speak a command word can't be activated in the area of any effect that prevents sound, such as the area created by the silence spell.\"]},{\"type\":\"entries\",\"name\":\"Consumables\",\"entries\":[\"Some items are used up when they are activated. A potion or elixir must be swallowed, or an oil applied to the body. The writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic and no longer functions.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"Some magic items allow the user to cast a spell from the item, often by expending charges from it. The spell is cast at the lowest possible spell and caster level, doesn't expend any of the user's spell slots, and requires no components unless the item's description says otherwise. The spell uses its normal casting time, range, and duration, and the user of the item must concentrate if the spell requires {@status concentration}. Certain items make exceptions to these rules, changing the casting time, duration, or other parts of a spell.\",\"Many items, such as potions, bypass the casting of the spell and confer the spell's effects. Such an item still uses the spell's duration unless the item's description says otherwise.\",\"A magic item, such as certain staffs, may require you to use your own spellcasting ability when you cast a spell from the item. If you have more than one spellcasting ability, you choose which one to use with the item. If you don't have a spellcasting ability—perhaps you're a rogue with the Use Magic Device feature—your spellcasting ability modifier is +0 for the item, and your proficiency bonus does apply.\"]},{\"type\":\"entries\",\"name\":\"Charges\",\"entries\":[\"Some magic items have charges that you expend to activate its properties. The number of charges an item has remaining is revealed when an identify spell is cast on the item, or when a creature attunes to the item. Additionally, when an item regains charges, the creature attuned to that item learns how many charges it regained.\"]}]},{\"name\":\"Attack\",\"source\":\"PHB\",\"page\":192,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Attack|XPHB\"],\"time\":[{\"number\":1,\"unit\":\"action\"}],\"entries\":[\"The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists.\",\"With this action, you make one melee or ranged attack. See the \\\"{@book Making an Attack|phb|9|making an attack}\\\" section for the rules that govern attacks.\",\"Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action.\"],\"seeAlsoAction\":[\"Disarm|DMG\",\"Grapple\",\"Mark|DMG\",\"Shove\",\"Shove Aside|DMG\",\"Two-Weapon Fighting\"]},{\"name\":\"Attack\",\"source\":\"XPHB\",\"page\":361,\"time\":[{\"number\":1,\"unit\":\"action\"}],\"entries\":[\"When you take the Attack action, you can make one attack roll with a weapon or an {@variantrule Unarmed Strike|XPHB}.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Equipping and Unequipping Weapons\",\"entries\":[\"You can either equip or unequip one weapon when you make an attack as part of this action. You do so either before or after the attack. If you equip a weapon before an attack, you don't need to use it for that attack. Equipping a weapon includes drawing it from a sheath or picking it up. Unequipping a weapon includes sheathing, stowing, or dropping it.\"]},{\"type\":\"entries\",\"name\":\"Moving Between Attacks\",\"entries\":[\"If you move on your turn and have a feature, such as Extra Attack, that gives you more than one attack as part of the Attack action, you can use some or all of that movement to move between those attacks.\"]}]}],\"seeAlsoAction\":[\"Two-Weapon Fighting|XPHB\"]},{\"name\":\"Cast a Spell\",\"source\":\"PHB\",\"page\":192,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Magic|XPHB\"],\"time\":[\"Varies\"],\"entries\":[\"Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a spellcaster often uses his or her action in combat to cast such a spell. See {@book chapter 10|phb|10|casting a spell} for the rules on spellcasting.\"]},{\"name\":\"Climb onto a Bigger Creature\",\"source\":\"DMG\",\"page\":271,\"fromVariant\":\"Action Options\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"entries\":[\"If one creature wants to jump onto another creature, it can do so by {@action grapple||grappling}. A small or Medium creature has little chance of making a successful grapple against a Huge or Gargantuan creature, however, unless magic has granted the grappler supernatural might.\",\"As an alternative, a suitably large opponent can be treated as terrain for the purpose of jumping onto its back or clinging to a limb. After making any ability checks necessary to get into position and onto the larger creature, the smaller creature uses its action to make a Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check contested by the target's Dexterity ({@skill Acrobatics}) check. If it wins the contest, the smaller creature successfully moves into the target creature's space, the smaller creature moves with the target and has advantage on attack rolls against it.\",\"The smaller creature can move around within the larger creature's space, treating the space as {@quickref difficult terrain||3}. The larger creature's ability to attack the smaller creature depends on the smaller creature's location, and is left to your discretion. The larger creature can dislodge the smaller creature as an action—knocking it off, scraping it against a wall, or grabbing and throwing it—by making a Strength ({@skill Athletics}) check contested by the smaller creature's Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check. The smaller creature chooses which ability to use.\"]},{\"name\":\"Dash\",\"source\":\"PHB\",\"page\":192,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Dash|XPHB\"],\"time\":[{\"number\":1,\"unit\":\"action\"}],\"entries\":[\"When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.\",\"Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.\"]},{\"name\":\"Dash\",\"source\":\"XPHB\",\"page\":365,\"time\":[{\"number\":1,\"unit\":\"action\"}],\"entries\":[\"When you take the Dash action, you gain extra movement for the current turn. The increase equals your {@variantrule Speed|XPHB} after applying any modifiers. With a {@variantrule Speed|XPHB} of 30 feet, for example, you can move up to 60 feet on your turn if you Dash. If your {@variantrule Speed|XPHB} of 30 feet is reduced to 15 feet, you can move up to 30 feet this turn if you Dash.\",\"If you have a special speed, such as a {@variantrule Fly Speed|XPHB} or {@variantrule Swim Speed|XPHB}, you can use that speed instead of your {@variantrule Speed|XPHB} when you take this action. You choose which speed to use each time you take it.\"]},{\"name\":\"Disarm\",\"source\":\"DMG\",\"page\":271,\"fromVariant\":\"Action Options\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"entries\":[\"A creature can use a weapon attack to knock a weapon or another item from a target's grasp. The attacker makes an attack roll contested by the target's Strength ({@skill Athletics}) check or Dexterity ({@skill Acrobatics}) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item.\",\"The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.\"],\"seeAlsoAction\":[\"Attack\"]},{\"name\":\"Disengage\",\"source\":\"PHB\",\"page\":192,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Disengage|XPHB\"],\"time\":[{\"number\":1,\"unit\":\"action\"}],\"entries\":[\"If you take the Disengage action, your movement doesn't provoke opportunity attacks for the rest of the turn.\"]},{\"name\":\"Disengage\",\"source\":\"XPHB\",\"page\":366,\"time\":[{\"number\":1,\"unit\":\"action\"}],\"entries\":[\"If you take the Disengage action, your movement doesn't provoke {@action Opportunity Attack|XPHB|Opportunity Attacks} for the rest of the current turn.\"]},{\"name\":\"Dodge\",\"source\":\"PHB\",\"page\":192,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Dodge|XPHB\"],\"time\":[{\"number\":1,\"unit\":\"action\"}],\"entries\":[\"When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated (as explained in the appendix) or if your speed drops to 0.\"]},{\"name\":\"Dodge\",\"source\":\"XPHB\",\"page\":366,\"time\":[{\"number\":1,\"unit\":\"action\"}],\"entries\":[\"lf you take the Dodge action, you gain the following benefits: until the start of your next turn, any attack roll made against you has {@variantrule Disadvantage|XPHB} if you can see the attacker, and you make Dexterity {@variantrule Saving Throw|XPHB|saving throws} with {@variantrule Advantage|XPHB}.\",\"You lose these benefits if you have the {@condition Incapacitated|XPHB} condition or if your {@variantrule Speed|XPHB} is 0.\"]},{\"name\":\"Don or Doff a Shield\",\"source\":\"PHB\",\"page\":146,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Don or Doff a Shield|XPHB\"],\"time\":[{\"number\":1,\"unit\":\"action\"}],\"entries\":[\"The time it takes to don or doff armor {@table Getting Into and Out of Armor; Donning and Doffing Armor|phb|depends on the armor's category}. A {@item shield|phb} can be donned or doffed as an action.\"]},{\"name\":\"Don or Doff a Shield\",\"source\":\"XPHB\",\"page\":219,\"freeRules2024\":true,\"time\":[{\"number\":1,\"unit\":\"action\"}],\"entries\":[\"A {@item Shield|XPHB} can be donned or doffed as an action.\"]},{\"name\":\"End Concentration\",\"source\":\"PHB\",\"page\":203,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"End Concentration|XPHB\"],\"time\":[\"Free\"],\"entries\":[\"If a spell must be maintained with {@status concentration}, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end {@status concentration} at any time (no action required).\"]},{\"name\":\"End Concentration\",\"source\":\"XPHB\",\"page\":363,\"freeRules2024\":true,\"time\":[\"Free\"],\"entries\":[\"Some spells and other effects require Concentration to remain active, as specified in their descriptions. You can end Concentration at any time (no action required).\"]},{\"name\":\"Escape a Grapple\",\"source\":\"PHB\",\"page\":195,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Escape a Grapple|XPHB\"],\"time\":[{\"number\":1,\"unit\":\"action\"}],\"entries\":[\"A {@condition grappled} creature can use its action to escape. To do so, it must succeed on a Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check contested by your Strength ({@skill Athletics}) check.\"],\"seeAlsoAction\":[\"Grapple\"]},{\"name\":\"Escape a Grapple\",\"source\":\"XPHB\",\"page\":367,\"freeRules2024\":true,\"time\":[{\"number\":1,\"unit\":\"action\"}],\"entries\":[\"A Grappled creature can use its action to make a Strength ({@skill Athletics|XPHB}) or Dexterity ({@skill Acrobatics|XPHB}) check against the grapple's escape DC, ending the {@variantrule Condition|XPHB|condition} on itself on a success. The {@variantrule Condition|XPHB|condition} also ends if the grappler has the {@condition Incapacitated|XPHB} condition or if the distance between the Grappled target and the grappler exceeds the grapple's range.\"]},{\"name\":\"Grapple\",\"source\":\"PHB\",\"page\":195,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[{\"uid\":\"Unarmed Strike|XPHB\",\"tag\":\"variantrule\"}],\"time\":[{\"number\":1,\"unit\":\"action\"}],\"entries\":[\"When you want to grab a creature or wrestle with it, you can use the {@action Attack} action to make a special melee attack, a grapple. If you're able to make multiple attacks with the {@action Attack} action, this attack replaces one of them. The target of your grapple must be no more than one size larger than you, and it must be within your reach.\",\"Using at least one free hand, you try to seize the target by making a grapple check, a Strength ({@skill Athletics}) check contested by the target's Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (the target chooses the ability to use). You succeed automatically if the target is {@condition incapacitated}. If you succeed, you subject the target to the {@condition grappled} condition (see the appendix). The condition specifies the things that end it, and you can release the target whenever you like (no action required).\",{\"type\":\"entries\",\"name\":\"Moving a Grappled Target\",\"entries\":[\"When you move, you can drag or carry the {@condition grappled} creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.\"]}],\"seeAlsoAction\":[\"Escape a Grapple\"]},{\"name\":\"Healing Surge\",\"source\":\"DMG\",\"page\":266,\"fromVariant\":\"Healing\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"entries\":[\"As an action, a character can use a healing surge and spend up to half his or her Hit Dice. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll.\",\"A character who uses a healing surge can't do so again until he or she finishes a short or long rest. Under this optional rule, a character regains all spent Hit Dice at the end of a long rest. With a short rest, a character regains Hit Dice equal to his or her level divided by four (minimum of one dice).\"]},{\"name\":\"Help\",\"source\":\"PHB\",\"page\":192,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Help|XPHB\"],\"time\":[{\"number\":1,\"unit\":\"action\"}],\"entries\":[\"You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.\",\"Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.\"]},{\"name\":\"Help\",\"source\":\"XPHB\",\"page\":368,\"time\":[{\"number\":1,\"unit\":\"action\"}],\"entries\":[\"When you take the Help action, you do one of the following.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Assist an Ability Check\",\"entries\":[\"Choose one of your skill or tool proficiencies and one ally who is near enough for you to assist verbally or physically when they make an ability check. That ally has {@variantrule Advantage|XPHB} on the next ability check they make with the chosen skill or tool. This benefit expires if the ally doesn't use it before the start of your next turn. The DM has final say on whether your assistance is possible.\"]},{\"type\":\"entries\",\"name\":\"Assist an Attack Roll\",\"entries\":[\"You momentarily distract an enemy within 5 feet of you, giving {@variantrule Advantage|XPHB} to the next attack roll by one of your allies against that enemy. This benefit expires at the start of your next turn.\"]}]}]},{\"name\":\"Hide\",\"source\":\"PHB\",\"page\":192,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Hide|XPHB\"],\"time\":[{\"number\":1,\"unit\":\"action\"}],\"entries\":[\"When you take the Hide action, you make a Dexterity ({@skill Stealth}) check in an attempt to hide, following the rules in {@book chapter 7 |phb|7|hiding} for hiding. If you succeed, you gain certain benefits, as described in the \\\"{@book Unseen Attackers and Targets|PHB|9|unseen attackers and targets}\\\" section in the Player's Handbook.\"]},{\"name\":\"Hide\",\"source\":\"XPHB\",\"page\":368,\"time\":[{\"number\":1,\"unit\":\"action\"}],\"entries\":[\"With the Hide action, you try to conceal yourself. To do so, you must succeed on a {@dc 15} Dexterity ({@skill Stealth|XPHB}) check while you're {@variantrule Heavily Obscured|XPHB} or behind {@variantrule Cover|XPHB|Three-Quarters Cover or Total Cover}, and you must be out of any enemy's line of sight; if you can see a creature, you can discern whether it can see you.\",\"On a successful check, you have the {@condition Invisible|XPHB} condition. Make note of your check's total, which is the DC for a creature to find you with a Wisdom ({@skill Perception|XPHB}) check.\",\"The condition ends on you immediately after any of the following occurs: you make a sound louder than a whisper, an enemy finds you, you make an attack roll, or you cast a spell with a Verbal component.\"]},{\"name\":\"Identify a Spell\",\"source\":\"XGE\",\"page\":85,\"fromVariant\":\"Spellcasting|XGE\",\"time\":[{\"number\":1,\"unit\":\"reaction\"},{\"number\":1,\"unit\":\"action\"}],\"entries\":[\"Sometimes a character wants to identify a spell that someone else is casting or that was already cast. To do so, a character can use their reaction to identify a spell as it's being cast, or they can use an action on their turn to identify a spell by its effect after it is cast.\",\"If the character perceived the casting, the spell's effect, or both, the character can make an Intelligence ({@skill Arcana}) check with the reaction or action. The DC equals 15 + the spell's level. If the spell is cast as a class spell and the character is a member of that class, the check is made with advantage. For example, if the spellcaster casts a spell as a cleric, another cleric has advantage on the check to identify the spell. Some spells aren't associated with any class when they're cast, such as when a monster uses its Innate Spellcasting trait.\",\"This Intelligence ({@skill Arcana}) check represents the fact that identifying a spell requires a quick mind and familiarity with the theory and practice of casting. This is true even for a character whose spellcasting ability is Wisdom or Charisma. Being able to cast spells doesn't by itself make you adept at deducing exactly what others are doing when they cast their spells.\"]},{\"name\":\"Improvising an Action\",\"source\":\"PHB\",\"page\":193,\"basicRules\":true,\"reprintedAs\":[\"Improvising an Action|XPHB\"],\"time\":[\"Varies\"],\"entries\":[\"Your character can do things not covered by the actions in this chapter, such as breaking down doors, intimidating enemies, sensing weaknesses in magical defenses, or calling for a parley with a foe. The only limits to the actions you can attempt are your imagination and your character's ability scores. See the descriptions of the ability scores in {@book chapter 7|phb|7|Ability Scores and Modifiers} for inspiration as you improvise.\",\"When you describe an action not detailed elsewhere in the rules, the DM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.\"]},{\"name\":\"Improvising an Action\",\"source\":\"XPHB\",\"page\":15,\"freeRules2024\":true,\"time\":[\"Varies\"],\"entries\":[\"Player characters and monsters can also do things not covered by other actions. Many class features and other abilities provide additional action options, and you can improvise other actions. When you describe an action not detailed elsewhere in the rules, the Dungeon Master tells you whether that action is possible and what kind of {@variantrule D20 Test|XPHB} you need to make, if any.\"]},{\"name\":\"Influence\",\"source\":\"XPHB\",\"page\":369,\"time\":[{\"number\":1,\"unit\":\"action\"}],\"entries\":[\"With the Influence action, you urge a monster to do something. Describe or roleplay how you're communicating with the monster. Are you trying to deceive, intimidate, amuse, or gently persuade? The DM then determines whether the monster feels willing, unwilling, or hesitant due to your interaction; this determination establishes whether an ability check is necessary, as explained below.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Willing\",\"entries\":[\"If your urging aligns with the monster's desires, no ability check is necessary; the monster fulfills your request in a way it prefers.\"]},{\"type\":\"entries\",\"name\":\"Unwilling\",\"entries\":[\"If your urging is repugnant to the monster or counter to its alignment, no ability check is necessary; it doesn't comply.\"]},{\"type\":\"entries\",\"name\":\"Hesitant\",\"entries\":[\"If you urge the monster to do something that it is hesitant to do, you must make an ability check, which is affected by the monster's attitude: Indifferent, Friendly, or Hostile, each of which is defined in this glossary. The Influence Checks table suggests which ability check to make based on how you're interacting with the monster. The GM chooses the check, which has a default DC equal to 15 or the monster's Intelligence score, whichever is higher. On a successful check, the monster does as urged. On a failed check, you must wait 24 hours (or a duration set by the DM) before urging it in the same way again.\"]},{\"type\":\"table\",\"caption\":\"Influence Checks\",\"colLabels\":[\"Ability Check\",\"Interaction\"],\"colStyles\":[\"col-4\",\"col-8\"],\"rows\":[[\"Charisma ({@skill Deception|XPHB})\",\"Deceiving a monster that understands you\"],[\"Charisma ({@skill Intimidation|XPHB})\",\"Intimidating a monster\"],[\"Charisma ({@skill Performance|XPHB})\",\"Amusing a monster\"],[\"Charisma ({@skill Persuasion|XPHB})\",\"Persuading a monster that understands you\"],[\"Wisdom ({@skill Animal Handling|XPHB})\",\"Gently coaxing a Beast or Monstrosity\"]]}]}]},{\"name\":\"Magic\",\"source\":\"XPHB\",\"page\":371,\"time\":[{\"number\":1,\"unit\":\"action\"}],\"entries\":[\"When you take the Magic action, you cast a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be activated.\",\"If you cast a spell that has a casting time of 1 minute or longer, you must take the Magic action on each turn of that casting, and you must maintain {@status Concentration|XPHB} while you do so. If your {@status Concentration|XPHB} is broken, the spell fails, but you don't expend a spell slot.\"]},{\"name\":\"Mark\",\"source\":\"DMG\",\"page\":271,\"fromVariant\":\"Action Options\",\"entries\":[\"This option makes it easier for melee combatants to harry each other with opportunity attacks.\",\"When a creature makes a melee attack, it can also mark its target. Until the end of the attacker's next turn, any opportunity attack it makes against the marked target has advantage. The opportunity attack doesn't expend the attacker's reaction, but the attacker can't make the attack if anything, such as the {@condition incapacitated} condition or the {@spell shocking grasp} spell, is preventing it from taking reactions. The attacker is limited to one opportunity attack per turn.\"],\"seeAlsoAction\":[\"Attack\"]},{\"name\":\"Opportunity Attack\",\"source\":\"PHB\",\"page\":195,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Opportunity Attack|XPHB\"],\"time\":[{\"number\":1,\"unit\":\"reaction\"}],\"entries\":[\"In a fight, everyone is constantly watching for enemies to drop their guard. You can rarely move heedlessly past your foes without putting yourself in danger; doing so provokes an opportunity attack.\",\"You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack interrupts the provoking creature's movement, occurring right before the creature leaves your reach.\",\"You can avoid provoking an opportunity attack by taking the {@action Disengage} action. You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don't provoke an opportunity attack if an explosion hurls you out of a foe's reach or if gravity causes you to fall past an enemy.\"]},{\"name\":\"Opportunity Attack\",\"source\":\"XPHB\",\"page\":371,\"time\":[{\"number\":1,\"unit\":\"reaction\"}],\"entries\":[\"You can make an Opportunity Attack when a creature that you can see leaves your reach using its action, its {@variantrule Bonus Action|XPHB}, its {@variantrule Reaction|XPHB}, or one of its speeds. To make the Opportunity Attack, take a {@variantrule Reaction|XPHB} to make one melee attack with a weapon or an {@variantrule Unarmed Strike|XPHB} against the provoking creature. The attack occurs right before the creature leaves your reach.\"]},{\"name\":\"Other Activity\",\"source\":\"PHB\",\"page\":190,\"srd\":true,\"basicRules\":true,\"time\":[\"Varies\"],\"entries\":[\"Your turn can include a variety of flourishes that require neither your action nor your move.\",\"You can communicate however you are able, through brief utterances and gestures, as you take your turn.\",\"You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.\",\"If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions.\",\"The DM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the DM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge.\",{\"type\":\"inset\",\"name\":\"Interacting with Objects Around You\",\"entries\":[\"Here are a few examples of the sorts of thing you can do in tandem with your movement and action:\",{\"type\":\"list\",\"items\":[\"draw or sheathe a sword\",\"open or close a door\",\"withdraw a potion from your backpack\",\"pick up a dropped axe\",\"take a bauble from a table\",\"remove a ring from your finger\",\"stuff some food into your mouth\",\"plant a banner in the ground\",\"fish a few coins from your belt pouch\",\"drink all the ale in a flagon\",\"throw a lever or a switch\",\"pull a torch from a sconce\",\"take a book from a shelf you can reach\",\"extinguish a small flame\",\"don a mask\",\"pull the hood of your cloak up and over your head\",\"put your ear to a door\",\"kick a small stone\",\"turn a key in a lock\",\"tap the floor with a 10-foot pole\",\"hand an item to another character\"]}]}]},{\"name\":\"Overrun\",\"source\":\"DMG\",\"page\":272,\"fromVariant\":\"Action Options\",\"time\":[{\"number\":1,\"unit\":\"action\"},{\"number\":1,\"unit\":\"bonus\"}],\"entries\":[\"When a creature tries to move through a hostile creature's space, the mover can try to force its way through by overrunning the hostile creature. As an action or a bonus action, the mover makes a Strength ({@skill Athletics}) check contested by the hostile creature's Strength ({@skill Athletics}) check. The creature attempting the overrun has advantage on this check if it is larger than the hostile creature, or disadvantage if it is smaller. If the mover wins the contest, it can move through the hostile creature's space once this turn.\"],\"seeAlsoAction\":[\"Tumble|DMG\"]},{\"name\":\"Ready\",\"source\":\"PHB\",\"page\":193,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Ready|XPHB\"],\"time\":[{\"number\":1,\"unit\":\"action\"}],\"entries\":[\"Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn.\",\"First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include \\\"If the cultist steps on the trapdoor, I'll pull the lever that opens it,\\\" and \\\"If the goblin steps next to me, I move away.\\\"\",\"When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round.\",\"When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires {@status concentration} (explained in {@book chapter 10|phb|10|concentration}). If your {@status concentration} is broken, the spell dissipates without taking effect. For example, if you are {@status concentration||concentrating} on the web spell and ready magic missile, your web spell ends, and if you take damage before you release magic missile with your reaction, your {@status concentration} might be broken.\",\"You have until the start of your next turn to use a readied action.\"]},{\"name\":\"Ready\",\"source\":\"XPHB\",\"page\":372,\"time\":[{\"number\":1,\"unit\":\"action\"}],\"entries\":[\"You take the Ready action to wait for a particular circumstance before you act. To do so, you take this action on your turn, which lets you act by taking a {@variantrule Reaction|XPHB} before the start of your next turn.\",\"First, you decide what perceivable circumstance will trigger your {@variantrule Reaction|XPHB}. Then, you choose the action you will take in response to that trigger, or you choose to move up to your {@variantrule Speed|XPHB} in response to it. Examples include \\\"If the cultist steps on the trapdoor, I'll pull the lever that opens it,\\\" and \\\"If the zombie steps next to me, I move away.\\\"\",\"When the trigger occurs, you can either take your {@variantrule Reaction|XPHB} right after the trigger finishes or ignore the trigger.\",\"When you Ready a spell, you cast it as normal (expending any resources used to cast it) but hold its energy, which you release with your {@variantrule Reaction|XPHB} when the trigger occurs. To be readied, a spell must have a casting time of an action, and holding on to the spell's magic requires {@status Concentration|XPHB}, which you can maintain up to the start of your next turn. If your {@status Concentration|XPHB} is broken, the spell dissipates without taking effect.\"]},{\"name\":\"Search\",\"source\":\"PHB\",\"page\":193,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Search|XPHB\"],\"time\":[{\"number\":1,\"unit\":\"action\"}],\"entries\":[\"When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the DM might have you make a Wisdom ({@skill Perception}) check or an Intelligence ({@skill Investigation}) check.\"]},{\"name\":\"Search\",\"source\":\"XPHB\",\"page\":373,\"time\":[{\"number\":1,\"unit\":\"action\"}],\"entries\":[\"When you take the Search action, you make a Wisdom check to discern something that isn't obvious. The Search table suggests which skills are applicable when you take this action, depending on what you're trying to detect.\",{\"type\":\"table\",\"caption\":\"Search\",\"colLabels\":[\"Skill\",\"Thing to Detect\"],\"colStyles\":[\"col-4\",\"col-8\"],\"rows\":[[\"{@skill Insight|XPHB}\",\"Creature's state of mind\"],[\"{@skill Medicine|XPHB}\",\"Creature's ailment or cause of death\"],[\"{@skill Perception|XPHB}\",\"Concealed creature or object\"],[\"{@skill Survival|XPHB}\",\"Tracks or food\"]]}]},{\"name\":\"Shove\",\"source\":\"PHB\",\"page\":195,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[{\"uid\":\"Unarmed Strike|XPHB\",\"tag\":\"variantrule\"}],\"time\":[{\"number\":1,\"unit\":\"action\"}],\"entries\":[\"Using the {@action Attack} action, you can make a special melee attack to shove a creature, either to knock it {@condition prone} or push it away from you. If you're able to make multiple attacks with the {@action Attack} action, this attack replaces one of them.\",\"The target of your shove must be no more than one size larger than you, and it must be within your reach. You make a Strength ({@skill Athletics}) check contested by the target's Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (the target chooses the ability to use). You succeed automatically if the target is {@condition incapacitated}. If you succeed, you either knock the target {@condition prone} or push it 5 feet away from you.\"],\"seeAlsoAction\":[\"Attack\",\"Shove Aside|DMG\"]},{\"name\":\"Shove Aside\",\"source\":\"DMG\",\"page\":272,\"fromVariant\":\"Action Options\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"entries\":[\"With this option, a creature uses the special {@action shove} attack from the {@book Player's Handbook|PHB|9|Shoving a Creature} to force a target to the side, rather than away. The attacker has disadvantage on its Strength ({@skill Athletics}) check when it does so. If that check is successful, the attacker moves the target 5 feet to a different space within its reach.\"]},{\"name\":\"Stabilize a Creature\",\"source\":\"PHB\",\"page\":197,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Help|XPHB\"],\"time\":[{\"number\":1,\"unit\":\"action\"}],\"entries\":[\"You can use your action to administer first aid to an {@condition unconscious} creature and attempt to stabilize it, which requires a successful DC 10 Wisdom ({@skill Medicine}) check.\",\"A stable creature doesn't make death saving throws, even though it has 0 hit points, but it does remain {@condition unconscious}. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn't healed regains 1 hit point after {@dice 1d4} hours.\"]},{\"name\":\"Study\",\"source\":\"XPHB\",\"page\":375,\"time\":[{\"number\":1,\"unit\":\"action\"}],\"entries\":[\"When you take the Study action, you make an Intelligence check to study your memory, a book, a clue, or another source of knowledge and call to mind an important piece of information about it.\",\"The Areas of Knowledge table suggests which skills are applicable to various areas of knowledge.\",{\"type\":\"table\",\"caption\":\"Areas of Knowledge\",\"colLabels\":[\"Skill\",\"Areas\"],\"colStyles\":[\"col-3\",\"col-9\"],\"rows\":[[\"{@skill Arcana|XPHB}\",\"Spells, magic items, eldritch symbols, magical traditions, planes of existence, and certain creatures (Aberrations, Constructs, Elementals, Fey, and Monstrosities)\"],[\"{@skill History|XPHB}\",\"Historic events and people, ancient civilizations, wars, and certain creatures (Giants and Humanoids)\"],[\"{@skill Investigation|XPHB}\",\"Traps, ciphers, riddles, and gadgetry\"],[\"{@skill Nature|XPHB}\",\"Terrain, flora, weather, and certain creatures (Beasts, Dragons, Oozes, and Plants)\"],[\"{@skill Religion|XPHB}\",\"Deities, religious hierarchies and rites, holy symbols, cults, and certain creatures (Celestials, Fiends, and Undead)\"]]}]},{\"name\":\"Tumble\",\"source\":\"DMG\",\"page\":272,\"fromVariant\":\"Action Options\",\"time\":[{\"number\":1,\"unit\":\"action\"},{\"number\":1,\"unit\":\"bonus\"}],\"entries\":[\"A creature can try to tumble through a hostile creature's space, ducking and weaving past the opponent. As an action or a bonus action, the tumbler makes a Dexterity ({@skill Acrobatics}) check contested by the hostile creature's Dexterity ({@skill Acrobatics}) check. If the tumbler wins the contest, it can move through the hostile creature's space once this turn.\"],\"seeAlsoAction\":[\"Overrun|DMG\"]},{\"name\":\"Two-Weapon Fighting\",\"source\":\"PHB\",\"page\":195,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Two-Weapon Fighting|XPHB\"],\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"entries\":[\"When you take the {@action Attack} action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.\",\"If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.\"],\"seeAlsoAction\":[\"Attack\"]},{\"name\":\"Two-Weapon Fighting\",\"source\":\"XPHB\",\"page\":213,\"freeRules2024\":true,\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"entries\":[\"When you take the {@action Attack|XPHB} action on your turn and attack with a Light weapon, you can make one extra attack as a {@variantrule Bonus Action|XPHB} later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a {@item Shortsword|XPHB} in one hand and a {@item Dagger|XPHB} in the other using the {@action Attack|XPHB} action and a {@variantrule Bonus Action|XPHB}, but you don't add your Strength or Dexterity modifier to the damage roll of the {@variantrule Bonus Action|XPHB} unless that modifier is negative.\"],\"seeAlsoAction\":[\"Attack|XPHB\"]},{\"name\":\"Use an Object\",\"source\":\"PHB\",\"page\":193,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Utilize|XPHB\"],\"time\":[{\"number\":1,\"unit\":\"action\"}],\"entries\":[\"You normally interact with an object while doing something else, such as when you draw a sword as part of an attack. When an object requires your action for its use, you take the Use an Object action. This action is also useful when you want to interact with more than one object on your turn.\"]},{\"name\":\"Utilize\",\"source\":\"XPHB\",\"page\":377,\"time\":[{\"number\":1,\"unit\":\"action\"}],\"entries\":[\"You normally interact with an object while doing something else, such as when you draw a sword as part of the {@action Attack|XPHB} action. When an object requires an action for its use, you take the Utilize action.\"]},{\"name\":\"Waking Someone\",\"source\":\"XGE\",\"page\":77,\"time\":[{\"number\":1,\"unit\":\"action\"}],\"entries\":[\"A creature that is naturally sleeping, as opposed to being in a magically or chemically induced sleep, wakes up if it takes any damage or if someone else uses an action to shake or slap the creature awake. A sudden loud noise—such as yelling, thunder, or a ringing bell—also awakens someone that is sleeping naturally.\",\"Whispers don't disturb sleep, unless a sleeper's passive Wisdom ({@skill Perception}) score is 20 or higher and the whispers are within 10 feet of the sleeper. Speech at a normal volume awakens a sleeper if the environment is otherwise silent (no wind, birdsong, crickets, street sounds, or the like) and the sleeper has a passive Wisdom ({@skill Perception}) score of 15 or higher.\"]}]}"); JSON_DATA[`data/backgrounds.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"background\"]},\"background\":[{\"name\":\"Acolyte\",\"source\":\"PHB\",\"page\":127,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Acolyte|XPHB\"],\"skillProficiencies\":[{\"insight\":true,\"religion\":true}],\"languageProficiencies\":[{\"anyStandard\":2}],\"startingEquipment\":[{\"_\":[{\"item\":\"holy symbol|phb\",\"displayName\":\"holy symbol (a gift to you when you entered the priesthood)\"},{\"special\":\"sticks of incense\",\"quantity\":5},{\"special\":\"vestments\"},\"common clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1500}]},{\"a\":[{\"item\":\"book|phb\",\"displayName\":\"prayer book\"}],\"b\":[{\"special\":\"prayer wheel\"}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Insight}, {@skill Religion}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Two of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A {@item holy symbol|phb} (a gift to you when you entered the priesthood), a prayer {@item book|phb} or prayer wheel, 5 sticks of incense, vestments, a set of {@item common clothes|phb}, and a belt {@item pouch|phb} containing 15 gp\"}]},{\"name\":\"Feature: Shelter of the Faithful\",\"type\":\"entries\",\"entries\":[\"As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.\",\"You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.\"],\"data\":{\"isFeature\":true}},{\"name\":\"Suggested Characteristics\",\"type\":\"entries\",\"entries\":[\"Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.\",{\"type\":\"table\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I idolize a particular hero of my faith, and constantly refer to that person's deeds and example.\"],[\"2\",\"I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.\"],[\"3\",\"I see omens in every event and action. The gods try to speak to us, we just need to listen.\"],[\"4\",\"Nothing can shake my optimistic attitude.\"],[\"5\",\"I quote (or misquote) sacred texts and proverbs in almost every situation.\"],[\"6\",\"I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods.\"],[\"7\",\"I've enjoyed fine food, drink, and high society among my temple's elite. Rough living grates on me.\"],[\"8\",\"I've spent so long in the temple that I have little practical experience dealing with people in the outside world.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)\"],[\"2\",\"Charity. I always try to help those in need, no matter what the personal cost. (Good)\"],[\"3\",\"Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic)\"],[\"4\",\"Power. I hope to one day rise to the top of my faith's religious hierarchy. (Lawful)\"],[\"5\",\"Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)\"],[\"6\",\"Aspiration. I seek to prove myself worthy of my god's favor by matching my actions against his or her teachings. (Any)\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I would die to recover an ancient relic of my faith that was lost long ago.\"],[\"2\",\"I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.\"],[\"3\",\"I owe my life to the priest who took me in when my parents died.\"],[\"4\",\"Everything I do is for the common people.\"],[\"5\",\"I will do anything to protect the temple where I served.\"],[\"6\",\"I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I judge others harshly, and myself even more severely.\"],[\"2\",\"I put too much trust in those who wield power within my temple's hierarchy.\"],[\"3\",\"My piety sometimes leads me to blindly trust those that profess faith in my god.\"],[\"4\",\"I am inflexible in my thinking.\"],[\"5\",\"I am suspicious of strangers and expect the worst of them.\"],[\"6\",\"Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.\"]]}]}],\"hasFluff\":true},{\"name\":\"Acolyte\",\"source\":\"XPHB\",\"page\":178,\"freeRules2024\":true,\"edition\":\"one\",\"ability\":[{\"choose\":{\"weighted\":{\"from\":[\"int\",\"wis\",\"cha\"],\"weights\":[2,1]}}},{\"choose\":{\"weighted\":{\"from\":[\"int\",\"wis\",\"cha\"],\"weights\":[1,1,1]}}}],\"feats\":[{\"magic initiate; cleric|xphb\":true}],\"skillProficiencies\":[{\"insight\":true,\"religion\":true}],\"toolProficiencies\":[{\"calligrapher's supplies\":true}],\"startingEquipment\":[{\"A\":[{\"item\":\"book|xphb\",\"displayName\":\"Book (Prayers)\"},{\"item\":\"calligrapher's supplies|xphb\"},{\"item\":\"holy symbol|xphb\"},{\"item\":\"parchment|xphb\",\"quantity\":10},{\"item\":\"robe|xphb\"},{\"value\":800}],\"B\":[{\"value\":5000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Ability Scores:\",\"entry\":\"Intelligence, Wisdom, Charisma\"},{\"type\":\"item\",\"name\":\"Feat:\",\"entry\":\"{@feat Magic Initiate|XPHB} (Cleric)\"},{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Insight|XPHB}, {@skill Religion|XPHB}\"},{\"type\":\"item\",\"name\":\"Tool Proficiency:\",\"entry\":\"{@item Calligrapher's Supplies|XPHB}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"Choose A or B: (A) {@item Calligrapher's Supplies|XPHB}, {@item Book|XPHB|Book (prayers)}, {@item Holy Symbol|XPHB}, {@item Parchment|XPHB} (10 sheets), {@item Robe|xphb}, 8 GP; or (B) 50 GP\"}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Anthropologist\",\"source\":\"ToA\",\"page\":191,\"skillProficiencies\":[{\"insight\":true,\"religion\":true}],\"languageProficiencies\":[{\"anyStandard\":2}],\"startingEquipment\":[{\"_\":[{\"special\":\"leather-bound diary\"},\"ink (1-ounce bottle)|phb\",\"ink pen|phb\",\"traveler's clothes|phb\",{\"item\":\"trinket|phb\",\"displayName\":\"trinket of special significance\"},{\"item\":\"pouch|phb\",\"containsValue\":1000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Insight}, {@skill Religion}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Two of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A leather-bound diary, a {@item Ink (1-ounce bottle)|phb|bottle of ink}, an {@item ink pen|phb}, a set of {@item traveler's clothes|phb}, one {@item trinket|phb} of special significance, and a {@item pouch|phb} containing 10 gp\"}]},{\"name\":\"Cultural Chameleon\",\"type\":\"entries\",\"entries\":[\"Before becoming an adventurer, you spent much of your adult life away from your homeland, living among people different from your kin. You came to understand these foreign cultures and the ways of their people, who eventually treated you as one of their own. One culture had more of an influence on you than any other, shaping your beliefs and customs Choose a race whose culture you've adopted, or roll on the Adopted Culture table.\",{\"type\":\"table\",\"colLabels\":[\"d8\",\"Culture\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Aarakocra\"],[\"2\",\"Dwarf\"],[\"3\",\"Elf\"],[\"4\",\"Goblin\"],[\"5\",\"Halfling\"],[\"6\",\"Human\"],[\"7\",\"Lizardfolk\"],[\"8\",\"Orc\"]]}]},{\"name\":\"Feature: Adept Linguist\",\"type\":\"entries\",\"entries\":[\"You can communicate with humanoids who don't speak any language you know. You must observe the humanoids interacting with one another for at least 1 day, after which you learn a handful of important words, expressions, and gestures - enough to communicate on a rudimentary level.\"],\"data\":{\"isFeature\":true}},{\"name\":\"Suggested Characteristics\",\"type\":\"entries\",\"entries\":[\"Anthropologists leave behind the societies into which they were born to discover what life is like in other parts of the world. They seek to see how other races and civilizations survive - or why they did not. Some anthropologists are driven by intellectual curiosity, while others want the fame and recognition that comes with being the first to discover a new people, a lost tribe, or the truth about an ancient empire's downfall.\",{\"type\":\"table\",\"colLabels\":[\"d6\",\"Personality Trait\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I prefer the company of those who aren't like me, including people of other races\"],[\"2\",\"I'm a stickler when it comes to observing proper etiquette and local customs\"],[\"3\",\"I would rather observe than meddle\"],[\"4\",\"By living among violent people, I have become desensitized to violence.\"],[\"5\",\"I would risk life and limb to discover a new culture or unravel the secrets of a dead one.\"],[\"6\",\"When I arrive at a new settlement for the first time, I must learn all its customs.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Discovery. I want to be the first person to discover a lost culture. (Any)\"],[\"2\",\"Distance. One must not interfere with the affairs of another culture - even one in need of aid. (Lawful)\"],[\"3\",\"Knowledge. By understanding other races and cultures, we learn to understand ourselves. (Any)\"],[\"4\",\"Power. Common people crave strong leadership, and I do my utmost to provide it. (Lawful)\"],[\"5\",\"Protection. I must do everything possible to save a society facing extinction. (Good)\"],[\"6\",\"Indifferent. Life is cruel. What's the point in saving people if they're going to die anyway? (Chaotic)\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"My mentor gave me a journal filled with lore and wisdom. Losing it would devastate me.\"],[\"2\",\"Having lived among the people of a primeval tribe or clan, I long to return and see how they are faring.\"],[\"3\",\"Years ago, tragedy struck the members of an isolated society I befriended, and I will honor them.\"],[\"4\",\"I want to learn more about a particular humanoid culture that fascinates me.\"],[\"5\",\"I seek to avenge a clan, tribe, kingdom, or empire that was wiped out.\"],[\"6\",\"I have a trinket that I believe is the key to finding a long-lost society.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Boats make me seasick.\"],[\"2\",\"I talk to myself, and I don't make friends easily.\"],[\"3\",\"I believe that I'm intellectually superior to people from other cultures and have much to teach them.\"],[\"4\",\"I've picked up some unpleasant habits living among goblins, lizardfolk, or orcs.\"],[\"5\",\"I complain about everything.\"],[\"6\",\"I wear a tribal mask and never take it off.\"]]}]}],\"hasFluff\":true},{\"name\":\"Archaeologist\",\"source\":\"ToA\",\"page\":192,\"skillProficiencies\":[{\"history\":true,\"survival\":true}],\"languageProficiencies\":[{\"anyStandard\":1}],\"toolProficiencies\":[{\"choose\":{\"from\":[\"navigator's tools\",\"cartographer's tools\"]}}],\"startingEquipment\":[{\"_\":[{\"item\":\"map or scroll case|phb\",\"displayName\":\"wooden case containing a map to a ruin or dungeon\"},\"bullseye lantern|phb\",\"miner's pick|phb\",\"traveler's clothes|phb\",\"shovel|phb\",\"two-person tent|phb\",{\"item\":\"trinket|phb\",\"displayName\":\"trinket recovered from a dig site\"},{\"item\":\"pouch|phb\",\"containsValue\":2500}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill History}, {@skill Survival}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"{@item Cartographer's tools|phb} or {@item navigator's tools|phb}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"One of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A {@item Map or Scroll Case|phb|wooden case} containing a map to a ruin or dungeon, a {@item bullseye lantern|phb}, a {@item miner's pick|phb}, a set of {@item traveler's clothes|phb}, a {@item shovel|phb}, a {@item two-person tent|phb}, a {@item trinket|phb} recovered from a dig site, and a {@item pouch|phb} containing 25 gp\"}]},{\"name\":\"Dust Digger\",\"type\":\"entries\",\"entries\":[\"Prior to becoming an adventurer, you spent most of your young life crawling around in the dust, pilfering relics of questionable value from crypts and ruins. Though you managed to sell a few of your discoveries and earn enough coin to buy proper adventuring gear, you have held onto an item that has great emotional value to you. Roll on the Signature Item table to see what you have, or choose an item from the table.\",{\"type\":\"table\",\"caption\":\"Signature Item\",\"colLabels\":[\"d8\",\"Item\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"{@item pole (10-foot)|phb|10-foot pole}\"],[\"2\",\"{@item Crowbar|phb}\"],[\"3\",\"Hat\"],[\"4\",\"{@item Hooded lantern|phb}\"],[\"5\",\"Medallion\"],[\"6\",\"{@item Shovel|phb}\"],[\"7\",\"{@item Sledgehammer|phb}\"],[\"8\",\"{@item Whip|phb}\"]]}]},{\"name\":\"Feature: Historical Knowledge\",\"type\":\"entries\",\"entries\":[\"When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old.\"],\"data\":{\"isFeature\":true}},{\"name\":\"Suggested Characteristics\",\"type\":\"entries\",\"entries\":[\"Few archaeologists can resist the lure of an unexplored ruin or dungeon, particularly if such a site is the source of legends or is rumored to contain the treasures and relics of wizards, warlords, or royalty. Some archaeologists plunder for wealth or fame, while others consider it their calling to illuminate the past or keep the world's greatest treasures from falling into the wrong hands. Whatever their motivations, archaeologists combine the qualities of a scrappy historian with the self-made heroism of a treasure-hunting scoundrel.\",{\"type\":\"table\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I love a good puzzle or mystery\"],[\"2\",\"I'm a pack rat who never throws anything away.\"],[\"3\",\"Fame is more important to me than money.\"],[\"4\",\"I have no qualms about stealing from the dead.\"],[\"5\",\"I'm happier in a dusty old tomb than I am in the centers of civilization.\"],[\"6\",\"Traps don't make me nervous. Idiots who trigger traps make me nervous.\"],[\"7\",\"I might fail, but I will never give up.\"],[\"8\",\"You might think I'm a scholar, but I love a good brawl. These fists were made for punching.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Preservation. That artifact belongs in a museum. (Good)\"],[\"2\",\"Greed. I won't risk my life for nothing. I expect some kind of payment. (Any)\"],[\"3\",\"Death Wish. Nothing is more exhilarating than a narrow escape from the jaws of death. (Chaotic)\"],[\"4\",\"Dignity. The dead and their belongings deserve to be treated with respect. (Lawful)\"],[\"5\",\"Immortality. All of my exploring is part of a plan to find the secret of everlasting life. (Any)\"],[\"6\",\"Danger. With every great discovery comes grave danger. The two walk hand in hand. (Any)\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Ever since I was a child, I've heard stories about a lost city. I aim to find it, learn its secrets, and earn my place in the history books.\"],[\"2\",\"I want to find my mentor, who disappeared on an expedition some time ago.\"],[\"3\",\"I have a friendly rival. Only one of us can be the best, and I aim to prove it's me.\"],[\"4\",\"I won't sell an art object or other treasure that has historical significance or is one of a kind.\"],[\"5\",\"I'm secretly in love with the wealthy patron who sponsors my archaeological exploits.\"],[\"6\",\"I hope to bring prestige to a library, a museum, or a university.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I have a secret fear of some common wild animal - and in my work, I see them everywhere.\"],[\"2\",\"I can't leave a room without searching it for secret doors.\"],[\"3\",\"When I'm not exploring dungeons or ruins. I get jittery and impatient.\"],[\"4\",\"I have no time for friends or family. I spend every waking moment thinking about and preparing for my next expedition.\"],[\"5\",\"When given the choice of going left or right, I always go left.\"],[\"6\",\"I can't sleep except in total darkness.\"]]}]}],\"hasFluff\":true},{\"name\":\"Artisan\",\"source\":\"XPHB\",\"page\":179,\"edition\":\"one\",\"ability\":[{\"choose\":{\"weighted\":{\"from\":[\"str\",\"dex\",\"int\"],\"weights\":[2,1]}}},{\"choose\":{\"weighted\":{\"from\":[\"str\",\"dex\",\"int\"],\"weights\":[1,1,1]}}}],\"feats\":[{\"crafter|xphb\":true}],\"skillProficiencies\":[{\"investigation\":true,\"persuasion\":true}],\"toolProficiencies\":[{\"anyArtisansTool\":1}],\"startingEquipment\":[{\"A\":[{\"item\":\"artisan's tools|xphb\"},{\"item\":\"pouch|xphb\",\"quantity\":2},{\"item\":\"traveler's clothes|xphb\"},{\"value\":3200}],\"B\":[{\"value\":5000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Ability Scores:\",\"entry\":\"Strength, Dexterity, Intelligence\"},{\"type\":\"item\",\"name\":\"Feat:\",\"entry\":\"{@feat Crafter|XPHB}\"},{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Investigation|XPHB}, {@skill Persuasion|XPHB}\"},{\"type\":\"item\",\"name\":\"Tool Proficiency:\",\"entry\":\"Choose one kind of {@item Artisan's Tools|XPHB}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"Choose A or B: (A) {@item Artisan's Tools|XPHB} (same as above), 2 {@item Pouch|XPHB|Pouches}, {@item Traveler's Clothes|XPHB}, 32 GP; or (B) 50 GP\"}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ashari\",\"source\":\"TDCSR\",\"page\":180,\"skillProficiencies\":[{\"nature\":true,\"choose\":{\"from\":[\"arcana\",\"survival\"],\"count\":1}}],\"languageProficiencies\":[{\"primordial\":true,\"choose\":{\"from\":[\"aquan\",\"auran\",\"ignan\",\"terran\"],\"count\":1}}],\"toolProficiencies\":[{\"herbalism kit\":true}],\"startingEquipment\":[{\"_\":[{\"item\":\"Traveler's Clothes|phb\",\"displayName\":\"A set of traveler's clothes\"},{\"special\":\"a staff carved with symbols of your tribe\"},\"herbalism kit|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Nature}, plus your choice of {@skill Arcana} or {@skill Survival}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"{@item Herbalism Kit|PHB}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"{@language Primordial} ({@language Primordial|PHB|Aquan}, {@language Primordial|PHB|Auran}, {@language Primordial|PHB|Ignan}, or {@language Primordial|PHB|Terran}, depending on the elemental affinity of your tribe)\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A set of {@item traveler's clothes|phb}, a staff carved with symbols of your tribe, an {@item herbalism kit|PHB}, and a belt {@item pouch|phb} containing 10 gp\"}]},{\"name\":\"Feature: Elemental Harmony\",\"type\":\"entries\",\"page\":180,\"entries\":[\"Growing up surrounded by wild elemental magics has attuned your senses to those chaotic forces, enabling you to subtly bend them to your will. As an action, you channel minor magic involving the element of your chosen Ashari order, giving you one of the following abilities:\",{\"type\":\"entries\",\"name\":\"Pyrah\",\"page\":180,\"entries\":[\"You instantaneously create and control a burst of flame small enough to light a candle, a torch, or a small campfire. Alternatively, you snuff out a flame of the same size.\"]},{\"type\":\"entries\",\"name\":\"Terrah\",\"page\":180,\"entries\":[\"You instantaneously create a small rock no larger than a {@item gold (gp)|PHB|gold coin}. The rock appears in your hand, then turns to dust after 1 minute.\"]},{\"type\":\"entries\",\"name\":\"Vesrah\",\"page\":180,\"entries\":[\"You instantaneously create enough hot or cold water to fill a small drinking vessel.\"]},{\"type\":\"entries\",\"name\":\"Zephrah\",\"page\":180,\"entries\":[\"You create an instantaneous puff of wind strong enough to blow papers off a desk or mess up someone's hair.\"]}],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Suggested Characteristics\",\"page\":180,\"entries\":[\"{@book The Ashari|TDCSR|2|The Ashari} hold themselves removed from the rest of Tal'Dorei by their own choice. This makes many Ashari naive to the ways of the world beyond their homes—but it can also make them determined, steadfast, and tightly focused on their goals. Ever since {@creature Keyleth, Voice of the Tempest|TDCSR} and leader of the {@book Zephrah|TDCSR|3|Zephrah}, became a world-renowned hero, the Air Ashari at least have become more familiar to Tal'Dorei's other peoples. They are known to welcome outsiders to their mountaintop enclave, and to take on quests that force them to leave their isolated home.\",\"To learn more about your character's Ashari order, see \\\"{@book The Ashari|TDCSR|2|The Ashari}\\\".\",{\"type\":\"table\",\"caption\":\"Ashari Personality Traits\",\"colLabels\":[\"{@dice d8}\",\"Personality Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I like to keep my hands busy, no matter where I am.\"],[\"2\",\"I love to explore new places and meet new people.\"],[\"3\",\"I meditate at dawn each day—and I can't stand it when my routine is interrupted.\"],[\"4\",\"I like noticing patterns in the world around me, whether or not they mean anything.\"],[\"5\",\"I don't let anything—or anyone—stand in the way of my mission.\"],[\"6\",\"I'm a plain talker, even with people who outrank me.\"],[\"7\",\"I've always got some of my native element with me in some form. (This might be modeling clay, pure water, special burning incense, or a bottled cloud.)\"],[\"8\",\"I talk with everyone like I've known them all my life. Because most people I know, I have known all my life!\"]]},{\"type\":\"table\",\"caption\":\"Ashari Ideals\",\"colLabels\":[\"{@dice d6}\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Destiny}. I believe that everyone has a role to play. Now I just have to find mine. (Neutral)\"],[\"2\",\"{@b Community}. It's important to surround yourself with people you can count on, and who will support you. (Good)\"],[\"3\",\"{@b Knowledge}. I want to learn everything I can about the Elemental Planes—and maybe even visit them myself. (Neutral)\"],[\"4\",\"{@b Freedom}. I don't care what anyone says. Even if it causes problems, the elements must be free. And so should I. (Chaotic)\"],[\"5\",\"{@b Structure}. The elements are in harmony when they are free to act as they will, within the safe boundaries set by {@book the Ashari|TDCSR|2|The Ashari}. People are much the same. (Lawful)\"],[\"6\",\"{@b Virtuous Cycle}. If I see someone who needs help, I feel compelled to assist them. Surely they'll return the favor someday! (Good)\"]]},{\"type\":\"table\",\"caption\":\"Ashari Bonds\",\"colLabels\":[\"{@dice d6}\",\"Bond\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I have a cousin in another Ashari tribe whom I've never met, but someday I want to visit my extended family.\"],[\"2\",\"The leader of my tribe thinks I could be their successor, but I worry that I don't have enough experience to lead my people.\"],[\"3\",\"A mysterious person killed a member of my family. I've left home to discover who the killer was—and to seek vengeance.\"],[\"4\",\"My older sibling set out on their Aramante a year ago, and I haven't seen them since.\"],[\"5\",\"When I was a baby, a {@creature giant eagle} brought me to {@book Zephrah|TDCSR|3|Zephrah}. I love my family, but I often wonder who my birth parents are.\"],[\"6\",\"I trust my animal friends more than any humanoid ally.\"]]},{\"type\":\"table\",\"caption\":\"Ashari Flaws\",\"colLabels\":[\"{@dice d6}\",\"Flaw\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Big cities are overwhelming. I get nervous when surrounded by people I don't know.\"],[\"2\",\"I know all too well that elemental power is dangerous—but I like playing around with it anyway.\"],[\"3\",\"I get surly if I go too long without being in contact with my native element.\"],[\"4\",\"I think the mission of my people is a fool's errand. They should abandon isolation, let the elements be, and enjoy the pleasures of the world!\"],[\"5\",\"I can't stand it when people say one thing and mean another! Just say what you mean!\"],[\"6\",\"Ugh, I know it's not right, but I can't help but look down on people who can't manipulate the elements. It's not like it's hard!\"]]}]}],\"hasFluff\":true},{\"name\":\"Astral Drifter\",\"source\":\"AAG\",\"page\":7,\"feats\":[{\"magic initiate|phb\":true}],\"skillProficiencies\":[{\"insight\":true,\"religion\":true}],\"languageProficiencies\":[{\"anyStandard\":2}],\"startingEquipment\":[{\"_\":[\"traveler's clothes|phb\",{\"special\":\"diary\"},\"ink pen|phb\",\"ink (1-ounce bottle)|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1000}]}],\"fromFeature\":{\"feats\":true},\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Insight}, {@skill Religion}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Two of your choice ({@language Celestial} or {@language Gith|MM} recommended)\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A set of {@item traveler's clothes|PHB}, a diary, an {@item ink pen|PHB}, a {@item Ink (1-ounce bottle)|PHB|bottle of ink}, and a {@item pouch|phb} containing 10 gp\"}]},{\"type\":\"entries\",\"name\":\"Longevity\",\"entries\":[\"You are {@dice 20d6} years older than you look, because you have spent that much time in the Astral Sea without aging.\"]},{\"name\":\"Feature: Divine Contact\",\"type\":\"entries\",\"entries\":[\"You gain the {@feat Magic Initiate||Magic Initiate feat} from the {@book Player's Handbook|PHB} and must choose cleric for the feat.\",\"In the Astral Sea, you crossed paths with a wandering deity. The encounter was brief and nonviolent, yet it made a lasting impression on you. This deity saw fit to share one secret or obscure bit of cosmic lore with you. Work with your DM to determine the details of this knowledge and its impact on the campaign.\",\"Roll on the Divine Contact table to determine which deity you encountered, or work with your DM to identify a more suitable choice.\",{\"type\":\"table\",\"caption\":\"Divine Contact\",\"colLabels\":[\"d10\",\"Wandering Deity\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Corellon, god of art and magic (chaotic good)\"],[\"2\",\"Tymora, god of good fortune (chaotic good)\"],[\"3\",\"Fharlanghn, god of horizons and travel (neutral good)\"],[\"4\",\"Istus, god of fate and destiny (neutral)\"],[\"5\",\"Nuada, god of war and warriors (neutral)\"],[\"6\",\"Zivilyn, god of wisdom (neutral)\"],[\"7\",\"Arawn, god of life and death (neutral evil)\"],[\"8\",\"Hecate, god of magic and moons (chaotic evil)\"],[\"9\",\"Celestian, god of stars and wanderers (neutral)\"],[\"10\",\"Ptah, god of knowledge and secrets (lawful neutral)\"]]}],\"data\":{\"isFeature\":true}}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Athlete\",\"source\":\"MOT\",\"page\":31,\"skillProficiencies\":[{\"acrobatics\":true,\"athletics\":true}],\"languageProficiencies\":[{\"anyStandard\":1}],\"toolProficiencies\":[{\"vehicles (land)\":true}],\"startingEquipment\":[{\"a\":[{\"special\":\"bronze discus\"}],\"b\":[{\"special\":\"leather ball\"}]},{\"a\":[{\"special\":\"lucky charm\"}],\"b\":[{\"special\":\"past trophy\"}]},{\"_\":[\"traveler's clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Acrobatics}, {@skill Athletics}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"One of your choice\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"{@filter Vehicles (land)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (land)}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A bronze discus or leather ball, a lucky charm or past trophy, a set of {@item traveler's clothes|phb}, and a {@item pouch|phb} containing 10 gp\"}]},{\"name\":\"Feature: Echoes of Victory\",\"type\":\"entries\",\"entries\":[\"You have attracted admiration among spectators, fellow athletes, and trainers in the region that hosted your past athletic victories. When visiting any settlement within 100 miles of where you grew up, there is a {@chance 50} chance you can find someone there who admires you and is willing to provide information or temporary shelter.\",\"Between adventures, you might compete in athletic events sufficient enough to maintain a comfortable lifestyle, as per the \\\"{@book Practicing a Profession|PHB|8|Practicing a Profession}\\\" downtime activity in chapter 8 of the {@book Player's Handbook|PHB}.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Favored Event\",\"entries\":[\"While many athletes practice various games and events, most excel at a single form of competition. Roll or choose from the options in the Favored Event table to determine the athletic event in which you excel.\",{\"type\":\"table\",\"caption\":\"Favored Event\",\"colLabels\":[\"d8\",\"Favored Event\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Marathon\"],[\"2\",\"Long-distance running\"],[\"3\",\"Wrestling\"],[\"4\",\"Boxing\"],[\"5\",\"Chariot or horse race\"],[\"6\",\"Pankration (mixed unarmed combat)\"],[\"7\",\"Hoplite race (racing in full armor with a unit)\"],[\"8\",\"Pentathlon (running, long jump, discus, javelin, wrestling)\"]]}]},{\"name\":\"Suggested Characteristics\",\"type\":\"entries\",\"entries\":[\"Competition can forge strong bonds between teammates and rivals or ignite bitter feuds that burn outside the arena. Athletes often apply lessons from their training to their lives in general.\",{\"type\":\"table\",\"caption\":\"Athlete Personality Traits\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I feel most at peace during physical exertion, be it exercise or battle.\"],[\"2\",\"I don't like to sit idle.\"],[\"3\",\"I have a daily exercise routine that I refuse to break.\"],[\"4\",\"Obstacles exist to be overcome.\"],[\"5\",\"When I see others struggling, I offer to help.\"],[\"6\",\"I love to trade banter and gibes.\"],[\"7\",\"Anything worth doing is worth doing best.\"],[\"8\",\"I get irritated if people praise someone else and not me.\"]]},{\"type\":\"table\",\"caption\":\"Athlete Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Competition. I strive to test myself in all things. (Chaotic)\"],[\"2\",\"Triumph. The best part of winning is seeing my rivals brought low. (Evil)\"],[\"3\",\"Camaraderie. The strongest bonds are forged through struggle. (Good)\"],[\"4\",\"People. I strive to inspire my spectators. (Neutral)\"],[\"5\",\"Tradition. Every game has rules, and the playing field must be level. (Lawful)\"],[\"6\",\"Growth. Lessons hide in victory and defeat. (Any)\"]]},{\"type\":\"table\",\"caption\":\"Athlete Bonds\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"My teammates are my family.\"],[\"2\",\"I will overcome a rival and prove myself their better.\"],[\"3\",\"My mistake got someone hurt. I'll never make that mistake again.\"],[\"4\",\"I will be the best for the honor and glory of my home.\"],[\"5\",\"The person who trained me is the most important person in my world.\"],[\"6\",\"I strive to live up to a specific hero's example.\"]]},{\"type\":\"table\",\"caption\":\"Athlete Flaws\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I indulge in a habit that threatens my reputation or my health.\"],[\"2\",\"I'll do absolutely anything to win.\"],[\"3\",\"I ignore anyone who doesn't compete and anyone who loses to me.\"],[\"4\",\"I have lingering pain from old injuries.\"],[\"5\",\"Any defeat or failure on my part is because my opponent cheated.\"],[\"6\",\"I must be the captain of any group I join.\"]]}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Augen Trust (Spy)\",\"source\":\"EGW\",\"page\":203,\"_copy\":{\"name\":\"Variant Criminal (Spy)\",\"source\":\"PHB\"},\"hasFluff\":true},{\"name\":\"Azorius Functionary\",\"source\":\"GGR\",\"page\":33,\"skillProficiencies\":[{\"insight\":true,\"intimidation\":true}],\"languageProficiencies\":[{\"anyStandard\":2}],\"startingEquipment\":[{\"_\":[{\"special\":\"Azorius insignia\"},{\"special\":\"scroll containing the text of a law important to you\"},\"ink (1-ounce bottle)|phb\",\"ink pen|phb\",\"fine clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1000}]}],\"additionalSpells\":[{\"expanded\":{\"s0\":[\"friends#c\",\"message#c\"],\"s1\":[\"command\",\"ensnaring strike\"],\"s2\":[\"arcane lock\",\"calm emotions\",\"hold person\"],\"s3\":[\"clairvoyance\",\"counterspell\"],\"s4\":[\"compulsion\",\"divination\"],\"s5\":[\"dominate person\"]}}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Insight}, {@skill Intimidation}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Two of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"An Azorius insignia, a scroll containing the text of a law important to you, a {@item Ink (1-ounce bottle)|phb|bottle of blue ink}, a {@item ink pen|phb|pen}, a set of {@item fine clothes|phb}, and a belt {@item pouch|phb} containing 10 gp (Azorius-minted 1-zino coins)\"}]},{\"type\":\"entries\",\"name\":\"Feature: Legal Authority\",\"entries\":[\"You have the authority to enforce the laws of Ravnica, and that status inspires a certain amount of respect and even fear in the populace. People mind their manners in your presence and avoid drawing your attention; they assume you have the right to be wherever you are. Showing your Azorius insignia gets you an audience with anyone you want to talk to (though it might cause more problems than it solves when you're dealing with incorrigible lawbreakers). If you abuse this privilege, though, you can get in serious trouble with your superiors and even be stripped of your position.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Azorius Guild Spells\",\"entries\":[\"{@i Prerequisite: Spellcasting or Pact Magic class feature}\",\"For you, the spells on the Azorius Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)\",{\"type\":\"table\",\"caption\":\"Azorius Guild Spells\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"Spell Level\",\"Spells\"],\"rows\":[[\"Cantrip\",\"{@spell friends}, {@spell message}\"],[\"1st\",\"{@spell command}, {@spell ensnaring strike}\"],[\"2nd\",\"{@spell arcane lock}, {@spell calm emotions}, {@spell hold person}\"],[\"3rd\",\"{@spell clairvoyance}, {@spell counterspell}\"],[\"4th\",\"{@spell compulsion}, {@spell divination}\"],[\"5th\",\"{@spell dominate person}\"]]},\"Your magic often takes the form of blue or golden runes floating and glowing in the air in circular patterns or of shimmering azure barriers of magical energy. If you cast {@spell ensnaring strike}, for example, the vines created by the spell might appear as rune-inscribed glowing bands that wrap around the target and hold it in place.\"]},{\"type\":\"entries\",\"name\":\"Suggested Characteristics\",\"entries\":[\"Members of the Azorius Senate tend toward a demeanor of cold dignity and a pragmatic, orderly nature. Steeped in the law as they are, their ideals and priorities revolve around legal issues.\",{\"type\":\"table\",\"caption\":\"Personality Traits\",\"colLabels\":[\"d8\",\"Trait\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"I try never to let my judgment become clouded by emotion.\"],[\"2\",\"I have infinite patience with the dolts and boors I'm forced to deal with every day.\"],[\"3\",\"When I give an order, I expect it to be obeyed.\"],[\"4\",\"I just want things the way I like them: neat, orderly, and clean.\"],[\"5\",\"No wrongdoing can escape my watchful gaze.\"],[\"6\",\"I always say exactly what I mean, no matter how many words it takes to communicate the particular nuance I am attempting to convey.\"],[\"7\",\"I'm very literal and don't appreciate metaphor or sarcasm.\"],[\"8\",\"I never change my mind once it's made up.\"]]},{\"type\":\"table\",\"caption\":\"Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"{@b Guild}. My guild is all that really matters. (Any)\"],[\"2\",\"{@b Order}. The law is meant to ensure that the gears of society turn smoothly and quietly. (Lawful)\"],[\"3\",\"{@b Peace}. The ultimate object of the law is to remove violence from society. (Good)\"],[\"4\",\"{@b Compliance}. Coercion is a fine way of ensuring that the laws are obeyed. (Lawful)\"],[\"5\",\"{@b Legislation}. The law embodies excellence in its precision and detail. (Lawful)\"],[\"6\",\"{@b Punishment}. A public display of consequences is an excellent deterrent for other criminals. (Evil)\"]]},{\"type\":\"table\",\"caption\":\"Bonds\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"I am beholden to an Azorius arrester who captured the criminal who killed my parents, saving me from the same fate.\"],[\"2\",\"I hope one day to write the laws, not just enforce them.\"],[\"3\",\"I tried and failed to prevent a murder, and I have sworn to find and arrest the perpetrator.\"],[\"4\",\"I successfully prevented a murder, and the would-be perpetrator wants me dead.\"],[\"5\",\"One of my parents was prominent in the guild, and I resent constantly being compared to that standard.\"],[\"6\",\"I've modeled my career after a highly respected lawmage or arrester, but I fear that my role model might be involved in something illegal.\"]]},{\"type\":\"table\",\"caption\":\"Flaws\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"I'm unable to distinguish between the letter and the spirit of the law.\"],[\"2\",\"I seem like a harsh judge to others, but I judge myself most harshly of all.\"],[\"3\",\"I have a secret, illegal vice.\"],[\"4\",\"I was traumatized by witnessing a crime as a child.\"],[\"5\",\"I'm incapable of deception.\"],[\"6\",\"I wish I had joined the Boros, but I fear they'd never accept me.\"]]}]},{\"type\":\"entries\",\"name\":\"Contacts\",\"entries\":[\"The Azorius Senate is a sprawling bureaucracy, and people in a variety of positions throughout the guild can pull strings to make things happen. Because of the guild's role in making and enforcing laws for the entire city, your place in the Azorius can easily bring you into contact with members of other guilds, for good or ill.\",\"Roll twice on the Azorius Contacts table (for an ally and a rival) and once on the Non-Azorius Contacts table.\",{\"type\":\"table\",\"caption\":\"Azorius Contacts\",\"colLabels\":[\"d8\",\"Contact\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"As a teenager, I was a page for a prominent judge.\"],[\"2\",\"One of my childhood friends is now a precognitive mage in service of the guild.\"],[\"3\",\"I joined the Azorius hoping to impress an arrester whom I admire.\"],[\"4\",\"My former mentor is now a warden at Udzec, the new Azorius prison.\"],[\"5\",\"I was second best at everything in my legal training, and now I work with the person who was always just a little bit better.\"],[\"6\",\"A good friend was promoted into work they can't tell me about.\"],[\"7\",\"I know a homunculus in the halls of New Prahv who can get things done behind the scenes.\"],[\"8\",\"I was once summoned to the presence of Supreme Judge Isperia, the guildmaster of the Azorius, who complimented me on my work.\"]]},{\"type\":\"table\",\"caption\":\"Non-Azorius Contacts\",\"colLabels\":[\"d10\",\"Contact\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Roll an additional Azorius contact; you can decide if the contact is an ally or a rival.\"],[\"2\",\"The person who recruited me into the Azorius left and joined the Boros.\"],[\"3\",\"I have a friendship with a Dimir agent who sometimes funnels me secrets about Azorius activities.\"],[\"4\",\"A Golgari spore druid would love to see me slip up and break the law.\"],[\"5\",\"A lesser Gruul chieftain seems to think I could be useful.\"],[\"6\",\"The black sheep of my family is putting their maniacal genius to use in the Izzet.\"],[\"7\",\"I'm friends with an Orzhov advokist; we compare notes on different forms of law magic.\"],[\"8\",\"I was ridiculed once in a Rakdos performance; the performer was impressed with my good humor about it and now does me occasional favors.\"],[\"9\",\"I have a fanatical Selesnya cousin who keeps trying to recruit me and everyone else in the family.\"],[\"10\",\"While growing up, I was bullied by a brat who's now a hybrid in the Simic Combine.\"]]}]},{\"type\":\"entries\",\"name\":\"How Do I Fit In?\",\"entries\":[\"As a member of the Azorius Senate, you are probably engaged in the work of law enforcement (even if your background involved the legislative or judicial aspects of the senate's activities). Legislative aides and judges' clerks find little reason to venture beyond the Azorius guildhalls, but soldiers and lawmages patrol the streets daily.\",\"An Azorius soldier or lawmage is a force for order, charged with fighting crime on the streets—and in the halls of power. You might spend your time foiling thefts, putting a stop to Orzhov extortion, rooting out Dimir spies, or hunting down Golgari assassins. Perhaps you take your orders from a precognitive mage (or you are one yourself) who receives unpredictable and cryptic visions of future crimes that you and your allies must try to prevent.\"]}],\"hasFluff\":true},{\"name\":\"Baldur's Gate Acolyte\",\"source\":\"BGDIA\",\"page\":202,\"additionalSources\":[{\"source\":\"PHB\",\"page\":127}],\"_copy\":{\"name\":\"Acolyte\",\"source\":\"PHB\",\"_mod\":{\"entries\":{\"mode\":\"insertArr\",\"index\":2,\"items\":{\"name\":\"Baldur's Gate Feature: Religious Community\",\"type\":\"entries\",\"entries\":[\"{@note The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate.}\",\"You're tightly connected with the religious community of Baldur's Gate. You know if a deity has a following in the city and any places that faith openly congregates and the neighborhoods those faithful typically inhabit. While this isn't remarkable for most of the city's larger faiths, keeping track of the hundreds of religions newcomers bring with them is no mean feat.\"],\"data\":{\"isFeature\":true}}}}},\"hasFluff\":true},{\"name\":\"Baldur's Gate Charlatan\",\"source\":\"BGDIA\",\"page\":202,\"additionalSources\":[{\"source\":\"PHB\",\"page\":128}],\"_copy\":{\"name\":\"Charlatan\",\"source\":\"PHB\",\"_mod\":{\"entries\":{\"mode\":\"insertArr\",\"index\":2,\"items\":{\"name\":\"Baldur's Gate Feature: Long-Lost Heir\",\"type\":\"entries\",\"entries\":[\"{@note The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate.}\",\"You're well-versed in the mannerisms and idiosyncrasies of Baldurian patriars and other nobles, imitating them smoothly enough to convince even the snootiest family heads of your authenticity. You're skilled at posing as the long-lost heir to some imaginary or extinguished patriar lineage.\",\"Because of your skill in passing yourself off as a patriar, you have a Watch token that allows you alone into the Upper City of Baldur's Gate. You might be able to bluff others through with you, or even convince members of the Watch that you're a patriar. However, any true test of your authenticity is likely to reveal your deception.\"],\"data\":{\"isFeature\":true}}}}},\"hasFluff\":true},{\"name\":\"Baldur's Gate Criminal\",\"source\":\"BGDIA\",\"page\":202,\"additionalSources\":[{\"source\":\"PHB\",\"page\":129}],\"_copy\":{\"name\":\"Criminal\",\"source\":\"PHB\",\"_mod\":{\"entries\":{\"mode\":\"insertArr\",\"index\":2,\"items\":[{\"name\":\"Baldur's Gate Feature: Criminal Connections\",\"type\":\"entries\",\"entries\":[\"{@note The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate.}\",\"In Baldur's Gate, crime is just another business. As a result, you can arrange a meeting with a low-ranking operative of nearly any business, patriar family, crew, government institution, or—certainly—the Guild. This operative will hear you out and, at their discretion, take your information or request up their chain of command. These meetings almost always occur in shady venues.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Criminal Origins\",\"entries\":[\"Criminals are pervasive in Baldur's Gate. If you wish, you may roll on the Criminal Origins table for an event that began your life of crime.\",{\"type\":\"table\",\"caption\":\"Criminal Origins\",\"colLabels\":[\"d8\",\"Origin\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You crippled a Guild kingpin's cousin without realizing the connection. You got the Guild to back off demands for your death by offering to make amends by working for the criminals, but even so the kingpin still plots a personal revenge.\"],[\"2\",\"The Guild took over your family business, ran it into the ground, and burned the building for insurance money. You were driven into crime yourself, but you'll never work for the Guild. You take special joy in hitting its targets first, tipping off its con victims and otherwise frustrating its schemes.\"],[\"3\",\"It's always been about money. You're not paid what you're worth, working for someone who has more than they deserve. But the Guild offered you a way to fix that. You keep doing what you've always done—guard work, dock labor, business accounting—but what you learn you pass on to the Guild.\"],[\"4\",\"The inequality of Baldur's Gate has driven you to take matters into your own hands. You steal from patriars and rich Lower City residents, funneling the money through charitable fronts to help the needy.\"],[\"5\",\"You got into crime as a bored patriar looking for excitement. Your family has no idea of your activities, and neither does the Guild. If either of them ever finds out, your life as you know it will be over.\"],[\"6\",\"A close friend or relative joined the Guild and vanished mysteriously. You've worked your way into the lower ranks hoping to find out what happened to them.\"],[\"7\",\"You've always wanted to be a member of the Guild. As a child, you looked up to the Guild members' swagger, their flashy dress, and their competence, which all marked them as different from the other adults you knew. As soon as you could, you joined the organization.\"],[\"8\",\"To you, this is just a way to earn a living. You go to work, do what needs to be done, and get paid. Anyone who pursues crime for thrill-seeking, to strike back at unjust authorities, or anything else are amateurs, and they're liable to get you arrested or killed with their idiocy.\"]]}]}]}}},\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Baldur's Gate Entertainer\",\"source\":\"BGDIA\",\"page\":202,\"additionalSources\":[{\"source\":\"PHB\",\"page\":130}],\"_copy\":{\"name\":\"Entertainer\",\"source\":\"PHB\",\"_mod\":{\"entries\":{\"mode\":\"insertArr\",\"index\":2,\"items\":{\"name\":\"Baldur's Gate Feature: Backstage Pass\",\"type\":\"entries\",\"entries\":[\"{@note The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate.}\",\"You've learned that most of the real business of entertainment (or any other venture) happens behind the scenes. It's easy for you to case what sorts of audiences attend what venue—like how toughs gather at the Blushing Mermaid or how brash patriars congregate at the Helm and Cloak. After a successful performance, you may meet an enthusiastic member of the crowd—someone of an occupation or social class that frequents the establishment. This contact is delighted to talk with you, and to listen.\"],\"data\":{\"isFeature\":true}}}}},\"hasFluff\":true},{\"name\":\"Baldur's Gate Folk Hero\",\"source\":\"BGDIA\",\"page\":204,\"additionalSources\":[{\"source\":\"PHB\",\"page\":131}],\"_copy\":{\"name\":\"Folk Hero\",\"source\":\"PHB\",\"_mod\":{\"entries\":{\"mode\":\"insertArr\",\"index\":2,\"items\":[{\"name\":\"Baldur's Gate Feature: Social Vengeance\",\"type\":\"entries\",\"entries\":[\"{@note The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate.}\",\"You've lived your entire life in the Lower or Outer City of Baldur's Gate. You grew up seeing arrogant patriars flaunt their wealth while your hardworking neighbors struggled. As a result, you know how eager commoners in Baldur's Gate are to see any patriar get what they deserve. While in a busy part of the Lower City or Outer City of Baldur's Gate, you can spend {@dice 2d10} minutes to convince {@dice 1d6} {@creature commoner||commoners} to perform a non-illegal act that inconveniences a member of the Watch or Flaming Fist, a patriar, or some other wealthy looking individual.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Folk Hero Origins\",\"entries\":[\"Folk heroes might rise from a variety of circumstances, or their origins might be a secret as they do their work anonymously. If you wish, you may roll on the Folk Hero Origins table for an event that started you down your heroic path.\",{\"type\":\"table\",\"caption\":\"Folk Hero Origins\",\"colLabels\":[\"d6\",\"Origin\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You helped get healing for a sick child. Now the sick come to you, knowing you'll help them find a way to salvation.\"],[\"2\",\"You helped break a Guild protection racket afflicting a community of immigrants in the Outer City. Now, you can't travel through that part of the city without your dozen adopted grandparents inviting you in for a meal.\"],[\"3\",\"Seeing a lost patriar after dark in the Outer City, you guided the wayward noble through back streets to safety. The patriar repaid your help by paying for improved roofs and lamps in your neighborhood, causing the entire community to celebrate your deed.\"],[\"4\",\"Fueled by alcohol, you faced down a carrion crawler that slunk out of the sewer, knocking it out with a single punch. Since then, however, the ale you once credited with your heroism has drowned it, and even your most patient admirers are losing hope. You're hoping for one last chance to win back the goodwill you've drunk away.\"],[\"5\",\"You once defeated a raging bugbear with a hand mirror, a mounted deer's head, and two kicks to the groin. Later, you and the bugbear became friends.\"],[\"6\",\"Last winter, you dove into the frigid river to haul out a foundering fishing boat with your bare hands, saving all aboard. Now, everyone on the docks knows your name.\"]]}]}]}}},\"hasFluff\":true},{\"name\":\"Baldur's Gate Guild Artisan\",\"source\":\"BGDIA\",\"page\":204,\"additionalSources\":[{\"source\":\"PHB\",\"page\":132}],\"_copy\":{\"name\":\"Guild Artisan\",\"source\":\"PHB\",\"_mod\":{\"entries\":{\"mode\":\"insertArr\",\"index\":2,\"items\":{\"name\":\"Baldur's Gate Feature: Professional Courtesy\",\"type\":\"entries\",\"entries\":[\"{@note The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate.}\",\"You're familiar with the city's crews, their territories, and inter-crew politics. Choose one of the three districts of Baldur's Gate: the Upper City, the Lower City, or the Outer City. This is the district where you conduct most of your business. Whenever you need information about something in one of that district's neighborhoods, you can seek out crew members in that area and learn the local gossip. You can also gain unimpeded entry to nearly any bank, guild hall, place of business, workhouse, or crew meeting place in your district.\"],\"data\":{\"isFeature\":true}}}}},\"hasFluff\":true},{\"name\":\"Baldur's Gate Hermit\",\"source\":\"BGDIA\",\"page\":204,\"additionalSources\":[{\"source\":\"PHB\",\"page\":134}],\"_copy\":{\"name\":\"Hermit\",\"source\":\"PHB\",\"_mod\":{\"entries\":{\"mode\":\"insertArr\",\"index\":2,\"items\":[{\"name\":\"Baldur's Gate Feature: The Real City\",\"type\":\"entries\",\"entries\":[\"{@note The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate.}\",\"You know the Baldur's Gate most Baldurians ignore, the dog-eat-dog world of the homeless and unfortunate. You know where to go in the Lower City and Outer City for anonymity. In these slums and alley camps, you can get a damp bed and a bad meal, but also a degree of privacy and no questions asked. Living here isn't comfortable, but it's unlikely anyone will find you—and you can stay as long as you want.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Hermit Origins\",\"entries\":[\"Any number of personal choices or ill-fated circumstances might have led you to turn away from society. You may, if you wish, choose or roll an origin event from the Hermit Origins table.\",{\"type\":\"table\",\"caption\":\"Hermit Origins\",\"colLabels\":[\"d6\",\"Origin\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You led an ill-fated expedition into the Riverveins. Your friends were swept away by flooding, and you've never been able to shake the guilt of causing their deaths over a frivolous lark. You've maintained a solitary vigil outside the cavern entrance ever since.\"],[\"2\",\"You crossed the Guild in a bad way. Fortunately, its members think you're dead. Less fortunately, maintaining that deception might require you to stay in hiding until you actually are.\"],[\"3\",\"You study the puzzles of mortal natures. You've seen followers of evil deities perform miracles for the helpless at Twin Songs, and you've seen patriars who worship good deities turn their backs on the poor daily. Bearing witness to such things, and meditating on their contradictions, fills your hours.\"],[\"4\",\"You tend to some part of the city's forgotten history: the unmarked graves in Cliffside Cemetery, the crumbling remains of dead patriar families' manors, or a collection of religious texts stuffed into an attic and forgotten when a believer's patron deity died. In this solitary work, you've learned secrets no one else knows.\"],[\"5\",\"You killed a patriar's scion in an illegal duel. The family swore revenge, and you fled to the slums rather than risk bringing their wrath down on your kin.\"],[\"6\",\"You aren't originally from Baldur's Gate. You came here seeking something else, only to learn that the quest that drove you had become impossible to fulfill—its object was destroyed or its purpose was negated by some superseding event. Suddenly directionless and unable to return to your homeland, you have lingered, adrift, in this wretched city.\"]]}]}]}}},\"hasFluff\":true},{\"name\":\"Baldur's Gate Noble\",\"source\":\"BGDIA\",\"page\":204,\"additionalSources\":[{\"source\":\"PHB\",\"page\":135}],\"_copy\":{\"name\":\"Noble\",\"source\":\"PHB\",\"_mod\":{\"entries\":{\"mode\":\"replaceArr\",\"replace\":\"Feature: Position of Privilege\",\"items\":{\"name\":\"Baldur's Gate Feature: Patriar\",\"type\":\"entries\",\"entries\":[\"{@note The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate.}\",\"As a member of one of the elite families of Baldur's Gate, you may pass through city gates without paying tolls, mingle among the Gate's nobility unquestioned, and impress those on the lookout for wealthy patrons. You are welcome in the Upper City and may stay there after dark without being harassed or evicted. Your word is accepted over others' without question, and any corruption among guards or government officials tends to work in your favor, not against you—at least until you make some effort to expose it.\"],\"data\":{\"isFeature\":true}}}}},\"hasFluff\":true},{\"name\":\"Baldur's Gate Outlander\",\"source\":\"BGDIA\",\"page\":204,\"additionalSources\":[{\"source\":\"PHB\",\"page\":136}],\"_copy\":{\"name\":\"Outlander\",\"source\":\"PHB\",\"_mod\":{\"entries\":{\"mode\":\"insertArr\",\"index\":2,\"items\":[{\"name\":\"Baldur's Gate Feature: Immigrant Experience\",\"type\":\"entries\",\"entries\":[\"{@note The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate.}\",\"Even after your short time in Baldur's Gate, you've learned the city holds more walls and gates than those the Watch and Flaming Fist patrols. You are known within the city's immigrant communities. Should you ever need to learn about a foreign land, people, tradition, or history, you know where to find someone with firsthand experience—likely somewhere in the Outer City.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Outlander Origins\",\"entries\":[\"Foreigners of all kinds come to Baldur's Gate daily, drawn by countless reasons from countless lands. The Outlander Origins table provides ideas for how your character might have come to Baldur's Gate.\",{\"type\":\"table\",\"caption\":\"Outlander Origins\",\"colLabels\":[\"d6\",\"Origin\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Someone stole something precious from your people. You tracked the thief to the city gates, but finding clues in an urban environment is very different from tracking someone across the wilderness. You don't know where to go from here, but your people need you to succeed.\"],[\"2\",\"You've always been fascinated by the glitter and glamor of city life, so different from the slow pace of life in your homeland. Now you're here, ready to make your mark in the world, but unsure how to begin.\"],[\"3\",\"War, plague, famine, or a marauding monster ravaged your home, forcing you to flee for your life. You don't even know how many of your people survived or where to find them. Alone or accompanied by a handful of equally bereft survivors, you must navigate a new life that you never asked for.\"],[\"4\",\"You were captured by kidnappers and taken far from your home. The Knights of the Unicorn freed you and brought you here, but now you're on your own.\"],[\"5\",\"You were exiled for breaking a trivial-seeming taboo. For this seemingly minor transgression, you lost your friends, family, and homeland in one fell swoop, and were given little choice but to strike out on your own.\"],[\"6\",\"A peddler once brought something astonishing to your homeland—a Gondan clockwork, shimmering cloth of gold, a trained speaking bird, or some other small wonder—and told you that it came from Baldur's Gate. You've come to see the source of such wonders, and perhaps learn to create them.\"]]}]}]}}},\"hasFluff\":true},{\"name\":\"Baldur's Gate Sage\",\"source\":\"BGDIA\",\"page\":204,\"additionalSources\":[{\"source\":\"PHB\",\"page\":137}],\"_copy\":{\"name\":\"Sage\",\"source\":\"PHB\",\"_mod\":{\"entries\":{\"mode\":\"insertArr\",\"index\":2,\"items\":{\"name\":\"Baldur's Gate Feature: Rumor Monger\",\"type\":\"entries\",\"entries\":[\"{@note The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate.}\",\"Via your personal rumor mill and articles published in Baldur's Mouth, you can surmise a great deal about Baldurians' secrets—who's practicing necromancy, who's involved in spying or smuggling, who would purchase or craft dangerous magical wares without batting an eyelash. Whenever a noteworthy crime or mysterious happening occurs in the city, you immediately have a list of {@dice 1d4} suspects who, if they aren't involved, have a strong chance of knowing who is.\"],\"data\":{\"isFeature\":true}}}}},\"hasFluff\":true},{\"name\":\"Baldur's Gate Sailor\",\"source\":\"BGDIA\",\"page\":204,\"additionalSources\":[{\"source\":\"PHB\",\"page\":139}],\"_copy\":{\"name\":\"Sailor\",\"source\":\"PHB\",\"_mod\":{\"entries\":{\"mode\":\"insertArr\",\"index\":2,\"items\":{\"name\":\"Baldur's Gate Feature: Smuggler's Sense\",\"type\":\"entries\",\"entries\":[\"{@note The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate.}\",\"You're familiar with the docks of Baldur's Gate, the movement of inspectors and tax collectors, the way cargo and coin flows. As a result, it's easy for you to hustle a load of cargo ashore or see such a cargo onto a cooperative ship without attracting suspicion or taxation. You also know the movements of the Gray Wavers—the Flaming Fist harbor guards—and have a sense of how to operate the city's mechanized cranes.\"],\"data\":{\"isFeature\":true}}}}},\"hasFluff\":true},{\"name\":\"Baldur's Gate Soldier\",\"source\":\"BGDIA\",\"page\":204,\"additionalSources\":[{\"source\":\"PHB\",\"page\":140}],\"_copy\":{\"name\":\"Soldier\",\"source\":\"PHB\",\"_mod\":{\"entries\":{\"mode\":\"insertArr\",\"index\":2,\"items\":[{\"name\":\"Baldur's Gate Feature: City Guard\",\"type\":\"entries\",\"entries\":[\"{@note The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate.}\",\"You may choose to currently serve in either the Flaming Fist or the Watch. If you do, you have responsibilities related to your post. For as long as you perform these responsibilities, you gain benefits. If you stop performing your responsibilities, though, you lose access to the benefits and might suffer further fallout. Should you lose these benefits, you may regain them by having an unpleasant conversation with your commanding officer and fulfilling your responsibilities for a month.\",{\"type\":\"entries\",\"name\":\"Flaming Fist\",\"entries\":[\"If you serve in the Flaming Fist, once every ten days, you must report to the Seatower of Balduran for training, and you're required to take a regular shift patrolling either the Lower City or the Outer City. In return, you have access to the Flaming Fist's fortresses and a direct line of communication with Flaming Fist officers and other soldiers. You can also pass through the city's gates without question—although you can't bring guests into the Upper City as a member of the Watch might. Additionally, you're always welcome at the Three Old Kegs, where the Three Old Toads are glad to greet you with a smile and a mug of ale.\"]},{\"type\":\"entries\",\"name\":\"The Watch\",\"entries\":[\"If you serve in the Watch, you're required to conduct a regular patrol in the Upper City or take a regular shift at its gates, and must report for training in the Watch Citadel once every ten days. In return, you have access to the Citadel and a direct line of communication with Watch officers and officials. Your word carries considerable weight in the High Hall, and most establishments in the Citadel Streets neighborhood are happy to give you and your friends free meals. Additionally, you can escort people into the Upper City without question, regardless of whether they are patriars or have Watch tokens. Outside the Upper City, however, most people regard you with suspicion, and you generally get a chilly reception while in uniform.\"]}],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Baldur's Gate Feature: Loyalty Test\",\"entries\":[\"{@note The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate.}\",\"You've had enough dealings with crooked soldiers that you can spot the behaviors common to corrupt guards and military officers a mile away. While awareness of such corruption doesn't equate to evidence of it, and your sense certainly isn't foolproof, your instinct proves a useful starting point when determining who might take a bribe, who might turn a blind eye to a crime, or who might have criminal connections. You can also use this sense to get a feeling about who might fulfill their duties strictly by the book.\"],\"data\":{\"isFeature\":true}}]}}},\"hasFluff\":true},{\"name\":\"Baldur's Gate Urchin\",\"source\":\"BGDIA\",\"page\":204,\"additionalSources\":[{\"source\":\"PHB\",\"page\":141}],\"_copy\":{\"name\":\"Urchin\",\"source\":\"PHB\",\"_mod\":{\"entries\":{\"mode\":\"insertArr\",\"index\":2,\"items\":{\"name\":\"Baldur's Gate Feature: Gateguide Connection\",\"type\":\"entries\",\"entries\":[\"{@note The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate.}\",\"Even though you might not be a member of the Gateguides crew, you've associated with enough of them that you know their torch-based code. From the lighting, placement, and type of torch arranged on or near a structure, you can gather a great deal of information about those who live or do business there, particularly if they deal fairly with strangers, have Guild or government connections, or have either helped or denied the Gateguides in the past.\"],\"data\":{\"isFeature\":true}}}}},\"hasFluff\":true},{\"name\":\"Bandit Defector\",\"source\":\"HWCS\",\"page\":43,\"skillProficiencies\":[{\"deception\":true,\"survival\":true}],\"toolProficiencies\":[{\"disguise kit\":true,\"anyGamingSet\":1},{\"disguise kit\":true,\"anyMusicalInstrument\":1}],\"startingEquipment\":[{\"_\":[{\"special\":\"knife\"},{\"special\":\"cooking pot\"},{\"item\":\"blanket|phb\",\"displayName\":\"winter blanket\"},{\"special\":\"object you received as your cut from a successful robbery\"},\"common clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies\",\"entry\":\"{@skill Deception}, {@skill Survival}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies\",\"entry\":\"{@item Disguise kit|PHB}, one type of {@filter Gaming Set|items|source=phb|miscellaneous=mundane|type=gaming set} or {@filter Musical Instrument|items|source=phb|miscellaneous=mundane|type=instrument}\"},{\"type\":\"item\",\"name\":\"Equipment\",\"entry\":\"a knife, a cooking pot, a winter {@item blanket|phb}, an object you received as your cut from a successful robbery, a set of {@item common clothes|phb}, and a {@item pouch|phb} containing 10 gp\"}]},{\"name\":\"Bandit Specialty\",\"type\":\"entries\",\"entries\":[\"The Bandit Coalition is a rather loose organization of rogues and brigands, but there is still a degree of specialization within the ranks. This ensures that everyone knows what their job is and lessens confusion in the heat of a robbery. You can select your bandit specialty from the Bandit Specialty table, or roll randomly.\",{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bandit Specialty\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Lookout\"],[\"2\",\"Lifter\"],[\"3\",\"Thug\"],[\"4\",\"Runner\"],[\"5\",\"Hustler\"],[\"6\",\"Captain\"]]},\"{@b {@i Lookouts}} typically watch the roads for any signs of Perch Guard patrols, signalling the team to bail if a heist looks too risky. They also keep an eye out for potential marks.\",\"{@b {@i Lifters}} are the specialist thieves of an operation. They are usually as adept at pick-pocketing as they are at sneaking up behind a cart to liberate its valuables.\",\"{@b {@i Thugs}} are the muscle of a bandit group, and use their size and strength to intimidate merchants into giving up without a fight. They also keep other bandits in line, at the captain's discretion.\",\"{@b {@i Runners}} are the messengers and scouts of the Coalition, serving to smuggle pilfered goods to fences. Additionally, they pass information throughout the different camps of the organization. Their job often finds them working alone which makes them particularly vulnerable.\",\"{@b {@i Hustlers}} are inveterate con-artists. Through careful planning and execution, their diversions can keep cart drivers occupied just long enough for the lifters to do their work, or create a seamless opening for an ambush.\",\"{@b {@i Captains}} are the glue that holds each bandit team together, providing leadership, and stamping out dissention where necessary, often with force. They are figures that inspire with their skill and bravado.\"]},{\"type\":\"entries\",\"name\":\"Feature: Bandit Routes\",\"entries\":[\"As someone who once assisted in countless highway robberies, you are familiar with the roads of the Wood and escape paths used by bandits. When you are not in combat, you (and companions you lead) can travel between locations that cut through forested areas twice as fast as your speed would normally allow.\"],\"data\":{\"isFeature\":true}},{\"name\":\"Suggested Characteristics\",\"type\":\"entries\",\"entries\":[\"Those who have chosen to leave the Coalition behind have not made the choice lightly. Some wrestle with their doubts, still caring deeply about the friends they left behind, while others have forsaken their former lives entirely.\",{\"type\":\"table\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I am plucky and confident in my abilities, at least, that's what I want others to think.\"],[\"2\",\"I often crack jokes to lighten the mood.\"],[\"3\",\"I like to keep my secrets, and those who try to pry into my life irritate me.\"],[\"4\",\"I have trouble sleeping unless I'm on the ground (or floor) in my bedroll.\"],[\"5\",\"I picked up many stories during my time on the road, and I have one for every occasion.\"],[\"6\",\"You mess with my friends, you mess with me.\"],[\"7\",\"I never really had a plan in life, I tend to just go with the flow.\"],[\"8\",\"I'm as cautious as they come.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Repentance. I've done terrible things in the past, and I want to try and make up for them. (Good)\"],[\"2\",\"Nature. I've seen what's happening to the forest, and it's bigger than all of us. We're all doomed unless we do something about it. (Neutral) \"],[\"3\",\"Friendship. My friends are like family to me, and I'll keep trying to do right by them until the end. (Good)\"],[\"4\",\"Self-Preservation. Any good rat knows when it's time to flee a sinking ship. I want to be clear of the Bandit Coalition when it goes down. (Evil)\"],[\"5\",\"Compassion. The struggle between humblefolk and birdfolk will only lead to more bloodshed. It needs to stop somewhere. (Good)\"],[\"6\",\"Freedom. I just want to be free to live my own life, and make my own way in the world. (Chaotic)\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I did some hard time in Alderheart's prison, and the perch guard who arrested me still has it out for me.\"],[\"2\",\"I stole something valuable from the Captain of my unit. I'm in big trouble if they ever find me.\"],[\"3\",\"I harbor a terrible secret that might change how people think of me if it got out.\"],[\"4\",\"I still sympathize with the Coalition's aims, I just believe there's a better way.\"],[\"5\",\"My friends in the Coalition didn't understand why I had to leave. They've branded me a traitor.\"],[\"6\",\"I had people in the Coalition who looked up to me as a leader. They might still follow me, if I could only reach them.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I'm always ready to bail when something goes wrong.\"],[\"2\",\"Whenever I see something valuable, I can't help but think of a way to steal it.\"],[\"3\",\"It's hard for me to trust people. I've been burned before. \"],[\"4\",\"I have a problem with authority. Nobody tells me what to do.\"],[\"5\",\"There's a warrant out for my arrest.\"],[\"6\",\"I have a bad habit that I picked up on the road.\"]]}]}],\"hasFluff\":true},{\"name\":\"Black Fist Double Agent\",\"source\":\"ALCurseOfStrahd\",\"page\":2,\"skillProficiencies\":[{\"deception\":true,\"insight\":true}],\"toolProficiencies\":[{\"disguise kit\":true,\"choose\":{\"from\":[\"anyArtisansTool\",\"gaming set\"]}}],\"startingEquipment\":[{\"_\":[\"disguise kit|phb\",\"common clothes|phb\",{\"item\":\"emblem|phb\",\"displayName\":\"Tears of Virulence emblem\"},{\"special\":\"writ of free agency signed by the Lord Regent\"},{\"item\":\"pouch|phb\",\"containsValue\":1500}]},{\"a\":[{\"equipmentType\":\"toolArtisan\"}],\"b\":[{\"equipmentType\":\"setGaming\"}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Deception}, {@skill Insight}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"{@item Disguise kit|phb}, and one type of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} or {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"{@item Disguise kit|phb}, {@item common clothes|phb}, a Tears of Virulence {@item emblem|phb}, a writ of free agency signed by the Lord Regent, a set of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} or {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set} you are proficient with, and a {@item pouch|phb} with 15 gp (payment for services rendered).\"}]},{\"name\":\"Lifestyle\",\"type\":\"entries\",\"entries\":[\"Moderate\"]},{\"name\":\"Overview\",\"type\":\"entries\",\"entries\":[\"You are an informant for the Tears of Virulence who now lord over Phlan, but are also a double agent for original town guard of Phlan, the Black Fists. For the Tears you've been tasked with ferreting out the secrets of Phlan's criminal underworld, insurgency, and the common peoples of Phlan. In exchange for reporting on the activities of dissenters, criminals, and other rebel elements, the Tears of Virulence leave you alone to conduct your affairs in peace.\",\"In reality you work for the deposed Black Fists, sharing misinformation with the Tears of Virulence that often helps the Black Fists and other Phlan insurgents.\",\"Since the evacuation of Phlan, you are even busier today than you ever were previously, as the number of dissenters among the refugees grows daily, while you are afforded many opportunities to spy on the peoples of Mulmaster and Elventree, to the pleasure of your contact(s) within the Tears of Virulence.\"]},{\"name\":\"Feature: Double Agent\",\"type\":\"entries\",\"entries\":[\"You have a reliable and trusty contact within the Tears of Virulence garrison in Phlan to whom you pass information and secrets. In exchange, you can get away with minor criminal offenses within the town of Phlan. In addition, your Black Fists contacts can help you secure an audience with the Lord Regent, the Lord Sage, members of the Black Fists, or deposed nobles and authority figures who are sympathetic to the Phlan refugees and insurgents. Note: This feature is a variant of the Noble feature.\"],\"data\":{\"isFeature\":true}},{\"name\":\"Suggested Characteristics\",\"type\":\"entries\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"People are only as trustworthy as you are valuable to them. Always strive to be the most valuable person around.\"],[\"2\",\"My eloquence and sophistication are tools I use to avoid arousing suspicion myself.\"],[\"3\",\"I am a thrill-seeker, excited by covert and dangerous missions.\"],[\"4\",\"I live by my wits and always check every lock twice, just to be certain.\"],[\"5\",\"I never admit to my mistakes lest they be used against me.\"],[\"6\",\"I take every effort to be unnoticeable and blend into the crowd. Passersby rarely give me a second look.\"],[\"7\",\"I am prepared for any eventuality; including the day my usefulness as a spy comes to an end.\"],[\"8\",\"I always make certain to know my enemy before acting, lest I bite off more than I can chew.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Suspicious. In my experience, everybody has something to hide, and what they hide can usually hurt me. (Any)\"],[\"2\",\"Secretive. I trade in secrets, and am not about to let any of mine slip. (Any)\"],[\"3\",\"Hedonist. Life is short. I live my life to the fullest, as I know any day could be my last. (Chaotic)\"],[\"4\",\"Selfless. I use my position to help the downtrodden avoid persecution from the authorities. (Good)\"],[\"5\",\"Patriotic. I am a loyal supporter of Phlan and its leaders, and see my role as a solemn duty and necessary evil to prevent anarchy. (Lawful)\"],[\"6\",\"Manipulative. I use my knowledge to blackmail and manipulate others to my own benefit. (Evil)\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I was framed for a crime I did not commit, and seek to bring the true culprit to justice.\"],[\"2\",\"I am a part of an underground network that smuggles innocent civilians out of the city prior to being raided by the authorities.\"],[\"3\",\"I miss the glory days of Phlan, before the coming of the dragon.\"],[\"4\",\"I seek to prove myself worthy of joining the Black Fist as a member of their order.\"],[\"5\",\"My sister was killed by a Tear of Virulence, and now I feed them false information whenever possible.\"],[\"6\",\"My family was wrongly imprisoned, and I act as an informant in order to secure their release.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I think too highly of myself, and have an exaggerated sense of self-importance.\"],[\"2\",\"I have difficulty trusting strangers. I see spies and informants everywhere.\"],[\"3\",\"Years of getting away with minor crimes has left me believing that I am above the law, and have diplomatic immunity above my station.\"],[\"4\",\"Years of seeing innocent people suffer have left me despondent and pessimistic for the future.\"],[\"5\",\"My desire for vengeance often gets me into trouble.\"],[\"6\",\"I am spendthrift, and share my wealth with the patrons of my favorite tavern.\"]]}]}],\"hasFluff\":true},{\"name\":\"Boros Legionnaire\",\"source\":\"GGR\",\"page\":40,\"skillProficiencies\":[{\"athletics\":true,\"intimidation\":true}],\"languageProficiencies\":[{\"choose\":{\"from\":[\"celestial\",\"draconic\",\"goblin\",\"other\"]}}],\"toolProficiencies\":[{\"anyGamingSet\":1}],\"startingEquipment\":[{\"_\":[{\"special\":\"Boros insignia\"},{\"special\":\"feather from an angel's wing\"},{\"special\":\"tattered piece of a Boros banner (a souvenir from a famous battle)\"},\"common clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":200}]}],\"additionalSpells\":[{\"expanded\":{\"s0\":[\"fire bolt#c\",\"sacred flame#c\"],\"s1\":[\"guiding bolt\",\"heroism\"],\"s2\":[\"aid\",\"scorching ray\"],\"s3\":[\"beacon of hope\",\"blinding smite\"],\"s4\":[\"death ward\",\"wall of fire\"],\"s5\":[\"flame strike\"]}}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Athletics}, {@skill Intimidation}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"One type of {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Choose one of Celestial, Draconic, Goblin, or Minotaur\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A Boros insignia, a feather from an angel's wing, a tattered piece of a Boros banner (a souvenir from a famous battle), a set of {@item common clothes|phb}, and a belt {@item pouch|phb} containing 2 gp (Boros-minted 1-zino coins)\"}]},{\"type\":\"entries\",\"name\":\"Feature: Legion Station\",\"entries\":[\"You have an established place in the hierarchy of the Boros Legion. You can requisition simple equipment for temporary use, and you can gain access to any Boros garrison in Ravnica, where you can rest in safety and receive the attention of medics. You are also paid a salary of 1 gp (a Boros-minted 1-zino coin) per week, which (combined with free lodging in your garrison) enables you to maintain a poor lifestyle between adventures.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Boros Guild Spells\",\"entries\":[\"{@i Prerequisite: Spellcasting or Pact Magic class feature}\",\"For you, the spells on the Boros Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)\",{\"type\":\"table\",\"caption\":\"Boros Guild Spells\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"Spell Level\",\"Spells\"],\"rows\":[[\"Cantrip\",\"{@spell fire bolt}, {@spell sacred flame}\"],[\"1st\",\"{@spell guiding bolt}, {@spell heroism}\"],[\"2nd\",\"{@spell aid}, {@spell scorching ray}\"],[\"3rd\",\"{@spell beacon of hope}, {@spell blinding smite}\"],[\"4th\",\"{@spell death ward}, {@spell wall of fire}\"],[\"5th\",\"{@spell flame strike}\"]]},\"Your magic often features dramatic bursts of flame or radiance. When you cast beneficial spells on your allies, they appear momentarily surrounded with halos of bright fire.\"]},{\"type\":\"entries\",\"name\":\"Suggested Characteristics\",\"entries\":[\"The Boros Legion is a zealous army, full of righteous energy tempered with military discipline. Its members share its leadership's devotion to the ideals of justice, or they find satisfaction in the more warfare-oriented aspects of the legion's work.\",{\"type\":\"table\",\"caption\":\"Personality Traits\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"I approach every task with the same high degree of military precision.\"],[\"2\",\"I am always the first into the fray.\"],[\"3\",\"I bear any injury or indignity with stoic discipline.\"],[\"4\",\"My righteous wrath is easily inflamed by the slightest iniquity.\"],[\"5\",\"My honor is more important to me than my life.\"],[\"6\",\"Dangerous work is best accomplished by an orderly group working with common purpose.\"],[\"7\",\"I treat my weapons, uniform, and insignia with reverence, for they are gifts of the angels.\"],[\"8\",\"I pace when standing and fidget incessantly when forced to sit.\"]]},{\"type\":\"table\",\"caption\":\"Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"{@b Guild}. My guild is all that really matters. (Any)\"],[\"2\",\"{@b Justice}. Achieving justice requires establishing fair, equitable, and compassionate relationships within a community. (Good)\"],[\"3\",\"{@b Protection}. It isn't right for innocents to suffer because of the arrogance of the powerful. (Good)\"],[\"4\",\"{@b Solidarity}. It is most crucial to act with a single will, marching side by side in perfect accord. (Lawful)\"],[\"5\",\"{@b Order}. Society functions only if people do their duty and respect the chain of command. (Lawful)\"],[\"6\",\"{@b Conviction}. Anything worth doing is worth doing with your whole heart. (Lawful)\"]]},{\"type\":\"table\",\"caption\":\"Bonds\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"I would lay down my life for Aurelia and the angels.\"],[\"2\",\"I owe my life to the Boros captain who took me in when I was living on the streets.\"],[\"3\",\"My fellow legionnaires are my family.\"],[\"4\",\"I wield the same Boros weapon my grandparent did, for the honor of our family.\"],[\"5\",\"I ran with the Rakdos in my youth, and I'm striving to atone for my past misdeeds.\"],[\"6\",\"I do what I can to help out the spouse of a comrade who died in battle.\"]]},{\"type\":\"table\",\"caption\":\"Flaws\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"I act bravely when I'm in a group, but I'm a coward when I'm alone.\"],[\"2\",\"I see everything in clear-cut black and white.\"],[\"3\",\"I'm just a little fascinated by the ways of the Gruul.\"],[\"4\",\"I trust the chain of command more than anything—more even than my closest friends.\"],[\"5\",\"I'm slow to trust members of other guilds.\"],[\"6\",\"I've been known to turn a blind eye to injustice, with the help of a modest bribe.\"]]}]},{\"type\":\"entries\",\"name\":\"Contacts\",\"entries\":[\"The ordered structure of the Boros Legion offers abundant opportunities to make friends—and rivals—in higher places. You might have close friends in other guilds that share the Boros emphasis on order and community, or bitter enemies among the guilds that represent chaos and destruction.\",\"Roll twice on the Boros Contacts table (for an ally and a rival) and once on the Non-Boros Contacts table.\",{\"type\":\"table\",\"caption\":\"Boros Contacts\",\"colLabels\":[\"d8\",\"Contact\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"A former comrade in arms was promoted into the prestigious Sunhome Guard.\"],[\"2\",\"One of my parents is a ranking Boros officer.\"],[\"3\",\"A close friend serves aboard the {@i Parhelion II}, a flying fortress.\"],[\"4\",\"I had a tangled affair with a Boros garrison captain.\"],[\"5\",\"I have maintained a relationship with one of my instructors at Horizon Military Academy.\"],[\"6\",\"I competed with a fellow student for the attention of a mentor at Horizon Military Academy.\"],[\"7\",\"The person who recruited me into the legion changed the course of my life.\"],[\"8\",\"A Boros angel knows my name.\"]]},{\"type\":\"table\",\"caption\":\"Non-Boros Contacts\",\"colLabels\":[\"d10\",\"Contact\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"One of my siblings is an Azorius arrester.\"],[\"2\",\"Roll an additional Boros contact; you can decide if the contact is an ally or a rival.\"],[\"3\",\"I showed mercy to an injured, now-grateful Dimir spy.\"],[\"4\",\"I suspect someone I know is a Golgari assassin, but I can't prove it.\"],[\"5\",\"An adolescent relative ran off to join the Gruul in an act of rebellion and has not yet returned.\"],[\"6\",\"I once befriended an Izzet scientist, and we're still cordial though the relationship ended messily.\"],[\"7\",\"I owe a monetary debt to an Orzhov syndic.\"],[\"8\",\"A Rakdos blood witch seems to enjoy harassing me.\"],[\"9\",\"I tried to recruit a friend who ended up joining the Selesnya.\"],[\"10\",\"I keep running into a particular Simic biomancer, and I enjoy the arguments that inevitably result.\"]]}]},{\"type\":\"entries\",\"name\":\"How Do I Fit In?\",\"entries\":[\"As a member of the Boros Legion, you are subject to the orders of your superior officers. You go where the angels tell you to go, and you do what they command you to do, to the best of your ability. If you enjoy some measure of independence, it's either because you have proven yourself capable of working without close supervision or because you're a rebellious sort who is willing to disobey orders now and face the consequences later.\",\"As a soldier on the street, you are tasked with bringing dangerous threats like the Rakdos and the Gruul in line. You might contend with Rakdos performances gone horribly out of control, Gruul raids on outlying neighborhoods, shipments of rot-infested vegetation from the Golgari undercity, and violent uprisings among the guildless. At the same time, you might have to worry about Dimir spies infiltrating your leadership, overzealous or corrupt Azorius senators abusing the law at the expense of justice, Izzet experiments leveling city blocks, and Simic creations that break out of laboratories and wreak havoc through the Tenth District.\",{\"type\":\"inset\",\"name\":\"Tajic, Blade of the Legion\",\"entries\":[\"Tajic is a firefist who carries the exalted title of Blade of the Legion, putting him just below the angels in rank. He maintains close communication with Aurelia, though recent events in the city have set them at odds. Tajic believes that the Boros can trust only the Boros. He is convinced that any effort at peace among the guilds is doomed to failure without the Guildpact. The Boros, he argues, would be better off spending their energy to make themselves stronger so they can uphold the fragile balance that exists now—and protect the innocent when the balance tilts. Aurelia feels that his negative attitude runs the risk of poisoning the hearts of the other Boros and undermining any peace efforts. For the most part, in deference to the angel, Tajic keeps his views to himself.\"]}]}],\"hasFluff\":true},{\"name\":\"Caravan Specialist\",\"source\":\"ALElementalEvil\",\"page\":2,\"skillProficiencies\":[{\"animal handling\":true,\"survival\":true}],\"languageProficiencies\":[{\"anyStandard\":1}],\"toolProficiencies\":[{\"vehicles (land)\":true}],\"startingEquipment\":[{\"_\":[\"whip|phb\",\"two-person tent|phb\",{\"special\":\"regional map\"},\"traveler's clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Animal Handling}, {@skill Survival}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"{@filter Vehicles (land)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (land)}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"One of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A {@item whip|phb}, a {@item two-person tent|phb}, a regional map, a set of {@item traveler's clothes|phb}, and a belt {@item pouch|phb} containing 10 gp\"}]},{\"name\":\"Lifestyle\",\"type\":\"entries\",\"entries\":[\"Poor\"]},{\"name\":\"Overview\",\"type\":\"entries\",\"entries\":[\"You are used to life on the road. You pride yourself at having traveled every major trade way in the Moonsea region, including the best backroads and shortcuts. When traveling these roads, you know where the best inns, campsites, and water sources are located, as well as potential locations of danger such as ambush. Having worked the roads as long as you have, you have made many acquaintances and find it easy to pick up information and rumors floating from town to town. You are skilled with beasts of burden and handling and repairing wagons of all kinds.\"]},{\"name\":\"Feature: Wagonmaster\",\"type\":\"entries\",\"entries\":[\"You are used to being in charge of the operation and your reputation for reliability has you on a short list when the job is critical. Experience has taught you to rely on your gut. Others recognize this and look to you for direction when a situation gets serious. You are able to identify the most defensible locations for camping. If you are part of a caravan outfit, you are able to attract two additional workers that are loyal to you based on your reputation. You have an excellent memory for maps and geography and can always determine your cardinal directions while traveling. Note: This feature is a variant of the Outlander feature.\"],\"data\":{\"isFeature\":true}},{\"name\":\"Suggested Characteristics\",\"type\":\"entries\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Any group is only as strong as its weakest link. Everyone has to pull their own weight. \"],[\"2\",\"There's always someone out there trying to take what I've got. Always be vigilant.\"],[\"3\",\"Anything can be learned if you have the right teacher. Most folks just need a chance.\"],[\"4\",\"Early to bed and early to rise; this much at least is under my control.\"],[\"5\",\"You can listen to me or don't and wish you had. Everyone ends up on one side of that fence.\"],[\"6\",\"Eventually my hard work will be rewarded. Maybe that time has finally come.\"],[\"7\",\"A strong ox or horse is more reliable than most people I've met.\"],[\"8\",\"I never had time for books, but wish I had. I admire folks who have taken the time to learn.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Service. Using my talents to help others is the best way of helping myself. (Good)\"],[\"2\",\"Selfish. What people don't know WILL hurt them, but why is that my problem? (Evil)\"],[\"3\",\"Wanderer. I go where the road takes me. Sometimes that's a good thing... (Chaotic)\"],[\"4\",\"Fittest. On the open road, the law of nature wins. Victims are the unprepared. (Lawful)\"],[\"5\",\"Focused. I simply have a job to do, and I'm going to do it. (Neutral)\"],[\"6\",\"Motivated. There's a reason I'm good at what I do, I pay attention to the details. (Any) \"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"My brother has a farm In Elmwood and I've helped him and his neighbors move their goods to Mulmaster and other surrounding towns. Those are good people.\"],[\"2\",\"A caravan I lead was attacked by bandits and many innocents died. I swear that I will avenge them by killing any bandits I encounter.\"],[\"3\",\"The Soldiery are mostly good guys who understand the importance of protecting the roads. The City Watch is who you have to look out for. If they are inspecting your goods, get ready to pay a fine.\"],[\"4\",\"The new commander of Southroad Tower, Capt. Holke, understands the importance of safe roads. He's hired me for several jobs and I'm grateful.\"],[\"5\",\"There's always a road I haven't traveled before. I'm always looking for new places to explore.\"],[\"6\",\"Wealth and power mean little without the freedom to go where and when you want.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I have trouble trusting people I've just met.\"],[\"2\",\"I enjoy the open road. Underground and tight spaces make me very nervous.\"],[\"3\",\"I expect others to heed my orders and have little respect or sympathy if they don't.\"],[\"4\",\"I am very prideful and have trouble admitting when I'm wrong.\"],[\"5\",\"Once I decide on a course of action, I do not waiver.\"],[\"6\",\"I like to explore, and my curiosity will sometimes get me into trouble.\"]]}]}],\"hasFluff\":true},{\"name\":\"Celebrity Adventurer's Scion\",\"source\":\"AI\",\"page\":48,\"skillProficiencies\":[{\"perception\":true,\"performance\":true}],\"languageProficiencies\":[{\"anyStandard\":2}],\"toolProficiencies\":[{\"disguise kit\":true}],\"startingEquipment\":[{\"_\":[\"disguise kit|phb\",\"fine clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":3000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Perception}, {@skill Performance}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"{@item Disguise kit|phb}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Two of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"{@item Disguise kit|phb}, a set of {@item fine clothes|phb}, and a belt {@item pouch|phb} containing 30 gp.\"}]},{\"name\":\"Feature: Name Dropping\",\"type\":\"entries\",\"entries\":[\"You know and have met any number of powerful people across the land—and some of them might even remember you. You might be able to wrangle minor assistance from a major figure in the campaign, at the DM's discretion. Additionally, the common folk treat you with deference, and your heritage and the stories you tell might be good for a free meal or a place to sleep.\"],\"data\":{\"isFeature\":true}},{\"name\":\"Suggested Characteristics\",\"type\":\"entries\",\"entries\":[\"Scions of celebrity adventurers must deal with fame that's not theirs, wealth they didn't earn, and expectations they can never hope to meet. These hardships can have adverse effects, but those who cope with them can arrive at a decent attitude and a grounded worldview. Those who fail become bitter—or worse.\",{\"type\":\"table\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I will never get out of my famous parent's shadow, and no one else will ever understand this burden.\"],[\"2\",\"I've seen enough of the adventuring life to have realistic expectations and empathy for my peers.\"],[\"3\",\"Living up to my legacy will be difficult, but I'm going to do it.\"],[\"4\",\"I'm used to the very best in life, and that's a hard habit to break.\"],[\"5\",\"My parent taught me a sense of duty. I strive to uphold it, even when the odds are against me.\"],[\"6\",\"No one can fake a smile, a handshake, or an interested nod like I can.\"],[\"7\",\"I've been part of the adventuring life since I was old enough to walk. Let me explain a few things to you.\"],[\"8\",\"No risk is too great for the rewards of defeating my enemies... and taking their stuff.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Power. The only way to get ahead in this world is to attain power and hold onto it with all your might. (Evil)\"],[\"2\",\"Peace. Those who can find or make peace in the chaotic world around them have everything. (Lawful)\"],[\"3\",\"Fame. I've seen what fame can bring. And I'll do anything to get all that for myself. (Neutral)\"],[\"4\",\"Training. Hard work, sacrifice, and training lead to success—and eventually to perfection. (Any)\"],[\"5\",\"Anonymity. I want to be successful. And alone. With lots of guards and wards between me and everyone else in the world. (Any)\"],[\"6\",\"Wisdom. Material wealth is an illusion. Wisdom is the real treasure. (Good)\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"While my parent was out adventuring, a servant raised me, and I care about that person more than anyone.\"],[\"2\",\"I consider every member of my parent's former adventuring party to be family.\"],[\"3\",\"Despite their absences, my famous parent was kind and generous. I love them and want to make them proud.\"],[\"4\",\"My parent once brought a cursed magic item home. It is my obsession.\"],[\"5\",\"My childhood home holds all my best memories, and its upkeep is my primary concern.\"],[\"6\",\"Growing up, I had an imaginary friend I could always count on. That friend is still with me.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You don't know what I'm going through. You never can.\"],[\"2\",\"You. Fetch my cloak. And maybe rub my feet for a while.\"],[\"3\",\"My comrades are brave, but I must defeat this threat alone to prove my worth.\"],[\"4\",\"Oh, yeah, that spell? Named after my parent's best friend. Let me tell you about them.\"],[\"5\",\"My best days are behind me. Ahead lies only toil, pain, and death.\"],[\"6\",\"You have to look out for yourself. No one else will.\"]]}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Charlatan\",\"source\":\"PHB\",\"page\":128,\"reprintedAs\":[\"Charlatan|XPHB\"],\"skillProficiencies\":[{\"deception\":true,\"sleight of hand\":true}],\"toolProficiencies\":[{\"disguise kit\":true,\"forgery kit\":true}],\"startingEquipment\":[{\"_\":[\"fine clothes|phb\",\"disguise kit|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1500}]},{\"a\":[{\"special\":\"stoppered bottles filled with colored liquid\",\"quantity\":10}],\"b\":[{\"special\":\"set of weighted dice\"}],\"c\":[{\"special\":\"deck of marked cards\"}],\"d\":[{\"special\":\"signet ring of an imaginary duke\"}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Deception}, {@skill Sleight of Hand}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"{@item Disguise kit|phb}, {@item Forgery kit|phb}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A set of {@item fine clothes|phb}, a {@item disguise kit|phb}, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a belt {@item pouch|phb} containing 15 gp\"}]},{\"name\":\"Feature: False Identity\",\"type\":\"entries\",\"entries\":[\"You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.\"],\"data\":{\"isFeature\":true}},{\"name\":\"Favorite Schemes\",\"type\":\"entries\",\"entries\":[\"Every charlatan has an angle he or she uses in preference to other schemes. Choose a favorite scam or roll on the table below.\",{\"type\":\"table\",\"colLabels\":[\"d6\",\"Scam\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I cheat at games of chance.\"],[\"2\",\"I shave coins or forge documents.\"],[\"3\",\"I insinuate myself into people's lives to prey on their weakness and secure their fortunes.\"],[\"4\",\"I put on new identities like clothes.\"],[\"5\",\"I run sleight-of-hand cons on street corners.\"],[\"6\",\"I convince people that worthless junk is worth their hard-earned money.\"]]}]},{\"name\":\"Suggested Characteristics\",\"type\":\"entries\",\"entries\":[\"Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe, and how they see the world. But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues.\",{\"type\":\"table\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I fall in and out of love easily, and am always pursuing someone.\"],[\"2\",\"I have a joke for every occasion, especially occasions where humor is inappropriate.\"],[\"3\",\"Flattery is my preferred trick for getting what I want.\"],[\"4\",\"I'm a born gambler who can't resist taking a risk for a potential payoff.\"],[\"5\",\"I lie about almost everything, even when there's no reason to.\"],[\"6\",\"Sarcasm and insults are my weapons of choice.\"],[\"7\",\"I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment.\"],[\"8\",\"I pocket anything I see that might have some value.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Independence. I am a free spirit—no one tells me what to do. (Chaotic)\"],[\"2\",\"Fairness. I never target people who can't afford to lose a few coins. (Lawful)\"],[\"3\",\"Charity. I distribute the money I acquire to the people who really need it. (Good)\"],[\"4\",\"Creativity. I never run the same con twice. (Chaotic)\"],[\"5\",\"Friendship. Material goods come and go. Bonds of friendship last forever. (Good)\"],[\"6\",\"Aspiration. I'm determined to make something of myself. (Any)\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about.\"],[\"2\",\"I owe everything to my mentor—a horrible person who's probably rotting in jail somewhere.\"],[\"3\",\"Somewhere out there, I have a child who doesn't know me. I'm making the world better for him or her.\"],[\"4\",\"I come from a noble family, and one day I'll reclaim my lands and title from those who stole them from me.\"],[\"5\",\"A powerful person killed someone I love. Some day soon, I'll have my revenge.\"],[\"6\",\"I swindled and ruined a person who didn't deserve it. I seek to atone for my misdeeds but might never be able to forgive myself.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I can't resist a pretty face.\"],[\"2\",\"I'm always in debt. I spend my ill-gotten gains on decadent luxuries faster than I bring them in.\"],[\"3\",\"I'm convinced that no one could ever fool me the way I fool others.\"],[\"4\",\"I'm too greedy for my own good. I can't resist taking a risk if there's money involved.\"],[\"5\",\"I can't resist swindling people who are more powerful than me.\"],[\"6\",\"I hate to admit it and will hate myself for it, but I'll run and preserve my own hide if the going gets tough.\"]]}]}],\"hasFluff\":true},{\"name\":\"Charlatan\",\"source\":\"XPHB\",\"page\":180,\"edition\":\"one\",\"ability\":[{\"choose\":{\"weighted\":{\"from\":[\"dex\",\"con\",\"cha\"],\"weights\":[2,1]}}},{\"choose\":{\"weighted\":{\"from\":[\"dex\",\"con\",\"cha\"],\"weights\":[1,1,1]}}}],\"feats\":[{\"skilled|xphb\":true}],\"skillProficiencies\":[{\"deception\":true,\"sleight of hand\":true}],\"toolProficiencies\":[{\"calligrapher's supplies\":true}],\"startingEquipment\":[{\"A\":[{\"item\":\"forgery kit|xphb\"},{\"item\":\"costume|xphb\"},{\"item\":\"fine clothes|xphb\"},{\"value\":1500}],\"B\":[{\"value\":5000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Ability Scores:\",\"entry\":\"Dexterity, Constitution, Charisma\"},{\"type\":\"item\",\"name\":\"Feat:\",\"entry\":\"{@feat Skilled|XPHB}\"},{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Deception|XPHB}, {@skill Sleight of Hand|XPHB}\"},{\"type\":\"item\",\"name\":\"Tool Proficiency:\",\"entry\":\"{@item Forgery Kit|XPHB}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"Choose A or B: (A) {@item Forgery Kit|XPHB}, {@item Costume|XPHB}, {@item Fine Clothes|XPHB}, 15 GP; or (B) 50 GP\"}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"City Watch\",\"source\":\"SCAG\",\"page\":145,\"skillProficiencies\":[{\"athletics\":true,\"insight\":true}],\"languageProficiencies\":[{\"anyStandard\":2}],\"startingEquipment\":[{\"_\":[{\"special\":\"uniform in the style of your unit and indicative of your rank\"},{\"item\":\"horn|phb\",\"displayName\":\"horn with which to summon help\"},{\"item\":\"manacles|phb\",\"displayName\":\"set of manacles\"},{\"item\":\"pouch|phb\",\"containsValue\":1000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Athletics}, {@skill Insight}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Any two of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A uniform in the style of your unit and indicative of your rank, a {@item horn|phb} with which to summon help, a set of {@item manacles|phb}, and a {@item pouch|phb} containing 10 gp\"}]},{\"name\":\"Feature: Watcher's Eye\",\"type\":\"entries\",\"entries\":[\"Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Suggested Characteristics\",\"entries\":[\"Use the tables for the {@background soldier} background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of the city watch.\",\"Your bond is likely associated with your fellow watch members or the watch organization itself and almost certainly concerns your community. Your ideal probably involves the fostering of peace and safety. An investigator is likely to have an ideal connected to achieving justice by successfully solving crimes.\"]}],\"hasFluff\":true},{\"name\":\"Clan Crafter\",\"source\":\"SCAG\",\"page\":145,\"skillProficiencies\":[{\"history\":true,\"insight\":true}],\"languageProficiencies\":[{\"dwarvish\":true},{\"anyStandard\":1}],\"toolProficiencies\":[{\"anyArtisansTool\":1}],\"startingEquipment\":[{\"_\":[{\"equipmentType\":\"toolArtisan\"},{\"special\":\"maker's mark chisel used to mark your handiwork with the symbol of the clan of crafters you learned your skill from\"},\"traveler's clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1500}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill History}, {@skill Insight}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"One type of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Dwarvish or one of your choice if you already speak Dwarvish\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A set of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} with which you are proficient, a maker's mark chisel used to mark your handiwork with the symbol of the clan of crafters you learned your skill from, a set of {@item traveler's clothes|phb}, and a {@item pouch|phb} containing 5 gp and a gem worth 10 gp\"}]},{\"name\":\"Feature: Respect of the Stout Folk\",\"type\":\"entries\",\"entries\":[\"As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your companions) the finest accommodations and assistance.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Suggested Characteristics\",\"entries\":[\"Use the tables for the {@background guild artisan} background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a clan crafter. (For instance, consider the words \\\"guild\\\" and \\\"clan\\\" to be interchangeable.)\",\"Your bond is almost certainly related to the master or the clan that taught you, or else to the work that you produce. Your ideal might have to do with maintaining the high quality of your work or preserving the dwarven traditions of craftsmanship.\"]}],\"hasFluff\":true},{\"name\":\"Clasp Member\",\"source\":\"TDCSR\",\"page\":181,\"skillProficiencies\":[{\"deception\":true,\"choose\":{\"from\":[\"sleight of hand\",\"stealth\"],\"count\":1}}],\"languageProficiencies\":[{\"thieves' cant\":true}],\"toolProficiencies\":[{\"choose\":{\"from\":[\"disguise kit\",\"forgery kit\",\"thieves' tools\"],\"count\":1}}],\"startingEquipment\":[{\"_\":[{\"item\":\"common clothes|phb\",\"displayName\":\"A set of inconspicuous common clothes\"},{\"equipmentType\":\"toolArtisan\"},{\"item\":\"pouch|phb\",\"containsValue\":1000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Deception}, plus your choice of {@skill Sleight of Hand} or {@skill Stealth}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"{@item Disguise Kit|PHB}, {@item forgery kit|PHB}, or {@item thieves' tools|PHB} (one of your choice)\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"{@language Thieves' Cant}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A set of inconspicuous {@item common clothes|phb}, a set of {@filter tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} with which you're proficient, and a belt {@item pouch|PHB} containing 10 gp\"}]},{\"type\":\"entries\",\"name\":\"Feature: A Favor in Turn\",\"page\":182,\"entries\":[\"You have gained enough clout in the {@book Clasp|TDCSR|2|The Clasp} that you can call in a favor from your contacts whenever you're close enough to a center of syndicate activity. A request for a favor can be no longer than 20 words, and is passed up the chain to an undisclosed Spireling for approval. This favor can take on any form subject to the approval of the GM, who decides how it is fulfilled. If muscle is requested, an NPC member of the {@book Clasp|TDCSR|2|The Clasp} can temporarily aid your party. If money is needed, a small loan can be provided. If you've been imprisoned, {@book Clasp|TDCSR|2|The Clasp} operatives can look into breaking you out or paying off the jailer.\",\"At some point, the favor will be called in for repayment, often without warning. Refusing the call will result in your termination—literally. You might be called on to commit a specific burglary, or to pressure an {@book Emonian|TDCSR|3|Emon, the City of Fellowship} dignitary to reveal a secret at an upcoming ball. The {@book Clasp|TDCSR|2|The Clasp} might even demand that you assassinate a specific person, with no questions asked or answered. It's the GM's prerogative to ensure that the syndicate's request is proportionate to the favor they bestowed—or that they compensate you in other ways for a service that goes beyond the scope of repaying the initial favor.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Suggested Characteristics\",\"page\":182,\"entries\":[\"The {@book Clasp|TDCSR|2|The Clasp} enjoys a strange status in Tal'Dorei. The syndicate is a feared group of thieves and killers, whose name is often invoked only in whispers. But at the same time, the organization has a reputation for guerilla heroism, in response to its members having saved countless lives when the {@book Chroma Conclave|TDCSR|1|The Chroma Conclave} attacked {@book Emon|TDCSR|3|Emon, the City of Fellowship}. And so like every {@book Clasp|TDCSR|2|The Clasp} member, your own reputation often swings between these two poles.\",\"Your bond is likely associated with your fellow {@book Clasp|TDCSR|2|The Clasp} members or the individual who introduced you to the syndicate. Your ideal probably involves establishing your importance and indispensability to the {@book Clasp|TDCSR|2|The Clasp}.\",{\"type\":\"table\",\"caption\":\"Clasp Member Personality Traits\",\"colLabels\":[\"{@dice d8}\",\"Personality Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"What's life without risk? I'm always willing to take a risk if the reward seems worth it.\"],[\"2\",\"I only show my emotions around people I really trust.\"],[\"3\",\"I don't need friends; I need allies. When I do make \\\"friends,\\\" I only consider what they can do for me.\"],[\"4\",\"I look for simple solutions. The world's full of tough problems, but a well-placed knife is a one-size-fits-all answer.\"],[\"5\",\"Money talks. I don't. We've got an efficient relationship.\"],[\"6\",\"I used to have one rule—don't get involved in other people's problems. Why are things so complicated now?\"],[\"7\",\"Crime is a game, and I play to win. I have no sympathy for players who don't get that.\"],[\"8\",\"This organization has a lot of folks who cling to ugly, brutal practices. I'm not like that. I'm a professional, and professionals have standards.\"]]},{\"type\":\"table\",\"caption\":\"Clasp Member Ideals\",\"colLabels\":[\"{@dice d6}\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b By Any Means}. I complete jobs. Collateral damage isn't my problem. (Chaotic)\"],[\"2\",\"{@b Ambition}. I will climb to the top of the ladder. Everything I do is a stepping-stone to a Spireling's position. (Neutral)\"],[\"3\",\"{@b Decisiveness}. It's important to make up your mind so you can act swiftly and without delay. (Neutral)\"],[\"4\",\"{@b Honor}. There's room in the {@book Clasp|TDCSR|2|The Clasp} for both good and evil. Every day, I awake and choose to do what's right. (Good)\"],[\"5\",\"{@b Family}. The {@book Clasp|TDCSR|2|The Clasp} is family. Anything that's good for the family is good for me. (Lawful)\"],[\"6\",\"{@b Self-Interest}. There are too many bleeding hearts in the {@book Clasp|TDCSR|2|The Clasp} these days. Doing the right thing means doing the thing that makes my life better. (Evil)\"]]},{\"type\":\"table\",\"caption\":\"Clasp Member Bonds\",\"colLabels\":[\"{@dice d6}\",\"Bond\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I'd do anything—anything—to protect my comrades.\"],[\"2\",\"I'll always be grateful to the Spireling who took me in when I was an orphaned kid.\"],[\"3\",\"I was inspired to join the {@book Clasp|TDCSR|2|The Clasp} by the stories my parents told of being saved from the {@book Chroma Conclave's|TDCSR|1|The Chroma Conclave} attack on {@book Emon|TDCSR|3|Emon, the City of Fellowship}. I can look past the organization's flaws.\"],[\"4\",\"I was nearly killed by the {@book Myriad|TDCSR|2|The Myriad}. If the {@book Clasp|TDCSR|2|The Clasp} is the enemy of those villains, then the {@book Clasp|TDCSR|2|The Clasp} is my friend.\"],[\"5\",\"I've got family back in the old town who are counting on me for money. They don't know how I get it, but they don't need to know.\"],[\"6\",\"I joined the {@book Clasp|TDCSR|2|The Clasp} to become rich, powerful, and beloved. That's all there is to it.\"]]},{\"type\":\"table\",\"caption\":\"Clasp Member Flaws\",\"colLabels\":[\"{@dice d6}\",\"Flaw\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I'm hopeless at organizing my belongings, and I'm always losing things.\"],[\"2\",\"I get bored whenever a plan is going too smoothly. A win is always more fun when it's by the skin of my teeth!\"],[\"3\",\"I've seen Spirelings walk out among cheering crowds of thousands. Gods, I wish that were me. I need that to be me.\"],[\"4\",\"I'm rubbish with money, and never seem to leave town with a full purse. Keeps me coming back to the life, I suppose.\"],[\"5\",\"I can't work with shoddy, makeshift {@item thieves' tools|PHB}. I need everything involving my work to be perfect.\"],[\"6\",\"Any slight against me, no matter how small, is cause for revenge.\"]]}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cloistered Scholar\",\"source\":\"SCAG\",\"page\":146,\"skillProficiencies\":[{\"history\":true,\"choose\":{\"from\":[\"arcana\",\"nature\",\"religion\"]}}],\"languageProficiencies\":[{\"anyStandard\":2}],\"startingEquipment\":[{\"_\":[{\"item\":\"robes|phb\",\"displayName\":\"The scholar's robes of your cloister\"},\"pouch|phb\",{\"special\":\"quill\"},{\"special\":\"ink\"},{\"special\":\"folded parchment\"},{\"special\":\"small penknife\"},{\"item\":\"book|phb\",\"displayName\":\"borrowed book on the subject of your current study\"},{\"item\":\"pouch|phb\",\"containsValue\":1000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill History}, plus your choice of one from among {@skill Arcana}, {@skill Nature}, and {@skill Religion}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"any two of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"The scholar's {@item robes|phb} of your cloister, a writing kit (small {@item pouch|phb} with a quill, ink, folded parchment, and a small penknife), a borrowed {@item book|phb} on the subject of your current study, and a {@item pouch|phb} containing 10 gp\"}]},{\"name\":\"Feature: Library Access\",\"type\":\"entries\",\"entries\":[\"Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access.\",\"You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease.\",\"Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy to a fellow scholar.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Suggested Characteristics\",\"entries\":[\"Use the tables for the {@background sage} background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a cloistered scholar.\",\"Your bond is almost certainly associated either with the place where you grew up or with the knowledge you hope to acquire through adventuring. Your ideal is no doubt related to how you view the quest for knowledge and truth - perhaps as a worthy goal in itself, or maybe as a means to a desirable end.\"]}],\"hasFluff\":true},{\"name\":\"Cobalt Scholar (Sage)\",\"source\":\"EGW\",\"page\":203,\"_copy\":{\"name\":\"Sage\",\"source\":\"PHB\"},\"hasFluff\":true},{\"name\":\"Continental Nobility\",\"source\":\"DoDk\",\"page\":244,\"prerequisite\":[{\"level\":{\"level\":1,\"class\":{\"name\":\"Artificer\",\"visible\":true}}},{\"level\":{\"level\":1,\"class\":{\"name\":\"Barbarian\",\"visible\":true}}},{\"level\":{\"level\":1,\"class\":{\"name\":\"Bard\",\"visible\":true}}},{\"level\":{\"level\":1,\"class\":{\"name\":\"Cleric\",\"visible\":true}}},{\"level\":{\"level\":1,\"class\":{\"name\":\"Druid\",\"visible\":true}}},{\"level\":{\"level\":1,\"class\":{\"name\":\"Fighter\",\"visible\":true}}},{\"level\":{\"level\":1,\"class\":{\"name\":\"Monk\",\"visible\":true}}},{\"level\":{\"level\":1,\"class\":{\"name\":\"Paladin\",\"visible\":true}}},{\"level\":{\"level\":1,\"class\":{\"name\":\"Ranger\",\"visible\":true}}},{\"level\":{\"level\":1,\"class\":{\"name\":\"Rogue\",\"visible\":true}}}],\"skillProficiencies\":[{\"choose\":{\"from\":[\"persuasion\",\"athletics\",\"history\",\"intimidation\"],\"count\":2}}],\"languageProficiencies\":[{\"anyStandard\":2}],\"startingEquipment\":[{\"a\":[\"signet ring|phb\"],\"b\":[{\"special\":\"brooch bearing your family crest\"}]},{\"_\":[{\"special\":\"cape in the colours of your house\"},\"fine clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":2500}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"Two of the following: {@skill Persuasion}, {@skill Athletics}, {@skill History}, or {@skill Intimidation}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Two of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A {@item signet ring|PHB} or brooch bearing your family crest, a cape in the colours of your house, a set of {@item fine clothes|PHB}, and a {@item pouch|PHB} containing 25 gp\"}]},{\"type\":\"entries\",\"name\":\"Defining Event\",\"entries\":[{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"d8\",\"Defining Event\"],\"rows\":[[\"1\",\"I was well celebrated in my city as a slayer of a great troll.\"],[\"2\",\"I witnessed the death of my family during the civil war. They were targets for their ties to the von Kessel name.\"],[\"3\",\"I led my knights to victory in defending our castle during a raid in the war.\"],[\"4\",\"I lost a lot of good soldiers in an earlier expedition into Drakkenheim. We never made it past the gate.\"],[\"5\",\"My house was an enemy of the von Kessel family and had many battles with them.\"],[\"6\",\"I broke ties with my family when they folded to the Silver Order.\"],[\"7\",\"I am related, not to a king or queen, but to a noble figure who sat in the small council and made important decisions for their represented house.\"],[\"8\",\"My family lost everything in the destruction of Drakkenheim. We are noble only in name, no longer in standing.\"]]}]},{\"type\":\"entries\",\"name\":\"Feature: Noble Confidence\",\"entries\":[\"During a short rest you can give an inspiring pep talk to a number of allies equal to your proficiency bonus. Once in the next 8 hours, each of those allies can roll {@dice 1d4} and add it to the result of a single attack roll, ability check, or saving throw.\",{\"type\":\"table\",\"caption\":\"Suggested Characteristics\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"d8\",\"Personality Trait\"],\"rows\":[[\"1\",\"I consider myself a renowned monster slayer, and like to remind everyone of the many accomplishments I hold to my name.\"],[\"2\",\"I keep family traditions close. Honour and family are amongst the most important things in the world, and I cherish them.\"],[\"3\",\"I miss the comforts of my home. This city is dirty and smells terrible.\"],[\"4\",\"I believe in the good in people, and I hope to find a peaceful resolution to our problems. A diplomatic approach is something Westemär greatly needs.\"],[\"5\",\"As a noble, I have a responsibility to protect those who cannot protect themselves.\"],[\"6\",\"It is highly important that I look my best and maintain my regal demeanor in all situations. My reputation must go untarnished.\"],[\"7\",\"I may be of noble birth, but have lived life on the road for some time. I am more than willing to share what I have with others, as I am no better or worse than anyone else.\"],[\"8\",\"There is no challenge I can't face. I heard about the horrors and monsters of this world, and I am what they fear the most.\"]]},{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"d6\",\"Ideal\"],\"rows\":[[\"1\",\"Respect. I am a respected member of my family, and I expect what remains of Drakkenheim's nobility and royal line to acknowledge my standing. (Lawful)\"],[\"2\",\"Responsibility. It is my responsibility as a representative of my noble line to remain cordial, and diplomatic in dealings with the various high ranking members of Drakkenheim's society. (Good)\"],[\"3\",\"Privacy. I do not wish for my nobility to come up. It may be best if the people of Drakkenheim do not know who I am. At least for now. (Any)\"],[\"4\",\"Duty. It is my duty to aid the people of Drakkenheim. As a noble I was connected to this city, and it is what is expected of me. (Good)\"],[\"5\",\"Glory. I must claim my victories and prove myself in battle. (Any)\"],[\"6\",\"Family. Blood is thicker than water and I will fight to defend my family's honour. (Good)\"]]},{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"d6\",\"Bond\"],\"rows\":[[\"1\",\"I must prove myself as a great warrior for my house and my people.\"],[\"2\",\"My family was once bound to the royal family of Westemär, I must ensure we remain bound to whoever takes the throne.\"],[\"3\",\"My family's fortune was lost. Drakkenheim may be our last chance to get it back.\"],[\"4\",\"My family was betrayed by one of the royal houses, and I plan to make sure any that remain of that name are brought to justice and my family takes its place where it belongs.\"],[\"5\",\"I am destined to rule, as my ancestors before me have.\"],[\"6\",\"I have been sent unwillingly on a diplomatic mission to Drakkenheim. I am to gain political standing in these crumbling ruins.\"]]},{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"d6\",\"Flaw\"],\"rows\":[[\"1\",\"I boast about my own triumphs, and belittle the accomplishments of others.\"],[\"2\",\"Bound by honor, I can never back down from a challenge, nor can I let those who undervalue my name go unchallenged.\"],[\"3\",\"I do not like getting my hands dirty. Other people must do the heavy lifting, not me.\"],[\"4\",\"I like to flaunt my wealth, and I spare no expense.\"],[\"5\",\"I'm never wrong. Even if I was, I would never admit it.\"],[\"6\",\"I was forced to lead, but I am very far out of my depth and desperately hoping people do not catch on that I don't know what I am doing here.\"]]}],\"data\":{\"isFeature\":true}}],\"hasFluff\":true},{\"name\":\"Cormanthor Refugee\",\"source\":\"ALRageOfDemons\",\"page\":5,\"skillProficiencies\":[{\"nature\":true,\"survival\":true}],\"toolProficiencies\":[{\"anyArtisansTool\":1}],\"startingEquipment\":[{\"_\":[\"two-person tent|phb\",{\"equipmentType\":\"toolArtisan\"},\"holy symbol|phb\",\"traveler's clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":500}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Nature}, {@skill Survival}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"One type of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Elven\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A {@item two-person tent|phb}, {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}, a {@item holy symbol|phb}, a set of {@item traveler's clothes|phb}, a belt {@item pouch|phb} containing 5 gp\"}]},{\"name\":\"Lifestyle\",\"type\":\"entries\",\"entries\":[\"Poor\"]},{\"name\":\"Overview\",\"type\":\"entries\",\"entries\":[\"You are one of hundreds of refugees that were driven from Hillsfar or that fled the destruction of Myth Drannor and who now shelter in hidden camps under the northern eaves of the Cormanthor Forest. If you up grew in the camps, you have never been to a settlement other than the village of Elventree. As a guest of the elves, you have learned their ways and the ways of the forest. You are also a traumatized, as residual wild magic, energies released by the fall of Thultanar upon Myth Drannor, and the constant fear of raids hunting for non-humans to fight in Hillsfar's Arena have taken their toll on you, as they have on everyone in the camps.\"]},{\"name\":\"Feature: Shelter of the Elven Clergy\",\"type\":\"entries\",\"entries\":[\"The clerics of Elventree have vowed to care for the Cormanthor refugees. They will help you when they can, including providing you and your companions with free healing and care at temples, shrines, and other established presences in Elventree. They will also provide you (but only you) with a poor lifestyle. Note: This feature is a variant of the Acolyte feature.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I long for a home that never really existed, whether in the camps, Hillsfar, or Myth Drannor.\"],[\"2\",\"Though I am not an elf, I am a fervent, radical worshipper of the elven gods.\"],[\"3\",\"I live in the moment, knowing my life could be turned upside down any day.\"],[\"4\",\"I appreciate beauty in all of its forms.\"],[\"5\",\"I hate the dark elves and the Netherese for each driving the elves out of Cormanthyr in the past.\"],[\"6\",\"I am a forest bumpkin who grew up in a tent in the woods and is wholly ignorant of city life.\"],[\"7\",\"I was raised alongside children of many other races. I harbor no racial prejudices at all.\"],[\"8\",\"The elves have just the right word for so many things that cannot be expressed as well in other languages. I pepper my speech with elven words, phrases, and sayings.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Patient. The elves have taught me to think and plan for the long-term. (Lawful)\"],[\"2\",\"Rebellious. Governments and politicians drove my family to the camps. I subtly defy authority whenever I think I can get away with it. (Chaotic)\"],[\"3\",\"Self - Absorbed. I've had to look out for number one so long that it has become second nature. (Any)\"],[\"4\",\"Wanderlust. I want to see as much of the world beyond the camps as I can. (Any)\"],[\"5\",\"Generous. I give everything I can to help those in need, regardless of who they are. (Good)\"],[\"6\",\"To the Abyss with Them. The people of Hillsfar cast me out. I won't risk my hide to help them. (Evil)\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"The elves took me in when I had nowhere else to go. In return, I do what I can to help elves in need.\"],[\"2\",\"I seek revenge against the people of Hillsfar for driving my family into the forest.\"],[\"3\",\"My family lost everything when they were driven from Hillsfar. I strive to rebuild that fortune.\"],[\"4\",\"The forest has provided me with food and shelter. In return, I protect forests and those who dwell within.\"],[\"5\",\"I am deeply, tragically in love with someone whose racial lifespan is far longer or shorter than mine.\"],[\"6\",\"Members of my extended family did not make it to the camps or have been kidnapped to fight in the Arena. I search for them tirelessly.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I am very uncomfortable indoors and underground.\"],[\"2\",\"I am haughty. I grew up among the elves and emulate them. Other races are crude in comparison.\"],[\"3\",\"Elf this, elf that. I am sick and tired of the elves.\"],[\"4\",\"I am a miser. Having lost everything once before, I clutch my possessions and wealth very tightly.\"],[\"5\",\"I am a moocher. I am so used to others providing for me that I have come to expect everyone to do it.\"],[\"6\",\"I believe the gods have cursed me, my family, and all of the Cormanthor refugees. We are all doomed, doomed I tell you!\"]]}],\"name\":\"Suggested Characteristics\"}],\"hasFluff\":true},{\"name\":\"Courtier\",\"source\":\"SCAG\",\"page\":146,\"skillProficiencies\":[{\"insight\":true,\"persuasion\":true}],\"languageProficiencies\":[{\"anyStandard\":2}],\"startingEquipment\":[{\"_\":[\"fine clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":500}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Insight}, {@skill Persuasion}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Any two of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A set of {@item fine clothes|phb} and a {@item pouch|phb} containing 5 gp\"}]},{\"name\":\"Feature: Court Functionary\",\"type\":\"entries\",\"entries\":[\"Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Suggested Characteristics\",\"entries\":[\"Use the tables for the {@background guild artisan} background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a courtier.\",\"The noble court or bureaucratic organization where you got your start is directly or indirectly associated with your bond (which could pertain to certain individuals in the group, such as your sponsor or mentor). Your ideal might be concerned with the prevailing philosophy of your court or organization.\"]}],\"hasFluff\":true},{\"name\":\"Criminal\",\"source\":\"PHB\",\"page\":129,\"basicRules\":true,\"reprintedAs\":[\"Criminal|XPHB\"],\"skillProficiencies\":[{\"deception\":true,\"stealth\":true}],\"toolProficiencies\":[{\"anyGamingSet\":1,\"thieves' tools\":true}],\"startingEquipment\":[{\"_\":[\"crowbar|phb\",{\"item\":\"common clothes|phb\",\"displayName\":\"dark common clothes including a hood\"},{\"item\":\"pouch|phb\",\"containsValue\":1500}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Deception}, {@skill Stealth}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"One type of {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set}, {@item thieves' tools|phb}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A {@item crowbar|phb}, a set of dark {@item common clothes|phb} including a hood, and a belt {@item pouch|phb} containing 15 gp\"}]},{\"name\":\"Feature: Criminal Contact\",\"type\":\"entries\",\"entries\":[\"You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.\"],\"data\":{\"isFeature\":true}},{\"name\":\"Specialty\",\"type\":\"entries\",\"entries\":[\"There are many kinds of criminals, and within a thieves' guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below.\",{\"type\":\"table\",\"colLabels\":[\"d8\",\"Specialty\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Blackmailer\"],[\"2\",\"Burglar\"],[\"3\",\"Enforcer\"],[\"4\",\"Fence\"],[\"5\",\"Highway robber\"],[\"6\",\"Hired killer\"],[\"7\",\"Pickpocket\"],[\"8\",\"Smuggler\"]]}]},{\"name\":\"Suggested Characteristics\",\"type\":\"entries\",\"entries\":[\"Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.\",{\"type\":\"table\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I always have a plan for when things go wrong.\"],[\"2\",\"I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.\"],[\"3\",\"The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden.\"],[\"4\",\"I would rather make a new friend than a new enemy.\"],[\"5\",\"I am incredibly slow to trust. Those who seem the fairest often have the most to hide.\"],[\"6\",\"I don't pay attention to the risks in a situation. Never tell me the odds.\"],[\"7\",\"The best way to get me to do something is to tell me I can't do it.\"],[\"8\",\"I blow up at the slightest insult.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Honor. I don't steal from others in the trade. (Lawful)\"],[\"2\",\"Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)\"],[\"3\",\"Charity. I steal from the wealthy so that I can help people in need. (Good)\"],[\"4\",\"Greed. I will do whatever it takes to become wealthy. (Evil)\"],[\"5\",\"People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)\"],[\"6\",\"Redemption. There's a spark of good in everyone. (Good)\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I'm trying to pay off an old debt I owe to a generous benefactor.\"],[\"2\",\"My ill-gotten gains go to support my family.\"],[\"3\",\"Something important was taken from me, and I aim to steal it back.\"],[\"4\",\"I will become the greatest thief that ever lived.\"],[\"5\",\"I'm guilty of a terrible crime. I hope I can redeem myself for it.\"],[\"6\",\"Someone I loved died because of a mistake I made. That will never happen again.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"When I see something valuable, I can't think about anything but how to steal it.\"],[\"2\",\"When faced with a choice between money and my friends, I usually choose the money.\"],[\"3\",\"If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.\"],[\"4\",\"I have a 'tell' that reveals when I'm lying.\"],[\"5\",\"I turn tail and run when things look bad.\"],[\"6\",\"An innocent person is in prison for a crime that I committed. I'm okay with that.\"]]}]}],\"hasFluff\":true},{\"name\":\"Criminal\",\"source\":\"XPHB\",\"page\":180,\"freeRules2024\":true,\"edition\":\"one\",\"ability\":[{\"choose\":{\"weighted\":{\"from\":[\"dex\",\"con\",\"int\"],\"weights\":[2,1]}}},{\"choose\":{\"weighted\":{\"from\":[\"dex\",\"con\",\"int\"],\"weights\":[1,1,1]}}}],\"feats\":[{\"alert|xphb\":true}],\"skillProficiencies\":[{\"sleight of hand\":true,\"stealth\":true}],\"toolProficiencies\":[{\"thieves' tools\":true}],\"startingEquipment\":[{\"A\":[{\"item\":\"dagger|xphb\",\"quantity\":2},{\"item\":\"thieves' tools|xphb\"},{\"item\":\"crowbar|xphb\"},{\"item\":\"pouch|xphb\",\"quantity\":2},{\"item\":\"traveler's clothes|xphb\"},{\"value\":1600}],\"B\":[{\"value\":5000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Ability Scores:\",\"entry\":\"Dexterity, Constitution, Intelligence\"},{\"type\":\"item\",\"name\":\"Feat:\",\"entry\":\"{@feat Alert|XPHB}\"},{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Sleight of Hand|XPHB}, {@skill Stealth|XPHB}\"},{\"type\":\"item\",\"name\":\"Tool Proficiency:\",\"entry\":\"{@item Thieves' Tools|XPHB}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"Choose A or B: (A) {@item Dagger|XPHB|2 Daggers}, {@item Thieves' Tools|XPHB}, {@item Crowbar|XPHB}, {@item Pouch|XPHB|2 Pouches}, {@item Traveler's Clothes|XPHB}, 16 GP; or (B) 50 GP\"}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Custom Background\",\"source\":\"PHB\",\"page\":126,\"skillProficiencies\":[{\"any\":2}],\"languageProficiencies\":[{\"anyStandard\":2}],\"skillToolLanguageProficiencies\":[{\"anyLanguage\":2},{\"anyLanguage\":1,\"anyTool\":1},{\"anyTool\":1}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"Two of your choice\"},{\"type\":\"item\",\"name\":\"Languages and Tool Proficiencies:\",\"entry\":\"Two of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"The equipment package from any background\"}]},{\"name\":\"Feature: Choose a Feature\",\"type\":\"entries\",\"entries\":[\"Choose a feature from any background.\"],\"data\":{\"isFeature\":true}},{\"name\":\"Suggested Characteristics\",\"type\":\"entries\",\"entries\":[\"Use the suggested characteristics from any background.\"]},\"{@note See the section on {@book Customizing a Background|PHB|4|Customizing a Background} in the {@book Player's Handbook|PHB} for more information.}\"]},{\"name\":\"Devoted Missionary\",\"source\":\"DoDk\",\"page\":246,\"skillProficiencies\":[{\"choose\":{\"from\":[\"history\",\"religion\",\"arcana\",\"nature\"],\"count\":2}}],\"languageProficiencies\":[{\"anyStandard\":2}],\"startingEquipment\":[{\"_\":[{\"item\":\"robes|phb\",\"displayName\":\"set of pale robes\"},{\"special\":\"small chip of delerium encased in glass\"},{\"special\":\"walking stick\"},{\"item\":\"amulet|phb\",\"displayName\":\"amulet with a symbol of your chosen god\"},{\"item\":\"book|phb\",\"displayName\":\"small book of religious text\"}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"Two of the following: {@skill History}, {@skill Religion}, {@skill Arcana}, {@skill Nature}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Two of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A set of pale {@item robes|PHB}, a small chip of delerium encased in glass, a walking stick, an {@item amulet|PHB} with a symbol of your chosen god, a small {@item book|PHB} of religious text\"}]},{\"type\":\"entries\",\"name\":\"Missionary Life\",\"entries\":[{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"d8\",\"Missionary Life\"],\"rows\":[[\"1\",\"I was on a quest of self-enlightenment.\"],[\"2\",\"I ritualistically surround myself with lit candles and ancient texts when I rest.\"],[\"3\",\"I had taken a vow of silence until the time that my voice was needed to fulfil my destiny.\"],[\"4\",\"I was the caretaker of ancient relics of our faith and am quested with finding others.\"],[\"5\",\"I am but a pilgrim hoping to find divine light in dark places in the world.\"],[\"6\",\"I was guided to my faith by angels who rescued me from my dark past.\"],[\"7\",\"I broke my vows to my faith and was exiled. I seek redemption.\"],[\"8\",\"I must prove myself worthy to my faith and its purpose, no matter the amount of blood spilled or lives lost.\"]]}]},{\"type\":\"entries\",\"name\":\"Feature: Guided by Faith\",\"entries\":[\"A number of times per day equal to your proficiency bonus, you may ask the Game Master to reveal the DC of any ability check you make before rolling the dice. You may then decide whether or not you wish to attempt the roll.\",{\"type\":\"table\",\"caption\":\"Suggested Characteristics\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"d8\",\"Personality Trait\"],\"rows\":[[\"1\",\"I empathize with those who do not follow the path of light. Creatures of all types can be brought back to the path of righteousness and are often suffering and in great pain.\"],[\"2\",\"I believe in the words of my religion and quote its texts and scriptures as often as I can.\"],[\"3\",\"I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods.\"],[\"4\",\"I have spent my life in a temple or church. Rough living wears on me quickly.\"],[\"5\",\"I believe very strongly that everything will turn out okay, and nothing can shake my positive attitude.\"],[\"6\",\"My faith kept me distant from others. I have very little experience with the world outside the church/temple/shrine.\"],[\"7\",\"I have extremely strict etiquette and manners for interactions and tasks, and I refuse to stray from them.\"],[\"8\",\"I am working on my thesis of religious ongoings in the world and excitedly discuss the nuances of these ideas with anyone and everyone.\"]]},{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"d6\",\"Ideal\"],\"rows\":[[\"1\",\"Logic. Emotions must not cloud our judgement on what is right or true. (Lawful)\"],[\"2\",\"Self. My religious journey is that of discovering myself. If I can obtain that, there is nothing left to know. (Any)\"],[\"3\",\"Charity. I will always help those in need, no matter the cost. (Good)\"],[\"4\",\"Faith. The path laid out before me is determined by the divine entity I worship. I will follow its signs and patterns to fulfil my purpose. (Lawful)\"],[\"5\",\"Power. The gods have granted me divine powers and I must use them to make those who do not worship as strongly as I see the divine light and understand that I am the one true speaker of my faith. (Chaotic)\"],[\"6\",\"Peace. I do not like to be part of conflicts, rather a neutral voice of reason to all sides. (Neutral)\"]]},{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"d6\",\"Bond\"],\"rows\":[[\"1\",\"Nothing is more important than my church and what it represents.\"],[\"2\",\"I joined my religion to hide from a past I would rather forget.\"],[\"3\",\"The path to enlightenment is unending. I must stay the course.\"],[\"4\",\"I will die if it means doing right by my religious beliefs.\"],[\"5\",\"Everything I do is for the good of the common people.\"],[\"6\",\"I seek to preserve the ancient texts and artefact of my religion.\"]]},{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"d6\",\"Flaw\"],\"rows\":[[\"1\",\"I judge others harshly and believe my path to be the one true path.\"],[\"2\",\"I believe in the words of my religion so strongly that I follow them without question.\"],[\"3\",\"The goal I have set for myself is my destiny, and I can not act against it or abandon it for any reason.\"],[\"4\",\"My religion was meant to keep the dark thoughts at bay, but I find myself losing that battle and a blood thirst grows within me.\"],[\"5\",\"This is my first taste of life outside my religion, and I enjoy its pleasures a little too much.\"],[\"6\",\"The gods and my faith have determined that I am always correct as I speak on their behalf. There is no question in my mind that I speak the ultimate truths and any who do not agree are misguided fools.\"]]}],\"data\":{\"isFeature\":true}}],\"hasFluff\":true},{\"name\":\"Dimir Operative\",\"source\":\"GGR\",\"page\":46,\"skillProficiencies\":[{\"deception\":true,\"stealth\":true}],\"languageProficiencies\":[{\"anyStandard\":1}],\"toolProficiencies\":[{\"disguise kit\":true}],\"startingEquipment\":[{\"_\":[{\"special\":\"Dimir insignia\"},{\"special\":\"small knives\",\"quantity\":3},{\"item\":\"common clothes|phb\",\"displayName\":\"dark-colored common clothes\"},{\"special\":\"the starting equipment of the background described in this chapter for your secondary guild\"}]}],\"additionalSpells\":[{\"expanded\":{\"s0\":[\"encode thoughts|ggr#c\",\"mage hand#c\"],\"s1\":[\"disguise self\",\"sleep\"],\"s2\":[\"detect thoughts\",\"pass without trace\"],\"s3\":[\"gaseous form\",\"meld into stone\",\"nondetection\"],\"s4\":[\"arcane eye\",\"freedom of movement\"],\"s5\":[\"modify memory\"]}}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Deception}, {@skill Stealth}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"{@item Disguise kit|phb}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"One of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A Dimir insignia, three small knives, a set of dark-colored {@item common clothes|phb}, and the starting equipment of the background described in this chapter for your secondary guild\"}]},{\"type\":\"entries\",\"name\":\"Feature: False Identity\",\"entries\":[\"You have more than one identity. The one you wear most of the time makes you appear to be a member of a guild other than House Dimir. You have documentation, established acquaintances, and disguises that allow you to assume that persona and fit into the secondary guild.\",\"Whenever you choose, you can drop this identity and blend into the guildless masses of the city.\",\"Consider why you're embedded in the secondary guild. Create a story with your DM, inspired by rolling on the following table or choosing a reason that suits you.\",{\"type\":\"table\",\"colLabels\":[\"d8\",\"Reason for Infiltration\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"My parents belong to this guild, and I let them think I'm following in their footsteps.\"],[\"2\",\"I've been assigned to track this guild's activities.\"],[\"3\",\"I've been assigned to get close to an individual in this guild and learn their secrets.\"],[\"4\",\"I've been assigned to recruit a new Dimir spy from the ranks of this guild.\"],[\"5\",\"I was a member of this guild before the Dimir recruited me.\"],[\"6\",\"I don't like what this guild stands for and want to destroy it from within.\"],[\"7\",\"I secretly wish I could leave the Dimir and join this guild, but there is no escaping the Dimir.\"],[\"8\",\"I chose this guild at random or on a lark.\"]]}],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Dimir Guild Spells\",\"entries\":[\"{@i Prerequisite: Spellcasting or Pact Magic class feature}\",\"For you, the spells on the Dimir Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)\",{\"type\":\"table\",\"caption\":\"Dimir Guild Spells\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"Spell Level\",\"Spells\"],\"rows\":[[\"Cantrip\",\"{@spell encode thoughts|GGR}, {@spell mage hand}\"],[\"1st\",\"{@spell disguise self}, {@spell sleep}\"],[\"2nd\",\"{@spell detect thoughts}, {@spell pass without trace}\"],[\"3rd\",\"{@spell gaseous form}, {@spell meld into stone}, {@spell nondetection}\"],[\"4th\",\"{@spell arcane eye}, {@spell freedom of movement}\"],[\"5th\",\"{@spell modify memory}\"]]},\"Your magic is meant to be subtle and undetectable, but it might pull shadows or clouds of mist around you as you cast your spells. Using the {@spell encode thoughts|GGR} cantrip described below, you can turn a creature's thoughts (including your own) into a thought strand that others can potentially read, share, or steal. These thought strands are treated as valuable currency among the Dimir.\"]},{\"type\":\"entries\",\"name\":\"Suggested Characteristics\",\"entries\":[\"Skilled at infiltration, disguise, and deception, members of House Dimir appear inscrutable. Your true personality and ideals might never manifest, or they might mark you as a quirky member of your secondary guild.\",{\"type\":\"table\",\"caption\":\"Personality Traits\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"I'm good at hiding my true thoughts and feelings.\"],[\"2\",\"When I'm in doubt about revealing something, I assume it's a secret, and I don't share it.\"],[\"3\",\"I like to sound mysterious, because wisdom hidden grows deeper with time.\"],[\"4\",\"I have no patience with people who get in my way.\"],[\"5\",\"I love hearing about other people's nightmares.\"],[\"6\",\"Combat is meant to be quick, clean, and one-sided.\"],[\"7\",\"I like to stick to the shadows.\"],[\"8\",\"I never show my anger. I just plot my revenge.\"]]},{\"type\":\"table\",\"caption\":\"Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"{@b Guild}. My true guild is all that really matters. (Any)\"],[\"2\",\"{@b Control}. I like pulling the strings. (Lawful)\"],[\"3\",\"{@b Secrets}. I collect secrets and never reveal them. (Any)\"],[\"4\",\"{@b Knowledge}. I want to know as much as I can about this city and how it works. (Any)\"],[\"5\",\"{@b Independence}. I value the freedom to pursue my own goals without interference. (Chaotic)\"],[\"6\",\"{@b Nihilism}. I don't believe in anything, and anyone who does is a fool. (Neutral)\"]]},{\"type\":\"table\",\"caption\":\"Bonds\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"I discovered a secret I can't let anyone else uncover—including my guild superiors.\"],[\"2\",\"I formed a close friendship or romance with someone in the guild I'm infiltrating.\"],[\"3\",\"The Dimir agent who recruited me was unmasked and killed. My revenge on the killers will be thorough and painful.\"],[\"4\",\"I spend as much time as I can in the Ismeri Library because I'm certain an information hub operates behind its facade. I want its secrets!\"],[\"5\",\"I'm utterly loyal to my superior in the guild, more than to the guild or its guildmaster.\"],[\"6\",\"Someone has discovered my true identity.\"]]},{\"type\":\"table\",\"caption\":\"Flaws\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"I like secrets so much that I'm reluctant to share details of a plan even with those who need to know.\"],[\"2\",\"I would let my friends die rather than reveal my true identity.\"],[\"3\",\"I have trouble trusting anyone but myself.\"],[\"4\",\"I have a particular vice that puts all my secrets at risk if I'm not careful.\"],[\"5\",\"I'm pretty sure I've done something horrible that I can't remember because of the guild's mind magic.\"],[\"6\",\"I put too much trust in the people who give me orders.\"]]}]},{\"type\":\"entries\",\"name\":\"Contacts\",\"entries\":[\"As an agent of House Dimir working undercover, you have limited contacts within your guild. Your relationships within your secondary guild, in the guise of your false identity, are usually more extensive.\",\"Roll once on the Dimir Contacts table, giving you an ally who serves as your contact in Dimir. Then roll twice on the table for your secondary guild. The first roll gives you an ally there, and the second roll gives you a rival.\",{\"type\":\"table\",\"caption\":\"Dimir Contacts\",\"colLabels\":[\"d8\",\"Contact\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"I know a Dimir courier who relays messages to me from someone higher up the chain of command.\"],[\"2\",\"I get orders from a shapeshifter I recognize only through a series of code phrases we exchange.\"],[\"3\",\"An ostentatiously wealthy vampire is my secret guild superior, summoning me to a luxurious estate by means of coded messages.\"],[\"4\",\"I have never met my guild contact, but I receive telepathic messages, usually in my dreams.\"],[\"5\",\"I've never met my guild contact, but I get coded messages from a pattern of street lights and graffiti.\"],[\"6\",\"I didn't discover the identity of my guild contact until after we had begun a romantic relationship.\"],[\"7\",\"My superior maintains an elaborate identity as a young street urchin... unless it's all a lie, and I'm being sent on ridiculous missions by a twisted child.\"],[\"8\",\"My sibling and I both get telepathic orders from a mysterious contact, and I'm starting to question the authenticity of my sibling's orders.\"]]}]},{\"type\":\"entries\",\"name\":\"How Do I Fit In?\",\"entries\":[\"As a Dimir adventurer, you are a member of the guild's network of spies, thieves, assassins, and mind mages that lurks behind the facade of the public guild. On the surface, House Dimir presents the appearance of a network of couriers, investigators, media reporters, and archivists, dealing in information and spreading news. But you and your peers trade in secrets. You use secret symbols, runes, and signals to surreptitiously communicate with other Dimir agents, often in plain sight.\",\"Like any good spy, you have multiple identities: your true face as an agent of House Dimir; a guildless identity; and a role as a member of another guild. Within that secondary guild, you might already be on a mission for House Dimir, assigned to spy on the guild, collect information about a person, or recruit another spy from the ranks of the guild. Or that guild could be a launching point for your real mission. Perhaps, for example, you were ordered to infiltrate the Azorius in hopes of gaining access to a notorious inmate in an Azorius prison.\"]}],\"hasFluff\":true},{\"name\":\"Dragon Casualty\",\"source\":\"ALCurseOfStrahd\",\"page\":3,\"skillProficiencies\":[{\"intimidation\":true,\"survival\":true}],\"languageProficiencies\":[{\"draconic\":true}],\"toolProficiencies\":[{\"vehicles (water)\":true},{\"anyArtisansTool\":1},{\"choose\":{\"from\":[\"gaming set\",\"vehicles (land)\"]}},{\"vehicles (land)\":true},{\"anyMusicalInstrument\":1},{\"choose\":{\"from\":[\"alchemist's supplies\",\"herbalism kit\"]}},{\"choose\":{\"from\":[\"thieves' tools\",\"forgery kit\",\"disguise kit\"]}},{\"anyGamingSet\":1}],\"startingEquipment\":[{\"_\":[\"dagger|phb\",{\"special\":\"tattered rags\"},{\"special\":\"loaf of moldy bread\"},{\"special\":\"small cast-off scale belonging to Vorgansharax—the Maimed Virulence\"},{\"item\":\"pouch|phb\",\"displayName\":\"pouch of various coins (salvaged during your escape from Phlan)\",\"containsValue\":500}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Intimidation}, {@skill Survival}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"Special (see origin below)\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Draconic\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A {@item dagger|phb}, tattered rags, a loaf of moldy bread, a small cast-off scale belonging to Vorgansharax—the Maimed Virulence, and a {@item pouch|phb} with 5 gp of various coins (salvaged during your escape from Phlan).\"}]},{\"name\":\"Lifestyle\",\"type\":\"entries\",\"entries\":[\"Wretched\"]},{\"name\":\"Overview\",\"type\":\"entries\",\"entries\":[\"When the Maimed Virulence descended upon Phlan, you were one of the unfortunate casualties of war. Captured during the initial assault, you have spent the last year of your life as a plaything of a capricious and malevolent overlord.\",\"While many of your fellow prisoners fell to the dragon's insatiable fury over the coming months, you and your fellow \\\"survivors\\\" were spared only for a worse fate as one of the dragon's magical experiments, leaving you and those who survived the torture scarred and disfigured.\",\"What reasons the dragon had for releasing you few survivors, nobody knows. You only fear that those who died under his terrible claw were the lucky ones, and you and your fellow Dragonscarred are doomed for a fate worse than death.\"]},{\"name\":\"Origin\",\"type\":\"entries\",\"entries\":[\"Prior to the coordinated attack by the Maimed Virulence and her rebel Black Fist supporters, you were once a citizen or visitor to Phlan. While the trauma of your recent ordeal has greatly altered your motivations and perception of the world, your former life still clings to you and colors your mannerisms, behaviors, and outlook on life. Choose one entry on the following table (or roll randomly) to determine your former occupation prior to your incarceration and torture. Your choice determines your tool proficiency from this background.\",{\"type\":\"table\",\"colLabels\":[\"d8\",\"Origin (Occupation)\",\"Tool Proficiency\"],\"colStyles\":[\"col-1 text-center\",\"col-5\",\"col-6\"],\"rows\":[[\"1\",\"Dockworker/Fisherman\",\"{@filter Vehicles (water)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (water)}\"],[\"2\",\"Tradesperson/Merchant\",\"{@filter Artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}\"],[\"3\",\"Black Fist Soldier\",\"{@filter Gaming set|items|source=phb|miscellaneous=mundane|type=gaming set} or {@filter Vehicles (land)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (land)}\"],[\"4\",\"Adventurer/Visitor\",\"{@filter Vehicles (land)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (land)}\"],[\"5\",\"Entertainer\",\"{@filter Musical Instrument|items|source=phb|miscellaneous=mundane|type=instrument}\"],[\"6\",\"Scholar/Healer\",\"{@item Alchemist's Supplies|phb} or {@item Herbalism kit|phb}\"],[\"7\",\"Criminal\",\"{@item thieves' tools|phb}, {@item forgery kit|phb}, or {@item Disguise kit|phb}\"],[\"8\",\"Unskilled Laborer\",\"{@filter Gaming set|items|source=phb|miscellaneous=mundane|type=gaming set}\"]]}]},{\"name\":\"Feature: Dragonscarred\",\"type\":\"entries\",\"entries\":[\"Over a period of several months you were subject to magical and mundane torture at the claws of Vorgansharaxse and his minions. These experiments have left you horribly disfigured but mark you as a survivor of the Maimed Virulence. This affords you a measure of fame and notoriety, for those who know of your harrowing ordeal are keen to hear the tale personally but makes it difficult to disguise your appearance and hide from prying eyes.\",\"You can parlay this attention into access to people and places you might not otherwise have, for you and your companions. Nobles, scholars, mages, and those who seek to ferret out the secrets of the Maimed Virulence would all be keen to hear your tale of survival, and learn what secrets (if any) you might possess, and/or study your affliction with great interest. However, you fear that your afflictions are not completely mundane and that the Maimed Virulence may as yet have some nefarious reason for allowing your escape, as your scars burn with acidic fury and seem to writhe beneath your skin at times. Note: This feature is a variant of the Far Traveler feature.\"],\"data\":{\"isFeature\":true}},{\"name\":\"Disfigurement (Optional)\",\"type\":\"entries\",\"entries\":[\"In addition to extensive scarring, you may choose one of the following options to represent your disfigurement. This disfigurement is purely cosmetic, misshapen, and horrific to look upon.\",{\"type\":\"table\",\"colLabels\":[\"d8\",\"Disfigurement\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Small non-functional wing(s).\"],[\"2\",\"Misshapen, wing-like membranes along one or both arms.\"],[\"3\",\"Elongated, claw-like hand(s).\"],[\"4\",\"Elongated, claw-like feet.\"],[\"5\",\"Painful green scales randomly embedded in skin.\"],[\"6\",\"Bulbous, reptilian eye(s).\"],[\"7\",\"Enlarged dorsal spines.\"],[\"8\",\"Hair replaced with small irregular spines.\"]]}]},{\"name\":\"Suggested Characteristics\",\"type\":\"entries\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I am driven to escape my past, and rarely stay in one place long.\"],[\"2\",\"I know secrets of the Maimed Virulence, but fear the harm that may befall me should others learn them.\"],[\"3\",\"Speaking of my ordeal helps sooth the still open wounds in my soul.\"],[\"4\",\"My former life is meaningless, and was ripped to shreds by the claws of Vorgansharax. All that matters now is what I do with the future.\"],[\"5\",\"I have faced the worst a dragon can deliver and survived. I am fearless, and my resolve unshakable.\"],[\"6\",\"I am haunted my tortured past, and wake at night screaming at half-remembered horrors.\"],[\"7\",\"I sleep with my back to a wall or tree, and a weapon within arm's reach.\"],[\"8\",\"I am slow to trust, but incredibly loyal to those who have earned it.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Survivor. No matter the cost, I will take any action necessary to survive. (Any)\"],[\"2\",\"Independence. When in trouble, the only person I can rely on is myself. (Chaotic)\"],[\"3\",\"Compassionate. I have suffered long at the hands of a Dragon, and take pity and compassion on the suffering of others. (Good)\"],[\"4\",\"Secretive. I am withdrawn, and hide my monstrous appearance for fear of drawing unwanted attention. (Chaotic)\"],[\"5\",\"Justice. I have been wronged, and will not allow the same fate to befall others. (Lawful)\"],[\"6\",\"Sycophant. During my ordeal, I became a willing servant of the Maimed Virulence, and spy on his behalf. (Evil)\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I have sworn vengeance on the Maimed Virulence and those that follow him.\"],[\"2\",\"I long to reunite with friends and family who may dwell among the Phlan Refugees, and protect them.\"],[\"3\",\"While a prisoner of the Maimed Virulence, I overheard rumors of an item or treasure the Dragon seeks. I will have that treasure for myself!\"],[\"4\",\"I seek to reclaim and rebuild my former life to the best of my ability.\"],[\"5\",\"I have been reborn as a child of Vorgansharax. I will claim my birthright as his chosen heir and successor.\"],[\"6\",\"I attribute my survival to the work of the divine, and seek to prove myself worthy of the honor.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I have been touched with dragon-greed, and have a lust for wealth which can never be satisfied.\"],[\"2\",\"I secretly believe others are plotting to harm me.\"],[\"3\",\"I no longer enjoy the simple pleasures in life. Food is but ashes and bile in my throat.\"],[\"4\",\"Anyone who refuses to celebrate my celebrity does not deserve my company.\"],[\"5\",\"I am paranoid and overly suspicious of others. Anyone may be an agent of the Maimed Virulence.\"],[\"6\",\"Once I make up my mind, I follow my chosen course of action regardless of the consequences.\"]]}]}],\"hasFluff\":true},{\"name\":\"Earthspur Miner\",\"source\":\"ALElementalEvil\",\"page\":3,\"skillProficiencies\":[{\"athletics\":true,\"survival\":true}],\"languageProficiencies\":[{\"dwarvish\":true,\"undercommon\":true}],\"startingEquipment\":[{\"a\":[\"shovel|phb\"],\"b\":[\"miner's pick|phb\"]},{\"_\":[\"block and tackle|phb\",\"climber's kit|phb\",\"common clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":500}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Athletics}, {@skill Survival}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Dwarvish and Undercommon \"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A {@item shovel|phb} or a {@item miner's pick|phb}, a {@item block and tackle|phb}, a {@item climber's kit|phb}, a set of {@item common clothes|phb}, and a belt {@item pouch|phb} containing 5 gp\"}]},{\"name\":\"Lifestyle\",\"type\":\"entries\",\"entries\":[\"Poor\"]},{\"name\":\"Overview\",\"type\":\"entries\",\"entries\":[\"You are a down-on your luck miner from the Earthspur Mountains who is no stranger to hardship. You have spent a great deal of time living among the dwarves, goliaths, and denizens of the Underdark that also work mines in the area. At this point, you're just as comfortable working underground as above. You know how to read a seam, dicker for supplies with the deep gnomes, party with dwarves, and find your way back to the surface afterwards. Unfortunately, you haven't struck it rich...yet. Although you've come to Mulmaster looking for work, the tall peaks and deep mines of the Earthspurs still call to you.\"]},{\"name\":\"Feature: Deep Miner\",\"type\":\"entries\",\"entries\":[\"You are used to navigating the deep places of the earth. You never get lost in caves or mines if you have either seen an accurate map of them or have been through them before. Furthermore, you are able to scrounge fresh water and food for yourself and as many as five other people each day if you are in a mine or natural caves. Note: This feature is a variant of the Outlander feature.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Nothing bothers me for long.\"],[\"2\",\"I hate the horrors of the Underdark with a passion. They took my friends and family and almost got me.\"],[\"3\",\"Anything worth doing takes time and patience. I have learned to plan and wait for the things I want and to be patient to achieve my goals.\"],[\"4\",\"I can party with everyone. Whether with dwarves, or goliaths, or deep gnomes, I can find a way to have a good time.\"],[\"5\",\"I'd rather be mining. This is okay; mining is better.\"],[\"6\",\"I think that I will stumble upon great riches if I just keep looking.\"],[\"7\",\"People who don't work with their hands and who live in houses are soft and weak.\"],[\"8\",\"I wish I were more educated. I look up to people who are.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Generosity. The riches of the earth are to be shared by all. (Good)\"],[\"2\",\"Greed. Gems and precious metals, I want them all for myself. (Evil)\"],[\"3\",\"Mooch. Property, schmoperty. If I need it, I take and use it. If I don't, I leave it for someone else. (Chaotic)\"],[\"4\",\"Boundaries. Everything and everyone has its prescribed place; I respect that and expect others to do the same. (Lawful)\"],[\"5\",\"Let it Be. I don't meddle in the affairs of others if I can avoid it. They're none of my business. (Neutral)\"],[\"6\",\"Materialist. I want riches to improve my life. (Any)\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"The people of the Earthspur mines are my family. I will do anything to protect them.\"],[\"2\",\"A deep gnome saved my life when I was injured and alone. I owe his people a great debt.\"],[\"3\",\"I must behold and preserve the natural beauty of places below the earth.\"],[\"4\",\"Gems hold a special fascination for me, more than gold, land, magic, or power.\"],[\"5\",\"I want to explore new depths and scale new heights.\"],[\"6\",\"Someday I'm going to find the mother lode, then I'll spend the rest of my life in luxury.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I'm uncomfortable spending time under the open sky. I'd rather be indoors or underground.\"],[\"2\",\"I'm not used to being around other people much and sometimes get grouchy about it.\"],[\"3\",\"Good tools are more reliable than people. In a cave in, I would save a sturdy pick before a stranger.\"],[\"4\",\"I jealously guard my secrets, because I think others will take advantage of me if they learn what I know.\"],[\"5\",\"I am obsessed with getting rich. I always have a scheme brewing for making it big.\"],[\"6\",\"I'm afraid of the dark.\"]]}],\"name\":\"Suggested Characteristics\"}],\"hasFluff\":true},{\"name\":\"Entertainer\",\"source\":\"PHB\",\"page\":130,\"reprintedAs\":[\"Entertainer|XPHB\"],\"skillProficiencies\":[{\"acrobatics\":true,\"performance\":true}],\"toolProficiencies\":[{\"disguise kit\":true,\"anyMusicalInstrument\":1}],\"startingEquipment\":[{\"_\":[{\"equipmentType\":\"instrumentMusical\"},{\"special\":\"the favor of an admirer (love letter, lock of hair, or trinket)\"},\"costume clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1500}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Acrobatics}, {@skill Performance}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"{@item Disguise kit|phb}, one type of {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument} (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), {@item costume clothes|phb}, and a belt {@item pouch|phb} containing 15 gp\"}]},{\"name\":\"Feature: By Popular Demand\",\"type\":\"entries\",\"entries\":[\"You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.\"],\"data\":{\"isFeature\":true}},{\"name\":\"Specialty\",\"type\":\"entries\",\"entries\":[\"A good entertainer is versatile, spicing up every performance with a variety of different routines. Choose one to three routines or roll on the table below to define your expertise as an entertainer.\",{\"type\":\"table\",\"colLabels\":[\"d10\",\"Routines\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Actor\"],[\"2\",\"Dancer\"],[\"3\",\"Fire-eater\"],[\"4\",\"Jester\"],[\"5\",\"Juggler\"],[\"6\",\"Instrumentalist\"],[\"7\",\"Poet\"],[\"8\",\"Singer\"],[\"9\",\"Storyteller\"],[\"10\",\"Tumbler\"]]}]},{\"name\":\"Suggested Characteristics\",\"type\":\"entries\",\"entries\":[\"Successful entertainers have to be able to capture and hold an audience's attention, so they tend to have flamboyant or forceful personalities. They're inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty.\",{\"type\":\"table\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I know a story relevant to almost every situation.\"],[\"2\",\"Whenever I come to a new place, I collect local rumors and spread gossip.\"],[\"3\",\"I'm a hopeless romantic, always searching for that \\\"special someone\\\".\"],[\"4\",\"Nobody stays angry at me or around me for long, since I can defuse any amount of tension.\"],[\"5\",\"I love a good insult, even one directed at me.\"],[\"6\",\"I get bitter if I'm not the center of attention.\"],[\"7\",\"I'll settle for nothing less than perfection.\"],[\"8\",\"I change my mood or my mind as quickly as I change key in a song.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Beauty. When I perform, I make the world better than it was. (Good)\"],[\"2\",\"Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful)\"],[\"3\",\"Creativity. The world is in need of new ideas and bold action. (Chaotic)\"],[\"4\",\"Greed. I'm only in it for the money and fame. (Evil)\"],[\"5\",\"People. I like seeing the smiles on people's faces when I perform. That's all that matters. (Neutral)\"],[\"6\",\"Honesty. Art should reflect the soul; it should come from within and reveal who we really are. (Any)\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"My instrument is my most treasured possession, and it reminds me of someone I love.\"],[\"2\",\"Someone stole my precious instrument, and someday I'll get it back.\"],[\"3\",\"I want to be famous, whatever it takes.\"],[\"4\",\"I idolize a hero of the old tales and measure my deeds against that person's.\"],[\"5\",\"I will do anything to prove myself superior to my hated rival.\"],[\"6\",\"I would do anything for the other members of my old troupe.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I'll do anything to win fame and renown.\"],[\"2\",\"I'm a sucker for a pretty face.\"],[\"3\",\"A scandal prevents me from ever going home again. That kind of trouble seems to follow me around.\"],[\"4\",\"I once satirized a noble who still wants my head. It was a mistake that I will likely repeat.\"],[\"5\",\"I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.\"],[\"6\",\"Despite my best efforts, I am unreliable to my friends.\"]]}]}],\"hasFluff\":true},{\"name\":\"Entertainer\",\"source\":\"XPHB\",\"page\":180,\"edition\":\"one\",\"ability\":[{\"choose\":{\"weighted\":{\"from\":[\"str\",\"dex\",\"cha\"],\"weights\":[2,1]}}},{\"choose\":{\"weighted\":{\"from\":[\"str\",\"dex\",\"cha\"],\"weights\":[1,1,1]}}}],\"feats\":[{\"musician|xphb\":true}],\"skillProficiencies\":[{\"acrobatics\":true,\"performance\":true}],\"toolProficiencies\":[{\"anyMusicalInstrument\":1}],\"startingEquipment\":[{\"A\":[{\"item\":\"musical instrument|xphb\"},{\"item\":\"costume|xphb\",\"quantity\":2},{\"item\":\"mirror|xphb\"},{\"item\":\"perfume|xphb\"},{\"item\":\"traveler's clothes|xphb\"},{\"value\":1100}],\"B\":[{\"value\":5000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Ability Scores:\",\"entry\":\"Strength, Dexterity, Charisma\"},{\"type\":\"item\",\"name\":\"Feat:\",\"entry\":\"{@feat Musician|XPHB}\"},{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Acrobatics|XPHB}, {@skill Performance|XPHB}\"},{\"type\":\"item\",\"name\":\"Tool Proficiency:\",\"entry\":\"Choose one kind of {@item Musical Instrument|XPHB}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"Choose A or B: (A) {@item Musical Instrument|XPHB} (same as above), {@item Costume|XPHB|2 Costumes}, {@item Mirror|XPHB}, {@item Perfume|XPHB}, {@item Traveler's Clothes|XPHB}, 11 GP; or (B) 50 GP\"}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Faceless\",\"source\":\"BGDIA\",\"page\":203,\"skillProficiencies\":[{\"deception\":true,\"intimidation\":true}],\"languageProficiencies\":[{\"anyStandard\":1}],\"toolProficiencies\":[{\"disguise kit\":true}],\"startingEquipment\":[{\"_\":[\"disguise kit|phb\",\"costume clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Deception}, {@skill Intimidation}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"{@item Disguise kit|phb}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"One of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"{@item Disguise kit|phb}, a {@item costume clothes|phb|costume}, a {@item pouch|phb} containing 10 gp\"}]},{\"type\":\"entries\",\"name\":\"Faceless Persona\",\"entries\":[\"A faceless character adventures behind the mask of a public persona. This persona is as natural to them as their hidden, true face, but it disguises their identity. Roll on the Faceless Persona table to determine your persona, or work with the DM to create a persona that's unique to your character and suits the tone of your game.\",{\"type\":\"table\",\"caption\":\"\",\"colLabels\":[\"d10\",\"Faceless Persona\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[1,\"A flamboyant spy or brigand\"],[2,\"The incarnation of a nation or people\"],[3,\"A scoundrel with a masked guise\"],[4,\"A vengeful spirit\"],[5,\"The manifestation of a deity or your faith\"],[6,\"One whose beauty is greatly accented using makeup\"],[7,\"An impersonation of another hero\"],[8,\"The embodiment of a school of magic\"],[9,\"A warrior with distinctive armor\"],[10,\"A disguise with animalistic or monstrous characteristics, meant to inspire fear\"]]}]},{\"name\":\"Feature: Dual Personalities\",\"type\":\"entries\",\"entries\":[\"Most of your fellow adventurers and the world know you as your persona. Those who seek to learn more about you—your weaknesses, your origins, your purpose—find themselves stymied by your disguise. Upon donning a disguise and behaving as your persona, you are unidentifiable as your true self. By removing your disguise and revealing your true face, you are no longer identifiable as your persona. This allows you to change appearances between your two personalities as often as you wish, using one to hide the other or serve as convenient camouflage. However, should someone realize the connection between your persona and your true self, your deception might lose its effectiveness.\"],\"data\":{\"isFeature\":true}},{\"name\":\"Suggested Characteristics\",\"type\":\"entries\",\"entries\":[\"A faceless character usually plays their persona—the hero or extraordinary person they are every day. That's all a facade, though, or a part of them expressed to an extreme. To define a persona, feel free to choose characteristics from other backgrounds, particularly folk hero, hermit, or noble. For the person behind the persona, the one who truly strives to be faceless, consider a distinct set of faceless characteristics. As a result, those with this background have two sets of characteristics, one for their persona, and one for their faceless selves.\",{\"type\":\"table\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[1,\"I'm earnest and uncommonly direct.\"],[2,\"I strive to have no personality—it's easier to forget what's hardly there.\"],[3,\"I treasure a memento of the person or instance that set me upon my path.\"],[4,\"I sleep just as much as I need to and on an unusual schedule.\"],[5,\"I think far ahead, a detachedness often mistaken for daydreaming.\"],[6,\"I cultivate a single obscure hobby or study and eagerly discuss it at length.\"],[7,\"I am ever learning how to be among others—when to stay quiet, when to laugh.\"],[8,\"I behave like an extreme opposite of my persona.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[1,\"Justice. Place in society shouldn't determine one's access to what is right. (Good)\"],[2,\"Security. Doing what must be done can't bring the innocent to harm. (Lawful)\"],[3,\"Confusion. Deception is a weapon. Strike from where your foes won't expect. (Chaotic)\"],[4,\"Infamy. My name will be a malediction, a curse that fulfills my will. (Evil)\"],[5,\"Incorruptibility. Be a symbol, and leave your flawed being behind. (Any)\"],[6,\"Anonymity. It's my deeds that should be remembered, not their instrument. (Any)\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[1,\"I do everything for my family. My first thought is keeping them safe.\"],[2,\"What I do, I do for the world. The people don't realize how much they need me.\"],[3,\"I've seen too many in need. I must not fail them as everyone else has.\"],[4,\"I stand in opposition, lest the wicked go unopposed.\"],[5,\"I am exceptional. I do this because no one else can, and no one can stop me.\"],[6,\"I do everything for those who were taken from me.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[1,\"I am callous about death. It comes to us all eventually.\"],[2,\"I never make eye contact or hold it unflinchingly.\"],[3,\"I have no sense of humor. Laughing is uncomfortable and embarrassing.\"],[4,\"I overexert myself, sometimes needing to recuperate for a day or more.\"],[5,\"I think far ahead, a detachedness often mistaken for daydreaming.\"],[6,\"I see morality entirely in black and white.\"]]}]}],\"hasFluff\":true},{\"name\":\"Faction Agent\",\"source\":\"SCAG\",\"page\":147,\"skillProficiencies\":[{\"insight\":true,\"choose\":{\"from\":[\"arcana\",\"animal handling\",\"deception\",\"history\",\"intimidation\",\"investigation\",\"medicine\",\"nature\",\"perception\",\"performance\",\"persuasion\",\"religion\",\"survival\"]}}],\"languageProficiencies\":[{\"anyStandard\":2}],\"startingEquipment\":[{\"_\":[{\"special\":\"Badge or emblem of your faction\"},{\"special\":\"copy of a seminal faction text (or code-book for a covert faction)\"},\"common clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1500}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Insight} and one Intelligence, Wisdom, or Charisma skill of your choice, as appropriate to your faction\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Any two of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"Badge or emblem of your faction, a copy of a seminal faction text (or code-book for a covert faction), a set of {@item common clothes|phb}, and a {@item pouch|phb} containing 15 gp\"}]},{\"name\":\"Feature: Safe Haven\",\"type\":\"entries\",\"entries\":[\"As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Suggested Characteristics\",\"entries\":[\"Use the tables for the {@background acolyte} background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a faction agent. (For instance, consider the words \\\"faith\\\" and \\\"faction\\\" to be interchangeable.)\",\"Your bond might be associated with other members of your faction, or a location or an object that is important to your faction. The ideal you strive for is probably in keeping with the tenets and principles of your faction, but might be more personal in nature.\"]}],\"hasFluff\":true},{\"name\":\"Failed Merchant\",\"source\":\"AI\",\"page\":49,\"skillProficiencies\":[{\"investigation\":true,\"persuasion\":true}],\"languageProficiencies\":[{\"anyStandard\":1}],\"toolProficiencies\":[{\"anyArtisansTool\":1}],\"startingEquipment\":[{\"_\":[{\"equipmentType\":\"toolArtisan\"},\"merchant's scale|phb\",\"fine clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Investigation}, {@skill Persuasion}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"One type of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Any one of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"One set of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}, {@item merchant's scale|phb}, a set of {@item fine clothes|phb}, and a belt {@item pouch|phb} containing 10 gp\"}]},{\"name\":\"Feature: Supply Chain\",\"type\":\"entries\",\"entries\":[\"From your time as a merchant, you retain connections with wholesalers, suppliers, and other merchants and entrepreneurs. You can call upon these connections when looking for items or information.\"],\"data\":{\"isFeature\":true}},{\"name\":\"Suggested Characteristics\",\"type\":\"entries\",\"entries\":[\"Being a merchant involved having a head for numbers, a strong personality, the ability to make deals with hostile adversaries, a strong sword arm to fight off bandits, and the intuition for knowing what people want and need. The art of business is the art of finding the best path to profit, and that path might be different with each transaction. It takes a strong mind and a stronger stomach to succeed. So why did you fail?\",{\"type\":\"table\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I didn't have the cutthroat attitude necessary to succeed. I won't make that mistake again.\"],[\"2\",\"Even my competitors said I was affable and talented. Those traits should serve me well.\"],[\"3\",\"To prosper, you have to be in control.\"],[\"4\",\"The customer is always right.\"],[\"5\",\"I was cutting corners and breaking deals to maximize profit. That's why I failed.\"],[\"6\",\"When I get an idea, I am single-minded in its execution—even if it's a terrible idea.\"],[\"7\",\"If I can be everyone's friend, I'll always have support.\"],[\"8\",\"My heart wasn't in being a merchant, so I failed. I'm not all that keen on adventuring either, but I need the money.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Survival. Where there's life, there's hope. If I remain alive and flexible, I can succeed. (Any)\"],[\"2\",\"Generosity. People helped me when I was down. Now that I'm back on my feet, I'll pay it forward. (Good)\"],[\"3\",\"Excitement. Caution got me nowhere in my previous business. I'm not going to let it hold me back now. (Chaotic)\"],[\"4\",\"Wealth. With enough coin, I can buy comfort, power, knowledge, and even eternal life. Nothing will stand between me and money. (Evil)\"],[\"5\",\"Stability. The mercantile trade was too chaotic for me. I need a nice stable profession, like adventuring. (Lawful)\"],[\"6\",\"Redemption. Too many people consider me a failure. So I need to prove them wrong. (Any)\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"My family means everything to me. I failed them before, and I must not do so again.\"],[\"2\",\"My church provides a connection to my god, so I must ensure that it is protected and funded.\"],[\"3\",\"My former business partner fell ill, and then our business failed. Part of my new venture involves earning enough to take care of their family.\"],[\"4\",\"If I take care of my possessions, they'll take care of me. People come and go, but a weapon or a wand is something you can always rely on.\"],[\"5\",\"Although my business failed, the people of my community were kind to me. I'll do everything in my power to protect them.\"],[\"6\",\"I owe a dangerous person a lot of money. As long as they're happy, they let my debt rest unpaid.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Why spend gold here when you can buy the same thing for copper in the next town?\"],[\"2\",\"I must have the best of everything. Like, right now.\"],[\"3\",\"You haven't heard of me? I'm sure that's because of your ignorance and low breeding.\"],[\"4\",\"I failed, but I'm awesome. So when anyone else is successful, it must be because of nepotism, dishonesty, or dumb luck.\"],[\"5\",\"I find that most people are trustworthy. Hey, where's my belt pouch?\"],[\"6\",\"Nothing gets between me and danger except my fellow adventurers. So I'll be sure to put them there.\"]]}]}],\"hasFluff\":true},{\"name\":\"Far Traveler\",\"source\":\"SCAG\",\"page\":148,\"skillProficiencies\":[{\"insight\":true,\"perception\":true}],\"languageProficiencies\":[{\"anyStandard\":1}],\"toolProficiencies\":[{\"choose\":{\"from\":[\"musical instrument\",\"gaming set\"]}}],\"startingEquipment\":[{\"_\":[\"traveler's clothes|phb\",{\"special\":\"poorly wrought maps from your homeland that depict where you are in Faerûn\"},{\"special\":\"small piece of jewelry in the style of your homeland's craftsmanship\",\"worthValue\":1000},{\"item\":\"pouch|phb\",\"containsValue\":500}]},{\"a\":[{\"equipmentType\":\"instrumentMusical\"}],\"b\":[{\"equipmentType\":\"setGaming\"}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Insight}, {@skill Perception}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"Any one {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument} or {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set} of your choice, likely something native to your homeland\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Any one of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"One set of {@item traveler's clothes|phb}, any one {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument} or {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set} you are proficient with, poorly wrought maps from your homeland that depict where you are in Faerûn, a small piece of jewelry worth 10 gp in the style of your homeland's craftsmanship, and a {@item pouch|phb} containing 5 gp\"}]},{\"name\":\"Feature: All Eyes on You\",\"type\":\"entries\",\"entries\":[\"Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.\",\"You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.\"],\"data\":{\"isFeature\":true}},{\"name\":\"Why Are You Here?\",\"type\":\"entries\",\"entries\":[\"A far traveler might have set out on a journey for one of a number of reasons, and the departure from his or her homeland could have been voluntary or involuntary. To determine why you are so far from home, roll on the table below or choose from the options provided. The following section, discussing possible homelands, includes some suggested reasons that are appropriate for each location.\",{\"type\":\"table\",\"colLabels\":[\"d6\",\"Reason\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Emissary\"],[\"2\",\"Exile\"],[\"3\",\"Fugitive\"],[\"4\",\"Pilgrim\"],[\"5\",\"Sightseer\"],[\"6\",\"Wanderer\"]]}]},{\"name\":\"Suggested Characteristics\",\"type\":\"entries\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d6\",\"Personality Trait\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I have different assumptions from those around me concerning personal space, blithely invading others' space in innocence, or reacting to ignorant invasion of my own.\"],[\"2\",\"I have my own ideas about what is and is not food, and I find the eating habits of those around me fascinating, confusing, or revolting.\"],[\"3\",\"I have a strong code of honor or sense of propriety that others don't comprehend.\"],[\"4\",\"I express affection or contempt in ways that are unfamiliar to others.\"],[\"5\",\"I honor my deities through practices that are foreign to this land.\"],[\"6\",\"I begin or end my day with small traditional rituals that are unfamiliar to those around me.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Open. I have much to learn from the kindly folk I meet along my way. (Good)\"],[\"2\",\"Reserved. As someone new to these strange lands, I am cautious and respectful in my dealings. (Lawful)\"],[\"3\",\"Adventure. I'm far from home, and everything is strange and wonderful! (Chaotic)\"],[\"4\",\"Cunning. Though I may not know their ways, neither do they know mine, which can be to my advantage. (Evil)\"],[\"5\",\"Inquisitive. Everything is new, but I have a thirst to learn. (Neutral)\"],[\"6\",\"Suspicious. I must be careful, for I have no way of telling friend from foe here. (Any)\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"So long as I have this token from my homeland, I can face any adversity in this strange land.\"],[\"2\",\"The gods of my people are a comfort to me so far away from home.\"],[\"3\",\"I hold no greater cause than my service to my people.\"],[\"4\",\"My freedom is my most precious possession. I'll never let anyone take it from me again.\"],[\"5\",\"I'm fascinated by the beauty and wonder of this new land.\"],[\"6\",\"Though I had no choice, I lament having to leave my loved one(s) behind. I hope to see them again one day.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I am secretly (or not so secretly) convinced of the superiority of my own culture over that of this foreign land.\"],[\"2\",\"I pretend not to understand the local language in order to avoid interactions I would rather not have.\"],[\"3\",\"I have a weakness for the new intoxicants and other pleasures of this land.\"],[\"4\",\"I don't take kindly to some of the actions and motivations of the people of this land, because these folks are different from me.\"],[\"5\",\"I consider the adherents of other gods to be deluded innocents at best, or ignorant fools at worst.\"],[\"6\",\"I have a weakness for the exotic beauty of the people of these lands.\"]]}]}],\"hasFluff\":true},{\"name\":\"Farmer\",\"source\":\"XPHB\",\"page\":180,\"edition\":\"one\",\"ability\":[{\"choose\":{\"weighted\":{\"from\":[\"str\",\"con\",\"wis\"],\"weights\":[2,1]}}},{\"choose\":{\"weighted\":{\"from\":[\"str\",\"con\",\"wis\"],\"weights\":[1,1,1]}}}],\"feats\":[{\"tough|xphb\":true}],\"skillProficiencies\":[{\"animal handling\":true,\"nature\":true}],\"toolProficiencies\":[{\"carpenter's tools\":true}],\"startingEquipment\":[{\"A\":[{\"item\":\"sickle|xphb\"},{\"item\":\"carpenter's tools|xphb\"},{\"item\":\"healer's kit|xphb\"},{\"item\":\"iron pot|xphb\"},{\"item\":\"shovel|xphb\"},{\"item\":\"traveler's clothes|xphb\"},{\"value\":3000}],\"B\":[{\"value\":5000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Ability Scores:\",\"entry\":\"Strength, Constitution, Wisdom\"},{\"type\":\"item\",\"name\":\"Feat:\",\"entry\":\"{@feat Tough|XPHB}\"},{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Animal Handling|XPHB}, {@skill Nature|XPHB}\"},{\"type\":\"item\",\"name\":\"Tool Proficiency:\",\"entry\":\"{@item Carpenter's Tools|XPHB}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"Choose A or B: (A) {@item Sickle|XPHB}, {@item Carpenter's Tools|XPHB}, {@item Healer's Kit|XPHB}, {@item Iron Pot|XPHB}, {@item Shovel|XPHB}, 30 GP; or (B) 50 GP\"}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Feylost\",\"source\":\"WBtW\",\"page\":9,\"skillProficiencies\":[{\"deception\":true,\"survival\":true}],\"languageProficiencies\":[{\"anyStandard\":1,\"choose\":{\"from\":[\"elvish\",\"gnomish\",\"goblin\",\"sylvan\"]}}],\"toolProficiencies\":[{\"anyMusicalInstrument\":1}],\"startingEquipment\":[{\"_\":[{\"equipmentType\":\"instrumentMusical\"},\"traveler's clothes|phb\",{\"item\":\"feywild trinket|wbtw\",\"quantity\":3},{\"item\":\"pouch|phb\",\"containsValue\":800}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Deception}, {@skill Survival}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"One type of {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"One of your choice of {@language Elvish}, {@language Gnomish}, {@language Goblin}, or {@language Sylvan}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument} (one of your choice), a {@item Traveler's Clothes|PHB|set of traveler's clothes}, three trinkets (each determined by rolling on the {@item Feywild Trinket|WBtW|Feywild Trinkets} table), and a {@item pouch|phb} containing 8 gp\"}]},{\"name\":\"Feature: Feywild Connection\",\"type\":\"entries\",\"entries\":[\"Your mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to your aid if you are lost or need help in the Feywild.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Fey Mark\",\"entries\":[\"You were transformed in some small way by your stay in the Feywild and gained a fey mark, determined by rolling on the Fey Mark table.\",{\"type\":\"table\",\"caption\":\"Fey Mark\",\"colLabels\":[\"d8\",\"Fey Mark\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Your eyes swirl with iridescent colors.\"],[\"2\",\"You have a sweet scent, like that of nectar or honey.\"],[\"3\",\"You have long whiskers like those of a cat.\"],[\"4\",\"Your ears are covered with soft tufts of fur.\"],[\"5\",\"Your skin sparkles in moonlight.\"],[\"6\",\"Flowers either bloom or wilt (your choice) in your presence.\"],[\"7\",\"Your hair is made of vines or brambles and grows back to normal length within 1 hour of being cut.\"],[\"8\",\"You have a tail like that of a dog or another animal.\"]]}]},{\"type\":\"entries\",\"name\":\"Feywild Visitor\",\"entries\":[\"Whenever you're sound asleep or in a deep trance during a long rest, a spirit of the Feywild might pay you a visit, if the DM wishes it. Determine the spirit's form by rolling on the Feywild Visitor table. No harm ever comes to you as a result of such visits, which can last for minutes or hours, and you remember each visit when you wake up. Conversations that occur with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at the DM's discretion. Such conversations are always conducted in a language you can understand, even if the Feywild visitor can't speak that language normally.\",{\"type\":\"table\",\"caption\":\"Feywild Visitor\",\"colLabels\":[\"d8\",\"Visitor\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Awakened creature (a Beast or an ordinary plant that has had the {@spell awaken} spell cast on it)\"],[\"2\",\"{@creature Centaur}\"],[\"3\",\"{@creature Dryad}\"],[\"4\",\"{@creature Faerie Dragon (Violet)||Faerie dragon}\"],[\"5\",\"{@creature Pixie}\"],[\"6\",\"{@creature Satyr}\"],[\"7\",\"{@creature Sprite}\"],[\"8\",\"{@creature Unicorn}\"]]}]},{\"type\":\"section\",\"name\":\"Character Traits\",\"entries\":[\"As the players choose backgrounds for their characters, they can use the following tables to help determine their characters' personality traits, ideals, bonds, and flaws. Players can use these tables instead of the ones that appear in the {@book Player's Handbook|PHB}, or they can mix and match them. If a rolled result doesn't make sense for a character, the player can roll again or choose a more appropriate entry on the table.\",\"These tables, while optional, are well suited to Feywild-themed adventures and are ideal for any character who has the feylost or Witchlight hand background.\",{\"type\":\"table\",\"caption\":\"Personality Traits\",\"colLabels\":[\"d8\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I'm haunted by fey laughter that only I can hear, though I know it's just my mind playing tricks on me.\"],[\"2\",\"Like a nomad, I can't settle down in one place for very long.\"],[\"3\",\"Good music makes me weep like a baby.\"],[\"4\",\"Wherever I go, I try to bring a little of the warmth and tranquility of home with me.\"],[\"5\",\"I have never lost my childlike sense of wonder.\"],[\"6\",\"When I have a new idea, I get wildly excited about it until I come up with another, better idea.\"],[\"7\",\"I live by my own set of weird and wonderful rules.\"],[\"8\",\"I can't bring myself to trust most adults.\"]]},{\"type\":\"table\",\"caption\":\"Ideals\",\"colLabels\":[\"d8\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Friendship. I never leave a friend behind. (Good)\"],[\"2\",\"Empathy. No creature should be made to suffer. (Good)\"],[\"3\",\"Wanderlust. I prefer to take the less traveled path. (Chaotic)\"],[\"4\",\"Changeability. Change is good, which is why I live by an ever-changing set of rules. (Chaotic)\"],[\"5\",\"Honor. A deal is a deal, and I would never break one. (Lawful)\"],[\"6\",\"Rule of Three. Everything in the multiverse happens in threes. I see the \\\"rule of three\\\" everywhere. (Lawful)\"],[\"7\",\"Obsession. I won't let go of a grudge. (Evil)\"],[\"8\",\"Greed. I will do whatever it takes to get what I want, regardless of the harm it might cause. (Evil)\"]]},{\"type\":\"table\",\"caption\":\"Bonds\",\"colLabels\":[\"d8\",\"Bond\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I would never break my word.\"],[\"2\",\"I find magic in all its forms to be compelling. The more magical a place, the more I am drawn to it.\"],[\"3\",\"I do what I can to protect the natural world.\"],[\"4\",\"A trusted friend is the most important thing in the multiverse to me.\"],[\"5\",\"I can't bring myself to harm a Fey creature, either because I consider myself one or because I fear the repercussions.\"],[\"6\",\"The Witchlight Carnival feels like home to me.\"],[\"7\",\"I'm drawn to the Feywild and long to return there, if only for a short while.\"],[\"8\",\"I feel indebted to {@creature Mister Witch|WBtW} and {@creature Mister Light|WBtW} for giving me a home and a purpose.\"]]},{\"type\":\"table\",\"caption\":\"Flaws\",\"colLabels\":[\"d8\",\"Flaw\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I easily lose track of time. My poor sense of time means I'm always late.\"],[\"2\",\"I think the whole multiverse is out to get me.\"],[\"3\",\"I'm always operating under a tight timeline, and I'm obsessed with keeping everything on schedule.\"],[\"4\",\"I'm a kleptomaniac who covets shiny, sparkling treasure.\"],[\"5\",\"I'm forgetful. Sometimes I can't remember even the simplest things.\"],[\"6\",\"I never give away anything for free and always expect something in return.\"],[\"7\",\"I have many vices and tend to indulge them.\"],[\"8\",\"I'm always changing my mind—well, almost always.\"]]}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fisher\",\"source\":\"GoS\",\"page\":29,\"skillProficiencies\":[{\"history\":true,\"survival\":true}],\"languageProficiencies\":[{\"anyStandard\":1}],\"startingEquipment\":[{\"_\":[\"fishing tackle|phb\",\"net|phb\",\"traveler's clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1000}]},{\"a\":[{\"special\":\"favorite fishing lure\"}],\"b\":[{\"special\":\"oiled leather wading boots\"}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill History}, {@skill Survival}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"One of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"{@item Fishing tackle|phb}, a {@item net|phb}, a favorite fishing lure or oiled leather wading boots, a set of {@item traveler's clothes|phb}, and a belt {@item pouch|phb} containing 10 gp\"}]},{\"type\":\"entries\",\"name\":\"Feature: Harvest the Water\",\"entries\":[\"You gain advantage on ability checks made using fishing tackle. If you have access to a body of water that sustains marine life, you can maintain a moderate lifestyle while working as a fisher, and you can catch enough food to feed yourself and up to ten other people each day.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Fishing Tale\",\"entries\":[\"You can tell a compelling tale, whether tall or true, to impress and entertain others. Once a day, you can tell your story to willing listeners. At the DM's discretion, a number of those listeners become friendly toward you; this is not a magical effect, and continued amicability on their part depends on your actions. You can roll on the following table to help determine the theme of your tale or choose one that best fits your character. Alternatively, work with your DM to create your own fishing tale.\",{\"type\":\"table\",\"colLabels\":[\"d8\",\"Tale\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Lobster Wrestling. You fought in hand-to-hand combat with an immense lobster.\"],[\"2\",\"It Dragged the Boat. You nearly caught a fish of monstrous size that pulled your boat for miles.\"],[\"3\",\"Fins of Pure Gold. You caught a sea animal whose fins were made of pure gold, but another fisher stole it.\"],[\"4\",\"Ghost Fish. You are haunted by a ghostly fish that only you can see.\"],[\"5\",\"Nemesis Clam. A large clam containing a pearl the size of your head claimed one of your fingers before jetting away; one day, you'll find that clam.\"],[\"6\",\"It Swallowed the Sun. You once saw a fish leap from the water and turn day into night.\"],[\"7\",\"Dive into the Abyss. You found yourself in an underwater cave leading to the Abyss, and your luck has been sour ever since.\"],[\"8\",\"Love Story. You fell in love with a creature of pure water, but your brief romance ended tragically.\"]]}]},{\"type\":\"entries\",\"name\":\"Suggested Characteristics\",\"entries\":[\"Fishers succeed only if they spend time at their jobs. As such, most fishers have a strong work ethic, and they admire others who earn their living honestly. Fishers tend to be superstitious, forming attachments to particular fishing lures or special fishing spots. They have a connection to the bodies of water in which they fish, and they think poorly of those whose actions adversely affect their livelihood.\",{\"type\":\"table\",\"caption\":\"Fisher Personality Traits\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I am unmoved by the wrath of nature.\"],[\"2\",\"My friends are my crew; we sink or float together.\"],[\"3\",\"I need long stretches of quiet to clear my head.\"],[\"4\",\"Rich folk don't know the satisfaction of hard work.\"],[\"5\",\"I laugh heartily, feel deeply, and fear nothing.\"],[\"6\",\"I work hard; nature offers no handouts.\"],[\"7\",\"I dislike bargaining; state your price and mean it.\"],[\"8\",\"Luck favors me, and I take risks others might not.\"]]},{\"type\":\"table\",\"caption\":\"Fisher Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Camaraderie.} Good people make even the longest voyage bearable. (Good)\"],[\"2\",\"{@b Luck.} Our luck depends on respecting its rules—now throw this salt over your shoulder. (Lawful)\"],[\"3\",\"{@b Daring.} The richest bounty goes to those who risk everything. (Chaotic)\"],[\"4\",\"{@b Plunder.} Take all that you can and leave nothing for the scavengers. (Evil)\"],[\"5\",\"{@b Balance.} Do not fish the same spot twice in a row; suppress your greed, and nature will reward you. (Neutral)\"],[\"6\",\"{@b Hard Work.} No wave can move a soul hard at work. (Any)\"]]},{\"type\":\"table\",\"caption\":\"Fisher Bonds\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I lost something important in the deep sea, and I intend to find it.\"],[\"2\",\"Someone else's greed destroyed my livelihood, and I will be compensated.\"],[\"3\",\"I will fish the many famous waters of this land.\"],[\"4\",\"The gods saved me during a terrible storm, and I will honor their gift.\"],[\"5\",\"My destiny awaits me at the bottom of a particular pond in the Feywild.\"],[\"6\",\"I must repay my village's debt.\"]]},{\"type\":\"table\",\"caption\":\"Fisher Flaws\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I am judgmental, especially of those I deem homebodies or otherwise lazy.\"],[\"2\",\"I become depressed and anxious if I'm away from the sea too long.\"],[\"3\",\"I have lived a hard life and find it difficult to empathize with others.\"],[\"4\",\"I am inclined to tell long-winded stories at inopportune times.\"],[\"5\",\"I work hard, but I play harder.\"],[\"6\",\"I am obsessed with catching an elusive aquatic beast, often to the detriment of other pursuits.\"]]}]}],\"hasFluff\":true},{\"name\":\"Folk Hero\",\"source\":\"PHB\",\"page\":131,\"basicRules\":true,\"skillProficiencies\":[{\"animal handling\":true,\"survival\":true}],\"toolProficiencies\":[{\"anyArtisansTool\":1,\"vehicles (land)\":true}],\"startingEquipment\":[{\"_\":[{\"equipmentType\":\"toolArtisan\"},\"shovel|phb\",\"iron pot|phb\",\"common clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Animal Handling}, {@skill Survival}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"One type of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}, {@filter vehicles (land)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (land)}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A set of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} (one of your choice), a {@item shovel|phb}, an {@item iron pot|phb}, a set of {@item common clothes|phb}, and a belt {@item pouch|phb} containing 10 gp\"}]},{\"name\":\"Feature: Rustic Hospitality\",\"type\":\"entries\",\"entries\":[\"Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.\"],\"data\":{\"isFeature\":true}},{\"name\":\"Specialty\",\"type\":\"entries\",\"entries\":[\"You previously pursued a simple profession among the peasantry, perhaps as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that marked you as a hero of the people.\",{\"type\":\"table\",\"colLabels\":[\"d10\",\"Defining Event\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I stood up to a tyrant's agents.\"],[\"2\",\"I saved people during a natural disaster.\"],[\"3\",\"I stood alone against a terrible monster.\"],[\"4\",\"I stole from a corrupt merchant to help the poor.\"],[\"5\",\"I led a militia to fight off an invading army.\"],[\"6\",\"I broke into a tyrant's castle and stole weapons to arm the people.\"],[\"7\",\"I trained the peasantry to use farming implements as weapons against a tyrant's soldiers.\"],[\"8\",\"A lord rescinded an unpopular decree after I led a symbolic act of protest against it.\"],[\"9\",\"A celestial, fey, or similar creature gave me a blessing or revealed my secret origin.\"],[\"10\",\"Recruited into a lord's army, I rose to leadership and was commended for my heroism.\"]]}]},{\"name\":\"Suggested Characteristics\",\"type\":\"entries\",\"entries\":[\"A folk hero is one of the common people, for better or for worse. Most folk heroes look on their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them.\",{\"type\":\"table\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I judge people by their actions, not their words.\"],[\"2\",\"If someone is in trouble, I'm always ready to lend help.\"],[\"3\",\"When I set my mind to something, I follow through no matter what gets in my way.\"],[\"4\",\"I have a strong sense of fair play and always try to find the most equitable solution to arguments.\"],[\"5\",\"I'm confident in my own abilities and do what I can to instill confidence in others.\"],[\"6\",\"Thinking is for other people. I prefer action.\"],[\"7\",\"I misuse long words in an attempt to sound smarter.\"],[\"8\",\"I get bored easily. When am I going to get on with my destiny?\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Respect. People deserve to be treated with dignity and respect. (Good)\"],[\"2\",\"Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful)\"],[\"3\",\"Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)\"],[\"4\",\"Might. If I become strong, I can take what I want—what I deserve. (Evil)\"],[\"5\",\"Sincerity. There's no good in pretending to be something I'm not. (Neutral)\"],[\"6\",\"Destiny. Nothing and no one can steer me away from my higher calling. (Any)\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I have a family, but I have no idea where they are. One day, I hope to see them again.\"],[\"2\",\"I worked the land, I love the land, and I will protect the land.\"],[\"3\",\"A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.\"],[\"4\",\"My tools are symbols of my past life, and I carry them so that I will never forget my roots.\"],[\"5\",\"I protect those who cannot protect themselves.\"],[\"6\",\"I wish my childhood sweetheart had come with me to pursue my destiny.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"The tyrant who rules my land will stop at nothing to see me killed.\"],[\"2\",\"I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.\"],[\"3\",\"The people who knew me when I was young know my shameful secret, so I can never go home again.\"],[\"4\",\"I have a weakness for the vices of the city, especially hard drink.\"],[\"5\",\"Secretly, I believe that things would be better if I were a tyrant lording over the land.\"],[\"6\",\"I have trouble trusting in my allies.\"]]}]}],\"hasFluff\":true},{\"name\":\"Gambler\",\"source\":\"AI\",\"page\":49,\"skillProficiencies\":[{\"deception\":true,\"insight\":true}],\"languageProficiencies\":[{\"anyStandard\":1}],\"toolProficiencies\":[{\"anyGamingSet\":1}],\"startingEquipment\":[{\"_\":[{\"equipmentType\":\"setGaming\"},{\"special\":\"lucky charm\"},\"fine clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1500}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Deception}, {@skill Insight}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"One {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Any one of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"One {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set}, a lucky charm, a set of {@item fine clothes|phb}, and a belt {@item pouch|phb} containing 15 gp\"}]},{\"name\":\"Feature: Never Tell Me the Odds\",\"type\":\"entries\",\"entries\":[\"Odds and probability are your bread and butter. During downtime activities that involve games of chance or figuring odds on the best plan, you can get a solid sense of which choice is likely the best one and which opportunities seem too good to be true, at the DM's determination.\"],\"data\":{\"isFeature\":true}},{\"name\":\"Suggested Characteristics\",\"type\":\"entries\",\"entries\":[\"Some gamble out of necessity. Others do so out of boredom. Still others become addicted to the thrill of winning or losing everything on a turn of fortune. For some, gambling is less a matter of chance and more a matter of seeking every advantage to ensure the outcome. The best gamblers can lose everything, and the worst gamblers sometimes win. Regardless, you can always tell gamblers by the look in their eyes. Lady Luck haunts them.\",{\"type\":\"table\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I plan for every contingency. Leave nothing to chance!\"],[\"2\",\"Every copper wants to be a silver. Each bet is an opportunity.\"],[\"3\",\"I'm one of Lady Luck's favored. Anything I try is destined to succeed.\"],[\"4\",\"I've lost so much to gambling that I refuse to spend money on anything anymore.\"],[\"5\",\"Nothing is certain. Planning is a coward's act.\"],[\"6\",\"I can't be sure who I've swindled, cheated, or defeated, so I keep a low profile in public.\"],[\"7\",\"The perfect bet is out there somewhere. I just have to keep my eyes open.\"],[\"8\",\"I have beaten my addiction, but all it takes is one weak moment and I'll be back at the card table.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Knowledge. Knowledge is power, and knowing which horse to back is the key to success. (Any)\"],[\"2\",\"Fate. Whatever happens is fated, regardless of any planning or striving. (Lawful)\"],[\"3\",\"Bravery. If you want to succeed, you have to take risks. (Chaotic)\"],[\"4\",\"Survival. You can't win if you're dead. Live to fight another day—when the odds might be more in your favor. (Any)\"],[\"5\",\"Reliability. When I was in need, I was able to rely on others. Now I want to be the one others rely on. (Good)\"],[\"6\",\"Victory. Winning is the real measure of a person. In the end, the only thing that matters is the scoreboard. (Evil)\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"One person in particular owes me a lot of money, and I need to keep them alive if I want to be repaid.\"],[\"2\",\"I'm loyal to the friend or family member who taught me how to gamble.\"],[\"3\",\"The person who saved me from my gambling addiction is the only reason I'm alive today.\"],[\"4\",\"A patron once fronted me money in exchange for a percentage of my winnings. I owe them a debt of gratitude. And a lot of cash.\"],[\"5\",\"A criminal syndicate I once played for isn't happy I left the game, and its enforcers are looking for me.\"],[\"6\",\"Urchins once helped me find marks for my games. Now I'm driven to help them escape the streets.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I don't know when to quit. Especially when everyone else is telling me to.\"],[\"2\",\"I save my sympathy for my friends, and I have no friends.\"],[\"3\",\"You think we're in trouble now? Let me tell you how bad things are likely to get!\"],[\"4\",\"You can loan me a little, right? I've got a sure thing. I'll double your money, guaranteed.\"],[\"5\",\"I was once a terribly flawed person, like you. Let me tell you how you can save yourself.\"],[\"6\",\"I'm a great gambler. I'm just bad at math and logic.\"]]}]}],\"hasFluff\":true},{\"name\":\"Gate Urchin\",\"source\":\"ALRageOfDemons\",\"page\":6,\"skillProficiencies\":[{\"deception\":true,\"sleight of hand\":true}],\"toolProficiencies\":[{\"thieves' tools\":true,\"anyMusicalInstrument\":1}],\"startingEquipment\":[{\"_\":[{\"special\":\"battered alms box\"},{\"equipmentType\":\"instrumentMusical\"},\"common clothes|phb\",{\"item\":\"pouch|phb\",\"displayName\":\"belt pouch\"},{\"value\":1000}]},{\"a\":[{\"special\":\"cast-off military jacket\"}],\"b\":[{\"special\":\"cap\"}],\"c\":[{\"special\":\"scarf\"}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Deception}, {@skill Sleight of Hand}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"{@item Thieves' tools|phb}, one type of {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A battered alms box, a {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument}, a cast-off military jacket, cap, or scarf, a set of {@item common clothes|phb}, a belt {@item pouch|phb}, and 10 gp\"}]},{\"name\":\"Lifestyle\",\"type\":\"entries\",\"entries\":[\"Poor\"]},{\"name\":\"Overview\",\"type\":\"entries\",\"entries\":[\"All traffic into and out of the City of Trade passes through the Hillsfar Gate, making it the ideal place for the destitute to gather to panhandle, busk, gossip, and pick pockets. You grew up on the streets in the shadow of that great steel edifice, which houses both Red Plumes and Guild Mages. Though you may have moved on, you still have friends among them, and that life has had a lasting impact on you.\"]},{\"name\":\"Feature: Red Plume and Mage Guild Contacts\",\"type\":\"entries\",\"entries\":[\"You made a number of friends among the Red Plumes and the Mage's Guild when you lived at the Hillsfar Gate. They remember you fondly and help you in little ways when they can. You can invoke their assistance in and around Hillsfar to obtain food, as well as simple equipment for temporary use. You can also invoke it to gain access to the low-security areas of their garrisons, halls, and encampments. Note: This feature is a variant of the Soldier feature.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I appreciate the simple things in life. a song, a warm meal, a sunny day. I don't need any more.\"],[\"2\",\"My problems are always caused by others. I'm never to blame.\"],[\"3\",\"I am afraid I could wind up back on the streets any day.\"],[\"4\",\"I get along with everyone.\"],[\"5\",\"I see people as marks for a con and have difficulty feeling true empathy for them.\"],[\"6\",\"I have a real flair for matchmaking. I can find anyone a spouse!\"],[\"7\",\"I think money is the true measure of appreciation and affection. Everything else is talk or an act.\"],[\"8\",\"I don't like having a lot of stuff, just a few simple things I need. I don't like being tied down and tend to leave things behind when I don't need them anymore.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Loyal. I never rat out any of my friends, even when the Red Plumes or the Rogues Guild ask. (Lawful)\"],[\"2\",\"Adventurous. I don't like doing the same thing every day. I crave variety. (Chaotic)\"],[\"3\",\"Strong. Only the strong survive. I respect those who are strong and powerful. (Any)\"],[\"4\",\"Witty. Brains are better than brawn. I rely on my wits and respect others who do the same. (Any)\"],[\"5\",\"Honest. Others can do what they want, but I won't lie or steal, even to feed my family. (Good)\"],[\"6\",\"Ungrateful. Those who give, only do it to make themselves feel better. I steal from them. (Evil)\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"The Joydancers of Lliira gave me my instrument when I really needed food. I hate them for that.\"],[\"2\",\"Busking has taught me to love music above all else.\"],[\"3\",\"The Rogues Guild spared me when I did a job without cutting them in. I owe them a great debt.\"],[\"4\",\"I know people hate the Red Plumes, but some of them were really good to me. I help Red Plumes whenever I can, and I respect them. They're just doing what they have to do to get by in this world.\"],[\"5\",\"I will be wealthy some day. My descendants will live in comfort and style.\"],[\"6\",\"I know how hard life on the streets is. I do everything I can for those who have less than me.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Though I no longer live at the Gate, I am still always concerned about where I will get my next meal.\"],[\"2\",\"Years of thieving have become habit. I sometimes steal from strangers without thinking about it.\"],[\"3\",\"I am ashamed of my origins. I pretend I am higher-born and fear others will find out the truth.\"],[\"4\",\"I think people who grew up in houses are soft, spoiled, and ungrateful. I frequently tell them so.\"],[\"5\",\"I am still very uncomfortable wearing nice clothes, sleeping in a warm bed, and eating fine food.\"],[\"6\",\"I do not trust anyone who has not had a hard life. \"]]}],\"name\":\"Suggested Characteristics\"}],\"hasFluff\":true},{\"name\":\"Gate Warden\",\"source\":\"SatO\",\"page\":7,\"prerequisite\":[{\"campaign\":[\"Planescape\"]}],\"feats\":[{\"scion of the outer planes|sato\":true}],\"skillProficiencies\":[{\"persuasion\":true,\"survival\":true}],\"languageProficiencies\":[{\"anyStandard\":2}],\"startingEquipment\":[{\"_\":[{\"special\":\"ring of keys to unknown locks\"},{\"item\":\"book|phb\",\"displayName\":\"blank book\"},{\"special\":\"bottle of black ink\"},\"traveler's clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1000}]},{\"a\":[\"ink pen|phb\"],\"b\":[{\"special\":\"quill\"}]}],\"fromFeature\":{\"feats\":true},\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Persuasion}, {@skill Survival}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Two of your choice (Abyssal, Celestial, or Infernal recommended)\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A ring of keys to unknown locks, a blank {@item book|PHB}, an {@item ink pen|PHB} or quill, a bottle of black ink, a set of {@item traveler's clothes|PHB}, and a {@item pouch|PHB} containing 10 gp\"}]},{\"type\":\"entries\",\"name\":\"Feature: Planar Infusion\",\"entries\":[\"Living in a gate-town or a similar location steeped you in planar energy. You gain the {@feat Scion of the Outer Planes|SatO} feat. In addition, you know where to find free, modest lodging and food in the community you grew up in.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Suggested Characteristics\",\"entries\":[\"The influence of an Outer Plane shapes your perspective. The Gate Warden Personality Traits table suggests traits you might adopt for your character.\",{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"d6\",\"Personality Trait\"],\"rows\":[[\"1\",\"Strange events and otherworldly creatures don't faze me.\"],[\"2\",\"I think in terms of exchange: something for something, nothing for nothing.\"],[\"3\",\"I speak with an unusual cadence.\"],[\"4\",\"I pepper my speech with words or curses borrowed from planar languages.\"],[\"5\",\"I've seen enough to know that you can't take anyone at face value, so I scrutinize everyone.\"],[\"6\",\"I have a superstitious habit I picked up from my gate-town, such as touching iron when I'm nervous or arranging objects in a specific order.\"]]}]},{\"type\":\"entries\",\"name\":\"Building a Gate Warden Character\",\"entries\":[\"Those who dwell for an extended time near a permanent portal to another plane absorb the essence radiating from the realm beyond. Those influenced by the same plane share similarities in behavior and even physical appearance.\",{\"type\":\"entries\",\"name\":\"Gate Warden Trinkets\",\"entries\":[\"When you make your character, you can roll once on the {@item Gate Warden Trinket|SatO|Gate Warden Trinkets} table, instead of on the {@item Trinket|PHB|Trinkets} table in the Player's Handbook, for your starting trinket.\"]}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Giant Foundling\",\"source\":\"BGG\",\"page\":6,\"feats\":[{\"strike of the giants|bgg\":true}],\"skillProficiencies\":[{\"intimidation\":true,\"survival\":true}],\"languageProficiencies\":[{\"giant\":true,\"anyStandard\":1}],\"startingEquipment\":[{\"_\":[\"backpack|phb\",\"traveler's clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1000}]},{\"a\":[{\"special\":\"small stone that reminds you of home\"}],\"b\":[{\"special\":\"sprig that reminds you of home\"}]}],\"fromFeature\":{\"feats\":true},\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Intimidation}, {@skill Survival}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Giant and one other language of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A {@item backpack|phb}, a set of {@item traveler's clothes|phb}, a small stone or sprig that reminds you of home, and a {@item pouch|phb} containing 10 gp\"}]},{\"type\":\"entries\",\"name\":\"Origin Stories\",\"entries\":[\"How you came to live among colossal creatures is up to you to determine, but the Foundling Origin table suggests a variety of possibilities.\",{\"type\":\"table\",\"caption\":\"Foundling Origin\",\"colLabels\":[\"d6\",\"Origin\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You were found as a baby by a family of nomadic giants who raised you as one of their own.\"],[\"2\",\"A family of stone giants rescued you when you fell into a mountain chasm, and you have lived with them underground ever since.\"],[\"3\",\"You were lost or abandoned as a child in a jungle that teemed with ravenous dinosaurs. There, you found an equally lost frost giant; together, you survived.\"],[\"4\",\"Your farm was crushed and your family killed in a battle between warring groups of giants. Racked with guilt over the destruction, a sympathetic giant soldier promised to care for you.\"],[\"5\",\"After you had a series of strange dreams as a child, your superstitious parents sent you to study with a powerful but aloof storm giant oracle.\"],[\"6\",\"While playing hide-and-seek with your friends, you stumbled into the castle of a cloud giant, who immediately adopted you.\"]]}]},{\"type\":\"entries\",\"name\":\"Building a Giant Foundling Character\",\"entries\":[\"Your life among giants has given you a unique perspective. Though you are unusually large for your kind, you're no larger than a giant child, so you might be very mindful of your size.\"]},{\"name\":\"Feature: Strike of the Giants\",\"type\":\"entries\",\"entries\":[\"You gain the {@feat Strike of the Giants|BGG} feat.\"],\"data\":{\"isFeature\":true}},{\"name\":\"Suggested Characteristics\",\"type\":\"entries\",\"entries\":[\"The Giant Foundling Personality Traits table suggests a variety of traits you might adopt for your character.\",{\"type\":\"table\",\"colLabels\":[\"d6\",\"Personality Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"What I lack in stature compared to giants, I make up for with sheer spite.\"],[\"2\",\"I insist on being taken seriously as a full-grown adult. Nobody talks down to me!\"],[\"3\",\"Crowded spaces make me uncomfortable. I'd much rather be in an open field than a bustling tavern.\"],[\"4\",\"I embrace my shorter stature. It helps me stay unnoticed—and underestimated.\"],[\"5\",\"Every avalanche begins as a single pebble.\"],[\"6\",\"The world always feels too big, and I'm afraid I'll never find my place in it.\"]]}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Golgari Agent\",\"source\":\"GGR\",\"page\":53,\"skillProficiencies\":[{\"nature\":true,\"survival\":true}],\"languageProficiencies\":[{\"choose\":{\"from\":[\"elvish\",\"giant\",\"other\"]}}],\"toolProficiencies\":[{\"poisoner's kit\":true}],\"startingEquipment\":[{\"_\":[{\"special\":\"Golgari insignia\"},\"poisoner's kit|phb\",\"common clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1000}]},{\"a\":[{\"special\":\"pet beetle\"}],\"b\":[{\"special\":\"pet spider\"}]}],\"additionalSpells\":[{\"expanded\":{\"s0\":[\"dancing lights#c\",\"spare the dying#c\"],\"s1\":[\"entangle\",\"ray of sickness\"],\"s2\":[\"protection from poison\",\"ray of enfeeblement\",\"spider climb\"],\"s3\":[\"animate dead\",\"plant growth\"],\"s4\":[\"giant insect\",\"grasping vine\"],\"s5\":[\"cloudkill\",\"insect plague\"]}}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Nature}, {@skill Survival}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"{@item Poisoner's kit|phb}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Choose one of Elvish, Giant, or Kraul\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A Golgari insignia, a {@item poisoner's kit|phb}, a pet beetle or spider, a set of {@item common clothes|phb}, and a belt {@item pouch|phb} containing 10 gp worth of mixed coins\"}]},{\"type\":\"entries\",\"name\":\"Feature: Undercity Paths\",\"entries\":[\"You know hidden, underground pathways that you can use to bypass crowds, obstacles, and observation as you move through the city. When you aren't in combat, you and companions you lead can travel between any two locations in the city twice as fast as your speed would normally allow. The paths of the undercity are haunted by dangers that rarely brave the light of the surface world, so your journey isn't guaranteed to be safe.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Golgari Guild Spells\",\"entries\":[\"{@i Prerequisite: Spellcasting or Pact Magic class feature}\",\"For you, the spells on the Golgari Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)\",{\"type\":\"table\",\"caption\":\"Golgari Guild Spells\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"Spell Level\",\"Spells\"],\"rows\":[[\"Cantrip\",\"{@spell dancing lights}, {@spell spare the dying}\"],[\"1st\",\"{@spell entangle}, {@spell ray of sickness}\"],[\"2nd\",\"{@spell protection from poison}, {@spell ray of enfeeblement}, {@spell spider climb}\"],[\"3rd\",\"{@spell animate dead}, {@spell plant growth}\"],[\"4th\",\"{@spell giant insect}, {@spell grasping vine}\"],[\"5th\",\"{@spell cloudkill}, {@spell insect plague}\"]]},\"Golgari magic is often accompanied by a sickly green glow and a rotting stench.\"]},{\"type\":\"entries\",\"name\":\"Suggested Characteristics\",\"entries\":[\"Members of the Golgari Swarm are unmistakably products of the undercity, ill at ease amid the comforts of civilization. They bring about the same discomfort in others by reminding them of death's inevitable approach.\",{\"type\":\"table\",\"caption\":\"Personality Traits\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Remember, I could kill you in your sleep. Or put centipedes in your bedroll.\"],[\"2\",\"I like to remind people of their inevitable demise.\"],[\"3\",\"Sometimes I give voice to the whispers of the rot, which I hear but no one else does.\"],[\"4\",\"I do my best to discourage anyone from approaching or talking to me.\"],[\"5\",\"I have accepted my death. Hence, I don't fear it.\"],[\"6\",\"Like roots growing through stone, I am relentless and determined in my action.\"],[\"7\",\"I put my knowledge of anatomy to use by narrating the injuries my enemies suffer in grisly detail.\"],[\"8\",\"Like a wild animal, I lash out viciously when I'm provoked—and I'm easily provoked.\"]]},{\"type\":\"table\",\"caption\":\"Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"{@b Guild}. My guild is all that really matters. (Any)\"],[\"2\",\"{@b Stoicism}. All of us are part of the cyclical march of nature, which will continue with or without us. (Neutral)\"],[\"3\",\"{@b Nature}. The natural world is more important than the edifices of the city and civilization. (Neutral)\"],[\"4\",\"{@b Interdependence}. We are all part of nature's web. (Lawful)\"],[\"5\",\"{@b Ambition}. The time of Golgari ascendance is at hand, and I intend to have a prominent place in the new world order. (Evil)\"],[\"6\",\"{@b Live and Let Live}. Meddling in the affairs of other guilds is a great way to get squashed like a bug. (Neutral)\"]]},{\"type\":\"table\",\"caption\":\"Bonds\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"I cherish the finger of a family member who was {@condition petrified} by a medusa.\"],[\"2\",\"I have an identical twin who is as different from me as any person could be.\"],[\"3\",\"I want to lead one faction of the guild to a new position of dominance.\"],[\"4\",\"I love spending time in the moss-covered building where I took part in my first reclamation mission.\"],[\"5\",\"I found something in the sewer that must never come to light.\"],[\"6\",\"I am forever grateful to the reclaimer who found me floating facedown in the sewer, moments from death.\"]]},{\"type\":\"table\",\"caption\":\"Flaws\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Death comes for us all, so you can't expect me to take care of someone who can't fight it off.\"],[\"2\",\"I assume that anyone outside the Golgari looks down on me.\"],[\"3\",\"I feel a need for revenge against those who enjoy the privilege of living above ground.\"],[\"4\",\"I don't bother to couch my opinions in flattering words.\"],[\"5\",\"I can't help but pocket any trinket or coin I come across, no matter how worthless.\"],[\"6\",\"I'm convinced that I'm better and stronger than members of other guilds, isolated as they are from the realities of life and death.\"]]}]},{\"type\":\"entries\",\"name\":\"Contacts\",\"entries\":[\"To the extent that the Golgari Swarm acts like a single organism, you are connected to every other member in some way or another. Convinced that the rest of the world is out to get you, you find it easy to form close bonds with your guild mates, and harder to make meaningful connections with others.\",\"Roll twice on the Golgari Contacts table (for an ally and a rival) and once on the Non-Golgari Contacts table.\",{\"type\":\"table\",\"caption\":\"Golgari Contacts\",\"colLabels\":[\"d8\",\"Contact\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"One of my parents is an elite assassin, a member of the Ochran.\"],[\"2\",\"I learned combat from a kraul.\"],[\"3\",\"I know a medusa who is stationed in the guildhall.\"],[\"4\",\"I had a torrid romance with a spore druid responsible for a large rot farm.\"],[\"5\",\"There's a troll in a remote area of the undercity who seems to find me interesting—and who knows more than you'd think.\"],[\"6\",\"An elf lich is determined to see me become a lich someday, too.\"],[\"7\",\"A medusa decided it would be more fun to recruit me into the guild than to kill me.\"],[\"8\",\"I know a findbroker who can locate just about anything, for the right price.\"]]},{\"type\":\"table\",\"caption\":\"Non-Golgari Contacts\",\"colLabels\":[\"d10\",\"Contact\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"An Azorius arrester I literally pulled out of the gutter will do anything for me.\"],[\"2\",\"Someone joined the Gruul in a battle against the Boros once, and the sergeant of that Boros squad would love to prove that it was me.\"],[\"3\",\"I had a romance with a Dimir agent whom I still feed secrets to.\"],[\"4\",\"Roll an additional Golgari contact; you can decide if the contact is an ally or a rival.\"],[\"5\",\"I joined the Gruul in a battle against the Boros once, and the chief of that small clan thanks me for turning the tide.\"],[\"6\",\"An Izzet scientist resents that I sold a scrapped invention I found in the sewer.\"],[\"7\",\"My undercity explorations led me into an Orzhov vault, and a spirit thinks I stole something valuable.\"],[\"8\",\"I found a baby beast and sold it to a Rakdos wrangler who remains grateful to me.\"],[\"9\",\"A Selesnya druid and I share an interest in the same garden, and we have enjoyable arguments there.\"],[\"10\",\"I regularly pick up refuse from beneath a Simic laboratory, and sometimes I talk to the researcher who dumps it there.\"]]}]},{\"type\":\"entries\",\"name\":\"How Do I Fit In?\",\"entries\":[\"As part of the Golgari Swarm, you are a specialized instrument of the greater body. Your orders, when you have such, come from the guildmaster by way of his chancellors, who carry his messages throughout the guild. The swarm relies on you to advance the greater good by protecting some part, however small, of its teeming existence. That responsibility doesn't mean you're indispensable; your eventual death is part of your purpose and function, too, and you'll be replaced even as your body provides nutrients to further the swarm's growth.\",\"A classic adventuring role for a member of the Golgari involves crawling through dungeon-like environments—the sewers and ancient vaults of the undercity—in search of treasures left behind by the dead. Sometimes you might be sent to find a specific item believed lost in a dangerous part of the undercity. At other times, you could be asked to collect samples of a specific fungus, retrieve a body floating in the muck of the sewers, or bring back whatever booty you can to help fill the swarm's coffers.\",\"You might gain enough renown to become a member of the Ochran, assigned to a variety of tasks concerning thievery, assassination, or the protection of important figures in your guild. You might steal something because the guild needs it, or because its loss will bring harm to another guild, hastening that group's decline. You could be assigned to kill an outspoken and active enemy of the Golgari, such as an overzealous Boros captain whose raids into the undercity have approached dangerously close to the swarm's inner sanctum. Or you could serve as a bodyguard to one of Guildmaster Jarad's high chancellors, escorting this figure through the undercity while being ready to intervene at a moment's notice if things go wrong.\",\"The shamans of the Golgari use their magic to accelerate the cycle of decay and regrowth. You might be sent to spread spores throughout an area that the Golgari want to claim as their territory or to convince the inhabitants of such a territory to abandon it. You might also contend with the ever-present threat of hostile monsters encroaching into Golgari-controlled regions.\"]}],\"hasFluff\":true},{\"name\":\"Grinner\",\"source\":\"EGW\",\"page\":200,\"skillProficiencies\":[{\"deception\":true,\"performance\":true}],\"toolProficiencies\":[{\"thieves' tools\":true,\"anyMusicalInstrument\":1}],\"startingEquipment\":[{\"_\":[\"fine clothes|phb\",\"disguise kit|phb\",{\"equipmentType\":\"instrumentMusical\"},{\"special\":\"gold-plated ring depicting a smiling face\"},{\"item\":\"pouch|phb\",\"containsValue\":1500}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Deception}, {@skill Performance}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"One type of {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument}, {@item thieves' tools|phb}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A set of {@item fine clothes|phb}, a {@item disguise kit|phb}, a {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument} of your choice, a gold-plated ring depicting a smiling face, and a {@item pouch|phb} containing 15 gp\"}]},{\"name\":\"Feature: Ballad of the Grinning Fool\",\"type\":\"entries\",\"entries\":[\"Like every Grinner, you know how to find a hideout. In any city of 10,000 people or more on the Menagerie Coast or in the lands of the Dwendalian Empire, you can play the \\\"Ballad of the Grinning Fool\\\" in a major tavern or inn. A member of the Golden Grin will find you and give shelter to you and any companions you vouch for. This shelter might be discontinued if it becomes too dangerous to hide you, at the DM's discretion.\",\"This feature must be used with caution, for not all who know the ballad are your friends. Some are traitors, counterspies, or agents of tyranny.\"],\"data\":{\"isFeature\":true}},{\"name\":\"Suggested Characteristics\",\"type\":\"entries\",\"entries\":[\"Grinners are trained in the art of secrecy and innuendo, and are skilled at hiding in plain sight by being the loudest and brightest person in the room. Their skills in subterfuge and combat lend themselves well to an adventuring lifestyle, and traveling with mercenaries and treasure hunters creates a convenient excuse to journey through lands bent under tyranny.\",{\"type\":\"table\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I love the spotlight. Everyone, look at me!\"],[\"2\",\"Give me a drink and I'm your friend.\"],[\"3\",\"Talk to me about yourself. I'm a hell of a listener.\"],[\"4\",\"I hate to start fights, but I love to finish them.\"],[\"5\",\"I can't sit still.\"],[\"6\",\"I'm always humming an old tune from my past.\"],[\"7\",\"When I don't have a reason to smile, I'm miserable.\"],[\"8\",\"I'm lucky like you wouldn't believe.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Revolution. Tyrants must fall, no matter the cost. (Chaotic)\"],[\"2\",\"Compassion. The only way to make a better world is to perform small kindnesses. (Good)\"],[\"3\",\"Justice. A nation built upon just foundations will uphold freedom for all. (Law)\"],[\"4\",\"Expression. Music, joy, and laughter are the keys to freedom. (Good)\"],[\"5\",\"Self-Determination. People should be free to do as they please. (Chaotic)\"],[\"6\",\"Vigilance. A free people must be carefully taught, lest they be misled. (Neutral)\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I lost someone important to an agent of the Dwendalian Empire. That regime will fall.\"],[\"2\",\"The first people to be hurt by this war will be the common folk. I need to protect them.\"],[\"3\",\"Music helped me through a dark time in my life. Now, I'll use music to change the world.\"],[\"4\",\"I will be known as the greatest spy who ever lived.\"],[\"5\",\"All life is precious to me. I know I can change the world without taking a humanoid life.\"],[\"6\",\"The elite in their ivory towers don't understand how we suffer. I intend to show them.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I've never lied once in my life. What? No, I'm not crossing my fingers!\"],[\"2\",\"I do everything big! Subtlety? I don't know the meaning of subtlety! Oh, that's a problem?\"],[\"3\",\"Being a spy in wartime is painful. I've seen so much suffering, I think I'm losing my mind.\"],[\"4\",\"I can't focus on my mission. I just want to carouse and sing and play!\"],[\"5\",\"Yeah, that's my name. Yeah, I'm a Grinner spy. Who cares about staying undercover?\"],[\"6\",\"I can't afford to trust anyone. Not. Anyone.\"]]}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Grounded\",\"source\":\"HWCS\",\"page\":44,\"skillProficiencies\":[{\"athletics\":true,\"insight\":true}],\"languageProficiencies\":[{\"anyStandard\":1}],\"toolProficiencies\":[{\"artisan's tools\":true}],\"startingEquipment\":[{\"_\":[{\"equipmentType\":\"toolArtisan\"},{\"special\":\"walking stick\"},{\"special\":\"trinket from another culture\"},\"traveler's clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":500}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies\",\"entry\":\"{@skill Athletics}, {@skill Insight}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies\",\"entry\":\"one type of {@filter Artisan's Tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}\"},{\"type\":\"item\",\"name\":\"Languages\",\"entry\":\"one of your choice\"},{\"type\":\"item\",\"name\":\"Equipment\",\"entry\":\"a set of {@filter Artisan's Tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} (your choice), a walking stick, a trinket from another culture, {@item traveler's clothes|phb|traveling clothes}, and a belt {@item pouch|phb} with 5 gp \"}]},{\"name\":\"An Odd Bird\",\"type\":\"entries\",\"entries\":[\"Among birdfolk you are somewhere between an oddity and an outcast. Some consider your aversion to heights a rejection of birdfolk culture, leading many to find you off-putting. Choose how your community regards you or roll on the table below to determine how you fit in.\",{\"type\":\"table\",\"colLabels\":[\"d6\",\"Community Place\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I am considered weak or unskilled and many treat me like a fledgling.\"],[\"2\",\"I am looked upon as a traitor to my people.\"],[\"3\",\"My family wants me to return to the perch, but I just can't.\"],[\"4\",\"I am not welcome back in my home perch.\"],[\"5\",\"I am viewed as an oddity, someone for others to laugh at and tease.\"],[\"6\",\"I have found a new community on the forest floor.\"]]}]},{\"name\":\"Feature: Find Another Path\",\"type\":\"entries\",\"entries\":[\"Since you have lived your life close to the ground, you are familiar with the undergrowth in the same way other birdfolk are familiar with the canopy. You can always recall the general layout of the terrain around you while traveling along the forest floor. If your path is ever blocked by an obstacle that requires you to climb or otherwise gain height to circumvent it, you can always find a way around, so long as such a path exists. Additionally, you are adept at finding shelter in the Wood while traveling, and can usually locate a suitable safe shelter (a cave, a tree hollow, or bramble thicket) somewhere on the forest floor for you and up to five other creatures.\"],\"data\":{\"isFeature\":true}},{\"name\":\"Suggested Characteristics\",\"type\":\"entries\",\"entries\":[\"Birdfolk who are grounded often find ways to cope with their aversion to canopy life. Some have completely forsaken their old lives in favor of new ones in undergrowth communities, while others keep ties with family and friends in the perches where they were born.\",{\"type\":\"table\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I always second guess my choices.\"],[\"2\",\"I have learned to not let the comments of others affect me.\"],[\"3\",\"I'm eager to show the benefits of my unique perspective.\"],[\"4\",\"I'm slow to trust someone new, but open up over shared hardships.\"],[\"5\",\"I manufacture difficult situations to prove my abilities.\"],[\"6\",\"I get embarrassed easily, even when someone tries to compliment me.\"],[\"7\",\"I will deny my fears to everyone.\"],[\"8\",\"I want to see how others handle situations I'm afraid of.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Adversity. Others think of me as weak, but I will prove my worth with hard work and determination. (Lawful)\"],[\"2\",\"Encouragement. I try to seek out and support others like me who are seen as outcasts. (Good)\"],[\"3\",\"Exploration. I yearn to experience unique cultures and discover new places. (Chaotic)\"],[\"4\",\"Safety. In this dangerous world, it's best to keep your head down and stay cautious. (Neutral)\"],[\"5\",\"Rebellion. Who cares what others think of me, so long as my actions reflect how I feel in my heart? (Chaotic)\"],[\"6\",\"Compromise. The best way to respect each other's differences is to find a solution that doesn't exclude anyone. (Good)\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"My family has been the subject of ridicule ever since I left my home perch.\"],[\"2\",\"A bully from my childhood now holds a position of power in my home perch.\"],[\"3\",\"I follow the teachings of a wise outcast I met in my travels.\"],[\"4\",\"I feel kinship to a culture outside my own.\"],[\"5\",\"I won't tolerate anyone who insults me or my friends.\"],[\"6\",\"I have found a new family on the forest floor, and they mean more to me than anything.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I am incapable of action when I'm at great heights.\"],[\"2\",\"I lash out at the slightest insult.\"],[\"3\",\"I keep a distance from others so they won't learn of my fears.\"],[\"4\",\"I project my insecurities onto others.\"],[\"5\",\"I am uncouth and mannerless.\"],[\"6\",\"I find hard to trust other birdfolk.\"]]}]}],\"hasFluff\":true},{\"name\":\"Gruul Anarch\",\"source\":\"GGR\",\"page\":60,\"skillProficiencies\":[{\"animal handling\":true,\"athletics\":true}],\"languageProficiencies\":[{\"choose\":{\"from\":[\"draconic\",\"giant\",\"goblin\",\"sylvan\"]}}],\"toolProficiencies\":[{\"herbalism kit\":true}],\"startingEquipment\":[{\"_\":[{\"special\":\"Gruul insignia\"},\"hunting trap|phb\",\"herbalism kit|phb\",{\"special\":\"the skull of a boar\"},{\"special\":\"beast-hide cloak\"},\"traveler's clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1000}]}],\"additionalSpells\":[{\"expanded\":{\"s0\":[\"fire bolt#c\",\"produce flame#c\"],\"s1\":[\"compelled duel\",\"speak with animals\",\"thunderwave\"],\"s2\":[\"beast sense\",\"shatter\"],\"s3\":[\"conjure animals\",\"conjure barrage\"],\"s4\":[\"dominate beast\",\"stoneskin\"],\"s5\":[\"destructive wave\"]}}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Animal Handling}, {@skill Athletics}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"{@item Herbalism kit|phb}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Choose one of Draconic, Giant, Goblin, or Sylvan\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A Gruul insignia, a {@item hunting trap|phb}, an {@item herbalism kit|phb}, the skull of a boar, a beast-hide cloak, a set of {@item traveler's clothes|phb}, and a belt {@item pouch|phb} containing 10 gp (Azorius 1-zino coins)\"}]},{\"type\":\"entries\",\"name\":\"Feature: Rubblebelt Refuge\",\"entries\":[\"You are intimately familiar with areas of the city that most people shun: ruined neighborhoods where wurms rampaged, overgrown parks that no hand has tended in decades, and the vast, sprawling rubblebelts of broken terrain that civilized folk have long abandoned. You can find a suitable place for you and your allies to hide or rest in these areas. In addition, you can find food and fresh water in these areas for yourself and up to five other people each day.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Gruul Guild Spells\",\"entries\":[\"{@i Prerequisite: Spellcasting or Pact Magic class feature}\",\"For you, the spells on the Gruul Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)\",{\"type\":\"table\",\"caption\":\"Gruul Guild Spells\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"Spell Level\",\"Spells\"],\"rows\":[[\"Cantrip\",\"{@spell fire bolt}, {@spell produce flame}\"],[\"1st\",\"{@spell compelled duel}, {@spell speak with animals}, {@spell thunderwave}\"],[\"2nd\",\"{@spell beast sense}, {@spell shatter}\"],[\"3rd\",\"{@spell conjure animals}, {@spell conjure barrage}\"],[\"4th\",\"{@spell dominate beast}, {@spell stoneskin}\"],[\"5th\",\"{@spell destructive wave}\"]]},\"Fueled by the fire of rage burning in your heart, your magic is almost always accompanied by fiery effects, such as flames smoldering behind your eyes or dancing over your hands.\"]},{\"type\":\"entries\",\"name\":\"Suggested Characteristics\",\"entries\":[\"Gruul ways aren't the ways of civilized folk, and the Gruul have little patience for social niceties. But they do have cherished traditions and values, just as important to them as the different values held by the urban, cosmopolitan culture of Ravnica.\",{\"type\":\"table\",\"caption\":\"Personality Traits\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Unlike people, the beasts of the wild are friends who won't stab me in the back.\"],[\"2\",\"Go ahead and insult me—I dare you.\"],[\"3\",\"I scorn those who can't survive away from the comforts of the city.\"],[\"4\",\"Don't tell me I'm not allowed to do something.\"],[\"5\",\"Laws are for people who are afraid to face their inner beasts.\"],[\"6\",\"I smear the blood of my enemies over my skin.\"],[\"7\",\"I was, in fact, raised by maaka.\"],[\"8\",\"HarrRRAAGGHH! [I rarely form a coherent sentence and prefer to express myself by breaking things.]\"]]},{\"type\":\"table\",\"caption\":\"Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"{@b Clan}. My clan is all that really matters. (Any)\"],[\"2\",\"{@b Anarchy}. No person or law or custom can tell another what to do. (Chaotic)\"],[\"3\",\"{@b Nature}. We weren't born tame or domesticated, so we shouldn't have to live that way. (Neutral)\"],[\"4\",\"{@b Might}. The strongest are meant to dominate the weak. (Evil)\"],[\"5\",\"{@b Rage}. AAAAAARRRRggggh! [To live is to feel and express the rage burning in your belly.] (Chaotic)\"],[\"6\",\"{@b Tradition}. The Old Ways must be preserved and upheld. (Any)\"]]},{\"type\":\"table\",\"caption\":\"Bonds\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"I am determined that one day I will lead my clan—or a new one.\"],[\"2\",\"I would give my life for my clan chieftain.\"],[\"3\",\"The chieftain of another clan has a grudge against me.\"],[\"4\",\"I am devoted to a sacred site in the midst of the rubblebelt.\"],[\"5\",\"My weapon is made from the first raktusk I ever hunted.\"],[\"6\",\"GrrrRRAAAAGGHH! [I will do anything to prove myself greater than my siblings or ancestors.]\"]]},{\"type\":\"table\",\"caption\":\"Flaws\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"If you question my courage, I will never back down.\"],[\"2\",\"HrrrGGGAAAARRuuuh! [My anger in battle led to the death of a loved one.]\"],[\"3\",\"I'm as stubborn as a batterboar.\"],[\"4\",\"I'm so convinced of my superiority over soft, civilized people that I'll take great risks to prove it.\"],[\"5\",\"I'm easily manipulated by people I find attractive.\"],[\"6\",\"I'm not actually all that angry.\"]]}]},{\"type\":\"entries\",\"name\":\"Contacts\",\"entries\":[\"The members of the Gruul Clans rely on each other even as they vie for territory and glory. Their encounters with members of other guilds are more often violent than friendly, but occasional bonds do form.\",\"Roll twice on the Gruul Contacts table (for an ally and a rival) and once on the Non-Gruul Contacts table.\",{\"type\":\"table\",\"caption\":\"Gruul Contacts\",\"colLabels\":[\"d8\",\"Contact\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"One of my parents is a renowned warrior in my clan.\"],[\"2\",\"My sibling has the ear of the clan chief.\"],[\"3\",\"I have cousins in a different clan.\"],[\"4\",\"When we were younger, I was romantically involved with a prominent warrior in my clan.\"],[\"5\",\"A druid in my clan believes I have a destiny to fulfill.\"],[\"6\",\"The warrior who trained me remembers me for my exceptional potential.\"],[\"7\",\"My clan chief killed one of my parents, who had challenged the chief for leadership of the clan. Some combination of resentment and remorse stirs the clan chief to help me sometimes.\"],[\"8\",\"I made a strong impression on Borborygmos.\"]]},{\"type\":\"table\",\"caption\":\"Non-Gruul Contacts\",\"colLabels\":[\"d10\",\"Contact\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"An Azorius arrester thinks I can be reformed.\"],[\"2\",\"A Boros soldier gives me gifts in exchange for information about other clans' movements.\"],[\"3\",\"I once caught and released a Dimir spy.\"],[\"4\",\"I consult with a Golgari shaman for spiritual guidance at times.\"],[\"5\",\"Roll an additional Gruul contact; you can decide if the contact is an ally or a rival.\"],[\"6\",\"An Izzet scientist blames the Gruul for the destruction of his life's work in a raid, but seems to think that I'm not like other Gruul.\"],[\"7\",\"I foolishly borrowed money from an Orzhov syndic to indulge a shameful vice.\"],[\"8\",\"A close friend left our clan and joined the Cult of Rakdos.\"],[\"9\",\"A distant relative is trying to recruit me into the Selesnya Conclave.\"],[\"10\",\"I stopped a Simic biomancer from trapping wild beasts to perform vile experiments on them.\"]]}]},{\"type\":\"entries\",\"name\":\"How Do I Fit In?\",\"entries\":[\"In service of a simple goal, you have a simple part to play: Fight. Unleash your rage. Flatten buildings and defeat those who stand in your way. Be Gruul, in your own way.\",\"You will frequently be summoned to participate in a raid your clan is launching against the city or against a group of its defenders. Your clan leader might also send you on a special mission, though it would almost certainly still qualify as a raid. You might join a small group of Gruul warriors on a dangerous charge deep into the settled streets to plunder a certain location, retrieve an item stolen from your clan, or assault a Boros garrison.\",\"Sometimes your objective might be more esoteric. With prophecies of the return of Ilharg the Raze-Boar spreading like wildfire among the Gruul druids, you might be asked to carry out some task that the druids believe will speed his coming. Such a task might involve collecting a sacred relic held in an Orzhov vault or collecting sacrifices for a grand ceremony in the Raze-Boar's honor.\"]}],\"hasFluff\":true},{\"name\":\"Guard\",\"source\":\"XPHB\",\"page\":181,\"edition\":\"one\",\"ability\":[{\"choose\":{\"weighted\":{\"from\":[\"str\",\"int\",\"wis\"],\"weights\":[2,1]}}},{\"choose\":{\"weighted\":{\"from\":[\"str\",\"int\",\"wis\"],\"weights\":[1,1,1]}}}],\"feats\":[{\"alert|xphb\":true}],\"skillProficiencies\":[{\"athletics\":true,\"perception\":true}],\"toolProficiencies\":[{\"anyGamingSet\":1}],\"startingEquipment\":[{\"A\":[{\"item\":\"spear|xphb\"},{\"item\":\"light crossbow|xphb\"},{\"item\":\"bolts (20)|xphb\"},{\"item\":\"gaming set|xphb\"},{\"item\":\"hooded lantern|xphb\"},{\"item\":\"manacles|xphb\"},{\"item\":\"quiver|xphb\"},{\"item\":\"traveler's clothes|xphb\"},{\"value\":1200}],\"B\":[{\"value\":5000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Ability Scores:\",\"entry\":\"Strength, Intelligence, Wisdom\"},{\"type\":\"item\",\"name\":\"Feat:\",\"entry\":\"{@feat Alert|XPHB}\"},{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Athletics|XPHB}, {@skill Perception|XPHB}\"},{\"type\":\"item\",\"name\":\"Tool Proficiency:\",\"entry\":\"Choose one kind of {@item Gaming Set|XPHB}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"Choose A or B: (A) {@item Spear|XPHB}, {@item Light Crossbow|XPHB}, 20 {@item Bolt|XPHB|Bolts}, {@item Gaming Set|XPHB} (same as above), {@item Hooded Lantern|XPHB}, {@item Manacles|XPHB}, {@item Quiver|XPHB}, {@item Traveler's Clothes|XPHB}, 12 GP; or (B) 50 GP\"}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Guide\",\"source\":\"XPHB\",\"page\":181,\"edition\":\"one\",\"ability\":[{\"choose\":{\"weighted\":{\"from\":[\"dex\",\"con\",\"wis\"],\"weights\":[2,1]}}},{\"choose\":{\"weighted\":{\"from\":[\"dex\",\"con\",\"wis\"],\"weights\":[1,1,1]}}}],\"feats\":[{\"magic initiate; druid|xphb\":true}],\"skillProficiencies\":[{\"stealth\":true,\"survival\":true}],\"toolProficiencies\":[{\"cartographer's tools\":true}],\"startingEquipment\":[{\"A\":[{\"item\":\"shortbow|xphb\"},{\"item\":\"arrows (20)|xphb\"},{\"item\":\"cartographer's tools|xphb\"},{\"item\":\"bedroll|xphb\"},{\"item\":\"quiver|xphb\"},{\"item\":\"tent|xphb\"},{\"item\":\"traveler's clothes|xphb\"},{\"value\":300}],\"B\":[{\"value\":5000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Ability Scores:\",\"entry\":\"Dexterity, Constitution, Wisdom\"},{\"type\":\"item\",\"name\":\"Feat:\",\"entry\":\"{@feat Magic Initiate|XPHB} (Druid)\"},{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Stealth|XPHB}, {@skill Survival|XPHB}\"},{\"type\":\"item\",\"name\":\"Tool Proficiency:\",\"entry\":\"{@item Cartographer's Tools|XPHB}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"Choose A or B: (A) {@item Shortbow|XPHB}, {@item Arrow|XPHB|20 Arrows}, {@item Cartographer's Tools|XPHB}, {@item Bedroll|XPHB}, {@item Quiver|XPHB}, {@item Tent|XPHB}, {@item Traveler's Clothes|XPHB}, 3 GP; or (B) 50 GP\"}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Guild Artisan\",\"source\":\"PHB\",\"page\":132,\"skillProficiencies\":[{\"insight\":true,\"persuasion\":true}],\"languageProficiencies\":[{\"anyStandard\":1}],\"toolProficiencies\":[{\"anyArtisansTool\":1}],\"startingEquipment\":[{\"_\":[{\"equipmentType\":\"toolArtisan\"},{\"special\":\"letter of introduction from your guild\"},\"traveler's clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1500}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Insight}, {@skill Persuasion}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"One type of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"One of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A set of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} (one of your choice), a letter of introduction from your guild, a set of {@item traveler's clothes|phb}, and a belt {@item pouch|phb} containing 15 gp\"}]},{\"name\":\"Feature: Guild Membership\",\"type\":\"entries\",\"entries\":[\"As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.\",\"Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers.\",\"You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces.\"],\"data\":{\"isFeature\":true}},{\"name\":\"Specialty\",\"type\":\"entries\",\"entries\":[\"Guilds are generally found in cities large enough to support several artisans practicing the same trade. However, your guild might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your DM to determine the nature of your guild. You can select your guild business from the Guild Business table or roll randomly.\",{\"type\":\"table\",\"colLabels\":[\"d20\",\"Guild Business\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Alchemists and apothecaries\"],[\"2\",\"Armorers, locksmiths, and finesmiths\"],[\"3\",\"Brewers, distillers, and vintners\"],[\"4\",\"Calligraphers, scribes, and scriveners\"],[\"5\",\"Carpenters, roofers, and plasterers\"],[\"6\",\"Cartographers, surveyors, and chart-makers\"],[\"7\",\"Cobblers and shoemakers\"],[\"8\",\"Cooks and bakers\"],[\"9\",\"Glassblowers and glaziers\"],[\"10\",\"Jewelers and gemcutters\"],[\"11\",\"Leatherworkers, skinners, and tanners\"],[\"12\",\"Masons and stonecutters\"],[\"13\",\"Painters, limners, and sign-makers\"],[\"14\",\"Potters and tile-makers\"],[\"15\",\"Shipwrights and sail-makers\"],[\"16\",\"Smiths and metal-forgers\"],[\"17\",\"Tinkers, pewterers, and casters\"],[\"18\",\"Wagon-makers and wheelwrights\"],[\"19\",\"Weavers and dyers\"],[\"20\",\"Woodcarvers, coopers, and bowyers\"]]}]},{\"name\":\"Suggested Characteristics\",\"type\":\"entries\",\"entries\":[\"Guild artisans are among the most ordinary people in the world—until they set down their tools and take up an adventuring career. They understand the value of hard work and the importance of community, but they're vulnerable to sins of greed and covetousness.\",{\"type\":\"table\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I believe that anything worth doing is worth doing right. I can't help it—I'm a perfectionist.\"],[\"2\",\"I'm a snob who looks down on those who can't appreciate fine art.\"],[\"3\",\"I always want to know how things work and what makes people tick.\"],[\"4\",\"I'm full of witty aphorisms and have a proverb for every occasion.\"],[\"5\",\"I'm rude to people who lack my commitment to hard work and fair play.\"],[\"6\",\"I like to talk at length about my profession.\"],[\"7\",\"I don't part with my money easily and will haggle tirelessly to get the best deal possible.\"],[\"8\",\"I'm well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven't heard of me.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)\"],[\"2\",\"Generosity. My talents were given to me so that I could use them to benefit the world. (Good)\"],[\"3\",\"Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)\"],[\"4\",\"Greed. I'm only in it for the money. (Evil)\"],[\"5\",\"People. I'm committed to the people I care about, not to ideals. (Neutral)\"],[\"6\",\"Aspiration. I work hard to be the best there is at my craft. (Any)\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"The workshop where I learned my trade is the most important place in the world to me.\"],[\"2\",\"I created a great work for someone, and then found them unworthy to receive it. I'm still looking for someone worthy.\"],[\"3\",\"I owe my guild a great debt for forging me into the person I am today.\"],[\"4\",\"I pursue wealth to secure someone's love.\"],[\"5\",\"One day I will return to my guild and prove that I am the greatest artisan of them all.\"],[\"6\",\"I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I'll do anything to get my hands on something rare or priceless.\"],[\"2\",\"I'm quick to assume that someone is trying to cheat me.\"],[\"3\",\"No one must ever learn that I once stole money from guild coffers.\"],[\"4\",\"I'm never satisfied with what I have—I always want more.\"],[\"5\",\"I would kill to acquire a noble title.\"],[\"6\",\"I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals.\"]]}]}],\"hasFluff\":true},{\"name\":\"Harborfolk\",\"source\":\"ALElementalEvil\",\"page\":4,\"skillProficiencies\":[{\"athletics\":true,\"sleight of hand\":true}],\"toolProficiencies\":[{\"anyGamingSet\":1,\"vehicles (water)\":true}],\"startingEquipment\":[{\"_\":[\"fishing tackle|phb\",\"dice set|phb\",\"playing card set|phb\",{\"item\":\"three-dragon ante set|phb\",\"displayName\":\"or Three-Dragon Ante set\"},\"common clothes|phb\",\"rowboat|\",{\"item\":\"pouch|phb\",\"containsValue\":500}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Athletics}, {@skill Sleight of Hand}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"One type of {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set}, {@filter vehicles (water)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (water)}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"{@item Fishing tackle|phb}, {@item dice set|phb}, {@item playing card set|phb}, or {@item Three-Dragon Ante set|phb}, a set of {@item common clothes|phb}, {@item rowboat}, and a belt {@item pouch|phb} containing 5 gp\"}]},{\"name\":\"Lifestyle\",\"type\":\"entries\",\"entries\":[\"Poor\"]},{\"name\":\"Overview\",\"type\":\"entries\",\"entries\":[\"You are one of the hundreds of small-time fishermen and women who haul the bounty of Mulmaster's freshwater harbor to the city's markets each morning. You have spent countless days rowing in the waters in and around Mulmaster and know them and the other fisherfolk, dockworkers, and port inhabitants better than anyone. Though you have left that life behind, you still visit once in a while.\"]},{\"name\":\"Feature: Harborfolk\",\"type\":\"entries\",\"entries\":[\"You grew up on the docks and waters of Mulmaster Harbor. The harborfolk remember you and still treat you as one of them. They welcome you and your companions. While they might charge you for it, they'll always offer what food and shelter they have; they'll even hide you if the City Watch is after you (but not if the Hawks are). Note: This feature is a variant of the Folk Hero feature.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I am curious. I want to know why things are the way they are and why people do the things that they do.\"],[\"2\",\"I can't sing, but that never stops me from doing it, loudly. Everyone loves a good sea chanty!\"],[\"3\",\"I think the High Blade is doing a terrific job, don't you?\"],[\"4\",\"I'm very excited that the House Built on Gold is being restored. I am a zealous worshipper of Waukeen.\"],[\"5\",\"I am quite superstitious. I see portents in everyday occurrences.\"],[\"6\",\"I resent the rich and enjoy thwarting their plans and spoiling their fun in small ways.\"],[\"7\",\"I have a sea story to fit every occasion.\"],[\"8\",\"I'm a fisher, but I secretly detest eating fish. I will do anything to avoid it.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Calm. For all things, there is a tide. I set sail when it is right, and mend my nets when it is not. (Lawful)\"],[\"2\",\"Windblown. I go where the winds blow. No man or woman tells me where or when to sail. (Chaotic)\"],[\"3\",\"Aspiring. I will gain the favor of a Zor or Zora patron, maybe even one of the Blades! (Any)\"],[\"4\",\"Salty. I want people to look to me as an expert on plying Mulmaster Harbor. (Any)\"],[\"5\",\"Selfless. We are all children of the sea. I help everyone in peril afloat and ashore. (Good)\"],[\"6\",\"Let them Drown. I refuse to risk my hide to help others. They wouldn't help me if roles were reversed. (Evil)\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I once lost everything but my rowboat. I'll do anything to protect it.\"],[\"2\",\"My brother was in the Soldiery, but he was killed. I really look up to the men and women who serve.\"],[\"3\",\"The Cloaks killed my friend for spellcasting. I'll get them back somehow, someday.\"],[\"4\",\"The High House of Hurting helped me when I was hurt and asked nothing in return. I owe them my life.\"],[\"5\",\"I was robbed in the Zhent ghetto once. It will not happen again.\"],[\"6\",\"I would do anything to protect the other harborfolk. They are my family.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I drink too much, which causes me to miss the tide.\"],[\"2\",\"I killed a drunk member of the City Watch in a brawl. I am terrified that they might find out.\"],[\"3\",\"I oversell myself and make promises I can't keep when I want to impress someone.\"],[\"4\",\"Book learning is a waste of time. I have no patience for people who don't speak from experience.\"],[\"5\",\"I almost always cheat. I can't help myself.\"],[\"6\",\"I am a secret informant for the Hawks. I send them reports about everything I see and hear, even what my friends and allies are up to.\"]]}],\"name\":\"Suggested Characteristics\"}],\"hasFluff\":true},{\"name\":\"Haunted One\",\"source\":\"VRGR\",\"page\":34,\"otherSources\":[{\"source\":\"CoS\",\"page\":209}],\"skillProficiencies\":[{\"choose\":{\"from\":[\"arcana\",\"investigation\",\"religion\",\"survival\"],\"count\":2}}],\"languageProficiencies\":[{\"anyStandard\":1,\"choose\":{\"from\":[\"abyssal\",\"celestial\",\"deep speech\",\"draconic\",\"infernal\",\"primordial\",\"sylvan\",\"undercommon\"]}}],\"startingEquipment\":[{\"_\":[\"monster hunter's pack|vrgr\",\"common clothes|phb\",{\"item\":\"Horror Trinket|VRGR\",\"displayName\":\"trinket of special significance (choose one or roll on the Horror Trinkets table)\"},{\"value\":10}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"Choose two from among {@skill Arcana}, {@skill Investigation}, {@skill Religion}, or {@skill Survival}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Choose two, one of which must be {@language Abyssal}, {@language Celestial}, {@language Deep Speech}, {@language Draconic}, {@language Infernal}, {@language Primordial}, {@language Sylvan}, or {@language Undercommon}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"{@item Monster hunter's pack|vrgr} (containing a {@item chest|PHB}, a {@item crowbar|PHB}, a {@item hammer|PHB}, three wooden stakes, a {@item holy symbol|PHB}, a {@item Holy Water (flask)|PHB|flask of holy water}, a {@item Manacles|PHB|set of manacles}, a {@item steel mirror|PHB}, a {@item Oil (flask)|PHB|flask of oil}, a {@item tinderbox|PHB}, and 3 {@item Torch|PHB|torches}), a set of {@item common clothes|phb}, one {@item trinket|CoS} of special significance (choose one or roll on the {@item Horror Trinket|VRGR|Horror Trinkets} table), and 1 sp\"}]},{\"name\":\"Feature: Heart of Darkness\",\"type\":\"entries\",\"entries\":[\"Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.\"],\"data\":{\"isFeature\":true}},{\"name\":\"Harrowing Event\",\"type\":\"entries\",\"entries\":[\"Prior to becoming an adventurer, your path in life was defined by one dark moment, one fateful decision, or one tragedy. Now you feel a darkness threatening to consume you, and you fear there may be no hope of escape. Choose a harrowing event that haunts you, or roll one on the Harrowing Events table.\",{\"type\":\"table\",\"caption\":\"Harrowing Event\",\"colLabels\":[\"d10\",\"Event\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"A monster that slaughtered dozens of innocent people spared your life, and you don't know why.\"],[\"2\",\"You were born under a dark star. You can feel it watching you, coldly and distantly. Sometimes it beckons you in the dead of night.\"],[\"3\",\"An apparition that has haunted your family for generations now haunts you. You don't know what it wants, and it won't leave you alone.\"],[\"4\",\"Your family has a history of practicing the dark arts. You dabbled once and felt something horrible clutch at your soul, whereupon you fled in terror.\"],[\"5\",\"An oni took your sibling one cold, dark night, and you were unable to stop it.\"],[\"6\",\"You were cursed with lycanthropy and later cured. You are now haunted by the innocents you slaughtered.\"],[\"7\",\"A hag kidnapped and raised you. You escaped, but the hag still has a magical hold over you and fills your mind with evil thoughts.\"],[\"8\",\"You opened an eldritch tome and saw things unfit for a sane mind. You burned the book, but its words and images are burned into your psyche.\"],[\"9\",\"A fiend possessed you as a child. You were locked away but escaped. The fiend is still inside you, but now you try to keep it bottled up.\"],[\"10\",\"You did terrible things to avenge the murder of someone you loved. You became a monster, and it haunts your waking dreams.\"]]}]},{\"type\":\"section\",\"name\":\"Horror Characteristics\",\"id\":\"0a4\",\"entries\":[\"Characters in a horror-focused campaign might have distinct motivations and characteristics. Use the following tables to supplement your background's suggested characteristics or to inspire those of your own design.\",{\"type\":\"table\",\"caption\":\"Horror Character Personality Traits\",\"colLabels\":[\"d12\",\"Personality Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I had an encounter that I believe gives me a special affinity with a supernatural creature or event.\"],[\"2\",\"A signature piece of clothing or distinct weapon serves as an emblem of who I am.\"],[\"3\",\"I never accept that I'm out of my depth.\"],[\"4\",\"I must know the answer to every secret. No door remains unopened in my presence.\"],[\"5\",\"I let people underestimate me, revealing my full competency only to those close to me.\"],[\"6\",\"I compulsively seek to collect trophies of my travels and victories.\"],[\"7\",\"It doesn't matter if the whole world's against me. I'll always do what I think is right.\"],[\"8\",\"I have morbid interests and a macabre aesthetic.\"],[\"9\",\"I have a personal ritual, mantra, or relaxation method I use to deal with stress.\"],[\"10\",\"Nothing is more important than life, and I never leave anyone in danger.\"],[\"11\",\"I'm quick to jump to extreme solutions. Why risk a lesser option not working?\"],[\"12\",\"I'm easily startled, but I'm not a coward.\"]]},{\"type\":\"table\",\"caption\":\"Horror Character Ideals\",\"colLabels\":[\"d12\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Adrenaline. I've experienced such strangeness that now I feel alive only in extreme situations.\"],[\"2\",\"Balance. I strive to counter the deeds of someone for whom I feel responsible.\"],[\"3\",\"Bound. I've wronged someone and must work their will to avoid their curse.\"],[\"4\",\"Escape. I believe there is something beyond the world I know, and I need to find it.\"],[\"5\",\"Legacy. I must do something great so that I'm remembered, and my time is running out.\"],[\"6\",\"Misdirection. I work vigorously to keep others from realizing my flaws or misdeeds.\"],[\"7\",\"Obsession. I've lived this way for so long that I can't imagine another way.\"],[\"8\",\"Obligation. I owe it to my people, faith, family, or teacher to continue a vaunted legacy.\"],[\"9\",\"Promise. My life is no longer my own. I must fulfill the dream of someone who's gone.\"],[\"10\",\"Revelation. I need to know what lies beyond the mysteries of death, the world, or the Mists.\"],[\"11\",\"Sanctuary. I know the forces at work in the world and strive to create islands apart from them.\"],[\"12\",\"Truth. I care about the truth above all else, even if it doesn't benefit anyone.\"]]},{\"type\":\"table\",\"caption\":\"Horror Character Bonds\",\"colLabels\":[\"d12\",\"Bond\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I desperately need to get back to someone or someplace, but I lost them in the Mists.\"],[\"2\",\"Everything I do is in the service of a powerful master, one I must keep a secret from everyone.\"],[\"3\",\"I owe much to my vanished mentor. I seek to continue their work even as I search to find them.\"],[\"4\",\"I've seen great darkness, and I'm committed to being a light against it—the light of all lights.\"],[\"5\",\"Someone I love has become a monster, murderer, or other threat. It's up to me to redeem them.\"],[\"6\",\"The world has been convinced of a terrible lie. It's up to me to reveal the truth.\"],[\"7\",\"I deeply miss someone and am quick to adopt people who remind me of them.\"],[\"8\",\"A great evil dwells within me. I will fight against it and the world's other evils for as long as I can.\"],[\"9\",\"I'm desperately seeking a cure to an affliction or a curse, either for someone close to me for myself.\"],[\"10\",\"Spirits are drawn to me. I do all I can to help them find peace.\"],[\"11\",\"I use my cunning mind to solve mysteries and find justice for those who've been wronged.\"],[\"12\",\"I lost someone I care about, but I still see them in guilty visions, recurring dreams, or as a spirit.\"]]},{\"type\":\"table\",\"caption\":\"Horror Character Flaws\",\"colLabels\":[\"d12\",\"Flaw\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I believe doom follows me and that anyone who gets close to me will face a tragic end.\"],[\"2\",\"I'm convinced something is after me, appearing in mirrors, dreams, and places where no one could.\"],[\"3\",\"I'm especially superstitious and live life seeking to avoid bad luck, wicked spirits, or the Mists.\"],[\"4\",\"I've done unspeakable evil and will do anything to prevent others from finding out.\"],[\"5\",\"I am exceptionally credulous and believe any story or legend immediately.\"],[\"6\",\"I'm a skeptic and don't believe in the power of rituals, religion, superstition, or spirits.\"],[\"7\",\"I know my future is written and that anything I do will lead to a prophesied end.\"],[\"8\",\"I need to find the best in everyone and everything, even when that means denying obvious malice.\"],[\"9\",\"I've seen the evil of a type of place—like forests, cities, or graveyards—and resist going there.\"],[\"10\",\"I'm exceptionally cautious, planning laboriously and devising countless contingencies.\"],[\"11\",\"I have a reputation for defeating a great evil, but that's a lie and the wicked force knows.\"],[\"12\",\"I know the ends always justify the means and am quick to make sacrifices to attain my goals.\"]]}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hermit\",\"source\":\"PHB\",\"page\":134,\"reprintedAs\":[\"Hermit|XPHB\"],\"skillProficiencies\":[{\"medicine\":true,\"religion\":true}],\"languageProficiencies\":[{\"anyStandard\":1}],\"toolProficiencies\":[{\"herbalism kit\":true}],\"startingEquipment\":[{\"_\":[{\"item\":\"map or scroll case|phb\",\"displayName\":\"scroll case stuffed full of notes from your studies or prayers\"},{\"item\":\"blanket|phb\",\"displayName\":\"winter blanket\"},\"common clothes|phb\",\"herbalism kit|phb\",{\"value\":500}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Medicine}, {@skill Religion}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"{@item Herbalism kit|phb}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"One of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A {@item Map or Scroll Case|phb|scroll case} stuffed full of notes from your studies or prayers, a winter {@item blanket|phb}, a set of {@item common clothes|phb}, an {@item herbalism kit|phb}, and 5 gp\"}]},{\"name\":\"Feature: Discovery\",\"type\":\"entries\",\"entries\":[\"The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.\",\"Work with your DM to determine the details of your discovery and its impact on the campaign.\"],\"data\":{\"isFeature\":true}},{\"name\":\"Specialty\",\"type\":\"entries\",\"entries\":[\"What was the reason for your isolation, and what changed to allow you to end your solitude? You can work with your DM to determine the exact nature of your seclusion, or you can choose or roll on the table below to determine the reason behind your seclusion.\",{\"type\":\"table\",\"colLabels\":[\"d8\",\"Life of Seclusion\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I was searching for spiritual enlightenment.\"],[\"2\",\"I was partaking of communal living in accordance with the dictates of a religious order.\"],[\"3\",\"I was exiled for a crime I didn't commit.\"],[\"4\",\"I retreated from society after a life-altering event.\"],[\"5\",\"I needed a quiet place to work on my art, literature, music, or manifesto.\"],[\"6\",\"I needed to commune with nature, far from civilization.\"],[\"7\",\"I was the caretaker of an ancient ruin or relic.\"],[\"8\",\"I was a pilgrim in search of a person, place, or relic of spiritual significance.\"]]}]},{\"name\":\"Suggested Characteristics\",\"type\":\"entries\",\"entries\":[\"Some hermits are well suited to a life of seclusion, whereas others chafe against it and long for company. Whether they embrace solitude or long to escape it, the solitary life shapes their attitudes and ideals. A few are driven slightly mad by their years apart from society.\",{\"type\":\"table\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I've been isolated for so long that I rarely speak, preferring gestures and the occasional grunt.\"],[\"2\",\"I am utterly serene, even in the face of disaster.\"],[\"3\",\"The leader of my community had something wise to say on every topic, and I am eager to share that wisdom.\"],[\"4\",\"I feel tremendous empathy for all who suffer.\"],[\"5\",\"I'm oblivious to etiquette and social expectations.\"],[\"6\",\"I connect everything that happens to me to a grand, cosmic plan.\"],[\"7\",\"I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings.\"],[\"8\",\"I am working on a grand philosophical theory and love sharing my ideas.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good)\"],[\"2\",\"Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)\"],[\"3\",\"Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic)\"],[\"4\",\"Power. Solitude and contemplation are paths toward mystical or magical power. (Evil)\"],[\"5\",\"Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)\"],[\"6\",\"Self-Knowledge. If you know yourself, there's nothing left to know. (Any)\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Nothing is more important than the other members of my hermitage, order, or association.\"],[\"2\",\"I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them.\"],[\"3\",\"I'm still seeking the enlightenment I pursued in my seclusion, and it still eludes me.\"],[\"4\",\"I entered seclusion because I loved someone I could not have.\"],[\"5\",\"Should my discovery come to light, it could bring ruin to the world.\"],[\"6\",\"My isolation gave me great insight into a great evil that only I can destroy.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Now that I've returned to the world, I enjoy its delights a little too much.\"],[\"2\",\"I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell.\"],[\"3\",\"I am dogmatic in my thoughts and philosophy.\"],[\"4\",\"I let my need to win arguments overshadow friendships and harmony.\"],[\"5\",\"I'd risk too much to uncover a lost bit of knowledge.\"],[\"6\",\"I like keeping secrets and won't share them with anyone.\"]]}]}],\"hasFluff\":true},{\"name\":\"Hermit\",\"source\":\"XPHB\",\"page\":182,\"edition\":\"one\",\"ability\":[{\"choose\":{\"weighted\":{\"from\":[\"con\",\"wis\",\"cha\"],\"weights\":[2,1]}}},{\"choose\":{\"weighted\":{\"from\":[\"con\",\"wis\",\"cha\"],\"weights\":[1,1,1]}}}],\"feats\":[{\"healer|xphb\":true}],\"skillProficiencies\":[{\"medicine\":true,\"religion\":true}],\"toolProficiencies\":[{\"herbalism kit\":true}],\"startingEquipment\":[{\"A\":[{\"item\":\"quarterstaff|xphb\"},{\"item\":\"herbalism kit|xphb\"},{\"item\":\"bedroll|xphb\"},{\"item\":\"book|xphb\"},{\"item\":\"lamp|xphb\"},{\"item\":\"oil|xphb\",\"quantity\":3},{\"item\":\"traveler's clothes|xphb\"},{\"value\":1600}],\"B\":[{\"value\":5000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Ability Scores:\",\"entry\":\"Constitution, Wisdom, Charisma\"},{\"type\":\"item\",\"name\":\"Feat:\",\"entry\":\"{@feat Healer|XPHB}\"},{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Medicine|XPHB}, {@skill Religion|XPHB}\"},{\"type\":\"item\",\"name\":\"Tool Proficiency:\",\"entry\":\"{@item Herbalism Kit|XPHB}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"Choose A or B: (A) {@item Quarterstaff|XPHB}, {@item Herbalism Kit|XPHB}, {@item Bedroll|XPHB}, {@item Book|XPHB} (philosophy), {@item Lamp|XPHB}, {@item Oil|XPHB} (3 flasks), {@item Traveler's Clothes|XPHB}, 16 GP; or (B) 50 GP\"}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hillsfar Merchant\",\"source\":\"ALRageOfDemons\",\"page\":7,\"skillProficiencies\":[{\"insight\":true,\"persuasion\":true}],\"toolProficiencies\":[{\"vehicles (land)\":true,\"vehicles (water)\":true}],\"startingEquipment\":[{\"_\":[\"fine clothes|phb\",\"signet ring|phb\",{\"special\":\"letter of introduction from your family's trading house\"},{\"special\":\"purse\",\"containsValue\":2500}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Insight}, {@skill Persuasion}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"{@filter Vehicles (land)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (land)} and {@filter vehicles (water)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (water)}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A set of {@item fine clothes|phb}, a {@item signet ring|phb}, a letter of introduction from your family's trading house, and a purse containing 25 gp\"}]},{\"name\":\"Lifestyle\",\"type\":\"entries\",\"entries\":[\"Wealthy\"]},{\"name\":\"Overview\",\"type\":\"entries\",\"entries\":[\"Before becoming an adventurer, you were a successful merchant operating out Hillsfar, the City of Trade. Your family operated warehouses, organized caravans, managed stores, or owned a ship and has trade contacts throughout the Moonsea region, as well as up and down the length of the Sword Coast. Perhaps they import ore, uncut gems, untreated furs, or grain into the City of Trade, or they export fine cloth, faceted gems, fine furs, or Dragon's Breath, a brandy-like liquor. Regardless, you've largely given that life up for some reason and have chosen to seek adventure instead. Nevertheless, the training you received then, and perhaps the contacts you made, serve you well as an adventurer.\",\"Choose one of the following features:\"]},{\"name\":\"Feature: Factor\",\"type\":\"entries\",\"entries\":[\"Although you've left the day-to-day life of a merchant behind, your family has assigned you the services of a loyal retainer from the business, a factor, husbanding agent, seafarer, caravan guard, or clerk. This individual is a commoner who can perform mundane tasks for you such as making purchases, delivering messages, and running errands. He or she will not fight for you and will not follow you into obviously dangerous areas (such as dungeons), and will leave if frequently endangered or abused. If he or she is killed, the family assigns you another within a few days. Note: This feature is a variant of the Noble Knight's Retainers feature.\"],\"data\":{\"isFeature\":true}},{\"name\":\"Alternate Feature: Trade Contact\",\"type\":\"entries\",\"entries\":[\"You and your family have trade contacts such as caravan masters, shopkeepers, sailors, artisans, and farmers throughout the Moonsea region and all along the Sword Coast. Once per game session, when adventuring in either of those areas, you can use those contacts to get information about the local area or to pass a message to someone in those areas, even across the great distance between the two areas. Note: This feature is a variant of the Criminal Contact and Researcher features.\"],\"data\":{\"isFeature\":true,\"isAlternateFeature\":true}},{\"type\":\"entries\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I fill my evenings with wine or mead and song.\"],[\"2\",\"I greatly admire gladiators and enjoy the Arena.\"],[\"3\",\"I take my wealth for granted. It seldom occurs to me that others aren't rich themselves.\"],[\"4\",\"I leave broken hearts all around the Moonsea and up and down the Sword Coast.\"],[\"5\",\"I work hard and seldom make time for fun.\"],[\"6\",\"I am a particularly devout and pray often.\"],[\"7\",\"The Red Plumes caught me once. I hate them.\"],[\"8\",\"I ask a lot of questions to get information about those with whom I am working and dealing.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Frugal. I spend my money very carefully. (Lawful)\"],[\"2\",\"Profligate. I tend to spend extravagantly. (Chaotic)\"],[\"3\",\"Honest. I deal with others above board. (Any)\"],[\"4\",\"Sharp. I seek to make the best deal possible. (Any)\"],[\"5\",\"Charitable. I give generously to others. (Good)\"],[\"6\",\"Greedy. I do not share my wealth with others. (Evil)\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I am fiercely loyal to those with whom I work.\"],[\"2\",\"I must uphold the good name of my family.\"],[\"3\",\"I will prove myself to my family as an adventurer.\"],[\"4\",\"Deals are sacrosanct. I never go back on my word.\"],[\"5\",\"I love making deals and negotiating agreements.\"],[\"6\",\"I guard my wealth jealously.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I am a braggart. I promote myself shamelessly.\"],[\"2\",\"I am vain. I always wear the latest fashions.\"],[\"3\",\"I am a glutton. I eat and drink to excess.\"],[\"4\",\"I am a snob. I want only the finest things in life.\"],[\"5\",\"I am lazy. I want others to take care of everything.\"],[\"6\",\"I am overconfident. I overestimate my abilities.\"]]}],\"name\":\"Suggested Characteristics\"}],\"hasFluff\":true},{\"name\":\"Hillsfar Smuggler\",\"source\":\"ALRageOfDemons\",\"page\":8,\"skillProficiencies\":[{\"perception\":true,\"stealth\":true}],\"languageProficiencies\":[{\"anyStandard\":1}],\"toolProficiencies\":[{\"forgery kit\":true}],\"startingEquipment\":[{\"_\":[\"forgery kit|phb\",\"common clothes|phb\",{\"item\":\"pouch|phb\",\"displayName\":\"belt pouch\"},{\"value\":500}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Perception}, {@skill Stealth}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"One racial language\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"{@item Forgery kit|phb}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A {@item forgery kit|phb}, a set of {@item common clothes|phb}, a belt {@item pouch|phb}, and 5 gp\"}]},{\"name\":\"Lifestyle\",\"type\":\"entries\",\"entries\":[\"Modest\"]},{\"name\":\"Overview\",\"type\":\"entries\",\"entries\":[\"Hillsfar is the City of Trade. However, the Great Law of Trade only protects \\\"legitimate\\\" trade, trade that passes through the city's sole gate, which the Red Plumes monitor and tax. And the Great Law of Humanity banishes non-humans from the city altogether. The two Great Laws create great demand and great risk for smugglers, who shepherd illicit goods and non-humans into and out of the city by secret routes. The Rogues Guild tightly controls all of this activity, taking its cut from sanctioned jobs and exacting punishment for independent jobs.\",\"Perhaps you trafficked Dragon's Breath (a brandy-like liquor) to avoid tariffs or contraband to avoid seizure, or maybe you are a human who sympathizes with the non-humans and worked as part of the network of secret routes and safe houses that helps them pass through Hillsfar. Either way, you have contacts in the smuggling community who can help you slip into and out of the city unnoticed, for a price.\"]},{\"name\":\"Feature: Secret Passage\",\"type\":\"entries\",\"entries\":[\"You can call on your contacts within the smuggling community to secure secret passage into or out of Hillsfar for yourself and your adventuring companions, no questions asked, and no Red Plume entanglements. Because you're calling in a favor, you can't be certain they will be able to help on your timetable or at all. Your Dungeon Master will determine whether you can be smuggled into or out of the city. In return for your passage, you and your companions may owe the Rouges Guild a favor and/or may have to pay bribes. Note: This feature is a variant of the Sailor feature.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"When I'm not smuggling, I gamble.\"],[\"2\",\"I just love Halfling cooking and baking!\"],[\"3\",\"I party with dwarves whenever I can.\"],[\"4\",\"I'm a terrible singer, but I love to do it.\"],[\"5\",\"I was raised to honor Chauntea and still do.\"],[\"6\",\"The blood sports of the Arena sicken me.\"],[\"7\",\"I think non-humans are really interesting.\"],[\"8\",\"I exaggerate the tales of my exploits.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Fair. I think everyone deserves to be treated fairly. I don't play favorites. (Lawful)\"],[\"2\",\"Impulsive. Planning is often a waste of time. No plan survives contact with reality. It's easier to dive in and deal with the consequences. (Chaotic)\"],[\"3\",\"Curious. I want to learn as much as I can about the people and places I encounter. (Any)\"],[\"4\",\"Prepared. I think success depends on preparing as much as possible in advance. (Any)\"],[\"5\",\"Respectful. I think everyone deserves to be treated with respect and dignity, regardless of their race, creed, color, or origin. (Good)\"],[\"6\",\"Corrupt. I will break the law or act dishonestly if the money is right. (Evil)\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I am loyal to the Rogues Guild and would do anything for them.\"],[\"2\",\"I love the city of Hillsfar and my fellow Hillsfarians, despite the recent problems.\"],[\"3\",\"I admire the elves. I help them whenever I can.\"],[\"4\",\"A gnome helped me once. I pay the favor forward.\"],[\"5\",\"I enjoy tricking the Red Plumes at every opportunity.\"],[\"6\",\"I smuggled agricultural goods for non-human farmers. I try to help them when I can.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"My hatred for the Red Plumes burns so brightly that I have difficulty suppressing It around them.\"],[\"2\",\"The Red Plumes caught me once before, and I was branded for my crime. If they catch me again, for any offense, the punishment will be dire.\"],[\"3\",\"I treat all Hillsfarans poorly. I am disgusted with their failure to revolt against the Great Law of Humanity.\"],[\"4\",\"I have difficulty trusting strangers. Anyone could be a spy for the authorities.\"],[\"5\",\"I am greedy. There Isn't much I won't do for money.\"],[\"6\",\"I'm an informant for the Red Plumes. They let me continue my activities, so long as I pass them information about illegal activity in Hillsfar.\"]]}],\"name\":\"Suggested Characteristics\"}],\"hasFluff\":true},{\"name\":\"House Agent\",\"source\":\"ERLW\",\"page\":53,\"skillProficiencies\":[{\"investigation\":true,\"persuasion\":true}],\"toolProficiencies\":[{\"alchemist's supplies\":true,\"tinker's tools\":true},{\"anyGamingSet\":1,\"vehicles (land)\":true},{\"brewer's supplies\":true,\"cook's utensils\":true},{\"alchemist's supplies\":true,\"herbalism kit\":true},{\"tinker's tools\":true,\"thieves' tools\":true},{\"vehicles (water)\":true,\"vehicles (air)\":true,\"navigator's tools\":true},{\"thieves' tools\":true,\"disguise kit\":true},{\"disguise kit\":true,\"anyMusicalInstrument\":1},{\"calligrapher's supplies\":true,\"forgery kit\":true},{\"thieves' tools\":true,\"anyGamingSet\":1},{\"poisoner's kit\":true,\"anyMusicalInstrument\":1},{\"vehicles (land)\":true,\"herbalism kit\":true}],\"startingEquipment\":[{\"_\":[\"fine clothes|phb\",{\"item\":\"signet ring|phb\",\"displayName\":\"house signet ring\"},{\"special\":\"identification papers\"},{\"special\":\"purse\",\"containsValue\":2000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Investigation}, {@skill Persuasion}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entries\":[\"Two proficiencies from the House Tool Proficiencies table\"]},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A set of {@item fine clothes|phb}, house {@item signet ring|phb}, identification papers, and a purse containing 20 gp.\"}]},{\"type\":\"table\",\"caption\":\"House Tool Proficiencies\",\"colLabels\":[\"Your House\",\"Proficiencies\"],\"colStyles\":[\"col-2\",\"col-10\"],\"rows\":[[\"Cannith\",\"{@item Alchemist's supplies|phb} and {@item tinker's tools|phb}\"],[\"Deneith\",\"One {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set} and {@filter vehicles (land)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (land)}\"],[\"Ghallanda\",\"{@item Brewer's supplies|phb} and {@item cook's utensils|phb}\"],[\"Jorasco\",\"{@item Alchemist's supplies|phb} and {@item herbalism kit|phb}\"],[\"Kundarak\",\"{@item Thieves' tools|phb} and {@item tinker's tools|phb}\"],[\"Lyrandar\",\"{@item Navigator's tools|phb} and {@filter vehicles (sea and air)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (water);vehicle (air)}\"],[\"Medani\",\"{@item Disguise kit|phb} and {@item thieves' tools|phb}\"],[\"Orien\",\"One {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set} and {@filter vehicles (land)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (land)}\"],[\"Phiarlan\",\"{@item Disguise kit|phb} and one {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument}\"],[\"Sivis\",\"{@item Calligrapher's supplies|phb} and {@item forgery kit|phb}\"],[\"Tharashk\",\"One {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set} and {@item thieves' tools|phb}\"],[\"Thuranni\",\"One {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument} and {@item poisoner's kit|phb}\"],[\"Vadalis\",\"{@item herbalism kit|phb} and {@filter vehicles (land)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (land)}\"]]},{\"type\":\"entries\",\"name\":\"Role\",\"entries\":[\"You always gather information for your house, but when a baron give you a specific mission, what sort of work do you do? The House Agent Role table gives possibilities.\",{\"type\":\"table\",\"caption\":\"House Agent Role\",\"colLabels\":[\"d8\",\"Role\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[\"1\",\"Acquisition\"],[\"2\",\"Investigation\"],[\"3\",\"Research & Development\"],[\"4\",\"Security\"],[\"5\",\"Intimidation\"],[\"6\",\"Exploration\"],[\"7\",\"Negotiation\"],[\"8\",\"Covert Operations\"]]}]},{\"name\":\"Feature: House Connections\",\"type\":\"entries\",\"entries\":[\"As an agent of your house, you can always get food and lodging for yourself and your friends at a house enclave. When the house assigns you a mission, it will usually provide you with the necessary supplies and transportation. Beyond this, you have many old friends, mentors, and rivals in your house, and you may encounter one of them when you interact with a house business. The degree to which such acquaintances are willing to help you depends on your current standing in your house.\"],\"data\":{\"isFeature\":true}},{\"name\":\"Suggested Characteristics\",\"type\":\"entries\",\"entries\":[\"House agents are diverse. Consider the house you serve and the work you do when choosing characteristics.\",{\"type\":\"table\",\"caption\":\"Personality Traits\",\"colLabels\":[\"d6\",\"Personality Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I'm always looking to improve efficiency.\"],[\"2\",\"I love to share trivia about my house's business.\"],[\"3\",\"I never forget an insult against me or my house.\"],[\"4\",\"I'm enthusiastic about everything my house does.\"],[\"5\",\"I represent my house and take pride in my looks.\"],[\"6\",\"I'm critical of monarchies and limits on the houses.\"]]},{\"type\":\"table\",\"caption\":\"Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Common Good}. My house serves a vital function, and its prosperity will help everyone. (Good)\"],[\"2\",\"{@b Tradition}. I uphold traditions of my house and bring honor to my family. (Lawful)\"],[\"3\",\"{@b Innovation}. Abandon old traditions and find better ways to do things. (Chaotic)\"],[\"4\",\"{@b Power}. I want to ensure the prosperity of my house and wield its power myself. (Evil)\"],[\"5\",\"{@b Discovery}. I want to learn all I can, both for my house and for my own curiosity. (Any)\"],[\"6\",\"{@b Comfort}. I want to ensure that me and mine enjoy the best things in life. (Any)\"]]},{\"type\":\"table\",\"caption\":\"Bonds\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"My house is my family. I would do anything for it.\"],[\"2\",\"I love someone from another house, but the relationship is forbidden.\"],[\"3\",\"Someone I love was killed by a rival faction within my house, and I will have revenge.\"],[\"4\",\"I don't care about the house as a whole, but I would do anything for my old mentor.\"],[\"5\",\"My house must evolve, and I'll lead the evolution.\"],[\"6\",\"I'm determined to impress the leaders of my house, and to become a leader myself.\"]]},{\"type\":\"table\",\"caption\":\"Flaws\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I'm fixated on following official protocols.\"],[\"2\",\"I'm obsessed with conspiracy theories and worried about secret societies and hidden demons.\"],[\"3\",\"My house and bloodline make me the best!\"],[\"4\",\"My secret could get me expelled from my house.\"],[\"5\",\"My religious beliefs aren't widespread in my house.\"],[\"6\",\"I'm working for a hidden faction in my house that gives me secret assignments.\"]]}]}],\"hasFluff\":true},{\"name\":\"Inheritor\",\"source\":\"SCAG\",\"page\":150,\"skillProficiencies\":[{\"survival\":true,\"choose\":{\"from\":[\"arcana\",\"history\",\"religion\"]}}],\"languageProficiencies\":[{\"anyStandard\":1}],\"toolProficiencies\":[{\"choose\":{\"from\":[\"musical instrument\",\"gaming set\"]}}],\"startingEquipment\":[{\"_\":[{\"special\":\"Your inheritance\"},\"traveler's clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1500}]},{\"a\":[{\"equipmentType\":\"setGaming\"}],\"b\":[{\"equipmentType\":\"instrumentMusical\"}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Survival}, plus one from among {@skill Arcana}, {@skill History}, and {@skill Religion}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Any one of your choice\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"Your choice of a {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set} or a {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"Your inheritance, a set of {@item traveler's clothes|phb}, the tool you choose for this background's tool proficiency ({@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set} or {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument}), and a {@item pouch|phb} containing 15 gp\"}]},{\"name\":\"Feature: Inheritance\",\"type\":\"entries\",\"entries\":[\"Choose or randomly determine your inheritance from the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.\",\"The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met.\",\"When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you.\",{\"type\":\"table\",\"colLabels\":[\"d8\",\"Object or item:\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"A document such as a map, a letter, or a journal\"],[\"2-3\",\"a trinket (see \\\"Trinkets\\\" in chapter 5 of the Player's Handbook)\"],[\"4\",\"an article of clothing\"],[\"5\",\"a piece of jewelry\"],[\"6\",\"an arcane book or formulary\"],[\"7\",\"a written story, song, poem, or secret\"],[\"8\",\"a tattoo or other body marking\"]]}],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Suggested Characteristics\",\"entries\":[\"Use the tables for the {@background folk hero} background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as an inheritor.\",\"Your bond might be directly related to your inheritance, or to the person from whom you received it. Your ideal might be influenced by what you know about your inheritance, or by what you intend to do with your gift once you realize what it is capable of.\"]}],\"hasFluff\":true},{\"name\":\"Initiate\",\"source\":\"PSA\",\"page\":8,\"skillProficiencies\":[{\"athletics\":true,\"intimidation\":true}],\"toolProficiencies\":[{\"anyGamingSet\":1,\"vehicles (land)\":true}],\"startingEquipment\":[{\"_\":[{\"special\":\"simple puzzle box\"},{\"special\":\"scroll containing the basic teachings of the five gods\"},{\"equipmentType\":\"setGaming\"},\"common clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1500},{\"special\":\"any cartouches you have earned\"}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Athletics}, {@skill Intimidation}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"One type of {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set}, {@filter vehicles (land)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (land)}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A simple puzzle box, a scroll containing the basic teachings of the five gods, a {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set}, a set of {@item common clothes|phb}, and a belt {@item pouch|phb} containing 15 gp. If you have completed any trials before the start of the campaign, you also have any cartouches you have earned\"}]},{\"name\":\"Feature: Trials of the Five Gods\",\"type\":\"entries\",\"entries\":[\"Your life is oriented around your participation in the five trials that will determine your worthiness in the afterlife. While you prepare for and undergo those trials, you have constant access to training. A comfortable place to live and regular meals are provided to you by servitor mummies (the anointed) under the supervision of viziers. You can enjoy these benefits only as long as you obey the societal norms of Naktamun—training for the trials (with or without your crop), obeying the orders of the gods, and following the instructions of their viziers. If you violate these norms, you risk being treated as a dissenter. See \\\"{@book Trials of the Five Gods|PS-A|3}\\\" for more information about undertaking the trials and their rewards.\"],\"data\":{\"isFeature\":true}},{\"name\":\"Suggested Characteristics\",\"type\":\"entries\",\"entries\":[\"An initiate's life is focused on the trials, but it doesn't need to be all about the trials. Though some initiates are highly focused on their training, most undergo that training while also experiencing joy, sorrow, love, loss, anger, jealousy, hope, faith, delight—the whole range of mortal emotions and experience. The afterlife might be a constant presence in every initiate's mind, but it is the culmination of a life well-lived—not a replacement for it.\",{\"type\":\"table\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I always have a joke on hand when the mood gets too serious.\"],[\"2\",\"I use sarcasm and insults to keep a distance between myself and my crop-mates, because I don't want to get attached to them.\"],[\"3\",\"I'll settle for nothing less than perfection—in myself, in my cropmates, in everything.\"],[\"4\",\"I'm so focused on the glorious afterlife that nothing in this life can shake my calm resolve.\"],[\"5\",\"I enjoy using my skills to help those who lack those same skills.\"],[\"6\",\"I train hard so that I can play hard at the end of the day. I fully expect to play even harder in the glorious afterlife, but I'm not in a hurry to get there.\"],[\"7\",\"I'm perfectly happy letting others pick up the slack for me while I take it easy.\"],[\"8\",\"I'm constantly sizing up everyone around me, thinking about what kind of opponent they'll be in the final trial.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"{@b Solidarity.} The thing that matters most of all is that we're there for each other. (Lawful)\"],[\"2\",\"{@b Knowledge.} The world is a puzzle—a mystery waiting to be solved. (Neutral)\"],[\"3\",\"{@b Strength.} All that matters to me is my own perfection. Let everyone else seek that perfection in their own way. (Any)\"],[\"4\",\"{@b Ambition.} I'm going to prove that I deserve only the best—of everything. (Evil)\"],[\"5\",\"{@b Zeal.} Anything worth doing is worth throwing my whole self into. (Any)\"],[\"6\",\"{@b Redemption.} I will train all the harder to make up for the doubt I entertained when I was younger. (Any)\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"One of my crop-mates is my dearest friend, and I hope we will face each other in the final trial.\"],[\"2\",\"I am in love with a vizier.\"],[\"3\",\"I am particularly drawn to one of the five gods, and I want nothing more than to win that god's particular favor.\"],[\"4\",\"I am more devoted to Naktamun and its people than I am to any of the ideals of the gods.\"],[\"5\",\"My weapon was a gift from a beloved trainer who died in an accident.\"],[\"6\",\"I carry a memento of my time as an acolyte, and I treasure it above all other things.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I'm easily distracted by an attractive person, which could be the death of me in the trials.\"],[\"2\",\"I really wanted to be a vizier, and I'm angry at the god who didn't choose me.\"],[\"3\",\"Training for a lifetime to die in the end seems like a big waste of energy.\"],[\"4\",\"I'm not at all sure I'll be able to grant a glorified death to any of my crop-mates.\"],[\"5\",\"I have a lasting grudge against one of my crop-mates, and each of us wants to see the other fail.\"],[\"6\",\"I think I've figured out that this world is not what it seems. Something dark is going on here.\"]]}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Initiate (Dissenter)\",\"source\":\"PSA\",\"page\":11,\"_copy\":{\"name\":\"Initiate\",\"source\":\"PSA\",\"_mod\":{\"entries\":{\"mode\":\"replaceArr\",\"replace\":\"Feature: Trials of the Five Gods\",\"items\":{\"name\":\"Feature: Shelter of Dissenters\",\"type\":\"entries\",\"entries\":[\"If they wish to have any hope of survival, whether hiding within the city or cast out into the desert, dissenters must help each other. You can find a place to hide, rest, or recuperate among other dissenters. They will help shield you from those who hunt you, possibly even risking their lives for you.\"],\"data\":{\"isFeature\":true}}}}},\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Inquisitor\",\"source\":\"PSI\",\"page\":12,\"skillProficiencies\":[{\"investigation\":true,\"religion\":true}],\"toolProficiencies\":[{\"thieves' tools\":true,\"anyArtisansTool\":1}],\"startingEquipment\":[{\"_\":[\"holy symbol|phb\",\"traveler's clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1500}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Investigation}, {@skill Religion}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"{@item Thieves' tools|phb}, one type of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A {@item holy symbol|phb}, a set of {@item traveler's clothes|phb}, and a belt {@item pouch|phb} containing 15 gp\"}]},{\"name\":\"Feature: Legal Authority\",\"type\":\"entries\",\"entries\":[\"As an inquisitor of the church, you have the authority to arrest criminals. In the absence of other authorities, you are authorized to pass judgement and even carry out sentencing. If you abuse this power, however, your superiors in the church might strip it from you.\"],\"data\":{\"isFeature\":true}}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Investigator\",\"source\":\"VRGR\",\"page\":35,\"skillProficiencies\":[{\"choose\":{\"from\":[\"insight\",\"investigation\",\"perception\"],\"count\":2}}],\"toolProficiencies\":[{\"disguise kit\":true,\"thieves' tools\":true}],\"startingEquipment\":[{\"_\":[\"magnifying glass|PHB\",\"common clothes|phb\",{\"item\":\"Horror Trinket|VRGR\",\"displayName\":\"evidence from a past case (choose one or roll for a trinket from the {@item Horror Trinket|VRGR|Horror Trinkets})\"},{\"value\":10}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"Choose two from among {@skill Insight}, {@skill Investigation}, or {@skill Perception}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"{@item Disguise kit|phb}, {@item Thieves' tools|phb}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A {@item magnifying glass|PHB}, evidence from a past case (choose one or roll for a trinket from the {@item Horror Trinket|VRGR|Horror Trinkets} later in this chapter), a {@item Common Clothes|PHB|set of common clothes}, and 10 gp\"}]},{\"name\":\"Feature: Official Inquiry\",\"type\":\"entries\",\"entries\":[\"You're experienced at gaining access to people and places to get the information you need. Through a combination of fast-talking, determination, and official-looking documentation, you can gain access to a place or an individual related to a crime you're investigating. Those who aren't involved in your investigation avoid impeding you or pass along your requests. Additionally, local law enforcement has firm opinions about you, viewing you as either a nuisance or one of their own.\"],\"data\":{\"isFeature\":true}},{\"name\":\"Path to Mystery\",\"type\":\"entries\",\"entries\":[\"Your first case influenced the types of mysteries you're interested in. Why was this case so impactful, personal, or traumatic? Whom did it affect besides you? Why and how did you get involved? Was it solved? How did it set you on the path to investigating other mysteries? Roll on or choose details from the First Case table to develop the mystery that started your career as an investigator.\",{\"type\":\"table\",\"caption\":\"First Case\",\"colLabels\":[\"d8\",\"Case\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A friend was wrongfully accused of murder. You tracked down the actual killer, proving your friend's innocence and starting your career as a detective.\"],[\"2\",\"You're told you went missing for weeks. When you were found, you had no memory of being gone. Now you search to discover what happened to you.\"],[\"3\",\"You helped a spirit find peace by finding its missing corpse. Ever since, other spectral clients have sought you out to help them find rest.\"],[\"4\",\"You revealed that the monsters terrorizing your home were illusions created by a cruel mage. The magic-user escaped, but you've continued to uncover magical hoaxes.\"],[\"5\",\"You were wrongfully accused and convicted of a crime. You managed to escape and seek to help others avoid the experience you suffered, even while still being pursued by the law.\"],[\"6\",\"You survived the destructive use of a magic device that wiped out your home. Members of a secret organization found you. You now work with them, tracking down dangerous supernatural phenomena and preventing them from doing harm.\"],[\"7\",\"You found evidence of a conspiracy underpinning society. You tried to expose this mysterious cabal, but no one believed you. You're still trying to prove what you know is true.\"],[\"8\",\"You got a job with an agency that investigates crimes that local law enforcement can't solve. You often wonder which you value more, the truth or your pay.\"]]}]},{\"type\":\"section\",\"name\":\"Horror Characteristics\",\"id\":\"0a4\",\"entries\":[\"Characters in a horror-focused campaign might have distinct motivations and characteristics. Use the following tables to supplement your background's suggested characteristics or to inspire those of your own design.\",{\"type\":\"table\",\"caption\":\"Horror Character Personality Traits\",\"colLabels\":[\"d12\",\"Personality Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I had an encounter that I believe gives me a special affinity with a supernatural creature or event.\"],[\"2\",\"A signature piece of clothing or distinct weapon serves as an emblem of who I am.\"],[\"3\",\"I never accept that I'm out of my depth.\"],[\"4\",\"I must know the answer to every secret. No door remains unopened in my presence.\"],[\"5\",\"I let people underestimate me, revealing my full competency only to those close to me.\"],[\"6\",\"I compulsively seek to collect trophies of my travels and victories.\"],[\"7\",\"It doesn't matter if the whole world's against me. I'll always do what I think is right.\"],[\"8\",\"I have morbid interests and a macabre aesthetic.\"],[\"9\",\"I have a personal ritual, mantra, or relaxation method I use to deal with stress.\"],[\"10\",\"Nothing is more important than life, and I never leave anyone in danger.\"],[\"11\",\"I'm quick to jump to extreme solutions. Why risk a lesser option not working?\"],[\"12\",\"I'm easily startled, but I'm not a coward.\"]]},{\"type\":\"table\",\"caption\":\"Horror Character Ideals\",\"colLabels\":[\"d12\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Adrenaline. I've experienced such strangeness that now I feel alive only in extreme situations.\"],[\"2\",\"Balance. I strive to counter the deeds of someone for whom I feel responsible.\"],[\"3\",\"Bound. I've wronged someone and must work their will to avoid their curse.\"],[\"4\",\"Escape. I believe there is something beyond the world I know, and I need to find it.\"],[\"5\",\"Legacy. I must do something great so that I'm remembered, and my time is running out.\"],[\"6\",\"Misdirection. I work vigorously to keep others from realizing my flaws or misdeeds.\"],[\"7\",\"Obsession. I've lived this way for so long that I can't imagine another way.\"],[\"8\",\"Obligation. I owe it to my people, faith, family, or teacher to continue a vaunted legacy.\"],[\"9\",\"Promise. My life is no longer my own. I must fulfill the dream of someone who's gone.\"],[\"10\",\"Revelation. I need to know what lies beyond the mysteries of death, the world, or the Mists.\"],[\"11\",\"Sanctuary. I know the forces at work in the world and strive to create islands apart from them.\"],[\"12\",\"Truth. I care about the truth above all else, even if it doesn't benefit anyone.\"]]},{\"type\":\"table\",\"caption\":\"Horror Character Bonds\",\"colLabels\":[\"d12\",\"Bond\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I desperately need to get back to someone or someplace, but I lost them in the Mists.\"],[\"2\",\"Everything I do is in the service of a powerful master, one I must keep a secret from everyone.\"],[\"3\",\"I owe much to my vanished mentor. I seek to continue their work even as I search to find them.\"],[\"4\",\"I've seen great darkness, and I'm committed to being a light against it—the light of all lights.\"],[\"5\",\"Someone I love has become a monster, murderer, or other threat. It's up to me to redeem them.\"],[\"6\",\"The world has been convinced of a terrible lie. It's up to me to reveal the truth.\"],[\"7\",\"I deeply miss someone and am quick to adopt people who remind me of them.\"],[\"8\",\"A great evil dwells within me. I will fight against it and the world's other evils for as long as I can.\"],[\"9\",\"I'm desperately seeking a cure to an affliction or a curse, either for someone close to me for myself.\"],[\"10\",\"Spirits are drawn to me. I do all I can to help them find peace.\"],[\"11\",\"I use my cunning mind to solve mysteries and find justice for those who've been wronged.\"],[\"12\",\"I lost someone I care about, but I still see them in guilty visions, recurring dreams, or as a spirit.\"]]},{\"type\":\"table\",\"caption\":\"Horror Character Flaws\",\"colLabels\":[\"d12\",\"Flaw\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I believe doom follows me and that anyone who gets close to me will face a tragic end.\"],[\"2\",\"I'm convinced something is after me, appearing in mirrors, dreams, and places where no one could.\"],[\"3\",\"I'm especially superstitious and live life seeking to avoid bad luck, wicked spirits, or the Mists.\"],[\"4\",\"I've done unspeakable evil and will do anything to prevent others from finding out.\"],[\"5\",\"I am exceptionally credulous and believe any story or legend immediately.\"],[\"6\",\"I'm a skeptic and don't believe in the power of rituals, religion, superstition, or spirits.\"],[\"7\",\"I know my future is written and that anything I do will lead to a prophesied end.\"],[\"8\",\"I need to find the best in everyone and everything, even when that means denying obvious malice.\"],[\"9\",\"I've seen the evil of a type of place—like forests, cities, or graveyards—and resist going there.\"],[\"10\",\"I'm exceptionally cautious, planning laboriously and devising countless contingencies.\"],[\"11\",\"I have a reputation for defeating a great evil, but that's a lie and the wicked force knows.\"],[\"12\",\"I know the ends always justify the means and am quick to make sacrifices to attain my goals.\"]]}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Iron Route Bandit\",\"source\":\"ALCurseOfStrahd\",\"page\":5,\"skillProficiencies\":[{\"animal handling\":true,\"stealth\":true}],\"toolProficiencies\":[{\"anyGamingSet\":1,\"vehicles (land)\":true}],\"startingEquipment\":[{\"_\":[{\"item\":\"common clothes|phb\",\"displayName\":\"dark common clothes\"},\"pack saddle|phb\",\"burglar's pack|phb\",{\"item\":\"pouch|phb\",\"containsValue\":500}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Animal Handling}, {@skill Stealth}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"One type of {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set}, {@filter vehicles (land)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (land)}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A set of dark {@item common clothes|phb}, {@item pack saddle|phb}, {@item burglar's pack|phb}, and a belt {@item pouch|phb} containing 5 gp\"}]},{\"name\":\"Lifestyle\",\"type\":\"entries\",\"entries\":[\"Poor\"]},{\"name\":\"Overview\",\"type\":\"entries\",\"entries\":[\"The Iron Route, once the primary trade route between Phlan and Zhentil Keep, used to be a site of extensive banditry until the Phlan's recent occupation. Your time as an erstwhile bandit has given you plenty of experience in the saddle and a knack for acquiring and appraising other people's mounts, pets, and vehicles among other things. This particular set of skills has become very lucrative for you by working for the underground as a horse thief for a local guild of thieves and other shadowy organizations.\"]},{\"name\":\"Feature: Black-Market Breeder\",\"type\":\"entries\",\"entries\":[\"You know how to find people who are always looking for stolen animals & vehicles, whether to provide for animal pit fights, or to supply some desperate rogues the means to get away faster on mounts during an illegal job. This contact not only provides you with information of what such animals & vehicles are in high demand in the area, but also offer to give you favors and information (DM choice) if you bring such animals & vehicles to them. Note: This is a variant of the Criminal Contact feature.\"],\"data\":{\"isFeature\":true}},{\"name\":\"Suggested Characteristics\",\"type\":\"entries\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"If people leave their gear unsecured, they must not want it very much.\"],[\"2\",\"I feel more comfortable sleeping under the open sky.\"],[\"3\",\"I always pre-plan my escape should things go bad; I always like to have an exit strategy.\"],[\"4\",\"I tend to give animal owners breeding and care advice whether or not they want it.\"],[\"5\",\"I lost a pet as a child and sadly reflect on it to this day.\"],[\"6\",\"I always form a powerful, emotional bond with my mount.\"],[\"7\",\"I recoil at the thought of killing someone else's pet or mount.\"],[\"8\",\"I prefer to hang to the back of a scuffle or discussion. Better to have my enemies in front of me.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Loyalty. Never bite the hand that feeds. (Good)\"],[\"2\",\"Unpredictability. Keep your enemy guessing and off-balance like a confused deer. (Chaotic)\"],[\"3\",\"Power. I strive to become leader of the pack at all costs. (Lawful)\"],[\"4\",\"Freedom. I bow to no one I don't respect. (Chaotic)\"],[\"5\",\"Resourcefulness. Our wits are our most valuable resource in troubled times. (Any)\"],[\"6\",\"Unity. Lone wolves fail where the pack succeeds. (Any)\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I cannot leave a harmed animal behind; I must save it or put it out of its misery.\"],[\"2\",\"I leave behind my own personal calling cards when I do a job.\"],[\"3\",\"I do not trust people who do not have a pet, mount, or furry companion.\"],[\"4\",\"The pelt I wear on my back was from an animal that died saving my life, I will always cherish it.\"],[\"5\",\"If my pet does not like you, I do not like you!\"],[\"6\",\"Once you've ridden with me and fought by my side, I'll be there for you odds be damned.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I talk to animals; I believe they understand me, even if they do not.\"],[\"2\",\"I growl at and bite anyone who gets too close to my food while I am eating.\"],[\"3\",\"I strongly dislike enclosed spaces and require intoxication or firm encouragement to enter them.\"],[\"4\",\"I robbed the wrong caravan once. The owner is a powerful merchant who holds a grudge.\"],[\"5\",\"I'm an inveterate gambler.\"],[\"6\",\"I judge people based on how well they stand their ground in a fight. I got not time for cowards...\"]]}]}],\"hasFluff\":true},{\"name\":\"Izzet Engineer\",\"source\":\"GGR\",\"page\":66,\"skillProficiencies\":[{\"arcana\":true,\"investigation\":true}],\"languageProficiencies\":[{\"choose\":{\"from\":[\"draconic\",\"goblin\",\"other\"]}}],\"toolProficiencies\":[{\"anyArtisansTool\":1}],\"startingEquipment\":[{\"_\":[{\"special\":\"Izzet insignia\"},{\"equipmentType\":\"toolArtisan\"},{\"special\":\"the charred and twisted remains of a failed experiment\"},\"hammer|phb\",\"block and tackle|phb\",\"common clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":500}]}],\"additionalSpells\":[{\"expanded\":{\"s0\":[\"produce flame#c\",\"shocking grasp#c\"],\"s1\":[\"chaos bolt|xge\",\"create or destroy water\",\"unseen servant\"],\"s2\":[\"heat metal\",\"rope trick\"],\"s3\":[\"call lightning\",\"elemental weapon\",\"glyph of warding\"],\"s4\":[\"conjure minor elementals\",\"divination\",\"otiluke's resilient sphere\"],\"s5\":[\"animate objects\",\"conjure elemental\"]}}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Arcana}, {@skill Investigation}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"One type of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Choose one of Draconic, Goblin, or Vedalken\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"An Izzet insignia, one set of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}, the charred and twisted remains of a failed experiment, a {@item hammer|phb}, a {@item block and tackle|phb}, a set of {@item common clothes|phb}, and a belt {@item pouch|phb} containing 5 gp (Azorius 1-zino coins)\"}]},{\"type\":\"entries\",\"name\":\"Feature: Urban Infrastructure\",\"entries\":[\"The popular conception of the Izzet League is based on mad inventions, dangerous experiments, and explosive blasts. Much of that perception is accurate, but the league is also involved with mundane tasks of construction and architecture—primarily in crafting the infrastructure that allows Ravnicans to enjoy running water, levitating platforms, and other magical and technological wonders.\",\"You have a basic knowledge of the structure of buildings, including the stuff behind the walls. You can also find blueprints of a specific building in order to learn the details of its construction. Such blueprints might provide knowledge of entry points, structural weaknesses, or secret spaces. Your access to such information isn't unlimited. If obtaining or using the information gets you in trouble with the law, the guild can't shield you from the repercussions.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Izzet Guild Spells\",\"entries\":[\"{@i Prerequisite: Spellcasting or Pact Magic class feature}\",\"For you, the spells on the Izzet Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)\",{\"type\":\"table\",\"caption\":\"Izzet Guild Spells\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"Spell Level\",\"Spells\"],\"rows\":[[\"Cantrip\",\"{@spell produce flame}, {@spell shocking grasp}\"],[\"1st\",\"{@spell chaos bolt|XGE}, {@spell create or destroy water}, {@spell unseen servant}\"],[\"2nd\",\"{@spell heat metal}, {@spell rope trick}\"],[\"3rd\",\"{@spell call lightning}, {@spell elemental weapon}, {@spell glyph of warding}\"],[\"4th\",\"{@spell conjure minor elementals}, {@spell divination}, {@spell Otiluke's resilient sphere}\"],[\"5th\",\"{@spell animate objects}, {@spell conjure elemental}\"]]},\"Your spells tend to be loud, flashy, or explosive, even when the effect is unremarkable. For example, when you open the portal of a {@spell rope trick} spell, the portal might be outlined by harmless, showy sparkles.\",\"If you use an arcane focus, it probably takes the form of an intricate device that could include metal gauntlets, glass canisters, copper tubing, and leather straps attaching it to your body. The {@item mizzium apparatus|GGR} described in {@book chapter 5|GGR|4|Mizzium Apparatus} is a magical version of this gear.\",\"The {@spell chaos bolt|XGE} spell is a favorite of Izzet spellcasters because of its unpredictable nature.\"]},{\"type\":\"entries\",\"name\":\"Suggested Characteristics\",\"entries\":[\"Members of the Izzet League embody some combination of chaotic, frenetic energy with intellectual curiosity, in varying proportions. Some are committed to academic pursuits, and others just like explosions.\",{\"type\":\"table\",\"caption\":\"Personality Traits\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"I have a hard time staying focused on... oh, and my brain tends to jump from one... did I mention focus?\"],[\"2\",\"I get really excited about my ideas and I can't wait to talk about them and start putting them into practice and tinkering with them and I want to tell you about how exciting it all is!\"],[\"3\",\"It's not magic—or anything, really—if you do it only halfway. Whatever I do, I give it all I've got.\"],[\"4\",\"I do what my gut tells me.\"],[\"5\",\"Life's an experiment, and I can't wait to see what happens.\"],[\"6\",\"I pepper my speech with the incomprehensible jargon of my trade, like mizzium droplets inserted into a weird-field suspension.\"],[\"7\",\"Great ideas are fine, but great results are what counts.\"],[\"8\",\"If you can guess what I'm about to do, that means I've run out of imagination.\"]]},{\"type\":\"table\",\"caption\":\"Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"{@b Guild}. My guild is all that really matters. (Any)\"],[\"2\",\"{@b Creativity}. Half the world's troubles come from stodgy thinking, stuck in the past. We need innovative solutions. (Chaotic)\"],[\"3\",\"{@b Discovery}. Every experiment has the potential to reveal more secrets of the multiverse. (Any)\"],[\"4\",\"{@b Science}. A rigorous application of logical principles and protocols will lead us toward progress more surely than any belief system. (Lawful)\"],[\"5\",\"{@b Fun}. I love my job! Despite the dangerous working conditions, there's nothing I'd rather do. (Chaotic)\"],[\"6\",\"{@b Power}. Someday I'll find or create the magic that will make me the most powerful being in Ravnica. (Evil)\"]]},{\"type\":\"table\",\"caption\":\"Bonds\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"I have dedicated my life to finding a solution to a scientific problem.\"],[\"2\",\"I'll never forget the laboratory where I learned my skills, or the other attendants who learned alongside me.\"],[\"3\",\"I'm convinced it was sabotage that destroyed my first laboratory and killed many of my friends, and I seek revenge against whoever did it.\"],[\"4\",\"I have the schematics for an invention that I hope to build one day, once I have the necessary resources.\"],[\"5\",\"A fellow student and I are racing to solve the same scientific puzzle.\"],[\"6\",\"I would do anything the guildmaster told me to do.\"]]},{\"type\":\"table\",\"caption\":\"Flaws\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"If there's a plan, I'll probably forget it. If I don't forget it, I'll probably ignore it.\"],[\"2\",\"I get bored easily, and if nothing is happening I'll make something happen.\"],[\"3\",\"Nothing is ever simple, and if it seems simple, I'll find a way to make it complicated.\"],[\"4\",\"I tend to ignore sleep for days when I'm conducting research, often at the expense of my own health and safety.\"],[\"5\",\"I'm convinced there's not a soul in Ravnica, except maybe the great Niv-Mizzet, who can match my boundless intellect.\"],[\"6\",\"I'm incapable of admitting a flaw in my logic.\"]]}]},{\"type\":\"entries\",\"name\":\"Contacts\",\"entries\":[\"The laboratories of the Izzet League are constantly starting up new projects and dissolving old ones, so it's easy for even the lowliest attendant to make friends (and enemies) in laboratories across Ravnica.\",\"Roll twice on the Izzet Contacts table (for an ally and a rival) and once on the Non-Izzet Contacts table.\",{\"type\":\"table\",\"caption\":\"Izzet Contacts\",\"colLabels\":[\"d8\",\"Contact\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"An older relative is a member of the guild's board of directors.\"],[\"2\",\"I know a sprite who carries important messages among the guild's laboratories.\"],[\"3\",\"A sibling is the head of a laboratory doing exotic research.\"],[\"4\",\"A former colleague is now an attendant in a laboratory in the central guildhall.\"],[\"5\",\"I'm in regular communication with an instructor who set me on the course of my life and research.\"],[\"6\",\"I had a romance with a chemister working in the Blistercoils.\"],[\"7\",\"As an attendant, I had a fierce rivalry with another attendant for our supervisor's attention.\"],[\"8\",\"The guildmaster, Niv-Mizzet, took note of one of my experiments!\"]]},{\"type\":\"table\",\"caption\":\"Non-Izzet Contacts\",\"colLabels\":[\"d10\",\"Contact\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"An Azorius inspector seems interested in my work.\"],[\"2\",\"I was ready to join the Boros before I decided on Izzet, and I sometimes still hear from the sergeant who tried to recruit me.\"],[\"3\",\"One of my former assistants turned out to be a Dimir spy. We're not on friendly terms anymore, but we have a habit of running into each other.\"],[\"4\",\"A Golgari assassin killed a bitter rival of mine, leaving me with conflicted feelings.\"],[\"5\",\"I helped a minor Gruul chieftain acquire an Izzet weapon.\"],[\"6\",\"Roll an additional Izzet contact; you can decide if the contact is an ally or a rival.\"],[\"7\",\"An Orzhov banker financed my laboratory's current work and expects great returns.\"],[\"8\",\"I have a cousin in the Cult of Rakdos, and we get along quite well.\"],[\"9\",\"A former attendant from the same laboratory ran off to join the Selesnya, and we get into a big argument every time we run into each other.\"],[\"10\",\"I compare notes and techniques with a Simic scientist over lunch sometimes.\"]]}]},{\"type\":\"entries\",\"name\":\"How Do I Fit In?\",\"entries\":[\"Whatever your role in the Izzet League, you are expected to contribute to its research in some way. That contribution might involve participating in tests, whether as an assistant, a researcher, or a subject. You might be one of the soldiers who protects a laboratory, or a laborer responsible for lifting heavy pieces of equipment into place. Everyone's contribution matters, even if the Izzet know that some matter more than others.\"]}],\"hasFluff\":true},{\"name\":\"Knight of Solamnia\",\"source\":\"DSotDQ\",\"page\":30,\"prerequisite\":[{\"campaign\":[\"Dragonlance\"]}],\"feats\":[{\"squire of solamnia|dsotdq\":true}],\"skillProficiencies\":[{\"athletics\":true,\"survival\":true}],\"languageProficiencies\":[{\"anyStandard\":2}],\"startingEquipment\":[{\"_\":[{\"special\":\"insignia of rank\"},\"playing card set|phb\",\"common clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1000}]}],\"fromFeature\":{\"feats\":true},\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Athletics}, {@skill Survival}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Two of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"An insignia of rank, a {@item playing card set|phb|deck of cards}, a set of {@item common clothes|PHB}, and a {@item pouch|PHB} containing 10 gp\"}]},{\"type\":\"entries\",\"name\":\"Feature: Squire of Solamnia\",\"entries\":[\"You gain the {@feat Squire of Solamnia|DSotDQ} feat.\",\"In addition, the Knights of Solamnia provide you free, modest lodging and food at any of their fortresses or encampments.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Building a Knight of Solamnia Character\",\"entries\":[\"Any class that has martial prowess can be a good fit in the Knights of Solamnia. {@class Fighter||Fighters} and {@class paladin||paladins} make up the bulk of the knighthood's forces. {@class Cleric||Clerics} (often with the {@class Cleric|PHB|War|War} domain) can also be found among the knights' ranks.\",\"For a more unusual take on a Knight of Solamnia character, consider playing a bard of the {@class Bard|PHB|College of Valor|Valor} (or the {@class Bard|PHB|College of Swords|Swords|XGE} from {@book Xanathar's Guide to Everything|XGE}) or a {@class barbarian} devoted to the ideals of the nature god {@deity Habbakuk|dragonlance} (perhaps adopting the {@class barbarian||Path of the Zealot|Zealot|xge} from {@book Xanathar's Guide to Everything|XGE}).\",{\"type\":\"entries\",\"name\":\"Knight of Solamnia Trinkets\",\"entries\":[\"When you make your character, roll once on the Knight of Solamnia Trinkets table instead of on the {@item Trinket|PHB|Trinkets table} in the Player's Handbook for your starting trinket.\",{\"type\":\"table\",\"caption\":\"Knight of Solamnia Trinkets\",\"colLabels\":[\"d6\",\"Trinket\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"A flat silver disk you record your heroics upon\"],[\"2\",\"A piece of a fallen knight's armor\"],[\"3\",\"A pendant featuring a crown, a rose, or a sword\"],[\"4\",\"The pommel of your mentor's sword\"],[\"5\",\"A meaningful favor from someone you defended—perhaps a handkerchief or glove\"],[\"6\",\"A locket with a sketch of a silver dragon inside\"]]}]}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Knight of the Order\",\"source\":\"SCAG\",\"page\":151,\"skillProficiencies\":[{\"persuasion\":true,\"choose\":{\"from\":[\"arcana\",\"history\",\"nature\",\"religion\"]}}],\"languageProficiencies\":[{\"anyStandard\":1}],\"toolProficiencies\":[{\"choose\":{\"from\":[\"musical instrument\",\"gaming set\"]}}],\"startingEquipment\":[{\"_\":[\"traveler's clothes|phb\",{\"special\":\"signet, banner, or seal representing your place or rank in the order\"},{\"item\":\"pouch|phb\",\"containsValue\":1000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Persuasion}, plus one from among {@skill Arcana}, {@skill History}, {@skill Nature}, and {@skill Religion}, as appropriate for your order\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"Your choice of a {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set} or a {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Any one of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"One set of {@item traveler's clothes|phb}, a signet, banner, or seal representing your place or rank in the order, and a {@item pouch|phb} containing 10 gp\"}]},{\"name\":\"Feature: Knightly Regard\",\"type\":\"entries\",\"entries\":[\"You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community—whether a lone settlement or a great nation—that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share their ideals.\",\"This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Suggested Characteristics\",\"entries\":[\"Use the tables for the {@background soldier} background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a knight of your order.\",\"Your bond almost always involves the order to which you belong (or at least key members of it), and it is highly unusual for a knight's ideal not to reflect the agenda, sentiment, or philosophy of one's order.\"]}],\"hasFluff\":true},{\"name\":\"Lorehold Student\",\"source\":\"SCC\",\"page\":31,\"feats\":[{\"strixhaven initiate|scc\":true}],\"skillProficiencies\":[{\"history\":true,\"religion\":true}],\"languageProficiencies\":[{\"anyStandard\":2}],\"startingEquipment\":[{\"_\":[\"ink (1-ounce bottle)|phb\",\"ink pen|phb\",\"hammer|phb\",\"hooded lantern|phb\",\"tinderbox|phb\",{\"special\":\"tome of history\"},{\"special\":\"school uniform\"},{\"item\":\"pouch|phb\",\"containsValue\":1500}]}],\"additionalSpells\":[{\"expanded\":{\"s1\":[\"comprehend languages\",\"identify\"],\"s2\":[\"borrowed knowledge|scc\",\"locate object\"],\"s3\":[\"speak with dead\",\"spirit guardians\"],\"s4\":[\"arcane eye\",\"stone shape\"],\"s5\":[\"flame strike\",\"legend lore\"]}}],\"fromFeature\":{\"additionalSpells\":true,\"feats\":true},\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill History}, {@skill Religion}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Two of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A {@item Ink (1-ounce bottle)|PHB|bottle of black ink}, an {@item ink pen|PHB}, a {@item hammer|PHB}, a {@item hooded lantern|PHB}, a {@item tinderbox|PHB}, a tome of history, a school uniform, and a {@item pouch|phb} containing 15 gp\"}]},{\"type\":\"entries\",\"name\":\"Feature: Lorehold Initiate\",\"entries\":[\"You gain the {@feat Strixhaven Initiate|SCC} feat and must choose Lorehold within it.\",\"In addition, if you have the Spellcasting or Pact Magic feature, the spells on the Lorehold Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)\",{\"type\":\"table\",\"caption\":\"Lorehold Spells\",\"colLabels\":[\"Spell Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell Comprehend Languages}, {@spell Identify}\"],[\"2nd\",\"{@spell Borrowed Knowledge|SCC}, {@spell Locate Object}\"],[\"3rd\",\"{@spell Speak with Dead}, {@spell Spirit Guardians}\"],[\"4th\",\"{@spell Arcane Eye}, {@spell Stone Shape}\"],[\"5th\",\"{@spell Flame Strike}, {@spell Legend Lore}\"]]},\"Consider customizing how your spells look when you cast them. Your Lorehold spells might create displays of golden light. You might use a tome or a scroll as a spellcasting focus, and your spell effects might reflect the appearance of the reference books you study.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Building a Lorehold Character\",\"entries\":[\"Any class or subclass that deals with knowledge of the past can be a good fit in Lorehold. Bards thrive in Lorehold, and wizards (particularly those of the {@class Wizard|PHB|School of Divination|Divination|PHB}) are numerous among its students. Clerics (often with the {@class Cleric|PHB|Knowledge|Knowledge|PHB} or {@class Cleric|PHB|Light|Light|PHB} domains) are also quite common.\",\"For a more unusual take on a Lorehold student, you could consider playing a barbarian with a primal connection to the past (perhaps adopting the {@class Barbarian|PHB|Path of the Ancestral Guardian|Ancestral Guardian|XGE} from {@book Xanathar's Guide to Everything|XGE}) or a paladin whose {@class Paladin|PHB|Oath of the Ancients|Ancients|PHB} gives a concrete link to history.\",{\"type\":\"entries\",\"name\":\"Suggested Characteristics\",\"entries\":[\"Methodical historians and daring adventurers alike can be found among the ranks of Lorehold college. The Lorehold Personality Traits table suggests a variety of traits you might adopt for your character.\",{\"type\":\"table\",\"caption\":\"Lorehold Personality Traits\",\"colLabels\":[\"d6\",\"Personality Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I thrive on esoteric lore. The more obscure the historical references I can include in everyday conversation, the better.\"],[\"2\",\"By searching for these lost artifacts, I hope to find who I really am along the way.\"],[\"3\",\"I can barely go a minute without talking about my research. I have so much knowledge in my head, and it needs to be let out somewhere!\"],[\"4\",\"The spirits of the dead are so much more interesting to talk with than living classmates.\"],[\"5\",\"I can speak eloquently about the historical ramifications of an ancient war. But ask me to add two-digit numbers together, and I'm a mess.\"],[\"6\",\"In the end, it's all just entropy. Everything falls apart someday.\"]]}]},{\"type\":\"entries\",\"name\":\"Lorehold Trinkets\",\"entries\":[\"When you make your character, you may roll once on the {@item Lorehold Trinket|SCC|Lorehold Trinkets} table, instead of on the {@item trinket|phb|Trinkets table} in the {@book Player's Handbook|PHB}, for your starting trinket.\"]}]}],\"hasFluff\":true},{\"name\":\"Luxonborn (Acolyte)\",\"source\":\"EGW\",\"page\":203,\"_copy\":{\"name\":\"Acolyte\",\"source\":\"PHB\"},\"hasFluff\":true},{\"name\":\"Lyceum Scholar\",\"source\":\"TDCSR\",\"page\":183,\"skillProficiencies\":[{\"choose\":{\"from\":[\"arcana\",\"history\",\"persuasion\"],\"count\":2}}],\"languageProficiencies\":[{\"any\":2}],\"startingEquipment\":[{\"_\":[{\"item\":\"fine clothes|phb\",\"displayName\":\"A set of fine clothes\"},{\"special\":\"student uniform\"},{\"item\":\"writing kit|TDCSR\"},{\"item\":\"pouch|phb\",\"containsValue\":1000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"Your choice of two of the following: {@skill Arcana}, {@skill History}, or {@skill Persuasion}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Two of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A set of {@item fine clothes|phb}, a student uniform, a {@item writing kit|TDCSR} ({@item pouch|PHB|small pouch} with a quill, {@item Ink (1-ounce bottle)|PHB|ink}, {@item Parchment (one sheet)|PHB|folded parchment} and a penknife), and a belt {@item pouch|PHB} containing 10 gp\"}]},{\"type\":\"entries\",\"name\":\"Feature: Academic Requisition\",\"page\":184,\"entries\":[\"You've cleared enough lessons—and have gained an ally or two among the staff—to enable access to certain private areas within the {@book Lyceum|TDCSR|3|5. Alabaster Lyceum} and other allied universities. Whenever you're on {@book Lyceum|TDCSR|3|5. Alabaster Lyceum} grounds or at another major academic institution, you can requisition any set of {@filter tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} found in the fifth edition rules. Each set of {@filter tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} is magically marked to sound an alarm if they are removed from the university's grounds.\",\"When you seek services such as spellcasting from an NPC at the {@book Alabaster Lyceum|TDCSR|3|5. Alabaster Lyceum} or a related institution, you can use those services at a 25 percent discount, at the GM's discretion.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Suggested Characteristics\",\"page\":184,\"entries\":[\"The {@book Alabaster Lyceum|TDCSR|3|5. Alabaster Lyceum} accepts students of all major trades, the fine arts, and the magical arts. Pupils talented and privileged enough to be accepted travel to {@book Emon|TDCSR|3|Emon, the City of Fellowship} from all over Tal'Dorei, seeking to study among some of the greatest minds and most talented arcanists in the land. If you came from a smaller city, a rural area, or Tal'Dorei's relatively uncharted wilderness, studying at the {@book Lyceum|TDCSR|3|5. Alabaster Lyceum} might have left you with a sense of culture shock, for good or for ill.\",\"Your bond is likely associated with your goals as a student or graduate. Your ideal probably involves your hopes in using the knowledge you've gained at the {@book Lyceum|TDCSR|3|5. Alabaster Lyceum}, and your travels as an adventurer, to tailor the world to your liking.\",{\"type\":\"table\",\"caption\":\"Lyceum Scholar Personality Traits\",\"colLabels\":[\"{@dice d8}\",\"Personality Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I can't believe I'm here! At the {@book Alabaster Lyceum|TDCSR|3|5. Alabaster Lyceum}. Oh, gods, I've dreamed of this my whole life, and now I'm here!\"],[\"2\",\"I can't believe I squandered all the opportunities I had at school. I was supposed to be learning good stuff, but I wasted it all daydreaming about fighting monsters.\"],[\"3\",\"Every night at school, I'd knock back a couple of meads and read with my pals! Just a bunch of nerds having fun, and I loved it.\"],[\"4\",\"Everyone at school was such a stick in the mud. Dressing the same, listening to the same bards...ugh, it's sad. Just be yourself.\"],[\"5\",\"I'm happiest when I've got my little party with me. At school, it was like we were a squad of heroes, slaying projects like monsters.\"],[\"6\",\"I'd really rather you didn't bother me. Can't you see I'm studying here?\"],[\"7\",\"I don't care. I just don't care about it all. The dates I had to memorize, the formulae I learned...I just want to run away and live!\"],[\"8\",\"I'm just...tired. All the time. Oh, adventuring, sure, that's fine, as long as I can find time to...nap...goodnight.\"]]},{\"type\":\"table\",\"caption\":\"Lyceum Scholar Ideals\",\"colLabels\":[\"{@dice d6}\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Preparedness}. I can't go out into the world unless I know what I'm up against. Study first, act later. (Neutral)\"],[\"2\",\"{@b Stardom}. Having a team is good and all, but you can't win a game of ball without the star charger, and you know that's me. (Evil)\"],[\"3\",\"{@b Individuality}. The world keeps us down by trying to put us all into little boxes. I'm tired of living in my box, and I don't care what you think about it. (Chaotic)\"],[\"4\",\"{@b Purpose}. I study because there are things I need to know. I'll find my place in the world, and I'll make the world better. (Good)\"],[\"5\",\"{@b Code of Conduct}. The student code is there to benefit all students, you know. It's the same for laws! (Lawful)\"],[\"6\",\"{@b Recreation}. All this studying crap wasn't worth anything if you weren't partying when you were done. Meet me down at the tavern, okay? (Chaotic)\"]]},{\"type\":\"table\",\"caption\":\"Lyceum Scholar Bonds\",\"colLabels\":[\"{@dice d6}\",\"Bond\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I came to the {@book Lyceum|TDCSR|3|5. Alabaster Lyceum} with no one, but I fell in love with the city of {@book Emon|TDCSR|3|Emon, the City of Fellowship}. I've finally found a place that feels like home!\"],[\"2\",\"Most of my professors drove me to frustration, but there's one who was kind and wise. I know they'll always have my back.\"],[\"3\",\"My family saved every copper piece to give me the opportunities I have now. I can't let them down.\"],[\"4\",\"I came to the {@book Lyceum|TDCSR|3|5. Alabaster Lyceum} with a childhood friend, but we've long been drifting apart.\"],[\"5\",\"Discovery is the only thing that matters to me. The topic doesn't matter. Books keep me company on my loneliest days.\"],[\"6\",\"The {@book Lyceum|TDCSR|3|5. Alabaster Lyceum} is my life. I'd give up anything—everything—to protect it from harm.\"]]},{\"type\":\"table\",\"caption\":\"Lyceum Scholar Flaws\",\"colLabels\":[\"{@dice d6}\",\"Flaw\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The {@book Lyceum|TDCSR|3|5. Alabaster Lyceum} taught me to never want to leave my room. The campus was so huge, and the crowds were so horrible.\"],[\"2\",\"You think you're so great just because you've got muscles, and endurance, and...shut up! Read a book sometime!\"],[\"3\",\"Huh? What? Sorry, I was thinking about a test I need to retake when I get back to school....\"],[\"4\",\"I spent too much time studying. Now I don't have any friends.\"],[\"5\",\"If you don't match my aesthetic, I'm not interested in you. We can work together, but we won't be friends. Got it?\"],[\"6\",\"I'm always striving for perfection. I got top of my class, sure, but only with a 98 average. And that's. Not. Perfect.\"]]}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mage of High Sorcery\",\"source\":\"DSotDQ\",\"page\":30,\"prerequisite\":[{\"campaign\":[\"Dragonlance\"]}],\"feats\":[{\"initiate of high sorcery|dsotdq\":true}],\"skillProficiencies\":[{\"arcana\":true,\"history\":true}],\"languageProficiencies\":[{\"anyStandard\":2}],\"startingEquipment\":[{\"_\":[\"ink (1-ounce bottle)|phb\",\"ink pen|phb\",\"common clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1000}]}],\"fromFeature\":{\"feats\":true},\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Arcana}, {@skill History}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Two of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A {@item Ink (1-ounce bottle)|PHB|bottle of colored ink}, an {@item ink pen|phb}, a set of {@item common clothes|phb}, and a {@item pouch|phb} containing 10 gp\"}]},{\"type\":\"entries\",\"name\":\"Feature: Initiate of High Sorcery\",\"entries\":[\"You gain the {@feat Initiate of High Sorcery|DSotDQ} feat.\",\"In addition, the Mages of High Sorcery provide you with free, modest lodging and food indefinitely at any occupied Tower of High Sorcery and for one night at the home of an organization member.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Building a Mage of High Sorcery Character\",\"entries\":[\"Mages of High Sorcery are typically sorcerers, warlocks, or wizards and might have any subclass. Spellcasters who gain their magic through devotion are less likely to be welcomed among the traditionalist mages. Nevertheless, the Mages of High Sorcery are shrewd, and they rarely let unique opportunities or individuals pass them by. Even members of martial classes who train in magic might find a rare place among the group's three orders.\",{\"type\":\"entries\",\"name\":\"Mage of High Sorcery Trinkets\",\"entries\":[\"When you make your character, roll once on the Mage of High Sorcery Trinkets table instead of on the {@item trinket|phb|Trinkets table} in the Player's Handbook for your starting trinket.\",{\"type\":\"table\",\"caption\":\"Mage of High Sorcery Trinkets\",\"colLabels\":[\"d6\",\"Trinket\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"An unopened letter from your first teacher\"],[\"2\",\"A broken wand made of black, red, or white wood\"],[\"3\",\"A scroll bearing an incomprehensible formula\"],[\"4\",\"A purposeless device covered in colored stones that can fold into various enigmatic shapes\"],[\"5\",\"A pouch or spellbook emblazoned with the triple moon symbol of the Mages of High Sorcery\"],[\"6\",\"A lens through which you can see Krynn's invisible black moon, Nuitari\"]]}]}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mageborn\",\"source\":\"DoDk\",\"page\":245,\"prerequisite\":[{\"level\":{\"level\":1,\"class\":{\"name\":\"Bard\",\"visible\":true}}},{\"level\":{\"level\":1,\"class\":{\"name\":\"Sorcerer\",\"visible\":true}}},{\"level\":{\"level\":1,\"class\":{\"name\":\"Warlock\",\"visible\":true}}},{\"level\":{\"level\":1,\"class\":{\"name\":\"Wizard\",\"visible\":true}}}],\"skillProficiencies\":[{\"choose\":{\"from\":[\"arcana\",\"deception\",\"investigation\",\"perception\"],\"count\":2}}],\"languageProficiencies\":[{\"draconic\":true},{\"elvish\":true}],\"toolProficiencies\":[{\"choose\":{\"from\":[\"calligrapher's supplies\",\"alchemist's supplies\"]}}],\"startingEquipment\":[{\"_\":[{\"item\":\"wand|phb\",\"displayName\":\"gnarled wand made of wood\"},{\"special\":\"duster jacket\"},{\"special\":\"satchel for material components and potions\"}]},{\"a\":[\"amulet|phb\"],\"b\":[{\"item\":\"trinket|phb\",\"displayName\":\"other trinket of importance to you\"}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"Two of the following: {@skill Arcana}, {@skill Deception}, {@skill Investigation}, {@skill Perception}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"Either calligraphers' supplies or alchemists' supplies\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Draconic or Elvish\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A gnarled {@item wand|PHB} made of wood, a duster jacket, a satchel for material components and potions, an {@item amulet|PHB} or other {@item trinket|PHB} of importance to you\"}]},{\"type\":\"entries\",\"name\":\"Mageborn Quirk\",\"entries\":[{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"d8\",\"Mageborn Quirk\"],\"rows\":[[\"1\",\"My eyes are two different colours.\"],[\"2\",\"Whenever I cast a spell, my voice echoes and an unknown wind seems to blow around me.\"],[\"3\",\"My eyes glow with octarine light when I am casting spells.\"],[\"4\",\"I hear voices and sounds when close to magical entities, as if the magic itself speaks to me.\"],[\"5\",\"I have full conversations with myself out loud that occasionally can get heated.\"],[\"6\",\"Magic floods my mind and makes it difficult to sleep without constant nightmares and visions.\"],[\"7\",\"I speak to beings from other planes of existence who manifest as simple creatures before me.\"],[\"8\",\"I have a birthmark in a unique shape that appears every day for 2 and a half hours, then vanishes.\"]]}]},{\"type\":\"entries\",\"name\":\"Feature: Bookworm\",\"entries\":[\"Once per day after you finish a long rest, you can spend one hour to create a spell scroll. You need only paper and ink to do so, and the level of the spell you can create equals one half your proficiency bonus (rounded down) or lower. The scroll you create must be a spell you know or have prepared. It crumbles to dust in 24 hours.\",{\"type\":\"table\",\"caption\":\"Suggested Characteristics\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"d8\",\"Personality Trait\"],\"rows\":[[\"1\",\"I idolize one of the archmages of the Academy and hope to prove myself to them in time.\"],[\"2\",\"Nothing will get between me and my goals. When people say something I care about is impossible, I prove them wrong.\"],[\"3\",\"I am confident in my powers, and do not fear the horrors of Drakkenheim, for I can bend reality.\"],[\"4\",\"I am constantly reading books. The more knowledge I can obtain, the more I can outwit friends and foes alike.\"],[\"5\",\"I am a mage for hire and am not afraid to use my magic to get my hands dirty. A lot of people will pay top coin for a skillset like mine.\"],[\"6\",\"I am a sucker for a good mystery and pride myself in my ability to solve them.\"],[\"7\",\"Everyone is always so serious - we all die in the end, might as well enjoy the ride.\"],[\"8\",\"I always push myself to be the best at whatever it is I set out to do.\"]]},{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"d6\",\"Ideal\"],\"rows\":[[\"1\",\"Respect. My powers are a blessing and a curse, and I work diligently to show people not to fear magic. (Good)\"],[\"2\",\"Knowledge. I left the Academy on good terms to work at one of the many historical institutes of the world, hoping that my love for books and history would be of use. (Any)\"],[\"3\",\"Love. I left the Academy due to love, and I plan to keep my promise to that love. (Good)\"],[\"4\",\"Forgiveness. I must undo the mistakes of my past by proving myself to those I care about most. (Good)\"],[\"5\",\"Power. Delerium is power, and I must learn all I can about its origins and properties if I am to harness that power. (Chaotic)\"],[\"6\",\"Independence. I stand alone from the Academy for a reason. I do not wish to be on their bad side, but I do not wish to be on their good side either. (Neutral)\"]]},{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"d6\",\"Bond\"],\"rows\":[[\"1\",\"It is my duty to protect the Amethyst Academy.\"],[\"2\",\"My life's work in the study of delerium caused my expulsion. I must continue that research to prove its value.\"],[\"3\",\"The mysteries of my past and my power are tied to the meteor. I need answers.\"],[\"4\",\"My terrible mistake was covered up by my mentor in the Academy. I owe them my life.\"],[\"5\",\"My nightmares have guided me to Drakkenheim. I must investigate these visions.\"],[\"6\",\"I come from a long line of wizards, my exit from the Academy was highly upsetting to them and I need to earn my way back into their favour, even if it means risking my life in Drakkenheim.\"]]},{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"d6\",\"Flaw\"],\"rows\":[[\"1\",\"I walk straight into danger. What's the worst that could happen?\"],[\"2\",\"I believe my plan is always far superior to everyone else's.\"],[\"3\",\"I am distracted by possibilities of gaining knowledge or power, regardless of the cost or danger.\"],[\"4\",\"I overcomplicate most situations with small details and over analyzing simple things.\"],[\"5\",\"I get angry quickly, and cause more harm than good with my magic when I get mad.\"],[\"6\",\"I can't get enough delerium. I want the power for myself.\"]]}],\"data\":{\"isFeature\":true}}],\"hasFluff\":true},{\"name\":\"Marine\",\"source\":\"GoS\",\"page\":31,\"skillProficiencies\":[{\"athletics\":true,\"survival\":true}],\"toolProficiencies\":[{\"vehicles (water)\":true,\"vehicles (land)\":true}],\"startingEquipment\":[{\"_\":[{\"item\":\"dagger|phb\",\"displayName\":\"dagger that belonged to a fallen comrade\"},{\"special\":\"folded flag emblazoned with the symbol of your ship or company\"},\"traveler's clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Athletics}, {@skill Survival}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"{@filter Vehicles (water, land)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (land);vehicle (water)}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A {@item dagger|phb} that belonged to a fallen comrade, a folded flag emblazoned with the symbol of your ship or company, a set of {@item traveler's clothes|phb}, and a belt {@item pouch|phb} containing 10 gp\"}]},{\"type\":\"entries\",\"name\":\"Feature: Steady\",\"entries\":[\"You can move twice the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march (see \\\"Travel Pace\\\" in chapter 8 of the Player's Handbook). Additionally, you can automatically find a safe route to land a boat on shore, provided such a route exists.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Hardship Endured\",\"entries\":[\"Hardship in your past has forged you into an unstoppable living weapon. This hardship is essential to you and is at the heart of a personal philosophy or ethos that often guides your actions. You can roll on the following table to determine this hardship or choose one that best fits your character.\",{\"type\":\"table\",\"colLabels\":[\"d6\",\"Hardship\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Nearly Drowned. You hid underwater to avoid detection by enemies and held your breath for an extremely long time. Just before you would have died, you had a revelation about your existence.\"],[\"2\",\"Captured. You spent months enduring thirst, starvation, and torture at the hands of your enemy, but you never broke.\"],[\"3\",\"Sacrifice. You enabled the escape of your fellow soldiers, but at great cost to yourself. Some of your past comrades may think you're dead.\"],[\"4\",\"Juggernaut. No reasonable explanation can explain how you survived a particular battle. Every arrow and bolt missed you. You slew scores of enemies single-handedly and led your comrades to victory.\"],[\"5\",\"Stowaway. For days, you hid in the bilge of an enemy ship, surviving on brackish water and foolhardy rats. At the right moment, you crept up to the deck and took over the ship on your own.\"],[\"6\",\"Leave None Behind. You carried an injured marine for miles to avoid capture and death.\"]]}]},{\"type\":\"entries\",\"name\":\"Suggested Characteristics\",\"entries\":[\"Marines are looked up to by other soldiers and respected by their superiors. They are veteran warriors who rarely lose composure on the battlefield. Marines who leave the service tend to work as mercenaries, but their combat experience also makes them excellent adventurers. Though they are self-reliant, marines tend to operate best in groups, valuing camaraderie and the companionship of like-minded individuals.\",{\"type\":\"table\",\"caption\":\"Marine Personality Traits\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I speak rarely but mean every word I say.\"],[\"2\",\"I laugh loudly and see the humor in stressful situations.\"],[\"3\",\"I prefer to solve problems without violence, but I finish fights decisively.\"],[\"4\",\"I enjoy being out in nature; poor weather never sours my mood.\"],[\"5\",\"I am dependable.\"],[\"6\",\"I am always working on some project or other.\"],[\"7\",\"I become cantankerous and quiet in the rain.\"],[\"8\",\"When the sea is within my sight, my mood is jovial and optimistic.\"]]},{\"type\":\"table\",\"caption\":\"Marine Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Teamwork.} Success depends on cooperation and communication. (Good)\"],[\"2\",\"{@b Code.} The marines' code provides a solution for every problem, and following it is imperative. (Lawful)\"],[\"3\",\"{@b Embracing.} Life is messy. Throwing yourself into the worst of it is necessary to get the job done. (Chaotic)\"],[\"4\",\"{@b Might.} The strong train so that they might rule those who are weak. (Evil)\"],[\"5\",\"{@b Bravery.} To act when others quake in fear—this is the essence of the warrior. (Any)\"],[\"6\",\"{@b Perseverance.} No injury or obstacle can turn me from my goal. (Any)\"]]},{\"type\":\"table\",\"caption\":\"Marine Bonds\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I face danger and evil to offset an unredeemable act in my past.\"],[\"2\",\"I. Will. Finish. The. Job.\"],[\"3\",\"I must set an example of hope for those who have given up.\"],[\"4\",\"I'm searching for a fellow marine captured by an elusive enemy.\"],[\"5\",\"Fear leads to tyranny, and both must be eradicated.\"],[\"6\",\"My commander betrayed my unit, and I will have revenge.\"]]},{\"type\":\"table\",\"caption\":\"Marine Flaws\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I grow combative and unpredictable when I drink.\"],[\"2\",\"I find civilian life difficult and struggle to say the right thing in social situations.\"],[\"3\",\"My intensity can drive others away.\"],[\"4\",\"I hold grudges and have difficulty forgiving others.\"],[\"5\",\"I become irrational when innocent people are hurt.\"],[\"6\",\"I sometimes stay up all night listening to the ghosts of my fallen enemies.\"]]}]}],\"hasFluff\":true},{\"name\":\"Mercenary Veteran\",\"source\":\"SCAG\",\"page\":152,\"skillProficiencies\":[{\"athletics\":true,\"persuasion\":true}],\"toolProficiencies\":[{\"anyGamingSet\":1,\"vehicles (land)\":true}],\"startingEquipment\":[{\"_\":[{\"item\":\"traveler's clothes|phb\",\"displayName\":\"uniform of your company\"},{\"special\":\"insignia of your rank\"},{\"equipmentType\":\"setGaming\"},{\"item\":\"pouch|phb\",\"containsValue\":1000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Athletics}, {@skill Persuasion}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"One type of {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set}, {@filter vehicles (land)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (land)}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A uniform of your company ({@item traveler's clothes|phb} in quality), an insignia of your rank, a {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set} of your choice, and a {@item pouch|phb} containing the remainder of your last wages (10 gp).\"}]},{\"name\":\"Feature: Mercenary Life\",\"type\":\"entries\",\"entries\":[\"You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see \\\"{@book Practicing a Profession|PHB|8|Practicing a Profession}\\\" under \\\"Downtime Activities\\\" in chapter 8 of the Player's Handbook).\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Suggested Characteristics\",\"entries\":[\"Use the tables for the {@background soldier} background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a mercenary.\",\"Your bond could be associated with the company you traveled with previously, or with some of the comrades you served with. The ideal you embrace largely depends on your worldview and your motivation for fighting.\"]}],\"hasFluff\":true},{\"name\":\"Merchant\",\"source\":\"XPHB\",\"page\":182,\"edition\":\"one\",\"ability\":[{\"choose\":{\"weighted\":{\"from\":[\"con\",\"int\",\"cha\"],\"weights\":[2,1]}}},{\"choose\":{\"weighted\":{\"from\":[\"con\",\"int\",\"cha\"],\"weights\":[1,1,1]}}}],\"feats\":[{\"lucky|xphb\":true}],\"skillProficiencies\":[{\"animal handling\":true,\"persuasion\":true}],\"toolProficiencies\":[{\"navigator's tools\":true}],\"startingEquipment\":[{\"A\":[{\"item\":\"navigator's tools|xphb\"},{\"item\":\"pouch|xphb\",\"quantity\":2},{\"item\":\"traveler's clothes|xphb\"},{\"value\":2200}],\"B\":[{\"value\":5000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Ability Scores:\",\"entry\":\"Constitution, Intelligence, Charisma\"},{\"type\":\"item\",\"name\":\"Feat:\",\"entry\":\"{@feat Lucky|XPHB}\"},{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Animal Handling|XPHB}, {@skill Persuasion|XPHB}\"},{\"type\":\"item\",\"name\":\"Tool Proficiency:\",\"entry\":\"{@item Navigator's Tools|XPHB}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"Choose A or B: (A) {@item Navigator's Tools|XPHB}, {@item Pouch|XPHB|2 Pouches}, {@item Traveler's Clothes|XPHB}, 22 GP; or (B) 50 GP\"}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mulmaster Aristocrat\",\"source\":\"ALElementalEvil\",\"page\":5,\"skillProficiencies\":[{\"deception\":true,\"performance\":true}],\"toolProficiencies\":[{\"anyArtisansTool\":1,\"anyMusicalInstrument\":1}],\"startingEquipment\":[{\"a\":[{\"equipmentType\":\"toolArtisan\"}],\"b\":[{\"equipmentType\":\"instrumentMusical\"}]},{\"_\":[\"fine clothes|phb\",{\"special\":\"purse\",\"containsValue\":1000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Deception}, {@skill Performance}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"One type of artistic {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} and one {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"One set of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} or {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument}, a set of {@item fine clothes|phb}, and a purse containing 10 gp\"}]},{\"name\":\"Lifestyle\",\"type\":\"entries\",\"entries\":[\"Wealthy\"]},{\"name\":\"Overview\",\"type\":\"entries\",\"entries\":[\"From your hilltop home, you have looked down (literally and perhaps figuratively) on the unwashed masses of Mulmaster for your entire life. Your fur-trimmed robes and training in the visual and performing arts mark you as wealthy and perhaps well-born; you are a member of the City of Danger's aristocracy. None of your immediate family members sits on the Council of Blades or is even a Zor or Zora...yet. Nevertheless, you are one of Mulmaster's elite, and whether you personally covet a higher standing or not, you are at home in the dance halls where the aristocracy gathers to plot, to scheme, to do business, to discuss the arts, and, above all, to see, and to be seen.\"]},{\"name\":\"Feature: Highborn\",\"type\":\"entries\",\"entries\":[\"Mulmaster is run by and for its aristocracy. Every other class of citizen in the city defers to you, and even the priesthood, Soldiery, Hawks, and Cloaks treat you with deference. Other aristocrats and nobles accept you in their circles and likely know you or of you. Your connections can get you the ear of a Zor or Zora under the right circumstances. Note: This feature is a variant of the Noble feature.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"My ambitions are boundless. I will be a Zor or Zora one day!\"],[\"2\",\"I must always look my best.\"],[\"3\",\"Beauty is everywhere. I can find it in even the homeliest person and the most horrible tragedy.\"],[\"4\",\"Decorum must be preserved at all costs.\"],[\"5\",\"I will not admit I am wrong if I can avoid it.\"],[\"6\",\"I am extremely well-educated and frequently remind others of that fact.\"],[\"7\",\"I take what I can today, because I do not know what tomorrow holds.\"],[\"8\",\"My life is full of dance, song, drink, and love.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Generous. I have a responsibility to help and protect the less fortunate. (Good)\"],[\"2\",\"Loyal. My word, once given, is my bond. (Lawful)\"],[\"3\",\"Callous. I am unconcerned with any negative effects my actions may have on the lives and fortunes of others. (Evil)\"],[\"4\",\"Impulsive. I follow my heart. (Chaotic)\"],[\"5\",\"Ignorant. Explanations bore me. (Neutral)\"],[\"6\",\"Isolationist. I am concerned with the fortunes of my friends and family. Others must see to themselves. (Any)\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I have dedicated my wealth and my talents to the service of one of the city's many temples.\"],[\"2\",\"My family and I are loyal supporters of High Blade Jaseen Drakehorn. Our fortunes are inexorably tied to hers. I would do anything to support her.\"],[\"3\",\"Like many families who were close to High Blade Selfaril Uoumdolphin, mine has suffered greatly since his fall. We honor his memory in secret.\"],[\"4\",\"My family plotted with Rassendyll Uoumdolphin brother usurped brother as High Blade. Betrayal is the quickest route to power.\"],[\"5\",\"Wealth and power are nothing. Fulfillment can only be found in artistic expression.\"],[\"6\",\"It's not how you feel, who you know, or what you can do - it's how you look, and I look fabulous.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I have difficulty caring about anyone or anything other than myself.\"],[\"2\",\"Having grown up with wealth, I am careless with my finances. I overspend and am overly generous.\"],[\"3\",\"The ends (my advancement) justify any means.\"],[\"4\",\"I must have what I want and will brook no delay.\"],[\"5\",\"My family has lost everything. I must keep up appearances, lest we become a laughingstock.\"],[\"6\",\"I have no artistic sense. I hide that fact behind extreme opinions and have become a trendsetter. \"]]}],\"name\":\"Suggested Characteristics\"}],\"hasFluff\":true},{\"name\":\"Myriad Operative (Criminal)\",\"source\":\"EGW\",\"page\":203,\"_copy\":{\"name\":\"Criminal\",\"source\":\"PHB\"},\"hasFluff\":true},{\"name\":\"Noble\",\"source\":\"PHB\",\"page\":135,\"basicRules\":true,\"reprintedAs\":[\"Noble|XPHB\"],\"skillProficiencies\":[{\"history\":true,\"persuasion\":true}],\"languageProficiencies\":[{\"anyStandard\":1}],\"toolProficiencies\":[{\"anyGamingSet\":1}],\"startingEquipment\":[{\"_\":[\"fine clothes|phb\",\"signet ring|phb\",{\"special\":\"scroll of pedigree\"},{\"special\":\"purse\",\"containsValue\":2500}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill History}, {@skill Persuasion}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"One type of {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"One of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A set of {@item fine clothes|phb}, a {@item signet ring|phb}, a scroll of pedigree, and a purse containing 25 gp\"}]},{\"name\":\"Feature: Position of Privilege\",\"type\":\"entries\",\"entries\":[\"Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.\"],\"data\":{\"isFeature\":true}},{\"name\":\"Suggested Characteristics\",\"type\":\"entries\",\"entries\":[\"Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds—responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family's care, or even to the title itself. But this responsibility is often a good way to undermine a noble.\",{\"type\":\"table\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.\"],[\"2\",\"The common folk love me for my kindness and generosity.\"],[\"3\",\"No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.\"],[\"4\",\"I take great pains to always look my best and follow the latest fashions.\"],[\"5\",\"I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations.\"],[\"6\",\"Despite my noble birth, I do not place myself above other folk. We all have the same blood.\"],[\"7\",\"My favor, once lost, is lost forever.\"],[\"8\",\"If you do me an injury, I will crush you, ruin your name, and salt your fields.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good)\"],[\"2\",\"Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful)\"],[\"3\",\"Independence. I must prove that I can handle myself without coddling from my family. (Chaotic)\"],[\"4\",\"Power. If I can attain more power, no one will tell me what to do. (Evil)\"],[\"5\",\"Family. Blood runs thicker than water. (Any)\"],[\"6\",\"Noble Obligation. It is my duty to protect and care for the people beneath me. (Good)\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I will face any challenge to win the approval of my family.\"],[\"2\",\"My house's alliance with another noble family must be sustained at all costs.\"],[\"3\",\"Nothing is more important than the other members of my family.\"],[\"4\",\"I am in love with the heir of a family that my family despises.\"],[\"5\",\"My loyalty to my sovereign is unwavering.\"],[\"6\",\"The common folk must see me as a hero of the people.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I secretly believe that everyone is beneath me.\"],[\"2\",\"I hide a truly scandalous secret that could ruin my family forever.\"],[\"3\",\"I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger.\"],[\"4\",\"I have an insatiable desire for carnal pleasures.\"],[\"5\",\"In fact, the world does revolve around me.\"],[\"6\",\"By my words and actions, I often bring shame to my family.\"]]}]}],\"hasFluff\":true},{\"name\":\"Noble\",\"source\":\"XPHB\",\"page\":183,\"edition\":\"one\",\"ability\":[{\"choose\":{\"weighted\":{\"from\":[\"str\",\"int\",\"cha\"],\"weights\":[2,1]}}},{\"choose\":{\"weighted\":{\"from\":[\"str\",\"int\",\"cha\"],\"weights\":[1,1,1]}}}],\"feats\":[{\"Skilled|xphb\":true}],\"skillProficiencies\":[{\"history\":true,\"persuasion\":true}],\"toolProficiencies\":[{\"anyGamingSet\":1}],\"startingEquipment\":[{\"A\":[{\"item\":\"gaming set|xphb\"},{\"item\":\"fine clothes|xphb\"},{\"item\":\"perfume|xphb\"},{\"value\":2900}],\"B\":[{\"value\":5000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Ability Scores:\",\"entry\":\"Strength, Intelligence, Charisma\"},{\"type\":\"item\",\"name\":\"Feat:\",\"entry\":\"{@feat Skilled|XPHB}\"},{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill History|XPHB}, {@skill Persuasion|XPHB}\"},{\"type\":\"item\",\"name\":\"Tool Proficiency:\",\"entry\":\"Choose one kind of {@item Gaming Set|XPHB}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"Choose A or B: (A) {@item Gaming Set|XPHB} (same as above), {@item Fine Clothes|XPHB}, {@item Perfume|XPHB}, 29 GP; or (B) 50 GP\"}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Orzhov Representative\",\"source\":\"GGR\",\"page\":72,\"skillProficiencies\":[{\"intimidation\":true,\"religion\":true}],\"languageProficiencies\":[{\"anyStandard\":2}],\"startingEquipment\":[{\"_\":[{\"special\":\"Orzhov insignia\"},{\"special\":\"foot-long chain made of ten gold coins\"},{\"special\":\"vestments\"},\"fine clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1000}]}],\"additionalSpells\":[{\"expanded\":{\"s0\":[\"friends#c\",\"guidance#c\"],\"s1\":[\"command\",\"illusory script\"],\"s2\":[\"enthrall\",\"ray of enfeeblement\",\"zone of truth\"],\"s3\":[\"bestow curse\",\"speak with dead\",\"spirit guardians\"],\"s4\":[\"blight\",\"death ward\",\"leomund's secret chest\"],\"s5\":[\"geas\"]}}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Intimidation}, {@skill Religion}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Two of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"An Orzhov insignia, a foot-long chain made of ten gold coins, vestments, a set of {@item fine clothes|phb}, and a belt {@item pouch|phb} containing 1 pp (an Orzhov-minted 10-zino coin)\"}]},{\"type\":\"entries\",\"name\":\"Feature: Leverage\",\"entries\":[\"You can exert leverage over one or more individuals below you in the guild's hierarchy and demand their help as needs warrant. For example, you can have a message carried across a neighborhood, procure a short carriage ride without paying, or have others clean up a bloody mess you left in an alley. The DM decides if your demands are reasonable and if there are subordinates available to fulfill them. As your status in the guild improves, you gain influence over more people, including ones in greater positions of power.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Orzhov Guild Spells\",\"entries\":[\"{@i Prerequisite: Spellcasting or Pact Magic class feature}\",\"For you, the spells on the Orzhov Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)\",{\"type\":\"table\",\"caption\":\"Orzhov Guild Spells\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"Spell Level\",\"Spells\"],\"rows\":[[\"Cantrip\",\"{@spell friends}, {@spell guidance}\"],[\"1st\",\"{@spell command}, {@spell illusory script}\"],[\"2nd\",\"{@spell enthrall}, {@spell ray of enfeeblement}, {@spell zone of truth}\"],[\"3rd\",\"{@spell bestow curse}, {@spell speak with dead}, {@spell spirit guardians}\"],[\"4th\",\"{@spell blight}, {@spell death ward}, {@spell Leomund's secret chest}\"],[\"5th\",\"{@spell geas}\"]]},\"Your magic tends to manifest as swirling shadows, brilliant light, or sometimes the momentary appearance of shadowy spirit forms. Your spells might draw the blood of your enemies, or even directly touch their souls.\"]},{\"type\":\"entries\",\"name\":\"Suggested Characteristics\",\"entries\":[\"Members of the Orzhov Syndicate range from the decadent nobility at the top of the oligarchy to the debt-ridden wretches at the bottom. You fall somewhere between those extremes, so you might behave with the arrogance of the very rich or the humility of the impoverished.\",{\"type\":\"table\",\"caption\":\"Personality Traits\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"I am always willing to act in accordance with the financial incentive offered.\"],[\"2\",\"Debts are never meant to be forgiven.\"],[\"3\",\"I am accustomed to enjoying the finest pleasures money can buy.\"],[\"4\",\"No one could doubt that I am a cut above the masses of pitiful peasants that infest the city.\"],[\"5\",\"I can't stand to spend a zib more than necessary to purchase what I need.\"],[\"6\",\"I hate it when people try to make light of a serious situation.\"],[\"7\",\"I want to make sure everyone is aware of how wealthy, powerful, and important I am.\"],[\"8\",\"I can't think of anything to look forward to.\"]]},{\"type\":\"table\",\"caption\":\"Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"{@b Guild}. My guild is all that really matters. (Any)\"],[\"2\",\"{@b Wealth}. I will do whatever it takes to become as rich as the oligarchs. (Evil)\"],[\"3\",\"{@b Power}. One day, I will be the one giving orders. (Evil)\"],[\"4\",\"{@b Prestige}. I want to be admired, respected, feared, or even hated for my position and wealth. (Evil)\"],[\"5\",\"{@b Stability}. The economy functions best when chaos is kept under control and everyone knows their place. (Lawful)\"],[\"6\",\"{@b Eternity}. I want to live forever—in the flesh as long as possible, and as a spirit afterward. (Any)\"]]},{\"type\":\"table\",\"caption\":\"Bonds\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"The unbearable weight of my debt has driven me to desperation.\"],[\"2\",\"I'm duty-bound to obey the dictates of an ancestor on the Ghost Council.\"],[\"3\",\"I value my worldly goods more highly than my mortal life.\"],[\"4\",\"An oligarch publicly humiliated me, and I will exact revenge on that whole family.\"],[\"5\",\"My faith in the Obzedat never wavers.\"],[\"6\",\"I want to prove myself more worthy than an older sibling and thereby ensure that I inherit a greater share of my parents' wealth.\"]]},{\"type\":\"table\",\"caption\":\"Flaws\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"I hold a scandalous secret that could ruin my family forever—but could also earn me the favor of the Ghost Council.\"],[\"2\",\"I'm convinced that everyone I know is plotting against me.\"],[\"3\",\"I'll brave any risk if the monetary reward is great enough.\"],[\"4\",\"I am convinced that I am far more important than anyone else is willing to acknowledge.\"],[\"5\",\"I have little respect for anyone who isn't wealthy.\"],[\"6\",\"I'll take any opportunity to steal from wealthier people, even for worthless trinkets.\"]]}]},{\"type\":\"entries\",\"name\":\"Contacts\",\"entries\":[\"The Orzhov Syndicate operates according to a strict hierarchy built on a network of connections among old, wealthy families. Your family might provide important contacts, while your family's activities in crime, banking, or debt collection could tie you to members of other guilds.\",\"Roll twice on the Orzhov Contacts table (for an ally and a rival) and once on the Non-Orzhov Contacts table.\",{\"type\":\"table\",\"caption\":\"Orzhov Contacts\",\"colLabels\":[\"d8\",\"Contact\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"The spirit of an ancestor has taken an interest in me.\"],[\"2\",\"An older cousin has the ear of a powerful oligarch.\"],[\"3\",\"I know a knight who is responsible for collecting debts from powerful people.\"],[\"4\",\"A vampire pontiff tried to use me as a pawn in past schemes.\"],[\"5\",\"A silent spirit follows me around.\"],[\"6\",\"A sibling has keys to parts of Vizkopa Bank.\"],[\"7\",\"A giant thinks I'm adorable.\"],[\"8\",\"I regularly offer tribute to an angel, and the angel has been kind to me in turn.\"]]},{\"type\":\"table\",\"caption\":\"Non-Orzhov Contacts\",\"colLabels\":[\"d10\",\"Contact\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"An Azorius arrester is always snooping into my family's business transactions.\"],[\"2\",\"A Boros paladin saved my life, to my everlasting shame.\"],[\"3\",\"I know a shopkeeper who is secretly a Dimir agent and tries to make sure that I keep that secret hidden.\"],[\"4\",\"I'm fascinated by the culture of the Golgari kraul, and I have formed a friendship with one of their death priests.\"],[\"5\",\"A Gruul druid hates me but would never dare to touch me.\"],[\"6\",\"I know an Izzet engineer who is desperate to pay off a debt accrued by a deceased relative.\"],[\"7\",\"Roll an additional Orzhov contact; you can decide if the contact is an ally or a rival.\"],[\"8\",\"My childhood friend is now a Rakdos torturer. We still meet for drinks occasionally.\"],[\"9\",\"I have the key to a vault where a Selesnya druid is hiding an item of secret shame.\"],[\"10\",\"I was married to a Simic bioengineer.\"]]}]},{\"type\":\"entries\",\"name\":\"How Do I Fit In?\",\"entries\":[\"The structure of the Orzhov Syndicate means that you are always doing the bidding of someone higher up the ladder than you are. Ultimately, your role in the guild is defined by whatever the people (and spirits) above you decide for you.\",\"For most of your career, you can expect to engage in some aspect of the day-to-day criminal operations of the guild. That can mean throwing your weight around to enforce the will of the guild or using religious authority to extort offerings from the people. But it can also mean doing various errands for your superiors, from bearing messages to carrying out assassinations.\"]}],\"hasFluff\":true},{\"name\":\"Outlander\",\"source\":\"PHB\",\"page\":136,\"skillProficiencies\":[{\"athletics\":true,\"survival\":true}],\"languageProficiencies\":[{\"anyStandard\":1}],\"toolProficiencies\":[{\"anyMusicalInstrument\":1}],\"startingEquipment\":[{\"_\":[\"staff|phb\",\"hunting trap|phb\",{\"special\":\"trophy from an animal you killed\"},\"traveler's clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Athletics}, {@skill Survival}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"One type of {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"One of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A {@item staff|phb}, a {@item hunting trap|phb}, a trophy from an animal you killed, a set of {@item traveler's clothes|phb}, and a belt {@item pouch|phb} containing 10 gp\"}]},{\"name\":\"Feature: Wanderer\",\"type\":\"entries\",\"entries\":[\"You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.\"],\"data\":{\"isFeature\":true}},{\"name\":\"Specialty\",\"type\":\"entries\",\"entries\":[\"You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.\",{\"type\":\"table\",\"colLabels\":[\"d10\",\"Origin\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Forester\"],[\"2\",\"Trapper\"],[\"3\",\"Homesteader\"],[\"4\",\"Guide\"],[\"5\",\"Exile or outcast\"],[\"6\",\"Bounty hunter\"],[\"7\",\"Pilgrim\"],[\"8\",\"Tribal nomad\"],[\"9\",\"Hunter-gatherer\"],[\"10\",\"Tribal marauder\"]]}]},{\"name\":\"Suggested Characteristics\",\"type\":\"entries\",\"entries\":[\"Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.\",{\"type\":\"table\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\" I'm driven by a wanderlust that led me away from home.\"],[\"2\",\"I watch over my friends as if they were a litter of newborn pups.\"],[\"3\",\"I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I'd do it again if I had to.\"],[\"4\",\"I have a lesson for every situation, drawn from observing nature.\"],[\"5\",\"I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear.\"],[\"6\",\"I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.\"],[\"7\",\"I feel far more comfortable around animals than people.\"],[\"8\",\"I was, in fact, raised by wolves.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)\"],[\"2\",\"Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Good)\"],[\"3\",\"Honor. If I dishonor myself, I dishonor my whole clan. (Lawful)\"],[\"4\",\"Might. The strongest are meant to rule. (Evil)\"],[\"5\",\"Nature. The natural world is more important than all the constructs of civilization. (Neutral)\"],[\"6\",\"Glory. I must earn glory in battle, for myself and my clan. (Any)\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"My family, clan, or tribe is the most important thing in my life, even when they are far from me.\"],[\"2\",\"An injury to the unspoiled wilderness of my home is an injury to me.\"],[\"3\",\"I will bring terrible wrath down on the evildoers who destroyed my homeland.\"],[\"4\",\"I am the last of my tribe, and it is up to me to ensure their names enter legend.\"],[\"5\",\"I suffer awful visions of a coming disaster and will do anything to prevent it.\"],[\"6\",\"It is my duty to provide children to sustain my tribe.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I am too enamored of ale, wine, and other intoxicants.\"],[\"2\",\"There's no room for caution in a life lived to the fullest.\"],[\"3\",\"I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.\"],[\"4\",\"I am slow to trust members of other races, tribes, and societies.\"],[\"5\",\" Violence is my answer to almost any challenge.\"],[\"6\",\" Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish.\"]]}]}],\"hasFluff\":true},{\"name\":\"Phlan Insurgent\",\"source\":\"ALCurseOfStrahd\",\"page\":6,\"skillProficiencies\":[{\"stealth\":true,\"survival\":true}],\"toolProficiencies\":[{\"anyArtisansTool\":1,\"vehicles (land)\":true}],\"startingEquipment\":[{\"_\":[{\"item\":\"caltrops (bag of 20)|phb\",\"displayName\":\"bag of caltrops (bag of 20)\"},{\"item\":\"trinket|phb\",\"displayName\":\"small trinket that connects you to the life you once had before the occupation of Phlan\"},\"healer's kit|phb\",{\"item\":\"common clothes|phb\",\"displayName\":\"dark common clothes that includes a cloak and hood\"},{\"item\":\"pouch|phb\",\"containsValue\":500}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Stealth}, {@skill Survival}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"One type of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}, {@filter vehicles (land)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (land)}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A bag of {@item caltrops (bag of 20)|phb}, a small {@item trinket|phb} that connects you to the life you once had before the occupation of Phlan, a {@item healer's kit|phb}, a set of dark {@item common clothes|phb} that includes a cloak and hood, and a belt {@item pouch|phb} containing 5 gp\"}]},{\"name\":\"Lifestyle\",\"type\":\"entries\",\"entries\":[\"Poor\"]},{\"name\":\"Overview\",\"type\":\"entries\",\"entries\":[\"The taking of Phlan by Vorgansharax is a clear memory in your mind. You were going about your everyday business when the green dragon's forces spilled out of the sewers and assailed your home. Many of Phlan's citizens, young and old alike, were captured, killed, or offered as tribute to the Maimed Virulence. You, yourself were one of those captured. But, either with the help of adventurers or through your own wits and sheer determination, you escaped.\",\"Rather than flee the region, you've chosen to stay and fight. Finding refuge outside the town and the deadly thicket surrounding it, you strike out against the Tears of the Virulence and their monstrous allies. You've learned to survive in dire and desperate circumstances, with supplies running low and the arrival of reinforcements uncertain. You've grown accustomed to acting under the cover of night, dealing what blows you can to avenge the friends and family you lost within the currently occupied Phlan. You will drive Vorgansharax out, or you die trying.\"]},{\"name\":\"Origin\",\"type\":\"entries\",\"entries\":[\"Removed from your life as a townsperson, you've adapted to rough life in the wilds surrounding Phlan. The trade you practiced still influences your outlook, the manner in which you approach situations, and the way you contribute to the resistance movement against the Maimed Virulence. You can roll on the following table to determine what your occupation was before the fall, or choose one that best fits your character (select from either the general column or the specific column, but not both).\",{\"type\":\"table\",\"colLabels\":[\"d8\",\"Origin (General)\",\"Origin (Specific)\"],\"colStyles\":[\"col-1 text-center\",\"col-4\",\"col-7\"],\"rows\":[[\"1\",\"Fisher\",\"Stojanow River Worker\"],[\"2\",\"Hunter\",\"Twilight Marsh Worker\"],[\"3\",\"Craftsperson\",\"Mantor's Library Scribe\"],[\"4\",\"Priest/Priestess\",\"Clergy of Ilmater\"],[\"5\",\"Cook\",\"Laughing Goblin Server\"],[\"6\",\"City Watch\",\"Black Fist Guard\"],[\"7\",\"Servant\",\"House Sokol Retainer\"],[\"8\",\"Unskilled Laborer\",\"Bay of Phlan Dockworker\"]]}]},{\"name\":\"Feature: Guerrilla\",\"type\":\"entries\",\"entries\":[\"You've come to know the surrounding forests, streams, caves, and other natural features in which you can take refuge—or set up ambushes. You can quickly survey your environment for advantageous features. Additionally, you can scavenge around your natural surroundings to cobble together simple supplies (such as improvised torches, rope, patches of fabric, etc.) that are consumed after use. Note: This feature is a variant of the Outlander feature.\"],\"data\":{\"isFeature\":true}},{\"name\":\"Suggested Characteristics\",\"type\":\"entries\",\"entries\":[\"You have given up the life you knew as a citizen of Phlan. However, the Maimed Virulence's invasion resonates deep inside you. Perhaps you have a few friends or family members who were able to escape with you. Or, perhaps, everyone you held dear either perished or went missing during the fall. You may know of someone who is, against all odds, surviving within the thicket and you long to liberate them from a life of peril within the town.\",{\"type\":\"table\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"My patience knows no bounds, so long as my goal is in sight.\"],[\"2\",\"In life and in struggle, the ends justify my actions.\"],[\"3\",\"If you aren't helping me, you'd best at least stay out of my way.\"],[\"4\",\"I long for the life that was taken away from me.\"],[\"5\",\"Friends and family perished, tragically, before my eyes. I hope never to undergo that again.\"],[\"6\",\"Making the right choices in life are important to me. The choices I make might save not just my life, but the lives of others as well.\"],[\"7\",\"I can never allow my foes to get the drop on me.\"],[\"8\",\"Time is a precious resource that I must spend wisely.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Leadership. The oppressed need someone to inspire them to courageous acts. (Good)\"],[\"2\",\"Unpredictability. Keeping the enemy guessing and off-balance is my tactical strength. (Chaos)\"],[\"3\",\"Determination. Threats to my home must be eliminated at all costs. (Any)\"],[\"4\",\"Freedom. Those who are enslaved and unjustly imprisoned deserve my aid. (Good)\"],[\"5\",\"Resourcefulness. Our wits are our most valuable resource in troubled times. (Any)\"],[\"6\",\"Unity. Working together, we can overcome all obstacles, even the most seemingly insurmountable ones. (Any)\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I'll never let my fellow insurgents down. They are my only remaining friends.\"],[\"2\",\"I was separated from a loved one during my escape from town. I will find them.\"],[\"3\",\"One of the Tears of the Virulence was a trusted friend, until the day they betrayed the city. They will pay harshly for their transgressions.\"],[\"4\",\"An item I hold close is my last remaining connection to the family I lost during the fall.\"],[\"5\",\"The dragon who took my past life away from me will feel the full extent of my vengeance.\"],[\"6\",\"The knowledge in Mantor's Library is an irreplaceable treasure that must be protected.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I have no respect for those who flee. I harbor a deep grudge against the citizens who abandoned Phlan.\"],[\"2\",\"Ale is the only way I can escape the desperation of my circumstances.\"],[\"3\",\"It doesn't take much to get me into a fight.\"],[\"4\",\"Being an insurgent means doing things that aren't always ethical. I'm still learning to live with that.\"],[\"5\",\"My desire to liberate Phlan oftentimes clouds my judgment, despite my best efforts.\"],[\"6\",\"I relentlessly despise the Maimed Virulence and his allies. I'd abandon other goals in order to strike out at them.\"]]}]}],\"hasFluff\":true},{\"name\":\"Phlan Refugee\",\"source\":\"ALElementalEvil\",\"page\":6,\"skillProficiencies\":[{\"insight\":true,\"athletics\":true}],\"languageProficiencies\":[{\"anyStandard\":1}],\"toolProficiencies\":[{\"anyArtisansTool\":1}],\"startingEquipment\":[{\"_\":[{\"equipmentType\":\"toolArtisan\"},{\"special\":\"token of the life you once knew\"},\"traveler's clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1500}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Insight}, {@skill Athletics}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"One type of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"One of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A set of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} (one of your choice), a token of the life you once knew, a set of {@item traveler's clothes|phb}, and a belt {@item pouch|phb} containing 15 gp\"}]},{\"name\":\"Lifestyle\",\"type\":\"entries\",\"entries\":[\"Modest\"]},{\"name\":\"Overview\",\"type\":\"entries\",\"entries\":[\"Gone are the happier days of walking into the Laughing Goblin Inn after a hard day's labor. Everything has changed, and you are lucky to be alive. Back in Phlan you could count yourself among those street-wise folks who knew when to pay a bribe and who to work with to make a living. Your ability to listen to the winds of change have saved you before, and this time they allowed you to be one of the lucky few who escaped Phlan with something more than just the shirt on your back.\"]},{\"name\":\"Feature: Phlan Survivor\",\"type\":\"entries\",\"entries\":[\"Whatever your prior standing was, you are now one of the many refugees that have come to Mulmaster. You are able to find refuge with others from Phlan and those who sympathize with your plight. Within Mulmaster this means that you can find a place to bed down, recover, and hide from the watch with either other refugees from Phlan, or the Zhents within the ghettos. Note: This feature is a variant of the Folk Hero feature.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I may have lost everything I worked for most of my life, but there's work to be done, no time to linger on the past.\"],[\"2\",\"I worked hard to get where I am and I refuse to let a little hardship stop me from succeeding.\"],[\"3\",\"I protect those around me, you never know when one of them will be useful.\"],[\"4\",\"I have always gotten ahead by giving, why change now?\"],[\"5\",\"I prepare for everything, it paid off in Phlan and it will pay off again.\"],[\"6\",\"I will reclaim my home, though the path may be long, I will never give up hope.\"],[\"7\",\"I never cared for personal hygiene, and am amazed that It bothers others.\"],[\"8\",\"I am always willing to volunteer my services, just as long as don't have to do anything.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Justice. Corruption brought Phlan down, I will not tolerate that any longer. (Lawful)\"],[\"2\",\"Acceptance. Stability is a myth, to think you can control your future is futile. (Chaotic)\"],[\"3\",\"Hope. I am guided by a higher power and I trust that everything will be right in the end. (Good)\"],[\"4\",\"Restraint. I hate those who caused my loss. It is all I can do not to lash out at them. (Any)\"],[\"5\",\"Strength. As shown in Phlan, the strong survive. If you are weak you deserve what you get (Evil)\"],[\"6\",\"Openness. I am always willing to share my life story with anyone who will listen. (Any)\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I have the chance at a new life and this time I am going to do things right.\"],[\"2\",\"The Lord Regent brought this suffering upon his people. I will see him brought to justice.\"],[\"3\",\"I await the day I will be able to return to my home in Phlan.\"],[\"4\",\"I will never forget the debt owed to Glevith of the Welcomers. I will be ready to repay that debt when called upon.\"],[\"5\",\"There was someone I cared about in Phlan, I will find out what happened to them.\"],[\"6\",\"Some say my life wasn't worth saving, I will prove them wrong.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I used the lives of children to facilitate my escape from Phlan.\"],[\"2\",\"I am a sucker for the underdog, and always bet on the loosing team.\"],[\"3\",\"I am incapable of standing up for myself.\"],[\"4\",\"I will borrow money from friends with no intention to repay it.\"],[\"5\",\"I am unable to keep secrets. A secret is just an untold story.\"],[\"6\",\"When something goes wrong, it's never my fault.\"]]}],\"name\":\"Suggested Characteristics\"}],\"hasFluff\":true},{\"name\":\"Plaintiff\",\"source\":\"AI\",\"page\":50,\"skillProficiencies\":[{\"medicine\":true,\"persuasion\":true}],\"languageProficiencies\":[{\"anyStandard\":1}],\"toolProficiencies\":[{\"anyArtisansTool\":1}],\"startingEquipment\":[{\"_\":[{\"equipmentType\":\"toolArtisan\"},\"fine clothes|phb\",{\"value\":2000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Medicine}, {@skill Persuasion}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"One type of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Any one of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"One set of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}, {@item fine clothes|phb}, 20 gp\"}]},{\"name\":\"Feature: Legalese\",\"type\":\"entries\",\"entries\":[\"Your experience with your local legal system has given you a firm knowledge of the ins and outs of that system. Even when the law is not on your side, you can use complex terms like ex injuria jus non oritur and cogitationis poenam nemo patitur to frighten people into thinking you know what you're talking about. With common folks who don't know any better, you might be able to intimidate or deceive to get favors or special treatment.\"],\"data\":{\"isFeature\":true}},{\"name\":\"Suggested Characteristics\",\"type\":\"entries\",\"entries\":[\"Plaintiffs come in many varieties. Some are innocent bystanders who want only fair compensation for their injuries. Others are professional courtroom operatives, going to extreme lengths to appear wronged in pursuit of a large payout.\",{\"type\":\"table\",\"caption\":\"\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I can't believe I have a chance to join Acquisitions Incorporated! The fun I'm going to have!\"],[\"2\",\"I've been wronged my entire life, and the world owes me.\"],[\"3\",\"I have always tried to make the best of a bad situation.\"],[\"4\",\"The law doesn't protect the honest and the hard working. I'm going to do whatever needs to be done to make things right.\"],[\"5\",\"I'm always in the wrong place at the wrong time.\"],[\"6\",\"My superiors are smarter and wiser than I am. I do what I'm told.\"],[\"7\",\"Never pass up the opportunity to make an easy bit of coin. That's my motto.\"],[\"8\",\"I'm beginning to feel like the gods are not on my side.\"]]},{\"type\":\"table\",\"caption\":\"\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Justice. Those who break the law need to answer for their crimes. (Lawful)\"],[\"2\",\"Freedom. People must have the freedom to do what they want and pursue their dreams. (Chaotic)\"],[\"3\",\"Greed. Everyone I see is getting theirs, so I'm surely going to get mine. (Evil)\"],[\"4\",\"Chaos. You're out of order! And you're out of order! This whole realm is out of order! (Chaotic)\"],[\"5\",\"Humility. I'm just a small part of a larger whole. So is everyone else. (Neutral)\"],[\"6\",\"Responsibility. We all have our roles to play. I'll hold up my end of the bargain. (Any)\"]]},{\"type\":\"table\",\"caption\":\"\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Others hurt in the same accident that hurt me are my new family. I'll make sure they're taken care of.\"],[\"2\",\"The rulers of this place were kind to me, and they have my lifelong devotion.\"],[\"3\",\"My parents worry about me, but I'll make them proud.\"],[\"4\",\"The only bond that matters is the one holding my money pouch to my belt.\"],[\"5\",\"The other new hires at Acquisitions Incorporated are my allies. We have each other's backs.\"],[\"6\",\"My legal counsel is my best friend. I owe all my forthcoming opportunities to their hard work.\"]]},{\"type\":\"table\",\"caption\":\"\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The person who gains the most reward for the least effort wins.\"],[\"2\",\"Three magic beans for just one cow? What a deal!\"],[\"3\",\"I have only one vice, but it controls my life.\"],[\"4\",\"Sleep is for the weak. We need to keep training more if we're going to be ready for the challenges ahead.\"],[\"5\",\"Until my songs are sung in every tavern in this realm, I won't be satisfied.\"],[\"6\",\"If people find me unpleasant, that's their problem.\"]]}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Planar Philosopher\",\"source\":\"SatO\",\"page\":8,\"prerequisite\":[{\"campaign\":[\"Planescape\"]}],\"feats\":[{\"scion of the outer planes|sato\":true}],\"skillProficiencies\":[{\"arcana\":true,\"choose\":{\"from\":[\"religion\",\"insight\",\"nature\",\"intimidation\",\"history\",\"stealth\",\"perception\",\"medicine\",\"survival\",\"persuasion\",\"performance\",\"athletics\"]}}],\"languageProficiencies\":[{\"anyStandard\":2}],\"startingEquipment\":[{\"_\":[{\"special\":\"portal key (such as a bag of golden tea leaves or the tooth of a planar beast)\"},{\"special\":\"manifesto of your guiding philosophy\"},{\"item\":\"common clothes|phb\",\"displayName\":\"common clothes in your faction's style\"},{\"item\":\"pouch|phb\",\"containsValue\":1000}]}],\"fromFeature\":{\"feats\":true},\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Arcana}, the skill associated with your faction (see the Sigil Faction Affinities table) or one skill of your choice\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Two of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A portal key (such as a bag of golden tea leaves or the tooth of a planar beast), a manifesto of your guiding philosophy, a set of {@item common clothes|PHB} in your faction's style, and a {@item pouch|PHB} containing 10 gp worth of coins from different worlds and planes\"}]},{\"type\":\"table\",\"caption\":\"Sigil Faction Affinities\",\"colStyles\":[\"col-6\",\"col-6\"],\"colLabels\":[\"Faction\",\"Skill\"],\"rows\":[[\"Athar\",\"{@skill Religion}\"],[\"Bleak Cabal\",\"{@skill Insight}\"],[\"Doomguard\",\"{@skill Nature}\"],[\"Fated\",\"{@skill Intimidation}\"],[\"Fraternity of Order\",\"{@skill History}\"],[\"Hands of Havoc\",\"{@skill Stealth}\"],[\"Harmonium\",\"{@skill Perception}\"],[\"Heralds of Dust\",\"{@skill Medicine}\"],[\"Mercykillers\",\"{@skill Survival}\"],[\"Mind's Eye\",\"{@skill Persuasion}\"],[\"Society of Sensation\",\"{@skill Performance}\"],[\"Transcendent Order\",\"{@skill Athletics}\"]]},{\"type\":\"entries\",\"name\":\"Factions of Sigil\",\"entries\":[\"Twelve factions have risen to prominence in the City of Doors, though many more exist. Your character might belong to one of these groups or another ideological faction, perhaps one of your own creation.\",\"The primary factions of Sigil, which are further detailed in chapter 2, adhere to the following philosophies:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Athar\",\"entries\":[\"Deities are frauds and merely channel the might of a true, higher power.\"]},{\"type\":\"item\",\"name\":\"Bleak Cabal\",\"entries\":[\"There is no greater truth to the multiverse. Each being must discover their own meaning.\"]},{\"type\":\"item\",\"name\":\"Doomguard\",\"entries\":[\"Nothing lasts forever. The purpose of everything is to crumble and decay.\"]},{\"type\":\"item\",\"name\":\"Fated\",\"entries\":[\"Everyone makes their own fate and is entitled to whatever they can take and hold.\"]},{\"type\":\"item\",\"name\":\"Fraternity of Order\",\"entries\":[\"All of existence is governed by laws, and power comes from understanding and exploiting them.\"]},{\"type\":\"item\",\"name\":\"Hands of Havoc\",\"entries\":[\"Those who try to impose a single order on the multiverse are doomed to fail.\"]},{\"type\":\"item\",\"name\":\"Harmonium\",\"entries\":[\"The multiverse will be perfect only when everything is acting in harmony, whether it wants to or not.\"]},{\"type\":\"item\",\"name\":\"Heralds of Dust\",\"entries\":[\"Everyone is already dead; the entirety of the multiverse is an afterlife. Undeath holds the key to the next stage of existence.\"]},{\"type\":\"item\",\"name\":\"Mercykillers\",\"entries\":[\"Cold, relentless justice is absolute, and no one is above it.\"]},{\"type\":\"item\",\"name\":\"Mind's Eye\",\"entries\":[\"The multiverse exists to be explored. It shapes us, and we shape it in turn.\"]},{\"type\":\"item\",\"name\":\"Society of Sensation\",\"entries\":[\"Sensation is the proof of existence. By experiencing everything, we can understand the multiverse in all its complexity.\"]},{\"type\":\"item\",\"name\":\"Transcendent Order\",\"entries\":[\"Thought clouds action. To fall in step with the multiverse, one must act on instinct alone.\"]}]}]},{\"type\":\"entries\",\"name\":\"Feature: Conviction\",\"entries\":[\"You gain the {@feat Scion of the Outer Planes|SatO} feat. In addition, members of your organization provide you free, modest lodging and food at any of their holdings or the homes of other faction members.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Suggested Characteristics\",\"entries\":[\"Adventurers who dedicate themselves to a particular philosophy regarding the multiverse are welcomed among factions that embrace those beliefs. The Planar Philosopher Personality Traits table suggests various traits you might adopt for your character.\",{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"d6\",\"Personality Trait\"],\"rows\":[[\"1\",\"I don't venerate any gods. With time, we can be as powerful as them or greater.\"],[\"2\",\"Experience is everything; live in the moment.\"],[\"3\",\"When things crumble, I find meaning in the dust.\"],[\"4\",\"Life thrives through order, and I seek to maintain that order.\"],[\"5\",\"When others make plans, the multiverse laughs and so do I.\"],[\"6\",\"I know what's right, and none will stand in my way.\"]]}]},{\"type\":\"entries\",\"name\":\"Building a Planar Philosopher Character\",\"entries\":[\"Some groups of planar philosophers might prefer certain types of characters, but by and large any character who upholds and furthers the beliefs of such a group is welcome within its ranks.\",{\"type\":\"entries\",\"name\":\"Planar Philosopher Trinkets\",\"entries\":[\"When you make your character, you can roll once on the {@item Planar Philosopher Trinket|SatO|Planar Philosopher Trinkets} table, instead of on the {@item Trinket|PHB|Trinkets} table in the Player's Handbook, for your starting trinket.\"]}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Prismari Student\",\"source\":\"SCC\",\"page\":32,\"feats\":[{\"strixhaven initiate|scc\":true}],\"skillProficiencies\":[{\"acrobatics\":true,\"performance\":true}],\"languageProficiencies\":[{\"anyStandard\":1}],\"toolProficiencies\":[{\"choose\":{\"from\":[\"anyArtisansTool\",\"musical instrument\"]}}],\"startingEquipment\":[{\"_\":[\"ink (1-ounce bottle)|phb\",\"ink pen|phb\"]},{\"a\":[{\"equipmentType\":\"toolArtisan\"}],\"b\":[{\"equipmentType\":\"instrumentMusical\"}]},{\"_\":[{\"special\":\"school uniform\"},{\"item\":\"pouch|phb\",\"containsValue\":1000}]}],\"additionalSpells\":[{\"expanded\":{\"s1\":[\"chromatic orb\",\"thunderwave\"],\"s2\":[\"flaming sphere\",\"kinetic jaunt|scc\"],\"s3\":[\"haste\",\"water walk\"],\"s4\":[\"freedom of movement\",\"wall of fire\"],\"s5\":[\"cone of cold\",\"conjure elemental\"]}}],\"fromFeature\":{\"additionalSpells\":true,\"feats\":true},\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Acrobatics}, {@skill Performance}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"One type of {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument} or {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"One of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A {@item Ink (1-ounce bottle)|PHB|bottle of black ink}, an {@item ink pen|PHB}, a set of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} or a {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument} (one of your choice), a school uniform, and a {@item pouch|phb} containing 10 gp\"}]},{\"type\":\"entries\",\"name\":\"Feature: Prismari Initiate\",\"entries\":[\"You gain the {@feat Strixhaven Initiate|SCC} feat and must choose Prismari within it.\",\"In addition, if you have the Spellcasting or Pact Magic feature, the spells on the Prismari Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)\",{\"type\":\"table\",\"caption\":\"Prismari Spells\",\"colLabels\":[\"Spell Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell Chromatic Orb}, {@spell Thunderwave}\"],[\"2nd\",\"{@spell Flaming Sphere}, {@spell Kinetic Jaunt|SCC}\"],[\"3rd\",\"{@spell Haste}, {@spell Water Walk}\"],[\"4th\",\"{@spell Freedom of Movement}, {@spell Wall of Fire}\"],[\"5th\",\"{@spell Cone of Cold}, {@spell Conjure Elemental}\"]]},\"Consider customizing how your spells look when you cast them. You might wield your Prismari spells with dynamic, gestural movement—as much dance as somatic component. Even a blast of fire in your hands is a sculpted work of art; elemental forces make grand designs as you hurl spells. These forces might linger on your body or in your clothes as decorative elements after your spells are dissipated, as sparks dance in your hair and your touch leaves tracings of frost on whatever you touch.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Building a Prismari Character\",\"entries\":[\"Any class or subclass that wields elemental forces of cold, fire, lightning, and wind can be a good fit in Prismari. Druids and sorcerers are common in Prismari, and wizards who study the Schools of {@class Wizard|PHB|Evocation|Evocation|PHB} or {@class Wizard|PHB|Transmutation|Transmutation|PHB} are also well represented. Clerics aren't very common in this school, but some with the {@class Cleric|PHB|Tempest domain|Tempest|PHB} end up here.\",\"Beyond the ranks of traditional spellcasters, Prismari students also include monks who follow the {@class Monk|PHB|Way of the Four Elements|Four Elements|PHB}. Some acrobatic rogues and fighters (including those who emulate the archetype of the {@class Fighter|PHB|Eldritch Knight|Eldritch Knight|PHB}) also delight in the athleticism of Prismari performance.\",{\"type\":\"entries\",\"name\":\"Suggested Characteristics\",\"entries\":[\"Though the curriculum of Prismari College attracts many outgoing and driven artists, the school has no shortage of shy scholars and lackadaisical blowhards among its ranks. The Prismari Personality Traits table suggests a variety of traits you might adopt for your character.\",{\"type\":\"table\",\"caption\":\"Prismari Personality Traits\",\"colLabels\":[\"d6\",\"Personality Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I'm the life of the party, and I expect everyone's attention when I walk into a room.\"],[\"2\",\"Two weeks ago, I was enthralled with my latest project. Now, I think it's garbage and deserves to be destroyed.\"],[\"3\",\"I believe everyone has the ability to express their truest selves through art, and I'm happy to quietly push them in the right direction.\"],[\"4\",\"Everyone is a critic, and I work to win them all over.\"],[\"5\",\"I'm beset with such an overwhelming sense of ennui regarding my art. Nothing quite captures my attention anymore.\"],[\"6\",\"Instead of confronting my negative emotions, I channel them into explosive artistic displays.\"]]}]},{\"type\":\"entries\",\"name\":\"Prismari Trinkets\",\"entries\":[\"When you make your character, you may roll once on the {@item Prismari Trinket|SCC|Prismari Trinkets} table, instead of on the {@item trinket|phb|Trinkets table} in the {@book Player's Handbook|PHB}, for your starting trinket.\"]}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Quandrix Student\",\"source\":\"SCC\",\"page\":33,\"feats\":[{\"strixhaven initiate|scc\":true}],\"skillProficiencies\":[{\"arcana\":true,\"nature\":true}],\"languageProficiencies\":[{\"anyStandard\":1}],\"toolProficiencies\":[{\"anyArtisansTool\":1}],\"startingEquipment\":[{\"_\":[\"ink (1-ounce bottle)|phb\",\"ink pen|phb\",\"abacus|phb\",{\"special\":\"book of arcane theory\"},{\"special\":\"school uniform\"},{\"item\":\"pouch|phb\",\"containsValue\":1500}]}],\"additionalSpells\":[{\"expanded\":{\"s1\":[\"entangle\",\"guiding bolt\"],\"s2\":[\"enlarge/reduce\",\"vortex warp|scc\"],\"s3\":[\"aura of vitality\",\"haste\"],\"s4\":[\"control water\",\"freedom of movement\"],\"s5\":[\"circle of power\",\"passwall\"]}}],\"fromFeature\":{\"additionalSpells\":true,\"feats\":true},\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Arcana}, {@skill Nature}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"One type of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"One of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A {@item Ink (1-ounce bottle)|PHB|bottle of black ink}, an {@item ink pen|PHB}, an {@item abacus|PHB}, a book of arcane theory, a school uniform, and a {@item pouch|phb} containing 15 gp\"}]},{\"type\":\"entries\",\"name\":\"Feature: Quandrix Initiate\",\"entries\":[\"You gain the {@feat Strixhaven Initiate|SCC} feat and must choose Quandrix within it.\",\"In addition, if you have the Spellcasting or Pact Magic feature, the spells on the Quandrix Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)\",{\"type\":\"table\",\"caption\":\"Quandrix Spells\",\"colLabels\":[\"Spell Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell Entangle}, {@spell Guiding Bolt}\"],[\"2nd\",\"{@spell Enlarge/Reduce}, {@spell Vortex Warp|SCC}\"],[\"3rd\",\"{@spell Aura of Vitality}, {@spell Haste}\"],[\"4th\",\"{@spell Control Water}, {@spell Freedom of Movement}\"],[\"5th\",\"{@spell Circle of Power}, {@spell Passwall}\"]]},\"Consider customizing how your spells look when you cast them. Your Quandrix spells might manifest amid kaleidoscopic swirls of fractal patterns, amplifying the tiniest movements of your somatic components. When your magic creates or alters creatures, it might briefly surround the targets with shimmering fractal designs or tessellated patterns.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Building a Quandrix Character\",\"entries\":[\"Any spellcasting class or subclass can work well for a Quandrix character. Both the scholarly focus of wizards (especially those who study the Schools of {@class Wizard|PHB|Abjuration|Abjuration|PHB}, {@class Wizard|PHB|Illusion|Illusion|PHB}, or {@class Wizard|PHB|Transmutation|Transmutation|PHB}) and the metamagic manipulations of sorcerers are welcome in Quandrix, and many druids explore the patterns of nature in Quandrix as well. A few clerics, particularly those with the {@class Cleric|PHB|Knowledge|Knowledge|PHB} or {@class Cleric|PHB|Nature|Nature|PHB} domains, study in Quandrix as well.\",\"Aside from traditional spellcasters, a few characters of other classes find homes in Quandrix. Some fighters, monks, rangers, and rogues study here, using Quandrix principles to train their minds.\",{\"type\":\"entries\",\"name\":\"Suggested Characteristics\",\"entries\":[\"With subjects ranging from the physical and tangible to the paradoxical and strange, the student body of Quandrix College includes an eclectic mix of individuals. The Quandrix Personality Traits table suggests a variety of traits you might adopt for your character.\",{\"type\":\"table\",\"caption\":\"Quandrix Personality Traits\",\"colLabels\":[\"d6\",\"Personality Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"When I find a subject I'm interested in, I won't stop studying until I know everything about it. It keeps me up at night.\"],[\"2\",\"I hope this all makes sense to me one day. Until then, I'm going to keep faking it.\"],[\"3\",\"Equations and patterns come naturally to my mind. I wish friendship came just as easily.\"],[\"4\",\"I believe I'm always the smartest person in the room. And I'll prove it, even if no one asks me to.\"],[\"5\",\"If these classes have taught me anything, it's that reality is a lie, and nothing matters. So why bother?\"],[\"6\",\"Before I graduate, I want to achieve something mathematically impossible. I must leave a legacy!\"]]}]},{\"type\":\"entries\",\"name\":\"Quandrix Trinkets\",\"entries\":[\"When you make your character, you may roll once on the {@item Quandrix Trinket|SCC|Quandrix Trinkets} table, instead of on the {@item trinket|phb|Trinkets table} in the {@book Player's Handbook|PHB}, for your starting trinket.\"]}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Rakdos Cultist\",\"source\":\"GGR\",\"page\":79,\"skillProficiencies\":[{\"acrobatics\":true,\"performance\":true}],\"languageProficiencies\":[{\"choose\":{\"from\":[\"abyssal\",\"giant\"]}}],\"toolProficiencies\":[{\"anyMusicalInstrument\":1}],\"startingEquipment\":[{\"_\":[{\"special\":\"Rakdos insignia\"},{\"equipmentType\":\"instrumentMusical\"},\"costume clothes|phb\",{\"item\":\"hooded lantern|phb\",\"displayName\":\"hooded lantern made of wrought iron\"},{\"special\":\"10-foot length of chain with sharply spiked links\"},\"tinderbox|phb\",{\"item\":\"torch|phb\",\"quantity\":10},\"common clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1000},{\"special\":\"bottle of sweet, red juice\"}]}],\"additionalSpells\":[{\"expanded\":{\"s0\":[\"fire bolt#c\",\"vicious mockery#c\"],\"s1\":[\"burning hands\",\"dissonant whispers\",\"hellish rebuke\"],\"s2\":[\"crown of madness\",\"enthrall\",\"flaming sphere\"],\"s3\":[\"fear\",\"haste\"],\"s4\":[\"confusion\",\"wall of fire\"],\"s5\":[\"dominate person\"]}}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Acrobatics}, {@skill Performance}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"One type of {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Choose either Abyssal or Giant\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A Rakdos insignia, a {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument} (one of your choice), a {@item costume clothes|phb|costume}, a {@item hooded lantern|phb} made of wrought iron, a 10-foot length of chain with sharply spiked links, a {@item tinderbox|phb}, 10 {@item torch|phb|torches}, a set of {@item common clothes|phb}, a belt {@item pouch|phb} containing 10 gp (a mix of Azorius and Boros 1-zino coins), and a bottle of sweet, red juice\"}]},{\"type\":\"entries\",\"name\":\"A Flair for the Dramatic\",\"entries\":[\"Rakdos performance styles typically fuse standard circus-style acrobatics with fire, wrought-iron spikes and hooks, and monsters. You can roll a {@dice d8} or choose from the options in the Performance Options table to determine your preferred style of performance.\",{\"type\":\"table\",\"caption\":\"Performance Options\",\"colLabels\":[\"d8\",\"Type of Performer\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Spikewheel acrobat\"],[\"2\",\"Lampooning satirist\"],[\"3\",\"Fire juggler\"],[\"4\",\"Marionette puppeteer\"],[\"5\",\"Pain artist\"],[\"6\",\"Noise musician\"],[\"7\",\"Nightmare clown\"],[\"8\",\"Master of ceremonies\"]]}],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Feature: Fearsome Reputation\",\"entries\":[\"People recognize you as a member of the Cult of Rakdos, and they're careful not to draw your anger or ridicule. You can get away with minor criminal offenses, such as refusing to pay for food at a restaurant or breaking down a door at a local shop, if no legal authorities witness the crime. Most people are too daunted by you to report your wrongdoing to the Azorius.\"]},{\"type\":\"entries\",\"name\":\"Rakdos Guild Spells\",\"entries\":[\"{@i Prerequisite: Spellcasting or Pact Magic class feature}\",\"For you, the spells on the Rakdos Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)\",{\"type\":\"table\",\"caption\":\"Rakdos Guild Spells\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"Spell Level\",\"Spells\"],\"rows\":[[\"Cantrip\",\"{@spell fire bolt}, {@spell vicious mockery}\"],[\"1st\",\"{@spell burning hands}, {@spell dissonant whispers}, {@spell hellish rebuke}\"],[\"2nd\",\"{@spell crown of madness}, {@spell enthrall}, {@spell flaming sphere}\"],[\"3rd\",\"{@spell fear}, {@spell haste}\"],[\"4th\",\"{@spell confusion}, {@spell wall of fire}\"],[\"5th\",\"{@spell dominate person}\"]]},\"Your magic often produces a flashy spectacle, wreathing you or your targets in a mixture of harmless flame and shadowy shapes. When you manipulate an opponent's mind, a flaming symbol of Rakdos might momentarily appear like a mask over the target's face.\"]},{\"type\":\"entries\",\"name\":\"Suggested Characteristics\",\"entries\":[\"Members of demonic cults aren't generally known as the kindest or most mentally stable individuals, so you're likely to have something in your nature that distinguishes you from the law-abiding citizens of Ravnica.\",{\"type\":\"table\",\"caption\":\"Personality Traits\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"I revel in mayhem, the more destructive the better.\"],[\"2\",\"When violence breaks out, I lose myself in rage, and it's sometimes hard to stop.\"],[\"3\",\"Everything is funny to me, and the most hilarious and bloodiest things leave me cackling with sadistic glee.\"],[\"4\",\"I derive genuine pleasure from the pain of others.\"],[\"5\",\"I enjoy testing other people's patience.\"],[\"6\",\"I can't stand it when things are predictable, so I like to add a little chaos to every situation.\"],[\"7\",\"I throw my weight around to make sure I get my way.\"],[\"8\",\"I enjoy breaking delicate works of art. And fingers, which are sort of the same.\"]]},{\"type\":\"table\",\"caption\":\"Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"{@b Guild}. My guild is all that really matters. (Any)\"],[\"2\",\"{@b Hedonism}. Death comes for everyone, so take as much pleasure as you can from every moment of life. (Neutral)\"],[\"3\",\"{@b Creativity}. I strive to find more ways to express my art through pain—my own as well as others'. (Chaotic)\"],[\"4\",\"{@b Freedom}. No one tells me what to do. (Chaotic)\"],[\"5\",\"{@b Equality}. I want to see Ravnica remade, with no guilds and no hierarchies. (Chaotic)\"],[\"6\",\"{@b Spectacle}. People are inspired by the greatness they see in art. (Any)\"]]},{\"type\":\"table\",\"caption\":\"Bonds\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"I have belonged to the same performance troupe for years, and these people mean everything to me.\"],[\"2\",\"A blood witch told me I have a special destiny to fulfill, and I'm trying to figure out what it is.\"],[\"3\",\"I'm secretly hoping that I can change the cult from the inside, using my influence to help rein in the wanton violence.\"],[\"4\",\"I own something that Rakdos once touched (it's seared black at the spot), and I cherish it.\"],[\"5\",\"I want to be better at my chosen form of performance than any other member of my troupe.\"],[\"6\",\"I am devoted to Rakdos and live to impress him.\"]]},{\"type\":\"table\",\"caption\":\"Flaws\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"My family is prominent in another guild. I enjoy my wild life, but I don't want to embarrass them.\"],[\"2\",\"I couldn't hide my emotions and opinions even if I wanted to.\"],[\"3\",\"I throw caution to the wind.\"],[\"4\",\"I resent the rich and powerful.\"],[\"5\",\"When I'm angry, I lash out in violence.\"],[\"6\",\"There's no such thing as too much pleasure.\"]]}]},{\"type\":\"entries\",\"name\":\"Contacts\",\"entries\":[\"The Cult of Rakdos is anything but organized. Individuals frequently move from one performance troupe to another. Almost all members of the cult know former castmates now in different troupes, which allows for the possibility of a widespread network of contacts.\",\"Roll twice on the Rakdos Contacts table (for an ally and a rival) and once on the Non-Rakdos Contacts table.\",{\"type\":\"table\",\"caption\":\"Rakdos Contacts\",\"colLabels\":[\"d8\",\"Contact\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"I was part of a two-person act until my former partner moved to a different troupe.\"],[\"2\",\"My sibling and I ran away from home and joined the Cult of Rakdos together. We're very close.\"],[\"3\",\"A childhood friend of mine is an attendant in Rix Maadi, the Rakdos guildhall.\"],[\"4\",\"My parents brought me into the guild and taught me my trade.\"],[\"5\",\"There's a lesser demon in the cult who thinks he owes me a favor, and who am I to argue?\"],[\"6\",\"The master of ceremonies in my troupe is well connected with other troupes.\"],[\"7\",\"I had a romance with a pain artist in another troupe.\"],[\"8\",\"Rakdos himself has witnessed me perform.\"]]},{\"type\":\"table\",\"caption\":\"Non-Rakdos Contacts\",\"colLabels\":[\"d10\",\"Contact\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"I know an Azorius elocutor who has a very amusing dark side.\"],[\"2\",\"A Boros captain really wants to \\\"redeem\\\" me.\"],[\"3\",\"I think a member of my troupe is a Dimir agent.\"],[\"4\",\"I once convinced a Golgari medusa to participate in a show. We've been on good terms ever since.\"],[\"5\",\"I came from the Gruul and still have relatives there.\"],[\"6\",\"An Izzet technician provides pyrotechnics for my performances.\"],[\"7\",\"An Orzhov oligarch has taken an interest in my career, like a patron of the arts.\"],[\"8\",\"Roll an additional Rakdos contact; you can decide if the contact is an ally or a rival.\"],[\"9\",\"A Selesnya healer attends my performances regularly.\"],[\"10\",\"A Simic biomancer provides mutant monsters to add a taste of the bizarre to our shows.\"]]}]},{\"type\":\"entries\",\"name\":\"How Do I Fit In?\",\"entries\":[\"The Cult of Rakdos encourages independent action on the part of its members. Its goal is fomenting chaos, and it firmly believes in putting its own house in disorder before carrying that mission into the larger city. So your role is to execute your vision of grand satire and disruptive performance art, as you aspire to outdo your guild mates and attract the attention of Rakdos himself.\",\"You work as part of a troupe, with your artistic talents used in service to a ringmaster's vision. But your performance is your own, and no one expects you to follow a script. In fact, if you go through a performance without doing something you haven't done before, you're clearly not trying hard enough.\"]}],\"hasFluff\":true},{\"name\":\"Reformed Cultist\",\"source\":\"TDCSR\",\"page\":185,\"skillProficiencies\":[{\"deception\":true,\"religion\":true}],\"languageProficiencies\":[{\"any\":1}],\"startingEquipment\":[{\"_\":[{\"special\":\"vestments\"},{\"item\":\"holy symbol|phb\",\"displayName\":\"a holy symbol of your previous cult\"},\"common clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1500}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Deception} and {@skill Religion}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"One of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"Vestments and a {@item holy symbol|phb} of your previous cult, a set of {@item common clothes|phb}, a belt {@item pouch|PHB} containing 15 gp\"}]},{\"type\":\"entries\",\"name\":\"Feature: Fell Teachings\",\"page\":186,\"entries\":[\"You were inundated with knowledge about one of the {@book Betrayer Gods|TDCSR|2|Betrayer Gods}, and know by heart everything from their basic commandments to some of their most esoteric secrets. Choose one of the {@book Betrayer Gods|TDCSR|2|Betrayer Gods}. You have {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on Intelligence ({@skill Religion}) checks to know information about their faith, including obscure secrets unknown to most worshipers.\",\"Additionally, you can work with your GM to create a secret that you learned during your time in the cult. This secret might be the seed of a conspiracy, a myth of a legendary hero whose true meaning has mutated over the years, or even the location of a fabled artifact of the gods.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Suggested Characteristics\",\"page\":186,\"entries\":[\"The life of every former cultist is defined to some degree by the process of fleeing the past, and of trying to make a future away from the beliefs that once claimed them. Your bond is likely associated with those who gave you the insight and strength to flee your old ways. Your ideal might involve your desire to take down and destroy those who promote the evil you escaped, and perhaps finding new faith in a forgiving god.\",{\"type\":\"table\",\"caption\":\"Reformed Cultist Personality Traits\",\"colLabels\":[\"{@dice d8}\",\"Personality Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I need a {@item dagger|phb} close at hand at all times. Just in case they find me.\"],[\"2\",\"I can't believe I'm out here fighting monsters. After everything I've been through, why can't I find a normal life?\"],[\"3\",\"I need a stiff drink before I do anything stressful these days. I know it's a problem. Just...let me have this.\"],[\"4\",\"Murder is okay when it's for a good cause! I didn't tear my past out by the roots so I could let evil people cause more harm.\"],[\"5\",\"My past is filled with stories like you wouldn't believe. Ones that'll really make your skin crawl. Do you want to hear...?\"],[\"6\",\"Yeah, I'm crying. I do that. Get over yourself.\"],[\"7\",\"I know you've told me your name twice already, but that's not good enough. How can I be sure you are who you say you are?\"],[\"8\",\"My mind is always racing. I can't...I just need to...you have to give me a second—or else I can't...organize my thoughts.\"]]},{\"type\":\"table\",\"caption\":\"Reformed Cultist Ideals\",\"colLabels\":[\"{@dice d6}\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Life}. I've spent too long shackled to an evil master. No matter what happened before, I deserve my freedom now. (Chaotic)\"],[\"2\",\"{@b Redemption}. People can change, but redemption must be something they choose for themselves. If they do, it is my duty to help them along that path. (Good)\"],[\"3\",\"{@b Power}. When I abandoned the cult, it wasn't out of some misguided sense of righteousness. That pathetic organization was merely a shackle on my potential. (Evil)\"],[\"4\",\"{@b Vengeance}. The cult has poisoned my life. I will see all its followers suffer. (Any)\"],[\"5\",\"{@b Hierarchy}. The cult was vile, but its strength was in stability and organization. As long as good folk lack unity, evil will always triumph. (Lawful)\"],[\"6\",\"{@b Reparations}. As a cultist, I harmed people whose names I'll never know. I feel obligated to repay my debt by aiding others. (Good)\"]]},{\"type\":\"table\",\"caption\":\"Reformed Cultist Bonds\",\"colLabels\":[\"{@dice d6}\",\"Bond\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"My cousin escaped the cult with me. I lost track of them when we fled, but I know they're alive. I can feel it.\"],[\"2\",\"I was saved from the cult by a priest of one of the {@book Prime Deities|TDCSR|2|Prime Deities}. If not for that sign of faith, I would surely be lost.\"],[\"3\",\"I was told by the person who saved me that a sage once said: \\\"Life needs things to live.\\\" I don't know what that means, but I've dedicated my existence to finding out.\"],[\"4\",\"One of my cultist parents had a change of heart when I was a teenager, and we fled together in the dark of night. I didn't want to leave, but I understand now that their courage saved my life.\"],[\"5\",\"I was bested by a warrior when I fumbled a cult-ordered assassination. I don't know why that person took pity on me, but they gave me purpose when I was lost.\"],[\"6\",\"Now that I've saved myself, the only person important to me is my former cult leader—because I've sworn that they'll die by my hand.\"]]},{\"type\":\"table\",\"caption\":\"Reformed Cultist Flaws\",\"colLabels\":[\"{@dice d6}\",\"Flaw\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I'm haunted by what I saw in those ritual chambers. Every time I see blood, I...oh, gods, I can't bear to even think about it.\"],[\"2\",\"I ran from the cult long ago. But deep down, there's a part of me that still thinks they were right about certain things.\"],[\"3\",\"I can't help but feel a rush whenever I see a life snuffed out before me. Just one more kill... just one more.\"],[\"4\",\"Organized religion terrifies me. {@book Betrayer Gods|TDCSR|2|Betrayer Gods} or {@book Prime Deities|TDCSR|2|Prime Deities}...it doesn't matter. The sight of the faithful freezes my blood cold.\"],[\"5\",\"Oh, I always tell the truth. Always. I've never had to keep a secret from anyone, so of course I'll be open with you.\"],[\"6\",\"I don't trust easily. If you grew up being lied to about every little thing? The fundamental nature of the world? You wouldn't, either.\"]]}]}],\"hasFluff\":true},{\"name\":\"Revelry Pirate (Sailor)\",\"source\":\"EGW\",\"page\":203,\"_copy\":{\"name\":\"Sailor\",\"source\":\"PHB\"},\"hasFluff\":true},{\"name\":\"Rewarded\",\"source\":\"BMT\",\"page\":57,\"feats\":[{\"lucky|phb\":true},{\"magic initiate|phb\":true},{\"skilled|phb\":true}],\"skillProficiencies\":[{\"insight\":true,\"persuasion\":true}],\"languageProficiencies\":[{\"anyStandard\":1}],\"toolProficiencies\":[{\"anyGamingSet\":1}],\"startingEquipment\":[{\"_\":[{\"special\":\"bottle of black ink\"},\"ink pen|phb\",{\"special\":\"sheets of paper\",\"quantity\":5},{\"item\":\"gaming set|phb\",\"displayName\":\"gaming set (matching your chosen proficiency)\"},\"signet ring|phb\",\"fine clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1800}]}],\"fromFeature\":{\"feats\":true},\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Insight}, {@skill Persuasion}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"One of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A bottle of black ink, an {@item ink pen|PHB}, five sheets of paper, a {@item gaming set|PHB} (matching your chosen proficiency), a {@item signet ring|PHB}, a set of {@item fine clothes|PHB}, and a {@item pouch|PHB} containing 18 gp\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entries\":[\"One {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set} of your choice (such as {@item playing card set|phb|playing cards} or {@item three-dragon ante set|phb|three-dragon ante cards})\"]}]},{\"type\":\"entries\",\"name\":\"Feature: Fortune's Favor\",\"entries\":[\"Your unexpected good fortune is reflected by a minor boon. You gain the {@feat Lucky}, {@feat Magic Initiate}, or {@feat Skilled} feat (your choice). Your choice of feat reflects the transformation that changed your life. An encounter with a genie who gave you three wishes might have resulted in magical powers represented by Magic Initiate. If you paid off all your family debts with a fortuitous round of three-dragon ante, you might be Lucky instead. Alternatively, you could use the Skilled feat to reflect whatever trial you endured to secure your new destiny and to model the knowledge and abilities imparted to you by whatever force transformed your life.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Suggested Characteristics\",\"entries\":[\"Your character's perspective on life has changed thanks to their new destiny. The Rewarded Personality Traits table suggests traits you might adopt for your character and cards from the {@item Deck of Many Things} that might have prompted this trait.\",{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"d6\",\"Personality Trait\"],\"rows\":[[\"1\",\"A safe home is a foundation on which anything else can be built. (Key, Throne)\"],[\"2\",\"I was elevated to heights I could never otherwise attain, and I won't waste my fortune. (Star, Sun)\"],[\"3\",\"I try to be a source of inspiration and joy to others. Life is never as bad as you think! (Euryale, Jester)\"],[\"4\",\"Courage and boldness can carry the day when all else fails. (Comet, Knight)\"],[\"5\",\"My good fortune means I can lift others up as well. (Gem, Moon)\"],[\"6\",\"Having the right answers is the first step to solving any problem, no matter how dire. (Fates, Sage)\"]]}]},{\"type\":\"entries\",\"name\":\"Building a Rewarded Character\",\"entries\":[\"Rewarded characters have varied histories, but they have one thing in common: they were down on their luck before their lives abruptly turned around. They might have given up all hope of a happier life, only to suddenly get a second chance. A rewarded character has often spent many years struggling to escape painful circumstances. Now, extricated from the (sometimes literal) prison that was their former life, they throw their cares to the wind and become adventurers.\",\"If your character's life was changed by a {@item Deck of Many Things}, consider which card was responsible. Perhaps the Fates card undid a tragic mistake your character made in their youth. The Gem card could have wiped out debts incurred over a lifetime. Maybe the Sage card provided the advice needed to escape a hopeless situation, the Star card increased an ability score to its current value, or a {@spell Wish} spell cast after drawing the Moon card transformed your character from a peddler to a fledgling sorcerer infused with magic and new knowledge and skills. If you're making a character at higher than 1st level, magic items they have could have been granted by the Key or Sun card.\"]},{\"type\":\"entries\",\"name\":\"Rewarded Trinkets\",\"entries\":[\"When you make your character, you can roll once on the Rewarded Trinkets table instead of on the Trinkets table in the {@book Player's Handbook|PHB} for your starting trinket.\",{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"d6\",\"Trinket\"],\"rows\":[[\"1\",\"A perfumed silk scarf from an admirer\"],[\"2\",\"A crystal bead that glows like a candle in the dark\"],[\"3\",\"A letter of introduction and invitation from an influential person in a far-off city\"],[\"4\",\"A motto or symbol whose meaning eludes you, etched on a piece of your equipment\"],[\"5\",\"A crisp playing card that never seems to tear or soil, depicting the card that affected you\"],[\"6\",\"Half a medallion designed to be rejoined to its other half\"]]}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Rival Intern\",\"source\":\"AI\",\"page\":51,\"skillProficiencies\":[{\"history\":true,\"investigation\":true}],\"languageProficiencies\":[{\"anyStandard\":1}],\"toolProficiencies\":[{\"anyArtisansTool\":1}],\"startingEquipment\":[{\"_\":[{\"equipmentType\":\"toolArtisan\"},{\"special\":\"ledger from your previous employer containing a small piece of useful information\"},\"fine clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill History}, {@skill Investigation}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"One type of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Any one of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"One set of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}, a ledger from your previous employer containing a small piece of useful information, a set of {@item fine clothes|phb}, and a belt {@item pouch|phb} containing 10 gp\"}]},{\"name\":\"Feature: Inside Informant\",\"type\":\"entries\",\"entries\":[\"You have connections to your previous employer or other groups you dealt with during your previous employment. You can communicate with your contacts, gaining information at the DM's discretion.\"],\"data\":{\"isFeature\":true}},{\"name\":\"Suggested Characteristics\",\"type\":\"entries\",\"entries\":[\"If you were happy with your previous internship, the parting of ways might have been amicable. If not, it might have involved armed guards removing you from the premises. If you were passed over at your previous position, it might have left you a blend of seething rage, practiced nonchalance, and keen knowledge of where the bodies are buried (perhaps literally).\",{\"type\":\"table\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"My previous employer didn't respect me, and now I'll do whatever I can to gain respect.\"],[\"2\",\"The job is important, but the relationships I forge with my coworkers are even more so.\"],[\"3\",\"The job is everything to me. Who needs relaxation, hobbies, and a social life?\"],[\"4\",\"I know I'm not the best and brightest, but if I put my best self forward, I can overcome anything.\"],[\"5\",\"My former boss was an idiot. So was my boss before that. And before that. I'm sure those were all coincidences.\"],[\"6\",\"This company is so much better than my previous one. It will always be the best until they stop paying me.\"],[\"7\",\"I know this dagger belongs to the company, but I'm sure they won't miss it. Or this flask. Or this armor.\"],[\"8\",\"It's only a matter of time before I'll be upper management. I just have to kiss up to my superiors and kick down those beneath me.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Advancement. Money and power can be gained more easily within an organization. I plan to gain as much as possible. (Evil)\"],[\"2\",\"Structure. Life goes much more smoothly when you follow the rules and work within a system. (Lawful)\"],[\"3\",\"Uncertainty. The more chaos that swirls around me, the more opportunities I can find to profit. (Chaotic)\"],[\"4\",\"Justice. I can't stand people being treated unjustly. I do whatever it takes to stop injustice and those who flout the law. (Lawful)\"],[\"5\",\"Pleasure. What's the use of working hard and making money if you can't enjoy the finer things in life? (Any)\"],[\"6\",\"Power. Money is fine, but real power means never having to say you're sorry. (Evil)\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I have a family member in need. I consider them in everything I do.\"],[\"2\",\"My peers keep me grounded.\"],[\"3\",\"My past mistakes cost someone else dearly. I have to rectify that.\"],[\"4\",\"A childhood mentor put me on my current path. If I succeed, I want to repay that mentor in some way.\"],[\"5\",\"I value an oath of loyalty I took to a group of friends over everything else in my life.\"],[\"6\",\"Although I don't get along well with people, my pet means the world to me.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I know what's best. Trust me.\"],[\"2\",\"Flaw? I have no flaws. I'm perfect.\"],[\"3\",\"My loyalties are... fluid.\"],[\"4\",\"If anything goes wrong, it must be someone else's fault. Let me explain that in detail.\"],[\"5\",\"There's right and there's wrong, and there's no gray area in between.\"],[\"6\",\"Our superiors might not like what you're doing. I'm going to have to put that in my report.\"]]}]}],\"hasFluff\":true},{\"name\":\"Ruined\",\"source\":\"BMT\",\"page\":58,\"feats\":[{\"alert|phb\":true},{\"skilled|phb\":true},{\"tough|phb\":true}],\"skillProficiencies\":[{\"stealth\":true,\"survival\":true}],\"languageProficiencies\":[{\"anyStandard\":1}],\"toolProficiencies\":[{\"anyGamingSet\":1}],\"startingEquipment\":[{\"_\":[{\"item\":\"hourglass|phb\",\"displayName\":\"cracked hourglass\"},{\"item\":\"manacles|phb\",\"displayName\":\"set of rusty manacles\"},{\"special\":\"half-empty bottle\"},\"hunting trap|phb\",{\"item\":\"gaming set|phb\",\"displayName\":\"gaming set (matching your chosen proficiency)\"},\"traveler's clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1300}]}],\"fromFeature\":{\"feats\":true},\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Stealth}, {@skill Survival}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"One of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A cracked {@item hourglass|PHB}, a set of rusty {@item manacles|PHB}, a half-empty bottle, a {@item hunting trap|PHB}, a {@item gaming set|PHB} (matching your chosen proficiency), a set of {@item traveler's clothes|PHB}, and a {@item pouch|PHB} containing 13 gp\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entries\":[\"One {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set} of your choice (such as playing cards or three-dragon ante cards)\"]}]},{\"type\":\"entries\",\"name\":\"Feature: Still Standing\",\"entries\":[\"You have weathered ruinous misfortune, and you possess hidden reserves others don't expect. You gain the {@feat Alert}, {@feat Skilled}, or {@feat Tough} feat (your choice). Your choice of feat reflects how you've dealt with the terrible loss that changed your life forever. If you've kept your senses sharp for every opportunity and climbed your way out of misery by seizing the tiniest scrap of hope, choose Alert. If you've redoubled your efforts to reclaim what was once yours, choose Skilled. If you've stoically persevered through your misfortune, select Tough.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Suggested Characteristics\",\"entries\":[\"Rising above misfortune shapes one's perspective. The Ruined Personality Traits table suggests traits you might adopt for your character (and ruinous cards that might have prompted this trait).\",{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"d6\",\"Personality Trait\"],\"rows\":[[\"1\",\"I've changed from my past, and I work to live up to my new path. (Balance, Throne)\"],[\"2\",\"Every moment is a gift I refuse to squander. (Euryale, Skull)\"],[\"3\",\"Now that I've overcome having nothing, I can survive anything. (Fool, Ruin, Talons)\"],[\"4\",\"I know enemies are set against me, and I always prepare for the worst. (Flames, Rogue)\"],[\"5\",\"I interpret every event as part of a larger pattern I just haven't worked out yet. (Puzzle, Star)\"],[\"6\",\"I must make up for so much time I've already lost. (Donjon, Void)\"]]}]},{\"type\":\"entries\",\"name\":\"Building a Ruined Character\",\"entries\":[\"Ruined characters were on top of the world before misfortune struck. Many were wealthy. Others come from modest backgrounds, but they were surrounded by friends, family, and loved ones. They might have been famous, or simply never encountered serious hardship before. Some were born to privilege or rose to prominence through trickery or a false reputation. Now a {@item Deck of Many Things}—or another calamity—has knocked them down like a house of cards.\",\"If your character's life was ruined by a {@item Deck of Many Things}, consider which card was responsible. Perhaps your character was imprisoned for years by the Donjon or Void card, and now everyone they knew has died. Maybe your character drew the Rogue card, and the person closest to them—a spouse, child, or parent—turned against them. A devil unleashed by the Flames card might have destroyed their life. The Ruin or Talons card might have stolen the character's material goods or saddled them with vast debt.\"]},{\"type\":\"entries\",\"name\":\"Ruined Trinkets\",\"entries\":[\"When you make your character, you can roll once on the Ruined Trinkets table instead of on the Trinkets table in the {@book Player's Handbook|PHB}.\",{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"d6\",\"Trinket\"],\"rows\":[[\"1\",\"A rusted scrap of a once-beloved family heirloom\"],[\"2\",\"A land deed, but all the names and markings that once tied it to you have faded into obscurity\"],[\"3\",\"A bauble once imbued with powerful magic\"],[\"4\",\"A battered playing card with a hole pierced in it, its face depicting the card that affected you\"],[\"5\",\"A yellowed Humanoid tooth that whispers eerily when placed under a pillow\"],[\"6\",\"A keepsake from someone you were once close to but who is now your enemy\"]]}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Rune Carver\",\"source\":\"BGG\",\"page\":12,\"feats\":[{\"rune shaper|bgg\":true}],\"skillProficiencies\":[{\"history\":true,\"perception\":true}],\"languageProficiencies\":[{\"giant\":true}],\"toolProficiencies\":[{\"anyArtisansTool\":1}],\"startingEquipment\":[{\"_\":[{\"equipmentType\":\"toolArtisan\"},{\"special\":\"small knife\"},\"whetstone|phb\",\"common clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1000}]}],\"fromFeature\":{\"feats\":true},\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill History}, {@skill Perception}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"One set of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Giant\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A set of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} (one of your choice), a small knife, a {@item whetstone|phb}, a set of {@item common clothes|phb}, and a {@item pouch|phb} containing 10 gp\"}]},{\"type\":\"entries\",\"name\":\"Rune Styles\",\"entries\":[\"Each rune carver has a unique style and preferred medium. To determine how you make your runes, you can roll on the Rune Style table.\",{\"type\":\"table\",\"caption\":\"Rune Style\",\"colLabels\":[\"d6\",\"Style\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You inscribe runes in wax or clay with a fine metal needle.\"],[\"2\",\"You whittle pieces of wood into small figurines you mark with runes.\"],[\"3\",\"You engrave runes onto glass beads and thread them onto necklaces and bracelets.\"],[\"4\",\"You stitch runes into the hems of clothing.\"],[\"5\",\"You carve runes on a set of animal bones you can throw in different formations.\"],[\"6\",\"You draw runes into candles, melting the wax to smooth over the engravings.\"]]}]},{\"type\":\"entries\",\"name\":\"Building a Rune Carver Character\",\"entries\":[\"Scholarly pursuits, ancient mysteries, or a fateful encounter might inspire a character to pursue the secrets of a rune carver.\"]},{\"name\":\"Feature: Rune Shaper\",\"type\":\"entries\",\"entries\":[\"You gain the {@feat Rune Shaper|BGG} feat.\"],\"data\":{\"isFeature\":true}},{\"name\":\"Suggested Characteristics\",\"type\":\"entries\",\"entries\":[\"The Rune Carver Personality Traits table suggests a variety of traits you might adopt for your character.\",{\"type\":\"table\",\"colLabels\":[\"d6\",\"Personality Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Is it practical to learn an ancient language that is rarely spoken? No. But is it fun? Very.\"],[\"2\",\"I learned one of my ancestors was a lauded rune carver whose story was lost to time. I seek to rekindle that legacy.\"],[\"3\",\"The old, traditional markings of runecraft look so boring. Why not give my runes some flair?\"],[\"4\",\"In my studies of runes, I strive to understand how great civilizations of the past fell, so I can prevent it from happening to societies of the present.\"],[\"5\",\"Life may be a whirlwind of chaos, but whenever I create my runes, I feel at peace.\"],[\"6\",\"My brain struggles to process words written in ink, but the feeling of carved runes makes my mind sing.\"]]}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sage\",\"source\":\"PHB\",\"page\":137,\"basicRules\":true,\"reprintedAs\":[\"Sage|XPHB\"],\"skillProficiencies\":[{\"arcana\":true,\"history\":true}],\"languageProficiencies\":[{\"anyStandard\":2}],\"startingEquipment\":[{\"_\":[\"ink (1-ounce bottle)|phb\",{\"special\":\"quill\"},{\"special\":\"small knife\"},{\"special\":\"letter from a dead colleague posing a question you have not yet been able to answer\"},\"common clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Arcana}, {@skill History}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Two of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A {@item Ink (1-ounce bottle)|phb|bottle of black ink}, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of {@item common clothes|phb}, and a belt {@item pouch|phb} containing 10 gp\"}]},{\"name\":\"Feature: Researcher\",\"type\":\"entries\",\"entries\":[\"When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.\"],\"data\":{\"isFeature\":true}},{\"name\":\"Specialty\",\"type\":\"entries\",\"entries\":[\"To determine the nature of your scholarly training, roll a d8 or choose from the options in the table below.\",{\"type\":\"table\",\"colLabels\":[\"d8\",\"Field of Study\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Alchemist\"],[\"2\",\"Astronomer\"],[\"3\",\"Discredited academic\"],[\"4\",\"Librarian\"],[\"5\",\"Professor\"],[\"6\",\"Researcher\"],[\"7\",\"Wizard's apprentice\"],[\"8\",\"Scribe\"]]}]},{\"name\":\"Suggested Characteristics\",\"type\":\"entries\",\"entries\":[\"Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly—sometimes in its own right, sometimes as a means toward other ideals.\",{\"type\":\"table\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I use polysyllabic words that convey the impression of great erudition.\"],[\"2\",\"I've read every book in the world's greatest libraries—or I like to boast that I have.\"],[\"3\",\"I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others.\"],[\"4\",\"There's nothing I like more than a good mystery.\"],[\"5\",\"I'm willing to listen to every side of an argument before I make my own judgment.\"],[\"6\",\"I... speak... slowly... when talking... to idiots,... which... almost... everyone... is... compared... to me.\"],[\"7\",\"I am horribly, horribly awkward in social situations.\"],[\"8\",\"I'm convinced that people are always trying to steal my secrets.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Knowledge. The path to power and self-improvement is through knowledge. (Neutral)\"],[\"2\",\"Beauty. What is beautiful points us beyond itself toward what is true. (Good)\"],[\"3\",\"Logic. Emotions must not cloud our logical thinking. (Lawful)\"],[\"4\",\"No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)\"],[\"5\",\"Power. Knowledge is the path to power and domination. (Evil)\"],[\"6\",\"Self-Improvement. The goal of a life of study is the betterment of oneself. (Any)\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"It is my duty to protect my students.\"],[\"2\",\"I have an ancient text that holds terrible secrets that must not fall into the wrong hands.\"],[\"3\",\"I work to preserve a library, university, scriptorium, or monastery.\"],[\"4\",\"My life's work is a series of tomes related to a specific field of lore.\"],[\"5\",\"I've been searching my whole life for the answer to a certain question.\"],[\"6\",\"I sold my soul for knowledge. I hope to do great deeds and win it back.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I am easily distracted by the promise of information.\"],[\"2\",\"Most people scream and run when they see a demon. I stop and take notes on its anatomy.\"],[\"3\",\"Unlocking an ancient mystery is worth the price of a civilization.\"],[\"4\",\"I overlook obvious solutions in favor of complicated ones.\"],[\"5\",\"I speak without really thinking through my words, invariably insulting others.\"],[\"6\",\"I can't keep a secret to save my life, or anyone else's.\"]]}]}],\"hasFluff\":true},{\"name\":\"Sage\",\"source\":\"XPHB\",\"page\":183,\"freeRules2024\":true,\"edition\":\"one\",\"ability\":[{\"choose\":{\"weighted\":{\"from\":[\"con\",\"int\",\"wis\"],\"weights\":[2,1]}}},{\"choose\":{\"weighted\":{\"from\":[\"con\",\"int\",\"wis\"],\"weights\":[1,1,1]}}}],\"feats\":[{\"magic initiate; wizard|xphb\":true}],\"skillProficiencies\":[{\"arcana\":true,\"history\":true}],\"toolProficiencies\":[{\"calligrapher's supplies\":true}],\"startingEquipment\":[{\"A\":[{\"item\":\"quarterstaff|xphb\"},{\"item\":\"calligrapher's supplies|xphb\"},{\"item\":\"book|xphb\"},{\"item\":\"parchment|xphb\",\"quantity\":8},{\"item\":\"robe|xphb\"},{\"value\":800}],\"B\":[{\"value\":5000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Ability Scores:\",\"entry\":\"Constitution, Intelligence, Wisdom\"},{\"type\":\"item\",\"name\":\"Feat:\",\"entry\":\"{@feat Magic Initiate|XPHB} (Wizard)\"},{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Arcana|XPHB}, {@skill History|XPHB}\"},{\"type\":\"item\",\"name\":\"Tool Proficiency:\",\"entry\":\"{@item Calligrapher's Supplies|XPHB}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"Choose A or B: (A) {@item Quarterstaff|XPHB}, {@item Calligrapher's Supplies|XPHB}, {@item Book|XPHB} (history), {@item Parchment|XPHB} (8 sheets), {@item Robe|XPHB}, 8 GP; or (B) 50 GP\"}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sailor\",\"source\":\"PHB\",\"page\":139,\"reprintedAs\":[\"Sailor|XPHB\"],\"skillProficiencies\":[{\"athletics\":true,\"perception\":true}],\"toolProficiencies\":[{\"navigator's tools\":true,\"vehicles (water)\":true}],\"startingEquipment\":[{\"_\":[{\"item\":\"club|phb\",\"displayName\":\"belaying pin\"},\"silk rope (50 feet)|phb\",{\"item\":\"trinket|phb\",\"displayName\":\"lucky charm\"},\"common clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Athletics}, {@skill Perception}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"{@item Navigator's tools|phb}, {@filter vehicles (water)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (water)}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A belaying pin ({@item club|phb}), {@item silk rope (50 feet)|phb}, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random {@item trinket|phb} on the Trinkets table in chapter 5), a set of {@item common clothes|phb}, and a belt {@item pouch|phb} containing 10 gp\"}]},{\"name\":\"Feature: Ship's Passage\",\"type\":\"entries\",\"entries\":[\"When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.\"],\"data\":{\"isFeature\":true}},{\"name\":\"Suggested Characteristics\",\"type\":\"entries\",\"entries\":[\"Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most important attachments.\",{\"type\":\"table\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"My friends know they can rely on me, no matter what.\"],[\"2\",\"I work hard so that I can play hard when the work is done.\"],[\"3\",\"I enjoy sailing into new ports and making new friends over a flagon of ale.\"],[\"4\",\"I stretch the truth for the sake of a good story.\"],[\"5\",\"To me, a tavern brawl is a nice way to get to know a new city.\"],[\"6\",\"I never pass up a friendly wager.\"],[\"7\",\"My language is as foul as an otyugh nest.\"],[\"8\",\"I like a job well done, especially if I can convince someone else to do it.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good)\"],[\"2\",\"Fairness. We all do the work, so we all share in the rewards. (Lawful)\"],[\"3\",\"Freedom. The sea is freedom—the freedom to go anywhere and do anything. (Chaotic)\"],[\"4\",\"Mastery. I'm a predator, and the other ships on the sea are my prey. (Evil)\"],[\"5\",\"People. I'm committed to my crewmates, not to ideals. (Neutral)\"],[\"6\",\"Aspiration. Someday, I'll own my own ship and chart my own destiny. (Any)\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I'm loyal to my captain first, everything else second.\"],[\"2\",\"The ship is most important—crewmates and captains come and go.\"],[\"3\",\"I'll always remember my first ship.\"],[\"4\",\"In a harbor town, I have a paramour whose eyes nearly stole me from the sea.\"],[\"5\",\"I was cheated out of my fair share of the profits, and I want to get my due.\"],[\"6\",\"Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I follow orders, even if I think they're wrong.\"],[\"2\",\"I'll say anything to avoid having to do extra work.\"],[\"3\",\"Once someone questions my courage, I never back down no matter how dangerous the situation.\"],[\"4\",\"Once I start drinking, it's hard for me to stop.\"],[\"5\",\"I can't help but pocket loose coins and other trinkets I come across.\"],[\"6\",\"My pride will probably lead to my destruction.\"]]}]}],\"hasFluff\":true},{\"name\":\"Sailor\",\"source\":\"XPHB\",\"page\":184,\"edition\":\"one\",\"ability\":[{\"choose\":{\"weighted\":{\"from\":[\"str\",\"dex\",\"wis\"],\"weights\":[2,1]}}},{\"choose\":{\"weighted\":{\"from\":[\"str\",\"dex\",\"wis\"],\"weights\":[1,1,1]}}}],\"feats\":[{\"tavern brawler|xphb\":true}],\"skillProficiencies\":[{\"acrobatics\":true,\"perception\":true}],\"toolProficiencies\":[{\"navigator's tools\":true}],\"startingEquipment\":[{\"A\":[{\"item\":\"dagger|xphb\"},{\"item\":\"navigator's tools|xphb\"},{\"item\":\"rope|xphb\"},{\"item\":\"traveler's clothes|xphb\"},{\"value\":2000}],\"B\":[{\"value\":5000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Ability Scores:\",\"entry\":\"Strength, Dexterity, Wisdom\"},{\"type\":\"item\",\"name\":\"Feat:\",\"entry\":\"{@feat Tavern Brawler|XPHB}\"},{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Acrobatics|XPHB}, {@skill Perception|XPHB}\"},{\"type\":\"item\",\"name\":\"Tool Proficiency:\",\"entry\":\"{@item Navigator's Tools|XPHB}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"Choose A or B: (A) {@item Dagger|XPHB}, {@item Navigator's Tools|XPHB}, {@item Rope|XPHB}, {@item Traveler's Clothes|XPHB}, 20 GP; or (B) 50 GP\"}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Scribe\",\"source\":\"XPHB\",\"page\":184,\"edition\":\"one\",\"ability\":[{\"choose\":{\"weighted\":{\"from\":[\"dex\",\"int\",\"wis\"],\"weights\":[2,1]}}},{\"choose\":{\"weighted\":{\"from\":[\"dex\",\"int\",\"wis\"],\"weights\":[1,1,1]}}}],\"feats\":[{\"skilled|xphb\":true}],\"skillProficiencies\":[{\"investigation\":true,\"perception\":true}],\"toolProficiencies\":[{\"calligrapher's supplies\":true}],\"startingEquipment\":[{\"A\":[{\"item\":\"calligrapher's supplies|xphb\"},{\"item\":\"fine clothes|xphb\"},{\"item\":\"lamp|xphb\"},{\"item\":\"oil|xphb\"},{\"item\":\"parchment|xphb\"},{\"value\":2300}],\"B\":[{\"value\":5000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Ability Scores:\",\"entry\":\"Dexterity, Intelligence, Wisdom\"},{\"type\":\"item\",\"name\":\"Feat:\",\"entry\":\"{@feat Skilled|XPHB}\"},{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Investigation|XPHB}, {@skill Perception|XPHB}\"},{\"type\":\"item\",\"name\":\"Tool Proficiency:\",\"entry\":\"{@item Calligrapher's Supplies|XPHB}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"Choose A or B: (A) {@item Calligrapher's Supplies|XPHB}, {@item Fine Clothes|XPHB}, {@item Lamp|XPHB}, {@item Oil|XPHB} (3 flasks), {@item Parchment|XPHB} (12 sheets), 23 GP; or (B) 50 GP\"}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Secret Identity\",\"source\":\"ALRageOfDemons\",\"page\":9,\"skillProficiencies\":[{\"deception\":true,\"stealth\":true}],\"toolProficiencies\":[{\"disguise kit\":true,\"forgery kit\":true}],\"startingEquipment\":[{\"_\":[\"disguise kit|phb\",\"forgery kit|phb\",\"common clothes|phb\",{\"item\":\"pouch|phb\",\"displayName\":\"belt pouch\"},{\"value\":500}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Deception}, {@skill Stealth}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"{@item Disguise kit|phb}, {@item Forgery kit|phb}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A {@item disguise kit|phb}, a {@item forgery kit|phb}, a set of {@item common clothes|phb}, a belt {@item pouch|phb}, 5 gp\"}]},{\"name\":\"Lifestyle\",\"type\":\"entries\",\"entries\":[\"Modest\"]},{\"name\":\"Overview\",\"type\":\"entries\",\"entries\":[\"Even though you are a non-human, despite Hillsfar's Great Law of Humanity, you continue to live in the City of Trade. You do so by maintaining a secret identity, forging documents, and wearing a disguise. Few, if any, know you aren't human. If you're a halfling or gnome, you pass as a little person or a child. If you're a half-elf, half-orc, or genasi, you disguise your non-human features. Other races use a combination of disguise and concealing clothing to hide. Your reasons for doing so are your own. Perhaps you're a dissident or the agent of a foreign power. Maybe you have a relationship with someone you cannot bear to leave. Regardless, this way of life has taken a heavy toll on you.\"]},{\"name\":\"Feature: Secret Identity\",\"type\":\"entries\",\"entries\":[\"You have created a secret identity that you use to conceal your true race and that offers a covering explanation for your presence in Hillsfar. In addition, you can forge documents, including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy Note: This feature is a variant of the Charlatan feature.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Despite its problems, I love Hillsfar, it's the greatest city in the world. The only one for me.\"],[\"2\",\"I move from place to place, never staying anywhere long and leaving nothing behind.\"],[\"3\",\"I think flattery is the best way to direct attention away from me.\"],[\"4\",\"I don't make friends easily. They're a liability I cannot afford.\"],[\"5\",\"Risk and danger are exhilarate me. Pulling off schemes and deceptions is a rush.\"],[\"6\",\"The First Lord is right, humans are superior. I really admire them, despite the atrocities.\"],[\"7\",\"I avoid people of my own race, as well as things associated with my race, lest they give me away.\"],[\"8\",\"I live for the Arena. I admire gladiators and enjoy the thrill of blood on the sands!\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Quisling. Supporting the rulers of the land and following the laws is the road to salvation. (Lawful)\"],[\"2\",\"Scoflaw. The laws and lawmakers are corrupt. I follow laws only when it suits me. (Chaotic)\"],[\"3\",\"Optimist. Everyone Is basically good. Though the government is misguided it will all be okay. (Any)\"],[\"4\",\"Secretive. I am in the habit of not talking about myself. My business is none of yours. (Any)\"],[\"5\",\"Heroic. I do everything I can to help non-humans, regardless of the personal cost to me. (Good)\"],[\"6\",\"Depraved. I have lost my moral compass. The ends justify most any means. (Evil)\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"The humans of Hillsfar have inflicted terrible harm on me, my family, and my race. I will have revenge.\"],[\"2\",\"I am part of an underground network that smuggles non-humans into and out of the city.\"],[\"3\",\"I am a partisan. I commit minor acts of defiance against the First Lord and Red Plumes when I can.\"],[\"4\",\"I am a spy. I report on events in and around Hillsfar.\"],[\"5\",\"My secret identity is the only thing protecting me from the Arena. I will stop at nothing to maintain it.\"],[\"6\",\"I am madly in love with a human who does not know my true identity, and I fear rejection if I reveal it.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"After years of denying who I am, I now despise myself and other members of my pathetic race.\"],[\"2\",\"Years of hiding have made me somewhat paranoid. I trust no one.\"],[\"3\",\"I've been lying so often and for so long that I can't help it anymore. I frequently lie for no reason at all.\"],[\"4\",\"I am ashamed. I failed to protect a member of my family who was seized and thrown into the Area.\"],[\"5\",\"I am struggling with maintaining my secret identity. I subconsciously want to get caught and therefore sometimes let my secret identity slip.\"],[\"6\",\"Years of successfully deceiving others have made me cocky. I think no one can see through my lies.\"]]}],\"name\":\"Suggested Characteristics\"}],\"hasFluff\":true},{\"name\":\"Selesnya Initiate\",\"source\":\"GGR\",\"page\":86,\"skillProficiencies\":[{\"nature\":true,\"persuasion\":true}],\"languageProficiencies\":[{\"choose\":{\"from\":[\"elvish\",\"other\",\"sylvan\"]}}],\"toolProficiencies\":[{\"choose\":{\"from\":[\"anyArtisansTool\",\"musical instrument\"]}}],\"startingEquipment\":[{\"_\":[{\"special\":\"Selesnya insignia\"},\"healer's kit|phb\",\"robes|phb\",\"common clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":500}]}],\"additionalSpells\":[{\"expanded\":{\"s0\":[\"druidcraft#c\",\"friends#c\"],\"s1\":[\"animal friendship\",\"charm person\"],\"s2\":[\"aid\",\"animal messenger\",\"calm emotions\",\"warding bond\"],\"s3\":[\"plant growth\",\"speak with plants\"],\"s4\":[\"aura of life\",\"conjure minor elementals\"],\"s5\":[\"awaken\",\"commune with nature\"]}}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Nature}, {@skill Persuasion}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"One type of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} or one {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Choose one of Elvish, Loxodon, or Sylvan\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A Selesnya insignia, a {@item healer's kit|phb}, {@item robes|phb}, a set of {@item common clothes|phb}, and a belt {@item pouch|phb} containing 5 gp (Azorius 1-zino coins)\"}]},{\"type\":\"entries\",\"name\":\"Feature: Conclave's Shelter\",\"entries\":[\"As a member of the Selesnya Conclave, you can count on your guild mates to provide shelter and aid. You and your companions can find a place to hide or rest in any Selesnya enclave in the city, unless you have proven to be a danger to them. The members of the enclave will shield you from the law or anyone else searching for you, though they will not risk their lives in this effort.\",\"In addition, as a guild member you can receive free healing and care at a Selesnya enclave, though you must provide any material components needed for spells.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Selesnya Guild Spells\",\"entries\":[\"{@i Prerequisite: Spellcasting or Pact Magic class feature}\",\"For you, the spells on the Selesnya Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)\",{\"type\":\"table\",\"caption\":\"Selesnya Guild Spells\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"Spell Level\",\"Spells\"],\"rows\":[[\"Cantrip\",\"{@spell druidcraft}, {@spell friends}\"],[\"1st\",\"{@spell animal friendship}, {@spell charm person}\"],[\"2nd\",\"{@spell aid}, {@spell animal messenger}, {@spell calm emotions}, {@spell warding bond}\"],[\"3rd\",\"{@spell plant growth}, {@spell speak with plants}\"],[\"4th\",\"{@spell aura of life}, {@spell conjure minor elementals}\"],[\"5th\",\"{@spell awaken}, {@spell commune with nature}\"]]},\"Members of the Selesnya Conclave refer to their magic as \\\"doruvati,\\\" a Sylvan word meaning \\\"gift.\\\" When you use these gifts of Mat'Selesnya, graceful swirls of green and silver light dance in the air around you, and phantasmal green leaves might waft through the air. A sensation of gentle warmth and the smell of spring flowers or autumn leaves might accompany your spells.\"]},{\"type\":\"entries\",\"name\":\"Suggested Characteristics\",\"entries\":[\"Most members of the Selesnya Conclave are true believers—the tight-knit community allows little room for the cynical or disillusioned. They are spiritual, empathetic, and generally peaceful—unless roused to action. Their flaws and bonds alike grow naturally from their close ties to the community.\",{\"type\":\"table\",\"caption\":\"Personality Traits\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"I never raise my voice or lose my temper.\"],[\"2\",\"I feel the pains and joys of everyone around me, friend or foe.\"],[\"3\",\"I would rather make a friend than thwart an enemy.\"],[\"4\",\"I'm always straining to peer into another reality that seems to be just beyond my senses.\"],[\"5\",\"I'm uneasy if I can't see plants growing or feel soil beneath my feet.\"],[\"6\",\"Seeing illness or injury in any creature saddens me.\"],[\"7\",\"I have much to be proud of, but I am still just one strand in the grand, interwoven tapestry of life.\"],[\"8\",\"Nature offers rich and abundant metaphors for understanding the complexities of life.\"]]},{\"type\":\"table\",\"caption\":\"Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"{@b Guild}. My guild is all that really matters. (Any)\"],[\"2\",\"{@b Harmony}. Nothing is more beautiful than voices and actions aligned in common purpose. (Good)\"],[\"3\",\"{@b Order}. Like a well-pruned tree, society thrives when everything is kept in good order. (Lawful)\"],[\"4\",\"{@b Life}. Preserving life and nature is always a worthwhile endeavor. (Good)\"],[\"5\",\"{@b Humility}. Ambition and pride are the roots of strife. (Good)\"],[\"6\",\"{@b Evangelism}. When all have joined the Selesnya Conclave, Ravnica will finally know peace. (Any)\"]]},{\"type\":\"table\",\"caption\":\"Bonds\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"I would give my life in the defense of the small enclave where I first encountered Mat'Selesnya.\"],[\"2\",\"I love beasts and plants of all kinds, and am loath to harm them.\"],[\"3\",\"A healer nursed me to recovery from a mortal illness.\"],[\"4\",\"I'll sing the invitation of Mat'Selesnya with my dying breath.\"],[\"5\",\"I cherish a leaf from Vitu-Ghazi that changes color with the seasons, even though it is no longer attached to the tree.\"],[\"6\",\"Every member of the conclave is my kin, and I would fight for any one of them.\"]]},{\"type\":\"table\",\"caption\":\"Flaws\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"I'm terrified of getting into a fight where my side is outnumbered.\"],[\"2\",\"I assume that people mean well until they prove otherwise.\"],[\"3\",\"I enjoy comfort and quiet, and prefer to avoid extra effort.\"],[\"4\",\"I have a fierce temper that doesn't reflect the inner calm I seek.\"],[\"5\",\"I'm convinced that everyone else in the conclave has a deeper connection to the Worldsoul than I do.\"],[\"6\",\"I'm trying to atone for the life of crime I led before I joined the Selesnya, but I find it hard to give up my bad habits.\"]]}]},{\"type\":\"entries\",\"name\":\"Contacts\",\"entries\":[\"The Selesnya Conclave is all about connections, so its members cultivate contacts throughout the guild. The guild also engages in energetic recruitment to draw converts from other guilds, and often these new guild members maintain friendships with former guild mates.\",\"Roll twice on the Selesnya Contacts table (for an ally and a rival) and once on the Non-Selesnya Contacts table.\",{\"type\":\"table\",\"caption\":\"Selesnya Contacts\",\"colLabels\":[\"d8\",\"Contact\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"A wise centaur trainer believed in me even though I was a terrible student.\"],[\"2\",\"A good friend has risen to become a Ledev guardian.\"],[\"3\",\"I left my former guild and joined the Selesnya along with a close friend.\"],[\"4\",\"The dryad at the head of my enclave has taken an interest in my activities.\"],[\"5\",\"A sibling is an instructor at the guild's training grounds.\"],[\"6\",\"One of my parents is a votary, tasked with protecting the temple gardens at the Vitu-Ghazi guildhall.\"],[\"7\",\"I had a romance with a well-known Selesnya healer.\"],[\"8\",\"Trostani, the head of the guild and the voice of Mat'Selesnya, once welcomed me into her presence.\"]]},{\"type\":\"table\",\"caption\":\"Non-Selesnya Contacts\",\"colLabels\":[\"d10\",\"Contact\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"I left the Azorius, and a former colleague still resents me for that act.\"],[\"2\",\"A good friend, eager for action, left the Selesnya and joined the Boros.\"],[\"3\",\"I had a relationship with a guild mate who turned out to be a Dimir agent.\"],[\"4\",\"I know a disgruntled Golgari assassin who is ripe for recruitment.\"],[\"5\",\"I'm friendly with a Gruul centaur who almost joined us a few years back.\"],[\"6\",\"I once had a heated public argument with an Izzet chemister, and neither of us is allowed back into that restaurant.\"],[\"7\",\"I paid off my debt to the Orzhov Syndicate, but my good friend was not so lucky and remains indebted to that guild.\"],[\"8\",\"At a time of terrible grief in my life, a Rakdos performer made a mockery of my pain, leaving me with mixed feelings of sadness and humor.\"],[\"9\",\"Roll an additional Selesnya contact; you can decide if the contact is an ally or a rival.\"],[\"10\",\"I have a sibling in the Simic Combine, and we argue every time we see each other.\"]]}]},{\"type\":\"entries\",\"name\":\"How Do I Fit In?\",\"entries\":[\"Although the guild teaches the importance of subjugating the individual will to the good of the conclave, it also celebrates the diversity of individuals, in the same sense that a field that produces different crops is healthier than one that yields a single crop. That principle applies to your skills as an adventurer. As long as your efforts are directed toward advancing the goals of the guild rather than your private agenda, you're allowed to put your talents to work in your unique way.\",\"That said, you must never lose sight of the fact that you are part of a larger community. That includes the whole guild, of course, but your ties to community start with your vernadi (enclave) and its voda (dryad leader). The dryads want to know what you're doing and what purpose it serves, and they act to curtail your actions—or even expel you from the guild—if they determine that you aren't serving Selesnya's best interests.\"]}],\"hasFluff\":true},{\"name\":\"Shade Fanatic\",\"source\":\"ALRageOfDemons\",\"page\":10,\"skillProficiencies\":[{\"deception\":true,\"intimidation\":true}],\"languageProficiencies\":[{\"other\":true}],\"toolProficiencies\":[{\"forgery kit\":true}],\"startingEquipment\":[{\"_\":[\"forgery kit|phb\",{\"special\":\"transparent cylinder of shadow that has no opening\"},\"signet ring|phb\",\"fine clothes|phb\",{\"value\":1500}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Deception}, {@skill Intimidation}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"{@item Forgery kit|phb}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Netherese\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A {@item forgery kit|phb}, a transparent cylinder of shadow that has no opening, a {@item signet ring|phb}, a set of {@item fine clothes|phb}, and 15 gp\"}]},{\"name\":\"Lifestyle\",\"type\":\"entries\",\"entries\":[\"Modest\"]},{\"name\":\"Overview\",\"type\":\"entries\",\"entries\":[\"You grew up at a time when the wizards of Netheril were at war with the elves of Cormanthor. You recall sitting cross-legged hearing the stories of the glorious Thultanthar, also called the Shade Enclave and the City of Shade, and aspired to study there and maybe even did, for a time. Your dreams came crashing down a few years ago when Thultanthar fell from the sky upon Myth Drannor.\",\"You know that there was a Netherese Garrison stationed near Hillsfar and have heard rumors that its downfall came from traitors within the ranks. You remain loyal to Netheril and seek other Shade loyalists and fanatics in the Cormanthor forest and the areas surrounding Hillsfar.\"]},{\"name\":\"Feature: Secret Society\",\"type\":\"entries\",\"entries\":[\"You have a special way of communicating with others who feel the same way you do about the Shade. When you enter a village or larger city you can identify contact who will give you information on those that would hinder your goals and those would help you simply because of your desire to see the Shade Enclave return in all its glory. Note: This feature is a variant of the Criminal feature.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I am a bully; I try to hide it though.\"],[\"2\",\"I let my actions speak for themselves\"],[\"3\",\"I am important; I will not let anyone forget that.\"],[\"4\",\"You are either with me or against me.\"],[\"5\",\"I know it is only a time before I am betrayed by those I care for.\"],[\"6\",\"I never understand why people get so emotional.\"],[\"7\",\"They are out to get me. It is only my cunning that keeps me ahead of them\"],[\"8\",\"Everyone has a choice, the one I make is always right though.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Hope. I know even if I need do evil acts, history will be my redemption. (Chaos)\"],[\"2\",\"Dedicated. I can do anything I put my mind to (Lawful)\"],[\"3\",\"Exciting. I have found the truth of the Shadovar and want to share it with everyone. (Any)\"],[\"4\",\"Frugal. I horde my possessions knowing that someday I will be called upon to give everything I have to the cause (Any)\"],[\"5\",\"Eloquent. I use my words to sway others to my beliefs. (Any)\"],[\"6\",\"Compassionate. It is through love that others will join in our cause. (Good)\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"They say the Shade broke the bonds of mortality; I want to find out how.\"],[\"2\",\"The whispers in my head remind me that there is power to be found in the shadows.\"],[\"3\",\"For the glory of Netheril, I will grow in power.\"],[\"4\",\"I once lived in Hillsfar, I was chased out before I was able to say farewell.\"],[\"5\",\"My true love was a killed by the Red Plumes; I plot to make them suffer.\"],[\"6\",\"I had a loved one die in the arena at Hillsfar; I am out to prove I am stronger than them!\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I always over exaggerate my abilities.\"],[\"2\",\"I cannot bear to let those I care for out of my sight.\"],[\"3\",\"I am incapable of standing up for myself.\"],[\"4\",\"The group I am with has committed atrocities; I am always worried their actions will become public.\"],[\"5\",\"I always enjoy a good mug of ale... or five.\"],[\"6\",\"I know what I do is wrong, but am afraid to speak up about it.\"]]}],\"name\":\"Suggested Characteristics\"}],\"hasFluff\":true},{\"name\":\"Shipwright\",\"source\":\"GoS\",\"page\":33,\"skillProficiencies\":[{\"history\":true,\"perception\":true}],\"toolProficiencies\":[{\"carpenter's tools\":true,\"vehicles (water)\":true}],\"startingEquipment\":[{\"_\":[{\"item\":\"carpenter's tools|phb\",\"displayName\":\"set of well-loved carpenter's tools\"},{\"item\":\"book|phb\",\"displayName\":\"blank book\"},\"ink (1-ounce bottle)|phb\",\"ink pen|phb\",\"traveler's clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill History}, {@skill Perception}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"{@item Carpenter's tools|phb}, {@filter Vehicles (water)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (water)}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A set of well-loved {@item carpenter's tools|phb}, a blank {@item book|phb}, {@item Ink (1-ounce bottle)|phb|1 ounce of ink}, an {@item ink pen|phb}, a set of {@item traveler's clothes|phb}, and a leather {@item pouch|phb} with 10 gp\"}]},{\"type\":\"entries\",\"name\":\"Feature: I'll Patch It!\",\"entries\":[\"Provided you have carpenter's tools and wood, you can perform repairs on a water vehicle. When you use this ability, you restore a number of hit points to the hull of a water vehicle equal to 5 × your proficiency modifier. A vehicle cannot be patched by you in this way again until after it has been pulled ashore and fully repaired.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Life at Sea\",\"entries\":[\"Your life at sea and in port has shaped you; you can roll on the following table to determine its impact or choose an element that best fits your character.\",{\"type\":\"table\",\"colLabels\":[\"d6\",\"Sea's Influence\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Grand Designs.} You are working on plans and schematics for a new, very fast ship. You must examine as many different kinds of vessels as possible to help ensure the success of your design.\"],[\"2\",\"{@b Solid and Sound.} You patched up a war galley and prevented it from sinking. The local navy regards you as a friend.\"],[\"3\",\"{@b Favored.} You insisted on thicker planking for a merchant vessel's hull, which saved it from sinking when it smashed against a reef. You have a standing invitation to visit the merchant's distant mansion.\"],[\"4\",\"{@b Master of Armaments.} You specialized in designing and mounting defenses for the navy. You easily recognize and determine the quality of such items.\"],[\"5\",\"{@b Low Places.} You have contacts in the smuggling outfits along the coast; you occasionally repair the criminals' ships in exchange for coin and favors.\"],[\"6\",\"{@b Mysteries of the Deep.} You experienced an encounter with a possibly divine being while sailing alone. Work with your DM to determine the secret about the deep waters of the sea that this entity revealed to you.\"]]}]},{\"type\":\"entries\",\"name\":\"Suggested Characteristics\",\"entries\":[\"Shipwrights are resourceful carpenters and designers. They often have a dedicated spot at the local tavern, since shipwrights are invaluable to coastal communities. Some travel with naval fleets and might serve as officers if their temperament suits it. Shipwrights have an affinity for working with their hands and often perform feats of carpentry that others might deem miraculous.\",{\"type\":\"table\",\"caption\":\"Shipwright Personality Traits\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I love talking and being heard more than I like to listen.\"],[\"2\",\"I'm extremely fond of puzzles.\"],[\"3\",\"I thrive under pressure.\"],[\"4\",\"I love sketching and designing objects, especially boats.\"],[\"5\",\"I'm not afraid of hard work—in fact, I prefer it.\"],[\"6\",\"A pipe, an ale, and the smell of the sea: paradise.\"],[\"7\",\"I have an endless supply of cautionary tales related to the sea.\"],[\"8\",\"I don't mind getting my hands dirty.\"]]},{\"type\":\"table\",\"caption\":\"Shipwright Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Crew. If everyone on deck pitches in, we'll never sink. (Good)\"],[\"2\",\"Careful Lines. A ship must be balanced according to the laws of the universe. (Lawful)\"],[\"3\",\"Invention. Make what you need out of whatever is at hand. (Chaotic)\"],[\"4\",\"Perfection. To measure a being and find it lacking is the greatest disappointment. (Evil)\"],[\"5\",\"Reflection. Muddied water always clears in time. (Any)\"],[\"6\",\"Hope. The horizon at sea holds the greatest promise. (Any)\"]]},{\"type\":\"table\",\"caption\":\"Shipwright Bonds\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I must visit all the oceans of the world and behold the ships that sail there.\"],[\"2\",\"Much of the treasure I claim will be used to enrich my community.\"],[\"3\",\"I must find a kind of wood rumored to possess magical qualities.\"],[\"4\",\"I repair broken things to redeem what's broken in myself.\"],[\"5\",\"I will craft a boat capable of sailing through the most dangerous of storms.\"],[\"6\",\"A kraken destroyed my masterpiece; its teeth shall adorn my hearth.\"]]},{\"type\":\"table\",\"caption\":\"Shipwright Flaws\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I don't know when to throw something away. You never know when it might be useful again.\"],[\"2\",\"I get frustrated to the point of distraction by shoddy craftsmanship.\"],[\"3\",\"Though I am an excellent crafter, my work tends to look as though it belongs on a ship.\"],[\"4\",\"I am so obsessed with sketching my ideas for elaborate inventions that I sometimes forget little thing like eating and sleeping.\"],[\"5\",\"I'm judgmental of those who are not skilled with tools of some kind.\"],[\"6\",\"I sometimes take things that don't belong to me, especially if they are very well made.\"]]}]}],\"hasFluff\":true},{\"name\":\"Silverquill Student\",\"source\":\"SCC\",\"page\":35,\"feats\":[{\"strixhaven initiate|scc\":true}],\"skillProficiencies\":[{\"intimidation\":true,\"persuasion\":true}],\"languageProficiencies\":[{\"anyStandard\":2}],\"startingEquipment\":[{\"_\":[\"ink (1-ounce bottle)|phb\",\"ink pen|phb\",{\"special\":\"book of poetry\"},{\"special\":\"school uniform\"},{\"item\":\"pouch|phb\",\"containsValue\":1500}]}],\"additionalSpells\":[{\"expanded\":{\"s1\":[\"dissonant whispers\",\"silvery barbs|scc\"],\"s2\":[\"calm emotions\",\"darkness\"],\"s3\":[\"beacon of hope\",\"daylight\"],\"s4\":[\"compulsion\",\"confusion\"],\"s5\":[\"dominate person\",\"rary's telepathic bond\"]}}],\"fromFeature\":{\"additionalSpells\":true,\"feats\":true},\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Intimidation}, {@skill Persuasion}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Two of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A {@item Ink (1-ounce bottle)|PHB|bottle of black ink}, an {@item ink pen|PHB}, a book of poetry, a school uniform, and a {@item pouch|phb} containing 15 gp\"}]},{\"type\":\"entries\",\"name\":\"Feature: Silverquill Initiate\",\"entries\":[\"You gain the {@feat Strixhaven Initiate|SCC} feat and must choose Silverquill within it.\",\"In addition, if you have the Spellcasting or Pact Magic feature, the spells on the Silverquill Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)\",{\"type\":\"table\",\"caption\":\"Silverquill Spells\",\"colLabels\":[\"Spell Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell Dissonant Whispers}, {@spell Silvery Barbs|SCC}\"],[\"2nd\",\"{@spell Calm Emotions}, {@spell Darkness}\"],[\"3rd\",\"{@spell Beacon of Hope}, {@spell Daylight}\"],[\"4th\",\"{@spell Compulsion}, {@spell Confusion}\"],[\"5th\",\"{@spell Dominate Person}, {@spell Rary's Telepathic Bond}\"]]},\"Consider customizing how your spells look when you cast them. Your Silverquill spells might be accompanied by visual effects resembling splotches of ink or radiating ripples of golden light. Any auditory effects of your spells often sound like amplified echoes of your own voice speaking the spells' verbal components—even amid the crash of lightning or a fiery eruption.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Building a Silverquill Character\",\"entries\":[\"Many bards find a home in Silverquill, putting the power of their voices to use with Silverquill magic. Wizards (especially those who study the Schools of {@class Wizard|PHB|Illusion|Illusion|PHB} and {@class Wizard|PHB|Enchantment|Enchantment|PHB}) are common in Silverquill, as are warlocks. Clerics with the Divine Domains of {@class Cleric|PHB|Light|Light|PHB} and {@class Cleric|PHB|Trickery|Trickery|PHB} also fit in well among the mages of Silverquill.\",\"A number of both paladins and rogues attend Silverquill College as well, highlighting the diversity of the student body.\",{\"type\":\"entries\",\"name\":\"Suggested Characteristics\",\"entries\":[\"With the college's intense standards looming over them, Silverquill students range from cocky and cutthroat to overwhelmed perfectionists. The Silverquill Personality Traits table suggests a variety of traits you might adopt for your character.\",{\"type\":\"table\",\"caption\":\"Silverquill Personality Traits\",\"colLabels\":[\"d6\",\"Personality Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I'll say whatever I need to in order to maintain my high social status.\"],[\"2\",\"I prefer saying the blunt truth over a pretty lie, and I don't particularly care whose feelings I hurt.\"],[\"3\",\"I believe that uplifting my peers is the best way to succeed.\"],[\"4\",\"I've mastered the art of using humor as a defense, and I always have a charming joke ready.\"],[\"5\",\"I always wait before speaking, analyzing the situation for whichever angle is most advantageous to my goals.\"],[\"6\",\"No one knows about the all-nighters I've pulled to keep my magic looking effortless, and I'm going to keep it that way.\"]]}]},{\"type\":\"entries\",\"name\":\"Silverquill Trinkets\",\"entries\":[\"When you make your character, you may roll once on the {@item Silverquill Trinket|SCC|Silverquill Trinkets} table, instead of on the {@item trinket|phb|Trinkets table} in the {@book Player's Handbook|PHB}, for your starting trinket.\"]}]}],\"hasFluff\":true},{\"name\":\"Simic Scientist\",\"source\":\"GGR\",\"page\":93,\"skillProficiencies\":[{\"arcana\":true,\"medicine\":true}],\"languageProficiencies\":[{\"anyStandard\":2}],\"startingEquipment\":[{\"_\":[{\"special\":\"Simic insignia\"},\"common clothes|phb\",{\"item\":\"book|phb\",\"displayName\":\"book of research notes\"},\"ink pen|phb\",\"ink (1-ounce bottle)|phb\",{\"item\":\"oil (flask)|phb\",\"displayName\":\"flask of oil (made from blubber)\"},{\"item\":\"acid (vial)|phb\",\"displayName\":\"vial of acid (derived from digestive juices)\"},{\"special\":\"vial of fish scales\"},{\"special\":\"vial of seaweed\"},{\"special\":\"vial of jellyfish stingers\"},{\"special\":\"glass bottle of unidentified slime\"},{\"item\":\"pouch|phb\",\"containsValue\":1000}]}],\"additionalSpells\":[{\"expanded\":{\"s0\":[\"acid splash#c\",\"druidcraft#c\"],\"s1\":[\"detect poison and disease\",\"expeditious retreat\",\"jump\"],\"s2\":[\"alter self\",\"enhance ability\",\"enlarge/reduce\"],\"s3\":[\"gaseous form\",\"water breathing\",\"wind wall\"],\"s4\":[\"freedom of movement\",\"polymorph\"],\"s5\":[\"creation\"]}}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Arcana}, {@skill Medicine}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Two of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A Simic insignia, a set of {@item common clothes|phb|commoner's clothes}, a {@item book|phb} of research notes, an {@item ink pen|phb}, a {@item Ink (1-ounce bottle)|phb|bottle of squid ink}, a {@item oil (flask)|phb|flask of oil} (made from blubber), a {@item acid (vial)|phb|vial of acid} (derived from digestive juices), a vial of fish scales, a vial of seaweed, a vial of jellyfish stingers, a glass bottle of unidentified slime, and a belt {@item pouch|phb} containing 10 gp (Azorius 1-zino coins)\"}]},{\"type\":\"entries\",\"name\":\"Clades and Projects\",\"entries\":[\"As a Simic researcher, you are part of a clade—a diverse group of individuals combining disparate talents in pursuit of a common goal—or a researcher on a specialized, short-term project focused on addressing an immediate need. You can roll a {@dice d6} or choose from the options in the Research Options table to determine your area of research.\",{\"type\":\"table\",\"caption\":\"Research Options\",\"colLabels\":[\"d6\",\"Clade/Project\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Hull Clade, focused on protection and durability\"],[\"2\",\"Fin Clade, focused on movement\"],[\"3\",\"Gyre Clade, focused on cyclical patterns and metamagic\"],[\"4\",\"Guardian Project, focused on creating guard monsters and super soldiers\"],[\"5\",\"Crypsis Project, focused on intelligence and counterintelligence\"],[\"6\",\"Independent research in a new area\"]]}]},{\"type\":\"entries\",\"name\":\"Feature: Researcher\",\"entries\":[\"When you attempt to learn or recall a magical or scientific fact, if you don't know that information, you know where and from whom you can obtain it. Usually, this information comes from a Simic laboratory, or sometimes from an Izzet facility, a library, a university, or an independent scholar or other learned person or creature. Knowing where the information can be found doesn't automatically enable you to learn it; you might need to offer bribes, favors, or other incentives to induce people to reveal their secrets.\",\"Your DM might rule that the knowledge you seek is secreted away in an inaccessible place, or that it simply can't be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Simic Guild Spells\",\"entries\":[\"{@i Prerequisite: Spellcasting or Pact Magic class feature}\",\"For you, the spells on the Simic Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)\",{\"type\":\"table\",\"caption\":\"Simic Guild Spells\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"Spell Level\",\"Spells\"],\"rows\":[[\"Cantrip\",\"{@spell acid splash}, {@spell druidcraft}\"],[\"1st\",\"{@spell detect poison and disease}, {@spell expeditious retreat}, {@spell jump}\"],[\"2nd\",\"{@spell alter self}, {@spell enhance ability}, {@spell enlarge/reduce}\"],[\"3rd\",\"{@spell gaseous form}, {@spell water breathing}, {@spell wind wall}\"],[\"4th\",\"{@spell freedom of movement}, {@spell polymorph}\"],[\"5th\",\"{@spell creation}\"]]},\"When your magic causes physical alterations in yourself or others, the result often displays the characteristics of fish, amphibians, or other water-dwelling creatures. Blue-green eddies of magical energy sometimes accompany your spellcasting, forming spirals that reflect the mathematical perfection of nature.\"]},{\"type\":\"entries\",\"name\":\"Suggested Characteristics\",\"entries\":[\"The bizarre science of the Simic Combine attracts a certain type of personality and encompasses a set of beliefs about the nature of life. Simic members' bonds and flaws derive from their scientific research—including their creation of new life forms, which they can become very attached to.\",{\"type\":\"table\",\"caption\":\"Personality Traits\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"I can't wait to see what I become next!\"],[\"2\",\"I am convinced that everything inclines toward constant improvement.\"],[\"3\",\"I'm eager to explain every detail of my most intricate experiments and theories to anyone who shows the least bit of interest.\"],[\"4\",\"I assume that everyone needs even the most basic concepts explained to them.\"],[\"5\",\"I describe everything that happens as if it were going into my research notes (and it often is).\"],[\"6\",\"I am insatiably curious about the seemingly infinite forms and adaptations of life.\"],[\"7\",\"I can't resist prying into anything forbidden, since it must be terribly interesting.\"],[\"8\",\"I employ a highly technical vocabulary to avoid imprecision and ambiguity in my communication.\"]]},{\"type\":\"table\",\"caption\":\"Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"{@b Guild}. My guild is all that really matters. (Any)\"],[\"2\",\"{@b Change}. All life is meant to progress toward perfection, and our work is to hurry it along—no matter what must be upended along the way. (Chaotic)\"],[\"3\",\"{@b Knowledge}. Understanding the world is more important than what you do with your knowledge. (Neutral)\"],[\"4\",\"{@b Greater Good}. I want to reshape the world into higher forms of life so that all can enjoy evolution. (Good)\"],[\"5\",\"{@b Logic}. It's foolish to let emotions and principles interfere with the conclusions of logic. (Lawful)\"],[\"6\",\"{@b Superiority}. My vast intellect and strength are directed toward increasing my sway over others. (Evil)\"]]},{\"type\":\"table\",\"caption\":\"Bonds\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"I helped create a krasis that I love like a pet and would carry with me everywhere... except it's the size of a building, and it might eat me.\"],[\"2\",\"In my laboratory, I discovered something that I think could eliminate half the life on Ravnica.\"],[\"3\",\"The other researchers in my clade are my family—a big, eccentric family including members and parts of many species.\"],[\"4\",\"The laboratory where I did my research contains everything that is precious to me.\"],[\"5\",\"I will get revenge on the shortsighted fool who killed my precious krasis creation.\"],[\"6\",\"Everything I do is an attempt to impress someone I love.\"]]},{\"type\":\"table\",\"caption\":\"Flaws\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"I have a rather embarrassing mutation that I do everything I can to keep hidden.\"],[\"2\",\"I'm more interested in taking notes on monstrous anatomy than in fighting monsters.\"],[\"3\",\"Every social situation I'm in seems to lead to my asking rude personal questions.\"],[\"4\",\"I'm supremely confident in my ability to adapt to any situation and handle any danger.\"],[\"5\",\"I'll take any risk to earn recognition for my scientific brilliance.\"],[\"6\",\"I have a tendency to take shortcuts in my research and any other tasks I have to complete.\"]]}]},{\"type\":\"entries\",\"name\":\"Contacts\",\"entries\":[\"The fluid nature of clades, whose rosters span different laboratories and change as researchers discover new interests, creates abundant connections among the Simic. The guild members live in watery sinkholes called zonots, and their isolation shelters them from much contact with outsiders. Nonetheless, a fair number of Simic members are former members of other guilds.\",\"Roll twice on the Simic Contacts table (for an ally and a rival) and once on the Non-Simic Contacts table.\",{\"type\":\"table\",\"caption\":\"Simic Contacts\",\"colLabels\":[\"d8\",\"Contact\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"My research builds on my parents' work and takes it in interesting new directions.\"],[\"2\",\"If a serious problem confounds me, I can count on my mentor to provide clarity of thought.\"],[\"3\",\"A former laboratory colleague went on to work on the Guardian Project.\"],[\"4\",\"A former colleague has ventured into fields of research that are possibly immoral and almost certainly illegal.\"],[\"5\",\"A former lover is now the supervisor of a prominent clade.\"],[\"6\",\"My sibling has become an almost unrecognizable mutant.\"],[\"7\",\"An old friend has retreated into a secluded life as an ascetic deepsage, devoted to contemplating philosophical principles.\"],[\"8\",\"My former clade supervisor is now engaged in field research studying some of the largest beasts and monsters on Ravnica.\"]]},{\"type\":\"table\",\"caption\":\"Non-Simic Contacts\",\"colLabels\":[\"d10\",\"Contact\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"My older sibling is upset that I didn't follow them into the Azorius.\"],[\"2\",\"A Boros sergeant is always asking questions about my work, but I suspect they're genuinely curious.\"],[\"3\",\"A friend in my clade thinks I don't know they're a Dimir agent.\"],[\"4\",\"I helped a Golgari spore druid with the fertilization and growth of their fungus field.\"],[\"5\",\"I can't fathom what could have made my childhood friend run off and join the Gruul.\"],[\"6\",\"I love comparing notes with my friend in the Izzet, though our fields of research are very different.\"],[\"7\",\"I borrowed a lot of money from an Orzhov syndic to help finance my research.\"],[\"8\",\"A Rakdos ringmaster has taken an interest in my research which, come to think of it, might make a nice sideshow act.\"],[\"9\",\"I left the Selesnya—and a lover—behind when I joined the Simic.\"],[\"10\",\"Roll an additional Simic contact; you can decide if the contact is an ally or a rival.\"]]}]},{\"type\":\"entries\",\"name\":\"How Do I Fit In?\",\"entries\":[\"As a Simic adventurer, your mission likely aligns with the Adaptationist philosophy; the disagreements and tensions among the guilds will soon erupt into open conflict, and your guild needs your help to ensure that the Simic survive. That help might come in the form of defending against Golgari incursions into Simic zonots or shielding Simic research from Azorius intrusion. It could also involve more subtle, diplomatic work to maintain balance among the guilds, or subterfuge aimed at undermining another guild's grab for power.\",\"Self-improvement is also an important part of your mission. Anything you can do to make yourself more capable—whether learning a new spell or adopting a new hybridizing mutation—gives the Simic a stronger weapon in its arsenal. The combine must change to survive, and that means individual members of the guild must grow and adapt as well.\"]}],\"hasFluff\":true},{\"name\":\"Smuggler\",\"source\":\"GoS\",\"page\":34,\"skillProficiencies\":[{\"athletics\":true,\"deception\":true}],\"toolProficiencies\":[{\"vehicles (water)\":true}],\"startingEquipment\":[{\"a\":[{\"special\":\"fancy leather vest\"}],\"b\":[{\"special\":\"pair of leather boots\"}]},{\"_\":[\"common clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1500}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Athletics}, {@skill Deception}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"{@filter Vehicles (water)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (water)}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A fancy leather vest or a pair of leather boots, a set of {@item common clothes|phb}, and a leather {@item pouch|phb} with 15 gp\"}]},{\"type\":\"entries\",\"name\":\"Feature: Down Low\",\"entries\":[\"You are acquainted with a network of smugglers who are willing to help you out of tight situations. While in a particular town, city, or other similarly sized community (DM's discretion), you and your companions can stay for free in safe houses. Safe houses provide a poor lifestyle. While staying at a safe house, you can choose to keep your presence (and that of your companions) a secret.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Claim to Fame\",\"entries\":[\"Every smuggler has that one tale that sets them apart from common criminals. By wits, sailing skill, or a silver tongue, you lived to tell the story—and you tell it often. You can roll on the following table to determine your claim or choose one that best fits your character.\",{\"type\":\"table\",\"colLabels\":[\"d6\",\"Accomplishment\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Spirit of the Whale. You smuggled stolen dwarven spirits in the body of a dead whale being pulled behind a fishing boat. When you delivered the goods, the corpse suddenly exploded, sending whale meat and whiskey bottles for half a mile.\"],[\"2\",\"Cart and Sword. You drove a cart filled with stolen art through the middle of a battlefield while singing sea shanties to confuse the combatants.\"],[\"3\",\"The Recruit. You enlisted in another nation's navy for the purpose of smuggling stolen jewels to a distant port. You attained a minor rank before disappearing from the navy and making your way here.\"],[\"4\",\"River of Shadows. Your riverboat accidentally slipped through the veil into the Shadowfell for several hours. While you were there, you sold some stolen dragonborn artifacts before returning to this plane and paddling home.\"],[\"5\",\"Gold-Hearted. You agreed to transport a family escaping a war. The baby began to cry at a checkpoint, and you gave the guards all your gold to let you pass. The family never found out about this gesture.\"],[\"6\",\"Playing Both Sides. You once smuggled crates of crossbow bolts and bundles of arrows, each destined for an opposing side in a regional war, at the same time. The buyers arrived within moments of each other but did not discover your trickery.\"]]}]},{\"type\":\"entries\",\"name\":\"Suggested Characteristics\",\"entries\":[\"In general, smugglers value survival, and then profit, above other things. One could be a part of a larger organization, or might run a small smuggling vessel of their own. Smugglers live the lies they have told, and they have a natural ability to recall all the falsehoods and half-truths they have ever spouted.\",{\"type\":\"table\",\"caption\":\"Smuggler Personality Traits\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I love being on the water but hate fishing.\"],[\"2\",\"I think of everything in terms of monetary value.\"],[\"3\",\"I never stop smiling.\"],[\"4\",\"Nothing rattles me; I have a lie for every occasion.\"],[\"5\",\"I love gold but won't cheat a friend.\"],[\"6\",\"I enjoy doing things others believe to be impossible.\"],[\"7\",\"I become wistful when I see the sun rise over the ocean.\"],[\"8\",\"I am no common criminal; I am a mastermind.\"]]},{\"type\":\"table\",\"caption\":\"Smuggler Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Wealth} Heaps of coins in a secure vault is all I dream of. (Any)\"],[\"2\",\"{@b Smuggler's Code} I uphold the unwritten rules of the smugglers, who do not cheat one another or directly harm innocents. (Lawful)\"],[\"3\",\"{@b All for a Coin} I'll do nearly anything if it means I turn a profit. (Evil)\"],[\"4\",\"{@b Peace and Prosperity} I smuggle only to achieve a greater goal that benefits my community. (Good)\"],[\"5\",\"{@b People} For all my many lies, I place a high value on friendship. (Any)\"],[\"6\",\"{@b Daring} I am most happy when risking everything. (Any)\"]]},{\"type\":\"table\",\"caption\":\"Smuggler Bonds\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"My vessel was stolen from me, and I burn with the desire to recover it.\"],[\"2\",\"I intend to become the leader of the network of smugglers that I belong to.\"],[\"3\",\"I owe a debt that cannot be repaid in gold.\"],[\"4\",\"After one last job, I will retire from the business.\"],[\"5\",\"I was tricked by a fellow smuggler who stole something precious from me. I will find that thief.\"],[\"6\",\"I give most of my profits to a charitable cause, and I don't like to brag about it.\"]]},{\"type\":\"table\",\"caption\":\"Smuggler Flaws\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Lying is reflexive, and I sometimes engage in it without realizing.\"],[\"2\",\"I tend to assess my relationships in terms of profit and loss.\"],[\"3\",\"I believe everyone has a price and am cynical toward those who present themselves as virtuous.\"],[\"4\",\"I struggle to trust the words of others.\"],[\"5\",\"Few people know the real me.\"],[\"6\",\"Though I act charming, I feel nothing for others and don't know what friendship is.\"]]}]}],\"hasFluff\":true},{\"name\":\"Soldier\",\"source\":\"PHB\",\"page\":140,\"basicRules\":true,\"reprintedAs\":[\"Soldier|XPHB\"],\"skillProficiencies\":[{\"athletics\":true,\"intimidation\":true}],\"toolProficiencies\":[{\"anyGamingSet\":1,\"vehicles (land)\":true}],\"startingEquipment\":[{\"_\":[{\"special\":\"insignia of rank\"},{\"special\":\"trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner)\"},\"common clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1000}]},{\"a\":[{\"item\":\"dice set|phb\",\"displayName\":\"bone dice set\"}],\"b\":[\"playing card set|phb\"]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Athletics}, {@skill Intimidation}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"One type of {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set}, {@filter vehicles (land)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (land)}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"An insignia of rank, a trophy taken from a fallen enemy (a {@item dagger|phb}, broken blade, or piece of a banner), a bone {@item dice set|phb} or {@item playing card set|phb}, a set of {@item common clothes|phb}, and a belt {@item pouch|phb} containing 10 gp\"}]},{\"name\":\"Feature: Military Rank\",\"type\":\"entries\",\"entries\":[\"You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.\"],\"data\":{\"isFeature\":true}},{\"name\":\"Specialty\",\"type\":\"entries\",\"entries\":[\"During your time as a soldier, you had a specific role to play in your unit or army. Roll a d8 or choose from the options in the table below to determine your role:\",{\"type\":\"table\",\"colLabels\":[\"d8\",\"Role\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Officer\"],[\"2\",\"Scout\"],[\"3\",\"Infantry\"],[\"4\",\"Cavalry\"],[\"5\",\"Healer\"],[\"6\",\"Quartermaster\"],[\"7\",\"Standard-bearer\"],[\"8\",\"Support staff (cook, blacksmith, or the like)\"]]}]},{\"name\":\"Suggested Characteristics\",\"type\":\"entries\",\"entries\":[\"The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred.\",{\"type\":\"table\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I'm always polite and respectful.\"],[\"2\",\"I'm haunted by memories of war. I can't get the images of violence out of my mind.\"],[\"3\",\"I've lost too many friends, and I'm slow to make new ones.\"],[\"4\",\"I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.\"],[\"5\",\"I can stare down a hell hound without flinching.\"],[\"6\",\"I enjoy being strong and like breaking things.\"],[\"7\",\"I have a crude sense of humor.\"],[\"8\",\"I face problems head-on. A simple, direct solution is the best path to success.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Greater Good. Our lot is to lay down our lives in defense of others. (Good)\"],[\"2\",\"Responsibility. I do what I must and obey just authority. (Lawful)\"],[\"3\",\"Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)\"],[\"4\",\"Might. In life as in war, the stronger force wins. (Evil)\"],[\"5\",\"Live and Let Live. Ideals aren't worth killing over or going to war for. (Neutral)\"],[\"6\",\"Nation. My city, nation, or people are all that matter. (Any)\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I would still lay down my life for the people I served with.\"],[\"2\",\"Someone saved my life on the battlefield. To this day, I will never leave a friend behind.\"],[\"3\",\"My honor is my life.\"],[\"4\",\"I'll never forget the crushing defeat my company suffered or the enemies who dealt it.\"],[\"5\",\"Those who fight beside me are those worth dying for.\"],[\"6\",\"I fight for those who cannot fight for themselves.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"The monstrous enemy we faced in battle still leaves me quivering with fear.\"],[\"2\",\"I have little respect for anyone who is not a proven warrior.\"],[\"3\",\"I made a terrible mistake in battle that cost many lives—and I would do anything to keep that mistake secret.\"],[\"4\",\"My hatred of my enemies is blinding and unreasoning.\"],[\"5\",\"I obey the law, even if the law causes misery.\"],[\"6\",\"I'd rather eat my armor than admit when I'm wrong.\"]]}]}],\"hasFluff\":true},{\"name\":\"Soldier\",\"source\":\"XPHB\",\"page\":185,\"freeRules2024\":true,\"edition\":\"one\",\"ability\":[{\"choose\":{\"weighted\":{\"from\":[\"str\",\"dex\",\"con\"],\"weights\":[2,1]}}},{\"choose\":{\"weighted\":{\"from\":[\"str\",\"dex\",\"con\"],\"weights\":[1,1,1]}}}],\"feats\":[{\"savage attacker|xphb\":true}],\"skillProficiencies\":[{\"athletics\":true,\"intimidation\":true}],\"toolProficiencies\":[{\"anyGamingSet\":1}],\"startingEquipment\":[{\"A\":[{\"item\":\"spear|xphb\"},{\"item\":\"shortbow|xphb\"},{\"item\":\"arrows (20)|xphb\"},{\"item\":\"gaming set|xphb\"},{\"item\":\"healer's kit|xphb\"},{\"item\":\"quiver|xphb\"},{\"item\":\"traveler's clothes|xphb\"},{\"value\":1400}],\"B\":[{\"value\":5000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Ability Scores:\",\"entry\":\"Strength, Dexterity, Constitution\"},{\"type\":\"item\",\"name\":\"Feat:\",\"entry\":\"{@feat Savage Attacker|XPHB}\"},{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Athletics|XPHB}, {@skill Intimidation|XPHB}\"},{\"type\":\"item\",\"name\":\"Tool Proficiency:\",\"entry\":\"Choose one kind of {@item Gaming Set|XPHB}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"Choose A or B: (A) {@item Spear|XPHB}, {@item Shortbow|XPHB}, {@item Arrow|XPHB|20 Arrows}, {@item Gaming Set|XPHB} (same as above), {@item Healer's Kit|XPHB}, {@item Quiver|XPHB}, {@item Traveler's Clothes|XPHB}, 14 GP; or (B) 50 GP\"}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Stojanow Prisoner\",\"source\":\"ALCurseOfStrahd\",\"page\":8,\"skillProficiencies\":[{\"deception\":true,\"perception\":true}],\"toolProficiencies\":[{\"anyGamingSet\":1,\"thieves' tools\":true}],\"startingEquipment\":[{\"_\":[{\"special\":\"small knife\"},\"common clothes|phb\",{\"item\":\"trinket|phb\",\"displayName\":\"trinket from the life you stayed behind to defend\"},{\"item\":\"pouch|phb\",\"containsValue\":1000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Deception}, {@skill Perception}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"One type of {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set}, thieves' tools\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A small knife, a set of {@item common clothes|phb}, a {@item trinket|phb} from the life you stayed behind to defend, a belt {@item pouch|phb} with 10 gp\"}]},{\"name\":\"Lifestyle\",\"type\":\"entries\",\"entries\":[\"Poor\"]},{\"name\":\"Overview\",\"type\":\"entries\",\"entries\":[\"\\\"We need to leave, now!\\\" Those words still haunt your dreams at night. When everyone was fleeing Phlan, you choose to stay. Whether out of an emotional attachment, or pursuit of riches, you made the decision that would affect the rest of your life.\",\"Food became scarcer for those without connections. You became a beggar and to stay alive you bartered information to any interested party with food or gold to spare. You were good at what you did, and thought you were invincible. That changed when you were captured by the Tears of Virulence, the soldiers of Vorgansharax, the Maimed Virulence, for selling secrets to those bent on overthrowing the dragon. They locked you in the cells of Stojanow Gate. The first weeks you hoped to stay alive. As the weeks turned into months, and the interrogations continued you began to pray for death.\"]},{\"name\":\"Feature: Ex-Convict\",\"type\":\"entries\",\"entries\":[\"The knowledge gained during your incarceration lets you gain insight into local guards and jailors. You know which will accept bribes, or look the other way for you. You can also seek shelter for yourself from authorities with other criminals in the area. Note: This feature is a variant of the Courtier feature.\"],\"data\":{\"isFeature\":true}},{\"name\":\"Suggested Characteristics\",\"type\":\"entries\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I am a bully; others will suffer as I have.\"],[\"2\",\"I always say yes even when I mean no; it's just easier.\"],[\"3\",\"I aim to misbehave.\"],[\"4\",\"I go out of my way to frustrate or anger those in power.\"],[\"5\",\"I strive to obey the law. I will never again make the mistake of going against authority.\"],[\"6\",\"I always plan everything out. The one time I let others plan things it did not end well for me.\"],[\"7\",\"I take blame to protect others from pain.\"],[\"8\",\"I hoard information, you never know what may come in handy.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Loss. I freely give those who offend me what was so brutally denied me, death. (Chaos)\"],[\"2\",\"Dedication. I never betray those who trust me. (Law)\"],[\"3\",\"Vengeance. I use any means to get information I need; I have been well taught. (Evil)\"],[\"4\",\"Redemption. Everyone deserves a second chance. (Good)\"],[\"5\",\"Resilience. I can survive any challenge (Any)\"],[\"6\",\"Leadership. The best teams are made up of those that society has discarded.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I take up arms to help establish a free Phlan.\"],[\"2\",\"The horrors of my time in Stojanow haunt my dreams, only after a day of hard work can I find sleep.\"],[\"3\",\"I am indebted to those who freed me from prison, I will repay this debt.\"],[\"4\",\"My torturer survived the attack that set me free, I will find him/her.\"],[\"5\",\"I will not rest while others suffer fates similar to mine.\"],[\"6\",\"I am searching for a way to heal the scars of Stojanow, both physical and emotional.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"During stressful times, I find myself crying for no reason.\"],[\"2\",\"My nerve endings are shot from the interrogations; I am numb to all but the harshest touch.\"],[\"3\",\"I am incapable of standing up for myself.\"],[\"4\",\"I folded under the torture, and gave information that I promised would be kept secret. My life would be in jeopardy if others found out.\"],[\"5\",\"Survival is worth more than friendship.\"],[\"6\",\"The ghosts from my past hinder my actions.\"]]}]}],\"hasFluff\":true},{\"name\":\"Survivor\",\"source\":\"DoDk\",\"page\":247,\"skillProficiencies\":[{\"choose\":{\"from\":[\"perception\",\"survival\",\"stealth\",\"athletics\"],\"count\":2}}],\"toolProficiencies\":[{\"cook's utensils\":true,\"artisan's tools\":true}],\"startingEquipment\":[{\"_\":[\"cook's utensils|phb\",\"climber's kit|phb\",\"shovel|phb\",{\"special\":\"pair of thick gloves\"},{\"special\":\"cloak with a hood\"}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"Two of the following: {@skill Perception}, {@skill Survival}, {@skill Stealth}, {@skill Athletics}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"Cook's utensils, one other set of artisan's tools\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"{@item Cook's utensils|PHB}, {@item climber's kit|PHB}, a {@item shovel|PHB}, a pair of thick gloves, a cloak with a hood.\"}]},{\"type\":\"entries\",\"name\":\"Marks of Survival\",\"entries\":[{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"d8\",\"Marks of Survival\"],\"rows\":[[\"1\",\"Being alone for so long means I am very used to conversing with myself out loud.\"],[\"2\",\"I eat things that others find disgusting. I have learned to love the delicacies of scavenged food in the ruins.\"],[\"3\",\"I have many scars across my body from barely scraping by.\"],[\"4\",\"I am missing a finger on one hand due to a horrible encounter I had in the ruins.\"],[\"5\",\"I keep a locket of someone I lost in the ruins. I stare at it every night before I fall asleep to remember what I am looking for.\"],[\"6\",\"I keep souvenirs of the monsters I have bested in these ruins, to remind myself how strong I truly am.\"],[\"7\",\"I can sleep just about anywhere, nothing really phases me anymore.\"],[\"8\",\"I often recite the names of people I used to know and lost so I can hold on to their memory.\"]]}]},{\"type\":\"entries\",\"name\":\"Feature: Makeshift Meals\",\"entries\":[\"You know how to purify food and rations found in the ruins. When you take a short rest, you prepare a meal for a number of creatures equal to your proficiency bonus. Creatures who consume the food regain hit points equal to your level. Once they do, they can't regain hit points from another one of your meals until they finish a long rest.\",{\"type\":\"table\",\"caption\":\"Suggested Characteristics\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"d8\",\"Personality Trait\"],\"rows\":[[\"1\",\"I always have an exit strategy in mind if things go poorly.\"],[\"2\",\"You can't survive in this grim city without a good sense of humor, but I have a taste for gallows humor.\"],[\"3\",\"I try to work in the thin grey area between the squabbling factions, squeezing under their radar when possible. The less I am seen, the better.\"],[\"4\",\"If you spot danger, it is best to avoid it, that's how you survive.\"],[\"5\",\"Drakkenheim is a dangerous place. But I can navigate it with my eyes closed. No one else I've ever met is as good as I am.\"],[\"6\",\"In order to survive the monsters of Drakkenheim, one must be a monster of Drakkenheim.\"],[\"7\",\"Take everything you can from the dead, take it from the living if you can. If you are to survive, you must take any opportunity to scavenge.\"],[\"8\",\"I will never give up until I reclaim what I lost in these ruins.\"]]},{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"d6\",\"Ideal\"],\"rows\":[[\"1\",\"Self-Reliance. I won't risk my life for others. Everyone must fend for themselves—better you than me. (Evil)\"],[\"2\",\"Bravery. I find the thrill of surviving the monsters and magics of Drakkenheim exhilarating and thrive on the chaos. (Chaotic)\"],[\"3\",\"Safety. Whatever I can do to keep myself fed and keep a safe place to rest is good in my books. (Any)\"],[\"4\",\"Helpful. People need all the help they can get in the city, and I know I can provide it. (Good)\"],[\"5\",\"Hope. I believe there is something worth saving here, we must hold on to the idea of a better future. (Good)\"],[\"6\",\"Responsibility. I lived here before the meteor, I'll live here long after. I must protect my home and do what I can to make it livable again. (Lawful)\"]]},{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"d6\",\"Bond\"],\"rows\":[[\"1\",\"I had family in these ruins. I know not what became of them, but I must find out.\"],[\"2\",\"This city is my home, and I will fight for what's left of it until the very end.\"],[\"3\",\"I'll do any dirty work in the city if it means a hot meal, a warm bed, or some good company.\"],[\"4\",\"I've spent so long in these ruins, its the outside world that terrifies me now.\"],[\"5\",\"Why haven't I left Drakkenheim? Have you seen how much gold there is to be made here?\"],[\"6\",\"I am bound to the throne of Drakkenheim, and fight to see it one day reclaimed.\"]]},{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"d6\",\"Flaw\"],\"rows\":[[\"1\",\"Any meal could be my last. I'll eat just about anything. I do what I must to survive.\"],[\"2\",\"I don't like being outside the Haze of the city for too long, I've gotten used to it.\"],[\"3\",\"I am convinced my family is alive in the city somewhere. I hear their voices call to me at night.\"],[\"4\",\"I don't trust anyone easily. I'll sleep with one eye open even around my companions, for Drakkenheim makes monsters of us all.\"],[\"5\",\"The years spent here have turned me to a vice, I very much rely on that vice to get me through my days.\"],[\"6\",\"I hear voices constantly. Sometimes I get distracted with conversations with people who are not there.\"]]}],\"data\":{\"isFeature\":true}}],\"hasFluff\":true},{\"name\":\"Ticklebelly Nomad\",\"source\":\"ALCurseOfStrahd\",\"page\":9,\"skillProficiencies\":[{\"animal handling\":true,\"nature\":true}],\"languageProficiencies\":[{\"giant\":true}],\"toolProficiencies\":[{\"herbalism kit\":true}],\"startingEquipment\":[{\"_\":[\"herbalism kit|phb\",{\"special\":\"small article of jewelry that is distinct to your tribe\"},\"hunting trap|phb\",\"common clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":500}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Animal Handling}, {@skill Nature}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"{@item Herbalism kit|phb}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Giant\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"{@item Herbalism kit|phb}, a small article of jewelry that is distinct to your tribe, a {@item hunting trap|phb}, a set of {@item common clothes|phb}, and a belt {@item pouch|phb} containing 5 gp\"}]},{\"name\":\"Lifestyle\",\"type\":\"entries\",\"entries\":[\"Poor\"]},{\"name\":\"Overview\",\"type\":\"entries\",\"entries\":[\"You were born into a nomadic tribe that called the Ticklebelly Hills home. You migrated from location to location, living off the land with your tribe. The tribe would seasonally travel south into the Grass Sea and the Giant's Cairn, north into the Dragonspine Mountains, and even occasionally east across the Stojanow River to the borders of the Quivering forest.\",\"In your migrations, your people have come to know the stone giant tribes that populate the Giant's Cairn. The dragon cultists came to the hills one day—magic-users wearing purple and riding horrid beasts, black-clad warriors wearing wicked masks, and even soldiers from the nearby town of Phlan. Then the dragon called Vorgansharax arrived and laired in the hills, causing horrid thickets to grow and animals to act unusually. The cultists began raiding nomad camps for victims to offer to the wyrm. Eventually, the dragon moved on to attack Phlan, but life was never again the same for the nomads of the Ticklebelly Hills.\"]},{\"name\":\"Feature: At Home in the Wild\",\"type\":\"entries\",\"entries\":[\"The wilderness is your home and you are comfortable dwelling in it. You can find a place to hide, rest, or recuperate when out in the wild. This place of rest is secure enough to conceal you from most natural threats. Threats that are supernatural, magical, or are actively seeking you out might do so with difficulty depending on the nature of the threat (as determined by the DM). However, this feature doesn't shield or conceal you from scrying, mental probing, nor from threats that don't necessarily require the five senses to find you. Note: This feature is a variant of the Folk Hero feature.\"],\"data\":{\"isFeature\":true}},{\"name\":\"Suggested Characteristics\",\"type\":\"entries\",\"entries\":[\"Ticklebelly nomads only venture into civilization when necessary. You are social within your tribe, with tribes of other nomads, and even with the stone giant tribes that populate the Giant's Cairn. However, other communities tend to either put you on your guard or put you in a state of wonder. Was it this wonder that enticed you into a life of adventuring? On the other hand, you are fiercely protective of and dedicated to your tribe. Perhaps it was this dedication that led you to venture out; either of your own will or at the behest of your tribe's leaders.\",{\"type\":\"table\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I eagerly inject myself into the unknown.\"],[\"2\",\"Villages, towns, and cities do not suit me. I'd rather be out in the wilderness any day.\"],[\"3\",\"I accomplish my tasks efficiently, using as few resources as possible.\"],[\"4\",\"It's difficult for me to remain in one place for long.\"],[\"5\",\"I loudly brag about my tribe every chance I get.\"],[\"6\",\"Having walked among giants, I am fearless in the face of bigger creatures.\"],[\"7\",\"I am quiet and reserved, but observant. Nothing escapes my attention.\"],[\"8\",\"My word is my bond. I see a promise to completion, even if it conflicts with my beliefs.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Kinship. Family is most important in life. Though I may be far from my own, the bonds of family must be protected in others' lives as well. (Good)\"],[\"2\",\"Preservation. Nature must not be despoiled by encroaching civilization. (Any)\"],[\"3\",\"Wanderlust. One must expand their horizons by seeing the world and exploring. (Chaos)\"],[\"4\",\"Isolation. My tribe and its ways must be protected and shielded from outside influence. (Neutral)\"],[\"5\",\"Protection. Threats to the land and to the people must be dealt with at any and all costs. (Law)\"],[\"6\",\"Belonging: All creatures have a place in the world, so I strive to help others find theirs. (Good)\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I ache to return to my tribe and the family I left, but cannot until my obligations are fulfilled.\"],[\"2\",\"The dragon cultists that invaded my homeland stole away one of my tribe's people. I will not know rest until I've found them.\"],[\"3\",\"The dragon's presence in the hills destroyed valuable territory and resulted in deaths within my tribe. The creature must pay for what it has done.\"],[\"4\",\"I carry a trinket that spiritually and emotionally ties me to my people and my home.\"],[\"5\",\"I discovered a strange relic in the hills during my tribe's wanderings. I must discover what it is.\"],[\"6\",\"One of the stone giant clans from the Giant's Cairn has graced me with a mark of kinship.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I throw myself and my friends into situations rarely ever thinking about consequences.\"],[\"2\",\"Unfamiliar people and surroundings put me on edge.\"],[\"3\",\"I have absolutely no patience for slowpokes and those who prove indecisive.\"],[\"4\",\"My desire to experience new things causes me to make unsafe choices.\"],[\"5\",\"I am overly protective of nature, sometimes to the detriment of my companions and myself.\"],[\"6\",\"My lack of worldliness often proves my undoing in social, commercial, and hostile situations.\"]]}]}],\"hasFluff\":true},{\"name\":\"Trade Sheriff\",\"source\":\"ALRageOfDemons\",\"page\":11,\"skillProficiencies\":[{\"investigation\":true,\"persuasion\":true}],\"languageProficiencies\":[{\"elvish\":true}],\"toolProficiencies\":[{\"thieves' tools\":true}],\"startingEquipment\":[{\"_\":[\"thieves' tools|phb\",{\"special\":\"gray cloak\"},{\"item\":\"fine clothes|phb\",\"displayName\":\"Sheriff's insignia (badge) a set of fine clothes\"},{\"value\":1700}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Investigation}, {@skill Persuasion}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"{@item Thieves' tools|phb}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Elvish\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"{@item Thieves' tools|phb}, a gray cloak, Sheriff's insignia (badge) a set of {@item fine clothes|phb}, and 17 gp\"}]},{\"name\":\"Lifestyle\",\"type\":\"entries\",\"entries\":[\"Modest\"]},{\"name\":\"Overview\",\"type\":\"entries\",\"entries\":[\"You are one of the many people that make sure the trade routes are clear at ALL times. You assure that the Great Law of Trade is followed at all costs. You work by yourself or in groups to quell bandits and brigands who might stop trade routes from going through. You investigate potential ambushes and possible rumors as to someone wanting to rob or stop caravans. You are as much an investigator as you are law enforcement.\",\"You are able to go into a town/village around the Hillsfar area and find a contact that is willing to give you information from rumor to fact. This sometimes comes at a cost of a minor bribe of 1-9 silver pieces.\"]},{\"name\":\"Feature: Investigative Services\",\"type\":\"entries\",\"entries\":[\"You are part of a small force outside of Hillsfar. You have a special way of communicating with others and they seem to be at ease around you. You can invoke your rank to allow you access to a crime scene or to requisition equipment or horses on a temporary basis. When you enter a town or village around Hillsfar you can identify a contact who will give you information on the local rumors and would help you simply because of your desire to get answers and information for anyone wanting to disrupt trade. Note: This feature is a variant of the soldier feature.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I am always polite and respectful\"],[\"2\",\"I let my actions speak for themselves\"],[\"3\",\"I am haunted by my past having seen the murder of a close friend or family member and it is the one case I always needed to solve but have not been able to.\"],[\"4\",\"I am quick to judge and slow to vindicate\"],[\"5\",\"I can be very persuasive and am able to ask quest ions where others might not be able to.\"],[\"6\",\"I have a quirky personality that seems to take others off their guard.\"],[\"7\",\"My sense of humor is considered by most to be awkward.\"],[\"8\",\"Everyone has a choice, and they can always make the right choice, mine!\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Hope. my job is to speak for the victim (Good)\"],[\"2\",\"Dedicated. Once I start an investigation, until told to do so, I do not quit, not matter where it leads. (Lawful)\"],[\"3\",\"Nation. My city, nation, or people are all that matter. (Any)\"],[\"4\",\"Mercenary. When I do investigations, I expect answers immediately. (Any)\"],[\"5\",\"Eloquent. I use my words to sway others to give me answers. (Good)\"],[\"6\",\"Might. It is through threats and force that I get my answers. (Lawful)\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"To this day an unsolved case will always leave me haunted and bother me.\"],[\"2\",\"Through the might of my personality I will solve an investigation or puzzle.\"],[\"3\",\"It is my right to believe what I will, just try and stop me.\"],[\"4\",\"I need to prove my worth to my fellow Sheriffs\"],[\"5\",\"Someone I cared for died under suspicious circumstances. I will find out what happened to them and bring their killer to justice.\"],[\"6\",\"I speak for those that cannot speak for themselves.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I always over exaggerate my abilities.\"],[\"2\",\"I cannot bear to let those I care for out of my sight.\"],[\"3\",\"I took a bribe to tank an investigation and I would do anything to keep it secret.\"],[\"4\",\"I have little respect for those that are of \\\"low\\\" intelligence/race.\"],[\"5\",\"I always enjoy a good mug of ale... or five to cover up my past.\"],[\"6\",\"I speak for the First Lord of Hillsfar and make sure everyone knows it.\"]]}],\"name\":\"Suggested Characteristics\"}],\"hasFluff\":true},{\"name\":\"Treasure Seeker\",\"source\":\"DoDk\",\"page\":248,\"skillProficiencies\":[{\"investigation\":true,\"choose\":{\"from\":[\"stealth\",\"insight\",\"perception\"]}}],\"toolProficiencies\":[{\"thieves' tools\":true,\"cartographer's tools\":true}],\"startingEquipment\":[{\"_\":[\"thieves' tools|phb\",{\"special\":\"dark clothes with a hood and a face covering\"},{\"item\":\"signet ring|phb\",\"displayName\":\"signet ring of a fake lord\"},{\"special\":\"fake identification\"},{\"special\":\"set of weighted dice\"},{\"special\":\"deck of cards\"}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Investigation} and one choice from the following: {@skill Stealth}, {@skill Insight}, or {@skill Perception}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"Thieves' tools, cartographer's tools\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"{@item Thieves' tools|PHB}, a set of dark clothes with a hood and a face covering. A {@item signet ring|PHB} of a fake lord, a fake identification, a set of weighted dice, and a deck of cards\"}]},{\"type\":\"entries\",\"name\":\"Treasure Hunters' Secrets\",\"entries\":[{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"d8\",\"Treasure Hunters' Secrets\"],\"rows\":[[\"1\",\"You keep a cryptic map to a lost treasure that you have always wanted to uncover.\"],[\"2\",\"You have a coin that is heads on both sides, helpful for winning a chance game.\"],[\"3\",\"You have a magnifying spyglass you use to examine items.\"],[\"4\",\"You have a ring that opens to reveal a small compartment inside.\"],[\"5\",\"Your left boot has a compartment for a hidden dagger.\"],[\"6\",\"You carry an old compass that doesn't point north, you hope it points towards a great treasure.\"],[\"7\",\"You have a collection of exotic coins and medals that are of personal value to you.\"],[\"8\",\"You have a rival treasure hunter who used to be a partner. You parted ways years ago.\"]]}]},{\"type\":\"entries\",\"name\":\"Feature: Detail-Oriented\",\"entries\":[\"You double your proficiency bonus when making any ability check to search the ruins of Drakkenheim.\",{\"type\":\"table\",\"caption\":\"Suggested Characteristics\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"d8\",\"Personality Trait\"],\"rows\":[[\"1\",\"I believe that I am destined for greatness, and nothing can convince me otherwise.\"],[\"2\",\"I always have a plan or plot to outwit my foes. It may not always be good, but it's almost always overly complex.\"],[\"3\",\"I love to flaunt my wealth and showcase the things I have bought with it.\"],[\"4\",\"I pay no mind to the risks of a situation. I always bet on myself and my abilities and it's gotten me this far. Never tell me the odds.\"],[\"5\",\"I have a quip, allegory, or joke for almost any situation.\"],[\"6\",\"I lie about anything and everything. I lie for almost no reason at all, sometimes just to see if I can fool the people around me.\"],[\"7\",\"I use flattery and honeyed words to get what I want.\"],[\"8\",\"I can't help it if valuable objects lying around end up in my pockets. It's for safe keeping.\"]]},{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"d6\",\"Ideal\"],\"rows\":[[\"1\",\"Independent. No one tells me what to do. I make my own rules, and my own luck. (Chaotic)\"],[\"2\",\"Fair. I do not take anything from anyone who couldn't afford to lose it. I am a treasure hunter, not a thief. (Lawful)\"],[\"3\",\"Family. I care about material possessions and wealth, but not as much as I care about my friends and family. (Good)\"],[\"4\",\"Aspiration. Wealth is power. Wealth means you will be remembered. In this world making a name for yourself is as simple as acquiring enough gold to buy your way to victory. I intend to be remembered. (Any)\"],[\"5\",\"Danger. Every great discovery requires risk. The greater the risk, the greater the reward. It's the thrill of the hunt that I live for. (Any)\"],[\"6\",\"Dignity. The dead and their prized belongings deserve more than to waste away in the ruins. They deserve to be found, remembered, and taken care of. (Lawful)\"]]},{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"d6\",\"Bond\"],\"rows\":[[\"1\",\"My desire for wealth is out of a need to protect my family.\"],[\"2\",\"Something important to me was stolen. I've longed to get it back ever since.\"],[\"3\",\"I'm wanted for my many crimes and hope that where I am going, the law will not follow.\"],[\"4\",\"I made mistakes in my past that cost me the life of someone I loved. I will not let that happen again.\"],[\"5\",\"I plan to be the greatest thief or most cunning explorer of all time.\"],[\"6\",\"This is my last job, the big one. After this I hope to settle down with my wealth, maybe start a family.\"]]},{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"d6\",\"Flaw\"],\"rows\":[[\"1\",\"My entire identity is layers of falsities presented to hide my true self, for I am not a good person. I've never told the truth for as long as I can remember and it's too late now to stop.\"],[\"2\",\"Every situation, every person, is only as valuable to me as what I can gain from them. I'm not afraid to pull strings to bend luck in my favour.\"],[\"3\",\"I jump to defensive measures as soon as someone catches me in a lie, or tries to call me out for anything.\"],[\"4\",\"I take what I want, and I want it all.\"],[\"5\",\"I like to show my skills, talk big, and take big risks in the hopes of impressing everyone watching.\"],[\"6\",\"I know for a fact I am the smartest person in the room, and if people are suggesting anything otherwise they are terribly mistaken.\"]]}],\"data\":{\"isFeature\":true}}],\"hasFluff\":true},{\"name\":\"Urban Bounty Hunter\",\"source\":\"SCAG\",\"page\":153,\"skillProficiencies\":[{\"choose\":{\"from\":[\"deception\",\"insight\",\"persuasion\",\"stealth\"],\"count\":2}}],\"toolProficiencies\":[{\"choose\":{\"from\":[\"gaming set\",\"musical instrument\",\"thieves' tools\"],\"count\":2}}],\"startingEquipment\":[{\"_\":[{\"item\":\"pouch|phb\",\"containsValue\":2000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"Choose two from among {@skill Deception}, {@skill Insight}, {@skill Persuasion}, and {@skill Stealth}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"Choose two from among one type of {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set}, one {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument}, and {@item thieves' tools|phb}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A set of clothes appropriate to your duties and a {@item pouch|phb} containing 20 gp\"}]},{\"name\":\"Feature: Ear to the Ground\",\"type\":\"entries\",\"entries\":[\"You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Suggested Characteristics\",\"entries\":[\"Use the tables for the {@background criminal} background in the Player's Handbook as the basis for your bounty hunter's traits and motivations, modifying the entries when appropriate to suit your identity as a bounty hunter.\",\"For instance, your bond might involve other bounty hunters or the organizations or individuals that employ you. Your ideal could be associated with your determination always to catch your quarry or your desire to maintain your reputation for being dependable.\"]}],\"hasFluff\":true},{\"name\":\"Urchin\",\"source\":\"PHB\",\"page\":141,\"skillProficiencies\":[{\"sleight of hand\":true,\"stealth\":true}],\"toolProficiencies\":[{\"disguise kit\":true,\"thieves' tools\":true}],\"startingEquipment\":[{\"_\":[{\"special\":\"small knife\"},{\"special\":\"map of the city you grew up in\"},{\"special\":\"pet mouse\"},{\"special\":\"token to remember your parents by\"},\"common clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Sleight of Hand}, {@skill Stealth}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"{@item Disguise kit|phb}, {@item Thieves' tools|phb}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of {@item common clothes|phb}, and a belt {@item pouch|phb} containing 10 gp\"}]},{\"name\":\"Feature: City Secrets\",\"type\":\"entries\",\"entries\":[\"You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.\"],\"data\":{\"isFeature\":true}},{\"name\":\"Suggested Characteristics\",\"type\":\"entries\",\"entries\":[\"Urchins are shaped by lives of desperate poverty, for good and for ill. They tend to be driven either by a commitment to the people with whom they shared life on the street or by a burning desire to find a better life—and maybe get some payback on all the rich people who treated them badly.\",{\"type\":\"table\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I hide scraps of food and trinkets away in my pockets.\"],[\"2\",\"I ask a lot of questions.\"],[\"3\",\"I like to squeeze into small places where no one else can get to me.\"],[\"4\",\"I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms.\"],[\"5\",\"I eat like a pig and have bad manners.\"],[\"6\",\"I think anyone who's nice to me is hiding evil intent.\"],[\"7\",\"I don't like to bathe.\"],[\"8\",\"I bluntly say what others are hinting at or hiding.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Respect. All people, rich or poor, deserve respect. (Good)\"],[\"2\",\"Community. We have to take care of each other, because no one else is going to do it. (Lawful)\"],[\"3\",\"Change. The low are lifted up, and the high and mighty are brought down. Change is the nature of things. (Chaotic)\"],[\"4\",\"Retribution. The rich need to be shown what life and death are like in the gutters. (Evil)\"],[\"5\",\"People. I help the people who help me—that's what keeps us alive. (Neutral)\"],[\"6\",\"Aspiration. I'm going to prove that I'm worthy of a better life. (Any)\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"My town or city is my home, and I'll fight to defend it.\"],[\"2\",\"I sponsor an orphanage to keep others from enduring what I was forced to endure.\"],[\"3\",\"I owe my survival to another urchin who taught me to live on the streets.\"],[\"4\",\"I owe a debt I can never repay to the person who took pity on me.\"],[\"5\",\"I escaped my life of poverty by robbing an important person, and I'm wanted for it.\"],[\"6\",\"No one else should have to endure the hardships I've been through.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"If I'm outnumbered, I will run away from a fight.\"],[\"2\",\"Gold seems like a lot of money to me, and I'll do just about anything for more of it.\"],[\"3\",\"I will never fully trust anyone other than myself.\"],[\"4\",\"I'd rather kill someone in their sleep than fight fair.\"],[\"5\",\"It's not stealing if I need it more than someone else.\"],[\"6\",\"People who can't take care of themselves get what they deserve.\"]]}]}],\"hasFluff\":true},{\"name\":\"Uthgardt Tribe Member\",\"source\":\"SCAG\",\"page\":153,\"skillProficiencies\":[{\"athletics\":true,\"survival\":true}],\"languageProficiencies\":[{\"anyStandard\":1}],\"toolProficiencies\":[{\"choose\":{\"from\":[\"musical instrument\",\"anyArtisansTool\"]}}],\"startingEquipment\":[{\"_\":[\"hunting trap|phb\",\"traveler's clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1000}]},{\"a\":[{\"special\":\"totemic token\"}],\"b\":[{\"special\":\"set of tattoos marking your loyalty to Uthgar and your tribal totem\"}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Athletics}, {@skill Survival}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Any one of your choice\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"One type of {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument} or {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A {@item hunting trap|phb}, a totemic token or set of tattoos marking your loyalty to Uthgar and your tribal totem, a set of {@item traveler's clothes|phb}, and a {@item pouch|phb} containing 10 gp\"}]},{\"name\":\"Feature: Uthgardt Heritage\",\"type\":\"entries\",\"entries\":[\"You have an excellent knowledge of not only your tribe's territory, but also the terrain and natural resources of the rest of the North. You are familiar enough with any wilderness area that you can find twice as much food and water as you normally would when you forage there.\",\"Additionally, you can call upon the hospitality of your people, and those allied with your tribe, often including members of the druid circles, tribes of nomadic elves, the Harpers, and the priesthoods devoted to the gods of the First Circle.\"],\"data\":{\"isFeature\":true}},{\"type\":\"section\",\"name\":\"Suggested Characteristics\",\"entries\":[\"Use the tables for the {@background outlander} background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of an Uthgardt tribe.\",\"Even if you have left your tribe behind (at least for now), you hold to the traditions of your people. You will never cut down a still-living tree, and you may not countenance such an act being done in your presence. The Uthgardt ancestral mounds - great hills where the totem spirits were defeated by Uthgar and where the heroes of the tribes are interred - are sacred to you.\",\"Your bond is undoubtedly associated with your tribe or some aspect of Uthgardt philosophy or culture (perhaps even Uthgar himself). Your ideal is a personal choice that probably hews closely to the ethos of your people and certainly doesn't contradict or compromise what being an Uthgardt stands for.\"]}],\"hasFluff\":true},{\"name\":\"Variant City Watch (Investigator)\",\"source\":\"SCAG\",\"page\":145,\"skillProficiencies\":[{\"insight\":true,\"investigation\":true}],\"languageProficiencies\":[{\"anyStandard\":2}],\"startingEquipment\":[{\"_\":[{\"special\":\"uniform in the style of your unit and indicative of your rank\"},{\"item\":\"horn|phb\",\"displayName\":\"horn with which to summon help\"},{\"item\":\"manacles|phb\",\"displayName\":\"set of manacles\"},{\"item\":\"pouch|phb\",\"containsValue\":1000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Insight}, {@skill Investigation}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Any two of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A uniform in the style of your unit and indicative of your rank, a {@item horn|phb} with which to summon help, a set of {@item manacles|phb}, and a {@item pouch|phb} containing 10 gp\"}]},{\"name\":\"Feature: Watcher's Eye\",\"type\":\"entries\",\"entries\":[\"Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Suggested Characteristics\",\"entries\":[\"Use the tables for the {@background soldier} background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of the city watch.\",\"Your bond is likely associated with your fellow watch members or the watch organization itself and almost certainly concerns your community. Your ideal probably involves the fostering of peace and safety. An investigator is likely to have an ideal connected to achieving justice by successfully solving crimes.\"]}],\"hasFluff\":true},{\"name\":\"Variant Clasp Member (Myriad Operative)\",\"source\":\"TDCSR\",\"page\":182,\"_copy\":{\"name\":\"Clasp Member\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":[{\"mode\":\"insertArr\",\"index\":1,\"items\":{\"type\":\"entries\",\"name\":\"Variant: Myriad Operative\",\"page\":182,\"entries\":[\"Your skill set might be similar to that of many members of the {@book Clasp|TDCSR|2|The Clasp}, but you work for a criminal organization that is far more sophisticated—and even less scrupulous. As a {@book Myriad|TDCSR|2|The Myriad} operative in Tal'Dorei, you might have been given a specific task that furthers that syndicate's hunger to expand beyond Wildemount, or which gives them an edge in their rivalry with the {@book Clasp|TDCSR|2|The Clasp}. Moreover, you understand the wisdom of keeping your activities secret from fellow criminals as well as law enforcement, since the agents of the {@book Clasp|TDCSR|2|The Clasp} will show you no mercy if your true identity is ever revealed.\"]}}]}}},{\"name\":\"Variant Continental Nobility (Last of the Line)\",\"source\":\"DoDk\",\"page\":245,\"_copy\":{\"name\":\"Continental Nobility\",\"source\":\"DoDk\"},\"hasFluff\":true},{\"name\":\"Variant Criminal (Spy)\",\"source\":\"PHB\",\"page\":130,\"basicRules\":true,\"_copy\":{\"name\":\"Criminal\",\"source\":\"PHB\",\"_mod\":{\"entries\":{\"mode\":\"replaceArr\",\"replace\":\"Feature: Criminal Contact\",\"items\":{\"name\":\"Feature: Spy Contact\",\"type\":\"entries\",\"entries\":[\"You have a reliable and trustworthy contact who acts as your liaison to a network of other spies. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.\"],\"data\":{\"isFeature\":true}}}}},\"hasFluff\":true},{\"name\":\"Variant Devoted Missionary (Stargazer)\",\"source\":\"DoDk\",\"page\":247,\"_copy\":{\"name\":\"Devoted Missionary\",\"source\":\"DoDk\"},\"hasFluff\":true},{\"name\":\"Variant Entertainer (Gladiator)\",\"source\":\"PHB\",\"page\":131,\"_copy\":{\"name\":\"Entertainer\",\"source\":\"PHB\",\"_mod\":{\"entries\":[{\"mode\":\"replaceArr\",\"replace\":{\"index\":0},\"items\":{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Acrobatics}, {@skill Performance}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"{@item Disguise kit|phb}, one type of {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"An inexpensive but unusual weapon, such as a {@item trident|phb} or {@item net|phb} (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), {@item costume clothes|phb}, and a belt {@item pouch|phb} containing 15 gp\"}]}},{\"mode\":\"replaceArr\",\"replace\":{\"index\":1},\"items\":{\"name\":\"Feature: By Popular Demand\",\"type\":\"entries\",\"entries\":[\"You can always find a place to perform in any place that features combat for entertainment—perhaps a gladiatorial arena or secret pit fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.\"],\"data\":{\"isFeature\":true}}}]}},\"hasFluff\":true},{\"name\":\"Variant Guild Artisan (Guild Merchant)\",\"source\":\"PHB\",\"page\":133,\"_copy\":{\"name\":\"Guild Artisan\",\"source\":\"PHB\",\"_mod\":{\"entries\":{\"mode\":\"replaceArr\",\"replace\":{\"index\":0},\"items\":{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Insight}, {@skill Persuasion}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"One type of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}, or {@item navigator's tools|phb}, or an additional language\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"One of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A set of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} (one of your choice) or a {@item mule|phb} and {@item cart|phb}, a letter of introduction from your guild, a set of {@item traveler's clothes|phb}, and a belt {@item pouch|phb} containing 15 gp\"}]}}}},\"skillProficiencies\":[{\"insight\":true,\"persuasion\":true}],\"toolProficiencies\":[{\"choose\":{\"from\":[\"anyArtisansTool\",\"navigator's tools\"]}}],\"hasFluff\":true},{\"name\":\"Variant Mageborn (Malfeasant Mage)\",\"source\":\"DoDk\",\"page\":246,\"_copy\":{\"name\":\"Mageborn\",\"source\":\"DoDk\"},\"hasFluff\":true},{\"name\":\"Variant Noble (Knight)\",\"source\":\"PHB\",\"page\":136,\"_copy\":{\"name\":\"Noble\",\"source\":\"PHB\",\"_mod\":{\"entries\":[{\"mode\":\"replaceArr\",\"replace\":\"Feature: Position of Privilege\",\"items\":{\"name\":\"Feature: Retainers\",\"type\":\"entries\",\"entries\":[\"You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. {@b One of your retainers is a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood} (This person could be your bond.). Your two remaining retainers might include a groom to care for your horse and a servant who polishes your armor (and even helps you put it on).\",\"Your retainers can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.\"],\"data\":{\"isFeature\":true}}},{\"mode\":\"insertArr\",\"index\":1,\"items\":{\"name\":\"Variant Noble (Knight)\",\"type\":\"entries\",\"entries\":[\"A knighthood is among the lowest noble titles in most societies, but it can be a path to higher status. If you wish to be a knight, choose the Retainers feature instead of the Position of Privilege feature.\",\"As an emblem of chivalry and the ideals of courtly love, you might include among your equipment a banner or other token from a noble lord or lady to whom you have given your heart-in a chaste sort of devotion.\"]}}]}},\"hasFluff\":true},{\"name\":\"Variant Noble (Retainers)\",\"source\":\"PHB\",\"page\":136,\"_copy\":{\"name\":\"Noble\",\"source\":\"PHB\",\"_mod\":{\"entries\":[{\"mode\":\"replaceArr\",\"replace\":\"Feature: Position of Privilege\",\"items\":{\"name\":\"Feature: Retainers\",\"type\":\"entries\",\"entries\":[\"You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.\"],\"data\":{\"isFeature\":true}}}]}},\"hasFluff\":true},{\"name\":\"Variant Sailor (Pirate)\",\"source\":\"PHB\",\"page\":139,\"_copy\":{\"name\":\"Sailor\",\"source\":\"PHB\",\"_mod\":{\"entries\":{\"mode\":\"replaceArr\",\"replace\":\"Feature: Ship's Passage\",\"items\":{\"name\":\"Feature: Bad Reputation\",\"type\":\"entries\",\"entries\":[\"No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.\"],\"data\":{\"isFeature\":true}}}}},\"hasFluff\":true},{\"name\":\"Variant Survivor (Veteran of the Civil War)\",\"source\":\"DoDk\",\"page\":248,\"_copy\":{\"name\":\"Survivor\",\"source\":\"DoDk\"},\"hasFluff\":true},{\"name\":\"Variant Treasure Seeker (Soldier of Fortune)\",\"source\":\"DoDk\",\"page\":249,\"_copy\":{\"name\":\"Treasure Seeker\",\"source\":\"DoDk\"},\"hasFluff\":true},{\"name\":\"Variant Whitestone Rifle Corps (Grey Hunter)\",\"source\":\"TDCSR\",\"page\":182,\"_copy\":{\"name\":\"Whitestone Rifle Corps\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":[{\"mode\":\"insertArr\",\"index\":1,\"items\":{\"type\":\"entries\",\"name\":\"Variant: Grey Hunter\",\"page\":189,\"entries\":[\"As elite as they are, the members of the {@book Whitestone Rifle Corps|TDCSR|3|Whitestone Rifle Corps} do not represent the apex of firearms skill in {@book Whitestone|TDCSR|3|Whitestone}. A clandestine group of elite soldiers and survivalists is drawn secretly from the Rifle Corps ranks. Called the {@book Grey Hunters|TDCSR|3|Grey Hunters}, these soldiers are special operatives of the de Rolo family, and loyally serve as spies, bodyguards, and even assassins when the job requires it. Though few officially know of them, rumors of the {@book Grey Hunters'|TDCSR|3|Grey Hunters} existence swirl constantly throughout the city-state, often in response to their activities after having been loaned out to protect {@book Whitestone's|TDCSR|3|Whitestone} allies.\",\"You are one of these {@book Grey Hunters|TDCSR|3|Grey Hunters}, even if just a trainee (if you're starting your campaign at low levels). You have the ear of the lord and lady of {@book Whitestone|TDCSR|3|Whitestone}, though you must exercise this privilege graciously lest you lose it.\"],\"data\":{\"isFeature\":true}}}]}}},{\"name\":\"Vizier\",\"source\":\"PSA\",\"page\":10,\"skillProficiencies\":[{\"history\":true,\"religion\":true}],\"toolProficiencies\":[{\"anyArtisansTool\":1,\"anyMusicalInstrument\":1}],\"startingEquipment\":[{\"a\":[{\"equipmentType\":\"toolArtisan\"}],\"b\":[{\"equipmentType\":\"instrumentMusical\"}]},{\"_\":[{\"special\":\"scroll of your god's teachings\"},{\"special\":\"vizier's cartouche\"},\"fine clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":2500}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill History}, {@skill Religion}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"One type of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}, one type of {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A set of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} or a {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument} (one of your choice), a scroll of your god's teachings, a vizier's cartouche, a set of {@item fine clothes|phb}, and a {@item pouch|phb} containing 25 gp\"}]},{\"name\":\"Feature: Voice of Authority\",\"type\":\"entries\",\"entries\":[\"Your voice is the voice of your god, at least in theory. Your job might include training and instructing initiates, and they are required to obey you. In any circumstance, an initiate is expected to defer to your voice and obey your commands. If you abuse this authority, though, your god might personally punish you.\"],\"data\":{\"isFeature\":true}},{\"name\":\"Suggested Characteristics\",\"type\":\"entries\",\"entries\":[\"A vizier's characteristics strongly reflect the ideals and personality of the god they serve.\",{\"type\":\"table\",\"colLabels\":[\"d10\",\"Personality Trait\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Everything I do, I do gracefully and deliberately, and with complete confidence. (Oketra)\"],[\"2\",\"Nothing can shake my rock-hard focus. (Oketra)\"],[\"3\",\"When I am at peace, I am an oasis of perfect calm in the world. When I am roused to anger, I am an embodiment of terror. (Kefnet)\"],[\"4\",\"I enjoy teasing acolytes and initiates with juicy tidbits of knowledge wrapped up in fiendishly difficult puzzles. (Kefnet)\"],[\"5\",\"I have the utmost faith in myself and my abilities. (Rhonas)\"],[\"6\",\"I get restless when life in the city feels too tame, too safe. (Rhonas)\"],[\"7\",\"I enjoy solitude as an opportunity to plan my victory. (Bontu)\"],[\"8\",\"I use satire as a way to undermine the teachings of the other gods. (Bontu)\"],[\"9\",\"I love, fight, and feast with equal zeal. (Hazoret)\"],[\"10\",\"I think of those in my care as my family, in a way that most people have trouble understanding. (Hazoret)\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"{@b Solidarity.} The worthy must respect the worthy. In the afterlife, all will be united in goal and action. (Oketra)\"],[\"2\",\"{@b Knowledge.} The worthy shall cultivate a nimble mind, so as to perceive the wonders beyond imagination that wait in the afterlife. (Kefnet)\"],[\"3\",\"{@b Strength.} The worthy shall hone a strong body that can withstand the boundless energies of the afterlife. (Rhonas)\"],[\"4\",\"{@b Ambition.} The worthy shall strive for greatness, for supremacy in life leads to supremacy in the afterlife. (Bontu)\"],[\"5\",\"{@b Zeal.} The worthy shall rush to the God-Pharaoh's side with relentless passion, rising to overcome every obstacle in their way. (Hazoret)\"],[\"6\",\"{@b Naktamun.} The life of the city is ordered according to the plan of the God-Pharaoh, and that order must be preserved at all costs.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"My loyalty to my companions embodies the ideal of loyalty to my god. (Oketra)\"],[\"2\",\"The teachings of my god are more precious to me than any possession. (Kefnet)\"],[\"3\",\"I would do anything to defend the temple of my god from any harm or desecration. (Rhonas)\"],[\"4\",\"I am committed to the service of my god—because it's my sure ticket into the afterlife. (Bontu)\"],[\"5\",\"I love my god and never want my service to end. (Hazoret)\"],[\"6\",\"I have a close friend or lover who is also a vizier.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I am in love with an initiate, and I want to shield this person from death in the trials.\"],[\"2\",\"I secretly wish I had not been chosen as a vizier, so I could participate in the trials as an initiate.\"],[\"3\",\"I secretly question whether the gods care at all about us or what we do.\"],[\"4\",\"A vizier of another god seeks my death in retribution for a past insult.\"],[\"5\",\"I am terrified of what lies beyond the Gate to the Afterlife.\"],[\"6\",\"I secretly believe the God-Pharaoh's return will not bring blessing to this world.\"]]}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Vizier (Dissenter)\",\"source\":\"PSA\",\"page\":11,\"_copy\":{\"name\":\"Vizier\",\"source\":\"PSA\",\"_mod\":{\"entries\":{\"mode\":\"replaceArr\",\"replace\":\"Feature: Voice of Authority\",\"items\":{\"name\":\"Feature: Shelter of Dissenters\",\"type\":\"entries\",\"entries\":[\"If they wish to have any hope of survival, whether hiding within the city or cast out into the desert, dissenters must help each other. You can find a place to hide, rest, or recuperate among other dissenters. They will help shield you from those who hunt you, possibly even risking their lives for you.\"],\"data\":{\"isFeature\":true}}}}},\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Volstrucker Agent\",\"source\":\"EGW\",\"page\":202,\"skillProficiencies\":[{\"deception\":true,\"stealth\":true}],\"languageProficiencies\":[{\"anyStandard\":1}],\"toolProficiencies\":[{\"poisoner's kit\":true}],\"startingEquipment\":[{\"_\":[\"common clothes|phb\",{\"special\":\"black cloak with a hood\"},\"poisoner's kit|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Deception}, {@skill Stealth}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"{@item Poisoner's kit|phb}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"One of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A set of {@item common clothes|phb}, a black cloak with a hood, a {@item poisoner's kit|phb}, and a {@item pouch|phb} containing 10 gp\"}]},{\"name\":\"Feature: Shadow Network\",\"type\":\"entries\",\"entries\":[\"You have access to the Volstrucker shadow network, which allows you to communicate with other members of the order over long distances. If you write a letter in a special arcane ink, address it to a member of the Volstrucker, and cast it into a fire, the letter will burn to cinders and materialize whole again on the person of the agent you addressed it to.\",\"The ink used to send a letter across the shadow network is the same as that used by a wizard to scribe spells in a spellbook. Writing a letter in this ink costs 10 gp per page.\"],\"data\":{\"isFeature\":true}},{\"name\":\"Suggested Characteristics\",\"type\":\"entries\",\"entries\":[\"Agents of the Volstrucker are groomed to follow orders without question and to kill without mercy. The trauma that brings one into the order can fester even more strongly against the darkness of a Volstrucker agent's assignments. Officially, no one ever leaves the order—but those desperate enough do whatever it takes to gain some measure of freedom.\",{\"type\":\"table\",\"colLabels\":[\"d6\",\"Personality Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I prefer to keep my thoughts to myself.\"],[\"2\",\"I indulge vice in excess to quiet my conscience.\"],[\"3\",\"I've left emotion behind me. I'm now perfectly placid.\"],[\"4\",\"Some event from the past keeps worming its way into my mind, making me restless.\"],[\"5\",\"I always keep my word—except when I'm commanded to break it.\"],[\"6\",\"I laugh off insults and never take them personally.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Order. The will of the crown is absolute. (Law)\"],[\"2\",\"True Loyalty. The Cerberus Assembly is greater than any power, even the crown. (Law)\"],[\"3\",\"Death. The penalty for disloyalty is death. (Evil)\"],[\"4\",\"Determination. I cannot fail. Not ever. (Neutral)\"],[\"5\",\"Fear. People should not respect power. They should fear it. (Evil)\"],[\"6\",\"Escape. The Volstrucker are pure evil! I can't atone for what I've done for them, but I can escape with my life. (Any)\"]]},{\"type\":\"table\",\"colLabels\":[\"d4\",\"Bond\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The job is all that matters. I will see it through.\"],[\"2\",\"My orders are important, but my comrades are worth more than anything. I would die for them.\"],[\"3\",\"Everything I've done, I've done to protect someone close to me.\"],[\"4\",\"If the empire falls, all of civilization falls with it. I will hold back chaos and barbarism at any cost.\"]]},{\"type\":\"table\",\"colLabels\":[\"d4\",\"Flaw\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I drink to dull the pain in the back of my head.\"],[\"2\",\"I go a bit mad when I see blood.\"],[\"3\",\"I can hear the voices of everyone I've killed. I see their faces. I can't be free of these ghosts.\"],[\"4\",\"Fear is a powerful motivator. I will do whatever it takes to prevent those who know what I am from seeing me fail, and from those I care about from knowing what I am.\"]]}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Waterdhavian Noble\",\"source\":\"SCAG\",\"page\":154,\"skillProficiencies\":[{\"history\":true,\"persuasion\":true}],\"languageProficiencies\":[{\"anyStandard\":1}],\"toolProficiencies\":[{\"choose\":{\"from\":[\"gaming set\",\"musical instrument\"]}}],\"startingEquipment\":[{\"_\":[\"fine clothes|phb\",{\"special\":\"scroll of pedigree\"},{\"special\":\"skin of fine zzar or wine\"},{\"special\":\"purse\",\"containsValue\":2000}]},{\"a\":[\"signet ring|phb\"],\"b\":[{\"special\":\"brooch\"}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill History}, {@skill Persuasion}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"Any one of your choice\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"One type of {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set} or {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A set of {@item fine clothes|phb}, a {@item signet ring|phb} or brooch, a scroll of pedigree, a skin of fine zzar or wine, and a purse containing 20 gp\"}]},{\"name\":\"Feature: Kept in Style\",\"type\":\"entries\",\"entries\":[\"While you are in Waterdeep or elsewhere in the North, your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family's estate in Waterdeep to settle what you owe.\",\"This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income—the benefit is a line of credit, not an actual monetary reward.\"],\"data\":{\"isFeature\":true}},{\"type\":\"section\",\"name\":\"Suggested Characteristics\",\"entries\":[\"Use the tables for the {@background noble} background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of a Waterdhavian family.\",\"Like other nobles, you were born and raised in a different world from the one that most folk know - one that grants you privilege but also calls you to fulfill a duty befitting your station. Your bond might be associated with your family alone, or it could be concerned with another noble house that sides with or opposes your own. Your ideal depends to some extent on how you view your role in the family, and how you intend to conduct yourself in the world at large as a representative of your house.\"]}],\"hasFluff\":true},{\"name\":\"Wayfarer\",\"source\":\"XPHB\",\"page\":185,\"edition\":\"one\",\"ability\":[{\"choose\":{\"weighted\":{\"from\":[\"dex\",\"wis\",\"cha\"],\"weights\":[2,1]}}},{\"choose\":{\"weighted\":{\"from\":[\"dex\",\"wis\",\"cha\"],\"weights\":[1,1,1]}}}],\"feats\":[{\"lucky|xphb\":true}],\"skillProficiencies\":[{\"insight\":true,\"stealth\":true}],\"toolProficiencies\":[{\"thieves' tools\":true}],\"startingEquipment\":[{\"A\":[{\"item\":\"dagger|xphb\",\"quantity\":2},{\"item\":\"thieves' tools|xphb\"},{\"item\":\"gaming set|xphb\"},{\"item\":\"bedroll|xphb\"},{\"item\":\"pouch|xphb\",\"quantity\":2},{\"item\":\"traveler's clothes|xphb\"},{\"value\":1600}],\"B\":[{\"value\":5000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Ability Scores:\",\"entry\":\"Dexterity, Wisdom, Charisma\"},{\"type\":\"item\",\"name\":\"Feat:\",\"entry\":\"{@feat Lucky|XPHB}\"},{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Insight|XPHB}, {@skill Stealth|XPHB}\"},{\"type\":\"item\",\"name\":\"Tool Proficiency:\",\"entry\":\"{@item Thieves' Tools|XPHB}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"Choose A or B: (A) {@item Dagger|XPHB|2 Daggers}, {@item Thieves' Tools|XPHB}, {@item Gaming Set|XPHB} (any), {@item Bedroll|XPHB}, {@item Pouch|XPHB|2 Pouches}, {@item Traveler's Clothes|XPHB}, 16 GP; or (B) 50 GP\"}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Whitestone Rifle Corps\",\"source\":\"TDCSR\",\"page\":187,\"skillProficiencies\":[{\"choose\":{\"from\":[\"athletics\",\"perception\",\"survival\"],\"count\":2}}],\"languageProficiencies\":[{\"any\":1}],\"weaponProficiencies\":[{\"firearms\":true}],\"startingEquipment\":[{\"a\":[\"musket|dmg\"],\"b\":[\"pistol|dmg\"]},{\"_\":[\"common clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"Your choice of two of the following: {@skill Athletics}, {@skill Perception}, or {@skill Survival}\"},{\"type\":\"item\",\"name\":\"Weapon Proficiencies:\",\"entry\":\"{@filter Firearms|items|source=null|type=firearm}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"One of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"Your choice of a {@item musket} or a {@item pistol}, a set of {@item common clothes|phb}, and a {@item pouch|PHB} containing 10 gp\"}]},{\"type\":\"entries\",\"name\":\"Feature: Legacy of Secrecy\",\"page\":187,\"entries\":[\"You have been entrusted with the use and care of a weapon both powerful and terrifying. The rifle you wield might transform the face of warfare and life in Tal'Dorei. It is a weapon that haunts the mind of its creator, {@creature Percival de Rolo|TDCSR}, manifesting as a pain that lives always behind his kind eyes.\",\"You were granted a {@item musket} or a {@item pistol} by your commander in the {@book Whitestone Rifle Corps|TDCSR|3|Whitestone Rifle Corps}. This weapon is a symbol of your status, and when you display it, other folk around you—particularly adventurers, mercenaries, guards, engineers, and weapons enthusiasts—treat you differently. You might be seen as a noble defender of the people, a selfish hoarder of power, or anything in between, at the GM's discretion.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Feature: Rifle Corps Relationship\",\"page\":187,\"entries\":[\"You are—or were—a member of an elite and trusted band of {@book Whitestone's|TDCSR|3|Whitestone} staunchest defenders. Work with your GM to determine your current relationship with the Rifle Corps. If your campaign starts in {@book Whitestone|TDCSR|3|Whitestone}, you might be an active member of that unit. Otherwise, you can use the Rifle Corps Relationships table for suggestions.\",{\"type\":\"table\",\"caption\":\"Rifle Corps Relationships\",\"colLabels\":[\"{@dice d6}\",\"Current Relationship\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I retired honorably from the Rifle Corps—and now it's time for me to pursue my own adventures.\"],[\"2\",\"I'm on an important mission to protect {@book Whitestone|TDCSR|3|Whitestone} or guard one of our allies.\"],[\"3\",\"{@book Whitestone|TDCSR|3|Whitestone} is in trouble, and I was sent away to seek help.\"],[\"4\",\"I don't think firearms technology should be kept secret, so I escaped from the Rifle Corps with my weapon and am on the run.\"],[\"5\",\"I was on a mission with my company when I got separated from them. Now I need to find my way back home.\"],[\"6\",\"My weapon was stolen. I built a new one, but I can't return home until I've tracked down the thief and recovered the original. ({@book Whitestone Hunter|TDCSR|3|Grey Hunters} variant only)\"]]}],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Suggested Characteristics\",\"page\":188,\"entries\":[\"Those who join the {@book Whitestone Rifle Corps|TDCSR|3|Whitestone Rifle Corps} become members of an elite and trusted band known as the city-state's staunchest defenders. But this means working with your GM to determine why you're not at home protecting {@book Whitestone|TDCSR|3|Whitestone}. Perhaps you took on a mission to guard someone on behalf of the de Rolo family, or you might have been separated from your company while on an assignment. Either way, you find yourself embroiled now in a series of new adventures as you try to make your way back home.\",\"Your bond is likely associated with your comrades-in-arms or with {@book Whitestone|TDCSR|3|Whitestone} itself. Your ideal could be tied to justice or protection, but could also be a secretive, selfish perversion of those virtues.\",{\"type\":\"table\",\"caption\":\"Rifle Corps Personality Traits\",\"colLabels\":[\"{@dice d8}\",\"Personality Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I want to make a good impression at all times. That means keeping my clothes and gear clean and in top condition.\"],[\"2\",\"I don't like being the center of attention. I'd rather let someone else do the talking while I watch their back.\"],[\"3\",\"I feel safe only if I'm carrying my trusty rifle. And my dagger. And my concealed pistol. Oh, and of course my....\"],[\"4\",\"I don't trust people with my secrets easily, so it feels like a big deal when someone else shares a secret with me.\"],[\"5\",\"I like coming up with solutions to problems using my esoteric knowledge of natural philosophy.\"],[\"6\",\"Everyone around me takes things so seriously. Sometimes I just want to let loose and have fun!\"],[\"7\",\"Knowing things that other people don't know makes me feel special and important.\"],[\"8\",\"I'm most at home in woods and mountains, where everything feels at once familiar, always growing and changing.\"]]},{\"type\":\"table\",\"caption\":\"Rifle Corps Ideals\",\"colLabels\":[\"{@dice d6}\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Responsibility}. I have a duty to protect the people of {@book Whitestone|TDCSR|3|Whitestone} and to uphold the trust placed in me by the de Rolos. (Lawful)\"],[\"2\",\"{@b Militarization}. Everyone should have access to the most powerful weapons available, so they can defend themselves effectively. (Evil)\"],[\"3\",\"{@b Cooperation}. Any problem can be solved as long as people are willing to work together. (Good)\"],[\"4\",\"{@b Camaraderie}. It's important to have people you can trust to help out in a fight—and to uncork a bottle together afterward. (Any)\"],[\"5\",\"{@b Context}. There are no universal rights or wrongs. Every choice depends on the details of the situation. (Chaotic)\"],[\"6\",\"{@b Secrecy}. Information is valuable, but it can also be dangerous. I'll keep my mouth shut and gather as much intel as I can. (Neutral)\"]]},{\"type\":\"table\",\"caption\":\"Rifle Corps Bons\",\"colLabels\":[\"{@dice d6}\",\"Bond\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I never knew what to do with myself until I joined the Rifle Corps. Now I have a purpose and comrades to give me direction.\"],[\"2\",\"One of my fellow Rifle Corps soldiers saved my life—and then I saved theirs. That kind of bond lasts forever.\"],[\"3\",\"{@book Whitestone|TDCSR|3|Whitestone} is the best city in all of Tal'Dorei. Nowhere else has been blessed by the {@deity The Dawnfather|Exandria|TDCSR|Dawnfather} and has a clock that tracks the movement of the stars!\"],[\"4\",\"My quick thinking saved a noble from assassination, and she showed me great kindness in return. I daren't say it, but I'm more loyal to her than I am to the de Rolos.\"],[\"5\",\"My weapon is my life. I clean it, repair it, and care for it—and it serves me loyally in return.\"],[\"6\",\"The people of {@book Whitestone|TDCSR|3|Whitestone} cared for my family when we had nothing. I promise to repay their compassion with my service.\"]]},{\"type\":\"table\",\"caption\":\"Rifle Corps Flaws\",\"colLabels\":[\"{@dice d6}\",\"Flaw\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Who cares about keeping this gun safe? \\\"Don't let it fall into the wrong hands!\\\" Ha! It's only a matter of time before someone slips up and these weapons are everywhere.\"],[\"2\",\"I think being part of the Rifle Corps is so cool. I love telling people about my position so I can impress them.\"],[\"3\",\"My weapon was stolen. I built a new one, but I can't return home until I've tracked down the thief and recovered the original.\"],[\"4\",\"I'm tired of protecting spoiled people who don't know how to protect themselves.\"],[\"5\",\"I shoot first and ask questions later.\"],[\"6\",\"The first and only time I killed someone, it changed my life. I still dream about it, and I'll never be the carefree person I was before.\"]]}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Wildspacer\",\"source\":\"AAG\",\"page\":8,\"feats\":[{\"tough|phb\":true}],\"skillProficiencies\":[{\"athletics\":true,\"survival\":true}],\"toolProficiencies\":[{\"navigator's tools\":true,\"vehicles (space)\":true}],\"startingEquipment\":[{\"_\":[{\"item\":\"club|phb\",\"displayName\":\"belaying pin\"},\"traveler's clothes|phb\",\"grappling hook|phb\",\"hempen rope (50 feet)|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1000}]}],\"fromFeature\":{\"feats\":true},\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Athletics}, {@skill Survival}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"{@item Navigator's tools|phb}, {@filter vehicles (space)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (space)}\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A belaying pin ({@item club|phb}), a set of {@item traveler's clothes|PHB}, a {@item grappling hook|PHB}, {@item Hempen Rope (50 feet)|PHB|50 feet of hempen rope}, and a {@item pouch|phb} containing 10 gp\"}]},{\"type\":\"entries\",\"name\":\"Close Encounter\",\"entries\":[\"You had a harrowing encounter with one of Wildspace's many terrors. You escaped with your life, but the encounter left you with a scar or two, or perhaps a recurring nightmare. Roll on the Close Encounter table to determine which creature nearly got the best of you. Creatures marked with an asterisk appear in {@book Boo's Astral Menagerie|BAM}; the others are described in the {@book Monster Manual|MM}.\",{\"type\":\"table\",\"caption\":\"Close Encounter\",\"colLabels\":[\"d10\",\"Creature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@creature Beholder}\"],[\"2\",\"{@creature Cosmic horror|BAM}*\"],[\"3\",\"{@creature Feyr|BAM}*\"],[\"4\",\"{@filter Lunar dragon|bestiary|source=BAM|search=lunar dragon}*\"],[\"5\",\"{@creature Mind flayer}\"],[\"6\",\"{@creature Neh-thalggu|BAM}*\"],[\"7\",\"{@creature Neogi|MPMM}*\"],[\"8\",\"{@creature Space clown|BAM}*\"],[\"9\",\"{@creature Vampirate|BAM}*\"],[\"10\",\"{@creature Void scavver|BAM}*\"]]}]},{\"name\":\"Feature: Wildspace Adaptation\",\"type\":\"entries\",\"entries\":[\"You gain the {@feat Tough||Tough feat} from the {@book Player's Handbook|PHB}. In addition, you learned how to adapt to zero gravity. Being weightless doesn't give you disadvantage on any of your melee attack rolls (see \\\"{@book Weightlessness|AAG|2|Weightlessness}\\\" in {@book chapter 2|AAG|2}).\"],\"data\":{\"isFeature\":true}}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Wind-Touched\",\"source\":\"HWCS\",\"page\":45,\"skillProficiencies\":[{\"acrobatics\":true,\"performance\":true}],\"languageProficiencies\":[{\"auran\":true}],\"toolProficiencies\":[{\"anyMusicalInstrument\":1}],\"startingEquipment\":[{\"_\":[{\"equipmentType\":\"instrumentMusical\"},{\"special\":\"ornate cloak\"},{\"special\":\"symbol of the wind\"},\"common clothes|phb\",{\"item\":\"pouch|phb\",\"containsValue\":1000}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies\",\"entry\":\"{@skill Acrobatics}, {@skill Performance}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies\",\"entry\":\"one type of wind {@filter Musical Instrument|items|source=phb|miscellaneous=mundane|type=instrument}\"},{\"type\":\"item\",\"name\":\"Languages\",\"entry\":\"you can speak as well as understand Auran\"},{\"type\":\"item\",\"name\":\"Equipment\",\"entry\":\"a wind {@filter Musical Instrument|items|source=phb|miscellaneous=mundane|type=instrument} (one of your choice), an ornate cloak, a symbol of the wind, {@item common clothes|phb}, and a belt {@item pouch|phb} containing 10 gp\"}]},{\"name\":\"Title and Blessing\",\"type\":\"entries\",\"entries\":[\"For some birdfolk, the moniker of Wind-Touched is merely a title, a symbol of their devotion to the wind and the natural world. Others have been told since birth that they were blessed by the wind, much in the way the Amaranthine Reya was in the old tales. Decide what your character believes, or roll on the table below to understand how they feel.\",{\"type\":\"table\",\"colLabels\":[\"d6\",\"Acceptance\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I am truly blessed and have power over the wind itself.\"],[\"2\",\"I am devoted to the wind spirits, in action and title.\"],[\"3\",\"I believe in nature and goodness.\"],[\"4\",\"I will work tirelessly to earn the respect of those who give me this title.\"],[\"5\",\"I accept this honor but have my doubts.\"],[\"6\",\"I feel nothing for this title, and carry it against my will.\"]]}]},{\"name\":\"Feature: Supernatural Presence\",\"type\":\"entries\",\"entries\":[\"Whether or not you are truly Wind-Touched, there are folk all across Everden that believe that you have been divinely blessed. If you make a show of power or skill that can be attributed to the wind or air, such as feats of acrobatics or commanding unseen forces, those believers will be bolstered by your supernatural presence. They will support you and, depending on how well you have convinced them of your powers, treat you with reverence and possibly even worship.\"],\"data\":{\"isFeature\":true}},{\"name\":\"Suggested Characteristics\",\"type\":\"entries\",\"entries\":[\"The wind-touched are revered by believers and scrutinized by skeptics. For better or worse, they find themselves in a world of expectations they struggle to live up to.\",{\"type\":\"table\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I never back down from a challenge.\"],[\"2\",\"I always end up being the center of attention.\"],[\"3\",\"I am gifted by the wind and destined for greatness.\"],[\"4\",\"I have no time for those who doubt me.\"],[\"5\",\"I seek out challenges to test myself.\"],[\"6\",\"I am better than everyone else.\"],[\"7\",\"I avoid showing my power at all costs.\"],[\"8\",\"I remain humble despite my blessing.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Responsibility. The powers I have been gifted with are meant to serve the common good. (Good)\"],[\"2\",\"Heroism. The wind chose me to be a brave warrior and leader, so shall it be. (Lawful)\"],[\"3\",\"Egotism. My powers situate me above others. The masses should know their place. (Evil)\"],[\"4\",\"Mysticism. Connected to nature, I speak for the wind and divine its will for others. (Neutral)\"],[\"5\",\"Cynicism. What matters isn't whether or not my powers are genuine, but what advantages I can reap because of that belief. (Evil)\"],[\"6\",\"Naturalism. The wind speaks to my soul, and I am bound to go wherever it directs me. (Chaotic)\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I am guided by a wise elder who prepares me for my destiny.\"],[\"2\",\"I am estranged from my parents who don't believe in my blessing.\"],[\"3\",\"I seek to discredit the person who burdened me with this moniker.\"],[\"4\",\"I live in the shadow of my mentor, seeking their approval.\"],[\"5\",\"I have a sibling who is not blessed, which causes tension\"],[\"6\",\"I am one with the wind. Personal relationships are fleeting.\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I can't accept another's suggestion once I've set my path.\"],[\"2\",\"I expect nothing less than reverence from common people.\"],[\"3\",\"I blindly trust in the power of my blessing.\"],[\"4\",\"I am overly concerned about how others see me.\"],[\"5\",\"I will prove my worth, even if it means putting myself and my friends in danger.\"],[\"6\",\"I am burdened with responsibility, and find it hard to make even the simplest decisions.\"]]}]},{\"name\":\"Coupled with Power\",\"type\":\"entries\",\"entries\":[\"While this background primarily focuses on the beliefs and perceptions of yourself and your community, pairing this background with a character who actually can manipulate the wind through magic could potentially set them up to become a holy figure, a prophet, or a fabled hero.\"]}],\"hasFluff\":true},{\"name\":\"Witchlight Hand\",\"source\":\"WBtW\",\"page\":11,\"skillProficiencies\":[{\"performance\":true,\"sleight of hand\":true}],\"languageProficiencies\":[{\"anyStandard\":1}],\"toolProficiencies\":[{\"choose\":{\"from\":[\"disguise kit\",\"musical instrument\"]}}],\"startingEquipment\":[{\"a\":[\"disguise kit|phb\"],\"b\":[{\"equipmentType\":\"instrumentMusical\"}]},{\"_\":[{\"special\":\"deck of cards\"},\"costume clothes|phb\",\"feywild trinket|wbtw\",{\"item\":\"pouch|phb\",\"containsValue\":800}]}],\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Performance}, {@skill Sleight of Hand}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"{@item Disguise kit|phb} or one type of {@filter musical Instrument|items|source=phb|miscellaneous=mundane|type=instrument}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"One of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A {@item disguise kit|PHB} or a {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument} of your choice, a deck of cards, a carnival uniform or {@item costume clothes|phb|costume}, one trinket (determined by rolling on the {@item Feywild Trinket|WBtW|Feywild Trinkets}), and a {@item pouch|phb} containing 8 gp\"}]},{\"name\":\"Feature: Carnival Fixture\",\"type\":\"entries\",\"entries\":[\"The Witchlight Carnival provides you with free, modest lodging and food. In addition, you may wander about the carnival and partake of its many wonders at no cost to you, provided you don't disrupt its shows or cause any other trouble.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Carnival Companion\",\"entries\":[\"Over the years, you have earned the friendship of another carnival fixture. Roll a {@dice d8} and consult the Carnival Companion table to determine whom or what you've befriended, or you can choose an option that you like. Work with your DM to flesh out this friendship. This companion hangs around you while you're in the carnival, but it won't voluntarily leave the carnival.\",\"The DM can use the {@creature Witchlight Hand (Medium)|WBtW|Witchlight hand} stat block in {@adventure chapter 1|WBtW|1} to represent hands, performers, and animal trainers who serve as carnival companions. Statistics for the other companions appear in the {@book Monster Manual|MM}.\",{\"type\":\"table\",\"caption\":\"Carnival Companion\",\"colLabels\":[\"d8\",\"Companion\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Old, cantankerous Witchlight hand\"],[\"2\",\"Young, impressionable Witchlight hand\"],[\"3\",\"Performer (such as an acrobat, a clown, or a musician)\"],[\"4\",\"Retired performer\"],[\"5\",\"Seasoned animal trainer\"],[\"6\",\"Old {@creature blink dog}\"],[\"7\",\"Cheery {@creature sprite}\"],[\"8\",\"Harmless, magical wisp of light (no stat block required) that has a flying speed of 30 feet, can hover, and sheds bright light in a 5-foot radius and dim light for an additional 5 feet\"]]}]},{\"type\":\"section\",\"name\":\"Character Traits\",\"entries\":[\"As the players choose backgrounds for their characters, they can use the following tables to help determine their characters' personality traits, ideals, bonds, and flaws. Players can use these tables instead of the ones that appear in the {@book Player's Handbook|PHB}, or they can mix and match them. If a rolled result doesn't make sense for a character, the player can roll again or choose a more appropriate entry on the table.\",\"These tables, while optional, are well suited to Feywild-themed adventures and are ideal for any character who has the feylost or Witchlight hand background.\",{\"type\":\"table\",\"caption\":\"Personality Traits\",\"colLabels\":[\"d8\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I'm haunted by fey laughter that only I can hear, though I know it's just my mind playing tricks on me.\"],[\"2\",\"Like a nomad, I can't settle down in one place for very long.\"],[\"3\",\"Good music makes me weep like a baby.\"],[\"4\",\"Wherever I go, I try to bring a little of the warmth and tranquility of home with me.\"],[\"5\",\"I have never lost my childlike sense of wonder.\"],[\"6\",\"When I have a new idea, I get wildly excited about it until I come up with another, better idea.\"],[\"7\",\"I live by my own set of weird and wonderful rules.\"],[\"8\",\"I can't bring myself to trust most adults.\"]]},{\"type\":\"table\",\"caption\":\"Ideals\",\"colLabels\":[\"d8\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Friendship. I never leave a friend behind. (Good)\"],[\"2\",\"Empathy. No creature should be made to suffer. (Good)\"],[\"3\",\"Wanderlust. I prefer to take the less traveled path. (Chaotic)\"],[\"4\",\"Changeability. Change is good, which is why I live by an ever-changing set of rules. (Chaotic)\"],[\"5\",\"Honor. A deal is a deal, and I would never break one. (Lawful)\"],[\"6\",\"Rule of Three. Everything in the multiverse happens in threes. I see the \\\"rule of three\\\" everywhere. (Lawful)\"],[\"7\",\"Obsession. I won't let go of a grudge. (Evil)\"],[\"8\",\"Greed. I will do whatever it takes to get what I want, regardless of the harm it might cause. (Evil)\"]]},{\"type\":\"table\",\"caption\":\"Bonds\",\"colLabels\":[\"d8\",\"Bond\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I would never break my word.\"],[\"2\",\"I find magic in all its forms to be compelling. The more magical a place, the more I am drawn to it.\"],[\"3\",\"I do what I can to protect the natural world.\"],[\"4\",\"A trusted friend is the most important thing in the multiverse to me.\"],[\"5\",\"I can't bring myself to harm a Fey creature, either because I consider myself one or because I fear the repercussions.\"],[\"6\",\"The Witchlight Carnival feels like home to me.\"],[\"7\",\"I'm drawn to the Feywild and long to return there, if only for a short while.\"],[\"8\",\"I feel indebted to {@creature Mister Witch|WBtW} and {@creature Mister Light|WBtW} for giving me a home and a purpose.\"]]},{\"type\":\"table\",\"caption\":\"Flaws\",\"colLabels\":[\"d8\",\"Flaw\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I easily lose track of time. My poor sense of time means I'm always late.\"],[\"2\",\"I think the whole multiverse is out to get me.\"],[\"3\",\"I'm always operating under a tight timeline, and I'm obsessed with keeping everything on schedule.\"],[\"4\",\"I'm a kleptomaniac who covets shiny, sparkling treasure.\"],[\"5\",\"I'm forgetful. Sometimes I can't remember even the simplest things.\"],[\"6\",\"I never give away anything for free and always expect something in return.\"],[\"7\",\"I have many vices and tend to indulge them.\"],[\"8\",\"I'm always changing my mind—well, almost always.\"]]}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Witherbloom Student\",\"source\":\"SCC\",\"page\":36,\"feats\":[{\"strixhaven initiate|scc\":true}],\"skillProficiencies\":[{\"nature\":true,\"survival\":true}],\"languageProficiencies\":[{\"anyStandard\":1}],\"toolProficiencies\":[{\"herbalism kit\":true}],\"startingEquipment\":[{\"_\":[\"ink (1-ounce bottle)|phb\",\"ink pen|phb\",{\"special\":\"book about plant identification\"},\"iron pot|phb\",\"herbalism kit|phb\",{\"special\":\"school uniform\"},{\"item\":\"pouch|phb\",\"containsValue\":1500}]}],\"additionalSpells\":[{\"expanded\":{\"s1\":[\"cure wounds\",\"inflict wounds\"],\"s2\":[\"lesser restoration\",\"wither and bloom|scc\"],\"s3\":[\"revivify\",\"vampiric touch\"],\"s4\":[\"blight\",\"death ward\"],\"s5\":[\"antilife shell\",\"greater restoration\"]}}],\"fromFeature\":{\"additionalSpells\":true,\"feats\":true},\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Skill Proficiencies:\",\"entry\":\"{@skill Nature}, {@skill Survival}\"},{\"type\":\"item\",\"name\":\"Tool Proficiencies:\",\"entry\":\"{@item Herbalism kit|phb}\"},{\"type\":\"item\",\"name\":\"Languages:\",\"entry\":\"One of your choice\"},{\"type\":\"item\",\"name\":\"Equipment:\",\"entry\":\"A {@item Ink (1-ounce bottle)|PHB|bottle of black ink}, an {@item ink pen|PHB}, a book about plant identification, an {@item iron pot|PHB}, an {@item herbalism kit|PHB}, a school uniform, and a {@item pouch|phb} containing 15 gp\"}]},{\"type\":\"entries\",\"name\":\"Feature: Witherbloom Initiate\",\"entries\":[\"You gain the {@feat Strixhaven Initiate|SCC} feat and must choose Witherbloom within it.\",\"In addition, if you have the Spellcasting or Pact Magic feature, the spells on the Witherbloom Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)\",{\"type\":\"table\",\"caption\":\"Witherbloom Spells\",\"colLabels\":[\"Spell Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell Cure Wounds}, {@spell Inflict Wounds}\"],[\"2nd\",\"{@spell Lesser Restoration}, {@spell Wither and Bloom|SCC}\"],[\"3rd\",\"{@spell Revivify}, {@spell Vampiric Touch}\"],[\"4th\",\"{@spell Blight}, {@spell Death Ward}\"],[\"5th\",\"{@spell Antilife Shell}, {@spell Greater Restoration}\"]]},\"Consider customizing how your spells look when you cast them. Your Witherbloom spells might rely on material components or a spellcasting focus drawn from the swamp environment of Witherbloom, and your spells might take on an appearance suggesting those natural elements. Spectral shapes of swamp animals or plants might form amid your spell effects.\"],\"data\":{\"isFeature\":true}},{\"type\":\"entries\",\"name\":\"Building a Witherbloom Character\",\"entries\":[\"Druids and warlocks make up most of Witherbloom's student body. A few wizards (mostly those who study the {@class Wizard|PHB|School of Necromancy|Necromancy|PHB}) and clerics (including those with the Divine Domains of {@class Cleric|PHB|Life|Life|PHB} or {@class Cleric|PHB|Nature|Nature|PHB}) also find their home in Witherbloom.\",\"A number of rangers and barbarians study at Witherbloom as well, and some rogues learn how to create and use poisons during their studies at this college.\",{\"type\":\"entries\",\"name\":\"Suggested Characteristics\",\"entries\":[\"Students of Witherbloom College are equally likely to be found picking herbs for a healing tincture or riding zombified swamp beasts through the bayou. The Witherbloom Personality Traits table suggests a variety of traits you might adopt for your character.\",{\"type\":\"table\",\"caption\":\"Witherbloom Personality Traits\",\"colLabels\":[\"d6\",\"Personality Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I love brewing up a new recipe, even if some might be repulsed by my choice of ingredients. Or the final product. Or both.\"],[\"2\",\"My fashion sense is like my garden: withered, black, and weird.\"],[\"3\",\"I'm going to befriend every single monster in this swamp if it's the last thing I do.\"],[\"4\",\"Everything in this world dies eventually. The question is, what will you do with the time you have left?\"],[\"5\",\"I know we just met, but when you die, may I have your bones? For research.\"],[\"6\",\"Don't interrupt me; I'm brooding.\"]]}]},{\"type\":\"entries\",\"name\":\"Witherbloom Trinkets\",\"entries\":[\"When you make your character, you may roll once on the {@item Witherbloom Trinket|SCC|Witherbloom Trinkets} table, instead of on the {@item trinket|phb|Trinkets table} in the {@book Player's Handbook|PHB}, for your starting trinket.\"]}]}],\"hasFluff\":true}]}"); JSON_DATA[`data/bestiary/bestiary-aatm.json`] = JSON.parse("{\"_meta\":{\"otherSources\":{\"monster\":{\"MPP\":\"AATM\",\"MM\":\"AATM\",\"MPMM\":\"AATM\",\"VRGR\":\"AATM\"}}},\"monster\":[{\"name\":\"Animated Coffin\",\"source\":\"AATM\",\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":60,\"formula\":\"8d10 + 16\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":16,\"dex\":12,\"con\":15,\"int\":3,\"wis\":11,\"cha\":3,\"senses\":[\"blindsight 60 ft. (can't see beyond this radius)\"],\"passive\":10,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"3\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"If the animated coffin is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the coffin move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the coffin is animate.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The animated coffin can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The animated coffin makes two Slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) bludgeoning damage.\"]},{\"name\":\"Entrap\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one Large or smaller creature. {@h}The target has the {@condition grappled} condition (escape {@dc 13}). Until this grapple ends, if the target is not an Undead, the target has the {@condition restrained} condition and takes 14 ({@damage 4d6}) piercing damage at the start of each of its turns. The animated coffin can grapple only one creature at a time.\"]}],\"traitTags\":[\"False Appearance\",\"Spider Climb\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Factol Skall\",\"source\":\"AATM\",\"size\":[\"M\"],\"type\":{\"type\":\"undead\",\"tags\":[\"wizard\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":210,\"formula\":\"28d8 + 84\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":11,\"dex\":16,\"con\":16,\"int\":20,\"wis\":14,\"cha\":16,\"save\":{\"con\":\"+9\",\"int\":\"+11\",\"wis\":\"+8\"},\"skill\":{\"arcana\":\"+17\",\"history\":\"+11\",\"medicine\":\"+8\",\"perception\":\"+8\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":18,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\",\"stunned\"],\"languages\":[\"all\"],\"cr\":\"17\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Skall casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 19}):\"],\"will\":[\"{@spell detect magic}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\"],\"daily\":{\"2e\":[\"{@spell animate dead} (as an action)\",\"{@spell dispel magic}\",\"{@spell speak with dead}\"],\"1e\":[\"{@spell finger of death}\",\"{@spell plane shift} (self only)\",\"{@spell project image}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Aura of Death\",\"entries\":[\"Creatures within 30 feet of Skall have disadvantage on death saving throws.\"]},{\"name\":\"Cosmic Annihilation\",\"entries\":[\"A creature killed by Skall can be restored to life only by means of a true resurrection or {@spell wish} spell.\"]},{\"name\":\"Legendary Resistance (4/Day)\",\"entries\":[\"If Skall fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Rejuvenation\",\"entries\":[\"If Skall dies, he turns to dust. If his orrery of souls hasn't been destroyed, Skall re-forms within the Mortuary in {@dice 1d10} days. He appears within 5 feet of the orrery.\"]},{\"name\":\"Turn Resistance\",\"entries\":[\"Skall has advantage on saving throws against any effect that turns Undead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Skall makes one Withering Touch attack or uses Spellcasting. He also uses Death Knell twice.\"]},{\"name\":\"Withering Touch\",\"entries\":[\"{@atk ms} {@hit 11} to hit, reach 5 ft., one target. {@h}32 ({@damage 6d8 + 5}) cold damage plus 31 ({@damage 7d8}) necrotic damage, and if the target is a creature, it can't regain hit points until the start of Skall's next turn.\"]},{\"name\":\"Death Knell\",\"entries\":[\"Skall points his finger at a creature he can see within 120 feet of himself, filling the target's mind with visions of death and the plangent toll of an iron bell. The target must succeed on a {@dc 19} Wisdom saving throw or take 14 ({@damage 4d6}) psychic damage and have the {@condition frightened} condition until the start of Skall's next turn.\"]},{\"name\":\"Fog of Death (1/Day)\",\"entries\":[\"Skall exudes a killing fog in a 30-foot-radius sphere centered on himself. The sphere spreads around corners, and its area is heavily obscured. The fog lasts until the start of Skall's next turn, and it can't be dispersed by wind. It does not move with him.\",\"Each creature that enters the fog for the first time on a turn or starts its turn there must make a {@dc 19} Constitution saving throw, taking 28 ({@damage 8d6}) necrotic damage and 28 ({@damage 8d6}) poison damage on a failed save, or half as much damage on a successful one. A Medium or smaller Humanoid killed by this damage becomes a zombie under Skall's control. The zombie acts on Skall's initiative but immediately after his turn. Absent any other command, the zombie tries to kill any non-Undead creature it encounters.\"]}],\"reactionHeader\":[\"Skall can take up to three reactions per round but only one per turn.\"],\"reaction\":[{\"name\":\"Baleful Counterspell\",\"entries\":[\"Skall chatters his teeth to interrupt a creature he can see within 60 feet of himself that is casting a spell. If the spell is 4th level or lower, it fails and has no effect. If the spell is 5th level or higher, Skall makes an Intelligence check ({@dc 10} + the spell's level). On a successful check, the spell fails and has no effect. Whatever the spell's level, the caster takes 10 ({@damage 3d6}) necrotic damage if the spell fails.\"]},{\"name\":\"Near-Death Experience\",\"entries\":[\"In response to being hit by an attack, Skall teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Rejuvenation\",\"Turn Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"XX\"],\"damageTags\":[\"C\",\"I\",\"N\",\"Y\"],\"damageTagsSpell\":[\"N\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\"],\"conditionInflict\":[\"frightened\"],\"conditionInflictSpell\":[\"blinded\",\"deafened\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Heralds of Dust Exorcist\",\"source\":\"AATM\",\"size\":[\"S\",\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[13,{\"ac\":16,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":112,\"formula\":\"15d8 + 45\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":16,\"con\":16,\"int\":17,\"wis\":14,\"cha\":11,\"save\":{\"int\":\"+6\",\"wis\":\"+5\",\"cha\":\"+3\"},\"skill\":{\"arcana\":\"+6\",\"perception\":\"+5\",\"religion\":\"+6\"},\"senses\":[\"truesight 60 ft.\"],\"passive\":15,\"resist\":[\"necrotic\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common plus three more languages\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The exorcist casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 14}, {@hit 6} to hit with spell attacks):\"],\"will\":[\"{@spell detect evil and good}\",\"{@spell mage armor} (self only)\",\"{@spell mage hand}\"],\"daily\":{\"2e\":[\"{@spell protection from evil and good}\",\"{@spell remove curse}\",\"{@spell speak with dead}\"],\"1e\":[\"{@spell banishment}\",\"{@spell dispel evil and good}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Incorruptible Vessel\",\"entries\":[\"The exorcist can't be possessed by Celestials, Fiends, or Undead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The exorcist makes two Grave Burst attacks.\"]},{\"name\":\"Grave Burst\",\"entries\":[\"{@atk ms,rs} {@hit 6} to hit, reach 5 ft. or range 120 ft., one target. {@h}19 ({@damage 3d10 + 3}) necrotic or radiant damage (exorcist's choice).\"]},{\"name\":\"Admit Entity {@recharge 5}\",\"entries\":[\"The exorcist thins the veil of death for a creature it can see within 60 feet of itself, exposing the target to malevolent entities. The target must make a {@dc 14} Charisma saving throw. On a failed save, the target takes 36 ({@damage 8d8}) psychic damage and has the {@condition incapacitated} condition for 1 minute, during which time it retches and babbles incoherently in a voice that is not its own. On a successful save, the target takes half as much damage only. An {@condition incapacitated} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"N\",\"R\",\"Y\"],\"spellcastingTags\":[\"O\"],\"conditionInflict\":[\"incapacitated\"],\"conditionInflictSpell\":[\"incapacitated\"],\"savingThrowForced\":[\"charisma\"],\"savingThrowForcedSpell\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-ai.json`] = JSON.parse("{\"monster\":[{\"name\":\"Ancient Deep Crow\",\"source\":\"AI\",\"page\":211,\"size\":[\"H\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":187,\"formula\":\"15d12 + 90\"},\"speed\":{\"walk\":20,\"fly\":80},\"str\":23,\"dex\":16,\"con\":23,\"int\":10,\"wis\":15,\"cha\":19,\"save\":{\"con\":\"+11\",\"wis\":\"+7\"},\"skill\":{\"perception\":\"+7\",\"stealth\":\"+13\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":17,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"languages\":[\"Deep Crow\"],\"cr\":\"15\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The ancient deep crow has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Shadow Stealth\",\"entries\":[\"While in dim light or darkness, the ancient deep crow can take the Hide action as a bonus action.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The ancient deep crow makes three attacks: one with its mandibles and two with its claws.\"]},{\"name\":\"Mandibles\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage, and the target is {@condition grappled} (escape {@dc 19}). Until this grapple ends, the target is {@condition restrained}, and the ancient deep crow can't use its mandibles on another target.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage.\"]},{\"name\":\"Shadow Caw\",\"entries\":[\"The ancient deep crow releases an ear-splitting caw. Each creature within 60 feet of the crow and able to hear it must make a {@dc 17} Constitution saving throw. On a failure, a creature takes 10 ({@damage 3d6}) psychic damage.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"The deep crow makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Shadow Caw (Costs 2 Actions)\",\"entries\":[\"The ancient deep crow uses Shadow Caw.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"The ancient deep crow beats its wings. Each creature within 10 feet of the deep crow must succeed on a {@dc 19} Dexterity saving throw or take 13 ({@damage 2d6 + 6}) bludgeoning damage and be knocked {@condition prone}. The ancient deep crow can then fly up to half its flying speed.\"]}],\"legendaryGroup\":{\"name\":\"Ancient Deep Crow\",\"source\":\"AI\"},\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"B\",\"P\",\"S\",\"Y\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Auspicia Dran\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"AI\",\"page\":208,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"half-elf\"]},\"alignment\":[\"N\",\"G\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item chain shirt|phb}\"]}],\"hp\":{\"average\":52,\"formula\":\"8d8 + 16\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":14,\"con\":14,\"int\":15,\"wis\":12,\"cha\":10,\"skill\":{\"athletics\":\"+5\",\"perception\":\"+3\"},\"passive\":13,\"languages\":[\"Common\",\"Elvish\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"Auspicia's innate spellcasting ability is Intelligence. She can innately cast the following spells, requiring no components:\"],\"will\":[\"{@spell detect thoughts}\"],\"daily\":{\"1e\":[\"{@spell augury}\"]},\"ability\":\"int\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Auspicia makes two attacks.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands.\"]},{\"name\":\"Light Crossbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]}],\"attachedItems\":[\"light crossbow|phb\",\"longsword|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"P\",\"S\"],\"spellcastingTags\":[\"I\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Brahma Lutier\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"AI\",\"page\":205,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"N\"],\"ac\":[12],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":15,\"con\":12,\"int\":11,\"wis\":13,\"cha\":16,\"skill\":{\"perception\":\"+3\",\"performance\":\"+5\",\"persuasion\":\"+5\"},\"passive\":13,\"languages\":[\"Common\",\"Elvish\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Brahma is a 4th-level spellcaster. Her spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). She has the following bard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell mage hand}\",\"{@spell message}\",\"{@spell vicious mockery}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell charm person}\",\"{@spell heroism}\",\"{@spell illusory script}\",\"{@spell sleep}\",\"{@spell unseen servant}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell cloud of daggers}\",\"{@spell invisibility}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"Brahma has advantage on saving throws against being {@condition charmed}, and magic can't put her to sleep.\"]},{\"name\":\"Taunt (2/Day)\",\"entries\":[\"Brahma can use a bonus action to target one creature she can see within 30 feet of her. If the target can hear Brahma, it must succeed on a {@dc 13} Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of Brahma's next turn.\"]}],\"action\":[{\"name\":\"War Lute\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage.\"]},{\"name\":\"Song of Domination (3/Day)\",\"entries\":[\"Brahma targets one creature that can see or hear her, which must succeed on a {@dc 13} Wisdom saving throw or be {@condition charmed} by her for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success. It has disadvantage on these saves if being {@condition charmed} by Brahma is something the target openly or secretly desires. For 1 hour after the charm effect ends, the target has disadvantage on Intelligence, Wisdom, or Charisma checks made as part of a contest with Brahma.\"]}],\"traitTags\":[\"Fey Ancestry\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"S\"],\"damageTagsSpell\":[\"S\",\"Y\"],\"spellcastingTags\":[\"CB\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"charmed\"],\"conditionInflictSpell\":[\"charmed\",\"invisible\",\"unconscious\"],\"savingThrowForced\":[\"charisma\",\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Chaos Quadrapod\",\"source\":\"AI\",\"page\":209,\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"7d10 + 14\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":18,\"dex\":13,\"con\":15,\"int\":6,\"wis\":10,\"cha\":4,\"skill\":{\"acrobatics\":\"+5\",\"perception\":\"+4\"},\"senses\":[\"blindsight 120 ft. (blind beyond this radius)\"],\"passive\":14,\"cr\":\"4\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The chaos quadrapod has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The chaos quadrapod makes up to two tentacle attacks.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 15 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage. If the target is a creature, it is {@condition grappled} (escape {@dc 14}). Until this grapple ends, the target is {@condition restrained}. The chaos quadrapod can grapple no more than two targets at a time.\"]},{\"name\":\"Chaos Cloud (Recharges after a Short or Long Rest)\",\"entries\":[\"The chaos quadrapod shoots forth a knot of roiling ethereal light that explodes at a point it can see within 60 feet of it. Each creature in a 20-foot-radius sphere centered on that point must succeed on a {@dc 14} Charisma saving throw or be {@condition stunned} until the end of its next turn.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"damageTags\":[\"B\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"restrained\",\"stunned\"],\"savingThrowForced\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Clockwork Dragon\",\"source\":\"AI\",\"page\":209,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":22,\"formula\":\"4d8 + 4\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":14,\"dex\":10,\"con\":12,\"int\":10,\"wis\":11,\"cha\":13,\"skill\":{\"acrobatics\":\"+2\",\"perception\":\"+4\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 60 ft.\"],\"passive\":14,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"1\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"While the clockwork dragon remains motionless, it is indistinguishable from a metal statue.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage.\"]},{\"name\":\"Fire Breath {@recharge 5}\",\"entries\":[\"The clockwork dragon exhales fire in a 15-foot cone. Each creature in that area must make a {@dc 11} Dexterity saving throw, taking 14 ({@damage 4d6}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"traitTags\":[\"False Appearance\"],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"F\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Deep Crow\",\"source\":\"AI\",\"page\":210,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":133,\"formula\":\"14d10 + 56\"},\"speed\":{\"walk\":20,\"fly\":80},\"str\":20,\"dex\":16,\"con\":18,\"int\":8,\"wis\":15,\"cha\":14,\"save\":{\"con\":\"+8\",\"wis\":\"+6\"},\"skill\":{\"perception\":\"+6\",\"stealth\":\"+11\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":16,\"languages\":[\"Deep Crow\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The deep crow has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Shadow Stealth\",\"entries\":[\"While in dim light or darkness, the deep crow can take the Hide action as a bonus action.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the deep crow has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The deep crow makes three attacks: one with its mandibles and two with its claws.\"]},{\"name\":\"Mandibles\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage, and the target is {@condition grappled} (escape {@dc 17}). Until this grapple ends, the target is {@condition restrained}, and the deep crow can't use its mandibles on another target.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage.\"]}],\"traitTags\":[\"Magic Resistance\",\"Sunlight Sensitivity\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Donaar Blit'zen\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"AI\",\"page\":201,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dragonborn\"]},\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|phb}\"]}],\"hp\":{\"average\":45,\"formula\":\"7d8 + 14\"},\"speed\":{\"walk\":30},\"str\":17,\"dex\":8,\"con\":14,\"int\":10,\"wis\":10,\"cha\":16,\"save\":{\"wis\":\"+2\",\"cha\":\"+5\"},\"skill\":{\"history\":\"+2\",\"insight\":\"+2\",\"intimidation\":\"+5\",\"persuasion\":\"+5\"},\"passive\":10,\"resist\":[\"acid\"],\"languages\":[\"Common\",\"Draconic\",\"Orc\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Donaar is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). He has the following paladin spells prepared:\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell command}\",\"{@spell compelled duel}\",\"{@spell cure wounds}\",\"{@spell wrathful smite}\"]},\"2\":{\"slots\":2,\"spells\":[\"{@spell aid}\",\"{@spell branding smite}\",\"{@spell lesser restoration}\",\"{@spell warding bond}\",\"{@spell zone of truth}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Champion Challenge (Recharges after a Short or Long Rest)\",\"entries\":[\"As a bonus action, Donaar causes each creature of his choice that he can see within 30 feet of him to make a {@dc 13} Wisdom saving throw. On a failure, a creature can't willingly move more than 30 feet away from Donaar. This effect ends on the creature if Donaar is {@condition incapacitated} or dies, or if the creature is moved more than 30 feet away from him.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Donaar makes two attacks with his greatsword or his whip.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage. Whenever Donaar rolls a 1 or 2 on a damage die, he can reroll the die and must use the new roll.\"]},{\"name\":\"Whip\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}5 ({@damage 1d4 + 3}) slashing damage.\"]},{\"name\":\"Acid Vomit\",\"entries\":[\"Donaar regurgitates acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a {@dc 12} Dexterity saving throw, taking 7 ({@damage 2d6}) acid damage on a failed save, or half as much damage on a successful one.\"]}],\"attachedItems\":[\"greatsword|phb\",\"whip|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"O\"],\"damageTags\":[\"A\",\"S\"],\"damageTagsSpell\":[\"R\",\"Y\"],\"spellcastingTags\":[\"CP\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RCH\"],\"conditionInflictSpell\":[\"frightened\",\"prone\"],\"savingThrowForced\":[\"dexterity\",\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Flabbergast\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"AI\",\"page\":200,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"N\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":40,\"formula\":\"9d8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":10,\"int\":17,\"wis\":13,\"cha\":13,\"save\":{\"int\":\"+5\",\"wis\":\"+3\"},\"skill\":{\"arcana\":\"+5\",\"persuasion\":\"+3\",\"history\":\"+5\",\"perception\":\"+3\"},\"passive\":13,\"languages\":[\"Common\",\"Draconic\",\"Elvish\",\"Gnomish\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Flabbergast is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 13}, {@hit 5} to hit with spell attacks). He has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell light}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell mage armor}\",\"{@spell distort value|AI}*\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell gift of gab|AI}*\",\"{@spell suggestion}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell fast friends|AI}*\",\"{@spell lightning bolt}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell greater invisibility}\"]},\"5\":{\"slots\":1,\"spells\":[\"{@spell cone of cold}\"]}},\"footerEntries\":[\"*New spell introduced in chapter 3\"],\"ability\":\"int\"}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"languageTags\":[\"C\",\"DR\",\"E\",\"G\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"C\",\"F\",\"L\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Jim Darkmagic\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"AI\",\"page\":197,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":40,\"formula\":\"9d8\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":14,\"con\":10,\"int\":18,\"wis\":12,\"cha\":14,\"save\":{\"int\":\"+7\",\"wis\":\"+4\"},\"skill\":{\"acrobatics\":\"+5\",\"animal handling\":\"+4\",\"arcana\":\"+7\",\"history\":\"+7\",\"performance\":\"+5\"},\"passive\":11,\"languages\":[\"Common\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Jim is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 15}, {@hit 7} to hit with spell attacks). He has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell friends}\",\"{@spell mage hand}\",\"{@spell minor illusion}\",\"{@spell prestidigitation}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell disguise self}\",\"{@spell Jim's magic missile|AI}*\",\"{@spell mage armor}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell invisibility}\",\"{@spell Jim's glowing coin|AI}*\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell incite greed|AI}*\",\"{@spell fireball}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell conjure minor elementals}\",\"{@spell polymorph}\"]},\"5\":{\"slots\":1,\"spells\":[\"{@spell mislead}\"]}},\"footerEntries\":[\"*New spell introduced in chapter 3\"],\"ability\":\"int\"}],\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Jim carries a {@item wand of wonder}.\"]},{\"name\":\"Benign Transportation (Recharges after Jim Casts a Conjuration Spell of 1st Level or Higher)\",\"entries\":[\"As a bonus action, Jim teleports up to 30 feet to a space he can see. The space must be unoccupied or occupied by a willing Small or Medium creature. If the latter, Jim and the willing creature both teleport, swapping places.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Minor Conjuration\",\"entries\":[\"Jim conjures an inanimate object, no larger than 3 feet on a side and no more than 10 pounds, in his hand or on the ground in an unoccupied space he can see within 10 feet of him. The object is visibly magical, radiating dim light out to 5 feet. It disappears if it takes any damage, after 1 hour, or when Jim uses this feature again.\"]}],\"attachedItems\":[\"dagger|phb\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"F\",\"O\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"K'thriss Drow'b\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"AI\",\"page\":202,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item studded leather armor|phb|studded leather}\"]}],\"hp\":{\"average\":44,\"formula\":\"8d8 + 8\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":14,\"con\":12,\"int\":14,\"wis\":11,\"cha\":18,\"save\":{\"str\":\"+0\",\"dex\":\"+3\",\"con\":\"+2\",\"int\":\"+3\",\"wis\":\"+3\",\"cha\":\"+7\"},\"skill\":{\"arcana\":\"+4\",\"insight\":\"+2\",\"investigation\":\"+4\",\"perception\":\"+2\",\"religion\":\"+4\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":12,\"languages\":[\"Celestial\",\"Common\",\"Elvish\",\"Undercommon; can read all writing\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"K'thriss's innate spellcasting ability is Charisma (spell save {@dc 14}). He can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell dancing lights}\",\"{@spell disguise self}\"],\"daily\":{\"1e\":[\"{@spell darkness}\",\"{@spell faerie fire}\"]},\"ability\":\"cha\"},{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"K'thriss is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save {@dc 14}, {@hit 6} to hit with spell attacks). He regains his expended spell slots when he finishes a short or long rest, and knows the following warlock spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell chill touch}\",\"{@spell eldritch blast}\",\"{@spell mending}\",\"{@spell prestidigitation}\",\"{@spell thorn whip}\",\"{@spell vicious mockery}\"]},\"3\":{\"lower\":1,\"slots\":2,\"spells\":[\"{@spell dissonant whispers}\",\"{@spell fly}\",\"{@spell hex}\",\"{@spell misty step}\",\"{@spell sending}\",\"{@spell shatter}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"K'thriss wears a {@item robe of stars} (accounted for in his statistics). The robe allows him to cast the following spells: 6/day: {@spell magic missile} (7 missiles)\"]},{\"name\":\"Awakened Mind\",\"entries\":[\"K'thriss can telepathically speak to any creature he can see within 30 feet of him, provided the creature can understand at least one language.\"]},{\"name\":\"Fey Ancestry\",\"entries\":[\"K'thriss has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep. Sunlight Sensitivity. While in sunlight, K'thriss has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"K'thriss makes two attacks with his sickle.\"]},{\"name\":\"Sickle\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage.\"]}],\"attachedItems\":[\"sickle|phb\"],\"traitTags\":[\"Fey Ancestry\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\",\"E\",\"U\",\"XX\"],\"damageTags\":[\"S\"],\"damageTagsSpell\":[\"N\",\"O\",\"P\",\"T\",\"Y\"],\"spellcastingTags\":[\"CL\",\"I\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Keg Robot\",\"source\":\"AI\",\"page\":212,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":39,\"formula\":\"6d8 + 12\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":16,\"con\":15,\"int\":6,\"wis\":8,\"cha\":5,\"skill\":{\"perception\":\"+1\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands Common but can't speak\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Customizable Storage\",\"entries\":[\"A keg robot can hold up to three types of liquid payload totaling 12 gallons within its hollow, barrel-shaped body. A full keg robot can make one liquid attack per gallon before the liquid must be refilled. Filling a keg robot takes 2 rounds per gallon. Differing payloads can alter the keg robot's attacks from those presented here.\"]}],\"action\":[{\"name\":\"Fist\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage.\"]},{\"name\":\"Acid Squirt\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 20/40 ft., one target. {@h}7 ({@damage 1d8 + 3}) acid damage.\"]},{\"name\":\"Beer Shower\",\"entries\":[\"The keg robot spews an unnaturally potent beer in a 15-foot cone or in a 30-foot line that is 5 feet wide. Each creature in the area must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned}. While {@condition poisoned} in this way, a creature has its speed halved by exposure to the potent brew. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\",\"Additionally, the beer shower extinguishes any fires or open flames in its area.\"]},{\"name\":\"Hot Oil Spray {@recharge 5}\",\"entries\":[\"The keg robot sprays hot oil in a 15-foot cone or in a 30-foot line that is 5 feet wide. Each creature in the area must make a {@dc 13} Dexterity saving throw. On a failed save, a creature takes 7 ({@damage 1d8 + 3}) fire damage and falls {@condition prone}. On a successful save, a creature takes half as much damage and doesn't fall {@condition prone}.\",\"Any creature affected by the hot oil spray that takes fire damage before the oil dries (after 1 minute) takes an additional 3 ({@damage 1d6}) fire damage, and the oil burns away.\",\"If the oil that remains in the area of the spray is lit, it burns for {@dice 1d4} rounds and deals 3 ({@damage 1d6}) fire damage to any creature that enters the area for the first time on a turn or ends its turn there.\"]}],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"A\",\"B\",\"F\"],\"miscTags\":[\"AOE\",\"MW\",\"RW\"],\"conditionInflict\":[\"poisoned\",\"prone\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Môrgæn\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"AI\",\"page\":199,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item studded leather armor|phb|studded leather}\"]}],\"hp\":{\"average\":66,\"formula\":\"12d8 + 12\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":18,\"con\":12,\"int\":12,\"wis\":14,\"cha\":10,\"save\":{\"str\":\"+3\",\"dex\":\"+6\"},\"skill\":{\"athletics\":\"+3\",\"insight\":\"+4\",\"nature\":\"+3\",\"perception\":\"+4\",\"stealth\":\"+6\",\"survival\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Common\",\"Draconic\",\"Dwarvish\",\"Giant\",\"Goblin\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Môrgæn's spellcasting ability is Intelligence. She can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell mage hand}\"],\"ability\":\"int\"},{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Môrgæn is a 9th-level spellcaster. Her spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). She has the following ranger spells prepared:\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell alarm}\",\"{@spell animal friendship}\",\"{@spell hunter's mark}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell pass without trace}\",\"{@spell spike growth}\"]},\"3\":{\"slots\":2,\"spells\":[\"{@spell conjure animals}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"Môrgæn has advantage on saving throws against being {@condition charmed}, and magic can't put her to sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Môrgæn makes three attacks with her scimitars or her longbow.\"]},{\"name\":\"Scimitars\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 150/600 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage.\"]}],\"attachedItems\":[\"longbow|phb\"],\"traitTags\":[\"Fey Ancestry\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"D\",\"DR\",\"GI\",\"GO\"],\"damageTags\":[\"P\",\"S\"],\"damageTagsSpell\":[\"P\"],\"spellcastingTags\":[\"CR\",\"I\"],\"miscTags\":[\"MW\",\"RNG\",\"RW\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Oak Truestrike\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"AI\",\"page\":205,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[{\"alignment\":[\"N\",\"G\"]},{\"alignment\":[\"N\",\"E\"]}],\"ac\":[{\"ac\":15,\"from\":[\"{@item studded leather armor|phb|studded leather}\"]}],\"hp\":{\"average\":32,\"formula\":\"5d8 + 10\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":16,\"con\":14,\"int\":10,\"wis\":13,\"cha\":11,\"skill\":{\"nature\":\"+4\",\"perception\":\"+3\",\"performance\":\"+2\",\"stealth\":\"+5\",\"survival\":\"+3\"},\"passive\":13,\"languages\":[\"Common\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"Oak has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep.\"]},{\"name\":\"Keen Hearing and Sight\",\"entries\":[\"Oak has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Oak makes three attacks with his hooked daggers or his hand crossbow.\"]},{\"name\":\"Hooked Dagger\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage.\"]},{\"name\":\"Hand Crossbow\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 30/120 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Return the Favor (3/Day)\",\"entries\":[\"When Oak takes damage from a melee weapon attack, he can make a hooked dagger attack.\"]}],\"attachedItems\":[\"hand crossbow|phb\"],\"traitTags\":[\"Fey Ancestry\",\"Keen Senses\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Omin Dran\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"AI\",\"page\":196,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"half-elf\"]},\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|phb}\"]}],\"hp\":{\"average\":65,\"formula\":\"10d8 + 20\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":8,\"con\":14,\"int\":11,\"wis\":18,\"cha\":12,\"save\":{\"wis\":\"+7\",\"cha\":\"+4\"},\"skill\":{\"deception\":\"+4\",\"insight\":\"+7\",\"intimidation\":\"+4\",\"medicine\":\"+7\",\"perception\":\"+7\",\"persuasion\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":17,\"languages\":[\"Common\",\"Dwarvish\",\"Elvish\",\"Goblin\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Omin is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save {@dc 15}, {@hit 7} to hit with spell attacks). He has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell guidance}\",\"{@spell sacred flame}\",\"{@spell spare the dying}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell bless}\",\"{@spell command}\",\"{@spell divine favor}\",\"{@spell shield of faith}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell enhance ability}\",\"{@spell hold person}\",\"{@spell magic weapon}\",\"{@spell silence}\",\"{@spell spiritual weapon}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell beacon of hope}\",\"{@spell crusader's mantle}\",\"{@spell dispel magic}\",\"{@spell mass healing word}\",\"{@spell spirit guardians}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell death ward}\",\"{@spell freedom of movement}\",\"{@spell locate creature}\",\"{@spell stoneskin}\"]},\"5\":{\"slots\":1,\"spells\":[\"{@spell dispel evil and good}\",\"{@spell flame strike}\",\"{@spell hold monster}\",\"{@spell greater restoration}\",\"{@spell legend lore}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Divine Strike\",\"entries\":[\"Once on each of his turns when he hits a creature with a weapon attack, Omin can cause the attack to deal an extra 4 ({@dice 1d8}) damage of the same type dealt by the weapon.\"]},{\"name\":\"Fey Ancestry\",\"entries\":[\"Omin has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Omin makes two attacks with his maul.\"]},{\"name\":\"Maul\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage.\"]}],\"reaction\":[{\"name\":\"War God's Blessing (Recharges after a Short or Long Rest)\",\"entries\":[\"When a creature within 30 feet of Omin makes an attack roll, but before learning whether it hits or misses, Omin can grant the creature a +10 bonus to that roll.\"]}],\"attachedItems\":[\"maul|phb\"],\"traitTags\":[\"Fey Ancestry\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"D\",\"E\",\"GO\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"F\",\"N\",\"O\",\"R\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"deafened\",\"paralyzed\",\"prone\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Pendragon Beestinger\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"AI\",\"page\":206,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":27,\"formula\":\"5d8 + 5\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":12,\"int\":17,\"wis\":10,\"cha\":11,\"skill\":{\"arcana\":\"+5\",\"investigation\":\"+5\",\"performance\":\"+2\"},\"passive\":10,\"languages\":[\"Common\",\"Draconic\",\"Elvish\",\"Halfling\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Pendragon is a 4th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 13}, {@hit 5} to hit with spell attacks). He has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell acid splash}\",\"{@spell light}\",\"{@spell mage hand}\",\"{@spell poison spray}\",\"{@spell shocking grasp}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell mage armor}\",\"{@spell magic missile}\",\"{@spell sleep}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell blindness/deafness}\",\"{@spell cloud of daggers}\",\"{@spell scorching ray}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Echo Spell (1/Day)\",\"entries\":[\"Pendragon can cast the spell he cast on his last turn, whose casting time becomes 1 bonus action. This bonus casting uses a spell slot as normal.\"]}],\"action\":[{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]}],\"attachedItems\":[\"shortsword|phb\"],\"languageTags\":[\"C\",\"DR\",\"E\",\"H\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"A\",\"F\",\"I\",\"L\",\"O\",\"S\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Phoenix Anvil\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"AI\",\"page\":206,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item chain mail|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":27,\"formula\":\"5d8 + 5\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":10,\"con\":12,\"int\":13,\"wis\":16,\"cha\":13,\"skill\":{\"athletics\":\"+4\",\"performance\":\"+3\",\"persuasion\":\"+3\",\"religion\":\"+3\"},\"passive\":13,\"languages\":[\"Common\",\"Elvish\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Phoenix is a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). He has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell guidance}\",\"{@spell light}\",\"{@spell mending}\",\"{@spell sacred flame}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell bane}\",\"{@spell cure wounds}\",\"{@spell guiding bolt}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell hold person}\",\"{@spell spiritual weapon}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Divine Display (1/Day)\",\"entries\":[\"As a bonus action, Phoenix causes his shield to flare with divine light. Each creature of his choice within 30 feet of him must succeed on a {@dc 13} Wisdom saving throw or be {@condition blinded} for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself with a success.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Phoenix makes two melee attacks.\"]},{\"name\":\"Warhammer\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage, and the target must succeed on a {@dc 12} Strength saving throw or be pushed 5 feet.\"]}],\"attachedItems\":[\"warhammer|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"O\",\"R\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"blinded\"],\"conditionInflictSpell\":[\"paralyzed\"],\"savingThrowForced\":[\"strength\",\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Portentia Dran\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"AI\",\"page\":208,\"size\":[\"M\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"shapechanger\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item chain shirt|phb}\"]}],\"hp\":{\"average\":45,\"formula\":\"6d8 + 18\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":18,\"con\":16,\"int\":13,\"wis\":12,\"cha\":14,\"skill\":{\"deception\":\"+6\",\"insight\":\"+3\",\"perception\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"conditionImmune\":[\"charmed\"],\"languages\":[\"Common\",\"Elvish\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Sneak Attack (1/Turn)\",\"entries\":[\"Portentia deals an extra 14 ({@dice 4d6}) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Portentia that isn't {@condition incapacitated} and Portentia doesn't have disadvantage on the attack roll.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Portentia makes three melee attacks.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage.\"]},{\"name\":\"Change Shape\",\"entries\":[\"Portentia magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than her own, or back into her true form. Any equipment she is wearing or carrying is absorbed or borne by the new form (her choice). In a new form, Portentia retains her game statistics and ability to speak, but her AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and she gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that she lacks.\"]}],\"attachedItems\":[\"shortsword|phb\"],\"traitTags\":[\"Sneak Attack\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Prophetess Dran\",\"source\":\"AI\",\"page\":208,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item breastplate|phb}\"]}],\"hp\":{\"average\":27,\"formula\":\"5d8 + 5\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":10,\"con\":12,\"int\":13,\"wis\":16,\"cha\":13,\"skill\":{\"medicine\":\"+5\",\"persuasion\":\"+3\",\"religion\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Common\",\"Elvish\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Prophetess is a 5th-level spellcaster. Her spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). Prophetess has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell light}\",\"{@spell sacred flame}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell cure wounds}\",\"{@spell guiding bolt}\",\"{@spell sanctuary}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell lesser restoration}\",\"{@spell spiritual weapon}\"]},\"3\":{\"slots\":2,\"spells\":[\"{@spell dispel magic}\",\"{@spell spirit guardians}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Divine Eminence\",\"entries\":[\"As a bonus action, Prophetess can expend a spell slot to cause her melee weapon attacks to magically deal an extra 10 ({@damage 3d6}) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If Prophetess expends a spell slot of 2nd level or higher, the extra damage increases by {@dice 1d6} for each level above 1st.\"]},{\"name\":\"Fey Ancestry\",\"entries\":[\"Prophetess has advantage on saving throws against being {@condition charmed}, and magic can't put her to sleep.\"]}],\"action\":[{\"name\":\"Maul\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage.\"]}],\"attachedItems\":[\"maul|phb\"],\"traitTags\":[\"Fey Ancestry\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"B\",\"R\"],\"damageTagsSpell\":[\"N\",\"O\",\"R\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true},{\"name\":\"Rosie Beestinger\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"AI\",\"page\":203,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"halfling\"]},\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":15,\"from\":[\"Unarmored Defense\"]}],\"hp\":{\"average\":45,\"formula\":\"10d6 + 10\"},\"speed\":{\"walk\":40},\"str\":8,\"dex\":16,\"con\":12,\"int\":12,\"wis\":14,\"cha\":14,\"save\":{\"str\":\"+1\",\"dex\":\"+5\"},\"skill\":{\"acrobatics\":\"+5\",\"history\":\"+3\",\"intimidation\":\"+4\",\"stealth\":\"+5\"},\"passive\":12,\"languages\":[\"Common\",\"Draconic\",\"Elvish\",\"Halfling\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Rosie's innate spellcasting ability is Wisdom (spell save {@dc 12}). She can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell minor illusion}\",\"{@spell sacred flame}\",\"{@spell thaumaturgy}\"],\"daily\":{\"1e\":[\"{@spell command}\",\"{@spell darkness}\",\"{@spell darkvision}\",\"{@spell pass without trace}\",\"{@spell silence}\"]},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Brave\",\"entries\":[\"Rosie has advantage on saving throws against being {@condition frightened}.\"]},{\"name\":\"Halfling Nimbleness\",\"entries\":[\"Rosie can move through the space of any creature that is of a size larger than hers.\"]},{\"name\":\"Evasion\",\"entries\":[\"If Rosie is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. She can't use this trait if she's {@condition incapacitated}.\"]},{\"name\":\"Shadow Step\",\"entries\":[\"When Rosie is in dim light or darkness, she can use a bonus action to teleport 60 feet to an unoccupied space she can see that is also in dim light or darkness. She then has advantage on the first melee attack she makes before the end of the turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Rosie makes three attacks, then makes two unarmed strike attacks.\"]},{\"name\":\"Staff of the Master (+1 Quarterstaff)\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage, or 8 ({@damage 1d8 + 4}) bludgeoning damage if used with two hands.\"]},{\"name\":\"Unarmed Strike\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage. Rosie's unarmed strikes are magical.\"]}],\"reaction\":[{\"name\":\"Deflect Missiles\",\"entries\":[\"In response to being hit by a ranged weapon attack, Rosie deflects the missile. The damage she takes from the attack is reduced by {@dice 1d10 + 9}. If the damage is reduced to 0, she catches the missile if it's small enough to hold in one hand and she has a hand free.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"E\",\"H\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"R\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"deafened\",\"prone\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Splugoth the Returned\",\"source\":\"AI\",\"page\":213,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"goblinoid\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":27,\"formula\":\"6d6 + 6\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":12,\"int\":14,\"wis\":11,\"cha\":10,\"save\":{\"int\":\"+4\",\"wis\":\"+2\"},\"skill\":{\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Common\",\"Draconic\",\"Elvish\",\"Goblin\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Defensive Advantage\",\"entries\":[\"As long as two or more of Splugoth's allies are within 5 feet of him and are not {@condition incapacitated}, attack rolls against him are made with disadvantage.\"]},{\"name\":\"Nimble Escape\",\"entries\":[\"Splugoth can take the Disengage or Hide action as a bonus action on each of his turns.\"]},{\"name\":\"Touch of Madness\",\"entries\":[\"Splugoth has advantage on saving throws against being {@condition charmed} or {@condition frightened}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Splugoth makes two attacks with his dagger.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage.\"]},{\"name\":\"Word From Beyond (1/Day)\",\"entries\":[\"Splugoth remembers and repeats aloud a few words from a place he entered while walking back from the next world to this one. Each creature of his choice within 30 feet of him that can hear him must succeed on a {@dc 12} Wisdom saving throw or be {@condition stunned} until the end of its next turn.\"]}],\"reaction\":[{\"name\":\"Absorb Attack\",\"entries\":[\"When a creature Splugoth can see hits him with a melee weapon attack, the weapon snags on a pocket of residual resurrectional energy and is caught fast. The attack is negated and the weapon cannot be used until the creature succeeds on a {@dc 12} Strength ({@skill Athletics}) check as an action to pull it out of Splugoth. Natural weapons can have their attacks negated by this feature, but can then be retracted automatically at the end of the attacking creature's turn.\"]}],\"attachedItems\":[\"dagger|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"E\",\"GO\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"stunned\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Viari\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"AI\",\"page\":198,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item +1 Studded Leather Armor||+1 studded leather}\"]},{\"ac\":19,\"condition\":\"while wielding two melee weapons\",\"braces\":true}],\"hp\":{\"average\":65,\"formula\":\"10d8 + 20\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":20,\"con\":14,\"int\":10,\"wis\":8,\"cha\":14,\"save\":{\"dex\":\"+8\",\"int\":\"+3\"},\"skill\":{\"acrobatics\":\"+11\",\"athletics\":\"+7\",\"perception\":\"+5\",\"performance\":\"+5\",\"persuasion\":\"+5\",\"sleight of hand\":\"+11\",\"stealth\":\"+8\"},\"passive\":15,\"languages\":[\"Common\",\"Draconic\",\"Thieves' cant\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Evasion\",\"entries\":[\"If Viari is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. He can't use this trait if he's {@condition incapacitated}.\"]},{\"name\":\"Second-Story Work\",\"entries\":[\"Climbing does not cost Viari extra movement. Additionally, when he makes a running jump, the distance he covers increases by 5 feet.\"]},{\"name\":\"Sneak Attack (1/Turn)\",\"entries\":[\"Viari deals an extra 14 ({@dice 4d6}) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Viari that isn't {@condition incapacitated} and Viari doesn't have disadvantage on the attack roll.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Viari makes two attacks with his shortsword and two attacks with his rapier.\"]},{\"name\":\"+1 Shortsword\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d6 + 6}) piercing damage.\"]},{\"name\":\"Rapier\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 8} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d4 + 5}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Uncanny Dodge\",\"entries\":[\"Viari halves the damage that he takes from an attack that hits him. He must be able to see the attacker.\"]}],\"attachedItems\":[\"+1 shortsword|dmg\",\"dagger|phb\",\"rapier|phb\"],\"traitTags\":[\"Sneak Attack\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"TC\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Walnut Dankgrass\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"AI\",\"page\":204,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":52,\"formula\":\"8d8 + 16\"},\"speed\":{\"walk\":35},\"str\":8,\"dex\":16,\"con\":14,\"int\":10,\"wis\":18,\"cha\":10,\"save\":{\"int\":\"+2\",\"wis\":\"+6\"},\"skill\":{\"athletics\":\"+1\",\"insight\":\"+6\",\"perception\":\"+6\",\"stealth\":\"+5\",\"survival\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":16,\"languages\":[\"Common\",\"Druidic\",\"Elvish\",\"Sylvan\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Walnut is a 7th-level spellcaster. Her spellcasting ability is Wisdom (spell save {@dc 14}, {@hit 6} to hit with spell attacks). She has the following druid spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell druidcraft}\",\"{@spell produce flame}\",\"{@spell thorn whip}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell cure wounds}\",\"{@spell entangle}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell flame blade}\",\"{@spell moonbeam}\",\"{@spell pass without trace}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell call lightning}\",\"{@spell dispel magic}\",\"{@spell plant growth}\"]},\"4\":{\"slots\":1,\"spells\":[\"{@spell blight}\",\"{@spell freedom of movement}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"Walnut has advantage on saving throws against being {@condition charmed}, and magic can't put her to sleep.\"]},{\"name\":\"Mask of the Wild\",\"entries\":[\"Walnut can attempt to hide even when she is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.\"]},{\"name\":\"Wild Shape (Recharges after a Short or Long rest)\",\"entries\":[\"As a bonus action, Walnut can assume the shape of a dire wolf. She can stay in this form for 3 hours or until she reverts to her normal form as a bonus action. She automatically reverts if she falls {@condition unconscious}, drops to 0 hit points, or dies.\",\"While transformed, Walnut's game statistics are replaced by the statistics of the dire wolf, except she retains her alignment, personality, and Intelligence, Wisdom, and Charisma scores.\",\"Her attacks in beast form are magical. While in beast form, Walnut can use a bonus action to expend one spell slot and regain {@dice 1d8} hit points per level of the spell slot expended.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Walnut makes two attacks with Foremother or her longbow.\"]},{\"name\":\"Foremother (+1 Scimitar)\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 150/600 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage.\"]}],\"attachedItems\":[\"longbow|phb\"],\"traitTags\":[\"Fey Ancestry\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DU\",\"E\",\"S\"],\"damageTags\":[\"P\",\"S\"],\"damageTagsSpell\":[\"F\",\"L\",\"N\",\"P\",\"R\",\"T\"],\"spellcastingTags\":[\"CD\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-aitfr-dn.json`] = JSON.parse("{\"monster\":[{\"name\":\"Giant Zombie Constrictor Snake\",\"source\":\"AitFR-DN\",\"page\":11,\"size\":[\"H\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":187,\"formula\":\"22d12 + 44\"},\"speed\":{\"walk\":30,\"climb\":20,\"swim\":30},\"str\":19,\"dex\":16,\"con\":14,\"int\":1,\"wis\":15,\"cha\":4,\"skill\":{\"perception\":\"+5\",\"stealth\":\"+6\"},\"senses\":[\"blindsight 15 ft.\",\"darkvision 60 ft.\"],\"passive\":15,\"vulnerable\":[\"poison\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Sunlight Vulnerability\",\"entries\":[\"While in sunlight, the snake has disadvantage on attack rolls and on Wisdom ({@skill Perception}) checks that rely on sight. When the snake begins its turn in sunlight, it immediately suffers 10 radiant damage.\"]},{\"name\":\"Undead Fortitude\",\"entries\":[\"If damage reduces the snake to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the snake drops to 1 hit point instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The snake makes two attacks: one with its bite and one with a constrict attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}17 ({@damage 3d8 + 4}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 17 ({@damage 5d6}) poison damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Constrict\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}17 ({@damage 3d8 + 4}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 16}). Until this grapple ends, the creature is {@condition restrained} and the snake cannot constrict another target.\"]}],\"traitTags\":[\"Undead Fortitude\"],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"I\",\"P\",\"R\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Hamish Hewland\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"AitFR-DN\",\"page\":11,\"size\":[\"H\"],\"type\":\"giant\",\"alignment\":[\"N\",\"G\"],\"ac\":[13],\"hp\":{\"average\":85,\"formula\":\"10d12 + 20\"},\"speed\":{\"walk\":40},\"str\":23,\"dex\":11,\"con\":15,\"int\":10,\"wis\":14,\"cha\":10,\"save\":{\"str\":\"+9\",\"wis\":\"+5\"},\"skill\":{\"athletics\":\"+9\",\"history\":\"+3\",\"insight\":\"+5\",\"perception\":\"+5\"},\"passive\":15,\"languages\":[\"Common\",\"Dwarvish\",\"Giant\"],\"cr\":\"5\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Hamish makes two attacks with his axe or throws two rocks.\"]},{\"name\":\"Axe\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d10 + 6}) slashing damage.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 9} to hit, range 60/240 ft., one target. {@h}17 ({@damage 2d10 + 6}) bludgeoning damage.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"Hamish adds 2 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon or a shield.\"]}],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"C\",\"D\",\"GI\"],\"damageTags\":[\"B\",\"S\"],\"miscTags\":[\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Kyrilla, Accursed Gorgon\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"AitFR-DN\",\"page\":12,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":127,\"formula\":\"15d10 + 45\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":16,\"con\":16,\"int\":14,\"wis\":14,\"cha\":15,\"save\":{\"wis\":\"+6\",\"cha\":\"+6\"},\"skill\":{\"deception\":\"+6\",\"insight\":\"+6\",\"perception\":\"+6\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":16,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\"],\"languages\":[\"Common\",\"Draconic\",\"Primordial\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Feed on Pain (2/Day)\",\"entries\":[\"The first time she hits with a weapon attack on her turn, Kyrilla can deal an extra 16 ({@damage 3d10}) poison damage to the target and regains a number of hit points equal to half the damage dealt.\"]},{\"name\":\"Legendary Resistance (2/Day)\",\"entries\":[\"If she fails a saving throw, Kyrilla can choose to succeed instead.\"]},{\"name\":\"Petrifying Gaze\",\"entries\":[\"When a creature that can see Kyrilla's eyes starts its turn within 30 feet of her, Kyrilla can force it to make a {@dc 14} Constitution saving throw if Kyrilla isn't {@condition incapacitated} and can see the creature. If the saving throw fails by 5 or more, the creature is instantly {@condition petrified}. Otherwise, a creature that fails the save begins to turn to stone and is {@condition restrained}. The {@condition restrained} creature must repeat the saving throw at the end of its next turn, becoming {@condition petrified} on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the {@spell greater restoration} spell or other magic.\",\"Unless {@status surprised}, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see Kyrilla until the start of its next turn, when it can avert its eyes again. If the creature looks at Kyrilla in the meantime, it must immediately make the save.\",\"Kyrilla's accursed gaze does not affect undead or constructs. If Kyrilla sees herself reflected on a polished surface within 30 feet of her and in an area of bright light, she is, due to her curse, affected by her own gaze.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, Kyrilla has disadvantage on attack rolls and on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Kyrilla makes one attack to constrict and two attacks with her claws, or she makes three attacks with her longbow.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 3d6 + 3}) slashing damage.\"]},{\"name\":\"Constrict\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 10 ft., one target. {@h}10 ({@damage 3d6}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 13}) if it is a Large or smaller creature. Until this grapple ends, the target is {@condition restrained}, and Kyrilla can't constrict another target.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 7} to hit, range 150/600 ft., one target. {@h}16 ({@damage 3d8 + 3}) piercing damage.\"]},{\"name\":\"Summon Swarm of Poisonous Snakes {@recharge 5}\",\"entries\":[\"Kyrilla conjures a swarm of poisonous snakes into an empty space within 10 feet of her. The swarm is under Kyrilla's control and acts on her turn, immediately after her in the initiative order.\",\"It remains in existence for up to 1 hour. She can summon no more than three swarms per day. Kyrilla can banish any or all of her summoned swarms with a bonus action.\"]}],\"legendary\":[{\"name\":\"Claw\",\"entries\":[\"Kyrilla or a swarm of poisonous snakes makes a weapon attack.\"]},{\"name\":\"Detect\",\"entries\":[\"Kyrilla makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Slither\",\"entries\":[\"Kyrilla moves up to her speed without provoking opportunity attacks.\"]}],\"legendaryGroup\":{\"name\":\"Kyrilla, Accursed Gorgon\",\"source\":\"AitFR-DN\"},\"attachedItems\":[\"longbow|phb\"],\"traitTags\":[\"Legendary Resistances\",\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"P\"],\"damageTags\":[\"B\",\"I\",\"P\",\"S\"],\"damageTagsLegendary\":[\"R\",\"S\"],\"miscTags\":[\"MW\",\"RCH\",\"RNG\",\"RW\"],\"conditionInflict\":[\"grappled\",\"petrified\",\"restrained\"],\"conditionInflictLegendary\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedLegendary\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Skeletal Horror\",\"source\":\"AitFR-DN\",\"page\":13,\"size\":[\"L\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[13],\"hp\":{\"average\":150,\"formula\":\"20d10 + 40\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":14,\"con\":15,\"int\":6,\"wis\":10,\"cha\":5,\"skill\":{\"perception\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":16,\"immune\":[\"poison\"],\"vulnerable\":[\"bludgeoning\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"cr\":\"6\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The horror makes two attacks with its claws.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}19 ({@damage 3d10 + 3}) slashing damage.\"]},{\"name\":\"Wave of Bones {@recharge 5}\",\"entries\":[\"The horror crashes into foes like a wave before quickly reforming. Each creature within 10 feet of the horror must make a {@dc 15} Dexterity saving throw, taking 18 ({@damage 4d8}) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw is also knocked {@condition prone}.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true}]}"); JSON_DATA[`data/bestiary/bestiary-aitfr-fcd.json`] = JSON.parse("{\"monster\":[{\"name\":\"Mercenary Envoy\",\"source\":\"AitFR-FCD\",\"page\":10,\"size\":[\"M\"],\"type\":\"humanoid\",\"ac\":[{\"ac\":15,\"from\":[\"{@item chain shirt|phb}\"]}],\"hp\":{\"average\":26,\"formula\":\"4d8 + 8\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":15,\"con\":15,\"int\":10,\"wis\":12,\"cha\":9,\"save\":{\"str\":\"+4\",\"con\":\"+4\"},\"skill\":{\"athletics\":\"+4\",\"perception\":\"+3\"},\"passive\":13,\"languages\":[\"Common\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Inspired Courage\",\"entries\":[\"The mercenary has advantage on savings throws against being {@condition charmed}, {@condition frightened}, {@condition grappled}, or {@condition restrained} while within 5 feet of at least one ally.\"]},{\"name\":\"Martial Advantage\",\"entries\":[\"Once per turn, the mercenary can deal an extra 7 ({@damage 2d6}) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the mercenary that isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The mercenary makes two longsword attacks.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage.\"]},{\"name\":\"Heavy Crossbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range\",\"100/400 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage.\"]}],\"attachedItems\":[\"heavy crossbow|phb\",\"longsword|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Tyreus, Illusionist\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"AitFR-FCD\",\"page\":11,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[13],\"hp\":{\"average\":156,\"formula\":\"24d8 + 48\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":16,\"con\":14,\"int\":20,\"wis\":15,\"cha\":16,\"save\":{\"int\":\"+10\",\"wis\":\"+7\"},\"skill\":{\"arcana\":\"+12\",\"deception\":\"+8\",\"history\":\"+10\",\"perception\":\"+7\"},\"passive\":17,\"resist\":[{\"special\":\"damage from spells\"},{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"(from stoneskin)\",\"preNote\":\"nonmagical\",\"cond\":true}],\"languages\":[\"Common\",\"Deep Speech\",\"Draconic\",\"Primordial\",\"Sylvan\"],\"cr\":\"13\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Tyreus is a 16th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 18}, {@hit 10} to hit with spell attacks). He has the following wizard spells prepared.\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell light}\",\"{@spell mage hand}\",\"{@spell minor illusion}\",\"{@spell shocking grasp}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell mage armor}\",\"{@spell magic missile}\",\"{@spell shield}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell invisibility}*\",\"{@spell mirror image}*\",\"{@spell phantasmal force}*\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell counterspell}\",\"{@spell fly}\",\"{@spell lightning bolt}\",\"{@spell major image}*\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell banishment}\",\"{@spell hallucinatory terrain}*\",\"{@spell phantasmal killer}*\",\"{@spell stoneskin}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell conjure elemental}\",\"{@spell mislead}*\",\"{@spell telekinesis}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell disintegrate}\"]},\"7\":{\"slots\":1,\"spells\":[\"{@spell plane shift}\"]},\"8\":{\"slots\":1,\"spells\":[\"{@spell maze}\"]}},\"footerEntries\":[\"*(Illusion spell of 1st level or higher)\"],\"ability\":\"int\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Tyreus fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Illusory Reality\",\"entries\":[\"When Tyreus casts an illusion spell of 1st level or higher, he can choose one inanimate, nonmagical object that is part of the illusion and make that object real. He can do this on his turn as a bonus action while the spell is ongoing.\",\"The object remains real for 1 minute. The object can't deal damage or otherwise directly harm anyone.\"]},{\"name\":\"Displacement (Recharges after Tyreus Casts an Illusion Spell of 1st Level or Higher)\",\"entries\":[\"As a bonus action, Tyreus projects an illusion that makes him appear to be standing a few inches from his actual location, causing any creature to have disadvantage on attack rolls against Tyreus. The effect ends if Tyreus takes damage, he is {@condition incapacitated}, or his speed becomes 0.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 8} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage.\"]},{\"name\":\"Modify Illusion\",\"entries\":[\"When Tyreus casts an illusion spell that has a duration of 1 minute or longer, he can use his action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that he can see the illusion.\"]}],\"legendary\":[{\"name\":\"Scrutinize\",\"entries\":[\"Tyreus makes an Intelligence ({@skill Investigation}) or Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Cast Cantrip\",\"entries\":[\"Tyreus casts a cantrip from his spell list.\"]},{\"name\":\"Cast Spell (Costs 1-3 Actions)\",\"entries\":[\"Tyreus uses a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that he has prepared. Doing so costs 1 legendary action per level of the spell.\"]}],\"attachedItems\":[\"dagger|phb\"],\"traitTags\":[\"Legendary Resistances\"],\"languageTags\":[\"C\",\"DR\",\"DS\",\"P\",\"S\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"F\",\"L\",\"O\",\"T\",\"Y\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflictSpell\":[\"blinded\",\"deafened\",\"frightened\",\"incapacitated\",\"invisible\",\"restrained\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true}]}"); JSON_DATA[`data/bestiary/bestiary-aitfr-isf.json`] = JSON.parse("{\"monster\":[{\"name\":\"Exul\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"AitFR-ISF\",\"page\":12,\"size\":[\"L\"],\"type\":\"elemental\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":200,\"formula\":\"16d10 + 112\"},\"speed\":{\"walk\":40,\"fly\":60},\"str\":22,\"dex\":12,\"con\":24,\"int\":16,\"wis\":15,\"cha\":16,\"save\":{\"int\":\"+7\",\"cha\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":12,\"immune\":[\"fire\"],\"languages\":[\"Common\",\"Ignan\",\"Terran\"],\"cr\":\"11\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Exul's innate spellcasting ability is Charisma (spell save {@dc 15}, {@hit 7} to hit with spell attacks). He can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell detect magic}\"],\"daily\":{\"3e\":[\"{@spell comprehend languages}\",\"{@spell tongues}\"],\"1e\":[\"{@spell conjure elemental} (earth or fire elemental only)\",\"{@spell invisibility}\",\"{@spell major image}\",\"{@spell plane shift}\",\"{@spell wall of fire}\"]}}],\"trait\":[{\"name\":\"Elemental Demise\",\"entries\":[\"If Exul dies, his body disintegrates in a flash of fire and puff of smoke, leaving behind only the equipment he was wearing or carrying.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Exul makes two handaxe attacks or uses his Hurl Flame twice.\"]},{\"name\":\"Handaxe\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}13 (2d6 + 6) slashing damage plus 3 (1d6) fire damage.\"]},{\"name\":\"Hurl Flame\",\"entries\":[\"{@atk rs} {@hit 7} to hit, range 120 ft., one target. {@h}17 (5d6) fire damage.\"]}],\"attachedItems\":[\"handaxe|phb\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"IG\",\"T\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Malivar\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"AitFR-ISF\",\"page\":12,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[12],\"hp\":{\"average\":40,\"formula\":\"9d8\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":14,\"con\":11,\"int\":17,\"wis\":12,\"cha\":17,\"save\":{\"int\":\"+6\",\"wis\":\"+4\"},\"skill\":{\"arcana\":\"+6\",\"history\":\"+6\"},\"passive\":11,\"languages\":[\"Common\",\"Draconic\",\"Ignan\",\"Infernal\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Malivar is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). He has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell acid splash}\",\"{@spell mage hand}\",\"{@spell poison spray}\",\"{@spell prestidigitation}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell mage armor}\",\"{@spell magic missile}\",\"{@spell unseen servant}*\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell cloud of daggers}*\",\"{@spell misty step}*\",\"{@spell web}*\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell fireball}\",\"{@spell thunder step|XGE}*\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell Evard's black tentacles}*\",\"{@spell stoneskin}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell cone of cold}*\",\"{@spell conjure elemental}*\"]}},\"footerEntries\":[\"*Conjuration spell of 1st level or higher\"],\"ability\":\"int\"}],\"trait\":[{\"name\":\"Benign Transportation (Recharges after Malivar Casts a Conjuration Spell of 1st Level or Higher)\",\"entries\":[\"As a bonus action, Malivar teleports up to 30 feet to an unoccupied space that he can see.\",\"If he instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage\"]}],\"attachedItems\":[\"dagger|phb\"],\"languageTags\":[\"C\",\"DR\",\"I\",\"IG\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"A\",\"B\",\"C\",\"F\",\"I\",\"O\",\"S\",\"T\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true}]}"); JSON_DATA[`data/bestiary/bestiary-aitfr-thp.json`] = JSON.parse("{\"monster\":[{\"name\":\"Greater Shadow Horror\",\"source\":\"AitFR-THP\",\"page\":12,\"size\":[\"H\"],\"type\":\"aberration\",\"alignment\":[\"N\",\"E\"],\"ac\":[13],\"hp\":{\"average\":170,\"formula\":\"20d12 + 40\"},\"speed\":{\"walk\":40},\"str\":14,\"dex\":16,\"con\":14,\"int\":2,\"wis\":17,\"cha\":18,\"skill\":{\"perception\":\"+7\",\"stealth\":\"+11\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":17,\"vulnerable\":[\"radiant\"],\"conditionImmune\":[\"frightened\"],\"cr\":\"12\",\"trait\":[{\"name\":\"Incorporeal Movement\",\"entries\":[\"The horror can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]},{\"name\":\"Legendary Resistance (2/Day)\",\"entries\":[\"If the horror fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Shadow Stealth\",\"entries\":[\"While in dim light or darkness, the horror can take the Hide action as a bonus action.\"]},{\"name\":\"Shadow Stride\",\"entries\":[\"As a bonus action, the horror can step into a shadow within 5 feet of it and magically appear in an unoccupied space within 5 feet of a second shadow that is up to 60 feet away. Both shadows must be cast by a Medium or larger creature or object.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the horror has disadvantage on attack rolls and on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The horror makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}21 ({@damage 4d8 + 3}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}17 ({@damage 4d6 + 3}) slashing damage, and the target must succeed on a {@dc 16} Wisdom saving throw or be {@condition frightened} of the horror until the end of the target's next turn.\"]},{\"name\":\"Lashing Shadows {@recharge 5}\",\"entries\":[\"Each creature within 60 feet of the horror, except other horrors, must succeed on a {@dc 16} Dexterity saving throw or take 36 ({@damage 8d8}) necrotic damage.\"]}],\"legendary\":[{\"name\":\"Claw\",\"entries\":[\"The horror makes a weapon attack.\"]},{\"name\":\"Glide\",\"entries\":[\"The horror moves up to 20 feet without provoking opportunity attacks.\"]},{\"name\":\"Frighten Foe (Costs 2 Actions)\",\"entries\":[\"The horror targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a {@dc 16} Wisdom saving throw or be {@condition frightened} until the end of horror's next turn.\"]}],\"traitTags\":[\"Incorporeal Movement\",\"Legendary Resistances\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"N\",\"O\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Morwena Veilmist\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"AitFR-THP\",\"page\":13,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[12],\"hp\":{\"average\":55,\"formula\":\"10d8 + 10\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":14,\"con\":13,\"int\":17,\"wis\":12,\"cha\":14,\"save\":{\"int\":\"+6\",\"wis\":\"+4\"},\"skill\":{\"arcana\":\"+6\",\"history\":\"+6\"},\"passive\":10,\"languages\":[\"any four languages\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Morwena is a 10th-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 15}, {@hit 6} to hit with spell attacks). She has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell friends}\",\"{@spell mage hand}\",\"{@spell mending}\",\"{@spell message}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell charm person}*\",\"{@spell mage armor}\",\"{@spell magic missile}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell hold person}*\",\"{@spell invisibility}\",\"{@spell suggestion}*\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell fireball}\",\"{@spell haste}\",\"{@spell tongues}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell arcane eye}\",\"{@spell phantasmal killer}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell hold monster}*\"]}},\"footerEntries\":[\"*Enchantment spell of 1st level or higher\"],\"ability\":\"int\"}],\"action\":[{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands.\"]}],\"reaction\":[{\"name\":\"Instinctive Charm (Recharges after Morwena Casts an Enchantment Spell of 1st Level or Higher)\",\"entries\":[\"Morwena tries to magically divert an attack made against her, provided that the attacker is within 30 feet of her and visible to her. She must decide to do so before the attack hits or misses.\",\"The attacker must make a {@dc 15} Wisdom saving throw. On a failed save, the attacker targets the creature closest to it, other than Morwena or itself. If multiple creatures are closest, the attacker chooses which one to target.\"]}],\"attachedItems\":[\"quarterstaff|phb\"],\"languageTags\":[\"X\"],\"damageTagsSpell\":[\"F\",\"O\",\"Y\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"charmed\",\"frightened\",\"invisible\",\"paralyzed\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Usagt\",\"source\":\"AitFR-THP\",\"page\":14,\"size\":[\"M\"],\"type\":{\"type\":\"aberration\",\"tags\":[\"shapeshifter\"]},\"alignment\":[\"L\",\"N\"],\"ac\":[12],\"hp\":{\"average\":97,\"formula\":\"13d8 + 39\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":15,\"con\":16,\"int\":15,\"wis\":20,\"cha\":12,\"save\":{\"int\":\"+5\",\"wis\":\"+8\",\"cha\":\"+4\"},\"skill\":{\"history\":\"+5\",\"insight\":\"+8\",\"perception\":\"+8\",\"performance\":\"+7\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 100 ft.\"],\"passive\":18,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"languages\":[\"all\",\"telepathy 30 ft.\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The usagt's innate spellcasting ability is Charisma (spell save {@dc 15}). It can cast the following spells, requiring no spell components:\"],\"will\":[\"{@spell banishment}\",\"{@spell detect thoughts}\",\"{@spell disguise self}\"],\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Invisibility\",\"entries\":[\"The usagt's true form is {@condition invisible}.\"]},{\"name\":\"Shapechanger\",\"entries\":[\"The usagt can use its action to polymorph into a Small, Medium, or Large humanoid it has seen in person or telepathically, or back into its true form. Its statistics, other than its size, are the same in each form. While polymorphed, the usagt is not {@condition invisible}. Its new form appears to wear clothes, carry equipment, and even wield weapons, but these are all parts of the usagt itself; they vanish if dropped or removed from the creature. It can't activate, use, wield, or otherwise benefit from any of its apparent equipment. It reverts to its true form if it dies.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The usagt makes two attacks with its claws.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 (2d4 + 2) slashing damage plus 11 (2d6 + 4) psychic damage.\"]},{\"name\":\"Personal Insight\",\"entries\":[\"The usagt targets one creature it can see within 30 feet of it. The target must contest its Charisma ({@skill Deception}) check against the usagt's Wisdom ({@skill Insight}) check.\",\"The target has advantage on the roll if it is immune to being {@condition charmed}. A target can choose to fail this check.\",\"If the usagt wins, it magically learns the identity of a creature from the target's past, someone the target wishes it could speak to again or with whom the target has left something unsaid. If somehow no such creature exists in the target's past, the usagt learns that instead.\"]}],\"reaction\":[{\"name\":\"Invisibility Response (Recharges When the Usagt Uses Its Shapechanger Ability)\",\"entries\":[\"When the usagt takes damage, it can choose to revert to its default, {@condition invisible} form and move up to 15 feet without provoking opportunity attacks.\"]}],\"traitTags\":[\"Shapechanger\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"invisible\"],\"conditionInflictSpell\":[\"incapacitated\"],\"savingThrowForcedSpell\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true}]}"); JSON_DATA[`data/bestiary/bestiary-awm.json`] = JSON.parse("{\"monster\":[{\"name\":\"Big Water Slurpent\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"AWM\",\"page\":29,\"size\":[\"L\"],\"type\":\"elemental\",\"alignment\":[\"N\"],\"ac\":[13],\"hp\":{\"special\":\"58\"},\"speed\":{\"walk\":0,\"swim\":60},\"str\":17,\"dex\":16,\"con\":13,\"int\":11,\"wis\":10,\"cha\":10,\"passive\":0,\"cr\":\"3\",\"trait\":[{\"name\":\"Invisible in Water\",\"entries\":[\"The big water slurpent is {@condition invisible} while fully immersed in water.\"]},{\"name\":\"Water Bound\",\"entries\":[\"The big water slurpent dies if it leaves the water to which it is bound or if that water is destroyed.\"]}],\"action\":[{\"name\":\"Constrict\",\"entries\":[\"{@atk mw} {@hit 5} to hit, one target. {@h}13 ({@damage 3d6+3}) bludgeoning damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 13}) and pulled 5 feet toward the big water slurpent. Until this grapple ends, the target is {@condition restrained}, the big water slurpent tries to drown it, and the big water slurpent can't constrict another target.\"]}],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\",\"invisible\",\"restrained\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Birdsquirrel\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"AWM\",\"page\":30,\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[13],\"hp\":{\"special\":\"10\"},\"speed\":{\"walk\":20,\"fly\":30,\"climb\":20},\"str\":6,\"dex\":14,\"con\":13,\"int\":4,\"wis\":12,\"cha\":6,\"passive\":0,\"cr\":\"1/4\",\"trait\":[{\"name\":\"Pack Tactics\",\"entries\":[\"Birdsquirrel has advantage on an attack roll against a creature if at least one of the Birdsquirrel's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Birdsquirrel makes two attacks: one with its bite and one with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6+2}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4+2}) slashing damage.\"]}],\"traitTags\":[\"Pack Tactics\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Boontu Monkey\",\"source\":\"AWM\",\"page\":30,\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"special\":\"3\"},\"speed\":{\"walk\":20,\"climb\":20},\"str\":8,\"dex\":14,\"con\":11,\"int\":5,\"wis\":12,\"cha\":6,\"passive\":0,\"cr\":\"0\",\"trait\":[{\"name\":\"Pack Tactics\",\"entries\":[\"The Boontu monkey has advantage on an attack roll against a creature if at least one of the boontu monkey's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}1 ({@damage 1d4 ‒1}) piercing damage.\"]}],\"traitTags\":[\"Pack Tactics\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Crystal Cave Merfolk\",\"source\":\"AWM\",\"page\":31,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"merfolk\"]},\"alignment\":[\"N\"],\"ac\":[11],\"hp\":{\"special\":\"11\"},\"speed\":{\"walk\":10,\"swim\":40},\"str\":10,\"dex\":13,\"con\":12,\"int\":11,\"wis\":11,\"cha\":12,\"passive\":0,\"cr\":\"1/8\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The merfolk can breathe air and water.\"]},{\"name\":\"Siren Song\",\"entries\":[\"Lovely singing voices charm every humanoid or giant within 300 feet. The targets must succeed on a {@dc 11} Wisdom saving throw or be {@condition charmed} until the song ends.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 2} to hit, one target. {@h}3 ({@damage 1d6}) piercing damage.\"]}],\"traitTags\":[\"Amphibious\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Dankwood Hag\",\"source\":\"AWM\",\"page\":31,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"N\",\"E\"],\"ac\":[17],\"hp\":{\"special\":\"82\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":12,\"con\":16,\"int\":13,\"wis\":14,\"cha\":14,\"passive\":0,\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"will\":[\"{@spell dancing lights}\",\"{@spell minor illusion}\",\"{@spell vicious mockery}\"],\"footerEntries\":[\"The hag's spellcasting ability is Charisma\",\"(spell save {@dc 12}). It can innately cast the following spells:\"]}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The hag can breathe air and water.\"]},{\"name\":\"Mimicry (Green Hag)\",\"entries\":[\"The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 14} Wisdom ({@skill Insight}) check.\"]}],\"action\":[{\"name\":\"Illusory Appearance\",\"entries\":[\"The hag covers herself with a magical illusion that allows her to look like another creature of her general size and shape. The illusion ends when the hag chooses, or if she dies. A {@dc 20} Intelligence ({@skill Investigation}) check will expose the hag's disguise.\"]},{\"name\":\"Invisible Passage\",\"entries\":[\"The hag magically turns {@condition invisible} until she attacks or casts a spell, or until her {@status concentration} ends. While {@condition invisible}, she leaves no physical evidence of her passage, and can only be tracked by magic.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 6} to hit, one target. {@h}17 ({@damage 2d8 + 4}) slashing damage.\"]}],\"traitTags\":[\"Amphibious\",\"Mimicry\"],\"damageTags\":[\"S\"],\"damageTagsSpell\":[\"Y\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"invisible\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Dum-Dum Goblin\",\"source\":\"AWM\",\"page\":32,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"goblinoid\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[7],\"hp\":{\"special\":\"7\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":14,\"con\":10,\"int\":10,\"wis\":8,\"cha\":8,\"passive\":0,\"cr\":\"1/4\",\"trait\":[{\"name\":\"Nimble Escape\",\"entries\":[\"The goblin can take the {@action Disengage} or {@action Hide} action as a bonus action on each of its turns.\"]}],\"action\":[{\"name\":\"Catch me if you can!\",\"entries\":[\"Dum-Dum Goblins will opt to run and hide before fighting! A {@dc 15} Dexterity check must be made before they can be attacked.\"]},{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 4} to hit, one target. {@h}3 ({@damage 1d6 +2}) slashing damage.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, one target. {@h}6 ({@damage 1d6 + 2}) piercing damage.\"]}],\"attachedItems\":[\"scimitar|phb\",\"shortbow|phb\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dwarf\",\"source\":\"AWM\",\"page\":32,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"Dwarf\"]},\"alignment\":[\"L\",\"G\"],\"ac\":[10],\"hp\":{\"special\":\"30\"},\"speed\":{\"walk\":25},\"str\":16,\"dex\":13,\"con\":14,\"int\":10,\"wis\":11,\"cha\":10,\"passive\":0,\"cr\":\"1/4\",\"trait\":[{\"name\":\"Dwarven Resilience\",\"entries\":[\"They have advantage on saving throws against poison, and they have resistance to poison damage.\"]}],\"action\":[{\"name\":\"Shortbow\",\"entries\":[\"{@atk mw} {@hit 3} to hit, one target. {@h}4 ({@damage 1d6 + 1}) slashing damage.\"]}],\"attachedItems\":[\"shortbow|phb\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\",\"RNG\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Great Kroom, Purple Worm\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"AWM\",\"page\":33,\"size\":[\"G\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"special\":\"247\"},\"speed\":{\"walk\":50,\"burrow\":30},\"str\":10,\"dex\":13,\"con\":12,\"int\":11,\"wis\":11,\"cha\":12,\"passive\":0,\"cr\":\"15\",\"trait\":[{\"name\":\"Tunneler\",\"entries\":[\"The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The worm makes two attacks:\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 14} to hit, one target. {@h}22 ({@damage 3d8}) piercing damage. Target must make a {@dc 19} Dexterity save, or be swallowed by the worm!\"]},{\"name\":\"Tail Stinger\",\"entries\":[\"{@atk mw} {@hit 14} to hit, one creature. {@h}19 ({@damage 3d6 + 9}) piercing damage Target must make a {@dc 19} Constitution save, or take 42\",\"({@dice 12d6}) poison damage.\"]}],\"environment\":[\"desert\",\"underdark\"],\"traitTags\":[\"Tunneler\"],\"actionTags\":[\"Multiattack\",\"Swallow\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hangry Otyugh\",\"source\":\"AWM\",\"page\":33,\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"N\"],\"ac\":[14],\"hp\":{\"special\":\"114\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":11,\"con\":19,\"int\":6,\"wis\":13,\"cha\":6,\"passive\":0,\"cr\":\"5\",\"trait\":[{\"name\":\"Limited Telepathy\",\"entries\":[\"The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The otyugh makes three attacks:\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) piercing damage. Target must make a {@dc 15} Constitution save, or take d\",\"({@dice 1d10}) poison damage until cured.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage ,Target must make a {@dc 19} Constitution save, or take 42\",\"({@dice 12d6}) poison damage\"]},{\"name\":\"Slam\",\"entries\":[\"Target must make a {@dc 14} Constitution save, or be {@condition grappled}.\"]}],\"environment\":[\"underdark\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Hill Giant, Blorbo\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"AWM\",\"page\":34,\"size\":[\"H\"],\"type\":\"giant\",\"alignment\":[\"C\",\"E\"],\"ac\":[13],\"hp\":{\"special\":\"105\"},\"speed\":{\"walk\":40},\"str\":21,\"dex\":8,\"con\":19,\"int\":5,\"wis\":9,\"cha\":6,\"passive\":0,\"cr\":\"4\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giant makes two greatclub attacks.\"]},{\"name\":\"Greatclub\",\"entries\":[\"{@atk mw} {@hit 8} to hit, one target. {@h}18 ({@damage 3d8 + 5}) bludgeoning damage.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 8} to hit, one target. {@h}21 ({@damage 3d10 + 5}) bludgeoning damage.\"]}],\"attachedItems\":[\"greatclub|phb\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Saleeth the Couatl\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"AWM\",\"page\":34,\"size\":[\"M\"],\"type\":\"celestial\",\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"special\":\"97\"},\"speed\":{\"walk\":30,\"fly\":90},\"str\":16,\"dex\":20,\"con\":17,\"int\":18,\"wis\":20,\"cha\":18,\"passive\":0,\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The couatl's spellcasting ability is Charisma (spell save {@dc 14}). It can innately cast the following spells, requiring only verbal components:\"],\"will\":[\"{@spell detect evil and good}\",\"{@spell detect magic}\",\"{@spell detect thoughts}\"],\"daily\":{\"3e\":[\"{@spell bless}\",\"{@spell create food and water}\",\"{@spell cure wounds}\",\"{@spell lesser restoration}\",\"{@spell protection from poison}\",\"{@spell sanctuary}\",\"{@spell shield}\"],\"1e\":[\"{@spell dream}\",\"{@spell greater restoration}\",\"{@spell scrying}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Magic Weapons\",\"entries\":[\"The couatl's weapon attacks are magical.\"]},{\"name\":\"Shielded Mind\",\"entries\":[\"The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}8 ({@damage 1d6 + 5}) piercing damage, Target must make a {@dc 13} Constitution save, or fall {@condition unconscious}. Another creature can use an action to shake the target awake.\"]},{\"name\":\"Constrict\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one Medium or smaller creature. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage, Target is {@condition grappled} (escape {@dc 15}). The couatl can constrain only one target at a time.\"]},{\"name\":\"Change Shape\",\"entries\":[\"The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice).\",\"In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form.\"]}],\"traitTags\":[\"Magic Weapons\"],\"actionTags\":[\"Shapechanger\"],\"damageTags\":[\"B\",\"P\"],\"damageTagsSpell\":[\"Y\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true}]}"); JSON_DATA[`data/bestiary/bestiary-bam.json`] = JSON.parse("{\"monster\":[{\"name\":\"Aartuk Elder\",\"source\":\"BAM\",\"page\":8,\"otherSources\":[{\"source\":\"LoX\"}],\"size\":[\"L\"],\"type\":\"plant\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":75,\"formula\":\"10d10 + 20\"},\"speed\":{\"walk\":20,\"climb\":20},\"str\":18,\"dex\":10,\"con\":15,\"int\":12,\"wis\":14,\"cha\":12,\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"languages\":[\"Aartuk\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The aartuk casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save {@dc 12}):\"],\"daily\":{\"1e\":[\"{@spell calm emotions}\",\"{@spell detect magic}\",\"{@spell sending}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Spider Climb\",\"entries\":[\"The aartuk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The aartuk makes two Branch attacks, two Radiant Pellet attacks, or one of each.\"]},{\"name\":\"Branch\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage.\"]},{\"name\":\"Radiant Pellet\",\"entries\":[\"{@atk rs} {@hit 4} to hit, range 60 ft., one target. {@h}10 ({@damage 4d4}) radiant damage.\"]}],\"bonus\":[{\"name\":\"Tongue {@recharge}\",\"entries\":[\"The aartuk tries to use its gooey tongue to snare one Large or smaller creature it can see within 30 feet of itself. The target must make a {@dc 12} Dexterity saving throw. On a failed save, the target is {@condition grappled} by the tongue (escape {@dc 14}) and pulled up to 25 feet toward the aartuk. The tongue can grapple one creature at a time.\"]}],\"traitTags\":[\"Spider Climb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"R\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Aartuk Starhorror\",\"source\":\"BAM\",\"page\":9,\"otherSources\":[{\"source\":\"LoX\"}],\"size\":[\"M\"],\"type\":\"plant\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"8d8 + 16\"},\"speed\":{\"walk\":20,\"climb\":20},\"str\":12,\"dex\":10,\"con\":14,\"int\":13,\"wis\":16,\"cha\":10,\"skill\":{\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Aartuk\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The aartuk casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability:\"],\"daily\":{\"1e\":[\"{@spell revivify}\",\"{@spell speak with plants}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Spider Climb\",\"entries\":[\"The aartuk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The aartuk makes two Branch attacks, two Radiant Pellet attacks, or one of each.\"]},{\"name\":\"Branch\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 10 ft., one target. {@h}8 ({@damage 2d6 + 1}) bludgeoning damage.\"]},{\"name\":\"Radiant Pellet\",\"entries\":[\"{@atk rs} {@hit 2} to hit, range 60 ft., one target. {@h}7 ({@damage 3d4}) radiant damage.\"]}],\"bonus\":[{\"name\":\"Rally the Troops (1/Day)\",\"entries\":[\"The aartuk magically ends the {@condition charmed} and {@condition frightened} conditions on itself and each creature of its choice that it can see within 30 feet of itself.\"]},{\"name\":\"Tongue {@recharge}\",\"entries\":[\"The aartuk tries to use its gooey tongue to snare one Medium or smaller creature it can see within 30 feet of itself. The target must make a {@dc 12} Dexterity saving throw. On a failed save, the target is {@condition grappled} by the tongue (escape {@dc 11}) and pulled up to 25 feet toward the aartuk. The tongue can grapple one creature at a time.\"]}],\"traitTags\":[\"Spider Climb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"R\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Aartuk Weedling\",\"source\":\"BAM\",\"page\":9,\"otherSources\":[{\"source\":\"LoX\"}],\"size\":[\"M\"],\"type\":\"plant\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":38,\"formula\":\"7d8 + 7\"},\"speed\":{\"walk\":20,\"climb\":20},\"str\":14,\"dex\":12,\"con\":13,\"int\":10,\"wis\":13,\"cha\":10,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"languages\":[\"Aartuk\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Spider Climb\",\"entries\":[\"The aartuk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The aartuk makes two Branch attacks, two Radiant Pellet attacks, or one of each.\"]},{\"name\":\"Branch\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 10 ft., one target. {@h}8 ({@damage 2d6 + 2}) bludgeoning damage.\"]},{\"name\":\"Radiant Pellet\",\"entries\":[\"{@atk rs} {@hit 3} to hit, range 60 ft., one target. {@h}7 ({@damage 3d4 + 1}) radiant damage.\"]}],\"bonus\":[{\"name\":\"Tongue {@recharge}\",\"entries\":[\"The aartuk tries to use its gooey tongue to snare one Medium or smaller creature it can see within 30 feet of itself. The target must make a {@dc 11} Dexterity saving throw. On a failed save, the target is {@condition grappled} by the tongue (escape {@dc 12}) and pulled up to 25 feet toward the aartuk. The tongue can grapple one creature at a time.\"]}],\"traitTags\":[\"Spider Climb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"R\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Adult Lunar Dragon\",\"source\":\"BAM\",\"page\":34,\"otherSources\":[{\"source\":\"LoX\"},{\"source\":\"VEoR\"}],\"size\":[\"H\"],\"type\":\"dragon\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":172,\"formula\":\"15d12 + 75\"},\"speed\":{\"walk\":40,\"burrow\":20,\"fly\":80},\"str\":23,\"dex\":12,\"con\":20,\"int\":10,\"wis\":13,\"cha\":15,\"save\":{\"con\":\"+10\",\"wis\":\"+6\"},\"skill\":{\"perception\":\"+11\",\"stealth\":\"+11\"},\"senses\":[\"darkvision 240 ft.\"],\"passive\":21,\"immune\":[\"cold\"],\"languages\":[\"Draconic\"],\"cr\":\"13\",\"trait\":[{\"name\":\"Legendary Resistance (2/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a 15-foot-diameter tunnel in its wake.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The dragon doesn't require air.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d6 + 6}) piercing damage plus 3 ({@damage 1d6}) cold damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 15 ft., one target. {@h}13 ({@damage 2d6 + 6}) bludgeoning damage.\"]},{\"name\":\"Cold Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a blast of frost in a 60-foot cone. Each creature in the cone must make a {@dc 18} Constitution saving throw. On a failed save, the creature takes 36 ({@damage 8d8}) cold damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, the creature takes half as much damage, and its speed isn't reduced.\"]}],\"bonus\":[{\"name\":\"Phase (3/Day)\",\"entries\":[\"The dragon becomes partially incorporeal for as long as it maintains {@status concentration} on the effect (as if {@status concentration||concentrating} on a spell). While partially incorporeal, the dragon has resistance to bludgeoning, piercing, and slashing damage.\"]}],\"legendaryActions\":2,\"legendary\":[{\"name\":\"Tail Attack\",\"entries\":[\"The dragon makes one Tail attack.\"]},{\"name\":\"Treacherous Ice\",\"entries\":[\"Magical ice covers the ground in a 20-foot radius centered on a point the dragon can see within 120 feet of itself. The ice, which is difficult terrain for all creatures except lunar dragons, lasts for 10 minutes or until the dragon uses this legendary action again.\"]}],\"legendaryGroup\":{\"name\":\"Lunar Dragon\",\"source\":\"BAM\"},\"dragonAge\":\"adult\",\"traitTags\":[\"Legendary Resistances\",\"Tunneler\",\"Unusual Nature\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"B\",\"C\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Adult Solar Dragon\",\"source\":\"BAM\",\"page\":52,\"size\":[\"H\"],\"type\":\"dragon\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":200,\"formula\":\"16d12 + 96\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":90,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":24,\"dex\":15,\"con\":22,\"int\":15,\"wis\":16,\"cha\":14,\"save\":{\"dex\":\"+7\",\"con\":\"+11\",\"wis\":\"+8\",\"cha\":\"+7\"},\"skill\":{\"perception\":\"+13\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 180 ft.\"],\"passive\":23,\"immune\":[\"radiant\"],\"conditionImmune\":[\"blinded\"],\"languages\":[\"Draconic\"],\"cr\":\"14\",\"trait\":[{\"name\":\"Flyby\",\"entries\":[\"The dragon doesn't provoke opportunity attacks when it flies out of an enemy's reach.\"]},{\"name\":\"Legendary Resistance (2/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Nebulous Thoughts\",\"entries\":[\"Magical attempts to read the dragon's mind or glean its thoughts fail automatically.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The dragon deals double damage to objects and structures.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The dragon doesn't require air.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes one Bite attack and one Tail attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 15 ft., one target. {@h}14 ({@damage 2d6 + 7}) piercing damage plus 7 ({@damage 2d6}) radiant damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 20 ft., one target. {@h}10 ({@damage 1d6 + 7}) bludgeoning damage.\"]},{\"name\":\"Photonic Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a flashing mote of radiant energy that travels to a point the dragon can see within 180 feet of itself, then blossoms into a 30-foot-radius sphere centered on that point. Each creature in the sphere must make a {@dc 19} Constitution saving throw, taking 55 ({@damage 10d10}) radiant damage on a failed save, or half as much damage on a successful one.\"]}],\"legendary\":[{\"name\":\"Tail Attack\",\"entries\":[\"The dragon makes one Tail attack.\"]},{\"name\":\"Burst of Light (Costs 2 Actions)\",\"entries\":[\"The dragon emits magical light in a 30-foot-radius sphere centered on itself. Each creature in this area must succeed on a {@dc 23} Wisdom saving throw or be {@condition blinded} until the end of its next turn.\"]}],\"legendaryGroup\":{\"name\":\"Solar Dragon\",\"source\":\"BAM\"},\"dragonAge\":\"adult\",\"traitTags\":[\"Flyby\",\"Legendary Resistances\",\"Siege Monster\",\"Unusual Nature\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"B\",\"P\",\"R\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ancient Lunar Dragon\",\"source\":\"BAM\",\"page\":32,\"size\":[\"G\"],\"type\":\"dragon\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":297,\"formula\":\"17d20 + 119\"},\"speed\":{\"walk\":40,\"burrow\":20,\"fly\":80},\"str\":27,\"dex\":12,\"con\":24,\"int\":12,\"wis\":15,\"cha\":17,\"save\":{\"con\":\"+13\",\"wis\":\"+8\"},\"skill\":{\"perception\":\"+14\",\"stealth\":\"+13\"},\"senses\":[\"darkvision 240 ft.\"],\"passive\":24,\"immune\":[\"cold\"],\"languages\":[\"Draconic\"],\"cr\":\"19\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a 20-foot-diameter tunnel in its wake.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The dragon doesn't require air.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 15 ft., one target. {@h}15 ({@damage 2d6 + 8}) piercing damage plus 7 ({@damage 2d6}) cold damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d6 + 8}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 20 ft., one target. {@h}15 ({@damage 2d6 + 8}) bludgeoning damage.\"]},{\"name\":\"Cold Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a blast of frost in a 90-foot cone. Each creature in the cone must make a {@dc 21} Constitution saving throw. On a failed save, the creature takes 36 ({@damage 8d8}) cold damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, the creature takes half as much damage, and its speed isn't reduced.\"]}],\"bonus\":[{\"name\":\"Phase (3/Day)\",\"entries\":[\"The dragon becomes partially incorporeal for as long as it maintains {@status concentration} on the effect (as if {@status concentration||concentrating} on a spell). While partially incorporeal, the dragon has resistance to bludgeoning, piercing, and slashing damage.\"]}],\"legendary\":[{\"name\":\"Tail Attack\",\"entries\":[\"The dragon makes one Tail attack.\"]},{\"name\":\"Treacherous Ice\",\"entries\":[\"Magical ice covers the ground in a 20-foot radius centered on a point the dragon can see within 120 feet of itself. The ice, which is difficult terrain for all creatures except lunar dragons, lasts for 10 minutes or until the dragon uses this legendary action again.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a {@dc 21} Dexterity saving throw or take 12 ({@damage 1d8 + 8}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its speed without provoking opportunity attacks.\"]}],\"legendaryGroup\":{\"name\":\"Lunar Dragon\",\"source\":\"BAM\"},\"dragonAge\":\"ancient\",\"traitTags\":[\"Legendary Resistances\",\"Tunneler\",\"Unusual Nature\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"B\",\"C\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ancient Solar Dragon\",\"source\":\"BAM\",\"page\":50,\"size\":[\"G\"],\"type\":\"dragon\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":425,\"formula\":\"23d20 + 184\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":120,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":28,\"dex\":15,\"con\":26,\"int\":17,\"wis\":18,\"cha\":16,\"save\":{\"dex\":\"+9\",\"con\":\"+15\",\"wis\":\"+11\",\"cha\":\"+10\"},\"skill\":{\"perception\":\"+18\",\"stealth\":\"+9\"},\"senses\":[\"darkvision 240 ft.\"],\"passive\":28,\"immune\":[\"radiant\"],\"conditionImmune\":[\"blinded\"],\"languages\":[\"Draconic\"],\"cr\":\"21\",\"trait\":[{\"name\":\"Flyby\",\"entries\":[\"The dragon doesn't provoke opportunity attacks when it flies out of an enemy's reach.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Nebulous Thoughts\",\"entries\":[\"Magical attempts to read the dragon's mind or glean its thoughts fail automatically.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The dragon deals double damage to objects and structures.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The dragon doesn't require air.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes one Bite attack and one Tail attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 20 ft., one target. {@h}19 ({@damage 3d6 + 9}) piercing damage plus 10 ({@damage 3d6}) radiant damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 20 ft., one target. {@h}13 ({@damage 1d8 + 9}) bludgeoning damage.\"]},{\"name\":\"Photonic Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a flashing mote of radiant energy that travels to a point the dragon can see within 240 feet of itself, then blossoms into a 40-foot-radius sphere centered on that point. Each creature in the sphere must make a {@dc 23} Constitution saving throw, taking 66 ({@damage 12d10}) radiant damage on a failed save, or half as much damage on a successful one.\"]}],\"legendary\":[{\"name\":\"Tail Attack\",\"entries\":[\"The dragon makes one Tail attack.\"]},{\"name\":\"Blinding Brilliance (Costs 2 Actions)\",\"entries\":[\"The dragon emits magical light in a 30-foot-radius sphere centered on itself. Each creature in this area must succeed on a {@dc 23} Wisdom saving throw or be {@condition blinded} until the end of its next turn.\"]}],\"legendaryGroup\":{\"name\":\"Solar Dragon\",\"source\":\"BAM\"},\"dragonAge\":\"ancient\",\"traitTags\":[\"Flyby\",\"Legendary Resistances\",\"Siege Monster\",\"Unusual Nature\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"B\",\"P\",\"R\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Astral Elf Aristocrat\",\"source\":\"BAM\",\"page\":11,\"otherSources\":[{\"source\":\"LoX\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"wizard\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item elven chain}\"]}],\"hp\":{\"average\":103,\"formula\":\"23d8\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":14,\"con\":10,\"int\":21,\"wis\":18,\"cha\":18,\"save\":{\"int\":\"+8\",\"wis\":\"+7\",\"cha\":\"+7\"},\"skill\":{\"arcana\":\"+8\",\"deception\":\"+7\",\"insight\":\"+7\",\"persuasion\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Celestial\",\"Common\",\"Draconic\",\"Elvish\"],\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The elf casts one of the following spells, using Intelligence as the spellcasting ability:\"],\"daily\":{\"1e\":[\"{@spell fly}\",\"{@spell mislead}\",\"{@spell sending}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"The elf has advantage on saving throws it makes to avoid or end the {@condition charmed} condition on itself, and magic can't put it to sleep.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"The elf wears a suit of {@item elven chain}.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The elf doesn't require sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The elf makes two Scimitar attacks and uses Radiant Beam (if available).\"]},{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage plus 10 ({@damage 3d6}) radiant damage.\"]},{\"name\":\"Radiant Beam (3/Day)\",\"entries\":[\"A magical beam of radiance flashes out from the elf's hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a {@dc 16} Constitution saving throw, taking 18 ({@damage 4d8}) radiant damage on a failed save, or half as much damage on a successful one.\"]}],\"bonus\":[{\"name\":\"Starlight Step (3/Day)\",\"entries\":[\"The elf magically teleports up to 30 feet, along with anything it is wearing or carrying, to an unoccupied space it can see.\"]},{\"name\":\"Summon Solar Dragon (1/Day)\",\"entries\":[\"The elf has a 50 percent chance of magically summoning a {@creature young solar dragon|BAM}. A summoned dragon appears in an unoccupied space that the summoner can see, acts on its own initiative count, and is an ally of its summoner. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.\"]}],\"attachedItems\":[\"scimitar|phb\"],\"traitTags\":[\"Fey Ancestry\",\"Unusual Nature\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\",\"DR\",\"E\"],\"damageTags\":[\"R\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"blinded\",\"deafened\",\"invisible\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Astral Elf Commander\",\"source\":\"BAM\",\"page\":12,\"otherSources\":[{\"source\":\"LoX\"}],\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item half plate armor|PHB|half plate}\"]}],\"hp\":{\"average\":143,\"formula\":\"26d8 + 26\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":15,\"con\":13,\"int\":18,\"wis\":18,\"cha\":18,\"save\":{\"dex\":\"+5\",\"con\":\"+4\",\"wis\":\"+7\",\"cha\":\"+7\"},\"skill\":{\"deception\":\"+7\",\"history\":\"+7\",\"intimidation\":\"+7\",\"survival\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Celestial\",\"Common\",\"Elvish\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The elf casts the following spell, using Wisdom as the spellcasting ability:\"],\"daily\":{\"2\":[\"{@spell teleport}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"The elf has advantage on saving throws it makes to avoid or end the {@condition charmed} condition on itself, and magic can't put it to sleep.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The elf doesn't require sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The elf makes two Longsword or Longbow attacks.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) slashing damage, or 6 ({@damage 1d10 + 1}) slashing damage when used with two hands, plus 14 ({@damage 4d6}) radiant damage.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage plus 14 ({@damage 4d6}) radiant damage.\"]}],\"attachedItems\":[\"longbow|phb\",\"longsword|phb\"],\"traitTags\":[\"Fey Ancestry\",\"Unusual Nature\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\",\"E\"],\"damageTags\":[\"P\",\"R\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Astral Elf Honor Guard\",\"source\":\"BAM\",\"page\":12,\"otherSources\":[{\"source\":\"LoX\"}],\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item half plate armor|PHB|half plate}\"]}],\"hp\":{\"average\":93,\"formula\":\"17d8 + 17\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":15,\"con\":12,\"int\":17,\"wis\":16,\"cha\":16,\"save\":{\"wis\":\"+6\",\"cha\":\"+6\"},\"skill\":{\"intimidation\":\"+6\",\"perception\":\"+6\",\"survival\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":16,\"languages\":[\"Celestial\",\"Common\",\"Elvish\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"The elf has advantage on saving throws it makes to avoid or end the {@condition charmed} condition on itself, and magic can't put it to sleep.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The elf doesn't require sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The elf makes two Longsword or Radiant Ray attacks.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d8 + 2}) slashing damage, or 13 ({@damage 2d10 + 2}) slashing damage when used with two hands, plus 10 ({@damage 3d6}) radiant damage.\"]},{\"name\":\"Radiant Ray\",\"entries\":[\"{@atk rs} {@hit 6} to hit, range 120 ft., one target. {@h}22 ({@damage 4d10}) radiant damage.\"]}],\"attachedItems\":[\"longsword|phb\"],\"traitTags\":[\"Fey Ancestry\",\"Unusual Nature\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\",\"E\"],\"damageTags\":[\"R\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Astral Elf Star Priest\",\"source\":\"BAM\",\"page\":13,\"otherSources\":[{\"source\":\"LoX\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"cleric\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item chain shirt|phb}\"]}],\"hp\":{\"average\":90,\"formula\":\"20d8\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":11,\"con\":10,\"int\":16,\"wis\":20,\"cha\":17,\"save\":{\"int\":\"+6\",\"wis\":\"+8\",\"cha\":\"+6\"},\"skill\":{\"medicine\":\"+8\",\"religion\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"languages\":[\"Celestial\",\"Common\",\"Elvish\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The elf casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 16}):\"],\"daily\":{\"2e\":[\"{@spell cure wounds} (8th-level version)\",\"{@spell hold person}\"],\"1e\":[\"{@spell divination}\",\"{@spell sending}\",\"{@spell word of recall}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"The elf has advantage on saving throws it makes to avoid or end the {@condition charmed} condition on itself, and magic can't put it to sleep.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The elf doesn't require sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The elf makes two Morningstar attacks. It can use Rain of Radiance in place of one of these attacks.\"]},{\"name\":\"Morningstar\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d8}) piercing damage plus 17 ({@damage 5d6}) radiant damage.\"]},{\"name\":\"Rain of Radiance\",\"entries\":[\"Magical, flame-like radiance rains down on a creature that the elf can see within 60 feet of itself. The target must make a {@dc 16} Dexterity saving throw, taking 22 ({@damage 5d8}) radiant damage on a failed save, or half as much damage on a successful one.\"]}],\"bonus\":[{\"name\":\"Starlight Step (2/Day)\",\"entries\":[\"The elf magically teleports up to 30 feet, along with anything it is wearing or carrying, to an unoccupied space it can see.\"]}],\"attachedItems\":[\"morningstar|phb\"],\"traitTags\":[\"Fey Ancestry\",\"Unusual Nature\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\",\"E\"],\"damageTags\":[\"P\",\"R\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"paralyzed\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Astral Elf Warrior\",\"source\":\"BAM\",\"page\":13,\"otherSources\":[{\"source\":\"LoX\"}],\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item breastplate|PHB}\"]}],\"hp\":{\"average\":58,\"formula\":\"13d8\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":15,\"con\":10,\"int\":16,\"wis\":16,\"cha\":15,\"save\":{\"dex\":\"+4\",\"wis\":\"+5\"},\"skill\":{\"intimidation\":\"+4\",\"survival\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Celestial\",\"Common\",\"Elvish\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"The elf has advantage on saving throws it makes to avoid or end the {@condition charmed} condition on itself, and magic can't put it to sleep.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The elf doesn't require sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The elf makes two Longsword or Longbow attacks.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) slashing damage, or 6 ({@damage 1d10 + 1}) slashing damage when used with two hands, plus 10 ({@damage 3d6}) radiant damage.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage plus 10 ({@damage 3d6}) radiant damage.\"]}],\"attachedItems\":[\"longbow|phb\",\"longsword|phb\"],\"traitTags\":[\"Fey Ancestry\",\"Unusual Nature\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\",\"E\"],\"damageTags\":[\"P\",\"R\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Autognome\",\"source\":\"BAM\",\"page\":13,\"otherSources\":[{\"source\":\"LoX\"}],\"size\":[\"S\"],\"type\":\"construct\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":39,\"formula\":\"6d6 + 18\"},\"speed\":{\"walk\":20},\"str\":13,\"dex\":6,\"con\":16,\"int\":4,\"wis\":11,\"cha\":6,\"save\":{\"con\":\"+5\",\"wis\":\"+2\",\"cha\":\"+0\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"poison\"],\"conditionImmune\":[\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"Common\",\"Gnomish\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Malfunction\",\"entries\":[\"Whenever the autognome takes 15 damage or more from a single source and isn't reduced to 0 hit points by that damage, roll a {@dice d20} to determine if it suffers a malfunction:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"1-10: \\\"All Fine Here!\\\"\",\"entries\":[\"No malfunction occurs.\"]},{\"type\":\"item\",\"name\":\"11-12: \\\"My Mind Is Going. I Can Feel It.\\\"\",\"entries\":[\"The autognome is {@condition incapacitated} for 1 minute.\"]},{\"type\":\"item\",\"name\":\"13-14: \\\"You've Disarmed Me!\\\"\",\"entries\":[\"One of the autognome's arms falls off, reducing the number of Shock attacks it can make by 1 until a creature uses an action to reattach the arm.\"]},{\"type\":\"item\",\"name\":\"15-16: \\\"Who Turned Out the Lights?\\\"\",\"entries\":[\"The autognome's head falls off and deactivates, causing the autognome to be {@condition blinded} and {@condition deafened} until a creature uses an action to reattach the head, which reactivates it.\"]},{\"type\":\"item\",\"name\":\"17-20: \\\"Have a Magical Day!\\\"\",\"entries\":[\"The autognome explodes and is destroyed. Each creature within 20 feet of the exploding autognome must make a {@dc 11} Dexterity saving throw, taking 22 ({@damage 4d10}) slashing damage on a failed save, or half as much damage on a successful one.\"]},{\"type\":\"item\",\"name\":\"Unusual Nature\",\"entries\":[\"The autognome doesn't require air, food, drink, or sleep.\"]}]}]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The autognome makes two Shock attacks.\"]},{\"name\":\"Shock\",\"entries\":[\"{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 60 ft., one target. {@h}7 ({@damage 2d6}) lightning damage.\"]}],\"traitTags\":[\"Unusual Nature\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"G\"],\"damageTags\":[\"L\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"B'rohg\",\"source\":\"BAM\",\"page\":16,\"otherSources\":[{\"source\":\"LoX\"}],\"size\":[\"H\"],\"type\":\"giant\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":92,\"formula\":\"8d12 + 40\"},\"speed\":{\"walk\":40},\"str\":21,\"dex\":14,\"con\":21,\"int\":5,\"wis\":10,\"cha\":7,\"skill\":{\"athletics\":\"+8\",\"survival\":\"+6\"},\"passive\":10,\"cr\":\"6\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The b'rohg makes four Fist attacks or two Rock attacks.\"]},{\"name\":\"Fist\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 60/240 ft., one target. {@h}23 ({@damage 4d8 + 5}) bludgeoning damage.\"]},{\"name\":\"Hideous Rend\",\"entries\":[\"The b'rohg uses all four of its hands to target one Large or smaller creature it can see within 10 feet of itself. The target must succeed on a {@dc 16} Dexterity saving throw or be {@condition grappled} (escape {@dc 16}). Until this grapple ends, the b'rohg can't make Fist attacks or Rock attacks, and the target takes 49 ({@damage 8d10 + 5}) bludgeoning damage at the start of each of its turns. A creature reduced to 0 hit points by this damage is ripped into four pieces.\"]}],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"grappled\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Braxat\",\"source\":\"BAM\",\"page\":15,\"otherSources\":[{\"source\":\"LoX\"}],\"size\":[\"H\"],\"type\":\"giant\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":18,\"from\":[\"natural armor\",\"intellect fortress\"]}],\"hp\":{\"average\":162,\"formula\":\"13d12 + 78\"},\"speed\":{\"walk\":40},\"str\":26,\"dex\":8,\"con\":22,\"int\":14,\"wis\":13,\"cha\":7,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"immune\":[\"acid\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common\",\"Giant\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The braxat casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 14}):\"],\"daily\":{\"1e\":[\"{@spell compulsion}\",\"{@spell fear}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Intellect Fortress\",\"entries\":[\"The braxat's AC includes its Intelligence modifier.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The braxat makes two Greatclub attacks.\"]},{\"name\":\"Greatclub\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d8 + 8}) bludgeoning damage.\"]},{\"name\":\"Acid Breath {@recharge}\",\"entries\":[\"The braxat exhales a 15-foot cone of acid. Each creature in the cone must make a {@dc 18} Constitution saving throw, taking 26 ({@damage 4d12}) acid damage on a failed save, or half as much damage on a successful one.\"]}],\"reaction\":[{\"name\":\"Psionic Shield (3/Day)\",\"entries\":[\"When the braxat would be hit by an attack roll or a {@spell magic missile} spell that originates from a source the braxat can see, the braxat can create an {@condition invisible} barrier of magical force around itself that lasts until the start of its next turn. This barrier gives the braxat a +5 bonus to AC, including against the triggering attack, and prevents {@spell magic missile} spells from damaging it.\"]}],\"attachedItems\":[\"greatclub|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"A\",\"B\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RCH\"],\"conditionInflictSpell\":[\"frightened\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Brown Scavver\",\"source\":\"BAM\",\"page\":49,\"otherSources\":[{\"source\":\"LoX\"}],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":51,\"formula\":\"6d10 + 18\"},\"speed\":{\"walk\":0,\"fly\":40},\"str\":18,\"dex\":15,\"con\":17,\"int\":1,\"wis\":10,\"cha\":1,\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"cr\":\"4\",\"trait\":[{\"name\":\"Unusual Nature\",\"entries\":[\"The scavver doesn't require air.\"]}],\"action\":[{\"name\":\"Swallowing Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage. If the target is a Medium or smaller creature, it must succeed on a {@dc 13} Dexterity saving throw or be swallowed by the scavver. The scavver can have one creature swallowed at a time.\",\"A swallowed creature is {@condition blinded} and {@condition restrained}, has {@quickref Cover||3||total cover} against attacks and other effects outside the scavver, and takes 13 ({@damage 3d8}) poison damage at the start of each of the scavver's turns from the poisonous gas in the scavver's gullet.\",\"If the scavver takes 15 damage or more on a single turn from a creature inside it, the scavver must succeed on a {@dc 20} Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls {@condition prone} in a space within 10 feet of the scavver. If the scavver dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 10 feet of movement, exiting {@condition prone}.\"]}],\"traitTags\":[\"Unusual Nature\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Swallow\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"blinded\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Chwinga Astronaut\",\"source\":\"BAM\",\"page\":17,\"size\":[\"T\"],\"type\":\"elemental\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[15],\"hp\":{\"average\":7,\"formula\":\"3d4\"},\"speed\":{\"walk\":20,\"climb\":20,\"swim\":20},\"str\":1,\"dex\":20,\"con\":10,\"int\":14,\"wis\":16,\"cha\":16,\"skill\":{\"acrobatics\":\"+7\",\"perception\":\"+7\",\"stealth\":\"+7\"},\"senses\":[\"blindsight 60 ft.\"],\"passive\":17,\"cr\":\"0\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The chwinga casts one of the following spells, requiring no material or verbal components and using Charisma as the spellcasting ability:\"],\"will\":[\"{@spell druidcraft}\",\"{@spell guidance}\",\"{@spell pass without trace}\",\"{@spell resistance}\"],\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Evasion\",\"entries\":[\"When the chwinga is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails, provided it isn't {@condition incapacitated}.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The chwinga doesn't require air, food, or drink. When it dies, it turns into a tiny pile of moondust, a cloud of glittering spores, a statuette resembling its former self, a chunk of ice, or a sponge shaped like a dodecahedron (DM's choice).\"]}],\"action\":[{\"name\":\"Magical Gift (1/Day)\",\"entries\":[\"The chwinga targets a Humanoid it can see within 5 feet of itself. The target gains a {@filter supernatural charm|rewards|type=charm} of the DM's choice. See {@book chapter 7|DMG|7|Other Rewards} for more information on supernatural charms.\"]},{\"name\":\"Natural Shelter\",\"entries\":[\"The chwinga takes shelter inside a rock, a bush, a tree, or a natural source of fresh water in its space. The chwinga can't be targeted by any attack, spell, or other effect while it is magically protected in this way, and the shelter doesn't impair the chwinga's blindsight. The chwinga can use its action to emerge from a shelter. If its shelter is destroyed, the chwinga is forced out and appears in the shelter's space, but is otherwise unharmed.\"]}],\"traitTags\":[\"Unusual Nature\"],\"senseTags\":[\"B\"],\"spellcastingTags\":[\"O\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cosmic Horror\",\"source\":\"BAM\",\"page\":18,\"otherSources\":[{\"source\":\"VEoR\"}],\"size\":[\"G\"],\"type\":\"aberration\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":280,\"formula\":\"16d20 + 112\"},\"speed\":{\"walk\":50,\"fly\":100},\"str\":27,\"dex\":10,\"con\":25,\"int\":24,\"wis\":15,\"cha\":24,\"save\":{\"int\":\"+13\",\"wis\":\"+8\",\"cha\":\"+13\"},\"senses\":[\"darkvision 240 ft.\"],\"passive\":12,\"immune\":[\"acid\",\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Deep Speech\",\"telepathy 240 ft.\"],\"cr\":\"18\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the horror fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The horror doesn't require air.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The horror makes one Bite attack and two Tentacle attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}22 ({@damage 4d6 + 8}) piercing damage.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 30 ft., one target. {@h}18 ({@damage 3d6 + 8}) force damage, and if the target is a creature, it is {@condition grappled} (escape {@dc 18}). Until this grapple ends, the horror can't use this tentacle against other targets. The horror has {@dice 1d8 + 1} tentacles, each of which can grapple one target.\"]},{\"name\":\"Psychic Whispers {@recharge 5}\",\"entries\":[\"The horror emits dreadful whispers in a 60-foot-radius sphere centered on itself. Each creature in the sphere that isn't an Aberration must make a {@dc 21} Wisdom saving throw, taking 33 ({@damage 6d10}) psychic damage on a failed save, or half as much damage on a successful one.\"]}],\"legendary\":[{\"name\":\"Crushing Tentacle\",\"entries\":[\"The horror crushes one creature it is grappling. The {@condition grappled} creature must make a {@dc 22} Constitution saving throw, taking 18 ({@damage 3d6 + 8}) force damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Poison Jet (Costs 2 Actions)\",\"entries\":[\"Foul gas squirts from the horror in a 30-foot line that is 5 feet wide. Each creature in the line must succeed on a {@dc 21} Constitution saving throw or take 14 ({@damage 4d6}) poison damage.\"]},{\"name\":\"Teleport (Costs 2 Actions)\",\"entries\":[\"The horror teleports, along with any creatures it is grappling, to an unoccupied space it can see within 120 feet of itself.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Unusual Nature\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"DS\",\"TP\"],\"damageTags\":[\"I\",\"O\",\"P\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dohwar\",\"source\":\"BAM\",\"page\":19,\"otherSources\":[{\"source\":\"LoX\"}],\"size\":[\"S\"],\"type\":\"fey\",\"alignment\":[\"A\"],\"ac\":[11],\"hp\":{\"average\":10,\"formula\":\"3d6\"},\"speed\":{\"walk\":20,\"swim\":20},\"str\":5,\"dex\":12,\"con\":11,\"int\":11,\"wis\":14,\"cha\":13,\"save\":{\"dex\":\"+3\",\"wis\":\"+4\"},\"skill\":{\"deception\":\"+3\",\"insight\":\"+4\",\"persuasion\":\"+3\"},\"passive\":12,\"languages\":[\"Common\",\"Dohwar\",\"telepathy 30 ft. (see also Merging below)\"],\"cr\":\"0\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dohwar casts the following spell, requiring no spell components and using Charisma as the spellcasting ability (spell save {@dc 11}):\"],\"daily\":{\"3\":[\"{@spell detect thoughts}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Merging\",\"entries\":[\"Two dohwars can have a telepathic conversation with each other and a third willing creature of their choice, provided all three are within 30 feet of one another.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage.\"]}],\"languageTags\":[\"C\",\"TP\"],\"damageTags\":[\"P\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"MW\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Esthetic\",\"source\":\"BAM\",\"page\":20,\"otherSources\":[{\"source\":\"LoX\"}],\"size\":[\"G\"],\"type\":\"aberration\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":217,\"formula\":\"14d20 + 70\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":60,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":24,\"dex\":8,\"con\":20,\"int\":1,\"wis\":10,\"cha\":1,\"senses\":[\"blindsight 300 ft. (blind beyond this radius)\"],\"passive\":12,\"immune\":[\"acid\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"petrified\",\"prone\"],\"cr\":\"12\",\"trait\":[{\"name\":\"Bioluminescence\",\"entries\":[\"While it has at least 1 hit point, the esthetic sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and its interior compartments are dimly lit.\"]},{\"name\":\"Spelljamming\",\"entries\":[\"The esthetic has the properties of a spelljamming helm (see the Astral Adventurer's Guide), but only its reigar creator can attune to it.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The esthetic doesn't require air, food, or drink.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The esthetic makes two Tentacle attacks.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 30 ft., one target. {@h}17 ({@damage 3d6 + 7}) force damage, and if the target is a creature, it is {@condition grappled} (escape {@dc 17}). Until this grapple ends, the creature takes 18 ({@damage 4d8}) acid damage at the start of each of its turns, and the esthetic can't use this tentacle against other targets. The esthetic has {@dice 1d4 × 2} tentacles, each of which can grapple one target.\"]}],\"bonus\":[{\"name\":\"Jammerscream {@recharge}\",\"entries\":[\"The esthetic targets one spelljamming ship within 300 feet of itself, magically suppressing the properties of the ship's spelljamming helm for {@dice 2d10} days. If the ship has more than one helm aboard it, randomly determine which helm is affected. A creature attuned to that helm can choose to make a {@dc 17} Charisma saving throw. On a failed save, the creature takes 42 ({@damage 12d6}) psychic damage, and the helm is suppressed for {@dice 2d10} hours instead of {@dice 2d10} days. On a successful save, the creature takes half as much damage, and the helm is suppressed for {@dice 2d10} minutes instead of {@dice 2d10} days.\"]}],\"traitTags\":[\"Unusual Nature\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"damageTags\":[\"A\",\"O\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\"],\"savingThrowForced\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Eye Monger\",\"source\":\"BAM\",\"page\":21,\"otherSources\":[{\"source\":\"VEoR\"}],\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":149,\"formula\":\"13d10 + 78\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":20,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":21,\"dex\":6,\"con\":23,\"int\":7,\"wis\":13,\"cha\":7,\"senses\":[\"darkvision 120 ft.\",\"blindsight 120 ft. while the eye monger's eye is closed\"],\"passive\":11,\"languages\":[\"Deep Speech\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Antimagic Gullet\",\"entries\":[\"Magical effects, including those produced by spells and magic items but excluding those created by artifacts or deities, are suppressed inside the eye monger's gullet. Any spell slot or charge expended by a creature in the gullet to cast a spell or activate a property of a magic item is wasted. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration. No spell or magical effect that originates outside the eye monger's gullet, except one created by an artifact or a deity, can affect a creature or an object inside the gullet.\"]},{\"name\":\"False Appearance\",\"entries\":[\"If the eye monger is motionless and has its eye and mouth closed at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the eye monger move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the eye monger is animate.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The eye monger doesn't require air.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage, and if the target is a Medium or smaller creature, it must succeed on a {@dc 18} Dexterity saving throw or be swallowed by the eye monger and deposited in the eye monger's gullet (see Antimagic Gullet). The eye monger can swallow one creature at a time. A swallowed creature is {@condition blinded} and {@condition restrained}, has {@quickref Cover||3||total cover} against attacks and other effects originating outside the eye monger, and takes 35 ({@damage 10d6}) acid damage at the start of each of its turns.\",\"If the eye monger takes 25 damage or more on a single turn from a creature inside its gullet, the eye monger regurgitates the swallowed creature, which falls {@condition prone} in a space within 10 feet of the eye monger. If the eye monger dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 10 feet of movement, exiting {@condition prone}.\"]}],\"traitTags\":[\"False Appearance\",\"Unusual Nature\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Swallow\"],\"languageTags\":[\"DS\"],\"damageTags\":[\"A\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"blinded\",\"restrained\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Feyr\",\"source\":\"BAM\",\"page\":22,\"otherSources\":[{\"source\":\"BMT\"}],\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":88,\"formula\":\"16d10\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":50,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":16,\"dex\":16,\"con\":11,\"int\":14,\"wis\":14,\"cha\":11,\"save\":{\"int\":\"+5\",\"wis\":\"+5\"},\"skill\":{\"perception\":\"+5\",\"stealth\":\"+9\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":15,\"conditionImmune\":[\"frightened\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Unusual Nature\",\"entries\":[\"The feyr doesn't require air.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The feyr makes one Frightful Bite attack and one Tentacle attack.\"]},{\"name\":\"Frightful Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}8 ({@damage 1d10 + 3}) piercing damage, and each creature within 10 feet of the feyr that can see it must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} of the feyr until the end of the feyr's next turn.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one creature. {@h}17 ({@damage 4d6 + 3}) psychic damage, and the target is {@condition grappled} (escape {@dc 13}). Until this grapple ends, the feyr can't use this tentacle against other targets. The feyr has two tentacles, each of which can grapple one creature.\"]},{\"name\":\"Invisibility\",\"entries\":[\"The feyr becomes {@condition invisible} until it attacks, uses Nightmare Fuel, or uses a bonus action to become visible.\"]},{\"name\":\"Nightmare Fuel (1/Day)\",\"entries\":[\"The feyr targets one {@condition unconscious} creature it can see within 10 feet of itself. The target must succeed on a {@dc 13} Wisdom saving throw or take 27 ({@damage 5d10}) psychic damage, and the feyr gains temporary hit points equal to the damage dealt.\"]}],\"traitTags\":[\"Unusual Nature\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"damageTags\":[\"P\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"grappled\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gaj\",\"source\":\"BAM\",\"page\":23,\"otherSources\":[{\"source\":\"LoX\"}],\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":75,\"formula\":\"10d10 + 20\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":16,\"dex\":10,\"con\":15,\"int\":12,\"wis\":15,\"cha\":7,\"skill\":{\"perception\":\"+6\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":16,\"languages\":[\"understands all languages but can't speak\"],\"cr\":\"4\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The gaj makes one Mandibles attack and uses Mind-Probing Antennae or Paralyze (if available).\"]},{\"name\":\"Mandibles\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}10 ({@damage 2d6 + 3}) slashing damage, and the target is {@condition grappled} (escape {@dc 11}). Until the grapple ends, the target takes 10 ({@damage 2d6 + 3}) slashing damage at the start of each of the gaj's turns. While it is grappling a creature, the gaj can't use its mandibles to attack other creatures.\"]},{\"name\":\"Mind-Probing Antennae\",\"entries\":[\"The gaj targets one creature {@condition grappled} by it. The target must make a {@dc 12} Wisdom saving throw. On a failed save, the target takes 16 ({@damage 3d10}) psychic damage, and the gaj magically pulls one piece of information from the target's mind that the gaj wants to know. On a successful save, the target takes half as much damage, and the gaj learns nothing.\"]},{\"name\":\"Paralyze {@recharge}\",\"entries\":[\"The gaj magically targets one creature it can see within 60 feet of itself. The target must succeed on a {@dc 12} Wisdom saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"XX\"],\"damageTags\":[\"S\",\"Y\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\",\"paralyzed\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Giant Space Hamster\",\"source\":\"BAM\",\"page\":56,\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[11],\"hp\":{\"average\":22,\"formula\":\"4d10\"},\"speed\":{\"walk\":30,\"burrow\":10},\"str\":14,\"dex\":12,\"con\":10,\"int\":2,\"wis\":12,\"cha\":4,\"passive\":11,\"cr\":\"1/4\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) piercing damage.\"]}],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Giff Shipmate\",\"source\":\"BAM\",\"page\":24,\"otherSources\":[{\"source\":\"LoX\"},{\"source\":\"SJA\"}],\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[12],\"hp\":{\"average\":75,\"formula\":\"10d8 + 30\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":18,\"dex\":14,\"con\":17,\"int\":11,\"wis\":12,\"cha\":12,\"passive\":11,\"languages\":[\"Common\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Firearms Knowledge\",\"entries\":[\"The giff's mastery of its weapons enables it to ignore the loading property of any firearm.\"]},{\"name\":\"Steady as She Goes\",\"entries\":[\"On the deck of a ship, the giff has advantage on ability checks and saving throws made against effects that would knock it {@condition prone} or shove it overboard.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giff makes two Longsword or Musket attacks.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands.\"]},{\"name\":\"Musket\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 40/120 ft., one target. {@h}8 ({@damage 1d12 + 2}) piercing damage.\"]},{\"name\":\"Force Grenade\",\"entries\":[\"The giff throws a grenade up to 60 feet, and the grenade explodes in a 20-foot-radius sphere. Each creature in that area must make a {@dc 15} Dexterity saving throw, taking 17 ({@damage 5d6}) force damage on a failed save, or half as much damage on a successful one. After the giff throws the grenade, roll a {@dice d6}; on a roll of 4 or lower, the giff has no more grenades to throw.\"]}],\"attachedItems\":[\"longsword|phb\",\"musket|dmg\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"O\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Giff Shock Trooper\",\"source\":\"BAM\",\"page\":25,\"otherSources\":[{\"source\":\"LoX\"}],\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|PHB|plate}\"]}],\"hp\":{\"average\":93,\"formula\":\"11d8 + 44\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":20,\"dex\":14,\"con\":18,\"int\":11,\"wis\":12,\"cha\":13,\"save\":{\"str\":\"+8\",\"con\":\"+7\",\"wis\":\"+4\"},\"skill\":{\"athletics\":\"+8\",\"intimidation\":\"+7\",\"perception\":\"+4\"},\"passive\":14,\"languages\":[\"Common\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Firearms Knowledge\",\"entries\":[\"The giff's mastery of its weapons enables it to ignore the loading property of any firearm.\"]},{\"name\":\"Headfirst Charge\",\"entries\":[\"If the giff moves at least 20 feet in a straight line and ends within 5 feet of a Large or smaller creature, that creature must succeed on a {@dc 16} Strength saving throw or take 7 ({@damage 2d6}) bludgeoning damage and be knocked {@condition prone}.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The giff deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giff makes two Greatsword or Musket attacks.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}15 ({@damage 3d6 + 5}) slashing damage.\"]},{\"name\":\"Musket\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 40/120 ft., one target. {@h}15 ({@damage 2d12 + 2}) piercing damage.\"]},{\"name\":\"Thunder Bomb\",\"entries\":[\"The giff lights a grapefruit-sized bomb and throws it at a point up to 60 feet away, where it explodes. Each creature within a 10-foot-radius sphere centered on that point must make a {@dc 15} Dexterity saving throw, taking 18 ({@damage 4d8}) thunder damage on a failed save, or half as much damage on a successful one. After the giff throws the bomb, roll a {@dice d6}; on a roll of 4 or lower, the giff has no more bombs to throw.\"]}],\"attachedItems\":[\"greatsword|phb\",\"musket|dmg\"],\"traitTags\":[\"Siege Monster\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\",\"P\",\"S\",\"T\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Giff Warlord\",\"source\":\"BAM\",\"page\":25,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item half plate armor|PHB|half plate}\"]}],\"hp\":{\"average\":178,\"formula\":\"21d8 + 84\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":22,\"dex\":15,\"con\":18,\"int\":14,\"wis\":14,\"cha\":18,\"save\":{\"str\":\"+10\",\"dex\":\"+6\",\"con\":\"+8\",\"wis\":\"+6\"},\"skill\":{\"athletics\":\"+10\",\"insight\":\"+6\",\"intimidation\":\"+12\"},\"passive\":12,\"languages\":[\"Common\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Firearms Knowledge\",\"entries\":[\"The giff's mastery of its weapons enables it to ignore the loading property of any firearm.\"]},{\"name\":\"Legendary Resistance (2/Day)\",\"entries\":[\"If the giff fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giff makes two Morningstar attacks.\"]},{\"name\":\"Morningstar\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage.\"]},{\"name\":\"Double-Barreled Musket\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 40/120 ft., one target. {@h}28 ({@damage 4d12 + 2}) piercing damage.\"]}],\"legendary\":[{\"name\":\"Move\",\"entries\":[\"The giff moves up to its speed without provoking opportunity attacks.\"]},{\"name\":\"Rallying Cry\",\"entries\":[\"The giff ends the {@condition frightened} condition on itself and each creature of its choice that it can see within 30 feet of it.\"]},{\"name\":\"Weapon of Choice (2 Actions)\",\"entries\":[\"The giff makes two Morningstar attacks or one Double-Barreled Musket attack.\"]}],\"attachedItems\":[\"morningstar|phb\"],\"traitTags\":[\"Legendary Resistances\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Githyanki Buccaneer\",\"source\":\"BAM\",\"page\":27,\"otherSources\":[{\"source\":\"LoX\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"gith\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item breastplate|PHB}\"]}],\"hp\":{\"average\":58,\"formula\":\"9d8 + 18\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":14,\"con\":14,\"int\":16,\"wis\":13,\"cha\":13,\"save\":{\"con\":\"+4\",\"int\":\"+5\",\"wis\":\"+3\"},\"skill\":{\"athletics\":\"+5\",\"deception\":\"+3\",\"perception\":\"+3\",\"survival\":\"+3\"},\"passive\":13,\"languages\":[\"Common\",\"Gith\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The githyanki casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell light}\",\"{@spell mage hand} (the hand is invisible)\"],\"daily\":{\"1e\":[\"{@spell plane shift}\",\"{@spell telekinesis}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The githyanki makes two Greatsword or Telekinetic Bolt attacks.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage plus 3 ({@damage 1d6}) psychic damage.\"]},{\"name\":\"Telekinetic Bolt\",\"entries\":[\"{@atk rs} {@hit 5} to hit, range 60 ft., one target. {@h}13 ({@damage 3d6 + 3}) force damage.\"]}],\"bonus\":[{\"name\":\"Astral Step {@recharge 4}\",\"entries\":[\"The githyanki teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.\"]}],\"attachedItems\":[\"greatsword|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GTH\"],\"damageTags\":[\"O\",\"S\",\"Y\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Githyanki Star Seer\",\"source\":\"BAM\",\"page\":27,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"gith\",\"warlock\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":13,\"from\":[\"{@spell mage armor}\"]}],\"hp\":{\"average\":110,\"formula\":\"17d8 + 34\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":11,\"con\":14,\"int\":19,\"wis\":16,\"cha\":14,\"save\":{\"con\":\"+5\",\"int\":\"+7\",\"wis\":\"+6\"},\"skill\":{\"arcana\":\"+10\",\"history\":\"+10\"},\"passive\":13,\"resist\":[\"radiant\"],\"languages\":[\"Common\",\"Gith\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The githyanki casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell light}\",\"{@spell mage hand} (the hand is invisible)\"],\"daily\":{\"2e\":[\"{@spell detect magic}\",\"{@spell invisibility} (self only)\",\"{@spell mage armor} (self only)\",\"{@spell tongues}\"],\"1e\":[\"{@spell contact other plane} (as an action)\",\"{@spell plane shift}\",\"{@spell telekinesis}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The githyanki makes three Astral Bolt attacks.\"]},{\"name\":\"Astral Bolt\",\"entries\":[\"{@atk ms,rs} {@hit 7} to hit, reach 5 ft. or range 60 ft., one target. {@h}20 ({@damage 3d10 + 4}) radiant damage.\"]}],\"bonus\":[{\"name\":\"Astral Step {@recharge 4}\",\"entries\":[\"The githyanki teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GTH\"],\"damageTags\":[\"R\"],\"damageTagsSpell\":[\"Y\"],\"spellcastingTags\":[\"P\"],\"conditionInflictSpell\":[\"invisible\",\"restrained\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\",\"intelligence\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Githyanki Xenomancer\",\"source\":\"BAM\",\"page\":27,\"otherSources\":[{\"source\":\"LoX\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"druid\",\"gith\"]},\"alignment\":[\"A\"],\"ac\":[14],\"hp\":{\"average\":157,\"formula\":\"21d8 + 63\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":18,\"con\":17,\"int\":15,\"wis\":18,\"cha\":13,\"save\":{\"dex\":\"+8\",\"con\":\"+7\",\"wis\":\"+8\"},\"skill\":{\"animal handling\":\"+8\",\"nature\":\"+6\",\"perception\":\"+8\",\"survival\":\"+8\"},\"passive\":18,\"languages\":[\"Gith plus any four languages\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The githyanki casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save {@dc 16}):\"],\"will\":[\"{@spell druidcraft}\",\"{@spell light}\",\"{@spell mage hand} (the hand is invisible)\"],\"daily\":{\"2e\":[\"{@spell invisibility} (self only)\",\"{@spell pass without trace} (self only)\"],\"1e\":[\"{@spell dominate monster}\",\"{@spell forcecage}\",\"{@spell plane shift}\",\"{@spell telekinesis}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The githyanki makes three Staff attacks, three Telekinetic Bolt attacks, or a combination thereof.\"]},{\"name\":\"Staff\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage, or 6 ({@damage 1d8 + 2}) bludgeoning damage when used with two hands, plus 14 ({@damage 4d6}) psychic damage.\"]},{\"name\":\"Telekinetic Bolt\",\"entries\":[\"{@atk rs} {@hit 8} to hit, range 60 ft., one target. {@h}20 ({@damage 3d10 + 4}) force damage.\"]}],\"bonus\":[{\"name\":\"Astral Step {@recharge 4}\",\"entries\":[\"The githyanki teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GTH\",\"X\"],\"damageTags\":[\"B\",\"O\",\"Y\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"charmed\",\"invisible\",\"restrained\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gray Scavver\",\"source\":\"BAM\",\"page\":49,\"otherSources\":[{\"source\":\"LoX\"}],\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":19,\"formula\":\"3d8 + 6\"},\"speed\":{\"walk\":0,\"fly\":40},\"str\":16,\"dex\":13,\"con\":15,\"int\":1,\"wis\":10,\"cha\":1,\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"cr\":\"1/4\",\"trait\":[{\"name\":\"Unusual Nature\",\"entries\":[\"The scavver doesn't require air.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit (with advantage if the target is a creature that is missing any hit points), reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage.\"]}],\"traitTags\":[\"Unusual Nature\"],\"senseTags\":[\"SD\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hadozee Explorer\",\"source\":\"BAM\",\"page\":28,\"otherSources\":[{\"source\":\"LoX\"}],\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":49,\"formula\":\"9d8 + 9\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":11,\"dex\":17,\"con\":13,\"int\":13,\"wis\":17,\"cha\":14,\"save\":{\"con\":\"+3\",\"wis\":\"+5\"},\"skill\":{\"athletics\":\"+2\",\"perception\":\"+5\",\"stealth\":\"+5\",\"survival\":\"+5\"},\"passive\":15,\"languages\":[\"Common\",\"Hadozee\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Glide\",\"entries\":[\"If it isn't {@condition incapacitated} or wearing heavy armor, the hadozee can extend its skin membranes to move up to 5 feet horizontally for every 1 foot it descends in the air.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hadozee makes two Shortsword attacks.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Musket\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 40/120 ft., one target. {@h}16 ({@damage 2d12 + 3}) piercing damage.\"]}],\"bonus\":[{\"name\":\"Nimble Escape\",\"entries\":[\"The hadozee takes the Disengage or Hide action.\"]}],\"reaction\":[{\"name\":\"Safe Descent\",\"entries\":[\"When it would take damage from a fall, the hadozee extends its skin membranes to reduce the fall's damage to 0, provided it isn't wearing heavy armor.\"]}],\"attachedItems\":[\"musket|dmg\",\"shortsword|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hadozee Shipmate\",\"source\":\"BAM\",\"page\":29,\"otherSources\":[{\"source\":\"LoX\"}],\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[12],\"hp\":{\"average\":9,\"formula\":\"2d8\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":11,\"dex\":14,\"con\":11,\"int\":10,\"wis\":14,\"cha\":12,\"save\":{\"dex\":\"+4\",\"con\":\"+2\"},\"skill\":{\"perception\":\"+4\",\"survival\":\"+6\"},\"passive\":14,\"languages\":[\"Common\",\"Hadozee\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Glide\",\"entries\":[\"If it isn't {@condition incapacitated} or wearing heavy armor, the hadozee can extend its skin membranes to move up to 5 feet horizontally for every 1 foot it descends in the air.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Safe Descent\",\"entries\":[\"When it would take damage from a fall, the hadozee extends its skin membranes to reduce the fall's damage to 0, provided it isn't wearing heavy armor.\"]}],\"attachedItems\":[\"dagger|phb\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hadozee Warrior\",\"source\":\"BAM\",\"page\":29,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item breastplate|PHB}\"]}],\"hp\":{\"average\":16,\"formula\":\"3d8 + 3\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":11,\"dex\":16,\"con\":13,\"int\":10,\"wis\":13,\"cha\":12,\"save\":{\"dex\":\"+5\",\"con\":\"+3\"},\"skill\":{\"perception\":\"+3\",\"stealth\":\"+5\",\"survival\":\"+5\"},\"passive\":13,\"languages\":[\"Common\",\"Hadozee\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Glide\",\"entries\":[\"If it isn't {@condition incapacitated} or wearing heavy armor, the hadozee can extend its skin membranes to move up to 5 feet horizontally for every 1 foot it descends in the air.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hadozee makes two Shortsword attacks.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Light Crossbow\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 80/320 ft., one target. {@h}12 ({@damage 2d8 + 3}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Safe Descent\",\"entries\":[\"When it would take damage from a fall, the hadozee extends its skin membranes to reduce the fall's damage to 0, provided it isn't wearing heavy armor.\"]},{\"name\":\"Uncanny Dodge\",\"entries\":[\"The hadozee halves the damage that it takes from an attack that hits it, provided it can see the attacker.\"]}],\"attachedItems\":[\"light crossbow|phb\",\"shortsword|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Jammer Leech\",\"source\":\"BAM\",\"page\":30,\"size\":[\"T\"],\"type\":\"plant\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":27,\"formula\":\"5d4 + 15\"},\"speed\":{\"walk\":10},\"str\":11,\"dex\":1,\"con\":16,\"int\":1,\"wis\":10,\"cha\":1,\"senses\":[\"darkvision 30 ft.\"],\"passive\":10,\"conditionImmune\":[\"charmed\",\"frightened\",\"prone\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Spelljammer Overload\",\"entries\":[\"If the leech is reduced to 0 hit points while attached to a ship that has a spelljamming helm, the creature attuned to that helm must make a {@dc 13} Constitution saving throw. On a failed save, the creature takes 10 ({@damage 4d4}) psychic damage and is {@condition incapacitated} for 1 minute. On a successful save, the creature takes half as much damage and is {@condition incapacitated} until the end of its next turn.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The leech doesn't require air or sleep.\"]}],\"action\":[{\"name\":\"Spiked Tentacle\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) piercing damage.\"]}],\"bonus\":[{\"name\":\"Attach to Hull\",\"entries\":[\"The leech attaches itself to a ship's hull in its space, dealing 2 ({@damage 1d4}) piercing damage to the ship (ignoring the ship's damage threshold). This damage can't be repaired until the leech is scraped off the hull. While the leech is attached, its speed is 0, and it can detach itself as a bonus action. As an action, a creature within reach of the leech can to try to scrape it off the hull, doing so with a successful {@dc 18} Strength check. On a failed check, the action is wasted as the leech remains attached to the hull. Removing the leech in this way deals no damage to the leech or the ship.\"]}],\"reaction\":[{\"name\":\"Magical Discharge (1/Day)\",\"entries\":[\"When it takes damage, the leech can discharge a bolt of magical energy from its eye that targets one creature it can see within 30 feet of itself. The target must succeed on a {@dc 13} Dexterity saving throw or take 10 ({@damage 3d6}) force damage and be {@condition stunned} until the end of its next turn.\"]}],\"traitTags\":[\"Unusual Nature\"],\"senseTags\":[\"D\"],\"damageTags\":[\"O\",\"P\",\"Y\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"incapacitated\",\"stunned\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kindori\",\"source\":\"BAM\",\"page\":31,\"otherSources\":[{\"source\":\"LoX\"}],\"size\":[\"G\"],\"type\":\"celestial\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":11,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":202,\"formula\":\"15d20 + 45\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":60,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":25,\"dex\":7,\"con\":17,\"int\":6,\"wis\":14,\"cha\":7,\"senses\":[\"darkvision 120 ft.\"],\"passive\":12,\"cr\":\"7\",\"trait\":[{\"name\":\"Unusual Nature\",\"entries\":[\"The kindori doesn't require food, drink, or air.\"]}],\"action\":[{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}23 ({@damage 3d10 + 7}) bludgeoning damage.\"]}],\"bonus\":[{\"name\":\"Flashing Eyes {@recharge}\",\"entries\":[\"The kindori emits bright light in a 120-foot cone. Each creature in the cone must succeed on a {@dc 14} Wisdom saving throw or be {@condition blinded} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"traitTags\":[\"Unusual Nature\"],\"senseTags\":[\"SD\"],\"damageTags\":[\"B\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"blinded\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lunar Dragon Wyrmling\",\"source\":\"BAM\",\"page\":35,\"size\":[\"M\"],\"type\":\"dragon\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":37,\"formula\":\"5d8 + 15\"},\"speed\":{\"walk\":40,\"burrow\":10,\"fly\":40},\"str\":15,\"dex\":12,\"con\":16,\"int\":6,\"wis\":10,\"cha\":9,\"save\":{\"con\":\"+5\",\"wis\":\"+2\"},\"skill\":{\"perception\":\"+4\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":14,\"immune\":[\"cold\"],\"languages\":[\"Draconic\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The dragon doesn't require air.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage plus 3 ({@damage 1d6}) cold damage.\"]},{\"name\":\"Cold Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a blast of frost in a 15-foot cone. Each creature in the cone must make a {@dc 13} Constitution saving throw. On a failed save, the creature takes 13 ({@damage 3d8}) cold damage, and its speed is halved until the end of its next turn. On a successful save, the creature takes half as much damage, and its speed isn't reduced.\"]}],\"bonus\":[{\"name\":\"Phase (2/Day)\",\"entries\":[\"The dragon becomes partially incorporeal for as long as it maintains {@status concentration} on the effect (as if {@status concentration||concentrating} on a spell). While partially incorporeal, the dragon has resistance to bludgeoning, piercing, and slashing damage.\"]}],\"dragonAge\":\"wyrmling\",\"traitTags\":[\"Tunneler\",\"Unusual Nature\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"C\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Megapede\",\"source\":\"BAM\",\"page\":36,\"otherSources\":[{\"source\":\"LoX\"}],\"size\":[\"G\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":175,\"formula\":\"13d20 + 39\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":22,\"dex\":10,\"con\":17,\"int\":1,\"wis\":10,\"cha\":3,\"save\":{\"con\":\"+7\",\"wis\":\"+4\"},\"skill\":{\"perception\":\"+8\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":18,\"cr\":\"11\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The megapede makes one Bite attack and uses either Life Drain or Psychic Bomb.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 20 ft., one target. {@h}22 ({@damage 3d10 + 6}) piercing damage plus 22 ({@damage 5d8}) poison damage.\"]},{\"name\":\"Life Drain\",\"entries\":[\"The megapede magically drains life energy from other creatures nearby. Each creature within 15 feet of the megapede must make a {@dc 15} Constitution saving throw, taking 16 ({@damage 3d10}) necrotic damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Psychic Bomb\",\"entries\":[\"The megapede targets one creature it can see within 60 feet of itself. The target must make a {@dc 15} Wisdom saving throw. On a failed save, the target takes 22 ({@damage 5d8}) psychic damage and is {@condition incapacitated} until the end of its next turn. On a successful save, the target takes half as much damage and isn't {@condition incapacitated}.\"]}],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"I\",\"N\",\"P\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"incapacitated\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mercane\",\"source\":\"BAM\",\"page\":37,\"otherSources\":[{\"source\":\"LoX\"}],\"size\":[\"L\"],\"type\":\"celestial\",\"alignment\":[\"L\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":13,\"from\":[\"{@spell mage armor}\"]}],\"hp\":{\"average\":75,\"formula\":\"10d10 + 20\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":10,\"con\":15,\"int\":18,\"wis\":16,\"cha\":15,\"save\":{\"int\":\"+7\",\"wis\":\"+6\",\"cha\":\"+5\"},\"skill\":{\"insight\":\"+9\",\"perception\":\"+6\",\"persuasion\":\"+5\"},\"passive\":16,\"languages\":[\"Common\",\"Giant\",\"telepathy 60 ft. (see also Mercane telepathy)\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The mercane casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell detect magic}\",\"{@spell light}\"],\"daily\":{\"1e\":[\"{@spell dimension door}\",\"{@spell invisibility}\",\"{@spell mage armor} (self only)\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Mercane Telepathy\",\"entries\":[\"The mercane can communicate telepathically with any other mercane it knows, regardless of the distance between them.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The mercane makes three Psi-Imbued Blade attacks.\"]},{\"name\":\"Psi-Imbued Blade\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage, and if the target is a creature, it must succeed on a {@dc 15} Wisdom saving throw or be {@condition frightened} of the mercane until the end of the target's next turn.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\",\"TP\"],\"damageTags\":[\"S\"],\"damageTagsSpell\":[\"O\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Murder Comet\",\"source\":\"BAM\",\"page\":38,\"size\":[\"M\"],\"type\":\"elemental\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":66,\"formula\":\"7d8 + 35\"},\"speed\":{\"walk\":0,\"fly\":120},\"str\":15,\"dex\":15,\"con\":20,\"int\":6,\"wis\":10,\"cha\":6,\"senses\":[\"darkvision 240 ft.\"],\"passive\":10,\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"exhaustion\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"unconscious\"],\"languages\":[\"Ignan\",\"Terran\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Explode\",\"entries\":[\"When the comet drops to 0 hit points, it explodes in a 20-foot-radius sphere centered on itself. Each creature in the sphere must make a {@dc 16} Dexterity saving throw, taking 28 ({@damage 8d6}) fire damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Flyby\",\"entries\":[\"The comet doesn't provoke opportunity attacks when it flies out of an enemy's reach.\"]},{\"name\":\"Illumination\",\"entries\":[\"The comet sheds bright light in a 30-foot radius and dim light for an additional 30 feet.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The comet deals double damage to objects and structures.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The comet doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The comet makes one Slam attack and one Spit Fire attack.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage plus 7 ({@damage 2d6}) fire damage.\"]},{\"name\":\"Spit Fire\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 60 ft., one target. {@h}13 ({@damage 2d10 + 2}) fire damage.\"]}],\"traitTags\":[\"Flyby\",\"Illumination\",\"Siege Monster\",\"Unusual Nature\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"IG\",\"T\"],\"damageTags\":[\"B\",\"F\"],\"miscTags\":[\"AOE\",\"MW\",\"RW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Neh-thalggu\",\"source\":\"BAM\",\"page\":39,\"otherSources\":[{\"source\":\"LoX\"}],\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":95,\"formula\":\"10d10 + 40\"},\"speed\":{\"walk\":40},\"str\":15,\"dex\":8,\"con\":18,\"int\":12,\"wis\":11,\"cha\":7,\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"languages\":[\"Deep Speech; see also Brain Dump\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The neh-thalggu casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 11}). It must have consumed the requisite number of brains to cast the spell, as indicated:\"],\"daily\":{\"1e\":[\"{@spell arms of Hadar} (1 brain)\",\"{@spell detect magic} (2 brains)\",\"{@spell magic missile} (3 brains)\",\"{@spell Tenser's floating disk} (4 brains)\",\"{@spell darkness} (5 brains)\",\"{@spell hold person} (6 brains)\",\"{@spell invisibility} (7 brains)\",\"{@spell spider climb} (8 brains)\",\"{@spell fear} (9 brains)\",\"{@spell hypnotic pattern} (10 brains)\",\"{@spell major image} (11 brains)\",\"{@spell stinking cloud} (12 brains)\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Brain Dump\",\"entries\":[\"Whenever the neh-thalggu consumes a brain, it gains the magical ability to speak and understand languages known by the brain's previous owner.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The neh-thalggu doesn't require air.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The neh-thalggu makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d8 + 2}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage.\"]},{\"name\":\"Extract Brain\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one {@condition incapacitated} Humanoid. {@h}35 ({@damage 10d6}) piercing damage. If this damage reduces the target to 0 hit points, the neh-thalggu kills the target by extracting and consuming its brain.\"]},{\"name\":\"Mind Blast {@recharge 5}\",\"entries\":[\"The neh-thalggu magically emits psychic energy at one Humanoid it can see within 10 feet of itself. The target must make a {@dc 14} Wisdom saving throw. On a failed save, the target takes 9 ({@damage 2d8}) psychic damage and is {@condition incapacitated} until the end of its next turn. On a successful save, the target takes half as much damage and isn't {@condition incapacitated}.\"]}],\"traitTags\":[\"Unusual Nature\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DS\"],\"damageTags\":[\"P\",\"S\",\"Y\"],\"damageTagsSpell\":[\"N\",\"O\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"incapacitated\"],\"conditionInflictSpell\":[\"charmed\",\"frightened\",\"incapacitated\",\"invisible\",\"paralyzed\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"constitution\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Neogi Hatchling Swarm\",\"source\":\"BAM\",\"page\":40,\"size\":[\"M\"],\"type\":{\"type\":\"aberration\",\"swarmSize\":\"T\"},\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[11],\"hp\":{\"average\":52,\"formula\":\"8d8 + 16\"},\"speed\":{\"walk\":20,\"climb\":20},\"str\":12,\"dex\":13,\"con\":14,\"int\":6,\"wis\":10,\"cha\":9,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"prone\",\"restrained\",\"stunned\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Spider Climb\",\"entries\":[\"The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Swarm\",\"entries\":[\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny neogi hatchling. The swarm can't regain hit points or gain temporary hit points.\"]}],\"action\":[{\"name\":\"Swarm of Bites\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one creature. {@h}22 ({@damage 6d6 + 1}) poison damage, or 11 ({@damage 3d6 + 1}) poison damage if the swarm has half of its hit points or fewer, and the target must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"traitTags\":[\"Spider Climb\"],\"senseTags\":[\"D\"],\"damageTags\":[\"I\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Neogi Pirate\",\"source\":\"BAM\",\"page\":41,\"otherSources\":[{\"source\":\"LoX\"}],\"size\":[\"S\"],\"type\":\"aberration\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":16,\"from\":[\"{@item breastplate|PHB}\"]}],\"hp\":{\"average\":33,\"formula\":\"6d6 + 12\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":6,\"dex\":15,\"con\":14,\"int\":13,\"wis\":12,\"cha\":15,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Common\",\"Deep Speech\",\"Undercommon\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Mental Fortitude\",\"entries\":[\"The neogi has advantage on saving throws against being {@condition charmed} or {@condition frightened}, and magic can't put the neogi to sleep.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The neogi makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 14 ({@damage 4d6}) poison damage, and the target must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]}],\"traitTags\":[\"Spider Climb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DS\",\"U\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Neogi Void Hunter\",\"source\":\"BAM\",\"page\":41,\"size\":[\"M\"],\"type\":{\"type\":\"aberration\",\"tags\":[\"warlock\"]},\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":58,\"formula\":\"9d8 + 18\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":6,\"dex\":16,\"con\":14,\"int\":16,\"wis\":12,\"cha\":18,\"save\":{\"wis\":\"+3\",\"cha\":\"+6\"},\"skill\":{\"arcana\":\"+5\",\"deception\":\"+6\",\"intimidation\":\"+6\",\"perception\":\"+3\",\"persuasion\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":13,\"languages\":[\"Common\",\"Deep Speech\",\"telepathy 30 ft.\",\"Undercommon\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The neogi casts one of the following spells, using Charisma as the spellcasting ability:\"],\"daily\":{\"1e\":[\"{@spell dimension door}\",\"{@spell invisibility}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the neogi's darkvision.\"]},{\"name\":\"Mental Fortitude\",\"entries\":[\"The neogi has advantage on saving throws against being {@condition charmed} or {@condition frightened}, and magic can't put the neogi to sleep.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The neogi makes one Bite attack and two Claw attacks, or it makes two Eldritch Bolt attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 14 ({@damage 4d6}) poison damage, and the target must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage.\"]},{\"name\":\"Eldritch Bolt\",\"entries\":[\"{@atk rs} {@hit 6} to hit, range 120 ft., one creature. {@h}20 ({@damage 3d10 + 4}) force damage.\"]}],\"bonus\":[{\"name\":\"Enslave (Recharges after a Short or Long Rest)\",\"entries\":[\"The neogi targets one creature it can see within 30 feet of itself. The target must succeed on a {@dc 14} Wisdom saving throw or be magically {@condition charmed} by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The {@condition charmed} target obeys the neogi's commands and can't take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the {@condition charmed} target takes damage, it can repeat the saving throw, ending the effect on itself on a success.\"]}],\"traitTags\":[\"Devil's Sight\",\"Spider Climb\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DS\",\"TP\",\"U\"],\"damageTags\":[\"I\",\"O\",\"P\"],\"damageTagsSpell\":[\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"charmed\",\"poisoned\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Night Scavver\",\"source\":\"BAM\",\"page\":49,\"otherSources\":[{\"source\":\"VEoR\"}],\"size\":[\"H\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":114,\"formula\":\"12d12 + 36\"},\"speed\":{\"walk\":0,\"fly\":40},\"str\":20,\"dex\":15,\"con\":17,\"int\":1,\"wis\":10,\"cha\":1,\"skill\":{\"perception\":\"+6\",\"stealth\":\"+8\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"cr\":\"5\",\"trait\":[{\"name\":\"Unusual Nature\",\"entries\":[\"The scavver doesn't require air.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit (with advantage if the target is a creature that is missing any hit points), reach 10 ft., one target. {@h}27 ({@damage 4d10 + 5}) piercing damage.\"]}],\"traitTags\":[\"Unusual Nature\"],\"senseTags\":[\"SD\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Plasmoid Boss\",\"source\":\"BAM\",\"page\":42,\"size\":[\"L\"],\"type\":\"ooze\",\"alignment\":[\"A\"],\"ac\":[11],\"hp\":{\"average\":82,\"formula\":\"11d10 + 22\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":12,\"con\":14,\"int\":14,\"wis\":13,\"cha\":15,\"save\":{\"con\":\"+4\",\"wis\":\"+3\"},\"skill\":{\"deception\":\"+4\",\"intimidation\":\"+4\",\"persuasion\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"acid\",\"poison\"],\"languages\":[\"Common\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Amorphous\",\"entries\":[\"The plasmoid can squeeze through a space as narrow as 1 inch wide, provided it is wearing and carrying nothing. It has advantage on ability checks it makes to initiate or escape a grapple.\"]},{\"name\":\"Hold Breath\",\"entries\":[\"The plasmoid can hold its breath for 1 hour.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The plasmoid makes three Pseudopod attacks.\"]},{\"name\":\"Pseudopod\",\"entries\":[\"{@atk mw} {@hit 6} to hit (with advantage if the plasmoid has one or more allies within 10 feet of itself), reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage.\"]}],\"reaction\":[{\"name\":\"Uncanny Dodge\",\"entries\":[\"The plasmoid halves the damage that it takes from an attack that hits it. The plasmoid must be able to see the attacker.\"]}],\"traitTags\":[\"Amorphous\",\"Hold Breath\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\",\"RCH\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Plasmoid Explorer\",\"source\":\"BAM\",\"page\":43,\"size\":[\"M\"],\"type\":\"ooze\",\"alignment\":[\"A\"],\"ac\":[11],\"hp\":{\"average\":16,\"formula\":\"3d8 + 3\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":12,\"con\":12,\"int\":10,\"wis\":14,\"cha\":10,\"skill\":{\"perception\":\"+4\",\"survival\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[\"acid\",\"poison\"],\"languages\":[\"Common\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Amorphous\",\"entries\":[\"The plasmoid can squeeze through a space as narrow as 1 inch wide, provided it is wearing and carrying nothing. It has advantage on ability checks it makes to initiate or escape a grapple.\"]},{\"name\":\"Hold Breath\",\"entries\":[\"The plasmoid can hold its breath for 1 hour.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The plasmoid makes two Pseudopod attacks. It can replace one of those attacks with a Javelin attack.\"]},{\"name\":\"Pseudopod\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) bludgeoning damage.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage.\"]}],\"attachedItems\":[\"javelin|phb\"],\"traitTags\":[\"Amorphous\",\"Hold Breath\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Plasmoid Warrior\",\"source\":\"BAM\",\"page\":43,\"size\":[\"M\"],\"type\":\"ooze\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":71,\"formula\":\"11d8 + 22\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":14,\"con\":14,\"int\":10,\"wis\":11,\"cha\":10,\"skill\":{\"athletics\":\"+5\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[\"acid\",\"poison\"],\"languages\":[\"Common\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Amorphous\",\"entries\":[\"The plasmoid can squeeze through a space as narrow as 1 inch wide, provided it is wearing and carrying nothing. It has advantage on ability checks it makes to initiate or escape a grapple.\"]},{\"name\":\"Hold Breath\",\"entries\":[\"The plasmoid can hold its breath for 1 hour.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The plasmoid makes three Pseudopod attacks. It can replace one of those attacks with a Spear or Pistol attack.\"]},{\"name\":\"Pseudopod\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@dice 1d6 + 3}) piercing damage, or 7 ({@damage 1d8 + 3}) piercing damage when used with two hands to make a melee attack.\"]},{\"name\":\"Pistol\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 30/90 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage.\"]}],\"attachedItems\":[\"pistol|dmg\",\"spear|phb\"],\"traitTags\":[\"Amorphous\",\"Hold Breath\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Psurlon\",\"source\":\"BAM\",\"page\":44,\"otherSources\":[{\"source\":\"LoX\"}],\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":15,\"from\":[\"{@spell mage armor}\"]}],\"hp\":{\"average\":45,\"formula\":\"7d8 + 14\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":14,\"con\":14,\"int\":17,\"wis\":11,\"cha\":7,\"senses\":[\"blindsight 120 ft. (blind beyond this radius)\"],\"passive\":10,\"resist\":[\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\"],\"languages\":[\"Deep Speech\",\"telepathy 120 ft.\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The psurlon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 13}):\"],\"daily\":{\"1\":[\"{@spell suggestion}\"],\"2e\":[\"{@spell disguise self}\",\"{@spell mage armor} (self only)\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Aberrant Mind\",\"entries\":[\"Magic can't read the psurlon's thoughts or put the psurlon to sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The psurlon makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage.\"]},{\"name\":\"Psychic Crush\",\"entries\":[\"The psurlon targets one creature it can see within 120 feet of itself. The target must make a {@dc 13} Wisdom saving throw, taking 14 ({@damage 2d10 + 3}) psychic damage on a failed save, or half as much damage on a successful one.\"]}],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DS\",\"TP\"],\"damageTags\":[\"P\",\"S\",\"Y\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Psurlon Leader\",\"source\":\"BAM\",\"page\":45,\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":15,\"from\":[\"{@spell mage armor}\"]}],\"hp\":{\"average\":127,\"formula\":\"17d8 + 51\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":14,\"con\":16,\"int\":20,\"wis\":11,\"cha\":7,\"save\":{\"wis\":\"+3\",\"cha\":\"+1\"},\"skill\":{\"perception\":\"+6\"},\"senses\":[\"blindsight 120 ft. (blind beyond this radius)\"],\"passive\":16,\"resist\":[\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\"],\"languages\":[\"Deep Speech\",\"telepathy 120 ft.\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The psurlon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 16}):\"],\"daily\":{\"2e\":[\"{@spell disguise self}\",\"{@spell mage armor} (self only)\"],\"1e\":[\"{@spell dimension door}\",\"{@spell suggestion}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Aberrant Mind\",\"entries\":[\"Magic can't read the psurlon's thoughts or put the psurlon to sleep.\"]},{\"name\":\"Two Heads\",\"entries\":[\"The psurlon has advantage on saving throws it makes to avoid or end the {@condition frightened}, {@condition stunned}, or {@condition unconscious} condition on itself. While one of the psurlon's heads is asleep, its other head is awake.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The psurlon makes two Bite attacks and two Claw attacks. It can also use Pacify (if available) or Psychic Crush.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d8 + 3}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) slashing damage.\"]},{\"name\":\"Pacify {@recharge 5}\",\"entries\":[\"The psurlon targets one creature it can see within 120 feet of itself. The target must succeed on a {@dc 16} Wisdom saving throw or fall {@condition unconscious} for 10 minutes. The condition ends if the target takes any damage or if another creature uses its action to shake the target awake.\"]},{\"name\":\"Psychic Crush\",\"entries\":[\"The psurlon targets one creature it can see within 120 feet of itself. The target must make a {@dc 16} Wisdom saving throw, taking 21 ({@damage 3d10 + 5}) psychic damage on a failed save, or half as much damage on a successful one.\"]}],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DS\",\"TP\"],\"damageTags\":[\"P\",\"S\",\"Y\"],\"damageTagsSpell\":[\"O\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"unconscious\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Psurlon Ringer\",\"source\":\"BAM\",\"page\":45,\"otherSources\":[{\"source\":\"LoX\"}],\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":13,\"from\":[\"{@spell mage armor}\"]}],\"hp\":{\"average\":31,\"formula\":\"7d8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":11,\"con\":10,\"int\":17,\"wis\":11,\"cha\":7,\"passive\":10,\"resist\":[\"psychic\"],\"conditionImmune\":[\"charmed\"],\"languages\":[\"Deep Speech plus the languages of the Humanoid it is imitating\",\"telepathy 120 ft.\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The psurlon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 13}):\"],\"daily\":{\"1\":[\"{@spell suggestion}\"],\"2\":[\"{@spell mage armor} (self only)\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Aberrant Mind\",\"entries\":[\"Magic can't read the psurlon's thoughts or put the psurlon to sleep.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 2} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}2 ({@damage 1d4}) piercing damage plus 4 ({@damage 1d8}) psychic damage.\"]},{\"name\":\"Psychic Crush\",\"entries\":[\"The psurlon targets one creature it can see within 120 feet of itself. The target must make a {@dc 13} Wisdom saving throw, taking 12 ({@damage 3d8 + 3}) psychic damage on a failed save, or half as much damage on a successful one.\"]}],\"attachedItems\":[\"dagger|phb\"],\"languageTags\":[\"DS\",\"TP\"],\"damageTags\":[\"P\",\"Y\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Reigar\",\"source\":\"BAM\",\"page\":47,\"otherSources\":[{\"source\":\"LoX\"}],\"size\":[\"M\"],\"type\":\"celestial\",\"alignment\":[\"C\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":19,\"from\":[\"glory\"]}],\"hp\":{\"average\":82,\"formula\":\"15d8 + 15\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":18,\"dex\":15,\"con\":12,\"int\":19,\"wis\":16,\"cha\":24,\"save\":{\"dex\":\"+5\",\"con\":\"+4\",\"wis\":\"+6\",\"cha\":\"+10\"},\"skill\":{\"arcana\":\"+7\",\"history\":\"+7\",\"performance\":\"+10\",\"persuasion\":\"+10\"},\"passive\":13,\"languages\":[\"Celestial\",\"Common\",\"Deep Speech\",\"Draconic\"],\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The reigar casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save {@dc 18}):\"],\"will\":[\"{@spell light}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\"],\"daily\":{\"2e\":[\"{@spell dimension door}\",\"{@spell phantasmal force}\"],\"1e\":[\"{@spell mass suggestion}\",\"{@spell sending}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Glory\",\"entries\":[\"The reigar's Armor Class includes its Charisma modifier.\"]},{\"name\":\"Hold Breath\",\"entries\":[\"The reigar can hold its breath for 1 hour.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"The reigar wears a talarith.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The reigar makes two Trident attacks.\"]},{\"name\":\"Trident\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, or 8 ({@damage 1d8 + 4}) piercing damage if used with two hands to make a melee attack, plus 3 ({@damage 1d6}) force damage if the reigar is wearing its talarith.\"]},{\"name\":\"Chromatic Bolt\",\"entries\":[\"{@atk rs} {@hit 10} to hit, range 90 ft., one target. {@h}22 ({@damage 5d8}) damage of a type chosen by the reigar from the following list: cold, fire, lightning, or radiant.\"]},{\"name\":\"Summon Duplicate (Recharges after a Short or Long Rest)\",\"entries\":[\"Using its talarith, the reigar summons a duplicate of itself. The duplicate obeys the reigar's commands and uses the reigar's statistics, except it is an unaligned Construct that doesn't have a talarith of its own. The duplicate takes its turn immediately after the reigar. It vanishes after 1 hour or when it is reduced to 0 hit points.\"]}],\"attachedItems\":[\"trident|phb\"],\"traitTags\":[\"Hold Breath\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\",\"DR\",\"DS\"],\"damageTags\":[\"O\",\"P\"],\"damageTagsSpell\":[\"O\",\"Y\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForcedSpell\":[\"dexterity\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Solar Dragon Wyrmling\",\"source\":\"BAM\",\"page\":53,\"size\":[\"M\"],\"type\":\"dragon\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":51,\"formula\":\"6d8 + 24\"},\"speed\":{\"walk\":20,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":16,\"dex\":15,\"con\":18,\"int\":11,\"wis\":12,\"cha\":10,\"save\":{\"dex\":\"+4\",\"con\":\"+6\",\"wis\":\"+3\",\"cha\":\"+2\"},\"skill\":{\"perception\":\"+5\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":15,\"immune\":[\"radiant\"],\"conditionImmune\":[\"blinded\"],\"languages\":[\"Draconic\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Flyby\",\"entries\":[\"The dragon doesn't provoke opportunity attacks when it flies out of an enemy's reach.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The dragon doesn't require air.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes one Bite attack and one Tail attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 3 ({@damage 1d6}) radiant damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage.\"]},{\"name\":\"Photonic Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a flashing mote of radiant energy that travels to a point the dragon can see within 120 feet of itself, then blossoms into a 10-foot-radius sphere centered on that point. Each creature in the sphere must make a {@dc 14} Constitution saving throw, taking 22 ({@damage 4d10}) radiant damage on a failed save, or half as much damage on a successful one.\"]}],\"dragonAge\":\"wyrmling\",\"traitTags\":[\"Flyby\",\"Unusual Nature\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"B\",\"P\",\"R\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Space Clown\",\"source\":\"BAM\",\"page\":54,\"otherSources\":[{\"source\":\"LoX\"}],\"size\":[\"M\"],\"type\":\"fiend\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[13],\"hp\":{\"average\":58,\"formula\":\"9d8 + 18\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":16,\"con\":14,\"int\":11,\"wis\":11,\"cha\":16,\"skill\":{\"acrobatics\":\"+5\",\"performance\":\"+5\",\"sleight of hand\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Abyssal\",\"Common\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The clown casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability:\"],\"will\":[\"{@spell friends}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\"],\"daily\":{\"1e\":[\"{@spell mirror image}\",\"{@spell spider climb}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Dying Burst\",\"entries\":[\"When the clown drops to 0 hit points, it pops like a balloon, releasing a splash of putrid, corrosive ichor. Each creature within 5 feet of the clown when it bursts must make a {@dc 12} Dexterity saving throw, taking 10 ({@damage 3d6}) acid damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Squeakers\",\"entries\":[\"The clown wears shoes that squeak when it walks. The squeaking can be heard out to a range of 30 feet. The squeaking is silenced while the clown's Phantasmal Form is in effect.\"]}],\"action\":[{\"name\":\"Shock\",\"entries\":[\"{@atk ms} {@hit 5} to hit, reach 5 ft., one target. {@h}17 ({@damage 4d6 + 3}) lightning damage.\"]},{\"name\":\"Ray Gun\",\"entries\":[\"{@atk rs} {@hit 5} to hit, range 120 ft., one creature. {@h}7 ({@damage 2d6}) psychic damage, and if the target is a Humanoid with an Intelligence score of 3 or higher, it must make a {@dc 12} Wisdom saving throw. On a failed save, the target perceives everything it sees or hears as hilariously funny and is {@condition incapacitated} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"bonus\":[{\"name\":\"Phantasmal Form (3/Day)\",\"entries\":[\"The clown veils itself and everything it is wearing and carrying in an illusion that makes it look like some other creature of its size or smaller (such as a child) or an object small enough to fit in the clown's space (such as a floating balloon). Maintaining this effect requires the clown's {@status concentration} (as if {@status concentration||concentrating} on a spell), and the illusion fails to hold up to physical inspection. As an action, a creature that can see the clown's illusory form can make a {@dc 15} Wisdom ({@skill Insight}) check, piercing the illusion and discerning the clown's true form on a success.\"]}],\"senseTags\":[\"D\"],\"languageTags\":[\"AB\",\"C\"],\"damageTags\":[\"A\",\"L\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\"],\"conditionInflict\":[\"incapacitated\"],\"savingThrowForced\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Space Eel\",\"source\":\"BAM\",\"page\":55,\"size\":[\"S\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[14],\"hp\":{\"average\":7,\"formula\":\"2d6\"},\"speed\":{\"walk\":10,\"fly\":30},\"str\":12,\"dex\":18,\"con\":11,\"int\":1,\"wis\":10,\"cha\":1,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"cr\":\"1/2\",\"trait\":[{\"name\":\"Unusual Nature\",\"entries\":[\"The eel doesn't require air.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"If it isn't attached to a creature, the eel makes one Bite attack and one Tail Spine attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d6 + 1}) piercing damage, and the eel attaches to the target. While attached, the eel can't make Bite attacks. Instead, the target takes 4 ({@damage 1d6 + 1}) piercing damage at the start of each of the eel's turns. The eel can detach itself as a bonus action. A creature, including the target, can use its action to detach the eel.\"]},{\"name\":\"Tail Spine\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one creature. {@h}3 ({@damage 1d4 + 1}) piercing damage, and the target must succeed on a {@dc 10} Constitution saving throw or be {@condition poisoned} for 1 minute. Until this poison ends, the target is {@condition paralyzed}. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"traitTags\":[\"Unusual Nature\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"paralyzed\",\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Space Guppy\",\"source\":\"BAM\",\"page\":55,\"otherSources\":[{\"source\":\"LoX\"}],\"size\":[\"S\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[13],\"hp\":{\"average\":3,\"formula\":\"1d6\"},\"speed\":{\"walk\":0,\"fly\":30},\"str\":3,\"dex\":16,\"con\":10,\"int\":1,\"wis\":10,\"cha\":1,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"cr\":\"0\",\"trait\":[{\"name\":\"Air Envelope\",\"entries\":[\"If it has at least 1 hit point, the guppy can generate an air envelope around itself when in a vacuum. This air envelope can sustain the guppy and one other Tiny creature in its space indefinitely.\"]},{\"name\":\"Flyby\",\"entries\":[\"The guppy doesn't provoke opportunity attacks when it flies out of an enemy's reach.\"]}],\"action\":[{\"name\":\"Tail Slap\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}1 bludgeoning damage.\"]}],\"traitTags\":[\"Flyby\"],\"senseTags\":[\"D\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Space Hamster\",\"source\":\"BAM\",\"page\":56,\"size\":[\"T\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"G\"],\"alignmentPrefix\":\"typically \",\"ac\":[15],\"hp\":{\"average\":10,\"formula\":\"4d4\"},\"speed\":{\"walk\":20,\"burrow\":5},\"str\":1,\"dex\":20,\"con\":10,\"int\":6,\"wis\":12,\"cha\":6,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+7\"},\"passive\":13,\"languages\":[\"telepathy 5 ft.\"],\"cr\":\"1/4\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}1 piercing damage.\"]},{\"name\":\"Go for the Eyes {@recharge}\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}8 ({@damage 1d6 + 5}) piercing damage, and the target must succeed on a {@dc 15} Dexterity saving throw or be {@condition blinded} until the start of the hamster's next turn.\"]}],\"bonus\":[{\"name\":\"Escape\",\"entries\":[\"The hamster takes the Dash or Disengage action.\"]}],\"languageTags\":[\"TP\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"blinded\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Space Mollymawk\",\"source\":\"BAM\",\"page\":57,\"size\":[\"S\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":3,\"formula\":\"1d6\"},\"speed\":{\"walk\":10,\"fly\":50},\"str\":6,\"dex\":14,\"con\":11,\"int\":3,\"wis\":12,\"cha\":3,\"skill\":{\"perception\":\"+5\"},\"passive\":15,\"cr\":\"0\",\"trait\":[{\"name\":\"Flyby\",\"entries\":[\"The mollymawk doesn't provoke opportunity attacks when it flies out of an enemy's reach.\"]},{\"name\":\"Hold Breath\",\"entries\":[\"The mollymawk can hold its breath for 15 minutes.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"traitTags\":[\"Flyby\",\"Hold Breath\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Space Swine\",\"source\":\"BAM\",\"page\":57,\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[11],\"hp\":{\"average\":22,\"formula\":\"4d8 + 4\"},\"speed\":{\"walk\":40,\"fly\":40},\"str\":12,\"dex\":12,\"con\":12,\"int\":4,\"wis\":10,\"cha\":3,\"skill\":{\"perception\":\"+4\",\"survival\":\"+4\"},\"passive\":14,\"cr\":\"1/4\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage.\"]}],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ssurran Defiler\",\"source\":\"BAM\",\"page\":58,\"otherSources\":[{\"source\":\"LoX\"}],\"size\":[\"M\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"lizardfolk\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\",\"intellect fortress\"]}],\"hp\":{\"average\":52,\"formula\":\"7d8 + 21\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":13,\"dex\":12,\"con\":16,\"int\":15,\"wis\":15,\"cha\":7,\"save\":{\"con\":\"+5\",\"int\":\"+4\"},\"skill\":{\"arcana\":\"+4\",\"perception\":\"+4\",\"stealth\":\"+3\",\"survival\":\"+4\"},\"passive\":14,\"resist\":[\"necrotic\"],\"languages\":[\"Draconic\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The ssurran casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability:\"],\"will\":[\"{@spell mage hand} (the hand is invisible)\"],\"daily\":{\"1\":[\"{@spell invisibility} (self only)\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Hold Breath\",\"entries\":[\"The ssurran can hold its breath for 15 minutes.\"]},{\"name\":\"Intellect Fortress\",\"entries\":[\"The ssurran's AC includes its Intelligence modifier.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The ssurran makes two Claw attacks and uses Defile (if available).\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) slashing damage plus 4 ({@damage 1d8}) necrotic damage.\"]},{\"name\":\"Defile {@recharge}\",\"entries\":[\"Ordinary vegetation within 10 feet of the ssurran withers and dies. In addition, each creature within 10 feet of the ssurran must make a {@dc 11} Constitution saving throw, taking 22 ({@damage 4d10}) necrotic damage on a failed save, or half as much damage on a successful one. The ssurran regains 5 ({@dice 1d10}) hit points for each creature that fails the saving throw.\"]}],\"traitTags\":[\"Hold Breath\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"N\",\"S\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ssurran Poisoner\",\"source\":\"BAM\",\"page\":58,\"otherSources\":[{\"source\":\"LoX\"}],\"size\":[\"M\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"lizardfolk\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":22,\"formula\":\"4d8 + 4\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":13,\"dex\":12,\"con\":13,\"int\":12,\"wis\":12,\"cha\":7,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+3\",\"survival\":\"+3\"},\"passive\":13,\"languages\":[\"Draconic\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Hold Breath\",\"entries\":[\"The ssurran can hold its breath for 15 minutes.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The ssurran makes two Claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) slashing damage.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage plus 4 ({@damage 1d8}) poison damage.\"]},{\"name\":\"Poison Bomb\",\"entries\":[\"The ssurran throws a tangerine-sized bomb at a point up to 60 feet away, where it explodes, releasing a 10-foot-radius sphere of poisonous gas that disperses quickly. Each creature in the sphere must make a {@dc 11} Constitution saving throw, taking 10 ({@damage 3d6}) poison damage on a failed save, or half as much damage on a successful one. After the ssurran throws a bomb, roll a {@dice d6}; on a roll of 4 or lower, the ssurran has no more bombs to throw.\"]}],\"attachedItems\":[\"javelin|phb\"],\"traitTags\":[\"Hold Breath\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Starlight Apparition\",\"source\":\"BAM\",\"page\":59,\"otherSources\":[{\"source\":\"LoX\"}],\"size\":[\"M\"],\"type\":\"celestial\",\"alignment\":[\"N\",\"G\"],\"alignmentPrefix\":\"typically \",\"ac\":[10],\"hp\":{\"average\":72,\"formula\":\"16d8\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":1,\"dex\":11,\"con\":10,\"int\":18,\"wis\":16,\"cha\":16,\"senses\":[\"darkvision 120 ft.\"],\"passive\":13,\"resist\":[\"acid\",\"cold\",\"fire\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\",\"radiant\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Astral Existence\",\"entries\":[\"The apparition can exist only on the Astral Plane. If it is sent to a location not on the Astral Plane, the apparition is destroyed.\"]},{\"name\":\"Illumination\",\"entries\":[\"While it has at least 1 hit point, the apparition sheds bright light in a 20-foot radius and dim light for an additional 20 feet.\"]},{\"name\":\"Incorporeal Movement\",\"entries\":[\"The apparition can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The apparition doesn't require air, drink, food, or sleep.\"]}],\"action\":[{\"name\":\"Radiant Eruption\",\"entries\":[\"{@atk ms,rs} {@hit 6} to hit, reach 5 ft. or range 120 ft., one target. {@h}20 ({@damage 5d6 + 3}) radiant damage, and if the target is a creature, it must succeed on a {@dc 14} Wisdom saving throw or be {@condition blinded} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Possession {@recharge}\",\"entries\":[\"One Humanoid that the apparition can see within 5 feet of itself must succeed on a {@dc 14} Charisma saving throw or be possessed by the apparition; the apparition then disappears, and the target is {@condition incapacitated} and loses control of its body. The apparition now controls the body but doesn't deprive the target of awareness. The apparition can't be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being {@condition charmed} and {@condition frightened}. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.\",\"The possession lasts until the body drops to 0 hit points, the apparition ends it as a bonus action, the body leaves the Astral Plane, or the apparition is forced out by an effect like the {@spell dispel evil and good} spell. When the possession ends, the apparition reappears in an unoccupied space within 5 feet of the body. If it reappears in a location not on the Astral Plane, the apparition is destroyed. The target is immune to this apparition's Possession for 24 hours after succeeding on the saving throw or after the possession ends.\"]}],\"traitTags\":[\"Illumination\",\"Incorporeal Movement\",\"Unusual Nature\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"O\",\"R\"],\"miscTags\":[\"AOE\"],\"conditionInflict\":[\"blinded\",\"incapacitated\"],\"savingThrowForced\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Thri-kreen Gladiator\",\"source\":\"BAM\",\"page\":60,\"otherSources\":[{\"source\":\"LoX\"}],\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":142,\"formula\":\"19d8 + 57\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":18,\"con\":16,\"int\":10,\"wis\":15,\"cha\":11,\"save\":{\"str\":\"+7\",\"dex\":\"+7\",\"wis\":\"+5\"},\"skill\":{\"acrobatics\":\"+7\",\"athletics\":\"+7\",\"perception\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"conditionImmune\":[\"frightened\"],\"languages\":[\"telepathy 60 ft.\",\"Thri-kreen\"],\"cr\":\"7\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The thri-kreen makes two Gythka attacks and one Chatkcha attack.\"]},{\"name\":\"Gythka\",\"entries\":[\"{@atk mw} {@hit 7} to hit (with advantage if the thri-kreen is missing any hit points), reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage.\"]},{\"name\":\"Chatkcha\",\"entries\":[\"{@atk rw} {@hit 7} to hit (with advantage if the thri-kreen is missing any hit points), range 30/120 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage.\"]}],\"bonus\":[{\"name\":\"Leap\",\"entries\":[\"The thri-kreen leaps up to 20 feet in any direction, provided its speed isn't 0.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"The thri-kreen adds 3 to its AC against one melee attack that would hit it. To do so, the thri-kreen must see the attacker and be wielding a melee weapon.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"OTH\",\"TP\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Thri-kreen Hunter\",\"source\":\"BAM\",\"page\":61,\"otherSources\":[{\"source\":\"LoX\"}],\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":60,\"formula\":\"11d8 + 11\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":16,\"con\":13,\"int\":10,\"wis\":14,\"cha\":9,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+5\",\"survival\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"telepathy 60 ft.\",\"Thri-kreen\"],\"cr\":\"2\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The thri-kreen makes two Gythka or Chatkcha attacks.\"]},{\"name\":\"Gythka\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage.\"]},{\"name\":\"Chatkcha\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 30/120 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]}],\"bonus\":[{\"name\":\"Chameleon Carapace\",\"entries\":[\"The thri-kreen changes the color of its carapace to match the color and texture of its surroundings, gaining advantage on Dexterity ({@skill Stealth}) checks it makes to hide in those surroundings.\"]},{\"name\":\"Leap\",\"entries\":[\"The thri-kreen leaps up to 20 feet in any direction, provided its speed isn't 0.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"The thri-kreen adds 2 to its AC against one melee attack that would hit it. To do so, the thri-kreen must see the attacker and be wielding a melee weapon.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"OTH\",\"TP\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Thri-kreen Mystic\",\"source\":\"BAM\",\"page\":61,\"otherSources\":[{\"source\":\"LoX\"}],\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":99,\"formula\":\"18d8 + 18\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":15,\"con\":13,\"int\":12,\"wis\":16,\"cha\":10,\"skill\":{\"perception\":\"+6\",\"stealth\":\"+5\",\"survival\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":16,\"languages\":[\"telepathy 60 ft.\",\"Thri-kreen\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The thri-kreen casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability:\"],\"will\":[\"{@spell levitate} (self only)\",\"{@spell mage hand} (the hand is invisible)\"],\"daily\":{\"1e\":[\"{@spell freedom of movement} (self only)\",\"{@spell invisibility} (self only)\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The thri-kreen makes two Gythka attacks or four Psychic Bolt attacks.\"]},{\"name\":\"Gythka\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d8 + 1}) slashing damage.\"]},{\"name\":\"Psychic Bolt\",\"entries\":[\"{@atk rs} {@hit 6} to hit, range 60 ft., one creature. {@h}6 ({@damage 1d6 + 3}) psychic damage.\"]},{\"name\":\"Drain Vitality (Recharges after a Short or Long Rest)\",\"entries\":[\"The thri-kreen targets one creature it can see within 30 feet of itself. The target must make a {@dc 14} Constitution saving throw, taking 32 ({@damage 5d12}) necrotic damage on a failed save, or half as much damage on a successful one. The thri-kreen regains hit points equal to the damage dealt.\"]}],\"bonus\":[{\"name\":\"Chameleon Carapace\",\"entries\":[\"The thri-kreen changes the color of its carapace to match the color and texture of its surroundings, gaining advantage on Dexterity ({@skill Stealth}) checks it makes to hide in those surroundings.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\",\"TP\"],\"damageTags\":[\"N\",\"S\",\"Y\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Vampirate\",\"source\":\"BAM\",\"page\":62,\"otherSources\":[{\"source\":\"LoX\"}],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":42,\"formula\":\"5d8 + 20\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":14,\"con\":18,\"int\":10,\"wis\":11,\"cha\":12,\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"immune\":[\"cold\",\"necrotic\",\"poison\"],\"vulnerable\":[\"radiant\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"poisoned\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Explode\",\"entries\":[\"When the vampirate is reduced to 0 hit points, it explodes in a cloud of ash. Any creature within 5 feet of it must succeed on a {@dc 14} Constitution saving throw or take 5 ({@damage 1d10}) necrotic damage.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The vampirate can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The vampirate doesn't require air or drink.\"]}],\"action\":[{\"name\":\"Energy Drain\",\"entries\":[\"{@atk ms,rs} {@hit 4} to hit, reach 5 ft. or range 30 ft., one creature. {@h}11 ({@damage 2d10}) necrotic damage. A Humanoid reduced to 0 hit points by this attack dies and instantly transforms into a free-willed shadow under the DM's control.\"]},{\"name\":\"Light Crossbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}11 ({@damage 2d8 + 2}) piercing damage.\"]}],\"attachedItems\":[\"light crossbow|phb\"],\"traitTags\":[\"Spider Climb\",\"Unusual Nature\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"N\",\"P\"],\"miscTags\":[\"RNG\",\"RW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Vampirate Captain\",\"source\":\"BAM\",\"page\":63,\"otherSources\":[{\"source\":\"LoX\"}],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":85,\"formula\":\"10d8 + 40\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":16,\"con\":18,\"int\":12,\"wis\":13,\"cha\":16,\"save\":{\"con\":\"+7\",\"wis\":\"+4\",\"cha\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":11,\"immune\":[\"cold\",\"necrotic\",\"poison\"],\"vulnerable\":[\"radiant\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"poisoned\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Explode\",\"entries\":[\"When the captain is reduced to 0 hit points, it explodes in a cloud of ash. Any creature within 5 feet of it must succeed on a {@dc 15} Constitution saving throw or take 16 ({@damage 3d10}) necrotic damage.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The captain can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The captain doesn't require air or drink.\"]}],\"action\":[{\"name\":\"Energy Drain\",\"entries\":[\"{@atk ms,rs} {@hit 6} to hit, reach 5 ft. or range 30 ft., one creature. {@h}22 ({@damage 4d10}) necrotic damage. A Humanoid reduced to 0 hit points by this attack dies and instantly transforms into a free-willed shadow or vampirate (captain's choice) under the DM's control.\"]},{\"name\":\"Heavy Crossbow\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 100/400 ft., one target. {@h}19 ({@damage 3d10 + 3}) piercing damage.\"]},{\"name\":\"Ship Invisibility (Recharges after a Short or Long Rest)\",\"entries\":[\"A ship upon which the captain stands, along with all creatures and objects aboard it, becomes {@condition invisible} to creatures not aboard the ship. The captain must concentrate on this magical effect to maintain it (as if {@status concentration||concentrating} on a spell), and it lasts for up to 1 hour. The effect ends if the captain leaves the ship.\"]}],\"reaction\":[{\"name\":\"Uncanny Dodge\",\"entries\":[\"The captain halves the damage that it takes from an attack that hits it. The captain must be able to see the attacker.\"]}],\"attachedItems\":[\"heavy crossbow|phb\"],\"traitTags\":[\"Spider Climb\",\"Unusual Nature\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"N\",\"P\"],\"miscTags\":[\"RNG\",\"RW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Vampirate Mage\",\"source\":\"BAM\",\"page\":63,\"otherSources\":[{\"source\":\"LoX\"}],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":68,\"formula\":\"8d8 + 32\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":14,\"con\":18,\"int\":13,\"wis\":14,\"cha\":15,\"save\":{\"wis\":\"+5\",\"cha\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":12,\"immune\":[\"cold\",\"necrotic\",\"poison\"],\"vulnerable\":[\"radiant\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"poisoned\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The mage casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell mage hand}\",\"{@spell message}\"],\"daily\":{\"1\":[\"{@spell darkness}\",\"{@spell dimension door}\",\"{@spell fly}\",\"{@spell hypnotic pattern}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Explode\",\"entries\":[\"When the mage is reduced to 0 hit points, it explodes in a cloud of ash. Any creature within 5 feet of it must succeed on a {@dc 14} Constitution saving throw or take 11 ({@damage 2d10}) necrotic damage.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The mage can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The mage doesn't require air or drink.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The mage makes two Ray of Cold attacks.\"]},{\"name\":\"Energy Drain\",\"entries\":[\"{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 30 ft., one creature. {@h}22 ({@damage 4d10}) necrotic damage. A Humanoid reduced to 0 hit points by this attack dies and instantly transforms into a free-willed shadow under the DM's control.\"]},{\"name\":\"Ray of Cold\",\"entries\":[\"{@atk rs} {@hit 5} to hit, range 120 ft., one target. {@h}11 ({@damage 2d8 + 2}) cold damage.\"]}],\"traitTags\":[\"Spider Climb\",\"Unusual Nature\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"C\",\"N\"],\"damageTagsSpell\":[\"O\"],\"spellcastingTags\":[\"O\"],\"conditionInflictSpell\":[\"charmed\",\"incapacitated\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Void Scavver\",\"source\":\"BAM\",\"page\":49,\"otherSources\":[{\"source\":\"LoX\"}],\"size\":[\"H\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":157,\"formula\":\"15d12 + 60\"},\"speed\":{\"walk\":0,\"fly\":40},\"str\":22,\"dex\":16,\"con\":19,\"int\":4,\"wis\":13,\"cha\":5,\"skill\":{\"perception\":\"+5\",\"stealth\":\"+11\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":15,\"cr\":\"11\",\"trait\":[{\"name\":\"Unusual Nature\",\"entries\":[\"The scavver doesn't require air.\"]}],\"action\":[{\"name\":\"Swallowing Bite\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}45 ({@damage 6d12 + 6}) piercing damage. If the target is a Large or smaller creature, it must succeed on a {@dc 16} Dexterity saving throw or be swallowed by the scavver. The scavver can have one creature swallowed at a time.\",\"A swallowed creature is {@condition blinded} and {@condition restrained}, has {@quickref Cover||3||total cover} against attacks and other effects outside the scavver, and takes 11 ({@damage 2d10}) acid damage at the start of each of the scavver's turns from the digestive juices in the scavver's gullet.\",\"If the scavver takes 25 damage or more on a single turn from a creature inside it, the scavver must succeed on a {@dc 20} Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls {@condition prone} in a space within 10 feet of the scavver. If the scavver dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 10 feet of movement, exiting {@condition prone}.\"]}],\"bonus\":[{\"name\":\"Ray of Fear {@recharge 4}\",\"entries\":[\"The scavver's eye emits an {@condition invisible}, magical ray that targets one creature the scavver can see within 60 feet of itself. The target must succeed on a {@dc 16} Wisdom saving throw or be {@condition frightened} of the scavver until the start of the scavver's next turn.\"]}],\"traitTags\":[\"Unusual Nature\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Swallow\"],\"damageTags\":[\"A\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"frightened\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Young Lunar Dragon\",\"source\":\"BAM\",\"page\":35,\"size\":[\"L\"],\"type\":\"dragon\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":123,\"formula\":\"13d10 + 52\"},\"speed\":{\"walk\":40,\"burrow\":20,\"fly\":80},\"str\":19,\"dex\":12,\"con\":18,\"int\":8,\"wis\":10,\"cha\":13,\"save\":{\"con\":\"+7\",\"wis\":\"+3\"},\"skill\":{\"perception\":\"+6\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 240 ft.\"],\"passive\":16,\"immune\":[\"cold\"],\"languages\":[\"Draconic\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The dragon doesn't require air.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 3 ({@damage 1d6}) cold damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage.\"]},{\"name\":\"Cold Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a blast of frost in a 30-foot cone. Each creature in the cone must make a {@dc 15} Constitution saving throw. On a failed save, the creature takes 27 ({@damage 6d8}) cold damage, and its speed is halved until the end of its next turn. On a successful save, the creature takes half as much damage, and its speed isn't reduced.\"]}],\"bonus\":[{\"name\":\"Phase (2/Day)\",\"entries\":[\"The dragon becomes partially incorporeal for as long as it maintains {@status concentration} on the effect (as if {@status concentration||concentrating} on a spell). While partially incorporeal, the dragon has resistance to bludgeoning, piercing, and slashing damage.\"]}],\"dragonAge\":\"young\",\"traitTags\":[\"Tunneler\",\"Unusual Nature\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"C\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Young Solar Dragon\",\"source\":\"BAM\",\"page\":53,\"otherSources\":[{\"source\":\"LoX\"}],\"size\":[\"L\"],\"type\":\"dragon\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":178,\"formula\":\"17d10 + 85\"},\"speed\":{\"walk\":20,\"fly\":{\"number\":60,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":20,\"dex\":15,\"con\":20,\"int\":13,\"wis\":14,\"cha\":12,\"save\":{\"dex\":\"+6\",\"con\":\"+9\",\"wis\":\"+6\",\"cha\":\"+5\"},\"skill\":{\"perception\":\"+10\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":20,\"immune\":[\"radiant\"],\"conditionImmune\":[\"blinded\"],\"languages\":[\"Draconic\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Flyby\",\"entries\":[\"The dragon doesn't provoke opportunity attacks when it flies out of an enemy's reach.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The dragon doesn't require air.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes one Bite attack and one Tail attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage plus 7 ({@damage 2d6}) radiant damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}8 ({@damage 1d6 + 5}) bludgeoning damage.\"]},{\"name\":\"Photonic Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a flashing mote of radiant energy that travels to a point the dragon can see within 120 feet of itself, then blossoms into a 20-foot-radius sphere centered on that point. Each creature in the sphere must make a {@dc 17} Constitution saving throw, taking 44 ({@damage 8d10}) radiant damage on a failed save, or half as much damage on a successful one.\"]}],\"dragonAge\":\"young\",\"traitTags\":[\"Flyby\",\"Unusual Nature\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"B\",\"P\",\"R\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Zodar\",\"source\":\"BAM\",\"page\":64,\"otherSources\":[{\"source\":\"LoX\"}],\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":200,\"formula\":\"16d8 + 128\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":30,\"dex\":10,\"con\":26,\"int\":12,\"wis\":15,\"cha\":18,\"save\":{\"con\":\"+13\",\"int\":\"+6\",\"wis\":\"+7\",\"cha\":\"+9\"},\"senses\":[\"blindsight 120 ft. (blind beyond this radius)\"],\"passive\":12,\"immune\":[\"acid\",\"fire\",\"poison\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"petrified\",\"poisoned\"],\"languages\":[\"see Disembodied Voice below\"],\"cr\":\"16\",\"spellcasting\":[{\"name\":\"Wish\",\"type\":\"spellcasting\",\"headerEntries\":[\"The zodar casts the {@spell wish} spell, requiring no spell components and using Charisma as the spellcasting ability (spell save {@dc 17}). After casting this spell, the zodar turns to dust and is destroyed.\"],\"will\":[{\"entry\":\"{@spell wish}\",\"hidden\":true}],\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Disembodied Voice\",\"entries\":[\"Up to three times in its life, the zodar can cause a message of up to twenty-five words to issue from the air around it. It speaks only when it has something profoundly important to say, and the message can be understood by any creature that has an Intelligence score of 2 or higher.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the zodar fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Transport Inhibitor\",\"entries\":[\"The zodar can't be teleported or sent to any plane of existence against its will.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The zodar doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The zodar makes two Crushing Fist attacks. Before or after these attacks, the zodar uses Forced Teleport.\"]},{\"name\":\"Crushing Fist\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 5 ft., one target. {@h}21 ({@damage 2d10 + 10}) force damage.\"]},{\"name\":\"Forced Teleport\",\"entries\":[\"The zodar magically warps space around one creature it can see within 60 feet of itself. The target must make a {@dc 21} Constitution saving throw. On a failed save, the target takes 22 ({@damage 4d10}) force damage, and the zodar teleports it, along with any equipment it's wearing or carrying, up to 60 feet to an unoccupied space that the zodar can see and that can support the target. On a successful save, the target takes half as much damage and isn't teleported.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Unusual Nature\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"O\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-bgdia.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\",\"SKT\",\"MTF\"]},\"internalCopies\":[\"monster\"],\"otherSources\":{\"monster\":{\"MM\":\"BGDIA\",\"ToA\":\"BGDIA\",\"MTF\":\"BGDIA\",\"VGM\":\"BGDIA\",\"RoT\":\"BGDIA\",\"DMG\":\"BGDIA\"}}},\"monster\":[{\"name\":\"Abyssal Chicken\",\"source\":\"BGDIA\",\"page\":97,\"size\":[\"T\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":10,\"formula\":\"3d4 + 3\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(see bad flier below)\"}},\"str\":6,\"dex\":14,\"con\":13,\"int\":4,\"wis\":9,\"cha\":5,\"senses\":[\"blindsight 30 ft. (blind beyond this radius)\"],\"passive\":9,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"blinded\",\"poisoned\"],\"languages\":[\"understands Abyssal but can't speak\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Bad Flier\",\"entries\":[\"The abyssal chicken falls at the end of a turn if it's airborne and the only thing holding it aloft is its flying speed.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The abyssal chicken makes two attacks: one with its bite and one with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage.\"]}],\"familiar\":true,\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"CS\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Amrik Vanthampur\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"BGDIA\",\"page\":30,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item leather armor|phb}\",\"charisma modifier\"]}],\"hp\":{\"average\":66,\"formula\":\"12d8 + 12\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":18,\"con\":12,\"int\":14,\"wis\":14,\"cha\":15,\"skill\":{\"acrobatics\":\"+6\",\"athletics\":\"+3\",\"deception\":\"+6\",\"insight\":\"+6\"},\"passive\":12,\"languages\":[\"Common\",\"Infernal\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Suave Defense\",\"entries\":[\"While Amrik is wearing light or no armor and wielding no shield, his AC includes his Charisma modifier.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Amrik makes three dagger attacks.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage.\"]},{\"name\":\"Smoke Bomb (1/Day)\",\"entries\":[\"Amrik hurls a smoke bomb up to 20 feet away. The bomb explodes on impact, creating a cloud of black smoke that fills a 10-foot-radius sphere. The area within the cloud is heavily obscured. A strong wind disperses the cloud, which otherwise remains until the end of Amrik's next turn.\"]}],\"attachedItems\":[\"dagger|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"I\"],\"damageTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Archduke Zariel of Avernus\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"BGDIA\",\"page\":243,\"_copy\":{\"name\":\"Zariel\",\"source\":\"MTF\",\"_mod\":{\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Multiattack\",\"items\":{\"name\":\"Multiattack\",\"entries\":[\"Zariel attacks twice with her flail and once with Matalotok. She can substitute Horrid Touch for Matalotok.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Longsword\",\"items\":{\"name\":\"Flail\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d8 + 8}) piercing damage plus 36 ({@damage 8d8}) fire damage.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Javelin\",\"items\":{\"name\":\"Matalotok (Warhammer)\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d8 + 8}) bludgeoning, or 19 ({@damage 2d10 + 8}) bludgeoning damage if used with two hands, plus 36 ({@damage 8d8}) fire damage. In addition, the weapon emits a burst of cold that deals 10 ({@damage 3d6}) cold damage to each creature within 30 feet of it.\"]}}]}},\"resist\":[\"fire\",\"radiant\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"cold\",\"necrotic\",\"poison\"],\"damageTags\":[\"B\",\"C\",\"F\",\"N\",\"P\"],\"damageTagsLegendary\":[],\"miscTags\":[\"MW\",\"RCH\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Arkhan the Cruel\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"BGDIA\",\"page\":111,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dragonborn\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":23,\"from\":[\"{@item obsidian flint dragon plate|bgdia}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":221,\"formula\":\"26d8 + 104\"},\"speed\":{\"walk\":40},\"str\":20,\"dex\":12,\"con\":18,\"int\":10,\"wis\":10,\"cha\":18,\"save\":{\"wis\":\"+5\",\"cha\":\"+9\"},\"skill\":{\"athletics\":\"+10\",\"deception\":\"+9\",\"intimidation\":\"+9\"},\"senses\":[\"darkvision 60 ft. (can see invisible creatures out to the same range)\"],\"passive\":10,\"resist\":[\"fire\",\"poison\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"frightened\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"16\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Arkhan's spellcasting ability is Charisma (spell save {@dc 17}). He can cast the following spells, requiring no material components:\"],\"daily\":{\"3e\":[\"{@spell animate dead}\",\"{@spell branding smite} (at 4th level)\",\"{@spell revivify}\"],\"1e\":[\"{@spell geas}\",\"{@spell raise dead}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Aura of Hate\",\"entries\":[\"While Arkhan isn't {@condition incapacitated}, he and all fiends and undead within 30 feet of him deal 4 extra damage whenever they hit with a melee weapon attack (already factored into Arkhan's attacks). This extra damage is of the same type as the weapon's damage type.\"]},{\"name\":\"Hand of Vecna\",\"entries\":[\"The {@item Hand of Vecna} has 8 charges and regains {@dice 1d4 + 4} expended charges daily at dawn. Arkhan can cast the following spells from the hand by expending the specified number of charges (spell save {@dc 18}): {@spell finger of death} (5 charges), {@spell sleep} (1 charge), {@spell slow} (2 charges), and {@spell teleport} (3 charges).\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Arkhan wields {@item Fane-Eater|bgdia} and wears a suit of {@item Obsidian Flint Dragon Plate|bgdia}. The armor gives Arkhan advantage on ability checks and saving throws made to avoid or end the {@condition grappled} condition on him.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Arkhan makes three weapon attacks.\"]},{\"name\":\"Fane-Eater (Battleaxe)\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}16 ({@damage 1d8 + 12}) slashing damage, or 17 ({@damage 1d10 + 12}) slashing damage when used with two hands, plus 9 ({@damage 2d8}) cold damage. If the target is a creature and Arkhan rolls a 20 on the attack roll, the creature takes an extra 9 ({@damage 2d8}) necrotic damage, and Arkhan regains an amount of hit points equal to the necrotic damage dealt.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 10} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage, plus 4 piercing damage and 9 ({@damage 2d8}) cold damage if the javelin was used to make a melee attack.\"]}],\"attachedItems\":[\"fane-eater|bgdia\",\"javelin|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"C\",\"N\",\"P\",\"S\"],\"damageTagsSpell\":[\"R\",\"Y\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bel\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"BGDIA\",\"page\":115,\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":364,\"formula\":\"27d10 + 216\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":28,\"dex\":14,\"con\":26,\"int\":25,\"wis\":19,\"cha\":26,\"save\":{\"dex\":\"+10\",\"con\":\"+16\",\"wis\":\"+12\"},\"skill\":{\"arcana\":\"+15\",\"deception\":\"+16\",\"insight\":\"+12\",\"persuasion\":\"+16\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":14,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Common\",\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"25\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Bel's spellcasting ability is Charisma (spell save {@dc 23}). Bel can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell detect magic}\",\"{@spell fireball}\"],\"daily\":{\"3e\":[\"{@spell dispel magic}\",\"{@spell hold monster}\",\"{@spell mirror image}\",\"{@spell mislead}\",\"{@spell raise dead}\",\"{@spell teleport}\",\"{@spell wall of fire}\"],\"1e\":[\"{@spell imprisonment}\",\"{@spell meteor swarm}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Fear Aura\",\"entries\":[\"Any creature hostile to Bel that starts its turn within 20 feet of him must make a {@dc 23} Wisdom saving throw, unless Bel is {@condition incapacitated}. Unless the save succeeds, the creature is {@condition frightened} until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Bel's Fear Aura for the next 24 hours.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Bel fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Bel has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"Bel's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Bel makes three attacks: two with his greatsword and one with his tail.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}23 ({@damage 4d6 + 9}) slashing damage plus 21 ({@damage 6d6}) fire damage. If the target is a flammable object that is not being held or worn, it catches fire.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}25 ({@damage 3d10 + 9}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 23} Constitution saving throw or be {@condition stunned} until the end of its next turn.\"]}],\"legendary\":[{\"name\":\"Fireball\",\"entries\":[\"Bel casts {@spell fireball}.\"]},{\"name\":\"Tactical Edge (Costs 2 Actions)\",\"entries\":[\"Roll a {@dice d6} for Bel. The number rolled on the die is subtracted from the next attack roll made against Bel or an ally of his choice within the next minute.\"]},{\"name\":\"Summon Ice Devil (Costs 3 Actions)\",\"entries\":[\"Bel magically summons an ice devil with an ice spear (as described in the ice devil's entry in the Monster Manual). The ice devil appears in an unoccupied space within 60 feet of Bel, acts as Bel's ally, and can summon other devils if it has such power. The ice devil remains until Bel dies or until he dismisses it as an action.\"]}],\"attachedItems\":[\"greatsword|phb\"],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"I\"],\"damageTags\":[\"B\",\"F\",\"S\"],\"damageTagsSpell\":[\"B\",\"F\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"stunned\"],\"conditionInflictSpell\":[\"blinded\",\"deafened\",\"invisible\",\"paralyzed\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bitter Breath\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"BGDIA\",\"page\":90,\"_copy\":{\"name\":\"Horned Devil\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the devil\",\"with\":\"Bitter Breath\",\"flags\":\"i\"}}},\"speed\":{\"walk\":20},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Black Gauntlet of Bane\",\"source\":\"BGDIA\",\"page\":235,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item chain mail|phb}\"]}],\"hp\":{\"average\":51,\"formula\":\"6d8 + 24\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":11,\"con\":18,\"int\":12,\"wis\":15,\"cha\":18,\"save\":{\"wis\":\"+5\"},\"skill\":{\"intimidation\":\"+7\",\"perception\":\"+5\"},\"passive\":15,\"conditionImmune\":[\"frightened\"],\"languages\":[\"Common\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The black gauntlet is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 15}, {@hit 7} to hit with spell attacks). It has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell guidance}\",\"{@spell sacred flame}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell bane}\",\"{@spell bless}\",\"{@spell cure wounds}\",\"{@spell guiding bolt} (see \\\"Actions\\\" below)\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell blindness/deafness}\",\"{@spell hold person}\",\"{@spell silence}\"]},\"3\":{\"slots\":2,\"spells\":[\"{@spell sending}\",\"{@spell spirit guardians}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Aura of Terror\",\"entries\":[\"When a hostile creature within 5 feet of the black gauntlet makes an attack roll or a saving throw, it has disadvantage on the roll. Creatures that are immune to the {@condition frightened} condition are immune to this trait.\"]},{\"name\":\"Tactical Discipline\",\"entries\":[\"The black gauntlet has advantage on all ability checks and saving throws made during combat.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The black gauntlet makes two attacks with its mace.\"]},{\"name\":\"Mace\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage plus 13 ({@damage 3d8}) necrotic damage.\"]},{\"name\":\"Guiding Bolt (1st-Level Spell; Requires a Spell Slot)\",\"entries\":[\"{@atk rs} {@hit 7} to hit, range 120 ft., one creature. {@h}14 ({@damage 4d6}) radiant damage, and the next attack roll made against the target before the end of the black gauntlet's next turn has advantage. If the black gauntlet casts this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d6} for each slot level above 1st.\"]}],\"attachedItems\":[\"mace|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\",\"N\",\"R\"],\"damageTagsSpell\":[\"N\",\"R\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"blinded\",\"deafened\",\"paralyzed\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bone Whelk\",\"source\":\"BGDIA\",\"page\":119,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":27,\"formula\":\"5d10\"},\"speed\":{\"walk\":15,\"climb\":15},\"str\":10,\"dex\":5,\"con\":11,\"int\":6,\"wis\":9,\"cha\":3,\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"cr\":\"1/4\",\"trait\":[{\"name\":\"Adhesive\",\"entries\":[\"The bone whelk can cause Medium or smaller objects to adhere to it. A Medium or smaller creature that touches the bone whelk is {@condition grappled} by it (escape {@dc 10}).\"]},{\"name\":\"Death Scream\",\"entries\":[\"When the bone whelk dies, it emits a blood-curdling shriek than can be heard out to a range of 120 feet. This shriek causes nonmagical, organic material within 10 feet of the bone whelk to rot. Each creature within 10 feet of the bone whelk when it dies takes 9 ({@damage 2d8}) necrotic damage.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The bone whelk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d8}) piercing damage.\"]}],\"traitTags\":[\"Spider Climb\"],\"senseTags\":[\"D\"],\"damageTags\":[\"N\",\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Burney the Barber\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"BGDIA\",\"page\":129,\"_copy\":{\"name\":\"Ancient Copper Dragon\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the dragon\",\"with\":\"Burney\",\"flags\":\"i\"},\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Healer\",\"entries\":[\"Burney has the benefits of the {@feat healer} feat as well as proficiency with both the {@item healer's kit|phb} and the {@item herbalism kit|phb}.\"]},{\"name\":\"Bahamut's Blessings\",\"entries\":[\"Burney has received several blessings in her service to Bahamut:\",{\"type\":\"list\",\"items\":[\"Unless Burney decided otherwise, once any creature less powerful than a deity has taken three steps from her, they can no longer remember her or having interacted with her specifically.\",\"Burney is under the effect of a permanent {@spell mind blank} spell, and cannot be detected by magical or mundane means unless she wishes it. In exchange for this blessing, Burney can take no direct action against the denizens of the Nine Hells, though she can certainly enlist the help of those who can.\",\"Burney always knows the location of the Wandering Emporium and can transport herself there as though by a {@spell word of recall} spell. This explains why Burney simply seems to appear amid the fully deployed marketplace each morning it is active to provide service and tell stories.\",\"Once each day, when Burney so desires, she can instantly transport herself to the court of Bahamut via a powerful blessing akin to the {@spell plane shift} spell.\"]}]}]}}},\"damageTagsLegendary\":[],\"hasToken\":true},{\"name\":\"Chukka\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"BGDIA\",\"page\":83,\"_copy\":{\"name\":\"Kenku\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the kenku\",\"with\":\"Chukka\",\"flags\":\"i\"}}},\"action\":[{\"name\":\"Silvered Pike\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d10}) piercing damage.\"]}],\"attachedItems\":[\"silvered pike|phb\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Clonk\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"BGDIA\",\"page\":83,\"_copy\":{\"name\":\"Kenku\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the kenku\",\"with\":\"Clonk\",\"flags\":\"i\"}}},\"action\":[{\"name\":\"Hellfire Warhammer\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d8}) bludgeoning damage, or 5 ({@damage 1d10 + 1}) bludgeoning damage if used with two hands to make a melee attack.\"]}],\"attachedItems\":[\"hellfire warhammer|bgdia\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Crokek'toeck\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"BGDIA\",\"page\":231,\"size\":[\"G\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":297,\"formula\":\"17d20 + 119\"},\"speed\":{\"walk\":60,\"swim\":60},\"str\":28,\"dex\":10,\"con\":24,\"int\":6,\"wis\":10,\"cha\":13,\"save\":{\"con\":\"+12\",\"wis\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"understands Abyssal but can't speak\"],\"cr\":\"14\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"Crokek'toeck can breathe air and water.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Crokek'toeck has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"Crokek'toeck's weapon attacks are magical.\"]},{\"name\":\"Secure Memory\",\"entries\":[\"Crokek'toeck is immune to the waters of the River Styx as well as any effect that would steal or modify its memories or detect or read its thoughts.\"]},{\"name\":\"Standing Leap\",\"entries\":[\"Crokek'toeck's long jump is up to 60 feet and its high jump is up to 30 feet, with or without a running start.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 15 ft., one target. {@h}44 ({@damage 10d6 + 9}) piercing damage.\"]},{\"name\":\"Disgorge Allies {@recharge}\",\"entries\":[\"Crokek'toeck opens its mouth and disgorges {@dice 1d4} {@creature barlgura||barlguras}, {@dice 3d6} {@creature gnoll||gnolls} led by 1 {@creature gnoll fang of Yeenoghu}, {@dice 6d6} {@creature dretch||dretches}, or {@dice 1d3} {@creature vrock||vrocks}. Each creature it disgorges appears in an unoccupied space within 30 feet of Crokek'toeck's mouth, or the next closest unoccupied space.\"]}],\"traitTags\":[\"Amphibious\",\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"AB\",\"CS\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Death's Head of Bhaal\",\"source\":\"BGDIA\",\"page\":233,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[15],\"hp\":{\"average\":76,\"formula\":\"8d8 + 40\"},\"speed\":{\"walk\":50},\"str\":20,\"dex\":20,\"con\":20,\"int\":14,\"wis\":13,\"cha\":16,\"skill\":{\"intimidation\":\"+6\",\"perception\":\"+4\",\"persuasion\":\"+6\",\"stealth\":\"+11\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Common\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Aura of Murder\",\"entries\":[\"As long as the death's head is not {@condition incapacitated}, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to such damage.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The death's head has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The death's head uses Stunning Gaze and makes two dagger attacks.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d4 + 5}) piercing damage.\"]},{\"name\":\"Stunning Gaze\",\"entries\":[\"The death's head targets one creature it can see within 30 feet of it. The target must succeed on a {@dc 14} Wisdom saving throw or be {@condition stunned} until the end of its next turn.\"]}],\"reaction\":[{\"name\":\"Unstoppable (3/Day)\",\"entries\":[\"The death's head reduces the damage it takes from an attack to 0.\"]}],\"attachedItems\":[\"dagger|phb\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"stunned\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Dryad Spirit\",\"source\":\"BGDIA\",\"page\":108,\"_copy\":{\"name\":\"Banshee\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"banshee\",\"with\":\"dryad\"}}},\"hasToken\":true},{\"name\":\"Duke Thalamra Vanthampur\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"BGDIA\",\"page\":38,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[10],\"hp\":{\"average\":78,\"formula\":\"12d8 + 24\"},\"speed\":{\"walk\":30},\"str\":17,\"dex\":10,\"con\":15,\"int\":13,\"wis\":16,\"cha\":18,\"skill\":{\"deception\":\"+6\",\"insight\":\"+5\",\"intimidation\":\"+6\",\"religion\":\"+3\"},\"senses\":[\"darkvision 120 ft. (see devil's sight below)\"],\"passive\":13,\"languages\":[\"Common\",\"Infernal\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Dark Devotion\",\"entries\":[\"Thalamra has advantage on saving throws against being {@condition charmed} or {@condition frightened}.\"]},{\"name\":\"Devil's Sight\",\"entries\":[\"Thalamra can see normally in darkness, both magical and nonmagical, out to a distance of 120 feet.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Thalamra uses eldritch blast twice or makes two unarmed strikes.\"]},{\"name\":\"Eldritch Blast (Cantrip)\",\"entries\":[\"{@atk rs} {@hit 6} to hit, range 120 ft., one creature. {@h}9 ({@damage 1d10 + 4}) force damage.\"]},{\"name\":\"Unarmed Strike\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}4 bludgeoning damage.\"]}],\"reaction\":[{\"name\":\"Hellish Rebuke (1st-Level Spell; 2/Day)\",\"entries\":[\"When Thalamra is damaged by a creature within 60 feet of her that she can see, the creature that damaged her is engulfed in hellish flames and must make a {@dc 14} Dexterity saving throw, taking 16 ({@damage 3d10}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"traitTags\":[\"Devil's Sight\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"I\"],\"damageTags\":[\"B\",\"F\",\"O\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Elliach\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"BGDIA\",\"page\":130,\"_copy\":{\"name\":\"Mage\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the mage\",\"with\":\"Elliach\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"E\"],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 10 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RW\",\"THW\"],\"hasToken\":true},{\"name\":\"Feonor\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"BGDIA\",\"page\":130,\"_copy\":{\"name\":\"Archmage\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the archmage\",\"with\":\"Feonor\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Fiendish Flesh Golem\",\"source\":\"BGDIA\",\"page\":236,\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":210,\"formula\":\"20d10 + 100\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":20,\"dex\":9,\"con\":20,\"int\":7,\"wis\":10,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"cold\",\"fire\"],\"immune\":[\"lightning\",\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't adamantine or silvered\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Berserk\",\"entries\":[\"Whenever the golem starts its turn with 100 hit points or fewer, roll a {@dice d6}. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. If the golem's creator is within 60 feet of the berserk golem, the creator can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a {@dc 15} Charisma ({@skill Persuasion}) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 100 hit points or fewer, the golem might go berserk again.\"]},{\"name\":\"Immutable Form\",\"entries\":[\"The golem is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Lightning Absorption\",\"entries\":[\"Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The golem has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The golem's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The golem makes two slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) bludgeoning damage.\"]}],\"traitTags\":[\"Damage Absorption\",\"Immutable Form\",\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Fist of Bane\",\"source\":\"BGDIA\",\"page\":232,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item chain mail|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":22,\"formula\":\"4d8 + 4\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":11,\"con\":13,\"int\":10,\"wis\":12,\"cha\":11,\"passive\":11,\"conditionImmune\":[\"frightened\"],\"languages\":[\"Common\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Tactical Discipline\",\"entries\":[\"The fist of Bane has advantage on all ability checks and saving throws made during combat.\"]}],\"action\":[{\"name\":\"Mace\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 2} to hit, range 150/600 ft., one target. {@h}4 ({@damage 1d8}) piercing damage.\"]}],\"attachedItems\":[\"longbow|phb\",\"mace|phb\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Flying Dagger\",\"source\":\"BGDIA\",\"page\":30,\"_copy\":{\"name\":\"Flying Sword\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"sword\",\"with\":\"dagger\"},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Longsword\",\"items\":{\"name\":\"Dagger\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage.\"]}}}},\"size\":[\"T\"],\"hp\":{\"average\":7,\"formula\":\"3d4\"},\"cr\":\"1/8\",\"damageTags\":[\"P\"],\"hasToken\":true},{\"name\":\"Gideon Lightward\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"BGDIA\",\"page\":65,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[11],\"hp\":{\"average\":136,\"formula\":\"16d8 + 64\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":13,\"con\":18,\"int\":10,\"wis\":18,\"cha\":13,\"save\":{\"dex\":\"+4\",\"con\":\"+7\",\"wis\":\"+7\"},\"skill\":{\"insight\":\"+7\",\"religion\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"vulnerable\":[\"radiant\"],\"conditionImmune\":[\"exhaustion\",\"paralyzed\",\"poisoned\"],\"languages\":[\"Common\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Regeneration\",\"entries\":[\"Gideon regains 10 hit points at the start of each of his turns. If he takes radiant damage, this trait doesn't function at the start of his next turn. Gideon is destroyed only if he starts his turn with 0 hit points and doesn't regenerate.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Gideon attacks twice with his fists.\"]},{\"name\":\"Fist\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage.\"]},{\"name\":\"Withering Gaze\",\"entries\":[\"Gideon targets one creature he can see within 60 feet of him. The target must make a {@dc 15} Constitution saving throw, taking 22 ({@damage 4d10}) necrotic damage on a failed save, or half as much damage on a successful one.\"]}],\"traitTags\":[\"Regeneration\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\",\"N\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Harkina Hunt\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"BGDIA\",\"page\":53,\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\",\"_mod\":{\"action\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 2} to hit, range 150/600 ft., one target. {@h}4 ({@damage 1d8}) piercing damage.\"]}}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\",\"RNG\"],\"hasToken\":true},{\"name\":\"Hellwasp\",\"source\":\"BGDIA\",\"page\":236,\"size\":[\"L\"],\"type\":\"fiend\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"8d10 + 8\"},\"speed\":{\"walk\":10,\"fly\":{\"number\":60,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":18,\"dex\":15,\"con\":12,\"int\":10,\"wis\":10,\"cha\":7,\"save\":{\"dex\":\"+5\",\"wis\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"fire\"],\"vulnerable\":[\"cold\"],\"languages\":[\"Infernal\",\"telepathy 300 ft. (with other hellwasps only)\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Magic Weapons\",\"entries\":[\"The hellwasp's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hellwasp makes two attacks: one with its sting and one with its sword talons.\"]},{\"name\":\"Sting\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}8 ({@damage 1d8 + 4}) piercing damage plus 7 ({@damage 2d6}) fire damage, and the target must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} for 1 minute. While {@condition poisoned} in this way, the target is also {@condition paralyzed}. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Sword Talons\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage.\"]}],\"traitTags\":[\"Magic Weapons\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"I\",\"TP\"],\"damageTags\":[\"F\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"paralyzed\",\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hellwasp Grub\",\"source\":\"BGDIA\",\"page\":95,\"_copy\":{\"name\":\"Giant Centipede\",\"source\":\"MM\"},\"hasToken\":true},{\"name\":\"Hollyphant\",\"source\":\"BGDIA\",\"page\":237,\"size\":[\"S\"],\"type\":\"celestial\",\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":36,\"formula\":\"8d6 + 8\"},\"speed\":{\"walk\":20,\"fly\":120},\"str\":10,\"dex\":11,\"con\":12,\"int\":16,\"wis\":19,\"cha\":16,\"save\":{\"dex\":\"+3\",\"con\":\"+4\",\"cha\":\"+6\"},\"passive\":14,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Celestial\",\"telepathy 120 ft.\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The hollyphant's innate spellcasting ability is Wisdom (spell save {@dc 15}). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell light}\"],\"daily\":{\"2e\":[\"{@spell bless}\",\"{@spell cure wounds}\",\"{@spell protection from evil and good}\"],\"1e\":[\"{@spell banishment}\",\"{@spell heal}\",\"{@spell raise dead}\",\"{@spell shapechange} (into a golden-furred {@creature mammoth} with feathered wings and a flying speed of 120 ft.)\",\"{@spell teleport} (with no chance of error)\"]},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Aura of Invulnerability\",\"entries\":[\"An {@condition invisible} aura forms a 10-foot-radius sphere around the hollyphant for as long as it lives. Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells. The hollyphant can use an action to suppress this trait until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell).\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The hollyphant's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Tusks\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) piercing damage.\"]},{\"name\":\"Trumpet (3/Day)\",\"entries\":[\"The hollyphant blows air through its trunk, creating a trumpet sound that can be heard out to a range of 600 feet. The trumpet also creates a 30-foot cone of energy that has one of the following effects, chosen by the hollyphant:\"]},{\"name\":\"Trumpet of Blasting\",\"entries\":[\"Each creature in the cone must make a {@dc 14} Constitution saving throw. On a failed save, a creature takes 17 ({@damage 5d6}) thunder damage and is {@condition deafened} for 1 minute. On a successful save, a creature takes half as much damage and isn't {@condition deafened}. Nonmagical objects in the cone that aren't being held or worn take 35 ({@damage 10d6}) thunder damage.\"]},{\"name\":\"Trumpet of Sparkles\",\"entries\":[\"Creatures in the cone must make a {@dc 14} Constitution saving throw, taking 22 ({@damage 4d8 + 4}) radiant damage on a failed save, or half as much damage on a successful one. Evil creatures have disadvantage on the saving throw. Good creatures in the cone take no damage.\"]}],\"traitTags\":[\"Magic Weapons\"],\"languageTags\":[\"CE\",\"TP\"],\"damageTags\":[\"P\",\"R\",\"T\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"deafened\"],\"conditionInflictSpell\":[\"incapacitated\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Iron Consul\",\"source\":\"BGDIA\",\"page\":232,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item chain mail|phb}\"]}],\"hp\":{\"average\":45,\"formula\":\"6d8 + 18\"},\"speed\":{\"walk\":30},\"str\":17,\"dex\":11,\"con\":16,\"int\":12,\"wis\":15,\"cha\":16,\"save\":{\"wis\":\"+4\"},\"skill\":{\"intimidation\":\"+5\",\"perception\":\"+4\"},\"passive\":14,\"conditionImmune\":[\"frightened\"],\"languages\":[\"Common\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Tactical Discipline\",\"entries\":[\"The iron consul has advantage on all ability checks and saving throws made during combat.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The iron consul makes one attack with its spear and can use its Voice of Command ability.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, or 7 ({@damage 1d8 + 3}) piercing damage when used with two hands to make a melee attack.\"]},{\"name\":\"Voice of Command\",\"entries\":[\"The iron consul selects up to two allies within 90 feet of it that can hear its commands. Each ally can immediately use its reaction to make one melee attack.\"]}],\"attachedItems\":[\"spear|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Kostchtchie\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"BGDIA\",\"page\":105,\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":243,\"formula\":\"18d10 + 144\"},\"speed\":{\"walk\":40},\"str\":30,\"dex\":12,\"con\":27,\"int\":18,\"wis\":22,\"cha\":19,\"save\":{\"dex\":\"+9\",\"con\":\"+16\",\"wis\":\"+14\"},\"skill\":{\"intimidation\":\"+12\",\"perception\":\"+14\",\"survival\":\"+14\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":24,\"resist\":[\"fire\",\"lightning\"],\"immune\":[\"cold\",\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Abyssal\",\"Giant\",\"telepathy 120 ft.\"],\"cr\":\"25\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Kostchtchie's innate spellcasting ability is Charisma (spell save {@dc 20}). He can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell command}\",\"{@spell darkness}\"],\"daily\":{\"1e\":[\"{@spell dispel evil and good}\",\"{@spell gate}\",\"{@spell harm}\",\"{@spell telekinesis}\",\"{@spell teleport}\",\"{@spell wind walk}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Kostchtchie fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Kostchtchie has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Kostchtchie makes two melee attacks, only one of which can be a bite attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 5 ft., one creature. {@h}13 ({@damage 1d6 + 10}) piercing damage.\"]},{\"name\":\"Matalotok (Warhammer)\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d8 + 10}) bludgeoning damage, or 21 ({@damage 2d10 + 10}) bludgeoning damage when used with two hands, and the weapon emits a burst of cold that deals 10 ({@damage 3d6}) cold damage to each creature within 30 feet of it.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"Kostchtchie makes one melee weapon attack.\"]},{\"name\":\"Charge\",\"entries\":[\"Kostchtchie moves up to his speed.\"]},{\"name\":\"Curse (Costs 2 Actions)\",\"entries\":[\"Kostchtchie curses one creature he can see within 60 feet of him. The cursed creature gains vulnerability to all damage dealt by Kostchtchie until the end of Kostchtchie's next turn.\"]}],\"attachedItems\":[\"matalotok|bgdia\"],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"GI\",\"TP\"],\"damageTags\":[\"B\",\"C\",\"P\"],\"damageTagsSpell\":[\"N\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Krull\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"BGDIA\",\"page\":110,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"tortle\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":117,\"formula\":\"18d8 + 36\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":14,\"con\":15,\"int\":12,\"wis\":20,\"cha\":12,\"save\":{\"wis\":\"+8\",\"cha\":\"+4\"},\"skill\":{\"arcana\":\"+4\",\"medicine\":\"+8\",\"nature\":\"+4\",\"survival\":\"+8\"},\"passive\":15,\"languages\":[\"Aquan\",\"Common\",\"Draconic\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Krull is a 14th-level spellcaster. His spellcasting ability is Wisdom (spell save {@dc 16}, {@hit 8} to hit with spell attacks). He has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell chill touch}\",\"{@spell mending}\",\"{@spell resistance}\",\"{@spell sacred flame}\",\"{@spell spare the dying}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell cure wounds}\",\"{@spell detect evil and good}\",\"{@spell false life}\",\"{@spell inflict wounds}\",\"{@spell ray of sickness}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell blindness/deafness}\",\"{@spell gentle repose}\",\"{@spell hold person}\",\"{@spell ray of enfeeblement}\",\"{@spell spiritual weapon}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell animate dead}\",\"{@spell magic circle}\",\"{@spell speak with dead}\",\"{@spell spirit guardians}\",\"{@spell vampiric touch}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell banishment}\",\"{@spell blight}\",\"{@spell death ward}\",\"{@spell divination}\",\"{@spell locate creature}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell antilife shell}\",\"{@spell cloudkill}\",\"{@spell contagion}\",\"{@spell greater restoration}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell create undead}\",\"{@spell true seeing}\"]},\"7\":{\"slots\":1,\"spells\":[\"{@spell divine word}\",\"{@spell regenerate}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Hold Breath\",\"entries\":[\"Krull can hold his breath for 1 hour.\"]},{\"name\":\"Inescapable Destruction\",\"entries\":[\"Necrotic damage dealt by Krull's spells ignores resistance to necrotic damage.\"]}],\"action\":[{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d4 + 5}) piercing damage.\"]},{\"name\":\"+1 Maul\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) bludgeoning damage plus 9 ({@damage 2d8}) necrotic damage.\"]},{\"name\":\"Shell Defense\",\"entries\":[\"Krull withdraws into his shell. Until he emerges as a bonus action, he has a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in his shell, Krull is {@condition prone}, his speed is 0 and can't increase, he has disadvantage on Dexterity saving throws, he can't take reactions, and the only action he can take is to emerge from his shell.\"]}],\"attachedItems\":[\"+1 maul|dmg\"],\"traitTags\":[\"Hold Breath\"],\"languageTags\":[\"AQ\",\"C\",\"DR\"],\"damageTags\":[\"B\",\"N\",\"P\"],\"damageTagsSpell\":[\"I\",\"N\",\"O\",\"R\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"blinded\",\"deafened\",\"incapacitated\",\"paralyzed\",\"poisoned\",\"stunned\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Lulu\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"BGDIA\",\"page\":5,\"_copy\":{\"name\":\"Hollyphant\",\"source\":\"BGDIA\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the hollyphant\",\"with\":\"Lulu\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Mad Maggie\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"BGDIA\",\"page\":74,\"_copy\":{\"name\":\"Night Hag\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the hag\",\"with\":\"Maggie\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Mahadi the Rakshasa\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"BGDIA\",\"page\":127,\"size\":[\"M\"],\"type\":\"fiend\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":195,\"formula\":\"23d8 + 92\"},\"speed\":{\"walk\":40},\"str\":14,\"dex\":18,\"con\":18,\"int\":14,\"wis\":18,\"cha\":20,\"save\":{\"wis\":\"+9\",\"cha\":\"+10\"},\"skill\":{\"arcana\":\"+7\",\"deception\":\"+10\",\"insight\":\"+9\",\"perception\":\"+9\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":19,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"vulnerable\":[{\"vulnerable\":[\"piercing\"],\"note\":\"from magic weapons wielded by good creatures\",\"cond\":true}],\"languages\":[\"all (can read only)\",\"Common\",\"Infernal\"],\"cr\":\"14\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Mahadi's innate spellcasting ability is Charisma (spell save {@dc 18}, {@hit 9} to hit with spell attacks). He can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell detect thoughts}\",\"{@spell disguise self}\",\"{@spell mage hand}\",\"{@spell minor illusion}\"],\"daily\":{\"3e\":[\"{@spell charm person}\",\"{@spell detect magic}\",\"{@spell dispel magic}\",\"{@spell hellish rebuke}\",\"{@spell invisibility}\",\"{@spell major image}\",\"{@spell speak with dead}\",\"{@spell suggestion}\"],\"1e\":[\"{@spell banishment}\",\"{@spell demiplane}\",\"{@spell dominate person}\",\"{@spell fly}\",\"{@spell forcecage}\",\"{@spell geas}\",\"{@spell plane shift}\",\"{@spell true seeing}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Limited Magic Immunity\",\"entries\":[\"Mahadi can't be affected or detected by spells of 6th level or lower unless he wishes to be. He has advantage on saving throws against all other spells and magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"Mahadi's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Mahadi makes four claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) slashing damage, and the target is cursed if it's a creature. The curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a {@spell remove curse} spell or similar magic.\"]},{\"name\":\"Summon Erinyes (1/Day)\",\"entries\":[\"Mahadi summons Ilzabet, an erinyes bound to him by an infernal contract. The erinyes appears in an unoccupied space within 60 feet of him, acts as his ally, and can't summon other devils. The erinyes remains for 10 minutes or until Mahadi dismisses it as an action. If the erinyes dies, Mahadi loses this action option.\"]}],\"traitTags\":[\"Magic Weapons\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"I\",\"XX\"],\"damageTags\":[\"S\"],\"damageTagsSpell\":[\"F\",\"Y\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"CUR\",\"MW\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Master of Souls\",\"source\":\"BGDIA\",\"page\":234,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[12],\"hp\":{\"average\":45,\"formula\":\"6d8 + 18\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":17,\"int\":19,\"wis\":14,\"cha\":13,\"save\":{\"wis\":\"+4\"},\"skill\":{\"arcana\":\"+6\",\"religion\":\"+6\"},\"passive\":12,\"languages\":[\"Abyssal\",\"Common\",\"Infernal\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The master of souls is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). It has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell chill touch} (see \\\"Actions\\\" below)\",\"{@spell mage hand}\",\"{@spell message}\",\"{@spell prestidigitation}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell burning hands}\",\"{@spell detect magic}\",\"{@spell ray of sickness} (see \\\"Actions\\\" below)\",\"{@spell shield}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell darkness}\",\"{@spell misty step}\",\"{@spell scorching ray} (see \\\"Actions\\\" below)\"]},\"3\":{\"slots\":2,\"spells\":[\"{@spell animate dead}\",\"{@spell fireball}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Grave Magic\",\"entries\":[\"When the master of souls cast a spell that deals damage, it can change the spell's damage type to necrotic.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The master of souls attacks twice with its flail.\"]},{\"name\":\"Silvered Skull Flail\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d8}) bludgeoning damage plus 14 ({@damage 4d6}) necrotic damage, and the target has disadvantage on all saving throws until the end of the master of souls' next turn.\"]},{\"name\":\"Chill Touch (Cantrip)\",\"entries\":[\"{@atk rs} {@hit 6} to hit, range 120 ft., one creature. {@h}13 ({@damage 2d8}) necrotic damage, and the target can't regain hit points until the start of the master of souls' next turn. If the target is undead, it has disadvantage on attack rolls against the master of souls for the same duration.\"]},{\"name\":\"Ray of Sickness (1st-Level Spell; Requires a Spell Slot)\",\"entries\":[\"{@atk rs} {@hit 6} to hit, range 60 ft., one creature. {@h}9 ({@damage 2d8}) poison damage, and the target must succeed on a {@dc 14} Constitution saving throw or be {@condition poisoned} until the end of the master of souls' next turn. If the master of souls casts this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d8} for each slot level above 1st.\"]},{\"name\":\"Scorching Ray (2nd-Level Spell; Requires a Spell Slot)\",\"entries\":[\"{@atk rs} {@hit 6} to hit, range 120 ft., one target per ray (3 rays if a 2nd-level spell slot is used, 4 rays if a 3rd-level spell slot is used). {@h}7 ({@damage 2d6}) fire damage per ray.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"I\"],\"damageTags\":[\"B\",\"F\",\"I\",\"N\"],\"damageTagsSpell\":[\"F\",\"I\",\"N\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"poisoned\"],\"conditionInflictSpell\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Mortlock Vanthampur\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"BGDIA\",\"page\":26,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[12],\"hp\":{\"average\":90,\"formula\":\"12d8 + 36\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":14,\"con\":17,\"int\":10,\"wis\":12,\"cha\":13,\"skill\":{\"athletics\":\"+6\",\"intimidation\":\"+5\"},\"passive\":11,\"languages\":[\"Common\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Indomitable (2/Day)\",\"entries\":[\"Mortlock can reroll a saving throw that he fails. He must use the new roll.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Mortlock makes two attacks with his greatclub.\"]},{\"name\":\"Greatclub\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage, plus 5 ({@damage 2d4}) bludgeoning damage if Mortlock has taken any damage since his last turn.\"]},{\"name\":\"Heavy Crossbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 100/400 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage.\"]}],\"attachedItems\":[\"greatclub|phb\",\"heavy crossbow|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Necromite of Myrkul\",\"source\":\"BGDIA\",\"page\":234,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[11],\"hp\":{\"average\":13,\"formula\":\"2d8 + 4\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":13,\"con\":15,\"int\":16,\"wis\":11,\"cha\":10,\"skill\":{\"arcana\":\"+5\",\"religion\":\"+5\"},\"passive\":10,\"languages\":[\"Abyssal\",\"Common\",\"Infernal\"],\"cr\":\"1/2\",\"action\":[{\"name\":\"Skull Flail\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d8}) bludgeoning damage.\"]},{\"name\":\"Claws of the Grave\",\"entries\":[\"{@atk rs} {@hit 5} to hit, range 90 ft., one target. {@h}8 ({@damage 2d4 + 3}) necrotic damage.\"]}],\"languageTags\":[\"AB\",\"C\",\"I\"],\"damageTags\":[\"B\",\"N\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Necrotic Centipede\",\"source\":\"BGDIA\",\"page\":119,\"_copy\":{\"name\":\"Remorhaz\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"remorhaz\",\"with\":\"centipede\"},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Bite\",\"items\":{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}40 ({@damage 6d10 + 7}) piercing damage plus 10 ({@damage 3d6}) necrotic damage. If the target is a creature, it is {@condition grappled} (escape {@dc 17}). Until this grapple ends, the target is {@condition restrained}, and the centipede can't bite another target.\"]}}}},\"immune\":[\"necrotic\",\"fire\"],\"trait\":[{\"name\":\"Necrotic Body\",\"entries\":[\"A creature that touches the centipede or hits it with a melee attack while within 5 feet of it takes 10 ({@damage 3d6}) necrotic damage.\"]}],\"damageTags\":[\"A\",\"N\",\"P\"],\"hasToken\":true},{\"name\":\"Night Blade\",\"source\":\"BGDIA\",\"page\":233,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[12],\"hp\":{\"average\":11,\"formula\":\"2d8 + 2\"},\"speed\":{\"walk\":40},\"str\":11,\"dex\":15,\"con\":12,\"int\":10,\"wis\":11,\"cha\":14,\"skill\":{\"intimidation\":\"+4\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 60\"],\"passive\":10,\"languages\":[\"Common\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Aura of Murder\",\"entries\":[\"As long as the night blade is not {@condition incapacitated}, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to such damage.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Nine-Fingers Keene\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"BGDIA\",\"page\":170,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":84,\"formula\":\"13d8 + 26\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":18,\"con\":14,\"int\":13,\"wis\":17,\"cha\":14,\"save\":{\"dex\":\"+7\",\"int\":\"+4\"},\"skill\":{\"acrobatics\":\"+10\",\"deception\":\"+5\",\"insight\":\"+6\",\"intimidation\":\"+5\",\"perception\":\"+6\",\"sleight of hand\":\"+10\",\"stealth\":\"+10\"},\"passive\":16,\"languages\":[\"Common\",\"Thieves' cant\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Cunning Action\",\"entries\":[\"On each of her turns in combat, Nine-Fingers can use a bonus action to take the Dash, Disengage, or Hide action.\"]},{\"name\":\"Dagger Thrower\",\"entries\":[\"Nine-Fingers adds double her proficiency bonus to the damage she deals on ranged attacks made with daggers (already factored into her attacks).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Nine-Fingers attacks three times with her daggers.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage, plus 6 piercing damage if it's a ranged attack.\"]}],\"reaction\":[{\"name\":\"Uncanny Dodge\",\"entries\":[\"Nine-Fingers halves the damage that she takes from an attack that hits her. She must be able to see the attacker.\"]}],\"attachedItems\":[\"dagger|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"TC\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Peacock\",\"source\":\"BGDIA\",\"page\":195,\"_copy\":{\"name\":\"Vulture\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"vulture\",\"with\":\"peacock\"}}},\"hasToken\":true},{\"name\":\"Princeps Kovik\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"BGDIA\",\"page\":91,\"_copy\":{\"name\":\"Chain Devil\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the devil\",\"with\":\"Kovik\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Raggadragga\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"BGDIA\",\"page\":87,\"_copy\":{\"name\":\"Wereboar\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the wereboar\",\"with\":\"Raggadragga\",\"flags\":\"i\"}}},\"hp\":{\"average\":120,\"formula\":\"12d8 + 24\"},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Reaper of Bhaal\",\"source\":\"BGDIA\",\"page\":233,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[15],\"hp\":{\"average\":27,\"formula\":\"5d8 + 5\"},\"speed\":{\"walk\":40},\"str\":11,\"dex\":20,\"con\":13,\"int\":15,\"wis\":12,\"cha\":16,\"skill\":{\"intimidation\":\"+5\",\"perception\":\"+3\",\"persuasion\":\"+5\",\"stealth\":\"+9\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Common\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The reaper's innate spellcasting ability is Charisma (spell save {@dc 13}). It can innately cast the following spells, requiring no material components:\"],\"daily\":{\"1e\":[\"{@spell charm person}\",\"{@spell disguise self}\",\"{@spell sanctuary}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Aura of Murder\",\"entries\":[\"As long as the reaper is not {@condition incapacitated}, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to such damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The reaper makes two dagger attacks and uses Shroud Self.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d4 + 5}) piercing damage.\"]},{\"name\":\"Shroud Self\",\"entries\":[\"The reaper magically turns {@condition invisible} until the start of its next turn. This invisibility ends if the reaper makes an attack roll, makes a damage roll, or casts a spell.\"]}],\"attachedItems\":[\"dagger|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"invisible\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Rilsa Rael\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"BGDIA\",\"page\":199,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":52,\"formula\":\"8d8 + 16\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":18,\"con\":14,\"int\":10,\"wis\":11,\"cha\":15,\"save\":{\"dex\":\"+6\",\"wis\":\"+2\"},\"skill\":{\"acrobatics\":\"+6\",\"athletics\":\"+4\",\"deception\":\"+4\",\"perception\":\"+2\",\"sleight of hand\":\"+6\",\"stealth\":\"+6\"},\"passive\":12,\"languages\":[\"Common\",\"Thieves' cant\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Cunning Action\",\"entries\":[\"On each of her turns in combat, Rilsa can use a bonus action to take the Dash, Disengage, or Hide action.\"]},{\"name\":\"Focus\",\"entries\":[\"If Rilsa damages a creature with a weapon attack, she gains advantage on attack rolls against that target until the end of her next turn.\"]},{\"name\":\"Tactical Leadership\",\"entries\":[\"As a bonus action, Rilsa chooses one creature she can see within 30 feet of her. The creature doesn't provoke opportunity attacks until the end of its next turn, provided it can hear Rilsa's commands.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Rilsa makes three weapon attacks.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\",\"shortsword|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"TC\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Skeletal Rats\",\"source\":\"BGDIA\",\"page\":23,\"_copy\":{\"name\":\"Swarm of Rats\",\"source\":\"MM\"},\"type\":{\"type\":\"undead\",\"swarmSize\":\"T\"},\"hasToken\":true},{\"name\":\"Skull Lasher of Myrkul\",\"source\":\"BGDIA\",\"page\":234,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[12],\"hp\":{\"average\":32,\"formula\":\"5d8 + 10\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":15,\"int\":16,\"wis\":13,\"cha\":10,\"save\":{\"wis\":\"+3\"},\"skill\":{\"arcana\":\"+5\",\"religion\":\"+5\"},\"passive\":11,\"languages\":[\"Abyssal\",\"Common\",\"Infernal\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The skull lasher is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell mage hand}\",\"{@spell message}\",\"{@spell prestidigitation}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell protection from evil and good}\",\"{@spell ray of sickness} (see \\\"Actions\\\" below)\",\"{@spell shield}\"]},\"2\":{\"slots\":2,\"spells\":[\"{@spell darkness}\",\"{@spell misty step}\"]}},\"ability\":\"wis\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The skull lasher makes two attacks with its flail.\"]},{\"name\":\"Iron Skull Flail\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d8}) bludgeoning damage plus 7 ({@damage 2d6}) necrotic damage, and the target has disadvantage on all saving throws until the end of the skull lasher's next turn.\"]},{\"name\":\"Ray of Sickness (1st-Level Spell; Requires a Spell Slot)\",\"entries\":[\"{@atk rs} {@hit 5} to hit, range 60 ft., one creature. {@h}9 ({@damage 2d8}) poison damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} until the end of the skull lasher's next turn. If the skull lasher casts this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d8} for each slot level above 1st.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"I\"],\"damageTags\":[\"B\",\"I\",\"N\"],\"damageTagsSpell\":[\"I\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"poisoned\"],\"conditionInflictSpell\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Smiler the Defiler\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"BGDIA\",\"page\":133,\"size\":[\"M\"],\"type\":{\"type\":\"fey\",\"tags\":[\"elf\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item +2 leather armor}\"]}],\"hp\":{\"average\":165,\"formula\":\"22d8 + 66\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":20,\"con\":16,\"int\":18,\"wis\":11,\"cha\":18,\"skill\":{\"deception\":\"+7\",\"persuasion\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"languages\":[\"Common\",\"Elvish\",\"Sylvan\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Smiler's innate spellcasting ability is Charisma (spell save {@dc 15}). He can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell charm person}\",\"{@spell Tasha's hideous laughter}\"],\"daily\":{\"3e\":[\"{@spell confusion}\",\"{@spell enthrall}\",\"{@spell suggestion}\"],\"1e\":[\"{@spell hallucinatory terrain}\",\"{@spell Otto's irresistible dance}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Fey Step {@recharge 4}\",\"entries\":[\"As a bonus action, Smiler can teleport up to 30 feet to an unoccupied space that he can see or to the empty seat of his infernal war machine.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Smiler has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Equipment\",\"entries\":[\"Smiler wears +2 leather armor. He carries seven soul coins in a bag and a +1 shortsword\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Smiler makes two weapon attacks. He can cast a spell in place of one of these attacks.\"]},{\"name\":\"+1 Shortsword\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d6 + 6}) piercing damage.\"]}],\"attachedItems\":[\"+1 shortsword|dmg\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\",\"S\"],\"damageTags\":[\"P\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sylvira Savikas\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"BGDIA\",\"page\":46,\"_copy\":{\"name\":\"Archmage\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Tiefling\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the archmage\",\"with\":\"Sylvira\",\"flags\":\"i\"},\"_\":[{\"mode\":\"addSkills\",\"skills\":{\"investigation\":2}}]}},\"alignment\":[\"L\",\"N\"],\"languages\":[\"Abyssal\",\"Celestial\",\"Common\",\"Draconic\",\"Infernal\",\"Primordial\"],\"languageTags\":[\"AB\",\"C\",\"CE\",\"DR\",\"I\",\"P\"],\"spellcastingTags\":[\"CW\",\"I\"],\"hasToken\":true},{\"name\":\"Thavius Kreeg\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"BGDIA\",\"page\":42,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[10],\"hp\":{\"average\":40,\"formula\":\"9d8\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":10,\"con\":11,\"int\":15,\"wis\":18,\"cha\":16,\"skill\":{\"deception\":\"+5\",\"medicine\":\"+6\",\"persuasion\":\"+5\",\"religion\":\"+4\"},\"passive\":14,\"languages\":[\"Abyssal\",\"Common\",\"Infernal\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Shadow of Guilt\",\"entries\":[\"Thavius's shadow is that of a pudgy, horned devil with small wings.\"]}],\"action\":[{\"name\":\"Mace\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage.\"]}],\"attachedItems\":[\"mace|phb\"],\"languageTags\":[\"AB\",\"C\",\"I\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Thurstwell Vanthampur\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"BGDIA\",\"page\":34,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[9],\"hp\":{\"average\":5,\"formula\":\"2d8 - 4\"},\"speed\":{\"walk\":30},\"str\":7,\"dex\":8,\"con\":6,\"int\":15,\"wis\":17,\"cha\":12,\"skill\":{\"deception\":\"+3\",\"insight\":\"+5\",\"perception\":\"+5\",\"religion\":\"+4\"},\"passive\":15,\"languages\":[\"Common\",\"Elvish\",\"Infernal\"],\"cr\":\"1/8\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Thurstwell is a 2nd-level spellcaster. His spellcasting ability is Wisdom (spell save {@dc 13}). He has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell guidance}\",\"{@spell sacred flame} (see \\\"Actions\\\" below)\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":3,\"spells\":[\"{@spell command}\",\"{@spell detect evil and good}\",\"{@spell sanctuary}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Dark Devotion\",\"entries\":[\"Thurstwell has advantage on saving throws against being {@condition charmed} or {@condition frightened}.\"]}],\"action\":[{\"name\":\"Sacred Flame (Cantrip)\",\"entries\":[\"Flame-like radiance descends on one creature Thurstwell can see within 60 feet of him. The target must succeed on a {@dc 13} Dexterity saving throw or take 4 ({@damage 1d8}) radiant damage, gaining no benefit from cover.\"]}],\"languageTags\":[\"C\",\"E\",\"I\"],\"damageTags\":[\"R\"],\"damageTagsSpell\":[\"R\"],\"spellcastingTags\":[\"CC\"],\"conditionInflictSpell\":[\"prone\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Torogar Steelfist\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"BGDIA\",\"page\":112,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":168,\"formula\":\"16d10 + 80\"},\"speed\":{\"walk\":40},\"str\":25,\"dex\":17,\"con\":20,\"int\":8,\"wis\":9,\"cha\":16,\"save\":{\"str\":\"+11\",\"con\":\"+9\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"languages\":[\"Abyssal\",\"Common\"],\"cr\":\"11\",\"trait\":[{\"name\":\"Goring Rush\",\"entries\":[\"Immediately after using the Dash action, Torogar can make one melee attack with his horns.\"]},{\"name\":\"Labyrinthine Recall\",\"entries\":[\"Torogar can perfectly recall any path he has traveled.\"]},{\"name\":\"Rage (Recharges after a Short or Long Rest)\",\"entries\":[\"As a bonus action, Torogar can enter a rage that lasts for 1 minute. The rage ends early if Torogar is knocked {@condition unconscious} or if his turn ends and he hasn't attacked a hostile creature or taken damage since his last turn. While raging, Torogar gains the following benefits:\",\"He has advantage on Strength checks and Strength saving throws.\",\"He deals an extra 3 damage when he hits a target with a melee weapon attack.\",\"He has resistance to bludgeoning, piercing, and slashing damage.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Torogar wears {@item gauntlets of flaming fury|bgdia} and a {@item belt of fire giant strength}. Without the belt, his Strength is 21. He also carries a {@item soul coin|bgdia}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Torogar makes three attacks: two with his scimitars and one with his horns.\"]},{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d6 + 7}) slashing damage, or 17 ({@damage 2d6 + 10}) slashing damage while raging, plus 3 ({@damage 1d6}) fire damage from the gauntlets of flaming fury.\"]},{\"name\":\"Horns\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d8 + 7}) piercing damage, or 19 ({@damage 2d8 + 10}) piercing damage while raging.\"]}],\"attachedItems\":[\"scimitar|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\"],\"damageTags\":[\"F\",\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Traxigor\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"BGDIA\",\"page\":50,\"_copy\":{\"name\":\"Archmage\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the archmage\",\"with\":\"Traxigor\",\"flags\":\"i\"},\"_\":{\"mode\":\"replaceSpells\",\"spells\":{\"7\":[{\"replace\":\"{@spell teleport}\",\"with\":\"{@spell plane shift}\"}]}}}},\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"C\",\"G\"],\"str\":3,\"languages\":[\"Common\",\"Draconic\",\"Dwarvish\",\"Gnomish\",\"Halfling\",\"Troglodyte\"],\"languageTags\":[\"C\",\"D\",\"DR\",\"G\",\"H\",\"OTH\"],\"hasToken\":true},{\"name\":\"Tressym\",\"source\":\"BGDIA\",\"page\":241,\"_copy\":{\"name\":\"Tressym\",\"source\":\"SKT\"},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Ulder Ravengard\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"BGDIA\",\"page\":70,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\"],\"ac\":[{\"ac\":20,\"from\":[\"{@item plate armor|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":112,\"formula\":\"15d8 + 45\"},\"speed\":{\"walk\":25},\"str\":17,\"dex\":14,\"con\":16,\"int\":11,\"wis\":10,\"cha\":17,\"save\":{\"con\":\"+6\",\"wis\":\"+3\"},\"skill\":{\"athletics\":\"+6\",\"intimidation\":\"+6\",\"perception\":\"+3\"},\"passive\":13,\"languages\":[\"Common\"],\"cr\":\"5\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Ulder makes three melee attacks, only one of which can be with his shield.\"]},{\"name\":\"+1 Longsword\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage when used with two hands.\"]},{\"name\":\"Shield\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage, and Ulder pushes the target 5 feet away from him. Ulder then enters the space vacated by the target. If the target is pushed to within 5 feet of a creature friendly to Ulder, the target provokes an opportunity attack from that creature.\"]}],\"reaction\":[{\"name\":\"Guardian Strike\",\"entries\":[\"If an enemy within 5 feet of Ulder attacks a target other than him, Ulder can make a melee attack against that enemy.\"]}],\"attachedItems\":[\"+1 longsword|dmg\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Undead Tree\",\"source\":\"BGDIA\",\"page\":109,\"_copy\":{\"name\":\"Treant\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"treant\",\"with\":\"tree\"}}},\"type\":\"undead\",\"resist\":[\"necrotic\"],\"hasToken\":true}]}"); JSON_DATA[`data/bestiary/bestiary-bgg.json`] = JSON.parse("{\"monster\":[{\"name\":\"Aerosaur\",\"group\":[\"Dinosaurs\"],\"source\":\"BGG\",\"page\":128,\"size\":[\"G\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"dinosaur\"]},\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":155,\"formula\":\"10d20 + 50\"},\"speed\":{\"walk\":20,\"fly\":120},\"str\":26,\"dex\":10,\"con\":21,\"int\":3,\"wis\":10,\"cha\":5,\"skill\":{\"perception\":\"+4\"},\"passive\":14,\"cr\":\"10\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The aerosaur has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The aerosaur makes one Bite attack and one Talons attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}27 ({@damage 3d12 + 8}) piercing damage. If the target is a Huge or smaller creature, it has the {@condition grappled} condition (escape {@dc 18}). Until this grapple ends, the target has the {@condition restrained} condition, and the aerosaur can't Bite another target.\"]},{\"name\":\"Talons\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}24 ({@damage 3d10 + 8}) slashing damage.\"]},{\"name\":\"Wing Gusts {@recharge 5}\",\"entries\":[\"The aerosaur beats its wings, creating bursts of thunderous force. Each creature within 10 feet of the aerosaur must make a {@dc 20} Strength saving throw. On a failed save, a creature takes 38 ({@damage 7d10}) thunder damage, is pushed up to 30 feet horizontally from the aerosaur, and has the {@condition prone} condition. On a successful save, a creature takes half as much damage and is pushed up to 15 feet horizontally from the aerosaur.\"]}],\"traitTags\":[\"Magic Resistance\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\",\"S\",\"T\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Altisaur\",\"group\":[\"Dinosaurs\"],\"source\":\"BGG\",\"page\":129,\"size\":[\"G\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"dinosaur\"]},\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":198,\"formula\":\"12d20 + 72\"},\"speed\":{\"walk\":40},\"str\":28,\"dex\":6,\"con\":23,\"int\":3,\"wis\":12,\"cha\":7,\"skill\":{\"perception\":\"+11\"},\"passive\":21,\"cr\":\"13\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The altisaur has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The altisaur makes one Stomp attack and one Tail attack. The altisaur can't make both attacks against the same target.\"]},{\"name\":\"Stomp\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}33 ({@damage 7d6 + 9}) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a {@dc 22} Strength saving throw or have the {@condition prone} condition.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 20 ft., one target. {@h}45 ({@damage 8d8 + 9}) bludgeoning damage, and the target is pushed up to 20 feet horizontally from the altisaur.\"]}],\"traitTags\":[\"Magic Resistance\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bag Jelly\",\"source\":\"BGG\",\"page\":120,\"size\":[\"M\"],\"type\":\"ooze\",\"alignment\":[\"U\"],\"ac\":[8],\"hp\":{\"average\":42,\"formula\":\"5d8 + 20\"},\"speed\":{\"walk\":10,\"climb\":10},\"str\":13,\"dex\":6,\"con\":19,\"int\":2,\"wis\":7,\"cha\":2,\"senses\":[\"blindsight 60 ft. (can't see beyond this radius)\"],\"passive\":8,\"resist\":[\"acid\",\"bludgeoning\"],\"conditionImmune\":[\"exhaustion\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Amorphous\",\"entries\":[\"The bag jelly can move through a space as narrow as 1 inch without squeezing.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The bag jelly makes two Pseudopod attacks.\"]},{\"name\":\"Pseudopod\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d6 + 1}) acid damage. If the target is a Medium or smaller creature, it has the {@condition grappled} condition (escape {@dc 11}). Ability checks made to escape this grapple have disadvantage.\"]}],\"traitTags\":[\"Amorphous\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"A\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Barrowghast\",\"source\":\"BGG\",\"page\":121,\"size\":[\"H\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":138,\"formula\":\"12d12 + 60\"},\"speed\":{\"walk\":40},\"str\":21,\"dex\":8,\"con\":20,\"int\":5,\"wis\":9,\"cha\":6,\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"resist\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"Giant\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Stench\",\"entries\":[\"Any creature that starts its turn within 10 feet of the barrowghast must make a {@dc 16} Constitution saving throw. On a failed save, the creature has the {@condition poisoned} condition for 1 minute. While {@condition poisoned} this way, the creature can't regain hit points. On a successful save, the creature is immune to the Stench of all barrowghasts for 24 hours.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The barrowghast makes two Slam attacks. It can replace one Slam attack with a Life Drain attack.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d12 + 5}) bludgeoning damage.\"]},{\"name\":\"Life Drain\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one creature. {@h}9 ({@damage 1d8 + 5}) necrotic damage, and the target must succeed on a {@dc 16} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.\",\"A Humanoid slain by this attack immediately rises as a zombie (see the Monster Manual). The zombie acts as an ally of the barrowghast but isn't under its control.\"]}],\"reaction\":[{\"name\":\"Noxious Wound\",\"entries\":[\"Immediately after the barrowghast takes piercing or slashing damage, poisonous ichor sprays from the wound. Each creature within 5 feet of the barrowghast must make a {@dc 16} Dexterity saving throw, taking 10 ({@damage 3d6}) poison damage on a failed save, or half as much damage on a successful one.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\"],\"damageTags\":[\"B\",\"I\",\"N\"],\"miscTags\":[\"AOE\",\"HPR\",\"MW\",\"RCH\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cairnwight\",\"source\":\"BGG\",\"page\":122,\"size\":[\"H\"],\"type\":\"undead\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":138,\"formula\":\"12d12 + 60\"},\"speed\":{\"walk\":40},\"str\":23,\"dex\":10,\"con\":21,\"int\":10,\"wis\":12,\"cha\":9,\"save\":{\"con\":\"+9\",\"wis\":\"+5\"},\"skill\":{\"athletics\":\"+10\",\"perception\":\"+5\",\"stealth\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"petrified\"],\"languages\":[\"Giant\"],\"cr\":\"9\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The cairnwight makes two Slam attacks or two Rock attacks, and it uses its Petrifying Touch if available.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d10 + 6}) bludgeoning damage.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 10} to hit, range 60/240 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage, and the target must succeed on a {@dc 17} Strength saving throw or have the {@condition prone} condition.\"]},{\"name\":\"Petrifying Touch {@recharge 5}\",\"entries\":[\"The cairnwight touches one creature it can see within 10 feet of itself. The target must succeed on a {@dc 17} Constitution saving throw or take 26 ({@damage 4d12}) force damage and have the {@condition restrained} condition as it begins to turn to stone. The affected target must repeat the saving throw at the end of its next turn. On a successful save, the effect ends on the target. On a failed save, the target has the {@condition petrified} condition instead of the {@condition restrained} condition.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\"],\"damageTags\":[\"B\",\"O\"],\"miscTags\":[\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"petrified\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ceratops\",\"group\":[\"Dinosaurs\"],\"source\":\"BGG\",\"page\":129,\"size\":[\"G\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"dinosaur\"]},\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":139,\"formula\":\"9d20 + 45\"},\"speed\":{\"walk\":50},\"str\":24,\"dex\":8,\"con\":21,\"int\":4,\"wis\":10,\"cha\":7,\"passive\":10,\"cr\":\"9\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The ceratops has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The ceratops makes one Gore attack and one Stomp attack.\"]},{\"name\":\"Gore\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}29 ({@damage 4d10 + 7}) piercing damage. If the ceratops moved at least 20 feet in a straight line toward the target immediately before the hit, the target takes an extra 11 ({@damage 2d10}) piercing damage; if the target is a creature, it also must succeed on a {@dc 19} Strength saving throw or be pushed up to 20 feet from the ceratops and have the {@condition prone} condition.\"]},{\"name\":\"Stomp\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}29 ({@damage 4d10 + 7}) bludgeoning damage.\"]}],\"traitTags\":[\"Magic Resistance\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cinder Hulk\",\"source\":\"BGG\",\"page\":123,\"otherSources\":[{\"source\":\"GotSF\"}],\"size\":[\"L\"],\"type\":\"elemental\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":84,\"formula\":\"8d10 + 40\"},\"speed\":{\"walk\":40},\"str\":20,\"dex\":12,\"con\":20,\"int\":9,\"wis\":14,\"cha\":10,\"save\":{\"dex\":\"+4\",\"con\":\"+8\",\"wis\":\"+5\"},\"skill\":{\"perception\":\"+5\"},\"passive\":15,\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"Giant\",\"Ignan\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Death Burst\",\"entries\":[\"When the cinder hulk dies, it leaves behind a cloud of cinders and smoke that fills a 10-foot-radius sphere centered on its space. The sphere is heavily obscured. Any creature that moves into the area for the first time on a turn or starts its turn there must succeed on a {@dc 16} Constitution saving throw or take 10 ({@damage 3d6}) fire damage. The cloud lasts for 1 minute or until it is dispersed by strong wind.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The cinder hulk makes two Slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) bludgeoning damage plus 10 ({@damage 3d6}) fire damage.\"]},{\"name\":\"Wave of Cinders {@recharge 5}\",\"entries\":[\"The cinder hulk emits a wave of smoldering ash from its face, hands, or chest in a 30-foot cone. Each creature in that area must make a {@dc 16} Dexterity saving throw. On a failed save, a creature takes 31 ({@damage 7d8}) fire damage and has the {@condition blinded} condition until the end of its next turn. On a successful save, a creature takes half as much damage only.\"]}],\"traitTags\":[\"Death Burst\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\",\"IG\"],\"damageTags\":[\"B\",\"F\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"blinded\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cloud Giant Destiny Gambler\",\"source\":\"BGG\",\"page\":124,\"size\":[\"H\"],\"type\":{\"type\":\"giant\",\"tags\":[\"bard\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":337,\"formula\":\"27d12 + 162\"},\"speed\":{\"walk\":40,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":27,\"dex\":12,\"con\":22,\"int\":19,\"wis\":16,\"cha\":22,\"save\":{\"con\":\"+12\",\"int\":\"+10\",\"wis\":\"+9\",\"cha\":\"+12\"},\"skill\":{\"deception\":\"+18\",\"insight\":\"+9\",\"perception\":\"+9\"},\"senses\":[\"truesight 30 ft. (requires cloud rune)\"],\"passive\":19,\"immune\":[\"thunder\"],\"languages\":[\"Common\",\"Giant\"],\"cr\":\"19\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The giant casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 20}):\"],\"will\":[\"{@spell detect magic}\",\"{@spell fog cloud}\",\"{@spell light}\",\"{@spell minor illusion}\"],\"daily\":{\"1e\":[\"{@spell dream} (as an action)\",\"{@spell gaseous form}\",\"{@spell major image}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Cloud Rune\",\"entries\":[\"The giant has a cloud rune inscribed on a mask in its possession. While holding or wearing the mask bearing the rune, the giant has truesight within a range of 30 feet and can use its Thunderous Clap action and Negate Spell reaction.\",\"The mask bearing the cloud rune has AC 15; 45 hit points; and immunity to necrotic, poison, and psychic damage. The mask regains all its hit points at the end of every turn, but it turns to dust if reduced to 0 hit points or when the giant dies. If the rune is destroyed, the giant can inscribe a cloud rune on a mask in its possession when it finishes a short or long rest.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giant makes three Flying Staff attacks.\"]},{\"name\":\"Flying Staff\",\"entries\":[\"{@atk mw,rw} {@hit 14} to hit, reach 10 ft. or range 30/90 ft., one target. {@h}18 ({@damage 3d6 + 8}) bludgeoning damage plus 16 ({@damage 3d10}) thunder damage. Hit or Miss: The staff magically returns to the giant's hand immediately after a ranged attack.\"]},{\"name\":\"Thunderous Clap (Requires Cloud Rune)\",\"entries\":[\"The giant magically summons a thundercloud that fills a 30-foot-radius sphere centered on a point the giant can see within 60 feet of itself. The cloud spreads around corners. Each creature in that area must make a {@dc 20} Constitution saving throw as the cloud emits a thunderous boom. On a failed save, a creature takes 52 ({@damage 8d12}) thunder damage and has the {@condition prone} condition. On a successful save, a creature takes half as much damage only. The thunderclap is audible within 300 feet of the cloud's center point.\",\"The cloud's area is heavily obscured. The cloud lingers until the start of the giant's next turn or until a strong wind disperses it.\"]}],\"reaction\":[{\"name\":\"Negate Spell (Requires Cloud Rune)\",\"entries\":[\"When the giant sees a creature within 60 feet of itself casting a spell, the giant tries to interrupt it. If the creature is casting a spell using a spell slot of 3rd level or lower, the spell fails and has no effect. If the creature is casting a spell of 4th level or higher, it must succeed on a {@dc 18} Intelligence saving throw, or the spell fails and has no effect.\"]}],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"B\",\"T\"],\"damageTagsSpell\":[\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"constitution\",\"intelligence\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cloud Giant of Evil Air\",\"source\":\"BGG\",\"page\":125,\"size\":[\"H\"],\"type\":\"giant\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":200,\"formula\":\"16d12 + 96\"},\"speed\":{\"walk\":40,\"fly\":40},\"str\":27,\"dex\":10,\"con\":22,\"int\":12,\"wis\":16,\"cha\":19,\"save\":{\"con\":\"+10\",\"wis\":\"+7\",\"cha\":\"+8\"},\"skill\":{\"insight\":\"+7\",\"perception\":\"+7\",\"stealth\":\"+4\"},\"passive\":17,\"languages\":[\"Auran\",\"Common\",\"Giant\"],\"cr\":\"12\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The giant casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 16}):\"],\"will\":[\"{@spell detect magic}\",\"{@spell fog cloud}\",\"{@spell light}\"],\"daily\":{\"1\":[\"{@spell gaseous form}\"],\"2\":[\"{@spell telekinesis}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Flyby\",\"entries\":[\"The giant doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giant makes two Scimitar attacks and one Storm Boomerang attack.\"]},{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}18 ({@damage 3d6 + 8}) slashing damage.\"]},{\"name\":\"Storm Boomerang\",\"entries\":[\"{@atk rw} {@hit 12} to hit, range 60/240 ft., one target. {@h}15 ({@damage 3d4 + 8}) bludgeoning damage plus 7 ({@damage 2d6}) thunder damage, and the target must succeed on a {@dc 16} Constitution saving throw or have the {@condition stunned} condition until the end of its next turn. Hit or Miss: The boomerang magically returns to the giant's hand immediately after the attack.\"]}],\"attachedItems\":[\"scimitar|phb\"],\"traitTags\":[\"Flyby\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AU\",\"C\",\"GI\"],\"damageTags\":[\"B\",\"S\",\"T\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"stunned\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cradle of the Cloud Scion\",\"source\":\"BGG\",\"page\":166,\"size\":[\"G\"],\"type\":\"elemental\",\"alignment\":[\"C\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":624,\"formula\":\"32d20 + 288\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":90,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":29,\"dex\":21,\"con\":28,\"int\":14,\"wis\":22,\"cha\":19,\"save\":{\"int\":\"+10\",\"cha\":\"+12\"},\"passive\":16,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\",\"thunder\"],\"conditionImmune\":[\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"stunned\"],\"languages\":[\"Giant\",\"Primordial\"],\"cr\":\"26\",\"trait\":[{\"name\":\"Awakening of the Scion\",\"entries\":[\"The cradle is a container for the {@creature scion of Memnor|BGG}. When the cradle drops to 0 hit points, its body dissipates into cloud wisps. The scion instantly appears in the space the cradle occupied and uses the cradle's initiative count.\"]},{\"name\":\"Flyby\",\"entries\":[\"The cradle doesn't provoke opportunity attacks when it flies out of an enemy's reach.\"]},{\"name\":\"Legendary Resistance (5/Day)\",\"entries\":[\"If the cradle fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The cradle has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The cradle deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The cradle makes three Slam or Wind Javelin attacks in any combination.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 20 ft., one target. {@h}31 ({@damage 4d10 + 9}) bludgeoning damage plus 19 ({@damage 3d12}) thunder damage.\"]},{\"name\":\"Wind Javelin\",\"entries\":[\"{@atk rw} {@hit 17} to hit, range 120 ft., one target. {@h}27 ({@damage 4d8 + 9}) bludgeoning damage plus 10 ({@damage 3d6}) thunder damage, and the target must succeed on a {@dc 25} Strength saving throw or have the {@condition prone} condition.\"]},{\"name\":\"Vortex {@recharge 5}\",\"entries\":[\"The cradle conjures a vortex of wind at a point it can see within 90 feet of itself. The wind vortex is a 30-foot-radius, 100-foot-high cylinder centered on that point. Each creature other than the cradle in that area must make a {@dc 25} Dexterity saving throw. On a failed save, a creature takes 71 ({@damage 11d12}) bludgeoning damage and has the {@condition restrained} condition within the vortex. On a successful save, a creature takes half as much damage and is pushed to the nearest unoccupied space outside the cylinder. The vortex lasts until the start of the cradle's next turn. A creature with the {@condition restrained} condition falls {@condition prone} when the vortex ends.\",\"A creature with the {@condition restrained} condition can use its action to try to escape the vortex. The creature makes a {@dc 19} Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check. On a successful check, the creature escapes and moves {@dice 3d6 × 10} feet away from the vortex in a random direction.\"]}],\"reaction\":[{\"name\":\"Thunderclap\",\"entries\":[\"Immediately after taking damage, the cradle unleashes a thunderclap in a 30-foot-radius sphere centered on itself. All other creatures in that area must succeed on a {@dc 25} Constitution saving throw or take 18 ({@damage 4d8}) thunder damage and have the {@condition deafened} condition for 1 minute.\"]}],\"legendaryGroup\":{\"name\":\"Scion of Memnor\",\"source\":\"BGG\"},\"traitTags\":[\"Flyby\",\"Legendary Resistances\",\"Magic Resistance\",\"Siege Monster\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\",\"P\"],\"damageTags\":[\"B\",\"T\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RCH\",\"RW\",\"THW\"],\"conditionInflict\":[\"prone\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Cradle of the Fire Scion\",\"source\":\"BGG\",\"page\":172,\"size\":[\"G\"],\"type\":\"elemental\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":555,\"formula\":\"30d20 + 240\"},\"speed\":{\"walk\":40},\"str\":28,\"dex\":12,\"con\":27,\"int\":12,\"wis\":20,\"cha\":17,\"senses\":[\"darkvision 120 ft.\"],\"passive\":15,\"resist\":[\"cold\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"exhaustion\",\"petrified\",\"poisoned\"],\"languages\":[\"Giant\",\"Primordial\"],\"cr\":\"25\",\"trait\":[{\"name\":\"Awakening of the Scion\",\"entries\":[\"The cradle is a container for the {@creature scion of Surtur|BGG}. When the cradle drops to 0 hit points, its body hardens and crumbles to ash. The scion instantly appears in the space the cradle occupied and uses the cradle's initiative count.\"]},{\"name\":\"Legendary Resistance (5/Day)\",\"entries\":[\"If the cradle fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The cradle has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The cradle deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The cradle makes three Slam or Hurl Lava attacks in any combination.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 20 ft., one target. {@h}31 ({@damage 4d10 + 9}) bludgeoning damage plus 14 ({@damage 4d6}) fire damage.\"]},{\"name\":\"Hurl Lava\",\"entries\":[\"{@atk rw} {@hit 17} to hit, range 120 ft., one target. {@h}27 ({@damage 4d8 + 9}) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature within 5 feet of the fire takes an action to douse the fire, the target takes 10 ({@damage 3d6}) fire damage at the start of each of its turns.\"]},{\"name\":\"Erupting Breath {@recharge 5}\",\"entries\":[\"The cradle exhales flames and volcanic gases in a 90-foot cone. Each creature in that area must make a {@dc 24} Dexterity saving throw. On a failed save, a creature takes 55 ({@damage 10d10}) fire damage and has the {@condition poisoned} condition for 1 minute. On a successful save, a creature takes half as much damage only.\",\"A creature {@condition poisoned} in this way can make a {@dc 24} Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"bonus\":[{\"name\":\"Lava Geyser\",\"entries\":[\"The cradle causes lava to erupt from a point on the ground it can see within 120 feet of itself. Each creature in a 20-foot-radius, 50-foot-high cylinder centered on that point must succeed on a {@dc 21} Dexterity saving throw or take 14 ({@damage 4d6}) fire damage.\"]}],\"legendaryGroup\":{\"name\":\"Scion of Surtur\",\"source\":\"BGG\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Siege Monster\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"GI\",\"P\"],\"damageTags\":[\"B\",\"F\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Cradle of the Frost Scion\",\"source\":\"BGG\",\"page\":174,\"size\":[\"G\"],\"type\":\"elemental\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":499,\"formula\":\"27d20 + 216\"},\"speed\":{\"walk\":40,\"swim\":40},\"str\":27,\"dex\":14,\"con\":26,\"int\":11,\"wis\":19,\"cha\":16,\"save\":{\"wis\":\"+11\",\"cha\":\"+10\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":14,\"resist\":[\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"cold\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"Giant\",\"Primordial\"],\"cr\":\"24\",\"trait\":[{\"name\":\"Awakening of the Scion\",\"entries\":[\"The cradle is a container for the {@creature scion of Thrym|BGG}. When the cradle drops to 0 hit points, its body shatters into shards of ice. The scion instantly appears in the space the cradle occupied and uses the cradle's initiative count.\"]},{\"name\":\"Legendary Resistance (5/Day)\",\"entries\":[\"If the cradle fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The cradle has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The cradle deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The cradle makes two Slam or Hurl Icicle attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 20 ft., one target. {@h}30 ({@damage 4d10 + 8}) bludgeoning damage plus 11 ({@damage 2d10}) cold damage.\"]},{\"name\":\"Hurl Icicle\",\"entries\":[\"{@atk rw} {@hit 15} to hit, range 120 ft., one target. {@h}26 ({@damage 4d8 + 8}) piercing damage plus 9 ({@damage 2d8}) cold damage, and the target must succeed on a {@dc 23} Strength saving throw or have the {@condition prone} condition.\"]},{\"name\":\"Freezing Breath {@recharge 5}\",\"entries\":[\"The cradle exhales a blast of frost in a 90-foot cone. Each creature in that area must make a {@dc 23} Constitution saving throw. On a failed save, a creature takes 52 ({@damage 8d12}) cold damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, a creature takes half as much damage only. If this damage would reduce the target to 0 hit points, the target drops to 1 hit point instead and has the {@condition petrified} condition, turning into a frozen statue.\",\"If the statue takes bludgeoning damage, it shatters, killing the frozen creature. If the statue would take fire damage, it instead takes no damage and thaws, ending the petrification.\"]}],\"bonus\":[{\"name\":\"Chilling Mist\",\"entries\":[\"The cradle magically conjures a cloud of chilling mist that fills a 30-foot-radius sphere centered on a point it can see within 90 feet of itself. The mist spreads around corners. Each creature in that area must succeed on a {@dc 19} Constitution saving throw or take 28 ({@damage 8d6}) cold damage and be unable to use reactions until the start of its next turn. The mist vanishes at the end of the cradle's turn.\"]}],\"legendaryGroup\":{\"name\":\"Scion of Thrym\",\"source\":\"BGG\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Siege Monster\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"GI\",\"P\"],\"damageTags\":[\"B\",\"C\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Cradle of the Hill Scion\",\"source\":\"BGG\",\"page\":164,\"size\":[\"G\"],\"type\":\"elemental\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":402,\"formula\":\"23d20 + 161\"},\"speed\":{\"walk\":40},\"str\":25,\"dex\":10,\"con\":24,\"int\":9,\"wis\":16,\"cha\":10,\"save\":{\"wis\":\"+10\",\"cha\":\"+7\"},\"passive\":13,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\"],\"languages\":[\"Giant\",\"Primordial\"],\"cr\":\"22\",\"trait\":[{\"name\":\"Awakening of the Scion\",\"entries\":[\"The cradle is a container for the {@creature scion of Grolantor|BGG}. When the cradle drops to 0 hit points, its body crumbles to dirt and moss. The scion instantly appears in the space the cradle occupied and uses the cradle's initiative count.\"]},{\"name\":\"Legendary Resistance (5/Day)\",\"entries\":[\"If the cradle fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The cradle has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The cradle deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The cradle makes three Slam or Spit Rock attacks in any combination and one Grasping Root attack.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 20 ft., one target. {@h}33 ({@damage 4d12 + 7}) bludgeoning damage.\"]},{\"name\":\"Spit Rock\",\"entries\":[\"{@atk rw} {@hit 14} to hit, range 120 ft., one target. {@h}25 ({@damage 4d8 + 7}) bludgeoning damage, and the target must succeed on a {@dc 22} Strength saving throw or have the {@condition prone} condition.\"]},{\"name\":\"Grasping Root\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 30 ft., one creature not {@condition grappled} by the cradle. {@h}the target has the {@condition grappled} condition (escape {@dc 17}). Until the grapple ends, the target takes 29 ({@damage 4d10 + 7}) bludgeoning damage at the start of each of its turns. The root has AC 19 and can be severed by dealing 15 or more slashing damage to it on one attack. Cutting the root doesn't hurt the cradle but ends the grapple.\"]},{\"name\":\"Rolling Hills {@recharge}\",\"entries\":[\"The cradle magically creates a wave of dirt that extends from a point on the ground within 120 feet of itself. The wave is up to 30 feet long, up to 30 feet tall, and up to 30 feet wide. Each creature in the wave must make a {@dc 22} Strength saving throw. On a failed save, a creature takes 58 ({@damage 9d12}) bludgeoning damage, has the {@condition prone} condition, and is buried under dirt. On a successful save, a creature takes half as much damage only.\",\"A buried creature has the {@condition restrained} condition, has {@quickref Cover||3||total cover}, and can't breathe. As an action, a creature buried in this way, or another creature within 5 feet of it that isn't buried, can make a {@dc 17} Strength ({@skill Athletics}) check. On a successful check, the buried creature no longer has the {@condition prone} or {@condition restrained} conditions.\"]}],\"legendaryGroup\":{\"name\":\"Scion of Grolantor\",\"source\":\"BGG\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Siege Monster\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\",\"P\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Cradle of the Stone Scion\",\"source\":\"BGG\",\"page\":168,\"size\":[\"G\"],\"type\":\"elemental\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":455,\"formula\":\"26d20 + 182\"},\"speed\":{\"walk\":40},\"str\":26,\"dex\":15,\"con\":24,\"int\":11,\"wis\":18,\"cha\":10,\"save\":{\"wis\":\"+11\",\"cha\":\"+7\"},\"senses\":[\"tremorsense 120 ft.\"],\"passive\":14,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"acid\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\"],\"languages\":[\"Giant\",\"Primordial\"],\"cr\":\"23\",\"trait\":[{\"name\":\"Awakening of the Scion\",\"entries\":[\"The cradle is a container for the {@creature scion of Skoraeus|BGG}. When the cradle drops to 0 hit points, its body crumbles to dust. The scion instantly appears in the space the cradle occupied and uses the cradle's initiative count.\"]},{\"name\":\"Legendary Resistance (5/Day)\",\"entries\":[\"If the cradle fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The cradle has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The cradle deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The cradle makes two Slam or Spit Rock attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 20 ft., one target. {@h}30 ({@damage 4d10 + 8}) bludgeoning damage.\"]},{\"name\":\"Spit Rock\",\"entries\":[\"{@atk rw} {@hit 15} to hit, range 120 ft., one target. {@h}24 ({@damage 3d10 + 8}) bludgeoning damage, and the target must succeed on a {@dc 23} Strength saving throw or have the {@condition prone} condition.\"]},{\"name\":\"Shattering Roar {@recharge 5}\",\"entries\":[\"The cradle lets out a painfully load roar. Each creature within 60 feet of the cradle must make a {@dc 23} Constitution saving throw. On a failed save, a creature takes 33 ({@damage 6d10}) thunder damage and has the {@condition incapacitated} condition until the end of its next turn.\"]}],\"bonus\":[{\"name\":\"Crystal Flare\",\"entries\":[\"The cradle causes the crystals on its body to flare with light. Each creature within 30 feet of the cradle must succeed on a {@dc 22} Constitution saving throw or take 21 ({@damage 6d6}) radiant damage and have the {@condition blinded} condition until the end of the cradle's next turn.\"]},{\"name\":\"Stone Spikes\",\"entries\":[\"The cradle causes the ground in a 20-foot square within 90 feet of itself to sprout crystal spikes until the start of its next turn. The area becomes difficult terrain for the duration. A creature takes 10 ({@damage 3d6}) piercing damage for each 5 feet it moves on this terrain.\"]}],\"legendaryGroup\":{\"name\":\"Scion of Skoraeus\",\"source\":\"BGG\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Siege Monster\"],\"senseTags\":[\"T\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\",\"P\"],\"damageTags\":[\"B\",\"P\",\"R\",\"T\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"blinded\",\"incapacitated\",\"prone\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Cradle of the Storm Scion\",\"source\":\"BGG\",\"page\":170,\"size\":[\"G\"],\"type\":\"elemental\",\"alignment\":[\"C\",\"G\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":682,\"formula\":\"35d20 + 315\"},\"speed\":{\"walk\":40,\"fly\":{\"number\":60,\"condition\":\"(hover)\"},\"swim\":60,\"canHover\":true},\"str\":30,\"dex\":14,\"con\":29,\"int\":16,\"wis\":23,\"cha\":18,\"passive\":16,\"resist\":[\"cold\",\"fire\",\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"lightning\",\"poison\"],\"conditionImmune\":[\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"stunned\"],\"languages\":[\"Giant\",\"Primordial\"],\"cr\":\"27\",\"trait\":[{\"name\":\"Awakening of the Scion\",\"entries\":[\"The cradle is a container for the {@creature scion of Stronmaus|BGG}. When the cradle drops to 0 hit points, its body bursts into light. The scion instantly appears in the space the cradle occupied and uses the cradle's initiative count.\"]},{\"name\":\"Legendary Resistance (5/Day)\",\"entries\":[\"If the cradle fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The cradle has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The cradle deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The cradle makes three Slam or Spit Hailstone attacks in any combination.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 20 ft., one target. {@h}36 ({@damage 4d12 + 10}) bludgeoning damage plus 19 ({@damage 3d12}) lightning damage.\"]},{\"name\":\"Spit Hailstone\",\"entries\":[\"{@atk rw} {@hit 18} to hit, range 120 ft., one target. {@h}32 ({@damage 4d10 + 10}) bludgeoning damage plus 14 ({@damage 4d6}) cold damage, and the target must succeed on a {@dc 26} Strength saving throw or have the {@condition prone} condition.\"]},{\"name\":\"Lightning Barrage {@recharge 5}\",\"entries\":[\"The cradle hurls multiple magical lightning bolts at up to two creatures it can see within 500 feet of itself. Each target must make a {@dc 22} Dexterity saving throw. On a failed save, the target takes 71 ({@damage 11d12}) lightning damage and has the {@condition stunned} condition until the end of its next turn. On a successful save, the target takes half as much damage only.\"]}],\"reaction\":[{\"name\":\"Booming Step\",\"entries\":[\"Immediately after taking damage, the cradle cracks with thunder and then magically teleports up to 60 feet to an unoccupied space it can see. Each creature within 10 feet of the space the cradle left must make a {@dc 22} Constitution saving throw, taking 14 ({@damage 4d6}) thunder damage on a failed save, or half as much damage on a successful one.\"]}],\"legendaryGroup\":{\"name\":\"Scion of Stronmaus\",\"source\":\"BGG\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Siege Monster\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\",\"P\"],\"damageTags\":[\"B\",\"C\",\"L\",\"T\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"prone\",\"stunned\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Death Giant Reaper\",\"source\":\"BGG\",\"page\":126,\"size\":[\"H\"],\"type\":\"giant\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|PHB|plate}\"]}],\"hp\":{\"average\":172,\"formula\":\"15d12 + 75\"},\"speed\":{\"walk\":40},\"str\":27,\"dex\":14,\"con\":20,\"int\":18,\"wis\":16,\"cha\":16,\"save\":{\"con\":\"+9\",\"int\":\"+8\",\"wis\":\"+7\",\"cha\":\"+7\"},\"skill\":{\"arcana\":\"+8\",\"history\":\"+8\",\"perception\":\"+7\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":17,\"immune\":[\"necrotic\"],\"conditionImmune\":[\"frightened\"],\"languages\":[\"Giant\"],\"cr\":\"12\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giant makes two Scythe or Soul Bolt attacks.\"]},{\"name\":\"Scythe\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 15 ft., one target. {@h}21 ({@damage 3d8 + 8}) slashing damage plus 11 ({@damage 2d10}) necrotic damage.\"]},{\"name\":\"Soul Bolt\",\"entries\":[\"{@atk rs} {@hit 8} to hit, range 120 ft., one creature. {@h}26 ({@damage 4d10 + 4}) necrotic damage. If the target has the {@condition frightened} condition, the giant gains temporary hit points equal to the damage dealt.\"]}],\"bonus\":[{\"name\":\"Frightening Teleport {@recharge 4}\",\"entries\":[\"The giant magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Each creature within 10 feet of the location the giant left must succeed on a {@dc 16} Wisdom saving throw or have the {@condition frightened} condition until the end of that creature's next turn.\"]}],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\"],\"damageTags\":[\"N\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Death Giant Shrouded One\",\"source\":\"BGG\",\"page\":127,\"size\":[\"H\"],\"type\":{\"type\":\"giant\",\"tags\":[\"wizard\"]},\"alignment\":[\"A\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":195,\"formula\":\"17d12 + 85\"},\"speed\":{\"walk\":40},\"str\":27,\"dex\":14,\"con\":20,\"int\":23,\"wis\":16,\"cha\":16,\"save\":{\"con\":\"+10\",\"int\":\"+11\",\"wis\":\"+8\",\"cha\":\"+8\"},\"skill\":{\"arcana\":\"+11\",\"perception\":\"+8\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":18,\"immune\":[\"necrotic\"],\"conditionImmune\":[\"frightened\"],\"languages\":[\"Common\",\"Giant\"],\"cr\":\"15\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The giant casts one of the following spells, using Intelligence as the spellcasting ability:\"],\"will\":[\"{@spell detect magic}\",\"{@spell mage armor}\"],\"daily\":{\"3e\":[\"{@spell speak with dead}\",\"{@spell Tenser's floating disk}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Death Rune\",\"entries\":[\"The giant has a death rune inscribed on a giant's skull in its possession. While holding or wearing the skull bearing the rune, the giant can use its Reaping Scythe action and Shroud of Souls bonus action.\",\"The skull bearing the death rune has AC 18; 35 hit points; and immunity to necrotic, poison, and psychic damage. The skull regains all its hit points at the end of every turn, but it turns to dust if reduced to 0 hit points or when the giant dies. If the rune is destroyed, the giant can inscribe a death rune on another skull in its possession when it finishes a short or long rest.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giant makes three Soul Burst attacks. Alternatively, if the giant has its death rune, it can make three Reaping Scythe attacks.\"]},{\"name\":\"Soul Burst\",\"entries\":[\"{@atk ms,rs} {@hit 11} to hit, reach 10 ft. or range 120 ft., one target. {@h}28 ({@damage 4d10 + 6}) necrotic damage. If the target has the {@condition frightened} condition, the giant gains temporary hit points equal to the damage dealt.\"]},{\"name\":\"Reaping Scythe (Requires Death Rune)\",\"entries\":[\"{@atk ms} {@hit 11} to hit, reach 15 ft., one creature. {@h}38 ({@damage 7d10}) necrotic damage, and the target can't regain hit points until the end of its next turn. The target dies if it is reduced to 0 hit points by this attack.\"]}],\"bonus\":[{\"name\":\"Frightening Teleport {@recharge 4}\",\"entries\":[\"The giant magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Each creature within 10 feet of the location the giant left must succeed on a {@dc 19} Wisdom saving throw or have the {@condition frightened} condition until the end of that creature's next turn.\"]},{\"name\":\"Shroud of Souls (Requires Death Rune)\",\"entries\":[\"The giant shrouds itself in a torrent of souls. While the giant is shrouded, each creature that starts its turn within 5 feet of the giant must succeed on a {@dc 19} Wisdom saving throw or have disadvantage on saving throws until the end of that creature's next turn. The shroud disappears after 1 minute, when the giant dies, when the giant uses this bonus action again, or when the giant's death rune is destroyed.\"]}],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"N\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"RCH\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dust Hulk\",\"source\":\"BGG\",\"page\":131,\"size\":[\"L\"],\"type\":\"elemental\",\"alignment\":[\"C\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":68,\"formula\":\"8d10 + 24\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":15,\"dex\":19,\"con\":16,\"int\":10,\"wis\":12,\"cha\":8,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"restrained\"],\"languages\":[\"Giant\",\"Terran\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Air Form\",\"entries\":[\"The dust hulk can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch without squeezing.\"]},{\"name\":\"Death Burst\",\"entries\":[\"When the dust hulk dies, it explodes in a burst of dust that fills a 10-foot-radius sphere centered on itself. Each creature in that area must succeed on a {@dc 14} Constitution saving throw or have the {@condition blinded} condition for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dust hulk makes three Slam attacks. It can replace one of these attacks with Stinging Dust.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage.\"]},{\"name\":\"Stinging Dust\",\"entries\":[\"One creature of the dust hulk's choice inside its space must make a {@dc 14} Constitution saving throw. On a failed save, the creature takes 10 ({@damage 3d6}) bludgeoning damage and has the {@condition blinded} condition until the end of its next turn. On a successful save, the creature takes half as much damage only.\"]}],\"traitTags\":[\"Death Burst\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\",\"T\"],\"damageTags\":[\"B\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Echo of Demogorgon\",\"source\":\"BGG\",\"page\":132,\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":85,\"formula\":\"10d10 + 30\"},\"speed\":{\"walk\":40},\"str\":22,\"dex\":10,\"con\":17,\"int\":10,\"wis\":12,\"cha\":14,\"save\":{\"str\":\"+9\",\"cha\":\"+5\"},\"skill\":{\"perception\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":17,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Abyssal\",\"Giant\",\"Orc\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The echo has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Wakeful\",\"entries\":[\"When one of the echo's heads is asleep, its other head is awake.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The echo makes two Tentacle attacks.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d6 + 6}) bludgeoning damage plus 9 ({@damage 2d8}) necrotic damage.\"]}],\"bonus\":[{\"name\":\"Discordant Screams\",\"entries\":[\"The echo directs its frenzied howls at one creature it can see within 60 feet of itself. The target must succeed on a {@dc 13} Wisdom saving throw or suffer one of the following effects of the echo's choice:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Confused Reaction\",\"entries\":[\"The target must use its reaction to make a melee attack against another creature of the echo's choice that the echo can see.\"]},{\"type\":\"item\",\"name\":\"Psychic Torment\",\"entries\":[\"The target takes 13 ({@damage 2d12}) psychic damage.\"]}]}]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"AB\",\"GI\",\"O\"],\"damageTags\":[\"B\",\"N\",\"Y\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ettin Ceremorph\",\"source\":\"BGG\",\"page\":133,\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":104,\"formula\":\"11d10 + 44\"},\"speed\":{\"walk\":40},\"str\":18,\"dex\":14,\"con\":18,\"int\":18,\"wis\":15,\"cha\":14,\"save\":{\"int\":\"+7\",\"wis\":\"+5\"},\"skill\":{\"perception\":\"+8\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":18,\"resist\":[\"psychic\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"stunned\",\"unconscious\"],\"languages\":[\"Deep Speech\",\"Giant\",\"telepathy 60 ft.\",\"Undercommon\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The ceremorph has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The ceremorph makes one Slam attack and one Tentacles attack. The ceremorph can replace one of the attacks with a Mind Bolt attack, if available.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}22 ({@damage 4d8 + 4}) bludgeoning damage.\"]},{\"name\":\"Tentacles\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one creature. {@h}15 ({@damage 2d10 + 4}) psychic damage. If the target is Large or smaller, it has the {@condition grappled} condition (escape {@dc 14}) and must succeed on a {@dc 15} Intelligence saving throw or have the {@condition stunned} condition until this grapple ends.\"]},{\"name\":\"Extract Brain\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one {@condition incapacitated} Humanoid {@condition grappled} by the ceremorph. {@h}55 ({@damage 10d10}) piercing damage. If this damage reduces the target to 0 hit points, the ceremorph kills the target by extracting and devouring its brain.\"]},{\"name\":\"Mind Bolt (3/Day)\",\"entries\":[\"{@atk rs} {@hit 7} to hit, range 120 ft., one creature. {@h}17 ({@damage 2d12 + 4}) psychic damage, and the target must succeed on a {@dc 15} Intelligence saving throw or have the {@condition stunned} condition until the end of its next turn.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"DS\",\"GI\",\"TP\",\"U\"],\"damageTags\":[\"B\",\"P\",\"Y\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"stunned\"],\"savingThrowForced\":[\"intelligence\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fensir Devourer\",\"source\":\"BGG\",\"page\":135,\"size\":[\"H\"],\"type\":\"celestial\",\"alignment\":[\"C\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":138,\"formula\":\"12d12 + 60\"},\"speed\":{\"walk\":40},\"str\":20,\"dex\":10,\"con\":21,\"int\":10,\"wis\":14,\"cha\":11,\"skill\":{\"perception\":\"+8\",\"survival\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":18,\"languages\":[\"Common\",\"Giant\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Death Curse\",\"entries\":[\"When the fensir starts its turn with 0 hit points and doesn't regenerate, it releases a curse on those around it. Each creature within 30 feet of the fensir when it dies must succeed on a {@dc 13} Charisma saving throw or be cursed for the next 24 hours.\",\"While cursed in this way, an affected creature gains no benefit from finishing a short or long rest. At the end of every hour, the creature must succeed on a {@dc 13} Charisma saving throw or take 11 ({@damage 2d10}) psychic damage.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The fensir regains 10 hit points at the start of its turn if it isn't in sunlight. If the fensir takes acid or fire damage, this trait doesn't function at the start of the fensir's next turn. The fensir dies only if it starts its turn with 0 hit points and doesn't regenerate.\"]},{\"name\":\"Sunlight Hypersensitivity\",\"entries\":[\"When the fensir starts its turn in sunlight, it must succeed on a {@dc 15} Constitution saving throw or have the {@condition petrified} condition until the fensir is no longer in sunlight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The fensir makes two attacks, using Rend, Boulder, or a combination of them.\"]},{\"name\":\"Rend\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d10 + 5}) slashing damage.\"]},{\"name\":\"Boulder\",\"entries\":[\"{@atk rw} {@hit 8} to hit, range 60/240 ft., one target. {@h}18 ({@damage 2d12 + 5}) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a {@dc 16} Strength saving throw or have the {@condition prone} condition. After the fensir throws the boulder, roll a {@dice d6}; on a roll of 4 or lower, the fensir has no more boulders to throw.\"]}],\"traitTags\":[\"Regeneration\",\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"B\",\"S\",\"Y\"],\"miscTags\":[\"AOE\",\"CUR\",\"MW\",\"RCH\",\"RW\"],\"savingThrowForced\":[\"charisma\",\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fensir Skirmisher\",\"source\":\"BGG\",\"page\":135,\"size\":[\"L\"],\"type\":\"giant\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item chain shirt|phb}\"]}],\"hp\":{\"average\":94,\"formula\":\"9d10 + 45\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":15,\"con\":20,\"int\":14,\"wis\":11,\"cha\":12,\"save\":{\"int\":\"+5\",\"wis\":\"+3\"},\"skill\":{\"perception\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":16,\"languages\":[\"Common\",\"Giant\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The fensir casts one of the following spells, using Intelligence as the spellcasting ability:\"],\"daily\":{\"1e\":[\"{@spell create or destroy water}\",\"{@spell detect magic}\",\"{@spell pass without trace}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Regeneration\",\"entries\":[\"The fensir regains 10 hit points at the start of its turn if it isn't in sunlight. If the fensir takes acid or fire damage, this trait doesn't function at the start of the fensir's next turn. The fensir dies only if it starts its turn with 0 hit points and doesn't regenerate.\"]},{\"name\":\"Sunlight Hypersensitivity\",\"entries\":[\"When the fensir starts its turn in sunlight, it must succeed on a {@dc 15} Constitution saving throw or have the {@condition petrified} condition until the fensir is no longer in sunlight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The fensir makes three Battleaxe attacks or two Magic Stone attacks.\"]},{\"name\":\"Battleaxe\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage, or 15 ({@damage 2d10 + 4}) slashing damage if used with two hands.\"]},{\"name\":\"Magic Stone\",\"entries\":[\"{@atk rs} {@hit 5} to hit, range 60 ft., one target. {@h}15 ({@damage 2d12 + 2}) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a {@dc 13} Strength saving throw or have the {@condition prone} condition.\"]},{\"name\":\"Mud to Stone {@recharge}\",\"entries\":[\"The fensir lobs a magical mass of mud that splashes all creatures in a 30-foot-radius sphere centered on a point the fensir can see within 60 feet of itself. Each non-fensir creature in that area must succeed on a {@dc 13} Dexterity saving throw or take 13 ({@damage 3d8}) bludgeoning damage and have the {@condition restrained} condition as the mud begins to turn to stone. An affected creature must repeat the saving throw at the end of its next turn. On a successful save, the effect ends on the creature. On a failed save, the creature has the {@condition petrified} condition for 24 hours.\"]}],\"attachedItems\":[\"battleaxe|phb\"],\"traitTags\":[\"Regeneration\",\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"B\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"conditionInflict\":[\"petrified\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Firbolg Primeval Warden\",\"source\":\"BGG\",\"page\":136,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"druid\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item hide armor|PHB}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":65,\"formula\":\"10d8 + 20\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":14,\"con\":14,\"int\":12,\"wis\":16,\"cha\":11,\"save\":{\"int\":\"+3\",\"wis\":\"+5\"},\"skill\":{\"medicine\":\"+5\",\"nature\":\"+3\",\"perception\":\"+7\"},\"passive\":17,\"languages\":[\"Common\",\"Druidic\",\"Giant\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The firbolg casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell entangle}\",\"{@spell speak with animals}\",\"{@spell speak with plants}\"],\"daily\":{\"1e\":[\"{@spell commune with nature} (as an action)\",\"{@spell detect magic}\",\"{@spell disguise self}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The firbolg makes two Spear or Fire Lance attacks.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 9 ({@damage 2d8}) fire damage.\"]},{\"name\":\"Fire Lance\",\"entries\":[\"{@atk rs} {@hit 5} to hit, range 120 ft., one target. {@h}14 ({@damage 2d10 + 3}) fire damage.\"]}],\"bonus\":[{\"name\":\"Hidden Step (2/Day)\",\"entries\":[\"The firbolg magically turns {@condition invisible} until the start of its next turn, until it makes an attack roll, or until it forces someone to make a saving throw.\"]}],\"attachedItems\":[\"spear|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DU\",\"GI\"],\"damageTags\":[\"F\",\"P\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"invisible\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForcedSpell\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Firbolg Wanderer\",\"source\":\"BGG\",\"page\":137,\"otherSources\":[{\"source\":\"GotSF\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"cleric\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item breastplate|PHB}\"]}],\"hp\":{\"average\":90,\"formula\":\"12d8 + 36\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":14,\"con\":16,\"int\":14,\"wis\":17,\"cha\":16,\"save\":{\"dex\":\"+5\",\"cha\":\"+6\"},\"skill\":{\"perception\":\"+6\",\"persuasion\":\"+6\",\"stealth\":\"+5\"},\"passive\":16,\"languages\":[\"Common\",\"Giant\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The firbolg casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 14}):\"],\"will\":[\"{@spell mage hand}\",\"{@spell minor illusion}\",\"{@spell Tasha's hideous laughter}\"],\"daily\":{\"1e\":[\"{@spell detect magic}\",\"{@spell disguise self}\",\"{@spell dispel magic}\",\"{@spell polymorph}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The firbolg makes two attacks using Longsword, Bewitching Bolt, or a combination of them.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands, plus 9 ({@damage 2d8}) psychic damage.\"]},{\"name\":\"Bewitching Bolt\",\"entries\":[\"{@atk rs} {@hit 6} to hit, range 60 ft., one creature. {@h}10 ({@damage 2d6 + 3}) psychic damage, and the target must succeed on a {@dc 14} Charisma saving throw or have the {@condition charmed} condition until the start of the target's next turn.\"]}],\"bonus\":[{\"name\":\"Duplicitous Movement (1/Day)\",\"entries\":[\"The firbolg projects an illusory duplicate of itself in an unoccupied space it can see within 30 feet of itself. The firbolg can then swap places with the illusion. The illusion vanishes after 1 minute, if the firbolg is {@condition incapacitated}, or if the illusion is more than 120 feet from the firbolg.\",\"As a bonus action on later turns, the firbolg can move the illusion up to 30 feet and can then swap places with it.\"]}],\"attachedItems\":[\"longsword|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"S\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"charmed\"],\"conditionInflictSpell\":[\"incapacitated\",\"prone\"],\"savingThrowForced\":[\"charisma\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fire Giant Forgecaller\",\"source\":\"BGG\",\"page\":138,\"otherSources\":[{\"source\":\"GotSF\"}],\"size\":[\"H\"],\"type\":{\"type\":\"giant\",\"tags\":[\"cleric\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|PHB|plate}\"]}],\"hp\":{\"average\":312,\"formula\":\"25d12 + 150\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":25,\"dex\":11,\"con\":23,\"int\":16,\"wis\":21,\"cha\":18,\"save\":{\"dex\":\"+6\",\"int\":\"+9\",\"wis\":\"+11\"},\"skill\":{\"athletics\":\"+13\",\"perception\":\"+11\"},\"passive\":21,\"immune\":[\"fire\"],\"languages\":[\"Common\",\"Giant\"],\"cr\":\"18\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the giant fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Fire Rune\",\"entries\":[\"The giant has a fire rune inscribed on a medallion or some other object in its possession. While holding or wearing the object bearing the rune, the giant can use its Magma Wave action and Furnace Armor bonus action.\",\"The object bearing the rune has AC 15; 40 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end of every turn, but it turns to dust if reduced to 0 hit points or when the giant dies. If the rune is destroyed, the giant can inscribe a fire rune on an object in its possession when it finishes a short or long rest.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giant makes three Forge Hammer attacks or two Heated Rock attacks.\"]},{\"name\":\"Forge Hammer\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}24 ({@damage 5d6 + 7}) bludgeoning damage. Hit or Miss: The giant can cause the hammer to emit a burst of heat in a 30-foot-radius sphere centered on the target. Metal objects in that area glow red-hot until the start of the giant's next turn. Any creature in physical contact with a heated object at the start of its turn must make a {@dc 19} Constitution saving throw. On a failed save, the creature takes 10 ({@damage 3d6}) fire damage and has disadvantage on attack rolls until the start of its next turn unless it has immunity to fire damage. The hammer can emit heat in this way only once per turn.\"]},{\"name\":\"Heated Rock\",\"entries\":[\"{@atk rw} {@hit 13} to hit, range 60/240 ft., one target. {@h}23 ({@damage 3d10 + 7}) bludgeoning damage plus 19 ({@damage 3d12}) fire damage. If the target is a Large or smaller creature, it must succeed on a {@dc 21} Strength saving throw or have the {@condition prone} condition. After the giant throws the rock, roll a {@dice d6}; on a roll of 3 or lower, the giant has no more rocks to throw.\"]},{\"name\":\"Magma Wave (Requires Fire Rune)\",\"entries\":[\"The giant emits a wave of magma from its fire rune in a 30-foot cone. Each creature in that area must make a {@dc 19} Dexterity saving throw. On a failed save, a creature takes 36 ({@damage 8d8}) fire damage and has the {@condition restrained} condition. As an action, a creature can make a {@dc 19} Strength ({@skill Athletics}) check, freeing itself or a creature within its reach from the rock on a success. The rock restraining each creature has AC 17; 20 hit points; and immunity to fire, poison, and psychic damage. On a successful save, a creature takes half as much damage only.\"]}],\"bonus\":[{\"name\":\"Furnace Armor (Requires Fire Rune)\",\"entries\":[\"The giant causes smoke and cinders to billow from its armor, filling a 30-foot-radius sphere centered on the giant. While the armor is billowing smoke, the giant has {@quickref Cover||3||half cover}. The armor stops billowing smoke after 1 minute, when the giant dies, when the giant uses a bonus action to end the effect, or when the giant's fire rune is destroyed.\"]}],\"traitTags\":[\"Legendary Resistances\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"B\",\"F\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fire Giant of Evil Fire\",\"source\":\"BGG\",\"page\":139,\"otherSources\":[{\"source\":\"GotSF\"},{\"source\":\"HFStCM\"}],\"size\":[\"H\"],\"type\":\"giant\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|PHB|plate}\"]}],\"hp\":{\"average\":150,\"formula\":\"12d12 + 72\"},\"speed\":{\"walk\":30},\"str\":25,\"dex\":9,\"con\":23,\"int\":10,\"wis\":19,\"cha\":14,\"save\":{\"con\":\"+10\",\"wis\":\"+8\",\"cha\":\"+6\"},\"skill\":{\"athletics\":\"+11\",\"perception\":\"+8\"},\"passive\":18,\"immune\":[\"fire\"],\"languages\":[\"Common\",\"Giant\",\"Ignan\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Shrapnel Explosion\",\"entries\":[\"When the giant drops to 0 hit points, its armor explodes, destroying the giant's body and scattering the armor as shrapnel. Creatures within 10 feet of the giant when its armor explodes must make a {@dc 18} Dexterity saving throw, taking 21 ({@damage 6d6}) piercing damage on a failed save, or half as much damage on a successful one.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giant makes two Searing Scepter attacks or two Bolt of Imix attacks.\"]},{\"name\":\"Searing Scepter\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}17 ({@damage 3d6 + 7}) bludgeoning damage plus 9 ({@damage 2d8}) fire damage, and the target is magically branded. While branded in this way, the target becomes visible if it's {@condition invisible}, can't become {@condition invisible}, and sheds dim light in a 5-foot radius. The brand disappears after 24 hours, or it can be removed from a creature or an object by any spell that ends a curse.\"]},{\"name\":\"Bolt of Imix\",\"entries\":[\"{@atk rs} {@hit 8} to hit, range 120 ft., one target. {@h}20 ({@damage 3d10 + 4}) fire damage, and the target must succeed on a {@dc 16} Wisdom saving throw or have the {@condition frightened} condition until the end of the target's next turn.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\",\"IG\"],\"damageTags\":[\"B\",\"F\",\"P\"],\"miscTags\":[\"AOE\",\"CUR\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fire Hellion\",\"source\":\"BGG\",\"page\":140,\"size\":[\"H\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|PHB|plate}\"]}],\"hp\":{\"average\":175,\"formula\":\"14d12 + 84\"},\"speed\":{\"walk\":30},\"str\":25,\"dex\":10,\"con\":23,\"int\":16,\"wis\":14,\"cha\":21,\"save\":{\"wis\":\"+6\",\"cha\":\"+9\"},\"skill\":{\"arcana\":\"+7\",\"athletics\":\"+11\",\"perception\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"immune\":[\"fire\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common\",\"Giant\",\"Infernal\"],\"cr\":\"11\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The hellion has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Soul Taker\",\"entries\":[\"A Giant or a Humanoid that is reduced to 0 hit points by the hellion dies, and its soul rises as a lemure (see the Monster Manual) on Avernus, one of the Nine Hells, in {@dice 1d4} hours. If the creature isn't revived before then, it can be restored to life only by a {@spell wish} spell or by killing the lemure and casting true resurrection on the creature's original body.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hellion makes two Morningstar attacks.\"]},{\"name\":\"Morningstar\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}20 ({@damage 3d8 + 7}) piercing damage plus 11 ({@damage 2d10}) fire damage. If the target is a creature, it can't regain hit points until the start of the hellion's next turn.\"]},{\"name\":\"Infernal Orb\",\"entries\":[\"The hellion hurls a magical ball of fire that explodes in a 20-foot-radius sphere centered on a point the hellion can see within 120 feet of itself. The sphere spreads around corners. Each creature in that area must make a {@dc 17} Dexterity saving throw. A creature takes 18 ({@damage 4d8}) fire damage and 18 ({@damage 4d8}) necrotic damage on a failed save, or half as much damage on a successful one.\"]}],\"attachedItems\":[\"morningstar|phb\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\",\"I\"],\"damageTags\":[\"F\",\"N\",\"P\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Firegaunt\",\"source\":\"BGG\",\"page\":137,\"size\":[\"H\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":15,\"from\":[\"damaged plate\"]}],\"hp\":{\"average\":175,\"formula\":\"14d12 + 84\"},\"speed\":{\"walk\":40},\"str\":25,\"dex\":7,\"con\":23,\"int\":10,\"wis\":14,\"cha\":13,\"save\":{\"dex\":\"+2\",\"con\":\"+10\",\"cha\":\"+5\"},\"skill\":{\"athletics\":\"+11\",\"perception\":\"+6\"},\"passive\":16,\"resist\":[\"necrotic\"],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"exhaustion\",\"petrified\",\"poisoned\"],\"languages\":[\"Giant\"],\"cr\":\"11\",\"trait\":[{\"name\":\"Fire Blood\",\"entries\":[\"Whenever a creature within 5 feet of the firegaunt hits the firegaunt with a melee attack that deals piercing or slashing damage, that creature takes 5 ({@damage 1d10}) fire damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The firegaunt makes two Heated Maul attacks.\"]},{\"name\":\"Heated Maul\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}23 ({@damage 3d10 + 7}) bludgeoning damage. The firegaunt can cause the maul to erupt with crimson flames, and the target must succeed on a {@dc 18} Dexterity saving throw or take 10 ({@damage 3d6}) fire damage and 10 ({@damage 3d6}) necrotic damage. The maul can erupt with flames in this way only once per turn.\"]},{\"name\":\"Crimson Rays {@recharge 5}\",\"entries\":[\"The firegaunt emits beams of fire from its eyes, mouth, and wounds in a 30-foot cone. Each creature in that area must make a {@dc 18} Dexterity saving throw, taking 31 ({@damage 7d8}) fire damage on a failed save, or half as much damage on a successful one. On a success or failure, that creature catches fire. Until the burning creature or another creature that can reach it takes an action to extinguish the fire, the burning creature can't regain hit points and takes 5 ({@damage 1d10}) fire damage at the start of each of its turns.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\"],\"damageTags\":[\"B\",\"F\",\"N\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Flesh Colossus\",\"source\":\"BGG\",\"page\":141,\"size\":[\"G\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":280,\"formula\":\"16d20 + 112\"},\"speed\":{\"walk\":60},\"str\":24,\"dex\":9,\"con\":24,\"int\":6,\"wis\":10,\"cha\":5,\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"immune\":[\"lightning\",\"poison\",\"psychic\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands Giant but can't speak\"],\"cr\":\"20\",\"trait\":[{\"name\":\"Berserk\",\"entries\":[\"If the core inside the colossus is destroyed, the colossus goes berserk. On each of its turns while berserk, the colossus attacks the nearest creature it can see. If no creature is near enough to move to and attack, the colossus attacks an object. Once the colossus goes berserk, it remains berserk until it is destroyed.\"]},{\"name\":\"Immutable Form\",\"entries\":[\"The colossus is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The colossus has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The colossus deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The colossus makes two Fist attacks.\"]},{\"name\":\"Fist\",\"entries\":[\"{@atk mw} {@hit 13} to hit (with advantage if the colossus is berserk), reach 20 ft., one target. {@h}17 ({@damage 3d6 + 7}) bludgeoning damage. If the target is a Large or smaller creature, it is pulled up to 15 feet toward the colossus, it has the {@condition grappled} condition (escape {@dc 17}), and it has the {@condition restrained} condition until this grapple ends. The colossus can have up to two creatures {@condition grappled} this way at a time.\"]},{\"name\":\"Elemental Breath {@recharge 5}\",\"entries\":[\"The colossus exhales a cloud swirling with elemental energy in a 90-foot cone. Each creature in that area must make a {@dc 21} Dexterity saving throw. On a failed save, a creature takes 40 ({@damage 9d8}) damage of a type of the colossus's choosing: acid, cold, fire, or lightning. On a successful save, a creature takes half as much damage.\",\"At the same time as the colossus releases this exhalation, creatures inside the colossus's chest cavity take 40 ({@damage 9d8}) force damage from churning elemental energy.\"]}],\"bonus\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 5 ft., one Large or smaller creature {@condition grappled} by the colossus. {@h}20 ({@damage 3d8 + 7}) bludgeoning damage, and the creature is swallowed. A swallowed creature has the {@condition restrained} condition, has {@quickref Cover||3||total cover} against attacks and other effects outside the colossus, and takes 10 ({@damage 3d6}) force damage at the start of each of the colossus's turns.\",\"The colossus's chest cavity can hold up to two creatures at a time. Inside its chest cavity is its core, which is a Large object with AC 16 that is immune to lightning, poison, and psychic damage. It has 140 hit points and sheds dim light in a 10-foot radius. If the core is destroyed, the colossus regurgitates all swallowed creatures, each of which falls in a space within 10 feet of the colossus and has the {@condition prone} condition, and the colossus can no longer swallow a creature. If the colossus dies, any swallowed creature no longer has the {@condition restrained} condition and can escape from the corpse using 10 feet of movement, exiting with the {@condition prone} condition.\"]}],\"traitTags\":[\"Immutable Form\",\"Magic Resistance\",\"Siege Monster\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"CS\",\"GI\"],\"damageTags\":[\"B\",\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fomorian Deep Crawler\",\"source\":\"BGG\",\"page\":142,\"size\":[\"H\"],\"type\":\"giant\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":184,\"formula\":\"16d12 + 80\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":23,\"dex\":15,\"con\":20,\"int\":9,\"wis\":17,\"cha\":6,\"skill\":{\"perception\":\"+7\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":17,\"languages\":[\"Giant\",\"Undercommon\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Contortionist\",\"entries\":[\"The fomorian can enter a space large enough for a Large creature without squeezing.\"]},{\"name\":\"Crawling Stance\",\"entries\":[\"While the fomorian has the {@condition prone} condition, crawling does not cost it extra movement. In addition, the {@condition prone} condition does not grant advantage on attack rolls against the fomorian.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The fomorian can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The fomorian makes two Slam attacks and uses Crawling Hex if it is available.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d10 + 6}) bludgeoning damage.\"]},{\"name\":\"Crawling Hex {@recharge 4}\",\"entries\":[\"The fomorian targets one creature it can see within 60 feet of itself. The target must succeed on a {@dc 15} Wisdom saving throw or take 31 ({@damage 7d8}) psychic damage, have the {@condition prone} condition, and become cursed for 1 hour. While cursed this way, the target can't stand up and end the {@condition prone} condition on itself.\"]}],\"traitTags\":[\"Spider Climb\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\",\"U\"],\"damageTags\":[\"B\",\"Y\"],\"miscTags\":[\"CUR\",\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fomorian Noble\",\"source\":\"BGG\",\"page\":143,\"size\":[\"H\"],\"type\":{\"type\":\"giant\",\"tags\":[\"wizard\"]},\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[14,{\"ac\":17,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":253,\"formula\":\"22d12 + 110\"},\"speed\":{\"walk\":30},\"str\":23,\"dex\":18,\"con\":20,\"int\":19,\"wis\":14,\"cha\":16,\"save\":{\"int\":\"+9\",\"wis\":\"+7\",\"cha\":\"+8\"},\"skill\":{\"arcana\":\"+14\",\"perception\":\"+7\",\"stealth\":\"+9\"},\"passive\":17,\"conditionImmune\":[\"charmed\"],\"languages\":[\"Giant plus any three languages\"],\"cr\":\"15\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The fomorian casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 17}):\"],\"will\":[\"{@spell mage armor} (self only)\",\"{@spell mage hand}\",\"{@spell prestidigitation}\"],\"daily\":{\"1e\":[\"{@spell chain lightning}\",\"{@spell cone of cold} (6th-level version)\",\"{@spell fireball} (6th-level version)\",\"{@spell fly}\",\"{@spell plane shift} (self only)\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The fomorian makes three Rod attacks.\"]},{\"name\":\"Rod\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}16 ({@damage 3d6 + 6}) bludgeoning damage plus 11 ({@damage 2d10}) force damage.\"]}],\"bonus\":[{\"name\":\"Beguiling Presence\",\"entries\":[\"The fomorian targets a creature it can see within 60 feet of itself. The target must succeed on a {@dc 17} Wisdom saving throw or have the {@condition charmed} condition for 1 minute. An affected target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target becomes immune to all fomorians' Beguiling Presence for the next 24 hours.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\",\"X\"],\"damageTags\":[\"B\",\"O\"],\"damageTagsSpell\":[\"C\",\"F\",\"L\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"charmed\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fomorian Warlock of the Dark\",\"source\":\"BGG\",\"page\":144,\"size\":[\"H\"],\"type\":\"giant\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":207,\"formula\":\"18d12 + 90\"},\"speed\":{\"walk\":30},\"str\":23,\"dex\":13,\"con\":20,\"int\":9,\"wis\":14,\"cha\":18,\"save\":{\"wis\":\"+6\",\"cha\":\"+8\"},\"skill\":{\"arcana\":\"+3\",\"perception\":\"+6\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"languages\":[\"Giant\",\"Undercommon\"],\"cr\":\"12\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The fomorian casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 16}):\"],\"will\":[\"{@spell detect magic}\",\"{@spell levitate}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\"],\"daily\":{\"1e\":[\"{@spell detect thoughts}\",\"{@spell suggestion}\",\"{@spell telekinesis}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Blood Rune\",\"entries\":[\"The fomorian has a blood rune inscribed on an effigy or some other object in its possession. While holding or wearing the object bearing the rune, the giant can use its Corrupting Hex action and Poisoning Rebuke reaction.\",\"The object bearing the blood rune has AC 15; 30 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end of every turn, but it turns to dust if reduced to 0 hit points or when the fomorian dies. If the rune is destroyed, the fomorian can inscribe a blood rune on an object in its possession when it finishes a short or long rest.\"]},{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the fomorian's darkvision.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the fomorian fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The fomorian makes three Greatclub attacks. If the fomorian has its blood rune, it can replace one of these attacks with a use of Corrupting Hex.\"]},{\"name\":\"Greatclub\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 15 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage plus 7 ({@damage 2d6}) necrotic damage.\"]},{\"name\":\"Corrupting Hex (Requires Blood Rune)\",\"entries\":[\"The fomorian targets one creature it can see within 60 feet of itself. The target must succeed on a {@dc 16} Charisma saving throw or take 27 ({@damage 6d8}) necrotic damage and become cursed for 24 hours. While cursed this way, the target's speed is reduced by half, and if it tries to cast a spell, it must first succeed on a {@dc 16} Intelligence check or the spell fails and is wasted.\"]},{\"name\":\"Eldritch Burst\",\"entries\":[\"Magical energy explodes in a 20-foot-radius sphere centered on a point the fomorian can see within 120 feet of itself. Each creature in that area must make a {@dc 16} Dexterity saving throw. On a failed save, a creature takes 32 ({@damage 5d12}) force damage and has the {@condition prone} condition. On a successful save, a creature takes half as much damage only.\"]}],\"bonus\":[{\"name\":\"Creeping Gloom {@recharge}\",\"entries\":[\"The fomorian momentarily conjures grasping darkness in a 30-foot-radius sphere centered on a point it can see within 120 feet of itself. Each creature in that area must succeed on a {@dc 16} Constitution saving throw or take 11 ({@damage 2d10}) necrotic damage and have the {@condition blinded} condition until the end of its next turn.\"]}],\"reaction\":[{\"name\":\"Poisoning Rebuke (Requires Blood Rune)\",\"entries\":[\"In response to being damaged by a creature the fomorian can see within 60 feet of itself, the fomorian forces that creature to make a {@dc 16} Constitution saving throw; on a failed save, the creature has the {@condition poisoned} condition until the end of its next turn.\"]}],\"attachedItems\":[\"greatclub|phb\"],\"traitTags\":[\"Devil's Sight\",\"Legendary Resistances\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\",\"U\"],\"damageTags\":[\"B\",\"N\",\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"CUR\",\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"poisoned\",\"prone\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForced\":[\"charisma\",\"constitution\",\"dexterity\"],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Frost Giant Ice Shaper\",\"source\":\"BGG\",\"page\":145,\"size\":[\"H\"],\"type\":{\"type\":\"giant\",\"tags\":[\"cleric\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item chain mail|PHB}\"]}],\"hp\":{\"average\":310,\"formula\":\"27d12 + 135\"},\"speed\":{\"walk\":40},\"str\":23,\"dex\":10,\"con\":21,\"int\":11,\"wis\":19,\"cha\":16,\"save\":{\"str\":\"+12\",\"con\":\"+11\",\"wis\":\"+10\",\"cha\":\"+9\"},\"skill\":{\"athletics\":\"+12\",\"perception\":\"+10\"},\"passive\":20,\"immune\":[\"cold\"],\"languages\":[\"Common\",\"Giant\"],\"cr\":\"17\",\"trait\":[{\"name\":\"Frost Rune\",\"entries\":[\"The giant has a frost rune inscribed on a chunk of ice or some other object in its possession. While holding or wearing the object bearing the rune, the giant can use its Ice Wolves action and Ice Armor reaction.\",\"The object bearing the rune has AC 16; 40 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end of every turn, but it turns to dust if reduced to 0 hit points or when the giant dies. If the rune is destroyed, the giant can inscribe a frost rune on an object in its possession when it finishes a short or long rest.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the giant fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giant makes three attacks using Greataxe, Freezing Ray, or a combination of them.\"]},{\"name\":\"Greataxe\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d10 + 6}) slashing damage plus 9 ({@damage 2d8}) cold damage.\"]},{\"name\":\"Freezing Ray\",\"entries\":[\"{@atk rs} {@hit 10} to hit, range 120 ft., one target. {@h}17 ({@damage 3d8 + 4}) cold damage, and the target must make a {@dc 18} Constitution saving throw. On a failed save, the target has the {@condition restrained} condition until the end of its next turn. On a successful save, the target's speed is reduced by 10 feet until the end of its next turn.\"]},{\"name\":\"Ice Wolves (Requires Frost Rune)\",\"entries\":[\"The giant magically summons {@dice 1d4} wolves made of ice (use the {@creature winter wolf} stat block in the Monster Manual to represent them, but they are Elementals instead of Monstrosities). The wolves appear in unoccupied spaces the giant can see within 30 feet of itself. The wolves take their turn immediately after the giant on the same initiative count, and they obey the giant's commands. The wolves gain a +6 bonus to their attack and damage rolls while they are within 30 feet of the giant. The wolves disappear after 1 minute, when the giant dies, or when the giant uses this action again.\"]}],\"reaction\":[{\"name\":\"Ice Armor (Requires Frost Rune)\",\"entries\":[\"When a creature the giant can see makes an attack roll against it, the giant can form a coat of ice around itself, granting it a +6 bonus to its AC against that attack. After the attack hits or misses, the ice shatters, and each creature within 5 feet of the giant must succeed on a {@dc 18} Dexterity saving throw or take 13 ({@damage 3d8}) cold damage.\"]}],\"attachedItems\":[\"greataxe|phb\"],\"traitTags\":[\"Legendary Resistances\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"C\",\"S\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Frost Giant of Evil Water\",\"source\":\"BGG\",\"page\":146,\"size\":[\"H\"],\"type\":\"giant\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":16,\"from\":[\"{@item scale mail|PHB}\"]}],\"hp\":{\"average\":172,\"formula\":\"15d12 + 75\"},\"speed\":{\"walk\":40,\"swim\":40},\"str\":23,\"dex\":16,\"con\":21,\"int\":9,\"wis\":14,\"cha\":12,\"save\":{\"dex\":\"+7\",\"con\":\"+9\",\"wis\":\"+6\"},\"skill\":{\"athletics\":\"+10\",\"perception\":\"+6\"},\"passive\":16,\"immune\":[\"cold\"],\"languages\":[\"Aquan\",\"Common\",\"Giant\"],\"cr\":\"11\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The giant can breathe air and water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giant makes two Battleaxe attacks and one Harpoon attack.\"]},{\"name\":\"Battleaxe\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}19 ({@damage 3d8 + 6}) slashing damage, or 22 ({@damage 3d10 + 6}) slashing damage if used with two hands, plus 7 ({@damage 2d6}) cold damage.\"]},{\"name\":\"Harpoon\",\"entries\":[\"{@atk rw} {@hit 7} to hit, range 50/200 ft., one creature. {@h}14 ({@damage 2d10 + 3}) piercing damage, and the target has the {@condition grappled} condition (escape {@dc 16}). While the target is {@condition grappled} this way, its speed isn't reduced, but it can't move farther from the giant. The target takes 5 ({@damage 1d10}) slashing damage if it escapes from the grapple or if it tries and fails. The giant can grapple only one target at a time with its harpoon.\"]}],\"bonus\":[{\"name\":\"Reel In\",\"entries\":[\"The giant pulls the target {@condition grappled} by its Harpoon up to 20 feet toward itself.\"]}],\"attachedItems\":[\"battleaxe|phb\"],\"traitTags\":[\"Amphibious\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AQ\",\"C\",\"GI\"],\"damageTags\":[\"C\",\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Frostmourn\",\"source\":\"BGG\",\"page\":147,\"size\":[\"H\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":195,\"formula\":\"17d12 + 85\"},\"speed\":{\"walk\":40},\"str\":23,\"dex\":9,\"con\":21,\"int\":9,\"wis\":11,\"cha\":18,\"save\":{\"con\":\"+9\",\"wis\":\"+4\"},\"skill\":{\"athletics\":\"+10\",\"perception\":\"+4\"},\"passive\":14,\"immune\":[\"cold\",\"poison\"],\"vulnerable\":[\"fire\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"Giant\"],\"cr\":\"10\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The frostmourn makes one Freezing Touch attack and one Icy Axe attack. It can replace one of these attacks with a Polar Ray attack.\"]},{\"name\":\"Freezing Touch\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one creature. {@h}18 ({@damage 4d8}) cold damage plus 18 ({@damage 4d8}) necrotic damage. If this damage would reduce the target to 0 hit points, the target drops to 1 hit point instead and has the {@condition petrified} condition, turning into a frozen statue.\",\"If the statue takes bludgeoning damage, it shatters, killing the frozen creature. If the statue would take fire damage, it instead takes no damage and thaws, ending the petrification.\"]},{\"name\":\"Icy Axe\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}19 ({@damage 3d8 + 6}) slashing damage plus 7 ({@damage 2d6}) cold damage.\"]},{\"name\":\"Polar Ray\",\"entries\":[\"{@atk rs} {@hit 8} to hit, range 120 ft., one target. {@h}31 ({@damage 5d10 + 4}) cold damage, and the target's speed is reduced by 10 feet until the end of its next turn.\"]}],\"reaction\":[{\"name\":\"Blizzard Escape\",\"entries\":[\"Immediately after a creature the frostmourn can see hits it with an attack roll, the frostmourn momentarily dissolves into a blizzard, reducing the damage to itself by half. The frostmourn can then magically teleport to an unoccupied space it can see within 30 feet of itself.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\"],\"damageTags\":[\"C\",\"N\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fury of Kostchtchie\",\"source\":\"BGG\",\"page\":148,\"size\":[\"H\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":216,\"formula\":\"16d12 + 112\"},\"speed\":{\"walk\":40},\"str\":26,\"dex\":10,\"con\":25,\"int\":10,\"wis\":12,\"cha\":11,\"save\":{\"con\":\"+12\",\"wis\":\"+6\"},\"skill\":{\"athletics\":\"+13\",\"perception\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"resist\":[\"fire\",\"lightning\",\"poison\"],\"immune\":[\"cold\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Abyssal\",\"Giant\"],\"cr\":\"14\",\"trait\":[{\"name\":\"Chilling Aura\",\"entries\":[\"A creature that starts its turn within 10 feet of the fury must succeed on a {@dc 20} Constitution saving throw or take 11 ({@damage 2d10}) cold damage.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The fury has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The fury makes two Fist or Rock attacks.\"]},{\"name\":\"Fist\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d8 + 8}) bludgeoning damage plus 10 ({@damage 3d6}) cold damage, or 17 ({@damage 5d6}) cold damage if the target took damage from the fury's Chilling Aura since the end of the fury's last turn.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 13} to hit, range 60/240 ft., one target. {@h}30 ({@damage 4d10 + 8}) bludgeoning damage.\"]}],\"bonus\":[{\"name\":\"Charge\",\"entries\":[\"The fury can move up to its speed toward an enemy it can see.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"GI\"],\"damageTags\":[\"B\",\"C\"],\"miscTags\":[\"MW\",\"RCH\",\"RW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gargantua\",\"source\":\"BGG\",\"page\":149,\"size\":[\"G\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":388,\"formula\":\"21d20 + 168\"},\"speed\":{\"walk\":60},\"str\":27,\"dex\":10,\"con\":26,\"int\":9,\"wis\":16,\"cha\":18,\"save\":{\"dex\":\"+7\",\"int\":\"+6\",\"wis\":\"+10\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":13,\"resist\":[\"force\",\"psychic\"],\"conditionImmune\":[\"frightened\"],\"languages\":[\"Giant\"],\"cr\":\"21\",\"trait\":[{\"name\":\"Weird Aura\",\"entries\":[\"At the start of each of the gargantua's turns, each creature of the gargantua's choice within 30 feet of it must make a {@dc 19} Wisdom saving throw. On a failed save, a target sees the gargantua as a manifestation of the target's worst fears; it takes 17 ({@damage 5d6}) psychic damage and has the {@condition frightened} condition until the start of the target's next turn. On a successful save, a target is immune to this gargantua's Weird Aura for 24 hours.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The gargantua makes two Slam or Rock attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 20 ft., one target. {@h}27 ({@damage 3d12 + 8}) bludgeoning damage.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 15} to hit, range 120/480 ft., one target. {@h}24 ({@damage 3d10 + 8}) bludgeoning damage.\"]}],\"bonus\":[{\"name\":\"Baleful Hex\",\"entries\":[\"The gargantua curses one creature it can see within 120 feet of itself. The target must succeed on a {@dc 19} Wisdom saving throw or have the {@condition incapacitated} condition until the end of its next turn.\"]},{\"name\":\"Teleport\",\"entries\":[\"The gargantua teleports, along with any equipment it is wearing or carrying, to an unoccupied space that it can see within 120 feet of itself.\"]}],\"reaction\":[{\"name\":\"Flick\",\"entries\":[\"Immediately after the gargantua takes damage from a Large or smaller creature it can see within 20 feet of itself, it attempts to flick the creature away. The target must succeed on a {@dc 23} Strength saving throw, or the target takes 18 ({@damage 3d6 + 8}) bludgeoning damage, is pushed horizontally up to 100 feet away from the gargantua, and has the {@condition prone} condition.\"]},{\"name\":\"Spell Mimicry (1/Day)\",\"entries\":[\"Immediately after a creature the gargantua can see casts a spell of 5th level or lower, the gargantua tries to copy the spell. That creature must succeed on a {@dc 19} Charisma saving throw, or the gargantua immediately casts the same spell at the same level ({@hit 11} to hit with spell attacks, spell save {@dc 19}), requiring no material components and choosing the spell's targets.\"]}],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\"],\"damageTags\":[\"B\",\"Y\"],\"miscTags\":[\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"frightened\",\"incapacitated\",\"prone\"],\"savingThrowForced\":[\"charisma\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Giant Child\",\"source\":\"BGG\",\"page\":34,\"size\":[\"M\"],\"type\":\"giant\",\"alignment\":[\"A\"],\"ac\":[10],\"hp\":{\"average\":4,\"formula\":\"1d8\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":10,\"con\":10,\"int\":10,\"wis\":10,\"cha\":10,\"passive\":10,\"languages\":[\"Giant\"],\"cr\":\"0\",\"action\":[{\"name\":\"Club\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage.\"]}],\"attachedItems\":[\"club|phb\"],\"languageTags\":[\"GI\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true},{\"name\":\"Giant Goose\",\"source\":\"BGG\",\"page\":150,\"size\":[\"L\"],\"type\":\"fey\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[13],\"hp\":{\"average\":60,\"formula\":\"8d10 + 16\"},\"speed\":{\"walk\":30,\"fly\":30},\"str\":14,\"dex\":16,\"con\":15,\"int\":6,\"wis\":14,\"cha\":11,\"skill\":{\"perception\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":16,\"languages\":[\"understands Giant and Sylvan but can't speak\"],\"cr\":\"3\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The goose makes one Beak attack and two Wing attacks.\"]},{\"name\":\"Beak\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 10 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage.\"]},{\"name\":\"Wing\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) bludgeoning damage, and the target must succeed on a {@dc 12} Strength saving throw or have the {@condition prone} condition.\"]},{\"name\":\"Thunderous Honk {@recharge 5}\",\"entries\":[\"The goose honks with ear-splitting volume. Each other creature within 30 feet of the goose must make a {@dc 12} Constitution saving throw. On a failed save, a creature takes 16 ({@damage 3d10}) thunder damage and has the {@condition deafened} condition until the start of the goose's next turn. On a successful save, a creature takes half as much damage only. The honk can be heard within 300 feet.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"GI\",\"S\"],\"damageTags\":[\"B\",\"T\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"deafened\",\"prone\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Giant Lynx\",\"source\":\"BGG\",\"page\":151,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[14],\"hp\":{\"average\":22,\"formula\":\"4d8 + 4\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":14,\"dex\":18,\"con\":13,\"int\":12,\"wis\":14,\"cha\":10,\"skill\":{\"perception\":\"+6\",\"stealth\":\"+6\"},\"senses\":[\"truesight 60 ft.\"],\"passive\":16,\"resist\":[\"cold\"],\"languages\":[\"Giant\",\"Sylvan\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Lynx's Sight (1/Day)\",\"entries\":[\"The lynx can cast {@spell clairvoyance}, requiring no spell components and using Wisdom as the spellcasting ability.\"]},{\"name\":\"Woodland Camouflage\",\"entries\":[\"The lynx has advantage on Dexterity ({@skill Stealth}) checks made to hide in undergrowth or snowy terrain.\"]}],\"action\":[{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage. If the lynx moved at least 20 feet straight toward the target immediately before the hit, the target must succeed on a {@dc 12} Strength saving throw or have the {@condition prone} condition. If the target has the {@condition prone} condition, the lynx can make another Claws attack against it as a bonus action.\"]}],\"traitTags\":[\"Camouflage\"],\"senseTags\":[\"U\"],\"languageTags\":[\"GI\",\"S\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Giant Ox\",\"source\":\"BGG\",\"page\":152,\"size\":[\"H\"],\"type\":\"fey\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":105,\"formula\":\"10d12 + 40\"},\"speed\":{\"walk\":40},\"str\":22,\"dex\":10,\"con\":19,\"int\":4,\"wis\":11,\"cha\":9,\"passive\":10,\"languages\":[\"understands Giant and Sylvan but can't speak\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Beast of Burden\",\"entries\":[\"The ox is considered to be one size larger for the purpose of determining its carrying capacity.\"]}],\"action\":[{\"name\":\"Gore\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d6 + 6}) piercing damage. If the ox moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 7 ({@damage 2d6}) piercing damage, and it must succeed on a {@dc 16} Strength saving throw or have the {@condition prone} condition.\"]}],\"traitTags\":[\"Beast of Burden\"],\"languageTags\":[\"CS\",\"GI\",\"S\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Giant Ram\",\"source\":\"BGG\",\"page\":153,\"size\":[\"L\"],\"type\":\"fey\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":28,\"formula\":\"3d10 + 12\"},\"speed\":{\"walk\":50},\"str\":19,\"dex\":12,\"con\":18,\"int\":3,\"wis\":14,\"cha\":10,\"passive\":12,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The ram has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Ram\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage plus 3 ({@damage 1d6}) force damage. If the ram moved at least 20 feet straight toward the target immediately before the hit, the target must succeed on a {@dc 14} Strength saving throw or have the {@condition prone} condition.\"]},{\"name\":\"Force Bolt\",\"entries\":[\"{@atk rs} {@hit 4} to hit, range 30 ft., one target. {@h}7 ({@damage 2d6}) force damage.\"]}],\"reaction\":[{\"name\":\"Absorbent Fleece {@recharge}\",\"entries\":[\"Immediately after the ram succeeds on a saving throw against a spell or a spell's attack misses it, the ram can make one Force Bolt attack.\"]}],\"traitTags\":[\"Magic Resistance\"],\"damageTags\":[\"B\",\"O\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Giant Tick\",\"source\":\"BGG\",\"page\":153,\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"7d8 + 21\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":10,\"con\":16,\"int\":2,\"wis\":10,\"cha\":2,\"passive\":10,\"cr\":\"2\",\"action\":[{\"name\":\"Proboscis\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}10 ({@damage 2d6 + 3}) piercing damage, and the tick attaches to the target. While attached, the tick can't make Proboscis attacks. The tick can detach itself by spending 5 feet of its movement. As an action, a creature within reach of the tick can try to detach the tick, doing so with a successful {@dc 13} Strength check.\"]},{\"name\":\"Blood Drain\",\"entries\":[\"The tick deals 10 ({@damage 2d6 + 3}) necrotic damage to one creature it is physically attached to, provided that creature isn't a Construct or an Undead, or 17 ({@damage 4d6 + 3}) necrotic damage if the creature is a Giant. The tick regains hit points equal to the damage dealt.\"]}],\"damageTags\":[\"N\",\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gigant\",\"source\":\"BGG\",\"page\":154,\"size\":[\"G\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":325,\"formula\":\"21d20 + 105\"},\"speed\":{\"walk\":50,\"burrow\":50,\"fly\":80},\"str\":24,\"dex\":14,\"con\":21,\"int\":3,\"wis\":14,\"cha\":11,\"save\":{\"dex\":\"+8\",\"wis\":\"+8\"},\"skill\":{\"perception\":\"+8\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":18,\"cr\":\"20\",\"trait\":[{\"name\":\"Spell-Resistant Carapace\",\"entries\":[\"The gigant has advantage on saving throws against spells, and any creature that makes a spell attack against the gigant has disadvantage on the attack roll.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The gigant makes one Mandibles attack and two Talons attacks.\"]},{\"name\":\"Mandibles\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 10 ft., one creature. {@h}21 ({@damage 4d6 + 7}) slashing damage, and the target has the {@condition grappled} condition (escape {@dc 17}). Until the grapple ends, the target takes 21 ({@damage 4d6 + 7}) slashing damage at the start of each of the gigant's turns. While the gigant is grappling a target, it can't use Mandibles against other targets.\"]},{\"name\":\"Talons\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 20 ft., one target. {@h}17 ({@damage 3d6 + 7}) slashing damage, and the target is pulled 10 feet straight toward the gigant.\"]},{\"name\":\"Scale Dust {@recharge 5}\",\"entries\":[\"The gigant releases magical dust from its wings in a 30-foot cube. Each creature in that area must make a {@dc 19} Constitution saving throw, taking 45 ({@damage 10d8}) poison damage on a failed save, or half as much damage on a successful one. On a success or failure, the creature has the {@condition poisoned} condition for 1 hour. While {@condition poisoned} this way, the creature can't regain hit points.\"]}],\"bonus\":[{\"name\":\"Drone\",\"entries\":[\"The gigant produces a horrid droning sound by rapidly beating its wings. Each creature within 10 feet of the gigant must succeed on a {@dc 19} Constitution saving throw or take 10 ({@damage 3d6}) thunder damage and have the {@condition incapacitated} condition until the end of its next turn. The gigant can then fly up to half its flying speed.\"]}],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"I\",\"S\",\"T\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"incapacitated\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Goliath Giant-Kin\",\"source\":\"BGG\",\"page\":155,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item half plate armor|PHB|half plate}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":67,\"formula\":\"9d8 + 27\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":13,\"con\":16,\"int\":10,\"wis\":12,\"cha\":12,\"skill\":{\"athletics\":\"+6\",\"perception\":\"+3\",\"survival\":\"+3\"},\"passive\":13,\"resist\":[\"cold\"],\"languages\":[\"Common\",\"Giant\"],\"cr\":\"3\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The goliath makes two Spear attacks.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, or 8 ({@damage 1d8 + 4}) piercing damage if used with two hands to make a melee attack.\"]}],\"bonus\":[{\"name\":\"Giant's Strikes {@recharge 5}\",\"entries\":[\"Until the end of its turn, the goliath's melee attacks each deal an extra 7 ({@damage 2d6}) damage of a type determined by the goliath's giant community: cold (frost giant), fire (fire giant), force (stone giant), lightning (storm giant), piercing (hill giant), or thunder (cloud giant).\"]}],\"attachedItems\":[\"spear|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Grinning Cat\",\"source\":\"BGG\",\"page\":156,\"size\":[\"L\"],\"type\":\"fey\",\"alignment\":[\"C\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[12],\"hp\":{\"average\":45,\"formula\":\"7d10 + 7\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":14,\"dex\":15,\"con\":13,\"int\":15,\"wis\":14,\"cha\":16,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Common\",\"Sylvan\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The grinning cat has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) slashing damage. If the grinning cat was {@condition invisible} before it attacked, the target must succeed on a {@dc 12} Strength saving throw or have the {@condition prone} condition. If the target has the {@condition prone} condition, the cat can make a Bite attack against it as a bonus action.\"]},{\"name\":\"Fade Away\",\"entries\":[\"The grinning cat magically becomes {@condition invisible} for 1 hour or until it attacks, gradually fading away over the course of its turn. It can choose to leave part of its body visible, such as its tail, its head, or its grinning mouth. Any equipment the cat wears or carries is {@condition invisible} with it.\"]}],\"bonus\":[{\"name\":\"Fade Back\",\"entries\":[\"The grinning cat becomes visible or makes part of its body visible. Any equipment the cat wears or carries on a visible part of its body also becomes visible.\"]},{\"name\":\"Grinning Step\",\"entries\":[\"The grinning cat teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"invisible\",\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hill Giant Avalancher\",\"source\":\"BGG\",\"page\":157,\"size\":[\"H\"],\"type\":{\"type\":\"giant\",\"tags\":[\"druid\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":220,\"formula\":\"21d12 + 84\"},\"speed\":{\"walk\":40},\"str\":21,\"dex\":8,\"con\":19,\"int\":9,\"wis\":18,\"cha\":10,\"save\":{\"str\":\"+9\",\"con\":\"+8\",\"wis\":\"+8\"},\"skill\":{\"nature\":\"+7\",\"perception\":\"+8\"},\"passive\":18,\"languages\":[\"Common\",\"Giant\"],\"cr\":\"12\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The giant casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 16}):\"],\"will\":[\"{@spell druidcraft}\",\"{@spell guidance}\"],\"daily\":{\"1e\":[\"{@spell stone shape}\",\"{@spell wall of stone}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Hill Rune\",\"entries\":[\"The giant has a hill rune inscribed on a rock or some other object in its possession. While holding or wearing the object bearing the rune, the giant can use its Stone Avalanche action and Hill Rebuff reaction.\",\"The object bearing the rune has AC 15; 20 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end of every turn, but it turns to dust if reduced to 0 hit points or when the giant dies. If the rune is destroyed, the giant can inscribe a hill rune on an object in its possession when it finishes a short or long rest.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the giant fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giant makes one Greatclub attack and uses Stone Bolas.\"]},{\"name\":\"Greatclub\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}18 ({@damage 3d8 + 5}) bludgeoning damage plus 9 ({@damage 2d8}) thunder damage.\"]},{\"name\":\"Stone Bolas\",\"entries\":[\"The giant conjures three stone balls connected by lines of magical force and throws them at one creature it can see within 60 feet of itself. The target must make a {@dc 16} Dexterity saving throw. On a failed save, the target has the {@condition restrained} condition until the start of the giant's next turn, and the stones erupt in a burst of thunderous energy that deals 14 ({@damage 4d6}) thunder damage to the target and each creature within 10 feet of the target. On a successful save, the stones vanish without erupting.\"]},{\"name\":\"Stone Avalanche (Requires Hill Rune)\",\"entries\":[\"The giant conjures a hail of rocks in a 20-foot-radius, 40-foot-high cylinder centered on a point on the ground it can see within 120 feet of itself. Each creature in that area must make a {@dc 16} Dexterity saving throw. On a failed save, a creature takes 28 ({@damage 8d6}) bludgeoning damage and has the {@condition prone} condition. On a successful save, a creature takes half as much damage only.\",\"The rocks turn the ground in that area into difficult terrain until the start of the giant's next turn, when the rocks vanish.\"]}],\"reaction\":[{\"name\":\"Hill Rebuff (Requires Hill Rune)\",\"entries\":[\"Immediately after the giant takes damage from a creature it can see within 10 feet of itself, that creature must succeed on a {@dc 16} Constitution saving throw or take 10 ({@damage 3d6}) force damage and be pushed horizontally 10 feet away from the giant.\"]}],\"attachedItems\":[\"greatclub|phb\"],\"traitTags\":[\"Legendary Resistances\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"B\",\"O\",\"T\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lightning Hulk\",\"source\":\"BGG\",\"page\":158,\"size\":[\"L\"],\"type\":\"elemental\",\"alignment\":[\"C\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[15],\"hp\":{\"average\":102,\"formula\":\"12d10 + 36\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":90,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":18,\"dex\":21,\"con\":16,\"int\":14,\"wis\":14,\"cha\":15,\"save\":{\"dex\":\"+9\",\"con\":\"+7\",\"wis\":\"+6\",\"cha\":\"+6\"},\"skill\":{\"perception\":\"+6\"},\"passive\":16,\"resist\":[\"cold\",\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"lightning\",\"poison\"],\"conditionImmune\":[\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"Auran\",\"Giant\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Illumination\",\"entries\":[\"The lightning hulk sheds bright light in a 20-foot radius and dim light for an additional 20 feet.\"]},{\"name\":\"Lightning Form\",\"entries\":[\"The lightning hulk can enter a hostile creature's space and stop there. The first time the lightning hulk enters a creature's space on a turn, or if it begins its turn in a creature's space, that creature takes 7 ({@damage 2d6}) lightning damage. The hulk can also move through a space as narrow as 1 inch without squeezing. A creature that touches the lightning hulk or hits it with a melee attack while within 5 feet of it takes 7 ({@damage 2d6}) lightning damage.\"]}],\"action\":[{\"name\":\"Arc Lightning\",\"entries\":[\"{@atk mw,rw} {@hit 9} to hit, reach 10 ft. or range 60 ft., one target. {@h}18 ({@damage 4d8}) lightning damage. If the target is a creature, it can't take reactions until the start of its next turn, and lightning jumps from the target to another creature of the lightning hulk's choice that it can see within 30 feet of the target. The second creature must succeed on a {@dc 18} Dexterity saving throw or take 18 ({@damage 4d8}) lightning damage.\"]}],\"traitTags\":[\"Illumination\"],\"languageTags\":[\"AU\",\"GI\"],\"damageTags\":[\"L\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\",\"RW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Maw of Yeenoghu\",\"source\":\"BGG\",\"page\":159,\"size\":[\"H\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":161,\"formula\":\"14d12 + 70\"},\"speed\":{\"walk\":40},\"str\":23,\"dex\":10,\"con\":21,\"int\":8,\"wis\":14,\"cha\":10,\"save\":{\"con\":\"+9\",\"cha\":\"+4\"},\"skill\":{\"perception\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":16,\"languages\":[\"Abyssal\",\"Giant\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The maw has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The maw makes two Bite or Fang Fling attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d12 + 6}) piercing damage.\"]},{\"name\":\"Fang Fling\",\"entries\":[\"{@atk rw} {@hit 10} to hit, range 30/90 ft., one target. {@h}11 ({@damage 1d10 + 6}) piercing damage.\"]},{\"name\":\"Gorging Charge {@recharge 5}\",\"entries\":[\"The maw moves up to its speed without provoking opportunity attacks and can move through the spaces of Large or smaller creatures. Each time the maw enters a creature's space for the first time during this move, that creature must succeed on a {@dc 18} Strength saving throw or take 25 ({@damage 3d12 + 6}) piercing damage and have the {@condition grappled} condition (escape {@dc 16}); if a creature is already {@condition grappled} this way, it has the {@condition prone} condition. Until this grapple ends, the target has the {@condition restrained} condition. The maw can have only one creature {@condition grappled} in this way at a time.\"]}],\"reaction\":[{\"name\":\"Fanged Rebuke\",\"entries\":[\"In response to taking damage, the maw makes one Bite attack against a random creature within 10 feet of itself. If no creature is within reach, the maw can make two Fang Fling attacks.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"GI\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"grappled\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mist Hulk\",\"source\":\"BGG\",\"page\":160,\"size\":[\"L\"],\"type\":\"elemental\",\"alignment\":[\"C\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[15],\"hp\":{\"average\":94,\"formula\":\"9d10 + 45\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":18,\"dex\":21,\"con\":20,\"int\":11,\"wis\":13,\"cha\":16,\"save\":{\"con\":\"+8\",\"wis\":\"+4\",\"cha\":\"+6\"},\"skill\":{\"perception\":\"+4\",\"stealth\":\"+8\"},\"passive\":14,\"resist\":[\"thunder\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"paralyzed\",\"poisoned\",\"restrained\"],\"languages\":[\"Auran\",\"Giant\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Air Form\",\"entries\":[\"The mist hulk can enter another creature's space and stop there. It can move through a space as narrow as 1 inch without squeezing.\"]},{\"name\":\"Death Burst\",\"entries\":[\"When the mist hulk dies, it bursts in a wave of water. Each creature within 10 feet of it must make a {@dc 16} Dexterity saving throw. On a failed save, a creature takes 11 ({@damage 2d10}) bludgeoning damage and has the {@condition prone} condition. On a successful save, a creature takes half as much damage only.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The mist hulk makes two Slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) cold damage.\"]},{\"name\":\"Hideous Wailing {@recharge 5}\",\"entries\":[\"The mist hulk releases a wail infused with magical anguish. Each creature within 30 feet of it must make a {@dc 14} Wisdom saving throw. A creature in the mist hulk's space has disadvantage on the saving throw. On a failed save, a creature takes 14 ({@damage 4d6}) psychic damage and has the {@condition incapacitated} condition for 1 minute. The affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"traitTags\":[\"Death Burst\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AU\",\"GI\"],\"damageTags\":[\"B\",\"C\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"incapacitated\",\"prone\"],\"savingThrowForced\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mud Hulk\",\"source\":\"BGG\",\"page\":161,\"size\":[\"L\"],\"type\":\"elemental\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":68,\"formula\":\"8d10 + 24\"},\"speed\":{\"walk\":40},\"str\":16,\"dex\":8,\"con\":16,\"int\":5,\"wis\":9,\"cha\":6,\"passive\":9,\"resist\":[\"acid\"],\"conditionImmune\":[\"exhaustion\",\"paralyzed\"],\"languages\":[\"Giant\",\"Terran\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Amorphous\",\"entries\":[\"The mud hulk can move through a space as narrow as 1 inch without squeezing.\"]},{\"name\":\"Sticky Mud\",\"entries\":[\"The ground within 15 feet of the mud hulk is difficult terrain for other creatures.\"]}],\"action\":[{\"name\":\"Enveloping Slam\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d12 + 3}) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a {@dc 13} Strength saving throw or be pulled into the mud hulk's space and be engulfed by the mud hulk. While engulfed, the target can't breathe, has the {@condition restrained} condition, and takes 6 ({@damage 1d12}) acid damage at the start of each of its turns. When the mud hulk moves, the engulfed target moves with it. The mud hulk can have only one target engulfed at a time. While a creature is engulfed, the mud hulk can't use its Amorphous trait.\",\"An engulfed target can repeat the saving throw at the end of each of its turns. On a successful save, the target escapes and enters the nearest unoccupied space.\"]},{\"name\":\"Mud Splash\",\"entries\":[\"The mud hulk lobs a mass of mud that splashes in a 10-foot-radius sphere centered on a point within 30 feet of the mud hulk. Each creature in that area must make a {@dc 13} Dexterity saving throw, taking 10 ({@damage 2d6 + 3}) bludgeoning damage on a failed save, or half as much damage on a successful one. The affected area is difficult terrain until the start of the mud hulk's next turn.\"]}],\"traitTags\":[\"Amorphous\"],\"languageTags\":[\"GI\",\"T\"],\"damageTags\":[\"A\",\"B\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Regisaur\",\"group\":[\"Dinosaurs\"],\"source\":\"BGG\",\"page\":130,\"size\":[\"G\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"dinosaur\"]},\"alignment\":[\"U\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":181,\"formula\":\"11d20 + 66\"},\"speed\":{\"walk\":40},\"str\":27,\"dex\":8,\"con\":23,\"int\":4,\"wis\":12,\"cha\":6,\"passive\":11,\"cr\":\"14\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The regisaur has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The regisaur makes one Bite attack and one Tail attack. The regisaur can't target the same creature with both attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}47 ({@damage 6d12 + 8}) piercing damage, and the target has the {@condition grappled} condition (escape {@dc 18}). Until this grapple ends, the target has the {@condition restrained} condition, and the regisaur can't Bite another target.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 20 ft., one target. {@h}26 ({@damage 4d8 + 8}) bludgeoning damage.\"]}],\"bonus\":[{\"name\":\"Swallow\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 5 ft., one Huge or smaller creature {@condition grappled} by the regisaur. {@h}The regisaur swallows the target, and the grapple ends. A swallowed creature has the {@condition blinded} and {@condition restrained} conditions, it has {@quickref Cover||3||total cover} against attacks and other effects outside the regisaur, and it takes 7 ({@damage 2d6}) acid damage at the start of each of its turns. The regisaur can have up to two creatures swallowed at a time.\",\"If the regisaur takes 25 damage or more on a single turn from a swallowed creature, the regisaur must succeed on a {@dc 16} Constitution saving throw at the end of that turn or regurgitate the creature, which falls in a space within 5 feet of the regisaur and has the {@condition prone} condition; the creature no longer has the {@condition blinded} and {@condition restrained} conditions.\"]}],\"traitTags\":[\"Magic Resistance\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"A\",\"B\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Rime Hulk\",\"source\":\"BGG\",\"page\":162,\"size\":[\"L\"],\"type\":\"elemental\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":85,\"formula\":\"9d10 + 36\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":10,\"con\":18,\"int\":8,\"wis\":9,\"cha\":6,\"passive\":9,\"immune\":[\"cold\",\"poison\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"Aquan\",\"Giant\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Death Burst\",\"entries\":[\"When the rime hulk dies, it explodes in a 10-foot-radius sphere of frigid air and frost centered on itself. Each creature in that area must succeed on a {@dc 15} Constitution saving throw or take 10 ({@damage 3d6}) cold damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The rime hulk makes two Slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d10 + 4}) bludgeoning damage plus 9 ({@damage 2d8}) cold damage.\"]},{\"name\":\"Trail of Frost {@recharge 5}\",\"entries\":[\"The rime hulk moves up to its speed without provoking opportunity attacks and can move through the space of any Medium or smaller creature. Each time the rime hulk enters another creature's space for the first time during this move, that creature must make a {@dc 15} Constitution saving throw. On a failed save, the creature takes 22 ({@damage 4d10}) cold damage, and its speed is reduced by 10 feet until the start of the rime hulk's next turn. On a successful save, the creature takes half as much damage only.\"]}],\"traitTags\":[\"Death Burst\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AQ\",\"GI\"],\"damageTags\":[\"B\",\"C\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Runic Colossus\",\"source\":\"BGG\",\"page\":163,\"size\":[\"G\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":315,\"formula\":\"18d20 + 126\"},\"speed\":{\"walk\":60},\"str\":25,\"dex\":9,\"con\":24,\"int\":3,\"wis\":11,\"cha\":1,\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\",\"psychic\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands Giant but can't speak\"],\"cr\":\"21\",\"trait\":[{\"name\":\"Immutable Form\",\"entries\":[\"The colossus is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The colossus has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The colossus deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The colossus makes two Slam attacks and then uses Stomp.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 20 ft., one target. {@h}26 ({@damage 3d12 + 7}) bludgeoning damage.\"]},{\"name\":\"Stomp\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 20 ft., one target. {@h}29 ({@damage 4d10 + 7}) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a {@dc 22} Dexterity saving throw or have the {@condition prone} condition. Until the colossus uses its Stomp again or moves, the creature has the {@condition restrained} condition. The {@condition restrained} creature or another creature within 5 feet of it can use its action to make a {@dc 22} Strength check. On a successful check, the affected creature relocates to an unoccupied space of its choice within 5 feet of the colossus and is no longer {@condition restrained}.\"]},{\"name\":\"Arcane Beam {@recharge 5}\",\"entries\":[\"The colossus fires a beam of magical force from its chest, hands, or head in a 150-foot line that is 10 feet wide. Each creature in that area must make a {@dc 22} Dexterity saving throw, taking 58 ({@damage 9d12}) force damage on a failed save, or half as much damage on a successful one.\"]}],\"reaction\":[{\"name\":\"Spell Reflection (2/Day)\",\"entries\":[\"{@atk rs} {@hit 14} to hit, range 120 ft., one creature casting a spell of 5th level or lower. {@h}26 ({@damage 4d12}) force damage, and the target must succeed on a {@dc 15} Intelligence saving throw or the spell fails and has no effect.\"]}],\"traitTags\":[\"Immutable Form\",\"Magic Resistance\",\"Siege Monster\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"GI\"],\"damageTags\":[\"B\",\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"dexterity\",\"intelligence\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Scion of Grolantor\",\"source\":\"BGG\",\"page\":165,\"otherSources\":[{\"source\":\"HFStCM\"}],\"size\":[\"G\"],\"type\":{\"type\":\"giant\",\"tags\":[\"titan\"]},\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":402,\"formula\":\"23d20 + 161\"},\"speed\":{\"walk\":60},\"str\":27,\"dex\":14,\"con\":25,\"int\":15,\"wis\":21,\"cha\":18,\"save\":{\"wis\":\"+12\",\"cha\":\"+11\"},\"skill\":{\"perception\":\"+12\"},\"passive\":22,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"paralyzed\",\"poisoned\"],\"languages\":[\"Giant\",\"Primordial\"],\"cr\":\"22\",\"trait\":[{\"name\":\"Legendary Resistance (6/Day)\",\"entries\":[\"If the scion fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The scion has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The scion deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The scion makes one Great Tree Club attack and two Slam attacks, or it makes three Boulder attacks.\"]},{\"name\":\"Great Tree Club\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 30 ft., one target. {@h}30 ({@damage 4d10 + 8}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 23} Strength saving throw or be pushed horizontally up to 100 feet straight away from the scion and have the {@condition prone} condition.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 20 ft., one target. {@h}26 ({@damage 4d8 + 8}) force damage.\"]},{\"name\":\"Boulder\",\"entries\":[\"{@atk rw} {@hit 15} to hit, range 120/480 ft., one target. {@h}27 ({@damage 3d12 + 8}) bludgeoning damage.\"]},{\"name\":\"Inhale {@recharge 5}\",\"entries\":[\"The scion inhales a vortex of air in a 120-foot line that is 15 feet wide. Each creature in that area that is Huge or smaller must succeed on a {@dc 23} Strength saving throw or be pulled up to 120 feet straight toward the scion and be swallowed. A swallowed creature has the {@condition restrained} condition, has {@quickref Cover||3||total cover} against attacks and other effects outside the scion, and takes 24 ({@damage 7d6}) force damage at the start of each of the scion's turns.\",\"The scion's stomach can hold up to two creatures at a time. If the scion takes 60 damage or more on a single turn from a creature inside it, the scion must succeed on a {@dc 17} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 10 feet of the scion and has the {@condition prone} condition. If the scion dies, any swallowed creature no longer has the {@condition restrained} condition and can escape from the corpse using 15 feet of movement, exiting with the {@condition prone} condition.\"]}],\"bonus\":[{\"name\":\"Earth-Shaking Movement\",\"entries\":[\"The scion moves up to its speed and then sends a shock wave through the ground in a 60-foot-radius circle centered on itself. Each creature on the ground in that area that is {@status concentration||concentrating} must succeed on a {@dc 23} Constitution saving throw or lose {@status concentration}.\"]}],\"reaction\":[{\"name\":\"Feed\",\"entries\":[\"Immediately after taking damage, if it has at least one creature swallowed, the scion deals 10 ({@damage 3d6}) force damage to each swallowed creature and regains 10 hit points.\"]}],\"legendaryGroup\":{\"name\":\"Scion of Grolantor\",\"source\":\"BGG\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Siege Monster\"],\"actionTags\":[\"Multiattack\",\"Swallow\"],\"languageTags\":[\"GI\",\"P\"],\"damageTags\":[\"B\",\"O\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RCH\",\"RW\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Scion of Memnor\",\"source\":\"BGG\",\"page\":167,\"size\":[\"G\"],\"type\":{\"type\":\"giant\",\"tags\":[\"titan\"]},\"alignment\":[\"C\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":656,\"formula\":\"32d20 + 320\"},\"speed\":{\"walk\":60,\"fly\":{\"number\":80,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":30,\"dex\":18,\"con\":30,\"int\":24,\"wis\":22,\"cha\":26,\"save\":{\"dex\":\"+12\",\"cha\":\"+16\"},\"skill\":{\"arcana\":\"+15\",\"perception\":\"+14\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":24,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"thunder\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"paralyzed\",\"petrified\"],\"languages\":[\"Giant\",\"Primordial\"],\"cr\":\"26\",\"trait\":[{\"name\":\"Flyby\",\"entries\":[\"The scion doesn't provoke opportunity attacks when it flies out of an enemy's reach.\"]},{\"name\":\"Legendary Resistance (6/Day)\",\"entries\":[\"If the scion fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The scion has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The scion deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The scion makes one attack using Cloud Morningstar or Wind Javelin, as well as two Slam attacks.\"]},{\"name\":\"Cloud Morningstar\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 30 ft., one target. {@h}32 ({@damage 4d10 + 10}) force damage plus 22 ({@damage 4d10}) thunder damage.\"]},{\"name\":\"Wind Javelin\",\"entries\":[\"{@atk rw} {@hit 18} to hit, range 120/480 ft., one target. {@h}42 ({@damage 5d12 + 10}) thunder damage, and the target must succeed on a {@dc 26} Strength saving throw or have the {@condition prone} condition.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 20 ft., one target. {@h}28 ({@damage 4d8 + 10}) force damage.\"]},{\"name\":\"Thunderous Vortex {@recharge 5}\",\"entries\":[\"The scion magically creates a vortex of wind in a 60-foot-radius sphere centered on a point it can see within 120 feet of itself. Each creature in the sphere must succeed on a {@dc 24} Strength saving throw or be pulled straight toward the sphere's center, ending in an unoccupied space as close as possible to the center. Then a burst of thunder erupts in a 30-foot-radius sphere centered on the same point. Each creature in that area takes 52 ({@damage 8d12}) thunder damage and must succeed on a {@dc 24} Constitution saving throw or have the {@condition stunned} condition until the end of its next turn.\"]}],\"bonus\":[{\"name\":\"Fog of Deception\",\"entries\":[\"The scion conjures a magical cloud that fills a 30-foot-radius sphere centered on a point it can see within 90 feet of itself. Each creature in that area must make a {@dc 24} Wisdom saving throw. On a failed save, a creature has the {@condition charmed} condition until the end of its next turn. While it has the {@condition charmed} condition, the creature must use its action to make a melee attack against a creature other than itself of the scion's choice. If no creature is within its reach, the affected creature makes a ranged attack against a creature of the scion's choice, throwing its weapon if necessary. On a successful save, a creature is immune to the scion's Fog of {@skill Deception} for the next 24 hours.\"]}],\"legendaryGroup\":{\"name\":\"Scion of Memnor\",\"source\":\"BGG\"},\"traitTags\":[\"Flyby\",\"Legendary Resistances\",\"Magic Resistance\",\"Siege Monster\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\",\"P\"],\"damageTags\":[\"O\",\"T\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RCH\",\"RW\",\"THW\"],\"conditionInflict\":[\"prone\",\"stunned\"],\"savingThrowForced\":[\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Scion of Skoraeus\",\"source\":\"BGG\",\"page\":169,\"size\":[\"G\"],\"type\":{\"type\":\"giant\",\"tags\":[\"titan\"]},\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":444,\"formula\":\"24d20 + 192\"},\"speed\":{\"walk\":60},\"str\":29,\"dex\":20,\"con\":26,\"int\":19,\"wis\":24,\"cha\":14,\"save\":{\"dex\":\"+12\",\"wis\":\"+14\"},\"skill\":{\"acrobatics\":\"+12\",\"perception\":\"+14\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":24,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"acid\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"paralyzed\",\"petrified\"],\"languages\":[\"Giant\",\"Primordial\"],\"cr\":\"23\",\"trait\":[{\"name\":\"Legendary Resistance (6/Day)\",\"entries\":[\"If the scion fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The scion has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The scion deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The scion makes one Crystal Club attack and two Slam attacks, then uses Entombing Grasp if available. Alternatively, the scion makes two Runic Boulder attacks.\"]},{\"name\":\"Crystal Club\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 30 ft., one target. {@h}35 ({@damage 4d12 + 9}) bludgeoning damage. Hit or Miss: The scion can cause the club to flare with bright light, and the target must succeed on a {@dc 22} Constitution saving throw or take 18 ({@damage 4d8}) radiant damage and have the {@condition blinded} condition until the start of the scion's next turn.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 20 ft., one target. {@h}31 ({@damage 4d10 + 9}) force damage.\"]},{\"name\":\"Runic Boulder\",\"entries\":[\"{@atk rw} {@hit 16} to hit, range 120/480 ft., one target. {@h}27 ({@damage 4d8 + 9}) bludgeoning damage. Hit or Miss: The boulder explodes. The target and each creature within 30 feet of it must make a {@dc 22} Dexterity saving throw. On a failed save, a creature takes 19 ({@damage 3d12}) force damage and has the {@condition prone} condition. On a successful save, a creature takes half as much damage only.\"]},{\"name\":\"Entombing Grasp {@recharge}\",\"entries\":[\"The scion wreathes its hand in petrifying magic and touches one Huge or smaller creature it can see within 20 feet of itself. The target must succeed on a {@dc 24} Dexterity saving throw or take 28 ({@damage 8d6}) force damage and have the {@condition grappled} condition (escape {@dc 19}). At the start of the scion's next turn, if the target is still {@condition grappled}, the target has the {@condition petrified} condition.\"]}],\"bonus\":[{\"name\":\"Earth-Shaking Movement\",\"entries\":[\"The scion moves up to its speed and then sends a shock wave through the ground in a 60-footradius circle centered on itself. Each creature on the ground in that area that is {@status concentration||concentrating} must succeed on a {@dc 24} Constitution saving throw or lose {@status concentration}.\"]}],\"legendaryGroup\":{\"name\":\"Scion of Skoraeus\",\"source\":\"BGG\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Siege Monster\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\",\"P\"],\"damageTags\":[\"B\",\"O\",\"R\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"blinded\",\"grappled\",\"prone\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Scion of Stronmaus\",\"source\":\"BGG\",\"page\":171,\"size\":[\"G\"],\"type\":{\"type\":\"giant\",\"tags\":[\"titan\"]},\"alignment\":[\"C\",\"G\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":656,\"formula\":\"32d20 + 320\"},\"speed\":{\"walk\":60,\"fly\":{\"number\":80,\"condition\":\"(hover)\"},\"swim\":80,\"canHover\":true},\"str\":30,\"dex\":20,\"con\":30,\"int\":26,\"wis\":28,\"cha\":24,\"save\":{\"dex\":\"+13\",\"int\":\"+16\"},\"skill\":{\"arcana\":\"+16\",\"history\":\"+16\",\"perception\":\"+17\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":27,\"resist\":[\"cold\",\"fire\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"lightning\",\"thunder\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"prone\"],\"languages\":[\"Giant\",\"Primordial\"],\"cr\":\"27\",\"trait\":[{\"name\":\"Flyby\",\"entries\":[\"The scion doesn't provoke opportunity attacks when it flies out of an enemy's reach.\"]},{\"name\":\"Legendary Resistance (6/Day)\",\"entries\":[\"If the scion fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The scion has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The scion deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The scion makes one attack using Lightning Sword or Hailstone, as well as two Slam attacks.\"]},{\"name\":\"Lightning Sword\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 30 ft., one target. {@h}36 ({@damage 4d12 + 10}) force damage plus 22 ({@damage 4d10}) lightning damage.\"]},{\"name\":\"Hailstone\",\"entries\":[\"{@atk rw} {@hit 18} to hit, range 120/480 ft., one target. {@h}32 ({@damage 4d10 + 10}) bludgeoning damage plus 18 ({@damage 4d8}) cold damage, and the target must succeed on a {@dc 26} Strength saving throw or have the {@condition prone} condition.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 20 ft., one target. {@h}36 ({@damage 4d12 + 10}) force damage.\"]}],\"bonus\":[{\"name\":\"Vengeful Storm {@recharge}\",\"entries\":[\"The scion conjures a churning storm cloud in a 30-foot-radius, 10-foot-tall cylinder centered on a point within 120 feet of itself. The cloud's area is heavily obscured. The cloud lasts for 1 minute, until the scion dies, or when the scion uses this bonus action again.\",\"When the cloud appears, and as a bonus action on later turns, the scion can move the cloud up to 30 feet and cause one of the following effects in a 30-foot-radius, 120-foot-high cylinder directly below it; the scion can't choose the same effect two rounds in a row:\"]},{\"name\":\"Acid Rain\",\"entries\":[\"The cloud rains acid. Each creature in the cylinder must succeed on a {@dc 25} Constitution saving throw or be covered in acid for 1 minute or until a creature uses its action to remove the acid from itself or another creature. A creature covered in the acid takes 26 ({@damage 4d12}) acid damage at the start of each of its turns.\"]},{\"name\":\"Freezing Storm\",\"entries\":[\"Shards of ice pelt down, and freezing wind fills the area. Each creature in the cylinder must succeed on a {@dc 25} Dexterity saving throw or take 28 ({@damage 8d6}) cold damage and be hindered by ice formations for 1 minute or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0.\"]},{\"name\":\"Lightning Bolts\",\"entries\":[\"Bolts of lightning strike down. Each creature in the cylinder must succeed on {@dc 25} Dexterity saving throw or take 18 ({@damage 4d8}) lightning damage and have the {@condition stunned} condition until the end of its next turn.\"]}],\"legendaryGroup\":{\"name\":\"Scion of Stronmaus\",\"source\":\"BGG\"},\"traitTags\":[\"Flyby\",\"Legendary Resistances\",\"Magic Resistance\",\"Siege Monster\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\",\"P\"],\"damageTags\":[\"A\",\"B\",\"C\",\"L\",\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"prone\",\"stunned\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Scion of Surtur\",\"source\":\"BGG\",\"page\":173,\"size\":[\"G\"],\"type\":{\"type\":\"giant\",\"tags\":[\"titan\"]},\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":546,\"formula\":\"28d20 + 252\"},\"speed\":{\"walk\":60},\"str\":30,\"dex\":17,\"con\":28,\"int\":21,\"wis\":24,\"cha\":20,\"save\":{\"dex\":\"+11\",\"cha\":\"+13\"},\"skill\":{\"athletics\":\"+18\",\"perception\":\"+15\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":25,\"resist\":[\"cold\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"fire\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\"],\"languages\":[\"Giant\",\"Primordial\"],\"cr\":\"25\",\"trait\":[{\"name\":\"Legendary Resistance (6/Day)\",\"entries\":[\"If the scion fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The scion has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The scion deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The scion makes one attack using Lava Blade or Lava Ball, as well as two Slam attacks.\"]},{\"name\":\"Lava Blade\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 30 ft., one target. {@h}32 ({@damage 4d10 + 10}) slashing damage plus 18 ({@damage 4d8}) fire damage.\"]},{\"name\":\"Lava Ball\",\"entries\":[\"{@atk rw} {@hit 18} to hit, range 120/480 ft., one target. {@h}29 ({@damage 3d12 + 10}) bludgeoning damage plus 10 ({@damage 3d6}) fire damage, and the target must succeed on a {@dc 26} Strength saving throw or have the {@condition prone} condition.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 20 ft., one target. {@h}28 ({@damage 4d8 + 10}) force damage.\"]},{\"name\":\"Lava Wave {@recharge 5}\",\"entries\":[\"The scion emits a wave of lava from its blade, hands, or mouth in a 90-foot cone. Each creature in that area must make a {@dc 25} Dexterity saving throw. On a failed save, a creature takes 60 ({@damage 11d10}) fire damage and has the {@condition restrained} condition from being embedded in hardening rock. A creature can make a {@dc 25} Strength ({@skill Athletics}) check as an action, freeing itself or a creature within reach from the rock on a success. The rock has AC 17 and 40 hit points, and it is immune to fire, poison, and psychic damage. On a successful save, a creature takes half as much damage only.\"]}],\"bonus\":[{\"name\":\"Earth-Shaking Movement\",\"entries\":[\"The scion moves up to its speed and then sends a shock wave through the ground in a 60-foot-radius circle centered on itself. Each creature on the ground in that area that is {@status concentration||concentrating} must succeed on a {@dc 26} Constitution saving throw or lose {@status concentration}.\"]},{\"name\":\"Incendiary Smoke\",\"entries\":[\"The scion causes smoke and white-hot embers to billow from its skin, filling a 30-foot-radius sphere centered on itself that moves with it. While the scion's skin billows smoke, ranged attacks against the scion are made with disadvantage. A creature that moves into the smoke for the first time on a turn or starts its turn there must succeed on a {@dc 25} Constitution saving throw or take 14 ({@damage 4d6}) fire damage. The scion's skin stops billowing smoke after 1 minute, when the scion dies, or when the scion uses this bonus action to stop the smoke.\"]}],\"legendaryGroup\":{\"name\":\"Scion of Surtur\",\"source\":\"BGG\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Siege Monster\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\",\"P\"],\"damageTags\":[\"B\",\"F\",\"O\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"prone\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Scion of Thrym\",\"source\":\"BGG\",\"page\":175,\"size\":[\"G\"],\"type\":{\"type\":\"giant\",\"tags\":[\"titan\"]},\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":499,\"formula\":\"27d20 + 216\"},\"speed\":{\"walk\":60},\"str\":30,\"dex\":16,\"con\":27,\"int\":17,\"wis\":20,\"cha\":21,\"save\":{\"wis\":\"+12\",\"cha\":\"+12\"},\"skill\":{\"athletics\":\"+17\",\"perception\":\"+12\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":22,\"resist\":[\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"cold\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\"],\"languages\":[\"Giant\",\"Primordial\"],\"cr\":\"24\",\"trait\":[{\"name\":\"Legendary Resistance (6/Day)\",\"entries\":[\"If the scion fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The scion has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The scion deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The scion makes one Ice Axe and two Slam attacks, or it makes two Glacier Throw attacks.\"]},{\"name\":\"Ice Axe\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 30 ft., one target. {@h}36 ({@damage 4d12 + 10}) force damage plus 18 ({@damage 4d8}) cold damage.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 20 ft., one target. {@h}32 ({@damage 4d10 + 10}) force damage.\"]},{\"name\":\"Glacier Throw\",\"entries\":[\"{@atk rw} {@hit 17} to hit, range 120/480 ft., one target. {@h}36 ({@damage 4d12 + 10}) bludgeoning damage plus 14 ({@damage 4d6}) cold damage, and the target must succeed on a {@dc 25} Strength saving throw or have the {@condition prone} condition.\"]},{\"name\":\"Glacial Upheaval {@recharge 5}\",\"entries\":[\"The scion digs its hands into the ground at a point it can see within 30 feet of itself and launches a magically conjured mass of ice into the air. Each creature other than the scion in a 30-foot-radius, 100-foot-high cylinder centered on that point must make a {@dc 25} Dexterity saving throw. On a failed save, a creature takes 36 ({@damage 8d8}) bludgeoning damage plus 19 ({@damage 3d12}) cold damage and is pushed vertically to the top of the cylinder, at which point the creature falls. On a successful save, a creature takes half as much damage and is pushed to the nearest unoccupied space outside the cylinder with no additional effects.\",\"At the start of the scion's next turn, a mass of ice plummets to the ground on a point the scion can see within 60 feet of the point the scion dug its hands into. Each creature in a 30-foot-radius, 100-foot-high cylinder centered on that point must succeed on a {@dc 25} Dexterity saving throw or take 18 ({@damage 4d8}) bludgeoning damage plus 18 ({@damage 4d8}) cold damage.\"]}],\"bonus\":[{\"name\":\"Earth-Shaking Movement\",\"entries\":[\"The scion moves up to its speed and sends a shock wave through the ground in a 60-foot-radius circle centered on itself. Each creature on the ground in that area that is {@status concentration||concentrating} must succeed on a {@dc 25} Constitution saving throw or lose {@status concentration}.\"]}],\"legendaryGroup\":{\"name\":\"Scion of Thrym\",\"source\":\"BGG\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Siege Monster\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\",\"P\"],\"damageTags\":[\"B\",\"C\",\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Spectral Cloud\",\"source\":\"BGG\",\"page\":176,\"size\":[\"H\"],\"type\":\"undead\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[11],\"hp\":{\"average\":189,\"formula\":\"18d12 + 72\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":24,\"dex\":12,\"con\":18,\"int\":12,\"wis\":17,\"cha\":16,\"save\":{\"dex\":\"+6\",\"cha\":\"+8\"},\"skill\":{\"perception\":\"+8\"},\"passive\":18,\"resist\":[\"cold\",\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\",\"thunder\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"Common\",\"Giant\"],\"cr\":\"13\",\"trait\":[{\"name\":\"Blurred Form\",\"entries\":[\"Attack rolls against the spectral cloud are made with disadvantage unless the attacker is within 15 feet of the spectral cloud or the spectral cloud is {@condition incapacitated}.\"]},{\"name\":\"Incorporeal Movement\",\"entries\":[\"The spectral cloud can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The spectral cloud makes two Spectral Touch attacks.\"]},{\"name\":\"Spectral Touch\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}20 ({@damage 3d8 + 7}) force damage plus 10 ({@damage 3d6}) necrotic damage. If the target is a creature, it must succeed on a {@dc 20} Constitution saving throw, or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.\",\"A Humanoid slain by this attack immediately rises as a miniature spectral cloud (use the {@creature specter} stat block in the Monster Manual). The miniature spectral cloud acts as an ally of its creator but isn't under its control.\"]},{\"name\":\"Chilling Winds {@recharge 5}\",\"entries\":[\"The spectral cloud emits intensely cold wind in a 60-foot line that is 10 feet wide. Each creature in that area must make a {@dc 20} Constitution saving throw. On a failed save, a creature takes 38 ({@damage 7d10}) cold damage and has the {@condition incapacitated} condition for 1 minute. The affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage only.\",\"If a creature's saving throw is successful or the effect ends for it, that creature is immune to this spectral cloud's Chilling Winds for the next 24 hours.\"]}],\"traitTags\":[\"Incorporeal Movement\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"C\",\"N\",\"O\"],\"miscTags\":[\"AOE\",\"HPR\",\"MW\",\"RCH\"],\"conditionInflict\":[\"incapacitated\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Spotted Lion\",\"source\":\"BGG\",\"page\":177,\"size\":[\"H\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":66,\"formula\":\"7d12 + 21\"},\"speed\":{\"walk\":60},\"str\":23,\"dex\":14,\"con\":17,\"int\":5,\"wis\":13,\"cha\":10,\"skill\":{\"perception\":\"+5\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"cr\":\"3\",\"trait\":[{\"name\":\"Pack Tactics\",\"entries\":[\"The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 feet of the target and the ally doesn't have the {@condition incapacitated} condition.\"]}],\"action\":[{\"name\":\"Rend\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d8 + 6}) piercing damage. If the lion moved at least 20 feet straight toward the target immediately before the hit, the target must succeed on a {@dc 16} Strength saving throw or have the {@condition prone} condition. If the target has the {@condition prone} condition, the lion can make another Rend attack against it as a bonus action.\"]}],\"traitTags\":[\"Pack Tactics\"],\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Stalker of Baphomet\",\"source\":\"BGG\",\"page\":178,\"size\":[\"H\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":200,\"formula\":\"16d12 + 96\"},\"speed\":{\"walk\":40},\"str\":25,\"dex\":17,\"con\":22,\"int\":13,\"wis\":16,\"cha\":12,\"save\":{\"dex\":\"+7\",\"wis\":\"+7\"},\"skill\":{\"athletics\":\"+15\",\"perception\":\"+7\",\"stealth\":\"+11\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":17,\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Abyssal\",\"Giant\"],\"cr\":\"12\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The stalker casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save {@dc 15}):\"],\"daily\":{\"1e\":[\"{@spell meld into stone}\",\"{@spell stone shape}\",\"{@spell wall of stone}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Labyrinthine Recall\",\"entries\":[\"The stalker can perfectly recall any path it has traveled.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The stalker has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The stalker makes two Glaive attacks or two Rock attacks.\"]},{\"name\":\"Glaive\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 15 ft., one target. {@h}18 ({@damage 2d10 + 7}) slashing damage plus 9 ({@damage 2d8}) force damage.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 11} to hit, range 60/240 ft., one target. {@h}23 ({@damage 3d10 + 7}) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a {@dc 19} Strength saving throw or have the {@condition prone} condition. After the stalker throws the rock, roll a {@dice d6}; on a roll of 3 or lower, the stalker has no more rocks to throw.\"]},{\"name\":\"Erupting Horns {@recharge 5}\",\"entries\":[\"The stalker causes the earth to churn at a point on the ground it can see within 60 feet of itself. Six horn-shaped stones erupt in a 30-foot-radius, 30-foot-high cylinder centered on that point and then crumble to dust.\",\"Each creature in that area must make a {@dc 15} Dexterity saving throw. On a failed save, a creature takes 33 ({@damage 6d10}) piercing damage and is pushed up to 30 feet upward and then falls. On a successful save, a creature takes half as much damage only.\"]}],\"attachedItems\":[\"glaive|phb\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"GI\"],\"damageTags\":[\"B\",\"O\",\"P\",\"S\"],\"damageTagsSpell\":[\"B\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RCH\",\"RW\"],\"conditionInflictSpell\":[\"prone\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Stone Giant of Evil Earth\",\"source\":\"BGG\",\"page\":179,\"size\":[\"H\"],\"type\":\"giant\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":20,\"from\":[\"{@item plate armor|PHB|plate}\"]}],\"hp\":{\"average\":137,\"formula\":\"11d12 + 66\"},\"speed\":{\"walk\":40},\"str\":23,\"dex\":13,\"con\":22,\"int\":10,\"wis\":12,\"cha\":9,\"save\":{\"str\":\"+10\",\"con\":\"+10\"},\"skill\":{\"athletics\":\"+14\",\"perception\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"languages\":[\"Common\",\"Giant\",\"Terran\"],\"cr\":\"9\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giant makes two Thundering Stone Club or Boulder attacks in any combination.\"]},{\"name\":\"Thundering Stone Club\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 15 ft., one target. {@h}16 ({@damage 3d6 + 6}) bludgeoning damage. The giant can cause the club to emit a burst of thunderous energy that deals 10 ({@damage 3d6}) thunder damage to each creature, other than the giant, within 30 feet of the target. The club can emit a burst this way only once per turn.\"]},{\"name\":\"Boulder\",\"entries\":[\"{@atk rw} {@hit 10} to hit, range 60/240 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage, and the target must succeed on a {@dc 18} Strength saving throw or have the {@condition prone} condition. After the giant throws the boulder, roll a {@dice d6}; on a roll of 3 or lower, the giant has no more boulders to throw.\"]}],\"reaction\":[{\"name\":\"Unyielding\",\"entries\":[\"In response to failing a saving throw to avoid being moved, having the {@condition prone} condition, or both, the giant succeeds instead.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\",\"T\"],\"damageTags\":[\"B\",\"T\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Stone Giant Rockspeaker\",\"source\":\"BGG\",\"page\":180,\"size\":[\"H\"],\"type\":{\"type\":\"giant\",\"tags\":[\"wizard\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":276,\"formula\":\"24d12 + 120\"},\"speed\":{\"walk\":40},\"str\":23,\"dex\":15,\"con\":20,\"int\":19,\"wis\":14,\"cha\":10,\"save\":{\"dex\":\"+7\",\"con\":\"+10\",\"int\":\"+9\",\"wis\":\"+7\"},\"skill\":{\"athletics\":\"+16\",\"history\":\"+9\",\"perception\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":17,\"languages\":[\"Common\",\"Giant\",\"Terran\"],\"cr\":\"16\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the giant fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Stone Rune\",\"entries\":[\"The giant has a stone rune inscribed on a mineral object in its possession. While holding or wearing the object bearing the rune, the giant can use its Prismatic Rays action.\",\"The object bearing the rune has AC 18; 30 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end of every turn, but it turns to dust if reduced to 0 hit points or when the giant dies. If the rune is destroyed, the giant can inscribe a stone rune on an object in its possession when it finishes a short or long rest.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giant makes three Prism Staff attacks.\"]},{\"name\":\"Prism Staff\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}16 ({@damage 3d6 + 6}) bludgeoning damage plus 13 ({@damage 3d8}) radiant damage.\"]},{\"name\":\"Exploding Geode\",\"entries\":[\"The giant throws a geode at a point within 60 feet of itself, and the geode explodes in a dazzling flash. Each creature in a 20-foot-radius sphere centered on that point must make a {@dc 17} Dexterity saving throw. On a failed save, a creature takes 13 ({@damage 3d8}) piercing damage plus 13 ({@damage 3d8}) radiant damage and has the {@condition blinded} condition until the end of its next turn. On a successful save, a creature takes half as much damage only. After the giant throws the geode, roll a {@dice d6}; on a roll of 4 or lower, the giant has no more geodes to throw.\"]},{\"name\":\"Prismatic Rays (Requires Stone Rune)\",\"entries\":[\"The giant's stone rune emits beams of light that form a 60-foot cone. Each creature in that area must make a {@dc 17} Dexterity saving throw. For each creature in that area, roll a {@dice d6} to determine what ray affects it:\"]},{\"name\":\"1-2: Blazing Red\",\"entries\":[\"On a failed save, the creature takes 35 ({@damage 10d6}) radiant damage and has the {@condition blinded} condition until the end of the giant's next turn. On a successful save, the creature takes half as much damage only.\"]},{\"name\":\"3-4: Dreadful Blue\",\"entries\":[\"On a failed save, the creature takes 35 ({@damage 10d6}) necrotic damage and has the {@condition frightened} condition until the end of the giant's next turn. On a successful save, the creature takes half as much damage only.\"]},{\"name\":\"5-6: Sapping Green\",\"entries\":[\"On a failed save, the creature takes 35 ({@damage 10d6}) force damage and has the {@condition incapacitated} condition until the end of the giant's next turn. On a successful save, the creature takes half as much damage only.\"]}],\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\",\"T\"],\"damageTags\":[\"B\",\"N\",\"O\",\"P\",\"R\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"frightened\",\"incapacitated\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Storm Crab\",\"source\":\"BGG\",\"page\":181,\"size\":[\"G\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":155,\"formula\":\"10d20 + 50\"},\"speed\":{\"walk\":40,\"swim\":60},\"str\":23,\"dex\":10,\"con\":21,\"int\":5,\"wis\":14,\"cha\":9,\"save\":{\"str\":\"+10\",\"con\":\"+9\"},\"skill\":{\"perception\":\"+6\"},\"senses\":[\"blindsight 60 ft.\"],\"passive\":16,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"languages\":[\"understands Giant but can't speak\"],\"cr\":\"11\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The crab can breathe air and water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The crab makes two Claw attacks and one Stinger attack.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 15 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage. If the target is a Huge or smaller creature, it has the {@condition grappled} condition (escape {@dc 16}). The crab has four claws, each of which can grapple one target.\"]},{\"name\":\"Stinger\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one creature. {@h}22 ({@damage 3d10 + 6}) piercing damage, and the target must succeed on a {@dc 17} Constitution saving throw or have the {@condition poisoned} and {@condition paralyzed} conditions for 1 minute. The affected creature can repeat the saving throw at the end of each of its turns, ending both the {@condition poisoned} and {@condition paralyzed} conditions on itself on a success.\"]},{\"name\":\"Water Jet {@recharge 5}\",\"entries\":[\"The crab exhales water in a 150-foot line that is 10 feet wide. Each creature in that area must make a {@dc 17} Dexterity saving throw. On a failed save, a creature takes 27 ({@damage 6d8}) bludgeoning damage, is pushed up to 30 feet from the crab, and has the {@condition prone} condition. On a successful save, a creature takes half as much damage only.\"]}],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"GI\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"paralyzed\",\"poisoned\",\"prone\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Storm Giant Tempest Caller\",\"source\":\"BGG\",\"page\":182,\"size\":[\"H\"],\"type\":{\"type\":\"giant\",\"tags\":[\"sorcerer\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":310,\"formula\":\"27d12 + 135\"},\"speed\":{\"walk\":50,\"fly\":{\"number\":50,\"condition\":\"(hover)\"},\"swim\":50,\"canHover\":true},\"initiative\":{\"advantageMode\":\"adv\"},\"str\":29,\"dex\":14,\"con\":20,\"int\":21,\"wis\":18,\"cha\":25,\"save\":{\"str\":\"+15\",\"con\":\"+11\",\"wis\":\"+10\",\"cha\":\"+13\"},\"skill\":{\"arcana\":\"+17\",\"athletics\":\"+15\",\"perception\":\"+10\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":20,\"resist\":[\"cold\"],\"immune\":[\"lightning\",\"thunder\"],\"languages\":[\"Common\",\"Giant\",\"Primordial\"],\"cr\":\"20\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The giant casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 21}, {@hit 13} to hit with spell attacks):\"],\"will\":[\"{@spell detect magic}\",\"{@spell detect thoughts}\"],\"daily\":{\"1e\":[\"{@spell control water}\",\"{@spell control weather} (as an action)\",\"{@spell dispel magic}\",\"{@spell plane shift}\",\"{@spell sending}\",\"{@spell time stop}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Alert\",\"entries\":[\"The giant can't be surprised, and it has advantage on initiative rolls.\"]},{\"name\":\"Amphibious\",\"entries\":[\"The giant can breathe air and water.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the giant fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Scrying (Requires Storm Rune)\",\"entries\":[\"The giant can use its crystal ball to cast the {@spell scrying} spell (save {@dc 17}).\"]},{\"name\":\"Storm Rune\",\"entries\":[\"The giant has a storm rune inscribed on a crystal ball. While the object bearing the rune is embedded in its body, the giant can use its Tempest Call action and its Scrying trait.\",\"The object bearing the storm rune has AC 17; 50 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end of every turn, but it turns to dust if reduced to 0 hit points or when the giant dies. If the rune is destroyed, the giant can inscribe a storm rune on another crystal ball in its possession when it finishes a short or long rest.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giant makes three Lightning Blade or Lightning Lance attacks.\"]},{\"name\":\"Lightning Blade\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d8 + 9}) slashing damage plus 16 ({@damage 3d10}) lightning damage.\"]},{\"name\":\"Lightning Lance\",\"entries\":[\"{@atk rs} {@hit 13} to hit, range 500 ft., one target. {@h}39 ({@damage 5d12 + 7}) lightning damage.\"]},{\"name\":\"Tempest Call (Requires Storm Rune)\",\"entries\":[\"The giant creates an elemental vortex that fills a 60-foot-radius sphere centered on itself. Each creature in that area other than the giant must make a {@dc 21} Dexterity saving throw. On a failed save, a creature takes 43 ({@damage 8d8 + 7}) damage of a type of the giant's choosing: cold, lightning, or thunder. On a successful save, a creature takes half as much damage.\"]}],\"traitTags\":[\"Amphibious\",\"Legendary Resistances\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\",\"P\"],\"damageTags\":[\"L\",\"S\"],\"damageTagsSpell\":[\"B\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"charisma\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Storm Herald\",\"source\":\"BGG\",\"page\":183,\"size\":[\"H\"],\"type\":\"aberration\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":287,\"formula\":\"23d12 + 138\"},\"speed\":{\"walk\":50,\"swim\":100},\"str\":27,\"dex\":14,\"con\":22,\"int\":24,\"wis\":18,\"cha\":18,\"save\":{\"wis\":\"+10\",\"cha\":\"+10\"},\"skill\":{\"arcana\":\"+13\",\"deception\":\"+10\",\"perception\":\"+10\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":20,\"resist\":[\"cold\",\"psychic\"],\"immune\":[\"lightning\",\"thunder\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common\",\"Giant\",\"telepathy 120 ft.\"],\"cr\":\"17\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The herald casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 21}):\"],\"will\":[\"{@spell detect magic}\",\"{@spell detect thoughts}\",\"{@spell mage hand} (the hand is invisible)\"],\"daily\":{\"1e\":[\"{@spell control water}\",\"{@spell control weather} (as an action)\",\"{@spell sending}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The herald can breathe air and water.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The herald has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The herald makes one Claw attack, one Tentacles attack, and one Trident attack.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}18 ({@damage 3d6 + 8}) slashing damage.\"]},{\"name\":\"Tentacles\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d8 + 8}) bludgeoning damage. If the target is a Large or smaller creature, it has the {@condition grappled} condition (escape {@dc 18}). It also has the {@condition restrained} condition and takes 16 ({@damage 3d10}) psychic damage at the start of each of its turns until this grapple ends. The herald can have only one creature {@condition grappled} this way at a time.\"]},{\"name\":\"Trident\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}18 ({@damage 3d6 + 8}) piercing damage or 21 ({@damage 3d8 + 8}) piercing damage if used with two hands, plus 13 ({@damage 3d8}) lightning damage.\"]},{\"name\":\"Psychic Wave {@recharge}\",\"entries\":[\"The herald unleashes a blast of psionic energy into the minds of up to three creatures it can see within 90 feet of itself. Each target must make a {@dc 21} Intelligence saving throw. On a failed save, a target takes 23 ({@damage 3d10 + 7}) psychic damage and has the {@condition stunned} condition for 1 minute. On a successful save, a target takes half as much damage only. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\",\"If a creature is reduced to 0 hit points by this psychic damage, it dies and its head explodes if it has one.\"]}],\"attachedItems\":[\"trident|phb\"],\"traitTags\":[\"Amphibious\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"C\",\"GI\",\"TP\"],\"damageTags\":[\"B\",\"L\",\"P\",\"S\",\"Y\"],\"damageTagsSpell\":[\"B\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"stunned\"],\"savingThrowForced\":[\"intelligence\"],\"savingThrowForcedSpell\":[\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tempest Spirit\",\"source\":\"BGG\",\"page\":184,\"size\":[\"H\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[12],\"hp\":{\"average\":195,\"formula\":\"17d12 + 85\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":60,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":24,\"dex\":14,\"con\":20,\"int\":16,\"wis\":18,\"cha\":19,\"save\":{\"con\":\"+10\",\"int\":\"+8\",\"wis\":\"+9\",\"cha\":\"+9\"},\"skill\":{\"arcana\":\"+8\",\"perception\":\"+9\"},\"passive\":19,\"resist\":[\"cold\",\"necrotic\",\"poison\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"lightning\",\"thunder\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"Common\",\"Giant\"],\"cr\":\"15\",\"trait\":[{\"name\":\"Incorporeal Movement\",\"entries\":[\"The spirit can move through other creatures and objects as if they were difficult terrain. The spirit takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the spirit fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The spirit makes two Lightning Fist or Hailstone attacks in any combination.\"]},{\"name\":\"Lightning Fist\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}25 ({@damage 4d8 + 7}) lightning damage.\"]},{\"name\":\"Hailstone\",\"entries\":[\"{@atk rw} {@hit 12} to hit, range 90/180 ft., one target. {@h}17 ({@damage 3d6 + 7}) bludgeoning damage plus 7 ({@damage 2d6}) cold damage.\"]},{\"name\":\"Death Bolt {@recharge 5}\",\"entries\":[\"The spirit hurls a magical lightning bolt in a 120-foot line that is 10 feet wide. Each creature in that area must make a {@dc 18} Dexterity saving throw, taking 27 ({@damage 6d8}) lightning damage plus 16 ({@damage 3d10}) necrotic damage on a failed save, or half as much damage on a successful one. On a success or failure, an affected creature's hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. The creature dies if its hit point maximum is reduced to 0.\"]}],\"bonus\":[{\"name\":\"Hailstorm {@recharge 4}\",\"entries\":[\"The spirit conjures a hailstorm in a 20-foot-radius, 40-foot-high cylinder centered on a point it can see within 120 feet of itself. Each creature in that area must make a {@dc 17} Dexterity saving throw. On a failed save, a creature takes 10 ({@damage 3d6}) bludgeoning damage plus 10 ({@damage 3d6}) cold damage and has the {@condition prone} condition. On a successful save, a creature takes half as much damage only.\"]}],\"traitTags\":[\"Incorporeal Movement\",\"Legendary Resistances\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"B\",\"C\",\"L\",\"N\",\"O\"],\"miscTags\":[\"AOE\",\"HPR\",\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Titanothere\",\"source\":\"BGG\",\"page\":185,\"size\":[\"H\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":136,\"formula\":\"13d12 + 52\"},\"speed\":{\"walk\":50},\"str\":25,\"dex\":10,\"con\":19,\"int\":2,\"wis\":12,\"cha\":6,\"passive\":11,\"cr\":\"5\",\"trait\":[{\"name\":\"Beast of Burden\",\"entries\":[\"The titanothere is considered to be one size larger for the purpose of determining its carrying capacity.\"]}],\"action\":[{\"name\":\"Stomp\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}20 ({@damage 3d8 + 7}) bludgeoning damage. If the titanothere moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 13 ({@damage 3d8}) bludgeoning damage, and the target must succeed on a {@dc 18} Strength saving throw or have the {@condition prone} condition if it is a creature.\"]}],\"traitTags\":[\"Beast of Burden\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Troll Amalgam\",\"source\":\"BGG\",\"page\":186,\"size\":[\"G\"],\"type\":\"giant\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":217,\"formula\":\"14d20 + 70\"},\"speed\":{\"walk\":60,\"climb\":60},\"str\":25,\"dex\":14,\"con\":21,\"int\":9,\"wis\":16,\"cha\":5,\"save\":{\"con\":\"+11\",\"wis\":\"+9\"},\"skill\":{\"perception\":\"+9\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":19,\"resist\":[\"poison\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Giant\",\"Undercommon\"],\"cr\":\"17\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the amalgam fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The amalgam has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The amalgam regains 15 hit points at the start of its turn. If the amalgam takes acid or fire damage, it regains only 5 hit points at the start of its next turn. The amalgam dies only if it takes 20 or more acid or fire damage while it has 0 hit points.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The amalgam makes three Rend attacks.\"]},{\"name\":\"Rend\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}25 ({@damage 4d8 + 7}) slashing damage.\"]}],\"bonus\":[{\"name\":\"Fling Limb (3/Day)\",\"entries\":[\"{@atk rw} {@hit 13} to hit, range 60/240 ft., one target. {@h}11 ({@damage 1d8 + 7}) bludgeoning damage. If the limb hits a Medium or smaller creature, that creature has the {@condition grappled} condition (escape {@dc 17}). The limb has the statistics of a troll amalgam, except for the following: it is Medium, it has 45 hit points, its speed is 30 ft., it doesn't have a challenge rating or Legendary Resistance, and the only action it can take is the Attack action, which it can use only to grapple.\",\"Until this grapple ends, the target has the {@condition restrained} condition and takes 25 ({@damage 4d8 + 7}) slashing damage at the start of each of its turns. If the limb is not destroyed within 24 hours of being flung, roll a {@dice d12}; on a roll of 12, the limb regenerates into a troll (see the Monster Manual). Otherwise, the limb withers away.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Regeneration\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\",\"U\"],\"damageTags\":[\"B\",\"S\"],\"miscTags\":[\"MW\",\"RCH\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Troll Mutate\",\"source\":\"BGG\",\"page\":187,\"size\":[\"L\"],\"type\":\"giant\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":95,\"formula\":\"10d10 + 40\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(winged form only)\"}},\"str\":19,\"dex\":13,\"con\":18,\"int\":17,\"wis\":9,\"cha\":12,\"save\":{\"con\":\"+7\",\"int\":\"+6\"},\"skill\":{\"perception\":\"+5\",\"stealth\":\"+4\"},\"senses\":[\"blindsight 60 ft.\"],\"passive\":15,\"languages\":[\"Giant\",\"telepathy 60 ft.\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Mutation\",\"entries\":[\"When the troll mutate is created, it gains one of four possible body mutations at random: 1, Elastic Body; 2, Psionic Mirror; 3, Spell Scarred; or 4, Winged Form. This mutation determines certain traits in this stat block.\"]},{\"name\":\"Amorphous (Elastic Body Only)\",\"entries\":[\"The mutate can move through a space as narrow as 1 inch without squeezing.\"]},{\"name\":\"Magic Resistance (Spell Scarred Only)\",\"entries\":[\"The mutate has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Psychic Rebuke (Psionic Mirror Only)\",\"entries\":[\"If the mutate takes psychic damage, each creature within 20 feet of it takes that damage as well.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The mutate regains 10 hit points at the start of its turn. If the mutate takes acid or fire damage, this trait doesn't function at the start of the mutate's next turn. The mutate dies only if it starts its turn with 0 hit points and doesn't regenerate. If the mutate starts its turn with 0 hit points and regenerates, it randomly gains a mutation it doesn't already have (up to a maximum of four mutations).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The mutate makes two Rend attacks.\"]},{\"name\":\"Rend\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft. (or 15 ft. if the mutate has the Elastic Body mutation), one target. {@h}15 ({@damage 2d10 + 4}) slashing damage plus 9 ({@damage 2d8}) force damage.\"]},{\"name\":\"Psychic Burst {@recharge 5}\",\"entries\":[\"The mutate unleashes a wave of psychic energy. Each creature within 30 feet of the mutate must make a {@dc 14} Intelligence saving throw, taking 28 ({@damage 8d6}) psychic damage on a failed save, or half as much damage on a successful one.\"]}],\"traitTags\":[\"Amorphous\",\"Magic Resistance\",\"Regeneration\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\",\"TP\"],\"damageTags\":[\"O\",\"S\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"intelligence\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-bmt.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\"]},\"otherSources\":{\"monster\":{\"DMG\":\"BMT\",\"MM\":\"BMT\",\"DoSI\":\"BMT\",\"MPMM\":\"BMT\",\"WBtW\":\"BMT\",\"BAM\":\"BMT\"}}},\"monster\":[{\"name\":\"Advanced Detention Drone\",\"source\":\"BMT\",\"page\":135,\"_copy\":{\"name\":\"Shield Guardian\",\"source\":\"MM\",\"_mod\":{\"*\":[{\"mode\":\"replaceTxt\",\"replace\":\"shield guardian\",\"with\":\"drone\"},{\"mode\":\"replaceTxt\",\"replace\":\"guardian\",\"with\":\"drone\"}],\"trait\":{\"mode\":\"removeArr\",\"names\":\"Bound\"},\"action\":[{\"mode\":\"appendArr\",\"items\":{\"name\":\"Detention Orb\",\"entries\":[\"The drone launches a tiny orb of magical force at a creature it can see within 30 feet of itself. The creature must succeed on a {@dc 15} Constitution saving throw or be encased in the orb, which expands to a size just large enough to contain the creature. While encased, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Nothing can pass through the orb, nor can any creature teleport or use planar travel to enter or exit the orb. As a bonus action, the drone can move the orb and its contents up to 30 feet in any direction. A successful casting of the {@spell Dispel Magic} spell on the orb ({@dc 15}) destroys it. The orb otherwise remains intact until the drone spends an action to end the effect or the drone is destroyed. A drone can have only one detention orb active at a time; if the drone creates a detention orb when it already has one active, the first orb disappears, freeing the creature inside.\"]}}]}},\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"tokenCredit\":\"MOAI\",\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Ambitious Assassin\",\"source\":\"BMT\",\"page\":45,\"size\":[\"S\",\"M\"],\"type\":\"humanoid\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":16,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":91,\"formula\":\"14d8 + 28\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":10,\"dex\":18,\"con\":15,\"int\":18,\"wis\":14,\"cha\":16,\"save\":{\"dex\":\"+7\",\"int\":\"+7\"},\"skill\":{\"deception\":\"+9\",\"perception\":\"+5\",\"stealth\":\"+10\"},\"senses\":[\"blindsight 10 ft.\"],\"passive\":15,\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common\",\"thieves' cant\",\"plus any one language\"],\"cr\":{\"cr\":\"5\",\"lair\":\"6\"},\"trait\":[{\"name\":\"Legendary Resistance (2/Day)\",\"entries\":[\"If the assassin fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The assassin makes two Poison Blade attacks.\"]},{\"name\":\"Poison Blade\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage plus 5 ({@damage 1d10}) poison damage.\"]}],\"reaction\":[{\"name\":\"Uncanny Dodge\",\"entries\":[\"When an attacker the assassin can see hits the assassin with an attack, the assassin halves the attack's damage against it.\"]}],\"legendary\":[{\"name\":\"Cunning\",\"entries\":[\"The assassin escapes nonmagical restraints and ends the {@condition grappled} condition on itself, then moves up to its speed without provoking opportunity attacks.\"]},{\"name\":\"Stab (Costs 2 Actions)\",\"entries\":[\"The assassin makes one Poison Blade attack.\"]},{\"name\":\"Vanishing Escape (Costs 3 Actions)\",\"entries\":[\"The assassin creates a sudden distraction, such as a cloud of disorienting smoke or flash of dazzling light, filling a 10-foot cube within 5 feet of the assassin. Each creature of the assassin's choice in that area takes 9 ({@damage 2d8}) psychic damage, and the assassin has the {@condition invisible} condition. This invisibility lasts until the end of the assassin's next turn.\"]}],\"legendaryGroup\":{\"name\":\"Villain\",\"source\":\"BMT\"},\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"TC\",\"X\"],\"damageTags\":[\"I\",\"P\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\",\"RW\"],\"conditionInflict\":[\"invisible\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Animated Armor Detention Drone\",\"source\":\"BMT\",\"page\":135,\"_copy\":{\"name\":\"Animated Armor\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"armor\",\"with\":\"drone\"},\"action\":[{\"mode\":\"appendArr\",\"items\":{\"name\":\"Detention Orb\",\"entries\":[\"The drone launches a tiny orb of magical force at a creature it can see within 30 feet of itself. The creature must succeed on a {@dc 15} Constitution saving throw or be encased in the orb, which expands to a size just large enough to contain the creature. While encased, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Nothing can pass through the orb, nor can any creature teleport or use planar travel to enter or exit the orb. As a bonus action, the drone can move the orb and its contents up to 30 feet in any direction. A successful casting of the {@spell Dispel Magic} spell on the orb ({@dc 15}) destroys it. The orb otherwise remains intact until the drone spends an action to end the effect or the drone is destroyed. A drone can have only one detention orb active at a time; if the drone creates a detention orb when it already has one active, the first orb disappears, freeing the creature inside.\"]}}]}},\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"tokenCredit\":\"Smite, Hirez\",\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Aspirant of the Comet\",\"source\":\"BMT\",\"page\":91,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[11],\"hp\":{\"average\":27,\"formula\":\"5d8 + 5\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":12,\"con\":12,\"int\":11,\"wis\":10,\"cha\":13,\"passive\":10,\"languages\":[\"Common plus any one language\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Hunger of the Void\",\"entries\":[\"When the aspirant is reduced to 0 hit points, its body and everything it is wearing or carrying, except for magic items, are sucked into a void and destroyed. Creatures in a 15-foot-radius sphere centered on the aspirant must make a {@dc 11} Strength saving throw. On a failed save, a creature takes 10 ({@damage 3d6}) necrotic damage and is pulled 10 feet straight toward the aspirant's space. On a successful save, a creature takes half as much damage only.\"]},{\"name\":\"Sinister Devotion\",\"entries\":[\"The aspirant has advantage on saving throws against the {@condition charmed} and {@condition frightened} conditions.\"]}],\"action\":[{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage, or 5 ({@damage 1d8 + 1}) piercing damage if used with two hands to make a melee attack.\"]}],\"attachedItems\":[\"spear|phb\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"N\",\"P\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Asteria\",\"isNamedCreature\":true,\"source\":\"BMT\",\"page\":188,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\",\"paladin\"]},\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item breastplate|PHB}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":195,\"formula\":\"26d8 + 78\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(winged boots)\"}},\"str\":12,\"dex\":21,\"con\":17,\"int\":15,\"wis\":11,\"cha\":20,\"save\":{\"dex\":\"+11\",\"con\":\"+9\",\"wis\":\"+6\",\"cha\":\"+11\"},\"skill\":{\"acrobatics\":\"+11\",\"arcana\":\"+14\",\"investigation\":\"+8\",\"perception\":\"+12\",\"persuasion\":\"+11\",\"survival\":\"+6\"},\"passive\":22,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"Common\",\"Druidic\"],\"cr\":\"18\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Asteria casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 19}):\"],\"will\":[\"{@spell Guidance}\",\"{@spell Light}\",\"{@spell Thaumaturgy}\"],\"daily\":{\"2e\":[\"{@spell Bless}\",\"{@spell Freedom of Movement}\",\"{@spell Greater Restoration}\",\"{@spell Plane Shift} (self only)\",\"{@spell Protection from Evil and Good}\",\"{@spell Revivify}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Guardian Aura\",\"entries\":[\"Whenever a creature of Asteria's choice within 30 feet of her makes a saving throw, Asteria can give the creature advantage on the saving throw (no action required). This trait doesn't function if Asteria has the {@condition incapacitated} condition.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Asteria fails a saving throw, she can choose to succeed instead.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Asteria wears {@item Winged Boots}, which grant her a flying speed (included in her statistics). She also carries one half of a pair of {@item Sending Stones}; the other half of the pair is held by Euryale.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Asteria makes two Radiant Blade attacks and uses Bursting Benediction.\"]},{\"name\":\"Radiant Blade\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage plus 13 ({@damage 3d8}) radiant damage.\"]},{\"name\":\"Bursting Benediction\",\"entries\":[\"Asteria causes a burst of magical energy to envelop one creature she can see within 60 feet of herself. The target must make a {@dc 19} Dexterity saving throw, taking 40 ({@damage 9d8}) force damage on a failed save, or half as much damage on a successful one. Asteria or another creature that she can see within 60 feet of herself then regains 10 hit points.\"]}],\"bonus\":[{\"name\":\"Empowering Aegis {@recharge 4}\",\"entries\":[\"Asteria summons a spectral version of her shield, which orbits and bolsters one creature of Asteria's choice that she can see within 60 feet of herself. The spectral shield lasts until the start of Asteria's next turn. While the shield is orbiting the creature, the creature has {@quickref Cover||3||half cover}, is immune to the {@condition frightened} condition, and makes weapon attack rolls with advantage.\"]}],\"legendary\":[{\"name\":\"Brazen Strike\",\"entries\":[\"Asteria makes one Radiant Blade attack.\"]},{\"name\":\"Nimble Sprint\",\"entries\":[\"Asteria moves up to her speed. This movement doesn't provoke opportunity attacks.\"]},{\"name\":\"Cast a Spell (Costs 2 Actions)\",\"entries\":[\"Asteria uses Spellcasting.\"]}],\"traitTags\":[\"Legendary Resistances\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DU\"],\"damageTags\":[\"O\",\"R\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Aurnozci\",\"isNamedCreature\":true,\"source\":\"BMT\",\"page\":167,\"size\":[\"G\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":370,\"formula\":\"20d20 + 160\"},\"speed\":{\"walk\":50,\"burrow\":30},\"str\":27,\"dex\":20,\"con\":26,\"int\":6,\"wis\":21,\"cha\":19,\"save\":{\"str\":\"+15\",\"con\":\"+15\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":15,\"resist\":[\"cold\",\"lightning\"],\"immune\":[\"acid\",\"fire\",\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"Abyssal\",\"telepathy 120 ft.\"],\"cr\":{\"cr\":\"22\",\"lair\":\"23\"},\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Aurnozci casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 20}):\"],\"will\":[\"{@spell Detect Magic}\",\"{@spell Heat Metal} (7th-level version)\"],\"daily\":{\"2e\":[\"{@spell Darkness}\",\"{@spell Dispel Magic}\",\"{@spell Hold Person}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Heat Regeneration\",\"entries\":[\"If the temperature around it is 100 degrees Fahrenheit or higher, Aurnozci regains 15 hit points at the start of its turn. If it takes cold or radiant damage, this trait doesn't function at the start of its next turn. Aurnozci dies only if it starts its turn with 0 hit points and doesn't regenerate.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Aurnozci fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Aurnozci has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Aurnozci makes one Bite attack and two Tail attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}21 ({@damage 2d12 + 8}) slashing damage plus 9 ({@damage 2d8}) fire damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d8 + 8}) bludgeoning damage.\"]},{\"name\":\"Mucus Spray {@recharge 5}\",\"entries\":[\"Aurnozci sprays mucus in a 60-foot cone. Each creature in that cone must make a {@dc 20} Dexterity saving throw, taking 42 ({@damage 12d6}) acid damage on a failed save, or half as much damage on a successful one.\"]}],\"legendary\":[{\"name\":\"Move\",\"entries\":[\"Aurnozci moves up to its speed.\"]},{\"name\":\"Tail\",\"entries\":[\"Aurnozci makes one Tail attack.\"]},{\"name\":\"Cast a Spell (Costs 2 Actions)\",\"entries\":[\"Aurnozci uses Spellcasting.\"]},{\"name\":\"Conflagration (Costs 2 Actions)\",\"entries\":[\"Flames momentarily surround Aurnozci. Each creature within 15 feet of Aurnozci must make a {@dc 20} Dexterity saving throw, taking 18 ({@damage 4d8}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"legendaryGroup\":{\"name\":\"Aurnozci\",\"source\":\"BMT\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Regeneration\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"TP\"],\"damageTags\":[\"A\",\"B\",\"F\",\"S\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflictSpell\":[\"paralyzed\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Boss Augustus\",\"source\":\"BMT\",\"page\":82,\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"N\"],\"ac\":[13],\"hp\":{\"average\":150,\"formula\":\"20d8 + 60\"},\"speed\":{\"walk\":{\"number\":40,\"condition\":\"in wolf or hybrid form\"}},\"str\":18,\"dex\":16,\"con\":17,\"int\":14,\"wis\":15,\"cha\":12,\"save\":{\"str\":\"+8\",\"dex\":\"+7\"},\"skill\":{\"perception\":\"+10\",\"sleight of hand\":\"+7\",\"stealth\":\"+7\"},\"passive\":20,\"languages\":[\"Common\",\"Thieves' cant (can't speak in wolf form)\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Regeneration\",\"entries\":[\"Augustus regains 10 hit points at the start of his turn. If he takes damage from a silver weapon, this trait doesn't function at the start of his next turn. Augustus dies only if he starts his turn with 0 hit points and doesn't regenerate.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Augustus wields a +2 Longsword.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Augustus makes any combination of two Bite, Claw, or Magic Longsword attacks.\"]},{\"name\":\"Bite (Wolf or Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}26 ({@damage 5d8 + 4}) piercing damage. If the target is a Humanoid, it must succeed on a {@dc 15} Constitution saving throw or be cursed with lycanthropy. While cursed in this way, the target retains its alignment, languages, and equipment but otherwise uses the werewolf stat block, excluding actions that require equipment the target doesn't have. During any night when there's a full moon in the sky, the target becomes an NPC under the DM's control and remains so until the night ends. A {@spell Remove Curse} spell or similar magic ends this curse.\"]},{\"name\":\"Claw (Wolf or Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}21 ({@damage 5d6 + 4}) piercing damage. If the target is a creature, it must succeed on a {@dc 16} Strength saving throw or have the {@condition prone} condition.\"]},{\"name\":\"Magic Longsword (Humanoid or Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}28 ({@damage 4d10 + 6}) slashing damage.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"Augustus polymorphs into a wolf-humanoid hybrid, a wolf, or his humanoid form. His statistics, other than his speed, are the same in each form. Any equipment he is wearing or carrying isn't transformed. He reverts to his humanoid form if he dies.\"]},{\"name\":\"Cunning Action\",\"entries\":[\"Augustus takes the Dash, Disengage, or Hide action.\"]}],\"traitTags\":[\"Regeneration\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"CS\",\"TC\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"CUR\",\"MLW\",\"MW\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Boss Delour\",\"source\":\"BMT\",\"page\":83,\"size\":[\"S\"],\"type\":\"monstrosity\",\"alignment\":[\"L\",\"E\"],\"ac\":[14],\"hp\":{\"average\":110,\"formula\":\"20d6 + 40\"},\"speed\":{\"walk\":{\"number\":30,\"condition\":\"in rat or hybrid form\"}},\"str\":12,\"dex\":18,\"con\":15,\"int\":17,\"wis\":14,\"cha\":16,\"save\":{\"dex\":\"+8\",\"int\":\"+7\"},\"skill\":{\"deception\":\"+11\",\"perception\":\"+10\",\"sleight of hand\":\"+8\",\"stealth\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":20,\"languages\":[\"Common\",\"Thieves' cant (can't speak in rat form)\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Evasion\",\"entries\":[\"If Delour is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw and only half damage if he fails, provided he doesn't have the {@condition incapacitated} condition.\"]},{\"name\":\"Nimbleness\",\"entries\":[\"Delour can move through the space of a Medium or larger creature.\"]},{\"name\":\"Regeneration\",\"entries\":[\"Delour regains 10 hit points at the start of his turn. If he takes damage from a silver weapon, this trait doesn't function at the start of his next turn. Delour dies only if he starts his turn with 0 hit points and doesn't regenerate.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Delour makes any combination of three Bite, Shortsword, or Hand Crossbow attacks.\"]},{\"name\":\"Bite (Rat or Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}26 ({@damage 5d8 + 4}) piercing damage. If the target is a Humanoid, it must succeed on a {@dc 14} Constitution saving throw or be cursed with lycanthropy. While cursed in this way, the target retains its alignment, languages, and equipment but otherwise uses the wererat stat block, excluding actions that require equipment the target doesn't have. During any night when there's a full moon in the sky, the target becomes an NPC under the DM's control and remains so until the night ends. A {@spell Remove Curse} spell or similar magic ends this curse.\"]},{\"name\":\"Shortsword (Humanoid or Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage plus 10 ({@damage 3d6}) poison damage.\"]},{\"name\":\"Hand Crossbow (Humanoid or Hybrid Form Only)\",\"entries\":[\"{@atk rw} {@hit 8} to hit, range 30/120 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage plus 10 ({@damage 3d6}) poison damage.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"Delour polymorphs into a rat-humanoid hybrid, a Medium giant rat, or his humanoid form. His statistics, other than his size and speed, are the same in each form. Any equipment he is wearing or carrying isn't transformed. He reverts to his humanoid form if he dies.\"]},{\"name\":\"Cunning Action\",\"entries\":[\"Delour takes the Dash, Disengage, or Hide action.\"]}],\"attachedItems\":[\"hand crossbow|phb\",\"shortsword|phb\"],\"traitTags\":[\"Regeneration\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"CS\",\"TC\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"CUR\",\"MLW\",\"MW\",\"RW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Breath Drinker\",\"source\":\"BMT\",\"page\":154,\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":157,\"formula\":\"21d8 + 63\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":60,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":5,\"dex\":18,\"con\":16,\"int\":11,\"wis\":15,\"cha\":20,\"save\":{\"int\":\"+5\",\"wis\":\"+7\"},\"skill\":{\"perception\":\"+7\",\"stealth\":\"+9\",\"survival\":\"+7\"},\"senses\":[\"blindsight 60 ft.\"],\"passive\":17,\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\",\"radiant\"],\"vulnerable\":[\"necrotic\"],\"conditionImmune\":[\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"Deep Speech\",\"telepathy 120 ft.\"],\"cr\":\"14\",\"trait\":[{\"name\":\"Incorporeal Movement\",\"entries\":[\"The breath drinker can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]},{\"name\":\"Radiant Absorption\",\"entries\":[\"When the breath drinker is subjected to radiant damage, it takes no damage and instead regains a number of hit points equal to the radiant damage dealt.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The breath drinker makes two Enervating Claw attacks. It can also use Drink Breath.\"]},{\"name\":\"Enervating Claw\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one creature. {@h}12 ({@damage 2d6 + 5}) necrotic damage, and if the target is Large or smaller, it has the {@condition grappled} condition (escape {@dc 18}). The target must succeed on a {@dc 18} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.\"]},{\"name\":\"Drink Breath\",\"entries\":[\"The breath drinker targets a creature that has the {@condition incapacitated} condition or that the breath drinker is grappling and that isn't a Construct or an Undead. The target must make a {@dc 18} Charisma saving throw. On a failed save, the target takes 36 ({@damage 8d8}) necrotic damage, and its Charisma score is reduced by {@dice 1d6}. This reduction lasts until the target finishes a short or long rest. If this reduces the target's Charisma to 0, the target dies. Until the breath drinker dies, the dead target can't be returned to life by any means short of divine intervention. On a successful save, the target takes half as much necrotic damage only. On a successful or failed save, the breath drinker regains a number of hit points equal to the necrotic damage dealt.\"]},{\"name\":\"Invisibility\",\"entries\":[\"The breath drinker has the {@condition invisible} condition. This invisibility ends immediately after the breath drinker hits or misses with an attack roll or uses Drink Breath.\"]}],\"traitTags\":[\"Damage Absorption\",\"Incorporeal Movement\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"DS\",\"TP\"],\"damageTags\":[\"N\",\"O\"],\"miscTags\":[\"HPR\",\"MW\"],\"savingThrowForced\":[\"charisma\",\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Brusipha\",\"isNamedCreature\":true,\"source\":\"BMT\",\"page\":127,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"minotaur\",\"warlock\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":90,\"formula\":\"12d8 + 36\"},\"speed\":{\"walk\":40},\"str\":18,\"dex\":11,\"con\":16,\"int\":12,\"wis\":16,\"cha\":16,\"save\":{\"wis\":\"+5\",\"cha\":\"+5\"},\"skill\":{\"deception\":\"+5\",\"perception\":\"+7\",\"religion\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":17,\"languages\":[\"Abyssal\",\"Common\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Brusipha casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell Prestidigitation}\",\"{@spell Speak with Animals}\"],\"daily\":{\"1e\":[\"{@spell Bestow Curse}\",\"{@spell Command}\",\"{@spell Crown of Madness}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Demonic Ritual\",\"entries\":[\"Brusipha can spend 3 hours performing a ritual that summons {@dice 1d3 + 1} barlguras or 1 hezrou. She must sacrifice a Medium or larger living creature to Baphomet during this ritual, and the ritual can be performed only at night. The demons vanish at dawn.\"]},{\"name\":\"Labyrinthine Recall\",\"entries\":[\"Brusipha can perfectly recall any path she has traveled.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Brusipha makes two Eldritch Blast attacks.\"]},{\"name\":\"Eldritch Blast\",\"entries\":[\"{@atk rs} {@hit 5} to hit, range 120 ft., one target. {@h}8 ({@damage 1d10 + 3}) force damage.\"]},{\"name\":\"Gore\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage plus 4 ({@damage 1d8}) necrotic damage. If Brusipha moved at least 10 feet straight toward the target immediately before she hit, the target takes an extra 4 ({@damage 1d8}) piercing damage, and if the target is a creature, it must succeed on a {@dc 15} Strength saving throw or be pushed up to 10 feet from Brusipha and have the {@condition prone} condition.\"]},{\"name\":\"Incite the Hunters (Recharges after a Short or Long Rest)\",\"entries\":[\"Brusipha allows each ally within 30 feet of herself that has the Unerring Tracker trait to make one weapon attack as a reaction against the target of that ally's Unerring Tracker.\"]}],\"bonus\":[{\"name\":\"Unerring Tracker\",\"entries\":[\"Brusipha magically creates a psychic link with one creature she can see. For the next hour, Brusipha knows the current distance and direction to the target if it is on the same plane of existence. The link ends if Brusipha has the {@condition incapacitated} condition or uses this ability on a different target.\"]}],\"reaction\":[{\"name\":\"Baphomet's Blessing\",\"entries\":[\"When Brusipha reduces a hostile creature to 0 hit points, she gains 8 temporary hit points.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\"],\"damageTags\":[\"N\",\"O\",\"P\"],\"damageTagsSpell\":[\"N\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"conditionInflictSpell\":[\"charmed\",\"prone\"],\"savingThrowForced\":[\"strength\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true},{\"name\":\"Deck Defender\",\"source\":\"BMT\",\"page\":72,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"special\":\"5 + five times your level (the deck defender has a number of Hit Dice [d8s] equal to your level)\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":16,\"con\":14,\"int\":3,\"wis\":10,\"cha\":1,\"senses\":[\"blindsight 60 ft. (can't see beyond this radius)\"],\"passive\":10,\"immune\":[\"poison\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands one of your languages but can't speak\"],\"pbNote\":\"equals your bonus\",\"trait\":[{\"name\":\"Allied Knight\",\"entries\":[\"Some of the deck defender's statistics are based on the character who drew the Knight card. Where the deck defender stat block refers to \\\"you,\\\" it refers to that character.\"]},{\"name\":\"Folded Versatility\",\"entries\":[\"After finishing a long rest, you can refold the deck defender's shape, changing it to acrobat form, berserker form, or guardian form.\"]},{\"name\":\"Fragile\",\"entries\":[\"If the deck defender is reduced to 0 hit points, it collapses into a haphazard pile of nonmagical playing cards and can't be resurrected or reconstructed.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The deck defender makes a number of attacks equal to half its proficiency bonus (rounded down).\"]},{\"name\":\"Paper Cut\",\"entries\":[\"{@atk mw} PB + {@hit 3} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage.\"]},{\"name\":\"Reckless Strike (Berserker Form Only)\",\"entries\":[\"{@atk mw} PB + {@hit 3} to hit (with advantage), reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage, and attacks made against the deck defender until the start of its next turn have advantage.\"]}],\"bonus\":[{\"name\":\"Swift Step (Acrobat Form Only)\",\"entries\":[\"The deck defender takes the Dash or Disengage action.\"]}],\"reaction\":[{\"name\":\"Protection (Guardian Form Only)\",\"entries\":[\"When a creature the deck defender can see attacks a target other than the deck defender and is within 5 feet of the deck defender, the deck defender imposes disadvantage on the attack roll.\"]}],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Enchanting Infiltrator\",\"source\":\"BMT\",\"page\":46,\"size\":[\"S\",\"M\"],\"type\":\"fey\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":18,\"from\":[\"veiled presence\"]}],\"hp\":{\"average\":156,\"formula\":\"24d8 + 48\"},\"speed\":{\"walk\":40},\"str\":10,\"dex\":20,\"con\":15,\"int\":20,\"wis\":16,\"cha\":18,\"save\":{\"dex\":\"+9\",\"int\":\"+9\"},\"skill\":{\"deception\":\"+12\",\"perception\":\"+7\",\"stealth\":\"+13\"},\"senses\":[\"blindsight 30 ft.\"],\"passive\":17,\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common\",\"thieves' cant\",\"plus any one language\"],\"cr\":{\"cr\":\"11\",\"lair\":\"12\"},\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the infiltrator fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Veiled Presence\",\"entries\":[\"The infiltrator's AC includes its Wisdom modifier, and the infiltrator can't be targeted by divination magic or features that would read its mind or determine its creature type.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The infiltrator makes two Poison Blade attacks and can use Beguiling Whisper.\"]},{\"name\":\"Poison Blade\",\"entries\":[\"{@atk mw,rw} {@hit 9} to hit, reach 5 ft. or range 60 ft., one target. {@h}7 ({@damage 1d4 + 5}) piercing damage plus 11 ({@damage 2d10}) poison damage.\"]},{\"name\":\"Beguiling Whisper\",\"entries\":[\"The infiltrator magically whispers to a creature it can see within 30 feet of itself. The target must succeed on a {@dc 17} Wisdom saving throw or have the {@condition stunned} condition due to fear or delight (the infiltrator's choice) until the end of the target's next turn, after which the target is immune to this Beguiling Whisper for 24 hours.\"]}],\"reaction\":[{\"name\":\"Uncanny Dodge\",\"entries\":[\"When an attacker the infiltrator can see hits the infiltrator with an attack, the infiltrator halves the attack's damage against it.\"]}],\"legendary\":[{\"name\":\"Cunning\",\"entries\":[\"The infiltrator escapes nonmagical restraints and ends the {@condition grappled} condition on itself, then moves up to its speed without provoking opportunity attacks.\"]},{\"name\":\"Stab (Costs 2 Actions)\",\"entries\":[\"The infiltrator makes one Poison Blade attack.\"]},{\"name\":\"Misdirecting Escape (Costs 3 Actions)\",\"entries\":[\"The infiltrator magically has the {@condition invisible} condition and creates an illusory duplicate of itself in its space, then teleports, along with any equipment it is wearing or carrying, to an unoccupied space within 15 feet of itself. The image flings illusory blades at two creatures of the infiltrator's choice within 20 feet of the image. Each target must make a {@dc 17} Wisdom saving throw, taking 13 ({@damage 3d8}) psychic damage on a failed save, or half as much damage on a successful one. The invisibility lasts until the end of the infiltrator's next turn.\"]}],\"legendaryGroup\":{\"name\":\"Villain\",\"source\":\"BMT\"},\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"TC\",\"X\"],\"damageTags\":[\"I\",\"P\",\"Y\"],\"miscTags\":[\"MW\",\"RW\"],\"conditionInflict\":[\"stunned\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Euryale\",\"isNamedCreature\":true,\"source\":\"BMT\",\"page\":189,\"size\":[\"M\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"druid\",\"medusa\"]},\"alignment\":[\"N\",\"G\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":297,\"formula\":\"35d8 + 140\"},\"speed\":{\"walk\":30,\"alternate\":{\"walk\":[{\"number\":50,\"condition\":\"in serpent form\"}],\"climb\":[{\"number\":50,\"condition\":\"in serpent form\"}]}},\"str\":21,\"dex\":16,\"con\":18,\"int\":12,\"wis\":20,\"cha\":15,\"save\":{\"dex\":\"+9\",\"con\":\"+10\",\"int\":\"+7\",\"wis\":\"+11\"},\"skill\":{\"animal handling\":\"+11\",\"insight\":\"+17\",\"medicine\":\"+11\",\"nature\":\"+13\",\"perception\":\"+11\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":21,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"petrified\",\"poisoned\"],\"languages\":[\"Common\",\"Druidic\"],\"cr\":\"18\",\"spellcasting\":[{\"name\":\"Spellcasting (Medusa Form Only)\",\"type\":\"spellcasting\",\"headerEntries\":[\"Euryale casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 19}):\"],\"will\":[\"{@spell Druidcraft}\",\"{@spell Pass without Trace}\"],\"daily\":{\"2e\":[\"{@spell Goodberry}\",\"{@spell Lesser Restoration}\",\"{@spell Locate Creature}\",\"{@spell Move Earth}\",\"{@spell Transport via Plants}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Euryale fails a saving throw, she can choose to succeed instead.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Euryale carries one half of a pair of {@item Sending Stones}; the other half of the pair is held by Asteria.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Euryale makes three attacks. If she is in serpent form, only one of these attacks can be Constrict.\"]},{\"name\":\"Constrict (Serpent Form Only)\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 15 ft., one Large or smaller creature. {@h}16 ({@damage 2d10 + 5}) bludgeoning damage, and the target has the {@condition grappled} condition (escape {@dc 19}). Until this grapple ends, the target takes 11 ({@damage 2d10}) bludgeoning damage at the start of each of its turns, and Euryale can't constrict another target.\"]},{\"name\":\"Snake Bite\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage, and the target must succeed on a {@dc 18} Constitution saving throw or have the {@condition poisoned} condition until the start of Euryale's next turn.\"]},{\"name\":\"Verdant Bolt (Medusa Form Only)\",\"entries\":[\"{@atk rs} {@hit 11} to hit, range 120 ft., one target. {@h}18 ({@damage 4d8}) acid damage.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"Euryale changes shape into her Huge serpent form or back into her Medium medusa form. Euryale's game statistics are the same in each form except where noted in this stat block. Any equipment she is wearing or carrying isn't transformed. Euryale reverts to her medusa form if she dies.\"]},{\"name\":\"Petrifying Gaze {@recharge 4}\",\"entries\":[\"Euryale unleashes petrifying magic from her eyes in a 30-foot cone. Each creature in that area must make a {@dc 18} Constitution saving throw if it doesn't have the {@condition blinded} condition. If the saving throw fails by 5 or more, the creature has the {@condition petrified} condition. Otherwise, on a failed save, the creature takes 14 ({@damage 4d6}) force damage, begins to turn to stone, and has the {@condition restrained} condition. The {@condition restrained} creature must repeat the saving throw at the end of its next turn. On a failed save, it has the {@condition petrified} condition, and on a successful save, the effect ends on it, The petrification lasts until the creature is freed by the {@spell Greater Restoration} spell or other magic A creature can use its reaction, if available, to shut its eyes to avoid the saving throw. If the creature does so, it has the {@condition blinded} condition until the end of its next turn.\"]}],\"legendary\":[{\"name\":\"Move\",\"entries\":[\"Euryale moves up to her speed.\"]},{\"name\":\"Venomous Strike (Costs 2 Actions)\",\"entries\":[\"Euryale makes one Snake Bite attack. If the target has the {@condition poisoned} condition, the attack deals an extra 16 ({@damage 3d10}) poison damage.\"]}],\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"DU\"],\"damageTags\":[\"A\",\"B\",\"I\",\"O\",\"P\"],\"spellcastingTags\":[\"F\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"petrified\",\"poisoned\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fate Hag\",\"source\":\"BMT\",\"page\":176,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":71,\"formula\":\"13d8 + 13\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":14,\"con\":13,\"int\":12,\"wis\":18,\"cha\":15,\"save\":{\"con\":\"+3\",\"wis\":\"+6\"},\"skill\":{\"arcana\":\"+5\",\"deception\":\"+6\",\"history\":\"+5\",\"perception\":\"+6\"},\"senses\":[\"truesight 60 ft.\"],\"passive\":16,\"conditionImmune\":[\"charmed\"],\"languages\":[\"all\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"While holding its shears, the hag casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 14}):\"],\"will\":[\"{@spell Bless}\",\"{@spell Guidance}\",\"{@spell Silent Image}\"],\"daily\":{\"1e\":[\"{@spell Bane}\",\"{@spell Bestow Curse}\",\"{@spell Divination}\",\"{@spell Scrying} (as an action)\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (2/Day)\",\"entries\":[\"If the hag fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Trace the Threads (1/Day)\",\"entries\":[\"The hag can cast the {@spell Legend Lore} spell, requiring no material components and using Wisdom as the spellcasting ability.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hag makes two Shears attacks. It can replace one attack with a use of Spellcasting.\"]},{\"name\":\"Shears\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) force damage. If the target is a creature, it has disadvantage on attack rolls until the end of the hag's next turn.\"]}],\"legendary\":[{\"name\":\"Destined Jaunt\",\"entries\":[\"The hag magically teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 30 feet of itself.\"]},{\"name\":\"Tangle Threads\",\"entries\":[\"The hag magically tangles a creature it can see within 60 feet of itself in spectral silver threads. The creature must succeed on a {@dc 14} Strength saving throw, or its speed is reduced to 0 until the end of its next turn.\"]},{\"name\":\"Destiny Curse (Costs 2 Actions)\",\"entries\":[\"The hag magically curses a creature it can see within 60 feet of itself. The creature must make a {@dc 14} Wisdom saving throw, and the creature has disadvantage on this save if it has damaged the hag within the last minute. On a failed save, the creature has disadvantage on ability checks, attack rolls, and saving throws until the curse ends. Once per turn, when the cursed creature fails one of those {@dice d20} rolls, it takes 7 ({@damage 2d6}) force damage. The curse ends after 1 minute; when the creature succeeds on a total of three ability checks, attack rolls, or saving throws in any combination; or when the hag uses this action again.\"]}],\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"XX\"],\"damageTags\":[\"O\"],\"damageTagsSpell\":[\"N\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"strength\",\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gremorly's Ghost\",\"source\":\"BMT\",\"page\":122,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[12],\"hp\":{\"average\":82,\"formula\":\"15d8 + 15\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":7,\"dex\":14,\"con\":12,\"int\":18,\"wis\":12,\"cha\":17,\"save\":{\"int\":\"+8\",\"wis\":\"+5\"},\"skill\":{\"arcana\":\"+8\",\"history\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"acid\",\"fire\",\"lightning\",\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"cold\",\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"Common\",\"Draconic\",\"Dwarvish\",\"Giant\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Gremorly casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 16}):\"],\"will\":[\"{@spell Dancing Lights}\",\"{@spell Mage Hand}\",\"{@spell Prestidigitation}\"],\"daily\":{\"1\":[\"{@spell Slow}\"],\"2e\":[\"{@spell Bestow Curse}\",\"{@spell Dispel Magic}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Ethereal Sight\",\"entries\":[\"Gremorly can see 60 feet into the Ethereal Plane when he is on the Material Plane, and vice versa.\"]},{\"name\":\"Incorporeal Movement\",\"entries\":[\"Gremorly can move through other creatures and objects as if they were difficult terrain. He takes 5 ({@damage 1d10}) force damage if he ends his turn inside an object.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Gremorly fails a saving throw, he can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Gremorly makes three Withering Strike attacks.\"]},{\"name\":\"Withering Strike\",\"entries\":[\"{@atk ms} {@hit 8} to hit, reach 5 ft., one target. {@h}19 ({@damage 3d12}) necrotic damage.\"]},{\"name\":\"Fell Necromancy\",\"entries\":[\"Gremorly targets one creature he can see within 60 feet of himself. The target must make a {@dc 16} Constitution saving throw, taking 61 ({@damage 7d8 + 30}) necrotic damage on a failed save, or half as much damage on a successful one. In addition, Gremorly regains 9 ({@dice 2d8}) hit points.\"]},{\"name\":\"Possession {@recharge}\",\"entries\":[\"One Humanoid Gremorly can see within 5 feet of himself must succeed on a {@dc 15} Charisma saving throw or be possessed by him; Gremorly disappears, and the target has the {@condition incapacitated} condition and loses control of its body. Gremorly can't be targeted by any attack, spell, or other effect, except ones that turn Undead, and he retains his alignment, Intelligence, Wisdom, Charisma, and immunity to the {@condition charmed} and {@condition frightened} conditions. He otherwise uses the target's game statistics, but Gremorly doesn't gain access to the target's knowledge, class features, or proficiencies.\",\"The possession lasts until the target drops to 0 hit points, Gremorly ends it as a bonus action, or Gremorly is turned or forced out by an effect like the {@spell Dispel Evil and Good} spell. When the possession ends, Gremorly reappears in an unoccupied space within 5 feet of the target. The target is immune to this Possession for 24 hours after succeeding on the saving throw or after the possession ends.\"]}],\"bonus\":[{\"name\":\"Ethereal Step {@recharge 4}\",\"entries\":[\"Gremorly teleports up to 30 feet to an unoccupied space he can see.\"]}],\"tokenCredit\":\"Nidoart\",\"traitTags\":[\"Incorporeal Movement\",\"Legendary Resistances\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"D\",\"DR\",\"GI\"],\"damageTags\":[\"N\",\"O\"],\"damageTagsSpell\":[\"N\"],\"spellcastingTags\":[\"O\"],\"savingThrowForced\":[\"charisma\",\"constitution\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Grim Champion of Bloodshed\",\"source\":\"BMT\",\"page\":161,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|PHB}\"]}],\"hp\":{\"average\":280,\"formula\":\"33d8 + 132\"},\"speed\":{\"walk\":40},\"str\":23,\"dex\":12,\"con\":18,\"int\":10,\"wis\":17,\"cha\":21,\"save\":{\"str\":\"+12\",\"dex\":\"+7\",\"con\":\"+10\"},\"skill\":{\"athletics\":\"+12\",\"intimidation\":\"+11\",\"perception\":\"+9\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":19,\"resist\":[\"cold\",\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"poisoned\",\"stunned\",\"unconscious\"],\"languages\":[\"Common\"],\"cr\":\"20\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the champion fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The champion makes four Blazing Morningstar attacks. It can replace one of these attacks with Blade Storm, if available.\"]},{\"name\":\"Blazing Morningstar\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d8 + 6}) piercing damage plus 14 ({@damage 4d6}) fire damage.\"]},{\"name\":\"Blade Storm {@recharge 5}\",\"entries\":[\"The champion conjures a churning storm of spectral blades that fills a 20-foot cube centered on a point it can see within 120 feet of itself. The storm lasts until the start of the champion's next turn. While the storm is active, the area of the storm is difficult terrain. Whenever a creature enters the storm for the first time on a turn or starts its turn there, it must make a {@dc 19} Dexterity saving throw, taking 27 ({@damage 6d8}) slashing damage on a failed saving throw, or half as much damage on a successful one.\"]}],\"legendary\":[{\"name\":\"Furious Pursuit\",\"entries\":[\"The champion moves up to its speed or commands its mount to move up to its speed. This movement doesn't provoke opportunity attacks.\"]},{\"name\":\"Induce Violence\",\"entries\":[\"The champion targets one creature it can see within 60 feet of itself. The target must succeed on a {@dc 19} Wisdom saving throw or immediately make one melee weapon attack against another creature of the champion's choice that is within the target's reach. If no creature is within the target's reach or if the target has the {@condition incapacitated} condition, the target instead takes 11 ({@damage 2d10}) psychic damage.\"]},{\"name\":\"Menace (Costs 2 Actions)\",\"entries\":[\"The champion chooses any number of creatures it can see within 30 feet of itself. Each target must succeed on a {@dc 19} Wisdom saving throw or have the {@condition frightened} condition until the end of its next turn.\"]}],\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"F\",\"P\",\"S\",\"Y\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Grim Champion of Desolation\",\"source\":\"BMT\",\"page\":162,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item studded leather armor|PHB}\"]}],\"hp\":{\"average\":416,\"formula\":\"49d8 + 196\"},\"speed\":{\"walk\":30},\"str\":22,\"dex\":23,\"con\":18,\"int\":12,\"wis\":20,\"cha\":19,\"save\":{\"dex\":\"+14\",\"con\":\"+12\",\"wis\":\"+13\"},\"skill\":{\"deception\":\"+12\",\"insight\":\"+13\",\"perception\":\"+13\",\"stealth\":\"+14\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":23,\"resist\":[\"cold\",\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"poisoned\",\"stunned\",\"unconscious\"],\"languages\":[\"Common\",\"Elvish\"],\"cr\":\"25\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the champion fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The champion makes two Leeching Blade attacks and uses Hollow Void.\"]},{\"name\":\"Leeching Blade\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage plus 33 ({@damage 6d10}) cold damage, and the champion regains 10 hit points.\"]},{\"name\":\"Hollow Void\",\"entries\":[\"The champion summons a hungering rift around a creature it can see within 120 feet of itself. The creature must make a {@dc 22} Constitution saving throw. On a failed save, the creature takes 49 ({@damage 11d8}) force damage and has the {@condition stunned} condition until the start of the champion's next turn. On a successful save, the creature takes half as much damage only. If a creature is reduced to 0 hit points by this effect, the creature dies, and its body crumbles to dust.\"]}],\"bonus\":[{\"name\":\"Step into Nothing {@recharge 4}\",\"entries\":[\"The champion, along with any equipment it is wearing or carrying, has the {@condition invisible} condition and teleports to an unoccupied space it can see within 30 feet of itself. The champion remains {@condition invisible} until the start of its next turn or immediately after it deals damage.\"]}],\"legendary\":[{\"name\":\"Crush\",\"entries\":[\"The champion unleashes a burst of crushing force on a creature it can see within 30 feet of itself. The creature must succeed on a {@dc 22} Strength saving throw or take 14 ({@damage 4d6}) force damage and have the {@condition prone} condition.\"]},{\"name\":\"Fearsome Pursuit\",\"entries\":[\"The champion moves up to its speed or commands its mount to move up to its speed. This movement doesn't provoke opportunity attacks.\"]},{\"name\":\"Nullify (Costs 2 Actions)\",\"entries\":[\"The champion emits a magic wave in a 60-foot cone. Every spell of 5th level or lower ends on creatures and objects of the champion's choice in that area.\"]}],\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"C\",\"O\",\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"prone\",\"stunned\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Grim Champion of Pestilence\",\"source\":\"BMT\",\"page\":163,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[14,{\"ac\":17,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":120,\"formula\":\"16d8 + 48\"},\"speed\":{\"walk\":40},\"str\":10,\"dex\":18,\"con\":16,\"int\":17,\"wis\":15,\"cha\":21,\"save\":{\"dex\":\"+9\",\"cha\":\"+10\"},\"skill\":{\"arcana\":\"+8\",\"perception\":\"+7\",\"stealth\":\"+9\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":17,\"resist\":[\"cold\",\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"poisoned\",\"stunned\",\"unconscious\"],\"languages\":[\"Common\",\"Infernal\"],\"cr\":\"15\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The champion casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 18}):\"],\"will\":[\"{@spell Detect Magic}\",\"{@spell Mage Armor} (self only)\"],\"daily\":{\"2e\":[\"{@spell Blight}\",\"{@spell Blindness/Deafness}\"],\"1e\":[\"{@spell Cloudkill}\",\"{@spell Contagion}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Halo of Pestilence\",\"entries\":[\"The champion is surrounded by an aura of deadly magic that takes the form of a host of glowing white insects. Each creature that starts its turn within 10 feet of the champion must succeed on a {@dc 18} Constitution saving throw or have the {@condition incapacitated} condition until the start of its next turn, as the insects ravage its body.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the champion fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The champion makes two Blight Staff attacks, two Plague Bolt attacks, or one of each.\"]},{\"name\":\"Blight Staff\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage plus 21 ({@damage 6d6}) necrotic damage.\"]},{\"name\":\"Plague Bolt\",\"entries\":[\"{@atk rs} {@hit 10} to hit, range 120 ft., one target. {@h}23 ({@damage 4d8 + 5}) poison damage, and the target has the {@condition poisoned} condition until the start of the champion's next turn.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"The champion makes one Blight Staff or Plague Bolt attack.\"]},{\"name\":\"Furious Pursuit\",\"entries\":[\"The champion moves up to its speed or commands its mount to move up to its speed. This movement doesn't provoke opportunity attacks.\"]},{\"name\":\"Cast a Spell (Costs 2 Actions)\",\"entries\":[\"The champion uses Spellcasting.\"]}],\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"I\"],\"damageTags\":[\"B\",\"I\",\"N\"],\"damageTagsSpell\":[\"I\",\"N\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"blinded\",\"deafened\",\"poisoned\",\"stunned\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Harrow Hawk\",\"source\":\"BMT\",\"page\":177,\"size\":[\"T\"],\"type\":\"undead\",\"alignment\":[\"U\"],\"ac\":[13],\"hp\":{\"average\":25,\"formula\":\"10d4\"},\"speed\":{\"walk\":10,\"fly\":60},\"str\":5,\"dex\":16,\"con\":10,\"int\":2,\"wis\":14,\"cha\":7,\"skill\":{\"perception\":\"+6\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"cr\":\"1\",\"action\":[{\"name\":\"Talons\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) slashing damage plus 3 ({@damage 1d6}) necrotic damage.\"]},{\"name\":\"Plane Shift (2/Day)\",\"entries\":[\"The hawk casts {@spell Plane Shift} on itself, requiring no spell components and using Wisdom as the spellcasting ability.\"]}],\"bonus\":[{\"name\":\"Shadow Dash\",\"entries\":[\"When the hawk is in dim light or darkness, it teleports up to 30 feet to an unoccupied space it can see that is also in dim light or darkness. The hawk then has advantage on the first melee attack it makes before the end of the turn.\"]}],\"senseTags\":[\"SD\"],\"damageTags\":[\"N\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Harrow Hound\",\"source\":\"BMT\",\"page\":164,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":45,\"formula\":\"6d8 + 18\"},\"speed\":{\"walk\":40},\"str\":16,\"dex\":19,\"con\":16,\"int\":8,\"wis\":15,\"cha\":13,\"skill\":{\"perception\":\"+6\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":16,\"resist\":[\"necrotic\",\"psychic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"Blink Dog\",\"understands Sylvan but can't speak it\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Pack Tactics\",\"entries\":[\"The hound has advantage on attack rolls against a creature if at least one of the hound's allies is within 5 feet of the target and the ally doesn't have the {@condition incapacitated} condition.\"]},{\"name\":\"Supernatural Tracker\",\"entries\":[\"The hound knows the distance to and direction of any creature that has come within 30 feet of it, even if that creature is on a different plane of existence. If the creature being tracked by the hound dies, the hound knows.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage plus 3 ({@damage 1d6}) necrotic damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or have the {@condition prone} condition.\"]}],\"bonus\":[{\"name\":\"Shadow Step {@recharge 4}\",\"entries\":[\"The hound magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see.\"]}],\"traitTags\":[\"Pack Tactics\"],\"senseTags\":[\"D\"],\"languageTags\":[\"CS\",\"OTH\",\"S\"],\"damageTags\":[\"N\",\"P\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Helmed Horror Detention Drone\",\"source\":\"BMT\",\"page\":135,\"_copy\":{\"name\":\"Helmed Horror\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"helmed horror\",\"with\":\"drone\"},\"action\":[{\"mode\":\"appendArr\",\"items\":{\"name\":\"Detention Orb\",\"entries\":[\"The drone launches a tiny orb of magical force at a creature it can see within 30 feet of itself. The creature must succeed on a {@dc 15} Constitution saving throw or be encased in the orb, which expands to a size just large enough to contain the creature. While encased, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Nothing can pass through the orb, nor can any creature teleport or use planar travel to enter or exit the orb. As a bonus action, the drone can move the orb and its contents up to 30 feet in any direction. A successful casting of the {@spell Dispel Magic} spell on the orb ({@dc 15}) destroys it. The orb otherwise remains intact until the drone spends an action to end the effect or the drone is destroyed. A drone can have only one detention orb active at a time; if the drone creates a detention orb when it already has one active, the first orb disappears, freeing the creature inside.\"]}}]}},\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"tokenCredit\":\"Databuffer\",\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Hierophant Medusa\",\"source\":\"BMT\",\"page\":179,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":237,\"formula\":\"25d10 + 100\"},\"speed\":{\"walk\":40,\"climb\":40,\"swim\":40},\"str\":22,\"dex\":20,\"con\":18,\"int\":15,\"wis\":23,\"cha\":22,\"save\":{\"con\":\"+10\",\"wis\":\"+12\"},\"skill\":{\"insight\":\"+12\",\"perception\":\"+12\",\"persuasion\":\"+12\",\"religion\":\"+8\",\"stealth\":\"+11\"},\"passive\":22,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"petrified\",\"poisoned\"],\"languages\":[\"Common plus any three languages (Abyssal, Celestial, Druidic, or Infernal recommended)\"],\"cr\":\"17\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The medusa casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 20}):\"],\"will\":[\"{@spell Light}\",\"{@spell Spare the Dying}\",\"{@spell Thaumaturgy}\"],\"daily\":{\"2\":[\"{@spell Mass Cure Wounds} (cast at 8th level)\"],\"1e\":[\"{@spell Blade Barrier}\",\"{@spell Divination}\",\"{@spell Greater Restoration}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Devotion's Call (1/Day)\",\"entries\":[\"The medusa can cast the {@spell Resurrection} spell, requiring no material components and using Wisdom as the spellcasting ability.\"]},{\"name\":\"Legendary Resistance (4/Day)\",\"entries\":[\"If the medusa fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The medusa makes one Constrict attack, one Final Blade attack, and one Snake Hair attack. Alternatively, it makes two Wrathful Strike attacks.\"]},{\"name\":\"Constrict\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}16 ({@damage 3d6 + 6}) bludgeoning damage, and if the target is a Medium or smaller creature, it has the {@condition grappled} condition (escape {@dc 20}). Until this grapple ends, the target has the {@condition restrained} condition, and the medusa can't constrict another creature.\"]},{\"name\":\"Final Blade\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage plus 21 ({@damage 6d6}) force damage. If the target has at least one head and the medusa rolled a 20 on the attack roll, the target is decapitated and dies if it fails a {@dc 20} Constitution saving throw and can't survive without that head. A target is immune to this effect if it takes none of the damage, has legendary actions, or is Huge or larger. Such a creature takes an extra 28 ({@damage 8d6}) force damage from the hit.\"]},{\"name\":\"Snake Hair\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}11 ({@damage 1d10 + 6}) piercing damage plus 5 ({@damage 1d10}) poison damage.\"]},{\"name\":\"Wrathful Strike\",\"entries\":[\"{@atk rs} {@hit 12} to hit, range 120 ft., one creature. {@h}22 ({@damage 3d10 + 6}) radiant damage, and the target has the {@condition blinded} condition until the end of its next turn.\"]}],\"bonus\":[{\"name\":\"Petrifying Gaze {@recharge 4}\",\"entries\":[\"The medusa unleashes petrifying magic from its eyes in a 30-foot cone. Each creature in that area must make a {@dc 18} Constitution saving throw if it doesn't have the {@condition blinded} condition. If the saving throw fails by 5 or more, the creature has the {@condition petrified} condition. Otherwise, on a failed save, the creature takes 10 ({@damage 3d6}) force damage, begins to turn to stone, and has the {@condition restrained} condition. The {@condition restrained} creature must repeat the saving throw at the end of its next turn. On a failed save, it has the {@condition petrified} condition, and on a successful save, the effect ends on it. The petrification lasts until the creature is freed by the {@spell Greater Restoration} spell or other magic.\",\"A creature can use its reaction, if available, to shut its eyes to avoid the saving throw. If the creature does so, it has the {@condition blinded} condition until the end of its next turn.\"]}],\"legendary\":[{\"name\":\"Move\",\"entries\":[\"The medusa moves up to its speed without provoking opportunity attacks.\"]},{\"name\":\"Wrathful Blast (Costs 2 Actions)\",\"entries\":[\"The medusa makes one Wrathful Strike attack.\"]},{\"name\":\"Final Slash (Costs 3 Actions)\",\"entries\":[\"The medusa makes one Final Blade attack with advantage.\"]}],\"legendaryGroup\":{\"name\":\"Hierophant Medusa\",\"source\":\"BMT\"},\"traitTags\":[\"Legendary Resistances\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"CE\",\"DU\",\"I\",\"X\"],\"damageTags\":[\"B\",\"I\",\"O\",\"P\",\"R\",\"S\"],\"damageTagsSpell\":[\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"petrified\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hierophant of the Comet\",\"source\":\"BMT\",\"page\":92,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"warlock\"]},\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":15,\"from\":[\"{@item breastplate|PHB}\"]}],\"hp\":{\"average\":153,\"formula\":\"18d8 + 72\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":13,\"con\":18,\"int\":15,\"wis\":17,\"cha\":20,\"save\":{\"wis\":\"+7\",\"cha\":\"+9\"},\"skill\":{\"arcana\":\"+10\",\"deception\":\"+9\",\"persuasion\":\"+9\",\"religion\":\"+6\"},\"senses\":[\"truesight 30 ft.\"],\"passive\":13,\"resist\":[\"psychic\"],\"languages\":[\"Common plus any two languages\",\"telepathy 60 ft.\"],\"cr\":\"11\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The hierophant casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 17}):\"],\"will\":[\"{@spell Detect Thoughts}\",\"{@spell Mage Hand}\",\"{@spell Thaumaturgy}\"],\"daily\":{\"1e\":[\"{@spell Dimension Door}\",\"{@spell Mass Suggestion}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Comet's Voice (1/Day)\",\"entries\":[\"The hierophant can cast {@spell Contact Other Plane}, using Charisma as the spellcasting ability.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The hierophant has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Thought Shield\",\"entries\":[\"The hierophant's thoughts can't be read by any means unless the hierophant allows it.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hierophant makes two Herald's Axe attacks or three Comet Blast attacks.\"]},{\"name\":\"Herald's Axe\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}11 ({@damage 1d12 + 5}) slashing damage plus 10 ({@damage 3d6}) necrotic damage.\"]},{\"name\":\"Comet Blast\",\"entries\":[\"{@atk rs} {@hit 9} to hit, range 120 ft., one target. {@h}16 ({@damage 2d10 + 5}) force damage.\"]},{\"name\":\"All-Consuming Star {@recharge}\",\"entries\":[\"The hierophant conjures a manifestation of the All-Consuming Star: brilliant light and haunting screams that fill a 20-foot-radius sphere centered on a point the hierophant can see within 60 feet of itself. Each creature within the sphere has the {@condition blinded} and {@condition deafened} conditions. Each creature that enters the sphere for the first time on a turn or starts its turn there must make a {@dc 17} Wisdom saving throw. On a failed save, a creature takes 27 ({@damage 6d8}) psychic damage and has the {@condition incapacitated} condition until the start of its next turn. On a successful save, a creature takes half as much damage only. The manifestation persists until the hierophant dies, has the {@condition incapacitated} condition, uses a bonus action to end the effect, or uses this action again.\"]}],\"bonus\":[{\"name\":\"Star's Hunger\",\"entries\":[\"The hierophant targets one creature within 30 feet of the center of its All-Consuming Star. The target must succeed on a {@dc 17} Strength saving throw or be pulled up to 30 feet toward the center of the All-Consuming Star.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"TP\",\"X\"],\"damageTags\":[\"N\",\"O\",\"S\",\"Y\"],\"damageTagsSpell\":[\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"incapacitated\"],\"savingThrowForced\":[\"strength\",\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hulgaz\",\"isNamedCreature\":true,\"source\":\"BMT\",\"page\":169,\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":190,\"formula\":\"20d10 + 80\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":17,\"dex\":10,\"con\":18,\"int\":14,\"wis\":15,\"cha\":20,\"save\":{\"wis\":\"+7\",\"cha\":\"+10\"},\"skill\":{\"deception\":\"+10\",\"insight\":\"+7\",\"perception\":\"+7\",\"persuasion\":\"+10\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":17,\"resist\":[\"acid\",\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\",\"telepathy 120 ft.\"],\"cr\":\"14\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Hulgaz casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 18}):\"],\"will\":[\"{@spell Charm Person}\"],\"daily\":{\"1\":[\"{@spell Teleport}\"],\"2e\":[\"{@spell Dispel Magic}\",\"{@spell Fog Cloud}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Hulgaz fails a saving throw, she can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Hulgaz has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Hulgaz makes two Claw attacks and one Intoxicating Sting attack.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) slashing damage.\"]},{\"name\":\"Intoxicating Sting\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one creature. {@h}8 ({@damage 1d10 + 3}) piercing damage plus 10 ({@damage 3d6}) poison damage, and the target must succeed on a {@dc 17} Wisdom saving throw or have the {@condition charmed} condition until the start of Hulgaz's next turn.\"]},{\"name\":\"Brimstone Vapor {@recharge 5}\",\"entries\":[\"Hulgaz exhales a 30-foot cone of noxious, scorching-hot vapor. Each creature in that area must succeed on a {@dc 17} Constitution saving throw or have the {@condition poisoned} condition for 1 minute. While {@condition poisoned} in this way, a creature takes 31 ({@damage 7d8}) fire damage at the start of each of its turns and has disadvantage on Wisdom saving throws. A target can repeat the Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"Hulgaz makes one Claw attack.\"]},{\"name\":\"Charm\",\"entries\":[\"Hulgaz uses Spellcasting to cast {@spell Charm Person}.\"]},{\"name\":\"Curdle Heart (Costs 2 Actions)\",\"entries\":[\"Hulgaz sours the good feelings of her {@condition charmed} victims. She chooses any number of creatures she can see who are {@condition charmed} by her. Each target takes 17 ({@damage 5d6}) psychic damage as the {@condition charmed} condition applied by Hulgaz ends on it.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"TP\"],\"damageTags\":[\"F\",\"I\",\"P\",\"S\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"charmed\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Initiate of the Comet\",\"source\":\"BMT\",\"page\":93,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"warlock\"]},\"alignment\":[\"A\"],\"ac\":[12],\"hp\":{\"average\":75,\"formula\":\"10d8 + 30\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":14,\"con\":16,\"int\":11,\"wis\":13,\"cha\":17,\"save\":{\"wis\":\"+3\",\"cha\":\"+5\"},\"skill\":{\"arcana\":\"+2\"},\"passive\":11,\"languages\":[\"Common plus any one language\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The initiate casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell Mage Hand}\",\"{@spell Thaumaturgy}\"],\"daily\":{\"1e\":[\"{@spell Dimension Door}\",\"{@spell Divination}\",\"{@spell Enthrall}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The initiate has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The initiate makes two Comet Strike attacks.\"]},{\"name\":\"Comet Strike\",\"entries\":[\"{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 120 ft., one target. {@h}14 ({@damage 2d10 + 3}) force damage.\"]}],\"reaction\":[{\"name\":\"Moment of Foresight (1/Day)\",\"entries\":[\"When hit by an attack roll, the initiate can force the attacker to reroll it and use the new roll, possibly causing the attack to miss.\"]}],\"traitTags\":[\"Magic Resistance\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"O\"],\"damageTagsSpell\":[\"O\"],\"spellcastingTags\":[\"O\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Living Portent\",\"source\":\"BMT\",\"page\":180,\"size\":[\"S\",\"M\"],\"type\":\"celestial\",\"alignment\":[\"L\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":65,\"formula\":\"10d8 + 20\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":14,\"dex\":16,\"con\":14,\"int\":14,\"wis\":16,\"cha\":15,\"save\":{\"dex\":\"+5\",\"wis\":\"+5\"},\"skill\":{\"arcana\":\"+6\",\"history\":\"+6\",\"insight\":\"+5\",\"perception\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":15,\"immune\":[\"radiant\"],\"conditionImmune\":[\"exhaustion\"],\"languages\":[\"all\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The living portent casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability:\"],\"daily\":{\"2\":[\"{@spell Cure Wounds}\"],\"1e\":[\"{@spell Divination}\",\"{@spell Greater Restoration}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Brilliance (True Form Only)\",\"entries\":[\"The living portent sheds bright light for 30 feet and dim light for an additional 30 feet.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The living portent makes two Radiant Strike attacks.\"]},{\"name\":\"Radiant Strike\",\"entries\":[\"{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 120 ft., one target. {@h}9 ({@damage 1d12 + 3}) radiant damage.\"]},{\"name\":\"Prophetic Blessing\",\"entries\":[\"The living portent magically infuses the power of its prophecy into another willing creature the living portent can see within 30 feet of itself. The target's hit point maximum and current hit points increase by 7 ({@dice 1d8 + 3}), and it gains a prophecy die, a {@dice d8}. Once during each of the creature's turns, when it fails an ability check or saving throw or misses an attack roll, it can roll the prophecy die and add the number rolled to the total, potentially changing the outcome. The blessing ends after 1 hour or when the living portent ends the blessing (no action required) or uses this action again.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"The living portent magically transforms into a Humanoid while retaining its game statistics (other than its size and Brilliance trait). The transformation ends if the living portent is reduced to 0 hit points or uses a bonus action to end it.\"]}],\"reaction\":[{\"name\":\"Price of Defiance\",\"entries\":[\"When the living portent is damaged by a creature that it can see within 120 feet of itself, radiant power sears the creature. The creature must make a {@dc 13} Constitution saving throw, taking 10 ({@damage 3d6}) radiant damage on a failed save, or half as much damage on a successful one.\"]}],\"variant\":[{\"name\":\"Servants of Living Stars\",\"type\":\"variant\",\"entries\":[\"Some stars in the sky are Elder Evils, alien beings of godlike power from the reality-defying Far Realm.\",\"A living portent can be a fragment of these beings' will. These living portents are Aberrations instead of Celestials and are typically chaotic evil. They replace any radiant damage in their stat block with necrotic or psychic damage (DM's choice). Their spells might also be different. Some known Elder Evils include the following:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Acamar\",\"entry\":\"A dead star that consumes other stars or sidereal bodies it encounters.\"},{\"type\":\"item\",\"name\":\"Caiphon, the Dream Whisperer\",\"entry\":\"A purple star whose guidance and minions seem to help for a time but whose influence inevitably leads to disaster.\"},{\"type\":\"item\",\"name\":\"Hadar, the Dark Hunger\",\"entry\":\"A cinder-red dying star that siphons life from its minions to avert its own demise.\"},{\"type\":\"item\",\"name\":\"Khirad, the Star of Secrets\",\"entry\":\"A blue-white star whose gifts grant insight but also reveal terrible truths.\"},{\"type\":\"item\",\"name\":\"Zhudun, the Corpse Star\",\"entry\":\"A dead star that whispers of the power to defy death.\"}]}]}],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"XX\"],\"damageTags\":[\"R\"],\"spellcastingTags\":[\"O\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Living Star (Necrotic)\",\"source\":\"BMT\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"\\\\bradiant\\\\b\",\"with\":\"necrotic\"}},\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"variant\":null},{\"name\":\"Living Star (Psychic)\",\"source\":\"BMT\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"\\\\bradiant\\\\b\",\"with\":\"psychic\"}},\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"variant\":null}]},{\"name\":\"Malaxxix\",\"isNamedCreature\":true,\"source\":\"BMT\",\"page\":173,\"size\":[\"H\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"yugoloth\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":312,\"formula\":\"25d12 + 150\"},\"speed\":{\"walk\":40,\"fly\":60},\"str\":23,\"dex\":16,\"con\":22,\"int\":22,\"wis\":20,\"cha\":18,\"save\":{\"str\":\"+12\",\"con\":\"+12\"},\"skill\":{\"arcana\":\"+12\",\"athletics\":\"+12\",\"perception\":\"+11\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":21,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"acid\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"Abyssal\",\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"18\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Malaxxix fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Malaxxix has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Malaxxix makes two Forge Hammer or Whip attacks in any combination.\"]},{\"name\":\"Forge Hammer\",\"entries\":[\"{@atk mw,rw} {@hit 12} to hit, reach 10 ft. or range 60/180 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage, and the target can't take reactions until the end of Malaxxix's next turn. Hit or Miss: The hammer then magically returns to Malaxxix's hand.\"]},{\"name\":\"Whip\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 30 ft., one creature. {@h}15 ({@damage 2d8 + 6}) slashing damage, and the target has the {@condition restrained} condition for 1 minute. The {@condition restrained} target can make a {@dc 20} Strength saving throw at the end of each of its turns, ending the effect on itself on a success. Only one creature can be {@condition restrained} by the whip at a time.\"]},{\"name\":\"Mezzoloth Vortex {@recharge 5}\",\"entries\":[\"Malaxxix summons a vortex of whirling mezzoloths at a point it can see within 90 feet of itself. The vortex is a 30-foot-radius, 100-foot-high cylinder centered on that point. Each creature other than Malaxxix in that area must make a {@dc 20} Dexterity saving throw. On a failed save, a creature takes 35 ({@damage 10d6}) force damage and has the {@condition restrained} condition while within the cylinder. On a successful save, a creature takes half as much damage and is pushed to the nearest unoccupied space outside the cylinder. The vortex lasts until the start of Malaxxix's next turn.\"]}],\"legendary\":[{\"name\":\"Fiendish Stride\",\"entries\":[\"Malaxxix moves up to its speed. This movement doesn't provoke opportunity attacks. When Malaxxix moves within 5 feet of a creature during this movement, that creature takes 5 ({@damage 1d10}) lightning damage. A creature can take this damage only once per turn.\"]},{\"name\":\"Attack (Costs 2 Actions)\",\"entries\":[\"Malaxxix makes one Forge Hammer or Whip attack.\"]}],\"legendaryGroup\":{\"name\":\"Malaxxix\",\"source\":\"BMT\"},\"attachedItems\":[\"whip|phb\"],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"I\",\"TP\"],\"damageTags\":[\"B\",\"L\",\"O\",\"S\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"restrained\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Minotaur Archaeologist\",\"source\":\"BMT\",\"page\":126,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":11,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":18,\"formula\":\"4d8\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":10,\"con\":11,\"int\":13,\"wis\":12,\"cha\":10,\"skill\":{\"arcana\":\"+3\",\"history\":\"+5\",\"perception\":\"+5\",\"religion\":\"+3\"},\"passive\":15,\"languages\":[\"Common\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Labyrinthine Recall\",\"entries\":[\"The minotaur can perfectly recall any path it has traveled.\"]}],\"action\":[{\"name\":\"Gore\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage. If the minotaur moved at least 10 feet straight toward the target immediately before it hit, the target takes an extra 3 ({@damage 1d6}) piercing damage, and if the target is a Large or smaller creature, it must succeed on a {@dc 11} Strength saving throw or be pushed up to 10 feet from the minotaur and have the {@condition prone} condition.\"]}],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Minotaur Infiltrator\",\"source\":\"BMT\",\"page\":127,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"8d8 + 16\"},\"speed\":{\"walk\":40},\"str\":18,\"dex\":11,\"con\":14,\"int\":8,\"wis\":16,\"cha\":10,\"skill\":{\"deception\":\"+2\",\"perception\":\"+7\",\"religion\":\"+1\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":17,\"languages\":[\"Abyssal\",\"Common\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Labyrinthine Recall\",\"entries\":[\"The minotaur can perfectly recall any path it has traveled.\"]}],\"action\":[{\"name\":\"Gore\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage, or 13 ({@damage 2d8 + 4}) piercing damage while enlarged. If the minotaur moved at least 10 feet straight toward the target immediately before it hit, the target takes an extra 4 ({@damage 1d8}) piercing damage, or 9 ({@damage 2d8}) piercing damage if the minotaur is enlarged. If the target is a creature, it must succeed on a {@dc 14} Strength saving throw or be pushed up to 10 feet from the minotaur and have the {@condition prone} condition.\"]},{\"name\":\"Mattock\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d12 + 4}) bludgeoning damage, or 17 ({@damage 2d12 + 4}) bludgeoning damage while enlarged. If the target is a creature and the minotaur is enlarged, the target must succeed on a {@dc 14} Strength saving throw or have the {@condition prone} condition.\"]},{\"name\":\"Enlarge (Recharges after a Short or Long Rest)\",\"entries\":[\"For 1 minute, the minotaur magically increases in size, along with anything it is wearing or carrying. While enlarged, the minotaur is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the minotaur lacks the room to become Large, the minotaur doesn't change size.\"]}],\"bonus\":[{\"name\":\"Unerring Tracker\",\"entries\":[\"The minotaur magically creates a psychic link with one creature it can see. For the next hour, the minotaur knows the current distance and direction to the target if it is on the same plane of existence. The link ends if the minotaur has the {@condition incapacitated} condition or uses this ability on a different target.\"]}],\"senseTags\":[\"D\"],\"languageTags\":[\"AB\",\"C\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true},{\"name\":\"Oddlewin\",\"isNamedCreature\":true,\"source\":\"BMT\",\"page\":111,\"size\":[\"S\"],\"type\":{\"type\":\"fey\",\"tags\":[\"goblinoid\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":21,\"formula\":\"6d6\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":14,\"con\":10,\"int\":10,\"wis\":16,\"cha\":15,\"skill\":{\"performance\":\"+4\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"conditionImmune\":[\"charmed\"],\"languages\":[\"Common\",\"Goblin\",\"Sylvan\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Oddlewin casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 12}):\"],\"will\":[\"{@spell Mage Hand}\",\"{@spell Tasha's Hideous Laughter}\"],\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Fortune Teller\",\"entries\":[\"Oddlewin can cast the {@spell Augury} spell as a ritual, using cards as the material component.\"]},{\"name\":\"Nilbogism\",\"entries\":[\"Any creature that attempts to damage Oddlewin must first succeed on a {@dc 12} Charisma saving throw or have the {@condition charmed} condition until the end of the creature's next turn. The creature must use its action praising Oddlewin.\",\"Oddlewin can't regain hit points, including through magical healing, except through his Reversal of Fortune reaction.\"]}],\"action\":[{\"name\":\"Fool's Scepter\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage.\"]},{\"name\":\"Cloud of Cards\",\"entries\":[\"Oddlewin conjures magical cards that slash at the air in a 5-foot cube within 60 feet of Oddlewin until the start of Oddlewin's next turn. A creature that starts its turn in the cube or that enters that area for the first time on a turn takes 10 ({@damage 4d4}) slashing damage.\"]}],\"bonus\":[{\"name\":\"Nimble Escape\",\"entries\":[\"Oddlewin takes the Disengage or Hide action.\"]}],\"reaction\":[{\"name\":\"Reversal of Fortune\",\"entries\":[\"In response to another creature dealing damage to Oddlewin, Oddlewin reduces the damage to 0 and regains 9 ({@dice 2d8}) hit points.\"]}],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"GO\",\"S\"],\"damageTags\":[\"B\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflictSpell\":[\"incapacitated\",\"prone\"],\"savingThrowForced\":[\"charisma\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Otherworldly Corrupter\",\"source\":\"BMT\",\"page\":47,\"size\":[\"S\",\"M\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":217,\"formula\":\"29d8 + 87\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":12,\"dex\":22,\"con\":16,\"int\":22,\"wis\":18,\"cha\":20,\"save\":{\"dex\":\"+12\",\"int\":\"+12\"},\"skill\":{\"perception\":\"+10\",\"stealth\":\"+18\"},\"senses\":[\"blindsight 30 ft.\"],\"passive\":20,\"resist\":[\"psychic\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common\",\"telepathy 120 ft.\",\"Thieves' cant\"],\"cr\":{\"cr\":\"17\",\"lair\":\"18\"},\"trait\":[{\"name\":\"Alien Mind\",\"entries\":[\"Magic and other features can't determine the corrupter's creature type. If a creature tries to read the corrupter's thoughts, that creature must succeed on a {@dc 20} Intelligence saving throw or have the {@condition stunned} condition for 1 minute. The {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the corrupter fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The corrupter can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The corrupter makes three Whispering Blade attacks and can use Debilitating Touch.\"]},{\"name\":\"Whispering Blade\",\"entries\":[\"{@atk mw,rw} {@hit 12} to hit, reach 5 ft. or range 60 ft., one target. {@h}10 ({@damage 1d8 + 6}) piercing damage plus 14 ({@damage 4d6}) psychic damage. If the target is a creature, it must succeed on a {@dc 20} Wisdom saving throw or be unable to speak until the start of the corrupter's next turn.\"]},{\"name\":\"Debilitating Touch\",\"entries\":[\"The corrupter's squirming tentacle lashes out at a creature the corrupter can see within 30 feet of itself. The target must succeed on a {@dc 20} Constitution saving throw or have the {@condition paralyzed} condition until the end of its next turn, after which the target is immune to this Debilitating Touch for 24 hours.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"The corrupter magically transforms into any creature that is Small or Medium, while retaining its game statistics (other than its size). This transformation ends if the corrupter is reduced to 0 hit points or uses a bonus action to end it.\"]}],\"reaction\":[{\"name\":\"Uncanny Dodge\",\"entries\":[\"When an attacker the corrupter can see hits the corrupter with an attack, the corrupter halves the attack's damage against it.\"]}],\"legendary\":[{\"name\":\"Cunning\",\"entries\":[\"The corrupter escapes nonmagical restraints and ends the {@condition grappled} and {@condition restrained} conditions on itself, then moves up to its speed without provoking opportunity attacks.\"]},{\"name\":\"Stab (Costs 2 Actions)\",\"entries\":[\"The corrupter makes one Whispering Blade attack.\"]},{\"name\":\"Amorphous Escape (Costs 3 Actions)\",\"entries\":[\"The corrupter dissolves into a shifting mass of flesh, tentacles, eyes, claws, and mouths. Up to two creatures the corrupter can see within 20 feet of itself must make a {@dc 20} Intelligence saving throw, taking 18 ({@damage 4d8}) psychic damage on a failed save, or half as much damage on a successful one. This transformation lasts until the end of the corrupter's next turn. While transformed, the corrupter has advantage on attack rolls, attack rolls made against it have disadvantage, and it can move through spaces at least 1 inch wide without squeezing.\"]}],\"legendaryGroup\":{\"name\":\"Villain\",\"source\":\"BMT\"},\"traitTags\":[\"Legendary Resistances\",\"Spider Climb\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"TC\",\"TP\"],\"damageTags\":[\"P\",\"Y\"],\"miscTags\":[\"MW\",\"RW\"],\"conditionInflict\":[\"paralyzed\",\"stunned\"],\"savingThrowForced\":[\"constitution\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Pazrodine\",\"isNamedCreature\":true,\"source\":\"BMT\",\"page\":113,\"size\":[\"G\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"moonstone\"]},\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":330,\"formula\":\"20d20 + 120\"},\"speed\":{\"walk\":40,\"fly\":80},\"str\":22,\"dex\":18,\"con\":23,\"int\":20,\"wis\":22,\"cha\":26,\"save\":{\"int\":\"+12\",\"wis\":\"+13\",\"cha\":\"+15\"},\"skill\":{\"perception\":\"+13\",\"persuasion\":\"+15\",\"stealth\":\"+11\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":23,\"conditionImmune\":[\"charmed\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"21\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Pazrodine casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 23}):\"],\"will\":[\"{@spell Faerie Fire}\"],\"daily\":{\"2e\":[\"{@spell Calm Emotions}\",\"{@spell Dispel Magic}\",\"{@spell Invisibility}\"],\"1e\":[\"{@spell Mass Cure Wounds}\",\"{@spell Revivify}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Guardian of the Market\",\"entries\":[\"Pazrodine can sense when an item is stolen from Seelie Market. She knows the distance and direction to stolen items, as if by the {@spell Locate Object} spell.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Pazrodine fails a saving throw, she can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Pazrodine makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 11 ({@damage 2d10}) radiant damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 20 ft., one target. {@h}10 ({@damage 1d8 + 6}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 21} Strength saving throw or have the {@condition prone} condition.\"]},{\"name\":\"Breath Weapon {@recharge 5}\",\"entries\":[\"Pazrodine uses one of the following breath weapons:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Dream Breath\",\"entries\":[\"Pazrodine exhales mist in a 90-foot cone. Each creature in that area must succeed on a {@dc 21} Constitution saving throw or have the {@condition unconscious} condition for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.\"]},{\"type\":\"item\",\"name\":\"Moonlight Breath\",\"entries\":[\"Pazrodine exhales a beam of moonlight in a 120-foot line that is 10 feet wide. Each creature in that area must make a {@dc 21} Dexterity saving throw, taking 60 ({@damage 11d10}) radiant damage on a failed save, or half as much damage on a successful one.\"]}]}]}],\"legendary\":[{\"name\":\"Tail\",\"entries\":[\"Pazrodine makes one Tail attack.\"]},{\"name\":\"Cast a Spell (Costs 2 Actions)\",\"entries\":[\"Pazrodine uses Spellcasting.\"]}],\"legendaryGroup\":{\"name\":\"Pazrodine\",\"source\":\"BMT\"},\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"B\",\"P\",\"R\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"strength\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Quadrone Detention Drone\",\"group\":null,\"source\":\"BMT\",\"page\":135,\"_copy\":{\"name\":\"Quadrone\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"quadrone\",\"with\":\"drone\"},\"action\":[{\"mode\":\"appendArr\",\"items\":{\"name\":\"Detention Orb\",\"entries\":[\"The drone launches a tiny orb of magical force at a creature it can see within 30 feet of itself. The creature must succeed on a {@dc 15} Constitution saving throw or be encased in the orb, which expands to a size just large enough to contain the creature. While encased, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Nothing can pass through the orb, nor can any creature teleport or use planar travel to enter or exit the orb. As a bonus action, the drone can move the orb and its contents up to 30 feet in any direction. A successful casting of the {@spell Dispel Magic} spell on the orb ({@dc 15}) destroys it. The orb otherwise remains intact until the drone spends an action to end the effect or the drone is destroyed. A drone can have only one detention orb active at a time; if the drone creates a detention orb when it already has one active, the first orb disappears, freeing the creature inside.\"]}}]}},\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Reaper Spirit\",\"source\":\"BMT\",\"page\":50,\"summonedBySpell\":\"Spirit of Death|BMT\",\"summonedBySpellLevel\":4,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\"],\"ac\":[{\"special\":\"11 + the level of the spell (natural armor)\"}],\"hp\":{\"special\":\"40 + 10 for each spell level above 4th\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":16,\"dex\":16,\"con\":16,\"int\":16,\"wis\":16,\"cha\":16,\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"understands the languages you speak\"],\"pbNote\":\"equals your bonus\",\"trait\":[{\"name\":\"Incorporeal Movement\",\"entries\":[\"The spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes {@damage 1d10} force damage for every 5 feet shunted.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The spirit makes a number of Reaping Scythe attacks equal to half the level of the spell (rounded down).\"]},{\"name\":\"Reaping Scythe\",\"entries\":[\"{@atk mw} your spell attack modifier to hit (with advantage), reach 5 ft., the creature haunted by Haunt Creature. {@h}{@damage 1d8 + 3 + summonSpellLevel} necrotic damage.\"]}],\"bonus\":[{\"name\":\"Haunt Creature\",\"entries\":[\"The spirit targets a creature it can see within 10 feet of itself and begins haunting it. While the target is haunted, you and the spirit sense the direction and distance to the target if it is on the same plane of existence as you. Additionally, if the target starts its turn within 10 feet of the spirit, the target must succeed on a Wisdom saving throw against your spell save DC or have the {@condition frightened} condition until the start of the target's next turn. The target remains haunted until it dies, the spirit disappears, or the spirit uses this action again.\"]}],\"tokenCredit\":\"Chris Cold\",\"traitTags\":[\"Incorporeal Movement\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"N\",\"O\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\"],\"hasToken\":true},{\"name\":\"Riffler\",\"source\":\"BMT\",\"page\":181,\"size\":[\"S\"],\"type\":\"fey\",\"alignment\":[\"C\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":90,\"formula\":\"20d6 + 20\"},\"speed\":{\"walk\":30,\"burrow\":20},\"str\":8,\"dex\":16,\"con\":12,\"int\":11,\"wis\":15,\"cha\":17,\"save\":{\"dex\":\"+6\",\"cha\":\"+6\"},\"skill\":{\"arcana\":\"+6\",\"insight\":\"+5\",\"sleight of hand\":\"+9\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[\"necrotic\",\"radiant\"],\"languages\":[\"Common\",\"Sylvan\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Card Sense\",\"entries\":[\"The riffler can smell the presence of magical cards, including Decks of Many Things and other magical decks, within 1 mile of itself. It knows the direction to any such cards in that range. Effects that protect a target from divination magic block this sense.\"]},{\"name\":\"Riffling Step\",\"entries\":[\"The riffler can burrow through any nonmagical material that isn't iron, shuffling the substance through which the riffler moves aside like cards to form a tunnel that closes behind the riffler.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The riffler makes two Spectral Card attacks.\"]},{\"name\":\"Spectral Card\",\"entries\":[\"{@atk ms,rs} {@hit 6} to hit, reach 5 ft. or range 60 ft., one target. {@h}8 ({@damage 1d10 + 3}) force damage plus 5 ({@damage 1d10}) damage that is radiant if the {@dice d10} roll is an even number and necrotic if it's odd.\"]},{\"name\":\"Card Spray {@recharge 5}\",\"entries\":[\"The riffler magically unleashes a spray of spectral cards in a 30-foot cone. Each creature in that area must make a {@dc 14} Dexterity saving throw. On a failed save, a creature takes 27 ({@damage 5d10}) force damage and has the {@condition restrained} condition for 1 minute as cards bind it. On a successful save, a creature takes half as much damage only. A {@condition restrained} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Plane Shift\",\"entries\":[\"The riffler casts the {@spell Plane Shift} spell targeting only itself, requiring no material components and using Charisma as the spellcasting ability.\"]}],\"reaction\":[{\"name\":\"Shuffle Destiny\",\"entries\":[\"When a creature the riffler can see within 30 feet of itself makes an ability check, an attack roll, or a saving throw, the riffler can magically force that creature to roll a {@dice d6} and either add the number rolled to the total or subtract it from the total (riffler's choice), potentially changing the outcome.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"O\"],\"miscTags\":[\"AOE\"],\"conditionInflict\":[\"restrained\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ruin Spider\",\"source\":\"BMT\",\"page\":182,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":105,\"formula\":\"14d10 + 28\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":16,\"dex\":18,\"con\":14,\"int\":2,\"wis\":13,\"cha\":4,\"skill\":{\"stealth\":\"+10\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"immune\":[\"acid\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Ruinous Acid\",\"entries\":[\"Any nonmagical weapon that hits the spider corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the spider is destroyed after dealing damage.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Web Sense\",\"entries\":[\"While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.\"]},{\"name\":\"Web Walker\",\"entries\":[\"The spider ignores movement restrictions caused by webbing.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The spider makes two Ruinous Bite attacks. It can replace one attack with a use of Web.\"]},{\"name\":\"Ruinous Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage and 9 ({@damage 2d8}) acid damage. In addition, if the target is a creature wearing nonmagical armor, the armor takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an Armor Class of 10 is destroyed.\"]},{\"name\":\"Web {@recharge 5}\",\"entries\":[\"{@atk rw} {@hit 7} to hit, range 30/60 ft., one creature. {@h}The target has the {@condition restrained} condition. As an action, a {@condition restrained} target can make a {@dc 13} Strength check, bursting the webbing on a successful check. The webbing can also be destroyed (AC 10; 5 hit points; vulnerability to fire damage; immunity to acid, bludgeoning, poison, and psychic damage).\"]}],\"traitTags\":[\"Spider Climb\",\"Web Sense\",\"Web Walker\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"A\",\"P\"],\"miscTags\":[\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sir Jared\",\"source\":\"BMT\",\"page\":80,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"N\",\"G\"],\"ac\":[{\"ac\":20,\"from\":[\"{@item plate armor|PHB}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":90,\"formula\":\"12d8 + 36\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":12,\"con\":17,\"int\":13,\"wis\":14,\"cha\":17,\"save\":{\"str\":\"+7\",\"con\":\"+6\"},\"skill\":{\"arcana\":\"+4\",\"athletics\":\"+7\",\"persuasion\":\"+6\",\"survival\":\"+5\"},\"passive\":12,\"conditionImmune\":[\"blinded\",\"charmed\",\"frightened\"],\"languages\":[\"Common\",\"Halfling\"],\"cr\":\"5\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Jared makes three Longsword attacks.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage plus 4 ({@damage 1d8}) radiant damage. On a roll of 19 or 20, Jared scores a critical hit.\"]}],\"reaction\":[{\"name\":\"Protect Ally\",\"entries\":[\"When a creature Jared can see attacks a target other than Jared that is within 5 feet of him, Jared imposes disadvantage on the attack roll.\"]}],\"attachedItems\":[\"longsword|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"H\"],\"damageTags\":[\"R\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Solar Bastion Knight\",\"source\":\"BMT\",\"page\":75,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"paladin\"]},\"alignment\":[\"N\",\"G\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":20,\"from\":[\"{@item plate armor|PHB}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":150,\"formula\":\"20d8 + 60\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":10,\"con\":17,\"int\":15,\"wis\":16,\"cha\":17,\"save\":{\"wis\":\"+7\",\"cha\":\"+7\"},\"skill\":{\"arcana\":\"+6\",\"history\":\"+6\"},\"passive\":13,\"conditionImmune\":[\"blinded\",\"charmed\",\"frightened\"],\"languages\":[\"Common plus any one language\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The knight casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 15}):\"],\"daily\":{\"1e\":[\"{@spell Greater Restoration}\",\"{@spell Sending}\",\"{@spell Word of Recall} (the prepared sanctuary is the Solar Bastion)\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Aura of Protection\",\"entries\":[\"The knight and each ally within 10 feet of it have advantage on saving throws. This trait is suppressed while the knight has the {@condition incapacitated} condition.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The knight makes three Sunspear attacks.\"]},{\"name\":\"Sunspear\",\"entries\":[\"{@atk ms,rs} {@hit 8} to hit, reach 5 ft. or range 120 ft., one target. {@h}14 ({@damage 3d6 + 4}) radiant damage, or 21 ({@damage 5d6 + 4}) radiant damage if the target is a Fiend or an Undead.\"]},{\"name\":\"Solar Flare {@recharge 5}\",\"entries\":[\"The knight unleashes a blaze of brilliant energy that fills a 30-foot-radius sphere centered on the knight. Each creature of the knight's choice in that area must make a {@dc 15} Dexterity saving throw. On a failed save, a creature takes 22 ({@damage 4d10}) radiant damage and has the {@condition blinded} condition until the end of its next turn. On a successful save, a creature takes half as much damage only. For the next minute, the affected area is filled with bright light that is sunlight.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"R\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\"],\"conditionInflict\":[\"blinded\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Talon Beast\",\"source\":\"BMT\",\"page\":183,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":114,\"formula\":\"12d10 + 48\"},\"speed\":{\"walk\":40},\"str\":22,\"dex\":14,\"con\":19,\"int\":5,\"wis\":12,\"cha\":5,\"skill\":{\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"conditionImmune\":[\"frightened\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The talon beast has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Sense Magic\",\"entries\":[\"The talon beast can detect and pinpoint the location of magic within 120 feet of itself.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The talon beast makes two Talon attacks or a Talon attack and a Beak attack.\"]},{\"name\":\"Beak\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage, and if the target has any spell effects on itself or any magic items in its possession, the target must make a {@dc 15} Charisma saving throw. On a failed save, a random spell effect on the target ends. If the target has no spell effects on it, one random magic item in its possession has its magical properties suppressed for 1 minute. If the item is a potion or scroll, it becomes nonmagical instead.\"]},{\"name\":\"Talon\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d8 + 6}) slashing damage, and the target has the {@condition grappled} condition (escape {@dc 17}). Until the grapple ends, the target has the {@condition restrained} condition, and the talon beast can't use Talon on another target.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForced\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Veiled Presence\",\"source\":\"BMT\",\"page\":48,\"size\":[\"S\",\"M\"],\"type\":\"celestial\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":300,\"formula\":\"40d8 + 120\"},\"speed\":{\"walk\":40,\"fly\":{\"number\":80,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":14,\"dex\":24,\"con\":16,\"int\":24,\"wis\":20,\"cha\":22,\"save\":{\"dex\":\"+14\",\"int\":\"+14\"},\"skill\":{\"perception\":\"+12\",\"stealth\":\"+21\"},\"senses\":[\"truesight 30 ft.\"],\"passive\":22,\"resist\":[\"necrotic\",\"radiant\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"all\"],\"cr\":{\"cr\":\"21\",\"lair\":\"22\"},\"trait\":[{\"name\":\"Inviolate Presence\",\"entries\":[\"The veiled presence can't be targeted by divination magic or by features that would read its mind or determine its creature type.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the veiled presence fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The veiled presence makes two Blade of Judgment attacks and can use Revelation.\"]},{\"name\":\"Blade of Judgment\",\"entries\":[\"{@atk mw,rw} {@hit 14} to hit, reach 5 ft. or range 60 ft., one target. {@h}10 ({@damage 1d6 + 7}) piercing damage plus 27 ({@damage 6d8}) radiant damage. If the target is a creature, it must succeed on a {@dc 22} Charisma saving throw, or on its next turn, it can either move or take an action, but not both.\"]},{\"name\":\"Revelation\",\"entries\":[\"The veiled presence reveals a glimpse of its otherworldly nature to a creature it can see within 30 feet of itself. The target must succeed on a {@dc 22} Wisdom saving throw or have the {@condition paralyzed} condition until the end of its next turn, after which the target is immune to this Revelation for 24 hours.\"]}],\"reaction\":[{\"name\":\"Uncanny Dodge\",\"entries\":[\"When an attacker the veiled presence can see hits the veiled presence with an attack, the veiled presence halves the attack's damage against it.\"]}],\"legendary\":[{\"name\":\"Flash Step\",\"entries\":[\"The veiled presence magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space that it can see.\"]},{\"name\":\"Stab (Costs 2 Actions)\",\"entries\":[\"The veiled presence makes one Blade of Judgment attack.\"]},{\"name\":\"Searing Radiance (Costs 3 Actions)\",\"entries\":[\"The veiled presence magically emanates dazzling light in a 10-foot-radius sphere centered on itself until the end of its next turn, during which time attack rolls against it have disadvantage and it has advantage on attack rolls. The sphere moves with the veiled presence. When another creature starts its turn in the light or enters the light for the first time on its turn, that creature must make a {@dc 22} Constitution saving throw, taking 18 ({@damage 4d8}) radiant damage on a failed save, or half as much damage on a successful one.\"]}],\"legendaryGroup\":{\"name\":\"Villain\",\"source\":\"BMT\"},\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"XX\"],\"damageTags\":[\"P\",\"R\"],\"miscTags\":[\"AOE\",\"MW\",\"RW\"],\"conditionInflict\":[\"paralyzed\"],\"savingThrowForced\":[\"charisma\",\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Werevulture\",\"source\":\"BMT\",\"page\":184,\"size\":[\"M\"],\"type\":\"fiend\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[12],\"hp\":{\"average\":75,\"formula\":\"10d8 + 30\"},\"speed\":{\"walk\":30,\"alternate\":{\"walk\":[{\"number\":10,\"condition\":\"in vulture form\"},{\"number\":30,\"condition\":\"in hybrid form\"}],\"fly\":[{\"number\":60,\"condition\":\"in vulture or hybrid form\"}]}},\"str\":16,\"dex\":14,\"con\":17,\"int\":11,\"wis\":13,\"cha\":8,\"skill\":{\"perception\":\"+5\"},\"passive\":15,\"languages\":[\"Common (can't speak in vulture form)\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Regeneration\",\"entries\":[\"The werevulture regains 10 hit points at the start of its turn. If the werevulture takes radiant damage, this trait doesn't function at the start of the werevulture's next turn. The werevulture dies only if it starts its turn with 0 hit points and doesn't regenerate.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The werevulture makes two Talon attacks, or it makes a Beak attack and a Talon attack.\"]},{\"name\":\"Beak (Vulture or Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage. If the target is a Humanoid, it must succeed on a {@dc 13} Constitution saving throw or be cursed until targeted by the {@spell Remove Curse} spell or a similar effect. If the cursed target drops to 0 hit points, it becomes a werevulture under the DM's control and regains 10 hit points.\"]},{\"name\":\"Talon\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}13 ({@damage 4d4 + 3}) slashing damage.\"]},{\"name\":\"Longbow (Humanoid or Hybrid Form Only)\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}11 ({@damage 2d8 + 2}) piercing damage.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"The werevulture polymorphs into a vulture-humanoid hybrid, into a vulture, or back into its humanoid form. Its game statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its humanoid form if it dies.\"]}],\"attachedItems\":[\"longbow|phb\"],\"traitTags\":[\"Regeneration\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"CUR\",\"MW\",\"RW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-cm.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\",\"ToA\",\"MOT\"]},\"otherSources\":{\"monster\":{\"MM\":\"CM\",\"CoS\":\"CM\",\"VGM\":\"CM\",\"MOT\":\"CM\"}}},\"monster\":[{\"name\":\"Animated Broom\",\"source\":\"CM\",\"page\":20,\"size\":[\"S\"],\"type\":\"construct\",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":17,\"formula\":\"5d6\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":50,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":10,\"dex\":17,\"con\":10,\"int\":1,\"wis\":5,\"cha\":1,\"senses\":[\"blindsight 120 ft. (blind beyond this radius)\"],\"passive\":7,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"False Object\",\"entries\":[\"If the broom is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the broom move or act, that creature must succeed on a {@dc 15} Wisdom ({@skill Perception}) check to discern that the broom is animate.\"]},{\"name\":\"Flyby\",\"entries\":[\"The broom doesn't provoke opportunity attacks when it flies out of an enemy's reach.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The broom makes two melee attacks.\"]},{\"name\":\"Broomstick\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage.\"]}],\"traitTags\":[\"Flyby\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Animated Chained Library\",\"source\":\"CM\",\"page\":24,\"size\":[\"L\"],\"type\":\"construct\",\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":45,\"formula\":\"6d10 + 12\"},\"speed\":{\"walk\":10},\"str\":15,\"dex\":8,\"con\":14,\"int\":1,\"wis\":5,\"cha\":1,\"senses\":[\"blindsight 30 ft. (blind beyond this radius)\"],\"passive\":7,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\"],\"cr\":\"1\",\"trait\":[{\"name\":\"False Object\",\"entries\":[\"If the library is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the library move or act, that creature must succeed on a {@dc 15} Wisdom ({@skill Perception}) check to discern that the library is animate.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The library makes two attacks.\"]},{\"name\":\"Chained Book\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage, and if the target is a creature, it is {@condition grappled} (escape {@dc 12}).\"]}],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Arrant Quill\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CM\",\"page\":157,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[14],\"hp\":{\"average\":135,\"formula\":\"18d8 + 54\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":18,\"con\":16,\"int\":16,\"wis\":15,\"cha\":20,\"save\":{\"int\":\"+7\",\"wis\":\"+6\",\"cha\":\"+9\"},\"skill\":{\"arcana\":\"+11\",\"deception\":\"+9\",\"history\":\"+7\",\"performance\":\"+13\"},\"passive\":12,\"languages\":[\"Common\",\"Draconic\",\"Elvish\",\"Undercommon\"],\"cr\":\"11\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Quill casts one of the following spells using Charisma as the spellcasting ability (save {@dc 17}):\"],\"will\":[\"{@spell light}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\"],\"daily\":{\"3e\":[\"{@spell detect magic}\",\"{@spell dispel magic}\",\"{@spell faerie fire}\",\"{@spell hold monster}\"],\"1e\":[\"{@spell mind blank}\",\"{@spell teleport}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Quill makes two attacks with his dagger and uses Supreme Mockery.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 8} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage.\"]},{\"name\":\"Quill's Fable {@recharge}\",\"entries\":[\"Quill utters a short fable while targeting up to five creatures within 30 feet of him that he can see. Each target that can hear Quill's magical fable must make a {@dc 17} Wisdom saving throw, taking 36 ({@damage 8d8}) psychic damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Supreme Mockery\",\"entries\":[\"Quill hurls a string of insults laced with enchantments at a creature he can see within 60 feet of him. If the creature can hear Quill (though it need not understand him), it must succeed on a {@dc 17} Wisdom saving throw or take 66 ({@damage 12d10}) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.\"]}],\"attachedItems\":[\"dagger|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"E\",\"U\"],\"damageTags\":[\"P\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bak Mei\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CM\",\"page\":168,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"Unarmored Defense\"]}],\"hp\":{\"average\":102,\"formula\":\"12d8 + 48\"},\"speed\":{\"walk\":40},\"str\":10,\"dex\":18,\"con\":18,\"int\":13,\"wis\":17,\"cha\":16,\"save\":{\"str\":\"+5\",\"dex\":\"+9\",\"con\":\"+9\",\"int\":\"+6\",\"wis\":\"+8\",\"cha\":\"+8\"},\"skill\":{\"acrobatics\":\"+9\",\"athletics\":\"+5\",\"medicine\":\"+8\",\"religion\":\"+6\",\"stealth\":\"+9\"},\"passive\":13,\"resist\":[\"poison\",\"thunder\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"paralyzed\"],\"languages\":[\"Auran\",\"Common\"],\"cr\":\"13\",\"trait\":[{\"name\":\"Legendary Resistance (2/Day)\",\"entries\":[\"If Bak Mei fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Bak Mei carries a {@item staff of striking} with 10 charges.\"]},{\"name\":\"Unarmored Defense\",\"entries\":[\"While Bak Mei is wearing no armor and wielding no shield, his AC includes his Wisdom modifier.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Bak Mei attacks three times: twice with Thunder Strike and once with his staff of striking.\"]},{\"name\":\"Thunder Strike\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) thunder damage, and if the target is a creature, it must succeed on a {@dc 17} Constitution saving throw or be {@condition deafened} and {@condition stunned} until the start of Bak Mei's next turn.\"]},{\"name\":\"Staff of Striking\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, or 4 ({@damage 1d8}) bludgeoning damage when used with two hands, and Bak Mei can expend up to 3 of the staff's charges. For each expended charge, the target takes an extra {@damage 1d6} force damage.\"]},{\"name\":\"Heal Self (Recharges after a Long Rest)\",\"entries\":[\"Bak Mei regains {@dice 2d8 + 4} hit points, and all levels of {@condition exhaustion} end on him.\"]}],\"bonus\":[{\"name\":\"Nimble Escape\",\"entries\":[\"Bak Mei takes the Disengage or Hide action.\"]}],\"reaction\":[{\"name\":\"Deflect Missile\",\"entries\":[\"In response to being hit by a ranged weapon attack, Bak Mei deflects the missile. The damage he takes from the attack is reduced by {@dice 1d10 + 12}. If the damage is reduced to 0, Bak Mei catches the missile if it's small enough to hold in one hand and Bak Mei has a hand free.\"]}],\"legendary\":[{\"name\":\"Crane Dance\",\"entries\":[\"Bak Mei moves up to 20 feet. This movement does not provoke opportunity attacks.\"]},{\"name\":\"Thunder Strike (Costs 2 Actions)\",\"entries\":[\"Bak Mei uses Thunder Strike.\"]}],\"traitTags\":[\"Legendary Resistances\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AU\",\"C\"],\"damageTags\":[\"B\",\"T\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"deafened\",\"stunned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Canopic Golem\",\"source\":\"CM\",\"page\":179,\"size\":[\"L\"],\"type\":\"construct\",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":252,\"formula\":\"24d10 + 120\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":10,\"con\":20,\"int\":7,\"wis\":11,\"cha\":1,\"save\":{\"int\":\"+3\",\"wis\":\"+5\",\"cha\":\"+0\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"immune\":[\"poison\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"cr\":\"13\",\"trait\":[{\"name\":\"Limited Spell Immunity\",\"entries\":[\"The golem automatically succeeds on saving throws against spells of 7th level or lower, and the attack rolls of such spells always miss it.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The golem doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The golem makes two attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}27 ({@damage 4d10 + 5}) force damage.\"]},{\"name\":\"Crystal Dart\",\"entries\":[\"{@atk rw} {@hit 10} to hit, range 120 ft., one target. {@h}14 ({@damage 2d8 + 5}) force damage.\"]}],\"reaction\":[{\"name\":\"Spell Deflection\",\"entries\":[\"In response to a spell attack missing the golem, it causes that spell to hit another creature within 120 feet of it that it can see.\"]}],\"traitTags\":[\"Unusual Nature\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"O\"],\"miscTags\":[\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Chwinga\",\"source\":\"CM\",\"page\":212,\"_copy\":{\"name\":\"Chwinga\",\"source\":\"ToA\"},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cloud Giant Ghost\",\"source\":\"CM\",\"page\":146,\"size\":[\"H\"],\"type\":\"undead\",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":104,\"formula\":\"16d12\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":27,\"dex\":11,\"con\":10,\"int\":12,\"wis\":16,\"cha\":17,\"save\":{\"wis\":\"+7\",\"cha\":\"+7\"},\"skill\":{\"perception\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":17,\"resist\":[\"cold\"],\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"Common\",\"Giant\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The ghost casts one of the following spells, using Charisma as the spellcasting ability and requiring no material components:\"],\"will\":[\"{@spell fog cloud}\"],\"daily\":{\"1\":[\"{@spell control weather}\"],\"3\":[\"{@spell telekinesis}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Ethereal Sight\",\"entries\":[\"The ghost can see 120 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.\"]},{\"name\":\"Incorporeal Movement\",\"entries\":[\"The ghost can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The ghost regains 10 hit points at the start of its turn. If the ghost takes radiant damage or damage from a magic weapon, this trait doesn't function at the start of the ghost's next turn. The ghost dies only if it starts its turn with 0 hit points and doesn't regenerate.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The ghost makes two melee attacks.\"]},{\"name\":\"Spectral Weapon\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d8 + 8}) force damage.\"]},{\"name\":\"Etherealness\",\"entries\":[\"The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.\"]},{\"name\":\"Wind Howl {@recharge}\",\"entries\":[\"The ghost emits a dreadful howl that summons a cold, biting wind. This wind engulfs up to three creatures of the ghost's choice that it can see within 60 feet of it. Each target is pulled up to 20 feet toward the ghost and must make a {@dc 15} Constitution saving throw, taking 16 ({@damage 3d10}) cold damage on a failed save, or half as much damage on a successful one.\"]}],\"traitTags\":[\"Incorporeal Movement\",\"Regeneration\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"C\",\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Constructed Commoner\",\"source\":\"CM\",\"page\":149,\"size\":[\"M\"],\"type\":\"construct\",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":6,\"formula\":\"1d8 + 2\"},\"speed\":{\"walk\":25},\"str\":10,\"dex\":10,\"con\":15,\"int\":10,\"wis\":10,\"cha\":10,\"passive\":10,\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"Common\"],\"cr\":\"0\",\"trait\":[{\"name\":\"Unusual Nature\",\"entries\":[\"The commoner doesn't require air, food, drink, or sleep, and it gains no benefit from finishing a short or long rest. When it drops to 0 hit points, it becomes a lifeless object.\"]}],\"action\":[{\"name\":\"Club\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage.\"]}],\"attachedItems\":[\"club|phb\"],\"traitTags\":[\"Unusual Nature\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Corrupted Avatar of Lurue\",\"source\":\"CM\",\"page\":123,\"size\":[\"L\"],\"type\":\"monstrosity\",\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":90,\"formula\":\"12d10 + 24\"},\"speed\":{\"walk\":50,\"fly\":{\"number\":50,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":18,\"dex\":14,\"con\":15,\"int\":11,\"wis\":17,\"cha\":16,\"save\":{\"int\":\"+3\",\"wis\":\"+6\",\"cha\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"paralyzed\",\"poisoned\"],\"languages\":[\"Celestial\",\"Elvish\",\"Sylvan\",\"telepathy 60 ft.\"],\"cr\":\"8\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The avatar makes two attacks: one with its hooves and one with its horn.\"]},{\"name\":\"Hooves\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}32 ({@damage 8d6 + 4}) necrotic damage.\"]},{\"name\":\"Horn\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}32 ({@damage 8d6 + 4}) necrotic damage. If the target is a humanoid, it must succeed on a {@dc 13} Wisdom saving throw or be transformed into a wolf under the avatar's control. This transformation lasts for 1 hour, or until the target drops to 0 hit points or dies. The target's game statistics are replaced by the wolf's statistics, but it retains its hit points. The target is limited in the actions it can perform by the nature of its wolf form, and it can't speak, cast spells, or take any other action that requires hands or speech. The target's gear melds into the new form, and it can't activate, use, wield, or otherwise benefit from any of its equipment.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CE\",\"E\",\"S\",\"TP\"],\"damageTags\":[\"N\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dragon Tortoise\",\"source\":\"CM\",\"page\":205,\"_copy\":{\"name\":\"Dragon Turtle\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"removeArr\",\"names\":\"Amphibious\"},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Steam Breath {@recharge 5}\",\"items\":{\"name\":\"Sand Breath {@recharge 5}\",\"entries\":[\"The dragon tortoise exhales abrasive sand in a 60-foot cone. Each creature in that area must make a {@dc 18} Constitution saving throw, taking 52 ({@damage 15d6}) slashing damage on a failed save, or half as much damage on a successful one.\"]}}}},\"speed\":{\"walk\":20},\"languages\":[\"Draconic\",\"Terran\"],\"languageTags\":[\"DR\",\"T\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Faerl\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CM\",\"page\":104,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item breastplate|PHB}\"]}],\"hp\":{\"average\":9,\"formula\":\"2d8\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":12,\"con\":11,\"int\":12,\"wis\":14,\"cha\":16,\"skill\":{\"deception\":\"+5\",\"insight\":\"+4\",\"persuasion\":\"+5\"},\"passive\":12,\"languages\":[\"Common\",\"Elvish\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"Faerl has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep.\"]}],\"action\":[{\"name\":\"Rapier\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"Faerl adds 2 to his AC against one melee attack that would hit it. To do so, he must see the attacker and be wielding a melee weapon.\"]}],\"attachedItems\":[\"rapier|phb\"],\"traitTags\":[\"Fey Ancestry\"],\"actionTags\":[\"Parry\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fungal Servant\",\"source\":\"CM\",\"page\":217,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":97,\"formula\":\"13d8 + 39\"},\"speed\":{\"walk\":20},\"str\":18,\"dex\":10,\"con\":17,\"int\":11,\"wis\":18,\"cha\":16,\"save\":{\"con\":\"+8\",\"int\":\"+5\",\"wis\":\"+9\",\"cha\":\"+8\"},\"skill\":{\"history\":\"+5\",\"religion\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"immune\":[\"necrotic\",\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"vulnerable\":[\"fire\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"The languages it knew in life\"],\"cr\":\"15\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The fungal servant is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 17}, {@hit 9} to hit with spell attacks). The fungal servant has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell sacred flame}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell command}\",\"{@spell guiding bolt}\",\"{@spell shield of faith}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell hold person}\",\"{@spell silence}\",\"{@spell spiritual weapon}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell animate dead}\",\"{@spell dispel magic}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell divination}\",\"{@spell guardian of faith}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell contagion}\",\"{@spell insect plague}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell harm}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The fungal servant has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Rejuvenation\",\"entries\":[\"A destroyed fungal servant gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the fungal servant's heart.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The fungal servant can use its Dreadful Glare and makes one attack with its rotting fist.\"]},{\"name\":\"Rotting Fist\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}14 ({@damage 3d6 + 4}) bludgeoning damage plus 21 ({@damage 6d6}) necrotic damage. If the target is a creature, it must succeed on a {@dc 16} Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 ({@dice 3d6}) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to spores. The curse lasts until removed by the {@spell remove curse} spell or other magic.\"]},{\"name\":\"Dreadful Glare\",\"entries\":[\"The fungal servant targets one creature it can see within 60 feet of it. If the target can see the fungal servant, it must succeed on a {@dc 16} Wisdom saving throw against this magic or become {@condition frightened} until the end of the fungal servant's next turn. If the target fails the saving throw by 5 or more, it is also {@condition paralyzed} for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all fungal servants for the next 24 hours.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"The fungal servant makes one attack with its rotting fist or uses its Dreadful Glare.\"]},{\"name\":\"Blinding Spores\",\"entries\":[\"Blinding spores swirls magically around the fungal servant. Each creature within 5 feet of the fungal servant must succeed on a {@dc 16} Constitution saving throw or be {@condition blinded} until the end of the creature's next turn.\"]},{\"name\":\"Blasphemous Word (Costs 2 Actions)\",\"entries\":[\"The fungal servant utters a blasphemous word. Each non-undead creature within 10 feet of the fungal servant that can hear the magical utterance must succeed on a {@dc 16} Constitution saving throw or be {@condition stunned} until the end of the fungal servant's next turn.\"]},{\"name\":\"Channel Negative Energy (Costs 2 Actions)\",\"entries\":[\"The fungal servant magically unleashes negative energy. Creatures within 60 feet of the fungal servant, including ones behind barriers and around corners, can't regain hit points until the end of the fungal servant's next turn.\"]},{\"name\":\"Whirlwind of Spores (Costs 2 Actions)\",\"entries\":[\"The fungal servant magically transforms into a whirlwind of spores, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the fungal servant is immune to all damage, and it can't be {@condition grappled}, {@condition petrified}, knocked {@condition prone}, {@condition restrained}, or {@condition stunned}. Equipment worn or carried by the fungal servant remain in its possession.\"]}],\"traitTags\":[\"Magic Resistance\",\"Rejuvenation\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"B\",\"N\"],\"damageTagsSpell\":[\"N\",\"O\",\"P\",\"R\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"AOE\",\"CUR\",\"MW\"],\"conditionInflict\":[\"blinded\",\"frightened\",\"paralyzed\",\"stunned\"],\"conditionInflictSpell\":[\"blinded\",\"deafened\",\"paralyzed\",\"poisoned\",\"prone\",\"stunned\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true},{\"name\":\"Gingwatzim\",\"source\":\"CM\",\"page\":27,\"size\":[\"S\"],\"type\":{\"type\":\"aberration\",\"tags\":[\"shapechanger\"]},\"ac\":[12],\"hp\":{\"average\":39,\"formula\":\"6d6 + 18\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(hover) in its true form only\"},\"canHover\":true},\"str\":3,\"dex\":15,\"con\":16,\"int\":4,\"wis\":11,\"cha\":6,\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":10,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"telepathy 60 ft.\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Alternate Forms\",\"entries\":[\"The gingwatzim has two alternate forms, both of which are chosen by its creator when the gingwatzim comes into being. One form is an exact duplicate of a Tiny nonmagical object (such as a book, dagger, or gemstone) that its creator is carrying or wearing when the gingwatzim is conjured. The other form can be any Tiny beast. Once these alternate forms are chosen, they can't be changed.\"]}],\"action\":[{\"name\":\"Energy Drain (True Form Only)\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}16 ({@damage 4d6 + 2}) necrotic damage, and the target must succeed on a {@dc 12} Constitution saving throw or gain 1 level of {@condition exhaustion}. When the target finishes a short or long rest, the target loses every level of {@condition exhaustion} gained from this attack.\"]},{\"name\":\"Change Shape\",\"entries\":[\"The gingwatzim changes from its true form—a 3-foot-diameter sphere of luminous ectoplasm—into one of its two alternate forms, or from one of those forms back into its true form. In object form, it can't move or make attacks but otherwise retains its statistics, and it is indistinguishable from the thing it is imitating. In beast form, it retains its hit points but otherwise uses the stat block of the beast it is imitating. When it dies, the gingwatzim reverts to its true form and then vanishes.\"]}],\"senseTags\":[\"B\"],\"actionTags\":[\"Shapechanger\"],\"languageTags\":[\"TP\"],\"damageTags\":[\"N\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"exhaustion\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Grippli Warrior\",\"source\":\"CM\",\"page\":99,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"grippli\"]},\"ac\":[12],\"hp\":{\"average\":13,\"formula\":\"3d6 + 3\"},\"speed\":{\"walk\":30,\"climb\":30,\"swim\":30},\"str\":10,\"dex\":15,\"con\":12,\"int\":10,\"wis\":14,\"cha\":10,\"skill\":{\"athletics\":\"+2\",\"stealth\":\"+4\",\"survival\":\"+4\"},\"passive\":12,\"languages\":[\"Grippli plus one other language (usually Common, Draconic, or Primordial)\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Hold Breath\",\"entries\":[\"The grippli can hold its breath for 20 minutes.\"]},{\"name\":\"Standing Leap\",\"entries\":[\"The grippli can leap 30 feet horizontally or 20 feet vertically from a standing position.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The grippli makes one attack with its tongue. If this attack hits, the grippli can make a melee attack using its trident against the same target.\"]},{\"name\":\"Tongue\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one Medium or smaller creature. {@h}The target is {@condition grappled} (escape {@dc 12}). Until this grapple ends, the target is {@condition restrained}, and the grippli can't grab another creature.\"]},{\"name\":\"Trident\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack, plus 2 ({@damage 1d4}) piercing damage if the grippli had advantage on the attack roll.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, plus 2 ({@damage 1d4}) piercing damage if the grippli had advantage on the attack roll.\"]}],\"attachedItems\":[\"shortbow|phb\",\"trident|phb\"],\"traitTags\":[\"Hold Breath\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"P\",\"X\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\",\"THW\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hag of the Fetid Gaze\",\"source\":\"CM\",\"page\":76,\"_copy\":{\"name\":\"Green Hag\",\"source\":\"MM\",\"_mod\":{\"spellcasting\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Shared Spellcasting (Coven Only)\",\"headerEntries\":[\"While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell charm person}\",\"{@spell witch bolt}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell alter self}\",\"{@spell suggestion}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell dispel magic}\",\"{@spell glyph of warding}\",\"{@spell slow}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell blight}\",\"{@spell polymorph}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell dominate person}\",\"{@spell seeming}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell Otto's irresistible dance}\"]}},\"footerEntries\":[\"For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag's Intelligence modifier, and the spell attack bonus is 4 + the hag's Intelligence modifier.\"]}}}},\"damageTagsSpell\":[\"A\",\"B\",\"C\",\"F\",\"L\",\"N\",\"P\",\"S\",\"T\",\"Y\"],\"spellcastingTags\":[\"CW\",\"I\",\"S\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Immortal Lotus Monk\",\"source\":\"CM\",\"page\":165,\"size\":[\"M\"],\"type\":\"humanoid\",\"ac\":[{\"ac\":15,\"from\":[\"Unarmored Defense\"]}],\"hp\":{\"average\":65,\"formula\":\"10d8 + 20\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":16,\"con\":14,\"int\":11,\"wis\":14,\"cha\":10,\"skill\":{\"acrobatics\":\"+6\",\"perception\":\"+5\",\"stealth\":\"+6\"},\"passive\":15,\"languages\":[\"Common\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Unarmored Defense\",\"entries\":[\"While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The monk makes two attacks.\"]},{\"name\":\"Force Strike\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) force damage, and if the target is a creature, it must succeed on a {@dc 14} Dexterity saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Dart\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage.\"]}],\"attachedItems\":[\"dart|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"O\",\"P\"],\"miscTags\":[\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true},{\"name\":\"Jade Tigress\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CM\",\"page\":166,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"Unarmored Defense\"]}],\"hp\":{\"average\":71,\"formula\":\"11d8 + 21\"},\"speed\":{\"walk\":40},\"str\":18,\"dex\":14,\"con\":15,\"int\":11,\"wis\":16,\"cha\":11,\"save\":{\"str\":\"+7\",\"con\":\"+5\"},\"skill\":{\"athletics\":\"+7\",\"insight\":\"+6\",\"intimidation\":\"+3\",\"perception\":\"+6\"},\"passive\":16,\"resist\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Unarmored Defense\",\"entries\":[\"While Jade Tigress is wearing no armor and wielding no shield, her AC includes her Wisdom modifier.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Jade Tigress makes three attacks.\"]},{\"name\":\"Force Strike\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) force damage, and if the target is a creature, it must succeed on a {@dc 15} Constitution saving throw or be {@condition stunned} until the end of Jade Tigress's next turn.\"]},{\"name\":\"Poisoned Dart\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage plus 7 ({@damage 3d4}) poison damage, and the target must succeed on a {@dc 15} Constitution saving throw or gain 1 level of {@condition exhaustion}.\"]},{\"name\":\"Heal Self (Recharges after a Long Rest)\",\"entries\":[\"Jade Tigress regains {@dice 2d8 + 2} hit points, and all levels of {@condition exhaustion} end on her.\"]}],\"bonus\":[{\"name\":\"Nimble Escape\",\"entries\":[\"Jade Tigress takes the Disengage or Hide action.\"]}],\"reaction\":[{\"name\":\"Deflect Missile\",\"entries\":[\"In response to being hit by a ranged weapon attack, Jade Tigress deflects the missile. The damage she takes from the attack is reduced by {@dice 1d10 + 9}. If the damage is reduced to 0, Jade Tigress catches the missile if it's small enough to hold in one hand and Jade Tigress has a hand free.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"I\",\"O\",\"P\"],\"miscTags\":[\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"exhaustion\",\"stunned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"K'Tulah\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CM\",\"page\":64,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"tabaxi\"]},\"alignment\":[\"N\",\"G\"],\"ac\":[11],\"hp\":{\"average\":27,\"formula\":\"5d8 + 5\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":12,\"con\":13,\"int\":12,\"wis\":15,\"cha\":11,\"skill\":{\"medicine\":\"+4\",\"nature\":\"+3\",\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Common\",\"Druidic\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"K'Tulah is a 4th-level spellcaster. K'Tulah's spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). K'Tulah has the following druid spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell druidcraft}\",\"{@spell produce flame}\",\"{@spell shillelagh}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell entangle}\",\"{@spell longstrider}\",\"{@spell speak with animals}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell animal messenger}\",\"{@spell barkskin}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Feline Agility\",\"entries\":[\"When K'Tulah moves on her turn in combat, she can double her speed until the end of the turn. Once she uses this ability, K'Tulah can't use it again until she moves 0 feet on one of her turns.\"]}],\"action\":[{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 2} to hit ({@hit 4} to hit with shillelagh), reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, 4 ({@damage 1d8}) bludgeoning damage if wielded with two hands, or 6 ({@damage 1d8 + 2}) bludgeoning damage with shillelagh.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) slashing damage.\"]}],\"attachedItems\":[\"quarterstaff|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"DU\"],\"damageTags\":[\"B\",\"S\"],\"damageTagsSpell\":[\"F\",\"T\"],\"spellcastingTags\":[\"CD\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForcedSpell\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Kiddywidget\",\"source\":\"CM\",\"page\":136,\"size\":[\"S\"],\"type\":\"construct\",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":15,\"formula\":\"2d6 + 8\"},\"speed\":{\"walk\":20,\"climb\":20},\"str\":6,\"dex\":14,\"con\":18,\"int\":1,\"wis\":10,\"cha\":1,\"senses\":[\"darkvision 60\"],\"passive\":10,\"immune\":[\"lightning\",\"poison\"],\"conditionImmune\":[\"blinded\",\"deafened\",\"exhaustion\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"Skitterwidget\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Unusual Nature\",\"entries\":[\"The kiddywidget doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The kiddywidget makes two attacks: one with its bite and one with its tail.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage. If the target is a creature, it is {@condition grappled} by the kiddywidget (escape {@dc 8}).\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage plus 2 ({@damage 1d4}) lightning damage.\"]}],\"traitTags\":[\"Unusual Nature\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"L\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lichen Lich\",\"source\":\"CM\",\"page\":223,\"size\":[\"M\"],\"type\":\"undead\",\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":225,\"formula\":\"30d8 + 90\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":16,\"con\":16,\"int\":14,\"wis\":20,\"cha\":16,\"save\":{\"con\":\"+9\",\"int\":\"+8\",\"wis\":\"+11\",\"cha\":\"+9\"},\"skill\":{\"medicine\":\"+11\",\"nature\":\"+14\",\"perception\":\"+11\",\"survival\":\"+11\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":21,\"resist\":[\"cold\",\"necrotic\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\",\"stunned\"],\"languages\":[\"Common\",\"Druidic\",\"Sylvan\"],\"cr\":\"18\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The lich casts one of the following spells using Wisdom as the spellcasting ability (save {@dc 19}):\"],\"will\":[\"{@spell druidcraft}\"],\"daily\":{\"3e\":[\"{@spell detect magic}\",\"{@spell fog cloud}\",\"{@spell pass without trace}\"],\"1e\":[\"{@spell antilife shell}\",\"{@spell dispel magic}\",\"{@spell speak with plants}\",\"{@spell transport via plants}\",{\"entry\":\"{@spell fire storm}\",\"hidden\":true}]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the lich fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Rejuvenation\",\"entries\":[\"If it has a phylactery, a destroyed lich gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The lich makes four attacks.\"]},{\"name\":\"Poisonous Touch\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one creature. {@h}17 ({@damage 5d6}) poison damage, and the target must succeed on a {@dc 19} Constitution saving throw or be {@condition poisoned} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Wither\",\"entries\":[\"{@atk rs} {@hit 9} to hit, range 60 ft., one target. {@h}14 ({@damage 4d6}) necrotic damage.\"]},{\"name\":\"Fire Storm (7th-Level Spell; 1/Day)\",\"entries\":[\"The lich fills up to ten 10-foot cubes with fire. Every cube must be within 150 feet of the lich and occupy a space the lich can see, and each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a {@dc 19} Dexterity saving throw, taking 38 ({@damage 7d10}) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried. If the lich chooses, plant life in the area is unaffected by the spell.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"The lich makes an attack.\"]},{\"name\":\"Poison Prick (Cost 2 Actions)\",\"entries\":[\"The lich targets one {@condition poisoned} creature it can see within 30 feet of it. The target must succeed on a {@dc 19} Constitution saving throw or fall {@condition unconscious} until the {@condition poisoned} condition ends on it.\"]},{\"name\":\"Sap Life (Costs 2 Actions)\",\"entries\":[\"The lich targets one creature it can see within 30 feet of it. The target must succeed on a {@dc 19} Constitution saving throw or take 11 ({@damage 2d10}) necrotic damage. The lich regains a number of hit points equal to the amount of damage that the creature takes.\"]}],\"legendaryGroup\":{\"name\":\"Lichen Lich\",\"source\":\"CM\"},\"traitTags\":[\"Legendary Resistances\",\"Rejuvenation\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DU\",\"S\"],\"damageTags\":[\"F\",\"I\",\"N\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"poisoned\",\"unconscious\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lightning Golem\",\"source\":\"CM\",\"page\":129,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"N\"],\"ac\":[9],\"hp\":{\"average\":93,\"formula\":\"11d8 + 44\"},\"speed\":{\"walk\":30},\"str\":19,\"dex\":9,\"con\":18,\"int\":6,\"wis\":10,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"lightning\",\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't adamantine\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Berserk\",\"entries\":[\"Whenever the golem starts its turn with 40 hit points or fewer, roll a {@dice d6}. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.\",\"The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a {@dc 15} Charisma ({@skill Persuasion}) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.\"]},{\"name\":\"Immutable Form\",\"entries\":[\"The golem is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Lightning Absorption\",\"entries\":[\"Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The golem has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The golem's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The golem makes two slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) lightning damage.\"]}],\"traitTags\":[\"Damage Absorption\",\"Immutable Form\",\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"L\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Master Sage\",\"source\":\"CM\",\"page\":9,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"ac\":[10],\"hp\":{\"average\":54,\"formula\":\"12d8\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":10,\"con\":10,\"int\":20,\"wis\":18,\"cha\":11,\"skill\":{\"arcana\":\"+11\",\"history\":\"+11\",\"insight\":\"+7\",\"investigation\":\"+11\",\"medicine\":\"+10\",\"nature\":\"+11\",\"religion\":\"+11\"},\"passive\":14,\"languages\":[\"Common plus any five languages\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The sage casts one of the following spells, using Intelligence as the spellcasting ability (save {@dc 14}, {@hit 6} to hit with spell attacks):\"],\"will\":[\"{@spell light}\",\"{@spell mage hand}\",\"{@spell mending}\",\"{@spell prestidigitation}\",{\"entry\":\"{@spell shocking grasp}\",\"hidden\":true}],\"daily\":{\"3e\":[\"{@spell comprehend languages}\",\"{@spell detect magic}\",\"{@spell dispel magic}\",{\"entry\":\"{@spell fireball}\",\"hidden\":true},\"{@spell identify}\",\"{@spell levitate}\",\"{@spell locate object}\",{\"entry\":\"{@spell shield}\",\"hidden\":true},\"{@spell Tenser's Floating Disk}\",\"{@spell unseen servant}\"],\"1e\":[\"{@spell banishment}\",\"{@spell contact other plane}\",\"{@spell Drawmij's instant summons}\",\"{@spell legend lore}\",\"{@spell locate creature}\",\"{@spell planar binding}\",\"{@spell polymorph}\",\"{@spell protection from evil and good}\",\"{@spell scrying}\",\"{@spell sending}\",\"{@spell true seeing}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Shocking Grasp (Cantrip)\",\"entries\":[\"{@atk ms} {@hit 8} to hit (with advantage if the target is wearing armor made of metal), reach 5 ft., one creature. {@h}13 ({@damage 3d8}) lightning damage, and the target can't take reactions until the start of its next turn.\"]},{\"name\":\"Fireball (3rd-Level Spell; 3/Day)\",\"entries\":[\"The sage creates a fiery explosion centered on a point it can see within 150 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a {@dc 14} Dexterity saving throw, taking 28 ({@damage 8d6}) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners and ignites flammable objects in the area that aren't being worn or carried.\"]}],\"reaction\":[{\"name\":\"Shield (1st-Level Spell; 3/Day)\",\"entries\":[\"When the sage is hit by an attack or targeted by a {@spell magic missile} spell, it calls forth an {@condition invisible} barrier of magical force that protects it. Until the start of its next turn, the sage has a +5 bonus to AC, including against the triggering attack, and it takes no damage from magic missile.\"]}],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"F\",\"L\"],\"damageTagsSpell\":[\"F\",\"L\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\"],\"conditionInflictSpell\":[\"incapacitated\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Miirym\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CM\",\"page\":16,\"size\":[\"L\"],\"type\":\"undead\",\"ac\":[10],\"hp\":{\"average\":262,\"formula\":\"25d10 + 125\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":60,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":17,\"dex\":10,\"con\":20,\"int\":18,\"wis\":15,\"cha\":23,\"save\":{\"dex\":\"+7\",\"con\":\"+12\",\"int\":\"+11\",\"wis\":\"+9\",\"cha\":\"+13\"},\"skill\":{\"arcana\":\"+11\",\"history\":\"+11\",\"perception\":\"+16\",\"stealth\":\"+14\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.; see also \\\"x-ray vision\\\" below\"],\"passive\":26,\"resist\":[\"acid\",\"fire\",\"lightning\",\"thunder\"],\"immune\":[\"cold\",\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"22\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Miirym casts one of the following spells, using Charisma as the spellcasting ability (save {@dc 21}) and requiring no material components:\"],\"will\":[\"{@spell dancing lights}\",\"{@spell mage hand}\"],\"daily\":{\"3e\":[\"{@spell detect magic}\",\"{@spell detect thoughts}\",\"{@spell dispel magic}\",\"{@spell locate creature}\"],\"1e\":[\"{@spell dispel evil and good}\",\"{@spell wall of force}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Bound to Candlekeep\",\"entries\":[\"Miirym can't leave Candlekeep and is immune to any effect that would place her in a location outside it, including an extradimensional space. If she dies, Miirym regains her form and all her hit points after {@dice 1d10} days, reappearing in the location where she died or in the nearest unoccupied space.\"]},{\"name\":\"Regeneration\",\"entries\":[\"Miirym regains 40 hit points at the start of her turn. If Miirym takes damage from a magic weapon or a spell, this trait doesn't function at the start of Miirym's next turn. Miirym dies only if she starts her turn with 0 hit points and doesn't regenerate.\"]},{\"name\":\"Incorporeal Movement\",\"entries\":[\"Miirym can move through other creatures and objects as if they were {@quickref difficult terrain||3}. She takes 5 ({@damage 1d10}) force damage if she ends her turn inside an object.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Miirym fails a saving throw, she can choose to succeed instead.\"]},{\"name\":\"X-Ray Vision\",\"entries\":[\"Miirym can see through solid matter out to a range of 60 feet. To her, opaque creatures, objects, and obstacles within that distance appear transparent and don't prevent light from passing through them. This vision can penetrate 5 feet of stone, 3 inches of common metal, and up to 10 feet of wood or dirt. Thicker substances block this vision, as does a thin sheet of lead.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}34 ({@damage 9d6 + 3}) force damage.\"]},{\"name\":\"Breath Weapon {@recharge 5}\",\"entries\":[\"Miirym uses one of the following breath weapons:\"]},{\"name\":\"Cold Breath\",\"entries\":[\"Miirym exhales an icy blast in a 90-foot cone. Each creature in that area must make a {@dc 21} Constitution saving throw, taking 67 ({@damage 15d8}) cold damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Necrotic Breath\",\"entries\":[\"Miirym exhales a bolt of necrotic energy in a 120-foot line that is 10 feet wide. Each creature in that line must make a {@dc 21} Dexterity saving throw, taking 82 ({@damage 15d10}) necrotic damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Paralyzing Breath\",\"entries\":[\"Miirym exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a {@dc 21} Constitution saving throw or be {@condition paralyzed} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of Miirym's choice that is within 120 feet of her and aware of her must succeed on a {@dc 21} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Miirym's Frightful Presence for the next 24 hours.\"]}],\"legendary\":[{\"name\":\"Bite\",\"entries\":[\"Miirym makes a bite attack.\"]},{\"name\":\"Teleport (Costs 2 Actions)\",\"entries\":[\"Miirym magically teleports up to 120 feet to an unoccupied space she can see.\"]}],\"traitTags\":[\"Incorporeal Movement\",\"Legendary Resistances\",\"Regeneration\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Frightful Presence\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"C\",\"N\",\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"frightened\",\"paralyzed\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mimic Chair\",\"source\":\"CM\",\"page\":22,\"size\":[\"M\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"shapechanger\"]},\"alignment\":[\"N\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":30,\"formula\":\"9d8 + 18\"},\"speed\":{\"walk\":15},\"str\":17,\"dex\":12,\"con\":15,\"int\":5,\"wis\":13,\"cha\":8,\"skill\":{\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"immune\":[\"acid\"],\"conditionImmune\":[\"prone\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Shapechanger\",\"entries\":[\"The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"]},{\"name\":\"Adhesive (Object Form Only)\",\"entries\":[\"The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also {@condition grappled} by it (escape {@dc 10}). Ability checks made to escape this grapple have disadvantage.\"]},{\"name\":\"False Appearance (Object Form Only)\",\"entries\":[\"While the mimic remains motionless, it is indistinguishable from an ordinary object.\"]},{\"name\":\"Grappler\",\"entries\":[\"The mimic has advantage on attack rolls against any creature {@condition grappled} by it.\"]}],\"action\":[{\"name\":\"Pseudopod\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 4 ({@damage 1d8}) acid damage.\"]}],\"traitTags\":[\"False Appearance\",\"Shapechanger\"],\"senseTags\":[\"D\"],\"damageTags\":[\"A\",\"B\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true},{\"name\":\"Naiad\",\"source\":\"CM\",\"page\":84,\"_copy\":{\"name\":\"Naiad\",\"source\":\"MOT\"},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Nintra Siotta\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CM\",\"page\":197,\"size\":[\"L\"],\"type\":\"fey\",\"alignment\":[\"C\",\"E\"],\"ac\":[17],\"hp\":{\"average\":306,\"formula\":\"36d10 + 108\"},\"speed\":{\"walk\":40,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":16,\"dex\":24,\"con\":16,\"int\":17,\"wis\":15,\"cha\":24,\"save\":{\"str\":\"+8\",\"dex\":\"+12\",\"wis\":\"+7\"},\"skill\":{\"deception\":\"+12\",\"insight\":\"+7\",\"perception\":\"+7\"},\"senses\":[\"truesight 60 ft.\"],\"passive\":17,\"conditionImmune\":[\"charmed\",\"exhaustion\",\"stunned\"],\"languages\":[\"Common\",\"Elvish\",\"Sylvan\"],\"cr\":\"16\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Nintra casts one of the following spells, using Charisma as the spellcasting ability (save {@dc 20}) and requiring no material components:\"],\"daily\":{\"3e\":[\"{@spell dispel magic}\",\"{@spell faerie fire}\",\"{@spell mirror image}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Nintra fails a saving throw, she can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Nintra makes two attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d4 + 7}) piercing damage.\"]},{\"name\":\"Shard of Shadow\",\"entries\":[\"{@atk rs} {@hit 12} to hit, range 120 ft., one target. {@h}10 ({@damage 1d6 + 7}) necrotic damage, and if the target is a creature, it must succeed on a {@dc 20} Constitution saving throw or be {@condition poisoned} until the end of its next turn.\"]},{\"name\":\"Storm of Shattered Glass {@recharge}\",\"entries\":[\"Nintra targets a point she can see within 60 feet of her and creates a 20-foot-radius sphere of swirling glass shards centered on that point. Each creature in the sphere must make a {@dc 20} Dexterity saving throw, taking 28 ({@damage 8d6}) slashing damage on a failed save, or half as much damage on a successful save. If Nintra is in the sphere, the shards deal no damage to her.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"Nintra makes one attack.\"]},{\"name\":\"Fey Step\",\"entries\":[\"Nintra teleports to an unoccupied space she can see within 30 feet of her.\"]},{\"name\":\"Shadow Strikes (Costs 2 Actions)\",\"entries\":[\"Provided she is in bright or dim light, Nintra causes her shadow to attack a creature within 10 feet of her. Her shadow makes two claw attacks, each attack identical to Nintra's claw attack except that it deals psychic damage instead of piercing damage.\"]}],\"legendaryGroup\":{\"name\":\"Nintra Siotta\",\"source\":\"CM\"},\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\",\"S\"],\"damageTags\":[\"N\",\"P\",\"S\"],\"damageTagsLegendary\":[\"N\",\"P\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Parasite-infested Behir\",\"source\":\"CM\",\"page\":220,\"size\":[\"H\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":168,\"formula\":\"16d12 + 64\"},\"speed\":{\"walk\":50,\"climb\":40},\"str\":23,\"dex\":16,\"con\":18,\"int\":7,\"wis\":14,\"cha\":12,\"skill\":{\"perception\":\"+6\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 90 ft.\"],\"passive\":16,\"immune\":[\"lightning\"],\"languages\":[\"Draconic\"],\"cr\":\"11\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The behir makes two attacks: one with its bite and one to constrict.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d10 + 6}) piercing damage.\"]},{\"name\":\"Constrict\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one Large or smaller creature. {@h}17 ({@damage 2d10 + 6}) bludgeoning damage plus 17 ({@damage 2d10 + 6}) slashing damage. The target is {@condition grappled} (escape {@dc 16}) if the behir isn't already constricting a creature, and the target is {@condition restrained} until this grapple ends.\"]},{\"name\":\"Lightning Breath {@recharge 5}\",\"entries\":[\"The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a {@dc 16} Dexterity saving throw, taking 66 ({@damage 12d10}) lightning damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Swallow\",\"entries\":[\"The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the behir, and it takes 21 ({@damage 6d6}) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time.\",\"Any creature swallowed by a parasite-infested behir must succeed on a {@dc 19} Constitution saving throw at the start of each of the behir's turns or be feasted upon by blood parasites, taking 36 ({@damage 8d8}) necrotic damage on a failed save, or half as much damage on a successful save. This damage is in addition to the damage caused by the behir's digestive acids.\",\"If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a {@dc 14} Constitution saving throw at the end of that turn or regurgitate the creature, which falls {@condition prone} in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 15 feet of movement, exiting {@condition prone}.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\",\"Swallow\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"A\",\"B\",\"L\",\"N\",\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"grappled\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Ram Sugar\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CM\",\"page\":132,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dragonborn\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":14,\"con\":12,\"int\":10,\"wis\":13,\"cha\":14,\"skill\":{\"deception\":\"+4\",\"persuasion\":\"+4\",\"religion\":\"+2\"},\"passive\":11,\"resist\":[\"fire\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Ram Sugar is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 11}, {@hit 3} to hit with spell attacks). Ram Sugar has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell light}\",\"{@spell sacred flame}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell command}\",\"{@spell inflict wounds}\",\"{@spell shield of faith}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell hold person}\",\"{@spell spiritual weapon}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Dark Devotion\",\"entries\":[\"Ram Sugar has advantage on saving throws against being {@condition charmed} or {@condition frightened}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Ram Sugar makes two melee attacks.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Breath Weapon (Recharges after a Short or Long Rest)\",\"entries\":[\"Ram Sugar exhales fire in a 30-foot-long line that is 5 feet wide. Any creature in the line must make a {@dc 11} Dexterity saving throw, taking 7 ({@damage 2d6}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"attachedItems\":[\"dagger|phb\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"F\",\"P\"],\"damageTagsSpell\":[\"N\",\"O\",\"R\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflictSpell\":[\"paralyzed\",\"prone\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Sage\",\"source\":\"CM\",\"page\":9,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"ac\":[10],\"hp\":{\"average\":22,\"formula\":\"5d8\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":10,\"con\":10,\"int\":18,\"wis\":15,\"cha\":11,\"skill\":{\"arcana\":\"+8\",\"history\":\"+8\",\"insight\":\"+4\",\"investigation\":\"+8\",\"medicine\":\"+6\",\"nature\":\"+8\",\"religion\":\"+8\"},\"passive\":12,\"languages\":[\"Common plus any four languages\"],\"cr\":\"1/2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The sage casts one of the following spells, using Intelligence as the spellcasting ability (save {@dc 14}, {@hit 6} to hit with spell attacks):\"],\"will\":[\"{@spell light}\",\"{@spell mage hand}\",\"{@spell mending}\",{\"entry\":\"{@spell shocking grasp}\",\"hidden\":true}],\"daily\":{\"3e\":[\"{@spell comprehend languages}\",\"{@spell detect magic}\",\"{@spell identify}\",{\"entry\":\"{@spell shield}\",\"hidden\":true}],\"1e\":[\"{@spell dispel magic}\",\"{@spell levitate}\",\"{@spell locate object}\",\"{@spell see invisibility}\",\"{@spell sending}\",\"{@spell tongues}\",\"{@spell unseen servant}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Shocking Grasp (Cantrip)\",\"entries\":[\"{@atk ms} {@hit 6} to hit (with advantage if the target is wearing armor made of metal), reach 5 ft., one creature. {@h}9 ({@damage 2d8}) lightning damage, and the target can't take reactions until the start of its next turn.\"]}],\"reaction\":[{\"name\":\"Shield (1st-Level Spell; 3/Day)\",\"entries\":[\"When the sage is hit by an attack or targeted by a {@spell magic missile} spell, it calls forth an {@condition invisible} barrier of magical force that protects it. Until the start of its next turn, the sage has a +5 bonus to AC, including against the triggering attack, and it takes no damage from magic missile.\"]}],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"L\"],\"damageTagsSpell\":[\"L\"],\"spellcastingTags\":[\"O\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sapphire Sentinel\",\"source\":\"CM\",\"page\":201,\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":178,\"formula\":\"17d10 + 85\"},\"speed\":{\"walk\":30},\"str\":22,\"dex\":9,\"con\":20,\"int\":3,\"wis\":11,\"cha\":1,\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"immune\":[\"poison\",\"psychic\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't adamantine\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands Common but can't speak\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Immutable Form\",\"entries\":[\"The golem is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The golem has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The golem's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The golem makes two slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage.\"]},{\"name\":\"Slow {@recharge 5}\",\"entries\":[\"The golem targets one or more creatures it can see within 10 feet of it. Each target must make a {@dc 17} Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Sapphire\",\"entries\":[\"The sapphire has 3 charges. As an action, the golem can expend 1 charge to cast {@spell dispel magic} (as a 9th-level spell) from the sapphire using Constitution as its spellcasting ability. The sapphire ceases to glow if all its charges are expended, but it regains {@dice 1d3} expended charges daily at dawn and glows again once it has 1 or more charges.\"]}],\"traitTags\":[\"Immutable Form\",\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Shemshime\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CM\",\"page\":69,\"size\":[\"M\"],\"type\":\"undead\",\"ac\":[13],\"hp\":{\"average\":31,\"formula\":\"7d8\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":6,\"dex\":17,\"con\":10,\"int\":17,\"wis\":14,\"cha\":16,\"save\":{\"int\":\"+5\",\"wis\":\"+4\"},\"skill\":{\"perception\":\"+4\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":14,\"resist\":[\"acid\",\"bludgeoning\",\"fire\",\"lightning\",\"piercing\",\"slashing\",\"thunder\"],\"immune\":[\"cold\",\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"telepathy 60 ft.\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Crushing End\",\"entries\":[\"If damage reduces Shemshime to 0 hit points, Shemshime instead drops to 1 hit point unless the damage is the result of Shemshime being crushed by an object weighing at least 1,000 pounds.\"]},{\"name\":\"Incorporeal Movement\",\"entries\":[\"Shemshime can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]}],\"action\":[{\"name\":\"Maddening Touch\",\"entries\":[\"{@atk ms} {@hit 5} to hit, reach 5 ft., one target. {@h}17 ({@damage 4d6 + 3}) psychic damage.\"]},{\"name\":\"Whispers of Violence\",\"entries\":[\"Shemshime chooses up to two creatures it can see within 60 feet of it. Each target must succeed on a {@dc 13} Wisdom saving throw, or that target takes 7 ({@damage 1d8 + 3}) psychic damage and must use its reaction to make a melee weapon attack against one creature it can reach (Shemshime's choice) that Shemshime can see.\"]},{\"name\":\"Howling Babble {@recharge}\",\"entries\":[\"Shemshime targets one creature it can see within 30 feet of it. The creature must make a {@dc 13} Wisdom saving throw. On a failed save, it takes 21 ({@damage 4d8 + 3}) psychic damage and is {@condition stunned} until the end of its next turn. On a successful save, it takes half as much damage and isn't {@condition stunned}.\"]}],\"traitTags\":[\"Incorporeal Movement\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"TP\"],\"damageTags\":[\"O\",\"Y\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Skitterwidget\",\"source\":\"CM\",\"page\":136,\"size\":[\"M\"],\"type\":\"construct\",\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":85,\"formula\":\"10d8 + 40\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":16,\"dex\":14,\"con\":18,\"int\":3,\"wis\":10,\"cha\":1,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"lightning\",\"poison\"],\"conditionImmune\":[\"blinded\",\"deafened\",\"exhaustion\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"Skitterwidget\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Lightning Absorption\",\"entries\":[\"Whenever the skitterwidget is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The skitterwidget doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The skitterwidget makes two attacks: one with its bite and one with its tail.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage. If the target is a creature, it is {@condition grappled} by the skitterwidget (escape {@dc 13}).\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 10 ({@damage 3d6}) lightning damage, and if the target is a creature, it must succeed on a {@dc 15} Constitution saving throw or be {@condition stunned} until the end of its next turn.\"]}],\"reaction\":[{\"name\":\"Good Parent\",\"entries\":[\"The skitterwidget imposes disadvantage on one attack roll made against a kiddywidget it can see within 5 feet of it.\"]}],\"traitTags\":[\"Damage Absorption\",\"Unusual Nature\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"L\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\",\"stunned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Steel Crane\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CM\",\"page\":164,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"Unarmored Defense\"]}],\"hp\":{\"average\":76,\"formula\":\"9d8 + 36\"},\"speed\":{\"walk\":40},\"str\":13,\"dex\":18,\"con\":18,\"int\":13,\"wis\":17,\"cha\":14,\"save\":{\"dex\":\"+7\",\"int\":\"+4\"},\"skill\":{\"acrobatics\":\"+7\",\"deception\":\"+5\",\"perception\":\"+6\",\"stealth\":\"+7\"},\"passive\":16,\"resist\":[\"poison\",\"psychic\"],\"languages\":[\"Common\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Unarmored Defense\",\"entries\":[\"While Steel Crane is wearing no armor and wielding no shield, his AC includes his Wisdom modifier.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Steel Crane makes three attacks.\"]},{\"name\":\"Force Strike\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) force damage, and if the target is a creature, it must succeed on a {@dc 15} Constitution saving throw or be {@condition stunned} until the start of Steel Crane's next turn.\"]},{\"name\":\"Whip\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}6 ({@damage 1d4 + 4}) slashing damage or, if the target is a creature, Steel Crane can grapple the target instead (escape {@dc 15}). Steel Crane can't make attacks with the whip while using it to grapple a creature. Anytime on his turn, he can release a creature {@condition grappled} by the whip (no action required).\"]},{\"name\":\"Heal Self (Recharges after a Long Rest)\",\"entries\":[\"Steel Crane regains {@dice 2d8 + 4} hit points, and all levels of {@condition exhaustion} end on him.\"]}],\"reaction\":[{\"name\":\"Deflect Missile\",\"entries\":[\"In response to being hit by a ranged weapon attack, Steel Crane deflects the missile. The damage he takes from the attack is reduced by {@dice 1d10 + 10}. If the damage is reduced to 0, Steel Crane catches the missile if it's small enough to hold in one hand and Steel Crane has a hand free.\"]},{\"name\":\"Slow Descent (3/Day)\",\"entries\":[\"When Steel Crane falls, he can slow his descent, taking no damage from the fall.\"]}],\"attachedItems\":[\"whip|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"O\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"stunned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Storm Giant Skeleton\",\"source\":\"CM\",\"page\":208,\"size\":[\"H\"],\"type\":\"undead\",\"ac\":[{\"ac\":13,\"from\":[\"armor scraps\"]}],\"hp\":{\"average\":204,\"formula\":\"24d12 + 48\"},\"speed\":{\"walk\":50},\"str\":29,\"dex\":14,\"con\":15,\"int\":3,\"wis\":8,\"cha\":1,\"save\":{\"str\":\"+14\",\"con\":\"+7\"},\"skill\":{\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[\"cold\"],\"immune\":[\"lightning\",\"poison\",\"thunder\"],\"vulnerable\":[\"bludgeoning\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"cr\":\"16\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giant makes two attacks with its greatsword or hurls two rocks.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}30 ({@damage 6d6 + 9}) slashing damage plus 18 ({@damage 4d8}) necrotic damage.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 14} to hit, reach 60/240 ft., one target. {@h}35 ({@damage 4d12 + 9}) bludgeoning damage.\"]},{\"name\":\"Lightning Strike {@recharge 5}\",\"entries\":[\"The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a {@dc 15} Dexterity saving throw, taking 54 ({@damage 12d8}) lightning damage on a failed save, or half as much damage on a successful one.\"]}],\"attachedItems\":[\"greatsword|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"L\",\"N\",\"S\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RCH\",\"RW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true},{\"name\":\"Swarm of Animated Books\",\"source\":\"CM\",\"page\":19,\"size\":[\"M\"],\"type\":{\"type\":\"construct\",\"swarmSize\":\"T\"},\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":22,\"formula\":\"4d8 + 4\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":10,\"dex\":13,\"con\":12,\"int\":1,\"wis\":10,\"cha\":1,\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":10,\"immune\":[\"poison\",\"psychic\"],\"vulnerable\":[\"fire\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"stunned\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"False Objects\",\"entries\":[\"If the swarm is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the swarm move or act, that creature must succeed on a {@dc 15} Wisdom ({@skill Perception}) check to discern that the swarm is animate.\"]},{\"name\":\"Swarm\",\"entries\":[\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a 1-foot-tall, 8-inch-wide, 2-inch-thick object. The swarm can't regain hit points or gain temporary hit points.\"]}],\"action\":[{\"name\":\"Book Club\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 0 ft., one target in the swarm's space. {@h}6 ({@damage 2d4 + 1}) bludgeoning damage, or 3 ({@damage 1d4 + 1}) bludgeoning damage if the swarm has half its hit points or fewer.\"]}],\"senseTags\":[\"B\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Valin Sarnaster\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CM\",\"page\":182,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":97,\"formula\":\"13d8 + 39\"},\"speed\":{\"walk\":20},\"str\":18,\"dex\":10,\"con\":17,\"int\":11,\"wis\":18,\"cha\":16,\"save\":{\"con\":\"+8\",\"int\":\"+5\",\"wis\":\"+9\",\"cha\":\"+8\"},\"skill\":{\"history\":\"+5\",\"religion\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"immune\":[\"necrotic\",\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"vulnerable\":[\"fire\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"The languages it knew in life\"],\"cr\":\"16\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Valin Sarnaster is a 10th-level spellcaster. Her spellcasting ability is Wisdom (spell save {@dc 17}, {@hit 9} to hit with spell attacks). Valin has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell sacred flame}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell command}\",\"{@spell guiding bolt}\",\"{@spell shield of faith}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell hold person}\",\"{@spell silence}\",\"{@spell spiritual weapon}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell clairvoyance}\",\"{@spell dispel magic}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell divination}\",\"{@spell dimension door}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell contagion}\",\"{@spell scrying}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell harm}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"Valin has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Rejuvenation\",\"entries\":[\"While her heart remains in Alessia's body, Valin re-forms inside her sarcophagus, regaining all her hit points and becoming active again.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Valin can use her Dreadful Glare and makes one attack with her rotting fist.\"]},{\"name\":\"Rotting Fist\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}14 ({@damage 3d6 + 4}) bludgeoning damage plus 21 ({@damage 6d6}) necrotic damage. If the target is a creature, it must succeed on a {@dc 16} Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 ({@dice 3d6}) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the {@spell remove curse} spell or other magic.\"]},{\"name\":\"Dreadful Glare\",\"entries\":[\"Valin targets one creature she can see within 60 feet of her. If the target can see Valin, it must succeed on a {@dc 16} Wisdom saving throw against this magic or become {@condition frightened} until the end of Valin's next turn. If the target fails the saving throw by 5 or more, it is also {@condition paralyzed} for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"Valin makes one attack with her rotting fist or uses her Dreadful Glare.\"]},{\"name\":\"Blinding Dust\",\"entries\":[\"Blinding dust and sand swirls magically around Valin. Each creature within 5 feet of Valin must succeed on a {@dc 16} Constitution saving throw or be {@condition blinded} until the end of her next turn.\"]},{\"name\":\"Blasphemous Word (Costs 2 Actions)\",\"entries\":[\"Valin utters a blasphemous word. Each non-undead creature within 10 feet of Valin that can hear the magical utterance must succeed on a {@dc 16} Constitution saving throw or be {@condition stunned} until the end of Valin's next turn.\"]},{\"name\":\"Channel Negative Energy (Costs 2 Actions)\",\"entries\":[\"Valin magically unleashes negative energy. Creatures within 60 feet of Valin, including ones behind barriers and around corners, can't regain hit points until the end of Valin's next turn.\"]},{\"name\":\"Whirlwind of Sand (Costs 2 Actions)\",\"entries\":[\"Valin magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to her normal form. While in whirlwind form, Valin is immune to all damage, and it can't be {@condition grappled}, {@condition petrified}, knocked {@condition prone}, {@condition restrained}, or {@condition stunned}. Equipment worn or carried by Valin remain in her possession.\"]}],\"legendaryGroup\":{\"name\":\"Valin Sarnaster\",\"source\":\"CM\"},\"traitTags\":[\"Magic Resistance\",\"Rejuvenation\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"B\",\"N\"],\"damageTagsSpell\":[\"N\",\"O\",\"R\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"AOE\",\"CUR\",\"MW\"],\"conditionInflict\":[\"blinded\",\"frightened\",\"paralyzed\",\"stunned\"],\"conditionInflictSpell\":[\"blinded\",\"deafened\",\"paralyzed\",\"poisoned\",\"prone\",\"stunned\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Varnyr\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CM\",\"page\":63,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item breastplate|PHB}\"]}],\"hp\":{\"average\":9,\"formula\":\"2d8\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":12,\"con\":11,\"int\":12,\"wis\":14,\"cha\":16,\"skill\":{\"deception\":\"+5\",\"insight\":\"+4\",\"persuasion\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"languages\":[\"Common\",\"Elvish\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"Varnyr has advantage on saving throws against being {@condition charmed}, and magic can't put Varnyr to sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Varnyr makes two attacks.\"]},{\"name\":\"Cane\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"Varnyr adds 2 to their AC against one melee attack that would hit it. To do so, Varnyr must see the attacker and be wielding a melee weapon.\"]}],\"traitTags\":[\"Fey Ancestry\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Wood Elf Wizard\",\"source\":\"CM\",\"page\":187,\"_copy\":{\"name\":\"Drow Mage\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"\\\\bdrow\\\\b\",\"with\":\"wood elf\"},\"trait\":{\"mode\":\"removeArr\",\"names\":\"Sunlight Sensitivity\"}}},\"traitTags\":[\"Fey Ancestry\"],\"hasToken\":true},{\"name\":\"Zikran\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CM\",\"page\":145,\"_copy\":{\"name\":\"Archmage\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Water Genasi\",\"source\":\"EEPC\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the archmage\",\"with\":\"Zikran\",\"flags\":\"i\"},\"_\":{\"mode\":\"addSpells\",\"spells\":{\"5\":{\"spells\":[\"{@spell conjure elemental}\"]}}}}},\"hp\":{\"average\":144,\"formula\":\"18d8 + 18\"},\"languages\":[\"Aquan\",\"Common\",\"Primordial\",\"Sahuagin\",\"Undercommon\"],\"traitTags\":[\"Amphibious\",\"Magic Resistance\"],\"languageTags\":[\"AQ\",\"C\",\"OTH\",\"P\",\"U\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Zikzokrishka\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CM\",\"page\":209,\"size\":[\"H\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":225,\"formula\":\"18d12 + 108\"},\"speed\":{\"walk\":40,\"burrow\":30,\"fly\":80},\"str\":25,\"dex\":10,\"con\":23,\"int\":16,\"wis\":15,\"cha\":19,\"save\":{\"dex\":\"+6\",\"con\":\"+12\",\"wis\":\"+8\",\"cha\":\"+10\"},\"skill\":{\"perception\":\"+14\",\"stealth\":\"+6\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":24,\"resist\":[\"necrotic\"],\"immune\":[\"lightning\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"17\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Zikzokrishka fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Zikzokrishka has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Zikzokrishka can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d10 + 7}) piercing damage plus 5 ({@damage 1d10}) lightning damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d6 + 7}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}16 ({@damage 2d8 + 7}) bludgeoning damage.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of Zikzokrishka's choice that is within 120 feet of the Zikzokrishka and aware of it must succeed on a {@dc 18} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Zikzokrishka's Frightful Presence for the next 24 hours.\"]},{\"name\":\"Lightning Breath {@recharge 5}\",\"entries\":[\"Zikzokrishka exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a {@dc 20} Dexterity saving throw, taking 66 ({@damage 12d10}) lightning damage on a failed save, or half as much damage on a successful one.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"Zikzokrishka makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Tail Attack\",\"entries\":[\"Zikzokrishka makes a tail attack.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"Zikzokrishka beats its tattered wings. Each creature within 10 feet of Zikzokrishka must succeed on a {@dc 21} Dexterity saving throw or take 14 ({@damage 2d6 + 7}) bludgeoning damage and be knocked {@condition prone}. After beating its wings this way, Zikzokrishka can fly up to half its flying speed.\"]}],\"legendaryGroup\":{\"name\":\"Zikzokrishka\",\"source\":\"CM\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Frightful Presence\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"L\",\"P\",\"S\"],\"damageTagsLegendary\":[\"B\",\"L\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"prone\"],\"savingThrowForced\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-coa.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\"]},\"otherSources\":{\"monster\":{\"MPMM\":\"CoA\",\"MM\":\"CoA\",\"DMG\":\"CoA\"}}},\"monster\":[{\"name\":\"Abigor\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoA\",\"page\":193,\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":22,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":337,\"formula\":\"27d10 + 189\"},\"speed\":{\"walk\":30},\"str\":27,\"dex\":14,\"con\":25,\"int\":20,\"wis\":16,\"cha\":16,\"save\":{\"str\":\"+15\",\"int\":\"+12\"},\"skill\":{\"athletics\":\"+22\",\"history\":\"+12\",\"insight\":\"+10\",\"intimidation\":\"+17\",\"perception\":\"+10\",\"survival\":\"+10\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":20,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Celestial\",\"Common\",\"Draconic\",\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"22\",\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede Abigor's darkvision.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Abigor has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Abigor makes four attacks using its Warhammer, Throwing Hammer, or a combination of the two.\"]},{\"name\":\"Warhammer\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d8 + 8}) bludgeoning damage plus 3 ({@damage 1d6}) thunder damage.\"]},{\"name\":\"Throwing Hammer\",\"entries\":[\"{@atk rw} {@hit 15} to hit, range 30/60 ft., one target. {@h}17 ({@damage 2d8 + 8}) bludgeoning damage plus 3 ({@damage 1d6}) thunder damage. Hammers thrown this way fall and stick into the ground after hitting their target and a new hammer appears in Abigor's hand.\"]},{\"name\":\"Thunderous Slam {@recharge 5}\",\"entries\":[\"Abigor causes all its hammers left on the battlefield to bristle with thunderous energy, exploding outwards with a roar. All creatures within a 10-foot-radius sphere centered on each hammer must make a {@dc 22} Constitution saving throw. Targets take 26 ({@damage 4d12}) thunder damage on a failed save, or half as much damage on a successful one. If a creature is within multiple spheres, it must make the save multiple times, taking damage from each source.\"]}],\"legendary\":[{\"name\":\"Throw Hammer\",\"entries\":[\"Abigor makes a Throwing Hammer attack.\"]},{\"name\":\"Call Thunder (Costs 2 Actions)\",\"entries\":[\"Abigor targets a hammer that it can see within 60 feet to let out a thunderous roar. Creatures within a 10-foot-radius sphere centered on the hammer must make a {@dc 22} Constitution saving throw, taking 26 ({@damage 4d12}) thunder damage on a failed save, or half as much damage on a successful one.\"]}],\"tokenCredit\":\"Mate Lukacs\",\"attachedItems\":[\"warhammer|phb\"],\"traitTags\":[\"Devil's Sight\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\",\"DR\",\"I\",\"TP\"],\"damageTags\":[\"B\",\"T\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Aeshma\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoA\",\"page\":261,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"tiefling\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item bracers of defense}\"]}],\"hp\":{\"average\":45,\"formula\":\"7d8 + 14\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":16,\"con\":14,\"int\":14,\"wis\":14,\"cha\":16,\"save\":{\"dex\":\"+5\",\"cha\":\"+5\"},\"skill\":{\"deception\":\"+7\",\"insight\":\"+4\",\"performance\":\"+7\",\"persuasion\":\"+7\",\"sleight of hand\":\"+7\",\"stealth\":\"+5\"},\"passive\":12,\"languages\":[\"Common\",\"Infernal\"],\"cr\":\"2\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Aeshma makes two attacks using his Shortsword, Hand Crossbow, or a combination of the two.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Hand Crossbow\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 30/120 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]}],\"bonus\":[{\"name\":\"Cunning\",\"entries\":[\"Aeshma takes the Dash, Disengage, or Hide action.\"]}],\"attachedItems\":[\"hand crossbow|phb\",\"shortsword|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"I\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Affliction Devil (Kocrachon)\",\"source\":\"CoA\",\"page\":236,\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":104,\"formula\":\"16d8 + 32\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":60,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":16,\"dex\":19,\"con\":15,\"int\":17,\"wis\":12,\"cha\":14,\"save\":{\"dex\":\"+8\",\"int\":\"+7\"},\"skill\":{\"deception\":\"+6\",\"intimidation\":\"+6\",\"perception\":\"+5\",\"stealth\":\"+8\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":15,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"cold\",\"fire\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the kocrachon's darkvision.\"]},{\"name\":\"Infernal Rot\",\"entries\":[\"A creature afflicted with this disease has the {@condition poisoned} condition until the disease ends. While diseased, creatures gain no benefits from a long rest, gaining {@condition exhaustion} when necessary. If a creature dies while afflicted with Infernal Rot, its corpse transforms into a newborn kocrachon after 4 ({@dice 1d8}) days.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The kocrachon has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Sadism\",\"entries\":[\"The kocrachon gains a +1 bonus to attack and damage rolls for each different creature it damaged on its previous turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The kocrachon makes three Claw attacks. It can replace one of the attacks with a Proboscis attack.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage.\"]},{\"name\":\"Proboscis\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d12 + 4}) piercing damage plus 14 ({@damage 4d6}) poison damage. Creatures damaged by this attack must succeed on a {@dc 16} Constitution saving throw or suffer the Infernal Rot disease.\"]}],\"traitTags\":[\"Devil's Sight\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"I\",\"TP\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"miscTags\":[\"DIS\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Anacreda\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoA\",\"page\":146,\"size\":[\"L\"],\"type\":\"fey\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":253,\"formula\":\"22d10 + 132\"},\"speed\":{\"walk\":40,\"fly\":40},\"str\":25,\"dex\":16,\"con\":22,\"int\":15,\"wis\":16,\"cha\":19,\"save\":{\"con\":\"+12\",\"cha\":\"+10\"},\"skill\":{\"deception\":\"+10\",\"perception\":\"+9\"},\"senses\":[\"darkvision 120 ft.\",\"truesight 10 ft.\"],\"passive\":19,\"immune\":[\"cold\",\"fire\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"languages\":[\"Common\",\"Giant\",\"Infernal\",\"Sylvan\"],\"cr\":\"17\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Anacreda makes two Claw attacks. She can replace one of the attacks with a Crushing Hug attack.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d8 + 7}) slashing damage.\"]},{\"name\":\"Crushing Hug\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}51 ({@damage 8d10 + 7}) bludgeoning damage, and if the target is a Large or smaller creature, Anacreda grabs it with both arms. The target has the {@condition grappled} condition (escape {@dc 18}). Until the grapple ends, the target takes 73 ({@damage 12d10 + 7}) necrotic damage at the start of each of Anacreda's turns. Anacreda can't make attacks while grappling a creature in this way.\"]},{\"name\":\"Spinewall\",\"entries\":[\"Anacreda causes a 50-foot-long, 5-foot-wide row of bones to pierce the earth at a point within 120 feet of her. She chooses the direction of the line. The bones rise 10 feet into the air and form a solid wall. A 5-foot section of bone has an AC of 20 and 10 hit points.\"]},{\"name\":\"Shattering Shriek (1/Day)\",\"entries\":[\"Anacreda shrieks loud enough to shatter stone and bone alike. Each creature within a 50-foot-radius sphere centered on Anacreda must make a {@dc 18} Constitution saving throw. A creature takes 55 ({@damage 10d10}) thunder damage on a failed save, or half as much damage on a successful one. Unworked stone, exposed bone, and similar materials in the radius are shattered and turned into difficult terrain.\"]}],\"tokenCredit\":\"jameszapata\",\"senseTags\":[\"SD\",\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\",\"I\",\"S\"],\"damageTags\":[\"B\",\"N\",\"S\",\"T\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true},{\"name\":\"Anagwendol\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoA\",\"page\":262,\"size\":[\"M\"],\"type\":\"celestial\",\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":190,\"formula\":\"20d8 + 100\"},\"speed\":{\"walk\":30,\"fly\":90},\"str\":20,\"dex\":18,\"con\":20,\"int\":18,\"wis\":20,\"cha\":22,\"save\":{\"int\":\"+9\",\"wis\":\"+10\",\"cha\":\"+11\"},\"skill\":{\"perception\":\"+10\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":20,\"resist\":[\"radiant\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"16\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"Anagwendol has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Anagwendol makes two attacks using her Defending Greatsword, Longbow, or a combination of the two.\"]},{\"name\":\"Defending Greatsword\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}19 ({@damage 4d6 + 5}) slashing damage plus 22 ({@damage 5d8}) radiant damage.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 9} to hit, range 150/600 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage damage plus 22 ({@damage 5d8}) radiant damage.\"]},{\"name\":\"Healing Touch (2/Day)\",\"entries\":[\"Anagwendol touches another creature. The target magically regains 30 ({@dice 6d8 + 3}) hit points and is freed from any curse, disease, poison, blindness, or deafness.\"]}],\"bonus\":[{\"name\":\"Defensive Swordwork\",\"entries\":[\"Anagwendol can forgo attacking with her Defending Greatsword on this turn and gain a +3 to her armor class. She can still attack with her Longbow.\"]}],\"attachedItems\":[\"longbow|phb\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"P\",\"R\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Animated Furniture\",\"source\":\"CoA\",\"page\":170,\"_copy\":{\"name\":\"Stone Golem\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"golem\",\"with\":\"animated furniture\"}}},\"immune\":[\"cold\",\"fire\",\"poison\",\"psychic\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't adamantine\",\"cond\":true}],\"tokenCredit\":\"Jeferson Cordeiro\",\"hasToken\":true},{\"name\":\"Asmodeus\",\"isNamedCreature\":true,\"source\":\"CoA\",\"page\":217,\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":22,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":725,\"formula\":\"50d10 + 450\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":120,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":30,\"dex\":21,\"con\":28,\"int\":25,\"wis\":30,\"cha\":30,\"save\":{\"str\":\"+19\",\"con\":\"+18\",\"int\":\"+16\",\"cha\":\"+19\"},\"skill\":{\"arcana\":\"+16\",\"deception\":\"+28\",\"insight\":\"+28\",\"intimidation\":\"+19\",\"perception\":\"+19\",\"persuasion\":\"+19\",\"religion\":\"+16\"},\"senses\":[\"darkvision 120 ft.\",\"truesight 60 ft.\"],\"passive\":29,\"resist\":[\"cold\"],\"immune\":[\"fire\",\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"conditionImmune\":[\"blinded\",\"charmed\",\"frightened\",\"paralyzed\",\"poisoned\",\"stunned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"30\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Asmodeus casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 27}):\"],\"will\":[\"{@spell Bane}\",\"{@spell Bestow Curse}\",\"{@spell Command}\",\"{@spell Cure Wounds}\",\"{@spell Darkness}\",\"{@spell Lesser Restoration}\",\"{@spell Remove Curse}\"],\"daily\":{\"1e\":[\"{@spell Antimagic Field}\",\"{@spell Earthquake}\",\"{@spell Flame Strike}\",\"{@spell Gate}\",\"{@spell Heal}\",\"{@spell Mass Heal}\",\"{@spell Wish}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Antimagic Aura\",\"entries\":[\"Asmodeus has advantage on saving throws against spells and other magical effects. Spells of level 4 or lower can't damage Asmodeus.\"]},{\"name\":\"Fiendish Regeneration\",\"entries\":[\"Asmodeus regains 40 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Asmodeus dies only if he starts his turn with 0 hit points and doesn't regenerate. If Asmodeus dies, his body regenerates, returning to life 13 ({@dice 2d12}) days later.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Asmodeus fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Submission Aura\",\"entries\":[\"When a creature moves to be within 120 feet of Asmodeus, they must succeed on a {@dc 24} Wisdom saving throw or have the {@condition frightened} condition until they leave the aura. While {@condition frightened}, creatures kneel before Asmodeus, taking no actions unless he commands otherwise. If Asmodeus deals damage to a kneeling creature, the creature's {@condition frightened} condition ends. A creature that succeeds the saving throw is immune to this effect for 1 hour.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Asmodeus makes four attacks using Ruby Rod, Chilling Gaze, or a combination of the two. He can replace one of the attacks with Hellish Smite.\"]},{\"name\":\"Ruby Rod\",\"entries\":[\"{@atk mw} {@hit 21} to hit, reach 5 ft., one target. {@h}21 ({@damage 2d8 + 12}) necrotic damage, which also reduces the target's hit point maximum by the damage taken. This damage can't reduce a target's hit point maximum below 1. Any effect that removes a disease allows a creature's hit point maximum to return to normal.\"]},{\"name\":\"Chilling Gaze\",\"entries\":[\"{@atk rs} {@hit 16} to hit, range 60 ft., one target. {@h}18 ({@damage 2d10 + 7}) cold damage, and the target has a-1 penalty to all attack rolls they make until the end of their next turn. This penalty can stack.\"]},{\"name\":\"Hellish Smite\",\"entries\":[\"Asmodeus targets a creature he can see within 300 feet of him, calling down a bolt of hellish lightning. The target must make a {@dc 24} Dexterity saving throw, taking 14 ({@damage 4d6}) lightning damage plus 14 ({@damage 4d6}) fire damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Infernal Word: Stun {@recharge 4}\",\"entries\":[\"Asmodeus targets a creature he can see within 120 feet of him. The target must make a {@dc 24} Intelligence saving throw, taking 45 ({@damage 10d8}) force damage on a failed save, or half as much damage on a successful one. A creature that failed the save is {@condition stunned} for up to 1 minute. The {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success, but taking the damage again on a failed save.\"]},{\"name\":\"Hell-Lord's Suggestion {@recharge 5}\",\"entries\":[\"Asmodeus targets a creature he can see within 120 feet of him. The target must make a {@dc 24} Charisma saving throw, taking 44 ({@damage 8d10}) psychic damage on a failed save, or half as much damage on a successful one. A creature that failed the save has the {@condition charmed} condition for up to 1 minute. While {@condition charmed}, a creature is controlled by Asmodeus, performing only actions that he suggests. A {@condition charmed} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success, but taking the damage again on a failed save.\"]},{\"name\":\"Fires of the Nine Hells {@recharge 5}\",\"entries\":[\"Asmodeus chooses a point he can see within 500 feet of him, which explodes into a roaring inferno. All creatures within a 60-foot-radius sphere centered on that point must make a {@dc 24} Dexterity saving throw, taking 70 ({@damage 20d6}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"reaction\":[{\"name\":\"Ruby Absorption\",\"entries\":[\"As a reaction to being the sole target of a spell, Asmodeus can attempt to absorb the spell into the Ruby Rod.\",\"Asmodeus rolls ({@dice 1d20 + 2}), and if the result is higher than (10 + spell level), the spell is absorbed into the rod and has no effect.\"]}],\"legendary\":[{\"name\":\"Channel Ruby Rod\",\"entries\":[\"The Ruby Rod has 66 charges. Asmodeus may spend its charges to cast one of the following spells from it, with a spell save DC of 20: {@spell Lesser Restoration} (3 charges), {@spell Wall of Force} (7 charges), {@spell Greater Restoration} (12 charges), {@spell Chain Lightning} (15 charges), {@spell Prismatic Spray} (23 charges), {@spell Globe of Invulnerability} (33 charges)\"]},{\"name\":\"Strike (Costs 2 Actions)\",\"entries\":[\"Asmodeus makes a Ruby Rod attack.\"]},{\"name\":\"Call Underling (Costs 3 Actions)\",\"entries\":[\"Asmodeus summons an allied {@creature pit fiend} in an unoccupied space that he can see.\"]}],\"legendaryGroup\":{\"name\":\"Asmodeus\",\"source\":\"CoA\"},\"traitTags\":[\"Legendary Resistances\",\"Regeneration\"],\"senseTags\":[\"SD\",\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"C\",\"F\",\"L\",\"N\",\"O\",\"Y\"],\"damageTagsSpell\":[\"B\",\"F\",\"N\",\"R\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"stunned\"],\"conditionInflictSpell\":[\"prone\"],\"savingThrowForced\":[\"charisma\",\"dexterity\",\"intelligence\",\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Avatar of Baalzebul\",\"source\":\"CoA\",\"page\":38,\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":285,\"formula\":\"30d8 + 150\"},\"speed\":{\"walk\":20,\"fly\":30},\"str\":21,\"dex\":13,\"con\":20,\"int\":17,\"wis\":18,\"cha\":20,\"save\":{\"str\":\"+11\",\"cha\":\"+11\"},\"skill\":{\"deception\":\"+11\",\"insight\":\"+10\",\"intimidation\":\"+11\",\"persuasion\":\"+11\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":14,\"resist\":[\"acid\",\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"vulnerable\":[\"radiant\"],\"conditionImmune\":[\"charmed\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"18\",\"trait\":[{\"name\":\"Stench of the Slug\",\"entries\":[\"Any creature that starts its turn within 10 feet of the avatar must succeed on a {@dc 19} Constitution saving throw or have the {@condition poisoned} condition until the start of their next turn. On a successful saving throw, the creature is immune to this stench for 1 hour.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The avatar makes four Sickening Claw attacks. It can replace one of the attacks with Insect Gorge (if available).\"]},{\"name\":\"Sickening Claw\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage plus 13 ({@damage 3d8}) acid damage. The target's hit point maximum is reduced by the acid damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.\"]},{\"name\":\"Insect Gorge {@recharge 4}\",\"entries\":[\"The avatar disgorges a swarm of biting flies at a point it can see within 300 feet of itself. Each creature within a 20-foot-radius sphere centered on that point must make a {@dc 19} Constitution saving throw. A creature takes 55 ({@damage 10d10}) piercing damage on a failed save, or half as much damage on a successful one. The biting flies persist for 1 minute or until the avatar is slain. A creature must also make this saving throw when it enters the insects' area for the first time on a turn or ends its turn there.\"]},{\"name\":\"Caustic Slimepool (1/Day)\",\"entries\":[\"The avatar causes caustic slime to emanate from itself, covering a 15-foot-radius circle. Each creature within the slime must succeed on a {@dc 19} Dexterity saving throw or have the {@condition grappled} condition (escape {@dc 17}). A {@condition grappled} creature takes 21 ({@damage 6d6}) acid damage at the start of its turn.\"]}],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"A\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"HPR\",\"MW\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Awful Fisher\",\"isNpc\":true,\"source\":\"CoA\",\"page\":133,\"size\":[\"G\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":348,\"formula\":\"24d20 + 96\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":23,\"dex\":16,\"con\":18,\"int\":5,\"wis\":10,\"cha\":8,\"save\":{\"dex\":\"+9\",\"con\":\"+10\"},\"skill\":{\"perception\":\"+6\",\"stealth\":\"+9\",\"survival\":\"+6\"},\"senses\":[\"blindsight 120 ft.\",\"darkvision 60 ft.\"],\"passive\":16,\"cr\":\"18\",\"trait\":[{\"name\":\"Flammable Blood\",\"entries\":[\"If the fisher drops below 200 hit points, it gains vulnerability to fire damage.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the fisher fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The fisher can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The fisher makes two Claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 15 ft., one target. {@h}20 ({@damage 4d6 + 6}) slashing damage.\"]},{\"name\":\"Retract Filament\",\"entries\":[\"One Huge or smaller creature {@condition grappled} by the fisher's Adhesive Filament must make a {@dc 20} Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the fisher, and the fisher makes one Claw attack against it with advantage. Anyone else who was attached to the filament is released. Until the grapple ends on the target, the fisher can't use Adhesive Filament.\"]}],\"bonus\":[{\"name\":\"Adhesive Filament\",\"entries\":[\"The fisher extends a sticky filament up to 90 feet in a straight line, which adheres to anything that touches it. A Huge or smaller creature the filament adheres to has the {@condition grappled} condition (escape {@dc 20}), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 16; 25 hit points; immunity to poison and psychic damage). A weapon that fails to sever it becomes stuck to it, requiring an action and a successful {@dc 20} Strength check to pull free. Destroying the filament deals no damage to the fisher. The filament crumbles away if the fisher takes this bonus action again.\"]}],\"legendary\":[{\"name\":\"Slash\",\"entries\":[\"The fisher makes a Claw attack.\"]},{\"name\":\"Spit\",\"entries\":[\"The fisher uses Adhesive Filament.\"]},{\"name\":\"Reel In\",\"entries\":[\"The fisher uses Retract Filament.\"]}],\"tokenCredit\":\"sμ (smew)\",\"traitTags\":[\"Legendary Resistances\",\"Spider Climb\"],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true},{\"name\":\"Ayperobo Swarm\",\"source\":\"CoA\",\"page\":238,\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"swarmSize\":\"T\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":130,\"formula\":\"20d8 + 40\"},\"speed\":{\"walk\":5,\"fly\":{\"number\":60,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":3,\"dex\":24,\"con\":14,\"int\":8,\"wis\":13,\"cha\":13,\"save\":{\"dex\":\"+11\",\"cha\":\"+5\"},\"skill\":{\"intimidation\":\"+5\",\"perception\":\"+5\",\"stealth\":\"+11\",\"survival\":\"+5\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":15,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"stunned\"],\"languages\":[\"Celestial\",\"Draconic\",\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"12\",\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the ayperobo swarm's darkvision.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The ayperobo swarm has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Swarm\",\"entries\":[\"The ayperobo swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The ayperobo swarm can't regain hit points or gain temporary hit points.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The ayperobo swarm makes three Bite attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 0 ft., one target. {@h}27 ({@damage 8d4 + 7}) piercing damage, or 17 ({@damage 4d4 + 7}) piercing damage if the swarm has half of its hit points (65) or fewer.\"]},{\"name\":\"Burrow {@recharge}\",\"entries\":[\"The ayperobo swarm makes a Bite attack. On a hit, the swarm burrows inside the creature, dealing an additional 35 ({@damage 10d6}) necrotic damage and taking control of the creature. At the start of each of its turns, the target may make a {@dc 17} Constitution saving throw, expelling the ayperobo swarm and taking 14 ({@damage 4d6}) piercing damage on a success.\",\"While burrowed inside a creature, the ayperobo swarm has {@quickref Cover||3||total cover} against attacks targeting them, and no longer acts on their own initiative. Instead, they take total control over their host, gaining all of its abilities, attacks, and equipment.\",\"They act during the host's turn, taking actions based on their host. If a host dies while the ayperobo swarm is burrowed, they leave the host at the end of the host's turn, rolling initiative if necessary. Creatures acting as hosts to the ayperobo swarm are fully aware of their actions and surroundings, but are incapable of physically operating their body.\"]}],\"traitTags\":[\"Devil's Sight\",\"Magic Resistance\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CE\",\"DR\",\"I\",\"TP\"],\"damageTags\":[\"N\",\"P\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Baalzebul\",\"isNamedCreature\":true,\"source\":\"CoA\",\"page\":219,\"size\":[\"H\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":540,\"formula\":\"40d12 + 280\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":28,\"dex\":15,\"con\":25,\"int\":21,\"wis\":24,\"cha\":26,\"save\":{\"str\":\"+17\",\"con\":\"+15\",\"int\":\"+13\",\"cha\":\"+16\"},\"skill\":{\"athletics\":\"+17\",\"deception\":\"+24\",\"insight\":\"+15\",\"intimidation\":\"+16\",\"persuasion\":\"+16\"},\"senses\":[\"darkvision 120 ft.\",\"tremorsense 10 ft.\"],\"passive\":17,\"resist\":[\"acid\",\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"26\",\"spellcasting\":[{\"name\":\"Spellcasting (Winged Form Only)\",\"type\":\"spellcasting\",\"headerEntries\":[\"Baalzebul casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 24}):\"],\"will\":[\"{@spell Animate Dead}\",\"{@spell Darkness}\",\"{@spell Detect Evil and Good}\",\"{@spell Detect Magic}\",\"{@spell Dispel Evil and Good}\",\"{@spell Hallow}\",\"{@spell Hold Monster}\",\"{@spell Suggestion}\",\"{@spell Teleport}\",\"{@spell True Seeing}\"],\"daily\":{\"1e\":[\"{@spell Symbol} (pain or insanity)\",\"{@spell Wish}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede Baalzebul's darkvision.\"]},{\"name\":\"Fiendish Regeneration\",\"entries\":[\"Baalzebul regains 20 hit points at the start of his turn. If he takes radiant damage this trait doesn't function at the start of his next turn. Baalzebul dies only if he starts his turn with 0 hit points and doesn't regenerate.\"]},{\"name\":\"Lord of Flies\",\"entries\":[\"Insects don't attack Baalzebul, and he can issue orders to them.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Baalzebul fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Baalzebul has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Stench of the Slug (Slug Form Only)\",\"entries\":[\"A creature that starts its turn within 10 feet of Baalzebul must succeed on a {@dc 21} Constitution saving throw or have the {@condition poisoned} condition until the start of its next turn. On a successful save, a creature is immune to this stench for 1 hour.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Baalzebul uses Heart of Pestilence (if available), then makes three Slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}19 ({@damage 3d6 + 9}) bludgeoning damage plus 7 ({@damage 2d6}) necrotic damage.\"]},{\"name\":\"Pungent Eruption (Slug Form Only, Recharge 4-6)\",\"entries\":[\"Baalzebul causes refuse and caustic liquid to spill from the ground at a point he can see within 300 feet. Each creature in a 15-foot-radius sphere centered on that point must make a {@dc 21} Constitution saving throw. Targets take 36 ({@damage 8d8}) acid damage on a failed save, or half as much on a successful one. Creatures that fail the save have the {@condition poisoned} condition for 1 minute.\"]},{\"name\":\"Heart of Pestilence {@recharge 5}\",\"entries\":[\"Baalzebul channels pestilence into his body, sickening creatures within 50 feet that can see him. Sickened creatures must make a {@dc 21} Charisma saving throw, followed by a {@dc 21} Constitution saving throw. Failing the Charisma save makes a creature have the {@condition frightened} condition, while failing the Constitution save makes a creature weak. While weakened, a creature deals half damage on melee attacks. Both effects last for 1 minute or until a {@spell Greater Restoration} spell or similar is cast.\"]}],\"bonus\":[{\"name\":\"Displace\",\"entries\":[\"Baalzebul magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.\"]}],\"legendary\":[{\"name\":\"Pummel\",\"entries\":[\"Baalzebul makes a Slam attack.\"]},{\"name\":\"Teleport\",\"entries\":[\"Baalzebul uses Displace.\"]},{\"name\":\"Insect Gorge (Costs 2 Actions)\",\"entries\":[\"Baalzebul disgorges a swarm of biting flies at a point he can see within 300 feet of himself. Each creature within a 20-foot-radius sphere centered on that point must make a {@dc 21} Constitution saving throw. A creature takes 44 ({@damage 8d10}) piercing damage on a failed save, or half as much damage on a successful one. The biting flies persist for 1 minute, or until Baalzebul uses this ability again. Creatures that enter the flies' area or end their turn inside it must repeat the saving throw.\"]},{\"name\":\"Call Underling (Costs 3 Actions)\",\"entries\":[\"Baalzebul summons an allied {@creature bone devil} in an unoccupied space that he can see.\"]}],\"legendaryGroup\":{\"name\":\"Baalzebul\",\"source\":\"CoA\"},\"traitTags\":[\"Devil's Sight\",\"Legendary Resistances\",\"Magic Resistance\",\"Regeneration\"],\"senseTags\":[\"SD\",\"T\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"A\",\"B\",\"N\",\"P\"],\"damageTagsSpell\":[\"N\"],\"spellcastingTags\":[\"F\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflictSpell\":[\"frightened\",\"incapacitated\",\"paralyzed\",\"stunned\",\"unconscious\"],\"savingThrowForced\":[\"charisma\",\"constitution\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Barachiel\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoA\",\"page\":263,\"size\":[\"M\"],\"type\":\"celestial\",\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|PHB|plate}\"]}],\"hp\":{\"average\":136,\"formula\":\"16d8 + 64\"},\"speed\":{\"walk\":30,\"fly\":50},\"str\":18,\"dex\":12,\"con\":18,\"int\":11,\"wis\":14,\"cha\":20,\"save\":{\"con\":\"+9\",\"wis\":\"+7\"},\"passive\":12,\"resist\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"Celestial\",\"Common\",\"Infernal\"],\"cr\":\"13\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Barachiel makes three Greatsword attacks.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage plus 22 ({@damage 5d8}) radiant damage.\"]},{\"name\":\"Purifying Flames {@recharge 4}\",\"entries\":[\"Barachiel wreathes his sword in white flame, then makes a Greatsword attack. On a hit, the target takes an additional 45 ({@damage 7d12}) fire damage plus 45 ({@damage 7d12}) radiant damage. The target must succeed on a {@dc 18} Charisma saving throw or have the {@condition stunned} condition until the end of their next turn.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"Barachiel adds 5 to his AC against one attack. To do so, Barachiel must see the attacker and be wielding a melee weapon.\"]}],\"attachedItems\":[\"greatsword|phb\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"C\",\"CE\",\"I\"],\"damageTags\":[\"F\",\"R\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"stunned\"],\"savingThrowForced\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bel\",\"isNamedCreature\":true,\"source\":\"CoA\",\"page\":234,\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":364,\"formula\":\"27d10 + 216\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":28,\"dex\":14,\"con\":26,\"int\":25,\"wis\":19,\"cha\":26,\"save\":{\"dex\":\"+10\",\"con\":\"+16\",\"wis\":\"+12\"},\"skill\":{\"arcana\":\"+15\",\"deception\":\"+16\",\"insight\":\"+12\",\"persuasion\":\"+16\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":14,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Common\",\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"25\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Bel casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 24}):\"],\"will\":[\"{@spell Detect Magic}\",\"{@spell Fireball}\"],\"daily\":{\"2e\":[\"{@spell Dispel Magic}\",\"{@spell Hold Monster}\",\"{@spell Mirror Image}\",\"{@spell Mislead}\",\"{@spell Raise Dead}\",\"{@spell Teleport}\",\"{@spell Wall of Fire}\"],\"1e\":[\"{@spell Imprisonment}\",\"{@spell Meteor Swarm}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Fear Aura\",\"entries\":[\"Any creature hostile to Bel that starts its turn within 20 feet of him must make a {@dc 23} Wisdom saving throw unless Bel is {@condition incapacitated}. If the save fails, the creature has the {@condition frightened} condition until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Bel's Fear Aura for the next 24 hours.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Bel fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Bel has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Bel attacks twice with his Greatsword and once with his Tail.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}23 ({@damage 4d6 + 9}) slashing damage plus 21 ({@damage 6d6}) fire damage. If the target is a flammable object that isn't being held or worn, it catches fire.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}25 ({@damage 3d10 + 9}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 23} Constitution saving throw or have the {@condition stunned} condition until the end of its next turn.\"]}],\"legendary\":[{\"name\":\"Fireball\",\"entries\":[\"Bel casts {@spell Fireball}.\"]},{\"name\":\"Tactical Edge (Costs 2 Actions)\",\"entries\":[\"Roll a {@dice d6} for Bel. The number rolled on the die is subtracted from the next attack roll made against Bel or an ally of his choice within the next minute.\"]},{\"name\":\"Summon Ice Devil (Costs 3 Actions)\",\"entries\":[\"Bel magically summons an {@creature ice devil} with an ice spear (as described in the ice devil's entry in the Monster Manual). The ice devil appears in an unoccupied space within 60 feet of Bel, acts as Bel's ally, and can summon other devils if it has such power. The ice devil remains until Bel dies or until he dismisses it with an action.\"]}],\"legendaryGroup\":{\"name\":\"Bel\",\"source\":\"CoA\"},\"attachedItems\":[\"greatsword|phb\"],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"I\",\"TP\"],\"damageTags\":[\"B\",\"F\",\"S\"],\"damageTagsSpell\":[\"B\",\"F\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"conditionInflictSpell\":[\"blinded\",\"deafened\",\"invisible\",\"paralyzed\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Belial\",\"isNamedCreature\":true,\"source\":\"CoA\",\"page\":221,\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":21,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":420,\"formula\":\"40d8 + 240\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":25,\"dex\":17,\"con\":22,\"int\":22,\"wis\":22,\"cha\":29,\"save\":{\"str\":\"+15\",\"dex\":\"+11\",\"con\":\"+14\",\"wis\":\"+14\"},\"skill\":{\"athletics\":\"+15\",\"deception\":\"+25\",\"insight\":\"+14\",\"intimidation\":\"+17\",\"perception\":\"+14\",\"persuasion\":\"+25\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":24,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"poisoned\"],\"languages\":[\"Celestial\",\"Common\",\"Draconic\",\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"25\",\"trait\":[{\"name\":\"Deep Wounds\",\"entries\":[\"All damage dealt by Belial can only be restored through magical means.\"]},{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede Belials darkvision.\"]},{\"name\":\"Fear Aura\",\"entries\":[\"When a creature starts their turn within 120 feet of Belial, they must succeed on a {@dc 22} Wisdom saving throw or have the {@condition frightened} condition until they leave the aura. A creature that succeeds on the saving throw is immune to this effect for 1 hour.\"]},{\"name\":\"Fiendish Regeneration\",\"entries\":[\"Belial regains 20 hit points at the start of his turn. If he takes radiant damage this trait doesn't function at the start of his next turn. Belial dies only if he starts his turn with 0 hit points and doesn't regenerate.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Belial fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Belial has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Belial makes three attacks using his Ranseur of Torture.\"]},{\"name\":\"Ranseur of Torture\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 10 ft., one target. {@h}21 ({@damage 2d10 + 10}) piercing damage plus 5 ({@damage 1d10}) necrotic damage, and the target must make a {@dc 23} Constitution saving throw. On a failed save, the target's movement speed is reduced by 5 feet until the end of their next turn. This penalty can stack.\"]},{\"name\":\"Walls of Phlegethos\",\"entries\":[\"Belial creates a wall of fire on a solid surface within 120 feet of him. The wall is 20 feet high and 1 foot thick, and Belial can make the wall up to 60 feet long or create a ringed wall up to 20 feet in diameter. The wall is opaque and lasts until Belial dismisses it. When the wall appears, each creature within its area must make a {@dc 25} Dexterity saving throw, taking 36 ({@damage 8d8}) fire damage on a failed save, or half as much damage on a successful one. A creature that ends its turn inside the wall, or within 5 feet of it, must repeat the save.\"]},{\"name\":\"Symbol of Insanity {@recharge 4}\",\"entries\":[\"Belial draws a magic symbol at a point he can see within 120 feet of him. All creatures within a 20-foot-radius sphere centered on the symbol must make a {@dc 25} Intelligence saving throw. Targets take 45 ({@damage 10d8}) psychic damage on a failed save, or half as much damage on a successful one. Creatures that fail the save immediately use their reaction to make a melee attack against a random creature within their reach, then move their full movement in a random direction.\"]}],\"reaction\":[{\"name\":\"Pleasure in Pain\",\"entries\":[\"As a reaction to taking damage, Belial immediately regenerates half the damage he took.\"]}],\"legendary\":[{\"name\":\"Ranseur\",\"entries\":[\"Belial makes a Ranseur of Torture attack.\"]},{\"name\":\"Eruption (Costs 2 Actions)\",\"entries\":[\"Belial causes molten stone to erupt from a point he can see within 90 feet of him. All creatures within a 20-foot-radius sphere centered on that point must make a {@dc 23} Dexterity saving throw. Targets take 28 ({@damage 8d6}) fire damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Call Underling (Costs 3 Actions)\",\"entries\":[\"Belial summons an allied {@creature horned devil} in an unoccupied space that he can see.\"]}],\"legendaryGroup\":{\"name\":\"Belial\",\"source\":\"CoA\"},\"attachedItems\":[\"ranseur of torture|coa\"],\"traitTags\":[\"Devil's Sight\",\"Legendary Resistances\",\"Magic Resistance\",\"Regeneration\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\",\"DR\",\"I\",\"TP\"],\"damageTags\":[\"F\",\"N\",\"P\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Brother Adramalech\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoA\",\"page\":185,\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":212,\"formula\":\"25d8 + 100\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":16,\"con\":18,\"int\":25,\"wis\":25,\"cha\":25,\"save\":{\"int\":\"+14\",\"wis\":\"+14\",\"cha\":\"+14\"},\"skill\":{\"arcana\":\"+14\",\"deception\":\"+21\",\"insight\":\"+14\",\"intimidation\":\"+14\",\"persuasion\":\"+21\",\"religion\":\"+14\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":17,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"poisoned\"],\"languages\":[\"Celestial\",\"Common\",\"Draconic\",\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"21\",\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede Adramalech's darkvision.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Adramalech has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Unbreakable Bond\",\"entries\":[\"If Adramalech is reduced to 0 hit points while Brother Morax still lives, Adramalech regenerates 50 hit points at the start of his next turn. This regeneration is interrupted if Brother Morax is reduced to 0 hit points before the start of Adramalech's turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Adramalech makes four attacks using Mental\"]},{\"name\":\"Barrage\",\"entries\":[\"He can replace one of the attacks with Brain Freeze or Cone of Madness (if available).\"]},{\"name\":\"Mental Barrage\",\"entries\":[\"{@atk mw,rw} {@hit 14} to hit, reach 5 ft. or range 60/120 ft., one target. {@h}25 ({@damage 4d8 + 7}) psychic damage.\"]},{\"name\":\"Brain Freeze\",\"entries\":[\"Adramalech attempts to overload the brain of a creature he can see within 60 feet of him. The target must make a {@dc 22} Intelligence saving throw, taking 22 ({@damage 4d10}) psychic damage on a failed save, or half as much on a successful one. Creatures that fail the saving throw have the {@condition stunned} condition for up to 1 minute. A {@condition stunned} creature may repeat the saving throw at the end of each of their turns, ending the effect on a success.\"]},{\"name\":\"Cone of Madness {@recharge 4}\",\"entries\":[\"Adramalech unleashes visions in a 30-foot cone in front of him. All creatures in the cone must make a {@dc 22} Wisdom saving throw, taking 17 ({@damage 5d6}) psychic damage on a failed save, or half as much on a successful one. For up to 1 minute, creatures that failed the save can't take reactions and each turn must use their action to make a melee attack against the nearest creature. Creatures may repeat the saving throw at the end of each of their turns, ending the effect on a success.\"]}],\"bonus\":[{\"name\":\"Conjure Effigy {@recharge}\",\"entries\":[\"Adramalech targets a creature, reading its thoughts and creating an effigy of a loved one in an unoccupied space that he can see within 60 feet of Adramalech. The effigy has 55 ({@dice 10d10}) hit points, an AC of 10, and ability scores of 10. It occasionally shouts for help, but otherwise takes no actions. While the effigy is alive, the target creature has disadvantage on attacks targeting Adramalech and any time the effigy takes damage, the target creature also takes an equal amount as psychic damage. If the effigy is killed, the target creature gains a level of {@condition exhaustion}. If Adramalech is killed while effigies exist, they harmlessly melt into a warm sludge.\"]}],\"legendary\":[{\"name\":\"Barrage\",\"entries\":[\"Adramalech makes a Mental Barrage attack.\"]},{\"name\":\"Mental Blocker\",\"entries\":[\"Adramalech fortifies the mind of a creature he can see within 60 feet of him, or himself. The target benefits as if the {@spell Greater Restoration} spell has been cast on them and is granted resistance to psychic damage until the end of Adramalech's next turn.\"]}],\"traitTags\":[\"Devil's Sight\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\",\"DR\",\"I\",\"TP\"],\"damageTags\":[\"Y\"],\"miscTags\":[\"AOE\",\"MW\",\"RW\"],\"conditionInflict\":[\"exhaustion\"],\"savingThrowForced\":[\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Brother Morax\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoA\",\"page\":186,\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":21,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":337,\"formula\":\"25d10 + 200\"},\"speed\":{\"walk\":40},\"str\":24,\"dex\":22,\"con\":27,\"int\":14,\"wis\":16,\"cha\":18,\"save\":{\"str\":\"+14\",\"dex\":\"+13\",\"con\":\"+15\"},\"skill\":{\"acrobatics\":\"+20\",\"athletics\":\"+21\",\"intimidation\":\"+11\",\"medicine\":\"+10\",\"stealth\":\"+13\",\"survival\":\"+10\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":13,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Celestial\",\"Common\",\"Draconic\",\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"21\",\"trait\":[{\"name\":\"Brittle Spine\",\"entries\":[\"For each Brittle Spine a creature has, the creature takes 3 ({@damage 1d6}) poison damage at the start of each of their turns, and when Morax activates Burrow or Deep Burrow. Spines can only be removed by a Regeneration spell or similar, or by killing Morax.\"]},{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede Morax's darkvision.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Morax has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Spined Hide\",\"entries\":[\"Whenever Morax is hit with a melee attack, the attacker takes 7 ({@damage 2d6}) piercing damage and gains 1 Brittle Spine.\"]},{\"name\":\"Unbreakable Bond\",\"entries\":[\"If Morax is reduced to 0 hit points while Brother Adramalech still lives, Morax regenerates 50 hit points at the start of his next turn. This regeneration is interrupted if Brother Adramalech is reduced to 0 hit points before the start of Morax's turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Morax makes four attacks using his Claw, Spine Fling, or a combination of the two.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}17 ({@damage 3d6 + 7}) slashing damage, and the target gains 1 Brittle Spine.\"]},{\"name\":\"Spine Fling\",\"entries\":[\"{@atk rw} {@hit 13} to hit, range 30/60 ft., one target. {@h}12 ({@damage 1d12 + 6}) piercing damage, and the target gains 1 Brittle Spine.\"]},{\"name\":\"Deep Burrow\",\"entries\":[\"Morax immediately deals Brittle Spine ongoing damage to all creatures that have at least one Brittle Spine that he can see.\"]},{\"name\":\"Bone Spikes {@recharge}\",\"entries\":[\"Morax shoves an arm into the ground, rapidly growing bones that erupt at a point he can see within 100 feet of him. Each creature in a 60-foot-radius sphere centered on that point must make a {@dc 21} Dexterity saving throw, taking 28 ({@damage 8d6}) piercing damage on a failed save, or half as much damage on a successful one. Creatures that fail the save gain 2 Brittle Spines, while creatures that succeed only gain 1 Brittle Spine.\"]}],\"legendary\":[{\"name\":\"Claw\",\"entries\":[\"Morax makes a Claw attack.\"]},{\"name\":\"Bone Splinters (Costs 2 Actions)\",\"entries\":[\"Morax gestures at a creature he can see that has at least 1 Brittle Spine. That creature must succeed on a {@dc 21} Constitution saving throw or the number of Brittle Spines it has doubles.\"]},{\"name\":\"Burrow (Costs 2 Actions)\",\"entries\":[\"Morax bristles the spines within a creature that he can see. The target immediately takes Brittle Spine ongoing damage.\"]}],\"traitTags\":[\"Devil's Sight\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\",\"DR\",\"I\",\"TP\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\",\"RW\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Buer\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoA\",\"page\":211,\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":21,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":315,\"formula\":\"30d10 + 150\"},\"speed\":{\"walk\":25},\"str\":23,\"dex\":22,\"con\":21,\"int\":16,\"wis\":18,\"cha\":17,\"save\":{\"str\":\"+15\",\"dex\":\"+13\",\"con\":\"+14\"},\"skill\":{\"arcana\":\"+10\",\"athletics\":\"+22\",\"insight\":\"+11\",\"intimidation\":\"+17\",\"perception\":\"+11\",\"survival\":\"+11\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":21,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"poisoned\"],\"languages\":[\"Celestial\",\"Common\",\"Draconic\",\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"21\",\"trait\":[{\"name\":\"Contractually Obligated\",\"entries\":[\"Buer has advantage to hit creatures under an infernal contract and when she hits such creatures she delivers an additional 9 ({@damage 2d8}) damage of a type the target is most vulnerable to. A creature bound under an infernal contract also makes all saving throws against effects originating from Buer with disadvantage.\"]},{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede Buer's darkvision.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Buer has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Buer makes three attacks using her Claw. She can replace two of the attacks with a Cleansing Bite attack.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d10 + 6}) slashing damage.\"]},{\"name\":\"Cleansing Bite\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}19 ({@damage 2d12 + 6}) bludgeoning damage, healing Buer for an amount equal to the damage dealt.\"]},{\"name\":\"Spectral Reaping {@recharge}\",\"entries\":[\"Buer focuses her ethereal form, dashing up to 50 feet in a straight line through the ethereal plane. Any creatures in the line must make a {@dc 21} Constitution saving throw, taking 42 ({@damage 12d6}) force damage on a failed save, or half as much damage on a successful one. Buer may reappear at any unoccupied space along the line. For 1 minute after using Spectral Reaping, Buer is empowered by ethereal essence. Her Cleansing Bite attack now deals force damage instead of bludgeoning.\"]}],\"bonus\":[{\"name\":\"Defensive Trip {@recharge 5}\",\"entries\":[\"Buer attempts to slow the actions of a creature she can see within 60 feet of her. The target must succeed on a {@dc 18} Wisdom saving throw or be slowed until the end of its next turn. A slowed creature's speed is halved, it takes a-2 penalty to AC and Dexterity saving throws, and it can't use its reactions. Regardless of the slowed creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.\"]}],\"reaction\":[{\"name\":\"Soul Exchange\",\"entries\":[\"When Buer is subjected to a spell targeting only her, she can attempt to swap places with a creature she damaged on her last turn. The creature must make a {@dc 19} Wisdom saving throw. On a failed save, the creature and Buer swap positions, and the spell now targets the creature instead of Buer.\"]}],\"legendary\":[{\"name\":\"Teamwork\",\"entries\":[\"Buer or one other devil within 60 feet of Buer makes a melee weapon attack against a target of Buer's choosing.\"]},{\"name\":\"Backdoor Clause\",\"entries\":[\"Buer wreathes energy around a creature she can see within 60 feet of her. Until the end of Buer's next turn, the target is covered in fire or cold energy, Buer's choice. Each time the target is struck with a melee attack, the attacker takes 9 ({@damage 2d8}) fire or cold damage.\"]},{\"name\":\"Refresh Souls (Costs 2 Actions)\",\"entries\":[\"Buer devours a Soul Coin, instantly refreshing one Recharge ability of any devil within 60 feet, including herself.\"]}],\"traitTags\":[\"Devil's Sight\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\",\"DR\",\"I\",\"TP\"],\"damageTags\":[\"B\",\"C\",\"F\",\"O\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Corruption Devil (Paeliryon)\",\"source\":\"CoA\",\"page\":239,\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":218,\"formula\":\"19d10 + 114\"},\"speed\":{\"walk\":20,\"burrow\":20,\"fly\":{\"number\":60,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":21,\"dex\":14,\"con\":22,\"int\":19,\"wis\":15,\"cha\":14,\"save\":{\"con\":\"+11\",\"wis\":\"+7\"},\"skill\":{\"arcana\":\"+9\",\"deception\":\"+7\",\"insight\":\"+7\",\"intimidation\":\"+7\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":12,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"poisoned\",\"stunned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"14\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The paeliryon casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 17}):\"],\"will\":[\"{@spell Bestow Curse}\",\"{@spell Command}\",\"{@spell Darkness}\",\"{@spell Hold Monster}\",\"{@spell Major Image}\"],\"daily\":{\"1e\":[\"{@spell Antilife Shell}\",\"{@spell Incendiary Cloud}\",\"{@spell Scrying}\",\"{@spell Weird}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the paeliryon's darkvision.\"]},{\"name\":\"Keen Eyes\",\"entries\":[\"The paeliryon scores a critical hit on a roll of 19 or 20.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The paeliryon has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The paeliryon makes three Claw attacks. It can replace one of the attacks with Draining Grasp (if available).\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) slashing damage plus 10 ({@damage 3d6}) fire damage.\"]},{\"name\":\"Draining Grasp {@recharge 4}\",\"entries\":[\"The paeliryon makes a Claw attack. On a hit, the target's Charisma score is reduced by 2 ({@dice 1d4}). This reduction lasts until the target finishes a short or long rest. A creature whose Charisma is reduced to 3 or less because of this ability, has the {@condition stunned} condition for 1 minute.\"]}],\"traitTags\":[\"Devil's Sight\",\"Keen Senses\",\"Magic Resistance\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"F\",\"S\"],\"damageTagsSpell\":[\"F\",\"N\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflictSpell\":[\"frightened\",\"paralyzed\",\"prone\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Demon Ichor\",\"source\":\"CoA\",\"page\":78,\"_copy\":{\"name\":\"Black Pudding\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"pudding\",\"with\":\"ichor\"}}},\"hp\":{\"average\":120,\"formula\":\"10d10 + 30\"},\"immune\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"slashing\"],\"tokenCredit\":\"Unknown\",\"hasToken\":true},{\"name\":\"Devorastus\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoA\",\"page\":198,\"size\":[\"H\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":275,\"formula\":\"22d12 + 132\"},\"speed\":{\"walk\":30},\"str\":24,\"dex\":14,\"con\":22,\"int\":8,\"wis\":6,\"cha\":10,\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":8,\"resist\":[\"cold\",\"fire\",\"poison\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"acid\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"prone\"],\"languages\":[\"telepathy 120 ft.\"],\"cr\":\"20\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Devorastus fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Ooze Cube\",\"entries\":[\"Devorastus takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have {@quickref Cover||3||total cover}. A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful {@dc 21} Strength check, and the creature making the attempt takes 35 ({@damage 10d6}) acid damage. The cube can hold only one Huge creature or up to six Large or smaller creatures inside it at a time.\"]},{\"name\":\"Sticky\",\"entries\":[\"Devorastus can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Transparent\",\"entries\":[\"Even when Devorastus is in plain sight, it takes a successful {@dc 15} Wisdom ({@skill Perception}) check to spot Devorastus if it has neither moved nor attacked. A creature that tries to enter Devorastus' space while unaware of Devorastus is surprised by it.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Devorastus makes four attacks using its Pseudopod, Spit, or a combination of the two.\"]},{\"name\":\"Pseudopod\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 20 ft., one target. {@h}42 ({@damage 12d6}) acid damage.\"]},{\"name\":\"Spit\",\"entries\":[\"{@atk rw} {@hit 8} to hit, range 100/200 ft., one target. {@h}28 ({@damage 8d6}) acid damage. A target hit by this attack must make a {@dc 21} Constitution saving throw. On a failed save, the target has the {@condition prone} condition.\"]},{\"name\":\"Engulf\",\"entries\":[\"Devorastus moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever Devorastus enters a creature's space, the creature must make a {@dc 21} Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of Devorastus. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, Devorastus enters the creature's space, the creature takes 35 ({@damage 10d6}) acid damage, and is engulfed. The engulfed creature can't breathe, has the {@condition restrained} condition, and takes 42 ({@damage 12d6}) acid damage at the start of each of Devorastus' turns. When Devorastus moves, the engulfed creature moves with it. An engulfed creature can try to escape by making a {@dc 21} Strength check as an action. On a success, the creature escapes and enters a space of its choice within 5 feet of Devorastus.\"]}],\"tokenCredit\":\"Rahzy\",\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\"],\"damageTags\":[\"A\"],\"miscTags\":[\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"prone\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true},{\"name\":\"Dispater\",\"isNamedCreature\":true,\"source\":\"CoA\",\"page\":222,\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":21,\"from\":[\"natural armor\",\"{@item wrought-iron tower|CoA}\"]}],\"hp\":{\"average\":412,\"formula\":\"33d10 + 231\"},\"speed\":{\"walk\":30},\"str\":28,\"dex\":17,\"con\":25,\"int\":25,\"wis\":22,\"cha\":24,\"save\":{\"str\":\"+17\",\"dex\":\"+11\",\"con\":\"+15\",\"int\":\"+15\"},\"skill\":{\"arcana\":\"+23\",\"insight\":\"+22\",\"intimidation\":\"+15\",\"perception\":\"+14\",\"persuasion\":\"+15\",\"stealth\":\"+11\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":24,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Celestial\",\"Common\",\"Draconic\",\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"27\",\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede Dispater's darkvision.\"]},{\"name\":\"Fear Aura\",\"entries\":[\"When a creature starts their turn within 120 feet of Dispater, they must succeed on a {@dc 22} Wisdom saving throw or have the {@condition frightened} condition until they leave the aura. A creature that succeeds on the saving throw is immune to this effect for 1 hour.\"]},{\"name\":\"Fiendish Regeneration\",\"entries\":[\"Dispater regains 20 hit points at the start of his turn. If he takes radiant damage this trait doesn't function at the start of his next turn. Dispater dies only if he starts his turn with 0 hit points and is unable to regenerate.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Dispater fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Dispater has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Rust Metal\",\"entries\":[\"Any nonmagical weapon or ammunition made of metal that hits Dispater corrodes. After its hit, the weapon or ammunition is destroyed.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Dispater makes four attacks using his Wrought- Iron Tower, Iron Column, or a combination of the two. He can replace one of the attacks with Superheat Metal (if available).\"]},{\"name\":\"Wrought-Iron Tower\",\"entries\":[\"{@atk mw} {@hit 20} to hit, reach 10 ft., one target. {@h}21 ({@damage 2d8 + 12}) bludgeoning damage plus 7 ({@damage 2d6}) fire damage. Dispater may replace the bludgeoning damage with damage of a type that the target is vulnerable to instead.\"]},{\"name\":\"Iron Column\",\"entries\":[\"{@atk rs} {@hit 15} to hit, range 60 ft., one target. {@h}21 ({@damage 2d8 + 12}) bludgeoning damage plus 7 ({@damage 2d6}) fire damage. Dispater may replace the bludgeoning damage with damage of a type that the target is vulnerable to instead.\"]},{\"name\":\"Superheat Metal {@recharge 4}\",\"entries\":[\"Dispater targets a metal object he can see within 90 feet of him. The metal glows white-hot, burning all that touches it. If the object was held by a creature, the creature must succeed on a {@dc 23} Dexterity saving throw to drop the object or take 45 ({@damage 10d8}) fire damage. If the object is attached to a creature, or they couldn't feasibly drop it, they automatically fail the save. The object returns to room temperature at the end of Dispater's turn.\"]},{\"name\":\"Nail Spray (2/Day)\",\"entries\":[\"Dispater conjures a storm of iron nails and launches them forward in a 90-foot-long, 5-foot-wide line. All creatures within the line must make a {@dc 23} Dexterity saving throw, taking 40 ({@damage 16d4}) piercing damage on a failed save, or half as much damage on a successful one. Nails launched from this ability stick into soft surfaces or fall to the ground after the attack finishes.\"]}],\"legendary\":[{\"name\":\"Staff\",\"entries\":[\"Dispater makes a Wrought-Iron Tower attack.\"]},{\"name\":\"Flesh to Iron (Costs 2 Actions)\",\"entries\":[\"{@atk ms} {@hit 15} to hit, reach 5 ft., one target. {@h}40 ({@damage 6d10 + 7}) force damage, and the target must make a {@dc 23} Constitution saving throw. On a failed save, the target's flesh begins to harden, and the creature's movement speed is halved for 1 minute. If the creature is harmed by Flesh to Iron again, while still partly iron, the rest of the creature also turns to iron, killing them.\"]},{\"name\":\"Call Underling (Costs 3 Actions)\",\"entries\":[\"Dispater summons an allied {@creature erinyes} in an unoccupied space that he can see.\"]}],\"legendaryGroup\":{\"name\":\"Dispater\",\"source\":\"CoA\"},\"attachedItems\":[\"wrought-iron tower|coa\"],\"traitTags\":[\"Devil's Sight\",\"Legendary Resistances\",\"Magic Resistance\",\"Regeneration\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\",\"DR\",\"I\",\"TP\"],\"damageTags\":[\"B\",\"F\",\"O\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Displacer Fiend\",\"source\":\"CoA\",\"page\":240,\"size\":[\"L\"],\"type\":\"fiend\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":135,\"formula\":\"18d10 + 36\"},\"speed\":{\"walk\":40},\"str\":17,\"dex\":19,\"con\":14,\"int\":8,\"wis\":13,\"cha\":10,\"save\":{\"str\":\"+7\",\"dex\":\"+8\"},\"skill\":{\"acrobatics\":\"+8\",\"athletics\":\"+7\",\"perception\":\"+5\",\"stealth\":\"+12\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":15,\"resist\":[\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Avoidance\",\"entries\":[\"If the displacer fiend is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.\"]},{\"name\":\"Displacement\",\"entries\":[\"The displacer fiend projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer fiend is {@condition incapacitated} or has a speed of 0.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The displacer fiend makes three Tentacle attacks. It can replace one of the attacks with a Bite attack.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}18 ({@damage 4d6 + 4}) piercing damage plus 7 ({@damage 2d6}) necrotic damage.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}23 ({@damage 3d12 + 4}) piercing damage, and the target's Dexterity score is reduced by 2 ({@dice 1d4}). The target is killed if this reduces its Dexterity to 0. The reduction lasts until the target finishes a short or long rest.\"]}],\"bonus\":[{\"name\":\"Shadowhop\",\"entries\":[\"While in dim light or darkness, the displacer fiend can teleport up to 60 feet, provided its destination is also in dim light or darkness.\"]}],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"damageTags\":[\"N\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ekengarik\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoA\",\"page\":141,\"size\":[\"L\"],\"type\":\"fiend\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":231,\"formula\":\"22d10 + 110\"},\"speed\":{\"walk\":30},\"str\":23,\"dex\":16,\"con\":21,\"int\":14,\"wis\":17,\"cha\":21,\"save\":{\"con\":\"+10\",\"cha\":\"+10\"},\"skill\":{\"deception\":\"+10\",\"insight\":\"+8\",\"persuasion\":\"+10\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":13,\"resist\":[\"acid\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"cold\",\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"poisoned\"],\"languages\":[\"Common\",\"Formian\",\"telepathy 120 ft.\"],\"cr\":\"16\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Ekengarik casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 18}):\"],\"will\":[\"{@spell Detect Magic}\",\"{@spell Dispel Magic}\",\"{@spell Heroism}\",\"{@spell Magic Missile}\"],\"daily\":{\"1e\":[\"{@spell Evard's Black Tentacles}\",\"{@spell Cone of Cold}\",\"{@spell Confusion}\",\"{@spell Dimension Door}\",\"{@spell Geas}\",\"{@spell Invisibility}\",\"{@spell Prismatic Wall}\",\"{@spell Slow}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Hive Mind\",\"entries\":[\"All fiendish formians within 1 mile of Ekengarik can telepathically communicate with each other and Ekengarik.\"]},{\"name\":\"Regeneration\",\"entries\":[\"Ekengarik regenerates 10 hit points at the start of her turn, unless she took radiant damage in the last round.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Ekengarik makes three Bite attacks. She can replace one of the attacks with an Acid Spray (if available) attack or a use of Spellcasting.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d8 + 6}) piercing damage and the target must make a {@dc 19} Constitution saving throw. On a failed save, the target's Strength score is reduced by 2 ({@dice 1d4}). The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.\"]},{\"name\":\"Acid Spray {@recharge 5}\",\"entries\":[\"Ekengarik spits acid at one creature within 60 feet of her, or two creatures within 60 feet of her and 5 feet of each other. Targets must make a {@dc 18} Dexterity saving throw, taking 33 ({@damage 6d10}) acid damage on a failed saving throw, or half as much on a successful one.\"]}],\"reaction\":[{\"name\":\"Hardened Carapace {@recharge 4}\",\"entries\":[\"When hit with an attack, Ekengarik temporarily hardens her carapace, reducing her speed to 0 and increasing her AC by 5 until the start of her next turn.\"]}],\"tokenCredit\":\"Donggeon Son\",\"traitTags\":[\"Regeneration\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"TP\"],\"damageTags\":[\"A\",\"P\"],\"damageTagsSpell\":[\"A\",\"B\",\"C\",\"F\",\"I\",\"L\",\"O\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"blinded\",\"charmed\",\"invisible\",\"petrified\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true},{\"name\":\"Eriflamme\",\"isNpc\":true,\"source\":\"CoA\",\"page\":121,\"size\":[\"G\"],\"type\":\"elemental\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":518,\"formula\":\"28d20 + 224\"},\"speed\":{\"walk\":40},\"str\":30,\"dex\":11,\"con\":26,\"int\":5,\"wis\":10,\"cha\":10,\"save\":{\"int\":\"+5\",\"wis\":\"+8\",\"cha\":\"+8\"},\"skill\":{\"arcana\":\"+5\",\"athletics\":\"+18\"},\"senses\":[\"blindsight 120 ft.\"],\"passive\":10,\"immune\":[\"fire\",\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"frightened\",\"paralyzed\",\"poisoned\"],\"cr\":\"28\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the Eriflamme fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The Eriflamme has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The Eriflamme makes four Claw attacks. It can replace one of the attacks with a Bite attack.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 15 ft., one target. {@h}20 ({@damage 3d6 + 10}) slashing damage plus 7 ({@damage 2d6}) fire damage.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 10 ft., one target. {@h}24 ({@damage 4d6 + 10}) piercing damage plus 33 ({@damage 6d10}) fire damage.\"]},{\"name\":\"Reform\",\"entries\":[\"All the Eriflamme's fire elementals vanish and the Eriflamme reappears in one of their spaces. The Eriflamme's hit points are equivalent to the combined hit points of the fire elementals.\"]}],\"reaction\":[{\"name\":\"Split (2/Day)\",\"entries\":[\"As a reaction to taking damage, the Eriflamme can split into fire elementals and reduce the damage to 0. The Eriflamme can form up to 10 {@creature fire elemental||fire elementals}, splitting its remaining hit points between them. The fire elementals appear in spaces adjacent to or within the Eriflamme's old location, and all act on the Eriflamme's initiative. They gain a +5 bonus to attack rolls and have the Eriflamme's Reform action.\"]}],\"legendary\":[{\"name\":\"Slam\",\"entries\":[\"The Eriflamme makes a Claw attack, which deals force damage instead of slashing damage if it hits.\"]},{\"name\":\"Fireglide\",\"entries\":[\"The Eriflamme moves up to half its speed. It can fly during this movement.\"]},{\"name\":\"Chomp (Costs 2 Actions)\",\"entries\":[\"The Eriflamme makes a Bite attack with advantage.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"F\",\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Fiendish Formian\",\"source\":\"CoA\",\"page\":144,\"size\":[\"M\"],\"type\":\"fiend\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":45,\"formula\":\"6d8 + 18\"},\"speed\":{\"walk\":40},\"str\":18,\"dex\":14,\"con\":17,\"int\":10,\"wis\":12,\"cha\":11,\"save\":{\"str\":\"+6\"},\"skill\":{\"acrobatics\":\"+4\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"cold\",\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"poisoned\"],\"languages\":[\"Formian\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Hive Mind\",\"entries\":[\"All fiendish formians within 1 mile of Ekengarik can telepathically communicate with each other and Ekengarik.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The fiendish formian makes two Claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage and the target must make a {@dc 14} Constitution saving throw. On a failed save, the target's Strength score is reduced by 1. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.\"]}],\"tokenCredit\":\"Paizo\",\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true},{\"name\":\"Fierna\",\"isNamedCreature\":true,\"source\":\"CoA\",\"page\":225,\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":367,\"formula\":\"35d8 + 210\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":17,\"dex\":25,\"con\":22,\"int\":22,\"wis\":22,\"cha\":29,\"save\":{\"dex\":\"+15\",\"con\":\"+14\",\"wis\":\"+14\",\"cha\":\"+17\"},\"skill\":{\"acrobatics\":\"+15\",\"deception\":\"+25\",\"insight\":\"+14\",\"intimidation\":\"+17\",\"perception\":\"+14\",\"persuasion\":\"+25\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":24,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"cold\",\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"poisoned\"],\"languages\":[\"Celestial\",\"Common\",\"Draconic\",\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"25\",\"trait\":[{\"name\":\"Fear Aura\",\"entries\":[\"When a creature starts their turn within 120 feet of Fierna, they must succeed on a {@dc 22} Wisdom saving throw or have the {@condition frightened} condition until they leave the aura. A creature that succeeds on the saving throw is immune to this effect for 1 hour.\"]},{\"name\":\"Fiendish Regeneration\",\"entries\":[\"Fierna regains 20 hit points at the start of her turn. If she takes radiant damage this trait doesn't function at the start of her next turn. Fierna dies only if she starts her turn with 0 hit points and is unable to regenerate.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Fierna fails a saving throw, she can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Fierna has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Princess of Hellfire\",\"entries\":[\"Fire conjured by Fierna becomes Hellfire. It ignores resistances and immunities to fire damage, deals double damage to creatures vulnerable to fire or necrotic damage, can't be extinguished through any means, and is capable of melting stone or igniting inflammable objects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Fierna makes three attacks using Flame Blade, Mote of Flame, or a combination of the two.\"]},{\"name\":\"Flame Blade\",\"entries\":[\"{@atk ms} {@hit 20} to hit, reach 5 ft., one target. {@h}23 ({@damage 4d6 + 9}) fire damage.\"]},{\"name\":\"Mote of Flame\",\"entries\":[\"Fierna targets a creature she can see within 90 feet of her. The target must make a {@dc 25} Dexterity saving throw, taking 22 ({@damage 3d8 + 9}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"reaction\":[{\"name\":\"Wreath of Flames\",\"entries\":[\"When hit by a melee attack and Fierna can see her attacker, she covers herself in Hellfire, and the attacker takes 13 ({@damage 3d8}) fire damage.\"]}],\"legendary\":[{\"name\":\"Blade\",\"entries\":[\"Fierna makes a Flame Blade attack.\"]},{\"name\":\"Conjure Hellfire (Costs 2 Actions)\",\"entries\":[\"Fierna chooses a point she can see within 150 feet of her. All creatures in a 20-foot-radius sphere centered on that point must make a {@dc 25} Dexterity saving throw, taking 28 ({@damage 8d6}) fire damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Call Underling (Costs 3 Actions)\",\"entries\":[\"Fierna summons an allied {@creature spined devil} in an unoccupied space that she can see.\"]}],\"legendaryGroup\":{\"name\":\"Fierna\",\"source\":\"CoA\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Regeneration\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\",\"DR\",\"I\",\"TP\"],\"damageTags\":[\"F\"],\"savingThrowForced\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fire Kraken\",\"source\":\"CoA\",\"page\":120,\"size\":[\"G\"],\"type\":\"elemental\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":402,\"formula\":\"23d20 + 161\"},\"speed\":{\"walk\":30,\"swim\":60},\"str\":27,\"dex\":11,\"con\":24,\"int\":10,\"wis\":20,\"cha\":15,\"save\":{\"dex\":\"+7\",\"con\":\"+14\"},\"skill\":{\"athletics\":\"+15\",\"nature\":\"+7\",\"survival\":\"+12\"},\"senses\":[\"blindsight 120 ft.\"],\"passive\":15,\"immune\":[\"fire\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"frightened\",\"paralyzed\"],\"languages\":[\"understands Abyssal\",\"Celestial\",\"Infernal\",\"and Primordial but can't speak\",\"telepathy 120 ft.\"],\"cr\":\"21\",\"trait\":[{\"name\":\"Freedom of Movement\",\"entries\":[\"The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be {@condition restrained}. It can spend 5 feet of movement to escape from nonmagical restraints or grapples.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the kraken fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The kraken deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The kraken makes two attacks using its Tentacle, Fling, or a combination of the two.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}18 ({@damage 3d6 + 8}) piercing damage and 7 ({@damage 2d6}) fire damage. If the target is a Large or smaller creature {@condition grappled} by the kraken, the creature is swallowed and the grapple ends. While swallowed, a creature has the {@condition blinded} and {@condition restrained} conditions, has {@quickref Cover||3||total cover} against attacks and other effects outside the kraken, and takes 42 ({@damage 12d6}) fire damage at the start of the kraken's turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, it must succeed on a {@dc 23} Constitution saving throw or regurgitate all swallowed creatures, which fall into a space within 10 feet of the kraken and now have the {@condition prone} condition. If the kraken dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse using 15 feet of movement, exiting with the {@condition prone} condition.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 20 ft., one target. {@h}13 ({@damage 2d4 + 8}) fire damage. If the target is a Huge or smaller creature, it has the {@condition grappled} condition (escape {@dc 16}). While {@condition grappled}, the target also has the {@condition restrained} condition. Any target that starts its turn {@condition grappled} by the kraken takes 5 ({@damage 2d4}) fire damage. The kraken has five tentacles, each of which can grapple one target.\"]},{\"name\":\"Fling\",\"entries\":[\"One Large or smaller object or creature {@condition grappled} by the kraken is thrown up to 60 feet in a random direction, and now has the {@condition prone} condition. If a thrown target strikes a solid surface, the target takes 3 ({@damage 1d6}) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at a creature, that creature must succeed on a {@dc 16} Dexterity saving throw or take the same damage and be knocked down with the {@condition prone} condition.\"]}],\"legendary\":[{\"name\":\"Appendage\",\"entries\":[\"The kraken makes a Fling attack.\"]},{\"name\":\"Fire Breath (Costs 3 Actions)\",\"entries\":[\"The kraken exhales fire in a 60-foot cone. Each creature in that area must make a {@dc 20} Dexterity saving throw, taking 36 ({@damage 8d8}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Siege Monster\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\",\"Swallow\",\"Tentacles\"],\"languageTags\":[\"AB\",\"CE\",\"CS\",\"I\",\"P\",\"TP\"],\"damageTags\":[\"B\",\"F\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Frozen Golem\",\"source\":\"CoA\",\"page\":132,\"_copy\":{\"name\":\"Iron Golem\",\"source\":\"MM\"},\"immune\":[\"cold\",\"fire\",\"poison\",\"psychic\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't adamantine\",\"cond\":true}],\"tokenCredit\":\"Artguyonthefly\",\"hasToken\":true},{\"name\":\"Glasya\",\"isNamedCreature\":true,\"source\":\"CoA\",\"page\":226,\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":21,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":380,\"formula\":\"40d8 + 200\"},\"speed\":{\"walk\":40,\"fly\":80},\"str\":22,\"dex\":28,\"con\":20,\"int\":21,\"wis\":25,\"cha\":28,\"save\":{\"dex\":\"+17\",\"int\":\"+13\",\"wis\":\"+15\",\"cha\":\"+17\"},\"skill\":{\"deception\":\"+25\",\"intimidation\":\"+17\",\"perception\":\"+15\",\"persuasion\":\"+17\",\"stealth\":\"+25\",\"survival\":\"+15\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":25,\"resist\":[\"cold\",\"necrotic\",\"radiant\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"poisoned\"],\"languages\":[\"Celestial\",\"Common\",\"Draconic\",\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"25\",\"trait\":[{\"name\":\"Charm Aura\",\"entries\":[\"When a creature moves to be within 120 feet of Glasya, they must succeed on a {@dc 23} Wisdom saving throw or have the {@condition charmed} condition, treating Glasya as an ally, until they leave the aura. A creature that succeeds the saving throw is immune to this effect for 1 hour. Whenever a {@condition charmed} creature takes damage, they may repeat the saving throw, ending the effect on a success.\"]},{\"name\":\"Dominating Presence\",\"entries\":[\"Glasya deals an additional 13 ({@damage 2d12}) psychic damage when attacking a {@condition charmed} creature, and her attacks don't break charms.\"]},{\"name\":\"Fiendish Regeneration\",\"entries\":[\"Glasya regains 20 hit points at the start of her turn. If she takes radiant damage this trait doesn't function at the start of her next turn. Glasya dies only if she starts her turn with 0 hit points and is unable to regenerate. If Glasya is killed, her body slowly regenerates, returning to life 9 ({@dice 2d8}) weeks later.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Glasya fails a saving throw, she can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Glasya has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Glasya makes four attacks using Scourge of Shadow, Necrotic Grasp, or a combination of the two. She can replace one of the attacks with Mesmerizing Gaze.\"]},{\"name\":\"Scourge of Shadow\",\"entries\":[\"{@atk mw} {@hit 20} to hit, reach 10 ft., one target. {@h}19 ({@damage 3d4 + 12}) slashing damage, plus 5 ({@damage 2d4}) necrotic damage. This attack scores a critical on a roll of 18, 19, or 20.\"]},{\"name\":\"Necrotic Grasp\",\"entries\":[\"Glasya summons necrotic hands to grope and claw at a creature she can see within 90 feet of her. The target must make a {@dc 25} Constitution saving throw, taking 20 ({@damage 2d10 + 9}) necrotic damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Mesmerizing Gaze\",\"entries\":[\"Glasya focuses her gaze in a 60-foot cone in front of her. Each creature of her choice within the cone must make a {@dc 23} Charisma saving throw or have the {@condition charmed} condition until the end of their next turn. While {@condition charmed}, creatures automatically fail saving throws from abilities used by Glasya and move to be as close to her as possible.\"]},{\"name\":\"Deathly Exclamation (1/Day)\",\"entries\":[\"Glasya targets a creature she can see within 60 feet of her. The target must make a {@dc 25} Constitution saving throw, taking 61 ({@damage 7d8 + 30}) necrotic damage on a failed save, or half as much damage on a successful one. A Humanoid killed by this ability rises at the start of Glasya's next turn as a zombie permanently under her command.\"]}],\"legendary\":[{\"name\":\"Whip\",\"entries\":[\"Glasya makes a Scourge of Shadow attack.\"]},{\"name\":\"Disorient (Costs 2 Actions)\",\"entries\":[\"Glasya casts {@spell Confusion} (30-foot-radius, spell save {@dc 25}), but only lasting until the end of Glasya's next turn.\"]},{\"name\":\"Call Underling (Costs 3 Actions)\",\"entries\":[\"Glasya summons an allied {@creature erinyes} in an unoccupied space that she can see.\"]}],\"legendaryGroup\":{\"name\":\"Glasya\",\"source\":\"CoA\"},\"attachedItems\":[\"scourge of shadow|coa\"],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Regeneration\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\",\"DR\",\"I\",\"TP\"],\"damageTags\":[\"N\",\"S\",\"Y\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"charisma\",\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Greater Tyrant Shadow\",\"source\":\"CoA\",\"page\":256,\"size\":[\"G\"],\"type\":\"aberration\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":372,\"formula\":\"24d20 + 120\"},\"speed\":{\"walk\":30},\"str\":25,\"dex\":15,\"con\":20,\"int\":24,\"wis\":16,\"cha\":22,\"save\":{\"int\":\"+14\",\"wis\":\"+10\"},\"skill\":{\"arcana\":\"+14\",\"deception\":\"+20\",\"perception\":\"+10\",\"stealth\":\"+16\"},\"passive\":20,\"resist\":[\"fire\"],\"immune\":[\"necrotic\",\"poison\",\"psychic\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"blinded\",\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"understands all\",\"telepathy 300 ft.\"],\"cr\":\"22\",\"trait\":[{\"name\":\"Empath\",\"entries\":[\"The shadow uses telepathy to sense nearby creatures. The shadow can see a creature if that creature has thoughts and is within the range of the shadow's telepathy. The shadow can't see creatures immune to telepathy.\"]},{\"name\":\"Undying Connection\",\"entries\":[\"The shadow was originally spawned from a specific devil and, if the shadow is slain, it returns to life in 10 ({@dice 1d20}) days within 1 mile of that devil. The shadow is killed permanently only if its progenitor devil is slain first.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The shadow makes three Claw attacks. It can replace one of the attacks with Shadows of Death (if available).\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h}21 ({@damage 4d6 + 7}) necrotic damage, plus 10 ({@damage 3d6}) psychic damage.\"]},{\"name\":\"Cloak of Shadows\",\"entries\":[\"The shadow bends darkness around itself, and now has the {@condition invisible} condition for 1 minute. The invisibility ends if the shadow is subjected to a {@spell Daylight} spell or similar.\"]},{\"name\":\"Empathic Link\",\"entries\":[\"The shadow attempts to form a link between itself and a creature it can see. The target must make a {@dc 22} Intelligence saving throw, taking 26 ({@damage 4d12}) psychic damage on a success. On a failed save, the creature and the shadow are linked. While linked, every time the shadow is damaged, the creature takes half of that damage as psychic damage. The creature may repeat the saving throw at the end of each of its turns, taking 26 ({@damage 4d12}) psychic damage on a failed save, or ending the effect on a successful one.\"]},{\"name\":\"Shadows of Death {@recharge 5}\",\"entries\":[\"The shadow discharges inky-black shadows in a 90-foot-radius sphere around itself. Creatures in the shadows must succeed on a {@dc 22} Wisdom saving throw or take 36 ({@damage 8d8}) necrotic damage and have the {@condition frightened} condition for 1 minute. A {@condition frightened} creature may repeat the saving throw at the end of each of its turns, ending the effect on a successful save, but taking the damage again on a failed save.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"The shadow transforms into a Beast, Humanoid or Fiend that it has an Empathic Link with, or back into its true form. In a new form, the shadow retains its align ment, hit points, hit dice, telepathy, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features, lair actions, or legendary actions of that form.\"]}],\"legendary\":[{\"name\":\"Shadow Blink\",\"entries\":[\"The shadow surrounds itself in black mist, then teleports up to 60 feet to an unoccupied space that it can see.\"]},{\"name\":\"Shapeshift\",\"entries\":[\"The shadow uses its Change Shape ability.\"]},{\"name\":\"Mind Spike (Costs 2 Actions)\",\"entries\":[\"{@atk rs} {@hit 14} to hit, range 300 ft., one target. {@h}23 ({@damage 3d10 + 7}) psychic damage.\"]}],\"legendaryGroup\":{\"name\":\"Greater Tyrant Shadow\",\"source\":\"CoA\"},\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"N\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Grotesque Tentacle\",\"source\":\"CoA\",\"page\":78,\"_copy\":{\"name\":\"Guardian Naga\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"naga\",\"with\":\"tentacle\"}}},\"alignment\":[\"L\",\"E\"],\"speed\":{\"walk\":0},\"spellcasting\":null,\"tokenCredit\":\"Irene Meniconi\",\"hasToken\":true},{\"name\":\"Halog\",\"source\":\"CoA\",\"page\":242,\"size\":[\"S\"],\"type\":\"aberration\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":150,\"formula\":\"20d6 + 80\"},\"speed\":{\"walk\":40},\"str\":13,\"dex\":14,\"con\":18,\"int\":4,\"wis\":8,\"cha\":8,\"save\":{\"dex\":\"+5\",\"con\":\"+7\"},\"skill\":{\"athletics\":\"+4\",\"perception\":\"+2\",\"survival\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":12,\"conditionImmune\":[\"poisoned\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Adaptive Fangs\",\"entries\":[\"The halog magically alters its fangs to inflict more damage on the creatures it hits (included in the attack).\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The halog has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The halog gains advantage on attacks targeting creatures adjacent to one or more of the halog's conscious allies.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The halog makes two Bite attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}12 ({@damage 3d6 + 2}) piercing damage plus 10 ({@damage 3d6}) damage of a type that the target is most vulnerable to.\"]}],\"reaction\":[{\"name\":\"Adaptive Hide\",\"entries\":[\"After taking damage, the halog is now invulnerable to the damage type of the damage it just took, and any future damage of that type instead heals the halog by the damage amount. These benefits last until the halog uses this reaction again.\"]}],\"traitTags\":[\"Magic Resistance\",\"Pack Tactics\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hellcat (Bezekira)\",\"source\":\"CoA\",\"page\":244,\"size\":[\"L\"],\"type\":\"fiend\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":136,\"formula\":\"16d10 + 48\"},\"speed\":{\"walk\":40},\"str\":21,\"dex\":19,\"con\":17,\"int\":10,\"wis\":14,\"cha\":10,\"save\":{\"dex\":\"+8\",\"con\":\"+7\"},\"skill\":{\"acrobatics\":\"+8\",\"athletics\":\"+9\",\"perception\":\"+6\",\"stealth\":\"+12\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 60 ft.\"],\"passive\":16,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true},{\"special\":\"damage from spells\"}],\"immune\":[\"fire\"],\"languages\":[\"understands Infernal\",\"telepathy 120 ft.\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Darkness Dweller\",\"entries\":[\"Attacks made against a bezekira in bright or dim light have disadvantage.\"]},{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the bezekira's darkvision.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The bezekira makes three Claw attacks. It can replace one of the attacks with a Bite attack.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}15 ({@damage 3d6 + 5}) slashing damage plus 7 ({@damage 2d6}) fire damage. The bezekira deals an extra 28 ({@damage 8d6}) fire damage when it hits a target with an attack and has advantage on the attack roll.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) bludgeoning damage, grasping the target with its mouth. If the target is a Medium or smaller creature, it has the {@condition grappled} condition (escape {@dc 17}). The bezekira can't make a Bite attack while a creature is {@condition grappled} in this way.\"]}],\"traitTags\":[\"Devil's Sight\"],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"I\",\"TP\"],\"damageTags\":[\"B\",\"F\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Icy Simulacrum\",\"source\":\"CoA\",\"page\":176,\"_copy\":{\"name\":\"Doppelganger\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"doppelganger\",\"with\":\"simulacrum\"}}},\"immune\":[\"cold\"],\"tokenCredit\":\"Caverns of the Snow Witch\",\"hasToken\":true},{\"name\":\"Jenevere\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoA\",\"page\":264,\"size\":[\"L\"],\"type\":\"celestial\",\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":216,\"formula\":\"16d10 + 128\"},\"speed\":{\"walk\":40,\"fly\":120},\"str\":18,\"dex\":22,\"con\":26,\"int\":18,\"wis\":20,\"cha\":24,\"save\":{\"int\":\"+10\",\"wis\":\"+11\",\"cha\":\"+13\"},\"skill\":{\"perception\":\"+11\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":21,\"resist\":[\"radiant\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"17\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Jenevere casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 21}):\"],\"will\":[\"{@spell Bless}\",\"{@spell Detect Evil and Good}\"],\"daily\":{\"1\":[\"{@spell Foresight}\"],\"2e\":[\"{@spell Commune}\",\"{@spell Heal}\",\"{@spell Legend Lore}\",\"{@spell Raise Dead}\",\"{@spell Scrying}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"Jenevere has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Jenevere makes three Radiant Touch attacks.\"]},{\"name\":\"Radiant Touch\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}33 ({@damage 6d8 + 6}) radiant damage.\"]},{\"name\":\"Forgiveness (2/Day)\",\"entries\":[\"Jenevere selects a target within 10 feet. The target is freed from any curse, disease, poison, blindness, or deafness. If the target is a Fiend, it must succeed on a {@dc 21} saving throw or have disadvantage on all attack rolls for 24 hours.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"R\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Koh Tam\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoA\",\"page\":265,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item breastplate|PHB}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":143,\"formula\":\"22d8 + 44\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":12,\"con\":15,\"int\":19,\"wis\":20,\"cha\":15,\"save\":{\"wis\":\"+9\",\"cha\":\"+6\"},\"skill\":{\"arcana\":\"+8\",\"history\":\"+8\",\"insight\":\"+9\",\"religion\":\"+8\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":15,\"languages\":[\"Abyssal\",\"Celestial\",\"Common\",\"Infernal\"],\"cr\":\"10\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Koh Tam casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 17}):\"],\"will\":[\"{@spell False Life}\",\"{@spell Gentle Repose}\",\"{@spell Lesser Restoration}\",\"{@spell Protection from Evil and Good}\",\"{@spell Speak with Dead}\"],\"daily\":{\"1e\":[\"{@spell Antilife Shell}\",\"{@spell Blight}\",\"{@spell Death Ward}\",\"{@spell Dispel Evil and Good}\",\"{@spell Greater Restoration}\",\"{@spell Raise Dead}\",\"{@spell Regenerate}\",\"{@spell Revivify}\",\"{@spell Spiritual Weapon}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Arbiter's Touch\",\"entries\":[\"{@atk ms} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) radiant damage.\"]},{\"name\":\"Judgement\",\"entries\":[\"Koh Tam judges a creature within 60 feet of him. The target must succeed on a {@dc 17} Wisdom saving throw or take 50 ({@damage 10d8 + 5}) radiant damage. If the target had fewer hit points than their maximum prior to this attack, the creature takes 70 ({@damage 10d12 + 5}) radiant damage instead.\"]},{\"name\":\"Arbiter's Light {@recharge 4}\",\"entries\":[\"{@atk rs} {@hit 9} to hit, range 120 ft., one target. {@h}70 ({@damage 10d12 + 5}) radiant damage, and the target has the {@condition blinded} condition until the start of Koh Tam's next turn.\"]}],\"senseTags\":[\"SD\"],\"languageTags\":[\"AB\",\"C\",\"CE\",\"I\"],\"damageTags\":[\"R\"],\"damageTagsSpell\":[\"N\",\"O\"],\"spellcastingTags\":[\"O\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kuo-toa Heretic\",\"source\":\"CoA\",\"page\":129,\"_copy\":{\"name\":\"Kuo-toa Monitor\",\"source\":\"MM\",\"_mod\":{\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Bite\",\"items\":{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing or radiant damage.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Unarmed Strike\",\"items\":{\"name\":\"Unarmed Strike\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning or radiant damage plus 3 ({@damage 1d6}) lightning damage, and the target can't take reactions until the end of the kuo-toa's next turn.\"]}}]}},\"tokenCredit\":\"CrazyMind351\",\"damageTags\":[\"B\",\"L\",\"P\",\"R\"],\"hasToken\":true},{\"name\":\"Lesser Tyrant Shadow\",\"source\":\"CoA\",\"page\":255,\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":114,\"formula\":\"12d8 + 60\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":18,\"con\":20,\"int\":18,\"wis\":16,\"cha\":18,\"save\":{\"int\":\"+8\",\"wis\":\"+7\"},\"skill\":{\"arcana\":\"+8\",\"deception\":\"+12\",\"perception\":\"+7\",\"stealth\":\"+12\"},\"passive\":17,\"resist\":[\"fire\"],\"immune\":[\"necrotic\",\"poison\",\"psychic\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"blinded\",\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"understands all\",\"telepathy 300 ft.\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Empath\",\"entries\":[\"The shadow uses telepathy to sense nearby creatures. The shadow can see a creature if that creature has thoughts and is within the range of the shadow's telepathy. The shadow can't see creatures immune to telepathy.\"]},{\"name\":\"Undying Connection\",\"entries\":[\"The shadow was originally spawned from a specific devil and, if the shadow is slain, it returns to life in 10 ({@dice 1d20}) days within 1 mile of that devil. The shadow is killed permanently only if its progenitor devil is slain first.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The shadow makes two Claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) necrotic damage, plus 3 ({@damage 1d6}) psychic damage.\"]},{\"name\":\"Cloak of Shadows\",\"entries\":[\"The shadow bends darkness around itself, and now has the {@condition invisible} condition for 1 minute. The invisibility ends if the shadow is subjected to a {@spell Daylight} spell or similar.\"]},{\"name\":\"Empathic Link\",\"entries\":[\"The shadow attempts to form a link between itself and a creature it can see. The target must make a {@dc 16} Intelligence saving throw, taking 6 ({@damage 1d12}) psychic damage on a success. On a failed save, the creature and the shadow are linked. While linked, every time the shadow is damaged, the creature takes half of that damage as psychic damage. The creature may repeat the saving throw at the end of each of its turns, taking 6 ({@damage 1d12}) psychic damage on a failed save, or ending the effect on a successful one.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"The shadow transforms into a Beast, Humanoid or Fiend that it has an Empathic Link with, or back into its true form. In a new form, the shadow retains its align ment, hit points, hit dice, telepathy, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features, lair actions, or legendary actions of that form.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"N\",\"Y\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"intelligence\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Levistus\",\"isNamedCreature\":true,\"source\":\"CoA\",\"page\":229,\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":23,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":336,\"formula\":\"32d8 + 192\"},\"speed\":{\"walk\":0},\"str\":19,\"dex\":26,\"con\":22,\"int\":25,\"wis\":28,\"cha\":26,\"save\":{\"dex\":\"+16\",\"con\":\"+14\",\"int\":\"+15\",\"wis\":\"+17\"},\"skill\":{\"acrobatics\":\"+24\",\"deception\":\"+16\",\"intimidation\":\"+16\",\"perception\":\"+25\",\"persuasion\":\"+16\",\"stealth\":\"+16\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":35,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"cold\",\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"poisoned\"],\"languages\":[\"Celestial\",\"Common\",\"Draconic\",\"Infernal\",\"telepathy 1,000 ft.\"],\"cr\":\"26\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Levistus casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 23}):\"],\"will\":[\"{@spell Cone of Cold}\",\"{@spell Darkness}\",\"{@spell Ice Storm}\",\"{@spell Wall of Ice}\"],\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Armor of Ice\",\"entries\":[\"Levistus is always entombed in ice. The ice provides 100 temporary hit points. While Levistus has these temporary hit points, he has vulnerability to fire damage. If Levistus starts his turn with no temporary hit points from the ice, he regains 100 temporary hit points.\"]},{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede Levistus's darkvision.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Levistus fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Levistus has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Sub-zero\",\"entries\":[\"Cold damage dealt by Levistus ignores resistances and immunities.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Levistus makes three Touch of Stygia or Ice Bolt attacks. He can replace one of the attacks with Blizzard (if available).\"]},{\"name\":\"Touch of Stygia\",\"entries\":[\"{@atk ms} {@hit 15} to hit, reach 5 ft., one target. {@h}20 ({@damage 3d8 + 7}) psychic damage, and the target must succeed on a {@dc 23} Intelligence saving throw or have the {@condition stunned} condition for 1 minute. The target may repeat the saving throw at the end of its turns, ending the effect on a success. A creature that succeeds on the saving throw is immune to this effect for 1 hour.\"]},{\"name\":\"Ice Bolt\",\"entries\":[\"{@atk rs} {@hit 15} to hit, range 120 ft., one target. {@h}23 ({@damage 3d10 + 7}) cold damage.\"]},{\"name\":\"Blizzard {@recharge 4}\",\"entries\":[\"Levistus chooses a point he can see within 300 feet of him. Each creature in a 20-foot-radius, 40-foot-high cylinder centered on that point must make a {@dc 23} Dexterity saving throw. Targets take 13 ({@damage 3d8}) force damage plus 13 ({@damage 3d8}) cold damage on a failed save, or half as much damage on a successful one.\"]}],\"reaction\":[{\"name\":\"Counterspell\",\"entries\":[\"As a reaction to a creature he can see casting a spell, Levistus can attempt to prevent the casting. Levistus makes an Intelligence check (+7) against a DC of (10 + spell level). On a success, the creature's spell fails and has no effect.\"]}],\"legendary\":[{\"name\":\"Amnesia\",\"entries\":[\"Levistus selects a {@condition stunned} creature that he can see. The creature must succeed on a {@dc 23} Charisma saving throw or Levistus erases a specific memory from the target. The memory must be one that the target experienced in the last 24 hours and that lasted no more than 10 minutes. The memory can only be restored with a {@spell Remove Curse} or a {@spell Greater Restoration} spell.\"]},{\"name\":\"Froststrike\",\"entries\":[\"Levistus makes an Ice Bolt attack. On a hit, the target falls and has the {@condition prone} condition.\"]},{\"name\":\"Call Underling (Costs 3 Actions)\",\"entries\":[\"Levistus summons an allied {@creature ice devil} in an unoccupied space that he can see.\"]}],\"legendaryGroup\":{\"name\":\"Levistus\",\"source\":\"CoA\"},\"traitTags\":[\"Devil's Sight\",\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\",\"DR\",\"I\",\"TP\"],\"damageTags\":[\"C\",\"O\",\"Y\"],\"damageTagsSpell\":[\"B\",\"C\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"CUR\"],\"conditionInflict\":[\"stunned\"],\"savingThrowForced\":[\"charisma\",\"dexterity\",\"intelligence\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Maelephant Nomad\",\"source\":\"CoA\",\"page\":245,\"size\":[\"L\"],\"type\":\"fiend\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item chain mail|PHB}\"]}],\"hp\":{\"average\":190,\"formula\":\"20d10 + 80\"},\"speed\":{\"walk\":40},\"str\":22,\"dex\":11,\"con\":18,\"int\":14,\"wis\":17,\"cha\":15,\"save\":{\"str\":\"+11\",\"con\":\"+9\"},\"skill\":{\"athletics\":\"+16\",\"insight\":\"+8\",\"intimidation\":\"+7\",\"perception\":\"+8\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":18,\"resist\":[\"acid\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"frightened\",\"poisoned\"],\"languages\":[\"Common\",\"Infernal\",\"Maelephant\"],\"cr\":\"14\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The maelephant has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Regenerative\",\"entries\":[\"At the start of its turn, if the maelephant has less than half its hit points, it regenerates 20 hit points. This trait doesn't function if the maelephant starts its turn with less than 1 hit point.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The maelephant makes two attacks using its Claw, Trunk, or a combination of the two.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d10 + 6}) slashing damage.\"]},{\"name\":\"Trunk\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}16 ({@damage 3d6 + 6}) piercing damage. If the target is a Medium or smaller creature, it has the {@condition grappled} condition (escape {@dc 18}). Until this grapple ends, the target has the {@condition restrained} condition. While it is grappling a creature, the maelephant can't use its Trunk attack against other creatures.\"]},{\"name\":\"Noxious Breath {@recharge 5}\",\"entries\":[\"The maelephant releases a cloud of noxious gas. All creatures in a 30-foot cone in front of the maelephant must make a {@dc 16} Constitution saving throw. Targets take 42 ({@damage 12d6}) acid damage on a failed save, or half as much damage on a successful one. In addition, on a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. A feebled creature can repeat the save every minute, ending the effect on a success.\"]}],\"bonus\":[{\"name\":\"Reckless Charge\",\"entries\":[\"The maelephant moves up to 40 feet towards a creature it can see and if it moves at least 20 feet in a straight line, it may make a Claw attack. On a hit, the target takes an additional 14 ({@damage 4d6}) force damage and has the {@condition prone} condition.\"]}],\"reaction\":[{\"name\":\"Defensive Stance\",\"entries\":[\"As a reaction to taking damage, the maelephant enters a defensive stance until the end of its next turn. While in a defensive stance, the maelephant moves at half speed and can't take bonus actions, but its AC increases by 5.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"I\"],\"damageTags\":[\"A\",\"O\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mammon\",\"isNamedCreature\":true,\"source\":\"CoA\",\"page\":230,\"size\":[\"H\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":464,\"formula\":\"32d12 + 256\"},\"speed\":{\"walk\":40},\"str\":28,\"dex\":17,\"con\":26,\"int\":22,\"wis\":25,\"cha\":25,\"save\":{\"dex\":\"+11\",\"con\":\"+16\",\"wis\":\"+15\",\"cha\":\"+15\"},\"skill\":{\"arcana\":\"+14\",\"deception\":\"+15\",\"insight\":\"+15\",\"intimidation\":\"+23\",\"investigation\":\"+14\",\"persuasion\":\"+23\"},\"senses\":[\"darkvision 120 ft.\",\"truesight 120 ft.\"],\"passive\":17,\"resist\":[\"acid\",\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"poisoned\"],\"languages\":[\"Celestial\",\"Common\",\"Draconic\",\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"26\",\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede Mammon's darkvision.\"]},{\"name\":\"Fiendish Regeneration\",\"entries\":[\"Mammon regains 20 hit points at the start of his turn. If he takes radiant damage this trait doesn't function at the start of his next turn. Mammon only dies if he starts his turn with 0 hit points and is unable to regenerate.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Mammon fails a saving throw, he can choose to succeed instead\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Mammon has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Mammon uses Fearful Gaze, then makes four attacks using Tail Swipe, Constrict, or a combination of the two.\"]},{\"name\":\"Tail Swipe\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}31 ({@damage 4d10 + 9}) bludgeoning damage. If the target is a Large or smaller creature, it has the {@condition grappled} condition (escape {@dc 21}). While {@condition grappled}, the creature also has the {@condition restrained} condition, and Mammon can't make Tail Swipe attacks.\"]},{\"name\":\"Fearful Gaze\",\"entries\":[\"Mammon focuses his gaze in a 90-foot cone in front of him. Each creature of his choice within the cone must make a {@dc 23} Wisdom saving throw, taking 19 ({@damage 3d12}) psychic damage on a failed save, or half as much damage on a successful one. Creatures that fail the save have the {@condition frightened} condition until the end of their next turn.\"]},{\"name\":\"Constrict\",\"entries\":[\"Mammon tightens his grip around a creature he has {@condition grappled}. The target takes 35 ({@damage 4d12 + 9}) bludgeoning damage.\"]},{\"name\":\"Golden Gaze {@recharge}\",\"entries\":[\"Mammon attempts to turn one creature he can see within 60 feet of him into solid gold. The target must make a {@dc 23} Constitution saving throw. On a failed save, the target's flesh begins to harden, and it has the {@condition restrained} condition. A {@condition restrained} creature must repeat the saving throw at the end of each turn. If it successfully saves three times, the effect ends. If it fails three times, it turns to gold and now has the {@condition petrified} condition. Successes and failures don't need to be consecutive.\"]}],\"reaction\":[{\"name\":\"Pain Tax\",\"entries\":[\"As a reaction to taking damage, Mammon causes the attacker's valuables to glow red hot. This deals 3 ({@damage 1d6}) fire damage to the attacker for every 100 gold (or equivalent in gems, jewelry, and other coinage) that it currently carries.\"]}],\"legendary\":[{\"name\":\"Change Form\",\"entries\":[\"Mammon changes his form into that of a pit fiend, maintaining his statistics but losing his actions. He gains the actions and mobility of a pit fiend, including its weapon, and maintains his legendary actions and lair actions. Mammon's serpentine abilities can still recharge while he is in pit fiend form. If Mammon is already a pit fiend, this action changes him back into his serpentine form.\"]},{\"name\":\"Golden Touch (Costs 2 Actions)\",\"entries\":[\"Mammon recharges Golden Gaze.\"]},{\"name\":\"Call Underling (Costs 3 Actions)\",\"entries\":[\"Mammon summons an allied {@creature horned devil} in an unoccupied space that he can see.\"]}],\"legendaryGroup\":{\"name\":\"Mammon\",\"source\":\"CoA\"},\"traitTags\":[\"Devil's Sight\",\"Legendary Resistances\",\"Magic Resistance\",\"Regeneration\"],\"senseTags\":[\"SD\",\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\",\"DR\",\"I\",\"TP\"],\"damageTags\":[\"B\",\"F\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mephistopheles\",\"isNamedCreature\":true,\"source\":\"CoA\",\"page\":223,\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":21,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":460,\"formula\":\"40d10 + 240\"},\"speed\":{\"walk\":40,\"fly\":100},\"str\":22,\"dex\":23,\"con\":22,\"int\":30,\"wis\":28,\"cha\":26,\"save\":{\"int\":\"+18\",\"wis\":\"+17\",\"cha\":\"+16\"},\"skill\":{\"deception\":\"+24\",\"insight\":\"+25\",\"persuasion\":\"+24\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":19,\"resist\":[\"acid\",\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"27\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Mephistopheles casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 26}):\"],\"will\":[\"{@spell Darkness}\",\"{@spell Detect Evil and Good}\",\"{@spell Detect Magic}\",\"{@spell Dispel Magic}\",\"{@spell Geas} (duration 1 year)\",\"{@spell Greater Restoration}\",\"{@spell Hallow}\",\"{@spell Hold Monster}\",\"{@spell Locate Creature}\",\"{@spell Locate Object}\",\"{@spell Major Image}\",\"{@spell Resurrection}\",\"{@spell Scrying}\",\"{@spell Suggestion}\",\"{@spell Wall of Fire}\"],\"daily\":{\"1e\":[\"{@spell Meteor Swarm}\",\"{@spell Symbol}\",\"{@spell Wish}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede Mephistopheles' darkvision.\"]},{\"name\":\"Fiendish Regeneration\",\"entries\":[\"Mephistopheles regains 20 hit points at the start of his turn. If he takes radiant damage this trait doesn't function at the start of his next turn. Mephistopheles only dies if he starts his turn with 0 hit points and is unable to regenerate.\"]},{\"name\":\"Flyby\",\"entries\":[\"Mephistopheles doesn't provoke opportunity attacks when he flies out of an enemy's reach.\"]},{\"name\":\"Hellfire Mastery\",\"entries\":[\"Fire damage that Mephistopheles inflicts ignores resistances and immunities. Mephistopheles is immune to this effect.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Mephistopheles fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Mephistopheles has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Mephistopheles makes three Ranseur attacks. He can replace one of the attacks with Hellfire Lash (if available).\"]},{\"name\":\"Ranseur +3\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}20 ({@damage 2d10 + 9}) piercing damage plus 18 ({@damage 4d8}) fire or cold damage (Mephistopheles' choice).\"]},{\"name\":\"Hellfire Implosion {@recharge 4}\",\"entries\":[\"A bright streak of Hellfire appears at a point that Mephistopheles can see within 150 feet of him. Each creature in a 20-foot-radius sphere centered on that point must make a {@dc 22} Dexterity saving throw. Targets take 31 ({@damage 9d6}) fire damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Hellfire Lash {@recharge 5}\",\"entries\":[\"Mephistopheles unleashes a 60-foot-long, 5-foot-wide lash of Hellfire that ignites a 5-foot- radius sphere around where it strikes. Any targets in the area of effect must make a {@dc 22} Dexterity saving throw, taking 36 ({@damage 8d8}) fire damage on a failed save, or half as much on a successful one.\"]}],\"bonus\":[{\"name\":\"Ashen Teleport\",\"entries\":[\"Mephistopheles' body and any equipment he is wearing or carrying turns to ash, then he magically teleports up to 120 feet to an unoccupied space he can see and reforms.\"]}],\"legendary\":[{\"name\":\"Hellfire Wings\",\"entries\":[\"Mephistopheles uses his wings to generate a burst of heat. Each creature within 10 feet of him must succeed on a {@dc 22} Dexterity saving throw or take 9 ({@damage 2d8}) bludgeoning damage plus 9 ({@damage 2d8}) fire damage. Creatures that failed the save also have the {@condition prone} condition.\"]},{\"name\":\"Hellfire Storm (Costs 2 Actions)\",\"entries\":[\"Mephistopheles creates a rain of Hellfire at a point he can see within 150 feet. Each creature within a 20-foot-radius sphere centered on that point must make a {@dc 24} Dexterity saving throw. Targets take 38 ({@damage 7d10}) fire damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Call Underling (Costs 3 Actions)\",\"entries\":[\"Mephistopheles summons an allied {@creature horned devil} in an unoccupied space that he can see.\"]}],\"legendaryGroup\":{\"name\":\"Mephistopheles\",\"source\":\"CoA\"},\"traitTags\":[\"Devil's Sight\",\"Flyby\",\"Legendary Resistances\",\"Magic Resistance\",\"Regeneration\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"B\",\"C\",\"F\",\"P\"],\"damageTagsSpell\":[\"B\",\"F\",\"N\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflictSpell\":[\"charmed\",\"frightened\",\"incapacitated\",\"paralyzed\",\"stunned\",\"unconscious\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Miasmorne\",\"source\":\"CoA\",\"page\":246,\"size\":[\"H\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":230,\"formula\":\"20d12 + 100\"},\"speed\":{\"walk\":20,\"burrow\":20},\"str\":22,\"dex\":10,\"con\":21,\"int\":3,\"wis\":10,\"cha\":10,\"save\":{\"str\":\"+11\",\"con\":\"+10\"},\"skill\":{\"arcana\":\"+1\",\"athletics\":\"+16\",\"survival\":\"+5\"},\"senses\":[\"tremorsense 60 ft.\"],\"passive\":10,\"immune\":[\"acid\",\"fire\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"petrified\"],\"cr\":\"16\",\"trait\":[{\"name\":\"Acidic Attacks\",\"entries\":[\"If a creature takes acid damage from the miasmorne and that creature is wearing nonmagical metal armor, that armor is destroyed.\"]},{\"name\":\"Acidic Hide\",\"entries\":[\"After a nonmagical metal weapon hits the miasmorne that weapon melts and is destroyed. Likewise, nonmagical metal ammunition that hits the miasmorne is destroyed.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The miasmorne makes three attacks using Bite, Flechette or a combination of the two.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}22 ({@damage 3d10 + 6}) bludgeoning damage plus 7 ({@damage 2d6}) acid damage. If the target is a Large or smaller creature, it has the {@condition grappled} condition (escape {@dc 18}). The miasmorne can't make Bite attacks while a creature is {@condition grappled} in this way.\"]},{\"name\":\"Flechette\",\"entries\":[\"{@atk rw} {@hit 11} to hit, range 60/120 ft., one target. {@h}16 ({@damage 3d6 + 6}) acid damage.\"]},{\"name\":\"Flechette Spray {@recharge 5}\",\"entries\":[\"The miasmorne launches flechettes from its fins in a 90-foot cone in front of it. All creatures in the cone must make a {@dc 19} Dexterity saving throw, taking 21 ({@damage 6d6}) acid damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Acidic Secretion (1/Day)\",\"entries\":[\"The miasmorne secretes an acidic solution, then sprays it around itself. All creatures in a 20-foot-radius sphere, centered on the miasmorne, must make a {@dc 19} Dexterity saving throw. Targets take 26 ({@damage 4d12}) acid damage on a failed save, or half as much damage on a successful one. All nonmagical metals within the radius that aren't being carried, as well as nonmagical metal items carried or worn by creatures that failed the save, are destroyed.\"]}],\"senseTags\":[\"T\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"A\",\"B\"],\"miscTags\":[\"AOE\",\"MW\",\"RW\"],\"conditionInflict\":[\"grappled\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Oneirovore\",\"source\":\"CoA\",\"page\":248,\"size\":[\"L\"],\"type\":\"fiend\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":237,\"formula\":\"19d10 + 133\"},\"speed\":{\"walk\":20},\"str\":16,\"dex\":12,\"con\":25,\"int\":12,\"wis\":10,\"cha\":10,\"save\":{\"con\":\"+11\",\"int\":\"+5\"},\"skill\":{\"insight\":\"+4\",\"nature\":\"+5\",\"perception\":\"+4\",\"survival\":\"+4\"},\"senses\":[\"truesight 60 ft.\"],\"passive\":14,\"resist\":[\"fire\",\"poison\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"frightened\"],\"cr\":\"11\",\"action\":[{\"name\":\"Stomp\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d12 + 3}) force damage.\"]},{\"name\":\"Realize Nightmares {@recharge 4}\",\"entries\":[\"The oneirovore manipulates the perception of nearby creatures, sending them into a panic. Creatures of the oneirovore's choice that it can see within 60 feet must make a {@dc 19} Charisma saving throw. On a failed save, the creature has the {@condition charmed} condition, their vision distorted such that they view their allies as creatures of pure fear and hatred. While {@condition charmed}, a creature will use their actions to attack their allies with intent to kill. A {@condition charmed} creature may repeat the saving throw at the end of each turn, ending the effect on a success.\"]},{\"name\":\"Warning Cry (1/Day)\",\"entries\":[\"The oneirovore lets out an earsplitting shriek, calling for infernal reinforcements. Creatures that are not Fiends that are within 120 feet of the oneirovore must make a {@dc 19} Constitution saving throw, taking 55 ({@damage 10d10}) thunder damage on a failed save, or half as much damage on a successful one. Any lesser devils within a 1-mile-radius, centered on the oneirovore, are required by contract to come to its aid upon hearing its Warning Cry. Higher ranking devils may investigate if they desire, but the call holds no magical sway over them.\"]}],\"senseTags\":[\"U\"],\"damageTags\":[\"O\",\"T\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"charmed\"],\"savingThrowForced\":[\"charisma\",\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Pain Devil (Excruciarch)\",\"source\":\"CoA\",\"page\":249,\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":171,\"formula\":\"18d8 + 90\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":15,\"con\":20,\"int\":11,\"wis\":10,\"cha\":13,\"save\":{\"str\":\"+8\",\"con\":\"+9\"},\"skill\":{\"deception\":\"+5\",\"insight\":\"+4\",\"intimidation\":\"+5\",\"perception\":\"+4\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":14,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Celestial\",\"Common\",\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"12\",\"trait\":[{\"name\":\"Aura of Torment\",\"entries\":[\"Any creature hostile to the excruciarch that starts its turn within 20 feet of the excruciarch takes 10 ({@damage 4d4}) slashing damage, unless the excruciarch is {@condition incapacitated}.\"]},{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the excruciarch's darkvision.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The excruciarch has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Sadism\",\"entries\":[\"The excruciarch gains a +1 bonus to attack and damage rolls for each creature it damaged on its previous turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The excruciarch makes two Scourge attacks. It can replace one of the attacks with Storm of Steel (if available).\"]},{\"name\":\"Scourge\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage plus 13 ({@damage 2d8 + 4}) slashing damage.\"]},{\"name\":\"Storm of Steel {@recharge 4}\",\"entries\":[\"The excruciarch swings its scourge wildly around itself. All creatures within 15 feet of the excruciarch must make a {@dc 16} Dexterity saving throw. Targets take 31 ({@damage 6d8 + 4}) slashing damage on a failed save, or half as much damage on a successful one.\"]}],\"reaction\":[{\"name\":\"Vulnerable Gaze\",\"entries\":[\"As a reaction to a creature resisting damage dealt by the excruciarch, it turns its gaze on that creature, negating any resistances and immunities that creature has until the start of the excruciarch's next turn.\"]}],\"traitTags\":[\"Devil's Sight\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\",\"I\",\"TP\"],\"damageTags\":[\"B\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"incapacitated\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ramius\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoA\",\"page\":24,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"N\",\"G\"],\"ac\":[{\"ac\":22,\"from\":[\"{@item plate armor|PHB|plate}\",\"{@item +2 shield}\"]}],\"hp\":{\"average\":190,\"formula\":\"20d8 + 100\"},\"speed\":{\"walk\":30},\"str\":23,\"dex\":10,\"con\":21,\"int\":11,\"wis\":14,\"cha\":18,\"save\":{\"wis\":\"+7\",\"cha\":\"+9\"},\"skill\":{\"animal handling\":\"+12\",\"athletics\":\"+11\",\"insight\":\"+7\",\"religion\":\"+10\"},\"passive\":12,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true},{\"special\":\"damage from spells\"}],\"languages\":[\"Abyssal\",\"Celestial\",\"Common\",\"Infernal\"],\"cr\":\"14\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Ramius casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 17}):\"],\"daily\":{\"1e\":[\"{@spell Aura of Purity}\",\"{@spell Compelled Duel}\",\"{@spell Crusader's Mantle}\",\"{@spell Death Ward}\",\"{@spell Dispel Evil and Good}\",\"{@spell Find Steed}\",\"{@spell Lesser Restoration}\",\"{@spell Remove Curse}\",\"{@spell Revivify}\",\"{@spell Shield of Faith}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Aura of Protection\",\"entries\":[\"Ramius and any ally that starts their turn within 30 feet of him have a +4 bonus to all saving throws and resistance to nonmagical damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Ramius makes two Longsword attacks.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5ft., one target. {@h}10 ({@damage 1d8 + 6}) slashing damage or 11 ({@dice 1d10 + 6}) if wielded in two hands, plus 13 ({@damage 3d8}) radiant damage. If the target is an evil creature, it must succeed on a {@dc 17} Charisma saving throw or take an additional 13 ({@damage 3d8}) radiant damage.\"]},{\"name\":\"Divine Wave {@recharge}\",\"entries\":[\"Ramius strikes the ground and causes holy energy to radiate outwards. Each creature of his choice within 30 feet of him must make a {@dc 17} Constitution saving throw. Targets take 21 ({@damage 6d6}) thunder damage plus 21 ({@damage 6d6}) radiant damage on a failed save, or half as much damage on a successful one. Creatures that fail the save are knocked down (have the {@condition prone} condition).\"]}],\"reaction\":[{\"name\":\"Healing Touch\",\"entries\":[\"As a reaction to Ramius or an adjacent creature taking 50 points or more of damage, Ramius reaches out and channels divine energy, healing 13 ({@dice 2d8 + 4}) hit points.\"]}],\"attachedItems\":[\"longsword|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"CE\",\"I\"],\"damageTags\":[\"R\",\"S\",\"T\"],\"damageTagsSpell\":[\"R\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForced\":[\"charisma\",\"constitution\"],\"savingThrowForcedSpell\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Regular Orthoclath\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoA\",\"page\":171,\"_copy\":{\"name\":\"Iron Golem\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"golem\",\"with\":\"orthoclath\"}}},\"alignment\":[\"L\",\"N\"],\"int\":16,\"wis\":16,\"cha\":16,\"tokenCredit\":\"Konstantin Vavilov\",\"hasToken\":true},{\"name\":\"Rimmon\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoA\",\"page\":209,\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":262,\"formula\":\"25d8 + 150\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":17,\"con\":22,\"int\":27,\"wis\":25,\"cha\":16,\"save\":{\"con\":\"+12\",\"int\":\"+14\",\"wis\":\"+13\"},\"skill\":{\"arcana\":\"+20\",\"history\":\"+20\",\"investigation\":\"+14\",\"perception\":\"+13\",\"sleight of hand\":\"+9\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":23,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"poisoned\"],\"languages\":[\"Celestial\",\"Common\",\"Draconic\",\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"20\",\"trait\":[{\"name\":\"Contractually Obligated\",\"entries\":[\"Rimmon has advantage to hit creatures under an infernal contract and when he hits such creatures he delivers an additional 9 ({@damage 2d8}) damage of a type the target is most vulnerable to. A creature bound under an infernal contract also makes all saving throws against effects originating from Rimmon with disadvantage.\"]},{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede Rimmon's darkvision.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Rimmon has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Rimmon makes four Sharpened Tongue or Wordplay attacks.\"]},{\"name\":\"Sharpened Tongue\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}11 ({@damage 3d4 + 4}) slashing damage.\"]},{\"name\":\"Wordplay\",\"entries\":[\"{@atk rs} {@hit 14} to hit, range 60 ft., one target. {@h}35 ({@damage 6d8 + 8}) psychic damage.\"]},{\"name\":\"Connected Clauses (1/Day)\",\"entries\":[\"Rimmon emits a burst of energy that arcs towards a creature he can see within 150 feet of him. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target must make a {@dc 22} Dexterity saving throw, taking 63 ({@damage 14d8}) damage on a failed save, or half as much damage on a successful one. The damage type inflicted is of a type the first target is most vulnerable to.\"]}],\"traitTags\":[\"Devil's Sight\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\",\"DR\",\"I\",\"TP\"],\"damageTags\":[\"S\",\"Y\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Rothé\",\"source\":\"CoA\",\"page\":48,\"size\":[\"L\"],\"type\":{\"type\":\"beast\",\"tags\":[\"cattle\"]},\"alignment\":[\"U\"],\"ac\":[10],\"hp\":{\"average\":15,\"formula\":\"2d10 + 4\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":10,\"con\":14,\"int\":2,\"wis\":10,\"cha\":4,\"senses\":[\"darkvision 30 ft.\"],\"passive\":10,\"cr\":\"1/4\",\"action\":[{\"name\":\"Gore\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage. If the rothé moved at least 20 feet straight towards this target immediately before the hit, the target takes an extra 7 ({@damage 2d6}) piercing damage.\"]}],\"tokenCredit\":\"Bufflewump, Kekai Kotaki\",\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Sarevok\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoA\",\"page\":48,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":21,\"from\":[\"plate armor of Bhaal\"]}],\"hp\":{\"average\":190,\"formula\":\"20d8 + 100\"},\"speed\":{\"walk\":30},\"str\":23,\"dex\":10,\"con\":21,\"int\":11,\"wis\":18,\"cha\":14,\"save\":{\"con\":\"+11\",\"wis\":\"+10\"},\"skill\":{\"history\":\"+6\",\"intimidation\":\"+14\",\"religion\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"immune\":[\"acid\",\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\",\"Infernal\"],\"cr\":\"17\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Sarevok casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 18}):\"],\"will\":[\"{@spell Resistance}\",\"{@spell Thaumaturgy}\"],\"daily\":{\"1e\":[\"{@spell Animate Dead}\",\"{@spell Antimagic Field}\",\"{@spell Astral Projection}\",\"{@spell Blade Barrier}\",\"{@spell Command}\",\"{@spell Contagion}\",\"{@spell Dispel Magic}\",\"{@spell Divination}\",\"{@spell Etherealness}\",\"{@spell Fire Storm}\",\"{@spell Harm}\",\"{@spell Hold Person}\",\"{@spell Silence}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"Sarevok has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Rejuvenation\",\"entries\":[\"If Sarevok is killed, he gains a new body in 24 hours, regaining all his hit points. The new body appears on the altar of the temple of Bhaal beneath Baldur's Gate. This ability ceases to function if a cleric of good alignment casts {@spell Hallow} on the altar in the temple of Bhaal.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Sarevok makes three Longsword attacks. He can replace one of the attacks with Flames of Bhaal or Spellcasting.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5ft., one target. {@h}10 ({@damage 1d8 + 6}) slashing damage or 11 ({@dice 1d10 + 6}) if wielded in two hands. The target must succeed on a {@dc 18} Constitution saving throw or be cursed by Bhaal, preventing it from regaining hit points. The curse lasts until removed by the {@spell Remove Curse} spell or similar effect.\"]},{\"name\":\"Flames of Bhaal\",\"entries\":[\"Sarevok causes flames to engulf one creature that he can see within 60 feet. The target must succeed on a {@dc 18} Dexterity saving throw or take 18 ({@damage 4d8}) necrotic damage. This damage can't be restored except by a {@spell Lesser Restoration} spell or similar effect.\"]}],\"legendary\":[{\"name\":\"Slash\",\"entries\":[\"Sarevok makes a Longsword attack.\"]},{\"name\":\"Unholy Flame\",\"entries\":[\"Sarevok uses Flames of Bhaal.\"]},{\"name\":\"Channel Bhaal's Hate (Costs 2 Actions)\",\"entries\":[\"Sarevok unleashes Bhaal's power. Creatures within 30 feet of Sarevok, including ones behind barriers and around corners, can't regain hit points until the end of Sarevok's next turn.\"]}],\"attachedItems\":[\"longsword|phb\"],\"traitTags\":[\"Magic Resistance\",\"Rejuvenation\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"I\"],\"damageTags\":[\"N\",\"S\"],\"damageTagsSpell\":[\"F\",\"N\",\"O\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"CUR\",\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"blinded\",\"deafened\",\"paralyzed\",\"poisoned\",\"prone\",\"stunned\",\"unconscious\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Shredwing\",\"source\":\"CoA\",\"page\":250,\"size\":[\"M\"],\"type\":\"fiend\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":21,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":170,\"formula\":\"20d8 + 80\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":60,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":11,\"dex\":19,\"con\":19,\"int\":15,\"wis\":16,\"cha\":11,\"save\":{\"dex\":\"+8\",\"con\":\"+8\"},\"skill\":{\"acrobatics\":\"+8\",\"athletics\":\"+4\",\"perception\":\"+11\",\"survival\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":21,\"resist\":[\"cold\",\"fire\",\"poison\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"conditionImmune\":[\"blinded\",\"charmed\",\"poisoned\"],\"cr\":\"12\",\"trait\":[{\"name\":\"Merged\",\"entries\":[\"After using the Burrow ability, if the shredwing is merged with another creature, any damage dealt to the shredwing is split evenly between it and the merged creature.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The shredwing makes three Talon attacks.\"]},{\"name\":\"Talon\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage plus 7 ({@damage 2d6}) poison damage.\"]},{\"name\":\"Burrow {@recharge 5}\",\"entries\":[\"On a hit, the creature takes an additional 32 ({@damage 5d12}) slashing damage as the wings merge with it. While merged, the creature moves with the shredwing, takes 19 ({@damage 3d12}) necrotic damage at the start of each of its turn, and has the {@condition grappled} condition. The shredwing can unmerge at any time, leaving the creature and dropping it if airborne. The only other way to end the merge is to kill the shredwing.\",\"If the merged creature dies while merged, the shredwing permanently takes over its body. It gains the merged creature's hit dice, natural armor, possessions, and languages. If any of the merged creature's statistics are higher than the shredwing, it inherits those statistics as well. A creature permanently merged by the shredwing can only be resurrected through a {@spell Wish} spell or similar.\"]}],\"bonus\":[{\"name\":\"Aggressive\",\"entries\":[\"The shredwing can move up to its speed toward a hostile creature that it can see.\"]}],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"I\",\"N\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Slayer\",\"source\":\"CoA\",\"page\":30,\"size\":[\"M\"],\"type\":\"fiend\",\"alignment\":[{\"special\":\"host's alignment\"}],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":136,\"formula\":\"16d8 + 64\"},\"speed\":{\"walk\":40},\"str\":20,\"dex\":19,\"con\":18,\"int\":13,\"wis\":14,\"cha\":14,\"save\":{\"dex\":\"+8\",\"int\":\"+5\"},\"skill\":{\"acrobatics\":\"+8\",\"deception\":\"+6\",\"perception\":\"+6\",\"stealth\":\"+12\"},\"passive\":16,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"poison\"],\"languages\":[\"Languages of the host\"],\"cr\":\"12\",\"trait\":[{\"name\":\"Assassinate\",\"entries\":[\"During its first turn, the Slayer has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the Slayer scores against a surprised creature is a critical hit.\"]},{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the Slayer's darkvision.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The Slayer has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The Slayer makes four Claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage plus 7 ({@damage 2d6}) poison damage. The Slayer deals an extra 14 ({@damage 4d6}) slashing damage when it has advantage on the attack roll and hits the target.\"]}],\"tokenCredit\":\"V-OneShot\",\"traitTags\":[\"Devil's Sight\",\"Magic Resistance\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"I\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Styx Dragon\",\"source\":\"CoA\",\"page\":252,\"size\":[\"G\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":296,\"formula\":\"16d20 + 128\"},\"speed\":{\"walk\":30,\"burrow\":20,\"swim\":60},\"str\":27,\"dex\":14,\"con\":26,\"int\":19,\"wis\":20,\"cha\":19,\"save\":{\"dex\":\"+8\",\"con\":\"+14\",\"wis\":\"+11\",\"cha\":\"+10\"},\"skill\":{\"athletics\":\"+21\",\"insight\":\"+11\",\"perception\":\"+11\",\"survival\":\"+17\"},\"senses\":[\"blindsight 120 ft.\"],\"passive\":21,\"resist\":[{\"special\":\"damage from spells\"}],\"immune\":[\"cold\",\"poison\"],\"conditionImmune\":[\"blinded\",\"poisoned\"],\"languages\":[\"Draconic\",\"Infernal\"],\"cr\":\"20\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The dragon can breathe air and water.\"]},{\"name\":\"Stygian Wasting\",\"entries\":[\"Creatures afflicted with this disease are incapable of regaining hit points in any way until the disease is cured. Additionally, as their flesh starts to rot, a creature with this disease takes 36 ({@damage 8d8}) necrotic damage after each long rest they finish.\"]},{\"name\":\"Styx Dweller\",\"entries\":[\"The dragon is immune to all negative effects from the River Styx.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon can use its Frightful Presence. It then makes three attacks using its Bite, Tail, or a combination of the two. It can replace one of the attacks with Constrict.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage plus 7 ({@damage 2d6}) poison damage, and the target must make a {@dc 19} Constitution saving throw. On a failed save, the target contracts Stygian Wasting.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d6 + 8}) bludgeoning damage. If the target is a Large or smaller creature, it has the {@condition grappled} condition (escape {@dc 22}). The dragon can't make a Tail attack while a creature is {@condition grappled} in this way.\"]},{\"name\":\"Constrict\",\"entries\":[\"The dragon tightens its grip on a creature {@condition grappled} by its tail. The creature takes 27 ({@damage 3d12 + 8}) bludgeoning damage, has the {@condition restrained} condition until the start of the dragon's next turn, and must make a {@dc 19} Constitution saving throw. On a failed save, the target contracts Stygian Wasting.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of the dragon's choice that is within 120 feet of the dragon must succeed on a {@dc 18} Wisdom saving throw or have the {@condition frightened} condition for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"]},{\"name\":\"Stygian Breath {@recharge 5}\",\"entries\":[\"The dragon exhales poisonous Styx water in a 60-foot-long, 10-foot-wide line. Each creature in that line must make a {@dc 19} Dexterity saving throw, taking 54 ({@damage 12d8}) poison damage on a failed save, or half as much on a successful one. Creatures that fail the save contract Stygian Wasting.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"The dragon makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Tail Attack\",\"entries\":[\"The dragon makes a Tail attack. If a creature is already {@condition grappled}, the dragon may use Constrict instead.\"]},{\"name\":\"Death Throw (Costs 3 Actions)\",\"entries\":[\"If the dragon has successfully {@condition restrained} a creature with the Constrict ability, it may throw them up to 100 feet away. When it lands, the creature takes 21 ({@damage 6d6}) bludgeoning damage and must make a {@dc 18} Constitution saving throw. On a failed save, the creature has the {@condition unconscious} condition for 10 minutes.\"]}],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Breath Weapon\",\"Frightful Presence\",\"Multiattack\"],\"languageTags\":[\"DR\",\"I\"],\"damageTags\":[\"B\",\"I\",\"N\",\"P\"],\"miscTags\":[\"DIS\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"unconscious\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tiax\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoA\",\"page\":266,\"size\":[\"S\"],\"type\":\"humanoid\",\"alignment\":[\"C\",\"N\"],\"ac\":[13,{\"ac\":16,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":110,\"formula\":\"20d6 + 40\"},\"speed\":{\"walk\":25},\"str\":11,\"dex\":16,\"con\":14,\"int\":15,\"wis\":19,\"cha\":18,\"save\":{\"wis\":\"+8\",\"cha\":\"+8\"},\"skill\":{\"deception\":\"+8\",\"insight\":\"+8\",\"performance\":\"+8\",\"persuasion\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Celestial\",\"Common\",\"Gnomish\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Tiax casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 16}):\"],\"will\":[\"{@spell Bane}\",\"{@spell Disguise Self}\",\"{@spell Dispel Magic}\",\"{@spell Mage Armor}\",\"{@spell Mirror Image}\",\"{@spell Thaumaturgy}\"],\"daily\":{\"1e\":[\"{@spell Bestow Curse}\",\"{@spell Blindness/Deafness}\",\"{@spell Blink}\",\"{@spell Charm Person}\",\"{@spell Contagion}\",\"{@spell Dimension Door}\",\"{@spell Dominate Person}\",\"{@spell Hold Person}\",\"{@spell Pass Without Trace}\",\"{@spell Polymorph}\",\"{@spell Teleport}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Gnome Cunning\",\"entries\":[\"Tiax has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Tiax wears a {@item Ring of Resistance} that grants him resistance to radiant damage.\"]}],\"action\":[{\"name\":\"Touch of Decay\",\"entries\":[\"{@atk ms} {@hit 8} to hit, reach 5 ft., one target. {@h}37 ({@damage 6d10 + 4}) necrotic damage.\"]},{\"name\":\"Unholy Firebolt\",\"entries\":[\"Tiax causes unholy fire to flare up in a creature's space within 60 feet of him. The target must succeed on a {@dc 16} Dexterity saving throw or take 18 ({@damage 4d8}) necrotic damage plus 18 ({@damage 4d8}) poison damage.\"]}],\"bonus\":[{\"name\":\"Heal (2/Day)\",\"entries\":[\"Tiax heals 70 hit points.\"]}],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"CE\",\"G\"],\"damageTags\":[\"I\",\"N\"],\"damageTagsSpell\":[\"N\",\"O\"],\"spellcastingTags\":[\"O\"],\"conditionInflictSpell\":[\"blinded\",\"charmed\",\"deafened\",\"paralyzed\",\"poisoned\",\"stunned\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tyrant Shadow\",\"source\":\"CoA\",\"page\":255,\"size\":[\"H\"],\"type\":\"aberration\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":207,\"formula\":\"18d12 + 90\"},\"speed\":{\"walk\":30},\"str\":22,\"dex\":16,\"con\":20,\"int\":20,\"wis\":16,\"cha\":20,\"save\":{\"int\":\"+11\",\"wis\":\"+9\"},\"skill\":{\"arcana\":\"+11\",\"deception\":\"+17\",\"perception\":\"+9\",\"stealth\":\"+15\"},\"passive\":19,\"resist\":[\"fire\"],\"immune\":[\"necrotic\",\"poison\",\"psychic\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"blinded\",\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"understands all\",\"telepathy 300 ft.\"],\"cr\":\"17\",\"trait\":[{\"name\":\"Empath\",\"entries\":[\"The shadow uses telepathy to sense nearby creatures. The shadow can see a creature if that creature has thoughts and is within the range of the shadow's telepathy. The shadow can't see creatures immune to telepathy.\"]},{\"name\":\"Undying Connection\",\"entries\":[\"The shadow was originally spawned from a specific devil and, if the shadow is slain, it returns to life in 10 ({@dice 1d20}) days within 1 mile of that devil. The shadow is killed permanently only if its progenitor devil is slain first.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The shadow makes three Claw attacks. It can replace one of the attacks with Shadows of Death (if available).\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}16 ({@damage 3d6 + 6}) necrotic damage, plus 7 ({@damage 2d6}) psychic damage.\"]},{\"name\":\"Cloak of Shadows\",\"entries\":[\"The shadow bends darkness around itself, and now has the {@condition invisible} condition for 1 minute. The invisibility ends if the shadow is subjected to a {@spell Daylight} spell or similar.\"]},{\"name\":\"Empathic Link\",\"entries\":[\"The shadow attempts to form a link between itself and a creature it can see. The target must make a {@dc 19} Intelligence saving throw, taking 13 ({@damage 2d12}) psychic damage on a success. On a failed save, the creature and the shadow are linked. While linked, every time the shadow is damaged, the creature takes half of that damage as psychic damage. The creature may repeat the saving throw at the end of each of its turns, taking 13 ({@damage 2d12}) psychic damage on a failed save, or ending the effect on a successful one.\"]},{\"name\":\"Shadows of Death {@recharge}\",\"entries\":[\"The shadow discharges inky-black shadows in a 90-foot-radius sphere around itself. Creatures in the shadows must succeed on a {@dc 19} Wisdom saving throw or take 27 ({@damage 6d8}) necrotic damage and have the {@condition frightened} condition for 1 minute. A {@condition frightened} creature may repeat the saving throw at the end of each of its turns, ending the effect on a succesful save, but taking the damage again on a failed save.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"The shadow transforms into a Beast, Humanoid or Fiend that it has an Empathic Link with, or back into its true form. In a new form, the shadow retains its align ment, hit points, hit dice, telepathy, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features, lair actions, or legendary actions of that form.\"]}],\"legendary\":[{\"name\":\"Shadow Blink\",\"entries\":[\"The shadow surrounds itself in black mist, then teleports up to 60 feet to an unoccupied space that it can see.\"]},{\"name\":\"Shapeshift\",\"entries\":[\"The shadow uses its Change Shape ability.\"]},{\"name\":\"Mind Spike (Costs 2 Actions)\",\"entries\":[\"{@atk rs} {@hit 11} to hit, range 300 ft., one target. {@h}16 ({@damage 2d10 + 5}) psychic damage.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"N\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Vorvolaka\",\"source\":\"CoA\",\"page\":258,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":190,\"formula\":\"20d8 + 100\"},\"speed\":{\"walk\":20,\"fly\":50},\"str\":15,\"dex\":19,\"con\":21,\"int\":8,\"wis\":13,\"cha\":16,\"save\":{\"con\":\"+10\",\"wis\":\"+6\"},\"skill\":{\"insight\":\"+6\",\"perception\":\"+11\",\"religion\":\"+4\",\"survival\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":21,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"necrotic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"paralyzed\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"14\",\"trait\":[{\"name\":\"Fear Aura\",\"entries\":[\"Any hostile creature that starts its turn within 20 feet of the vorvolaka must succeed on a {@dc 18} Wisdom saving throw or have {@condition frightened} condition until the start of the creature's next turn. If a creature's saving throw is successful, they're immune to the vorvolaka's Fear Aura for the next 24 hours. This ability does not function if the vorvolaka is {@condition unconscious}.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The vorvolaka has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The vorvolaka regains 15 hit points at the start of its turn if it has at least 1 hit point. If the vorvolaka takes radiant damage, this trait doesn't function at the start of the vorvolaka's next turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The vorvolaka makes two Talon attacks. It can replace one of the attacks with Rend Armor (if available).\"]},{\"name\":\"Talon\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}22 ({@damage 4d8 + 4}) piercing damage plus 14 ({@damage 4d6}) necrotic damage.\"]},{\"name\":\"Rend Armor {@recharge 4}\",\"entries\":[\"The vorvolaka makes a Talon attack against a creature. On a hit, the creature's AC is reduced by 2 for 1 minute. Creatures not wearing armor are immune to this effect, and the total reduction can't bring a creature below an AC of 10.\"]}],\"traitTags\":[\"Magic Resistance\",\"Regeneration\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"N\",\"P\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Waeloquay\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoA\",\"page\":175,\"size\":[\"G\"],\"type\":\"elemental\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":290,\"formula\":\"20d20 + 80\"},\"speed\":{\"walk\":30,\"swim\":90},\"str\":26,\"dex\":14,\"con\":18,\"int\":8,\"wis\":10,\"cha\":12,\"save\":{\"wis\":\"+6\",\"cha\":\"+7\"},\"skill\":{\"athletics\":\"+14\",\"nature\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"acid\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"unconscious\"],\"languages\":[\"Aquan\",\"Common\"],\"cr\":\"18\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"Waeloquay has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Waeloquay fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Water Form\",\"entries\":[\"Waeloquay can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Waeloquay makes three Slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 15 ft., one target. {@h}26 ({@damage 4d8 + 8}) bludgeoning damage.\"]},{\"name\":\"Whelm {@recharge 4}\",\"entries\":[\"Each creature in Waeloquay's space must make a {@dc 22} Strength saving throw. On a failed save, a target takes 21 ({@damage 3d8 + 8}) bludgeoning damage. If it is Large or smaller, it also has the {@condition grappled} condition (escape {@dc 20}). Until this grapple ends, the target is {@condition restrained} and unable to breathe, unless it can breathe water. If the save is successful, the target is pushed out of Waeloquay's space. Waeloquay can grapple one Large creature or up to four Medium or smaller creatures at one time. At the start of each of Waeloquay's turns, each target {@condition grappled} by it takes 21 ({@damage 3d8 + 8}) bludgeoning damage. A creature within 5 feet of Waeloquay can pull a creature or object out of it by taking an action to make a {@dc 22} Strength check and succeeding.\"]}],\"legendary\":[{\"name\":\"Flow\",\"entries\":[\"Waeloquay moves up to its speed.\"]},{\"name\":\"Crush (Costs 2 Actions)\",\"entries\":[\"One creature that Waeloquay is grappling takes 44 ({@damage 8d8 + 8}) bludgeoning damage.\"]},{\"name\":\"Pummel (Costs 2 Actions)\",\"entries\":[\"Waeloquay makes a Slam attack with advantage.\"]}],\"tokenCredit\":\"RussFairchild\",\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AQ\",\"C\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"restrained\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true},{\"name\":\"War Devil\",\"source\":\"CoA\",\"page\":260,\"size\":[\"H\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":11,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":237,\"formula\":\"19d12 + 114\"},\"speed\":{\"walk\":40,\"fly\":60},\"str\":24,\"dex\":9,\"con\":23,\"int\":7,\"wis\":13,\"cha\":9,\"save\":{\"str\":\"+12\",\"con\":\"+11\"},\"skill\":{\"athletics\":\"+12\",\"insight\":\"+6\",\"intimidation\":\"+4\",\"perception\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"resist\":[\"cold\"],\"immune\":[\"fire\",\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"conditionImmune\":[\"frightened\",\"poisoned\"],\"languages\":[\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"16\",\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the war devil's darkvision.\"]},{\"name\":\"Fear Aura\",\"entries\":[\"Any hostile creature that starts its turn within 20 feet of the war devil must succeed on a {@dc 18} Wisdom saving throw or have the {@condition frightened} condition until the start of the creature's next turn. If a creature's saving throw is successful, the creature is immune to the war devil's Fear Aura for the next 24 hours. This ability doesn't function if the war devil is {@condition unconscious}.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The war devil has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The war devil makes two attacks using its Cold- Iron Ranseur, Claws, or a combination of the two.\"]},{\"name\":\"Cold-Iron Ranseur\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}23 ({@damage 3d10 + 7}) force damage plus 14 ({@damage 4d6}) cold damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}20 ({@damage 3d8 + 7}) slashing damage. If the target is a Large or smaller creature, it has the {@condition grappled} condition (escape {@dc 20}). While a creature is {@condition grappled}, the war devil can't make Claws attacks.\"]}],\"traitTags\":[\"Devil's Sight\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"I\",\"TP\"],\"damageTags\":[\"C\",\"O\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Zagum\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoA\",\"page\":210,\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":255,\"formula\":\"30d8 + 120\"},\"speed\":{\"walk\":30},\"str\":17,\"dex\":16,\"con\":18,\"int\":22,\"wis\":25,\"cha\":27,\"save\":{\"int\":\"+12\",\"wis\":\"+13\",\"cha\":\"+14\"},\"skill\":{\"arcana\":\"+12\",\"deception\":\"+20\",\"insight\":\"+13\",\"intimidation\":\"+14\",\"performance\":\"+14\",\"persuasion\":\"+20\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":17,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"poisoned\"],\"languages\":[\"Celestial\",\"Common\",\"Draconic\",\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"20\",\"trait\":[{\"name\":\"Contractually Obligated\",\"entries\":[\"Zagum has advantage to hit creatures under an infernal contract and when he hits such creatures he delivers an additional 9 ({@damage 2d8}) damage of a type the target is most vulnerable to. A creature bound under an infernal contract also makes all saving throws against effects originating from Zagum with disadvantage.\"]},{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede Zagum's darkvision.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Zagum has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Zagum makes three attacks with Disarming Tongue or Oration.\"]},{\"name\":\"Disarming Tongue\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}10 ({@damage 3d4 + 3}) slashing damage. A target hit by this attack has vulnerability to psychic damage until the start of their next turn.\"]},{\"name\":\"Oration\",\"entries\":[\"{@atk rs} {@hit 14} to hit, range 60 ft., one target. {@h}35 ({@damage 6d8 + 8}) psychic damage.\"]},{\"name\":\"Legal Jargon {@recharge 4}\",\"entries\":[\"Zagum chooses a point he can see within 90 feet of him. All creatures within a 20-foot-radius sphere centered on that point must make a {@dc 22} Wisdom saving throw. Creatures that fail the save are confused for up to 1 minute and must roll a {@dice d10} at the start of each of their turns.\",\"On a 1, a creature moves in a random direction then ends their turn. On a 2-6, a creature can't use actions this turn. On a 7-8, a creature must use their action to make a melee attack against a randomly determined creature within their reach that is not a Fiend. On a 9-10, a creature can move and act normally.\",\"A confused creature may repeat the saving throw at the end of its turn, ending the effect on a success.\"]}],\"traitTags\":[\"Devil's Sight\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\",\"DR\",\"I\",\"TP\"],\"damageTags\":[\"S\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Zariel\",\"isNamedCreature\":true,\"source\":\"CoA\",\"page\":235,\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":21,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":420,\"formula\":\"29d10 + 261\"},\"speed\":{\"walk\":50,\"fly\":150},\"str\":27,\"dex\":24,\"con\":28,\"int\":26,\"wis\":27,\"cha\":30,\"save\":{\"int\":\"+16\",\"wis\":\"+16\",\"cha\":\"+18\"},\"skill\":{\"intimidation\":\"+18\",\"perception\":\"+16\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":26,\"resist\":[\"cold\",\"fire\",\"radiant\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"26\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Zariel casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 26}):\"],\"will\":[\"{@spell Alter Self} (can become Medium when changing her appearance)\",\"{@spell Detect Evil and Good}\",\"{@spell Fireball}\",\"{@spell Invisibility} (self only)\",\"{@spell Major Image}\",\"{@spell Wall of Fire}\"],\"daily\":{\"2e\":[\"{@spell Blade Barrier}\",\"{@spell Dispel Evil and Good}\",\"{@spell Finger of Death}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede Zariel's darkvision.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Zariel fails a saving throw, she can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Zariel has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Regeneration\",\"entries\":[\"Zariel regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn't function at the start of her next turn. Zariel dies only if she starts her turn with 0 hit points and doesn't regenerate.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Zariel makes three Flail or Longsword attacks. She can replace one attack with a use of Horrid Touch, if available.\"]},{\"name\":\"Flail\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d8 + 8}) force damage plus 36 ({@damage 8d8}) fire damage.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d8 + 8}) radiant damage or 19 ({@damage 2d10 + 8}) radiant damage when used with two hands, plus 36 ({@damage 8d8}) fire damage.\"]},{\"name\":\"Horrid Touch {@recharge 5}\",\"entries\":[\"Zariel touches one creature within 10 feet of her. The target must succeed on a {@dc 26} Constitution saving throw or take 44 ({@damage 8d10}) necrotic damage and have the {@condition poisoned} condition for 1 minute. While {@condition poisoned} in this way, the target has the {@condition blinded} and {@condition deafened} conditions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Teleport\",\"entries\":[\"Zariel magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.\"]}],\"legendary\":[{\"name\":\"Teleport\",\"entries\":[\"Zariel uses Teleport.\"]},{\"name\":\"Immolating Gaze (Costs 2 Actions)\",\"entries\":[\"Zariel turns her magical gaze toward one creature she can see within 120 feet of her and commands it to burn. The target must succeed on a {@dc 26} Wisdom saving throw or take 22 ({@damage 4d10}) fire damage.\"]}],\"legendaryGroup\":{\"name\":\"Zariel\",\"source\":\"CoA\"},\"attachedItems\":[\"flail|phb\",\"longsword|phb\"],\"traitTags\":[\"Devil's Sight\",\"Legendary Resistances\",\"Magic Resistance\",\"Regeneration\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Teleport\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"F\",\"N\",\"O\",\"R\"],\"damageTagsSpell\":[\"B\",\"F\",\"N\",\"P\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"poisoned\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Zythan\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoA\",\"page\":26,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"L\",\"N\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":117,\"formula\":\"18d8 + 36\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":14,\"int\":20,\"wis\":15,\"cha\":16,\"save\":{\"int\":\"+10\",\"wis\":\"+7\"},\"skill\":{\"arcana\":\"+15\",\"history\":\"+15\",\"investigation\":\"+10\",\"religion\":\"+10\"},\"passive\":12,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks (from Stoneskin)\",\"cond\":true},{\"special\":\"damage from spells\"}],\"languages\":[\"Celestial\",\"Common\",\"Draconic\",\"Elvish\",\"Infernal\",\"Primordial\"],\"cr\":\"13\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Zythan casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 18}).\"],\"will\":[\"{@spell Arcane Eye}\",\"{@spell Detect Magic}\",\"{@spell Detect Thoughts}\",\"{@spell Fly}\",\"{@spell Light}\",\"{@spell Locate Object}\",\"{@spell Mage Armor}\",\"{@spell Mage Hand}\",\"{@spell Message}\",\"{@spell Prestidigitation}\"],\"daily\":{\"1\":[\"{@spell Cone of Cold}\",\"{@spell Foresight}\",\"{@spell Stoneskin}\",\"{@spell Rary's telepathic bond}\",\"{@spell True Seeing}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Battlemage\",\"entries\":[\"Being within 5 feet of a hostile creature doesn't impose disadvantage on Zythan's ranged attack rolls.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Zythan has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Zythan makes three Dagger or Arcane Burst attacks.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Arcane Burst\",\"entries\":[\"{@atk rs} {@hit 10} to hit, range 120 ft., one target. {@h}27 ({@damage 4d10 + 5}) radiant damage.\"]},{\"name\":\"Spirit Fissure {@recharge 4}\",\"entries\":[\"Zythan causes a disruption in arcane energies in a 300-foot line that is 5 feet wide. Each creature in the line must make a {@dc 18} Constitution saving throw, taking 65 ({@damage 10d12}) radiant damage on a failed save, or half as much damage on a successful one.\"]}],\"reaction\":[{\"name\":\"Portent (3/Day)\",\"entries\":[\"As a reaction to a creature Zythan can see making an attack roll, a saving throw, or an ability check, Zythan rolls a {@dice d20} and chooses whether to use that roll in place of the original roll.\"]}],\"attachedItems\":[\"dagger|phb\"],\"traitTags\":[\"Magic Resistance\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\",\"DR\",\"E\",\"I\",\"P\"],\"damageTags\":[\"P\",\"R\"],\"damageTagsSpell\":[\"C\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-cos.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\",\"VRGR\"]},\"internalCopies\":[\"monster\"],\"otherSources\":{\"monster\":{\"MM\":\"CoS\",\"VRGR\":\"CoS\"}}},\"monster\":[{\"name\":\"Amber Golem\",\"source\":\"CoS\",\"page\":186,\"_copy\":{\"name\":\"Stone Golem\",\"source\":\"MM\"},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Anastrasya Karelova\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":93,\"_copy\":{\"name\":\"Vampire Spawn\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the vampire\",\"with\":\"Anastrasya\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Animated Halberd\",\"source\":\"CoS\",\"page\":59,\"_copy\":{\"name\":\"Flying Sword\",\"source\":\"MM\"},\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"action\":[{\"name\":\"Halberd\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d10 + 1}) slashing damage.\"]}],\"attachedItems\":[\"halberd|phb\"],\"miscTags\":[\"MLW\"],\"hasToken\":true},{\"name\":\"Arabelle\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":38,\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\",\"_mod\":{\"action\":\"remove\"}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"N\"],\"hp\":{\"average\":2,\"formula\":\"1d8\"},\"miscTags\":[],\"hasToken\":true},{\"name\":\"Armored Saber-Toothed Tiger\",\"source\":\"CoS\",\"page\":115,\"_copy\":{\"name\":\"Saber-Toothed Tiger\",\"source\":\"MM\"},\"ac\":[{\"ac\":17,\"from\":[\"{@item half plate armor|phb}\"]}],\"hp\":{\"average\":84,\"formula\":\"7d10 + 14\"},\"cr\":\"3\",\"hasToken\":true},{\"name\":\"Arrigal\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":121,\"_copy\":{\"name\":\"Vistana Assassin\",\"source\":\"CoS\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the assassin\",\"with\":\"Arrigal\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Baba Lysaga\",\"group\":[\"Hags\"],\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":228,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\",\"shapechanger\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":120,\"formula\":\"16d8 + 48\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":10,\"con\":16,\"int\":20,\"wis\":17,\"cha\":13,\"save\":{\"wis\":\"+7\"},\"skill\":{\"arcana\":\"+13\",\"religion\":\"+13\"},\"passive\":13,\"languages\":[\"Abyssal\",\"Common\",\"Draconic\",\"Dwarvish\",\"Giant\"],\"cr\":\"11\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Baba Lysaga is a 16th-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 17}, {@hit 9} to hit with spell attacks). Baba Lysaga has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell acid splash}\",\"{@spell fire bolt}\",\"{@spell light}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell magic missile}\",\"{@spell sleep}\",\"{@spell witch bolt}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell crown of madness}\",\"{@spell enlarge/reduce}\",\"{@spell misty step}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell dispel magic}\",\"{@spell fireball}\",\"{@spell lightning bolt}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell blight}\",\"{@spell Evard's black tentacles}\",\"{@spell polymorph}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell cloudkill}\",\"{@spell geas}\",\"{@spell scrying}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell programmed illusion}\",\"{@spell true seeing}\"]},\"7\":{\"slots\":1,\"spells\":[\"{@spell finger of death}\",\"{@spell mirage arcane}\"]},\"8\":{\"slots\":1,\"spells\":[\"{@spell power word stun}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Shapechanger\",\"entries\":[\"Baba Lysaga can use an action to polymorph into a {@creature swarm of insects} (flies), or back into her true form. While in swarm form, she has a walking speed of 5 feet and a flying speed of 30 feet. Anything she is wearing transforms with her, but nothing she is carrying does.\"]},{\"name\":\"Blessing of Mother Night\",\"entries\":[\"Baba Lysaga is shielded against divination magic, as though protected by a {@spell nondetection} spell.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Baba Lysaga makes three attacks with her quarterstaff.\"]},{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage, or 8 ({@damage 1d8 + 4}) bludgeoning damage if wielded with two hands.\"]},{\"name\":\"Summon Swarms of Insects (Recharges after a Short or Long Rest)\",\"entries\":[\"Baba Lysaga summons {@dice 1d4} swarms of insects. A summoned swarm appears in an unoccupied space within 60 feet of Baba Lysaga and acts as her ally. It remains until it dies or until Baba Lysaga dismisses it as an action.\"]}],\"attachedItems\":[\"quarterstaff|phb\"],\"traitTags\":[\"Shapechanger\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"D\",\"DR\",\"GI\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"A\",\"B\",\"F\",\"I\",\"L\",\"N\",\"O\",\"Y\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Baba Lysaga's Creeping Hut\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":226,\"size\":[\"G\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":263,\"formula\":\"17d20 + 85\"},\"speed\":{\"walk\":30},\"str\":26,\"dex\":7,\"con\":20,\"int\":1,\"wis\":3,\"cha\":3,\"save\":{\"con\":\"+9\",\"wis\":\"+0\",\"cha\":\"+0\"},\"senses\":[\"blindsight 120 ft. (blind beyond this radius)\"],\"passive\":6,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"prone\"],\"cr\":\"11\",\"trait\":[{\"name\":\"Constructed Nature\",\"entries\":[\"An animated object doesn't require air, food, drink, or sleep.\",\"The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.\"]},{\"name\":\"Antimagic Susceptibility\",\"entries\":[\"The hut is {@condition incapacitated} while the magic gem that animates it is in the area of an {@spell antimagic field}. If targeted by {@spell dispel magic}, the hut must succeed on a Constitution saving throw against the caster's spell save DC or fall {@condition unconscious} for 1 minute.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The hut deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hut makes three attacks with its roots. It can replace one of these attacks with a rock attack.\"]},{\"name\":\"Root\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 60 ft., one target. {@h}30 ({@damage 4d10 + 8}) bludgeoning damage.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 12} to hit, range 120 ft., one target. {@h}21 ({@damage 3d8 + 8}) bludgeoning damage.\"]}],\"traitTags\":[\"Antimagic Susceptibility\",\"Siege Monster\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\",\"RCH\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Baron Vargas Vallakovich\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":105,\"_copy\":{\"name\":\"Noble\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the noble\",\"with\":\"Vargas\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Barovian Commoner\",\"source\":\"CoS\",\"page\":29,\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\"},\"action\":[{\"name\":\"Pitchfork\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) piercing damage.\"]}],\"damageTags\":[\"P\"],\"hasToken\":true},{\"name\":\"Barovian Scout\",\"source\":\"CoS\",\"page\":29,\"_copy\":{\"name\":\"Scout\",\"source\":\"MM\",\"_mod\":{\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Longbow\",\"items\":{\"name\":\"Light Crossbows\",\"entries\":[\"{@atk rw} {@hit 4} to hit, ranged 80/320 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]}}}},\"miscTags\":[\"MW\",\"RW\"],\"hasToken\":true},{\"name\":\"Barovian Witch\",\"source\":\"CoS\",\"page\":229,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[10],\"hp\":{\"average\":16,\"formula\":\"3d8 + 3\"},\"speed\":{\"walk\":30},\"str\":7,\"dex\":11,\"con\":13,\"int\":14,\"wis\":11,\"cha\":12,\"skill\":{\"arcana\":\"+4\",\"perception\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"languages\":[\"Common\"],\"cr\":\"1/2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The witch is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 12}, {@hit 4} to hit with spell attacks). The witch has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell mage hand}\",\"{@spell prestidigitation}\",\"{@spell ray of frost}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell ray of sickness}\",\"{@spell sleep}\",\"{@spell Tasha's hideous laughter}\"]},\"2\":{\"slots\":2,\"spells\":[\"{@spell alter self}\",\"{@spell invisibility}\"]}},\"ability\":\"int\"}],\"action\":[{\"name\":\"Claws (Requires Alter Self)\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) slashing damage. This attack is magical.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 2} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}2 ({@damage 1d4}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\",\"S\"],\"damageTagsSpell\":[\"B\",\"C\",\"I\",\"P\",\"S\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Beucephalus\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":93,\"_copy\":{\"name\":\"Nightmare\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the nightmare\",\"with\":\"Beucephalus\",\"flags\":\"i\"}}},\"hp\":{\"average\":104,\"formula\":\"8d10 + 24\"},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Bluto Krogarov\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":38,\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\"},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"hasToken\":true},{\"name\":\"Bray Martikov\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":98,\"_copy\":{\"name\":\"Young Wereraven\",\"source\":\"CoS\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the wereraven\",\"with\":\"Bray\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Brom Martikov\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":98,\"_copy\":{\"name\":\"Young Wereraven\",\"source\":\"CoS\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the wereraven\",\"with\":\"Brom\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Broom of Animated Attack\",\"source\":\"CoS\",\"page\":226,\"size\":[\"S\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":17,\"formula\":\"5d6\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":50,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":10,\"dex\":17,\"con\":10,\"int\":1,\"wis\":5,\"cha\":1,\"senses\":[\"blindsight 30 ft. (blind beyond this radius)\"],\"passive\":7,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Constructed Nature\",\"entries\":[\"An animated object doesn't require air, food, drink, or sleep.\",\"The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.\"]},{\"name\":\"Antimagic Susceptibility\",\"entries\":[\"The broom is {@condition incapacitated} while in the area of an {@spell antimagic field}. If targeted by {@spell dispel magic}, the broom must succeed on a Constitution saving throw against the caster's spell save DC or fall {@condition unconscious} for 1 minute.\"]},{\"name\":\"False Appearance\",\"entries\":[\"While the broom remains motionless and isn't flying, it is indistinguishable from a normal broom.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The broom makes two melee attacks.\"]},{\"name\":\"Broomstick\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage.\"]}],\"reaction\":[{\"name\":\"Animated Attack\",\"entries\":[\"If the broom is motionless and a creature grabs hold of it, the broom makes a Dexterity check contested by the creature's Strength check. If the broom wins the contest, it flies out of the creature's grasp and makes a melee attack against it with advantage on the attack roll.\"]}],\"traitTags\":[\"Antimagic Susceptibility\",\"False Appearance\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Clovin Belview\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":147,\"_copy\":{\"name\":\"Mongrelfolk\",\"source\":\"CoS\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the mongrelfolk\",\"with\":\"Clovin\",\"flags\":\"i\"},\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Extraordinary Feature\",\"items\":{\"name\":\"Two-Headed\",\"entries\":[\"The mongrelfolk has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, or knocked {@condition unconscious}.\"]}}}},\"alignment\":[\"N\",\"E\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Cyrus Belview\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":77,\"_copy\":{\"name\":\"Mongrelfolk\",\"source\":\"CoS\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the mongrelfolk\",\"with\":\"Cyrus\",\"flags\":\"i\"},\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Extraordinary Feature\",\"items\":{\"name\":\"Keen Hearing and Smell\",\"entries\":[\"The mongrelfolk has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell.\"]}}}},\"traitTags\":[\"Keen Senses\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Danika Dorakova\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":98,\"_copy\":{\"name\":\"Wereraven\",\"source\":\"VRGR\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the wereraven\",\"with\":\"Danika\",\"flags\":\"i\"}}},\"alignment\":[\"L\",\"G\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Davian Martikov\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":173,\"_copy\":{\"name\":\"Wereraven\",\"source\":\"VRGR\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the wereraven\",\"with\":\"Davian\",\"flags\":\"i\"}}},\"alignment\":[\"L\",\"G\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Distended Corpse\",\"source\":\"CoS\",\"page\":165,\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\"},\"speed\":{\"walk\":20},\"conditionImmune\":[\"charmed\",\"frightened\"],\"trait\":[{\"name\":\"Snake-Swollen\",\"entries\":[\"When a corpse is reduced to 0 hit points, it splits open, disgorging a {@creature swarm of poisonous snakes}. The snakes are hungry and fight until slain.\"]}],\"hasToken\":true},{\"name\":\"Donavich\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":46,\"_copy\":{\"name\":\"Acolyte\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the acolyte\",\"with\":\"Donavich\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"G\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Doru\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":47,\"_copy\":{\"name\":\"Vampire Spawn\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the vampire\",\"with\":\"Doru\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Emil Toranescu\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":81,\"_copy\":{\"name\":\"Werewolf\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the werewolf\",\"with\":\"Emil\",\"flags\":\"i\"}}},\"hp\":{\"average\":72,\"formula\":\"9d8 + 18\"},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Escher\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":70,\"_copy\":{\"name\":\"Vampire Spawn\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the vampire\",\"with\":\"Escher\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Exethanter\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":189,\"_copy\":{\"name\":\"Lich\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the lich\",\"with\":\"Exethanter\",\"flags\":\"i\"}}},\"hp\":{\"average\":99,\"formula\":\"18d8 + 54\"},\"cr\":\"10\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 20}, {@hit 12} to hit with spell attacks). The lich has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell mage hand}\",\"{@spell prestidigitation}\",\"{@spell ray of frost}\"]}},\"ability\":\"int\"}],\"damageTagsLegendary\":[],\"damageTagsSpell\":[\"C\"],\"hasToken\":true},{\"name\":\"Ezmerelda d'Avenir\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":231,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item +1 studded leather armor}\"]}],\"hp\":{\"average\":82,\"formula\":\"11d8 + 33\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":19,\"con\":16,\"int\":16,\"wis\":11,\"cha\":17,\"save\":{\"wis\":\"+3\"},\"skill\":{\"acrobatics\":\"+7\",\"arcana\":\"+6\",\"deception\":\"+9\",\"insight\":\"+3\",\"medicine\":\"+3\",\"perception\":\"+6\",\"performance\":\"+6\",\"sleight of hand\":\"+7\",\"stealth\":\"+7\",\"survival\":\"+6\"},\"passive\":16,\"languages\":[\"Common\",\"Elvish\"],\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Ezmerelda is a 7th-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). Ezmerelda has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell light}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell protection from evil and good}\",\"{@spell magic missile}\",\"{@spell shield}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell darkvision}\",\"{@spell knock}\",\"{@spell mirror image}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell clairvoyance}\",\"{@spell lightning bolt}\",\"{@spell magic circle}\"]},\"4\":{\"slots\":1,\"spells\":[\"{@spell greater invisibility}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"In addition to her magic armor and weapons, Ezmerelda has two {@item potion of greater healing||potions of greater healing}, six {@item holy water (flask)|phb|vials of holy water}, and three wooden stakes.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Ezmerelda makes three attacks: two with her +1 rapier and one with her +1 handaxe or her silvered shortsword.\"]},{\"name\":\"Rapier +1\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage.\"]},{\"name\":\"Handaxe +1\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]},{\"name\":\"Silvered Shortsword\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]},{\"name\":\"Curse (Recharges after a Long Rest)\",\"entries\":[\"Ezmerelda targets one creature that she can see within 30 feet of her. The target must succeed on a {@dc 14} Wisdom saving throw or be cursed. While cursed, the target has vulnerability to one type of damage of Ezmerelda's choice. The curse lasts until ended with a {@spell greater restoration} spell, a {@spell remove curse} spell, or similar magic. When the curse ends, Ezmerelda takes {@dice 3d6} psychic damage.\"]},{\"name\":\"Evil Eye (Recharges after a Short or Long Rest)\",\"entries\":[\"Ezmerelda targets one creature that she can see within 10 feet of her and casts one of the following spells on the target (save {@dc 14}), requiring neither somatic nor material components to do so: animal friendship, charm person, or hold person. If the target succeeds on the initial saving throw, Ezmerelda is {@condition blinded} until the end of her next turn. Once a target succeeds on a saving throw against this effect, it is immune to the Evil Eye power of all Vistani for 24 hours.\"]}],\"attachedItems\":[\"+1 handaxe|dmg\",\"+1 rapier|dmg\",\"silvered shortsword|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"P\",\"S\"],\"damageTagsSpell\":[\"F\",\"L\",\"O\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"CUR\",\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gadof Blinsky\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":118,\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\"},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"G\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Gertruda\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":68,\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\"},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"G\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Guardian Portrait\",\"source\":\"CoS\",\"page\":227,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":5,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":22,\"formula\":\"5d8\"},\"speed\":{\"walk\":0},\"str\":1,\"dex\":1,\"con\":10,\"int\":14,\"wis\":10,\"cha\":10,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"Common\",\"plus up to two other languages\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The portrait's innate spellcasting ability is Intelligence (spell save {@dc 12}). The portrait can innately cast the following spells, requiring no material components:\"],\"daily\":{\"3e\":[\"{@spell counterspell}\",\"{@spell crown of madness}\",\"{@spell hypnotic pattern}\",\"{@spell telekinesis}\"]},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Constructed Nature\",\"entries\":[\"An animated object doesn't require air, food, drink, or sleep.\",\"The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.\"]},{\"name\":\"Antimagic Susceptibility\",\"entries\":[\"The portrait is {@condition incapacitated} while in the area of an {@spell antimagic field}. If targeted by {@spell dispel magic}, the portrait must succeed on a Constitution saving throw against the caster's spell save DC or become {@condition unconscious} for 1 minute.\"]},{\"name\":\"False Appearance\",\"entries\":[\"While the figure in the portrait remains motionless, the portrait is indistinguishable from a normal painting.\"]}],\"traitTags\":[\"Antimagic Susceptibility\",\"False Appearance\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"X\"],\"spellcastingTags\":[\"I\"],\"conditionInflictSpell\":[\"charmed\",\"restrained\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Helga Ruvak\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":64,\"_copy\":{\"name\":\"Vampire Spawn\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the vampire\",\"with\":\"Helga\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Henrik van der Voort\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":116,\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\"},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"E\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Ireena Kolyana\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":44,\"_copy\":{\"name\":\"Noble\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the noble\",\"with\":\"Ireena\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"G\"],\"hp\":{\"average\":14,\"formula\":\"2d8\"},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Ismark Kolyanovich\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":43,\"_copy\":{\"name\":\"Veteran\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the veteran\",\"with\":\"Ismark\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"G\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Izek Strazni\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":232,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item studded leather armor|phb|studded leather}\"]}],\"hp\":{\"average\":112,\"formula\":\"15d8 + 45\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":15,\"con\":16,\"int\":10,\"wis\":9,\"cha\":15,\"skill\":{\"intimidation\":\"+8\",\"perception\":\"+2\"},\"passive\":12,\"languages\":[\"Common\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Brute\",\"entries\":[\"A melee weapon deals one extra die of its damage when Izek hits with it (included in the attack).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Izek makes two attacks with his battleaxe.\"]},{\"name\":\"Battleaxe\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage, or 15 ({@dice 2d10 + 4}) when used with two hands.\"]},{\"name\":\"Hurl Flame\",\"entries\":[\"{@atk rs} {@hit 5} to hit, range 60 ft., one target. {@h}10 ({@damage 3d6}) fire damage. If the target is a flammable object that isn't being worn or carried, it catches fire.\"]}],\"attachedItems\":[\"battleaxe|phb\"],\"traitTags\":[\"Brute\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"F\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kasimir Velikov\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":233,\"_copy\":{\"name\":\"Mage\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the mage\",\"with\":\"Kasimir\",\"flags\":\"i\"},\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"Kasimir has advantage on saving throws against being {@condition charmed}, and magic can't put the him to sleep.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Kasimir wears a {@item ring of warmth} and carries a spellbook containing all the spells he has prepared plus the following spells: {@spell arcane lock}, {@spell comprehend languages}, {@spell hold person}, {@spell identify}, {@spell locate object}, {@spell nondetection}, {@spell polymorph}, {@spell protection from evil and good}, and {@spell wall of stone}.\"]}]}}},\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"elf\",\"prefix\":\"Dusk\"}]},\"alignment\":[\"N\"],\"senses\":[\"darkvision 60 ft.\"],\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Kasimir is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). Kasimir has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell light}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell mage armor}\",\"{@spell magic missile}\",\"{@spell shield}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell misty step}\",\"{@spell suggestion}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell counterspell}\",\"{@spell fireball}\",\"{@spell fly}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell greater invisibility}\",\"{@spell ice storm}\"]},\"5\":{\"slots\":1,\"spells\":[\"{@spell cone of cold}\"]}},\"ability\":\"int\"}],\"traitTags\":[\"Fey Ancestry\"],\"senseTags\":[\"D\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Kiril Stoyanovich\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":203,\"_copy\":{\"name\":\"Werewolf\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the werewolf\",\"with\":\"Kiril\",\"flags\":\"i\"}}},\"hp\":{\"average\":90,\"formula\":\"9d8 + 18\"},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Knight of the Order\",\"source\":\"CoS\",\"page\":139,\"_copy\":{\"name\":\"Revenant\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"revenant\",\"with\":\"knight\"},\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Multiattack\",\"items\":{\"name\":\"Multiattack\",\"entries\":[\"The knight makes two longsword attacks or two fist attacks.\"]}},{\"mode\":\"insertArr\",\"index\":1,\"items\":{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) slashing damage. If the target is a creature against which the knight has sworn vengeance, the target takes an extra 14 ({@damage 4d6}) slashing damage.\"]}}]}},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"broken chainmail\"]}],\"damageTags\":[\"B\",\"S\"],\"hasToken\":true},{\"name\":\"Lady Fiona Wachter\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":110,\"_copy\":{\"name\":\"Priest\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the priest\",\"with\":\"Fiona\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[10],\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Fiona is a 5th-level spellcaster. Her spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). Fiona has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell light}\",\"{@spell mending}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell command}\",\"{@spell purify food and drink}\",\"{@spell sanctuary}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell augury}\",\"{@spell gentle repose}\",\"{@spell hold person}\"]},\"3\":{\"slots\":2,\"spells\":[\"{@spell animate dead}\",\"{@spell create food and water}\"]}},\"ability\":\"wis\"}],\"damageTagsSpell\":[],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true},{\"name\":\"Lady Lydia Petrovna\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":105,\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\"},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"G\"],\"hasToken\":true},{\"name\":\"Lief Lipsiege\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":62,\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\"},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"E\"],\"hasToken\":true},{\"name\":\"Ludmilla Vilisevic\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":93,\"_copy\":{\"name\":\"Vampire Spawn\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the vampire\",\"with\":\"Ludmilla\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Luvash\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":121,\"_copy\":{\"name\":\"Bandit Captain\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the captain\",\"with\":\"Luvash\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"E\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Mad Mary\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":44,\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\"},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"N\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Madam Eva\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":233,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[10],\"hp\":{\"average\":88,\"formula\":\"16d8 + 16\"},\"speed\":{\"walk\":20},\"str\":8,\"dex\":11,\"con\":12,\"int\":17,\"wis\":20,\"cha\":18,\"save\":{\"con\":\"+5\"},\"skill\":{\"arcana\":\"+7\",\"deception\":\"+8\",\"insight\":\"+13\",\"intimidation\":\"+8\",\"perception\":\"+9\",\"religion\":\"+7\"},\"passive\":19,\"languages\":[\"Abyssal\",\"Common\",\"Elvish\",\"Infernal\"],\"cr\":\"10\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Madam Eva is a 16th-level spellcaster. Her spellcasting ability is Wisdom (spell save {@dc 17}, {@hit 9} to hit with spell attacks). Madam Eva has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell light}\",\"{@spell mending}\",\"{@spell sacred flame}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell bane}\",\"{@spell command}\",\"{@spell detect evil and good}\",\"{@spell protection from evil and good}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell lesser restoration}\",\"{@spell protection from poison}\",\"{@spell spiritual weapon}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell create food and water}\",\"{@spell speak with dead}\",\"{@spell spirit guardians}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell divination}\",\"{@spell freedom of movement}\",\"{@spell guardian of faith}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell greater restoration}\",\"{@spell raise dead}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell find the path}\",\"{@spell harm}\",\"{@spell true seeing}\"]},\"7\":{\"slots\":1,\"spells\":[\"{@spell fire storm}\",\"{@spell regenerate}\"]},\"8\":{\"slots\":1,\"spells\":[\"{@spell earthquake}\"]}},\"ability\":\"wis\"}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) piercing damage.\"]},{\"name\":\"Curse (Recharges after a Long Rest)\",\"entries\":[\"Madam Eva targets one creature that she can see within 30 feet of her. The target must succeed on a {@dc 17} Wisdom saving throw or be cursed. While cursed, the target is {@condition blinded} and {@condition deafened}. The curse lasts until ended with a {@spell greater restoration} spell, a {@spell remove curse} spell, or similar magic. When the curse ends, Madam Eva takes {@dice 5d6} psychic damage.\"]},{\"name\":\"Evil Eye (Recharges after a Short or Long Rest)\",\"entries\":[\"Madam Eva targets one creature that she can see within 10 feet of her and casts one of the following spells on the target (save {@dc 17}), requiring neither somatic nor material components to do so: {@spell animal friendship}, {@spell charm person}, or {@spell hold person}. If the target succeeds on the initial saving throw, Madam Eva is {@condition blinded} until the end of her next turn. Once a target succeeds on a saving throw against this effect, it is immune to the Evil Eye power of all Vistani for 24 hours.\"]}],\"attachedItems\":[\"dagger|phb\"],\"languageTags\":[\"AB\",\"C\",\"E\",\"I\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"B\",\"F\",\"N\",\"O\",\"R\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"CUR\",\"MLW\",\"MW\"],\"conditionInflict\":[\"blinded\",\"deafened\"],\"conditionInflictSpell\":[\"prone\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Majesto\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":115,\"_copy\":{\"name\":\"Imp\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the imp\",\"with\":\"Majesto\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Marzena Belview\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":150,\"_copy\":{\"name\":\"Mongrelfolk\",\"source\":\"CoS\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the mongrelfolk\",\"with\":\"Marzena\",\"flags\":\"i\"},\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Extraordinary Feature\",\"items\":{\"name\":\"Flight\",\"entries\":[\"The mongrelfolk has leathery wings and a flying speed of 40 feet.\"]}}}},\"speed\":{\"walk\":20,\"fly\":40},\"hasToken\":true},{\"name\":\"Milivoj\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":97,\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\"},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\"],\"str\":15,\"action\":[{\"name\":\"Shovel\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage.\"]}],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Mishka Belview\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":150,\"_copy\":{\"name\":\"Mongrelfolk\",\"source\":\"CoS\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the mongrelfolk\",\"with\":\"Mishka\",\"flags\":\"i\"},\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Extraordinary Feature\",\"items\":{\"name\":\"Spider Climb\",\"entries\":[\"The mongrelfolk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}}}},\"alignment\":[\"C\",\"E\"],\"traitTags\":[\"Spider Climb\"],\"hasToken\":true},{\"name\":\"Mongrelfolk\",\"source\":\"CoS\",\"page\":234,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"mongrelfolk\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":11,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":26,\"formula\":\"4d8 + 8\"},\"speed\":{\"walk\":20},\"str\":12,\"dex\":9,\"con\":15,\"int\":9,\"wis\":10,\"cha\":6,\"skill\":{\"deception\":\"+2\",\"perception\":\"+2\",\"stealth\":\"+3\"},\"passive\":12,\"languages\":[\"Common\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Extraordinary Feature\",\"entries\":[\"The mongrelfolk has one of the following extraordinary features, determined randomly by rolling a {@dice d20} or chosen by the DM:\",\"1–3: Amphibious. The mongrelfolk can breathe air and water.\",\"4–9: Darkvision. The mongrelfolk has darkvision out to a range of 60 feet.\",\"10: Flight. The mongrelfolk has leathery wings and a flying speed of 40 feet.\",\"11–15: Keen Hearing and Smell. The mongrelfolk has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell.\",\"16–17: Spider Climb. The mongrelfolk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\",\"18–19: Standing Leap. The mongrelfolk's long jump is up to 20 feet and its high jump up to 10 feet, with or without a running start.\",\"20: Two-Headed. The mongrelfolk has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, or knocked {@condition unconscious}.\"]},{\"name\":\"Mimicry\",\"entries\":[\"The mongrelfolk can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 12} Wisdom ({@skill Insight}) check.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The mongrelfolk makes two attacks: one with its bite and one with its claw or dagger.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) slashing damage.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"traitTags\":[\"Mimicry\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Morgantha\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":48,\"_copy\":{\"name\":\"Night Hag\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the hag\",\"with\":\"Morgantha\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Nikolai Wachter\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":110,\"_copy\":{\"name\":\"Noble\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the noble\",\"with\":\"Nikolai\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"N\"],\"hasToken\":true},{\"name\":\"Otto Belview\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":147,\"_copy\":{\"name\":\"Mongrelfolk\",\"source\":\"CoS\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the mongrelfolk\",\"with\":\"Otto\",\"flags\":\"i\"},\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Extraordinary Feature\",\"items\":{\"name\":\"Standing Leap\",\"entries\":[\"The mongrelfolk's long jump is up to 20 feet and its high jump up to 10 feet, with or without a running start.\"]}}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Parriwimple\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":43,\"_copy\":{\"name\":\"Gladiator\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the gladiator\",\"with\":\"Parriwimple\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item studded leather armor|phb|studded leather}\"]}],\"int\":6,\"hasToken\":true},{\"name\":\"Patrina Velikovna\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":89,\"_copy\":{\"name\":\"Archmage\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the archmage\",\"with\":\"Patrina\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"elf\",\"prefix\":\"Dusk\"}]},\"alignment\":[\"N\",\"E\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Phantom Warrior\",\"source\":\"CoS\",\"page\":235,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"A\"],\"ac\":[16],\"hp\":{\"average\":45,\"formula\":\"6d8 + 18\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":11,\"con\":16,\"int\":8,\"wis\":10,\"cha\":15,\"skill\":{\"perception\":\"+2\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"cold\",\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"any languages it knew in life\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Ethereal Sight\",\"entries\":[\"The phantom warrior can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.\"]},{\"name\":\"Incorporeal Movement\",\"entries\":[\"The phantom warrior can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]},{\"name\":\"Spectral Armor and Shield\",\"entries\":[\"The phantom warrior's AC accounts for its spectral armor and shield.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The phantom warrior makes two attacks with its spectral longsword.\"]},{\"name\":\"Spectral Longsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) force damage.\"]},{\"name\":\"Etherealness\",\"entries\":[\"The phantom warrior enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.\"]}],\"traitTags\":[\"Incorporeal Movement\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Phantom Warrior (Archer)\",\"source\":\"CoS\",\"page\":142,\"_copy\":{\"name\":\"Phantom Warrior\",\"source\":\"CoS\",\"_mod\":{\"action\":[{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Spectral Longbow\",\"entries\":[\"{@atk rw} {@hit 2} to hit, range 150/600 ft., one target. {@h}4 ({@damage 1d8}) force damage.\"]}]},{\"mode\":\"replaceArr\",\"replace\":\"Multiattack\",\"items\":{\"name\":\"Multiattack\",\"entries\":[\"The phantom warrior makes two attacks with its spectral longsword or spectral longbow.\"]}}]}},\"hasToken\":true},{\"name\":\"Piccolo\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":118,\"_copy\":{\"name\":\"Baboon\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the baboon\",\"with\":\"Piccolo\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Pidlwick II\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":236,\"size\":[\"S\"],\"type\":\"construct\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":10,\"formula\":\"3d6\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":11,\"int\":8,\"wis\":13,\"cha\":10,\"skill\":{\"performance\":\"+2\"},\"passive\":11,\"immune\":[\"poison\"],\"conditionImmune\":[\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands Common but doesn't speak and can't read or write\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Ambusher\",\"entries\":[\"During the first round of combat, Pidlwick II has advantage on attack rolls against any creature that hasn't had a turn yet.\"]}],\"action\":[{\"name\":\"Club\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage.\"]},{\"name\":\"Dart\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"attachedItems\":[\"club|phb\",\"dart|phb\"],\"traitTags\":[\"Ambusher\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Rahadin\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":237,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item studded leather armor|phb|studded leather}\"]}],\"hp\":{\"average\":135,\"formula\":\"18d8 + 54\"},\"speed\":{\"walk\":35},\"str\":14,\"dex\":22,\"con\":17,\"int\":15,\"wis\":16,\"cha\":18,\"save\":{\"con\":\"+7\",\"wis\":\"+7\"},\"skill\":{\"deception\":\"+8\",\"insight\":\"+7\",\"intimidation\":\"+12\",\"perception\":\"+11\",\"stealth\":\"+14\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":21,\"languages\":[\"Common\",\"Elvish\"],\"cr\":\"10\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Rahadin's innate spellcasting ability is Intelligence. He can innately cast the following spells, requiring no components:\"],\"daily\":{\"1\":[\"{@spell magic weapon}\",\"{@spell nondetection}\"],\"3\":[\"{@spell misty step}\",\"{@spell phantom steed}\"]},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Deathly Choir\",\"entries\":[\"Any creature within 10 feet of Rahadin that isn't protected by a {@spell mind blank} spell hears in its mind the screams of the thousands of people Rahadin has killed. As a bonus action, Rahadin can force all creatures that can hear the screams to make a {@dc 16} Wisdom saving throw. Each creature takes 16 ({@damage 3d10}) psychic damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Fey Ancestry\",\"entries\":[\"Rahadin has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep.\"]},{\"name\":\"Mask of the Wild\",\"entries\":[\"Rahadin can attempt to hide even when he is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Rahadin attacks three times with his scimitar, or twice with his {@condition poisoned} darts.\"]},{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d6 + 6}) slashing damage.\"]},{\"name\":\"Poisoned Dart\",\"entries\":[\"{@atk rw} {@hit 10} to hit, range 20/60 ft., one target. {@h}8 ({@damage 1d4 + 6}) piercing damage plus 5 ({@damage 2d4}) poison damage.\"]}],\"attachedItems\":[\"scimitar|phb\"],\"traitTags\":[\"Fey Ancestry\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"I\",\"P\",\"S\",\"Y\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Rictavio\",\"alias\":[\"Rudolph van Richten\"],\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":238,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":12,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":77,\"formula\":\"14d8 + 14\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":12,\"con\":13,\"int\":16,\"wis\":18,\"cha\":16,\"save\":{\"con\":\"+4\",\"wis\":\"+7\"},\"skill\":{\"arcana\":\"+9\",\"insight\":\"+7\",\"medicine\":\"+7\",\"perception\":\"+7\",\"religion\":\"+6\",\"sleight of hand\":\"+4\"},\"passive\":17,\"languages\":[\"Abyssal\",\"Common\",\"Elvish\",\"Infernal\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Rictavio is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save {@dc 15}, {@hit 7} to hit with spell attacks). Rictavio has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell guidance}\",\"{@spell light}\",\"{@spell mending}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell cure wounds}\",\"{@spell detect evil and good}\",\"{@spell protection from evil and good}\",\"{@spell sanctuary}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell augury}\",\"{@spell lesser restoration}\",\"{@spell protection from poison}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell magic circle}\",\"{@spell remove curse}\",\"{@spell speak with dead}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell death ward}\",\"{@spell freedom of movement}\"]},\"5\":{\"slots\":1,\"spells\":[\"{@spell dispel evil and good}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"In addition to his sword cane, Rictavio wears a {@item hat of disguise} and a {@item ring of mind shielding}, and he carries a {@item spell scroll (5th level)||spell scroll} of {@spell raise dead}.\"]},{\"name\":\"Undead Slayer\",\"entries\":[\"When Rictavio hits an undead with a weapon attack, the undead takes an extra 10 ({@dice 3d6}) damage of the weapon's type.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Rictavio makes two attacks with his sword cane.\"]},{\"name\":\"Sword Cane\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage (wooden cane) or piercing damage (silvered sword).\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"E\",\"I\"],\"damageTags\":[\"B\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MW\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Rosavalda \\\"Rose\\\" Durst\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":217,\"_copy\":{\"name\":\"Ghost\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the ghost\",\"with\":\"Rose\",\"flags\":\"i\"},\"action\":{\"mode\":\"removeArr\",\"names\":\"Horrifying Visage\"}}},\"size\":[\"S\"],\"alignment\":[\"L\",\"G\"],\"hp\":{\"average\":35,\"formula\":\"10d6\"},\"languages\":[\"Common\"],\"cr\":\"3\",\"languageTags\":[\"C\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Sangzor\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":160,\"_copy\":{\"name\":\"Giant Goat\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the goat\",\"with\":\"Sangzor\",\"flags\":\"i\"}}},\"alignment\":[\"C\",\"E\"],\"hp\":{\"average\":33,\"formula\":\"3d10 + 3\"},\"int\":6,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"cr\":\"1\",\"hasToken\":true},{\"name\":\"Savid\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":133,\"_copy\":{\"name\":\"Scout\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the scout\",\"with\":\"Savid\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"elf\",\"prefix\":\"Dusk\"}]},\"alignment\":[\"N\"],\"hasToken\":true},{\"name\":\"Sir Godfrey Gwilym\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":139,\"_copy\":{\"name\":\"Knight of the Order\",\"source\":\"CoS\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the revenant\",\"with\":\"Sir Godfrey\",\"flags\":\"i\"}}},\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Sir Godfrey is a 16th-level spellcaster. His spellcasting ability is Wisdom (spell save {@dc 14}, {@hit 6} to hit with spell attacks). He has the following paladin spells prepared:\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell command}\",\"{@spell divine favor}\",\"{@spell thunderous smite}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell branding smite}\",\"{@spell magic weapon}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell blinding smite}\",\"{@spell dispel magic}\"]},\"4\":{\"slots\":2,\"spells\":[\"{@spell staggering smite}\"]}},\"ability\":\"wis\"}],\"damageTagsSpell\":[\"R\",\"T\",\"Y\"],\"spellcastingTags\":[\"CP\"],\"savingThrowForcedSpell\":[\"constitution\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Snow Maiden\",\"source\":\"CoS\",\"page\":159,\"_copy\":{\"name\":\"Specter\",\"source\":\"MM\",\"_mod\":{\"resist\":{\"mode\":\"removeArr\",\"items\":\"cold\"},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Life Drain\",\"items\":{\"name\":\"Life Drain\",\"entries\":[\"{@atk ms} {@hit 4} to hit, reach 5 ft., one creature. {@h}10 ({@damage 3d6}) cold damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.\"]}}}},\"alignment\":[\"N\"],\"immune\":[\"cold\",\"necrotic\",\"poison\"],\"damageTags\":[\"C\",\"O\"],\"hasToken\":true},{\"name\":\"Stanimir\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":20,\"_copy\":{\"name\":\"Mage\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the mage\",\"with\":\"Stanimir\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"N\"],\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The mage has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell friends}\",\"{@spell light}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell charm person}\",\"{@spell mage armor}\",\"{@spell shield}\",\"{@spell sleep}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell misty step}\",\"{@spell suggestion}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell bestow curse}\",\"{@spell phantom steed}\",\"{@spell vampiric touch}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell greater invisibility}\",\"{@spell stoneskin}\"]},\"5\":{\"slots\":1,\"spells\":[\"{@spell dominate person}\"]}},\"ability\":\"int\"}],\"damageTagsSpell\":[\"N\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true},{\"name\":\"Stella Wachter\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":113,\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\"},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"G\"],\"hasToken\":true},{\"name\":\"Strahd von Zarovich\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":240,\"size\":[\"M\"],\"type\":{\"type\":\"undead\",\"tags\":[\"shapechanger\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":144,\"formula\":\"17d8 + 68\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":18,\"con\":18,\"int\":20,\"wis\":15,\"cha\":18,\"save\":{\"dex\":\"+9\",\"wis\":\"+7\",\"cha\":\"+9\"},\"skill\":{\"arcana\":\"+15\",\"perception\":\"+12\",\"religion\":\"+10\",\"stealth\":\"+14\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":22,\"resist\":[\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"languages\":[\"Abyssal\",\"Common\",\"Draconic\",\"Elvish\",\"Giant\",\"Infernal\"],\"cr\":\"15\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Strahd is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 18}, {@hit 10} to hit with spell attacks). He has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell mage hand}\",\"{@spell prestidigitation}\",\"{@spell ray of frost}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell comprehend languages}\",\"{@spell fog cloud}\",\"{@spell sleep}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell detect thoughts}\",\"{@spell gust of wind}\",\"{@spell mirror image}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell animate dead}\",\"{@spell fireball}\",\"{@spell nondetection}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell blight}\",\"{@spell greater invisibility}\",\"{@spell polymorph}\"]},\"5\":{\"slots\":1,\"spells\":[\"{@spell animate objects}\",\"{@spell scrying}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Shapechanger\",\"entries\":[\"If Strahd isn't in running water or sunlight, he can use his action to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or back into his true form.\",\"While in bat or wolf form, Strahd can't speak. In bat form, his walking speed is 5 feet, and he has a flying speed of 30 feet. In wolf form, his walking speed is 40 feet. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies.\",\"While in mist form, Strahd can't take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and he can't pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage, except the damage he takes from sunlight.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Strahd fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Misty Escape\",\"entries\":[\"When Strahd drops to 0 hit points outside his coffin, he transforms into a cloud of mist (as in the Shapechanger trait) instead of falling {@condition unconscious}, provided that he isn't in running water or sunlight. If he can't transform, he is destroyed.\",\"While he has 0 hit points in mist form, he can't revert to his vampire form, and he must reach his coffin within 2 hours or be destroyed. Once in his coffin, he reverts to his vampire form. He is then {@condition paralyzed} until he regains at least 1 hit point. After 1 hour in his coffin with 0 hit points, he regains 1 hit point.\"]},{\"name\":\"Regeneration\",\"entries\":[\"Strahd regains 20 hit points at the start of his turn if he has at least 1 hit point and isn't in running water or sunlight. If he takes radiant damage or damage from holy water, this trait doesn't function at the start of his next turn.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"Strahd can climb difficult surfaces, including upside down on ceilings, without having to make an ability check.\"]},{\"name\":\"Vampire Weaknesses\",\"entries\":[\"Strahd has the following flaws:\",\"{@i Forbiddance.} He can't enter a residence without an invitation from one of the occupants.\",\"{@i Harmed by Running Water.} He takes 20 acid damage if he ends his turn in running water.\",\"{@i Stake to the Heart.} If a piercing weapon made of wood is driven into his heart while he is {@condition incapacitated} in his coffin, he is {@condition paralyzed} until the stake is removed.\",\"{@i Sunlight Hypersensitivity.} While in sunlight, Strahd takes 20 radiant damage at the start of his turn, and he has disadvantage on attack rolls and ability checks.\"]}],\"action\":[{\"name\":\"Multiattack (Vampire Form Only)\",\"entries\":[\"Strahd makes two attacks, only one of which can be a bite attack.\"]},{\"name\":\"Unarmed Strike (Vampire or Wolf Form Only)\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, plus 14 ({@damage 4d6}) necrotic damage. If the target is a creature, Strahd can grapple it (escape {@dc 18}) instead of dealing the slashing damage.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one willing creature, or a creature that is {@condition grappled} by Strahd, {@condition incapacitated}, or {@condition restrained}. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 10 ({@damage 3d6}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Strahd regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A humanoid slain in this way and then buried in the ground rises the following night as a {@creature vampire spawn} under Strahd's control.\"]},{\"name\":\"Charm\",\"entries\":[\"Strahd targets one humanoid he can see within 30 feet of him. If the target can see Strahd, the target must succeed on a {@dc 17} Wisdom saving throw against this magic or be {@condition charmed}. The {@condition charmed} target regards Strahd as a trusted friend to be heeded and protected. The target isn't under Strahd's control, but it takes Strahd's requests and actions in the most favorable way and lets Strahd bite it.\",\"Each time Strahd or his companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Strahd is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.\"]},{\"name\":\"Children of the Night (1/Day)\",\"entries\":[\"Strahd magically calls {@dice 2d4} {@creature swarm of bats||swarms of bats} or {@creature swarm of rats||swarms of rats}, provided that the sun isn't up. While outdoors, Strahd can call {@dice 3d6} {@creature wolf||wolves} instead. The called creatures arrive in {@dice 1d4} rounds, acting as allies of Strahd and obeying his spoken commands. The beasts remain for 1 hour, until Strahd dies, or until he dismisses them as a bonus action.\"]}],\"legendary\":[{\"name\":\"Move\",\"entries\":[\"Strahd moves up to his speed without provoking opportunity attacks.\"]},{\"name\":\"Unarmed Strike\",\"entries\":[\"Strahd makes one unarmed strike.\"]},{\"name\":\"Bite (Costs 2 Actions)\",\"entries\":[\"Strahd makes one bite attack.\"]}],\"legendaryGroup\":{\"name\":\"Strahd von Zarovich\",\"source\":\"CoS\"},\"traitTags\":[\"Legendary Resistances\",\"Regeneration\",\"Shapechanger\",\"Spider Climb\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"DR\",\"E\",\"GI\",\"I\"],\"damageTags\":[\"N\",\"P\",\"S\"],\"damageTagsSpell\":[\"B\",\"C\",\"F\",\"N\",\"P\",\"S\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"HPR\",\"MW\"],\"conditionInflict\":[\"charmed\"],\"conditionInflictSpell\":[\"invisible\",\"unconscious\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedLegendary\":[\"charisma\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Strahd Zombie\",\"source\":\"CoS\",\"page\":241,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"U\"],\"ac\":[8],\"hp\":{\"average\":30,\"formula\":\"4d8 + 12\"},\"speed\":{\"walk\":20},\"str\":13,\"dex\":6,\"con\":16,\"int\":3,\"wis\":6,\"cha\":5,\"save\":{\"wis\":\"+0\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"understands the languages it knew in life but can't speak\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Loathsome Limbs\",\"entries\":[\"Whenever the zombie takes at least 5 bludgeoning or slashing damage at one time, roll a {@dice d20} to determine what else happens to it:\",\"1–8: One leg is severed from the zombie if it has any legs left.\",\"9–16: One arm is severed from the zombie if it has any arms left.\",\"17–20: The zombie is decapitated.\",\"If the zombie is reduced to 0 hit points, all parts of it die. Until then, a severed part acts on the zombie's initiative and has its own action and movement. A severed part has AC 8. Any damage it takes is subtracted from the zombie's hit points.\",\"A severed leg is unable to attack and has a speed of 5 feet.\",\"A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll. Each time the zombie loses an arm, it loses a claw attack.\",\"If its head is severed, the zombie loses its bite attack and its body is {@condition blinded} unless the head can see it. The severed head has a speed of 0 feet. It can make a bite attack, but only against a target in its space.\",\"The zombie's speed is halved if it's missing a leg. If it loses both legs, it falls {@condition prone}. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0 feet, and it can't benefit from bonuses to speed.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The zombie makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) slashing damage.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"LF\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Strahd's Animated Armor\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":227,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":21,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":112,\"formula\":\"15d8 + 45\"},\"speed\":{\"walk\":30},\"str\":17,\"dex\":13,\"con\":16,\"int\":9,\"wis\":10,\"cha\":9,\"skill\":{\"perception\":\"+3\"},\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":13,\"resist\":[\"cold\",\"fire\"],\"immune\":[\"lightning\",\"poison\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands Common but can't speak\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Constructed Nature\",\"entries\":[\"An animated object doesn't require air, food, drink, or sleep.\",\"The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.\"]},{\"name\":\"Antimagic Susceptibility\",\"entries\":[\"The armor is {@condition incapacitated} while in the area of an {@spell antimagic field}. If targeted by {@spell dispel magic}, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall {@condition unconscious} for 1 minute.\"]},{\"name\":\"False Appearance\",\"entries\":[\"While the armor remains motionless, it is indistinguishable from a normal suit of armor.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The armor makes two melee attacks or uses Shocking Bolt twice.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage plus 3 ({@damage 1d6}) lightning damage.\"]},{\"name\":\"Shocking Bolt\",\"entries\":[\"{@atk rs} {@hit 4} to hit (with advantage on the attack roll if the target is wearing armor made of metal), range 60 ft., one target. {@h}10 ({@damage 3d6}) lightning damage.\"]}],\"attachedItems\":[\"greatsword|phb\"],\"traitTags\":[\"Antimagic Susceptibility\",\"False Appearance\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"L\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Szoldar Szoldarovich\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":100,\"_copy\":{\"name\":\"Scout\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the scout\",\"with\":\"Szoldar\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"The Abbot\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":151,\"_copy\":{\"name\":\"Deva\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the deva\",\"with\":\"The Abbot\",\"flags\":\"i\"}}},\"alignment\":[\"L\",\"E\"],\"hasToken\":true},{\"name\":\"The Mad Mage of Mount Baratok\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":39,\"_copy\":{\"name\":\"Archmage\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the archmage\",\"with\":\"The Mad Mage\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"N\"],\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The mad mage is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 17}, {@hit 9} to hit with spell attacks). He can cast {@spell disguise self} and {@spell invisibility} at will and has the following wizard spells prepared:\"],\"will\":[\"{@spell disguise self}\",\"{@spell invisibility}\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell light}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\",\"{@spell shocking grasp}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell mage armor}\",\"{@spell magic missile}\",\"{@spell shield}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell mirror image}\",\"{@spell misty step}\",\"{@spell web}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell counterspell}\",\"{@spell fly}\",\"{@spell lightning bolt}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell Mordenkainen's faithful hound}\",\"{@spell polymorph}\",\"{@spell stoneskin}\"]},\"5\":{\"slots\":3,\"spells\":[\"{@spell Bigby's hand}\",\"{@spell cone of cold}\",\"{@spell scrying}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell true seeing}\"]},\"7\":{\"slots\":1,\"spells\":[\"{@spell Mordenkainen's magnificent mansion}\"]},\"8\":{\"slots\":1,\"spells\":[\"{@spell mind blank}\"]},\"9\":{\"slots\":1,\"spells\":[\"{@spell time stop}\"]}},\"ability\":\"int\",\"hidden\":[\"will\"]}],\"damageTagsSpell\":[\"B\",\"C\",\"F\",\"L\",\"O\",\"P\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true},{\"name\":\"Thornboldt \\\"Thorn\\\" Durst\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":217,\"_copy\":{\"name\":\"Ghost\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the ghost\",\"with\":\"Thorn\",\"flags\":\"i\"},\"action\":{\"mode\":\"removeArr\",\"names\":\"Horrifying Visage\"}}},\"size\":[\"S\"],\"alignment\":[\"L\",\"G\"],\"hp\":{\"average\":35,\"formula\":\"10d6\"},\"languages\":[\"Common\"],\"cr\":\"3\",\"languageTags\":[\"C\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Tree Blight\",\"source\":\"CoS\",\"page\":230,\"otherSources\":[{\"source\":\"WBtW\"}],\"size\":[\"H\"],\"type\":\"plant\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":92,\"formula\":\"8d12 + 40\"},\"speed\":{\"walk\":30},\"str\":23,\"dex\":10,\"con\":20,\"int\":6,\"wis\":10,\"cha\":3,\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":10,\"conditionImmune\":[\"blinded\",\"deafened\"],\"languages\":[\"understands Common and Druidic but doesn't speak\"],\"cr\":\"7\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"While the blight remains motionless, it is indistinguishable from a dead tree.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The blight deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The blight makes one Branch attack and one Grasping Root attack.\"]},{\"name\":\"Branch\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}16 ({@damage 3d6 + 6}) bludgeoning damage.\"]},{\"name\":\"Grasping Root\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 15 ft., one creature not {@condition grappled} by the blight. {@h}The target is {@condition grappled} (escape {@dc 15}). Until the grapple ends, the target takes 9 ({@damage 1d6 + 6}) bludgeoning damage at the start of each of its turns. The root has AC 15 and can be severed by dealing 6 slashing damage or more to it at once. Cutting the root doesn't hurt the blight, but ends the grapple.\"]}],\"bonus\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one creature {@condition grappled} by the blight. {@h}19 ({@damage 3d8 + 6}) piercing damage.\"]}],\"traitTags\":[\"False Appearance\",\"Siege Monster\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DU\"],\"damageTags\":[\"B\",\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Urwin Martikov\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":98,\"_copy\":{\"name\":\"Wereraven\",\"source\":\"VRGR\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the wereraven\",\"with\":\"Urwin\",\"flags\":\"i\"}}},\"alignment\":[\"L\",\"G\"],\"hasToken\":true},{\"name\":\"Vasilka\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":151,\"_copy\":{\"name\":\"Flesh Golem\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the golem\",\"with\":\"Vasilka\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Victor Vallakovich\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":105,\"_copy\":{\"name\":\"Mage\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the mage\",\"with\":\"Victor\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Vilnius\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":185,\"_copy\":{\"name\":\"Mage\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the mage\",\"with\":\"Vilnius\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Vistana Assassin\",\"source\":\"CoS\",\"page\":28,\"_copy\":{\"name\":\"Assassin\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Vistana\",\"source\":\"CoS\"}]},\"hasToken\":true},{\"name\":\"Vistana Bandit\",\"source\":\"CoS\",\"page\":28,\"_copy\":{\"name\":\"Bandit\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Vistana\",\"source\":\"CoS\"}]},\"hasToken\":true},{\"name\":\"Vistana Bandit Captain\",\"source\":\"CoS\",\"page\":28,\"_copy\":{\"name\":\"Bandit Captain\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Vistana\",\"source\":\"CoS\"}]},\"hasToken\":true},{\"name\":\"Vistana Commoner\",\"source\":\"CoS\",\"page\":28,\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Vistana\",\"source\":\"CoS\"}]},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Vistana Guard\",\"source\":\"CoS\",\"page\":28,\"_copy\":{\"name\":\"Guard\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Vistana\",\"source\":\"CoS\"}]},\"hasToken\":true},{\"name\":\"Vistana Spy\",\"source\":\"CoS\",\"page\":28,\"_copy\":{\"name\":\"Spy\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Vistana\",\"source\":\"CoS\"}]},\"hasToken\":true},{\"name\":\"Vistana Thug\",\"source\":\"CoS\",\"page\":28,\"_copy\":{\"name\":\"Thug\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Vistana\",\"source\":\"CoS\"}]},\"hasToken\":true},{\"name\":\"Vladimir Horngaard\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":241,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item half plate armor|phb}\"]}],\"hp\":{\"average\":192,\"formula\":\"16d8 + 64\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":14,\"con\":18,\"int\":13,\"wis\":16,\"cha\":18,\"save\":{\"str\":\"+7\",\"con\":\"+7\",\"wis\":\"+6\",\"cha\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"necrotic\",\"psychic\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\",\"stunned\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Regeneration\",\"entries\":[\"Vladimir regains 10 hit points at the start of his turn. If he takes fire or radiant damage, this trait doesn't function at the start of his next turn. Vladimir's body is destroyed only if he starts his turn with 0 hit points and doesn't regenerate.\"]},{\"name\":\"Rejuvenation\",\"entries\":[\"When Vladimir's body is destroyed, his soul lingers. After 24 hours, the soul inhabits and animates another corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a {@spell wish} spell can be used to force the soul to go to the afterlife and not return.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Vladimir wields a +2 greatsword with a hilt sculpted to resemble silver dragon wings and a pommel shaped like a silver dragon's head clutching a black opal between its teeth. \"]},{\"name\":\"Turn Immunity\",\"entries\":[\"Vladimir is immune to effects that turn undead.\"]},{\"name\":\"Vengeful Tracker\",\"entries\":[\"Vladimir knows the distance to and direction of Strahd, even if Strahd and Vladimir are on different planes of existence. If Strahd is destroyed, Vladimir knows.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Vladimir makes two fist attacks or two attacks with his +2 Greatsword.\"]},{\"name\":\"Fist\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage. Strahd, the target of Vladimir's sworn vengeance, takes an extra 14 ({@damage 4d6}) bludgeoning damage. Instead of dealing damage, Vladimir can grapple the target (escape {@dc 14}) provided the target is Large or smaller.\"]},{\"name\":\"Greatsword +2\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}20 ({@damage 4d6 + 6}) slashing damage. Against Strahd, Vladimir deals an extra 14 ({@damage 4d6}) slashing damage with this weapon.\"]},{\"name\":\"Vengeful Glare\",\"entries\":[\"Vladimir can target Strahd within 30 feet provided he can see Strahd. Strahd must make a {@dc 15} Wisdom saving throw. One a failure, Strahd is {@condition paralyzed} until Vladimir deals damage to him, or until the end of Vladimir's next turn. When the paralysis ends, Strahd is {@condition frightened} of Vladimir for 1 minute. Strahd can repeat the saving throw at the end of each of his turns, with disadvantage if he can see Vladimir, ending the {@condition frightened} condition on itself on a success.\"]}],\"attachedItems\":[\"+2 greatsword|dmg\"],\"traitTags\":[\"Regeneration\",\"Rejuvenation\",\"Turn Immunity\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Volenta Popofsky\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":93,\"_copy\":{\"name\":\"Vampire Spawn\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the vampire\",\"with\":\"Volenta\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Walking Corpse\",\"source\":\"CoS\",\"page\":165,\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Violent Death\",\"entries\":[\"When a corpse is reduced to 0 hit points, it splits open, disgorging a {@creature swarm of poisonous snakes}. The snakes are hungry and fight until slain.\"]}]}}},\"speed\":{\"walk\":20},\"conditionImmune\":[\"charmed\",\"frightened\"],\"hasToken\":true},{\"name\":\"Yevgeni Krushkin\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":100,\"_copy\":{\"name\":\"Scout\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the scout\",\"with\":\"Yevgeni\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Young Wereraven\",\"source\":\"CoS\",\"page\":98,\"_copy\":{\"name\":\"Wereraven\",\"source\":\"VRGR\"},\"size\":[\"S\"],\"alignment\":[\"L\",\"G\"],\"hp\":{\"average\":7,\"formula\":\"2d6\"},\"hasToken\":true},{\"name\":\"Zuleika Toranescu\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":204,\"_copy\":{\"name\":\"Werewolf\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the werewolf\",\"with\":\"Zuleika\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Zygfrek Belview\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CoS\",\"page\":148,\"_copy\":{\"name\":\"Mongrelfolk\",\"source\":\"CoS\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the mongrelfolk\",\"with\":\"Zygfrek\",\"flags\":\"i\"},\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Extraordinary Feature\",\"items\":{\"name\":\"Darkvision\",\"entries\":[\"The mongrelfolk has darkvision out to a range of 60 feet.\"]}}}},\"senses\":[\"darkvision 60 ft.\"],\"senseTags\":[\"D\"],\"hasToken\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-crcotn.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\"]},\"internalCopies\":[\"monster\"],\"otherSources\":{\"monster\":{\"MM\":\"CRCotN\",\"EGW\":\"CRCotN\"}}},\"monster\":[{\"name\":\"Aboleth Spawn\",\"source\":\"CRCotN\",\"page\":135,\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":93,\"formula\":\"11d8 + 44\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":19,\"dex\":11,\"con\":18,\"int\":7,\"wis\":12,\"cha\":9,\"skill\":{\"perception\":\"+4\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":14,\"resist\":[\"psychic\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common\",\"Deep Speech\",\"telepathy 60 ft.\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Abolethic Vessel\",\"entries\":[\"The spawn must obey its aboleth master.\"]},{\"name\":\"Amphibious\",\"entries\":[\"The spawn can breathe air and water.\"]},{\"name\":\"Water Dependency\",\"entries\":[\"The spawn takes 6 ({@damage 1d12}) acid damage every 10 minutes it goes without being immersed in water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The spawn makes one Spear attack, two Tentacle attacks, and one Psychic Lash attack.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, or 8 ({@damage 1d8 + 4}) piercing damage when used with two hands to make a melee attack.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one creature. {@h}The target is {@condition grappled} (escape {@dc 14}) and takes 9 ({@damage 2d8}) psychic damage at the start of each of its turns until the grapple ends. The spawn has four tentacles, each of which can grapple one creature.\"]},{\"name\":\"Psychic Lash\",\"entries\":[\"{@atk rs} {@hit 7} to hit, range 120 ft., one creature. {@h}18 ({@damage 4d8}) psychic damage.\"]}],\"attachedItems\":[\"spear|phb\"],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"C\",\"DS\",\"TP\"],\"damageTags\":[\"A\",\"P\",\"Y\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RW\",\"THW\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Agathe Silverspoon\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CRCotN\",\"page\":21,\"_copy\":{\"name\":\"Orc\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the orc\",\"with\":\"Agathe\",\"flags\":\"i\"}}},\"alignment\":[\"C\",\"G\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Aloysia Telfan\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CRCotN\",\"page\":61,\"_copy\":{\"name\":\"Occult Initiate\",\"source\":\"CRCotN\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the initiate\",\"with\":\"Aloysia\",\"flags\":\"i\"}}},\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\",\"sorcerer\"]},\"alignment\":[\"L\",\"E\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Alyxian Aboleth\",\"source\":\"CRCotN\",\"page\":195,\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":135,\"formula\":\"18d10 + 36\"},\"speed\":{\"walk\":10,\"swim\":30},\"str\":21,\"dex\":9,\"con\":15,\"int\":18,\"wis\":18,\"cha\":18,\"save\":{\"con\":\"+6\",\"int\":\"+8\",\"wis\":\"+8\"},\"skill\":{\"history\":\"+12\",\"perception\":\"+12\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":22,\"languages\":[\"Deep Speech\",\"telepathy 120 ft.\"],\"cr\":\"12\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The aboleth can breathe air and water.\"]},{\"name\":\"Mucous Cloud\",\"entries\":[\"While underwater, the aboleth is surrounded by a cloud of sticky mucus. A creature that touches the aboleth or hits it with a melee attack while within 5 feet of it must succeed on a {@dc 14} Strength saving throw or be {@condition restrained} until the end of the aboleth's next turn.\"]},{\"name\":\"Probing Telepathy\",\"entries\":[\"If a creature the aboleth can see communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The aboleth makes two Tentacle attacks.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage plus 3 ({@damage 1d6}) psychic damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage.\"]}],\"bonus\":[{\"name\":\"Enslave {@recharge 4}\",\"entries\":[\"The aboleth targets one creature it can see within 30 feet of itself. The target must succeed on a {@dc 14} Wisdom saving throw or be magically {@condition charmed} by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The {@condition charmed} target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance.\",\"The {@condition charmed} target can repeat the saving throw whenever it takes damage, ending the effect on itself on a success. No more than once every 24 hours, the target can repeat the saving throw when it is at least 1 mile away from the aboleth.\"]}],\"legendary\":[{\"name\":\"Tail Swipe\",\"entries\":[\"The aboleth makes one Tail attack.\"]},{\"name\":\"Psychic Drain (Costs 2 Actions)\",\"entries\":[\"One creature {@condition charmed} by the aboleth takes 10 ({@damage 3d6}) psychic damage, and the aboleth regains hit points equal to the damage dealt.\"]}],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"DS\",\"TP\"],\"damageTags\":[\"B\",\"Y\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"charmed\",\"restrained\"],\"savingThrowForced\":[\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Alyxian the Absolved\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CRCotN\",\"page\":182,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item leather armor|PHB}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":161,\"formula\":\"19d8 + 76\"},\"speed\":{\"walk\":30},\"str\":19,\"dex\":15,\"con\":18,\"int\":13,\"wis\":14,\"cha\":19,\"save\":{\"str\":\"+9\",\"con\":\"+9\",\"wis\":\"+7\"},\"skill\":{\"athletics\":\"+9\",\"insight\":\"+7\",\"perception\":\"+7\",\"persuasion\":\"+9\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":17,\"languages\":[\"Common\",\"Elvish\"],\"cr\":\"14\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Alyxian casts one of the following spells, requiring no material components and using Charisma as the spellcasting modifier (spell save {@dc 17}):\"],\"will\":[\"{@spell guidance}\",\"{@spell light}\"],\"daily\":{\"1e\":[\"{@spell lesser restoration}\",\"{@spell remove curse}\",\"{@spell water breathing}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Divinely Blessed\",\"entries\":[\"Alyxian can't be {@status surprised} and can't be changed into another form against his will.\"]},{\"name\":\"Legendary Resistance (2/Day)\",\"entries\":[\"If Alyxian fails a saving throw, he can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Alyxian makes two Spear attacks.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 9} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, or 8 ({@damage 1d8 + 4}) piercing damage when used with two hands to make a melee attack, plus 9 ({@damage 2d8}) radiant damage.\"]},{\"name\":\"Force Wave (1/Day)\",\"entries\":[\"Alyxian strikes the ground, creating a burst of energy that ripples outward. Each creature he chooses within a 30-foot-radius sphere centered on himself must succeed on a {@dc 17} Constitution saving throw or take 35 ({@damage 10d6}) force damage and be knocked {@condition prone}. A creature that succeeds on the saving throw takes half as much damage and isn't knocked {@condition prone}.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"Alyxian adds 3 to his AC against one attack roll that would hit him. To do so, Alyxian must see the attacker and be wielding a melee weapon.\"]}],\"legendary\":[{\"name\":\"Arch Heart's Strike\",\"entries\":[\"Alyxian makes one Spear attack, and all damage from this attack is radiant.\"]},{\"name\":\"Change Bringer's Dance\",\"entries\":[\"Alyxian moves up to his speed. This movement doesn't provoke opportunity attacks.\"]},{\"name\":\"Moon Weaver's Veil (Costs 2 Actions)\",\"entries\":[\"Alyxian becomes {@condition invisible} until the end of his next turn. Any equipment he is wearing or carrying becomes {@condition invisible} with him.\"]}],\"legendaryGroup\":{\"name\":\"Alyxian the Absolved\",\"source\":\"CRCotN\"},\"attachedItems\":[\"spear|phb\"],\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"O\",\"P\",\"R\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Alyxian the Callous\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CRCotN\",\"page\":179,\"size\":[\"L\"],\"type\":\"celestial\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item half plate armor|PHB|half plate}\"]}],\"hp\":{\"average\":157,\"formula\":\"15d10 + 75\"},\"speed\":{\"walk\":30,\"fly\":90},\"str\":23,\"dex\":18,\"con\":21,\"int\":15,\"wis\":16,\"cha\":20,\"save\":{\"str\":\"+10\",\"con\":\"+9\",\"wis\":\"+7\"},\"skill\":{\"deception\":\"+9\",\"insight\":\"+7\",\"perception\":\"+7\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":17,\"immune\":[\"radiant\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"restrained\",\"stunned\"],\"languages\":[\"Celestial\",\"Common\",\"Elvish\",\"telepathy 120 ft.\"],\"cr\":\"12\",\"trait\":[{\"name\":\"Apotheonic Rejuvenation\",\"entries\":[\"When Alyxian the Callous drops to 0 hit points, his body dies and sheds its wings, and he rises to his feet in his third form, Alyxian the Dispossessed. His initiative count doesn't change.\"]},{\"name\":\"Divinely Blessed\",\"entries\":[\"Alyxian can't be {@status surprised} and can't be changed into another form against his will.\"]},{\"name\":\"Legendary Resistance (2/Day)\",\"entries\":[\"If Alyxian fails a saving throw, he can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Alyxian makes two Radiant Spear attacks. He can replace one of these attacks with Blinding Teleport.\"]},{\"name\":\"Radiant Spear\",\"entries\":[\"{@atk mw,rw} {@hit 10} to hit, reach 5 ft. or range 120 ft., one target. {@h}15 ({@damage 2d8 + 6}) radiant damage.\"]},{\"name\":\"Blinding Teleport\",\"entries\":[\"Alyxian teleports, along with any equipment he is wearing or carrying, to an unoccupied space he can see within 120 feet of himself. Each creature within 5 feet of his new location must succeed on a {@dc 17} Constitution saving throw or be {@condition blinded} until the end of its next turn.\"]},{\"name\":\"Heavenly Destruction (1/Day)\",\"entries\":[\"Alyxian releases divine energy in a 60-foot cone. Each creature of his choice in that area must make a {@dc 17} Constitution saving throw. On a failed saving throw, the creature takes 31 ({@damage 7d8}) radiant damage and is knocked {@condition prone}. On a successful save, a creature takes half as much damage and isn't knocked {@condition prone}.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"Alyxian makes one Radiant Spear attack.\"]},{\"name\":\"Celestial Chains\",\"entries\":[\"Alyxian targets one creature he can see within 120 feet of himself. The target must succeed on a {@dc 17} Strength saving throw or be {@condition restrained} by magical chains for 1 minute. While {@condition restrained} in this way, the target can't leave the space by any means. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Flare (Costs 2 Actions)\",\"entries\":[\"Alyxian targets one creature he can see within 30 feet of himself. Light flares around the target, dealing 17 ({@damage 5d6}) radiant damage to it and creatures within 10 feet of it.\"]}],\"legendaryGroup\":{\"name\":\"Alyxian the Callous\",\"source\":\"CRCotN\"},\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\",\"E\",\"TP\"],\"damageTags\":[\"R\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"blinded\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Alyxian the Dispossessed\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CRCotN\",\"page\":180,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item leather armor|PHB}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":153,\"formula\":\"18d8 + 72\"},\"speed\":{\"walk\":30},\"str\":19,\"dex\":15,\"con\":18,\"int\":13,\"wis\":14,\"cha\":20,\"save\":{\"str\":\"+9\",\"con\":\"+9\",\"wis\":\"+7\"},\"skill\":{\"insight\":\"+7\",\"perception\":\"+7\",\"persuasion\":\"+10\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":17,\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"stunned\"],\"languages\":[\"Celestial\",\"Common\",\"Elvish\",\"telepathy 120 ft.\"],\"cr\":\"13\",\"trait\":[{\"name\":\"Divinely Blessed\",\"entries\":[\"Alyxian can't be {@status surprised} and can't be changed into another form against his will.\"]},{\"name\":\"Legendary Resistance (2/Day)\",\"entries\":[\"If Alyxian fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Alyxian carries a magic dagger that he uses to make Stoneheart Dagger attacks. In the hands of creatures other than Alyxian, the dagger is nonmagical and has no special properties.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Alyxian makes two Spear attacks.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 9} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, or 8 ({@damage 1d8 + 4}) piercing damage when used with two hands to make a melee attack, plus 9 ({@damage 2d8}) radiant damage.\"]},{\"name\":\"Stoneheart Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 9} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}11 ({@damage 3d4 + 4}) force damage, and if the target is a creature, it must succeed on a {@dc 17} Constitution saving throw or become {@condition petrified} as the dagger lodges itself in the target's body. While the dagger is lodged in the target, magic can't end the {@condition petrified} condition on it and Alyxian can't make Stoneheart Dagger attacks. A creature within reach of the {@condition petrified} target can use an action to try to remove the dagger, doing so with a successful {@dc 17} Strength check.\"]}],\"bonus\":[{\"name\":\"Summon Dagger\",\"entries\":[\"Alyxian's Stoneheart Dagger teleports into his free hand, provided he has one.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"Alyxian adds 3 to his AC against one attack roll that would hit him. To do so, Alyxian must see the attacker and be wielding a melee weapon.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"Alyxian makes one Spear or Stoneheart Dagger attack.\"]},{\"name\":\"Warrior's Stride\",\"entries\":[\"Alyxian moves up to his speed. This movement doesn't provoke opportunity attacks.\"]},{\"name\":\"Ruidium Shard (Costs 2 Actions)\",\"entries\":[\"A gem-sized shard of ruidium appears at a point Alyxian can see within 120 feet of himself and explodes. Each creature, other than Alyxian, in a 10-foot-radius sphere centered on that point must succeed on a {@dc 18} Charisma saving throw or gain 1 level of {@condition exhaustion}. If a creature isn't suffering from ruidium corruption, it becomes corrupted when it fails the saving throw.\"]}],\"legendaryGroup\":{\"name\":\"Alyxian the Dispossessed\",\"source\":\"CRCotN\"},\"attachedItems\":[\"spear|phb\"],\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"C\",\"CE\",\"E\",\"TP\"],\"damageTags\":[\"O\",\"P\",\"R\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"exhaustion\",\"petrified\"],\"savingThrowForced\":[\"charisma\",\"constitution\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Alyxian the Hunter\",\"source\":\"CRCotN\",\"page\":160,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":178,\"formula\":\"17d10 + 85\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":22,\"dex\":9,\"con\":20,\"int\":3,\"wis\":11,\"cha\":1,\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"immune\":[\"poison\",\"psychic\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't adamantine\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Immutable Form\",\"entries\":[\"The golem is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The golem has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The golem's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The golem makes two slam attacks.\"]},{\"name\":\"Ruidium Dart\",\"entries\":[\"The golem can conjure a magic dart made of ruidium and hurl it at another creature it can see within 120 feet of itself. The dart strikes the target unerringly and vanishes on contact. The target must make a {@dc 17} Charisma saving throw. On a failed saving throw, the target takes 24 ({@damage 7d6}) psychic damage and gains 1 level of {@condition exhaustion}. In addition, if the target is not already suffering from ruidium corruption, it becomes corrupted when it fails the saving throw. On a successful saving throw, the target takes half as much damage and suffers no other effects.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage.\"]},{\"name\":\"Slow {@recharge 5}\",\"entries\":[\"The golem targets one or more creatures it can see within 10 feet of it. Each target must make a {@dc 17} Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"traitTags\":[\"Immutable Form\",\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"B\",\"Y\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"exhaustion\"],\"savingThrowForced\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Alyxian the Tormented\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CRCotN\",\"page\":178,\"size\":[\"H\"],\"type\":\"aberration\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":150,\"formula\":\"12d12 + 72\"},\"speed\":{\"walk\":40,\"swim\":40},\"str\":21,\"dex\":18,\"con\":22,\"int\":15,\"wis\":16,\"cha\":20,\"save\":{\"str\":\"+9\",\"con\":\"+10\",\"wis\":\"+7\"},\"skill\":{\"deception\":\"+9\",\"insight\":\"+7\",\"perception\":\"+7\"},\"senses\":[\"blindsight 120 ft.\"],\"passive\":17,\"immune\":[\"necrotic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"stunned\"],\"languages\":[\"Celestial\",\"Common\",\"Elvish\",\"telepathy 120 ft.\"],\"cr\":\"11\",\"trait\":[{\"name\":\"Apotheonic Rejuvenation\",\"entries\":[\"When Alyxian drops to 0 hit points, his body dies and cracks open like a cocoon. Alyxian instantly emerges from the cocoon in his second form, Alyxian the Callous, in the space where his previous form died. His initiative count doesn't change.\"]},{\"name\":\"Divinely Blessed\",\"entries\":[\"Alyxian can't be {@status surprised} and can't be changed into another form against his will.\"]},{\"name\":\"Legendary Resistance (2/Day)\",\"entries\":[\"If Alyxian fails a saving throw, he can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Alyxian makes two Grasping Hand attacks.\"]},{\"name\":\"Grasping Hand\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}15 ({@damage 3d6 + 5}) force damage, and if the target is a Medium or smaller creature, it is {@condition grappled} (escape {@dc 15}). Alyxian has six hands, each of which can grapple one target.\"]},{\"name\":\"Void Eyes {@recharge 5}\",\"entries\":[\"Alyxian targets up to two creatures he can see within 120 feet of himself. Each target must make a {@dc 17} Constitution saving throw, taking 28 ({@damage 8d6}) necrotic damage on a failed save, or half as much damage on a successful one.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"Alyxian makes one Grasping Hand attack.\"]},{\"name\":\"Weapons of Yore (Costs 2 Actions)\",\"entries\":[\"Ancient weapons embedded in Alyxian's hide detach from Alyxian and fly about in a 10-foot-radius sphere centered on a point Alyxian can see within 60 feet of himself. A creature takes 18 ({@damage 4d8}) slashing damage when it enters that area for the first time on a turn or starts its turn there. The effect lasts until the end of Alyxian's next turn, when the weapons return to Alyxian and embed themselves in his hide once again (causing him no harm).\"]}],\"legendaryGroup\":{\"name\":\"Alyxian the Tormented\",\"source\":\"CRCotN\"},\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\",\"E\",\"TP\"],\"damageTags\":[\"N\",\"O\",\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"grappled\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Animated Glass Statue\",\"source\":\"CRCotN\",\"page\":109,\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"N\",\"E\"],\"ac\":[10],\"hp\":{\"average\":22,\"formula\":\"3d10 + 6\"},\"speed\":{\"walk\":10,\"fly\":60},\"str\":15,\"dex\":10,\"con\":15,\"int\":6,\"wis\":12,\"cha\":7,\"skill\":{\"perception\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands Common but can't speak it\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Keen Sight and Smell\",\"entries\":[\"The statue has advantage on Wisdom ({@skill Perception}) checks that rely on sight or smell.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The statue has advantage on an attack roll against a creature if at least one of the statue's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The statue makes two attacks: one with its beak and one with its talons.\"]},{\"name\":\"Beak\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) piercing damage.\"]},{\"name\":\"Talons\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) slashing damage.\"]}],\"traitTags\":[\"Keen Senses\",\"Pack Tactics\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Aradrine the Owl\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CRCotN\",\"page\":82,\"_copy\":{\"name\":\"Occult Silvertongue\",\"source\":\"CRCotN\",\"_templates\":[{\"name\":\"Goliath\",\"source\":\"VGM\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the silvertongue\",\"with\":\"Aradrine\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"goliath\",\"sorcerer\"]},\"alignment\":[\"L\",\"N\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Ashann\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CRCotN\",\"page\":115,\"_copy\":{\"name\":\"Occult Initiate\",\"source\":\"CRCotN\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the initiate\",\"with\":\"Ashann\",\"flags\":\"i\"}}},\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"gnome\",\"sorcerer\"]},\"alignment\":[\"C\",\"N\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Ayo Jabe (Tier 1)\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CRCotN\",\"page\":188,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"ranger\",{\"tag\":\"genasi\",\"prefix\":\"Water\"}]},\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":65,\"formula\":\"10d8 + 20\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":14,\"dex\":14,\"con\":14,\"int\":10,\"wis\":12,\"cha\":12,\"save\":{\"str\":\"+4\",\"dex\":\"+4\"},\"skill\":{\"athletics\":\"+4\",\"perception\":\"+3\",\"survival\":\"+3\"},\"passive\":13,\"resist\":[\"acid\"],\"languages\":[\"Common\",\"Goblin\",\"Orc\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Ayo casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 11}):\"],\"daily\":{\"1e\":[\"{@spell animal friendship}\",\"{@spell goodberry}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"Ayo can breathe air and water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Ayo makes two Harpoon or Longbow attacks.\"]},{\"name\":\"Harpoon\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d8 + 2}) piercing damage.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}11 ({@damage 2d8 + 2}) piercing damage.\"]}],\"attachedItems\":[\"longbow|phb\"],\"traitTags\":[\"Amphibious\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GO\",\"O\"],\"damageTags\":[\"P\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\",\"RNG\",\"RW\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ayo Jabe (Tier 2)\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CRCotN\",\"page\":190,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"ranger\",{\"tag\":\"genasi\",\"prefix\":\"Water\"}]},\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":97,\"formula\":\"15d8 + 30\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":14,\"dex\":16,\"con\":14,\"int\":10,\"wis\":14,\"cha\":12,\"save\":{\"str\":\"+5\",\"dex\":\"+6\"},\"skill\":{\"athletics\":\"+5\",\"perception\":\"+5\",\"survival\":\"+5\"},\"passive\":15,\"resist\":[\"acid\"],\"languages\":[\"Common\",\"Goblin\",\"Orc\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Ayo casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 13}):\"],\"daily\":{\"1e\":[\"{@spell animal friendship}\",\"{@spell goodberry}\",\"{@spell pass without trace}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"Ayo can breathe air and water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Ayo makes three Harpoon or Longbow attacks.\"]},{\"name\":\"Harpoon\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d8 + 2}) piercing damage.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 150/600 ft., one target. {@h}12 ({@damage 2d8 + 3}) piercing damage.\"]}],\"bonus\":[{\"name\":\"Reposition\",\"entries\":[\"Ayo issues orders to one ally she can see within 30 feet of herself. If the target can see or hear Ayo, it can spend its reaction to move up to its speed. This movement doesn't provoke opportunity attacks.\"]}],\"attachedItems\":[\"longbow|phb\"],\"traitTags\":[\"Amphibious\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GO\",\"O\"],\"damageTags\":[\"P\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\",\"RNG\",\"RW\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Ayo Jabe (Tier 3)\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CRCotN\",\"page\":192,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"ranger\",{\"tag\":\"genasi\",\"prefix\":\"Water\"}]},\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":150,\"formula\":\"20d8 + 60\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":16,\"dex\":20,\"con\":16,\"int\":10,\"wis\":16,\"cha\":14,\"save\":{\"str\":\"+6\",\"dex\":\"+8\"},\"skill\":{\"athletics\":\"+6\",\"perception\":\"+6\",\"survival\":\"+6\"},\"passive\":16,\"resist\":[\"acid\"],\"conditionImmune\":[\"frightened\"],\"languages\":[\"Common\",\"Goblin\",\"Orc\"],\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Ayo casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 14}):\"],\"daily\":{\"1e\":[\"{@spell animal friendship}\",\"{@spell freedom of movement}\",\"{@spell goodberry}\",\"{@spell pass without trace}\",\"{@spell protection from energy}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"Ayo can breathe air and water.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Ayo wields a ruidium harpoon (see appendix B). If Ayo rolls a 1 on an attack roll made with the harpoon, she must succeed on a {@dc 20} Charisma saving throw or gain 1 level of {@condition exhaustion}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Ayo makes three Harpoon or Longbow attacks.\"]},{\"name\":\"Ruidium Harpoon\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) piercing damage plus 7 ({@damage 2d6}) psychic damage.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 8} to hit, range 150/600 ft., one target. {@h}18 ({@damage 3d8 + 5}) piercing damage.\"]}],\"bonus\":[{\"name\":\"Reposition\",\"entries\":[\"Ayo issues orders to one ally she can see within 30 feet of herself. If the target can see or hear Ayo, it can spend its reaction to move up to its speed. This movement doesn't provoke opportunity attacks.\"]}],\"attachedItems\":[\"longbow|phb\"],\"traitTags\":[\"Amphibious\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GO\",\"O\"],\"damageTags\":[\"P\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\",\"RNG\",\"RW\"],\"conditionInflict\":[\"exhaustion\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForced\":[\"charisma\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Celeste\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CRCotN\",\"page\":150,\"_copy\":{\"name\":\"Ghost\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the ghost\",\"with\":\"Celeste\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Corrupted Giant Shark\",\"source\":\"CRCotN\",\"page\":196,\"size\":[\"H\"],\"type\":\"aberration\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":126,\"formula\":\"11d12 + 55\"},\"speed\":{\"walk\":0,\"swim\":50},\"str\":23,\"dex\":11,\"con\":21,\"int\":1,\"wis\":10,\"cha\":5,\"skill\":{\"perception\":\"+4\"},\"senses\":[\"blindsight 60 ft.\"],\"passive\":14,\"cr\":\"9\",\"trait\":[{\"name\":\"Psychic Maelstrom\",\"entries\":[\"Any creature that starts its turn within 15 feet of the shark must succeed on a {@dc 17} Wisdom saving throw or take 11 ({@damage 2d10}) psychic damage.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The shark regains 10 hit points at the start of its turn. If the shark takes radiant damage or suffers a critical hit, this trait doesn't function at the start of its next turn. The shark dies only if it starts its turn with 0 hit points and doesn't regenerate.\"]},{\"name\":\"Water Breathing\",\"entries\":[\"The shark can breathe only underwater.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 10} to hit (with advantage if the target is a creature missing any hit points), reach 5 ft., one target. {@h}22 ({@damage 3d10 + 6}) piercing damage, and if the target is a creature, it must succeed on a {@dc 17} Charisma saving throw or gain 1 level of {@condition exhaustion}.\"]}],\"traitTags\":[\"Regeneration\",\"Water Breathing\"],\"senseTags\":[\"B\"],\"damageTags\":[\"P\",\"Y\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"exhaustion\"],\"savingThrowForced\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dancing Flame\",\"source\":\"CRCotN\",\"page\":68,\"size\":[\"M\"],\"type\":\"fiend\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":66,\"formula\":\"12d8 + 12\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":8,\"dex\":17,\"con\":13,\"int\":15,\"wis\":12,\"cha\":20,\"skill\":{\"deception\":\"+9\",\"insight\":\"+5\",\"perception\":\"+5\",\"persuasion\":\"+9\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"resist\":[\"cold\",\"fire\",\"lightning\",\"poison\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"languages\":[\"Abyssal\",\"Common\",\"Infernal\",\"telepathy 60 ft.\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Telepathic Bond\",\"entries\":[\"The flame ignores the range restriction on its telepathy when communicating with a creature it has {@condition charmed}. The two don't even need to be on the same plane of existence.\"]},{\"name\":\"Flame\",\"entries\":[\"The flame sheds bright light in a 20-foot radius and dim light for an additional 20 feet. If it leaves the hall or is reduced to 0 hit points, it is destroyed and can't re-form for 24 hours.\"]}],\"action\":[{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) fire damage.\"]},{\"name\":\"Charm\",\"entries\":[\"One humanoid the flame can see within 30 feet of it must succeed on a {@dc 15} Wisdom saving throw or be magically {@condition charmed} for 1 day. The {@condition charmed} target obeys the flame's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this flame's Charm for the next 24 hours.\",\"The flame can have only one target {@condition charmed} at a time. If it charms another, the effect on the previous target ends.\"]},{\"name\":\"Draining Kiss\",\"entries\":[\"The flame kisses a creature {@condition charmed} by it or a willing creature. The target must make a {@dc 15} Constitution saving throw against this magic, taking 32 ({@damage 5d10 + 5}) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.\"]}],\"senseTags\":[\"D\"],\"languageTags\":[\"AB\",\"C\",\"I\",\"TP\"],\"damageTags\":[\"F\",\"Y\"],\"miscTags\":[\"AOE\",\"HPR\",\"MW\"],\"conditionInflict\":[\"charmed\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true},{\"name\":\"Death Embrace\",\"source\":\"CRCotN\",\"page\":197,\"size\":[\"H\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":147,\"formula\":\"14d12 + 56\"},\"speed\":{\"walk\":0,\"swim\":20},\"str\":23,\"dex\":15,\"con\":19,\"int\":6,\"wis\":9,\"cha\":4,\"save\":{\"str\":\"+10\",\"wis\":\"+3\"},\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":9,\"conditionImmune\":[\"exhaustion\",\"paralyzed\",\"petrified\",\"prone\"],\"cr\":\"11\",\"trait\":[{\"name\":\"Petrifying Tendrils\",\"entries\":[\"Any creature that starts its turn in the death embrace's space must make a {@dc 16} Constitution saving throw. On a failed saving throw, the creature is {@condition restrained}. A creature {@condition restrained} in this way must repeat the saving throw at the end of its next turn, becoming {@condition petrified} on a failed saving throw or ending the effect on a successful one. The {@condition petrified} condition lasts until the effect is ended by a greater restoration spell or similar magic.\"]},{\"name\":\"Reel\",\"entries\":[\"At the start of each of its turns, the death embrace can pull each creature it is grappling up to 20 feet toward it (no action required).\"]},{\"name\":\"Water Breathing\",\"entries\":[\"The death embrace can breathe only underwater.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The death embrace makes two Tentacle attacks.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 60 ft., one target. {@h}13 ({@damage 2d6 + 6}) piercing damage plus 11 ({@damage 2d10}) psychic damage. If the target is Large or smaller, it is also {@condition grappled} (escape {@dc 16}). The death embrace has six tentacles, each of which can grapple one target.\"]}],\"reaction\":[{\"name\":\"Body Shield\",\"entries\":[\"When the death embrace is hit by an attack, one creature the death embrace is grappling (chosen by the death embrace) takes the damage instead.\"]}],\"traitTags\":[\"Water Breathing\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"damageTags\":[\"P\",\"Y\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dermot Wurder (Tier 1)\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CRCotN\",\"page\":188,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"cleric\",\"goblin\",\"goblinoid\"]},\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item breastplate|PHB}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":44,\"formula\":\"8d6 + 16\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":12,\"con\":14,\"int\":10,\"wis\":16,\"cha\":10,\"save\":{\"wis\":\"+5\",\"cha\":\"+2\"},\"skill\":{\"medicine\":\"+5\",\"religion\":\"+2\",\"survival\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Common\",\"Goblin\",\"Orc\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Dermot casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell guidance}\",\"{@spell light}\",\"{@spell spare the dying}\"],\"daily\":{\"1e\":[\"{@spell bless}\",\"{@spell cure wounds}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Dermot makes one Warhammer attack and one Searing Wrath attack.\"]},{\"name\":\"Warhammer\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage, or 8 ({@damage 1d10 + 3}) bludgeoning damage when used with two hands.\"]},{\"name\":\"Searing Wrath\",\"entries\":[\"{@atk rs} {@hit 5} to hit, range 60 ft., one creature. {@h}9 ({@damage 2d8}) radiant damage, and the target is {@condition blinded} until the end of its next turn.\"]}],\"attachedItems\":[\"warhammer|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GO\",\"O\"],\"damageTags\":[\"B\",\"R\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"blinded\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dermot Wurder (Tier 2)\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CRCotN\",\"page\":191,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"cleric\",\"goblin\",\"goblinoid\"]},\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":19,\"from\":[\"splint mail\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":82,\"formula\":\"15d6 + 30\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":12,\"con\":14,\"int\":10,\"wis\":18,\"cha\":10,\"save\":{\"wis\":\"+7\",\"cha\":\"+3\"},\"skill\":{\"medicine\":\"+7\",\"religion\":\"+3\",\"survival\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Common\",\"Goblin\",\"Orc\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Dermot casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell guidance}\",\"{@spell light}\",\"{@spell spare the dying}\"],\"daily\":{\"1\":[\"{@spell revivify}\"],\"2e\":[\"{@spell bless} (at 2nd level)\",\"{@spell cure wounds} (at 3rd level)\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Dermot makes one Warhammer attack and one Searing Wrath attack.\"]},{\"name\":\"Warhammer\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage, or 9 ({@damage 1d10 + 4}) bludgeoning damage when used with two hands.\"]},{\"name\":\"Searing Wrath\",\"entries\":[\"{@atk rs} {@hit 7} to hit, range 60 ft., one creature. {@h}18 ({@damage 4d8}) radiant damage, and the target is {@condition blinded} until the end of its next turn.\"]}],\"attachedItems\":[\"warhammer|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GO\",\"O\"],\"damageTags\":[\"B\",\"R\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"blinded\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Dermot Wurder (Tier 3)\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CRCotN\",\"page\":193,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"cleric\",\"goblin\",\"goblinoid\"]},\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":20,\"from\":[\"{@item plate armor|PHB|plate}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":93,\"formula\":\"17d6 + 34\"},\"speed\":{\"walk\":30,\"swim\":{\"number\":30,\"condition\":\"(mariner's armor)\"}},\"str\":18,\"dex\":12,\"con\":14,\"int\":10,\"wis\":20,\"cha\":10,\"save\":{\"wis\":\"+8\",\"cha\":\"+3\"},\"skill\":{\"medicine\":\"+8\",\"religion\":\"+3\",\"survival\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"languages\":[\"Common\",\"Goblin\",\"Orc\"],\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Dermot casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 16}):\"],\"will\":[\"{@spell guidance}\",\"{@spell light}\",\"{@spell spare the dying}\"],\"daily\":{\"1\":[\"{@spell revivify}\"],\"2e\":[\"{@spell bless} (at 3rd level)\",\"{@spell cure wounds} (at 3rd level)\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Dermot wears {@item mariner's armor} and wields a ruidium warhammer (see appendix B). If Dermot rolls a 1 on an attack roll made with the warhammer, he must succeed on a {@dc 20} Charisma saving throw or gain 1 level of {@condition exhaustion}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Dermot makes one Ruidium Warhammer attack and one Searing Wrath attack.\"]},{\"name\":\"Ruidium Warhammer\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage, or 9 ({@damage 1d10 + 4}) bludgeoning damage when used with two hands, plus 7 ({@damage 2d6}) psychic damage.\"]},{\"name\":\"Searing Wrath\",\"entries\":[\"{@atk rs} {@hit 8} to hit, range 60 ft., one creature. {@h}22 ({@damage 5d8}) radiant damage, and the target is {@condition blinded} until the end of its next turn.\"]}],\"attachedItems\":[\"ruidium warhammer|crcotn\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GO\",\"O\"],\"damageTags\":[\"B\",\"R\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"blinded\",\"exhaustion\"],\"savingThrowForced\":[\"charisma\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fiendish Orc\",\"source\":\"CRCotN\",\"page\":71,\"_copy\":{\"name\":\"Orc War Chief\",\"source\":\"MM\"},\"type\":{\"type\":\"fiend\",\"tags\":[\"orc\"]},\"immune\":[\"fire\",\"poison\"],\"languages\":[\"Abyssal\",\"Common\",\"Orc\"],\"hasToken\":true},{\"name\":\"Foghome\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CRCotN\",\"page\":58,\"_copy\":{\"name\":\"Priest\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Firbolg\",\"source\":\"VGM\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the priest\",\"with\":\"Foghome\",\"flags\":\"i\"}}},\"alignment\":[\"N\",\"G\"],\"spellcastingTags\":[\"CC\",\"I\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Galeokaerda\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CRCotN\",\"page\":130,\"size\":[\"S\",\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\",\"sorcerer\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[12],\"hp\":{\"average\":91,\"formula\":\"14d8 + 28\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":15,\"con\":14,\"int\":16,\"wis\":15,\"cha\":18,\"save\":{\"wis\":\"+5\",\"cha\":\"+7\"},\"skill\":{\"arcana\":\"+6\",\"deception\":\"+7\",\"history\":\"+9\",\"perception\":\"+5\",\"stealth\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"resist\":[\"psychic\"],\"languages\":[\"Celestial\",\"Common\",\"Elvish\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The extollant casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell minor illusion}\"],\"daily\":{\"1e\":[\"{@spell mage armor}\",\"{@spell major image}\",\"{@spell phantasmal force}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"Galeokaerda has advantage on saving throws against being {@condition charmed}, and magic can't put her to sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The extollant makes two Crimson Bolt attacks.\"]},{\"name\":\"Crimson Bolt\",\"entries\":[\"{@atk ms,rs} {@hit 7} to hit, reach 5 ft. or range 60 ft., one creature. {@h}20 ({@damage 3d10 + 4}) psychic damage.\"]}],\"reaction\":[{\"name\":\"Reflect Agony\",\"entries\":[\"When the extollant is damaged by a creature within 60 feet of it, the creature must make a {@dc 15} Wisdom saving throw, taking 16 ({@damage 3d10}) psychic damage on a failed saving throw, or half as much damage on a successful one.\"]}],\"traitTags\":[\"Fey Ancestry\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\",\"E\"],\"damageTags\":[\"Y\"],\"damageTagsSpell\":[\"Y\"],\"spellcastingTags\":[\"O\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"intelligence\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Galsariad Ardyth (Tier 1)\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CRCotN\",\"page\":188,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"drow\",\"elf\",\"wizard\"]},\"alignment\":[\"N\"],\"ac\":[12],\"hp\":{\"average\":49,\"formula\":\"14d8 - 14\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":14,\"con\":8,\"int\":16,\"wis\":15,\"cha\":12,\"save\":{\"int\":\"+5\",\"wis\":\"+4\"},\"skill\":{\"arcana\":\"+5\",\"investigation\":\"+5\",\"nature\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":12,\"languages\":[\"Common\",\"Draconic\",\"Undercommon\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Galsariad casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell mage armor}\",\"{@spell mage hand}\"],\"daily\":{\"1\":[\"{@spell longstrider}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"Galsariad has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep.\"]}],\"action\":[{\"name\":\"Drain Potential\",\"entries\":[\"{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 30 ft., one creature. {@h}16 ({@damage 3d10}) necrotic damage, and Galsariad gains 5 temporary hit points.\"]},{\"name\":\"Gravity Wave {@recharge 5}\",\"entries\":[\"Galsariad causes a rippling wave of magical gravity to fill a 10-foot-radius sphere centered on a point he can see within 120 feet of himself. Each creature in that area must make a {@dc 13} Strength saving throw. On a failed saving throw, the creature takes 17 ({@damage 5d6}) force damage and is pulled up to 10 feet toward the sphere's center. On a successful save, the creature takes half as much damage and isn't pulled.\"]}],\"bonus\":[{\"name\":\"Distort Gravity (1/Day)\",\"entries\":[\"Galsariad targets himself or one willing creature that he can see within 60 feet of himself, magically distorting gravity around the target. Any creature within 5 feet of the target takes 3 ({@damage 1d6}) force damage. In addition, the target can use a reaction to float upward, up to 20 feet, without provoking opportunity attacks. When this effect ends at the start of Galsariad's next turn, the target floats gently down up to 20 feet.\"]}],\"traitTags\":[\"Fey Ancestry\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"C\",\"DR\",\"U\"],\"damageTags\":[\"N\",\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Galsariad Ardyth (Tier 2)\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CRCotN\",\"page\":190,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"drow\",\"elf\",\"wizard\"]},\"alignment\":[\"N\"],\"ac\":[12],\"hp\":{\"average\":67,\"formula\":\"15d8\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":8,\"dex\":14,\"con\":10,\"int\":18,\"wis\":15,\"cha\":12,\"save\":{\"int\":\"+7\",\"wis\":\"+5\"},\"skill\":{\"arcana\":\"+7\",\"investigation\":\"+7\",\"nature\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":12,\"languages\":[\"Common\",\"Draconic\",\"Undercommon\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Galsariad casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell mage armor}\",\"{@spell mage hand}\"],\"daily\":{\"1e\":[\"{@spell longstrider}\",\"{@spell scrying} (as an action)\",\"{@spell slow}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"Galsariad has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep.\"]}],\"action\":[{\"name\":\"Drain Potential\",\"entries\":[\"{@atk ms,rs} {@hit 7} to hit, reach 5 ft. or range 60 ft., one creature. {@h}22 ({@damage 4d10}) necrotic damage, and Galsariad gains 5 temporary hit points.\"]},{\"name\":\"Gravity Wave {@recharge 5}\",\"entries\":[\"Galsariad causes a rippling wave of magical gravity to fill a 20-foot-radius sphere centered on a point he can see within 100 feet of himself. Each creature in that area must make a {@dc 15} Strength saving throw. On a failed saving throw, the creature takes 35 ({@damage 10d6}) force damage and is pulled up to 20 feet toward the sphere's center, and is knocked {@condition prone}. On a successful save, the creature takes half as much damage and isn't pulled or knocked {@condition prone}.\"]}],\"bonus\":[{\"name\":\"Distort Gravity (1/Day)\",\"entries\":[\"Galsariad targets himself or one willing creature that he can see within 60 feet of himself, magically distorting gravity around the target. Any creature within 5 feet of the target takes 7 ({@damage 2d6}) force damage. In addition, the target can use a reaction to float upward, up to 20 feet, without provoking opportunity attacks. When this effect ends at the start of Galsariad's next turn, the target floats gently down up to 20 feet.\"]}],\"traitTags\":[\"Fey Ancestry\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"C\",\"DR\",\"U\"],\"damageTags\":[\"N\",\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Galsariad Ardyth (Tier 3)\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CRCotN\",\"page\":193,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"drow\",\"elf\",\"wizard\"]},\"alignment\":[\"N\"],\"ac\":[{\"ac\":17,\"from\":[\"deflection\"]}],\"hp\":{\"average\":90,\"formula\":\"20d8\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"swim\":{\"number\":40,\"condition\":\"(ring of swimming)\"},\"canHover\":true},\"str\":8,\"dex\":14,\"con\":10,\"int\":20,\"wis\":15,\"cha\":12,\"save\":{\"int\":\"+8\",\"wis\":\"+5\"},\"skill\":{\"arcana\":\"+8\",\"investigation\":\"+8\",\"nature\":\"+8\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":12,\"languages\":[\"Common\",\"Draconic\",\"Undercommon\"],\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Galsariad casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 16}):\"],\"will\":[\"{@spell mage hand}\"],\"daily\":{\"1e\":[\"{@spell longstrider}\",\"{@spell scrying} (as an action)\",\"{@spell slow}\",\"{@spell telekinesis}\",\"{@spell water breathing}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Deflection\",\"entries\":[\"Galsariad warps gravity around himself to magically deflect incoming attacks. While Galsariad is wearing no armor and not {@condition incapacitated}, his AC includes his Intelligence modifier.\"]},{\"name\":\"Fey Ancestry\",\"entries\":[\"Galsariad has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Galsariad wears a {@item ring of swimming} and carries a ruidium dagger (see appendix B). If he rolls a 1 on an attack roll made with the dagger, he must succeed on a {@dc 20} Charisma saving throw or gain 1 level of {@condition exhaustion}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Galsariad makes one Drain Potential attack and one Ruidium Dagger attack.\"]},{\"name\":\"Drain Potential\",\"entries\":[\"{@atk ms,rs} {@hit 8} to hit, reach 5 ft. or range 120 ft., one creature. {@h}22 ({@damage 4d10}) necrotic damage, and Galsariad gains 10 temporary hit points.\"]},{\"name\":\"Ruidium Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage plus 7 ({@damage 2d6}) psychic damage.\"]},{\"name\":\"Gravity Wave {@recharge 5}\",\"entries\":[\"Galsariad causes a rippling wave of magical gravity to fill a 30-foot-radius sphere centered on a point he can see within 100 feet of himself. Each creature in that area must make a {@dc 16} Strength saving throw. On a failed saving throw, the creature takes 42 ({@damage 12d6}) force damage and is {@condition restrained} for 1 minute. On a successful save, the creature takes half as much damage and isn't {@condition restrained}. A {@condition restrained} creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.\"]}],\"bonus\":[{\"name\":\"Distort Gravity (1/Day)\",\"entries\":[\"Galsariad targets himself or one willing creature that he can see within 60 feet of himself, magically distorting gravity around the target. Any creature within 5 feet of the target takes 14 ({@damage 4d6}) force damage. In addition, the target can use a reaction to float upward, up to 20 feet, without provoking opportunity attacks. When this effect ends at the start of Galsariad's next turn, the target floats gently down up to 20 feet.\"]}],\"attachedItems\":[\"ruidium dagger|crcotn\"],\"traitTags\":[\"Fey Ancestry\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"U\"],\"damageTags\":[\"N\",\"O\",\"P\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"exhaustion\",\"restrained\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForced\":[\"charisma\",\"strength\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gryz Alakritos\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CRCotN\",\"page\":81,\"_copy\":{\"name\":\"Scholarly Mastermind\",\"source\":\"CRCotN\",\"_templates\":[{\"name\":\"Goblin\",\"source\":\"DMG\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the mastermind\",\"with\":\"Gryz\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"goblin\",\"wizard\"]},\"alignment\":[\"N\",\"G\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Insight Acuere\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CRCotN\",\"page\":126,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"wizard\"]},\"alignment\":[\"L\",\"G\"],\"ac\":[12],\"hp\":{\"average\":82,\"formula\":\"15d8 + 15\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":13,\"int\":18,\"wis\":16,\"cha\":14,\"save\":{\"int\":\"+7\",\"wis\":\"+6\"},\"skill\":{\"arcana\":\"+7\",\"history\":\"+7\",\"insight\":\"+6\",\"perception\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":16,\"resist\":[\"fire\"],\"languages\":[\"Aquan\",\"Common\",\"Infernal\",\"Orc\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"{@skill Insight} casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell alter self}\",\"{@spell light}\",\"{@spell mage hand}\"],\"daily\":{\"1e\":[\"{@spell comprehend languages}\",\"{@spell mage armor}\",\"{@spell zone of truth}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"{@skill Insight} makes two Arcane Shock or Dagger of the Poisoned Mind attacks.\"]},{\"name\":\"Arcane Shock\",\"entries\":[\"{@atk ms,rs} {@hit 7} to hit, reach 5 ft. or range 60 ft., one target. {@h}26 ({@damage 4d10 + 4}) lightning damage. If the target is a creature, it can't take reactions until the start of its next turn.\"]},{\"name\":\"Dagger of the Poisoned Mind\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage plus 10 ({@damage 3d6}) psychic damage. If the target is a creature, it must succeed on a {@dc 15} Wisdom saving throw or be {@condition frightened} until the end of its next turn.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AQ\",\"C\",\"I\",\"O\"],\"damageTags\":[\"L\",\"P\",\"Y\"],\"damageTagsSpell\":[\"B\",\"P\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Irvan Wastewalker (Tier 1)\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CRCotN\",\"page\":189,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":66,\"formula\":\"12d8 + 12\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":14,\"con\":12,\"int\":12,\"wis\":12,\"cha\":12,\"save\":{\"dex\":\"+4\",\"con\":\"+3\"},\"skill\":{\"acrobatics\":\"+4\",\"deception\":\"+3\",\"stealth\":\"+6\",\"survival\":\"+3\"},\"passive\":11,\"languages\":[\"Common\",\"Goblin\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Fortitude (Recharges after a Short or Long Rest)\",\"entries\":[\"If damage reduces Irvan to 0 hit points, he can make a Constitution saving throw with a DC equal to 5 + the damage taken. On a successful save, Irvan drops to 1 hit point instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Irvan makes two Dagger attacks.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage plus 7 ({@damage 2d6}) poison damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GO\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Irvan Wastewalker (Tier 2)\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CRCotN\",\"page\":191,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":99,\"formula\":\"18d8 + 18\"},\"speed\":{\"walk\":40},\"str\":10,\"dex\":16,\"con\":12,\"int\":14,\"wis\":14,\"cha\":14,\"save\":{\"dex\":\"+6\",\"con\":\"+4\"},\"skill\":{\"acrobatics\":\"+6\",\"deception\":\"+5\",\"stealth\":\"+9\",\"survival\":\"+5\"},\"passive\":12,\"languages\":[\"Common\",\"Goblin\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Fortitude (Recharges after a Short or Long Rest)\",\"entries\":[\"If damage reduces Irvan to 0 hit points, he can make a Constitution saving throw with a DC equal to 5 + the damage taken. On a successful save, Irvan drops to 1 hit point instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Irvan makes two Dagger attacks.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 14 ({@damage 4d6}) poison damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GO\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Irvan Wastewalker (Tier 3)\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CRCotN\",\"page\":194,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":123,\"formula\":\"19d8 + 38\"},\"speed\":{\"walk\":40,\"swim\":{\"number\":40,\"condition\":\"(see special equipment)\"}},\"str\":10,\"dex\":20,\"con\":14,\"int\":16,\"wis\":16,\"cha\":16,\"save\":{\"dex\":\"+8\",\"con\":\"+5\"},\"skill\":{\"acrobatics\":\"+8\",\"deception\":\"+9\",\"stealth\":\"+11\",\"survival\":\"+6\"},\"passive\":13,\"languages\":[\"Common\",\"Goblin\",\"Orc\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Fortitude (Recharges after a Short or Long Rest)\",\"entries\":[\"If damage reduces Irvan to 0 hit points, he can make a Constitution saving throw with a DC equal to 5 + the damage taken. On a successful save, Irvan drops to 1 hit point instead.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Irvan wears {@item gloves of swimming and climbing} and wields a ruidium shortsword (see appendix B). If Irvan rolls a 1 on an attack roll made with the shortsword, he must succeed on a {@dc 20} Charisma saving throw or gain 1 level of {@condition exhaustion}.\",\"In addition, Irvan has a magical prosthetic arm. While the arm is attached to him, it functions the same as the body part it is replacing. Irvan can attach or detach the arm as an action, and it can't be removed by anyone else.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Irvan makes one Dagger attack and two Ruidium Shortsword attacks.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 8} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d4 + 5}) piercing damage plus 17 ({@damage 5d6}) poison damage.\"]},{\"name\":\"Ruidium Shortsword\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage plus 7 ({@damage 2d6}) psychic damage.\"]}],\"attachedItems\":[\"dagger|phb\",\"ruidium shortsword|crcotn\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GO\",\"O\"],\"damageTags\":[\"I\",\"P\",\"Y\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"exhaustion\"],\"savingThrowForced\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"James Cryon\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CRCotN\",\"page\":81,\"_copy\":{\"name\":\"Scholarly Mastermind\",\"source\":\"CRCotN\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the mastermind\",\"with\":\"James\",\"flags\":\"i\"}}},\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\",\"wizard\"]},\"alignment\":[\"L\",\"N\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Jamil A'alithiya\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CRCotN\",\"page\":83,\"_copy\":{\"name\":\"Monastic High Curator\",\"source\":\"CRCotN\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the high curator\",\"with\":\"Jamil\",\"flags\":\"i\"}}},\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\",\"monk\",\"wizard\"]},\"alignment\":[\"C\",\"G\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Koris\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CRCotN\",\"page\":106,\"_copy\":{\"name\":\"Assassin\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Tiefling\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the assassin\",\"with\":\"Koris\",\"flags\":\"i\"}}},\"size\":[\"M\"],\"alignment\":[\"L\",\"N\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"I\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Laurin Ophidas\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CRCotN\",\"page\":112,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"half-elf\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":14,\"con\":12,\"int\":10,\"wis\":13,\"cha\":14,\"skill\":{\"deception\":\"+4\",\"persuasion\":\"+4\",\"religion\":\"+2\"},\"passive\":11,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Any one language (usually Common)\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 11}, {@hit 3} to hit with spell attacks). The fanatic has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell light}\",\"{@spell sacred flame}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell command}\",\"{@spell inflict wounds}\",\"{@spell shield of faith}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell hold person}\",\"{@spell spiritual weapon}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Dark Devotion\",\"entries\":[\"The fanatic has advantage on saving throws against being {@condition charmed} or {@condition frightened}.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Laurin wields a {@item staff of the adder} and is attuned to it as though he were a cleric.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The fanatic makes two melee attacks.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"N\",\"O\",\"R\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflictSpell\":[\"paralyzed\",\"prone\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Light Devourer\",\"source\":\"CRCotN\",\"page\":200,\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"U\"],\"ac\":[14],\"hp\":{\"average\":119,\"formula\":\"14d8 + 56\"},\"speed\":{\"walk\":0,\"swim\":30},\"str\":18,\"dex\":18,\"con\":18,\"int\":2,\"wis\":10,\"cha\":3,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+10\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":13,\"immune\":[\"radiant\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Light Absorption\",\"entries\":[\"If the light devourer spends any part of its turn in an area of bright light or is subjected to radiant damage, it radiates dim light in a 10-foot radius for 1 hour.\"]},{\"name\":\"Water Breathing\",\"entries\":[\"The light devourer can breathe only underwater.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The light devourer makes two Bite attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}21 ({@damage 5d6 + 4}) piercing damage, or radiant damage if the light devourer is radiating light (see Light Absorption).\"]}],\"bonus\":[{\"name\":\"Radiant Discharge\",\"entries\":[\"If the light devourer is radiating light (see Light Absorption), it releases the light stored in its body in a 20-foot-radius sphere centered on itself, then ceases to radiate light. Each creature in the sphere must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) radiant damage on a failed saving throw, or half as much damage on a successful one.\"]}],\"traitTags\":[\"Damage Absorption\",\"Water Breathing\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\",\"R\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Maggie Keeneyes (Tier 1)\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CRCotN\",\"page\":189,\"size\":[\"L\"],\"type\":{\"type\":\"giant\",\"tags\":[\"ogre\"]},\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":85,\"formula\":\"10d10 + 30\"},\"speed\":{\"walk\":30},\"initiative\":{\"advantageMode\":\"adv\"},\"str\":18,\"dex\":14,\"con\":16,\"int\":14,\"wis\":14,\"cha\":8,\"save\":{\"str\":\"+6\",\"con\":\"+5\"},\"skill\":{\"athletics\":\"+6\",\"insight\":\"+4\",\"perception\":\"+4\",\"persuasion\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Common\",\"Giant\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Tactical Readiness\",\"entries\":[\"Maggie and allies within 30 feet of her have advantage on initiative rolls, as long as Maggie isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Giant Maul\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage, and if the target is a creature, Maggie can force it to make a {@dc 14} Strength saving throw; on a failed save, the target is pushed 5 feet away from Maggie and knocked {@condition prone}.\"]},{\"name\":\"Hammer Toss\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 20/60 ft., one target. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage, and if the target is a creature, Maggie can force it to make a {@dc 14} Strength saving throw; on a failed save, the target is pushed 5 feet away from Maggie and knocked {@condition prone}.\"]}],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Maggie Keeneyes (Tier 2)\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CRCotN\",\"page\":191,\"size\":[\"L\"],\"type\":{\"type\":\"giant\",\"tags\":[\"ogre\"]},\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item chain shirt|phb}\"]}],\"hp\":{\"average\":114,\"formula\":\"12d10 + 48\"},\"speed\":{\"walk\":30,\"swim\":30},\"initiative\":{\"advantageMode\":\"adv\"},\"str\":18,\"dex\":14,\"con\":18,\"int\":14,\"wis\":16,\"cha\":8,\"save\":{\"str\":\"+7\",\"con\":\"+7\"},\"skill\":{\"athletics\":\"+7\",\"insight\":\"+6\",\"perception\":\"+6\",\"persuasion\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":16,\"conditionImmune\":[\"frightened\"],\"languages\":[\"Common\",\"Giant\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Push\",\"entries\":[\"Once during each of her turns, after hitting a creature with an attack, Maggie can force the target to make a {@dc 15} Strength saving throw; on a failed save, the target is pushed up to 10 feet horizontally away from Maggie and knocked {@condition prone}.\"]},{\"name\":\"Tactical Readiness\",\"entries\":[\"Maggie and allies within 30 feet of her have advantage on initiative rolls, as long as Maggie isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Maggie makes two Giant Maul or Hammer Toss attacks.\"]},{\"name\":\"Giant Maul\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage.\"]},{\"name\":\"Hammer Toss\",\"entries\":[\"{@atk rw} {@hit 7} to hit, range 20/60 ft., one target. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage.\"]}],\"bonus\":[{\"name\":\"Rally (1/Day)\",\"entries\":[\"Maggie targets one creature she can see within 30 feet of herself and bolsters it with words of encouragement. The target gains 15 temporary hit points if it can see or hear Maggie.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Maggie Keeneyes (Tier 3)\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CRCotN\",\"page\":194,\"size\":[\"L\"],\"type\":{\"type\":\"giant\",\"tags\":[\"ogre\"]},\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|PHB|plate}\"]}],\"hp\":{\"average\":142,\"formula\":\"15d10 + 60\"},\"speed\":{\"walk\":30,\"swim\":{\"number\":30,\"condition\":\"(ruidium armor)\"}},\"initiative\":{\"advantageMode\":\"adv\"},\"str\":20,\"dex\":14,\"con\":18,\"int\":14,\"wis\":14,\"cha\":8,\"save\":{\"str\":\"+8\",\"con\":\"+7\"},\"skill\":{\"athletics\":\"+8\",\"insight\":\"+5\",\"perception\":\"+5\",\"persuasion\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":16,\"resist\":[{\"resist\":[\"psychic\"],\"note\":\"(granted by ruidium armor)\"}],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common\",\"Giant\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Push\",\"entries\":[\"Once during each of her turns, after hitting a creature with an attack, Maggie can force the target to make a {@dc 16} Strength saving throw; on a failed save, the target is pushed up to 15 feet horizontally away from Maggie and knocked {@condition prone}.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Maggie wears a suit of ruidium armor (plate; see appendix B). If Maggie rolls a 1 on a saving throw while wearing the armor, she must succeed on a {@dc 20} Charisma saving throw or gain 1 level of {@condition exhaustion}.\"]},{\"name\":\"Tactical Readiness\",\"entries\":[\"Maggie and allies within 30 feet of her have advantage on initiative rolls, as long as Maggie isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Maggie makes two Heavy Greataxe or Hammer Toss attacks.\"]},{\"name\":\"Heavy Greataxe\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d12 + 5}) slashing damage.\"]},{\"name\":\"Hammer Toss\",\"entries\":[\"{@atk rw} {@hit 8} to hit, range 20/60 ft., one target. {@h}15 ({@damage 4d4 + 5}) bludgeoning damage.\"]}],\"bonus\":[{\"name\":\"Rally (1/Day)\",\"entries\":[\"Maggie targets one creature she can see within 60 feet of herself and bolsters it with words of encouragement. The target gains 30 temporary hit points if it can see or hear Maggie.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"B\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"exhaustion\",\"prone\"],\"savingThrowForced\":[\"charisma\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Marisa\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CRCotN\",\"page\":150,\"_copy\":{\"name\":\"Ghost\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the ghost\",\"with\":\"Marisa\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Meri\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CRCotN\",\"page\":150,\"_copy\":{\"name\":\"Ghost\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the ghost\",\"with\":\"Meri\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Monastic High Curator\",\"source\":\"CRCotN\",\"page\":201,\"size\":[\"S\",\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"monk\",\"wizard\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":19,\"from\":[\"Unarmored Defense\"]}],\"hp\":{\"average\":130,\"formula\":\"20d8 + 40\"},\"speed\":{\"walk\":60},\"str\":12,\"dex\":16,\"con\":14,\"int\":18,\"wis\":22,\"cha\":17,\"save\":{\"dex\":\"+7\",\"wis\":\"+10\"},\"skill\":{\"arcana\":\"+8\",\"history\":\"+8\",\"investigation\":\"+8\",\"perception\":\"+10\"},\"senses\":[\"blindsight 30 ft.\"],\"passive\":20,\"resist\":[\"psychic\"],\"conditionImmune\":[\"charmed\"],\"languages\":[\"Common plus four other languages\"],\"cr\":\"10\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The high curator casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 18}):\"],\"will\":[\"{@spell detect magic}\"],\"daily\":{\"2e\":[\"{@spell detect thoughts}\",\"{@spell identify} (as an action)\",\"{@spell scrying} (as an action)\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Unarmored Defense\",\"entries\":[\"While the high curator is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The high curator makes three Force Strike attacks and uses Brain Burn (if available).\"]},{\"name\":\"Force Strike\",\"entries\":[\"{@atk ms,rs} {@hit 10} to hit, reach 5 ft. or range 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) force damage.\"]},{\"name\":\"Brain Burn {@recharge 4}\",\"entries\":[\"The high curator targets up to two creatures it can see within 30 feet of itself. Each target must make a {@dc 18} Constitution saving throw. On a failed saving throw, the target takes 28 ({@damage 8d6}) psychic damage and can't take reactions until the start of its next turn. On a successful save, the target takes half as much damage and suffers no other effect.\"]}],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"O\",\"Y\"],\"spellcastingTags\":[\"O\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Monastic Infiltrator\",\"source\":\"CRCotN\",\"page\":202,\"size\":[\"S\",\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"monk\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":18,\"from\":[\"Unarmored Defense\"]}],\"hp\":{\"average\":112,\"formula\":\"15d8 + 45\"},\"speed\":{\"walk\":50},\"str\":13,\"dex\":20,\"con\":16,\"int\":15,\"wis\":17,\"cha\":16,\"save\":{\"dex\":\"+8\",\"wis\":\"+6\"},\"skill\":{\"acrobatics\":\"+8\",\"deception\":\"+9\",\"perception\":\"+6\",\"stealth\":\"+11\"},\"passive\":16,\"resist\":[\"psychic\"],\"conditionImmune\":[\"charmed\"],\"languages\":[\"Common plus three other languages\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The infiltrator casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 14}):\"],\"will\":[\"{@spell disguise self}\"],\"daily\":{\"2e\":[\"{@spell detect thoughts}\",\"{@spell invisibility}\"],\"1e\":[\"{@spell dimension door}\",\"{@spell zone of truth}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Guarded Mind\",\"entries\":[\"Spells and other effects can't read the infiltrator's thoughts or determine if the infiltrator is lying. Creatures can communicate telepathically with the infiltrator only if it allows such contact.\"]},{\"name\":\"Unarmored Defense\",\"entries\":[\"While the infiltrator is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The infiltrator makes three Unarmed Strike attacks.\"]},{\"name\":\"Unarmed Strike\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d10 + 5}) force damage.\"]}],\"bonus\":[{\"name\":\"Cunning Action\",\"entries\":[\"The infiltrator takes the Dash or Disengage action.\"]}],\"reaction\":[{\"name\":\"Retaliating Strike\",\"entries\":[\"When a creature within 5 feet of the infiltrator hits or misses the infiltrator with a melee attack, the infiltrator makes one Unarmed Strike attack against the attacker.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"O\"],\"damageTagsSpell\":[\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForcedSpell\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Monastic Operative\",\"source\":\"CRCotN\",\"page\":202,\"size\":[\"S\",\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"monk\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":17,\"from\":[\"Unarmored Defense\"]}],\"hp\":{\"average\":84,\"formula\":\"13d8 + 26\"},\"speed\":{\"walk\":40},\"str\":13,\"dex\":18,\"con\":14,\"int\":14,\"wis\":17,\"cha\":11,\"save\":{\"dex\":\"+7\",\"wis\":\"+6\"},\"skill\":{\"acrobatics\":\"+7\",\"insight\":\"+6\",\"investigation\":\"+8\",\"stealth\":\"+7\"},\"passive\":13,\"languages\":[\"Common plus two other languages\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Unarmored Defense\",\"entries\":[\"While the operative is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The operative makes three Unarmed Strike attacks, three Cobalt Dart attacks, or a combination thereof.\"]},{\"name\":\"Unarmed Strike\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) bludgeoning damage.\"]},{\"name\":\"Cobalt Dart\",\"entries\":[\"{@atk rw} {@hit 7} to hit, range 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage plus 3 ({@damage 1d6}) force damage.\"]}],\"reaction\":[{\"name\":\"Retaliating Strike\",\"entries\":[\"When a creature within 5 feet of the operative hits or misses the operative with a melee attack, the operative makes one Unarmed Strike attack against the attacker.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"B\",\"O\",\"P\"],\"miscTags\":[\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Moonshark\",\"source\":\"CRCotN\",\"page\":33,\"_copy\":{\"name\":\"Giant Shark\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Silver Spear\",\"entries\":[\"A character within 5 feet of the shark can use an action to try to dislodge the spear, doing so with a successful {@dc 13} Strength (Athletics) check. While the spear is lodged in the shark, the shark glows with silvery illumination, shedding bright light in a 10-foot radius and dim light for an additional 10 feet.\"]}}}},\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}22 ({@damage 3d10 + 6}) piercing damage. If the shark misses, it can use a bonus action to swim up to 25 feet. This movement doesn't provoke opportunity attacks.\"]}],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Occult Extollant\",\"source\":\"CRCotN\",\"page\":204,\"size\":[\"S\",\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"sorcerer\"]},\"alignment\":[\"A\"],\"ac\":[12],\"hp\":{\"average\":91,\"formula\":\"14d8 + 28\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":15,\"con\":14,\"int\":16,\"wis\":15,\"cha\":18,\"save\":{\"wis\":\"+5\",\"cha\":\"+7\"},\"skill\":{\"arcana\":\"+6\",\"deception\":\"+7\",\"history\":\"+9\",\"perception\":\"+5\",\"stealth\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"resist\":[\"psychic\"],\"languages\":[\"Common plus two other languages\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The extollant casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell minor illusion}\"],\"daily\":{\"1e\":[\"{@spell mage armor}\",\"{@spell major image}\",\"{@spell phantasmal force}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The extollant makes two Crimson Bolt attacks.\"]},{\"name\":\"Crimson Bolt\",\"entries\":[\"{@atk ms,rs} {@hit 7} to hit, reach 5 ft. or range 60 ft., one creature. {@h}20 ({@damage 3d10 + 4}) psychic damage.\"]}],\"reaction\":[{\"name\":\"Reflect Agony\",\"entries\":[\"When the extollant is damaged by a creature within 60 feet of it, the creature must make a {@dc 15} Wisdom saving throw, taking 16 ({@damage 3d10}) psychic damage on a failed saving throw, or half as much damage on a successful one.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"Y\"],\"damageTagsSpell\":[\"Y\"],\"spellcastingTags\":[\"O\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"intelligence\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Occult Initiate\",\"source\":\"CRCotN\",\"page\":205,\"size\":[\"S\",\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"sorcerer\"]},\"alignment\":[\"A\"],\"ac\":[12],\"hp\":{\"average\":66,\"formula\":\"12d8 + 12\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":12,\"int\":14,\"wis\":10,\"cha\":16,\"skill\":{\"arcana\":\"+6\",\"deception\":\"+5\",\"history\":\"+4\",\"perception\":\"+2\"},\"passive\":12,\"languages\":[\"Common plus one other language\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The initiate casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell light}\",\"{@spell mage hand}\"],\"daily\":{\"1e\":[\"{@spell detect magic}\",\"{@spell levitate}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage plus 7 ({@damage 2d6}) psychic damage.\"]},{\"name\":\"Arcane Blast {@recharge 5}\",\"entries\":[\"The initiate creates an explosion of magical force in a 20-foot-radius sphere centered on a point it can see within 120 feet of itself. Each creature in that area must make a {@dc 13} Dexterity saving throw. On a failed saving throw, the creature takes 10 ({@damage 3d6}) force damage and is pushed 10 feet away from the center of the area. On a successful save, it takes half as much damage and isn't pushed.\"]}],\"attachedItems\":[\"shortsword|phb\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"O\",\"P\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Occult Silvertongue\",\"source\":\"CRCotN\",\"page\":205,\"size\":[\"S\",\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"sorcerer\"]},\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[13],\"hp\":{\"average\":127,\"formula\":\"17d8 + 51\"},\"speed\":{\"walk\":40},\"str\":13,\"dex\":16,\"con\":16,\"int\":15,\"wis\":17,\"cha\":20,\"save\":{\"wis\":\"+6\",\"cha\":\"+8\"},\"skill\":{\"arcana\":\"+8\",\"deception\":\"+11\",\"history\":\"+5\",\"perception\":\"+6\"},\"senses\":[\"truesight 60 ft.\"],\"passive\":16,\"resist\":[\"psychic\"],\"languages\":[\"Common plus three other languages\",\"telepathy 60 ft.\"],\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The silvertongue casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 16}):\"],\"daily\":{\"1\":[\"{@spell dimension door}\"],\"2e\":[\"{@spell charm person}\",\"{@spell mage armor}\",\"{@spell sending}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Alien Mind\",\"entries\":[\"If a creature tries to read the silvertongue's thoughts or deals psychic damage to the silvertongue, that creature must succeed on a {@dc 16} Intelligence saving throw or be {@condition stunned} until the start of its next turn.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The silvertongue has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Crimson Bolt\",\"entries\":[\"{@atk ms,rs} {@hit 8} to hit, reach 5 ft. or range 60 ft., one creature. {@h}27 ({@damage 4d10 + 5}) psychic damage.\"]}],\"bonus\":[{\"name\":\"Elemental Servitor (1/Day)\",\"entries\":[\"The silvertongue magically summons an earth elemental, which appears in an unoccupied space the silvertongue can see within 60 feet of itself. The earth elemental takes its turn immediately after the silvertongue on the same initiative count and obeys the silvertongue's commands. The earth elemental disappears after 1 minute or when it or the silvertongue dies.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"U\"],\"languageTags\":[\"C\",\"TP\"],\"damageTags\":[\"Y\"],\"damageTagsSpell\":[\"O\"],\"spellcastingTags\":[\"O\"],\"conditionInflict\":[\"stunned\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForced\":[\"intelligence\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Olara\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CRCotN\",\"page\":129,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"N\",\"G\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":16,\"formula\":\"3d8 + 3\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":11,\"dex\":14,\"con\":12,\"int\":11,\"wis\":13,\"cha\":11,\"skill\":{\"nature\":\"+4\",\"perception\":\"+5\",\"stealth\":\"+6\",\"survival\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"resist\":[\"cold\"],\"languages\":[\"Any one language (usually Common)\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"Olara can breathe air and water.\"]},{\"name\":\"Fey Ancestry\",\"entries\":[\"Olara has advantage on saving throws to end the {@condition charmed} condition on herself, and magic can't put her to sleep.\"]},{\"name\":\"Keen Hearing and Sight\",\"entries\":[\"The scout has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Olara makes two melee attacks or two ranged attacks.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, ranged 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]}],\"attachedItems\":[\"longbow|phb\",\"shortsword|phb\"],\"traitTags\":[\"Amphibious\",\"Fey Ancestry\",\"Keen Senses\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Perigee\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CRCotN\",\"page\":168,\"_copy\":{\"name\":\"Deva\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the deva\",\"with\":\"Perigee\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Prolix Yusaf\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CRCotN\",\"page\":54,\"_copy\":{\"name\":\"Scholarly Agent\",\"source\":\"CRCotN\",\"_templates\":[{\"name\":\"Tiefling\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the agent\",\"with\":\"Prolix\",\"flags\":\"i\"}}},\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"tiefling\",\"wizard\"]},\"alignment\":[\"L\",\"N\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"I\",\"O\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Ruidium Elephant\",\"source\":\"CRCotN\",\"page\":95,\"size\":[\"H\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":138,\"formula\":\"12d12 + 60\"},\"speed\":{\"walk\":40},\"str\":24,\"dex\":9,\"con\":21,\"int\":3,\"wis\":11,\"cha\":6,\"passive\":10,\"conditionImmune\":[\"charmed\",\"frightened\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Trampling Charge\",\"entries\":[\"If the elephant moves at least 20 feet straight toward a creature and then hits it with a Gore attack on the same turn, that target must succeed on a {@dc 16} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the elephant can make one Stomp attack against it as a bonus action.\"]}],\"action\":[{\"name\":\"Gore\",\"entries\":[\"{@atk mw} {@hit 10} to hit (with advantage if the target is a creature missing any hit points), reach 10 ft., one target. {@h}25 ({@damage 4d8 + 7}) piercing damage plus 7 ({@damage 2d6}) psychic damage.\"]},{\"name\":\"Stomp\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one {@condition prone} creature. {@h}29 ({@damage 4d10 + 7}) bludgeoning damage plus 7 ({@damage 2d6}) psychic damage.\"]}],\"damageTags\":[\"B\",\"P\",\"Y\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Scholarly Agent\",\"source\":\"CRCotN\",\"page\":206,\"size\":[\"S\",\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"wizard\"]},\"alignment\":[\"A\"],\"ac\":[11],\"hp\":{\"average\":22,\"formula\":\"4d8 + 4\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":12,\"con\":12,\"int\":16,\"wis\":12,\"cha\":10,\"save\":{\"int\":\"+5\"},\"skill\":{\"arcana\":\"+5\",\"history\":\"+5\",\"investigation\":\"+5\"},\"passive\":11,\"languages\":[\"Common plus one other language\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The agent casts one of the following spells, using Intelligence as the spellcasting ability:\"],\"will\":[\"{@spell dancing lights}\",\"{@spell mage hand}\"],\"daily\":{\"1e\":[\"{@spell comprehend languages}\",\"{@spell identify} (as an action)\",\"{@spell mage armor}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Arcane Shock\",\"entries\":[\"{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 30 ft., one target. {@h}14 ({@damage 2d10 + 3}) lightning damage. If the target is a creature, it can't take reactions until the start of its next turn.\"]}],\"reaction\":[{\"name\":\"Glyph of Shielding\",\"entries\":[\"The agent adds 2 to its AC against one attack that would hit it. To do so, the agent must be able to see the attacker and have a free hand.\"]}],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"L\"],\"spellcastingTags\":[\"O\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Scholarly Excavator\",\"source\":\"CRCotN\",\"page\":206,\"size\":[\"S\",\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item breastplate|PHB}\"]}],\"hp\":{\"average\":67,\"formula\":\"9d8 + 27\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":14,\"con\":16,\"int\":14,\"wis\":14,\"cha\":12,\"save\":{\"con\":\"+5\",\"int\":\"+4\"},\"skill\":{\"arcana\":\"+4\",\"athletics\":\"+4\",\"history\":\"+4\"},\"passive\":12,\"languages\":[\"Common plus two other languages\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Siege Expert\",\"entries\":[\"The excavator deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The excavator makes three Thunderous Warhammer attacks.\"]},{\"name\":\"Thunderous Warhammer\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) thunder damage.\"]}],\"bonus\":[{\"name\":\"Telekinetic Toss {@recharge 5}\",\"entries\":[\"The excavator targets one Medium or smaller creature or an object weighing 300 pounds or less that isn't being worn or carried. The target, which must be within 30 feet of the excavator and visible to it, is magically pushed up to 20 feet horizontally in a direction of the excavator's choice. If the target is a creature, it can make a {@dc 13} Strength saving throw to resist the effect and is not pushed on a successful save.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"T\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Scholarly Mastermind\",\"source\":\"CRCotN\",\"page\":207,\"size\":[\"S\",\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"wizard\"]},\"alignment\":[\"A\"],\"ac\":[12],\"hp\":{\"average\":82,\"formula\":\"15d8 + 15\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":13,\"int\":18,\"wis\":16,\"cha\":14,\"save\":{\"int\":\"+7\",\"wis\":\"+6\"},\"skill\":{\"arcana\":\"+7\",\"history\":\"+7\",\"insight\":\"+6\",\"perception\":\"+6\"},\"passive\":16,\"languages\":[\"Common plus three other languages\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The mastermind casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell alter self}\",\"{@spell light}\",\"{@spell mage hand}\"],\"daily\":{\"1e\":[\"{@spell comprehend languages}\",\"{@spell mage armor}\",\"{@spell zone of truth}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The mastermind makes two Arcane Shock or Dagger of the Poisoned Mind attacks.\"]},{\"name\":\"Arcane Shock\",\"entries\":[\"{@atk ms,rs} {@hit 7} to hit, reach 5 ft. or range 60 ft., one target. {@h}26 ({@damage 4d10 + 4}) lightning damage. If the target is a creature, it can't take reactions until the start of its next turn.\"]},{\"name\":\"Dagger of the Poisoned Mind\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage plus 10 ({@damage 3d6}) psychic damage. If the target is a creature, it must succeed on a {@dc 15} Wisdom saving throw or be {@condition frightened} until the end of its next turn.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"L\",\"P\",\"Y\"],\"damageTagsSpell\":[\"B\",\"P\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Scribble\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CRCotN\",\"page\":126,\"_copy\":{\"name\":\"Scholarly Agent\",\"source\":\"CRCotN\",\"_templates\":[{\"name\":\"Kenku\",\"source\":\"VGM\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the agent\",\"with\":\"Scribble\",\"flags\":\"i\"}}},\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"kenku\",\"wizard\"]},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Scuttling Serpentmaw\",\"source\":\"CRCotN\",\"page\":208,\"size\":[\"S\"],\"type\":\"aberration\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":65,\"formula\":\"10d6 + 30\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":14,\"con\":16,\"int\":3,\"wis\":11,\"cha\":3,\"skill\":{\"stealth\":\"+6\"},\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":10,\"cr\":\"4\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The serpentmaw can breathe air and water.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The serpentmaw has advantage on an attack roll against a creature if at least one of the serpentmaw's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The serpentmaw makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 15 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage, or 17 ({@damage 4d6 + 3}) piercing damage if the serpentmaw had advantage on the attack roll.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage.\"]}],\"traitTags\":[\"Amphibious\",\"Pack Tactics\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Shira\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CRCotN\",\"page\":105,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"G\"],\"ac\":[10],\"hp\":{\"average\":4,\"formula\":\"1d8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":10,\"con\":10,\"int\":10,\"wis\":10,\"cha\":10,\"passive\":10,\"languages\":[\"Any one language (usually Common)\"],\"cr\":\"0\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Shira casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 10}, {@hit 2} to hit with spell attacks):\"],\"will\":[\"{@spell chill touch}\"],\"daily\":{\"1e\":[\"{@spell blindness/deafness}\",\"{@spell ray of sickness}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Club\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage.\"]}],\"attachedItems\":[\"club|phb\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"I\",\"N\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"blinded\",\"deafened\",\"poisoned\"],\"savingThrowForcedSpell\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Skeletal Bloodfin\",\"source\":\"CRCotN\",\"page\":159,\"_copy\":{\"name\":\"Slithering Bloodfin\",\"source\":\"CRCotN\",\"_mod\":{\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Water Breathing\",\"items\":{\"name\":\"Unusual Nature\",\"entries\":[\"The skeletal bloodfin requires no food, drink, air, or sleep.\"]}}}},\"type\":\"undead\",\"resist\":[\"piercing\",\"slashing\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"deafened\",\"frightened\",\"paralyzed\",\"poisoned\"],\"traitTags\":[\"Death Burst\",\"Unusual Nature\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Slithering Bloodfin\",\"source\":\"CRCotN\",\"page\":209,\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":93,\"formula\":\"11d10 + 33\"},\"speed\":{\"walk\":5,\"swim\":50},\"str\":20,\"dex\":14,\"con\":16,\"int\":2,\"wis\":10,\"cha\":3,\"skill\":{\"perception\":\"+4\"},\"senses\":[\"blindsight 100 ft. (blind beyond this radius)\"],\"passive\":14,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Death Burst\",\"entries\":[\"When the bloodfin dies, it explodes in a cloud of toxic blood. Each creature in a 10-foot-radius sphere centered on the exploding bloodfin, including any creature swallowed by the bloodfin, must succeed on a {@dc 15} Constitution saving throw or take 10 ({@damage 3d6}) poison damage. A creature inside the bloodfin when it explodes falls {@condition prone} in the space formerly occupied by the bloodfin and is no longer {@condition blinded} or {@condition restrained} by it.\"]},{\"name\":\"Water Breathing\",\"entries\":[\"The bloodfin can breathe only underwater.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The bloodfin makes one Bite attack and one Tail attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit (with advantage if the target is a creature missing any hit points), reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage, and if the target is a creature, it is {@condition grappled} (escape {@dc 15}). Until this grapple ends, the target is {@condition restrained}, and the bloodfin can't bite another target.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 9} to hit (with advantage if the target is a creature missing any hit points), reach 10 ft., one target. {@h}19 ({@damage 4d6 + 5}) bludgeoning damage.\"]}],\"bonus\":[{\"name\":\"Swallow\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one Medium or smaller creature the bloodfin is grappling. {@h}The bloodfin swallows the target. The swallowed creature is no longer {@condition grappled} but is {@condition blinded} and {@condition restrained}. It has {@quickref Cover||3||total cover} against attacks and other effects outside the bloodfin, it takes 14 ({@damage 4d6}) necrotic damage at the start of each of its turns, and the bloodfin regains hit points equal to the necrotic damage dealt. A bloodfin can have only one creature swallowed at a time.\",\"If the bloodfin takes 30 damage or more on a single turn from the swallowed creature, the bloodfin must succeed on a {@dc 15} Constitution saving throw at the end of that turn or regurgitate the creature, which falls {@condition prone} in a space within 5 feet of the bloodfin and is no longer {@condition blinded} or {@condition restrained} by it.\"]}],\"traitTags\":[\"Death Burst\",\"Water Breathing\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"I\",\"N\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sorrowfish\",\"source\":\"CRCotN\",\"page\":210,\"size\":[\"T\"],\"type\":\"aberration\",\"alignment\":[\"U\"],\"ac\":[13],\"hp\":{\"average\":1,\"formula\":\"1d4 - 1\"},\"speed\":{\"walk\":0,\"swim\":40},\"str\":2,\"dex\":16,\"con\":9,\"int\":1,\"wis\":7,\"cha\":2,\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"immune\":[\"psychic\"],\"cr\":\"0\",\"trait\":[{\"name\":\"Blood Frenzy\",\"entries\":[\"The sorrowfish has advantage on melee attack rolls against any creature that doesn't have all its hit points.\"]},{\"name\":\"Water Breathing\",\"entries\":[\"The Sorrowfish can breathe only underwater.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}1 piercing damage.\"]}],\"traitTags\":[\"Water Breathing\"],\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Swarm of Sorrowfish\",\"source\":\"CRCotN\",\"page\":210,\"size\":[\"M\"],\"type\":{\"type\":\"aberration\",\"swarmSize\":\"T\"},\"alignment\":[\"U\"],\"ac\":[14],\"hp\":{\"average\":104,\"formula\":\"16d8 + 32\"},\"speed\":{\"walk\":0,\"swim\":30},\"str\":16,\"dex\":19,\"con\":14,\"int\":1,\"wis\":11,\"cha\":3,\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":10,\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"immune\":[\"psychic\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"prone\",\"restrained\",\"stunned\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Swarm\",\"entries\":[\"The swarm can occupy another creature's space and vice versa, and the swarm can move through an opening as narrow as 1 foot wide. The swarm can't regain hit points or gain temporary hit points.\"]},{\"name\":\"Virulent Sorrow\",\"entries\":[\"Each time the swarm takes damage, any creature within 5 feet of it must make a {@dc 13} Wisdom saving throw. On a failed saving throw, the creature suffers the following effects until the end of its next turn: it has disadvantage on its attack rolls, it can't take reactions, and its speed is halved.\"]},{\"name\":\"Water Breathing\",\"entries\":[\"The swarm can breathe only underwater.\"]}],\"action\":[{\"name\":\"Swarm of Bites\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 0 ft., one target in the swarm's space. {@h}21 ({@damage 6d6}) piercing damage, or 10 ({@damage 3d6}) piercing damage if the swarm has half its hit points or fewer.\"]},{\"name\":\"Desolate Drain {@recharge 5}\",\"entries\":[\"Each creature in the swarm's space must make a {@dc 13} Wisdom saving throw. On a failed saving throw, a creature takes 24 ({@damage 7d6}) psychic damage and is {@condition stunned} until the end of its next turn. The effect ends on a creature if the swarm moves out of the creature's space or if another creature within 5 feet of the swarm uses an action to make a {@dc 14} Strength check, pulling the affected creature out of the swarm on a successful check. On a successful saving throw, a creature takes half as much damage and suffers no other effects.\"]}],\"traitTags\":[\"Water Breathing\"],\"senseTags\":[\"B\"],\"damageTags\":[\"P\",\"Y\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"stunned\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Verin Thelyss\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CRCotN\",\"page\":51,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"drow\",\"elf\"]},\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item half plate armor|PHB|half plate}\"]}],\"hp\":{\"average\":84,\"formula\":\"13d8 + 26\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":15,\"con\":14,\"int\":13,\"wis\":14,\"cha\":16,\"save\":{\"str\":\"+7\",\"con\":\"+5\",\"wis\":\"+5\"},\"skill\":{\"athletics\":\"+7\",\"history\":\"+4\",\"perception\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":15,\"languages\":[\"Common\",\"Elvish\",\"Undercommon\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Verin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 14}):\"],\"will\":[\"{@spell dancing lights}\"],\"daily\":{\"1e\":[\"{@spell darkness}\",\"{@spell faerie fire}\",\"{@spell levitate} (self only)\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"Verin has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, Verin has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Verin makes three Glaive attacks.\"]},{\"name\":\"Glaive\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d10 + 4}) slashing damage.\"]},{\"name\":\"Hand Crossbow\",\"entries\":[\"{@atk rw} {@hit 7} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage plus 22 ({@damage 4d10}) poison damage.\"]}],\"bonus\":[{\"name\":\"Manifest Echo\",\"entries\":[\"Verin magically creates an echo—a translucent, gray object that looks like him. The echo appears in an unoccupied space Verin can see within 15 feet of himself. While the echo exists, Verin chooses whether each of his attacks originates from his space or the echo's space. On Verin's turn, the echo can move in accordance with Verin's wishes. The echo has AC 17 and 1 hit point. It otherwise uses Verin's statistics. The echo lasts for 1 minute or until it is destroyed, until Verin ends his turn more than 30 feet away from it, until Verin manifests another echo, or until Verin is {@condition incapacitated}.\"]},{\"name\":\"Reposition\",\"entries\":[\"Verin magically swaps places with his echo.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"Verin adds 3 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon.\"]}],\"attachedItems\":[\"glaive|phb\",\"hand crossbow|phb\"],\"traitTags\":[\"Fey Ancestry\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"C\",\"E\",\"U\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RNG\",\"RW\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Xot\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"CRCotN\",\"page\":126,\"_copy\":{\"name\":\"Scholarly Excavator\",\"source\":\"CRCotN\",\"_templates\":[{\"name\":\"Goliath\",\"source\":\"VGM\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the excavator\",\"with\":\"Xot\",\"flags\":\"i\"}}},\"size\":[\"M\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Young Horizonback Tortoise\",\"source\":\"CRCotN\",\"page\":26,\"size\":[\"H\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":68,\"formula\":\"8d12 + 16\"},\"speed\":{\"walk\":30},\"str\":19,\"dex\":11,\"con\":15,\"int\":2,\"wis\":12,\"cha\":5,\"passive\":11,\"languages\":[\"understands Goblin but can't speak\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The young horizonback tortoise can breathe air and water.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}18 ({@damage 4d6 + 4}) piercing damage. If the target is a creature, it must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}.\"]}],\"traitTags\":[\"Amphibious\"],\"languageTags\":[\"CS\",\"GO\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true}]}"); JSON_DATA[`data/bestiary/bestiary-dc.json`] = JSON.parse("{\"_meta\":{\"otherSources\":{\"monster\":{\"SKT\":\"DC\",\"MM\":\"DC\",\"MTF\":\"DC\",\"VGM\":\"DC\",\"TftYP\":\"DC\",\"GoS\":\"DC\",\"DIP\":\"DC\",\"RoT\":\"DC\"}}},\"monster\":[{\"name\":\"Ebondeath\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DC\",\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"A\"],\"ac\":[15],\"hp\":{\"average\":225,\"formula\":\"10d8\"},\"speed\":{\"walk\":0,\"fly\":40},\"str\":7,\"dex\":13,\"con\":10,\"int\":10,\"wis\":12,\"cha\":17,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"acid\",\"fire\",\"lightning\",\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"cold\",\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"Any languages it knew in life\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Ethereal Sight\",\"entries\":[\"Ebondeath can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.\"]},{\"name\":\"Incorporeal Movement\",\"entries\":[\"Ebondeath can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Withering Touch\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}17 ({@damage 4d6 + 3}) necrotic damage.\"]},{\"name\":\"Etherealness\",\"entries\":[\"Ebondeath enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.\"]},{\"name\":\"Horrifying Visage\",\"entries\":[\"Each non-undead creature within 60 feet of Ebondeath that can see it must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} for 1 minute. If the save fails by 5 or more, the target also ages {@dice 1d4 × 10} years. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the {@condition frightened} condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this Ebondeath's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a {@spell greater restoration} spell, but only within 24 hours of it occurring.\"]},{\"name\":\"Possession {@recharge}\",\"entries\":[\"One humanoid that Ebondeath can see within 5 feet of it must succeed on a {@dc 20} Charisma saving throw or be possessed by Ebondeath; Ebondeath then disappears, and the target is {@condition incapacitated} and loses control of its body. Ebondeath now controls the body but doesn't deprive the target of awareness. Ebondeath can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being {@condition charmed} and {@condition frightened}. It otherwise uses the possessed target's statistics, including gaining access to the target's knowledge, class features, and proficiencies.\",\"The possession lasts until the body drops to 0 hit points, Ebondeath ends it as a bonus action, or Ebondeath is turned or forced out by an effect like the {@spell dispel evil and good} spell. When the possession ends, Ebondeath reappears in an unoccupied space within 5 feet of the body. The target is immune to Ebondeath Possession for 24 hours after succeeding on the saving throw or after the possession ends.\"]}],\"traitTags\":[\"Incorporeal Movement\",\"Legendary Resistances\"],\"senseTags\":[\"D\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"N\",\"O\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\",\"incapacitated\"],\"savingThrowForced\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Expert\",\"source\":\"DC\",\"level\":11,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"sidekickType\":\"expert\",\"sidekickHidden\":true},\"ac\":[{\"ac\":17,\"from\":[\"{@item studded leather armor|phb|studded leather}\"]}],\"hp\":{\"average\":66,\"formula\":\"12d8 + 12\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":20,\"con\":12,\"int\":14,\"wis\":10,\"cha\":14,\"save\":{\"dex\":\"+9\"},\"skill\":{\"acrobatics\":\"+13\",\"performance\":\"+6\",\"persuasion\":\"+6\",\"sleight of hand\":\"+9\",\"stealth\":\"+13\"},\"passive\":10,\"languages\":[\"Common\",\"plus one of your choice\"],\"trait\":[{\"name\":\"Helpful\",\"entries\":[\"The expert can take the Help action as a bonus action, and the creature who receives the help gains a {@dice 1d6} bonus to the {@dice d20} roll. If that roll is an attack roll, the creature can forgo adding the bonus to it, and then if the attack hits, the creature can add the bonus to the attack's damage roll against one target.\"]},{\"name\":\"Evasion\",\"entries\":[\"When the expert is not {@condition incapacitated} and subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it failed.\"]},{\"name\":\"Reliable Talent\",\"entries\":[\"Whenever the expert makes an ability check that includes its whole proficiency bonus, it can treat a {@dice d20} roll of 9 or lower as a 10.\"]},{\"name\":\"Tools\",\"entries\":[\"The expert has {@item thieves' tools|phb} and a musical instrument.\"]}],\"action\":[{\"name\":\"Extra Attack\",\"entries\":[\"The expert can attack twice, instead of once, whenever it takes the attack action on its turn.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 9} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d4 + 5}) piercing damage.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 9} to hit, range 80/320 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\",\"shortbow|phb\",\"shortsword|phb\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\",\"THW\"],\"hasToken\":true},{\"name\":\"Spellcaster (Healer)\",\"source\":\"DC\",\"level\":11,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"sidekickType\":\"spellcaster\",\"tags\":[\"healer\"],\"sidekickHidden\":true},\"ac\":[{\"ac\":13,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":54,\"formula\":\"12d8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":12,\"con\":10,\"int\":15,\"wis\":18,\"cha\":13,\"save\":{\"wis\":\"+8\"},\"skill\":{\"arcana\":\"+6\",\"investigation\":\"+6\",\"religion\":\"+6\"},\"passive\":14,\"languages\":[\"Common\",\"plus one of your choice\"],\"spellcasting\":[{\"name\":\"Spellcasting (Healer)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The spellcaster's spellcasting ability is Wisdom (spell save {@dc 16}, {@hit 8} to hit with spell attacks). The spellcaster has following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell guidance}\",\"{@spell light}\",\"{@spell resistance}\",\"{@spell sacred flame}\",\"{@spell spare the dying}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell bless}\",\"{@spell cure wounds}\",\"{@spell shield of faith}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell aid}\",\"{@spell lesser restoration}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell protection from energy}\",\"{@spell revivify}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell banishment}\",\"{@spell death ward}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell greater restoration}\",\"{@spell mass cure wounds}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell heal}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Empowered Spells\",\"entries\":[\"Whenever the spellcaster casts a spell of the evocation school by expending a spell slot, the spellcaster can add its spellcasting ability modifier to the spell's damage roll or healing roll, if any.\"]},{\"name\":\"Potent Cantrip\",\"entries\":[\"The spellcaster can add its spellcasting ability modifier to the damage it deals with any cantrip.\"]}],\"action\":[{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, or 4 ({@damage 1d8}) bludgeoning damage if used with two hands.\"]}],\"attachedItems\":[\"quarterstaff|phb\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"R\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"incapacitated\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\"],\"hasToken\":true},{\"name\":\"Spellcaster (Mage)\",\"source\":\"DC\",\"level\":11,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"sidekickType\":\"spellcaster\",\"tags\":[\"mage\"],\"sidekickHidden\":true},\"ac\":[{\"ac\":13,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":54,\"formula\":\"12d8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":12,\"con\":10,\"int\":18,\"wis\":14,\"cha\":14,\"save\":{\"wis\":\"+6\"},\"skill\":{\"arcana\":\"+8\",\"investigation\":\"+8\",\"religion\":\"+8\"},\"passive\":12,\"languages\":[\"Common\",\"plus one of your choice\"],\"spellcasting\":[{\"name\":\"Spellcasting (Mage)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The spellcaster's spellcasting ability is Intelligence (spell save {@dc 16}, {@hit 8} to hit with spell attacks). The spellcaster has following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell light}\",\"{@spell mage hand}\",\"{@spell minor illusion}\",\"{@spell shocking grasp}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell burning hands}\",\"{@spell shield}\",\"{@spell sleep}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell flaming sphere}\",\"{@spell invisibility}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell fireball}\",\"{@spell fly}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell polymorph}\",\"{@spell wall of fire}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell cone of cold}\",\"{@spell hold monster}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell chain lightning}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Empowered Spells\",\"entries\":[\"Whenever the spellcaster casts a spell of the evocation school by expending a spell slot, the spellcaster can add its spellcasting ability modifier to the spell's damage roll or healing roll, if any.\"]},{\"name\":\"Potent Cantrip\",\"entries\":[\"The spellcaster can add its spellcasting ability modifier to the damage it deals with any cantrip.\"]}],\"action\":[{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, or 4 ({@damage 1d8}) bludgeoning damage if used with two hands.\"]}],\"attachedItems\":[\"quarterstaff|phb\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"C\",\"F\",\"L\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"invisible\",\"paralyzed\",\"unconscious\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true},{\"name\":\"Warrior\",\"source\":\"DC\",\"level\":11,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"sidekickType\":\"warrior\",\"sidekickHidden\":true},\"ac\":[{\"ac\":21,\"from\":[\"{@item plate armor|PHB|plate}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":78,\"formula\":\"12d8 + 24\"},\"speed\":{\"walk\":30},\"initiative\":{\"advantageMode\":\"adv\"},\"str\":18,\"dex\":14,\"con\":14,\"int\":10,\"wis\":12,\"cha\":10,\"save\":{\"con\":\"+6\"},\"skill\":{\"athletics\":\"+8\",\"perception\":\"+5\",\"survival\":\"+5\"},\"passive\":15,\"languages\":[\"Common\",\"plus one of your choice\"],\"trait\":[{\"name\":\"Battle Readiness\",\"entries\":[\"The warrior has advantage on initiative rolls.\"]},{\"name\":\"Improved Critical\",\"entries\":[\"The warrior's attack rolls score a critical hit on a roll of 19 or 20 on the {@dice d20}.\"]},{\"name\":\"Improved Defense\",\"entries\":[\"The warrior's AC increases by 1.\"]},{\"name\":\"Indomitable (1/Day)\",\"entries\":[\"The warriorcan reroll a saving throw that it fails, but it must use the new result.\"]},{\"name\":\"Martial Role\",\"entries\":[\"The warrior has one of the following traits of your choice:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Attacker\",\"entries\":[\"The warrior gains a +2 bonus to attack rolls.\"]},{\"type\":\"item\",\"name\":\"Defender\",\"entries\":[\"The warrior gains the Protection reaction below.\"]}]}]},{\"name\":\"Second Wind (Recharges after a Short or Long Rest)\",\"entries\":[\"The warrior can use a bonus action on its turn to regain hit points equal to {@dice 1d10} + its level.\"]}],\"action\":[{\"name\":\"Extra Attack\",\"entries\":[\"The warrior can attack three times, instead of once, whenever it takes the attack action on its turn.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Protection (Defender Only)\",\"entries\":[\"When a creature the warrior can see attacks a target other than the warrior that is within 5 feet of the warrior, the warrior can use their reaction to impose disadvantage on the attack roll. The warrior must be wielding a shield.\"]}],\"attachedItems\":[\"longbow|phb\",\"longsword|phb\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true}]}"); JSON_DATA[`data/bestiary/bestiary-dip.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\"]},\"otherSources\":{\"monster\":{\"MM\":\"DIP\",\"MTF\":\"DIP\",\"VGM\":\"DIP\"}}},\"monster\":[{\"name\":\"Anchorite of Talos\",\"source\":\"DIP\",\"page\":51,\"otherSources\":[{\"source\":\"DC\"},{\"source\":\"SDW\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"half-orc\",\"shapechanger\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item hide armor|phb}\"]}],\"hp\":{\"average\":58,\"formula\":\"9d8 + 18\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":13,\"con\":14,\"int\":9,\"wis\":15,\"cha\":12,\"skill\":{\"nature\":\"+1\",\"stealth\":\"+3\",\"survival\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"languages\":[\"Common\",\"Orc\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The anchorite's innate spellcasting ability is Wisdom (spell save {@dc 12}). It can innately cast the following spells, requiring no material components:\"],\"daily\":{\"3\":[\"{@spell thunderwave} ({@dice 2d8} damage)\"],\"1e\":[\"{@spell augury}\",\"{@spell bless}\",\"{@spell lightning bolt} ({@dice 8d6} damage)\",\"{@spell revivify}\"]},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Shapechanger\",\"entries\":[\"The anchorite can use its action to polymorph into a boar or back into its true form, which is humanoid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"]}],\"action\":[{\"name\":\"Clawed Gauntlet (Humanoid Form Only)\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) slashing damage.\"]},{\"name\":\"Tusk (Boar Form Only)\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]}],\"traitTags\":[\"Shapechanger\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"O\"],\"damageTags\":[\"S\"],\"damageTagsSpell\":[\"L\",\"T\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Don-Jon Raskin\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DIP\",\"page\":56,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\"],\"ac\":[10],\"hp\":{\"average\":44,\"formula\":\"8d8 + 8\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":10,\"con\":13,\"int\":12,\"wis\":10,\"cha\":14,\"save\":{\"dex\":\"+2\",\"con\":\"+3\"},\"skill\":{\"deception\":\"+4\",\"persuasion\":\"+4\"},\"passive\":10,\"languages\":[\"Common\",\"Dwarvish\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Brave\",\"entries\":[\"Don-Jon has advantage on saving throws against being {@condition frightened}.\"]},{\"name\":\"Not Dead Yet (Recharges after a Long Rest)\",\"entries\":[\"If damage reduces Don-Jon to 0 hit points, he drops to 1 hit point instead and gains advantage on attack rolls until the end of his next turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Don-Jon makes three melee attacks.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 2} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}2 ({@damage 1d4}) piercing damage.\"]},{\"name\":\"Sling\",\"entries\":[\"{@atk rw} {@hit 2} to hit, range 30/120 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage.\"]}],\"attachedItems\":[\"dagger|phb\",\"sling|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"D\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Falcon the Hunter\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DIP\",\"page\":56,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"G\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item studded leather armor|phb|studded leather}\"]}],\"hp\":{\"average\":112,\"formula\":\"15d8 + 45\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":15,\"con\":16,\"int\":11,\"wis\":16,\"cha\":15,\"save\":{\"dex\":\"+4\",\"wis\":\"+5\"},\"skill\":{\"athletics\":\"+4\",\"perception\":\"+7\",\"survival\":\"+5\"},\"passive\":17,\"languages\":[\"Common\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Archer\",\"entries\":[\"A longbow or shortbow deals one extra die of its damage when Falcon hits with it (included in his longbow attack).\"]},{\"name\":\"Sharpshooter\",\"entries\":[\"Falcon's ranged weapon attacks ignore {@quickref Cover||3||half cover} and {@quickref Cover||3||three-quarters cover}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Falcon makes three melee attacks or two ranged attacks.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage, or 7 ({@damage 1d10 + 2}) slashing damage if used with two hands.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}11 ({@damage 2d8 + 2}) piercing damage.\"]}],\"attachedItems\":[\"longbow|phb\",\"longsword|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gorthok the Thunder Boar\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DIP\",\"page\":58,\"size\":[\"H\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":73,\"formula\":\"7d12 + 28\"},\"speed\":{\"walk\":50},\"str\":20,\"dex\":11,\"con\":19,\"int\":6,\"wis\":10,\"cha\":14,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"lightning\",\"thunder\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Relentless (Recharges after a Short or Long Rest)\",\"entries\":[\"If Gorthok takes 27 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Gorthok makes two melee attacks: one with its lightning tusks and one with its thunder hooves.\"]},{\"name\":\"Lightning Tusks\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage plus 7 ({@damage 2d6}) lightning damage.\"]},{\"name\":\"Thunder Hooves\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage plus 7 ({@damage 2d6}) thunder damage.\"]},{\"name\":\"Lightning Bolt {@recharge}\",\"entries\":[\"Gorthok shoots a bolt of lightning at one creature it can see within 120 feet of it. The target must make a {@dc 15} Dexterity saving throw, taking 18 ({@damage 4d8}) lightning damage on a failed save, or half as much damage on a successful one.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"L\",\"S\",\"T\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Rock Gnome Recluse\",\"source\":\"DIP\",\"page\":62,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"gnome\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[10,{\"ac\":13,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":7,\"formula\":\"2d6\"},\"speed\":{\"walk\":25},\"str\":6,\"dex\":11,\"con\":10,\"int\":15,\"wis\":10,\"cha\":13,\"skill\":{\"arcana\":\"+4\",\"history\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Common\",\"Gnomish\"],\"cr\":\"1/4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The gnome is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell mage hand}\",\"{@spell prestidigitation}\",\"{@spell ray of frost} (see \\\"Actions\\\" below)\"]},\"1\":{\"slots\":3,\"spells\":[\"{@spell detect magic}\",\"{@spell mage armor}\",\"{@spell magic missile} (see \\\"Actions\\\" below)\",\"{@spell shield}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Gnome Cunning\",\"entries\":[\"The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.\"]}],\"action\":[{\"name\":\"Magic Missile (Expends a 1st-Level Spell Slot)\",\"entries\":[\"The gnome creates three magical darts. Each dart hits a creature the gnome chooses within 120 feet of it and deals 3 ({@damage 1d4 + 1}) force damage.\"]},{\"name\":\"Ray of Frost\",\"entries\":[\"{@atk rs} {@hit 4} to hit, range 60 ft., one creature. {@h}4 ({@damage 1d8}) cold damage, and the target's speed is reduced by 10 feet until the start of the gnome's next turn.\"]}],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"G\"],\"damageTags\":[\"C\",\"O\"],\"damageTagsSpell\":[\"C\",\"O\"],\"spellcastingTags\":[\"CW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Skeletal Riding Horse\",\"source\":\"DIP\",\"page\":21,\"_copy\":{\"name\":\"Riding Horse\",\"source\":\"MM\"},\"type\":\"undead\",\"hasToken\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-ditlcot.json`] = JSON.parse("{\"monster\":[{\"name\":\"Pech\",\"source\":\"DitLCoT\",\"page\":16,\"size\":[\"S\"],\"type\":\"elemental\",\"alignment\":[\"N\",\"G\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":82,\"formula\":\"11d6 + 44\"},\"speed\":{\"walk\":30,\"burrow\":20},\"str\":19,\"dex\":11,\"con\":18,\"int\":11,\"wis\":14,\"cha\":10,\"save\":{\"con\":\"+6\",\"wis\":\"+4\"},\"skill\":{\"athletics\":\"+6\",\"perception\":\"+4\",\"survival\":\"+4\"},\"senses\":[\"darkvision 120 ft.\",\"tremorsense 120 ft.\"],\"passive\":14,\"conditionImmune\":[\"petrified\"],\"languages\":[\"Common\",\"Terran\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Communal Spellcasting (2/Day)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The pech works with three or more pechs to cast spells, requiring no spell components and using Wisdom as the spellcasting ability (save {@dc 12}). If at least three other pechs are within 30 feet of it, the pech can cast {@spell Wall of Stone}. If at least seven other pechs are within 30 feet of it, it can cast {@spell Greater Restoration}. Each other pech involved in casting the spell can't have the incapacitated condition and must have at least one use of Communal Spellcasting remaining, which it must immediately expend to participate (no action required).\"],\"daily\":{\"2\":[\"{@spell wall of stone}\",\"{@spell greater restoration}\"]},\"ability\":\"wis\",\"displayAs\":\"action\",\"hidden\":[\"daily\"]},{\"name\":\"Stone Shape (3/Day)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The pech casts {@spell Stone Shape}, requiring no spell components and using Wisdom as the spellcasting ability.\"],\"daily\":{\"3e\":[\"{@spell stone shape}\"]},\"ability\":\"wis\",\"displayAs\":\"action\",\"hidden\":[\"daily\"]}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The pech has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the pech has disadvantage on attack rolls.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The pech makes two Fortified Pickaxe attacks. If it hits a Large or smaller creature with both attacks, the target must succeed on a {@dc 14} Strength saving throw or have the {@condition prone} condition.\"]},{\"name\":\"Fortified Pickaxe\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) force damage. If the target is a Construct or an object, the attack is automatically a critical hit.\"]}],\"traitTags\":[\"Magic Resistance\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\",\"T\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"T\"],\"damageTags\":[\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-dmg.json`] = JSON.parse("{\"monster\":[{\"name\":\"Avatar of Death\",\"source\":\"DMG\",\"page\":164,\"srd\":true,\"otherSources\":[{\"source\":\"TCE\"},{\"source\":\"BMT\"}],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[20],\"hp\":{\"special\":\"half the hit point maximum of its summoner\"},\"speed\":{\"walk\":60,\"fly\":{\"number\":60,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":16,\"dex\":16,\"con\":16,\"int\":16,\"wis\":16,\"cha\":16,\"senses\":[\"darkvision 60 ft.\",\"truesight 60 ft.\"],\"passive\":13,\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"unconscious\"],\"languages\":[\"all languages known to its summoner\"],\"trait\":[{\"name\":\"Incorporeal Movement\",\"entries\":[\"The avatar can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]},{\"name\":\"Turn Immunity\",\"entries\":[\"The avatar is immune to features that turn undead.\"]}],\"action\":[{\"name\":\"Reaping Scythe\",\"entries\":[\"The avatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 ({@damage 1d8 + 3}) slashing damage plus 4 ({@damage 1d8}) necrotic damage.\"]}],\"traitTags\":[\"Incorporeal Movement\",\"Turn Immunity\"],\"senseTags\":[\"D\",\"U\"],\"languageTags\":[\"XX\"],\"damageTags\":[\"N\",\"O\",\"S\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Giant Fly\",\"source\":\"DMG\",\"page\":169,\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[11],\"hp\":{\"average\":19,\"formula\":\"3d10 + 3\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":14,\"dex\":13,\"con\":13,\"int\":2,\"wis\":10,\"cha\":3,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"senseTags\":[\"D\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Larva\",\"source\":\"DMG\",\"page\":63,\"otherSources\":[{\"source\":\"BGDIA\"},{\"source\":\"SatO\"},{\"source\":\"ToFW\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":\"fiend\",\"alignment\":[\"N\",\"E\"],\"ac\":[9],\"hp\":{\"average\":9,\"formula\":\"2d8\"},\"speed\":{\"walk\":20},\"str\":9,\"dex\":9,\"con\":10,\"int\":6,\"wis\":10,\"cha\":2,\"passive\":10,\"languages\":[\"understands the languages it knew in life but can't speak\"],\"cr\":\"0\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}1 ({@damage 1d4 - 1}) piercing damage.\"]}],\"languageTags\":[\"CS\",\"LF\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true}]}"); JSON_DATA[`data/bestiary/bestiary-dod.json`] = JSON.parse("{\"monster\":[{\"name\":\"Yarnspinner\",\"isNamedCreature\":true,\"source\":\"DoD\",\"page\":22,\"size\":[\"H\"],\"type\":{\"type\":\"fey\",\"tags\":[\"archfey\"]},\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":138,\"formula\":\"12d12 + 60\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":24,\"dex\":16,\"con\":21,\"int\":18,\"wis\":21,\"cha\":19,\"save\":{\"con\":\"+9\",\"wis\":\"+9\",\"cha\":\"+8\"},\"skill\":{\"perception\":\"+13\",\"stealth\":\"+7\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":23,\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common\",\"Druidic\",\"Sylvan\"],\"cr\":\"10\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Yarnspinner casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 17}):\"],\"will\":[\"{@spell faerie fire}\",\"{@spell speak with animals}\"],\"daily\":{\"2e\":[\"{@spell animal friendship}\",\"{@spell create food and water}\",\"{@spell revivify}\"],\"1e\":[\"{@spell awaken} (as an action)\",\"{@spell pass without trace}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Fey Rebirth\",\"entries\":[\"If Yarnspinner dies in his Domain of Delight, he revives with all his hit points {@dice 1d4} days later in a safe location in that domain.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Yarnspinner fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"Yarnspinner can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Web Walker\",\"entries\":[\"Yarnspinner ignores movement restrictions caused by webbing.\"]},{\"name\":\"Web Weaver (3/Day)\",\"entries\":[\"Yarnspinner can take 1 minute to craft one of the following structures out of webbing:\",{\"type\":\"list\",\"items\":[\"A 3-inch-thick, opaque wall of webbing consisting of up to three 10-foot-square sections, each of which must be anchored on at least two sides by other walls or surfaces. Each section has AC 12; 20 hit points; vulnerability to fire damage; and immunity to bludgeoning, poison, and psychic damage.\",\"A hut small enough to fit in a 10-foot cube. The hut comes with a closable door and a comfortable bed made of webbing, sized for a Tiny, Small, or Medium creature.\",\"A message consisting of no more than twenty-five characters, anchored at various points so it hangs in the air.\"]}]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Yarnspinner makes two Bite attacks and uses Spellcasting or Web once.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}17 ({@damage 3d6 + 7}) piercing damage plus 11 ({@damage 2d10}) poison damage.\"]},{\"name\":\"Web\",\"entries\":[\"Yarnspinner shoots webbing at one creature he can see within 120 feet of himself. The target must succeed on a {@dc 17} Strength saving throw or be {@condition restrained} for 1 hour. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Spider Climb\",\"Web Walker\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DU\",\"S\"],\"damageTags\":[\"I\",\"P\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"restrained\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForced\":[\"strength\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-dodk.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\"]},\"otherSources\":{\"monster\":{\"MM\":\"DoDk\"}}},\"monster\":[{\"name\":\"Amalgamation\",\"source\":\"DoDk\",\"page\":206,\"size\":[\"G\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":525,\"formula\":\"30d20 + 210\"},\"speed\":{\"walk\":5},\"str\":30,\"dex\":11,\"con\":27,\"int\":22,\"wis\":18,\"cha\":20,\"save\":{\"str\":\"+17\",\"dex\":\"+7\",\"con\":\"+15\",\"int\":\"+13\",\"wis\":\"+11\"},\"skill\":{\"arcana\":\"+13\",\"deception\":\"+12\",\"insight\":\"+11\",\"perception\":\"+11\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":21,\"immune\":[{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"stunned\"],\"languages\":[\"all\",\"telepathy 1 mile\"],\"cr\":\"23\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The amalgamation's innate spellcasting ability is Charisma (spell save {@dc 20}). It can innately cast the following spells, requiring no components:\"],\"will\":[\"{@spell detect thoughts}\",\"{@spell dispel magic}\"],\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the amalgamation fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Malignancy\",\"entries\":[\"The amalgamation can't be teleported or travel to another plane against its will.\"]},{\"name\":\"Immutable Form\",\"entries\":[\"The amalgamation is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The amalgamation's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The amalgamation uses its Contaminating Presence. It then makes three tentacle attacks, each of which it can replace with one use of Fling.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 5 ft., one target. {@h}23 ({@damage 3d8 + 10}) piercing damage. If the target is a Large or smaller creature {@condition grappled} by the amalgamation, that creature is swallowed, and the grapple ends.\",\"While swallowed, the creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the amalgamation, and it takes 42 ({@damage 12d6}) acid damage and gains one {@adventure level of contamination|DoDk|12} at the start of each of the amalgamation's turns.\",\"If the amalgamation takes 50 damage or more on a single turn from a creature inside it, the amalgamation must succeed on a {@dc 25} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the amalgamation. If the amalgamation dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse using 15 feet of movement, exiting {@condition prone}.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 50 ft., one target. {@h}20 ({@damage 3d6 + 10}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 18}). Until this grapple ends, the target is {@condition restrained}. The amalgamation has twelve tentacles, each of which can grapple one target.\"]},{\"name\":\"Fling\",\"entries\":[\"One Large or smaller object held or creature {@condition grappled} by the amalgamation is thrown up to 60 feet in a direction of the amalgamation's choice and knocked {@condition prone}. If a thrown target strikes a solid surface, the target takes 3 ({@damage 1d6}) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a {@dc 18} Dexterity saving throw or take the same damage and be knocked {@condition prone}.\"]},{\"name\":\"Mind-breaking Whispers\",\"entries\":[\"The amalgamation utters a terrible truth within the mind of one creature within 120 feet of it. That creature must succeed on a {@dc 20} Intelligence saving throw. On a failure, it takes 35 ({@damage 10d6}) psychic damage and becomes insane until it finishes a long rest. While insane, it can't take actions, can't understand what other creatures say, can't read, and can speak only in gibberish. A {@spell greater restoration} spell cast on the creature ends this effect.\"]},{\"name\":\"Contaminating Presence\",\"entries\":[\"Humanoid creatures within 120 feet of the amalgamation must succeed on a {@dc 20} Constitution saving throw or take 10 ({@damage 3d6}) necrotic damage and gain one {@adventure level of contamination|DoDk|12}.\"]}],\"legendary\":[{\"name\":\"Tentacle Attack or Fling\",\"entries\":[\"The amalgamation makes one tentacle attack or uses its Fling.\"]},{\"name\":\"Mind-breaking Whispers (Costs 2 Actions)\",\"entries\":[\"The amalgamation uses Mind-breaking Whispers.\"]},{\"name\":\"Piper at the Gate (Costs 3 Actions)\",\"entries\":[\"Up to five gibbering mouthers appear in unoccupied spaces within 30 feet of the amalgamation and remain until destroyed. These creatures act after the amalgamation on the same initiative count and are under its control. The amalgamation can have up to ten gibbering mouthers summoned by this ability at a time.\"]}],\"traitTags\":[\"Immutable Form\",\"Legendary Resistances\",\"Magic Weapons\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\",\"Swallow\",\"Tentacles\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"A\",\"B\",\"N\",\"P\",\"Y\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"grappled\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"intelligence\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Animated Delerium Sludge\",\"source\":\"DoDk\",\"page\":203,\"size\":[\"L\"],\"type\":\"elemental\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":114,\"formula\":\"12d10 + 48\"},\"speed\":{\"walk\":30,\"swim\":90},\"str\":18,\"dex\":14,\"con\":18,\"int\":5,\"wis\":10,\"cha\":8,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"acid\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"unconscious\"],\"languages\":[\"Deep Speech\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Sludge Form\",\"entries\":[\"The animated sludge can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.\"]}],\"action\":[{\"name\":\"Contaminated Touch\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}10 ({@damage 3d6}) necrotic damage. In addition, a target hit by this attack must succeed on a {@dc 15} Constitution saving throw or gain one {@adventure level of contamination|DoDk|12}.\"]},{\"name\":\"Engulf\",\"entries\":[\"Each creature in the animated sludge's space must succeed on a {@dc 15} Strength saving throw. On a failed save, a creature becomes {@condition grappled} by the sludge if it is Large or smaller (escape {@dc 14}). Until this grapple ends, the target is {@condition restrained}. If the saving throw is successful, the target is pushed out of the sludge's space.\",\"The sludge can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the sludge's turns, each target {@condition grappled} by it takes 28 ({@damage 8d6}) necrotic damage and must succeed on a {@dc 15} Constitution saving throw or gain one {@adventure level of contamination|DoDk|12}.\",\"A creature within 5 feet of the sludge can attempt to pull a creature or object out of it. This takes an action and requires a successful {@dc 14} Strength check.\"]}],\"senseTags\":[\"D\"],\"languageTags\":[\"DS\"],\"damageTags\":[\"N\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Arcane Wraith\",\"source\":\"DoDk\",\"page\":197,\"_copy\":{\"name\":\"Wraith\",\"source\":\"MM\"},\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The wraith is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). The wraith knows the following sorcerer spells:\"],\"will\":[\"{@spell mage hand}\",\"{@spell magic missile}\",\"{@spell minor illusion}\"],\"daily\":{\"1\":[\"{@spell hypnotic pattern}\"],\"3\":[\"{@spell lightning bolt}\"]},\"ability\":\"cha\"}],\"tokenCredit\":\"Jeff Balch\",\"damageTagsSpell\":[\"L\",\"O\"],\"spellcastingTags\":[\"CS\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Big Linda\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DoDk\",\"page\":163,\"size\":[\"H\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":136,\"formula\":\"13d12 + 52\"},\"speed\":{\"walk\":50},\"str\":25,\"dex\":10,\"con\":19,\"int\":2,\"wis\":12,\"cha\":9,\"skill\":{\"perception\":\"+4\"},\"senses\":[\"blindsight 30 ft.\"],\"passive\":14,\"immune\":[\"acid\"],\"cr\":\"9\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Big Linda makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}33 ({@damage 4d12 + 7}) piercing damage. If the target is a Medium or smaller creature, it is {@condition grappled} (escape {@dc 17}). Until this grapple ends, the target is {@condition restrained}, and Big Linda can't bite another target.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}20 ({@damage 3d8 + 7}) bludgeoning damage.\"]},{\"name\":\"Acid Spew {@recharge 5}\",\"entries\":[\"Big Linda spews acid in a 30 foot cone. Each creature in that line of fire must succeed on a {@dc 15} Dexterity saving throw, taking 49 ({@damage 11d8}) acid damage on a failed save, or half as much damage on a successful one.\"]}],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"A\",\"B\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cavalier\",\"source\":\"DoDk\",\"page\":218,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":19,\"from\":[\"{@item splint armor|PHB|splint}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":90,\"formula\":\"12d8 + 36\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":10,\"con\":16,\"int\":10,\"wis\":12,\"cha\":15,\"save\":{\"wis\":\"+4\",\"cha\":\"+5\"},\"skill\":{\"animal handling\":\"+4\",\"athletics\":\"+7\",\"perception\":\"+4\",\"persuasion\":\"+5\"},\"passive\":14,\"languages\":[\"Any two\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The cavalier is an 8th-level spellcaster that uses Charisma as its spellcasting ability (spell save {@dc 13}; {@hit 5} to hit with spell attacks). They have the following paladin spells prepared:\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell bless}\",\"{@spell command}\",\"{@spell cure wounds}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell branding smite}\",\"{@spell find steed}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Bravery\",\"entries\":[\"The cavalier has advantage on saving throws against being {@condition frightened}.\"]},{\"name\":\"Light's Fury\",\"entries\":[\"The cavalier deals an extra 9 ({@damage 2d8}) radiant damage when it hits with a weapon attack.\"]},{\"name\":\"Skilled Rider\",\"entries\":[\"While mounted, the cavalier may force an attack targeted at their mount to target them instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The cavalier makes two melee attacks.\"]},{\"name\":\"Lance\",\"entries\":[\"{@atk mw} {@hit 7} to hit (with disadvantage against a target within 5 ft.), reach 10 ft., one target. {@h}10 ({@damage 1d12 + 4}) piercing damage plus 9 ({@damage 2d8}) radiant damage.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 30/120 ft., one target {@h}7 ({@damage 1d6 + 4}) piercing damage plus 9 ({@damage 2d8}) radiant damage.\"]}],\"attachedItems\":[\"javelin|phb\",\"lance|phb\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\",\"R\"],\"damageTagsSpell\":[\"R\"],\"spellcastingTags\":[\"CP\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RW\",\"THW\"],\"conditionInflictSpell\":[\"prone\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Chaplain\",\"source\":\"DoDk\",\"page\":218,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item chain mail|phb}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":58,\"formula\":\"9d8 + 18\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":10,\"con\":14,\"int\":11,\"wis\":17,\"cha\":13,\"save\":{\"wis\":\"+6\",\"cha\":\"+4\"},\"skill\":{\"insight\":\"+6\",\"persuasion\":\"+4\",\"religion\":\"+3\"},\"passive\":13,\"languages\":[\"Any two\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The chaplain is a 9th-level spellcaster that uses Wisdom as its spellcasting ability (spell save {@dc 12}; {@hit 4} to hit with spell attacks). They have the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell light}\",\"{@spell mending}\",\"{@spell sacred flame}\",\"{@spell spare the dying}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell bless}\",\"{@spell guiding bolt}\",\"{@spell healing word}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell lesser restoration}\",\"{@spell prayer of healing}\",\"{@spell spiritual weapon}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell dispel magic}\",\"{@spell purge contamination|DoDk}\",\"{@spell spirit guardians}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell banishment}\",\"{@spell divination}\"]},\"5\":{\"slots\":1,\"spells\":[\"{@spell flame strike}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Devotion\",\"entries\":[\"The chaplain has advantage on saving throws against being {@condition charmed} or {@condition frightened}.\"]}],\"action\":[{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage or 5 ({@damage 1d8 + 1}) damage when used in two hands to make a melee attack.\"]}],\"attachedItems\":[\"spear|phb\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"F\",\"N\",\"O\",\"R\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflictSpell\":[\"exhaustion\",\"incapacitated\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Crater Wurm\",\"source\":\"DoDk\",\"page\":197,\"_copy\":{\"name\":\"Purple Worm\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"worm\",\"with\":\"wurm\"},\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Multiattack\",\"items\":{\"name\":\"Breach\",\"entries\":[\"The crater wurm utilises its full movement. While doing so, it can enter large or smaller creatures' spaces. Whenever the wurm enters a creature's space, the creature must succeed on a {@dc 19} Strength saving throw. On a successful save, the creature can choose to be pushed to the side of the wurm's space. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the creature takes 35 ({@damage 10d6}) bludgeoning damage, and is pushed 10 feet and knocked {@condition prone}. After finishing its move, the wurm can make one bite attack against a {@condition prone} target as a bonus action.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Tail Stinger\",\"items\":{\"name\":\"Contaminated Gullet\",\"entries\":[\"A creature swallowed by a crater wurm gains one {@adventure level of contamination|DoDk|12} each time it takes acid damage while inside the wurm.\"]}}]}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Crimson Countess\",\"source\":\"DoDk\",\"page\":208,\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":130,\"formula\":\"20d8 + 40\"},\"speed\":{\"walk\":20,\"fly\":60},\"str\":10,\"dex\":21,\"con\":15,\"int\":13,\"wis\":14,\"cha\":19,\"save\":{\"con\":\"+5\",\"wis\":\"+5\"},\"skill\":{\"acrobatics\":\"+11\",\"deception\":\"+7\",\"perception\":\"+8\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"immune\":[\"lightning\",\"thunder\"],\"languages\":[\"Abyssal\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Aerial Acrobat\",\"entries\":[\"On each of her turns, the Crimson Countess can use a bonus action to take the Dash, Disengage, or Dodge action.\"]},{\"name\":\"Keen Sight\",\"entries\":[\"The Crimson Countess has advantage on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The Crimson Countess can use her Frightful Screech. She then makes two attacks with her talons or one with her javelin.\"]},{\"name\":\"Talons\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}11 ({@damage 1d10 + 5}) slashing damage.\"]},{\"name\":\"Frightful Screech\",\"entries\":[\"Each creature of the Crimson Countess' choice that is within 120 feet of her and not {@condition deafened} must succeed on a {@dc 15} Wisdom saving throw or become {@condition frightened} for 1 minute. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the effects of the Crimson Countess' Frightful Screech for the next 24 hours.\",\"While {@condition frightened} by this effect, a creature must take the Dash action and move away from the Crimson Countess by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to the Crimson Countess, the creature can repeat the saving throw. On a successful save, the effect ends for that creature.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 8} to hit, reach 5 ft. or ranged 20/60 feet, one target. {@h}9 ({@damage 1d6 + 5}) piercing damage, plus 14 ({@damage 4d6}) lightning damage.\"]},{\"name\":\"Thunder Blast {@recharge 5}\",\"entries\":[\"The Crimson Countess unleashes a thunderous cry in a 15-foot cube. Each creature in the cube must succeed on a {@dc 15} Constitution saving throw, taking 14 ({@damage 4d6}) thunder damage on a failed save, or half as much damage on a successful one. Creatures who fail this saving throw are pushed 10 feet and knocked {@condition prone}.\"]}],\"attachedItems\":[\"javelin|phb\"],\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\"],\"damageTags\":[\"L\",\"P\",\"S\",\"T\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Delerium Dreg\",\"source\":\"DoDk\",\"page\":199,\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"U\"],\"ac\":[11],\"hp\":{\"average\":22,\"formula\":\"5d8\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":13,\"con\":11,\"int\":7,\"wis\":10,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Common\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Misty Camouflage\",\"entries\":[\"A delerium dreg has advantage on Dexterity ({@skill Stealth}) checks to hide in any area obscured by mist or fog.\"]}],\"action\":[{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Aquatic (Deep One or \\\"Fishfolk\\\")\",\"entries\":[\"These mutated creatures have piscine faces, gills, fins, and fish scales. They are garbed in wet rags and carry spears and shields, and dwell deep within the sewers and underground caverns below the city.\",{\"type\":\"entries\",\"name\":\"Amphibious\",\"entries\":[\"An aquatic dreg can breathe air and water. It has a swimming speed of 30 feet.\"]},{\"type\":\"entries\",\"name\":\"Blindsight\",\"entries\":[\"An aquatic dreg gains {@sense blindsight} with a radius of 30 feet.\"]}]},{\"type\":\"variant\",\"name\":\"Bloated\",\"entries\":[{\"type\":\"entries\",\"name\":\"Death Burst\",\"entries\":[\"When a bloated delerium dreg dies, it explodes in a burst of corrupt offal. Each creature within 5 feet of it must succeed on a DC 11 Constitution saving throw, taking 7 ({@dice 2d6}) necrotic damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw by 5 or more gain one {@adventure level of contamination|DoDk|12}.\"]},{\"type\":\"entries\",\"name\":\"Bile Spray {@recharge 5}\",\"entries\":[\"The bloated delerium dreg exhales a 15-foot cone of acid. Each creature in that area must succeed on a DC 11 Dexterity saving throw, taking 7 ({@dice 2d6}) acid damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw by 5 or more gain one {@adventure level of contamination|DoDk|12}.\"]}]},{\"type\":\"variant\",\"name\":\"Chitinous\",\"entries\":[{\"type\":\"entries\",\"name\":\"Armoured Shell\",\"entries\":[\"A chitinous dreg has AC 18.\"]}]},{\"type\":\"variant\",\"name\":\"Cyclopean\",\"entries\":[{\"type\":\"entries\",\"name\":\"Spectral Vision\",\"entries\":[\"A cyclopean dreg gains {@sense truesight} 60 feet. It has advantage on Wisdom ({@skill Perception}) checks that rely on sight.\"]},{\"type\":\"entries\",\"name\":\"Mad Certainty\",\"entries\":[\"A cyclopean dreg is immune to the {@condition frightened} condition and psychic damage.\"]},{\"type\":\"entries\",\"name\":\"Psychic Shriek {@recharge 6}\",\"entries\":[\"Creatures within 20 feet of the cyclopean dreg must succeed on a DC 10 Wisdom saving throw or take 7 ({@dice 2d6}) psychic damage and be {@condition frightened} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}]},{\"type\":\"variant\",\"name\":\"Displaced\",\"entries\":[{\"type\":\"entries\",\"name\":\"Displacement\",\"entries\":[\"Attack rolls against a displaced dreg have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displaced dreg is {@condition incapacitated} or has a speed of 0.\"]},{\"type\":\"entries\",\"name\":\"Teleport {@recharge 4}\",\"entries\":[\"The displaced dreg magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Before or after teleporting, the dreg can make one melee attack. If this attack hits, it deals an extra 7 ({@dice 2d6}) psychic damage.\"]}]},{\"type\":\"variant\",\"name\":\"Frenzied\",\"entries\":[{\"type\":\"entries\",\"name\":\"Reckless\",\"entries\":[\"At the start of its turn, a frenzied dreg can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.\"]},{\"type\":\"entries\",\"name\":\"Brute\",\"entries\":[\"A melee weapon deals one extra die of its damage when the frenzied dreg hits with it.\"]}],\"_version\":{\"name\":\"Delerium Dreg (Frenzied)\",\"addHeadersAs\":\"trait\"}},{\"type\":\"variant\",\"name\":\"Lambent\",\"entries\":[{\"type\":\"entries\",\"name\":\"Illumination\",\"entries\":[\"A lambent delerium dreg sheds bright light in a 15-foot radius and dim light for an additional 15 feet.\"]},{\"type\":\"entries\",\"name\":\"Octarine Beam\",\"entries\":[\"The lambent dreg targets one creature it can see within 60 feet of it. The target must succeed on a DC 10 Constitution saving throw, taking 10 ({@dice 3d6}) radiant damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw by 5 or more gain one {@adventure level of contamination|DoDk|12}.\"]}]},{\"type\":\"variant\",\"name\":\"Leeching\",\"entries\":[{\"type\":\"entries\",\"name\":\"Bounding Leap\",\"entries\":[\"The leeching dreg's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.\"]},{\"type\":\"entries\",\"name\":\"Blood Drain\",\"entries\":[\"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 ({@dice 1d4 + 2}) piercing damage, and the dreg attaches to the target. While attached, the dreg can't attack. Instead, at the start of each of the dreg's turns, the target takes 7 ({@dice 2d6}) necrotic damage.\",\"The attached dreg moves with the target whenever the target moves, requiring none of the dreg's movement. The dreg can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the dreg.\"]}]},{\"type\":\"variant\",\"name\":\"Lurking\",\"entries\":[{\"type\":\"entries\",\"name\":\"Normal Semblance\",\"entries\":[\"The lurking dreg has advantage on Charisma ({@skill Deception}) checks to pass itself off as a normal humanoid creature.\"]},{\"type\":\"entries\",\"name\":\"Sneak Attack (1/Turn)\",\"entries\":[\"The dreg deals an extra 7 ({@dice 2d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the dreg that isn't {@condition incapacitated} and the dreg doesn't have disadvantage on the attack roll.\"]}],\"_version\":{\"name\":\"Delerium Dreg (Lurking)\",\"addHeadersAs\":\"trait\"}},{\"type\":\"variant\",\"name\":\"Spined\",\"entries\":[{\"type\":\"entries\",\"name\":\"Spider Climb\",\"entries\":[\"The spined dreg has a climb speed equal to its walking speed. It can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"type\":\"entries\",\"name\":\"Multiattack\",\"entries\":[\"The dreg makes three spike attacks.\"]},{\"type\":\"entries\",\"name\":\"Spike\",\"entries\":[\"Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 3 ({@dice 1d4 + 1}) piercing damage.\"]}]},{\"type\":\"variant\",\"name\":\"Tentacled\",\"entries\":[{\"type\":\"entries\",\"name\":\"Amorphous\",\"entries\":[\"The tentacled dreg can move through a space as narrow as 6 inches wide without squeezing.\"]},{\"type\":\"entries\",\"name\":\"Tentacles\",\"entries\":[\"Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 9 ({@dice 2d6 + 2}) bludgeoning damage. If the target is a creature, it is {@condition grappled} (escape DC 12). Until this grapple ends, the target is {@condition restrained}, and the tentacled dreg can't use its tentacles on another target.\"]}]}],\"attachedItems\":[\"spear|phb\"],\"traitTags\":[\"Camouflage\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Delerium Dreg (Aquatic)\",\"source\":\"DoDk\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Amphibious\",\"entries\":[\"An aquatic dreg can breathe air and water.\"]}]}},\"alias\":[\"Deep One\",\"Fishfolk\"],\"speed\":{\"swim\":30},\"senses\":[\"darkvision 60 ft.\",\"blindsight 30 ft.\"],\"variant\":null},{\"name\":\"Delerium Dreg (Bloated)\",\"source\":\"DoDk\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Death Burst\",\"entries\":[\"When a bloated delerium dreg dies, it explodes in a burst of corrupt offal. Each creature within 5 feet of it must succeed on a {@dc 11} Constitution saving throw, taking 7 ({@damage 2d6}) necrotic damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw by 5 or more gain one {@adventure level of contamination|DoDk|12}.\"]}]},\"action\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Bile Spray {@recharge 5}\",\"entries\":[\"The bloated delerium dreg exhales a 15-foot cone of acid. Each creature in that area must succeed on a {@dc 11} Dexterity saving throw, taking 7 ({@damage 2d6}) acid damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw by 5 or more gain one {@adventure level of contamination|DoDk|12}.\"]}]}},\"variant\":null},{\"name\":\"Delerium Dreg (Chitinous)\",\"source\":\"DoDk\",\"ac\":[18],\"variant\":null},{\"name\":\"Delerium Dreg (Cyclopean)\",\"source\":\"DoDk\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Spectral Vision\",\"entries\":[\"A cyclopean dreg gains truesight 60 feet. It has advantage on Wisdom (Perception) checks that rely on sight.\"]},{\"name\":\"Mad Certainty\",\"entries\":[\"A cyclopean dreg is immune to the {@condition frightened} condition and psychic damage.\"]}]},\"action\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Psychic Shriek {@recharge}\",\"entries\":[\"Creatures within 20 feet of the cyclopean dreg must succeed on a {@dc 10} Wisdom saving throw or take 7 ({@damage 2d6}) psychic damage and be {@condition frightened} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}]}},\"variant\":null},{\"name\":\"Delerium Dreg (Displaced)\",\"source\":\"DoDk\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Displacement\",\"entries\":[\"Attack rolls against a displaced dreg have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displaced dreg is {@condition incapacitated} or has a speed of 0.\"]}]},\"action\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Teleport {@recharge 4}\",\"entries\":[\"The displaced dreg magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Before or after teleporting, the dreg can make one melee attack. If this attack hits, it deals an extra 7 ({@damage 2d6}) psychic damage.\"]}]}},\"variant\":null},{\"name\":\"Delerium Dreg (Lambent)\",\"source\":\"DoDk\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Illumination\",\"entries\":[\"A lambent delerium dreg sheds bright light in a 15-foot radius and dim light for an additional 15 feet.\"]}]},\"action\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Octarine Beam\",\"entries\":[\"The lambent dreg targets one creature it can see within 60 feet of it. The target must succeed on a {@dc 10} Constitution saving throw, taking 10 ({@damage 3d6}) radiant damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw by 5 or more gain one {@adventure level of contamination|DoDk|12}.\"]}]}},\"variant\":null},{\"name\":\"Delerium Dreg (Leeching)\",\"source\":\"DoDk\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Bounding Leap\",\"entries\":[\"The leeching dreg's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.\"]}]},\"action\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Blood Drain\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage, and the dreg attaches to the target. While attached, the dreg can't attack. Instead, at the start of each of the dreg's turns, the target takes 7 ({@damage 2d6}) necrotic damage.\",\"The attached dreg moves with the target whenever the target moves, requiring none of the dreg's movement. The dreg can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the dreg.\"]}]}},\"variant\":null},{\"name\":\"Delerium Dreg (Spined)\",\"source\":\"DoDk\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Spider Climb\",\"entries\":[\"The spined dreg has a climb speed equal to its walking speed. It can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}]},\"action\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Multiattack\",\"entries\":[\"The dreg makes three spike attacks.\"]},{\"name\":\"Spike\",\"entries\":[\"{@atk rw} {@hit 3} to hit, range 20/60 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage.\"]}]}},\"speed\":{\"walk\":30,\"climb\":30},\"variant\":null},{\"name\":\"Delerium Dreg (Tentacled)\",\"source\":\"DoDk\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Amorphous\",\"entries\":[\"The dreg can move through a space as narrow as 6 inches wide without squeezing.\"]}]},\"action\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Tentacles\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 15 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage. If the target is a creature, it is {@condition grappled} (escape {@dc 12}). Until this grapple ends, the target is {@condition restrained}, and the tentacled dreg can't use its tentacles on another target.\"]}]}},\"variant\":null}]},{\"name\":\"Eldrick Runeweaver\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DoDk\",\"page\":215,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item robe of the archmagi}\",\"{@item staff of power}\"]}],\"hp\":{\"average\":150,\"formula\":\"20d8 + 60\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":10,\"con\":16,\"int\":22,\"wis\":19,\"cha\":15,\"save\":{\"str\":\"+5\",\"dex\":\"+6\",\"con\":\"+9\",\"int\":\"+12\",\"wis\":\"+10\",\"cha\":\"+8\"},\"skill\":{\"arcana\":\"+16\",\"history\":\"+16\",\"perception\":\"+16\",\"persuasion\":\"+14\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":26,\"resist\":[{\"special\":\"damage from spells\"}],\"languages\":[\"all\"],\"cr\":\"17\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Eldrick Runeweaver is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 19}, {@hit 11} to hit with spell attacks). He can cast shield and invisibility at will and has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell mage hand}\",\"{@spell minor illusion}\",\"{@spell prestidigitation}\",\"{@spell ray of frost}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell mage armor}\",\"{@spell magic missile}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell detect thoughts}\",\"{@spell levitate}\",\"{@spell shatter}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell counterspell}\",\"{@spell dispel magic}\",\"{@spell lightning bolt}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell banishment}\",\"{@spell dimension door}\",\"{@spell ice storm}\"]},\"5\":{\"slots\":3,\"spells\":[\"{@spell Bigby's hand}\",\"{@spell scrying}\",\"{@spell wall of force}\"]},\"6\":{\"slots\":2,\"spells\":[\"{@spell chain lightning}\",\"{@spell globe of invulnerability}\"]},\"7\":{\"slots\":2,\"spells\":[\"{@spell forcecage}\",\"{@spell teleport}\"]},\"8\":{\"slots\":1,\"spells\":[\"{@spell maze}\"]},\"9\":{\"slots\":1,\"spells\":[\"{@spell prismatic wall}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Eldrick Runeweaver wears a {@item robe of the archmagi}, carries a {@item staff of power}, and wears a {@item ring of spell storing}. He carries {@dice 2d6} {@filter very rare spell scrolls and potions|items|type=potion;scroll|rarity=very rare}.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Eldrick Runeweaver fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Eldrick Runeweaver has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Staff of Power\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}10 ({@damage 1d6 + 1}) bludgeoning damage.\"]}],\"legendary\":[{\"name\":\"Cantrip\",\"entries\":[\"Eldrick Runeweaver casts a cantrip.\"]},{\"name\":\"Teleport\",\"entries\":[\"Eldrick Runeweaver teleports 60 feet to an unoccupied space he can see.\"]},{\"name\":\"Cast a Spell (Costs 3 actions)\",\"entries\":[\"Eldrick Runeweaver casts a spell using a spell slot.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"U\"],\"languageTags\":[\"XX\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"A\",\"B\",\"C\",\"F\",\"I\",\"L\",\"O\",\"T\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"blinded\",\"incapacitated\",\"petrified\",\"restrained\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Entropic Flame\",\"source\":\"DoDk\",\"page\":204,\"size\":[\"L\"],\"type\":\"elemental\",\"alignment\":[\"U\"],\"ac\":[13],\"hp\":{\"average\":78,\"formula\":\"12d10 + 12\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":17,\"con\":13,\"int\":5,\"wis\":10,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"unconscious\"],\"languages\":[\"Deep Speech\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Fire Form\",\"entries\":[\"The entropic flame can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the flame or hits it with a melee attack while within 5 feet of it takes 5 ({@damage 1d10}) fire damage. In addition, the flame can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 ({@damage 1d10}) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 ({@damage 1d10}) fire damage at the start of each of its turns.\"]},{\"name\":\"Illumination\",\"entries\":[\"The entropic flame sheds bright light in a 30-foot radius and dim light for an additional 30 feet.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The entropic flame makes three hurl flame attacks. Before or after making each attack, the entropic flame can teleport up to 10 feet to a space it can see. It may teleport into a space occupied by another creature.\"]},{\"name\":\"Hurl Flame\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 120 ft., one target. {@h}10 ({@damage 3d6}) fire damage.\"]},{\"name\":\"Touch\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 ({@damage 1d10}) fire damage at the start of each of its turns.\"]}],\"traitTags\":[\"Illumination\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DS\"],\"damageTags\":[\"F\"],\"miscTags\":[\"AOE\",\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Eoghan Ghostweaver\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DoDk\",\"page\":105,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"A\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":99,\"formula\":\"18d8 + 18\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":12,\"int\":15,\"wis\":20,\"cha\":16,\"save\":{\"int\":\"+6\",\"wis\":\"+9\"},\"skill\":{\"arcana\":\"+13\",\"history\":\"+13\",\"medicine\":\"+9\",\"nature\":\"+6\",\"perception\":\"+9\",\"survival\":\"+9\"},\"passive\":12,\"resist\":[{\"special\":\"damage from spells\"},{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"preNote\":\"nonmagical\",\"note\":\"(from stoneskin)\",\"cond\":true}],\"languages\":[\"Druidic\",\"Elvish\"],\"cr\":\"12\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Eoghan is an 18th-level spellcaster. His spellcasting ability is Wisdom (spell save {@dc 17}, {@hit 9} to hit with spell attacks). He has the following druid spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell druidcraft}\",\"{@spell mending}\",\"{@spell poison spray}\",\"{@spell produce flame}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell cure wounds}\",\"{@spell entangle}\",\"{@spell faerie fire}\",\"{@spell speak with animals}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell animal messenger}\",\"{@spell beast sense}\",\"{@spell hold person}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell conjure animals}\",\"{@spell purge contamination|DoDk}*\",\"{@spell sleet storm}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell ice storm}\",\"{@spell polymorph}\",\"{@spell wall of fire}\"]},\"5\":{\"slots\":3,\"spells\":[\"{@spell commune with nature}\",\"{@spell cone of cold}\",\"{@spell greater restoration}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell conjure fey}\",\"{@spell heal}\"]},\"7\":{\"slots\":1,\"spells\":[\"{@spell resurrection}\"]},\"8\":{\"slots\":1,\"spells\":[\"{@spell feeblemind}\"]},\"9\":{\"slots\":1,\"spells\":[\"{@spell foresight}\"]}},\"footerEntries\":[\"*spells found in Appendix D of Dungeons of Drakkenheim.\"],\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"Eoghan has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"traitTags\":[\"Magic Resistance\"],\"languageTags\":[\"DU\",\"E\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"B\",\"C\",\"F\",\"I\",\"Y\"],\"spellcastingTags\":[\"CD\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflictSpell\":[\"exhaustion\",\"paralyzed\",\"prone\",\"restrained\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"intelligence\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Executioner\",\"source\":\"DoDk\",\"page\":209,\"size\":[\"H\"],\"type\":\"construct\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":405,\"formula\":\"30d12 + 210\"},\"speed\":{\"walk\":40},\"str\":29,\"dex\":11,\"con\":25,\"int\":10,\"wis\":11,\"cha\":10,\"save\":{\"str\":\"+15\",\"con\":\"+13\",\"wis\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"immune\":[\"poison\",\"psychic\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't adamantine\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands common but does not speak\"],\"cr\":\"20\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the Executioner fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Immutable Form\",\"entries\":[\"The Executioner is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The Executioner has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The Executioner's weapon attacks are magical.\"]},{\"name\":\"Rejuvenation\",\"entries\":[\"If the Executioner is destroyed, it returns with all its hit points in 24 hours unless a {@spell disintegrate} spell is cast on its remains.\"]}],\"action\":[{\"name\":\"Guillotine Blade\",\"entries\":[\"{@atk mw,rw} {@hit 15} to hit, reach 10 ft., or range 30/120 ft., one target. {@h}30 ({@damage 6d6 + 9}) slashing damage plus 14 ({@damage 4d6}) necrotic damage. The target must succeed on a {@dc 21} Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Immediately after making a ranged attack, this weapon flies back to the Executioner's hands.\"]},{\"name\":\"Necrotic Vents {@recharge 5}\",\"entries\":[\"The Executioner vents necrotic gas in a 30-foot radius. Each creature in that area must succeed on a {@dc 21} Constitution saving throw, taking 45 ({@damage 10d8}) necrotic damage on a failed save, or half as much damage on a successful one. A creature who fails this saving throw by 5 or more gains one {@adventure level of contamination|DoDk|12}.\"]}],\"legendary\":[{\"name\":\"Lumber Forward\",\"entries\":[\"The Executioner moves half its speed.\"]},{\"name\":\"Attack (Costs 2 actions)\",\"entries\":[\"The Executioner makes a melee or ranged attack with its Guillotine Blade.\"]},{\"name\":\"Summon Shadows. (Costs 3 actions)\",\"entries\":[\"The Executioner targets up to six humanoid corpses it can see within 60 feet of it that have died violently. Each target's spirit rises as a shadow in the space of its corpse or in the nearest unoccupied space. The shadows act after the Executioner on the same initiative count, are under its control, and remain for 1 minute or until they're destroyed. They disappear if the Executioner is destroyed.\"]}],\"traitTags\":[\"Immutable Form\",\"Legendary Resistances\",\"Magic Resistance\",\"Magic Weapons\",\"Rejuvenation\"],\"senseTags\":[\"SD\"],\"damageTags\":[\"N\",\"S\"],\"miscTags\":[\"AOE\",\"HPR\",\"MW\",\"RCH\",\"RW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Garmyr\",\"source\":\"DoDk\",\"page\":197,\"_copy\":{\"name\":\"Gnoll\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"gnoll\",\"with\":\"garmyr\"}}},\"type\":\"monstrosity\",\"tokenCredit\":\"Powerscorerpg\",\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Gravekeeper\",\"source\":\"DoDk\",\"page\":210,\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":210,\"formula\":\"20d10 + 100\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":18,\"dex\":7,\"con\":21,\"int\":19,\"wis\":17,\"cha\":21,\"save\":{\"con\":\"+10\",\"wis\":\"+8\",\"cha\":\"+10\"},\"skill\":{\"perception\":\"+13\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":23,\"languages\":[\"all but does not speak\"],\"cr\":\"13\",\"trait\":[{\"name\":\"Dazzling Illumination\",\"entries\":[\"The Gravekeeper projects a brilliant corona of light which sheds bright light to a range of 60 feet, and causes attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the Gravekeeper is {@condition incapacitated} or has a speed of 0.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the Gravekeeper fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}22 ({@damage 4d8 + 4}) bludgeoning damage plus 10 ({@damage 3d6}) necrotic damage.\"]},{\"name\":\"Lantern Blast\",\"entries\":[\"Magical octarine beams flash from the Gravekeeper's many lanterns. Each beam has a different power. Each creature within 120 feet of the Gravekeeper which is not behind {@quickref Cover||3||total cover} rolls a {@dice d6} to determine which colour ray affects it. The DC for all saving throws is 18:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"1. Dispelling Blast\",\"entries\":[\"The targeted creature must succeed on an Intelligence saving throw or take 35 ({@damage 10d6}) psychic damage, and any spell or magical effect upon the target ends. A creature who fails this saving throw has their {@status concentration} broken on any spell they were actively maintaining.\"]},{\"type\":\"item\",\"name\":\"2. Forceful Blast\",\"entries\":[\"The targeted creature must succeed on a Strength saving throw or take 35 ({@damage 10d6}) force damage, be pushed 20 feet away, and knocked {@condition prone}.\"]},{\"type\":\"item\",\"name\":\"3. Blinding Blast\",\"entries\":[\"The targeted creature must succeed on a Constitution saving throw or take 35 ({@damage 10d6}) radiant damage and be {@condition blinded} for 1 minute. A {@condition blinded} creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.\"]},{\"type\":\"item\",\"name\":\"4. Contamining Blast\",\"entries\":[\"The targeted creature must succeed on a Constitution saving throw or take 35 ({@damage 10d6}) necrotic damage and gain one {@adventure level of contamination|DoDk|12}.\"]},{\"type\":\"item\",\"name\":\"5. Igniting Blast\",\"entries\":[\"The targeted creature must succeed on a Dexterity saving throw or take 35 ({@damage 10d6}) fire damage, and catches fire; until someone takes an action to douse the fire, the target takes 35 ({@damage 10d6}) fire damage at the start of each of its turns.\"]},{\"type\":\"item\",\"name\":\"6. Freezing Blast\",\"entries\":[\"The targeted creature must succeed on a Constitution saving throw or take 35 ({@damage 10d6}) cold damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the blast's other effects.\"]}]}]}],\"legendary\":[{\"name\":\"Slam\",\"entries\":[\"The Gravekeeper makes a slam attack.\"]},{\"name\":\"Glide\",\"entries\":[\"The Gravekeeper moves its speed without provoking opportunity attacks.\"]},{\"name\":\"Lantern Blast (Costs 3 actions)\",\"entries\":[\"The Gravekeeper uses its Lantern Blast.\"]}],\"legendaryGroup\":{\"name\":\"Gravekeeper\",\"source\":\"DoDk\"},\"tokenCredit\":\"Louis Wood\",\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"U\"],\"languageTags\":[\"XX\"],\"damageTags\":[\"B\",\"C\",\"F\",\"N\",\"O\",\"R\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"prone\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Grotesque Gargant\",\"source\":\"DoDk\",\"page\":197,\"_copy\":{\"name\":\"Stone Giant\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"giant\",\"with\":\"grotesque gargant\"},\"action\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Contaminating Beam\",\"entries\":[\"The grotesque gargant magically forces a creature it can see within 60 feet of it to make a {@dc 15} Constitution saving throw. The creature takes 27 ({@damage 6d8}) necrotic damage on a failed save and gains one {@adventure level of contamination|DoDk|12}.\"]}}}},\"cr\":\"8\",\"trait\":[{\"name\":\"Regeneration\",\"entries\":[\"A grotesque gargant regains 10 hit points at the start of its turn as long as it is within the Deep Haze. The gargant dies only if it starts its turn with 0 hit points and doesn't regenerate.\"]},{\"name\":\"Misty Camouflage\",\"entries\":[\"The grotesque gargant has advantage on Dexterity ({@skill Stealth}) checks to hide in any area obscured by mist or fog.\"]}],\"tokenCredit\":\"Erebus88\",\"traitTags\":[\"Camouflage\",\"Regeneration\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Haze Hulk\",\"source\":\"DoDk\",\"page\":200,\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":95,\"formula\":\"10d10 + 40\"},\"speed\":{\"walk\":40},\"str\":21,\"dex\":10,\"con\":18,\"int\":7,\"wis\":10,\"cha\":6,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Common\"],\"cr\":\"4\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The haze hulk makes two slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Gutbuster\",\"entries\":[{\"type\":\"entries\",\"name\":\"Hurl Foetid Flesh {@recharge 5}\",\"entries\":[\"The gutbuster rips off a chunk of its mutated flesh and hurls it towards a space it can see within 120 feet of it. Each creature within 10 feet of that point must succeed on a DC 14 Constitution saving throw, taking 28 ({@dice 8d6}) necrotic damage on a failed save, or half as much damage on a successful one.\"]}]},{\"type\":\"variant\",\"name\":\"Hunter\",\"entries\":[{\"type\":\"entries\",\"name\":\"Invisibility\",\"entries\":[\"The hunter magically turns {@condition invisible} until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the hunter wears or carries is invisible with it.\"]},{\"type\":\"entries\",\"name\":\"Lashing Tendrils\",\"entries\":[\"Melee Weapon Attack: +7 to hit, reach 60 ft., one target. Hit: 14 ({@dice 2d8 + 5}) piercing damage, and the target is {@condition grappled} (escape DC 15) if it is a Large or smaller creature. The hunter has two lashing tendrils and can grapple up to two creatures at once.\"]},{\"type\":\"entries\",\"name\":\"Reel\",\"entries\":[\"As a bonus action the hunter pulls each creature {@condition grappled} by it up to 25 feet straight toward it.\"]}]},{\"type\":\"variant\",\"name\":\"Juggernaut\",\"entries\":[{\"type\":\"entries\",\"name\":\"Mutant Fortitude\",\"entries\":[\"If damage reduces the juggernaut to 0 hit points, it must succeed on a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the juggernaut drops to 1 hit point instead.\"]},{\"type\":\"entries\",\"name\":\"Trampling Charge\",\"entries\":[\"If the juggernaut moves at least 20 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the juggernaut can make another slam attack against it as a bonus action.\"]}],\"_version\":{\"name\":\"Haze Hulk (Juggernaut)\",\"addHeadersAs\":\"trait\"}}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Haze Hulk (Gutbuster)\",\"source\":\"DoDk\",\"_mod\":{\"action\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Hurl Foetid Flesh {@recharge 5}\",\"entries\":[\"The gutbuster rips off a chunk of its mutated flesh and hurls it towards a space it can see within 120 feet of it. Each creature within 10 feet of that point must succeed on a {@dc 14} Constitution saving throw, taking 28 ({@damage 8d6}) necrotic damage on a failed save, or half as much damage on a successful one.\"]}]}},\"variant\":null},{\"name\":\"Haze Hulk (Hunter)\",\"source\":\"DoDk\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Invisibility\",\"entries\":[\"The hunter magically turns {@condition invisible} until it attacks or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the hunter wears or carries is {@condition invisible} with it.\"]}]},\"action\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Lashing Tendrils\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 60 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage, and the target is {@condition grappled} (escape {@dc 15}) if it is a Large or smaller creature. The hunter has two lashing tendrils and can grapple up to two creatures at once.\"]}]}},\"bonus\":[{\"name\":\"Reel\",\"entries\":[\"As a bonus action the hunter pulls each creature {@condition grappled} by it up to 25 feet straight toward it.\"]}],\"variant\":null}]},{\"name\":\"Haze Husk\",\"source\":\"DoDk\",\"page\":197,\"_copy\":{\"name\":\"Zombie\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"zombie\",\"with\":\"haze husk\"}}},\"trait\":[{\"name\":\"Death Burst\",\"entries\":[\"If damage reduces the haze husk to 0 hit points, the delerium fragments in its body explode in a burst of contaminated energy, unless the damage is radiant or from a critical hit. Each creature within 5 feet of it must succeed on a {@dc 10} Constitution saving throw or take 7 ({@damage 2d6}) necrotic damage. Creatures who fail this saving throw by 5 or more gain one {@adventure level of contamination|DoDk|12}.\"]}],\"tokenCredit\":\"Joshua Culp\",\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Haze Wight\",\"source\":\"DoDk\",\"page\":198,\"_copy\":{\"name\":\"Wight\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"wight\",\"with\":\"haze wight\"},\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Multiattack\",\"items\":[{\"name\":\"Multiattack\",\"entries\":[\"The haze wight makes two longsword attacks or two longbow attacks. It can use its Contaminated Touch or Create Haze Husk in place of one longsword attack.\"]}]},{\"mode\":\"replaceArr\",\"replace\":\"Life Drain\",\"items\":[{\"name\":\"Contaminated Touch\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}10 ({@damage 3d6}) necrotic damage. The target must succeed on a {@dc 13} Constitution saving throw or gain one {@adventure level of contamination|DoDk|12}.\"]},{\"name\":\"Create Haze Husk\",\"entries\":[\"The wight targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. It rises as a haze husk in an unoccupied space within 5 feet. The haze husk is under the wight's control. The wight can have no more than 12 haze husks under its control at one time.\"]}]}]}},\"tokenCredit\":\"Igor Krstic\",\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Hedge Mage\",\"source\":\"DoDk\",\"page\":219,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":22,\"formula\":\"4d8 + 4\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":13,\"int\":15,\"wis\":11,\"cha\":11,\"skill\":{\"arcana\":\"+4\"},\"passive\":10,\"languages\":[\"Any two\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The hedge mage is a 4th-level spellcaster that uses Intelligence as its spellcasting ability (spell save {@dc 12}; {@hit 4} to hit with spell attacks). The hedge mage has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell chill touch}\",\"{@spell mage hand}\",\"{@spell shocking grasp}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell false life}\",\"{@spell mage armor}\",\"{@spell magic missile}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell Melf's acid arrow}\",\"{@spell web}\"]}},\"ability\":\"int\"}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"A\",\"F\",\"L\",\"N\",\"O\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hypnotic Eldritch Blossom\",\"source\":\"DoDk\",\"page\":205,\"size\":[\"M\"],\"type\":\"plant\",\"alignment\":[\"C\",\"E\"],\"ac\":[5],\"hp\":{\"average\":18,\"formula\":\"4d8\"},\"speed\":{\"walk\":5},\"str\":3,\"dex\":1,\"con\":10,\"int\":1,\"wis\":3,\"cha\":5,\"senses\":[\"blindsight 30 ft.\"],\"passive\":6,\"conditionImmune\":[\"blinded\",\"deafened\",\"frightened\"],\"cr\":\"1\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"While the Hypnotic Eldritch Blossom remains motionless, it is indistinguishable from an ordinary flower.\"]}],\"action\":[{\"name\":\"Contaminated Nectar\",\"entries\":[\"The Hypnotic Eldritch Blossom targets one creature it can see within 10 feet of it. The target must succeed on a {@dc 10} Constitution saving throw or gain one {@adventure level of contamination|DoDk|12}.\"]},{\"name\":\"Hypnotic Pollen (recharges on a short or long rest)\",\"entries\":[\"The Hypnotic Eldritch Blossom releases a cloud of glittering pollen out to a radius of 30 feet. Creatures in the area must succeed on a {@dc 10} Wisdom saving throw or become {@condition charmed} by the Hypnotic Eldritch Blossom for 1 minute. While {@condition charmed}, the creature is {@condition incapacitated} and must use all its movement on its turns to get as close to the Hypnotic Eldritch Blossom as possible.\",\"The effect ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.\"]}],\"reaction\":[{\"name\":\"Spell Reflection\",\"entries\":[\"If the hypnotic eldritch blossom makes a successful saving throw against a spell which targets only it and does not have an area of effect, or a spell attack misses it, the blossom can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the hypnotic eldritch blossom. If the spell forces a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.\"]}],\"traitTags\":[\"False Appearance\"],\"senseTags\":[\"B\"],\"conditionInflict\":[\"charmed\",\"incapacitated\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Knight-Captain Theodore Marshal\",\"source\":\"DoDk\",\"page\":215,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":20,\"from\":[\"{@item plate armor|PHB|plate}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":255,\"formula\":\"30d8 + 120\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":10,\"con\":18,\"int\":13,\"wis\":15,\"cha\":19,\"save\":{\"wis\":\"+7\",\"cha\":\"+9\"},\"skill\":{\"animal handling\":\"+7\",\"athletics\":\"+10\",\"insight\":\"+7\",\"persuasion\":\"+9\"},\"passive\":12,\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Celestial\",\"Common\"],\"cr\":\"15\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Theodore Marshal is a 20th-level spellcaster. His spellcasting ability is Charisma (spell save {@dc 17}, {@hit 9} to hit with spell attacks). He has the following paladin spells prepared:\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell bless}\",\"{@spell command}\",\"{@spell cure wounds}\",\"{@spell guiding bolt}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell aid}\",\"{@spell branding smite}\",\"{@spell lesser restoration}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell beacon of hope}\",\"{@spell dispel magic}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell banishment}\",\"{@spell death ward}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell flame strike}\",\"{@spell hallow}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Divine Strikes\",\"entries\":[\"Theodore Marshal's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra {@damage 4d8} radiant damage (included in the attack).\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Theodore Marshal fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Theodore Marshal wields a {@item holy avenger longsword}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Theodore Marshal makes two melee attacks.\"]},{\"name\":\"Holy Avenger\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}12 ({@damage 1d8 + 8}) slashing damage plus 18 ({@damage 4d8}) radiant damage.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"Theodore Marshal makes one weapon attack.\"]},{\"name\":\"Holy Bolt (Costs 2 actions)\",\"entries\":[\"Theodore Marshal casts {@spell guiding bolt} without expending a spell slot.\"]}],\"traitTags\":[\"Legendary Resistances\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\"],\"damageTags\":[\"R\",\"S\"],\"damageTagsSpell\":[\"F\",\"R\"],\"spellcastingTags\":[\"CP\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"incapacitated\",\"prone\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lenore von Kessel\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DoDk\",\"page\":134,\"_copy\":{\"name\":\"Medusa\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the medusa\",\"with\":\"Lenore\",\"flags\":\"i\"}}},\"trait\":[{\"name\":\"Radiant Gaze\",\"entries\":[\"When a creature that can see Lenore's eyes starts its turn within 30 feet of her, Lenore can force it to make a {@dc 14} Constitution saving throw if she isn't {@condition incapacitated} and can see the creature. The creature takes 22 ({@damage 4d10}) radiant damage on a failed save, or half as much on a successful one. In addition, creatures who fail this saving throw gain one {@adventure level of contamination|DoDk|12}.\",\"Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see Lenore until the start of its next turn, when it can avert its eyes again. If the creature looks at Lenore in the meantime, it must immediately make the save.\",\"If Lenore sees herself reflected on a polished surface within 30 feet of her and in an area of bright light, she becomes {@condition blinded} and {@condition incapacitated} for {@dice 1d6} hours.\"]}],\"action\":[{\"name\":\"Tentacle Hair\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage plus 14 ({@damage 4d6}) necrotic damage. The target must succeed on a {@dc 14} Constitution saving throw or gain one {@adventure level of contamination|DoDk|12}.\"]}],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Living Deep Haze\",\"source\":\"DoDk\",\"page\":204,\"size\":[\"L\"],\"type\":\"elemental\",\"alignment\":[\"U\"],\"ac\":[15],\"hp\":{\"average\":90,\"formula\":\"12d10 + 24\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":90,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":14,\"dex\":20,\"con\":14,\"int\":5,\"wis\":10,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"unconscious\"],\"languages\":[\"Deep Speech\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Fog Form\",\"entries\":[\"The Living Deep Haze can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.\"]},{\"name\":\"Deep Haze\",\"entries\":[\"A creature who enters or starts its turn in the same space as the Living Deep Haze must succeed on a {@dc 15} Constitution saving throw or take 10 ({@damage 3d6}) necrotic damage and gain one {@adventure level of contamination|DoDk|12}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The Living Deep Haze makes two slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DS\"],\"damageTags\":[\"B\",\"N\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lord Commander Elias Drexel\",\"source\":\"DoDk\",\"page\":214,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":19,\"from\":[\"{@item +3 breastplate}\"]}],\"hp\":{\"average\":255,\"formula\":\"30d8 + 120\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":15,\"con\":18,\"int\":15,\"wis\":16,\"cha\":11,\"save\":{\"str\":\"+9\",\"dex\":\"+7\",\"wis\":\"+8\"},\"skill\":{\"athletics\":\"+9\",\"perception\":\"+13\",\"stealth\":\"+12\",\"survival\":\"+8\"},\"senses\":[\"blindsight 10 ft.\"],\"passive\":23,\"languages\":[\"Common\"],\"cr\":\"15\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Elias Drexel is a 20th-level spellcaster. His spellcasting ability is Wisdom (spell save {@dc 16}, {@hit 8} to hit with spell attacks). He knows the following ranger spells:\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell cure wounds}\",\"{@spell fog cloud}\",\"{@spell hunter's mark}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell pass without trace}\",\"{@spell protection from poison}\",\"{@spell spike growth}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell conjure animals}\",\"{@spell nondetection}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell freedom of movement}\",\"{@spell stoneskin}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell tree stride} (works on buildings instead of trees)\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Survivor\",\"entries\":[\"At the start of each of his turns, Elias Drexel regains 10 hit points if he has no more than half of his hit points left. He does not gain this benefit if he has 0 hit points.\"]},{\"name\":\"Brute\",\"entries\":[\"A melee weapon deals one extra die of its damage when Elias Drexel hits with it (included in the attack).\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Elias Drexel fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Elias Drexel wields a {@item +3 Longsword}, wears a {@item +3 breastplate} and the {@item Lord Commander's Badge|DoDk}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Elias Drexel uses Leadership. He then makes four attacks with either his longsword or his longbow.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d8 + 7}) slashing damage.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 7} to hit, range 150/600 ft., one target. {@h}7 ({@damage 1d8 + 2}) piercing damage.\"]},{\"name\":\"Leadership (Recharges after a Short or Long Rest)\",\"entries\":[\"For 1 minute, Elias Drexel can utter a special command or warning whenever a nonhostile creature that he can see within 120 feet of him makes an attack roll or a saving throw. The creature can add a {@dice d4} to its roll provided it can hear and understand Elias Drexel. A creature can benefit from only one Leadership die at a time. This effect ends if Elias Drexel is {@condition incapacitated}.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"Elias Drexel adds 5 to his AC against one melee attack that would hit him. To do so, Elias Drexel must see the attacker and be wielding a melee weapon.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"Elias Drexel makes one weapon attack.\"]},{\"name\":\"Command\",\"entries\":[\"Elias Drexel chooses one ally he can see. If that ally can see and hear him, that ally can make one weapon attack as a reaction and gains advantage on the attack roll. The attack deals an extra 10 {@damage 3d6} damage on a hit.\"]}],\"attachedItems\":[\"longbow|phb\",\"longsword|phb\"],\"traitTags\":[\"Brute\",\"Legendary Resistances\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\",\"S\"],\"damageTagsSpell\":[\"P\"],\"spellcastingTags\":[\"CR\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lord of the Feast\",\"source\":\"DoDk\",\"page\":211,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":228,\"formula\":\"24d10 + 96\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":18,\"dex\":18,\"con\":18,\"int\":11,\"wis\":18,\"cha\":13,\"save\":{\"dex\":\"+9\",\"con\":\"+9\",\"wis\":\"+9\",\"cha\":\"+6\"},\"skill\":{\"athletics\":\"+9\",\"perception\":\"+14\",\"stealth\":\"+14\",\"survival\":\"+9\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":24,\"languages\":[\"Abyssal\"],\"cr\":\"15\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the Lord of the Feast fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The Lord of the Feast regains 20 hit points at the start of his turn if he has at least 1 hit point remaining.\"]},{\"name\":\"Close-Quarters Hunter\",\"entries\":[\"Being within 5 feet of a hostile creature doesn't impose disadvantage on the Lord of the Feast's ranged attack rolls.\"]},{\"name\":\"Predatory Senses\",\"entries\":[\"The Lord of the Feast has advantage on Wisdom ({@skill Perception}) checks. He can pinpoint the position of any creature within 120 feet of him that is {@condition invisible}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The Lord of the Feast makes three attacks: either one with each of its different arrow attacks, or one with his bite and two with his claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage plus 18 ({@damage 4d8}) necrotic damage. A target hit by this attack must succeed on a {@dc 17} Constitution saving throw or gain one {@adventure level of contamination|DoDk|12}.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft, one target. {@h}11 ({@damage 2d6 + 4}) slashing damage.\"]},{\"name\":\"Contaminating Arrow\",\"entries\":[\"{@atk rw} {@hit 9} to hit, range 150/600 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage plus 18 ({@damage 4d8}) necrotic damage. A target hit by this attack must succeed on a {@dc 17} Constitution saving throw or gain one {@adventure level of contamination|DoDk|12}.\"]},{\"name\":\"Ensnaring Arrow\",\"entries\":[\"{@atk rw} {@hit 9} to hit, range 150/600 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage. If the target is Large or smaller, it must succeed on a {@dc 17} Dexterity saving throw or become {@condition restrained} in a magical snare for 1 minute. A {@condition restrained} target can use its action to repeat the saving throw, ending the effect on itself on a success.\"]},{\"name\":\"Harpoon Arrow\",\"entries\":[\"{@atk rw} {@hit 9} to hit, range 150/600 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage. If the target is a Huge or smaller creature, it must succeed on {@dc 17} Strength saving throw or be pulled up to 20 feet directly toward the Lord of the Feast.\"]}],\"legendary\":[{\"name\":\"Dash\",\"entries\":[\"The Lord of the Feast moves his speed without provoking opportunity attacks.\"]},{\"name\":\"Arrow (Costs 2 actions)\",\"entries\":[\"The Lord of the Feast makes one arrow attack of his choice.\"]},{\"name\":\"Call of the Hunt (costs 3 actions)\",\"entries\":[\"The Lord of the Feast releases a blood-curdling howl which can be heard all across Drakkenheim. Garmyr within 60 feet who can see and hear the Lord of the Feast can use their reaction to move up to half their speed and make one melee or ranged attack with advantage.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Regeneration\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\"],\"damageTags\":[\"N\",\"P\",\"S\"],\"miscTags\":[\"MW\",\"RW\"],\"conditionInflict\":[\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lucretia Mathias\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DoDk\",\"page\":216,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"G\"],\"ac\":[{\"ac\":17,\"from\":[\"Unarmored Defense\"]}],\"hp\":{\"average\":90,\"formula\":\"20d8\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":10,\"con\":10,\"int\":19,\"wis\":24,\"cha\":19,\"save\":{\"wis\":\"+12\",\"cha\":\"+9\"},\"skill\":{\"insight\":\"+17\",\"perception\":\"+17\",\"persuasion\":\"+14\",\"religion\":\"+14\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":26,\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"all\"],\"cr\":\"15\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Lucretia Mathias is a 20th-level spellcaster. Her spellcasting ability is Wisdom (spell save {@dc 20}, {@hit 12} to hit with spell attacks). She has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell chill touch}\",\"{@spell guidance}\",\"{@spell light}\",\"{@spell sacred flame}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell bless}\",\"{@spell command}\",\"{@spell guiding bolt}\",\"{@spell healing word}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell aid}\",\"{@spell hold person}\",\"{@spell lesser restoration}\",\"{@spell spiritual weapon}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell dispel magic}\",\"{@spell sending}\",\"{@spell speak with dead}\",\"{@spell spirit guardians}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell banishment}\",\"{@spell death ward}\",\"{@spell divination}\"]},\"5\":{\"slots\":3,\"spells\":[\"{@spell commune}\",\"{@spell flame strike}\",\"{@spell greater restoration}\",\"{@spell scrying}\"]},\"6\":{\"slots\":2,\"spells\":[\"{@spell heal}\",\"{@spell word of recall}\"]},\"7\":{\"slots\":2,\"spells\":[\"{@spell divine word}\",\"{@spell resurrection}\"]},\"8\":{\"slots\":1,\"spells\":[\"{@spell holy aura}\"]},\"9\":{\"slots\":1,\"spells\":[\"{@spell gate}\",\"{@spell sacrament of the falling fire|DoDk}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Prescient\",\"entries\":[\"Lucretia Mathias can't be surprised while she is conscious.\"]},{\"name\":\"Unarmoured Defense\",\"entries\":[\"While Lucretia Mathias is wearing no armour and wielding no shield, her AC includes her Wisdom modifier.\"]},{\"name\":\"Undeniable Faith\",\"entries\":[\"Lucretia Mathias automatically succeeds on Constitution saving throws to maintain {@status concentration} on her spells. Any spell she casts is treated as if it were cast using a 9th level spell slot, regardless of the spell slot used to cast the spell.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Lucretia Mathias fails a saving throw, she can choose to succeed instead.\"]},{\"name\":\"Divine Grace\",\"entries\":[\"Any creature who targets Lucretia Mathias with an attack or a harmful spell must first make a {@dc 20} Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This effect doesn't protect Lucretia Mathias from area effects, such as the explosion of a fireball.\",\"If Lucretia Mathias makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this effect ends until the start of her next turn.\"]}],\"action\":[{\"name\":\"Pacifying Touch\",\"entries\":[\"{@atk ms} {@hit 12} to hit, reach 5 ft., one creature. {@h}10 ({@damage 3d6}) psychic damage. A creature reduced to 0 hit points by this damage is stable at 0 hit points. The target must succeed on a {@dc 20} Wisdom saving throw or be {@condition incapacitated} for 1 minute. This effect ends for an affected creature if it takes any damage.\"]},{\"name\":\"Divine Intervention (1/ week)\",\"entries\":[\"Lucretia Mathias calls on the Sacred Flame for aid. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\"]}],\"legendary\":[{\"name\":\"Cantrip\",\"entries\":[\"Lucretia Mathias casts a cantrip.\"]},{\"name\":\"Pacifying Touch (Costs 2 Actions)\",\"entries\":[\"Lucretia Mathias uses her Pacifying Touch.\"]},{\"name\":\"Cast a Spell (Costs 3 Actions)\",\"entries\":[\"Lucretia Mathias casts a spell using a spell slot.\"]}],\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"U\"],\"languageTags\":[\"XX\"],\"damageTags\":[\"Y\"],\"damageTagsSpell\":[\"F\",\"N\",\"O\",\"R\"],\"spellcastingTags\":[\"CC\"],\"conditionInflict\":[\"incapacitated\"],\"conditionInflictSpell\":[\"blinded\",\"deafened\",\"incapacitated\",\"paralyzed\",\"prone\",\"stunned\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Minazorond\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DoDk\",\"page\":183,\"size\":[\"G\"],\"type\":\"dragon\",\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":22,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":444,\"formula\":\"24d20 + 192\"},\"speed\":{\"walk\":40,\"fly\":80,\"swim\":40},\"str\":29,\"dex\":10,\"con\":27,\"int\":18,\"wis\":17,\"cha\":21,\"save\":{\"dex\":\"+7\",\"con\":\"+15\",\"wis\":\"+10\",\"cha\":\"+12\"},\"skill\":{\"insight\":\"+10\",\"perception\":\"+17\",\"stealth\":\"+7\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\",\"truesight 120 ft.\"],\"passive\":27,\"resist\":[\"poison\",\"psychic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't adamantine\",\"cond\":true}],\"immune\":[\"lightning\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"22\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"Minazorond can breathe air and water.\"]},{\"name\":\"Constructed Nature\",\"entries\":[\"Minazorond doesn't require air, food, drink, or sleep.\"]},{\"name\":\"False Appearance\",\"entries\":[\"While Minazorond remains motionless, he is indistinguishable from an inanimate bronze statue.\"]},{\"name\":\"Faultless Tracker\",\"entries\":[\"The creature(s) that caused Minazorond to animate becomes his quarry. Minazorond knows the direction and distance to his quarry as long the quarry remains within Drakkenheim or until Minazorond is destroyed.\"]},{\"name\":\"Immutable Form\",\"entries\":[\"Minazorond is immune to any spell or effect that would alter his form.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Minazorond fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Minazorond has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"Minazorond's weapon attacks are magical.\"]},{\"name\":\"Rejuvenation\",\"entries\":[\"If Minazorond is destroyed, he regains all his hit points in 1 hour unless a {@spell disintegrate} spell is cast on his remains.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Minazorond can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}20 ({@damage 2d10 + 9}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d6 + 9}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 20 ft., one target. {@h}18 ({@damage 2d8 + 9}) bludgeoning damage.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of Minazorond's choice that is within 120 feet of Minazorond and aware of him must succeed on a {@dc 20} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Minazorond's Frightful Presence for the next 24 hours.\"]},{\"name\":\"Breath Weapons {@recharge 5}\",\"entries\":[\"Minazorond uses one of the following breath weapons.\"]},{\"name\":\"Lightning Breath\",\"entries\":[\"Minazorond exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a {@dc 23} Dexterity saving throw, taking 88 ({@damage 16d10}) lightning damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Repulsion Breath\",\"entries\":[\"Minazorond exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a {@dc 23} Strength saving throw. On a failed save, the creature is pushed 60 feet away from Minazorond.\"]},{\"name\":\"Change Shape\",\"entries\":[\"Minazorond magically polymorphs into a humanoid or beast that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (Minazorond's choice).\",\"In a new form, Minazorond retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"Minazorond makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Tail Attack\",\"entries\":[\"Minazorond makes a tail attack.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"Minazorond beats his wings. Each creature within 15 feet of Minazorond must succeed on a {@dc 24} Dexterity saving throw or take 16 ({@damage 2d6 + 9}) bludgeoning damage and be knocked {@condition prone}. Minazorond can then fly up to half his flying speed.\"]}],\"traitTags\":[\"Amphibious\",\"False Appearance\",\"Immutable Form\",\"Legendary Resistances\",\"Magic Resistance\",\"Magic Weapons\",\"Rejuvenation\"],\"senseTags\":[\"B\",\"SD\",\"U\"],\"actionTags\":[\"Breath Weapon\",\"Frightful Presence\",\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"L\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"prone\"],\"savingThrowForced\":[\"dexterity\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Oscar Yoren\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DoDk\",\"page\":99,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"A\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":72,\"formula\":\"9d8\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":14,\"con\":11,\"int\":17,\"wis\":12,\"cha\":11,\"save\":{\"int\":\"+6\",\"wis\":\"+4\"},\"skill\":{\"arcana\":\"+6\",\"history\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"necrotic\",\"poison\"],\"languages\":[\"Any four languages\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Oscar Yoren is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). Oscar Yoren has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell chill touch}\",\"{@spell mage hand}\",\"{@spell ray of frost}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell false life}\",\"{@spell mage armor}\",\"{@spell magic missile}\",\"{@spell shield}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell invisibility}\",\"{@spell misty step}\",\"{@spell web}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell animate dead}\",\"{@spell counterspell}\",\"{@spell lightning bolt}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell blight}\",\"{@spell polymorph}\"]},\"5\":{\"slots\":1,\"spells\":[\"{@spell cloudkill}\"]}},\"ability\":\"int\"}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"C\",\"F\",\"I\",\"L\",\"N\",\"O\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflictSpell\":[\"invisible\",\"restrained\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Pale Man\",\"source\":\"DoDk\",\"page\":212,\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"N\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":120,\"formula\":\"16d8 + 48\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":10,\"dex\":15,\"con\":17,\"int\":20,\"wis\":15,\"cha\":12,\"save\":{\"con\":\"+8\",\"int\":\"+10\",\"wis\":\"+7\"},\"skill\":{\"arcana\":\"+10\",\"history\":\"+10\",\"perception\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"restrained\"],\"languages\":[\"Common and any 5 other languages\"],\"cr\":\"13\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The Pale Man is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 18}, {@hit 10} to hit with spell attacks). The Pale Man has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell chill touch}\",\"{@spell mage hand}\",\"{@spell mending}\",\"{@spell prestidigitation}\",\"{@spell shocking grasp}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell delerium orb|DoDk}*\",\"{@spell mage armor}\",\"{@spell magic missile}\",\"{@spell shield}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell hold person}\",\"{@spell invisibility}\",\"{@spell warp bolt|DoDk}*\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell counterspell}\",\"{@spell lightning bolt}\",\"{@spell purge contamination|DoDk}*\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell delerium blast|DoDk}*\",\"{@spell forced evolution|DoDk}*\"]},\"5\":{\"slots\":3,\"spells\":[\"{@spell conjure the deep haze|DoDk}*\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell chain lightning}\",\"{@spell siphon contamination|DoDk}*\"]},\"7\":{\"slots\":1,\"spells\":[\"{@spell octarine spray|DoDk}*\"]},\"8\":{\"slots\":1,\"spells\":[\"{@spell antimagic field}\"]}},\"footerEntries\":[\"*These spells are from Appendix D of Dungeons of Drakkenheim.\"],\"ability\":\"int\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the Pale Man fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Insect Body\",\"entries\":[\"The Pale Man can occupy another creature's space and vice versa, and the Pale Man can move through any opening large enough for a Tiny insect.\"]},{\"name\":\"Crawling Flesh\",\"entries\":[\"When the Pale Man is reduced to 0 hit points, it breaks apart into a swarm of insects in the same space. Unless the swarm is destroyed, the Pale Man swarm returns to its cocoon and reforms {@dice 1d6} days later.\"]}],\"action\":[{\"name\":\"Contaminating Touch\",\"entries\":[\"{@atk ms} {@hit 8} to hit, reach 10 ft., one target. {@h}10 ({@damage 3d6}) necrotic damage, and the target must succeed on a {@dc 16} Constitution saving throw or receive one {@adventure level of contamination|DoDk|12}.\"]},{\"name\":\"Infest the Flesh {@recharge}\",\"entries\":[\"Each creature within 30 feet of the Pale Man must succeed on a {@dc 16} Dexterity saving throw or take 22 ({@damage 5d8}) necrotic damage and be {@condition restrained} by masses of swarming fleshy bugs. The affected creature takes 22 ({@damage 5d8}) necrotic damage at the start of each of the Pale Man's turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"legendary\":[{\"name\":\"Cantrip (Costs 1 Action)\",\"entries\":[\"The Pale Man casts one cantrip.\"]},{\"name\":\"Slither (Costs 2 Actions)\",\"entries\":[\"The Pale Man moves its speed without provoking opportunity attacks.\"]},{\"name\":\"Contaminate (Costs 3 Actions)\",\"entries\":[\"Each creature {@condition restrained} by the Pale Man's Infest the Flesh must succeed on a {@dc 16} Constitution saving throw or gain one {@adventure level of contamination|DoDk|12}.\"]}],\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\"],\"damageTags\":[\"N\"],\"damageTagsSpell\":[\"L\",\"N\",\"O\",\"R\",\"T\",\"Y\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"AOE\",\"RCH\"],\"conditionInflict\":[\"restrained\"],\"conditionInflictSpell\":[\"exhaustion\",\"incapacitated\",\"invisible\",\"paralyzed\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Protean Abomination\",\"source\":\"DoDk\",\"page\":201,\"size\":[\"H\"],\"type\":\"aberration\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":168,\"formula\":\"16d12 + 64\"},\"speed\":{\"walk\":30,\"climb\":10},\"str\":21,\"dex\":8,\"con\":18,\"int\":5,\"wis\":10,\"cha\":5,\"senses\":[\"blindsight 60 ft.\"],\"passive\":10,\"conditionImmune\":[\"charmed\",\"frightened\",\"prone\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Absorption\",\"entries\":[\"When the protean abomination kills a creature that is neither a construct nor undead, it absorbs the corpse into its body and regains 20 hit points.\"]},{\"name\":\"Amorphous\",\"entries\":[\"The protean abomination can move through a space as narrow as 1 inch wide without squeezing.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The protean abomination can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The protean abomination makes two slam attacks. If both attacks hit a Large or smaller target, the target is {@condition grappled} (escape {@dc 15}), and the protean abomination uses Engulf on it.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}19 ({@damage 3d8 + 5}) bludgeoning damage.\"]},{\"name\":\"Engulf\",\"entries\":[\"The protean abomination engulfs a Large or smaller creature {@condition grappled} by it. Until the grapple ends the target is {@condition blinded}, {@condition restrained}, and unable to breathe, and it must succeed on a {@dc 15} Constitution saving throw at the start of each of the abomination's turns or take 19 ({@damage 3d8 + 5}) bludgeoning damage. If the abomination moves, the engulfed target moves with it. The abomination can have only one creature engulfed at a time.\"]}],\"traitTags\":[\"Amorphous\",\"Spider Climb\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"blinded\",\"grappled\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Queen of Thieves\",\"source\":\"DoDk\",\"page\":217,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":23,\"from\":[\"canny defense\",\"{@spell mage armor}\"]}],\"hp\":{\"average\":120,\"formula\":\"20d8 + 20\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":20,\"con\":13,\"int\":20,\"wis\":16,\"cha\":19,\"save\":{\"dex\":\"+10\",\"int\":\"+10\"},\"skill\":{\"acrobatics\":\"+10\",\"arcana\":\"+10\",\"deception\":\"+14\",\"insight\":\"+8\",\"perception\":\"+8\",\"persuasion\":\"+9\",\"sleight of hand\":\"+10\",\"stealth\":\"+15\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":18,\"conditionImmune\":[\"charmed\"],\"languages\":[\"Common\",\"Dwarvish\",\"Elvish\",\"Undercommon\"],\"cr\":\"15\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The Queen of Thieves' innate spellcasting ability is Intelligence. She can innately cast the following spells, requiring no material, somatic, or verbal components:\"],\"will\":[\"{@spell detect thoughts}\",\"{@spell disguise self}\",\"{@spell suggestion}\"],\"ability\":\"int\"},{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The Queen of Thieves is a 20th-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 18}, {@hit 10} to hit with spell attacks). She has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell chill touch}\",\"{@spell mage hand}\",\"{@spell message}\",\"{@spell minor illusion}\",\"{@spell prestidigitation}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell feather fall}\",\"{@spell mage armor}\",\"{@spell shield}\",\"{@spell sleep}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell mirror image}\",\"{@spell misty step}\",\"{@spell see invisibility}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell gaseous form}\",\"{@spell hypnotic pattern}\",\"{@spell major image}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell dimension door}\",\"{@spell greater invisibility}\",\"{@spell polymorph}\"]},\"5\":{\"slots\":3,\"spells\":[\"{@spell dominate person}\",\"{@spell scrying}\",\"{@spell seeming}\"]},\"6\":{\"slots\":2,\"spells\":[\"{@spell eyebite}\",\"{@spell mass suggestion}\"]},\"7\":{\"slots\":2,\"spells\":[\"{@spell forcecage}\",\"{@spell project image}\"]},\"8\":{\"slots\":1,\"spells\":[\"{@spell feeblemind}\"]},\"9\":{\"slots\":1,\"spells\":[\"{@spell foresight}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"The Queen of Thieves wears an {@item amulet of proof against detection and location} and a {@item spymaster's signet|DoDK}. She wields a {@item +3 rapier}.\"]},{\"name\":\"Canny Defense\",\"entries\":[\"While the Queen of Thieves is wearing light or no armour and wielding no shield, her AC includes her Intelligence modifier.\"]},{\"name\":\"Sneak Attack (1/Turn)\",\"entries\":[\"The Queen of Thieves deals an extra 18 {@damage 5d6} damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Queen of Thieves that isn't incapacitated and she doesn't have disadvantage on the attack roll.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the Queen of Thieves fails a saving throw, she can choose to succeed instead.\"]},{\"name\":\"Memory Thief\",\"entries\":[\"Creatures are not aware when the Queen of Thieves reads their thoughts or charms them. Additionally, when a spell cast by the Queen of Thieves that causes creatures to become {@condition charmed} ends, she can make the affected creatures lose their memories. They must succeed on a {@dc 18} Intelligence saving throw or forget up to 8 hours of the time spent {@condition charmed} by her. These memories can be restored with a {@spell heal} spell or similar magic.\"]}],\"action\":[{\"name\":\"+3 Rapier\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 5 ft., one target {@h}13 ({@damage 1d8 + 8}) piercing damage.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk rw} {@hit 10} to hit, range 20/60 ft., one target. {@h}7 ({@damage 1d4 + 7}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Misdirection\",\"entries\":[\"When she would take damage, the Queen of Thieves becomes {@condition invisible} and teleports 60 feet to an unoccupied space she can see. At the same time, an illusory double of her appears where she was standing and lasts for 1 minute. The invisibility ends if the Queen of Thieves attacks or casts a spell, or after 1 minute.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"The Queen of Thieves makes one melee or ranged attack.\"]},{\"name\":\"Move\",\"entries\":[\"The Queen of Thieves moves up to her speed without provoking opportunity attacks.\"]}],\"attachedItems\":[\"+3 rapier|dmg\",\"dagger|phb\"],\"traitTags\":[\"Legendary Resistances\",\"Sneak Attack\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"D\",\"E\",\"U\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"N\",\"O\",\"Y\"],\"spellcastingTags\":[\"CW\",\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflictSpell\":[\"blinded\",\"charmed\",\"deafened\",\"frightened\",\"incapacitated\",\"invisible\",\"unconscious\"],\"savingThrowForced\":[\"intelligence\"],\"savingThrowForcedSpell\":[\"charisma\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Rat Prince\",\"source\":\"DoDk\",\"page\":213,\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":66,\"formula\":\"12d8 + 12\"},\"speed\":{\"walk\":30,\"swim\":30,\"climb\":30},\"str\":12,\"dex\":19,\"con\":13,\"int\":9,\"wis\":15,\"cha\":9,\"skill\":{\"acrobatics\":\"+6\",\"athletics\":\"+3\",\"perception\":\"+6\",\"stealth\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"languages\":[\"Common\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Cunning Action\",\"entries\":[\"The Rat Prince can take the Dash, Disengage, or Hide action as a bonus action on each of its turns.\"]},{\"name\":\"Keen Smell\",\"entries\":[\"The Rat Prince has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The Rat Prince has advantage on an attack roll against a creature if at least one of his allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]},{\"name\":\"Contaminated Ammunition\",\"entries\":[\"The Rat Prince carries {@dice 2d6} pieces of ammunition laced with delerium fragments. These projectiles cause {@damage 1d6} extra damage on a hit, and the target must succeed on a {@dc 10} Constitution saving throw or gain one {@adventure level of contamination|DoDk|12}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The Rat Prince makes three attacks: two with his short swords, and one with his contaminated bite.\"]},{\"name\":\"Short Sword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]},{\"name\":\"Contaminated Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 4}) piercing damage, plus an extra 10 ({@damage 3d6}) necrotic damage, and the creature must succeed on a {@dc 11} Constitution saving throw or gain one {@adventure level of contamination|DoDk|12}.\"]},{\"name\":\"Hand Crossbow\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 30/120 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]}],\"attachedItems\":[\"hand crossbow|phb\"],\"traitTags\":[\"Keen Senses\",\"Pack Tactics\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"N\",\"P\"],\"miscTags\":[\"MW\",\"RW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ratling\",\"source\":\"DoDk\",\"page\":202,\"size\":[\"S\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"ac\":[12],\"hp\":{\"average\":5,\"formula\":\"2d6 - 2\"},\"speed\":{\"walk\":30,\"swim\":30,\"climb\":30},\"str\":7,\"dex\":15,\"con\":8,\"int\":8,\"wis\":10,\"cha\":5,\"skill\":{\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Common\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Skulker\",\"entries\":[\"The ratling can take the Hide action as a bonus action on each of its turns.\"]},{\"name\":\"Keen Smell\",\"entries\":[\"The ratling has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The ratling has advantage on an attack roll against a creature if at least one of the ratling's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Sling\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Guttersnipe\",\"entries\":[\"A ratling guttersnipe uses the game statistics for a {@creature spy}. Its creature type is monstrosity. It gains the Keen Smell and Pack Tactics traits, a swim and climb speed of 30 feet, as well as the Bite attack as per the ratling stat block.\"]}],\"attachedItems\":[\"sling|phb\"],\"traitTags\":[\"Keen Senses\",\"Pack Tactics\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Saint Gresha\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DoDk\",\"page\":124,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"G\"],\"ac\":[13],\"hp\":{\"average\":67,\"formula\":\"9d8 + 27\"},\"speed\":{\"walk\":0,\"fly\":60},\"str\":6,\"dex\":16,\"con\":16,\"int\":12,\"wis\":14,\"cha\":15,\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"The languages it knew in life\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Saint Gresha is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). Saint Gresha knows the following sorcerer spells:\"],\"will\":[\"{@spell guidance}\",\"{@spell light}\",\"{@spell sacred flame}\",\"{@spell thaumaturgy}\"],\"daily\":{\"3e\":[\"{@spell bless}\",\"{@spell flame strike}\",\"{@spell guiding bolt}\",\"{@spell healing word}\",\"{@spell prayer of healing}\",\"{@spell spirit guardians}\"],\"1e\":[\"{@spell divine word}\",\"{@spell harm}\",\"{@spell heal}\",\"{@spell holy aura}\",\"{@spell sacrament of the falling fire|DoDk}*\"]},\"footerEntries\":[\"*new spell described in Appendix D of Dungeons of Drakkenheim.\"],\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Incorporeal Movement\",\"entries\":[\"Saint Gresha can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, Saint Gresha has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Life Drain\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}21 ({@damage 4d8 + 3}) necrotic damage. The target must succeed on a {@dc 14} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.\"]},{\"name\":\"Create Specter\",\"entries\":[\"Saint Gresha targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under Saint Gresha's control. Saint Gresha can have no more than seven specters under its control at one time.\"]}],\"tokenCredit\":\"Andrew Sonea\",\"traitTags\":[\"Incorporeal Movement\",\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"N\",\"O\"],\"damageTagsSpell\":[\"F\",\"N\",\"R\"],\"spellcastingTags\":[\"CS\"],\"miscTags\":[\"HPR\",\"MW\"],\"conditionInflictSpell\":[\"blinded\",\"deafened\",\"stunned\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Scoundrel\",\"source\":\"DoDk\",\"page\":219,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item leather armor|PHB|leather}\"]}],\"hp\":{\"average\":44,\"formula\":\"8d8 + 8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":17,\"con\":12,\"int\":14,\"wis\":10,\"cha\":15,\"skill\":{\"acrobatics\":\"+5\",\"deception\":\"+6\",\"sleight of hand\":\"+5\",\"stealth\":\"+7\"},\"passive\":10,\"languages\":[\"Thieves' cant plus any two languages\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The scoundrel is a 3rd level spellcaster that uses Intelligence as its spellcasting ability (spell save {@dc 12}; {@hit 4} to hit with spell attacks). It knows the following spells from the wizard spell list:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell mage hand} (the hand is invisible)\",\"{@spell minor illusion}\",\"{@spell prestidigitation}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell charm person}\",\"{@spell disguise self}\",\"{@spell sleep}\"]},\"2\":{\"slots\":2,\"spells\":[\"{@spell invisibility}\",\"{@spell suggestion}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Cunning Action\",\"entries\":[\"On each of its turns, the scoundrel can use a bonus action to take the Dash, Disengage, or Hide action.\"]},{\"name\":\"Sneak Attack (1/Turn)\",\"entries\":[\"The scoundrel deals an extra 14 {@damage 4d6} damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the scoundrel that isn't incapacitated and the scoundrel doesn't have disadvantage on the attack roll.\"]}],\"action\":[{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Hand Crossbow\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 30/120 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]}],\"attachedItems\":[\"hand crossbow|phb\",\"shortsword|phb\"],\"traitTags\":[\"Sneak Attack\"],\"languageTags\":[\"TC\",\"X\"],\"damageTags\":[\"P\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"conditionInflictSpell\":[\"charmed\",\"invisible\",\"unconscious\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tower Dragon\",\"source\":\"DoDk\",\"page\":198,\"_copy\":{\"name\":\"Young Bronze Dragon\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Constructed Nature\",\"entries\":[\"The dragon doesn't require air, food, drink, or sleep.\"]},{\"name\":\"False Appearance\",\"entries\":[\"While the dragon remains motionless, it is indistinguishable from an inanimate bronze statue.\"]},{\"name\":\"Faultless Tracker\",\"entries\":[\"The creature(s) that caused the dragon to animate becomes its quarry. The dragon knows the direction and distance to its quarry as long the quarry remains within Drakkenheim or until the dragon is destroyed.\"]},{\"name\":\"Immutable Form\",\"entries\":[\"The dragon is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The dragon has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The dragon's weapon attacks are magical.\"]},{\"name\":\"Rejuvenation\",\"entries\":[\"If the tower dragon is destroyed, it regains all its hit points in 1 hour unless a {@spell disintegrate} spell is cast on its remains.\"]}]}}},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\",\"truesight 120 ft.\"],\"resist\":[\"poison\",\"psychic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't adamantine\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"cr\":\"10\",\"traitTags\":[\"Amphibious\",\"False Appearance\",\"Immutable Form\",\"Magic Resistance\",\"Magic Weapons\",\"Rejuvenation\"],\"senseTags\":[\"B\",\"SD\",\"U\"],\"damageTags\":[\"L\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Urban Ranger\",\"source\":\"DoDk\",\"page\":220,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":52,\"formula\":\"8d8 + 16\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":12,\"dex\":17,\"con\":14,\"int\":11,\"wis\":15,\"cha\":11,\"skill\":{\"athletics\":\"+5\",\"perception\":\"+6\",\"stealth\":\"+7\",\"survival\":\"+6\"},\"passive\":16,\"languages\":[\"Any two\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The urban ranger is an 8th-level spellcaster that uses Wisdom as its spellcasting ability (spell save {@dc 12}; {@hit 4} to hit with spell attacks). It knows the following spells from the ranger spell list:\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell cure wounds}\",\"{@spell fog cloud}\",\"{@spell hunter's mark}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell pass without trace}\",\"{@spell spike growth}\"]}},\"ability\":\"wis\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The urban ranger makes two melee attacks or two ranged attacks.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 5} to hit, ranged 150/600 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage.\"]}],\"attachedItems\":[\"longbow|phb\",\"shortsword|phb\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"P\"],\"spellcastingTags\":[\"CR\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Walking Delerium Geode\",\"source\":\"DoDk\",\"page\":205,\"size\":[\"L\"],\"type\":\"elemental\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":126,\"formula\":\"12d10 + 60\"},\"speed\":{\"walk\":30,\"burrow\":30},\"str\":20,\"dex\":8,\"con\":20,\"int\":5,\"wis\":10,\"cha\":5,\"senses\":[\"darkvision 60 ft.\",\"tremorsense 60 ft.\"],\"passive\":10,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"vulnerable\":[\"radiant\",\"thunder\"],\"conditionImmune\":[\"exhaustion\",\"paralyzed\",\"petrified\",\"poisoned\",\"unconscious\"],\"languages\":[\"Deep Speech\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Death Burst\",\"entries\":[\"If damage reduces the walking delerium geode to 0 hit points, the delerium crystals in its body explode in a burst of contaminated energy, unless the damage was force, radiant, or thunder. Each creature within 30 feet of it must succeed on a {@dc 15} Constitution saving throw or take 42 ({@damage 12d6}) necrotic damage and gain one {@adventure level of contamination|DoDk|12}. In addition, this explosion triggers a random arcane anomaly (see Dungeons of Drakkenheim).\"]},{\"name\":\"Earth Glide\",\"entries\":[\"The walking delerium geode can burrow through nonmagical, unworked earth and stone. While doing so, the geode doesn't disturb the material it moves through.\"]}],\"action\":[{\"name\":\"Shard Slam\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage. A target hit by this attack must succeed on a {@dc 15} Constitution saving throw or take 10 ({@damage 3d6}) necrotic damage and gain one {@adventure level of contamination|DoDk|12}.\"]}],\"tokenCredit\":\"Anna Yaroslavova\",\"traitTags\":[\"Death Burst\"],\"senseTags\":[\"D\",\"T\"],\"languageTags\":[\"DS\"],\"damageTags\":[\"B\",\"N\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Wall Gargoyle\",\"source\":\"DoDk\",\"page\":198,\"_copy\":{\"name\":\"Gargoyle\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Faultless Tracker\",\"entries\":[\"The creature that caused the gargoyle to animate becomes its quarry. The gargoyle knows the direction and distance to its quarry as long the quarry remains within Drakkenheim or until the gargoyle is destroyed.\"]},{\"name\":\"Keen Sight\",\"entries\":[\"The gargoyle has advantage on Wisdom (Perception) checks that rely on sight.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The gargoyle's weapon attacks are magical.\"]},{\"name\":\"Rejuvenation\",\"entries\":[\"If the wall gargoyle is destroyed, it regains all its hit points in 1 hour unless a {@spell disintegrate} spell is cast on its remains.\"]}]}}},\"senses\":[\"darkvision 60 ft.\",\"truesight 120 ft.\"],\"tokenCredit\":\"Karolina Łyżwa\",\"traitTags\":[\"False Appearance\",\"Keen Senses\",\"Magic Weapons\",\"Rejuvenation\"],\"senseTags\":[\"D\",\"U\"],\"languageTags\":[\"T\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Warlock of the Rat God\",\"source\":\"DoDk\",\"page\":202,\"size\":[\"S\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":27,\"formula\":\"6d6 + 6\"},\"speed\":{\"walk\":30,\"swim\":30,\"climb\":30},\"str\":7,\"dex\":14,\"con\":13,\"int\":13,\"wis\":11,\"cha\":15,\"skill\":{\"deception\":\"+4\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Common\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save {@dc 12}, {@hit 4} to hit with spell attacks), requiring no material components:\"],\"will\":[\"{@spell eldritch blast} (2 beams)\",\"{@spell mage armor} (self only)\",\"{@spell minor illusion}\",\"{@spell thaumaturgy}\"],\"daily\":{\"1e\":[\"{@spell augury}\",\"{@spell burning hands}\",\"{@spell conjure animals} (giant rats only)\",\"{@spell faerie fire}\",\"{@spell invisibility}\",\"{@spell misty step}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Skulker\",\"entries\":[\"The ratling can take the Hide action as a bonus action on each of its turns.\"]},{\"name\":\"Keen Smell\",\"entries\":[\"The ratling has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"tokenCredit\":\"Tygodym\",\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"F\",\"O\"],\"spellcastingTags\":[\"CL\",\"I\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Warp Witch\",\"source\":\"DoDk\",\"page\":198,\"_copy\":{\"name\":\"Ghost\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"ghost\",\"with\":\"warp witch\"},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Horrifying Visage\",\"items\":[{\"name\":\"Psychic Wail {@recharge 5}\",\"entries\":[\"Every creature within 30 feet of the warp witch must succeed on a {@dc 13} Intelligence saving throw or take 10 ({@damage 3d6}) psychic damage and become {@condition incapacitated} until the end of the warp witches next turn.\"]},{\"name\":\"Mutate Host\",\"entries\":[\"The warp witch can use a bonus action while it is possessing a creature to force mutations upon its host. The possessed creature must succeed on a {@dc 13} Charisma saving throw or gain one {@adventure level of contamination|DoDk|12}. Rather than rolling to determine if a mutation occurs, the warp witch automatically causes a random mutation.\"]}]}}},\"tokenCredit\":\"Sidharth Chaturvedi\",\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-dosi.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\"]},\"internalCopies\":[\"monster\"],\"otherSources\":{\"monster\":{\"MM\":\"DoSI\"}}},\"monster\":[{\"name\":\"Fume Drake\",\"source\":\"DoSI\",\"page\":41,\"size\":[\"S\"],\"type\":\"elemental\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[12],\"hp\":{\"average\":22,\"formula\":\"5d6 + 5\"},\"speed\":{\"walk\":30,\"fly\":30},\"str\":6,\"dex\":14,\"con\":12,\"int\":6,\"wis\":10,\"cha\":11,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Draconic\",\"Ignan\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Death Burst\",\"entries\":[\"When the fume drake dies, it explodes in a cloud of noxious fumes. Each creature within 5 feet of the fume drake must succeed on a {@dc 11} Constitution saving throw or take 4 ({@damage 1d8}) poison damage.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The fume drake doesn't require food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) fire damage.\"]},{\"name\":\"Scalding Breath {@recharge}\",\"entries\":[\"The fume drake exhales a 15-foot cone of scalding steam. Each creature in that area must make a {@dc 11} Dexterity saving throw, taking 4 ({@damage 1d8}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"traitTags\":[\"Death Burst\",\"Unusual Nature\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"DR\",\"IG\"],\"damageTags\":[\"F\",\"I\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Kobold Tinkerer\",\"source\":\"DoSI\",\"page\":43,\"size\":[\"S\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[12],\"hp\":{\"average\":10,\"formula\":\"3d6\"},\"speed\":{\"walk\":30,\"fly\":10},\"str\":7,\"dex\":14,\"con\":10,\"int\":15,\"wis\":7,\"cha\":9,\"skill\":{\"arcana\":\"+4\",\"perception\":\"+0\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Inquiring Mind (1/Day)\",\"entries\":[\"The kobold can cast {@spell detect magic}, requiring no spell components and using Intelligence as the spellcasting ability.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The kobold has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Alchemical Flame {@recharge}\",\"entries\":[\"The kobold unleashes fire in a 15-foot cone. Each creature in that area must make a {@dc 12} Dexterity saving throw, taking 10 ({@damage 3d6}) fire damage on a failed saving throw, or half as much damage on a successful one.\"]}],\"attachedItems\":[\"dagger|phb\"],\"traitTags\":[\"Pack Tactics\",\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"F\",\"P\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Merrow Extortionist\",\"source\":\"DoSI\",\"page\":0,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":30,\"formula\":\"4d10 + 8\"},\"speed\":{\"walk\":10,\"swim\":40},\"str\":16,\"dex\":10,\"con\":15,\"int\":8,\"wis\":10,\"cha\":9,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Abyssal\",\"Aquan\",\"Common\"],\"cr\":{\"cr\":\"1\",\"xp\":100},\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The merrow can breathe air and water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The merrow makes two Rend attacks.\"]},{\"name\":\"Rend\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}8 ({@damage 2d4 + 3}) piercing damage.\"]}],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"AQ\",\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Myla\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DoSI\",\"page\":9,\"_copy\":{\"name\":\"Kobold Tinkerer\",\"source\":\"DoSI\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the kobold\",\"with\":\"Myla\",\"flags\":\"i\"}}},\"alignment\":[\"L\",\"G\"],\"hasToken\":true},{\"name\":\"Runara\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DoSI\",\"page\":40,\"_copy\":{\"name\":\"Adult Bronze Dragon\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the dragon\",\"with\":\"Runara\",\"flags\":\"i\"},\"action\":[{\"mode\":\"removeArr\",\"names\":\"Tail\"},{\"mode\":\"replaceArr\",\"replace\":\"Change Shape\",\"items\":{\"name\":\"Change Shape\",\"type\":\"entries\",\"entries\":[\"Runara magically transforms into a Humanoid or Beast that is Medium or Small, while retaining her game statistics (other than her size). This transformation ends if Runara is reduced to 0 hit points or uses a bonus action to end it.\"]}}]}},\"cr\":\"13\",\"legendary\":null,\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sinensa\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DoSI\",\"page\":45,\"_copy\":{\"name\":\"Myconid Sovereign\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the myconid\",\"with\":\"Sinensa\",\"flags\":\"i\"},\"action\":[{\"mode\":\"removeArr\",\"names\":[\"Animating Spores (3/Day)\",\"Pacifying Spores\"]},{\"mode\":\"replaceArr\",\"replace\":\"Multiattack\",\"items\":{\"name\":\"Multiattack\",\"type\":\"entries\",\"entries\":[\"The myconid makes one Fist attack and uses its Hallucination Spores.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Fist\",\"items\":{\"name\":\"Fist\",\"type\":\"entries\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}8 ({@damage 3d4 + 1}) bludgeoning damage plus 7 ({@damage 2d4}) poison damage.\"]}}]}},\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Spore Servant Octopus\",\"source\":\"DoSI\",\"page\":46,\"size\":[\"L\"],\"type\":\"plant\",\"alignment\":[\"U\"],\"ac\":[11],\"hp\":{\"average\":52,\"formula\":\"8d10 + 8\"},\"speed\":{\"walk\":5,\"swim\":50},\"str\":17,\"dex\":13,\"con\":13,\"int\":2,\"wis\":6,\"cha\":1,\"senses\":[\"blindsight 30 ft. (blind beyond this radius)\"],\"passive\":8,\"conditionImmune\":[\"blinded\",\"charmed\",\"frightened\",\"paralyzed\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Hold Breath\",\"entries\":[\"While out of water, the octopus can hold its breath for 1 hour.\"]},{\"name\":\"Water Breathing\",\"entries\":[\"The octopus can breathe only underwater.\"]}],\"action\":[{\"name\":\"Tentacles\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 15 ft., one target {@h}7 ({@damage 1d8 + 3}) bludgeoning damage.\"]}],\"traitTags\":[\"Hold Breath\",\"Water Breathing\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Tentacles\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\",\"RCH\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tarak\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DoSI\",\"page\":47,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"N\"],\"ac\":[13],\"hp\":{\"average\":27,\"formula\":\"6d8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":16,\"con\":10,\"int\":12,\"wis\":14,\"cha\":16,\"skill\":{\"deception\":\"+5\",\"insight\":\"+4\",\"medicine\":\"+4\",\"nature\":\"+3\"},\"passive\":12,\"languages\":[\"Common\",\"Draconic\",\"Thieves' cant\"],\"cr\":\"1\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Tarak makes three Dagger attacks.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage.\"]}],\"bonus\":[{\"name\":\"Cunning Action\",\"entries\":[\"Tarak takes the Dash, Disengage, or Hide action.\"]}],\"attachedItems\":[\"dagger|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"TC\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Varnoth\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DoSI\",\"page\":47,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"G\"],\"ac\":[11],\"hp\":{\"average\":39,\"formula\":\"6d8 + 12\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":13,\"con\":14,\"int\":10,\"wis\":11,\"cha\":10,\"skill\":{\"athletics\":\"+5\",\"history\":\"+2\",\"perception\":\"+2\",\"religion\":\"+2\"},\"passive\":12,\"languages\":[\"Common\"],\"cr\":\"2\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Varnoth makes three Shortsword attacks.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]}],\"attachedItems\":[\"shortsword|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Violet Fungus\",\"source\":\"DoSI\",\"page\":48,\"otherSources\":[{\"source\":\"PaBTSO\"},{\"source\":\"BMT\"}],\"_copy\":{\"name\":\"Violet Fungus\",\"source\":\"MM\",\"_mod\":{\"trait\":[{\"mode\":\"replaceArr\",\"replace\":\"False Appearance\",\"items\":{\"name\":\"False Appearance\",\"type\":\"entries\",\"entries\":[\"If the violet fungus is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the fungus move or act, that creature must succeed on a DC 18 Intelligence ({@skill Investigation}) check to discern that the violet fungus isn't ordinary fungus.\"]}}]}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-dsotdq.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\"]},\"internalCopies\":[\"monster\"],\"otherSources\":{\"monster\":{\"MM\":\"DSotDQ\"}}},\"monster\":[{\"name\":\"Amelia Ghallen\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DSotDQ\",\"page\":180,\"_copy\":{\"name\":\"Veteran\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the veteran\",\"with\":\"Amelia\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"G\"],\"hasToken\":true},{\"name\":\"Andir Valmakos\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DSotDQ\",\"page\":210,\"level\":1,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"],\"sidekickType\":\"spellcaster\",\"sidekickTags\":[\"mage\"]},\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":12,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":11,\"formula\":\"2d8 + 2\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":12,\"con\":12,\"int\":14,\"wis\":11,\"cha\":10,\"save\":{\"wis\":\"+2\"},\"skill\":{\"arcana\":\"+4\",\"history\":\"+4\",\"investigation\":\"+4\",\"religion\":\"+4\"},\"passive\":10,\"languages\":[\"Common\",\"Draconic\"],\"pbNote\":\"+2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Andir's spellcasting ability is Intelligence (spell save {@dc 12}, {@hit 4} to hit with spell attacks). He has the following wizard spells prepared:\"],\"will\":[\"{@spell light}\",\"{@spell ray of frost}\"],\"spells\":{\"1\":{\"slots\":2,\"spells\":[\"{@spell thunderwave}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Bonus Proficiencies\",\"entries\":[\"Andir is proficient with simple weapons and light armor.\"]}],\"action\":[{\"name\":\"Arcane Burst\",\"entries\":[\"{@atk ms,rs} {@hit 4} to hit, reach 5 ft. or range 120 ft., one target. {@h}7 ({@damage 1d10 + 2}) force damage.\"]},{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, or 4 ({@damage 1d8}) bludgeoning damage if used with two hands.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Andir beyond 1st Level\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"Level\",\"Hit Points\",\"New Features\"],\"colStyles\":[\"col-2 text-center\",\"col-2\",\"col-8\"],\"rows\":[[\"2nd\",\"16 ({@dice 3d8 + 3})\",\"Spellcasting. Andir learns another 1st-level spell: {@spell longstrider}.\"],[\"3rd\",\"22 ({@dice 4d8 + 4})\",\"Spellcasting. Andir gains one 1st-level spell slot. He also learns another 1st-level spell: {@spell Tenser's floating disk}.\"],[\"4th\",\"27 ({@dice 5d8 + 5})\",\"Ability Score Improvement. Andir's Intelligence score increases by 2, raising the modifier by 1, so increase the following numbers by 1: his spell save DC, the bonus to hit of his spell attacks, and the bonuses in his Skills entry. Spellcasting. Andir learns another cantrip: {@spell mage hand}.\"],[\"5th\",\"33 ({@dice 6d8 + 6})\",\"Proficiency Bonus. Andir's proficiency bonus increases by 1, so increase the following numbers by 1: his spell save DC, the bonus to hit of his Quarterstaff and spell attacks, and the bonuses in the Saving Throws and Skills entries. Spellcasting. Andir gains one 1st-level spell slot and two 2nd-level spell slots. He also learns a 2nd-level spell: {@spell knock}.\"],[\"6th\",\"38 ({@dice 7d8 + 7})\",\"Potent Cantrips. Andir adds his Intelligence modifier to the damage he deals with any cantrip.\"],[\"7th\",\"44 ({@dice 8d8 + 8})\",\"Spellcasting. Andir gains one 2nd-level spell slot. He also learns another 2nd-level spell: {@spell invisibility}.\"],[\"8th\",\"49 ({@dice 9d8 + 9})\",\"Ability Score Improvement. Andir's Intelligence score increases by 2, raising the modifier by 1, so increase the following numbers by 1: his spell save DC, the bonus to hit of his spell attacks, and the bonuses in his Skills entry.\"],[\"9th\",\"55 ({@dice 10d8 + 10})\",\"Proficiency Bonus. Andir's proficiency bonus increases by 1, so increase the following numbers by 1: his spell save DC, the bonus to hit of his Quarterstaff and spell attacks, and the bonuses in the Saving Throws and Skills entries. Spellcasting. Andir gains two 3rd-level spell slots. He also learns a 3rd-level spell: {@spell haste}.\"],[\"10th\",\"60 ({@dice 11d8 + 11})\",\"Spellcasting. Andir learns another cantrip: {@spell minor illusion}.\"],[\"11th\",\"66 ({@dice 12d8 + 12})\",\"Spellcasting. Andir gains one 3rd-level spell slot. He also learns another 3rd-level spell: {@spell sending}.\"]]}]}],\"attachedItems\":[\"quarterstaff|phb\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"O\"],\"damageTagsSpell\":[\"C\",\"T\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Andir Valmakos (10th Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Potent Cantrips\",\"entries\":[\"Andir adds his Intelligence modifier to the damage he deals with any cantrip.\"]}},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Quarterstaff\",\"items\":{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, or 4 ({@damage 1d8}) bludgeoning damage if used with two hands.\"]}}},\"level\":10,\"hp\":{\"average\":60,\"formula\":\"11d8 + 11\"},\"int\":18,\"save\":{\"wis\":\"+4\"},\"skill\":{\"arcana\":\"+8\",\"history\":\"+8\",\"investigation\":\"+8\",\"religion\":\"+8\"},\"pbNote\":\"+4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"headerEntries\":[\"Andir's spellcasting ability is Intelligence (spell save {@dc 16}, {@hit 8} to hit with spell attacks). He has the following wizard spells prepared:\"],\"will\":[\"{@spell light}\",\"{@spell ray of frost}\",\"{@spell mage hand}\",\"{@spell minor illusion}\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell thunderwave}\",\"{@spell longstrider}\",\"{@spell Tenser's floating disk}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell knock}\",\"{@spell invisibility}\"]},\"3\":{\"slots\":2,\"spells\":[\"{@spell haste}\"]}},\"ability\":\"int\"}],\"variant\":null},{\"name\":\"Andir Valmakos (11th Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Potent Cantrips\",\"entries\":[\"Andir adds his Intelligence modifier to the damage he deals with any cantrip.\"]}},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Quarterstaff\",\"items\":{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, or 4 ({@damage 1d8}) bludgeoning damage if used with two hands.\"]}}},\"level\":11,\"hp\":{\"average\":66,\"formula\":\"12d8 + 12\"},\"int\":18,\"save\":{\"wis\":\"+4\"},\"skill\":{\"arcana\":\"+8\",\"history\":\"+8\",\"investigation\":\"+8\",\"religion\":\"+8\"},\"pbNote\":\"+4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"headerEntries\":[\"Andir's spellcasting ability is Intelligence (spell save {@dc 16}, {@hit 8} to hit with spell attacks). He has the following wizard spells prepared:\"],\"will\":[\"{@spell light}\",\"{@spell ray of frost}\",\"{@spell mage hand}\",\"{@spell minor illusion}\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell thunderwave}\",\"{@spell longstrider}\",\"{@spell Tenser's floating disk}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell knock}\",\"{@spell invisibility}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell haste}\",\"{@spell sending}\"]}},\"ability\":\"int\"}],\"variant\":null},{\"name\":\"Andir Valmakos (2nd Level)\",\"source\":\"DSotDQ\",\"level\":2,\"hp\":{\"average\":16,\"formula\":\"3d8 + 3\"},\"spellcasting\":[{\"name\":\"Spellcasting\",\"headerEntries\":[\"Andir's spellcasting ability is Intelligence (spell save {@dc 12}, {@hit 4} to hit with spell attacks). He has the following wizard spells prepared:\"],\"will\":[\"{@spell light}\",\"{@spell ray of frost}\"],\"spells\":{\"1\":{\"slots\":2,\"spells\":[\"{@spell thunderwave}\",\"{@spell longstrider}\"]}},\"ability\":\"int\"}],\"variant\":null},{\"name\":\"Andir Valmakos (3rd Level)\",\"source\":\"DSotDQ\",\"level\":3,\"hp\":{\"average\":22,\"formula\":\"4d8 + 4\"},\"spellcasting\":[{\"name\":\"Spellcasting\",\"headerEntries\":[\"Andir's spellcasting ability is Intelligence (spell save {@dc 12}, {@hit 4} to hit with spell attacks). He has the following wizard spells prepared:\"],\"will\":[\"{@spell light}\",\"{@spell ray of frost}\"],\"spells\":{\"1\":{\"slots\":3,\"spells\":[\"{@spell thunderwave}\",\"{@spell longstrider}\",\"{@spell Tenser's floating disk}\"]}},\"ability\":\"int\"}],\"variant\":null},{\"name\":\"Andir Valmakos (4th Level)\",\"source\":\"DSotDQ\",\"level\":4,\"hp\":{\"average\":27,\"formula\":\"5d8 + 5\"},\"int\":16,\"skill\":{\"arcana\":\"+5\",\"history\":\"+5\",\"investigation\":\"+5\",\"religion\":\"+5\"},\"spellcasting\":[{\"name\":\"Spellcasting\",\"headerEntries\":[\"Andir's spellcasting ability is Intelligence (spell save {@dc 13}, {@hit 5} to hit with spell attacks). He has the following wizard spells prepared:\"],\"will\":[\"{@spell light}\",\"{@spell ray of frost}\",\"{@spell mage hand}\"],\"spells\":{\"1\":{\"slots\":3,\"spells\":[\"{@spell thunderwave}\",\"{@spell longstrider}\",\"{@spell Tenser's floating disk}\"]}},\"ability\":\"int\"}],\"variant\":null},{\"name\":\"Andir Valmakos (5th Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Quarterstaff\",\"items\":{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, or 4 ({@damage 1d8}) bludgeoning damage if used with two hands.\"]}}},\"level\":5,\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"int\":16,\"save\":{\"wis\":\"+3\"},\"skill\":{\"arcana\":\"+6\",\"history\":\"+6\",\"investigation\":\"+6\",\"religion\":\"+6\"},\"pbNote\":\"+3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"headerEntries\":[\"Andir's spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). He has the following wizard spells prepared:\"],\"will\":[\"{@spell light}\",\"{@spell ray of frost}\",\"{@spell mage hand}\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell thunderwave}\",\"{@spell longstrider}\",\"{@spell Tenser's floating disk}\"]},\"2\":{\"slots\":2,\"spells\":[\"{@spell knock}\"]}},\"ability\":\"int\"}],\"variant\":null},{\"name\":\"Andir Valmakos (6th Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Potent Cantrips\",\"entries\":[\"Andir adds his Intelligence modifier to the damage he deals with any cantrip.\"]}},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Quarterstaff\",\"items\":{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, or 4 ({@damage 1d8}) bludgeoning damage if used with two hands.\"]}}},\"level\":6,\"hp\":{\"average\":38,\"formula\":\"7d8 + 7\"},\"int\":16,\"save\":{\"wis\":\"+3\"},\"skill\":{\"arcana\":\"+6\",\"history\":\"+6\",\"investigation\":\"+6\",\"religion\":\"+6\"},\"pbNote\":\"+3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"headerEntries\":[\"Andir's spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). He has the following wizard spells prepared:\"],\"will\":[\"{@spell light}\",\"{@spell ray of frost}\",\"{@spell mage hand}\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell thunderwave}\",\"{@spell longstrider}\",\"{@spell Tenser's floating disk}\"]},\"2\":{\"slots\":2,\"spells\":[\"{@spell knock}\"]}},\"ability\":\"int\"}],\"variant\":null},{\"name\":\"Andir Valmakos (7th Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Potent Cantrips\",\"entries\":[\"Andir adds his Intelligence modifier to the damage he deals with any cantrip.\"]}},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Quarterstaff\",\"items\":{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, or 4 ({@damage 1d8}) bludgeoning damage if used with two hands.\"]}}},\"level\":7,\"hp\":{\"average\":44,\"formula\":\"8d8 + 8\"},\"int\":16,\"save\":{\"wis\":\"+3\"},\"skill\":{\"arcana\":\"+6\",\"history\":\"+6\",\"investigation\":\"+6\",\"religion\":\"+6\"},\"pbNote\":\"+3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"headerEntries\":[\"Andir's spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). He has the following wizard spells prepared:\"],\"will\":[\"{@spell light}\",\"{@spell ray of frost}\",\"{@spell mage hand}\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell thunderwave}\",\"{@spell longstrider}\",\"{@spell Tenser's floating disk}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell knock}\",\"{@spell invisibility}\"]}},\"ability\":\"int\"}],\"variant\":null},{\"name\":\"Andir Valmakos (8th Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Potent Cantrips\",\"entries\":[\"Andir adds his Intelligence modifier to the damage he deals with any cantrip.\"]}},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Quarterstaff\",\"items\":{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, or 4 ({@damage 1d8}) bludgeoning damage if used with two hands.\"]}}},\"level\":8,\"hp\":{\"average\":49,\"formula\":\"9d8 + 9\"},\"int\":18,\"save\":{\"wis\":\"+3\"},\"skill\":{\"arcana\":\"+7\",\"history\":\"+7\",\"investigation\":\"+7\",\"religion\":\"+7\"},\"pbNote\":\"+3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"headerEntries\":[\"Andir's spellcasting ability is Intelligence (spell save {@dc 15}, {@hit 7} to hit with spell attacks). He has the following wizard spells prepared:\"],\"will\":[\"{@spell light}\",\"{@spell ray of frost}\",\"{@spell mage hand}\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell thunderwave}\",\"{@spell longstrider}\",\"{@spell Tenser's floating disk}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell knock}\",\"{@spell invisibility}\"]}},\"ability\":\"int\"}],\"variant\":null},{\"name\":\"Andir Valmakos (9th Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Potent Cantrips\",\"entries\":[\"Andir adds his Intelligence modifier to the damage he deals with any cantrip.\"]}},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Quarterstaff\",\"items\":{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, or 4 ({@damage 1d8}) bludgeoning damage if used with two hands.\"]}}},\"level\":9,\"hp\":{\"average\":55,\"formula\":\"10d8 + 10\"},\"int\":18,\"save\":{\"wis\":\"+4\"},\"skill\":{\"arcana\":\"+8\",\"history\":\"+8\",\"investigation\":\"+8\",\"religion\":\"+8\"},\"pbNote\":\"+4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"headerEntries\":[\"Andir's spellcasting ability is Intelligence (spell save {@dc 16}, {@hit 8} to hit with spell attacks). He has the following wizard spells prepared:\"],\"will\":[\"{@spell light}\",\"{@spell ray of frost}\",\"{@spell mage hand}\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell thunderwave}\",\"{@spell longstrider}\",\"{@spell Tenser's floating disk}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell knock}\",\"{@spell invisibility}\"]},\"3\":{\"slots\":2,\"spells\":[\"{@spell haste}\"]}},\"ability\":\"int\"}],\"variant\":null}]},{\"name\":\"Anhkolox\",\"source\":\"DSotDQ\",\"page\":192,\"size\":[\"H\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":157,\"formula\":\"15d12 + 60\"},\"speed\":{\"walk\":50},\"str\":22,\"dex\":11,\"con\":18,\"int\":4,\"wis\":14,\"cha\":2,\"save\":{\"wis\":\"+6\"},\"skill\":{\"perception\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":16,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Unusual Nature\",\"entries\":[\"The anhkolox doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The anhkolox makes two Claw attacks and one Entrapping Rend attack.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage. If the target is a Large or smaller creature, it must succeed on a {@dc 18} Strength saving throw or be pushed up to 20 feet in a horizontal direction of the anhkolox's choice.\"]},{\"name\":\"Entrapping Rend\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}23 ({@damage 5d6 + 6}) piercing damage, and if the target is a Large or smaller creature, the target must succeed on a {@dc 18} Strength saving throw or be trapped in the anhkolox's rib cage and {@condition grappled} (escape {@dc 18}). Until this grapple ends, the target is {@condition restrained}, and the anhkolox can't use Entrapping Rend on another target.\"]}],\"traitTags\":[\"Unusual Nature\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Aurak Draconian\",\"source\":\"DSotDQ\",\"page\":196,\"size\":[\"M\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"sorcerer\"]},\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":67,\"formula\":\"9d8 + 27\"},\"speed\":{\"walk\":35},\"str\":13,\"dex\":14,\"con\":16,\"int\":16,\"wis\":11,\"cha\":17,\"save\":{\"int\":\"+6\",\"wis\":\"+3\",\"cha\":\"+6\"},\"skill\":{\"perception\":\"+3\"},\"senses\":[\"truesight 60 ft.\"],\"passive\":13,\"conditionImmune\":[\"charmed\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The draconian casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 14}):\"],\"will\":[\"{@spell invisibility}\",\"{@spell mage hand}\"],\"daily\":{\"1\":[\"{@spell dominate person}\"],\"2e\":[\"{@spell dimension door}\",\"{@spell disguise self}\",\"{@spell sending}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Aura of Command\",\"entries\":[\"The draconian radiates a commanding presence in a 20-foot-radius sphere centered on itself. A draconian in the aura that can see or hear the aurak can't be {@condition charmed} and has advantage on saving throws made to avoid or end the {@condition frightened} condition on itself.\"]},{\"name\":\"Death Throes\",\"entries\":[\"When the draconian is reduced to 0 hit points, its magical essence lashes out as a ball of lightning at the closest creature within 30 feet of it before arcing out to up to two other creatures within 15 feet of the first. Each creature must make a {@dc 14} Dexterity saving throw. On a failed save, the creature takes 9 ({@damage 2d8}) lightning damage and is {@condition stunned} until the end of its next turn. On a successful save, the creature takes half as much damage and isn't {@condition stunned}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The draconian makes three Rend or Energy Ray attacks.\"]},{\"name\":\"Rend\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d12 + 2}) slashing damage.\"]},{\"name\":\"Energy Ray\",\"entries\":[\"{@atk rs} {@hit 6} to hit, range 60 ft., one target. {@h}8 ({@damage 1d10 + 3}) force damage.\"]},{\"name\":\"Noxious Breath {@recharge 5}\",\"entries\":[\"The draconian exhales a 15-foot cone of noxious gas. Each creature in that area must make a {@dc 14} Constitution saving throw. On a failed save, the creature takes 21 ({@damage 6d6}) poison damage and gains 1 level of {@condition exhaustion}. On a successful save, the creature takes half as much damage, doesn't gain {@condition exhaustion}, and is immune to all draconians' Noxious Breath for 24 hours.\"]}],\"traitTags\":[\"Death Burst\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"I\",\"L\",\"O\",\"S\"],\"damageTagsSpell\":[\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"exhaustion\",\"stunned\"],\"conditionInflictSpell\":[\"charmed\",\"invisible\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ayik Ur\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DSotDQ\",\"page\":211,\"level\":1,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"],\"sidekickType\":\"warrior\",\"sidekickTags\":[\"attacker\"]},\"alignment\":[\"N\",\"G\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":11,\"formula\":\"2d8 + 2\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":16,\"con\":12,\"int\":11,\"wis\":13,\"cha\":11,\"save\":{\"dex\":\"+5\"},\"skill\":{\"athletics\":\"+2\",\"nature\":\"+2\",\"perception\":\"+5\",\"stealth\":\"+5\",\"survival\":\"+3\"},\"passive\":15,\"languages\":[\"Common\"],\"pbNote\":\"+2\",\"trait\":[{\"name\":\"Attacker\",\"entries\":[\"Ayik gains a +2 bonus to all attack rolls (included below).\"]},{\"name\":\"Bonus Proficiencies\",\"entries\":[\"Ayik is proficient with simple and martial weapons, shields, and all armor.\"]}],\"action\":[{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 7} to hit, range 150/600 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Ayik beyond 1st Level\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"Level\",\"Hit Points\",\"New Features\"],\"colStyles\":[\"col-2 text-center\",\"col-2\",\"col-8\"],\"rows\":[[\"2nd\",\"16 ({@dice 3d8 + 3})\",\"Second Wind. Ayik can use a bonus action on his turn to regain hit points equal to {@dice 1d10} + his level. Once he uses this feature, he can't use it again until he finishes a short or long rest.\"],[\"3rd\",\"22 ({@dice 4d8 + 4})\",\"Improved Critical. Ayik's attack rolls now score a critical hit on a roll of 19 or 20 on the {@dice d20}.\"],[\"4th\",\"27 ({@dice 5d8 + 5})\",\"Ability Score Improvement. Ayik's Dexterity score increases by 2, raising the modifier by 1, so increase the following numbers by 1: his Armor Class, his Dexterity saving throw bonus, his {@skill Acrobatics} and {@skill Stealth} bonuses, and the bonuses to hit and damage of his weapon attacks.\"],[\"5th\",\"33 ({@dice 6d8 + 6})\",\"Proficiency Bonus. Ayik's proficiency bonus increases by 1, so increase the following numbers by 1: the bonuses in the Saving Throws and Skills entries (by 2 for {@skill Perception}), and the bonuses to hit of his weapon attacks. His passive {@skill Perception} score increases by 2.\"],[\"6th\",\"38 ({@dice 7d8 + 7})\",\"Extra Attack. Ayik can attack twice, instead of once, whenever he takes the {@action Attack} action on his turn.\"],[\"7th\",\"44 ({@dice 8d8 + 8})\",\"Battle Readiness. Ayik has advantage on initiative rolls.\"],[\"8th\",\"49 ({@dice 9d8 + 9})\",\"Ability Score Improvement. Ayik's Dexterity score increases by 2, raising the modifier by 1, so increase the following numbers by 1: his Armor Class, his Dexterity saving throw bonus, his {@skill Acrobatics} and {@skill Stealth} bonuses, and the bonuses to hit and damage of his weapon attacks.\"],[\"9th\",\"55 ({@dice 10d8 + 10})\",\"Proficiency Bonus. Ayik's proficiency bonus increases by 1, so increase the following numbers by 1: the bonuses in the Saving Throws and Skills entries (by 2 for {@skill Perception}), and the bonuses to hit of his weapon attacks. His passive {@skill Perception} score increases by 2.\"],[\"10th\",\"60 ({@dice 11d8 + 11})\",\"Improved Defense. Ayik's Armor Class increases by 1.\"],[\"11th\",\"66 ({@dice 12d8 + 12})\",\"Indomitable. Ayik can reroll a saving throw that he fails, but he must use the new roll. Once he uses this feature, he can't use it again until he finishes a long rest.\"]]}]}],\"attachedItems\":[\"longbow|phb\",\"shortsword|phb\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Ayik Ur (10th Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Second Wind\",\"entries\":[\"Ayik can use a bonus action on his turn to regain hit points equal to {@dice 1d10} + his level. Once he uses this feature, he can't use it again until he finishes a short or long rest.\"]},{\"name\":\"Improved Critical\",\"entries\":[\"Ayik's attack rolls now score a critical hit on a roll of 19 or 20 on the {@dice d20}.\"]},{\"name\":\"Extra Attack\",\"entries\":[\"Ayik can attack twice, instead of once, whenever he takes the {@action Attack} action on his turn.\"]},{\"name\":\"Battle Readiness\",\"entries\":[\"Ayik has advantage on initiative rolls.\"]},{\"name\":\"Improved Defense\",\"entries\":[\"Ayik's Armor Class increases by 1.\"]}]}},\"level\":10,\"ac\":[{\"ac\":18,\"from\":[\"{@item studded leather armor|PHB|studded leather}\",\"improved defense\"]}],\"hp\":{\"average\":60,\"formula\":\"11d8 + 11\"},\"dex\":20,\"save\":{\"dex\":\"+9\"},\"skill\":{\"athletics\":\"+4\",\"nature\":\"+4\",\"perception\":\"+9\",\"stealth\":\"+9\",\"survival\":\"+5\"},\"passive\":19,\"pbNote\":\"+4\",\"action\":[{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 11} to hit, range 150/600 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage.\"]}],\"variant\":null},{\"name\":\"Ayik Ur (11th Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Second Wind\",\"entries\":[\"Ayik can use a bonus action on his turn to regain hit points equal to {@dice 1d10} + his level. Once he uses this feature, he can't use it again until he finishes a short or long rest.\"]},{\"name\":\"Improved Critical\",\"entries\":[\"Ayik's attack rolls now score a critical hit on a roll of 19 or 20 on the {@dice d20}.\"]},{\"name\":\"Extra Attack\",\"entries\":[\"Ayik can attack twice, instead of once, whenever he takes the {@action Attack} action on his turn.\"]},{\"name\":\"Battle Readiness\",\"entries\":[\"Ayik has advantage on initiative rolls.\"]},{\"name\":\"Improved Defense\",\"entries\":[\"Ayik's Armor Class increases by 1.\"]},{\"name\":\"Indomitable\",\"entries\":[\"Ayik can reroll a saving throw that he fails, but he must use the new roll. Once he uses this feature, he can't use it again until he finishes a long rest.\"]}]}},\"level\":11,\"ac\":[{\"ac\":18,\"from\":[\"{@item studded leather armor|PHB|studded leather}\",\"improved defense\"]}],\"hp\":{\"average\":66,\"formula\":\"12d8 + 12\"},\"dex\":20,\"save\":{\"dex\":\"+9\"},\"skill\":{\"athletics\":\"+4\",\"nature\":\"+4\",\"perception\":\"+9\",\"stealth\":\"+9\",\"survival\":\"+5\"},\"passive\":19,\"pbNote\":\"+4\",\"action\":[{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 11} to hit, range 150/600 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage.\"]}],\"variant\":null},{\"name\":\"Ayik Ur (2nd Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Second Wind\",\"entries\":[\"Ayik can use a bonus action on his turn to regain hit points equal to {@dice 1d10} + his level. Once he uses this feature, he can't use it again until he finishes a short or long rest.\"]}}},\"level\":2,\"hp\":{\"average\":16,\"formula\":\"3d8 + 3\"},\"variant\":null},{\"name\":\"Ayik Ur (3rd Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Second Wind\",\"entries\":[\"Ayik can use a bonus action on his turn to regain hit points equal to {@dice 1d10} + his level. Once he uses this feature, he can't use it again until he finishes a short or long rest.\"]},{\"name\":\"Improved Critical\",\"entries\":[\"Ayik's attack rolls now score a critical hit on a roll of 19 or 20 on the {@dice d20}.\"]}]}},\"level\":3,\"hp\":{\"average\":22,\"formula\":\"4d8 + 4\"},\"variant\":null},{\"name\":\"Ayik Ur (4th Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Second Wind\",\"entries\":[\"Ayik can use a bonus action on his turn to regain hit points equal to {@dice 1d10} + his level. Once he uses this feature, he can't use it again until he finishes a short or long rest.\"]},{\"name\":\"Improved Critical\",\"entries\":[\"Ayik's attack rolls now score a critical hit on a roll of 19 or 20 on the {@dice d20}.\"]}]}},\"level\":4,\"ac\":[{\"ac\":16,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":27,\"formula\":\"5d8 + 5\"},\"dex\":18,\"save\":{\"dex\":\"+6\"},\"skill\":{\"athletics\":\"+2\",\"nature\":\"+2\",\"perception\":\"+5\",\"stealth\":\"+6\",\"survival\":\"+3\"},\"action\":[{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 8} to hit, range 150/600 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage.\"]}],\"variant\":null},{\"name\":\"Ayik Ur (5th Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Second Wind\",\"entries\":[\"Ayik can use a bonus action on his turn to regain hit points equal to {@dice 1d10} + his level. Once he uses this feature, he can't use it again until he finishes a short or long rest.\"]},{\"name\":\"Improved Critical\",\"entries\":[\"Ayik's attack rolls now score a critical hit on a roll of 19 or 20 on the {@dice d20}.\"]}]}},\"level\":5,\"ac\":[{\"ac\":16,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"dex\":18,\"save\":{\"dex\":\"+7\"},\"skill\":{\"athletics\":\"+3\",\"nature\":\"+3\",\"perception\":\"+7\",\"stealth\":\"+7\",\"survival\":\"+4\"},\"passive\":17,\"pbNote\":\"+3\",\"action\":[{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 9} to hit, range 150/600 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage.\"]}],\"variant\":null},{\"name\":\"Ayik Ur (6th Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Second Wind\",\"entries\":[\"Ayik can use a bonus action on his turn to regain hit points equal to {@dice 1d10} + his level. Once he uses this feature, he can't use it again until he finishes a short or long rest.\"]},{\"name\":\"Improved Critical\",\"entries\":[\"Ayik's attack rolls now score a critical hit on a roll of 19 or 20 on the {@dice d20}.\"]},{\"name\":\"Extra Attack\",\"entries\":[\"Ayik can attack twice, instead of once, whenever he takes the {@action Attack} action on his turn.\"]}]}},\"level\":6,\"ac\":[{\"ac\":16,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":38,\"formula\":\"7d8 + 7\"},\"dex\":18,\"save\":{\"dex\":\"+7\"},\"skill\":{\"athletics\":\"+3\",\"nature\":\"+3\",\"perception\":\"+7\",\"stealth\":\"+7\",\"survival\":\"+4\"},\"passive\":17,\"pbNote\":\"+3\",\"action\":[{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 9} to hit, range 150/600 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage.\"]}],\"variant\":null},{\"name\":\"Ayik Ur (7th Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Second Wind\",\"entries\":[\"Ayik can use a bonus action on his turn to regain hit points equal to {@dice 1d10} + his level. Once he uses this feature, he can't use it again until he finishes a short or long rest.\"]},{\"name\":\"Improved Critical\",\"entries\":[\"Ayik's attack rolls now score a critical hit on a roll of 19 or 20 on the {@dice d20}.\"]},{\"name\":\"Extra Attack\",\"entries\":[\"Ayik can attack twice, instead of once, whenever he takes the {@action Attack} action on his turn.\"]},{\"name\":\"Battle Readiness\",\"entries\":[\"Ayik has advantage on initiative rolls.\"]}]}},\"level\":7,\"ac\":[{\"ac\":16,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":44,\"formula\":\"8d8 + 8\"},\"dex\":18,\"save\":{\"dex\":\"+7\"},\"skill\":{\"athletics\":\"+3\",\"nature\":\"+3\",\"perception\":\"+7\",\"stealth\":\"+7\",\"survival\":\"+4\"},\"passive\":17,\"pbNote\":\"+3\",\"action\":[{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 9} to hit, range 150/600 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage.\"]}],\"variant\":null},{\"name\":\"Ayik Ur (8th Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Second Wind\",\"entries\":[\"Ayik can use a bonus action on his turn to regain hit points equal to {@dice 1d10} + his level. Once he uses this feature, he can't use it again until he finishes a short or long rest.\"]},{\"name\":\"Improved Critical\",\"entries\":[\"Ayik's attack rolls now score a critical hit on a roll of 19 or 20 on the {@dice d20}.\"]},{\"name\":\"Extra Attack\",\"entries\":[\"Ayik can attack twice, instead of once, whenever he takes the {@action Attack} action on his turn.\"]},{\"name\":\"Battle Readiness\",\"entries\":[\"Ayik has advantage on initiative rolls.\"]}]}},\"level\":8,\"ac\":[{\"ac\":17,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":49,\"formula\":\"9d8 + 9\"},\"dex\":20,\"save\":{\"dex\":\"+8\"},\"skill\":{\"athletics\":\"+3\",\"nature\":\"+3\",\"perception\":\"+7\",\"stealth\":\"+8\",\"survival\":\"+4\"},\"passive\":17,\"pbNote\":\"+3\",\"action\":[{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 10} to hit, range 150/600 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage.\"]}],\"variant\":null},{\"name\":\"Ayik Ur (9th Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Second Wind\",\"entries\":[\"Ayik can use a bonus action on his turn to regain hit points equal to {@dice 1d10} + his level. Once he uses this feature, he can't use it again until he finishes a short or long rest.\"]},{\"name\":\"Improved Critical\",\"entries\":[\"Ayik's attack rolls now score a critical hit on a roll of 19 or 20 on the {@dice d20}.\"]},{\"name\":\"Extra Attack\",\"entries\":[\"Ayik can attack twice, instead of once, whenever he takes the {@action Attack} action on his turn.\"]},{\"name\":\"Battle Readiness\",\"entries\":[\"Ayik has advantage on initiative rolls.\"]}]}},\"level\":9,\"ac\":[{\"ac\":17,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":55,\"formula\":\"10d8 + 10\"},\"dex\":20,\"save\":{\"dex\":\"+9\"},\"skill\":{\"athletics\":\"+4\",\"nature\":\"+4\",\"perception\":\"+9\",\"stealth\":\"+9\",\"survival\":\"+5\"},\"passive\":19,\"pbNote\":\"+4\",\"action\":[{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 11} to hit, range 150/600 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage.\"]}],\"variant\":null}]},{\"name\":\"Baaz Draconian\",\"source\":\"DSotDQ\",\"page\":197,\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":22,\"formula\":\"4d8 + 4\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":11,\"con\":13,\"int\":8,\"wis\":8,\"cha\":10,\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Controlled Fall\",\"entries\":[\"When the draconian falls and isn't {@condition incapacitated}, it subtracts up to 100 feet from the fall when calculating the fall's damage.\"]},{\"name\":\"Death Throes\",\"entries\":[\"When the draconian is reduced to 0 hit points, its body turns to stone and releases a petrifying gas. Each creature within 5 feet of the draconian must succeed on a {@dc 11} Constitution saving throw or be {@condition restrained} as it begins to turn to stone. The {@condition restrained} creature must repeat the saving throw at the end of its next turn. On a success, the effect ends; otherwise the creature is {@condition petrified} for 1 minute. After 1 minute, the body of the draconian crumbles to dust.\"]},{\"name\":\"Draconic Devotion\",\"entries\":[\"While the draconian can see a Dragon that isn't hostile to it, the draconian has advantage on attack rolls.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The draconian makes two Shortsword attacks.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage.\"]}],\"attachedItems\":[\"shortsword|phb\"],\"traitTags\":[\"Death Burst\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"conditionInflict\":[\"petrified\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bakaris the Younger\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DSotDQ\",\"page\":57,\"_copy\":{\"name\":\"Noble\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the noble\",\"with\":\"Bakaris\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Bakaris Uth Estide\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DSotDQ\",\"page\":54,\"_copy\":{\"name\":\"Noble\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the noble\",\"with\":\"Bakaris\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Becklin Uth Viharin\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DSotDQ\",\"page\":55,\"_copy\":{\"name\":\"Knight\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the knight\",\"with\":\"Becklin\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"G\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Belephaion\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DSotDQ\",\"page\":157,\"_copy\":{\"name\":\"Young Blue Dragon\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the dragon\",\"with\":\"Belephaion\",\"flags\":\"i\"},\"action\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Alter Shape\",\"entries\":[\"Belephaion magically transforms into an {@creature eagle} or a {@creature priest}, while retaining his alignment, damage immunities, hit points, Hit Dice, and Intelligence, Wisdom, and Charisma scores. This transformation ends if he is reduced to 0 hit points or uses a bonus action to end it.\"]}}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Bozak Draconian\",\"source\":\"DSotDQ\",\"page\":198,\"size\":[\"M\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"sorcerer\"]},\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":40,\"formula\":\"9d8\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":10,\"con\":11,\"int\":11,\"wis\":10,\"cha\":14,\"save\":{\"int\":\"+2\",\"wis\":\"+2\",\"cha\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The draconian casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 12}):\"],\"daily\":{\"1e\":[\"{@spell enlarge/reduce}\",\"{@spell invisibility}\",\"{@spell stinking cloud}\",\"{@spell web}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Death Throes\",\"entries\":[\"When the draconian is reduced to 0 hit points, its scales and flesh immediately shrivel away, and then its bones explode. Each creature within 10 feet of it must succeed on a {@dc 10} Dexterity saving throw or take 9 ({@damage 2d8}) force damage.\"]},{\"name\":\"Glide\",\"entries\":[\"When the draconian falls and isn't {@condition incapacitated}, it subtracts up to 100 feet from the fall when calculating the fall's damage, and it can move up to 2 feet horizontally for every 1 foot it descends.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The draconian makes two Trident melee attacks or two Lightning Discharge attacks.\"]},{\"name\":\"Trident\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack.\"]},{\"name\":\"Lightning Discharge\",\"entries\":[\"{@atk rs} {@hit 4} to hit, range 60 ft., one target. {@h}10 ({@damage 3d6}) lightning damage.\"]}],\"attachedItems\":[\"trident|phb\"],\"traitTags\":[\"Death Burst\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"L\",\"O\",\"P\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflictSpell\":[\"invisible\",\"restrained\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Captain Hask\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DSotDQ\",\"page\":148,\"_copy\":{\"name\":\"Aurak Draconian\",\"source\":\"DSotDQ\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the draconian\",\"with\":\"Hask\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Caradoc\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DSotDQ\",\"page\":193,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[14],\"hp\":{\"average\":110,\"formula\":\"20d8 + 20\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":1,\"dex\":18,\"con\":12,\"int\":15,\"wis\":13,\"cha\":19,\"save\":{\"int\":\"+5\",\"wis\":\"+4\"},\"skill\":{\"deception\":\"+7\",\"insight\":\"+4\",\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[\"acid\",\"fire\",\"lightning\",\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"cold\",\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"Common\",\"Solamnic\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Bound Haunting\",\"entries\":[\"Caradoc's spirit is bound to Dargaard Keep. At the start of his turn, if he's outside the keep's walls and not possessing a creature using his Possession action, he must succeed on a {@dc 15} Charisma saving throw or vanish and reappear in an unoccupied space within the keep.\"]},{\"name\":\"Incorporeal Movement\",\"entries\":[\"Caradoc can move through other creatures and objects as if they were difficult terrain. He takes 5 ({@damage 1d10}) force damage if he ends his turn inside an object.\"]},{\"name\":\"Rejuvenation\",\"entries\":[\"If Caradoc dies, he reforms within Dargaard Keep in {@dice 2d6} days.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"Caradoc doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Caradoc makes two Withering Touch attacks.\"]},{\"name\":\"Withering Touch\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) necrotic damage.\"]},{\"name\":\"Possession {@recharge 5}\",\"entries\":[\"One Humanoid that Caradoc can see within 5 feet of himself must succeed on a {@dc 15} Charisma saving throw or be possessed by him; he then disappears, and the target is {@condition incapacitated} and loses control of its body. Caradoc now controls the body but doesn't deprive the target of awareness. Caradoc can't be targeted by any attack, spell, or other effect, except ones that turn Undead, and he retains his alignment, Intelligence, Wisdom, and Charisma, immunity to being {@condition charmed} and {@condition frightened}, and his Divisive Whispers bonus action. He otherwise uses the possessed target's statistics but doesn't gain access to the target's knowledge, class features, or proficiencies.\",\"The possession lasts until the body drops to 0 hit points, Caradoc ends it as a bonus action, or he is turned or forced out by an effect like the {@spell dispel evil and good} spell. When the possession ends, Caradoc reappears in an unoccupied space within 5 feet of the body. The target is immune to Caradoc's Possession for 24 hours after succeeding on the saving throw or after the possession ends.\"]}],\"bonus\":[{\"name\":\"Divisive Whispers\",\"entries\":[\"Caradoc magically whispers to one creature within 60 feet of himself. The target must succeed on a {@dc 15} Wisdom saving throw, or the target must immediately use its reaction to make a melee attack against another creature of Caradoc's choice (wasting its reaction if there are no other creatures within reach).\"]}],\"traitTags\":[\"Incorporeal Movement\",\"Rejuvenation\",\"Unusual Nature\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"N\",\"O\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"incapacitated\"],\"savingThrowForced\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Clystran\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DSotDQ\",\"page\":126,\"_copy\":{\"name\":\"Scout\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the scout\",\"with\":\"Clystran\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"G\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Cudgel Ironsmile\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DSotDQ\",\"page\":58,\"_copy\":{\"name\":\"Veteran\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Hill Dwarf\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the veteran\",\"with\":\"Cudgel\",\"flags\":\"i\"}}},\"alignment\":[\"N\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Dalamar\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DSotDQ\",\"page\":111,\"_copy\":{\"name\":\"Mage\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the mage\",\"with\":\"Dalamar\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"N\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Darrett Highwater\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DSotDQ\",\"page\":59,\"_copy\":{\"name\":\"Knight\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the knight\",\"with\":\"Darrett\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"G\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Demelin\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DSotDQ\",\"page\":139,\"_copy\":{\"name\":\"Archmage\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the archmage\",\"with\":\"Demelin\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"N\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Dracophage Subject\",\"source\":\"DSotDQ\",\"page\":118,\"_copy\":{\"name\":\"Kapak Draconian\",\"source\":\"DSotDQ\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"draconian\",\"with\":\"subject\"}}},\"action\":[{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage. If the target is a Humanoid, it must succeed on a {@dc 12} Constitution saving throw or be infected with a disease—a minuscule slaad egg.\",\"A Humanoid host can carry only one slaad egg at a time. Over three months, the egg moves to the chest cavity, gestates, and forms a slaad tadpole. In the 24-hour period before the tadpole is born, the host feels unwell; its speed is halved; and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its way through vital organs and out of the host's chest in 1 round, killing the host in the process.\",\"If the disease is cured before the tadpole's emergence, the tadpole disintegrates.\"]}],\"damageTags\":[\"A\",\"I\",\"P\"],\"miscTags\":[\"AOE\",\"DIS\",\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Dragon Army Dragonnel\",\"source\":\"DSotDQ\",\"page\":201,\"size\":[\"L\"],\"type\":\"dragon\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":16,\"from\":[\"{@item breastplate barding|phb}\"]}],\"hp\":{\"average\":58,\"formula\":\"9d10 + 9\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":16,\"dex\":15,\"con\":12,\"int\":8,\"wis\":13,\"cha\":10,\"skill\":{\"perception\":\"+3\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":13,\"resist\":[\"fire\"],\"languages\":[\"understands Common and Draconic but can't speak\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Flyby\",\"entries\":[\"The dragonnel doesn't provoke opportunity attacks when it flies out of an enemy's reach.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragonnel makes two Rend attacks.\"]},{\"name\":\"Rend\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage plus 3 ({@damage 1d6}) fire damage.\"]}],\"traitTags\":[\"Flyby\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CS\",\"DR\"],\"damageTags\":[\"F\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dragon Army Officer\",\"source\":\"DSotDQ\",\"page\":200,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":19,\"from\":[\"{@item splint armor|PHB|splint}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":65,\"formula\":\"10d8 + 20\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":14,\"con\":15,\"int\":12,\"wis\":14,\"cha\":12,\"save\":{\"dex\":\"+4\",\"wis\":\"+4\"},\"skill\":{\"athletics\":\"+5\",\"perception\":\"+4\"},\"passive\":14,\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Draconic Devotion\",\"entries\":[\"While the officer can see a Dragon that isn't hostile to it, the officer has advantage on attack rolls.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The officer makes two Vicious Lance attacks and uses Assault Orders if it's available.\"]},{\"name\":\"Vicious Lance\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage plus 2 ({@damage 1d4}) fire damage.\"]},{\"name\":\"Heavy Crossbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 100/400 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage plus 5 ({@damage 1d10}) fire damage.\"]},{\"name\":\"Assault Orders {@recharge 5}\",\"entries\":[\"The officer shouts orders and targets up to two other creatures within 60 feet of itself. If a target has the Draconic Devotion trait and can hear the officer, the target can use its reaction to make one melee attack.\"]}],\"attachedItems\":[\"heavy crossbow|phb\",\"lance|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"F\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Dragon Army Soldier\",\"source\":\"DSotDQ\",\"page\":200,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":17,\"from\":[\"{@item scale mail|PHB}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":22,\"formula\":\"4d8 + 4\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":12,\"con\":12,\"int\":10,\"wis\":10,\"cha\":10,\"skill\":{\"athletics\":\"+4\",\"perception\":\"+2\"},\"passive\":12,\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Draconic Devotion\",\"entries\":[\"While the soldier can see a Dragon that isn't hostile to it, the soldier has advantage on attack rolls.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The soldier makes two Longsword or Javelin attacks.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage, or 7 ({@damage 1d10 + 2}) slashing damage if used with two hands, plus 2 ({@damage 1d4}) fire damage.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage plus 2 ({@damage 1d4}) fire damage.\"]}],\"attachedItems\":[\"javelin|phb\",\"longsword|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"F\",\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Durstan Rial\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DSotDQ\",\"page\":97,\"_copy\":{\"name\":\"Knight\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the knight\",\"with\":\"Durstan\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Duskwalker\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DSotDQ\",\"page\":150,\"_copy\":{\"name\":\"Treant\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the treant\",\"with\":\"Duskwalker\",\"flags\":\"i\"}}},\"alignment\":[\"N\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Fewmaster Gholcag\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DSotDQ\",\"page\":74,\"size\":[\"L\"],\"type\":\"giant\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item scale mail|PHB}\"]}],\"hp\":{\"average\":59,\"formula\":\"7d10 + 21\"},\"speed\":{\"walk\":40},\"str\":19,\"dex\":8,\"con\":16,\"int\":5,\"wis\":7,\"cha\":7,\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"languages\":[\"Common\",\"Giant\"],\"cr\":\"2\",\"action\":[{\"name\":\"Greatclub\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage.\"]}],\"attachedItems\":[\"greatclub|phb\",\"javelin|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Greater Death Dragon\",\"source\":\"DSotDQ\",\"page\":195,\"size\":[\"H\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":230,\"formula\":\"20d12 + 100\"},\"speed\":{\"walk\":40,\"fly\":80},\"str\":23,\"dex\":10,\"con\":20,\"int\":11,\"wis\":14,\"cha\":10,\"save\":{\"dex\":\"+5\",\"wis\":\"+7\"},\"skill\":{\"perception\":\"+7\",\"stealth\":\"+5\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":17,\"resist\":[\"piercing\"],\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"14\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The dragon doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 4 ({@damage 1d8}) necrotic damage. If the target is a Large or smaller creature, it is {@condition grappled} (escape {@dc 19}). Until this grapple ends, the target is {@condition restrained}, and the dragon can't bite a different target.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft. one target. {@h}10 ({@damage 1d8 + 6}) slashing damage.\"]},{\"name\":\"Cataclysmic Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a wave of ghostly purple flames in a 60-foot cone. Each creature in that area must make a {@dc 18} Dexterity saving throw, taking 45 ({@damage 10d8}) necrotic damage on a failed save, or half as much damage on a successful one. A creature dies if the breath reduces it to 0 hit points. Additionally, any Medium or smaller Humanoid killed by the breath's damage, as well as every corpse of such a creature within the cone, becomes a zombie (see the Monster Manual) under the dragon's control. The zombie acts on the dragon's initiative but immediately after the dragon's turn. Absent any other command, the zombie tries to kill any non-Undead creature it encounters.\"]}],\"legendary\":[{\"name\":\"Claw\",\"entries\":[\"The dragon makes one Claw attack.\"]},{\"name\":\"Cataclysmic Rush (Costs 2 Actions)\",\"entries\":[\"The dragon moves up to half its flying speed without provoking opportunity attacks, carrying with it any creatures it is grappling. During this move, if it enters the space of a Medium or smaller creature, that creature takes 4 ({@damage 1d8}) necrotic damage. A creature can take this damage only once per turn.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Unusual Nature\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"N\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hrigg Roundrook\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DSotDQ\",\"page\":211,\"level\":1,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dwarf\"],\"sidekickType\":\"spellcaster\",\"sidekickTags\":[\"healer\"]},\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item half plate armor|PHB|half plate}\"]}],\"hp\":{\"average\":11,\"formula\":\"2d8 + 2\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":12,\"con\":12,\"int\":10,\"wis\":14,\"cha\":11,\"save\":{\"wis\":\"+4\"},\"skill\":{\"athletics\":\"+4\",\"history\":\"+2\",\"medicine\":\"+4\",\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[\"poison\"],\"languages\":[\"Common\",\"Dwarvish\"],\"pbNote\":\"+2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Hrigg's spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). He has the following cleric spells prepared:\"],\"will\":[\"{@spell guidance}\",\"{@spell sacred flame}\"],\"spells\":{\"1\":{\"slots\":2,\"spells\":[\"{@spell cure wounds}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Bonus Proficiencies\",\"entries\":[\"Hrigg is proficient with simple and martial weapons and light and medium armor.\"]},{\"name\":\"Dwarven Resilience\",\"entries\":[\"Hrigg has advantage on saving throws made to avoid or end the {@condition poisoned} condition on himself.\"]}],\"action\":[{\"name\":\"Maul\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Hrigg beyond 1st Level\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"Level\",\"Hit Points\",\"New Features\"],\"colStyles\":[\"col-2 text-center\",\"col-2\",\"col-8\"],\"rows\":[[\"2nd\",\"16 ({@dice 3d8 + 3})\",\"Spellcasting. Hrigg learns another 1st-level spell: {@spell bless}.\"],[\"3rd\",\"22 ({@dice 4d8 + 4})\",\"Spellcasting. Hrigg gains one 1st-level spell slot. He also learns another 1st-level spell: {@spell detect evil and good}.\"],[\"4th\",\"27 ({@dice 5d8 + 5})\",\"Ability Score Improvement. Hrigg's Wisdom score increases by 2, raising the modifier by 1, so increase the following numbers by 1: his spell save DC and the bonus to hit of his spell attacks, his Wisdom saving throw bonus, his {@skill Medicine} and {@skill Perception} bonuses, and his passive {@skill Perception} score. Spellcasting. Hrigg learns another cantrip: {@spell spare the dying}.\"],[\"5th\",\"33 ({@dice 6d8 + 6})\",\"Proficiency Bonus. Hrigg's proficiency bonus increases by 1, so increase the following numbers by 1: his spell save DC and the bonus to hit of his spell attacks, the bonuses in the Saving Throws and Skills entries, and the bonuses to hit of his weapon attacks. Spellcasting. Hrigg gains one 1st-level spell slot and two 2nd-level spell slots. He also learns a 2nd-level spell: {@spell spiritual weapon}.\"],[\"6th\",\"38 ({@dice 7d8 + 7})\",\"Potent Cantrips. Hrigg adds his Wisdom modifier to the damage he deals with any cantrip.\"],[\"7th\",\"44 ({@dice 8d8 + 8})\",\"Spellcasting. Hrigg gains one 2nd-level spell slot. He also learns another 2nd-level spell: {@spell lesser restoration}.\"],[\"8th\",\"49 ({@dice 9d8 + 9})\",\"Ability Score Improvement. Hrigg's Wisdom score increases by 2, raising the modifier by 1, so increase the following numbers by 1: his spell save DC and the bonus to hit of his spell attacks, his Wisdom saving throw bonus, his {@skill Medicine} and {@skill Perception} bonuses, and his passive {@skill Perception} score.\"],[\"9th\",\"55 ({@dice 10d8 + 10})\",\"Proficiency Bonus. Hrigg's proficiency bonus increases by 1, so increase the following numbers by 1: his spell save DC and the bonus to hit of his spell attacks, the bonuses in the Saving Throws and Skills entries, and the bonuses to hit of his weapon attacks. Spellcasting. Hrigg gains two 3rd-level spell slots. He also learns a 3rd-level spell: {@spell beacon of hope}.\"],[\"10th\",\"60 ({@dice 11d8 + 11})\",\"Spellcasting. Hrigg learns another cantrip: {@spell thaumaturgy}.\"],[\"11th\",\"66 ({@dice 12d8 + 12})\",\"Spellcasting. Hrigg gains one 3rd-level spell slot. He also learns another 3rd-level spell: {@spell spirit guardians}.\"]]}]}],\"attachedItems\":[\"maul|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"D\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"R\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Hrigg Roundrook (10th Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Potent Cantrips\",\"entries\":[\"Hrigg adds his Wisdom modifier to the damage he deals with any cantrip.\"]}},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Maul\",\"items\":{\"name\":\"Maul\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage.\"]}}},\"level\":10,\"hp\":{\"average\":60,\"formula\":\"11d8 + 11\"},\"wis\":17,\"save\":{\"wis\":\"+8\"},\"skill\":{\"athletics\":\"+6\",\"history\":\"+4\",\"medicine\":\"+8\",\"perception\":\"+8\"},\"passive\":16,\"pbNote\":\"+4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"headerEntries\":[\"Hrigg's spellcasting ability is Wisdom (spell save {@dc 16}, {@hit 8} to hit with spell attacks). He has the following cleric spells prepared:\"],\"will\":[\"{@spell guidance}\",\"{@spell sacred flame}\",\"{@spell spare the dying}\",\"{@spell thaumaturgy}\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell cure wounds}\",\"{@spell bless}\",\"{@spell detect evil and good}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell spiritual weapon}\",\"{@spell lesser restoration}\"]},\"3\":{\"slots\":2,\"spells\":[\"{@spell beacon of hope}\"]}},\"ability\":\"wis\"}],\"variant\":null},{\"name\":\"Hrigg Roundrook (11th Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Potent Cantrips\",\"entries\":[\"Hrigg adds his Wisdom modifier to the damage he deals with any cantrip.\"]}},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Maul\",\"items\":{\"name\":\"Maul\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage.\"]}}},\"level\":11,\"hp\":{\"average\":66,\"formula\":\"12d8 + 12\"},\"wis\":17,\"save\":{\"wis\":\"+8\"},\"skill\":{\"athletics\":\"+6\",\"history\":\"+4\",\"medicine\":\"+8\",\"perception\":\"+8\"},\"passive\":16,\"pbNote\":\"+4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"headerEntries\":[\"Hrigg's spellcasting ability is Wisdom (spell save {@dc 16}, {@hit 8} to hit with spell attacks). He has the following cleric spells prepared:\"],\"will\":[\"{@spell guidance}\",\"{@spell sacred flame}\",\"{@spell spare the dying}\",\"{@spell thaumaturgy}\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell cure wounds}\",\"{@spell bless}\",\"{@spell detect evil and good}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell spiritual weapon}\",\"{@spell lesser restoration}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell beacon of hope}\",\"{@spell spirit guardians}\"]}},\"ability\":\"wis\"}],\"variant\":null},{\"name\":\"Hrigg Roundrook (2nd Level)\",\"source\":\"DSotDQ\",\"level\":2,\"hp\":{\"average\":16,\"formula\":\"3d8 + 3\"},\"spellcasting\":[{\"name\":\"Spellcasting\",\"headerEntries\":[\"Hrigg's spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). He has the following cleric spells prepared:\"],\"will\":[\"{@spell guidance}\",\"{@spell sacred flame}\"],\"spells\":{\"1\":{\"slots\":2,\"spells\":[\"{@spell cure wounds}\",\"{@spell bless}\"]}},\"ability\":\"wis\"}],\"variant\":null},{\"name\":\"Hrigg Roundrook (3rd Level)\",\"source\":\"DSotDQ\",\"level\":3,\"hp\":{\"average\":22,\"formula\":\"4d8 + 4\"},\"spellcasting\":[{\"name\":\"Spellcasting\",\"headerEntries\":[\"Hrigg's spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). He has the following cleric spells prepared:\"],\"will\":[\"{@spell guidance}\",\"{@spell sacred flame}\"],\"spells\":{\"1\":{\"slots\":3,\"spells\":[\"{@spell cure wounds}\",\"{@spell bless}\",\"{@spell detect evil and good}\"]}},\"ability\":\"wis\"}],\"variant\":null},{\"name\":\"Hrigg Roundrook (4th Level)\",\"source\":\"DSotDQ\",\"level\":4,\"hp\":{\"average\":27,\"formula\":\"5d8 + 5\"},\"wis\":15,\"save\":{\"wis\":\"+5\"},\"skill\":{\"athletics\":\"+4\",\"history\":\"+2\",\"medicine\":\"+5\",\"perception\":\"+5\"},\"passive\":15,\"spellcasting\":[{\"name\":\"Spellcasting\",\"headerEntries\":[\"Hrigg's spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). He has the following cleric spells prepared:\"],\"will\":[\"{@spell guidance}\",\"{@spell sacred flame}\",\"{@spell spare the dying}\"],\"spells\":{\"1\":{\"slots\":3,\"spells\":[\"{@spell cure wounds}\",\"{@spell bless}\",\"{@spell detect evil and good}\"]}},\"ability\":\"wis\"}],\"variant\":null},{\"name\":\"Hrigg Roundrook (5th Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Maul\",\"items\":{\"name\":\"Maul\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage.\"]}}},\"level\":5,\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"wis\":15,\"save\":{\"wis\":\"+6\"},\"skill\":{\"athletics\":\"+5\",\"history\":\"+3\",\"medicine\":\"+6\",\"perception\":\"+6\"},\"passive\":15,\"pbNote\":\"+3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"headerEntries\":[\"Hrigg's spellcasting ability is Wisdom (spell save {@dc 14}, {@hit 6} to hit with spell attacks). He has the following cleric spells prepared:\"],\"will\":[\"{@spell guidance}\",\"{@spell sacred flame}\",\"{@spell spare the dying}\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell cure wounds}\",\"{@spell bless}\",\"{@spell detect evil and good}\"]},\"2\":{\"slots\":2,\"spells\":[\"{@spell spiritual weapon}\"]}},\"ability\":\"wis\"}],\"variant\":null},{\"name\":\"Hrigg Roundrook (6th Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Potent Cantrips\",\"entries\":[\"Hrigg adds his Wisdom modifier to the damage he deals with any cantrip.\"]}},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Maul\",\"items\":{\"name\":\"Maul\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage.\"]}}},\"level\":6,\"hp\":{\"average\":38,\"formula\":\"7d8 + 7\"},\"wis\":15,\"save\":{\"wis\":\"+6\"},\"skill\":{\"athletics\":\"+5\",\"history\":\"+3\",\"medicine\":\"+6\",\"perception\":\"+6\"},\"passive\":15,\"pbNote\":\"+3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"headerEntries\":[\"Hrigg's spellcasting ability is Wisdom (spell save {@dc 14}, {@hit 6} to hit with spell attacks). He has the following cleric spells prepared:\"],\"will\":[\"{@spell guidance}\",\"{@spell sacred flame}\",\"{@spell spare the dying}\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell cure wounds}\",\"{@spell bless}\",\"{@spell detect evil and good}\"]},\"2\":{\"slots\":2,\"spells\":[\"{@spell spiritual weapon}\"]}},\"ability\":\"wis\"}],\"variant\":null},{\"name\":\"Hrigg Roundrook (7th Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Potent Cantrips\",\"entries\":[\"Hrigg adds his Wisdom modifier to the damage he deals with any cantrip.\"]}},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Maul\",\"items\":{\"name\":\"Maul\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage.\"]}}},\"level\":7,\"hp\":{\"average\":44,\"formula\":\"8d8 + 8\"},\"wis\":15,\"save\":{\"wis\":\"+6\"},\"skill\":{\"athletics\":\"+5\",\"history\":\"+3\",\"medicine\":\"+6\",\"perception\":\"+6\"},\"passive\":15,\"pbNote\":\"+3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"headerEntries\":[\"Hrigg's spellcasting ability is Wisdom (spell save {@dc 14}, {@hit 6} to hit with spell attacks). He has the following cleric spells prepared:\"],\"will\":[\"{@spell guidance}\",\"{@spell sacred flame}\",\"{@spell spare the dying}\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell cure wounds}\",\"{@spell bless}\",\"{@spell detect evil and good}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell spiritual weapon}\",\"{@spell lesser restoration}\"]}},\"ability\":\"wis\"}],\"variant\":null},{\"name\":\"Hrigg Roundrook (8th Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Potent Cantrips\",\"entries\":[\"Hrigg adds his Wisdom modifier to the damage he deals with any cantrip.\"]}},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Maul\",\"items\":{\"name\":\"Maul\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage.\"]}}},\"level\":8,\"hp\":{\"average\":49,\"formula\":\"9d8 + 9\"},\"wis\":17,\"save\":{\"wis\":\"+7\"},\"skill\":{\"athletics\":\"+5\",\"history\":\"+3\",\"medicine\":\"+7\",\"perception\":\"+7\"},\"passive\":16,\"pbNote\":\"+3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"headerEntries\":[\"Hrigg's spellcasting ability is Wisdom (spell save {@dc 15}, {@hit 7} to hit with spell attacks). He has the following cleric spells prepared:\"],\"will\":[\"{@spell guidance}\",\"{@spell sacred flame}\",\"{@spell spare the dying}\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell cure wounds}\",\"{@spell bless}\",\"{@spell detect evil and good}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell spiritual weapon}\",\"{@spell lesser restoration}\"]}},\"ability\":\"wis\"}],\"variant\":null},{\"name\":\"Hrigg Roundrook (9th Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Potent Cantrips\",\"entries\":[\"Hrigg adds his Wisdom modifier to the damage he deals with any cantrip.\"]}},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Maul\",\"items\":{\"name\":\"Maul\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage.\"]}}},\"level\":9,\"hp\":{\"average\":55,\"formula\":\"10d8 + 10\"},\"wis\":17,\"save\":{\"wis\":\"+8\"},\"skill\":{\"athletics\":\"+6\",\"history\":\"+4\",\"medicine\":\"+8\",\"perception\":\"+8\"},\"passive\":16,\"pbNote\":\"+4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"headerEntries\":[\"Hrigg's spellcasting ability is Wisdom (spell save {@dc 16}, {@hit 8} to hit with spell attacks). He has the following cleric spells prepared:\"],\"will\":[\"{@spell guidance}\",\"{@spell sacred flame}\",\"{@spell spare the dying}\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell cure wounds}\",\"{@spell bless}\",\"{@spell detect evil and good}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell spiritual weapon}\",\"{@spell lesser restoration}\"]},\"3\":{\"slots\":2,\"spells\":[\"{@spell beacon of hope}\"]}},\"ability\":\"wis\"}],\"variant\":null}]},{\"name\":\"Hulking Shadow\",\"source\":\"DSotDQ\",\"page\":174,\"_copy\":{\"name\":\"Clay Golem\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"golem\",\"with\":\"shadow\"}}},\"type\":\"undead\",\"hasToken\":true},{\"name\":\"Ignia\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DSotDQ\",\"page\":184,\"_copy\":{\"name\":\"Young Red Dragon\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the dragon\",\"with\":\"Ignia\",\"flags\":\"i\"}}},\"size\":[\"H\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Incomplete Dragon Skeleton\",\"source\":\"DSotDQ\",\"page\":138,\"_copy\":{\"name\":\"Bone Naga (Spirit)\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"naga\",\"with\":\"skeleton\"}}},\"spellcasting\":null,\"hasToken\":true},{\"name\":\"Iriad\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DSotDQ\",\"page\":212,\"level\":1,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"],\"sidekickType\":\"expert\"},\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":11,\"formula\":\"2d8 + 2\"},\"speed\":{\"walk\":35},\"str\":11,\"dex\":16,\"con\":12,\"int\":11,\"wis\":13,\"cha\":11,\"save\":{\"dex\":\"+4\"},\"skill\":{\"acrobatics\":\"+5\",\"athletics\":\"+2\",\"investigation\":\"+2\",\"nature\":\"+2\",\"perception\":\"+5\",\"stealth\":\"+5\",\"survival\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Common\",\"Elvish\"],\"pbNote\":\"+2\",\"trait\":[{\"name\":\"Bonus Proficiencies\",\"entries\":[\"Iriad is proficient with simple weapons, light armor, {@item cartographer's tools|PHB}, and {@item woodcarver's tools|PHB}.\"]},{\"name\":\"Fey Ancestry\",\"entries\":[\"Iriad has advantage on saving throws made to avoid or end the {@condition charmed} condition on herself, and magic can't put her to sleep.\"]}],\"action\":[{\"name\":\"Poison Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 3 ({@damage 1d6}) poison damage.\"]}],\"bonus\":[{\"name\":\"Helpful\",\"entries\":[\"Iriad takes the {@action Help} action.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Iriad beyond 1st Level\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"Level\",\"Hit Points\",\"New Features\"],\"colStyles\":[\"col-2 text-center\",\"col-2\",\"col-8\"],\"rows\":[[\"2nd\",\"16 ({@dice 3d8 + 3})\",\"Cunning Action. On Iriad's turn in combat, she can take the {@action Dash}, {@action Disengage}, or {@action Hide} action as a bonus action.\"],[\"3rd\",\"22 ({@dice 4d8 + 4})\",\"Expertise. Iriad's proficiency bonus is doubled for any ability check she makes that uses either {@skill Stealth} or {@skill Survival}.\"],[\"4th\",\"27 ({@dice 5d8 + 5})\",\"Ability Score Improvement. Iriad's Dexterity score increases by 2, raising the modifier by 1, so increase the following numbers by 1: her Armor Class, her Dexterity saving throw bonus, her {@skill Stealth} bonus, and the bonuses to hit and damage of her weapon attacks.\"],[\"5th\",\"33 ({@dice 6d8 + 6})\",\"Proficiency Bonus. Iriad's proficiency bonus increases by 1, so make the following changes in her stat block: increase the bonuses in the Saving Throws and Skills entries by 1 (by 2 for {@skill Perception}, {@skill Stealth}, and {@skill Survival}); increase her passive {@skill Perception} score by 2; increase the bonuses to hit of her weapon attacks by 1.\"],[\"6th\",\"38 ({@dice 7d8 + 7})\",\"Coordinated Strike. When Iriad uses her Helpful feature to aid an ally in attacking a creature, that target can be up to 30 feet away from her, and she can deal an extra {@dice 2d6} damage to it the next time she hits it with an attack roll before the end of the current turn. The extra damage is the same type of damage dealt by the attack.\"],[\"7th\",\"44 ({@dice 8d8 + 8})\",\"Evasion. When Iriad is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. Iriad doesn't benefit from this feature while {@condition incapacitated}.\"],[\"8th\",\"49 ({@dice 9d8 + 9})\",\"Ability Score Improvement. Iriad's Strength and Wisdom scores both increase by 1, raising their modifiers by 1, so increase the following numbers by 1: her {@skill Athletics}, {@skill Perception}, and {@skill Survival} bonuses and her passive {@skill Perception} score.\"],[\"9th\",\"55 ({@dice 10d8 + 10})\",\"Proficiency Bonus. Iriad's proficiency bonus increases by 1, so make the following changes in her stat block: increase the bonuses in the Saving Throws and Skills entries by 1 (by 2 for {@skill Perception}, {@skill Stealth}, and {@skill Survival}); increase her passive {@skill Perception} score by 2; increase the bonuses to hit of her weapon attacks by 1.\"],[\"10th\",\"60 ({@dice 11d8 + 11})\",\"Ability Score Improvement. Iriad's Dexterity score increases by 2, raising the modifier by 1, so increase the following numbers by 1: her Armor Class, her Dexterity saving throw bonus, her {@skill Stealth} bonus, and the bonuses to hit and damage of her weapon attacks.\"],[\"11th\",\"66 ({@dice 12d8 + 12})\",\"Inspiring Help. When Iriad takes the {@action Help} action, the creature who receives the help also gains a {@dice 1d6} bonus to the {@dice d20} roll. If that roll is an attack roll, the creature can forgo adding the bonus to it, and then if the attack hits, the creature can add the bonus to the attack's damage roll against one target.\"]]}]}],\"traitTags\":[\"Fey Ancestry\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Iriad (10th Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Expertise\",\"entries\":[\"Iriad's proficiency bonus is doubled for any ability check she makes that uses either {@skill Stealth} or {@skill Survival}.\"]},{\"name\":\"Coordinated Strike\",\"entries\":[\"When Iriad uses her Helpful feature to aid an ally in attacking a creature, that target can be up to 30 feet away from her, and she can deal an extra {@damage 2d6} damage to it the next time she hits it with an attack roll before the end of the current turn. The extra damage is the same type of damage dealt by the attack.\"]},{\"name\":\"Evasion\",\"entries\":[\"When Iriad is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. Iriad doesn't benefit from this feature while {@condition incapacitated}.\"]}]},\"bonus\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Cunning Action\",\"entries\":[\"On Iriad's turn in combat, she can take the {@action Dash}, {@action Disengage}, or {@action Hide} action as a bonus action.\"]}}},\"level\":10,\"ac\":[{\"ac\":16,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":60,\"formula\":\"11d8 + 11\"},\"str\":12,\"dex\":20,\"wis\":14,\"save\":{\"dex\":\"+8\"},\"skill\":{\"acrobatics\":\"+7\",\"athletics\":\"+5\",\"investigation\":\"+4\",\"nature\":\"+4\",\"perception\":\"+10\",\"stealth\":\"+13\",\"survival\":\"+10\"},\"passive\":18,\"pbNote\":\"+4\",\"action\":[{\"name\":\"Poison Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 9} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d4 + 5}) piercing damage plus 3 ({@damage 1d6}) poison damage.\"]}],\"variant\":null},{\"name\":\"Iriad (11th Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Expertise\",\"entries\":[\"Iriad's proficiency bonus is doubled for any ability check she makes that uses either {@skill Stealth} or {@skill Survival}.\"]},{\"name\":\"Coordinated Strike\",\"entries\":[\"When Iriad uses her Helpful feature to aid an ally in attacking a creature, that target can be up to 30 feet away from her, and she can deal an extra {@damage 2d6} damage to it the next time she hits it with an attack roll before the end of the current turn. The extra damage is the same type of damage dealt by the attack.\"]},{\"name\":\"Evasion\",\"entries\":[\"When Iriad is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. Iriad doesn't benefit from this feature while {@condition incapacitated}.\"]},{\"name\":\"Inspiring Help\",\"entries\":[\"When Iriad takes the {@action Help} action, the creature who receives the help also gains a {@dice 1d6} bonus to the {@dice d20} roll. If that roll is an attack roll, the creature can forgo adding the bonus to it, and then if the attack hits, the creature can add the bonus to the attack's damage roll against one target.\"]}]},\"bonus\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Cunning Action\",\"entries\":[\"On Iriad's turn in combat, she can take the {@action Dash}, {@action Disengage}, or {@action Hide} action as a bonus action.\"]}}},\"level\":11,\"ac\":[{\"ac\":16,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":66,\"formula\":\"12d8 + 12\"},\"str\":12,\"dex\":20,\"wis\":14,\"save\":{\"dex\":\"+8\"},\"skill\":{\"acrobatics\":\"+7\",\"athletics\":\"+5\",\"investigation\":\"+4\",\"nature\":\"+4\",\"perception\":\"+10\",\"stealth\":\"+13\",\"survival\":\"+10\"},\"passive\":18,\"pbNote\":\"+4\",\"action\":[{\"name\":\"Poison Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 9} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d4 + 5}) piercing damage plus 3 ({@damage 1d6}) poison damage.\"]}],\"variant\":null},{\"name\":\"Iriad (2nd Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"bonus\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Cunning Action\",\"entries\":[\"On Iriad's turn in combat, she can take the {@action Dash}, {@action Disengage}, or {@action Hide} action as a bonus action.\"]}}},\"level\":2,\"hp\":{\"average\":16,\"formula\":\"3d8 + 3\"},\"variant\":null},{\"name\":\"Iriad (3rd Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Expertise\",\"entries\":[\"Iriad's proficiency bonus is doubled for any ability check she makes that uses either {@skill Stealth} or {@skill Survival}.\"]}},\"bonus\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Cunning Action\",\"entries\":[\"On Iriad's turn in combat, she can take the {@action Dash}, {@action Disengage}, or {@action Hide} action as a bonus action.\"]}}},\"level\":3,\"hp\":{\"average\":22,\"formula\":\"4d8 + 4\"},\"skill\":{\"acrobatics\":\"+5\",\"athletics\":\"+2\",\"investigation\":\"+2\",\"nature\":\"+2\",\"perception\":\"+5\",\"stealth\":\"+7\",\"survival\":\"+5\"},\"variant\":null},{\"name\":\"Iriad (4th Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Expertise\",\"entries\":[\"Iriad's proficiency bonus is doubled for any ability check she makes that uses either {@skill Stealth} or {@skill Survival}.\"]}},\"bonus\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Cunning Action\",\"entries\":[\"On Iriad's turn in combat, she can take the {@action Dash}, {@action Disengage}, or {@action Hide} action as a bonus action.\"]}}},\"level\":4,\"ac\":[{\"ac\":15,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":27,\"formula\":\"5d8 + 5\"},\"dex\":18,\"save\":{\"dex\":\"+5\"},\"skill\":{\"acrobatics\":\"+5\",\"athletics\":\"+2\",\"investigation\":\"+2\",\"nature\":\"+2\",\"perception\":\"+5\",\"stealth\":\"+8\",\"survival\":\"+5\"},\"action\":[{\"name\":\"Poison Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage plus 3 ({@damage 1d6}) poison damage.\"]}],\"variant\":null},{\"name\":\"Iriad (5th Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Expertise\",\"entries\":[\"Iriad's proficiency bonus is doubled for any ability check she makes that uses either {@skill Stealth} or {@skill Survival}.\"]}},\"bonus\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Cunning Action\",\"entries\":[\"On Iriad's turn in combat, she can take the {@action Dash}, {@action Disengage}, or {@action Hide} action as a bonus action.\"]}}},\"level\":5,\"ac\":[{\"ac\":15,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"dex\":18,\"save\":{\"dex\":\"+6\"},\"skill\":{\"acrobatics\":\"+6\",\"athletics\":\"+3\",\"investigation\":\"+3\",\"nature\":\"+3\",\"perception\":\"+7\",\"stealth\":\"+10\",\"survival\":\"+7\"},\"passive\":15,\"pbNote\":\"+3\",\"action\":[{\"name\":\"Poison Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage plus 3 ({@damage 1d6}) poison damage.\"]}],\"variant\":null},{\"name\":\"Iriad (6th Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Expertise\",\"entries\":[\"Iriad's proficiency bonus is doubled for any ability check she makes that uses either {@skill Stealth} or {@skill Survival}.\"]},{\"name\":\"Coordinated Strike\",\"entries\":[\"When Iriad uses her Helpful feature to aid an ally in attacking a creature, that target can be up to 30 feet away from her, and she can deal an extra {@damage 2d6} damage to it the next time she hits it with an attack roll before the end of the current turn. The extra damage is the same type of damage dealt by the attack.\"]}]},\"bonus\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Cunning Action\",\"entries\":[\"On Iriad's turn in combat, she can take the {@action Dash}, {@action Disengage}, or {@action Hide} action as a bonus action.\"]}}},\"level\":6,\"ac\":[{\"ac\":15,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":38,\"formula\":\"7d8 + 7\"},\"dex\":18,\"save\":{\"dex\":\"+6\"},\"skill\":{\"acrobatics\":\"+6\",\"athletics\":\"+3\",\"investigation\":\"+3\",\"nature\":\"+3\",\"perception\":\"+7\",\"stealth\":\"+10\",\"survival\":\"+7\"},\"passive\":15,\"pbNote\":\"+3\",\"action\":[{\"name\":\"Poison Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage plus 3 ({@damage 1d6}) poison damage.\"]}],\"variant\":null},{\"name\":\"Iriad (7th Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Expertise\",\"entries\":[\"Iriad's proficiency bonus is doubled for any ability check she makes that uses either {@skill Stealth} or {@skill Survival}.\"]},{\"name\":\"Coordinated Strike\",\"entries\":[\"When Iriad uses her Helpful feature to aid an ally in attacking a creature, that target can be up to 30 feet away from her, and she can deal an extra {@damage 2d6} damage to it the next time she hits it with an attack roll before the end of the current turn. The extra damage is the same type of damage dealt by the attack.\"]},{\"name\":\"Evasion\",\"entries\":[\"When Iriad is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. Iriad doesn't benefit from this feature while {@condition incapacitated}.\"]}]},\"bonus\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Cunning Action\",\"entries\":[\"On Iriad's turn in combat, she can take the {@action Dash}, {@action Disengage}, or {@action Hide} action as a bonus action.\"]}}},\"level\":7,\"ac\":[{\"ac\":15,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":44,\"formula\":\"8d8 + 8\"},\"dex\":18,\"save\":{\"dex\":\"+6\"},\"skill\":{\"acrobatics\":\"+6\",\"athletics\":\"+3\",\"investigation\":\"+3\",\"nature\":\"+3\",\"perception\":\"+7\",\"stealth\":\"+10\",\"survival\":\"+7\"},\"passive\":15,\"pbNote\":\"+3\",\"action\":[{\"name\":\"Poison Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage plus 3 ({@damage 1d6}) poison damage.\"]}],\"variant\":null},{\"name\":\"Iriad (8th Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Expertise\",\"entries\":[\"Iriad's proficiency bonus is doubled for any ability check she makes that uses either {@skill Stealth} or {@skill Survival}.\"]},{\"name\":\"Coordinated Strike\",\"entries\":[\"When Iriad uses her Helpful feature to aid an ally in attacking a creature, that target can be up to 30 feet away from her, and she can deal an extra {@damage 2d6} damage to it the next time she hits it with an attack roll before the end of the current turn. The extra damage is the same type of damage dealt by the attack.\"]},{\"name\":\"Evasion\",\"entries\":[\"When Iriad is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. Iriad doesn't benefit from this feature while {@condition incapacitated}.\"]}]},\"bonus\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Cunning Action\",\"entries\":[\"On Iriad's turn in combat, she can take the {@action Dash}, {@action Disengage}, or {@action Hide} action as a bonus action.\"]}}},\"level\":8,\"ac\":[{\"ac\":15,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":49,\"formula\":\"9d8 + 9\"},\"str\":12,\"dex\":18,\"wis\":14,\"save\":{\"dex\":\"+6\"},\"skill\":{\"acrobatics\":\"+6\",\"athletics\":\"+4\",\"investigation\":\"+3\",\"nature\":\"+3\",\"perception\":\"+8\",\"stealth\":\"+10\",\"survival\":\"+8\"},\"passive\":16,\"pbNote\":\"+3\",\"action\":[{\"name\":\"Poison Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage plus 3 ({@damage 1d6}) poison damage.\"]}],\"variant\":null},{\"name\":\"Iriad (9th Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Expertise\",\"entries\":[\"Iriad's proficiency bonus is doubled for any ability check she makes that uses either {@skill Stealth} or {@skill Survival}.\"]},{\"name\":\"Coordinated Strike\",\"entries\":[\"When Iriad uses her Helpful feature to aid an ally in attacking a creature, that target can be up to 30 feet away from her, and she can deal an extra {@damage 2d6} damage to it the next time she hits it with an attack roll before the end of the current turn. The extra damage is the same type of damage dealt by the attack.\"]},{\"name\":\"Evasion\",\"entries\":[\"When Iriad is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. Iriad doesn't benefit from this feature while {@condition incapacitated}.\"]}]},\"bonus\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Cunning Action\",\"entries\":[\"On Iriad's turn in combat, she can take the {@action Dash}, {@action Disengage}, or {@action Hide} action as a bonus action.\"]}}},\"level\":9,\"ac\":[{\"ac\":15,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":55,\"formula\":\"10d8 + 10\"},\"str\":12,\"dex\":18,\"wis\":14,\"save\":{\"dex\":\"+7\"},\"skill\":{\"acrobatics\":\"+7\",\"athletics\":\"+5\",\"investigation\":\"+4\",\"nature\":\"+4\",\"perception\":\"+10\",\"stealth\":\"+12\",\"survival\":\"+10\"},\"passive\":18,\"pbNote\":\"+4\",\"action\":[{\"name\":\"Poison Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 8} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage plus 3 ({@damage 1d6}) poison damage.\"]}],\"variant\":null}]},{\"name\":\"Ishvern\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DSotDQ\",\"page\":114,\"_copy\":{\"name\":\"Sea Elf Scout\",\"source\":\"DSotDQ\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the scout\",\"with\":\"Ishvern\",\"flags\":\"i\"}}},\"alignment\":[\"N\",\"G\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Istarian Drone\",\"source\":\"DSotDQ\",\"page\":202,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":127,\"formula\":\"15d8 + 60\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":20,\"dex\":10,\"con\":18,\"int\":4,\"wis\":10,\"cha\":4,\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":10,\"immune\":[\"lightning\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"understands the languages spoken by its creator but can't speak\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Spider Climb\",\"entries\":[\"The drone can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The drone doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The drone makes two Claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage plus 4 ({@damage 1d8}) lightning damage. If the target is a Medium or smaller creature, it is {@condition grappled} (escape {@dc 15}). The drone has two claws, each of which can grapple only one target.\"]},{\"name\":\"Crystalline Spit {@recharge 5}\",\"entries\":[\"The drone spits crackling gel in a line 5 feet wide and 20 feet long. Each creature in the line must make a {@dc 15} Dexterity saving throw. On a failed save, the creature takes 14 ({@damage 4d6}) lightning damage and is {@condition restrained} by the gel, which hardens into crystal. The creature is {@condition restrained} until the crystal is destroyed. The crystal has AC 15, 15 hit points, immunity to poison and psychic damage, and vulnerability to thunder damage. On a successful save, the creature takes half as much damage and isn't {@condition restrained}.\"]}],\"traitTags\":[\"Spider Climb\",\"Unusual Nature\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"L\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Jeyev Veldrews\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DSotDQ\",\"page\":75,\"_copy\":{\"name\":\"Bandit Captain\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the captain\",\"with\":\"Jeyev\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Kalaman Soldier\",\"source\":\"DSotDQ\",\"page\":202,\"size\":[\"S\",\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item chain mail|PHB}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":16,\"formula\":\"3d8 + 3\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":12,\"con\":12,\"int\":10,\"wis\":11,\"cha\":10,\"skill\":{\"athletics\":\"+3\",\"perception\":\"+2\"},\"passive\":12,\"languages\":[\"Common\"],\"cr\":\"1/2\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The soldier makes two Longsword attacks.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage, or 7 ({@damage 1d10 + 2}) slashing damage if used with two hands.\"]}],\"reaction\":[{\"name\":\"Hold the Line\",\"entries\":[\"If an ally within 5 feet of the soldier must make a saving throw, the soldier encourages the ally, granting advantage on the roll.\"]}],\"attachedItems\":[\"longsword|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Kansaldi Fire-Eyes\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DSotDQ\",\"page\":203,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"cleric\",\"human\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|PHB|plate}\"]}],\"hp\":{\"average\":172,\"formula\":\"23d8 + 69\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":11,\"con\":17,\"int\":16,\"wis\":19,\"cha\":16,\"save\":{\"wis\":\"+8\",\"cha\":\"+7\"},\"skill\":{\"insight\":\"+12\",\"perception\":\"+8\",\"religion\":\"+7\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":18,\"immune\":[\"fire\"],\"languages\":[\"Abyssal\",\"Common\",\"Draconic\"],\"cr\":\"11\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Kansaldi casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 16}):\"],\"will\":[\"{@spell light}\",\"{@spell spare the dying}\",\"{@spell thaumaturgy}\"],\"daily\":{\"1e\":[\"{@spell blade barrier}\",\"{@spell dispel magic}\",\"{@spell flame strike}\",\"{@spell lesser restoration}\",\"{@spell revivify}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Kansaldi has a glowing ruby embedded in her left eye socket. The gem functions as her eye and grants her truesight (included above). The gem can't be removed while Kansaldi is alive. When she dies, a creature can remove the gem as an action. The gem then functions as a {@item gem of seeing}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Kansaldi makes two Pike attacks and uses Flame Burst.\"]},{\"name\":\"Pike\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage plus 16 ({@damage 3d10}) radiant damage.\"]},{\"name\":\"Flame Burst\",\"entries\":[\"Kansaldi hurls magical flames at a creature she can see within 60 feet of herself. The target must make a {@dc 16} Dexterity saving throw. On a failed save, the target takes 11 ({@damage 2d10}) fire damage and catches fire; until a creature takes an action to put out the fire, the target takes 5 ({@damage 1d10}) fire damage at the start of each of its turns. On a successful save, the target takes half as much damage and doesn't catch fire.\"]}],\"bonus\":[{\"name\":\"Dragon Queen's Favor\",\"entries\":[\"Kansaldi or one creature she can see within 60 feet of herself magically regains 17 ({@dice 2d12 + 4}) hit points.\"]}],\"attachedItems\":[\"pike|phb\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"DR\"],\"damageTags\":[\"F\",\"P\",\"R\"],\"damageTagsSpell\":[\"F\",\"R\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kapak Draconian\",\"source\":\"DSotDQ\",\"page\":198,\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":39,\"formula\":\"6d8 + 12\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":11,\"dex\":17,\"con\":14,\"int\":12,\"wis\":13,\"cha\":11,\"save\":{\"dex\":\"+5\"},\"skill\":{\"deception\":\"+4\",\"perception\":\"+3\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Death Throes\",\"entries\":[\"When the draconian is reduced to 0 hit points, it dissolves into acid that splashes on those around it. Each creature within 5 feet of the draconian must succeed on a {@dc 12} Dexterity saving throw or be covered in acid for 1 minute. A creature covered in the acid takes 7 ({@damage 2d6}) acid damage at the start of each of its turns. A creature can use its action to scrape or wash the acid off itself or another creature.\"]},{\"name\":\"Glide\",\"entries\":[\"When the draconian falls and isn't {@condition incapacitated}, it subtracts up to 100 feet from the fall when calculating the fall's damage, and it can move up to 2 feet horizontally for every 1 foot it descends.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The draconian makes two Dagger attacks. If both attacks hit the same creature, the target must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} until the end of the target's next turn. While {@condition poisoned} in this way, the target is also {@condition paralyzed}.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"traitTags\":[\"Death Burst\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"A\",\"I\",\"P\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"paralyzed\",\"poisoned\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Karavarix\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DSotDQ\",\"page\":183,\"_copy\":{\"name\":\"Greater Death Dragon\",\"source\":\"DSotDQ\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the dragon\",\"with\":\"Karavarix\",\"flags\":\"i\"}}},\"alignment\":[\"C\",\"E\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Kender Skirmisher\",\"source\":\"DSotDQ\",\"page\":204,\"size\":[\"S\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":14,\"formula\":\"4d6\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":16,\"con\":10,\"int\":12,\"wis\":8,\"cha\":14,\"skill\":{\"perception\":\"+3\",\"sleight of hand\":\"+7\",\"stealth\":\"+5\"},\"passive\":13,\"conditionImmune\":[\"frightened\"],\"languages\":[\"Common\",\"Kenderspeak\"],\"cr\":\"1/4\",\"action\":[{\"name\":\"Hoopak\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 40/160 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, or 5 ({@damage 1d4 + 3}) bludgeoning damage if the kender used the hoopak's sling to make a ranged attack.\"]},{\"name\":\"Taunt\",\"entries\":[\"The kender launches a barrage of insults at a creature it can see within 60 feet of itself. If the target can hear the kender, the target must succeed on a {@dc 12} Wisdom saving throw or have disadvantage on attack rolls until the end of its next turn.\"]}],\"bonus\":[{\"name\":\"Elusive\",\"entries\":[\"The kender takes the Disengage or Hide action.\"]}],\"attachedItems\":[\"hoopak|dsotdq\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Leedara\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DSotDQ\",\"page\":58,\"size\":[\"M\"],\"type\":{\"type\":\"undead\",\"tags\":[\"elf\"]},\"alignment\":[\"N\"],\"ac\":[11],\"hp\":{\"average\":45,\"formula\":\"10d8\"},\"speed\":{\"walk\":0,\"fly\":40},\"str\":7,\"dex\":13,\"con\":10,\"int\":10,\"wis\":12,\"cha\":17,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"acid\",\"fire\",\"lightning\",\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"cold\",\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"Any languages she knew in life\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Ethereal Sight\",\"entries\":[\"Leedara can see 60 feet into the Ethereal Plane when she is on the Material Plane, and vice versa.\"]},{\"name\":\"Incorporeal Movement\",\"entries\":[\"Leedara can move through other creatures and objects as if they were difficult terrain. She takes 5 ({@damage 1d10}) force damage if she ends her turn inside an object.\"]}],\"action\":[{\"name\":\"Withering Touch\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}17 ({@damage 4d6 + 3}) necrotic damage.\"]},{\"name\":\"Etherealness\",\"entries\":[\"Leedara enters the Ethereal Plane from the Material Plane, or vice versa. She is visible on the Material Plane while she is in the Border Ethereal, and vice versa, yet she can't affect or be affected by anything on the other plane.\"]},{\"name\":\"Horrifying Visage\",\"entries\":[\"Each non-undead creature within 60 feet of Leedara that can see her must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} for 1 minute. If the save fails by 5 or more, the target also ages {@dice 1d4 × 10} years. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the {@condition frightened} condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Leedara's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a {@spell greater restoration} spell, but only within 24 hours of it occurring.\"]},{\"name\":\"Possession {@recharge}\",\"entries\":[\"One humanoid that the ghost can see within 5 feet of it must succeed on a {@dc 13} Charisma saving throw or be possessed by Leedara; Leedara then disappears, and the target is {@condition incapacitated} and loses control of its body. Leedara now controls the body but doesn't deprive the target of awareness. Leedara can't be targeted by any attack, spell, or other effect, except ones that turn undead, and she retains her alignment, Intelligence, Wisdom, Charisma, and immunity to being {@condition charmed} and {@condition frightened}. She otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.\",\"The possession lasts until the body drops to 0 hit points, Leedara ends it as a bonus action, or Leedara is turned or forced out by an effect like the {@spell dispel evil and good} spell. When the possession ends, Leedara reappears in an unoccupied space within 5 feet of the body. The target is immune to Leedara's Possession for 24 hours after succeeding on the saving throw or after the possession ends.\"]},{\"name\":\"Change Shape\",\"entries\":[\"Leedara magically assumes the appearance she had in life, and her creature type changes to Humanoid, while retaining her other game statistics. This transformation ends if Leedara is reduced to 0 hit points or uses an action to end it.\"]}],\"traitTags\":[\"Incorporeal Movement\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Shapechanger\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"N\",\"O\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\",\"incapacitated\"],\"savingThrowForced\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lesser Death Dragon\",\"source\":\"DSotDQ\",\"page\":195,\"size\":[\"L\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":199,\"formula\":\"21d10 + 84\"},\"speed\":{\"walk\":40,\"fly\":80},\"str\":20,\"dex\":10,\"con\":18,\"int\":5,\"wis\":10,\"cha\":5,\"save\":{\"dex\":\"+4\",\"wis\":\"+4\"},\"skill\":{\"perception\":\"+4\",\"stealth\":\"+4\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[\"piercing\"],\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"understands Common and Draconic but can't speak\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Unusual Nature\",\"entries\":[\"The dragon doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage plus 4 ({@damage 1d8}) necrotic damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft. one target. {@h}8 ({@damage 1d6 + 5}) slashing damage. If the target is a Medium or smaller creature, it is {@condition grappled} (escape {@dc 15}). Until this grapple ends, the target is {@condition restrained}. The dragon has two claws, each of which can grapple one target.\"]},{\"name\":\"Cataclysmic Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a wave of ghostly purple flames in a 30-foot cone. Each creature in that area must make a {@dc 16} Dexterity saving throw, taking 36 ({@damage 8d8}) necrotic damage on a failed save, or half as much damage on a successful one. A creature dies if the breath reduces it to 0 hit points. Additionally, any Medium or smaller Humanoid killed by the breath's damage, as well as every corpse of such a creatures within the cone, becomes a zombie (see the Monster Manual) under the dragon's control. The zombie acts on the dragon's initiative but immediately after the dragon's turn. Absent any other command, the zombie tries to kill any non-Undead creature it encounters.\"]}],\"traitTags\":[\"Unusual Nature\"],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"CS\",\"DR\"],\"damageTags\":[\"N\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Levna Drakehorn\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DSotDQ\",\"page\":213,\"level\":1,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"],\"sidekickType\":\"warrior\",\"sidekickTags\":[\"defender\"]},\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|PHB|plate}\"]}],\"hp\":{\"average\":13,\"formula\":\"2d8 + 4\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":10,\"con\":14,\"int\":10,\"wis\":11,\"cha\":14,\"save\":{\"con\":\"+4\"},\"skill\":{\"athletics\":\"+4\",\"intimidation\":\"+4\",\"perception\":\"+2\"},\"passive\":12,\"languages\":[\"Common\"],\"pbNote\":\"+2\",\"trait\":[{\"name\":\"Bonus Proficiencies\",\"entries\":[\"Levna is proficient with simple and martial weapons, shields, and all armor.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"Levna has advantage on an attack roll against a creature if at least one of her allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) slashing damage.\"]}],\"reaction\":[{\"name\":\"Protection\",\"entries\":[\"When a creature Levna can see within 5 feet of her is targeted by an attack, she can impose disadvantage on the attack roll if she can see the attacker and she is wielding a melee weapon.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Levna beyond 1st Level\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"Level\",\"Hit Points\",\"New Features\"],\"colStyles\":[\"col-2 text-center\",\"col-2\",\"col-8\"],\"rows\":[[\"2nd\",\"19 ({@dice 3d8 + 6})\",\"Second Wind. Levna can use a bonus action on her turn to regain hit points equal to {@dice 1d10} + her level. Once she uses this feature, she can't use it again until she finishes a short or long rest.\"],[\"3rd\",\"26 ({@dice 4d8 + 8})\",\"Improved Critical. Levna's attack rolls now score a critical hit on a roll of 19 or 20 on the {@dice d20}.\"],[\"4th\",\"32 ({@dice 5d8 + 10})\",\"Ability Score Improvement. Levna's Strength score increases by 2, raising the modifier by 1, so increase her {@skill Athletics} bonus by 1, and increase the bonuses to hit and damage of her weapon attacks by 1.\"],[\"5th\",\"39 ({@dice 6d8 + 12})\",\"Proficiency Bonus. Levna's proficiency bonus increases by 1, so increase the following numbers by 1: the bonuses in the Saving Throws and Skills entries, her passive {@skill Perception} score, and the bonuses to hit of her weapon attacks.\"],[\"6th\",\"45 ({@dice 7d8 + 14})\",\"Extra Attack. Levna can attack twice, instead of once, whenever she takes the {@action Attack} action on her turn.\"],[\"7th\",\"52 ({@dice 8d8 + 16})\",\"Battle Readiness. Levna has advantage on initiative rolls.\"],[\"8th\",\"58 ({@dice 9d8 + 18})\",\"Ability Score Improvement. Levna's Strength score increases by 2, raising the modifier by 1, so increase her {@skill Athletics} bonus by 1, and increase the bonuses to hit and damage of her weapon attacks by 1.\"],[\"9th\",\"65 ({@dice 10d8 + 20})\",\"Proficiency Bonus. Levna's proficiency bonus increases by 1, so increase the following numbers by 1: the bonuses in the Saving Throws and Skills entries, her passive {@skill Perception} score, and the bonuses to hit of her weapon attacks.\"],[\"10th\",\"71 ({@dice 11d8 + 22})\",\"Improved Defense. Levna's Armor Class increases by 1.\"],[\"11th\",\"78 ({@dice 12d8 + 24})\",\"Indomitable. Levna can reroll a saving throw that she fails, but she must use the new roll. Once she uses this feature, she can't use it again until she finishes a long rest.\"]]}]}],\"attachedItems\":[\"greatsword|phb\"],\"traitTags\":[\"Pack Tactics\"],\"languageTags\":[\"C\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Levna Drakehorn (10th Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Second Wind\",\"entries\":[\"Levna can use a bonus action on her turn to regain hit points equal to {@dice 1d10} + her level. Once she uses this feature, she can't use it again until she finishes a short or long rest.\"]},{\"name\":\"Improved Critical\",\"entries\":[\"Levna's attack rolls now score a critical hit on a roll of 19 or 20 on the {@dice d20}.\"]},{\"name\":\"Extra Attack\",\"entries\":[\"Levna can attack twice, instead of once, whenever she takes the {@action Attack} action on her turn.\"]},{\"name\":\"Battle Readiness\",\"entries\":[\"Levna has advantage on initiative rolls.\"]},{\"name\":\"Improved Defense\",\"entries\":[\"Levna's Armor Class increases by 1.\"]}]},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Greatsword\",\"items\":{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage.\"]}}},\"level\":10,\"ac\":[{\"ac\":19,\"from\":[\"{@item plate armor|PHB|plate}\",\"improved defense\"]}],\"hp\":{\"average\":71,\"formula\":\"11d8 + 22\"},\"str\":19,\"save\":{\"con\":\"+6\"},\"skill\":{\"athletics\":\"+8\",\"intimidation\":\"+6\",\"perception\":\"+4\"},\"passive\":14,\"pbNote\":\"+4\",\"variant\":null},{\"name\":\"Levna Drakehorn (11th Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Second Wind\",\"entries\":[\"Levna can use a bonus action on her turn to regain hit points equal to {@dice 1d10} + her level. Once she uses this feature, she can't use it again until she finishes a short or long rest.\"]},{\"name\":\"Improved Critical\",\"entries\":[\"Levna's attack rolls now score a critical hit on a roll of 19 or 20 on the {@dice d20}.\"]},{\"name\":\"Extra Attack\",\"entries\":[\"Levna can attack twice, instead of once, whenever she takes the {@action Attack} action on her turn.\"]},{\"name\":\"Battle Readiness\",\"entries\":[\"Levna has advantage on initiative rolls.\"]},{\"name\":\"Improved Defense\",\"entries\":[\"Levna's Armor Class increases by 1.\"]},{\"name\":\"Indomitable\",\"entries\":[\"Levna can reroll a saving throw that she fails, but she must use the new roll. Once she uses this feature, she can't use it again until she finishes a long rest.\"]}]},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Greatsword\",\"items\":{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage.\"]}}},\"level\":11,\"ac\":[{\"ac\":19,\"from\":[\"{@item plate armor|PHB|plate}\",\"improved defense\"]}],\"hp\":{\"average\":78,\"formula\":\"12d8 + 24\"},\"str\":19,\"save\":{\"con\":\"+6\"},\"skill\":{\"athletics\":\"+8\",\"intimidation\":\"+6\",\"perception\":\"+4\"},\"passive\":14,\"pbNote\":\"+4\",\"variant\":null},{\"name\":\"Levna Drakehorn (2nd Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Second Wind\",\"entries\":[\"Levna can use a bonus action on her turn to regain hit points equal to {@dice 1d10} + her level. Once she uses this feature, she can't use it again until she finishes a short or long rest.\"]}]}},\"level\":2,\"hp\":{\"average\":19,\"formula\":\"3d8 + 6\"},\"variant\":null},{\"name\":\"Levna Drakehorn (3rd Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Second Wind\",\"entries\":[\"Levna can use a bonus action on her turn to regain hit points equal to {@dice 1d10} + her level. Once she uses this feature, she can't use it again until she finishes a short or long rest.\"]},{\"name\":\"Improved Critical\",\"entries\":[\"Levna's attack rolls now score a critical hit on a roll of 19 or 20 on the {@dice d20}.\"]}]}},\"level\":3,\"hp\":{\"average\":26,\"formula\":\"4d8 + 8\"},\"variant\":null},{\"name\":\"Levna Drakehorn (4th Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Second Wind\",\"entries\":[\"Levna can use a bonus action on her turn to regain hit points equal to {@dice 1d10} + her level. Once she uses this feature, she can't use it again until she finishes a short or long rest.\"]},{\"name\":\"Improved Critical\",\"entries\":[\"Levna's attack rolls now score a critical hit on a roll of 19 or 20 on the {@dice d20}.\"]}]},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Greatsword\",\"items\":{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage.\"]}}},\"level\":4,\"hp\":{\"average\":32,\"formula\":\"5d8 + 10\"},\"str\":17,\"skill\":{\"athletics\":\"+5\",\"intimidation\":\"+4\",\"perception\":\"+2\"},\"variant\":null},{\"name\":\"Levna Drakehorn (5th Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Second Wind\",\"entries\":[\"Levna can use a bonus action on her turn to regain hit points equal to {@dice 1d10} + her level. Once she uses this feature, she can't use it again until she finishes a short or long rest.\"]},{\"name\":\"Improved Critical\",\"entries\":[\"Levna's attack rolls now score a critical hit on a roll of 19 or 20 on the {@dice d20}.\"]}]},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Greatsword\",\"items\":{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage.\"]}}},\"level\":5,\"hp\":{\"average\":39,\"formula\":\"6d8 + 12\"},\"str\":17,\"save\":{\"con\":\"+5\"},\"skill\":{\"athletics\":\"+6\",\"intimidation\":\"+5\",\"perception\":\"+3\"},\"passive\":13,\"pbNote\":\"+3\",\"variant\":null},{\"name\":\"Levna Drakehorn (6th Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Second Wind\",\"entries\":[\"Levna can use a bonus action on her turn to regain hit points equal to {@dice 1d10} + her level. Once she uses this feature, she can't use it again until she finishes a short or long rest.\"]},{\"name\":\"Improved Critical\",\"entries\":[\"Levna's attack rolls now score a critical hit on a roll of 19 or 20 on the {@dice d20}.\"]},{\"name\":\"Extra Attack\",\"entries\":[\"Levna can attack twice, instead of once, whenever she takes the {@action Attack} action on her turn.\"]}]},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Greatsword\",\"items\":{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage.\"]}}},\"level\":6,\"hp\":{\"average\":45,\"formula\":\"7d8 + 14\"},\"str\":17,\"save\":{\"con\":\"+5\"},\"skill\":{\"athletics\":\"+6\",\"intimidation\":\"+5\",\"perception\":\"+3\"},\"passive\":13,\"pbNote\":\"+3\",\"variant\":null},{\"name\":\"Levna Drakehorn (7th Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Second Wind\",\"entries\":[\"Levna can use a bonus action on her turn to regain hit points equal to {@dice 1d10} + her level. Once she uses this feature, she can't use it again until she finishes a short or long rest.\"]},{\"name\":\"Improved Critical\",\"entries\":[\"Levna's attack rolls now score a critical hit on a roll of 19 or 20 on the {@dice d20}.\"]},{\"name\":\"Extra Attack\",\"entries\":[\"Levna can attack twice, instead of once, whenever she takes the {@action Attack} action on her turn.\"]},{\"name\":\"Battle Readiness\",\"entries\":[\"Levna has advantage on initiative rolls.\"]}]},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Greatsword\",\"items\":{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage.\"]}}},\"level\":7,\"hp\":{\"average\":52,\"formula\":\"8d8 + 16\"},\"str\":17,\"save\":{\"con\":\"+5\"},\"skill\":{\"athletics\":\"+6\",\"intimidation\":\"+5\",\"perception\":\"+3\"},\"passive\":13,\"pbNote\":\"+3\",\"variant\":null},{\"name\":\"Levna Drakehorn (8th Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Second Wind\",\"entries\":[\"Levna can use a bonus action on her turn to regain hit points equal to {@dice 1d10} + her level. Once she uses this feature, she can't use it again until she finishes a short or long rest.\"]},{\"name\":\"Improved Critical\",\"entries\":[\"Levna's attack rolls now score a critical hit on a roll of 19 or 20 on the {@dice d20}.\"]},{\"name\":\"Extra Attack\",\"entries\":[\"Levna can attack twice, instead of once, whenever she takes the {@action Attack} action on her turn.\"]},{\"name\":\"Battle Readiness\",\"entries\":[\"Levna has advantage on initiative rolls.\"]}]},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Greatsword\",\"items\":{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage.\"]}}},\"level\":8,\"hp\":{\"average\":58,\"formula\":\"9d8 + 18\"},\"str\":19,\"save\":{\"con\":\"+5\"},\"skill\":{\"athletics\":\"+7\",\"intimidation\":\"+5\",\"perception\":\"+3\"},\"passive\":13,\"pbNote\":\"+3\",\"variant\":null},{\"name\":\"Levna Drakehorn (9th Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Second Wind\",\"entries\":[\"Levna can use a bonus action on her turn to regain hit points equal to {@dice 1d10} + her level. Once she uses this feature, she can't use it again until she finishes a short or long rest.\"]},{\"name\":\"Improved Critical\",\"entries\":[\"Levna's attack rolls now score a critical hit on a roll of 19 or 20 on the {@dice d20}.\"]},{\"name\":\"Extra Attack\",\"entries\":[\"Levna can attack twice, instead of once, whenever she takes the {@action Attack} action on her turn.\"]},{\"name\":\"Battle Readiness\",\"entries\":[\"Levna has advantage on initiative rolls.\"]}]},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Greatsword\",\"items\":{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage.\"]}}},\"level\":9,\"hp\":{\"average\":65,\"formula\":\"10d8 + 20\"},\"str\":19,\"save\":{\"con\":\"+6\"},\"skill\":{\"athletics\":\"+8\",\"intimidation\":\"+6\",\"perception\":\"+4\"},\"passive\":14,\"pbNote\":\"+4\",\"variant\":null}]},{\"name\":\"Lohezet\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DSotDQ\",\"page\":205,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\",\"wizard\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[12],\"hp\":{\"average\":137,\"formula\":\"25d8 + 25\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":14,\"con\":12,\"int\":20,\"wis\":14,\"cha\":11,\"save\":{\"con\":\"+5\",\"wis\":\"+6\"},\"skill\":{\"arcana\":\"+9\",\"history\":\"+9\",\"medicine\":\"+6\"},\"passive\":12,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Common\",\"Dwarvish\",\"Elvish\",\"Infernal\"],\"cr\":\"12\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Lohezet casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 17}):\"],\"will\":[\"{@spell detect magic}\",\"{@spell light}\",\"{@spell prestidigitation}\"],\"daily\":{\"2e\":[\"{@spell dimension door}\",\"{@spell mage armor}\"],\"1e\":[\"{@spell arcane eye}\",\"{@spell dominate person}\",\"{@spell wall of force}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Toxic Mastery\",\"entries\":[\"Lohezet ignores a creature's resistance to poison damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Lohezet makes three Withering Blast attacks and uses Miasma if it's available. He can replace one of the attacks with a use of Spellcasting.\"]},{\"name\":\"Withering Blast\",\"entries\":[\"{@atk ms,rs} {@hit 9} to hit, reach 5 ft. or range 60 ft., one target. {@h}18 ({@damage 2d12 + 5}) necrotic damage.\"]},{\"name\":\"Miasma {@recharge 4}\",\"entries\":[\"Lohezet magically conjures a billowing cloud of purple fog in a 20-foot-radius sphere centered on a point within 120 feet of himself. The area within the sphere is heavily obscured, and when a creature starts its turn in the sphere or enters the sphere for the first time on a turn, it must make a {@dc 17} Constitution saving throw. On a failed save, the creature takes 39 ({@damage 6d12}) poison damage and is {@condition poisoned} until the start of its next turn. On a successful save, the creature takes half as much damage and isn't {@condition poisoned}. The cloud lasts for 1 minute, until Lohezet ends it early (no action required), or until Lohezet uses this action again. A strong wind disperses the cloud.\"]}],\"reaction\":[{\"name\":\"Noxious Rebuke (3/Day)\",\"entries\":[\"When a creature within 60 feet of Lohezet damages him, Lohezet magically retaliates with a spray of foul, purple mist. The creature must make a {@dc 17} Constitution saving throw, taking 16 ({@damage 2d10 + 5}) poison damage on a failed save, or half as much damage on a successful one.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"D\",\"E\",\"I\"],\"damageTags\":[\"I\",\"N\"],\"damageTagsSpell\":[\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\"],\"conditionInflict\":[\"poisoned\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lord Soth\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DSotDQ\",\"page\":206,\"otherSources\":[{\"source\":\"VEoR\"}],\"size\":[\"M\"],\"type\":{\"type\":\"undead\",\"tags\":[\"paladin\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|PHB|plate}\"]}],\"hp\":{\"average\":228,\"formula\":\"24d8 + 120\"},\"speed\":{\"walk\":30},\"str\":22,\"dex\":11,\"con\":20,\"int\":12,\"wis\":16,\"cha\":20,\"save\":{\"dex\":\"+6\",\"wis\":\"+9\",\"cha\":\"+11\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":13,\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"Common\",\"Infernal\",\"Solamnic\"],\"cr\":\"19\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Soth casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 19}):\"],\"will\":[\"{@spell command} (cast at 3rd level)\"],\"daily\":{\"1\":[\"{@spell banishment} (cast at 6th level)\"],\"2e\":[\"{@spell dispel magic}\",\"{@spell hold person} (cast at 3rd level)\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Soth fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Soth has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Marshal Undead\",\"entries\":[\"Unless Soth is {@condition incapacitated}, he and Undead creatures of his choice within 60 feet of him are immune to features that turn Undead.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"Soth doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Soth makes three Forsaken Brand attacks.\"]},{\"name\":\"Forsaken Brand\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d8 + 6}) bludgeoning damage plus 18 ({@damage 4d8}) necrotic damage, and if the target is a creature, it can't regain hit points until the start of Soth's next turn.\"]},{\"name\":\"Cataclysmic Fire (1/Day)\",\"entries\":[\"Soth hurls a magical ball of fire that explodes at a point he can see within 120 feet of himself. Each creature in a 20-foot-radius sphere centered on that point must make a {@dc 19} Dexterity saving throw. A creature takes 35 ({@damage 10d6}) fire damage and 35 ({@damage 10d6}) necrotic damage on a failed save, or half as much damage on a successful one.\",\"Additionally, any Medium or smaller Humanoid killed by this damage, as well as every corpse of such a creature within the sphere, becomes a skeleton (see the Monster Manual) under Soth's control. The skeleton acts on Soth's initiative but immediately after his turn. Absent any other command, the skeleton tries to kill any non-Undead creature it encounters.\"]},{\"name\":\"Word of Death (1/Day)\",\"entries\":[\"Soth points at a creature he can see within 60 feet of himself and magically commands it to die. The target must make a {@dc 19} Constitution saving throw, taking 100 necrotic damage on a failed save, or half as much damage on a successful one. If this damage reduces the target to 0 hit points, the target dies.\"]}],\"legendary\":[{\"name\":\"Implacable Maneuver\",\"entries\":[\"Soth moves up to his speed or commands a mount he is riding to move up to its speed. The movement from this action doesn't provoke opportunity attacks. If he or his mount moves within 5 feet of a creature during this movement, he can force the creature to make a {@dc 20} Strength saving throw. The creature is knocked {@condition prone} unless it succeeds on the saving throw.\"]},{\"name\":\"Strike (Costs 2 Actions)\",\"entries\":[\"Soth makes one Forsaken Brand attack.\"]},{\"name\":\"Cast a Spell (Costs 3 Actions)\",\"entries\":[\"Soth uses Spellcasting.\"]}],\"altArt\":[{\"name\":\"Lord Soth\",\"source\":\"VEoR\"}],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Unusual Nature\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"I\"],\"damageTags\":[\"B\",\"F\",\"N\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"prone\"],\"conditionInflictSpell\":[\"incapacitated\",\"paralyzed\",\"prone\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"strength\"],\"savingThrowForcedSpell\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lorry Wanwillow\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DSotDQ\",\"page\":177,\"_copy\":{\"name\":\"Vampire\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the vampire\",\"with\":\"Lorry\",\"flags\":\"i\"},\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Shapechanger\",\"items\":{\"name\":\"Shapechanger\",\"entries\":[\"If Lorry isn't in sunlight or running water, it can use its action to polymorph into a Tiny rat or a Medium cloud of mist, or back into its true form.\",\"While in bat form, Lorry can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.\",\"While in mist form, Lorry can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.\"]}}}},\"type\":{\"type\":\"undead\",\"tags\":[\"shapechanger\",\"kender\"]},\"alignment\":[\"C\",\"E\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Raven Uth Vogler\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DSotDQ\",\"page\":53,\"_copy\":{\"name\":\"Scout\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the scout\",\"with\":\"Raven\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"G\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Red Ruin\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DSotDQ\",\"page\":208,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":20,\"from\":[\"{@item plate armor|PHB|plate}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":150,\"formula\":\"20d8 + 60\"},\"speed\":{\"walk\":30},\"str\":19,\"dex\":12,\"con\":17,\"int\":13,\"wis\":14,\"cha\":15,\"save\":{\"str\":\"+8\",\"dex\":\"+5\"},\"skill\":{\"athletics\":\"+8\",\"perception\":\"+6\"},\"passive\":16,\"resist\":[\"fire\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Draconic Devotion\",\"entries\":[\"While Red Ruin can see a Dragon that isn't hostile to her, she has advantage on attack rolls.\"]},{\"name\":\"Mounted Combat Master\",\"entries\":[\"When Red Ruin is mounted and a creature targets her mount with an attack, Red Ruin can cause the attack to target her instead.\"]},{\"name\":\"Mounted Evasion\",\"entries\":[\"When Red Ruin or her mount makes a Dexterity saving throw to take half damage from an effect, they take no damage on a success and half damage on a failure.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Red Ruin makes three Ember Lance attacks.\"]},{\"name\":\"Ember Lance\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d12 + 4}) piercing damage plus 7 ({@damage 2d6}) fire damage. If the target is a Medium or smaller creature, it must succeed on a {@dc 16} Strength saving throw or fall {@condition prone}.\"]},{\"name\":\"Explosive Hand Crossbow {@recharge 5}\",\"entries\":[\"Red Ruin fires an explosive crossbow bolt at a point she can see within 120 feet of herself. When the bolt reaches that point, or if it hits an object early, it detonates in a 20-foot-radius sphere. Each creature in that area must make a {@dc 15} Dexterity saving throw, taking 35 ({@damage 10d6}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"F\",\"P\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RCH\",\"RNG\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sarlamir\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DSotDQ\",\"page\":102,\"_copy\":{\"name\":\"Skeletal Knight\",\"source\":\"DSotDQ\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the skeletal knight\",\"with\":\"Sarlamir\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Sea Elf Scout\",\"source\":\"DSotDQ\",\"page\":114,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":16,\"formula\":\"3d8 + 3\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":11,\"dex\":14,\"con\":12,\"int\":11,\"wis\":13,\"cha\":11,\"skill\":{\"nature\":\"+4\",\"perception\":\"+5\",\"stealth\":\"+6\",\"survival\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"languages\":[\"Any one language (usually Common)\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Keen Hearing and Sight\",\"entries\":[\"The scout has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight.\"]},{\"name\":\"Fey Ancestry\",\"entries\":[\"The scout has advantage on saving throws against being {@condition charmed}, and magic can't put it to sleep.\"]},{\"name\":\"Child of the Sea\",\"entries\":[\"The scout can breathe air and water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The scout makes two melee attacks or two ranged attacks.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, ranged 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]}],\"attachedItems\":[\"longbow|phb\",\"shortsword|phb\"],\"traitTags\":[\"Fey Ancestry\",\"Keen Senses\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Sivak Draconian\",\"source\":\"DSotDQ\",\"page\":199,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":57,\"formula\":\"6d10 + 24\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":18,\"dex\":10,\"con\":18,\"int\":13,\"wis\":10,\"cha\":10,\"save\":{\"str\":\"+6\",\"wis\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Death Throes\",\"entries\":[\"When the draconian is reduced to 0 hit points by a creature that is Large or smaller, the draconian crumbles into dust that then forms a spectral, shrieking image of the creature that killed it. The image lasts for 1 minute. Each creature hostile to the draconian within 10 feet of the image must succeed on a {@dc 14} Wisdom saving throw or be {@condition frightened} of the spectral image for 1 minute. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The draconian makes two Serrated Sword attacks and one Tail attack.\"]},{\"name\":\"Serrated Sword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}.\"]}],\"reaction\":[{\"name\":\"Shape Theft\",\"entries\":[\"After the draconian kills a Medium or smaller Humanoid, the draconian magically cloaks itself in an illusion to look and feel like that creature while retaining the draconian's game statistics (other than its size). This transformation lasts until the draconian dies or uses a bonus action to end it.\"]}],\"traitTags\":[\"Death Burst\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\",\"prone\"],\"savingThrowForced\":[\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Skeletal Knight\",\"source\":\"DSotDQ\",\"page\":208,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|PHB|plate}\"]}],\"hp\":{\"average\":112,\"formula\":\"15d8 + 45\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":10,\"con\":16,\"int\":13,\"wis\":14,\"cha\":10,\"save\":{\"con\":\"+6\",\"wis\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"understands the languages it knew in life but can't speak\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Undead Fortitude\",\"entries\":[\"If damage reduces the skeletal knight to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is bludgeoning or from a critical hit. On a success, the skeletal knight drops to 1 hit point instead.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The skeletal knight doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The skeletal knight makes three Enervating Blade or Throwing Axe attacks in any combination.\"]},{\"name\":\"Enervating Blade\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}15 ({@damage 3d6 + 5}) necrotic damage, and if the target is a creature, it can't regain hit points until the start of the skeletal knight's next turn.\"]},{\"name\":\"Throwing Axe\",\"entries\":[\"{@atk mw,rw} {@hit 8} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage.\"]}],\"traitTags\":[\"Undead Fortitude\",\"Unusual Nature\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"LF\"],\"damageTags\":[\"N\",\"S\"],\"miscTags\":[\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tatina Rookledust\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DSotDQ\",\"page\":87,\"_copy\":{\"name\":\"Acolyte\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Rock Gnome\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the acolyte\",\"with\":\"Tatina\",\"flags\":\"i\"}}},\"alignment\":[\"N\",\"G\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Tem Temble\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DSotDQ\",\"page\":213,\"level\":1,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"kender\"],\"sidekickType\":\"spellcaster\",\"sidekickTags\":[\"healer\"]},\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":11,\"formula\":\"2d6 + 4\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":14,\"con\":14,\"int\":10,\"wis\":14,\"cha\":14,\"save\":{\"wis\":\"+4\"},\"skill\":{\"insight\":\"+4\",\"medicine\":\"+4\",\"perception\":\"+4\",\"sleight of hand\":\"+4\",\"stealth\":\"+4\"},\"passive\":14,\"conditionImmune\":[\"frightened\"],\"languages\":[\"Common\",\"Kenderspeak\"],\"pbNote\":\"+2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Tem's spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to spell attacks). She has the following druid spells prepared:\"],\"will\":[\"{@spell druidcraft}\",\"{@spell poison spray}\"],\"spells\":{\"1\":{\"slots\":2,\"spells\":[\"{@spell healing word}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Bonus Proficiencies\",\"entries\":[\"Tem is proficient with simple weapons and light armor.\"]}],\"action\":[{\"name\":\"Hoopak\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 40/160 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage, or 4 ({@damage 1d4 + 2}) bludgeoning damage if Tem used the hoopak's sling to make a ranged attack.\"]},{\"name\":\"Taunt\",\"entries\":[\"Tem launches an infuriating barrage of insults at a creature she can see within 60 feet of her. If the target can hear Tem, it must succeed on a {@dc 12} Wisdom saving throw or have disadvantage on attack rolls until the end of its next turn.\"]}],\"bonus\":[{\"name\":\"Elusive\",\"entries\":[\"Tem takes the Disengage or Hide action.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Tem beyond 1st Level\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"Level\",\"Hit Points\",\"New Features\"],\"colStyles\":[\"col-2 text-center\",\"col-2\",\"col-8\"],\"rows\":[[\"2nd\",\"16 ({@dice 3d6 + 6})\",\"Spellcasting. Tem learns another 1st-level spell: {@spell faerie fire}.\"],[\"3rd\",\"22 ({@dice 4d6 + 8})\",\"Spellcasting. Tem gains one 1st-level spell slot. She also learns another 1st-level spell: {@spell goodberry}.\"],[\"4th\",\"27 ({@dice 5d6 + 10})\",\"Ability Score Improvement. Tem's Wisdom score increases by 2, raising the modifier by 1, so increase the following numbers by 1: her spell save DC and the bonus to hit of spell attacks; her Wisdom saving throw bonus; her {@skill Insight}, {@skill Medicine}, and {@skill Perception} bonuses; her passive {@skill Perception} score; and the DC of her Taunt action. Spellcasting. Tem learns another cantrip: {@spell mending}.\"],[\"5th\",\"33 ({@dice 6d6 + 12})\",\"Proficiency Bonus. Tem's proficiency bonus increases by 1, so increase the following numbers by 1: her spell save DC and the bonus to hit of her spell attacks, the bonuses in the Saving Throws and Skills entries, and the bonuses to hit of her weapon attacks, and the DC of her Taunt action.\"],[\"6th\",\"38 ({@dice 7d6 + 14})\",\"Potent Cantrips. Tem adds her Wisdom modifier to the damage she deals with any cantrip.\"],[\"7th\",\"44 ({@dice 8d6 + 16})\",\"Spellcasting. Tem gains one 2nd-level spell slot. She also learns another 2nd-level spell: {@spell enhance ability}.\"],[\"8th\",\"49 ({@dice 9d6 + 18})\",\"Ability Score Improvement. Tem's Wisdom score increases by 2, raising the modifier by 1, so increase the following numbers by 1: her spell save DC and the bonus to hit of spell attacks; her Wisdom saving throw bonus; her {@skill Insight}, {@skill Medicine}, and {@skill Perception} bonuses; her passive {@skill Perception} score; and the DC of her Taunt action.\"],[\"9th\",\"55 ({@dice 10d6 + 20})\",\"Proficiency Bonus. Tem's proficiency bonus increases by 1, so increase the following numbers by 1: her spell save DC and the bonus to hit of her spell attacks, the bonuses in the Saving Throws and Skills entries, the bonuses to hit of her weapon attacks, and the DC of her Taunt action.\"],[\"10th\",\"60 ({@dice 11d6 + 22})\",\"Spellcasting. Tem learns another cantrip: {@spell resistance}.\"],[\"11th\",\"66 ({@dice 12d6 + 24})\",\"Spellcasting. Tem gains one 3rd-level spell slot. She also learns another 3rd-level spell: {@spell dispel magic}.\"]]}]}],\"attachedItems\":[\"hoopak|dsotdq\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\",\"P\"],\"damageTagsSpell\":[\"I\"],\"spellcastingTags\":[\"CD\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Tem Temble (10th Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Potent Cantrips\",\"entries\":[\"Tem adds her Wisdom modifier to the damage she deals with any cantrip.\"]}]}},\"level\":10,\"hp\":{\"average\":60,\"formula\":\"11d6 + 22\"},\"wis\":18,\"save\":{\"wis\":\"+8\"},\"skill\":{\"insight\":\"+8\",\"medicine\":\"+8\",\"perception\":\"+8\",\"sleight of hand\":\"+6\",\"stealth\":\"+6\"},\"passive\":16,\"pbNote\":\"+4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"headerEntries\":[\"Tem's spellcasting ability is Wisdom (spell save {@dc 16}, {@hit 8} to spell attacks). She has the following druid spells prepared:\"],\"will\":[\"{@spell druidcraft}\",\"{@spell poison spray}\",\"{@spell mending}\",\"{@spell resistance}\"],\"spells\":{\"1\":{\"slots\":3,\"spells\":[\"{@spell healing word}\",\"{@spell faerie fire}\",\"{@spell goodberry}\"]},\"2\":{\"slots\":1,\"spells\":[\"{@spell enhance ability}\"]}},\"ability\":\"wis\"}],\"action\":[{\"name\":\"Hoopak\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 40/160 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage, or 4 ({@damage 1d4 + 2}) bludgeoning damage if Tem used the hoopak's sling to make a ranged attack.\"]},{\"name\":\"Taunt\",\"entries\":[\"Tem launches an infuriating barrage of insults at a creature she can see within 60 feet of her. If the target can hear Tem, it must succeed on a {@dc 16} Wisdom saving throw or have disadvantage on attack rolls until the end of its next turn.\"]}],\"variant\":null},{\"name\":\"Tem Temble (11th Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Potent Cantrips\",\"entries\":[\"Tem adds her Wisdom modifier to the damage she deals with any cantrip.\"]}]}},\"level\":11,\"hp\":{\"average\":66,\"formula\":\"12d6 + 24\"},\"wis\":18,\"save\":{\"wis\":\"+8\"},\"skill\":{\"insight\":\"+8\",\"medicine\":\"+8\",\"perception\":\"+8\",\"sleight of hand\":\"+6\",\"stealth\":\"+6\"},\"passive\":16,\"pbNote\":\"+4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"headerEntries\":[\"Tem's spellcasting ability is Wisdom (spell save {@dc 16}, {@hit 8} to spell attacks). She has the following druid spells prepared:\"],\"will\":[\"{@spell druidcraft}\",\"{@spell poison spray}\",\"{@spell mending}\",\"{@spell resistance}\"],\"spells\":{\"1\":{\"slots\":3,\"spells\":[\"{@spell healing word}\",\"{@spell faerie fire}\",\"{@spell goodberry}\"]},\"2\":{\"slots\":1,\"spells\":[\"{@spell enhance ability}\"]},\"3\":{\"slots\":1,\"spells\":[\"{@spell dispel magic}\"]}},\"ability\":\"wis\"}],\"action\":[{\"name\":\"Hoopak\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 40/160 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage, or 4 ({@damage 1d4 + 2}) bludgeoning damage if Tem used the hoopak's sling to make a ranged attack.\"]},{\"name\":\"Taunt\",\"entries\":[\"Tem launches an infuriating barrage of insults at a creature she can see within 60 feet of her. If the target can hear Tem, it must succeed on a {@dc 16} Wisdom saving throw or have disadvantage on attack rolls until the end of its next turn.\"]}],\"variant\":null},{\"name\":\"Tem Temble (2nd Level)\",\"source\":\"DSotDQ\",\"level\":2,\"hp\":{\"average\":16,\"formula\":\"3d6 + 6\"},\"spellcasting\":[{\"name\":\"Spellcasting\",\"headerEntries\":[\"Tem's spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to spell attacks). She has the following druid spells prepared:\"],\"will\":[\"{@spell druidcraft}\",\"{@spell poison spray}\"],\"spells\":{\"1\":{\"slots\":2,\"spells\":[\"{@spell healing word}\",\"{@spell faerie fire}\"]}},\"ability\":\"wis\"}],\"variant\":null},{\"name\":\"Tem Temble (3rd Level)\",\"source\":\"DSotDQ\",\"level\":3,\"hp\":{\"average\":22,\"formula\":\"4d6 + 8\"},\"spellcasting\":[{\"name\":\"Spellcasting\",\"headerEntries\":[\"Tem's spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to spell attacks). She has the following druid spells prepared:\"],\"will\":[\"{@spell druidcraft}\",\"{@spell poison spray}\"],\"spells\":{\"1\":{\"slots\":3,\"spells\":[\"{@spell healing word}\",\"{@spell faerie fire}\",\"{@spell goodberry}\"]}},\"ability\":\"wis\"}],\"variant\":null},{\"name\":\"Tem Temble (4th Level)\",\"source\":\"DSotDQ\",\"level\":4,\"hp\":{\"average\":27,\"formula\":\"5d6 + 10\"},\"wis\":16,\"save\":{\"wis\":\"+5\"},\"skill\":{\"insight\":\"+5\",\"medicine\":\"+5\",\"perception\":\"+5\",\"sleight of hand\":\"+4\",\"stealth\":\"+4\"},\"passive\":15,\"spellcasting\":[{\"name\":\"Spellcasting\",\"headerEntries\":[\"Tem's spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to spell attacks). She has the following druid spells prepared:\"],\"will\":[\"{@spell druidcraft}\",\"{@spell poison spray}\",\"{@spell mending}\"],\"spells\":{\"1\":{\"slots\":3,\"spells\":[\"{@spell healing word}\",\"{@spell faerie fire}\",\"{@spell goodberry}\"]}},\"ability\":\"wis\"}],\"action\":[{\"name\":\"Hoopak\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 40/160 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage, or 4 ({@damage 1d4 + 2}) bludgeoning damage if Tem used the hoopak's sling to make a ranged attack.\"]},{\"name\":\"Taunt\",\"entries\":[\"Tem launches an infuriating barrage of insults at a creature she can see within 60 feet of her. If the target can hear Tem, it must succeed on a {@dc 13} Wisdom saving throw or have disadvantage on attack rolls until the end of its next turn.\"]}],\"variant\":null},{\"name\":\"Tem Temble (5th Level)\",\"source\":\"DSotDQ\",\"level\":5,\"hp\":{\"average\":33,\"formula\":\"6d6 + 12\"},\"wis\":16,\"save\":{\"wis\":\"+6\"},\"skill\":{\"insight\":\"+6\",\"medicine\":\"+6\",\"perception\":\"+6\",\"sleight of hand\":\"+5\",\"stealth\":\"+5\"},\"passive\":15,\"pbNote\":\"+3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"headerEntries\":[\"Tem's spellcasting ability is Wisdom (spell save {@dc 14}, {@hit 6} to spell attacks). She has the following druid spells prepared:\"],\"will\":[\"{@spell druidcraft}\",\"{@spell poison spray}\",\"{@spell mending}\"],\"spells\":{\"1\":{\"slots\":3,\"spells\":[\"{@spell healing word}\",\"{@spell faerie fire}\",\"{@spell goodberry}\"]}},\"ability\":\"wis\"}],\"action\":[{\"name\":\"Hoopak\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 40/160 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage, or 4 ({@damage 1d4 + 2}) bludgeoning damage if Tem used the hoopak's sling to make a ranged attack.\"]},{\"name\":\"Taunt\",\"entries\":[\"Tem launches an infuriating barrage of insults at a creature she can see within 60 feet of her. If the target can hear Tem, it must succeed on a {@dc 14} Wisdom saving throw or have disadvantage on attack rolls until the end of its next turn.\"]}],\"variant\":null},{\"name\":\"Tem Temble (6th Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Potent Cantrips\",\"entries\":[\"Tem adds her Wisdom modifier to the damage she deals with any cantrip.\"]}]}},\"level\":6,\"hp\":{\"average\":38,\"formula\":\"7d6 + 14\"},\"wis\":16,\"save\":{\"wis\":\"+6\"},\"skill\":{\"insight\":\"+6\",\"medicine\":\"+6\",\"perception\":\"+6\",\"sleight of hand\":\"+5\",\"stealth\":\"+5\"},\"passive\":15,\"pbNote\":\"+3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"headerEntries\":[\"Tem's spellcasting ability is Wisdom (spell save {@dc 14}, {@hit 6} to spell attacks). She has the following druid spells prepared:\"],\"will\":[\"{@spell druidcraft}\",\"{@spell poison spray}\",\"{@spell mending}\"],\"spells\":{\"1\":{\"slots\":3,\"spells\":[\"{@spell healing word}\",\"{@spell faerie fire}\",\"{@spell goodberry}\"]}},\"ability\":\"wis\"}],\"action\":[{\"name\":\"Hoopak\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 40/160 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage, or 4 ({@damage 1d4 + 2}) bludgeoning damage if Tem used the hoopak's sling to make a ranged attack.\"]},{\"name\":\"Taunt\",\"entries\":[\"Tem launches an infuriating barrage of insults at a creature she can see within 60 feet of her. If the target can hear Tem, it must succeed on a {@dc 14} Wisdom saving throw or have disadvantage on attack rolls until the end of its next turn.\"]}],\"variant\":null},{\"name\":\"Tem Temble (7th Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Potent Cantrips\",\"entries\":[\"Tem adds her Wisdom modifier to the damage she deals with any cantrip.\"]}]}},\"level\":7,\"hp\":{\"average\":44,\"formula\":\"8d6 + 16\"},\"wis\":16,\"save\":{\"wis\":\"+6\"},\"skill\":{\"insight\":\"+6\",\"medicine\":\"+6\",\"perception\":\"+6\",\"sleight of hand\":\"+5\",\"stealth\":\"+5\"},\"passive\":15,\"pbNote\":\"+3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"headerEntries\":[\"Tem's spellcasting ability is Wisdom (spell save {@dc 14}, {@hit 6} to spell attacks). She has the following druid spells prepared:\"],\"will\":[\"{@spell druidcraft}\",\"{@spell poison spray}\",\"{@spell mending}\"],\"spells\":{\"1\":{\"slots\":3,\"spells\":[\"{@spell healing word}\",\"{@spell faerie fire}\",\"{@spell goodberry}\"]},\"2\":{\"slots\":1,\"spells\":[\"{@spell enhance ability}\"]}},\"ability\":\"wis\"}],\"action\":[{\"name\":\"Hoopak\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 40/160 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage, or 4 ({@damage 1d4 + 2}) bludgeoning damage if Tem used the hoopak's sling to make a ranged attack.\"]},{\"name\":\"Taunt\",\"entries\":[\"Tem launches an infuriating barrage of insults at a creature she can see within 60 feet of her. If the target can hear Tem, it must succeed on a {@dc 14} Wisdom saving throw or have disadvantage on attack rolls until the end of its next turn.\"]}],\"variant\":null},{\"name\":\"Tem Temble (8th Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Potent Cantrips\",\"entries\":[\"Tem adds her Wisdom modifier to the damage she deals with any cantrip.\"]}]}},\"level\":8,\"hp\":{\"average\":49,\"formula\":\"9d6 + 18\"},\"wis\":18,\"save\":{\"wis\":\"+7\"},\"skill\":{\"insight\":\"+7\",\"medicine\":\"+7\",\"perception\":\"+7\",\"sleight of hand\":\"+5\",\"stealth\":\"+5\"},\"passive\":16,\"pbNote\":\"+3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"headerEntries\":[\"Tem's spellcasting ability is Wisdom (spell save {@dc 15}, {@hit 7} to spell attacks). She has the following druid spells prepared:\"],\"will\":[\"{@spell druidcraft}\",\"{@spell poison spray}\",\"{@spell mending}\"],\"spells\":{\"1\":{\"slots\":3,\"spells\":[\"{@spell healing word}\",\"{@spell faerie fire}\",\"{@spell goodberry}\"]},\"2\":{\"slots\":1,\"spells\":[\"{@spell enhance ability}\"]}},\"ability\":\"wis\"}],\"action\":[{\"name\":\"Hoopak\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 40/160 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage, or 4 ({@damage 1d4 + 2}) bludgeoning damage if Tem used the hoopak's sling to make a ranged attack.\"]},{\"name\":\"Taunt\",\"entries\":[\"Tem launches an infuriating barrage of insults at a creature she can see within 60 feet of her. If the target can hear Tem, it must succeed on a {@dc 15} Wisdom saving throw or have disadvantage on attack rolls until the end of its next turn.\"]}],\"variant\":null},{\"name\":\"Tem Temble (9th Level)\",\"source\":\"DSotDQ\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Potent Cantrips\",\"entries\":[\"Tem adds her Wisdom modifier to the damage she deals with any cantrip.\"]}]}},\"level\":9,\"hp\":{\"average\":55,\"formula\":\"10d6 + 20\"},\"wis\":18,\"save\":{\"wis\":\"+8\"},\"skill\":{\"insight\":\"+8\",\"medicine\":\"+8\",\"perception\":\"+8\",\"sleight of hand\":\"+6\",\"stealth\":\"+6\"},\"passive\":16,\"pbNote\":\"+4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"headerEntries\":[\"Tem's spellcasting ability is Wisdom (spell save {@dc 16}, {@hit 8} to spell attacks). She has the following druid spells prepared:\"],\"will\":[\"{@spell druidcraft}\",\"{@spell poison spray}\",\"{@spell mending}\"],\"spells\":{\"1\":{\"slots\":3,\"spells\":[\"{@spell healing word}\",\"{@spell faerie fire}\",\"{@spell goodberry}\"]},\"2\":{\"slots\":1,\"spells\":[\"{@spell enhance ability}\"]}},\"ability\":\"wis\"}],\"action\":[{\"name\":\"Hoopak\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 40/160 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage, or 4 ({@damage 1d4 + 2}) bludgeoning damage if Tem used the hoopak's sling to make a ranged attack.\"]},{\"name\":\"Taunt\",\"entries\":[\"Tem launches an infuriating barrage of insults at a creature she can see within 60 feet of her. If the target can hear Tem, it must succeed on a {@dc 16} Wisdom saving throw or have disadvantage on attack rolls until the end of its next turn.\"]}],\"variant\":null}]},{\"name\":\"Undead Soldier\",\"source\":\"DSotDQ\",\"page\":96,\"_copy\":{\"name\":\"Wight\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"wight\",\"with\":\"soldier\"}}},\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|phb}\"]}],\"trait\":null,\"hasToken\":true},{\"name\":\"Virruza\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DSotDQ\",\"page\":119,\"_copy\":{\"name\":\"Green Slaad\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the slaad\",\"with\":\"Virruza\",\"flags\":\"i\"},\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Shapechanger\",\"items\":{\"name\":\"Death Throes\",\"entries\":[\"When Virruza is reduced to 0 hit points, he turns into a puddle of acid and splashes acid on those around him. Each creature within 5 feet of him must succeed on a DC 12 Dexterity saving throw or be covered in acid for 1 minute. A creature can use its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 7 ({@dice 2d6}) acid damage at the start of each of its turns.\"]}}}},\"traitTags\":[\"Death Burst\",\"Magic Resistance\",\"Regeneration\",\"Shapechanger\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Wasteland Dragonnel\",\"source\":\"DSotDQ\",\"page\":201,\"size\":[\"L\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"G\"],\"alignmentPrefix\":\"typically \",\"ac\":[13],\"hp\":{\"average\":65,\"formula\":\"10d10 + 10\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":16,\"dex\":16,\"con\":12,\"int\":8,\"wis\":13,\"cha\":10,\"skill\":{\"perception\":\"+3\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":13,\"resist\":[\"acid\"],\"languages\":[\"understands Common and Draconic but can't speak\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Flyby\",\"entries\":[\"The dragonnel doesn't provoke opportunity attacks when it flies out of an enemy's reach.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragonnel makes two Rend attacks.\"]},{\"name\":\"Rend\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage.\"]},{\"name\":\"Acid Spit\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 60 ft., one target. {@h}20 ({@damage 5d6 + 3}) acid damage.\"]}],\"traitTags\":[\"Flyby\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CS\",\"DR\"],\"damageTags\":[\"A\",\"S\"],\"miscTags\":[\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Wersten Kern\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DSotDQ\",\"page\":209,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|PHB|plate}\"]}],\"hp\":{\"average\":178,\"formula\":\"21d8 + 84\"},\"speed\":{\"walk\":30},\"str\":21,\"dex\":10,\"con\":18,\"int\":13,\"wis\":14,\"cha\":16,\"save\":{\"con\":\"+9\",\"wis\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"Common\",\"Infernal\",\"Solamnic\"],\"cr\":\"14\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Wersten casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 16}):\"],\"daily\":{\"1e\":[\"{@spell dispel magic}\",\"{@spell wall of stone}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Undead Fortitude\",\"entries\":[\"If damage reduces Wersten to 0 hit points, she must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is bludgeoning or from a critical hit. On a success, Wersten drops to 1 hit point instead.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"Wersten doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Wersten makes three Banner Pike attacks and uses Terrifying Litany if it's available.\"]},{\"name\":\"Banner Pike\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d10 + 5}) piercing damage plus 13 ({@damage 3d8}) necrotic damage. If the target is a Humanoid, it must succeed on a {@dc 16} Charisma saving throw or be cursed. The curse lasts until it is lifted by remove curse or similar magic. Black, thorny rose stems sprout from the creature's body while it is cursed, imposing disadvantage on the creature's ability checks and attack rolls and halving its speed. A creature that succeeds on the saving throw against the curse is immune to it for 24 hours.\"]},{\"name\":\"Terrifying Litany {@recharge 5}\",\"entries\":[\"Wersten recites names of souls slain by Soth and his company, channeling their mortal terror. Each creature that isn't an Undead within 30 feet of her must make a {@dc 16} Wisdom saving throw. On a failed save, the creature takes 22 ({@damage 4d10}) psychic damage and is {@condition frightened} of Wersten for 1 minute. On a successful save, the creature takes half as much damage and isn't {@condition frightened}. At the end of each of its turns, a {@condition frightened} creature can repeat the saving throw, ending the effect on itself on a success.\"]}],\"traitTags\":[\"Undead Fortitude\",\"Unusual Nature\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"I\"],\"damageTags\":[\"N\",\"P\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"CUR\",\"MLW\",\"MW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"charisma\",\"wisdom\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Wyhan\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"DSotDQ\",\"page\":79,\"_copy\":{\"name\":\"Mage\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the mage\",\"with\":\"Wyhan\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"E\"],\"hasToken\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-egw.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\"]},\"internalCopies\":[\"monster\"],\"otherSources\":{\"monster\":{\"MM\":\"EGW\",\"TftYP\":\"EGW\"}}},\"monster\":[{\"name\":\"Aeorian Absorber\",\"source\":\"EGW\",\"page\":283,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":171,\"formula\":\"18d10 + 72\"},\"speed\":{\"walk\":40},\"str\":21,\"dex\":18,\"con\":18,\"int\":6,\"wis\":14,\"cha\":8,\"save\":{\"wis\":\"+6\",\"cha\":\"+3\"},\"skill\":{\"perception\":\"+6\",\"stealth\":\"+8\",\"survival\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"immune\":[\"necrotic\",\"radiant\"],\"languages\":[\"understands Draconic but can't speak\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The absorber has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Pounce\",\"entries\":[\"If the absorber moves at least 20 feet straight toward a creature and then hits its claws attack on the same turn, that target must succeed on a {@dc 17} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the absorber can make one bite attack against it as a bonus action.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The absorber makes three attacks: one with its bite or Mind Bolt and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one creature. {@h}10 ({@damage 1d10 + 5}) piercing damage plus 5 ({@damage 1d10}) force damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) slashing damage plus 3 ({@damage 1d6}) force damage.\"]},{\"name\":\"Mind Bolt\",\"entries\":[\"{@atk rs} {@hit 8} to hit, range 120 ft., one creature. {@h}22 ({@damage 4d10}) psychic damage.\"]}],\"reaction\":[{\"name\":\"Tail Ray\",\"entries\":[\"When the absorber takes damage from a spell, the absorber takes only half the triggering damage. If the spellcaster is within 60 feet of the absorber, the absorber can force the caster to make a {@dc 16} Dexterity saving throw. Unless the save succeeds, the caster takes the other half of the damage.\"]}],\"traitTags\":[\"Magic Resistance\",\"Pounce\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"DR\"],\"damageTags\":[\"O\",\"P\",\"S\",\"Y\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Aeorian Nullifier\",\"source\":\"EGW\",\"page\":283,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":180,\"formula\":\"19d10 + 76\"},\"speed\":{\"walk\":40},\"str\":19,\"dex\":14,\"con\":18,\"int\":7,\"wis\":14,\"cha\":18,\"save\":{\"wis\":\"+6\",\"cha\":\"+8\"},\"skill\":{\"perception\":\"+6\",\"survival\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"immune\":[\"necrotic\",\"radiant\"],\"languages\":[\"understands Draconic but can't speak\"],\"cr\":\"12\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The nullifier's innate spellcasting ability is Charisma (spell save {@dc 16}). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell counterspell} (see \\\"Reactions\\\" below)\",\"{@spell detect magic}\",\"{@spell dispel magic}\",\"{@spell see invisibility}\"],\"daily\":{\"1\":[\"{@spell antimagic field}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Horrid Gnashing\",\"entries\":[\"The nullifier's mouths gnash incoherently while it can see any enemies. Each creature that starts its turn within 20 feet of the nullifier and can hear it must make a {@dc 16} Wisdom saving throw. Unless the save succeeds, the creature rolls a {@dice d8} to determine what it does during the current turn:\",\"1-4: The creature is {@condition stunned} until the end of the turn.\",\"5-6: The creature is {@condition frightened} until the end of the turn and uses its movement to get as far as possible from the nullifier.\",\"7-8: The creature doesn't move, and it uses its action to make one melee attack against a random creature (other than itself) if one is within reach. It otherwise does nothing.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The nullifier has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The nullifier makes three attacks: one with its bites and two with its claws.\"]},{\"name\":\"Bites\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}17 ({@damage 2d12 + 4}) piercing damage plus 11 ({@damage 2d10}) force damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage plus 11 ({@damage 2d10}) force damage, and the target is {@condition grappled} (escape {@dc 16}) if it's a creature. The nullifier has two claws, each of which can grapple one creature.\"]}],\"reaction\":[{\"name\":\"Counterspell\",\"entries\":[\"The nullifier attempts to interrupt a creature that it can see within 60 feet in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, the nullifier makes a Charisma check with a DC equal to 10 + the spell's level. On a success, the creature's spell fails and has no effect.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"DR\"],\"damageTags\":[\"O\",\"P\",\"S\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"grappled\",\"stunned\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Aeorian Reverser\",\"source\":\"EGW\",\"page\":284,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":133,\"formula\":\"14d10 + 56\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":21,\"dex\":16,\"con\":18,\"int\":6,\"wis\":14,\"cha\":8,\"save\":{\"wis\":\"+5\",\"cha\":\"+2\"},\"skill\":{\"perception\":\"+5\",\"stealth\":\"+6\",\"survival\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":15,\"immune\":[\"necrotic\",\"radiant\"],\"languages\":[\"understands Draconic but can't speak\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The reverser has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The reverser makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, range 5 ft., one creature. {@h}11 ({@damage 1d12 + 5}) piercing damage plus 6 ({@damage 1d12}) force damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) slashing damage plus 7 ({@damage 2d6}) force damage.\"]}],\"reaction\":[{\"name\":\"Reversal\",\"entries\":[\"When a creature the reverser can see within 30 feet of it regains hit points, the reverser reduces the number of hit points regained to 0, and the reverser deals 13 ({@damage 3d8}) force damage to the creature.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"DR\"],\"damageTags\":[\"O\",\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Allowak Abominable Yeti\",\"source\":\"EGW\",\"page\":126,\"_copy\":{\"name\":\"Abominable Yeti\",\"source\":\"MM\"},\"alignment\":[\"N\"],\"int\":16,\"cha\":10,\"languages\":[\"Common\",\"Yeti\"],\"languageTags\":[\"C\",\"OTH\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Allowak Yeti\",\"source\":\"EGW\",\"page\":126,\"_copy\":{\"name\":\"Yeti\",\"source\":\"MM\"},\"alignment\":[\"N\"],\"int\":16,\"cha\":10,\"languages\":[\"Common\",\"Yeti\"],\"languageTags\":[\"C\",\"OTH\"],\"hasToken\":true},{\"name\":\"Animated Knife\",\"source\":\"EGW\",\"page\":248,\"_copy\":{\"name\":\"Flying Sword\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"sword\",\"with\":\"knife\"},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Longsword\",\"items\":{\"name\":\"Dagger\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage.\"]}}}},\"size\":[\"T\"],\"hp\":{\"average\":12,\"formula\":\"5d4\"},\"cr\":\"1/8\",\"damageTags\":[\"P\"],\"hasToken\":true},{\"name\":\"Animated Tree\",\"source\":\"EGW\",\"page\":130,\"otherSources\":[{\"source\":\"MOT\"}],\"_copy\":{\"name\":\"Treant\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"treant\",\"with\":\"tree\"},\"resist\":{\"mode\":\"appendArr\",\"items\":[\"necrotic\",\"radiant\"]}}},\"alignment\":[\"U\"],\"languages\":[\"understands Common, Druidic, Elvish, and Sylvan but cannot speak\"],\"hasToken\":true},{\"name\":\"Blood Hunter\",\"source\":\"EGW\",\"page\":284,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item half plate armor|PHB|half plate}\"]}],\"hp\":{\"average\":65,\"formula\":\"10d8 + 20\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":12,\"con\":15,\"int\":9,\"wis\":16,\"cha\":11,\"save\":{\"str\":\"+7\",\"wis\":\"+6\"},\"skill\":{\"acrobatics\":\"+4\",\"insight\":\"+6\",\"perception\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":16,\"languages\":[\"any one language (usually Common)\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (1/Day)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The blood hunter can innately cast {@spell hex}. Its innate spellcasting ability is Intelligence.\"],\"will\":[\"{@spell hex}\"],\"ability\":\"int\",\"hidden\":[\"will\"]}],\"trait\":[{\"name\":\"Blood Curse of Binding (1/Day)\",\"entries\":[\"As a bonus action, the blood hunter targets one creature it can see within 30 feet of it. The target must succeed on a {@dc 14} Strength saving throw or have its speed reduced to 0 and be unable to take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Blood Frenzy\",\"entries\":[\"The blood hunter has advantage on melee attack rolls against any creature that doesn't have all its hit points.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The blood hunter has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The blood hunter attacks twice with a weapon.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage plus 3 ({@damage 1d6}) fire damage.\"]},{\"name\":\"Heavy Crossbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 100/400 ft., one target. {@h}6 ({@damage 1d10 + 1}) piercing damage.\"]}],\"attachedItems\":[\"greatsword|phb\",\"heavy crossbow|phb\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"F\",\"P\",\"S\"],\"damageTagsSpell\":[\"N\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"CUR\",\"MLW\",\"MW\",\"RNG\",\"RW\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bol'bara\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"EGW\",\"page\":261,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"goblinoid\"]},\"alignment\":[{\"alignment\":[\"C\",\"G\"],\"note\":\"chaotic evil when fully possessed\"}],\"ac\":[{\"ac\":13,\"from\":[\"{@item leather armor|PHB}\"]},{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":40,\"formula\":\"9d6 + 9\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":14,\"con\":12,\"int\":10,\"wis\":13,\"cha\":14,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"languages\":[\"Common\",\"Goblin\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Bol'bara's innate spellcasting ability is Charisma (spell save {@dc 12}, {@hit 4} to hit with spell attacks). She can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell eldritch blast}\",\"{@spell false life}\",\"{@spell mage armor}\",\"{@spell mage hand}\"],\"daily\":{\"1e\":[\"{@spell charm person}\",\"{@spell hex}\",\"{@spell hold person}\",\"{@spell invisibility}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Dark One's Blessing\",\"entries\":[\"When Bol'bara reduces a hostile creature to 0 hit points, she gains 6 temporary hit points.\"]},{\"name\":\"Nimble Escape\",\"entries\":[\"Bol'bara can take the Disengage or Hide action as a bonus action on each of her turns.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Bol'bara makes two melee attacks.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Eldritch Blast (Cantrip)\",\"entries\":[\"{@atk rs} {@hit 4} to hit, range 120 ft., one creature. {@h}7 ({@damage 1d10 + 2}) force damage.\"]}],\"legendaryActions\":2,\"legendary\":[{\"name\":\"Incorporeal Dash\",\"entries\":[\"Bol'bara moves up to her speed. She can move through other creatures and objects as if they were {@quickref difficult terrain||3}. She takes 5 ({@damage 1d10}) force damage if she ends her turn inside an object.\"]},{\"name\":\"Zone of Calamity (Costs 2 Actions)\",\"entries\":[\"A 15-foot-radius sphere of magical confusion extends from a point Bol'bara can see within 60 feet of her and spreads around corners. Each creature that starts its turn in that area is treated as if targeted by the {@spell confusion} spell (save {@dc 12}). The sphere lasts as long as Bol'bara maintains {@status concentration}, up to 1 minute (as if {@status concentration||concentrating} on a spell).\"]}],\"attachedItems\":[\"dagger|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GO\"],\"damageTags\":[\"O\",\"P\"],\"damageTagsSpell\":[\"N\",\"O\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true},{\"name\":\"Bristled Moorbounder\",\"source\":\"EGW\",\"page\":295,\"otherSources\":[{\"source\":\"CRCotN\",\"page\":295}],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"7d10 + 14\"},\"speed\":{\"walk\":70},\"str\":18,\"dex\":14,\"con\":14,\"int\":2,\"wis\":13,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"cr\":\"3\",\"trait\":[{\"name\":\"Bladed Hide\",\"entries\":[\"At the start of each of its turns, the moorbounder deals 5 ({@damage 2d4}) piercing damage to any creature grappling it.\"]},{\"name\":\"Standing Leap\",\"entries\":[\"The moorbounder's long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The moorbounder makes two attacks: one with its blades and one with its claws.\"]},{\"name\":\"Blades\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}14 ({@damage 4d4 + 4}) slashing damage.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Core Spawn Crawler\",\"source\":\"EGW\",\"page\":286,\"size\":[\"S\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"ac\":[12],\"hp\":{\"average\":21,\"formula\":\"6d6\"},\"speed\":{\"walk\":30},\"str\":7,\"dex\":14,\"con\":10,\"int\":9,\"wis\":12,\"cha\":6,\"skill\":{\"perception\":\"+5\"},\"senses\":[\"blindsight 30 ft. (blind beyond this radius)\",\"tremorsense 60 ft.\"],\"passive\":15,\"immune\":[\"psychic\"],\"conditionImmune\":[\"blinded\"],\"languages\":[\"understands Deep Speech but can't speak\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Pack Tactics\",\"entries\":[\"The crawler has advantage on an attack roll against a creature if at least one of the crawler's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The crawler makes four attacks: one with its bite, two with its claws, and one with its tail.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage and the target must succeed on a {@dc 11} Wisdom saving throw or become {@condition frightened} until the start of the crawler's next turn.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 15 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 15 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]}],\"traitTags\":[\"Pack Tactics\"],\"senseTags\":[\"B\",\"T\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"DS\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Core Spawn Emissary\",\"source\":\"EGW\",\"page\":286,\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":102,\"formula\":\"12d8 + 48\"},\"speed\":{\"walk\":40,\"fly\":{\"number\":60,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":17,\"dex\":15,\"con\":18,\"int\":8,\"wis\":13,\"cha\":8,\"save\":{\"dex\":\"+5\",\"wis\":\"+4\",\"cha\":\"+2\"},\"skill\":{\"perception\":\"+4\"},\"senses\":[\"blindsight 30 ft.\",\"tremorsense 60 ft.\"],\"passive\":14,\"immune\":[\"psychic\"],\"conditionImmune\":[\"blinded\"],\"languages\":[\"telepathy 120 ft.\",\"understands Deep Speech but can't speak\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The emissary has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The emissary makes three talons attacks.\"]},{\"name\":\"Talons\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}14 ({@damage 2d10 + 3}) slashing damage.\"]},{\"name\":\"Alluring Thrum {@recharge 5}\",\"entries\":[\"The emissary emits a dreadful yet alluring hum. Each creature within 20 feet of the emissary that can hear it and that isn't an aberration must succeed on a {@dc 14} Constitution saving throw or be {@condition charmed} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Crystal Spores {@recharge}\",\"entries\":[\"A 15-foot-radius cloud of toxic crystalline spores extends out from the emissary. The spores spread around corners. Each creature in the area must succeed on a {@dc 14} Constitution saving throw or become {@condition poisoned}. While {@condition poisoned} in this way, a creature takes 11 ({@damage 2d10}) poison damage at the start of each of its turns. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"B\",\"T\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"DS\",\"TP\"],\"damageTags\":[\"I\",\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"charmed\",\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Core Spawn Seer\",\"source\":\"EGW\",\"page\":286,\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":153,\"formula\":\"18d8 + 72\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":12,\"con\":18,\"int\":22,\"wis\":19,\"cha\":16,\"save\":{\"dex\":\"+6\",\"int\":\"+11\",\"wis\":\"+9\",\"cha\":\"+8\"},\"skill\":{\"perception\":\"+9\"},\"senses\":[\"blindsight 60 ft.\",\"tremorsense 60 ft.\"],\"passive\":19,\"immune\":[\"psychic\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common\",\"Deep Speech\",\"telepathy 120 ft.\",\"Undercommon\"],\"cr\":\"13\",\"trait\":[{\"name\":\"Earth Glide\",\"entries\":[\"The seer can traverse through nonmagical, unworked earth and stone. While doing so, the seer doesn't disturb the material it moves through.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The seer has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The seer uses Fission Staff twice, Psychedelic Orb twice, or each one once.\"]},{\"name\":\"Fission Staff\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}9 ({@damage 1d6 + 6}) bludgeoning damage plus 18 ({@damage 4d8}) radiant damage, and the target is knocked {@condition prone}.\"]},{\"name\":\"Psychedelic Orb\",\"entries\":[\"The seer hurls a glimmering orb at one creature it can see within 120 of it. The target must succeed on a {@dc 19} Wisdom saving throw or take 27 ({@damage 5d10}) psychic damage and suffer a random condition until the start of the seer's next turn. Roll a {@dice d6} for the condition: (1-2) {@condition blinded}, (3-4) {@condition frightened}, or (5-6) {@condition stunned}.\"]}],\"reaction\":[{\"name\":\"Fuse Damage\",\"entries\":[\"When the seer is hit by an attack, it takes only half of the triggering damage. The first time the seer hits with a melee attack on its next turn, the target takes an extra {@damage 1d6} radiant damage.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"B\",\"T\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DS\",\"TP\",\"U\"],\"damageTags\":[\"B\",\"R\",\"Y\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Core Spawn Worm\",\"source\":\"EGW\",\"page\":287,\"size\":[\"G\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":279,\"formula\":\"18d20 + 90\"},\"speed\":{\"walk\":60,\"burrow\":40},\"str\":26,\"dex\":5,\"con\":20,\"int\":6,\"wis\":8,\"cha\":4,\"save\":{\"con\":\"+10\",\"wis\":\"+4\"},\"skill\":{\"perception\":\"+4\"},\"senses\":[\"blindsight 30 ft.\",\"tremorsense 60 ft.\"],\"passive\":14,\"immune\":[\"fire\",\"psychic\"],\"vulnerable\":[\"cold\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"understands Deep Speech but can't speak\"],\"cr\":\"15\",\"trait\":[{\"name\":\"Illumination\",\"entries\":[\"The worm sheds dim light in a 20-foot radius.\"]},{\"name\":\"Radiant Mirror\",\"entries\":[\"If the worm takes radiant damage, each creature within 20 feet of it takes that damage as well.\"]},{\"name\":\"Tunneler\",\"entries\":[\"The worm can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The worm makes two attacks: one with its barbed tentacles and one with its bite.\"]},{\"name\":\"Barbed Tentacles\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 10 ft., one creature. {@h}25 ({@damage 5d6 + 8}) piercing damage, and the target is {@condition grappled} (escape {@dc 18}). Until this grapple ends, the target is {@condition restrained}. The tentacles can grapple only one creature at a time.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}30 ({@damage 5d8 + 8}) piercing damage. If the target is a Large or smaller creature, it must succeed on a {@dc 18} Dexterity saving throw or be swallowed by the worm. A swallowed creature is {@condition blinded} and {@condition restrained}, has {@quickref Cover||3||total cover} against attacks and other effects outside the worm, and takes 21 ({@damage 6d6}) fire damage at the start of each of the worm's turns.\",\"If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a {@dc 21} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 20 feet of movement, exiting {@condition prone}.\"]}],\"traitTags\":[\"Illumination\",\"Tunneler\"],\"senseTags\":[\"B\",\"T\"],\"actionTags\":[\"Multiattack\",\"Swallow\"],\"languageTags\":[\"CS\",\"DS\"],\"damageTags\":[\"F\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"grappled\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Damaged Flesh Golem\",\"source\":\"EGW\",\"page\":248,\"_copy\":{\"name\":\"Flesh Golem\",\"source\":\"MM\",\"_mod\":{\"action\":{\"mode\":\"removeArr\",\"names\":\"Multiattack\"}}},\"hp\":{\"average\":5,\"formula\":\"11d8 + 44\"},\"cr\":\"1\",\"actionTags\":[],\"hasToken\":true},{\"name\":\"Ferol Sal\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"EGW\",\"page\":249,\"_copy\":{\"name\":\"Wight\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the wight\",\"with\":\"Ferol\",\"flags\":\"i\"}}},\"int\":16,\"hasToken\":true},{\"name\":\"Frost Giant Zombie\",\"source\":\"EGW\",\"page\":288,\"size\":[\"H\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"patchwork armor\"]}],\"hp\":{\"average\":138,\"formula\":\"12d12 + 60\"},\"speed\":{\"walk\":40},\"str\":23,\"dex\":6,\"con\":21,\"int\":3,\"wis\":6,\"cha\":5,\"save\":{\"wis\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"immune\":[\"cold\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"understands Giant but can't speak\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Numbing Aura\",\"entries\":[\"Any creature that starts its turn within 10 feet of the zombie must make a {@dc 17} Constitution saving throw. Unless the save succeeds, the creature can't make more than one attack, or take a bonus action on that turn.\"]},{\"name\":\"Undead Fortitude\",\"entries\":[\"If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is fire, radiant, or from a critical hit. On a success, the zombie drops to 1 hit point instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The zombie makes two weapon attacks.\"]},{\"name\":\"Greataxe\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}25 ({@damage 3d12 + 6}) slashing damage.\"]},{\"name\":\"Hurl Rock\",\"entries\":[\"{@atk rw} {@hit 10} to hit, range 60/240 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage.\"]},{\"name\":\"Freezing Stare\",\"entries\":[\"The zombie targets one creature it can see within 60 feet of it. The target must succeed on a {@dc 17} Constitution saving throw or take 35 ({@damage 10d6}) cold damage and be {@condition paralyzed} until the end of its next turn.\"]}],\"attachedItems\":[\"greataxe|phb\"],\"traitTags\":[\"Undead Fortitude\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"GI\"],\"damageTags\":[\"B\",\"C\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"paralyzed\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Frost Worm\",\"source\":\"EGW\",\"page\":289,\"size\":[\"G\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":264,\"formula\":\"16d20 + 96\"},\"speed\":{\"walk\":40,\"burrow\":30},\"str\":28,\"dex\":8,\"con\":22,\"int\":1,\"wis\":5,\"cha\":5,\"save\":{\"con\":\"+12\",\"wis\":\"+3\"},\"senses\":[\"blindsight 30 ft.\",\"tremorsense 60 ft.\"],\"passive\":7,\"immune\":[\"cold\"],\"vulnerable\":[\"fire\"],\"cr\":\"17\",\"trait\":[{\"name\":\"Freezing Body\",\"entries\":[\"A creature that touches the worm or hits it with a melee attack while within 5 feet of it takes 10 ({@damage 3d6}) cold damage.\"]},{\"name\":\"Death Burst\",\"entries\":[\"When the worm dies, it explodes in a burst of frigid energy. Each creature within 60 feet of it must make a {@dc 20} Dexterity saving throw, taking 28 ({@damage 8d6}) cold damage on a failed save, or half as much damage on a successful one. Creatures inside the worm when it dies automatically fail this saving throw.\"]},{\"name\":\"Tunneler\",\"entries\":[\"The worm can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The worm makes two bite attacks, or uses its Trill and makes a bite attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d8 + 9}) piercing damage plus 10 ({@damage 3d6}) cold damage. If the target is a Large or smaller creature, it must succeed on a {@dc 20} Dexterity saving throw or be swallowed by the worm. A swallowed creature is {@condition blinded} and {@condition restrained}, has {@quickref Cover||3||total cover} against attacks and other effects outside the worm, and takes 10 ({@damage 3d6}) acid damage and 10 ({@damage 3d6}) cold damage at the start of each of the worm's turns.\",\"If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a {@dc 20} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the worm.\"]},{\"name\":\"Trill\",\"entries\":[\"The frost worm emits a haunting cry. Each creature within 60 feet of the worm that can hear it must succeed on a {@dc 20} Wisdom saving throw or be {@condition stunned} for 1 minute. A creature can repeat the saving throw each time it takes damage and at the end of each of its turns, ending the effect on itself on a success. Once a creature successfully saves against this effect, or if this effect ends for it, that creature is immune to the Trill of all frost worms for the next 24 hours. Frost worms are immune to this effect.\"]}],\"traitTags\":[\"Death Burst\",\"Tunneler\"],\"senseTags\":[\"B\",\"T\"],\"actionTags\":[\"Multiattack\",\"Swallow\"],\"damageTags\":[\"A\",\"C\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"restrained\",\"stunned\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gearkeeper Construct\",\"source\":\"EGW\",\"page\":290,\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":161,\"formula\":\"17d10 + 68\"},\"speed\":{\"walk\":60},\"str\":20,\"dex\":16,\"con\":18,\"int\":3,\"wis\":11,\"cha\":1,\"senses\":[\"blindsight 120 ft.\"],\"passive\":10,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"fire\",\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Immutable Form\",\"entries\":[\"The gearkeeper is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Rapid Shifting\",\"entries\":[\"Opportunity attacks made against the gearkeeper have disadvantage.\"]},{\"name\":\"Whirling Blades\",\"entries\":[\"Any creature that starts its turn within 5 feet of the gearkeeper takes 4 ({@damage 1d8}) slashing damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The gearkeeper makes two Arm Blade attacks, or one Arm Blade attack and one Spear Launcher attack.\"]},{\"name\":\"Arm Blade\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}18 ({@damage 3d8 + 5}) slashing damage.\"]},{\"name\":\"Spear Launcher\",\"entries\":[\"{@atk rw} {@hit 9} to hit, range 90 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage, and the target is knocked {@condition prone}.\"]},{\"name\":\"Shrapnel Blast {@recharge}\",\"entries\":[\"The gearkeeper jettisons a spray of jagged metal in a 30-foot cone. Each creature in the area must make a {@dc 15} Dexterity saving throw, taking 21 ({@damage 6d6}) piercing damage on a failed save, or half as much damage on a successful one.\"]}],\"traitTags\":[\"Immutable Form\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gloomstalker\",\"source\":\"EGW\",\"page\":291,\"otherSources\":[{\"source\":\"CRCotN\",\"page\":291}],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":90,\"formula\":\"12d10 + 24\"},\"speed\":{\"walk\":40,\"fly\":80},\"str\":22,\"dex\":16,\"con\":14,\"int\":5,\"wis\":17,\"cha\":14,\"save\":{\"str\":\"+9\",\"dex\":\"+6\"},\"skill\":{\"athletics\":\"+9\",\"intimidation\":\"+5\",\"perception\":\"+6\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 240 ft\"],\"passive\":16,\"vulnerable\":[\"radiant\"],\"languages\":[\"understands Common but can't speak\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Shadowstep\",\"entries\":[\"As a bonus action, the gloomstalker can teleport up to 40 feet to an unoccupied space it can see.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the gloomstalker has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The gloomstalker makes two attacks: one with its bite and one with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one creature. {@h}15 ({@damage 2d8 + 6}) piercing damage plus 7 ({@damage 2d6}) necrotic damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage plus 7 ({@damage 2d6}) necrotic damage.\"]},{\"name\":\"Snatch\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one Medium or smaller creature. {@h}13 ({@damage 2d6 + 6}) slashing damage plus 7 ({@damage 2d6}) necrotic damage, and the target is {@condition grappled} (escape {@dc 17}). While {@condition grappled} in this way, the target is {@condition restrained}.\"]},{\"name\":\"Shriek {@recharge}\",\"entries\":[\"The gloomstalker emits a terrible shriek. Each enemy within 60 feet of the gloomstalker that can hear it must succeed on a {@dc 13} Constitution saving throw or be {@condition paralyzed} until the end of the enemy's next turn.\"]}],\"traitTags\":[\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"N\",\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\",\"paralyzed\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Guardian Wolf\",\"source\":\"EGW\",\"page\":272,\"size\":[\"H\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":66,\"formula\":\"7d12 + 21\"},\"speed\":{\"walk\":60},\"str\":22,\"dex\":14,\"con\":16,\"int\":5,\"wis\":12,\"cha\":8,\"skill\":{\"perception\":\"+5\",\"stealth\":\"+4\"},\"passive\":15,\"languages\":[\"Common\",\"Elvish\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Keen Hearing and Smell\",\"entries\":[\"The wolf has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The wolf makes two attacks: one with its bite and one with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}11 ({@damage 1d10 + 6}) piercing damage. If the target is a creature, it must succeed on a {@dc 16} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d8 + 6}) piercing damage.\"]}],\"traitTags\":[\"Keen Senses\",\"Pack Tactics\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true},{\"name\":\"Horizonback Tortoise\",\"source\":\"EGW\",\"page\":292,\"otherSources\":[{\"source\":\"CRCotN\",\"page\":292}],\"size\":[\"G\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]},{\"ac\":22,\"condition\":\"while in its shell\"}],\"hp\":{\"average\":227,\"formula\":\"13d20 + 91\"},\"speed\":{\"walk\":20},\"str\":28,\"dex\":3,\"con\":25,\"int\":4,\"wis\":10,\"cha\":5,\"save\":{\"str\":\"+12\",\"con\":\"+10\"},\"senses\":[\"darkvision 60 ft\"],\"passive\":10,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"understands Goblin but can't speak\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The tortoise can breathe air and water.\"]},{\"name\":\"Massive Frame\",\"entries\":[\"The tortoise can carry up to 20,000 pounds of weight atop its shell, but moves at half speed if the weight exceeds 10,000 pounds. Medium or smaller creatures can move underneath the tortoise while it's not {@condition prone}.\",\"Any creature under the tortoise when it falls {@condition prone} is {@condition grappled} (escape {@dc 18}). Until the grapple ends, the creature is {@condition prone} and {@condition restrained}.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}28 ({@damage 3d12 + 9}) bludgeoning damage.\"]},{\"name\":\"Shell Defense {@recharge 4}\",\"entries\":[\"The tortoise withdraws into its shell, falls {@condition prone}, and gains a +5 bonus to AC. While the tortoise is in its shell, its speed is 0 and can't increase. The tortoise can emerge from its shell as an action, whereupon it is no longer {@condition prone}.\"]}],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"D\"],\"languageTags\":[\"CS\",\"GO\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\",\"restrained\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hulil Lutan\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"EGW\",\"page\":240,\"_copy\":{\"name\":\"Cult Fanatic\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Mountain Dwarf\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the fanatic\",\"with\":\"Hulil\",\"flags\":\"i\"}}},\"alignment\":[\"N\",\"E\"],\"speed\":{\"walk\":15},\"hasToken\":true},{\"name\":\"Husk Zombie\",\"source\":\"EGW\",\"page\":293,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[10],\"hp\":{\"average\":37,\"formula\":\"5d8 + 15\"},\"speed\":{\"walk\":35},\"str\":16,\"dex\":10,\"con\":16,\"int\":3,\"wis\":6,\"cha\":5,\"save\":{\"con\":\"+5\",\"wis\":\"+0\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"understands the languages it knew in life but can't speak\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Curse of the Husk\",\"entries\":[\"A humanoid slain by a melee attack from the zombie revives as a husk zombie on its next turn.\"]},{\"name\":\"Undead Fortitude\",\"entries\":[\"If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The zombie makes two claw attacks. For each of these attacks that reduces a creature to 0 hit points, the zombie can make an additional claw attack.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Husk Zombie Bursters\",\"entries\":[\"Some husk zombies become bloated with disease and bile, their frenzied state pushing them to rush other living creatures, explode, and spread their horrid infection. A husk zombie burster has the following additional action option:\",{\"type\":\"entries\",\"name\":\"Burst\",\"entries\":[\"The zombie explodes and is destroyed. Each creature within 5 feet of it must make a DC 12 Constitution saving throw, taking 14 ({@damage 4d6}) poison damage on a failed save, or half as much damage on a successful one. A humanoid creature killed by this damage rises as a {@creature husk zombie|EGW} after 1 minute.\"]}],\"_version\":{\"name\":\"Husk Zombie Burster\",\"addHeadersAs\":\"action\"}}],\"traitTags\":[\"Undead Fortitude\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"LF\"],\"damageTags\":[\"I\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ishel\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"EGW\",\"page\":231,\"_copy\":{\"name\":\"Drow\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the drow\",\"with\":\"Ishel\",\"flags\":\"i\"}}},\"hp\":{\"average\":24,\"formula\":\"3d8\"},\"cr\":\"1/2\",\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Karkethzerethzerus, the Sable Despoiler\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"EGW\",\"page\":158,\"_copy\":{\"name\":\"Ancient Silver Dragon\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Legendary Shadow Dragon\",\"source\":\"MM\"}]},\"traitTags\":[\"Legendary Resistances\",\"Sunlight Sensitivity\"],\"damageTags\":[\"B\",\"N\",\"P\",\"S\"],\"damageTagsLegendary\":[],\"hasToken\":true},{\"name\":\"Kobold Underling\",\"source\":\"EGW\",\"page\":221,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"kobold\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[13],\"hp\":{\"average\":7,\"formula\":\"3d6 - 3\"},\"speed\":{\"walk\":30},\"str\":7,\"dex\":16,\"con\":9,\"int\":8,\"wis\":9,\"cha\":8,\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Messy End\",\"entries\":[\"The kobold explodes 3 rounds after it dies, or immediately if it was killed by a critical hit. The explosion destroys the kobold's body, leaving its equipment behind. Each creature within 5 feet of the exploding kobold must make a {@dc 10} Dexterity saving throw, taking 4 ({@damage 1d8}) bludgeoning damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Hand Crossbow\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 30/120 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]}],\"attachedItems\":[\"hand crossbow|phb\",\"shortsword|phb\"],\"traitTags\":[\"Pack Tactics\",\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Merrow Shallowpriest\",\"source\":\"EGW\",\"page\":294,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":75,\"formula\":\"10d10 + 20\"},\"speed\":{\"walk\":10,\"swim\":40},\"str\":18,\"dex\":14,\"con\":15,\"int\":11,\"wis\":16,\"cha\":9,\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Abyssal\",\"Aquan\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The merrow is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). The merrow has the following druid spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell druidcraft}\",\"{@spell minor illusion}\",\"{@spell shocking grasp}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell cure wounds}\",\"{@spell fog cloud}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell hold person}\",\"{@spell mirror image}\",\"{@spell misty step}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell dispel magic}\",\"{@spell lightning bolt} (see \\\"Actions\\\" below)\",\"{@spell sleet storm}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The merrow can breathe air and water.\"]}],\"action\":[{\"name\":\"Harpoon\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage. If the target is a Medium or smaller creature, the merrow can pull it 10 feet closer.\"]},{\"name\":\"Lightning Bolt (3rd-Level Spell; Requires a Spell Slot)\",\"entries\":[\"The merrow unleashes a stroke of lightning in a line 100 feet long and 5 feet wide. Each creature in the line must make a {@dc 13} Dexterity saving throw, taking 28 ({@damage 8d6}) lightning damage on a failed save, or half as much damage on a successful one.\"]}],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"D\"],\"languageTags\":[\"AB\",\"AQ\"],\"damageTags\":[\"L\",\"P\"],\"damageTagsSpell\":[\"L\",\"T\"],\"spellcastingTags\":[\"CD\"],\"miscTags\":[\"MW\",\"RW\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Moorbounder\",\"source\":\"EGW\",\"page\":295,\"otherSources\":[{\"source\":\"CRCotN\",\"page\":295}],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":30,\"formula\":\"4d10 + 8\"},\"speed\":{\"walk\":70},\"str\":18,\"dex\":14,\"con\":14,\"int\":2,\"wis\":13,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"cr\":\"1\",\"trait\":[{\"name\":\"Standing Leap\",\"entries\":[\"The moorbounder's long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start.\"]}],\"action\":[{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}14 ({@damage 4d4 + 4}) slashing damage.\"]}],\"senseTags\":[\"D\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mossback Steward\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"EGW\",\"page\":256,\"_copy\":{\"name\":\"Horizonback Tortoise\",\"source\":\"EGW\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the tortoise\",\"with\":\"Mossback Steward\",\"flags\":\"i\"}}},\"int\":12,\"wis\":17,\"skill\":{\"arcana\":\"+5\",\"insight\":\"+7\",\"nature\":\"+5\",\"perception\":\"+7\",\"persuasion\":\"+5\"},\"languages\":[\"telepathy 120 ft\",\"understands Goblin, Common, and Primordial but can't speak\"],\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Mossback Steward's innate spellcasting ability is Wisdom (spell save {@dc 15}). It can innately cast the following spells, requiring no material components.\"],\"will\":[\"{@spell friends}\"],\"rest\":{\"1\":[\"{@spell suggestion}\",\"{@spell divination}\"]}}],\"languageTags\":[\"C\",\"GO\",\"P\",\"TP\"],\"spellcastingTags\":[\"I\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Nergaliid\",\"source\":\"EGW\",\"page\":296,\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":42,\"formula\":\"4d10 + 20\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":12,\"con\":20,\"int\":12,\"wis\":10,\"cha\":12,\"skill\":{\"deception\":\"+5\",\"perception\":\"+2\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":12,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Common\",\"Infernal\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Shadow Stealth\",\"entries\":[\"While in dim light or darkness, the nergaliid can take the Hide action as a bonus action.\"]},{\"name\":\"Standing Leap\",\"entries\":[\"The nergaliid's long jump is up to 30 feet and its high jump is up to 20 feet, with or without a running start.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}13 ({@damage 2d8 + 4}) piercing damage, and the target must succeed on a {@dc 15} Constitution saving throw or become {@condition poisoned} for 1 minute. The {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Tongue Lash\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 20 ft., one target. {@h}10 ({@damage 1d12 + 4}) bludgeoning damage.\"]},{\"name\":\"Siphon Life {@recharge 4}\",\"entries\":[\"The nergaliid magically draws the life from a humanoid it can see within 40 feet of it. The target must make a {@dc 15} Wisdom saving throw. An {@condition incapacitated} target fails the save automatically. On a failed save, the creature takes 10 ({@damage 3d6}) psychic damage, and the nergaliid gains temporary hit points equal to the damage taken. On a successful save, the target takes half as much damage, and the nergaliid doesn't gain temporary hit points. If this damage kills the target, its body rises at the end of the nergaliid's current turn as a {@creature husk zombie|EGW} (see earlier in this chapter).\"]}],\"senseTags\":[\"SD\"],\"languageTags\":[\"C\",\"I\"],\"damageTags\":[\"B\",\"P\",\"Y\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ogre Lord Buhfal II\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"EGW\",\"page\":251,\"_copy\":{\"name\":\"Ogre\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the ogre\",\"with\":\"Lord Buhfal\",\"flags\":\"i\"}}},\"alignment\":[\"L\",\"E\"],\"int\":10,\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Old Croaker\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"EGW\",\"page\":240,\"_copy\":{\"name\":\"Giant Toad\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the toad\",\"with\":\"Old Croaker\",\"flags\":\"i\"}}},\"immune\":[\"cold\"],\"hasToken\":true},{\"name\":\"Oracs the Enduring\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"EGW\",\"page\":154,\"_copy\":{\"name\":\"Ancient Black Dragon\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Dracolich\",\"source\":\"MM\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the dracolich\",\"with\":\"Oracs\",\"flags\":\"i\"}}},\"alignment\":[\"C\",\"E\"],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"damageTagsLegendary\":[],\"hasToken\":true},{\"name\":\"Parson Pellinost\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"EGW\",\"page\":261,\"_copy\":{\"name\":\"Priest\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the priest\",\"with\":\"Pellinost\",\"flags\":\"i\"}}},\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Pellinost is a 5th-level spellcaster. His spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). Pellinost has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell light}\",\"{@spell sacred flame}\",\"{@spell spare the dying}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell command}\",\"{@spell cure wounds}\",\"{@spell guiding bolt}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell lesser restoration}\",\"{@spell spiritual weapon}\"]},\"3\":{\"slots\":2,\"spells\":[\"{@spell dispel magic}\",\"{@spell revivify}\"]}},\"ability\":\"wis\"}],\"damageTagsSpell\":[\"O\",\"R\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Raegrin Mau\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"EGW\",\"page\":240,\"_copy\":{\"name\":\"Cultist\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Wood Elf\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the cultist\",\"with\":\"Raegrin\",\"flags\":\"i\"}}},\"traitTags\":[\"Fey Ancestry\"],\"hasToken\":true},{\"name\":\"Sahuagin Warlock of Uk'otoa\",\"source\":\"EGW\",\"page\":297,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"sahuagin\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":22,\"formula\":\"5d8\"},\"speed\":{\"walk\":30,\"swim\":40},\"str\":14,\"dex\":10,\"con\":11,\"int\":8,\"wis\":8,\"cha\":16,\"skill\":{\"arcana\":\"+1\",\"persuasion\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":9,\"languages\":[\"Common\",\"Sahuagin\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The warlock's innate spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell eldritch blast} (see \\\"Actions\\\" below)\",\"{@spell minor illusion}\"],\"daily\":{\"1e\":[\"{@spell armor of Agathys}\",\"{@spell arms of Hadar}\",\"{@spell counterspell}\",\"{@spell crown of madness}\",\"{@spell invisibility}\",\"{@spell hunger of Hadar}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Blood Frenzy\",\"entries\":[\"The warlock has advantage on melee attack rolls against any creature that doesn't have all its hit points.\"]},{\"name\":\"Limited Amphibiousness\",\"entries\":[\"The warlock can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.\"]},{\"name\":\"Shark Telepathy\",\"entries\":[\"The warlock can magically command any shark within 120 feet of it, using a limited telepathy.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The warlock makes two attacks: one with its bite and one with its Sword of Fathoms.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Sword of Fathoms\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) slashing damage, and if the target is a creature, it must succeed on a {@dc 13} Constitution saving throw or begin choking. The choking creature is {@condition incapacitated} until the end of its next turn, when the effect ends on it.\"]},{\"name\":\"Eldritch Blast (Cantrip)\",\"entries\":[\"{@atk rs} {@hit 5} to hit, range 120 ft., one creature. {@h}5 ({@damage 1d10}) force damage.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Rod of Retribution\",\"entries\":[\"Sahuagin warlocks of Uk'otoa who have exceptional potential in the eyes of the leviathan lord are granted a {@item rod of retribution|egw} in addition to Uk'otoa's typical blessing, the Sword of Fathoms. A sahuagin warlock of Uk'otoa holding this rod gains the following reaction:\",{\"type\":\"entries\",\"name\":\"Retribution (3/Day)\",\"entries\":[\"When a creature the warlock can see within 60 feet of it damages the warlock, the creature must make a {@dc 13} Dexterity saving throw, taking 11 ({@damage 2d10}) lightning damage on a failed save, or half as much damage on a successful one.\"]}]}],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"OTH\"],\"damageTags\":[\"L\",\"O\",\"P\",\"S\"],\"damageTagsSpell\":[\"A\",\"C\",\"N\",\"O\"],\"spellcastingTags\":[\"CL\",\"I\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"incapacitated\"],\"conditionInflictSpell\":[\"blinded\",\"charmed\",\"invisible\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"savingThrowForcedSpell\":[\"dexterity\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Sahuagin Warlock of Uk'otoa (Rod of Retribution)\",\"source\":\"EGW\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Special Equipment\",\"entries\":[\"The warlock carries a {@item rod of retribution|egw}.\"]}},\"reaction\":{\"mode\":\"appendArr\",\"items\":{\"type\":\"entries\",\"name\":\"Retribution (3/Day)\",\"entries\":[\"When a creature the warlock can see within 60 feet of it damages the warlock, the creature must make a {@dc 13} Dexterity saving throw, taking 11 ({@damage 2d10}) lightning damage on a failed save, or half as much damage on a successful one.\"]}}},\"variant\":null}]},{\"name\":\"Sea Fury\",\"group\":[\"Hags\"],\"source\":\"EGW\",\"page\":299,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":105,\"formula\":\"14d8 + 42\"},\"speed\":{\"walk\":30,\"swim\":50},\"str\":19,\"dex\":15,\"con\":16,\"int\":12,\"wis\":12,\"cha\":18,\"skill\":{\"deception\":\"+8\",\"insight\":\"+5\",\"perception\":\"+5\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":15,\"immune\":[\"cold\",\"fire\",\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"conditionImmune\":[\"paralyzed\",\"poisoned\"],\"languages\":[\"Aquan\",\"Common\",\"Giant\"],\"cr\":{\"cr\":\"12\",\"lair\":\"14\"},\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The sea fury's innate spellcasting ability is Charisma (spell save {@dc 16}, {@hit 8} to hit with spell attacks). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell witch bolt}\"],\"daily\":{\"1e\":[\"{@spell bestow curse}\",\"{@spell fear}\",\"{@spell thunderwave}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The sea fury can breathe air and water.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the sea fury fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The sea fury has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The sea fury makes two attacks with its claws.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage.\"]},{\"name\":\"Death Glare\",\"entries\":[\"The sea fury targets one {@condition frightened} creature it can see within 30 feet of it. The target must succeed on a {@dc 16} Wisdom saving throw or drop to 0 hit points.\"]}],\"legendary\":[{\"name\":\"As Water\",\"entries\":[\"The sea fury transforms into a wave of foaming seawater, along with whatever it is wearing or carrying, and moves up to its speed without provoking opportunity attacks. While in this form, it can't be {@condition grappled} or {@condition restrained}. It reverts to its true form at the end of this movement.\"]},{\"name\":\"Fearsome Apparition (Costs 2 Actions)\",\"entries\":[\"The sea fury conjures an apparition of one of its dead sisters, which appears in an unoccupied space the sea fury can see within 30 feet of it. Enemies of the sea fury that can see the apparition must succeed on a {@dc 16} Wisdom saving throw or be {@condition frightened} of it until it vanishes at the end of the sea fury's next turn.\"]},{\"name\":\"Conjure Snakes (Costs 3 Actions)\",\"entries\":[\"The sea fury disgorges a {@creature swarm of poisonous snakes}, which occupies the same space as the sea fury, acts on its own initiative count, and attacks as directed by the sea fury. The sea fury can control up to three of these swarms at a time.\"]}],\"legendaryGroup\":{\"name\":\"Sea Fury\",\"source\":\"EGW\"},\"traitTags\":[\"Amphibious\",\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AQ\",\"C\",\"GI\"],\"damageTags\":[\"S\"],\"damageTagsSpell\":[\"L\",\"N\",\"T\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\"],\"conditionInflictLegendary\":[\"prone\"],\"conditionInflictSpell\":[\"frightened\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedLegendary\":[\"strength\"],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Shadowghast\",\"source\":\"EGW\",\"page\":299,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"ac\":[15],\"hp\":{\"average\":49,\"formula\":\"9d8 + 9\"},\"speed\":{\"walk\":35},\"str\":14,\"dex\":20,\"con\":12,\"int\":12,\"wis\":11,\"cha\":8,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"necrotic\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"poisoned\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Stench\",\"entries\":[\"Any creature that starts its turn within 5 feet of the shadowghast must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} until the start of its next turn. On a successful saving throw, the creature is immune to this Stench for 24 hours.\"]},{\"name\":\"Shadow Stealth\",\"entries\":[\"While in dim light or darkness, the shadowghast can take the Hide action as a bonus action.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The shadowghast makes two attacks: one with its bite and one with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}11 ({@damage 2d8 + 2}) slashing damage plus 5 ({@damage 1d10}) necrotic damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage. If the target is a creature other than an undead, it must succeed on a {@dc 12} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"N\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"paralyzed\",\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sharkbody Abomination\",\"source\":\"EGW\",\"page\":215,\"_copy\":{\"name\":\"Hunter Shark\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"shark\",\"with\":\"abomination\"},\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Limited Amphibiousness\",\"entries\":[\"The abomination can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.\"]}}}},\"type\":\"aberration\",\"speed\":{\"walk\":20,\"swim\":40},\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Sken Zabriss\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"EGW\",\"page\":221,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"goliath\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item breastplate|PHB}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":45,\"formula\":\"7d8 + 14\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":11,\"con\":15,\"int\":13,\"wis\":10,\"cha\":12,\"passive\":10,\"languages\":[\"Common\",\"Draconic\",\"Giant\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Powerful Build\",\"entries\":[\"Sken counts as one size larger when determining her carrying capacity and the weight she can push, drag, or lift.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Sken wears a {@item ring of obscuring|EGW}. With it, she can cast the {@spell fog cloud} spell centered on herself three times per day. The cloud lasts for 1 minute (no {@status concentration} required).\"]}],\"action\":[{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage when used with two hands.\"]}],\"reaction\":[{\"name\":\"Stone's Endurance (Recharges after a Short or Long Rest)\",\"entries\":[\"When Sken takes damage, she can use her reaction to reduce the damage taken by 8 ({@dice 1d12 + 2}).\"]}],\"attachedItems\":[\"longsword|phb\"],\"languageTags\":[\"C\",\"DR\",\"GI\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true},{\"name\":\"Skr'a S'orsk\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"EGW\",\"page\":254,\"_copy\":{\"name\":\"Lizardfolk Shaman\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the lizardfolk\",\"with\":\"Skr'a S'orsk\"}}},\"spellcasting\":[{\"name\":\"Spellcasting (Lizardfolk Form Only)\",\"type\":\"spellcasting\",\"headerEntries\":[\"Skr'a S'orsk is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). Skr'a S'orsk has the following druid spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell produce flame}\",\"{@spell resistance}\",\"{@spell thorn whip}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell entangle}\",\"{@spell fog cloud}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell blindness/deafness}\",\"{@spell spike growth}\"]},\"3\":{\"slots\":2,\"spells\":[\"{@spell animate dead}\",\"{@spell conjure animals} (reptiles only)\"]}},\"ability\":\"wis\"}],\"savingThrowForcedSpell\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Swarm of Undead Snakes\",\"source\":\"EGW\",\"page\":247,\"_copy\":{\"name\":\"Swarm of Poisonous Snakes\",\"source\":\"MM\",\"_mod\":{\"conditionImmune\":{\"mode\":\"appendArr\",\"items\":\"poisoned\"}}},\"type\":{\"type\":\"undead\",\"swarmSize\":\"T\"},\"immune\":[\"poison\"],\"hasToken\":true},{\"name\":\"Swavain Basilisk\",\"source\":\"EGW\",\"page\":300,\"size\":[\"H\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":85,\"formula\":\"10d12 + 20\"},\"speed\":{\"walk\":15,\"swim\":40},\"str\":15,\"dex\":16,\"con\":15,\"int\":2,\"wis\":8,\"cha\":7,\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The basilisk can breathe air and water.\"]},{\"name\":\"Petrifying Secretions\",\"entries\":[\"A creature must make a {@dc 13} Constitution saving throw if it hits the basilisk with a weapon attack while within 5 feet of it or if it starts its turn {@condition grappled} by the basilisk. Unless the save succeeds, the creature magically begins to turn to stone and is {@condition restrained}, and it must repeat the saving throw at the end of its next turn. On a successful save, the effect ends. On a failure, the creature is {@condition petrified}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The basilisk makes two attacks: one with its bite and one with its tail.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}13 ({@damage 3d6 + 3}) piercing damage plus 10 ({@damage 3d6}) poison damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 15 ft., one target. {@h}14 ({@damage 2d10 + 3}) bludgeoning damage. If the target is a Large or smaller creature, it is {@condition grappled} (escape {@dc 12}).\"]}],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"I\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"petrified\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Three Earrings\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"EGW\",\"page\":211,\"_copy\":{\"name\":\"Bandit Captain\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Tabaxi\",\"source\":\"VGM\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the captain\",\"with\":\"Three Earrings\"}}},\"alignment\":[\"N\",\"E\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Udaak\",\"source\":\"EGW\",\"page\":301,\"size\":[\"G\"],\"type\":\"fiend\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":165,\"formula\":\"10d20 + 60\"},\"speed\":{\"walk\":50},\"str\":26,\"dex\":14,\"con\":22,\"int\":3,\"wis\":11,\"cha\":10,\"save\":{\"str\":\"+13\",\"con\":\"+11\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"immune\":[\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"vulnerable\":[\"thunder\"],\"conditionImmune\":[\"frightened\",\"grappled\",\"poisoned\",\"restrained\"],\"cr\":\"16\",\"trait\":[{\"name\":\"Charge\",\"entries\":[\"If the udaak moves at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 27 ({@damage 6d8}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 21} Strength saving throw or be pushed up to 20 feet away from the udaak and knocked {@condition prone}.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The udaak deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The udaak makes three attacks: one with its bite and two with its slam.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 5 ft., one creature. {@h}21 ({@damage 2d12 + 8}) piercing damage, and the target is {@condition grappled} (escape {@dc 21}). Until this grapple ends, the target is {@condition restrained}, and the udaak can't bite another target.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d8 + 8}) bludgeoning damage.\"]},{\"name\":\"Swallow\",\"entries\":[\"The udaak makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. A swallowed creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the udaak, and it takes 21 ({@damage 6d6}) acid damage at the start of each of the udaak's turns.\",\"If the udaak takes 30 damage or more on a single turn from a creature inside it, the udaak must succeed on a {@dc 21} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the udaak. If the udaak dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 20 feet of movement, exiting {@condition prone}.\"]}],\"traitTags\":[\"Charge\",\"Siege Monster\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Swallow\"],\"damageTags\":[\"A\",\"B\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"grappled\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Vox Seeker\",\"source\":\"EGW\",\"page\":270,\"size\":[\"T\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":7,\"formula\":\"2d4 + 2\"},\"speed\":{\"walk\":20,\"climb\":20},\"str\":2,\"dex\":10,\"con\":12,\"int\":1,\"wis\":10,\"cha\":1,\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":10,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Voice Lock\",\"entries\":[\"The vox seeker must move toward and attack the source of the nearest voice within 60 feet of it, to the exclusion of all other targets, for as long as it remains operational.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The vox seeker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Pincer\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) piercing damage plus 3 lightning damage.\"]}],\"traitTags\":[\"Spider Climb\"],\"senseTags\":[\"B\"],\"damageTags\":[\"L\",\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Yinra Emberwind\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"EGW\",\"page\":223,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"N\",\"G\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":16,\"formula\":\"3d8 + 3\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":16,\"con\":12,\"int\":14,\"wis\":13,\"cha\":11,\"skill\":{\"investigation\":\"+4\",\"perception\":\"+3\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Common\",\"Elvish\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"Yinra has advantage on saving throws against being {@condition charmed}, and magic can't put her to sleep.\"]},{\"name\":\"Keen Hearing and Sight\",\"entries\":[\"Yinra has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight.\"]}],\"action\":[{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 150/600 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage.\"]}],\"attachedItems\":[\"longbow|phb\",\"shortsword|phb\"],\"traitTags\":[\"Fey Ancestry\",\"Keen Senses\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true}]}"); JSON_DATA[`data/bestiary/bestiary-erlw.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\"]},\"otherSources\":{\"monster\":{\"MM\":\"ERLW\",\"VGM\":\"ERLW\",\"TCE\":\"ERLW\"}}},\"monster\":[{\"name\":\"Belashyrra\",\"isNamedCreature\":true,\"source\":\"ERLW\",\"page\":286,\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":304,\"formula\":\"32d8 + 160\"},\"speed\":{\"walk\":40,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":24,\"dex\":21,\"con\":20,\"int\":25,\"wis\":22,\"cha\":23,\"save\":{\"int\":\"+14\",\"wis\":\"+13\",\"cha\":\"+13\"},\"skill\":{\"arcana\":\"+14\",\"perception\":\"+13\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":23,\"resist\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\",\"prone\"],\"languages\":[\"Deep Speech\",\"telepathy 120 ft.\"],\"cr\":{\"cr\":\"22\",\"lair\":\"23\"},\"trait\":[{\"name\":\"Alien Mind\",\"entries\":[\"If a creature tries to read Belashyrra's thoughts or deals psychic damage to it, that creature must succeed on a {@dc 22} Intelligence saving throw or be {@condition stunned} for 1 minute. The {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Eye Thief\",\"entries\":[\"Belashyrra can see through the eyes of all creatures within 120 feet of it. It can use its Eye Ray through any creature within 120 feet of it, as though it were in that creature's space.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Belashyrra fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Belashyrra has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Regeneration\",\"entries\":[\"Belashyrra regains 20 hit points at the start of its turn. If it takes radiant damage, this trait doesn't function at the start of its next turn. Belashyrra dies only if it starts its turn with 0 hit points and doesn't regenerate.\"]},{\"name\":\"Teleport\",\"entries\":[\"As a bonus action, Belashyrra can teleport up to 30 feet to an unoccupied space it can see.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Belashyrra makes two attacks with its claws and uses its Eye Ray once.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h}17 ({@damage 3d6 + 7}) slashing damage.\"]},{\"name\":\"Eye Ray\",\"entries\":[\"Belashyrra shoots one of the following magical eye rays of its choice, targeting one creature it can see within 120 feet of it:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"1. Psyche-Reconstruction Ray\",\"style\":\"italic\",\"entry\":\"The target must make a {@dc 22} Wisdom saving throw, taking 49 ({@damage 9d10}) psychic damage on a failed save, or half as much damage on a successful one. If this damage reduces a creature to 0 hit points, it dies and transforms into a spectator under Belashyrra's control and acts immediately after Belashyrra in the initiative order. The target can't be returned to its original form by any means short of a {@spell wish} spell.\"},{\"type\":\"item\",\"name\":\"2. Domination Ray\",\"style\":\"italic\",\"entry\":\"The target must succeed on a {@dc 22} Wisdom saving throw or be {@condition charmed} by Belashyrra for 1 minute or until the target takes damage. Belashyrra can issue telepathic commands to the {@condition charmed} creature (no action required), which it does its best to obey.\"},{\"type\":\"item\",\"name\":\"3. Mind-Weakening Ray\",\"style\":\"italic\",\"entry\":\"The target must succeed on a {@dc 22} Intelligence saving throw or take 36 ({@damage 8d8}) psychic damage and be unable to cast spells or activate magic items for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"},{\"type\":\"item\",\"name\":\"4. Blinding Ray\",\"style\":\"italic\",\"entry\":\"The target and each creature within 10 feet of it must succeed on a {@dc 22} Constitution saving throw or take 19 ({@damage 3d12}) radiant damage and be {@condition blinded} for 1 minute. Until this blindness ends, Belyshyrra can see through the {@condition blinded} creature's eyes. The {@condition blinded} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"}]}]}],\"legendary\":[{\"name\":\"Claw\",\"entries\":[\"Belashyrra makes one claw attack.\"]},{\"name\":\"Implant Fear (Costs 2 Actions)\",\"entries\":[\"Belashyrra targets a creature it can see within 60 feet of it. The target must succeed on a {@dc 22} Wisdom saving throw or take 22 ({@damage 4d10}) psychic damage and immediately use its reaction, if available, to move as far as its speed allows away from Belashyrra.\"]},{\"name\":\"Rend Reality (Costs 3 Actions)\",\"entries\":[\"Belashyrra rips at the bonds of reality in its immediate area. Each creature within 10 feet of Belashyrra must succeed on a {@dc 22} Constitution saving throw or take 19 ({@damage 3d12}) force damage and gain one level of {@condition exhaustion}.\"]}],\"legendaryGroup\":{\"name\":\"Belashyrra\",\"source\":\"ERLW\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Regeneration\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DS\",\"TP\"],\"damageTags\":[\"O\",\"R\",\"S\",\"Y\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"blinded\",\"charmed\",\"exhaustion\",\"stunned\"],\"conditionInflictLegendary\":[\"charmed\"],\"savingThrowForced\":[\"constitution\",\"intelligence\",\"wisdom\"],\"savingThrowForcedLegendary\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bone Knight\",\"source\":\"ERLW\",\"page\":316,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"L\",\"NX\",\"C\",\"NY\",\"E\"],\"ac\":[{\"ac\":20,\"from\":[\"bonecraft armor\"]}],\"hp\":{\"average\":84,\"formula\":\"13d8 + 26\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":13,\"con\":14,\"int\":12,\"wis\":14,\"cha\":16,\"save\":{\"wis\":\"+5\",\"cha\":\"+6\"},\"skill\":{\"athletics\":\"+7\",\"deception\":\"+6\",\"intimidation\":\"+6\"},\"passive\":12,\"resist\":[\"necrotic\",\"poison\"],\"languages\":[\"any one language (usually Common)\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The knight is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 14}, {@hit 6} to hit with spell attacks). It has the following paladin spells prepared:\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell command}\",\"{@spell compelled duel}\",\"{@spell hellish rebuke}\",\"{@spell wrathful smite}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell branding smite}\",\"{@spell crown of madness}\",\"{@spell darkness}\",\"{@spell find steed}\",\"{@spell magic weapon}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Commander of Bones\",\"entries\":[\"As a bonus action, the knight can target one skeleton or zombie it can see within 30 feet of it. The target must make a {@dc 14} Wisdom saving throw. On a failed save, the target must obey the knight's commands until the knight dies or until the knight releases it as a bonus action. The knight can command up to twelve undead at a time this way.\"]},{\"name\":\"Master of the Pallid Banner\",\"entries\":[\"While within 60 feet of the knight, any undead ally of the knight has advantage on saving throws against any effect that turns undead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The knight attacks twice with one of its weapons.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage.\"]}],\"attachedItems\":[\"greatsword|phb\",\"longbow|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"P\",\"S\"],\"damageTagsSpell\":[\"F\",\"R\",\"Y\"],\"spellcastingTags\":[\"CP\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Changeling\",\"source\":\"ERLW\",\"page\":317,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"changeling\",\"shapechanger\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":22,\"formula\":\"4d8 + 4\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":15,\"con\":12,\"int\":14,\"wis\":10,\"cha\":16,\"skill\":{\"acrobatics\":\"+4\",\"deception\":\"+5\",\"insight\":\"+2\",\"perception\":\"+2\",\"persuasion\":\"+5\"},\"passive\":12,\"languages\":[\"Common\",\"Dwarvish\",\"Elvish\",\"Halfling\",\"Thieves' cant\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Change Appearance\",\"entries\":[\"The changeling can use its action to polymorph into a Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The changeling makes two attacks with its dagger.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Unsettling Visage (Recharges after a Short or Long Rest)\",\"entries\":[\"Each creature within 30 feet of the changeling must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"attachedItems\":[\"dagger|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"D\",\"E\",\"H\",\"TC\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Clawfoot\",\"group\":[\"Dinosaurs\"],\"source\":\"ERLW\",\"page\":289,\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[13],\"hp\":{\"average\":19,\"formula\":\"3d8 + 6\"},\"speed\":{\"walk\":40},\"str\":12,\"dex\":16,\"con\":14,\"int\":4,\"wis\":12,\"cha\":10,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+5\"},\"passive\":13,\"cr\":\"1\",\"trait\":[{\"name\":\"Pack Tactics\",\"entries\":[\"The clawfoot has advantage on an attack roll against a creature if at least one of the clawfoot's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]},{\"name\":\"Pounce\",\"entries\":[\"If the clawfoot moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a {@dc 11} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the clawfoot can make one bite attack against it as a bonus action.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The clawfoot makes two attacks: one with its bite and one with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage.\"]}],\"altArt\":[{\"name\":\"Clawfoot Raptor\",\"source\":\"WGE\"}],\"traitTags\":[\"Pack Tactics\",\"Pounce\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Corrin Delmaco\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ERLW\",\"page\":271,\"_copy\":{\"name\":\"Spy\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Stout Halfling\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the spy\",\"with\":\"Corrin\",\"flags\":\"i\"}}},\"alignment\":[\"L\",\"E\"],\"hp\":{\"average\":21,\"formula\":\"6d6\"},\"languageTags\":[\"H\",\"X\"],\"hasToken\":true},{\"name\":\"Dolgaunt\",\"source\":\"ERLW\",\"page\":290,\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"Unarmored Defense\"]}],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":40},\"str\":14,\"dex\":18,\"con\":12,\"int\":13,\"wis\":14,\"cha\":11,\"skill\":{\"acrobatics\":\"+6\",\"perception\":\"+4\",\"stealth\":\"+6\"},\"senses\":[\"blindsight 120 ft. (blind beyond this radius)\"],\"passive\":14,\"conditionImmune\":[\"blinded\"],\"languages\":[\"Deep Speech\",\"Goblin\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Evasion\",\"entries\":[\"If the dolgaunt is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the dolgaunt instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's {@condition incapacitated}.\"]},{\"name\":\"Unarmored Defense\",\"entries\":[\"While the dolgaunt is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dolgaunt makes two tentacle attacks and two unarmed strikes. Up to two tentacle attacks can be replaced by Vitality Drain.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 15 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage. The target is {@condition grappled} (escape {@dc 12}) if it is a Large or smaller creature. Until this grapple ends, the dolgaunt can't use the same tentacle on another target. The dolgaunt has two tentacles.\"]},{\"name\":\"Unarmed Strike\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) bludgeoning damage.\"]},{\"name\":\"Vitality Drain\",\"entries\":[\"One creature {@condition grappled} by a tentacle of the dolgaunt must make a {@dc 11} Constitution saving throw. On a failed save, the target takes 9 ({@damage 2d8}) necrotic damage, and the dolgaunt regains a number of hit points equal to half the necrotic damage taken.\"]}],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"DS\",\"GO\"],\"damageTags\":[\"B\",\"N\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dolgrim\",\"source\":\"ERLW\",\"page\":291,\"size\":[\"S\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":13,\"formula\":\"3d6 + 3\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":14,\"con\":12,\"int\":8,\"wis\":10,\"cha\":8,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Deep Speech\",\"Goblin\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Dual Consciousness\",\"entries\":[\"The dolgrim has advantage on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dolgrim makes three attacks.\"]},{\"name\":\"Morningstar\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack.\"]},{\"name\":\"Hand Crossbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]}],\"attachedItems\":[\"hand crossbow|phb\",\"morningstar|phb\",\"spear|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DS\",\"GO\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dusk Hag\",\"source\":\"ERLW\",\"page\":292,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":82,\"formula\":\"15d8 + 15\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":14,\"con\":12,\"int\":17,\"wis\":16,\"cha\":18,\"save\":{\"int\":\"+6\",\"wis\":\"+6\"},\"skill\":{\"deception\":\"+7\",\"insight\":\"+6\",\"perception\":\"+6\"},\"senses\":[\"blindsight 60 ft.\"],\"passive\":16,\"conditionImmune\":[\"blinded\",\"charmed\",\"frightened\"],\"languages\":[\"Common\",\"Giant\",\"Infernal\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The hag's spellcasting ability is Charisma (spell save {@dc 15}). She can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell detect magic}\",\"{@spell disguise self}\"],\"daily\":{\"3e\":[\"{@spell dream}\",\"{@spell hypnotic pattern}\",\"{@spell sleep} ({@dice 9d8})\"],\"1e\":[\"{@spell legend lore}\",\"{@spell scrying}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The hag has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hag makes two Nightmare Touch attacks.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage.\"]},{\"name\":\"Nightmare Touch\",\"entries\":[\"{@atk ms} {@hit 7} to hit, reach 5 ft., one creature. {@h}18 ({@damage 4d6 + 4}) psychic damage. If the target is {@condition unconscious}, it takes an extra 10 ({@damage 3d6}) psychic damage and is cursed until the hag dies or the curse is removed. The cursed creature's hit point maximum decreases by 5 ({@dice 1d10}) whenever it finishes a long rest.\"]}],\"reaction\":[{\"name\":\"Dream Eater\",\"entries\":[\"When an {@condition unconscious} creature the hag can see within 30 feet of her regains consciousness, the hag can force the creature to make a {@dc 15} Wisdom saving throw. Unless the save succeeds, the creature takes 11 ({@damage 2d10}) psychic damage, and the hag regains hit points equal to the amount of damage taken.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\",\"I\"],\"damageTags\":[\"S\",\"Y\"],\"damageTagsSpell\":[\"Y\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"CUR\",\"MW\"],\"conditionInflictSpell\":[\"charmed\",\"incapacitated\",\"unconscious\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dyrrn\",\"isNamedCreature\":true,\"source\":\"ERLW\",\"page\":288,\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":21,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":325,\"formula\":\"31d8 + 186\"},\"speed\":{\"walk\":40,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":26,\"dex\":21,\"con\":22,\"int\":26,\"wis\":23,\"cha\":24,\"save\":{\"int\":\"+15\",\"wis\":\"+13\",\"cha\":\"+14\"},\"skill\":{\"arcana\":\"+15\",\"history\":\"+15\",\"insight\":\"+13\",\"perception\":\"+13\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":23,\"resist\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\",\"prone\"],\"languages\":[\"Deep Speech\",\"telepathy 120 ft.\"],\"cr\":\"24\",\"trait\":[{\"name\":\"Alien Mind\",\"entries\":[\"If a creature tries to read Dyrrn's thoughts or deals psychic damage to it, that creature must succeed on a {@dc 23} Intelligence saving throw or be {@condition stunned} for 1 minute. The {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Dyrrn fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Dyrrn has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Regeneration\",\"entries\":[\"Dyrrn regains 20 hit points at the start of its turn. If Dyrrn takes radiant damage, this trait doesn't function at the start of its next turn. Dyrrn dies only if it starts its turn with 0 hit points and doesn't regenerate.\"]},{\"name\":\"Teleport\",\"entries\":[\"As a bonus action, Dyrrn can teleport up to 30 feet to an unoccupied space it can see.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Dyrrn makes one Tentacle Whip attack and uses its Corruption once. Dyrrn can replace its Tentacle Whip attack with Extract Brain if it has a creature {@condition grappled}.\"]},{\"name\":\"Tentacle Whip\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}24 ({@damage 3d10 + 8}) slashing damage. If the target is a Medium or smaller creature, it is {@condition grappled} (escape {@dc 23}), pulled into an unoccupied space within 5 feet of Dyrrn, and must succeed on a {@dc 23} Intelligence saving throw or be {@condition stunned} until this grapple ends. Dyrrn can't use the same tentacle whip on another target until this grapple ends. Dyrrn has two tentacle whips.\"]},{\"name\":\"Corruption\",\"entries\":[\"Dyrrn targets one creature it can see within 60 feet of it. The target must succeed on a {@dc 23} Constitution saving throw or take 22 ({@damage 4d6 + 8}) necrotic damage and become corrupted for 1 minute.\",\"A corrupted creature's flesh twists in alien ways. The creature has disadvantage on attack rolls, its speed is reduced by half, and if it tries to cast a spell, it must first succeed on a {@dc 15} Intelligence check or the spell fails and is wasted. The corrupted creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Extract Brain\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 5 ft., one {@condition incapacitated} creature {@condition grappled} by Dyrrn. {@h}55 ({@damage 10d10}) piercing damage. If this damage reduces the target to 0 hit points, Dyrrn kills the target by extracting and devouring its brain.\"]}],\"legendary\":[{\"name\":\"Tentacle Whip\",\"entries\":[\"Dyrrn makes one attack with its Tentacle Whip.\"]},{\"name\":\"Spawn Aberration (Costs 2 Actions)\",\"entries\":[\"Dyrrn regurgitates an intellect devourer in an unoccupied space within 5 feet of it. The intellect devourer is under Dyrrn's control and acts immediately after Dyrrn in the initiative order.\"]},{\"name\":\"Mind Blast (Costs 3 Actions)\",\"entries\":[\"Dyrrn magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a {@dc 23} Intelligence saving throw or take 30 ({@damage 5d8 + 8}) psychic damage and be {@condition stunned} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"legendaryGroup\":{\"name\":\"Dyrrn\",\"source\":\"ERLW\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Regeneration\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DS\",\"TP\"],\"damageTags\":[\"N\",\"P\",\"S\",\"Y\"],\"damageTagsLegendary\":[\"Y\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"stunned\"],\"conditionInflictLegendary\":[\"restrained\"],\"savingThrowForced\":[\"constitution\",\"intelligence\"],\"savingThrowForcedLegendary\":[\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Expeditious Messenger\",\"group\":[\"Homunculi\"],\"source\":\"ERLW\",\"page\":293,\"size\":[\"T\"],\"type\":\"construct\",\"alignment\":[\"N\"],\"ac\":[13],\"hp\":{\"average\":7,\"formula\":\"2d4 + 2\"},\"speed\":{\"walk\":25,\"fly\":60},\"str\":6,\"dex\":16,\"con\":13,\"int\":8,\"wis\":12,\"cha\":7,\"skill\":{\"acrobatics\":\"+5\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"one language spoken by its creator\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Flyby\",\"entries\":[\"The messenger doesn't provoke opportunity attacks when it flies out of an enemy's reach.\"]},{\"name\":\"Telepathic Bond\",\"entries\":[\"While the messenger is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage.\"]}],\"traitTags\":[\"Flyby\"],\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Fastieth\",\"group\":[\"Dinosaurs\"],\"source\":\"ERLW\",\"page\":289,\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[14],\"hp\":{\"average\":9,\"formula\":\"2d8\"},\"speed\":{\"walk\":50},\"str\":12,\"dex\":18,\"con\":10,\"int\":4,\"wis\":11,\"cha\":4,\"passive\":10,\"cr\":\"1/4\",\"trait\":[{\"name\":\"Quickness {@recharge 5}\",\"entries\":[\"The fastieth can take the Dodge action as a bonus action.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage.\"]}],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Garra\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ERLW\",\"page\":272,\"_copy\":{\"name\":\"Half-Ogre (Ogrillon)\",\"source\":\"MM\"},\"alignment\":[\"C\",\"E\"],\"int\":14,\"hasToken\":true},{\"name\":\"Hashalaq Quori\",\"group\":[\"Quori\"],\"source\":\"ERLW\",\"page\":305,\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":99,\"formula\":\"18d8 + 18\"},\"speed\":{\"walk\":40},\"str\":12,\"dex\":14,\"con\":13,\"int\":18,\"wis\":16,\"cha\":18,\"save\":{\"wis\":\"+7\",\"cha\":\"+8\"},\"skill\":{\"arcana\":\"+12\",\"history\":\"+12\",\"insight\":\"+11\",\"persuasion\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"psychic\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common\",\"Quori\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The quori's spellcasting ability is Intelligence (spell save {@dc 16}). It can innately cast the following spells, requiring no components:\"],\"will\":[\"{@spell charm person}\"],\"daily\":{\"1\":[\"{@spell dominate person}\",\"{@spell dream}\"],\"3e\":[\"{@spell detect thoughts}\",\"{@spell disguise self}\",\"{@spell suggestion}\"]},\"ability\":\"int\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The quori uses its Mind Thrust twice.\"]},{\"name\":\"Idyllic Touch\",\"entries\":[\"{@atk ms} {@hit 8} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) force damage. If the target is a creature, it must succeed on a {@dc 16} Wisdom saving throw or fall {@condition prone} in a fit of laughter.\"]},{\"name\":\"Mind Thrust\",\"entries\":[\"The quori targets a creature it can see within 60 feet of it. The target must make a {@dc 16} Wisdom saving throw, taking 18 ({@damage 4d8}) psychic damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Possession {@recharge}\",\"entries\":[\"One humanoid that the quori can see within 5 feet of it must succeed on a {@dc 16} Charisma saving throw or be possessed by the quori; the quori then disappears, and the target is {@condition incapacitated} and loses control of its body. The quori now controls the body but doesn't deprive the target of awareness. The quori can't be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being {@condition charmed} and {@condition frightened}. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.\",\"The possession lasts until the body drops to 0 hit points, the quori ends it as a bonus action, or the quori is forced out by an effect like the {@spell dispel evil and good} spell. When the possession ends, the quori reappears in an unoccupied space within 5 feet of the body. The target is immune to this quori's Possession for 24 hours after succeeding on the saving throw or after the possession ends.\"]}],\"reaction\":[{\"name\":\"Empathic Feedback\",\"entries\":[\"When the quori takes damage from a creature it can see within 60 feet of it, the quori can force that creature to succeed on a {@dc 16} Intelligence saving throw or take 11 ({@damage 2d10}) psychic damage.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"O\",\"Y\"],\"damageTagsSpell\":[\"Y\"],\"spellcastingTags\":[\"I\",\"P\"],\"conditionInflict\":[\"incapacitated\",\"prone\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForced\":[\"charisma\",\"intelligence\",\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Inspired\",\"source\":\"ERLW\",\"page\":294,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":40,\"formula\":\"9d8\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":14,\"con\":10,\"int\":16,\"wis\":10,\"cha\":16,\"save\":{\"int\":\"+5\",\"wis\":\"+2\"},\"skill\":{\"deception\":\"+7\",\"insight\":\"+2\",\"persuasion\":\"+7\"},\"passive\":10,\"resist\":[\"psychic\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common\",\"Quori\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The Inspired's spellcasting ability is Intelligence (spell save {@dc 13}). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell mage hand}\",\"{@spell vicious mockery} (see \\\"Actions\\\" below)\"],\"daily\":{\"1e\":[\"{@spell charm person}\",\"{@spell dissonant whispers}\",\"{@spell hex}\",\"{@spell hold person}\",\"{@spell mage armor}\"]},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Dual Mind\",\"entries\":[\"The Inspired has advantage on Wisdom saving throws.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The Inspired makes two crysteel dagger attacks. It can replace one attack with vicious mockery.\"]},{\"name\":\"Crysteel Dagger\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage plus 10 ({@damage 3d6}) force damage.\"]},{\"name\":\"Vicious Mockery (Cantrip)\",\"entries\":[\"The Inspired unleashes a string of insults laced with subtle enchantments at one creature it can see within 60 feet of it. If the target can hear the Inspired, the target must succeed on a {@dc 13} Wisdom saving throw or take 2 ({@damage 1d4}) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Quori Vessel\",\"entries\":[\"The Inspired are vessels for quori spirits, allowing the quori to manifest a portion of their power while the vessel is possessed. An Inspired can gain benefits depending on the type of quori possessing it. The quori also gains access to the Inspired's knowledge and features.\",{\"type\":\"variantInner\",\"name\":\"Hashalaq\",\"entries\":[{\"type\":\"entries\",\"name\":\"Suggestion (3/Day)\",\"entries\":[\"The Inspired can cast the {@spell suggestion} spell (spell save {@dc 13}), requiring no material components.\"]}]},{\"type\":\"variantInner\",\"name\":\"Kalaraq\",\"entries\":[{\"type\":\"entries\",\"name\":\"All Around Vision\",\"entries\":[\"The Inspired can't be {@status surprised}.\"]},{\"type\":\"entries\",\"name\":\"Arcane Eye (3/Day)\",\"entries\":[\"The Inspired can cast the {@spell arcane eye} spell, requiring no material components.\"]}]},{\"type\":\"variantInner\",\"name\":\"Tsucora\",\"entries\":[{\"type\":\"entries\",\"name\":\"Fear (1/Day)\",\"entries\":[\"The Inspired can cast the {@spell fear} spell (spell save {@dc 13}), requiring no material components.\"]}]}]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"O\",\"P\",\"Y\"],\"damageTagsSpell\":[\"N\",\"Y\"],\"spellcastingTags\":[\"I\",\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Inspired (Quori Vessel; Hashalaq)\",\"source\":\"EGW\",\"_mod\":{\"_\":{\"mode\":\"addSpells\",\"daily\":{\"3e\":[\"{@spell suggestion}\"]}}},\"variant\":null},{\"name\":\"Inspired (Quori Vessel; Kalaraq)\",\"source\":\"EGW\",\"_mod\":{\"_\":{\"mode\":\"addSpells\",\"daily\":{\"3e\":[\"{@spell arcane eye}\"]}},\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"All Around Vision\",\"entries\":[\"The Inspired can't be {@status surprised}.\"]}}},\"variant\":null},{\"name\":\"Inspired (Quori Vessel; Tsucora)\",\"source\":\"EGW\",\"_mod\":{\"_\":{\"mode\":\"addSpells\",\"daily\":{\"1e\":[\"{@spell fear}\"]}}},\"variant\":null}]},{\"name\":\"Iron Defender\",\"group\":[\"Homunculi\"],\"source\":\"ERLW\",\"page\":293,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":30,\"formula\":\"4d8 + 12\"},\"speed\":{\"walk\":40},\"str\":16,\"dex\":14,\"con\":16,\"int\":8,\"wis\":11,\"cha\":7,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Keen Senses\",\"entries\":[\"The defender has advantage on Wisdom ({@skill Perception}) checks.\"]},{\"name\":\"Telepathic Bond\",\"entries\":[\"While the defender is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or take an extra 3 ({@damage 1d6}) piercing damage and be {@condition grappled} (escape {@dc 13}). The defender can have only one creature {@condition grappled} in this way at a time.\"]}],\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"D\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kalaraq Quori\",\"group\":[\"Quori\"],\"source\":\"ERLW\",\"page\":306,\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":161,\"formula\":\"19d8 + 76\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":60,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":12,\"dex\":21,\"con\":18,\"int\":23,\"wis\":24,\"cha\":25,\"save\":{\"int\":\"+12\",\"wis\":\"+13\",\"cha\":\"+13\"},\"skill\":{\"deception\":\"+13\",\"perception\":\"+13\",\"persuasion\":\"+13\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":23,\"resist\":[\"cold\",\"necrotic\",\"poison\",\"psychic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"blinded\",\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"prone\",\"restrained\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"19\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The quori's spellcasting ability is Charisma (spell save {@dc 21}, {@hit 13} to hit with spell attacks). It can innately cast the following spells, requiring no components:\"],\"will\":[\"{@spell arcane eye}\"],\"daily\":{\"3e\":[\"{@spell clairvoyance}\",\"{@spell confusion}\",\"{@spell dream}\",\"{@spell eyebite}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"All-Around Vision\",\"entries\":[\"The quori can't be {@status surprised} while it isn't {@condition incapacitated}.\"]},{\"name\":\"Incorporeal Movement\",\"entries\":[\"The quori can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The quori has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The quori makes two Soul Binding attacks. Alternatively, it can make four attacks with Arcane Blast.\"]},{\"name\":\"Arcane Blast\",\"entries\":[\"{@atk rs} {@hit 13} to hit, range 120 ft., one target. {@h}12 ({@damage 1d10 + 7}) force damage.\"]},{\"name\":\"Soul Binding\",\"entries\":[\"{@atk ms} {@hit 13} to hit, reach 5 ft., one target. {@h}29 ({@damage 4d10 + 7}) necrotic damage. A creature reduced to 0 hit points from this attack dies and has its soul imprisoned in one of the quori's eyes. The target can't be revived by any means short of a {@spell wish} spell until the quori is destroyed.\"]},{\"name\":\"Mind Seed (1/Day)\",\"entries\":[\"The quori touches one humanoid, which must succeed on a {@dc 21} Intelligence saving throw or be cursed. The curse lasts until it's removed by a remove curse or {@spell greater restoration} spell.\",\"The cursed target suffers 1 level of {@condition exhaustion} every 24 hours, and finishing a long rest doesn't reduce its {@condition exhaustion}. If the cursed target reaches {@condition exhaustion} level 6, it doesn't die; it instead becomes a thrall under the quori's control, and all its {@condition exhaustion} is removed. Only the {@spell wish} spell can free the thrall from this control.\"]},{\"name\":\"Swarm of Eyes {@recharge}\",\"entries\":[\"The quori creates a swarm of spectral eyes that fills a 30-foot-radius sphere centered on a point it can see within 60 feet of it. Each creature in that area must make a {@dc 21} Wisdom saving throw. On a failure, a creature takes 45 ({@damage 10d8}) psychic damage, and it is {@condition blinded} for 1 minute. On a success, a creature takes half as much damage and isn't {@condition blinded}. A {@condition blinded} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Possession {@recharge}\",\"entries\":[\"One humanoid that the quori can see within 5 feet of it must succeed on a {@dc 21} Charisma saving throw or be possessed by the quori; the quori then disappears, and the target is {@condition incapacitated} and loses control of its body. The quori now controls the body but doesn't deprive the target of awareness. The quori can't be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being {@condition charmed} and {@condition frightened}. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.\",\"The possession lasts until the body drops to 0 hit points, the quori ends it as a bonus action, or the quori is forced out by an effect like the {@spell dispel evil and good} spell. When the possession ends, the quori reappears in an unoccupied space within 5 feet of the body. The target is immune to this quori's Possession for 24 hours after succeeding on the saving throw or after the possession ends.\"]}],\"traitTags\":[\"Incorporeal Movement\",\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"N\",\"O\",\"Y\"],\"damageTagsSpell\":[\"Y\"],\"spellcastingTags\":[\"I\",\"P\"],\"miscTags\":[\"AOE\",\"CUR\"],\"conditionInflict\":[\"blinded\",\"incapacitated\"],\"conditionInflictSpell\":[\"frightened\",\"unconscious\"],\"savingThrowForced\":[\"charisma\",\"intelligence\",\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kalashtar\",\"source\":\"ERLW\",\"page\":317,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"kalashtar\"]},\"alignment\":[\"A\"],\"ac\":[12],\"hp\":{\"average\":16,\"formula\":\"3d8 + 3\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":14,\"con\":12,\"int\":13,\"wis\":15,\"cha\":15,\"skill\":{\"acrobatics\":\"+4\",\"insight\":\"+4\",\"persuasion\":\"+6\"},\"passive\":12,\"resist\":[\"psychic\"],\"languages\":[\"Common\",\"telepathy 20 ft.\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Dual Mind\",\"entries\":[\"The kalashtar has advantage on Wisdom saving throws.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Mind Thrust\",\"entries\":[\"The kalashtar targets a creature it can see within 30 feet of it. The target must succeed on a {@dc 12} Wisdom saving throw or take 11 ({@damage 2d10}) psychic damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"languageTags\":[\"C\",\"TP\"],\"damageTags\":[\"P\",\"Y\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Karrnathi Undead Soldier\",\"source\":\"ERLW\",\"page\":295,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item half plate armor|phb}\"]}],\"hp\":{\"average\":52,\"formula\":\"7d8 + 21\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":14,\"con\":16,\"int\":12,\"wis\":13,\"cha\":5,\"skill\":{\"athletics\":\"+5\",\"perception\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"cold\",\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Common\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Pack Tactics\",\"entries\":[\"The soldier has advantage on an attack roll against a creature if at least one of the soldier's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]},{\"name\":\"Undead Fortitude\",\"entries\":[\"If damage reduces the soldier to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the soldier drops to 1 hit point instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The soldier attacks three times with one of its weapons.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"The soldier adds 3 to its AC against one melee attack that would hit it. To do so, the soldier must see the attacker and be wielding a melee weapon.\"]}],\"attachedItems\":[\"longbow|phb\",\"longsword|phb\"],\"traitTags\":[\"Pack Tactics\",\"Undead Fortitude\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lady Illmarrow\",\"isNamedCreature\":true,\"source\":\"ERLW\",\"page\":296,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":199,\"formula\":\"21d8 + 105\"},\"speed\":{\"walk\":30,\"fly\":40},\"str\":16,\"dex\":16,\"con\":20,\"int\":27,\"wis\":21,\"cha\":24,\"save\":{\"con\":\"+12\",\"int\":\"+15\",\"wis\":\"+12\"},\"skill\":{\"arcana\":\"+15\",\"history\":\"+15\",\"insight\":\"+12\",\"perception\":\"+12\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":22,\"resist\":[\"cold\",\"lightning\"],\"immune\":[\"necrotic\",\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"stunned\"],\"languages\":[\"Common\",\"Draconic\",\"Elvish\"],\"cr\":\"22\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Illmarrow is a 20th-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 23}, {@hit 15} to hit with spell attacks). Illmarrow has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell chill touch} (see \\\"Actions\\\" below)\",\"{@spell fire bolt}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\",\"{@spell ray of frost}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell magic missile}\",\"{@spell shield}\",\"{@spell sleep}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell blur}\",\"{@spell detect thoughts}\",\"{@spell mirror image}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell animate dead}\",\"{@spell counterspell}\",\"{@spell fireball}\",\"{@spell fly}\",\"{@spell lightning bolt}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell blight}\",\"{@spell confusion}\",\"{@spell polymorph}\"]},\"5\":{\"slots\":3,\"spells\":[\"{@spell cloudkill}\",\"{@spell cone of cold}\",\"{@spell hold monster}\",\"{@spell scrying}\"]},\"6\":{\"slots\":2,\"spells\":[\"{@spell chain lightning}\",\"{@spell circle of death}\",\"{@spell create undead}\"]},\"7\":{\"slots\":2,\"spells\":[\"{@spell finger of death}\",\"{@spell forcecage}\",\"{@spell prismatic spray}\"]},\"8\":{\"slots\":1,\"spells\":[\"{@spell incendiary cloud}\",\"{@spell maze}\"]},\"9\":{\"slots\":1,\"spells\":[\"{@spell power word kill}\",\"{@spell time stop}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Illmarrow fails a saving throw, she can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Illmarrow has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Rejuvenation\",\"entries\":[\"Illmarrow's body turns to dust when she drops to 0 hit points, and her equipment is left behind. She gains a new body after {@dice 1d10} days, regaining all her hit points and becoming active again. The new body appears within two hundred miles of the location at which she was destroyed.\"]}],\"action\":[{\"name\":\"Chill Touch (Cantrip)\",\"entries\":[\"{@atk rs} {@hit 15} to hit, range 120 ft., one creature. {@h}18 ({@damage 4d8}) necrotic damage, and the target can't regain hit points until the start of Illmarrow's next turn. If the target is undead, it also has disadvantage on attack rolls against Illmarrow until the end of her next turn.\"]},{\"name\":\"Paralyzing Claw\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one creature. {@h}13 ({@damage 3d6 + 3}) slashing damage plus 10 ({@damage 3d6}) cold damage, and the target must succeed on a {@dc 20} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Poison Breath {@recharge 5}\",\"entries\":[\"Illmarrow exhales poisonous gas in a 30-foot cone. Each creature in that area must make a {@dc 20} Constitution saving throw. On a failed save, a creature takes 35 ({@damage 10d6}) poison damage and is {@condition poisoned} for 1 minute. While {@condition poisoned} in this way, the creature can't regain hit points. On a successful save, the creature takes half as much damage and isn't {@condition poisoned}.\",\"A humanoid reduced to 0 hit points by this damage dies and rises at the start of Illmarrow's next turn as a zombie. The zombie acts immediately after Illmarrow in the initiative count and is permanently under her command, following her verbal orders.\"]}],\"legendary\":[{\"name\":\"Cantrip\",\"entries\":[\"Illmarrow casts a cantrip.\"]},{\"name\":\"Paralyzing Claw\",\"entries\":[\"Illmarrow uses her Paralyzing Claw.\"]},{\"name\":\"Frightening Presence (Costs 2 Actions)\",\"entries\":[\"Illmarrow targets up to three creatures she can see within 30 feet of her. Each target must succeed on a {@dc 20} Wisdom saving throw or be {@condition frightened} for 1 minute. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Illmarrow's Frightening Presence for the next 24 hours.\"]},{\"name\":\"Poison Breath (Costs 3 Actions)\",\"entries\":[\"Illmarrow recharges her Poison Breath and uses it.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Rejuvenation\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"C\",\"DR\",\"E\"],\"damageTags\":[\"C\",\"I\",\"N\",\"S\"],\"damageTagsSpell\":[\"A\",\"C\",\"F\",\"I\",\"L\",\"N\",\"O\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"frightened\",\"paralyzed\",\"poisoned\"],\"conditionInflictSpell\":[\"blinded\",\"paralyzed\",\"petrified\",\"restrained\",\"unconscious\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Living Burning Hands\",\"source\":\"ERLW\",\"page\":298,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":15,\"formula\":\"2d8 + 6\"},\"speed\":{\"walk\":25,\"fly\":25},\"str\":10,\"dex\":12,\"con\":16,\"int\":3,\"wis\":6,\"cha\":6,\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"fire\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"grappled\",\"poisoned\",\"prone\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Amorphous\",\"entries\":[\"The living spell can move through a space as narrow as 1 inch wide without squeezing.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The living spell has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Magical Strike\",\"entries\":[\"{@atk ms} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) fire damage.\"]},{\"name\":\"Spell Mimicry {@recharge 5}\",\"entries\":[\"The living spell unleashes a thin sheet of flames in a 15-foot cone. Each creature in that area must make a {@dc 13} Dexterity saving throw, taking 10 ({@damage 3d6}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"traitTags\":[\"Amorphous\",\"Magic Resistance\"],\"senseTags\":[\"D\"],\"damageTags\":[\"F\"],\"miscTags\":[\"AOE\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Living Cloudkill\",\"source\":\"ERLW\",\"page\":299,\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":73,\"formula\":\"7d10 + 35\"},\"speed\":{\"walk\":25,\"fly\":25},\"str\":10,\"dex\":15,\"con\":20,\"int\":3,\"wis\":11,\"cha\":6,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"grappled\",\"poisoned\",\"prone\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Amorphous\",\"entries\":[\"The living spell can move through a space as narrow as 1 inch wide without squeezing.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The living spell has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The living spell makes two Magical Strike attacks.\"]},{\"name\":\"Magical Strike\",\"entries\":[\"{@atk ms} {@hit 8} to hit, reach 10 ft., one target. {@h}22 ({@dice 5d6 + 5}) poison damage.\"]},{\"name\":\"Spell Mimicry {@recharge 5}\",\"entries\":[\"The living spell creates a 40-foot-diameter sphere of fog within 60 feet of it (the fog spreads around corners). When a creature enters the fog for the first time on a turn or starts its turn there, it must make a {@dc 16} Constitution saving throw, taking 22 ({@damage 5d8}) poison damage on a failed save, or half as much damage on a successful one.\",\"The fog moves 10 feet away from the living spell at the start of each of its turns, rolling along the ground and through openings. The fog lasts for 10 minutes or until the living spell's {@status concentration} ends (as if {@status concentration||concentrating} on a spell).\"]}],\"traitTags\":[\"Amorphous\",\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"I\"],\"miscTags\":[\"RCH\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Living Lightning Bolt\",\"source\":\"ERLW\",\"page\":299,\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":57,\"formula\":\"6d10 + 24\"},\"speed\":{\"walk\":25,\"fly\":25},\"str\":10,\"dex\":15,\"con\":18,\"int\":3,\"wis\":10,\"cha\":6,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"lightning\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"grappled\",\"poisoned\",\"prone\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Amorphous\",\"entries\":[\"The living spell can move through a space as narrow as 1 inch wide without squeezing.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The living spell has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The living spell makes two Magical Strike attacks.\"]},{\"name\":\"Magical Strike\",\"entries\":[\"{@atk ms} {@hit 7} to hit, reach 10 ft., one target. {@h}21 ({@damage 5d6 + 4}) lightning damage.\"]},{\"name\":\"Spell Mimicry {@recharge 5}\",\"entries\":[\"The living spell unleashes a stroke of lightning in a line 100 feet long and 5 feet wide. Each creature in the line must make a {@dc 15} Dexterity saving throw, taking 28 ({@damage 8d6}) lightning damage on a failed save, or half as much damage on a successful one.\"]}],\"traitTags\":[\"Amorphous\",\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"L\"],\"miscTags\":[\"RCH\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Magewright\",\"source\":\"ERLW\",\"page\":318,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"A\"],\"ac\":[11],\"hp\":{\"average\":9,\"formula\":\"2d8\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":13,\"con\":10,\"int\":14,\"wis\":14,\"cha\":12,\"skill\":{\"arcana\":\"+4\"},\"passive\":12,\"languages\":[\"Common plus any two languages\"],\"cr\":\"0\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The magewright's spellcasting ability is Intelligence (spell save {@dc 12}). To cast one of its rituals, the magewright must provide additional material components whose value in gold pieces is 20 times the spell's level. These components are consumed when the ritual is finished. The magewright knows the following spells:\"],\"will\":[\"{@spell mage hand}\",\"{@spell prestidigitation}\"],\"ritual\":[\"{@spell knock}\"],\"ability\":\"int\"}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"P\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mordakhesh\",\"isNamedCreature\":true,\"source\":\"ERLW\",\"page\":301,\"size\":[\"M\"],\"type\":\"fiend\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|phb}\"]}],\"hp\":{\"average\":170,\"formula\":\"20d8 + 80\"},\"speed\":{\"walk\":40},\"str\":20,\"dex\":16,\"con\":18,\"int\":15,\"wis\":17,\"cha\":20,\"save\":{\"str\":\"+10\",\"con\":\"+9\",\"wis\":\"+8\",\"cha\":\"+10\"},\"skill\":{\"athletics\":\"+10\",\"insight\":\"+8\",\"perception\":\"+8\",\"persuasion\":\"+10\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":18,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"vulnerable\":[{\"vulnerable\":[\"piercing\"],\"note\":\"from magic weapons wielded by good creatures\",\"cond\":true}],\"languages\":[\"Common\",\"Infernal\"],\"cr\":\"15\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Mordakhesh's spellcasting ability is Charisma (spell save {@dc 18}, {@hit 10} to hit with spell attacks). Mordakhesh can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell chromatic orb} (see \\\"Actions\\\" below)\",\"{@spell detect thoughts}\",\"{@spell disguise self}\"],\"daily\":{\"1e\":[\"{@spell banishing smite}\",\"{@spell destructive wave}\",\"{@spell fly}\",\"{@spell mass suggestion}\",\"{@spell staggering smite}\",\"{@spell suggestion}\",\"{@spell true seeing}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Limited Magic Immunity\",\"entries\":[\"Mordakhesh can't be affected or detected by spells of 6th level or lower unless he wishes to be. Mordakhesh has advantage on saving throws against all other spells and magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Mordakhesh makes three greatsword attacks.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage plus 5 ({@damage 1d10}) force damage.\"]},{\"name\":\"Chromatic Orb\",\"entries\":[\"{@atk rs} {@hit 10} to hit, range 120 ft., one creature. {@h}13 ({@dice 3d8}) damage of a type chosen by Mordakhesh: acid, cold, fire, lightning, poison, or thunder.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"Mordakhesh makes one weapon attack or casts {@spell chromatic orb}.\"]},{\"name\":\"Chromatic Resistance\",\"entries\":[\"Modakhesh gains resistance to one damage type of his choice—acid, cold, fire, lightning, poison, or thunder—until the start of his next turn.\"]},{\"name\":\"Warlord's Command (Costs 2 Actions)\",\"entries\":[\"Mordakhesh targets up to two allies that he can see within 30 feet of him. If a target can see and hear him, the target can make one weapon attack as a reaction and gains advantage on the attack roll.\"]}],\"attachedItems\":[\"greatsword|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"I\"],\"damageTags\":[\"O\",\"S\"],\"damageTagsSpell\":[\"A\",\"C\",\"F\",\"I\",\"L\",\"N\",\"O\",\"R\",\"T\",\"Y\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Radiant Idol\",\"source\":\"ERLW\",\"page\":308,\"size\":[\"L\"],\"type\":\"celestial\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":142,\"formula\":\"15d10 + 60\"},\"speed\":{\"walk\":40},\"str\":23,\"dex\":18,\"con\":19,\"int\":17,\"wis\":20,\"cha\":21,\"save\":{\"wis\":\"+9\",\"cha\":\"+9\"},\"skill\":{\"deception\":\"+9\",\"insight\":\"+9\",\"perception\":\"+9\",\"persuasion\":\"+9\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":19,\"resist\":[\"radiant\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"11\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The radiant idol's spellcasting ability is Charisma (spell save {@dc 17}). The radiant idol can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell charm person}\",\"{@spell cure wounds}\",\"{@spell disguise self}\",\"{@spell thaumaturgy}\"],\"daily\":{\"1e\":[\"{@spell commune}\",\"{@spell dominate person}\",\"{@spell insect plague}\",\"{@spell mass suggestion}\",\"{@spell raise dead}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Aura of False Divinity\",\"entries\":[\"A creature that starts its turn within 30 feet of the radiant idol must make a {@dc 17} Wisdom saving throw, provided the radiant idol isn't {@condition incapacitated}. On a failed save, the creature is {@condition charmed} by the radiant idol. A creature {@condition charmed} in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, a creature is immune to this radiant idol's Aura of False Divinity for 24 hours.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The radiant idol has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The radiant idol makes two melee attacks.\"]},{\"name\":\"Flail\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d8 + 6}) bludgeoning damage plus 18 ({@damage 4d8}) radiant damage.\"]},{\"name\":\"Radiant Strike (1/Day)\",\"entries\":[\"The radiant idol chooses a point on the ground it can see within 60 feet of it. A 30-foot-radius, 40-foot-high cylinder of bright light appears there until the start of the radiant idol's next turn. Each creature in the cylinder when it appears or that ends its turn there must make a {@dc 17} Constitution saving throw, taking 36 ({@damage 8d8}) radiant damage on a failed save, or half as much damage on a successful one.\"]}],\"attachedItems\":[\"flail|phb\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"B\",\"R\"],\"damageTagsSpell\":[\"P\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"conditionInflict\":[\"charmed\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Rak Tulkhesh\",\"shortName\":true,\"isNamedCreature\":true,\"source\":\"ERLW\",\"page\":303,\"size\":[\"H\"],\"type\":\"fiend\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":23,\"from\":[\"natural armor\"]},{\"ac\":25,\"braces\":true,\"condition\":\"versus ranged attacks\"}],\"hp\":{\"average\":478,\"formula\":\"33d12 + 264\"},\"speed\":{\"walk\":40,\"climb\":40,\"fly\":80},\"str\":29,\"dex\":19,\"con\":27,\"int\":21,\"wis\":22,\"cha\":26,\"save\":{\"str\":\"+17\",\"con\":\"+16\",\"wis\":\"+14\",\"cha\":\"+16\"},\"skill\":{\"athletics\":\"+17\",\"intimidation\":\"+16\",\"perception\":\"+14\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":24,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\",\"stunned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"28\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Rak Tulkhesh's spellcasting ability is Charisma (spell save {@dc 24}). He can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell detect thoughts}\",\"{@spell dispel magic}\",\"{@spell spirit guardians}\"],\"daily\":{\"1e\":[\"{@spell banishing smite}\",\"{@spell blinding smite}\",\"{@spell staggering smite}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Deadly Critical\",\"entries\":[\"Rak Tulkhesh scores a critical hit on a roll of 19 or 20 and rolls the damage dice three times, instead of twice.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Rak Tulkhesh fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Rak Tulkhesh has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Whirlwind of Weapons\",\"entries\":[\"A magical aura of weapons surrounds Rak Tulkhesh in a 10 foot radius. At the start of each of his turns, any other creature in the aura takes 14 ({@damage 4d6}) force damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Rak Tulkhesh makes four weapon attacks.\"]},{\"name\":\"Spawned Melee Weapon\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}28 ({@damage 3d12 + 9}) force damage.\"]},{\"name\":\"Spawned Ranged Weapon\",\"entries\":[\"{@atk rw} {@hit 12} to hit, range 150/600 ft., one target. {@h}17 ({@damage 3d8 + 4}) force damage.\"]},{\"name\":\"Change Shape\",\"entries\":[\"Rak Tulkhesh magically polymorphs into a humanoid, beast, or giant that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (his choice).\",\"In a new form, Rak Tulkhesh retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"Rak Tulkhesh makes one weapon attack.\"]},{\"name\":\"End Magic (Costs 2 Actions)\",\"entries\":[\"Rak Tulkhesh casts {@spell dispel magic}.\"]},{\"name\":\"Provoke Rage (Costs 3 Actions)\",\"entries\":[\"Each creature within 60 feet of Rak Tulkhesh must succeed on a {@dc 24} Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If no creatures are within reach, it makes a ranged weapon attack against a random creature within range, throwing its weapon if necessary. This attack is made with advantage and gains a +4 bonus to the damage roll.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"O\"],\"damageTagsSpell\":[\"N\",\"O\",\"R\",\"Y\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\",\"RCH\",\"RW\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sergeant\",\"source\":\"ERLW\",\"page\":197,\"_copy\":{\"name\":\"Guard\",\"source\":\"MM\"},\"hasToken\":true},{\"name\":\"Shifter\",\"source\":\"ERLW\",\"page\":319,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"shifter\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":19,\"formula\":\"3d8 + 6\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":16,\"con\":14,\"int\":11,\"wis\":15,\"cha\":10,\"skill\":{\"acrobatics\":\"+5\",\"insight\":\"+4\",\"nature\":\"+2\",\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Common\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Shifting (Recharges after a Short or Long Rest)\",\"entries\":[\"As a bonus action, the shifter takes on a more bestial form for 1 minute or until it dies. The shifter gains 5 temporary hit points. It can make a bite attack when it activates this trait and also as a bonus action on each of its turns while in its bestial form.\"]}],\"action\":[{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d4 + 3}) piercing damage.\"]}],\"attachedItems\":[\"shortsword|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sul Khatesh\",\"shortName\":true,\"isNamedCreature\":true,\"source\":\"ERLW\",\"page\":304,\"size\":[\"L\"],\"type\":\"fiend\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":22,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":475,\"formula\":\"50d10 + 200\"},\"speed\":{\"walk\":40,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":18,\"dex\":21,\"con\":19,\"int\":30,\"wis\":22,\"cha\":25,\"save\":{\"con\":\"+12\",\"int\":\"+18\",\"wis\":\"+14\",\"cha\":\"+15\"},\"skill\":{\"arcana\":\"+18\",\"history\":\"+18\",\"insight\":\"+14\",\"religion\":\"+18\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":16,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 150 ft.\"],\"cr\":\"28\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Sul Khatesh's spellcasting ability is Intelligence (spell save {@dc 26}, {@hit 18} to hit with spell attacks). She can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell counterspell}\",\"{@spell detect magic}\",\"{@spell detect thoughts}\",\"{@spell dispel magic}\",\"{@spell eyebite}\",\"{@spell fireball}\",\"{@spell lightning bolt}\",\"{@spell shield}\"],\"daily\":{\"3e\":[\"{@spell chain lightning}\",\"{@spell create undead}\",\"{@spell dream}\",\"{@spell hold monster}\",\"{@spell mass suggestion}\",\"{@spell scrying}\"],\"1e\":[\"{@spell foresight}\",\"{@spell gate}\",\"{@spell power word kill}\",\"{@spell teleport}\"]},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Sul Khatesh fails a saving throw, she can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Sul Khatesh has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Master of Magic\",\"entries\":[\"Sul Khatesh has advantage on Constitution saving throws to maintain {@status concentration}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Sul Khatesh makes four attacks with Arcane Blast.\"]},{\"name\":\"Arcane Blast\",\"entries\":[\"{@atk rs} {@hit 18} to hit, range 120 ft., one target. {@h}15 ({@damage 1d10 + 10}) force damage.\"]},{\"name\":\"Magic Staff\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}36 ({@damage 5d12 + 4}) force damage.\"]},{\"name\":\"Arcane Cataclysm (Recharges after a Long Rest)\",\"entries\":[\"Sul Khatesh conjures orbs of magical energy that plummet to the ground at three different points she can see within 1 mile of her. Each creature in a 40-foot-radius sphere centered on each point must make a {@dc 26} Dexterity saving throw, taking 71 ({@damage 11d12}) force damage on a failed save or half as much damage on a successful one. A creature in the area of more than one arcane burst is affected only once. The area of each arcane burst then acts as an {@spell antimagic field} for 1 hour. Sul Khatesh and spells she casts are unaffected by these fields.\"]},{\"name\":\"Change Shape\",\"entries\":[\"Sul Khatesh magically polymorphs into a humanoid, beast, or giant that has a challenge rating no higher than her own, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Sul Khatesh's choice).\",\"In a new form, Sul Khatesh retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"Sul Khatesh makes two attacks with her Arcane Blast or one attack with her magic staff.\"]},{\"name\":\"Consume Magic (Costs 2 Actions)\",\"entries\":[\"Sul Khatesh targets a creature within 120 feet of her who is {@status concentration||concentrating} on a spell. The target must succeed on a {@dc 26} Constitution saving throw or its {@status concentration} is broken on the spell, and Sul Khatesh gains 5 temporary hit points per level of that spell.\"]},{\"name\":\"Maddening Secrets (Costs 3 Actions)\",\"entries\":[\"Sul Khatesh whispers an arcane secret into the mind of a creature she can see within 60 feet of her. The target must succeed on a {@dc 26} Wisdom saving throw or expend one of its spell slots of 3rd level or lower and deal 26 ({@damage 4d12}) force damage to each creature within 30 feet of it. A creature that fails the saving throw but can't expend a spell slot is instead {@condition stunned} until the end of its next turn.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"O\"],\"damageTagsSpell\":[\"F\",\"L\",\"Y\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflictSpell\":[\"charmed\",\"frightened\",\"paralyzed\",\"unconscious\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"wisdom\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tarkanan Assassin\",\"source\":\"ERLW\",\"page\":320,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"L\",\"NX\",\"C\",\"NY\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item studded leather armor|phb|studded leather}\"]}],\"hp\":{\"average\":45,\"formula\":\"7d8 + 14\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":16,\"con\":14,\"int\":10,\"wis\":14,\"cha\":11,\"skill\":{\"athletics\":\"+3\",\"deception\":\"+2\",\"perception\":\"+4\",\"sleight of hand\":\"+5\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Common\",\"Thieves' cant\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The assassin's spellcasting ability is Constitution ({@hit 4} to hit with spell attacks). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell fire bolt}\"],\"daily\":{\"1\":[\"{@spell chromatic orb}\"]},\"ability\":\"con\"}],\"trait\":[{\"name\":\"Unstable Mark\",\"entries\":[\"When the assassin casts an innate spell, each creature within 10 feet of the assassin must make a {@dc 12} Constitution saving throw, taking 4 ({@damage 1d8}) force damage on a failed save, or half as much damage on a successful one.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The assassin makes two shortsword attacks.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage.\"]},{\"name\":\"Fire Bolt (Cantrip)\",\"entries\":[\"{@atk rs} {@hit 4} to hit, range 120 ft., one target. {@h}11 ({@damage 2d10}) fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.\"]},{\"name\":\"Chromatic Orb (1/Day)\",\"entries\":[\"{@atk rs} {@hit 4} to hit, range 90 ft., one creature. {@h}18 ({@dice 4d8}) damage of a type chosen by the assassin: acid, cold, fire, lightning, poison, or thunder.\"]}],\"attachedItems\":[\"shortsword|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"TC\"],\"damageTags\":[\"F\",\"I\",\"O\",\"P\"],\"damageTagsSpell\":[\"A\",\"C\",\"F\",\"I\",\"L\",\"T\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"The Lord of Blades\",\"shortName\":true,\"isNamedCreature\":true,\"source\":\"ERLW\",\"page\":300,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"warforged\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":195,\"formula\":\"23d8 + 92\"},\"speed\":{\"walk\":40},\"str\":20,\"dex\":15,\"con\":18,\"int\":19,\"wis\":17,\"cha\":18,\"save\":{\"str\":\"+11\",\"con\":\"+10\",\"int\":\"+10\",\"wis\":\"+9\"},\"skill\":{\"arcana\":\"+10\",\"athletics\":\"+11\",\"history\":\"+10\",\"perception\":\"+9\"},\"passive\":19,\"resist\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"disease\"],\"languages\":[\"Common\",\"Draconic\",\"Dwarvish\",\"Elvish\"],\"cr\":\"18\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The Lord of Blades is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 18}, {@hit 10} to hit with spell attacks). He has the following artificer spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt} (see \\\"Actions\\\" below)\",\"{@spell mage hand}\",\"{@spell mending}\",\"{@spell prestidigitation}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell expeditious retreat}\",\"{@spell sanctuary}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell blur}\",\"{@spell heat metal}\",\"{@spell scorching ray}\",\"{@spell see invisibility}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell dispel magic}\",\"{@spell fly}\",\"{@spell haste}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell freedom of movement}\",\"{@spell Mordenkainen's faithful hound}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell animate objects}\",\"{@spell wall of force}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Adamantine Plating\",\"entries\":[\"Any critical hit against the Lord of Blades becomes a normal hit.\"]},{\"name\":\"Bladed Armor\",\"entries\":[\"A creature that grapples the Lord of Blades or is {@condition grappled} by him takes 13 ({@damage 3d8}) slashing damage. A creature takes 13 ({@damage 3d8}) slashing damage if it starts its turn grappling or being {@condition grappled} by the Lord of Blades.\"]},{\"name\":\"Charge\",\"entries\":[\"If the Lord of Blades moves at least 10 feet straight toward a target and then hits it with his adamantine sixblade on the same turn, the target takes an extra 11 ({@damage 2d10}) slashing damage. If the target is a creature, it must succeed on a {@dc 19} Strength saving throw or be pushed up to 10 feet away and knocked {@condition prone}.\"]},{\"name\":\"Warforged Resilience\",\"entries\":[\"The Lord of Blades has advantage on saving throws against being {@condition poisoned}, is immune to disease, and magic can't put him to sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The Lord of Blades makes three attacks: two with his adamantine sixblade and one with his bladed wings.\"]},{\"name\":\"Adamantine Sixblade\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d10 + 5}) slashing damage plus 7 ({@damage 2d6}) force damage.\"]},{\"name\":\"Bladed Wings\",\"entries\":[\"{@atk mw,rw} {@hit 11} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}8 ({@damage 1d6 + 5}) slashing damage.\"]},{\"name\":\"Fire Bolt (Cantrip)\",\"entries\":[\"{@atk rs} {@hit 10} to hit, range 120 ft., one target. {@h}22 ({@damage 4d10}) fire damage.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"The Lord of Blades makes one weapon attack.\"]},{\"name\":\"Cantrip\",\"entries\":[\"The Lord of Blades casts one of his cantrips.\"]},{\"name\":\"Cast a Spell (Costs 2 Actions)\",\"entries\":[\"The Lord of Blades casts a spell of 2nd level or lower from his spell list that takes 1 action to cast.\"]},{\"name\":\"Blade Dash (Costs 3 Actions)\",\"entries\":[\"The Lord of Blades moves up to his speed without provoking opportunity attacks, then makes one attack with his adamantine sixblade. He can make one bladed wings attack against each creature he moves past.\"]}],\"traitTags\":[\"Charge\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"D\",\"DR\",\"E\"],\"damageTags\":[\"F\",\"O\",\"S\"],\"damageTagsSpell\":[\"B\",\"F\",\"P\",\"S\",\"T\"],\"spellcastingTags\":[\"CA\"],\"miscTags\":[\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tsucora Quori\",\"group\":[\"Quori\"],\"source\":\"ERLW\",\"page\":307,\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":68,\"formula\":\"8d8 + 32\"},\"speed\":{\"walk\":40},\"str\":17,\"dex\":14,\"con\":18,\"int\":14,\"wis\":14,\"cha\":16,\"save\":{\"wis\":\"+5\",\"cha\":\"+6\"},\"skill\":{\"insight\":\"+5\",\"perception\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"resist\":[\"psychic\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common\",\"Quori\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The quori's spellcasting ability is Charisma (spell save {@dc 14}). It can innately cast the following spells, requiring no components:\"],\"will\":[\"{@spell charm person}\"],\"daily\":{\"1\":[\"{@spell fear}\"]},\"ability\":\"cha\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The quori makes three attacks: one pincer attack, one attack with its claws, and one stinger attack.\"]},{\"name\":\"Pincer\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) bludgeoning damage. The target is {@condition grappled} (escape {@dc 14}) if it is a Large or smaller creature. The quori has two pincers, each of which can grapple one target.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 4d4 + 3}) slashing damage.\"]},{\"name\":\"Stinger\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one creature. {@h}8 ({@damage 1d10 + 3}) piercing damage plus 10 ({@damage 3d6}) psychic damage, and the target must succeed on a {@dc 14} Wisdom saving throw or be {@condition frightened} of the quori for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Possession {@recharge}\",\"entries\":[\"One humanoid that the quori can see within 5 feet of it must succeed on a {@dc 14} Charisma saving throw or be possessed by the quori; the quori then disappears, and the target is {@condition incapacitated} and loses control of its body. The quori now controls the body but doesn't deprive the target of awareness. The quori can't be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being {@condition charmed} and {@condition frightened}. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.\",\"The possession lasts until the body drops to 0 hit points, the quori ends it as a bonus action, or the quori is forced out by an effect like the {@spell dispel evil and good} spell. When the possession ends, the quori reappears in an unoccupied space within 5 feet of the body. The target is immune to this quori's Possession for 24 hours after succeeding on the saving throw or after the possession ends.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\",\"P\",\"S\",\"Y\"],\"spellcastingTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"grappled\",\"incapacitated\"],\"conditionInflictSpell\":[\"charmed\",\"frightened\"],\"savingThrowForced\":[\"charisma\",\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Undying Councilor\",\"source\":\"ERLW\",\"page\":311,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"G\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":104,\"formula\":\"16d8 + 32\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":10,\"con\":14,\"int\":17,\"wis\":21,\"cha\":16,\"save\":{\"con\":\"+6\",\"int\":\"+7\",\"wis\":\"+9\"},\"skill\":{\"arcana\":\"+7\",\"history\":\"+11\",\"insight\":\"+9\",\"perception\":\"+9\",\"religion\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":19,\"immune\":[\"poison\",\"radiant\"],\"vulnerable\":[\"necrotic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"Common\",\"Elvish\"],\"cr\":\"10\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The councilor is a 13th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 17}, {@hit 9} to hit with spell attacks). It has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell guidance}\",\"{@spell mending}\",\"{@spell sacred flame}\",\"{@spell spare the dying}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell bless}\",\"{@spell command}\",\"{@spell create or destroy water}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell augury}\",\"{@spell calm emotions}\",\"{@spell hold person}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell daylight}\",\"{@spell dispel magic}\",\"{@spell spirit guardians}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell banishment}\",\"{@spell divination}\",\"{@spell guardian of faith}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell dispel evil and good}\",\"{@spell flame strike} (see \\\"Actions\\\" below)\",\"{@spell scrying}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell forbiddance}\",\"{@spell planar ally}\"]},\"7\":{\"slots\":1,\"spells\":[\"{@spell plane shift}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Aura of Radiance\",\"entries\":[\"The councilor magically sheds bright light in a 15-foot radius and dim light for an additional 15 feet. The councilor can extinguish or restore this light as a bonus action. If the bright light overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created that darkness is dispelled.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The councilor has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The councilor makes two Radiant Touch attacks.\"]},{\"name\":\"Radiant Touch\",\"entries\":[\"{@atk ms} {@hit 9} to hit, reach 5 ft., one target. {@h}15 ({@damage 3d6 + 5}) radiant damage.\"]},{\"name\":\"Healing Touch (3/Day)\",\"entries\":[\"The councilor touches another creature. The target magically regains 18 ({@dice 3d8 + 5}) hit points and is freed from one curse afflicting it (councilor's choice).\"]},{\"name\":\"Flame Strike (5th-Level Spell; Requires a Spell Slot)\",\"entries\":[\"The councilor chooses a point it can see within 60 feet of it. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on that point must make a {@dc 17} Dexterity saving throw. A creature takes 14 ({@damage 4d6}) fire damage and 14 ({@damage 4d6}) radiant damage on a failed save, or half as much damage on a successful one. If the councilor casts this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (its choice) increases by {@dice 1d6} for each slot level above 5th.\"]}],\"legendaryActions\":2,\"legendary\":[{\"name\":\"Touch\",\"entries\":[\"The councilor makes one attack with its Radiant Touch.\"]},{\"name\":\"Shimmering Aura (Costs 2 Actions)\",\"entries\":[\"The councilor channels positive energy into its Aura of Radiance. Until the end of the councilor's next turn, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Any creature that starts its turn in the bright light must succeed on a {@dc 17} Constitution saving throw or be {@condition blinded} until the end of the councilor's next turn.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"F\",\"R\"],\"damageTagsSpell\":[\"F\",\"N\",\"R\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"AOE\"],\"conditionInflict\":[\"blinded\"],\"conditionInflictSpell\":[\"incapacitated\",\"paralyzed\",\"prone\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Undying Soldier\",\"source\":\"ERLW\",\"page\":311,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"G\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item breastplate|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":26,\"formula\":\"4d8 + 8\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":12,\"con\":14,\"int\":11,\"wis\":13,\"cha\":14,\"skill\":{\"athletics\":\"+5\",\"history\":\"+4\",\"perception\":\"+3\",\"religion\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"radiant\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"poison\"],\"vulnerable\":[\"necrotic\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"Common\",\"Elvish\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Illumination\",\"entries\":[\"The soldier magically sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The soldier can extinguish or restore this light as a bonus action.\"]},{\"name\":\"Turn Resistance\",\"entries\":[\"The soldier has advantage on saving throws against any effect that turns undead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The soldier makes two spear attacks.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage or 7 ({@damage 1d8 + 3}) piercing damage if used with two hands to make a melee attack, plus 9 ({@damage 2d8}) radiant damage if the target is a fiend or undead.\"]}],\"attachedItems\":[\"spear|phb\"],\"traitTags\":[\"Illumination\",\"Turn Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"P\",\"R\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Valenar Hawk\",\"source\":\"ERLW\",\"page\":312,\"size\":[\"T\"],\"type\":\"fey\",\"alignment\":[\"N\"],\"ac\":[14],\"hp\":{\"average\":10,\"formula\":\"4d4\"},\"speed\":{\"walk\":10,\"fly\":60},\"str\":8,\"dex\":18,\"con\":10,\"int\":9,\"wis\":16,\"cha\":11,\"skill\":{\"perception\":\"+5\"},\"passive\":15,\"languages\":[\"understands Common\",\"Elvish\",\"and Sylvan but can't speak\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Bonding\",\"entries\":[\"The hawk can magically bond with one creature it can see, immediately after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the hawk bonds with a different creature or until the bonded creature dies. While bonded, the hawk and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet.\"]},{\"name\":\"Keen Sight\",\"entries\":[\"The hawk has advantage on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Talons\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) slashing damage.\"]}],\"traitTags\":[\"Keen Senses\"],\"languageTags\":[\"C\",\"CS\",\"E\",\"S\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Valenar Hound\",\"source\":\"ERLW\",\"page\":312,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":19,\"formula\":\"3d8 + 6\"},\"speed\":{\"walk\":40},\"str\":17,\"dex\":15,\"con\":14,\"int\":10,\"wis\":15,\"cha\":11,\"skill\":{\"perception\":\"+4\"},\"passive\":14,\"languages\":[\"understands Common\",\"Elvish\",\"and Sylvan but can't speak\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Bonding\",\"entries\":[\"The hound can magically bond with one creature it can see, immediately after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the hound bonds with a different creature or until the bonded creature dies. While bonded, the hound and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet.\"]},{\"name\":\"Keen Hearing and Smell\",\"entries\":[\"The hound has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}.\"]}],\"traitTags\":[\"Keen Senses\"],\"languageTags\":[\"C\",\"CS\",\"E\",\"S\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Valenar Steed\",\"source\":\"ERLW\",\"page\":313,\"size\":[\"L\"],\"type\":\"fey\",\"alignment\":[\"N\"],\"ac\":[13],\"hp\":{\"average\":22,\"formula\":\"3d10 + 6\"},\"speed\":{\"walk\":60},\"str\":14,\"dex\":16,\"con\":14,\"int\":10,\"wis\":15,\"cha\":11,\"skill\":{\"perception\":\"+4\"},\"passive\":14,\"languages\":[\"understands Common\",\"Elvish\",\"and Sylvan but can't speak\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Bonding\",\"entries\":[\"The steed can magically bond with one creature it can see, immediately after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the steed bonds with a different creature or until the bonded creature dies. While bonded, the steed and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet.\"]}],\"action\":[{\"name\":\"Hooves\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage.\"]}],\"languageTags\":[\"C\",\"CS\",\"E\",\"S\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Warforged Colossus\",\"source\":\"ERLW\",\"page\":314,\"size\":[\"G\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":23,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":410,\"formula\":\"20d20 + 200\"},\"speed\":{\"walk\":60},\"str\":30,\"dex\":11,\"con\":30,\"int\":3,\"wis\":11,\"cha\":8,\"save\":{\"int\":\"+4\",\"wis\":\"+8\",\"cha\":\"+7\"},\"senses\":[\"truesight 150 ft.\"],\"passive\":10,\"immune\":[\"necrotic\",\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"incapacitated\",\"paralyzed\",\"petrified\",\"poisoned\",\"stunned\"],\"languages\":[\"understands Common but can't speak\"],\"cr\":\"25\",\"trait\":[{\"name\":\"Immutable Form\",\"entries\":[\"The colossus is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the colossus fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The colossus has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The colossus deals double damage to objects and structures.\"]},{\"name\":\"Towering Terror\",\"entries\":[\"Any enemy outside the colossus that starts its turn within 30 feet of it must succeed on a {@dc 26} Wisdom saving throw or be {@condition frightened} until the start of the enemy's next turn. If the enemy's saving throw is successful, it is immune to this colossus's Towering Terror for the next 24 hours.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The colossus makes three attacks—one with its slam and two with its eldritch turrets—and then uses Stomp.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 20 ft., one target. {@h}29 ({@damage 3d12 + 10}) bludgeoning damage, and the colossus can push the target up to 20 feet away from it.\"]},{\"name\":\"Eldritch Turret\",\"entries\":[\"{@atk rs} {@hit 18} to hit, range 300 ft., one target. {@h}18 ({@damage 4d8}) force damage, and if the target is a creature, it is knocked {@condition prone}.\"]},{\"name\":\"Stomp\",\"entries\":[\"The colossus stomps one of its feet at a point on the ground within 20 feet of it. Any creature in a 20-foot-radius, 20-foot-high cylinder centered on this point must succeed on a {@dc 26} Dexterity saving throw or take 33 ({@damage 6d10}) bludgeoning damage and fall {@condition prone}. Until the colossus uses its Stomp again or moves, the creature is {@condition restrained}. While {@condition restrained} in this way, the creature (or another creature within 5 feet of it) can use its action to make a {@dc 26} Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the colossus and is no longer {@condition restrained}.\",\"Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).\"]},{\"name\":\"Incinerating Beam {@recharge 5}\",\"entries\":[\"The colossus fires a beam of light in a 150-foot line that is 10 feet wide. Each creature in the line must make a {@dc 26} Dexterity saving throw, taking 60 ({@damage 11d10}) radiant damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this beam is disintegrated, leaving behind anything it was wearing or carrying.\"]}],\"traitTags\":[\"Immutable Form\",\"Legendary Resistances\",\"Magic Resistance\",\"Siege Monster\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"B\",\"O\",\"R\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Warforged Soldier\",\"source\":\"ERLW\",\"page\":320,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"warforged\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":30,\"formula\":\"4d8 + 12\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":12,\"con\":16,\"int\":10,\"wis\":14,\"cha\":11,\"skill\":{\"athletics\":\"+5\",\"perception\":\"+4\",\"survival\":\"+4\"},\"passive\":14,\"resist\":[\"poison\"],\"conditionImmune\":[\"disease\"],\"languages\":[\"Common\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Warforged Resilience\",\"entries\":[\"The warforged has advantage on saving throws against being {@condition poisoned} and is immune to disease. Magic can't put it to sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The warforged makes two armblade attacks.\"]},{\"name\":\"Armblade\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Protection\",\"entries\":[\"When an attacker the warforged can see makes an attack roll against a creature within 5 feet of the warforged, the warforged can impose disadvantage on the attack roll.\"]}],\"attachedItems\":[\"javelin|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Warforged Titan\",\"source\":\"ERLW\",\"page\":315,\"size\":[\"H\"],\"type\":\"construct\",\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":125,\"formula\":\"10d12 + 60\"},\"speed\":{\"walk\":40},\"str\":23,\"dex\":8,\"con\":22,\"int\":3,\"wis\":11,\"cha\":1,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Platforms\",\"entries\":[\"The warforged titan has two platforms built into its chassis. One Medium or smaller creature can ride on each platform without squeezing. To make a melee attack against a target within 5 feet of the warforged, they must use spears or weapons with reach and the target must be Large or larger.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The warforged titan deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The warforged titan makes one axehand attack and one hammerfist attack.\"]},{\"name\":\"Axehand\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}19 ({@damage 3d8 + 6}) slashing damage, plus 11 ({@damage 2d10}) slashing damage if the target is {@condition prone}.\"]},{\"name\":\"Hammerfist\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 17} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Sweeping Axe {@recharge}\",\"entries\":[\"The warforged titan makes a sweep with its axehand, and each creature within 10 feet of it must make a {@dc 17} Dexterity saving throw. A creature takes 19 ({@damage 3d8 + 6}) slashing damage on a failed save, or half as much damage on a successful one.\"]}],\"traitTags\":[\"Siege Monster\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"B\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Zakya Rakshasa\",\"source\":\"ERLW\",\"page\":309,\"size\":[\"M\"],\"type\":\"fiend\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item scale mail|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":59,\"formula\":\"7d8 + 28\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":14,\"con\":18,\"int\":12,\"wis\":13,\"cha\":11,\"skill\":{\"athletics\":\"+7\",\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"vulnerable\":[{\"vulnerable\":[\"piercing\"],\"note\":\"from magic weapons wielded by good creatures\",\"cond\":true}],\"languages\":[\"Common\",\"Infernal\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The rakshasa's innate spellcasting ability is Charisma (spell save {@dc 11}). The rakshasa can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell detect thoughts}\",\"{@spell disguise self}\"],\"daily\":{\"1\":[\"{@spell shield}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Limited Magic Immunity\",\"entries\":[\"The rakshasa can't be affected or detected by spells of 1st level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The rakshasa's weapon attacks are magical.\"]},{\"name\":\"Martial Prowess (1/Turn)\",\"entries\":[\"When the rakshasa hits a creature with a melee weapon attack, the attack deals an extra 11 ({@dice 2d10}) damage of the weapon's type, and the creature must make a {@dc 15} Strength saving throw. On a failure, the rakshasa can push the creature up to 10 feet away from it, knock the creature {@condition prone}, or make the creature drop one item it is holding of the rakshasa's choice.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The rakshasa makes three melee weapon attacks. Alternatively, it can make two ranged attacks with its javelins.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]}],\"attachedItems\":[\"javelin|phb\",\"longsword|phb\"],\"traitTags\":[\"Magic Weapons\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"I\"],\"damageTags\":[\"P\",\"S\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-esk.json`] = JSON.parse("{\"monster\":[{\"name\":\"Expert\",\"source\":\"ESK\",\"page\":63,\"level\":1,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"sidekickType\":\"expert\",\"sidekickHidden\":true},\"ac\":[{\"ac\":14,\"from\":[\"{@item studded leather armor|phb|studded leather}\"]}],\"hp\":{\"average\":11,\"formula\":\"2d8 + 2\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":15,\"con\":12,\"int\":13,\"wis\":10,\"cha\":14,\"save\":{\"dex\":\"+4\"},\"skill\":{\"acrobatics\":\"+4\",\"performance\":\"+4\",\"persuasion\":\"+4\",\"sleight of hand\":\"+4\",\"stealth\":\"+4\"},\"passive\":10,\"languages\":[\"Common\",\"plus one of your choice\"],\"trait\":[{\"name\":\"Helpful\",\"entries\":[\"The expert can take the Help action as a bonus action.\"]},{\"name\":\"Tools\",\"entries\":[\"The expert has {@item thieves' tools|phb} and a musical instrument.\"]}],\"action\":[{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\",\"shortbow|phb\",\"shortsword|phb\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\",\"THW\"],\"hasToken\":true},{\"name\":\"Spellcaster\",\"source\":\"ESK\",\"page\":63,\"level\":1,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"sidekickType\":\"spellcaster\",\"sidekickHidden\":true},\"ac\":[{\"ac\":12,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":9,\"formula\":\"2d8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":12,\"con\":10,\"int\":15,\"wis\":14,\"cha\":13,\"save\":{\"wis\":\"+4\"},\"skill\":{\"arcana\":\"+4\",\"investigation\":\"+4\",\"religion\":\"+4\"},\"passive\":12,\"languages\":[\"Common\",\"plus one of your choice\"],\"spellcasting\":[{\"name\":\"Spellcasting (Healer)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The spellcaster's spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). The spellcaster has following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell guidance}\",\"{@spell sacred flame}\"]},\"1\":{\"slots\":2,\"spells\":[\"{@spell cure wounds}\"]}},\"ability\":\"wis\"},{\"name\":\"Spellcasting (Mage)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The spellcaster's spellcasting ability is Intelligence (spell save {@dc 12}, {@hit 4} to hit with spell attacks). The spellcaster has following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell light}\"]},\"1\":{\"slots\":2,\"spells\":[\"{@spell sleep}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Magical Role\",\"entries\":[\"Choose a role for the spellcaster: healer or mage. Your choice determines which Spellcasting trait to use below.\"]}],\"action\":[{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, or 4 ({@damage 1d8}) bludgeoning damage if used with two hands.\"]}],\"altArt\":[{\"name\":\"Spellcaster (Healer)\",\"source\":\"ESK\"}],\"attachedItems\":[\"quarterstaff|phb\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"F\",\"R\"],\"spellcastingTags\":[\"CC\",\"CW\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true},{\"name\":\"Warrior\",\"source\":\"ESK\",\"page\":63,\"level\":1,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"sidekickType\":\"warrior\",\"sidekickHidden\":true},\"ac\":[{\"ac\":16,\"from\":[\"{@item chain shirt|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":13,\"formula\":\"2d8 + 4\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":13,\"con\":14,\"int\":10,\"wis\":12,\"cha\":10,\"save\":{\"con\":\"+4\"},\"skill\":{\"athletics\":\"+4\",\"perception\":\"+3\",\"survival\":\"+3\"},\"passive\":13,\"languages\":[\"Common\",\"plus one of your choice\"],\"trait\":[{\"name\":\"Martial Role\",\"entries\":[\"The warrior has one of the following traits of your choice:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Attacker\",\"entry\":\"The warrior gains a +2 bonus to attack rolls.\"},{\"type\":\"item\",\"name\":\"Defender\",\"entry\":\"The warrior gains the Protection reaction below.\"}]}]}],\"action\":[{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage, or 7 ({@damage 1d10 + 2}) slashing damage if used with two hands.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 3} to hit, range 150/600 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Protection (Defender Only)\",\"entries\":[\"The warrior imposes disadvantage on the attack roll of a creature within 5 feet of it whose target isn't the warrior. The warrior must be able to see the attacker.\"]}],\"altArt\":[{\"name\":\"Warrior (Defender)\",\"source\":\"ESK\"}],\"attachedItems\":[\"longbow|phb\",\"longsword|phb\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true}]}"); JSON_DATA[`data/bestiary/bestiary-ftd.json`] = JSON.parse("{\"monster\":[{\"name\":\"Adult Amethyst Dragon\",\"group\":[\"Gem Dragon\"],\"source\":\"FTD\",\"page\":161,\"size\":[\"H\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"gem\"]},\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":229,\"formula\":\"17d12 + 119\"},\"speed\":{\"walk\":40,\"fly\":{\"number\":80,\"condition\":\"(hover)\"},\"swim\":40,\"canHover\":true},\"str\":25,\"dex\":14,\"con\":25,\"int\":20,\"wis\":17,\"cha\":21,\"save\":{\"dex\":\"+7\",\"con\":\"+12\",\"wis\":\"+8\",\"cha\":\"+10\"},\"skill\":{\"arcana\":\"+15\",\"perception\":\"+13\",\"persuasion\":\"+10\",\"stealth\":\"+7\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":23,\"resist\":[\"force\",\"psychic\"],\"conditionImmune\":[\"frightened\",\"prone\"],\"languages\":[\"Common\",\"Draconic\",\"telepathy 120 ft.\"],\"cr\":{\"cr\":\"16\",\"lair\":\"17\"},\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 18}):\"],\"daily\":{\"1e\":[\"{@spell blink}\",\"{@spell control water}\",\"{@spell dispel magic}\",\"{@spell protection from evil and good}\",\"{@spell sending}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The dragon can breathe both air and water.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d10 + 7}) piercing damage plus 9 ({@damage 2d8}) force damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}11 ({@damage 1d8 + 7}) slashing damage.\"]},{\"name\":\"Singularity Breath {@recharge 5}\",\"entries\":[\"The dragon creates a shining bead of gravitational force in its mouth, then releases the energy in a 90-foot cone. Each creature in that area must make a {@dc 20} Strength saving throw. On a failed save, the creature takes 45 ({@damage 10d8}) force damage, and its speed becomes 0 until the start of the dragon's next turn. On a successful save, the creature takes half as much damage, and its speed isn't reduced.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.\"]},{\"name\":\"Psychic Step\",\"entries\":[\"The dragon magically teleports to an unoccupied space it can see within 60 feet of it.\"]}],\"legendary\":[{\"name\":\"Claw\",\"entries\":[\"The dragon makes one claw attack.\"]},{\"name\":\"Psionics (Costs 2 Actions)\",\"entries\":[\"The dragon uses Psychic Step or Spellcasting.\"]},{\"name\":\"Explosive Crystal (Costs 3 Actions)\",\"entries\":[\"The dragon spits an amethyst that that explodes at a point it can see within 60 feet of it. Each creature within a 20-foot-radius sphere centered on that point must succeed on a {@dc 20} Dexterity saving throw or take 13 ({@damage 3d8}) force damage and be knocked {@condition prone}.\"]}],\"legendaryGroup\":{\"name\":\"Amethyst Dragon\",\"source\":\"FTD\"},\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 13} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]}]}]}]}],\"dragonAge\":\"adult\",\"traitTags\":[\"Amphibious\",\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"DR\",\"TP\"],\"damageTags\":[\"O\",\"P\",\"S\"],\"damageTagsSpell\":[\"B\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"conditionInflictLegendary\":[\"charmed\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"savingThrowForcedLegendary\":[\"charisma\"],\"savingThrowForcedSpell\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Adult Crystal Dragon\",\"group\":[\"Gem Dragon\"],\"source\":\"FTD\",\"page\":171,\"size\":[\"H\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"gem\"]},\"alignment\":[\"C\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":172,\"formula\":\"15d12 + 75\"},\"speed\":{\"walk\":40,\"burrow\":40,\"climb\":40,\"fly\":80},\"str\":21,\"dex\":12,\"con\":21,\"int\":18,\"wis\":15,\"cha\":19,\"save\":{\"dex\":\"+5\",\"con\":\"+9\",\"wis\":\"+6\",\"cha\":\"+8\"},\"skill\":{\"perception\":\"+10\",\"stealth\":\"+9\",\"survival\":\"+6\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":20,\"resist\":[\"cold\",\"radiant\"],\"languages\":[\"Common\",\"Draconic\",\"telepathy 120 ft.\"],\"cr\":{\"cr\":\"12\",\"lair\":\"13\"},\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 16}):\"],\"will\":[\"{@spell dancing lights}\",\"{@spell guidance}\"],\"daily\":{\"1e\":[\"{@spell command}\",\"{@spell divination}\",\"{@spell hypnotic pattern}\",\"{@spell lesser restoration}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage plus 4 ({@damage 1d8}) radiant damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage.\"]},{\"name\":\"Scintillating Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a burst of brilliant radiance in a 60-foot cone. Each creature in that area must make a {@dc 17} Constitution saving throw, taking 40 ({@damage 9d8}) radiant damage on a failed save, or half as much damage on a successful one. The dragon then gains 15 temporary hit points by absorbing a portion of the radiant energy.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.\"]},{\"name\":\"Psychic Step\",\"entries\":[\"The dragon magically teleports to an unoccupied space it can see within 60 feet of it.\"]}],\"legendary\":[{\"name\":\"Claw\",\"entries\":[\"The dragon makes one Claw attack.\"]},{\"name\":\"Psionics (Costs 2 Actions)\",\"entries\":[\"The dragon uses Psychic Step or Spellcasting.\"]},{\"name\":\"Starlight Strike (Costs 3 Actions)\",\"entries\":[\"The dragon releases a searing beam of starlight at a creature that it can see within 60 feet of it. The target must succeed on a {@dc 17} Dexterity saving throw or take 31 ({@damage 9d6}) radiant damage.\"]}],\"legendaryGroup\":{\"name\":\"Crystal Dragon\",\"source\":\"FTD\"},\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 12} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]},{\"type\":\"item\",\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.\"]}]}]}]}],\"dragonAge\":\"adult\",\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"DR\",\"TP\"],\"damageTags\":[\"P\",\"R\",\"S\"],\"damageTagsLegendary\":[\"R\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflictSpell\":[\"charmed\",\"incapacitated\",\"prone\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Adult Deep Dragon\",\"source\":\"FTD\",\"page\":174,\"size\":[\"H\"],\"type\":\"dragon\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":147,\"formula\":\"14d12 + 56\"},\"speed\":{\"walk\":40,\"burrow\":30,\"fly\":80,\"swim\":40},\"str\":20,\"dex\":14,\"con\":18,\"int\":16,\"wis\":16,\"cha\":18,\"save\":{\"dex\":\"+6\",\"con\":\"+8\",\"wis\":\"+7\",\"cha\":\"+8\"},\"skill\":{\"perception\":\"+7\",\"persuasion\":\"+12\",\"stealth\":\"+10\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 150 ft.\"],\"passive\":17,\"resist\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Common\",\"Draconic\",\"Undercommon\"],\"cr\":{\"cr\":\"11\",\"lair\":\"12\"},\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage plus 5 ({@damage 1d10}) poison damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}9 ({@damage 1d8 + 5}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 17} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Change Shape\",\"entries\":[\"The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it.\"]},{\"name\":\"Nightmare Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a cloud of spores in a 60-foot cone. Each creature in that area must make a {@dc 16} Wisdom saving throw. On a failed save, the creature takes 33 ({@damage 6d10}) psychic damage, and it is {@condition frightened} of the dragon for 1 minute. On a successful save, the creature takes half as much damage with no additional effects. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"legendary\":[{\"name\":\"Commanding Spores\",\"entries\":[\"The dragon releases spores around a creature within 30 feet of it that it can see. The target must succeed on a {@dc 16} Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If no creatures are within reach, or the target can't take a reaction, it takes 5 ({@damage 1d10}) psychic damage.\"]},{\"name\":\"Tail\",\"entries\":[\"The dragon makes one Tail attack.\"]},{\"name\":\"Spore Salvo (Costs 2 Actions)\",\"entries\":[\"The dragon releases poisonous spores around a creature within 30 feet of it that it can see. The target must succeed on a {@dc 16} Constitution saving throw or take 17 ({@damage 5d6}) poison damage and become {@condition poisoned} for 1 minute. The {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"legendaryGroup\":{\"name\":\"Deep Dragon\",\"source\":\"FTD\"},\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 12} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]},{\"type\":\"item\",\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.\"]}]}]}]}],\"dragonCastingColor\":\"deep\",\"dragonAge\":\"adult\",\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"DR\",\"U\"],\"damageTags\":[\"B\",\"I\",\"P\",\"S\",\"Y\"],\"damageTagsLegendary\":[\"I\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"poisoned\",\"prone\"],\"conditionInflictLegendary\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\",\"strength\",\"wisdom\"],\"savingThrowForcedLegendary\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Adult Emerald Dragon\",\"group\":[\"Gem Dragon\"],\"source\":\"FTD\",\"page\":196,\"size\":[\"H\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"gem\"]},\"alignment\":[\"L\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":207,\"formula\":\"18d12 + 90\"},\"speed\":{\"walk\":40,\"burrow\":30,\"fly\":80},\"str\":23,\"dex\":12,\"con\":21,\"int\":18,\"wis\":16,\"cha\":18,\"save\":{\"dex\":\"+6\",\"con\":\"+10\",\"wis\":\"+8\",\"cha\":\"+9\"},\"skill\":{\"arcana\":\"+9\",\"deception\":\"+9\",\"perception\":\"+13\",\"stealth\":\"+6\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":23,\"resist\":[\"fire\",\"psychic\"],\"languages\":[\"Common\",\"Draconic\",\"telepathy 120 ft.\"],\"cr\":{\"cr\":\"14\",\"lair\":\"15\"},\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 17}):\"],\"will\":[\"{@spell mage hand} (the hand is invisible)\",\"{@spell minor illusion}\"],\"daily\":{\"1e\":[\"{@spell detect thoughts}\",\"{@spell dispel magic}\",\"{@spell invisibility}\",\"{@spell major image}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Shift Perception (1/Day)\",\"entries\":[\"The dragon can cast {@spell hallucinatory terrain}, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 17}).\"]},{\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and can leave a 15-foot-diameter tunnel in its wake.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 7 ({@damage 2d6}) psychic damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d8 + 6}) slashing damage.\"]},{\"name\":\"Disorienting Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a wave of psychic dissonance in a 60-foot cone. Each creature in that area must make a {@dc 18} Intelligence saving throw. On a failed save, the creature takes 42 ({@damage 12d6}) psychic damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a {@dice d6} and reduce the total by the number rolled. On a successful save, the creature takes half as much damage with no additional effects.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.\"]},{\"name\":\"Psychic Step\",\"entries\":[\"The dragon magically teleports to an unoccupied space it can see within 60 feet of it.\"]}],\"legendary\":[{\"name\":\"Claw\",\"entries\":[\"The dragon makes one Claw attack.\"]},{\"name\":\"Psionics (Costs 2 Actions)\",\"entries\":[\"The dragon uses Psychic Step or Spellcasting.\"]},{\"name\":\"Emerald Embers (Costs 3 Actions)\",\"entries\":[\"The dragon creates a dancing mote of green flame around a creature it can see within 60 feet of it. The target must succeed on a {@dc 17} Dexterity saving throw or take 31 ({@damage 9d6}) fire damage.\"]}],\"legendaryGroup\":{\"name\":\"Emerald Dragon\",\"source\":\"FTD\"},\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 17} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]},{\"type\":\"item\",\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.\"]}]}]}]}],\"dragonAge\":\"adult\",\"traitTags\":[\"Legendary Resistances\",\"Tunneler\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"DR\",\"TP\"],\"damageTags\":[\"F\",\"P\",\"S\",\"Y\"],\"damageTagsLegendary\":[\"Y\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForced\":[\"dexterity\",\"intelligence\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Adult Moonstone Dragon\",\"source\":\"FTD\",\"page\":212,\"size\":[\"H\"],\"type\":\"dragon\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":195,\"formula\":\"17d12 + 85\"},\"speed\":{\"walk\":40,\"fly\":80},\"str\":20,\"dex\":18,\"con\":20,\"int\":22,\"wis\":20,\"cha\":23,\"save\":{\"int\":\"+11\",\"wis\":\"+10\",\"cha\":\"+11\"},\"skill\":{\"perception\":\"+10\",\"persuasion\":\"+11\",\"stealth\":\"+9\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":20,\"conditionImmune\":[\"charmed\"],\"languages\":[\"Common\",\"Draconic\",\"Elvish\",\"Gnomish\",\"Sylvan\"],\"cr\":{\"cr\":\"15\",\"lair\":\"16\"},\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dragon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 19}):\"],\"will\":[\"{@spell faerie fire}\"],\"daily\":{\"1e\":[\"{@spell calm emotions}\",\"{@spell invisibility}\",\"{@spell revivify}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage plus 7 ({@damage 2d6}) radiant damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 15 ft., one target. {@h}9 ({@damage 1d8 + 5}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 18} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Breath Weapon {@recharge 5}\",\"entries\":[\"The dragon uses one of the following breath weapons:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Dream Breath\",\"entries\":[\"The dragon exhales mist in a 90-foot cone. Each creature in that area must succeed on a {@dc 18} Constitution saving throw or fall {@condition unconscious} for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.\"]},{\"type\":\"item\",\"name\":\"Moonlight Breath\",\"entries\":[\"The dragon exhales a beam of moonlight in a 90-foot line that is 10 feet wide. Each creature in that area must make a {@dc 18} Dexterity saving throw, taking 49 ({@damage 9d10}) radiant damage on a failed save, or half as much damage on a successful one.\"]}]}]}],\"legendary\":[{\"name\":\"Tail\",\"entries\":[\"The dragon makes one Tail attack.\"]},{\"name\":\"Cast a Spell (Costs 2 Actions)\",\"entries\":[\"The dragon uses Spellcasting.\"]}],\"legendaryGroup\":{\"name\":\"Moonstone Dragon\",\"source\":\"FTD\"},\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 14} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]}]}]}]}],\"dragonAge\":\"adult\",\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"E\",\"G\",\"S\"],\"damageTags\":[\"B\",\"P\",\"R\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\",\"unconscious\"],\"conditionInflictLegendary\":[\"incapacitated\",\"stunned\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"strength\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Adult Sapphire Dragon\",\"group\":[\"Gem Dragon\"],\"source\":\"FTD\",\"page\":215,\"size\":[\"H\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"gem\"]},\"alignment\":[\"L\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":225,\"formula\":\"18d12 + 108\"},\"speed\":{\"walk\":40,\"burrow\":30,\"climb\":40,\"fly\":80},\"str\":23,\"dex\":14,\"con\":22,\"int\":18,\"wis\":17,\"cha\":18,\"save\":{\"dex\":\"+7\",\"con\":\"+11\",\"wis\":\"+8\",\"cha\":\"+9\"},\"skill\":{\"history\":\"+9\",\"perception\":\"+13\",\"persuasion\":\"+14\",\"stealth\":\"+7\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":23,\"resist\":[\"lightning\",\"thunder\"],\"conditionImmune\":[\"frightened\"],\"languages\":[\"Common\",\"Draconic\",\"telepathy 120 ft.\"],\"cr\":{\"cr\":\"15\",\"lair\":\"16\"},\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 17}):\"],\"daily\":{\"1e\":[\"{@spell dissonant whispers}\",\"{@spell hold monster}\",\"{@spell meld into stone}\",\"{@spell telekinesis}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and can leave a 10-foot-diameter tunnel in its wake.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 5 ({@damage 1d10}) thunder damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d8 + 6}) slashing damage.\"]},{\"name\":\"Debilitating Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 60-foot cone. Each creature in that area must make a {@dc 19} Constitution saving throw. On a failed save, the creature takes 44 ({@damage 8d10}) thunder damage and is {@condition incapacitated} until the end of its next turn. On a successful save, the creature takes half as much damage and isn't {@condition incapacitated}.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.\"]},{\"name\":\"Psychic Step\",\"entries\":[\"The dragon magically teleports to an unoccupied space it can see within 60 feet of it.\"]}],\"legendary\":[{\"name\":\"Claw\",\"entries\":[\"The dragon makes one Claw attack.\"]},{\"name\":\"Psionics (Costs 2 Actions)\",\"entries\":[\"The dragon uses Psychic Step or Spellcasting.\"]},{\"name\":\"Telekinetic Fling (Costs 3 Actions)\",\"entries\":[\"The dragon chooses one Small or smaller object that isn't being worn or carried that it can see within 60 feet of it, and it magically hurls the object at a creature it can see within 60 feet of the object. The target must succeed on a {@dc 17} Dexterity saving throw or take 31 ({@damage 9d6}) bludgeoning damage.\"]}],\"legendaryGroup\":{\"name\":\"Sapphire Dragon\",\"source\":\"FTD\"},\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 12} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]},{\"type\":\"item\",\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.\"]}]}]}]}],\"dragonAge\":\"adult\",\"traitTags\":[\"Legendary Resistances\",\"Spider Climb\",\"Tunneler\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"DR\",\"TP\"],\"damageTags\":[\"B\",\"P\",\"S\",\"T\"],\"damageTagsLegendary\":[\"T\"],\"damageTagsSpell\":[\"B\",\"Y\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"incapacitated\"],\"conditionInflictLegendary\":[\"charmed\",\"stunned\"],\"conditionInflictSpell\":[\"paralyzed\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Adult Topaz Dragon\",\"group\":[\"Gem Dragon\"],\"source\":\"FTD\",\"page\":221,\"size\":[\"H\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"gem\"]},\"alignment\":[\"C\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":210,\"formula\":\"20d12 + 80\"},\"speed\":{\"walk\":40,\"fly\":80,\"swim\":40},\"str\":19,\"dex\":12,\"con\":19,\"int\":18,\"wis\":17,\"cha\":18,\"save\":{\"dex\":\"+6\",\"con\":\"+9\",\"wis\":\"+8\",\"cha\":\"+9\"},\"skill\":{\"intimidation\":\"+14\",\"perception\":\"+13\",\"stealth\":\"+6\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":23,\"resist\":[\"cold\",\"necrotic\"],\"languages\":[\"Common\",\"Draconic\",\"telepathy 120 ft.\"],\"cr\":{\"cr\":\"13\",\"lair\":\"14\"},\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 17}):\"],\"daily\":{\"1e\":[\"{@spell bane}\",\"{@spell control water}\",\"{@spell create or destroy water}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The dragon can breathe both air and water.\"]},{\"name\":\"Fabricate (1/Day)\",\"entries\":[\"The dragon can cast {@spell fabricate}, requiring no spell components and using Intelligence as the spellcasting ability.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage plus 3 ({@damage 1d6}) necrotic damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage.\"]},{\"name\":\"Desiccating Breath {@recharge 5}\",\"entries\":[\"The dragon exhales yellowish necrotic energy in a 60-foot cone. Each creature in that area must make a {@dc 17} Constitution saving throw. On a failed save, the creature takes 35 ({@damage 10d6}) necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature's weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isn't weakened.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.\"]},{\"name\":\"Psychic Step\",\"entries\":[\"The dragon magically teleports to an unoccupied space it can see within 60 feet of it.\"]}],\"legendary\":[{\"name\":\"Claw\",\"entries\":[\"The dragon makes one Claw attack.\"]},{\"name\":\"Psionics (Costs 2 Actions)\",\"entries\":[\"The dragon uses Psychic Step or Spellcasting.\"]},{\"name\":\"Essential Reduction (Costs 3 Actions)\",\"entries\":[\"The dragon targets a creature or an object not being worn or carried that it can see within 60 feet of it. The target must succeed on a {@dc 17} Constitution saving throw or take 28 ({@damage 8d6}) necrotic damage. If this damage reduces the target to 0 hit points, it crumbles to dust.\"]}],\"legendaryGroup\":{\"name\":\"Topaz Dragon\",\"source\":\"FTD\"},\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 12} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]}]}]}]}],\"dragonAge\":\"adult\",\"traitTags\":[\"Amphibious\",\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"DR\",\"TP\"],\"damageTags\":[\"N\",\"P\",\"S\"],\"damageTagsLegendary\":[\"N\"],\"damageTagsSpell\":[\"B\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"charisma\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Amethyst Dragon Wyrmling\",\"group\":[\"Gem Dragon\"],\"source\":\"FTD\",\"page\":162,\"size\":[\"M\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"gem\"]},\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":75,\"formula\":\"10d8 + 30\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":60,\"condition\":\"(hover)\"},\"swim\":30,\"canHover\":true},\"str\":19,\"dex\":10,\"con\":17,\"int\":16,\"wis\":13,\"cha\":17,\"save\":{\"dex\":\"+2\",\"con\":\"+5\",\"wis\":\"+3\",\"cha\":\"+5\"},\"skill\":{\"arcana\":\"+7\",\"perception\":\"+5\",\"persuasion\":\"+5\",\"stealth\":\"+2\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 120 ft.\"],\"passive\":15,\"resist\":[\"force\",\"psychic\"],\"conditionImmune\":[\"frightened\",\"prone\"],\"languages\":[\"Draconic\",\"telepathy 120 ft.\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 13}):\"],\"daily\":{\"1e\":[\"{@spell protection from evil and good}\",\"{@spell Tenser's floating disk}\",\"{@spell unseen servant}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The dragon can breathe both air and water.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage plus 4 ({@damage 1d8}) force damage.\"]},{\"name\":\"Singularity Breath {@recharge 5}\",\"entries\":[\"The dragon creates a shining bead of gravitational force in its mouth, then releases the energy in a 15-foot cone. Each creature in that area must make a {@dc 13} Strength saving throw. On a failed save, the creature takes 22 ({@damage 5d8}) force damage, and its speed becomes 0 until the start of the dragon's next turn. On a successful save, the creature takes half as much damage, and its speed isn't reduced.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 11} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]}]}]}]}],\"dragonAge\":\"wyrmling\",\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"DR\",\"TP\"],\"damageTags\":[\"O\",\"P\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Amethyst Greatwyrm\",\"group\":[\"Gem Dragon\"],\"source\":\"FTD\",\"page\":201,\"size\":[\"G\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"gem\"]},\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":21,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":507,\"formula\":\"26d20 + 234\"},\"speed\":{\"walk\":60,\"burrow\":60,\"fly\":{\"number\":120,\"condition\":\"(hover)\"},\"swim\":60,\"canHover\":true},\"str\":28,\"dex\":14,\"con\":29,\"int\":30,\"wis\":24,\"cha\":25,\"save\":{\"dex\":\"+10\",\"con\":\"+17\",\"wis\":\"+15\",\"cha\":\"+15\"},\"skill\":{\"arcana\":\"+26\",\"history\":\"+18\",\"perception\":\"+15\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":25,\"immune\":[\"force\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\",\"prone\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"26\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The greatwyrm casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 26}, {@hit 18} to hit with spell attack):\"],\"daily\":{\"1e\":[\"{@spell dispel magic}\",\"{@spell forcecage}\",\"{@spell plane shift}\",\"{@spell reverse gravity}\",\"{@spell time stop}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Gem Awakening (Recharges after a Short or Long Rest)\",\"entries\":[\"If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use its Mass Telekinesis action during the next hour. Award a party an additional 90,000 XP (180,000 XP total) for defeating the greatwyrm after its Gem Awakening activates.\"]},{\"name\":\"Legendary Resistance (4/Day)\",\"entries\":[\"If the greatwyrm fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The greatwyrm doesn't require food or drink.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The greatwyrm makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 15 ft., one target. {@h}20 ({@damage 2d10 + 9}) piercing damage plus 16 ({@damage 3d10}) force damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d8 + 9}) slashing damage. If the target is a Huge or smaller creature, it is {@condition grappled} (escape {@dc 19}) and is {@condition restrained} until this grapple ends. The greatwyrm can have only one creature {@condition grappled} in this way at a time.\"]},{\"name\":\"Breath Weapon {@recharge 5}\",\"entries\":[\"The greatwyrm exhales crushing force in a 300-foot cone. Each creature in that area must make a {@dc 25} Dexterity saving throw. On a failed save, the creature takes 71 ({@damage 11d12}) force damage and is knocked {@condition prone}. On a successful save, it takes half as much damage and isn't knocked {@condition prone}. On a success or failure, the creature's speed becomes 0 until the end of its next turn.\"]},{\"name\":\"Mass Telekinesis (Gem Awakening Only; Recharges after a Short or Long Rest)\",\"entries\":[\"The greatwyrm targets any number of creatures and objects it can see within 120 feet of it. No one target can weigh more than 4,000 pounds, and objects can't be targeted if they're being worn or carried. Each targeted creature must succeed on a {@dc 26} Strength saving throw or be {@condition restrained} in the greatwyrm's telekinetic grip. At the end of a creature's turn, it can repeat the saving throw, ending the effect on itself on a success.\",\"At the end of the greatwyrm's turn, it can move each creature or object it has in its telekinetic grip up to 60 feet in any direction, but not beyond 120 feet of itself. In addition, it can choose any number of creatures {@condition restrained} in this way and deal 45 ({@damage 7d12}) force damage to each of them.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"The greatwyrm magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the greatwyrm is reduced to 0 hit points or uses a bonus action to end it.\"]},{\"name\":\"Psychic Step\",\"entries\":[\"The greatwyrm magically teleports to an unoccupied space it can see within 60 feet of it.\"]}],\"legendary\":[{\"name\":\"Claw\",\"entries\":[\"The greatwyrm makes one Claw attack.\"]},{\"name\":\"Psionics (Costs 2 Actions)\",\"entries\":[\"The greatwyrm uses Psychic Step or Spellcasting.\"]},{\"name\":\"Psychic Beam (Costs 3 Actions)\",\"entries\":[\"The greatwyrm emits a beam of psychic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a {@dc 26} Intelligence saving throw, taking 27 ({@damage 5d10}) psychic damage on a failed save, or half as much damage on a successful one.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 15} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]},{\"type\":\"item\",\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.\"]}]}]}]}],\"dragonAge\":\"greatwyrm\",\"traitTags\":[\"Legendary Resistances\",\"Unusual Nature\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"O\",\"P\",\"S\",\"Y\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"dexterity\",\"intelligence\",\"strength\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Ancient Amethyst Dragon\",\"group\":[\"Gem Dragon\"],\"source\":\"FTD\",\"page\":160,\"size\":[\"G\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"gem\"]},\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":444,\"formula\":\"24d20 + 192\"},\"speed\":{\"walk\":40,\"fly\":{\"number\":80,\"condition\":\"(hover)\"},\"swim\":40,\"canHover\":true},\"str\":26,\"dex\":14,\"con\":27,\"int\":26,\"wis\":19,\"cha\":23,\"save\":{\"dex\":\"+9\",\"con\":\"+15\",\"wis\":\"+11\",\"cha\":\"+13\"},\"skill\":{\"arcana\":\"+22\",\"perception\":\"+18\",\"persuasion\":\"+13\",\"stealth\":\"+9\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":28,\"resist\":[\"force\",\"psychic\"],\"conditionImmune\":[\"frightened\",\"prone\"],\"languages\":[\"Common\",\"Draconic\",\"telepathy 120 ft.\"],\"cr\":{\"cr\":\"23\",\"lair\":\"24\"},\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 23}, {@hit 15} to hit with spell attacks):\"],\"daily\":{\"1e\":[\"{@spell blink}\",\"{@spell control water}\",\"{@spell dispel magic}\",\"{@spell freedom of movement}\",\"{@spell globe of invulnerability}\",\"{@spell plane shift}\",\"{@spell protection from evil and good}\",\"{@spell sending}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The dragon can breathe both air and water.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 15 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage plus 13 ({@damage 3d8}) force damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d6 + 8}) slashing damage.\"]},{\"name\":\"Singularity Breath {@recharge 5}\",\"entries\":[\"The dragon creates a shining bead of gravitational force in its mouth, then releases the energy in a 90-foot cone. Each creature in that area must make a {@dc 23} Strength saving throw. On a failed save, the creature takes 63 ({@damage 14d8}) force damage, and its speed becomes 0 until the start of the dragon's next turn. On a successful save, the creature takes half as much damage, and its speed isn't reduced.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.\"]},{\"name\":\"Psychic Step\",\"entries\":[\"The dragon magically teleports to an unoccupied space it can see within 60 feet of it.\"]}],\"legendary\":[{\"name\":\"Claw\",\"entries\":[\"The dragon makes one claw attack.\"]},{\"name\":\"Psionics (Costs 2 Actions)\",\"entries\":[\"The dragon uses Psychic Step or Spellcasting.\"]},{\"name\":\"Explosive Crystal (Costs 3 Actions)\",\"entries\":[\"The dragon spits an amethyst that that explodes at a point it can see within 60 feet of it. Each creature within a 20-foot-radius sphere centered on that point must succeed on a {@dc 23} Dexterity saving throw or take 18 ({@damage 4d8}) force damage and be knocked {@condition prone}.\"]}],\"legendaryGroup\":{\"name\":\"Amethyst Dragon\",\"source\":\"FTD\"},\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 14} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]}]}]}]}],\"dragonAge\":\"ancient\",\"traitTags\":[\"Amphibious\",\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"DR\",\"TP\"],\"damageTags\":[\"O\",\"P\",\"S\"],\"damageTagsSpell\":[\"B\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"conditionInflictLegendary\":[\"charmed\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"savingThrowForcedLegendary\":[\"charisma\"],\"savingThrowForcedSpell\":[\"charisma\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ancient Crystal Dragon\",\"group\":[\"Gem Dragon\"],\"source\":\"FTD\",\"page\":170,\"size\":[\"G\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"gem\"]},\"alignment\":[\"C\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":222,\"formula\":\"12d20 + 96\"},\"speed\":{\"walk\":40,\"burrow\":40,\"climb\":40,\"fly\":80},\"str\":25,\"dex\":12,\"con\":26,\"int\":20,\"wis\":16,\"cha\":21,\"save\":{\"dex\":\"+7\",\"con\":\"+14\",\"wis\":\"+9\",\"cha\":\"+11\"},\"skill\":{\"perception\":\"+15\",\"stealth\":\"+13\",\"survival\":\"+9\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":25,\"resist\":[\"cold\",\"radiant\"],\"languages\":[\"Common\",\"Draconic\",\"telepathy 120 ft.\"],\"cr\":{\"cr\":\"19\",\"lair\":\"20\"},\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 19}):\"],\"will\":[\"{@spell dancing lights}\",\"{@spell guidance}\"],\"daily\":{\"1e\":[\"{@spell command}\",\"{@spell divination}\",\"{@spell greater restoration}\",\"{@spell hypnotic pattern}\",\"{@spell invisibility}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}18 ({@damage 2d10 + 7}) piercing damage plus 9 ({@damage 2d8}) radiant damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d6 + 7}) slashing damage.\"]},{\"name\":\"Scintillating Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a burst of brilliant radiance in a 90-foot cone. Each creature in that area must make a {@dc 22} Constitution saving throw, taking 49 ({@damage 11d8}) radiant damage on a failed save, or half as much damage on a successful one. The dragon then gains 25 temporary hit points by absorbing a portion of the radiant energy.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.\"]},{\"name\":\"Psychic Step\",\"entries\":[\"The dragon magically teleports to an unoccupied space it can see within 60 feet of it.\"]}],\"legendary\":[{\"name\":\"Claw\",\"entries\":[\"The dragon makes one Claw attack.\"]},{\"name\":\"Psionics (Costs 2 Actions)\",\"entries\":[\"The dragon uses Psychic Step or Spellcasting.\"]},{\"name\":\"Starlight Strike (Costs 3 Actions)\",\"entries\":[\"The dragon releases a searing beam of starlight at a creature that it can see within 60 feet of it. The target must succeed on a {@dc 19} Dexterity saving throw or take 38 ({@damage 11d6}) radiant damage.\"]}],\"legendaryGroup\":{\"name\":\"Crystal Dragon\",\"source\":\"FTD\"},\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 13} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]},{\"type\":\"item\",\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.\"]}]}]}]}],\"dragonAge\":\"ancient\",\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"DR\",\"TP\"],\"damageTags\":[\"P\",\"R\",\"S\"],\"damageTagsLegendary\":[\"R\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflictSpell\":[\"charmed\",\"incapacitated\",\"invisible\",\"prone\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ancient Deep Dragon\",\"source\":\"FTD\",\"page\":173,\"size\":[\"G\"],\"type\":\"dragon\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":201,\"formula\":\"13d20 + 65\"},\"speed\":{\"walk\":40,\"burrow\":40,\"fly\":80,\"swim\":40},\"str\":23,\"dex\":16,\"con\":20,\"int\":19,\"wis\":18,\"cha\":21,\"save\":{\"dex\":\"+9\",\"con\":\"+11\",\"wis\":\"+10\",\"cha\":\"+11\"},\"skill\":{\"perception\":\"+10\",\"persuasion\":\"+17\",\"stealth\":\"+15\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 300 ft.\"],\"passive\":20,\"resist\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Common\",\"Draconic\",\"Undercommon\"],\"cr\":{\"cr\":\"18\",\"lair\":\"19\"},\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 11 ({@damage 2d10}) poison damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 15 ft., one target. {@h}10 ({@damage 1d8 + 6}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 20} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Change Shape\",\"entries\":[\"The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it.\"]},{\"name\":\"Nightmare Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a cloud of spores in a 90-foot cone. Each creature in that area must make a {@dc 19} Wisdom saving throw. On a failed save, the creature takes 49 ({@damage 9d10}) psychic damage, and it is {@condition frightened} of the dragon for 1 minute. On a successful save, the creature takes half as much damage with no additional effects. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"legendary\":[{\"name\":\"Commanding Spores\",\"entries\":[\"The dragon releases spores around a creature within 30 feet of it that it can see. The target must succeed on a {@dc 19} Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If no creatures are within reach, or the target can't take a reaction, it takes 11 ({@damage 2d10}) psychic damage.\"]},{\"name\":\"Tail\",\"entries\":[\"The dragon makes one Tail attack.\"]},{\"name\":\"Spore Salvo (Costs 2 Actions)\",\"entries\":[\"The dragon releases poisonous spores around a creature within 30 feet of it that it can see. The target must succeed on a {@dc 19} Constitution saving throw or take 28 ({@damage 8d6}) poison damage and become {@condition poisoned} for 1 minute. The {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"legendaryGroup\":{\"name\":\"Deep Dragon\",\"source\":\"FTD\"},\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 13} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]},{\"type\":\"item\",\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.\"]}]}]}]}],\"dragonCastingColor\":\"deep\",\"dragonAge\":\"ancient\",\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"DR\",\"U\"],\"damageTags\":[\"B\",\"I\",\"P\",\"S\",\"Y\"],\"damageTagsLegendary\":[\"I\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"poisoned\",\"prone\"],\"conditionInflictLegendary\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\",\"strength\",\"wisdom\"],\"savingThrowForcedLegendary\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ancient Dragon Turtle\",\"source\":\"FTD\",\"page\":191,\"size\":[\"G\"],\"type\":\"dragon\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":22,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":409,\"formula\":\"21d20 + 189\"},\"speed\":{\"walk\":30,\"swim\":60},\"str\":28,\"dex\":12,\"con\":29,\"int\":14,\"wis\":19,\"cha\":15,\"save\":{\"dex\":\"+8\",\"con\":\"+16\",\"wis\":\"+11\"},\"skill\":{\"perception\":\"+11\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":21,\"immune\":[\"cold\",\"fire\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Aquan\",\"Draconic\"],\"cr\":\"24\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The dragon turtle can breathe air and water.\"]},{\"name\":\"Blessing of the Sea (Recharges after a Short or Long Rest)\",\"entries\":[\"If the dragon turtle would be reduced to 0 hit points, its current hit point total instead resets to 350 hit points, and it recharges its Steam Breath. Additionally, the dragon turtle can now use the options in the \\\"Mythic Actions\\\" section for 1 hour. Award a party an additional 62,000 XP (124,000 XP total) for defeating the dragon turtle after its Blessing of the Sea activates.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon turtle fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The dragon turtle doesn't require food or drink.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon turtle makes one Bite or Tail attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}15 ({@damage 1d12 + 9}) piercing damage plus 13 ({@damage 2d12}) lightning damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}18 ({@damage 2d8 + 9}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}20 ({@damage 2d10 + 9}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 24} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Steam Breath {@recharge 5}\",\"entries\":[\"The dragon turtle exhales steam in a 90-foot cone. Each creature in that area must make a {@dc 24} Constitution saving throw, taking 67 ({@damage 15d8}) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"The dragon turtle makes one Claw or Tail attack.\"]},{\"name\":\"Move\",\"entries\":[\"The dragon turtle moves up to its speed. If the dragon turtle is swimming, this movement doesn't provoke opportunity attacks.\"]},{\"name\":\"Boiling Aura (Costs 3 Actions)\",\"entries\":[\"The dragon turtle radiates intense heat. Until the start of the dragon turtle's next turn, whenever a creature starts its turn within 20 feet of the dragon turtle, that creature must succeed on a {@dc 24} Constitution saving throw or take 40 ({@damage 9d8}) fire damage. Being underwater doesn't grant resistance against this damage.\"]}],\"mythicHeader\":[\"If the dragon turtle's Blessing of the Sea trait has activated in the last hour, it can use the options below as legendary actions.\"],\"mythic\":[{\"name\":\"Bite\",\"entries\":[\"The dragon turtle makes one Bite attack.\"]},{\"name\":\"Armor of Storms (Costs 2 Actions)\",\"entries\":[\"Lightning temporarily surrounds the dragon turtle, and it gains 40 temporary hit points until the start of its next turn. Until all these temporary hit points are gone, any creature that touches the dragon turtle or hits it with a melee attack takes 26 ({@damage 4d12}) lightning damage.\"]}],\"legendaryGroup\":{\"name\":\"Ancient Dragon Turtle\",\"source\":\"FTD\"},\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 10} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]}]}]}]}],\"dragonAge\":\"ancient\",\"traitTags\":[\"Amphibious\",\"Legendary Resistances\",\"Unusual Nature\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"AQ\",\"DR\"],\"damageTags\":[\"B\",\"F\",\"L\",\"P\",\"S\"],\"damageTagsLegendary\":[\"F\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"conditionInflictLegendary\":[\"restrained\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ancient Emerald Dragon\",\"group\":[\"Gem Dragon\"],\"source\":\"FTD\",\"page\":195,\"size\":[\"G\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"gem\"]},\"alignment\":[\"L\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":332,\"formula\":\"19d20 + 133\"},\"speed\":{\"walk\":40,\"burrow\":30,\"fly\":80},\"str\":25,\"dex\":12,\"con\":25,\"int\":20,\"wis\":18,\"cha\":20,\"save\":{\"dex\":\"+8\",\"con\":\"+14\",\"wis\":\"+11\",\"cha\":\"+12\"},\"skill\":{\"arcana\":\"+12\",\"deception\":\"+12\",\"perception\":\"+18\",\"stealth\":\"+8\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":28,\"resist\":[\"fire\",\"psychic\"],\"languages\":[\"Common\",\"Draconic\",\"telepathy 120 ft.\"],\"cr\":{\"cr\":\"21\",\"lair\":\"22\"},\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 20}):\"],\"will\":[\"{@spell mage hand} (the hand is invisible)\",\"{@spell minor illusion}\"],\"daily\":{\"1e\":[\"{@spell detect thoughts}\",\"{@spell dispel magic}\",\"{@spell etherealness}\",\"{@spell major image}\",\"{@spell mislead}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and can leave a 20-foot-diameter tunnel in its wake.\"]},{\"name\":\"Warp Perception (1/Day)\",\"entries\":[\"The dragon can cast {@spell mirage arcane}, requiring no spell components and using Intelligence as the spellcasting ability.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 15 ft., one target. {@h}18 ({@damage 2d10 + 7}) piercing damage plus 10 ({@damage 3d6}) psychic damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d6 + 7}) slashing damage.\"]},{\"name\":\"Disorienting Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a wave of psychic dissonance in a 90-foot cone. Each creature in that area must make a {@dc 22} Intelligence saving throw. On a failed save, the creature takes 56 ({@damage 16d6}) psychic damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a {@dice d8} and reduce the total by the number rolled. On a successful save, the creature takes half as much damage with no additional effects.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.\"]},{\"name\":\"Psychic Step\",\"entries\":[\"The dragon magically teleports to an unoccupied space it can see within 60 feet of it.\"]}],\"legendary\":[{\"name\":\"Claw\",\"entries\":[\"The dragon makes one Claw attack.\"]},{\"name\":\"Psionics (Costs 2 Actions)\",\"entries\":[\"The dragon uses Psychic Step or Spellcasting.\"]},{\"name\":\"Emerald Embers (Costs 3 Actions)\",\"entries\":[\"The dragon creates a dancing mote of green flame around a creature it can see within 60 feet of it. The target must succeed on a {@dc 20} Dexterity saving throw or take 42 ({@damage 12d6}) fire damage.\"]}],\"legendaryGroup\":{\"name\":\"Emerald Dragon\",\"source\":\"FTD\"},\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 20} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]},{\"type\":\"item\",\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.\"]}]}]}]}],\"dragonAge\":\"ancient\",\"traitTags\":[\"Legendary Resistances\",\"Tunneler\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"DR\",\"TP\"],\"damageTags\":[\"F\",\"P\",\"S\",\"Y\"],\"damageTagsLegendary\":[\"Y\"],\"damageTagsSpell\":[\"O\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflictSpell\":[\"blinded\",\"deafened\",\"invisible\"],\"savingThrowForced\":[\"dexterity\",\"intelligence\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ancient Moonstone Dragon\",\"source\":\"FTD\",\"page\":211,\"size\":[\"G\"],\"type\":\"dragon\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":330,\"formula\":\"20d20 + 120\"},\"speed\":{\"walk\":40,\"fly\":80},\"str\":22,\"dex\":18,\"con\":23,\"int\":20,\"wis\":22,\"cha\":26,\"save\":{\"int\":\"+12\",\"wis\":\"+13\",\"cha\":\"+15\"},\"skill\":{\"perception\":\"+13\",\"persuasion\":\"+15\",\"stealth\":\"+11\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":23,\"conditionImmune\":[\"charmed\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":{\"cr\":\"21\",\"lair\":\"22\"},\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dragon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 23}):\"],\"will\":[\"{@spell faerie fire}\"],\"daily\":{\"2e\":[\"{@spell calm emotions}\",\"{@spell dispel magic}\",\"{@spell invisibility}\",\"{@spell revivify}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 11 ({@damage 2d10}) radiant damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 20 ft., one target. {@h}10 ({@damage 1d8 + 6}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 21} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Breath Weapon {@recharge 5}\",\"entries\":[\"The dragon uses one of the following breath weapons:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Dream Breath\",\"entries\":[\"The dragon exhales mist in a 90-foot cone. Each creature in that area must succeed on a {@dc 21} Constitution saving throw or fall {@condition unconscious} for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.\"]},{\"type\":\"item\",\"name\":\"Moonlight Breath\",\"entries\":[\"The dragon exhales a beam of moonlight in a 120-foot line that is 10 feet wide. Each creature in that area must make a {@dc 21} Dexterity saving throw, taking 60 ({@damage 11d10}) radiant damage on a failed save, or half as much damage on a successful one.\"]}]}]}],\"legendary\":[{\"name\":\"Tail\",\"entries\":[\"The dragon makes one Tail attack.\"]},{\"name\":\"Cast a Spell (Costs 2 Actions)\",\"entries\":[\"The dragon uses Spellcasting.\"]}],\"legendaryGroup\":{\"name\":\"Moonstone Dragon\",\"source\":\"FTD\"},\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 16} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]}]}]}]}],\"dragonAge\":\"ancient\",\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"B\",\"P\",\"R\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\",\"unconscious\"],\"conditionInflictLegendary\":[\"incapacitated\",\"stunned\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"strength\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ancient Sapphire Dragon\",\"group\":[\"Gem Dragon\"],\"source\":\"FTD\",\"page\":214,\"size\":[\"G\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"gem\"]},\"alignment\":[\"L\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":370,\"formula\":\"20d20 + 160\"},\"speed\":{\"walk\":40,\"burrow\":40,\"climb\":40,\"fly\":80},\"str\":27,\"dex\":14,\"con\":27,\"int\":21,\"wis\":19,\"cha\":20,\"save\":{\"dex\":\"+9\",\"con\":\"+15\",\"wis\":\"+11\",\"cha\":\"+12\"},\"skill\":{\"history\":\"+12\",\"perception\":\"+18\",\"persuasion\":\"+19\",\"stealth\":\"+9\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":28,\"resist\":[\"lightning\",\"thunder\"],\"conditionImmune\":[\"frightened\"],\"languages\":[\"Common\",\"Draconic\",\"telepathy 120 ft.\"],\"cr\":{\"cr\":\"22\",\"lair\":\"23\"},\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 20}):\"],\"daily\":{\"1e\":[\"{@spell dissonant whispers}\",\"{@spell hold monster}\",\"{@spell meld into stone}\",\"{@spell telekinesis}\",\"{@spell teleport}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and can leave a 20-foot-diameter tunnel in its wake.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 15 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage plus 11 ({@damage 2d10}) thunder damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d6 + 8}) slashing damage.\"]},{\"name\":\"Debilitating Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 90-foot cone. Each creature in that area must make a {@dc 23} Constitution saving throw. On a failed save, the creature takes 55 ({@damage 10d10}) thunder damage and is {@condition incapacitated} until the end of its next turn. On a successful save, the creature takes half as much damage and isn't {@condition incapacitated}.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.\"]},{\"name\":\"Psychic Step\",\"entries\":[\"The dragon magically teleports to an unoccupied space it can see within 60 feet of it.\"]}],\"legendary\":[{\"name\":\"Claw\",\"entries\":[\"The dragon makes one Claw attack.\"]},{\"name\":\"Psionics (Costs 2 Actions)\",\"entries\":[\"The dragon uses Psychic Step or Spellcasting.\"]},{\"name\":\"Telekinetic Fling (Costs 3 Actions)\",\"entries\":[\"The dragon chooses one Medium or smaller object that isn't being worn or carried that it can see within 60 feet of it, and it magically hurls the object at a creature it can see within 60 feet of the object. The target must succeed on a {@dc 20} Dexterity saving throw or take 42 ({@damage 12d6}) bludgeoning damage.\"]}],\"legendaryGroup\":{\"name\":\"Sapphire Dragon\",\"source\":\"FTD\"},\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 13} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]},{\"type\":\"item\",\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.\"]}]}]}]}],\"dragonAge\":\"ancient\",\"traitTags\":[\"Legendary Resistances\",\"Spider Climb\",\"Tunneler\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"DR\",\"TP\"],\"damageTags\":[\"B\",\"P\",\"S\",\"T\"],\"damageTagsLegendary\":[\"T\"],\"damageTagsSpell\":[\"B\",\"Y\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"incapacitated\"],\"conditionInflictLegendary\":[\"charmed\",\"stunned\"],\"conditionInflictSpell\":[\"paralyzed\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ancient Sea Serpent\",\"source\":\"FTD\",\"page\":219,\"size\":[\"G\"],\"type\":\"dragon\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":170,\"formula\":\"11d20 + 55\"},\"speed\":{\"walk\":20,\"swim\":60},\"str\":24,\"dex\":15,\"con\":20,\"int\":13,\"wis\":16,\"cha\":12,\"save\":{\"str\":\"+12\",\"con\":\"+10\"},\"skill\":{\"perception\":\"+8\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":18,\"immune\":[\"cold\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"14\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The sea serpent can breathe air and water.\"]},{\"name\":\"Legendary Resistance (2/Day)\",\"entries\":[\"If the sea serpent fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The sea serpent deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The sea serpent makes one Bite attack and one Constrict or Tail attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 15 ft., one target. {@h}20 ({@damage 2d12 + 7}) piercing damage plus 6 ({@damage 1d12}) cold damage.\"]},{\"name\":\"Constrict\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 20 ft., one creature. {@h}29 ({@damage 4d10 + 7}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 20}). Until this grapple ends, the target is {@condition restrained}, and the sea serpent can't constrict another target.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 20 ft., one target. {@h}13 ({@damage 1d12 + 7}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 20} Strength saving throw or be pushed up to 30 feet away from the sea serpent and knocked {@condition prone}.\"]},{\"name\":\"Rime Breath {@recharge 5}\",\"entries\":[\"The sea serpent exhales a 60-foot cone of cold. Each creature in that area must make a {@dc 18} Constitution saving throw, taking 49 ({@damage 9d10}) cold damage on a failed save, or half as much damage on a successful one.\"]}],\"legendary\":[{\"name\":\"Tail\",\"entries\":[\"The sea serpent makes one Tail attack.\"]},{\"name\":\"Bite (Costs 2 Actions)\",\"entries\":[\"The sea serpent makes one Bite attack\"]}],\"dragonAge\":\"ancient\",\"traitTags\":[\"Amphibious\",\"Legendary Resistances\",\"Siege Monster\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"C\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ancient Topaz Dragon\",\"group\":[\"Gem Dragon\"],\"source\":\"FTD\",\"page\":220,\"size\":[\"G\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"gem\"]},\"alignment\":[\"C\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":280,\"formula\":\"17d20 + 102\"},\"speed\":{\"walk\":40,\"fly\":80,\"swim\":40},\"str\":23,\"dex\":12,\"con\":23,\"int\":20,\"wis\":19,\"cha\":20,\"save\":{\"dex\":\"+7\",\"con\":\"+12\",\"wis\":\"+10\",\"cha\":\"+11\"},\"skill\":{\"intimidation\":\"+17\",\"perception\":\"+16\",\"stealth\":\"+7\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":26,\"resist\":[\"cold\",\"necrotic\"],\"languages\":[\"Common\",\"Draconic\",\"telepathy 120 ft.\"],\"cr\":{\"cr\":\"20\",\"lair\":\"21\"},\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 19}):\"],\"daily\":{\"1e\":[\"{@spell antilife shell}\",\"{@spell bane}\",\"{@spell control water}\",\"{@spell create or destroy water}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The dragon can breathe both air and water.\"]},{\"name\":\"Fabricate (1/Day)\",\"entries\":[\"The dragon can cast {@spell fabricate}, requiring no spell components and using Intelligence as the spellcasting ability.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 15 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 10 ({@damage 3d6}) necrotic damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage.\"]},{\"name\":\"Desiccating Breath {@recharge 5}\",\"entries\":[\"The dragon exhales yellowish necrotic energy in a 90-foot cone. Each creature in that area must make a {@dc 20} Constitution saving throw. On a failed save, the creature takes 49 ({@damage 14d6}) necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature's weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isn't weakened.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.\"]},{\"name\":\"Psychic Step\",\"entries\":[\"The dragon magically teleports to an unoccupied space it can see within 60 feet of it.\"]}],\"legendary\":[{\"name\":\"Claw\",\"entries\":[\"The dragon makes one Claw attack.\"]},{\"name\":\"Psionics (Costs 2 Actions)\",\"entries\":[\"The dragon uses Psychic Step or Spellcasting.\"]},{\"name\":\"Essential Reduction (Costs 3 Actions)\",\"entries\":[\"The dragon targets a creature or an object not being worn or carried that it can see within 60 feet of it. The target must succeed on a {@dc 19} Constitution saving throw or take 40 ({@damage 9d8}) necrotic damage. If this damage reduces the target to 0 hit points, it crumbles to dust.\"]}],\"legendaryGroup\":{\"name\":\"Topaz Dragon\",\"source\":\"FTD\"},\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 13} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]}]}]}]}],\"dragonAge\":\"ancient\",\"traitTags\":[\"Amphibious\",\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"DR\",\"TP\"],\"damageTags\":[\"N\",\"P\",\"S\"],\"damageTagsLegendary\":[\"N\"],\"damageTagsSpell\":[\"B\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"charisma\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Animated Breath\",\"source\":\"FTD\",\"page\":163,\"size\":[\"L\"],\"type\":\"elemental\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]},{\"ac\":17,\"condition\":\"cold form only\",\"braces\":true}],\"hp\":{\"average\":95,\"formula\":\"10d10 + 40\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":19,\"dex\":11,\"con\":18,\"int\":6,\"wis\":10,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[{\"special\":\"damage of the type matching the animated breath's form (acid, cold, fire, lightning, or poison)\"}],\"conditionImmune\":[\"exhaustion\",\"paralyzed\",\"petrified\",\"poisoned\",\"restrained\",\"unconscious\"],\"languages\":[\"understands Draconic but can't speak\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Chromatic Form\",\"entries\":[\"When created, the animated breath takes one of five forms, matching its creator's breath weapon: Acid, Cold, Fire, Lightning, or Poison. This form determines the creature's AC, damage resistance, traits, and attacks.\"]},{\"name\":\"Fire Aura (Fire Form Only)\",\"entries\":[\"At the start of each of the animated breath's turns, each creature within 5 feet of it takes 3 ({@damage 1d6}) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the animated breath or hits it with a melee attack takes 3 ({@damage 1d6}) fire damage.\"]},{\"name\":\"Putrid Aura (Acid and Poison Forms Only)\",\"entries\":[\"A creature that starts its turn within 5 feet of the animated breath must succeed on a {@dc 15} Constitution saving throw or be {@condition poisoned} until the start of its next turn. A creature that touches the animated breath or hits it with a melee attack takes 3 ({@damage 1d6}) acid damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The animated breath makes two Slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage plus 11 ({@damage 2d10}) damage of a type determined by the animated breath's form: acid, cold, fire, lightning, or poison.\"]}],\"bonus\":[{\"name\":\"Lightning Burst (Lightning Form Only)\",\"entries\":[\"The animated breath magically teleports to an unoccupied space it can see within 30 feet of it. Each creature within 5 feet of the animated breath after it teleports takes 3 ({@damage 1d6}) lightning damage.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"DR\"],\"damageTags\":[\"A\",\"B\",\"F\",\"L\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Aspect of Bahamut\",\"source\":\"FTD\",\"page\":165,\"size\":[\"G\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"metallic\"]},\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":23,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":585,\"formula\":\"30d20 + 270\"},\"speed\":{\"walk\":60,\"burrow\":60,\"fly\":120,\"swim\":60},\"str\":30,\"dex\":18,\"con\":29,\"int\":25,\"wis\":28,\"cha\":30,\"save\":{\"con\":\"+18\",\"int\":\"+16\",\"wis\":\"+18\",\"cha\":\"+19\"},\"skill\":{\"insight\":\"+18\",\"perception\":\"+18\",\"persuasion\":\"+19\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":28,\"immune\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"radiant\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"deafened\",\"frightened\",\"paralyzed\",\"stunned\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"30\",\"trait\":[{\"name\":\"Platinum Brilliance (Recharges after a Short or Long Rest)\",\"entries\":[\"If the aspect would be reduced to 0 hit points, his current hit point total instead resets to 500 hit points, he recharges his Breath Weapon, and he regains any expended uses of Legendary Resistance. Additionally, the aspect can now use the options in the \\\"Mythic Actions\\\" section for 1 hour. Award a party an additional 155,000 XP (310,000 XP total) for defeating the aspect of Bahamut after his Platinum Brilliance activates.\"]},{\"name\":\"Legendary Resistance (5/Day)\",\"entries\":[\"If the aspect fails a saving throw, he can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The aspect makes one Bite attack, one Claw attack, and one Tail attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 19} to hit, reach 20 ft., one target. {@h}23 ({@damage 2d12 + 10}) piercing damage plus 22 ({@damage 4d10}) force damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 19} to hit, reach 15 ft., one target. {@h}21 ({@damage 2d10 + 10}) slashing damage. If the target is a Huge or smaller creature, it is {@condition grappled} (escape {@dc 20}) and is {@condition restrained} until this grapple ends. The aspect can have only one creature {@condition grappled} this way at a time.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 19} to hit, reach 15 ft., one target. {@h}23 ({@damage 2d12 + 10}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 27} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Breath Weapon {@recharge 5}\",\"entries\":[\"The aspect uses one of the following breath weapons:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Exalting Breath\",\"entries\":[\"The aspect exhales the restoring winds of Mount Celestia in a 300-foot cone. Each creature in that area of the aspect's choice regains 71 ({@dice 13d10}) hit points, and each creature in that area of the aspect's choice that has been dead for no longer than 1 hour is restored to life with all its hit points.\"]},{\"type\":\"item\",\"name\":\"Platinum Breath\",\"entries\":[\"The aspect exhales radiant platinum flames in a 300-foot cone. Each creature in that area must make a {@dc 26} Dexterity saving throw, taking 66 ({@damage 12d10}) radiant damage on a failed save, or half as much damage on a successful one.\"]}]}]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"The aspect magically transforms into any Humanoid or Beast, while retaining his game statistics (other than his size). This transformation ends if the aspect is reduced to 0 hit points or if he uses a bonus action to end it.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"The aspect makes one Claw or Tail attack.\"]},{\"name\":\"Furious Bite (Costs 2 Actions)\",\"entries\":[\"The aspect makes one Bite attack. If the attack hits a creature, the target must succeed on a {@dc 27} Wisdom saving throw or become {@condition frightened} of the aspect until the end of the target's next turn.\"]}],\"mythicHeader\":[\"If the aspect's Platinum Brilliance trait has activated in the last hour, he can use the options below as legendary actions.\"],\"mythic\":[{\"name\":\"Celestial Shield (Costs 2 Actions)\",\"entries\":[\"The aspect manifests seven spectral {@creature ancient gold dragon||ancient gold dragons} around himself that protect him; he gains 77 temporary hit points until the start of his next turn.\"]},{\"name\":\"Celestial Lances (Costs 3 Actions)\",\"entries\":[\"The aspect conjures four enormous lances of magical force that plummet to the ground at four different points he can see within 150 feet of him and then disappear. Each creature in a 20-foot-radius, 100-foot-high cylinder centered on each point must succeed on a {@dc 27} Dexterity saving throw or take 24 ({@damage 7d6}) force damage. A creature in the area of more than one lance is affected only once.\"]}],\"dragonAge\":\"aspect\",\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"O\",\"P\",\"R\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"grappled\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"dexterity\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Aspect of Tiamat\",\"source\":\"FTD\",\"page\":166,\"size\":[\"G\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"chromatic\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":23,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":574,\"formula\":\"28d20 + 280\"},\"speed\":{\"walk\":60,\"burrow\":60,\"fly\":120,\"swim\":60},\"str\":30,\"dex\":14,\"con\":30,\"int\":21,\"wis\":20,\"cha\":26,\"save\":{\"dex\":\"+11\",\"con\":\"+19\",\"wis\":\"+14\",\"cha\":\"+17\"},\"skill\":{\"intimidation\":\"+26\",\"perception\":\"+23\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":33,\"immune\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"frightened\",\"poisoned\",\"stunned\"],\"languages\":[\"Common\",\"Draconic\",\"Infernal\"],\"cr\":\"30\",\"trait\":[{\"name\":\"Chromatic Wrath (Recharges after a Short or Long Rest)\",\"entries\":[\"If the aspect would be reduced to 0 hit points, her current hit point total instead resets to 500 hit points, she recharges her Chromatic Flames, and she regains any expended uses of Legendary Resistance. Additionally, the aspect can now use the options in the \\\"Mythic Actions\\\" section for 1 hour. Award a party an additional 155,000 XP (310,000 XP total) for defeating the aspect of Tiamat after her Chromatic Wrath activates.\"]},{\"name\":\"Legendary Resistance (5/Day)\",\"entries\":[\"If the aspect fails a saving throw, she can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The aspect makes one Bite attack, one Claw attack, and one Tail attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 19} to hit, reach 20 ft., one target. {@h}23 ({@damage 2d12 + 10}) piercing damage plus 19 ({@damage 3d12}) force damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 19} to hit, reach 15 ft., one target. {@h}21 ({@damage 2d10 + 10}) slashing damage. If the target is a Huge or smaller creature, it is {@condition grappled} (escape {@dc 20}) and is {@condition restrained} until this grapple ends. The aspect can have only one creature {@condition grappled} this way at a time.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 19} to hit, reach 15 ft., one target. {@h}23 ({@dice 2d12 + 10}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 27} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Chromatic Flames {@recharge 5}\",\"entries\":[\"The aspect exhales multicolored flames in a 300-foot cone. Each creature in that area must make a {@dc 27} Dexterity saving throw. On a failed save, the creature takes 71 ({@damage 11d12}) damage of a type of the aspect's choosing: acid, cold, fire, lightning, or poison. On a successful save, the creature takes half as much damage.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"The aspect makes one Claw or Tail attack.\"]},{\"name\":\"Furious Bite (Costs 2 Actions)\",\"entries\":[\"The aspect makes one Bite attack. If the attack hits a creature, the target must succeed on a {@dc 27} Wisdom saving throw or become {@condition frightened} of the aspect until the end of its next turn.\"]}],\"mythicHeader\":[\"If the aspect's Chromatic Wrath trait has activated in the last hour, she can use the options below as legendary actions.\"],\"mythic\":[{\"name\":\"Hurl Through Avernus (Costs 2 Actions)\",\"entries\":[\"The aspect targets a creature she is grappling. The creature must succeed on a {@dc 25} Charisma saving throw or take 44 ({@damage 8d10}) psychic damage and be banished to Avernus (the first layer of the Nine Hells). At the start of the aspect's next turn, the creature reappears in an unoccupied space within 10 feet of the aspect.\"]},{\"name\":\"Chromatic Flare (Costs 3 Actions)\",\"entries\":[\"The aspect flares with elemental energy. Each creature of the aspect's choice in a 60-foot-radius sphere centered on her must make a {@dc 27} Dexterity saving throw. On a failed save, the creature takes 39 ({@damage 6d12}) damage of a type chosen by the aspect: acid, cold, fire, lightning, or poison. On a successful save, the creature takes half as much damage.\"]}],\"dragonAge\":\"aspect\",\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"I\"],\"damageTags\":[\"O\",\"P\",\"S\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"grappled\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"charisma\",\"dexterity\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Black Greatwyrm\",\"group\":[\"Chromatic Dragon\"],\"source\":\"FTD\",\"page\":168,\"size\":[\"G\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"chromatic\"]},\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":22,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":533,\"formula\":\"26d20 + 260\"},\"speed\":{\"walk\":60,\"burrow\":60,\"fly\":120,\"swim\":60},\"str\":30,\"dex\":14,\"con\":30,\"int\":21,\"wis\":20,\"cha\":26,\"save\":{\"dex\":\"+10\",\"con\":\"+18\",\"wis\":\"+13\",\"cha\":\"+16\"},\"skill\":{\"intimidation\":\"+16\",\"perception\":\"+21\",\"stealth\":\"+10\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":31,\"immune\":[\"acid\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"27\",\"trait\":[{\"name\":\"Chromatic Awakening (Recharges after a Short or Long Rest)\",\"entries\":[\"If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 425 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the \\\"Mythic Actions\\\" section for 1 hour. Award a party an additional 105,000 XP (210,000 XP total) for defeating the greatwyrm after its Chromatic Awakening activates.\"]},{\"name\":\"Legendary Resistance (4/Day)\",\"entries\":[\"If the greatwyrm fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The greatwyrm doesn't require food or drink.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The greatwyrm makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 15 ft., one target. {@h}21 ({@damage 2d10 + 10}) piercing damage plus 13 ({@damage 2d12}) force damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d8 + 10}) slashing damage. If the target is a Huge or smaller creature, it is {@condition grappled} (escape {@dc 20}) and is {@condition restrained} until this grapple ends. The greatwyrm can have only one creature {@condition grappled} this way at a time.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 20 ft., one target. {@h}19 ({@damage 2d8 + 10}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 26} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Breath Weapon {@recharge 5}\",\"entries\":[\"The greatwyrm exhales a blast of energy in a 300-foot cone. Each creature in that area must make a {@dc 26} Dexterity saving throw. On a failed save, the creature takes 78 ({@damage 12d12}) acid damage. On a successful save, the creature takes half as much damage.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"The greatwyrm makes one Claw or Tail attack.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a {@dc 26} Dexterity saving throw or take 17 ({@damage 2d6 + 10}) bludgeoning damage and be knocked {@condition prone}. The greatwyrm can then fly up to half its flying speed.\"]},{\"name\":\"Arcane Spear (Costs 3 Actions)\",\"entries\":[\"The greatwyrm creates four spears of magical force. Each spear hits a creature of the greatwyrm's choice it can see within 120 feet of it, dealing 12 ({@damage 1d8 + 8}) force damage to its target, then disappears.\"]}],\"mythicHeader\":[\"If the greatwyrm's Chromatic Awakening trait has activated in the last hour, it can use the options below as legendary actions.\"],\"mythic\":[{\"name\":\"Bite\",\"entries\":[\"The greatwyrm makes one Bite attack.\"]},{\"name\":\"Chromatic Flare (Costs 2 Actions)\",\"entries\":[\"The greatwyrm flares with elemental energy. Each creature in a 60-foot-radius sphere centered on the greatwyrm must succeed on a {@dc 26} Dexterity saving throw or take 22 ({@damage 5d8}) acid damage.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 16} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]},{\"type\":\"item\",\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.\"]}]}]}]}],\"dragonCastingColor\":\"black\",\"dragonAge\":\"greatwyrm\",\"traitTags\":[\"Legendary Resistances\",\"Unusual Nature\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"A\",\"B\",\"O\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Blue Greatwyrm\",\"group\":[\"Chromatic Dragon\"],\"source\":\"FTD\",\"page\":168,\"size\":[\"G\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"chromatic\"]},\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":22,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":533,\"formula\":\"26d20 + 260\"},\"speed\":{\"walk\":60,\"burrow\":60,\"fly\":120,\"swim\":60},\"str\":30,\"dex\":14,\"con\":30,\"int\":21,\"wis\":20,\"cha\":26,\"save\":{\"dex\":\"+10\",\"con\":\"+18\",\"wis\":\"+13\",\"cha\":\"+16\"},\"skill\":{\"intimidation\":\"+16\",\"perception\":\"+21\",\"stealth\":\"+10\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":31,\"immune\":[\"lightning\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"27\",\"trait\":[{\"name\":\"Chromatic Awakening (Recharges after a Short or Long Rest)\",\"entries\":[\"If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 425 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the \\\"Mythic Actions\\\" section for 1 hour. Award a party an additional 105,000 XP (210,000 XP total) for defeating the greatwyrm after its Chromatic Awakening activates.\"]},{\"name\":\"Legendary Resistance (4/Day)\",\"entries\":[\"If the greatwyrm fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The greatwyrm doesn't require food or drink.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The greatwyrm makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 15 ft., one target. {@h}21 ({@damage 2d10 + 10}) piercing damage plus 13 ({@damage 2d12}) force damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d8 + 10}) slashing damage. If the target is a Huge or smaller creature, it is {@condition grappled} (escape {@dc 20}) and is {@condition restrained} until this grapple ends. The greatwyrm can have only one creature {@condition grappled} this way at a time.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 20 ft., one target. {@h}19 ({@damage 2d8 + 10}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 26} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Breath Weapon {@recharge 5}\",\"entries\":[\"The greatwyrm exhales a blast of energy in a 300-foot cone. Each creature in that area must make a {@dc 26} Dexterity saving throw. On a failed save, the creature takes 78 ({@damage 12d12}) lightning damage. On a successful save, the creature takes half as much damage.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"The greatwyrm makes one Claw or Tail attack.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a {@dc 26} Dexterity saving throw or take 17 ({@damage 2d6 + 10}) bludgeoning damage and be knocked {@condition prone}. The greatwyrm can then fly up to half its flying speed.\"]},{\"name\":\"Arcane Spear (Costs 3 Actions)\",\"entries\":[\"The greatwyrm creates four spears of magical force. Each spear hits a creature of the greatwyrm's choice it can see within 120 feet of it, dealing 12 ({@damage 1d8 + 8}) force damage to its target, then disappears.\"]}],\"mythicHeader\":[\"If the greatwyrm's Chromatic Awakening trait has activated in the last hour, it can use the options below as legendary actions.\"],\"mythic\":[{\"name\":\"Bite\",\"entries\":[\"The greatwyrm makes one Bite attack.\"]},{\"name\":\"Chromatic Flare (Costs 2 Actions)\",\"entries\":[\"The greatwyrm flares with elemental energy. Each creature in a 60-foot-radius sphere centered on the greatwyrm must succeed on a {@dc 26} Dexterity saving throw or take 22 ({@damage 5d8}) lightning damage.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 16} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]},{\"type\":\"item\",\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.\"]}]}]}]}],\"dragonCastingColor\":\"blue\",\"dragonAge\":\"greatwyrm\",\"traitTags\":[\"Legendary Resistances\",\"Unusual Nature\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"L\",\"O\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Brass Greatwyrm\",\"group\":[\"Metallic Dragon\"],\"source\":\"FTD\",\"page\":208,\"size\":[\"G\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"metallic\"]},\"alignment\":[\"L\",\"G\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":22,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":565,\"formula\":\"29d20 + 261\"},\"speed\":{\"walk\":60,\"burrow\":60,\"fly\":120,\"swim\":60},\"str\":30,\"dex\":16,\"con\":29,\"int\":21,\"wis\":22,\"cha\":30,\"save\":{\"dex\":\"+11\",\"con\":\"+17\",\"int\":\"+13\",\"wis\":\"+14\",\"cha\":\"+18\"},\"skill\":{\"insight\":\"+14\",\"perception\":\"+22\",\"persuasion\":\"+18\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":32,\"immune\":[\"fire\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"28\",\"trait\":[{\"name\":\"Legendary Resistance (4/Day)\",\"entries\":[\"If the greatwyrm fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Metallic Awakening (Recharges after a Short or Long Rest)\",\"entries\":[\"If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 450 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the \\\"Mythic Actions\\\" section for 1 hour. Award a party an additional 120,000 XP (240,000 XP total) for defeating the greatwyrm after its Metallic Awakening activates.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The greatwyrm doesn't require food or drink.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The greatwyrm makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 15 ft., one target. {@h}21 ({@damage 2d10 + 10}) piercing damage plus 13 ({@damage 2d12}) force damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d8 + 10}) slashing damage. If the target is a Huge or smaller creature, it is {@condition grappled} (escape {@dc 20}) and is {@condition restrained} until this grapple ends. The greatwyrm can have only one creature {@condition grappled} in this way at a time.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 20 ft., one target. {@h}21 ({@damage 2d10 + 10}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 26} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Breath Weapon {@recharge 5}\",\"entries\":[\"The greatwyrm uses one of the following breath weapons:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Elemental Breath\",\"entries\":[\"The greatwyrm exhales elemental energy in a 300-foot cone. Each creature in that area must make a {@dc 25} Dexterity saving throw, taking 84 ({@damage 13d12}) fire damage on a failed save, or half as much damage on a successful one.\"]},{\"type\":\"item\",\"name\":\"Sapping Breath\",\"entries\":[\"The greatwyrm exhales gas in a 300-foot cone. Each creature in that area must make a {@dc 25} Constitution saving throw. On a failed save, the creature falls {@condition unconscious} for 1 minute. On a successful save, the creature has disadvantage on attack rolls and saving throws until the end of the greatwyrm's next turn. An {@condition unconscious} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}]}]},{\"name\":\"Change Shape\",\"entries\":[\"The greatwyrm magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"The greatwyrm makes one Claw or Tail attack.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a {@dc 26} Dexterity saving throw or take 17 ({@damage 2d6 + 10}) bludgeoning damage and be knocked {@condition prone}. The greatwyrm can then fly up to half its flying speed.\"]}],\"mythicHeader\":[\"If the greatwyrm's Metallic Awakening trait has activated in the last hour, it can use the options below as legendary actions.\"],\"mythic\":[{\"name\":\"Bite\",\"entries\":[\"The greatwyrm makes one Bite attack.\"]},{\"name\":\"Shattering Roar (Costs 2 Actions)\",\"entries\":[\"The greatwyrm unleashes a magical roar. Each creature in a 120-foot-radius sphere centered on the greatwyrm must succeed on a {@dc 26} Constitution saving throw or take 19 ({@damage 3d12}) thunder damage and be {@condition incapacitated} until the end of its next turn.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 18} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]},{\"type\":\"item\",\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.\"]}]}]}]}],\"dragonCastingColor\":\"brass\",\"dragonAge\":\"greatwyrm\",\"traitTags\":[\"Legendary Resistances\",\"Unusual Nature\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"F\",\"O\",\"P\",\"S\",\"T\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"incapacitated\",\"prone\",\"restrained\",\"unconscious\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Bronze Greatwyrm\",\"group\":[\"Metallic Dragon\"],\"source\":\"FTD\",\"page\":208,\"size\":[\"G\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"metallic\"]},\"alignment\":[\"L\",\"G\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":22,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":565,\"formula\":\"29d20 + 261\"},\"speed\":{\"walk\":60,\"burrow\":60,\"fly\":120,\"swim\":60},\"str\":30,\"dex\":16,\"con\":29,\"int\":21,\"wis\":22,\"cha\":30,\"save\":{\"dex\":\"+11\",\"con\":\"+17\",\"int\":\"+13\",\"wis\":\"+14\",\"cha\":\"+18\"},\"skill\":{\"insight\":\"+14\",\"perception\":\"+22\",\"persuasion\":\"+18\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":32,\"immune\":[\"lightning\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"28\",\"trait\":[{\"name\":\"Legendary Resistance (4/Day)\",\"entries\":[\"If the greatwyrm fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Metallic Awakening (Recharges after a Short or Long Rest)\",\"entries\":[\"If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 450 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the \\\"Mythic Actions\\\" section for 1 hour. Award a party an additional 120,000 XP (240,000 XP total) for defeating the greatwyrm after its Metallic Awakening activates.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The greatwyrm doesn't require food or drink.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The greatwyrm makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 15 ft., one target. {@h}21 ({@damage 2d10 + 10}) piercing damage plus 13 ({@damage 2d12}) force damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d8 + 10}) slashing damage. If the target is a Huge or smaller creature, it is {@condition grappled} (escape {@dc 20}) and is {@condition restrained} until this grapple ends. The greatwyrm can have only one creature {@condition grappled} in this way at a time.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 20 ft., one target. {@h}21 ({@damage 2d10 + 10}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 26} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Breath Weapon {@recharge 5}\",\"entries\":[\"The greatwyrm uses one of the following breath weapons:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Elemental Breath\",\"entries\":[\"The greatwyrm exhales elemental energy in a 300-foot cone. Each creature in that area must make a {@dc 25} Dexterity saving throw, taking 84 ({@damage 13d12}) lightning damage on a failed save, or half as much damage on a successful one.\"]},{\"type\":\"item\",\"name\":\"Sapping Breath\",\"entries\":[\"The greatwyrm exhales gas in a 300-foot cone. Each creature in that area must make a {@dc 25} Constitution saving throw. On a failed save, the creature falls {@condition unconscious} for 1 minute. On a successful save, the creature has disadvantage on attack rolls and saving throws until the end of the greatwyrm's next turn. An {@condition unconscious} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}]}]},{\"name\":\"Change Shape\",\"entries\":[\"The greatwyrm magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"The greatwyrm makes one Claw or Tail attack.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a {@dc 26} Dexterity saving throw or take 17 ({@damage 2d6 + 10}) bludgeoning damage and be knocked {@condition prone}. The greatwyrm can then fly up to half its flying speed.\"]}],\"mythicHeader\":[\"If the greatwyrm's Metallic Awakening trait has activated in the last hour, it can use the options below as legendary actions.\"],\"mythic\":[{\"name\":\"Bite\",\"entries\":[\"The greatwyrm makes one Bite attack.\"]},{\"name\":\"Shattering Roar (Costs 2 Actions)\",\"entries\":[\"The greatwyrm unleashes a magical roar. Each creature in a 120-foot-radius sphere centered on the greatwyrm must succeed on a {@dc 26} Constitution saving throw or take 19 ({@damage 3d12}) thunder damage and be {@condition incapacitated} until the end of its next turn.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 18} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]},{\"type\":\"item\",\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.\"]}]}]}]}],\"dragonCastingColor\":\"bronze\",\"dragonAge\":\"greatwyrm\",\"traitTags\":[\"Legendary Resistances\",\"Unusual Nature\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"L\",\"O\",\"P\",\"S\",\"T\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"incapacitated\",\"prone\",\"restrained\",\"unconscious\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Copper Greatwyrm\",\"group\":[\"Metallic Dragon\"],\"source\":\"FTD\",\"page\":208,\"size\":[\"G\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"metallic\"]},\"alignment\":[\"L\",\"G\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":22,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":565,\"formula\":\"29d20 + 261\"},\"speed\":{\"walk\":60,\"burrow\":60,\"fly\":120,\"swim\":60},\"str\":30,\"dex\":16,\"con\":29,\"int\":21,\"wis\":22,\"cha\":30,\"save\":{\"dex\":\"+11\",\"con\":\"+17\",\"int\":\"+13\",\"wis\":\"+14\",\"cha\":\"+18\"},\"skill\":{\"insight\":\"+14\",\"perception\":\"+22\",\"persuasion\":\"+18\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":32,\"immune\":[\"acid\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"28\",\"trait\":[{\"name\":\"Legendary Resistance (4/Day)\",\"entries\":[\"If the greatwyrm fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Metallic Awakening (Recharges after a Short or Long Rest)\",\"entries\":[\"If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 450 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the \\\"Mythic Actions\\\" section for 1 hour. Award a party an additional 120,000 XP (240,000 XP total) for defeating the greatwyrm after its Metallic Awakening activates.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The greatwyrm doesn't require food or drink.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The greatwyrm makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 15 ft., one target. {@h}21 ({@damage 2d10 + 10}) piercing damage plus 13 ({@damage 2d12}) force damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d8 + 10}) slashing damage. If the target is a Huge or smaller creature, it is {@condition grappled} (escape {@dc 20}) and is {@condition restrained} until this grapple ends. The greatwyrm can have only one creature {@condition grappled} in this way at a time.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 20 ft., one target. {@h}21 ({@damage 2d10 + 10}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 26} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Breath Weapon {@recharge 5}\",\"entries\":[\"The greatwyrm uses one of the following breath weapons:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Elemental Breath\",\"entries\":[\"The greatwyrm exhales elemental energy in a 300-foot cone. Each creature in that area must make a {@dc 25} Dexterity saving throw, taking 84 ({@damage 13d12}) acid damage on a failed save, or half as much damage on a successful one.\"]},{\"type\":\"item\",\"name\":\"Sapping Breath\",\"entries\":[\"The greatwyrm exhales gas in a 300-foot cone. Each creature in that area must make a {@dc 25} Constitution saving throw. On a failed save, the creature falls {@condition unconscious} for 1 minute. On a successful save, the creature has disadvantage on attack rolls and saving throws until the end of the greatwyrm's next turn. An {@condition unconscious} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}]}]},{\"name\":\"Change Shape\",\"entries\":[\"The greatwyrm magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"The greatwyrm makes one Claw or Tail attack.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a {@dc 26} Dexterity saving throw or take 17 ({@damage 2d6 + 10}) bludgeoning damage and be knocked {@condition prone}. The greatwyrm can then fly up to half its flying speed.\"]}],\"mythicHeader\":[\"If the greatwyrm's Metallic Awakening trait has activated in the last hour, it can use the options below as legendary actions.\"],\"mythic\":[{\"name\":\"Bite\",\"entries\":[\"The greatwyrm makes one Bite attack.\"]},{\"name\":\"Shattering Roar (Costs 2 Actions)\",\"entries\":[\"The greatwyrm unleashes a magical roar. Each creature in a 120-foot-radius sphere centered on the greatwyrm must succeed on a {@dc 26} Constitution saving throw or take 19 ({@damage 3d12}) thunder damage and be {@condition incapacitated} until the end of its next turn.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 18} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]},{\"type\":\"item\",\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.\"]}]}]}]}],\"dragonCastingColor\":\"copper\",\"dragonAge\":\"greatwyrm\",\"traitTags\":[\"Legendary Resistances\",\"Unusual Nature\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"A\",\"B\",\"O\",\"P\",\"S\",\"T\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"incapacitated\",\"prone\",\"restrained\",\"unconscious\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Crystal Dragon Wyrmling\",\"group\":[\"Gem Dragon\"],\"source\":\"FTD\",\"page\":172,\"size\":[\"M\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"gem\"]},\"alignment\":[\"C\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":32,\"formula\":\"5d8 + 10\"},\"speed\":{\"walk\":30,\"burrow\":15,\"climb\":30,\"fly\":60},\"str\":14,\"dex\":12,\"con\":14,\"int\":14,\"wis\":13,\"cha\":15,\"save\":{\"dex\":\"+3\",\"con\":\"+4\",\"wis\":\"+3\",\"cha\":\"+4\"},\"skill\":{\"perception\":\"+5\",\"stealth\":\"+5\",\"survival\":\"+3\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 60 ft.\"],\"passive\":15,\"resist\":[\"cold\",\"radiant\"],\"languages\":[\"Draconic\",\"telepathy 120 ft.\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability:\"],\"will\":[\"{@spell dancing lights}\",\"{@spell guidance}\"],\"ability\":\"int\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage plus 2 ({@damage 1d4}) radiant damage.\"]},{\"name\":\"Scintillating Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a burst of brilliant radiance in a 15-foot cone. Each creature in that area must make a {@dc 12} Constitution saving throw, taking 18 ({@damage 4d8}) radiant damage on a failed save, or half as much damage on a successful one. The dragon then gains 5 temporary hit points by absorbing a portion of the radiant energy.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 10} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]},{\"type\":\"item\",\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.\"]}]}]}]}],\"dragonAge\":\"wyrmling\",\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"DR\",\"TP\"],\"damageTags\":[\"P\",\"R\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Crystal Greatwyrm\",\"group\":[\"Gem Dragon\"],\"source\":\"FTD\",\"page\":201,\"size\":[\"G\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"gem\"]},\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":21,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":507,\"formula\":\"26d20 + 234\"},\"speed\":{\"walk\":60,\"burrow\":60,\"fly\":{\"number\":120,\"condition\":\"(hover)\"},\"swim\":60,\"canHover\":true},\"str\":28,\"dex\":14,\"con\":29,\"int\":30,\"wis\":24,\"cha\":25,\"save\":{\"dex\":\"+10\",\"con\":\"+17\",\"wis\":\"+15\",\"cha\":\"+15\"},\"skill\":{\"arcana\":\"+26\",\"history\":\"+18\",\"perception\":\"+15\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":25,\"immune\":[\"radiant\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\",\"prone\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"26\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The greatwyrm casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 26}, {@hit 18} to hit with spell attack):\"],\"daily\":{\"1e\":[\"{@spell dispel magic}\",\"{@spell forcecage}\",\"{@spell plane shift}\",\"{@spell reverse gravity}\",\"{@spell time stop}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Gem Awakening (Recharges after a Short or Long Rest)\",\"entries\":[\"If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use its Mass Telekinesis action during the next hour. Award a party an additional 90,000 XP (180,000 XP total) for defeating the greatwyrm after its Gem Awakening activates.\"]},{\"name\":\"Legendary Resistance (4/Day)\",\"entries\":[\"If the greatwyrm fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The greatwyrm doesn't require food or drink.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The greatwyrm makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 15 ft., one target. {@h}20 ({@damage 2d10 + 9}) piercing damage plus 16 ({@damage 3d10}) force damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d8 + 9}) slashing damage. If the target is a Huge or smaller creature, it is {@condition grappled} (escape {@dc 19}) and is {@condition restrained} until this grapple ends. The greatwyrm can have only one creature {@condition grappled} in this way at a time.\"]},{\"name\":\"Breath Weapon {@recharge 5}\",\"entries\":[\"The greatwyrm exhales crushing force in a 300-foot cone. Each creature in that area must make a {@dc 25} Dexterity saving throw. On a failed save, the creature takes 71 ({@damage 11d12}) force damage and is knocked {@condition prone}. On a successful save, it takes half as much damage and isn't knocked {@condition prone}. On a success or failure, the creature's speed becomes 0 until the end of its next turn.\"]},{\"name\":\"Mass Telekinesis (Gem Awakening Only; Recharges after a Short or Long Rest)\",\"entries\":[\"The greatwyrm targets any number of creatures and objects it can see within 120 feet of it. No one target can weigh more than 4,000 pounds, and objects can't be targeted if they're being worn or carried. Each targeted creature must succeed on a {@dc 26} Strength saving throw or be {@condition restrained} in the greatwyrm's telekinetic grip. At the end of a creature's turn, it can repeat the saving throw, ending the effect on itself on a success.\",\"At the end of the greatwyrm's turn, it can move each creature or object it has in its telekinetic grip up to 60 feet in any direction, but not beyond 120 feet of itself. In addition, it can choose any number of creatures {@condition restrained} in this way and deal 45 ({@damage 7d12}) force damage to each of them.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"The greatwyrm magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the greatwyrm is reduced to 0 hit points or uses a bonus action to end it.\"]},{\"name\":\"Psychic Step\",\"entries\":[\"The greatwyrm magically teleports to an unoccupied space it can see within 60 feet of it.\"]}],\"legendary\":[{\"name\":\"Claw\",\"entries\":[\"The greatwyrm makes one Claw attack.\"]},{\"name\":\"Psionics (Costs 2 Actions)\",\"entries\":[\"The greatwyrm uses Psychic Step or Spellcasting.\"]},{\"name\":\"Psychic Beam (Costs 3 Actions)\",\"entries\":[\"The greatwyrm emits a beam of psychic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a {@dc 26} Intelligence saving throw, taking 27 ({@damage 5d10}) psychic damage on a failed save, or half as much damage on a successful one.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 15} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]},{\"type\":\"item\",\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.\"]}]}]}]}],\"dragonAge\":\"greatwyrm\",\"traitTags\":[\"Legendary Resistances\",\"Unusual Nature\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"O\",\"P\",\"S\",\"Y\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"dexterity\",\"intelligence\",\"strength\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Deep Dragon Wyrmling\",\"source\":\"FTD\",\"page\":175,\"size\":[\"M\"],\"type\":\"dragon\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":27,\"formula\":\"5d8 + 5\"},\"speed\":{\"walk\":30,\"burrow\":15,\"fly\":60,\"swim\":30},\"str\":14,\"dex\":11,\"con\":12,\"int\":11,\"wis\":12,\"cha\":13,\"save\":{\"dex\":\"+2\",\"con\":\"+3\",\"wis\":\"+3\",\"cha\":\"+3\"},\"skill\":{\"perception\":\"+3\",\"persuasion\":\"+3\",\"stealth\":\"+4\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 90 ft.\"],\"passive\":13,\"resist\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Draconic\"],\"cr\":\"1\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage.\"]},{\"name\":\"Nightmare Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a cloud of spores in a 15-foot cone. Each creature in that area must make a {@dc 11} Wisdom saving throw. On a failed save, the creature takes 5 ({@damage 1d10}) psychic damage, and it is {@condition frightened} of the dragon for 1 minute. On a successful save, the creature takes half as much damage with no additional effects. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 9} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]},{\"type\":\"item\",\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.\"]}]}]}]}],\"dragonAge\":\"wyrmling\",\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"P\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dracohydra\",\"source\":\"FTD\",\"page\":176,\"size\":[\"H\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":218,\"formula\":\"19d12 + 95\"},\"speed\":{\"walk\":30,\"swim\":30,\"fly\":30},\"str\":20,\"dex\":12,\"con\":20,\"int\":6,\"wis\":12,\"cha\":12,\"skill\":{\"perception\":\"+9\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":19,\"languages\":[\"understands Draconic but can't speak\"],\"cr\":\"11\",\"trait\":[{\"name\":\"Multiple Heads\",\"entries\":[\"The dracohydra has five heads. While it has more than one head, the dracohydra has advantage on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}.\",\"Whenever the dracohydra takes 30 or more damage in a single turn, one of its heads dies. If all its heads die, the dracohydra dies.\",\"At the end of its turn, the dracohydra grows two heads for each of its heads that died since its last turn, unless it has taken radiant damage since its last turn. The dracohydra regains 10 hit points for each head regrown this way.\"]},{\"name\":\"Reactive Heads\",\"entries\":[\"For each head the dracohydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.\"]},{\"name\":\"Wakeful\",\"entries\":[\"While the dracohydra sleeps, at least one of its heads is awake.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dracohydra makes as many Bite attacks as it has heads.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d10 + 5}) damage of a type chosen by the dracohydra: acid, cold, fire, lightning, or poison.\"]},{\"name\":\"Prismatic Breath {@recharge 4}\",\"entries\":[\"The dracohydra's heads exhale a single breath of multicolored energy in a 60-foot cone. Each creature in that area must make a {@dc 17} Dexterity saving throw. On a failed save, the creature takes 33 ({@damage 6d10}) damage of a type chosen by the dracohydra: acid, cold, fire, lightning, or poison. On a successful save, the creature takes half as much damage.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"CS\",\"DR\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Draconian Dreadnought\",\"source\":\"FTD\",\"page\":177,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":57,\"formula\":\"6d10 + 24\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":18,\"dex\":10,\"con\":18,\"int\":10,\"wis\":10,\"cha\":10,\"save\":{\"str\":\"+6\",\"wis\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Death Throes\",\"entries\":[\"When the draconian is reduced to 0 hit points, it bursts into flames and is reduced to ashes. Each creature in a 10-foot-radius sphere centered on the draconian must succeed on a {@dc 13} Dexterity saving throw or take 10 ({@damage 3d6}) fire damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The draconian makes two Serrated Sword attacks and one Tail attack.\"]},{\"name\":\"Serrated Sword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}.\"]}],\"reaction\":[{\"name\":\"Shape Theft\",\"entries\":[\"After the draconian kills a Medium or smaller Humanoid, the draconian can magically transform itself to look and feel like that creature while retaining its game statistics (other than its size). This transformation lasts until the draconian dies or uses an action to end it.\"]}],\"traitTags\":[\"Death Burst\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"F\",\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Draconian Foot Soldier\",\"source\":\"FTD\",\"page\":178,\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":22,\"formula\":\"4d8 + 4\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":11,\"con\":13,\"int\":8,\"wis\":8,\"cha\":10,\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Controlled Fall\",\"entries\":[\"When the draconian falls and isn't {@condition incapacitated}, it subtracts up to 100 feet from the fall when calculating the fall's damage.\"]},{\"name\":\"Death Throes\",\"entries\":[\"When the draconian is reduced to 0 hit points, its body turns to stone and releases a petrifying gas. Each creature within 5 feet of the draconian must succeed on a {@dc 11} Constitution saving throw or be {@condition restrained} as it begins to turn to stone. The {@condition restrained} creature must repeat the saving throw at the end of its next turn. On a success, the effect ends; otherwise the creature is {@condition petrified} for 1 minute. After 1 minute, the body of the draconian crumbles to dust.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The draconian makes two Shortsword attacks.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage.\"]}],\"attachedItems\":[\"shortsword|phb\"],\"traitTags\":[\"Death Burst\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"conditionInflict\":[\"petrified\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Draconian Infiltrator\",\"source\":\"FTD\",\"page\":178,\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":39,\"formula\":\"6d8 + 12\"},\"speed\":{\"walk\":40,\"climb\":30},\"str\":11,\"dex\":17,\"con\":14,\"int\":9,\"wis\":13,\"cha\":11,\"save\":{\"dex\":\"+5\"},\"skill\":{\"perception\":\"+3\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Death Throes\",\"entries\":[\"When the draconian is reduced to 0 hit points, it turns into a puddle of acid and splashes acid on those around it. Each creature within 5 feet of the draconian must succeed on a {@dc 12} Dexterity saving throw or be covered in acid for 1 minute. A creature can use its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 7 ({@damage 2d6}) acid damage at the start of each of its turns.\"]},{\"name\":\"Glide\",\"entries\":[\"When the draconian falls and isn't {@condition incapacitated}, it subtracts up to 100 feet from the fall when calculating the fall's damage, and it can move up to 2 feet horizontally for every 1 foot it descends.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The draconian makes two Dagger attacks. If both attacks hit the same creature, the target must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} until the end of the target's next turn. While {@condition poisoned} in this way, the target is also {@condition paralyzed}.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"traitTags\":[\"Death Burst\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"A\",\"I\",\"P\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"paralyzed\",\"poisoned\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Draconian Mage\",\"source\":\"FTD\",\"page\":179,\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":40,\"formula\":\"9d8\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":10,\"con\":11,\"int\":11,\"wis\":10,\"cha\":14,\"save\":{\"int\":\"+2\",\"wis\":\"+2\",\"cha\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The draconian casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 12}):\"],\"daily\":{\"1e\":[\"{@spell enlarge/reduce}\",\"{@spell invisibility}\",\"{@spell stinking cloud}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Death Throes\",\"entries\":[\"When the draconian is reduced to 0 hit points, its scales and flesh immediately shrivel away and its bones explode. Each creature within 10 feet of it must succeed on a {@dc 10} Dexterity saving throw or take 9 ({@damage 2d8}) force damage.\"]},{\"name\":\"Glide\",\"entries\":[\"When the draconian falls and isn't {@condition incapacitated}, it subtracts up to 100 feet from the fall when calculating the fall's damage, and it can move up to 2 feet horizontally for every 1 foot it descends.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The draconian makes two Trident or Necrotic Ray attacks.\"]},{\"name\":\"Trident\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack.\"]},{\"name\":\"Necrotic Ray\",\"entries\":[\"{@atk rs} {@hit 4} to hit, range 60 ft., one target. {@h}10 ({@damage 3d6}) necrotic damage.\"]}],\"attachedItems\":[\"trident|phb\"],\"traitTags\":[\"Death Burst\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"N\",\"O\",\"P\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Draconian Mastermind\",\"source\":\"FTD\",\"page\":180,\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":67,\"formula\":\"9d8 + 27\"},\"speed\":{\"walk\":35},\"str\":13,\"dex\":14,\"con\":16,\"int\":15,\"wis\":11,\"cha\":17,\"save\":{\"int\":\"+5\",\"wis\":\"+3\",\"cha\":\"+6\"},\"skill\":{\"perception\":\"+3\"},\"senses\":[\"truesight 60 ft.\"],\"passive\":13,\"conditionImmune\":[\"charmed\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The draconian casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 14}):\"],\"will\":[\"{@spell invisibility}\",\"{@spell mage hand}\"],\"daily\":{\"2e\":[\"{@spell dimension door}\",\"{@spell disguise self}\",\"{@spell sending}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Death Throes\",\"entries\":[\"When the draconian is reduced to 0 hit points, its magical essence lashes out as a ball of lightning at the closest creature within 30 feet of it before arcing out to up to two other creatures within 15 feet of the first. Each creature must make a {@dc 14} Dexterity saving throw. On a failed save, the creature takes 9 ({@damage 2d8}) lightning damage and is {@condition stunned} until the end of its next turn. On a successful save, the creature takes half as much damage and isn't {@condition stunned}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The draconian makes three Rend or Energy Ray attacks.\"]},{\"name\":\"Rend\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage.\"]},{\"name\":\"Energy Ray\",\"entries\":[\"{@atk rs} {@hit 6} to hit, range 60 ft., one target. {@h}8 ({@damage 1d10 + 3}) force damage.\"]},{\"name\":\"Noxious Breath {@recharge 5}\",\"entries\":[\"The draconian exhales a 15-foot cone of noxious gas. Each creature in that area must make a {@dc 14} Constitution saving throw. On a failed save, the creature takes 21 ({@damage 6d6}) poison damage and gains 1 level of {@condition exhaustion}. On a successful save, the creature takes half as much damage, doesn't gain {@condition exhaustion}, and is immune to all draconians' Noxious Breath for 24 hours.\"]}],\"reaction\":[{\"name\":\"Magic Shield (3/Day)\",\"entries\":[\"When the draconian is hit by an attack roll, it can create an {@condition invisible} barrier of magical force around itself, granting it a +5 bonus to its AC against that attack and potentially causing the attack to miss.\"]}],\"traitTags\":[\"Death Burst\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"I\",\"L\",\"O\",\"S\"],\"damageTagsSpell\":[\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"exhaustion\",\"stunned\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Draconic Shard\",\"source\":\"FTD\",\"page\":181,\"size\":[\"H\"],\"type\":\"undead\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":17,\"from\":[\"deflection\"]}],\"hp\":{\"average\":168,\"formula\":\"16d12 + 64\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":80,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":1,\"dex\":12,\"con\":18,\"int\":22,\"wis\":18,\"cha\":22,\"save\":{\"dex\":\"+7\",\"int\":\"+12\",\"wis\":\"+10\",\"cha\":\"+12\"},\"skill\":{\"arcana\":\"+12\",\"history\":\"+12\",\"perception\":\"+16\",\"stealth\":\"+7\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":26,\"resist\":[\"acid\",\"fire\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"cold\",\"necrotic\",\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\"],\"languages\":[\"Common\",\"Draconic\",\"telepathy 120 ft.\"],\"cr\":\"17\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The shard casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 20}):\"],\"will\":[\"{@spell detect thoughts}\",\"{@spell invisibility}\",\"{@spell telekinesis}\"],\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Deflection\",\"entries\":[\"The shard's AC includes its Intelligence modifier.\"]},{\"name\":\"Incorporeal Movement\",\"entries\":[\"The shard can move through creatures and objects as if they were {@quickref difficult terrain||3}. If it ends its turn inside an object, it takes 5 ({@damage 1d10}) force damage.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the shard fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Rejuvenation\",\"entries\":[\"When it drops to 0 hit points, the shard disappears and leaves a Tiny cracked gemstone in its space. The gemstone matches the kind of gem dragon it was in life and has AC 20, 15 hit points, and immunity to all damage except force. Unless the gemstone is destroyed, after {@dice 1d20} days, the gemstone dissipates and the shard re-forms, regaining all its hit points and appearing in the place the gemstone once occupied or in the nearest unoccupied space.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The shard doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The shard makes two Telekinetic Rend attacks.\"]},{\"name\":\"Telekinetic Rend\",\"entries\":[\"{@atk ms,rs} {@hit 12} to hit, reach 10 ft. or range 120 ft., one target. {@h}15 ({@damage 2d8 + 6}) force damage.\"]},{\"name\":\"Inhabit Object\",\"entries\":[\"The shard disappears as it pours its psychic essence into a Medium or smaller nonsentient object it can see within 30 feet of it, magically possessing it. The object uses the shard's AC, and any damage dealt to the object applies to the shard's hit points. The shard inhabits the object until it uses an action to leave; until it is turned; until it is reduced to 0 hit points; or until an effect that ends possession, such as a {@spell dispel evil and good} spell, is used on it. When it leaves the object, it reappears in the nearest unoccupied space.\",\"While inhabited, the object becomes a magic item if it wasn't already, and a Tiny cracked gemstone matching the kind of gem dragon the shard was in life appears somewhere on the object. The shard can cause the object to fly using the shard's own flying speed, use its senses, speak verbally or telepathically, cast spells, and use its legendary actions.\",\"If a creature wears or carries the inhabited object, the shard can grant the creature the following benefits:\",\"Each of the creature's attacks deals an extra {@damage 1d8} force damage on a hit.\",\"The creature gains resistance to psychic damage.\"]},{\"name\":\"Psychic Crush {@recharge 5}\",\"entries\":[\"The shard unleashes a pulse of psychic power. Each creature of the shard's choice in a 60-foot-radius sphere centered on it must make a {@dc 20} Intelligence saving throw. On a failed save, the creature takes 55 ({@damage 10d10}) psychic damage and is {@condition stunned} until the end of its next turn. On a successful save, the creature takes half as much damage and isn't {@condition stunned}.\"]}],\"legendary\":[{\"name\":\"Rend\",\"entries\":[\"The shard makes one Telekinetic Rend attack.\"]},{\"name\":\"Cast a Spell (Costs 2 Actions)\",\"entries\":[\"The shard uses Spellcasting.\"]},{\"name\":\"Commanding Thought (Costs 2 Actions)\",\"entries\":[\"The shard targets a creature it can see within 30 feet of it. The target must succeed on a {@dc 20} Wisdom saving throw or be {@condition charmed} until the end of its next turn. While {@condition charmed} in this way, the target becomes the shard's puppet, acting and moving in accordance with its telepathic commands. While under the shard's control, the target can take only the Attack (shard chooses the target) or Dash action on its turn.\"]}],\"traitTags\":[\"Incorporeal Movement\",\"Legendary Resistances\",\"Rejuvenation\",\"Unusual Nature\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"TP\"],\"damageTags\":[\"O\",\"Y\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"AOE\",\"RCH\"],\"conditionInflict\":[\"charmed\",\"stunned\"],\"conditionInflictSpell\":[\"invisible\",\"restrained\"],\"savingThrowForced\":[\"intelligence\",\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Draconic Spirit\",\"source\":\"FTD\",\"page\":21,\"reprintedAs\":[\"Draconic Spirit|XPHB\"],\"summonedBySpell\":\"Summon Draconic Spirit|FTD\",\"summonedBySpellLevel\":5,\"size\":[\"L\"],\"type\":\"dragon\",\"alignment\":[{\"alignment\":[\"N\"]}],\"ac\":[{\"special\":\"14 + the level of the spell (natural armor)\"}],\"hp\":{\"special\":\"50 + 10 for each spell level above 5th (the dragon has a number of Hit Dice [d10s] equal to the level of the spell)\"},\"speed\":{\"walk\":30,\"fly\":60,\"swim\":30},\"str\":19,\"dex\":14,\"con\":17,\"int\":10,\"wis\":14,\"cha\":14,\"senses\":[\"blindsight 30 ft.\",\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[{\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"poison\"],\"cond\":true,\"note\":\"(Chromatic and Metallic Only)\"},{\"resist\":[\"force\",\"necrotic\",\"psychic\",\"radiant\",\"thunder\"],\"cond\":true,\"note\":\"(Gem Only)\"}],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Draconic\",\"understands the languages you speak\"],\"pbNote\":\"equals your bonus\",\"trait\":[{\"name\":\"Shared Resistances\",\"entries\":[\"When you summon the dragon, choose one of its damage resistances. You have resistance to the chosen damage type until the spell ends.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes a number of Rend attacks equal to half the spell's level (rounded down), and it uses Breath Weapon.\"]},{\"name\":\"Rend\",\"entries\":[\"{@atk mw} your spell attack modifier to hit, reach 10 ft., one target. {@h}{@damage 1d6 + 4 + summonSpellLevel} piercing damage.\"]},{\"name\":\"Breath Weapon\",\"entries\":[\"The dragon exhales destructive energy in a 30-foot cone. Each creature in that area must make a Dexterity saving throw against your spell save DC. A creature takes {@damage 2d6} damage of a type this dragon has resistance to (your choice) on a failed save, or half as much damage on a successful one.\"]}],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"hasToken\":true,\"_versions\":[{\"name\":\"Draconic Spirit (Chromatic)\",\"source\":\"FTD\",\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"poison\"]},{\"name\":\"Draconic Spirit (Gem)\",\"source\":\"FTD\",\"resist\":[\"force\",\"necrotic\",\"psychic\",\"radiant\",\"thunder\"]},{\"name\":\"Draconic Spirit (Metallic)\",\"source\":\"FTD\",\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"poison\"]}]},{\"name\":\"Dragon Blessed\",\"source\":\"FTD\",\"page\":188,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item scale mail|PHB}\"]}],\"hp\":{\"average\":75,\"formula\":\"10d8 + 30\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":10,\"con\":16,\"int\":14,\"wis\":17,\"cha\":10,\"save\":{\"con\":\"+6\",\"wis\":\"+6\"},\"skill\":{\"medicine\":\"+6\",\"religion\":\"+5\"},\"passive\":13,\"conditionImmune\":[\"frightened\"],\"languages\":[\"Common\",\"Draconic\",\"and any two languages\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The blessed casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 14}):\"],\"will\":[\"{@spell light}\",\"{@spell thaumaturgy}\"],\"daily\":{\"1e\":[\"{@spell enhance ability}\",\"{@spell flame strike}\",\"{@spell mass cure wounds}\",\"{@spell revivify}\",\"{@spell tongues}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The blessed makes two Mace or Radiant Bolt attacks.\"]},{\"name\":\"Mace\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage plus 18 ({@damage 4d8}) radiant damage.\"]},{\"name\":\"Radiant Bolt\",\"entries\":[\"{@atk rs} {@hit 6} to hit, range 120 ft., one target. {@h}22 ({@damage 5d8}) radiant damage, and the blessed regains 5 ({@dice 1d10}) hit points.\"]}],\"attachedItems\":[\"mace|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"X\"],\"damageTags\":[\"B\",\"R\"],\"damageTagsSpell\":[\"F\",\"R\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dragon Chosen\",\"source\":\"FTD\",\"page\":189,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":45,\"formula\":\"7d8 + 14\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":18,\"con\":14,\"int\":10,\"wis\":13,\"cha\":14,\"save\":{\"str\":\"+6\",\"dex\":\"+6\",\"con\":\"+4\"},\"skill\":{\"athletics\":\"+6\",\"perception\":\"+3\"},\"passive\":13,\"conditionImmune\":[\"frightened\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"3\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The chosen makes one Handaxe attack and two Shortsword attacks.\"]},{\"name\":\"Handaxe\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage. Hit or Miss: The handaxe magically returns to the chosen's hand immediately after a ranged attack.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Biting Rebuke\",\"entries\":[\"Immediately after the chosen takes damage from a creature within 5 feet of it, it can make a Shortsword attack with advantage against that creature.\"]}],\"attachedItems\":[\"handaxe|phb\",\"shortsword|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dragon Speaker\",\"source\":\"FTD\",\"page\":189,\"size\":[\"S\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":36,\"formula\":\"8d6 + 8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":12,\"int\":13,\"wis\":11,\"cha\":17,\"save\":{\"dex\":\"+4\",\"cha\":\"+5\"},\"skill\":{\"persuasion\":\"+5\",\"religion\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common\",\"Draconic\",\"and any two languages\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The speaker casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell dancing lights}\"],\"daily\":{\"1e\":[\"{@spell calm emotions}\",\"{@spell charm person}\",\"{@spell command}\",\"{@spell comprehend languages}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The speaker makes two Thunder Bolt attacks.\"]},{\"name\":\"Thunder Bolt\",\"entries\":[\"{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 60 ft., one target. {@h}13 ({@damage 3d8}) thunder damage, and the target is pushed horizontally up to 10 feet away from the speaker.\"]}],\"reaction\":[{\"name\":\"Disarming Words (3/Day)\",\"entries\":[\"When a creature the speaker can see within 60 feet of it makes a damage roll, the speaker can roll a {@dice d6} and subtract the number rolled from that damage roll.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"X\"],\"damageTags\":[\"T\"],\"spellcastingTags\":[\"O\"],\"conditionInflictSpell\":[\"charmed\",\"prone\"],\"savingThrowForcedSpell\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dragon Turtle Wyrmling\",\"source\":\"FTD\",\"page\":192,\"size\":[\"L\"],\"type\":\"dragon\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":90,\"formula\":\"12d10 + 24\"},\"speed\":{\"walk\":20,\"swim\":30},\"str\":17,\"dex\":10,\"con\":15,\"int\":8,\"wis\":10,\"cha\":10,\"save\":{\"dex\":\"+2\",\"con\":\"+4\",\"wis\":\"+2\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"resist\":[\"fire\"],\"languages\":[\"Draconic\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The dragon turtle can breathe air and water.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}11 ({@damage 1d12 + 3}) piercing damage.\"]},{\"name\":\"Steam Breath {@recharge 5}\",\"entries\":[\"The dragon turtle exhales steam in a 15-foot cone. Each creature in that area must make a {@dc 12} Constitution saving throw, taking 17 ({@damage 5d6}) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 8} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]}]}]}]}],\"dragonAge\":\"wyrmling\",\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"F\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Dragonblood Ooze\",\"source\":\"FTD\",\"page\":182,\"size\":[\"L\"],\"type\":\"ooze\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":68,\"formula\":\"8d10 + 24\"},\"speed\":{\"walk\":20,\"climb\":20},\"str\":18,\"dex\":6,\"con\":17,\"int\":2,\"wis\":12,\"cha\":10,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+4\"},\"senses\":[\"blindsight 120 ft. (blind beyond this radius)\"],\"passive\":14,\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"poison\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"grappled\",\"prone\",\"restrained\"],\"languages\":[\"understands Draconic and the languages of its creator but can't speak\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Amorphous\",\"entries\":[\"The ooze can move through a space as narrow as 1 inch wide without squeezing.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The ooze makes two Pseudopod attacks. The ooze can replace one Pseudopod attack with its Slime Breath, if available.\"]},{\"name\":\"Pseudopod\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d10 + 4}) bludgeoning damage plus 14 ({@damage 4d6}) acid damage. If the target is a Large or smaller creature, it is {@condition grappled} (escape {@dc 15}). Until this grapple ends, the target takes 7 ({@damage 2d6}) acid damage at the start of each of its turns.\"]},{\"name\":\"Slime Breath {@recharge}\",\"entries\":[\"The ooze expels a spray of its gelatinous mass in a 30-foot cone. Each creature in that area must make a {@dc 14} Dexterity saving throw. On a failed save, the creature takes 22 ({@damage 4d10}) acid damage and is pulled up to 30 feet straight toward the ooze. On a successful save, the creature takes half as much damage and isn't pulled.\"]}],\"traitTags\":[\"Amorphous\",\"Spider Climb\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"A\",\"B\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dragonbone Golem\",\"source\":\"FTD\",\"page\":183,\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":161,\"formula\":\"19d10 + 57\"},\"speed\":{\"walk\":40},\"str\":20,\"dex\":10,\"con\":17,\"int\":3,\"wis\":11,\"cha\":10,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands Draconic and the languages of its creator but can't speak\"],\"cr\":\"11\",\"trait\":[{\"name\":\"Fear Aura\",\"entries\":[\"Each creature of the golem's choice that starts its turn within 20 feet of the golem must make a {@dc 15} Wisdom saving throw unless the golem is {@condition incapacitated}. On a failed save, the creature is {@condition frightened} until the start of its next turn. On a successful save, the creature is immune to this golem's Fear Aura for the next 24 hours.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The golem has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The golem doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The golem makes one Pinion attack and two Rend attacks.\"]},{\"name\":\"Pinion\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage. If the target is a Medium or smaller creature, it is pinned beneath the bony pinion and {@condition restrained}. The golem has two pinions, each of which can restrain one target. If a creature is {@condition restrained} by one of the pinions, the golem can't attack with it. Any creature {@condition restrained} by a pinion can free itself at the start of its turn with a successful {@dc 17} Strength ({@skill Athletics}) check.\"]},{\"name\":\"Rend\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage plus 5 ({@damage 1d10}) necrotic damage.\"]},{\"name\":\"Petrifying Breath {@recharge 5}\",\"entries\":[\"The golem emits a 60-foot cone of petrifying gas from its mouth. Each creature in that area must succeed on a {@dc 15} Constitution saving throw or take 35 ({@damage 10d6}) poison damage and be {@condition restrained} as it begins to turn to stone. The {@condition restrained} target must repeat the saving throw at the end of its next turn. On a successful save, the effect ends on the target. On a failed save, the target is {@condition petrified}.\"]}],\"traitTags\":[\"Magic Resistance\",\"Unusual Nature\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"I\",\"N\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"frightened\",\"petrified\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dragonborn of Bahamut\",\"source\":\"FTD\",\"page\":184,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"L\",\"G\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":18,\"from\":[\"{@item half plate armor|PHB|half plate}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":93,\"formula\":\"11d8 + 44\"},\"speed\":{\"walk\":30,\"fly\":30},\"str\":19,\"dex\":13,\"con\":18,\"int\":12,\"wis\":14,\"cha\":17,\"save\":{\"con\":\"+7\",\"int\":\"+4\",\"wis\":\"+5\",\"cha\":\"+6\"},\"skill\":{\"athletics\":\"+7\",\"perception\":\"+5\",\"persuasion\":\"+6\"},\"passive\":15,\"conditionImmune\":[\"frightened\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Legendary Resistance (1/Day)\",\"entries\":[\"If the dragonborn fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragonborn makes three Longsword attacks.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands, plus 13 ({@damage 3d8}) radiant damage. The dragonborn can cause the sword to flare with bright light, and the target must succeed on a {@dc 14} Constitution saving throw or be {@condition blinded} until the start of the dragonborn's next turn. The sword can flare in this way only once per turn.\"]},{\"name\":\"Healing Touch (1/Day)\",\"entries\":[\"The dragonborn touches another creature within 5 feet of it. The target magically regains 40 hit points. In addition, all diseases and poisons affecting the target are removed.\"]},{\"name\":\"Radiant Breath {@recharge}\",\"entries\":[\"The dragonborn exhales fiery radiance in a 30-foot cone. Each creature in that area must make a {@dc 15} Dexterity saving throw, taking 44 ({@damage 8d10}) radiant damage on a failed save, or half as much damage on a successful one. When the dragonborn uses this action, it can choose up to three creatures in the cone. These creatures take no damage from the radiance and instead regain 22 ({@dice 4d10}) hit points each.\"]}],\"attachedItems\":[\"longsword|phb\"],\"traitTags\":[\"Legendary Resistances\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"R\",\"S\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"conditionInflict\":[\"blinded\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dragonborn of Sardior\",\"source\":\"FTD\",\"page\":185,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":17,\"from\":[\"mental defense\"]}],\"hp\":{\"average\":75,\"formula\":\"10d8 + 30\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":14,\"dex\":16,\"con\":17,\"int\":18,\"wis\":14,\"cha\":12,\"save\":{\"con\":\"+6\",\"int\":\"+7\",\"wis\":\"+5\",\"cha\":\"+4\"},\"skill\":{\"arcana\":\"+7\",\"history\":\"+7\",\"perception\":\"+5\"},\"passive\":15,\"resist\":[\"psychic\"],\"conditionImmune\":[\"frightened\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dragonborn casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 15}, {@hit 7} to hit with spell attacks):\"],\"daily\":{\"1e\":[\"{@spell Bigby's hand}\",\"{@spell hypnotic pattern}\",\"{@spell telekinesis}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (1/Day)\",\"entries\":[\"If the dragonborn fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Mental Defense\",\"entries\":[\"While the dragonborn is wearing no armor, its AC includes its Intelligence modifier.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragonborn makes three Mind Blade attacks.\"]},{\"name\":\"Mind Blade\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage plus 10 ({@damage 3d6}) psychic damage.\"]},{\"name\":\"Heat Breath {@recharge}\",\"entries\":[\"The dragonborn exhales a wave of intense heat in a 30-foot cone. Each creature in that area must make a {@dc 14} Constitution saving throw, taking 27 ({@damage 6d8}) fire damage on a failed save, or half as much damage on a successful one. Metal objects in that area glow red-hot until the end of the dragonborn's next turn. Any creature in physical contact with a heated object at the start of its turn must make a {@dc 14} Constitution saving throw. On a failed save, the creature takes 9 ({@damage 2d8}) fire damage and has disadvantage on attack rolls until the start of its next turn.\"]}],\"traitTags\":[\"Legendary Resistances\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"F\",\"P\",\"Y\"],\"damageTagsSpell\":[\"B\",\"O\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RW\"],\"conditionInflictSpell\":[\"charmed\",\"incapacitated\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dragonborn of Tiamat\",\"source\":\"FTD\",\"page\":185,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|PHB|plate}\"]}],\"hp\":{\"average\":85,\"formula\":\"10d8 + 40\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":11,\"con\":18,\"int\":10,\"wis\":12,\"cha\":16,\"save\":{\"str\":\"+8\",\"con\":\"+7\",\"wis\":\"+4\",\"cha\":\"+6\"},\"skill\":{\"athletics\":\"+8\",\"intimidation\":\"+6\",\"perception\":\"+4\"},\"passive\":14,\"conditionImmune\":[\"frightened\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Legendary Resistance (1/Day)\",\"entries\":[\"If the dragonborn fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragonborn makes two Greataxe attacks.\"]},{\"name\":\"Greataxe\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}11 ({@damage 1d12 + 5}) slashing damage plus 13 ({@damage 3d8}) necrotic damage.\"]},{\"name\":\"Necrotic Breath {@recharge}\",\"entries\":[\"The dragonborn exhales shadowy fire in a 30-foot cone. Each creature in that area must make a {@dc 15} Wisdom saving throw. On a failed save, the creature takes 36 ({@damage 8d8}) necrotic damage and is {@condition frightened} of the dragonborn for 1 minute. On a successful save, the creature takes half as much damage and isn't {@condition frightened}. A {@condition frightened} creature can repeat the saving throw at end of each of its turns, ending the effect on itself on a success.\"]}],\"attachedItems\":[\"greataxe|phb\"],\"traitTags\":[\"Legendary Resistances\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"N\",\"S\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dragonflesh Abomination\",\"source\":\"FTD\",\"page\":187,\"size\":[\"H\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":66,\"formula\":\"7d12 + 21\"},\"speed\":{\"walk\":30,\"fly\":40},\"str\":18,\"dex\":14,\"con\":17,\"int\":5,\"wis\":12,\"cha\":6,\"save\":{\"str\":\"+7\",\"con\":\"+6\"},\"passive\":11,\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"understands Common and Draconic but can't speak\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Cloying Miasma\",\"entries\":[\"The abomination is surrounded by a noxious stench. At the start of the abomination's turn, any creature within 5 feet of it must succeed on a {@dc 14} Constitution saving throw or be {@condition poisoned} until the start of the abomination's next turn.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The abomination regains 10 hit points at the start of its turns if it has at least 1 hit point.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The abomination makes three attacks using Claw, Acidic Spit, or a combination of them. It can replace one of the attacks with a Tail attack.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage plus 5 ({@damage 1d10}) poison damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 15 ft., one target. {@h}10 ({@damage 1d12 + 4}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Acidic Spit\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 60 ft., one target. {@h}10 ({@damage 3d6}) acid damage.\"]},{\"name\":\"Acid Belch {@recharge 5}\",\"entries\":[\"The abomination belches forth a cloud of acidic gas in a 30-foot cone. Each creature in that area must make a {@dc 14} Constitution saving throw, taking 28 ({@damage 8d6}) acid damage on a failed save, or half as much damage on a successful one.\"]}],\"traitTags\":[\"Regeneration\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CS\",\"DR\"],\"damageTags\":[\"A\",\"B\",\"I\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"poisoned\",\"prone\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dragonflesh Grafter\",\"source\":\"FTD\",\"page\":186,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"7d10 + 14\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":11,\"con\":14,\"int\":10,\"wis\":10,\"cha\":6,\"save\":{\"str\":\"+5\",\"con\":\"+4\"},\"passive\":10,\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"3\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The grafter makes one Claw attack and one Greatclub attack.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage plus 5 ({@damage 1d10}) poison damage.\"]},{\"name\":\"Greatclub\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d8 + 3}) bludgeoning damage.\"]},{\"name\":\"Acid Retch {@recharge 5}\",\"entries\":[\"The grafter retches forth a spray of acidic bile in a 30-foot cone. Each creature in that area must make a {@dc 12} Dexterity saving throw, taking 14 ({@damage 4d6}) acid damage on a failed save, or half as much damage on a successful one.\"]}],\"attachedItems\":[\"greatclub|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"A\",\"B\",\"I\",\"S\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dragonnel\",\"source\":\"FTD\",\"page\":190,\"size\":[\"L\"],\"type\":\"dragon\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":58,\"formula\":\"9d10 + 9\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":16,\"dex\":15,\"con\":12,\"int\":8,\"wis\":13,\"cha\":10,\"skill\":{\"perception\":\"+3\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":13,\"languages\":[\"understands Draconic and Common but can't speak\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Flyby\",\"entries\":[\"The dragonnel doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragonnel makes two Rend attacks.\"]},{\"name\":\"Rend\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage.\"]}],\"traitTags\":[\"Flyby\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CS\",\"DR\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Drake Companion\",\"source\":\"FTD\",\"page\":15,\"summonedByClass\":\"Ranger|PHB\",\"size\":[\"S\"],\"type\":\"dragon\",\"ac\":[{\"special\":\"14 + PB (natural armor)\"}],\"hp\":{\"special\":\"5 + five times your ranger level (the drake has a number of Hit Dice [d10s] equal to your ranger level)\"},\"speed\":{\"walk\":40},\"str\":16,\"dex\":12,\"con\":15,\"int\":8,\"wis\":14,\"cha\":8,\"save\":{\"dex\":\"+1 + PB\",\"wis\":\"+2 + PB\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"immune\":[{\"special\":\"determined by the drake's draconic essence trait\"}],\"languages\":[\"Draconic\"],\"pbNote\":\"equals your bonus\",\"trait\":[{\"name\":\"Draconic Essence\",\"entries\":[\"When you summon the drake, choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines the drake's damage immunity and the damage of its Infused Strikes trait.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} +3 plus PB to hit, reach 5 ft., one target. {@h}{@dice 1d6} plus PB piercing damage.\"]}],\"reaction\":[{\"name\":\"Infused Strikes\",\"entries\":[\"When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra {@damage 1d6} damage of the type determined by its Draconic Essence.\"]}],\"senseTags\":[\"D\"],\"languageTags\":[\"DR\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Egg Hunter Adult\",\"source\":\"FTD\",\"page\":193,\"size\":[\"S\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"8d6 + 24\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":14,\"dex\":20,\"con\":16,\"int\":3,\"wis\":13,\"cha\":5,\"save\":{\"dex\":\"+8\",\"wis\":\"+4\"},\"skill\":{\"perception\":\"+4\",\"stealth\":\"+11\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":14,\"conditionImmune\":[\"frightened\",\"poisoned\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The egg hunter can breathe air and water.\"]},{\"name\":\"False Appearance\",\"entries\":[\"If the egg hunter is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the egg hunter move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the egg hunter is animate. Dragons have disadvantage on this check.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The egg hunter makes two Barbed Proboscis attacks, and it can use Torpor Spores if it's available.\"]},{\"name\":\"Barbed Proboscis\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage plus 9 ({@damage 2d8}) necrotic damage, and the egg hunter regains hit points equal to the necrotic damage dealt.\"]},{\"name\":\"Torpor Spores {@recharge 5}\",\"entries\":[\"The egg hunter releases a billow of sparkling blue spores. Each creature in a 30-foot-radius sphere centered on the egg hunter must succeed on a {@dc 14} Constitution saving throw or be {@condition poisoned} for 1 minute. While {@condition poisoned} in this way, the creature can take either an action or a bonus action on its turn but not both, and it can't take reactions. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this egg hunter's Torpor Spores for the next 24 hours.\"]}],\"reaction\":[{\"name\":\"Rapid Adaptation\",\"entries\":[\"When the egg hunter takes damage, it gives itself resistance to that damage.\"]}],\"traitTags\":[\"Amphibious\",\"False Appearance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"N\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Egg Hunter Hatchling\",\"source\":\"FTD\",\"page\":193,\"size\":[\"T\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":28,\"formula\":\"8d4 + 8\"},\"speed\":{\"walk\":30,\"burrow\":10,\"climb\":30},\"str\":8,\"dex\":17,\"con\":13,\"int\":1,\"wis\":10,\"cha\":5,\"save\":{\"dex\":\"+5\",\"wis\":\"+2\"},\"skill\":{\"perception\":\"+2\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"conditionImmune\":[\"frightened\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The egg hunter can breathe air and water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The egg hunter makes two Egg Tooth attacks.\"]},{\"name\":\"Egg Tooth\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage, or 17 ({@damage 4d6 + 3}) piercing damage if the target is an object.\"]}],\"bonus\":[{\"name\":\"Rapid Movement\",\"entries\":[\"The egg hunter takes the Dash or Disengage action.\"]}],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Elder Brain Dragon\",\"source\":\"FTD\",\"page\":194,\"size\":[\"G\"],\"type\":\"aberration\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":350,\"formula\":\"20d20 + 140\"},\"speed\":{\"walk\":40,\"fly\":{\"number\":80,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":27,\"dex\":13,\"con\":25,\"int\":21,\"wis\":19,\"cha\":24,\"save\":{\"con\":\"+14\",\"int\":\"+12\",\"wis\":\"+11\",\"cha\":\"+14\"},\"skill\":{\"arcana\":\"+12\",\"insight\":\"+18\",\"perception\":\"+18\"},\"senses\":[\"blindsight 120 ft.\"],\"passive\":28,\"immune\":[\"psychic\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Deep Speech\",\"Draconic\",\"telepathy 5 miles\"],\"cr\":\"22\",\"trait\":[{\"name\":\"Legendary Resistance (4/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The dragon deals double damage to objects and structures.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The dragon doesn't require air or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes one Bite attack, two Claw attacks, and one Tentacle attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 15 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage plus 11 ({@damage 2d10}) psychic damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}11 ({@damage 1d6 + 8}) slashing damage.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 15 ft., one creature. {@h}12 ({@damage 1d8 + 8}) psychic damage. If the target is Huge or smaller, it is {@condition grappled} (escape {@dc 18}). The dragon can have up to four targets {@condition grappled} at a time.\"]},{\"name\":\"Tadpole Brine Breath {@recharge 5}\",\"entries\":[\"The dragon exhales brine in a 120-foot line that is 15 feet wide. Each creature in that area must make a {@dc 22} Constitution saving throw, taking 55 ({@damage 10d10}) psychic damage on a failed save, or half as much damage on a successful one. On a success or failure, if the creature isn't a Construct or an Undead, it becomes infested with illithid tadpoles.\",\"While infested, the creature takes 16 ({@damage 3d10}) psychic damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself after it succeeds on three of these saves. If the creature is targeted by magic that ends a curse or restores 40 hit points or more, the tadpoles infesting the creature are killed instantly, ending the effect on the creature.\",\"If a Humanoid is reduced to 0 hit points while infested, the creature is stable but remains {@condition unconscious} for {@dice 6d12} hours. When the period of unconsciousness ends, the creature transforms into a {@creature mind flayer} (see the Monster Manual) with all its hit points. Casting a {@spell wish} spell on the {@condition unconscious} creature rids it of the infestation and prevents it from turning into a mind flayer.\"]}],\"legendary\":[{\"name\":\"Tentacle\",\"entries\":[\"The dragon makes one Tentacle attack.\"]},{\"name\":\"Shatter Concentration (Costs 2 Actions)\",\"entries\":[\"The dragon targets a creature it is grappling. The target's {@status concentration} on a spell it has cast or an ability it is maintaining ends, and the target takes 19 ({@damage 3d12}) psychic damage.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Siege Monster\",\"Unusual Nature\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"DR\",\"DS\",\"TP\"],\"damageTags\":[\"P\",\"S\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Emerald Dragon Wyrmling\",\"group\":[\"Gem Dragon\"],\"source\":\"FTD\",\"page\":197,\"size\":[\"M\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"gem\"]},\"alignment\":[\"L\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":39,\"formula\":\"6d8 + 12\"},\"speed\":{\"walk\":30,\"burrow\":20,\"fly\":60},\"str\":15,\"dex\":12,\"con\":15,\"int\":14,\"wis\":12,\"cha\":14,\"save\":{\"dex\":\"+3\",\"con\":\"+4\",\"wis\":\"+3\",\"cha\":\"+4\"},\"skill\":{\"arcana\":\"+4\",\"deception\":\"+4\",\"perception\":\"+5\",\"stealth\":\"+3\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 60 ft.\"],\"passive\":15,\"resist\":[\"fire\",\"psychic\"],\"languages\":[\"Draconic\",\"telepathy 120 ft.\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 12}):\"],\"will\":[\"{@spell mage hand} (the hand is invisible)\",\"{@spell minor illusion}\"],\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and can leave a 10-foot-diameter tunnel in its wake.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage plus 3 ({@damage 1d6}) psychic damage.\"]},{\"name\":\"Disorienting Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a wave of psychic dissonance in a 15-foot cone. Each creature in that area must make a {@dc 12} Intelligence saving throw. On a failed save, the creature takes 17 ({@damage 5d6}) psychic damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a {@dice d4} and reduce the total by the number rolled. On a successful save, the creature takes half as much damage with no additional effects.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 12} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]},{\"type\":\"item\",\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.\"]}]}]}]}],\"dragonAge\":\"wyrmling\",\"traitTags\":[\"Tunneler\"],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"DR\",\"TP\"],\"damageTags\":[\"P\",\"Y\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"intelligence\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Emerald Greatwyrm\",\"group\":[\"Gem Dragon\"],\"source\":\"FTD\",\"page\":201,\"size\":[\"G\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"gem\"]},\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":21,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":507,\"formula\":\"26d20 + 234\"},\"speed\":{\"walk\":60,\"burrow\":60,\"fly\":{\"number\":120,\"condition\":\"(hover)\"},\"swim\":60,\"canHover\":true},\"str\":28,\"dex\":14,\"con\":29,\"int\":30,\"wis\":24,\"cha\":25,\"save\":{\"dex\":\"+10\",\"con\":\"+17\",\"wis\":\"+15\",\"cha\":\"+15\"},\"skill\":{\"arcana\":\"+26\",\"history\":\"+18\",\"perception\":\"+15\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":25,\"immune\":[\"psychic\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\",\"prone\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"26\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The greatwyrm casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 26}, {@hit 18} to hit with spell attack):\"],\"daily\":{\"1e\":[\"{@spell dispel magic}\",\"{@spell forcecage}\",\"{@spell plane shift}\",\"{@spell reverse gravity}\",\"{@spell time stop}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Gem Awakening (Recharges after a Short or Long Rest)\",\"entries\":[\"If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use its Mass Telekinesis action during the next hour. Award a party an additional 90,000 XP (180,000 XP total) for defeating the greatwyrm after its Gem Awakening activates.\"]},{\"name\":\"Legendary Resistance (4/Day)\",\"entries\":[\"If the greatwyrm fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The greatwyrm doesn't require food or drink.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The greatwyrm makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 15 ft., one target. {@h}20 ({@damage 2d10 + 9}) piercing damage plus 16 ({@damage 3d10}) force damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d8 + 9}) slashing damage. If the target is a Huge or smaller creature, it is {@condition grappled} (escape {@dc 19}) and is {@condition restrained} until this grapple ends. The greatwyrm can have only one creature {@condition grappled} in this way at a time.\"]},{\"name\":\"Breath Weapon {@recharge 5}\",\"entries\":[\"The greatwyrm exhales crushing force in a 300-foot cone. Each creature in that area must make a {@dc 25} Dexterity saving throw. On a failed save, the creature takes 71 ({@damage 11d12}) force damage and is knocked {@condition prone}. On a successful save, it takes half as much damage and isn't knocked {@condition prone}. On a success or failure, the creature's speed becomes 0 until the end of its next turn.\"]},{\"name\":\"Mass Telekinesis (Gem Awakening Only; Recharges after a Short or Long Rest)\",\"entries\":[\"The greatwyrm targets any number of creatures and objects it can see within 120 feet of it. No one target can weigh more than 4,000 pounds, and objects can't be targeted if they're being worn or carried. Each targeted creature must succeed on a {@dc 26} Strength saving throw or be {@condition restrained} in the greatwyrm's telekinetic grip. At the end of a creature's turn, it can repeat the saving throw, ending the effect on itself on a success.\",\"At the end of the greatwyrm's turn, it can move each creature or object it has in its telekinetic grip up to 60 feet in any direction, but not beyond 120 feet of itself. In addition, it can choose any number of creatures {@condition restrained} in this way and deal 45 ({@damage 7d12}) force damage to each of them.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"The greatwyrm magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the greatwyrm is reduced to 0 hit points or uses a bonus action to end it.\"]},{\"name\":\"Psychic Step\",\"entries\":[\"The greatwyrm magically teleports to an unoccupied space it can see within 60 feet of it.\"]}],\"legendary\":[{\"name\":\"Claw\",\"entries\":[\"The greatwyrm makes one Claw attack.\"]},{\"name\":\"Psionics (Costs 2 Actions)\",\"entries\":[\"The greatwyrm uses Psychic Step or Spellcasting.\"]},{\"name\":\"Psychic Beam (Costs 3 Actions)\",\"entries\":[\"The greatwyrm emits a beam of psychic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a {@dc 26} Intelligence saving throw, taking 27 ({@damage 5d10}) psychic damage on a failed save, or half as much damage on a successful one.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 15} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]},{\"type\":\"item\",\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.\"]}]}]}]}],\"dragonAge\":\"greatwyrm\",\"traitTags\":[\"Legendary Resistances\",\"Unusual Nature\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"O\",\"P\",\"S\",\"Y\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"dexterity\",\"intelligence\",\"strength\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Eyedrake\",\"source\":\"FTD\",\"page\":199,\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":119,\"formula\":\"14d10 + 42\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":16,\"dex\":10,\"con\":16,\"int\":14,\"wis\":14,\"cha\":16,\"save\":{\"con\":\"+6\",\"wis\":\"+5\"},\"skill\":{\"perception\":\"+8\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":18,\"conditionImmune\":[\"prone\"],\"languages\":[\"Deep Speech\",\"Draconic\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Unusual Nature\",\"entries\":[\"The eyedrake doesn't require food or drink.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}13 ({@damage 3d6 + 3}) piercing damage.\"]},{\"name\":\"Antimagic Breath {@recharge}\",\"entries\":[\"The eyedrake emits a magic wave in a 30-foot cone. Each creature in that area must make a {@dc 14} Constitution saving throw, taking 39 ({@damage 6d12}) force damage on a failed save, or half as much damage on a successful one. Every spell of 3rd level or lower ends on creatures and objects of the eyedrake's choice in that area.\"]},{\"name\":\"Eye Rays\",\"entries\":[\"The eyedrake shoots three of the following magical eye rays at random (reroll duplicates), each ray targeting one creature it can see within 60 feet of it:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"1: Freezing Ray\",\"entries\":[\"The target must make a {@dc 14} Constitution saving throw. On a failed save, the target takes 17 ({@damage 5d6}) cold damage, and its speed is halved until the end of its next turn. On a successful save, the target takes half as much damage with no additional effects.\"],\"type\":\"item\"},{\"name\":\"2: Debilitating Ray\",\"entries\":[\"The target must succeed on a {@dc 14} Constitution saving throw or take 7 ({@damage 2d6}) thunder damage and become {@condition incapacitated} until the end of its next turn.\"],\"type\":\"item\"},{\"name\":\"3: Repulsion Ray\",\"entries\":[\"The target must succeed on a {@dc 14} Strength saving throw or take 14 ({@damage 4d6}) force damage and be pushed up to 60 feet away from the eyedrake.\"],\"type\":\"item\"},{\"name\":\"4: Fire Ray\",\"entries\":[\"The target must make a {@dc 14} Dexterity saving throw, taking 21 ({@damage 6d6}) fire damage on a failed save, or half as much damage on a successful one.\"],\"type\":\"item\"},{\"name\":\"5: Paralyzing Ray\",\"entries\":[\"The target must succeed on a {@dc 14} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"],\"type\":\"item\"},{\"name\":\"6: Death Ray\",\"entries\":[\"The target must make a {@dc 14} Dexterity saving throw, taking 28 ({@damage 8d6}) necrotic damage on a failed save, or half as much damage on a successful one. The target dies if the ray reduces it to 0 hit points.\"],\"type\":\"item\"}]}]}],\"traitTags\":[\"Unusual Nature\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"DR\",\"DS\"],\"damageTags\":[\"C\",\"F\",\"N\",\"O\",\"P\",\"T\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"incapacitated\",\"paralyzed\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gem Stalker\",\"source\":\"FTD\",\"page\":202,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":67,\"formula\":\"9d10 + 18\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":17,\"dex\":15,\"con\":14,\"int\":15,\"wis\":10,\"cha\":6,\"save\":{\"dex\":\"+5\",\"int\":\"+5\"},\"skill\":{\"perception\":\"+3\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":13,\"resist\":[\"psychic\"],\"languages\":[\"telepathy 60 ft. understands Draconic but can't speak\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Spider Climb\",\"entries\":[\"The gem stalker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The gem stalker doesn't require food or drink.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The gem stalker makes four Claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage.\"]}],\"bonus\":[{\"name\":\"Crystal Dart\",\"entries\":[\"{@atk rs} {@hit 5} to hit, range 30 ft., one target. {@h}7 ({@damage 1d10 + 2}) force damage, and one of the following effects occurs, determined by the kind of dragon that created the gem stalker:\"]},{\"name\":\"Amethyst\",\"entries\":[\"The gem stalker can teleport to an unoccupied space it can see within 30 feet of it.\"]},{\"name\":\"Crystal\",\"entries\":[\"The gem stalker gains a number of temporary hit points equal to the damage dealt.\"]},{\"name\":\"Emerald\",\"entries\":[\"The target must roll a {@dice d4} and subtract the number rolled from the next attack roll it makes before the start of the gem stalker's next turn.\"]},{\"name\":\"Sapphire\",\"entries\":[\"The target must succeed on a {@dc 13} Strength saving throw or be pushed horizontally up to 10 feet away from the gem stalker and be knocked {@condition prone}.\"]},{\"name\":\"Topaz\",\"entries\":[\"The target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} until the start of the gem stalker's next turn.\"]}],\"reaction\":[{\"name\":\"Protective Link\",\"entries\":[\"When another creature the gem stalker can see within 30 feet of it is about to take damage, the gem stalker reduces that damage by 10 ({@dice 3d6}). The gem stalker then takes damage equal to that amount.\"]}],\"traitTags\":[\"Spider Climb\",\"Unusual Nature\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"DR\",\"TP\"],\"damageTags\":[\"O\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"poisoned\",\"prone\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ghost Dragon\",\"source\":\"FTD\",\"page\":203,\"size\":[\"H\"],\"type\":\"undead\",\"alignment\":[\"A\"],\"ac\":[10],\"hp\":{\"average\":324,\"formula\":\"24d12 + 168\"},\"speed\":{\"walk\":40,\"fly\":{\"number\":80,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":20,\"dex\":10,\"con\":25,\"int\":16,\"wis\":15,\"cha\":19,\"save\":{\"con\":\"+13\",\"wis\":\"+8\",\"cha\":\"+10\"},\"skill\":{\"perception\":\"+14\",\"stealth\":\"+12\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":24,\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"immune\":[\"acid\",\"cold\",\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"Common\",\"Draconic\",\"telepathy 120 ft.\"],\"cr\":\"17\",\"trait\":[{\"name\":\"Incorporeal Movement\",\"entries\":[\"The ghost dragon can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the ghost dragon fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The ghost dragon doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The ghost dragon makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}32 ({@damage 6d8 + 5}) cold damage, and the target's speed is halved until the start of the dragon's next turn.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) necrotic damage.\"]},{\"name\":\"Terrifying Breath {@recharge}\",\"entries\":[\"The ghost dragon exhales shadowy mist in a 90-foot cone. Each creature in that area must make a {@dc 21} Constitution saving throw. On a failed save, the creature takes 40 ({@damage 9d8}) cold damage and is {@condition frightened} of the ghost dragon for 1 minute. On a successful save, the creature takes half as much damage and isn't {@condition frightened}.\",\"While {@condition frightened} of the ghost dragon, a creature is {@condition paralyzed}. The {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\",\"If a creature's saving throw is successful or the effect ends for it, the creature is immune to this ghost dragon's Terrifying Breath for the next 24 hours.\"]}],\"traitTags\":[\"Incorporeal Movement\",\"Legendary Resistances\",\"Unusual Nature\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"TP\"],\"damageTags\":[\"C\",\"N\",\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"paralyzed\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Giant Canary\",\"source\":\"FTD\",\"page\":23,\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":26,\"formula\":\"4d10 + 4\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":10,\"dex\":14,\"con\":12,\"int\":2,\"wis\":10,\"cha\":6,\"passive\":10,\"cr\":\"1/2\",\"action\":[{\"name\":\"Peck\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage.\"]}],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Gold Greatwyrm\",\"group\":[\"Metallic Dragon\"],\"source\":\"FTD\",\"page\":208,\"size\":[\"G\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"metallic\"]},\"alignment\":[\"L\",\"G\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":22,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":565,\"formula\":\"29d20 + 261\"},\"speed\":{\"walk\":60,\"burrow\":60,\"fly\":120,\"swim\":60},\"str\":30,\"dex\":16,\"con\":29,\"int\":21,\"wis\":22,\"cha\":30,\"save\":{\"dex\":\"+11\",\"con\":\"+17\",\"int\":\"+13\",\"wis\":\"+14\",\"cha\":\"+18\"},\"skill\":{\"insight\":\"+14\",\"perception\":\"+22\",\"persuasion\":\"+18\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":32,\"immune\":[\"fire\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"28\",\"trait\":[{\"name\":\"Legendary Resistance (4/Day)\",\"entries\":[\"If the greatwyrm fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Metallic Awakening (Recharges after a Short or Long Rest)\",\"entries\":[\"If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 450 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the \\\"Mythic Actions\\\" section for 1 hour. Award a party an additional 120,000 XP (240,000 XP total) for defeating the greatwyrm after its Metallic Awakening activates.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The greatwyrm doesn't require food or drink.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The greatwyrm makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 15 ft., one target. {@h}21 ({@damage 2d10 + 10}) piercing damage plus 13 ({@damage 2d12}) force damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d8 + 10}) slashing damage. If the target is a Huge or smaller creature, it is {@condition grappled} (escape {@dc 20}) and is {@condition restrained} until this grapple ends. The greatwyrm can have only one creature {@condition grappled} in this way at a time.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 20 ft., one target. {@h}21 ({@damage 2d10 + 10}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 26} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Breath Weapon {@recharge 5}\",\"entries\":[\"The greatwyrm uses one of the following breath weapons:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Elemental Breath\",\"entries\":[\"The greatwyrm exhales elemental energy in a 300-foot cone. Each creature in that area must make a {@dc 25} Dexterity saving throw, taking 84 ({@damage 13d12}) fire damage on a failed save, or half as much damage on a successful one.\"]},{\"type\":\"item\",\"name\":\"Sapping Breath\",\"entries\":[\"The greatwyrm exhales gas in a 300-foot cone. Each creature in that area must make a {@dc 25} Constitution saving throw. On a failed save, the creature falls {@condition unconscious} for 1 minute. On a successful save, the creature has disadvantage on attack rolls and saving throws until the end of the greatwyrm's next turn. An {@condition unconscious} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}]}]},{\"name\":\"Change Shape\",\"entries\":[\"The greatwyrm magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"The greatwyrm makes one Claw or Tail attack.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a {@dc 26} Dexterity saving throw or take 17 ({@damage 2d6 + 10}) bludgeoning damage and be knocked {@condition prone}. The greatwyrm can then fly up to half its flying speed.\"]}],\"mythicHeader\":[\"If the greatwyrm's Metallic Awakening trait has activated in the last hour, it can use the options below as legendary actions.\"],\"mythic\":[{\"name\":\"Bite\",\"entries\":[\"The greatwyrm makes one Bite attack.\"]},{\"name\":\"Shattering Roar (Costs 2 Actions)\",\"entries\":[\"The greatwyrm unleashes a magical roar. Each creature in a 120-foot-radius sphere centered on the greatwyrm must succeed on a {@dc 26} Constitution saving throw or take 19 ({@damage 3d12}) thunder damage and be {@condition incapacitated} until the end of its next turn.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Damage Absorption\",\"entries\":[\"You might decide that this dragon is not only unharmed by fire damage, but actually healed by it.\",\"Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 18} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]},{\"type\":\"item\",\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.\"]}]}]}]}],\"dragonCastingColor\":\"gold\",\"dragonAge\":\"greatwyrm\",\"traitTags\":[\"Legendary Resistances\",\"Unusual Nature\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"F\",\"O\",\"P\",\"S\",\"T\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"incapacitated\",\"prone\",\"restrained\",\"unconscious\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Green Greatwyrm\",\"group\":[\"Chromatic Dragon\"],\"source\":\"FTD\",\"page\":168,\"size\":[\"G\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"chromatic\"]},\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":22,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":533,\"formula\":\"26d20 + 260\"},\"speed\":{\"walk\":60,\"burrow\":60,\"fly\":120,\"swim\":60},\"str\":30,\"dex\":14,\"con\":30,\"int\":21,\"wis\":20,\"cha\":26,\"save\":{\"dex\":\"+10\",\"con\":\"+18\",\"wis\":\"+13\",\"cha\":\"+16\"},\"skill\":{\"intimidation\":\"+16\",\"perception\":\"+21\",\"stealth\":\"+10\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":31,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"27\",\"trait\":[{\"name\":\"Chromatic Awakening (Recharges after a Short or Long Rest)\",\"entries\":[\"If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 425 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the \\\"Mythic Actions\\\" section for 1 hour. Award a party an additional 105,000 XP (210,000 XP total) for defeating the greatwyrm after its Chromatic Awakening activates.\"]},{\"name\":\"Legendary Resistance (4/Day)\",\"entries\":[\"If the greatwyrm fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The greatwyrm doesn't require food or drink.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The greatwyrm makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 15 ft., one target. {@h}21 ({@damage 2d10 + 10}) piercing damage plus 13 ({@damage 2d12}) force damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d8 + 10}) slashing damage. If the target is a Huge or smaller creature, it is {@condition grappled} (escape {@dc 20}) and is {@condition restrained} until this grapple ends. The greatwyrm can have only one creature {@condition grappled} this way at a time.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 20 ft., one target. {@h}19 ({@damage 2d8 + 10}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 26} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Breath Weapon {@recharge 5}\",\"entries\":[\"The greatwyrm exhales a blast of energy in a 300-foot cone. Each creature in that area must make a {@dc 26} Dexterity saving throw. On a failed save, the creature takes 78 ({@damage 12d12}) poison damage. On a successful save, the creature takes half as much damage.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"The greatwyrm makes one Claw or Tail attack.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a {@dc 26} Dexterity saving throw or take 17 ({@damage 2d6 + 10}) bludgeoning damage and be knocked {@condition prone}. The greatwyrm can then fly up to half its flying speed.\"]},{\"name\":\"Arcane Spear (Costs 3 Actions)\",\"entries\":[\"The greatwyrm creates four spears of magical force. Each spear hits a creature of the greatwyrm's choice it can see within 120 feet of it, dealing 12 ({@damage 1d8 + 8}) force damage to its target, then disappears.\"]}],\"mythicHeader\":[\"If the greatwyrm's Chromatic Awakening trait has activated in the last hour, it can use the options below as legendary actions.\"],\"mythic\":[{\"name\":\"Bite\",\"entries\":[\"The greatwyrm makes one Bite attack.\"]},{\"name\":\"Chromatic Flare (Costs 2 Actions)\",\"entries\":[\"The greatwyrm flares with elemental energy. Each creature in a 60-foot-radius sphere centered on the greatwyrm must succeed on a {@dc 26} Dexterity saving throw or take 22 ({@damage 5d8}) poison damage.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 16} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]},{\"type\":\"item\",\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.\"]}]}]}]}],\"dragonCastingColor\":\"green\",\"dragonAge\":\"greatwyrm\",\"traitTags\":[\"Legendary Resistances\",\"Unusual Nature\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"I\",\"O\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Hoard Mimic\",\"source\":\"FTD\",\"page\":204,\"size\":[\"H\"],\"type\":\"monstrosity\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":123,\"formula\":\"13d12 + 39\"},\"speed\":{\"walk\":30},\"str\":21,\"dex\":12,\"con\":17,\"int\":10,\"wis\":16,\"cha\":10,\"save\":{\"con\":\"+6\",\"wis\":\"+6\"},\"skill\":{\"persuasion\":\"+3\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"conditionImmune\":[\"prone\"],\"languages\":[\"Common\",\"Draconic\",\"telepathy 120 ft.\"],\"cr\":\"8\",\"trait\":[{\"name\":\"False Appearance (Hoard Form Only)\",\"entries\":[\"If the mimic is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the mimic move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the mimic is animate.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The mimic makes one Bite attack and two Pseudopod attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}16 ({@damage 2d10 + 5}) piercing damage plus 7 ({@damage 2d6}) acid damage.\"]},{\"name\":\"Pseudopod\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage, and the mimic adheres to the target. A creature adhered to the mimic is also {@condition grappled} by it (escape {@dc 16}). Until this grapple ends, the target is {@condition restrained}. Ability checks made to escape this grapple have disadvantage.\"]},{\"name\":\"Caustic Mist {@recharge 5}\",\"entries\":[\"The mimic sprays a fine mist of acid in a 30-foot cone. Each creature in that area must make a {@dc 14} Dexterity saving throw. On a failed save, the creature takes 27 ({@damage 6d8}) acid damage and is {@condition blinded} until the end of its next turn. On a successful save, the creature takes half as much damage and isn't {@condition blinded}.\"]},{\"name\":\"Shapechanger\",\"entries\":[\"The mimic transforms into a hoard or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"]}],\"traitTags\":[\"False Appearance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"TP\"],\"damageTags\":[\"A\",\"B\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"grappled\",\"restrained\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hoard Scarab\",\"source\":\"FTD\",\"page\":205,\"size\":[\"T\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":7,\"formula\":\"3d4\"},\"speed\":{\"walk\":20,\"burrow\":20,\"fly\":20},\"str\":4,\"dex\":16,\"con\":11,\"int\":3,\"wis\":8,\"cha\":6,\"senses\":[\"darkvision 60 ft.\",\"tremorsense 60 ft.\"],\"passive\":9,\"cr\":\"1/8\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"If the scarab is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the scarab move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the scarab is animate.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage. If the target is a creature, it has disadvantage on attack rolls until the start of its next turn.\"]}],\"bonus\":[{\"name\":\"Scale Dust (1/Day)\",\"entries\":[\"The scarab releases magical glittering dust from its wings. Each creature within 5 feet of the scarab must succeed on a {@dc 13} Dexterity saving throw or be outlined in blue light for 10 minutes. While outlined in this way, a creature sheds dim light in a 10-foot radius and can't benefit from being {@condition invisible}. In addition, every Dragon within 1 mile of the creature becomes aware of it and can unerringly track the creature. Casting {@spell dispel magic} on the creature ends the effect on it.\"]}],\"traitTags\":[\"False Appearance\"],\"senseTags\":[\"D\",\"T\"],\"damageTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hollow Dragon\",\"source\":\"FTD\",\"page\":206,\"size\":[\"H\"],\"type\":\"undead\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":241,\"formula\":\"21d12 + 105\"},\"speed\":{\"walk\":40,\"fly\":80},\"str\":23,\"dex\":12,\"con\":21,\"int\":16,\"wis\":13,\"cha\":21,\"save\":{\"con\":\"+11\",\"int\":\"+9\",\"wis\":\"+7\",\"cha\":\"+11\"},\"skill\":{\"arcana\":\"+9\",\"history\":\"+15\",\"perception\":\"+13\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":23,\"resist\":[\"necrotic\"],\"immune\":[\"poison\",\"radiant\"],\"conditionImmune\":[\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"18\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the hollow dragon fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Reconstruction\",\"entries\":[\"When the hollow dragon is reduced to 0 hit points, its body breaks into nine pieces: two arms, two legs, two wings, a tail, a torso, and a head. Each piece is a Large object with AC 19, 27 hit points, and immunity to psychic and poison damage. After {@dice 1d6} days, if all pieces are still within 6 miles of each other, they all teleport to the location of the head piece and merge with it, whereupon the hollow dragon regains all its hit points and becomes active again.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hollow dragon makes one Bite attack and two Claw attacks, and it can use Sapping Presence.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 9 ({@damage 2d8}) radiant damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage.\"]},{\"name\":\"Sapping Presence\",\"entries\":[\"Each creature of the hollow dragon's choice within 60 feet of it must make a {@dc 19} Wisdom saving throw. On a failed save, the creature's speed is halved and it has disadvantage on attack rolls until the end of its next turn. On a successful save, the creature is immune to this hollow dragon's Sapping Presence for 24 hours.\"]},{\"name\":\"Radiant Breath {@recharge 5}\",\"entries\":[\"The hollow dragon exhales radiant flames in a 60-foot cone. Each creature in that area must make a {@dc 19} Dexterity saving throw, taking 54 ({@damage 12d8}) radiant damage on a failed save, or half as much damage on a successful one.\"]}],\"legendary\":[{\"name\":\"Claw\",\"entries\":[\"The hollow dragon makes one Claw attack.\"]},{\"name\":\"Ghostly Binding (Costs 2 Actions)\",\"entries\":[\"The hollow dragon creates ethereal bindings around a creature it can see within 60 feet of it. The target must succeed on a {@dc 19} Strength saving throw or be {@condition restrained} until the end of the dragon's next turn.\"]},{\"name\":\"Booming Scales (Costs 3 Actions)\",\"entries\":[\"A sudden loud ringing noise, painfully intense, erupts from the hollow dragon's frame. Each creature within 10 feet of the hollow dragon must make a {@dc 19} Constitution saving throw, taking 24 ({@damage 7d6}) thunder damage on a failed save, or half as much damage on a successful one.\"]}],\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"P\",\"R\",\"S\",\"T\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Liondrake\",\"source\":\"FTD\",\"page\":207,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":119,\"formula\":\"14d10 + 42\"},\"speed\":{\"walk\":40,\"fly\":60},\"str\":19,\"dex\":15,\"con\":17,\"int\":6,\"wis\":12,\"cha\":12,\"skill\":{\"perception\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":17,\"languages\":[\"Draconic\"],\"cr\":\"7\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The liondrake makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage. If the target is a Medium or smaller creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage.\"]},{\"name\":\"Blood-Chilling Roar {@recharge 4}\",\"entries\":[\"The liondrake lets out a terrifying roar audible out to 300 feet. Any creature within 30 feet of the liondrake that can hear its roar must succeed on a {@dc 14} Wisdom saving throw or be {@condition frightened} of the liondrake for 1 minute. A creature that fails the save by 5 or more is also {@condition paralyzed} for the same duration. A creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this liondrake's Blood-Chilling Roar for the next 24 hours.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\",\"paralyzed\",\"prone\"],\"savingThrowForced\":[\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Metallic Peacekeeper\",\"source\":\"FTD\",\"page\":210,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"N\",\"G\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":68,\"formula\":\"8d8 + 32\"},\"speed\":{\"walk\":30},\"str\":17,\"dex\":10,\"con\":18,\"int\":14,\"wis\":12,\"cha\":11,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"immune\":[\"fire\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"Common\",\"Draconic\",\"telepathy 30 ft.\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Immutable Form\",\"entries\":[\"The peacekeeper is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Telepathic Bond\",\"entries\":[\"While the peacekeeper is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically with each other.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The peacekeeper makes two Slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}16 ({@damage 3d8 + 3}) bludgeoning damage.\"]},{\"name\":\"Calming Mist {@recharge 5}\",\"entries\":[\"The peacekeeper releases a calming gas in a 30-foot-radius sphere centered on itself. Each creature in that area must succeed on a {@dc 14} Charisma saving throw or become {@condition charmed} by the peacekeeper for 1 minute. While {@condition charmed} in this way, the creature is {@condition incapacitated} and has a speed of 0.\"]}],\"traitTags\":[\"Immutable Form\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"TP\"],\"damageTags\":[\"B\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"charmed\",\"incapacitated\"],\"savingThrowForced\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Metallic Warbler\",\"source\":\"FTD\",\"page\":210,\"size\":[\"T\"],\"type\":\"construct\",\"alignment\":[\"N\",\"G\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":14,\"formula\":\"4d4 + 4\"},\"speed\":{\"walk\":40,\"fly\":60},\"str\":4,\"dex\":15,\"con\":12,\"int\":9,\"wis\":10,\"cha\":12,\"save\":{\"dex\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"fire\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands Common and Draconic but can't speak\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Immutable Form\",\"entries\":[\"The warbler is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Telepathic Bond\",\"entries\":[\"While the warbler is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically with each other.\"]}],\"action\":[{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage.\"]},{\"name\":\"Calming Mist {@recharge 5}\",\"entries\":[\"The warbler releases a calming gas in a 5-foot-radius sphere centered on itself. Each creature in that area must succeed on a {@dc 11} Charisma saving throw or become {@condition charmed} by the warbler for 1 minute. While {@condition charmed} in this way, the creature is {@condition incapacitated} and has a speed of 0.\"]}],\"traitTags\":[\"Immutable Form\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"CS\",\"DR\"],\"damageTags\":[\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"charmed\",\"incapacitated\"],\"savingThrowForced\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Moonstone Dragon Wyrmling\",\"source\":\"FTD\",\"page\":213,\"size\":[\"M\"],\"type\":\"dragon\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":39,\"formula\":\"6d8 + 12\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":16,\"dex\":14,\"con\":14,\"int\":16,\"wis\":14,\"cha\":17,\"save\":{\"int\":\"+5\",\"wis\":\"+4\",\"cha\":\"+5\"},\"skill\":{\"perception\":\"+4\",\"persuasion\":\"+5\",\"stealth\":\"+4\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 60 ft.\"],\"passive\":14,\"conditionImmune\":[\"charmed\"],\"languages\":[\"Draconic\"],\"cr\":\"2\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d8 + 3}) piercing damage plus 3 ({@damage 1d6}) radiant damage.\"]},{\"name\":\"Breath Weapon {@recharge 5}\",\"entries\":[\"The dragon uses one of the following breath weapons:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Dream Breath\",\"entries\":[\"The dragon exhales mist in a 90-foot cone. Each creature in that area must succeed on a {@dc 12} Constitution saving throw or fall {@condition unconscious} for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.\"]},{\"type\":\"item\",\"name\":\"Moonlight Breath\",\"entries\":[\"The dragon exhales a beam of moonlight in a 30-foot line that is 5 feet wide. Each creature in that area must make a {@dc 12} Dexterity saving throw, taking 14 ({@damage 4d6}) radiant damage on a failed save, or half as much damage on a successful one.\"]}]}]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 11} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]}]}]}]}],\"dragonAge\":\"wyrmling\",\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"P\",\"R\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"unconscious\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Red Greatwyrm\",\"group\":[\"Chromatic Dragon\"],\"source\":\"FTD\",\"page\":168,\"size\":[\"G\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"chromatic\"]},\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":22,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":533,\"formula\":\"26d20 + 260\"},\"speed\":{\"walk\":60,\"burrow\":60,\"fly\":120,\"swim\":60},\"str\":30,\"dex\":14,\"con\":30,\"int\":21,\"wis\":20,\"cha\":26,\"save\":{\"dex\":\"+10\",\"con\":\"+18\",\"wis\":\"+13\",\"cha\":\"+16\"},\"skill\":{\"intimidation\":\"+16\",\"perception\":\"+21\",\"stealth\":\"+10\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":31,\"immune\":[\"fire\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"27\",\"trait\":[{\"name\":\"Chromatic Awakening (Recharges after a Short or Long Rest)\",\"entries\":[\"If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 425 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the \\\"Mythic Actions\\\" section for 1 hour. Award a party an additional 105,000 XP (210,000 XP total) for defeating the greatwyrm after its Chromatic Awakening activates.\"]},{\"name\":\"Legendary Resistance (4/Day)\",\"entries\":[\"If the greatwyrm fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The greatwyrm doesn't require food or drink.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The greatwyrm makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 15 ft., one target. {@h}21 ({@damage 2d10 + 10}) piercing damage plus 13 ({@damage 2d12}) force damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d8 + 10}) slashing damage. If the target is a Huge or smaller creature, it is {@condition grappled} (escape {@dc 20}) and is {@condition restrained} until this grapple ends. The greatwyrm can have only one creature {@condition grappled} this way at a time.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 20 ft., one target. {@h}19 ({@damage 2d8 + 10}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 26} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Breath Weapon {@recharge 5}\",\"entries\":[\"The greatwyrm exhales a blast of energy in a 300-foot cone. Each creature in that area must make a {@dc 26} Dexterity saving throw. On a failed save, the creature takes 78 ({@damage 12d12}) fire damage. On a successful save, the creature takes half as much damage.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"The greatwyrm makes one Claw or Tail attack.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a {@dc 26} Dexterity saving throw or take 17 ({@damage 2d6 + 10}) bludgeoning damage and be knocked {@condition prone}. The greatwyrm can then fly up to half its flying speed.\"]},{\"name\":\"Arcane Spear (Costs 3 Actions)\",\"entries\":[\"The greatwyrm creates four spears of magical force. Each spear hits a creature of the greatwyrm's choice it can see within 120 feet of it, dealing 12 ({@damage 1d8 + 8}) force damage to its target, then disappears.\"]}],\"mythicHeader\":[\"If the greatwyrm's Chromatic Awakening trait has activated in the last hour, it can use the options below as legendary actions.\"],\"mythic\":[{\"name\":\"Bite\",\"entries\":[\"The greatwyrm makes one Bite attack.\"]},{\"name\":\"Chromatic Flare (Costs 2 Actions)\",\"entries\":[\"The greatwyrm flares with elemental energy. Each creature in a 60-foot-radius sphere centered on the greatwyrm must succeed on a {@dc 26} Dexterity saving throw or take 22 ({@damage 5d8}) fire damage.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Damage Absorption\",\"entries\":[\"You might decide that this dragon is not only unharmed by fire damage, but actually healed by it.\",\"Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 16} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]},{\"type\":\"item\",\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.\"]}]}]}]}],\"dragonCastingColor\":\"red\",\"dragonAge\":\"greatwyrm\",\"traitTags\":[\"Legendary Resistances\",\"Unusual Nature\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"F\",\"O\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sapphire Dragon Wyrmling\",\"group\":[\"Gem Dragon\"],\"source\":\"FTD\",\"page\":216,\"size\":[\"M\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"gem\"]},\"alignment\":[\"L\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":45,\"formula\":\"6d8 + 18\"},\"speed\":{\"walk\":30,\"burrow\":15,\"climb\":30,\"fly\":60},\"str\":17,\"dex\":14,\"con\":16,\"int\":14,\"wis\":13,\"cha\":14,\"save\":{\"dex\":\"+4\",\"con\":\"+5\",\"wis\":\"+3\",\"cha\":\"+4\"},\"skill\":{\"history\":\"+4\",\"perception\":\"+5\",\"persuasion\":\"+6\",\"stealth\":\"+4\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":15,\"resist\":[\"lightning\",\"thunder\"],\"conditionImmune\":[\"frightened\"],\"languages\":[\"Draconic\",\"telepathy 120 ft.\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability:\"],\"daily\":{\"1e\":[\"{@spell alarm}\",\"{@spell Tenser's floating disk}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Spider Climb\",\"entries\":[\"The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and can leave a 5-foot-diameter tunnel in its wake.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage plus 3 ({@damage 1d6}) thunder damage.\"]},{\"name\":\"Debilitating Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 15-foot cone. Each creature in that area must make a {@dc 13} Constitution saving throw. On a failed save, the creature takes 22 ({@damage 4d10}) thunder damage and is {@condition incapacitated} until the end of its next turn. On a successful save, the creature takes half as much damage and isn't {@condition incapacitated}.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 10} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]},{\"type\":\"item\",\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.\"]}]}]}]}],\"dragonAge\":\"wyrmling\",\"traitTags\":[\"Spider Climb\",\"Tunneler\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"DR\",\"TP\"],\"damageTags\":[\"P\",\"T\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"incapacitated\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sapphire Greatwyrm\",\"group\":[\"Gem Dragon\"],\"source\":\"FTD\",\"page\":201,\"size\":[\"G\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"gem\"]},\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":21,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":507,\"formula\":\"26d20 + 234\"},\"speed\":{\"walk\":60,\"burrow\":60,\"fly\":{\"number\":120,\"condition\":\"(hover)\"},\"swim\":60,\"canHover\":true},\"str\":28,\"dex\":14,\"con\":29,\"int\":30,\"wis\":24,\"cha\":25,\"save\":{\"dex\":\"+10\",\"con\":\"+17\",\"wis\":\"+15\",\"cha\":\"+15\"},\"skill\":{\"arcana\":\"+26\",\"history\":\"+18\",\"perception\":\"+15\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":25,\"immune\":[\"thunder\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\",\"prone\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"26\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The greatwyrm casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 26}, {@hit 18} to hit with spell attack):\"],\"daily\":{\"1e\":[\"{@spell dispel magic}\",\"{@spell forcecage}\",\"{@spell plane shift}\",\"{@spell reverse gravity}\",\"{@spell time stop}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Gem Awakening (Recharges after a Short or Long Rest)\",\"entries\":[\"If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use its Mass Telekinesis action during the next hour. Award a party an additional 90,000 XP (180,000 XP total) for defeating the greatwyrm after its Gem Awakening activates.\"]},{\"name\":\"Legendary Resistance (4/Day)\",\"entries\":[\"If the greatwyrm fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The greatwyrm doesn't require food or drink.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The greatwyrm makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 15 ft., one target. {@h}20 ({@damage 2d10 + 9}) piercing damage plus 16 ({@damage 3d10}) force damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d8 + 9}) slashing damage. If the target is a Huge or smaller creature, it is {@condition grappled} (escape {@dc 19}) and is {@condition restrained} until this grapple ends. The greatwyrm can have only one creature {@condition grappled} in this way at a time.\"]},{\"name\":\"Breath Weapon {@recharge 5}\",\"entries\":[\"The greatwyrm exhales crushing force in a 300-foot cone. Each creature in that area must make a {@dc 25} Dexterity saving throw. On a failed save, the creature takes 71 ({@damage 11d12}) force damage and is knocked {@condition prone}. On a successful save, it takes half as much damage and isn't knocked {@condition prone}. On a success or failure, the creature's speed becomes 0 until the end of its next turn.\"]},{\"name\":\"Mass Telekinesis (Gem Awakening Only; Recharges after a Short or Long Rest)\",\"entries\":[\"The greatwyrm targets any number of creatures and objects it can see within 120 feet of it. No one target can weigh more than 4,000 pounds, and objects can't be targeted if they're being worn or carried. Each targeted creature must succeed on a {@dc 26} Strength saving throw or be {@condition restrained} in the greatwyrm's telekinetic grip. At the end of a creature's turn, it can repeat the saving throw, ending the effect on itself on a success.\",\"At the end of the greatwyrm's turn, it can move each creature or object it has in its telekinetic grip up to 60 feet in any direction, but not beyond 120 feet of itself. In addition, it can choose any number of creatures {@condition restrained} in this way and deal 45 ({@damage 7d12}) force damage to each of them.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"The greatwyrm magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the greatwyrm is reduced to 0 hit points or uses a bonus action to end it.\"]},{\"name\":\"Psychic Step\",\"entries\":[\"The greatwyrm magically teleports to an unoccupied space it can see within 60 feet of it.\"]}],\"legendary\":[{\"name\":\"Claw\",\"entries\":[\"The greatwyrm makes one Claw attack.\"]},{\"name\":\"Psionics (Costs 2 Actions)\",\"entries\":[\"The greatwyrm uses Psychic Step or Spellcasting.\"]},{\"name\":\"Psychic Beam (Costs 3 Actions)\",\"entries\":[\"The greatwyrm emits a beam of psychic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a {@dc 26} Intelligence saving throw, taking 27 ({@damage 5d10}) psychic damage on a failed save, or half as much damage on a successful one.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 15} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]},{\"type\":\"item\",\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.\"]}]}]}]}],\"dragonAge\":\"greatwyrm\",\"traitTags\":[\"Legendary Resistances\",\"Unusual Nature\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"O\",\"P\",\"S\",\"Y\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"dexterity\",\"intelligence\",\"strength\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Silver Greatwyrm\",\"group\":[\"Metallic Dragon\"],\"source\":\"FTD\",\"page\":208,\"size\":[\"G\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"metallic\"]},\"alignment\":[\"L\",\"G\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":22,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":565,\"formula\":\"29d20 + 261\"},\"speed\":{\"walk\":60,\"burrow\":60,\"fly\":120,\"swim\":60},\"str\":30,\"dex\":16,\"con\":29,\"int\":21,\"wis\":22,\"cha\":30,\"save\":{\"dex\":\"+11\",\"con\":\"+17\",\"int\":\"+13\",\"wis\":\"+14\",\"cha\":\"+18\"},\"skill\":{\"insight\":\"+14\",\"perception\":\"+22\",\"persuasion\":\"+18\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":32,\"immune\":[\"cold\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"28\",\"trait\":[{\"name\":\"Legendary Resistance (4/Day)\",\"entries\":[\"If the greatwyrm fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Metallic Awakening (Recharges after a Short or Long Rest)\",\"entries\":[\"If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 450 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the \\\"Mythic Actions\\\" section for 1 hour. Award a party an additional 120,000 XP (240,000 XP total) for defeating the greatwyrm after its Metallic Awakening activates.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The greatwyrm doesn't require food or drink.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The greatwyrm makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 15 ft., one target. {@h}21 ({@damage 2d10 + 10}) piercing damage plus 13 ({@damage 2d12}) force damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d8 + 10}) slashing damage. If the target is a Huge or smaller creature, it is {@condition grappled} (escape {@dc 20}) and is {@condition restrained} until this grapple ends. The greatwyrm can have only one creature {@condition grappled} in this way at a time.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 20 ft., one target. {@h}21 ({@damage 2d10 + 10}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 26} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Breath Weapon {@recharge 5}\",\"entries\":[\"The greatwyrm uses one of the following breath weapons:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Elemental Breath\",\"entries\":[\"The greatwyrm exhales elemental energy in a 300-foot cone. Each creature in that area must make a {@dc 25} Dexterity saving throw, taking 84 ({@damage 13d12}) cold damage on a failed save, or half as much damage on a successful one.\"]},{\"type\":\"item\",\"name\":\"Sapping Breath\",\"entries\":[\"The greatwyrm exhales gas in a 300-foot cone. Each creature in that area must make a {@dc 25} Constitution saving throw. On a failed save, the creature falls {@condition unconscious} for 1 minute. On a successful save, the creature has disadvantage on attack rolls and saving throws until the end of the greatwyrm's next turn. An {@condition unconscious} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}]}]},{\"name\":\"Change Shape\",\"entries\":[\"The greatwyrm magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"The greatwyrm makes one Claw or Tail attack.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a {@dc 26} Dexterity saving throw or take 17 ({@damage 2d6 + 10}) bludgeoning damage and be knocked {@condition prone}. The greatwyrm can then fly up to half its flying speed.\"]}],\"mythicHeader\":[\"If the greatwyrm's Metallic Awakening trait has activated in the last hour, it can use the options below as legendary actions.\"],\"mythic\":[{\"name\":\"Bite\",\"entries\":[\"The greatwyrm makes one Bite attack.\"]},{\"name\":\"Shattering Roar (Costs 2 Actions)\",\"entries\":[\"The greatwyrm unleashes a magical roar. Each creature in a 120-foot-radius sphere centered on the greatwyrm must succeed on a {@dc 26} Constitution saving throw or take 19 ({@damage 3d12}) thunder damage and be {@condition incapacitated} until the end of its next turn.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 18} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]},{\"type\":\"item\",\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.\"]}]}]}]}],\"dragonCastingColor\":\"silver\",\"dragonAge\":\"greatwyrm\",\"traitTags\":[\"Legendary Resistances\",\"Unusual Nature\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"C\",\"O\",\"P\",\"S\",\"T\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"incapacitated\",\"prone\",\"restrained\",\"unconscious\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Swarm of Hoard Scarabs\",\"source\":\"FTD\",\"page\":205,\"size\":[\"M\"],\"type\":{\"type\":\"monstrosity\",\"swarmSize\":\"T\"},\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":31,\"formula\":\"7d8\"},\"speed\":{\"walk\":20,\"burrow\":20,\"fly\":20},\"str\":6,\"dex\":16,\"con\":11,\"int\":3,\"wis\":8,\"cha\":6,\"senses\":[\"darkvision 60 ft.\",\"tremorsense 60 ft.\"],\"passive\":9,\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"prone\",\"restrained\",\"stunned\"],\"cr\":\"2\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"If the swarm is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the swarm move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the swarm is animate.\"]},{\"name\":\"Swarm\",\"entries\":[\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny scarab. The swarm can't regain hit points or gain temporary hit points.\"]}],\"action\":[{\"name\":\"Swarm of Bites\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 0 ft., one creature in the swarm's space. {@h}13 ({@damage 3d6 + 3}) piercing damage, or 6 ({@damage 1d6 + 3}) piercing damage if the swarm is at half of its hit points or fewer, and the target has disadvantage on attack rolls until the start of its next turn.\"]}],\"bonus\":[{\"name\":\"Scale Dust (1/Day)\",\"entries\":[\"The swarm releases magical glittering dust from its wings. Each creature within 10 feet of the swarm must succeed on a {@dc 13} Dexterity saving throw or be outlined in blue light for 10 minutes. While outlined in this way, a creature sheds dim light in a 10-foot radius and can't benefit from being {@condition invisible}. In addition, every Dragon within 1 mile of the creature becomes aware of it and can unerringly track the creature. Casting {@spell dispel magic} on the creature ends the effect on it.\"]}],\"traitTags\":[\"False Appearance\"],\"senseTags\":[\"D\",\"T\"],\"damageTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Topaz Dragon Wyrmling\",\"group\":[\"Gem Dragon\"],\"source\":\"FTD\",\"page\":223,\"size\":[\"M\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"gem\"]},\"alignment\":[\"C\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":30,\"fly\":60,\"swim\":30},\"str\":15,\"dex\":12,\"con\":13,\"int\":14,\"wis\":13,\"cha\":14,\"save\":{\"dex\":\"+3\",\"con\":\"+3\",\"wis\":\"+3\",\"cha\":\"+4\"},\"skill\":{\"intimidation\":\"+6\",\"perception\":\"+5\",\"stealth\":\"+3\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 120 ft.\"],\"passive\":15,\"resist\":[\"cold\",\"necrotic\"],\"languages\":[\"Draconic\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 12}):\"],\"daily\":{\"1e\":[\"{@spell bane}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The dragon can breathe both air and water.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage plus 2 ({@damage 1d4}) necrotic damage.\"]},{\"name\":\"Desiccating Breath {@recharge 5}\",\"entries\":[\"The dragon exhales yellowish necrotic energy in a 15-foot cone. Each creature in that area must make a {@dc 11} Constitution saving throw. On a failed save, the creature takes 21 ({@damage 6d6}) necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature's weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isn't weakened.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 10} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]}]}]}]}],\"dragonAge\":\"wyrmling\",\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"N\",\"P\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Topaz Greatwyrm\",\"group\":[\"Gem Dragon\"],\"source\":\"FTD\",\"page\":201,\"size\":[\"G\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"gem\"]},\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":21,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":507,\"formula\":\"26d20 + 234\"},\"speed\":{\"walk\":60,\"burrow\":60,\"fly\":{\"number\":120,\"condition\":\"(hover)\"},\"swim\":60,\"canHover\":true},\"str\":28,\"dex\":14,\"con\":29,\"int\":30,\"wis\":24,\"cha\":25,\"save\":{\"dex\":\"+10\",\"con\":\"+17\",\"wis\":\"+15\",\"cha\":\"+15\"},\"skill\":{\"arcana\":\"+26\",\"history\":\"+18\",\"perception\":\"+15\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":25,\"immune\":[\"necrotic\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\",\"prone\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"26\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The greatwyrm casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 26}, {@hit 18} to hit with spell attack):\"],\"daily\":{\"1e\":[\"{@spell dispel magic}\",\"{@spell forcecage}\",\"{@spell plane shift}\",\"{@spell reverse gravity}\",\"{@spell time stop}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Gem Awakening (Recharges after a Short or Long Rest)\",\"entries\":[\"If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use its Mass Telekinesis action during the next hour. Award a party an additional 90,000 XP (180,000 XP total) for defeating the greatwyrm after its Gem Awakening activates.\"]},{\"name\":\"Legendary Resistance (4/Day)\",\"entries\":[\"If the greatwyrm fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The greatwyrm doesn't require food or drink.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The greatwyrm makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 15 ft., one target. {@h}20 ({@damage 2d10 + 9}) piercing damage plus 16 ({@damage 3d10}) force damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d8 + 9}) slashing damage. If the target is a Huge or smaller creature, it is {@condition grappled} (escape {@dc 19}) and is {@condition restrained} until this grapple ends. The greatwyrm can have only one creature {@condition grappled} in this way at a time.\"]},{\"name\":\"Breath Weapon {@recharge 5}\",\"entries\":[\"The greatwyrm exhales crushing force in a 300-foot cone. Each creature in that area must make a {@dc 25} Dexterity saving throw. On a failed save, the creature takes 71 ({@damage 11d12}) force damage and is knocked {@condition prone}. On a successful save, it takes half as much damage and isn't knocked {@condition prone}. On a success or failure, the creature's speed becomes 0 until the end of its next turn.\"]},{\"name\":\"Mass Telekinesis (Gem Awakening Only; Recharges after a Short or Long Rest)\",\"entries\":[\"The greatwyrm targets any number of creatures and objects it can see within 120 feet of it. No one target can weigh more than 4,000 pounds, and objects can't be targeted if they're being worn or carried. Each targeted creature must succeed on a {@dc 26} Strength saving throw or be {@condition restrained} in the greatwyrm's telekinetic grip. At the end of a creature's turn, it can repeat the saving throw, ending the effect on itself on a success.\",\"At the end of the greatwyrm's turn, it can move each creature or object it has in its telekinetic grip up to 60 feet in any direction, but not beyond 120 feet of itself. In addition, it can choose any number of creatures {@condition restrained} in this way and deal 45 ({@damage 7d12}) force damage to each of them.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"The greatwyrm magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the greatwyrm is reduced to 0 hit points or uses a bonus action to end it.\"]},{\"name\":\"Psychic Step\",\"entries\":[\"The greatwyrm magically teleports to an unoccupied space it can see within 60 feet of it.\"]}],\"legendary\":[{\"name\":\"Claw\",\"entries\":[\"The greatwyrm makes one Claw attack.\"]},{\"name\":\"Psionics (Costs 2 Actions)\",\"entries\":[\"The greatwyrm uses Psychic Step or Spellcasting.\"]},{\"name\":\"Psychic Beam (Costs 3 Actions)\",\"entries\":[\"The greatwyrm emits a beam of psychic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a {@dc 26} Intelligence saving throw, taking 27 ({@damage 5d10}) psychic damage on a failed save, or half as much damage on a successful one.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 15} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]},{\"type\":\"item\",\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.\"]}]}]}]}],\"dragonAge\":\"greatwyrm\",\"traitTags\":[\"Legendary Resistances\",\"Unusual Nature\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"O\",\"P\",\"S\",\"Y\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"dexterity\",\"intelligence\",\"strength\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"White Greatwyrm\",\"group\":[\"Chromatic Dragon\"],\"source\":\"FTD\",\"page\":168,\"size\":[\"G\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"chromatic\"]},\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":22,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":533,\"formula\":\"26d20 + 260\"},\"speed\":{\"walk\":60,\"burrow\":60,\"fly\":120,\"swim\":60},\"str\":30,\"dex\":14,\"con\":30,\"int\":21,\"wis\":20,\"cha\":26,\"save\":{\"dex\":\"+10\",\"con\":\"+18\",\"wis\":\"+13\",\"cha\":\"+16\"},\"skill\":{\"intimidation\":\"+16\",\"perception\":\"+21\",\"stealth\":\"+10\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":31,\"immune\":[\"cold\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"27\",\"trait\":[{\"name\":\"Chromatic Awakening (Recharges after a Short or Long Rest)\",\"entries\":[\"If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 425 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the \\\"Mythic Actions\\\" section for 1 hour. Award a party an additional 105,000 XP (210,000 XP total) for defeating the greatwyrm after its Chromatic Awakening activates.\"]},{\"name\":\"Legendary Resistance (4/Day)\",\"entries\":[\"If the greatwyrm fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The greatwyrm doesn't require food or drink.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The greatwyrm makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 15 ft., one target. {@h}21 ({@damage 2d10 + 10}) piercing damage plus 13 ({@damage 2d12}) force damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d8 + 10}) slashing damage. If the target is a Huge or smaller creature, it is {@condition grappled} (escape {@dc 20}) and is {@condition restrained} until this grapple ends. The greatwyrm can have only one creature {@condition grappled} this way at a time.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 20 ft., one target. {@h}19 ({@damage 2d8 + 10}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 26} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Breath Weapon {@recharge 5}\",\"entries\":[\"The greatwyrm exhales a blast of energy in a 300-foot cone. Each creature in that area must make a {@dc 26} Dexterity saving throw. On a failed save, the creature takes 78 ({@damage 12d12}) cold damage. On a successful save, the creature takes half as much damage.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"The greatwyrm makes one Claw or Tail attack.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a {@dc 26} Dexterity saving throw or take 17 ({@damage 2d6 + 10}) bludgeoning damage and be knocked {@condition prone}. The greatwyrm can then fly up to half its flying speed.\"]},{\"name\":\"Arcane Spear (Costs 3 Actions)\",\"entries\":[\"The greatwyrm creates four spears of magical force. Each spear hits a creature of the greatwyrm's choice it can see within 120 feet of it, dealing 12 ({@damage 1d8 + 8}) force damage to its target, then disappears.\"]}],\"mythicHeader\":[\"If the greatwyrm's Chromatic Awakening trait has activated in the last hour, it can use the options below as legendary actions.\"],\"mythic\":[{\"name\":\"Bite\",\"entries\":[\"The greatwyrm makes one Bite attack.\"]},{\"name\":\"Chromatic Flare (Costs 2 Actions)\",\"entries\":[\"The greatwyrm flares with elemental energy. Each creature in a 60-foot-radius sphere centered on the greatwyrm must succeed on a {@dc 26} Dexterity saving throw or take 22 ({@damage 5d8}) cold damage.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 16} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]},{\"type\":\"item\",\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.\"]}]}]}]}],\"dragonCastingColor\":\"white\",\"dragonAge\":\"greatwyrm\",\"traitTags\":[\"Legendary Resistances\",\"Unusual Nature\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"C\",\"O\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Young Amethyst Dragon\",\"group\":[\"Gem Dragon\"],\"source\":\"FTD\",\"page\":161,\"size\":[\"L\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"gem\"]},\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":168,\"formula\":\"16d10 + 80\"},\"speed\":{\"walk\":40,\"fly\":{\"number\":80,\"condition\":\"(hover)\"},\"swim\":40,\"canHover\":true},\"str\":21,\"dex\":12,\"con\":21,\"int\":18,\"wis\":15,\"cha\":19,\"save\":{\"dex\":\"+5\",\"con\":\"+9\",\"wis\":\"+6\",\"cha\":\"+8\"},\"skill\":{\"arcana\":\"+12\",\"perception\":\"+10\",\"persuasion\":\"+8\",\"stealth\":\"+5\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":20,\"resist\":[\"force\",\"psychic\"],\"conditionImmune\":[\"frightened\",\"prone\"],\"languages\":[\"Common\",\"Draconic\",\"telepathy 120 ft.\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 16}):\"],\"daily\":{\"1e\":[\"{@spell blink}\",\"{@spell dispel magic}\",\"{@spell protection from evil and good}\",\"{@spell sending}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The dragon can breathe both air and water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage plus 4 ({@damage 1d8}) force damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage.\"]},{\"name\":\"Singularity Breath {@recharge 5}\",\"entries\":[\"The dragon creates a shining bead of gravitational force in its mouth, then releases the energy in a 30-foot cone. Each creature in that area must make a {@dc 17} Strength saving throw. On a failed save, the creature takes 36 ({@damage 8d8}) force damage, and its speed becomes 0 until the start of the dragon's next turn. On a successful save, the creature takes half as much damage, and its speed isn't reduced.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 12} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]}]}]}]}],\"dragonAge\":\"young\",\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"TP\"],\"damageTags\":[\"O\",\"P\",\"S\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Young Crystal Dragon\",\"group\":[\"Gem Dragon\"],\"source\":\"FTD\",\"page\":172,\"size\":[\"L\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"gem\"]},\"alignment\":[\"C\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":95,\"formula\":\"10d10 + 40\"},\"speed\":{\"walk\":40,\"burrow\":20,\"climb\":40,\"fly\":80},\"str\":17,\"dex\":12,\"con\":18,\"int\":16,\"wis\":14,\"cha\":17,\"save\":{\"dex\":\"+4\",\"con\":\"+7\",\"wis\":\"+5\",\"cha\":\"+6\"},\"skill\":{\"perception\":\"+8\",\"stealth\":\"+7\",\"survival\":\"+5\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":18,\"resist\":[\"cold\",\"radiant\"],\"languages\":[\"Common\",\"Draconic\",\"telepathy 120 ft.\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 16}):\"],\"will\":[\"{@spell dancing lights}\",\"{@spell guidance}\"],\"daily\":{\"1e\":[\"{@spell hypnotic pattern}\",\"{@spell lesser restoration}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d10 + 3}) piercing damage plus 4 ({@damage 1d8}) radiant damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]},{\"name\":\"Scintillating Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a burst of brilliant radiance in a 30-foot cone. Each creature in that area must make a {@dc 15} Constitution saving throw, taking 27 ({@damage 6d8}) radiant damage on a failed save, or half as much damage on a successful one. The dragon then gains 10 temporary hit points by absorbing a portion of the radiant energy.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 11} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]},{\"type\":\"item\",\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.\"]}]}]}]}],\"dragonAge\":\"young\",\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"TP\"],\"damageTags\":[\"P\",\"R\",\"S\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflictSpell\":[\"charmed\",\"incapacitated\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Young Deep Dragon\",\"source\":\"FTD\",\"page\":175,\"size\":[\"L\"],\"type\":\"dragon\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":93,\"formula\":\"11d10 + 33\"},\"speed\":{\"walk\":40,\"burrow\":20,\"fly\":80,\"swim\":40},\"str\":18,\"dex\":13,\"con\":16,\"int\":12,\"wis\":14,\"cha\":16,\"save\":{\"dex\":\"+4\",\"con\":\"+6\",\"wis\":\"+5\",\"cha\":\"+6\"},\"skill\":{\"perception\":\"+5\",\"persuasion\":\"+6\",\"stealth\":\"+7\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 150 ft.\"],\"passive\":15,\"resist\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Common\",\"Draconic\",\"Undercommon\"],\"cr\":\"5\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage plus 3 ({@damage 1d6}) poison damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage.\"]},{\"name\":\"Nightmare Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a cloud of spores in a 30-foot cone. Each creature in that area must make a {@dc 14} Wisdom saving throw. On a failed save, the creature takes 22 ({@damage 4d10}) psychic damage, and it is {@condition frightened} of the dragon for 1 minute. On a successful save, the creature takes half as much damage with no additional effects. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 11} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]},{\"type\":\"item\",\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.\"]}]}]}]}],\"dragonCastingColor\":\"deep\",\"dragonAge\":\"young\",\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"U\"],\"damageTags\":[\"I\",\"P\",\"S\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Young Dragon Turtle\",\"source\":\"FTD\",\"page\":192,\"size\":[\"H\"],\"type\":\"dragon\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":178,\"formula\":\"17d12 + 68\"},\"speed\":{\"walk\":20,\"swim\":40},\"str\":21,\"dex\":10,\"con\":19,\"int\":10,\"wis\":12,\"cha\":12,\"save\":{\"dex\":\"+4\",\"con\":\"+8\",\"wis\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":11,\"resist\":[\"fire\"],\"languages\":[\"Aquan\",\"Draconic\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The dragon turtle can breathe air and water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon turtle makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}11 ({@damage 1d12 + 5}) piercing damage plus 6 ({@damage 1d12}) lightning damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage.\"]},{\"name\":\"Steam Breath {@recharge 5}\",\"entries\":[\"The dragon turtle exhales steam in a 30-foot cone. Each creature in that area must make a {@dc 16} Constitution saving throw, taking 42 ({@damage 12d6}) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 9} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]}]}]}]}],\"dragonAge\":\"young\",\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"AQ\",\"DR\"],\"damageTags\":[\"F\",\"L\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Young Emerald Dragon\",\"group\":[\"Gem Dragon\"],\"source\":\"FTD\",\"page\":197,\"size\":[\"L\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"gem\"]},\"alignment\":[\"L\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":142,\"formula\":\"15d10 + 60\"},\"speed\":{\"walk\":40,\"burrow\":30,\"fly\":60},\"str\":21,\"dex\":12,\"con\":19,\"int\":16,\"wis\":14,\"cha\":16,\"save\":{\"dex\":\"+4\",\"con\":\"+7\",\"wis\":\"+5\",\"cha\":\"+6\"},\"skill\":{\"arcana\":\"+6\",\"deception\":\"+6\",\"perception\":\"+8\",\"stealth\":\"+4\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":18,\"resist\":[\"fire\",\"psychic\"],\"languages\":[\"Common\",\"Draconic\",\"telepathy 120 ft.\"],\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 14}):\"],\"will\":[\"{@spell mage hand} (the hand is invisible)\",\"{@spell minor illusion}\"],\"daily\":{\"1e\":[\"{@spell detect thoughts}\",\"{@spell invisibility}\",\"{@spell silent image}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and can leave a 10-foot-diameter tunnel in its wake.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage plus 3 ({@damage 1d6}) psychic damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) slashing damage.\"]},{\"name\":\"Disorienting Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a wave of psychic dissonance in a 30-foot cone. Each creature in that area must make a {@dc 15} Intelligence saving throw. On a failed save, the creature takes 31 ({@damage 9d6}) psychic damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a {@dice d6} and reduce the total by the number rolled. On a successful save, the creature takes half as much damage with no additional effects.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 14} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]},{\"type\":\"item\",\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.\"]}]}]}]}],\"dragonAge\":\"young\",\"traitTags\":[\"Tunneler\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"TP\"],\"damageTags\":[\"P\",\"S\",\"Y\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForced\":[\"intelligence\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Young Moonstone Dragon\",\"source\":\"FTD\",\"page\":213,\"size\":[\"L\"],\"type\":\"dragon\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":144,\"formula\":\"17d10 + 51\"},\"speed\":{\"walk\":40,\"fly\":80},\"str\":18,\"dex\":16,\"con\":17,\"int\":18,\"wis\":17,\"cha\":19,\"save\":{\"con\":\"+6\",\"int\":\"+7\",\"wis\":\"+6\",\"cha\":\"+7\"},\"skill\":{\"perception\":\"+6\",\"persuasion\":\"+7\",\"stealth\":\"+6\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":16,\"conditionImmune\":[\"charmed\"],\"languages\":[\"Common\",\"Draconic\",\"Sylvan\"],\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dragon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 15}):\"],\"daily\":{\"1e\":[\"{@spell calm emotions}\",\"{@spell faerie fire}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage plus 5 ({@damage 1d10}) radiant damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage.\"]},{\"name\":\"Breath Weapon {@recharge 5}\",\"entries\":[\"The dragon uses one of the following breath weapons:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Dream Breath\",\"entries\":[\"The dragon exhales mist in a 90-foot cone. Each creature in that area must succeed on a {@dc 14} Constitution saving throw or fall {@condition unconscious} for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.\"]},{\"type\":\"item\",\"name\":\"Moonlight Breath\",\"entries\":[\"The dragon exhales a beam of moonlight in a 60-foot line that is 5 feet wide. Each creature in that area must make a {@dc 14} Dexterity saving throw, taking 38 ({@damage 7d10}) radiant damage on a failed save, or half as much damage on a successful one.\"]}]}]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 12} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]}]}]}]}],\"dragonAge\":\"young\",\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"S\"],\"damageTags\":[\"P\",\"R\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"unconscious\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Young Sapphire Dragon\",\"group\":[\"Gem Dragon\"],\"source\":\"FTD\",\"page\":216,\"size\":[\"L\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"gem\"]},\"alignment\":[\"L\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":157,\"formula\":\"15d10 + 75\"},\"speed\":{\"walk\":40,\"burrow\":20,\"climb\":40,\"fly\":80},\"str\":21,\"dex\":14,\"con\":20,\"int\":16,\"wis\":15,\"cha\":16,\"save\":{\"dex\":\"+6\",\"con\":\"+9\",\"wis\":\"+6\",\"cha\":\"+7\"},\"skill\":{\"history\":\"+7\",\"perception\":\"+10\",\"persuasion\":\"+11\",\"stealth\":\"+6\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":20,\"resist\":[\"lightning\",\"thunder\"],\"conditionImmune\":[\"frightened\"],\"languages\":[\"Common\",\"Draconic\",\"telepathy 120 ft.\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 15}):\"],\"daily\":{\"1e\":[\"{@spell dissonant whispers}\",\"{@spell hold person}\",\"{@spell meld into stone}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Spider Climb\",\"entries\":[\"The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and can leave a 10-foot-diameter tunnel in its wake.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage plus 4 ({@damage 1d8}) thunder damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) slashing damage.\"]},{\"name\":\"Debilitating Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 30-foot cone. Each creature in that area must make a {@dc 17} Constitution saving throw. On a failed save, the creature takes 33 ({@damage 6d10}) thunder damage and is {@condition incapacitated} until the end of its next turn. On a successful save, the creature takes half as much damage and isn't {@condition incapacitated}.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 11} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]},{\"type\":\"item\",\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.\"]}]}]}]}],\"dragonAge\":\"young\",\"traitTags\":[\"Spider Climb\",\"Tunneler\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"TP\"],\"damageTags\":[\"P\",\"S\",\"T\"],\"damageTagsSpell\":[\"B\",\"Y\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"incapacitated\"],\"conditionInflictSpell\":[\"paralyzed\",\"prone\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Young Sea Serpent\",\"source\":\"FTD\",\"page\":219,\"size\":[\"H\"],\"type\":\"dragon\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":123,\"formula\":\"13d12 + 39\"},\"speed\":{\"walk\":10,\"swim\":40},\"str\":19,\"dex\":12,\"con\":17,\"int\":11,\"wis\":13,\"cha\":10,\"save\":{\"str\":\"+7\",\"con\":\"+6\"},\"skill\":{\"perception\":\"+4\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":14,\"immune\":[\"cold\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The sea serpent can breathe air and water.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The sea serpent deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The sea serpent makes one Bite attack and one Constrict or Tail attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage plus 5 ({@damage 1d10}) cold damage.\"]},{\"name\":\"Constrict\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 20 ft., one creature. {@h}22 ({@damage 4d8 + 4}) bludgeoning damage. If the target is Large or smaller, it is {@condition grappled} (escape {@dc 15}). Until this grapple ends, the target is {@condition restrained}, and the sea serpent can't constrict another target.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 15 ft., one target. {@h}9 ({@damage 1d10 + 4}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 15} Strength saving throw or be pushed up to 20 feet away and knocked {@condition prone}.\"]},{\"name\":\"Rime Breath {@recharge 5}\",\"entries\":[\"The sea serpent exhales a 30-foot cone of cold. Each creature in that area must make a {@dc 14} Constitution saving throw, taking 38 ({@damage 7d10}) cold damage on a failed save, or half as much damage on a successful one.\"]}],\"dragonAge\":\"young\",\"traitTags\":[\"Amphibious\",\"Siege Monster\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"C\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Young Topaz Dragon\",\"group\":[\"Gem Dragon\"],\"source\":\"FTD\",\"page\":223,\"size\":[\"L\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"gem\"]},\"alignment\":[\"C\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":127,\"formula\":\"17d10 + 34\"},\"speed\":{\"walk\":40,\"fly\":80,\"swim\":40},\"str\":17,\"dex\":12,\"con\":15,\"int\":16,\"wis\":15,\"cha\":16,\"save\":{\"dex\":\"+4\",\"con\":\"+5\",\"wis\":\"+5\",\"cha\":\"+6\"},\"skill\":{\"intimidation\":\"+9\",\"perception\":\"+8\",\"stealth\":\"+4\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":18,\"resist\":[\"cold\",\"necrotic\"],\"languages\":[\"Common\",\"Draconic\",\"telepathy 120 ft.\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 14}):\"],\"daily\":{\"1e\":[\"{@spell bane}\",\"{@spell create or destroy water}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The dragon can breathe both air and water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d10 + 3}) piercing damage plus 3 ({@damage 1d6}) necrotic damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]},{\"name\":\"Desiccating Breath {@recharge 5}\",\"entries\":[\"The dragon exhales yellowish necrotic energy in a 30-foot cone. Each creature in that area must make a {@dc 13} Constitution saving throw. On a failed save, the creature takes 28 ({@damage 8d6}) necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature's weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isn't weakened.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 11} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]}]}]}]}],\"dragonAge\":\"young\",\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"TP\"],\"damageTags\":[\"N\",\"P\",\"S\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-ggr.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\"]}},\"monster\":[{\"name\":\"Anarch\",\"source\":\"GGR\",\"page\":239,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item hide armor|phb}\"]}],\"hp\":{\"average\":11,\"formula\":\"2d8 + 2\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":13,\"con\":12,\"int\":9,\"wis\":11,\"cha\":10,\"skill\":{\"perception\":\"+2\",\"survival\":\"+2\"},\"passive\":12,\"languages\":[\"any one language (usually Common)\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Aggressive\",\"entries\":[\"As a bonus action, the anarch can move up to its speed toward a hostile creature it can see.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The anarch deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Spiked Club\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage, or 7 ({@damage 1d10 + 2}) piercing damage if used with two hands.\"]}],\"traitTags\":[\"Aggressive\",\"Siege Monster\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Archon of the Triumvirate\",\"source\":\"GGR\",\"page\":192,\"size\":[\"M\"],\"type\":\"celestial\",\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|phb}\"]}],\"hp\":{\"average\":144,\"formula\":\"17d8 + 68\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":15,\"con\":19,\"int\":15,\"wis\":21,\"cha\":18,\"save\":{\"con\":\"+9\",\"wis\":\"+10\",\"cha\":\"+9\"},\"skill\":{\"insight\":\"+10\",\"perception\":\"+10\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":20,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\"],\"languages\":[\"all\"],\"cr\":\"14\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The archon's innate spellcasting ability is Wisdom (spell save {@dc 18}, {@hit 10} to hit with spell attacks). The archon can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell calm emotions}\",\"{@spell command}\",\"{@spell compelled duel}\"],\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Eye of the Law\",\"entries\":[\"As a bonus action, the archon can target a creature it can see within 120 feet of it and determine which laws that creature has broken in the last 24 hours.\"]},{\"name\":\"Mount\",\"entries\":[\"If the archon isn't mounted, it can use a bonus action to magically teleport onto the creature serving as its mount, provided the archon and its mount are on the same plane of existence. When it teleports, the archon appears astride the mount along with any equipment it is wearing or carrying. While mounted and not {@condition incapacitated}, the archon can't be {@status surprised}, and both it and its mount gain advantage on Dexterity saving throws. If the archon is reduced to 0 hit points while riding its mount, the mount is reduced to 0 hit points as well.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The archon makes two Hammer of Justice attacks.\"]},{\"name\":\"Hammer of Justice\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage plus 18 ({@damage 4d8}) force damage. If the target is a creature, it must succeed on a {@dc 18} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Pacifying Presence\",\"entries\":[\"Each creature of the archon's choice that the archon can see within 120 feet of it must succeed on a {@dc 18} Wisdom saving throw, or else the target drops any weapons it is holding, ends its {@status concentration} on any spells or other effects, and becomes {@condition charmed} by the archon for 1 minute. The {@condition charmed} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the archon's Pacifying Presence for the next 24 hours.\"]}],\"legendary\":[{\"name\":\"Rejoin Mount\",\"entries\":[\"If the archon isn't mounted, it magically teleports to its steed and mounts it as long as the archon and its steed are on the same plane of existence.\"]},{\"name\":\"Smite (Costs 2 Actions)\",\"entries\":[\"The archon makes a Hammer of Justice attack, and then its mount can use its reaction to make a melee weapon attack.\"]},{\"name\":\"Detention (Costs 3 Actions)\",\"entries\":[\"The archon targets a creature it can see within 60 feet of it. The target must succeed on a {@dc 18} Charisma saving throw or be magically teleported to a harmless demiplane until the end of the archon's next turn, whereupon the target reappears in the space it left or the nearest unoccupied space if that space is occupied.\"]}],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"XX\"],\"damageTags\":[\"B\",\"O\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"charmed\",\"prone\"],\"conditionInflictSpell\":[\"prone\"],\"savingThrowForced\":[\"charisma\",\"strength\",\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Arclight Phoenix\",\"source\":\"GGR\",\"page\":193,\"size\":[\"M\"],\"type\":\"elemental\",\"alignment\":[\"C\",\"N\"],\"ac\":[16],\"hp\":{\"average\":142,\"formula\":\"19d8 + 57\"},\"speed\":{\"walk\":0,\"fly\":120},\"str\":15,\"dex\":22,\"con\":17,\"int\":5,\"wis\":12,\"cha\":7,\"save\":{\"dex\":\"+10\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"lightning\",\"poison\"],\"conditionImmune\":[\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"restrained\",\"unconscious\"],\"cr\":\"12\",\"trait\":[{\"name\":\"Flyby\",\"entries\":[\"The arclight phoenix doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"name\":\"Grounded Lightning\",\"entries\":[\"The first time on a turn that the arclight phoenix touches the ground, it takes 11 ({@damage 2d10}) force damage.\"]},{\"name\":\"Illumination\",\"entries\":[\"The arclight phoenix sheds bright light in a 15-foot radius and dim light for an additional 15 feet.\"]},{\"name\":\"Lightning Form\",\"entries\":[\"The arclight phoenix can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the phoenix or hits it with a melee attack while within 5 feet of it takes 9 ({@damage 2d8}) lightning damage. In addition, the arclight phoenix can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 9 ({@damage 2d8}) lightning damage.\"]},{\"name\":\"Crackling Death\",\"entries\":[\"When the arclight phoenix dies, it explodes. Each creature within 30 feet of it must make a {@dc 18} Dexterity saving throw, taking 36 ({@damage 8d8}) lightning damage on a failed save, or half as much damage on a successful one. The explosion destroys the phoenix but leaves behind a Tiny, warm egg with a mizzium shell. The egg contains the embryo of a new arclight phoenix. It hatches when it is in the area of a spell that deals lightning damage, or if a creature touches the egg and expends spell slots whose combined levels equal 13 or more. When it hatches, the egg releases a new arclight phoenix that appears in the egg's space.\"]}],\"action\":[{\"name\":\"Arclight Touch\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}27 ({@damage 6d8}) lightning damage, and lightning jumps from the target to one creature of the phoenix's choice that it can see within 30 feet of the target. That second creature must succeed on a {@dc 18} Dexterity saving throw or take 27 ({@damage 6d8}) lightning damage.\"]}],\"traitTags\":[\"Flyby\",\"Illumination\"],\"senseTags\":[\"D\"],\"damageTags\":[\"L\",\"O\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Aurelia\",\"isNamedCreature\":true,\"source\":\"GGR\",\"page\":230,\"size\":[\"M\"],\"type\":{\"type\":\"celestial\",\"tags\":[\"angel\"]},\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":22,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":287,\"formula\":\"25d8 + 175\"},\"speed\":{\"walk\":50,\"fly\":150},\"str\":26,\"dex\":24,\"con\":25,\"int\":17,\"wis\":25,\"cha\":30,\"save\":{\"dex\":\"+14\",\"con\":\"+14\",\"cha\":\"+17\"},\"skill\":{\"insight\":\"+14\",\"perception\":\"+14\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":24,\"resist\":[\"necrotic\",\"radiant\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"all\"],\"cr\":\"23\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Aurelia fails a saving throw, she can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Aurelia has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Aurelia makes three longsword attacks and uses Leadership.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 5 ft., one target. {@h}12 ({@damage 1d8 + 8}) slashing damage, or 13 ({@damage 1d10 + 8}) slashing damage when used with two hands, plus 27 ({@damage 6d8}) radiant damage.\"]},{\"name\":\"Leadership\",\"entries\":[\"Aurelia utters a few inspiring words to one creature she can see within 30 feet of her. If the creature can hear her, it can add a {@dice d10} to one attack roll or saving throw it makes before the start of Aurelia's next turn.\"]},{\"name\":\"Warleader's Helix {@recharge 5}\",\"entries\":[\"{@atk rs} {@hit 17} to hit, range 60 ft., one creature. {@h}54 ({@damage 12d8}) radiant damage, and Aurelia can choose another creature she can see within 10 feet of the target. The second creature regains 27 ({@dice 6d8}) hit points.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"Aurelia adds 7 to her AC against one melee attack that would hit her. To do so, Aurelia must see the attacker and be wielding a melee weapon.\"]},{\"name\":\"Unyielding\",\"entries\":[\"When Aurelia is subjected to an effect that would move her, knock her {@condition prone}, or both, she can use her reaction to be neither moved nor knocked {@condition prone}.\"]}],\"legendary\":[{\"name\":\"Command Allies\",\"entries\":[\"Aurelia chooses up to three creatures she can see within 30 feet of her. If a chosen creature can see or hear Aurelia, it can immediately use its reaction to make one weapon attack, with advantage on the attack roll.\"]},{\"name\":\"Longsword Attack (Costs 2 Actions)\",\"entries\":[\"Aurelia makes one longsword attack.\"]},{\"name\":\"Frighten Foes (Costs 3 Actions)\",\"entries\":[\"Aurelia targets up to five creatures she can see within 30 feet of her. Each target must succeed on a {@dc 25} Wisdom saving throw or be {@condition frightened} of her until the end of her next turn. Any target within 5 feet of Aurelia has disadvantage on the saving throw.\"]}],\"attachedItems\":[\"longsword|phb\"],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"XX\"],\"damageTags\":[\"R\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Battleforce Angel\",\"source\":\"GGR\",\"page\":189,\"size\":[\"M\"],\"type\":\"celestial\",\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|phb}\"]}],\"hp\":{\"average\":66,\"formula\":\"12d8 + 12\"},\"speed\":{\"walk\":30,\"fly\":90},\"str\":16,\"dex\":12,\"con\":13,\"int\":11,\"wis\":17,\"cha\":18,\"save\":{\"wis\":\"+6\",\"cha\":\"+7\"},\"skill\":{\"investigation\":\"+3\",\"perception\":\"+6\"},\"senses\":[\"darkvision 120 ft.\",\"truesight 120 ft.\"],\"passive\":16,\"resist\":[\"fire\",\"radiant\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\"],\"languages\":[\"all\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Flyby\",\"entries\":[\"The angel doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The angel has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The angel makes two melee attacks. It also uses Battlefield Inspiration.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands, plus 18 ({@damage 4d8}) radiant damage. If the target is within 5 feet of any of the angel's allies, the target takes an extra 2 ({@damage 1d4}) radiant damage.\"]},{\"name\":\"Battlefield Inspiration\",\"entries\":[\"The angel chooses up to three creatures it can see within 30 feet of it. Until the end of the angel's next turn, each target can add a {@dice d4} to its attack rolls and saving throws.\"]}],\"attachedItems\":[\"longsword|phb\"],\"traitTags\":[\"Flyby\",\"Magic Resistance\"],\"senseTags\":[\"SD\",\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"XX\"],\"damageTags\":[\"R\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Biomancer\",\"source\":\"GGR\",\"page\":256,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"N\",\"G\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item splint armor|phb}\"]}],\"hp\":{\"average\":110,\"formula\":\"17d8 + 34\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":15,\"con\":14,\"int\":20,\"wis\":14,\"cha\":15,\"save\":{\"int\":\"+9\",\"wis\":\"+6\"},\"skill\":{\"arcana\":\"+9\",\"nature\":\"+9\"},\"passive\":12,\"languages\":[\"Common plus any one language\"],\"cr\":\"10\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The biomancer is a 16th-level Simic spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 17}, {@hit 9} to hit with spell attacks). The biomancer has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell acid splash}\",\"{@spell light}\",\"{@spell mending}\",\"{@spell poison spray}\",\"{@spell shocking grasp}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell grease}\",\"{@spell shield}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell alter self}\",\"{@spell darkvision}\",\"{@spell enlarge/reduce}\",\"{@spell hold person}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell counterspell}\",\"{@spell dispel magic}\",\"{@spell haste}\",\"{@spell protection from energy}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell confusion}\",\"{@spell conjure minor elementals}\",\"{@spell polymorph}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell cone of cold}\",\"{@spell creation}\",\"{@spell hold monster}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell move earth}\",\"{@spell wall of ice}\"]},\"7\":{\"slots\":1,\"spells\":[\"{@spell prismatic spray}\"]},\"8\":{\"slots\":1,\"spells\":[\"{@spell control weather}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Bolstering Presence\",\"entries\":[\"The biomancer magically emanates life-giving energy within 30 feet of itself. Any ally of the biomancer that starts its turn there regains 5 ({@dice 1d10}) hit points.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The biomancer has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage.\"]}],\"attachedItems\":[\"scimitar|phb\"],\"traitTags\":[\"Magic Resistance\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"S\"],\"damageTagsSpell\":[\"A\",\"B\",\"C\",\"F\",\"I\",\"L\",\"P\",\"S\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Blistercoil Weird\",\"source\":\"GGR\",\"page\":207,\"size\":[\"M\"],\"type\":\"elemental\",\"alignment\":[\"C\",\"N\"],\"ac\":[13],\"hp\":{\"average\":45,\"formula\":\"7d8 + 14\"},\"speed\":{\"walk\":40,\"swim\":60},\"str\":16,\"dex\":16,\"con\":15,\"int\":5,\"wis\":10,\"cha\":7,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"cold\",\"fire\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"unconscious\"],\"languages\":[\"Draconic\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Feed on Fire\",\"entries\":[\"If the weird takes fire damage from a spell or other magical effect, its size increases by one category. If there isn't enough room for the weird to increase in size, it attains the maximum size possible in the space available. While the weird is Large or bigger, it makes Strength checks and saving throws with advantage. If the weird starts its turn at Gargantuan size, the weird releases energy in an explosion. Each creature within 30 feet of the weird must make a {@dc 12} Dexterity saving throw, taking 28 ({@damage 8d6}) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in the area that aren't being worn or carried. The weird's size then becomes Medium.\"]},{\"name\":\"Form of Fire and Water\",\"entries\":[\"The weird can move through a space as narrow as 1 inch wide without squeezing. In addition, the weird can enter a hostile creature's space and stop there. The first time the weird enters another creature's space on a turn, that creature takes 5 ({@damage 1d10}) fire damage and catches fire; until someone takes an action to douse the fire, the burning creature takes 5 ({@damage 1d10}) fire damage at the start of each of its turns.\"]},{\"name\":\"Heated Body\",\"entries\":[\"A creature that touches the weird or hits it with a melee attack while within 5 feet of it takes 5 ({@damage 1d10}) fire damage.\"]},{\"name\":\"Illumination\",\"entries\":[\"The weird sheds bright light in a 30-foot radius and dim light for an additional 30 feet.\"]}],\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage plus 7 ({@damage 2d6}) fire damage, or 11 ({@damage 2d8 + 3}) bludgeoning damage plus 14 ({@damage 4d6}) fire damage if the weird is Large or bigger.\"]}],\"traitTags\":[\"Illumination\"],\"senseTags\":[\"D\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"B\",\"F\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Blood Drinker Vampire\",\"source\":\"GGR\",\"page\":223,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":90,\"formula\":\"12d8 + 36\"},\"speed\":{\"walk\":40,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":16,\"dex\":18,\"con\":17,\"int\":16,\"wis\":13,\"cha\":19,\"save\":{\"dex\":\"+7\",\"con\":\"+6\",\"wis\":\"+4\"},\"skill\":{\"intimidation\":\"+7\",\"perception\":\"+4\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"languages\":[\"the languages it knew in life\"],\"cr\":\"8\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The vampire makes three melee attacks, only one of which can be a bite attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one willing creature, or a creature that is {@condition grappled} by the vampire, {@condition incapacitated}, or {@condition restrained}. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 7 ({@damage 2d6}) necrotic damage. If the target is humanoid, it must succeed on a {@dc 15} Charisma saving throw or be {@condition charmed} by the vampire for 1 minute. While {@condition charmed} in this way, the target is infatuated with the vampire. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.\"]},{\"name\":\"Rapier\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage.\"]},{\"name\":\"Unarmed Strike\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage. The vampire can also grapple the target (escape {@dc 14}) if it is a creature and the vampire has a hand free.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"The vampire adds 3 to its AC against one melee attack that would hit it. To do so, the vampire must see the attacker and be wielding a melee weapon.\"]}],\"attachedItems\":[\"rapier|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"B\",\"N\",\"P\"],\"miscTags\":[\"HPR\",\"MLW\",\"MW\"],\"conditionInflict\":[\"charmed\"],\"savingThrowForced\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Blood Witch\",\"source\":\"GGR\",\"page\":248,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":78,\"formula\":\"12d8 + 24\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":14,\"con\":15,\"int\":13,\"wis\":9,\"cha\":19,\"save\":{\"wis\":\"+2\",\"cha\":\"+7\"},\"skill\":{\"arcana\":\"+4\",\"intimidation\":\"+7\",\"perception\":\"+2\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":12,\"resist\":[\"psychic\"],\"languages\":[\"Abyssal plus any one language (usually Common)\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The witch's innate spellcasting ability is Charisma (spell save {@dc 15}, {@hit 7} to hit with spell attacks). The witch can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell alter self}\",\"{@spell detect magic}\",\"{@spell eldritch blast} (at 11th level)\",\"{@spell false life}\",\"{@spell levitate} (self only)\",\"{@spell mage armor} (self only)\"],\"daily\":{\"1e\":[\"{@spell circle of death}\",\"{@spell enthrall}\",\"{@spell suggestion}\"],\"3e\":[\"{@spell hellish rebuke}\",\"{@spell hex}\",\"{@spell scorching ray} (at 3rd level)\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Blood Witch Dance\",\"entries\":[\"The witch can use a bonus action to control the movement of one creature cursed by its {@spell hex} spell that it can see within 30 feet of it. The creature must succeed on a {@dc 15} Charisma saving throw or use its reaction to move up to 30 feet in a direction of the witch's choice.\"]},{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the witch's darkvision.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The witch makes two attacks: one with its longsword and one with its shortsword.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]}],\"attachedItems\":[\"longsword|phb\",\"shortsword|phb\"],\"traitTags\":[\"Devil's Sight\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"X\"],\"damageTags\":[\"P\",\"S\"],\"damageTagsSpell\":[\"B\",\"F\",\"N\",\"O\",\"P\",\"S\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"CUR\",\"MLW\",\"MW\"],\"savingThrowForced\":[\"charisma\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bloodfray Giant\",\"source\":\"GGR\",\"page\":200,\"size\":[\"H\"],\"type\":\"giant\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":103,\"formula\":\"9d12 + 45\"},\"speed\":{\"walk\":40},\"str\":23,\"dex\":9,\"con\":20,\"int\":7,\"wis\":8,\"cha\":9,\"save\":{\"str\":\"+9\",\"con\":\"+8\",\"wis\":\"+2\"},\"skill\":{\"athletics\":\"+9\",\"perception\":\"+2\"},\"passive\":12,\"languages\":[\"Giant\"],\"cr\":\"6\",\"action\":[{\"name\":\"Chain\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 20 ft., one target. {@h}16 ({@damage 3d6 + 6}) bludgeoning damage. If the target is a creature, it is {@condition grappled} (escape {@dc 17}). Until the grapple ends, the target is {@condition restrained}, and the giant can't use this attack on anyone else.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 9} to hit, range 60/240 ft., one target. {@h}16 ({@damage 3d6 + 6}) bludgeoning damage.\"]}],\"reaction\":[{\"name\":\"Furious Defense\",\"entries\":[\"After a creature the giant can see is dealt damage by a foe within 20 feet of the giant, the giant makes a chain attack against that foe.\"]}],\"languageTags\":[\"GI\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Borborygmos\",\"isNamedCreature\":true,\"source\":\"GGR\",\"page\":238,\"size\":[\"H\"],\"type\":\"giant\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":270,\"formula\":\"20d12 + 140\"},\"speed\":{\"walk\":40},\"str\":24,\"dex\":11,\"con\":24,\"int\":8,\"wis\":17,\"cha\":16,\"save\":{\"str\":\"+13\",\"con\":\"+13\",\"wis\":\"+9\"},\"skill\":{\"athletics\":\"+13\",\"insight\":\"+9\",\"survival\":\"+9\"},\"senses\":[\"tremorsense 60 ft.\"],\"passive\":13,\"resist\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common\",\"Giant\"],\"cr\":\"18\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Borborygmos fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Poor Depth Perception\",\"entries\":[\"Borborygmos has disadvantage on any attack roll against a target more than 30 feet away.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"Borborygmos deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Borborygmos can use his Frightful Presence. He also makes two attacks: one with his maul and one with his stomp.\"]},{\"name\":\"Maul\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}28 ({@damage 6d6 + 7}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 21} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Stomp\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}18 ({@damage 2d10 + 7}) bludgeoning damage.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 13} to hit, range 30/120 ft., one target. {@h}29 ({@damage 4d10 + 7}) bludgeoning damage.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of Borborygmos's choice that is within 60 feet of him and can see or hear him must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} of him for 1 minute. The {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Borborygmos's Frightful Presence for the next 24 hours.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"Borborygmos makes a weapon attack.\"]},{\"name\":\"Bellow (Costs 2 Actions)\",\"entries\":[\"Borborygmos yells menacingly at one creature he can see within 60 feet of him. That creature must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} of him for 1 minute. If the creature is already {@condition frightened}, it becomes {@condition stunned} instead. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Borborygmos's Bellow for the next 24 hours.\"]},{\"name\":\"Wide Berth (Costs 3 Actions)\",\"entries\":[\"Borborygmos moves up to half his speed and can move through the space of any creature smaller than Huge. The first time Borborygmos enters a creature's space during this move, the creature must make a {@dc 21} Dexterity saving throw. If the saving throw succeeds, the creature is pushed 5 feet away from Borborygmos. If the saving throw fails, that creature is knocked {@condition prone}, and Borborygmos can make a stomp attack against it.\"]}],\"attachedItems\":[\"maul|phb\"],\"traitTags\":[\"Legendary Resistances\",\"Siege Monster\"],\"senseTags\":[\"T\"],\"actionTags\":[\"Frightful Presence\",\"Multiattack\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"frightened\",\"prone\",\"stunned\"],\"savingThrowForced\":[\"dexterity\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cackler\",\"source\":\"GGR\",\"page\":195,\"size\":[\"S\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":10,\"formula\":\"3d6\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":16,\"con\":11,\"int\":11,\"wis\":7,\"cha\":12,\"skill\":{\"deception\":\"+3\",\"perception\":\"+0\",\"performance\":\"+3\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\"],\"cr\":\"1/2\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The cackler's innate spellcasting ability is Charisma (spell save {@dc 11}, {@hit 3} to hit with spell attacks). The cackler can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell fire bolt}\"],\"daily\":{\"1\":[\"{@spell Tasha's hideous laughter}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Last Laugh\",\"entries\":[\"When the cackler dies, it releases a dying laugh that scars the minds of other nearby creatures. Each creature within 10 feet of the cackler must succeed on a {@dc 11} Wisdom saving throw or take 2 ({@damage 1d4}) psychic damage.\"]},{\"name\":\"Mimicry\",\"entries\":[\"The cackler can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 11} Wisdom ({@skill Insight}) check.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage.\"]},{\"name\":\"Spiked Chain\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]}],\"traitTags\":[\"Mimicry\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"AB\",\"C\"],\"damageTags\":[\"P\",\"S\",\"Y\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Category 1 Krasis\",\"source\":\"GGR\",\"page\":210,\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":19,\"formula\":\"3d8 + 6\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":15,\"con\":14,\"int\":2,\"wis\":13,\"cha\":8,\"passive\":11,\"cr\":\"1\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The krasis can breathe air and water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The krasis makes two attacks: one with its bite and one with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}8 ({@damage 1d10 + 3}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage.\"]}],\"traitTags\":[\"Amphibious\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Category 2 Krasis\",\"source\":\"GGR\",\"page\":211,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":136,\"formula\":\"16d10 + 48\"},\"speed\":{\"walk\":40},\"str\":18,\"dex\":14,\"con\":16,\"int\":2,\"wis\":13,\"cha\":8,\"passive\":11,\"cr\":\"6\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The krasis can breathe air and water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The krasis makes two attacks: one with its bite and one with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}17 ({@damage 2d12 + 4}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d12 + 4}) slashing damage.\"]}],\"traitTags\":[\"Amphibious\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Category 3 Krasis\",\"source\":\"GGR\",\"page\":212,\"size\":[\"H\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":287,\"formula\":\"25d12 + 125\"},\"speed\":{\"walk\":40},\"str\":23,\"dex\":12,\"con\":21,\"int\":2,\"wis\":13,\"cha\":8,\"passive\":11,\"cr\":\"16\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The krasis can breathe air and water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The krasis makes three attacks: one with its bite, one with its claws, and one with its tail.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one creature. {@h}27 ({@damage 6d6 + 6}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d10 + 6}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 15 ft., one target. {@h}33 ({@damage 6d8 + 6}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 19} Strength saving throw or be knocked {@condition prone}.\"]}],\"traitTags\":[\"Amphibious\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Conclave Dryad\",\"source\":\"GGR\",\"page\":194,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":143,\"formula\":\"22d8 + 44\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":19,\"con\":14,\"int\":19,\"wis\":20,\"cha\":21,\"save\":{\"int\":\"+8\",\"wis\":\"+9\",\"cha\":\"+9\"},\"skill\":{\"arcana\":\"+8\",\"nature\":\"+8\",\"perception\":\"+9\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":19,\"languages\":[\"Common\",\"Elvish\",\"Sylvan\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dryad's innate spellcasting ability is Charisma (spell save {@dc 17}). The dryad can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell druidcraft}\"],\"daily\":{\"3e\":[\"{@spell dispel magic}\",\"{@spell entangle}\",\"{@spell plant growth}\",\"{@spell spike growth}\"],\"1e\":[\"{@spell moonbeam}\",\"{@spell grasping vine}\",\"{@spell wall of thorns}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The dryad has advantage on saving throws against spells and other magical effects.\"]},{\"type\":\"entries\",\"name\":\"Speak with Beasts and Plants\",\"entries\":[\"The dryad can communicate with beasts and plants as if they and the dryad shared a language.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dryad makes three attacks, using its vine staff, its longbow, or both.\"]},{\"name\":\"Vine Staff\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 17} Dexterity saving throw or become {@condition restrained} by twisting vines for 1 minute. A target {@condition restrained} in this way can use an action to make a {@dc 17} Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check, ending the effect on itself on a success.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 8} to hit, range 150/600 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage.\"]},{\"name\":\"Summon Mount (1/Day)\",\"entries\":[\"The dryad magically summons a mount, which appears in an unoccupied space within 60 feet of the dryad. The mount remains for 8 hours, until it or the dryad dies, or until the dryad dismisses it as an action. The mount uses the stat block of an {@creature elk} (see the Monster Manual) with these changes: it is a plant instead of a beast, it has an Intelligence of 6, and it understands Sylvan but can't speak. While within 1 mile of the mount, the dryad can communicate with it telepathically.\"]},{\"name\":\"Suppress Magic {@recharge 5}\",\"entries\":[\"The dryad targets one magic item it can see within 120 feet of it. If the magic item isn't an artifact, its magical properties are suppressed for 10 minutes, until the dryad is {@condition incapacitated} or dies, or until the dryad uses a bonus action to end the effect.\"]}],\"attachedItems\":[\"longbow|phb\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\",\"S\"],\"damageTags\":[\"B\",\"P\"],\"damageTagsSpell\":[\"P\",\"R\",\"S\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\",\"RNG\",\"RW\"],\"conditionInflict\":[\"restrained\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cosmotronic Blastseeker\",\"source\":\"GGR\",\"page\":242,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item chain shirt|phb}\"]}],\"hp\":{\"average\":37,\"formula\":\"5d8 + 15\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":15,\"con\":16,\"int\":18,\"wis\":9,\"cha\":12,\"save\":{\"dex\":\"+4\",\"con\":\"+5\"},\"skill\":{\"arcana\":\"+6\",\"intimidation\":\"+3\",\"perception\":\"+1\"},\"passive\":11,\"languages\":[\"any one language (usually Common)\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The blastseeker's innate spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn't function for others:\"],\"daily\":{\"2\":[\"{@spell fireball}\"],\"3e\":[\"{@spell scorching ray}\",\"{@spell shield}\",\"{@spell thunderwave}\"]},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Empowered Spell (3/Day)\",\"entries\":[\"When the blastseeker rolls damage for a spell, it can reroll up to four dice of damage. It must use the new dice.\"]},{\"name\":\"Tides of Chaos (1/Day)\",\"entries\":[\"The blastseeker makes one attack roll, ability check, or saving throw with advantage.\"]}],\"action\":[{\"name\":\"Warhammer\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage, or 7 ({@damage 1d10 + 2}) bludgeoning damage if used with two hands.\"]}],\"attachedItems\":[\"warhammer|phb\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"F\",\"T\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Counterflux Blastseeker\",\"source\":\"GGR\",\"page\":242,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[13,{\"ac\":16,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":39,\"formula\":\"6d8 + 12\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":16,\"con\":15,\"int\":18,\"wis\":11,\"cha\":14,\"save\":{\"con\":\"+4\",\"wis\":\"+2\"},\"skill\":{\"arcana\":\"+6\",\"perception\":\"+2\"},\"passive\":12,\"languages\":[\"Common plus any one language\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The blastseeker's innate spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn't function for others:\"],\"daily\":{\"3e\":[\"{@spell enlarge/reduce}\",\"{@spell mage armor} (self only)\",\"{@spell scorching ray}\"],\"1e\":[\"{@spell counterspell}\",\"{@spell dispel magic}\",\"{@spell protection from energy}\"]},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Counterflux Overcast {@recharge 5}\",\"entries\":[\"The blastseeker can create an additional effect immediately after casting a spell. Roll a {@dice d6} to determine the effect:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"1–3.\",\"entry\":\"The blastseeker creates a 15-foot-radius {@condition invisible} sphere centered on itself that lasts until the end of its next turn. Creatures in the sphere have disadvantage on saving throws against spells and other magical effects.\"},{\"type\":\"item\",\"name\":\"4–6.\",\"entry\":\"The blastseeker creates a 15-foot-radius {@condition invisible} sphere centered on itself that lasts until the end of its next turn. Creatures in the sphere have advantage on saving throws against spells and other magical effects.\"}]}]}],\"action\":[{\"name\":\"Rapier\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage.\"]}],\"attachedItems\":[\"rapier|phb\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Deathpact Angel\",\"source\":\"GGR\",\"page\":192,\"size\":[\"M\"],\"type\":\"celestial\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":175,\"formula\":\"27d8 + 54\"},\"speed\":{\"walk\":30,\"fly\":90},\"str\":16,\"dex\":18,\"con\":14,\"int\":19,\"wis\":20,\"cha\":23,\"save\":{\"int\":\"+9\",\"wis\":\"+10\",\"cha\":\"+11\"},\"skill\":{\"insight\":\"+10\",\"intimidation\":\"+11\",\"perception\":\"+10\",\"persuasion\":\"+11\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":20,\"resist\":[\"necrotic\",\"radiant\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\"],\"languages\":[\"all\"],\"cr\":\"14\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The angel's innate spellcasting ability is Charisma (spell save {@dc 19}, {@hit 11} to hit with spell attacks). The angel can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell command} (as a 2nd-level spell)\",\"{@spell detect evil and good}\"],\"daily\":{\"1\":[\"{@spell raise dead}\"],\"3e\":[\"{@spell charm person} (as a 5th-level spell)\",\"{@spell darkness}\",\"{@spell suggestion}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Exploitation of the Debtors\",\"entries\":[\"As a bonus action, the angel targets a creature {@condition charmed} by it that it can see within 30 feet of it. The angel deals 11 ({@damage 2d10}) necrotic damage to the target, and the angel gains temporary hit points equal to the damage dealt.\"]},{\"name\":\"Flyby\",\"entries\":[\"The angel doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The angel has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The angel makes two attacks with its scythe. It can substitute Chains of Obligation for one of these attacks.\"]},{\"name\":\"Scythe\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}9 ({@damage 2d4 + 4}) slashing damage plus 27 ({@damage 6d8}) necrotic damage.\"]},{\"name\":\"Chains of Obligation\",\"entries\":[\"The angel targets one creature {@condition charmed} by it that it can see within 90 feet of it. The target must succeed on a {@dc 19} Charisma saving throw or become {@condition paralyzed} for 1 minute or until it takes any damage.\"]}],\"traitTags\":[\"Flyby\",\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"XX\"],\"damageTags\":[\"N\",\"S\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"paralyzed\"],\"conditionInflictSpell\":[\"charmed\",\"prone\"],\"savingThrowForced\":[\"charisma\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Devkarin Lich\",\"source\":\"GGR\",\"page\":198,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":97,\"formula\":\"15d8 + 30\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":16,\"con\":14,\"int\":19,\"wis\":16,\"cha\":15,\"save\":{\"con\":\"+7\",\"int\":\"+9\",\"wis\":\"+8\"},\"skill\":{\"arcana\":\"+14\",\"insight\":\"+8\",\"perception\":\"+8\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":18,\"resist\":[\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"Common\",\"Elvish\",\"Kraul\"],\"cr\":\"14\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The lich is a 14th-level Golgari spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 17}, {@hit 9} to hit with spell attacks). The lich has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell acid splash}\",\"{@spell chill touch}\",\"{@spell mage hand}\",\"{@spell poison spray}\",\"{@spell prestidigitation}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell chromatic orb}\",\"{@spell magic missile}\",\"{@spell ray of sickness}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell Melf's acid arrow}\",\"{@spell ray of enfeeblement}\",\"{@spell spider climb}\",\"{@spell web}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell animate dead}\",\"{@spell bestow curse}\",\"{@spell fear}\",\"{@spell vampiric touch}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell blight}\",\"{@spell Evard's black tentacles}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell cloudkill}\",\"{@spell insect plague}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell circle of death}\",\"{@spell create undead}\"]},\"7\":{\"slots\":1,\"spells\":[\"{@spell finger of death}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the lich fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The lich regains 10 hit points at the start of its turn. If the lich takes fire or radiant damage, this trait doesn't function at the start of the lich's next turn. The lich dies only if it starts its turn with 0 hit points and doesn't regenerate.\"]},{\"name\":\"Turn Resistance\",\"entries\":[\"The lich has advantage on saving throws against any effect that turns undead.\"]},{\"name\":\"Undead Fortitude\",\"entries\":[\"If damage reduces the lich to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the lich drops to 1 hit point instead.\"]}],\"action\":[{\"name\":\"Noxious Touch\",\"entries\":[\"{@atk ms} {@hit 9} to hit, reach 5 ft., one creature. {@h}14 ({@damage 4d6}) poison damage, and the target must succeed on a {@dc 17} Constitution saving throw or be {@condition poisoned} for 1 minute. The {@condition poisoned} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"legendary\":[{\"name\":\"Cantrip\",\"entries\":[\"The lich casts one of its cantrips.\"]},{\"name\":\"Noxious Touch (Costs 2 Actions)\",\"entries\":[\"The lich uses Noxious Touch.\"]},{\"name\":\"Disrupt Life (Costs 3 Actions)\",\"entries\":[\"Each creature within 30 feet of the lich must make a {@dc 17} Constitution saving throw, taking 21 ({@damage 6d6}) necrotic damage on a failed save, or half as much damage on a successful one.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Regeneration\",\"Turn Resistance\",\"Undead Fortitude\"],\"senseTags\":[\"U\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"I\",\"N\"],\"damageTagsSpell\":[\"A\",\"B\",\"C\",\"F\",\"I\",\"L\",\"N\",\"O\",\"P\",\"T\"],\"spellcastingTags\":[\"CW\"],\"conditionInflict\":[\"poisoned\"],\"conditionInflictSpell\":[\"frightened\",\"poisoned\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Druid of the Old Ways\",\"source\":\"GGR\",\"page\":239,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item hide armor|phb}\"]}],\"hp\":{\"average\":90,\"formula\":\"12d8 + 36\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":15,\"con\":16,\"int\":10,\"wis\":20,\"cha\":14,\"save\":{\"dex\":\"+5\",\"con\":\"+6\",\"wis\":\"+8\"},\"skill\":{\"nature\":\"+3\",\"perception\":\"+8\",\"survival\":\"+8\"},\"passive\":18,\"languages\":[\"Common\",\"Druidic\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The druid is a 12th-level Gruul spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 16}, {@hit 8} to hit with spell attacks). It has the following druid spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell druidcraft}\",\"{@spell produce flame}\",\"{@spell resistance}\",\"{@spell thorn whip}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell cure wounds}\",\"{@spell faerie fire}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell beast sense}\",\"{@spell flame blade}\",\"{@spell pass without trace}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell conjure animals}\",\"{@spell dispel magic}\",\"{@spell plant growth}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell dominate beast}\",\"{@spell freedom of movement}\",\"{@spell wall of fire}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell commune with nature}\",\"{@spell conjure elemental}\",\"{@spell scrying}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell transport via plants}\",\"{@spell wall of thorns}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Siege Monster\",\"entries\":[\"The druid deals double damage to objects and structures.\"]},{\"name\":\"Speak with Beasts and Plants\",\"entries\":[\"The druid can communicate with beasts and plants as if they shared a language.\"]}],\"action\":[{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, or 4 ({@damage 1d8}) bludgeoning damage if used with two hands.\"]}],\"attachedItems\":[\"quarterstaff|phb\"],\"traitTags\":[\"Siege Monster\"],\"languageTags\":[\"C\",\"DU\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"F\",\"P\",\"S\",\"T\"],\"spellcastingTags\":[\"CD\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Felidar\",\"source\":\"GGR\",\"page\":199,\"size\":[\"L\"],\"type\":\"celestial\",\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":93,\"formula\":\"11d10 + 33\"},\"speed\":{\"walk\":40},\"str\":19,\"dex\":16,\"con\":17,\"int\":10,\"wis\":17,\"cha\":14,\"save\":{\"dex\":\"+6\",\"wis\":\"+6\",\"cha\":\"+5\"},\"skill\":{\"insight\":\"+6\",\"perception\":\"+6\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":16,\"languages\":[\"understands Celestial and Common but can't speak\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Bonding\",\"entries\":[\"The felidar can magically bond with one creature it can see, right after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the felidar bonds with a different creature or until the bonded creature dies. This bond has the following effects: The felidar and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet. The felidar can sense the direction and distance to the bonded creature if they're on the same plane of existence. As an action, the felidar or the bonded creature can sense what the other sees and hears, during which time it loses its own sight and hearing. This effect lasts until the start of its next turn.\"]},{\"name\":\"Keen Hearing and Sight\",\"entries\":[\"The felidar has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight.\"]},{\"name\":\"Pounce\",\"entries\":[\"If the felidar moves at least 20 feet straight toward a creature and hits it with a claw attack on the same turn, that target must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the felidar can make one claw attack against it as a bonus action.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The felidar makes two attacks: one with its bite and one with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}17 ({@damage 3d8 + 4}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 3d6 + 4}) slashing damage.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Winged Felidars\",\"entries\":[\"Some felidars boast huge, feathered wings. A winged felidar uses the same stat block as an ordinary felidar, with the addition of a flying speed of 40 feet.\"]}],\"traitTags\":[\"Keen Senses\",\"Pounce\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\",\"CS\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Winged Felidar\",\"source\":\"GGR\",\"speed\":{\"walk\":40,\"fly\":40},\"variant\":null}]},{\"name\":\"Firefist\",\"source\":\"GGR\",\"page\":231,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|phb}\"]}],\"hp\":{\"average\":117,\"formula\":\"18d8 + 36\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":10,\"con\":14,\"int\":11,\"wis\":17,\"cha\":13,\"save\":{\"con\":\"+5\",\"wis\":\"+6\"},\"skill\":{\"intimidation\":\"+4\",\"religion\":\"+3\"},\"passive\":13,\"languages\":[\"any one language (usually Common)\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The firefist is a 9th-level Boros spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 14}, {@hit 6} to hit with spell attacks). It has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell light}\",\"{@spell sacred flame}\",\"{@spell spare the dying}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell guiding bolt}\",\"{@spell healing word}\",\"{@spell heroism}\",\"{@spell shield of faith}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell lesser restoration}\",\"{@spell scorching ray}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell blinding smite}\",\"{@spell crusader's mantle}\",\"{@spell revivify}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell banishment}\",\"{@spell wall of fire}\"]},\"5\":{\"slots\":1,\"spells\":[\"{@spell flame strike}\"]}},\"ability\":\"wis\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The firefist makes two greatsword attacks.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage.\"]}],\"reaction\":[{\"name\":\"Guided Attack (Recharges after a Short or Long Rest)\",\"entries\":[\"When the firefist or one creature it can see within 30 feet of it makes an attack roll, the firefist grants a +10 bonus to that roll.\"]}],\"attachedItems\":[\"greatsword|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"S\"],\"damageTagsSpell\":[\"F\",\"R\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Firemane Angel\",\"source\":\"GGR\",\"page\":190,\"size\":[\"M\"],\"type\":\"celestial\",\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|phb}\"]}],\"hp\":{\"average\":135,\"formula\":\"18d8 + 54\"},\"speed\":{\"walk\":40,\"fly\":120},\"str\":22,\"dex\":15,\"con\":17,\"int\":12,\"wis\":14,\"cha\":23,\"save\":{\"str\":\"+10\",\"wis\":\"+6\",\"cha\":\"+10\"},\"skill\":{\"insight\":\"+6\",\"perception\":\"+6\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":16,\"resist\":[\"fire\",\"radiant\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\"],\"languages\":[\"all\"],\"cr\":\"12\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The angel's innate spellcasting ability is Charisma (spell save {@dc 18}, {@hit 10} to hit with spell attacks). The angel can innately cast the following spells, requiring no material components:\"],\"daily\":{\"3e\":[\"{@spell compelled duel}\",\"{@spell guiding bolt} (as a 5th-level spell)\"],\"1e\":[\"{@spell daylight}\",\"{@spell fireball} (as a 6th-level spell)\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Flyby\",\"entries\":[\"The angel doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The angel has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Relentless (Recharges after a Short or Long Rest)\",\"entries\":[\"If the angel takes 21 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The angel makes two melee attacks.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d8 + 6}) slashing damage, or 11 ({@damage 1d10 + 6}) slashing damage if used with two hands, plus 22 ({@damage 5d8}) fire or radiant damage (angel's choice).\"]}],\"attachedItems\":[\"longsword|phb\"],\"traitTags\":[\"Flyby\",\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"XX\"],\"damageTags\":[\"F\",\"R\",\"S\"],\"damageTagsSpell\":[\"F\",\"R\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Flux Blastseeker\",\"source\":\"GGR\",\"page\":242,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":55,\"formula\":\"10d8 + 10\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":15,\"con\":12,\"int\":20,\"wis\":9,\"cha\":14,\"save\":{\"dex\":\"+5\",\"int\":\"+8\"},\"skill\":{\"arcana\":\"+8\",\"perception\":\"+2\"},\"passive\":12,\"languages\":[\"Common plus any one language\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The blastseeker's innate spellcasting ability is Intelligence (spell save {@dc 16}, {@hit 8} to hit with spell attacks). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn't function for others:\"],\"daily\":{\"3e\":[\"{@spell mage armor} (self only)\",\"{@spell scorching ray}\"],\"1e\":[\"{@spell banishment}\",\"{@spell cone of cold}\",\"{@spell dimension door}\",\"{@spell fireball}\",\"{@spell ice storm}\"]},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Fluxbending Overcast {@recharge 5}\",\"entries\":[\"The blastseeker can create an additional effect immediately after casting a spell. Roll a {@dice d6} to determine the effect: 1-3. The blastseeker teleports, swapping places with a creature it can see within 30 feet of it. 4-6. The blastseeker and each creature within 10 feet of it must succeed on a {@dc 16} Constitution saving throw or take 11 ({@damage 2d10}) thunder damage.\"]}],\"action\":[{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, or 4 ({@damage 1d8}) bludgeoning damage if used with two hands.\"]}],\"attachedItems\":[\"quarterstaff|phb\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"B\",\"T\"],\"damageTagsSpell\":[\"B\",\"C\",\"F\",\"O\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Fluxcharger\",\"source\":\"GGR\",\"page\":208,\"size\":[\"L\"],\"type\":\"elemental\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":60,\"formula\":\"8d10 + 16\"},\"speed\":{\"walk\":0,\"fly\":60},\"str\":15,\"dex\":18,\"con\":15,\"int\":6,\"wis\":10,\"cha\":7,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"lightning\",\"poison\"],\"conditionImmune\":[\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"unconscious\"],\"languages\":[\"Draconic\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Amplify Lightning\",\"entries\":[\"Whenever a spell that deals lightning damage includes one or more fluxchargers in its area, the spell deals an extra 9 ({@damage 2d8}) lightning damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The fluxcharger makes two slam attacks or uses Arc Lightning twice.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage plus 10 ({@damage 3d6}) fire damage.\"]},{\"name\":\"Arc Lightning\",\"entries\":[\"{@atk rs} {@hit 7} to hit, range 30 ft., one target. {@h}16 ({@damage 3d10}) lightning damage, and lightning jumps from the target to one creature of the fluxcharger's choice that it can see within 30 feet of the target. That second creature must succeed on a {@dc 15} Dexterity saving throw or take 13 ({@damage 3d8}) lightning damage. Hit or Miss: The fluxcharger takes 5 ({@damage 1d10}) force damage after resolving the attack.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"B\",\"F\",\"L\",\"O\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Flying Horror\",\"source\":\"GGR\",\"page\":203,\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":49,\"formula\":\"9d8 + 9\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":9,\"dex\":20,\"con\":12,\"int\":2,\"wis\":15,\"cha\":16,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":14,\"vulnerable\":[\"radiant\"],\"conditionImmune\":[\"frightened\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Fear Frenzy\",\"entries\":[\"The horror has advantage on attack rolls against {@condition frightened} creatures.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the horror has disadvantage on attack rolls and on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) slashing damage plus 14 ({@damage 4d6}) psychic damage.\"]},{\"name\":\"Frightening Screech {@recharge 5}\",\"entries\":[\"The horror screeches. Each creature within 30 feet of it that can hear it must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} of it for 1 minute. The {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the horror's Frightening Screech for the next 24 hours.\"]}],\"traitTags\":[\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"damageTags\":[\"S\",\"Y\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Frontline Medic\",\"source\":\"GGR\",\"page\":231,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":20,\"from\":[\"{@item plate armor|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":19,\"formula\":\"3d8 + 6\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":10,\"con\":14,\"int\":10,\"wis\":13,\"cha\":12,\"skill\":{\"medicine\":\"+5\",\"perception\":\"+3\"},\"passive\":13,\"languages\":[\"any one language (usually Common)\"],\"cr\":\"1/4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The medic is a 3rd-level Boros spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 11}). The medic has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell mending}\",\"{@spell resistance}\",\"{@spell spare the dying}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell cure wounds}\",\"{@spell sanctuary}\"]},\"2\":{\"slots\":2,\"spells\":[\"{@spell aid}\",\"{@spell lesser restoration}\"]}},\"ability\":\"wis\"}],\"action\":[{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack.\"]}],\"attachedItems\":[\"spear|phb\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"P\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Galvanic Blastseeker\",\"source\":\"GGR\",\"page\":243,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[13],\"hp\":{\"average\":52,\"formula\":\"8d8 + 16\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":17,\"con\":14,\"int\":19,\"wis\":10,\"cha\":13,\"save\":{\"dex\":\"+6\"},\"skill\":{\"acrobatics\":\"+6\",\"arcana\":\"+7\",\"perception\":\"+3\"},\"passive\":13,\"resist\":[\"lightning\",\"thunder\"],\"languages\":[\"Common and Primordial\",\"plus any one language\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The blastseeker's innate spellcasting ability is Intelligence (spell save {@dc 15}, {@hit 7} to hit with spell attacks). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn't function for others:\"],\"daily\":{\"1\":[\"{@spell stoneskin}\"],\"3e\":[\"{@spell levitate}\",\"{@spell lightning bolt}\",\"{@spell thunderwave}\"]},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Galvanic Overcast {@recharge 5}\",\"entries\":[\"When the blastseeker casts {@spell lightning bolt} or thunderwave, it can roll a die. On an odd number, the blastseeker takes 9 ({@damage 2d8}) force damage. On an even number, the spell also deals 9 ({@damage 2d8}) lightning damage to each target that fails its saving throw.\"]},{\"name\":\"Heart of the Storm\",\"entries\":[\"When the blastseeker casts {@spell lightning bolt} or thunderwave, all other creatures within 10 feet of the blastseeker each take 3 lightning damage.\"]},{\"name\":\"Gust-Propelled Leap\",\"entries\":[\"The blastseeker can use a bonus action to fly up to 10 feet without provoking opportunity attacks.\"]}],\"action\":[{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}3 ({@damage 1d6}) piercing damage, or 4 ({@damage 1d8}) piercing damage if used with two hands to make a melee attack.\"]}],\"attachedItems\":[\"spear|phb\"],\"languageTags\":[\"C\",\"P\",\"X\"],\"damageTags\":[\"L\",\"O\",\"P\"],\"damageTagsSpell\":[\"L\",\"T\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Galvanice Weird\",\"source\":\"GGR\",\"page\":209,\"size\":[\"M\"],\"type\":\"elemental\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":22,\"formula\":\"3d8 + 9\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":10,\"con\":17,\"int\":3,\"wis\":10,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"cold\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"unconscious\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Death Burst\",\"entries\":[\"When the galvanice weird dies, it explodes in a burst of ice and lightning. Each creature within 10 feet of the exploding weird must make a {@dc 13} Dexterity saving throw, taking 7 ({@damage 2d6}) lightning damage on a failed save, or half as much damage on a successful one.\"]}],\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage plus 5 ({@damage 2d4}) lightning damage. If the target is a creature, it must succeed on a {@dc 13} Constitution saving throw or lose the ability to use reactions until the start of the weird's next turn.\"]}],\"traitTags\":[\"Death Burst\"],\"senseTags\":[\"D\"],\"damageTags\":[\"B\",\"L\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gloamwing\",\"source\":\"GGR\",\"page\":215,\"size\":[\"L\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":136,\"formula\":\"16d10 + 48\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":20,\"dex\":16,\"con\":17,\"int\":2,\"wis\":11,\"cha\":6,\"save\":{\"str\":\"+8\",\"dex\":\"+6\"},\"skill\":{\"perception\":\"+3\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":13,\"resist\":[\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"understands Common\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Death Link\",\"entries\":[\"If its specter rider is reduced to 0 hit points, the gloamwing is destroyed.\"]},{\"name\":\"Flyby\",\"entries\":[\"The gloamwing doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the gloamwing has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The gloamwing makes two attacks: one with its bite and one with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}18 ({@damage 3d8 + 5}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}15 ({@damage 3d6 + 5}) slashing damage.\"]}],\"traitTags\":[\"Flyby\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Golgari Shaman\",\"source\":\"GGR\",\"page\":236,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item hide armor|phb}\"]}],\"hp\":{\"average\":88,\"formula\":\"16d8 + 16\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":15,\"con\":12,\"int\":12,\"wis\":17,\"cha\":16,\"save\":{\"con\":\"+4\",\"wis\":\"+6\"},\"skill\":{\"arcana\":\"+4\",\"insight\":\"+6\",\"nature\":\"+4\",\"religion\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Common\",\"Elvish\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The shaman is an 8th-level Golgari spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The shaman has the following druid spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell poison spray}\",\"{@spell shillelagh}\",\"{@spell thorn whip}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell cure wounds}\",\"{@spell entangle}\",\"{@spell ray of sickness}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell pass without trace}\",\"{@spell ray of enfeeblement}\",\"{@spell spike growth}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell animate dead}\",\"{@spell dispel magic}\",\"{@spell plant growth}\"]},\"4\":{\"slots\":2,\"spells\":[\"{@spell blight}\",\"{@spell giant insect}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"The shaman has advantage on saving throws against being {@condition charmed}, and magic can't put it to sleep.\"]}],\"action\":[{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage, or 6 ({@damage 1d8 + 2}) bludgeoning damage if used with two hands.\"]},{\"name\":\"Fungal Rot\",\"entries\":[\"{@atk ms} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d8}) necrotic damage, and the target must make a {@dc 14} Constitution saving throw, taking 18 ({@damage 4d8}) poison damage on a failed save, or half as much damage on a successful one.\"]}],\"reaction\":[{\"name\":\"Feed on Death\",\"entries\":[\"When a creature within 30 feet of the shaman drops to 0 hit points, the shaman gains 5 ({@dice 1d10}) temporary hit points.\"]}],\"attachedItems\":[\"quarterstaff|phb\"],\"traitTags\":[\"Fey Ancestry\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"B\",\"I\",\"N\"],\"damageTagsSpell\":[\"I\",\"N\",\"P\"],\"spellcastingTags\":[\"CD\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"poisoned\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Guardian Giant\",\"source\":\"GGR\",\"page\":201,\"size\":[\"H\"],\"type\":\"giant\",\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":19,\"from\":[\"{@item half plate armor|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":137,\"formula\":\"11d12 + 66\"},\"speed\":{\"walk\":40},\"str\":24,\"dex\":17,\"con\":22,\"int\":10,\"wis\":18,\"cha\":12,\"save\":{\"dex\":\"+6\",\"wis\":\"+7\"},\"skill\":{\"insight\":\"+7\",\"perception\":\"+10\"},\"passive\":20,\"languages\":[\"Common\",\"Giant\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Vigilant\",\"entries\":[\"The giant can't be {@status surprised}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giant makes three spear attacks.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 10} to hit, reach 10 ft. or range 60/240 ft., one target. {@h}17 ({@damage 3d6 + 7}) piercing damage, or 20 ({@damage 3d8 + 7}) piercing damage if used with two hands to make a melee attack.\"]}],\"reaction\":[{\"name\":\"Protection\",\"entries\":[\"When an attacker the giant can see makes an attack roll against a creature within 10 feet of the giant, the giant can impose disadvantage on the attack roll.\"]}],\"attachedItems\":[\"spear|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Horncaller\",\"source\":\"GGR\",\"page\":253,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item hide armor|phb}\"]}],\"hp\":{\"average\":39,\"formula\":\"6d8 + 12\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":12,\"con\":14,\"int\":10,\"wis\":14,\"cha\":13,\"skill\":{\"animal handling\":\"+4\",\"nature\":\"+2\",\"perception\":\"+4\"},\"passive\":14,\"languages\":[\"Common plus any one language\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The horncaller's innate spellcasting ability is Wisdom (spell save {@dc 14}). The horncaller can innately cast the following spells, requiring no material components:\"],\"daily\":{\"1e\":[\"{@spell bless}\",\"{@spell conjure animals}\"]},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Speak with Beasts\",\"entries\":[\"The horncaller can communicate with beasts as if they shared a language.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The horncaller makes two melee attacks with its staff and uses One with the Worldsoul.\"]},{\"name\":\"Staff\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage, or 5 ({@damage 1d8 + 1}) bludgeoning damage if used with two hands.\"]},{\"name\":\"One with the Worldsoul\",\"entries\":[\"The horncaller chooses one beast it can see within 30 feet of it. If the beast can hear the horncaller, the beast uses its reaction to make one melee attack against a target that the horncaller can see.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"B\",\"P\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hybrid Brute\",\"source\":\"GGR\",\"page\":217,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"Simic hybrid\"]},\"alignment\":[\"N\",\"G\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"8d8 + 16\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":11,\"con\":15,\"int\":8,\"wis\":11,\"cha\":9,\"passive\":10,\"languages\":[\"Common plus any one language\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The hybrid can breathe air and water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hybrid makes two claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage.\"]}],\"traitTags\":[\"Amphibious\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Hybrid Flier\",\"source\":\"GGR\",\"page\":217,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"Simic hybrid\"]},\"alignment\":[\"N\",\"G\"],\"ac\":[13],\"hp\":{\"average\":39,\"formula\":\"6d8 + 12\"},\"speed\":{\"walk\":30,\"fly\":40},\"str\":12,\"dex\":16,\"con\":14,\"int\":11,\"wis\":10,\"cha\":11,\"passive\":10,\"resist\":[\"acid\"],\"languages\":[\"Common plus any one language\"],\"cr\":\"2\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hybrid makes two javelin attacks. It can replace one javelin attack with Spit Acid.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Spit Acid\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 20/60 ft., one target. {@h}10 ({@damage 4d4}) acid damage.\"]}],\"attachedItems\":[\"javelin|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"A\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hybrid Poisoner\",\"source\":\"GGR\",\"page\":217,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"Simic hybrid\"]},\"alignment\":[\"N\",\"G\"],\"ac\":[14],\"hp\":{\"average\":26,\"formula\":\"4d8 + 8\"},\"speed\":{\"walk\":40},\"str\":12,\"dex\":19,\"con\":14,\"int\":12,\"wis\":13,\"cha\":12,\"save\":{\"dex\":\"+6\",\"con\":\"+4\"},\"skill\":{\"athletics\":\"+3\",\"perception\":\"+3\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 30 ft.\"],\"passive\":13,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Common plus any one language\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Assassinate\",\"entries\":[\"During its first turn, the hybrid poisoner has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the hybrid scores against a {@status surprised} creature is a critical hit.\"]},{\"name\":\"Poisonous Skin\",\"entries\":[\"Any creature that touches the hybrid or hits it with a melee attack while within 5 feet of it takes 3 ({@damage 1d6}) poison damage.\"]}],\"action\":[{\"name\":\"Toxic Touch\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d6}) bludgeoning damage, and the target must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. At the end of each of the {@condition poisoned} target's turns, it must repeat the save, taking 3 ({@damage 1d6}) poison damage on a failed save, or ending the effect on itself on a successful one.\"]}],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"B\",\"I\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Hybrid Shocker\",\"source\":\"GGR\",\"page\":218,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"Simic hybrid\"]},\"alignment\":[\"N\",\"G\"],\"ac\":[12],\"hp\":{\"average\":39,\"formula\":\"6d8 + 12\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":14,\"con\":14,\"int\":10,\"wis\":12,\"cha\":9,\"passive\":11,\"immune\":[\"lightning\"],\"languages\":[\"Common plus any one language\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Electrified Body\",\"entries\":[\"Any creature that touches the hybrid or hits it with a melee attack while within 5 feet of it takes 5 ({@damage 1d10}) lightning damage.\"]},{\"name\":\"Illumination\",\"entries\":[\"The hybrid sheds bright light in a 10-foot radius and dim light for an additional 10 feet.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hybrid makes two attacks: one with its shocking touch and one with its tentacles.\"]},{\"name\":\"Shocking Touch\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d8}) lightning damage.\"]},{\"name\":\"Tentacles\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 15 ft., one creature. {@h}The target is {@condition grappled} (escape {@dc 11}), and the hybrid pulls the target up to 15 feet straight toward it. Until this grapple ends, the target takes 5 ({@damage 1d10}) lightning damage at the start of each of its turns, and the hybrid shocker can't use its tentacles on another creature.\"]}],\"traitTags\":[\"Illumination\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"L\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hybrid Spy\",\"source\":\"GGR\",\"page\":218,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"Simic hybrid\"]},\"alignment\":[\"N\",\"G\"],\"ac\":[13],\"hp\":{\"average\":22,\"formula\":\"4d8 + 4\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":11,\"dex\":17,\"con\":12,\"int\":13,\"wis\":14,\"cha\":9,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Common plus any one language\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Chameleon Skin\",\"entries\":[\"The hybrid has advantage on Dexterity ({@skill Stealth}) checks made to hide.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The hybrid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hybrid makes two shortsword attacks.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]}],\"attachedItems\":[\"shortsword|phb\"],\"traitTags\":[\"Spider Climb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Indentured Spirit\",\"source\":\"GGR\",\"page\":206,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"A\"],\"ac\":[11],\"hp\":{\"average\":13,\"formula\":\"3d8\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":7,\"dex\":13,\"con\":10,\"int\":10,\"wis\":12,\"cha\":11,\"passive\":11,\"resist\":[\"acid\",\"fire\",\"lightning\",\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"cold\",\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Incorporeal Movement\",\"entries\":[\"The spirit can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]}],\"action\":[{\"name\":\"Withering Touch\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}10 ({@damage 3d6}) necrotic damage.\"]}],\"traitTags\":[\"Incorporeal Movement\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"N\",\"O\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Isperia\",\"isNamedCreature\":true,\"source\":\"GGR\",\"page\":227,\"size\":[\"G\"],\"type\":\"monstrosity\",\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":261,\"formula\":\"18d20 + 72\"},\"speed\":{\"walk\":40,\"fly\":60},\"str\":20,\"dex\":14,\"con\":18,\"int\":23,\"wis\":26,\"cha\":20,\"save\":{\"dex\":\"+9\",\"con\":\"+11\",\"int\":\"+13\",\"wis\":\"+15\"},\"skill\":{\"arcana\":\"+13\",\"history\":\"+13\",\"insight\":\"+15\",\"perception\":\"+15\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":25,\"immune\":[\"psychic\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common\",\"Sphinx\"],\"cr\":\"21\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Isperia's innate spellcasting ability is Wisdom (spell save {@dc 23}). Isperia can innately cast {@spell imprisonment} twice per day, requiring no material components.\"],\"daily\":{\"2\":[\"{@spell imprisonment}\"]},\"ability\":\"wis\",\"hidden\":[\"daily\"]},{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Isperia is a 15th-level Azorius spellcaster. Her spellcasting ability is Wisdom (spell save {@dc 23}, {@hit 14} to hit with spell attacks). Isperia has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell guidance}\",\"{@spell light}\",\"{@spell resistance}\",\"{@spell sacred flame}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell command}\",\"{@spell detect evil and good}\",\"{@spell ensnaring strike}\",\"{@spell sanctuary}\",\"{@spell shield of faith}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell arcane lock}\",\"{@spell augury}\",\"{@spell calm emotions}\",\"{@spell hold person}\",\"{@spell silence}\",\"{@spell zone of truth}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell bestow curse}\",\"{@spell clairvoyance}\",\"{@spell counterspell}\",\"{@spell dispel magic}\",\"{@spell tongues}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell divination}\",\"{@spell locate creature}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell dispel evil and good}\",\"{@spell scrying}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell word of recall}\"]},\"7\":{\"slots\":1,\"spells\":[\"{@spell divine word}\"]},\"8\":{\"slots\":1,\"spells\":[\"{@spell antimagic field}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Inscrutable\",\"entries\":[\"Isperia is immune to any effect that would sense her emotions or read her thoughts, as well as any divination spell that she refuses. Wisdom ({@skill Insight}) checks made to ascertain her intentions or sincerity have disadvantage.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Isperia fails a saving throw, she can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Isperia has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Isperia makes two claw attacks. She can cast a spell with a casting time of 1 action in place of one claw attack.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}21 ({@damage 3d10 + 5}) slashing damage. If the target is a creature, it must succeed on a {@dc 23} Wisdom saving throw or take 14 ({@damage 4d6}) psychic damage after each attack it makes against Isperia before the start of her next turn.\"]},{\"name\":\"Supreme Legal Authority\",\"entries\":[\"Isperia chooses up to three creatures she can see within 90 feet of her. Each target must succeed on a {@dc 23} Intelligence saving throw or Isperia chooses an action for that target: Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Search, or Use an Object. The affected target can't take that action for 1 minute. At the end of each of the target's turns, it can end the effect on itself with a successful {@dc 23} Intelligence saving throw. A target that succeeds on the saving throw becomes immune to Isperia's Supreme Legal Authority for 24 hours.\"]}],\"legendary\":[{\"name\":\"Claw Attack\",\"entries\":[\"Isperia makes one claw attack.\"]},{\"name\":\"Cast a Spell (Costs 2 Actions)\",\"entries\":[\"Isperia casts a spell of 3rd level or lower from her list of prepared spells, using a spell slot as normal.\"]},{\"name\":\"Supreme Legal Authority (Costs 3 Actions)\",\"entries\":[\"Isperia uses Supreme Legal Authority.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"OTH\"],\"damageTags\":[\"S\",\"Y\"],\"damageTagsSpell\":[\"N\",\"P\",\"R\"],\"spellcastingTags\":[\"CC\",\"I\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"intelligence\",\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Jarad Vod Savo\",\"isNamedCreature\":true,\"source\":\"GGR\",\"page\":235,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":180,\"formula\":\"24d8 + 72\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":16,\"con\":16,\"int\":20,\"wis\":16,\"cha\":15,\"save\":{\"con\":\"+10\",\"int\":\"+12\",\"wis\":\"+10\"},\"skill\":{\"arcana\":\"+12\",\"insight\":\"+10\",\"perception\":\"+10\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":20,\"resist\":[\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"Common\",\"Elvish\",\"Kraul\"],\"cr\":\"22\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Jarad is a 14th-level Golgari spellcaster. His spellcasting ability is Intelligence (spell save {@dc 20}, {@hit 12} to hit with spell attacks). Jarad has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell acid splash}\",\"{@spell chill touch}\",\"{@spell mage hand}\",\"{@spell poison spray}\",\"{@spell prestidigitation}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell entangle}\",\"{@spell ray of sickness}\",\"{@spell sleep}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell Melf's acid arrow}\",\"{@spell ray of enfeeblement}\",\"{@spell spider climb}\",\"{@spell web}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell animate dead}\",\"{@spell plant growth}\",\"{@spell vampiric touch}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell blight}\",\"{@spell giant insect}\",\"{@spell grasping vine}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell cloudkill}\",\"{@spell insect plague}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell circle of death}\",\"{@spell create undead}\"]},\"7\":{\"slots\":1,\"spells\":[\"{@spell finger of death}\",\"{@spell forcecage}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Jarad fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Jarad has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Regeneration\",\"entries\":[\"Jarad regains 25 hit points at the start of his turn. If he takes fire or radiant damage, this trait doesn't function at the start of his next turn. He dies only if he starts its turn with 0 hit points and doesn't regenerate.\"]},{\"name\":\"Spore Infusion\",\"entries\":[\"Jarad is surrounded by a cloud of spores. As a bonus action, he can cause the spores to deal 11 ({@damage 2d10}) poison damage to a creature he can see within 10 feet of him.\"]},{\"name\":\"Turn Resistance\",\"entries\":[\"Jarad has advantage on saving throws against any effect that turns undead.\"]},{\"name\":\"Undead Fortitude\",\"entries\":[\"If damage reduces Jarad to 0 hit points, he must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, he drops to 1 hit point instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Jarad makes two attacks: one with his Noxious Touch and one with his Staff of Svogthir. He can cast a spell with a casting time of 1 action in place of one of these attacks.\"]},{\"name\":\"Noxious Touch\",\"entries\":[\"{@atk ms} {@hit 12} to hit, reach 5 ft., one creature. {@h}28 ({@damage 8d6}) poison damage, and the target must succeed on a {@dc 20} Constitution saving throw or be {@condition poisoned} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Staff of Svogthir\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage plus 13 ({@damage 3d8}) poison damage and 13 ({@damage 3d8}) necrotic damage.\"]}],\"legendary\":[{\"name\":\"Cantrip\",\"entries\":[\"Jarad casts one of his cantrips.\"]},{\"name\":\"Noxious Touch (Costs 2 Actions)\",\"entries\":[\"Jarad uses Noxious Touch.\"]},{\"name\":\"Disrupt Life (Costs 3 Actions)\",\"entries\":[\"Each creature within 30 feet of Jarad must make a {@dc 20} Constitution saving throw, taking 35 ({@damage 10d6}) necrotic damage on a failed save, or half as much damage on a successful one.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Regeneration\",\"Turn Resistance\",\"Undead Fortitude\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"B\",\"I\",\"N\"],\"damageTagsSpell\":[\"A\",\"F\",\"I\",\"N\",\"P\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"poisoned\"],\"conditionInflictSpell\":[\"poisoned\",\"restrained\",\"unconscious\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kraul Death Priest\",\"source\":\"GGR\",\"page\":214,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"kraul\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":65,\"formula\":\"10d8 + 20\"},\"speed\":{\"walk\":30,\"climb\":30,\"fly\":40},\"str\":16,\"dex\":12,\"con\":14,\"int\":12,\"wis\":15,\"cha\":10,\"save\":{\"con\":\"+4\",\"wis\":\"+4\"},\"skill\":{\"insight\":\"+4\",\"nature\":\"+3\",\"religion\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"languages\":[\"Common\",\"Kraul\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The kraul's innate spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). The kraul can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell chill touch}\",\"{@spell poison spray}\"],\"daily\":{\"3e\":[\"{@spell ray of enfeeblement}\",\"{@spell ray of sickness}\"],\"1e\":[\"{@spell animate dead}\",\"{@spell blight}\",\"{@spell vampiric touch}\"]},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Feed on Death\",\"entries\":[\"When a creature within 30 feet of the kraul drops to 0 hit points, the kraul or another creature of its choice within 30 feet of it gains 5 ({@dice 1d10}) temporary hit points, provided the kraul isn't {@condition incapacitated}.\"]},{\"name\":\"Hive Mind\",\"entries\":[\"The kraul is immune to the {@condition charmed} and {@condition frightened} conditions while within 30 feet of at least one other kraul.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The kraul has advantage on an attack roll against a creature if at least one of the kraul's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The kraul can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The kraul makes one attack with its quarterstaff and casts one of its spells with a casting time of 1 action.\"]},{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage, or 7 ({@damage 1d8 + 3}) bludgeoning damage if used with two hands.\"]}],\"attachedItems\":[\"quarterstaff|phb\"],\"traitTags\":[\"Pack Tactics\",\"Spider Climb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"I\",\"N\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"poisoned\"],\"savingThrowForcedSpell\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kraul Warrior\",\"source\":\"GGR\",\"page\":213,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"kraul\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":27,\"formula\":\"5d8 + 5\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":15,\"dex\":12,\"con\":13,\"int\":10,\"wis\":11,\"cha\":8,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Kraul\",\"understands Common but can't speak it\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Hive Mind\",\"entries\":[\"The kraul is immune to the {@condition charmed} and {@condition frightened} conditions while within 30 feet of at least one other kraul.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The kraul has advantage on an attack roll against a creature if at least one of the kraul's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The kraul can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Winged Kraul Warriors\",\"entries\":[\"Some kraul warriors have a flying speed of 40 feet, as a result of possessing gossamer wings. Their wings give them a higher station among the kraul soldiers. Winged kraul warriors serve the guild as scouts and shock troops.\"]}],\"attachedItems\":[\"spear|phb\"],\"traitTags\":[\"Pack Tactics\",\"Spider Climb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Winged Kraul Warrior\",\"source\":\"GGR\",\"speed\":{\"walk\":30,\"climb\":30,\"fly\":40},\"variant\":null}]},{\"name\":\"Lawmage\",\"source\":\"GGR\",\"page\":228,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item breastplate|phb}\"]}],\"hp\":{\"average\":84,\"formula\":\"13d8 + 26\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":12,\"con\":14,\"int\":17,\"wis\":14,\"cha\":13,\"save\":{\"int\":\"+6\",\"wis\":\"+5\"},\"skill\":{\"arcana\":\"+6\",\"perception\":\"+5\",\"persuasion\":\"+4\"},\"passive\":15,\"languages\":[\"Common plus any one language\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The lawmage is an 8th-level Azorius spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The lawmage has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell friends}\",\"{@spell light}\",\"{@spell message}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell alarm}\",\"{@spell expeditious retreat}\",\"{@spell shield}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell arcane lock}\",\"{@spell detect thoughts}\",\"{@spell hold person}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell clairvoyance}\",\"{@spell dispel magic}\",\"{@spell slow}\"]},\"4\":{\"slots\":2,\"spells\":[\"{@spell locate creature}\",\"{@spell stoneskin}\"]}},\"ability\":\"int\"}],\"action\":[{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage, or 5 ({@damage 1d8 + 1}) bludgeoning damage if used with two hands.\"]}],\"attachedItems\":[\"quarterstaff|phb\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Lazav\",\"isNamedCreature\":true,\"source\":\"GGR\",\"page\":232,\"size\":[\"M\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"shapechanger\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":204,\"formula\":\"24d8 + 96\"},\"speed\":{\"walk\":40},\"str\":16,\"dex\":24,\"con\":18,\"int\":22,\"wis\":20,\"cha\":22,\"save\":{\"dex\":\"+13\",\"int\":\"+12\",\"wis\":\"+11\",\"cha\":\"+12\"},\"skill\":{\"deception\":\"+18\",\"insight\":\"+11\",\"perception\":\"+11\",\"stealth\":\"+19\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":21,\"resist\":[\"necrotic\",\"psychic\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Common\",\"Thieves' cant\"],\"cr\":\"17\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Lazav's innate spellcasting ability is Intelligence (spell save {@dc 20}). He can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell detect thoughts}\",\"{@spell encode thoughts|GGR} (see chapter 2)\",\"{@spell freedom of movement}\",\"{@spell vicious mockery} ({@dice 4d4} psychic damage)\"],\"daily\":{\"3e\":[\"{@spell blur}\",\"{@spell confusion}\",\"{@spell mirror image}\"],\"1e\":[\"{@spell modify memory}\",\"{@spell Rary's telepathic bond}\"]},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Elusive\",\"entries\":[\"No attack roll has advantage against Lazav unless he is {@condition incapacitated}.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Lazav fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Shapechanger Savant\",\"entries\":[\"Lazav can use a bonus action to polymorph into a Small or Medium humanoid he has seen. His statistics, other than his size, are the same in each form. Any equipment he is wearing or carrying isn't transformed.\"]},{\"name\":\"Psychic Defenses\",\"entries\":[\"Unless Lazav is {@condition incapacitated}, he is immune to magic that allows other creatures to read his thoughts, determine whether he is lying, know his alignment, or know his creature type. Creatures can telepathically communicate with Lazav only if he allows it.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Lazav makes three shortsword attacks.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d6 + 7}) piercing damage plus 10 ({@damage 3d6}) psychic damage, and the target has disadvantage on the next attack roll it makes before Lazav's next turn.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"Lazav makes a weapon attack.\"]},{\"name\":\"Cast a Spell (Costs 2 Actions)\",\"entries\":[\"Lazav casts one of his innate spells.\"]},{\"name\":\"Shifting Nightmare (Costs 3 Actions)\",\"entries\":[\"Lazav rapidly takes the form of several nightmarish creatures, lashing out at all nearby. Each creature within 10 feet of Lazav must succeed on a {@dc 21} Dexterity saving throw or take 18 ({@dice 4d8}) damage of a type chosen by Lazav: acid, cold, fire, lightning, or necrotic.\"]}],\"attachedItems\":[\"shortsword|phb\"],\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"TC\"],\"damageTags\":[\"P\",\"Y\"],\"damageTagsSpell\":[\"Y\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"charmed\",\"incapacitated\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Master of Cruelties\",\"source\":\"GGR\",\"page\":196,\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|phb}\"]}],\"hp\":{\"average\":127,\"formula\":\"15d10 + 45\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":17,\"con\":16,\"int\":19,\"wis\":16,\"cha\":21,\"save\":{\"con\":\"+7\",\"int\":\"+8\",\"wis\":\"+7\",\"cha\":\"+9\"},\"skill\":{\"deception\":\"+9\",\"intimidation\":\"+9\",\"performance\":\"+9\",\"persuasion\":\"+9\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":13,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\",\"telepathy 120 ft.\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The master's innate spellcasting ability is Charisma (spell save {@dc 17}). The master can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell charm person} (as a 3rd-level spell)\",\"{@spell crown of madness}\"],\"daily\":{\"1\":[\"{@spell dominate person}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Aura of Blood Lust\",\"entries\":[\"When any other creature starts its turn within 30 feet of the master, that creature must succeed on a {@dc 17} Wisdom saving throw, or it must immediately take the Attack action, making one melee attack against a random creature within reach. If no creatures are within reach, it makes a ranged attack against a random creature within range, throwing its weapon if necessary.\"]},{\"name\":\"Feed on the Crowd\",\"entries\":[\"Whenever a creature within 60 feet of the master dies, the master gains 15 temporary hit points and has advantage on all attack rolls, ability checks, and saving throws until the end of its next turn.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The master has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The master makes two melee attacks with its spear.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 8} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage, or 13 ({@damage 2d8 + 4}) piercing damage if used with two hands to make a melee attack, plus 13 ({@damage 3d8}) psychic damage.\"]},{\"name\":\"Captivating Presence {@recharge}\",\"entries\":[\"Each creature within 120 feet of the master must succeed on a {@dc 17} Wisdom saving throw or be {@condition charmed} by the master for 1 hour. While {@condition charmed} in this way, a creature's speed is 0. If the {@condition charmed} creature takes damage, it can repeat the saving throw, ending the effect on itself on a success. A target that succeeds on the saving throw is immune to the Captivating Presence of all masters of cruelties for the next 24 hours.\"]}],\"attachedItems\":[\"spear|phb\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"TP\"],\"damageTags\":[\"P\",\"Y\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"charmed\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mind Drinker Vampire\",\"source\":\"GGR\",\"page\":224,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[14],\"hp\":{\"average\":55,\"formula\":\"10d8 + 10\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":16,\"dex\":18,\"con\":12,\"int\":19,\"wis\":13,\"cha\":14,\"save\":{\"dex\":\"+6\",\"int\":\"+6\",\"wis\":\"+3\"},\"skill\":{\"deception\":\"+4\",\"insight\":\"+3\",\"perception\":\"+3\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"necrotic\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The vampire's innate spellcasting ability is Intelligence (spell save {@dc 14}). It can innately cast the following spells, requiring no components:\"],\"will\":[\"{@spell message}\"],\"daily\":{\"3e\":[\"{@spell charm person}\",\"{@spell hold person}\",\"{@spell mirror image}\",\"{@spell sleep}\"],\"1e\":[\"{@spell gaseous form}\",\"{@spell major image}\"]},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Shadow Stealth\",\"entries\":[\"While in dim light or darkness, the vampire can take the Hide action as a bonus action.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the vampire has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The vampire makes two attacks, only one of which can be a bite attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one willing creature, or a creature that is {@condition grappled} by the vampire, {@condition incapacitated}, or {@condition restrained}. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 7 ({@damage 2d6}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.\"]},{\"name\":\"Unarmed Strike\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage. The vampire can also grapple the target (escape {@dc 13}) if it is a creature and the vampire has a hand free.\"]},{\"name\":\"Mind Siphon {@recharge 5}\",\"entries\":[\"The vampire targets a creature it can see within 30 feet of it. The target must make a {@dc 14} Intelligence saving throw, with disadvantage if the vampire has previously consumed the target's blood. On a failed save, the target takes 28 ({@damage 8d6}) psychic damage, and the vampire discerns the target's surface emotions and thoughts. On a successful save, the target takes half as much damage, and the vampire discerns the target's general emotional state but not its thoughts.\"]}],\"traitTags\":[\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"B\",\"N\",\"P\",\"Y\"],\"spellcastingTags\":[\"I\",\"P\"],\"miscTags\":[\"HPR\",\"MW\"],\"conditionInflictSpell\":[\"charmed\",\"paralyzed\",\"unconscious\"],\"savingThrowForced\":[\"intelligence\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mind Mage\",\"source\":\"GGR\",\"page\":233,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":49,\"formula\":\"11d8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":10,\"int\":20,\"wis\":15,\"cha\":16,\"save\":{\"int\":\"+8\",\"wis\":\"+5\"},\"skill\":{\"arcana\":\"+8\",\"deception\":\"+6\",\"insight\":\"+5\",\"persuasion\":\"+6\"},\"passive\":12,\"languages\":[\"Common plus any four languages\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The mage's spellcasting ability is Intelligence (spell save {@dc 16}). It can innately cast the following spells, requiring no components:\"],\"will\":[\"{@spell encode thoughts|GGR} (see chapter 2)\",\"{@spell friends}\"],\"daily\":{\"3e\":[\"{@spell charm person}\",\"{@spell detect thoughts}\",\"{@spell mage armor}\",\"{@spell sleep}\",\"{@spell suggestion}\"],\"1e\":[\"{@spell dominate person}\",\"{@spell mass suggestion}\",\"{@spell modify memory}\"]},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"The mage wears a {@item Spies' Murmur|GGR|spies' murmur} (see chapter 5).\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"P\"],\"spellcastingTags\":[\"I\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Nightveil Specter\",\"source\":\"GGR\",\"page\":215,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":105,\"formula\":\"14d8 + 42\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":19,\"con\":16,\"int\":6,\"wis\":17,\"cha\":11,\"save\":{\"dex\":\"+8\",\"wis\":\"+7\"},\"skill\":{\"insight\":\"+7\",\"perception\":\"+7\",\"stealth\":\"+8\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":17,\"resist\":[\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"understands Common but can't speak\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Mount\",\"entries\":[\"If the specter isn't mounted, it can use a bonus action to magically teleport onto its gloamwing mount, provided the specter and the gloamwing are on the same plane of existence. When it teleports, the specter appears astride the gloamwing along with any equipment it is wearing or carrying. While mounted and not {@condition incapacitated}, the specter can't be {@status surprised}, and both it and its mount gain advantage on Dexterity saving throws.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The specter makes two scythe attacks.\"]},{\"name\":\"Scythe\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage plus 13 ({@damage 3d8}) psychic damage.\"]},{\"name\":\"Mind Twist {@recharge 5}\",\"entries\":[\"The specter magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a {@dc 15} Wisdom saving throw or take 22 ({@damage 5d8}) psychic damage and be {@condition stunned} for 1 minute. The {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Reap Memory (3/Day)\",\"entries\":[\"The specter touches one {@condition incapacitated} creature and chooses 1 hour from among the past 24. Unless the creature succeeds on a {@dc 15} Intelligence saving throw, the creature loses all memory of that hour. The creature regains the memory only if the specter dies within the next 24 hours.\"]}],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"S\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"stunned\"],\"savingThrowForced\":[\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Niv-Mizzet\",\"isNamedCreature\":true,\"source\":\"GGR\",\"page\":241,\"size\":[\"G\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":22,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":370,\"formula\":\"19d20 + 171\"},\"speed\":{\"walk\":40,\"climb\":30,\"fly\":80},\"str\":29,\"dex\":14,\"con\":29,\"int\":30,\"wis\":17,\"cha\":25,\"save\":{\"con\":\"+17\",\"int\":\"+18\",\"wis\":\"+11\"},\"skill\":{\"arcana\":\"+18\",\"insight\":\"+11\",\"perception\":\"+11\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":21,\"resist\":[\"cold\",\"psychic\",\"thunder\"],\"immune\":[\"fire\",\"lightning\"],\"conditionImmune\":[\"charmed\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"26\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Niv-Mizzet is a 20th-level Izzet spellcaster. His spellcasting ability is Intelligence (spell save {@dc 26}, {@hit 18} to hit with spell attacks). He has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell light}\",\"{@spell prestidigitation}\",\"{@spell ray of frost}\",\"{@spell shocking grasp}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell magic missile}\",\"{@spell shield}\",\"{@spell thunderwave}\",\"{@spell unseen servant}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell blur}\",\"{@spell enlarge/reduce}\",\"{@spell flaming sphere}\",\"{@spell hold person}\",\"{@spell scorching ray}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell counterspell}\",\"{@spell fireball}\",\"{@spell lightning bolt}\",\"{@spell slow}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell confusion}\",\"{@spell dimension door}\",\"{@spell fabricate}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell conjure elemental}\",\"{@spell polymorph}\",\"{@spell wall of fire}\",\"{@spell wall of force}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell chain lightning}\",\"{@spell disintegrate}\",\"{@spell true seeing}\"]},\"7\":{\"slots\":1,\"spells\":[\"{@spell project image}\",\"{@spell reverse gravity}\",\"{@spell teleport}\"]},\"8\":{\"slots\":1,\"spells\":[\"{@spell control weather}\",\"{@spell maze}\",\"{@spell power word stun}\"]},\"9\":{\"slots\":1,\"spells\":[\"{@spell prismatic wall}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Niv-Mizzet fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Locus of the Firemind\",\"entries\":[\"Niv-Mizzet can maintain {@status concentration} on two different spells at the same time. In addition, he has advantage on saving throws to maintain {@status concentration} on spells.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Niv-Mizzet has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Master Chemister\",\"entries\":[\"When Niv-Mizzet casts a spell that deals damage, he can change the spell's damage to cold, fire, force, lightning, or thunder.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Niv-Mizzet makes three attacks: one with his bite and two with his claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 15 ft., one target. {@h}18 ({@damage 2d8 + 9}) piercing damage plus 14 ({@damage 4d6}) fire damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d4 + 9}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 20 ft., one target. {@h}16 ({@damage 2d6 + 9}) bludgeoning damage.\"]},{\"name\":\"Fire Breath {@recharge 5}\",\"entries\":[\"Niv-Mizzet exhales fire in a 90-foot cone. Each creature in that area must make a {@dc 25} Dexterity saving throw, taking 91 ({@damage 26d6}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"legendary\":[{\"name\":\"Cantrip\",\"entries\":[\"Niv-Mizzet casts one of his cantrips.\"]},{\"name\":\"Tail Attack\",\"entries\":[\"Niv-Mizzet makes a tail attack.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"Niv-Mizzet beats his wings. Each creature within 15 feet of him must succeed on a {@dc 25} Dexterity saving throw or take 14 ({@damage 2d4 + 9}) bludgeoning damage and be knocked {@condition prone}. Niv-Mizzet can then fly up to half his flying speed.\"]},{\"name\":\"Dracogenius (Costs 3 Actions)\",\"entries\":[\"Niv-Mizzet regains a spell slot of 3rd level or lower.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"F\",\"P\",\"S\"],\"damageTagsSpell\":[\"A\",\"C\",\"F\",\"I\",\"L\",\"O\",\"T\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"conditionInflictSpell\":[\"blinded\",\"deafened\",\"paralyzed\",\"petrified\",\"restrained\",\"stunned\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Nivix Cyclops\",\"source\":\"GGR\",\"page\":216,\"size\":[\"L\"],\"type\":\"giant\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item half plate armor|phb}\"]}],\"hp\":{\"average\":115,\"formula\":\"10d10 + 60\"},\"speed\":{\"walk\":30},\"str\":24,\"dex\":9,\"con\":22,\"int\":7,\"wis\":10,\"cha\":9,\"save\":{\"con\":\"+9\",\"wis\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"Common\",\"Giant\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The cyclops has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The cyclops makes two slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}23 ({@damage 3d10 + 7}) bludgeoning damage.\"]}],\"reaction\":[{\"name\":\"Spell Vitalization\",\"entries\":[\"Immediately after a creature casts a spell of 1st level or higher within 120 feet of the cyclops, the cyclops can move up to twice its speed without provoking opportunity attacks. It can then make one slam attack against a target of its choice.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\",\"RCH\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Obzedat Ghost\",\"source\":\"GGR\",\"page\":245,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"],\"condition\":\"plus 1 for each other Obzedat\"}],\"hp\":{\"average\":110,\"formula\":\"20d8 + 20\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":10,\"dex\":10,\"con\":13,\"int\":18,\"wis\":20,\"cha\":17,\"save\":{\"int\":\"+7\",\"wis\":\"+8\"},\"skill\":{\"insight\":\"+8\",\"perception\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":18,\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"Common\"],\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The ghost's innate spellcasting ability is Wisdom (spell save {@dc 16}, {@hit 8} to hit with spell attacks). It can innately cast the following spells, requiring no components:\"],\"will\":[\"{@spell chill touch} (at 5th level, and the ghost regains hit points equal to half the amount of damage the target takes)\"],\"daily\":{\"1e\":[\"{@spell sanctuary}\",\"{@spell spirit guardians} (at 4th level)\"]},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Council of Five\",\"entries\":[\"The ghost has a trait based on who it is, as shown below:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Enezesku: Enfeebling Ray\",\"entry\":\"Enezesku's Innate Spellcasting trait includes {@spell ray of enfeeblement}, which he can cast at will.\"},{\"type\":\"item\",\"name\":\"Fautomni: Undead Fortitude\",\"entry\":\"If damage reduces Fautomni to 0 hit points, he must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, Fautomni drops to 1 hit point instead.\"},{\"type\":\"item\",\"name\":\"Karlov: Unnatural Vigor\",\"entry\":\"When Karlov regains hit points, he has advantage on attack rolls he makes on his next turn.\"},{\"type\":\"item\",\"name\":\"Vuliev: Teleportation\",\"entry\":\"Vuliev's Innate Spellcasting trait includes {@spell misty step}, which he can cast at will.\"},{\"type\":\"item\",\"name\":\"Xil Xaxosz: Lingering Spite\",\"entry\":\"When Xil Xaxosz is reduced to 0 hit points, his incorporeal form explodes in a burst of necrotic energy. Each creature within 5 feet of him must make a {@dc 16} Constitution saving throw, taking 14 ({@damage 4d6}) necrotic damage on a failed save, or half as much damage on a successful one.\"}]}]},{\"name\":\"Ethereal Sight\",\"entries\":[\"The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.\"]},{\"name\":\"Incorporeal Movement\",\"entries\":[\"The ghost can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]},{\"name\":\"Legendary Resistance (1/Day)\",\"entries\":[\"If the ghost fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Life Drain\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}18 ({@damage 4d8}) necrotic damage, and the ghost regains hit points equal to half the amount of damage the target takes. The target must succeed on a {@dc 13} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. The target dies if its hit point maximum is reduced to 0. This reduction to the target's hit point maximum lasts until the target finishes a long rest.\"]},{\"name\":\"Convene the Ghost Council\",\"entries\":[\"The ghost summons the other four members of the Obzedat. At the start of the ghost's next turn, the other members appear in unoccupied spaces within 30 feet of the summoner. The ghosts each roll initiative when they appear.\"]}],\"legendaryHeader\":[\"If five Obzedat ghosts are all within 30 feet of each other, they can collectively take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Obzedat ghosts regain spent legendary actions at the start of the turn of the ghost with the highest initiative.\"],\"legendary\":[{\"name\":\"Forced Obedience\",\"entries\":[\"A target that all of the Obzedat ghosts can see must succeed on a {@dc 16} Wisdom saving throw or bow until the end of its next turn. Until this bow ends, the target can't take actions or reactions, and its speed is 0 and can't be increased.\"]},{\"name\":\"Indentured Spirits (Costs 3 Actions)\",\"entries\":[\"The Obzedat ghosts conjure {@dice 1d6} {@creature indentured spirit|ggr|indentured spirits} (described in this chapter) within 60 feet of one of them.\"]}],\"traitTags\":[\"Incorporeal Movement\",\"Legendary Resistances\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\"],\"damageTags\":[\"N\",\"O\"],\"damageTagsSpell\":[\"N\",\"R\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"HPR\",\"MW\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Orzhov Giant\",\"source\":\"GGR\",\"page\":202,\"size\":[\"L\"],\"type\":\"giant\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|phb}\"]}],\"hp\":{\"average\":84,\"formula\":\"8d10 + 40\"},\"speed\":{\"walk\":40},\"str\":23,\"dex\":13,\"con\":21,\"int\":12,\"wis\":13,\"cha\":8,\"save\":{\"dex\":\"+4\",\"con\":\"+8\",\"wis\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"languages\":[\"Common\",\"Giant\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Focus\",\"entries\":[\"As a bonus action, the giant can target a creature it can see within 30 feet of it and make that creature its focus. The target remains the giant's focus for 1 minute, or until either the target or the giant drops to 0 hit points. When the giant makes an attack roll against its focus, it adds a {@dice d4} to its attack roll. If the giant attacks a different target while it has a focus, it subtracts a {@dice d4} from its attack roll.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giant makes two greataxe attacks.\"]},{\"name\":\"Greataxe\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}25 ({@damage 3d12 + 6}) slashing damage. If the Orzhov giant scores a critical hit, it rolls the damage dice three times, instead of twice.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 9} to hit, range 60/240 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage.\"]}],\"attachedItems\":[\"greataxe|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"B\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Precognitive Mage\",\"source\":\"GGR\",\"page\":228,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"L\",\"N\"],\"ac\":[11,{\"ac\":14,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":63,\"formula\":\"14d8\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":13,\"con\":10,\"int\":18,\"wis\":13,\"cha\":11,\"save\":{\"int\":\"+6\",\"wis\":\"+3\"},\"skill\":{\"perception\":\"+3\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":13,\"languages\":[\"Common plus any one language\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The mage's innate spellcasting ability is Intelligence (spell save {@dc 14}). It can cast the following spells, requiring no material components:\"],\"daily\":{\"3\":[\"{@spell detect thoughts}\",\"{@spell mage armor}\"],\"1e\":[\"{@spell clairvoyance}\",\"{@spell locate object}\"]},\"ability\":\"int\"}],\"action\":[{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage, or 3 ({@damage 1d8 - 1}) bludgeoning damage if used with two hands.\"]},{\"name\":\"Glimpse the Temporal Flood {@recharge 5}\",\"entries\":[\"The mage targets one creature within 120 feet of it that it can see. The target takes 18 ({@damage 4d8}) psychic damage, and it must succeed on a {@dc 14} Intelligence saving throw or be {@condition stunned} until the end of its next turn.\"]}],\"reaction\":[{\"name\":\"Precognitive Insight (3/Day)\",\"entries\":[\"When the mage or a creature it can see makes an attack roll, a saving throw, or an ability check, the mage can cause the roll to be made with advantage or disadvantage.\"]}],\"attachedItems\":[\"quarterstaff|phb\"],\"senseTags\":[\"U\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"B\",\"Y\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"stunned\"],\"savingThrowForced\":[\"intelligence\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Rakdos\",\"isNamedCreature\":true,\"source\":\"GGR\",\"page\":247,\"size\":[\"H\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":300,\"formula\":\"24d12 + 144\"},\"speed\":{\"walk\":40,\"fly\":80},\"str\":26,\"dex\":15,\"con\":22,\"int\":14,\"wis\":18,\"cha\":30,\"save\":{\"str\":\"+15\",\"con\":\"+13\",\"wis\":\"+11\",\"cha\":\"+17\"},\"skill\":{\"intimidation\":\"+17\",\"performance\":\"+17\",\"persuasion\":\"+17\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":14,\"resist\":[\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\"],\"cr\":\"24\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Rakdos's spellcasting ability is Charisma (spell save {@dc 25}). He can innately cast {@spell hellish rebuke} (at 5th level) at will, requiring no material components.\"],\"will\":[\"{@spell hellish rebuke}\"],\"ability\":\"cha\",\"hidden\":[\"will\"]}],\"trait\":[{\"name\":\"Captivating Presence\",\"entries\":[\"Any creature that starts its turn within 30 feet of Rakdos must make a {@dc 25} Wisdom saving throw. On a failed save, the creature becomes {@condition charmed} by Rakdos for 1 minute or until the creature is farther than 30 feet away from him. On a successful save, the creature becomes immune to Rakdos's Captivating Presence for 24 hours.\"]},{\"name\":\"Cruel Entertainment\",\"entries\":[\"When a creature Rakdos can see within 60 feet of him is reduced to 0 hit points, Rakdos gains 25 temporary hit points.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Rakdos fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Rakdos has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"Rakdos's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Rakdos makes two attacks with his Curtain-Call Scythe or his claws.\"]},{\"name\":\"Curtain-Call Scythe\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}24 ({@damage 3d10 + 8}) slashing damage plus 13 ({@damage 3d8}) fire damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d8 + 8}) slashing damage.\"]}],\"legendary\":[{\"name\":\"Sadistic Revelry\",\"entries\":[\"Each creature within 60 feet of Rakdos that is his ally or is {@condition charmed} by him must use its reaction to move up to half its speed toward the creature closest to it that it can see, provided it isn't already within 5 feet of that creature. It then must make one melee attack against that creature if it is able to do so.\"]},{\"name\":\"Scythe (Costs 2 Actions)\",\"entries\":[\"Rakdos uses Curtain-Call Scythe.\"]},{\"name\":\"Touch of Pain (Costs 3 Actions)\",\"entries\":[\"Rakdos makes a claw attack against one creature within 10 feet of him. The target must succeed on a {@dc 25} Constitution saving throw or be {@condition poisoned} for 1 minute. While {@condition poisoned} in this way, the creature can't maintain {@status concentration} on a spell or any other effect that requires {@status concentration}. The {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\"],\"damageTags\":[\"F\",\"S\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"charmed\",\"poisoned\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Rakdos Lampooner\",\"source\":\"GGR\",\"page\":248,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":12,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":27,\"formula\":\"5d8 + 5\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":12,\"con\":13,\"int\":12,\"wis\":9,\"cha\":18,\"skill\":{\"deception\":\"+6\",\"performance\":\"+6\"},\"passive\":9,\"languages\":[\"Common plus any one language\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The lampooner is a 4th-level Rakdos spellcaster. Its spellcasting ability is Charisma (spell save {@dc 14}, {@hit 6} to hit with spell attacks). It knows the following bard spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell dancing lights}\",\"{@spell minor illusion}\",\"{@spell vicious mockery}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell bane}\",\"{@spell dissonant whispers}\",\"{@spell silent image}\",\"{@spell Tasha's hideous laughter}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell crown of madness}\",\"{@spell enthrall}\",\"{@spell suggestion}\"]}},\"ability\":\"cha\"}],\"action\":[{\"name\":\"Club\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage.\"]}],\"attachedItems\":[\"club|phb\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"T\",\"Y\"],\"spellcastingTags\":[\"CB\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Rakdos Performer, Blade Juggler\",\"source\":\"GGR\",\"page\":249,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[13],\"hp\":{\"average\":22,\"formula\":\"4d8 + 4\"},\"speed\":{\"walk\":40,\"climb\":30},\"str\":13,\"dex\":17,\"con\":12,\"int\":10,\"wis\":8,\"cha\":15,\"save\":{\"dex\":\"+5\",\"cha\":\"+4\"},\"skill\":{\"acrobatics\":\"+7\",\"performance\":\"+4\"},\"passive\":9,\"languages\":[\"any one language (usually Common)\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Nimble\",\"entries\":[\"The performer can take the Disengage action as a bonus action on each of its turns.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The juggler makes three dagger attacks.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Rakdos Performer, Fire Eater\",\"source\":\"GGR\",\"page\":249,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[13],\"hp\":{\"average\":22,\"formula\":\"4d8 + 4\"},\"speed\":{\"walk\":40,\"climb\":30},\"str\":13,\"dex\":17,\"con\":12,\"int\":10,\"wis\":8,\"cha\":15,\"save\":{\"dex\":\"+5\",\"cha\":\"+4\"},\"skill\":{\"acrobatics\":\"+7\",\"performance\":\"+4\"},\"passive\":9,\"languages\":[\"any one language (usually Common)\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Nimble\",\"entries\":[\"The performer can take the Disengage action as a bonus action on each of its turns.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The fire eater makes two attacks with its bladed chain.\"]},{\"name\":\"Bladed Chain\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]},{\"name\":\"Spew Flame {@recharge 4}\",\"entries\":[\"The fire eater exhales flames. Each creature in a 15-foot cone must make a {@dc 13} Dexterity saving throw, taking 9 ({@damage 2d8}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"F\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Rakdos Performer, High-Wire Acrobat\",\"source\":\"GGR\",\"page\":249,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[13],\"hp\":{\"average\":22,\"formula\":\"4d8 + 4\"},\"speed\":{\"walk\":40,\"climb\":30},\"str\":13,\"dex\":17,\"con\":12,\"int\":10,\"wis\":8,\"cha\":15,\"save\":{\"dex\":\"+5\",\"cha\":\"+4\"},\"skill\":{\"acrobatics\":\"+7\",\"performance\":\"+4\"},\"passive\":9,\"languages\":[\"any one language (usually Common)\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Nimble\",\"entries\":[\"The performer can take the Disengage action as a bonus action on each of its turns.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The acrobat makes two attacks with its barbed pole.\"]},{\"name\":\"Barbed Pole\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the acrobat can jump up to 20 feet. This movement doesn't provoke opportunity attacks.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Reckoner\",\"source\":\"GGR\",\"page\":231,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|phb}\"]}],\"hp\":{\"average\":52,\"formula\":\"8d8 + 16\"},\"speed\":{\"walk\":30},\"initiative\":{\"advantageMode\":\"adv\"},\"str\":16,\"dex\":12,\"con\":15,\"int\":15,\"wis\":12,\"cha\":10,\"skill\":{\"arcana\":\"+4\",\"intimidation\":\"+2\",\"perception\":\"+3\"},\"passive\":13,\"languages\":[\"Common plus any one language\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The reckoner is a 5th-level Boros spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 12}, {@hit 4} to hit with spell attacks). The reckoner has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell blade ward}\",\"{@spell light}\",\"{@spell message}\",\"{@spell shocking grasp}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell guiding bolt}\",\"{@spell shield}\",\"{@spell thunderwave}\",\"{@spell witch bolt}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell blur}\",\"{@spell levitate}\"]},\"3\":{\"slots\":2,\"spells\":[\"{@spell lightning bolt}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"First Strike\",\"entries\":[\"The reckoner has advantage on initiative rolls.\"]}],\"action\":[{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands.\"]}],\"reaction\":[{\"name\":\"Lightning Backlash {@recharge 5}\",\"entries\":[\"When a creature hits the reckoner with an attack, the attacker takes lightning damage equal to half the damage dealt by the attack.\"]}],\"attachedItems\":[\"longsword|phb\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"S\"],\"damageTagsSpell\":[\"L\",\"R\",\"T\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Rubblebelt Stalker\",\"source\":\"GGR\",\"page\":239,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"piecemeal armor\"]}],\"hp\":{\"average\":11,\"formula\":\"2d8 + 2\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":10,\"dex\":15,\"con\":12,\"int\":10,\"wis\":14,\"cha\":8,\"skill\":{\"athletics\":\"+2\",\"perception\":\"+4\",\"stealth\":\"+4\"},\"passive\":14,\"languages\":[\"any one language (usually Common)\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Ambusher\",\"entries\":[\"In the first round of a combat, the stalker has advantage on attack rolls against any creature that hasn't taken a turn yet.\"]},{\"name\":\"Nimble Escape\",\"entries\":[\"The stalker can take the Disengage or Hide action as a bonus action on each of its turns.\"]},{\"name\":\"Ruin Dweller\",\"entries\":[\"The stalker has advantage on Dexterity ({@skill Stealth}) checks made to hide in ruins, and its speed is not reduced in {@quickref difficult terrain||3} composed of rubble.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The stalker deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The stalker makes three attacks with its shortsword.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk m} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]}],\"attachedItems\":[\"shortsword|phb\"],\"traitTags\":[\"Ambusher\",\"Siege Monster\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Scorchbringer Guard\",\"source\":\"GGR\",\"page\":243,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item breastplate|phb}\"]}],\"hp\":{\"average\":11,\"formula\":\"2d8 + 2\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":14,\"con\":12,\"int\":10,\"wis\":9,\"cha\":10,\"passive\":9,\"languages\":[\"any one language (usually Common)\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Explosive Tank\",\"entries\":[\"When the guard dies, or if it rolls a 1 when checking whether its Scorchbringer action recharges, the tank on its back explodes in a 10-foot radius sphere. Each creature in that area must make a {@dc 12} Dexterity saving throw, taking 7 ({@damage 2d6}) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects that aren't being worn or carried, and it destroys the scorchbringer.\"]}],\"action\":[{\"name\":\"Light Hammer\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage.\"]},{\"name\":\"Scorchbringer {@recharge 4}\",\"entries\":[\"The guard's scorchbringer spouts a stream of flame in a line that is 30 feet long and 5 feet wide. Each creature in the line must make a {@dc 12} Dexterity saving throw, taking 7 ({@damage 2d6}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"attachedItems\":[\"light hammer|phb\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"B\",\"F\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Servitor Thrull\",\"source\":\"GGR\",\"page\":221,\"size\":[\"S\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[11],\"hp\":{\"average\":22,\"formula\":\"4d6 + 8\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":13,\"con\":14,\"int\":6,\"wis\":6,\"cha\":3,\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"understands Common but can't speak\"],\"cr\":\"1/4\",\"action\":[{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) slashing damage.\"]}],\"reaction\":[{\"name\":\"Self-Sacrifice\",\"entries\":[\"When a creature within 5 feet of the thrull is hit by an attack, the thrull swaps places with that creature and is hit instead.\"]}],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Shadow Horror\",\"source\":\"GGR\",\"page\":205,\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"N\",\"E\"],\"ac\":[13],\"hp\":{\"average\":120,\"formula\":\"16d10 + 32\"},\"speed\":{\"walk\":40},\"str\":12,\"dex\":16,\"con\":14,\"int\":2,\"wis\":17,\"cha\":18,\"skill\":{\"perception\":\"+7\",\"stealth\":\"+11\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":17,\"vulnerable\":[\"radiant\"],\"conditionImmune\":[\"frightened\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Incorporeal Movement\",\"entries\":[\"The horror can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]},{\"name\":\"Shadow Stealth\",\"entries\":[\"While in dim light or darkness, the horror can take the Hide action as a bonus action.\"]},{\"name\":\"Shadow Stride\",\"entries\":[\"As a bonus action, the horror can step into a shadow within 5 feet of it and magically appear in an unoccupied space within 5 feet of a second shadow that is up to 60 feet away. Both shadows must be cast by a Small or larger creature or object.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the horror has disadvantage on attack rolls and on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The horror makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}21 ({@damage 4d8 + 3}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 3d6 + 3}) slashing damage, and the target must succeed on a {@dc 16} Wisdom saving throw or be {@condition frightened} of the horror until the end of the target's next turn.\"]},{\"name\":\"Lashing Shadows {@recharge 5}\",\"entries\":[\"Each creature within 60 feet of the horror, except other horrors, must succeed on a {@dc 16} Dexterity saving throw or take 27 ({@damage 6d8}) necrotic damage.\"]}],\"traitTags\":[\"Incorporeal Movement\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"N\",\"O\",\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Simic Merfolk\",\"source\":\"GGR\",\"page\":187,\"_copy\":{\"name\":\"Merfolk\",\"source\":\"MM\"},\"speed\":{\"walk\":30,\"swim\":40},\"languages\":[\"Common\",\"Merfolk\"],\"languageTags\":[\"C\"],\"hasToken\":true},{\"name\":\"Sire of Insanity\",\"source\":\"GGR\",\"page\":197,\"size\":[\"H\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":157,\"formula\":\"15d12 + 60\"},\"speed\":{\"walk\":40},\"str\":23,\"dex\":6,\"con\":19,\"int\":14,\"wis\":19,\"cha\":22,\"save\":{\"con\":\"+8\",\"int\":\"+6\",\"wis\":\"+8\",\"cha\":\"+10\"},\"skill\":{\"deception\":\"+10\",\"intimidation\":\"+10\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":14,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\",\"telepathy 120 ft.\"],\"cr\":\"12\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The sire's innate spellcasting ability is Charisma (spell save {@dc 18}, {@hit 10} to hit with spell attacks). The sire can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell clairvoyance}\",\"{@spell crown of madness}\",\"{@spell major image}\",\"{@spell suggestion}\"],\"daily\":{\"1e\":[\"{@spell confusion}\",\"{@spell mass suggestion}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Aura of Mind Erosion\",\"entries\":[\"Any creature that starts its turn within 30 feet of the sire must make a {@dc 18} Wisdom saving throw. On a successful save, the creature is immune to this aura for the next 24 hours. On a failed save, the creature has disadvantage for 1 minute on Wisdom and Charisma checks and on Wisdom and Charisma saves. At the start of each of its turns, the sire can suppress this aura until the start of its next turn.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The sire has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The sire makes two attacks: one with its bite and one with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one creature. {@h}25 ({@damage 3d12 + 6}) piercing damage plus 16 ({@damage 3d10}) psychic damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d8 + 6}) slashing damage plus 9 ({@damage 2d8}) psychic damage.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"TP\"],\"damageTags\":[\"P\",\"S\",\"Y\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Skittering Horror\",\"source\":\"GGR\",\"page\":205,\"size\":[\"H\"],\"type\":\"aberration\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":228,\"formula\":\"24d12 + 72\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":22,\"dex\":16,\"con\":17,\"int\":2,\"wis\":14,\"cha\":18,\"skill\":{\"perception\":\"+7\",\"stealth\":\"+8\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":17,\"vulnerable\":[\"radiant\"],\"conditionImmune\":[\"frightened\"],\"cr\":\"15\",\"trait\":[{\"name\":\"Spider Climb\",\"entries\":[\"The horror can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the horror has disadvantage on attack rolls and on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The horror can use its Maddening Presence and make three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}28 ({@damage 4d10 + 6}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}24 ({@damage 4d8 + 6}) slashing damage.\"]},{\"name\":\"Maddening Presence\",\"entries\":[\"The horror targets one creature it can see within 30 feet of it. If the target can see or hear the horror, the target must make a {@dc 17} Wisdom saving throw. On a failed saving throw, the target becomes {@condition paralyzed} until the end of its next turn. If a creature's saving throw is successful, the creature is immune to the horror's Maddening Presence for the next 24 hours.\"]}],\"traitTags\":[\"Spider Climb\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"paralyzed\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Skyjek Roc\",\"source\":\"GGR\",\"page\":219,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item breastplate|phb}\"]}],\"hp\":{\"average\":37,\"formula\":\"5d10 + 10\"},\"speed\":{\"walk\":20,\"fly\":90},\"str\":20,\"dex\":13,\"con\":14,\"int\":3,\"wis\":10,\"cha\":8,\"save\":{\"dex\":\"+3\",\"wis\":\"+2\"},\"skill\":{\"perception\":\"+2\"},\"passive\":12,\"cr\":\"2\",\"trait\":[{\"name\":\"Keen Sight\",\"entries\":[\"The roc has advantage on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The roc makes two attacks: one with its beak and one with its talons.\"]},{\"name\":\"Beak\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage.\"]},{\"name\":\"Talons\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d4 + 5}) slashing damage.\"]}],\"traitTags\":[\"Keen Senses\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Skyswimmer\",\"source\":\"GGR\",\"page\":220,\"size\":[\"G\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":216,\"formula\":\"16d20 + 48\"},\"speed\":{\"walk\":10,\"fly\":60},\"str\":23,\"dex\":15,\"con\":16,\"int\":7,\"wis\":12,\"cha\":6,\"save\":{\"con\":\"+8\"},\"skill\":{\"perception\":\"+6\"},\"passive\":16,\"cr\":\"13\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The skyswimmer can breathe air and water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The skyswimmer makes three attacks: one with its bite and two with its slam.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d10 + 6}) piercing damage. If the target is a Large or smaller creature, it must succeed on a {@dc 19} Dexterity saving throw or be swallowed by the skyswimmer. A swallowed creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the skyswimmer, and it takes 21 ({@damage 6d6}) acid damage at the start of each of the skyswimmer's turns. If the skyswimmer takes 30 damage or more on a single turn from the swallowed creature, the skyswimmer must succeed on a {@dc 18} Constitution saving throw at the end of that turn or regurgitate the creature, which falls {@condition prone} in a space within 10 feet of the skyswimmer. If the skyswimmer dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 15 feet of movement, exiting {@condition prone}.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 30 ft., one target. {@h}19 ({@damage 2d12 + 6}) bludgeoning damage.\"]}],\"traitTags\":[\"Amphibious\"],\"actionTags\":[\"Multiattack\",\"Swallow\"],\"damageTags\":[\"A\",\"B\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"restrained\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Soldier\",\"source\":\"GGR\",\"page\":226,\"otherSources\":[{\"source\":\"MOT\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item chain mail|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":16,\"formula\":\"3d8 + 3\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":12,\"con\":12,\"int\":10,\"wis\":11,\"cha\":11,\"skill\":{\"perception\":\"+2\",\"athletics\":\"+3\"},\"passive\":12,\"languages\":[\"any one language (usually Common)\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Formation Tactics\",\"entries\":[\"The soldier has advantage on saving throws against being {@condition charmed}, {@condition frightened}, {@condition grappled}, or {@condition restrained} while it is within 5 feet of at least one ally.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The soldier makes two melee attacks.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage, or 7 ({@damage 1d10 + 2}) slashing damage if used with two hands.\"]}],\"attachedItems\":[\"longsword|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Sphinx of Judgment\",\"source\":\"GGR\",\"page\":183,\"_copy\":{\"name\":\"Gynosphinx\",\"source\":\"MM\"},\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 16}, {@hit 8} to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell friends}\",\"{@spell mage hand}\",\"{@spell message}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell command}\",\"{@spell ensnaring strike}\",\"{@spell shield}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell calm emotions}\",\"{@spell hold person}\",\"{@spell suggestion}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell clairvoyance}\",\"{@spell counterspell}\",\"{@spell dispel magic}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell banishment}\",\"{@spell divination}\"]},\"5\":{\"slots\":1,\"spells\":[\"{@spell dominate person}\"]}},\"ability\":\"int\"}],\"damageTagsLegendary\":[],\"damageTagsSpell\":[\"P\"],\"savingThrowForcedSpell\":[\"charisma\",\"strength\",\"wisdom\"],\"hasToken\":true},{\"name\":\"Sunder Shaman\",\"source\":\"GGR\",\"page\":202,\"size\":[\"H\"],\"type\":\"giant\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":20,\"from\":[\"stone armor\"]}],\"hp\":{\"average\":138,\"formula\":\"12d12 + 60\"},\"speed\":{\"walk\":40},\"str\":23,\"dex\":15,\"con\":21,\"int\":10,\"wis\":12,\"cha\":9,\"save\":{\"dex\":\"+6\",\"con\":\"+9\",\"wis\":\"+5\"},\"skill\":{\"athletics\":\"+10\",\"perception\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"languages\":[\"Giant\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Reckless\",\"entries\":[\"At the start of its turn, the giant can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The giant deals double damage to objects and structures.\"]},{\"name\":\"Stone Camouflage\",\"entries\":[\"The giant has advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giant makes two slam attacks. The first of those attacks that hits deals an extra 18 ({@dice 4d8}) damage if the giant has taken damage since its last turn.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 15 ft., one target. {@h}24 ({@damage 4d8 + 6}) bludgeoning damage.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 10} to hit, range 60/240 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 18} Strength saving throw or be knocked {@condition prone}.\"]}],\"traitTags\":[\"Camouflage\",\"Reckless\",\"Siege Monster\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Thought Spy\",\"source\":\"GGR\",\"page\":233,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":27,\"formula\":\"6d8\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":14,\"con\":10,\"int\":16,\"wis\":13,\"cha\":14,\"skill\":{\"deception\":\"+6\",\"insight\":\"+3\",\"investigation\":\"+5\",\"perception\":\"+3\",\"sleight of hand\":\"+4\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 30 ft.\"],\"passive\":13,\"languages\":[\"Common plus any one language\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The thought spy's innate spellcasting ability is Intelligence (spell save {@dc 13}). The thought spy can innately cast the following spells, requiring no components:\"],\"will\":[\"{@spell charm person}\",\"{@spell disguise self}\",\"{@spell encode thoughts|GGR} (see chapter 2)\"],\"daily\":{\"1e\":[\"{@spell blur}\",\"{@spell detect thoughts}\",\"{@spell gaseous form}\"]},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Cunning Action\",\"entries\":[\"On each of its turns, the thought spy can use a bonus action to take the Dash, Disengage, or Hide action.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The thought spy makes two melee attacks, or it makes three ranged attacks with its daggers.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Rapier\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\",\"rapier|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"P\"],\"spellcastingTags\":[\"I\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Trostani\",\"isNamedCreature\":true,\"source\":\"GGR\",\"page\":252,\"size\":[\"L\"],\"type\":\"fey\",\"alignment\":[\"N\",\"G\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":252,\"formula\":\"24d10 + 120\"},\"speed\":{\"walk\":30},\"str\":19,\"dex\":14,\"con\":20,\"int\":16,\"wis\":30,\"cha\":25,\"save\":{\"con\":\"+11\",\"wis\":\"+16\",\"cha\":\"+13\"},\"skill\":{\"arcana\":\"+9\",\"insight\":\"+16\",\"nature\":\"+9\",\"perception\":\"+16\",\"persuasion\":\"+13\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":26,\"conditionImmune\":[\"charmed\",\"grappled\"],\"languages\":[\"Common\",\"Druidic\",\"Elvish\",\"Sylvan\"],\"cr\":\"18\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Trostani's innate spellcasting ability is Wisdom (spell save {@dc 24}). She can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell dispel magic}\",\"{@spell druidcraft}\"],\"daily\":{\"3e\":[\"{@spell bless}\",\"{@spell conjure animals}\",\"{@spell giant insect}\",\"{@spell moonbeam}\",\"{@spell plant growth}\",\"{@spell spike growth}\",\"{@spell suggestion}\"],\"1e\":[\"{@spell conjure fey}\",\"{@spell mass cure wounds}\"]},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Trostani fails a saving throw, she can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Trostani has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"Trostani's weapon attacks are magical.\"]},{\"name\":\"Speak with Beasts and Plants\",\"entries\":[\"Trostani can communicate with beasts and plants as if they shared a language.\"]},{\"name\":\"Tree Stride\",\"entries\":[\"Once on her turn, Trostani can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Trostani takes three actions: she uses Constrict and Touch of Order, and she casts a spell with a casting time of 1 action.\"]},{\"name\":\"Constrict\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one creature. {@h}15 ({@damage 3d6 + 5}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 19}). Until this grapple ends, the target is {@condition restrained}. Trostani can grapple no more than three targets at a time.\"]},{\"name\":\"Touch of Order\",\"entries\":[\"{@atk ms} {@hit 16} to hit, reach 5 ft., one creature. {@h}23 ({@damage 3d8 + 10}) radiant damage, and Trostani can choose one magic item she can see in the target's possession. Unless it's an artifact, the item's magic is suppressed until the start of Trostani's next turn.\"]},{\"name\":\"Wrath of Mat'Selesnya {@recharge 5}\",\"entries\":[\"Trostani conjures a momentary whirl of branches and vines at a point she can see within 60 feet of her. Each creature in a 30-foot cube on that point must make a {@dc 24} Dexterity saving throw, taking 21 ({@damage 6d6}) bludgeoning damage and 21 ({@damage 6d6}) slashing damage on a failed save, or half as much damage on a successful one.\"]}],\"legendary\":[{\"name\":\"Voice of Harmony\",\"entries\":[\"Trostani makes one melee attack, with advantage on the attack roll.\"]},{\"name\":\"Voice of Life\",\"entries\":[\"Trostani bestows 20 temporary hit points on another creature she can see within 120 feet of her.\"]},{\"name\":\"Voice of Order\",\"entries\":[\"Trostani casts {@spell dispel magic}.\"]},{\"name\":\"Chorus of the Conclave (Costs 2 Actions)\",\"entries\":[\"Trostani casts {@spell suggestion}. This counts as one of her daily uses of the spell.\"]},{\"name\":\"Awaken Grove Guardians (Costs 3 Actions)\",\"entries\":[\"Trostani animates one or two trees she can see within 120 feet of her, causing them to uproot themselves and become awakened trees (see the Monster Manual for their stat blocks) for 1 minute or until Trostani uses a bonus action to end the effect. These trees understand Druidic and obey Trostani's spoken commands, but can't speak. If she issues no commands to them, the trees do nothing but follow her and take the Dodge action.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Magic Weapons\",\"Tree Stride\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DU\",\"E\",\"S\"],\"damageTags\":[\"B\",\"R\",\"S\"],\"damageTagsSpell\":[\"P\",\"R\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Undercity Medusa\",\"source\":\"GGR\",\"page\":222,\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":120,\"formula\":\"16d8 + 48\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":18,\"con\":16,\"int\":17,\"wis\":12,\"cha\":15,\"skill\":{\"deception\":\"+5\",\"insight\":\"+4\",\"perception\":\"+4\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Common\",\"Elvish\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The medusa's innate spellcasting ability is Intelligence (spell save {@dc 14}). The medusa can innately cast the following spells, requiring no material components:\"],\"daily\":{\"1e\":[\"{@spell expeditious retreat}\",\"{@spell fog cloud}\",\"{@spell misty step}\"]},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The medusa has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Surprise Attack\",\"entries\":[\"During the first round of combat, the medusa has advantage on attack rolls against any creature that is {@status surprised}, and it deals an extra 10 ({@dice 3d6}) damage each time it hits such a creature with an attack.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The medusa makes two claw attacks. It can also use Petrifying Gaze before or after making these attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage.\"]},{\"name\":\"Petrifying Gaze\",\"entries\":[\"The medusa fixes its gaze on one creature within 60 feet of it that it can see and that can see its eyes. The target must make a {@dc 14} Constitution saving throw. If the saving throw fails by 5 or more, the creature is instantly {@condition petrified}. Otherwise, a creature that fails the save begins to turn to stone and is {@condition restrained}. The {@condition restrained} creature must repeat the saving throw at the end of its next turn, becoming {@condition petrified} on a failure or ending the effect on a success. The petrification lasts until the creature is freed by a {@spell greater restoration} spell or similar magic.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"S\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"petrified\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Winged Thrull\",\"source\":\"GGR\",\"page\":221,\"size\":[\"S\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":31,\"formula\":\"7d6 + 7\"},\"speed\":{\"walk\":30,\"fly\":30},\"str\":9,\"dex\":15,\"con\":12,\"int\":8,\"wis\":9,\"cha\":8,\"save\":{\"dex\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"understands Common but can't speak\"],\"cr\":\"1/2\",\"action\":[{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) slashing damage.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage.\"]}],\"reaction\":[{\"name\":\"Self-Sacrifice\",\"entries\":[\"When a creature within 5 feet of the thrull is hit by an attack, the thrull swaps places with that creature and is hit instead.\"]}],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"B\",\"S\"],\"miscTags\":[\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Wurm\",\"source\":\"GGR\",\"page\":225,\"size\":[\"H\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":200,\"formula\":\"16d12 + 96\"},\"speed\":{\"walk\":50,\"burrow\":30},\"str\":24,\"dex\":10,\"con\":22,\"int\":3,\"wis\":12,\"cha\":4,\"save\":{\"con\":\"+11\",\"wis\":\"+6\"},\"senses\":[\"blindsight 60 ft.\",\"tremorsense 60 ft.\"],\"passive\":11,\"cr\":\"14\",\"trait\":[{\"name\":\"Siege Monster\",\"entries\":[\"The wurm deals double damage to objects and structures.\"]},{\"name\":\"Earth Tremors\",\"entries\":[\"The wurm creates earth tremors as it moves overland or underground. Any creature that comes within 30 feet of the moving wurm for the first time on a turn must succeed on a {@dc 20} Dexterity saving throw or take 10 ({@damage 3d6}) bludgeoning damage and fall {@condition prone}. Any structure or object anchored to the ground that comes within 30 feet of the moving wurm for the first time on a turn takes 10 ({@damage 3d6}) force damage.\"]},{\"name\":\"Tunneler\",\"entries\":[\"The wurm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}24 ({@damage 5d6 + 7}) piercing damage. If the target is a Medium or smaller creature, it must succeed on a {@dc 20} Dexterity saving throw or be swallowed by the wurm. A swallowed creature is {@condition blinded} and {@condition restrained}, has {@quickref Cover||3||total cover} against attacks and other effects outside the wurm, and takes 17 ({@damage 5d6}) acid damage at the start of each of the wurm's turns. If the wurm takes 30 damage or more on a single turn from a creature inside it, the wurm must succeed on a {@dc 21} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the wurm. If the wurm dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 20 feet of movement, exiting {@condition prone}.\"]}],\"traitTags\":[\"Siege Monster\",\"Tunneler\"],\"senseTags\":[\"B\",\"T\"],\"actionTags\":[\"Swallow\"],\"damageTags\":[\"A\",\"B\",\"O\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"restrained\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Zegana\",\"isNamedCreature\":true,\"source\":\"GGR\",\"page\":255,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"merfolk\"]},\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":130,\"formula\":\"20d8 + 40\"},\"speed\":{\"walk\":30,\"swim\":40},\"str\":11,\"dex\":14,\"con\":14,\"int\":20,\"wis\":18,\"cha\":16,\"save\":{\"int\":\"+10\",\"wis\":\"+9\"},\"skill\":{\"insight\":\"+9\",\"nature\":\"+10\",\"perception\":\"+9\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":19,\"resist\":[\"cold\",\"poison\"],\"languages\":[\"Common\",\"Elvish\",\"Merfolk\"],\"cr\":\"16\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Zegana is a 15th-level Simic spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 18}, {@hit 10} to hit with spell attacks). She has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell acid splash}\",\"{@spell druidcraft}\",\"{@spell ray of frost}\",\"{@spell shape water|XGE}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell color spray}\",\"{@spell expeditious retreat}\",\"{@spell fog cloud}\",\"{@spell shield}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell enlarge/reduce}\",\"{@spell gust of wind}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell counterspell}\",\"{@spell fly}\",\"{@spell slow}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell control water}\",\"{@spell ice storm}\",\"{@spell polymorph}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell conjure elemental}\",\"{@spell creation}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell move earth}\",\"{@spell wall of ice}\"]},\"7\":{\"slots\":1,\"spells\":[\"{@spell prismatic spray}\",\"{@spell teleport}\"]},\"8\":{\"slots\":1,\"spells\":[\"{@spell control weather}\",\"{@spell dominate monster}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"Zegana can breathe air and water.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Zegana fails a saving throw, she can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Zegana has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Prime Speaker's Trident\",\"entries\":[\"{@atk mw,rw} {@hit 10} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage, and the trident emits a thunderous boom. Each creature in a 15-foot cube originating from the prongs of the trident must make a {@dc 18} Constitution saving throw. On a failed save, the creature takes 9 ({@damage 2d8}) thunder damage and is pushed 10 feet away from Zegana. If the creature is underwater, the damage is increased to 13 ({@dice 3d8}). On a successful save, the creature takes half as much damage and isn't pushed.\"]},{\"name\":\"Deluge {@recharge 4}\",\"entries\":[\"Zegana conjures a wave of water that crashes down on an area within 120 feet of her. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a {@dc 18} Dexterity saving throw. On a failed save, a creature takes 18 ({@damage 4d8}) bludgeoning damage and is knocked {@condition prone}. On a successful save, a creature takes half as much damage and isn't knocked {@condition prone}. The water spreads out across the ground, extinguishing unprotected flames it comes in contact with, and then vanishes.\"]}],\"legendary\":[{\"name\":\"Adaptive Skin\",\"entries\":[\"Zegana gains resistance to one damage type of her choice-acid, fire, lightning, or thunder-until the start of her next turn.\"]},{\"name\":\"Trident\",\"entries\":[\"Zegana makes one melee attack with the Prime Speaker's Trident.\"]},{\"name\":\"Enlarge (Costs 2 Actions)\",\"entries\":[\"Zegana casts {@spell enlarge/reduce} on herself, using the enlarge option, without expending a spell slot.\"]},{\"name\":\"Deluge (Costs 3 Actions)\",\"entries\":[\"Zegana uses Deluge, if available.\"]}],\"traitTags\":[\"Amphibious\",\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"B\",\"P\",\"T\"],\"damageTagsSpell\":[\"A\",\"B\",\"C\",\"F\",\"I\",\"L\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"prone\"],\"conditionInflictSpell\":[\"blinded\",\"charmed\",\"petrified\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-ghloe.json`] = JSON.parse("{\"_meta\":{\"otherSources\":{\"monster\":{\"MM\":\"GHLoE\"}}},\"monster\":[{\"name\":\"Ancient Corpse Walker\",\"source\":\"GHLoE\",\"page\":104,\"size\":[\"L\"],\"type\":{\"type\":\"undead\",\"tags\":[\"shapechanger\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":123,\"formula\":\"13d10 + 52\"},\"speed\":{\"walk\":40},\"str\":19,\"dex\":15,\"con\":19,\"int\":10,\"wis\":12,\"cha\":9,\"save\":{\"con\":\"+8\",\"wis\":\"+5\"},\"skill\":{\"perception\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":15,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"languages it knew in life\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Cursed Gaze\",\"entries\":[\"A humanoid that starts its turn within 30 feet of and able to see the ancient corpse walker must succeed on a {@dc 16} Charisma saving throw, provided the corpse walker isn't {@condition incapacitated}. On a failure, the humanoid is {@condition frightened} for 1 minute. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, with disadvantage if not averting its eyes from the corpse walker, ending the effect on itself on a success. A creature failing two of these saving throws becomes cursed with disturbing thoughts. Such a creature can't benefit from a short or long rest until the curse is removed. On a successful save, the target is immune to any corpse walker's Cursed Gaze for the next 24 hours.\",\"Unless surprised, a creature can avert its eyes to avoid the saving throw. If the creature does so, it can't see the corpse walker until the start of its next turn. A creature that looks at the corpse walker in the meantime must immediately make the save.\"]},{\"name\":\"Spore Calling\",\"entries\":[\"When the ancient corpse walker attacks, loyal undead within 120 feet of it come to its aid. Moderate or stronger wind can disperse these spores before they are effective.\"]},{\"name\":\"Spore Cloud\",\"entries\":[\"If the ancient corpse walker isn't in sunlight, it can use its action to polymorph into a Large cloud of spores or back into its true form. Anything it's wearing or carrying transforms with it. It reverts to its true form if it dies. In cloud form, the ancient corpse walker can't take any actions, speak, or manipulate objects. It's weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. This cloud spreads around corners. If air can pass through a space, the cloud can do so without squeezing, but it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, except those against wind. The cloud form is immune to nonmagical damage other than that from sunlight.\",\"A creature that starts its turn in the cloud must make a {@dc 16} Constitution saving throw. If the save fails, the creature takes 13 {@dice 3d8} poison and 10 ({@damage 3d6}) necrotic damage and becomes {@condition poisoned} until the start of its next turn. On a successful save, a creature takes half the damage and isn't {@condition poisoned}.\",\"After 24 hours, corpses of beasts or humanoids that were in the spore area rise as zombies loyal to the ancient corpse walker. If such a corpse is that of an evil humanoid, it instead rises as a corpse walker loyal to the ancient corpse walker. These spores can animate a corpse only once.\"]},{\"name\":\"Spore Fortitude\",\"entries\":[\"If damage reduces the ancient corpse walker to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the corpse walker drops to 1 hit point instead.\",\"When it drops to 0 hit points, the ancient corpse walker transforms into its Spore Cloud form. If it can't transform, it is destroyed. The spores of this cloud deal half their normal damage and can't animate corpses.\",\"The ancient corpse walker can't transform back into its true form until it has at least 1 hit point. It must reach its preferred resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its normal form.\",\"It is then {@condition paralyzed} and at 0 hit points for 1 hour, and then it regains 1 hit point and ceases being {@condition paralyzed}.\",\"If the ancient corpse walker takes damage while at 0 hit points, if able, it makes the same saving throw that would allow it to drop to 1 hit point. However, on a success, the ancient corpse walker remains at 0 hit points. If the ancient corpse walker fails or can't make this saving throw, it is destroyed.\"]},{\"name\":\"Sunlight Hypersensitivity\",\"entries\":[\"The ancient corpse walker takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The ancient corpse walker makes two slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage and 10 ({@damage 3d6}) necrotic damage. If the target is a creature, it must succeed on a {@dc 15} Constitution saving throw, or its hit point maximum is reduced by an amount equal to the necrotic damage taken, and the ancient corpse walker regains hit points equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain this way rises 24 hours later as a zombie, but it rises as a corpse walker if it was evil. These undead are loyal to the ancient corpse walker.\"]}],\"tokenCredit\":\"Ben Tobitt\",\"traitTags\":[\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"B\",\"N\",\"R\"],\"miscTags\":[\"CUR\",\"HPR\",\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"charisma\",\"constitution\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Angel of Empyreus\",\"source\":\"GHLoE\",\"page\":104,\"size\":[\"L\"],\"type\":\"celestial\",\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":21,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":445,\"formula\":\"33d10 + 264\"},\"speed\":{\"walk\":40,\"fly\":90},\"str\":29,\"dex\":23,\"con\":26,\"int\":25,\"wis\":18,\"cha\":30,\"save\":{\"str\":\"+16\",\"int\":\"+14\",\"wis\":\"+11\",\"cha\":\"+17\"},\"skill\":{\"arcana\":\"+14\",\"insight\":\"+11\",\"intimidation\":\"+17\",\"investigation\":\"+14\",\"perception\":\"+11\",\"religion\":\"+14\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":21,\"resist\":[\"fire\",\"lightning\",\"radiant\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"cold\",\"necrotic\",\"poison\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"22\",\"trait\":[{\"name\":\"Celestial Arsenal\",\"entries\":[\"The Angel of Empyreus' weapon attacks are magical. When it hits with any weapon, the weapon deals an extra 27 ({@damage 6d8}) radiant damage (included in the attack).\"]},{\"name\":\"Authoritative Mien\",\"entries\":[\"The Angel of Empyreus can cast the {@spell command} spell at will (spell save {@dc 25}).\"]},{\"name\":\"Divine Awareness\",\"entries\":[\"The Angel of Empyreus knows if it hears a lie.\"]},{\"name\":\"Holy Aura\",\"entries\":[\"The Angel of Empyreus can project a 60-ft. aura of holiness as a bonus action. The aura affects all creatures within its area unless the Angel of Empyreus chooses to exclude a creature from the effect. A creature remains under the aura's effect until it leaves the area, dies, or when the Angel of Empyrean chooses a new aura effect. Only one effect may be active at a time:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Judgement\",\"entries\":[\"Creatures who start their turn in the aura must succeed on a {@dc 25} Charisma saving throw. On a failure, the creature gains a level of {@condition exhaustion} as intensified feelings of guilt, doubt, remorse, and selfcriticism overwhelm the affected creature. Creatures who succeed on the saving throw are immune to the effect for one hour.\"]},{\"type\":\"item\",\"name\":\"Valor\",\"entries\":[\"Creatures who start their turn in the aura gain 15 temporary hit points, cannot be {@condition charmed} or {@condition frightened}, and have advantage on saving throws against spells and other magical effects\"]}]}]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The Angel of Empyreus can make three attacks with its holy avenger.\"]},{\"name\":\"Holy Avenger\",\"entries\":[\"{@atk mw} {@hit 24} to hit, reach 10 ft., one target. {@h}23 ({@damage 4d6 + 9}) slashing damage plus 27 ({@damage 6d8}) radiant damage. If the target is a fiend or undead, it takes an additional 22 ({@damage 4d10}) radiant damage.\"]},{\"name\":\"Blazing Radiance {@recharge 5}\",\"entries\":[\"The Angel of Empyreus unleashes holy fire in a 60-foot cone. Each creature in that area must succeed on a {@dc 25} Dexterity saving throw or take 35 {@dice 10d6} fire and 35 ({@damage 10d6}) radiant damage. Creatures take half damage on a success.\"]}],\"legendary\":[{\"name\":\"Fly\",\"entries\":[\"The Angel of Empyreus flies up to half its fly speed.\"]},{\"name\":\"Sword\",\"entries\":[\"The Angel of Empyreus makes a holy avenger attack.\"]},{\"name\":\"Hurl Sword (2 actions)\",\"entries\":[\"The Angel of Empyreus hurls its sword in a 30-foot line that is 5-feet wide. Each creature in that line must succeed on a {@dc 24} Dexterity saving throw or take 23 ({@damage 4d6 + 9}) slashing damage plus 27 ({@damage 6d8}) radiant damage. The sword immediately returns to its hand.\"]},{\"name\":\"Recharge\",\"entries\":[\"The Angel of Empyreus recharges its Blazing Radiance.\"]}],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"R\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"exhaustion\"],\"savingThrowForced\":[\"charisma\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Avarice Seraph\",\"source\":\"GHLoE\",\"page\":93,\"size\":[\"L\"],\"type\":\"celestial\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":199,\"formula\":\"19d10 + 95\"},\"speed\":{\"walk\":40,\"fly\":120},\"str\":20,\"dex\":20,\"con\":20,\"int\":14,\"wis\":17,\"cha\":20,\"save\":{\"con\":\"+10\",\"wis\":\"+8\",\"cha\":\"+10\"},\"skill\":{\"deception\":\"+10\",\"insight\":\"+8\",\"perception\":\"+8\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":18,\"resist\":[\"radiant\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"14\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The seraph's spellcasting ability is Charisma (spell save {@dc 18}). The seraph can innately cast the following spells, using only verbal components:\"],\"will\":[\"{@spell detect evil and good}\",\"{@spell detect magic}\",\"{@spell invisibility} (self only)\",\"{@spell light}\",\"{@spell minor illusion}\",\"{@spell thaumaturgy}\"],\"daily\":{\"1\":[\"{@spell zone of truth}\"],\"3e\":[\"{@spell identify}\",\"{@spell suggestion}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The seraph has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Seraphic Weapons\",\"entries\":[\"The seraph's weapon attacks are magical. When the seraph hits with any weapon, the weapon deals an extra {@damage 4d8} radiant damage (included in the attack).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The seraph makes three attacks.\"]},{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage, or 8 ({@damage 1d6 + 5}) slashing damage in Small or Medium form, and 18 ({@damage 4d8}) radiant damage.\"]},{\"name\":\"Change Shape\",\"entries\":[\"The seraph magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. It's clothing and scimitars change size to match its new form. If the seraph dies, it reverts to its true form, and its equipment to its normal size.\"]},{\"name\":\"Voice of Avarice\",\"entries\":[\"The seraph presents objects of desire, which can be illusions the seraph creates, to creatures of its choice. If those creatures are within 60 feet of the seraph, able to see it and the desirable objects, and able to hear the seraph, the creatures must make a {@dc 18} Wisdom saving throw or become {@condition charmed} by the seraph until the seraph is {@condition incapacitated} or fails to use a bonus action on its turn to continue to present and speak about the desirable objects.\",\"While {@condition charmed} in this way, a target can take no reactions and can use its action only to Dash. If the {@condition charmed} target is more than 5 feet from the seraph, the target must move as far as it can toward the seraph, trying to come within 5 feet. The target avoids obvious danger, including opportunity attacks. If the target can't avoid such danger, the target can repeat the saving throw before entering the dangerous area. While an affected creature is within 5 feet of the seraph, the creature can't take reactions and spends its turns staring at the desirable objects.\",\"The target also repeats the saving throw if the target is subjected to a harmful effect, if the target can't see or hear the seraph, and at the end of each of the target's turns. If a creature's saving throw is successful, the effect ends for it. A target that successfully saves is immune to the Voice of Avarice of this seraph or any lesser seraph for the next 24 hours.\"]}],\"attachedItems\":[\"scimitar|phb\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"R\",\"S\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"charmed\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Awakened Chapped Brute\",\"source\":\"GHLoE\",\"page\":68,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":126,\"formula\":\"12d10 + 60\"},\"speed\":{\"walk\":40},\"str\":20,\"dex\":10,\"con\":20,\"int\":5,\"wis\":10,\"cha\":5,\"skill\":{\"athletics\":\"+8\"},\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":10,\"resist\":[\"necrotic\"],\"conditionImmune\":[\"blinded\"],\"languages\":[\"understands one language but can't speak\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Keen Hearing and Smell\",\"entries\":[\"The awakened chapped brute has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell. While {@condition deafened} and unable to smell, the brute can't use its blindsight.\"]},{\"name\":\"Sure-Footed\",\"entries\":[\"The awakened chapped brute has advantage on Strength and Dexterity saving throws made against effects that would knock it {@condition prone}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The awakened chapped brute makes two tentacle attacks or one tentacle slam.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 15 ft., one target. {@h}18 ({@damage 3d8 + 5}) bludgeoning damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 16}). Until this grapple ends, the target is {@condition restrained}, and the brute can't use the tentacle against another target. The awakened chapped brute has two tentacles.\"]},{\"name\":\"Tentacle Slam\",\"entries\":[\"The awakened chapped brute slams one or two targets {@condition grappled} by it into a solid object or each other. Each target must make a {@dc 16} Strength saving throw. If the saving throw fails, the target takes 18 ({@damage 3d8 + 5}) bludgeoning damage and is {@condition stunned} until the end of the awakened chapped brute's next turn. On a successful saving throw, the target takes half the damage and isn't {@condition stunned}.\"]}],\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"restrained\",\"stunned\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Beast Gnoll\",\"source\":\"GHLoE\",\"page\":60,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"gnoll\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[11],\"hp\":{\"average\":9,\"formula\":\"2d8\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":12,\"con\":11,\"int\":6,\"wis\":10,\"cha\":7,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Gnoll\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Rampage\",\"entries\":[\"When the beast gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) slashing damage.\"]},{\"name\":\"Spine Spike\",\"entries\":[\"{@atk rw} {@hit 3} to hit, range 20/60 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage.\"]}],\"traitTags\":[\"Rampage\"],\"senseTags\":[\"D\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bloodbonded\",\"source\":\"GHLoE\",\"page\":39,\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item studded leather armor|PHB|studded leather}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":66,\"formula\":\"12d8 + 12\"},\"speed\":{\"walk\":{\"number\":30,\"condition\":\"(or 10 ft. if missing a leg)\"}},\"str\":12,\"dex\":15,\"con\":13,\"int\":15,\"wis\":7,\"cha\":18,\"save\":{\"con\":\"+3\",\"wis\":\"+0\"},\"skill\":{\"deception\":\"+6\",\"insight\":\"+0\",\"persuasion\":\"+6\"},\"passive\":8,\"resist\":[\"necrotic\",\"radiant\"],\"vulnerable\":[\"psychic\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Celestial\",\"Infernal\",\"one national language\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Bloody Inspiration\",\"entries\":[\"As a bonus action, the bloodbonded can inspire an ally within 30 feet to an enraged state of bloodlust for one minute. These followers gain 5 temporary hp, resistance to bludgeoning, piercing, and slashing damage, and vulnerability to psychic damage. All attacks made by the bloodbonded followers are reckless, gaining advantage to hit enemies but granting enemies advantage on attacks against them.\"]},{\"name\":\"Resolute Followers\",\"entries\":[\"Allies of the bloodbonded within 60 feet of it have advantage on Charisma and Wisdom saving throws.\"]}],\"action\":[{\"name\":\"Mace\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage.\"]},{\"name\":\"Rage Bomb (2/Day)\",\"entries\":[\"As a bonus action, the bloodbonded can infuse one of its bloodbonded followers who is under the effects of Bloody Inspiration with a fatal fury. This magic causes the follower to foam bloodily at the mouth. If the follower is not slain before the start of the bloodbonded's next turn, the follower dies and explodes in a shower of superheated blood. Creatures within 10 feet must make a {@dc 14} Dexterity saving throw, taking 12 ({@damage 2d8 + 3}) fire damage on a failure and taking half damage on a success.\"]},{\"name\":\"Blood Boil\",\"entries\":[\"The bloodbonded targets a creature it can see within 60 feet and utters words of madness. The target must succeed on a {@dc 14} Constitution saving throw or take 9 ({@damage 2d8}) fire damage as its blood superheats. The bloodbonded must be able to speak to use this ability.\"]}],\"reaction\":[{\"name\":\"Loyal Followers\",\"entries\":[\"When a bloodbonded would take damage from a melee or ranged attack it can see that targets only the bloodbonded, it can use its reaction to call on one of its followers within 5 feet to take the damage instead.\"]}],\"attachedItems\":[\"mace|phb\"],\"languageTags\":[\"CE\",\"I\"],\"damageTags\":[\"B\",\"F\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bone Trader\",\"source\":\"GHLoE\",\"page\":13,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"N\",\"E\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with bone armor\",\"braces\":true}],\"hp\":{\"average\":22,\"formula\":\"5d8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":11,\"int\":14,\"wis\":15,\"cha\":18,\"save\":{\"con\":\"+2\"},\"skill\":{\"animal handling\":\"+4\",\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"conditionImmune\":[\"charmed\"],\"languages\":[\"Sylvan\",\"two other languages\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Bone Armor (1/Day)\",\"entries\":[\"A bone trader in its lair can use a bonus action to summon a temporary suit of bone armor that lasts for ten minutes or until dismissed by the bone trader. While wearing its bone armor, a bone trader has advantage on Wisdom saving throws and Charisma ({@skill Intimidation}) checks.\"]},{\"name\":\"Speak with Beasts\",\"entries\":[\"The bone trader can communicate with beasts as if they shared a language.\"]}],\"action\":[{\"name\":\"Bone Club\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage.\"]},{\"name\":\"Skelesuck\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage. The target must succeed on a {@dc 10} Constitution saving throw or have one of its bones sucked out, resulting in the piercing damage becoming a reduction in maximum hit points until magical healing is applied.\"]},{\"name\":\"Fey Charm\",\"entries\":[\"The bone trader targets one humanoid, goblinoid, fey, or beast it can see within 30 feet of it. The target must succeed on a {@dc 14} Wisdom saving throw or be magically {@condition charmed}. The {@condition charmed} creature regards the bone trader as a trusted friend to be heeded and protected. Although the target isn't under the bone trader's control, it takes the bone trader's requests or actions in the most favorable way . Each time the bone trader or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the bone trader dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the bone trader's fey charm for the next 24 hours.\",\"The bone trader can have no more than one humanoid {@condition charmed} at a time, along with up to three beasts.\"]}],\"senseTags\":[\"D\"],\"languageTags\":[\"S\",\"X\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"charmed\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Candlelight Daemon\",\"source\":\"GHLoE\",\"page\":25,\"size\":[\"M\"],\"type\":\"fiend\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":170,\"formula\":\"20d8 + 80\"},\"speed\":{\"walk\":50,\"fly\":50},\"str\":16,\"dex\":17,\"con\":18,\"int\":12,\"wis\":14,\"cha\":17,\"skill\":{\"deception\":\"+7\",\"insight\":\"+6\",\"investigation\":\"+5\",\"perception\":\"+6\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Infernal\"],\"cr\":\"11\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The daemon's spellcasting ability is Charisma (spell save {@dc 15}, {@hit 7} to hit with spell attacks). The daemon can innately cast the following spells, requiring no components:\"],\"will\":[\"{@spell detect magic}\",\"{@spell hunter sense|GHLoE}\",\"{@spell knock}\"],\"daily\":{\"1e\":[\"{@spell counterspell}\",\"{@spell darkness}\",\"{@spell dispel magic}\",\"{@spell shield}\",\"{@spell suffocate|GHLoE}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Candle Dependence\",\"entries\":[\"The daemon remains on the Material Plane only while the candle that summoned it burns.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The daemon has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Nether Step\",\"entries\":[\"As its movement for its turn, the candlelight daemon can teleport to an unoccupied space within 30 feet of it, provided the space it's teleporting to and from are both in dim light or darkness. The daemon doesn't need to see the destination.\"]},{\"name\":\"Shadow Stealth\",\"entries\":[\"While in dim light or darkness, the daemon can take the Hide action as a bonus action.\"]},{\"name\":\"Slayer's Advantage\",\"entries\":[\"The candlelight daemon has advantage on attack rolls against any creature that hasn't had a turn in combat.\"]},{\"name\":\"Slayer's Attack (1/Turn)\",\"entries\":[\"The candlelight daemon deals an extra 35 {@damage 10d6} damage when it hits a target with an attack and has advantage on the attack roll. With the {@spell suffocate|GHLoE} spell, the daemon deals this damage as extra bludgeoning damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The daemon makes two claw attacks and one gore attack. It can use hurl fire in place of any of these attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage and 4 ({@damage 1d8}) fire damage.\"]},{\"name\":\"Gore\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) piercing damage and 4 ({@damage 1d8}) fire damage.\"]},{\"name\":\"Hurl Fire\",\"entries\":[\"{@atk rs} {@hit 7} to hit, range 120 ft., one target. {@h}13 ({@damage 3d8}) fire damage.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"I\"],\"damageTags\":[\"F\",\"P\",\"S\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"invisible\",\"restrained\",\"unconscious\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Caprathorn\",\"source\":\"GHLoE\",\"page\":91,\"size\":[\"H\"],\"type\":\"fiend\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":250,\"formula\":\"20d12 + 120\"},\"speed\":{\"walk\":40,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":25,\"dex\":14,\"con\":23,\"int\":14,\"wis\":17,\"cha\":10,\"save\":{\"int\":\"+9\",\"wis\":\"+10\",\"cha\":\"+7\"},\"skill\":{\"perception\":\"+10\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":20,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"21\",\"trait\":[{\"name\":\"Charge\",\"entries\":[\"If the caprathorn moves at least 20 feet straight toward a target, and then hits it with a gore attack on the same turn, the target takes an extra 18 ({@damage 4d8}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 22} Strength saving throw or be pushed up to 10 feet away and knocked {@condition prone}.\"]},{\"name\":\"Implosion\",\"entries\":[\"The caprathorn implodes when it dies, leaving behind a sphere of annihilation. Each creature within 60 feet of the caprathorn when this implosion occurs must succeed on a {@dc 21} Strength saving throw or be pulled 10 feet toward the sphere.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the caprathorn fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The caprathorn has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The caprathorn's weapon attacks are magical.\"]},{\"name\":\"Thornlamms\",\"entries\":[\"A caprathorn typically has three inanimate thornlamms (see that stat block) attached to its horns with vines. Attached thornlamms don't take damage separately, but whenever the caprathorn takes 50 or more damage in a single turn, one of the attached thornlamms dies.\",\"While it has at least one thornlamm attached to its vines, the caprathorn can use a bonus action to consume or detach a thornlamm. If the caprathorn consumes a thornlamm, the caprathorn regains 21 hit points. When the caprathorn detaches a thornlamm, that thornlamm lands in a space within 10 feet of the caprathorn and takes a turn immediately after the caprathorn. The thornlamm obeys the caprathorn's verbal or telepathic commands (no action for the caprathorn). If issued no commands, the thornlamm acts independently, often attacking a creature that isn't its ally. A thornlamm can survive indefinitely detached from a caprathorn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The caprathorn makes three attacks, one with its gore, one with its stomp, and one with its thorns.\"]},{\"name\":\"Gore\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}25 ({@damage 4d8 + 7}) bludgeoning damage.\"]},{\"name\":\"Stomp\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}25 ({@damage 4d8 + 7}) bludgeoning damage.\"]},{\"name\":\"Thorns\",\"entries\":[\"{@atk mw,rw} {@hit 14} to hit, reach 10 ft. or range 30/120 ft., one target. {@h}21 ({@damage 4d6 + 7}) piercing damage. Being within 5 feet of a hostile creature doesn't cause the caprathorn to have disadvantage on the ranged attack roll.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"The caprathorn makes one attack with its gore, stomp, or thorns.\"]},{\"name\":\"Detach Thornlamm\",\"entries\":[\"The caprathorn detaches a thornlamm as per the Thornlamms trait.\"]},{\"name\":\"Grow Thornlamm\",\"entries\":[\"Provided it has taken no damage from a silvered weapon this round, the caprathorn grows one thornlamm as per the Thornlamms trait. A caprathorn can have up to six attached thornlamms at a time.\"]},{\"name\":\"Consume Thornlamm (Costs 2 Actions)\",\"entries\":[\"The caprathorn consumes an attached thornlamm, regaining 21 hit points.\"]},{\"name\":\"Entomb (Costs 2 Actions)\",\"entries\":[\"The caprathorn chooses a creature that has 0 hit points that the caprathorn can see within 30 feet of it. The target must make a {@dc 18} Wisdom saving throw. On a success, the target is immune to this effect for 24 hours. If the save fails, the target is entombed deep within the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it. A caprathorn can entomb only one target at a time. This effect ends, returning the target to where it was before being entombed, if the target regains any hit points or the caprathorn dies.\"]},{\"name\":\"Annihilation Field (Costs 3 Actions; Recharges if an Entombed Creature Dies or after a Long Rest)\",\"entries\":[\"A sphere of energy ripples out in a 30-foot-radius from the caprathorn. Each creature in that area must make a {@dc 18} Constitution saving throw, taking 38 ({@damage 7d10}) force damage on a failed save, or half a s much damage on a successful one. For objects that aren't worn or carried, this emanation destroys Small and smaller ones and damages larger ones. The circle destroys a wall of force or similar structures of force in the area instantly. A creature or object is disintegrated if it drops to 0 hit points due to this magic. A disintegrated creature or object turns to fine ash, and nonmagical objects a disintegrated creature wears or carries disintegrate with it.\"]}],\"traitTags\":[\"Charge\",\"Legendary Resistances\",\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"B\",\"O\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"constitution\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Chapped Brute\",\"source\":\"GHLoE\",\"page\":67,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"L\",\"NX\",\"C\",\"NY\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":95,\"formula\":\"10d8 + 50\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":12,\"con\":20,\"int\":7,\"wis\":10,\"cha\":7,\"skill\":{\"athletics\":\"+6\"},\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":10,\"resist\":[\"necrotic\"],\"conditionImmune\":[\"blinded\"],\"languages\":[\"understands one language but can't speak\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Keen Hearing\",\"entries\":[\"The chapped brute has advantage on Wisdom ({@skill Perception}) checks that rely on hearing. While {@condition deafened}, the brute can't use its blindsight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The chapped brute makes two slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage.\"]}],\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Chapped Brute Abomination\",\"source\":\"GHLoE\",\"page\":68,\"size\":[\"H\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":161,\"formula\":\"14d12 + 70\"},\"speed\":{\"walk\":40},\"str\":23,\"dex\":10,\"con\":20,\"int\":3,\"wis\":10,\"cha\":5,\"skill\":{\"athletics\":\"+10\"},\"senses\":[\"blindsight 90 ft. (blind beyond this radius)\"],\"passive\":10,\"resist\":[\"necrotic\"],\"conditionImmune\":[\"blinded\",\"prone\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Adaptive Hide\",\"entries\":[\"After taking damage, the chapped brute abomination gains resistance to that type of damage until it takes another type of damage.\"]},{\"name\":\"Keen Hearing and Smell\",\"entries\":[\"The chapped brute abomination has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell. While {@condition deafened} and unable to smell, the brute can't use its blindsight.\"]},{\"name\":\"Unstable Life\",\"entries\":[\"At the start of the chapped brute abomination's turn, roll {@dice 1d20}. The abomination regains hit points equal to any even result and loses hit points equal to any odd result. The abomination can neither exceed its hit point maximum with a gain nor fall below 1 hit point with a loss.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The chapped brute abomination makes two tentacle attacks.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 20 ft., one target. {@h}22 ({@damage 3d10 + 6}) bludgeoning damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 18}). Until this grapple ends, the target is {@condition restrained}, and the brute can't use the tentacle against another target. The chapped brute abomination has four tentacles.\"]},{\"name\":\"Engulf\",\"entries\":[\"Each creature {@condition grappled} by the chapped brute abomination must succeed on a {@dc 18} Strength saving throw or be pulled into the brute's body. An engulfed target is {@condition blinded}, {@condition restrained}, unable to breathe, and has {@quickref Cover||3||total cover} from effects that originate outside the brute. At the start of each of the brute's turns, each engulfed creature takes 14 ({@damage 4d6}) acid damage. The brute can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.\",\"An engulfed creature can try to escape by taking an action to make its choice of a {@dc 18} Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check. On a success, the creature escapes and uses 10 feet of movement to enter a space of its choice within 5 feet of the brute.\",\"If the brute dies, an engulfed creature is no longer {@condition restrained} by it and can escape from the corpse by using 10 feet of movement.\",\"If a creature dies inside the brute, the brute doesn't roll for Unstable Life at the start of its next turn and instead regains 20 hit points. The creature's body breaks up inside the brute, and the brute expels anything the creature wore or carried.\"]}],\"tokenCredit\":\"Yannlian\",\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"damageTags\":[\"A\",\"B\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"grappled\",\"restrained\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Corpse Walker\",\"source\":\"GHLoE\",\"page\":103,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":82,\"formula\":\"11d8 + 33\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":13,\"con\":17,\"int\":6,\"wis\":10,\"cha\":6,\"save\":{\"con\":\"+6\",\"wis\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"understands languages it knew in life but can't speak\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Cursed Gaze\",\"entries\":[\"A humanoid that starts its turn within 30 ft. of and able to see the corpse walker must succeed on a {@dc 14} Charisma saving throw, provided the corpse walker isn't {@condition incapacitated}. On a failure, the humanoid is {@condition frightened} for 1 minute. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, with disadvantage if not averting its eyes from the corpse walker, ending the effect on itself on a success. A creature failing two of these saving throws becomes cursed with disturbing thoughts. Such a creature can't benefit from a short or long rest until the curse is removed. On a successful save, the target is immune to any corpse walker's Cursed Gaze for the next 24 hours.\",\"Unless surprised, a creature can avert its eyes to avoid the saving throw. If the creature does so, it can't see the corpse walker until the start of its next turn. A creature that looks at the corpse walker in the meantime must immediately make the save.\"]},{\"name\":\"Sunlight Hypersensitivity\",\"entries\":[\"The corpse walker takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.\"]},{\"name\":\"Undead Fortitude\",\"entries\":[\"If damage reduces the corpse walker to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the corpse walker drops to 1 hit point instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The corpse walker makes two slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage and 5 ({@damage 2d4}) necrotic damage. If the target is a creature, it must succeed on a {@dc 14} Constitution saving throw, or its hit point maximum is reduced by an amount equal to the necrotic damage taken, and the corpse walker regains hit points equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. An evil humanoid slain this way rises 24 hours later as a corpse walker.\"]}],\"traitTags\":[\"Sunlight Sensitivity\",\"Undead Fortitude\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"LF\"],\"damageTags\":[\"B\",\"N\",\"R\"],\"miscTags\":[\"CUR\",\"HPR\",\"MW\"],\"savingThrowForced\":[\"charisma\",\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Corpsejaw\",\"source\":\"GHLoE\",\"page\":92,\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":18,\"formula\":\"4d8\"},\"speed\":{\"walk\":40},\"str\":15,\"dex\":14,\"con\":10,\"int\":3,\"wis\":13,\"cha\":7,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"cr\":\"1/4\",\"trait\":[{\"name\":\"Adamantine Jaws\",\"entries\":[\"The corpsejaw's bite works as if made of adamantine. The bite scores a critical hit on a roll of 19 or 20.\"]},{\"name\":\"Keen Smell\",\"entries\":[\"The corpsejaw has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Pounce\",\"entries\":[\"If the corpsejaw moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a {@dc 12} Strength saving throw or fall {@condition prone}. If the target is {@condition prone}, the corpsejaw can make one bite attack against it as a bonus action.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage. If the corpsejaw scores a critical hit and the target wears nonmagical armor, the armor takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 is destroyed.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage.\"]}],\"traitTags\":[\"Keen Senses\",\"Pounce\"],\"senseTags\":[\"D\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dawndrinker\",\"source\":\"GHLoE\",\"page\":49,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":114,\"formula\":\"12d10 + 48\"},\"speed\":{\"walk\":40},\"str\":18,\"dex\":14,\"con\":19,\"int\":3,\"wis\":11,\"cha\":7,\"skill\":{\"stealth\":\"+5\"},\"senses\":[\"blindsight 120 ft.\",\"darkvision 240 ft.\"],\"passive\":10,\"resist\":[\"fire\"],\"immune\":[\"radiant\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Drink Light\",\"entries\":[\"The dawndrinker can take a bonus action to drink light within 30 feet of it. If it does so, nonmagical light sources in this area go out, extinguishing any flames that are the source of the light. Provided the light comes from an effect of 3rd level or lower, or a creature of CR 7 or lower, magical bright light becomes dim light, and magical dim light goes out. If a magical effect's light is extinguished, the effect is dispelled. A creature's or object's inherent light returns to normal after 1 minute. The dawndrinker can dim or extinguish stronger effects by succeeding on a Constitution check with a DC of 10 + the effect's level or 5 + the creator's CR, whichever is lower.\"]},{\"name\":\"Light Sense\",\"entries\":[\"The dawndrinker can sense any light source within 120 feet of it. This sense penetrates most barriers, but it is blocked by 3 feet of wood or dirt, 1 foot of stone, or 1 inch of metal.\"]},{\"name\":\"Radiant Absorption\",\"entries\":[\"Whenever the dawndrinker is subjected to radiant damage, it takes no damage and instead regains hit points equal to the radiant damage dealt.\"]},{\"name\":\"Shadow Cunning\",\"entries\":[\"In dim light or darkness, the dawndrinker can take a bonus action to use the Disengage or Hide actions.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dawndrinker makes two slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage and 7 ({@damage 2d6}) cold damage. If the target is a creature, it must succeed on a {@dc 13} Constitution saving throw or be {@condition blinded} until the end of the dawndrinker's next turn.\"]}],\"traitTags\":[\"Damage Absorption\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"C\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"blinded\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Doomcaller\",\"source\":\"GHLoE\",\"page\":47,\"size\":[\"M\"],\"type\":\"fiend\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":150,\"formula\":\"20d8 + 60\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":8,\"dex\":17,\"con\":17,\"int\":14,\"wis\":12,\"cha\":21,\"save\":{\"con\":\"+8\",\"int\":\"+7\",\"wis\":\"+6\",\"cha\":\"+10\"},\"skill\":{\"arcana\":\"+7\",\"deception\":\"+10\",\"insight\":\"+6\",\"perception\":\"+6\",\"persuasion\":\"+10\",\"religion\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"acid\",\"poison\"],\"conditionImmune\":[\"charmed\",\"poisoned\"],\"languages\":[\"all\"],\"cr\":\"15\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The doomcaller is an 18th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 18}, {@hit 10} to hit with spell attacks). It has the following spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell hunter sense|GHLoE}\",\"{@spell message}\",\"{@spell shocking grasp}\",\"{@spell true strike}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell magic missile}\",\"{@spell shield}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell detect thoughts}\",\"{@spell misty step}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell bestow curse}\",\"{@spell fireball}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell banishment}\",\"{@spell consume mind|GHLoE}\"]},\"5\":{\"slots\":3,\"spells\":[\"{@spell magic mirror|GHLoE}\",\"{@spell scrying}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell disintegrate}\"]},\"7\":{\"slots\":1,\"spells\":[\"{@spell arboreal curse|GHLoE}\"]},\"8\":{\"slots\":1,\"spells\":[\"{@spell mind blank} *\"]},\"9\":{\"slots\":1,\"spells\":[\"{@spell gate}\"]}},\"footerEntries\":[\"*The doomcaller casts this spell on itself before combat.\"],\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The doomcaller has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage, and the target has disadvantage on their next attack roll. Additionally, all attacks against the target by allies of the doomcaller are made with advantage until the start of the doomcaller's next turn.\"]},{\"name\":\"Summon Fiend (1/Day)\",\"entries\":[\"The doomcaller chooses what to summon and attempts a magical summoning. A doomcaller has a 60 percent chance of summoning {@dice 1d6} succubi or {@dice 1d4} barbed devils. A summoned fiend appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can't summon other fiends. The summoned fiend remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it.\"]}],\"reaction\":[{\"name\":\"Ill Fortune (3/Day)\",\"entries\":[\"When a creature the doomcaller can see makes an attack roll, a saving throw, or an ability check, the doomcaller can roll a {@dice d20} and choose to use this roll in place of the attack roll, saving throw, or ability check.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"XX\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"F\",\"L\",\"N\",\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"incapacitated\",\"petrified\",\"restrained\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Downcast Apostate\",\"source\":\"GHLoE\",\"page\":49,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"downcast\"]},\"alignment\":[\"A\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":150,\"formula\":\"20d8 + 60\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":14,\"con\":17,\"int\":13,\"wis\":12,\"cha\":18,\"save\":{\"wis\":\"+5\",\"cha\":\"+8\"},\"skill\":{\"deception\":\"+8\",\"intimidation\":\"+8\",\"perception\":\"+5\",\"persuasion\":\"+8\",\"religion\":\"+5\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 120 ft.\",\"truesight 30 ft.\"],\"passive\":15,\"resist\":[\"necrotic\"],\"languages\":[\"Celestial and two other languages\"],\"cr\":\"11\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The downcast apostate's spellcasting ability is Charisma. The apostate can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell alter self}\",\"{@spell detect magic}\",\"{@spell invisibility}\",\"{@spell jump}\",\"{@spell mage armor}\",\"{@spell thaumaturgy}\"],\"ability\":\"cha\"},{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The downcast apostate is an 18th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 16}, {@hit 8} to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:\"],\"daily\":{\"1e\":[\"{@spell glibness}\",\"{@spell mass suggestion}\",\"{@spell plane shift}\",\"{@spell power word kill}\"]},\"spells\":{\"0\":{\"spells\":[\"{@spell chill touch}\",\"{@spell light}\",\"{@spell mage hand}\",\"{@spell minor illusion}\",\"{@spell sacred flame}\"]},\"5\":{\"lower\":1,\"slots\":4,\"spells\":[\"{@spell counterspell}\",\"{@spell cure wounds}\",\"{@spell dimension door}\",\"{@spell dispel magic}\",\"{@spell flame strike}\",\"{@spell fly}\",\"{@spell greater restoration}\",\"{@spell guiding bolt}\",\"{@spell insect plague}\",\"{@spell lesser restoration}\",\"{@spell suggestion}\",\"{@spell tongues}\",\"{@spell vampiric touch}\",\"{@spell wall of fire}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Apostate's Weapons\",\"entries\":[\"The downcast apostate's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Morningstar\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage and 18 ({@damage 4d8}) necrotic or radiant damage (downcast apostate's choice).\"]}],\"attachedItems\":[\"morningstar|phb\"],\"senseTags\":[\"SD\",\"U\"],\"languageTags\":[\"CE\",\"X\"],\"damageTags\":[\"B\",\"N\",\"R\"],\"damageTagsSpell\":[\"B\",\"F\",\"N\",\"O\",\"P\",\"R\",\"S\"],\"spellcastingTags\":[\"CL\",\"I\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Downcast Mercenary\",\"source\":\"GHLoE\",\"page\":49,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item half plate armor|PHB|half plate}\"]}],\"hp\":{\"average\":82,\"formula\":\"11d8 + 33\"},\"speed\":{\"walk\":30},\"str\":17,\"dex\":15,\"con\":16,\"int\":12,\"wis\":13,\"cha\":14,\"save\":{\"wis\":\"+4\"},\"skill\":{\"athletics\":\"+6\",\"perception\":\"+4\",\"religion\":\"+4\"},\"passive\":14,\"resist\":[\"necrotic\"],\"languages\":[\"Celestial and two other languages\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Action Surge (Recharges after a Short or Long Rest)\",\"entries\":[\"The downcast mercenary takes one extra action.\"]},{\"name\":\"Indomitable (2/Day)\",\"entries\":[\"If the downcast mercenary fails a saving throw, it can reroll the saving throw and use the new roll.\"]},{\"name\":\"Thaumaturge\",\"entries\":[\"The downcast mercenary can cast {@spell thaumaturgy} at will.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The downcast mercenary makes three attacks.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage.\"]}],\"attachedItems\":[\"greatsword|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CE\",\"X\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Eldritch Herald\",\"source\":\"GHLoE\",\"page\":41,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"L\",\"NX\",\"C\",\"NY\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item breastplate|PHB}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":78,\"formula\":\"12d8 + 24\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":11,\"con\":15,\"int\":10,\"wis\":17,\"cha\":12,\"skill\":{\"perception\":\"+6\",\"religion\":\"+3\"},\"passive\":16,\"resist\":[\"psychic\"],\"languages\":[\"any two languages\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The herald is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 14}, {@hit 6} to hit with spell attacks). It has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell light}\",\"{@spell sacred flame}\",\"{@spell thaumaturgy}\",\"{@spell vicious mockery}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell bane}\",\"{@spell Tasha's hideous laughter}\",\"{@spell inflict wounds}\",\"{@spell sleep}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell detect thoughts}\",\"{@spell hold person}\",\"{@spell see invisibility}\",\"{@spell wrack|GHLoE} *\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell bestow curse}\",\"{@spell fear}\",\"{@spell spirit guardians}\",\"{@spell tongues}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell confusion}\",\"{@spell death ward}\",\"{@spell phantasmal killer}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell contact other plane}\",\"{@spell contagion}\",\"{@spell dream}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell true seeing}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Otherworldly Calm\",\"entries\":[\"The eldritch herald has advantage on saving throws against being {@condition charmed} or {@condition frightened}. Also, attempts to read the herald's thoughts fail. The creature making the attempt must succeed on a {@dc 14} Wisdom saving throw or take 10 ({@damage 3d6}) psychic damage.\"]}],\"action\":[{\"name\":\"Handaxe\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage.\"]},{\"name\":\"Prophecy of Doom (Recharges after a Short or Long Rest)\",\"entries\":[\"The eldritch herald chooses a point it can see within 120 feet of it and rolls on the Eldritch Effects table. Each creature within 15 feet of that point must succeed on a {@dc 14} Wisdom saving throw or be subjected to an eldritch effect for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"attachedItems\":[\"handaxe|phb\"],\"languageTags\":[\"X\"],\"damageTags\":[\"S\",\"Y\"],\"damageTagsSpell\":[\"N\",\"R\",\"Y\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"blinded\",\"frightened\",\"incapacitated\",\"paralyzed\",\"poisoned\",\"prone\",\"stunned\",\"unconscious\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Eldritch Priest\",\"source\":\"GHLoE\",\"page\":41,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"L\",\"NX\",\"C\",\"NY\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item chain shirt|phb}\"]}],\"hp\":{\"average\":22,\"formula\":\"4d8 + 4\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":11,\"con\":13,\"int\":10,\"wis\":15,\"cha\":10,\"skill\":{\"perception\":\"+4\",\"religion\":\"+2\"},\"passive\":14,\"languages\":[\"any two languages\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The eldritch priest is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell eldritch blast}\",\"{@spell light}\",\"{@spell sacred flame}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell bane}\",\"{@spell Tasha's hideous laughter}\",\"{@spell inflict wounds}\",\"{@spell sleep}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell detect thoughts}\",\"{@spell see invisibility}\",\"{@spell spiritual weapon}\"]}},\"ability\":\"wis\"}],\"action\":[{\"name\":\"Greatclub\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) bludgeoning damage.\"]},{\"name\":\"Prophecy of Doom (Recharges after a Short or Long Rest)\",\"entries\":[\"The eldritch priest chooses a point it can see within 120 feet of it and rolls on the Eldritch Effects table. Each creature within 15 feet of that point must succeed on a {@dc 12} Wisdom saving throw or be subjected to an eldritch effect for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"attachedItems\":[\"greatclub|phb\"],\"languageTags\":[\"X\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"N\",\"O\",\"R\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"incapacitated\",\"prone\",\"unconscious\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Elf Vampire (Ancient)\",\"source\":\"GHLoE\",\"page\":106,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"NX\",\"C\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":209,\"formula\":\"22d8 + 110\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":20,\"dex\":20,\"con\":20,\"int\":15,\"wis\":16,\"cha\":16,\"save\":{\"dex\":\"+11\",\"wis\":\"+9\",\"cha\":\"+9\"},\"skill\":{\"arcana\":\"+8\",\"athletics\":\"+11\",\"history\":\"+8\",\"perception\":\"+9\",\"stealth\":\"+11\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":19,\"resist\":[\"necrotic\",\"poison\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"unconscious\"],\"languages\":[\"the languages known in life\"],\"cr\":\"19\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the vampire fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The vampire regains 25 hit points at the start of its turn if it has at least 1 hit point. If the vampire takes radiant damage, it regains 10 hit points from the next use of this trait instead.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Turn Resistance\",\"entries\":[\"The vampire has advantage on saving throws against any effect that turns undead.\"]},{\"name\":\"Vampire Weaknesses\",\"entries\":[\"The vampire has the following flaws:\"]},{\"name\":\"Forbiddance\",\"entries\":[\"The vampire can't enter a residence without an invitation from one of the occupants.\"]},{\"name\":\"Stake to the Heart\",\"entries\":[\"The vampire dies if a piercing weapon made of wood is driven into its heart while it is {@condition incapacitated} in its resting place.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The vampire makes three attacks, only one of which can be a bite.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d8 + 6}) slashing damage. If the target is a creature, the vampire can grapple the target (escape {@dc 19}).\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one creature. {@h}15 ({@damage 2d8 + 6}) piercing damage and 17 ({@damage 5d6}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried rises the following night as a vampire spawn under this vampire's control.\"]},{\"name\":\"Fey Majesty\",\"entries\":[\"The vampire targets one creature it can see within 30 feet of it. If the target can see or hear the vampire, the target must succeed on a {@dc 17} Charisma saving throw or be {@condition charmed}. The {@condition charmed} target regards the vampire as a friend to be heeded and protected. Although not under the vampire's control, it takes the vampire's requests in the most favorable way and is a willing target for the vampire's bite.\",\"While the target is {@condition charmed}, the vampire can communicate with the target telepathically within 300 feet. The vampire can use a bonus action to force the target to repeat the saving throw. If the save fails, the vampire can render the creature full of despair (disadvantage on ability checks and attack rolls) or confused (as the {@spell confusion} spell) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the despair or confusion on itself on a success.\",\"Each time the vampire or the vampire's allies do anything harmful to the target, it can repeat the saving throw, ending the effect on a success. Otherwise, the effect lasts 24 hours or until the vampire dies, is on a different plane of existence than the target, or takes a bonus action to end the effect.\"]},{\"name\":\"Mist Form\",\"entries\":[\"The vampire polymorphs into a Medium cloud of mist, or back into its true form. Anything it wears or carries transforms with it. While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 30 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, but it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws. A vampire in mist form is immune to nonmagical damage, except damage from sunlight, and has resistance to damage other than radiant. The vampire reverts to its true form if it dies.\"]}],\"reaction\":[{\"name\":\"Misty Escape\",\"entries\":[\"When it drops to 0 hit points outside its resting place, the vampire transforms into its Mist Form instead of falling {@condition unconscious}. If the vampire can't transform, it dies.\",\"While it has 0 hit points in mist form, the vampire dies if it takes damage three times or radiant damage once. It can't willingly revert to its vampire form, and it must reach its resting place within 2 hours or die. Once in its resting place, it reverts to its vampire form. It is then {@condition paralyzed} until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.\"]}],\"legendary\":[{\"name\":\"Move and Claw\",\"entries\":[\"The vampire moves up to its speed and attacks once with its claws.\"]},{\"name\":\"Bite (2 Actions)\",\"entries\":[\"The vampire makes one bite attack.\"]},{\"name\":\"Purify Blood (2 Actions)\",\"entries\":[\"Even if the vampire can't take actions, one condition ends on it.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Regeneration\",\"Spider Climb\",\"Sunlight Sensitivity\",\"Turn Resistance\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"N\",\"P\",\"S\"],\"miscTags\":[\"HPR\",\"MW\"],\"conditionInflict\":[\"charmed\"],\"savingThrowForced\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Empyrean Brazen Bull\",\"source\":\"GHLoE\",\"page\":100,\"size\":[\"H\"],\"type\":\"celestial\",\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":162,\"formula\":\"12d12 + 84\"},\"speed\":{\"walk\":50,\"fly\":30},\"str\":26,\"dex\":10,\"con\":25,\"int\":14,\"wis\":17,\"cha\":21,\"save\":{\"str\":\"+12\",\"con\":\"+11\",\"wis\":\"+7\",\"cha\":\"+9\"},\"skill\":{\"athletics\":\"+12\",\"perception\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":17,\"resist\":[\"acid\",\"cold\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"fire\",\"necrotic\",\"poison\",\"radiant\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"prone\",\"restrained\"],\"languages\":[\"Celestial\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Celestial Arsenal\",\"entries\":[\"The Empyrean brazen bull's weapon attacks are magical. When it hits with any weapon, the weapon deals an extra 18 ({@damage 4d8}) radiant damage (included in the attack).\"]},{\"name\":\"Death Throes\",\"entries\":[\"When the Empyrean brazen bull dies, it explodes, and each creature within 20 feet of it must make a {@dc 17} Dexterity saving throw, taking 21 {@dice 6d6} fire and 21 ({@damage 6d6}) radiant damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Soulfire Nimbus\",\"entries\":[\"At the start of each of the Empyrean brazen bull's turns, each creature within 5 feet of it takes 10 ({@damage 3d6}) radiant damage. A creature that touches the Empyrean brazen bull or hits it with a melee attack while within 5 feet of it takes 10 ({@damage 3d6}) radiant damage.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The Empyrean brazen bull deals double damage to objects and structures.\"]},{\"name\":\"Unrelenting Charge\",\"entries\":[\"If the Empyrean brazen bull moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a {@dc 20} Strength saving thrown or be knocked {@condition prone}. If the target is {@condition prone}, the Empyrean brazen bull can make one attack with its bite or hooves against it as a bonus action.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft., one target., {@h}24 ({@damage 3d10 + 8}) bludgeoning damage plus 18 ({@damage 4d8}) radiant damage. If the target is a creature, it is {@condition grappled} (escape {@dc 20}). Until this grapple ends, the target is {@condition restrained}, and the Empyrean brazen bull can't bite another target.\"]},{\"name\":\"Gore\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}27 ({@damage 3d12 + 8}) piercing damage and 18 ({@damage 4d8}) radiant damage.\"]},{\"name\":\"Hooves\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 feet., one target. {@h}24 ({@damage 3d10 + 8}) bludgeoning damage and 18 ({@damage 4d8}) radiant damage.\"]},{\"name\":\"Swallow\",\"entries\":[\"The Empyrean brazen bull makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the Empyrean brazen bull, and it takes 21 ({@damage 6d6}) fire damage at the start of each of theEmpyrean brazen bull's turns. If the Empyrean brazen bull takes 30 damage or more on a single turn from a creature inside it, the Empyrean brazen bull must succeed on a {@dc 15} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the empyrean brazen bull. If the Empyrean brazen bull dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse using 15 feet of movement, exiting {@condition prone}.\"]}],\"traitTags\":[\"Death Burst\",\"Siege Monster\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Swallow\"],\"languageTags\":[\"CE\"],\"damageTags\":[\"B\",\"F\",\"P\",\"R\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"grappled\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Eye Crawler\",\"source\":\"GHLoE\",\"page\":82,\"size\":[\"T\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"N\"],\"ac\":[11],\"hp\":{\"average\":2,\"formula\":\"1d4\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":3,\"dex\":13,\"con\":10,\"int\":6,\"wis\":11,\"cha\":5,\"skill\":{\"perception\":\"+2\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"cr\":\"0\",\"trait\":[{\"name\":\"Keen Sight\",\"entries\":[\"The eye crawler has advantage on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"D\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Eye Crow\",\"source\":\"GHLoE\",\"page\":58,\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":2,\"formula\":\"1d4\"},\"speed\":{\"walk\":10,\"fly\":50},\"str\":2,\"dex\":14,\"con\":10,\"int\":3,\"wis\":12,\"cha\":7,\"skill\":{\"perception\":\"+3\"},\"passive\":13,\"cr\":\"0\",\"trait\":[{\"name\":\"Mimicry\",\"entries\":[\"The eye crow can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful {@dc 10} Wisdom ({@skill Insight}) check.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The eye crow has advantage on an attack roll against a creature if at least one of the crow's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Beak\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}1 piercing damage. If the eye crow scores a critical hit on a creature, the target is {@condition blinded} until the end of the crow's next turn.\"]}],\"traitTags\":[\"Mimicry\",\"Pack Tactics\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"blinded\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Faevlin\",\"source\":\"GHLoE\",\"page\":9,\"size\":[\"S\"],\"type\":\"fey\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item leather armor|PHB}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":10,\"formula\":\"3d6\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":14,\"con\":10,\"int\":10,\"wis\":12,\"cha\":11,\"skill\":{\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"languages\":[\"Goblin\",\"Sylvan\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Fey Touched\",\"entries\":[\"Magic can't put the faevlin to sleep. Only a creature of the fey type can cause the faevlin to become {@condition charmed}, and a faevlin always knows if a nonfey creature attempted to render it {@condition charmed}.\"]},{\"name\":\"Sneaky\",\"entries\":[\"The faevlin can use a bonus action to take the Hide action.\"]}],\"action\":[{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Fey Fade\",\"entries\":[\"When an attack misses a faevlin, the faevlin can teleport up to 30 feet in a random direction, arriving in a safe, unoccupied space.\"]}],\"attachedItems\":[\"scimitar|phb\",\"shortbow|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"GO\",\"S\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fzeg\",\"source\":\"GHLoE\",\"page\":80,\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":153,\"formula\":\"18d8 + 72\"},\"speed\":{\"walk\":40},\"str\":18,\"dex\":18,\"con\":18,\"int\":17,\"wis\":15,\"cha\":18,\"save\":{\"dex\":\"+9\",\"wis\":\"+7\"},\"skill\":{\"perception\":\"+7\",\"stealth\":\"+9\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":17,\"resist\":[\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"languages\":[\"any four languages\"],\"cr\":\"16\",\"trait\":[{\"name\":\"Keen Hearing and Smell\",\"entries\":[\"The fzeg has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the fzeg fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Rampage\",\"entries\":[\"When the fzeg reduces a creature to 0 hit points with a melee attack on its turn, the fzeg can take a bonus action to move up to half its speed and make a bite attack.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The fzeg regains 20 hit points at the start of its turn if it has at least 1 hit point. If the fzeg takes radiant damage, this trait doesn't function at the start of the fzeg's next turn.\"]},{\"name\":\"Shapechanger\",\"entries\":[\"The fzeg can use its action to polymorph into a Small or Medium humanoid or back into its true form, that of a wolfhumanoid hybrid. It can transform its body parts as part of attacking with them and can choose whether the change remains after making the attack. Other than its size, its statistics are the same in each form. Any equipment it's wearing or carrying isn't transformed. It reverts to its true form if it dies.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The fzeg can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The fzeg uses its howl, then attacks once with its bite and twice with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage plus 17 ({@damage 5d6}) necrotic damage and is {@condition stunned} until the end of its next turn. A humanoid slain after being bitten rises the following night as a fzeglaich under the fzeg's control.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage.\"]},{\"name\":\"Howl\",\"entries\":[\"Each creature of the fzeg's choice that is within 300 feet of the fzeg and able to hear it must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the fzeg's Howl for the next 24 hours or until it is {@condition stunned} by the fzeg.\"]},{\"name\":\"Night Children (Recharges after a Short or Long Rest)\",\"entries\":[\"The fzeg magically calls eight wolves. These wolves arrive in 2 rounds, acting as allies of the fzeg and obeying its spoken commands. The beasts remain for 1 hour, until the fzeg dies, or until the fzeg dismisses them as a bonus action.\"]}],\"legendary\":[{\"name\":\"Move\",\"entries\":[\"The fzeg moves up to its speed without provoking opportunity attacks.\"]},{\"name\":\"Claws\",\"entries\":[\"The fzeg attacks with its claws.\"]},{\"name\":\"Incite\",\"entries\":[\"The fzeg chooses one creature that is of a lower Challenge, has a bite attack, and is within 60 feet of the fzeg. Provided the target can see or hear the fzeg, that creature can use its reaction to move up to half its speed and make a bite attack.\"]},{\"name\":\"Bite (Costs 2 Actions)\",\"entries\":[\"The fzeg attacks with its bite.\"]}],\"traitTags\":[\"Keen Senses\",\"Legendary Resistances\",\"Rampage\",\"Regeneration\",\"Shapechanger\",\"Spider Climb\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"X\"],\"damageTags\":[\"N\",\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\",\"stunned\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fzeglaich\",\"source\":\"GHLoE\",\"page\":79,\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":90,\"formula\":\"12d8 + 36\"},\"speed\":{\"walk\":40},\"str\":16,\"dex\":16,\"con\":16,\"int\":11,\"wis\":11,\"cha\":12,\"save\":{\"dex\":\"+6\",\"wis\":\"+3\"},\"skill\":{\"perception\":\"+3\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"languages\":[\"one language\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Keen Hearing and Smell\",\"entries\":[\"The fzeglaich has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell.\"]},{\"name\":\"Rampage\",\"entries\":[\"When the fzeglaich reduces a creature to 0 hit points with a melee attack on its turn, the fzeglaich can take a bonus action to move up to half its speed and make a bite attack.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The fzeglaich regains 10 hit points at the start of its turn if it has at least 1 hit point. If the fzeglaich takes radiant damage, this trait doesn't function at the start of the fzeglaich's next turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The fzeglaich makes two attacks, only one of which can be a bite.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 7 ({@damage 2d6}) necrotic damage, and the target must succeed on a {@dc 14} Constitution saving throw or be {@condition incapacitated} until the end of its next turn. The fzeglaich regains hit points equal to the amount of necrotic damage dealt.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}8 ({@damage 2d4 + 3}) slashing damage.\"]}],\"tokenCredit\":\"Andréa Boloch\",\"traitTags\":[\"Keen Senses\",\"Rampage\",\"Regeneration\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"N\",\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"incapacitated\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Gegazol\",\"isNamedCreature\":true,\"source\":\"GHLoE\",\"page\":117,\"size\":[\"G\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":22,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":462,\"formula\":\"25d20 + 200\"},\"speed\":{\"walk\":40,\"burrow\":40,\"fly\":80,\"swim\":40},\"str\":27,\"dex\":14,\"con\":26,\"int\":16,\"wis\":15,\"cha\":23,\"save\":{\"dex\":\"+9\",\"int\":\"+10\",\"wis\":\"+9\"},\"skill\":{\"perception\":\"+9\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":19,\"immune\":[\"cold\",\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"Draconic\"],\"cr\":\"24\",\"trait\":[{\"name\":\"Ice Walk\",\"entries\":[\"Gegazol can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost her extra movement.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Gegazol fails a saving throw, she can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Gegazol has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Rejuvenation\",\"entries\":[\"If destroyed while her soul vessel remains intact, Gegazol's {@condition unconscious} body rejuvenates within 5 feet of the soul vessel, where she regains 78 ({@dice 12d12}) hit points each day. When she has regained half her hit points, she regains consciousness.\"]},{\"name\":\"Stench\",\"entries\":[\"Any creature not immune to the {@condition poisoned} condition that starts its turn within 30 feet of Gegazol must succeed on a {@dc 23} Constitution saving throw or become {@condition poisoned} until the start of that creature's next turn. On a successful saving throw, the creature is immune to Gegazol's stench for 1 hour.\"]},{\"name\":\"Turning Defiance\",\"entries\":[\"Gegazol and undead within 120 feet of her have advantage on saving throws against effects that turn undead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Gegazol can use her frightful presence. She then makes three attacks: one with her bite and two with her claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 15 ft., one target. {@h}21 ({@damage 2d12 + 8}) piercing damage, 9 ({@damage 2d8}) cold damage and 9 ({@damage 2d8}) necrotic damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 20 ft., one target. {@h}19 ({@damage 2d10 + 8}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 23} Strength saving throw or fall {@condition prone}.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of Gegazol's choice within 120 feet of and aware of her must succeed on a {@dc 21} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Gegazol's Frightful Presence for the next 24 hours.\"]},{\"name\":\"Breath of Long Night {@recharge 5}\",\"entries\":[\"Gegazol exhales frozen material and rot in a 90-foot cone. Each creature in that area must make a {@dc 23} Constitution saving throw, taking 45 ({@damage 10d8}) cold damage and 45 ({@damage 10d8}) necrotic damage on a failed save, or half as much damage on a successful one. Those who fail the save also gain two levels of {@condition exhaustion} until the end of Gegazol's next turn, and those who fail by 5 or more are also {@condition blinded} for 1 minute. A {@condition blinded} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"legendary\":[{\"name\":\"Daemon Sight\",\"entries\":[\"Gegazol gains truesight out to 120 feet until the end of her next turn and can make a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Tail\",\"entries\":[\"Gegazol makes a tail attack.\"]},{\"name\":\"Wings of Winter (Costs 2 Actions)\",\"entries\":[\"Gegazol beats her wings. Each creature within 30 feet of her must succeed on a {@dc 23} Dexterity saving throw or take 17 ({@damage 2d8 + 8}) bludgeoning damage and 9 ({@damage 2d8}) cold damage, and then fall {@condition prone}. Gegazol can then fly up to half her flying speed.\"]}],\"legendaryGroup\":{\"name\":\"Gegazol\",\"source\":\"GHLoE\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Rejuvenation\",\"Turn Resistance\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Frightful Presence\",\"Multiattack\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"B\",\"C\",\"N\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"poisoned\",\"prone\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gluttony Seraph\",\"source\":\"GHLoE\",\"page\":95,\"size\":[\"H\"],\"type\":\"celestial\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":218,\"formula\":\"19d12 + 95\"},\"speed\":{\"walk\":30,\"fly\":30},\"str\":21,\"dex\":12,\"con\":20,\"int\":13,\"wis\":15,\"cha\":16,\"save\":{\"con\":\"+10\",\"wis\":\"+7\",\"cha\":\"+8\"},\"skill\":{\"insight\":\"+7\",\"perception\":\"+7\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":17,\"resist\":[\"radiant\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"14\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The seraph's spellcasting ability is Charisma (spell save {@dc 16}). The seraph can innately cast the following spells, using only verbal components:\"],\"will\":[\"{@spell detect evil and good}\",\"{@spell detect magic}\",\"{@spell light}\",\"{@spell thaumaturgy}\"],\"daily\":{\"1\":[\"{@spell create food and water} (the food is tasty and the seraph can create wine instead of water)\"],\"3\":[\"{@spell suggestion}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The seraph has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Seraphic Weapons\",\"entries\":[\"The seraph's weapon attacks are magical. When the seraph hits with any weapon, the weapon deals an extra ({@dice 2d8}) radiant damage (included in the attacks).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The seraph makes three attacks, only one of which can be a bite.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}24 ({@damage 3d12 + 5}) piercing damage and 9 ({@damage 2d8}) radiant damage. If the target is a Large or smaller creature, it is {@condition grappled} (escape {@dc 18}). Until this grapple ends, the target is {@condition restrained}, and the seraph can't bite another target.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage and 9 ({@damage 2d8}) radiant damage.\"]},{\"name\":\"Tongue\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 20 ft., one creature. {@h}10 ({@damage 2d4 + 5}) bludgeoning damage and 9 ({@damage 2d8}) radiant damage, and the target is {@condition grappled} (escape {@dc 18}) and pulled to within 5 feet of the seraph. Until the grapple ends, the target is {@condition restrained}, and the seraph can't use its tongue or bite on another target.\"]},{\"name\":\"Swallow\",\"entries\":[\"The seraph makes one bite attack against a Medium or smaller creature it holds {@condition grappled}. If the attack hits, the target takes the bite's damage, the grapple ends, and the target is swallowed. While swallowed, a creature is {@condition blinded} and {@condition restrained}, has {@quickref Cover||3||total cover} against anything originating outside the seraph, and takes 18 ({@damage 4d8}) acid damage and 9 ({@damage 2d8}) radiant damage at the start of each of the seraph's turns. The seraph can have only one creature swallowed at a time.\",\"If the seraph takes 35 damage or more on a single turn from a creature inside it, the seraph must succeed on a {@dc 20} Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls {@condition prone} in a space within 10 feet of the seraph. If the seraph dies, the swallowed creature is no longer {@condition restrained} by it and can escape the corpse by using 10 feet of movement, exiting {@condition prone}.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\",\"Swallow\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"A\",\"B\",\"P\",\"R\",\"S\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"grappled\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gnoll Brute\",\"source\":\"GHLoE\",\"page\":60,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"gnoll\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"8d8 + 16\"},\"speed\":{\"walk\":40},\"initiative\":{\"advantageMode\":\"adv\"},\"str\":16,\"dex\":12,\"con\":15,\"int\":6,\"wis\":13,\"cha\":7,\"skill\":{\"athletics\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"languages\":[\"Gnoll\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Brute\",\"entries\":[\"A melee weapon deals one extra die of its damage when the gnoll brute hits with it (included in the attacks).\"]},{\"name\":\"Charge\",\"entries\":[\"If the gnoll brute moves at least 20 feet straight toward a target and then hits it with a melee weapon attack on the same turn, the target takes one extra die of the weapon's damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or fall {@condition prone}.\"]},{\"name\":\"Instinctive\",\"entries\":[\"The gnoll brute has advantage on initiative rolls and saving throws against being {@condition charmed} or {@condition frightened}. If surprised, the gnoll can still act normally on its first turn.\"]},{\"name\":\"Rampage\",\"entries\":[\"When the gnoll brute reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The gnoll brute makes one bite attack and one claws attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage.\"]}],\"reaction\":[{\"name\":\"Shared Rampage\",\"entries\":[\"If any creature allied with and within 100 feet of the gnoll brute uses its Rampage trait, the gnoll brute can use its Rampage trait, too, provided the brute can see that ally.\"]}],\"tokenCredit\":\"Paintcapsule\",\"traitTags\":[\"Brute\",\"Charge\",\"Rampage\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Harvester of Lies\",\"source\":\"GHLoE\",\"page\":13,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"coat of lies\"]}],\"hp\":{\"average\":91,\"formula\":\"14d8 + 28\"},\"speed\":{\"walk\":40},\"str\":13,\"dex\":20,\"con\":14,\"int\":11,\"wis\":16,\"cha\":15,\"save\":{\"dex\":\"+9\",\"wis\":\"+7\",\"cha\":\"+6\"},\"skill\":{\"acrobatics\":\"+9\",\"insight\":\"+7\",\"perception\":\"+7\",\"stealth\":\"+13\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":17,\"resist\":[\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"poisoned\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The harvester's spellcasting ability is Charisma (spell save {@dc 14}). It can innately cast the following spells, requiring only that the harvester be wearing its coat of lies:\"],\"will\":[\"{@spell detect thoughts}\",\"{@spell zone of truth}\"],\"daily\":{\"3e\":[\"{@spell hold person}\",\"{@spell invisibility}\",\"{@spell misty step}\",\"{@spell silence}\"],\"1e\":[\"{@spell levitate}\",\"{@spell tongues}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Coat of Lies\",\"entries\":[\"While wearing their specially prepared coat, the harvester's AC is increase by 2 and it can use its innate spellcasting.\"]},{\"name\":\"Hear Lies\",\"entries\":[\"The harvester hears all lies uttered within 1 mile of it and knows the liar's distance and direction while the harvester choses to concentrate.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The harvester can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Trackless\",\"entries\":[\"The harvester leaves no tracks to indicate where it has been or where it's headed.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The harvester makes three attacks, only one of which can be sever tongue.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 17}).\"]},{\"name\":\"Sever Tongue\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one humanoid {@condition grappled} by the harvester of lies. {@h}33 ({@damage 8d6 + 5}) slashing damage and the target must succeed on a {@dc 17} Constitution saving throw or have their tongue ripped out. A creature without a tongue cannot speak or cast spells with verbal components. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a tongue, or has legendary actions.\",\"A tongue can be reattached within 1 hour of being severed with a successful {@dc 10} Wisdom ({@skill Medicine}) check, or at can be regrown using magic that replaces lost limbs.\"]}],\"traitTags\":[\"Spider Climb\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"S\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\"],\"conditionInflictSpell\":[\"deafened\",\"invisible\",\"paralyzed\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Horror Flit Hunter\",\"source\":\"GHLoE\",\"page\":50,\"size\":[\"S\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":45,\"formula\":\"10d6 + 10\"},\"speed\":{\"walk\":40,\"climb\":40,\"swim\":40},\"str\":11,\"dex\":18,\"con\":12,\"int\":3,\"wis\":10,\"cha\":4,\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":10,\"conditionImmune\":[\"blinded\",\"prone\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The horror flit hunter can breathe air and water.\"]},{\"name\":\"Breed\",\"entries\":[\"When the horror flit hunter kills a Small or larger creature, a new horror flit swarm emerges from the corpse {@dice 1d4} hours later.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The horror flit hunter can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The horror flit hunter makes two bite attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) piercing damage.\"]}],\"traitTags\":[\"Amphibious\",\"Spider Climb\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hourglass Widow\",\"source\":\"GHLoE\",\"page\":81,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[14,{\"ac\":18,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":187,\"formula\":\"22d8 + 88\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":60,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":16,\"dex\":19,\"con\":18,\"int\":19,\"wis\":17,\"cha\":22,\"save\":{\"str\":\"+9\",\"con\":\"+10\",\"int\":\"+10\",\"wis\":\"+9\",\"cha\":\"+12\"},\"skill\":{\"arcana\":\"+10\",\"athletics\":\"+9\",\"insight\":\"+9\",\"investigation\":\"+10\",\"perception\":\"+15\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":25,\"resist\":[\"cold\",\"force\",\"lightning\",\"necrotic\"],\"immune\":[\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"20\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The widow's spellcasting ability is Charisma (spell save {@dc 20}, {@hit 12} to hit with spell attacks). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell eldritch blast} (four beams)\",\"{@spell expeditious retreat} *\",\"{@spell mage armor} *\",\"{@spell mage hand}\"],\"daily\":{\"3e\":[\"{@spell blight}\",\"{@spell disintegrate}\",\"{@spell haste}\",\"{@spell misty step}\",\"{@spell shield}\",\"{@spell slow}\",\"{@spell see invisibility}\"],\"1e\":[\"{@spell eyebite}\",\"{@spell foresight} *\",\"{@spell freedom of movement}\",\"{@spell power word stun}\",\"{@spell teleport}\",\"{@spell time stop}\",\"{@spell wall of force}\"]},\"footerEntries\":[\"*The widow casts these spells before combat.\"],\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Accelerate Through Time (2/Day)\",\"entries\":[\"The widow takes one additional action.\"]},{\"name\":\"Master of Time\",\"entries\":[\"The widow can choose to be unaffected by effects that modify time or change its speed. The widow can affect others frozen in a time stop or other stasis-like effects.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the widow fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The widow regains 25 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn't function at the start of the widow's next turn. The widow's body is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.\"]},{\"name\":\"Turn Resistance\",\"entries\":[\"The widow has advantage on saving throws against any effect that turns undead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The widow uses disintegrating touch and withering gaze.\"]},{\"name\":\"Disintegrating Touch\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}16 ({@damage 3d6 + 6}) force damage and the target must succeed on a {@dc 20} Constitution saving throw or have their speed decreased by 15 feet for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The effects are cumulative.\"]},{\"name\":\"Withering Gaze\",\"entries\":[\"A creature within 30 feet that the widow can see suffers 21 ({@damage 6d6}) necrotic damage.\"]}],\"legendary\":[{\"name\":\"Eldritch Blast\",\"entries\":[\"The widow casts {@spell eldritch blast}.\"]},{\"name\":\"Sudden Rush (2 Actions)\",\"entries\":[\"The widow teleports to a space it can see within 30 feet and uses disintegrating touch before or after it teleports.\"]},{\"name\":\"Frozen in Time (3 Actions)\",\"entries\":[\"All creatures within 20 ft. of the widow must succeed on a {@dc 20} Constitution saving throw or be {@condition paralyzed} until the end of the creature's next turn.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Regeneration\",\"Turn Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"N\",\"O\"],\"damageTagsSpell\":[\"N\",\"O\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"frightened\",\"stunned\",\"unconscious\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hraptnon\",\"source\":\"GHLoE\",\"page\":72,\"size\":[\"G\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":264,\"formula\":\"16d20 + 96\"},\"speed\":{\"walk\":40,\"burrow\":20,\"climb\":30},\"str\":21,\"dex\":17,\"con\":22,\"int\":12,\"wis\":17,\"cha\":12,\"save\":{\"str\":\"+11\",\"dex\":\"+9\",\"con\":\"+12\",\"wis\":\"+9\"},\"skill\":{\"athletics\":\"+11\",\"perception\":\"+9\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":19,\"immune\":[{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from magical weapons\",\"cond\":true},{\"immune\":[\"acid\",\"bludgeoning\",\"cold\",\"fire\",\"force\",\"lightning\",\"necrotic\",\"piercing\",\"poison\",\"psychic\",\"radiant\",\"slashing\",\"thunder\"],\"note\":\"from spells\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"stunned\",\"unconscious\"],\"languages\":[\"Draconic\"],\"cr\":\"18\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the hraptnon fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The hraptnon has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Undying\",\"entries\":[\"Unless the hraptnon's Stillborn Heart is removed from its pool, the hraptnon's death is temporary. One of its countless xakalonus offspring grows into the hraptnon in 24 hours.\",\"In addition, the hraptnon loses its immunities if the Stillborn Heart is removed from the pool.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hraptnon makes three melee attacks: one bite and two claws. Alternatively, the hraptnon can make two spine attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}18 ({@damage 3d8 + 5}) piercing damage, and the target must succeed on a {@dc 20} Constitution saving throw or be {@condition incapacitated} until the end of the hraptnon's next turn.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}27 ({@damage 4d10 + 5}) slashing damage.\"]},{\"name\":\"Spine\",\"entries\":[\"{@atk mw} {@hit 11} to hit, range 60 ft., one target. {@h}23 ({@damage 4d8 + 5}) piercing damage, and the target must succeed on a {@dc 20} Dexterity saving throw. On a failed save, the target is knocked {@condition prone} and {@condition restrained}. The target must escape ({@dc 20}) to remove the {@condition restrained} condition and be able to stand.\"]}],\"reaction\":[{\"name\":\"Spawn Xakalonus\",\"entries\":[\"If the hraptnon takes 20 points of damage or more from a single attack, it can spawn a xakalonus, which appears in a space adjacent to the hraptnon and attacks on the same initiative count as the hraptnon.\"]}],\"legendary\":[{\"name\":\"Claw\",\"entries\":[\"The hraptnon makes a claw attack.\"]},{\"name\":\"Baneful Howl (Costs 2 Actions)\",\"entries\":[\"The hraptnon casts {@spell bane} as a 3rd level spell ({@dc 20} to resist).\"]},{\"name\":\"Life Drain (Costs 3 Actions)\",\"entries\":[\"One xakalonus within 30 feet of the hraptnon dies. The hraptnon regains hit points equal to half the hit points of the xakalonus that died.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"incapacitated\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Infernal Tormentor\",\"source\":\"GHLoE\",\"page\":50,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\",\"fiend\"]},\"alignment\":[\"L\",\"NX\",\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item half plate armor|PHB|half plate}\"]}],\"hp\":{\"average\":97,\"formula\":\"13d8 + 39\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":12,\"con\":16,\"int\":12,\"wis\":13,\"cha\":15,\"skill\":{\"intimidation\":\"+5\",\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[\"fire\"],\"languages\":[\"Infernal and one other language\"],\"cr\":\"6\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The infernal tormentor makes two greatsword attacks. It can use infernal leash in place of one attack.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage and 7 ({@damage 2d6}) fire damage.\"]},{\"name\":\"Infernal Leash {@recharge}\",\"entries\":[\"A flaming whip appears in the infernal tormentor's hand or from its greatsword and lashes at a creature the tormentor can see within 30 feet of it. The target must succeed on a {@dc 13} Charisma saving throw. A creature that has signed a fiendish contract has disadvantage on this save. On a failure, the creature takes 14 ({@damage 4d6}) fire damage, is pulled 10 feet closer to the tormentor, and is cursed for 1 minute or until the tormentor uses this action again. This curse also ends if the target enters hallowed ground.\",\"While cursed, the target can't move more than 30 feet from the tormentor. Also while the curse lasts, the target takes 7 ({@dice 2d6}) extra fire damage from the tormentor's greatsword attacks. The tormentor can use a bonus action to move the target 10 feet to an unoccupied space within 30 feet of the tormentor. If this space is dangerous, the target receives a new saving throw before moving, ending the effect on itself on a success.\"]}],\"attachedItems\":[\"greatsword|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"I\",\"X\"],\"damageTags\":[\"F\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForced\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ithjar\",\"source\":\"GHLoE\",\"page\":94,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":102,\"formula\":\"12d10 + 36\"},\"speed\":{\"walk\":30,\"fly\":90},\"str\":18,\"dex\":20,\"con\":17,\"int\":3,\"wis\":10,\"cha\":5,\"skill\":{\"acrobatics\":\"+8\",\"perception\":\"+3\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 60 ft.\"],\"passive\":13,\"cr\":\"5\",\"trait\":[{\"name\":\"Keen Sight\",\"entries\":[\"The ithjar has advantage on Wisdom ({@skill Perception}) checks that rely on sight.\"]},{\"name\":\"Slippery Serpent\",\"entries\":[\"The ithjar has advantage on ability checks and saving throws made to escape a grapple or saving throws to avoid being {@condition paralyzed} or {@condition restrained}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The ithjar attacks once with its bite and once with its tail.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d10 + 4}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage. If the target is a Medium or smaller creature, it is {@condition grappled} (escape {@dc 15}). Until this grapple ends, the target is {@condition restrained}, and the ithjar can't use its tail on another target.\"]}],\"reaction\":[{\"name\":\"Writhing Escape\",\"entries\":[\"When {@condition grappled}, the ithjar can attempt to escape.\"]}],\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Knifewing\",\"source\":\"GHLoE\",\"page\":15,\"size\":[\"S\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":9,\"formula\":\"2d6 + 2\"},\"speed\":{\"walk\":30,\"climb\":30,\"fly\":30},\"str\":6,\"dex\":15,\"con\":13,\"int\":2,\"wis\":10,\"cha\":5,\"senses\":[\"blindsight 10 ft.\"],\"passive\":10,\"cr\":\"1/8\",\"trait\":[{\"name\":\"Flyby\",\"entries\":[\"The knifewing doesn't provoke opportunity attacks when it flies out of an enemy's reach.\"]},{\"name\":\"Glider\",\"entries\":[\"The knifewing can't ascend while flying and its altitude decreases by 5 feet for every 30 feet it flies. If flying, the knifewing falls if it doesn't fly at least 30 feet during its turn.\"]}],\"action\":[{\"name\":\"Knifewing (Flying Only)\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"traitTags\":[\"Flyby\"],\"senseTags\":[\"B\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lenchtahg\",\"source\":\"GHLoE\",\"page\":51,\"size\":[\"M\"],\"type\":\"fiend\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":110,\"formula\":\"13d8 + 52\"},\"speed\":{\"walk\":40},\"str\":18,\"dex\":11,\"con\":18,\"int\":10,\"wis\":11,\"cha\":13,\"skill\":{\"perception\":\"+3\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":13,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"fire\",\"poison\",\"radiant\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Abyssal\",\"Celestial\",\"Infernal\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Berserk\",\"entries\":[\"Whenever the lenchtahg starts its turn with 54 hit points or fewer, roll a {@dice d6}. On a 1, the lenchtahg recalls its former life and current agony, and it goes berserk. On each of its turns while berserk, the lenchtahg attacks the nearest creature it can see. It treats all creatures as enemies and makes any opportunity attack it can. Also, it has advantage on attack rolls, but all attack rolls against it have advantage. If no creature is near enough to move to and attack, the lenchtahg moves as far as it can toward the closest creature.\",\"Once the lenchtahg goes berserk, it remains so until destroyed or it has more than 54 hit points. Also, a fiend can calm the lenchtahg. The lenchtahg must be able to understand the fiend, who must take an action to make a {@dc 15} Charisma ({@skill Persuasion}) check. If the check succeeds, the lenchtahg ceases being berserk.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The lenchtahg has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The lenchtahg's weapon attacks are magical.\"]},{\"name\":\"Radiant Absorption\",\"entries\":[\"Whenever the lenchtahg is subjected to radiant damage from a source other than a lenchtahg, it takes no damage and instead regains hit points equal to half the radiant damage dealt to it.\"]},{\"name\":\"Rejuvenation\",\"entries\":[\"If the lenchtahg's head survives its demise, the head must be doused in holy water and ritually consecrated in a 1-hour ceremony or be the target of a {@spell dispel evil and good} spell. If it isn't, then the lenchtahg reappears in 6 days, emerging from a fiery explosion in a 20-foot-radius sphere centered on the head. Creatures in that area must make a {@dc 15} Dexterity saving throw, taking 28 {@damage 8d6} damage on a failed saving throw, or half as much damage on a successful one. The head can't rejuvenate in a holy {@spell hallow} spell's area.\"]},{\"name\":\"Water Aversion\",\"entries\":[\"If drenched in 5 gallons or more of water, or any amount of holy water, the lenchtahg has disadvantage on attack rolls and ability checks until the end of its next turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The lenchtahg makes two claw attacks, makes one claw attack and uses radiant gaze once, or uses radiant gaze twice.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) slashing damage and 9 ({@damage 2d8}) fire damage.\"]},{\"name\":\"Radiant Gaze\",\"entries\":[\"The lenchtahg targets one creature it can see within 60 feet of it with burning radiance. The target gains no benefit from cover and must succeed on a {@dc 15} Dexterity saving throw or take 13 ({@damage 3d8}) radiant damage.\"]}],\"traitTags\":[\"Damage Absorption\",\"Magic Resistance\",\"Magic Weapons\",\"Rejuvenation\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"CE\",\"I\"],\"damageTags\":[\"F\",\"R\",\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lesser Avarice Seraph\",\"source\":\"GHLoE\",\"page\":94,\"size\":[\"M\"],\"type\":\"celestial\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":105,\"formula\":\"14d8 + 42\"},\"speed\":{\"walk\":30,\"fly\":90},\"str\":16,\"dex\":18,\"con\":17,\"int\":13,\"wis\":15,\"cha\":16,\"save\":{\"con\":\"+6\",\"wis\":\"+5\",\"cha\":\"+6\"},\"skill\":{\"deception\":\"+6\",\"insight\":\"+5\",\"perception\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":15,\"resist\":[\"radiant\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The seraph's spellcasting ability is Charisma (spell save {@dc 14}). The seraph can innately cast the following spells, using only verbal components:\"],\"will\":[\"{@spell detect evil and good}\",\"{@spell detect magic}\",\"{@spell light}\",\"{@spell minor illusion}\",\"{@spell thaumaturgy}\"],\"daily\":{\"1e\":[\"{@spell identify}\",\"{@spell suggestion}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The seraph has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Seraphic Weapons\",\"entries\":[\"The seraph's weapon attacks are magical. When the seraph hits with any weapon, the weapon deals an extra ({@dice 2d8}) radiant damage (included in the attack).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The seraph makes three attacks.\"]},{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage and 9 ({@damage 2d8}) radiant damage.\"]},{\"name\":\"Tempting Call\",\"entries\":[\"The seraph calls out a tempting promise to one creature that can hear it withing 30 feet. The creature must succeed on a {@dc 14} Charisma saving throw. On a failed save, the creature cannot take actions for 1 minute, as it dwells on the promise the seraph made. The target can repeat the saving throw at the end of each turn, ending the effect on a success. Each failed saving throw after the initial failure deals 9 ({@damage 2d8}) psychic damage to the target\"]}],\"attachedItems\":[\"scimitar|phb\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"R\",\"S\",\"Y\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForced\":[\"charisma\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Lesser Gluttony Seraph\",\"source\":\"GHLoE\",\"page\":94,\"size\":[\"L\"],\"type\":\"celestial\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":114,\"formula\":\"12d10 + 48\"},\"speed\":{\"walk\":30,\"fly\":30},\"str\":18,\"dex\":14,\"con\":19,\"int\":12,\"wis\":14,\"cha\":15,\"save\":{\"con\":\"+7\",\"wis\":\"+5\",\"cha\":\"+5\"},\"skill\":{\"insight\":\"+5\",\"perception\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":15,\"resist\":[\"radiant\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The seraph's spellcasting ability is Charisma (spell save {@dc 13}). The seraph can innately cast the following spells, using only verbal components:\"],\"will\":[\"{@spell detect evil and good}\",\"{@spell detect magic}\",\"{@spell light}\",\"{@spell thaumaturgy}\"],\"daily\":{\"1e\":[\"{@spell create food and water}\",\"{@spell suggestion}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The seraph has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Seraphic Weapons\",\"entries\":[\"The seraph's weapon attacks are magical. When the seraph hits with any weapon, the weapon deals an extra ({@dice 1d8}) radiant damage (included in the attacks).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The seraph makes three attacks, only one of which can be a bite.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage and 4 ({@damage 1d8}) radiant damage. If the target is a Medium or smaller creature, it is {@condition grappled} (escape {@dc 15}). Until this grapple ends, the target is {@condition restrained}, and the seraph can't bite another target.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) slashing damage and 4 ({@damage 1d8}) radiant damage.\"]},{\"name\":\"Tongue\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 15 ft., one creature. {@h}6 ({@damage 1d4 + 4}) bludgeoning damage and 4 ({@damage 1d8}) radiant damage, and the target is {@condition grappled} (escape {@dc 15}) and pulled to within 5 feet of the seraph. Until the grapple ends, the target is {@condition restrained}, and the seraph can't use its tongue or bite on another target.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"B\",\"P\",\"R\",\"S\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Lich Troll\",\"source\":\"GHLoE\",\"page\":121,\"size\":[\"L\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":133,\"formula\":\"14d10 + 56\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":14,\"con\":18,\"int\":15,\"wis\":13,\"cha\":12,\"save\":{\"con\":\"+9\",\"int\":\"+7\",\"wis\":\"+6\"},\"senses\":[\"truesight 60 ft.\"],\"passive\":16,\"resist\":[\"cold\",\"necrotic\"],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"poisoned\"],\"languages\":[\"the languages it knew in life and Giant\"],\"cr\":\"14\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The lich troll is an 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 15}, {@hit 7} to hit with spell attacks). The lich troll has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell chill touch}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\",\"{@spell ray of frost}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell magic missile}\",\"{@spell shield}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell detect thoughts}\",\"{@spell invisibility}\",\"{@spell mirror image}\",\"{@spell misty step}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell animate dead}\",\"{@spell counterspell}\",\"{@spell dispel magic}\",\"{@spell haste}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell blight}\",\"{@spell dimension door}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell cloudkill}\",\"{@spell scrying}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell create undead}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Legendary Resistance (2/Day)\",\"entries\":[\"If the lich troll fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The lich troll regains 15 hit points at the start of its turn. If the lich troll takes acid or radiant damage, this trait doesn't function until the start of the lich troll's next turn. The lich troll dies only if it starts its turn with 0 hit points and doesn't regenerate.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The lich troll makes two claw attacks. Alternately, the lich troll can cast {@spell chill touch} or ray of frost twice.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage plus 7 ({@damage 2d6}) cold damage.\"]}],\"legendaryActions\":2,\"legendary\":[{\"name\":\"Cantrip\",\"entries\":[\"The lich troll casts a cantrip.\"]},{\"name\":\"Claw\",\"entries\":[\"The lich troll makes a claw attack.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Regeneration\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\",\"LF\"],\"damageTags\":[\"C\",\"S\"],\"damageTagsSpell\":[\"C\",\"I\",\"N\",\"O\",\"T\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lindwyrm\",\"source\":\"GHLoE\",\"page\":58,\"size\":[\"G\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":186,\"formula\":\"12d20 + 60\"},\"speed\":{\"walk\":40,\"burrow\":30},\"str\":23,\"dex\":15,\"con\":21,\"int\":8,\"wis\":14,\"cha\":12,\"save\":{\"str\":\"+11\",\"dex\":\"+7\",\"con\":\"+10\"},\"skill\":{\"perception\":\"+7\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 120 ft.\",\"tremorsense 120 ft.\"],\"passive\":17,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Draconic\"],\"cr\":\"14\",\"trait\":[{\"name\":\"Disease Immunity\",\"entries\":[\"The lindwyrm is immune to all nonmagical diseases.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the lindwyrm fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The lindwyrm makes three attacks: one with its bite and two with its claws. The lindwyrm can substitute a swallow attack for one of its claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 15 ft., one target. {@h}22 ({@damage 3d10 + 6}) piercing damage and the target must make a {@dc 18} Constitution saving throw, taking 18 ({@damage 4d8}) poison damage on a failed save, or half as much damage on a successful one. On a hit, the target is also {@condition grappled} (escape {@dc 18}). Until this grapple ends, the target is {@condition restrained}, and the lindwyrm can't bite another target.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d8 + 6}) slashing damage.\"]},{\"name\":\"Swallow\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one Huge or smaller creature the lindwyrm is grappling. {@h}22 ({@damage 3d10 + 6}) piercing damage, the target is swallowed, and the grapple ends. The swallowed target is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the lindwyrm, and it takes 27 ({@damage 6d8}) acid damage at the start of each of the lindwyrm's turns. The lindwyrm can have only one target swallowed at a time.\",\"If the lindwyrm takes 40 damage or more on a single turn from the swallowed creature, the lindwyrm must succeed on a {@dc 18} Constitution saving throw at the end of that turn or regurgitate the creature, which falls {@condition prone} in a space within 10 feet of the lindwyrm. If the lindwyrm dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse using 5 feet of movement, exiting {@condition prone}.\"]}],\"legendaryActions\":2,\"legendary\":[{\"name\":\"Claw Attack\",\"entries\":[\"The lindwyrm makes a claw attack.\"]},{\"name\":\"Burrowing Rush (Costs 2 Actions)\",\"entries\":[\"The lindwyrm burrows its speed and comes up beneath a target touching the ground, making a bite attack. This movement does not provoke opportunity attacks.\"]}],\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"SD\",\"T\"],\"actionTags\":[\"Multiattack\",\"Swallow\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"A\",\"I\",\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"grappled\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lupilisk\",\"source\":\"GHLoE\",\"page\":61,\"size\":[\"L\"],\"type\":\"fiend\",\"alignment\":[\"N\",\"E\"],\"ac\":[13],\"hp\":{\"average\":60,\"formula\":\"8d10 + 16\"},\"speed\":{\"walk\":40},\"str\":16,\"dex\":17,\"con\":14,\"int\":5,\"wis\":13,\"cha\":7,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":13,\"resist\":[\"cold\",\"fire\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"can learn languages but can't speak\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Keen Hearing and Smell\",\"entries\":[\"The lupilisk has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The lupilisk has advantage on an attack roll against a creature if at least one of the lupilisk's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage and 7 ({@damage 2d6}) poison damage. If the target is a creature, it must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} and {@condition restrained} while {@condition poisoned} in this way. The creature must repeat the saving throw at the end of its next turn. On a success, the effect ends. If the save fails again, the creature is {@condition petrified} for 24 hours. At that time, it can repeat the saving throw, becoming permanently {@condition petrified} on a failure or ending the effect on a success.\"]}],\"traitTags\":[\"Keen Senses\",\"Pack Tactics\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"petrified\",\"poisoned\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lupilisk Elder\",\"source\":\"GHLoE\",\"page\":62,\"size\":[\"L\"],\"type\":\"fiend\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":97,\"formula\":\"13d10 + 26\"},\"speed\":{\"walk\":50},\"str\":18,\"dex\":16,\"con\":15,\"int\":6,\"wis\":14,\"cha\":8,\"skill\":{\"perception\":\"+5\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":15,\"resist\":[\"cold\",\"fire\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"can learn languages but can't speak\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Keen Hearing and Smell\",\"entries\":[\"The lupilisk elder has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The lupilisk elder has advantage on an attack roll against a creature if at least one of the lupilisk's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage and 9 ({@damage 2d8}) poison damage. If the target is a creature, it must succeed on a {@dc 13} Constitution saving throw or become {@condition poisoned} and {@condition restrained} while {@condition poisoned} in this way. The creature must repeat the saving throw at the end of its next turn. On a success, the effect ends. If the save fails again, the creature is permanently {@condition petrified}.\"]},{\"name\":\"Pack Attack {@recharge 5}\",\"entries\":[\"One lupilisk or lupilisk whelp the lupilisk elder can see within 30 feet of it can use a reaction to move up to half its speed and make a bite attack. The target must be able to hear or see the elder. The lupilisk elder then makes one bite attack.\"]}],\"traitTags\":[\"Keen Senses\",\"Pack Tactics\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"petrified\",\"poisoned\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Lupilisk Whelp\",\"source\":\"GHLoE\",\"page\":62,\"size\":[\"M\"],\"type\":\"fiend\",\"alignment\":[\"N\",\"E\"],\"ac\":[12],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":40},\"str\":13,\"dex\":14,\"con\":12,\"int\":3,\"wis\":11,\"cha\":6,\"skill\":{\"perception\":\"+2\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":12,\"resist\":[\"cold\",\"fire\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"can learn languages but can't speak\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Keen Hearing and Smell\",\"entries\":[\"The lupilisk whelp has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The lupilisk whelp has advantage on an attack roll against a creature if at least one of the lupilisk's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) piercing damage and 5 ({@damage 2d4}) poison damage. If the target is a creature, it must succeed on a {@dc 11} Constitution saving throw or become {@condition poisoned} and {@condition restrained} while {@condition poisoned} in this way. The creature must repeat the saving throw at the end of its next turn. On a success, the effect ends. If the save fails again, the creature is {@condition petrified} for 24 hours.\"]}],\"traitTags\":[\"Keen Senses\",\"Pack Tactics\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"petrified\",\"poisoned\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Malikirian Imp\",\"source\":\"GHLoE\",\"page\":109,\"size\":[\"T\"],\"type\":\"fiend\",\"alignment\":[\"L\",\"E\"],\"ac\":[11],\"hp\":{\"average\":15,\"formula\":\"6d4\"},\"speed\":{\"walk\":20,\"fly\":40},\"str\":7,\"dex\":13,\"con\":10,\"int\":11,\"wis\":12,\"cha\":14,\"save\":{\"wis\":\"+3\",\"cha\":\"+4\"},\"skill\":{\"deception\":\"+4\",\"insight\":\"+3\",\"stealth\":\"+3\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":11,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Infernal and 2 other languages\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The Malikirian imp's spellcasting ability is Charisma (spell save {@dc 12}). It can innately cast the following spells without material components:\"],\"will\":[\"{@spell minor illusion}\"],\"daily\":{\"1e\":[\"{@spell detect thoughts}\",\"{@spell sleep}\",\"{@spell suggestion}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Creeping Corruption\",\"entries\":[\"Creatures within 30 ft. that the Malikirian imp can see must make a {@dc 12} Charisma saving throw at the start of their turn. On a failure, the creature acts in accordance with its most selfish, venal, and ruthless impulses to the best of its ability. After 24 hours, the creature must make another Charisma saving throw, ending the compulsion on a success. Failure indicates the compulsion lasts indefinitely until the affected is subject to remove curse or similar magic. Creatures that cannot be {@condition charmed} are immune to this effect.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The Malikirian imp has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit -1} to hit, reach 0 ft., one target. {@h}1 ({@damage 1d4 - 2}) piercing damage and the target must succeed on a {@dc 10} Constitution saving throw or take 7 ({@damage 2d6}) poison damage.\"]},{\"name\":\"Invisibility\",\"entries\":[\"The Malikirian imp becomes {@condition invisible} until its {@status concentration} ends or it makes an attack.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"I\"],\"damageTags\":[\"I\",\"P\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"CUR\",\"MW\"],\"conditionInflictSpell\":[\"unconscious\"],\"savingThrowForced\":[\"charisma\",\"constitution\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mjork\",\"source\":\"GHLoE\",\"page\":69,\"size\":[\"M\"],\"type\":\"elemental\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":60,\"formula\":\"8d8 + 24\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":12,\"con\":16,\"int\":6,\"wis\":10,\"cha\":6,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"vulnerable\":[\"thunder\"],\"conditionImmune\":[\"exhaustion\",\"paralyzed\",\"petrified\",\"poisoned\",\"unconscious\"],\"languages\":[\"Ignan\",\"Terran\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Fiery Body\",\"entries\":[\"A creature that touches the mjork or hits it with a melee attack while within 5 feet of it takes 3 ({@damage 1d6}) fire damage.\"]},{\"name\":\"Illumination\",\"entries\":[\"The mjork sheds dim light in a 10-foot radius.\"]},{\"name\":\"Smoke Sense\",\"entries\":[\"A mjork in contact with smoke has blindsight in that smoke's area in a radius of up to 120 feet.\"]},{\"name\":\"Water Susceptibility\",\"entries\":[\"For every 5 feet the mjork moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The mjork makes two slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage and 3 ({@damage 1d6}) fire damage.\"]}],\"traitTags\":[\"Illumination\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"IG\",\"T\"],\"damageTags\":[\"B\",\"C\",\"F\"],\"miscTags\":[\"AOE\",\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Mjork Asher\",\"source\":\"GHLoE\",\"page\":71,\"size\":[\"L\"],\"type\":\"elemental\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":85,\"formula\":\"10d10 + 30\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":15,\"con\":16,\"int\":7,\"wis\":13,\"cha\":7,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"vulnerable\":[\"thunder\"],\"conditionImmune\":[\"exhaustion\",\"paralyzed\",\"petrified\",\"poisoned\",\"unconscious\"],\"languages\":[\"Ignan\",\"Terran\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Blinding Soot\",\"entries\":[\"A creature that takes fire damage from a mjork asher's attacks must make a {@dc 14} Constitution saving throw or be {@condition blinded} until the end of the mjork's next turn.\"]},{\"name\":\"Fiery Body\",\"entries\":[\"A creature that touches the mjork asher or hits it with a melee attack while within 5 feet of it takes 7 ({@damage 2d6}) fire damage.\"]},{\"name\":\"Smoke Sense\",\"entries\":[\"A mjork asher in contact with smoke has blindsight in that smoke's area in a radius of up to 120 feet.\"]},{\"name\":\"Smoke Shroud\",\"entries\":[\"While the mjork asher has 41 or more hit points, smoke renders a sphere within 20 feet of it heavily obscured. This smoke goes around corners. Even while the mjork has 40 or fewer hit points, tendrils of this smoke extend to 60 feet from the mjork, providing smoke for the Smoke Sense of all mjorks. However, the whole shroud dissipates during any round the mjork is exposed to moderate (at least 10 miles per hour) or stronger wind.\"]},{\"name\":\"Water Susceptibility\",\"entries\":[\"For every 5 feet the mjork asher moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The mjork asher makes two attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage and 7 ({@damage 2d6}) fire damage and Blinding Soot.\"]},{\"name\":\"Hurl Soot\",\"entries\":[\"{@atk rs} {@hit 5} to hit, ranged 30/60 ft., one target. {@h}12 ({@damage 3d6 + 2}) fire damage and Blinding Soot.\"]},{\"name\":\"Create Sootlings (1/Day)\",\"entries\":[\"The mjork asher chooses a point within 60 feet of it that it can sense. Smoke fills a 20-foot radius sphere centered on that point. The sphere spreads around corners, and its area is heavily obscured. This smoke lasts until the start of the mjork's next turn or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Unless dispersed before the start of the mjork's next turn, a sootling swarm forms in a space in the area, favoring a space a creature hostile to the mjork occupies. The swarm takes its turn just after the mjork and obeys the mjork's verbal commands (no action for the mjork). If issued no commands, the swarm acts independently, often attacking a creature that isn't its ally. The swarm can survive indefinitely after being created.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"IG\",\"T\"],\"damageTags\":[\"B\",\"C\",\"F\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"blinded\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mjork Burner\",\"source\":\"GHLoE\",\"page\":71,\"size\":[\"L\"],\"type\":\"elemental\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":95,\"formula\":\"10d10 + 40\"},\"speed\":{\"walk\":40},\"str\":15,\"dex\":15,\"con\":18,\"int\":7,\"wis\":12,\"cha\":7,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"vulnerable\":[\"thunder\"],\"conditionImmune\":[\"exhaustion\",\"paralyzed\",\"petrified\",\"poisoned\",\"unconscious\"],\"languages\":[\"Ignan\",\"Terran\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Fiery Body\",\"entries\":[\"A creature that touches the mjork burner or hits it with a melee attack while within 5 feet of it takes 7 ({@damage 2d6}) fire damage.\"]},{\"name\":\"Fire Path\",\"entries\":[\"The mjork burner leaves fire behind in any space it moves through. Until the start of the mjork's next turn, any creature that enters this area for the first time on a turn or ends its turn there takes 5 ({@damage 2d4}) fire damage. The fire can ignite flammable objects (not creatures), causing the mjork's Fire Path to last longer.\"]},{\"name\":\"Ignite\",\"entries\":[\"A creature or flammable object ignites if it takes fire damage from the mjork burner's attacks. Until a creature takes an action to douse this fire, the target takes 5 ({@damage 2d4}) fire damage at the start of each of its turns.\"]},{\"name\":\"Illumination\",\"entries\":[\"The mjork burner sheds bright light in a 10-foot radius and dim light for another 10 feet.\"]},{\"name\":\"Smoke Sense\",\"entries\":[\"A mjork burner in contact with smoke has blindsight in that smoke's area in a radius of up to 120 feet.\"]},{\"name\":\"Water Susceptibility\",\"entries\":[\"For every 5 feet the mjork burner moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The mjork burner makes two attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage, 7 ({@damage 2d6}) fire damage, and Ignite.\"]},{\"name\":\"Hurl Fire\",\"entries\":[\"{@atk rs} {@hit 5} to hit, ranged 30/60 ft., one target. {@h}13 ({@damage 3d6 + 3}) fire damage and Ignite.\"]}],\"traitTags\":[\"Illumination\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"IG\",\"T\"],\"damageTags\":[\"B\",\"C\",\"F\"],\"miscTags\":[\"AOE\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mjork Charger\",\"source\":\"GHLoE\",\"page\":70,\"size\":[\"L\"],\"type\":\"elemental\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":104,\"formula\":\"11d10 + 44\"},\"speed\":{\"walk\":40},\"str\":18,\"dex\":11,\"con\":18,\"int\":6,\"wis\":10,\"cha\":6,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"vulnerable\":[\"thunder\"],\"conditionImmune\":[\"exhaustion\",\"paralyzed\",\"petrified\",\"poisoned\",\"unconscious\"],\"languages\":[\"Ignan\",\"Terran\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Charge\",\"entries\":[\"If the mjork charger moves at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 4 ({@damage 1d8}) bludgeoning damage and 3 ({@damage 1d6}) fire damage. If the target is a creature, it must succeed on a {@dc 15} Strength saving throw or fall {@condition prone}.\"]},{\"name\":\"Fiery Body\",\"entries\":[\"A creature that touches the mjork charger or hits it with a melee attack while within 5 feet of it takes 7 ({@damage 2d6}) fire damage.\"]},{\"name\":\"Illumination\",\"entries\":[\"The mjork charger sheds dim light in a 10-foot radius.\"]},{\"name\":\"Momentum\",\"entries\":[\"If the mjork charger moves on its turn before attacking, creatures have disadvantage on attack rolls for opportunity attacks against it.\"]},{\"name\":\"Smoke Sense\",\"entries\":[\"A mjork charger in contact with smoke has blindsight in that smoke's area in a radius of up to 120 feet.\"]},{\"name\":\"Water Susceptibility\",\"entries\":[\"For every 5 feet the mjork charger moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The mjork makes two slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage and 7 ({@damage 2d6}) fire damage.\"]}],\"traitTags\":[\"Charge\",\"Illumination\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"IG\",\"T\"],\"damageTags\":[\"B\",\"C\",\"F\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mjork Sootling\",\"source\":\"GHLoE\",\"page\":72,\"size\":[\"T\"],\"type\":\"elemental\",\"alignment\":[\"C\",\"N\"],\"ac\":[12],\"hp\":{\"average\":10,\"formula\":\"3d4 + 3\"},\"speed\":{\"walk\":25},\"str\":4,\"dex\":15,\"con\":12,\"int\":4,\"wis\":10,\"cha\":3,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"fire\",\"poison\"],\"vulnerable\":[\"thunder\"],\"conditionImmune\":[\"exhaustion\",\"paralyzed\",\"petrified\",\"poisoned\",\"unconscious\"],\"languages\":[\"understands Ignan and Terran but can't speak\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Heated Body\",\"entries\":[\"A creature that ends its turn grappling the sootling takes 1 fire damage.\"]},{\"name\":\"Smoke Sense\",\"entries\":[\"A sootling in contact with smoke has blindsight in that smoke's area in a radius of up to 120 feet.\"]},{\"name\":\"Water Susceptibility\",\"entries\":[\"For every 5 feet the sootling moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.\"]}],\"action\":[{\"name\":\"Burn\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) fire damage.\"]}],\"senseTags\":[\"D\"],\"languageTags\":[\"CS\",\"IG\",\"T\"],\"damageTags\":[\"C\",\"F\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Mjork Sootling Swarm\",\"source\":\"GHLoE\",\"page\":72,\"size\":[\"M\"],\"type\":{\"type\":\"elemental\",\"swarmSize\":\"T\"},\"alignment\":[\"C\",\"N\"],\"ac\":[12],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":25},\"str\":9,\"dex\":15,\"con\":12,\"int\":4,\"wis\":10,\"cha\":3,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"immune\":[\"fire\",\"poison\"],\"vulnerable\":[\"thunder\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"unconscious\"],\"languages\":[\"understands Ignan and Terran but can't speak\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Hot Soot\",\"entries\":[\"A creature that ends its turn in the sootling swarm's space takes 5 ({@damage 2d4}) fire damage, or 2 ({@damage 1d4}) fire damage if the swarm has half of its hit points or fewer. The creature must also succeed on a {@dc 11} Constitution saving throw or be {@condition blinded} and unable to breathe until the end of its next turn.\"]},{\"name\":\"Smoke Sense\",\"entries\":[\"A sootling swarm in contact with smoke has blindsight in that smoke's area in a radius of up to 120 feet.\"]},{\"name\":\"Swarm\",\"entries\":[\"The sootling swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain hit points or gain temporary hit points\"]},{\"name\":\"Water Susceptibility\",\"entries\":[\"For every 5 feet the sootling swarm moves in water, or for every gallon of water splashed on it, it takes 2 cold damage.\"]}],\"action\":[{\"name\":\"Burns\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 0 ft., one target in the swarm's space. {@h}10 ({@damage 4d4}) fire damage, or 5 ({@damage 2d4}) fire damage if the swarm has half of its hit points or fewer.\"]}],\"senseTags\":[\"D\"],\"languageTags\":[\"CS\",\"IG\",\"T\"],\"damageTags\":[\"C\",\"F\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"blinded\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mold Spider\",\"source\":\"GHLoE\",\"page\":83,\"size\":[\"T\"],\"type\":\"plant\",\"alignment\":[\"U\"],\"ac\":[11],\"hp\":{\"average\":3,\"formula\":\"1d4 + 1\"},\"speed\":{\"walk\":20,\"climb\":20},\"str\":2,\"dex\":13,\"con\":13,\"int\":1,\"wis\":8,\"cha\":2,\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":9,\"vulnerable\":[\"fire\"],\"conditionImmune\":[\"blinded\",\"deafened\"],\"cr\":\"0\",\"trait\":[{\"name\":\"Regrowth\",\"entries\":[\"When a mold spider dies, unless fire destroyed it, it releases spores that regrow a mold spider in 3 days.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The mold spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}1 slashing damage.\"]}],\"traitTags\":[\"Spider Climb\"],\"senseTags\":[\"B\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Morbus Kobold\",\"source\":\"GHLoE\",\"page\":29,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"kobold\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[12],\"hp\":{\"average\":9,\"formula\":\"2d6 + 2\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":6,\"dex\":14,\"con\":13,\"int\":10,\"wis\":9,\"cha\":8,\"save\":{\"con\":\"+3\"},\"skill\":{\"medicine\":\"+1\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"resist\":[\"poison\"],\"languages\":[\"Draconic and one other language\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Carrier\",\"entries\":[\"The morbus kobold can contract a disease but is immune to effects other than cosmetic symptoms.\"]},{\"name\":\"Infection\",\"entries\":[\"A creature that touches the morbus kobold or anything it has touched in the past 24 hours is exposed to a disease, usually {@disease sewer plague}.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The morbus kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the morbus kobold has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage and Infection.\"]},{\"name\":\"Sling\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage and Infection.\"]},{\"name\":\"Gore Bag\",\"entries\":[\"The morbus kobold throws a sack filled with diseased gore at a point it can see within 20 feet of it. Each creature within 5 feet of the chosen point is subjected to Infection. A kobold usually carries only one such bag at a time.\"]}],\"attachedItems\":[\"dagger|phb\",\"sling|phb\"],\"traitTags\":[\"Pack Tactics\",\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"languageTags\":[\"DR\",\"X\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"AOE\",\"DIS\",\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Oblivion Brute\",\"source\":\"GHLoE\",\"page\":28,\"size\":[\"L\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[12],\"hp\":{\"average\":60,\"formula\":\"8d10 + 16\"},\"speed\":{\"walk\":40},\"str\":16,\"dex\":14,\"con\":15,\"int\":10,\"wis\":10,\"cha\":8,\"skill\":{\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"vulnerable\":[\"radiant\"],\"conditionImmune\":[\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Shadow Stealth\",\"entries\":[\"While in dim light or darkness, the oblivion brute can take the Hide action as a bonus action.\"]},{\"name\":\"Sunlight Weakness\",\"entries\":[\"While in sunlight, the oblivion brute has disadvantage on attack rolls, ability checks, and saving throws.\"]}],\"action\":[{\"name\":\"Soul Drain\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}16 ({@damage 3d8 + 3}) necrotic damage, and the target must make a {@dc 13} Constitution saving throw. On a failure, the target's available Hit Dice are reduced by 1. If this effect reduces the target's Hit Dice to 0, the target falls {@condition unconscious}. The target can repeat the saving throw at the end of each of its turns, regaining consciousness on a success. Hit Dice lost this way return at the end of a short rest, in time to spend them to regain hit points.\",\"If an oblivion brute kills a living creature with this attack when the creature is at 0 Hit Dice, the target's soul is lost to the realm of shadow. This lost soul can be raised from the dead only with mighty magic, such as wish or divine intervention.\"]},{\"name\":\"Unbearable Howl (Recharges after a Short or Long Rest)\",\"entries\":[\"The oblivion brute emits a howl in a 30-foot cone. Each creature that isn't {@condition deafened} or undead in the area must succeed on a {@dc 13} Wisdom saving throw or become {@condition frightened} for 1 minute. While {@condition frightened} this way, a creature's speed is halved. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to any oblivion brute's Unbearable Howl for the next 24 hours.\"]}],\"tokenCredit\":\"Michele Giorgi\",\"senseTags\":[\"D\"],\"damageTags\":[\"N\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Oblivion Juggernaut\",\"source\":\"GHLoE\",\"page\":28,\"size\":[\"H\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[12],\"hp\":{\"average\":85,\"formula\":\"10d12 + 20\"},\"speed\":{\"walk\":40},\"str\":18,\"dex\":14,\"con\":15,\"int\":10,\"wis\":10,\"cha\":8,\"skill\":{\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"vulnerable\":[\"radiant\"],\"conditionImmune\":[\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Shadow Stealth\",\"entries\":[\"While in dim light or darkness, the oblivion juggernaut can take the Hide action as a bonus action.\"]},{\"name\":\"Sunlight Weakness\",\"entries\":[\"While in sunlight, the oblivion juggernaut has disadvantage on attack rolls, ability checks, and saving throws.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The oblivion juggernaut uses unbearable roar and then uses soul drain.\"]},{\"name\":\"Soul Drain\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}26 ({@damage 4d10 + 4}) necrotic damage, and the target must make a {@dc 13} Constitution saving throw. On a failure, the target's available Hit Dice are reduced by 2. If this effect reduces the target's Hit Dice to 0, the target falls {@condition unconscious}. The target can repeat the saving throw at the end of each of its turns, regaining consciousness on a success. Hit Dice lost this way return at the end of a short rest, in time to spend them to regain hit points.\",\"If an oblivion juggernaut kills a living creature with this attack when the creature is at 0 Hit Dice, the target's soul is lost to the realm of shadow. This lost soul can be raised from the dead only with mighty magic, such as wish or divine intervention.\"]},{\"name\":\"Unbearable Roar\",\"entries\":[\"Each creature of the oblivion juggernaut's choice that isn't {@condition deafened} and is within 120 feet of the juggernaut must succeed on a {@dc 18} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to any oblivion juggernaut's Unbearable Roar for 24 hours.\"]}],\"tokenCredit\":\"Clément Blum\",\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"N\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Oblivion Leaper\",\"source\":\"GHLoE\",\"page\":27,\"size\":[\"S\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[13],\"hp\":{\"average\":14,\"formula\":\"4d6\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":16,\"con\":11,\"int\":10,\"wis\":10,\"cha\":8,\"skill\":{\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"vulnerable\":[\"radiant\"],\"conditionImmune\":[\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Shadow Leap\",\"entries\":[\"Starting in an area of dim light or darkness, an oblivion leaper can teleport to an unoccupied space also in dim light or darkness. Every foot of teleportation costs the oblivion leaper 1 foot of movement.\"]},{\"name\":\"Shadow Stealth\",\"entries\":[\"While in dim light or darkness, the oblivion leaper can take the Hide action as a bonus action.\"]},{\"name\":\"Sunlight Weakness\",\"entries\":[\"While in sunlight, the oblivion leaper has disadvantage on attack rolls, ability checks, and saving throws.\"]}],\"action\":[{\"name\":\"Soul Drain\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}7 ({@damage 2d4 + 3}) necrotic damage, and the target must make a {@dc 11} Constitution saving throw. On a failure, the target's available Hit Dice are reduced by 1. If this effect reduces the target's Hit Dice to 0, the target falls {@condition unconscious}. The target can repeat the saving throw at the end of each of its turns, regaining consciousness on a success. Hit Dice lost this way return at the end of a short rest, in time to spend them to regain hit points.\",\"If an oblivion leaper kills a living creature with this attack when the creature is at 0 Hit Dice, the target's soul is lost to the realm of shadow. This lost soul can be raised from the dead only with mighty magic, such as wish or divine intervention.\"]}],\"senseTags\":[\"D\"],\"damageTags\":[\"N\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Oblivion Whistler\",\"source\":\"GHLoE\",\"page\":27,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[13],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":40},\"str\":12,\"dex\":16,\"con\":13,\"int\":10,\"wis\":10,\"cha\":8,\"skill\":{\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"vulnerable\":[\"radiant\"],\"conditionImmune\":[\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Shadow Stealth\",\"entries\":[\"While in dim light or darkness, the oblivion whistler can take the Hide action as a bonus action.\"]},{\"name\":\"Sunlight Weakness\",\"entries\":[\"While in sunlight, the oblivion whistler has disadvantage on attack rolls, ability checks, and saving throws.\"]},{\"name\":\"Unbearable Whistling\",\"entries\":[\"Creatures of the oblivion whistler's choice that aren't {@condition deafened} and start their turn within 30 feet of the oblivion whistler must make a {@dc 11} Wisdom saving throw. A target that fails is {@condition frightened} until the start of its next turn and unable to hide the distress of hearing the whistling, which is the source of the fear and considered to be within line of sight while the target can hear and is within 30 feet of it. On a successful saving throw, the creature is immune to any oblivion whistler's Unbearable Whistling for 1 hour.\"]}],\"action\":[{\"name\":\"Soul Drain\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}10 ({@damage 2d6 + 3}) necrotic damage, and the target must make a {@dc 11} Constitution saving throw. On a failure, the target's available Hit Dice are reduced by 1. If this effect reduces the target's Hit Dice to 0, the target falls {@condition unconscious}. The target can repeat the saving throw at the end of each of its turns, regaining consciousness on a success. Hit Dice lost this way return at the end of a short rest, in time to spend them to regain hit points.\",\"If an oblivion whistler kills a living creature with this attack when the creature is at 0 Hit Dice, the target's soul is lost to the realm of shadow. This lost soul can be raised from the dead only with mighty magic, such as wish or divine intervention.\"]}],\"senseTags\":[\"D\"],\"damageTags\":[\"N\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Oozing Vulture\",\"source\":\"GHLoE\",\"page\":38,\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":65,\"formula\":\"10d8 + 10\"},\"speed\":{\"walk\":20,\"fly\":50},\"str\":16,\"dex\":13,\"con\":12,\"int\":5,\"wis\":14,\"cha\":8,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"cr\":\"2\",\"trait\":[{\"name\":\"Blood Frenzy\",\"entries\":[\"The oozing vulture has advantage on melee attack rolls against any creature that doesn't have all its hit points.\"]},{\"name\":\"Keen Sight and Smell\",\"entries\":[\"The oozing vulture has advantage on Wisdom ({@skill Perception}) checks that rely on sight or smell.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}.\"]}],\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"D\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ordeal Tree\",\"source\":\"GHLoE\",\"page\":39,\"size\":[\"G\"],\"type\":\"plant\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":186,\"formula\":\"12d20 + 60\"},\"speed\":{\"walk\":20},\"str\":24,\"dex\":7,\"con\":21,\"int\":12,\"wis\":16,\"cha\":12,\"passive\":13,\"resist\":[\"bludgeoning\",\"piercing\"],\"vulnerable\":[\"fire\"],\"languages\":[\"Sylvan\"],\"cr\":\"12\",\"trait\":[{\"name\":\"Corrupt Desire\",\"entries\":[\"A humanoid may bind themselves to the ordeal tree. Each day the petitioner is bound to the tree, they must succeed on a Constitution saving throw with a DC equal to 15 + number of days bound or suffer a level of {@condition exhaustion}. If they survive for 7 days, the ordeal tree may choose to grant a blessing. The tree only does this if the humanoid is evil, once per humanoid. If the humanoid is neutral or good, the tree attacks them.\",\"The blessing is tailored to the petitioner's desires (GM discretion) but might include +1 to an ability score, a feat, expertise in a skill, or the ability to innately cast a 3rd-level (or lower) spell once per day using Charisma as the petitioner's spellcasting ability.\",\"The petitioner also contracts the curse of foul blight (Grim Hallow Campaign Guide). If the petitioner commits a profoundly evil act every day, the curse never advances beyond stage 1. If the petitioner fails to commit the act, the curse automatically escalates.\"]},{\"name\":\"False Appearance\",\"entries\":[\"While the ordeal tree remains motionless, it is indistinguishable from a normal tree.\"]},{\"name\":\"Heart Sight\",\"entries\":[\"The ordeal tree knows the alignment and desires of any creature that binds itself to the tree.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The ordeal tree makes two slam attacks and one attack with a vine or enervate.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}29 ({@damage 4d10 + 7}) bludgeoning damage.\"]},{\"name\":\"Vine\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 20 ft., one target. {@h}20 ({@damage 3d8 + 7}) slashing damage, and the creature is {@condition grappled} (escape {@dc 17}).\"]},{\"name\":\"Enervate (2/Day)\",\"entries\":[\"A creature bound to the ordeal tree or {@condition grappled} by it must succeed on a {@dc 17} Constitution saving throw or suffer 44 ({@damage 8d10}) necrotic damage. The ordeal tree gains temporary hit points equal to half the damage done.\"]}],\"traitTags\":[\"False Appearance\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"S\"],\"damageTags\":[\"B\",\"N\",\"S\"],\"miscTags\":[\"CUR\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Panjaian Ilharan\",\"source\":\"GHLoE\",\"page\":96,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\",\"elemental\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":55,\"formula\":\"10d8 + 10\"},\"speed\":{\"walk\":30,\"fly\":30},\"str\":10,\"dex\":16,\"con\":13,\"int\":12,\"wis\":15,\"cha\":13,\"save\":{\"dex\":\"+5\"},\"skill\":{\"acrobatics\":\"+5\",\"deception\":\"+3\",\"perception\":\"+4\",\"sleight of hand\":\"+5\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[\"lightning\",\"thunder\"],\"languages\":[\"Primordial and two other languages\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The panjaian ilharan's innate spellcasting ability is Wisdom (spell save {@dc 12}). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell mage hand} (the hand is invisible)\"],\"daily\":{\"3e\":[\"{@spell gust of wind}\",\"{@spell invisibility} (self only)\"]},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Returning Wind\",\"entries\":[\"The panjaian ilharan can take a bonus action to choose up to four objects it can see within 60 feet of it. These objects can't be carried or worn by another creature, and they can weigh up to 5 pounds combined. Those objects fly up to 60 feet toward the ilharan, delivered into its hands or open containers, such as sheathes, once within 5 feet.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The panjaian ilharan makes four dagger attacks. It can draw the daggers as part of this action.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage.\"]},{\"name\":\"Storm Wave {@recharge 5}\",\"entries\":[\"The panjaian ilharan unleashes lightning, thunder, and strong wind in a 15-foot cone. Each creature in that area must make a {@dc 13} Constitution saving throw, taking 6 ({@damage 2d4 + 1}) lightning damage and 6 ({@damage 2d4 + 1}) thunder damage on a failed save, or half as much damage on a successful one. Those who fail the saving throw are also pushed up to 15 feet to the edge of the area.\"]},{\"name\":\"Gift of Flight (1/Day)\",\"entries\":[\"The panjaian ilharan touches up to four willing creatures. Each target gains a flying speed of 30 feet for 1 hour. When the effect ends, the target descends at 60 feet per round for 1 minute, taking no falling damage and landing on its feet if on the ground after that minute.\"]}],\"attachedItems\":[\"dagger|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"P\",\"X\"],\"damageTags\":[\"L\",\"P\",\"T\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Psychic Fragment\",\"source\":\"GHLoE\",\"page\":15,\"size\":[\"T\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"ac\":[12],\"hp\":{\"average\":3,\"formula\":\"1d4 + 1\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":3,\"dex\":15,\"con\":13,\"int\":2,\"wis\":12,\"cha\":10,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"acid\",\"cold\",\"fire\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"unconscious\"],\"languages\":[\"can repeat one phrase it knew in life\"],\"cr\":\"0\",\"trait\":[{\"name\":\"Incorporeal Movement\",\"entries\":[\"The psychic fragment can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]},{\"name\":\"Mimicry\",\"entries\":[\"The psychic fragment can mimic a single word or phrase it spoke in life. A creature that hears the sounds can tell they are imitations with a successful {@dc 11} Wisdom ({@skill Insight}) check.\"]}],\"action\":[{\"name\":\"Withering Touch\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) necrotic damage.\"]}],\"traitTags\":[\"Incorporeal Movement\",\"Mimicry\"],\"senseTags\":[\"D\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"N\",\"O\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Psychic Fragment Swarm\",\"source\":\"GHLoE\",\"page\":15,\"size\":[\"M\"],\"type\":{\"type\":\"undead\",\"swarmSize\":\"T\"},\"alignment\":[\"C\",\"E\"],\"ac\":[13],\"hp\":{\"average\":55,\"formula\":\"10d8 + 10\"},\"speed\":{\"walk\":0,\"fly\":30},\"str\":3,\"dex\":16,\"con\":13,\"int\":7,\"wis\":14,\"cha\":12,\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[\"acid\",\"cold\",\"fire\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"unconscious\"],\"languages\":[\"can repeat one phrase it knew in life\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Incorporeal Movement\",\"entries\":[\"The swarm can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]},{\"name\":\"Maddening Voices\",\"entries\":[\"The swarm constantly emits a babble of words and phrases spoken in life by its many undead spirits. Each creature that starts its turn within 20 ft. of the swarm must succeed on a {@dc 13} Wisdom saving throw. On a failure, the creature is {@condition stunned} until the start of its next turn. A creature that succeeds on a saving throw becomes immune to maddening voices for 24 hours.\"]},{\"name\":\"Swarm\",\"entries\":[\"The swarm can occupy another creature's space and vice versa. The swarm can't regain hit points or gain temporary hit points.\"]}],\"action\":[{\"name\":\"Withering Touch\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}21 ({@damage 6d6}) necrotic damage, or 10 ({@damage 3d6}) necrotic damage if the swarm has half of its hit points or fewer.\"]}],\"traitTags\":[\"Incorporeal Movement\"],\"senseTags\":[\"D\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"N\",\"O\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"stunned\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Scream Thief\",\"source\":\"GHLoE\",\"page\":14,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"ac\":[12],\"hp\":{\"average\":52,\"formula\":\"8d8 + 16\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":60,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":6,\"dex\":15,\"con\":14,\"int\":10,\"wis\":12,\"cha\":12,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"acid\",\"cold\",\"fire\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"unconscious\"],\"languages\":[\"languages it knew in life\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Incorporeal Movement\",\"entries\":[\"The scream thief can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]}],\"action\":[{\"name\":\"Life Drain\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}18 ({@damage 4d8}) necrotic damage. The target must succeed on a {@dc 12} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.\"]},{\"name\":\"Silence the Living {@recharge 5}\",\"entries\":[\"The scream thief forces a humanoid within 30 feet of it to make a DC13 Wisdom saving throw. On a failure, the target takes 19 ({@damage 3d12}) psychic damage, is {@condition frightened}, and is unable to vocalize a sound of any kind. The target may repeat the saving throw at the end of its turns to end these effects. On a success the creature takes half as much damage and is not {@condition frightened} or silenced.\"]}],\"reaction\":[{\"name\":\"Fragment the Spirit\",\"entries\":[\"The scream thief targets a creature that died from one of its attacks. The target's spirit rises as 3 ({@dice 1d6}) psychic fragments in the space of its corpse or in the nearest unoccupied space. The psychic fragments are under the scream thief's control.\"]}],\"traitTags\":[\"Incorporeal Movement\"],\"senseTags\":[\"D\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"N\",\"O\",\"Y\"],\"miscTags\":[\"HPR\",\"MW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sea Drake\",\"source\":\"GHLoE\",\"page\":51,\"size\":[\"M\"],\"type\":\"dragon\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":58,\"formula\":\"9d8 + 18\"},\"speed\":{\"walk\":20,\"swim\":50},\"str\":15,\"dex\":16,\"con\":14,\"int\":7,\"wis\":14,\"cha\":8,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":14,\"resist\":[\"cold\"],\"languages\":[\"Draconic\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The sea drake can breathe air and water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The sea drake makes one bite attack and one tail attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage. If the target is a Medium or smaller creature, it is pulled within 5 feet of the sea drake and {@condition grappled} (escape {@dc 13}). Until this grapple ends, the drake can't use its tail on another target.\"]}],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Shadowsteel Ghast\",\"source\":\"GHLoE\",\"page\":84,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":118,\"formula\":\"17d8 + 42\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":16,\"dex\":14,\"con\":17,\"int\":14,\"wis\":13,\"cha\":8,\"save\":{\"int\":\"+5\",\"wis\":\"+4\"},\"skill\":{\"arcana\":\"+5\",\"perception\":\"+4\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":14,\"resist\":[\"necrotic\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"two languages known in life\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The Shadowsteel ghast's innate spellcasting ability is Intelligence (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It can innately cast the following spells, requiring no components:\"],\"will\":[\"{@spell chill touch}\",\"{@spell shocking grasp} (both 17th level)\"],\"daily\":{\"2\":[\"{@spell bestow curse}\"],\"3e\":[\"{@spell counterspell}\",\"{@spell misty step}\",\"{@spell shield}\"]},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The Shadowsteel ghast has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Shadowsteel Coat\",\"entries\":[\"The Shadowsteel ghast is coated in metal armor made of Shadowsteel.\"]},{\"name\":\"Shadowsteel Miasma\",\"entries\":[\"Creatures of the Shadowsteel ghast's choice that start their turn within 30 feet of the ghast must roll a {@dice d4} and subtract the number rolled from any attack roll or saving throw they make until the start of their next turn. Only one miasma can affect a given creature at a time. A creature that rolls a natural 20 on any attack roll or saving throw while in a Shadowsteel miasma is immune to the miasma of any Shadowsteel ghast for 1 hour.\"]},{\"name\":\"Turning Defiance\",\"entries\":[\"The Shadowsteel ghast and any Shadowsteel ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The Shadowsteel ghast makes two claw attacks or casts one at-will spell and makes one claw attack.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) slashing damage and 7 ({@damage 2d6}) necrotic damage. A cursed target must make an escalation check. If a target drops to 0 hit points due to this damage and isn't already cursed, they are randomly afflicted with one from among any of the curses in the Grim Hollow Campaign Guide (GM's choice).\"]}],\"traitTags\":[\"Magic Resistance\",\"Turn Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"N\",\"S\"],\"damageTagsSpell\":[\"L\",\"N\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"CUR\",\"MW\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Shadowsteel Ghoul\",\"source\":\"GHLoE\",\"page\":84,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":65,\"formula\":\"10d8 + 20\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":12,\"con\":14,\"int\":9,\"wis\":10,\"cha\":6,\"save\":{\"wis\":\"+2\"},\"skill\":{\"perception\":\"+2\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":12,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"poisoned\"],\"languages\":[\"one language known in life\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The Shadowsteel ghoul has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Shadowsteel Coat\",\"entries\":[\"The Shadowsteel ghoul is coated in metal armor made of Shadowsteel.\"]},{\"name\":\"Shadowsteel Hunger\",\"entries\":[\"The Shadowsteel ghoul has advantage on attack rolls against creatures carrying or wearing Shadowsteel.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The Shadowsteel ghoul makes two claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage and 5 ({@damage 2d4}) necrotic damage. A cursed target must make an escalation check. If a target drops to 0 hit points due to this damage and isn't already cursed, roll {@dice 1d4}, and the target is afflicted with a curse based on the result: 1-2 Curse of Damned Aging, 3-4 Curse of Foul Blight. (See Grim Hollow Campaign Guide for information on curses and escalation.)\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"N\",\"S\"],\"miscTags\":[\"CUR\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Shatter Corpse\",\"source\":\"GHLoE\",\"page\":16,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":10,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":45,\"formula\":\"6d8 + 18\"},\"speed\":{\"walk\":20},\"str\":13,\"dex\":6,\"con\":16,\"int\":3,\"wis\":6,\"cha\":5,\"save\":{\"wis\":\"+0\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"immune\":[\"piercing\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"understands the languages it knew in life but can't speak\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Glass Spikes\",\"entries\":[\"Each time a creature makes a melee attack against a shatter corpse, it takes 3 piercing damage. A creature can choose to make an attack with disadvantage to avoid this damage.\"]},{\"name\":\"Loud\",\"entries\":[\"Creatures have advantage on Wisdom ({@skill Perception}) checks made to hear the approach of a shatter corpse.\"]},{\"name\":\"Turn Resistance\",\"entries\":[\"The shatter corpse has advantage on saving throws against any effect that turns undead.\"]},{\"name\":\"Undead Fortitude\",\"entries\":[\"If damage reduces the shatter corpse to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the shatter corpse drops to 1 hit point instead.\"]}],\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage and 2 ({@damage 1d4}) piercing damage.\"]},{\"name\":\"Volley of Glass {@recharge}\",\"entries\":[\"The shatter corpse flicks a volley of glass shards in a 15-foot cone. Each creature in that area must make a {@dc 13} Dexterity saving throw, taking 10 ({@damage 3d6}) slashing damage on a failed save, or half as much damage on a successful one.\"]}],\"traitTags\":[\"Turn Resistance\",\"Undead Fortitude\"],\"senseTags\":[\"D\"],\"languageTags\":[\"CS\",\"LF\"],\"damageTags\":[\"B\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Shieldhead\",\"source\":\"GHLoE\",\"page\":97,\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":30,\"formula\":\"4d10 + 8\"},\"speed\":{\"walk\":50},\"str\":16,\"dex\":11,\"con\":14,\"int\":2,\"wis\":12,\"cha\":7,\"passive\":11,\"cr\":\"1/2\",\"trait\":[{\"name\":\"Charge\",\"entries\":[\"If the shieldhead moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 ({@damage 2d6}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or fall {@condition prone}.\"]}],\"action\":[{\"name\":\"Ram\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage.\"]}],\"traitTags\":[\"Charge\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sitri Cat\",\"source\":\"GHLoE\",\"page\":85,\"size\":[\"T\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[13],\"hp\":{\"average\":5,\"formula\":\"2d4\"},\"speed\":{\"walk\":40,\"climb\":30},\"str\":3,\"dex\":16,\"con\":10,\"int\":3,\"wis\":12,\"cha\":7,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+5\"},\"passive\":13,\"cr\":\"0\",\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The Sitri cat has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Seven Shades of Sitri\",\"entries\":[\"A humanoid who touches a Sitri cat must succeed on a {@dc 13} Constitution saving throw or become infected with the Seven Shades of Sitri. If a humanoid succeeds on the saving throw, they're immune to the disease for 24 hours. Carnal urges overwhelm an infected humanoid. When the infected interacts with another non-hostile humanoid, the infected becomes {@condition charmed} by that humanoid until the subject of the infatuation or their friends harm the infected. The infected can repeat the saving throw once every 24 hours. Current infatuations end when one of these saves succeeds. The disease ends for the infected when they have succeeded on five saving throws.\"]}],\"action\":[{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}1 slashing damage and Seven Shades of Sitri.\"]}],\"traitTags\":[\"Keen Senses\"],\"damageTags\":[\"S\"],\"miscTags\":[\"DIS\",\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Skeleton Cannoneer\",\"source\":\"GHLoE\",\"page\":87,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"rotting buff coat\"]}],\"hp\":{\"average\":52,\"formula\":\"8d8 + 16\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":16,\"con\":15,\"int\":8,\"wis\":13,\"cha\":5,\"skill\":{\"perception\":\"+3\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":13,\"immune\":[\"poison\"],\"vulnerable\":[\"bludgeoning\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"understands languages it knew in life but can't speak\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Dead Firearms\",\"entries\":[\"The cannon and pistol a skeleton cannoneer uses are nonfunctional as ranged weapons for a creature other than a skeleton cannoneer. For the skeleton cannoneer, the pistol never needs to be reloaded.\"]}],\"action\":[{\"name\":\"Load\",\"entries\":[\"The skeleton cannoneer loads the dead cannon.\"]},{\"name\":\"Dead Cannon\",\"entries\":[\"The skeleton cannoneer fires its loaded cannon at a point it can see within 500 feet of it, but no closer than 50 feet from it. Each creature within 15 feet of that point must make a {@dc 13} Dexterity saving throw, taking 7 ({@damage 2d6}) bludgeoning damage and 7 ({@damage 2d6}) necrotic damage on a failed save, or half as much damage on a successful one.\",\"Alternatively, the cannoneer can choose the cannon as the point of fire. Doing so means the shot goes off inside the cannon, destroying it and increasing each type of damage by 3 ({@dice 1d6}).\"]},{\"name\":\"Pistol Club\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage and 3 ({@damage 1d6}) necrotic damage.\"]},{\"name\":\"Dead Pistol\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 30/90 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage plus 3 ({@damage 1d6}) necrotic damage.\"]}],\"tokenCredit\":\"David Lozeau\",\"senseTags\":[\"SD\"],\"languageTags\":[\"CS\",\"LF\"],\"damageTags\":[\"B\",\"N\",\"P\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Skeleton Commander\",\"source\":\"GHLoE\",\"page\":87,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"battered splint mail\"]}],\"hp\":{\"average\":65,\"formula\":\"10d8 + 20\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":10,\"con\":15,\"int\":11,\"wis\":12,\"cha\":14,\"save\":{\"wis\":\"+3\"},\"skill\":{\"insight\":\"+3\",\"perception\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"immune\":[\"poison\"],\"vulnerable\":[\"bludgeoning\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"understands languages it knew in life but can't speak\"],\"cr\":\"3\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The skeleton commander makes two pike attacks.\"]},{\"name\":\"Pike\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage and 5 ({@damage 2d4}) necrotic damage.\"]},{\"name\":\"Warlord Strike {@recharge 5}\",\"entries\":[\"The skeleton commander makes one pike attack. The commander can use a bonus action to direct another undead who can see or hear the commander to attack the target the commander attacked this turn. That undead can use a reaction to make the attack, adding the commander's proficiency bonus to the damage roll.\"]}],\"reaction\":[{\"name\":\"Brandish Standard\",\"entries\":[\"If an undead the skeleton commander can see within 30 feet of the commander makes an attack roll or saving throw, the commander can brandish the tattered banner on its pike. If the commander does so, the target can add a {@dice d4} to its roll, provided it can see the commander and isn't receiving this benefit from another commander.\"]}],\"tokenCredit\":\"Safdar Ali Mirza\",\"attachedItems\":[\"pike|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"LF\"],\"damageTags\":[\"N\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Skeleton Rifler\",\"source\":\"GHLoE\",\"page\":86,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":12,\"from\":[\"rotting buff coat\"]}],\"hp\":{\"average\":26,\"formula\":\"4d8 + 8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":15,\"con\":15,\"int\":7,\"wis\":10,\"cha\":5,\"skill\":{\"perception\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"immune\":[\"poison\"],\"vulnerable\":[\"bludgeoning\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"understands languages it knew in life but can't speak\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Dead Rifle\",\"entries\":[\"The rifle a skeleton rifler carries is nonfunctional as a ranged weapon for a creature other than a skeleton rifler. For the skeleton rifler, the rifle never needs to be reloaded.\"]}],\"action\":[{\"name\":\"Bayonet\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage and 3 ({@damage 1d6}) necrotic damage.\"]},{\"name\":\"Dead Rifle\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 40/120 ft., one target. {@h}8 ({@damage 1d12 + 2}) piercing damage and 3 ({@damage 1d6}) necrotic damage.\"]}],\"senseTags\":[\"D\"],\"languageTags\":[\"CS\",\"LF\"],\"damageTags\":[\"N\",\"P\"],\"miscTags\":[\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Skinweaver\",\"isNamedCreature\":true,\"source\":\"GHLoE\",\"page\":30,\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural & tailored leather\"]}],\"hp\":{\"average\":68,\"formula\":\"8d10 + 24\"},\"speed\":{\"walk\":30,\"climb\":15},\"str\":12,\"dex\":14,\"con\":16,\"int\":14,\"wis\":13,\"cha\":18,\"skill\":{\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"fire\"],\"languages\":[\"any three languages\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Supernaturally Sharp\",\"entries\":[\"Skinweaver's tanning knives overcome slashing damage resistance (though not immunity).\"]},{\"name\":\"Shocking Visage\",\"entries\":[\"Any humanoid that starts its turn within 30 feet of the skinweaver and can see it must make a {@dc 11} Wisdom saving throw. On a failed save, the creature is {@condition frightened} until the end of the creature's next turn). Whether a creature succeeds or fails, it cannot be affected by this ability again until it loses sight of the skinweaver (as when the skinweaver moves behind {@quickref Cover||3||total cover} or successfully hides).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The skinweaver makes two tanning knife attacks or one tanning knife and one web whip attack.\"]},{\"name\":\"Tanning Knife\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d8 + 2}) slashing damage.\"]},{\"name\":\"Web Whip\",\"entries\":[\"{@atk rw} Attack: {@hit 4} to hit, reach 25 ft., one target. {@h}7 ({@damage 2d4 + 2}) piercing damage, and the target is pulled up to 20 feet toward the skinweaver.\"]},{\"name\":\"Web Net {@recharge 5}\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 30/60 ft., one creature. {@h}The target is {@condition restrained} by leathery webbing. As an action, the {@condition restrained} target can attempt a {@dc 13} Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 10; vulnerability to slashing damage; immunity to bludgeoning, poison, and psychic damage).\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"X\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"frightened\",\"restrained\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sky Drake\",\"source\":\"GHLoE\",\"page\":63,\"size\":[\"L\"],\"type\":\"dragon\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":85,\"formula\":\"10d10 + 30\"},\"speed\":{\"walk\":20,\"fly\":60},\"str\":18,\"dex\":11,\"con\":17,\"int\":8,\"wis\":14,\"cha\":11,\"skill\":{\"athletics\":\"+6\",\"perception\":\"+4\",\"survival\":\"+4\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":14,\"languages\":[\"Draconic and one other language\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Flyby\",\"entries\":[\"The sky drake doesn't provoke opportunity attacks when it flies out of an enemy's reach.\"]},{\"name\":\"Keen Sight\",\"entries\":[\"The sky drake has advantage on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The sky drake makes one bite attack and one attack with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage and 5 ({@damage 2d4}) lightning damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage.\"]}],\"traitTags\":[\"Flyby\",\"Keen Senses\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DR\",\"X\"],\"damageTags\":[\"L\",\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sloth Galloper\",\"source\":\"GHLoE\",\"page\":97,\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[11],\"hp\":{\"average\":26,\"formula\":\"4d10 + 4\"},\"speed\":{\"walk\":25,\"climb\":25},\"str\":17,\"dex\":13,\"con\":12,\"int\":4,\"wis\":12,\"cha\":7,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"cr\":\"1\",\"trait\":[{\"name\":\"Speed Burst\",\"entries\":[\"Provided it isn't moving over difficult terrain, the sloth galloper can use a bonus action to take the Dash action.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The sloth galloper makes two slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) bludgeoning damage.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Snapjaw\",\"isNamedCreature\":true,\"source\":\"GHLoE\",\"page\":36,\"size\":[\"G\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":170,\"formula\":\"9d12 + 27\"},\"speed\":{\"walk\":30,\"swim\":50},\"str\":21,\"dex\":9,\"con\":17,\"int\":10,\"wis\":10,\"cha\":7,\"skill\":{\"stealth\":\"+5\"},\"passive\":10,\"cr\":\"5\",\"trait\":[{\"name\":\"Hold Breath\",\"entries\":[\"Snapjaw can hold its breath for 30 minutes.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Snapjaw makes three attacks: two with its bite and one with its tail.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}31 ({@damage 3d10 + 15}) piercing damage, and the target is {@condition grappled} (escape {@dc 16}). Until this grapple ends, the target is {@condition restrained}, and Snapjaw can't bite another target.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target not {@condition grappled} by Snapjaw. {@h}24 ({@damage 2d8 + 15}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 16} Strength saving throw or be knocked {@condition prone}.\"]}],\"tokenCredit\":\"Chayrot Shahrul\",\"traitTags\":[\"Hold Breath\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true},{\"name\":\"Spythronar Sac\",\"source\":\"GHLoE\",\"page\":31,\"size\":[\"T\"],\"type\":\"aberration\",\"alignment\":[\"U\"],\"ac\":[5],\"hp\":{\"average\":1,\"formula\":\"1d4 - 1\"},\"speed\":{\"walk\":0},\"str\":1,\"dex\":1,\"con\":8,\"int\":1,\"wis\":3,\"cha\":1,\"senses\":[\"tremorsense (blind beyond this radius)\"],\"passive\":6,\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"unconscious\"],\"cr\":\"0\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"The spythronar sac appears to be a tangled ball of string, twigs, and dirt. Someone who can see the sac can identify it with a successful {@dc 15} Intelligence ({@skill Arcana} or {@skill Nature}) check.\"]},{\"name\":\"Fragile\",\"entries\":[\"A creature who enters the spythronar sac's space must succeed on a {@dc 10} Dexterity saving throw, or the sac is destroyed.\"]},{\"name\":\"Lightning Release\",\"entries\":[\"When the spythronar sac is destroyed, it releases lightning in a 10-foot radius. A creature who destroyed the sac by entering its space receives no saving throw. Other creatures in that area must succeed on a {@dc 10} Dexterity saving throw or take 4 ({@damage 1d8}) lightning damage. Each spythronar swarm and web in this area instead gains advantage on its next attack roll.\"]},{\"name\":\"Shocking Birth\",\"entries\":[\"When a spythronar sac takes lightning damage from a source other than another spythronar, it hatches, transforming into a spythronar swarm with half the normal hit points. This swarm rolls initiative and enters the combat.\"]}],\"traitTags\":[\"False Appearance\"],\"senseTags\":[\"T\"],\"damageTags\":[\"L\"],\"miscTags\":[\"AOE\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Spythronar Swarm\",\"source\":\"GHLoE\",\"page\":32,\"size\":[\"M\"],\"type\":{\"type\":\"aberration\",\"swarmSize\":\"T\"},\"alignment\":[\"N\",\"E\"],\"ac\":[13],\"hp\":{\"average\":45,\"formula\":\"10d8\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":5,\"dex\":17,\"con\":10,\"int\":3,\"wis\":11,\"cha\":3,\"skill\":{\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\",\"tremorsense 30 ft.\"],\"passive\":10,\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"immune\":[\"lightning\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"grappled\",\"paralyzed\",\"prone\",\"restrained\",\"stunned\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Furtive\",\"entries\":[\"The spythronar swarm can use a bonus action to take the Hide action.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The spythronar swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Swarm\",\"entries\":[\"The spythronar swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny arachnid. The swarm can't regain hit points or gain temporary hit points.\"]},{\"name\":\"Web Sense\",\"entries\":[\"While in contact with a web, the spythronar swarm knows the exact location of any other creature in contact with the same web.\"]},{\"name\":\"Web Walker\",\"entries\":[\"The spythronar swarm ignores movement restrictions caused by webbing.\"]}],\"action\":[{\"name\":\"Bites\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 0 ft., one creature in the swarm's space. {@h}10 ({@damage 4d4}) piercing damage and 9 ({@damage 2d8}) lightning damage, or 5 ({@damage 2d4}) piercing damage and 4 ({@damage 1d8}) lightning damage if the swarm has half of its hit points or fewer.\"]},{\"name\":\"Weave (4/Day)\",\"entries\":[\"The spythronar swarm weaves webbing, covering a 5-foot square. The swarm can then give up 1 hit point to create a spythronar sac in that space. If the swarm's webbing covers a 10-foot square, it can give up 23 hit points as part of the same action, creating a spythronar web with the same number of hit points. The swarm can't drop to 0 hit points to create a sac or web.\",\"If the swarm weaves an incomplete web, that web is a normal web rather than a sentient, monstrous one. A creature that enters this normal web's space must succeed on a {@dc 10} Strength saving throw or become {@condition grappled} (escape {@dc 10}) and {@condition restrained} while {@condition grappled} in this way. Each 5-foot square of this web has AC 10; the damage vulnerabilities, immunities, and resistances of a spythronar web; and 5 hit points.\"]}],\"traitTags\":[\"Spider Climb\",\"Web Sense\",\"Web Walker\"],\"senseTags\":[\"D\",\"T\"],\"damageTags\":[\"L\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Spythronar Web\",\"source\":\"GHLoE\",\"page\":32,\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"N\",\"E\"],\"ac\":[13],\"hp\":{\"average\":65,\"formula\":\"10d10 + 10\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":17,\"dex\":16,\"con\":13,\"int\":3,\"wis\":8,\"cha\":1,\"senses\":[\"tremorsense 60 ft. (blind beyond this radius)\"],\"passive\":9,\"resist\":[\"bludgeoning\",\"piercing\"],\"immune\":[\"lightning\"],\"vulnerable\":[\"fire\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"unconscious\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Adhesive\",\"entries\":[\"The spythronar web adheres to anything that touches it. To avoid adhering when touching the web, a creature must succeed on a {@dc 13} Strength saving throw, but a creature hit by the web's crush attack doesn't receive a saving throw. A Huge or smaller creature adhered to the web is also {@condition grappled} by it (escape {@dc 13}). If adhered to a target larger than it can grapple, the web can release the adhesive or remain adhered and be dragged along as the target moves. Neither choice requires an action from the web. Removing an object adhered to the web or the web from anything it's adhered to requires a successful {@dc 13} Strength ({@skill Athletics}) check as an action.\"]},{\"name\":\"Amorphous\",\"entries\":[\"The spythronar web can move through a space as narrow as 1 inch wide without squeezing.\"]},{\"name\":\"False Appearance\",\"entries\":[\"While the spythronar web remains motionless and takes no action, it is indistinguishable from a large, thick spider web.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"A spythronar web can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Web Sense\",\"entries\":[\"While in contact with a web, the spythronar web knows the exact location of any other creature in contact with the same web.\"]},{\"name\":\"Web Walker\",\"entries\":[\"The spythronar web ignores movement restrictions caused by webbing.\"]}],\"action\":[{\"name\":\"Crush\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage and Adhesive. The target is also {@condition restrained} while {@condition grappled} in this way, and the spythronar web can't crush another target.\"]},{\"name\":\"Lightning Surge\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 30 ft., one target. {@h}9 ({@damage 2d8}) lightning damage. If the spythronar web has a creature {@condition grappled} and attacks another target, the {@condition grappled} creature also takes this damage.\"]}],\"traitTags\":[\"Amorphous\",\"False Appearance\",\"Spider Climb\",\"Web Sense\",\"Web Walker\"],\"senseTags\":[\"T\"],\"damageTags\":[\"B\",\"L\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Stormborn Ithjar\",\"source\":\"GHLoE\",\"page\":94,\"size\":[\"H\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":189,\"formula\":\"18d12 + 72\"},\"speed\":{\"walk\":40,\"fly\":120},\"str\":21,\"dex\":20,\"con\":19,\"int\":3,\"wis\":12,\"cha\":5,\"skill\":{\"acrobatics\":\"+9\",\"perception\":\"+5\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 60 ft.\"],\"passive\":15,\"immune\":[\"lightning\",\"thunder\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Keen Sight\",\"entries\":[\"The stormborn ithjar has advantage on Wisdom ({@skill Perception}) checks that rely on sight.\"]},{\"name\":\"Slippery Serpent\",\"entries\":[\"The stormborn ithjar has advantage on ability checks or saving throws made to escape a grapple and saving throws to avoid being {@condition paralyzed} or {@condition restrained}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The stormborn ithjar attacks once with its bite and once with its tail.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}21 ({@damage 3d10 + 5}) slashing damage and 9 ({@damage 2d8}) lightning damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}18 ({@damage 3d8 + 5}) bludgeoning damage and 7 ({@damage 2d6}) thunder damage. If the target is a Large or smaller creature, it is {@condition grappled} (escape {@dc 17}). Until this grapple ends, the target is {@condition restrained}, and the stormborn ithjar can't use its tail on another target.\"]},{\"name\":\"Storm Breath {@recharge 5}\",\"entries\":[\"The stormborn ithjar exhales a 30-foot cone of lightning and thunder. Each creature in that area must make a {@dc 16} Dexterity saving throw. On a failure, a creature takes 31 ({@damage 7d8}) lightning damage and 31 ({@damage 7d8}) thunder damage and falls {@condition prone}. If the save succeeds, the creature takes half the lightning and thunder damage and doesn't fall {@condition prone}. The discharge of this breath weapon is audible for 1 mile outside and 300 feet inside.\"]}],\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"damageTags\":[\"B\",\"L\",\"S\",\"T\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Thornlamm\",\"source\":\"GHLoE\",\"page\":90,\"size\":[\"S\"],\"type\":\"plant\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":21,\"formula\":\"6d6\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":14,\"con\":11,\"int\":3,\"wis\":8,\"cha\":3,\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":9,\"resist\":[\"cold\",\"fire\",\"lightning\",\"poison\"],\"conditionImmune\":[\"blinded\",\"deafened\",\"exhaustion\"],\"cr\":\"1/4\",\"action\":[{\"name\":\"Hooves\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) bludgeoning damage.\"]},{\"name\":\"Needles\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 30/60 ft., one target. {@h}7 ({@damage 2d4 + 2}) piercing damage.\"]}],\"senseTags\":[\"B\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Torcheater\",\"source\":\"GHLoE\",\"page\":73,\"size\":[\"T\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":3,\"formula\":\"1d4 + 1\"},\"speed\":{\"walk\":5,\"fly\":30},\"str\":2,\"dex\":14,\"con\":12,\"int\":2,\"wis\":11,\"cha\":6,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"fire\"],\"cr\":\"0\",\"trait\":[{\"name\":\"Eat Fire\",\"entries\":[\"If the torcheater flies through fire, it reduces the fire's area by a 1-foot cube. A fire goes out if its area is reduced to nothing.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft.one target. {@h}1 fire damage.\"]}],\"senseTags\":[\"D\"],\"damageTags\":[\"F\"],\"miscTags\":[\"AOE\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Venomous Gnoll\",\"source\":\"GHLoE\",\"page\":60,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"gnoll\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":14,\"con\":13,\"int\":6,\"wis\":13,\"cha\":7,\"save\":{\"con\":\"+3\"},\"skill\":{\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"poison\"],\"languages\":[\"Gnoll\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Rampage\",\"entries\":[\"When the venomous gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The venomous gnoll makes two attacks, only one of which can be a bite.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage and 2 ({@damage 1d4}) poison damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage and 2 ({@damage 1d4}) poison damage.\"]},{\"name\":\"Spine Spike\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage and 2 ({@damage 1d4}) poison damage.\"]}],\"traitTags\":[\"Rampage\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"miscTags\":[\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Vitebriate\",\"isNamedCreature\":true,\"source\":\"GHLoE\",\"page\":21,\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"7d8 + 21\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":14,\"con\":16,\"int\":12,\"wis\":12,\"cha\":16,\"senses\":[\"darkvision 60 ft.\"],\"passive\":20,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"petrified\",\"poisoned\"],\"languages\":[\"languages it knew previously\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Unnatural Life\",\"entries\":[\"Vitebriates are immune to the effects of old age and death by natural causes.\"]},{\"name\":\"Vitebriance\",\"entries\":[\"While on the same plane of existence as a person {@condition charmed} by the vitebriate's Dominate Person action, the vitebriate may leech 1 hp per day permanently from the thrall. When a thrall is reduced to 0 hp through this process, it is killed. Drained hit points are regained after 7 days of rest.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The vitebriate makes two melee attacks.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Dominate Person\",\"entries\":[\"A vitebriate can target a single humanoid with dominate person as the spell, with the following differences: once the vitebriate has chosen the target, it can use this ability only on the chosen target (until the next day when it can choose a different target and drop the focus on the current target). The spell does not require {@status concentration} but is broken if the vitebriate is knocked {@condition unconscious} involuntarily or killed (though not if it trances or sleeps). If the person has been {@condition charmed} for at least an hour, damage does not force a new saving throw.\"]}],\"reaction\":[{\"name\":\"Life Shield (1/Day)\",\"entries\":[\"The vitebriate uses its psychic link with its thrall to transfer all damage it would take to its thrall. Damage that goes beyond what would kill the thrall is dealt to the vitebriate.\"]}],\"attachedItems\":[\"dagger|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"unconscious\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Werebear Ascetic\",\"source\":\"GHLoE\",\"page\":37,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any\",\"shapechanger\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":12,\"condition\":\"in humanoid form\"},{\"ac\":15,\"condition\":\"in hybrid form\",\"from\":[\"natural armor\"]}],\"hp\":{\"average\":150,\"formula\":\"20d8 + 60\"},\"speed\":{\"walk\":{\"number\":30,\"condition\":\"(50 ft. and 30 ft. climb in hybrid and kindred form)\"}},\"str\":16,\"dex\":14,\"con\":17,\"int\":10,\"wis\":16,\"cha\":11,\"save\":{\"wis\":\"+7\"},\"skill\":{\"animal handling\":\"+7\",\"nature\":\"+4\",\"perception\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":17,\"languages\":[\"any three languages\"],\"cr\":\"12\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The werebear is a 13th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 15}, {@hit 6} to hit with spell attacks). It can cast spells in any form, regardless of verbal, somatic, or material components provided they have no gold cost. It has the following druid spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell druidcraft}\",\"{@spell guidance}\",\"{@spell mending}\",\"{@spell resistance}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell animal friendship}\",\"{@spell faerie fire}\",\"{@spell healing word}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell hold person}\",\"{@spell lesser restoration}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell conjure animals}\",\"{@spell dispel magic}\",\"{@spell plant growth}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell freedom of movement}\",\"{@spell ice storm}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell commune with nature}\",\"{@spell tree stride}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell wall of thorns}\"]},\"7\":{\"slots\":1,\"spells\":[\"{@spell arboreal curse|GHLoE}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Shapechanger\",\"entries\":[\"The werebear ascetic can use its action to polymorph into a bear-humanoid hybrid or into its kindred bear form, or back into its true form, which is humanoid. Its statistics, unless noted, are the same in each form. Any armor it is wearing merges into its alternate forms. It reverts to its true form if it dies.\"]},{\"name\":\"Kindred Form\",\"entries\":[\"The werebear's kindred form takes the shape of a Large bear. While in this form, it can speak to and understand bears, cannot take any actions requiring hands, adds its Constitution modifier to the result of any saving throw, and gains 25 temporary hit points the first time it takes this form each day.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The werebear makes three melee attacks, only one of which can be a bite.\"]},{\"name\":\"Bite (Hybrid or Kindred Form Only)\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}16 ({@damage 3d8 + 3}) piercing damage. If the target is a humanoid, it must succeed on a {@dc 15} Constitution saving throw or be cursed with werebear lycanthropy.\"]},{\"name\":\"Claw (Hybrid or Kindred Form Only)\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}10 ({@damage 2d6 + 3}) slashing damage.\"]}],\"traitTags\":[\"Shapechanger\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"X\"],\"damageTags\":[\"P\",\"S\"],\"damageTagsSpell\":[\"B\",\"C\",\"P\",\"S\"],\"spellcastingTags\":[\"CD\"],\"miscTags\":[\"CUR\",\"MW\"],\"conditionInflictSpell\":[\"charmed\",\"paralyzed\",\"petrified\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Werewolf Ravager\",\"source\":\"GHLoE\",\"page\":83,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any\",\"shapechanger\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":13,\"condition\":\"in humanoid form\"},{\"ac\":16,\"condition\":\"in hybrid form\",\"from\":[\"natural armor\"]}],\"hp\":{\"average\":91,\"formula\":\"14d8 + 28\"},\"speed\":{\"walk\":{\"number\":30,\"condition\":\"(50 ft. in hybrid form)\"}},\"str\":17,\"dex\":16,\"con\":14,\"int\":9,\"wis\":15,\"cha\":10,\"save\":{\"str\":\"+6\",\"dex\":\"+6\"},\"skill\":{\"perception\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"immune\":[{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"vulnerable\":[{\"vulnerable\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that are silvered\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"any two languages\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Grappler\",\"entries\":[\"While a creature is {@condition grappled} by the werewolf ravager, the werewolf has advantage on attack rolls against {@condition grappled} targets, and the target takes an additional 3 {@damage 1d6} damage whenever it is hit with the werewolf's bite or claw attack.\"]},{\"name\":\"Shapechanger\",\"entries\":[\"The werewolf can use its action to polymorph into a wolf-humanoid hybrid or back into its true form, which is humanoid. Any armor it is wearing merges into its hybrid form. It reverts to its true form if it dies.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The werewolf ravager makes two melee attacks. It can only make one bite attack per turn.\"]},{\"name\":\"Bite (Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}12 ({@damage 2d8 + 3}) piercing damage. The target must succeed on a {@dc 14} Strength saving throw or be {@condition grappled}.\",\"Additionally, if the target is a humanoid, it must succeed on a {@dc 13} Constitution saving throw or be cursed with werewolf lycanthropy.\"]},{\"name\":\"Claw (Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}10 ({@damage 2d6 + 3}) slashing damage.\"]},{\"name\":\"Short Sword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]}],\"traitTags\":[\"Shapechanger\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"X\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"CUR\",\"MW\"],\"conditionInflict\":[\"grappled\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Xakalonus\",\"source\":\"GHLoE\",\"page\":73,\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":75,\"formula\":\"10d8 + 30\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":15,\"con\":17,\"int\":9,\"wis\":12,\"cha\":9,\"skill\":{\"perception\":\"+4\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":14,\"languages\":[\"understands Draconic but can't speak\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Magic Absorption\",\"entries\":[\"If a xakalonus succeeds on a saving throw against a magical effect that would damage it, it takes no damage. Instead, the xakalonus regains 11 ({@dice 2d10}) hit points. Alternatively, if the xakalonus is at full hit points, the next successful melee attack by the xakalonus deals an additional 11 ({@damage 2d10}) force damage.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The xakalonus has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The xakalonus makes one bite and one claws attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) slashing damage.\"]},{\"name\":\"Sonic Bark {@recharge 5}\",\"entries\":[\"All creatures within 30 ft. who can hear the xakalonus must succeed on a {@dc 14} Constitution saving throw or take 14 ({@damage 4d6}) thunder damage and be {@condition stunned} until the end of their next turn. Other xakalonus and the hraptnon are immune to this.\"]}],\"traitTags\":[\"Damage Absorption\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"DR\"],\"damageTags\":[\"O\",\"P\",\"S\",\"T\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"stunned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Young Blightscale Dragon\",\"source\":\"GHLoE\",\"page\":82,\"size\":[\"L\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"cursed\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":152,\"formula\":\"16d10 + 64\"},\"speed\":{\"walk\":40,\"fly\":80},\"str\":19,\"dex\":12,\"con\":19,\"int\":12,\"wis\":11,\"cha\":8,\"save\":{\"dex\":\"+4\",\"wis\":\"+3\",\"cha\":\"+2\"},\"skill\":{\"insight\":\"+3\",\"perception\":\"+6\",\"stealth\":\"+4\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":16,\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Draconic and one national language\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Accursed Death\",\"entries\":[\"When the dragon dies, it exudes a cloud of sickening, accursed gas. Each creature within 20 ft. of the dragon must succeed on a {@dc 15} Constitution saving throw or become {@condition poisoned} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. However, a creature that fails two of these saving throws becomes cursed. A creature cursed in this way takes 10 ({@damage 3d6}) necrotic damage and can't regain hit points, and the creature's hit point maximum is reduced by an amount equal to the necrotic damage taken. Every 24 hours, the cursed creature takes 10 ({@damage 3d6}) necrotic damage with similar reduction to the creature's hit point maximum. If the curse reduces the target's hit point maximum to 0, the target dies.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage and 5 ({@damage 2d4}) necrotic damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) slashing damage and 2 ({@damage 1d4}) poison damage.\"]},{\"name\":\"Swarm Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a 30-foot cone of poisonous insects and vile gas. Each creature in that area must make a {@dc 15} Constitution saving throw, taking 14 ({@damage 4d6}) piercing damage and 28 ({@damage 8d6}) poison damage on a failed save, or half as much damage on a successful one.\"]}],\"dragonAge\":\"young\",\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"I\",\"N\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"CUR\",\"HPR\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Zombie Troll\",\"source\":\"GHLoE\",\"page\":121,\"size\":[\"L\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":85,\"formula\":\"9d10 + 36\"},\"speed\":{\"walk\":30},\"str\":19,\"dex\":6,\"con\":18,\"int\":3,\"wis\":6,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"resist\":[\"cold\",\"necrotic\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"understands Giant but can't speak\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Regeneration\",\"entries\":[\"The zombie troll regains 10 hit points at the start of its turn. If the zombie troll takes acid or radiant damage, this trait doesn't function at the start of the zombie troll's next turn. The zombie troll dies only if it starts its turn with 0 hit points and doesn't regenerate.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The zombie troll makes two attacks.\"]},{\"name\":\"Morningstar\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage.\"]},{\"name\":\"Unrelenting Brute\",\"entries\":[\"If a creature is hit by both morningstar attacks, the creature must take a {@dc 14} Strength saving throw or be knocked {@condition prone}.\"]}],\"attachedItems\":[\"morningstar|phb\"],\"traitTags\":[\"Regeneration\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"GI\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-gos.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\"]},\"otherSources\":{\"monster\":{\"VGM\":\"GoS\",\"TftYP\":\"GoS\",\"PotA\":\"GoS\",\"ToA\":\"GoS\",\"MTF\":\"GoS\"}}},\"monster\":[{\"name\":\"Amphisbaena\",\"source\":\"GoS\",\"page\":230,\"otherSources\":[{\"source\":\"MOT\"}],\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[14],\"hp\":{\"average\":11,\"formula\":\"2d8 + 2\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":14,\"dex\":18,\"con\":12,\"int\":3,\"wis\":10,\"cha\":3,\"skill\":{\"perception\":\"+2\"},\"senses\":[\"blindsight 10 ft.\"],\"passive\":12,\"cr\":\"1/2\",\"trait\":[{\"name\":\"Two Heads\",\"entries\":[\"The amphisbaena has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The amphisbaena makes two bite attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage, and the target must make a {@dc 11} Constitution saving throw, taking 3 ({@damage 1d6}) poison damage on a failed save, or half as much damage on a successful one.\"]}],\"altArt\":[{\"name\":\"Amphisbaena\",\"source\":\"MOT\"}],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Barnacle Bess\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"GoS\",\"page\":220,\"_copy\":{\"name\":\"Giant Crab\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the crab\",\"with\":\"Bess\",\"flags\":\"i\"}}},\"alignment\":[\"L\",\"N\"],\"int\":10,\"languages\":[\"Common\"],\"languageTags\":[\"C\"],\"hasToken\":true},{\"name\":\"Bullywug Croaker\",\"source\":\"GoS\",\"page\":232,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"bullywug\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item hide armor|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":20,\"swim\":40},\"str\":14,\"dex\":12,\"con\":12,\"int\":7,\"wis\":15,\"cha\":10,\"save\":{\"con\":\"+3\"},\"skill\":{\"perception\":\"+4\",\"stealth\":\"+3\"},\"passive\":14,\"languages\":[\"Bullywug\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The croaker can breathe air and water.\"]},{\"name\":\"Speak with Frogs and Toads\",\"entries\":[\"The croaker can communicate simple concepts to frogs and toads when it speaks in Bullywug.\"]},{\"name\":\"Standing Leap\",\"entries\":[\"The croaker's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.\"]},{\"name\":\"Swamp Camouflage\",\"entries\":[\"The croaker has advantage on Dexterity ({@skill Stealth}) checks made to hide in swampy terrain.\"]}],\"action\":[{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Glaaar-pat (3/Day)\",\"entries\":[\"The croaker sings a song of marshy doom. Each chosen creature within 30 feet of the croaker that can hear the song must make a {@dc 12} Wisdom saving throw, taking 9 ({@damage 2d8}) psychic damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw also has disadvantage on Constitution saving throws until the end of its next turn.\"]},{\"name\":\"Rooooo-glog (1/Day)\",\"entries\":[\"The croaker sings an ode to an elder froghemoth. Each bullywug within 30 feet of the croaker that can hear the song gains 10 temporary hit points.\"]}],\"attachedItems\":[\"spear|phb\"],\"traitTags\":[\"Amphibious\",\"Camouflage\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"P\",\"Y\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Bullywug Royal\",\"source\":\"GoS\",\"page\":232,\"otherSources\":[{\"source\":\"WBtW\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"bullywug\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item hide armor|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":52,\"formula\":\"8d8 + 16\"},\"speed\":{\"walk\":20,\"swim\":40},\"str\":16,\"dex\":12,\"con\":14,\"int\":10,\"wis\":11,\"cha\":14,\"save\":{\"str\":\"+5\",\"dex\":\"+3\"},\"skill\":{\"athletics\":\"+5\",\"intimidation\":\"+4\",\"stealth\":\"+3\"},\"passive\":10,\"languages\":[\"Bullywug\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The royal can breathe air and water.\"]},{\"name\":\"Brute\",\"entries\":[\"A melee weapon deals one extra die of its damage when the royal hits with it (included in the attack).\"]},{\"name\":\"Frog Rider\",\"entries\":[\"The royal has advantage on melee attacks made while riding a frog mount.\"]},{\"name\":\"Speak with Frogs and Toads\",\"entries\":[\"The royal can communicate simple concepts to frogs and toads when it speaks in Bullywug.\"]},{\"name\":\"Standing Leap\",\"entries\":[\"The royal's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.\"]},{\"name\":\"Swamp Camouflage\",\"entries\":[\"The royal has advantage on Dexterity ({@skill Stealth}) checks made to hide in swampy terrain.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The royal makes two attacks: one with its royal spear and one with its bite.\"]},{\"name\":\"Royal Spear\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 10 ft. or range 20/60 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage, or 12 ({@damage 2d8 + 3}) piercing damage if used with two hands to make a melee attack. If the target is a Medium or smaller creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Croaked Decree (1/Day)\",\"entries\":[\"The royal makes a loud pronouncement. Each bullywug within 60 feet of the royal that can hear the pronouncement has advantage on its next attack roll.\"]}],\"traitTags\":[\"Amphibious\",\"Brute\",\"Camouflage\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RW\",\"THW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Captain Xendros\",\"shortName\":\"Xendros\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"GoS\",\"page\":14,\"_copy\":{\"name\":\"Priest\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Tiefling\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the priest\",\"with\":\"Xendros\",\"flags\":\"i\"}}},\"alignment\":[\"C\",\"E\"],\"senseTags\":[\"D\"],\"languageTags\":[\"I\",\"X\"],\"damageTagsSpell\":[\"F\",\"N\",\"O\",\"R\"],\"spellcastingTags\":[\"CC\",\"I\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Drowned Ascetic\",\"source\":\"GoS\",\"page\":233,\"otherSources\":[{\"source\":\"LR\"}],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"ac\":[13],\"hp\":{\"average\":75,\"formula\":\"10d8 + 30\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":16,\"con\":16,\"int\":3,\"wis\":9,\"cha\":5,\"save\":{\"dex\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"understands the languages it knew in life but can't speak\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Bottom Treader\",\"entries\":[\"The drowned ascetic cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement or attacks underwater. It is immune to the effects of being underwater at a depth greater than 100 feet.\"]},{\"name\":\"Bound Together\",\"entries\":[\"The drowned ascetic shares its mind with every other drowned one within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation.\"]},{\"name\":\"Undead Fortitude\",\"entries\":[\"If damage reduces the drowned ascetic to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the drowned ascetic drops to 1 hit point instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The drowned ascetic makes three unarmed strikes.\"]},{\"name\":\"Unarmed Strike\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage, and the target must succeed on a {@dc 12} Constitution saving throw or contract {@disease bluerot|GoS} (see the \\\"Bluerot\\\" in notes).\"]}],\"reaction\":[{\"name\":\"Dexterous Target\",\"entries\":[\"The drowned ascetic adds 3 to its AC against one ranged attack that would hit it. To do so, the drowned ascetic must see the attacker.\"]}],\"traitTags\":[\"Undead Fortitude\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"LF\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Drowned Assassin\",\"source\":\"GoS\",\"page\":234,\"otherSources\":[{\"source\":\"LR\"}],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":67,\"formula\":\"9d8 + 27\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":16,\"con\":16,\"int\":9,\"wis\":9,\"cha\":16,\"save\":{\"dex\":\"+5\",\"con\":\"+5\"},\"skill\":{\"intimidation\":\"+5\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"understands the languages it knew in life but can't speak\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Bottom Treader\",\"entries\":[\"The drowned assassin cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement or attacks underwater. It is immune to the effects of being underwater at a depth greater than 100 feet.\"]},{\"name\":\"Bound Together\",\"entries\":[\"The drowned assassin shares its mind with every other drowned one within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation.\"]},{\"name\":\"Undead Fortitude\",\"entries\":[\"If damage reduces the drowned assassin to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the drowned assassin drops to 1 hit point instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The drowned assassin makes two hand crossbow attacks or two dagger attacks. It can then take the Dash, Disengage, or Hide action.\"]},{\"name\":\"Hand Crossbow\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 30/120 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 3 ({@damage 1d6}) poison damage, and the target must succeed on a {@dc 12} Constitution saving throw or contract {@disease bluerot|GoS} (see the \\\"Bluerot\\\" in notes).\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 9 ({@damage 2d8}) poison damage, and the target must succeed on a {@dc 12} Constitution saving throw or contract {@disease bluerot|GoS} (see the \\\"Bluerot\\\" in notes).\"]},{\"name\":\"Reveal (1/Day)\",\"entries\":[\"The drowned assassin removes its mask, revealing its rotting face. Each creature of the assassin's choice within 30 feet of it that can see the assassin must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} until the end of its next turn.\"]}],\"attachedItems\":[\"dagger|phb\",\"hand crossbow|phb\"],\"traitTags\":[\"Undead Fortitude\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"LF\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Drowned Blade\",\"source\":\"GoS\",\"page\":235,\"otherSources\":[{\"source\":\"LR\"}],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":10,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":45,\"formula\":\"6d8 + 18\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":8,\"con\":16,\"int\":3,\"wis\":9,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"understands the languages it knew in life but can't speak\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Bottom Treader\",\"entries\":[\"The drowned blade cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement or attacks underwater. It is immune to the effects of being underwater at a depth greater than 100 feet.\"]},{\"name\":\"Bound Together\",\"entries\":[\"The drowned blade shares its mind with every other drowned one within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation.\"]},{\"name\":\"Undead Fortitude\",\"entries\":[\"If damage reduces the drowned blade to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the drowned blade drops to 1 hit point instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The drowned blade makes two rusted longsword attacks.\"]},{\"name\":\"Rusted Longsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, and the target must succeed on a {@dc 12} Constitution saving throw or contract {@disease bluerot|GoS} (see the \\\"Bluerot\\\" in notes).\"]}],\"traitTags\":[\"Undead Fortitude\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"LF\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Drowned Master\",\"source\":\"GoS\",\"page\":235,\"otherSources\":[{\"source\":\"LR\"}],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":157,\"formula\":\"21d8 + 63\"},\"speed\":{\"walk\":30},\"str\":17,\"dex\":12,\"con\":16,\"int\":9,\"wis\":14,\"cha\":12,\"save\":{\"con\":\"+7\",\"wis\":\"+6\"},\"skill\":{\"perception\":\"+10\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":20,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"understands the languages it knew in life but can't speak\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Bound Together\",\"entries\":[\"The drowned master shares its mind with every other drowned one within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation.\"]},{\"name\":\"Cold Aura\",\"entries\":[\"At the start of each of the drowned master's turns, each creature within 5 feet of it takes 5 ({@damage 1d10}) cold damage. A creature that touches the drowned master or hits it with a melee attack while within 5 feet of it takes 5 ({@damage 1d10}) cold damage.\"]},{\"name\":\"Undead Fortitude\",\"entries\":[\"If damage reduces the drowned master to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the drowned master drops to 1 hit point instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The drowned master makes two attacks: one with its greatsword and one with its Life-Draining Tentacle.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage plus 14 ({@damage 4d6}) cold damage, and the target must succeed on a {@dc 12} Constitution saving throw or contract {@disease bluerot|GoS} (see the \\\"Bluerot\\\" in notes).\"]},{\"name\":\"Life-Draining Tentacle\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 15 ft., one target. {@h}10 ({@damage 2d6 + 3}) necrotic damage. The target must succeed on a {@dc 15} Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this effect reduces its hit point maximum to 0. This reduction lasts until the target finishes a long rest. On a failed save, the target also contracts bluerot (see the \\\"Bluerot\\\" in notes).\"]},{\"name\":\"Necrotic Ink {@recharge 5}\",\"entries\":[\"The drowned master discharges foul ink in front of itself in a 30-foot cone. Each creature caught in the ink must make a {@dc 15} Constitution saving throw, taking 27 ({@damage 6d8}) necrotic damage on a failed save or half as much damage on a successful one. A creature that fails this saving throw is {@condition blinded} until the end of its next turn and contracts bluerot (see the \\\"Bluerot\\\" in notes).\"]}],\"attachedItems\":[\"greatsword|phb\"],\"traitTags\":[\"Undead Fortitude\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"LF\"],\"damageTags\":[\"C\",\"N\",\"S\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fish\",\"source\":\"GoS\",\"page\":224,\"_copy\":{\"name\":\"Quipper\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"quipper\",\"with\":\"fish\",\"flags\":\"i\"},\"trait\":{\"mode\":\"removeArr\",\"names\":\"Blood Frenzy\"}}},\"action\":null,\"damageTags\":[],\"miscTags\":[],\"hasToken\":true},{\"name\":\"Giant Coral Snake\",\"source\":\"GoS\",\"page\":236,\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[13],\"hp\":{\"average\":90,\"formula\":\"12d10 + 24\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":12,\"dex\":16,\"con\":14,\"int\":2,\"wis\":10,\"cha\":3,\"skill\":{\"perception\":\"+2\"},\"senses\":[\"blindsight 10 ft.\"],\"passive\":12,\"cr\":\"4\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) piercing damage, and the target must succeed on a {@dc 12} Constitution saving throw or be {@condition stunned} until the end of its next turn. On a failed save, the target begins to hallucinate and is afflicted with a {@table short-term madness|DMG} effect (determined randomly or by the DM; see \\\"Madness\\\" in chapter 8 of the {@book Dungeon Master's Guide|dmg|8|madness}). The effect lasts 10 minutes.\"]}],\"senseTags\":[\"B\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"stunned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Giant Sea Eel\",\"source\":\"GoS\",\"page\":237,\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":19,\"formula\":\"3d10 + 3\"},\"speed\":{\"walk\":0,\"swim\":40},\"str\":11,\"dex\":14,\"con\":12,\"int\":7,\"wis\":10,\"cha\":7,\"save\":{\"dex\":\"+4\"},\"skill\":{\"perception\":\"+2\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"cr\":\"1/2\",\"trait\":[{\"name\":\"Water Breathing\",\"entries\":[\"The eel can breathe only underwater.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d10 + 2}) piercing damage.\"]}],\"traitTags\":[\"Water Breathing\"],\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Giant White Moray Eel\",\"source\":\"GoS\",\"page\":216,\"_copy\":{\"name\":\"Giant Constrictor Snake\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"snake\",\"with\":\"eel\",\"flags\":\"i\"},\"trait\":{\"mode\":\"prependArr\",\"items\":{\"name\":\"Water Breathing\",\"entries\":[\"The eel can breathe only underwater.\"]}},\"action\":{\"mode\":\"removeArr\",\"names\":\"Constrict\"}}},\"speed\":{\"walk\":0,\"swim\":40},\"skill\":{\"perception\":\"+2\",\"stealth\":\"+4\"},\"traitTags\":[\"Water Breathing\"],\"damageTags\":[\"P\"],\"hasToken\":true},{\"name\":\"Harpy Matriarch\",\"source\":\"GoS\",\"page\":237,\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":88,\"formula\":\"16d8 + 16\"},\"speed\":{\"walk\":20,\"fly\":40},\"str\":13,\"dex\":16,\"con\":12,\"int\":9,\"wis\":10,\"cha\":16,\"save\":{\"dex\":\"+6\",\"cha\":\"+6\"},\"skill\":{\"perception\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Common\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Luring Maestro\",\"entries\":[\"While within 60 feet of the matriarch, creatures have disadvantage on saving throws against the matriarch's Luring Song.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The matriarch has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The matriarch makes two claws attacks.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 3d6 + 3}) slashing damage.\"]},{\"name\":\"Fleeting Form\",\"entries\":[\"The matriarch can magically disguise itself to resemble a humanoid of roughly similar size and shape for up to 1 hour. It can revert to its true form as a bonus action. This illusion does not hold up to close scrutiny.\"]},{\"name\":\"Luring Song\",\"entries\":[\"The matriarch sings a magical melody. Every humanoid and giant within 300 feet of the matriarch that can hear the song must succeed on a {@dc 14} Wisdom saving throw or be {@condition charmed} until the song ends. The matriarch must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the matriarch is {@condition incapacitated}.\",\"While {@condition charmed} by the matriarch, a target is {@condition incapacitated} and ignores the songs of other harpies. If the {@condition charmed} target is more than 5 feet away from the matriarch, the target must move on its turn toward the matriarch by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the matriarch, the target can repeat the saving throw. A {@condition charmed} target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.\",\"A target that successfully saves is immune to this matriarch's song for the next 24 hours.\"]},{\"name\":\"Visage of Desire (1/Day)\",\"entries\":[\"The matriarch projects a vision into the minds of creatures within 30 feet of it that aren't constructs or undead, showing each creature achieving whatever it most desires. An affected creature must succeed on a {@dc 14} Wisdom saving throw or drop whatever it is holding and become {@condition paralyzed} until the end of its next turn.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"charmed\",\"incapacitated\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Juvenile Kraken\",\"source\":\"GoS\",\"page\":238,\"size\":[\"H\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"titan\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":207,\"formula\":\"18d12 + 90\"},\"speed\":{\"walk\":20,\"swim\":50},\"str\":24,\"dex\":11,\"con\":20,\"int\":19,\"wis\":15,\"cha\":17,\"save\":{\"str\":\"+12\",\"dex\":\"+5\",\"con\":\"+10\",\"int\":\"+9\",\"wis\":\"+7\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":12,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"lightning\"],\"conditionImmune\":[\"frightened\",\"paralyzed\"],\"languages\":[\"Abyssal\",\"Celestial\",\"Infernal\",\"Primordial\",\"telepathy 60 ft. but can't speak\"],\"cr\":\"14\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The kraken can breathe air and water.\"]},{\"name\":\"Freedom of Movement\",\"entries\":[\"The kraken ignores {@quickref difficult terrain||3}, and magical effects can't reduce its speed or cause it to be {@condition restrained}. It can spend 5 feet of movement to escape from nonmagical restraints or being {@condition grappled}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The kraken makes two tentacle attacks, each of which it can replace with a use of Fling.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}20 ({@damage 3d8 + 7}) piercing damage. If the target is a Medium or smaller creature {@condition grappled} by the kraken, that creature is swallowed and the grapple ends. While swallowed, the creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the kraken, and it takes 21 ({@damage 6d6}) acid damage at the start of each of the kraken's turns. One Medium or two smaller creatures can be swallowed at the same time.\",\"If the kraken takes 35 damage or more on a single turn from a creature inside it, the kraken must succeed on a {@dc 23} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in spaces within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse using 10 feet of movement, exiting {@condition prone}.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 20 ft., one target. {@h}17 ({@damage 3d6 + 7}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 20}). Until the grapple ends, the target is {@condition restrained}. The kraken has ten tentacles, each of which can grapple one target.\"]},{\"name\":\"Fling\",\"entries\":[\"One Medium or smaller object held or creature {@condition grappled} by the kraken is thrown up to 40 feet in a random direction and knocked {@condition prone}. If a thrown target strikes a solid surface, the target takes 3 ({@damage 1d6}) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a {@dc 13} Dexterity saving throw or take the same damage and be knocked {@condition prone}.\"]},{\"name\":\"Lightning Strike\",\"entries\":[\"The kraken magically create a bolt of lightning, which can strike a target the kraken can see within 90 feet of it. The target must make a {@dc 18} Dexterity saving throw, taking 22 ({@damage 4d10}) lightning damage on a failed save, or half as much damage on a successful one.\"]}],\"legendary\":[{\"name\":\"Tentacle Attack (Costs 2 Actions)\",\"entries\":[\"The kraken makes one tentacle attack.\"]},{\"name\":\"Fling\",\"entries\":[\"The kraken uses Fling.\"]},{\"name\":\"Ink Cloud (Costs 3 Actions)\",\"entries\":[\"While underwater, the kraken expels an ink cloud in a 40-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a {@dc 18} Constitution saving throw, taking 11 ({@damage 2d10}) poison damage on a failed save or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn.\"]}],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\",\"Swallow\",\"Tentacles\"],\"languageTags\":[\"AB\",\"CE\",\"CS\",\"I\",\"P\",\"TP\"],\"damageTags\":[\"A\",\"B\",\"I\",\"L\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"grappled\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Koalinth\",\"source\":\"GoS\",\"page\":239,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"goblinoid\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item scale mail|phb}\"]}],\"hp\":{\"average\":16,\"formula\":\"3d8 + 3\"},\"speed\":{\"walk\":30,\"swim\":20},\"str\":13,\"dex\":11,\"con\":12,\"int\":11,\"wis\":10,\"cha\":11,\"save\":{\"dex\":\"+2\"},\"skill\":{\"athletics\":\"+3\",\"perception\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"languages\":[\"Common\",\"Goblin\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The koalinth can breathe air and water.\"]},{\"name\":\"Martial Advantage\",\"entries\":[\"Once per turn, the koalinth can deal an extra 7 ({@dice 2d6}) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the koalinth that isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Trident\",\"entries\":[\"{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage, or 5 ({@damage 1d8 + 1}) piercing damage if used with two hands to make a melee attack.\"]}],\"attachedItems\":[\"trident|phb\"],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"GO\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Koalinth Sergeant\",\"source\":\"GoS\",\"page\":239,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"goblinoid\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item scale mail|phb}\"]}],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":14,\"dex\":11,\"con\":12,\"int\":11,\"wis\":10,\"cha\":12,\"save\":{\"dex\":\"+2\",\"wis\":\"+2\"},\"skill\":{\"athletics\":\"+4\",\"perception\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"languages\":[\"Common\",\"Goblin\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The koalinth can breathe air and water.\"]},{\"name\":\"Martial Advantage\",\"entries\":[\"Once per turn, the sergeant can deal an extra 7 ({@dice 2d6}) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the sergeant that isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The sergeant makes two melee attacks with its trident.\"]},{\"name\":\"Trident\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack.\"]},{\"name\":\"Hooked Net\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 10/30 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage, and the target is {@condition restrained}. A creature can use its action to make a {@dc 12} Strength check to free itself or another creature in a hooked net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 12) frees the target without harming it and destroys the net.\"]}],\"reaction\":[{\"name\":\"Spear the Helpless (2/Day)\",\"entries\":[\"Whenever a creature within 30 feet of the sergeant becomes {@condition restrained}, the sergeant can move its speed toward the {@condition restrained} creature. If the sergeant ends its move within reach of the {@condition restrained} creature, it can make a melee attack against it.\"]}],\"attachedItems\":[\"trident|phb\"],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GO\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"restrained\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Krell Grohlg\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"GoS\",\"page\":92,\"_copy\":{\"name\":\"Druid\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Half-Orc\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the druid\",\"with\":\"Krell\",\"flags\":\"i\"},\"_\":{\"mode\":\"replaceSpells\",\"spells\":{\"2\":[{\"replace\":\"{@spell animal messenger}\",\"with\":\"{@spell flaming sphere}\"}]}}}},\"alignment\":[\"C\",\"E\"],\"str\":18,\"languages\":[\"Common\",\"Orc\"],\"action\":[{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 6} to hit ({@hit 4} to hit with shillelagh), reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage, 8 ({@damage 1d8 + 4}) bludgeoning damage if wielded with two hands, or 6 ({@damage 1d8 + 2}) bludgeoning damage with {@spell shillelagh}.\"]}],\"attachedItems\":[\"quarterstaff|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"O\"],\"miscTags\":[\"MLW\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Kysh\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"GoS\",\"page\":240,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"triton\"]},\"alignment\":[\"L\",\"G\"],\"ac\":[13],\"hp\":{\"average\":27,\"formula\":\"5d8 + 5\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":14,\"dex\":16,\"con\":12,\"int\":10,\"wis\":13,\"cha\":14,\"skill\":{\"persuasion\":\"+4\",\"survival\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"languages\":[\"Common\",\"Primordial\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Kysh's spellcasting ability is Charisma (spell save {@dc 12}, {@hit 4} to hit with spell attacks). He can cast the following spell, requiring only verbal components:\"],\"daily\":{\"1\":[\"{@spell fog cloud}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"Kysh can breathe air and water.\"]},{\"name\":\"Emissary of the Sea\",\"entries\":[\"Kysh can communicate simple ideas with amphibious and water-breathing beasts. They understand the meaning of his words, but he cannot understand them in return.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Kysh makes two melee attacks with his spear.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft, one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack.\"]}],\"attachedItems\":[\"spear|phb\"],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"P\"],\"damageTags\":[\"P\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Living Iron Statue\",\"source\":\"GoS\",\"page\":241,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":102,\"formula\":\"12d8 + 48\"},\"speed\":{\"walk\":20},\"str\":16,\"dex\":14,\"con\":18,\"int\":6,\"wis\":10,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"lightning\",\"poison\"],\"vulnerable\":[\"acid\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Immutable Form\",\"entries\":[\"The statue is immune to any spell or effect that would alter its form.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The statue makes two attacks: one with its blade and one with its hammer.\"]},{\"name\":\"Blade\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage.\"]},{\"name\":\"Hammer\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage, and the target is knocked {@condition prone}.\"]},{\"name\":\"Whirl {@recharge 5}\",\"entries\":[\"The statue can use its action to spin at the waist, targeting creatures of its choice within 10 feet of it. Each target must make a {@dc 13} Dexterity saving throw, taking 19 ({@damage 3d10 + 3}) bludgeoning damage on a failed save, or half as much damage on a successful one.\"]}],\"traitTags\":[\"Immutable Form\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"B\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Lizardfolk Commoner\",\"source\":\"GoS\",\"page\":241,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"lizardfolk\"]},\"alignment\":[\"N\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":16,\"formula\":\"3d8 + 3\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":15,\"dex\":10,\"con\":12,\"int\":7,\"wis\":12,\"cha\":7,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+2\",\"survival\":\"+3\"},\"passive\":13,\"languages\":[\"Draconic\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Hold Breath\",\"entries\":[\"The lizardfolk can hold its breath for 15 minutes.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]}],\"traitTags\":[\"Hold Breath\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Lizardfolk Render\",\"source\":\"GoS\",\"page\":241,\"otherSources\":[{\"source\":\"SLW\"},{\"source\":\"IMR\"}],\"size\":[\"L\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"lizardfolk\"]},\"alignment\":[\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"7d10 + 14\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":16,\"dex\":10,\"con\":14,\"int\":7,\"wis\":12,\"cha\":7,\"skill\":{\"athletics\":\"+5\",\"perception\":\"+3\",\"survival\":\"+5\"},\"passive\":13,\"languages\":[\"Draconic\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Blood Frenzy\",\"entries\":[\"The render has advantage on melee attack rolls against any creature that doesn't have all its hit points.\"]},{\"name\":\"Hold Breath\",\"entries\":[\"The render can hold its breath for 15 minutes.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The render makes two attacks: one with its claws and one with its bite.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d8 + 3}) slashing damage.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage.\"]},{\"name\":\"Rend the Field {@recharge 5}\",\"entries\":[\"The render makes a claw attack against each creature of its choice within 10 feet of it. A creature hit by this attack must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}.\"]}],\"traitTags\":[\"Hold Breath\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lizardfolk Scaleshield\",\"source\":\"GoS\",\"page\":242,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"lizardfolk\"]},\"alignment\":[\"N\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item scale mail|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":32,\"formula\":\"5d8 + 10\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":15,\"dex\":10,\"con\":14,\"int\":7,\"wis\":12,\"cha\":7,\"skill\":{\"athletics\":\"+4\",\"perception\":\"+3\",\"survival\":\"+5\"},\"passive\":13,\"languages\":[\"Draconic\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Hold Breath\",\"entries\":[\"The scaleshield can hold its breath for 15 minutes.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The scaleshield makes two melee attacks, each one with a different weapon.\"]},{\"name\":\"Morningstar\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Spiked Shield\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Shield Block\",\"entries\":[\"If an ally within 5 feet of the scaleshield is hit by an attack, the scaleshield can reduce that attack's damage by half.\"]}],\"attachedItems\":[\"morningstar|phb\"],\"traitTags\":[\"Hold Breath\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Lizardfolk Subchief\",\"source\":\"GoS\",\"page\":242,\"otherSources\":[{\"source\":\"SLW\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"lizardfolk\"]},\"alignment\":[\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"8d8 + 16\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":14,\"dex\":12,\"con\":14,\"int\":10,\"wis\":16,\"cha\":12,\"save\":{\"wis\":\"+5\"},\"skill\":{\"athletics\":\"+4\",\"perception\":\"+5\",\"survival\":\"+5\"},\"passive\":15,\"languages\":[\"Draconic\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The subchief is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell light}\",\"{@spell sacred flame}\",\"{@spell spare the dying}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell command}\",\"{@spell guiding bolt}\",\"{@spell purify food and drink}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell hold person}\",\"{@spell lesser restoration}\",\"{@spell silence}\"]},\"3\":{\"slots\":2,\"spells\":[\"{@spell bestow curse}\",\"{@spell dispel magic}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Hold Breath\",\"entries\":[\"The subchief can hold its breath for 15 minutes.\"]}],\"action\":[{\"name\":\"Tooth Dagger\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Jaws of Semuanya {@recharge 5}\",\"entries\":[\"The subchief invokes the primal magic of Semuanya, summoning a spectral maw around a target it can see within 60 feet of it. The target must make a {@dc 13} Dexterity saving throw, taking 22 ({@damage 5d8}) piercing damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw is also {@condition frightened} until the end of its next turn.\"]}],\"traitTags\":[\"Hold Breath\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"N\",\"R\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"frightened\"],\"conditionInflictSpell\":[\"deafened\",\"paralyzed\",\"prone\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Locathah\",\"source\":\"GoS\",\"page\":243,\"otherSources\":[{\"source\":\"IMR\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"locathah\"]},\"alignment\":[\"N\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":22,\"formula\":\"4d8 + 4\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":13,\"dex\":12,\"con\":12,\"int\":11,\"wis\":10,\"cha\":11,\"save\":{\"dex\":\"+3\"},\"skill\":{\"athletics\":\"+3\",\"perception\":\"+2\"},\"passive\":12,\"languages\":[\"Aquan\",\"Common\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Leviathan Will\",\"entries\":[\"The locathah has advantage on saving throws against being {@condition charmed}, {@condition frightened}, {@condition paralyzed}, {@condition poisoned}, {@condition stunned}, or put to sleep.\"]},{\"name\":\"Limited Amphibiousness\",\"entries\":[\"The locathah can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The locathah makes two melee attacks with its spear.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage, or 5 ({@damage 1d8 + 1}) piercing damage if used with two hands.\"]}],\"attachedItems\":[\"spear|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AQ\",\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Locathah Hunter\",\"source\":\"GoS\",\"page\":243,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"locathah\"]},\"alignment\":[\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":13,\"dex\":14,\"con\":12,\"int\":11,\"wis\":14,\"cha\":11,\"save\":{\"dex\":\"+4\",\"wis\":\"+4\"},\"skill\":{\"athletics\":\"+3\",\"perception\":\"+4\"},\"passive\":14,\"languages\":[\"Aquan\",\"Common\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Leviathan Will\",\"entries\":[\"The hunter has advantage on saving throws against spells and effects that control its actions.\"]},{\"name\":\"Limited Amphibiousness\",\"entries\":[\"The hunter can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hunter makes two attacks with its envenomed crossbow.\"]},{\"name\":\"Envenomed Crossbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}11 ({@damage 2d8 + 2}) piercing damage, and the target must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} until the end of its next turn.\"]},{\"name\":\"Club\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage.\"]}],\"attachedItems\":[\"club|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AQ\",\"C\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Master Refrum\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"GoS\",\"page\":165,\"_copy\":{\"name\":\"Priest\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the priest\",\"with\":\"Refrum\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"G\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Maw of Sekolah\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"GoS\",\"page\":244,\"size\":[\"H\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":114,\"formula\":\"12d12 + 36\"},\"speed\":{\"walk\":0,\"swim\":50},\"str\":21,\"dex\":12,\"con\":17,\"int\":2,\"wis\":14,\"cha\":7,\"save\":{\"str\":\"+8\",\"con\":\"+6\"},\"skill\":{\"athletics\":\"+8\",\"perception\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":15,\"languages\":[\"Sahuagin\",\"telepathy 100 ft.\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Legendary Resistance (2/Day)\",\"entries\":[\"If the maw of Sekolah fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Water Breathing\",\"entries\":[\"The maw of Sekolah can breathe only underwater.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The maw of Sekolah makes one attack with its bite and one attack with its tail smash.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage.\"]},{\"name\":\"Tail Smash\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d8 + 5}) bludgeoning damage.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"The maw of Sekolah makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Speed of Sekolah\",\"entries\":[\"The maw of Sekolah moves up to its speed.\"]},{\"name\":\"Feed (Costs 2 Actions)\",\"entries\":[\"The ferocious spirit of Sekolah flashes through the water, tearing through the foes of the maw of Sekolah. Each creature of the maw's choosing within 60 feet of it must make a {@dc 16} Dexterity saving throw, taking 7 ({@damage 2d6}) slashing damage on a failed save, or half as much damage on a successful one.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Water Breathing\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\",\"TP\"],\"damageTags\":[\"B\",\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Merfolk Salvager\",\"source\":\"GoS\",\"page\":244,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"merfolk\"]},\"alignment\":[\"N\"],\"ac\":[12],\"hp\":{\"average\":22,\"formula\":\"4d8 + 4\"},\"speed\":{\"walk\":10,\"swim\":40},\"str\":12,\"dex\":14,\"con\":12,\"int\":11,\"wis\":10,\"cha\":13,\"save\":{\"dex\":\"+4\"},\"skill\":{\"athletics\":\"+3\",\"perception\":\"+2\"},\"passive\":12,\"languages\":[\"Aquan\",\"Common\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The salvager can breathe air and water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The salvager makes two attacks with its coral rapier.\"]},{\"name\":\"Coral Rapier\",\"entries\":[\"{@atk m} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]},{\"name\":\"Inject Toxin (2/Day)\",\"entries\":[\"{@atk m} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage, and the creature must succeed on a {@dc 12} Constitution saving throw or be {@condition paralyzed} until the end of its next turn.\"]}],\"traitTags\":[\"Amphibious\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AQ\",\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\"],\"conditionInflict\":[\"paralyzed\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Merfolk Scout\",\"source\":\"GoS\",\"page\":216,\"_copy\":{\"name\":\"Scout\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Merfolk\",\"source\":\"DMG\"}],\"_mod\":{\"action\":{\"mode\":\"removeArr\",\"names\":\"Longbow\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"merfolk\"]},\"alignment\":[\"C\",\"E\"],\"traitTags\":[\"Amphibious\",\"Keen Senses\"],\"languageTags\":[\"AQ\",\"C\",\"X\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Minotaur Living Crystal Statue\",\"source\":\"GoS\",\"page\":245,\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":136,\"formula\":\"16d10 + 48\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":9,\"con\":16,\"int\":6,\"wis\":10,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"lightning\",\"poison\"],\"vulnerable\":[\"force\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Immutable Form\",\"entries\":[\"The statue is immune to any spell or effect that would alter its form.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The statue makes two attacks: one with its greataxe and one gore attack.\"]},{\"name\":\"Greataxe\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d12 + 4}) slashing damage.\"]},{\"name\":\"Gore\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Flying Shards\",\"entries\":[\"In response to a creature hitting the statue with a melee weapon attack, the statue deals 11 ({@damage 2d10}) piercing damage to the attacker.\"]}],\"attachedItems\":[\"greataxe|phb\"],\"traitTags\":[\"Immutable Form\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Monstrous Peryton\",\"source\":\"GoS\",\"page\":245,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":144,\"formula\":\"17d10 + 51\"},\"speed\":{\"walk\":20,\"fly\":60},\"str\":19,\"dex\":14,\"con\":16,\"int\":9,\"wis\":14,\"cha\":10,\"save\":{\"str\":\"+8\",\"dex\":\"+6\",\"wis\":\"+6\"},\"skill\":{\"perception\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":16,\"languages\":[\"understands Common and Elvish but can't speak\"],\"cr\":\"11\",\"trait\":[{\"name\":\"Flyby\",\"entries\":[\"The peryton doesn't provoke opportunity attacks when it flies out of an enemy's reach.\"]},{\"name\":\"Keen Sight and Smell\",\"entries\":[\"The peryton has advantage on Wisdom ({@skill Perception}) checks that rely on sight or smell.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the peryton fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The peryton makes two attacks: one with its gore and one with its talons.\"]},{\"name\":\"Gore\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage.\"]},{\"name\":\"Talons\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) slashing damage.\"]},{\"name\":\"Warp Shadow\",\"entries\":[\"The peryton chooses up to three creatures within 60 feet of it that it can see. Each creature must succeed on a {@dc 14} Wisdom saving throw or become cursed. While cursed, whenever the creature makes an attack roll, an ability check, or a saving throw, it must roll a {@dice d4} and subtract that number from the roll. A cursed creature can repeat this saving throw at the end of each of its turns, ending the effect on itself with a success. A creature that succeeds on this saving throw is immune to this peryton's Warp Shadow for 24 hours.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"The peryton makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Talons Attack\",\"entries\":[\"The peryton makes one attack with its talons.\"]},{\"name\":\"Dive Attack (Costs 2 Actions)\",\"entries\":[\"The peryton moves up to its speed toward one target of its choosing. It then makes a gore attack that deals an extra 9 ({@damage 2d8}) piercing damage on a hit.\"]}],\"traitTags\":[\"Flyby\",\"Keen Senses\",\"Legendary Resistances\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CS\",\"E\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"CUR\",\"MW\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mr. Dory\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"GoS\",\"page\":246,\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item studded leather armor|phb|studded leather}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":170,\"formula\":\"20d8 + 80\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":20,\"con\":19,\"int\":14,\"wis\":14,\"cha\":16,\"save\":{\"con\":\"+8\",\"wis\":\"+6\"},\"skill\":{\"athletics\":\"+5\",\"perception\":\"+6\",\"stealth\":\"+9\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":16,\"immune\":[\"necrotic\"],\"languages\":[\"Abyssal\",\"Common\",\"Deep Speech\",\"telepathy 60 ft.\"],\"cr\":\"10\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Mr. Dory's innate spellcasting ability is Charisma (save {@dc 15}, {@hit 7} to hit with spell attacks). Mr. Dory can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell detect magic}\",\"{@spell detect thoughts}\",\"{@spell invisibility} (self only)\"],\"daily\":{\"2e\":[\"{@spell fear}\",\"{@spell fireball}\",\"{@spell fly}\"],\"1e\":[\"{@spell cloudkill}\",\"{@spell etherealness}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"Mr. Dory has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Water Dependency\",\"entries\":[\"Mr. Dory takes 6 ({@damage 1d12}) acid damage at the end of every hour he goes without exposure to water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Mr. Dory makes three attacks with his rapier.\"]},{\"name\":\"Rapier\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage and 7 ({@damage 2d6}) necrotic damage.\"]},{\"name\":\"Eye of Corruption {@recharge 5}\",\"entries\":[\"Mr. Dory glares at a creature he can see within 30 feet of him. The target must make a {@dc 15} Constitution saving throw. On a failed save, it takes 27 ({@damage 5d10}) necrotic damage and 27 ({@damage 5d10}) poison damage and then gains vulnerability to both necrotic and poison damage for 1 minute. On a successful save, it takes half damage and does not gain the vulnerabilities.\"]}],\"attachedItems\":[\"rapier|phb\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"DS\",\"TP\"],\"damageTags\":[\"A\",\"I\",\"N\",\"P\"],\"damageTagsSpell\":[\"F\",\"I\",\"O\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Oceanus\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"GoS\",\"page\":246,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"N\",\"G\"],\"ac\":[{\"ac\":12,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":30,\"formula\":\"4d8 + 12\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":15,\"dex\":12,\"con\":16,\"int\":11,\"wis\":12,\"cha\":10,\"save\":{\"con\":\"+5\"},\"skill\":{\"athletics\":\"+4\",\"perception\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Aquan\",\"Elvish\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"Oceanus can breathe air and water.\"]},{\"name\":\"Friend of the Sea\",\"entries\":[\"Using gestures and sounds, Oceanus can communicate simple ideas with any beast that has an innate swimming speed.\"]}],\"action\":[{\"name\":\"Trident\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack.\"]},{\"name\":\"Light Crossbow\",\"entries\":[\"{@atk rw} {@hit 3} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage.\"]}],\"attachedItems\":[\"light crossbow|phb\",\"trident|phb\"],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"D\"],\"languageTags\":[\"AQ\",\"E\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Othokent\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"GoS\",\"page\":81,\"_copy\":{\"name\":\"Lizard Queen\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the lizardfolk\",\"with\":\"Othokent\",\"flags\":\"i\"}}},\"alignment\":[\"L\",\"N\"],\"languages\":[\"Common\",\"Abyssal\",\"Draconic\"],\"languageTags\":[\"AB\",\"C\",\"DR\"],\"hasToken\":true},{\"name\":\"Pirate Bosun\",\"source\":\"GoS\",\"page\":247,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":12,\"from\":[\"{@item studded leather armor|phb|studded leather}\"]}],\"hp\":{\"average\":27,\"formula\":\"5d8 + 5\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":11,\"con\":13,\"int\":11,\"wis\":10,\"cha\":13,\"skill\":{\"athletics\":\"+5\",\"intimidation\":\"+3\"},\"passive\":10,\"languages\":[\"any one language (usually Common)\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Cargo Hauler\",\"entries\":[\"The bosun has advantage on Strength checks.\"]},{\"name\":\"Sea Legs\",\"entries\":[\"The bosun has advantage on ability checks and saving throws to resist being knocked {@condition prone}.\"]}],\"action\":[{\"name\":\"Light Hammer\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage.\"]},{\"name\":\"Hook\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target is {@condition grappled} (escape {@dc 13}).\"]}],\"attachedItems\":[\"light hammer|phb\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Pirate Captain\",\"source\":\"GoS\",\"page\":247,\"reprintedAs\":[\"Pirate Captain|XMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item studded leather armor|phb|studded leather}\"]}],\"hp\":{\"average\":45,\"formula\":\"7d8 + 14\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":14,\"con\":14,\"int\":11,\"wis\":10,\"cha\":14,\"skill\":{\"athletics\":\"+5\",\"intimidation\":\"+4\"},\"passive\":10,\"languages\":[\"any one language (usually Common)\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Flourish\",\"entries\":[\"The captain adds its Charisma modifier to the damage roll for its longsword attacks (included in the attack).\"]},{\"name\":\"Sea Legs\",\"entries\":[\"The captain has advantage on ability checks and saving throws to resist being knocked {@condition prone}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The captain makes two attacks: one with its hand crossbow and one with its longsword.\"]},{\"name\":\"Hand Crossbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage, or 10 ({@damage 1d10 + 5}) slashing damage if used with two hands.\"]}],\"reaction\":[{\"name\":\"Shape Up, Ye Dog (2/Day)\",\"entries\":[\"Whenever a friendly creature within 30 feet of the captain that can hear it misses with an attack, the captain can yell perilous threats to allow that creature to reroll the attack roll.\"]}],\"attachedItems\":[\"hand crossbow|phb\",\"longsword|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Pirate Deck Wizard\",\"source\":\"GoS\",\"page\":248,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"A\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":32,\"formula\":\"5d8 + 10\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":14,\"int\":16,\"wis\":13,\"cha\":11,\"skill\":{\"arcana\":\"+5\",\"perception\":\"+3\"},\"passive\":13,\"languages\":[\"any one language (usually Common)\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The deck wizard is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell friends}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\",\"{@spell ray of frost}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell disguise self}\",\"{@spell fog cloud}\",\"{@spell mage armor}\",\"{@spell witch bolt}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell gust of wind}\",\"{@spell Melf's acid arrow}\",\"{@spell misty step}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Sea Legs\",\"entries\":[\"The deck wizard has advantage on ability checks and saving throws to resist being knocked {@condition prone}.\"]}],\"action\":[{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage.\"]}],\"attachedItems\":[\"quarterstaff|phb\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"A\",\"C\",\"L\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Pirate First Mate\",\"source\":\"GoS\",\"page\":248,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item chain mail|phb}\"]}],\"hp\":{\"average\":26,\"formula\":\"4d8 + 8\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":11,\"con\":14,\"int\":11,\"wis\":10,\"cha\":13,\"skill\":{\"athletics\":\"+4\",\"intimidation\":\"+3\"},\"passive\":10,\"languages\":[\"any one language (usually Common)\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Sea Legs\",\"entries\":[\"The first mate has advantage on ability checks and saving throws to resist being knocked {@condition prone}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The first mate makes two attacks with its longsword.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage, or 7 ({@damage 1d10 + 2}) slashing damage if used with two hands. If the target is a creature, the first mate can choose to deal no damage with the attack to disarm the target. The target must succeed on a {@dc 14} Strength saving throw or drop one item it is holding on the ground.\"]}],\"attachedItems\":[\"longsword|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Rip Tide Priest\",\"source\":\"GoS\",\"page\":248,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item chain shirt|phb}\"]}],\"hp\":{\"average\":52,\"formula\":\"8d8 + 16\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":11,\"con\":14,\"int\":10,\"wis\":11,\"cha\":16,\"skill\":{\"deception\":\"+5\",\"religion\":\"+2\",\"stealth\":\"+2\"},\"passive\":10,\"languages\":[\"Aquan\",\"Common\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It knows the following sorcerer spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell chill touch}\",\"{@spell mage hand}\",\"{@spell minor illusion}\",\"{@spell prestidigitation}\",\"{@spell ray of frost}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell expeditious retreat}\",\"{@spell magic missile}\",\"{@spell shield}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell blur}\",\"{@spell hold person}\"]},\"3\":{\"slots\":2,\"spells\":[\"{@spell sleet storm}\"]}},\"ability\":\"cha\"}],\"action\":[{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage.\"]}],\"attachedItems\":[\"quarterstaff|phb\"],\"languageTags\":[\"AQ\",\"C\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"C\",\"N\",\"O\"],\"spellcastingTags\":[\"CS\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Sahuagin Blademaster\",\"source\":\"GoS\",\"page\":249,\"otherSources\":[{\"source\":\"SDW\"},{\"source\":\"LR\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"sahuagin\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":20,\"from\":[\"{@item plate armor|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":97,\"formula\":\"15d8 + 30\"},\"speed\":{\"walk\":30,\"swim\":40},\"str\":16,\"dex\":12,\"con\":14,\"int\":12,\"wis\":11,\"cha\":12,\"save\":{\"str\":\"+6\",\"con\":\"+5\"},\"skill\":{\"athletics\":\"+6\",\"intimidation\":\"+4\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"languages\":[\"Sahuagin\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Blood Frenzy\",\"entries\":[\"The blademaster has advantage on melee attack rolls against any creature that doesn't have all its hit points.\"]},{\"name\":\"Limited Amphibiousness\",\"entries\":[\"The blademaster can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.\"]},{\"name\":\"Shark Telepathy\",\"entries\":[\"The blademaster can magically command any shark within 120 feet of it, using a limited telepathy.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The blademaster makes three attacks with its wavecutter blade, or one attack with its bite and two with its claws.\"]},{\"name\":\"Wavecutter Blade\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) slashing damage.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage.\"]}],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Sahuagin Champion\",\"source\":\"GoS\",\"page\":249,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"sahuagin\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":71,\"formula\":\"13d8 + 13\"},\"speed\":{\"walk\":30,\"swim\":40},\"str\":16,\"dex\":14,\"con\":12,\"int\":12,\"wis\":13,\"cha\":9,\"skill\":{\"perception\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":15,\"languages\":[\"Sahuagin\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Blood Frenzy\",\"entries\":[\"The champion has advantage on melee attack rolls against any creature that doesn't have all its hit points.\"]},{\"name\":\"Limited Amphibiousness\",\"entries\":[\"The champion can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.\"]},{\"name\":\"Shark Telepathy\",\"entries\":[\"The champion can magically command any shark within 120 feet of it, using a limited telepathy.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The champion makes three attacks with its spear, or one attack with its bite and two with its claws.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, or 7 ({@damage 1d8 + 3}) piercing damage if used with two hands to make a melee attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]}],\"attachedItems\":[\"spear|phb\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Sahuagin Coral Smasher\",\"source\":\"GoS\",\"page\":249,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"sahuagin\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":30,\"swim\":40},\"str\":16,\"dex\":12,\"con\":12,\"int\":12,\"wis\":13,\"cha\":9,\"skill\":{\"perception\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":15,\"languages\":[\"Sahuagin\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Blood Frenzy\",\"entries\":[\"The coral smasher has advantage on melee attack rolls against any creature that doesn't have all its hit points.\"]},{\"name\":\"Limited Amphibiousness\",\"entries\":[\"The coral smasher can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.\"]},{\"name\":\"Shark Telepathy\",\"entries\":[\"The coral smasher can magically command any shark within 120 feet of it, using a limited telepathy.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The coral smasher deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The coral smasher makes two attacks with its warhammer, or one attack with its bite and one with its claws.\"]},{\"name\":\"Warhammer\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) slashing damage.\"]}],\"attachedItems\":[\"warhammer|phb\"],\"traitTags\":[\"Siege Monster\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"B\",\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Sahuagin Deep Diver\",\"source\":\"GoS\",\"page\":250,\"otherSources\":[{\"source\":\"LR\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"sahuagin\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":91,\"formula\":\"14d8 + 28\"},\"speed\":{\"walk\":30,\"swim\":40},\"str\":14,\"dex\":16,\"con\":15,\"int\":12,\"wis\":13,\"cha\":9,\"save\":{\"con\":\"+4\",\"wis\":\"+3\"},\"skill\":{\"perception\":\"+5\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":15,\"languages\":[\"Sahuagin\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Blood Frenzy\",\"entries\":[\"The deep diver has advantage on melee attack rolls against any creature that doesn't have all its hit points.\"]},{\"name\":\"Brine Lurker\",\"entries\":[\"The deep diver has advantage on Dexterity ({@skill Stealth}) checks made while submerged in water.\"]},{\"name\":\"Limited Amphibiousness\",\"entries\":[\"The deep diver can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.\"]},{\"name\":\"Lure\",\"entries\":[\"The deep diver can cause its lure to light up or darken at will. While the lure is lit, the deep diver sheds bright light in a 30-foot radius centered on itself and dim light for an additional 20 feet.\"]},{\"name\":\"Shark Telepathy\",\"entries\":[\"The deep diver can magically command any shark within 120 feet of it, using a limited telepathy.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The deep diver makes two attacks with its glaive, or one attack with its bite and two with its claws.\"]},{\"name\":\"Glaive\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d10 + 2}) slashing damage.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage.\"]},{\"name\":\"Light of Sekolah\",\"entries\":[\"The deep diver pulses magical light from its lure. Any creature within 30 feet of the deep diver that can see the light must succeed on a {@dc 11} Wisdom saving throw or be {@condition charmed} until the end of its next turn. A creature {@condition charmed} in this way is {@condition incapacitated} as it stares at the light.\"]}],\"attachedItems\":[\"glaive|phb\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"charmed\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Sahuagin Hatchling Swarm\",\"source\":\"GoS\",\"page\":250,\"otherSources\":[{\"source\":\"LR\"}],\"size\":[\"L\"],\"type\":{\"type\":\"beast\",\"swarmSize\":\"T\"},\"alignment\":[\"C\",\"E\"],\"ac\":[14],\"hp\":{\"average\":52,\"formula\":\"8d10 + 8\"},\"speed\":{\"walk\":0,\"swim\":40},\"str\":9,\"dex\":18,\"con\":12,\"int\":3,\"wis\":10,\"cha\":3,\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"prone\",\"restrained\",\"stunned\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Blood Frenzy\",\"entries\":[\"The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.\"]},{\"name\":\"Seething\",\"entries\":[\"Once it enters combat, the swarm deals 10 slashing damage to itself at the end of its turn if it did not make an attack on that turn. This damage ignores resistance, and it cannot reduce the swarm to 0 hit points.\"]},{\"name\":\"Swarm\",\"entries\":[\"The swarm can occupy another creature's space and vice versa, and it can move through any opening large enough for a Tiny creature. The swarm can't regain hit points or gain temporary hit points.\"]},{\"name\":\"Water Breathing\",\"entries\":[\"The swarm can breathe only underwater.\"]}],\"action\":[{\"name\":\"Bites\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 0 ft., one creature in the swarm's space. {@h}14 ({@damage 4d6}) piercing damage, or 7 ({@damage 2d6}) piercing damage if the swarm has half of its hit points or fewer.\"]}],\"traitTags\":[\"Water Breathing\"],\"senseTags\":[\"SD\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Sahuagin High Priestess\",\"source\":\"GoS\",\"page\":251,\"otherSources\":[{\"source\":\"SDW\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"sahuagin\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":71,\"formula\":\"11d8 + 22\"},\"speed\":{\"walk\":30,\"swim\":40},\"str\":14,\"dex\":12,\"con\":14,\"int\":12,\"wis\":16,\"cha\":10,\"save\":{\"wis\":\"+6\"},\"skill\":{\"insight\":\"+6\",\"perception\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"languages\":[\"Sahuagin\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The high priestess is a 7th-level spellcaster. Her spellcasting ability is Wisdom (spell save {@dc 14}, {@hit 6} to hit with spell attacks). She has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell guidance}\",\"{@spell mending}\",\"{@spell resistance}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell bless}\",\"{@spell detect magic}\",\"{@spell guiding bolt}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell hold person}\",\"{@spell spiritual weapon} (trident)\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell bestow curse}\",\"{@spell fear}\",\"{@spell mass healing word}\",\"{@spell tongues}\"]},\"4\":{\"slots\":1,\"spells\":[\"{@spell banishment}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Blood Frenzy\",\"entries\":[\"The high priestess has advantage on melee attack rolls against any creature that doesn't have all its hit points.\"]},{\"name\":\"Limited Amphibiousness\",\"entries\":[\"The high priestess can breathe air and water, but she needs to be submerged at least once every 4 hours to avoid suffocating.\"]},{\"name\":\"Shark Telepathy\",\"entries\":[\"The high priestess can magically command any shark within 120 feet of her, using a limited telepathy.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The high priestess makes two attacks with her toothsome staff, or one attack with her bite and one with her claws.\"]},{\"name\":\"Toothsome Staff\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d8 + 2}) piercing damage.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage.\"]}],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"P\",\"S\"],\"damageTagsSpell\":[\"N\",\"O\",\"R\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MW\"],\"savingThrowForcedSpell\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Sahuagin Wave Shaper\",\"source\":\"GoS\",\"page\":251,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"sahuagin\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":60,\"formula\":\"11d8 + 11\"},\"speed\":{\"walk\":30,\"swim\":40},\"str\":10,\"dex\":12,\"con\":12,\"int\":16,\"wis\":14,\"cha\":12,\"save\":{\"int\":\"+6\"},\"skill\":{\"arcana\":\"+6\",\"intimidation\":\"+4\",\"perception\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":15,\"languages\":[\"Sahuagin\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The wave shaper's spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). It can cast the following spells, requiring only verbal components:\"],\"will\":[\"{@spell message}\"],\"daily\":{\"1\":[\"{@spell comprehend languages}\"]},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Blood Frenzy\",\"entries\":[\"The wave shaper has advantage on melee attack rolls against any creature that doesn't have all its hit points.\"]},{\"name\":\"Limited Amphibiousness\",\"entries\":[\"The wave shaper can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.\"]},{\"name\":\"Shark Telepathy\",\"entries\":[\"The wave shaper can magically command any shark within 120 feet of it, using a limited telepathy.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The wave shaper makes two attacks: one with its bite and one with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d8 + 1}) piercing damage plus 13 ({@damage 3d8}) cold damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d8 + 1}) slashing damage plus 13 ({@damage 3d8}) cold damage.\"]},{\"name\":\"Whirlpool (1/Day)\",\"entries\":[\"The wave shaper targets a body of water at least 50 feet square and 25 feet deep, causing a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, 25 feet tall, and lasts for 1 minute or until the wave shaper is {@condition incapacitated}. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by succeeding on a {@dc 14} Strength ({@skill Athletics}) check.\",\"When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a {@dc 14} Strength saving throw. On a failed save, the creature takes 9 ({@damage 2d8}) bludgeoning damage and is caught in the vortex until it ends. On a success, the creature takes half damage and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but it has disadvantage on the Strength ({@skill Athletics}) check to do so.\",\"The first time each turn that an object enters the vortex, the object takes 9 ({@damage 2d8}) bludgeoning damage. This damage occurs each round it remains in the vortex.\"]}],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"B\",\"C\",\"P\",\"S\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Sanbalet\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"GoS\",\"page\":252,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[11],\"hp\":{\"average\":27,\"formula\":\"6d8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":12,\"con\":11,\"int\":16,\"wis\":13,\"cha\":14,\"skill\":{\"arcana\":\"+5\"},\"passive\":11,\"languages\":[\"Common\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Sanbalet is a 3rd-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 13}, {@hit 5} to hit with spell attacks). He has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell dancing lights}\",\"{@spell minor illusion}\",\"{@spell ray of frost}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell charm person}\",\"{@spell color spray}\",\"{@spell magic missile}\",\"{@spell silent image}\"]},\"2\":{\"slots\":2,\"spells\":[\"{@spell magic mouth}\",\"{@spell scorching ray}\"]}},\"ability\":\"int\"}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"C\",\"F\",\"O\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Sauriv\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"GoS\",\"page\":79,\"_copy\":{\"name\":\"Noble\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Lizardfolk\",\"source\":\"DMG\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the noble\",\"with\":\"Sauriv\",\"flags\":\"i\"}}},\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"wis\":18,\"skill\":{\"deception\":\"+7\",\"insight\":\"+6\",\"persuasion\":\"+7\"},\"passive\":14,\"languages\":[\"Common\",\"Draconic\"],\"traitTags\":[\"Hold Breath\"],\"languageTags\":[\"C\",\"DR\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Shell Shark\",\"source\":\"GoS\",\"page\":252,\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":18,\"from\":[\"shell plate armor\"]}],\"hp\":{\"average\":32,\"formula\":\"5d8 + 10\"},\"speed\":{\"walk\":0,\"swim\":40},\"str\":15,\"dex\":12,\"con\":14,\"int\":3,\"wis\":10,\"cha\":7,\"save\":{\"str\":\"+6\"},\"skill\":{\"athletics\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"cr\":\"2\",\"trait\":[{\"name\":\"Blood Frenzy\",\"entries\":[\"The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The shark has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Water Breathing\",\"entries\":[\"The shark can breathe only underwater.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The shark makes two bite attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d10 + 2}) piercing damage.\"]}],\"traitTags\":[\"Magic Resistance\",\"Water Breathing\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Skeletal Alchemist\",\"source\":\"GoS\",\"page\":253,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[11],\"hp\":{\"average\":32,\"formula\":\"5d8 + 10\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":13,\"con\":15,\"int\":14,\"wis\":10,\"cha\":9,\"skill\":{\"arcana\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"poison\"],\"vulnerable\":[\"bludgeoning\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"understands all languages it knew in life but can't speak\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The skeletal alchemist has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The skeletal alchemist makes two Lob Acid attacks.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft. one target. {@h}4 ({@damage 1d6 + 1}) slashing damage.\"]},{\"name\":\"Lob Acid\",\"entries\":[\"{@atk rw} {@hit 3} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d8 + 1}) acid damage.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"LF\"],\"damageTags\":[\"A\",\"S\"],\"miscTags\":[\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Skeletal Juggernaut\",\"source\":\"GoS\",\"page\":253,\"otherSources\":[{\"source\":\"IMR\"}],\"size\":[\"L\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"armor scraps\"]}],\"hp\":{\"average\":142,\"formula\":\"19d10 + 38\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":14,\"con\":15,\"int\":6,\"wis\":8,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"immune\":[\"poison\"],\"vulnerable\":[\"bludgeoning\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Disassemble\",\"entries\":[\"If the juggernaut is reduced to 0 hit points, twelve skeletons rise from its remains.\"]},{\"name\":\"Falling Apart\",\"entries\":[\"If the juggernaut does not have all of its hit points at the start of its turn, it loses 10 hit points.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The juggernaut makes two claws attacks.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d8 + 3}) slashing damage.\"]},{\"name\":\"Avalanche of Bones {@recharge 5}\",\"entries\":[\"The juggernaut collapses into a large heap before quickly reforming. Each creature within 10 feet of the juggernaut must make a {@dc 14} Dexterity saving throw, taking 18 ({@damage 4d8}) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw is also knocked {@condition prone}.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Skeletal Swarm\",\"source\":\"GoS\",\"page\":254,\"otherSources\":[{\"source\":\"DC\"},{\"source\":\"IMR\"}],\"size\":[\"L\"],\"type\":{\"type\":\"undead\",\"swarmSize\":\"M\"},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"armor scraps\"]}],\"hp\":{\"average\":60,\"formula\":\"8d10 + 16\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":14,\"con\":15,\"int\":6,\"wis\":8,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"resist\":[\"slashing\",\"piercing\"],\"immune\":[\"poison\"],\"vulnerable\":[\"bludgeoning\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"stunned\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Deafening Clatter\",\"entries\":[\"Creatures are {@condition deafened} while in the swarm's space.\"]},{\"name\":\"Swarm\",\"entries\":[\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Small humanoid. The swarm can't regain hit points or gain temporary hit points.\"]}],\"action\":[{\"name\":\"Slash\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 0 ft., one target in the swarm's space. {@h}11 ({@damage 2d8 + 2}) slashing damage, or 6 ({@damage 1d8 + 2}) slashing damage if the swarm has half of its hit points or fewer.\"]}],\"senseTags\":[\"D\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Skum\",\"source\":\"GoS\",\"page\":254,\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":93,\"formula\":\"11d8 + 44\"},\"speed\":{\"walk\":20,\"swim\":40},\"str\":19,\"dex\":11,\"con\":18,\"int\":7,\"wis\":12,\"cha\":9,\"skill\":{\"perception\":\"+4\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":14,\"resist\":[\"psychic\"],\"languages\":[\"Common\",\"Deep Speech\",\"telepathy 60 ft.\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Abolethic Vassal\",\"entries\":[\"The skum is permanently {@condition charmed} by its aboleth master.\"]},{\"name\":\"Amphibious\",\"entries\":[\"The skum can breathe air and water.\"]},{\"name\":\"Psychic Conditioning\",\"entries\":[\"The skum is immune to the {@condition frightened} and {@condition charmed} conditions unless they are from effects created by an aboleth.\"]},{\"name\":\"Water Dependency\",\"entries\":[\"The skum takes 6 ({@damage 1d12}) acid damage every 10 minutes it goes without exposure to water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The skum makes three attacks: two with its trident and one with its Mind-Breaking Touch.\"]},{\"name\":\"Trident\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]},{\"name\":\"Mind-Breaking Touch\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}18 ({@damage 4d8}) psychic damage, and the target has disadvantage on Wisdom saving throws until the end of the skum's next turn.\"]}],\"attachedItems\":[\"trident|phb\"],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DS\",\"TP\"],\"damageTags\":[\"A\",\"P\",\"Y\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Thousand Teeth\",\"shortName\":true,\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"GoS\",\"page\":256,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":93,\"formula\":\"11d10 + 33\"},\"speed\":{\"walk\":30,\"swim\":50},\"str\":19,\"dex\":10,\"con\":17,\"int\":2,\"wis\":10,\"cha\":7,\"save\":{\"str\":\"+7\",\"con\":\"+6\"},\"skill\":{\"athletics\":\"+7\",\"stealth\":\"+3\"},\"passive\":10,\"cr\":\"6\",\"trait\":[{\"name\":\"Hold Breath\",\"entries\":[\"Thousand Teeth can hold its breath for 30 minutes.\"]},{\"name\":\"Legendary Resistance (2/Day)\",\"entries\":[\"If Thousand Teeth fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Thousand Teeth makes two attacks: one with its bite and one with its tail.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"Thousand Teeth makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Lunge\",\"entries\":[\"Thousand Teeth moves up to half its speed.\"]},{\"name\":\"Bite (Costs 2 Actions)\",\"entries\":[\"Thousand Teeth makes a bite attack.\"]}],\"traitTags\":[\"Hold Breath\",\"Legendary Resistances\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Vampiric Jade Statue\",\"source\":\"GoS\",\"page\":256,\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":114,\"formula\":\"12d10 + 48\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":14,\"con\":18,\"int\":6,\"wis\":10,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"lightning\",\"poison\"],\"vulnerable\":[\"force\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Immutable Form\",\"entries\":[\"The statue is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the statue fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The statue makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage. If the target is a creature, that creature becomes cursed by the statue. The curse lasts for 10 minutes. While the creature is cursed, the statue has advantage on all attacks against it.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage.\"]}],\"legendary\":[{\"name\":\"Bite\",\"entries\":[\"The statue makes one bite attack.\"]},{\"name\":\"Blood Reaper\",\"entries\":[\"All creatures currently cursed by the statue and within 20 feet of it take 5 necrotic damage.\"]},{\"name\":\"Move\",\"entries\":[\"The statue moves up to its speed without provoking opportunity attacks.\"]}],\"traitTags\":[\"Immutable Form\",\"Legendary Resistances\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"N\",\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Yalaga Maladwyn\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"GoS\",\"page\":226,\"_copy\":{\"name\":\"Drow Priestess of Lolth\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the drow\",\"with\":\"Yalaga\",\"flags\":\"i\"},\"trait\":{\"mode\":\"removeArr\",\"names\":\"Fey Ancestry\"},\"action\":{\"mode\":\"removeArr\",\"names\":\"Summon Demon (1/Day)\"}}},\"type\":\"undead\",\"traitTags\":[\"Sunlight Sensitivity\"],\"damageTags\":[\"I\",\"P\"],\"hasToken\":true}]}"); JSON_DATA[`data/bestiary/bestiary-gotsf.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\"]},\"otherSources\":{\"monster\":{\"MM\":\"GotSF\",\"BGG\":\"GotSF\"}}},\"monster\":[{\"name\":\"Acidic Mist Apparition\",\"source\":\"GotSF\",\"page\":6,\"_copy\":{\"name\":\"Air Elemental\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"elemental\",\"with\":\"apparition\"},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Slam\",\"items\":{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) acid damage.\"]}}}},\"immune\":[\"acid\",\"poison\"],\"hasToken\":true}]}"); JSON_DATA[`data/bestiary/bestiary-hat-tg.json`] = JSON.parse("{\"monster\":[{\"name\":\"Doric\",\"isNamedCreature\":true,\"source\":\"HAT-TG\",\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"druid\"]},\"alignment\":[\"N\",\"G\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":104,\"formula\":\"16d8 + 32\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":16,\"con\":14,\"int\":16,\"wis\":19,\"cha\":10,\"save\":{\"int\":\"+6\",\"wis\":\"+7\"},\"skill\":{\"insight\":\"+7\",\"nature\":\"+6\",\"perception\":\"+7\",\"survival\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":17,\"resist\":[\"fire\"],\"languages\":[\"Common\",\"Druidic\",\"Elvish\",\"Infernal\",\"Sylvan\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Doric casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell animal messenger}\",\"{@spell beast sense}\",\"{@spell speak with animals}\"],\"daily\":{\"2e\":[\"{@spell cure wounds}\",\"{@spell entangle}\",\"{@spell faerie fire}\",\"{@spell thunderwave}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Doric makes two Shaped Claw or Sling attacks. She can replace one attack with a use of Spellcasting.\"]},{\"name\":\"Shaped Claw\",\"entries\":[\"{@atk ms} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage.\"]},{\"name\":\"Sling\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 30/120 ft., one target. {@h}8 ({@damage 2d4 + 3}) bludgeoning damage.\"]}],\"bonus\":[{\"name\":\"Change Shape (5/Day)\",\"entries\":[\"Doric magically transforms into a Beast with a challenge rating of 3 or less or into an owlbear (see the Monster Manual).\",\"Doric can remain in that form for up to 2 hours. She can choose whether her equipment falls to the ground, melds with her new form, or is worn by the new form. Doric reverts to her true form if she is {@condition incapacitated} or dies. She can revert to her true form using a bonus action.\",\"While Doric is transformed, her stat block is replaced by the stat block of that form, except she keeps her current hit points, her hit point maximum, this bonus action, her alignment, and her Intelligence, Wisdom, and Charisma scores.\"]}],\"reaction\":[{\"name\":\"Fiery Rebuke (3/Day)\",\"entries\":[\"When Doric is damaged by a creature that she can see within 60 feet of herself, she magically engulfs the creature in flames. The creature must make a {@dc 15} Dexterity saving throw, taking 16 ({@damage 3d10}) fire damage on failed save, or half as much damage on a successful one.\"]}],\"attachedItems\":[\"sling|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"DU\",\"E\",\"I\",\"S\"],\"damageTags\":[\"B\",\"F\",\"S\"],\"damageTagsSpell\":[\"T\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"RNG\",\"RW\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Edgin Darvis\",\"isNamedCreature\":true,\"source\":\"HAT-TG\",\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"bard\"]},\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":110,\"formula\":\"17d8 + 34\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":16,\"con\":14,\"int\":14,\"wis\":16,\"cha\":18,\"save\":{\"dex\":\"+6\",\"cha\":\"+7\"},\"skill\":{\"deception\":\"+7\",\"performance\":\"+10\",\"persuasion\":\"+10\",\"sleight of hand\":\"+6\"},\"passive\":13,\"languages\":[\"Common\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Edgin casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell friends}\",\"{@spell message}\"],\"daily\":{\"1\":[\"{@spell suggestion}\"],\"3e\":[\"{@spell charm person}\",\"{@spell disguise self}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Edgin makes two Reinforced Lute or Shortsword attacks.\"]},{\"name\":\"Reinforced Lute\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage plus 11 ({@damage 2d10}) thunder damage.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 11 ({@damage 2d10}) thunder damage.\"]},{\"name\":\"Disorienting Words\",\"entries\":[\"Edgin magically taunts up to three creatures he can see within 60 feet of himself. Each creature must succeed on a {@dc 15} Wisdom saving throw or take 10 ({@damage 3d6}) psychic damage and have disadvantage on the next attack roll it makes before the start of Edgin's next turn.\"]}],\"reaction\":[{\"name\":\"Inspiring Words (3/Day)\",\"entries\":[\"When a creature Edgin can see within 60 feet of himself fails an ability check, an attack roll, or a saving throw, Edgin grants the creature magical encouragement. The creature can roll a {@dice d8} and add the number rolled to the total, potentially turning the failure into a success.\"]}],\"attachedItems\":[\"shortsword|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\",\"P\",\"T\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Forge Fitzwilliam\",\"isNamedCreature\":true,\"source\":\"HAT-TG\",\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"disarming charm\"]}],\"hp\":{\"average\":110,\"formula\":\"20d8 + 20\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":14,\"con\":13,\"int\":15,\"wis\":17,\"cha\":20,\"save\":{\"dex\":\"+5\",\"int\":\"+5\"},\"skill\":{\"acrobatics\":\"+5\",\"deception\":\"+11\",\"investigation\":\"+8\",\"persuasion\":\"+11\",\"sleight of hand\":\"+5\",\"stealth\":\"+8\"},\"passive\":13,\"languages\":[\"Common\",\"Thieves' cant\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Disarming Charm\",\"entries\":[\"While Forge isn't wearing armor, his AC includes his Charisma modifier.\"]},{\"name\":\"Double-Cross\",\"entries\":[\"If Forge hits a creature friendly to him with an attack roll, the attack is automatically a critical hit.\"]},{\"name\":\"Evasion\",\"entries\":[\"If Forge is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he takes no damage if he succeeds on the saving throw, and only half damage if he fails, provided he isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Forge makes two Dagger attacks, two Heavy Crossbow attacks, or one of each.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage plus 24 ({@damage 7d6}) poison damage, and the target is {@condition poisoned} until the end of its next turn.\"]},{\"name\":\"Heavy Crossbow\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 100/400 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage plus 24 ({@damage 7d6}) poison damage. Hit or Miss: If the target is a creature, it has disadvantage on the next attack roll it makes before the start of Forge's next turn.\"]}],\"bonus\":[{\"name\":\"Cunning\",\"entries\":[\"Forge takes the Dash, Disengage, or Hide action, or he gives himself advantage on the next attack roll he makes before the end of this turn.\"]}],\"reaction\":[{\"name\":\"Uncanny Dodge\",\"entries\":[\"Forge halves the damage he takes from an attack that hits him. He must be able to see the attacker.\"]}],\"attachedItems\":[\"dagger|phb\",\"heavy crossbow|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"TC\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\",\"THW\"],\"conditionInflict\":[\"poisoned\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Holga Kilgore\",\"isNamedCreature\":true,\"source\":\"HAT-TG\",\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":15,\"from\":[\"Unarmored Defense\"]}],\"hp\":{\"average\":120,\"formula\":\"16d8 + 48\"},\"speed\":{\"walk\":40},\"str\":19,\"dex\":14,\"con\":16,\"int\":11,\"wis\":16,\"cha\":13,\"save\":{\"str\":\"+7\",\"con\":\"+6\"},\"skill\":{\"athletics\":\"+7\",\"intimidation\":\"+4\",\"nature\":\"+3\",\"survival\":\"+6\"},\"passive\":13,\"resist\":[{\"resist\":[\"lightning\"],\"note\":\"(granted by darksteel greataxe)\"}],\"languages\":[\"Common\",\"Halfling\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Reckless\",\"entries\":[\"At the start of her turn, Holga can gain advantage on melee weapon attack rolls during that turn, but attack rolls against her have advantage until the start of her next turn.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Holga carries a darksteel greataxe, a magic weapon that grants her resistance to lightning damage while she carries it (included above).\"]},{\"name\":\"Unarmored Defense\",\"entries\":[\"While Holga isn't wearing armor, her AC includes her Constitution modifier.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Holga makes three Darksteel Greataxe or Improvised Weapon attacks, in any combination.\"]},{\"name\":\"Darksteel Greataxe\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d12 + 4}) slashing damage.\"]},{\"name\":\"Improvised Weapon\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft., or range 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage.\"]}],\"bonus\":[{\"name\":\"Wrestle\",\"entries\":[\"Holga shoves a creature within 5 feet of herself. That creature must succeed on a {@dc 15} Strength saving throw or be moved 5 feet into an unoccupied space of Holga's choice.\"]}],\"traitTags\":[\"Reckless\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"H\"],\"damageTags\":[\"B\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Simon Aumar\",\"isNamedCreature\":true,\"source\":\"HAT-TG\",\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"sorcerer\"]},\"alignment\":[\"C\",\"G\"],\"ac\":[12],\"hp\":{\"average\":99,\"formula\":\"18d8 + 18\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":14,\"con\":13,\"int\":16,\"wis\":12,\"cha\":17,\"save\":{\"con\":\"+4\",\"cha\":\"+6\"},\"skill\":{\"arcana\":\"+6\",\"deception\":\"+6\",\"history\":\"+6\",\"religion\":\"+6\",\"survival\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"languages\":[\"Common\",\"Draconic\",\"Elvish\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Roll a {@dice d6}. On a roll of 1, Simon must roll on the Wild Magic Surge table in the Player's Handbook. On a roll of 2 or higher, Simon casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 14}):\"],\"will\":[\"{@spell mage hand}\",\"{@spell minor illusion}\",\"{@spell prestidigitation}\",\"{@spell speak with dead} (Simon must be holding his deathly token to cast this spell)\"],\"daily\":{\"2e\":[\"{@spell fog cloud}\",\"{@spell mage armor}\",\"{@spell magic missile}\",\"{@spell spider climb}\"],\"1e\":[\"{@spell Bigby's hand}\",\"{@spell major image}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"Simon has advantage on saving throws he makes to avoid or end the {@condition charmed} condition on himself, and magic can't put him to sleep.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Simon carries a {@item bag of holding}, two pairs of {@item sending stones}, and a deathly token (see Spellcasting).\"]},{\"name\":\"Wild Magic\",\"entries\":[\"When Simon takes 20 or more damage from a single source or takes damage from a critical hit, he must roll on the Wild Magic Surge table in the Player's Handbook.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Simon makes three Quarterstaff or Chaos Bolt attacks. He can replace one attack with one use of Spellcasting.\"]},{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage, or 3 ({@damage 1d8 - 1}) bludgeoning damage if used with two hands, plus 11 ({@damage 2d10}) force damage.\"]},{\"name\":\"Chaos Bolt\",\"entries\":[\"{@atk rs} {@hit 6} to hit, range 60 ft., one target. {@h}14 ({@damage 2d10 + 3}) damage of a random type determined by rolling a {@dice d8}: 1, acid; 2, cold; 3, fire; 4, force; 5, lightning; 6, poison; 7, psychic; 8, thunder.\"]}],\"reaction\":[{\"name\":\"Sheltering Shield (3/Day)\",\"entries\":[\"When Simon or another creature he can see within 10 feet of himself would take damage, he conjures a shimmering, 10-foot-radius sphere of magical force centered on himself. Creatures inside the sphere have resistance to the damage that triggered this reaction.\"]}],\"attachedItems\":[\"quarterstaff|phb\"],\"traitTags\":[\"Fey Ancestry\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"E\"],\"damageTags\":[\"B\",\"O\"],\"damageTagsSpell\":[\"B\",\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sofina\",\"isNamedCreature\":true,\"source\":\"HAT-TG\",\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"wizard\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[14],\"hp\":{\"average\":161,\"formula\":\"19d8 + 76\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":14,\"con\":18,\"int\":20,\"wis\":14,\"cha\":8,\"save\":{\"int\":\"+10\",\"wis\":\"+7\"},\"skill\":{\"arcana\":\"+10\",\"history\":\"+10\",\"insight\":\"+7\"},\"passive\":12,\"resist\":[\"necrotic\"],\"languages\":[\"Abyssal\",\"Common\",\"Draconic\",\"Infernal\",\"Thayan\"],\"cr\":\"15\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Sofina casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 18}):\"],\"will\":[\"{@spell mage hand}\",\"{@spell message}\",\"{@spell prestidigitation}\"],\"daily\":{\"2e\":[\"{@spell bestow curse}\",\"{@spell Bigby's hand}\",\"{@spell dimension door}\",\"{@spell mage armor}\",\"{@spell Otiluke's resilient sphere}\",\"{@spell thunderwave}\"],\"1e\":[\"{@spell Evard's black tentacles}\",\"{@spell finger of death}\",\"{@spell time stop}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Sofina wears a magic robe that grants her a +2 bonus to AC and a +1 bonus to saving throws (included above).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Sofina makes three Necrotic Strike attacks.\"]},{\"name\":\"Necrotic Strike\",\"entries\":[\"{@atk ms,rs} {@hit 10} to hit, reach 5 ft. or range 120 ft., one target. {@h}32 ({@damage 5d10 + 5}) necrotic damage.\"]},{\"name\":\"Swarm of Meteors (1/Day)\",\"entries\":[\"Sofina magically calls down a meteor swarm that detonates in four 40-foot-radius spheres, each one centered on a point she can see within 1 mile of herself. These spheres can overlap. Each creature in one or more of these spheres must make a {@dc 18} Dexterity saving throw, taking 35 ({@damage 10d6}) fire damage and 35 ({@damage 10d6}) bludgeoning damage on a failed saving throw, or half as much damage on a successful one. A creature in multiple spheres takes this damage only once.\"]}],\"bonus\":[{\"name\":\"Summon Wraith (1/Day)\",\"entries\":[\"Sofina magically summons the spirit of a Thayan assassin, which appears as a wraith (see the Monster Manual). The summoned wraith appears in an unoccupied space within 60 feet of Sofina, whom it obeys. The summoned wraith takes its turn immediately after Sofina. It lasts for 1 hour, until it or Sofina dies, or until Sofina dismisses it as a bonus action.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"DR\",\"I\",\"OTH\"],\"damageTags\":[\"B\",\"F\",\"N\"],\"damageTagsSpell\":[\"B\",\"N\",\"O\",\"T\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Xenk Yendar\",\"isNamedCreature\":true,\"source\":\"HAT-TG\",\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"paladin\"]},\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item half plate armor|PHB|half plate}\"]}],\"hp\":{\"average\":157,\"formula\":\"21d8 + 63\"},\"speed\":{\"walk\":30},\"str\":19,\"dex\":11,\"con\":16,\"int\":14,\"wis\":16,\"cha\":17,\"save\":{\"str\":\"+8\",\"cha\":\"+7\"},\"skill\":{\"athletics\":\"+8\",\"history\":\"+6\",\"insight\":\"+7\",\"survival\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Common\",\"Thayan\",\"Undercommon\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Aura of Protection\",\"entries\":[\"Xenk and his allies within 10 feet of him have advantage on saving throws.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Xenk makes three Daggersword attacks and uses Daggersword Flourish. He can replace Daggersword Flourish with Cleansing Touch if it's available.\"]},{\"name\":\"Daggersword\",\"entries\":[\"Choose the attack that corresponds to the daggersword's current form (see Daggersword Shift below):\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands, plus 6 ({@damage 1d12}) radiant damage.\"]},{\"name\":\"Shortsword and Dagger\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 6 ({@damage 1d12}) radiant damage.\"]},{\"name\":\"Daggersword Flourish\",\"entries\":[\"Choose the option that corresponds to the daggersword's current form (see Daggersword Shift below):\"]},{\"name\":\"Longsword\",\"entries\":[\"Xenk magically detaches the longsword's blade from its hilt, launching the blade at a creature he can see within 30 feet of himself. The target must make a {@dc 16} Dexterity saving throw. On a failed save, the target is impaled by the blade, taking 14 ({@damage 3d6 + 4}) piercing damage, and is knocked {@condition prone}. At the end of the current turn, the blade magically reattaches to its hilt.\"]},{\"name\":\"Shortsword and Dagger\",\"entries\":[\"Xenk lashes out with both weapons. Each creature of his choice within 10 feet of him must make a {@dc 16} Dexterity throw. On a failed save, the creature takes 7 ({@damage 2d6}) piercing damage and has disadvantage on attack rolls until the start of Xenk's next turn. On a successful save, the creature takes half as much damage and suffers no other effect.\"]},{\"name\":\"Cleansing Touch (1/Day)\",\"entries\":[\"Xenk touches a creature within 5 feet of himself. The target magically regains 27 ({@dice 6d8}) hit points and gains the benefit of a {@spell lesser restoration} spell.\"]}],\"bonus\":[{\"name\":\"Daggersword Shift\",\"entries\":[\"Xenk changes the form of his daggersword, choosing one of the following forms: a longsword, or a shortsword in one hand and a dagger in the other.\"]}],\"attachedItems\":[\"longsword|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"OTH\",\"U\"],\"damageTags\":[\"P\",\"R\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-hftt.json`] = JSON.parse("{\"_meta\":{\"otherSources\":{\"monster\":{\"MM\":\"HtfT\"}}},\"monster\":[{\"name\":\"Demogorgon\",\"source\":\"HftT\",\"page\":36,\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":60,\"formula\":\"8d8 + 24\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":12,\"con\":16,\"int\":3,\"wis\":12,\"cha\":5,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+5\"},\"senses\":[\"blindsight 60 ft.\"],\"passive\":13,\"cr\":\"4\",\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The demogorgon has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Blood Frenzy\",\"entries\":[\"The demogorgon has advantage on melee attack rolls against any creature that doesn't have all its hit points.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The demogorgon regains 10 hit points at the start of its turn. If the demogorgon takes acid or fire damage, this trait doesn't function at the start of the demogorgon's next turn. The demogorgon dies only if it starts its turn with 0 hit points and doesn't regenerate.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The demogorgon makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) slashing damage.\"]}],\"traitTags\":[\"Keen Senses\",\"Regeneration\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Evil Mage\",\"source\":\"HftT\",\"page\":42,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[12],\"hp\":{\"formula\":\"5d8\",\"average\":22},\"speed\":{\"walk\":30},\"str\":9,\"dex\":14,\"con\":11,\"int\":17,\"wis\":12,\"cha\":11,\"save\":{\"int\":\"+5\",\"wis\":\"+3\"},\"skill\":{\"arcana\":\"+5\",\"history\":\"+5\"},\"passive\":11,\"languages\":[\"Common\",\"Draconic\",\"Dwarvish\",\"Elvish\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The mage is a 4th-level spellcaster that uses Intelligence as its spellcasting ability (spell save {@dc 13}, {@hit 5} to hit with spell attacks). The mage knows the following spells from the wizard's spell list:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell light}\",\"{@spell mage hand}\",\"{@spell shocking grasp}\"]},\"1\":{\"spells\":[\"{@spell charm person}\",\"{@spell magic missile}\"],\"slots\":4},\"2\":{\"spells\":[\"{@spell hold person}\",\"{@spell misty step}\"],\"slots\":3}},\"ability\":\"int\"}],\"action\":[{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d8 -1}) bludgeoning damage.\"]}],\"attachedItems\":[\"quarterstaff|phb\"],\"languageTags\":[\"C\",\"D\",\"DR\",\"E\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"L\",\"O\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MW\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Thessalhydra\",\"source\":\"HftT\",\"page\":41,\"otherSources\":[{\"source\":\"IMR\"}],\"size\":[\"H\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":69,\"formula\":\"6d12 + 30\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":19,\"dex\":12,\"con\":20,\"int\":5,\"wis\":10,\"cha\":7,\"skill\":{\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"immune\":[\"acid\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"frightened\",\"stunned\"],\"cr\":\"4\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The thessalhydra makes one maw attack and one Flurry of Bites.\"]},{\"name\":\"Flurry of Bites\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 10 ({@damage 4d4}) poison damage.\"]},{\"name\":\"Maw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage plus 5 ({@damage 1d10}) acid damage.\"]},{\"name\":\"Tail Pincer\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d12 + 4}) slashing damage, and the target is {@condition grappled}. As an action, the target can escape the grapple by succeeding on a {@dc 14} Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (its choice). Until this grapple ends, the thessalhydra can't use its tail pincer.\"]},{\"name\":\"Acid Saliva {@recharge 5}\",\"entries\":[\"The thessalhydra spits a glob of acid at a point it can see within 30 feet of it. Each creature within 10 feet of that point must make a {@dc 15} Dexterity saving throw, taking 18 ({@damage 4d8}) acid damage on a failed save, or half as much damage on a successful one.\"]}],\"legendaryActions\":2,\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"The thessalhydra makes a Wisdom ({@skill Perception}) check with advantage.\"]},{\"name\":\"Tail Swipe\",\"entries\":[\"The thessalhydra makes a tail pincer attack.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"A\",\"I\",\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-hol.json`] = JSON.parse("{\"monster\":[{\"name\":\"Apprentice\",\"source\":\"HoL\",\"page\":201,\"size\":[\"M\"],\"type\":\"humanoid\",\"ac\":[10],\"hp\":{\"average\":7,\"formula\":\"2d8 - 2\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":10,\"con\":9,\"int\":13,\"wis\":11,\"cha\":12,\"save\":{\"int\":\"+3\"},\"skill\":{\"arcana\":\"+3\",\"history\":\"+3\"},\"passive\":10,\"languages\":[\"any one language (usually Common)\"],\"pbNote\":\"+2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"You cast one of the following wizard spells (spell save {@dc 11}), using Intelligence as the spellcasting ability:\"],\"will\":[\"{@spell minor illusion}\",{\"entry\":\"{@spell Fire Bolt}\",\"hidden\":true}],\"daily\":{\"2\":[\"{@spell grease}\"],\"2e\":[{\"entry\":\"{@spell Burning Hands}\",\"hidden\":true}]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage, or 3 ({@damage 1d8 - 1}) bludgeoning damage if used with two hands.\"]},{\"name\":\"Burning Hands (1st-Level Spell; 2/Day)\",\"entries\":[\"You shoot forth a 15-foot cone of fire. Each creature in that area must make a {@dc 11} Dexterity saving throw. A creature takes 10 ({@damage 3d6}) fire damage on a failed save, or half as much damage on a successful one The fire ignites any flammable objects in the area that aren't being worn or carried.\"]},{\"name\":\"Fire Bolt (Cantrip)\",\"entries\":[\"{@atk rs} Ranged Spell Attack: {@hit 3} to hit, range 120 ft., one target. {@h}5 ({@damage 1d10}) fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.\"]}],\"attachedItems\":[\"quarterstaff|phb\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"B\",\"F\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"prone\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true},{\"name\":\"Disciple\",\"source\":\"HoL\",\"page\":201,\"size\":[\"M\"],\"type\":\"humanoid\",\"ac\":[{\"ac\":11,\"from\":[\"{@item shield|PHB}\"]}],\"hp\":{\"average\":9,\"formula\":\"2d8\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":9,\"con\":10,\"int\":11,\"wis\":13,\"cha\":9,\"save\":{\"wis\":\"+3\"},\"skill\":{\"perception\":\"+3\",\"religion\":\"+2\"},\"passive\":13,\"languages\":[\"any one language (usually Common)\"],\"pbNote\":\"+2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"You cast one the following cleric spells (spell save {@dc 11}), using Wisdom as the spellcasting ability:\"],\"will\":[\"{@spell guidance}\",{\"entry\":\"{@spell Sacred Flame}\",\"hidden\":true}],\"daily\":{\"2\":[\"{@spell cure wounds}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Mace\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage.\"]},{\"name\":\"Sacred Flame (Cantrip)\",\"entries\":[\"You target one creature you can see within 60 feet of you. The target must succeed on a {@dc 11} Dexterity saving throw or take 4 ({@damage 1d8}) radiant damage. The target gains no benefit from cover for this saving throw.\"]}],\"attachedItems\":[\"mace|phb\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"B\",\"R\"],\"damageTagsSpell\":[\"R\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true},{\"name\":\"Sneak\",\"source\":\"HoL\",\"page\":201,\"size\":[\"S\"],\"type\":\"humanoid\",\"ac\":[{\"ac\":13,\"from\":[\"{@item shield|PHB}\"]}],\"hp\":{\"average\":9,\"formula\":\"2d6 + 2\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":13,\"con\":12,\"int\":11,\"wis\":12,\"cha\":9,\"save\":{\"dex\":\"+3\"},\"skill\":{\"sleight of hand\":\"+3\",\"stealth\":\"+3\"},\"passive\":11,\"languages\":[\"any one language (usually Common)\"],\"pbNote\":\"+2\",\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage.\"]}],\"bonus\":[{\"name\":\"Disengage\",\"entries\":[\"You take the Disengage action.\"]}],\"attachedItems\":[\"dagger|phb\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true},{\"name\":\"Squire\",\"source\":\"HoL\",\"page\":201,\"size\":[\"M\"],\"type\":\"humanoid\",\"ac\":[{\"ac\":12,\"from\":[\"{@item shield|PHB}\"]}],\"hp\":{\"average\":11,\"formula\":\"2d8 + 2\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":10,\"con\":12,\"int\":8,\"wis\":11,\"cha\":9,\"save\":{\"str\":\"+3\"},\"skill\":{\"athletics\":\"+3\"},\"passive\":10,\"languages\":[\"any one language (usually Common)\"],\"pbNote\":\"+2\",\"action\":[{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) slashing damage, or 6 ({@damage 1d10 + 1}) slashing damage if used with two hands.\"]}],\"bonus\":[{\"name\":\"Shove\",\"entries\":[\"While wielding a shield, you try to shove one creature within 5 feet of you.\"]}],\"attachedItems\":[\"longsword|phb\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true}]}"); JSON_DATA[`data/bestiary/bestiary-hotdq.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\",\"VGM\"]},\"otherSources\":{\"monster\":{\"MM\":\"HotDQ\"}}},\"monster\":[{\"name\":\"Ambush Drake\",\"source\":\"HotDQ\",\"page\":88,\"otherSources\":[{\"source\":\"ToD\",\"page\":180}],\"size\":[\"M\"],\"type\":\"dragon\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":22,\"formula\":\"4d6 + 8\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":15,\"con\":14,\"int\":4,\"wis\":11,\"cha\":6,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[\"poison\"],\"languages\":[\"understands Draconic but can't speak it\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Pack Tactics\",\"entries\":[\"The drake has advantage on an attack roll against a creature if at least one of the drake's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]},{\"name\":\"Surprise Attack\",\"entries\":[\"If the drake surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 ({@dice 2d6}) damage from the attack.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage.\"]}],\"traitTags\":[\"Pack Tactics\"],\"senseTags\":[\"D\"],\"languageTags\":[\"CS\",\"DR\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Azbara Jos\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"HotDQ\",\"page\":88,\"otherSources\":[{\"source\":\"ToD\",\"page\":180}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[13,{\"ac\":16,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":39,\"formula\":\"6d8 + 12\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":16,\"con\":14,\"int\":16,\"wis\":13,\"cha\":11,\"save\":{\"int\":\"+5\",\"wis\":\"+3\"},\"skill\":{\"arcana\":\"+5\",\"deception\":\"+2\",\"insight\":\"+3\",\"stealth\":\"+5\"},\"passive\":11,\"languages\":[\"Common\",\"Draconic\",\"Infernal\",\"Primordial\",\"Thayan\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Azbara is a 6th-level spellcaster that uses Intelligence as his spellcasting ability (spell save {@dc 13}, {@hit 5} to hit with spell attacks). Azbara has the following spells prepared from the wizard spell list:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell mage hand}\",\"{@spell prestidigitation}\",\"{@spell ray of frost}\",\"{@spell shocking grasp}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell fog cloud}\",\"{@spell magic missile}\",\"{@spell shield}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell invisibility}\",\"{@spell misty step}\",\"{@spell scorching ray}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell counterspell}\",\"{@spell dispel magic}\",\"{@spell fireball}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Azbara has two {@item spell scroll (1st level)||scrolls} of {@spell mage armor}.\"]},{\"name\":\"Potent Cantrips\",\"entries\":[\"When Azbara casts an evocation Cantrips and misses, or the target succeeds on its saving throw, the target still takes half the cantrip's damage but suffers no other effect.\"]},{\"name\":\"Sculpt Spells\",\"entries\":[\"When Azbara casts an evocation spell that affects other creatures that he can see, he can choose a number of them equal to 1+the spell's level to succeed on their saving throws against the spell. Those creatures take no damage if they would normally take half damage from the spell.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or ranged 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"languageTags\":[\"C\",\"DR\",\"I\",\"OTH\",\"P\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"C\",\"F\",\"L\",\"O\",\"T\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Blagothkus\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"HotDQ\",\"page\":89,\"otherSources\":[{\"source\":\"ToD\",\"page\":181}],\"size\":[\"H\"],\"type\":{\"type\":\"giant\",\"tags\":[\"cloud giant\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item splint armor|phb}\"]}],\"hp\":{\"average\":138,\"formula\":\"12d12 + 60\"},\"speed\":{\"walk\":40},\"str\":26,\"dex\":13,\"con\":20,\"int\":16,\"wis\":15,\"cha\":15,\"save\":{\"con\":\"+9\",\"wis\":\"+6\",\"cha\":\"+6\"},\"skill\":{\"arcana\":\"+7\",\"insight\":\"+6\",\"intimidation\":\"+6\",\"perception\":\"+6\"},\"passive\":16,\"languages\":[\"Common\",\"Draconic\",\"Giant\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Blagothkus can innately cast the following spells (spell save {@dc 15}), requiring no material components:\"],\"daily\":{\"3e\":[\"{@spell fog cloud}\",\"{@spell levitate}\"]}},{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Blagothkus is a 5th-level spellcaster that uses Intelligence as his spellcasting ability (spell save {@dc 15}, {@hit 7} to hit with spell attacks). Blagothkus has the following spells prepared from the wizard spell list:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell light}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell identify}\",\"{@spell magic missile}\",\"{@spell shield}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell gust of wind}\",\"{@spell misty step}\",\"{@spell shatter}\"]},\"3\":{\"slots\":2,\"spells\":[\"{@spell fly}\",\"{@spell lightning bolt}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"Blagothkus has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Blagothkus attacks twice with his morningstar.\"]},{\"name\":\"Morningstar\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d8 + 8}) piercing damage.\"]}],\"attachedItems\":[\"morningstar|phb\"],\"traitTags\":[\"Keen Senses\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"GI\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"L\",\"O\",\"T\"],\"spellcastingTags\":[\"CW\",\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Captain Othelstan\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"HotDQ\",\"page\":89,\"otherSources\":[{\"source\":\"ToD\",\"page\":181}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"{@item splint armor|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":93,\"formula\":\"11d10 + 33\"},\"speed\":{\"walk\":30},\"str\":19,\"dex\":10,\"con\":16,\"int\":13,\"wis\":14,\"cha\":12,\"save\":{\"str\":\"+7\",\"con\":\"+6\"},\"skill\":{\"athletics\":\"+7\",\"intimidation\":\"+7\",\"perception\":\"+5\",\"religion\":\"+4\"},\"passive\":15,\"languages\":[\"Common\",\"Draconic\",\"Giant\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Action Surge (Recharges on a Short or Long Rest)\",\"entries\":[\"On his turn, Othelstan can take one additional action.\"]},{\"name\":\"Tiamat's Blessing of Retribution\",\"entries\":[\"When Othelstan takes damage that reduces him to 0 hit points, he immediately regains 20 hit points. If he has 20 hit points or fewer at the end of his next turn, he dies.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Othelstan attacks twice with his flail or spear, or makes two ranged attacks with his spears.\"]},{\"name\":\"Flail\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or ranged 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]}],\"attachedItems\":[\"flail|phb\",\"spear|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"GI\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Dragonclaw\",\"source\":\"HotDQ\",\"page\":89,\"otherSources\":[{\"source\":\"RoT\",\"page\":89},{\"source\":\"ToD\",\"page\":182}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":16,\"formula\":\"3d8 + 3\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":16,\"con\":13,\"int\":11,\"wis\":10,\"cha\":12,\"save\":{\"wis\":\"+2\"},\"skill\":{\"deception\":\"+3\",\"stealth\":\"+5\"},\"passive\":10,\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Dragon Fanatic\",\"entries\":[\"The dragonclaw has advantage on saving throws against being {@condition charmed} or {@condition frightened}. While the dragonclaw can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonclaw ignores the effects of being {@condition charmed} or {@condition frightened}.\"]},{\"name\":\"Fanatic Advantage\",\"entries\":[\"Once per turn, if the dragonclaw makes a weapon attack with advantage on the attack roll and hits, it deals an extra 7 ({@dice 2d6}) damage.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The dragonclaw has advantage on an attack roll against a creature if at least one of the dragonclaw's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragonclaw attacks twice with its scimitar.\"]},{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]}],\"attachedItems\":[\"scimitar|phb\"],\"traitTags\":[\"Pack Tactics\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Dragonwing\",\"source\":\"HotDQ\",\"page\":90,\"otherSources\":[{\"source\":\"RoT\",\"page\":89},{\"source\":\"ToD\",\"page\":183}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":16,\"con\":13,\"int\":11,\"wis\":11,\"cha\":13,\"save\":{\"wis\":\"+2\"},\"skill\":{\"deception\":\"+3\",\"stealth\":\"+5\"},\"passive\":10,\"resist\":[{\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"poison\"],\"preNote\":\"one of the following:\"}],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Dragon Fanatic\",\"entries\":[\"The dragonwing has advantage on saving throws against being {@condition charmed} or {@condition frightened}. While the dragonwing can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonwing ignores the effects of being {@condition charmed} or {@condition frightened}.\"]},{\"name\":\"Fanatic Advantage\",\"entries\":[\"Once per turn, if the dragonwing makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 7 ({@dice 2d6}) damage.\"]},{\"name\":\"Limited Flight\",\"entries\":[\"The dragonwing can use a bonus action to gain a flying speed of 30 feet until the end of its turn.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The dragonwing has advantage on an attack roll against a creature if at least one of the dragonwing's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragonwing attacks twice with its scimitar.\"]},{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage plus 3 ({@dice 1d6}) damage of the type to which the cultist has resistance.\"]}],\"attachedItems\":[\"scimitar|phb\"],\"traitTags\":[\"Pack Tactics\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true},{\"name\":\"Dralmorrer Borngray\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"HotDQ\",\"page\":90,\"otherSources\":[{\"source\":\"ToD\",\"page\":184}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"elf\",\"prefix\":\"High\"}]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item studded leather armor|phb|studded leather}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":52,\"formula\":\"7d10 + 14\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":14,\"con\":14,\"int\":16,\"wis\":10,\"cha\":8,\"save\":{\"str\":\"+6\",\"con\":\"+4\"},\"skill\":{\"arcana\":\"+5\",\"deception\":\"+1\",\"insight\":\"+2\",\"perception\":\"+2\",\"religion\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"languages\":[\"Common\",\"Bullywug\",\"Draconic\",\"Elvish\",\"Goblin\",\"Sylvan\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Dralmorrer is a 7th-level spellcaster that uses Intelligence as his spellcasting ability (spell save {@dc 13}, {@hit 5} to hit with spell attacks). Dralmorrer has the following spells prepared from the wizard spell list:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell prestidigitation}\",\"{@spell shocking grasp}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell longstrider}\",\"{@spell magic missile}\",\"{@spell shield}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":2,\"spells\":[\"{@spell magic weapon}\",\"{@spell misty step}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"Dralmorrer has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep.\"]},{\"name\":\"War Magic\",\"entries\":[\"When Dralmorrer uses his action to cast a cantrip, he can also take a bonus action to make one weapon attack.\"]},{\"name\":\"Weapon Bond\",\"entries\":[\"Provided his longsword is on the same plane Dralmorrer can take a bonus action to teleport it to his hand.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Dralmorrer attacks twice, either with his longsword or dagger.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or ranged 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\",\"longsword|phb\"],\"traitTags\":[\"Fey Ancestry\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"E\",\"GO\",\"OTH\",\"S\"],\"damageTags\":[\"P\",\"S\"],\"damageTagsSpell\":[\"F\",\"L\",\"O\",\"T\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForcedSpell\":[\"constitution\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Four-Armed Troll\",\"source\":\"HotDQ\",\"page\":65,\"otherSources\":[{\"source\":\"ToD\",\"page\":81}],\"_copy\":{\"name\":\"Troll\",\"source\":\"MM\",\"_mod\":{\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Multiattack\",\"items\":{\"name\":\"Multiattack\",\"entries\":[\"The troll attacks five times, once with its bite and four times with its claws. If two or more claws hit the same target, the troll rends the target, dealing an extra {@dice 2d6} slashing damage.\"]}}}},\"cr\":\"6\",\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Frulam Mondath\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"HotDQ\",\"page\":90,\"otherSources\":[{\"source\":\"ToD\",\"page\":184}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item chain mail|phb}\"]}],\"hp\":{\"average\":44,\"formula\":\"8d8 + 8\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":10,\"con\":13,\"int\":11,\"wis\":18,\"cha\":15,\"save\":{\"wis\":\"+6\",\"cha\":\"+4\"},\"skill\":{\"deception\":\"+4\",\"history\":\"+2\",\"religion\":\"+2\"},\"passive\":14,\"languages\":[\"Common\",\"Draconic\",\"Infernal\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Frulam is a 5th-level spellcaster that uses Wisdom as her spellcasting ability (spell save {@dc 14}, {@hit 6} to hit with spell attacks). Frulam has the following spells prepared from the cleric spell list:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell light}\",\"{@spell sacred flame}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell command}\",\"{@spell cure wounds}\",\"{@spell healing word}\",\"{@spell sanctuary}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell calm emotions}\",\"{@spell hold person}\",\"{@spell spiritual weapon}\"]},\"3\":{\"slots\":2,\"spells\":[\"{@spell mass healing word}\",\"{@spell spirit guardians}\"]}},\"ability\":\"wis\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Frulam attacks twice with her halberd.\"]},{\"name\":\"Halberd\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d10 + 2}) slashing damage.\"]}],\"attachedItems\":[\"halberd|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"I\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"N\",\"O\",\"R\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Golden Stag\",\"source\":\"HotDQ\",\"page\":35,\"otherSources\":[{\"source\":\"ToD\",\"page\":51}],\"_copy\":{\"name\":\"Elk\",\"source\":\"MM\"},\"hasToken\":true},{\"name\":\"Guard Drake\",\"source\":\"HotDQ\",\"page\":91,\"otherSources\":[{\"source\":\"RoT\",\"page\":90},{\"source\":\"ToD\",\"page\":185}],\"reprintedAs\":[\"Guard Drake|MPMM\"],\"size\":[\"M\"],\"type\":\"dragon\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"7d8 + 21\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":11,\"con\":16,\"int\":4,\"wis\":10,\"cha\":7,\"skill\":{\"perception\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[\"lightning\"],\"languages\":[\"understands Draconic but can't speak it\"],\"cr\":\"2\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The drake attacks twice, once with its bite and once with its tail.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/guard-drake.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"DR\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Jamna Gleamsilver\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"HotDQ\",\"page\":91,\"otherSources\":[{\"source\":\"ToD\",\"page\":185}],\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"gnome\"]},\"alignment\":[\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":22,\"formula\":\"4d6 + 8\"},\"speed\":{\"walk\":25},\"str\":8,\"dex\":17,\"con\":14,\"int\":15,\"wis\":10,\"cha\":12,\"save\":{\"dex\":\"+5\",\"int\":\"+4\"},\"skill\":{\"acrobatics\":\"+5\",\"deception\":\"+3\",\"insight\":\"+2\",\"perception\":\"+4\",\"persuasion\":\"+3\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Common\",\"Gnomish\",\"Goblin\",\"Sylvan\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Jamna is a 4th-level spellcaster that uses Intelligence as her spellcasting ability (spell save {@dc 12}, {@hit 4} to hit with spell attacks). Jamna has the following spells prepared from the wizard spell list.\"],\"spells\":{\"0\":{\"spells\":[\"{@spell mage hand}\",\"{@spell minor illusion}\",\"{@spell prestidigitation}\",\"{@spell ray of frost}\"]},\"1\":{\"slots\":3,\"spells\":[\"{@spell charm person}\",\"{@spell color spray}\",\"{@spell disguise self}\",\"{@spell longstrider}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Cunning Action\",\"entries\":[\"Jamna can take a bonus action to take the Dash, Disengage, or Hide action.\"]},{\"name\":\"Gnome Cunning\",\"entries\":[\"Jamna has advantage on Intelligence, Wisdom and Charisma saving throws against magic.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Jamna attacks twice with her shortswords.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, or 9 ({@dice 1d6 + 3}) plus ({@dice 1d6}) piercing damage if the target is Medium or larger.\"]}],\"attachedItems\":[\"shortsword|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"G\",\"GO\",\"S\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"C\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Langdedrosa Cyanwrath\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"HotDQ\",\"page\":91,\"otherSources\":[{\"source\":\"ToD\",\"page\":186}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"half-dragon\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item splint armor|phb}\"]}],\"hp\":{\"average\":57,\"formula\":\"6d12 + 18\"},\"speed\":{\"walk\":30},\"str\":19,\"dex\":13,\"con\":16,\"int\":10,\"wis\":14,\"cha\":12,\"save\":{\"str\":\"+6\",\"con\":\"+5\"},\"skill\":{\"athletics\":\"+6\",\"intimidation\":\"+3\",\"perception\":\"+4\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[\"lightning\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Action Surge (Recharges on a Short or Long Rest)\",\"entries\":[\"On his turn, Langdedrosa can take one additional action.\"]},{\"name\":\"Improved Critical\",\"entries\":[\"Langdedrosa's weapon attacks score a critical hit on a roll of 19 or 20.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Langdedrosa attacks twice, either with his greatsword or spear.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or ranged 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]},{\"name\":\"Lightning Breath {@recharge 5}\",\"entries\":[\"Langdedrosa breathes lightning in a 30-foot line that is 5 feet wide. Each creature in the line must make a {@dc 13} Dexterity saving throw, taking 22 ({@damage 4d10}) lightning damage on a failed save, or half as much damage on a successful one.\"]}],\"attachedItems\":[\"greatsword|phb\",\"spear|phb\"],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"L\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Leosin Erlanthar\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"HotDQ\",\"page\":87,\"otherSources\":[{\"source\":\"ToD\",\"page\":34}],\"_copy\":{\"name\":\"Martial Arts Adept\",\"source\":\"VGM\",\"_mod\":{\"trait\":{\"mode\":\"prependArr\",\"items\":{\"name\":\"5etools Note\",\"entries\":[\"Leosin Erlanthar is presented in {@adventure Hoard of the Dragon Queen|HotDQ} as a half-elf monk. The {@creature martial arts adept|vgm} stat block from {@book Volo's Guide to Monsters|VGM} has been provided here for ease of use.\"]}}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Linan Swift\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"HotDQ\",\"page\":8,\"otherSources\":[{\"source\":\"ToD\",\"page\":24}],\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\"},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"hp\":{\"average\":8,\"formula\":\"1d8\"},\"action\":[{\"name\":\"Spear\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) piercing damage.\"]}],\"attachedItems\":[\"spear|phb\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"THW\"],\"hasToken\":true},{\"name\":\"Ontharr Frume\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"HotDQ\",\"page\":28,\"otherSources\":[{\"source\":\"ToD\",\"page\":15}],\"_copy\":{\"name\":\"War Priest\",\"source\":\"VGM\",\"_mod\":{\"trait\":{\"mode\":\"prependArr\",\"items\":{\"name\":\"5etools Note\",\"entries\":[\"Ontharr Frume is presented in {@adventure Hoard of the Dragon Queen|HotDQ} and The {@adventure Rise of Tiamat|RoT} as a lawful good, human paladin of Torm. The {@creature war priest|vgm} stat block from {@book Volo's Guide to Monsters|VGM} has been provided here for ease of use.\"]}}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Pharblex Spattergoo\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"HotDQ\",\"page\":91,\"otherSources\":[{\"source\":\"ToD\",\"page\":187}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"bullywug\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item studded leather armor|phb|studded leather}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":59,\"formula\":\"7d8 + 28\"},\"speed\":{\"walk\":20,\"swim\":40},\"str\":15,\"dex\":12,\"con\":18,\"int\":11,\"wis\":16,\"cha\":7,\"save\":{\"str\":\"+4\",\"con\":\"+6\"},\"skill\":{\"perception\":\"+5\",\"religion\":\"+2\",\"stealth\":\"+3\"},\"passive\":15,\"languages\":[\"Common\",\"Bullywug\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Pharblex is a 6th-level spellcaster that uses Wisdom as his spellcasting ability (spell save {@dc 13}, {@hit 5} to hit with spell attacks). Pharblex has the following spells prepared from the druid spell list:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell druidcraft}\",\"{@spell guidance}\",\"{@spell poison spray}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell cure wounds}\",\"{@spell entangle}\",\"{@spell healing word}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell barkskin}\",\"{@spell beast sense}\",\"{@spell spike growth}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell plant growth}\",\"{@spell water walk}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"Pharblex can breathe air and water.\"]},{\"name\":\"Poison Strike (3/Day)\",\"entries\":[\"Once per turn, when Pharblex hits with a melee attack, he can expend a use of this trait to deal an extra 9 ({@damage 2d8}) poison damage.\"]},{\"name\":\"Standing Leap\",\"entries\":[\"As part of his movement and without a running start, Pharblex can long jump up to 20 feet and high jump up to 10 feet.\"]},{\"name\":\"Swamp Camouflage\",\"entries\":[\"Pharblex has advantage on Dexterity ({@skill Stealth}) checks made to hide in swampy terrain.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Pharblex attacks twice. Once with his bite and once with his spear.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit. reach 5 ft. or ranged 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]}],\"attachedItems\":[\"spear|phb\"],\"traitTags\":[\"Amphibious\",\"Camouflage\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"OTH\"],\"damageTags\":[\"I\",\"P\"],\"damageTagsSpell\":[\"I\",\"P\",\"T\"],\"spellcastingTags\":[\"CD\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForcedSpell\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Raggnar Redtooth\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"HotDQ\",\"page\":74,\"otherSources\":[{\"source\":\"ToD\",\"page\":90}],\"_copy\":{\"name\":\"Veteran\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the veteran\",\"with\":\"Raggnar\",\"flags\":\"i\"}}},\"ac\":[11],\"hasToken\":true},{\"name\":\"Rath Modar\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"HotDQ\",\"page\":92,\"otherSources\":[{\"source\":\"RoT\",\"page\":91},{\"source\":\"ToD\",\"page\":188}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[13,{\"ac\":16,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":71,\"formula\":\"11d8 + 22\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":16,\"con\":14,\"int\":18,\"wis\":14,\"cha\":10,\"save\":{\"int\":\"+7\",\"wis\":\"+5\"},\"skill\":{\"arcana\":\"+7\",\"deception\":\"+3\",\"insight\":\"+5\",\"stealth\":\"+6\"},\"passive\":12,\"languages\":[\"Common\",\"Draconic\",\"Infernal\",\"Primordial\",\"Thayan\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Rath is an 11th-level spellcaster who uses Intelligence as his spellcasting ability (spell save {@dc 15}, {@hit 7} to hit with spell attacks). Rath has the following spells prepared from the wizard spell list:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell minor illusion}\",\"{@spell prestidigitation}\",\"{@spell shocking grasp}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell chromatic orb}\",\"{@spell color spray}\",\"{@spell mage armor}\",\"{@spell magic missile}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell detect thoughts}\",\"{@spell mirror image}\",\"{@spell phantasmal force}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell counterspell}\",\"{@spell fireball}\",\"{@spell major image}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell confusion}\",\"{@spell greater invisibility}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell mislead}\",\"{@spell seeming}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell globe of invulnerability}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Rath has a {@item staff of fire}, and scrolls of {@spell dimension door}, {@spell feather fall}, and {@spell fireball}.\"]}],\"action\":[{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d8}) bludgeoning damage.\"]}],\"reaction\":[{\"name\":\"Illusory Self (Recharges on a Short or Long Rest)\",\"entries\":[\"When a creature Rath can see makes an attack roll against him, he can interpose an illusory duplicate between the attacker and him. The attack automatically misses Rath, then the illusion dissipates.\"]}],\"attachedItems\":[\"quarterstaff|phb\"],\"languageTags\":[\"C\",\"DR\",\"I\",\"OTH\",\"P\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"A\",\"C\",\"F\",\"I\",\"L\",\"O\",\"T\",\"Y\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Rezmir\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"HotDQ\",\"page\":93,\"otherSources\":[{\"source\":\"RoT\"},{\"source\":\"ToD\",\"page\":180}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"half-black dragon\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[13,{\"ac\":15,\"condition\":\"with the Black Dragon Mask\",\"braces\":true}],\"hp\":{\"average\":90,\"formula\":\"12d8 + 36\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":16,\"con\":16,\"int\":15,\"wis\":12,\"cha\":14,\"save\":{\"dex\":\"+6\",\"wis\":\"+4\"},\"skill\":{\"arcana\":\"+5\",\"stealth\":\"+9\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 120 ft.\"],\"passive\":11,\"immune\":[\"acid\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common\",\"Draconic\",\"Infernal\",\"Giant\",\"Netherese\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Rezmir has the {@item Black Dragon Mask|hotdq}, {@item Hazirawn|hotdq}, and an {@item insignia of claws|hotdq}.\"]},{\"name\":\"Amphibious\",\"entries\":[\"Rezmir can breathe air and water.\"]},{\"name\":\"Dark Advantage\",\"entries\":[\"Once per turn, Rezmir can deal an extra 10 ({@dice 3d6}) damage when she hits with a weapon attack, provided Rezmir has advantage on the attack roll.\"]},{\"name\":\"Draconic Majesty\",\"entries\":[\"While wearing no armor and wearing the Black Dragon Mask, Rezmir adds her Charisma bonus to her AC (included).\"]},{\"name\":\"Immolation\",\"entries\":[\"When Rezmir is reduced to 0 hit points, her body disintegrates into a pile of ash.\"]},{\"name\":\"Legendary Resistance (1/Day)\",\"entries\":[\"If Rezmir fails a saving throw while wearing the Black Dragon Mask, she can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Greatsword (Hazirawn)\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage plus 7 ({@damage 2d6}) necrotic damage. If the target is a creature, it can't regain hit points for 1 minute. The target can make a {@dc 15} Constitution saving throw at the end of each of its turns, ending this effect early on a success.\"]},{\"name\":\"Caustic Bolt\",\"entries\":[\"{@atk rs} {@hit 8} to hit, range 90 ft., one target. {@h}18 ({@damage 4d8}) acid damage.\"]},{\"name\":\"Acid Breath {@recharge 5}\",\"entries\":[\"Rezmir breathes acid in a 30-foot line that is 5 feet wide. Each creature in the line must make a {@dc 14} Dexterity saving throw, taking 22 ({@damage 5d8}) acid damage on a failed save, or half as much damage on a successful one.\"]}],\"legendaryHeader\":[\"If she is wearing the Black Dragon Mask, Rezmir can take up to two legendary actions between each of her turns, taking the actions all at once or spreading them over the round. A legendary action can be taken only at the start or end of a turn.\"],\"legendaryActions\":2,\"legendary\":[{\"name\":\"Darkness (Costs 2 Actions)\",\"entries\":[\"A 15-foot radius of magical darkness extends from a point Rezmir can see within 60 feet of her and spreads around corners. The darkness lasts as long as Rezmir maintains {@status concentration}, up to 1 minute. A creature with darkvision can't see through this darkness, and no natural light can illuminate it. If any of the area overlaps with a area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.\"]},{\"name\":\"Melee Attack\",\"entries\":[\"Rezmir makes one melee attack.\"]},{\"name\":\"Hide\",\"entries\":[\"Rezmir takes the Hide action.\"]}],\"attachedItems\":[\"greatsword|phb\"],\"traitTags\":[\"Amphibious\",\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"C\",\"DR\",\"GI\",\"I\",\"OTH\"],\"damageTags\":[\"A\",\"N\",\"S\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Sandesyl Morgia\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"HotDQ\",\"page\":81,\"otherSources\":[{\"source\":\"ToD\",\"page\":98}],\"_copy\":{\"name\":\"Vampire\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the vampire\",\"with\":\"Sandesyl\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Talis the White\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"HotDQ\",\"page\":93,\"otherSources\":[{\"source\":\"ToD\",\"page\":189}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"half-elf\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item +1 scale mail}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":58,\"formula\":\"9d8 + 18\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":12,\"con\":14,\"int\":10,\"wis\":16,\"cha\":16,\"save\":{\"wis\":\"+6\",\"cha\":\"+6\"},\"skill\":{\"deception\":\"+6\",\"insight\":\"+6\",\"perception\":\"+6\",\"persuasion\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":16,\"languages\":[\"Common\",\"Draconic\",\"Elvish\",\"Infernal\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Talis is a 9th-level spellcaster that uses Wisdom as her spellcasting ability (spell save {@dc 14}, {@hit 6} to hit with spell attacks). Talis has the following spells prepared from the cleric spell list:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell guidance}\",\"{@spell resistance}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell command}\",\"{@spell cure wounds}\",\"{@spell healing word}\",\"{@spell inflict wounds}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell blindness/deafness}\",\"{@spell lesser restoration}\",\"{@spell spiritual weapon} (spear)\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell dispel magic}\",\"{@spell mass healing word}\",\"{@spell sending}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell death ward}\",\"{@spell freedom of movement}\"]},\"5\":{\"slots\":1,\"spells\":[\"{@spell insect plague}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Talis has {@item +1 scale mail} and a {@item wand of winter|hotdq}.\"]},{\"name\":\"Fey Ancestry\",\"entries\":[\"Talis has advantage on saving throws against being {@condition charmed}, and magic can't put her to sleep.\"]},{\"name\":\"Winter Strike (3/Day)\",\"entries\":[\"Once per turn, when Talis hits with a melee attack, she can expend a use of this trait to deal an extra 9 ({@damage 2d8}) cold damage.\"]}],\"action\":[{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or ranged 20/60 ft., one target. {@h}6 ({@damage 1d6 + 2}) piercing damage.\"]}],\"attachedItems\":[\"spear|phb\"],\"traitTags\":[\"Fey Ancestry\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"DR\",\"E\",\"I\"],\"damageTags\":[\"C\",\"P\"],\"damageTagsSpell\":[\"N\",\"O\",\"P\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflictSpell\":[\"blinded\",\"deafened\",\"prone\"],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Trepsin\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"HotDQ\",\"page\":63,\"otherSources\":[{\"source\":\"ToD\",\"page\":79}],\"size\":[\"L\"],\"type\":\"giant\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":84,\"formula\":\"8d10 + 40\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":13,\"con\":20,\"int\":7,\"wis\":9,\"cha\":7,\"skill\":{\"perception\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"languages\":[\"Giant\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The troll has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The troll attacks five times, once with its bite and four times with its claws. If two or more claws hit the same target, the troll rends the target, dealing an extra {@dice 2d6} slashing damage.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit +7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit +7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage.\"]}],\"traitTags\":[\"Keen Senses\",\"Regeneration\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-hwcs.json`] = JSON.parse("{\"monster\":[{\"name\":\"Ardwyn, Elder of Meadowfen\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"HWCS\",\"page\":190,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"huden gallus\"]},\"alignment\":[\"N\",\"G\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item chain shirt|phb}\"]}],\"hp\":{\"average\":27,\"formula\":\"5d8 + 5\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":11,\"con\":12,\"int\":13,\"wis\":18,\"cha\":13,\"skill\":{\"medicine\":\"+8\",\"persuasion\":\"+3\",\"religion\":\"+5\"},\"passive\":13,\"languages\":[\"Birdfolk\",\"can also understand Auran but can't speak it\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Ardwyn is a 5th-level spellcaster. Her spellcasting ability is Wisdom (spell save {@dc 14}, {@hit 6} to hit with spell attacks). Ardwyn has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell light}\",\"{@spell sacred flame}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell cure wounds}\",\"{@spell guiding bolt}\",\"{@spell sanctuary}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell lesser restoration}\",\"{@spell spiritual weapon}\"]},\"3\":{\"slots\":2,\"spells\":[\"{@spell dispel magic}\",\"{@spell spirit guardians}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Glide\",\"entries\":[\"When falling at least 10 feet, Ardwyn can spend a reaction to fly up to her speed in one direction as she descends. She lands in an unoccupied space at the end of her movement, and takes no falling damage. She cannot glide while carrying heavy objects, heavy weapons, or shields (though she can drop any held items as part of her reaction).\"]},{\"name\":\"Wing Flap\",\"entries\":[\"As a bonus action, Ardwyn can use her powerful feathered arms to propel herself upward a distance equal to half her movement speed. She can use it in conjunction with a regular jump, but not while gliding. \"]},{\"name\":\"Seedspeech\",\"entries\":[\"Ardwyn can communicate simple ideas to living plants, and is able to interpret their responses in simple language.\"]},{\"name\":\"Divine Eminence\",\"entries\":[\"As a bonus action, Ardwyn can expend a spell slot to cause her melee weapon attacks to magically deal an extra 10 ({@damage 3d6}) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If Ardwyn expends a spell slot of 2nd level or higher, the extra damage increases by {@dice 1d6} for each level above 1st.\"]}],\"action\":[{\"name\":\"Mace\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage.\"]}],\"attachedItems\":[\"mace|phb\"],\"languageTags\":[\"AU\",\"CS\"],\"damageTags\":[\"B\",\"R\"],\"damageTagsSpell\":[\"N\",\"O\",\"R\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ashsnake\",\"source\":\"HWCS\",\"page\":177,\"size\":[\"H\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]},{\"ac\":18,\"condition\":\"while under ash\",\"braces\":true}],\"hp\":{\"formula\":\"7d12 + 21\",\"average\":67},\"speed\":{\"walk\":40,\"burrow\":30},\"str\":16,\"dex\":12,\"con\":16,\"int\":4,\"wis\":12,\"cha\":4,\"senses\":[\"blindsight 30 ft. (blind beyond this radius)\",\"tremorsense 60 ft.\"],\"passive\":11,\"resist\":[\"fire\"],\"vulnerable\":[\"cold\"],\"languages\":[\"understands Ignan\",\"but can't speak\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Ash Cover\",\"entries\":[\"The ashsnake has advantage on Dexterity ({@skill Stealth}) checks made when it is burrowing in ash, as well as a +4 bonus to its armor class.\"]},{\"name\":\"Eruption\",\"entries\":[\"When the ashsnake emerges from burrowing, any creature within 5 feet of it that is at least one size smaller than the ashsnake must make a {@dc 14} Dexterity saving throw or be knocked {@condition prone}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The Ashsnake can make one bite attack and either one Constrict or Crush attack each round.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage.\"]},{\"name\":\"Constrict\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}8 ({@damage 2d8 + 3}) bludgeoning damage and the target is {@condition grappled} (escape {@dc 14}). Until the grapple ends the target is {@condition restrained} and the ashsnake cannot constrict or crush another target. The ashsnake can release the target at any time during its turn.\"]},{\"name\":\"Crush\",\"entries\":[\"The ashsnake crushes its {@condition grappled} target, dealing 11 ({@damage 2d8 + 3}) bludgeoning damage.\"]},{\"name\":\"Ashen Breath {@recharge 5}\",\"entries\":[\"The ashsnake breathes out a cloud of superheated ash in a 15-foot cone. Each creature in the area must make a {@dc 14} Dexterity saving throw, taking 11 ({@damage 2d10}) fire damage on a failed save, or half as much on a success.\"]}],\"senseTags\":[\"B\",\"T\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"CS\",\"IG\"],\"damageTags\":[\"B\",\"F\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Aspect of Fire\",\"source\":\"HWCS\",\"page\":179,\"size\":[\"G\"],\"type\":\"elemental\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"formula\":\"12d20 + 48\",\"average\":174},\"speed\":{\"walk\":40},\"str\":21,\"dex\":13,\"con\":18,\"int\":6,\"wis\":15,\"cha\":14,\"save\":{\"wis\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":12,\"resist\":[{\"special\":\"bludgeoning, piercing, and slashing from nonmagical weapons\"}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"restrained\",\"unconscious\"],\"languages\":[\"Ignan\"],\"cr\":\"12\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the Aspect of Fire fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Molten Skin\",\"entries\":[\"Any creature who touches, makes a melee attack within 5 feet of, or ends their turn within 5 feet of the aspect takes 11 ({@damage 2d10}) fire damage. Flammable objects within 5 feet of the aspect burst into flames.\"]},{\"name\":\"Natural Light\",\"entries\":[\"The aspect gives off bright light in a 60-foot-radius and dim light for an additional 60 feet.\"]},{\"name\":\"Cooling\",\"entries\":[\"If the aspect of fire takes 50 or more cold damage in one round, its speed is reduced to 0 until the end of its next turn.\"]},{\"name\":\"Fuel for the Fire\",\"entries\":[\"The aspect of fire doesn't treat plant life as difficult terrain. Whenever the aspect begins its turn in a space of plant life that provides cover, it burns the plant life away from all spaces it is currently occupying, healing {@dice 1d4} hit points for each 5-foot square of such plant life it has consumed. If it heals for 17 or more damage in this way, it flares up, recharging its magma throw action.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The aspect makes two molten fist attacks.\"]},{\"name\":\"Molten Fist\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}16 ({@damage 2d10 + 5}) fire damage.\"]},{\"name\":\"Stomp\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}20 ({@damage 3d10 + 5}) fire damage. The target must succeed on a {@dc 17} Constitution saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Magma Throw {@recharge 5}\",\"entries\":[\"The aspect hurls a ball of molten rock. Choose a location within 60 feet of the aspect. All creatures within 15 feet of the target location must make a {@dc 17} Dexterity saving throw. On a failure, a creature takes 22 ({@damage 4d10}) fire damage. On a success, the creature takes half as much damage.\"]}],\"legendaryHeader\":[\"The aspect of fire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The aspect regains spent legendary actions at the start of its turn.\"],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"The aspect makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Molten Fist\",\"entries\":[\"The aspect makes a molten fist attack.\"]},{\"name\":\"Magma Barrage (Costs 2 Actions)\",\"entries\":[\"The aspect of fire uses its magma throw action. It may use this ability if it has not yet been recharged by dealing 17 points of cold damage to itself. \"]}],\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"IG\"],\"damageTags\":[\"F\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Benna Seridan\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"HWCS\",\"page\":193,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"cervan\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item studded leather armor|phb}\"]}],\"hp\":{\"formula\":\"10d8 + 20\",\"average\":65},\"speed\":{\"walk\":35},\"str\":14,\"dex\":17,\"con\":14,\"int\":14,\"wis\":11,\"cha\":14,\"save\":{\"dex\":\"+5\",\"cha\":\"+4\"},\"skill\":{\"deception\":\"+4\",\"persuasion\":\"+4\"},\"passive\":10,\"languages\":[\"Birdfolk\",\"Cervan\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Surge of Vigor (Recharges after a Long Rest)\",\"entries\":[\"If an attack deals over half of Benna Seridan's current remaining hit points in damage (even if her hit points are reduced to 0 by the attack), she immediately regains 8 ({@dice 1d12 + 2}) hit points.\"]},{\"name\":\"Standing Leap\",\"entries\":[\"Benna Seridan's long jump is 30 feet, and her base high jump is 15 feet, with or without a running start.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Benna Seridan makes three melee attacks, two with her scimitar and one with her dagger. Alternatively, Benna Seridan can make two ranged attack with her daggers.\"]},{\"name\":\"Scimitar of the Wood\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage. The sword has 2 charges. Benna Seridan can expend a charge and speak the command word to cast {@spell spike growth} (save {@dc 16}) centered on herself. She can pass through this terrain unaffected. The sword regains one charge each day at dawn.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"Benna Seridan adds 2 to her AC against one melee attack that would hit her. Benna Seridan must see the attacker and be wielding a melee weapon.\"]}],\"attachedItems\":[\"shortsword|phb\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Birdfolk Dockmaster\",\"shortName\":\"dockmaster\",\"source\":\"HWCS\",\"page\":190,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any birdfolk\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"formula\":\"10d8 + 10\",\"average\":55},\"speed\":{\"walk\":30},\"str\":10,\"dex\":16,\"con\":13,\"int\":8,\"wis\":13,\"cha\":15,\"skill\":{\"perception\":\"+5\",\"persuasion\":\"+4\",\"athletics\":\"+2\"},\"passive\":15,\"languages\":[\"Birdfolk\",\"can also understand Auran but can't speak it\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Glide\",\"entries\":[\"When falling at least 10 feet, the dockmaster can spend a reaction to fly up to their speed in one direction as they descend. They land in an unoccupied space at the end of their movement, and take no falling damage. They cannot glide while carrying heavy objects, heavy weapons, or shields (though they can drop any held items as part of their reaction).\"]},{\"name\":\"Confidence\",\"entries\":[\"The dockmaster adds their Charisma modifier to their initiative rolls.\"]},{\"name\":\"Sneak Attack\",\"entries\":[\"Once per turn, the dockmaster deals an extra 3 ({@dice 1d6}) damage when they hit a target with a weapon attack and they have advantage on the attack roll, or when the target is within 5 ft. of an ally of the dockmaster that isn't {@condition incapacitated} and the dockmaster doesn't have disadvantage on the attack roll.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dockmaster makes two saber attacks and one dagger attack.\"]},{\"name\":\"Saber\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"traitTags\":[\"Sneak Attack\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AU\",\"CS\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Birdfolk Farmer\",\"shortName\":\"farmer\",\"source\":\"HWCS\",\"page\":190,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any birdfolk\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"formula\":\"10d8\",\"average\":45},\"speed\":{\"walk\":30},\"str\":10,\"dex\":10,\"con\":10,\"int\":10,\"wis\":10,\"cha\":10,\"skill\":{\"nature\":\"+4\"},\"passive\":10,\"languages\":[\"Birdfolk\",\"can also understand Auran but can't speak it\"],\"cr\":\"0\",\"trait\":[{\"name\":\"Glide\",\"entries\":[\"When falling at least 10 feet, the farmer can spend a reaction to fly up to their speed in one direction as they descend. They land in an unoccupied space at the end of their movement, and take no falling damage. They cannot glide while carrying heavy objects, heavy weapons, or shields (though they can drop any held items as part of their reaction).\"]}],\"action\":[{\"name\":\"Pitchfork\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) slashing damage.\"]}],\"languageTags\":[\"AU\",\"CS\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Birdfolk Guard\",\"shortName\":\"guard\",\"source\":\"HWCS\",\"page\":191,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any birdfolk\"]},\"alignment\":[\"L\",\"G\",\"NY\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item chain shirt|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"formula\":\"2d8 + 2\",\"average\":11},\"speed\":{\"walk\":30},\"str\":13,\"dex\":12,\"con\":12,\"int\":10,\"wis\":10,\"cha\":10,\"skill\":{\"perception\":\"+2\"},\"passive\":12,\"languages\":[\"Birdfolk\",\"can also understand Auran but can't speak it\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Glide\",\"entries\":[\"When falling at least 10 feet, the guard can spend a reaction to fly up to their speed in one direction as they descend. They land in an unoccupied space at the end of their movement, and take no falling damage. They cannot glide while carrying heavy objects or heavy weapons, (though they can drop any held items as part of their reaction).\"]}],\"action\":[{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage, or 5 ({@damage 1d8 + 1}) piercing damage if used with two hands to make a melee attack.\"]}],\"attachedItems\":[\"spear|phb\"],\"languageTags\":[\"AU\",\"CS\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Birdfolk Militia\",\"shortName\":\"militia\",\"source\":\"HWCS\",\"page\":191,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any birdfolk\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":12,\"from\":[\"{@item studded leather armor|phb}\"]}],\"hp\":{\"formula\":\"2d8 + 2\",\"average\":11},\"speed\":{\"walk\":30},\"str\":12,\"dex\":10,\"con\":12,\"int\":10,\"wis\":10,\"cha\":10,\"passive\":10,\"languages\":[\"Birdfolk\",\"can also understand Auran but can't speak it\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Glide\",\"entries\":[\"When falling at least 10 feet, the militia can spend a reaction to fly up to their speed in one direction as they descend. They land in an unoccupied space at the end of their movement, and take no falling damage. They cannot glide while carrying heavy objects, heavy weapons, or shields (though they can drop any held items as \",\"part of their reaction).\"]}],\"action\":[{\"name\":\"Mace\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage.\"]}],\"attachedItems\":[\"mace|phb\"],\"languageTags\":[\"AU\",\"CS\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Birdfolk Sailor\",\"shortName\":\"sailor\",\"source\":\"HWCS\",\"page\":191,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any birdfolk\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":12,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"formula\":\"2d8 + 2\",\"average\":11},\"speed\":{\"walk\":30},\"str\":12,\"dex\":13,\"con\":12,\"int\":10,\"wis\":10,\"cha\":10,\"skill\":{\"athletics\":\"+3\"},\"passive\":10,\"languages\":[\"Birdfolk\",\"can also understand Auran but can't speak it\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Glide\",\"entries\":[\"When falling at least 10 feet, the sailor can spend a reaction to fly up to their speed in one direction as they descend. They land in an unoccupied space at the end of their movement, and take no falling damage. They cannot glide while carrying heavy objects, heavy weapons, or shields (though they can drop any held items as part of their reaction).\"]}],\"action\":[{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Light Crossbow\",\"entries\":[\"{@atk rw} {@hit 3} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d8 + 2}) piercing damage.\"]}],\"attachedItems\":[\"light crossbow|phb\",\"shortsword|phb\"],\"languageTags\":[\"AU\",\"CS\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Birdfolk Skeleton\",\"source\":\"HWCS\",\"page\":180,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"formula\":\"2d8 + 4\",\"average\":13},\"speed\":{\"walk\":30},\"str\":11,\"dex\":15,\"con\":14,\"int\":7,\"wis\":8,\"cha\":3,\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"immune\":[\"poison\"],\"vulnerable\":[\"bludgeoning\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"understands Auran and Birdfolk\",\"but can't speak\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Talons\",\"entries\":[\"The birdfolk skeleton has advantage on Strength ({@skill Athletics}) checks made to climb any surface its talons could reasonably grip.\"]}],\"action\":[{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Talons\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"attachedItems\":[\"shortsword|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"AU\",\"CS\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Birdfolk Skirmisher\",\"shortName\":\"skirmisher\",\"source\":\"HWCS\",\"page\":191,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any birdfolk\"]},\"alignment\":[\"L\",\"G\",\"NY\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item chain shirt|phb}\"]}],\"hp\":{\"formula\":\"2d8 + 2\",\"average\":11},\"speed\":{\"walk\":30},\"str\":14,\"dex\":12,\"con\":12,\"int\":10,\"wis\":10,\"cha\":10,\"skill\":{\"athletics\":\"+4\"},\"passive\":10,\"languages\":[\"Birdfolk\",\"can also understand Auran but can't speak it\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Glide\",\"entries\":[\"When falling at least 10 feet, the skirmisher can spend a reaction to fly up to their speed in one direction as they descend. They land in an unoccupied space at the end of their movement, and take no falling damage. They cannot glide while carrying heavy objects, heavy weapons, or shields (though they can drop any held items as part of their reaction).\"]},{\"name\":\"Drop Attack\",\"entries\":[\"The skirmisher can make an attack during their glide. If they do so they deal an extra 4 ({@dice 1d8}) points of damage.\"]}],\"action\":[{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack.\"]}],\"attachedItems\":[\"spear|phb\"],\"languageTags\":[\"AU\",\"CS\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bita, the Council Speaker\",\"shortName\":\"Bita\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"HWCS\",\"page\":193,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"bright gallus\"]},\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item breastplate|phb}\"]}],\"hp\":{\"average\":9,\"formula\":\"2d8\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":12,\"con\":11,\"int\":12,\"wis\":16,\"cha\":17,\"skill\":{\"deception\":\"+5\",\"insight\":\"+6\",\"persuasion\":\"+5\"},\"passive\":13,\"languages\":[\"Birdfolk\",\"can also understand Auran but can't speak it\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Glide\",\"entries\":[\"When falling at least 10 feet, Bita can spend a reaction to fly up to her speed in one direction as she descends. She lands in an unoccupied space at the end of her movement, and takes no falling damage. She cannot glide while carrying heavy objects, heavy weapons, or shields (though she can drop any held items as part of her reaction).\"]},{\"name\":\"Wing Flap\",\"entries\":[\"As a bonus action, Bita can use her powerful feathered arms to propel herself upward a distance equal to half her movement speed. She can use it in conjunction with a regular jump, but not while gliding. \"]},{\"name\":\"Inspiring\",\"entries\":[\"As an action, Bita inspires an ally that can see and hear her. The ally can roll a {@dice d4} and add the number rolled to their next ability check, attack roll, or saving throw.\"]}],\"action\":[{\"name\":\"Rapier\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"Bita adds 2 to her AC against one melee attack that would hit her. To do so, Bita must see the attacker and be wielding a melee weapon.\"]}],\"attachedItems\":[\"rapier|phb\"],\"actionTags\":[\"Parry\"],\"languageTags\":[\"AU\",\"CS\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cara Stormsinger\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"HWCS\",\"page\":191,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"swift strig\"]},\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":12,\"from\":[\"{@item studded leather armor|phb}\"]}],\"hp\":{\"formula\":\"2d8 + 2\",\"average\":11},\"speed\":{\"walk\":35},\"str\":14,\"dex\":11,\"con\":12,\"int\":10,\"wis\":10,\"cha\":10,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Birdfolk\",\"can also understand Auran but can't speak it\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Glide\",\"entries\":[\"When falling at least 10 feet, Cara Stormsinger can spend a reaction to fly up to her speed in one direction as she descends. She lands in an unoccupied space at the end of her movement, and takes no falling damage. She cannot glide while carrying heavy objects, heavy weapons, or shields (though she can drop any held items as part of her reaction).\"]},{\"name\":\"Talons\",\"entries\":[\"Cara Stormsinger has advantage on Strength ({@skill Athletics}) checks made to climb any surface her talons could reasonably grip.\"]},{\"name\":\"Patterned Feathers\",\"entries\":[\"Cara Stormsinger has advantage on Dexterity ({@skill Stealth}) checks when she attempts to hide in a forest.\"]}],\"action\":[{\"name\":\"Talons\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Mace\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage.\"]}],\"attachedItems\":[\"mace|phb\"],\"languageTags\":[\"AU\",\"CS\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Caustic Slime\",\"source\":\"HWCS\",\"page\":186,\"size\":[\"M\"],\"type\":\"ooze\",\"alignment\":[\"U\"],\"ac\":[8],\"hp\":{\"formula\":\"3d8 + 9\",\"average\":22},\"speed\":{\"walk\":20,\"climb\":20},\"str\":15,\"dex\":6,\"con\":16,\"int\":1,\"wis\":6,\"cha\":1,\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":8,\"immune\":[\"acid\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"prone\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Amorphous\",\"entries\":[\"The Caustic Slime can move through a space as narrow as 1 inch wide without squeezing.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The Caustic Slime can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Caustic\",\"entries\":[\"Any creature that touches the slime or hits it with a melee attack while within 5 feet of it must succeed on a {@dc 12} Dexterity saving throw or take 2 ({@dice 1d4}) points of acid damage.\"]}],\"action\":[{\"name\":\"Psuedopod\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) acid damage.\"]}],\"reaction\":[{\"name\":\"Split\",\"entries\":[\"When a slime that is Medium or larger and has 10 or more hit points is hit with slashing damage, it splits into two new slimes. Each new slime has hit points equal to half the original slime's, rounded down. New slimes are one size smaller than the previous size.\"]}],\"traitTags\":[\"Amorphous\",\"Spider Climb\"],\"senseTags\":[\"B\"],\"damageTags\":[\"A\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cervan Bandit General\",\"shortName\":\"the general\",\"source\":\"HWCS\",\"page\":193,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"cervan\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item studded leather armor|phb}\"]}],\"hp\":{\"formula\":\"10d8 + 20\",\"average\":65},\"speed\":{\"walk\":35},\"str\":14,\"dex\":17,\"con\":14,\"int\":14,\"wis\":11,\"cha\":14,\"save\":{\"dex\":\"+5\",\"cha\":\"+4\"},\"skill\":{\"deception\":\"+4\",\"persuasion\":\"+4\"},\"passive\":10,\"languages\":[\"Birdfolk\",\"Cervan\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Surge of Vigor (Recharges after a Long Rest)\",\"entries\":[\"If an attack deals over half of the general's current remaining hit points in damage (even if their hit points are reduced to 0 by the attack), they immediately regain 8 ({@dice 1d12 + 2}) hit points.\"]},{\"name\":\"Standing Leap\",\"entries\":[\"The general's long jump is 30 feet, and their base high jump is 15 feet, with or without a running start.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The general makes three melee attacks, two with their scimitar and one with their dagger. Alternatively, the general can make two ranged attack with their daggers.\"]},{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"The general adds 2 to their AC against one melee attack that would hit them. The general must see the attacker and be wielding a melee weapon.\"]}],\"attachedItems\":[\"dagger|phb\",\"scimitar|phb\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cervan Priest\",\"source\":\"HWCS\",\"page\":193,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"cervan\"]},\"alignment\":[\"NX\",\"C\",\"G\",\"NY\",\"E\"],\"ac\":[10],\"hp\":{\"formula\":\"3d8 + 6\",\"average\":19},\"speed\":{\"walk\":30},\"str\":12,\"dex\":10,\"con\":14,\"int\":10,\"wis\":14,\"cha\":11,\"skill\":{\"religion\":\"+2\",\"medicine\":\"+4\"},\"passive\":12,\"languages\":[\"Birdfolk\",\"Cervan\"],\"cr\":\"1/4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The priest is a 3rd-level spellcaster. Their spellcasting ability is Wisdom (spell save {@dc 12}, +4 to hit with spell attacks). The priest has the following cleric spells prepared: \"],\"spells\":{\"0\":{\"spells\":[\"{@spell guidance|PHB}\",\"{@spell light|PHB}\",\"{@spell spare the dying|PHB}\"]},\"1\":{\"spells\":[\"{@spell bless|PHB}\",\"{@spell cure wounds|PHB}\",\"{@spell guiding bolt|PHB}\",\"{@spell shield of faith|PHB}\"],\"slots\":4},\"2\":{\"spells\":[\"{@spell calm emotions|PHB}\",\"{@spell warding bond|PHB}\"],\"slots\":2}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Surge of Vigor (Recharges after a Long Rest)\",\"entries\":[\"If the priest is dealt damage equal to half or more of their current remaining hit points (even if their HP is reduced to 0 by the attack), they immediately regain 8 ({@dice 1d12 + 2}) hit points.\"]},{\"name\":\"Charge\",\"entries\":[\"If the priest moves at least 20 feet in a straight line towards an enemy, their antler attack deals an extra 3 ({@dice 1d6}) points of piercing damage. If the target of the charge is Large or smaller, they must make a {@dc 11} Strength saving throw or be pushed 10 feet away from the priest.\"]}],\"action\":[{\"name\":\"Antlers\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage.\"]},{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage, or 5 ({@damage 1d8 + 1}) bludgeoning damage if being held in both hands.\"]}],\"attachedItems\":[\"quarterstaff|phb\"],\"traitTags\":[\"Charge\"],\"damageTags\":[\"B\",\"P\"],\"damageTagsSpell\":[\"R\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForced\":[\"strength\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cobblefright\",\"source\":\"HWCS\",\"page\":180,\"size\":[\"L\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"formula\":\"12d10 + 36\",\"average\":102},\"speed\":{\"walk\":30},\"str\":19,\"dex\":11,\"con\":16,\"int\":6,\"wis\":8,\"cha\":5,\"save\":{\"con\":\"+6\",\"wis\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"poisoned\"],\"languages\":[\"understands Auran\",\"Birdfolk\",\"and any other languages it knew in life\",\"but can't speak\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Berserk\",\"entries\":[\"Whenever the cobblefright starts its turn with 40 hit points or fewer, roll a {@dice d6}. On a 6, the cobblefright goes berserk. On each of its turns while berserk, the cobblefright attacks the nearest creature it can see. If no creature is near enough to move to and attack, the cobblefright attacks an object, with preference for an object smaller than itself. Once the cobblefright goes berserk, it continues to do so until it is destroyed or regains all its hit points.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The cobblefright makes three claw attacks. One of those attacks can be replaced by a grab attack.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d4 + 4}) piercing damage.\"]},{\"name\":\"Grab\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}The target is {@condition grappled} (escape {@dc 15}). The cobblefright can grapple up to 2 targets at once. Once at the start of its turn for each target it has {@condition grappled} the cobblefright can squeeze its victim. The target must make a {@dc 15} Strength saving throw, taking 13 ({@damage 2d8 + 4}) bludgeoning damage on a failed save.\"]},{\"name\":\"Soul Siphon\",\"entries\":[\"One creature the cobblefright has {@condition grappled} must make a {@dc 14} Constitution saving throw, taking 11 ({@damage 2d10}) necrotic damage on a failed save, or half that amount on a success. The target's hit point maximum is reduced by the amount of necrotic damage taken, and the cobblefright regains hit points equal to that amount. The reduction lasts until the target finishes a short or long rest.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AU\",\"CS\",\"LF\"],\"damageTags\":[\"B\",\"N\",\"P\"],\"miscTags\":[\"HPR\",\"MW\"],\"conditionInflict\":[\"grappled\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Corvax Revayne\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"HWCS\",\"page\":194,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"corvum\"]},\"alignment\":[\"L\",\"N\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with mage armor\",\"braces\":true}],\"hp\":{\"formula\":\"9d8\",\"average\":40},\"speed\":{\"walk\":30},\"str\":9,\"dex\":14,\"con\":11,\"int\":17,\"wis\":12,\"cha\":11,\"save\":{\"int\":\"+6\",\"wis\":\"+4\"},\"skill\":{\"arcana\":\"+6\",\"history\":\"+6\",\"religion\":\"+6\"},\"passive\":11,\"languages\":[\"Birdfolk\",\"can also understand Auran but can't speak it\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Corvax Revayne is a 9th level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 14}, +6 to hit with spell attacks). Corvax has the following spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt|PHB}\",\"{@spell light|PHB}\",\"{@spell mage hand|PHB}\",\"{@spell prestidigitation|PHB}\"]},\"1\":{\"spells\":[\"{@spell detect magic|PHB}\",\"{@spell mage armor|PHB}\",\"{@spell magic missile|PHB}\",\"{@spell shield|PHB}\"],\"slots\":4},\"2\":{\"spells\":[\"{@spell augury|PHB}\",\"{@spell misty step|PHB}\"],\"slots\":2},\"3\":{\"spells\":[\"{@spell clairvoyance|PHB}\",\"{@spell counterspell|PHB}\",\"{@spell fly|PHB}\"],\"slots\":3},\"4\":{\"spells\":[\"{@spell greater invisibility|PHB}\",\"{@spell locate creature|PHB}\"],\"slots\":3},\"5\":{\"spells\":[\"{@spell scrying|PHB}\"],\"slots\":1}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Glide\",\"entries\":[\"When falling at least 10 feet, Corvax Revayne can spend a reaction to fly up to his speed in one direction as he descends. Corvax lands in an unoccupied space at the end of his movement, and takes no falling damage. Corvax cannot glide while carrying heavy objects, heavy weapons, or shields (though he can drop any held items as part of his reaction).\"]},{\"name\":\"Talons\",\"entries\":[\"Corvax Revayne has advantage on Strength ({@skill Athletics}) checks made to climb any surface his talons could reasonably grip.\"]},{\"name\":\"Skulker\",\"entries\":[\"Corvax Revayne has advantage on Dexterity ({@skill Stealth}) checks made in dim light or darkness.\"]}],\"action\":[{\"name\":\"Talons\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage.\"]}],\"languageTags\":[\"AU\",\"CS\"],\"damageTags\":[\"S\"],\"damageTagsSpell\":[\"F\",\"O\"],\"miscTags\":[\"MW\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Corvum Assassin\",\"shortName\":\"assassin\",\"source\":\"HWCS\",\"page\":194,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"corvum\"]},\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item studded leather armor|phb}\"]}],\"hp\":{\"formula\":\"12d8\",\"average\":54},\"speed\":{\"walk\":30},\"str\":10,\"dex\":16,\"con\":11,\"int\":14,\"wis\":14,\"cha\":10,\"save\":{\"dex\":\"+6\",\"int\":\"+5\"},\"skill\":{\"insight\":\"+5\",\"nature\":\"+5\",\"perception\":\"+8\",\"stealth\":\"+9\"},\"passive\":18,\"languages\":[\"Birdfolk\",\"Thieves' Cant\",\"can also understand Auran but can't speak it\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Glide\",\"entries\":[\"When falling at least 10 feet, the assassin can spend a reaction to fly up to their speed in one direction as they descend. They land in an unoccupied space at the end of their movement, and take no falling damage. They cannot glide while carrying heavy objects, heavy weapons, or shields (though they can drop any held items as part of their reaction).\"]},{\"name\":\"Talons\",\"entries\":[\"The assassin has advantage on Strength ({@skill Athletics}) checks made to climb any surface their talons could reasonably grip.\"]},{\"name\":\"Assassinate\",\"entries\":[\"During their first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.\"]},{\"name\":\"Sneak Attack\",\"entries\":[\"Once per turn, the assassin deals an extra 10 ({@dice 3d6}) damage when they hit a target with a weapon attack and have advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't {@condition incapacitated} and the assassin doesn't have disadvantage on the attack roll.\"]},{\"name\":\"Skulker\",\"entries\":[\"The assassin has advantage on Dexterity ({@skill Stealth}) checks made in dim light or darkness.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The assassin makes two melee attacks: one with their shortsword and one with their dagger. Or the assassin makes two ranged attacks with their daggers.\"]},{\"name\":\"Talons\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) slashing damage.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 3}) piercing damage, and the target must make a {@dc 13} Constitution saving throw, taking 10 ({@damage 3d6}) poison damage on a failed save, or half as much damage on a successful one. \"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage, and the target must make a {@dc 13} Constitution saving throw, taking 10 ({@damage 3d6}) poison damage on a failed save, or half as much damage on a successful one. \"]}],\"attachedItems\":[\"dagger|phb\",\"shortsword|phb\"],\"traitTags\":[\"Sneak Attack\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AU\",\"CS\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"incapacitated\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Corvum Diviner\",\"shortName\":\"diviner\",\"source\":\"HWCS\",\"page\":194,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"corvum\"]},\"alignment\":[\"L\",\"N\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with mage armor\",\"braces\":true}],\"hp\":{\"formula\":\"9d8\",\"average\":40},\"speed\":{\"walk\":30},\"str\":9,\"dex\":14,\"con\":11,\"int\":17,\"wis\":12,\"cha\":11,\"save\":{\"int\":\"+6\",\"wis\":\"+4\"},\"skill\":{\"arcana\":\"+6\",\"history\":\"+6\",\"religion\":\"+6\"},\"passive\":11,\"languages\":[\"Birdfolk\",\"can also understand Auran but can't speak it\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The diviner is a 9th level spellcaster. Their spellcasting ability is Intelligence (spell save {@dc 14}, +6 to hit with spell attacks). The diviner has the following spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt|PHB}\",\"{@spell light|PHB}\",\"{@spell mage hand|PHB}\",\"{@spell prestidigitation|PHB}\"]},\"1\":{\"spells\":[\"{@spell detect magic|PHB}\",\"{@spell mage armor|PHB}\",\"{@spell magic missile|PHB}\",\"{@spell shield|PHB}\"],\"slots\":4},\"2\":{\"spells\":[\"{@spell augury|PHB}\",\"{@spell misty step|PHB}\"],\"slots\":2},\"3\":{\"spells\":[\"{@spell clairvoyance|PHB}\",\"{@spell counterspell|PHB}\",\"{@spell fly|PHB}\"],\"slots\":3},\"4\":{\"spells\":[\"{@spell greater invisibility|PHB}\",\"{@spell locate creature|PHB}\"],\"slots\":3},\"5\":{\"spells\":[\"{@spell scrying|PHB}\"],\"slots\":1}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Glide\",\"entries\":[\"When falling at least 10 feet, the diviner can spend a reaction to fly up to their speed in one direction as they descend. The diviner lands in an unoccupied space at the end of their movement, and takes no falling damage. The diviner cannot glide while carrying heavy objects, heavy weapons, or shields (though they can drop any held items as part of their reaction).\"]},{\"name\":\"Talons\",\"entries\":[\"The diviner has advantage on Strength ({@skill Athletics}) checks made to climb any surface their talons could reasonably grip.\"]},{\"name\":\"Skulker\",\"entries\":[\"The diviner has advantage on Dexterity ({@skill Stealth}) checks made in dim light or darkness.\"]}],\"action\":[{\"name\":\"Talons\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage.\"]}],\"languageTags\":[\"AU\",\"CS\"],\"damageTags\":[\"S\"],\"damageTagsSpell\":[\"F\",\"O\"],\"miscTags\":[\"MW\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Corvum Necromancer\",\"source\":\"HWCS\",\"page\":194,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"corvum\"]},\"alignment\":[\"L\",\"NX\",\"C\",\"E\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with mage armor\",\"braces\":true}],\"hp\":{\"formula\":\"9d8 + 9\",\"average\":49},\"speed\":{\"walk\":30},\"str\":9,\"dex\":14,\"con\":12,\"int\":18,\"wis\":10,\"cha\":14,\"save\":{\"int\":\"+7\",\"wis\":\"+3\"},\"skill\":{\"arcana\":\"+7\",\"deception\":\"+5\",\"medicine\":\"+3\"},\"passive\":10,\"languages\":[\"Birdfolk\",\"any two other languages\",\"can also understand Auran but can't speak it\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The necromancer is a 9th-level spellcaster. Their spellcasting ability is Intelligence (spell save {@dc 15}, +7 to hit with spell attacks). The necromancer has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell chill touch|PHB}\",\"{@spell light|PHB}\",\"{@spell mage hand|PHB}\",\"{@spell prestidigitation|PHB}\"]},\"1\":{\"spells\":[\"{@spell disguise self|PHB}\",\"{@spell false life|PHB|false life†}\",\"{@spell mage armor|PHB}\",\"{@spell magic missile|PHB}\"],\"slots\":4},\"2\":{\"spells\":[\"{@spell misty step|PHB}\",\"{@spell ray of enfeeblement|PHB|ray of enfeeblement†}\",\"{@spell suggestion|PHB}\"],\"slots\":3},\"3\":{\"spells\":[\"{@spell animate dead|PHB|animate dead†}\",\"{@spell counterspell|PHB}\",\"{@spell fear|PHB}\"],\"slots\":3},\"4\":{\"spells\":[\"{@spell blight|PHB|blight†}\",\"{@spell greater invisibility|PHB}\"],\"slots\":3},\"5\":{\"spells\":[\"{@spell dominate person|PHB}\"],\"slots\":1}},\"footerEntries\":[\"†necromancy spell of 1st level or higher\"],\"ability\":\"int\"}],\"trait\":[{\"name\":\"Glide\",\"entries\":[\"When falling at least 10 feet, the necromancer can spend a reaction to fly up to their speed in one direction as they descend. They land in an unoccupied space at the end of their movement, and take no falling damage. They cannot glide while carrying heavy objects, heavy weapons, or shields (though they can drop any held items as part of their reaction).\"]},{\"name\":\"Talons\",\"entries\":[\"The necromancer has advantage on Strength ({@skill Athletics}) checks made to climb any surface their talons could reasonably grip.\"]},{\"name\":\"Convincing\",\"entries\":[\"The necromancer has advantage on all Charisma checks used to convince someone of their knowledge of subject matter pertaining to the Arcana skill.\"]},{\"name\":\"Life Leech\",\"entries\":[\"Once per turn, when the necromancer kills one or more creatures with a spell of 1st level or higher, they can regain hit points equal to twice the level of the spell, or three times the level if it is a necromancy spell.\"]}],\"action\":[{\"name\":\"Staff\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage, or 3 ({@damage 1d8 - 1}) bludgeoning damage if wielded with both hands.\"]},{\"name\":\"Talons\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage.\"]}],\"languageTags\":[\"AU\",\"CS\",\"X\"],\"damageTags\":[\"B\",\"S\"],\"damageTagsSpell\":[\"N\",\"O\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MW\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Eliza Pennygleam\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"HWCS\",\"page\":196,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"eluran\"]},\"alignment\":[\"N\",\"G\"],\"ac\":[10],\"hp\":{\"average\":4,\"formula\":\"1d8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":10,\"con\":10,\"int\":10,\"wis\":10,\"cha\":10,\"passive\":10,\"languages\":[\"Birdfolk\",\"Eluran\"],\"cr\":\"0\",\"action\":[{\"name\":\"Club\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage.\"]}],\"attachedItems\":[\"club|phb\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Emberbat\",\"source\":\"HWCS\",\"page\":182,\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"formula\":\"1d4\",\"average\":2},\"speed\":{\"walk\":5,\"fly\":30},\"str\":2,\"dex\":15,\"con\":10,\"int\":2,\"wis\":12,\"cha\":5,\"senses\":[\"blindsight 60 ft.\"],\"passive\":11,\"cr\":\"0\",\"trait\":[{\"name\":\"Echolocation\",\"entries\":[\"The Emberbat can't use its blindsight while {@condition deafened}.\"]},{\"name\":\"Keen Hearing\",\"entries\":[\"The Emberbat has advantage on Wisdom ({@skill Perception}) checks that rely on hearing.\"]},{\"name\":\"Ember Flame\",\"entries\":[\"The emberbat can create a flame from its nose at will. It sheds bright light in a 5-foot-radius and dim light in another 5 feet beyond this. This effect lasts until it is dismissed, which the emberbat can do at anytime. When lit, the flame also provides a small damage boost to the emberbat's bite (already included in stat block).\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 0} to hit, reach 5 ft., one target. {@h}1 piercing damage plus 1 fire damage.\"]}],\"familiar\":true,\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"B\"],\"damageTags\":[\"F\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Figory Figgins\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"HWCS\",\"page\":196,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"jerbeen\"]},\"alignment\":[\"N\"],\"ac\":[11],\"hp\":{\"average\":4,\"formula\":\"1d8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":12,\"con\":10,\"int\":10,\"wis\":10,\"cha\":11,\"passive\":10,\"languages\":[\"Birdfolk\",\"Jerbeen\"],\"cr\":\"0\",\"trait\":[{\"name\":\"Standing Leap\",\"entries\":[\"A jerbeen's long jump is 30 feet, and their base high jump is 15 feet, with or without a running start.\"]},{\"name\":\"Team Tactics\",\"entries\":[\"Jerbeens can take the {@action Help} action as a bonus action.\"]}],\"action\":[{\"name\":\"Club\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage.\"]}],\"tokenCredit\":\"Andrea Mazzocchetti\",\"attachedItems\":[\"club|phb\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Forest Prowler\",\"source\":\"HWCS\",\"page\":183,\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"formula\":\"10d10 + 20\",\"average\":75},\"speed\":{\"walk\":40,\"climb\":40},\"str\":15,\"dex\":18,\"con\":14,\"int\":4,\"wis\":14,\"cha\":9,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"cr\":\"4\",\"trait\":[{\"name\":\"Natural Camouflage\",\"entries\":[\"The prowler has advantage on Dexterity ({@skill Stealth}) checks made in the forest. Creatures who attack a target that cannot see them have advantage on their attack roll.\"]},{\"name\":\"Pounce\",\"entries\":[\"If the Forest Prowler moves at least 10 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}. The prowler can use its bonus action to make another claw attack against this target.\"]},{\"name\":\"Ambuscade\",\"entries\":[\"The prowler can use the dash or hide action as a bonus action.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The prowler makes two claw attacks and one bite attack.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage,.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage. If the target of the bite attack is {@condition prone}, it takes an additional 4 ({@damage 1d8}) piercing damage. \"]}],\"traitTags\":[\"Camouflage\",\"Pounce\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fray Merridan\",\"shortName\":\"Fray\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"HWCS\",\"page\":207,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"vulpin\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item studded leather armor|phb}\"]}],\"hp\":{\"formula\":\"5d8 + 5\",\"average\":27},\"speed\":{\"walk\":30},\"str\":13,\"dex\":15,\"con\":12,\"int\":14,\"wis\":14,\"cha\":12,\"skill\":{\"acrobatics\":\"+4\",\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Birdfolk\",\"Vulpin\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Evasive\",\"entries\":[\"Fray includes her Intelligence modifier as a bonus to her Dexterity saving throws.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Fray makes two attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Short sword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Short bow\",\"entries\":[\"{@atk mw} {@hit 4} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"Fray adds 2 to their AC against one melee attack that would hit her per round. Fray must see the attacker and be wielding a melee weapon. \"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gabe Windsworth\",\"shortName\":\"Gabe\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"HWCS\",\"page\":202,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"luma\"]},\"alignment\":[\"N\",\"G\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with mage armor\",\"braces\":true}],\"hp\":{\"formula\":\"13d6 + 13\",\"average\":58},\"speed\":{\"walk\":25},\"str\":8,\"dex\":15,\"con\":12,\"int\":18,\"wis\":12,\"cha\":15,\"save\":{\"int\":\"+7\",\"wis\":\"+4\"},\"skill\":{\"arcana\":\"+7\",\"history\":\"+7\"},\"passive\":11,\"resist\":[\"poison\"],\"languages\":[\"Auran\",\"Birdfolk\",\"any three other languages\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Gabe is a 10th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 15}, +7 to hit with spell attacks). Gabe has the following spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell chill touch|PHB}\",\"{@spell fire bolt|PHB}\",\"{@spell minor illusion|PHB}\",\"{@spell prestidigitation|PHB}\",\"{@spell ray of frost|PHB}\"]},\"1\":{\"spells\":[\"{@spell charm person|PHB}\",\"{@spell detect magic|PHB}\",\"{@spell mage armor|PHB}\",\"{@spell shield|PHB}\",\"{@spell sleep|PHB}\",\"{@spell thunderwave|PHB}\"],\"slots\":4},\"2\":{\"spells\":[\"{@spell darkness|PHB}\",\"{@spell hold person|PHB}\",\"{@spell ray of enfeeblement|PHB}\"],\"slots\":3},\"3\":{\"spells\":[\"{@spell counterspell|PHB}\",\"{@spell fireball|PHB}\"],\"slots\":3},\"4\":{\"spells\":[\"{@spell banishment|PHB}\",\"{@spell stellar bodies|HWCS}\"],\"slots\":3},\"5\":{\"spells\":[\"{@spell conjure elemental|PHB}\",\"{@spell mislead|PHB}\"],\"slots\":2}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Glide\",\"entries\":[\"When falling at least 10 feet, Gabe can spend a reaction to fly up to his speed in one direction as he descends. He lands in an unoccupied space at the end of his movement, and takes no falling damage. He cannot glide while carrying heavy objects, heavy weapons, or shields (though he can drop any held items as part of his reaction).\"]},{\"name\":\"Wing Flap\",\"entries\":[\"As a bonus action, Gabe can use his powerful feathered arms to propel himself upward up to half his movement speed. Gabe can use it in conjunction with a regular jump, but not while gliding.\"]},{\"name\":\"Fated (Recharges after a Long Rest)\",\"entries\":[\"Gabe can choose to reroll any attack, skill check, or saving throw.\"]},{\"name\":\"Resilience\",\"entries\":[\"Gabe has advantage on saving throws against poison.\"]}],\"action\":[{\"name\":\"Staff\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage.\"]}],\"reaction\":[{\"name\":\"Charming (3/Day)\",\"entries\":[\"When a creature makes an attack against Gabe, the creature must succeed on a {@dc 14} Wisdom saving throw or target the next closest creature within range. If multiple creatures are closest, the attacker chooses. This feature does not work if there are no other creatures within range\"]}],\"languageTags\":[\"AU\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"C\",\"F\",\"N\",\"T\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gallus Druid\",\"shortName\":\"druid\",\"source\":\"HWCS\",\"page\":196,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"gallus\"]},\"alignment\":[\"NX\",\"NY\",\"N\"],\"ac\":[11,{\"ac\":16,\"condition\":\"with barkskin\",\"braces\":true}],\"hp\":{\"formula\":\"10d8 + 20\",\"average\":65},\"speed\":{\"walk\":30},\"str\":12,\"dex\":13,\"con\":14,\"int\":10,\"wis\":18,\"cha\":10,\"skill\":{\"insight\":\"+6\",\"nature\":\"+2\",\"medicine\":\"+6\",\"perception\":\"+6\"},\"passive\":16,\"languages\":[\"Birdfolk\",\"Druidic\",\"Sylvan\",\"can also understand Auran but can't speak it\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The druid is a 6th-level spellcaster. Their spellcasting ability is Wisdom (spell save {@dc 14}, +6 to hit with spell attacks). The druid has the following spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell druidcraft|PHB}\",\"{@spell produce flame|PHB}\",\"{@spell shillelagh|PHB}\"]},\"1\":{\"spells\":[\"{@spell animal friendship|PHB}\",\"{@spell cure wounds|PHB}\",\"{@spell entangle|PHB}\",\"{@spell fog cloud|PHB}\"],\"slots\":4},\"2\":{\"spells\":[\"{@spell barkskin|PHB}\",\"{@spell gust of wind|PHB}\",\"{@spell moonbeam|PHB}\"],\"slots\":3},\"3\":{\"spells\":[\"{@spell conjure animals|PHB}\",\"{@spell dispel magic|PHB}\",\"{@spell wind wall|PHB}\"],\"slots\":3}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Glide\",\"entries\":[\"When falling at least 10 feet, the druid can spend a reaction to fly up to their speed in one direction as they descend. They land in an unoccupied space at the end of their movement, and take no falling damage. They cannot glide while carrying heavy objects, heavy weapons, or shields (though they can drop any held items as part of their reaction).\"]},{\"name\":\"Wing Flap\",\"entries\":[\"As a bonus action, the druid can use their powerful feathered arms to propel themselves upward up to half their movement speed. The druid can use it in conjunction with a regular jump, but not while gliding.\"]},{\"name\":\"Seedspeech\",\"entries\":[\"The druid can communicate simple ideas to living plants, and is able to interpret their responses in simple language.\"]},{\"name\":\"Spirit Totem (Recharges after a Short or Long Rest)\",\"entries\":[\"As a bonus action, the druid calls forth a nature spirit. The spirit appears at a point the druid can see within 60 feet. The spirit creates a 30-foot-radius aura. The spirit is neither an object nor a creature, but is a spectral beast. As a bonus action, the druid can move the spirit to another location within 60 feet. The spirit lasts for 1 minute.\",{\"name\":\"Bear Spirit\",\"entries\":[\"The druid and allies within the aura gain 9 temporary hit points and have advantage on Strength checks and saving throws.\"],\"type\":\"entries\"},{\"name\":\"Hawk Spirit\",\"entries\":[\"The druid can use their reaction to grant advantage to an ally's attack roll against a target in the aura. The druid and allies within the aura have advantage on Wisdom ({@skill Perception}) checks.\"],\"type\":\"entries\"},{\"name\":\"Unicorn Spirit\",\"entries\":[\"If a spell that requires a spell slot heals the druid or allies in the aura, each creature of the druid's choice also gains 4 hit points\"],\"type\":\"entries\"}]}],\"action\":[{\"name\":\"Staff\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage.\"]}],\"languageTags\":[\"AU\",\"CS\",\"DU\",\"S\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"B\",\"F\",\"R\"],\"spellcastingTags\":[\"CD\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForcedSpell\":[\"constitution\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gallus Monk\",\"shortName\":\"monk\",\"source\":\"HWCS\",\"page\":196,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"gallus\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"formula\":\"12d8 + 24\",\"average\":78},\"speed\":{\"walk\":40},\"str\":11,\"dex\":18,\"con\":14,\"int\":11,\"wis\":16,\"cha\":10,\"save\":{\"dex\":\"+7\"},\"skill\":{\"acrobatics\":\"+7\",\"insight\":\"+6\",\"perception\":\"+6\",\"stealth\":\"+7\"},\"passive\":16,\"languages\":[\"Birdfolk\",\"can also understand Auran but can't speak it\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Glide\",\"entries\":[\"When falling at least 10 feet, the monk can spend a reaction to fly up to their speed in one direction as they descend. They land in an unoccupied space at the end of their movement, and take no falling damage. They cannot glide while carrying heavy objects, heavy weapons, or shields (though they can drop any held items as part of their reaction).\"]},{\"name\":\"Wing Flap\",\"entries\":[\"As a bonus action, the monk can use their powerful feathered arms to propel themselves upward up to half their movement speed. The monk can use it in conjunction with a regular jump, but not while gliding.\"]},{\"name\":\"Wind's Grace\",\"entries\":[\"While moving, the monk can move along vertical surfaces and across liquids without falling.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The monk makes four attacks, each of which can be an unarmed strike or a dart attack. They can also use their Graceful Step once, either before or after one of the attacks.\"]},{\"name\":\"Unarmed Attack\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage.\"]},{\"name\":\"Dart\",\"entries\":[\"{@atk rw} {@hit 7} to hit, range 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage.\"]},{\"name\":\"Graceful Step\",\"entries\":[\"The monk moves 40 feet. This movement does not provoke {@action opportunity attack|phb|opportunity attacks}.\"]},{\"name\":\"Inspiring\",\"entries\":[\"The monk inspires an ally that can see and hear them. The ally can roll a {@dice d4} and add the number rolled to their next ability check, attack roll, or saving throw.\"]}],\"attachedItems\":[\"dart|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AU\",\"CS\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gallus Necromancer\",\"shortName\":\"necromancer\",\"source\":\"HWCS\",\"page\":198,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"gallus\"]},\"alignment\":[\"NX\",\"C\",\"G\",\"NY\",\"E\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with mage armor\",\"braces\":true}],\"hp\":{\"formula\":\"9d8 + 9\",\"average\":49},\"speed\":{\"walk\":30},\"str\":9,\"dex\":14,\"con\":12,\"int\":18,\"wis\":14,\"cha\":10,\"save\":{\"int\":\"+7\",\"wis\":\"+5\"},\"skill\":{\"arcana\":\"+7\",\"deception\":\"+3\",\"medicine\":\"+5\"},\"passive\":12,\"languages\":[\"Birdfolk\",\"Hedge\",\"Sylvan\",\"can also understand Auran but can't speak it\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The necromancer is a 9th level spellcaster. Their spellcasting ability is Intelligence (spell save {@dc 15}, +7 to hit with spell attacks). The necromancer has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell chill touch|PHB}\",\"{@spell light|PHB}\",\"{@spell mage hand|PHB}\",\"{@spell prestidigitation|PHB}\"]},\"1\":{\"spells\":[\"{@spell false life|PHB}\",\"{@spell mage armor|PHB}\",\"{@spell magic missile|PHB}\",\"{@spell sleep|PHB}\"],\"slots\":4},\"2\":{\"spells\":[\"{@spell misty step|PHB}\",\"{@spell ray of enfeeblement|PHB}\",\"{@spell web|PHB}\"],\"slots\":3},\"3\":{\"spells\":[\"{@spell animate dead|PHB}\",\"{@spell counterspell|PHB}\",\"{@spell fear|PHB}\"],\"slots\":3},\"4\":{\"spells\":[\"{@spell blight|PHB}\",\"{@spell evard's black tentacles|PHB}\"],\"slots\":3},\"5\":{\"spells\":[\"{@spell passwall|PHB}\"],\"slots\":1}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Glide\",\"entries\":[\"When falling at least 10 feet, the necromancer can spend a reaction to fly up to their speed in one direction as they descend. The necromancer lands in an unoccupied space at the end of their movement, and takes no falling damage. The necromancer cannot glide while carrying heavy objects, heavy weapons, or shields (though they can drop any held items as part of their reaction).\"]},{\"name\":\"Wing Flap\",\"entries\":[\"As a bonus action, the necromancer can use their powerful feathered arms to propel themselves upward up to half their movement speed. The necromancer can use it in conjunction with a regular jump, but not while gliding.\"]},{\"name\":\"Seedspeech\",\"entries\":[\"The necromancer can communicate simple ideas to living plants, and is able to interpret their responses in simple language.\"]}],\"action\":[{\"name\":\"Staff\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage, or 3 ({@damage 1d8 - 1}) bludgeoning damage if used with both hands.\"]}],\"languageTags\":[\"AU\",\"CS\",\"S\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"B\",\"F\",\"N\",\"O\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MW\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Glinda Nightseed\",\"shortName\":\"Glinda\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"HWCS\",\"page\":198,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"gallus\"]},\"alignment\":[\"C\",\"G\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with mage armor\",\"braces\":true}],\"hp\":{\"formula\":\"9d8 + 9\",\"average\":49},\"speed\":{\"walk\":30},\"str\":9,\"dex\":14,\"con\":12,\"int\":18,\"wis\":14,\"cha\":10,\"save\":{\"int\":\"+7\",\"wis\":\"+5\"},\"skill\":{\"arcana\":\"+7\",\"deception\":\"+3\",\"medicine\":\"+5\"},\"passive\":12,\"languages\":[\"Birdfolk\",\"Hedge\",\"Sylvan\",\"can also understand Auran but can't speak it\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Glinda is a 9th level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 15}, +7 to hit with spell attacks). Glinda has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell chill touch|PHB}\",\"{@spell light|PHB}\",\"{@spell mage hand|PHB}\",\"{@spell prestidigitation|PHB}\"]},\"1\":{\"spells\":[\"{@spell false life|PHB}\",\"{@spell mage armor|PHB}\",\"{@spell magic missile|PHB}\",\"{@spell sleep|PHB}\"],\"slots\":4},\"2\":{\"spells\":[\"{@spell misty step|PHB}\",\"{@spell ray of enfeeblement|PHB}\",\"{@spell web|PHB}\"],\"slots\":3},\"3\":{\"spells\":[\"{@spell animate dead|PHB}\",\"{@spell counterspell|PHB}\",\"{@spell fear|PHB}\"],\"slots\":3},\"4\":{\"spells\":[\"{@spell blight|PHB}\",\"{@spell evard's black tentacles|PHB}\"],\"slots\":3},\"5\":{\"spells\":[\"{@spell passwall|PHB}\"],\"slots\":1}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Glide\",\"entries\":[\"When falling at least 10 feet, Glinda can spend a reaction to fly up to her speed in one direction as she descends. Glinda lands in an unoccupied space at the end of her movement, and takes no falling damage. Glinda cannot glide while carrying heavy objects, heavy weapons, or shields (though she can drop any held items as part of her reaction).\"]},{\"name\":\"Wing Flap\",\"entries\":[\"As a bonus action, Glinda can use her powerful feathered arms to propel herself upward up to half her movement speed. Glinda can use it in conjunction with a regular jump, but not while gliding.\"]},{\"name\":\"Seedspeech\",\"entries\":[\"Glinda can communicate simple ideas to living plants, and is able to interpret their responses in simple language.\"]}],\"action\":[{\"name\":\"Staff\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage, or 3 ({@damage 1d8 - 1}) bludgeoning damage if used with both hands.\"]}],\"languageTags\":[\"AU\",\"CS\",\"S\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"B\",\"F\",\"N\",\"O\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MW\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gregor Thornspur, Magistrate of Alderheart\",\"shortName\":\"Gregor\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"HWCS\",\"page\":198,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"sable luma\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item breastplate|phb}\"]}],\"hp\":{\"average\":9,\"formula\":\"2d6 + 2\"},\"speed\":{\"walk\":25},\"str\":11,\"dex\":12,\"con\":12,\"int\":12,\"wis\":14,\"cha\":18,\"skill\":{\"deception\":\"+6\",\"insight\":\"+6\",\"persuasion\":\"+6\"},\"passive\":13,\"resist\":[\"poison\"],\"languages\":[\"Birdfolk\",\"can also understand Auran but can't speak it\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Glide\",\"entries\":[\"When falling at least 10 feet, Gregor can spend a reaction to fly up to his speed in one direction as he descends. He lands in an unoccupied space at the end of his movement, and takes no falling damage. He cannot glide while carrying heavy objects, heavy weapons, or shields (though he can drop any held items as part of his reaction).\"]},{\"name\":\"Wing Flap\",\"entries\":[\"As a bonus action, Gregor can use his powerful feathered arms to propel himself upward a distance equal to half his movement speed. He can use it in conjunction with a regular jump, but not while gliding. \"]},{\"name\":\"Fated (Recharges after a Long Rest)\",\"entries\":[\"Gregor can choose to reroll any attack roll, skill check, or saving throw.\"]},{\"name\":\"Damage Resistance\",\"entries\":[\"Gregor is resistant to poison damage.\"]},{\"name\":\"Resilience\",\"entries\":[\"Gregor has advantage on saving throws against being {@condition poisoned}.\"]}],\"action\":[{\"name\":\"Rapier\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"Gregor adds 2 to his AC against one melee attack that would hit him. To do so, Gregor must see the attacker and be wielding a melee weapon.\"]}],\"tokenCredit\":\"Anna Christenson\",\"attachedItems\":[\"rapier|phb\"],\"actionTags\":[\"Parry\"],\"languageTags\":[\"AU\",\"CS\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Havel of the Autumn Moon\",\"shortName\":\"Havel\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"HWCS\",\"page\":207,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"gallus\"]},\"alignment\":[\"N\",\"G\"],\"ac\":[10,{\"ac\":16,\"condition\":\"with barkskin\",\"braces\":true}],\"hp\":{\"formula\":\"4d8 + 4\",\"average\":22},\"speed\":{\"walk\":30},\"str\":6,\"dex\":10,\"con\":12,\"int\":10,\"wis\":16,\"cha\":10,\"save\":{\"int\":\"+7\",\"wis\":\"+5\"},\"skill\":{\"nature\":\"+4\",\"medicine\":\"+5\",\"perception\":\"+5\"},\"passive\":15,\"languages\":[\"Birdfolk\",\"Druidic\",\"Sylvan\",\"can also understand Auran but can't speak it\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Havel is a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save {@dc 13}, +5 to hit with spell attacks). He has the following spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell druidcraft|PHB}\",\"{@spell gust barrier|HWCS}\",\"{@spell produce flame|PHB}\"]},\"1\":{\"spells\":[\"{@spell cure wounds|PHB}\",\"{@spell elevated sight|HWCS}\",\"{@spell entangle|PHB}\",\"{@spell thunderwave|PHB}\"],\"slots\":4},\"2\":{\"spells\":[\"{@spell barkskin|PHB}\",\"{@spell gust of wind|PHB}\"],\"slots\":3}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Glide\",\"entries\":[\"When falling at least 10 feet, Havel can spend a reaction to fly up to his speed in one direction as he descends. He lands in an unoccupied space at the end of his movement, and takes no falling damage. Havel cannot glide while carrying heavy objects, heavy weapons, or shields (though he can drop any held items as part of their reaction).\"]},{\"name\":\"Wing Flap\",\"entries\":[\"As a bonus action, Havel can use his powerful feathered arms to propel himself upward up to half his movement speed. He can use it in conjunction with a regular jump, but not while gliding.\"]},{\"name\":\"Seedspeech\",\"entries\":[\"Havel can communicate simple ideas to living plants, and is able to interpret their responses in simple language.\"]}],\"languageTags\":[\"AU\",\"CS\",\"DU\",\"S\"],\"damageTagsSpell\":[\"F\",\"T\"],\"savingThrowForcedSpell\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hedge Bard\",\"shortName\":\"bard\",\"source\":\"HWCS\",\"page\":198,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"hedge\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"formula\":\"8d6 + 8\",\"average\":36},\"speed\":{\"walk\":25,\"burrow\":15},\"str\":11,\"dex\":14,\"con\":12,\"int\":10,\"wis\":13,\"cha\":16,\"save\":{\"dex\":\"+4\",\"cha\":\"+5\"},\"skill\":{\"acrobatics\":\"+4\",\"perception\":\"+5\",\"performance\":\"+7\"},\"passive\":15,\"languages\":[\"Birdfolk\",\"Hedge\",\"can also speak with beasts of any size which represent spiders, insects, worms, or other bugs\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The bard is a 4th-level spellcaster. Their spellcasting ability is Charisma (spell save {@dc 13}, +5 to hit with spell attacks). They have the following bard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell gust barrier|HWCS}\",\"{@spell prestidigitation|PHB}\",\"{@spell vicious mockery|PHB}\"]},\"1\":{\"spells\":[\"{@spell charm person|PHB}\",\"{@spell healing word|PHB}\",\"{@spell tasha's hideous laughter|PHB}\",\"{@spell thunderwave|PHB}\"],\"slots\":4},\"2\":{\"spells\":[\"{@spell invisibility|PHB}\",\"{@spell shatter|PHB}\",\"{@spell suggestion|PHB}\"],\"slots\":3}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Taunt (2/Day)\",\"entries\":[\"The bard can use a bonus action on their turn to target one creature within 30 feet of them. If the target can hear the bard, the target must succeed on a {@dc 13} Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard's next turn\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"he bard makes two weapon attacks, one with their rapier and one with their dagger.\"]},{\"name\":\"Rapier\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Curl Up\",\"entries\":[\"The bard curls up into a spiny ball. While curled up in this way they cannot move, attack, or cast spells with somatic components, and their base armor class becomes 19. Any creature that misses the hedge bard with a melee attack while they are curled up takes {@dice 2d4} points of piercing damage from their sharp quills. If a creature hits the bard while they are curled up, however, the bard is knocked {@condition prone} in their space at the end of the turn. The bard may uncurl themselves at any point during their turn.\"]}],\"attachedItems\":[\"dagger|phb\",\"rapier|phb\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"T\",\"Y\"],\"spellcastingTags\":[\"CB\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"prone\"],\"conditionInflictSpell\":[\"charmed\",\"incapacitated\",\"invisible\",\"prone\"],\"savingThrowForced\":[\"charisma\"],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hedge Witch\",\"shortName\":\"witch\",\"source\":\"HWCS\",\"page\":198,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"hedge\"]},\"alignment\":[\"C\",\"G\",\"NY\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"formula\":\"6d6\",\"average\":21},\"speed\":{\"walk\":25,\"burrow\":15},\"str\":8,\"dex\":10,\"con\":10,\"int\":14,\"wis\":15,\"cha\":16,\"skill\":{\"arcana\":\"+4\",\"survival\":\"+4\"},\"passive\":12,\"languages\":[\"Abyssal\",\"Birdfolk\",\"Hedge\",\"can also speak with beasts of any size which represent spiders insects worms or other bugs\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The witch is a 2nd-level spellcaster. Their spellcasting ability is Charisma (spell save {@dc 13}, +5 to hit with spell attacks). The witch has the following warlock spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell eldritch blast|PHB}\",\"{@spell minor illusion|PHB}\"]},\"1\":{\"spells\":[\"{@spell charm person|PHB}\",\"{@spell hellish rebuke|PHB}\",\"{@spell unseen servant|PHB}\"],\"slots\":2,\"lower\":1}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Dark One's Blessing\",\"entries\":[\"When the witch reduces a hostile creature to 0 hit points, the witch gains 5 temporary hit points.\"]},{\"name\":\"Repelling Blast\",\"entries\":[\"When the witch hits a creature with eldritch blast, they can push the creature up to 10 feet away in a straight line.\"]}],\"action\":[{\"name\":\"Staff\",\"entries\":[\"{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Fiendish Vigor\",\"entries\":[\"The witch can cast {@spell false life} at will as a 1st-level spell.\"]},{\"name\":\"Curl Up\",\"entries\":[\"The witch curls up into a spiny ball. While curled up in this way they cannot move, attack, or cast spells with somatic components, and their base armor class becomes 19. Any creature that misses the witch with a melee attack while they are curled up takes {@dice 2d4} points of piercing damage from their sharp quills. If a creature hits the witch while they are curled up, however, the witch is knocked {@condition prone} in their space at the end of the turn. The witch may uncurl themselves at any point during their turn.\"]}],\"attachedItems\":[\"dagger|phb\"],\"languageTags\":[\"AB\"],\"damageTags\":[\"B\",\"P\"],\"damageTagsSpell\":[\"F\",\"O\"],\"spellcastingTags\":[\"CL\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"prone\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Jell Platena\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"HWCS\",\"page\":199,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"sera luma\"]},\"alignment\":[\"N\",\"G\"],\"ac\":[10],\"hp\":{\"average\":3,\"formula\":\"1d6\"},\"speed\":{\"walk\":25},\"str\":10,\"dex\":10,\"con\":10,\"int\":10,\"wis\":11,\"cha\":12,\"passive\":10,\"languages\":[\"Birdfolk\",\"can also understand Auran but can't speak it\"],\"cr\":\"0\",\"trait\":[{\"name\":\"Fated (Recharges after a Long Rest)\",\"entries\":[\"Jell can choose to reroll any attack roll, skill check, or saving throw.\"]},{\"name\":\"Songbird (Recharges after a Long Rest)\",\"entries\":[\"Jell can cast {@spell charm person}. Charisma is her spellcasting ability and the spell does not require any somatic components to cast.\"]}],\"action\":[{\"name\":\"Club\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage.\"]}],\"tokenCredit\":\"Aireesse\",\"attachedItems\":[\"club|phb\"],\"languageTags\":[\"AU\",\"CS\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Jerbeen Swashbuckler\",\"shortName\":\"swashbuckler\",\"source\":\"HWCS\",\"page\":200,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"jerbeen\"]},\"alignment\":[\"NX\",\"C\",\"G\",\"NY\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"formula\":\"8d6 + 6\",\"average\":34},\"speed\":{\"walk\":30},\"str\":12,\"dex\":18,\"con\":12,\"int\":14,\"wis\":11,\"cha\":15,\"skill\":{\"acrobatics\":\"+8\",\"athletics\":\"+5\",\"persuasion\":\"+6\"},\"passive\":10,\"languages\":[\"Birdfolk\",\"Jerbeen\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Standing Leap\",\"entries\":[\"The swashbuckler's base long jump is 30 feet, and their base high jump is 15 feet, with or without a running start.\"]},{\"name\":\"Team Tactics\",\"entries\":[\"The swashbuckler can take the {@action Help} action as a bonus action.\"]},{\"name\":\"Sharp Witted Defense\",\"entries\":[\"While the swashbuckler is wearing light or no armor and wielding no shield, their AC includes their Charisma modifier.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The swashbuckler makes three attacks, one with a dagger and two with their rapier.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage.\"]},{\"name\":\"Rapier\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Riposte\",\"entries\":[\"The swashbuckler reduces the damage dealt by one melee attack that would hit them by 4 ({@dice 1d8}), and deals that much piercing damage to their attacker. The swashbuckler must see the attacker and be wielding a melee weapon.\"]}],\"attachedItems\":[\"dagger|phb\",\"rapier|phb\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Jerbeen Thief\",\"shortName\":\"thief\",\"source\":\"HWCS\",\"page\":200,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"jerbeen\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"formula\":\"4d6\",\"average\":14},\"speed\":{\"walk\":30},\"str\":12,\"dex\":14,\"con\":10,\"int\":8,\"wis\":14,\"cha\":14,\"skill\":{\"acrobatics\":\"+4\",\"sleight of hand\":\"+4\"},\"passive\":12,\"languages\":[\"Birdfolk\",\"Jerbeen\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Standing Leap\",\"entries\":[\"The thief's long jump is up to 30 feet and their high jump is up to 15 feet, with or without a running start.\"]},{\"name\":\"Team Tactics\",\"entries\":[\"The thief can take the {@action Help} action as a bonus action.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The thief makes two dagger attacks.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Opportunist\",\"entries\":[\"When a creature fails a melee attack roll against the thief, the thief can make a Dexterity ({@skill Sleight of Hand}) check against a DC equal to 10 + the target creature's Dexterity modifier. On a success, the thief steals one item of the GMs choosing from the target. It cannot be an item actively held or worn by the target.\"]}],\"attachedItems\":[\"dagger|phb\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kenna Brightspark\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"HWCS\",\"page\":200,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dusk corvum\"]},\"alignment\":[\"C\",\"G\"],\"ac\":[10],\"hp\":{\"average\":4,\"formula\":\"1d8\"},\"speed\":{\"walk\":25},\"str\":10,\"dex\":11,\"con\":10,\"int\":12,\"wis\":10,\"cha\":10,\"passive\":10,\"languages\":[\"Birdfolk\",\"can also understand Auran but can't speak it\"],\"cr\":\"0\",\"trait\":[{\"name\":\"Glide\",\"entries\":[\"When falling at least 10 feet, Kenna can spend a reaction to fly up to her speed in one direction as she descends. Kenna lands in an unoccupied space at the end of her movement, and takes no falling damage. Kenna cannot glide while carrying heavy objects, heavy weapons, or shields (though she can drop any held items as part of her reaction).\"]},{\"name\":\"Talons\",\"entries\":[\"Kenna has advantage on Strength ({@skill Athletics}) checks made to climb any surface her talons could reasonably grip.\"]},{\"name\":\"Learned\",\"entries\":[\"Kenna gains proficiency in one of the following skills: {@skill Arcana}, {@skill History}, {@skill Nature}, or {@skill Religion}.\"]},{\"name\":\"Skulker\",\"entries\":[\"Kenna has advantage on Dexterity ({@skill Stealth}) checks made in dim light or darkness.\"]}],\"action\":[{\"name\":\"Club\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage.\"]},{\"name\":\"Talons\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) slashing damage.\"]}],\"tokenCredit\":\"Ubergank\",\"attachedItems\":[\"club|phb\"],\"languageTags\":[\"AU\",\"CS\"],\"damageTags\":[\"B\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Krall, the Scavenger King\",\"shortName\":\"Krall\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"HWCS\",\"page\":202,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"mapach\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item studded leather armor|phb}\"]}],\"hp\":{\"formula\":\"10d8 + 30\",\"average\":75},\"speed\":{\"walk\":30,\"climb\":20},\"str\":14,\"dex\":17,\"con\":16,\"int\":12,\"wis\":14,\"cha\":14,\"save\":{\"dex\":\"+5\",\"cha\":\"+4\"},\"skill\":{\"deception\":\"+4\",\"persuasion\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[\"poison\"],\"languages\":[\"Birdfolk\",\"Mapach\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Resilience\",\"entries\":[\"Krall has advantage on saving throws against being {@condition poisoned}.\"]},{\"name\":\"Skulker\",\"entries\":[\"Krall has advantage on {@skill Stealth} checks made in dim light or total darkness.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Krall makes three melee attacks, two with his rapier and one with his parrying dagger.\"]},{\"name\":\"Rapier\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage.\"]},{\"name\":\"Parrying Dagger\",\"entries\":[\"{@atk mw} {@hit 5} to hit, range 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"Krall adds 2 to his AC against one melee attack that would hit him. Krall must see the attacker and be wielding a melee weapon.\"]}],\"attachedItems\":[\"rapier|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lesser Demon\",\"source\":\"HWCS\",\"page\":184,\"size\":[\"S\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"formula\":\"4d6 + 8\",\"average\":22},\"speed\":{\"walk\":30},\"str\":11,\"dex\":15,\"con\":14,\"int\":5,\"wis\":8,\"cha\":3,\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Multiattack\",\"entries\":[\"The demon makes two attacks, one with its bite and one with its claws.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) slashing damage.\"]},{\"name\":\"Foul Odor (1/day)\",\"entries\":[\"The demon emits a cloud of poisonous gas that fills a 20-foot sphere and persists for 1 minute until it disperses into the surrounding air. The cloud spreads around corners, and the affected area is heavily obscured. Any creature that is completely within the cloud at the start of its turn must make a {@dc 11} Constitution saving throw against the poison. On a failed save, the creature spends its action on that turn retching and reeling. Creatures immune to poison are immune to this effect. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) will disperse it after 1 round.\"]}],\"senseTags\":[\"D\"],\"languageTags\":[\"AB\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Luma Cleric of Ardea\",\"shortName\":\"cleric\",\"source\":\"HWCS\",\"page\":201,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"luma\"]},\"alignment\":[\"L\",\"NX\",\"C\",\"G\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item chain shirt|phb}\"]}],\"hp\":{\"formula\":\"6d6 + 6\",\"average\":27},\"speed\":{\"walk\":25},\"str\":10,\"dex\":13,\"con\":12,\"int\":10,\"wis\":16,\"cha\":14,\"skill\":{\"medicine\":\"+7\",\"persuasion\":\"+4\",\"religion\":\"+2\"},\"passive\":13,\"languages\":[\"Birdfolk\",\"one other language\",\"can understand Auran but can't speak it\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The cleric is a 5th-level spellcaster. Their spellcasting ability is Wisdom (spell save {@dc 13}, +5 to hit with spell attacks). The cleric has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell light|PHB}\",\"{@spell sacred flame|PHB}\",\"{@spell thaumaturgy|PHB}\"]},\"1\":{\"spells\":[\"{@spell bless|PHB}\",\"{@spell cure wounds|PHB}\",\"{@spell guiding bolt|PHB}\"],\"slots\":4},\"2\":{\"spells\":[\"{@spell lesser restoration|PHB}\",\"{@spell spiritual weapon|PHB}\"],\"slots\":3},\"3\":{\"spells\":[\"{@spell beacon of hope|PHB}\",\"{@spell dispel magic|PHB}\"],\"slots\":2}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Glide\",\"entries\":[\"When falling at least 10 feet, the cleric can spend a reaction to fly up to their speed in one direction as they descend. They land in an unoccupied space at the end of their movement, and take no falling damage. They cannot glide while carrying heavy objects, or heavy weapons, or shields (though they can drop any held items as part of their reaction).\"]},{\"name\":\"Wing Flap\",\"entries\":[\"As a bonus action, the cleric can use their powerful feathered arms to propel themselves upward up to half their movement speed. The cleric can use this in conjunction with a regular jump, but not while gliding.\"]},{\"name\":\"Fated (Recharges after a Long Rest)\",\"entries\":[\"The luma cleric can choose to reroll any attack roll, skill check, or saving throw.\"]}],\"action\":[{\"name\":\"Staff\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, or 4 ({@damage 1d8}) bludgeoning damage if used with both hands.\"]},{\"name\":\"Ardea's Vigor (1/Day)\",\"entries\":[\"The cleric calls on the powers of Ardea to imbue their allies with her protective life force. The luma cleric and up to 3 allies within 30 feet gain 5 ({@dice 2d4}) temporary hit points. For one minute, anyone under this effect gains 5 temporary hit points at the start of each of their turns.\"]},{\"name\":\"Songbird (Recharges after a Long Rest)\",\"entries\":[\"The cleric can cast {@spell charm person}. Charisma is their spellcasting ability (spell save {@dc 12}) and the spell does not require any somatic components to cast.\"]}],\"languageTags\":[\"AU\",\"CS\",\"X\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"O\",\"R\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MW\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Luma Wizard\",\"shortName\":\"wizard\",\"source\":\"HWCS\",\"page\":202,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"luma\"]},\"alignment\":[\"A\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with mage armor\",\"braces\":true}],\"hp\":{\"formula\":\"13d6 + 13\",\"average\":58},\"speed\":{\"walk\":25},\"str\":8,\"dex\":15,\"con\":12,\"int\":18,\"wis\":12,\"cha\":15,\"save\":{\"int\":\"+7\",\"wis\":\"+4\"},\"skill\":{\"arcana\":\"+7\",\"history\":\"+7\"},\"passive\":11,\"resist\":[\"poison\"],\"languages\":[\"Auran\",\"Birdfolk\",\"any three other languages\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The wizard is a 10th-level spellcaster. Their spellcasting ability is Intelligence (spell save {@dc 15}, +7 to hit with spell attacks). The wizard has the following spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell chill touch|PHB}\",\"{@spell fire bolt|PHB}\",\"{@spell minor illusion|PHB}\",\"{@spell prestidigitation|PHB}\",\"{@spell ray of frost|PHB}\"]},\"1\":{\"spells\":[\"{@spell charm person|PHB}\",\"{@spell detect magic|PHB}\",\"{@spell mage armor|PHB}\",\"{@spell shield|PHB}\",\"{@spell sleep|PHB}\",\"{@spell thunderwave|PHB}\"],\"slots\":4},\"2\":{\"spells\":[\"{@spell darkness|PHB}\",\"{@spell hold person|PHB}\",\"{@spell ray of enfeeblement|PHB}\"],\"slots\":3},\"3\":{\"spells\":[\"{@spell counterspell|PHB}\",\"{@spell fireball|PHB}\"],\"slots\":3},\"4\":{\"spells\":[\"{@spell banishment|PHB}\",\"{@spell stellar bodies|HWCS}\"],\"slots\":3},\"5\":{\"spells\":[\"{@spell conjure elemental|PHB}\",\"{@spell mislead|PHB}\"],\"slots\":2}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Glide\",\"entries\":[\"When falling at least 10 feet, the wizard can spend a reaction to fly up to their speed in one direction as they descend. They land in an unoccupied space at the end of their movement, and take no falling damage. They cannot glide while carrying heavy objects, heavy weapons, or shields (though they can drop any held items as part of their reaction).\"]},{\"name\":\"Wing Flap\",\"entries\":[\"As a bonus action, the wizard can use their powerful feathered arms to propel themselves upward up to half their movement speed. The wizard can use it in conjunction with a regular jump, but not while gliding.\"]},{\"name\":\"Fated (Recharges after a Long Rest)\",\"entries\":[\"The wizard can choose to reroll any attack, skill check, or saving throw.\"]},{\"name\":\"Resilience\",\"entries\":[\"The wizard has advantage on saving throws against poison.\"]}],\"action\":[{\"name\":\"Staff\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage.\"]}],\"reaction\":[{\"name\":\"Charming (3/Day)\",\"entries\":[\"When a creature makes an attack against the wizard, the creature must succeed on a {@dc 14} Wisdom saving throw or target the next closest creature within range. If multiple creatures are closest, the attacker chooses. This feature does not work if there are no other creatures within range\"]}],\"languageTags\":[\"AU\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"C\",\"F\",\"N\",\"T\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mapach Bandit\",\"shortName\":\"bandit\",\"source\":\"HWCS\",\"page\":202,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"mapach\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":12,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"formula\":\"2d8\",\"average\":9},\"speed\":{\"walk\":30,\"climb\":20},\"str\":12,\"dex\":13,\"con\":10,\"int\":8,\"wis\":12,\"cha\":12,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"poison\"],\"languages\":[\"Birdfolk\",\"Mapach\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Resilience\",\"entries\":[\"The bandit has advantage on saving throws against being {@condition poisoned}.\"]},{\"name\":\"Skulker\",\"entries\":[\"The bandit has advantage on {@skill Stealth} checks made in dim light or total darkness.\"]}],\"action\":[{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 3} to hit, range 80/320 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage.\"]}],\"attachedItems\":[\"shortbow|phb\",\"shortsword|phb\"],\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mapach Brute\",\"shortName\":\"brute\",\"source\":\"HWCS\",\"page\":202,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"mapach\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item studded leather armor|phb}\"]}],\"hp\":{\"formula\":\"10d8 + 30\",\"average\":75},\"speed\":{\"walk\":30,\"climb\":20},\"str\":14,\"dex\":17,\"con\":16,\"int\":12,\"wis\":14,\"cha\":14,\"save\":{\"dex\":\"+5\",\"cha\":\"+4\"},\"skill\":{\"deception\":\"+4\",\"persuasion\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[\"poison\"],\"languages\":[\"Birdfolk\",\"Mapach\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Resilience\",\"entries\":[\"The brute has advantage on saving throws against being {@condition poisoned}.\"]},{\"name\":\"Skulker\",\"entries\":[\"The brute has advantage on {@skill Stealth} checks made in dim light or total darkness.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The brute makes three melee attacks, two with their rapier and one with their parrying dagger.\"]},{\"name\":\"Rapier\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage.\"]},{\"name\":\"Parrying Dagger\",\"entries\":[\"{@atk mw} {@hit 5} to hit, range 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"The brute adds 2 to his AC against one melee attack that would hit them. The brute must see the attacker and be wielding a melee weapon.\"]}],\"attachedItems\":[\"rapier|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mapach Tinkerer\",\"shortName\":\"tinkerer\",\"source\":\"HWCS\",\"page\":203,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"mapach\"]},\"alignment\":[\"A\"],\"ac\":[12],\"hp\":{\"formula\":\"3d8\",\"average\":13},\"speed\":{\"walk\":30,\"climb\":20},\"str\":10,\"dex\":14,\"con\":10,\"int\":13,\"wis\":12,\"cha\":10,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"poison\"],\"languages\":[\"Birdfolk\",\"Mapach\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Resilience\",\"entries\":[\"The tinkerer has advantage on saving throws against being {@condition poisoned}.\"]},{\"name\":\"Skulker\",\"entries\":[\"The tinkerer has advantage on {@skill Stealth} checks made in dim light or total darkness.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw} {@hit 4} to hit, range 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Tinker's Toys\",\"entries\":[\"The tinkerer uses one of the following options (roll a {@dice d4} or choose one); the tinkerer can use each one no more than once per day:\",{\"type\":\"entries\",\"name\":\"1. Cogwork Bird\",\"entries\":[\"The tinkerer winds and releases a small mechanical bird that flies to a target creature within 30 feet and distracts it. The next attack against that creature is made with advantage.\"]},{\"type\":\"entries\",\"name\":\"2. Flash-bangs\",\"entries\":[\"The tinkerer targets a space up to 10 ft. away, and throws some small explosive shells that flare up in a blinding light. All creatures within 10 ft. of the target space must make a {@dc 11} Constitution saving throw or be {@condition blinded} until the start of the tinkerer's next turn.\"]},{\"type\":\"entries\",\"name\":\"3. Nettle Gun\",\"entries\":[\"The tinkerer turns the crank on a small gadget that sprays nettles at a target. {@atk rw} {@hit 4} to hit, range 10/20 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage. All creatures within 5 ft. of the target must make a {@dc 11} Dexterity saving throw or take 5 ({@damage 1d10}) piercing damage.\"]},{\"type\":\"entries\",\"name\":\"4. Grease Balloon\",\"entries\":[\"The tinkerer targets a 10-foot by 10-foot area up to 15 feet away, and makes it slick with grease. The area is considered difficult terrain, and each creature standing in the area must succeed on a {@dc 11} Dexterity saving throw or fall {@condition prone}. A creature that enters the area or ends its turn there must also succeed on a {@dc 11} Dexterity saving throw or fall {@condition prone}.\"]}]}],\"attachedItems\":[\"dagger|phb\"],\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"conditionInflict\":[\"blinded\",\"prone\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mordane Swiftgale\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"HWCS\",\"page\":203,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"swift strig\"]},\"alignment\":[\"N\"],\"ac\":[10],\"hp\":{\"average\":4,\"formula\":\"1d8\"},\"speed\":{\"walk\":35},\"str\":12,\"dex\":11,\"con\":10,\"int\":10,\"wis\":10,\"cha\":10,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Birdfolk\",\"can also understand Auran but can't speak it\"],\"cr\":\"0\",\"trait\":[{\"name\":\"Patterned Feathers\",\"entries\":[\"Mordane has advantage on Dexterity ({@skill Stealth}) checks when he attempts to hide in a forest.\"]},{\"name\":\"Talons\",\"entries\":[\"Mordane has advantage on Strength ({@skill Athletics}) checks made to climb any surface his talons could reasonably grip.\"]}],\"action\":[{\"name\":\"Club\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) bludgeoning damage.\"]},{\"name\":\"Talons\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) slashing damage.\"]}],\"attachedItems\":[\"club|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"AU\",\"CS\"],\"damageTags\":[\"B\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mountain Lion\",\"source\":\"HWCS\",\"page\":184,\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"formula\":\"5d10 + 10\",\"average\":37},\"speed\":{\"walk\":40,\"climb\":30},\"str\":17,\"dex\":15,\"con\":14,\"int\":3,\"wis\":14,\"cha\":6,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+4\"},\"passive\":14,\"cr\":\"1\",\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The Mountain Lion has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Pounce (Lion)\",\"entries\":[\"If the Mountain Lion moves at least 20 feet toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}. The mountain lion can make a bite attack against a {@condition prone} target as a bonus action.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage.\"]},{\"name\":\"Call Avalanche (Recharges after a Short or Long Rest)\",\"entries\":[\"With a mystic roar, the mountain lion can call down the very rocks. So long as it is in mountainous terrain, it can use its action to cause a rockslide to fall within a 15-foot-radius of a space it can see within 60 feet. Creatures in this area must make a {@dc 12} Dexterity saving throw, taking 13 ({@damage 3d8}) bludgeoning damage on a failure and half as much on a success.\"]}],\"traitTags\":[\"Keen Senses\",\"Pounce\"],\"damageTags\":[\"B\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Oakheart\",\"source\":\"HWCS\",\"page\":203,\"size\":[\"H\"],\"type\":\"plant\",\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"formula\":\"6d12 + 30\",\"average\":69},\"speed\":{\"walk\":30},\"str\":20,\"dex\":8,\"con\":21,\"int\":12,\"wis\":16,\"cha\":12,\"passive\":13,\"resist\":[\"bludgeoning\",\"fire\",\"piercing\"],\"languages\":[\"Birdfolk\",\"Druidic\",\"Ignan\",\"Sylvan\"],\"cr\":\"8\",\"trait\":[{\"name\":\"False Appearance (Treant)\",\"entries\":[\"While Oakheart remains motionless, he appears as a great oak with charred bark that smolders in places and flames in place of leaves.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The Oakheart deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Oakheart makes two slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}16 ({@damage 3d6 + 5}) fire damage.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 8} to hit, range 60/180 ft., one target. {@h}28 ({@damage 4d10 + 5}) bludgeoning damage.\"]},{\"name\":\"Animate Trees (1/Day)\",\"entries\":[\"Oakheart magically animates one or two trees he can see within 60 feet of him. These trees have the same statistics as Oakheart, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of Oakheart. The tree remains animate for 1 day or until it dies; until Oakheart dies or is more than 120 feet from the tree; or until Oakheart takes a bonus action to turn him back into an inanimate tree. The tree then takes root if possible.\"]}],\"traitTags\":[\"False Appearance\",\"Siege Monster\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DU\",\"IG\",\"S\"],\"damageTags\":[\"B\",\"F\"],\"miscTags\":[\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Odwald Ebonhart\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"HWCS\",\"page\":194,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"corvum\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with mage armor\",\"braces\":true}],\"hp\":{\"formula\":\"9d8 + 9\",\"average\":49},\"speed\":{\"walk\":30},\"str\":9,\"dex\":14,\"con\":12,\"int\":18,\"wis\":10,\"cha\":14,\"save\":{\"int\":\"+7\",\"wis\":\"+3\"},\"skill\":{\"arcana\":\"+7\",\"deception\":\"+5\",\"medicine\":\"+3\"},\"passive\":10,\"languages\":[\"Birdfolk\",\"any two other languages\",\"can also understand Auran but can't speak it\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Odwald is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 15}, +7 to hit with spell attacks). Odwald has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell chill touch|PHB}\",\"{@spell light|PHB}\",\"{@spell mage hand|PHB}\",\"{@spell prestidigitation|PHB}\"]},\"1\":{\"spells\":[\"{@spell disguise self|PHB}\",\"{@spell false life|PHB|false life†}\",\"{@spell mage armor|PHB}\",\"{@spell magic missile|PHB}\"],\"slots\":4},\"2\":{\"spells\":[\"{@spell misty step|PHB}\",\"{@spell ray of enfeeblement|PHB|ray of enfeeblement†}\",\"{@spell suggestion|PHB}\"],\"slots\":3},\"3\":{\"spells\":[\"{@spell animate dead|PHB|animate dead†}\",\"{@spell counterspell|PHB}\",\"{@spell fear|PHB}\"],\"slots\":3},\"4\":{\"spells\":[\"{@spell blight|PHB|blight†}\",\"{@spell greater invisibility|PHB}\"],\"slots\":3},\"5\":{\"spells\":[\"{@spell dominate person|PHB}\"],\"slots\":1}},\"footerEntries\":[\"†necromancy spell of 1st level or higher\"],\"ability\":\"int\"}],\"trait\":[{\"name\":\"Glide\",\"entries\":[\"When falling at least 10 feet, Odwald can spend a reaction to fly up to his speed in one direction as he descends. Odwald lands in an unoccupied space at the end of his movement, and takes no falling damage. Odwald cannot glide while carrying heavy objects, heavy weapons, or shields (though he can drop any held items as part of his reaction).\"]},{\"name\":\"Talons\",\"entries\":[\"Odwald has advantage on Strength ({@skill Athletics}) checks made to climb any surface his talons could reasonably grip.\"]},{\"name\":\"Convincing\",\"entries\":[\"Odwald has advantage on all Charisma checks used to convince someone of his knowledge of subject matter pertaining to the Arcana skill.\"]},{\"name\":\"Life Leech\",\"entries\":[\"Once per turn, when Odwald kills one or more creatures with a spell of 1st level or higher, he can regain hit points equal to twice the level of the spell, or three times the level if it is a necromancy spell.\"]}],\"action\":[{\"name\":\"Staff\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage, or 3 ({@damage 1d8 - 1}) bludgeoning damage if wielded with both hands.\"]},{\"name\":\"Talons\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage.\"]}],\"languageTags\":[\"AU\",\"CS\",\"X\"],\"damageTags\":[\"B\",\"S\"],\"damageTagsSpell\":[\"N\",\"O\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MW\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Raptor Explorer\",\"shortName\":\"explorer\",\"source\":\"HWCS\",\"page\":203,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"raptor\"]},\"alignment\":[\"NX\",\"NY\",\"N\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"formula\":\"4d6 + 4\",\"average\":18},\"speed\":{\"walk\":25,\"swim\":25},\"str\":11,\"dex\":14,\"con\":12,\"int\":11,\"wis\":15,\"cha\":11,\"skill\":{\"history\":\"+2\",\"perception\":\"+6\",\"stealth\":\"+4\",\"survival\":\"+6\"},\"passive\":16,\"languages\":[\"Birdfolk\",\"can also understand Auran but can't speak it\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Glide\",\"entries\":[\"When falling at least 10 feet, the explorer can spend a reaction to fly up to their speed in one direction as they descend. They land in an unoccupied space at the end of their movement, and take no falling damage. They cannot glide while carrying heavy objects, heavy weapons, or shields (though they can drop any held items as part of their reaction).\"]},{\"name\":\"Talons\",\"entries\":[\"The explorer rolls advantage on Strength ({@skill Athletics}) checks made to climb any surface their talons could reasonably grip.\"]},{\"name\":\"Patient\",\"entries\":[\"When the explorer reacts with a readied action, they have advantage on the first attack roll, skill check, or ability check they make as a part of that action.\"]},{\"name\":\"Keen Hearing and Sight\",\"entries\":[\"The explorer has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight.\"]},{\"name\":\"Sure Footing\",\"entries\":[\"The explorer ignores non-magical difficult terrain.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The explorer makes two melee attacks or two attacks with their hand crossbow.\"]},{\"name\":\"Talons\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage. \"]},{\"name\":\"Saber\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage. \"]},{\"name\":\"Hand Crossbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]}],\"attachedItems\":[\"hand crossbow|phb\"],\"traitTags\":[\"Keen Senses\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AU\",\"CS\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Raptor Ranger\",\"shortName\":\"ranger\",\"source\":\"HWCS\",\"page\":203,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"raptor\"]},\"alignment\":[\"NX\",\"NY\",\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item studded leather armor|phb}\"]}],\"hp\":{\"formula\":\"12d6 + 24\",\"average\":66},\"speed\":{\"walk\":25},\"str\":12,\"dex\":16,\"con\":14,\"int\":10,\"wis\":16,\"cha\":8,\"skill\":{\"stealth\":\"+7\",\"athletics\":\"+3\",\"survival\":\"+5\"},\"passive\":13,\"languages\":[\"Birdfolk\",\"Mapach\",\"can also understand Auran but can't speak it\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The ranger is a 3rd-level spellcaster. Their spellcasting ability is \",\"Wisdom (spell save {@dc 13}, + 5 to hit with spell attacks). The ranger has the following spells prepared:\"],\"spells\":{\"1\":{\"spells\":[\"{@spell cure wounds|PHB}\",\"{@spell fog cloud|PHB}\",\"{@spell hunter's mark|PHB}\",\"{@spell protection from evil and good|PHB}\"],\"slots\":3}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Glide\",\"entries\":[\"When falling at least 10 feet, the ranger can spend \",\"a reaction to fly up to their speed in one direction as they descend. They land in an unoccupied space at the end of their movement, and take no falling damage. They cannot glide while carrying heavy objects, heavy weapons, or shields (though they can drop any held items as part of their reaction).\"]},{\"name\":\"Talons\",\"entries\":[\"The ranger rolls advantage on Strength ({@skill Athletics}) checks made to climb any surface their talons could reasonably grip.\"]},{\"name\":\"Aerial Defense\",\"entries\":[\"Creatures who attack the ranger while the ranger is falling, gliding, or jumping have disadvantage on their attack roll.\"]},{\"name\":\"Keen Hearing and Sight\",\"entries\":[\"The explorer has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight.\"]},{\"name\":\"Arrow Sight (3/Day)\",\"entries\":[\"When the ranger attacks with their red-feather bow, they can use their bonus action to see from the point the arrow struck as if they were there. If the arrow strikes a creature, the ranger can see from the creature's perspective. This effect lasts for 1 minute.\"]},{\"name\":\"Hunter (3/Day)\",\"entries\":[\"As a bonus action, the ranger can deal an extra {@dice 1d10} damage on their next attack made with a shortbow or longbow.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The ranger makes two red-feather bow attacks.\"]},{\"name\":\"Red-Feather Bow\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d6 + 4}) piercing damage.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw, rw} {@hit 5} to hit, reach 5 ft., range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage. \"]},{\"name\":\"Talons\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage. \"]}],\"attachedItems\":[\"dagger|phb\"],\"traitTags\":[\"Keen Senses\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AU\",\"CS\"],\"damageTags\":[\"P\"],\"spellcastingTags\":[\"CR\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Rhys Birchwalker\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"HWCS\",\"page\":203,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"mistral raptor\"]},\"alignment\":[\"N\"],\"ac\":[11],\"hp\":{\"average\":3,\"formula\":\"1d6\"},\"speed\":{\"walk\":25},\"str\":10,\"dex\":12,\"con\":10,\"int\":10,\"wis\":11,\"cha\":10,\"passive\":10,\"languages\":[\"Birdfolk\",\"can also understand Auran but can't speak it\"],\"cr\":\"0\",\"trait\":[{\"name\":\"Hunter's Training\",\"entries\":[\"Rhys has proficiency with the {@item longbow|phb}, {@item shortbow|phb}, and {@item spear|phb}. Additionally, her familiarity with the longbow means that it is not considered a heavy weapon for her.\"]},{\"name\":\"Talons\",\"entries\":[\"Rhys has advantage on Strength ({@skill Athletics}) checks made to climb any surface her talons could reasonably grip.\"]},{\"name\":\"Aerial Defense\",\"entries\":[\"Creatures who attack Rhys while she ranger is falling, gliding, or jumping have disadvantage on their attack roll.\"]}],\"action\":[{\"name\":\"Club\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage.\"]},{\"name\":\"Talons\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) slashing damage.\"]}],\"tokenCredit\":\"Jaqdaw\",\"attachedItems\":[\"club|phb\"],\"languageTags\":[\"AU\",\"CS\"],\"damageTags\":[\"B\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Riffin, the Ash-Knight\",\"shortName\":\"Riffin\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"HWCS\",\"page\":204,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"strig\"]},\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item half plate armor|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"formula\":\"8d8 + 24\",\"average\":60},\"speed\":{\"walk\":30},\"str\":16,\"dex\":10,\"con\":16,\"int\":8,\"wis\":13,\"cha\":12,\"save\":{\"con\":\"+5\",\"wis\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"languages\":[\"Birdfolk\",\"can also understand Auran but can't speak it\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Glide\",\"entries\":[\"When falling at least 10 feet, Riffin can spend a reaction to fly up to his speed in one direction as he descends. He lands in an unoccupied space at the end of his movement, and takes no falling damage. He cannot glide while carrying heavy objects, heavy weapons, or shields (though he can drop any held items as part of his reaction).\"]},{\"name\":\"Talons\",\"entries\":[\"Riffin rolls advantage on Strength ({@skill Athletics}) checks made to climb any surface his talons could reasonably grip.\"]},{\"name\":\"Maneuver (2/Day)\",\"entries\":[\"When Riffin hits with an attack, he can choose to maneuver the enemy out of position, granting an ally within 5 feet of the target the opportunity to use their reaction to move away from this enemy at half their movement speed without provoking an {@action opportunity attack|phb|attack of opportunity}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Riffin makes two short sword attacks.\"]},{\"name\":\"Short Sword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Talons\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage. The knight can choose to grapple a target hit by this attack as a bonus action.\"]},{\"name\":\"Wing Crest Shield (1/Day)\",\"entries\":[\"Riffin casts the {@spell gust of wind} spell (save {@dc 15}).\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AU\",\"CS\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Shifting Slime\",\"source\":\"HWCS\",\"page\":187,\"size\":[\"L\"],\"type\":\"ooze\",\"alignment\":[\"U\"],\"ac\":[9],\"hp\":{\"formula\":\"3d10 + 15\",\"average\":31},\"speed\":{\"walk\":20,\"climb\":20},\"str\":14,\"dex\":8,\"con\":20,\"int\":1,\"wis\":6,\"cha\":1,\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":8,\"immune\":[{\"special\":\"Special; see Adaptive ability\"}],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"prone\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Amorphous\",\"entries\":[\"The Caustic Slime can move through a space as narrow as 1 inch wide without squeezing.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The Caustic Slime can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Psuedopod\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) acid damage. The target is {@condition grappled} (escape {@dc 13}). Until this grapple ends, the target is {@condition restrained} and the shifting slime can't make a pseudopod attack against another target.\"]},{\"name\":\"Swallow\",\"entries\":[\"The shifting slime makes one pseudopod attack against a target it is grappling that is at least one size smaller than itself. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the shifting slime, and it must make a {@dc 13} Constitution saving throw at the start of each of its turns taking 3 ({@damage 1d6}) acid damage on a failure. If the shifting slime used its adaptive ability to become immune to a damage type, the damage dealt to the target on a failed save becomes that type instead. The shifting slime can have only one target swallowed at a time.\",\"If the shifting slime dies, a swallowed creature is no longer {@condition restrained} by it, and may move freely as the body of the slime quivers and neutralizes into an inert puddle of goo.\"]}],\"reaction\":[{\"name\":\"Split\",\"entries\":[\"When a slime that is Medium or larger and has 10 or more hit points is hit with slashing damage, it splits into two new slimes. Each new slime has hit points equal to half the original slime's, rounded down. New slimes are one size smaller than the previous size. New shifting slimes each have the same damage type immunity as their parent slime and retain the Adaptive ability.\"]},{\"name\":\"Adaptive\",\"entries\":[\"Each time the slime is hit by a spell that deals damage, it can become immune to that damage type for 1 hour. When the slime changes the damage type it's immune to, its color changes based on the table on the below. The slime can only be immune to one damage type at a time. Normally, shifting slimes are iridescent, shimmering with all the colors of the rainbow.\",{\"type\":\"table\",\"colLabels\":[\"Damage Type\",\"Slime Color\"],\"colStyles\":[\"col-5\",\"col-5\"],\"rows\":[[\"Acid\",\"Lime Green\"],[\"Cold\",\"Ice Blue\"],[\"Fire\",\"Bright Crimson\"],[\"Force\",\"Clear\"],[\"Lightning\",\"Vibrant Yellow\"],[\"Necrotic\",\"Dark Black\"],[\"Poison\",\"Dark Green\"],[\"Psychic\",\"Bright Violet\"],[\"Radiant\",\"Warm Orange\"],[\"Thunder\",\"Bright White\"]]}]}],\"traitTags\":[\"Amorphous\",\"Spider Climb\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Swallow\"],\"damageTags\":[\"A\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Shyla Denn\",\"shortName\":\"Shyla\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"HWCS\",\"page\":207,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"vulpin\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item chain shirt|phb}\"]}],\"hp\":{\"formula\":\"5d8 + 5\",\"average\":27},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":12,\"int\":15,\"wis\":16,\"cha\":13,\"skill\":{\"medicine\":\"+7\",\"persuasion\":\"+3\",\"religion\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Birdfolk\",\"Celestial\",\"Vulpin\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Shyla is a 5th level spellcaster, her spellcasting ability is Wisdom (spell save {@dc 13}, +5 to hit with spell attacks). Shyla has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell light|PHB}\",\"{@spell sacred flame|PHB}\",\"{@spell thaumaturgy|PHB}\"]},\"1\":{\"spells\":[\"{@spell cure wounds|PHB}\",\"{@spell disguise self|PHB}\",\"{@spell guiding bolt|PHB}\"],\"slots\":4},\"2\":{\"spells\":[\"{@spell lesser restoration|PHB}\",\"{@spell mirror image|PHB}\",\"{@spell spiritual weapon|PHB}\"],\"slots\":3},\"3\":{\"spells\":[\"{@spell blink|PHB}\",\"{@spell spirit guardians|PHB}\"],\"slots\":2}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Evasive\",\"entries\":[\"Shyla includes her Intelligence modifier as a bonus on all Dexterity saving throws.\"]},{\"name\":\"Divine Eminence\",\"entries\":[\"As a bonus action, Shyla can expend a spell slot to cause her melee weapon attacks to magically deal an extra 10 ({@damage 3d6}) poison damage to a target on a hit. This benefit lasts until the end of the turn. If Shyla expends a spell slot of 2nd level or higher, the extra damage increases by {@dice 1d6} for each level above 1st.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Mace\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage.\"]}],\"attachedItems\":[\"mace|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"CE\"],\"damageTags\":[\"B\",\"I\",\"P\"],\"damageTagsSpell\":[\"N\",\"O\",\"R\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sticky Slime\",\"source\":\"HWCS\",\"page\":188,\"size\":[\"M\"],\"type\":\"ooze\",\"alignment\":[\"U\"],\"ac\":[6],\"hp\":{\"formula\":\"2d8 + 4\",\"average\":13},\"speed\":{\"walk\":15,\"climb\":15},\"str\":12,\"dex\":3,\"con\":14,\"int\":1,\"wis\":6,\"cha\":1,\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":8,\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"prone\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Amorphous\",\"entries\":[\"The Caustic Slime can move through a space as narrow as 1 inch wide without squeezing.\"]},{\"name\":\"Slime Trail\",\"entries\":[\"The slime leaves a trail of ooze behind it that remains tacky for up to 15 minutes. A creature that steps in the ooze must succeed a {@dc 12} Strength saving throw or become {@condition restrained}. A creature may attempt the saving throw again at the end of each of its turns, ending the effect on a success.\"]},{\"name\":\"Mucus\",\"entries\":[\"When the slime is hit by a melee attack, the attacker must succeed on a {@dc 12} Strength saving throw or their weapon becomes stuck in the slime. The weapon can be wrenched out by using an action to make a Strength ({@skill Athletics}) check against the same DC, freeing the weapon on a success. All weapons stuck in the slime can be retrieved once the slime is slain.\"]}],\"action\":[{\"name\":\"Psuedopod\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) bludgeoning damage.\"]}],\"traitTags\":[\"Amorphous\"],\"senseTags\":[\"B\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"restrained\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Strig Knight\",\"shortName\":\"knight\",\"source\":\"HWCS\",\"page\":204,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"strig\"]},\"alignment\":[\"L\",\"G\",\"NY\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item half plate armor|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"formula\":\"8d8 + 24\",\"average\":60},\"speed\":{\"walk\":30},\"str\":16,\"dex\":10,\"con\":16,\"int\":8,\"wis\":13,\"cha\":12,\"save\":{\"con\":\"+5\",\"wis\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"languages\":[\"Birdfolk\",\"can also understand Auran but can't speak it\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Glide\",\"entries\":[\"When falling at least 10 feet, the knight can spend a reaction to fly up to their speed in one direction as they descend. They land in an unoccupied space at the end of their movement, and take no falling damage. They cannot glide while carrying heavy objects, heavy weapons, or shields (though they can drop any held items as part of their reaction).\"]},{\"name\":\"Talons\",\"entries\":[\"The knight rolls advantage on Strength ({@skill Athletics}) checks made to climb any surface their talons could reasonably grip.\"]},{\"name\":\"Maneuver (2/Day)\",\"entries\":[\"When the knight hits with an attack, they can choose to maneuver the enemy out of position, granting an ally within 5 feet of the target the opportunity to use their reaction to move away from this enemy at half their movement speed without provoking an {@action opportunity attack|phb|attack of opportunity}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The knight makes two short sword attacks.\"]},{\"name\":\"Short Sword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Talons\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage. The knight can choose to grapple a target hit by this attack as a bonus action.\"]},{\"name\":\"Wing Crest Shield (1/Day)\",\"entries\":[\"The knight casts the {@spell gust of wind} spell (save {@dc 15}).\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AU\",\"CS\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Strig Tracker\",\"shortName\":\"tracker\",\"source\":\"HWCS\",\"page\":206,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"strig\"]},\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item hide armor|phb}\"]}],\"hp\":{\"formula\":\"10d8 + 20\",\"average\":65},\"speed\":{\"walk\":30},\"str\":16,\"dex\":14,\"con\":14,\"int\":11,\"wis\":15,\"cha\":10,\"skill\":{\"acrobatics\":\"+6\",\"perception\":\"+4\",\"survival\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Birdfolk\",\"can also understand Auran but can't speak it\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The tracker is a 3rd-level spellcaster. Their spellcasting ability is Wisdom (spell save {@dc 12}, +4 to hit with spell attacks). The strig tracker has the following ranger spells prepared:\"],\"spells\":{\"1\":{\"spells\":[\"{@spell elevated sight|HWCS}\",\"{@spell hunter's mark|PHB}\",\"{@spell longstrider|PHB}\",\"{@spell speak with animals|PHB}\"],\"slots\":3}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Glide\",\"entries\":[\"When falling at least 10 feet, the tracker can spend a reaction to fly up to their speed in one direction as they descend. They land in an unoccupied space at the end of their movement, and take no falling damage. They cannot glide while carrying heavy objects, heavy weapons, or shields (though they can drop any held items as part of their reaction).\"]},{\"name\":\"Talons\",\"entries\":[\"The tracker rolls advantage on Strength ({@skill Athletics}) checks made to climb any surface their talons could reasonably grip.\"]},{\"name\":\"Patterned Feathers\",\"entries\":[\"The tracker has advantage on Dexterity ({@skill Stealth}) checks when they attempt to hide in a forest.\"]},{\"name\":\"Reya's Keen Eye\",\"entries\":[\"The tracker can make Wisdom ({@skill Perception}) checks as a bonus action to try and find hidden creatures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The tracker makes two melee attacks, one with their longsword and one with their hand axe. Or they make two ranged attacks with their hand axe.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage or 8 ({@damage 1d10 + 3}) slashing damage if wielding with both hands.\"]},{\"name\":\"Hand Axe\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]},{\"name\":\"Talons\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage.\"]}],\"attachedItems\":[\"longsword|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AU\",\"CS\"],\"damageTags\":[\"P\",\"S\"],\"spellcastingTags\":[\"CR\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Susan of the Swamp\",\"shortName\":\"Susan\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"HWCS\",\"page\":198,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"hedge\"]},\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"formula\":\"6d6\",\"average\":21},\"speed\":{\"walk\":25,\"burrow\":15},\"str\":8,\"dex\":10,\"con\":10,\"int\":14,\"wis\":15,\"cha\":16,\"skill\":{\"arcana\":\"+4\",\"survival\":\"+4\"},\"passive\":12,\"languages\":[\"Abyssal\",\"Birdfolk\",\"Hedge\",\"can also speak with beasts of any size which represent spiders, insects, worms, or other bugs\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Susan is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save {@dc 13}, +5 to hit with spell attacks). Susan has the following warlock spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell eldritch blast|PHB}\",\"{@spell minor illusion|PHB}\"]},\"1\":{\"spells\":[\"{@spell charm person|PHB}\",\"{@spell hellish rebuke|PHB}\",\"{@spell unseen servant|PHB}\"],\"slots\":2,\"lower\":1}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Dark One's Blessing\",\"entries\":[\"When Susan reduces a hostile creature to 0 hit points, she gains 5 temporary hit points.\"]},{\"name\":\"Repelling Blast\",\"entries\":[\"When Susan hits a creature with eldritch blast, she can push the creature up to 10 feet away in a straight line.\"]}],\"action\":[{\"name\":\"Staff\",\"entries\":[\"{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Fiendish Vigor\",\"entries\":[\"Susan can cast {@spell false life} at will as a 1st-level spell.\"]},{\"name\":\"Curl Up\",\"entries\":[\"Susan curls up into a spiny ball. While curled up in this way she cannot move, attack, or cast spells with somatic components, and her base armor class becomes 19. Any creature that misses Susan with a melee attack while she is curled up takes {@dice 2d4} points of piercing damage from her sharp quills. If a creature hits Susan while she is curled up, however, Susan is knocked {@condition prone} in her space at the end of the turn. Susan may uncurl herself at any point during her turn.\"]}],\"attachedItems\":[\"dagger|phb\"],\"languageTags\":[\"AB\"],\"damageTags\":[\"B\",\"P\"],\"damageTagsSpell\":[\"F\",\"O\"],\"spellcastingTags\":[\"CL\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"prone\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Swarm of Emberbats\",\"source\":\"HWCS\",\"page\":182,\"size\":[\"M\"],\"type\":{\"type\":\"beast\",\"swarmSize\":\"T\"},\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"formula\":\"5d8\",\"average\":22},\"speed\":{\"walk\":0,\"fly\":30},\"str\":5,\"dex\":15,\"con\":10,\"int\":3,\"wis\":10,\"cha\":5,\"senses\":[\"blindsight 60 ft.\"],\"passive\":10,\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"prone\",\"restrained\",\"stunned\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Echolocation\",\"entries\":[\"The swarm can't use its blindsight while {@condition deafened}.\"]},{\"name\":\"Keen Hearing\",\"entries\":[\"The swarm has advantage on Wisdom ({@skill Perception}) checks that rely on hearing.\"]},{\"name\":\"Flame Essence\",\"entries\":[\"Any creature that starts their turn within 5 feet of the emberbat swarm must make a {@dc 10} Constitution saving throw, taking 2 ({@dice 1d4}) points of fire damage on a failure.\"]},{\"name\":\"Swarm\",\"entries\":[\"The Swarm of Emberbats can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.\"]}],\"action\":[{\"name\":\"Bites\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 0 ft., one creature in the swarm's space. {@h}5 ({@damage 2d4}) piercing damage, or 2 ({@damage 1d4}) piercing damage if the swarm has half of its hit points or fewer.\"]}],\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"B\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tevor of the Spring Path\",\"shortName\":\"Tevor\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"HWCS\",\"page\":207,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"luma\"]},\"alignment\":[\"N\",\"G\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item chain shirt|phb}\"]}],\"hp\":{\"formula\":\"5d6 + 5\",\"average\":22},\"speed\":{\"walk\":25},\"str\":14,\"dex\":12,\"con\":12,\"int\":10,\"wis\":14,\"cha\":12,\"skill\":{\"athletics\":\"+4\"},\"passive\":12,\"resist\":[\"poison\"],\"languages\":[\"Birdfolk\",\"Druidic\",\"can also understand Auran but can't speak it\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Glide\",\"entries\":[\"When falling at least 10 feet, Tevor can spend a reaction to fly up to his speed in one direction as he descends. He lands in an unoccupied space at the end of his movement, and takes no falling damage. He cannot glide while carrying heavy objects, heavy weapons, or shields (though he can drop any held items as part of his reaction).\"]},{\"name\":\"Wing Flap\",\"entries\":[\"As a bonus action, Tevor can use his powerful feathered arms to propel himself upward up to half his movement speed. He can use it in conjunction with a regular jump, but not while gliding.\"]},{\"name\":\"Fated (Recharges after a Long Rest)\",\"entries\":[\"Tevor can choose to reroll any attack roll, skill check, or saving throw.\"]},{\"name\":\"Resilience\",\"entries\":[\"Tevor rolls with advantage on saving throws against being {@condition poisoned}.\"]},{\"name\":\"Drop Attack\",\"entries\":[\"Tevor can make an attack during his glide. If he does, he deals an extra 4 ({@dice 1d8}) points of damage.\"]}],\"action\":[{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage or 6 ({@damage 1d8 + 2}) piercing damage if used with both hands.\"]},{\"name\":\"Tender Healing (Recharges after a Long Rest)\",\"entries\":[\"Tevor casts the {@spell cure wounds} spell at 1st level. Wisdom is his spellcasting ability for this spell.\"]}],\"attachedItems\":[\"spear|phb\"],\"languageTags\":[\"AU\",\"CS\",\"DU\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Vulpin Captain\",\"shortName\":\"captain\",\"source\":\"HWCS\",\"page\":207,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"vulpin\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item studded leather armor|phb}\"]}],\"hp\":{\"formula\":\"5d8 + 5\",\"average\":27},\"speed\":{\"walk\":30},\"str\":13,\"dex\":15,\"con\":12,\"int\":14,\"wis\":14,\"cha\":12,\"skill\":{\"acrobatics\":\"+4\",\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Birdfolk\",\"Vulpin\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Evasive\",\"entries\":[\"The captain includes their Intelligence modifier as a bonus to their Dexterity saving throws.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The captain makes two attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Short sword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Short bow\",\"entries\":[\"{@atk mw} {@hit 4} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"The captain adds 2 to their AC against one melee attack that would hit them per round. The captain must see the attacker and be wielding a melee weapon. \"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Vulpin Noble\",\"shortName\":\"noble\",\"source\":\"HWCS\",\"page\":207,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"vulpin\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item breastplate|phb}\"]}],\"hp\":{\"formula\":\"2d8\",\"average\":9},\"speed\":{\"walk\":30},\"str\":11,\"dex\":12,\"con\":11,\"int\":14,\"wis\":12,\"cha\":16,\"skill\":{\"deception\":\"+5\",\"history\":\"+4\",\"insight\":\"+3\",\"persuasion\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"languages\":[\"Birdfolk\",\"Vulpin\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Evasive\",\"entries\":[\"The noble includes their Intelligence modifier as a bonus to their Dexterity saving throws.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage.\"]},{\"name\":\"Short sword\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Disparaging Remark\",\"entries\":[\"When a creature the noble can see makes an attack roll against an ally, the noble can use their reaction to impose disadvantage on that roll. The target of this effect must be able to hear and understand the noble.\"]}],\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Vulpin Priest of Kren\",\"shortName\":\"priest\",\"source\":\"HWCS\",\"page\":207,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"vulpin\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item chain shirt|phb}\"]}],\"hp\":{\"formula\":\"5d8 + 5\",\"average\":27},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":12,\"int\":15,\"wis\":16,\"cha\":13,\"skill\":{\"medicine\":\"+7\",\"persuasion\":\"+3\",\"religion\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Birdfolk\",\"Celestial\",\"Vulpin\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The priest is a 5th level spellcaster, their spellcasting ability is Wisdom (spell save {@dc 13}, +5 to hit with spell attacks). The priest has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell light|PHB}\",\"{@spell sacred flame|PHB}\",\"{@spell thaumaturgy|PHB}\"]},\"1\":{\"spells\":[\"{@spell cure wounds|PHB}\",\"{@spell disguise self|PHB}\",\"{@spell guiding bolt|PHB}\"],\"slots\":4},\"2\":{\"spells\":[\"{@spell lesser restoration|PHB}\",\"{@spell mirror image|PHB}\",\"{@spell spiritual weapon|PHB}\"],\"slots\":3},\"3\":{\"spells\":[\"{@spell blink|PHB}\",\"{@spell spirit guardians|PHB}\"],\"slots\":2}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Evasive\",\"entries\":[\"The priest includes their Intelligence modifier as a bonus on all Dexterity saving throws.\"]},{\"name\":\"Divine Eminence\",\"entries\":[\"As a bonus action, the priest can expend a spell slot to cause their melee weapon attacks to magically deal an extra 10 ({@damage 3d6}) poison damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by {@dice 1d6} for each level above 1st.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Mace\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage.\"]}],\"attachedItems\":[\"mace|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"CE\"],\"damageTags\":[\"B\",\"I\",\"P\"],\"damageTagsSpell\":[\"N\",\"O\",\"R\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Wakewyrm\",\"source\":\"HWCS\",\"page\":187,\"size\":[\"H\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"formula\":\"13d12 + 52\",\"average\":136},\"speed\":{\"walk\":20,\"swim\":50},\"str\":20,\"dex\":14,\"con\":18,\"int\":3,\"wis\":12,\"cha\":3,\"passive\":11,\"cr\":\"6\",\"trait\":[{\"name\":\"Hold Breath\",\"entries\":[\"The Wakewyrm can hold its breath for 1 hour.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The wakewyrm makes two attacks, one with its bite and one with its tail, or two bite attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 20 ft., one target. {@h}15 ({@damage 3d6 + 5}) piercing damage. The target must succeed on a {@dc 16} Strength saving throw or be {@condition grappled} (escape {@dc 16}). The wakewyrm can only grapple one creature at a time, and cannot make bite attacks against other creatures while it has a creature {@condition grappled}.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 25 ft., one target. {@h}18 ({@damage 3d8 + 5}) bludgeoning damage.\"]},{\"name\":\"Swallow\",\"entries\":[\"The wakewyrm makes a bite attack against a Large or smaller creature it is grappling, and if the attack hits the target is swallowed, and the grapple ends. The swallowed target is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the wakewyrm, and it takes 11 ({@damage 3d6}) acid damage at the start of each of the wakewyrm's turns. If the wakewyrm takes 18 or more points of damage from a creature inside of it, the wakewyrm must succeed on a {@dc 15} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the wakewyrm. If the wakewyrm dies, a swallowed creature is no longer {@condition restrained} by it, and it can escape from the corpse using 20 feet of movement. After death, internal gasses keep the wakewyrm's body afloat for several hours, before it begins to sink gradually to a watery grave.\"]}],\"traitTags\":[\"Hold Breath\"],\"actionTags\":[\"Multiattack\",\"Swallow\"],\"damageTags\":[\"A\",\"B\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"grappled\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Walden Krane, Magistrate of Winnowing Reach\",\"shortName\":\"Walden\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"HWCS\",\"page\":209,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"kindled corvum\"]},\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item breastplate|phb}\"]}],\"hp\":{\"average\":9,\"formula\":\"2d8\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":12,\"con\":11,\"int\":14,\"wis\":14,\"cha\":17,\"skill\":{\"deception\":\"+5\",\"insight\":\"+6\",\"persuasion\":\"+5\"},\"passive\":13,\"languages\":[\"Birdfolk\",\"can also understand Auran but can't speak it\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Glide\",\"entries\":[\"When falling at least 10 feet, Bita can spend a reaction to fly up to her speed in one direction as she descends. She lands in an unoccupied space at the end of her movement, and takes no falling damage. She cannot glide while carrying heavy objects, heavy weapons, or shields (though she can drop any held items as part of her reaction).\"]},{\"name\":\"Talons\",\"entries\":[\"Walden rolls advantage on Strength ({@skill Athletics}) checks made to climb any surface his talons could reasonably grip.\"]},{\"name\":\"Learned\",\"entries\":[\"Walden gains proficiency in one of the following skills: {@skill Arcana}, {@skill History}, {@skill Nature}, or {@skill Religion}.\"]},{\"name\":\"Convincing\",\"entries\":[\"Walden gains proficiency in his choice of the {@skill Deception} or {@skill Persuasion} skill. Additionally, he has advantage on all Charisma checks used to convince someone of their knowledge of anything pertaining to the skill he gained proficiency in from his Learned ability.\"]}],\"action\":[{\"name\":\"Rapier\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage.\"]},{\"name\":\"Talons\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"Walden adds 2 to his AC against one melee attack that would hit him. To do so, Walden must see the attacker and be wielding a melee weapon.\"]}],\"tokenCredit\":\"Kiruko_Kun\",\"attachedItems\":[\"rapier|phb\"],\"actionTags\":[\"Parry\"],\"languageTags\":[\"AU\",\"CS\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true}]}"); JSON_DATA[`data/bestiary/bestiary-idrotf.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\",\"ToA\"]},\"internalCopies\":[\"monster\"],\"otherSources\":{\"monster\":{\"MM\":\"IDRotF\",\"MTF\":\"IDRotF\",\"SKT\":\"IDRotF\",\"VRGR\":\"IDRotF\"}}},\"monster\":[{\"name\":\"Aruk Thundercaller Thuunlakalaga\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"IDRotF\",\"page\":169,\"_copy\":{\"name\":\"Goliath Warrior\",\"source\":\"IDRotF\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the goliath\",\"with\":\"Aruk\",\"flags\":\"i\"},\"_\":[{\"mode\":\"addSkills\",\"skills\":{\"insight\":1,\"medicine\":1}}]}},\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Auril (First Form)\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"IDRotF\",\"page\":275,\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"ac\":[13],\"hp\":{\"average\":95,\"formula\":\"10d8 + 50\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":14,\"dex\":16,\"con\":21,\"int\":24,\"wis\":26,\"cha\":28,\"save\":{\"con\":\"+9\",\"wis\":\"+12\"},\"skill\":{\"deception\":\"+13\",\"insight\":\"+12\",\"intimidation\":\"+13\",\"perception\":\"+16\"},\"senses\":[\"darkvision 120 ft.\",\"truesight 120 ft.\"],\"passive\":26,\"immune\":[\"cold\",\"poison\"],\"vulnerable\":[\"radiant\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"stunned\"],\"languages\":[\"all\",\"telepathy 1000 ft.\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Auril's innate spellcasting ability is Charisma (spell save {@dc 21}, {@hit 13} to hit with spell attacks). She can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell chromatic orb} (cold orb only; see \\\"Actions\\\" below)\",\"{@spell detect magic}\",\"{@spell misty step}\"],\"daily\":{\"2e\":[\"{@spell control weather}\",\"{@spell detect thoughts}\",\"{@spell ice storm}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Divine Being\",\"entries\":[\"Auril can't be {@status surprised} and can't be changed into another form against her will.\"]},{\"name\":\"Divine Rejuvenation\",\"entries\":[\"When Auril drops to 0 hit points, her body turns to slush and melts away. Auril instantly reappears in her {@creature Auril (second form)|idrotf|second form}, in an unoccupied space within 60 feet of where her first form disappeared. Her initiative count doesn't change.\"]},{\"name\":\"Legendary Resistance (2/Day in This Form)\",\"entries\":[\"If Auril fails a saving throw, she can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Auril has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"Auril doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Auril attacks twice with her talons.\"]},{\"name\":\"Talons\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 3 ({@damage 1d6}) cold damage.\"]},{\"name\":\"Touch of Frost\",\"entries\":[\"{@atk ms} {@hit 13} to hit, reach 5 ft., one creature. {@h}13 ({@damage 3d8}) cold damage, and the target can't take reactions until the start of its next turn.\"]},{\"name\":\"Chromatic Orb\",\"entries\":[\"{@atk rs} {@hit 13} to hit, range 90 ft., one creature. {@h}13 ({@damage 3d8}) cold damage.\"]}],\"legendary\":[{\"name\":\"Talons\",\"entries\":[\"Auril attacks once with her talons.\"]},{\"name\":\"Teleport\",\"entries\":[\"Auril teleports to an unoccupied space she can see within 30 feet of her.\"]},{\"name\":\"Touch of Frost (Costs 2 Actions)\",\"entries\":[\"Auril uses Touch of Frost.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Unusual Nature\"],\"senseTags\":[\"SD\",\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"C\",\"P\"],\"damageTagsSpell\":[\"A\",\"B\",\"C\",\"F\",\"I\",\"L\",\"T\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Auril (Second Form)\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"IDRotF\",\"page\":277,\"size\":[\"L\"],\"type\":\"elemental\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":136,\"formula\":\"13d10 + 65\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":16,\"con\":21,\"int\":24,\"wis\":26,\"cha\":28,\"save\":{\"con\":\"+9\",\"wis\":\"+12\"},\"skill\":{\"deception\":\"+13\",\"insight\":\"+12\",\"intimidation\":\"+13\",\"perception\":\"+16\"},\"senses\":[\"darkvision 120 ft.\",\"truesight 120 ft.\"],\"passive\":26,\"immune\":[\"cold\",\"poison\"],\"vulnerable\":[\"fire\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"stunned\"],\"languages\":[\"all\",\"telepathy 1000 ft.\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Divine Being\",\"entries\":[\"Auril can't be {@status surprised} and can't be changed into another form against her will.\"]},{\"name\":\"Divine Rejuvenation\",\"entries\":[\"When Auril drops to 0 hit points, her body collapses into shards of ice, whereupon Auril instantly reappears in her {@creature Auril (third form)|idrotf|third form}, in an unoccupied space within 60 feet of where her second form was destroyed. Her initiative count doesn't change.\"]},{\"name\":\"Legendary Resistance (2/Day in This Form)\",\"entries\":[\"If Auril fails a saving throw, she can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Auril has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"Auril doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Auril attacks twice with her ice morningstar or hurls three ice darts.\"]},{\"name\":\"Ice Morningstar\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 9 ({@damage 2d8}) cold damage.\"]},{\"name\":\"Ice Dart\",\"entries\":[\"{@atk rw} {@hit 7} to hit, range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 3 ({@damage 1d6}) cold damage.\"]},{\"name\":\"Cone of Cold (Recharges after a Short or Long Rest)\",\"entries\":[\"Auril causes a magical blast of cold air to erupt from her hand. Each creature in a 60-foot cone must make a {@dc 21} Constitution saving throw, taking 36 ({@damage 8d8}) cold damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Create Ice Mephit (3/Day)\",\"entries\":[\"Auril breaks off an icicle from her body and hurls it into an unoccupied space she can see within 20 feet of her, where it magically transforms into an {@creature ice mephit} (see its entry in the Monster Manual). The mephit acts immediately after Auril in the initiative order and obeys her commands.\"]},{\"name\":\"Ice Stasis {@recharge 5}\",\"entries\":[\"Auril magically creates a gem-sized ice crystal that hovers in a space within 5 feet of her. Auril then targets a creature she can see within 60 feet of the crystal. The target must succeed on a {@dc 21} Charisma saving throw or become trapped in the crystal, which is immovable. If the saving throw succeeds, the crystal shatters and nothing else happens. A creature trapped in the crystal is {@condition stunned}, has {@quickref Cover||3||total cover} against attacks and other effects outside the crystal, and takes 21 ({@damage 6d6}) cold damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, freeing itself on a success. The creature is also freed if the crystal is destroyed, which is a Tiny object with AC 18, 9 hit points, and immunity to all damage except fire damage. The freed creature appears in an unoccupied space of its choice within 30 feet of the shattered crystal.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"Auril makes one weapon attack.\"]},{\"name\":\"Ice Flurry (Costs 2 Actions)\",\"entries\":[\"Each creature within 30 feet of Auril takes 5 ({@damage 2d4}) piercing damage from swirling ice, and nonmagical, open flames in that area are extinguished.\"]},{\"name\":\"Splinter (Costs 3 Actions)\",\"entries\":[\"Auril uses Create Ice Mephit or causes one to ice mephit she can see within 60 feet of her to explode and die. A mephit that dies in this way does not use its Death Burst. Instead, each creature within 10 feet of the exploding mephit must succeed on a {@dc 21} Dexterity saving throw, taking 13 ({@damage 3d8}) piercing damage on a failed saving throw, and half as much damage on a successful one.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Unusual Nature\"],\"senseTags\":[\"SD\",\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"C\",\"P\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForced\":[\"charisma\",\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Auril (Third Form)\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"IDRotF\",\"page\":278,\"size\":[\"S\"],\"type\":\"elemental\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":136,\"formula\":\"16d6 + 80\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":1,\"dex\":12,\"con\":21,\"int\":24,\"wis\":26,\"cha\":28,\"save\":{\"con\":\"+9\",\"wis\":\"+12\"},\"skill\":{\"deception\":\"+13\",\"insight\":\"+12\",\"intimidation\":\"+13\",\"perception\":\"+16\"},\"senses\":[\"blindsight 120 ft. (blind beyond this radius)\",\"truesight 120 ft.\"],\"passive\":26,\"immune\":[\"cold\",\"poison\"],\"vulnerable\":[\"thunder\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"stunned\"],\"languages\":[\"all\",\"telepathy 1,000 ft.\"],\"cr\":\"11\",\"trait\":[{\"name\":\"Divine Being\",\"entries\":[\"Auril can't be {@status surprised} and can't be changed into another form against her will.\"]},{\"name\":\"Divine Resurrection\",\"entries\":[\"When Auril drops to 0 hit points, her crystalline form shatters and her divine spark vanishes. She is dead until the next winter solstice, when she reappears at full health in a cold, remote location of her choosing.\"]},{\"name\":\"Frigid Aura\",\"entries\":[\"So long as Auril has at least 1 hit point in this form, each creature within 10 feet of her takes 10 cold damage at the start of each of her turns.\"]},{\"name\":\"Legendary Resistance (1/Day in This Form)\",\"entries\":[\"If Auril fails a saving throw, she can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Auril has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"Auril doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Auril uses Polar Ray twice.\"]},{\"name\":\"Polar Ray\",\"entries\":[\"{@atk rs} {@hit 13} to hit, range 120 ft., one target. {@h}14 ({@damage 4d6}) cold damage.\"]},{\"name\":\"Blizzard Veil\",\"entries\":[\"Auril creates a magical blizzard in a 30-foot-radius sphere centered on herself. The area within the sphere is heavily obscured, and the sphere moves with Auril. The effect lasts until Auril drops to 0 hit points in this form, until she chooses to end the effect (no action required), or until her {@status concentration} is broken (as if {@status concentration||concentrating} on a spell).\"]}],\"legendary\":[{\"name\":\"Polar Ray\",\"entries\":[\"Auril uses Polar Ray.\"]},{\"name\":\"Intensify Aura (Costs 2 Actions)\",\"entries\":[\"Auril's Frigid Aura deals an extra 10 cold damage until the end of her next turn.\"]},{\"name\":\"Blinding Gleam (Costs 2 Actions)\",\"entries\":[\"Auril's form flares with a blue light. Each creature that can see Auril and is within 10 feet of her must succeed on a {@dc 17} Wisdom saving throw or be {@condition blinded} by Auril's magical gleam for 1 minute. The {@condition blinded} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Unusual Nature\"],\"senseTags\":[\"B\",\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"C\"],\"miscTags\":[\"AOE\"],\"conditionInflict\":[\"blinded\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Avarice\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"IDRotF\",\"page\":269,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"tiefling\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[13],\"hp\":{\"average\":84,\"formula\":\"13d8 + 26\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":16,\"con\":14,\"int\":17,\"wis\":10,\"cha\":9,\"save\":{\"int\":\"+6\",\"wis\":\"+3\"},\"skill\":{\"arcana\":\"+6\",\"history\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"cold\",\"fire\"],\"languages\":[\"Common\",\"Draconic\",\"Infernal\",\"Orc\",\"Yeti\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Avarice is a 10th-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 14}; {@hit 6} to hit with spell attacks). She has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt} (see \\\"Actions\\\" below)\",\"{@spell mage hand}\",\"{@spell message}\",\"{@spell minor illusion}\",\"{@spell prestidigitation}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell mage armor}\",\"{@spell magic missile}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell flaming sphere}\",\"{@spell knock}\",\"{@spell scorching ray}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell counterspell}\",\"{@spell fireball}\",\"{@spell fly}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell banishment}\",\"{@spell fire shield}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell Bigby's hand}\",\"{@spell Rary's telepathic bond}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Icy Doom\",\"entries\":[\"When Avarice dies, her corpse freezes for 9 days, during which time it can't be thawed, harmed by fire, animated, or raised from the dead.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Avarice wields a {@item staff of frost} with 10 charges (see \\\"Actions\\\" below).\"]}],\"action\":[{\"name\":\"Fire Bolt (Cantrip)\",\"entries\":[\"{@atk rs} {@hit 6} to hit, range 120 ft., one target. {@h}11 ({@damage 2d10}) fire damage.\"]},{\"name\":\"Staff of Frost\",\"entries\":[\"While holding this staff, Avarice can expend 1 or more of its charges to cast one of the following spells from it (spell save {@dc 14}): {@spell cone of cold} (5 charges), {@spell fog cloud} (1 charge), {@spell ice storm} (4 charges), or {@spell wall of ice} (4 charges). The staff regains {@dice 1d6 + 4} charges daily at dawn. If its last charge is expended, roll a {@dice d20}; on a 1, the staff turns to water and is destroyed.\"]}],\"reaction\":[{\"name\":\"Banishing Rebuke (Recharges after a Long Rest)\",\"entries\":[\"When Avarice is damaged by a creature that she can see within 60 feet of her, she can banish that creature to a frigid extradimensional prison for 1 minute. While there, the creature is {@condition incapacitated} and takes 5 ({@damage 1d10}) cold damage at the start of each of its turns. At the end of each of its turns, the creature can make a {@dc 14} Charisma saving throw, escaping the prison on a success and reappearing in the space it left or in the nearest unoccupied space if that space is occupied. A creature that dies in the prison is trapped there indefinitely.\"]}],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"DR\",\"I\",\"O\",\"OTH\"],\"damageTags\":[\"C\",\"F\"],\"damageTagsSpell\":[\"B\",\"C\",\"F\",\"O\"],\"spellcastingTags\":[\"CW\"],\"conditionInflict\":[\"incapacitated\"],\"conditionInflictSpell\":[\"incapacitated\"],\"savingThrowForced\":[\"charisma\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Awakened White Moose\",\"source\":\"IDRotF\",\"page\":82,\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":11,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":68,\"formula\":\"8d10 + 24\"},\"speed\":{\"walk\":40},\"str\":19,\"dex\":11,\"con\":16,\"int\":10,\"wis\":12,\"cha\":6,\"passive\":11,\"languages\":[\"Druidic\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Charge\",\"entries\":[\"If the moose moves at least 20 feet straight toward a target and then hits it with an antlers attack on the same turn, the target takes an extra 9 ({@damage 2d8}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Sure-Footed\",\"entries\":[\"The moose has advantage on Strength and Dexterity saving throws made against effects that would knock it {@condition prone}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The moose makes two attacks: one with its antlers and one with its hooves.\"]},{\"name\":\"Antlers\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage.\"]},{\"name\":\"Hooves\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage.\"]}],\"traitTags\":[\"Charge\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DU\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Battlehammer Dwarf\",\"source\":\"IDRotF\",\"page\":107,\"_copy\":{\"name\":\"Scout\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Mountain Dwarf\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"scout\",\"with\":\"dwarf\"},\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Longbow\",\"items\":{\"name\":\"Light Crossbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, ranged 80/320 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Shortsword\",\"items\":{\"name\":\"Handaxe\",\"entries\":[\"{@atk mw,rw} {@hit 2} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}3 ({@damage 1d6 + 0}) slashing damage.\"]}}]}},\"alignment\":[\"L\",\"G\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"D\",\"X\"],\"miscTags\":[\"MW\",\"RNG\",\"RW\",\"THW\"],\"hasToken\":true},{\"name\":\"Bjornhild Solvigsdottir\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"IDRotF\",\"page\":306,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":12,\"from\":[\"{@item hide armor|PHB}\"]}],\"hp\":{\"average\":102,\"formula\":\"12d8 + 48\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":11,\"con\":18,\"int\":14,\"wis\":11,\"cha\":14,\"skill\":{\"athletics\":\"+7\",\"intimidation\":\"+5\",\"survival\":\"+3\"},\"passive\":10,\"languages\":[\"Common\",\"Yeti\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Auril's Blessing (3/Day)\",\"entries\":[\"When Bjornhild hits a creature with a weapon attack, the attack deals an extra 11 ({@damage 2d10}) cold damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Bjornhild makes two melee attacks.\"]},{\"name\":\"Greataxe\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d12 + 4}) slashing damage, plus 11 ({@damage 2d10}) cold damage if Bjornhild uses Auril's Blessing.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, or 8 ({@damage 1d8 + 4}) piercing damage if used with two hands to make a melee attack, plus 11 ({@damage 2d10}) cold damage if Bjornhild uses Auril's Blessing.\"]}],\"attachedItems\":[\"greataxe|phb\",\"spear|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"OTH\"],\"damageTags\":[\"C\",\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Chardalyn Berserker\",\"source\":\"IDRotF\",\"page\":280,\"size\":[\"M\"],\"type\":\"fiend\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item hide armor|PHB}\"]}],\"hp\":{\"average\":90,\"formula\":\"12d8 + 36\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":12,\"con\":17,\"int\":9,\"wis\":11,\"cha\":9,\"skill\":{\"survival\":\"+4\"},\"passive\":10,\"languages\":[\"any one language (usually Common)\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Chardalyn Madness\",\"entries\":[\"The berserker must roll a {@dice d6} at the start of each of its turns. On a 1, the berserker does nothing on its turn except speak to a nonexistent, evil master whom it has pledged to serve.\"]},{\"name\":\"Reckless\",\"entries\":[\"At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The berserker attacks three times with a melee weapon.\"]},{\"name\":\"Chardalyn Flail\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} until the end of its next turn.\"]},{\"name\":\"Chardalyn Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} until the end of its next turn.\"]}],\"traitTags\":[\"Reckless\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Chardalyn Dragon\",\"source\":\"IDRotF\",\"page\":281,\"size\":[\"H\"],\"type\":\"construct\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":147,\"formula\":\"14d12 + 56\"},\"speed\":{\"walk\":30,\"fly\":90},\"str\":24,\"dex\":11,\"con\":19,\"int\":10,\"wis\":10,\"cha\":3,\"save\":{\"str\":\"+11\",\"con\":\"+8\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"resist\":[\"radiant\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"cold\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"the languages known by its creator\"],\"cr\":\"11\",\"trait\":[{\"name\":\"Immutable Form\",\"entries\":[\"The dragon is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The dragon has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The dragon deals double damage to objects and structures.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The dragon doesn't require air, food, drink, or sleep, and it gains no benefit from finishing a short or long rest.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon uses its Malevolent Presence. It then makes three attacks: two with its claws and one with its tail. If the dragon isn't flying, it can also make one attack with its wings.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d6 + 7}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d10 + 7}) bludgeoning damage.\"]},{\"name\":\"Wings\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d4 + 7}) bludgeoning damage.\"]},{\"name\":\"Malevolent Presence\",\"entries\":[\"Any creature with an Intelligence of 4 or more that is within 30 feet of the dragon must succeed on a {@dc 16} Wisdom saving throw or be {@condition charmed} by it for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Malevolent Presence for the next 24 hours. A creature {@condition charmed} in this way fixates on another creature or object that the dragon mentally chooses and must, on each of its turns, move as close as it can to that target and use its action to make a melee attack against it. If the dragon doesn't choose a target, the {@condition charmed} creature can act normally on its turn.\"]},{\"name\":\"Radiant Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a ray of radiant energy in a 120-foot line that is 5 feet wide. Each creature in that line must make a {@dc 16} Dexterity saving throw, taking 31 ({@damage 7d8}) radiant damage on a failed save, or half as much damage on a successful one.\"]}],\"traitTags\":[\"Immutable Form\",\"Magic Resistance\",\"Siege Monster\",\"Unusual Nature\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"damageTags\":[\"B\",\"R\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"charmed\"],\"savingThrowForced\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Chimeric Baboon\",\"source\":\"IDRotF\",\"page\":246,\"_copy\":{\"name\":\"Baboon\",\"source\":\"MM\",\"_mod\":{\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Bite\",\"items\":{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}1 ({@damage 1d4 - 1}) piercing damage, plus an extra 3 ({@damage 1d6}) poison damage.\"]}}}},\"hasToken\":true},{\"name\":\"Chimeric Cat\",\"source\":\"IDRotF\",\"page\":246,\"_copy\":{\"name\":\"Cat\",\"source\":\"MM\"},\"senses\":[\"blindsight 60 ft.\",\"tremorsense 60 ft.\"],\"senseTags\":[\"B\",\"T\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Chimeric Fox\",\"source\":\"IDRotF\",\"page\":246,\"_copy\":{\"name\":\"Fox\",\"source\":\"IDRotF\",\"_mod\":{\"trait\":{\"mode\":\"prependArr\",\"items\":{\"name\":\"Chimeric Creation\",\"entries\":[\"The fox has fur that changes color to match its surroundings, giving it advantage on Dexterity (Stealth) checks.\"]}}}},\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Chimeric Hare\",\"source\":\"IDRotF\",\"page\":246,\"_copy\":{\"name\":\"Hare\",\"source\":\"IDRotF\"},\"speed\":{\"walk\":20,\"burrow\":5,\"fly\":30},\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Chimeric Rat\",\"source\":\"IDRotF\",\"page\":246,\"_copy\":{\"name\":\"Rat\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Chimeric Creation\",\"entries\":[\"The rat has gills, iridescent scales, and the ability to breathe air and water.\"]}}}},\"hasToken\":true},{\"name\":\"Chimeric Weasel\",\"source\":\"IDRotF\",\"page\":246,\"_copy\":{\"name\":\"Weasel\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Chimeric Creation\",\"entries\":[\"The weasel has glowing eyes that emit bright light out in a 20-foot radius and dim light for an additional 20 feet.\"]}},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Bite\",\"items\":{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}1 piercing damage.\"]}}}},\"miscTags\":[\"AOE\",\"MW\"],\"hasToken\":true},{\"name\":\"Chwinga\",\"source\":\"IDRotF\",\"page\":282,\"_copy\":{\"name\":\"Chwinga\",\"source\":\"ToA\"},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Coldlight Walker\",\"source\":\"IDRotF\",\"page\":284,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":82,\"formula\":\"11d8 + 33\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":10,\"con\":17,\"int\":8,\"wis\":10,\"cha\":8,\"save\":{\"int\":\"+2\",\"wis\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"cold\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"exhaustion\",\"paralyzed\",\"petrified\",\"poisoned\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Blinding Light\",\"entries\":[\"The walker sheds bright light in a 20-foot radius and dim light for an additional 20 feet. As a bonus action, the walker can target one creature in its bright light that it can see and force it to succeed on a {@dc 14} Constitution saving throw or be {@condition blinded} until the start of the walker's next turn.\"]},{\"name\":\"Icy Doom\",\"entries\":[\"Any creature killed by the walker freezes for 9 days, during which time it can't be thawed, harmed by fire, animated, or raised from the dead.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The walker doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The walker makes two attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d8 + 2}) bludgeoning damage plus 14 ({@damage 4d6}) cold damage.\"]},{\"name\":\"Cold Ray\",\"entries\":[\"{@atk rs} {@hit 3} to hit, range 60 ft., one target. {@h}25 ({@damage 4d10 + 3}) cold damage.\"]}],\"traitTags\":[\"Unusual Nature\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"C\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"blinded\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Demos Magen\",\"source\":\"IDRotF\",\"page\":300,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item chain mail|PHB}\"]}],\"hp\":{\"average\":51,\"formula\":\"6d8 + 24\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":14,\"con\":18,\"int\":10,\"wis\":10,\"cha\":7,\"passive\":10,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Fiery End\",\"entries\":[\"If the magen dies, its body disintegrates in a harmless burst of fire and smoke, leaving behind anything it was wearing or carrying.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The magen has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The magen doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The magen makes two melee attacks.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) slashing damage.\"]},{\"name\":\"Light Crossbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]}],\"attachedItems\":[\"greatsword|phb\",\"light crossbow|phb\"],\"traitTags\":[\"Magic Resistance\",\"Unusual Nature\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dzaan\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"IDRotF\",\"page\":271,\"_copy\":{\"name\":\"Dzaan's Simulacrum\",\"source\":\"IDRotF\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the simulacrum\",\"with\":\"Dzaan\",\"flags\":\"i\"}}},\"hp\":{\"average\":49,\"formula\":\"9d8 + 9\"},\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Dzaan is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 13}, {@hit 5} to hit with spell attacks). He has the following wizard spells prepared:\"],\"will\":[{\"entry\":\"{@spell Shocking Grasp}\",\"hidden\":true},{\"entry\":\"{@spell Acid Splash}\",\"hidden\":true}],\"spells\":{\"0\":{\"spells\":[\"{@spell acid splash} *\",\"{@spell light}\",\"{@spell minor illusion}\",\"{@spell shocking grasp} *\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell disguise self}\",\"{@spell magic missile} *\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell invisibility}\",\"{@spell levitate}\",\"{@spell phantasmal force}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell fireball}\",\"{@spell sending}\",\"{@spell slow}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell arcane eye}\",\"{@spell confusion}\"]},\"5\":{\"slots\":1,\"spells\":[\"{@spell animate objects}\"]}},\"footerEntries\":[\"*See \\\"Actions\\\" below.\"],\"ability\":\"int\"}],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dzaan's Simulacrum\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"IDRotF\",\"page\":270,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"L\",\"E\"],\"ac\":[10],\"hp\":{\"average\":24,\"formula\":\"9d8 + 9\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":11,\"con\":12,\"int\":16,\"wis\":13,\"cha\":15,\"save\":{\"int\":\"+5\",\"wis\":\"+3\"},\"skill\":{\"arcana\":\"+5\",\"deception\":\"+4\",\"history\":\"+5\"},\"passive\":11,\"languages\":[\"Abyssal\",\"Common\",\"Giant\",\"Infernal\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The simulacrum is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell acid splash}*\",\"{@spell light}\",\"{@spell minor illusion}\",\"{@spell shocking grasp}*\"]},\"1\":{\"slots\":2,\"spells\":[\"{@spell detect magic}\",\"{@spell disguise self}\",\"{@spell magic missile}*\"]},\"2\":{\"slots\":2,\"spells\":[\"{@spell invisibility}\",\"{@spell levitate}\",\"{@spell phantasmal force}\"]}},\"footerEntries\":[\"*See \\\"Actions\\\" below.\"],\"ability\":\"int\"}],\"action\":[{\"name\":\"Shocking Grasp (Cantrip)\",\"entries\":[\"{@atk ms} {@hit 5} to hit, reach 5 ft., one creature (the attack roll has advantage if the target is wearing armor made of metal). {@h}9 ({@damage 2d8}) lightning damage, and the target can't take reactions until the start of its next turn.\"]},{\"name\":\"Acid Splash (Cantrip)\",\"entries\":[\"The simulacrum hurls a bubble of acid at one creature it can see within 60 feet of it, or at two such creatures that are within 5 feet of each other. A target must succeed on a {@dc 13} Dexterity saving throw or take 7 ({@damage 2d6}) acid damage.\"]},{\"name\":\"Magic Missile (1st-Level Spell; Requires a Spell Slot)\",\"entries\":[\"The simulacrum creates three darts of magical force. Each dart unerringly strikes one creature the simulacrum can see within 120 feet of it, dealing 3 ({@damage 1d4 + 1}) force damage. If the simulacrum casts this spell using a 2nd-level spell slot, it creates one more dart.\"]}],\"languageTags\":[\"AB\",\"C\",\"GI\",\"I\"],\"damageTags\":[\"A\",\"L\",\"O\"],\"damageTagsSpell\":[\"A\",\"L\",\"O\",\"Y\"],\"spellcastingTags\":[\"CW\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"intelligence\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"F'yorl\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"IDRotF\",\"page\":183,\"_copy\":{\"name\":\"Mind Flayer\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the mind flayer\",\"with\":\"F'yorl\",\"flags\":\"i\"}}},\"ac\":[11],\"hp\":{\"average\":9,\"formula\":\"13d8 + 13\"},\"cr\":\"0\",\"spellcasting\":null,\"action\":null,\"actionTags\":[],\"spellcastingTags\":[],\"miscTags\":[],\"conditionInflict\":[],\"conditionInflictSpell\":[],\"hasToken\":true},{\"name\":\"Fox\",\"source\":\"IDRotF\",\"page\":288,\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[13],\"hp\":{\"average\":2,\"formula\":\"1d4\"},\"speed\":{\"walk\":30,\"burrow\":5},\"str\":2,\"dex\":16,\"con\":11,\"int\":3,\"wis\":12,\"cha\":6,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"cr\":\"0\",\"trait\":[{\"name\":\"Keen Hearing\",\"entries\":[\"The fox has advantage on Wisdom ({@skill Perception}) checks that rely on hearing.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}1 piercing damage.\"]}],\"familiar\":true,\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Frost Druid\",\"source\":\"IDRotF\",\"page\":288,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item hide armor|PHB}\"]}],\"hp\":{\"average\":67,\"formula\":\"9d8 + 27\"},\"speed\":{\"walk\":{\"number\":40,\"condition\":\"(wolf form only)\"},\"burrow\":{\"number\":5,\"condition\":\"(fox form only)\"},\"climb\":{\"number\":30,\"condition\":\"(goat form only)\"},\"fly\":{\"number\":60,\"condition\":\"(owl form only)\"}},\"str\":12,\"dex\":13,\"con\":16,\"int\":10,\"wis\":16,\"cha\":9,\"save\":{\"int\":\"+3\",\"wis\":\"+6\"},\"skill\":{\"nature\":\"+3\",\"perception\":\"+6\",\"survival\":\"+6\"},\"senses\":[\"darkvision 60 ft. (beast form only)\"],\"passive\":16,\"resist\":[\"cold\"],\"languages\":[\"Common\",\"Druidic\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting (Humanoid Form Only)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The druid is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 14}; {@hit 6} to hit with spell attacks). It has the following druid spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell druidcraft}\",\"{@spell guidance}\",\"{@spell resistance}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell animal friendship}\",\"{@spell fog cloud}\",\"{@spell speak with animals}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell animal messenger}\",\"{@spell moonbeam}\",\"{@spell pass without trace}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell conjure animals}\",\"{@spell sleet storm}\",\"{@spell wind wall}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell hallucinatory terrain}\",\"{@spell ice storm}\"]},\"5\":{\"slots\":1,\"spells\":[\"{@spell awaken}\"]}},\"ability\":\"wis\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The druid makes two melee attacks.\"]},{\"name\":\"Ice Sickle (Humanoid Form Only)\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) slashing damage plus 5 ({@damage 2d4}) cold damage.\"]},{\"name\":\"Maul (Beast Form Only)\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage.\"]},{\"name\":\"Change Shape\",\"entries\":[\"The druid magically polymorphs into a beast form—fox, mountain goat, owl, or wolf—or back into its humanoid form. Any equipment it is wearing or carrying is absorbed or borne by the beast form (the druid's choice). It reverts to its humanoid form when it dies. The druid's statistics are the same in each form, except where noted in this stat block.\"]}],\"attachedItems\":[\"maul|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"DU\"],\"damageTags\":[\"C\",\"P\",\"S\"],\"damageTagsSpell\":[\"B\",\"C\",\"R\"],\"spellcastingTags\":[\"CD\",\"F\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"charmed\",\"prone\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Frost Giant Skeleton\",\"source\":\"IDRotF\",\"page\":288,\"size\":[\"H\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"armor scraps\"]}],\"hp\":{\"average\":102,\"formula\":\"12d12 + 24\"},\"speed\":{\"walk\":40},\"str\":23,\"dex\":9,\"con\":15,\"int\":6,\"wis\":8,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"immune\":[\"cold\",\"poison\"],\"vulnerable\":[\"bludgeoning\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"understands Giant but can't speak\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Unusual Nature\",\"entries\":[\"The skeleton doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The skeleton makes two greataxe attacks.\"]},{\"name\":\"Greataxe\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}25 ({@damage 3d12 + 6}) slashing damage.\"]},{\"name\":\"Freezing Stare\",\"entries\":[\"The skeleton targets one creature it can see within 60 feet of it. The target must succeed on a {@dc 13} Constitution saving throw or take 35 ({@damage 10d6}) cold damage and be {@condition paralyzed} until the end of its next turn.\"]}],\"attachedItems\":[\"greataxe|phb\"],\"traitTags\":[\"Unusual Nature\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"GI\"],\"damageTags\":[\"C\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"paralyzed\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Galvan Magen\",\"source\":\"IDRotF\",\"page\":301,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[14],\"hp\":{\"average\":68,\"formula\":\"8d8 + 32\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":10,\"dex\":18,\"con\":18,\"int\":12,\"wis\":10,\"cha\":7,\"passive\":10,\"immune\":[\"lightning\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Fiery End\",\"entries\":[\"If the magen dies, its body disintegrates in a harmless burst of fire and smoke, leaving behind anything it was wearing or carrying.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The magen has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The magen doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The magen makes two Shocking Touch attacks.\"]},{\"name\":\"Shocking Touch\",\"entries\":[\"{@atk ms} {@hit 6} to hit, reach 5 ft., one target (the magen has advantage on the attack roll if the target is wearing armor made of metal). {@h}7 ({@damage 1d6 + 4}) lightning damage.\"]},{\"name\":\"Static Discharge {@recharge 5}\",\"entries\":[\"The magen discharges a lightning bolt in a 60-foot line that is 5 feet wide. Each creature in that line must make a {@dc 14} Dexterity saving throw (with disadvantage if the creature is wearing armor made of metal), taking 22 ({@damage 4d10}) lightning damage on a failed save, or half as much damage on a successful one.\"]}],\"traitTags\":[\"Magic Resistance\",\"Unusual Nature\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"L\"],\"miscTags\":[\"AOE\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Giant Walrus\",\"source\":\"IDRotF\",\"page\":312,\"size\":[\"H\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[9],\"hp\":{\"average\":85,\"formula\":\"9d12 + 27\"},\"speed\":{\"walk\":20,\"swim\":40},\"str\":22,\"dex\":9,\"con\":16,\"int\":3,\"wis\":11,\"cha\":4,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"cr\":\"4\",\"trait\":[{\"name\":\"Hold Breath\",\"entries\":[\"The walrus can hold its breath for 30 minutes.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The walrus makes two attacks: one with its body flop and one with its tusks.\"]},{\"name\":\"Body Flop\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d8 + 6}) bludgeoning damage.\"]},{\"name\":\"Tusks\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}16 ({@damage 3d6 + 6}) piercing damage.\"]}],\"traitTags\":[\"Hold Breath\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gnoll Vampire\",\"source\":\"IDRotF\",\"page\":290,\"size\":[\"M\"],\"type\":{\"type\":\"undead\",\"tags\":[\"shapechanger\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":93,\"formula\":\"11d8 + 44\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":18,\"con\":18,\"int\":6,\"wis\":12,\"cha\":9,\"save\":{\"dex\":\"+7\",\"con\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":11,\"resist\":[\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"languages\":[\"Abyssal\",\"Gnoll\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The vampire has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Rampage\",\"entries\":[\"When it reduces a creature to 0 hit points with a melee attack on its turn, the vampire can take a bonus action to move up to half its speed and make a bite attack.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.\"]},{\"name\":\"Shapechanger\",\"entries\":[\"If the vampire isn't in sunlight, it can use its action to polymorph into a Large hyena or a Medium cloud of mist, or back into its true form.\",\"While in hyena form, the vampire can't speak, and its walking speed is 50 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.\",\"While in mist form, the vampire can't take any actions, speak, or manipulate objects. it is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The vampire doesn't require air.\"]},{\"name\":\"Vampire Weaknesses\",\"entries\":[\"The vampire has the following flaws:\",\"{@i Enraged by Celestial.} If it hears words of Celestial spoken, the vampire must try to attack the source of those spoken words on its next turn. If these words come from multiple sources and from opposite directions, the vampire is {@condition restrained}. Otherwise, it moves to attack what it perceives to be the closest source.\",\"{@i Repulsed by Perfume.} The vampire has disadvantage on melee attack rolls made against any creature wearing perfume or carrying an open container of it.\",\"{@i Stake to the Heart.} If a piercing weapon made of wood is driven into the vampire's heart while the vampire is {@condition incapacitated} in its resting place, the vampire is {@condition paralyzed} until the stake is removed.\",\"{@i Sunlight Hypersensitivity.} The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.\"]}],\"action\":[{\"name\":\"Multiattack (Vampire Form Only)\",\"entries\":[\"The vampire makes two attacks: one with its bite and one with its claws.\"]},{\"name\":\"Bite (Hyena or Vampire Form Only)\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}12 ({@damage 2d6 + 5}) piercing damage plus 9 ({@damage 2d8}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. the target dies if its hit point maximum is reduced to 0.\"]},{\"name\":\"Claws (Vampire Form Only)\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d4 + 5}) slashing damage.\"]},{\"name\":\"Frightful Cackle (Hyena or Vampire Form Only)\",\"entries\":[\"The vampire emits a bone-chilling cackle. Each creature of the vampire's choice that is within 120 feet of the vampire and can hear its cackle must succeed on a {@dc 15} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the vampire's Frightful Cackle for the next 24 hours.\"]},{\"name\":\"Sickening Gaze (Hyena or Vampire Form Only)\",\"entries\":[\"The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a {@dc 15} Constitution saving throw against this magic or be {@condition poisoned} for 24 hours. A creature whose saving throw is successful is immune to this vampire's Sickening Gaze for 24 hours.\"]}],\"traitTags\":[\"Keen Senses\",\"Rampage\",\"Regeneration\",\"Shapechanger\",\"Sunlight Sensitivity\",\"Unusual Nature\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"OTH\"],\"damageTags\":[\"N\",\"P\",\"S\"],\"miscTags\":[\"HPR\",\"MW\"],\"conditionInflict\":[\"frightened\",\"poisoned\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gnome Ceremorph\",\"source\":\"IDRotF\",\"page\":303,\"size\":[\"S\"],\"type\":\"aberration\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item breastplate|PHB}\"]}],\"hp\":{\"average\":58,\"formula\":\"13d6 + 13\"},\"speed\":{\"walk\":25},\"str\":6,\"dex\":14,\"con\":12,\"int\":19,\"wis\":17,\"cha\":17,\"save\":{\"int\":\"+7\",\"wis\":\"+6\",\"cha\":\"+6\"},\"skill\":{\"arcana\":\"+7\",\"deception\":\"+6\",\"insight\":\"+6\",\"perception\":\"+6\",\"persuasion\":\"+6\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"languages\":[\"Deep Speech\",\"Gnomish\",\"telepathy 120 ft.\",\"Undercommon\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The ceremorph's innate spellcasting ability is Intelligence (spell save {@dc 15}). It can innately cast the following spells, requiring no components:\"],\"will\":[\"{@spell detect thoughts}\",\"{@spell levitate}\"],\"daily\":{\"1e\":[\"{@spell dominate monster}\",\"{@spell plane shift} (self only)\"]},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The ceremorph has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Tentacles\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}15 ({@damage 2d10 + 4}) psychic damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 9}) and must succeed on a {@dc 15} Intelligence saving throw or be {@condition stunned} until this grapple ends.\"]},{\"name\":\"Extract Brain\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one {@condition incapacitated} humanoid {@condition grappled} by the ceremorph. {@h}55 ({@damage 10d10}) piercing damage. If this damage reduces the target to 0 hit points, the ceremorph kills the target by extracting and devouring its brain.\"]},{\"name\":\"Laser Pistol\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 40/120 ft., one target. {@h}12 ({@damage 3d6 + 2}) radiant damage.\"]},{\"name\":\"Mind Blast {@recharge 5}\",\"entries\":[\"The ceremorph magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a {@dc 15} Intelligence saving throw or take 22 ({@damage 4d8 + 4}) psychic damage and be {@condition stunned} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"attachedItems\":[\"laser pistol|dmg\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Tentacles\"],\"languageTags\":[\"DS\",\"G\",\"TP\",\"U\"],\"damageTags\":[\"P\",\"R\",\"Y\"],\"spellcastingTags\":[\"I\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RW\"],\"conditionInflict\":[\"grappled\",\"stunned\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForced\":[\"intelligence\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gnome Squidling\",\"source\":\"IDRotF\",\"page\":303,\"size\":[\"S\"],\"type\":\"aberration\",\"alignment\":[\"U\"],\"ac\":[8],\"hp\":{\"average\":10,\"formula\":\"3d6\"},\"speed\":{\"walk\":15},\"str\":4,\"dex\":7,\"con\":10,\"int\":4,\"wis\":10,\"cha\":3,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"understands Deep Speech and Gnomish but can't speak\",\"telepathy 60 ft.\"],\"cr\":\"1/2\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The squidling's innate spellcasting ability is Intelligence (spell save {@dc 7}). It can innately cast {@spell levitate} at will, requiring no components.\"],\"will\":[\"{@spell levitate}\"],\"ability\":\"int\",\"hidden\":[\"will\"]}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The squidling has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Tentacles\",\"entries\":[\"{@atk mw} {@hit 0} to hit, reach 5 ft., one creature. {@h}5 ({@damage 2d4}) psychic damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 7}) and must succeed on a {@dc 7} Intelligence saving throw or be {@condition stunned} until this grapple ends.\"]},{\"name\":\"Extract Brain\",\"entries\":[\"{@atk mw} {@hit 0} to hit, reach 5 ft., one {@condition incapacitated} creature {@condition grappled} by the squidling. {@h}27 ({@damage 5d10}) piercing damage. If this damage reduces the target to 0 hit points, the squidling kills the target by extracting and devouring its brain.\"]},{\"name\":\"Mind Tickle {@recharge 5}\",\"entries\":[\"The squidling magically emits psychic energy in a 30-foot cone. Each creature in that area must succeed on a {@dc 7} Intelligence saving throw or take 2 ({@damage 1d4}) psychic damage and be {@condition stunned} until the end of its next turn.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Tentacles\"],\"languageTags\":[\"CS\",\"DS\",\"G\",\"TP\"],\"damageTags\":[\"P\",\"Y\"],\"spellcastingTags\":[\"I\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"grappled\",\"stunned\"],\"savingThrowForced\":[\"intelligence\"],\"savingThrowForcedSpell\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Goliath Warrior\",\"source\":\"IDRotF\",\"page\":292,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"goliath\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":12,\"from\":[\"{@item hide armor|PHB}\"]}],\"hp\":{\"average\":67,\"formula\":\"9d8 + 27\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":11,\"con\":16,\"int\":10,\"wis\":15,\"cha\":10,\"skill\":{\"athletics\":\"+6\",\"perception\":\"+4\",\"survival\":\"+4\"},\"passive\":14,\"resist\":[\"cold\"],\"languages\":[\"Common\",\"Giant\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Mountain Born\",\"entries\":[\"The goliath is acclimated to high altitude, including elevations above 20,000 feet.\"]},{\"name\":\"Powerful Build\",\"entries\":[\"The goliath counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The goliath makes two attacks with its greataxe or hurls two javelins.\"]},{\"name\":\"Greataxe\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d12 + 4}) slashing damage.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Stone's Endurance (Recharges after a Short or Long Rest)\",\"entries\":[\"When the goliath takes damage, it reduces the damage taken by 9 ({@dice 1d12 + 3}).\"]}],\"attachedItems\":[\"greataxe|phb\",\"javelin|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Goliath Werebear\",\"source\":\"IDRotF\",\"page\":293,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"goliath\",\"shapechanger\"]},\"alignment\":[\"N\",\"G\"],\"ac\":[{\"ac\":10,\"condition\":\"in humanoid form\"},{\"ac\":12,\"condition\":\"in bear or hybrid form\",\"from\":[\"natural armor\"]}],\"hp\":{\"average\":161,\"formula\":\"19d8 + 76\"},\"speed\":{\"walk\":{\"number\":30,\"condition\":\"(40 ft. swim 30 ft. in bear or hybrid form)\"}},\"str\":20,\"dex\":10,\"con\":18,\"int\":10,\"wis\":15,\"cha\":10,\"skill\":{\"athletics\":\"+8\",\"perception\":\"+8\",\"survival\":\"+5\"},\"passive\":18,\"resist\":[\"cold\"],\"immune\":[{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"vulnerable\":[\"fire\"],\"languages\":[\"Common\",\"Giant (can't speak in bear form)\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The werebear has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Mountain Born\",\"entries\":[\"The werebear is acclimated to high altitude, including elevations above 20,000 feet.\"]},{\"name\":\"Powerful Build (Humanoid Form Only)\",\"entries\":[\"The werebear counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.\"]},{\"name\":\"Shapechanger\",\"entries\":[\"The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large polar bear, or back into its goliath form. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The werebear makes two melee attacks.\"]},{\"name\":\"Bite (Bear or Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}16 ({@damage 2d10 + 5}) piercing damage. If the target is a humanoid, it must succeed on a {@dc 15} Constitution saving throw or be cursed with werebear lycanthropy, as described in the Monster Manual.\"]},{\"name\":\"Claw (Bear or Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage.\"]},{\"name\":\"Greataxe (Humanoid or Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}11 ({@damage 1d12 + 5}) slashing damage.\"]}],\"reaction\":[{\"name\":\"Stone's Endurance (Recharges after a Short or Long Rest)\",\"entries\":[\"When the werebear takes damage, it reduces the damage taken by 10 ({@dice 1d12 + 4}).\"]}],\"attachedItems\":[\"greataxe|phb\"],\"traitTags\":[\"Keen Senses\",\"Shapechanger\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CS\",\"GI\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"CUR\",\"MLW\",\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Grandolpha Muzgardt\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"IDRotF\",\"page\":176,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dwarf\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[9],\"hp\":{\"average\":59,\"formula\":\"7d8 + 28\"},\"speed\":{\"walk\":25},\"str\":14,\"dex\":9,\"con\":18,\"int\":13,\"wis\":17,\"cha\":16,\"senses\":[\"darkvision 120 ft.\"],\"passive\":13,\"resist\":[\"poison\"],\"languages\":[\"Common\",\"Dwarvish\",\"Undercommon\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"Grandolpha's innate spellcasting ability is Wisdom (spell save {@dc 13}). She can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell druidcraft}\",\"{@spell mending}\",\"{@spell poison spray} (see \\\"Actions\\\" below)\"],\"daily\":{\"3e\":[\"{@spell detect magic}\",\"{@spell enlarge/reduce} (self only)\",\"{@spell faerie fire}\",\"{@spell invisibility} (self only)\",\"{@spell polymorph}\",\"{@spell stoneskin} (self only)\"]},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Duergar Resilience\",\"entries\":[\"Grandolpha has advantage on saving throws against poison, spells, and illusions, as well as to resist being {@condition charmed} or {@condition paralyzed}.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, Grandolpha has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Poison Spray (Cantrip)\",\"entries\":[\"Grandolpha extends her hand toward a creature she can see within 10 feet of her and projects a puff of noxious gas from her palm. The creature must succeed on a {@dc 13} Constitution saving throw or take 13 ({@damage 2d12}) poison damage.\"]}],\"traitTags\":[\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"C\",\"D\",\"U\"],\"damageTags\":[\"I\"],\"damageTagsSpell\":[\"I\"],\"spellcastingTags\":[\"I\",\"P\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gunvald Halraggson\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"IDRotF\",\"page\":305,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item hide armor|PHB}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":76,\"formula\":\"9d8 + 36\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":8,\"con\":18,\"int\":9,\"wis\":10,\"cha\":16,\"skill\":{\"athletics\":\"+8\",\"intimidation\":\"+6\",\"survival\":\"+3\"},\"passive\":10,\"languages\":[\"Common\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Indomitable (3/Day)\",\"entries\":[\"Gunvald can reroll a saving throw he fails. He must use the new roll.\"]},{\"name\":\"Menacing Blows (1/Turn)\",\"entries\":[\"Gunvald deals an extra 6 ({@damage 1d12}) damage when he hits a target with a weapon attack. If the target is a creature, it must succeed on a {@dc 14} Wisdom saving throw or be {@condition frightened} until the start of Gunvald's next turn.\"]},{\"name\":\"Second Wind (Recharges after a Short or Long Rest)\",\"entries\":[\"As a bonus action, Gunvald can regain 15 hit points.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Gunvald makes three melee attacks.\"]},{\"name\":\"Battleaxe\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage, or 10 ({@damage 1d10 + 5}) slashing damage when used with two hands, plus 6 ({@damage 1d12}) slashing damage if Gunvald uses Menacing Blows.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 8} to hit, range 30/120 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage, plus 6 ({@damage 1d12}) piercing damage if Gunvald uses Menacing Blows.\"]}],\"attachedItems\":[\"battleaxe|phb\",\"javelin|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Hare\",\"source\":\"IDRotF\",\"page\":294,\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[13],\"hp\":{\"average\":1,\"formula\":\"1d4 - 1\"},\"speed\":{\"walk\":20,\"burrow\":5},\"str\":1,\"dex\":17,\"con\":9,\"int\":2,\"wis\":11,\"cha\":4,\"skill\":{\"perception\":\"+2\",\"stealth\":\"+5\"},\"passive\":12,\"cr\":\"0\",\"trait\":[{\"name\":\"Escape\",\"entries\":[\"The hare can take the Dash, Disengage, or Hide action as a bonus action on each of its turns.\"]}],\"familiar\":true,\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Headless Iron Golem\",\"source\":\"IDRotF\",\"page\":244,\"_copy\":{\"name\":\"Iron Golem\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"prependArr\",\"items\":{\"name\":\"Headless\",\"entries\":[\"The golem is {@condition blinded} and {@condition deafened}, giving it disadvantage on all its attack rolls, and it can't use its Poison Breath.\"]}},\"action\":{\"mode\":\"removeArr\",\"names\":\"Poison Breath {@recharge 5}\"}}},\"hp\":{\"average\":150,\"formula\":\"10d10 + 50\"},\"cr\":\"10\",\"actionTags\":[\"Multiattack\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Hengar Aesnvaard\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"IDRotF\",\"page\":215,\"_copy\":{\"name\":\"Gladiator\",\"source\":\"MM\",\"_mod\":{\"*\":[{\"mode\":\"replaceTxt\",\"replace\":\"the gladiator\",\"with\":\"Hengar\",\"flags\":\"i\"}],\"_\":[{\"mode\":\"addSkills\",\"skills\":{\"survival\":1}}]}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"G\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Hypnos Magen\",\"source\":\"IDRotF\",\"page\":301,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":34,\"formula\":\"4d8 + 16\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":18,\"int\":14,\"wis\":10,\"cha\":7,\"passive\":10,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\",\"telepathy 30 ft.\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Fiery End\",\"entries\":[\"If the magen dies, its body disintegrates in a harmless burst of fire and smoke, leaving behind anything it was wearing or carrying.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The magen has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The magen doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Psychic Lash\",\"entries\":[\"The magen's eyes glow silver as it targets one creature that it can see within 60 feet of it. The target must succeed on a {@dc 12} Wisdom saving throw or take 11 ({@damage 2d10}) psychic damage.\"]},{\"name\":\"Suggestion\",\"entries\":[\"The magen casts the {@spell suggestion} spell (save {@dc 12}), requiring no material components. The target must be a creature that the magen can communicate with telepathically. If it succeeds on its saving throw, the target is immune to this magen's {@spell suggestion} spell for the next 24 hours. The magen's spellcasting ability is Intelligence.\"]}],\"traitTags\":[\"Magic Resistance\",\"Unusual Nature\"],\"languageTags\":[\"CS\",\"TP\"],\"damageTags\":[\"Y\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ice Piercer\",\"source\":\"IDRotF\",\"page\":226,\"_copy\":{\"name\":\"Piercer\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"piercer\",\"with\":\"ice piercer\"},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Drop\",\"items\":{\"name\":\"Drop\",\"entries\":[\"{@atk mw} {@hit 3} to hit, one creature directly underneath the piercer. {@h}10 ({@damage 3d6}) piercing damage plus 10 ({@damage 3d6}) cold damage. Miss: The piercer takes half the normal falling damage for the distance fallen.\"]}}}},\"immune\":[\"cold\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Ice Troll\",\"source\":\"IDRotF\",\"page\":295,\"size\":[\"L\"],\"type\":\"giant\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":115,\"formula\":\"10d10 + 60\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":8,\"con\":22,\"int\":7,\"wis\":9,\"cha\":7,\"skill\":{\"perception\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"immune\":[\"cold\"],\"languages\":[\"Giant\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Cold Aura\",\"entries\":[\"While it's alive, the troll generates an aura of bitter cold that fills the area within 10 feet of it. At the start of the troll's turn, all nonmagical flames in the aura are extinguished. Any creature that starts its turn within 10 feet of the troll takes 10 ({@damage 3d6}) cold damage.\"]},{\"name\":\"Keen Smell\",\"entries\":[\"The ice troll has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The ice troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The ice troll dies only if it starts its turn with 0 hit points and doesn't regenerate.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The troll makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 9 ({@damage 2d8}) cold damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage plus 9 ({@damage 2d8}) cold damage. If the target takes any of the cold damage, the target must succeed on a {@dc 15} Constitution saving throw or have disadvantage on its attack rolls until the end of its next turn.\"]}],\"traitTags\":[\"Keen Senses\",\"Regeneration\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\"],\"damageTags\":[\"C\",\"P\",\"S\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Icewind Kobold\",\"source\":\"IDRotF\",\"page\":296,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"kobold\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item hide armor|PHB}\"]}],\"hp\":{\"average\":9,\"formula\":\"2d6 + 2\"},\"speed\":{\"walk\":30,\"climb\":20},\"str\":7,\"dex\":15,\"con\":12,\"int\":8,\"wis\":8,\"cha\":8,\"save\":{\"dex\":\"+4\",\"con\":\"+3\"},\"skill\":{\"perception\":\"+1\",\"stealth\":\"+4\",\"survival\":\"+1\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Pack Tactics\",\"entries\":[\"The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 0} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}1 ({@damage 1d6 - 2}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\",\"javelin|phb\"],\"traitTags\":[\"Pack Tactics\",\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Icewind Kobold Zombie\",\"source\":\"IDRotF\",\"page\":297,\"size\":[\"S\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":9,\"from\":[\"scraps of hide armor\"]}],\"hp\":{\"average\":19,\"formula\":\"3d6 + 9\"},\"speed\":{\"walk\":20},\"str\":8,\"dex\":6,\"con\":16,\"int\":3,\"wis\":6,\"cha\":3,\"save\":{\"wis\":\"+0\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"understands Common and Draconic but can't speak\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Undead Fortitude\",\"entries\":[\"If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The zombie doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Javelin\",\"entries\":[\"{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) piercing damage.\"]}],\"attachedItems\":[\"javelin|phb\"],\"traitTags\":[\"Undead Fortitude\",\"Unusual Nature\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"CS\",\"DR\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Isarr Kronenstrom\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"IDRotF\",\"page\":307,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item hide armor|PHB}\"]}],\"hp\":{\"average\":117,\"formula\":\"18d8 + 36\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":16,\"con\":15,\"int\":14,\"wis\":15,\"cha\":16,\"skill\":{\"athletics\":\"+6\",\"intimidation\":\"+6\",\"perception\":\"+5\",\"stealth\":\"+6\",\"survival\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"languages\":[\"Common\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Blood Frenzy\",\"entries\":[\"Isarr has advantage on melee attack rolls against any creature that doesn't have all its hit points.\"]},{\"name\":\"Indomitable (3/Day)\",\"entries\":[\"Isarr can reroll a saving throw he fails. He must use the new roll.\"]},{\"name\":\"Keen Hearing and Smell\",\"entries\":[\"Isarr has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Isarr makes three melee attacks.\"]},{\"name\":\"Sickle\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage, plus 13 ({@damage 2d12}) piercing damage if the target has no allies it can see within 10 feet of it.\"]},{\"name\":\"Heavy Crossbow\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 100/400 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage.\"]}],\"attachedItems\":[\"heavy crossbow|phb\",\"sickle|phb\"],\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Jarund Elkhardt\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"IDRotF\",\"page\":305,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item hide armor|PHB}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":104,\"formula\":\"16d8 + 32\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":10,\"con\":15,\"int\":12,\"wis\":14,\"cha\":18,\"save\":{\"con\":\"+5\",\"wis\":\"+5\"},\"skill\":{\"athletics\":\"+7\",\"intimidation\":\"+7\",\"survival\":\"+5\"},\"passive\":12,\"languages\":[\"Common\",\"Dwarvish\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Brute\",\"entries\":[\"A melee weapon deals one extra die of its damage when Jarund hits with it (included in the attack).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Jarund makes three melee attacks.\"]},{\"name\":\"Warhammer\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage, or 15 ({@damage 2d10 + 4}) bludgeoning damage when used with two hands.\"]},{\"name\":\"Shield\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage, and Jarund pushes the target 5 feet away from him if it's Large or smaller. Jarund then enters the space vacated by the target. If the target is pushed to within 5 feet of a creature friendly to Jarund, that creature can make an attack against the target as a reaction.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage.\"]}],\"attachedItems\":[\"javelin|phb\",\"warhammer|phb\"],\"traitTags\":[\"Brute\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"D\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Kadroth\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"IDRotF\",\"page\":42,\"_copy\":{\"name\":\"Cult Fanatic\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Tiefling\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the fanatic\",\"with\":\"Kadroth\",\"flags\":\"i\"}}},\"alignment\":[\"L\",\"E\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"I\",\"X\"],\"damageTagsSpell\":[\"F\",\"N\",\"O\",\"R\"],\"spellcastingTags\":[\"CC\",\"I\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kingsport\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"IDRotF\",\"page\":243,\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[11],\"hp\":{\"average\":5,\"formula\":\"1d8 + 1\"},\"speed\":{\"walk\":20,\"swim\":40},\"str\":6,\"dex\":12,\"con\":12,\"int\":10,\"wis\":10,\"cha\":4,\"senses\":[\"blindsight 30 ft. (blind beyond this radius)\"],\"passive\":10,\"languages\":[\"Common\"],\"cr\":\"0\",\"trait\":[{\"name\":\"Hold Breath\",\"entries\":[\"Kingsport can hold its breath for 20 minutes.\"]}],\"action\":[{\"name\":\"Beak\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage.\"]}],\"traitTags\":[\"Hold Breath\"],\"senseTags\":[\"B\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Knight of the Black Sword\",\"source\":\"IDRotF\",\"page\":259,\"_copy\":{\"name\":\"Cult Fanatic\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Icy Doom\",\"entries\":[\"When the cultist dies, its corpse freezes for 9 days, during which time it can't be thawed, harmed by fire, animated, or raised from the dead.\"]}}}},\"languages\":[\"Common\",\"Infernal\"],\"languageTags\":[\"C\",\"I\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Knucklehead Trout\",\"source\":\"IDRotF\",\"page\":295,\"size\":[\"S\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":7,\"formula\":\"2d6\"},\"speed\":{\"walk\":0,\"swim\":30},\"str\":14,\"dex\":14,\"con\":11,\"int\":1,\"wis\":6,\"cha\":1,\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"cr\":\"0\",\"trait\":[{\"name\":\"Water Breathing\",\"entries\":[\"The trout can breathe only underwater.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage.\"]}],\"traitTags\":[\"Water Breathing\"],\"senseTags\":[\"D\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kobold Vampire Spawn\",\"source\":\"IDRotF\",\"page\":297,\"size\":[\"S\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[14],\"hp\":{\"average\":39,\"formula\":\"6d6 + 18\"},\"speed\":{\"walk\":30,\"climb\":20},\"str\":10,\"dex\":18,\"con\":16,\"int\":8,\"wis\":8,\"cha\":8,\"save\":{\"dex\":\"+6\",\"wis\":\"+1\"},\"skill\":{\"perception\":\"+1\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Pack Tactics\",\"entries\":[\"The vampire has advantage on an attack roll against a creature if at least one of the vampire's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of its next turn.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The vampire doesn't require air.\"]},{\"name\":\"Vampire Weaknesses\",\"entries\":[\"The vampire has the following flaws:\",\"{@i Forbiddance.} The vampire can't enter a residence without an invitation from one of the occupants.\",\"{@i Harmed by Running Water.} The vampire takes 20 acid damage when it starts its turn in running water.\",\"{@i Stake to the Heart.} The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is {@condition incapacitated} in its resting place.\",\"{@i Sunlight Hypersensitivity.} The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d4 + 4}) piercing damage plus 5 ({@damage 2d4}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.\"]}],\"traitTags\":[\"Pack Tactics\",\"Regeneration\",\"Sunlight Sensitivity\",\"Unusual Nature\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"N\",\"P\"],\"miscTags\":[\"HPR\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Living Bigby's Hand\",\"source\":\"IDRotF\",\"page\":298,\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"5d10 + 25\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":60,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":26,\"dex\":10,\"con\":20,\"int\":1,\"wis\":10,\"cha\":1,\"save\":{\"dex\":\"+2\",\"wis\":\"+2\"},\"skill\":{\"perception\":\"+2\",\"stealth\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"immune\":[\"poison\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"unconscious\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The living spell has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The living spell doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Force Fist\",\"entries\":[\"{@atk ms} {@hit 10} to hit, reach 5 ft., one target. {@h}26 ({@damage 4d8 + 8}) force damage. If the target is a Large or smaller creature, the living spell can move it up to 5 feet and move with it, without provoking opportunity attacks.\"]},{\"name\":\"Grasping Hand\",\"entries\":[\"The living spell attempts to grab a Huge or smaller creature within 5 feet of it. The target must succeed on a {@dc 15} Dexterity saving throw or be {@condition grappled} (escape {@dc 15}). Until the grapple ends, the target takes 15 ({@damage 2d6 + 8}) bludgeoning damage at the start of each of its turns. The living spell can grapple only one creature at a time and can't use Force Fist until the grapple ends.\"]}],\"traitTags\":[\"Magic Resistance\",\"Unusual Nature\"],\"senseTags\":[\"D\"],\"damageTags\":[\"B\",\"O\"],\"conditionInflict\":[\"grappled\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Living Blade of Disaster\",\"source\":\"IDRotF\",\"page\":299,\"size\":[\"S\"],\"type\":\"construct\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":67,\"formula\":\"9d6 + 36\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":10,\"dex\":16,\"con\":19,\"int\":6,\"wis\":10,\"cha\":3,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"blinded\",\"deafened\",\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"restrained\",\"unconscious\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The living spell has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Unfettered\",\"entries\":[\"The living spell can move through any barrier, even a wall of magical force.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The living spell doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Force Blade\",\"entries\":[\"{@atk ms} {@hit 6} to hit, reach 5 ft., one target. {@h}26 ({@damage 4d12}) force damage, unless the living spell rolled an 18 or higher on the {@dice d20} for the attack, in which case the attack is a critical hit that deals 78 ({@damage 12d12}) force damage instead.\"]}],\"reaction\":[{\"name\":\"Preemptive Strike\",\"entries\":[\"The living spell makes a melee attack against a creature that starts its turn within 5 feet of the living spell.\"]}],\"traitTags\":[\"Magic Resistance\",\"Unusual Nature\"],\"senseTags\":[\"D\"],\"damageTags\":[\"O\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Living Demiplane\",\"source\":\"IDRotF\",\"page\":299,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[10],\"hp\":{\"average\":31,\"formula\":\"7d8\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":1,\"dex\":10,\"con\":10,\"int\":1,\"wis\":10,\"cha\":1,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"poison\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"stunned\",\"unconscious\"],\"cr\":\"0\",\"trait\":[{\"name\":\"Dimensional Form\",\"entries\":[\"The living spell can enter another creature's space and vice versa, and it can move through a space as narrow as 1 inch wide without squeezing. The living spell can't detach from a solid surface, such as a wall, ceiling, or floor. If it has no surface to attach to, the living spell is destroyed (see \\\"Planar Destruction\\\" below).\"]},{\"name\":\"Extradimensional Chamber\",\"entries\":[\"When the living spell enters another creature's space (or vice versa) for the first time on a turn, the other creature must succeed on a {@dc 10} Dexterity saving throw or be pulled into the living spell's extradimensional space, an unfurnished stone chamber 30 feet in every dimension. A creature too big to fit in this space succeeds on the saving throw automatically. Creatures in the chamber never run out of breathable air. Magic that enables transit between planes, such as plane shift, can be used to escape the chamber, which has no exits otherwise. Creatures trapped inside the extradimensional chamber can't see, target, or deal damage to the living spell; however, they can damage the room around them. Each 5-foot-square section of ceiling, wall, and floor in the chamber has AC 17, 50 hit points, immunity to poison and psychic damage, and immunity to bludgeoning, piercing, and slashing damage that is nonmagical. If any section is reduced to 0 hit points, the living spell and its chamber are destroyed (see \\\"Planar Destruction\\\" below).\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The living spell has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Planar Destruction\",\"entries\":[\"The living spell is destroyed when it or a 5-foot-square section of its extradimensional chamber is reduced to 0 hit points, or when the living spell has no surface to attach to. When the living spell is destroyed, the contents of its extradimensional chamber are expelled, appearing as close to the living spell's previous location as possible. Each expelled creature appears in a randomly determined unoccupied space, along with whatever it is wearing or carrying.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The living spell doesn't require air, food, drink, or sleep.\"]}],\"traitTags\":[\"Magic Resistance\",\"Unusual Nature\"],\"senseTags\":[\"D\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lonelywood Banshee\",\"source\":\"IDRotF\",\"page\":81,\"_copy\":{\"name\":\"Banshee\",\"source\":\"MM\",\"_mod\":{\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Corrupting Touch\",\"items\":{\"name\":\"Spectral Longbow\",\"entries\":[\"{@atk rs} {@hit 4} to hit, range 150/600 ft., one target. {@h}12 ({@damage 3d6 + 2}) necrotic damage.\"]}}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mjenir\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"IDRotF\",\"page\":215,\"_copy\":{\"name\":\"Druid\",\"source\":\"MM\",\"_mod\":{\"*\":[{\"mode\":\"replaceTxt\",\"replace\":\"the druid\",\"with\":\"Mjenir\",\"flags\":\"i\"}],\"_\":[{\"mode\":\"addSkills\",\"skills\":{\"survival\":1}}]}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Mountain Goat\",\"source\":\"IDRotF\",\"page\":304,\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[11],\"hp\":{\"average\":13,\"formula\":\"2d8 + 4\"},\"speed\":{\"walk\":40,\"climb\":30},\"str\":14,\"dex\":12,\"con\":14,\"int\":2,\"wis\":10,\"cha\":5,\"passive\":10,\"cr\":\"1/8\",\"trait\":[{\"name\":\"Charge\",\"entries\":[\"If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 3 ({@damage 1d6}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 12} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Sure-Footed\",\"entries\":[\"The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it {@condition prone}.\"]}],\"action\":[{\"name\":\"Ram\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage.\"]}],\"traitTags\":[\"Charge\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Nass Lantomir's Ghost\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"IDRotF\",\"page\":272,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[11],\"hp\":{\"average\":45,\"formula\":\"10d8\"},\"speed\":{\"walk\":0,\"fly\":40},\"str\":7,\"dex\":13,\"con\":10,\"int\":17,\"wis\":12,\"cha\":17,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"acid\",\"fire\",\"lightning\",\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"cold\",\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"Abyssal\",\"Common\",\"Draconic\",\"Orc\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The ghost is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}). The ghost has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell mage hand}\",\"{@spell message}\",\"{@spell prestidigitation}\",\"{@spell ray of frost}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":3,\"spells\":[]},\"3\":{\"slots\":3,\"spells\":[\"{@spell counterspell}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Ethereal Sight\",\"entries\":[\"The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.\"]},{\"name\":\"Incorporeal Movement\",\"entries\":[\"The ghost can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]}],\"action\":[{\"name\":\"Withering Touch\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}17 ({@damage 4d6 + 3}) necrotic damage.\"]},{\"name\":\"Etherealness\",\"entries\":[\"The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.\"]},{\"name\":\"Horrifying Visage\",\"entries\":[\"Each non-undead creature within 60 feet of the ghost that can see it must succeed on a {@dc 14} Wisdom saving throw or be {@condition frightened} for 1 minute. If the save fails by 5 or more, the target also ages {@dice 1d4 × 10} years. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the {@condition frightened} condition on itself on a success. If the target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed by a {@spell greater restoration} spell, but only if it is cast within 24 hours.\"]},{\"name\":\"Possession {@recharge}\",\"entries\":[\"One humanoid that the ghost can see within 5 feet of it must succeed on a {@dc 14} Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is {@condition incapacitated} and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being {@condition charmed} and {@condition frightened}. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the {@spell dispel evil and good} spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.\"]}],\"traitTags\":[\"Incorporeal Movement\"],\"senseTags\":[\"D\"],\"languageTags\":[\"AB\",\"C\",\"DR\",\"O\"],\"damageTags\":[\"N\",\"O\"],\"damageTagsSpell\":[\"C\",\"T\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\",\"incapacitated\"],\"savingThrowForced\":[\"charisma\",\"wisdom\"],\"savingThrowForcedSpell\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Prisoner 237\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"IDRotF\",\"page\":160,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[11],\"hp\":{\"average\":32,\"formula\":\"5d8 + 10\"},\"speed\":{\"walk\":{\"number\":30,\"condition\":\"(10 ft. while shackled)\"}},\"str\":9,\"dex\":13,\"con\":14,\"int\":17,\"wis\":10,\"cha\":15,\"skill\":{\"arcana\":\"+5\",\"deception\":\"+4\",\"persuasion\":\"+4\"},\"passive\":10,\"languages\":[\"Common\",\"Draconic\",\"Infernal\",\"Orc\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Prisoner 237 is a 5th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 13}; {@hit 5} to hit with spell attacks). He has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell light}*\",\"{@spell message}*\",\"{@spell prestidigitation}\",\"{@spell shocking grasp} (see \\\"Actions\\\" below)\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell mage armor}*\",\"{@spell shield}\",\"{@spell sleep}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell arcane lock}*\",\"{@spell detect thoughts}*\",\"{@spell suggestion}*\"]},\"3\":{\"slots\":2,\"spells\":[\"{@spell counterspell}\",\"{@spell lightning bolt}*\"]}},\"footerEntries\":[\"*Prisoner 237 needs material components to cast these spells.\"],\"ability\":\"int\"}],\"action\":[{\"name\":\"Shocking Grasp (Cantrip)\",\"entries\":[\"{@atk ms} {@hit 5} to hit (with advantage on the attack if the target is wearing armor made of metal), reach 5 ft., one creature. {@h}9 ({@damage 2d8}) lightning damage, and the target can't take reactions until the start of its next turn.\"]}],\"languageTags\":[\"C\",\"DR\",\"I\",\"O\"],\"damageTags\":[\"L\"],\"damageTagsSpell\":[\"L\"],\"spellcastingTags\":[\"CW\"],\"conditionInflictSpell\":[\"unconscious\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Reghed Chieftain\",\"source\":\"IDRotF\",\"page\":152,\"_copy\":{\"name\":\"Gladiator\",\"source\":\"MM\",\"_mod\":{\"*\":[{\"mode\":\"replaceTxt\",\"replace\":\"gladiator\",\"with\":\"chieftain\"}],\"_\":[{\"mode\":\"addSkills\",\"skills\":{\"survival\":1}}]}},\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Reghed Great Warrior\",\"source\":\"IDRotF\",\"page\":152,\"_copy\":{\"name\":\"Gladiator\",\"source\":\"MM\",\"_mod\":{\"*\":[{\"mode\":\"replaceTxt\",\"replace\":\"gladiator\",\"with\":\"great warrior\"}],\"_\":[{\"mode\":\"addSkills\",\"skills\":{\"survival\":1}}]}},\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Reghed Shaman\",\"source\":\"IDRotF\",\"page\":152,\"_copy\":{\"name\":\"Druid\",\"source\":\"MM\",\"_mod\":{\"*\":[{\"mode\":\"replaceTxt\",\"replace\":\"druid\",\"with\":\"shaman\"}],\"_\":[{\"mode\":\"addSkills\",\"skills\":{\"survival\":1}}]}},\"languages\":[\"Common\",\"Druidic\"],\"languageTags\":[\"C\",\"DU\"],\"spellcastingTags\":[\"O\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Reghed Warrior\",\"source\":\"IDRotF\",\"page\":152,\"_copy\":{\"name\":\"Tribal Warrior\",\"source\":\"MM\",\"_mod\":{\"*\":[{\"mode\":\"replaceTxt\",\"replace\":\"tribal warrior\",\"with\":\"warrior\"}],\"_\":[{\"mode\":\"addSkills\",\"skills\":{\"survival\":1}}]}},\"skill\":{\"survival\":\"+4\"},\"languages\":[\"Common\"],\"languageTags\":[\"C\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Reindeer\",\"source\":\"IDRotF\",\"page\":107,\"_copy\":{\"name\":\"Elk\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"elk\",\"with\":\"reindeer\"}}},\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Seal\",\"source\":\"IDRotF\",\"page\":308,\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[11],\"hp\":{\"average\":9,\"formula\":\"2d8\"},\"speed\":{\"walk\":20,\"swim\":40},\"str\":10,\"dex\":12,\"con\":11,\"int\":3,\"wis\":12,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"cr\":\"0\",\"trait\":[{\"name\":\"Hold Breath\",\"entries\":[\"The seal can hold its breath for 15 minutes.\"]},{\"name\":\"Keen Smell\",\"entries\":[\"The seal has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}1 piercing damage.\"]}],\"traitTags\":[\"Hold Breath\",\"Keen Senses\"],\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sephek Kaltro\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"IDRotF\",\"page\":23,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[12],\"hp\":{\"average\":75,\"formula\":\"10d8 + 30\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":14,\"con\":16,\"int\":11,\"wis\":16,\"cha\":18,\"skill\":{\"perception\":\"+5\",\"survival\":\"+5\"},\"passive\":15,\"immune\":[\"cold\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Sephek can innately cast {@spell misty step} up to three times per day, requiring no components. His innate spellcasting ability is Charisma.\"],\"will\":[\"{@spell misty step}\"],\"ability\":\"cha\",\"hidden\":[\"will\"]}],\"trait\":[{\"name\":\"Cold Regeneration\",\"entries\":[\"If the temperature around him is 0 degrees Fahrenheit or lower, Sephek regains 5 hit points at the start of his turn. If he takes fire damage, this trait doesn't function at the start of Sephek's next turn. Sephek dies only if he starts his turn with 0 hit points and doesn't regenerate.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Sephek attacks twice with a weapon.\"]},{\"name\":\"Ice Longsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if Sephek uses the weapon with two hands, plus 5 ({@damage 2d4}) cold damage.\"]},{\"name\":\"Ice Dagger\",\"entries\":[\"{@atk rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 5 ({@damage 2d4}) cold damage.\"]}],\"traitTags\":[\"Regeneration\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"C\",\"P\",\"S\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Snow Golem\",\"source\":\"IDRotF\",\"page\":308,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[8],\"hp\":{\"average\":39,\"formula\":\"6d8 + 12\"},\"speed\":{\"walk\":10},\"str\":15,\"dex\":6,\"con\":14,\"int\":1,\"wis\":6,\"cha\":1,\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":8,\"immune\":[\"cold\",\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"vulnerable\":[\"fire\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Cold Absorption\",\"entries\":[\"Whenever the golem is subjected to cold damage, it takes no damage and instead regains a number of hit points equal to the cold damage dealt.\"]},{\"name\":\"Immutable Form\",\"entries\":[\"The golem is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Melt\",\"entries\":[\"While in an area of extreme heat, the golem loses {@dice 1d6} hit points at the start of each of its turns.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The golem doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The golem makes three melee attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage plus 7 ({@damage 2d6}) cold damage.\"]},{\"name\":\"Snowball\",\"entries\":[\"{@atk rw} {@hit 0} to hit, range 60 ft., one target. {@h}9 ({@damage 2d6 + 2}) cold damage.\"]}],\"traitTags\":[\"Damage Absorption\",\"Immutable Form\",\"Unusual Nature\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"C\"],\"miscTags\":[\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Snowy Owlbear\",\"source\":\"IDRotF\",\"page\":309,\"_copy\":{\"name\":\"Owlbear\",\"source\":\"MM\"},\"speed\":{\"walk\":40,\"swim\":30},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Spellix Romwod\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"IDRotF\",\"page\":144,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"gnome\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item hide armor|PHB}\"]}],\"hp\":{\"average\":33,\"formula\":\"6d6 + 12\"},\"speed\":{\"walk\":25},\"str\":6,\"dex\":15,\"con\":14,\"int\":15,\"wis\":9,\"cha\":16,\"skill\":{\"arcana\":\"+4\",\"deception\":\"+5\",\"history\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"languages\":[\"Common\",\"Draconic\",\"Elvish\",\"Gnomish\",\"Goblin\"],\"cr\":\"1/2\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Spellix's spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). He can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell fire bolt}*\",\"{@spell mage hand}\",\"{@spell shocking grasp}*\"],\"daily\":{\"3\":[\"{@spell silent image}\"],\"1e\":[\"{@spell chromatic orb}\",\"{@spell crown of madness}\",\"{@spell shield}\"]},\"footerEntries\":[\"*See \\\"Actions\\\" below.\"],\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Gnome Cunning\",\"entries\":[\"Spellix has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.\"]}],\"action\":[{\"name\":\"Shocking Grasp (Cantrip)\",\"entries\":[\"{@atk ms} {@hit 5} to hit (with advantage on the attack roll if the target is wearing armor made of metal), reach 5 ft., one creature. {@h}4 ({@damage 1d8}) lightning damage, and the target can't take reactions until the start of its next turn.\"]},{\"name\":\"Fire Bolt (Cantrip)\",\"entries\":[\"{@atk rs} {@hit 5} to hit, range 120 ft., one target. {@h}5 ({@damage 1d10}) fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.\"]}],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"DR\",\"E\",\"G\",\"GO\"],\"damageTags\":[\"F\",\"L\"],\"damageTagsSpell\":[\"A\",\"C\",\"F\",\"I\",\"L\",\"T\"],\"spellcastingTags\":[\"I\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Sperm Whale\",\"source\":\"IDRotF\",\"page\":309,\"size\":[\"G\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":189,\"formula\":\"14d20 + 42\"},\"speed\":{\"walk\":0,\"swim\":60},\"str\":26,\"dex\":8,\"con\":17,\"int\":3,\"wis\":12,\"cha\":5,\"senses\":[\"blindsight 120 ft.\"],\"passive\":11,\"cr\":\"8\",\"trait\":[{\"name\":\"Echolocation\",\"entries\":[\"The whale can't use its blindsight while {@condition deafened}.\"]},{\"name\":\"Hold Breath\",\"entries\":[\"The whale can hold its breath for 90 minutes.\"]},{\"name\":\"Keen Hearing\",\"entries\":[\"The whale has advantage on Wisdom ({@skill Perception}) checks that rely on hearing.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The whale makes two attacks: one with its bite and one with its tail.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}21 ({@damage 3d8 + 8}) piercing damage. If the target is a Large or smaller creature, it must succeed on a {@dc 14} Dexterity saving throw or be swallowed by the whale. A swallowed creature has {@quickref Cover||3||total cover} against attacks and other effects outside the whale, and it takes 3 ({@damage 1d6}) acid damage at the start of each of the whale's turns. If the whale takes 30 damage or more on a single turn from a creature inside it, the whale must succeed on a {@dc 16} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the whale. If the whale dies, a swallowed creature can escape from the corpse by using 20 feet of movement, exiting {@condition prone}.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 15 ft., one target. {@h}18 ({@damage 3d6 + 8}) bludgeoning damage, or 37 ({@damage 6d6 + 16}) bludgeoning damage if the target is an object.\"]}],\"traitTags\":[\"Hold Breath\",\"Keen Senses\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\",\"Swallow\"],\"damageTags\":[\"A\",\"B\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Spitting Mimic\",\"source\":\"IDRotF\",\"page\":302,\"size\":[\"L\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"shapechanger\"]},\"alignment\":[\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":85,\"formula\":\"10d10 + 30\"},\"speed\":{\"walk\":20},\"str\":21,\"dex\":12,\"con\":17,\"int\":9,\"wis\":15,\"cha\":10,\"skill\":{\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"immune\":[\"acid\"],\"conditionImmune\":[\"prone\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Shapechanger\",\"entries\":[\"The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"]},{\"name\":\"Adhesive (Object Form Only)\",\"entries\":[\"The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also {@condition grappled} by it (escape {@dc 16}). Ability checks made to escape this grapple have disadvantage.\"]},{\"name\":\"False Appearance (Object Form Only)\",\"entries\":[\"While the mimic remains motionless, it is indistinguishable from an ordinary object.\"]},{\"name\":\"Grappler\",\"entries\":[\"The mimic has advantage on attack rolls against any creature {@condition grappled} by it.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The mimic has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The mimic attacks three times: twice with its pseudopods and once with its bite.\"]},{\"name\":\"Pseudopods\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d10 + 5}) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}10 ({@damage 1d10 + 5}) piercing damage plus 7 ({@damage 2d6}) acid damage.\"]},{\"name\":\"Spit Acid {@recharge 5}\",\"entries\":[\"The mimic spits acid at one creature it can see within 30 feet of it. The target must make a {@dc 14} Dexterity saving throw, taking 32 ({@damage 9d6 + 1}) acid damage on failed save, or half as much damage on a successful one.\"]}],\"traitTags\":[\"False Appearance\",\"Magic Resistance\",\"Shapechanger\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"A\",\"B\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Telepathic Pentacle\",\"source\":\"IDRotF\",\"page\":244,\"_copy\":{\"name\":\"Hydra\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"hydra\",\"with\":\"Telepathic Pentacle\"}}},\"speed\":{\"walk\":30,\"swim\":30,\"climb\":30},\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Tomb Tapper\",\"source\":\"IDRotF\",\"page\":310,\"size\":[\"H\"],\"type\":\"construct\",\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":207,\"formula\":\"18d12 + 90\"},\"speed\":{\"walk\":30,\"burrow\":10},\"str\":22,\"dex\":10,\"con\":21,\"int\":14,\"wis\":14,\"cha\":11,\"skill\":{\"perception\":\"+6\"},\"senses\":[\"blindsight 240 ft. (blind beyond this radius)\"],\"passive\":16,\"resist\":[\"lightning\"],\"immune\":[\"cold\",\"fire\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"understands Common and Undercommon but doesn't speak\",\"telepathy 60 ft.\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Petrified Death\",\"entries\":[\"A tomb tapper reduced to 0 hit points turns into a lifeless stone statue. Anything it's wearing or carrying is not transformed.\"]},{\"name\":\"Sense Magic\",\"entries\":[\"The tomb tapper senses magic within 30 feet of it and can use an action to pinpoint the location of any creature, object, or area in that range that bears magic. This sense penetrates barriers but is blocked by a thin sheet of lead.\"]},{\"name\":\"Tunneler\",\"entries\":[\"The tomb tapper can burrow through solid rock at half its burrowing speed and leaves a 10-foot-wide, 20-foot-tall tunnel in its wake.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The tomb tapper doesn't require air or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The tomb tapper makes two melee attacks with its sledgehammer or with its claws. If it hits the same creature with both claws, it can pull that creature within 5 feet of its mouth and make a bite attack against it.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}22 ({@damage 3d10 + 6}) slashing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}16 ({@damage 3d6 + 6}) slashing damage.\"]},{\"name\":\"Sledgehammer\",\"entries\":[\"{@atk mw,rw} {@hit 10} to hit, reach 15 ft. or range 30/120 ft., one target. {@h}27 ({@damage 6d6 + 6}) bludgeoning or force damage (tomb tapper's choice). If thrown, the hammer returns to the tomb tapper at the end of its turn, landing at the tomb tapper's feet if it doesn't have a hand free to catch the weapon.\"]}],\"traitTags\":[\"Tunneler\",\"Unusual Nature\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"TP\",\"U\"],\"damageTags\":[\"B\",\"O\",\"S\"],\"miscTags\":[\"MW\",\"RCH\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tribal Warrior Spore Servant\",\"source\":\"IDRotF\",\"page\":52,\"_copy\":{\"name\":\"Tribal Warrior\",\"source\":\"MM\",\"_mod\":{\"*\":[{\"mode\":\"replaceTxt\",\"replace\":\"tribal warrior\",\"with\":\"spore servant\",\"flags\":\"i\"}]}},\"type\":\"plant\",\"alignment\":[\"U\"],\"speed\":{\"walk\":20},\"str\":13,\"dex\":11,\"con\":12,\"int\":2,\"wis\":6,\"cha\":1,\"senses\":[\"blindsight 30 ft. (blind beyond this radius)\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"frightened\",\"paralyzed\"],\"languages\":null,\"trait\":null,\"traitTags\":[],\"senseTags\":[\"B\"],\"languageTags\":[],\"hasToken\":true},{\"name\":\"Vellynne Harpell\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"IDRotF\",\"page\":273,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item bracers of defense}\"]}],\"hp\":{\"average\":67,\"formula\":\"9d8 + 27\"},\"speed\":{\"walk\":20},\"str\":10,\"dex\":12,\"con\":17,\"int\":18,\"wis\":15,\"cha\":13,\"save\":{\"int\":\"+6\",\"wis\":\"+4\"},\"skill\":{\"arcana\":\"+6\",\"history\":\"+6\"},\"passive\":12,\"languages\":[\"Common\",\"Draconic\",\"Dwarvish\",\"Elvish\",\"Orc\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Vellynne is an 8th-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). She has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell chill touch} (see \\\"Actions\\\" below)\",\"{@spell light}\",\"{@spell mage hand}\",\"{@spell message}\",\"{@spell prestidigitation}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell comprehend languages}\",\"{@spell detect magic}\",\"{@spell ray of sickness}\",\"{@spell Tasha's hideous laughter}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell darkvision}\",\"{@spell hold person}\",\"{@spell ray of enfeeblement}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell animate dead}\",\"{@spell Leomund's tiny hut}\",\"{@spell vampiric touch} (see \\\"Actions\\\" below)\"]},\"4\":{\"slots\":2,\"spells\":[\"{@spell arcane eye}\",\"{@spell blight}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Vellynne wears {@item bracers of defense} and carries a {@item wand of magic missiles} (see \\\"Actions\\\" below).\"]}],\"action\":[{\"name\":\"Vampiric Touch (3rd-Level Spell; Requires a Spell Slot)\",\"entries\":[\"{@atk ms} {@hit 6} to hit, reach 5 ft., one creature. {@h}10 ({@damage 3d6}) necrotic damage, and Vellynne regains hit points equal to half the necrotic damage dealt. If Vellynne casts this spell using a spell slot of 4th level or higher, the necrotic damage increases by {@dice 1d6} for each slot level above 3rd.\"]},{\"name\":\"Chill Touch (Cantrip)\",\"entries\":[\"{@atk rs} {@hit 6} to hit, range 120 ft., one creature. {@h}9 ({@damage 2d8}) necrotic damage, and the target can't regain hit points until the start of Vellynne's next turn.\"]},{\"name\":\"Wand of Magic Missiles\",\"entries\":[\"While holding this wand, Vellynne can expend 1 or more of its 7 charges to cast the {@spell magic missile} spell from it. She can expend 1 charge to cast the 1st-level version of the spell. She can increase the spell slot level by one for each additional charge she expends. The wand regains {@dice 1d6 + 1} expended charges daily at dawn. If the wand's last charge is expended, roll a {@dice d20}; on a 1, the wand crumbles into ashes and is destroyed.\"]}],\"languageTags\":[\"C\",\"D\",\"DR\",\"E\",\"O\"],\"damageTags\":[\"N\"],\"damageTagsSpell\":[\"I\",\"N\"],\"spellcastingTags\":[\"CW\"],\"conditionInflictSpell\":[\"incapacitated\",\"paralyzed\",\"poisoned\",\"prone\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Verbeeg Longstrider\",\"source\":\"IDRotF\",\"page\":311,\"size\":[\"L\"],\"type\":\"giant\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item hide armor|PHB}\"]}],\"hp\":{\"average\":119,\"formula\":\"14d10 + 42\"},\"speed\":{\"walk\":50},\"str\":19,\"dex\":15,\"con\":16,\"int\":13,\"wis\":14,\"cha\":10,\"save\":{\"dex\":\"+5\",\"con\":\"+6\",\"wis\":\"+5\"},\"skill\":{\"animal handling\":\"+5\",\"athletics\":\"+7\",\"stealth\":\"+5\"},\"passive\":12,\"languages\":[\"Common\",\"Giant\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The verbeeg's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components:\"],\"daily\":{\"1e\":[\"{@spell animal messenger}\",\"{@spell fog cloud}\",\"{@spell freedom of movement}\",\"{@spell pass without trace}\",\"{@spell silence}\",\"{@spell water walk}\"]},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Simple Weapon Wielder\",\"entries\":[\"A simple weapon deals one extra die of its damage when the verbeeg hits with it (included in the attack).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The verbeeg makes two melee attacks.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}14 ({@damage 3d6 + 4}) piercing damage, or 17 ({@damage 3d8 + 4}) piercing damage if used to make a ranged attack or used with two hands to make a melee attack.\"]},{\"name\":\"Sling\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 30/120 ft., one target. {@h}9 ({@damage 3d4 + 2}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 15} Constitution saving throw or be {@condition stunned} until the end of its next turn.\"]}],\"attachedItems\":[\"sling|phb\",\"spear|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"B\",\"P\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\",\"THW\"],\"conditionInflict\":[\"stunned\"],\"conditionInflictSpell\":[\"deafened\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Verbeeg Marauder\",\"source\":\"IDRotF\",\"page\":311,\"size\":[\"L\"],\"type\":\"giant\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item hide armor|PHB}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":85,\"formula\":\"10d10 + 30\"},\"speed\":{\"walk\":40},\"str\":19,\"dex\":11,\"con\":16,\"int\":11,\"wis\":10,\"cha\":9,\"save\":{\"dex\":\"+2\",\"con\":\"+5\"},\"skill\":{\"animal handling\":\"+2\",\"athletics\":\"+6\",\"stealth\":\"+2\"},\"passive\":10,\"languages\":[\"Common\",\"Giant\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Simple Weapon Wielder\",\"entries\":[\"A simple weapon deals one extra die of its damage when the verbeeg hits with it (included in the attack).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The verbeeg makes two melee attacks.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}14 ({@damage 3d6 + 4}) piercing damage, or 17 ({@damage 3d8 + 4}) piercing damage if used to make a ranged attack or used with two hands to make a melee attack.\"]}],\"attachedItems\":[\"spear|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Walrus\",\"source\":\"IDRotF\",\"page\":312,\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[9],\"hp\":{\"average\":22,\"formula\":\"3d10 + 6\"},\"speed\":{\"walk\":20,\"swim\":40},\"str\":15,\"dex\":9,\"con\":14,\"int\":3,\"wis\":11,\"cha\":4,\"passive\":10,\"cr\":\"1/4\",\"trait\":[{\"name\":\"Hold Breath\",\"entries\":[\"The walrus can hold its breath for 10 minutes.\"]}],\"action\":[{\"name\":\"Tusks\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) piercing damage.\"]}],\"traitTags\":[\"Hold Breath\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Xardorok Sunblight\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"IDRotF\",\"page\":287,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dwarf\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item chain mail|PHB}\"]}],\"hp\":{\"average\":93,\"formula\":\"11d8 + 44\"},\"speed\":{\"walk\":25},\"str\":16,\"dex\":11,\"con\":18,\"int\":12,\"wis\":13,\"cha\":18,\"save\":{\"wis\":\"+4\",\"cha\":\"+7\"},\"skill\":{\"arcana\":\"+4\",\"deception\":\"+7\",\"intimidation\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":11,\"resist\":[\"poison\"],\"languages\":[\"Common\",\"Dwarvish\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Xardorok's innate spellcasting ability is Charisma (spell save {@dc 15}, {@hit 7} to hit with spell attacks). He can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell eldritch blast} (see \\\"Actions\\\" below)\",\"{@spell mage hand}\"],\"daily\":{\"1e\":[\"{@spell hold person}\",\"{@spell suggestion}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Duergar Resilience\",\"entries\":[\"Xardorok has advantage on saving throws against poison, spells, and illusions, as well as to resist being {@condition charmed} or {@condition paralyzed}.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, Xardorok has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Xardorok attacks twice with a weapon or casts {@spell eldritch blast} twice.\"]},{\"name\":\"Spiked Gauntlet\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage, or 8 ({@damage 2d4 + 3}) piercing damage while Xardorok is enlarged.\"]},{\"name\":\"Eldritch Blast (Cantrip)\",\"entries\":[\"{@atk rs} {@hit 7} to hit, range 120 ft., one creature. {@h}9 ({@damage 1d10 + 4}) force damage.\"]},{\"name\":\"Enlarge (Recharges after a Short or Long Rest)\",\"entries\":[\"For 1 minute, Xardorok magically increases in size, along with anything he is wearing or carrying. While enlarged, Xardorok is Large, doubles his damage dice on Strength-based weapon attacks (included in his attacks), and makes Strength checks and Strength saving throws with advantage. If Xardorok lacks the room to become Large, he attains the maximum size possible in the space available.\"]},{\"name\":\"Invisibility {@recharge 4}\",\"entries\":[\"Xardorok magically turns {@condition invisible} until he attacks, he casts a spell, he uses his Enlarge, or his {@status concentration} is broken (as if {@status concentration||concentrating} on a spell). Any equipment Xardorok wears or carries is {@condition invisible} with him.\"]}],\"reaction\":[{\"name\":\"Hellish Rebuke (2/Day)\",\"entries\":[\"When Xardorok is damaged by a creature within 60 feet of him that he can see, the creature that damaged him is engulfed in hellish flames and must make a {@dc 15} Dexterity saving throw, taking 16 ({@damage 3d10}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"traitTags\":[\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"D\"],\"damageTags\":[\"F\",\"O\",\"P\"],\"damageTagsSpell\":[\"O\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"invisible\"],\"conditionInflictSpell\":[\"paralyzed\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Yeti Tyke\",\"source\":\"IDRotF\",\"page\":313,\"size\":[\"S\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":11,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":9,\"formula\":\"2d6 + 2\"},\"speed\":{\"walk\":20,\"climb\":20},\"str\":10,\"dex\":11,\"con\":12,\"int\":6,\"wis\":8,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"immune\":[\"cold\"],\"languages\":[\"understands Yeti but can't speak\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The yeti has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Snow Camouflage\",\"entries\":[\"The yeti has advantage on Dexterity ({@skill Stealth}) checks made to hide in snowy terrain.\"]}],\"action\":[{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) slashing damage plus 2 ({@damage 1d4}) cold damage.\"]}],\"traitTags\":[\"Camouflage\",\"Keen Senses\"],\"senseTags\":[\"D\"],\"languageTags\":[\"CS\",\"OTH\"],\"damageTags\":[\"C\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Young Griffon (Medium)\",\"source\":\"IDRotF\",\"page\":163,\"_copy\":{\"name\":\"Griffon\",\"source\":\"MM\",\"_mod\":{\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Beak\",\"items\":{\"name\":\"Beak\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Claws\",\"items\":{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}6 ({@damage 2d4 + 1}) slashing damage.\"]}}]}},\"size\":[\"M\"],\"hp\":{\"average\":32,\"formula\":\"5d6 + 15\"},\"str\":12,\"dex\":15,\"con\":16,\"cr\":\"1\",\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Young Griffon (Small)\",\"source\":\"IDRotF\",\"page\":163,\"_copy\":{\"name\":\"Griffon\",\"source\":\"MM\",\"_mod\":{\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Beak\",\"items\":{\"name\":\"Beak\",\"entries\":[\"{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) piercing damage.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Claws\",\"items\":{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) slashing damage.\"]}}]}},\"size\":[\"S\"],\"hp\":{\"average\":13,\"formula\":\"2d6 + 6\"},\"str\":8,\"cr\":\"1/4\",\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Young Griffon (Tiny)\",\"source\":\"IDRotF\",\"page\":163,\"_copy\":{\"name\":\"Griffon\",\"source\":\"MM\",\"_mod\":{\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Beak\",\"items\":{\"name\":\"Beak\",\"entries\":[\"{@atk mw} {@hit 0} to hit, reach 5 ft., one target. {@h}1 piercing damage.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Claws\",\"items\":{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 0} to hit, reach 5 ft., one target. {@h}1 slashing damage.\"]}}]}},\"size\":[\"T\"],\"hp\":{\"average\":5,\"formula\":\"1d4 + 3\"},\"speed\":{\"walk\":30,\"fly\":40},\"str\":2,\"dex\":15,\"con\":16,\"cr\":\"0\",\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-imr.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\",\"LLK\",\"VGM\"]},\"internalCopies\":[\"monster\"],\"otherSources\":{\"monster\":{\"MM\":\"IMR\",\"VGM\":\"IMR\",\"TftYP\":\"IMR\",\"GoS\":\"IMR\",\"MFF\":\"IMR\",\"HftT\":\"IMR\",\"MTF\":\"IMR\",\"LLK\":\"IMR\",\"SKT\":\"IMR\"}}},\"monster\":[{\"name\":\"\\\"The Demogorgon\\\"\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"IMR\",\"page\":53,\"size\":[\"L\"],\"type\":\"giant\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":123,\"formula\":\"13d12 + 39\"},\"speed\":{\"walk\":40},\"str\":21,\"dex\":8,\"con\":17,\"int\":6,\"wis\":10,\"cha\":8,\"skill\":{\"perception\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Giant\",\"Orc\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Two Heads\",\"entries\":[\"The ettin has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}.\"]},{\"name\":\"Wakeful\",\"entries\":[\"When one of the ettin's heads is asleep, its other head is awake.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The ettin makes two attacks: one with its battleaxe and one with its morningstar.\"]},{\"name\":\"Battleaxe\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage.\"]},{\"name\":\"Morningstar\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage.\"]},{\"name\":\"Fire Breath {@recharge 5}\",\"entries\":[\"The ettin's right head exhales fire in a 30-foot cone. Each creature in that area must make a {@dc 14} Dexterity saving throw, taking 45 ({@damage 10d8}) fire damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Cold Breath {@recharge 5}\",\"entries\":[\"The ettin's left head exhales an icy blast in a 30-foot cone. Each creature in that area must make a {@dc 14} Constitution saving throw, taking 45 ({@damage 10d8}) cold damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Gaze\",\"entries\":[\"The ettin turns its magical gaze toward one creature that it can see within 120 feet of it. That target must make a {@dc 14} Wisdom saving throw. Unless the target is {@condition incapacitated}, it can avert its eyes to avoid the gaze and to automatically succeed on the save. If the target does so, it can't see the ettin until the start of the ettin's next turn. If the target looks at the ettin in the meantime, it must immediately make the save.\",\"If the target fails the save, it suffers one of the following effects of the ettin's choice or at random:\"]},{\"name\":\"Beguiling Gaze\",\"entries\":[\"The target is {@condition stunned} until the start of the ettin's next turn or until the ettin is no longer within line of sight.\"]},{\"name\":\"Hypnotic Gaze\",\"entries\":[\"The target is {@condition charmed} by the ettin until the start of the ettin's next turn. The ettin chooses how the {@condition charmed} target uses its actions, reactions, and movement.\"]},{\"name\":\"Insanity Gaze\",\"entries\":[\"The target suffers the effect of the {@spell confusion} spell without making a saving throw. The effect lasts until the start of the ettin's next turn. The ettin doesn't need to concentrate on the spell.\"]}],\"attachedItems\":[\"battleaxe|phb\",\"morningstar|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"GI\",\"O\"],\"damageTags\":[\"C\",\"F\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"conditionInflict\":[\"charmed\",\"incapacitated\",\"stunned\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Andras\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"IMR\",\"page\":31,\"_copy\":{\"name\":\"Assassin\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the assassin\",\"with\":\"Andras\",\"flags\":\"i\"},\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Keen Hearing and Sight\",\"entries\":[\"Andras advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight.\"]}},\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Shortsword\",\"items\":{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must succeed on a {@dc 11} Constitution saving throw or be cursed with wererat lycanthropy.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Light Crossbow\",\"items\":{\"name\":\"Light Crossbow\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target must succeed on a {@dc 11} Constitution saving throw or be cursed with wererat lycanthropy.\"]}}]}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"languages\":[\"Common\",\"Giant Owl\"],\"traitTags\":[\"Keen Senses\",\"Sneak Attack\"],\"languageTags\":[\"C\",\"GI\",\"OTH\"],\"damageTags\":[\"P\"],\"miscTags\":[\"CUR\"],\"hasToken\":true},{\"name\":\"Banrion\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"IMR\",\"page\":91,\"_copy\":{\"name\":\"Unicorn\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the unicorn\",\"with\":\"Banrion\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Barbatos\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"IMR\",\"page\":52,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item studded leather armor|phb|studded leather}\"]}],\"hp\":{\"average\":78,\"formula\":\"12d8 + 24\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":16,\"con\":14,\"int\":13,\"wis\":14,\"cha\":10,\"skill\":{\"animal handling\":\"+5\",\"deception\":\"+3\",\"perception\":\"+5\",\"stealth\":\"+6\"},\"passive\":13,\"resist\":[\"poison\"],\"languages\":[\"Common\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Barbatos is a 6th-level spellcaster. His spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). He has the following ranger spells prepared:\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell ensnaring strike}\",\"{@spell hail of thorns}\",\"{@spell hunter's mark}\"]},\"2\":{\"slots\":2,\"spells\":[\"{@spell locate animals or plants}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Rust Monster Cloak\",\"entries\":[\"Any nonmagical weapon made of metal that hits Barbatos corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits Barbatos is destroyed after dealing damage.\"]},{\"name\":\"Heart of the Troll\",\"entries\":[\"Barbatos regains 10 hit points at the start of his turn. If Barbatos takes acid or fire damage, this trait doesn't function at the start of Barbatos's next turn. Barbatos dies only if he starts his turn with 0 hit points and doesn't regenerate.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Barbatos makes two bone shortsword attacks.\"]},{\"name\":\"Bone Shortsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Light Crossbow\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 hour. If the saving throw fails by 5 or more, the target is also {@condition unconscious}. The target regains consciousness if it takes damage or if another creature takes an action to shake it.\"]},{\"name\":\"Cloak Sweep\",\"entries\":[\"Barbatos corrodes a nonmagical ferrous metal object he can see within 5 feet of himself. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a {@dc 12} Dexterity saving throw to avoid Barbatos's touch.\",\"If the object touched is either metal armor or a metal shield being worn or carried, it takes a permanent and cumulative 1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in Barbatos's Rust Monster Cloak trait.\"]}],\"attachedItems\":[\"light crossbow|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"P\"],\"spellcastingTags\":[\"CR\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RNG\",\"RW\"],\"conditionInflict\":[\"poisoned\",\"unconscious\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"savingThrowForcedSpell\":[\"dexterity\",\"strength\"],\"hasToken\":true},{\"name\":\"Brain in Iron\",\"source\":\"IMR\",\"page\":48,\"_copy\":{\"name\":\"Brain in a Jar\",\"source\":\"LLK\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"brain in a jar\",\"with\":\"brain in iron\"}}},\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"speed\":{\"walk\":20},\"hasToken\":true},{\"name\":\"Dwarven Worker\",\"source\":\"IMR\",\"page\":15,\"_copy\":{\"name\":\"Cultist\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Mountain Dwarf\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"cultist\",\"with\":\"worker\",\"flags\":\"i\"}}},\"action\":[{\"name\":\"Pick or Hammer\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d6 + 1}) bludgeoning or piercing damage.\"]}],\"languageTags\":[\"C\",\"D\",\"X\"],\"damageTags\":[\"B\",\"P\"],\"hasToken\":true},{\"name\":\"Enhanced Medusa\",\"alias\":[\"Daoud's Living Lanthor\"],\"source\":\"IMR\",\"page\":47,\"_copy\":{\"name\":\"Medusa\",\"source\":\"MM\"},\"senses\":[\"truesight 120 ft.\"],\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The medusa's innate spellcasting ability is Charisma (spell save {@dc 13}). The medusa can innately cast the following spells, requiring no material components:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell light}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Petrifying Gaze\",\"entries\":[\"When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a {@dc 14} Constitution saving throw if the medusa isn't {@condition incapacitated} and can see the creature. If the saving throw fails by 5 or more, the creature is instantly {@condition petrified}. Otherwise, a creature that fails the save begins to turn to metal, wood, or porcelain (the medusa's choice) and is {@condition restrained}. The {@condition restrained} creature must repeat the saving throw at the end of its next turn, becoming {@condition petrified} on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the {@spell greater restoration} spell or other magic.\",\"Unless {@status surprised}, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.\",\"If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.\"]}],\"spellcastingTags\":[\"I\"],\"conditionInflict\":[\"petrified\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true},{\"name\":\"Grandfather Oak\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"IMR\",\"page\":5,\"_copy\":{\"name\":\"Treant\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the treant\",\"with\":\"Grandfather Oak\",\"flags\":\"i\"},\"action\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Pacifying Spores (3/Day)\",\"entries\":[\"Grandfather Oak ejects spores at one creature it can see within 5 feet of it. The target must succeed on a {@dc 17} Constitution saving throw or be {@condition stunned} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}}}},\"hasToken\":true},{\"name\":\"Lynx Creatlach\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"IMR\",\"page\":54,\"size\":[\"M\"],\"type\":{\"type\":\"undead\",\"tags\":[\"tiefling\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":136,\"formula\":\"16d8 + 64\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":14,\"con\":18,\"int\":13,\"wis\":16,\"cha\":18,\"save\":{\"str\":\"+7\",\"con\":\"+7\",\"wis\":\"+6\",\"cha\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"necrotic\",\"psychic\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\",\"stunned\"],\"languages\":[\"Common\",\"Infernal\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Lynx's crystal eye is a magically shrunken {@item crystal ball} of true seeing. One of her teeth is a refashioned {@item ring of mind shielding}, while another has been magicked to place her under a permanent {@spell Nystul's magic aura} spell, concealing the magic of these items and hiding her true nature from magic or features that can detect undead.\"]},{\"name\":\"Aversion of Fire\",\"entries\":[\"If Lynx takes fire damage, she has disadvantage on attack rolls and ability checks until the end of her next turn.\"]},{\"name\":\"Immutable Form\",\"entries\":[\"Lynx is immune to any spell or effect that would alter her form.\"]},{\"name\":\"Lightning Absorption\",\"entries\":[\"Whenever Lynx is subjected to lightning damage, she takes no damage and instead regains a number of hit points equal to the lightning damage dealt.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Lynx has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Regeneration\",\"entries\":[\"Lynx regains 10 hit points at the start of her turn. If she takes fire or radiant damage, this trait doesn't function at the start of her next turn. Lynx's body is destroyed only if she starts her turn with 0 hit points and doesn't regenerate.\"]},{\"name\":\"Turn Immunity\",\"entries\":[\"Lynx is immune to effects that turn undead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Lynx makes two shortsword attacks.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]}],\"attachedItems\":[\"shortsword|phb\"],\"traitTags\":[\"Damage Absorption\",\"Immutable Form\",\"Magic Resistance\",\"Regeneration\",\"Turn Immunity\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"I\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Moghadam\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"IMR\",\"page\":55,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item breastplate|phb}\"]}],\"hp\":{\"average\":104,\"formula\":\"19d8 + 19\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":12,\"con\":13,\"int\":19,\"wis\":16,\"cha\":16,\"save\":{\"con\":\"+5\",\"int\":\"+8\",\"wis\":\"+7\"},\"skill\":{\"arcana\":\"+8\",\"insight\":\"+7\",\"medicine\":\"+7\"},\"passive\":13,\"languages\":[\"Abyssal\",\"Common\",\"Dwarvish\",\"Infernal\",\"Undercommon\"],\"cr\":\"12\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Moghadam is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 16}, {@hit 8} to hit with spell attacks). He has the following artificer spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell dancing lights}\",\"{@spell light}\",\"{@spell message}\",\"{@spell shocking grasp}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell comprehend languages}\",\"{@spell cure wounds}\",\"{@spell grease}\",\"{@spell identify}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell detect thoughts}\",\"{@spell invisibility}\",\"{@spell heat metal}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell dispel magic}\",\"{@spell flame arrows|XGE}\",\"{@spell hypnotic pattern}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell fabricate}\",\"{@spell stone shape}\",\"{@spell stoneskin}\"]},\"5\":{\"slots\":1,\"spells\":[\"{@spell creation}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Moghadam wields {@item Ruinblade|IMR} (see appendix C).\"]},{\"name\":\"Artificial Mind\",\"entries\":[\"Moghadam can manifest an artificial mind as a floating spectral image of a {@creature demilich}'s jeweled skull. Moghadam can communicate telepathically with this mind, send it up to 300 feet away from him, and see and hear through it.\"]},{\"name\":\"Infoportation (1/Day)\",\"entries\":[\"Moghadam can teleport himself into an unoccupied space next to his artificial mind.\"]}],\"action\":[{\"name\":\"Ruinblade\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) slashing damage.\"]},{\"name\":\"Blight (1/Day)\",\"entries\":[\"While wielding {@item Ruinblade|IMR}, Moghadam can cast the {@spell blight} spell ({@dc 15}).\"]},{\"name\":\"Disintegrate (1/7 Days)\",\"entries\":[\"While wielding {@item Ruinblade|IMR}, Moghadam can cast the {@spell disintegrate} spell against any nonmagical object or creation of magical force.\"]},{\"name\":\"Information Overload {@recharge 5}\",\"entries\":[\"Moghadam overloads the thoughts of one creature within 5 feet of either himself or his artificial mind. The target must succeed on a {@dc 16} Intelligence saving throw or take 22 ({@damage 4d8 + 4}) psychic damage, and the next attack roll made against the target before the end of Moghadam's next turn has advantage.\"]}],\"attachedItems\":[\"ruinblade|imr\"],\"languageTags\":[\"AB\",\"C\",\"D\",\"I\",\"U\"],\"damageTags\":[\"S\",\"Y\"],\"damageTagsSpell\":[\"F\",\"L\"],\"spellcastingTags\":[\"CA\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"intelligence\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Neo-Otyugh\",\"source\":\"IMR\",\"page\":75,\"size\":[\"H\"],\"type\":\"aberration\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":150,\"formula\":\"12d12 + 72\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":11,\"con\":22,\"int\":12,\"wis\":13,\"cha\":6,\"save\":{\"con\":\"+9\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":11,\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Otyugh\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The neo-otyugh's innate spellcasting ability is Intelligence (spell save {@dc 12}). It can innately cast the following spells, requiring no components:\"],\"will\":[\"{@spell detect thoughts}\"],\"daily\":{\"1e\":[\"{@spell command}\",\"{@spell hold person}\"]},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Limited Telepathy\",\"entries\":[\"The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The neo-otyugh makes three attacks: one with its bite and two with its tentacles.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage. If the target is a creature, it must succeed on a {@dc 17} Constitution saving throw against disease or become {@condition poisoned} until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 ({@dice 1d10}) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 15 ft., one target. {@h}10 ({@damage 1d10 + 5}) bludgeoning damage. If the target is Large or smaller, it is {@condition grappled} (escape {@dc 16}) and {@condition restrained} until the grapple ends. The neo-otyugh has two tentacles, each of which can grapple one target.\"]},{\"name\":\"Tentacle Slam\",\"entries\":[\"The neo-otyugh slams creatures {@condition grappled} by it into each other or a solid surface. Each creature must succeed on a {@dc 16} Constitution saving throw or take 15 ({@damage 3d6 + 5}) bludgeoning damage and be {@condition stunned} until the end of the neo-otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't {@condition stunned}.\"]}],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"B\",\"P\"],\"spellcastingTags\":[\"I\",\"P\"],\"miscTags\":[\"DIS\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"poisoned\",\"restrained\",\"stunned\"],\"conditionInflictSpell\":[\"paralyzed\",\"prone\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Seodra\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"IMR\",\"page\":41,\"_copy\":{\"name\":\"Noble\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the noble\",\"with\":\"Seodra\",\"flags\":\"i\"},\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Earth Walk\",\"entries\":[\"Seodra can move across {@quickref difficult terrain||3} made of earth or stone without expending extra movement.\"]},{\"name\":\"Treasure Sense\",\"entries\":[\"Seodra can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of her.\"]}]}}},\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"languages\":[\"Common\",\"Primordial\"],\"languageTags\":[\"C\",\"P\"],\"hasToken\":true},{\"name\":\"Sir Ursas\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"IMR\",\"page\":56,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":20,\"from\":[\"{@item plate armor|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":112,\"formula\":\"15d8 + 45\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":15,\"con\":16,\"int\":10,\"wis\":12,\"cha\":15,\"save\":{\"str\":\"+7\",\"dex\":\"+5\",\"con\":\"+6\"},\"skill\":{\"athletics\":\"+10\",\"intimidation\":\"+5\"},\"passive\":11,\"resist\":[\"fire\"],\"languages\":[\"Common\",\"Infernal\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Sir Ursas wears a {@item ring of mind shielding} and {@item plate armor of fire resistance}.\"]},{\"name\":\"Brave\",\"entries\":[\"Sir Ursas has advantage on saving throws against being {@condition frightened}.\"]},{\"name\":\"Brute\",\"entries\":[\"A melee weapon deals one extra die of its damage when Sir Ursas hits with it (included in his attack).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Sir Ursas makes three melee attacks or two ranged attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. and range 20/60 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage, or 13 ({@damage 2d8 + 4}) piercing damage if used with two hands to make a melee attack.\"]},{\"name\":\"Shield Bash\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage, and if the target is a Medium or smaller creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"Sir Ursas adds 3 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon.\"]}],\"attachedItems\":[\"spear|phb\"],\"traitTags\":[\"Brute\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"C\",\"I\"],\"damageTags\":[\"B\",\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Skeletal Giant Owl\",\"source\":\"IMR\",\"page\":33,\"_copy\":{\"name\":\"Giant Owl\",\"source\":\"MM\"},\"type\":\"undead\",\"immune\":[\"poison\"],\"vulnerable\":[\"bludgeoning\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"hasToken\":true},{\"name\":\"Skeletal Owlbear\",\"source\":\"IMR\",\"page\":36,\"_copy\":{\"name\":\"Owlbear\",\"source\":\"MM\"},\"type\":\"undead\",\"immune\":[\"poison\"],\"vulnerable\":[\"bludgeoning\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"hasToken\":true},{\"name\":\"Skeletal Polar Bear\",\"source\":\"IMR\",\"page\":34,\"_copy\":{\"name\":\"Polar Bear\",\"source\":\"MM\"},\"type\":\"undead\",\"immune\":[\"poison\"],\"vulnerable\":[\"bludgeoning\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"hasToken\":true},{\"name\":\"Skeletal Two-Headed Owlbear\",\"source\":\"IMR\",\"page\":36,\"_copy\":{\"name\":\"Two-Headed Owlbear\",\"source\":\"IMR\"},\"type\":\"undead\",\"immune\":[\"poison\"],\"vulnerable\":[\"bludgeoning\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"hasToken\":true},{\"name\":\"Stolos\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"IMR\",\"page\":33,\"_copy\":{\"name\":\"Warlock of the Great Old One\",\"source\":\"VGM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the warlock\",\"with\":\"Stolos\",\"flags\":\"i\"}}},\"alignment\":[\"N\",\"E\"],\"speed\":{\"walk\":30,\"fly\":30},\"action\":[{\"name\":\"Talons\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d6 + 1}) slashing damage.\"]}],\"damageTags\":[\"S\",\"Y\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Tarnhem\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"IMR\",\"page\":19,\"_copy\":{\"name\":\"Balor\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the balor\",\"with\":\"Tarnhem\",\"flags\":\"i\"},\"action\":{\"mode\":\"prependArr\",\"items\":{\"name\":\"Fist of Retribution\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d4 + 8}) bludgeoning damage plus 7 ({@damage 2d6}) fire damage.\"]}}}},\"damageTags\":[\"B\",\"F\",\"L\",\"S\"],\"hasToken\":true},{\"name\":\"Thessalar\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"IMR\",\"page\":57,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item breastplate|phb}\"]}],\"hp\":{\"average\":104,\"formula\":\"19d8 + 19\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":12,\"con\":13,\"int\":19,\"wis\":16,\"cha\":16,\"save\":{\"con\":\"+5\",\"int\":\"+8\",\"wis\":\"+7\"},\"skill\":{\"animal handling\":\"+7\",\"arcana\":\"+8\",\"insight\":\"+7\",\"medicine\":\"+7\"},\"passive\":13,\"immune\":[\"acid\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Common\",\"Draconic\",\"Elvish\",\"Primordial\"],\"cr\":\"12\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Thessalar is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 16}, {@hit 8} to hit with spell attacks). He has the following artificer spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell light}\",\"{@spell mending}\",\"{@spell message}\",\"{@spell shocking grasp}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell alarm}\",\"{@spell cure wounds}\",\"{@spell identify}\",\"{@spell ray of sickness}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell invisibility}\",\"{@spell Melf's acid arrow}\",\"{@spell web}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell dispel magic}\",\"{@spell haste}\",\"{@spell stinking cloud}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell blight}\",\"{@spell Mordenkainen's faithful hound}\",\"{@spell Otiluke's resilient sphere}\"]},\"5\":{\"slots\":1,\"spells\":[\"{@spell cloudkill}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Thessalar wields a {@item +1 dagger} coated with {@item Thessaltoxin|IMR|thessaltoxin poison} (see appendix C).\"]},{\"name\":\"Alchemical Homunculus\",\"entries\":[\"Thessalar is accompanied by his {@creature Thessalar's homunculus|IMR}. If the {@spell mending} spell is cast on it, the homunculus regains {@dice 2d6} hit points.\"]},{\"name\":\"Healing Toxicity\",\"entries\":[\"Any magic item that restores hit points and can be applied to a piercing or slashing weapon (a potion, an ointment, and so forth) causes a hit with that weapon to deal extra damage to Thessalar equal to the amount the item would normally heal.\"]},{\"name\":\"Greater Restoration (1/Day)\",\"entries\":[\"Thessalar can cast {@spell greater restoration} if he has access to {@item Alchemist's Supplies|phb|alchemical supplies}.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage, and the target must succeed on a {@dc 15} Constitution saving throw. On a failed save, the target is affected as if by the {@spell polymorph} spell, transforming into a random {@filter beast|bestiary|type=beast|miscellaneous=!swarm} or a creature it has seen within the last 24 hours (as chosen by the DM). This effect lasts until the target finishes a long rest.\"]}],\"attachedItems\":[\"dagger|phb\"],\"languageTags\":[\"C\",\"DR\",\"E\",\"P\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"A\",\"F\",\"I\",\"L\",\"N\",\"P\"],\"spellcastingTags\":[\"CA\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Thessalar's Homunculus\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"IMR\",\"page\":35,\"_copy\":{\"name\":\"Homunculus\",\"source\":\"MM\",\"_mod\":{\"action\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Acidic Spittle\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 30 ft., one target. {@h}5 ({@damage 1d6 + 2}) acid damage.\"]}}}},\"damageTags\":[\"A\",\"P\"],\"miscTags\":[\"MW\",\"RW\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Thessalheart Construct\",\"source\":\"IMR\",\"page\":86,\"size\":[\"T\"],\"type\":\"construct\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":7,\"formula\":\"2d4 + 2\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":4,\"dex\":15,\"con\":12,\"int\":10,\"wis\":10,\"cha\":7,\"senses\":[\"darkvision 60\"],\"passive\":10,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"0\",\"trait\":[{\"name\":\"Telepathic Bond\",\"entries\":[\"While the construct is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.\"]}],\"action\":[{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}1 slashing damage, and the target must succeed on a {@dc 10} Constitution saving throw or be {@condition poisoned} for 1 minute. If the saving throw fails by 5 or more, the target is instead {@condition poisoned} for 5 ({@dice 1d10}) minutes and {@condition unconscious} while {@condition poisoned} in this way.\"]}],\"senseTags\":[\"D\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"poisoned\",\"unconscious\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Thessalkraken\",\"source\":\"IMR\",\"page\":87,\"size\":[\"G\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"titan\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":207,\"formula\":\"18d12 + 90\"},\"speed\":{\"walk\":20,\"swim\":60},\"str\":24,\"dex\":11,\"con\":20,\"int\":19,\"wis\":15,\"cha\":17,\"save\":{\"str\":\"+12\",\"dex\":\"+5\",\"con\":\"+10\",\"int\":\"+9\",\"wis\":\"+7\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":12,\"immune\":[\"acid\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"frightened\",\"paralyzed\"],\"languages\":[\"understands Abyssal\",\"Celestial\",\"Infernal\",\"and Primordial but can't speak\",\"telepathy 120 ft.\"],\"cr\":\"14\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The thessalkraken can breathe air and water.\"]},{\"name\":\"Freedom of Movement\",\"entries\":[\"The thessalkraken ignores {@quickref difficult terrain||3}, and magical effects can't reduce its speed or cause it to be {@condition restrained}. It can spend 5 feet of movement to escape from nonmagical restraints or being {@condition grappled}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The thessalkraken makes one bite attack and two tentacle attacks. It can replace each tentacle attack with one use of Fling.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}20 ({@damage 3d8 + 7}) piercing damage plus 5 ({@damage 1d10}) acid damage. If the target is a Medium or smaller creature {@condition grappled} by the thessalkraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the thessalkraken, and it takes 21 ({@damage 6d6}) acid damage at the start of each of the thessalkraken's turns.\",\"If the thessalkraken takes 35 damage or more on a single turn from a creature inside it, it must succeed on a {@dc 23} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the thessalkraken. If the thessalkraken dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse using 10 feet of movement, exiting {@condition prone}.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 20 ft., one target. {@h}17 ({@damage 3d6 + 7}) slashing damage, and the target is {@condition grappled} (escape {@dc 16}). Until this grapple ends, the target is {@condition restrained}. The thessalkraken has ten tentacles, each of which can grapple one target.\"]},{\"name\":\"Fling\",\"entries\":[\"One Medium or smaller object held or creature {@condition grappled} by the thessalkraken is thrown up to 40 feet in a random direction and knocked {@condition prone}. If a thrown target strikes a solid surface, the target takes 3 ({@damage 1d6}) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a {@dc 16} Dexterity saving throw or take the same damage and be knocked {@condition prone}.\"]},{\"name\":\"Acid Saliva {@recharge 5}\",\"entries\":[\"The thessalkraken spits a glob of acid at a point it can see within 60 feet of it. Each creature within 10 feet of that point must make a {@dc 18} Dexterity saving throw, taking 22 ({@damage 4d10}) acid damage on a failed save, or half as much damage on a successful one.\"]}],\"legendary\":[{\"name\":\"Tentacle Attack\",\"entries\":[\"The thessalkraken makes one tentacle attack.\"]},{\"name\":\"Fling\",\"entries\":[\"The thessalkraken uses Fling.\"]},{\"name\":\"Ink Cloud (Costs 3 Actions)\",\"entries\":[\"While underwater, the thessalkraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the thessalkraken. Each creature other than the thessalkraken that ends its turn there must succeed on a {@dc 18} Constitution saving throw, taking 16 ({@damage 3d10}) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the thessalkraken's next turn.\"]}],\"legendaryGroup\":{\"name\":\"Thessalkraken\",\"source\":\"IMR\"},\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\",\"Swallow\",\"Tentacles\"],\"languageTags\":[\"AB\",\"CE\",\"CS\",\"I\",\"P\",\"TP\"],\"damageTags\":[\"A\",\"B\",\"I\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"grappled\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"savingThrowForcedLegendary\":[\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Tiefling Muralist\",\"source\":\"IMR\",\"page\":17,\"_copy\":{\"name\":\"Cultist\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Tiefling\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"cultist\",\"with\":\"muralist\"}}},\"languageTags\":[\"C\",\"I\",\"X\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"I\"],\"hasToken\":true},{\"name\":\"Two-Headed Crocodile\",\"source\":\"IMR\",\"page\":89,\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":19,\"formula\":\"3d10 + 3\"},\"speed\":{\"walk\":20,\"swim\":30},\"str\":15,\"dex\":10,\"con\":13,\"int\":2,\"wis\":10,\"cha\":5,\"skill\":{\"perception\":\"+2\",\"stealth\":\"+2\"},\"passive\":12,\"cr\":\"1\",\"trait\":[{\"name\":\"Hold Breath\",\"entries\":[\"The two-headed crocodile can hold its breath for 15 minutes.\"]},{\"name\":\"Two Heads\",\"entries\":[\"The two-headed crocodile has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}.\"]},{\"name\":\"Wakeful\",\"entries\":[\"When one of the crocodile's heads is asleep, its other head is awake.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The two-headed crocodile makes two attacks with its bite.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage, and the target is {@condition grappled} (escape {@dc 12}). Until this grapple ends, the target is {@condition restrained}, and that head of the crocodile can't bite another target.\"]}],\"traitTags\":[\"Hold Breath\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"hasToken\":true},{\"name\":\"Two-Headed Owlbear\",\"source\":\"IMR\",\"page\":90,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":59,\"formula\":\"7d10 + 21\"},\"speed\":{\"walk\":40},\"str\":20,\"dex\":12,\"con\":17,\"int\":3,\"wis\":12,\"cha\":7,\"skill\":{\"perception\":\"+3\"},\"senses\":[\"darkvision 60\"],\"passive\":13,\"cr\":\"3\",\"trait\":[{\"name\":\"Two Heads\",\"entries\":[\"The two-headed owlbear has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}.\"]},{\"name\":\"Wakeful\",\"entries\":[\"When one of the owlbear's heads is asleep, its other head is awake.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The two-headed owlbear makes three attacks: two with its beaks and one with its claws.\"]},{\"name\":\"Beak\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d10 + 5}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-jttrc.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\"]},\"internalCopies\":[\"monster\"],\"otherSources\":{\"monster\":{\"MM\":\"JttRC\"}}},\"monster\":[{\"name\":\"Afsoun Ghorbani\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":162,\"_copy\":{\"name\":\"Archmage\",\"source\":\"MM\",\"_templates\":[{\"name\":\"High Elf\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the archmage\",\"with\":\"Afsoun\",\"flags\":\"i\"}}},\"alignment\":[\"C\",\"G\"],\"traitTags\":[\"Fey Ancestry\",\"Magic Resistance\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Amanisha Manivarshi\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":127,\"_copy\":{\"name\":\"Spy\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the spy\",\"with\":\"Amanisha\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"G\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Ameyali\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":108,\"_copy\":{\"name\":\"Priest\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the priest\",\"with\":\"Ameyali\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"G\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Ashen Heir Anarchist\",\"source\":\"JttRC\",\"page\":150,\"_copy\":{\"name\":\"Priest\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"spy\",\"with\":\"anarchist\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Ashen Heir Assassin\",\"source\":\"JttRC\",\"page\":158,\"_copy\":{\"name\":\"Assassin\",\"source\":\"MM\"},\"hasToken\":true},{\"name\":\"Ashen Heir Mage\",\"source\":\"JttRC\",\"page\":158,\"_copy\":{\"name\":\"Mage\",\"source\":\"MM\"},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Ashen Heir Veteran\",\"source\":\"JttRC\",\"page\":158,\"_copy\":{\"name\":\"Veteran\",\"source\":\"MM\"},\"hasToken\":true},{\"name\":\"Atash\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":166,\"_copy\":{\"name\":\"Solar\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the solar\",\"with\":\"Atash\",\"flags\":\"i\"}}},\"alignment\":[\"L\",\"N\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Atiba-Pa\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":171,\"_copy\":{\"name\":\"Priest\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the spy\",\"with\":\"Atiba-Pa\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"G\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Aunt Dellie\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":36,\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the commoner\",\"with\":\"Aunt Dellie\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Aurumvorax\",\"source\":\"JttRC\",\"page\":105,\"otherSources\":[{\"source\":\"QftIS\"}],\"size\":[\"S\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":36,\"formula\":\"8d6 + 8\"},\"speed\":{\"walk\":30,\"burrow\":20},\"str\":14,\"dex\":13,\"con\":12,\"int\":3,\"wis\":12,\"cha\":6,\"save\":{\"str\":\"+4\",\"con\":\"+3\"},\"skill\":{\"perception\":\"+3\",\"stealth\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"conditionImmune\":[\"petrified\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Tunneler\",\"entries\":[\"The aurumvorax can burrow through solid rock and metal at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The aurumvorax makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage. If the target is a creature wearing armor of any type, the aurumvorax regains 4 ({@dice 1d6 + 1}) hit points.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage. If the target is a Medium or smaller creature, it is {@condition grappled} (escape {@dc 12}). Until this grapple ends, the aurumvorax can't use its Claw attack on another target, and when it moves, it can drag the {@condition grappled} creature with it, without the aurumvorax's speed being halved.\"]}],\"traitTags\":[\"Tunneler\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Aurumvorax Den Leader\",\"source\":\"JttRC\",\"page\":105,\"otherSources\":[{\"source\":\"QftIS\"}],\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"8d8 + 16\"},\"speed\":{\"walk\":40,\"burrow\":20},\"str\":18,\"dex\":14,\"con\":14,\"int\":3,\"wis\":13,\"cha\":8,\"save\":{\"str\":\"+6\",\"con\":\"+4\"},\"skill\":{\"perception\":\"+3\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"conditionImmune\":[\"petrified\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Pack Leader\",\"entries\":[\"The aurumvorax's allies have advantage on attack rolls while within 10 feet of the aurumvorax, provided it isn't {@condition incapacitated}.\"]},{\"name\":\"Tunneler\",\"entries\":[\"The aurumvorax can burrow through solid rock and metal at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The aurumvorax makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage. If the target is a creature wearing armor of any type, the aurumvorax gains one of the following benefits of its choice:\"]},{\"name\":\"Frenzy\",\"entries\":[\"The aurumvorax has advantage on attack rolls until start of its next turn.\"]},{\"name\":\"Invigorate\",\"entries\":[\"The aurumvorax regains 6 ({@dice 1d8 + 2}) hit points.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage. If the target is a Large or smaller creature, it is {@condition grappled} (escape {@dc 14}). Until this grapple ends, the aurumvorax can't use its Claw attack on another target, and when it moves, it can drag the {@condition grappled} creature with it, without the aurumvorax's speed being halved.\"]}],\"traitTags\":[\"Tunneler\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Awa\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":95,\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the commoner\",\"with\":\"Awa\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Azra Nir\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":74,\"_copy\":{\"name\":\"Acolyte\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the acolyte\",\"with\":\"Azra\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Bakunawa\",\"source\":\"JttRC\",\"page\":147,\"size\":[\"G\"],\"type\":\"dragon\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":150,\"formula\":\"12d20 + 24\"},\"speed\":{\"walk\":20,\"fly\":60,\"swim\":60},\"str\":21,\"dex\":12,\"con\":15,\"int\":14,\"wis\":17,\"cha\":16,\"save\":{\"dex\":\"+5\",\"con\":\"+6\",\"wis\":\"+7\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":21,\"resist\":[\"lightning\",\"thunder\"],\"languages\":[\"Celestial\",\"Common\",\"Draconic\"],\"cr\":\"12\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The bakunawa can breathe air and water.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the bakunawa fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The bakunawa makes one Bite attack and one Storm Slam attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage plus 7 ({@damage 2d6}) lightning damage. If the target is a Large or smaller creature, it must succeed on a {@dc 17} Strength saving throw or be swallowed by the bakunawa. A swallowed creature is {@condition blinded} and {@condition restrained}, and it has {@quickref Cover||3||total cover} against attacks and other effects outside the bakunawa. At the start of each of the bakunawa's turns, each swallowed creature takes 10 ({@damage 3d6}) lightning damage.\",\"The bakunawa's gullet can hold up to two creatures at a time. If the bakunawa takes 30 damage or more on a single turn from a swallowed creature, the bakunawa must succeed on a {@dc 16} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 15 feet of the bakunawa. If the bakunawa dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 15 feet of movement, exiting {@condition prone}.\"]},{\"name\":\"Storm Slam\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d8 + 5}) bludgeoning damage plus 5 ({@damage 1d10}) thunder damage, and the target is pushed up to 10 feet in a horizontal direction away from the bakunawa.\"]}],\"legendary\":[{\"name\":\"Nimble Glide\",\"entries\":[\"The bakunawa flies or swims up to half its speed. This movement doesn't provoke opportunity attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"The bakunawa makes one Storm Slam attack.\"]},{\"name\":\"Lightning Strikes (Costs 3 Actions)\",\"entries\":[\"The bakunawa arcs lightning at up to two creatures it can see within 60 feet of itself. Each target must succeed on a {@dc 15} Dexterity saving throw or take 22 ({@damage 4d10}) lightning damage.\"]}],\"traitTags\":[\"Amphibious\",\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Multiattack\",\"Swallow\"],\"languageTags\":[\"C\",\"CE\",\"DR\"],\"damageTags\":[\"B\",\"L\",\"P\",\"T\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Brother Broumane\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":178,\"_copy\":{\"name\":\"Nightsea chil-liren\",\"source\":\"JttRC\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"Nightsea chil-liren\",\"with\":\"Brother Broumane\",\"flags\":\"i\"}}},\"alignment\":[\"C\",\"N\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Dinosaur Skeleton\",\"source\":\"JttRC\",\"page\":57,\"_copy\":{\"name\":\"Allosaurus\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"allosaurus\",\"with\":\"skeleton\"}}},\"type\":\"undead\",\"senses\":[\"darkvision 60 ft.\"],\"immune\":[\"poison\"],\"vulnerable\":[\"bludgeoning\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Diva\",\"source\":\"JttRC\",\"page\":72,\"_copy\":{\"name\":\"Scout\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"scout\",\"with\":\"diva\"}}},\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The scout makes two melee attacks.\"]},{\"name\":\"Broken Bottle\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]}],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Diva Luma\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":71,\"_copy\":{\"name\":\"Assassin\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the assassin\",\"with\":\"Diva Luma\",\"flags\":\"i\"}}},\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Diva Luma makes two high-heeled shoe attacks.\"]},{\"name\":\"High-Heeled Shoe\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]}],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Djeneba\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":173,\"_copy\":{\"name\":\"Mage\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the mage\",\"with\":\"Djeneba\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"N\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Dragon Hunter\",\"source\":\"JttRC\",\"page\":138,\"_copy\":{\"name\":\"Veteran\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"veteran\",\"with\":\"dragon hunter\"},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Heavy Crossbow\",\"items\":{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 3} to hit, ranged 150/600 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage.\"]}}}},\"ac\":[{\"ac\":13,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dukha Bhatiyali\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":124,\"_copy\":{\"name\":\"Weretiger\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the weretiger\",\"with\":\"Dukha\",\"flags\":\"i\"}}},\"alignment\":[\"N\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Farmer\",\"isNpc\":true,\"source\":\"JttRC\",\"page\":36,\"_copy\":{\"name\":\"Cultist\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"cultist\",\"with\":\"farmer\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Gammon Xungoon\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":20,\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Kobold\",\"source\":\"DMG\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the commoner\",\"with\":\"Gammon\",\"flags\":\"i\"}}},\"alignment\":[\"C\",\"G\"],\"traitTags\":[\"Pack Tactics\",\"Sunlight Sensitivity\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Haint\",\"source\":\"JttRC\",\"page\":185,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[12],\"hp\":{\"average\":75,\"formula\":\"10d8 + 30\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":7,\"dex\":15,\"con\":17,\"int\":10,\"wis\":13,\"cha\":17,\"skill\":{\"deception\":\"+6\",\"stealth\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"acid\",\"fire\",\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"cold\",\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"any languages it knew in life\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Incorporeal Movement\",\"entries\":[\"The haint can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The haint doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The haint makes two Sorrowful Touch attacks.\"]},{\"name\":\"Sorrowful Touch\",\"entries\":[\"{@atk ms} {@hit 6} to hit, reach 5 ft., one creature. {@h}21 ({@damage 4d8 + 3}) psychic damage.\"]},{\"name\":\"Change Shape\",\"entries\":[\"The haint magically assumes the appearance of the Humanoid it was in life, while retaining its game statistics. The assumed appearance ends if the haint is reduced to 0 hit points or uses an action to end it.\"]}],\"bonus\":[{\"name\":\"Shared Sorrow\",\"entries\":[\"The haint targets one creature it can see within 60 feet of itself that is missing any hit points, sharing its own torment with this pained soul. The target must succeed on a {@dc 14} Wisdom saving throw or be {@condition incapacitated}.\",\"A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the haint's Shared Sorrow for the next 24 hours.\"]}],\"traitTags\":[\"Incorporeal Movement\",\"Unusual Nature\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"O\",\"Y\"],\"conditionInflict\":[\"incapacitated\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Jade Statue\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":195,\"_copy\":{\"name\":\"Stone Golem\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"golem\",\"with\":\"statue\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Jijibisha Manivarshi\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":128,\"_copy\":{\"name\":\"Ultroloth\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the ultroloth\",\"with\":\"Jijibisha\",\"flags\":\"i\"},\"_\":{\"mode\":\"removeSpells\",\"daily\":{\"3e\":[\"{@spell dimension door}\",\"{@spell fear}\"],\"1e\":[\"{@spell fire storm}\",\"{@spell mass suggestion}\"]}}}},\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Kala Mabarin\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":70,\"_copy\":{\"name\":\"Druid\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the druid\",\"with\":\"Kala\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Kasem Aroon\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":21,\"_copy\":{\"name\":\"Noble\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the noble\",\"with\":\"Kasem\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"N\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Kedjou Kamal\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":96,\"_copy\":{\"name\":\"Priest\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the priest\",\"with\":\"Kedjou\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Kianna\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":42,\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the commoner\",\"with\":\"Kianna\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"N\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Koi Prawn\",\"source\":\"JttRC\",\"page\":26,\"_copy\":{\"name\":\"Giant Sea Horse\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"sea horse\",\"with\":\"prawn\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Kun Ahn-Jun\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":81,\"_copy\":{\"name\":\"Noble\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the noble\",\"with\":\"Kun Ahn-Jun\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"G\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Kusa Xungoon\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":20,\"_copy\":{\"name\":\"Noble\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Kobold\",\"source\":\"DMG\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the noble\",\"with\":\"Kusa\",\"flags\":\"i\"}}},\"alignment\":[\"L\",\"G\"],\"traitTags\":[\"Pack Tactics\",\"Sunlight Sensitivity\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Lady Dre\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":37,\"_copy\":{\"name\":\"Scout\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the scout\",\"with\":\"Lady Dre\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"G\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Laleh Ghorbani\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":156,\"_copy\":{\"name\":\"Scout\",\"source\":\"MM\",\"_templates\":[{\"name\":\"High Elf\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the scout\",\"with\":\"Laleh\",\"flags\":\"i\"}}},\"alignment\":[\"N\",\"G\"],\"traitTags\":[\"Fey Ancestry\",\"Keen Senses\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Lamai Tyenmo\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":20,\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Rock Gnome\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the commoner\",\"with\":\"Lamai\",\"flags\":\"i\"}}},\"alignment\":[\"L\",\"G\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Lu Zhong Yin\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":189,\"_copy\":{\"name\":\"Spy\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the spy\",\"with\":\"Lu Zhong\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"N\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Lungtian\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":136,\"_copy\":{\"name\":\"Dryad\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the dryad\",\"with\":\"Lungtian\",\"flags\":\"i\"}}},\"alignment\":[\"C\",\"G\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Madam Kulp\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":27,\"_copy\":{\"name\":\"Noble\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Rock Gnome\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the noble\",\"with\":\"Madam Kulp\",\"flags\":\"i\"}}},\"alignment\":[\"N\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Myx Nargis Ruba\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":71,\"_copy\":{\"name\":\"Noble\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Orc\",\"source\":\"DMG\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the noble\",\"with\":\"Nargis\",\"flags\":\"i\"}}},\"alignment\":[\"N\",\"E\"],\"traitTags\":[\"Aggressive\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Navid\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":159,\"_copy\":{\"name\":\"Efreeti\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the efreeti\",\"with\":\"Navid\",\"flags\":\"i\"},\"_\":{\"mode\":\"addSpells\",\"will\":[\"{@spell polymorph} (self only)\"]}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Nene\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":205,\"_copy\":{\"name\":\"Hawk\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the hawk\",\"with\":\"Nene\",\"flags\":\"i\"}}},\"type\":\"fey\",\"int\":7,\"languages\":[\"Understands simple phrases and concepts in Common\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Nightsea chil-liren\",\"source\":\"JttRC\",\"page\":177,\"_copy\":{\"name\":\"Merfolk\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"merfolk\",\"with\":\"nightsea chil-liren\"},\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Amphibious\",\"items\":{\"name\":\"Water Breathing\",\"entries\":[\"Nightsea chil-liren can breathe only underwater.\"]}}}},\"senses\":[\"darkvision 60 ft.\"],\"traitTags\":[\"Water Breathing\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Nimuel\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":136,\"_copy\":{\"name\":\"Mage\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the mage\",\"with\":\"Nimuel\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"G\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Ollin\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":109,\"_copy\":{\"name\":\"Priest\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Tiefling\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the priest\",\"with\":\"Ollin\",\"flags\":\"i\"}}},\"alignment\":[\"C\",\"G\"],\"skill\":{\"medicine\":\"+7\",\"performance\":\"+3\",\"religion\":\"+5\"},\"languages\":[\"Common\",\"Ignan\",\"Tletlahtolli\"],\"spellcastingTags\":[\"CC\",\"I\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Paloma\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":52,\"_copy\":{\"name\":\"Assassin\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Rock Gnome\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the assassin\",\"with\":\"Paloma\",\"flags\":\"i\"}}},\"alignment\":[\"C\",\"G\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Paolo Maykapal\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":138,\"_copy\":{\"name\":\"Dragon Hunter\",\"source\":\"JttRC\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the dragon hunter\",\"with\":\"Paolo\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Pari\",\"source\":\"JttRC\",\"page\":167,\"size\":[\"M\"],\"type\":\"celestial\",\"alignment\":[\"L\",\"G\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":16,\"from\":[\"{@item breastplate|PHB}\"]}],\"hp\":{\"average\":180,\"formula\":\"19d8 + 95\"},\"speed\":{\"walk\":30,\"fly\":90},\"str\":20,\"dex\":20,\"con\":20,\"int\":20,\"wis\":22,\"cha\":22,\"save\":{\"con\":\"+10\",\"wis\":\"+11\",\"cha\":\"+11\"},\"skill\":{\"insight\":\"+16\",\"perception\":\"+11\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":21,\"resist\":[\"fire\",\"radiant\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"13\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The pari casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 19}):\"],\"will\":[\"{@spell detect evil and good}\"],\"daily\":{\"2e\":[\"{@spell cure wounds} (as a 6th-level spell)\",\"{@spell lesser restoration}\"],\"1e\":[\"{@spell commune} (as an action)\",\"{@spell dispel evil and good}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The pari has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The pari doesn't require food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The pari makes three Mace attacks.\"]},{\"name\":\"Mace\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) bludgeoning damage plus 14 ({@damage 4d6}) radiant damage.\"]},{\"name\":\"Disorienting Futures\",\"entries\":[\"The pari attempts to flood the mind of one creature it can see within 60 feet of itself with visions of the future. The target must succeed on a {@dc 19} Wisdom saving throw or take 27 ({@damage 5d10}) psychic damage and have disadvantage on attack rolls until the start of the pari's next turn.\"]}],\"attachedItems\":[\"mace|phb\"],\"traitTags\":[\"Magic Resistance\",\"Unusual Nature\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"B\",\"R\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Prince Kirina\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":94,\"_copy\":{\"name\":\"Veteran\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the veteran\",\"with\":\"Kirina\",\"flags\":\"i\"},\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Royal Blood\",\"entries\":[\"If Kirina is reduced to half of his hit points or fewer, he uses the {@action Dodge} action to avoid taking further damage.\"]}},\"action\":{\"mode\":\"removeArr\",\"names\":[\"Shortsword\",\"Heavy Crossbow\"]}}},\"ac\":[11],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Prince Simbon\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":94,\"_copy\":{\"name\":\"Veteran\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the veteran\",\"with\":\"Simbon\",\"flags\":\"i\"},\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Royal Blood\",\"entries\":[\"If Simbon is reduced to half of his hit points or fewer, he uses the {@action Dodge} action to avoid taking further damage.\"]}},\"action\":{\"mode\":\"removeArr\",\"names\":[\"Shortsword\",\"Heavy Crossbow\"]}}},\"ac\":[11],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Riverine\",\"source\":\"JttRC\",\"page\":133,\"size\":[\"L\"],\"type\":\"fey\",\"alignment\":[\"A\"],\"ac\":[14],\"hp\":{\"average\":204,\"formula\":\"24d10 + 72\"},\"speed\":{\"walk\":30,\"swim\":60},\"str\":20,\"dex\":19,\"con\":17,\"int\":12,\"wis\":16,\"cha\":21,\"save\":{\"int\":\"+5\",\"wis\":\"+7\",\"cha\":\"+9\"},\"skill\":{\"insight\":\"+7\",\"nature\":\"+5\",\"perception\":\"+7\"},\"senses\":[\"blindsight 60 ft.\"],\"passive\":17,\"resist\":[\"acid\",\"fire\"],\"languages\":[\"Aquan\",\"Common\",\"Sylvan\"],\"cr\":\"12\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The riverine casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 17}):\"],\"will\":[\"{@spell control water}\",\"{@spell fog cloud}\"],\"daily\":{\"1\":[\"{@spell greater restoration}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The riverine can breathe air and water.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the riverine fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The riverine makes two Flood Strike attacks.\"]},{\"name\":\"Flood Strike\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage plus 10 ({@damage 3d6}) cold damage.\"]}],\"bonus\":[{\"name\":\"Whirlpool Step\",\"entries\":[\"The riverine magically teleports to an unoccupied space it can see within 30 feet of itself. Both the space it leaves and its destination must be in or on the surface of water.\"]}],\"legendary\":[{\"name\":\"Whirlpool Rush\",\"entries\":[\"The riverine uses its Whirlpool Step. Immediately after it teleports, each creature within 5 feet of the riverine's destination space takes 5 ({@damage 1d10}) cold damage.\"]},{\"name\":\"Raging Deluge (Costs 2 Actions)\",\"entries\":[\"The riverine unleashes a torrent of river water in a 30-foot line that is 5 feet wide. Each creature in that area must make a {@dc 17} Dexterity saving throw. On a failed save, a creature takes 11 ({@damage 2d10}) bludgeoning damage and is knocked {@condition prone}. On a successful save, a creature takes half as much damage and isn't knocked {@condition prone}.\"]}],\"legendaryGroup\":{\"name\":\"Riverine\",\"source\":\"JttRC\"},\"traitTags\":[\"Amphibious\",\"Legendary Resistances\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AQ\",\"C\",\"S\"],\"damageTags\":[\"B\",\"C\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Rooster\",\"source\":\"JttRC\",\"page\":206,\"_copy\":{\"name\":\"Hawk\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"hawk\",\"with\":\"rooster\"}}},\"speed\":{\"walk\":10},\"hasToken\":true},{\"name\":\"Samira Arah\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":68,\"_copy\":{\"name\":\"Spy\",\"source\":\"MM\",\"_templates\":[{\"name\":\"High Elf\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the spy\",\"with\":\"Samira\",\"flags\":\"i\"}}},\"alignment\":[\"N\"],\"traitTags\":[\"Fey Ancestry\",\"Sneak Attack\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Serapio\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":61,\"_copy\":{\"name\":\"Tlacatecolo\",\"source\":\"JttRC\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the tlacatecolo\",\"with\":\"Serapio\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Sholeh\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":14,\"_copy\":{\"name\":\"Ancient Brass Dragon\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the dragon\",\"with\":\"Sholeh\",\"flags\":\"i\"}}},\"alignment\":[\"N\",\"G\"],\"conditionInflictLegendary\":[],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Soul Shaker\",\"source\":\"JttRC\",\"page\":47,\"size\":[\"L\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":76,\"formula\":\"8d10 + 32\"},\"speed\":{\"walk\":20},\"str\":20,\"dex\":8,\"con\":18,\"int\":8,\"wis\":11,\"cha\":14,\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":10,\"resist\":[\"necrotic\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"telepathy 60 ft.\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Enthralled Lure (1/Day)\",\"entries\":[\"The soul shaker can cast the {@spell geas} spell, requiring no spell components and using Charisma as the spellcasting ability (spell save {@dc 12}).\"]},{\"name\":\"Reconstruction\",\"entries\":[\"When the soul shaker is reduced to 0 hit points, it explodes into 7 ({@dice 1d4 + 5}) crawling claws. After 6 ({@dice 1d12}) days, if at least two of those crawling claws are alive, they teleport to the location of the soul shaker's death and merge together, whereupon the soul shaker reforms and regains all its hit points.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The soul shaker doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Crushing Grasp\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage. If the target is a Medium or smaller creature, it is {@condition grappled} (escape {@dc 15}). The soul shaker can have only one creature {@condition grappled} in this way at a time.\"]}],\"bonus\":[{\"name\":\"Consume Vitality\",\"entries\":[\"The soul shaker targets a creature it is grappling. If the target is not a Construct or an Undead, the target must succeed on a {@dc 14} Constitution saving throw or take 7 ({@damage 2d6}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the soul shaker regains hit points equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.\"]}],\"traitTags\":[\"Unusual Nature\"],\"senseTags\":[\"B\"],\"languageTags\":[\"TP\"],\"damageTags\":[\"B\",\"N\"],\"miscTags\":[\"HPR\",\"MW\"],\"conditionInflict\":[\"grappled\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tlacatecolo\",\"source\":\"JttRC\",\"page\":65,\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[13],\"hp\":{\"average\":78,\"formula\":\"12d8 + 24\"},\"speed\":{\"walk\":30,\"fly\":30},\"str\":12,\"dex\":17,\"con\":14,\"int\":10,\"wis\":15,\"cha\":10,\"save\":{\"dex\":\"+6\",\"con\":\"+5\"},\"skill\":{\"perception\":\"+5\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":15,\"resist\":[\"cold\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The tlacatecolo has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The tlacatecolo makes two Talon attacks.\"]},{\"name\":\"Talon\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 3}) piercing damage plus 14 ({@damage 3d8}) poison damage.\"]},{\"name\":\"Change Shape\",\"entries\":[\"The tlacatecolo magically transforms into a Medium owl, while retaining its game statistics (other than its size). This transformation ends if the tlacatecolo is reduced to 0 hit points or if it uses its action to end it.\"]},{\"name\":\"Plague Winds (Fiend Form Only; Recharge 5-6)\",\"entries\":[\"The tlacatecolo emits a chilling, disease-ridden wind in a 60-foot line that is 10 feet wide. Each creature in that area must succeed on a {@dc 13} Constitution saving throw or take 26 ({@damage 4d12}) cold damage and become {@condition poisoned}.\",\"While {@condition poisoned} in this way, the creature can't regain hit points. At the end of every hour, the creature must succeed on a {@dc 13} Constitution saving throw or gain 1 level of {@condition exhaustion}. If the creature is in direct sunlight when it makes this saving throw, it automatically succeeds on the save.\",\"If the creature is targeted by magic that ends a poison or disease, such as lesser restoration, while the creature isn't in direct sunlight, the effect does not end.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"AB\",\"C\"],\"damageTags\":[\"C\",\"I\",\"P\"],\"miscTags\":[\"AOE\",\"DIS\",\"MW\"],\"conditionInflict\":[\"exhaustion\",\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tlexolotl\",\"source\":\"JttRC\",\"page\":119,\"size\":[\"H\"],\"type\":\"elemental\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":104,\"formula\":\"11d12 + 33\"},\"speed\":{\"walk\":40},\"str\":25,\"dex\":10,\"con\":17,\"int\":7,\"wis\":13,\"cha\":9,\"senses\":[\"darkvision 120 ft.\",\"tremorsense 120 ft.\"],\"passive\":11,\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"Ignan\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Fire Aura\",\"entries\":[\"At the start of each of the tlexolotl's turns, each creature within 10 feet of it takes 7 ({@damage 2d6}) fire damage, and flammable objects in that aura that aren't being worn or carried ignite. A creature that touches the tlexolotl or hits it with a melee attack while within 5 feet of it takes 7 ({@damage 2d6}) fire damage.\"]},{\"name\":\"Illumination\",\"entries\":[\"The tlexolotl sheds bright light in a 30-foot radius and dim light for an additional 30 feet.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The tlexolotl regains 10 hit points at the start of its turn. If the tlexolotl takes cold damage or is immersed in water, this trait doesn't function at the start of the tlexolotl's next turn. The tlexolotl dies only if it starts its turn with 0 hit points and doesn't regenerate.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The tlexolotl makes one Bite attack and one Tail attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}12 ({@damage 1d10 + 7}) piercing damage plus 18 ({@damage 4d8}) fire damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}11 ({@damage 1d8 + 7}) bludgeoning damage plus 14 ({@damage 4d6}) fire damage. If the target is a Large or smaller creature, it must succeed on a {@dc 19} Strength saving throw or be pushed up to 10 feet away from the tlexolotl and knocked {@condition prone}.\"]},{\"name\":\"Pyroclasm {@recharge 5}\",\"entries\":[\"Gouts of molten lava erupt from the tlexolotl's body. Each creature in a 30-foot-radius sphere centered on the tlexolotl must make a {@dc 15} Dexterity saving throw. On a failed saving throw, a creature takes 21 ({@damage 6d6}) fire damage and 21 ({@damage 6d6}) bludgeoning damage. On a successful saving throw, a creature takes half as much damage.\"]}],\"traitTags\":[\"Illumination\",\"Regeneration\"],\"senseTags\":[\"SD\",\"T\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"IG\"],\"damageTags\":[\"B\",\"F\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tonalli\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":110,\"_copy\":{\"name\":\"Priest\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Mountain Dwarf\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the priest\",\"with\":\"Tonalli\",\"flags\":\"i\"}}},\"alignment\":[\"L\",\"N\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Tungsten Ward\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":38,\"_copy\":{\"name\":\"Acolyte\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the acolyte\",\"with\":\"Tungsten\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"G\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Uzoma Baten\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":94,\"_copy\":{\"name\":\"Guard\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Mountain Dwarf\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the guard\",\"with\":\"Uzoma\",\"flags\":\"i\"}}},\"alignment\":[\"L\",\"G\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Vi Aroon\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":28,\"_copy\":{\"name\":\"Noble\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the noble\",\"with\":\"Vi\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"G\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Wei Feng Ying\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":188,\"_copy\":{\"name\":\"Archmage\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the archmage\",\"with\":\"Wei Feng\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"N\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Whistler\",\"source\":\"JttRC\",\"page\":221,\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":180,\"formula\":\"24d10 + 48\"},\"speed\":{\"walk\":40},\"str\":13,\"dex\":16,\"con\":14,\"int\":15,\"wis\":16,\"cha\":18,\"save\":{\"dex\":\"+7\",\"cha\":\"+8\"},\"skill\":{\"stealth\":\"+11\"},\"senses\":[\"blindsight 60 ft.\"],\"passive\":13,\"resist\":[\"psychic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\"],\"languages\":[\"Deep Speech\",\"telepathy 120 ft.\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Blurred Form\",\"entries\":[\"Attack rolls against the whistler are made with disadvantage unless the whistler is {@condition incapacitated}.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The whistler doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The whistler makes three Psychic Swipe attacks.\"]},{\"name\":\"Psychic Swipe\",\"entries\":[\"{@atk ms} {@hit 8} to hit, reach 10 ft., one creature. {@h}15 ({@damage 2d10 + 4}) psychic damage.\"]},{\"name\":\"Otherworldly Melody {@recharge 5}\",\"entries\":[\"The whistler telepathically whistles an otherworldly melody into the minds of up to two creatures it can see within range of its telepathy. Each target must succeed on a {@dc 16} Wisdom saving throw or take 33 ({@damage 6d10}) psychic damage and become {@condition frightened} of the whistler for 1 minute. A {@condition frightened} creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"bonus\":[{\"name\":\"Surreal Step\",\"entries\":[\"The whistler teleports up to 20 feet to an unoccupied space it can see.\"]}],\"traitTags\":[\"Unusual Nature\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DS\",\"TP\"],\"damageTags\":[\"Y\"],\"miscTags\":[\"RCH\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"White Jade Emperor\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":197,\"_copy\":{\"name\":\"Noble\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Hill Dwarf\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"noble\",\"with\":\"emperor\"}}},\"alignment\":[\"L\",\"N\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Wynling\",\"source\":\"JttRC\",\"page\":33,\"size\":[\"T\"],\"type\":\"fey\",\"alignment\":[\"C\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[15],\"hp\":{\"average\":21,\"formula\":\"6d4 + 6\"},\"speed\":{\"walk\":30,\"fly\":40},\"str\":3,\"dex\":20,\"con\":13,\"int\":10,\"wis\":14,\"cha\":16,\"skill\":{\"sleight of hand\":\"+7\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"languages\":[\"Sylvan\"],\"cr\":\"1/2\",\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d4 + 5}) bludgeoning damage.\"]},{\"name\":\"Cloak of the Mountain {@recharge 4}\",\"entries\":[\"The wynling magically turns {@condition invisible}, along with any equipment it is wearing or carrying, for 1 minute or until it makes an attack roll.\"]}],\"reaction\":[{\"name\":\"Trickster's Flight\",\"entries\":[\"Immediately after a creature the wynling can see misses the wynling with an attack roll, the wynling can move up to 30 feet. This movement doesn't provoke opportunity attacks.\"]}],\"senseTags\":[\"D\"],\"languageTags\":[\"S\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"invisible\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Xocopol\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":112,\"_copy\":{\"name\":\"Fire Giant\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the giant\",\"with\":\"Xocopol\",\"flags\":\"i\"},\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Multiattack\",\"items\":{\"name\":\"Multiattack\",\"entries\":[\"The giant makes two greathammer attacks.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Greatsword\",\"items\":{\"name\":\"Greathammer\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}28 ({@damage 6d6 + 7}) bludgeoning damage.\"]}}]}},\"alignment\":[\"N\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Yarana\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":204,\"_copy\":{\"name\":\"Scout\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the scout\",\"with\":\"Yarana\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"G\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Young-Gi\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":85,\"_copy\":{\"name\":\"Noble\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Dragonborn (Red)\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the noble\",\"with\":\"Young-Gi\",\"flags\":\"i\"}}},\"alignment\":[\"N\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Zisatta\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"JttRC\",\"page\":177,\"_copy\":{\"name\":\"Nightsea chil-liren\",\"source\":\"JttRC\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"Nightsea chil-liren\",\"with\":\"Zisatta\",\"flags\":\"i\"}}},\"alignment\":[\"L\",\"N\"],\"hasToken\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-kftgv.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\"]},\"otherSources\":{\"monster\":{\"MM\":\"KftGV\"}}},\"monster\":[{\"name\":\"Animatronic Allosaurus\",\"source\":\"KftGV\",\"page\":22,\"_copy\":{\"name\":\"Allosaurus\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"allosaurus\",\"with\":\"animatronic allosaurus\"}}},\"type\":\"construct\",\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"paralyzed\",\"poisoned\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Arlo Kettletoe (Levels 1-4)\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"KftGV\",\"page\":8,\"_copy\":{\"name\":\"Bandit Captain\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the captain\",\"with\":\"Arlo Kettletoe\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"halfling\"]},\"alignment\":[\"N\"],\"hasToken\":true},{\"name\":\"Arlo Kettletoe (Levels 5-8)\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"KftGV\",\"page\":8,\"_copy\":{\"name\":\"Knight\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the knight\",\"with\":\"Arlo Kettletoe\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"halfling\"]},\"alignment\":[\"N\"],\"hasToken\":true},{\"name\":\"Arlo Kettletoe (Levels 9-11)\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"KftGV\",\"page\":8,\"_copy\":{\"name\":\"Mage\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the mage\",\"with\":\"Arlo Kettletoe\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"halfling\"]},\"alignment\":[\"N\"],\"hasToken\":true},{\"name\":\"Ashen Animated Armor\",\"source\":\"KftGV\",\"page\":157,\"_copy\":{\"name\":\"Animated Armor\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Ashen Creature\",\"entries\":[\"When the armor drops to 0 hit points, it is reduced to a pile of ash, and any equipment it was wearing or carrying falls to the ground.\"]}}}},\"type\":\"elemental\",\"alignment\":[\"L\",\"E\"],\"immune\":[\"fire\",\"poison\",\"psychic\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Ashen Flying Sword\",\"source\":\"KftGV\",\"page\":157,\"_copy\":{\"name\":\"Flying Sword\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Ashen Creature\",\"entries\":[\"When the sword drops to 0 hit points, it is reduced to a pile of ash, and any equipment it was wearing or carrying falls to the ground.\"]}}}},\"type\":\"elemental\",\"alignment\":[\"L\",\"E\"],\"immune\":[\"fire\",\"poison\",\"psychic\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Ashen Knight\",\"source\":\"KftGV\",\"page\":158,\"_copy\":{\"name\":\"Knight\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"knight\",\"with\":\"ashen knight\"},\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Ashen Creature\",\"entries\":[\"When the knight drops to 0 hit points, it is reduced to a pile of ash, and any equipment it was wearing or carrying falls to the ground.\"]}}}},\"type\":{\"type\":\"elemental\",\"tags\":[\"any race\"]},\"alignment\":[\"L\",\"E\"],\"immune\":[\"fire\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Ashen Shambling Mound\",\"source\":\"KftGV\",\"page\":158,\"_copy\":{\"name\":\"Shambling Mound\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Ashen Creature\",\"entries\":[\"When the shambling mound drops to 0 hit points, it is reduced to a pile of ash, and any equipment it was wearing or carrying falls to the ground.\"]}}}},\"type\":\"elemental\",\"alignment\":[\"L\",\"E\"],\"resist\":[\"cold\"],\"immune\":[\"fire\",\"lightning\"],\"hasToken\":true},{\"name\":\"Ashen Veteran\",\"source\":\"KftGV\",\"page\":154,\"_copy\":{\"name\":\"Veteran\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Ashen Creature\",\"entries\":[\"When the veteran drops to 0 hit points, it is reduced to a pile of ash, and any equipment it was wearing or carrying falls to the ground.\"]}}}},\"type\":\"elemental\",\"alignment\":[\"L\",\"E\"],\"immune\":[\"fire\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Ashen Warhorse\",\"source\":\"KftGV\",\"page\":158,\"_copy\":{\"name\":\"Warhorse\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Ashen Creature\",\"entries\":[\"When the horse drops to 0 hit points, it is reduced to a pile of ash, and any equipment it was wearing or carrying falls to the ground.\"]}}}},\"type\":\"elemental\",\"alignment\":[\"L\",\"E\"],\"immune\":[\"fire\"],\"hasToken\":true},{\"name\":\"Charmayne Daymore\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"KftGV\",\"page\":159,\"size\":[\"M\"],\"type\":{\"type\":\"elemental\",\"tags\":[\"wizard\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[12],\"hp\":{\"average\":123,\"formula\":\"19d8 + 38\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":8,\"dex\":14,\"con\":15,\"int\":20,\"wis\":14,\"cha\":16,\"save\":{\"int\":\"+9\",\"wis\":\"+6\",\"cha\":\"+7\"},\"skill\":{\"arcana\":\"+9\",\"deception\":\"+7\",\"perception\":\"+6\"},\"passive\":16,\"immune\":[\"fire\"],\"languages\":[\"Common\",\"Draconic\",\"Elvish\",\"Ignan\"],\"cr\":\"10\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Charmayne casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 17}):\"],\"will\":[\"{@spell dancing lights}\",\"{@spell mage hand}\"],\"daily\":{\"3\":[\"{@spell mage armor}\"],\"1e\":[\"{@spell dispel magic}\",\"{@spell invisibility}\",\"{@spell polymorph}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Charmayne fails a saving throw, she can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Charmayne makes three Ashen Burst attacks. She can replace one of these attacks with one use of Spellcasting.\"]},{\"name\":\"Ashen Burst\",\"entries\":[\"{@atk ms,rs} {@hit 9} to hit, reach 5 ft. or range 60 ft., one target. {@h}17 ({@damage 5d6}) fire damage.\"]},{\"name\":\"Cinder Spite {@recharge 5}\",\"entries\":[\"Charmayne creates a magical explosion of fire centered on a point she can see within 120 feet of herself. Each creature in a 20-foot-radius sphere centered on that point must make a {@dc 17} Dexterity saving throw, taking 35 ({@damage 10d6}) fire damage on a failed save, or half as much damage on a successful one. A Humanoid reduced to 0 hit points by this damage dies and is transformed into a Tiny charcoal figurine.\"]}],\"reaction\":[{\"name\":\"Charmayne can take up to three reactions per round but only one per turn.\",\"entries\":[]},{\"name\":\"Elemental Rebuke\",\"entries\":[\"In response to being hit by an attack, Charmayne utters a word in Ignan, dealing 10 ({@damage 3d6}) fire damage to the attacker. Charmayne then teleports, along with any equipment she is wearing or carrying, up to 30 feet to an unoccupied space she can see, leaving a harmless cloud of ash and embers in the space she just left.\"]},{\"name\":\"Fiery Counterspell\",\"entries\":[\"Charmayne interrupts a creature she can see within 60 feet of herself that is casting a spell. If the spell is 4th level or lower, it fails and has no effect. If the spell is 5th level or higher, Charmayne makes an Intelligence check ({@dc 10} + the spell's level). On a success, the spell fails and has no effect. Whatever the spell's level, the caster takes 10 ({@damage 3d6}) fire damage if the spell fails.\"]}],\"traitTags\":[\"Legendary Resistances\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"E\",\"IG\"],\"damageTags\":[\"F\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Clockwork Defender\",\"source\":\"KftGV\",\"page\":85,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":42,\"formula\":\"5d8 + 20\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":15,\"con\":18,\"int\":3,\"wis\":14,\"cha\":1,\"skill\":{\"perception\":\"+6\",\"stealth\":\"+4\"},\"passive\":16,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Unusual Nature\",\"entries\":[\"The defender doesn't need air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Electrified Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 7 ({@damage 2d6}) lightning damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or be {@condition grappled} (escape {@dc 13}). A creature {@condition grappled} by the defender takes the damage again at the start of each of the defender's turns. The defender can have only one creature {@condition grappled} in this way at a time, and the defender can't make Electrified Bite attacks while grappling.\"]}],\"bonus\":[{\"name\":\"Light Beam\",\"entries\":[\"The defender emits bright light from its eyes in a 60-foot cone, or it shuts off this light.\"]}],\"traitTags\":[\"Unusual Nature\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"L\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"grappled\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Clockwork Observer\",\"source\":\"KftGV\",\"page\":85,\"size\":[\"T\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":7,\"formula\":\"2d4 + 2\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":1,\"dex\":16,\"con\":13,\"int\":3,\"wis\":15,\"cha\":1,\"skill\":{\"perception\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":16,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"0\",\"trait\":[{\"name\":\"Flyby\",\"entries\":[\"The observer doesn't provoke opportunity attacks when it flies out of an enemy's reach.\"]},{\"name\":\"Telepathic Bond\",\"entries\":[\"While the observer is within 1 mile of its creator, it can magically convey what it sees to its creator, and the two can communicate telepathically.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The observer doesn't need air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Shriek\",\"entries\":[\"The observer emits a mechanical shriek until the start of its next turn or until it drops to 0 hit points. This shriek can be heard within a range of 300 feet.\"]}],\"traitTags\":[\"Flyby\",\"Unusual Nature\"],\"senseTags\":[\"D\"],\"languageTags\":[\"CS\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Conservatory Student\",\"source\":\"KftGV\",\"page\":110,\"_copy\":{\"name\":\"Noble\",\"source\":\"MM\",\"_mod\":{\"action\":{\"mode\":\"removeArr\",\"names\":\"Rapier\"}}},\"ac\":[11],\"skill\":{\"performance\":\"+7\"},\"reaction\":null,\"actionTags\":[],\"hasToken\":true},{\"name\":\"Crimson Helmed Horror\",\"source\":\"KftGV\",\"page\":152,\"_copy\":{\"name\":\"Helmed Horror\",\"source\":\"MM\",\"_mod\":{\"trait\":[{\"mode\":\"replaceArr\",\"replace\":\"Spell Immunity\",\"items\":{\"name\":\"Spell Immunity\",\"entries\":[\"The helmed horror is immune to {@spell burning hands}, {@spell fireball}, and {@spell scorching ray}.\"]}}],\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Longsword\",\"items\":{\"name\":\"Flaming Longsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) fire damage, or 9 ({@damage 1d10 + 4}) fire damage if used with two hands.\"]}}]}},\"bonus\":[{\"name\":\"Conjure Sword\",\"entries\":[\"As a bonus action on its first turn in combat, the helmed horror conjures a longsword-sized blade of fire, which appears in its free hand. This sword disappears in a cloud of smoke when the helmed horror drops to 0 hit points.\"]}],\"tokenCredit\":\"David Calabrese\",\"hasToken\":true},{\"name\":\"Dr. Cassee Dannell\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"KftGV\",\"page\":12,\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\"},\"int\":10,\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Eldritch Horror Hatchling\",\"source\":\"KftGV\",\"page\":24,\"_copy\":{\"name\":\"Ankheg\",\"source\":\"MM\",\"_mod\":{\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Bite\",\"items\":{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage plus 3 ({@damage 1d6}) poison damage. If the target is a Large or smaller creature, it is {@condition grappled} (escape {@dc 13}). Until this grapple ends, the eldritch horror hatchling can bite only the {@condition grappled} creature and has advantage on attack rolls to do so.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Acid Spray {@recharge}\",\"items\":{\"name\":\"Acid Spray {@recharge}\",\"entries\":[\"The eldritch horror hatchling spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature {@condition grappled}. Each creature in that line must make a {@dc 13} Dexterity saving throw, taking 10 ({@damage 3d6}) acid damage on a failed save, or half as much damage on a successful one.\"]}}]}},\"hasToken\":true},{\"name\":\"Eliphas Adulare\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"KftGV\",\"page\":188,\"_copy\":{\"name\":\"Werebear\",\"source\":\"MM\",\"_mod\":{\"*\":[{\"mode\":\"replaceTxt\",\"replace\":\"the werebear\",\"with\":\"Eliphas\",\"flags\":\"i\"}]}},\"int\":18,\"spellcasting\":[{\"name\":\"Spellcasting (Humanoid or Hybrid Form Only)\",\"type\":\"spellcasting\",\"headerEntries\":[\"Eliphas casts one of the following spells, using Intelligence as the spellcasting ability (save {@dc 15}):\"],\"will\":[\"{@spell light}\",\"{@spell minor illusion}\",\"{@spell prestidigitation}\"],\"daily\":{\"2e\":[\"{@spell detect magic}\",\"{@spell fog cloud}\"],\"1e\":[\"{@spell phantasmal force}\",\"{@spell shatter}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"intelligence\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Enna Galakiir (Levels 1-4)\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"KftGV\",\"page\":8,\"_copy\":{\"name\":\"Bandit\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the bandit\",\"with\":\"Enna Galakiir\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"N\"],\"hasToken\":true},{\"name\":\"Enna Galakiir (Levels 5-8)\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"KftGV\",\"page\":8,\"_copy\":{\"name\":\"Spy\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the spy\",\"with\":\"Enna Galakiir\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"N\"],\"hasToken\":true},{\"name\":\"Enna Galakiir (Levels 9-11)\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"KftGV\",\"page\":8,\"_copy\":{\"name\":\"Assassin\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the assassin\",\"with\":\"Enna Galakiir\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"N\"],\"hasToken\":true},{\"name\":\"Fragment of Krokulmar\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"KftGV\",\"page\":53,\"size\":[\"T\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"ac\":[13],\"hp\":{\"average\":10,\"formula\":\"3d4 + 3\"},\"speed\":{\"walk\":0},\"str\":4,\"dex\":16,\"con\":12,\"int\":16,\"wis\":16,\"cha\":16,\"skill\":{\"arcana\":\"+7\",\"history\":\"+7\",\"persuasion\":\"+7\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"immune\":[\"psychic\"],\"languages\":[\"Deep Speech\",\"telepathy 60 ft.\"],\"cr\":\"0\",\"action\":[{\"name\":\"Psionic Revitalization\",\"entries\":[\"The fragment touches one creature that has 0 hit points in the fragment's space. The target regains 10 hit points, and each creature within 10 feet of the healed creature takes 3 ({@damage 1d6}) psychic damage.\"]},{\"name\":\"Squirming Dodge\",\"entries\":[\"Until the start of the fragment's next turn, any attack roll made against the fragment has disadvantage, and the fragment makes saving throws with advantage.\"]}],\"senseTags\":[\"D\"],\"languageTags\":[\"DS\",\"TP\"],\"damageTags\":[\"Y\"],\"miscTags\":[\"AOE\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Frody Dartwild\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"KftGV\",\"page\":105,\"_copy\":{\"name\":\"Zombie\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the zombie\",\"with\":\"Frody\",\"flags\":\"i\"}}},\"alignment\":[\"N\",\"G\"],\"int\":10,\"languages\":[\"Common\"],\"hasToken\":true},{\"name\":\"Gregir Fendelsohn (Levels 1-4)\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"KftGV\",\"page\":8,\"_copy\":{\"name\":\"Bandit\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the bandit\",\"with\":\"Gregir Fendelsohn\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"N\"],\"hasToken\":true},{\"name\":\"Gregir Fendelsohn (Levels 5-8)\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"KftGV\",\"page\":8,\"_copy\":{\"name\":\"Thug\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the thug\",\"with\":\"Gregir Fendelsohn\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"N\"],\"hasToken\":true},{\"name\":\"Gregir Fendelsohn (Levels 9-11)\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"KftGV\",\"page\":8,\"_copy\":{\"name\":\"Veteran\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the veteran\",\"with\":\"Gregir Fendelsohn\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"N\"],\"hasToken\":true},{\"name\":\"Headless Body\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"KftGV\",\"page\":51,\"_copy\":{\"name\":\"Knight\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"knight\",\"with\":\"headless body\"}}},\"senses\":[\"blindsight 30 ft. (blind beyond this radius)\"],\"hasToken\":true},{\"name\":\"Ignatius Inkblot\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"KftGV\",\"page\":169,\"_copy\":{\"name\":\"Mind Flayer\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the mind flayer\",\"with\":\"Ignatius Inkblot\",\"flags\":\"i\"}}},\"alignment\":[\"L\",\"N\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Jalynvyr Nir'Thinn\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"KftGV\",\"page\":155,\"_copy\":{\"name\":\"Smoke Mephit\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the mephit\",\"with\":\"Jalynvyr Nir'Thinn\",\"flags\":\"i\"}}},\"languages\":[\"Common\",\"Elvish\"],\"hasToken\":true},{\"name\":\"Jarazoun\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"KftGV\",\"page\":200,\"_copy\":{\"name\":\"Efreeti\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the efreeti\",\"with\":\"Jarazoun\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Joster Mareet\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"KftGV\",\"page\":107,\"_copy\":{\"name\":\"Incubus\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the fiend\",\"with\":\"Joster Mareet\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Juvenile Eldritch Horror\",\"source\":\"KftGV\",\"page\":24,\"_copy\":{\"name\":\"Behir\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"behir\",\"with\":\"eldritch horror\"}}},\"int\":18,\"languages\":null,\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The eldritch horror casts one of the following spells, requiring no components and using Intelligence as the spellcasting ability (save {@dc 14}):\"],\"daily\":{\"1\":[\"{@spell project image}\"],\"2e\":[\"{@spell blindness/deafness}\",\"{@spell blur}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"savingThrowForcedSpell\":[\"constitution\"],\"hasToken\":true},{\"name\":\"Kavoda\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"KftGV\",\"page\":78,\"_copy\":{\"name\":\"Deep Gnome (Svirfneblin)\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the gnome\",\"with\":\"Kavoda\",\"flags\":\"i\"},\"trait\":{\"mode\":\"prependArr\",\"items\":{\"name\":\"Special Equipment\",\"entries\":[\"Kavoda carries a {@item Spell Scroll (2nd Level)||spell scroll} of {@spell magic weapon} and a {@item Potion of Hill Giant Strength||potion of giant strength (hill)}.\"]}}}},\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":12,\"from\":[\"{@item robes|phb}\"]}],\"languages\":[\"Common\",\"Gnomish\",\"Terran\",\"Undercommon\"],\"hasToken\":true},{\"name\":\"King Jhaeros\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"KftGV\",\"page\":158,\"_copy\":{\"name\":\"Clay Golem\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the golem\",\"with\":\"Jhaeros\",\"flags\":\"i\"},\"trait\":[{\"mode\":\"appendArr\",\"items\":{\"name\":\"Ashen Creature\",\"entries\":[\"When Jhaeros drops to 0 hit points, he explodes in a harmless cloud of ashes, leaving nothing else behind.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Acid Absorption\",\"items\":{\"name\":\"Fire Absorption\",\"entries\":[\"Whenever Jhaeros is subjected to fire damage, he takes no damage and instead regains a number of hit points equal to the fire damage dealt.\"]}}]}},\"int\":10,\"wis\":10,\"cha\":10,\"immune\":[\"poison\",\"psychic\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't adamantine\",\"cond\":true}],\"languages\":[\"understands Common\",\"Draconic\",\"Elvish\",\"and Ignan but can't speak\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Markos Delphi\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"KftGV\",\"page\":53,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\",\"warlock\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[12],\"hp\":{\"average\":44,\"formula\":\"8d8 + 8\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":15,\"con\":12,\"int\":17,\"wis\":13,\"cha\":16,\"save\":{\"wis\":\"+3\",\"cha\":\"+5\"},\"skill\":{\"arcana\":\"+7\",\"history\":\"+7\",\"perception\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"immune\":[\"psychic\"],\"languages\":[\"Celestial\",\"Common\",\"Deep Speech\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Markos casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 13}):\"],\"daily\":{\"1e\":[\"{@spell arms of Hadar}\",\"{@spell charm person}\",\"{@spell mage armor}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Markos makes two Ceremonial Blade attacks, two Psychic Orb attacks, or one of each.\"]},{\"name\":\"Ceremonial Blade\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage plus 3 ({@damage 1d6}) poison damage. If the target is a creature, it must succeed on a {@dc 13} Constitution saving throw or become {@condition poisoned} for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Psychic Orb\",\"entries\":[\"{@atk rs} {@hit 5} to hit, range 60 ft., one creature. {@h}10 ({@damage 2d6 + 3}) psychic damage.\"]}],\"bonus\":[{\"name\":\"Swap Space\",\"entries\":[\"Markos targets one Medium or Small creature he can see within 30 feet of himself. The target must succeed on a {@dc 13} Constitution saving throw or it teleports, along with any equipment it is wearing or carrying, exchanging positions with Markos.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\",\"DS\"],\"damageTags\":[\"I\",\"P\",\"Y\"],\"damageTagsSpell\":[\"N\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"poisoned\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Meera Raheer\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"KftGV\",\"page\":7,\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\"},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"G\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Naevys Tharesso\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"KftGV\",\"page\":150,\"_copy\":{\"name\":\"Knight\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the knight\",\"with\":\"Naevys Tharesso\",\"flags\":\"i\"},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Greatsword\",\"items\":{\"name\":\"Flame Tongue Longsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage, or 7 ({@damage 1d10 + 2}) slashing damage if used with two hands. The knight can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until she uses a bonus action to speak the command word again or until she drops or sheathes the sword.\"]}}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"L\",\"G\"],\"hasToken\":true},{\"name\":\"Nixylanna Vidorant\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"KftGV\",\"page\":130,\"_copy\":{\"name\":\"Assassin\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the Assassin\",\"with\":\"Nixylanna Vidorant\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"C\",\"N\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Prisoner 13\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"KftGV\",\"page\":68,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dwarf\",\"monk\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"mountain tattoo\"]}],\"hp\":{\"average\":102,\"formula\":\"12d8 + 48\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":17,\"con\":18,\"int\":16,\"wis\":14,\"cha\":16,\"save\":{\"con\":\"+7\",\"wis\":\"+5\"},\"skill\":{\"athletics\":\"+5\",\"deception\":\"+9\",\"insight\":\"+5\",\"perception\":\"+5\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"resist\":[\"poison\"],\"immune\":[\"psychic\"],\"conditionImmune\":[\"charmed\"],\"languages\":[\"Common\",\"Dwarvish\",\"Elvish\",\"Thieves' cant\",\"Undercommon\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Antimagic Susceptibility\",\"entries\":[\"In an area of antimagic, Prisoner 13's tattoos and reactions don't function, and she suffers the following modifications to her statistics: her AC becomes 13, she loses her immunity to psychic damage and the charmed condition, and her Tattooed Strike becomes a melee attack that deals 7 ({@damage 1d8 + 3}) bludgeoning damage on a hit.\"]},{\"name\":\"Mindlink Tattoos\",\"entries\":[\"Prisoner 13 has telepathic links with dozens of agents operating throughout the land. The links allow Prisoner 13 to communicate telepathically with each of these agents while they are both on the same plane of existence.\"]},{\"name\":\"Mountain Tattoo\",\"entries\":[\"Prisoner 13's AC includes her Constitution modifier.\"]},{\"name\":\"Shroud Tattoo\",\"entries\":[\"Prisoner 13 can't be targeted by divination spells or any feature that would read her thoughts, and she can't be perceived through magical scrying sensors. She can't be contacted telepathically unless she allows such contact.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Prisoner 13 makes two Tattooed Strike attacks.\"]},{\"name\":\"Tattooed Strike\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 60 ft., one target. {@h}12 ({@damage 2d8 + 3}) force damage.\"]},{\"name\":\"Firestorm Tattoo {@recharge 5}\",\"entries\":[\"Prisoner 13 magically unleashes flame from the tattoo across her back, filling a 20-foot-radius sphere centered on her. Each other creature in that area must make a {@dc 15} Dexterity saving throw. On a failed save, the creature takes 13 ({@damage 3d8}) fire damage and is knocked {@condition prone}. On a successful save, it takes half as much damage and isn't knocked {@condition prone}.\"]},{\"name\":\"River Tattoo\",\"entries\":[\"Prisoner 13 magically ends any effects causing the {@condition grappled} or {@condition restrained} conditions on herself. If she is bound with nonmagical restraints, she slips out of them.\"]}],\"reaction\":[{\"name\":\"Readiness\",\"entries\":[\"When a creature Prisoner 13 can see within 60 feet of herself ends its turn, Prisoner 13 makes one Tattooed Strike attack or uses River Tattoo. She can then move up to her speed without provoking opportunity attacks.\"]}],\"traitTags\":[\"Antimagic Susceptibility\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"D\",\"E\",\"TC\",\"U\"],\"damageTags\":[\"B\",\"F\",\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Rilago\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"KftGV\",\"page\":147,\"_copy\":{\"name\":\"Ghost\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the ghost\",\"with\":\"Rilago\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Sabrina Kilgore (Levels 1-4)\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"KftGV\",\"page\":8,\"_copy\":{\"name\":\"Bandit\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the bandit\",\"with\":\"Sabrina Kilgore\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"N\"],\"hasToken\":true},{\"name\":\"Sabrina Kilgore (Levels 5-8)\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"KftGV\",\"page\":8,\"_copy\":{\"name\":\"Thug\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the thug\",\"with\":\"Sabrina Kilgore\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"N\"],\"hasToken\":true},{\"name\":\"Sabrina Kilgore (Levels 9-11)\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"KftGV\",\"page\":8,\"_copy\":{\"name\":\"Veteran\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the veteran\",\"with\":\"Sabrina Kilgore\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"N\"],\"hasToken\":true},{\"name\":\"Sythian Skalderang\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"KftGV\",\"page\":117,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"bard\",\"tiefling\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"Graz'zt's gift\"]}],\"hp\":{\"average\":99,\"formula\":\"18d8 + 18\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":15,\"con\":13,\"int\":14,\"wis\":11,\"cha\":16,\"save\":{\"dex\":\"+5\",\"wis\":\"+3\"},\"skill\":{\"arcana\":\"+5\",\"deception\":\"+6\",\"performance\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"fire\"],\"languages\":[\"Abyssal\",\"Common\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Sythian casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 14}):\"],\"will\":[\"{@spell mage hand}\",\"{@spell prestidigitation}\"],\"daily\":{\"1e\":[\"{@spell charm person}\",\"{@spell faerie fire}\",\"{@spell unseen servant}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Fear of Frogs and Toads\",\"entries\":[\"Sythian is {@condition frightened} while he is within 20 feet of a frog or a toad (of any size) that he can see.\"]},{\"name\":\"Graz'zt's Gift\",\"entries\":[\"Sythian's AC includes his Charisma modifier.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Sythian makes two Poisoned Shortsword or Poisoned Dart attacks and uses Whispers of Azzagrat.\"]},{\"name\":\"Poisoned Shortsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage plus 5 ({@damage 1d10}) poison damage.\"]},{\"name\":\"Poisoned Dart\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage plus 5 ({@damage 1d10}) poison damage.\"]},{\"name\":\"Whispers of Azzagrat\",\"entries\":[\"Each creature in a 15-foot cube originating from Sythian must make a {@dc 14} Wisdom saving throw. On a failed save, a creature takes 18 ({@damage 4d8}) psychic damage and is {@condition incapacitated} until the end of its next turn. On a successful save, the creature takes half as much damage and isn't {@condition incapacitated}.\"]}],\"reaction\":[{\"name\":\"Fiendish Rebuke (3/Day)\",\"entries\":[\"Immediately after a creature within 5 feet of Sythian hits him with an attack roll, Sythian forces that creature to make a {@dc 14} Constitution saving throw. The creature takes 14 ({@damage 4d6}) fire damage on a failed saving throw, or half as much damage on a successful one.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\"],\"damageTags\":[\"F\",\"I\",\"P\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"incapacitated\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"The Stranger\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"KftGV\",\"page\":173,\"_copy\":{\"name\":\"Archmage\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the archmage\",\"with\":\"The Stranger\",\"flags\":\"i\"}}},\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"The Stranger wears an invisible {@item ring of mind shielding} that thwarts magical attempts to read their thoughts. The Stranger also wears {@item dimensional shackles} but is eager to be rid of them. One touch from Omid's mace-key causes the shackles to fall off, freeing the Stranger.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The archmage has advantage on saving throws against spells and other magical effects.\"]}],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Tiefling Acrobat\",\"source\":\"KftGV\",\"page\":37,\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\"},\"skill\":{\"acrobatics\":\"+4\",\"performance\":\"+4\"},\"hasToken\":true},{\"name\":\"Tixie Tockworth\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"KftGV\",\"page\":85,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"gnome\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":75,\"formula\":\"10d6 + 40\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":13,\"con\":18,\"int\":17,\"wis\":9,\"cha\":10,\"save\":{\"int\":\"+6\",\"wis\":\"+2\"},\"skill\":{\"arcana\":\"+9\",\"perception\":\"+2\"},\"senses\":[\"truesight 60 ft.\"],\"passive\":12,\"languages\":[\"Common\",\"Gnomish\",\"Terran\",\"Undercommon\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Tockworth casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 14}):\"],\"will\":[\"{@spell nondetection} (self only)\"],\"daily\":{\"2\":[\"{@spell dimension door}\"],\"1e\":[\"{@spell blindness/deafness}\",\"{@spell blur}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Force Field\",\"entries\":[\"Tockworth generates a magical force field around herself. This force field has 15 hit points and regains all its hit points at the start of each of Tockworth's turns, but it ceases to function if Tockworth drops to 0 hit points. Any damage Tockworth takes is subtracted from the force field's hit points first. Each time the force field regains hit points, the following conditions end on Tockworth: {@condition grappled}, {@condition restrained}, and {@condition stunned}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Tockworth makes three Shortsword or Lightning Discharge attacks.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 10 ({@damage 3d6}) force damage.\"]},{\"name\":\"Lightning Discharge\",\"entries\":[\"{@atk rs} {@hit 6} to hit, range 60 ft., one creature. {@h}16 ({@damage 3d10}) lightning damage.\"]}],\"bonus\":[{\"name\":\"Scalding Steam {@recharge 5}\",\"entries\":[\"Tockworth emits a jet of piping-hot steam in a 15-foot cone. Each creature in that cone must make a {@dc 15} Dexterity saving throw, taking 10 ({@damage 3d6}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"attachedItems\":[\"shortsword|phb\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"G\",\"T\",\"U\"],\"damageTags\":[\"F\",\"L\",\"O\",\"P\"],\"damageTagsSpell\":[\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"blinded\",\"deafened\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tixie's Shield Guardian\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"KftGV\",\"page\":80,\"_copy\":{\"name\":\"Shield Guardian\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"removeArr\",\"names\":\"Spell Storing\"}}},\"hasToken\":true},{\"name\":\"Torgja Stonecrusher (Levels 1-4)\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"KftGV\",\"page\":8,\"_copy\":{\"name\":\"Bandit\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the bandit\",\"with\":\"Torgja Stonecrusher\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"dwarf\"]},\"alignment\":[\"C\",\"N\"],\"hasToken\":true},{\"name\":\"Torgja Stonecrusher (Levels 5-8)\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"KftGV\",\"page\":8,\"_copy\":{\"name\":\"Thug\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the thug\",\"with\":\"Torgja Stonecrusher\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"dwarf\"]},\"alignment\":[\"C\",\"N\"],\"hasToken\":true},{\"name\":\"Torgja Stonecrusher (Levels 9-11)\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"KftGV\",\"page\":8,\"_copy\":{\"name\":\"Veteran\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the veteran\",\"with\":\"Torgja Stonecrusher\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"dwarf\"]},\"alignment\":[\"C\",\"N\"],\"hasToken\":true},{\"name\":\"Tosh Starling (Levels 1-4)\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"KftGV\",\"page\":8,\"_copy\":{\"name\":\"Scout\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the scout\",\"with\":\"Tosh Starling\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"orc\"]},\"alignment\":[\"N\"],\"hasToken\":true},{\"name\":\"Tosh Starling (Levels 5-8)\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"KftGV\",\"page\":8,\"_copy\":{\"name\":\"Spy\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the spy\",\"with\":\"Tosh Starling\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"orc\"]},\"alignment\":[\"N\"],\"hasToken\":true},{\"name\":\"Tosh Starling (Levels 9-11)\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"KftGV\",\"page\":8,\"_copy\":{\"name\":\"Veteran\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the veteran\",\"with\":\"Tosh Starling\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"orc\"]},\"alignment\":[\"N\"],\"hasToken\":true},{\"name\":\"Zala Morphus\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"KftGV\",\"page\":47,\"_copy\":{\"name\":\"Nothic\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the nothic\",\"with\":\"Zala Morphus\",\"flags\":\"i\"}}},\"languages\":[\"Common\",\"Deep Speech\",\"Elvish\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Zorhanna Adulare\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"KftGV\",\"page\":184,\"_copy\":{\"name\":\"Archmage\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the archmage\",\"with\":\"Zorhanna Adulare\",\"flags\":\"i\"}}},\"languages\":[\"Auran\",\"Common\",\"Draconic\",\"Elvish\",\"Sylvan\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Zorhanna's Simulacrum\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"KftGV\",\"page\":184,\"_copy\":{\"name\":\"Archmage\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"archmage\",\"with\":\"simulacrum\"},\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Simulacrum\",\"entries\":[\"The simulacrum can't regain expended spell slots or use the properties of the shard solitaire necklace. (The shard solitaire is currently attuned to the Far Realm entity trapped inside.) If the simulacrum drops to 0 hit points, it turns to snow and melts away, and the shard solitaire necklace teleports to the safe in Zorhanna's vault tower.\"]}}}},\"type\":\"construct\",\"alignment\":[\"N\",\"E\"],\"languages\":[\"Common\",\"Deep Speech (when it is angry or frustrated)\",\"Draconic\",\"Elvish\",\"Gnomish\",\"Sylvan\"],\"hasToken\":true,\"hasFluff\":true}]}"); JSON_DATA[`data/bestiary/bestiary-kkw.json`] = JSON.parse("{\"monster\":[{\"name\":\"Goblin Gang Member\",\"source\":\"KKW\",\"page\":167,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"goblinoid\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":10,\"formula\":\"3d6\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":16,\"con\":10,\"int\":10,\"wis\":10,\"cha\":8,\"skill\":{\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Common\",\"Goblin\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Nimble Escape\",\"entries\":[\"The goblin can take the Disengage or Hide action as a bonus action on each of its turns.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage.\"]},{\"name\":\"Light Crossbow\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\",\"light crossbow|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"GO\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true},{\"name\":\"Krenko\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"KKW\",\"page\":168,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"goblinoid\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item chain shirt|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":21,\"formula\":\"6d6\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":10,\"int\":10,\"wis\":8,\"cha\":14,\"skill\":{\"stealth\":\"+6\",\"deception\":\"+4\",\"persuasion\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"languages\":[\"Common\",\"Goblin\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Nimble Escape\",\"entries\":[\"Krenko can take the Disengage or Hide action as a bonus action on each of his turns.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Krenko makes two attacks with his scimitar.\"]},{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage plus 2 ({@damage 1d4}) poison damage..\"]},{\"name\":\"Light Crossbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Redirect Attack\",\"entries\":[\"When a creature Krenko can see targets him with an attack, Krenko chooses another goblin within 5 feet of him. The two goblins swap places, and the chosen goblin becomes the target instead.\"]}],\"attachedItems\":[\"light crossbow|phb\",\"scimitar|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GO\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Loading Rig\",\"isNpc\":true,\"source\":\"KKW\",\"page\":170,\"size\":[\"L\"],\"type\":{\"type\":\"construct\"},\"alignment\":[\"U\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":39,\"formula\":\"6d10 + 6\"},\"speed\":{\"walk\":25},\"str\":18,\"dex\":11,\"con\":13,\"int\":1,\"wis\":3,\"cha\":1,\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":6,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Antimagic Susceptibility\",\"entries\":[\"The rig is {@condition incapacitated} while in the area of an {@spell antimagic field}. If targeted by {@spell dispel magic}, the rig must succeed on a Constitution saving throw against the caster's spell save DC or fall {@condition unconscious} for 1 minute.\"]},{\"name\":\"Unstable\",\"entries\":[\"If the rig takes damage, it must succeed on a {@dc 10} Constitution saving throw or be {@condition incapacitated} with a speed of 0 until a creature activates it with a successful {@dc 10} Intelligence ({@skill Arcana}) check made as an action.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The armor makes two melee attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage.\"]}],\"traitTags\":[\"Antimagic Susceptibility\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-llk.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\",\"VGM\"]}},\"monster\":[{\"name\":\"Brain in a Jar\",\"source\":\"LLK\",\"page\":38,\"otherSources\":[{\"source\":\"IMR\"}],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":11,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":58,\"formula\":\"9d8 + 18\"},\"speed\":{\"walk\":0},\"str\":1,\"dex\":1,\"con\":15,\"int\":19,\"wis\":10,\"cha\":15,\"save\":{\"int\":\"+7\",\"cha\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"necrotic\",\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The brain in a jar's innate spellcasting ability is Intelligence (spell save {@dc 15}). It can innately cast the following spells, requiring no components:\"],\"will\":[\"{@spell detect thoughts}\",\"{@spell mage hand}\",\"{@spell zone of truth}\"],\"daily\":{\"3e\":[\"{@spell charm person}\",\"{@spell command}\",\"{@spell hold person}\"],\"1e\":[\"{@spell compulsion}\",\"{@spell hold monster}\",\"{@spell sleep} (cast at 3rd level)\",\"{@spell Tasha's hideous laughter}\"]},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Detect Sentience\",\"entries\":[\"The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a {@spell mind blank} spell.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The brain in a jar has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Mind Blast {@recharge 5}\",\"entries\":[\"The brain in a jar magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a {@dc 15} Intelligence saving throw or take 13 ({@damage 2d8 + 4}) psychic damage and be {@condition stunned} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"damageTags\":[\"Y\"],\"spellcastingTags\":[\"I\",\"P\"],\"miscTags\":[\"AOE\"],\"conditionInflict\":[\"stunned\"],\"conditionInflictSpell\":[\"charmed\",\"incapacitated\",\"paralyzed\",\"prone\",\"unconscious\"],\"savingThrowForced\":[\"intelligence\"],\"savingThrowForcedSpell\":[\"charisma\",\"wisdom\"],\"hasToken\":true},{\"name\":\"Clockwork Kraken\",\"source\":\"LLK\",\"page\":38,\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":142,\"formula\":\"15d10 + 60\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":12,\"con\":18,\"int\":3,\"wis\":11,\"cha\":1,\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"resist\":[\"fire\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The clockwork kraken has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Independent Tentacles\",\"entries\":[\"The clockwork kraken has eight tentacles, each of which is treated as a Medium creature, moves independently on the construct's turn, and has a flying speed of 40 feet. The clockwork kraken's senses operate through its tentacles as well as its main body. Each tentacle can be attacked independently, with damage dealt to tentacles applied to the clockwork kraken's hit point total. A tentacle is destroyed if it takes more than 20 damage.\",\"Reducing the construct to three or fewer tentacles reduces its attacks accordingly. A clockwork kraken can regrow any destroyed tentacles at the end of a long rest.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The clockwork kraken makes four tentacle slam attacks.\"]},{\"name\":\"Tentacle Slam\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Ctenmiir the Vampire\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"LLK\",\"page\":4,\"_copy\":{\"name\":\"Vampire\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the vampire\",\"with\":\"Ctenmiir\",\"flags\":\"i\"},\"trait\":{\"mode\":\"prependArr\",\"items\":{\"name\":\"Coffin Imprisonment\",\"entries\":[\"Ctenmiir is imprisoned within a magical iron coffin mounted atop animated golem legs. Ctenmiir's coffin has a speed of 30 feet and a climbing speed of 10 feet, and protects the vampire from sunlight even as it prevents him from escaping his servitude.\"]}}}},\"alignment\":[\"L\",\"E\"],\"speed\":{\"walk\":30,\"climb\":10},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"East Wind\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"LLK\",\"page\":14,\"_copy\":{\"name\":\"Martial Arts Adept\",\"source\":\"VGM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the adept\",\"with\":\"East Wind\",\"flags\":\"i\"},\"trait\":{\"mode\":\"prependArr\",\"items\":{\"name\":\"Special Equipment\",\"entries\":[\"East Wind is armed with a longsword that is a {@item polymorph blade|LLK}.\"]}},\"action\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Polymorph Blade\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d8 + 3}) piercing damage. If East Wind rolls a 20 on the attack roll, the target must succeed on a {@dc 15} Wisdom saving throw or suffer the effects of a {@spell polymorph} spell.\"]}}}},\"hasToken\":true},{\"name\":\"Elder Monastery of the Distressed Body Monk\",\"source\":\"LLK\",\"page\":12,\"_copy\":{\"name\":\"Cult Fanatic\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"fanatic\",\"with\":\"monk\"},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Dagger\",\"items\":{\"name\":\"Force Pike\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 40/100 ft., one creature. {@h}7 ({@damage 1d10 + 2}) force damage. The attack has disadvantage against any target with polished metal armor or shield, and has its ranged halved when firing through smoke or fog.\"]}}}},\"hasToken\":true},{\"name\":\"Garret Levistusson\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"LLK\",\"page\":41,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\"},\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":44,\"formula\":\"8d8 + 8\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":14,\"con\":12,\"int\":11,\"wis\":12,\"cha\":17,\"skill\":{\"deception\":\"+7\",\"investigation\":\"+4\",\"performance\":\"+5\",\"persuasion\":\"+5\"},\"passive\":11,\"languages\":[\"Abyssal\",\"Common\",\"Infernal\",\"Thieves' cant\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Garret is a 2nd-level spellcaster. His spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). He has the following bard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell blade ward}\",\"{@spell vicious mockery}\"]},\"1\":{\"slots\":3,\"spells\":[\"{@spell charm person}\",\"{@spell detect magic}\",\"{@spell disguise self}\",\"{@spell identify}\",\"{@spell Tasha's hideous laughter}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Garret wears a {@item Ring of Warmth} (included in his statistics) and wields a {@item Gambler's Blade longsword|LLK}.\"]},{\"name\":\"Bardic Inspiration (3/Day)\",\"entries\":[\"As a bonus action, Garret can give one chosen creature (other than him) a {@dice d6} inspiration die. The chosen creature must be within 60 feet of Garret and able to hear him. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can use the inspiration die after the roll is made but before the DM says whether it succeeds or fails. Once the inspiration die is rolled, it is lost. A creature can have only one inspiration die at a time.\"]},{\"name\":\"Cunning Action\",\"entries\":[\"On each of his turns, Garret can use a bonus action to take the Dash, Disengage, or Hide action.\"]},{\"name\":\"Sneak Attack (1/Turn)\",\"entries\":[\"Garret deals an extra 7 ({@dice 2d6}) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Garret that isn't {@condition incapacitated} and Garret doesn't have disadvantage on the attack roll.\"]}],\"action\":[{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]}],\"attachedItems\":[\"shortsword|phb\"],\"traitTags\":[\"Sneak Attack\"],\"languageTags\":[\"AB\",\"C\",\"I\",\"TC\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"Y\"],\"spellcastingTags\":[\"CB\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"incapacitated\"],\"conditionInflictSpell\":[\"charmed\",\"incapacitated\",\"prone\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Gearbox\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"LLK\",\"page\":5,\"_copy\":{\"name\":\"Monodrone\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the monodrone\",\"with\":\"Gearbox\",\"flags\":\"i\"},\"trait\":{\"mode\":\"prependArr\",\"items\":{\"name\":\"Unique Programming\",\"entries\":[\"Gearbox's unique programming allows the modron to function as an {@item Orb of Direction|XGE} and an {@item Orb of Time|XGE}, to cast the {@spell light} cantrip at will, and to grant other characters advantage on Dexterity checks made with thieves' tools and on ability checks made to identify or operate mechanical or laboratory equipment.\"]}}}},\"alignment\":[\"L\",\"N\"],\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Gearbox can cast the {@spell light} cantrip at will.\"],\"spells\":{\"0\":{\"spells\":[\"{@spell light}\"]}},\"hidden\":[\"spells\"]}],\"spellcastingTags\":[\"O\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Gloine Nathair-Nathair\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"LLK\",\"page\":23,\"_copy\":{\"name\":\"Medusa\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the medusa\",\"with\":\"Gloine\",\"flags\":\"i\"}}},\"type\":\"undead\",\"immune\":[\"poison\",\"necrotic\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"trait\":[{\"name\":\"Petrifying Gaze\",\"entries\":[\"When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a {@dc 14} Constitution saving throw if the medusa isn't {@condition incapacitated} and can see the creature. If the saving throw fails by 5 or more, the creature is instantly {@condition petrified}. Otherwise, a creature that fails the save begins to turn to glass and is {@condition restrained}. The {@condition restrained} creature must repeat the saving throw at the end of its next turn, becoming {@condition petrified} on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the {@spell greater restoration} spell or other magic.\",\"Unless {@status surprised}, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.\",\"If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.\"]}],\"conditionInflict\":[\"petrified\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Mary Greymalkin\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"LLK\",\"page\":41,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\"},\"alignment\":[\"N\"],\"ac\":[{\"ac\":12,\"from\":[\"{@item Bracers of Defense}\",\"{@item Ring of Protection}\"]}],\"hp\":{\"average\":45,\"formula\":\"7d8 + 14\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":12,\"con\":10,\"int\":14,\"wis\":14,\"cha\":15,\"save\":{\"wis\":\"+4\",\"cha\":\"+4\"},\"skill\":{\"arcana\":\"+4\",\"medicine\":\"+4\",\"nature\":\"+4\",\"religion\":\"+4\"},\"passive\":12,\"languages\":[\"Abyssal\",\"Celestial\",\"Common\",\"Elvish\",\"Infernal\",\"Sylvan\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Mary is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save {@dc 12}, {@hit 4} to hit with spell attacks). She regains her expended spell slots when she finishes a short or long rest. She knows the following warlock spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell chill touch}\",\"{@spell eldritch blast}\",\"{@spell mage hand}\"]},\"3\":{\"lower\":1,\"slots\":3,\"spells\":[\"{@spell darkness}\",\"{@spell hex}\",\"{@spell hypnotic pattern}\",\"{@spell misty step}\",\"{@spell phantasmal force}\",\"{@spell unseen servant}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Mary wears {@item Bracers of Defense} and a {@item Ring of Protection}, and carries a {@item Deck of Several Things|LLK}\"]},{\"name\":\"Fey Presence (Recharges after a Short Rest)\",\"entries\":[\"Mary can cause each creature within 10 feet of her to succeed on a {@dc 12} Wisdom saving throw or become {@condition charmed} or {@condition frightened} by her (Mary's choice) until the end of her next turn.\"]},{\"name\":\"Fey Ancestry\",\"entries\":[\"Mary has advantage on saving throws against being {@condition charmed}, and magic can't put her to sleep.\"]}],\"action\":[{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage.\"]}],\"attachedItems\":[\"quarterstaff|phb\"],\"traitTags\":[\"Fey Ancestry\"],\"languageTags\":[\"AB\",\"C\",\"CE\",\"E\",\"I\",\"S\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"N\",\"O\",\"Y\"],\"spellcastingTags\":[\"CL\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"charmed\",\"frightened\"],\"conditionInflictSpell\":[\"charmed\",\"incapacitated\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Monastery of the Distressed Body Grand Master\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"LLK\",\"page\":14,\"_copy\":{\"name\":\"Bone Devil\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"devil\",\"with\":\"Grand Master\"},\"trait\":{\"mode\":\"prependArr\",\"items\":[{\"name\":\"Vorpal Claws\",\"entries\":[\"Shards of a {@item vorpal sword} once broken against the devil replace its claws. A successful {@dc 12} Intelligence ({@skill Arcana}) or Wisdom ({@skill Perception}) check identifies them as such. When the devil rolls a 20 on an attack roll with a claw, the target is decapitated. (At your option, the attack can instead deal an extra {@damage 6d8} slashing damage.) A target is immune to this effect if it is immune to slashing damage, has legendary actions, doesn't have or need a head, or if you decide that the target is too large for its head to be cut off by the devil's claws. If removed, the shards lose their magical powers.\"]},{\"name\":\"Teleportation Bracelets\",\"entries\":[\"Local teleportation-field bracelets encircle the devil's arms and tail. These devices allow the Grand Master to make its claw and sting attacks remotely, though still on the devil's turn and using its actions.\"]}]}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Monastery of the Distressed Body Monk\",\"source\":\"LLK\",\"page\":12,\"_copy\":{\"name\":\"Cultist\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"cultist\",\"with\":\"monk\"},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Scimitar\",\"items\":{\"name\":\"Hooked Polearm\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage. If the target is a Medium or smaller creature, it is {@condition grappled} (escape {@dc 10}). Until this grapple ends, the monk cannot use its polearm on another target.\"]}}}},\"hasToken\":true},{\"name\":\"Ooze-Folk\",\"source\":\"LLK\",\"page\":46,\"size\":[\"M\"],\"type\":\"ooze\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":10,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":19,\"formula\":\"2d8 + 10\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":3,\"con\":20,\"int\":1,\"wis\":6,\"cha\":1,\"senses\":[\"blindsight 60 ft.\"],\"passive\":8,\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"prone\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Transparent\",\"entries\":[\"Even when an ooze-folk is in plain sight, it takes a {@dc 12} Wisdom ({@skill Perception}) check to spot an ooze-folk that has neither moved nor attacked. A creature that tries to enter the ooze-folk's space while unaware of the ooze-folk is {@status surprised} by the ooze-folk.\"]},{\"name\":\"Fragile Bones\",\"entries\":[\"For each 5 damage it takes, the ooze-folk's walking speed is reduced by 5 feet.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The ooze folk makes one glass longsword attack and one pseudopod attack.\"]},{\"name\":\"Glass Longsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d8 + 2}) slashing damage. If a 1 is rolled on an attack roll with a glass longsword, it shatters and can no longer be used.\"]},{\"name\":\"Pseudopod\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) acid damage. \"]}],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"A\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true},{\"name\":\"West Wind\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"LLK\",\"page\":14,\"_copy\":{\"name\":\"Martial Arts Adept\",\"source\":\"VGM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the adept\",\"with\":\"West Wind\",\"flags\":\"i\"},\"trait\":{\"mode\":\"prependArr\",\"items\":{\"name\":\"Special Equipment\",\"entries\":[\"West Wind is armed with a longsword that is a {@item blade of the medusa|LLK}.\"]}},\"action\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Blade of the Medusa\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d8 + 3}) piercing damage. If West Wind rolls a 20 on the attack roll, the target must succeed on a {@dc 15} Constitution saving throw or suffer the effects of a {@spell flesh to stone} spell.\"]}}}},\"hasToken\":true}]}"); JSON_DATA[`data/bestiary/bestiary-lmop.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\"]},\"otherSources\":{\"monster\":{\"MM\":\"LMoP\"}}},\"monster\":[{\"name\":\"Ash Zombie\",\"source\":\"LMoP\",\"page\":31,\"reprintedAs\":[\"Ash Zombie|PaBTSO\"],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[8],\"hp\":{\"average\":22,\"formula\":\"3d8 + 9\"},\"speed\":{\"walk\":20},\"str\":13,\"dex\":6,\"con\":16,\"int\":3,\"wis\":6,\"cha\":5,\"save\":{\"wis\":\"+0\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"understands all languages it spoke in life but can't speak\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Undead Fortitude\",\"entries\":[\"If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.\"]},{\"name\":\"Ash Puff\",\"entries\":[\"The first time the zombie takes damage, any living creature within 5 feet of the zombie must succeed on a {@dc 10} Constitution saving throw or gain disadvantage on attack rolls, saving throws, and ability checks for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on it early with a successful save.\"]}],\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage.\"]}],\"traitTags\":[\"Undead Fortitude\"],\"senseTags\":[\"D\"],\"languageTags\":[\"CS\",\"LF\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Evil Mage\",\"source\":\"LMoP\",\"page\":57,\"otherSources\":[{\"source\":\"RMBRE\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[12],\"hp\":{\"average\":22,\"formula\":\"5d8\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":14,\"con\":11,\"int\":17,\"wis\":12,\"cha\":11,\"save\":{\"int\":\"+5\",\"wis\":\"+3\"},\"skill\":{\"arcana\":\"+5\",\"history\":\"+5\"},\"passive\":11,\"languages\":[\"Common\",\"Draconic\",\"Dwarvish\",\"Elvish\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The mage is a 4th-level spellcaster that uses Intelligence as its spellcasting ability (spell save {@dc 13}; {@hit 5} to hit with spell attacks). The mage knows the following spells from the wizard's spell list:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell light}\",\"{@spell mage hand}\",\"{@spell shocking grasp}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell charm person}\",\"{@spell magic missile}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell hold person}\",\"{@spell misty step}\"]}},\"ability\":\"int\"}],\"action\":[{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d8 - 1}) bludgeoning damage.\"]}],\"altArt\":[{\"name\":\"Evil Mage\",\"source\":\"RMBRE\"}],\"attachedItems\":[\"quarterstaff|phb\"],\"languageTags\":[\"C\",\"D\",\"DR\",\"E\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"L\",\"O\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Gundren Rockseeker\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"LMoP\",\"page\":41,\"reprintedAs\":[\"Gundren Rockseeker|PaBTSO\"],\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Mountain Dwarf\",\"source\":\"PHB\"}]},\"hasToken\":true},{\"name\":\"Mormesk the Wraith\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"LMoP\",\"page\":59,\"reprintedAs\":[\"Mormesk the Wraith|PaBTSO\"],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[13],\"hp\":{\"average\":45,\"formula\":\"6d8 + 18\"},\"speed\":{\"walk\":0,\"fly\":60},\"str\":6,\"dex\":16,\"con\":16,\"int\":12,\"wis\":14,\"cha\":15,\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"Common\",\"Infernal\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Incorporeal Movement\",\"entries\":[\"The wraith can move through an object or another creature, but can't stop there.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the wraith has disadvantage on attack rolls and on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Life Drain\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}16 ({@damage 3d8 + 3}) necrotic damage, and the target must succeed on a {@dc 13} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. If this attack reduces the target's hit point maximum to 0, the target dies. This reduction to the target's hit point maximum lasts until the target finishes a long rest.\"]}],\"traitTags\":[\"Incorporeal Movement\",\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"I\"],\"damageTags\":[\"N\"],\"miscTags\":[\"HPR\",\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Nezznar the Black Spider\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"LMoP\",\"page\":59,\"reprintedAs\":[\"Nezznar the Spider|PaBTSO\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[11,{\"ac\":14,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":27,\"formula\":\"6d8\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":13,\"con\":10,\"int\":16,\"wis\":14,\"cha\":13,\"save\":{\"int\":\"+5\",\"wis\":\"+4\"},\"skill\":{\"arcana\":\"+5\",\"perception\":\"+4\",\"stealth\":\"+3\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":14,\"languages\":[\"Elvish\",\"Undercommon\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Nezznar can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell dancing lights}\"],\"daily\":{\"1e\":[\"{@spell darkness}\",\"{@spell faerie fire} (save {@dc 12})\"]}},{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Nezznar is a 4th-level spellcaster that uses Intelligence as his spellcasting ability (spell save {@dc 13}; {@hit 5} to hit with spell attacks). Nezznar has the following spells prepared from the wizard's spell list:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell mage hand}\",\"{@spell ray of frost}\",\"{@spell shocking grasp}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell mage armor}\",\"{@spell magic missile}\",\"{@spell shield}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell invisibility}\",\"{@spell suggestion}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Nezznar has a {@item spider staff|lmop}.\"]},{\"name\":\"Fey Ancestry\",\"entries\":[\"Nezznar has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"Nezznar has disadvantage on attack rolls when he or his target is in sunlight.\"]}],\"action\":[{\"name\":\"Spider Staff\",\"entries\":[\"{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage plus 3 ({@damage 1d6}) poison damage.\"]}],\"traitTags\":[\"Fey Ancestry\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"E\",\"U\"],\"damageTags\":[\"B\",\"I\"],\"damageTagsSpell\":[\"C\",\"L\",\"O\"],\"spellcastingTags\":[\"CW\",\"I\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Nundro Rockseeker\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"LMoP\",\"page\":50,\"reprintedAs\":[\"Nundro Rockseeker|PaBTSO\"],\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Mountain Dwarf\",\"source\":\"PHB\"}]},\"hasToken\":true},{\"name\":\"Redbrand Ruffian\",\"source\":\"LMoP\",\"page\":61,\"reprintedAs\":[\"Redbrand Ruffian|PaBTSO\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item studded leather armor|phb|studded leather}\"]}],\"hp\":{\"average\":16,\"formula\":\"3d8 + 3\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":14,\"con\":12,\"int\":9,\"wis\":9,\"cha\":11,\"skill\":{\"intimidation\":\"+2\"},\"passive\":9,\"languages\":[\"Common\"],\"cr\":\"1/2\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The ruffian makes two melee attacks.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]}],\"attachedItems\":[\"shortsword|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Sildar Hallwinter\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"LMoP\",\"page\":61,\"reprintedAs\":[\"Sildar Hallwinter|PaBTSO\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"G\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item chain mail|phb}\"]}],\"hp\":{\"average\":27,\"formula\":\"5d8 + 5\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":10,\"con\":12,\"int\":10,\"wis\":11,\"cha\":10,\"save\":{\"str\":\"+3\",\"con\":\"+3\"},\"skill\":{\"perception\":\"+2\"},\"passive\":12,\"languages\":[\"Common\"],\"cr\":\"1\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Sildar makes two melee attacks.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) slashing damage.\"]},{\"name\":\"Heavy Crossbow\",\"entries\":[\"{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"When an attacker hits Sildar with a melee attack and Sildar can see the attacker, he can roll {@dice 1d6} and add the number rolled to his AC against the triggering attack, provided that he's wielding a melee weapon.\"]}],\"attachedItems\":[\"heavy crossbow|phb\",\"longsword|phb\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Venomfang\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"LMoP\",\"page\":63,\"_copy\":{\"name\":\"Young Green Dragon\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the dragon\",\"with\":\"Venomfang\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-lox.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\",\"BAM\"]},\"otherSources\":{\"monster\":{\"BAM\":\"LoX\",\"MM\":\"LoX\"}}},\"monster\":[{\"name\":\"Aarakocra Spelljammer\",\"source\":\"LoX\",\"page\":43,\"_copy\":{\"name\":\"Mage\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Aarakocra\",\"source\":\"DMG\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"\\\\bmage\\\\b\",\"with\":\"aarakocra\"}}},\"hasToken\":true},{\"name\":\"Agony\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"LoX\",\"page\":34,\"_copy\":{\"name\":\"Ghost\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the ghost\",\"with\":\"Agony\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Astral Blight\",\"source\":\"LoX\",\"page\":10,\"size\":[\"M\"],\"type\":\"plant\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":26,\"formula\":\"4d8 + 8\"},\"speed\":{\"walk\":10},\"str\":16,\"dex\":8,\"con\":14,\"int\":6,\"wis\":10,\"cha\":3,\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":10,\"resist\":[\"cold\",\"radiant\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Illumination\",\"entries\":[\"While it has at least 1 hit point, the astral blight sheds dim light in a 10-foot radius.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The blight doesn't require air or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The blight makes two Heat-Draining Vine attacks.\"]},{\"name\":\"Heat-Draining Vine\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}6 ({@damage 1d6 + 3}) radiant damage, and if the target is a Large or smaller creature, it is {@condition grappled} (escape {@dc 13}). Until this grapple ends, the target takes 3 ({@damage 1d6}) cold damage at the start of each of its turns. The blight has two vines, each of which can grapple one creature.\"]}],\"traitTags\":[\"Illumination\",\"Unusual Nature\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"C\",\"R\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Big Momma\",\"shortName\":true,\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"LoX\",\"page\":29,\"_copy\":{\"name\":\"Void Scavver\",\"source\":\"BAM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the scavver\",\"with\":\"Big Momma\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Commodore Krux\",\"shortName\":true,\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"LoX\",\"page\":22,\"_copy\":{\"name\":\"Giff Shipmate\",\"source\":\"BAM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the giff\",\"with\":\"Krux\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Elaina Sartell\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"LoX\",\"page\":11,\"_copy\":{\"name\":\"Bandit Captain\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the captain\",\"with\":\"Elaina\",\"flags\":\"i\"}}},\"alignment\":[\"C\",\"G\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Fel Ardra\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"LoX\",\"page\":23,\"_copy\":{\"name\":\"Cult Fanatic\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Tiefling\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the fanatic\",\"with\":\"Fel\",\"flags\":\"i\"}}},\"alignment\":[\"C\",\"N\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Flapjack\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"LoX\",\"page\":13,\"_copy\":{\"name\":\"Flumph\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the flumph\",\"with\":\"Flapjack\",\"flags\":\"i\"}}},\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Flapjack casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 12}):\"],\"will\":[\"{@spell mage hand}\",\"{@spell minor illusion}\"],\"daily\":{\"1e\":[\"{@spell magic missile}\",\"{@spell unseen servant}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"damageTagsSpell\":[\"O\"],\"spellcastingTags\":[\"O\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Grimzod Gargenhale\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"LoX\",\"page\":32,\"_copy\":{\"name\":\"Vampirate Captain\",\"source\":\"BAM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the captain\",\"with\":\"Grimzod\",\"flags\":\"i\"}}},\"alignment\":[\"C\",\"N\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Hastain\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"LoX\",\"page\":25,\"_copy\":{\"name\":\"Reigar\",\"source\":\"BAM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the reigar\",\"with\":\"Hastain\",\"flags\":\"i\"}}},\"alignment\":[\"C\",\"E\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Prince Xeleth\",\"shortName\":true,\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"LoX\",\"page\":48,\"_copy\":{\"name\":\"Astral Elf Aristocrat\",\"source\":\"BAM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the elf\",\"with\":\"Xeleth\",\"flags\":\"i\"}}},\"alignment\":[\"C\",\"E\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Princess Xedalli\",\"shortName\":true,\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"LoX\",\"page\":60,\"_copy\":{\"name\":\"Astral Elf Aristocrat\",\"source\":\"BAM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the elf\",\"with\":\"Xedalli\",\"flags\":\"i\"}}},\"alignment\":[\"C\",\"N\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Topolah\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"LoX\",\"page\":27,\"_copy\":{\"name\":\"Mage\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the mage\",\"with\":\"Topolah\",\"flags\":\"i\"}}},\"alignment\":[\"C\",\"G\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Vocath\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"LoX\",\"page\":42,\"_copy\":{\"name\":\"Mercane\",\"source\":\"BAM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the mercane\",\"with\":\"Vocath\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Warwyck Blastimoff\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"LoX\",\"page\":39,\"_copy\":{\"name\":\"Giff Shipmate\",\"source\":\"BAM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the giff\",\"with\":\"Warwyck\",\"flags\":\"i\"}}},\"alignment\":[\"L\",\"G\"],\"hasToken\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-lr.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"VGM\"]},\"otherSources\":{\"monster\":{\"GoS\":\"LR\",\"MM\":\"LR\",\"VGM\":\"LR\",\"MTF\":\"LR\",\"TftYP\":\"LR\"}}},\"monster\":[{\"name\":\"Amble\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"LR\",\"page\":15,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"tortle\"]},\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\",\"{@item ring of protection}\"]}],\"hp\":{\"average\":90,\"formula\":\"12d8 + 36\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":10,\"con\":16,\"int\":10,\"wis\":18,\"cha\":14,\"save\":{\"str\":\"+6\",\"dex\":\"+4\",\"con\":\"+7\",\"int\":\"+4\",\"wis\":\"+8\",\"cha\":\"+6\"},\"skill\":{\"animal handling\":\"+8\",\"insight\":\"+8\",\"medicine\":\"+8\",\"perception\":\"+8\",\"survival\":\"+8\"},\"passive\":18,\"languages\":[\"Aquan\",\"Common\",\"Druidic\"],\"cr\":\"10\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Amble is a 12th-level spellcaster. Their spellcasting ability is Wisdom (spell save {@dc 16}, {@hit 8} to hit with spell attacks). Amble has the following druid spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell guidance}\",\"{@spell mending}\",\"{@spell shape water|XGE}\",\"{@spell shillelagh}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell absorb elements|XGE}\",\"{@spell cure wounds}\",\"{@spell entangle}\",\"{@spell speak with animals}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell darkvision}\",\"{@spell hold person}\",\"{@spell lesser restoration}\",\"{@spell moonbeam}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell conjure animals}\",\"{@spell dispel magic}\",\"{@spell water breathing}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell charm monster|XGE}\",\"{@spell freedom of movement}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell greater restoration}\",\"{@spell mass cure wounds}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell conjure fey}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Hearth of Moonlight and Shadow\",\"entries\":[\"At the start of a short or long rest, Amble can touch a point in space, and an {@condition invisible}, 30-foot-radius sphere of magic appears, centered on that point. {@quickref Cover||3||Total cover} blocks the sphere.\",\"While within the sphere, Amble and their allies gain a +5 bonus to Dexterity ({@skill Stealth}) and Wisdom ({@skill Perception}) checks, and any light from open flames in the sphere isn't visible outside it.\",\"The sphere vanishes at the end of the rest or when Amble leaves the sphere.\"]},{\"name\":\"Hold Breath\",\"entries\":[\"Amble can hold their breath for up to 1 hour at a time.\"]},{\"name\":\"Balm of the Summer Court (12d6)\",\"entries\":[\"(As a Bonus Action) Amble can choose one creature they can see within 120 feet of them and spend up to {@dice 6d6} of their die pool. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent. Amble regains all expended dice when they finish a long rest.\"]},{\"name\":\"Hidden Paths (4/Day)\",\"entries\":[\"(As a Bonus Action) Amble may teleport up to 60 feet to an unoccupied space they can see.\"]}],\"action\":[{\"name\":\"Change Shape (2/Day)\",\"entries\":[\"Amble magically polymorphs into a beast with a challenge rating of 1 or less, and can remain in this form for up to 6 hours. Amble's equipment melds with their new form. Amble reverts to their true form if they die or fall {@condition unconscious}. Amble can revert to their true form using a bonus action on their turn.\",\"Amble's game statistics are replaced by the statistics of the beast, but they retain their alignment, personality, and Intelligence, Wisdom, and Charisma scores. Amble also retains all their skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as Amble and the bonus in its stat block is higher, use the creature's bonus instead of Amble's.\",\"When Amble transforms, they assume the beast's hit points and Hit Dice. When Amble reverts to their normal form, they return to the number of hit points they had before they transformed. However, if Amble reverts as a result of dropping to 0 hit points, any excess damage carries over their normal form.\",\"Amble can't cast spells, and their ability to speak or take any action that requires hands is limited to the capabilities of their beast form. Transforming doesn't break Amble's {@status concentration} on a spell they've already cast however, or prevent them from taking actions that are part of a spell.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage.\"]},{\"name\":\"Club\",\"entries\":[\"{@atk mw} {@hit 6} to hit ({@hit 8} to hit with shillelagh), reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage, or 8 ({@damage 1d8 + 4}) bludgeoning damage with shillelagh.\"]}],\"attachedItems\":[\"club|phb\"],\"traitTags\":[\"Hold Breath\"],\"actionTags\":[\"Shapechanger\"],\"languageTags\":[\"AQ\",\"C\",\"DU\"],\"damageTags\":[\"B\",\"S\"],\"damageTagsSpell\":[\"R\"],\"spellcastingTags\":[\"CD\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"charmed\",\"paralyzed\",\"restrained\"],\"savingThrowForcedSpell\":[\"constitution\",\"strength\",\"wisdom\"],\"hasToken\":true},{\"name\":\"Fhenimore\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"LR\",\"page\":20,\"_copy\":{\"name\":\"Kraken Priest\",\"source\":\"VGM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the priest\",\"with\":\"Fhenimore\",\"flags\":\"i\"},\"_\":{\"mode\":\"replaceSpells\",\"daily\":{\"1e\":[{\"replace\":\"{@spell call lightning}\",\"with\":\"{@spell lightning bolt}\"}]}},\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Blood Frenzy\",\"entries\":[\"Fhenimore has advantage on melee attack rolls against any creature that doesn't have all its hit points.\"]}},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Voice of the Kraken (Recharges after a Short or Long Rest)\",\"items\":[{\"name\":\"Multiattack\",\"entries\":[\"Fhenimore can attack once with her bite attack and once with Thunderous Touch.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage.\"]}]}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"str\":16,\"languages\":[\"Common\",\"Aquan\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AQ\",\"C\"],\"damageTags\":[\"P\",\"T\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Gar Shatterkeel\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"LR\",\"page\":18,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":144,\"formula\":\"17d8 + 68\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":16,\"dex\":16,\"con\":18,\"int\":12,\"wis\":20,\"cha\":14,\"skill\":{\"nature\":\"+11\",\"perception\":\"+10\",\"survival\":\"+10\"},\"passive\":20,\"resist\":[\"cold\"],\"languages\":[\"Aquan\",\"Common\"],\"cr\":\"15\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Gar is a 13th-level spellcaster. His spellcasting ability is Wisdom (spell save {@dc 18}, {@hit 10} to hit with spell attacks). He has the following druid spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell frostbite|XGE}\",\"{@spell mending}\",\"{@spell resistance}\",\"{@spell shape water|XGE}\",\"{@spell thunderclap|XGE}*\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell create or destroy water}\",\"{@spell charm person}\",\"{@spell cure wounds}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell darkvision}\",\"{@spell hold person}\",\"{@spell mirror image}*\",\"{@spell misty step}*\",\"{@spell pass without trace}\",\"{@spell protection from poison}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell conjure animals}\",\"{@spell dispel magic}\",\"{@spell tidal wave|XGE}\",\"{@spell water breathing}*\",\"{@spell water walk}*\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell charm monster|XGE}\",\"{@spell control water}*\",\"{@spell dominate beast}\",\"{@spell freedom of movement}*\",\"{@spell watery sphere|XGE}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell conjure elemental}*\",\"{@spell maelstrom|XGE}\",\"{@spell scrying}*\",\"{@spell tree stride}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell heal}\"]},\"7\":{\"slots\":1,\"spells\":[\"{@spell plane shift}\"]}},\"footerEntries\":[\"*Circle spells don't count against spells prepared.\"],\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"Gar can breathe air and water.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Gar fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Water Walk\",\"entries\":[\"Gar can stand and move on liquid surfaces as if they were solid ground.\"]},{\"name\":\"Watery Fall\",\"entries\":[\"When Gar drops to 0 hit points, his body collapses into a pool of inky water that rapidly disperses. Except for {@item Wave} and his claw, anything he was wearing or carrying is left behind.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Gar makes two melee attacks, one with his claw and one with {@item Wave}.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 16}). Until the grapple ends, Gar can't attack other creatures with his claw.\"]},{\"name\":\"Wave\",\"entries\":[\"{@atk mw,rw} {@hit 11} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}9 ({@damage 1d6 + 6}) piercing damage or 10 ({@damage 1d8 + 6}) piercing damage when used with two hands. If Gar scores a critical hit with this weapon, the target takes extra necrotic damage equal to half its hit point maximum.\"]},{\"name\":\"Umberlee's Wake {@recharge 5}\",\"entries\":[\"Power ripples out in a 60-foot radius sphere from a point within range (150 ft.) as the will of Umberlee affects all in her watery embrace. Each creature in that area must succeed on a {@dc 18} Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. This only affects targets that are submerged or floating in water. Gar Shatterkeel and any undead serving him are immune to this effect.\"]}],\"legendary\":[{\"name\":\"Move\",\"entries\":[\"Gar moves up to his speed without provoking opportunity attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"Gar makes one attack with his claw.\"]},{\"name\":\"Wave (Costs 2 Actions)\",\"entries\":[\"Gar makes one attack with {@item Wave} with advantage.\"]}],\"legendaryGroup\":{\"name\":\"Gar Shatterkeel\",\"source\":\"LR\"},\"attachedItems\":[\"wave|dmg\"],\"traitTags\":[\"Amphibious\",\"Legendary Resistances\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AQ\",\"C\"],\"damageTags\":[\"B\",\"P\"],\"damageTagsSpell\":[\"B\",\"C\",\"T\"],\"spellcastingTags\":[\"CD\"],\"miscTags\":[\"AOE\",\"MW\",\"RW\"],\"conditionInflict\":[\"grappled\"],\"conditionInflictLegendary\":[\"restrained\"],\"conditionInflictSpell\":[\"charmed\",\"paralyzed\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedLegendary\":[\"strength\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Shoalar Quanderil\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"LR\",\"page\":23,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"genasi\",\"prefix\":\"Water\"}]},\"alignment\":[\"L\",\"E\"],\"ac\":[11,{\"ac\":14,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":75,\"formula\":\"10d8 + 30\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":12,\"dex\":12,\"con\":16,\"int\":14,\"wis\":10,\"cha\":18,\"skill\":{\"arcana\":\"+6\",\"deception\":\"+8\",\"insight\":\"+4\",\"persuasion\":\"+8\"},\"passive\":10,\"resist\":[\"acid\",\"lightning\",\"thunder\"],\"languages\":[\"Aquan\",\"Common\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Shoalar's innate spellcasting ability is Constitution (spell save {@dc 14}, {@hit 6} to hit with spell attacks). He can innately cast the following spells:\"],\"will\":[\"{@spell shape water|XGE}\"],\"daily\":{\"1\":[\"{@spell create or destroy water}\"]},\"ability\":\"con\"},{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Shoalar is a 7th-level spellcaster. His spellcasting ability is Charisma (spell save {@dc 15}, {@hit 7} to hit with spell attacks). He knows the following sorcerer spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell acid splash}\",\"{@spell chill touch}\",\"{@spell light}\",\"{@spell prestidigitation}\",\"{@spell ray of frost}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell disguise self}\",\"{@spell mage armor}\",\"{@spell shield}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell hold person}\",\"{@spell misty step}\"]},\"3\":{\"slots\":2,\"spells\":[\"{@spell lightning bolt}\",\"{@spell tidal wave|XGE}\"]},\"4\":{\"slots\":1,\"spells\":[\"{@spell watery sphere|XGE}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"Shoalar can breathe air and water.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or ranged 20/60 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"traitTags\":[\"Amphibious\"],\"languageTags\":[\"AQ\",\"C\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"A\",\"B\",\"C\",\"L\",\"N\"],\"spellcastingTags\":[\"CS\",\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForcedSpell\":[\"dexterity\",\"strength\",\"wisdom\"],\"hasToken\":true},{\"name\":\"Whymsee\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"LR\",\"page\":20,\"_copy\":{\"name\":\"Kraken Priest\",\"source\":\"VGM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the priest\",\"with\":\"Whymsee\",\"flags\":\"i\"},\"_\":{\"mode\":\"replaceSpells\",\"daily\":{\"1e\":[{\"replace\":\"{@spell call lightning}\",\"with\":\"{@spell lightning bolt}\"}]}},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Voice of the Kraken (Recharges after a Short or Long Rest)\",\"items\":[{\"name\":\"Ink Cloud\",\"entries\":[\"While underwater, Whymsee can expel an ink cloud in a 20-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than kraken priests or a kraken. Each creature other than a kraken priest or a kraken that ends its turn there must succeed on a {@dc 14} Constitution saving throw, taking 9 ({@damage 2d8}) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of Whymsee's next turn.\"]},{\"name\":\"Shell Defense\",\"entries\":[\"Whymsee withdraws into her shell. Until she emerges, she gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in her shell, Whymsee is {@condition prone}, her speed is 0 and can't increase, she has disadvantage on Dexterity saving throws, it can't take reactions, and the only action she can take is a bonus action to emerge.\"]}]}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"languages\":[\"Common\",\"Aquan\"],\"languageTags\":[\"AQ\",\"C\"],\"damageTags\":[\"I\",\"T\"],\"miscTags\":[\"AOE\"],\"hasToken\":true},{\"name\":\"Young Kraken\",\"source\":\"LR\",\"page\":21,\"size\":[\"H\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"titan\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":207,\"formula\":\"18d12 + 90\"},\"speed\":{\"walk\":20,\"swim\":50},\"str\":24,\"dex\":11,\"con\":20,\"int\":19,\"wis\":15,\"cha\":17,\"save\":{\"str\":\"+12\",\"dex\":\"+5\",\"con\":\"+10\",\"int\":\"+9\",\"wis\":\"+7\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":14,\"immune\":[\"lightning\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"frightened\",\"paralyzed\"],\"languages\":[\"Abyssal\",\"Celestial\",\"Infernal\",\"Primordial\",\"telepathy 60 ft. but can't speak\"],\"cr\":\"14\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The kraken can breathe air and water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The kraken makes two tentacle attacks, each of which it can replace with one use of Fling.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}20 ({@damage 3d8 + 7}) piercing damage.\",\"If the target is a Medium or smaller creature {@condition grappled} by the kraken, that creature is swallowed and the grapple ends. While swallowed, the creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the kraken, and it takes 21 ({@damage 6d6}) acid damage at the start of each of the kraken's turns. One Medium or two smaller creatures can be swallowed at the same time.\",\"If the kraken takes 35 damage or more on a single turn from a creature inside it, the kraken must succeed on a {@dc 23} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in spaces within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse using 10 feet of movement, exiting {@condition prone}.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 20 ft., one target. {@h}17 ({@damage 3d6 + 7}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 20}). Until the grapple ends, the target is {@condition restrained}. The kraken has ten tentacles, each of which can grapple one target.\"]},{\"name\":\"Fling\",\"entries\":[\"One Medium or smaller object held or creature {@condition grappled} by the kraken is thrown up to 40 feet in a random direction and knocked {@condition prone}. If a thrown target strikes a solid surface, the target takes 3 ({@damage 1d6}) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a {@dc 13} Dexterity saving throw or take the same damage and be knocked {@condition prone}.\"]},{\"name\":\"Lightning Strike\",\"entries\":[\"The kraken magically create a bolt of lightning, which can strike a target the kraken can see within 90 feet of it. The target must make a {@dc 18} Dexterity saving throw, taking 22 ({@damage 4d10}) lightning damage on a failed save, or half as much damage on a successful one.\"]}],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\",\"Swallow\",\"Tentacles\"],\"languageTags\":[\"AB\",\"CE\",\"CS\",\"I\",\"P\",\"TP\"],\"damageTags\":[\"A\",\"B\",\"L\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"grappled\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-lrdt.json`] = JSON.parse("{\"monster\":[{\"name\":\"Alax Jadescales\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"LRDT\",\"page\":11,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dragonborn\"]},\"alignment\":[\"N\",\"G\"],\"ac\":[10],\"hp\":{\"average\":58,\"formula\":\"9d8 + 18\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":10,\"con\":14,\"int\":11,\"wis\":16,\"cha\":15,\"skill\":{\"animal handling\":\"+5\",\"survival\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"poison\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Alax casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell Druidcraft}\",\"{@spell Resistance}\"],\"daily\":{\"1e\":[\"{@spell Cure Wounds}\",\"{@spell Faerie Fire}\",\"{@spell Purify Food and Drink}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Alax makes two Fire Strike attacks.\"]},{\"name\":\"Fire Strike\",\"entries\":[\"{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 60 ft., one target. {@h}10 ({@damage 2d6 + 3}) fire damage.\"]},{\"name\":\"Breath Weapon (Recharges after a Short or Long Rest)\",\"entries\":[\"Alax exhales a 15-foot cone of fire. Each creature in that area must make a {@dc 12} Dexterity saving throw, taking 14 ({@damage 4d6}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"F\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Ervan Soulfallen\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"LRDT\",\"page\":11,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":84,\"formula\":\"13d8 + 26\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":15,\"con\":14,\"int\":11,\"wis\":8,\"cha\":17,\"skill\":{\"arcana\":\"3\",\"deception\":\"+6\"},\"passive\":9,\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Ervan casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 14}):\"],\"will\":[\"{@spell Light}\",\"{@spell Mage Hand}\"],\"daily\":{\"2\":[\"{@spell Dimension Door}\"],\"1e\":[\"{@spell Disguise Self}\",\"{@spell Levitate}\",\"{@spell Mage Armor}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Ervan uses his staff to make three Arcane Blast attacks.\"]},{\"name\":\"Arcane Blast\",\"entries\":[\"{@atk ms,rs} {@hit 6} to hit, reach 5 ft. or range 120 ft., one target. {@h}13 ({@damage 3d6 + 3}) force damage.\"]},{\"name\":\"Acid Rain (Recharges after a Short or Long Rest)\",\"entries\":[\"Acid falls in a 10-foot-radius, 20-foot-high cylinder centered on a point Ervan can see within 120 feet of himself. Each creature in that area must make a {@dc 14} Dexterity saving throw, taking 22 ({@damage 4d10}) acid damage on a failed save, or half as much damage on a successful one.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"A\",\"O\"],\"damageTagsSpell\":[\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-mabjov.json`] = JSON.parse("{\"monster\":[{\"name\":\"Achaierai\",\"source\":\"MaBJoV\",\"page\":131,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":90,\"formula\":\"12d10 + 24\"},\"speed\":{\"walk\":50},\"str\":18,\"dex\":14,\"con\":14,\"int\":10,\"wis\":12,\"cha\":14,\"skill\":{\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Infernal\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The achaierai has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The achaierai makes two attacks with its Talons and one attack with its Beak.\"]},{\"name\":\"Beak\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 3d6 + 4}) piercing damage.\"]},{\"name\":\"Talons\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage.\"]}],\"bonus\":[{\"name\":\"Spring Attack\",\"entries\":[\"The achaierai takes the Disengage action.\"]}],\"reaction\":[{\"name\":\"Defensive Cloud\",\"entries\":[\"After taking damage the achaierai can use its reaction to release a cloud of poisonous gas in a 10-foot-radius. All creatures in the cloud take 7 ({@damage 2d6}) poison damage and must succeed on a {@dc 15} Constitution saving throw or be {@condition poisoned} for 1 minute. While {@condition poisoned} the target is confused as if from a {@spell confusion} spell. At the end of its turns, the affected target can repeat the Constitution saving throw. If it succeeds the confusion ends. Achaierai are immune to the effects of this cloud.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"I\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Aribeth de Tylmarande\",\"isNamedCreature\":true,\"source\":\"MaBJoV\",\"page\":108,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item half plate armor|PHB|half plate}\"]}],\"hp\":{\"average\":120,\"formula\":\"16d8 + 48\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":14,\"con\":16,\"int\":10,\"wis\":13,\"cha\":16,\"skill\":{\"perception\":\"+5\",\"religion\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"immune\":[\"necrotic\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical weapons that aren't silvered\",\"cond\":true}],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Common\",\"Elvish\",\"Infernal\"],\"cr\":\"10\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Aribeth casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 15}):\"],\"daily\":{\"1\":[\"{@spell dispel magic}\"],\"2e\":[\"{@spell aid}\",\"{@spell command}\",\"{@spell magic weapon}\",\"{@spell searing smite}\",\"{@spell shield of faith}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Infernal Tracker\",\"entries\":[\"Aribeth knows the distance to and direction of any creature that has broken a pact with Mephistopheles, even if the creature and Aribeth are on different planes of existence.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Aribeth has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Nightmare\",\"entries\":[\"Aribeth is accompanied by a {@creature nightmare}. The nightmare allows Aribeth to use it as a mount.\"]},{\"name\":\"Regeneration\",\"entries\":[\"Aribeth regains 20 hit points at the start of her turn. If Aribeth takes radiant damage, this trait doesn't function at the start of Aribeth's next turn. Aribeth's body is destroyed only if she starts her turn with 0 hit points and doesn't regenerate.\"]},{\"name\":\"Shadows\",\"entries\":[\"Three {@creature shadow||shadows} hide within the saddle of Aribeth's nightmare. These shadows only come out if there is a creature within 30 feet that is at 0 hit points. When that happens, a shadow emerges and attacks the creature in order to make it fail a death saving throw. It continues to do so until the creature is dead.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, Aribeth has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Aribeth makes three Void or Unholy Strike attacks.\"]},{\"name\":\"Void\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands, plus 7 ({@damage 2d6}) necrotic damage. A creature reduced to 0 hit points from damage dealt by the sword Void dies and can't be revived by any means short of a {@spell wish} spell.\"]},{\"name\":\"Unholy Strike\",\"entries\":[\"{@atk rs} {@hit 7} to hit, range 120 ft., one target. {@h}12 ({@damage 2d8 + 3}) necrotic damage.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"Aribeth adds 4 to her AC against one melee attack that would hit her. To do so, Aribeth must see the attacker and be wielding a melee weapon.\"]}],\"traitTags\":[\"Magic Resistance\",\"Regeneration\",\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"C\",\"E\",\"I\"],\"damageTags\":[\"N\",\"S\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"prone\"],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Baalzebul\",\"isNamedCreature\":true,\"source\":\"MaBJoV\",\"page\":92,\"size\":[\"H\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":540,\"formula\":\"40d12 + 280\"},\"speed\":{\"walk\":20,\"burrow\":20,\"climb\":20},\"str\":28,\"dex\":15,\"con\":25,\"int\":24,\"wis\":24,\"cha\":26,\"save\":{\"str\":\"+17\",\"con\":\"+15\",\"int\":\"+15\",\"cha\":\"+16\"},\"skill\":{\"athletics\":\"+17\",\"deception\":\"+24\",\"insight\":\"+15\",\"intimidation\":\"+16\",\"persuasion\":\"+16\"},\"senses\":[\"darkvision 120 ft.\",\"tremorsense 10 ft.\"],\"passive\":17,\"resist\":[\"acid\",\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"26\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Baalzebul casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 24}):\"],\"will\":[\"{@spell animate dead}\",\"{@spell darkness}\",\"{@spell detect evil and good}\",\"{@spell detect magic}\",\"{@spell dispel evil and good}\",\"{@spell hallow}\",\"{@spell hold monster}\",\"{@spell suggestion}\",\"{@spell teleport}\",\"{@spell true seeing}\"],\"daily\":{\"1e\":[\"{@spell symbol} (pain or insanity)\",\"{@spell wish}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede Baalzebul's darkvision.\"]},{\"name\":\"Fiendish Regeneration\",\"entries\":[\"Baalzebul regains 20 hit points at the start of his turn. If he takes radiant damage this trait doesn't function at the start of his next turn. Baalzebul dies only if he starts his turn with 0 hit points and doesn't regenerate.\"]},{\"name\":\"Lord of Flies\",\"entries\":[\"Insects don't attack Baalzebul, and he can issue orders to them.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Baalzebul fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Baalzebul has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Stench of the Slug\",\"entries\":[\"A creature that starts its turn within 10 feet of Baalzebul must succeed on a {@dc 21} Constitution saving throw or have the {@condition poisoned} condition until the start of its next turn. On a successful save, a creature is immune to this stench for 1 hour.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Baalzebul uses Heart of Pestilence (if available), then makes three Slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}19 ({@damage 3d6 + 9}) bludgeoning damage plus 7 ({@damage 2d6}) necrotic damage.\"]},{\"name\":\"Pungent Eruption {@recharge 4}\",\"entries\":[\"Baalzebul causes refuse and caustic liquid to spill from the ground at a point he can see within 300 feet. Each creature in a 15-foot-radius sphere centered on that point must make a {@dc 21} Constitution saving throw. Targets take 36 ({@damage 8d8}) acid damage on a failed save, or half as much on a successful one. Creatures that fail the save have the {@condition poisoned} condition for 1 minute.\"]},{\"name\":\"Heart of Pestilence {@recharge 5}\",\"entries\":[\"Baalzebul channels pestilence into his body, sickening creatures within 50 feet that can see him. Sickened creatures must make a {@dc 21} Charisma saving throw, followed by a {@dc 21} Constitution saving throw. Failing the Charisma save makes a creature have the {@condition frightened} condition, while failing the Constitution save makes a creature weak. While weakened, a creature deals half damage on melee attacks. Both effects last for 1 minute or until a {@spell greater restoration} spell or similar is cast.\"]}],\"bonus\":[{\"name\":\"Displace\",\"entries\":[\"Baalzebul magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.\"]}],\"legendary\":[{\"name\":\"Pummel\",\"entries\":[\"Baalzebul makes a Slam attack.\"]},{\"name\":\"Teleport\",\"entries\":[\"Baalzebul uses Displace.\"]},{\"name\":\"Insect Gorge (Costs 2 Actions)\",\"entries\":[\"Baalzebul disgorges a swarm of biting flies at a point he can see within 300 feet of himself. Each creature within a 20-foot-radius sphere centered on that point must make a {@dc 21} Constitution saving throw. A creature takes 44 ({@damage 8d10}) piercing damage on a failed save, or half as much damage on a successful one. The biting flies persist for 1 minute, or until Baalzebul uses this ability again. Creatures that enter the flies' area or end their turn inside it must repeat the saving throw.\"]},{\"name\":\"Call Underling (Costs 3 Actions)\",\"entries\":[\"Baalzebul summons an allied {@creature bone devil} in an unoccupied space that he can see.\"]}],\"traitTags\":[\"Devil's Sight\",\"Legendary Resistances\",\"Magic Resistance\",\"Regeneration\"],\"senseTags\":[\"SD\",\"T\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"A\",\"B\",\"N\",\"P\"],\"damageTagsSpell\":[\"N\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflictSpell\":[\"frightened\",\"incapacitated\",\"paralyzed\",\"stunned\",\"unconscious\"],\"savingThrowForced\":[\"charisma\",\"constitution\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bebilith\",\"source\":\"MaBJoV\",\"page\":133,\"size\":[\"H\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":189,\"formula\":\"18d12 + 72\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":16,\"dex\":22,\"con\":18,\"int\":11,\"wis\":13,\"cha\":8,\"save\":{\"con\":\"+8\",\"wis\":\"+5\"},\"skill\":{\"perception\":\"+5\",\"stealth\":\"+10\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 60 ft.\"],\"passive\":15,\"resist\":[\"cold\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"understands Abyssal but only speaks telepathically to its own kind\",\"telepathy 120 ft.\"],\"cr\":\"12\",\"trait\":[{\"name\":\"Dark Sight\",\"entries\":[\"Magical darkness doesn't impede the bebilith's darkvision.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The bebilith can climb difficult surfaces, including upside down, without needing to make an ability check and ignores any movement restrictions caused by webbing.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The bebilith uses Poisoned Web (if available) and then makes one Bite attack and two Foreleg attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d12 + 3}) piercing damage plus 21 ({@damage 6d6}) poison damage. Any creature that drops to zero hit points because of this attack ignites, suffering 7 ({@damage 2d6}) fire damage at the start of each of its turns until the creature's hit points are above zero.\"]},{\"name\":\"Foreleg\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}21 ({@damage 4d8 + 3}) slashing damage.\"]},{\"name\":\"Poisoned Web {@recharge 5}\",\"entries\":[\"{@atk rw} {@hit 10} to hit, range 30/60 ft., one creature. {@h}51 ({@damage 10d8 + 6}) poison damage, and the target has the {@condition restrained} condition until free of the web. While {@condition restrained}, the target takes 9 ({@damage 2d8}) poison damage at the start of each of its turns. The target may use an action to make a {@dc 17} Strength check and if successful they are freed from the webbing. The webbing can also be attacked and destroyed (AC 12; 10 hit points; immunity to bludgeoning, fire, poison, and psychic damage). If an attack or spell doing fire damage is used on the webbing, the webbing ignites (but is otherwise unharmed). Any creature {@condition restrained} by the webbing suffers an additional 7 ({@damage 2d6}) fire damage at the start of each of its turn.\"]},{\"name\":\"Stalker's Darkness (3/Day)\",\"entries\":[\"The bebilith casts {@spell darkness}.\"]}],\"bonus\":[{\"name\":\"Relentless Hunter\",\"entries\":[\"The bebilith may use a bonus action to mark prey that it has damaged. Only one creature can be marked at a time. The bebilith always knows the exact location of the marked prey on the current plane of existence, can't be surprised by it, and has advantage on all attack rolls against it.\"]}],\"traitTags\":[\"Spider Climb\"],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"TP\"],\"damageTags\":[\"F\",\"I\",\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bhaal, Ravager\",\"shortName\":\"ravager\",\"source\":\"MaBJoV\",\"page\":95,\"size\":[\"H\"],\"type\":\"beast\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":351,\"formula\":\"26d12 + 182\"},\"speed\":{\"walk\":40},\"str\":28,\"dex\":24,\"con\":24,\"int\":14,\"wis\":16,\"cha\":14,\"save\":{\"str\":\"+16\",\"dex\":\"+14\",\"cha\":\"+9\"},\"skill\":{\"athletics\":\"+16\",\"perception\":\"+10\",\"stealth\":\"+14\"},\"senses\":[\"darkvision 120 ft.\",\"truesight 60 ft.\"],\"passive\":20,\"resist\":[\"necrotic\"],\"immune\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"incapacitated\",\"paralyzed\",\"petrified\",\"poisoned\",\"stunned\",\"unconscious\"],\"languages\":[\"Abyssal\",\"Common\",\"Primordial\",\"Undercommon\"],\"cr\":\"24\",\"trait\":[{\"name\":\"Avatar of Bhaal\",\"entries\":[\"When the ravager drops to 0 hit points, its form fractures. Within the next 24 hours, it will reappear in its {@creature Bhaal, Slayer|MaBJoV|slayer form} within {@dice 2d6} miles of where the ravager form fell.\"]},{\"name\":\"Cull the Weak\",\"entries\":[\"When the ravager damages a creature with a melee attack and the target is left with 20 or fewer remaining hit points, the creature must succeed on a {@dc 21} Constitution saving throw or be reduced to 0 hit points.\"]},{\"name\":\"Immutable Form\",\"entries\":[\"The ravager is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the ravager fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The ravager has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The ravager's Claw, Bite, and Spines attacks are magical.\"]},{\"name\":\"Spiked Hide\",\"entries\":[\"At the start of each of its turns, the ravager deals 16 ({@damage 3d10}) piercing damage to any creature grappling it or being {@condition grappled} by it.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The ravager makes one Bite attack and then either two Claw attacks or two Spines attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 5 ft., one target. {@h}22 ({@damage 3d8 + 9}) slashing damage plus 7 ({@damage 2d6}) necrotic damage. If the target is a creature, it must succeed on a {@dc 21} Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the {@spell greater restoration} spell or other magic.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 5 ft., one target. {@h}25 ({@damage 3d10 + 9}) piercing damage plus 7 ({@damage 2d6}) necrotic damage. If the target is a creature, it must succeed on a {@dc 21} Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the {@spell greater restoration} spell or other magic. Large or smaller creatures damaged by this attack are {@condition grappled} (escape {@dc 20}) and the ravager can't make another Bite attack until this grapple ends.\"]},{\"name\":\"Spines\",\"entries\":[\"{@atk rw} {@hit 14} to hit, range 60/120 ft., one target. {@h}17 ({@damage 3d6 + 7}) piercing damage. If the target fails a {@dc 19} Constitution saving throw, they are {@condition stunned} until the end of their next turn.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"The ravager makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Spiky Carapace\",\"entries\":[\"The ravager flares its numerous spines and they elongate. Any creature within 5 feet of the ravager must make a {@dc 21} Dexterity saving throw, taking 27 ({@damage 5d10}) piercing damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Smash (Costs 2 Actions)\",\"entries\":[\"The ravager smashes downwards with great force, causing a violent implosion. Any creature within 10 feet of the ravager must make a {@dc 20} Constitution saving throw, taking 18 ({@damage 4d8}) thunder damage on a failed save, or half as much damage on a successful one. Creatures that fail the saving throw are also pulled 5 feet towards the ravager. The noise produced by this attack can be heard up to 1 mile away.\"]}],\"traitTags\":[\"Immutable Form\",\"Legendary Resistances\",\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"SD\",\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"P\",\"U\"],\"damageTags\":[\"N\",\"P\",\"S\",\"T\"],\"miscTags\":[\"MW\",\"RW\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bhaal, Slayer\",\"shortName\":\"slayer\",\"source\":\"MaBJoV\",\"page\":93,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":266,\"formula\":\"28d8 + 140\"},\"speed\":{\"walk\":40},\"str\":24,\"dex\":22,\"con\":20,\"int\":14,\"wis\":16,\"cha\":14,\"save\":{\"str\":\"+13\",\"dex\":\"+12\"},\"skill\":{\"stealth\":\"+18\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"incapacitated\",\"paralyzed\",\"petrified\",\"poisoned\",\"stunned\",\"unconscious\"],\"languages\":[\"Abyssal\",\"Common\"],\"cr\":\"20\",\"trait\":[{\"name\":\"Assassinate\",\"entries\":[\"During its first turn, the slayer has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the slayer scores against a surprised creature is a critical hit.\"]},{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the slayer's darkvision.\"]},{\"name\":\"Immutable Form\",\"entries\":[\"The slayer is immune to any spell or effect that would alter its form, except for its Ravager Form ability.\"]},{\"name\":\"Legendary Resistance (2/Day)\",\"entries\":[\"If the slayer fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The slayer has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The slayer's claw attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The slayer makes four Claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d8 + 7}) slashing damage plus 3 ({@damage 1d6}) necrotic damage. If the target is a creature, it must succeed on a {@dc 19} Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the {@spell greater restoration} spell or other magic.\"]}],\"bonus\":[{\"name\":\"Prey\",\"entries\":[\"The slayer focuses on a single creature it can see within 60 feet. Afterwards, the first time each turn that the slayer hits that creature, the slayer does an additional 7 ({@damage 2d6}) damage.\"]}],\"legendary\":[{\"name\":\"Savage Disengage\",\"entries\":[\"The slayer disengages without provoking opportunity attacks. If it moves within 5 feet of a creature it makes a Claw attack against the creature.\"]},{\"name\":\"Finish (Costs 2 Actions)\",\"entries\":[\"The slayer attacks a creature that has been marked by its Prey ability. If this attack hits and the creature has less than 40 hit points remaining after the attack, the creature is reduced to 0 hit points.\"]},{\"name\":\"Ravager Form (Costs 3 Actions)\",\"entries\":[\"If the slayer has killed a creature of CR/level 5 or greater that it previously marked with its Prey ability in the last minute, it can transform into its {@creature Bhaal, Ravager|MaBJoV|ravager form}. The form lasts until dawn (minimum 1 hour).\"]}],\"traitTags\":[\"Devil's Sight\",\"Immutable Form\",\"Legendary Resistances\",\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\"],\"damageTags\":[\"N\",\"S\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bodhi Irenicus\",\"isNamedCreature\":true,\"source\":\"MaBJoV\",\"page\":77,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":212,\"formula\":\"25d8 + 100\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":20,\"con\":18,\"int\":16,\"wis\":15,\"cha\":18,\"save\":{\"dex\":\"+10\",\"wis\":\"+7\",\"cha\":\"+9\"},\"skill\":{\"perception\":\"+7\",\"stealth\":\"+15\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":17,\"resist\":[\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical weapons\",\"cond\":true}],\"languages\":[\"Common\",\"Elvish\",\"Sylvan\"],\"cr\":\"15\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Bodhi fails a saving throw, she can choose to succeed instead.\"]},{\"name\":\"Regeneration\",\"entries\":[\"Bodhi regains 20 hit points at the start of her turn if she has at least 1 hit point and isn't in sunlight. If she takes radiant damage, this trait doesn't function at the start of her next turn.\"]},{\"name\":\"Rejuvenation\",\"entries\":[\"If Bodhi is destroyed, her body immediately appears in her resting place. She is {@condition paralyzed} until she regains at least 1 hit point. After spending 24 hours in her resting place with 0 hit points, she regains 1 hit point. While {@condition paralyzed} in this manner, if a creature within 60 feet says her name 9 times, Bodhi is permanently destroyed.\"]},{\"name\":\"Sneak Attack (1/Turn)\",\"entries\":[\"Bodhi deals an extra 28 ({@damage 8d6}) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Bodhi that isn't incapacitated and Bodhi doesn't have disadvantage on the attack roll.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"Bodhi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Summoned By Name (1/Day)\",\"entries\":[\"If a creature says Bodhi Irenicus's full name 9 times in a row, Bodhi hears her name and becomes aware of the creature. Bodhi knows the exact location and name of the creature that spoke her name. She can then choose, as a free action, to teleport to a location adjacent to the creature. She must choose to do this within 1 minute of hearing her name. This power works even if the creature is on a different plane of existence. 1 minute after teleporting, Bodhi teleports back to where she was located when she heard her name spoken. This occurs even if Bodhi is unwilling and even if she is in an antimagic effect.\"]},{\"name\":\"Vampire Weaknesses\",\"entries\":[\"Bodhi Irenicus has the following flaws:\"]},{\"name\":\"Elvish Song\",\"entries\":[\"Bodhi can't abide a song performed in the elvish language. A creature that can speak the elvish language can use an action to sing an elven song. If Bodhi is within 60 feet of the singer and can hear the song, she has disadvantage on attacks and saving throws.\"]},{\"name\":\"Stake to the Heart\",\"entries\":[\"If a piercing weapon made of wood is driven into Bodhi's heart while she is {@condition incapacitated} in her resting place, Bodhi is {@condition paralyzed} until the stake is removed.\"]},{\"name\":\"Sunlight Hypersensitivity\",\"entries\":[\"Bodhi takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks.\"]}],\"action\":[{\"name\":\"Multiattack (Vampire Form Only)\",\"entries\":[\"Bodhi makes three Unarmed Strike attacks, one of which can be a Bite attack instead.\"]},{\"name\":\"Unarmed Strike (Vampire Form Only)\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one creature. {@h}9 ({@damage 1d8 + 5}) bludgeoning damage. Instead of dealing damage, Bodhi can grapple a Medium-sized or smaller target (escape {@dc 18}).\"]},{\"name\":\"Bite (Panther or Vampire Form Only)\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one creature. {@h}8 ({@damage 1d6 + 5}) piercing damage plus 14 ({@damage 4d6}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Bodhi regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A Humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Bodhi's control.\"]},{\"name\":\"Change Shape\",\"entries\":[\"If Bodhi isn't in sunlight, she can polymorph into a Medium panther or back into her true form. While in panther form, Bodhi Irenicus can't speak, her walking speed is 40 feet, and she has a climb speed of 30 feet. Her statistics, other than her size and speed, are unchanged. Anything she is wearing transforms with her, but nothing she is carrying does. She reverts to her true form if she dies.\"]},{\"name\":\"Charm\",\"entries\":[\"Bodhi targets one Humanoid she can see within 30 feet of her. If the target can see Bodhi, the target must succeed on a {@dc 17} Wisdom saving throw or be {@condition charmed} by Bodhi. The {@condition charmed} target regards Bodhi as a trusted friend to be heeded and protected. Although the target isn't under Bodhi's control, it takes Bodhi's requests or actions in the most favorable way it can. Each time Bodhi or her allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Bodhi is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.\"]}],\"legendary\":[{\"name\":\"Move\",\"entries\":[\"Bodhi moves up to her speed without provoking opportunity attacks.\"]},{\"name\":\"Unarmed Strike\",\"entries\":[\"Bodhi makes one Unarmed Strike.\"]},{\"name\":\"Bite (Costs 2 Actions)\",\"entries\":[\"Bodhi makes one Bite attack.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Regeneration\",\"Rejuvenation\",\"Sneak Attack\",\"Spider Climb\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"E\",\"S\"],\"damageTags\":[\"B\",\"N\",\"P\",\"R\"],\"miscTags\":[\"HPR\",\"MW\"],\"conditionInflict\":[\"charmed\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Borivik Windheim\",\"isNamedCreature\":true,\"source\":\"MaBJoV\",\"page\":56,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"G\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":195,\"formula\":\"30d8 + 60\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":20,\"con\":14,\"int\":11,\"wis\":16,\"cha\":11,\"save\":{\"dex\":\"+9\",\"wis\":\"+7\"},\"skill\":{\"nature\":\"+8\",\"perception\":\"+11\",\"stealth\":\"+13\",\"survival\":\"+11\"},\"passive\":21,\"languages\":[\"Common\",\"Elvish\",\"Sylvan\"],\"cr\":\"10\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Borivik casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell ensnaring strike}\",\"{@spell speak with animals}\"],\"daily\":{\"2e\":[\"{@spell cordon of arrows}\",\"{@spell daylight}\",\"{@spell lesser restoration}\",\"{@spell nondetection}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Bolts of Undead Slaying\",\"entries\":[\"Borivik has a half-dozen bolts of undead slaying. If he strikes an Undead creature with one of these magic bolts, it must make a {@dc 17} Constitution saving throw, taking an extra 33 ({@damage 6d10}) piercing damage on a failed save, or half as much extra damage on a successful one.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Borivik makes two Shortsword attacks or two Heavy Crossbow attacks.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage.\"]},{\"name\":\"Heavy Crossbow\",\"entries\":[\"{@atk rw} {@hit 9} to hit, ranged 100/400 ft., one target. {@h}10 ({@damage 1d10 + 5}) piercing damage.\"]}],\"bonus\":[{\"name\":\"Crossbow Expert\",\"entries\":[\"Borivik adds {@dice 1d10} to his next attack or damage roll with his Heavy Crossbow attack.\"]},{\"name\":\"Nimble Escape\",\"entries\":[\"Borivik can take the Disengage or Hide action.\"]}],\"reaction\":[{\"name\":\"Enduring Response\",\"entries\":[\"When Borivik takes acid, cold, fire, lightning, or thunder damage, he gains immunity to that damage type until the start of his next turn. Also, the first time he hits with a Shortsword attack on his next turn, the target takes an extra 10 ({@dice 3d6}) of the triggering damage type.\"]}],\"attachedItems\":[\"heavy crossbow|phb\",\"shortsword|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\",\"S\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"P\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cornelius Watson\",\"isNamedCreature\":true,\"source\":\"MaBJoV\",\"page\":30,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"G\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":154,\"formula\":\"28d8 + 28\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":12,\"int\":20,\"wis\":15,\"cha\":16,\"save\":{\"int\":\"+9\",\"wis\":\"+6\"},\"skill\":{\"arcana\":\"+13\",\"history\":\"+13\",\"investigation\":\"+13\",\"perception\":\"+6\"},\"passive\":16,\"resist\":[{\"special\":\"damage from spells\"}],\"languages\":[\"Celestial\",\"Common\",\"Dwarvish\",\"Gnomish\",\"Halfling\",\"Infernal\"],\"cr\":\"12\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Doc Watson casts one of the following spells using Intelligence as his spellcasting ability (spell save {@dc 17}):\"],\"will\":[\"{@spell detect magic}\",\"{@spell identify}\",\"{@spell mage armor}\",\"{@spell Rary's telepathic bond}\"],\"daily\":{\"2e\":[\"{@spell clairvoyance}\",\"{@spell locate object}\",\"{@spell scrying}\"],\"1e\":[\"{@spell foresight}\",\"{@spell true seeing}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"Doc Watson has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Portent {@recharge}\",\"entries\":[\"When Doc Watson or a creature he can see makes an attack roll, a saving throw, or an ability check, Doc Watson can roll a {@dice d20} and choose to use this roll in place of the attack roll, saving throw, or ability check. This trait recharges after using the Spellcasting action.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Doc Watson makes three Arcane Burst attacks.\"]},{\"name\":\"Arcane Burst\",\"entries\":[\"{@atk ms,rs} {@hit 9} to hit, reach 5 ft. or range 120 ft., one target. {@h}32 ({@damage 5d10 + 5}) lightning damage.\"]}],\"traitTags\":[\"Magic Resistance\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\",\"D\",\"G\",\"H\",\"I\"],\"damageTags\":[\"L\"],\"spellcastingTags\":[\"O\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cryonax\",\"isNamedCreature\":true,\"source\":\"MaBJoV\",\"page\":98,\"size\":[\"H\"],\"type\":\"elemental\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":21,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":391,\"formula\":\"27d12 + 216\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":26,\"dex\":16,\"con\":26,\"int\":19,\"wis\":19,\"cha\":23,\"save\":{\"str\":\"+15\",\"dex\":\"+10\",\"con\":\"+15\",\"wis\":\"+11\"},\"senses\":[\"blindsight 60 ft.\"],\"passive\":14,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"cold\",\"poison\"],\"vulnerable\":[\"fire\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\"],\"languages\":[\"Common\",\"Primordial\"],\"cr\":\"22\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Cryonax casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 21}, {@hit 13} to hit with spell attacks):\"],\"will\":[\"{@spell ice storm}\",\"{@spell sleet storm}\",\"{@spell wall of ice}\"],\"daily\":{\"2e\":[\"{@spell cone of cold}\",\"{@spell otiluke's freezing sphere} (45 ({@damage 13d6}) damage)\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Cold Aura\",\"entries\":[\"At the start of each of Cryonax's turns, each creature within 10 feet of him takes 21 ({@damage 6d6}) cold damage. A creature also takes 21 ({@damage 6d6}) cold damage if they touch or hit Cryonax. Nonmagical weapons that hit Cryonax are frozen immediately after dealing damage to Cryonax. If used again and they hit any creature, the weapon shatters. The freezing effect disappears after an hour.\"]},{\"name\":\"Empowered Attacks\",\"entries\":[\"Cryonax's Slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons.\"]},{\"name\":\"Ice Walker\",\"entries\":[\"No ability checks are required when Cryonax walks or climbs across icy surfaces and difficult snow or ice terrain does not cost him extra movement.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Cryonax fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Cryonax has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Cryonax makes two Slam attacks with his tentacles or two Ice Spear attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 15 ft., one target. {@h}27 ({@damage 3d12 + 8}) bludgeoning damage. If the target is a Large or smaller creature, it has the {@condition grappled} condition (escape {@dc 20}). Cryonax can grapple up to two targets but any tentacle that is grappling can't be used to make a Slam or Ice Spear attack.\"]},{\"name\":\"Ice Spear\",\"entries\":[\"{@atk rw} {@hit 10} to hit, range 120 ft., one target. {@h}36 ({@damage 6d10 + 3}) cold damage.\"]},{\"name\":\"Summon Frost Horde (1/Day)\",\"entries\":[\"Cryonax summons two {@creature young white dragon||young white dragons} or a {@creature frost giant} with two {@creature yeti||yetis}. The summoning costs Cryonax 50 hit points. The summoned creatures have maximum hit points and appear within 100 feet of Cryonax.\"]}],\"legendary\":[{\"name\":\"Smash\",\"entries\":[\"Cryonax slams a {@condition grappled} target against the ground, dealing 13 ({@damage 3d8}) bludgeoning damage to it.\"]},{\"name\":\"Tentacle Freeze\",\"entries\":[\"Cryonax's tentacle freezes a {@condition grappled} target. If the target fails a {@dc 22} Constitution saving throw they are {@condition paralyzed} and Cryonax releases them from its tentacle. They remain frozen indefinitely but can attempt the Constitution saving throw at the end of each of their turns. Success means they are no longer frozen.\"]},{\"name\":\"Ice Shroud (Costs 3 Actions)\",\"entries\":[\"With a gesture Cryonax targets a frozen creature (see Tentacle Freeze) that is within 30 feet of him. The target is encased instantly in a hard shell of crushing ice. The target receives no saving throw and takes 22 ({@damage 5d8}) cold damage immediately and at the start of each of their turns. The target is considered {@condition stunned} but is partly protected by the shroud and resistant to all damage. The shroud disappears if Cryonax removes it, Cryonax dies, the shroud takes 100 hit points of damage or another character uses their action and succeeds on a {@dc 22} Strength check to remove the trapped ally.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"P\"],\"damageTags\":[\"B\",\"C\"],\"damageTagsSpell\":[\"B\",\"C\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RCH\",\"RW\",\"THW\"],\"conditionInflict\":[\"stunned\"],\"conditionInflictSpell\":[\"prone\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dagryn\",\"isNamedCreature\":true,\"source\":\"MaBJoV\",\"page\":110,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dwarf\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"{@item splint armor|PHB|splint}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":84,\"formula\":\"13d8 + 26\"},\"speed\":{\"walk\":20},\"str\":12,\"dex\":8,\"con\":14,\"int\":14,\"wis\":13,\"cha\":17,\"skill\":{\"deception\":\"+5\",\"performance\":\"+5\",\"persuasion\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":11,\"resist\":[\"poison\"],\"immune\":[\"acid\"],\"languages\":[\"Common\",\"Draconic\",\"Dwarvish\",\"Undercommon\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Dagryn casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell alter self}\",\"{@spell disguise self}\",\"{@spell levitate}\",\"{@spell major image}\",\"{@spell vicious mockery}\"],\"daily\":{\"2e\":[\"{@spell bane}\",\"{@spell fear}\",\"{@spell hold monster}\",\"{@spell misty step}\"],\"1e\":[\"{@spell dimension door}\",\"{@spell seeming}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Draconic Transformation\",\"entries\":[\"When Dagryn drops to 0 hit points, instead of falling {@condition unconscious}, he transforms into his dragon form. He immediately gains all the statistics of an {@creature adult black dragon} with the exception that his size is Medium, and has the {@condition stunned} condition. At the start of his next turn, he grows to Large size, but remains {@condition stunned}. At the start of his subsequent turn, Dagryn grows to Huge size and is no longer {@condition stunned}. Dagryn remains in his dragon form for 24 hours whereupon he reverts to this stat block.\"]},{\"name\":\"Dwarven Resilience\",\"entries\":[\"Dagryn has advantage on saving throws against poison, spells, and illusions, as well as to resist being {@condition charmed} or {@condition paralyzed}.\"]}],\"action\":[{\"name\":\"Club\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) bludgeoning damage.\"]},{\"name\":\"Eruption\",\"entries\":[\"{@atk rs} {@hit 5} to hit, range 120 ft., one target. {@h}14 ({@damage 2d10 + 3}) acid damage.\"]}],\"bonus\":[{\"name\":\"Invisibility (Recharges after a Short or Long Rest)\",\"entries\":[\"Dagryn magically turns {@condition invisible} for 1 hour or until he attacks or casts a spell. Any equipment Dagryn wears or carries turns {@condition invisible} with him.\"]}],\"attachedItems\":[\"club|phb\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"C\",\"D\",\"DR\",\"U\"],\"damageTags\":[\"A\",\"B\"],\"damageTagsSpell\":[\"B\",\"O\",\"P\",\"S\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"invisible\"],\"conditionInflictSpell\":[\"frightened\",\"paralyzed\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Darien\",\"isNamedCreature\":true,\"source\":\"MaBJoV\",\"page\":112,\"size\":[\"L\"],\"type\":{\"type\":\"giant\",\"tags\":[\"ogre\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":161,\"formula\":\"19d10 + 57\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":14,\"con\":16,\"int\":10,\"wis\":11,\"cha\":18,\"save\":{\"wis\":\"+4\",\"cha\":\"+8\"},\"skill\":{\"arcana\":\"+8\",\"deception\":\"+8\",\"persuasion\":\"+8\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"resist\":[\"psychic\"],\"immune\":[\"cold\"],\"languages\":[\"Aquan\",\"Auran\",\"Common\",\"Elvish\",\"Giant\",\"telepathy 30 ft.\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Darien casts one of the following spells, requiring no material component and using Charisma as the spellcasting ability (spell save {@dc 16}, {@hit 8} to hit with spell attacks):\"],\"will\":[\"{@spell alter self}\",\"{@spell blade ward}\",\"{@spell chill touch}\",\"{@spell disguise self}\",\"{@spell false life}\",\"{@spell invisibility}\",\"{@spell mage armor} (self only)\",\"{@spell silent image}\"],\"daily\":{\"2e\":[\"{@spell armor of agathys}\",\"{@spell cone of cold}\",\"{@spell darkness}\",\"{@spell fear}\",\"{@spell hallucinatory terrain}\",\"{@spell hold person}\",\"{@spell hypnotic pattern}\",\"{@spell major image}\",\"{@spell mirror image}\",\"{@spell mislead}\",\"{@spell sleet storm}\"],\"1e\":[\"{@spell dream}\",\"{@spell feeblemind}\",\"{@spell mass suggestion}\",\"{@spell project image}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Darien can see normally in darkness, both magical and nonmagical, to a distance of 120 feet\"]},{\"name\":\"Eldritch Mind\",\"entries\":[\"Darien has advantage on Constitution saving throws that she makes to maintain {@status concentration} on a spell.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Darien makes two War Pick attacks.\"]},{\"name\":\"War Pick\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft, one target. {@h}10 ({@damage 1d8 + 6}) piercing damage plus 4 necrotic damage.\"]},{\"name\":\"Eldritch Blast\",\"entries\":[\"{@atk rs} {@hit 8} to hit, range 300 ft., three targets. {@h}9 ({@damage 1d10 + 4}) force damage.\"]},{\"name\":\"Create Thrall\",\"entries\":[\"Darien touches an {@condition incapacitated} Humanoid. That creature is then {@condition charmed} by her until a {@spell remove curse} spell is cast on it, the {@condition charmed} condition is removed from it, or she uses this feature again. Darien can communicate telepathically with the {@condition charmed} creature as long as the two of them are on the same plane of existence.\"]},{\"name\":\"Summon War Pick\",\"entries\":[\"Darien creates a magical war pick in her empty hand. The war pick counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The war pick has a +1 bonus to attack and damage (already factored into Darien's attacks).\"]}],\"reaction\":[{\"name\":\"Shield of Cryonax (1/Day)\",\"entries\":[\"When Darien takes damage, she can entomb herself in ice, which melts away at the end of her next turn. She gains 150 temporary hit points, which take as much of the triggering damage as possible. Immediately after she takes the damage, she gains vulnerability to fire damage, her speed is reduced to 0, and she is {@condition incapacitated}. These effects, including any remaining temporary hit points, all end when the ice melts.\"]}],\"attachedItems\":[\"war pick|phb\"],\"traitTags\":[\"Devil's Sight\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AQ\",\"AU\",\"C\",\"E\",\"GI\",\"TP\"],\"damageTags\":[\"N\",\"O\",\"P\"],\"damageTagsSpell\":[\"B\",\"C\",\"N\",\"P\",\"S\",\"Y\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"charmed\"],\"conditionInflictSpell\":[\"blinded\",\"charmed\",\"deafened\",\"frightened\",\"incapacitated\",\"invisible\",\"paralyzed\",\"prone\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Deep Spider\",\"source\":\"MaBJoV\",\"page\":151,\"size\":[\"H\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":95,\"formula\":\"10d12 + 30\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":20,\"dex\":14,\"con\":16,\"int\":6,\"wis\":12,\"cha\":4,\"skill\":{\"stealth\":\"+8\"},\"senses\":[\"tremorsense 60 ft.\"],\"passive\":11,\"cr\":\"7\",\"trait\":[{\"name\":\"Spider Climb\",\"entries\":[\"The deep spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Web Sense\",\"entries\":[\"While in contact with a web, the deep spider knows the exact location of any other creature in contact with the same web.\"]},{\"name\":\"Web Walker\",\"entries\":[\"The deep spider ignores movement restrictions caused by webbing.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The deep spider makes one Bite attack and two Foreleg attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage, and the target must make a {@dc 14} Constitution saving throw, taking 18 ({@damage 4d8}) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but {@condition poisoned} for 1 hour, even after regaining hit points, and has the {@condition paralyzed} condition while {@condition poisoned} in this way.\"]},{\"name\":\"Foreleg\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}19 ({@damage 4d6 + 5}) slashing damage.\"]}],\"traitTags\":[\"Spider Climb\",\"Web Sense\",\"Web Walker\"],\"senseTags\":[\"T\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dread Doppelganger\",\"source\":\"MaBJoV\",\"page\":139,\"size\":[\"M\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"shapechanger\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[16],\"hp\":{\"average\":78,\"formula\":\"12d8 + 24\"},\"speed\":{\"walk\":40},\"str\":11,\"dex\":22,\"con\":14,\"int\":17,\"wis\":14,\"cha\":15,\"skill\":{\"deception\":\"+8\",\"stealth\":\"+9\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"conditionImmune\":[\"charmed\"],\"languages\":[\"Common\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dread doppelganger casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 14}):\"],\"daily\":{\"2\":[\"{@spell phantasmal killer}\"],\"1e\":[\"{@spell mirror image}\",\"{@spell mislead}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Ambusher\",\"entries\":[\"The dread doppelganger has advantage on attack rolls against any creature it has surprised.\"]},{\"name\":\"Shapechanger\",\"entries\":[\"The dread doppelganger can use its action to polymorph into a Small or Medium Humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"]},{\"name\":\"Surprise Attack\",\"entries\":[\"If the dread doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 17 ({@damage 5d6}) damage from the attack.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dread doppelganger makes three Slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 9} to hit, range 5 ft., one target. {@h}10 ({@dice 1d8 + 6}).\"]},{\"name\":\"Read Thoughts\",\"entries\":[\"The dread doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 ft. of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the dread doppelganger can continue reading its thoughts, as long as the dread doppelganger's Concentration isn't broken (as if {@status concentration||concentrating} on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom ({@skill Insight}) and Charisma ({@skill Deception}, {@skill Intimidation}, and {@skill Persuasion}) checks against the target.\"]}],\"traitTags\":[\"Ambusher\",\"Shapechanger\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTagsSpell\":[\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"blinded\",\"deafened\",\"frightened\",\"invisible\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Edwin Odesseiron\",\"isNamedCreature\":true,\"source\":\"MaBJoV\",\"page\":114,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[13,{\"ac\":18,\"condition\":\"with {@item staff of power} and {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":195,\"formula\":\"30d8 + 60\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":16,\"con\":14,\"int\":20,\"wis\":15,\"cha\":16,\"save\":{\"int\":\"+12\",\"wis\":\"+9\"},\"skill\":{\"arcana\":\"+15\",\"history\":\"+15\"},\"passive\":12,\"languages\":[\"Abyssal\",\"Aquan\",\"Auran\",\"Common\",\"Ignan\",\"Infernal\",\"Terran\",\"Thayan\"],\"cr\":\"15\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Edwin casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 18}):\"],\"will\":[\"{@spell mage armor}\",\"{@spell mirror image}\",\"{@spell shield}\",\"{@spell unseen servant}\"],\"daily\":{\"2e\":[\"{@spell contingency}\",\"{@spell counterspell}\",\"{@spell dispel magic}\",\"{@spell fireball}\",\"{@spell simulacrum}\",\"{@spell scrying}\"],\"1e\":[\"{@spell clone}\",\"{@spell maze}\",\"{@spell meteor swarm}\",\"{@spell teleport}\"]},\"ability\":\"int\",\"displayAs\":\"action\"},{\"name\":\"Staff Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"While holding the staff of power, Edwin casts one of the following spells (spell save {@dc 18}, {@hit 12} to hit with spell attacks). These spells require charges; the staff has 20 charges, and it regains {@dice 2d8 + 4} expended charges daily at dawn. 1 charge each: magic missile, ray of enfeeblement 2 charges: levitate 5 charges each: cone of cold, fireball (5th level), hold monster, lightning bolt (5th level), wall of force 6 charges: globe of invulnerability\"],\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Contingency\",\"entries\":[\"If Edwin has the {@condition incapacitated}, {@condition paralyzed}, or {@condition stunned} condition, a {@spell contingency} spell triggers, casting {@spell dispel magic} at 6th level, targeting Edwin. He also has a body created by the {@spell clone} spell stored in a cavern one mile beneath the city of Baldur's Gate.\"]},{\"name\":\"Simulacrum\",\"entries\":[\"Edwin is always accompanied by a simulacrum of himself. The copy is identical to him in all respects except that it has 58 hit points, does not have the staff of power and can only cast the 'at will' spells available in Edwin's Spellcasting feature.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Edwin wields a {@item staff of power}. While held the staff grants a +2 bonus to attack and damage rolls made with it, and a +2 bonus to armor class, saving throws, and spell attack rolls (all factored into Edwin's statistics).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Edwin makes a Staff of Power attack or uses Spellcasting or Staff Spellcasting. He then makes two Elemental Blast attacks.\"]},{\"name\":\"Staff of Power\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage or 6 ({@damage 1d8 + 2}) bludgeoning damage if wielded with two hands. Edwin can expend one of the staff's charges to deal an extra 14 ({@damage 4d6}) force damage on a hit.\"]},{\"name\":\"Elemental Blast\",\"entries\":[\"{@atk rs} {@hit 12} to hit, range 120 ft., one target. {@h}38 ({@damage 6d10 + 5}) acid, cold, lightning, or fire damage.\"]},{\"name\":\"Edwin's Choking Cloud {@recharge}\",\"entries\":[\"Edwin creates a 20-foot-radius sphere of poisonous fog centered on a point within 120 feet. The cloud spreads around corners but lasts only until the start of Edwin's next turn. When a creature enters the cloud's area for the first time on a turn or starts its turn there, that creature must make a {@dc 18} Constitution saving throw. The creature takes 45 ({@damage 10d8}) poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.\"]}],\"bonus\":[{\"name\":\"Summon Hell Hounds\",\"entries\":[\"Edwin magically summons three {@creature hell hound||hell hounds}. The summoned hell hounds appear in an unoccupied space within 60 feet of Edwin, and act as Edwin's allies. They remain for 10 minutes, until they or Edwin dies, or until Edwin dismisses them as an action.\"]}],\"reaction\":[{\"name\":\"Edwin's Evasive Footwork\",\"entries\":[\"As a reaction to taking damage, Edwin teleports up to 30 feet to an unoccupied space that he can see.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"AQ\",\"AU\",\"C\",\"I\",\"IG\",\"OTH\",\"T\"],\"damageTags\":[\"B\",\"I\",\"O\"],\"damageTagsSpell\":[\"B\",\"F\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Eo Ashmajiir\",\"isNamedCreature\":true,\"source\":\"MaBJoV\",\"page\":116,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"tiefling\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":126,\"formula\":\"28d8 + 0\"},\"speed\":{\"walk\":30,\"fly\":30},\"str\":10,\"dex\":16,\"con\":10,\"int\":12,\"wis\":14,\"cha\":20,\"save\":{\"con\":\"+4\",\"cha\":\"+9\"},\"skill\":{\"arcana\":\"+9\",\"deception\":\"+9\",\"persuasion\":\"+9\"},\"passive\":12,\"resist\":[\"lightning\"],\"languages\":[\"Abyssal\",\"Celestial\",\"Common\",\"Draconic\",\"Infernal\",\"Undercommon\"],\"cr\":\"11\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Eo casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 17}, {@hit 9} to hit with spell attacks):\"],\"will\":[\"{@spell detect magic}\",\"{@spell detect thoughts}\",\"{@spell light}\",\"{@spell mage hand}\",\"{@spell magic missile}\",\"{@spell prestidigitation}\",\"{@spell shield}\",\"{@spell shocking grasp}\"],\"daily\":{\"2e\":[\"{@spell banishment}\",\"{@spell counterspell}\",\"{@spell dominate person}\",\"{@spell fireball}\",\"{@spell lightning bolt}\",\"{@spell mirror image}\",\"{@spell misty step}\"],\"1e\":[\"{@spell chain lightning}\",\"{@spell finger of death}\",\"{@spell power word stun}\",\"{@spell teleport}\",\"{@spell wish}*\"]},\"footerEntries\":[\"* Eo uses wish to ensure she has a simulacrum of herself at all times.\"],\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Lightning Affinity\",\"entries\":[\"When Eo uses Spellcasting to cast a spell that deals lightning damage, that spell deals an additional 5 damage. When Eo casts a spell that deals a type of damage from the following list, she can change that damage type to lightning: acid, cold, fire, poison, thunder.\"]}],\"action\":[{\"name\":\"Twinned Orbs\",\"entries\":[\"{@atk ms,rs} {@hit 9} to hit, reach 5 ft. or range 90 ft., two targets. {@h}27 ({@damage 5d8 + 5}) acid, cold, fire, lightning, poison or thunder damage (Eo's choice).\"]},{\"name\":\"Twinned Spell\",\"entries\":[\"Eo uses Spellcasting to cast {@spell banishment}, dominate person, finger of death, or power word stun. This spell targets a second creature in range.\"]},{\"name\":\"Discharge (1/Day)\",\"entries\":[\"Eo emits a thin green ray at a creature within 60 feet. The target must make a {@dc 17} Dexterity saving throw. On a failed save the target takes 89 ({@damage 14d6 + 40}) force damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a {@spell wish} spell.\"]}],\"reaction\":[{\"name\":\"Shocking Rebuke\",\"entries\":[\"As a reaction to taking damage, Eo surrounds her attacker with a coil of lightning. The target must make a {@dc 17} Dexterity saving throw. It takes 16 ({@damage 2d10 + 5}) lightning damage on a failed save, half as much damage on a successful one.\"]}],\"languageTags\":[\"AB\",\"C\",\"CE\",\"DR\",\"I\",\"U\"],\"damageTags\":[\"L\",\"O\"],\"damageTagsSpell\":[\"F\",\"L\",\"N\",\"O\"],\"spellcastingTags\":[\"O\"],\"conditionInflictSpell\":[\"charmed\",\"incapacitated\",\"stunned\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Faldorn\",\"isNamedCreature\":true,\"source\":\"MaBJoV\",\"page\":50,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[11,{\"ac\":16,\"condition\":\"with {@spell barkskin}\",\"braces\":true}],\"hp\":{\"average\":130,\"formula\":\"20d8 + 40\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":12,\"con\":14,\"int\":12,\"wis\":20,\"cha\":15,\"save\":{\"int\":\"+6\",\"wis\":\"+10\"},\"skill\":{\"medicine\":\"+10\",\"nature\":\"+11\",\"perception\":\"+10\",\"survival\":\"+15\"},\"passive\":20,\"languages\":[\"Common\",\"Druidic\",\"Elvish\",\"Sylvan\"],\"cr\":\"13\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Faldorn casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 18}):\"],\"will\":[\"{@spell druidcraft}\",\"{@spell poison spray}\",\"{@spell shillelagh}\"],\"daily\":{\"2e\":[\"{@spell entangle}\",\"{@spell locate creature}\",\"{@spell speak with animals}\",\"{@spell stoneskin}\",\"{@spell tree stride}\",\"{@spell water breathing}\"],\"1e\":[\"{@spell foresight}\",\"{@spell heal}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Staff of the Woodlands\",\"entries\":[\"This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it and grants Faldorn a +2 bonus to spell attack rolls (already factored into Faldorn's attacks). The staff has 10 charges. It regains {@dice 1d6 + 4} expended charges each dawn. Faldorn can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, with a spell save DC of 14:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[\"0 charges: {@spell pass without trace}\",\"1 charge each: {@spell animal friendship}, {@spell speak with animals}\",\"2 charges each: {@spell barkskin}, {@spell locate animals or plants}\",\"3 charges: {@spell speak with plants}\",\"5 charges: {@spell awaken}\",\"6 charges: {@spell wall of thorns}\"]}]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Faldorn makes two Staff of the Woodlands attacks and uses Spellcasting. Or she uses Spellcasting and then Change Shape if available.\"]},{\"name\":\"Staff of the Woodlands\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage, or 7 ({@damage 1d8 + 3}) bludgeoning damage if wielded with two hands plus 7 ({@damage 2d6}) acid damage.\"]},{\"name\":\"Shadowlight {@recharge}\",\"entries\":[\"A beam of dim light emerges from Faldorn in a 5-foot-wide, 300-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 27 ({@damage 6d8}) radiant damage and is {@condition blinded} until Faldorn's next turn. On a successful save, it takes half as much damage and isn't {@condition blinded}.\"]},{\"name\":\"Change Shape (2/Day)\",\"entries\":[\"Faldorn magically polymorphs into a Beast or Elemental with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. Faldorn reverts to her true form if she dies or falls {@condition unconscious}. She can revert to her true form using a bonus action on her turn. While in a new form, Faldorn retains her game statistics and ability to speak, but her AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and she gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that she lacks. She can cast her spells with verbal or somatic components in her new form. The new form's attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.\"]}],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"DU\",\"E\",\"S\"],\"damageTags\":[\"A\",\"B\",\"R\"],\"damageTagsSpell\":[\"I\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"blinded\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForcedSpell\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Farastu Stalker\",\"alias\":[\"Demodand\"],\"source\":\"MaBJoV\",\"page\":135,\"size\":[\"M\"],\"type\":\"fiend\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":71,\"formula\":\"11d8 + 22\"},\"speed\":{\"walk\":40},\"str\":19,\"dex\":13,\"con\":14,\"int\":8,\"wis\":12,\"cha\":16,\"save\":{\"str\":\"+7\",\"con\":\"+5\"},\"skill\":{\"athletics\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":11,\"resist\":[\"cold\",\"fire\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"acid\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Adhesive Slime\",\"entries\":[\"The farastu secretes a thick, tarlike slime and it can choose to use this slime to secure enemies that it has {@condition grappled} or to make weapons become attached to it. It is able to end the adhesion with a bonus action, causing all items and creatures secured to it to be released. The adhesion also ends after the farastu dies.\"]},{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the farastu's darkvision.\"]},{\"name\":\"Keen Smell\",\"entries\":[\"The farastu has advantage on Wisdom (Percep- tion) checks that rely on smell.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The farastu has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The farastu's weapon attacks are magical.\"]},{\"name\":\"Reckless\",\"entries\":[\"At the start of its turn, the farastu can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The farastu makes one Bite attack and two Claws attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage. The target is held fast by the farastu's adhesive slime ({@condition grappled} condition, escape {@dc 15}) if the farastu isn't already grappling a creature.\"]}],\"reaction\":[{\"name\":\"Adhesive Hide\",\"entries\":[\"After taking damage from a melee weapon, the farastu uses its reaction to attach the weapon to its hide. The attacker must make a {@dc 15} Dexterity saving throw. On a failure, the weapon becomes attached to the farastu's adhesive hide until the farastu dies or releases the weapon. A creature can also use an action to make a {@dc 15} Strength check, prying the weapon free from the farastu, if successful.\"]}],\"traitTags\":[\"Devil's Sight\",\"Keen Senses\",\"Magic Resistance\",\"Magic Weapons\",\"Reckless\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Flimp Shagglecran\",\"isNamedCreature\":true,\"source\":\"MaBJoV\",\"page\":32,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"gnome\"]},\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":21,\"from\":[\"{@item +2 plate armor||+2 plate}\",\"{@item cloak of protection}\"]}],\"hp\":{\"average\":137,\"formula\":\"25d6 + 50\"},\"speed\":{\"walk\":25,\"fly\":25,\"swim\":60},\"str\":14,\"dex\":10,\"con\":14,\"int\":18,\"wis\":12,\"cha\":11,\"save\":{\"con\":\"+6\",\"int\":\"+8\"},\"skill\":{\"arcana\":\"+8\",\"history\":\"+8\",\"medicine\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"languages\":[\"Common\",\"Dwarvish\",\"Giant\",\"Gnomish\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Flimp casts one of the following spells using Intelligence as his spellcasting ability (spell save {@dc 16}):\"],\"will\":[\"{@spell guidance}\",\"{@spell light}\"],\"daily\":{\"2e\":[\"{@spell aid}\",\"{@spell blur}\",\"{@spell cure wounds}\",\"{@spell shield}\"],\"1e\":[\"{@spell blink}\",\"{@spell elemental weapon}\",\"{@spell fire shield}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Battle Smith\",\"entries\":[\"Flimp uses his Intelligence modifier for attack and damage rolls with his weapons.\"]},{\"name\":\"Gnome Cunning\",\"entries\":[\"Flimp has advantage on all Intelligence, Wisdom, and Charisma Saving Throws against magic.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Flimp wears a {@item cloak of the manta ray}, a {@item cloak of protection}, +2 plate armor, and {@item winged boots}. Flimp wields a +2 warhammer. These items vanish 4 days after Flimp dies.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Flimp makes two Magic Warhammer attacks.\"]},{\"name\":\"Magic Warhammer\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d8 + 6}) bludgeoning damage plus 3 ({@damage 1d6}) force damage.\"]},{\"name\":\"Hurl Acid {@recharge}\",\"entries\":[\"Flimp hurls a vial of acid at a location within 60 feet. Every creature within 10 feet of the target location must succeed on a {@dc 16} Dexterity saving throw or take 21 ({@damage 6d6}) acid damage.\"]},{\"name\":\"Summon Steel Defender (1/Day)\",\"entries\":[\"Flimp summons a {@creature Steel Defender|TCE|metallic panther} to aid him in combat. The panther has 24 hit points and is immune to poison damage and the poison and {@condition charmed} conditions.\"]}],\"reaction\":[{\"name\":\"Flash of Genius\",\"entries\":[\"When Flimp or another creature he can see within 30 feet of him makes an ability check or a saving throw, Flimp can use his reaction to add +4 to the roll.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"D\",\"G\",\"GI\"],\"damageTags\":[\"A\",\"B\",\"O\"],\"damageTagsSpell\":[\"A\",\"C\",\"F\",\"L\",\"T\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gibberling\",\"source\":\"MaBJoV\",\"page\":141,\"size\":[\"S\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"N\"],\"ac\":[12],\"hp\":{\"average\":7,\"formula\":\"2d6\"},\"speed\":{\"walk\":25,\"burrow\":5},\"str\":10,\"dex\":15,\"con\":10,\"int\":6,\"wis\":8,\"cha\":8,\"skill\":{\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"resist\":[\"psychic\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Light Sensitivity\",\"entries\":[\"While in bright light, gibberlings have disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]},{\"name\":\"Reckless\",\"entries\":[\"At the start of its turn, the gibberling can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Swarm\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. If the target is a Medium or smaller creature, it has the {@condition grappled} condition (escape {@dc 10}). All gibberlings within 5 feet of the target can use a reaction to make a Dagger attack with advantage on the attack roll.\"]},{\"name\":\"Burrow\",\"entries\":[\"The gibberling burrows into the dirt, giving itself the {@condition prone} condition. It has advantage on Dexterity ({@skill Stealth}) checks while it is {@condition prone}.\"]}],\"attachedItems\":[\"dagger|phb\"],\"traitTags\":[\"Light Sensitivity\",\"Reckless\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hamadryad\",\"source\":\"MaBJoV\",\"page\":143,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"C\",\"N\"],\"ac\":[13,{\"ac\":16,\"condition\":\"with {@spell barkskin}\",\"braces\":true}],\"hp\":{\"average\":32,\"formula\":\"5d8 + 10\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":16,\"con\":14,\"int\":14,\"wis\":10,\"cha\":15,\"skill\":{\"perception\":\"+2\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 60ft.\"],\"passive\":12,\"languages\":[\"Sylvan\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The hamadryad casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 12}):\"],\"daily\":{\"2\":[\"{@spell entangle}\"],\"1e\":[\"{@spell barkskin}\",\"{@spell grasping vine}\",\"{@spell pass without trace}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The hamadryad has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Speak with Beasts and Plants\",\"entries\":[\"The hamadryad can communicate with Beasts and Plants as if they shared a language.\"]},{\"name\":\"Tree Stride\",\"entries\":[\"Once on her turn, the hamadryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large in size or bigger.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hamadryad makes two Claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, range 5 ft., one target. {@h}5 ({@dice 1d4 + 3}) plus 10 ({@damage 3d6}) poison damage.\"]}],\"traitTags\":[\"Magic Resistance\",\"Tree Stride\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"S\"],\"damageTags\":[\"I\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForcedSpell\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Imoen\",\"isNamedCreature\":true,\"source\":\"MaBJoV\",\"page\":88,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"G\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":156,\"formula\":\"24d8 + 48\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":18,\"con\":14,\"int\":14,\"wis\":10,\"cha\":14,\"save\":{\"dex\":\"+7\",\"int\":\"+5\"},\"skill\":{\"acrobatics\":\"+7\",\"deception\":\"+5\",\"perception\":\"+3\",\"stealth\":\"+10\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"necrotic\",\"poison\"],\"languages\":[\"Common\",\"Thieves' cant\",\"Undercommon\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Evasion\",\"entries\":[\"If Imoen is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, Imoen instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.\"]},{\"name\":\"Sneak Attack (1/Turn)\",\"entries\":[\"Imoen deals an extra 14 ({@damage 4d6}) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Imoen that isn't incapacitated and Imoen doesn't have disadvantage on the attack roll.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"Imoen can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, Imoen has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Imoen makes two Shortsword attacks and one Hand Crossbow attack.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 3 ({@damage 1d6}) poison damage.\"]},{\"name\":\"Hand Crossbow\",\"entries\":[\"{@atk rw} {@hit 7} to hit, range 30/210 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 10 ({@damage 3d6}) poison damage.\"]}],\"bonus\":[{\"name\":\"Cunning Action\",\"entries\":[\"Imoen takes the Dash, Disengage, or Hide action.\"]}],\"attachedItems\":[\"hand crossbow|phb\",\"shortsword|phb\"],\"traitTags\":[\"Sneak Attack\",\"Spider Climb\",\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"TC\",\"U\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Jaheira\",\"isNamedCreature\":true,\"source\":\"MaBJoV\",\"page\":60,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"half-elf\"]},\"alignment\":[\"N\"],\"ac\":[11,{\"ac\":16,\"condition\":\"with {@spell barkskin}\",\"braces\":true}],\"hp\":{\"average\":150,\"formula\":\"20d8 + 60\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":12,\"con\":16,\"int\":12,\"wis\":20,\"cha\":15,\"save\":{\"con\":\"+8\",\"wis\":\"+10\"},\"skill\":{\"medicine\":\"+10\",\"nature\":\"+6\",\"perception\":\"+10\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":20,\"languages\":[\"Common\",\"Druidic\",\"Elvish\",\"Sylvan\"],\"cr\":\"13\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Jaheira casts ones of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 18}):\"],\"will\":[\"{@spell barkskin}\",\"{@spell druidcraft}\",\"{@spell poison spray}\",\"{@spell produce flame}\",\"{@spell shillelagh}\"],\"daily\":{\"2e\":[\"{@spell animal messenger}\",\"{@spell commune with nature} (as an action)\",\"{@spell entangle}\",\"{@spell speak with animals}\"],\"1e\":[\"{@spell heal}\",\"{@spell heroes' feast}\",\"{@spell stoneskin}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"Jaheira has advantage on saving throws against being {@condition charmed}, and magic can't put Jaheira to sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Jaheira makes three Quarterstaff attacks.\"]},{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 5}) bludgeoning damage plus 21 ({@damage 6d6}) thunder damage.\"]},{\"name\":\"Cleansing Plague {@recharge}\",\"entries\":[\"Jaheira targets a creature she can see within 60 feet and causes a swarm of flying insects to cover the creature. The creature must make a {@dc 18} Constitution saving throw, taking 44 ({@damage 8d10}) piercing damage on a failed save, or half as much damage on a successful one. If the target fails their saving throw they are also {@condition blinded} until the end of their next turn.\"]}],\"bonus\":[{\"name\":\"Mighty Summons (1/Day)\",\"entries\":[\"Jaheira summons three CR 2 Beasts or six CR 1 Beasts. These summoned creatures have maximum hit points and the damage they inflict is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.\"]}],\"attachedItems\":[\"quarterstaff|phb\"],\"traitTags\":[\"Fey Ancestry\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DU\",\"E\",\"S\"],\"damageTags\":[\"B\",\"P\",\"T\"],\"damageTagsSpell\":[\"F\",\"I\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Jon Irenicus\",\"isNamedCreature\":true,\"source\":\"MaBJoV\",\"page\":73,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":217,\"formula\":\"29d8 + 87\"},\"speed\":{\"walk\":30},\"str\":19,\"dex\":16,\"con\":16,\"int\":22,\"wis\":14,\"cha\":16,\"save\":{\"con\":\"+10\",\"int\":\"+13\",\"wis\":\"+9\"},\"skill\":{\"arcana\":\"+20\",\"history\":\"+13\",\"insight\":\"+9\",\"perception\":\"+9\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":19,\"resist\":[\"cold\",\"lightning\",\"necrotic\"],\"immune\":[\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"Abyssal\",\"Celestial\",\"Common\",\"Elvish\",\"Infernal\",\"Sylvan\"],\"cr\":\"22\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Jon Irenicus casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 21}, {@hit 13} to hit with spell attacks):\"],\"will\":[\"{@spell Melf's acid arrow}\",\"{@spell detect magic}\",\"{@spell detect thoughts}\",\"{@spell invisibility}\",\"{@spell magic missile}\",\"{@spell mage hand}\",\"{@spell mirror image}\",\"{@spell prestidigitation}\",\"{@spell ray of frost}\",\"{@spell shield}\"],\"daily\":{\"2e\":[\"{@spell animate dead}\",\"{@spell dimension door}\",\"{@spell dispel magic}\",\"{@spell fireball}\",\"{@spell scrying}\"],\"1e\":[\"{@spell disintegrate}\",\"{@spell dominate monster}\",\"{@spell finger of death}\",\"{@spell power word kill}\",\"{@spell power word stun}\",\"{@spell time stop}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Jon Irenicus fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Rejuvenation\",\"entries\":[\"If he has a phylactery and he is destroyed, Jon Irenicus gains a new body in {@dice 1d10} days, regaining all his hit points and becoming active again. The new body appears within 5 feet of the phylactery.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Jon Irenicus carries a {@item rod of lordly might}. He can use a bonus action to switch it between its Mace and {@item Flame Tongue} attacks.\"]},{\"name\":\"Turn Resistance\",\"entries\":[\"Jon Irenicus has advantage on saving throws against any effect that turns Undead.\"]}],\"action\":[{\"name\":\"Multiattack (only useable with Transformation)\",\"entries\":[\"Jon Irenicus makes two Flame Tongue attacks or two Mace attacks. Each attack is made with advantage and does an additional 13 ({@damage 2d12}) force damage if it hits.\"]},{\"name\":\"Flame Tongue (Rod of Lordly Might)\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h}11 ({@damage 1d8 + 7}) slashing damage and 7 ({@damage 2d6}) fire damage.\"]},{\"name\":\"Mace (Rod of Lordly Might)\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d6 + 7}) bludgeoning damage.\"]},{\"name\":\"Breath of Death (1/Day)\",\"entries\":[\"Jon Irenicus emits a 90-foot cone of necrotic energy. Each creature in the effects area must make a {@dc 21} saving throw, taking 55 ({@damage 10d10}) necrotic damage on a failed save, half as much damage on a successful one.\"]}],\"reaction\":[{\"name\":\"Draining Counterspell\",\"entries\":[\"Jon Irenicus interrupts a creature he can see that is casting a spell. If the spell is 3rd level or lower, it fails and has no effect. If the spell is 4th level or higher, Jon Irenicus makes an Intelligence check ({@dc 10} + the spell's level). On a success, the spell fails and has no effect. Whatever the spell's level, the caster takes 10 ({@damage 3d6}) necrotic damage if the spell fails.\"]}],\"legendary\":[{\"name\":\"Drain Life (1/Day)\",\"entries\":[\"Jon Irenicus makes a drain life attack with his rod of lordly might. If he hits a creature with his rod, the creature must make a {@dc 17} Constitution saving throw. On a failed save, the creature takes an extra 14 ({@damage 4d6}) necrotic damage, and Jon regains a number of hit points equal to half that necrotic damage.\"]},{\"name\":\"Paralyze (1/Day)\",\"entries\":[\"Jon Irenicus makes a paralyze attack with his rod of lordly might. If he hits a creature with his rod, the creature must make a {@dc 17} Strength saving throw. On a failed save, the creature has the {@condition paralyzed} condition for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.\"]},{\"name\":\"Cast a Spell (Costs 2 Actions)\",\"entries\":[\"Jon Irenicus uses Spellcasting.\"]},{\"name\":\"Transformation (Costs 3 Actions)\",\"entries\":[\"Jon Irenicus becomes endowed with endurance and martial prowess for 1 minute or until he ends this effect by using a bonus action. While transformed, he gains 50 temporary hit points, proficiency in Strength and Constitution saving throw, adds his Multiattack feature, and loses his Draining Counterspell reaction and Spellcasting action.\"]}],\"attachedItems\":[\"mace|phb\"],\"traitTags\":[\"Legendary Resistances\",\"Rejuvenation\",\"Turn Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"CE\",\"E\",\"I\",\"S\"],\"damageTags\":[\"B\",\"F\",\"N\",\"O\",\"S\"],\"damageTagsSpell\":[\"A\",\"C\",\"F\",\"N\",\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"conditionInflict\":[\"paralyzed\"],\"conditionInflictSpell\":[\"charmed\",\"invisible\",\"stunned\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kagain\",\"isNamedCreature\":true,\"source\":\"MaBJoV\",\"page\":118,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dwarf\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|PHB|plate}\"]}],\"hp\":{\"average\":161,\"formula\":\"17d8 + 85\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":13,\"con\":20,\"int\":10,\"wis\":11,\"cha\":10,\"save\":{\"str\":\"+8\",\"con\":\"+9\"},\"skill\":{\"athletics\":\"+8\",\"perception\":\"+4\",\"survival\":\"+4\"},\"senses\":[\"darkvision 30 ft.\"],\"passive\":14,\"languages\":[\"Common\",\"Dwarvish\"],\"cr\":\"11\",\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Kagain wields a +3 greataxe. While Kagain is attuned to this weapon, his hit point maximum increases to 178. Whenever a hostile creature damages Kagain while the axe is in his possession, he must succeed on a {@dc 15} Wisdom saving throw or go berserk. He can choose to fail this saving throw. While berserk, Kagain gains advantage on all melee attacks and attacks made against him are made with advantage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Kagain makes three attacks with his Berserking Greataxe.\"]},{\"name\":\"Berserking Greataxe\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}13 ({@damage 1d12 + 7}) slashing damage.\"]},{\"name\":\"Heavy Crossbow\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 100/400 ft., one target. {@h}6 ({@damage 1d10 + 1}) piercing damage.\"]}],\"legendary\":[{\"name\":\"Weapon Attack\",\"entries\":[\"Kagain makes a Berserking Greataxe attack.\"]},{\"name\":\"Berserk Whirlwind (Costs 3 Actions)\",\"entries\":[\"Kagain makes a Berserking Greataxe attack against every creature within 5 feet of him.\"]}],\"attachedItems\":[\"heavy crossbow|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"D\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kelubar Consul\",\"alias\":[\"Demodand\"],\"source\":\"MaBJoV\",\"page\":136,\"size\":[\"M\"],\"type\":\"fiend\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":97,\"formula\":\"13d8 + 39\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":20,\"dex\":13,\"con\":17,\"int\":14,\"wis\":15,\"cha\":18,\"save\":{\"str\":\"+9\",\"con\":\"+7\",\"cha\":\"+8\"},\"skill\":{\"athletics\":\"+9\",\"insight\":\"+6\",\"persuasion\":\"+8\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":12,\"resist\":[\"cold\",\"fire\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"acid\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\"],\"cr\":\"11\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The kelubar casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 16}):\"],\"will\":[\"{@spell clairvoyance}\",\"{@spell detect magic}\",\"{@spell fear}\",\"{@spell invisibility} (self only)\",\"{@spell spider climb}\",\"{@spell tongues}\"],\"daily\":{\"2e\":[\"{@spell dispel magic}\",\"{@spell fog cloud}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the kelubar's darkvision.\"]},{\"name\":\"Freedom of Movement\",\"entries\":[\"The kelubar is unaffected by difficult terrain, and spells and other magical affects don't reduce its speed or cause it to be {@condition paralyzed} or {@condition restrained}. If the kelubar spends 5 feet of movement is automatically escapes from nonmagical restraints or a creature that has it {@condition grappled}. It is also able to move underwater with no movement or attack penalties.\"]},{\"name\":\"Keen Smell\",\"entries\":[\"The kelubar has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The kelubar has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The kelubar's weapon attacks are magical.\"]},{\"name\":\"Reckless\",\"entries\":[\"At the start of its turn, the kelubar can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.\"]},{\"name\":\"Sneak Attack (1/Turn)\",\"entries\":[\"The kelubar deals an extra 14 ({@damage 4d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the kelubar that isn't incapacitated and the kelubar doesn't have disadvantage on the attack roll.\"]},{\"name\":\"Stench\",\"entries\":[\"Any creature that is not a demodand and starts its turn within 30 feet of the kelubar must succeed on a {@dc 16} Constitution saving throw or or have the {@condition poisoned} condition for 1 minute. On a successful saving throw, the creature is immune to the stench of this kelubar for 1 hour.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The kelubar makes one Bite attack and three Claws attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage plus 7 ({@damage 2d6}) acid damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage plus 7 ({@damage 2d6}) acid damage.\"]}],\"bonus\":[{\"name\":\"Summon Demodand (1/Day)\",\"entries\":[\"The kelubar rolls a {@dice d6}. A result of 1-2 summons in two allied {@creature farastu stalker|MaBJoV|farastu stalkers}, a result of 3-4 summons in one allied {@creature kelubar consul|MaBJoV}.\"]}],\"reaction\":[{\"name\":\"Impossible Dodge\",\"entries\":[\"When an attacker that the kelubar can see hits it with an attack, the kelubar can use its reaction to halve the attack's damage.\"]}],\"traitTags\":[\"Devil's Sight\",\"Keen Senses\",\"Magic Resistance\",\"Magic Weapons\",\"Reckless\",\"Sneak Attack\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\"],\"damageTags\":[\"A\",\"P\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"frightened\",\"invisible\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kivan\",\"isNamedCreature\":true,\"source\":\"MaBJoV\",\"page\":48,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":132,\"formula\":\"24d8 + 24\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":18,\"con\":12,\"int\":11,\"wis\":14,\"cha\":11,\"save\":{\"dex\":\"+7\",\"wis\":\"+5\"},\"skill\":{\"nature\":\"+6\",\"perception\":\"+8\",\"stealth\":\"+10\",\"survival\":\"+8\"},\"passive\":18,\"languages\":[\"Common\",\"Elvish\",\"Sylvan\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"Kivan has advantage on saving throws against being {@condition charmed}, and magic can't put Kivan to sleep.\"]},{\"name\":\"Keen Hearing and Sight\",\"entries\":[\"Kivan has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Kivan makes three Longsword attacks or three Longbow attacks.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage or 8 ({@damage 1d10 + 3}) slashing damage if wielded with two hands.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 7} to hit, ranged 150/600 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage.\"]},{\"name\":\"Volley (2/Day)\",\"entries\":[\"Kivan makes a Longbow attack against any number of creatures he can see within 150 feet. He must make a separate attack roll with advantage for each target.\"]}],\"bonus\":[{\"name\":\"Kivan's Mark\",\"entries\":[\"Kivan designates one creature he can see within 60 feet as his prey. The first time each turn that Kivan hits his prey with a weapon attack, the prey takes an extra 7 ({@damage 2d6}) damage from the weapon.\"]}],\"attachedItems\":[\"longbow|phb\",\"longsword|phb\"],\"traitTags\":[\"Fey Ancestry\",\"Keen Senses\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\",\"S\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lothar\",\"isNamedCreature\":true,\"source\":\"MaBJoV\",\"page\":80,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"N\"],\"ac\":[13],\"hp\":{\"average\":210,\"formula\":\"28d8 + 84\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":50,\"condition\":\"in raven and hybrid forms\"}},\"str\":18,\"dex\":16,\"con\":16,\"int\":11,\"wis\":10,\"cha\":10,\"skill\":{\"insight\":\"+4\",\"perception\":\"+4\",\"stealth\":\"+7\",\"survival\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"immune\":[{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"damage from nonmagical weapons that aren't silvered\",\"cond\":true}],\"languages\":[\"Common\",\"Orc\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Lothar casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 12}, {@hit 4} to hit with spell attacks):\"],\"will\":[\"{@spell blade ward}\",\"{@spell eldritch blast}\",\"{@spell message}\"],\"daily\":{\"1e\":[\"{@spell bane}\",\"{@spell charm person}\",\"{@spell daylight}\",\"{@spell faerie fire}\",\"{@spell fear}\",\"{@spell misty step}\",\"{@spell plane shift}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Mimicry\",\"entries\":[\"Lothar can mimic simple sounds he has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful {@dc 15} Wisdom ({@skill Insight}) check.\"]}],\"action\":[{\"name\":\"Multiattack (Humanoid or Hybrid Form Only)\",\"entries\":[\"Lothar makes three Greataxe attacks.\"]},{\"name\":\"Greataxe (Humanoid or Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d12 + 4}) slashing damage, 14 ({@dice 1d12 + 8}) while in a rage.\"]},{\"name\":\"Beak (Raven or Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}1 piercing damage in raven form, or 6 ({@damage 1d4 + 4}) piercing damage in hybrid form. If the target is Humanoid, it must succeed on a {@dc 15} Constitution saving throw or be cursed with wereraven lycanthropy.\"]},{\"name\":\"Change Shape\",\"entries\":[\"Lothar can use his action to polymorph into a raven-humanoid hybrid, or into a Small raven, or back into his true form, which is Humanoid. His statistics, other than his size, are the same in each form. Any equipment he is wearing or carrying isn't transformed. Lothar reverts to his true form if he dies.\"]}],\"bonus\":[{\"name\":\"Rage\",\"entries\":[\"Lothar rages for 1 minute. During his rage he has advantage on Strength checks and Strength saving throws. He gains a +4 bonus to damage while he is in a rage. He has resistance to bludgeoning, piercing, and slashing damage while in a rage. Lothar can't cast spells while in a rage.\"]}],\"attachedItems\":[\"greataxe|phb\"],\"traitTags\":[\"Mimicry\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"O\"],\"damageTags\":[\"P\",\"S\"],\"damageTagsSpell\":[\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"CUR\",\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"charmed\",\"frightened\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mephistopheles\",\"isNamedCreature\":true,\"source\":\"MaBJoV\",\"page\":101,\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":21,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":460,\"formula\":\"40d10 + 240\"},\"speed\":{\"walk\":40,\"fly\":100},\"str\":22,\"dex\":23,\"con\":22,\"int\":30,\"wis\":28,\"cha\":26,\"save\":{\"int\":\"+18\",\"wis\":\"+17\",\"cha\":\"+16\"},\"skill\":{\"deception\":\"+24\",\"insight\":\"+25\",\"persuasion\":\"+24\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":19,\"resist\":[\"acid\",\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"27\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Mephistopheles casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 26}):\"],\"will\":[\"{@spell darkness}\",\"{@spell detect evil and good}\",\"{@spell detect magic}\",\"{@spell dispel magic}\",\"{@spell geas} (duration 1 year)\",\"{@spell greater restoration}\",\"{@spell hallow}\",\"{@spell hold monster}\",\"{@spell locate creature}\",\"{@spell locate object}\",\"{@spell major image}\",\"{@spell resurrection}\",\"{@spell scrying}\",\"{@spell suggestion}\",\"{@spell wall of fire}\"],\"daily\":{\"1e\":[\"{@spell meteor swarm}\",\"{@spell symbol}\",\"{@spell wish}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede Mephistopheles' darkvision.\"]},{\"name\":\"Fiendish Regeneration\",\"entries\":[\"Mephistopheles regains 20 hit points at the start of his turn. If he takes radiant damage this trait doesn't function at the start of his next turn. Mephistopheles only dies if he starts his turn with 0 hit points and is unable to regenerate.\"]},{\"name\":\"Flyby\",\"entries\":[\"Mephistopheles doesn't provoke opportunity attacks when he flies out of an enemy's reach.\"]},{\"name\":\"Hellfire Mastery\",\"entries\":[\"Fire damage that Mephistopheles inflicts ignores resistances and immunities. Mephistopheles is immune to this effect.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Mephistopheles fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Mephistopheles has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Mephistopheles makes three Ranseur attacks. He can replace one of the attacks with Hellfire Lash (if available).\"]},{\"name\":\"Ranseur, +3\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}20 ({@dice 2d10 + 9}) piercing plus 18 ({@damage 4d8}) fire or cold damage (Mephistopheles' choice).\"]},{\"name\":\"Hellfire Implosion {@recharge 4}\",\"entries\":[\"A bright streak of Hellfire appears at a point that Mephistopheles can see within 150 feet of him. Each creature in a 20-foot-radius sphere centered on that point must make a {@dc 22} Dexterity saving throw. Targets take 31 ({@damage 9d6}) fire damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Hellfire Lash {@recharge 5}\",\"entries\":[\"Mephistopheles unleashes a 60-foot-long, 5-foot-wide lash of Hellfire that ignites a 5-foot- radius sphere around where it strikes. Any targets in the area of effect must make a {@dc 22} Dexterity saving throw, taking 36 ({@damage 8d8}) fire damage on a failed save, or half as much on a successful one.\"]}],\"bonus\":[{\"name\":\"Ashen Teleport\",\"entries\":[\"Mephistopheles' body and any equipment he is wearing or carrying turns to ash, then he magically teleports up to 120 feet to an unoccupied space he can see and reforms.\"]}],\"legendary\":[{\"name\":\"Hellfire Wings\",\"entries\":[\"Mephistopheles uses his wings to generate a burst of heat. Each creature within 10 feet of him must succeed on a {@dc 22} Dexterity saving throw or take 9 ({@damage 2d8}) bludgeoning damage plus 9 ({@damage 2d8}) fire damage. Creatures that failed the save also have the {@condition prone} condition.\"]},{\"name\":\"Hellfire Storm (Costs 2 Actions)\",\"entries\":[\"Mephistopheles creates a rain of Hellfire at a point he can see within 150 feet. Each creature within a 20-foot-radius sphere centered on that point must make a {@dc 24} Dexterity saving throw. Targets take 38 ({@damage 7d10}) fire damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Call Underling (Costs 3 Actions)\",\"entries\":[\"Mephistopheles summons an allied {@creature horned devil} in an unoccupied space that he can see.\"]}],\"traitTags\":[\"Devil's Sight\",\"Flyby\",\"Legendary Resistances\",\"Magic Resistance\",\"Regeneration\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"B\",\"C\",\"F\"],\"damageTagsSpell\":[\"B\",\"F\",\"N\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflictSpell\":[\"charmed\",\"frightened\",\"incapacitated\",\"paralyzed\",\"stunned\",\"unconscious\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Minsc and Boo!\",\"isNamedCreature\":true,\"source\":\"MaBJoV\",\"page\":68,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"G\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":187,\"formula\":\"22d8 + 88\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":12,\"con\":18,\"int\":10,\"wis\":10,\"cha\":10,\"save\":{\"str\":\"+9\",\"con\":\"+8\"},\"skill\":{\"athletics\":\"+9\",\"perception\":\"+4\",\"survival\":\"+8\"},\"passive\":14,\"languages\":[\"Common\",\"Sylvan\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Boo, The Miniature Giant Space Hamster\",\"entries\":[\"Boo is Minsc's animal companion. Boo is a miniature giant space hamster and has the statistics of a {@creature rat}.\"]},{\"name\":\"Favored Enemy\",\"entries\":[\"Minsc's favored enemy is evil. When he hits an evil creature with a melee attack he deals an additional 7 ({@damage 2d6}) slashing damage.\"]},{\"name\":\"Reckless\",\"entries\":[\"At the start of his turn, Minsc may choose to gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Minsc makes two Greatsword attacks.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage\"]}],\"bonus\":[{\"name\":\"Go for the Eyes, Boo\",\"entries\":[\"As a bonus action, Minsc talks to Boo and gains the inspiration to go into a berserker fury, for 1 minute. While in this berserking fury Minsc gains the following:\",{\"type\":\"list\",\"items\":[\"Minsc has advantage on Strength checks and Strength saving throws.\",\"Minsc gains a +4 bonus to damage rolls when using a melee weapon.\",\"Minsc has resistance to bludgeoning, piercing, and slashing damage.\",\"Minsc can make a single melee weapon attack as a bonus action on each of his turns.\",\"Minsc can't be {@condition charmed} or {@condition frightened}. If Minsc is {@condition charmed} or {@condition frightened} when he enters his berserking fury, the effect is suspended for the duration of the rage\",\"If Minsc drops to 0 hit points and doesn't die outright, he can make a {@dc 10} Constitution saving throw. If he succeeds, he drops to 1 hit point instead. Each time he uses this feature after the first, the DC increases by 5. After 24 hours, the DC resets to 10.\"]}]}],\"reaction\":[{\"name\":\"Run, Boo, Run\",\"entries\":[\"If Boo takes damage, Minsc can choose to take the damage instead.\"]}],\"attachedItems\":[\"greatsword|phb\"],\"traitTags\":[\"Reckless\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Montaron and the Laughing Skull\",\"isNamedCreature\":true,\"source\":\"MaBJoV\",\"page\":86,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"halfling\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":149,\"formula\":\"23d6 + 69\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":20,\"con\":16,\"int\":13,\"wis\":11,\"cha\":10,\"save\":{\"dex\":\"+9\",\"int\":\"+5\"},\"skill\":{\"acrobatics\":\"+9\",\"deception\":\"+4\",\"perception\":\"+4\",\"stealth\":\"+13\"},\"passive\":14,\"resist\":[\"poison\"],\"languages\":[\"Common\",\"Halfling\",\"Thieves' cant\"],\"cr\":\"11\",\"trait\":[{\"name\":\"Assassinate\",\"entries\":[\"During his first turn, Montaron has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Montaron scores against a surprised creature is a critical hit.\"]},{\"name\":\"Evasion\",\"entries\":[\"If Montaron is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Montaron instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.\"]},{\"name\":\"Nimbleness\",\"entries\":[\"Montaron can move through the space of any creature that is of a size larger than his.\"]},{\"name\":\"Sneak Attack (1/Turn)\",\"entries\":[\"Montaron deals an extra 21 ({@damage 6d6}) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Montaron that isn't incapacitated and Montaron doesn't have disadvantage on the attack roll.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Montaron possesses a {@item bag of holding}. He keeps the {@creature demilich}, Xzar, in the bag. He also possesses a {@item portable hole}, which he uses to aid in robberies. As a bonus action, Montaron can place his {@item portable hole} in his {@item bag of holding}. This instantly destroys both items and opens a gate to the Astral Plane. Montaron and any creature within 10 feet of him is sucked through the gate to a random location on the Astral Plane. The gate then closes.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Montaron makes three Shortsword attacks and uses the ability Unleash the Demilich if available.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Light Crossbow\",\"entries\":[\"{@atk rw} {@hit 9} to hit, range 80/320 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage.\"]},{\"name\":\"Unleash the Demilich (1/Day)\",\"entries\":[\"Montaron reaches inside his bag of holding and releases Xzar. Xzar is a {@creature demilich} and appears within 5 feet of Montaron. Xzar rolls for his own initiative. Xzar can't use lair actions or legendary actions. He has a CR of 14.\"]}],\"attachedItems\":[\"light crossbow|phb\",\"shortsword|phb\"],\"traitTags\":[\"Sneak Attack\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"H\",\"TC\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Naes Inuus\",\"isNamedCreature\":true,\"source\":\"MaBJoV\",\"page\":42,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item breastplate|PHB}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":187,\"formula\":\"25d8 + 75\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":14,\"con\":16,\"int\":13,\"wis\":20,\"cha\":14,\"save\":{\"con\":\"+8\",\"wis\":\"+10\"},\"skill\":{\"insight\":\"+10\",\"medicine\":\"+15\",\"persuasion\":\"+7\",\"religion\":\"+11\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"resist\":[\"necrotic\"],\"languages\":[\"Celestial\",\"Common\",\"Elvish\"],\"cr\":\"13\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Naes casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 18}):\"],\"will\":[\"{@spell lesser restoration}\",\"{@spell light}\",\"{@spell sanctuary}\"],\"daily\":{\"2e\":[\"{@spell antilife shell}\",\"{@spell blade barrier}\"],\"1e\":[\"{@spell divine word}\",\"{@spell mass heal}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Mace\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage plus 14 ({@damage 4d6}) radiant damage.\"]},{\"name\":\"Corona of Beauty\",\"entries\":[\"Naes activates an aura of sunlight that lasts for 1 minute or until he dismisses it using an action. He emits bright light in a 60-foot-radius and dim light 30 feet beyond that. His enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.\"]},{\"name\":\"Radiant Beauty of Sune {@recharge 4}\",\"entries\":[\"Naes dispels any magical darkness within 30 feet of him. Additionally, each hostile creature within 30 feet of Naes that does not have {@quickref Cover||3||total cover} must make a {@dc 18} Constitution saving throw, taking 60 radiant damage on a failed saving throw, half as much damage on a successful one. A creature that fails the saving throw has the {@condition blinded} condition for 1 minute.\"]}],\"reaction\":[{\"name\":\"Hard to Kill (1/Day)\",\"entries\":[\"If Naes would drop to 0 hit points as a result of taking damage, or is subjected to an effect that would kill him instantaneously without doing damage, Naes instead drops to 1 hit point.\"]}],\"attachedItems\":[\"mace|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"CE\",\"E\"],\"damageTags\":[\"B\",\"R\"],\"damageTagsSpell\":[\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"blinded\",\"deafened\",\"stunned\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Nauk\",\"isNamedCreature\":true,\"source\":\"MaBJoV\",\"page\":54,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"half-orc\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|PHB|plate}\"]}],\"hp\":{\"average\":170,\"formula\":\"20d8 + 80\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":12,\"con\":18,\"int\":10,\"wis\":12,\"cha\":14,\"save\":{\"str\":\"+9\",\"dex\":\"+5\",\"con\":\"+8\"},\"skill\":{\"intimidation\":\"+10\",\"persuasion\":\"+6\"},\"passive\":11,\"languages\":[\"Common\",\"Goblin\",\"Orc\",\"Undercommon\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Potion Mishap\",\"entries\":[\"When Nauk uses the Imbibe Potion action more than once in an hour, roll {@dice 1d4} for what happens:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[\"1. The potion works normally.\",\"2. The potion works normally. In addition, Nauk turns {@condition invisible} for 1 minute or until Nauk attacks or casts a spell.\",\"3. The potion has no effect.\",\"4. Instead of the normal effect, the potion causes fire to explode out of Nauk's mouth in a 15 foot cone. Nauk and any creature in the cone take 21 ({@damage 6d6}) fire damage.\"]}]},{\"name\":\"Relentless\",\"entries\":[\"When Nauk is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead. He can't use this feature again for 24 hours\"]},{\"name\":\"Special Items\",\"entries\":[\"Nauk wears {@item adamantine plate armor}. He wields a {@item +1 maul} and a {@item +1 heavy crossbow} which is already factored into his stats. He has 2 {@item potion of cold resistance||potions of resistance (cold)}, 2 {@item potion of fire resistance||potions of resistance (fire)}, 2 {@item potion of lightning resistance||potions of resistance (lightning)}. He has 2 {@item potion of heroism||potions of heroism} and 4 {@item potion of superior healing||potions of superior healing}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Nauk makes three Magic Maul attacks. Nauk may substitute one of those attacks for the Imbibe Potion action.\"]},{\"name\":\"Magic Maul\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one creature. {@h}13 ({@damage 2d6 + 6}) bludgeoning damage.\"]},{\"name\":\"Heavy Crossbow\",\"entries\":[\"{@atk rw} {@hit 6} to hit, ranged 100/400 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage.\"]},{\"name\":\"Imbibe Potion\",\"entries\":[\"Nauk drinks a potion from the following list:\",{\"type\":\"list\",\"items\":[\"Potion of heroism: Nauk gains 10 temporary hit points for 1 hour. For the same duration, Nauk is under the effect of the {@spell bless} spell (no {@status concentration} required).\",\"Potion of resistance: Nauk gains resistance from one damage type for 1 hour. Nauk chooses from one of these damage types: cold, fire, lightning.\",\"Potion of superior healing: Nauk regains 28 hit points.\"]}]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"Nauk adds 4 to his AC against one melee attack that would hit him. To do so, Nauk must see the attacker and be wielding a melee weapon.\"]}],\"attachedItems\":[\"heavy crossbow|phb\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"C\",\"GO\",\"O\",\"U\"],\"damageTags\":[\"B\",\"F\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Pazuzu\",\"isNamedCreature\":true,\"source\":\"MaBJoV\",\"page\":104,\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":21,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":405,\"formula\":\"30d10 + 240\"},\"speed\":{\"walk\":30,\"fly\":90},\"str\":23,\"dex\":30,\"con\":27,\"int\":23,\"wis\":18,\"cha\":27,\"save\":{\"dex\":\"+18\",\"con\":\"+16\",\"cha\":\"+16\"},\"skill\":{\"perception\":\"+12\",\"persuasion\":\"+16\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":22,\"resist\":[\"acid\",\"cold\",\"fire\"],\"immune\":[\"lightning\",\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"25\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Pazuzu casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 24}):\"],\"will\":[\"{@spell astral projection}\",\"{@spell blight}\",\"{@spell charm person}\",\"{@spell detect evil and good}\",\"{@spell dispel magic}\",\"{@spell hallow}\",\"{@spell insect plague}\",\"{@spell telekinesis}\",\"{@spell teleport}\",\"{@spell wind walk}\"],\"daily\":{\"1\":[\"{@spell wish}\"],\"2e\":[\"{@spell dominate person}\",\"{@spell hypnotic pattern}\",\"{@spell plane shift} (only itself and willing creatures)\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Aura of Servile Avians\",\"entries\":[\"Any evil creature with a natural fly speed and a CR of 20 or less must make a {@dc 21} Wisdom saving throw if they attempt to attack Pazuzu. A failed save means their action is wasted and the attack fails. On a successful saving throw the target is immune to this effect in the future.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Pazuzu fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Pazuzu has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"Pazuzu's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Pazuzu makes two Greatsword or Talon attacks.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage plus 7 ({@damage 2d6}) necrotic damage.\"]},{\"name\":\"Talon\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d8 + 6}) slashing damage plus 9 ({@damage 2d8}) poison damage.\"]},{\"name\":\"Breath Weapons {@recharge 5}\",\"entries\":[\"Pazuzu exhales poisonous acid in a 100-foot line that is 5 feet wide. Every creature hit by the acid must make a {@dc 21} Dexterity saving throw, taking 70 ({@damage 20d6}) acid damage on a failed save, or half as much damage on a successful one. A creature killed by this breath weapon melts and is disintegrated.\"]}],\"bonus\":[{\"name\":\"Dispel\",\"entries\":[\"Pazuzu casts {@spell dispel magic}, automatically dispelling any spell of 6th level or lower on the target.\"]},{\"name\":\"Hasted Greatsword\",\"entries\":[\"Pazuzu uses his magic greatsword to grant him the following abilities until the start of his next turn. Pazuzu's speed is now doubled, he gains a +2 bonus to AC, has advantage on Dexterity saving throws, and gains one additional Greatsword attack.\"]}],\"legendary\":[{\"name\":\"Disarm\",\"entries\":[\"Pazuzu attempts to knock a weapon out of a target's hand. He makes a Greatsword attack and if it hits, the target does not take damage but instead must make a {@dc 22} Strength saving throw. If the target fails the saving throw, the targeted weapon flies 10 feet away in a random direction.\"]},{\"name\":\"Lethal Leap\",\"entries\":[\"Pazuzu attacks once with his Greatsword or Talon and then may fly up to 60 feet away. Pazuzu's movement does not provoke opportunity attacks.\"]}],\"attachedItems\":[\"greatsword|phb\"],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"A\",\"I\",\"N\",\"S\"],\"damageTagsSpell\":[\"N\",\"P\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"charmed\",\"incapacitated\",\"restrained\",\"unconscious\"],\"savingThrowForced\":[\"dexterity\",\"strength\",\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Pelyious Avhoste\",\"isNamedCreature\":true,\"source\":\"MaBJoV\",\"page\":120,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":143,\"formula\":\"22d8 + 44\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":18,\"dex\":14,\"con\":14,\"int\":17,\"wis\":11,\"cha\":13,\"save\":{\"str\":\"+8\",\"dex\":\"+6\"},\"skill\":{\"perception\":\"+8\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":18,\"immune\":[\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"damage from nonmagical weapons that aren't silvered\",\"cond\":true}],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\",\"Draconic\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Pelyious casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 15}, {@hit 7} to hit with spell attacks):\"],\"will\":[\"{@spell fire bolt}\",\"{@spell light}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\"],\"daily\":{\"2e\":[\"{@spell detect magic}\",\"{@spell mage armor}\",\"{@spell shield}\",\"{@spell suggestion}\"],\"1e\":[\"{@spell cone of cold}\",\"{@spell counterspell}\",\"{@spell fly}\",\"{@spell greater invisibility}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Hold Breath\",\"entries\":[\"Pelyious can hold his breath for 15 minutes.\"]}],\"action\":[{\"name\":\"Multiattack (Humanoid or Hybrid Form)\",\"entries\":[\"In Humanoid form, Pelyious makes two Scimitar attacks or two Hand Crossbow attacks. In hybrid form, he can substitute one Scimitar attack for a Bite attack.\"]},{\"name\":\"Scimitar (Humanoid or Hybrid Form)\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage plus 7 ({@damage 2d6}) poison damage.\"]},{\"name\":\"Hand Crossbow (Humanoid or Hybrid Form)\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 30/90 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage.\"]},{\"name\":\"Bite (Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 16}) and until this grapple ends, the target is {@condition restrained}, and Pelyious can't Bite another target.\"]},{\"name\":\"Change Shape\",\"entries\":[\"Pelyious polymorphs into a crocodile-hu- manoid hybrid, or back into his true form, which is Humanoid. His statistics are the same in each form. Any equipment he is wearing or carrying isn't transformed. He reverts to his true form if he dies.\"]}],\"bonus\":[{\"name\":\"Slippery Step (2/Day)\",\"entries\":[\"Pelyious teleports up to 30 feet to an unoccupied space he can see and may use Change Shape.\"]}],\"attachedItems\":[\"hand crossbow|phb\",\"scimitar|phb\"],\"traitTags\":[\"Hold Breath\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"AB\",\"C\",\"DR\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"damageTagsSpell\":[\"C\",\"F\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Phaerimm\",\"source\":\"MaBJoV\",\"page\":145,\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":170,\"formula\":\"20d10 + 60\"},\"speed\":{\"walk\":15,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":20,\"dex\":13,\"con\":16,\"int\":19,\"wis\":20,\"cha\":23,\"save\":{\"int\":\"+9\",\"cha\":\"+11\"},\"skill\":{\"arcana\":\"+9\",\"insight\":\"+10\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":15,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"petrified\"],\"languages\":[\"Undercommon\",\"understands Common\",\"telepathy 100 ft.\"],\"cr\":\"15\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The phaerimm casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 19}):\"],\"will\":[\"{@spell mage hand}\",\"{@spell minor illusion}\",\"{@spell telekinesis}\"],\"daily\":{\"2e\":[\"{@spell crown of madness}\",\"{@spell detect thoughts}\",\"{@spell dominate person}\",\"{@spell fear}\",\"{@spell fireball}\",\"{@spell phantasmal force}\",\"{@spell magic missile}\",\"{@spell shield}\"],\"1e\":[\"{@spell chain lightning}\",\"{@spell confusion}\",\"{@spell dominate monster}\",\"{@spell greater invisibility}\",\"{@spell hold monster}\",\"{@spell mass suggestion}\",\"{@spell prismatic spray}\",\"{@spell reverse gravity}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Arcane Sight\",\"entries\":[\"The phaerimm discerns the location of all magical auras within sight and knows which creatures within 60 feet are spellcasters.\"]},{\"name\":\"Extended Concentration\",\"entries\":[\"The phaerimm can concentrate on two different spells at the same time. If {@status concentration} is broken, then both spells fade immediately.\"]},{\"name\":\"Immutable Form\",\"entries\":[\"The phaerimm is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The phaerimm has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The phaerimm makes four Claw attacks and then makes a Bite or Stinger attack. Alternatively, it uses Spellcasting and then makes two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}18 ({@damage 2d12 + 5}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage.\"]},{\"name\":\"Stinger\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage. If the target fails a {@dc 18} Constitution saving throw, they have the {@condition paralyzed} condition for 1 minute. The phaerimm's poison forces the {@condition paralyzed} target to float 5 feet above the ground. The target may repeat the saving throw at the end of each of it's turns.\"]},{\"name\":\"Implant\",\"entries\":[\"The phaerimm makes a Stinger attack against a {@condition paralyzed} target. If the stinger hits, an egg is implanted in the target. This egg can only be removed by spells that cure disease, such as lesser restoration. If the egg is not removed within 90 days, the larva emerges, and the host is killed. A phaerimm has a single egg so may only use this ability once.\"]}],\"traitTags\":[\"Immutable Form\",\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"TP\",\"U\"],\"damageTags\":[\"P\",\"S\"],\"damageTagsSpell\":[\"A\",\"C\",\"F\",\"I\",\"L\",\"O\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"DIS\",\"MW\",\"RCH\"],\"conditionInflictSpell\":[\"blinded\",\"charmed\",\"frightened\",\"invisible\",\"paralyzed\",\"petrified\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Saemon Havarian\",\"isNamedCreature\":true,\"source\":\"MaBJoV\",\"page\":122,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[14,{\"ac\":17,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":156,\"formula\":\"24d8 + 48\"},\"speed\":{\"walk\":30},\"str\":19,\"dex\":18,\"con\":14,\"int\":18,\"wis\":11,\"cha\":14,\"save\":{\"str\":\"+8\",\"dex\":\"+8\",\"wis\":\"+4\"},\"skill\":{\"athletics\":\"+8\",\"deception\":\"+6\",\"intimidation\":\"+6\"},\"passive\":10,\"languages\":[\"Common\",\"Infernal\",\"Undercommon\"],\"cr\":\"10\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Saemon casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 16}):\"],\"will\":[\"{@spell fire bolt}\",\"{@spell light}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\"],\"daily\":{\"2e\":[\"{@spell counterspell}\",\"{@spell detect magic}\",\"{@spell mage armor}\",\"{@spell magic missile}\",\"{@spell misty step}\",\"{@spell suggestion}\"],\"1e\":[\"{@spell fly}\",\"{@spell greater invisibility}\",\"{@spell ice storm}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Saemon wears a {@item quiver of ehlonna} (hold- ing 40 handaxes).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Saemon makes three Handaxe attacks.\"]},{\"name\":\"Handaxe\",\"entries\":[\"{@atk mw,rw} {@hit 8} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage plus 3 ({@damage 1d6}) force damage.\"]}],\"reaction\":[{\"name\":\"Arcane Shield\",\"entries\":[\"Saemon conjures a swirling yellow barrier and until the start of his next turn he adds +5 to his AC, including against the triggering attack, and he takes no damage from magic missile.\"]}],\"legendary\":[{\"name\":\"Hurl\",\"entries\":[\"Saemon makes a ranged Handaxe attack.\"]},{\"name\":\"Cast a Spell (Costs 2 Actions)\",\"entries\":[\"Saemon uses Spellcasting.\"]},{\"name\":\"Animate Objects (Costs 3 Actions)\",\"entries\":[\"Saemon casts {@spell animate objects}, targeting up to 10 handaxes he has thrown at enemies. If there are not 10 handaxes available, then he provides the remaining handaxes from his quiver of ehlonna. Handaxes are Tiny objects.\"]}],\"attachedItems\":[\"handaxe|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"I\",\"U\"],\"damageTags\":[\"O\",\"S\"],\"damageTagsSpell\":[\"B\",\"C\",\"F\",\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sarevok\",\"isNamedCreature\":true,\"source\":\"MaBJoV\",\"page\":124,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":21,\"from\":[\"plate armor of Bhaal\"]}],\"hp\":{\"average\":153,\"formula\":\"18d8 + 72\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":10,\"con\":18,\"int\":11,\"wis\":16,\"cha\":14,\"save\":{\"con\":\"+9\",\"wis\":\"+8\"},\"skill\":{\"history\":\"+5\",\"intimidation\":\"+12\",\"religion\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"immune\":[\"acid\",\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\",\"Infernal\"],\"cr\":\"15\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Sarevok casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 16}):\"],\"will\":[\"{@spell resistance}\",\"{@spell sacred flame}\",\"{@spell thaumaturgy}\"],\"daily\":{\"1e\":[\"{@spell animate dead}\",\"{@spell command}\",\"{@spell contagion}\",\"{@spell dispel magic}\",\"{@spell divination}\",\"{@spell harm}\",\"{@spell hold person}\",\"{@spell silence}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"Sarevok has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Rejuvenation\",\"entries\":[\"If Sarevok is killed he gains a new body in 24 hours, regaining all his hit points and becoming active again. The new body appears on the altar of the temple of Bhaal beneath Baldur's Gate. This ability ceases to function if a cleric of good alignment casts {@spell Hallow} on the altar in the temple of Bhaal.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Sarevok makes two Longsword attacks. He may replace one of the attacks with a use of Spellcasting.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage or 10 ({@dice 1d10 + 5}) if wielded in two hands. If the target is a creature, it must succeed on a {@dc 16} Constitution saving throw or be cursed by Bhaal. The cursed target can't regain hit points. The curse lasts until removed by the {@spell remove curse} spell or other magic.\"]},{\"name\":\"Assassin's Strike\",\"entries\":[\"Sarevok makes a Longsword attack. If he hits the target and has advantage on the attack roll, then he deals an additional 21 ({@damage 6d6}) poison damage. If the target is a creature, it must succeed on a {@dc 16} Constitution saving throw or have the {@condition poisoned} condition for 10 minutes.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"Sarevok makes a Longsword attack.\"]},{\"name\":\"Unholy Flame\",\"entries\":[\"Sarevok casts {@spell sacred flame}.\"]},{\"name\":\"Channel Bhaal's Hate (Costs 2 Actions)\",\"entries\":[\"Sarevok unleashes Bhaal's power. Creatures within 30 feet of Sarevok, including ones behind barriers and around corners, can't regain hit points until the end of Sarevok's next turn.\"]}],\"attachedItems\":[\"longsword|phb\"],\"traitTags\":[\"Magic Resistance\",\"Rejuvenation\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"I\"],\"damageTags\":[\"I\",\"S\"],\"damageTagsSpell\":[\"N\",\"R\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"CUR\",\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"blinded\",\"deafened\",\"paralyzed\",\"poisoned\",\"prone\",\"stunned\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Shator Warden\",\"alias\":[\"Demodand\"],\"source\":\"MaBJoV\",\"page\":137,\"size\":[\"L\"],\"type\":\"fiend\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":119,\"formula\":\"14d10 + 42\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":24,\"dex\":11,\"con\":17,\"int\":14,\"wis\":16,\"cha\":20,\"save\":{\"str\":\"+12\",\"con\":\"+8\",\"cha\":\"+10\"},\"skill\":{\"athletics\":\"+12\",\"insight\":\"+8\",\"persuasion\":\"+10\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":13,\"resist\":[\"cold\",\"fire\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"acid\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\"],\"cr\":\"14\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The shator casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 18}):\"],\"will\":[\"{@spell clairvoyance}\",\"{@spell detect magic}\",\"{@spell fear}\",\"{@spell invisibility} (self only)\",\"{@spell spider climb}\",\"{@spell tongues}\"],\"daily\":{\"2e\":[\"{@spell cloudkill}\",\"{@spell dispel magic}\",\"{@spell plane shift}\",\"{@spell Tasha's hideous laughter}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the shator's darkvision.\"]},{\"name\":\"Keen Smell\",\"entries\":[\"The shator has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The shator has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The shator's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The shator makes one Bite attack or one Poisonous Spit attack (if available) and then makes two Claws attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d8 + 7}) piercing damage plus 10 ({@damage 3d6}) acid damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}11 ({@damage 1d8 + 7}) slashing damage plus 7 ({@damage 2d6}) acid damage.\"]},{\"name\":\"Poisonous Spit {@recharge 5}\",\"entries\":[\"The shator exhales poisonous spit in a 20-foot line that is 5 feet wide. Each creature in that line must make a {@dc 18} Dexterity saving throw, taking 22 ({@damage 5d8}) acid damage on a failed save and having the {@condition paralyzed} condition for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.\"]}],\"bonus\":[{\"name\":\"Summon Demodand (1/Day)\",\"entries\":[\"The shator rolls a {@dice d6}. A result of 1-2 summons in two allied {@creature farastu stalker|MaBJoV|farastu stalkers}, a result of 3-4 summons in one allied {@creature shator warden|MaBJoV}.\"]}],\"reaction\":[{\"name\":\"Poisonous Slime\",\"entries\":[\"When hit with a melee attack, the shator expels a toxic slime. The attacker must succeed on a {@dc 18} Dexterity saving throw or have the {@condition paralyzed} condition for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.\"]}],\"traitTags\":[\"Devil's Sight\",\"Keen Senses\",\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\"],\"damageTags\":[\"A\",\"P\",\"S\"],\"damageTagsSpell\":[\"I\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflictSpell\":[\"frightened\",\"incapacitated\",\"invisible\",\"prone\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sirene\",\"source\":\"MaBJoV\",\"page\":147,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"C\",\"N\"],\"ac\":[14],\"hp\":{\"average\":63,\"formula\":\"14d8\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":12,\"dex\":18,\"con\":11,\"int\":12,\"wis\":10,\"cha\":16,\"skill\":{\"performance\":\"+5\",\"persuasion\":\"+5\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 60ft.\"],\"passive\":10,\"languages\":[\"Common\",\"Elvish\",\"Sylvan\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The sirene casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 13}):\"],\"daily\":{\"1e\":[\"{@spell crown of madness}\",\"{@spell fog cloud}\",\"{@spell invisibility}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The sirene can breathe air and water.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The sirene has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The sirene makes two Dagger attacks or two Shortbow attacks.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw} {@hit 6} to hit, range 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage plus 3 ({@damage 1d6}) cold damage.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]},{\"name\":\"Sirene's Song (2/Day)\",\"entries\":[\"The sirene casts {@spell suggestion} with a range of 1 mile that affects all creatures of the sirene's choosing in range. Each target has disadvantage on the saving throw.\"]}],\"attachedItems\":[\"dagger|phb\",\"shortbow|phb\"],\"traitTags\":[\"Amphibious\",\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\",\"S\"],\"damageTags\":[\"C\",\"P\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"conditionInflictSpell\":[\"charmed\",\"invisible\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Skeleton Lord\",\"source\":\"MaBJoV\",\"page\":148,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|PHB|plate}\"]}],\"hp\":{\"average\":136,\"formula\":\"16d8 + 64\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":14,\"con\":18,\"int\":18,\"wis\":12,\"cha\":12,\"senses\":[\"darkvision 120 ft.\"],\"passive\":11,\"resist\":[\"cold\",\"necrotic\"],\"immune\":[\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"vulnerable\":[{\"vulnerable\":[\"bludgeoning\"],\"note\":\"from magical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"all the languages it knew in life\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Fear Aura\",\"entries\":[\"Any creature hostile to the skeleton lord that starts its turn within 20 feet of the skeleton lord must make a {@dc 17} Wisdom saving throw, unless the skeleton lord is {@condition incapacitated}. On a failed save, the creature has the {@condition frightened} condition until the start of its next turn. If a creature's saving throw is successful, then the creature is immune to the skeleton lord's Fear Aura for the next 24 hours.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The skeleton lord has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The skeleton lord's weapon attacks are magical and gain a +1 bonus to attack and damage rolls (included in the attack).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The skeleton lord makes three Greatsword attacks.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage.\"]}],\"attachedItems\":[\"greatsword|phb\"],\"traitTags\":[\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"frightened\",\"incapacitated\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Skeleton Warrior\",\"source\":\"MaBJoV\",\"page\":149,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|PHB|plate}\"]}],\"hp\":{\"average\":90,\"formula\":\"12d8 + 36\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":14,\"con\":16,\"int\":16,\"wis\":12,\"cha\":12,\"senses\":[\"darkvision 120 ft.\"],\"passive\":11,\"resist\":[\"cold\",\"necrotic\"],\"immune\":[\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"vulnerable\":[{\"vulnerable\":[\"bludgeoning\"],\"note\":\"from magical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"all the languages it knew in life\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The skeleton warrior has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The skeleton warrior's weapon attacks are magical and gain a +1 bonus to attack and damage rolls (included in the attack).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The skeleton warrior makes two Greatsword attacks.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage.\"]}],\"attachedItems\":[\"greatsword|phb\"],\"traitTags\":[\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ssendam, Lord of Madness\",\"isNamedCreature\":true,\"source\":\"MaBJoV\",\"page\":107,\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":299,\"formula\":\"26d10 + 156\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":20,\"dex\":24,\"con\":22,\"int\":20,\"wis\":18,\"cha\":26,\"save\":{\"dex\":\"+14\",\"con\":\"+13\",\"cha\":\"+15\"},\"skill\":{\"arcana\":\"+12\",\"deception\":\"+15\",\"insight\":\"+18\",\"intimidation\":\"+15\",\"perception\":\"+11\"},\"senses\":[\"blindsight 60 ft.\",\"truesight 120 ft.\"],\"passive\":21,\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"thunder\"],\"immune\":[\"necrotic\",\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"23\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Ssendam casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 23}):\"],\"will\":[\"{@spell detect evil and good}\",\"{@spell detect magic}\",\"{@spell detect thoughts}\",\"{@spell dispel magic}\",\"{@spell fear}\",\"{@spell fly}\",\"{@spell mass suggestion}\",\"{@spell plane shift}\"],\"daily\":{\"2e\":[\"{@spell finger of death}\",\"{@spell flame strike}\"],\"1e\":[\"{@spell power word kill}\",\"{@spell power word stun}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Aura of Madness\",\"entries\":[\"Any creature (other than Undead or Constructs) that ends its turn within 10 feet of Ssendam must succeed on a {@dc 20} Charisma saving throw or be inflicted with a random short-term madness. If a creature succeeds against any madness ability of Ssendam's, they are immune to Ssendam's madness for 1 hour.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Ssendam fails a saving throw, she can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Ssendam has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"Ssendam's weapon attacks are magical.\"]},{\"name\":\"Regeneration (Golden Amoeba Form Only)\",\"entries\":[\"Ssendam regains 40 hit points at the start of her turn if she has at least 1 hit point.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Ssendam makes three attacks: one with her Touch of Madness and two with her Chaos Staff.\"]},{\"name\":\"Touch of Madness\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d10 + 5}) slashing damage plus 11 ({@damage 2d10}) necrotic damage. A target that fails a {@dc 20} Charisma saving throw is inflicted with a random short-term madness. If it is already mad, the existing madness is replaced with a random long-term madness.\"]},{\"name\":\"Chaos Staff\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage plus 11 ({@damage 2d10}) necrotic damage. The target must succeed on a {@dc 19} Constitution saving throw or have the {@condition stunned} condition for 1 minute. The target may repeat the saving throw at the end of each of their turns, ending the effect on a success.\"]},{\"name\":\"Summon Slaadi (1/Day)\",\"entries\":[\"Ssendam summons {@dice 1d4 + 1} {@creature death slaad||death slaadi}. A summoned slaad appears in an unoccupied space within 60 feet of Ssendam, acts as an ally of Ssendam, and can't summon other slaadi. It remains for 1 minute, until it or Ssendam dies, or until Ssendam dismisses it as an action.\"]},{\"name\":\"Teleport\",\"entries\":[\"Ssendam magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"Ssendam polymorphs into a Small or Medium-sized Humanoid, into a Small Aberration that looks like a golden amoeba, or back into this, her golden slaad form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies. Her statistics in the Humanoid forms, other than her size, are the same.\",\"While in her amoeba form, Ssendam also has the same statistics with the following changes. She can't take any actions (except her Change Shape action), speak, or manipulate objects. She has a movement speed of 40 feet and can enter a hostile creature's space and stop there. In addition, Ssendam can move through a space as narrow as 1 inch wide without squeezing. She has advantage on Strength and Dexterity saving throws, and has resistance to all damage except psychic and radiant.\"]}],\"reaction\":[{\"name\":\"Amoeba\",\"entries\":[\"When damaged, Ssendam uses her reaction to activate Change Shape to transform into her golden amoeba form. Doing this reduces the damage to 0.\"]}],\"legendary\":[{\"name\":\"Chaos Staff\",\"entries\":[\"Ssendam makes one Chaos Staff attack.\"]},{\"name\":\"Teleport\",\"entries\":[\"Ssendam uses her Teleport action.\"]},{\"name\":\"Subversion (Costs 2 Actions)\",\"entries\":[\"Ssendam forces every creature suffering from madness within 60 feet of her to use their reaction to attack another creature within 5 feet of them.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Magic Weapons\",\"Regeneration\"],\"senseTags\":[\"B\",\"U\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\",\"Teleport\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"B\",\"N\",\"S\"],\"damageTagsSpell\":[\"F\",\"N\",\"R\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"stunned\"],\"conditionInflictSpell\":[\"frightened\",\"stunned\"],\"savingThrowForced\":[\"charisma\",\"constitution\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Suldil Baldoriel\",\"isNamedCreature\":true,\"source\":\"MaBJoV\",\"page\":66,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"half-elf\"]},\"alignment\":[\"C\",\"G\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":137,\"formula\":\"25d8 + 25\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":12,\"int\":12,\"wis\":14,\"cha\":20,\"save\":{\"con\":\"+5\",\"cha\":\"+9\"},\"skill\":{\"arcana\":\"+9\",\"deception\":\"+9\",\"persuasion\":\"+9\"},\"passive\":12,\"resist\":[\"lightning\"],\"languages\":[\"Celestial\",\"Common\",\"Draconic\",\"Elvish\"],\"cr\":\"10\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Suldil casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 17}):\"],\"will\":[\"{@spell detect magic}\",\"{@spell light}\",\"{@spell mage hand}\"],\"daily\":{\"1\":[\"{@spell disintegrate}\"],\"2e\":[\"{@spell counterspell}\",\"{@spell shield}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Young Bronze Dragon\",\"entries\":[\"Suldil is accompanied by a {@creature young bronze dragon}. The dragon allows Suldil to use him as a mount.\"]}],\"action\":[{\"name\":\"Bronze Bolt\",\"entries\":[\"{@atk ms,rs} {@hit 9} to hit, reach 5 ft. or range 120 ft., one target. {@h}21 ({@damage 3d10 + 5}) lightning damage.\"]},{\"name\":\"Explosion (1/Day)\",\"entries\":[\"Suldil discharges a burst of energy in a 60-foot-radius. Each creature in that area must make a {@dc 17} Dexterity saving throw, taking 44 ({@damage 8d10}) lightning damage on failed save, half as much damage on a successful save.\"]}],\"bonus\":[{\"name\":\"Mounted\",\"entries\":[\"If Suldil isn't mounted, she can use a bonus action to magically teleport onto her young bronze dragon mount, provided Suldil and the young bronze dragon are on the same plane of existence. When she teleports, Suldil appears astride the young bronze dragon along with any equipment she is wearing or carrying. While mounted and not {@condition incapacitated}, Suldil can't be surprised, and both her and her mount gain advantage on Dexterity saving throws.\"]}],\"languageTags\":[\"C\",\"CE\",\"DR\",\"E\"],\"damageTags\":[\"L\"],\"damageTagsSpell\":[\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sword Spider\",\"source\":\"MaBJoV\",\"page\":151,\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":45,\"formula\":\"6d10 + 12\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":16,\"dex\":16,\"con\":14,\"int\":6,\"wis\":12,\"cha\":4,\"skill\":{\"stealth\":\"+7\"},\"senses\":[\"tremorsense 60 ft.\"],\"passive\":11,\"cr\":\"3\",\"trait\":[{\"name\":\"Spider Climb\",\"entries\":[\"The sword spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Web Sense\",\"entries\":[\"While in contact with a web, the sword spider knows the exact location of any other creature in contact with the same web.\"]},{\"name\":\"Web Walker\",\"entries\":[\"The sword spider ignores movement restrictions caused by webbing.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The sword spider makes one Bite attack and two Foreleg attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target must make a {@dc 12} Constitution saving throw, taking 9 ({@damage 2d8}) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but {@condition poisoned} for 1 hour, even after regaining hit points, and has the {@condition paralyzed} condition while {@condition poisoned} in this way.\"]},{\"name\":\"Foreleg\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage.\"]}],\"traitTags\":[\"Spider Climb\",\"Web Sense\",\"Web Walker\"],\"senseTags\":[\"T\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tasloi\",\"isNamedCreature\":true,\"source\":\"MaBJoV\",\"page\":153,\"size\":[\"S\"],\"type\":\"humanoid\",\"alignment\":[\"C\",\"E\"],\"ac\":[13],\"hp\":{\"average\":5,\"formula\":\"2d6 - 2\"},\"speed\":{\"walk\":25,\"climb\":25},\"str\":8,\"dex\":16,\"con\":8,\"int\":12,\"wis\":9,\"cha\":12,\"skill\":{\"stealth\":\"+5\",\"perception\":\"+1\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"languages\":[\"Common\",\"Sylvan\",\"Tasloi\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Javelin Expert\",\"entries\":[\"Tasloi can use their Dexterity for attack and damage rolls with a javelin, just as if the javelin had the finesse property.\"]},{\"name\":\"Nimble Escape\",\"entries\":[\"The tasloi can take the Disengage or Hide action as a bonus action on each of its turns.\"]}],\"action\":[{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Net\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 5/15 ft., one Large or smaller creature. {@h}The target has the {@condition restrained} condition. A creature can use its action to make a {@dc 10} Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 30/120 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]}],\"attachedItems\":[\"javelin|phb\",\"net|phb\",\"shortsword|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tasloi Sniper\",\"isNamedCreature\":true,\"source\":\"MaBJoV\",\"page\":153,\"size\":[\"S\"],\"type\":\"humanoid\",\"alignment\":[\"C\",\"E\"],\"ac\":[14],\"hp\":{\"average\":21,\"formula\":\"6d6\"},\"speed\":{\"walk\":25,\"climb\":25},\"str\":8,\"dex\":18,\"con\":10,\"int\":12,\"wis\":10,\"cha\":12,\"skill\":{\"stealth\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Goblin\",\"Sylvan\",\"Tasloi\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Javelin Expert\",\"entries\":[\"Tasloi can use their Dexterity for attack and damage rolls with a javelin, just as if the javelin had the finesse property.\"]},{\"name\":\"Nimble Escape\",\"entries\":[\"The tasloi can take the Disengage or Hide action as a bonus action on each of its turns.\"]}],\"action\":[{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]},{\"name\":\"Blowgun\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 25/100 ft., one target. {@h}5 (1 + 4) piercing damage and 7 ({@damage 2d6}) poison damage. The target must succeed on a {@dc 10} Constitution saving throw or have the {@condition poisoned} condition for 1 hour.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 30/120 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]}],\"attachedItems\":[\"blowgun|phb\",\"javelin|phb\",\"shortsword|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"GO\",\"S\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tiberius Inuus\",\"isNamedCreature\":true,\"source\":\"MaBJoV\",\"page\":44,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|PHB|plate}\"]}],\"hp\":{\"average\":170,\"formula\":\"20d8 + 80\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":12,\"con\":18,\"int\":11,\"wis\":11,\"cha\":16,\"save\":{\"con\":\"+8\",\"wis\":\"+4\"},\"skill\":{\"persuasion\":\"+7\",\"religion\":\"+4\"},\"passive\":10,\"languages\":[\"Celestial\",\"Common\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Brave\",\"entries\":[\"Tiberius Inuus has advantage on saving throws against being {@condition frightened}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Tiberius Inuus makes three Flame Tongue attacks.\"]},{\"name\":\"Flame Tongue\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage plus 7 ({@damage 2d6}) fire damage.\"]},{\"name\":\"Heavy Crossbow\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 100/400 ft., one target. {@h}6 ({@damage 1d10 + 1}) piercing damage.\"]},{\"name\":\"Touch of Sune\",\"entries\":[\"Tiberius Inuus touches a creature. The target magically regains 40 hit points and is freed from any disease or poison.\"]}],\"reaction\":[{\"name\":\"Vengeance\",\"entries\":[\"When Tiberius Inuus is hit by an attack he can utter an oath of vengeance against the creature that made the attack. He gains advantage on attack rolls against that creature for 1 minute or until it drops to 0 hit points or falls {@condition unconscious}.\"]}],\"attachedItems\":[\"heavy crossbow|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\"],\"damageTags\":[\"F\",\"P\",\"S\"],\"miscTags\":[\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Valygar\",\"isNamedCreature\":true,\"source\":\"MaBJoV\",\"page\":36,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"G\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item half plate armor|PHB|half plate}\"]}],\"hp\":{\"average\":187,\"formula\":\"25d8 + 75\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":18,\"con\":16,\"int\":10,\"wis\":11,\"cha\":10,\"save\":{\"str\":\"+6\",\"dex\":\"+8\"},\"skill\":{\"arcana\":\"+4\",\"history\":\"+4\",\"perception\":\"+4\"},\"passive\":14,\"languages\":[\"Common\",\"Draconic\",\"Primordial\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"Valygar has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Mage Slaying\",\"entries\":[\"When Valygar deals damage to a creature that is {@status concentration||concentrating} on a spell, that creature has disadvantage on the saving throw it makes to maintain its {@status concentration}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Valygar makes two Katana attacks and one Hand Crossbow attack or he makes two Hand Crossbow attacks.\"]},{\"name\":\"Katana\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands plus 13 ({@damage 3d8}) poison damage.\"]},{\"name\":\"Hand Crossbow\",\"entries\":[\"{@atk rw} {@hit 8} to hit, range 30/120 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]}],\"bonus\":[{\"name\":\"Shadow Stealth\",\"entries\":[\"While in dim light or darkness, Valygar can take the Hide action as a bonus action.\"]}],\"reaction\":[{\"name\":\"Disrupt Spell\",\"entries\":[\"When a creature within 5 feet of Valygar casts a spell, he can use his reaction to make a melee weapon attack against that creature.\"]}],\"attachedItems\":[\"hand crossbow|phb\"],\"traitTags\":[\"Magic Resistance\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"P\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"miscTags\":[\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Vellin Farstride\",\"isNamedCreature\":true,\"source\":\"MaBJoV\",\"page\":62,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"halfling\"]},\"alignment\":[\"N\",\"G\"],\"ac\":[{\"ac\":20,\"from\":[\"{@item studded leather armor|PHB|studded leather}\",\"{@item +1 shield}\"]}],\"hp\":{\"average\":195,\"formula\":\"30d6 + 90\"},\"speed\":{\"walk\":25},\"str\":11,\"dex\":20,\"con\":16,\"int\":11,\"wis\":14,\"cha\":11,\"save\":{\"dex\":\"+9\",\"wis\":\"+6\"},\"skill\":{\"deception\":\"+4\",\"nature\":\"+8\",\"perception\":\"+10\",\"persuasion\":\"+8\",\"stealth\":\"+13\",\"survival\":\"+10\"},\"passive\":20,\"languages\":[\"Abyssal\",\"Common\",\"Halfling\",\"Infernal\",\"telepathy 30 ft.\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Animal Companions\",\"entries\":[\"Vellin is accompanied by Akela ({@creature wolf} with 18 hit points). Vellin can mount or dismount Akela using 5 feet of movement. While mounted, Vellin can order Akela to Dash, Disengage, and Dodge. In addition, Vellin has an {@creature owl} companion with 3 hit points. On Vellin's turn, the owl can perform a flyby on a creature of Vellin's choice. The next attack that Vellin makes against that creature has advantage.\"]},{\"name\":\"Brave\",\"entries\":[\"Vellin has advantage on saving throws against being {@condition frightened}.\"]},{\"name\":\"Fiend Slayer\",\"entries\":[\"When Vellin hits a Fiend with a weapon attack he deals an additional 7 ({@damage 2d6}) radiant damage.\"]},{\"name\":\"Keen Hearing and Sight\",\"entries\":[\"Vellin has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Vellin wields a +1 shortsword (silvered) and a +1 shield.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Vellin makes three Silvered Shortsword attacks.\"]},{\"name\":\"Silvered Shortsword\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d6 + 6}) piercing damage.\"]}],\"bonus\":[{\"name\":\"Nimble Escape\",\"entries\":[\"Vellin can take the Disengage or Hide action.\"]}],\"attachedItems\":[\"silvered shortsword|phb\"],\"traitTags\":[\"Keen Senses\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"H\",\"I\",\"TP\"],\"damageTags\":[\"P\",\"R\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Viconia DeVir\",\"isNamedCreature\":true,\"source\":\"MaBJoV\",\"page\":126,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"drow\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":21,\"from\":[\"{@item cloak of protection}\",\"{@item plate armor|PHB|plate}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":135,\"formula\":\"30d8\"},\"speed\":{\"walk\":30},\"str\":25,\"dex\":14,\"con\":10,\"int\":14,\"wis\":20,\"cha\":14,\"save\":{\"con\":\"+5\",\"wis\":\"+10\"},\"skill\":{\"insight\":\"+10\",\"persuasion\":\"+7\",\"religion\":\"+12\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"resist\":[\"necrotic\"],\"languages\":[\"Celestial\",\"Common\",\"Elvish\"],\"cr\":\"13\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Viconia casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 18}):\"],\"will\":[\"{@spell dancing lights}\",\"{@spell light}\",\"{@spell sanctuary}\",\"{@spell thaumaturgy}\"],\"daily\":{\"2e\":[\"{@spell cure wounds}\",\"{@spell death ward}\",\"{@spell lesser restoration}\"],\"1e\":[\"{@spell darkness}\",\"{@spell divine word}\",\"{@spell faerie fire}\",\"{@spell holy aura}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"Viconia has advantage on saving throws against being {@condition charmed}, and magic can't put Viconia to sleep.\"]},{\"name\":\"Living Shadow\",\"entries\":[\"While in dim light or darkness, Viconia has resistance to damage that isn't force, psychic, or radiant.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Viconia wears a {@item belt of giant strength} (fire) and a {@item cloak of protection} and wields a +3 mace. Without the belt, her strength is 12 and her speed is reduced to 20 ft.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, Viconia has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Viconia attacks twice with her Magic Mace and uses her Spellcasting action.\"]},{\"name\":\"Magic Mace\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 5 ft., one target. {@h}13 ({@damage 1d6 + 10}) bludgeoning damage plus 9 ({@damage 2d8}) necrotic damage.\"]},{\"name\":\"Sacred Cleansing {@recharge 4}\",\"entries\":[\"Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within 60 feet must make a {@dc 18} Dexterity saving throw. A creature takes 28 ({@damage 8d6}) fire damage plus 28 ({@damage 8d6}) radiant damage on a failed save, or half as much damage on a successful one.\"]}],\"traitTags\":[\"Fey Ancestry\",\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\",\"E\"],\"damageTags\":[\"B\",\"F\",\"N\",\"R\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"blinded\",\"deafened\",\"stunned\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Viktor\",\"isNamedCreature\":true,\"source\":\"MaBJoV\",\"page\":82,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":20,\"from\":[\"{@item plate armor|PHB|plate}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":178,\"formula\":\"21d8 + 84\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":12,\"con\":18,\"int\":11,\"wis\":11,\"cha\":16,\"save\":{\"con\":\"+8\",\"wis\":\"+4\"},\"skill\":{\"persuasion\":\"+7\",\"religion\":\"+4\"},\"passive\":10,\"languages\":[\"Common\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Viktor casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell bless}\",\"{@spell shield of faith}\",\"{@spell thunderous smite}\"],\"daily\":{\"2e\":[\"{@spell aid}\",\"{@spell branding smite}\",\"{@spell lesser restoration}\"],\"1e\":[\"{@spell banishment}\",\"{@spell blinding smite}\",\"{@spell death ward}\",\"{@spell revivify}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Brave\",\"entries\":[\"Viktor has advantage on saving throws against being {@condition frightened}.\"]},{\"name\":\"Shadow Dragon Companion\",\"entries\":[\"Viktor has a young gold shadow dragon that accompanies him at all times. If Viktor dies, the young gold shadow dragon returns to the Shadowfell.\"]},{\"name\":\"Sun Blade\",\"entries\":[\"Viktor wields a sun blade. Viktor gains a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage (this is already factored into Viktor's stat block). When Viktor hits an Undead creature with this sword, that target takes an extra 4 ({@damage 1d8}) radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Viktor makes two Sun Blade attacks and one Raven's Whisper attack.\"]},{\"name\":\"Sun Blade\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d8 + 6}) radiant damage or 11 ({@damage 1d10 + 6}) radiant damage if used with two hands.\"]},{\"name\":\"Raven's Whisper\",\"entries\":[\"{@atk rs} {@hit 7} to hit, range 60 ft., one target. {@h}22 ({@damage 4d10 + 3}) radiant damage.\"]}],\"attachedItems\":[\"sun blade|dmg\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"R\"],\"damageTagsSpell\":[\"R\",\"T\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflictSpell\":[\"blinded\",\"incapacitated\",\"prone\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Wolfwere\",\"source\":\"MaBJoV\",\"page\":155,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":12,\"condition\":\"while in humanoid form\"},{\"ac\":13,\"condition\":\"while in wolf/hybrid form\"}],\"hp\":{\"average\":55,\"formula\":\"10d8 + 10\"},\"speed\":{\"walk\":{\"number\":30,\"condition\":\"(40 ft. in dire wolf form)\"}},\"str\":18,\"dex\":14,\"con\":12,\"int\":10,\"wis\":8,\"cha\":15,\"skill\":{\"perception\":\"+4\"},\"passive\":13,\"immune\":[{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"damage from nonmagical weapons that aren't iron\",\"cond\":true}],\"languages\":[\"Common (can't speak in wolf form)\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Keen Hearing and Smell\",\"entries\":[\"The wolfwere has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The wolfwere has advantage on an attack roll against a creature if at least one of the wolfwere's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Multiattack (Hybrid form only)\",\"entries\":[\"The wolfwere makes two attacks: one with its Bite and one with its Claws.\"]},{\"name\":\"Longsword (Humanoid form only)\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 4}) slashing damage or 10 ({@damage 1d10 + 5}) slashing damage if used with two hands.\"]},{\"name\":\"Bite (Wolf or Hybrid form only)\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage. If the target is a creature, it must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Claws (Hybrid form only)\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) slashing damage.\"]},{\"name\":\"Lethargic Song (Humanoid form only)\",\"entries\":[\"The wolfwere plays a magical melody on an instrument. Every Humanoid within 200 feet of the wolfwere that hears the melody must succeed on a {@dc 13} Wisdom saving throw or be slowed for 10 minutes, as if the {@spell slow} spell has been cast on them. A creature can repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. A target that successfully saves is immune to this wolfwere's melody for the next 24 hours.\"]},{\"name\":\"Change Shape\",\"entries\":[\"The wolfwere polymorphs into a wolf-human- oid hybrid or into a Humanoid (elf or human), or back into its true form, which is a dire wolf. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies\"]}],\"attachedItems\":[\"longsword|phb\"],\"traitTags\":[\"Keen Senses\",\"Pack Tactics\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Wolfwere Alpha\",\"source\":\"MaBJoV\",\"page\":154,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":12,\"condition\":\"while in humanoid form\"},{\"ac\":13,\"condition\":\"while in wolf/hybrid form\"}],\"hp\":{\"average\":104,\"formula\":\"16d8 + 32\"},\"speed\":{\"walk\":{\"number\":30,\"condition\":\"(40 ft. in dire wolf form)\"}},\"str\":20,\"dex\":14,\"con\":14,\"int\":10,\"wis\":8,\"cha\":16,\"skill\":{\"perception\":\"+6\"},\"passive\":16,\"immune\":[{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"damage from nonmagical weapons that aren't iron\",\"cond\":true}],\"languages\":[\"Common (can't speak in wolf form)\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Keen Hearing and Smell\",\"entries\":[\"The wolfwere has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The wolfwere has advantage on an attack roll against a creature if at least one of the wolfwere's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Multiattack (Hybrid form only)\",\"entries\":[\"The wolfwere makes three attacks: one with its Bite and two with its Claws.\"]},{\"name\":\"Longsword (Humanoid form only)\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d8 + 5}) slashing damage or 11 ({@damage 1d10 + 6}) slashing damage if used with two hands.\"]},{\"name\":\"Bite (Wolf or Hybrid form only)\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage. If the target is a creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Claws (Hybrid form only)\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d4 + 5}) slashing damage.\"]},{\"name\":\"Lethargic Song (Humanoid form only)\",\"entries\":[\"The wolfwere plays a magical melody on an instrument. Every Humanoid within 200 feet of the wolfwere that hears the melody must succeed on a {@dc 16} Wisdom saving throw or be slowed for 10 minutes, as if the {@spell slow} spell has been cast on them. A creature can repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. A target that successfully saves is immune to this wolfwere's melody for the next 24 hours.\"]},{\"name\":\"Change Shape\",\"entries\":[\"The wolfwere polymorphs into a wolf-hu- manoid hybrid or into a Humanoid (elf or human), or back into its true form, which is a dire wolf. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"]}],\"attachedItems\":[\"longsword|phb\"],\"traitTags\":[\"Keen Senses\",\"Pack Tactics\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Xan Moonblade\",\"isNamedCreature\":true,\"source\":\"MaBJoV\",\"page\":38,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"L\",\"N\"],\"ac\":[13,{\"ac\":16,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":112,\"formula\":\"25d8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":16,\"con\":11,\"int\":17,\"wis\":12,\"cha\":11,\"save\":{\"int\":\"+6\",\"wis\":\"+4\"},\"skill\":{\"acrobatics\":\"+9\",\"arcana\":\"+6\",\"history\":\"+6\",\"performance\":\"+6\"},\"passive\":11,\"languages\":[\"Common\",\"Elvish\"],\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Xan casts one of the following spells using Intelligence as the spellcasting ability (spell save {@dc 14}):\"],\"will\":[\"{@spell acid splash}\",\"{@spell light}\",\"{@spell mage armor}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\"],\"daily\":{\"2e\":[\"{@spell detect magic}\",\"{@spell Tasha's hideous laughter}\",\"{@spell misty step}\",\"{@spell shield}\",\"{@spell suggestion}\"],\"1e\":[\"{@spell counterspell}\",\"{@spell fly}\",\"{@spell greater invisibility}\",\"{@spell hold person}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Enchanter\",\"entries\":[\"When Xan casts hideous laughter, hold person, or suggestion, the target has disadvantage on the saving throw.\"]},{\"name\":\"Fey Ancestry\",\"entries\":[\"Xan has advantage on saving throws against being {@condition charmed}, and magic can't put Xan to sleep.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Xan wields a {@item Moonblade}. The {@item Moonblade} has a +3 bonus to attack and damage rolls (already factored into Xan's attacks) and has the finesse property.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Xan makes three Moonblade attacks.\"]},{\"name\":\"Moonblade\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d8 + 6}) slashing damage or 11 ({@damage 1d10 + 6}) slashing damage if wielded with two hands, plus 7 ({@damage 2d6}) cold or fire damage (Xan's choice).\"]}],\"bonus\":[{\"name\":\"Bladesong (1/Day)\",\"entries\":[\"Xan can use a bonus action to start a bladesong. His bladesong lasts for 1 minute. While using bladesong his movement increases to 40 ft., he gains a +3 bonus to his AC and he gains a +3 bonus to all {@status concentration} checks.\"]}],\"attachedItems\":[\"moonblade|dmg\"],\"traitTags\":[\"Fey Ancestry\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"C\",\"F\",\"S\"],\"damageTagsSpell\":[\"A\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"incapacitated\",\"invisible\",\"paralyzed\",\"prone\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Xzar the Chaos Clone\",\"isNamedCreature\":true,\"source\":\"MaBJoV\",\"page\":128,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[15,{\"ac\":18,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":121,\"formula\":\"22d8 + 22\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":16,\"con\":12,\"int\":20,\"wis\":10,\"cha\":12,\"save\":{\"int\":\"+9\",\"wis\":\"+4\"},\"skill\":{\"arcana\":\"+13\",\"history\":\"+13\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"thunder\"],\"languages\":[\"Abyssal\",\"Common\",\"Infernal\",\"Primordial\",\"Undercommon\",\"telepathy 60 ft.\"],\"cr\":\"11\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Xzar casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 17}, {@hit 9} to hit with spell attacks):\"],\"will\":[\"{@spell acid splash}\",\"{@spell fire bolt}\",\"{@spell mage hand}\"],\"daily\":{\"2e\":[\"{@spell animate dead}*\",\"{@spell blight}*\",\"{@spell false life}*\",\"{@spell mage armor}\",\"{@spell ray of enfeeblement}*\",\"{@spell ray of sickness}*\",\"{@spell scrying}\",\"{@spell vampiric touch}*\"],\"1e\":[\"{@spell abi-dalzim's horrid wilting|XGE}*\",\"{@spell finger of death}*\"]},\"footerEntries\":[\"*Necromancy spell of 1st level or higher\"],\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Chaos Phage\",\"entries\":[\"Xzar's infusion with the Chaos Phage gives him the following benefits:\",{\"type\":\"list\",\"items\":[\"Xzar regains 10 hit points at the start of his turn if he has at least 1 hit point\",\"Xzar has advantage on saving throws against spells and other magical effects\",\"Xzar has resistance to acid, cold, fire, lightning, thunder\",\"Xzar has darkvision and telepathy to 60 feet\"]}]},{\"name\":\"Grim Harvest (1/Turn)\",\"entries\":[\"When Xzar kills a creature that is neither a Construct nor Undead with a spell of 1st level or higher, Xzar regains hit points equal to twice the spell's level, or three times if it is a necromancy spell.\"]},{\"name\":\"No Soul\",\"entries\":[\"Since Xzar doesn't have a soul, resurrection magic is able to work upon him no matter how much time has passed. For example, the {@spell revivify} spell would work on Xzar even a week after he died. However, spells like true resurrection and wish are unable to bring Xzar back to life if no body exists.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Xzar makes two Deprive attacks and uses Spellcasting.\"]},{\"name\":\"Deprive\",\"entries\":[\"{@atk ms,rs} {@hit 9} to hit, reach 5 ft., or range 120 ft., one target. {@h}27 ({@damage 4d10 + 5}) necrotic damage.\"]},{\"name\":\"Death Eruption (1/Day)\",\"entries\":[\"Negative energy erupts from Xzar, intensified by the Chaos Phage. Any creature in a 60-foot-ra- dius sphere around Xzar (but not including Xzar) must make a {@dc 17} Constitution saving throw. A creature takes 36 ({@damage 8d6}) necrotic damage on a failed save, or half as much damage on a successful one. A Humanoid killed by this ability rises at the start of Xzar's next turn as a zombie under his command.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"I\",\"P\",\"TP\",\"U\"],\"damageTags\":[\"N\"],\"damageTagsSpell\":[\"A\",\"F\",\"I\",\"N\"],\"spellcastingTags\":[\"O\"],\"conditionInflictSpell\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-mcv1sc.json`] = JSON.parse("{\"monster\":[{\"name\":\"Asteroid Spider\",\"source\":\"MCV1SC\",\"page\":3,\"size\":[\"G\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":348,\"formula\":\"24d20 + 96\"},\"speed\":{\"walk\":60,\"fly\":{\"number\":60,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":26,\"dex\":10,\"con\":18,\"int\":17,\"wis\":13,\"cha\":12,\"save\":{\"con\":\"+9\",\"wis\":\"+6\"},\"skill\":{\"perception\":\"+11\",\"stealth\":\"+5\"},\"senses\":[\"blindsight 120 ft. while the spider's eyes are closed\",\"darkvision 120 ft.\"],\"passive\":21,\"cr\":\"15\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"If the spider is motionless, has its eyes and mouth closed, and has its legs wrapped around its body at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the spider move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the spider is anything other than an asteroid.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the spider fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The spider doesn't require air.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The spider makes two Web Strand attacks, uses Reel, and makes two Bite attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d8 + 8}) piercing damage plus 10 ({@damage 3d6}) acid damage.\"]},{\"name\":\"Web Strand\",\"entries\":[\"{@atk rw} {@hit 13} to hit, reach 120 ft., one creature. {@h}The target is {@condition grappled} (escape {@dc 18}). The web strand can be attacked and destroyed (AC 12; 20 hit points; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). The spider can grapple up to six creatures at a time using its web strands.\"]},{\"name\":\"Reel\",\"entries\":[\"The spider pulls each creature {@condition grappled} by it up to 60 feet straight toward itself.\"]}],\"bonus\":[{\"name\":\"Snare Ship (1/Day)\",\"entries\":[\"The spider weaves a magical web around a spelljamming ship it can see within 120 feet of itself. The web lasts for 1 minute and suppresses the magic of any spelljamming helm aboard the ship. Decks and other surfaces of the ship that aren't enclosed become difficult terrain until the effect ends. The web is impervious to damage but is destroyed by a successful casting of {@spell dispel magic} ({@dc 18}).\"]}],\"traitTags\":[\"False Appearance\",\"Legendary Resistances\",\"Unusual Nature\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"A\",\"P\"],\"miscTags\":[\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Clockwork Horror\",\"source\":\"MCV1SC\",\"page\":4,\"size\":[\"S\"],\"type\":\"construct\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":60,\"formula\":\"8d6 + 32\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":14,\"dex\":14,\"con\":18,\"int\":13,\"wis\":14,\"cha\":10,\"save\":{\"str\":\"+4\",\"wis\":\"+4\"},\"skill\":{\"perception\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"immune\":[\"lightning\",\"poison\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"Thri-kreen\",\"Ziklight\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Shutdown\",\"entries\":[\"If targeted by {@spell dispel magic}, the horror must succeed on a Constitution saving throw against the caster's spell save DC or fall {@condition unconscious} for 1 minute or until it takes any damage.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The horror doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The horror makes one Bite attack and two Rotating Saw attacks, or it makes two Lightning Jolt attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]},{\"name\":\"Rotating Saw\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage.\"]},{\"name\":\"Lightning Jolt\",\"entries\":[\"{@atk rs} {@hit 4} to hit, range 120 ft., one target. {@h}7 ({@damage 1d10 + 2}) lightning damage.\"]},{\"name\":\"Spelljamming Helm Interface\",\"entries\":[\"The horror attaches to a spelljamming helm it can see within 5 feet of itself and attunes to the helm instantly. If another creature is already attuned to the helm, that creature's attunement to the helm ends when the horror's attunement begins. The horror can operate the helm even though it isn't a spellcaster. The horror can detach from the helm as a bonus action, which ends its attunement to the helm.\"]}],\"traitTags\":[\"Unusual Nature\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"L\",\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Eldritch Lich\",\"source\":\"MCV1SC\",\"page\":6,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":165,\"formula\":\"22d8 + 66\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":11,\"dex\":18,\"con\":16,\"int\":19,\"wis\":14,\"cha\":12,\"save\":{\"int\":\"+9\",\"wis\":\"+7\"},\"skill\":{\"arcana\":\"+14\",\"perception\":\"+7\"},\"senses\":[\"truesight 120ft.\"],\"passive\":17,\"resist\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"Common\",\"Deep Speech\",\"telepathy 120 ft.\"],\"cr\":\"15\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The lich casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 17}):\"],\"will\":[\"{@spell detect magic}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\"],\"daily\":{\"2e\":[\"{@spell dispel magic}\",\"{@spell hunger of Hadar}\",\"{@spell lightning bolt}\"],\"1e\":[\"{@spell arcane eye}\",\"{@spell dimension door}\",\"{@spell plane shift} (self only)\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Far Realm Parasite\",\"entries\":[\"Inside the lich's torso dwells a wormlike parasite that contains the lich's soul. When the lich dies, it implodes into the parasite, which then vanishes into the Far Realm. In {@dice 2d4} days, the parasite causes the lich to reappear within {@dice 1d4} miles of where it died. If the lich died inside a magic circle cast to contain Undead, the lich instead reappears as an {@creature otyugh} with all the lich's memories.\"]},{\"name\":\"Legendary Resistance (4/Day)\",\"entries\":[\"If the lich fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The lich doesn't need air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The lich makes one Parasitic Tentacle attack or uses Spellcasting. The lich also uses Psychic Whisper twice.\"]},{\"name\":\"Parasitic Tentacle\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one creature. {@h}25 ({@damage 6d6 + 4}) piercing damage plus 25 ({@damage 6d6 + 4}) necrotic damage. The target must succeed on a {@dc 17} Constitution saving throw or be {@condition poisoned}. The {@condition poisoned} target can repeat the save at the end of each of its turns, ending the effect on itself on a success. The third time the target fails the save, the target dies and dissolves into a {@creature gibbering mouther} that obeys the lich and uses the target's initiative.\"]},{\"name\":\"Psychic Whisper\",\"entries\":[\"The lich targets one creature it can see within 120 feet of itself. The target must succeed on a {@dc 17} Wisdom saving throw or take 25 ({@damage 6d6 + 4}) psychic damage and be {@condition stunned} until the end of the lich's next turn as incomprehensible whispers fill the target's mind.\"]}],\"reaction\":[{\"name\":\"Far Realm Step\",\"entries\":[\"Immediately after taking damage, the lich, along with any equipment it is wearing or carrying, magically teleports up to 60 feet to an unoccupied space it can see.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Unusual Nature\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DS\",\"TP\"],\"damageTags\":[\"N\",\"P\",\"Y\"],\"damageTagsSpell\":[\"A\",\"C\",\"L\",\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"poisoned\",\"stunned\"],\"conditionInflictSpell\":[\"blinded\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fractine\",\"source\":\"MCV1SC\",\"page\":7,\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":110,\"formula\":\"13d10 + 39\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":60,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":1,\"dex\":13,\"con\":16,\"int\":18,\"wis\":18,\"cha\":11,\"skill\":{\"perception\":\"+8\"},\"senses\":[\"blindsight 360 ft. (blind beyond this radius)\"],\"passive\":18,\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"stunned\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The fractine has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Scrying Focus\",\"entries\":[\"A spellcaster can use the fractine as a substitute focus when casting the {@spell scrying} spell or similar magic, provided the spellcaster and the fractine are within 5 feet of each other.\"]},{\"name\":\"Two-Dimensionality\",\"entries\":[\"The fractine can occupy another creature's space and vice versa. It can move through other creatures and objects as if they were difficult terrain, but it takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The fractine doesn't require air, drink, or sleep.\"]}],\"action\":[{\"name\":\"Extradimensional Touch\",\"entries\":[\"{@atk ms} {@hit 5} to hit, reach 5 ft., one target. {@h}24 ({@damage 8d6}) force damage.\"]}],\"bonus\":[{\"name\":\"Imprison\",\"entries\":[\"The fractine targets one creature of its size or smaller in its space. The target must succeed on a {@dc 16} Dexterity saving throw or be imprisoned in a demiplane. While the creature is imprisoned, a distorted image of it can be seen on the fractine's two-dimensional surface.\",\"The demiplane moves with the fractine, has indestructible and opaque walls, and is only as big as it needs to be to contain the target, which doesn't suffer from hunger or thirst while imprisoned. No other creature can enter the demiplane, and the fractine can't be harmed from within the demiplane.\",\"The fractine can imprison only one creature at a time and can release that creature as a bonus action. If the fractine is reduced to 0 hit points, any creature in the fractine's demiplane is released instantly. A released creature reappears in an unoccupied space as close to the fractine (or where it died) as possible. A creature can leave the demiplane on its own by using magic that enables planar travel, such as the {@spell plane shift} spell.\"]}],\"reaction\":[{\"name\":\"Mirrored Damage\",\"entries\":[\"In response to being damaged by a creature it can see within 120 feet of itself, the fractine forces that creature to make a {@dc 16} Constitution saving throw. On a failed save, the creature takes 24 ({@damage 8d6}) force damage. On a successful save, the creature takes half as much damage.\"]},{\"name\":\"Split\",\"entries\":[\"When a Large fractine that has at least 10 hit points remaining takes bludgeoning, piercing, slashing, or thunder damage from any source, it splits into two Medium fractines. The new fractines occupy the space formerly occupied by the original fractine, and each new fractine has hit points equal to half the original's, rounded down. If the original fractine had a creature trapped in its demiplane, that creature is released when the fractine splits, reappearing in an unoccupied space as close to the new fractines as possible.\"]}],\"traitTags\":[\"Magic Resistance\",\"Unusual Nature\"],\"senseTags\":[\"B\"],\"damageTags\":[\"O\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gadabout\",\"source\":\"MCV1SC\",\"page\":8,\"size\":[\"M\"],\"type\":\"plant\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":11,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":11,\"formula\":\"2d8 + 2\"},\"speed\":{\"walk\":10,\"fly\":{\"number\":60,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":12,\"dex\":10,\"con\":14,\"int\":1,\"wis\":6,\"cha\":1,\"senses\":[\"blindsight 10 ft. (blind beyond this radius)\"],\"passive\":8,\"vulnerable\":[\"fire\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Air Envelope\",\"entries\":[\"If it has at least 1 hit point, the gadabout can generate an air envelope around itself when in a vacuum. This air envelope can sustain the gadabout and one other creature in its space indefinitely.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The gadabout doesn't require food or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The gadabout makes two Branch attacks.\"]},{\"name\":\"Branch\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) slashing damage.\"]},{\"name\":\"Wrap\",\"entries\":[\"The gadabout enters the space of a willing Medium or Small creature within 5 feet of itself and gently wraps its branches around the target. The target is {@condition grappled} (escape {@dc 0}). Any attempt by the target to escape the grapple causes the gadabout to use its reaction to move into the nearest unoccupied space. While {@condition grappled} by the gadabout, the target determines where the gadabout moves on the gadabout's turns and accompanies the gadabout wherever it goes.\"]}],\"traitTags\":[\"Unusual Nature\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Goon Balloon\",\"source\":\"MCV1SC\",\"page\":9,\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[10],\"hp\":{\"average\":6,\"formula\":\"1d8 + 2\"},\"speed\":{\"walk\":20,\"climb\":20},\"str\":10,\"dex\":11,\"con\":14,\"int\":11,\"wis\":14,\"cha\":4,\"save\":{\"con\":\"+4\",\"wis\":\"+4\"},\"skill\":{\"perception\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":16,\"vulnerable\":[\"piercing\"],\"languages\":[\"Deep Speech\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Burst\",\"entries\":[\"The goon balloon bursts when it drops to 0 hit points, releasing noxious gas in a 10-foot-radius sphere centered on itself. Creatures in that area must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} for 1 minute. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The goon balloon doesn't require air, food, or drink.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The goon balloon makes two Claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) slashing damage.\"]},{\"name\":\"Scintillating Eye\",\"entries\":[\"Magical, kaleidoscopic light emanates from one of the goon balloon's eyes as the goon balloon targets one creature it can see within 30 feet of itself. The target must make a {@dc 12} Wisdom saving throw, taking 6 ({@damage 1d12}) psychic damage on a failed save, or half as much damage on a successful one.\"]}],\"bonus\":[{\"name\":\"Float\",\"entries\":[\"The goon balloon moves up to 20 feet vertically in one direction without provoking opportunity attacks. If it ends this movement suspended in the air, it hovers in place. It can't be knocked {@condition prone} while airborne.\"]}],\"traitTags\":[\"Unusual Nature\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DS\"],\"damageTags\":[\"S\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"poisoned\",\"prone\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Nightmare Beast\",\"source\":\"MCV1SC\",\"page\":10,\"size\":[\"G\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":232,\"formula\":\"15d20 + 75\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":26,\"dex\":10,\"con\":21,\"int\":9,\"wis\":12,\"cha\":15,\"senses\":[\"darkvision 120 ft.\"],\"passive\":11,\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"16\",\"trait\":[{\"name\":\"Legendary Resistance (2/Day)\",\"entries\":[\"If the beast fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The beast deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The beast makes two Claw attacks and one Tusk attack.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}14 ({@damage 1d12 + 8}) slashing damage, and if the target is a creature, it must succeed on a {@dc 21} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Tusk\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}17 ({@damage 2d8 + 8}) slashing damage.\"]},{\"name\":\"Disintegration Gaze {@recharge 5}\",\"entries\":[\"The beast targets one creature it can see within 60 feet of itself. The target must make a {@dc 18} Constitution saving throw, taking 70 ({@damage 10d6 + 40}) force damage on a failed save, or half as much damage on a successful one. If this magical effect reduces the target to 0 hit points, the target is disintegrated and leaves nothing behind, except a pile of ashes plus whatever equipment it was wearing or carrying.\"]}],\"bonus\":[{\"name\":\"Teleport (2/Day)\",\"entries\":[\"The beast magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.\"]}],\"legendary\":[{\"name\":\"Tusk Attack\",\"entries\":[\"The beast makes one Tusk attack.\"]},{\"name\":\"Charge (Costs 2 Actions)\",\"entries\":[\"The beast moves up to its speed without provoking opportunity attacks, then makes two Tusk attacks.\"]},{\"name\":\"Frightful Howl (Costs 2 Actions)\",\"entries\":[\"The beast howls as it exhales a cloud of magical fear gas in a 120-foot cone. Any creature in that area must succeed on a {@dc 18} Wisdom saving throw or be {@condition frightened} of the beast for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Siege Monster\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"O\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"prone\"],\"savingThrowForced\":[\"constitution\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Puppeteer Parasite\",\"source\":\"MCV1SC\",\"page\":11,\"size\":[\"T\"],\"type\":\"aberration\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":71,\"formula\":\"11d4 + 44\"},\"speed\":{\"walk\":10,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":2,\"dex\":15,\"con\":18,\"int\":16,\"wis\":10,\"cha\":3,\"save\":{\"dex\":\"+4\",\"con\":\"+6\",\"wis\":\"+2\"},\"skill\":{\"stealth\":\"+4\"},\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":10,\"resist\":[\"fire\",\"necrotic\",\"poison\"],\"vulnerable\":[\"radiant\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"telepathy 30 ft.\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Unusual Nature\",\"entries\":[\"The parasite doesn't require air or sleep.\"]}],\"action\":[{\"name\":\"Cling\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}12 ({@damage 3d6 + 2}) necrotic damage, and the parasite attaches to the target. While attached, the parasite can't make Cling attacks. The parasite can detach itself by spending 5 feet of its movement. As an action, a creature within reach of the parasite can try to detach it, doing so with a successful {@dc 14} Strength check.\"]},{\"name\":\"Consume Life\",\"entries\":[\"The parasite deals 12 ({@damage 3d6 + 2}) necrotic damage to one creature it is physically attached to, provided that creature isn't a Construct or an Undead. The parasite regains hit points equal to the damage taken.\"]}],\"bonus\":[{\"name\":\"Suggestion (Psionics; 1/Day)\",\"entries\":[\"The parasite casts the {@spell suggestion} spell, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 13}).\"]}],\"traitTags\":[\"Unusual Nature\"],\"senseTags\":[\"B\"],\"languageTags\":[\"TP\"],\"damageTags\":[\"N\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Star Lancer\",\"source\":\"MCV1SC\",\"page\":12,\"size\":[\"L\"],\"type\":\"celestial\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":60,\"formula\":\"8d10 + 16\"},\"speed\":{\"walk\":0,\"fly\":50},\"str\":18,\"dex\":15,\"con\":15,\"int\":10,\"wis\":13,\"cha\":8,\"save\":{\"dex\":\"+4\",\"con\":\"+4\"},\"skill\":{\"perception\":\"+3\",\"stealth\":\"+4\"},\"passive\":13,\"resist\":[\"radiant\"],\"languages\":[\"Celestial\",\"telepathy 120 ft.\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Flyby\",\"entries\":[\"The star lancer doesn't provoke opportunity attacks when it flies out of an enemy's reach.\"]}],\"action\":[{\"name\":\"Horn\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage. If the star lancer moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 10 ({@damage 3d6}) piercing damage.\"]},{\"name\":\"Invisibility Cloak (3/Day)\",\"entries\":[\"The star lancer and one creature riding it (chosen by the star lancer) magically turn {@condition invisible}. This effect lasts until the star lancer or a creature riding it attacks or casts a spell, or until the star lancer's {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment worn or carried by the {@condition invisible} creatures is also {@condition invisible} for the duration of the Invisibility Cloak.\"]}],\"traitTags\":[\"Flyby\"],\"languageTags\":[\"CE\",\"TP\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"invisible\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Yggdrasti\",\"source\":\"MCV1SC\",\"page\":13,\"size\":[\"G\"],\"type\":\"plant\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":112,\"formula\":\"9d20 + 18\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":60,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":20,\"dex\":10,\"con\":15,\"int\":3,\"wis\":10,\"cha\":3,\"senses\":[\"blindsight 120 ft. (blind beyond this radius)\"],\"passive\":10,\"resist\":[\"bludgeoning\",\"piercing\"],\"immune\":[\"lightning\"],\"vulnerable\":[\"fire\"],\"conditionImmune\":[\"blinded\",\"deafened\",\"exhaustion\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Cavities\",\"entries\":[\"The yggdrasti has {@dice 1d4 + 2} cavities in its trunk. Each cavity is big enough to hold one Medium creature, two Small creatures, or eight Tiny creatures. A creature inside a cavity has {@quickref Cover||3||three-quarters cover} against attacks and other effects that originate outside the cavity. The yggdrasti's cavities aren't connected to one another.\"]},{\"name\":\"False Appearance\",\"entries\":[\"If the yggdrasti is motionless and rooted in the ground at the start of combat, it looks just like a dead tree and has advantage on its initiative roll. Moreover, if a creature hasn't observed the rooted yggdrasti move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the yggdrasti is animate.\"]},{\"name\":\"Lightning Conduit\",\"entries\":[\"If the yggdrasti is subjected to lightning damage, it is unhurt, and the lightning damage is instead divided evenly among all creatures it is grappling. In addition, the yggdrasti regains one use of Lightning Discharge.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The yggdrasti doesn't require air or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The yggdrasti makes two Root attacks and uses Lightning Discharge (if available).\"]},{\"name\":\"Root\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 20 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage, and if the target is a creature, it is {@condition grappled} (escape {@dc 15}). The yggdrasti has four roots, each of which can grapple one target.\"]},{\"name\":\"Lightning Discharge (3/Day)\",\"entries\":[\"The yggdrasti shoots lightning at one creature within 120 feet of itself. The target must make a {@dc 13} Dexterity saving throw, taking 31 ({@damage 7d8}) lightning damage on a failed save, or half as much damage on a successful one.\"]}],\"traitTags\":[\"False Appearance\",\"Unusual Nature\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"L\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-mcv2dc.json`] = JSON.parse("{\"monster\":[{\"name\":\"Dream Eater\",\"source\":\"MCV2DC\",\"page\":3,\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[15],\"hp\":{\"average\":77,\"formula\":\"14d8 + 14\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":50,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":15,\"dex\":20,\"con\":13,\"int\":12,\"wis\":16,\"cha\":21,\"senses\":[\"blindsight 120 ft. (blind beyond this radius)\"],\"passive\":13,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"restrained\"],\"languages\":[\"Deep Speech\",\"telepathy 120 ft.\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Ghastly Visions\",\"entries\":[\"Each creature that starts its turn within 30 feet of the dream eater must make a {@dc 16} Wisdom saving throw. On a failed save, the creature is {@condition frightened} of the dream eater until the start of the creature's next turn. If a creature's saving throw is successful, the creature is immune to this dream eater's Ghastly Visions trait for the next 24 hours.\"]},{\"name\":\"Incorporeal Movement\",\"entries\":[\"The dream eater can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The dream eater has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dream eater makes two Ensnaring Shriek attacks.\"]},{\"name\":\"Ensnaring Shriek\",\"entries\":[\"{@atk ms,rs} {@hit 8} to hit, reach 15 ft. or range 60 ft., one target. {@h}12 ({@damage 2d6 + 5}) psychic damage, and if the target is a Medium or smaller creature, the target must succeed on a {@dc 16} Charisma saving throw or be pulled up to 15 feet toward the dream eater.\"]}],\"bonus\":[{\"name\":\"Engulfing Nightmare\",\"entries\":[\"The dream eater targets one creature within 5 feet of itself. The target must succeed on a {@dc 16} Wisdom saving throw or be engulfed by the dream eater, as the dream eater envelops the creature in a miasma of its worst fears.\",\"When the dream eater engulfs a target, the dream eater enters its space, and the target immediately takes 10 ({@damage 3d6}) psychic damage. An engulfed target is {@condition restrained} and {@condition blinded}, and it takes an additional 10 ({@damage 3d6}) psychic damage at the start of each of the dream eater's turns. When the dream eater moves, the engulfed target moves with it.\",\"The dream eater can have only one target engulfed at a time. An engulfed target escapes at the start of its turn by making a {@dc 16} Wisdom saving throw. On a successful save, the target escapes; the target is no longer engulfed, and it enters a space of its choice within 5 feet of the dream eater. A creature within 15 feet of the dream eater also can use its action to attempt to free an engulfed target. Doing so requires the creature to use its action to make a {@dc 16} Charisma ({@skill Persuasion}) check to convince the engulfed target the nightmare isn't real, with the target escaping on a success. The creature making the check takes 10 ({@damage 3d6}) psychic damage, regardless of the check's success or failure, as its mind brushes against the nightmare.\"]}],\"traitTags\":[\"Incorporeal Movement\",\"Magic Resistance\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DS\",\"TP\"],\"damageTags\":[\"O\",\"Y\"],\"miscTags\":[\"RCH\"],\"conditionInflict\":[\"blinded\",\"frightened\",\"restrained\"],\"savingThrowForced\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ember\",\"isNamedCreature\":true,\"source\":\"MCV2DC\",\"page\":5,\"size\":[\"H\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"adult chromatic\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":20,\"from\":[\"special equipment\"]}],\"hp\":{\"average\":270,\"formula\":\"20d12 + 140\"},\"speed\":{\"walk\":40,\"climb\":40,\"fly\":80},\"str\":28,\"dex\":10,\"con\":25,\"int\":17,\"wis\":14,\"cha\":22,\"save\":{\"dex\":\"+7\",\"con\":\"+14\",\"wis\":\"+9\",\"cha\":\"+13\"},\"skill\":{\"perception\":\"+16\",\"religion\":\"+10\",\"stealth\":\"+14\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":26,\"immune\":[\"fire\"],\"languages\":[\"Abyssal\",\"Common\",\"Draconic\"],\"cr\":\"22\",\"trait\":[{\"name\":\"Calescent Aura\",\"entries\":[\"At the start of Ember's turn, Ember can force any number of creatures of his choice within 10 feet of himself to make a {@dc 22} Constitution saving throw. On a failed save, a creature takes 7 ({@damage 2d6}) fire damage and is {@condition frightened} of Ember until the start of its next turn.\"]},{\"name\":\"Legendary Resistance (5/Day)\",\"entries\":[\"If Ember fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"In battle, Ember dons magical plate armor custom-forged for his use. While wearing the armor, Ember adds his Charisma modifier to his weapon damage rolls (included in the attack descriptions), and his AC can't be lower than 20.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Ember makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}26 ({@damage 2d10 + 15}) piercing damage plus 13 ({@damage 2d6 + 6}) fire damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 5 ft., one target. {@h}22 ({@damage 2d6 + 15}) slashing damage.\"]},{\"name\":\"Firestorm Breath {@recharge 5}\",\"entries\":[\"Ember exhales roiling flames and ash in a 90-foot cone. Each creature in that area must make a {@dc 22} Dexterity saving throw. On a failed save, a creature takes 56 ({@damage 16d6}) fire damage and is pushed up to 30 feet away from Ember and knocked {@condition prone}. On a successful save, a creature takes half as much damage with no other effects. If a creature is reduced to 0 hit points by this effect, the creature immediately dies, and its body is reduced to ash.\"]}],\"bonus\":[{\"name\":\"Alter Shape\",\"entries\":[\"Ember magically transforms into a vulture or a mage and retains his alignment, damage immunities, hit points, and Hit Dice, as well as his Intelligence, Wisdom, and Charisma scores. This transformation ends if Ember is reduced to 0 hit points or if he uses another bonus action to end it.\"]}],\"legendary\":[{\"name\":\"Pursuit\",\"entries\":[\"Ember moves up to 40 feet in a straight line toward one creature he can see. This movement ignores opportunity attacks.\"]},{\"name\":\"Searing Bite (Costs 2 Actions)\",\"entries\":[\"Ember makes one Bite attack. If the attack hits, it deals an additional 7 ({@damage 2d6}) fire damage.\"]}],\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"DR\"],\"damageTags\":[\"F\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"prone\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Forest Master\",\"source\":\"MCV2DC\",\"page\":6,\"size\":[\"L\"],\"type\":{\"type\":\"celestial\",\"tags\":[\"unicorn\"]},\"alignment\":[\"N\",\"G\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":105,\"formula\":\"14d10 + 28\"},\"speed\":{\"walk\":50},\"str\":18,\"dex\":14,\"con\":15,\"int\":13,\"wis\":19,\"cha\":17,\"save\":{\"int\":\"+4\",\"wis\":\"+7\"},\"skill\":{\"insight\":\"+7\",\"nature\":\"+4\",\"perception\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":17,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"paralyzed\",\"poisoned\"],\"languages\":[\"Celestial\",\"Elvish\",\"Sylvan\",\"telepathy 60 ft.\"],\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The Forest Master casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell druidcraft}\",\"{@spell fog cloud}\",\"{@spell guidance}\"],\"daily\":{\"2e\":[\"{@spell goodberry}\",\"{@spell greater restoration}\",\"{@spell pass without trace}\",\"{@spell speak with plants}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (2/Day)\",\"entries\":[\"If the Forest Master fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The Forest Master has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Master of Beasts\",\"entries\":[\"The Forest Master can comprehend and communicate with any Beast, even if the Beast knows no languages.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The Forest Master makes either two Hooves attacks, two Moon Bolt attacks, or one of each.\"]},{\"name\":\"Hooves\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage.\"]},{\"name\":\"Moon Bolt\",\"entries\":[\"{@atk rs} {@hit 7} to hit, range 60 ft., one target. {@h}11 ({@damage 2d6 + 4}) radiant damage.\"]}],\"bonus\":[{\"name\":\"Erupting Briars {@recharge 4}\",\"entries\":[\"The Forest Master touches his horn to the earth and causes a 5-foot-tall wall of briars to erupt in a 90-foot line that is 10 feet wide. When the wall appears, each creature in its area is pushed into the nearest unoccupied space adjacent to the wall and must make a {@dc 15} Dexterity saving throw, taking 27 ({@damage 6d8}) piercing damage on a failed save or half as much damage on a successful one.\",\"The wall of briars lasts until the start of the Forest Master's next turn. The wall blocks line of sight and counts as difficult terrain for all creatures except the Forest Master. The first time a creature enters the wall's area on a turn, that creature must succeed on a {@dc 15} Dexterity saving throw or take 13 ({@damage 3d8}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Misty Escape\",\"entries\":[\"If the Forest Master takes damage from a melee attack, he, along with any equipment he is wearing or carrying, teleports to an unoccupied space within 30 feet that he can see.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CE\",\"E\",\"S\",\"TP\"],\"damageTags\":[\"B\",\"P\",\"R\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Foresworn\",\"source\":\"MCV2DC\",\"page\":7,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"G\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|PHB}\"]}],\"hp\":{\"average\":82,\"formula\":\"11d8 + 33\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":14,\"con\":17,\"int\":12,\"wis\":18,\"cha\":10,\"save\":{\"str\":\"+8\",\"wis\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"unconscious\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The foresworn casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 15}):\"],\"daily\":{\"1\":[\"{@spell wall of force}\"],\"2e\":[\"{@spell command}\",\"{@spell detect evil and good}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Duty-Bound\",\"entries\":[\"The foresworn is bound to enacting a singular duty it pledged itself to in life. While this duty is incomplete, whenever the foresworn is destroyed, it re-forms at its previous location after 3 ({@dice 1d6}) days, with all its hit points restored.\"]},{\"name\":\"Incorporeal Movement\",\"entries\":[\"The foresworn can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The foresworn doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The foresworn makes three Spectral Polearm attacks.\"]},{\"name\":\"Spectral Polearm\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) force damage.\"]}],\"bonus\":[{\"name\":\"Phantasmic Battalion {@recharge 5}\",\"entries\":[\"The foresworn summons a battalion of ghostly soldiers to its aid. The ghostly soldiers fill a 10-foot-cube centered on the foresworn, move with the foresworn when the foresworn moves, and last until the start of the foresworn's next turn. While the ghostly soldiers are present, the area they occupy is considered difficult terrain for all creatures except the foresworn, and the foresworn's reach for melee weapon attacks increases by 10 feet.\"]}],\"traitTags\":[\"Incorporeal Movement\",\"Unusual Nature\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflictSpell\":[\"prone\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Irda Seeker\",\"source\":\"MCV2DC\",\"page\":8,\"size\":[\"M\"],\"type\":\"giant\",\"alignment\":[\"A\"],\"ac\":[12],\"hp\":{\"average\":27,\"formula\":\"5d8 + 5\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":15,\"con\":12,\"int\":11,\"wis\":14,\"cha\":16,\"save\":{\"dex\":\"+4\",\"cha\":\"+5\"},\"skill\":{\"insight\":\"+6\",\"perception\":\"+6\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\",\"truesight 5 ft.\"],\"passive\":16,\"languages\":[\"Common\",\"Giant\",\"Sylvan\"],\"cr\":\"1\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The seeker uses Augment Physicality, if available, and makes two Crystal Blade attacks.\"]},{\"name\":\"Crystal Blade\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) force damage, plus 7 ({@damage 2d6}) force damage if the seeker is Large.\"]},{\"name\":\"Augment Physicality (1/Day)\",\"entries\":[\"For 1 minute, the seeker magically heightens its physical ability and increases in size, along with anything it is wearing or carrying. While augmented, the seeker is Large, and makes Strength and Dexterity saving throws with advantage. If the seeker lacks the room to become Large, it attains the maximum size possible in the space available.\"]},{\"name\":\"Change Shape (1/Day)\",\"entries\":[\"The seeker magically transforms to look and feel like a Medium Humanoid it has seen. Any equipment the seeker is wearing or carrying isn't transformed, and the seeker's statistics don't change. The seeker reverts to its true form if the seeker is reduced to 0 hit points or if the seeker uses an action to end the transformation.\"]}],\"bonus\":[{\"name\":\"Veil Walk {@recharge 4}\",\"entries\":[\"The seeker, along with any equipment it is wearing or carrying, turns {@condition invisible} and teleports to an unoccupied space it can see within 30 feet of itself. The seeker remains {@condition invisible} until the start of its next turn or until immediately after the seeker makes an attack roll, whichever comes first.\"]}],\"senseTags\":[\"D\",\"U\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"GI\",\"S\"],\"damageTags\":[\"O\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Irda Veil Keeper\",\"source\":\"MCV2DC\",\"page\":9,\"size\":[\"M\"],\"type\":{\"type\":\"giant\",\"tags\":[\"sorcerer\"]},\"alignment\":[\"A\"],\"ac\":[13],\"hp\":{\"average\":49,\"formula\":\"9d8 + 9\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":16,\"con\":13,\"int\":14,\"wis\":17,\"cha\":19,\"save\":{\"int\":\"+4\",\"wis\":\"+5\",\"cha\":\"+6\"},\"skill\":{\"arcana\":\"+4\",\"insight\":\"+7\",\"perception\":\"+7\"},\"senses\":[\"darkvision 60 ft.\",\"truesight 5 ft.\"],\"passive\":17,\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common\",\"Giant\",\"Sylvan\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The veil keeper casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 14}):\"],\"will\":[\"{@spell dancing lights}\",\"{@spell minor illusion}\"],\"daily\":{\"1\":[\"{@spell hallucinatory terrain} (as an action)\"],\"2e\":[\"{@spell invisibility}\",\"{@spell major image}\",\"{@spell phantasmal force}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The veil keeper uses Augment Physicality, if available, and makes two Mirage Flare attacks.\"]},{\"name\":\"Mirage Flare\",\"entries\":[\"{@atk ms,rs} {@hit 6} to hit, reach 5 ft. or range 60 ft., one target. {@h}11 ({@damage 2d6 + 4}) radiant damage, and the target must succeed on a {@dc 14} Wisdom saving throw or be {@condition charmed} by the veil keeper until the start of the veil keeper's next turn. While {@condition charmed} in this way, a creature is {@condition incapacitated} as it is beset by hypnotic, illusory visions.\"]},{\"name\":\"Augment Physicality (1/Day)\",\"entries\":[\"For 1 minute, the veil keeper magically obscures it location, heightens its physical ability, and increases in size, along with anything it is wearing or carrying. While the veil keeper is augmented, attack rolls against it have disadvantage, it is Large, and it makes Strength and Dexterity saving throws with advantage. If the veil keeper lacks the room to become Large, it attains the maximum size possible in the space available. These augmentations end if the veil keeper is {@condition incapacitated}.\"]},{\"name\":\"Change Shape (3/Day)\",\"entries\":[\"The veil keeper magically transforms to look and feel like a Medium Humanoid it has seen. Any equipment the veil keeper is wearing or carrying isn't transformed, and the veil keeper's statistics don't change. The veil keeper reverts to its true form if the veil keeper is reduced to 0 hit points or if the veil keeper uses an action to end the transformation.\"]}],\"reaction\":[{\"name\":\"Obscuring Mist\",\"entries\":[\"If a creature that the veil keeper can see within 30 feet of itself is targeted by an attack, the veil keeper surrounds the creature with illusory mist, granting the creature {@quickref Cover||3||half cover} until the start of the veil keeper's next turn.\"]}],\"senseTags\":[\"D\",\"U\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"GI\",\"S\"],\"damageTags\":[\"R\"],\"damageTagsSpell\":[\"Y\"],\"spellcastingTags\":[\"O\"],\"conditionInflict\":[\"charmed\",\"incapacitated\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"intelligence\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Nevermind Gnome Inventor\",\"source\":\"MCV2DC\",\"page\":10,\"size\":[\"S\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":36,\"formula\":\"8d6 + 8\"},\"speed\":{\"walk\":30},\"initiative\":{\"advantageMode\":\"adv\"},\"str\":8,\"dex\":17,\"con\":13,\"int\":18,\"wis\":11,\"cha\":14,\"save\":{\"dex\":\"+5\",\"int\":\"+6\"},\"skill\":{\"arcana\":\"+6\",\"investigation\":\"+6\",\"perception\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"languages\":[\"Common\",\"Gnomish\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Always Thinking Ahead\",\"entries\":[\"The inventor has advantage on initiative rolls.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The inventor makes two Flying Fangtrap attacks. It can replace one of these attacks with Thunderscream Gadget if it's available.\"]},{\"name\":\"Flying Fangtrap\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 60 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage, and the creature must succeed on a {@dc 14} Dexterity saving throw or have its speed reduced to 0 until the start of the inventor's next turn.\"]},{\"name\":\"Thunderscream Gadget {@recharge 5}\",\"entries\":[\"The inventor produces a gadget that emits a screeching wave of sound in a 30-foot cone originating from the inventor. Each creature in that area must make a {@dc 14} Constitution saving throw, taking 10 ({@damage 3d6}) thunder damage on a failed save or half as much damage on a successful one.\"]}],\"reaction\":[{\"name\":\"Flash Powder\",\"entries\":[\"If the inventor is damaged by a creature it can see within 15 feet of itself, the inventor retaliates by flinging brilliantly explosive powder at the creature. The creature must succeed on a {@dc 14} Dexterity saving throw or be {@condition blinded} until the end of its next turn.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"G\"],\"damageTags\":[\"P\",\"T\"],\"miscTags\":[\"AOE\",\"MW\",\"RW\"],\"conditionInflict\":[\"blinded\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Nevermind Gnome Mastermind\",\"source\":\"MCV2DC\",\"page\":11,\"size\":[\"S\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":82,\"formula\":\"15d6 + 30\"},\"speed\":{\"walk\":30,\"climb\":30},\"initiative\":{\"advantageMode\":\"adv\"},\"str\":9,\"dex\":18,\"con\":14,\"int\":20,\"wis\":11,\"cha\":15,\"save\":{\"dex\":\"+7\",\"con\":\"+5\",\"int\":\"+8\"},\"skill\":{\"arcana\":\"+8\",\"investigation\":\"+8\",\"perception\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Common\",\"Gnomish\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Always Thinking Ahead\",\"entries\":[\"The mastermind has advantage on initiative rolls.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The mastermind can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. This trait doesn't function if the mastermind is grappling creatures in both of its clockwork claws.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The mastermind makes two Clockwork Claw attacks. The mastermind can replace one of these attacks with Generate Gadget if it's available.\"]},{\"name\":\"Clockwork Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 20 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage, and if the target is a Medium or smaller creature, the target is {@condition grappled} (escape {@dc 15}). Until this grapple ends, the target takes 10 ({@damage 3d6}) piercing damage at the start of each of the mastermind's turns. The mastermind has two claws, each of which can grapple only one target.\"]},{\"name\":\"Generate Gadget {@recharge 5}\",\"entries\":[\"The mastermind quickly assembles a clockwork gadget, producing one of the following effects (the mastermind's choice):\"]},{\"name\":\"Chattergrab\",\"entries\":[\"Parts of this gadget look like gnashing metal teeth. This gadget hurtles toward a creature the mastermind can see within 60 feet of itself. The creature must succeed on a {@dc 16} Dexterity saving throw or take 31 ({@damage 7d8}) piercing damage and be {@condition incapacitated} until the start of the mastermind's next turn.\"]},{\"name\":\"Phasmoball\",\"entries\":[\"The mastermind launches this gadget to a point the mastermind can see within 30 feet of itself, where the gadget unleashes a cloud of mind-warping gases in a 10-foot-radius sphere. Each creature within the sphere must succeed on a {@dc 16} Wisdom saving throw or take 11 ({@damage 2d10}) psychic damage and be {@condition frightened} of the mastermind until the start of the mastermind's next turn.\"]},{\"name\":\"Thunderscream\",\"entries\":[\"This gadget emits a screeching wave of sound in a 30-foot cone originating from the mastermind. Each creature in that area must make a {@dc 16} Constitution saving throw, taking 21 ({@damage 6d6}) thunder damage on a failed save or half as much damage on a successful one.\"]}],\"traitTags\":[\"Spider Climb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"G\"],\"damageTags\":[\"P\",\"T\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"grappled\",\"incapacitated\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Thanoi Hunter\",\"source\":\"MCV2DC\",\"page\":12,\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item hide armor|PHB}\"]}],\"hp\":{\"average\":32,\"formula\":\"5d8 + 10\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":18,\"dex\":14,\"con\":15,\"int\":12,\"wis\":16,\"cha\":11,\"save\":{\"str\":\"+6\",\"con\":\"+4\"},\"skill\":{\"athletics\":\"+6\",\"perception\":\"+5\",\"survival\":\"+5\"},\"passive\":15,\"immune\":[\"cold\"],\"languages\":[\"Aquan\",\"Common\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Hold Breath\",\"entries\":[\"The hunter can hold its breath for up to 10 minutes.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The hunter has advantage on an attack roll against a creature if at least one of the hunter's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hunter makes one Bone Harpoon attack and one Tusk attack.\"]},{\"name\":\"Bone Harpoon\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 10 ft. or range 20/60 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage. Hit or Miss: The harpoon returns to the hunter's hand.\"]},{\"name\":\"Tusk\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) slashing damage.\"]}],\"traitTags\":[\"Hold Breath\",\"Pack Tactics\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AQ\",\"C\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Traag Draconian\",\"source\":\"MCV2DC\",\"page\":13,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":68,\"formula\":\"8d10 + 24\"},\"speed\":{\"walk\":40},\"str\":21,\"dex\":10,\"con\":17,\"int\":6,\"wis\":8,\"cha\":9,\"save\":{\"str\":\"+8\",\"con\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Blood Frenzy\",\"entries\":[\"The draconian has advantage on melee attack rolls against any creature that doesn't have all its hit points.\"]},{\"name\":\"Controlled Fall\",\"entries\":[\"If the draconian falls and isn't {@condition incapacitated}, it subtracts up to 50 feet from the fall when calculating the fall's damage.\"]},{\"name\":\"Death Throes\",\"entries\":[\"If the draconian is reduced to 0 hit points, its body erupts into sludge that fills a 10-foot-radius sphere. Each creature within that area must succeed on a {@dc 14} Dexterity saving throw or be covered in the sludge for 1 minute. While covered in the sludge, a creature's speed is halved. A creature can use its action to scrape the sludge off itself or another creature within 5 feet of itself.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The draconian makes two Claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage.\"]},{\"name\":\"Flaming Carnage {@recharge 5}\",\"entries\":[\"The draconian indulges its rage, wreathing itself in fire and moving up to its speed. The draconian can enter creatures' spaces during this move. During this movement, when the draconian enters a creature's space, the creature must make a {@dc 14} Dexterity saving throw. On a failed save, the creature takes 22 ({@damage 4d10}) fire damage and is knocked {@condition prone}. On a successful save, the creature takes half as much damage and is pushed to the nearest space out of the draconian's path. A creature can be affected by this draconian's Flaming Carnage only once during a turn.\"]}],\"reaction\":[{\"name\":\"Violent Retaliation\",\"entries\":[\"If a creature within 10 feet of the draconian hits it with an attack, the draconian can make one Claw attack against that creature. If the Claw attack hits, it deals an additional 4 ({@damage 1d8}) slashing damage.\"]}],\"traitTags\":[\"Death Burst\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"F\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Verminaard\",\"isNamedCreature\":true,\"source\":\"MCV2DC\",\"page\":15,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"cleric\",\"human\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":20,\"from\":[\"{@item +2 plate armor}\"]}],\"hp\":{\"average\":143,\"formula\":\"22d8 + 44\"},\"speed\":{\"walk\":30},\"str\":22,\"dex\":13,\"con\":15,\"int\":16,\"wis\":18,\"cha\":17,\"save\":{\"wis\":\"+10\",\"cha\":\"+9\"},\"skill\":{\"perception\":\"+16\",\"religion\":\"+9\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":26,\"immune\":[\"fire\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Abyssal\",\"Common\",\"Draconic\"],\"cr\":\"17\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Verminaard casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 18}):\"],\"will\":[\"{@spell light}\",\"{@spell thaumaturgy}\"],\"daily\":{\"2e\":[\"{@spell bane}\",\"{@spell fear}\",\"{@spell freedom of movement}\",\"{@spell greater restoration}\",\"{@spell hold monster}\",\"{@spell revivify}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Draconic Command\",\"entries\":[\"Whenever a Dragon or a creature with the Draconic Devotion trait within 30 feet of Verminaard makes an attack roll, the creature can roll a {@dice d4} and add the number rolled to the attack roll.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Verminaard fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Verminaard wears {@item +2 plate armor} and wields the mace {@item Nightbringer|MCV2DC}, which grants him darkvision as well as immunity to fire damage and to the {@condition charmed} and {@condition frightened} conditions (included above).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Verminaard makes two Nightbringer attacks and uses Malediction.\"]},{\"name\":\"Nightbringer\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 5 ft., one target. {@h}12 ({@damage 1d6 + 9}) bludgeoning damage plus 10 ({@damage 4d4}) radiant damage. If the target is a creature, the target must succeed on a {@dc 20} Constitution saving throw or be {@condition blinded} until the start of Verminaard's next turn.\"]},{\"name\":\"Malediction\",\"entries\":[\"Verminaard utters an unholy word, causing profane fire to descend on one creature Verminaard can see within 60 feet of himself. The creature must make a {@dc 18} Dexterity saving throw, taking 11 ({@damage 2d10}) necrotic damage plus 11 ({@damage 2d10}) radiant damage on a failed save or half as much damage on a successful one.\"]}],\"bonus\":[{\"name\":\"Dragon Queen's Favor (5/Day)\",\"entries\":[\"Verminaard or one creature he can see within 60 feet of himself magically regains 17 ({@dice 2d12 + 4}) hit points.\"]}],\"legendary\":[{\"name\":\"Tactical Movement\",\"entries\":[\"Verminaard moves up to his speed or commands a mount he is riding to move up to its speed. This movement doesn't provoke opportunity attacks.\"]},{\"name\":\"Fervent Strike (Costs 2 Actions)\",\"entries\":[\"Verminaard makes one Nightbringer attack. If this attack hits, it deals an additional 7 ({@damage 2d6}) bludgeoning damage.\"]},{\"name\":\"Cast a Spell (Costs 3 Actions)\",\"entries\":[\"Verminaard uses Spellcasting.\"]}],\"attachedItems\":[\"nightbringer|mcv2dc\"],\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"DR\"],\"damageTags\":[\"B\",\"N\",\"R\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"blinded\"],\"conditionInflictSpell\":[\"frightened\",\"paralyzed\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-mcv3mc.json`] = JSON.parse("{\"monster\":[{\"name\":\"Blaze\",\"source\":\"MCV3MC\",\"page\":3,\"otherSources\":[{\"source\":\"LK\"}],\"size\":[\"M\"],\"type\":\"elemental\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[13],\"hp\":{\"average\":75,\"formula\":\"10d8 + 30\"},\"speed\":{\"walk\":20,\"fly\":{\"number\":20,\"condition\":\"(vertical movement only; hover)\"},\"canHover\":true},\"str\":16,\"dex\":17,\"con\":16,\"int\":6,\"wis\":10,\"cha\":7,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"fire\"],\"conditionImmune\":[\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Blaze Rod\",\"entries\":[\"When the blaze drops to 0 hit points, it disappears in a cloud of smoke and has a 50 percent chance of leaving behind a glowing rod worth 100 gp. The rod sheds dim light in a 5-foot radius. As an action, a creature can try to snap the rod, doing so with a successful {@dc 14} Strength check. The snapped rod releases its fiery energy in a 5-foot-radius sphere centered on itself. Each creature in that area must make a {@dc 14} Dexterity saving throw, taking 6 ({@damage 1d12}) fire damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Heat Aura\",\"entries\":[\"Any creature that starts its turn within 5 feet of the blaze takes 3 ({@damage 1d6}) fire damage.\"]},{\"name\":\"Illumination\",\"entries\":[\"The blaze sheds bright light in a 20-foot radius and dim light for an additional 20 feet.\"]},{\"name\":\"Water Susceptibility\",\"entries\":[\"The blaze takes 1 cold damage for every 5 feet it moves in water, for every gallon of water splashed on it, or whenever it starts its turn in the rain.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The blaze makes three Fiery Doom attacks.\"]},{\"name\":\"Fiery Doom\",\"entries\":[\"{@atk ms,rs} {@hit 6} to hit; reach 5 ft. or ranged 60 ft., one target. {@h}8 ({@damage 1d10 + 3}) fire damage, and the target catches fire if it's a creature or a flammable object. Until a creature takes an action to extinguish the fire, the burning target takes 3 ({@damage 1d6}) fire damage at the end of each of its turns.\"]}],\"traitTags\":[\"Illumination\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"C\",\"F\"],\"miscTags\":[\"AOE\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Creeper\",\"source\":\"MCV3MC\",\"page\":4,\"otherSources\":[{\"source\":\"LK\"}],\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":19,\"formula\":\"3d8 + 6\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":11,\"con\":14,\"int\":6,\"wis\":8,\"cha\":3,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"immune\":[\"lightning\"],\"conditionImmune\":[\"exhaustion\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Bizarre Physiology\",\"entries\":[\"The creeper can't take actions except for {@action Dash}, {@action Disengage}, {@action Hide}, and {@action Search}. It can't take bonus actions or reactions.\"]},{\"name\":\"Creeper Head\",\"entries\":[\"When a creeper drops to 0 hit points from a charged creeper's explosion (see the Destruction trait), it dies and its head falls off. A creeper's fallen head is hollow and can be worn as a mask with eye and mouth openings.\"]},{\"name\":\"Destruction\",\"entries\":[\"When it ends its turn within 10 feet of a Humanoid that it can see, the creeper stops moving and emits a hiss loud enough to be heard by creatures within 30 feet of itself.\",\"If the creeper drops to 0 hit points before the start of its next turn, the hissing stops, and the creeper dies. Otherwise, at the start of the creeper's next turn, one of following things happens:\",{\"type\":\"list\",\"items\":[\"If there are no Humanoids within 10 feet of the hissing creeper, it stops hissing. It then uses any available movement to approach the nearest Humanoid it can see.\",\"If there are one or more Humanoids within 10 feet of the hissing creeper, the creeper explodes in a ball of energy that fills a 20-foot-radius sphere centered on itself. This energy spreads around corners. The creeper is destroyed, and every other creature in the explosion's area must make a {@dc 12} Dexterity saving throw, taking 14 ({@damage 4d6}) lightning damage on a failed save, or half as much damage on a successful one. Increase this damage by 7 ({@dice 2d6}) if the creeper is charged (see \\\"Electrical Charge\\\" below). Objects in the area that aren't being worn or carried take 14 ({@damage 4d6}) lightning damage, or 21 ({@damage 6d6}) lightning damage if the creeper is charged.\"]}]},{\"name\":\"Electrical Charge\",\"entries\":[\"Whenever the creeper is subjected to lightning damage, it takes no damage and instead becomes charged for 1 minute. While charged, the creeper emits dim blue light in a 5-foot radius.\"]},{\"name\":\"Fear of Felines\",\"entries\":[\"The creeper has the {@condition frightened} condition whenever it starts its turn within 60 feet of a feline creature it can see. The condition lasts until the start of the creeper's next turn.\"]}],\"senseTags\":[\"D\"],\"damageTags\":[\"L\"],\"miscTags\":[\"AOE\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ender Dragon\",\"source\":\"MCV3MC\",\"page\":5,\"otherSources\":[{\"source\":\"LK\"}],\"size\":[\"G\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":22,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":350,\"formula\":\"20d20 + 140\"},\"speed\":{\"walk\":30,\"fly\":120},\"str\":27,\"dex\":14,\"con\":25,\"int\":10,\"wis\":15,\"cha\":19,\"save\":{\"con\":\"+13\",\"int\":\"+6\",\"wis\":\"+8\"},\"skill\":{\"perception\":\"+14\",\"stealth\":\"+8\"},\"senses\":[\"darkvision 240 ft.\"],\"passive\":24,\"resist\":[\"fire\"],\"immune\":[\"necrotic\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Draconic\"],\"cr\":\"19\",\"trait\":[{\"name\":\"Dragon Egg\",\"entries\":[\"When the Ender Dragon drops to 0 hit points, it radiates beams of purple light and then disappears, leaving behind an inert, jet-black dragon egg worth 5,000 gp.\"]},{\"name\":\"Legendary Resistance (4/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes one Bite attack and uses Beating Wings.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 14} to hit; reach 15 ft., one target. {@h}18 ({@damage 3d6 + 8}) piercing damage plus 7 ({@damage 2d6}) necrotic damage.\"]},{\"name\":\"Beating Wings\",\"entries\":[\"The dragon beats its great wings. Each creature within 15 feet of the dragon must succeed on a {@dc 21} Dexterity saving throw or take 10 ({@damage 1d4 + 8}) bludgeoning damage, be pushed 10 feet away from the dragon, and have the {@condition prone} condition.\"]},{\"name\":\"Harmful Breath {@recharge 5}\",\"entries\":[\"The dragon exhales putrid gas in a 60-foot cone. Each creature in that area must make a {@dc 21} Constitution saving throw, taking 52 ({@damage 15d6}) necrotic damage on a failed save, or half as much damage on a successful one. The dragon then chooses a point it can see where the cone makes contact with the ground. That point becomes the center of a 10-foot-high, 10-foot-radius cylinder of lingering gas that disappears at the start of the dragon's next turn. Any creature that starts its turn in the cylinder takes 10 ({@damage 3d6}) necrotic damage.\"]}],\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"B\",\"N\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Enderman\",\"source\":\"MCV3MC\",\"page\":6,\"otherSources\":[{\"source\":\"LK\"}],\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[14],\"hp\":{\"average\":78,\"formula\":\"12d8 + 24\"},\"speed\":{\"walk\":40},\"str\":15,\"dex\":18,\"con\":15,\"int\":10,\"wis\":18,\"cha\":11,\"save\":{\"str\":\"+5\",\"con\":\"+5\"},\"skill\":{\"perception\":\"+7\",\"stealth\":\"+7\",\"survival\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":17,\"resist\":[\"necrotic\"],\"languages\":[\"Endspeech\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Evasive Teleportation\",\"entries\":[\"Whenever it takes damage or is the target of a ranged attack, the Enderman can teleport, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 20 feet of itself (no action required). If this effect is triggered by a ranged attack, the Enderman teleports just before the attack hits, causing the attack to miss it. This trait is suppressed while the Enderman has the {@condition incapacitated} condition.\"]},{\"name\":\"Implosion\",\"entries\":[\"When the Enderman drops to 0 hit points, it dies as its body implodes. Roll a {@dice d10}. On a roll of 9 or less, the Enderman leaves no remains. On a roll of 10, the Enderman leaves behind a glowing, purple orb called an Ender pearl, worth 500 gp. A creature can throw the pearl up to 60 feet; if the pearl lands in an unoccupied space big enough to contain the creature, the creature teleports to that space, along with any equipment it is wearing or carrying, and the pearl disappears.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the Enderman has disadvantage on attack rolls.\"]},{\"name\":\"Water Susceptibility\",\"entries\":[\"The Enderman takes 1 cold damage for every 5 feet it moves in water, for every gallon of water splashed on it, or whenever it starts its turn in the rain.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The Enderman makes two Slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 7} to hit; reach 10 ft., one target. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage plus 9 ({@damage 2d8}) necrotic damage.\"]}],\"traitTags\":[\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"C\",\"N\"],\"miscTags\":[\"MW\",\"RCH\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Wolf of the Overworld\",\"source\":\"MCV3MC\",\"page\":7,\"otherSources\":[{\"source\":\"LK\"}],\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":11,\"formula\":\"2d8 + 2\"},\"speed\":{\"walk\":40},\"str\":12,\"dex\":15,\"con\":12,\"int\":3,\"wis\":12,\"cha\":6,\"skill\":{\"perception\":\"+5\",\"stealth\":\"+4\"},\"passive\":15,\"cr\":\"1/4\",\"trait\":[{\"name\":\"Pack Tactics\",\"entries\":[\"The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally doesn't have the {@condition incapacitated} condition.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit; reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) piercing damage. If the target is a creature, it must succeed on a {@dc 11} Strength saving throw or have the {@condition prone} condition.\"]}],\"traitTags\":[\"Pack Tactics\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-mcv4ec.json`] = JSON.parse("{\"monster\":[{\"name\":\"Archon of Boundaries\",\"source\":\"MCV4EC\",\"size\":[\"H\"],\"type\":\"celestial\",\"alignment\":[\"L\",\"G\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":195,\"formula\":\"17d12 + 85\"},\"speed\":{\"walk\":60,\"fly\":90},\"str\":23,\"dex\":17,\"con\":20,\"int\":14,\"wis\":18,\"cha\":18,\"save\":{\"con\":\"+10\",\"wis\":\"+9\"},\"skill\":{\"insight\":\"+9\",\"perception\":\"+9\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":19,\"resist\":[\"radiant\"],\"conditionImmune\":[\"exhaustion\"],\"languages\":[\"understands Common and Celestial but can't speak\"],\"cr\":\"15\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The archon casts one of the following spells, using Charisma as the spellcasting ability:\"],\"daily\":{\"1e\":[\"{@spell daylight}\",\"{@spell lesser restoration}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the archon fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The archon has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The archon makes one Hooves attack and one Radiant Lance attack.\"]},{\"name\":\"Hooves\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}20 ({@damage 4d6 + 6}) bludgeoning damage plus 10 ({@damage 3d6}) radiant damage. If the target is a Medium or smaller creature, it must succeed on a {@dc 19} Strength saving throw or have the {@condition prone} condition.\"]},{\"name\":\"Radiant Lance\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}12 ({@damage 1d12 + 6}) piercing damage plus 28 ({@damage 8d6}) radiant damage, and the target is marked until the start of the archon's next turn. While it is marked, the target has disadvantage on attack rolls against creatures other than the archon.\"]}],\"reactionHeader\":[\"The archon can take up to three reactions per round but only one per turn.\"],\"reaction\":[{\"name\":\"Archon's Pursuit\",\"entries\":[\"When a creature marked by the archon's Radiant Lance ends its turn within 120 feet of the archon, the archon teleports to an unoccupied space it can see within 5 feet of the creature.\"]},{\"name\":\"Haunting Radiance\",\"entries\":[\"Immediately after a creature within 120 feet of the archon forces it to make a saving throw, the archon responds with a burst of light. The creature must succeed on a {@dc 17} Constitution saving throw or have the {@condition blinded} condition until the end of the creature's next turn.\"]},{\"name\":\"Parry\",\"entries\":[\"The archon adds 5 to its AC against one melee attack that would hit it, provided it can see the attacker.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"C\",\"CE\",\"CS\"],\"damageTags\":[\"B\",\"P\",\"R\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Beanstalk Wurm\",\"source\":\"MCV4EC\",\"size\":[\"G\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":231,\"formula\":\"14d20 + 84\"},\"speed\":{\"walk\":50,\"climb\":50},\"str\":27,\"dex\":18,\"con\":22,\"int\":4,\"wis\":14,\"cha\":10,\"save\":{\"str\":\"+14\",\"con\":\"+12\"},\"passive\":12,\"cr\":\"18\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"If the wurm is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the wurm move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the wurm is animate.\"]},{\"name\":\"Leafy Handholds\",\"entries\":[\"Creatures have advantage on ability checks made to climb the wurm.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the wurm fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The wurm regains 20 hit points at the start of its turn if it has at least 1 hit point. If the wurm takes fire or lightning damage, this trait doesn't function at the start of the wurm's next turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The wurm makes two Bite attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 15 ft., one target. {@h}30 ({@damage 5d8 + 8}) piercing damage. If the target is a Large or smaller creature, it must succeed on a {@dc 22} Dexterity saving throw or be swallowed by the wurm. A swallowed creature has the {@condition restrained} condition, has {@quickref Cover||3||total cover} against attacks and other effects outside the wurm, and takes 28 ({@damage 8d6}) piercing damage at the start of each of the wurm's turns from thorns in the wurm's gullet.\",\"The wurm's stomach can hold up to two creatures at a time. If the wurm takes 30 damage or more on a single turn from a creature inside it, the wurm must succeed on a {@dc 22} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 10 feet of the wurm and has the {@condition prone} condition. If the wurm dies, a swallowed creature no longer has the {@condition restrained} condition and can escape from the corpse by using 10 feet of movement, exiting with the {@condition prone} condition.\"]}],\"traitTags\":[\"False Appearance\",\"Legendary Resistances\",\"Regeneration\"],\"actionTags\":[\"Multiattack\",\"Swallow\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Deathless Rider\",\"source\":\"MCV4EC\",\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":18,\"from\":[\"{@item chain mail|PHB}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":84,\"formula\":\"13d8 + 26\"},\"speed\":{\"walk\":20},\"str\":18,\"dex\":10,\"con\":14,\"int\":6,\"wis\":6,\"cha\":5,\"save\":{\"str\":\"+7\",\"con\":\"+5\"},\"skill\":{\"athletics\":\"+7\",\"perception\":\"+1\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"necrotic\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"understands the languages it knew in life but can't speak\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Mounted Adept\",\"entries\":[\"While mounted and without the {@condition incapacitated} condition, the rider has advantage on melee attack rolls against any unmounted creature smaller than its mount, the rider and its mount have advantage on Dexterity saving throws, and the rider can force an attack targeted at its mount to target the rider instead.\"]},{\"name\":\"Undead Fortitude\",\"entries\":[\"If damage reduces the rider to 0 hit points, it must make a Constitution saving throw with a DC equal to 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the rider drops to 1 hit point instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The rider makes two Axe attacks. It can replace one of these attacks with Fell Glare.\"]},{\"name\":\"Axe\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage.\"]},{\"name\":\"Fell Glare\",\"entries\":[\"The rider gazes at a creature within 30 feet of itself. The creature must succeed on a {@dc 13} Wisdom saving throw or have the {@condition frightened} condition for 1 minute. The {@condition frightened} creature can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the rider, ending the condition on itself on a success.\"]}],\"traitTags\":[\"Undead Fortitude\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"LF\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dunbarrow Witch\",\"source\":\"MCV4EC\",\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":72,\"formula\":\"16d8\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":14,\"con\":11,\"int\":16,\"wis\":15,\"cha\":20,\"save\":{\"wis\":\"+5\",\"cha\":\"+8\"},\"skill\":{\"arcana\":\"+6\",\"nature\":\"+6\"},\"passive\":12,\"languages\":[\"Common\",\"Sylvan\",\"and any one language\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The witch casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 16}):\"],\"will\":[\"{@spell mage armor} (self only)\",\"{@spell prestidigitation}\"],\"daily\":{\"2e\":[\"{@spell animal messenger}\",\"{@spell charm person}\",\"{@spell Tasha's hideous laughter}\"],\"1e\":[\"{@spell bestow curse}\",\"{@spell dispel magic}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The witch makes two Poison Dagger attacks. It can replace one of these attacks with Spellcasting.\"]},{\"name\":\"Poison Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage plus 21 ({@damage 6d6}) poison damage.\"]},{\"name\":\"Polymorph Concoction (1/Day)\",\"entries\":[\"The witch hurls a bottle of liquid at a point up to 20 feet away from itself, which shatters into a cloud of magical smoke that fills a 10-foot-radius sphere. Each creature in that area must succeed on a {@dc 16} Wisdom saving throw or transform into a creature, as if under the effects of a {@spell polymorph} spell, transforming into one of the following forms (roll a {@dice d4}): 1, bat; 2, frog; 3, lizard; or 4, rat. This transformation lasts for 1 hour or until the creature drops to 0 hit points in its new form.\"]},{\"name\":\"Shattered Shards\",\"entries\":[\"The witch targets a point it can see within 30 feet of itself. The air there magically solidifies into a mirrorlike pane, then shatters in a 15-foot cone originating from that point. Each creature in that area must make a {@dc 16} Dexterity saving throw, taking 25 ({@damage 10d4}) force damage on a failed save, or half as much damage on a successful one.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"S\",\"X\"],\"damageTags\":[\"I\",\"O\",\"P\"],\"damageTagsSpell\":[\"N\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflictSpell\":[\"charmed\",\"incapacitated\",\"prone\"],\"savingThrowForced\":[\"dexterity\",\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Faerie Borrower\",\"source\":\"MCV4EC\",\"size\":[\"T\"],\"type\":\"fey\",\"alignment\":[\"C\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[15],\"hp\":{\"average\":12,\"formula\":\"5d4\"},\"speed\":{\"walk\":10,\"fly\":30},\"str\":2,\"dex\":20,\"con\":10,\"int\":13,\"wis\":12,\"cha\":16,\"skill\":{\"sleight of hand\":\"+7\",\"stealth\":\"+7\"},\"passive\":11,\"languages\":[\"Common\",\"Sylvan\"],\"cr\":\"1/2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The faerie casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell prestidigitation}\"],\"daily\":{\"1\":[\"{@spell silent image}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Flyby\",\"entries\":[\"The faerie doesn't provoke opportunity attacks when it flies out of an enemy's reach.\"]}],\"action\":[{\"name\":\"Needle Blade\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d4 + 5}) piercing damage.\"]},{\"name\":\"Magic Mockery\",\"entries\":[\"The faerie hurls magical taunts at one creature it can see within 60 feet of itself. The creature must succeed on a {@dc 13} Wisdom saving throw or take 3 ({@damage 1d6}) psychic damage and have disadvantage on attack rolls and ability checks until the start of the faerie's next turn.\"]}],\"reaction\":[{\"name\":\"Tricksy Parry\",\"entries\":[\"Immediately after taking damage, the faerie reduces the damage taken by 2 ({@dice 1d4}).\"]}],\"traitTags\":[\"Flyby\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"P\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Faerie Pathlighter\",\"source\":\"MCV4EC\",\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"C\",\"G\"],\"alignmentPrefix\":\"typically \",\"ac\":[12],\"hp\":{\"average\":38,\"formula\":\"7d8 + 7\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":10,\"dex\":14,\"con\":12,\"int\":13,\"wis\":17,\"cha\":18,\"skill\":{\"insight\":\"+5\",\"perception\":\"+5\",\"survival\":\"+5\"},\"passive\":15,\"languages\":[\"Common\",\"Sylvan\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The faerie casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability:\"],\"will\":[\"{@spell dancing lights}\",\"{@spell detect magic}\",\"{@spell prestidigitation}\"],\"daily\":{\"1\":[\"{@spell locate creature}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Faerie Illumination\",\"entries\":[\"The faerie sheds dim light in a 15-foot radius.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The faerie makes two Shining Strike attacks.\"]},{\"name\":\"Shining Strike\",\"entries\":[\"{@atk ms,rs} {@hit 6} to hit, reach 5 ft. or range 30 ft., one target. {@h}7 ({@damage 2d6}) radiant damage, and if the target is a creature, it must succeed on a {@dc 14} Dexterity saving throw or be wreathed in light until the end of the faerie's next turn. While a creature is wreathed in light, attack rolls against the creature have advantage, and the creature can't benefit from the {@condition invisible} condition.\"]}],\"bonus\":[{\"name\":\"Guiding Light (2/Day)\",\"entries\":[\"The faerie summons a 30-foot-radius sphere of magical light centered on itself, which lasts for 1 minute or until the faerie has the {@condition incapacitated} condition. Each creature of the faerie's choice (other than the faerie) that starts its turn in that area gains 5 temporary hit points and has advantage on Wisdom saving throws and Wisdom checks until the start of its next turn.\",\"The sphere is bright light, sheds dim light for an additional 30 feet, and moves with the faerie. If any of the sphere's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"R\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Faerie Pest\",\"source\":\"MCV4EC\",\"size\":[\"S\"],\"type\":\"fey\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":14,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":22,\"formula\":\"5d6 + 5\"},\"speed\":{\"walk\":30,\"fly\":30},\"str\":8,\"dex\":16,\"con\":12,\"int\":10,\"wis\":12,\"cha\":14,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Common\",\"Sylvan\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The faerie casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 12}):\"],\"daily\":{\"1\":[\"{@spell blindness/deafness}\"],\"2e\":[\"{@spell bane}\",\"{@spell grease}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Stingblade\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage plus 5 ({@damage 2d4}) poison damage. If the faerie had advantage on the attack roll, the target takes an additional 3 ({@damage 1d6}) slashing damage.\"]},{\"name\":\"Theft of Nerves (1/Day)\",\"entries\":[\"The faerie unleashes a burst of mind-muddling magic in a 15-foot cone. Each creature in that area must succeed on a {@dc 12} Intelligence saving throw or have the {@condition frightened} condition for 1 minute. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"bonus\":[{\"name\":\"Mischievous Stealth\",\"entries\":[\"The faerie takes the Hide action.\"]}],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"I\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflictSpell\":[\"blinded\",\"deafened\",\"prone\"],\"savingThrowForced\":[\"intelligence\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gingerbrute\",\"source\":\"MCV4EC\",\"size\":[\"T\"],\"type\":\"construct\",\"alignment\":[\"C\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[14],\"hp\":{\"average\":18,\"formula\":\"4d4 + 8\"},\"speed\":{\"walk\":60},\"str\":13,\"dex\":18,\"con\":14,\"int\":7,\"wis\":10,\"cha\":12,\"skill\":{\"acrobatics\":\"+6\",\"athletics\":\"+3\"},\"passive\":10,\"vulnerable\":[\"bludgeoning\"],\"conditionImmune\":[\"exhaustion\"],\"languages\":[\"one language of its creator\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Can't Catch Me\",\"entries\":[\"The gingerbrute has advantage on any ability checks or saving throws it makes to avoid or end the {@condition grappled} or the {@condition restrained} condition on itself.\"]},{\"name\":\"Sweet Victory\",\"entries\":[\"Once the gingerbrute is destroyed, a creature can use its action to eat all the remains and gain 5 temporary hit points. The remains crumble away after 24 hours if not eaten.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The gingerbrute makes two Fork attacks, two Gumdrop Slingshot attacks, or one of each.\"]},{\"name\":\"Fork\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage.\"]},{\"name\":\"Gumdrop Slingshot\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 30/120 ft., one target. {@h}6 ({@damage 1d4 + 4}) bludgeoning damage.\"]}],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Goose Mother\",\"source\":\"MCV4EC\",\"size\":[\"H\"],\"type\":\"fey\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":114,\"formula\":\"12d12 + 36\"},\"speed\":{\"walk\":40,\"fly\":40},\"str\":17,\"dex\":15,\"con\":17,\"int\":12,\"wis\":18,\"cha\":15,\"save\":{\"str\":\"+6\",\"int\":\"+4\"},\"skill\":{\"insight\":\"+7\",\"investigation\":\"+4\",\"perception\":\"+10\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":20,\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"frightened\",\"stunned\",\"unconscious\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the Goose Mother fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Multiple Heads\",\"entries\":[\"The Goose Mother has five heads. Whenever the Goose Mother takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the Goose Mother dies.\",\"At the end of its turn, the Goose Mother grows two heads for each of its heads that died since its last turn, unless it has taken poison damage since its last turn. The Goose Mother regains 10 hit points for each head when it regrows.\"]},{\"name\":\"Reactive Heads\",\"entries\":[\"For each head the Goose Mother has beyond one, it gets an extra reaction that can be used only for opportunity attacks.\"]},{\"name\":\"Wakeful\",\"entries\":[\"While the Goose Mother sleeps, at least one of its heads is awake.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The Goose Mother makes as many Beak attacks as it has heads and one Wing attack.\"]},{\"name\":\"Beak\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage.\"]},{\"name\":\"Wing\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d12 + 3}) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a {@dc 15} Strength saving throw or have the {@condition prone} condition.\"]},{\"name\":\"Lullaby of Honks {@recharge 5}\",\"entries\":[\"The Goose Mother's heads honk a discordant lullaby. Each creature of the Goose Mother's choice within 10 feet of it must make a {@dc 15} Constitution saving throw. On a failed save, a creature takes 7 ({@damage 2d6}) thunder damage and falls into a magical slumber. On a successful save, the target takes half as much damage only. The honks can be heard up to 300 feet away.\",\"A creature under magical slumber has the {@condition unconscious} condition for 8 hours. This effect ends early for a creature if it takes damage or another creature uses an action to shake it awake.\"]}],\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"T\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"High Fae Impostor\",\"source\":\"MCV4EC\",\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"A\"],\"ac\":[15],\"hp\":{\"average\":149,\"formula\":\"23d8 + 46\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":13,\"dex\":21,\"con\":15,\"int\":18,\"wis\":16,\"cha\":23,\"save\":{\"dex\":\"+9\",\"wis\":\"+7\"},\"skill\":{\"deception\":\"+14\",\"performance\":\"+10\",\"stealth\":\"+13\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"languages\":[\"Common\",\"Sylvan\"],\"cr\":\"11\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The high fae casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 18}):\"],\"will\":[\"{@spell friends}\",\"{@spell minor illusion}\"],\"daily\":{\"1e\":[\"{@spell enthrall}\",\"{@spell Nystul's magic aura}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The high fae has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The high fae makes two Fae Blade attacks and uses Vexing Prank once.\"]},{\"name\":\"Fae Blade\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}18 ({@damage 3d8 + 5}) force damage.\"]},{\"name\":\"Vexing Prank\",\"entries\":[\"The high fae targets one creature it can see within 60 feet of itself with a magical trick. The target must make a {@dc 18} Wisdom saving throw. On a failed save, the target takes 21 ({@damage 6d6}) psychic damage and has the {@condition frightened} condition until the start of the high fae's next turn. On a successful save, the target takes half as much damage only.\"]}],\"bonus\":[{\"name\":\"Loot Likeness\",\"entries\":[\"The high fae magically transforms into a duplicate of a Small or Medium creature it can see. While transformed, the high fae retains its game statistics (other than its size) but gains access to enough general information about the imitated creature, such as background and personality, to reasonably pass itself off as the creature. This transformation ends if the high fae is reduced to 0 hit points, uses this bonus action again, or uses a bonus action to revert to its true form.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"O\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"High Fae Kindguard\",\"source\":\"MCV4EC\",\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":156,\"formula\":\"24d8 + 48\"},\"speed\":{\"walk\":40,\"fly\":{\"number\":60,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":22,\"dex\":23,\"con\":15,\"int\":14,\"wis\":17,\"cha\":13,\"save\":{\"str\":\"+10\",\"dex\":\"+10\"},\"skill\":{\"acrobatics\":\"+10\",\"athletics\":\"+10\",\"perception\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":17,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"languages\":[\"Common\",\"Sylvan\"],\"cr\":\"12\",\"trait\":[{\"name\":\"Evasion\",\"entries\":[\"If the high fae is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half damage if it fails, provided it doesn't have the {@condition incapacitated} condition.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The high fae has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The high fae makes two Fae Claymore attacks and uses Tripping Feint.\"]},{\"name\":\"Fae Claymore\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}20 ({@damage 4d6 + 6}) force damage, and the target's speed is reduced by 10 feet, to a minimum speed of 5 feet. The reduction lasts until the start of the high fae's next turn.\"]},{\"name\":\"Tripping Feint\",\"entries\":[\"The high fae targets one Large or smaller creature it can see within 10 feet of itself. The target must succeed on a {@dc 18} Dexterity saving throw or have the {@condition prone} condition.\"]}],\"bonus\":[{\"name\":\"Darting Flight\",\"entries\":[\"The high fae moves up to its speed. This movement doesn't provoke opportunity attacks.\"]}],\"reaction\":[{\"name\":\"Parry and Riposte\",\"entries\":[\"The high fae adds 4 to its AC against one melee attack roll that would hit it, provided it can see the attacker. After the attack hits or misses, the high fae then makes one Fae Claymore attack against the attacker.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"O\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"High Fae Mage\",\"source\":\"MCV4EC\",\"size\":[\"M\"],\"type\":{\"type\":\"fey\",\"tags\":[\"sorcerer\"]},\"alignment\":[\"A\"],\"ac\":[14,{\"ac\":17,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":148,\"formula\":\"27d8 + 27\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":11,\"dex\":18,\"con\":12,\"int\":17,\"wis\":15,\"cha\":24,\"save\":{\"int\":\"+7\",\"wis\":\"+6\",\"cha\":\"+11\"},\"skill\":{\"arcana\":\"+11\",\"investigation\":\"+7\",\"nature\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"languages\":[\"Common\",\"Sylvan\"],\"cr\":\"12\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The high fae casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 19}):\"],\"will\":[\"{@spell dancing lights}\",\"{@spell detect magic}\",\"{@spell druidcraft}\",\"{@spell mage armor} (self only)\"],\"daily\":{\"2e\":[\"{@spell faerie fire}\",\"{@spell gust of wind}\",\"{@spell mirror image}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The high fae has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The high fae makes two Elemental Strike attacks.\"]},{\"name\":\"Elemental Strike\",\"entries\":[\"{@atk ms,rs} {@hit 11} to hit, reach 5 ft. or range 60 ft., one target. {@h}18 ({@damage 2d10 + 7}) acid, cold, fire, force, lightning, or thunder damage (the high fae's choice).\"]},{\"name\":\"Negotiate Life {@recharge 5}\",\"entries\":[\"The high fae enacts a magical bargain, siphoning energy from its opponents to heal its wounds. The high fae targets up to three creatures it can see within 60 feet of itself. Each target must make a {@dc 19} Constitution saving throw, taking 26 ({@damage 4d12}) necrotic damage on a failed save, or half as much damage on a successful one. The high fae then regains 30 hit points.\"]}],\"reaction\":[{\"name\":\"Fae Counterspell\",\"entries\":[\"The high fae interrupts a creature it can see that is casting a spell with verbal, somatic, or material components. The caster takes 10 ({@damage 3d6}) psychic damage and must make a {@dc 19} Charisma saving throw. On a failed save, the spell fails and has no effect, but the spell slot used to cast it is not expended.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"N\",\"Y\"],\"spellcastingTags\":[\"O\"],\"savingThrowForced\":[\"charisma\",\"constitution\"],\"savingThrowForcedSpell\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"High Fae Noble\",\"source\":\"MCV4EC\",\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"A\"],\"ac\":[17],\"hp\":{\"average\":175,\"formula\":\"27d8 + 54\"},\"speed\":{\"walk\":40,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":13,\"dex\":25,\"con\":15,\"int\":19,\"wis\":18,\"cha\":22,\"save\":{\"dex\":\"+12\",\"int\":\"+9\",\"wis\":\"+9\",\"cha\":\"+11\"},\"skill\":{\"history\":\"+9\",\"insight\":\"+14\",\"perception\":\"+9\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":19,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\"],\"languages\":[\"Common\",\"Sylvan\",\"telepathy 120 ft.\"],\"cr\":\"13\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The high fae casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 19}):\"],\"will\":[\"{@spell detect magic}\",\"{@spell prestidigitation}\",\"{@spell suggestion}\"],\"daily\":{\"1e\":[\"{@spell major image}\",\"{@spell zone of truth}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Aura of Overwhelming Splendor\",\"entries\":[\"The high fae radiates dazzling and mollifying magic. Each creature of the high fae's choice that starts its turn within 5 feet of the high fae must succeed on a {@dc 19} Wisdom saving throw or have the {@condition charmed} condition until the start of its next turn. While {@condition charmed}, the creature also has the {@condition incapacitated} condition.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the high fae fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The high fae has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The high fae makes two Fae Blade attacks. It can replace one of these attacks with Stunning Soliloquy if available.\"]},{\"name\":\"Fae Blade\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}20 ({@damage 3d8 + 7}) force damage.\"]},{\"name\":\"Stunning Soliloquy {@recharge 5}\",\"entries\":[\"The high fae unleashes a string of magical words. Each creature of the high fae's choice within 30 feet of itself must succeed on a {@dc 19} Wisdom saving throw or have the {@condition stunned} condition for 1 minute. A {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"reactionHeader\":[\"The high fae can take up to three reactions per round but only one per turn.\"],\"reaction\":[{\"name\":\"Capricious Step\",\"entries\":[\"Immediately after taking damage, the high fae magically has the {@condition invisible} condition and teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 30 feet of itself. The invisibility lasts until the end of the high fae's next turn.\"]},{\"name\":\"Ridicule\",\"entries\":[\"When a creature misses the high fae with an attack roll, the high fae magically mocks the creature, dealing 5 ({@damage 2d4}) psychic damage to the attacker.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"S\",\"TP\"],\"damageTags\":[\"O\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Knight of Eldraine\",\"source\":\"MCV4EC\",\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":20,\"from\":[\"{@item plate armor|PHB|plate}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":78,\"formula\":\"12d8 + 24\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":12,\"con\":14,\"int\":13,\"wis\":11,\"cha\":13,\"save\":{\"con\":\"+4\",\"wis\":\"+2\"},\"passive\":10,\"languages\":[\"Common\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Knightly Virtue\",\"entries\":[\"The knight has one of the following traits, depending on the court it serves:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Courage (Embereth)\",\"entries\":[\"The knight has advantage on Wisdom checks and Wisdom saving throws.\"]},{\"type\":\"item\",\"name\":\"Knowledge (Vantress)\",\"entries\":[\"The knight has advantage on Intelligence checks and Intelligence saving throws.\"]},{\"type\":\"item\",\"name\":\"Loyalty (Ardenvale)\",\"entries\":[\"The knight has advantage on Charisma checks and Charisma saving throws.\"]},{\"type\":\"item\",\"name\":\"Persistence (Locthwain)\",\"entries\":[\"The knight has advantage on Constitution saving throws.\"]},{\"type\":\"item\",\"name\":\"Strength (Garenbrig)\",\"entries\":[\"The knight has advantage on Strength checks and Strength saving throws.\"]}]}]}],\"action\":[{\"name\":\"Lance\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d12 + 3}) piercing damage plus 9 ({@damage 2d8}) radiant damage.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands, plus 9 ({@damage 2d8}) radiant damage.\"]},{\"name\":\"Heavy Crossbow\",\"entries\":[\"{@atk rw} {@hit 3} to hit, range 100/400 ft., one target. {@h}6 ({@damage 1d10 + 1}) piercing damage plus 9 ({@damage 2d8}) radiant damage.\"]}],\"attachedItems\":[\"heavy crossbow|phb\",\"lance|phb\",\"longsword|phb\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\",\"R\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Nightmare Haunt\",\"source\":\"MCV4EC\",\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[13],\"hp\":{\"average\":44,\"formula\":\"8d8 + 8\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":14,\"dex\":17,\"con\":13,\"int\":9,\"wis\":12,\"cha\":17,\"senses\":[\"blindsight 120 ft. (can't see beyond this radius)\"],\"passive\":11,\"immune\":[\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"exhaustion\",\"frightened\"],\"languages\":[\"Deep Speech\",\"telepathy 120 ft.\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The nightmare haunt has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Somnophage\",\"entries\":[\"At the start of its turn, the nightmare haunt gains a number of temporary hit points equal to 5 times the number of {@condition unconscious} creatures within 30 feet of itself.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The nightmare haunt makes two Claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage plus 9 ({@damage 2d8}) psychic damage.\"]},{\"name\":\"Tendrils of Slumber {@recharge 5}\",\"entries\":[\"The nightmare haunt creates spectral tendrils that cover the ground in a 20-foot square that it can see within 30 feet of itself for 1 minute or until it uses this action again. When a creature other than the nightmare haunt enters the affected area for the first time or starts its turn there, the creature must succeed on a {@dc 14} Strength saving throw or take 11 ({@damage 2d10}) necrotic damage and have the {@condition restrained} condition. The affected ground is also considered difficult terrain for creatures other than the nightmare haunt for the duration of its effect.\",\"A creature that starts its turn in the area and is already {@condition restrained} by the tendrils must repeat the saving throw. On a failed save, it has the {@condition unconscious} condition and instead of the {@condition restrained} condition caused by the tendrils. On a successful save, the effect ends on the creature. An {@condition unconscious} creature remains asleep until it is no longer in the area with tendrils, takes any damage, or is targeted by a {@spell remove curse} spell or similar magic.\"]}],\"bonus\":[{\"name\":\"Shadow Stealth\",\"entries\":[\"While in dim light or darkness, the nightmare haunt takes the Hide action.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DS\",\"TP\"],\"damageTags\":[\"N\",\"S\",\"Y\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"restrained\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ogre Chitterlord\",\"source\":\"MCV4EC\",\"size\":[\"L\"],\"type\":{\"type\":\"giant\",\"tags\":[\"druid\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":12,\"from\":[\"{@item hide armor|PHB}\"]}],\"hp\":{\"average\":52,\"formula\":\"7d10 + 14\"},\"speed\":{\"walk\":40},\"str\":19,\"dex\":10,\"con\":15,\"int\":5,\"wis\":12,\"cha\":9,\"save\":{\"wis\":\"+3\"},\"skill\":{\"animal handling\":\"+3\",\"nature\":\"+1\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"languages\":[\"Common\",\"Giant\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The ogre casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 11}):\"],\"will\":[\"{@spell beast sense} (rats only)\",\"{@spell druidcraft}\",\"{@spell entangle}\"],\"daily\":{\"1e\":[\"{@spell animal messenger} (rats only)\",\"{@spell stinking cloud}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Speak with Rats\",\"entries\":[\"The ogre can verbally communicate simple concepts to ordinary rats and giant rats.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The ogre makes two Club attacks, two Rat-Tail Whip attacks, or one of each.\"]},{\"name\":\"Club\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) bludgeoning damage.\"]},{\"name\":\"Rat-Tail Whip\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage, and if the target is Large or smaller, it is pulled 5 feet toward the ogre.\"]}],\"bonus\":[{\"name\":\"Call Rats (1/Day)\",\"entries\":[\"The ogre magically calls {@dice 1d4} giant rats. Each rat appears in an unoccupied space within 30 feet of the ogre that the ogre can see. The rats act as the ogre's allies, obey its spoken commands, and take their turns immediately after the ogre's turn on the same initiative count. The rats remain for 1 hour, until the ogre dies, or until the ogre dismisses them as a bonus action.\"]}],\"attachedItems\":[\"club|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"B\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForcedSpell\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Redtooth Werefox\",\"source\":\"MCV4EC\",\"size\":[\"M\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"elf\"]},\"alignment\":[\"A\"],\"ac\":[13],\"hp\":{\"average\":60,\"formula\":\"11d8 + 11\"},\"speed\":{\"walk\":{\"number\":30,\"condition\":\"(in elf form; 40 ft. in fox and hybrid form)\"}},\"str\":16,\"dex\":17,\"con\":12,\"int\":11,\"wis\":13,\"cha\":10,\"skill\":{\"acrobatics\":\"+5\",\"perception\":\"+5\",\"survival\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"languages\":[\"Common\",\"Elvish (can't speak in fox form)\"],\"cr\":\"3\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The werefox makes two Bite attacks, two Lance attacks, or one Bite attack and one Lance attack.\"]},{\"name\":\"Bite (Fox or Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage. If the werefox moved at least 20 feet straight toward the target immediately before the hit and the target is a Medium or smaller creature, the target must succeed on a {@dc 13} Strength saving throw or have the {@condition prone} condition.\"]},{\"name\":\"Lance (Elf or Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d12 + 3}) piercing damage.\"]},{\"name\":\"Entangling Arrow (Elf or Hybrid Form Only)\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 150/600 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage, and the target must succeed on a {@dc 11} Dexterity saving throw or have the {@condition restrained} condition until the start of the werefox's next turn.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"The werefox polymorphs into a fox-elf hybrid, into a fox, or back into its elf form. Its game statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its elf form if it dies.\"]},{\"name\":\"Vulpine Nimbleness (Fox or Hybrid Form Only)\",\"entries\":[\"The werefox takes the Dash or Disengage action.\"]}],\"attachedItems\":[\"lance|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"CS\",\"E\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"prone\",\"restrained\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sewer King\",\"source\":\"MCV4EC\",\"size\":[\"M\"],\"type\":\"fiend\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"8d8 + 16\"},\"speed\":{\"walk\":40},\"str\":18,\"dex\":13,\"con\":14,\"int\":8,\"wis\":12,\"cha\":11,\"skill\":{\"perception\":\"+5\",\"stealth\":\"+3\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":15,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Infernal\",\"telepathy 30 ft.\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Beast Speech\",\"entries\":[\"The sewer king can comprehend and verbally communicate with any Beast.\"]}],\"action\":[{\"name\":\"Rancid Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage plus 7 ({@damage 2d6}) acid damage. If the target is a creature, it must succeed on a {@dc 12} Constitution saving throw or have the {@condition poisoned} condition until the start of the sewer king's next turn.\"]},{\"name\":\"Summon Swarm (1/Day)\",\"entries\":[\"The sewer king chitters and summons a swarm of rats to its aid. The swarm appears in an unoccupied space within 30 feet of the sewer king that the sewer king can see. It acts as the sewer king's ally, obeys the sewer king's commands, and takes its turn immediately after the sewer king's. The swarm remains until it dies, the sewer king dies, or until the sewer king dismisses it as an action.\"]}],\"bonus\":[{\"name\":\"Skitter\",\"entries\":[\"The sewer king moves up to its speed without provoking opportunity attacks.\"]}],\"senseTags\":[\"SD\"],\"languageTags\":[\"I\",\"TP\"],\"damageTags\":[\"A\",\"P\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Snapping Hydra\",\"source\":\"MCV4EC\",\"size\":[\"H\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":149,\"formula\":\"13d12 + 65\"},\"speed\":{\"walk\":30,\"swim\":40},\"str\":21,\"dex\":5,\"con\":21,\"int\":2,\"wis\":16,\"cha\":7,\"skill\":{\"perception\":\"+11\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":21,\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"frightened\",\"stunned\",\"unconscious\"],\"cr\":\"11\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The hydra can breathe air and water.\"]},{\"name\":\"Multiple Heads\",\"entries\":[\"The hydra has five heads. Whenever the hydra takes 30 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.\",\"At the end of its turn, the hydra grows two heads for each of its heads that died since its last turn, unless it has taken cold damage since its last turn. The hydra regains 10 hit points for each head regrown this way.\"]},{\"name\":\"Reactive Heads\",\"entries\":[\"For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.\"]},{\"name\":\"Wakeful\",\"entries\":[\"While the hydra sleeps, at least one of its heads is awake.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hydra makes as many Bite attacks as it has heads.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage.\"]},{\"name\":\"Shell Defense\",\"entries\":[\"The hydra withdraws its limbs and heads into its shell. Until it emerges as a bonus action, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the hydra has the {@condition prone} condition, its speed is 0 and can't increase, its heads can't die, it has disadvantage on Dexterity saving throws, and it can't take any other actions or reactions.\"]}],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Specter of Night\",\"source\":\"MCV4EC\",\"size\":[\"H\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":142,\"formula\":\"15d12 + 45\"},\"speed\":{\"walk\":60,\"fly\":60},\"str\":22,\"dex\":18,\"con\":17,\"int\":12,\"wis\":13,\"cha\":12,\"save\":{\"dex\":\"+8\",\"wis\":\"+5\"},\"skill\":{\"perception\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":15,\"resist\":[\"necrotic\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"understands Common but can't speak\"],\"cr\":\"12\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the specter fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The specter has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The specter uses Mournful Keening if available, then makes one Hooves attack and one Reaping Scythe attack.\"]},{\"name\":\"Hooves\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}16 ({@damage 3d6 + 6}) bludgeoning damage plus 28 ({@damage 8d6}) necrotic damage. If the target is a Medium or smaller creature, it must succeed on a {@dc 18} Strength saving throw or have the {@condition prone} condition.\"]},{\"name\":\"Mournful Keening {@recharge}\",\"entries\":[\"The specter utters a keening wail, calling to those close to death. Each non-Undead creature within 120 feet of the specter must make a {@dc 15} Constitution saving throw. On a failure, the creature hears the wail and is marked for death.\",\"A creature marked for death can't regain hit points, has disadvantage on death saving throws, and all attack rolls against it are made with advantage. This effect lasts for 1 minute or until the creature is targeted by a {@spell remove curse} spell or similar magic.\"]},{\"name\":\"Reaping Scythe\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}12 ({@damage 1d12 + 6}) slashing damage plus 28 ({@damage 8d6}) necrotic damage. If the target is a creature, it must succeed on a {@dc 15} Constitution saving throw or gain a level of {@condition exhaustion}.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"B\",\"N\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"exhaustion\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sweettooth Horror\",\"source\":\"MCV4EC\",\"size\":[\"L\"],\"type\":\"fiend\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[14],\"hp\":{\"average\":58,\"formula\":\"9d10 + 9\"},\"speed\":{\"walk\":40},\"str\":15,\"dex\":18,\"con\":12,\"int\":6,\"wis\":8,\"cha\":12,\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"immune\":[\"poison\"],\"vulnerable\":[\"bludgeoning\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"poisoned\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Caramelization\",\"entries\":[\"If the horror takes fire damage, it releases a sweet, mesmerizing scent. Each creature within 30 feet of the horror must succeed on a {@dc 11} Wisdom saving throw or have the {@condition charmed} condition. A {@condition charmed} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The horror has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The horror makes one Bite attack and two Candy Cane attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage plus 10 ({@damage 3d6}) acid damage.\"]},{\"name\":\"Candy Cane\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage. If the target is a Large or smaller creature, the horror can choose to deal no damage; instead, the target has the {@condition prone} condition, and the horror can pull the target up to 5 feet toward itself.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"A\",\"B\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tempest Hart\",\"source\":\"MCV4EC\",\"size\":[\"H\"],\"type\":\"elemental\",\"alignment\":[\"U\"],\"ac\":[13],\"hp\":{\"average\":147,\"formula\":\"14d12 + 56\"},\"speed\":{\"walk\":50,\"fly\":50},\"str\":21,\"dex\":17,\"con\":18,\"int\":3,\"wis\":18,\"cha\":14,\"save\":{\"dex\":\"+7\",\"wis\":\"+8\"},\"skill\":{\"perception\":\"+12\"},\"passive\":22,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"lightning\",\"thunder\"],\"conditionImmune\":[\"exhaustion\"],\"cr\":\"11\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the hart fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hart makes a Lightning Antlers attack and a Thunder Hooves attack.\"]},{\"name\":\"Lightning Antlers\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}16 ({@damage 2d10 + 5}) lightning damage. If the target is a creature, it must succeed on a {@dc 16} Constitution saving throw or have the {@condition stunned} condition until the start of the hart's next turn.\"]},{\"name\":\"Thunder Hooves\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) thunder damage.\"]}],\"reactionHeader\":[\"The hart can take up to two reactions per round but only one per turn.\"],\"reaction\":[{\"name\":\"Entangling Growth\",\"entries\":[\"Immediately after a creature the hart can see within 120 feet of itself hits it with an attack roll, the hart reduces the damage to itself by half. The attacker must immediately make a {@dc 16} Strength saving throw as beanstalks coil around it in its space. On a failed save, the creature has the {@condition grappled} condition (escape {@dc 16}) and has the {@condition restrained} condition as long as it is {@condition grappled}. The beanstalks vanish after 1 minute, if the hart has the {@condition incapacitated} condition, or when the hart dies.\"]},{\"name\":\"Lightning Call\",\"entries\":[\"In response to making a saving throw, the hart calls down a bolt of lightning that targets a creature it can see within 120 feet of itself. The target must make a {@dc 16} Dexterity saving throw, taking 19 ({@damage 3d12}) lightning damage on a failed save, or half as much damage on a successful one.\"]}],\"traitTags\":[\"Legendary Resistances\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"L\",\"T\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Treefolk\",\"source\":\"MCV4EC\",\"size\":[\"L\"],\"type\":{\"type\":\"plant\",\"tags\":[\"druid\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":171,\"formula\":\"18d10 + 72\"},\"speed\":{\"walk\":30},\"str\":23,\"dex\":12,\"con\":18,\"int\":10,\"wis\":20,\"cha\":11,\"save\":{\"con\":\"+8\",\"int\":\"+4\",\"wis\":\"+9\"},\"skill\":{\"insight\":\"+9\",\"nature\":\"+8\",\"perception\":\"+9\"},\"senses\":[\"blindsight 30 ft.\"],\"passive\":19,\"resist\":[\"bludgeoning\",\"piercing\"],\"vulnerable\":[\"fire\"],\"languages\":[\"Common\",\"Druidic\",\"Sylvan\"],\"cr\":\"11\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The treefolk casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 17}):\"],\"will\":[\"{@spell detect poison and disease}\",\"{@spell druidcraft}\"],\"daily\":{\"1\":[\"{@spell commune with nature} (as an action)\"],\"2e\":[\"{@spell enlarge/reduce}\",\"{@spell speak with plants}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Plant Camouflage\",\"entries\":[\"The treefolk has advantage on Dexterity ({@skill Stealth}) checks it makes in forest terrain.\"]},{\"name\":\"Tree Stride\",\"entries\":[\"Once on each of its turns, the treefolk can use 10 feet of its movement to step magically into one living tree within 5 feet of itself and emerge from a second living tree within 60 feet of itself that it can see, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be at least as large as the treefolk.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The treefolk makes two Crushing Vine attacks, two Nightshade Bolt attacks, or one of each.\"]},{\"name\":\"Crushing Vine\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}25 ({@damage 3d12 + 6}) bludgeoning damage. If the target is a creature, it has the {@condition grappled} condition (escape {@dc 18}). While {@condition grappled}, the creature also has the {@condition restrained} condition. The treefolk can grapple up to six creatures this way.\"]},{\"name\":\"Nightshade Bolt\",\"entries\":[\"{@atk rs} {@hit 9} to hit, range 60 ft., one target. {@h}33 ({@damage 6d10}) poison damage.\"]}],\"bonus\":[{\"name\":\"Oaken Boon\",\"entries\":[\"The treefolk blesses one creature other than itself that it can see within 60 feet of itself with the might and wisdom of the forest. While blessed in this way, a creature can use the treefolk's Tree Stride trait and gains 5 ({@dice 2d4}) temporary hit points at the start of each of its turns. This blessing lasts for 1 minute, until the treefolk has the {@condition incapacitated} condition, or until the treefolk uses this bonus action again.\"]}],\"traitTags\":[\"Camouflage\",\"Tree Stride\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DU\",\"S\"],\"damageTags\":[\"B\",\"I\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForcedSpell\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Witchkite\",\"source\":\"MCV4EC\",\"size\":[\"H\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"warlock\"]},\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":220,\"formula\":\"21d12 + 84\"},\"speed\":{\"walk\":40,\"fly\":80},\"str\":23,\"dex\":10,\"con\":18,\"int\":15,\"wis\":17,\"cha\":19,\"save\":{\"dex\":\"+5\",\"wis\":\"+8\",\"cha\":\"+9\"},\"skill\":{\"arcana\":\"+7\",\"perception\":\"+8\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":18,\"resist\":[\"fire\",\"psychic\"],\"languages\":[\"Draconic\"],\"cr\":\"15\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The witchkite casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 17}):\"],\"will\":[\"{@spell detect magic}\",\"{@spell minor illusion}\",\"{@spell speak with dead}\"],\"daily\":{\"1e\":[\"{@spell detect thoughts}\",\"{@spell dimension door}\",\"{@spell hold monster}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the witchkite fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The witchkite makes two Rend attacks and uses Malevolent Flare once.\"]},{\"name\":\"Rend\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}16 ({@damage 3d6 + 6}) slashing damage.\"]},{\"name\":\"Malevolent Flare\",\"entries\":[\"The witchkite spits magical, green-tinged flame at one creature it can see within 60 feet of itself. The target must make a {@dc 17} Dexterity saving throw. On a failed save, the target takes 22 ({@damage 5d8}) fire damage and suffers one of the following effects of the witchkite's choice:\",{\"type\":\"list\",\"items\":[\"The target must use its reaction to make a melee attack against another creature of the witchkite's choice that is within the target's reach.\",\"The target takes 13 ({@damage 2d12}) psychic damage.\"]},\"On a successful save, the target takes half as much damage only.\"]}],\"reactionHeader\":[\"The witchkite can take up to two reactions per round but only one per turn.\"],\"reaction\":[{\"name\":\"Enchanting Gaze\",\"entries\":[\"When a creature the witchkite can see moves within 10 feet of it, the witchkite emits an enchanting gaze at the creature. The creature must succeed on a {@dc 17} Wisdom saving throw or take 10 ({@damage 3d6}) psychic damage and have the {@condition charmed} condition until the end of its next turn.\"]},{\"name\":\"Retribution\",\"entries\":[\"Immediately after taking damage from a melee attack, the witchkite makes one Rend attack against the attacker.\"]}],\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"F\",\"S\",\"Y\"],\"damageTagsSpell\":[\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"charmed\"],\"conditionInflictSpell\":[\"paralyzed\"],\"savingThrowForced\":[\"dexterity\",\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Witchstalker\",\"source\":\"MCV4EC\",\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[13],\"hp\":{\"average\":82,\"formula\":\"11d10 + 22\"},\"speed\":{\"walk\":60},\"str\":18,\"dex\":16,\"con\":15,\"int\":8,\"wis\":12,\"cha\":6,\"save\":{\"str\":\"+7\",\"wis\":\"+4\"},\"skill\":{\"perception\":\"+7\",\"stealth\":\"+6\"},\"senses\":[\"truesight 60 ft.\"],\"passive\":17,\"languages\":[\"understands Common but can't speak\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The witchstalker has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Smell Magic\",\"entries\":[\"The witchstalker can sense the presence and location of magic within 120 feet of itself. It also has advantage on attack rolls against creatures that have cast a spell since the end of the witchstalker's last turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The witchstalker makes two Bite attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 3d6 + 4}) piercing damage. If the target is a Large or smaller creature, it must succeed on a {@dc 15} Strength saving throw or have the {@condition prone} condition.\"]},{\"name\":\"Mind-Wracking Howl {@recharge 5}\",\"entries\":[\"The witchstalker unleashes a terrible howl, and each creature within 30 feet of it that isn't a Monstrosity must make a {@dc 13} Wisdom saving throw. On a failed save, a creature takes 24 ({@damage 7d6}) psychic damage and has disadvantage on Constitution saving throws to maintain {@status concentration} on spells until the end of its next turn. On a successful save, a creature takes half as much damage only.\"]}],\"reaction\":[{\"name\":\"Spell Stalk\",\"entries\":[\"Immediately after a creature within 120 feet of the witchstalker casts a spell, the witchstalker magically teleports to an unoccupied space within 5 feet of the creature and can make one Bite attack against the creature.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"P\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-mff.json`] = JSON.parse("{\"monster\":[{\"name\":\"Assassin Bug\",\"source\":\"MFF\",\"page\":4,\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":55,\"formula\":\"10d8 + 10\"},\"speed\":{\"walk\":10,\"fly\":50},\"str\":13,\"dex\":14,\"con\":13,\"int\":4,\"wis\":12,\"cha\":6,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"poison\"],\"conditionImmune\":[\"paralyzed\"],\"languages\":[\"understands Druidic but can't speak\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The assassin bug has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The assassin bug makes two bite attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d10 + 2}) piercing damage, and the target must succeed on a {@dc 11} Constitution saving throw or be {@condition poisoned} for 1 minute. While {@condition poisoned} this way, the target is {@condition paralyzed}. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Ovipositor\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}The target is infested with {@dice 1d3} assassin bug eggs, which immediately hatch into assassin bug maggots. At the start of each of the target's turns, the target takes {@dice 1d6} piercing damage per maggot infesting it. Applying fire to the bite wound before the end of the target's next turn deals 1 fire damage to the target and kills these assassin bug maggots. After this time, the maggots are too far under the skin to be burned.\",\"If a target infested by assassin bug maggots ends its turn with 0 hit points, it dies as the maggots burrow into its heart and kill it. Any effect that cures disease kills all assassin bug maggots infesting the target.\"]}],\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"DU\"],\"damageTags\":[\"F\",\"P\"],\"miscTags\":[\"DIS\",\"MW\"],\"conditionInflict\":[\"paralyzed\",\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Blindheim\",\"source\":\"MFF\",\"page\":5,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"blindheim\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":26,\"formula\":\"4d8 + 8\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":16,\"con\":15,\"int\":8,\"wis\":10,\"cha\":9,\"skill\":{\"athletics\":\"+3\",\"perception\":\"+2\"},\"passive\":12,\"languages\":[\"Undercommon\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Radiant Eyes\",\"entries\":[\"While its eyes are open, a blindheim projects bright light in a 60-foot cone and dim light for an additional 60 feet. It sets the orientation of this cone at the end of each of its turns. All creatures that can see the blindheim have disadvantage on attack rolls while in the area of bright light and within 15 feet of the blindheim. Creatures with the Sunlight Sensitivity trait that can see the blindheim have disadvantage on attack rolls anywhere in the area of bright light.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. Hit: 5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Radiant Blast\",\"entries\":[\"Radiant energy erupts from the blindheim's eyes in a 15-foot cone. Each creature in that area must succeed on a {@dc 12} Constitution saving throw or take 7 ({@damage 2d6}) radiant damage and be {@condition blinded} until the end of the blindheim's next turn. Creatures with the Sunlight Sensitivity trait have disadvantage on this saving throw.\"]}],\"languageTags\":[\"U\"],\"damageTags\":[\"P\",\"R\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"blinded\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Crab Folk\",\"source\":\"MFF\",\"page\":6,\"size\":[\"L\"],\"type\":\"giant\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":68,\"formula\":\"8d10 + 24\"},\"speed\":{\"walk\":40,\"swim\":40},\"str\":19,\"dex\":10,\"con\":17,\"int\":7,\"wis\":9,\"cha\":9,\"passive\":9,\"languages\":[\"Common\",\"Giant\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Limited Amphibiousness\",\"entries\":[\"The crab folk can breathe air and water, but it needs to be submerged once every 24 hours to avoid suffocating.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The crab folk makes two claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage and the target is {@condition grappled} (escape {@dc 14}). Until this grapple ends, the crab folk can automatically hit the target with its claw, and the crab folk can't make attacks with that claw against other targets. The crab folk has two claws, each of which can grapple only one target.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dire Corby\",\"source\":\"MFF\",\"page\":7,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dire corby\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":16,\"formula\":\"3d8 + 3\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":13,\"dex\":14,\"con\":13,\"int\":6,\"wis\":8,\"cha\":7,\"skill\":{\"acrobatics\":\"+4\",\"perception\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"vulnerable\":[\"thunder\"],\"conditionImmune\":[\"frightened\"],\"languages\":[\"Undercommon\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Dire Cacophony\",\"entries\":[\"Any creature other than a dire corby that starts its turn within 60 feet of a dire corby and can hear it must make a {@dc 11} Wisdom saving throw. On a failed save, the creature is unable to use the Dash action, cannot climb, or cast spells other than cantrips until the start of its next turn.\"]},{\"name\":\"Keen Hearing\",\"entries\":[\"The dire corby has advantage on Wisdom ({@skill Perception}) checks that rely on hearing.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dire corby makes two claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage.\"]}],\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"U\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Eye of Fear and Flame\",\"source\":\"MFF\",\"page\":8,\"otherSources\":[{\"source\":\"IMR\"}],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":136,\"formula\":\"16d8 + 64\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":14,\"con\":18,\"int\":18,\"wis\":17,\"cha\":18,\"save\":{\"str\":\"+7\",\"con\":\"+8\",\"wis\":\"+7\",\"cha\":\"+8\"},\"skill\":{\"perception\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":17,\"resist\":[\"necrotic\",\"psychic\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\",\"stunned\"],\"languages\":[\"Common\",\"all languages known by any creature within 30 feet of it\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The eye of fear and flame's innate spellcasting ability is Intelligence (spell save {@dc 16}). It can innately cast the following spells, requiring no components:\"],\"will\":[\"{@spell detect evil and good}\",\"{@spell detect thoughts}\"],\"daily\":{\"1e\":[\"{@spell etherealness}\",\"{@spell true seeing}\"]},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Turn Immunity\",\"entries\":[\"The eye of fear and flame is immune to effects that turn undead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The eye of fear and flame makes two claw attacks and uses its Gemstone Eyes.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d12 + 3}) slashing damage.\"]},{\"name\":\"Gemstone Eyes\",\"entries\":[\"The eye of fear and flame shoots one of the following magical eye rays, choosing one target it can see within 90 feet of it.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Eye of Fear\",\"entry\":\"The target and up to four other creatures of the eye of fear and flame's choice within 10 feet of the target must each succeed on a {@dc 16} Wisdom saving throw or be {@condition frightened} for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"},{\"type\":\"item\",\"name\":\"Eye of Flame\",\"entry\":\"The target must make a {@dc 16} Dexterity saving throw. On a failed save, the target takes 44 ({@damage 8d10}) fire damage, and if it is a creature or a flammable object, it ignites. On a successful save, the target takes half as much damage and does not ignite. A target that ignites takes 5 ({@damage 1d10}) fire damage at the start of each of its turns until a creature takes an action to douse the fire.\"}]}]}],\"traitTags\":[\"Turn Immunity\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"XX\"],\"damageTags\":[\"F\",\"S\"],\"damageTagsSpell\":[\"O\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"dexterity\",\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fog Giant\",\"source\":\"MFF\",\"page\":10,\"size\":[\"H\"],\"type\":\"giant\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item chain mail|phb}\"]}],\"hp\":{\"average\":200,\"formula\":\"16d12 + 96\"},\"speed\":{\"walk\":40},\"str\":27,\"dex\":10,\"con\":22,\"int\":12,\"wis\":16,\"cha\":16,\"save\":{\"con\":\"+10\",\"wis\":\"+7\",\"cha\":\"+7\"},\"skill\":{\"insight\":\"+7\",\"perception\":\"+7\",\"persuasion\":\"+7\"},\"passive\":17,\"languages\":[\"Common\",\"Giant\"],\"cr\":\"11\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell detect magic}\",\"{@spell fog cloud}\",\"{@spell light}\"],\"daily\":{\"3e\":[\"{@spell feather fall}\",\"{@spell misty step}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Denizen of the Mist\",\"entries\":[\"During its turn, the fog giant ignores the effects of {@spell fog cloud} spells cast by it or other allied fog giants.\"]},{\"name\":\"Keen Smell\",\"entries\":[\"The giant has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giant makes two greatsword attacks and casts {@spell fog cloud}.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}29 ({@damage 6d6 + 8}) slashing damage.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 12} to hit, range 60/240 ft., one target. {@h}30 ({@damage 4d10 + 8}) bludgeoning damage.\"]},{\"name\":\"Petty Tyrant {@recharge}\",\"entries\":[\"The fog giant shouts bloodcurdling threats at the creatures that serve it. Each medium or smaller ally of the giant within 120 feet of it that can see or hear it can use its reaction to make a melee attack.\"]}],\"attachedItems\":[\"greatsword|phb\"],\"traitTags\":[\"Keen Senses\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"B\",\"S\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RW\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Forlarren\",\"source\":\"MFF\",\"page\":9,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":45,\"formula\":\"6d8 + 18\"},\"speed\":{\"walk\":40},\"str\":14,\"dex\":16,\"con\":17,\"int\":12,\"wis\":11,\"cha\":18,\"skill\":{\"acrobatics\":\"+5\",\"deception\":\"+8\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 30 ft.\"],\"passive\":10,\"languages\":[\"Common\",\"Sylvan\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The forlarren's innate spellcasting ability is Charisma (spell save {@dc 14}). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell expeditious retreat}\",\"{@spell false life}\",\"{@spell minor illusion}\",\"{@spell prestidigitation}\"],\"daily\":{\"3e\":[\"{@spell aid}\",\"{@spell misty step}\",\"{@spell Tasha's hideous laughter}\"],\"1e\":[\"{@spell heal}\",\"{@spell heat metal}\",\"{@spell mirror image}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The forlarren has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The forlarren makes two claw attacks and one gore attack, or it makes three chromatic ray attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]},{\"name\":\"Gore\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage.\"]},{\"name\":\"Chromatic Ray\",\"entries\":[\"{@atk rs} {@hit 6} to hit, range 60 ft., one target. {@h}3 ({@damage 1d6}) lightning damage plus 3 ({@damage 1d6}) fire damage plus 3 ({@damage 1d6}) cold damage.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"C\",\"F\",\"L\",\"P\",\"S\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\"],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Jermlaine\",\"source\":\"MFF\",\"page\":11,\"size\":[\"T\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"jermlaine\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[11],\"hp\":{\"average\":3,\"formula\":\"1d4 + 1\"},\"speed\":{\"walk\":30},\"str\":4,\"dex\":12,\"con\":13,\"int\":10,\"wis\":11,\"cha\":7,\"skill\":{\"stealth\":\"+5\"},\"senses\":[\"darkvision 30 ft.\"],\"passive\":10,\"languages\":[\"Undercommon\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Lurkers in Shadow\",\"entries\":[\"Jermlaine are {@condition invisible} to darkvision.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The jermlaine has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Vermin Friend\",\"entries\":[\"The jermlaine can speak to and understand rats and giant rats.\"]},{\"name\":\"Swarming Rush\",\"entries\":[\"A jermlaine adds {@dice 1d4} to its weapon damage rolls while within 5 feet of another, conscious jermlaine.\"]}],\"action\":[{\"name\":\"Club\",\"entries\":[\"{@atk mw} {@hit -1} to hit, reach 5 ft., one target. {@h}1 ({@damage 1d4 - 3}) bludgeoning damage.\"]},{\"name\":\"Dart\",\"entries\":[\"{@atk rw} {@hit 3} to hit, range 20/60 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage.\"]}],\"attachedItems\":[\"club|phb\",\"dart|phb\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"languageTags\":[\"U\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Khargra\",\"source\":\"MFF\",\"page\":12,\"size\":[\"S\"],\"type\":\"elemental\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":11,\"formula\":\"2d6 + 4\"},\"speed\":{\"walk\":5,\"fly\":30},\"str\":13,\"dex\":10,\"con\":14,\"int\":5,\"wis\":11,\"cha\":6,\"skill\":{\"perception\":\"+2\",\"stealth\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"languages\":[\"Terran\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Iron Scent\",\"entries\":[\"The khargra can scent the location of ferrous metal within 30 feet of it.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage, and if the target is wearing metal armor or carrying a metal shield, the khargra attaches to that armor or shield. While attached, the khargra doesn't attack. Instead, at the start of each of the khargra's turns, roll a {@dice d20}. On a 10 or higher, the armor or shield takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed.\",\"The khargra can detach itself by spending 5 feet of its movement. A creature, including the target, can use its action to detach the khargra.\"]},{\"name\":\"Earth Phasing\",\"entries\":[\"Until the end of its next turn, the khargra can fly through nonmagical earth and stone. While doing so, it doesn't disturb the material it moves through. It can end its movement within earth or stone, but if it remains within earth or stone when this ability ends, it takes 14 ({@damage 4d6}) force damage and immediately moves to the nearest unoccupied space.\"]}],\"reaction\":[{\"name\":\"Opportunistic Hunger\",\"entries\":[\"When a creature the khargra can see within 5 feet of it hits it with a metal weapon, the khargra can make a bite attack against that creature.\"]}],\"senseTags\":[\"D\"],\"languageTags\":[\"T\"],\"damageTags\":[\"O\",\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Killmoulis\",\"source\":\"MFF\",\"page\":13,\"size\":[\"T\"],\"type\":\"fey\",\"alignment\":[\"N\"],\"ac\":[14],\"hp\":{\"average\":7,\"formula\":\"2d4 + 2\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":4,\"dex\":19,\"con\":13,\"int\":12,\"wis\":14,\"cha\":13,\"skill\":{\"history\":\"+3\",\"perception\":\"+4\",\"stealth\":\"+8\"},\"senses\":[\"darkvision 30 ft.\"],\"passive\":14,\"languages\":[\"Common\",\"Sylvan\",\"telepathy 60 ft.\"],\"cr\":\"0\",\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit -1} to hit, reach 5 ft., one target. {@h}1 bludgeoning damage.\"]},{\"name\":\"Blessing of Bountiful Generosity (1/Day)\",\"entries\":[\"The killmoulis targets up to eight creatures within 100 feet of it that it can see. The next time a target finishes a long rest, it regains all spent Hit Dice and gains 10 temporary hit points.\"]},{\"name\":\"Curse of Poor Hospitality (1/Day)\",\"entries\":[\"The killmoulis targets up to eight creatures within 100 feet of it that it can see. The next time a target completes a long rest, it does not regain spent Hit Dice.\"]}],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"S\",\"TP\"],\"damageTags\":[\"B\"],\"miscTags\":[\"CUR\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mite\",\"source\":\"MFF\",\"page\":14,\"size\":[\"S\"],\"type\":\"fey\",\"alignment\":[\"L\",\"E\"],\"ac\":[12],\"hp\":{\"average\":7,\"formula\":\"2d6\"},\"speed\":{\"walk\":30,\"burrow\":10,\"climb\":30},\"str\":7,\"dex\":14,\"con\":11,\"int\":10,\"wis\":8,\"cha\":13,\"skill\":{\"deception\":\"+3\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"languages\":[\"Sylvan\",\"Undercommon\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Vexing Presence\",\"entries\":[\"While within 30 feet of a mite that can see it, a non-fey creature has disadvantage on Dexterity checks and Dexterity saving throws.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Blood Boiling Hex {@recharge}\",\"entries\":[\"The mite places a hex on a creature it can see within 60 feet of it for 1 minute. If the mite is hidden, using this ability does not reveal its location. While the creature is affected by this hex, whenever it makes an attack roll, an ability check, or a saving throw, it must roll a {@dice d6} and subtract the number rolled from the {@dice d20} roll. On any turn in which it suffers the effect of the hex, the target can attack an ally as a reaction, ignoring the effect of the hex when it does so. It can then ignore the effect of the hex until the end of its turn.\"]}],\"attachedItems\":[\"dagger|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"S\",\"U\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Needle Lord\",\"source\":\"MFF\",\"page\":16,\"size\":[\"L\"],\"type\":\"plant\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":45,\"formula\":\"6d10 + 12\"},\"speed\":{\"walk\":40},\"str\":18,\"dex\":11,\"con\":14,\"int\":11,\"wis\":15,\"cha\":12,\"skill\":{\"athletics\":\"+6\",\"perception\":\"+4\",\"stealth\":\"+2\"},\"senses\":[\"blindsight 30 ft.\"],\"passive\":14,\"conditionImmune\":[\"blinded\",\"deafened\",\"exhaustion\"],\"languages\":[\"Sylvan\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Needle Defense\",\"entries\":[\"Each time a creature makes a melee attack against a needle lord, it takes 2 piercing damage. A creature can choose to make an attack with disadvantage to avoid this damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The nettle lord makes 2 raking vine attacks.\"]},{\"name\":\"Needle Volley\",\"entries\":[\"The needle lord makes up to {@dice 1d6} needle attacks, but it cannot attack the same target more than twice during its turn.\"]},{\"name\":\"Raking Vine\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage, and the target is {@condition grappled} (escape {@dc 14}). Until this grapple ends, the target takes 11 piercing damage at the start of each of its turns. The needle lord has two raking vines, each of which can grapple only one target.\"]},{\"name\":\"Needle\",\"entries\":[\"{@atk rw} {@hit 2} to hit, range 60 ft., one target. {@h}2 ({@damage 1d4}) piercing damage.\"]}],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"S\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Needle Spawn\",\"source\":\"MFF\",\"page\":16,\"size\":[\"M\"],\"type\":\"plant\",\"alignment\":[\"C\",\"E\"],\"ac\":[13],\"hp\":{\"average\":16,\"formula\":\"3d8 + 3\"},\"speed\":{\"walk\":30,\"climb\":20},\"str\":13,\"dex\":17,\"con\":12,\"int\":6,\"wis\":13,\"cha\":6,\"skill\":{\"stealth\":\"+5\"},\"senses\":[\"blindsight 30 ft.\"],\"passive\":11,\"conditionImmune\":[\"blinded\",\"deafened\",\"exhaustion\"],\"languages\":[\"Sylvan\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Close Quarters Shooting\",\"entries\":[\"The needle spawn does not suffer disadvantage on ranged attacks while within 5 feet of a hostile creature that can see it and isn't {@condition incapacitated}, if the target of the attack is also within 5 feet of the needle spawn.\"]}],\"action\":[{\"name\":\"Needle Volley\",\"entries\":[\"The needle spawn makes up to {@dice 1d6} needle attacks, but it cannot attack the same target more than twice during its turn.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]},{\"name\":\"Needle\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage.\"]}],\"senseTags\":[\"B\"],\"languageTags\":[\"S\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Norker\",\"source\":\"MFF\",\"page\":17,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"goblinoid\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":16,\"formula\":\"3d8 + 3\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":10,\"con\":13,\"int\":8,\"wis\":8,\"cha\":7,\"skill\":{\"athletics\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"languages\":[\"Common\",\"Goblin\"],\"cr\":\"1/2\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The norker makes one mace and one bite attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage.\"]},{\"name\":\"Mace\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage.\"]}],\"reaction\":[{\"name\":\"Defensive Rebuke\",\"entries\":[\"If a creature within 5 feet of the norker makes a melee attack against it, the norker can use its reaction to cause 4 piercing damage to it.\"]}],\"attachedItems\":[\"mace|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GO\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Norker War Leader\",\"source\":\"MFF\",\"page\":17,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"goblinoid\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":39,\"formula\":\"6d8 + 12\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":10,\"con\":15,\"int\":12,\"wis\":11,\"cha\":13,\"skill\":{\"athletics\":\"+5\",\"intimidation\":\"+3\",\"perception\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"languages\":[\"Common\",\"Goblin\"],\"cr\":\"3\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The norker war leader makes one greataxe and one bite attack, and also uses Fight On, You Slugs.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Greataxe\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d12 + 3}) slashing damage.\"]},{\"name\":\"Fight On, You Slugs\",\"entries\":[\"The norker war leader picks up to three allied goblinoids within 60 feet that can see it. The chosen creatures can each use their reactions to make a single melee attack.\"]}],\"reaction\":[{\"name\":\"Defensive Rebuke\",\"entries\":[\"If a creature within 5 feet of the norker makes a melee attack against it, the norker can use its reaction to cause 6 piercing damage to it.\"]}],\"attachedItems\":[\"greataxe|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GO\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Screaming Devilkin\",\"source\":\"MFF\",\"page\":19,\"size\":[\"S\"],\"type\":\"fey\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":18,\"formula\":\"4d6 + 4\"},\"speed\":{\"walk\":0,\"fly\":40},\"str\":4,\"dex\":16,\"con\":13,\"int\":5,\"wis\":8,\"cha\":11,\"senses\":[\"darkvision 30 ft.\"],\"passive\":9,\"languages\":[\"Sylvan\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Agile Flier\",\"entries\":[\"Opportunity attacks against the screaming devilkin have disadvantage while it is flying.\"]},{\"name\":\"Ceaseless Screaming\",\"entries\":[\"Any creature other than a screaming devilkin that starts its turn within 30 feet of one or more screaming devilkins and can hear it must make a {@dc 10}\",\"Wisdom saving throw. On a failure the creature is {@condition incapacitated} until the start of its next turn. On a success, the creature suffers no effect.\"]},{\"name\":\"Stunted Legs\",\"entries\":[\"The screaming devilkin has disadvantage on attack rolls and all attack rolls made against it gain advantage while the devilkin isn't flying.\"]}],\"action\":[{\"name\":\"Barbed Tail\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage.\"]}],\"senseTags\":[\"D\"],\"languageTags\":[\"S\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"incapacitated\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Xill\",\"source\":\"MFF\",\"page\":21,\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":40},\"str\":14,\"dex\":18,\"con\":13,\"int\":11,\"wis\":14,\"cha\":9,\"skill\":{\"acrobatics\":\"+6\",\"athletics\":\"+4\",\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Common\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Ethereal Jaunt\",\"entries\":[\"As a bonus action, a xill can magically shift from the Material Plane to the Ethereal Plane, or vice versa.\"]},{\"name\":\"Poison Stinger\",\"entries\":[\"The xill injects poison into one creature it hit with its claws this turn. The chosen creature must make a {@dc 11} Constitution saving throw, with disadvantage if the xill hit it more than once this turn, taking 14 ({@damage 4d6}) poison damage on a failed save, or half as much on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but {@condition poisoned} for 1 hour, even after regaining hit points, and is {@condition paralyzed} while {@condition poisoned} this way.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The xill makes four claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"paralyzed\",\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ygorl, Lord of Entropy\",\"isNamedCreature\":true,\"source\":\"MFF\",\"page\":20,\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":325,\"formula\":\"26d10 + 182\"},\"speed\":{\"walk\":40,\"climb\":40,\"swim\":40},\"str\":24,\"dex\":18,\"con\":24,\"int\":20,\"wis\":16,\"cha\":26,\"save\":{\"str\":\"+14\",\"con\":\"+14\",\"cha\":\"+15\"},\"skill\":{\"arcana\":\"+12\",\"deception\":\"+15\",\"intimidation\":\"+15\",\"persuasion\":\"+15\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":13,\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"thunder\"],\"immune\":[\"necrotic\",\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"23\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Ygorl's innate spellcasting ability is Charisma (spell save {@dc 23}, {@hit 15} to hit with spell attacks). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell blight}\",\"{@spell blink}\",\"{@spell chaos bolt|XGE}*\",\"{@spell detect magic}\",\"{@spell fly}\",\"{@spell shield}\"],\"daily\":{\"3e\":[\"{@spell circle of death}\",\"{@spell enervation|XGE}*\",\"{@spell symbol} (discord only)\"],\"2e\":[\"{@spell finger of death}\",\"{@spell harm}\",\"{@spell mental prison|XGE}*\"],\"1e\":[\"{@spell power word kill}\",\"{@spell power word stun}\",\"{@spell symbol} (death only)\",\"{@spell weird}\"]},\"footerEntries\":[\"* Spell from Xanathar's Guide to Everything\"],\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Entropic Aura\",\"entries\":[\"Each creature that is not a construct or undead that ends its turn within 15 feet of Ygorl takes 14 ({@damage 4d6}) necrotic damage.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Ygorl fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Ygorl has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Ygorl makes three attacks: two with its scythe, and one with its Entropic Touch.\"]},{\"name\":\"Scythe\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 10 ft., one creature. {@h}18 ({@damage 2d10 + 7}) slashing damage plus 19 ({@damage 3d12}) necrotic damage. Any creature reduced to 0 hit points by this attack dies, with its body and everything it is wearing and carrying, except magic items, exploding into a cloud of ash. The creature can be restored to life only by means of a {@spell wish} spell.\"]},{\"name\":\"Entropic Touch\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d8 + 7}) necrotic damage, and the target must succeed on a {@dc 22} Constitution saving throw or gain one level of {@condition exhaustion}.\"]},{\"name\":\"Summon Slaadi (1/Day)\",\"entries\":[\"Ygorl summons {@dice 1d4 + 1} {@creature death slaad||death slaadi}. A summoned slaad appears in an unoccupied space within 60 feet of Ygorl, acts as an ally of Ygorl, and can't summon other slaadi. It remains for 1 minute, until it or Ygorl dies, or until Ygorl dismisses it as an action.\"]},{\"name\":\"Teleport\",\"entries\":[\"Ygorl teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.\"]}],\"legendary\":[{\"name\":\"Scythe\",\"entries\":[\"Ygorl makes one attack with its scythe.\"]},{\"name\":\"Teleport\",\"entries\":[\"Ygorl uses its Teleport action.\"]},{\"name\":\"Call the Void (Costs 3 Actions)\",\"entries\":[\"Each creature that is not a construct or undead within 30 feet of Ygorl must make a {@dc 22} Constitution saving throw against the lord of entropy's attempt to unmake life, taking 42 ({@damage 12d6}) necrotic damage on a failed save, or half as much damage on a successful one. Ygorl then regains a number of hit points equal to half the total damage taken by all affected creatures.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\",\"Teleport\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"N\",\"S\"],\"damageTagsSpell\":[\"A\",\"C\",\"F\",\"I\",\"L\",\"N\",\"O\",\"T\",\"Y\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"exhaustion\"],\"conditionInflictSpell\":[\"frightened\",\"incapacitated\",\"stunned\",\"unconscious\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-mgelft.json`] = JSON.parse("{\"monster\":[{\"name\":\"Dankwood Duergar\",\"source\":\"MGELFT\",\"page\":32,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"Dwarf\"]},\"alignment\":[{\"special\":\"lawful grumpy\"}],\"ac\":[{\"ac\":18,\"from\":[\"Plate Mail\"]}],\"hp\":{\"formula\":\"4d8 + 8\",\"average\":26},\"speed\":{\"walk\":25},\"str\":16,\"dex\":11,\"con\":14,\"int\":11,\"wis\":10,\"cha\":9,\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"resist\":[\"poison\"],\"languages\":[\"Dwarvish\",\"Undercommon\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Duergar Resilience\",\"entries\":[\"The dankwood duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being {@condition charmed} or {@condition paralyzed}.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the dankwood duergar has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Verbal Jab\",\"entries\":[\"The duergar unleashes a string of insults laced with subtle enchantments at a creature they can see within 60 feet. If the creature can hear them (it doesn't need to understand them), it must succeed on a {@dc 12} Wisdom saving throw or take {@damage 1d4} psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.\"]},{\"name\":\"Haymaker\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d6 + 6}) bludgeoning damage. If the duergar is enlarged, increase their damage to 10 ({@dice 2d6 + 3}) bludgeoning damage.\"]}],\"traitTags\":[\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"D\",\"U\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dankwood Grung\",\"source\":\"MGELFT\",\"page\":31,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"Grung\"]},\"alignment\":[{\"special\":\"lawful grumpy\"}],\"ac\":[13],\"hp\":{\"formula\":\"5d6 + 10\",\"average\":27},\"speed\":{\"walk\":25,\"climb\":25},\"str\":7,\"dex\":16,\"con\":15,\"int\":10,\"wis\":11,\"cha\":15,\"save\":{\"dex\":\"+5\"},\"skill\":{\"athletics\":\"+2\",\"intimidation\":\"+4\",\"perception\":\"+2\",\"stealth\":\"+5\"},\"passive\":12,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Grung\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The grung can breathe air and water.\"]},{\"name\":\"Poisonous Skin\",\"entries\":[\"Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A {@condition poisoned} creature no longer indirect contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Standing Leap\",\"entries\":[\"The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.\"]}],\"action\":[{\"name\":\"Grumpy Grung Growl.\",\"entries\":[\"A ferocious gurgling issues from the throat of the Dankwood grung, warning those within 15 feet that they are indeed grumpy. Creatures in that area must succeed at a {@dc 12} Charisma saving throw or be {@condition frightened} until the end of their next turn.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 0} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage in melee, or 3 ({@damage 1d4 + 1}) piercing damage at range. Target must succeed on a {@dc 12} Constitution saving throw or take 5 ({@damage 2d4}) poison damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"traitTags\":[\"Amphibious\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForced\":[\"charisma\",\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"King Robbit the Slimy\",\"source\":\"MGELFT\",\"page\":32,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"Grung\"]},\"alignment\":[{\"special\":\"lawful grumpy\"}],\"ac\":[13],\"hp\":{\"formula\":\"5d6 + 10\",\"average\":27},\"speed\":{\"walk\":25,\"climb\":25},\"str\":7,\"dex\":16,\"con\":15,\"int\":10,\"wis\":11,\"cha\":15,\"save\":{\"dex\":\"+5\"},\"skill\":{\"athletics\":\"+2\",\"intimidation\":\"+4\",\"perception\":\"+2\",\"stealth\":\"+5\"},\"passive\":12,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"poisoned\"],\"languages\":[\"Grung\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The grung can breathe air and water.\"]},{\"name\":\"Poisonous Skin\",\"entries\":[\"Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A {@condition poisoned} creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Standing Leap\",\"entries\":[\"The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.\"]}],\"action\":[{\"name\":\"Grumpy Grung Growl.\",\"entries\":[\"A ferocious gurgling issues from the throat of the Dankwood grung, warning those within 15 feet that they are indeed grumpy. Creatures in that area must succeed at a {@dc 12} Charisma saving throw or be {@condition frightened} until the end of their next turn.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 0} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage in melee, or 3 ({@damage 1d4 + 1}) piercing damage at range. Target must succeed on a {@dc 12} Constitution saving throw or take 5 ({@damage 2d4}) poison damage.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 80/320 ft., one target. {@h}9 ({@damage 1d6 + 6}) piercing damage. Target must succeed on a {@dc 12} Constitution saving throw or take 5 ({@damage 2d4}) poison damage.\"]}],\"attachedItems\":[\"dagger|phb\",\"shortbow|phb\"],\"traitTags\":[\"Amphibious\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\",\"THW\"],\"savingThrowForced\":[\"charisma\",\"constitution\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Sludge Hag\",\"source\":\"MGELFT\",\"page\":33,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[{\"special\":\"neutral oozy\"}],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"formula\":\"11d8 + 33\",\"average\":82},\"speed\":{\"walk\":30},\"str\":18,\"dex\":12,\"con\":16,\"int\":13,\"wis\":14,\"cha\":14,\"skill\":{\"arcana\":\"+3\",\"deception\":\"+4\",\"perception\":\"+4\",\"stealth\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Common\",\"Draconic\",\"Sylvan\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"will\":[\"{@spell acid splash}\",\"{@spell dancing lights}\",\"{@spell minor illusion}\"],\"footerEntries\":[\"The hag's innate spellcasting ability is Charisma (spell save {@dc 12}). She can innately cast the following spells, requiring no material components. \"]}],\"trait\":[{\"name\":\"Amorphous\",\"entries\":[\"The sludge hag can move through a space as narrow as 1 inch wide without squeezing.\"]},{\"name\":\"Amphibious\",\"entries\":[\"The sludge hag can breathe air and water.\"]}],\"action\":[{\"name\":\"False Appearance\",\"entries\":[\"The sludge hag collapses into a oily pool of sludge. While motionless, the sludge hag is indistinguishable from any other oily pool of oozy drippiness.\"]},{\"name\":\"Sludge Slap\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}12 ({@damage 1d8 + 8}) bludgeoning damage, plus 4 ({@damage 1d8}) acid damage. Sludge Slap does both bludgeoning and acid damage\"]}],\"traitTags\":[\"Amorphous\",\"Amphibious\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"DR\",\"S\"],\"damageTags\":[\"A\",\"B\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Spiderfrog\",\"source\":\"MGELFT\",\"page\":33,\"size\":[\"S\"],\"type\":\"beast\",\"alignment\":[{\"special\":\"chaotic sticky\"}],\"ac\":[13],\"hp\":{\"formula\":\"2d8 + 4\",\"average\":13},\"speed\":{\"walk\":30,\"climb\":30},\"str\":10,\"dex\":16,\"con\":14,\"int\":3,\"wis\":12,\"cha\":4,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+7\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 60 ft.\"],\"passive\":13,\"cr\":\"1/4\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The spiderfrog can breathe air and water.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The spiderfrog can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Standing Leap\",\"entries\":[\"Spiderfrog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage. Target is {@condition grappled} (escape {@dc 11}). Until this grapple ends, the target is {@condition restrained}, and spiderfrog can't bite another target.\"]}],\"traitTags\":[\"Amphibious\",\"Spider Climb\"],\"senseTags\":[\"B\",\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Yeti Tyke\",\"source\":\"MGELFT\",\"page\":34,\"size\":[\"S\"],\"type\":\"monstrosity\",\"alignment\":[{\"special\":\"chaotic silly\"}],\"ac\":[{\"ac\":11,\"from\":[\"natural armor\"]}],\"hp\":{\"formula\":\"2d6 + 2\",\"average\":9},\"speed\":{\"walk\":20,\"climb\":20},\"str\":10,\"dex\":11,\"con\":12,\"int\":6,\"wis\":8,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"immune\":[\"cold\"],\"languages\":[\"understands Yeti but can't speak\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The yeti tyke has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Snow Camouflage\",\"entries\":[\"The yeti tyke has advantage on Dexterity ({@skill Stealth}) checks made to hide in snowy terrain.\"]}],\"action\":[{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) slashing damage, plus 2 ({@damage 1d4}) cold damage. Claw does both slashing and cold damage.\"]}],\"traitTags\":[\"Camouflage\",\"Keen Senses\"],\"senseTags\":[\"D\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"C\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-mismv1.json`] = JSON.parse("{\"monster\":[{\"name\":\"Coral\",\"isNamedCreature\":true,\"source\":\"MisMV1\",\"page\":4,\"size\":[\"L\"],\"type\":\"fey\",\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":135,\"formula\":\"18d10 + 36\"},\"speed\":{\"walk\":10,\"fly\":60,\"swim\":60},\"str\":20,\"dex\":13,\"con\":15,\"int\":14,\"wis\":18,\"cha\":19,\"save\":{\"dex\":\"+5\",\"con\":\"+6\",\"wis\":\"+8\",\"cha\":\"+8\"},\"skill\":{\"arcana\":\"+6\",\"insight\":\"+8\",\"perception\":\"+8\"},\"senses\":[\"blindsight 60 ft.\"],\"passive\":18,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Common\",\"Primordial\",\"Sylvan\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"Coral has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Coral makes two Hoof attacks and uses Tail Thump.\"]},{\"name\":\"Hoof\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage.\"]},{\"name\":\"Tail Thump\",\"entries\":[\"Coral slams her tail down, unleashing a burst of magical force toward one creature she can see within 60 feet of her. The target must make a {@dc 16} Dexterity saving throw. On a failed save, the target takes 22 ({@damage 4d10}) force damage and has the {@condition prone} condition. On a successful save, the target takes half as much damage only. If this damage reduces the target to 0 hit points, the target dies, and its body is reduced to fine dust.\"]}],\"bonus\":[{\"name\":\"Bubbles of Whimsy (2/Day)\",\"entries\":[\"Coral produces a stream of magical bubbles from her horn. These bubbles float toward a creature Coral can see within 60 feet of herself. Roll a {@dice d6} to determine the bubbles' effect:\",{\"type\":\"list\",\"items\":[{\"name\":\"1-2: Bolstering Treat\",\"type\":\"item\",\"entries\":[\"The bubbles transform into {@dice 1d4} cookies that appear in the target's space. The target gains 11 ({@dice 2d8 + 2}) temporary hit points if it immediately uses its reaction to eat one of the cookies. Any leftover cookies are delicious but confer no benefits.\"]},{\"name\":\"3-4: Sparkle Burst\",\"type\":\"item\",\"entries\":[\"The bubbles transform into glitter that swirls around the target before bursting outward. Each creature within 5 feet of the target must succeed on a {@dc 16} Constitution saving throw or have the {@condition blinded} condition until the start of Coral's next turn.\"]},{\"name\":\"5-6: Stink Bomb Shield\",\"type\":\"item\",\"entries\":[\"The bubbles transform into a foul-smelling cloud of gas that surrounds and shields the target. The target has {@quickref Cover||3||half cover} until the gas disappears at the start of Coral's next turn.\"]}]}]},{\"name\":\"Gift of Speech (1/Day)\",\"entries\":[\"Coral targets one Beast she can see within 10 feet of herself. The target gains the ability to understand and speak Common or Sylvan (Coral's choice) for 10 minutes.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"P\",\"S\"],\"damageTags\":[\"B\",\"O\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"blinded\",\"prone\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dandylion\",\"source\":\"MisMV1\",\"page\":6,\"size\":[\"L\"],\"type\":\"fey\",\"alignment\":[\"C\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[14],\"hp\":{\"average\":90,\"formula\":\"12d10 + 24\"},\"speed\":{\"walk\":50},\"str\":22,\"dex\":19,\"con\":14,\"int\":16,\"wis\":17,\"cha\":18,\"save\":{\"str\":\"+9\",\"cha\":\"+7\"},\"skill\":{\"nature\":\"+9\",\"perception\":\"+6\",\"survival\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":16,\"languages\":[\"Common\",\"Sylvan\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dandylion casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell druidcraft}\",\"{@spell guidance}\",\"{@spell purify food and drink}\"],\"daily\":{\"1\":[\"{@spell speak with plants}\"],\"2e\":[\"{@spell entangle}\",\"{@spell goodberry}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The dandylion has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The dandylion has advantage on an attack roll against a creature if at least one of the dandylion's allies is within 5 feet of the creature and the ally doesn't have the {@condition incapacitated} condition.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dandylion makes one Bite attack and one Claws attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}20 ({@damage 4d6 + 6}) slashing damage. If the dandylion moved at least 20 feet straight toward the target immediately before the hit, the target must succeed on a {@dc 17} Strength saving throw or have the {@condition prone} condition. If the target has the {@condition prone} condition, the dandylion can make one Bite attack against it as a bonus action.\"]},{\"name\":\"Rejuvenating Seedpods (2/Day)\",\"entries\":[\"The dandylion releases a burst of seedpods from its tail, filling a 10-foot-radius sphere centered on itself. Each creature of the dandylion's choice in the sphere can immediately end one of the following conditions on itself (creature's choice): {@condition blinded}, {@condition deafened}, {@condition paralyzed}, or {@condition poisoned}. In addition, all soil in the sphere's area is enriched, restoring withered vegetation in the area to full health and causing all crops in the area to produce twice the normal harvest for the next year.\"]}],\"reaction\":[{\"name\":\"Roar of Pride\",\"entries\":[\"When a creature within 60 feet of the dandylion hits it with an attack roll, the dandylion can unleash a furious roar. The creature that triggered this reaction must succeed on a {@dc 15} Wisdom saving throw or have the {@condition frightened} condition until the end of the dandylion's next turn.\"]}],\"traitTags\":[\"Magic Resistance\",\"Pack Tactics\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"P\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"prone\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForced\":[\"strength\",\"wisdom\"],\"savingThrowForcedSpell\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Rain\",\"isNamedCreature\":true,\"source\":\"MisMV1\",\"page\":8,\"size\":[\"S\"],\"type\":\"celestial\",\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":60,\"formula\":\"11d6 + 22\"},\"speed\":{\"walk\":30,\"fly\":120},\"str\":10,\"dex\":11,\"con\":14,\"int\":14,\"wis\":18,\"cha\":15,\"save\":{\"dex\":\"+3\",\"con\":\"+5\",\"wis\":\"+7\"},\"skill\":{\"acrobatics\":\"+3\",\"insight\":\"+7\",\"stealth\":\"+3\"},\"passive\":14,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"fire\",\"poison\",\"radiant\"],\"conditionImmune\":[\"charmed\",\"paralyzed\",\"poisoned\"],\"languages\":[\"Celestial\",\"Common\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Fiery Wings\",\"entries\":[\"Rain's wings are made of flame, and they shed bright light out to 15 feet and dim light for an additional 15 feet. At the start of each of Rain's turns, each creature of Rain's choice within 5 feet of her takes 3 ({@damage 1d6}) fire damage. A creature that hits Rain with a melee attack takes 3 ({@damage 1d6}) fire damage.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Rain has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Rain makes two Hoof attacks.\"]},{\"name\":\"Hoof\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 2d4}) bludgeoning damage.\"]},{\"name\":\"Haloed Horn Burst {@recharge 5}\",\"entries\":[\"Rain uses her haloed horn to produce one of the following magical effects:\"]},{\"name\":\"Glitterstorm\",\"entries\":[\"Rain emits a rainbow beam in a 30-foot line that is 5 feet wide. Each creature in that area must make a {@dc 15} Dexterity saving throw, taking 21 ({@damage 6d6}) radiant damage on a failed saving throw, or half as much damage on a successful one; creatures of evil alignment have disadvantage on this saving throw. If the damage from this effect reduces a creature to 0 hit points, the creature dies, and its body turns into glittery flowers.\"]},{\"name\":\"Healing Rainbows\",\"entries\":[\"Rain releases a wave of rejuvenating multicolored light in a 30-foot cone. Each creature of Rain's choice in that area regains 18 ({@dice 4d8}) hit points.\"]}],\"bonus\":[{\"name\":\"Nimble Escape\",\"entries\":[\"Rain takes either the Disengage or the Hide action.\"]}],\"traitTags\":[\"Magic Resistance\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\"],\"damageTags\":[\"B\",\"F\",\"R\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Scrapper\",\"source\":\"MisMV1\",\"page\":10,\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":126,\"formula\":\"12d10 + 60\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":10,\"con\":20,\"int\":3,\"wis\":10,\"cha\":1,\"skill\":{\"perception\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"resist\":[\"lightning\"],\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Electrified Chassis\",\"entries\":[\"A creature that hits the scrapper with a melee attack while within 5 feet of it takes 19 ({@damage 3d12}) lightning damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The scrapper makes two Spike Punch attacks. It can replace one of those with a Wires attack.\"]},{\"name\":\"Spike Punch\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage plus 5 ({@damage 1d10}) piercing damage.\"]},{\"name\":\"Wires\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 20 ft., one Large or smaller creature. {@h}The target has the {@condition grappled} condition (escape {@dc 16}) and must succeed on a {@dc 16} Strength saving throw or be pulled into an unoccupied space within 5 feet of the scrapper and take 19 ({@damage 3d12}) lightning damage. The scrapper can have only one creature {@condition grappled} in this way at a time.\"]},{\"name\":\"Eye Beam {@recharge 5}\",\"entries\":[\"The scrapper shoots a magical beam from its extended eye at one creature it can see within 120 feet of itself. The target must make a {@dc 16} Dexterity saving throw, taking 44 ({@damage 8d10}) force damage on a failed save, or half as much damage on a successful one.\"]}],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"B\",\"L\",\"O\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Seth the Shapeshifting Dragon\",\"isNamedCreature\":true,\"source\":\"MisMV1\",\"page\":12,\"size\":[\"M\"],\"type\":\"dragon\",\"alignment\":[\"N\"],\"ac\":[17],\"hp\":{\"average\":153,\"formula\":\"18d8 + 72\"},\"speed\":{\"walk\":50,\"swim\":50},\"str\":16,\"dex\":25,\"con\":19,\"int\":13,\"wis\":15,\"cha\":14,\"save\":{\"str\":\"+7\",\"dex\":\"+11\",\"con\":\"+8\"},\"skill\":{\"perception\":\"+6\",\"stealth\":\"+11\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":16,\"resist\":[\"cold\",\"fire\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"grappled\",\"poisoned\",\"restrained\"],\"languages\":[\"Aquan\",\"Common\",\"Draconic\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"Seth can breathe air and water.\"]},{\"name\":\"Invisible in Water\",\"entries\":[\"Seth has the {@condition invisible} condition while fully immersed in water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Seth makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d6 + 7}) piercing damage plus 9 ({@damage 2d8}) cold damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d6 + 7}) slashing damage.\"]},{\"name\":\"Riptide Breath {@recharge 5}\",\"entries\":[\"Seth exhales a torrent of frigid water in a 30-foot cone. Each creature in that area must make a {@dc 16} Constitution saving throw. On a failed save, the creature takes 36 ({@damage 8d8}) cold damage and has the {@condition incapacitated} condition until the end of its next turn. On a successful save, the creature takes half as much damage only.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"Seth magically transforms into a Small Humanoid or a Beast that is Tiny or Small, while retaining his game statistics (other than his size). This transformation ends if Seth is reduced to 0 hit points or uses another bonus action to end it.\"]},{\"name\":\"Superspeed (2/Day)\",\"entries\":[\"Seth's speed is doubled for as long as he maintains {@status concentration} (as if {@status concentration||concentrating} on a spell). While his speed is increased in this way, all attack rolls against him are made with disadvantage, and he becomes partially incorporeal, allowing him to move through creatures and objects as if they were difficult terrain. Seth takes 5 ({@damage 1d10}) force damage if he ends his turn inside an object.\"]}],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"AQ\",\"C\",\"DR\"],\"damageTags\":[\"C\",\"O\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"incapacitated\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sheldon the Blueberry Dragon\",\"isNamedCreature\":true,\"source\":\"MisMV1\",\"page\":14,\"size\":[\"L\"],\"type\":\"dragon\",\"alignment\":[\"N\",\"G\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":142,\"formula\":\"15d10 + 60\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":19,\"dex\":13,\"con\":18,\"int\":17,\"wis\":14,\"cha\":16,\"save\":{\"dex\":\"+4\",\"con\":\"+7\",\"int\":\"+6\"},\"skill\":{\"acrobatics\":\"+7\",\"athletics\":\"+7\",\"performance\":\"+6\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":12,\"resist\":[\"force\",\"psychic\"],\"languages\":[\"Common\",\"Draconic\",\"telepathy 120 ft.\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"Sheldon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 14}):\"],\"will\":[\"{@spell light}\",\"{@spell mage hand} (the hand is invisible)\"],\"daily\":{\"1e\":[\"{@spell dimension door}\",\"{@spell telekinesis}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Space Dweller\",\"entries\":[\"Sheldon can breathe normally in a vacuum.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Sheldon makes either two Bite attacks, two Blueberry Fling attacks, or one of each.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 4 ({@damage 1d8}) psychic damage.\"]},{\"name\":\"Blueberry Fling\",\"entries\":[\"{@atk rw} {@hit 7} to hit, range 30 ft., one creature. {@h}11 ({@damage 2d6 + 4}) blueberry damage.\"]},{\"name\":\"Jetstream Breath {@recharge 5}\",\"entries\":[\"Sheldon exhales a line of magical wind that is 60 feet long and 5 feet wide. Each creature in that area must make a {@dc 15} Strength saving throw. On a failed save, the creature takes 21 ({@damage 6d6}) force damage, is pushed 15 feet away from Sheldon, and has the {@condition prone} condition. On a successful save, the creature takes half as much damage only.\"]}],\"bonus\":[{\"name\":\"Wind Dash (2/Day)\",\"entries\":[\"Sheldon summons a powerful gust of wind and flies up to his speed. This movement doesn't provoke opportunity attacks. At the end of this movement, each creature within 5 feet of Sheldon must succeed on a {@dc 15} Strength saving throw or have the {@condition prone} condition, as the wind bursts around Sheldon.\"]}],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"TP\"],\"damageTags\":[\"O\",\"P\",\"Y\"],\"damageTagsSpell\":[\"O\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RW\"],\"conditionInflict\":[\"prone\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForced\":[\"strength\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-mm.json`] = JSON.parse("{\"monster\":[{\"name\":\"Aarakocra\",\"source\":\"MM\",\"page\":12,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"ToA\"},{\"source\":\"EGW\"},{\"source\":\"IDRotF\"},{\"source\":\"CRCotN\"},{\"source\":\"LoX\"},{\"source\":\"QftIS\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"aarakocra\"]},\"alignment\":[\"N\",\"G\"],\"ac\":[12],\"hp\":{\"average\":13,\"formula\":\"3d8\"},\"speed\":{\"walk\":20,\"fly\":50},\"str\":10,\"dex\":14,\"con\":10,\"int\":11,\"wis\":12,\"cha\":11,\"skill\":{\"perception\":\"+5\"},\"passive\":15,\"languages\":[\"Auran\",\"Aarakocra\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Dive Attack\",\"entries\":[\"If the aarakocra is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 ({@dice 1d6}) damage to the target.\"]}],\"action\":[{\"name\":\"Talon\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Summon Air Elemental\",\"entries\":[\"Five aarakocra within 30 feet of each other can magically summon an {@creature air elemental}. Each of the five must use its action and movement on three consecutive turns to perform an aerial dance and must maintain {@status concentration} while doing so (as if {@status concentration||concentrating} on a spell). When all five have finished their third turn of the dance, the elemental appears in an unoccupied space within 60 feet of them. It is friendly toward them and obeys their spoken commands. It remains for 1 hour, until it or all its summoners die, or until any of its summoners dismisses it as a bonus action. A summoner can't perform the dance again until it finishes a short rest. When the elemental returns to the Elemental Plane of Air, any aarakocra within 5 feet of it can return with it.\"]}],\"environment\":[\"mountain\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/aarakocra.mp3\"},\"attachedItems\":[\"javelin|phb\"],\"languageTags\":[\"AU\",\"OTH\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Aboleth\",\"source\":\"MM\",\"page\":13,\"srd\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"JttRC\"},{\"source\":\"PaBTSO\"},{\"source\":\"SatO\"},{\"source\":\"BMT\"},{\"source\":\"DoDk\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":135,\"formula\":\"18d10 + 36\"},\"speed\":{\"walk\":10,\"swim\":40},\"str\":21,\"dex\":9,\"con\":15,\"int\":18,\"wis\":15,\"cha\":18,\"save\":{\"con\":\"+6\",\"int\":\"+8\",\"wis\":\"+6\"},\"skill\":{\"history\":\"+12\",\"perception\":\"+10\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":20,\"languages\":[\"Deep Speech\",\"telepathy 120 ft.\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The aboleth can breathe air and water.\"]},{\"name\":\"Mucous Cloud\",\"entries\":[\"While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must make a {@dc 14} Constitution saving throw. On a failure, the creature is diseased for {@dice 1d4} hours. The diseased creature can breathe only underwater.\"]},{\"name\":\"Probing Telepathy\",\"entries\":[\"If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The aboleth makes three tentacle attacks.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 14} Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by {@spell heal} or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 ({@damage 1d12}) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}15 ({@damage 3d6 + 5}) bludgeoning damage.\"]},{\"name\":\"Enslave (3/Day)\",\"entries\":[\"The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a {@dc 14} Wisdom saving throw or be magically {@condition charmed} by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The {@condition charmed} target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance.\",\"Whenever the {@condition charmed} target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"The aboleth makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Tail Swipe\",\"entries\":[\"The aboleth makes one tail attack.\"]},{\"name\":\"Psychic Drain (Costs 2 Actions)\",\"entries\":[\"One creature {@condition charmed} by the aboleth takes 10 ({@damage 3d6}) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.\"]}],\"legendaryGroup\":{\"name\":\"Aboleth\",\"source\":\"MM\"},\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/aboleth.mp3\"},\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"DS\",\"TP\"],\"damageTags\":[\"A\",\"B\",\"Y\"],\"damageTagsLegendary\":[\"Y\"],\"miscTags\":[\"DIS\",\"MW\",\"RCH\"],\"conditionInflict\":[\"charmed\"],\"conditionInflictLegendary\":[\"prone\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"savingThrowForcedLegendary\":[\"intelligence\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Abominable Yeti\",\"source\":\"MM\",\"page\":306,\"otherSources\":[{\"source\":\"SKT\"},{\"source\":\"WDMM\"},{\"source\":\"EGW\"},{\"source\":\"IDRotF\"},{\"source\":\"CM\"}],\"size\":[\"H\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":137,\"formula\":\"11d12 + 66\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":24,\"dex\":10,\"con\":22,\"int\":9,\"wis\":13,\"cha\":9,\"skill\":{\"perception\":\"+5\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"immune\":[\"cold\"],\"languages\":[\"Yeti\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Fear of Fire\",\"entries\":[\"If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.\"]},{\"name\":\"Keen Smell\",\"entries\":[\"The yeti has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Snow Camouflage\",\"entries\":[\"The yeti has advantage on Dexterity ({@skill Stealth}) checks made to hide in snowy terrain.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The yeti can use its Chilling Gaze and makes two claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d6 + 7}) slashing damage plus 7 ({@damage 2d6}) cold damage.\"]},{\"name\":\"Chilling Gaze\",\"entries\":[\"The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a {@dc 18} Constitution saving throw against this magic or take 21 ({@damage 6d6}) cold damage and then be {@condition paralyzed} for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to this yeti's gaze for 1 hour.\"]},{\"name\":\"Cold Breath {@recharge}\",\"entries\":[\"The yeti exhales a 30-foot cone of frigid air. Each creature in that area must make a {@dc 18} Constitution saving throw, taking 45 ({@damage 10d8}) cold damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"arctic\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/abominable-yeti.mp3\"},\"traitTags\":[\"Camouflage\",\"Keen Senses\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"C\",\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"paralyzed\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Acolyte\",\"source\":\"MM\",\"page\":342,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"HotDQ\"},{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"GoS\"},{\"source\":\"BGDIA\"},{\"source\":\"ERLW\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"IDRotF\"},{\"source\":\"CM\"},{\"source\":\"CRCotN\"},{\"source\":\"JttRC\"},{\"source\":\"SjA\"},{\"source\":\"DSotDQ\"},{\"source\":\"PSI\"},{\"source\":\"PaBTSO\"},{\"source\":\"DoDk\"},{\"source\":\"QftIS\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"A\"],\"ac\":[10],\"hp\":{\"average\":9,\"formula\":\"2d8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":10,\"con\":10,\"int\":10,\"wis\":14,\"cha\":11,\"skill\":{\"medicine\":\"+4\",\"religion\":\"+2\"},\"passive\":12,\"languages\":[\"any one language (usually Common)\"],\"cr\":\"1/4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). The acolyte has following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell light}\",\"{@spell sacred flame}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":3,\"spells\":[\"{@spell bless}\",\"{@spell cure wounds}\",\"{@spell sanctuary}\"]}},\"ability\":\"wis\"}],\"action\":[{\"name\":\"Club\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/acolyte.mp3\"},\"attachedItems\":[\"club|phb\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"R\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Adult Black Dragon\",\"group\":[\"Chromatic Dragon\"],\"source\":\"MM\",\"page\":88,\"srd\":true,\"otherSources\":[{\"source\":\"HotDQ\"},{\"source\":\"PotA\"},{\"source\":\"RoT\"},{\"source\":\"GoS\"},{\"source\":\"CM\"},{\"source\":\"DSotDQ\"},{\"source\":\"KftGV\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"size\":[\"H\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":195,\"formula\":\"17d12 + 85\"},\"speed\":{\"walk\":40,\"fly\":80,\"swim\":40},\"str\":23,\"dex\":14,\"con\":21,\"int\":14,\"wis\":13,\"cha\":17,\"save\":{\"dex\":\"+7\",\"con\":\"+10\",\"wis\":\"+6\",\"cha\":\"+8\"},\"skill\":{\"perception\":\"+11\",\"stealth\":\"+7\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":21,\"immune\":[\"acid\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"14\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The dragon can breathe air and water.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 4 ({@damage 1d8}) acid damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 15 ft., one target. {@h}15 ({@damage 2d8 + 6}) bludgeoning damage.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 16} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"]},{\"name\":\"Acid Breath {@recharge 5}\",\"entries\":[\"The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a {@dc 18} Dexterity saving throw, taking 54 ({@damage 12d8}) acid damage on a failed save, or half as much damage on a successful one.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"The dragon makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Tail Attack\",\"entries\":[\"The dragon makes a tail attack.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a {@dc 19} Dexterity saving throw or take 13 ({@damage 2d6 + 6}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed.\"]}],\"legendaryGroup\":{\"name\":\"Black Dragon\",\"source\":\"MM\"},\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 11} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]}]}]}]}],\"environment\":[\"swamp\"],\"dragonCastingColor\":\"black\",\"dragonAge\":\"adult\",\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/black-dragon.mp3\"},\"traitTags\":[\"Amphibious\",\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Frightful Presence\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"A\",\"B\",\"P\",\"S\"],\"damageTagsLegendary\":[\"I\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"prone\"],\"conditionInflictLegendary\":[\"poisoned\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"dexterity\",\"wisdom\"],\"savingThrowForcedLegendary\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Adult Blue Dracolich\",\"source\":\"MM\",\"page\":84,\"otherSources\":[{\"source\":\"WDMM\"},{\"source\":\"CM\"},{\"source\":\"JttRC\"},{\"source\":\"SatO\"}],\"size\":[\"H\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":225,\"formula\":\"18d12 + 108\"},\"speed\":{\"walk\":40,\"burrow\":30,\"fly\":80},\"str\":25,\"dex\":10,\"con\":23,\"int\":16,\"wis\":15,\"cha\":19,\"save\":{\"dex\":\"+6\",\"con\":\"+12\",\"wis\":\"+8\",\"cha\":\"+10\"},\"skill\":{\"perception\":\"+14\",\"stealth\":\"+6\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":24,\"resist\":[\"necrotic\"],\"immune\":[\"lightning\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"17\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dracolich fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The dracolich has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dracolich can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d10 + 7}) piercing damage plus 5 ({@damage 1d10}) lightning damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d6 + 7}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}16 ({@damage 2d8 + 7}) bludgeoning damage.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of the dracolich's choice that is within 120 feet of the dracolich and aware of it must succeed on a {@dc 18} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dracolich's Frightful Presence for the next 24 hours.\"]},{\"name\":\"Lightning Breath {@recharge 5}\",\"entries\":[\"The dracolich exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a {@dc 20} Dexterity saving throw, taking 66 ({@damage 12d10}) lightning damage on a failed save, or half as much damage on a successful one.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"The dracolich makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Tail Attack\",\"entries\":[\"The dracolich makes a tail attack.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"The dracolich beats its tattered wings. Each creature within 10 feet of the dracolich must succeed on a {@dc 21} Dexterity saving throw or take 14 ({@damage 2d6 + 7}) bludgeoning damage and be knocked {@condition prone}. After beating its wings this way, the dracolich can fly up to half its flying speed.\"]}],\"legendaryGroup\":{\"name\":\"Blue Dragon\",\"source\":\"MM\"},\"environment\":[\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/blue-dracolich.mp3\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Frightful Presence\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"L\",\"P\",\"S\"],\"damageTagsLegendary\":[\"B\",\"L\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"prone\"],\"conditionInflictLegendary\":[\"blinded\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"dexterity\",\"wisdom\"],\"savingThrowForcedLegendary\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Adult Blue Dragon\",\"group\":[\"Chromatic Dragon\"],\"source\":\"MM\",\"page\":91,\"srd\":true,\"otherSources\":[{\"source\":\"HotDQ\"},{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"GoS\"},{\"source\":\"MOT\"},{\"source\":\"JttRC\"}],\"size\":[\"H\"],\"type\":\"dragon\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":225,\"formula\":\"18d12 + 108\"},\"speed\":{\"walk\":40,\"burrow\":30,\"fly\":80},\"str\":25,\"dex\":10,\"con\":23,\"int\":16,\"wis\":15,\"cha\":19,\"save\":{\"dex\":\"+5\",\"con\":\"+11\",\"wis\":\"+7\",\"cha\":\"+9\"},\"skill\":{\"perception\":\"+12\",\"stealth\":\"+5\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":22,\"immune\":[\"lightning\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"16\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d10 + 7}) piercing damage plus 5 ({@damage 1d10}) lightning damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d6 + 7}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 15 ft., one target. {@h}16 ({@damage 2d8 + 7}) bludgeoning damage.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"]},{\"name\":\"Lightning Breath {@recharge 5}\",\"entries\":[\"The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a {@dc 19} Dexterity saving throw, taking 66 ({@damage 12d10}) lightning damage on a failed save, or half as much damage on a successful one.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"The dragon makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Tail Attack\",\"entries\":[\"The dragon makes a tail attack.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a {@dc 20} Dexterity saving throw or take 14 ({@damage 2d6 + 7}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed.\"]}],\"legendaryGroup\":{\"name\":\"Blue Dragon\",\"source\":\"MM\"},\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 12} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]},{\"type\":\"item\",\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.\"]}]}]}]}],\"environment\":[\"desert\",\"coastal\"],\"dragonCastingColor\":\"blue\",\"dragonAge\":\"adult\",\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/blue-dragon.mp3\"},\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Frightful Presence\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"L\",\"P\",\"S\"],\"damageTagsLegendary\":[\"B\",\"L\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"prone\"],\"conditionInflictLegendary\":[\"blinded\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"dexterity\",\"wisdom\"],\"savingThrowForcedLegendary\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Adult Brass Dragon\",\"group\":[\"Metallic Dragon\"],\"source\":\"MM\",\"page\":105,\"srd\":true,\"otherSources\":[{\"source\":\"GoS\"}],\"size\":[\"H\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":172,\"formula\":\"15d12 + 75\"},\"speed\":{\"walk\":40,\"burrow\":40,\"fly\":80},\"str\":23,\"dex\":10,\"con\":21,\"int\":14,\"wis\":13,\"cha\":17,\"save\":{\"dex\":\"+5\",\"con\":\"+10\",\"wis\":\"+6\",\"cha\":\"+8\"},\"skill\":{\"history\":\"+7\",\"perception\":\"+11\",\"persuasion\":\"+8\",\"stealth\":\"+5\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":21,\"immune\":[\"fire\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"13\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 15 ft., one target. {@h}15 ({@damage 2d8 + 6}) bludgeoning damage.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 16} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"]},{\"name\":\"Breath Weapons {@recharge 5}\",\"entries\":[\"The dragon uses one of the following breath weapons.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Fire Breath\",\"entry\":\"The dragon exhales fire in a 60-foot line that is 5 feet wide. Each creature in that line must make a {@dc 18} Dexterity saving throw, taking 45 ({@damage 13d6}) fire damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"Sleep Breath\",\"entry\":\"The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a {@dc 18} Constitution saving throw or fall {@condition unconscious} for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.\"}]}]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"The dragon makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Tail Attack\",\"entries\":[\"The dragon makes a tail attack.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a {@dc 19} Dexterity saving throw or take 13 ({@damage 2d6 + 6}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed.\"]}],\"legendaryGroup\":{\"name\":\"Brass Dragon\",\"source\":\"MM\"},\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 11} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]},{\"type\":\"item\",\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.\"]}]}]}]}],\"environment\":[\"desert\"],\"dragonCastingColor\":\"brass\",\"dragonAge\":\"adult\",\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/brass-dragon.mp3\"},\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Frightful Presence\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"F\",\"P\",\"S\"],\"damageTagsLegendary\":[\"B\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"prone\",\"unconscious\"],\"conditionInflictLegendary\":[\"blinded\",\"prone\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"wisdom\"],\"savingThrowForcedLegendary\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Adult Bronze Dragon\",\"group\":[\"Metallic Dragon\"],\"source\":\"MM\",\"page\":108,\"srd\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"GoS\"},{\"source\":\"SDW\"},{\"source\":\"EGW\"},{\"source\":\"JttRC\"},{\"source\":\"DoSI\"},{\"source\":\"DSotDQ\"}],\"size\":[\"H\"],\"type\":\"dragon\",\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":212,\"formula\":\"17d12 + 102\"},\"speed\":{\"walk\":40,\"fly\":80,\"swim\":40},\"str\":25,\"dex\":10,\"con\":23,\"int\":16,\"wis\":15,\"cha\":19,\"save\":{\"dex\":\"+5\",\"con\":\"+11\",\"wis\":\"+7\",\"cha\":\"+9\"},\"skill\":{\"insight\":\"+7\",\"perception\":\"+12\",\"stealth\":\"+5\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":22,\"immune\":[\"lightning\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"15\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The dragon can breathe air and water.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d10 + 7}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d6 + 7}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 15 ft., one target. {@h}16 ({@damage 2d8 + 7}) bludgeoning damage.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"]},{\"name\":\"Breath Weapons {@recharge 5}\",\"entries\":[\"The dragon uses one of the following breath weapons.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Lightning Breath\",\"entry\":\"The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a {@dc 19} Dexterity saving throw, taking 66 ({@damage 12d10}) lightning damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"Repulsion Breath\",\"entry\":\"The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a {@dc 19} Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.\"}]}]},{\"name\":\"Change Shape\",\"entries\":[\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"The dragon makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Tail Attack\",\"entries\":[\"The dragon makes a tail attack.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a {@dc 20} Dexterity saving throw or take 14 ({@damage 2d6 + 7}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed.\"]}],\"legendaryGroup\":{\"name\":\"Bronze Dragon\",\"source\":\"MM\"},\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 12} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]}]}]}]}],\"environment\":[\"coastal\"],\"dragonCastingColor\":\"bronze\",\"dragonAge\":\"adult\",\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/bronze-dragon.mp3\"},\"traitTags\":[\"Amphibious\",\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Frightful Presence\",\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"L\",\"P\",\"S\"],\"damageTagsLegendary\":[\"S\",\"T\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"prone\"],\"conditionInflictLegendary\":[\"deafened\",\"prone\"],\"savingThrowForced\":[\"dexterity\",\"strength\",\"wisdom\"],\"savingThrowForcedLegendary\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Adult Copper Dragon\",\"group\":[\"Metallic Dragon\"],\"source\":\"MM\",\"page\":112,\"srd\":true,\"otherSources\":[{\"source\":\"GoS\"},{\"source\":\"CM\"},{\"source\":\"SatO\"},{\"source\":\"ToFW\"}],\"size\":[\"H\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":184,\"formula\":\"16d12 + 80\"},\"speed\":{\"walk\":40,\"climb\":40,\"fly\":80},\"str\":23,\"dex\":12,\"con\":21,\"int\":18,\"wis\":15,\"cha\":17,\"save\":{\"dex\":\"+6\",\"con\":\"+10\",\"wis\":\"+7\",\"cha\":\"+8\"},\"skill\":{\"deception\":\"+8\",\"perception\":\"+12\",\"stealth\":\"+6\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":22,\"immune\":[\"acid\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"14\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 15 ft., one target. {@h}15 ({@damage 2d8 + 6}) bludgeoning damage.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 16} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"]},{\"name\":\"Breath Weapons {@recharge 5}\",\"entries\":[\"The dragon uses one of the following breath weapons.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Acid Breath\",\"entry\":\"The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a {@dc 18} Dexterity saving throw, taking 54 ({@damage 12d8}) acid damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"Slowing Breath\",\"entry\":\"The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a {@dc 18} Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.\"}]}]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"The dragon makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Tail Attack\",\"entries\":[\"The dragon makes a tail attack.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a {@dc 19} Dexterity saving throw or take 13 ({@damage 2d6 + 6}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed.\"]}],\"legendaryGroup\":{\"name\":\"Copper Dragon\",\"source\":\"MM\"},\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 16} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]}]}]}]}],\"environment\":[\"hill\"],\"dragonCastingColor\":\"copper\",\"dragonAge\":\"adult\",\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/copper-dragon.mp3\"},\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Frightful Presence\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"A\",\"B\",\"P\",\"S\"],\"damageTagsLegendary\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"prone\"],\"conditionInflictLegendary\":[\"incapacitated\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"wisdom\"],\"savingThrowForcedLegendary\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Adult Gold Dragon\",\"group\":[\"Metallic Dragon\"],\"source\":\"MM\",\"page\":114,\"srd\":true,\"otherSources\":[{\"source\":\"GoS\"},{\"source\":\"EGW\"},{\"source\":\"JttRC\"}],\"size\":[\"H\"],\"type\":\"dragon\",\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":256,\"formula\":\"19d12 + 133\"},\"speed\":{\"walk\":40,\"fly\":80,\"swim\":40},\"str\":27,\"dex\":14,\"con\":25,\"int\":16,\"wis\":15,\"cha\":24,\"save\":{\"dex\":\"+8\",\"con\":\"+13\",\"wis\":\"+8\",\"cha\":\"+13\"},\"skill\":{\"insight\":\"+8\",\"perception\":\"+14\",\"persuasion\":\"+13\",\"stealth\":\"+8\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":24,\"immune\":[\"fire\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"17\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The dragon can breathe air and water.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d6 + 8}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 15 ft., one target. {@h}17 ({@damage 2d8 + 8}) bludgeoning damage.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 21} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"]},{\"name\":\"Breath Weapons {@recharge 5}\",\"entries\":[\"The dragon uses one of the following breath weapons.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Fire Breath\",\"entry\":\"The dragon exhales fire in a 60-foot cone. Each creature in that area must make a {@dc 21} Dexterity saving throw, taking 66 ({@damage 12d10}) fire damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"Weakening Breath\",\"entry\":\"The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a {@dc 21} Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"}]}]},{\"name\":\"Change Shape\",\"entries\":[\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"The dragon makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Tail Attack\",\"entries\":[\"The dragon makes a tail attack.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a {@dc 22} Dexterity saving throw or take 15 ({@damage 2d6 + 8}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed.\"]}],\"legendaryGroup\":{\"name\":\"Gold Dragon\",\"source\":\"MM\"},\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Damage Absorption\",\"entries\":[\"You might decide that this dragon is not only unharmed by fire damage, but actually healed by it.\",\"Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 15} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]}]}]}]}],\"environment\":[\"grassland\",\"forest\"],\"dragonCastingColor\":\"gold\",\"dragonAge\":\"adult\",\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/gold-dragon.mp3\"},\"traitTags\":[\"Amphibious\",\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Frightful Presence\",\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"F\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"prone\"],\"conditionInflictLegendary\":[\"charmed\"],\"savingThrowForced\":[\"dexterity\",\"strength\",\"wisdom\"],\"savingThrowForcedLegendary\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Adult Green Dragon\",\"group\":[\"Chromatic Dragon\"],\"source\":\"MM\",\"page\":94,\"srd\":true,\"otherSources\":[{\"source\":\"RoT\"},{\"source\":\"GoS\"},{\"source\":\"CM\"}],\"size\":[\"H\"],\"type\":\"dragon\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":207,\"formula\":\"18d12 + 90\"},\"speed\":{\"walk\":40,\"fly\":80,\"swim\":40},\"str\":23,\"dex\":12,\"con\":21,\"int\":18,\"wis\":15,\"cha\":17,\"save\":{\"dex\":\"+6\",\"con\":\"+10\",\"wis\":\"+7\",\"cha\":\"+8\"},\"skill\":{\"deception\":\"+8\",\"insight\":\"+7\",\"perception\":\"+12\",\"persuasion\":\"+8\",\"stealth\":\"+6\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":22,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"15\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The dragon can breathe air and water.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 7 ({@damage 2d6}) poison damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 15 ft., one target. {@h}15 ({@damage 2d8 + 6}) bludgeoning damage.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 16} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"]},{\"name\":\"Poison Breath {@recharge 5}\",\"entries\":[\"The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a {@dc 18} Constitution saving throw, taking 56 ({@damage 16d6}) poison damage on a failed save, or half as much damage on a successful one.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"The dragon makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Tail Attack\",\"entries\":[\"The dragon makes a tail attack.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a {@dc 19} Dexterity saving throw or take 13 ({@damage 2d6 + 6}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed.\"]}],\"legendaryGroup\":{\"name\":\"Green Dragon\",\"source\":\"MM\"},\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 16} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]}]}]}]}],\"environment\":[\"forest\"],\"dragonCastingColor\":\"green\",\"dragonAge\":\"adult\",\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/green-dragon.mp3\"},\"traitTags\":[\"Amphibious\",\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Frightful Presence\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"I\",\"P\",\"S\"],\"damageTagsLegendary\":[\"B\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"prone\"],\"conditionInflictLegendary\":[\"charmed\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"wisdom\"],\"savingThrowForcedLegendary\":[\"dexterity\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Adult Red Dragon\",\"group\":[\"Chromatic Dragon\"],\"source\":\"MM\",\"page\":98,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RoT\"},{\"source\":\"TftYP\"},{\"source\":\"GoS\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"GotSF\"},{\"source\":\"BMT\"},{\"source\":\"CoA\"}],\"size\":[\"H\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":256,\"formula\":\"19d12 + 133\"},\"speed\":{\"walk\":40,\"climb\":40,\"fly\":80},\"str\":27,\"dex\":10,\"con\":25,\"int\":16,\"wis\":13,\"cha\":21,\"save\":{\"dex\":\"+6\",\"con\":\"+13\",\"wis\":\"+7\",\"cha\":\"+11\"},\"skill\":{\"perception\":\"+13\",\"stealth\":\"+6\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":23,\"immune\":[\"fire\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"17\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage plus 7 ({@damage 2d6}) fire damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d6 + 8}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 15 ft., one target. {@h}17 ({@damage 2d8 + 8}) bludgeoning damage.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 19} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"]},{\"name\":\"Fire Breath {@recharge 5}\",\"entries\":[\"The dragon exhales fire in a 60-foot cone. Each creature in that area must make a {@dc 21} Dexterity saving throw, taking 63 ({@damage 18d6}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"The dragon makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Tail Attack\",\"entries\":[\"The dragon makes a tail attack.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a {@dc 22} Dexterity saving throw or take 15 ({@damage 2d6 + 8}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed.\"]}],\"legendaryGroup\":{\"name\":\"Red Dragon\",\"source\":\"MM\"},\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Damage Absorption\",\"entries\":[\"You might decide that this dragon is not only unharmed by fire damage, but actually healed by it.\",\"Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 13} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]}]}]}]}],\"environment\":[\"mountain\",\"hill\"],\"dragonCastingColor\":\"red\",\"dragonAge\":\"adult\",\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/red-dragon.mp3\"},\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Frightful Presence\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"F\",\"P\",\"S\"],\"damageTagsLegendary\":[\"F\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"prone\"],\"conditionInflictLegendary\":[\"incapacitated\",\"poisoned\",\"prone\"],\"savingThrowForced\":[\"dexterity\",\"wisdom\"],\"savingThrowForcedLegendary\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Adult Silver Dragon\",\"group\":[\"Metallic Dragon\"],\"source\":\"MM\",\"page\":117,\"srd\":true,\"otherSources\":[{\"source\":\"SKT\"},{\"source\":\"GoS\"}],\"size\":[\"H\"],\"type\":\"dragon\",\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":243,\"formula\":\"18d12 + 126\"},\"speed\":{\"walk\":40,\"fly\":80},\"str\":27,\"dex\":10,\"con\":25,\"int\":16,\"wis\":13,\"cha\":21,\"save\":{\"dex\":\"+5\",\"con\":\"+12\",\"wis\":\"+6\",\"cha\":\"+10\"},\"skill\":{\"arcana\":\"+8\",\"history\":\"+8\",\"perception\":\"+11\",\"stealth\":\"+5\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":21,\"immune\":[\"cold\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"16\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d6 + 8}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}17 ({@damage 2d8 + 8}) bludgeoning damage.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 18} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"]},{\"name\":\"Breath Weapons {@recharge 5}\",\"entries\":[\"The dragon uses one of the following breath weapons.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Cold Breath\",\"entry\":\"The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a {@dc 20} Constitution saving throw, taking 58 ({@damage 13d8}) cold damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"Paralyzing Breath\",\"entry\":\"The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a {@dc 20} Constitution saving throw or be {@condition paralyzed} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"}]}]},{\"name\":\"Change Shape\",\"entries\":[\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"The dragon makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Tail Attack\",\"entries\":[\"The dragon makes a tail attack.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a {@dc 22} Dexterity saving throw or take 15 ({@damage 2d6 + 8}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed.\"]}],\"legendaryGroup\":{\"name\":\"Silver Dragon\",\"source\":\"MM\"},\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 13} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]}]}]}]}],\"environment\":[\"mountain\",\"urban\"],\"dragonCastingColor\":\"silver\",\"dragonAge\":\"adult\",\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/silver-dragon.mp3\"},\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Frightful Presence\",\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"C\",\"P\",\"S\"],\"damageTagsLegendary\":[\"C\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"paralyzed\",\"prone\"],\"conditionInflictLegendary\":[\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"wisdom\"],\"savingThrowForcedLegendary\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Adult White Dragon\",\"group\":[\"Chromatic Dragon\"],\"source\":\"MM\",\"page\":101,\"srd\":true,\"otherSources\":[{\"source\":\"HotDQ\"},{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"BGDIA\"},{\"source\":\"EGW\"}],\"size\":[\"H\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":200,\"formula\":\"16d12 + 96\"},\"speed\":{\"walk\":40,\"burrow\":30,\"fly\":80,\"swim\":40},\"str\":22,\"dex\":10,\"con\":22,\"int\":8,\"wis\":12,\"cha\":12,\"save\":{\"dex\":\"+5\",\"con\":\"+11\",\"wis\":\"+6\",\"cha\":\"+6\"},\"skill\":{\"perception\":\"+11\",\"stealth\":\"+5\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":21,\"immune\":[\"cold\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"13\",\"trait\":[{\"name\":\"Ice Walk\",\"entries\":[\"The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, {@quickref difficult terrain||3} composed of ice or snow doesn't cost it extra movement.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 4 ({@damage 1d8}) cold damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 15 ft., one target. {@h}15 ({@damage 2d8 + 6}) bludgeoning damage.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 14} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"]},{\"name\":\"Cold Breath {@recharge 5}\",\"entries\":[\"The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a {@dc 19} Constitution saving throw, taking 54 ({@damage 12d8}) cold damage on a failed save, or half as much damage on a successful one.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"The dragon makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Tail Attack\",\"entries\":[\"The dragon makes a tail attack.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a {@dc 19} Dexterity saving throw or take 13 ({@damage 2d6 + 6}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed.\"]}],\"legendaryGroup\":{\"name\":\"White Dragon\",\"source\":\"MM\"},\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 9} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]},{\"type\":\"item\",\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.\"]}]}]}]}],\"environment\":[\"arctic\"],\"dragonCastingColor\":\"white\",\"dragonAge\":\"adult\",\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/white-dragon.mp3\"},\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Frightful Presence\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"C\",\"P\",\"S\"],\"damageTagsLegendary\":[\"C\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"prone\"],\"conditionInflictLegendary\":[\"blinded\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"wisdom\"],\"savingThrowForcedLegendary\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Air Elemental\",\"source\":\"MM\",\"page\":124,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"HotDQ\"},{\"source\":\"PotA\"},{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"DIP\"},{\"source\":\"SLW\"},{\"source\":\"ERLW\"},{\"source\":\"IMR\"},{\"source\":\"MOT\"},{\"source\":\"TCE\"},{\"source\":\"CM\"},{\"source\":\"WBtW\"},{\"source\":\"JttRC\"},{\"source\":\"DSotDQ\"},{\"source\":\"KftGV\"},{\"source\":\"GotSF\"},{\"source\":\"BMT\"},{\"source\":\"DoDk\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"}],\"size\":[\"L\"],\"type\":\"elemental\",\"alignment\":[\"N\"],\"ac\":[15],\"hp\":{\"average\":90,\"formula\":\"12d10 + 24\"},\"speed\":{\"fly\":{\"number\":90,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":14,\"dex\":20,\"con\":14,\"int\":6,\"wis\":10,\"cha\":6,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"lightning\",\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"unconscious\"],\"languages\":[\"Auran\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Air Form\",\"entries\":[\"The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The elemental makes two slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage.\"]},{\"name\":\"Whirlwind {@recharge 4}\",\"entries\":[\"Each creature in the elemental's space must make a {@dc 13} Strength saving throw. On a failure, a target takes 15 ({@damage 3d8 + 2}) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked {@condition prone}. If a thrown target strikes an object, such as a wall or floor, the target takes 3 ({@damage 1d6}) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a {@dc 13} Dexterity saving throw or take the same damage and be knocked {@condition prone}.\",\"If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked {@condition prone}.\"]}],\"environment\":[\"mountain\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/air-elemental.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AU\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Allosaurus\",\"group\":[\"Dinosaurs\"],\"source\":\"MM\",\"page\":79,\"basicRules\":true,\"otherSources\":[{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"JttRC\"},{\"source\":\"KftGV\"}],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":51,\"formula\":\"6d10 + 18\"},\"speed\":{\"walk\":60},\"str\":19,\"dex\":13,\"con\":17,\"int\":2,\"wis\":12,\"cha\":5,\"skill\":{\"perception\":\"+5\"},\"passive\":15,\"cr\":\"2\",\"trait\":[{\"name\":\"Pounce\",\"entries\":[\"If the allosaurus moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the allosaurus can make one bite attack against it as a bonus action.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage.\"]}],\"environment\":[\"grassland\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/allosaurus.mp3\"},\"traitTags\":[\"Pounce\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ancient Black Dragon\",\"group\":[\"Chromatic Dragon\"],\"source\":\"MM\",\"page\":87,\"srd\":true,\"size\":[\"G\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":22,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":367,\"formula\":\"21d20 + 147\"},\"speed\":{\"walk\":40,\"fly\":80,\"swim\":40},\"str\":27,\"dex\":14,\"con\":25,\"int\":16,\"wis\":15,\"cha\":19,\"save\":{\"dex\":\"+9\",\"con\":\"+14\",\"wis\":\"+9\",\"cha\":\"+11\"},\"skill\":{\"perception\":\"+16\",\"stealth\":\"+9\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":26,\"immune\":[\"acid\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"21\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The dragon can breathe air and water.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 15 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage plus 9 ({@damage 2d8}) acid damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d6 + 8}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 20 ft., one target. {@h}17 ({@damage 2d8 + 8}) bludgeoning damage.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 19} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"]},{\"name\":\"Acid Breath {@recharge 5}\",\"entries\":[\"The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a {@dc 22} Dexterity saving throw, taking 67 ({@damage 15d8}) acid damage on a failed save, or half as much damage on a successful one.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"The dragon makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Tail Attack\",\"entries\":[\"The dragon makes a tail attack.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a {@dc 23} Dexterity saving throw or take 15 ({@damage 2d6 + 8}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed.\"]}],\"legendaryGroup\":{\"name\":\"Black Dragon\",\"source\":\"MM\"},\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 12} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]}]}]}]}],\"environment\":[\"swamp\"],\"dragonCastingColor\":\"black\",\"dragonAge\":\"ancient\",\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/black-dragon.mp3\"},\"traitTags\":[\"Amphibious\",\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Frightful Presence\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"A\",\"B\",\"P\",\"S\"],\"damageTagsLegendary\":[\"I\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"prone\"],\"conditionInflictLegendary\":[\"poisoned\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"dexterity\",\"wisdom\"],\"savingThrowForcedLegendary\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ancient Blue Dragon\",\"group\":[\"Chromatic Dragon\"],\"source\":\"MM\",\"page\":90,\"srd\":true,\"otherSources\":[{\"source\":\"MOT\"},{\"source\":\"TCE\"}],\"size\":[\"G\"],\"type\":\"dragon\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":22,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":481,\"formula\":\"26d20 + 208\"},\"speed\":{\"walk\":40,\"burrow\":40,\"fly\":80},\"str\":29,\"dex\":10,\"con\":27,\"int\":18,\"wis\":17,\"cha\":21,\"save\":{\"dex\":\"+7\",\"con\":\"+15\",\"wis\":\"+10\",\"cha\":\"+12\"},\"skill\":{\"perception\":\"+17\",\"stealth\":\"+7\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":27,\"immune\":[\"lightning\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"23\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}20 ({@damage 2d10 + 9}) piercing damage plus 11 ({@damage 2d10}) lightning damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d6 + 9}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 20 ft., one target. {@h}18 ({@damage 2d8 + 9}) bludgeoning damage.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 20} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"]},{\"name\":\"Lightning Breath {@recharge 5}\",\"entries\":[\"The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a {@dc 23} Dexterity saving throw, taking 88 ({@damage 16d10}) lightning damage on a failed save, or half as much damage on a successful one.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"The dragon makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Tail Attack\",\"entries\":[\"The dragon makes a tail attack.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a {@dc 24} Dexterity saving throw or take 16 ({@damage 2d6 + 9}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed.\"]}],\"legendaryGroup\":{\"name\":\"Blue Dragon\",\"source\":\"MM\"},\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 13} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]},{\"type\":\"item\",\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.\"]}]}]}]}],\"environment\":[\"desert\",\"coastal\"],\"dragonCastingColor\":\"blue\",\"dragonAge\":\"ancient\",\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/blue-dragon.mp3\"},\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Frightful Presence\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"L\",\"P\",\"S\"],\"damageTagsLegendary\":[\"B\",\"L\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"prone\"],\"conditionInflictLegendary\":[\"blinded\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"dexterity\",\"wisdom\"],\"savingThrowForcedLegendary\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ancient Brass Dragon\",\"group\":[\"Metallic Dragon\"],\"source\":\"MM\",\"page\":104,\"srd\":true,\"otherSources\":[{\"source\":\"CRCotN\"},{\"source\":\"JttRC\"}],\"size\":[\"G\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":297,\"formula\":\"17d20 + 119\"},\"speed\":{\"walk\":40,\"burrow\":40,\"fly\":80},\"str\":27,\"dex\":10,\"con\":25,\"int\":16,\"wis\":15,\"cha\":19,\"save\":{\"dex\":\"+6\",\"con\":\"+13\",\"wis\":\"+8\",\"cha\":\"+10\"},\"skill\":{\"history\":\"+9\",\"perception\":\"+14\",\"persuasion\":\"+10\",\"stealth\":\"+6\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":24,\"immune\":[\"fire\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"20\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 15 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d6 + 8}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 20 ft., one target. {@h}17 ({@damage 2d8 + 8}) bludgeoning damage.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 18} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"]},{\"name\":\"Breath Weapons {@recharge 5}\",\"entries\":[\"The dragon uses one of the following breath weapons:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Fire Breath\",\"entry\":\"The dragon exhales fire in a 90-foot line that is 10 feet wide. Each creature in that line must make a {@dc 21} Dexterity saving throw, taking 56 ({@damage 16d6}) fire damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"Sleep Breath\",\"entry\":\"The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a {@dc 21} Constitution saving throw or fall {@condition unconscious} for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.\"}]}]},{\"name\":\"Change Shape\",\"entries\":[\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"The dragon makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Tail Attack\",\"entries\":[\"The dragon makes a tail attack.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a {@dc 22} Dexterity saving throw or take 15 ({@damage 2d6 + 8}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed.\"]}],\"legendaryGroup\":{\"name\":\"Brass Dragon\",\"source\":\"MM\"},\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 12} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]},{\"type\":\"item\",\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.\"]}]}]}]}],\"environment\":[\"desert\"],\"dragonCastingColor\":\"brass\",\"dragonAge\":\"ancient\",\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/brass-dragon.mp3\"},\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Frightful Presence\",\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"F\",\"P\",\"S\"],\"damageTagsLegendary\":[\"B\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"prone\",\"unconscious\"],\"conditionInflictLegendary\":[\"blinded\",\"prone\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"wisdom\"],\"savingThrowForcedLegendary\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ancient Bronze Dragon\",\"group\":[\"Metallic Dragon\"],\"source\":\"MM\",\"page\":107,\"srd\":true,\"otherSources\":[{\"source\":\"GoS\"},{\"source\":\"DoDk\"}],\"size\":[\"G\"],\"type\":\"dragon\",\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":22,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":444,\"formula\":\"24d20 + 192\"},\"speed\":{\"walk\":40,\"fly\":80,\"swim\":40},\"str\":29,\"dex\":10,\"con\":27,\"int\":18,\"wis\":17,\"cha\":21,\"save\":{\"dex\":\"+7\",\"con\":\"+15\",\"wis\":\"+10\",\"cha\":\"+12\"},\"skill\":{\"insight\":\"+10\",\"perception\":\"+17\",\"stealth\":\"+7\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":27,\"immune\":[\"lightning\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"22\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The dragon can breathe air and water.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}20 ({@damage 2d10 + 9}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d6 + 9}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 20 ft., one target. {@h}18 ({@damage 2d8 + 9}) bludgeoning damage.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 20} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"]},{\"name\":\"Breath Weapons {@recharge 5}\",\"entries\":[\"The dragon uses one of the following breath weapons.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Lightning Breath\",\"entry\":\"The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a {@dc 23} Dexterity saving throw, taking 88 ({@damage 16d10}) lightning damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"Repulsion Breath\",\"entry\":\"The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a {@dc 23} Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.\"}]}]},{\"name\":\"Change Shape\",\"entries\":[\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"The dragon makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Tail Attack\",\"entries\":[\"The dragon makes a tail attack.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a {@dc 24} Dexterity saving throw or take 16 ({@damage 2d6 + 9}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed.\"]}],\"legendaryGroup\":{\"name\":\"Bronze Dragon\",\"source\":\"MM\"},\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 13} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]}]}]}]}],\"environment\":[\"coastal\"],\"dragonCastingColor\":\"bronze\",\"dragonAge\":\"ancient\",\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/bronze-dragon.mp3\"},\"traitTags\":[\"Amphibious\",\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Frightful Presence\",\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"L\",\"P\",\"S\"],\"damageTagsLegendary\":[\"S\",\"T\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"prone\"],\"conditionInflictLegendary\":[\"deafened\",\"prone\"],\"savingThrowForced\":[\"dexterity\",\"strength\",\"wisdom\"],\"savingThrowForcedLegendary\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ancient Copper Dragon\",\"group\":[\"Metallic Dragon\"],\"source\":\"MM\",\"page\":110,\"srd\":true,\"otherSources\":[{\"source\":\"BGDIA\"}],\"size\":[\"G\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":21,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":350,\"formula\":\"20d20 + 140\"},\"speed\":{\"walk\":40,\"climb\":40,\"fly\":80},\"str\":27,\"dex\":12,\"con\":25,\"int\":20,\"wis\":17,\"cha\":19,\"save\":{\"dex\":\"+8\",\"con\":\"+14\",\"wis\":\"+10\",\"cha\":\"+11\"},\"skill\":{\"deception\":\"+11\",\"perception\":\"+17\",\"stealth\":\"+8\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":27,\"immune\":[\"acid\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"21\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 15 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d6 + 8}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 20 ft., one target. {@h}17 ({@damage 2d8 + 8}) bludgeoning damage.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 19} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"]},{\"name\":\"Breath Weapons {@recharge 5}\",\"entries\":[\"The dragon uses one of the following breath weapons.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Acid Breath\",\"entry\":\"The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a {@dc 22} Dexterity saving throw, taking 63 ({@damage 14d8}) acid damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"Slowing Breath\",\"entry\":\"The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a {@dc 22} Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.\"}]}]},{\"name\":\"Change Shape\",\"entries\":[\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"The dragon makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Tail Attack\",\"entries\":[\"The dragon makes a tail attack.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a {@dc 23} Dexterity saving throw or take 15 ({@damage 2d6 + 8}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed.\"]}],\"legendaryGroup\":{\"name\":\"Copper Dragon\",\"source\":\"MM\"},\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 19} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]}]}]}]}],\"environment\":[\"hill\"],\"dragonCastingColor\":\"copper\",\"dragonAge\":\"ancient\",\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/copper-dragon.mp3\"},\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Frightful Presence\",\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"A\",\"B\",\"P\",\"S\"],\"damageTagsLegendary\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"prone\"],\"conditionInflictLegendary\":[\"incapacitated\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"wisdom\"],\"savingThrowForcedLegendary\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ancient Gold Dragon\",\"group\":[\"Metallic Dragon\"],\"source\":\"MM\",\"page\":113,\"srd\":true,\"otherSources\":[{\"source\":\"SatO\"},{\"source\":\"DoDk\"}],\"size\":[\"G\"],\"type\":\"dragon\",\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":22,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":546,\"formula\":\"28d20 + 252\"},\"speed\":{\"walk\":40,\"fly\":80,\"swim\":40},\"str\":30,\"dex\":14,\"con\":29,\"int\":18,\"wis\":17,\"cha\":28,\"save\":{\"dex\":\"+9\",\"con\":\"+16\",\"wis\":\"+10\",\"cha\":\"+16\"},\"skill\":{\"insight\":\"+10\",\"perception\":\"+17\",\"persuasion\":\"+16\",\"stealth\":\"+9\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":27,\"immune\":[\"fire\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"24\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The dragon can breathe air and water.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 15 ft., one target. {@h}21 ({@damage 2d10 + 10}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d6 + 10}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 20 ft., one target. {@h}19 ({@damage 2d8 + 10}) bludgeoning damage.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 24} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"]},{\"name\":\"Breath Weapons {@recharge 5}\",\"entries\":[\"The dragon uses one of the following breath weapons.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Fire Breath\",\"entry\":\"The dragon exhales fire in a 90-foot cone. Each creature in that area must make a {@dc 24} Dexterity saving throw, taking 71 ({@damage 13d10}) fire damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"Weakening Breath\",\"entry\":\"The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a {@dc 24} Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"}]}]},{\"name\":\"Change Shape\",\"entries\":[\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"The dragon makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Tail Attack\",\"entries\":[\"The dragon makes a tail attack.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a {@dc 25} Dexterity saving throw or take 17 ({@damage 2d6 + 10}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed.\"]}],\"legendaryGroup\":{\"name\":\"Gold Dragon\",\"source\":\"MM\"},\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Damage Absorption\",\"entries\":[\"You might decide that this dragon is not only unharmed by fire damage, but actually healed by it.\",\"Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 17} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]}]}]}]}],\"environment\":[\"grassland\",\"forest\"],\"dragonCastingColor\":\"gold\",\"dragonAge\":\"ancient\",\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/gold-dragon.mp3\"},\"traitTags\":[\"Amphibious\",\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Frightful Presence\",\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"F\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"prone\"],\"conditionInflictLegendary\":[\"charmed\"],\"savingThrowForced\":[\"dexterity\",\"strength\",\"wisdom\"],\"savingThrowForcedLegendary\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ancient Green Dragon\",\"group\":[\"Chromatic Dragon\"],\"source\":\"MM\",\"page\":93,\"srd\":true,\"otherSources\":[{\"source\":\"SKT\"},{\"source\":\"DIP\"}],\"size\":[\"G\"],\"type\":\"dragon\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":21,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":385,\"formula\":\"22d20 + 154\"},\"speed\":{\"walk\":40,\"fly\":80,\"swim\":40},\"str\":27,\"dex\":12,\"con\":25,\"int\":20,\"wis\":17,\"cha\":19,\"save\":{\"dex\":\"+8\",\"con\":\"+14\",\"wis\":\"+10\",\"cha\":\"+11\"},\"skill\":{\"deception\":\"+11\",\"insight\":\"+10\",\"perception\":\"+17\",\"persuasion\":\"+11\",\"stealth\":\"+8\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":27,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"22\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The dragon can breathe air and water.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 15 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage plus 10 ({@damage 3d6}) poison damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}22 ({@damage 4d6 + 8}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 20 ft., one target. {@h}17 ({@damage 2d8 + 8}) bludgeoning damage.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 19} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"]},{\"name\":\"Poison Breath {@recharge 5}\",\"entries\":[\"The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a {@dc 22} Constitution saving throw, taking 77 ({@damage 22d6}) poison damage on a failed save, or half as much damage on a successful one.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"The dragon makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Tail Attack\",\"entries\":[\"The dragon makes a tail attack.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a {@dc 23} Dexterity saving throw or take 15 ({@damage 2d6 + 8}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed.\"]}],\"legendaryGroup\":{\"name\":\"Green Dragon\",\"source\":\"MM\"},\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 19} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]}]}]}]}],\"environment\":[\"forest\"],\"dragonCastingColor\":\"green\",\"dragonAge\":\"ancient\",\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/green-dragon.mp3\"},\"traitTags\":[\"Amphibious\",\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Frightful Presence\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"I\",\"P\",\"S\"],\"damageTagsLegendary\":[\"B\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"prone\"],\"conditionInflictLegendary\":[\"charmed\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"wisdom\"],\"savingThrowForcedLegendary\":[\"dexterity\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ancient Red Dragon\",\"group\":[\"Chromatic Dragon\"],\"source\":\"MM\",\"page\":97,\"srd\":true,\"otherSources\":[{\"source\":\"SKT\"},{\"source\":\"MOT\"},{\"source\":\"TCE\"},{\"source\":\"SatO\"},{\"source\":\"VEoR\"}],\"size\":[\"G\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":22,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":546,\"formula\":\"28d20 + 252\"},\"speed\":{\"walk\":40,\"climb\":40,\"fly\":80},\"str\":30,\"dex\":10,\"con\":29,\"int\":18,\"wis\":15,\"cha\":23,\"save\":{\"dex\":\"+7\",\"con\":\"+16\",\"wis\":\"+9\",\"cha\":\"+13\"},\"skill\":{\"perception\":\"+16\",\"stealth\":\"+7\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":26,\"immune\":[\"fire\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"24\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 15 ft., one target. {@h}21 ({@damage 2d10 + 10}) piercing damage plus 14 ({@damage 4d6}) fire damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d6 + 10}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 20 ft., one target. {@h}19 ({@damage 2d8 + 10}) bludgeoning damage.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 21} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"]},{\"name\":\"Fire Breath {@recharge 5}\",\"entries\":[\"The dragon exhales fire in a 90-foot cone. Each creature in that area must make a {@dc 24} Dexterity saving throw, taking 91 ({@damage 26d6}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"The dragon makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Tail Attack\",\"entries\":[\"The dragon makes a tail attack.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a {@dc 25} Dexterity saving throw or take 17 ({@damage 2d6 + 10}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed.\"]}],\"legendaryGroup\":{\"name\":\"Red Dragon\",\"source\":\"MM\"},\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Damage Absorption\",\"entries\":[\"You might decide that this dragon is not only unharmed by fire damage, but actually healed by it.\",\"Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 14} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]}]}]}]}],\"environment\":[\"mountain\",\"hill\"],\"dragonCastingColor\":\"red\",\"dragonAge\":\"ancient\",\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/red-dragon.mp3\"},\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Frightful Presence\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"F\",\"P\",\"S\"],\"damageTagsLegendary\":[\"F\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"prone\"],\"conditionInflictLegendary\":[\"incapacitated\",\"poisoned\",\"prone\"],\"savingThrowForced\":[\"dexterity\",\"wisdom\"],\"savingThrowForcedLegendary\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ancient Silver Dragon\",\"group\":[\"Metallic Dragon\"],\"source\":\"MM\",\"page\":116,\"srd\":true,\"otherSources\":[{\"source\":\"SatO\"}],\"size\":[\"G\"],\"type\":\"dragon\",\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":22,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":487,\"formula\":\"25d20 + 225\"},\"speed\":{\"walk\":40,\"fly\":80},\"str\":30,\"dex\":10,\"con\":29,\"int\":18,\"wis\":15,\"cha\":23,\"save\":{\"dex\":\"+7\",\"con\":\"+16\",\"wis\":\"+9\",\"cha\":\"+13\"},\"skill\":{\"arcana\":\"+11\",\"history\":\"+11\",\"perception\":\"+16\",\"stealth\":\"+7\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":26,\"immune\":[\"cold\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"23\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 15 ft., one target. {@h}21 ({@damage 2d10 + 10}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d6 + 10}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 20 ft., one target. {@h}19 ({@damage 2d8 + 10}) bludgeoning damage.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 21} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"]},{\"name\":\"Breath Weapons {@recharge 5}\",\"entries\":[\"The dragon uses one of the following breath weapons.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Cold Breath\",\"entry\":\"The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a {@dc 24} Constitution saving throw, taking 67 ({@damage 15d8}) cold damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"Paralyzing Breath\",\"entry\":\"The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a {@dc 24} Constitution saving throw or be {@condition paralyzed} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"}]}]},{\"name\":\"Change Shape\",\"entries\":[\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"The dragon makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Tail Attack\",\"entries\":[\"The dragon makes a tail attack.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a {@dc 25} Dexterity saving throw or take 17 ({@damage 2d6 + 10}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed.\"]}],\"legendaryGroup\":{\"name\":\"Silver Dragon\",\"source\":\"MM\"},\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 14} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]}]}]}]}],\"environment\":[\"mountain\",\"urban\"],\"dragonCastingColor\":\"silver\",\"dragonAge\":\"ancient\",\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/silver-dragon.mp3\"},\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Frightful Presence\",\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"C\",\"P\",\"S\"],\"damageTagsLegendary\":[\"C\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"paralyzed\",\"prone\"],\"conditionInflictLegendary\":[\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"wisdom\"],\"savingThrowForcedLegendary\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ancient White Dragon\",\"group\":[\"Chromatic Dragon\"],\"source\":\"MM\",\"page\":100,\"srd\":true,\"otherSources\":[{\"source\":\"SKT\"},{\"source\":\"EGW\"},{\"source\":\"IDRotF\"}],\"size\":[\"G\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":333,\"formula\":\"18d20 + 144\"},\"speed\":{\"walk\":40,\"burrow\":40,\"fly\":80,\"swim\":40},\"str\":26,\"dex\":10,\"con\":26,\"int\":10,\"wis\":13,\"cha\":14,\"save\":{\"dex\":\"+6\",\"con\":\"+14\",\"wis\":\"+7\",\"cha\":\"+8\"},\"skill\":{\"perception\":\"+13\",\"stealth\":\"+6\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":23,\"immune\":[\"cold\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"20\",\"trait\":[{\"name\":\"Ice Walk\",\"entries\":[\"The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, {@quickref difficult terrain||3} composed of ice or snow doesn't cost it extra movement.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 15 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage plus 9 ({@damage 2d8}) cold damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d6 + 8}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 20 ft., one target. {@h}17 ({@damage 2d8 + 8}) bludgeoning damage.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 16} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"]},{\"name\":\"Cold Breath {@recharge 5}\",\"entries\":[\"The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a {@dc 22} Constitution saving throw, taking 72 ({@damage 16d8}) cold damage on a failed save, or half as much damage on a successful one.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"The dragon makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Tail Attack\",\"entries\":[\"The dragon makes a tail attack.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a {@dc 22} Dexterity saving throw or take 15 ({@damage 2d6 + 8}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed.\"]}],\"legendaryGroup\":{\"name\":\"White Dragon\",\"source\":\"MM\"},\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 10} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]},{\"type\":\"item\",\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.\"]}]}]}]}],\"environment\":[\"arctic\"],\"dragonCastingColor\":\"white\",\"dragonAge\":\"ancient\",\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/white-dragon.mp3\"},\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Frightful Presence\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"C\",\"P\",\"S\"],\"damageTagsLegendary\":[\"C\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"prone\"],\"conditionInflictLegendary\":[\"blinded\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"wisdom\"],\"savingThrowForcedLegendary\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Androsphinx\",\"group\":[\"Sphinxes\"],\"source\":\"MM\",\"page\":281,\"srd\":true,\"otherSources\":[{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"CM\"},{\"source\":\"SatO\"}],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":199,\"formula\":\"19d10 + 95\"},\"speed\":{\"walk\":40,\"fly\":60},\"str\":22,\"dex\":10,\"con\":20,\"int\":16,\"wis\":18,\"cha\":23,\"save\":{\"dex\":\"+6\",\"con\":\"+11\",\"int\":\"+9\",\"wis\":\"+10\"},\"skill\":{\"arcana\":\"+9\",\"perception\":\"+10\",\"religion\":\"+15\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":20,\"immune\":[\"psychic\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common\",\"Sphinx\"],\"cr\":\"17\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 18}, {@hit 10} to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell sacred flame}\",\"{@spell spare the dying}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell command}\",\"{@spell detect evil and good}\",\"{@spell detect magic}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell lesser restoration}\",\"{@spell zone of truth}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell dispel magic}\",\"{@spell tongues}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell banishment}\",\"{@spell freedom of movement}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell flame strike}\",\"{@spell greater restoration}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell heroes' feast}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Inscrutable\",\"entries\":[\"The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom ({@skill Insight}) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The sphinx's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The sphinx makes two claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d10 + 6}) slashing damage.\"]},{\"name\":\"Roar (3/Day)\",\"entries\":[\"The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"First Roar\",\"entry\":\"Each creature that fails a {@dc 18} Wisdom saving throw is {@condition frightened} for 1 minute. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"},{\"type\":\"item\",\"name\":\"Second Roar\",\"entry\":\"Each creature that fails a {@dc 18} Wisdom saving throw is {@condition deafened} and {@condition frightened} for 1 minute. A {@condition frightened} creature is {@condition paralyzed} and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"},{\"type\":\"item\",\"name\":\"Third Roar\",\"entry\":\"Each creature makes a {@dc 18} Constitution saving throw. On a failed save, a creature takes 44 ({@damage 8d10}) thunder damage and is knocked {@condition prone}. On a successful save, the creature takes half as much damage and isn't knocked {@condition prone}.\"}]}]}],\"legendary\":[{\"name\":\"Claw Attack\",\"entries\":[\"The sphinx makes one claw attack.\"]},{\"name\":\"Teleport (Costs 2 Actions)\",\"entries\":[\"The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.\"]},{\"name\":\"Cast a Spell (Costs 3 Actions)\",\"entries\":[\"The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.\"]}],\"legendaryGroup\":{\"name\":\"Sphinx\",\"source\":\"MM\"},\"environment\":[\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/androsphinx.mp3\"},\"traitTags\":[\"Magic Weapons\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"OTH\"],\"damageTags\":[\"S\",\"T\"],\"damageTagsLegendary\":[\"N\"],\"damageTagsSpell\":[\"F\",\"R\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"deafened\",\"frightened\",\"paralyzed\",\"prone\"],\"conditionInflictSpell\":[\"incapacitated\",\"prone\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"savingThrowForcedLegendary\":[\"constitution\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Animated Armor\",\"group\":[\"Animated Objects\"],\"source\":\"MM\",\"page\":19,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"BGDIA\"},{\"source\":\"EGW\"},{\"source\":\"IDRotF\"},{\"source\":\"TCE\"},{\"source\":\"CM\"},{\"source\":\"WBtW\"},{\"source\":\"KftGV\"},{\"source\":\"PaBTSO\"},{\"source\":\"SatO\"},{\"source\":\"DoDk\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"}],\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":25},\"str\":14,\"dex\":11,\"con\":13,\"int\":1,\"wis\":3,\"cha\":1,\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":6,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Antimagic Susceptibility\",\"entries\":[\"The armor is {@condition incapacitated} while in the area of an {@spell antimagic field}. If targeted by {@spell dispel magic}, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall {@condition unconscious} for 1 minute.\"]},{\"name\":\"False Appearance\",\"entries\":[\"While the armor remains motionless, it is indistinguishable from a normal suit of armor.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The armor makes two melee attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/animated-armor.mp3\"},\"traitTags\":[\"Antimagic Susceptibility\",\"False Appearance\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ankheg\",\"source\":\"MM\",\"page\":21,\"srd\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"WDH\"},{\"source\":\"GoS\"},{\"source\":\"DIP\"},{\"source\":\"BGDIA\"},{\"source\":\"JttRC\"},{\"source\":\"KftGV\"},{\"source\":\"BMT\"},{\"source\":\"QftIS\"}],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]},{\"ac\":11,\"condition\":\"while prone\"}],\"hp\":{\"average\":39,\"formula\":\"6d10 + 6\"},\"speed\":{\"walk\":30,\"burrow\":10},\"str\":17,\"dex\":11,\"con\":13,\"int\":1,\"wis\":13,\"cha\":6,\"senses\":[\"darkvision 60 ft.\",\"tremorsense 60 ft.\"],\"passive\":11,\"cr\":\"2\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage plus 3 ({@damage 1d6}) acid damage. If the target is a Large or smaller creature, it is {@condition grappled} (escape {@dc 13}). Until this grapple ends, the ankheg can bite only the {@condition grappled} creature and has advantage on attack rolls to do so.\"]},{\"name\":\"Acid Spray {@recharge}\",\"entries\":[\"The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature {@condition grappled}. Each creature in that line must make a {@dc 13} Dexterity saving throw, taking 10 ({@damage 3d6}) acid damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"grassland\",\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/ankeg.mp3\"},\"senseTags\":[\"D\",\"T\"],\"damageTags\":[\"A\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ankylosaurus\",\"group\":[\"Dinosaurs\"],\"source\":\"MM\",\"page\":79,\"basicRules\":true,\"otherSources\":[{\"source\":\"ToA\"},{\"source\":\"CRCotN\"}],\"size\":[\"H\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":68,\"formula\":\"8d12 + 16\"},\"speed\":{\"walk\":30},\"str\":19,\"dex\":11,\"con\":15,\"int\":2,\"wis\":12,\"cha\":5,\"passive\":11,\"cr\":\"3\",\"action\":[{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}18 ({@damage 4d6 + 4}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}.\"]}],\"environment\":[\"grassland\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/ankylosaurus.mp3\"},\"damageTags\":[\"B\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ape\",\"source\":\"MM\",\"page\":317,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"GoS\"},{\"source\":\"CM\"}],\"reprintedAs\":[\"Ape|XPHB\"],\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":19,\"formula\":\"3d8 + 6\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":16,\"dex\":14,\"con\":14,\"int\":6,\"wis\":12,\"cha\":7,\"skill\":{\"athletics\":\"+5\",\"perception\":\"+3\"},\"passive\":13,\"cr\":\"1/2\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The ape makes two fist attacks.\"]},{\"name\":\"Fist\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 25/50 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage.\"]}],\"environment\":[\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/ape.mp3\"},\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\",\"RW\"],\"hasToken\":true},{\"name\":\"Arcanaloth\",\"source\":\"MM\",\"page\":313,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"BGDIA\"},{\"source\":\"IDRotF\"},{\"source\":\"TCE\"},{\"source\":\"KftGV\"},{\"source\":\"PSI\"},{\"source\":\"PaBTSO\"},{\"source\":\"AATM\"},{\"source\":\"SatO\"}],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"yugoloth\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":104,\"formula\":\"16d8 + 32\"},\"speed\":{\"walk\":30,\"fly\":30},\"str\":17,\"dex\":12,\"con\":14,\"int\":20,\"wis\":16,\"cha\":17,\"save\":{\"dex\":\"+5\",\"int\":\"+9\",\"wis\":\"+7\",\"cha\":\"+7\"},\"skill\":{\"arcana\":\"+13\",\"deception\":\"+11\",\"insight\":\"+11\",\"perception\":\"+7\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":17,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"acid\",\"poison\"],\"conditionImmune\":[\"charmed\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"12\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The arcanaloth's innate spellcasting ability is Charisma (spell save {@dc 15}). The arcanaloth can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell alter self}\",\"{@spell darkness}\",\"{@spell heat metal}\",\"{@spell invisibility} (self only)\",\"{@spell magic missile}\"],\"ability\":\"cha\"},{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The arcanaloth is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 17}, {@hit 9} to hit with spell attacks). The arcanaloth has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell mage hand}\",\"{@spell minor illusion}\",\"{@spell prestidigitation}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell identify}\",\"{@spell shield}\",\"{@spell Tenser's floating disk}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell detect thoughts}\",\"{@spell mirror image}\",\"{@spell phantasmal force}\",\"{@spell suggestion}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell counterspell}\",\"{@spell fear}\",\"{@spell fireball}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell banishment}\",\"{@spell dimension door}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell contact other plane}\",\"{@spell hold monster}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell chain lightning}\"]},\"7\":{\"slots\":1,\"spells\":[\"{@spell finger of death}\"]},\"8\":{\"slots\":1,\"spells\":[\"{@spell mind blank}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The arcanaloth has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The arcanaloth's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) slashing damage. The target must make a {@dc 14} Constitution saving throw, taking 10 ({@damage 3d6}) poison damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Teleport\",\"entries\":[\"The arcanaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Yugoloth Summoning\",\"entries\":[\"Some yugoloths have an action option that allows them to summon other yugoloths.\",{\"name\":\"Summon Yugoloth (1/Day)\",\"type\":\"entries\",\"entries\":[\"The yugoloth attempts a magical summoning.\",\"An arcanaloth has a {@chance 40|40 percent|40% summoning chance} chance of summoning one arcanaloth.\",\"A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can't summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it.\"]}],\"_version\":{\"name\":\"Arcanaloth (Summoner)\",\"addHeadersAs\":\"action\"}}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/arcanaloth.mp3\"},\"traitTags\":[\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Teleport\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"I\",\"S\"],\"damageTagsSpell\":[\"B\",\"F\",\"L\",\"N\",\"O\",\"P\",\"S\",\"Y\"],\"spellcastingTags\":[\"CW\",\"I\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"frightened\",\"incapacitated\",\"invisible\",\"paralyzed\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Archmage\",\"source\":\"MM\",\"page\":342,\"srd\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"SKT\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"BGDIA\"},{\"source\":\"ERLW\"},{\"source\":\"IMR\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"IDRotF\"},{\"source\":\"CM\"},{\"source\":\"JttRC\"},{\"source\":\"LoX\"},{\"source\":\"DSotDQ\"},{\"source\":\"KftGV\"},{\"source\":\"SatO\"},{\"source\":\"ToFW\"},{\"source\":\"BMT\"},{\"source\":\"GHLoE\"},{\"source\":\"DoDk\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"A\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":99,\"formula\":\"18d8 + 18\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":12,\"int\":20,\"wis\":15,\"cha\":16,\"save\":{\"int\":\"+9\",\"wis\":\"+6\"},\"skill\":{\"arcana\":\"+13\",\"history\":\"+13\"},\"passive\":12,\"resist\":[{\"special\":\"damage from spells\"},{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"(from stoneskin)\",\"cond\":true,\"preNote\":\"nonmagical\"}],\"languages\":[\"any six languages\"],\"cr\":\"12\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 17}, {@hit 9} to hit with spell attacks). The archmage can cast {@spell disguise self} and {@spell invisibility} at will and has the following wizard spells prepared:\"],\"will\":[\"{@spell disguise self}\",\"{@spell invisibility}\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell light}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\",\"{@spell shocking grasp}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell identify}\",\"{@spell mage armor}*\",\"{@spell magic missile}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell detect thoughts}\",\"{@spell mirror image}\",\"{@spell misty step}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell counterspell}\",\"{@spell fly}\",\"{@spell lightning bolt}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell banishment}\",\"{@spell fire shield}\",\"{@spell stoneskin}*\"]},\"5\":{\"slots\":3,\"spells\":[\"{@spell cone of cold}\",\"{@spell scrying}\",\"{@spell wall of force}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell globe of invulnerability}\"]},\"7\":{\"slots\":1,\"spells\":[\"{@spell teleport}\"]},\"8\":{\"slots\":1,\"spells\":[\"{@spell mind blank}*\"]},\"9\":{\"slots\":1,\"spells\":[\"{@spell time stop}\"]}},\"footerEntries\":[\"*The archmage casts these spells on itself before combat.\"],\"ability\":\"int\",\"hidden\":[\"will\"]}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The archmage has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Familiars\",\"entries\":[\"Any spellcaster that can cast the {@spell find familiar} spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell or some other Tiny monster, such as a {@creature crawling claw}, {@creature imp}, {@creature pseudodragon}, or {@creature quasit}.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/archmage.mp3\"},\"attachedItems\":[\"dagger|phb\"],\"traitTags\":[\"Magic Resistance\"],\"languageTags\":[\"X\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"C\",\"F\",\"L\",\"O\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Archmage (Familiar)\",\"source\":\"MM\",\"_mod\":{\"_\":{\"mode\":\"addSpells\",\"spells\":{\"1\":{\"spells\":[\"{@spell find familiar} (one of the creatures described in the spell or some other Tiny monster, such as a {@creature crawling claw}, {@creature imp}, {@creature pseudodragon}, or {@creature quasit})\"]}}}},\"variant\":null}]},{\"name\":\"Assassin\",\"source\":\"MM\",\"page\":343,\"srd\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"HotDQ\"},{\"source\":\"PotA\"},{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"BGDIA\"},{\"source\":\"IMR\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"IDRotF\"},{\"source\":\"TCE\"},{\"source\":\"CM\"},{\"source\":\"CRCotN\"},{\"source\":\"JttRC\"},{\"source\":\"KftGV\"},{\"source\":\"SatO\"},{\"source\":\"ToFW\"},{\"source\":\"GHLoE\"},{\"source\":\"DoDk\"},{\"source\":\"VEoR\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"L\",\"NX\",\"C\",\"NY\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item studded leather armor|phb|studded leather}\"]}],\"hp\":{\"average\":78,\"formula\":\"12d8 + 24\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":16,\"con\":14,\"int\":13,\"wis\":11,\"cha\":10,\"save\":{\"dex\":\"+6\",\"int\":\"+4\"},\"skill\":{\"acrobatics\":\"+6\",\"deception\":\"+3\",\"perception\":\"+3\",\"stealth\":\"+9\"},\"passive\":13,\"resist\":[\"poison\"],\"languages\":[\"Thieves' cant plus any two languages\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Assassinate\",\"entries\":[\"During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a {@status surprised} creature is a critical hit.\"]},{\"name\":\"Evasion\",\"entries\":[\"If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.\"]},{\"name\":\"Sneak Attack (1/Turn)\",\"entries\":[\"The assassin deals an extra 14 ({@dice 4d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't {@condition incapacitated} and the assassin doesn't have disadvantage on the attack roll.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The assassin makes two shortsword attacks.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Light Crossbow\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/assassin.mp3\"},\"attachedItems\":[\"light crossbow|phb\",\"shortsword|phb\"],\"traitTags\":[\"Sneak Attack\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TC\",\"X\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Awakened Shrub\",\"source\":\"MM\",\"page\":317,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"SKT\"},{\"source\":\"WDMM\"},{\"source\":\"IMR\"},{\"source\":\"MOT\"},{\"source\":\"IDRotF\"},{\"source\":\"WBtW\"},{\"source\":\"PSI\"},{\"source\":\"DoDk\"},{\"source\":\"QftIS\"}],\"reprintedAs\":[\"Awakened Shrub|XMM\"],\"size\":[\"S\"],\"type\":\"plant\",\"alignment\":[\"U\"],\"ac\":[9],\"hp\":{\"average\":10,\"formula\":\"3d6\"},\"speed\":{\"walk\":20},\"str\":3,\"dex\":8,\"con\":11,\"int\":10,\"wis\":10,\"cha\":6,\"passive\":10,\"resist\":[\"piercing\"],\"vulnerable\":[\"fire\"],\"languages\":[\"one language known by its creator\"],\"cr\":\"0\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"While the shrub remains motionless, it is indistinguishable from a normal shrub.\"]}],\"action\":[{\"name\":\"Rake\",\"entries\":[\"{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}1 ({@damage 1d4 - 1}) slashing damage.\"]}],\"environment\":[\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/awakened-shrub.mp3\"},\"traitTags\":[\"False Appearance\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Awakened Tree\",\"source\":\"MM\",\"page\":317,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"MOT\"},{\"source\":\"IDRotF\"},{\"source\":\"CM\"},{\"source\":\"WBtW\"},{\"source\":\"PSI\"},{\"source\":\"QftIS\"}],\"reprintedAs\":[\"Awakened Tree|XMM\"],\"size\":[\"H\"],\"type\":\"plant\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":59,\"formula\":\"7d12 + 14\"},\"speed\":{\"walk\":20},\"str\":19,\"dex\":6,\"con\":15,\"int\":10,\"wis\":10,\"cha\":7,\"passive\":10,\"resist\":[\"bludgeoning\",\"piercing\"],\"vulnerable\":[\"fire\"],\"languages\":[\"one language known by its creator\"],\"cr\":\"2\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"While the tree remains motionless, it is indistinguishable from a normal tree.\"]}],\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}14 ({@damage 3d6 + 4}) bludgeoning damage.\"]}],\"environment\":[\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/awakened-tree.mp3\"},\"traitTags\":[\"False Appearance\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\",\"RCH\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Axe Beak\",\"source\":\"MM\",\"page\":317,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"SKT\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"GoS\"},{\"source\":\"IDRotF\"}],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[11],\"hp\":{\"average\":19,\"formula\":\"3d10 + 3\"},\"speed\":{\"walk\":50},\"str\":14,\"dex\":12,\"con\":12,\"int\":2,\"wis\":10,\"cha\":5,\"passive\":10,\"cr\":\"1/4\",\"action\":[{\"name\":\"Beak\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage.\"]}],\"environment\":[\"grassland\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/axe-beak.mp3\"},\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Azer\",\"source\":\"MM\",\"page\":22,\"srd\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"WDMM\"},{\"source\":\"KftGV\"},{\"source\":\"DoDk\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":\"elemental\",\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":39,\"formula\":\"6d8 + 12\"},\"speed\":{\"walk\":30},\"str\":17,\"dex\":12,\"con\":15,\"int\":12,\"wis\":13,\"cha\":10,\"save\":{\"con\":\"+4\"},\"passive\":11,\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Ignan\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Heated Body\",\"entries\":[\"A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 ({@damage 1d10}) fire damage.\"]},{\"name\":\"Heated Weapons\",\"entries\":[\"When the azer hits with a metal melee weapon, it deals an extra 3 ({@damage 1d6}) fire damage (included in the attack).\"]},{\"name\":\"Illumination\",\"entries\":[\"The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet.\"]}],\"action\":[{\"name\":\"Warhammer\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage, or 8 ({@damage 1d10 + 3}) bludgeoning damage if used with two hands to make a melee attack, plus 3 ({@damage 1d6}) fire damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/azer.mp3\"},\"attachedItems\":[\"warhammer|phb\"],\"traitTags\":[\"Illumination\"],\"languageTags\":[\"IG\"],\"damageTags\":[\"B\",\"F\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Baboon\",\"source\":\"MM\",\"page\":318,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"CM\"},{\"source\":\"CoS\"},{\"source\":\"WBtW\"},{\"source\":\"KftGV\"}],\"size\":[\"S\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":3,\"formula\":\"1d6\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":8,\"dex\":14,\"con\":11,\"int\":4,\"wis\":12,\"cha\":6,\"passive\":11,\"cr\":\"0\",\"trait\":[{\"name\":\"Pack Tactics\",\"entries\":[\"The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}1 ({@damage 1d4 - 1}) piercing damage.\"]}],\"environment\":[\"forest\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/baboon.mp3\"},\"traitTags\":[\"Pack Tactics\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Badger\",\"source\":\"MM\",\"page\":318,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"WBtW\"},{\"source\":\"QftIS\"}],\"reprintedAs\":[\"Badger|XPHB\"],\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[10],\"hp\":{\"average\":3,\"formula\":\"1d4 + 1\"},\"speed\":{\"walk\":20,\"burrow\":5},\"str\":4,\"dex\":11,\"con\":12,\"int\":2,\"wis\":12,\"cha\":5,\"senses\":[\"darkvision 30 ft.\"],\"passive\":11,\"cr\":\"0\",\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The badger has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}1 piercing damage.\"]}],\"environment\":[\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/badger.mp3\"},\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Balor\",\"source\":\"MM\",\"page\":55,\"srd\":true,\"otherSources\":[{\"source\":\"BGDIA\"},{\"source\":\"IMR\"},{\"source\":\"EGW\"},{\"source\":\"TCE\"},{\"source\":\"CRCotN\"},{\"source\":\"ToFW\"},{\"source\":\"DoDk\"},{\"source\":\"CoA\"}],\"size\":[\"H\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":262,\"formula\":\"21d12 + 126\"},\"speed\":{\"walk\":40,\"fly\":80},\"str\":26,\"dex\":15,\"con\":22,\"int\":20,\"wis\":16,\"cha\":22,\"save\":{\"str\":\"+14\",\"con\":\"+12\",\"wis\":\"+9\",\"cha\":\"+12\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":13,\"resist\":[\"cold\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"telepathy 120 ft.\"],\"cr\":\"19\",\"trait\":[{\"name\":\"Death Throes\",\"entries\":[\"When the balor dies, it explodes, and each creature within 30 feet of it must make a {@dc 20} Dexterity saving throw, taking 70 ({@damage 20d6}) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons.\"]},{\"name\":\"Fire Aura\",\"entries\":[\"At the start of each of the balor's turns, each creature within 5 feet of it takes 10 ({@damage 3d6}) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 ({@damage 3d6}) fire damage.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The balor has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The balor's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The balor makes two attacks: one with its longsword and one with its whip.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d8 + 8}) slashing damage plus 13 ({@damage 3d8}) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.\"]},{\"name\":\"Whip\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 30 ft., one target. {@h}15 ({@damage 2d6 + 8}) slashing damage plus 10 ({@damage 3d6}) fire damage, and the target must succeed on a {@dc 20} Strength saving throw or be pulled up to 25 feet toward the balor.\"]},{\"name\":\"Teleport\",\"entries\":[\"The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Summon Demon (1/Day)\",\"entries\":[\"The demon chooses what to summon and attempts a magical summoning.\",\"A balor has a {@chance 50|50 percent|50% summoning chance} chance of summoning {@dice 1d8} {@creature vrock||vrocks}, {@dice 1d6} {@creature hezrou||hezrous}, {@dice 1d4} {@creature glabrezu||glabrezus}, {@dice 1d3} {@creature nalfeshnee||nalfeshnees}, {@dice 1d2} {@creature marilith||mariliths}, or one {@creature goristro}.\",\"A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.\"],\"_version\":{\"name\":\"Balor (Summoner)\",\"addAs\":\"action\"}}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/balor.mp3\"},\"attachedItems\":[\"longsword|phb\",\"whip|phb\"],\"traitTags\":[\"Death Burst\",\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\",\"Teleport\"],\"languageTags\":[\"AB\",\"TP\"],\"damageTags\":[\"F\",\"L\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bandit\",\"source\":\"MM\",\"page\":343,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"HotDQ\"},{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"DC\"},{\"source\":\"DIP\"},{\"source\":\"SLW\"},{\"source\":\"BGDIA\"},{\"source\":\"ERLW\"},{\"source\":\"EGW\"},{\"source\":\"IDRotF\"},{\"source\":\"CM\"},{\"source\":\"CoS\"},{\"source\":\"CRCotN\"},{\"source\":\"JttRC\"},{\"source\":\"SjA\"},{\"source\":\"LoX\"},{\"source\":\"DSotDQ\"},{\"source\":\"KftGV\"},{\"source\":\"PaBTSO\"},{\"source\":\"SatO\"},{\"source\":\"BMT\"},{\"source\":\"DoDk\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"NX\",\"C\",\"G\",\"NY\",\"E\"],\"ac\":[{\"ac\":12,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":11,\"formula\":\"2d8 + 2\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":12,\"con\":12,\"int\":10,\"wis\":10,\"cha\":10,\"passive\":10,\"languages\":[\"any one language (usually Common)\"],\"cr\":\"1/8\",\"action\":[{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) slashing damage.\"]},{\"name\":\"Light Crossbow\",\"entries\":[\"{@atk rw} {@hit 3} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage.\"]}],\"environment\":[\"coastal\",\"hill\",\"arctic\",\"urban\",\"forest\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/bandit.mp3\"},\"altArt\":[{\"name\":\"Diabolical Bandit\",\"source\":\"MTF\",\"page\":18},{\"name\":\"Uttolot Elf Bandit\",\"source\":\"EGW\"}],\"attachedItems\":[\"light crossbow|phb\",\"scimitar|phb\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Bandit Captain\",\"source\":\"MM\",\"page\":344,\"srd\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"DC\"},{\"source\":\"DIP\"},{\"source\":\"SLW\"},{\"source\":\"BGDIA\"},{\"source\":\"IMR\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"IDRotF\"},{\"source\":\"CM\"},{\"source\":\"CoS\"},{\"source\":\"CRCotN\"},{\"source\":\"LoX\"},{\"source\":\"DSotDQ\"},{\"source\":\"KftGV\"},{\"source\":\"SatO\"},{\"source\":\"ToFW\"},{\"source\":\"BMT\"},{\"source\":\"DoDk\"},{\"source\":\"QftIS\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"NX\",\"C\",\"G\",\"NY\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item studded leather armor|phb|studded leather}\"]}],\"hp\":{\"average\":65,\"formula\":\"10d8 + 20\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":16,\"con\":14,\"int\":14,\"wis\":11,\"cha\":14,\"save\":{\"str\":\"+4\",\"dex\":\"+5\",\"wis\":\"+2\"},\"skill\":{\"athletics\":\"+4\",\"deception\":\"+4\"},\"passive\":10,\"languages\":[\"any two languages\"],\"cr\":\"2\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.\"]},{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.\"]}],\"environment\":[\"coastal\",\"hill\",\"arctic\",\"urban\",\"forest\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/bandit-captain.mp3\"},\"altArt\":[{\"name\":\"Diabolical Bandit Captain\",\"source\":\"MTF\",\"page\":18}],\"attachedItems\":[\"dagger|phb\",\"scimitar|phb\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"X\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Banshee\",\"source\":\"MM\",\"page\":23,\"basicRules\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"DIP\"},{\"source\":\"BGDIA\"},{\"source\":\"EGW\"},{\"source\":\"TCE\"},{\"source\":\"WBtW\"},{\"source\":\"JttRC\"},{\"source\":\"PaBTSO\"},{\"source\":\"BMT\"},{\"source\":\"QftIS\"}],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"ac\":[12],\"hp\":{\"average\":58,\"formula\":\"13d8\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":1,\"dex\":14,\"con\":10,\"int\":12,\"wis\":11,\"cha\":17,\"save\":{\"wis\":\"+2\",\"cha\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"acid\",\"fire\",\"lightning\",\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"cold\",\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"Common\",\"Elvish\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Detect Life\",\"entries\":[\"The banshee can magically sense the presence of living creatures up to 5 miles away that aren't undead or constructs. She knows the general direction they're in but not their exact locations.\"]},{\"name\":\"Incorporeal Movement\",\"entries\":[\"The banshee can move through other creatures and objects as if they were {@quickref difficult terrain||3}. She takes 5 ({@damage 1d10}) force damage if she ends her turn inside an object.\"]}],\"action\":[{\"name\":\"Corrupting Touch\",\"entries\":[\"{@atk ms} {@hit 4} to hit, reach 5 ft., one target. {@h}12 ({@damage 3d6 + 2}) necrotic damage.\"]},{\"name\":\"Horrifying Visage\",\"entries\":[\"Each non-undead creature within 60 feet of the banshee that can see her must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} for 1 minute. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the banshee's Horrifying Visage for the next 24 hours.\"]},{\"name\":\"Wail (1/Day)\",\"entries\":[\"The banshee releases a mournful wail, provided that she isn't in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a {@dc 13} Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 ({@damage 3d6}) psychic damage.\"]}],\"environment\":[\"forest\",\"coastal\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/banshee.mp3\"},\"traitTags\":[\"Incorporeal Movement\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"N\",\"O\",\"Y\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Barbed Devil\",\"source\":\"MM\",\"page\":70,\"srd\":true,\"otherSources\":[{\"source\":\"RoT\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"BGDIA\"},{\"source\":\"EGW\"},{\"source\":\"IDRotF\"},{\"source\":\"TCE\"},{\"source\":\"GHLoE\"},{\"source\":\"VEoR\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":110,\"formula\":\"13d8 + 52\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":17,\"con\":18,\"int\":12,\"wis\":14,\"cha\":14,\"save\":{\"str\":\"+6\",\"con\":\"+7\",\"wis\":\"+5\",\"cha\":\"+5\"},\"skill\":{\"deception\":\"+5\",\"insight\":\"+5\",\"perception\":\"+8\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":18,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Barbed Hide\",\"entries\":[\"At the start of each of its turns, the barbed devil deals 5 ({@damage 1d10}) piercing damage to any creature grappling it.\"]},{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the devil's darkvision.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The devil has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage.\"]},{\"name\":\"Hurl Flame\",\"entries\":[\"{@atk rs} {@hit 5} to hit, range 150 ft., one target. {@h}10 ({@damage 3d6}) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Summon Devil (1/Day)\",\"entries\":[\"The devil chooses what to summon and attempts a magical summoning.\",\"A barbed devil has a {@chance 30} chance of summoning one barbed devil.\",\"A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.\"],\"_version\":{\"name\":\"Barbed Devil (Summoner)\",\"addAs\":\"action\"}}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/barbed-devil.mp3\"},\"traitTags\":[\"Devil's Sight\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"I\",\"TP\"],\"damageTags\":[\"F\",\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Barlgura\",\"source\":\"MM\",\"page\":56,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"BGDIA\"},{\"source\":\"IMR\"},{\"source\":\"CRCotN\"},{\"source\":\"KftGV\"},{\"source\":\"PaBTSO\"},{\"source\":\"SatO\"},{\"source\":\"BMT\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":68,\"formula\":\"8d10 + 24\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":18,\"dex\":15,\"con\":16,\"int\":7,\"wis\":14,\"cha\":9,\"save\":{\"dex\":\"+5\",\"con\":\"+6\"},\"skill\":{\"perception\":\"+5\",\"stealth\":\"+5\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":15,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"telepathy 120 ft.\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The barlgura's spellcasting ability is Wisdom (spell save {@dc 13}). The barlgura can innately cast the following spells, requiring no material components:\"],\"daily\":{\"1e\":[\"{@spell entangle}\",\"{@spell phantasmal force}\"],\"2e\":[\"{@spell disguise self}\",\"{@spell invisibility} (self only)\"]},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Reckless\",\"entries\":[\"At the start of its turn, the barlgura can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.\"]},{\"name\":\"Running Leap\",\"entries\":[\"The barlgura's long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The barlgura makes three attacks: one with its bite and two with its fists.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage.\"]},{\"name\":\"Fist\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) bludgeoning damage.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Summon Demon (1/Day)\",\"entries\":[\"The demon chooses what to summon and attempts a magical summoning.\",\"A barlgura has a {@chance 30|30 percent|30% summoning chance} chance of summoning one barlgura.\",\"A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.\"],\"_version\":{\"name\":\"Barlgura (Summoner)\",\"addAs\":\"action\"}}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/barlgura.mp3\"},\"traitTags\":[\"Reckless\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"TP\"],\"damageTags\":[\"B\",\"P\"],\"damageTagsSpell\":[\"Y\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\"],\"savingThrowForcedSpell\":[\"intelligence\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Basilisk\",\"source\":\"MM\",\"page\":24,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"BGDIA\"},{\"source\":\"MOT\"},{\"source\":\"IDRotF\"},{\"source\":\"PSZ\"},{\"source\":\"PaBTSO\"},{\"source\":\"QftIS\"}],\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"8d8 + 16\"},\"speed\":{\"walk\":20},\"str\":16,\"dex\":8,\"con\":15,\"int\":2,\"wis\":8,\"cha\":7,\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"cr\":\"3\",\"trait\":[{\"name\":\"Petrifying Gaze\",\"entries\":[\"If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a {@dc 12} Constitution saving throw if the basilisk isn't {@condition incapacitated}. On a failed save, the creature magically begins to turn to stone and is {@condition restrained}. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is {@condition petrified} until freed by the {@spell greater restoration} spell or other magic.\",\"A creature that isn't {@status surprised} can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.\",\"If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage.\"]}],\"environment\":[\"mountain\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/basilisk.mp3\"},\"senseTags\":[\"D\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"petrified\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bat\",\"source\":\"MM\",\"page\":318,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"IDRotF\"},{\"source\":\"WBtW\"},{\"source\":\"PSX\"},{\"source\":\"DoDk\"}],\"reprintedAs\":[\"Bat|XPHB\"],\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":1,\"formula\":\"1d4 - 1\"},\"speed\":{\"walk\":5,\"fly\":30},\"str\":2,\"dex\":15,\"con\":8,\"int\":2,\"wis\":12,\"cha\":4,\"senses\":[\"blindsight 60 ft.\"],\"passive\":11,\"cr\":\"0\",\"trait\":[{\"name\":\"Echolocation\",\"entries\":[\"The bat can't use its blindsight while {@condition deafened}.\"]},{\"name\":\"Keen Hearing\",\"entries\":[\"The bat has advantage on Wisdom ({@skill Perception}) checks that rely on hearing.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 0} to hit, reach 5 ft., one creature. {@h}1 piercing damage.\"]}],\"familiar\":true,\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/bat.mp3\"},\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"B\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Bearded Devil\",\"source\":\"MM\",\"page\":70,\"srd\":true,\"otherSources\":[{\"source\":\"RoT\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"BGDIA\"},{\"source\":\"EGW\"},{\"source\":\"IDRotF\"},{\"source\":\"BMT\"},{\"source\":\"DoDk\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"8d8 + 16\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":15,\"con\":15,\"int\":9,\"wis\":11,\"cha\":11,\"save\":{\"str\":\"+5\",\"con\":\"+4\",\"wis\":\"+2\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the devil's darkvision.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The devil has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Steadfast\",\"entries\":[\"The devil can't be {@condition frightened} while it can see an allied creature within 30 feet of it.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The devil makes two attacks: one with its beard and one with its glaive.\"]},{\"name\":\"Beard\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d8 + 2}) piercing damage, and the target must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} for 1 minute. While {@condition poisoned} in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Glaive\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d10 + 3}) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a {@dc 12} Constitution saving throw or lose 5 ({@dice 1d10}) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 ({@dice 1d10}). Any creature can take an action to stanch the wound with a successful {@dc 12} Wisdom ({@skill Medicine}) check. The wound also closes if the target receives magical healing.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Summon Devil (1/Day)\",\"entries\":[\"The devil chooses what to summon and attempts a magical summoning.\",\"A bearded devil has a {@chance 30} chance of summoning one bearded devil.\",\"A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.\"],\"_version\":{\"name\":\"Bearded Devil (Summoner)\",\"addAs\":\"action\"}}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/bearded-devil.mp3\"},\"attachedItems\":[\"glaive|phb\"],\"traitTags\":[\"Devil's Sight\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"I\",\"TP\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Behir\",\"source\":\"MM\",\"page\":25,\"srd\":true,\"otherSources\":[{\"source\":\"TftYP\"},{\"source\":\"EGW\"},{\"source\":\"CM\"},{\"source\":\"JttRC\"},{\"source\":\"KftGV\"},{\"source\":\"PaBTSO\"},{\"source\":\"ToFW\"},{\"source\":\"BMT\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"}],\"size\":[\"H\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":168,\"formula\":\"16d12 + 64\"},\"speed\":{\"walk\":50,\"climb\":40},\"str\":23,\"dex\":16,\"con\":18,\"int\":7,\"wis\":14,\"cha\":12,\"skill\":{\"perception\":\"+6\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 90 ft.\"],\"passive\":16,\"immune\":[\"lightning\"],\"languages\":[\"Draconic\"],\"cr\":\"11\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The behir makes two attacks: one with its bite and one to constrict.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d10 + 6}) piercing damage.\"]},{\"name\":\"Constrict\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one Large or smaller creature. {@h}17 ({@damage 2d10 + 6}) bludgeoning damage plus 17 ({@damage 2d10 + 6}) slashing damage. The target is {@condition grappled} (escape {@dc 16}) if the behir isn't already constricting a creature, and the target is {@condition restrained} until this grapple ends.\"]},{\"name\":\"Lightning Breath {@recharge 5}\",\"entries\":[\"The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a {@dc 16} Dexterity saving throw, taking 66 ({@damage 12d10}) lightning damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Swallow\",\"entries\":[\"The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the behir, and it takes 21 ({@damage 6d6}) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time.\",\"If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a {@dc 14} Constitution saving throw at the end of that turn or regurgitate the creature, which falls {@condition prone} in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 15 feet of movement, exiting {@condition prone}.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/behir.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\",\"Swallow\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"A\",\"B\",\"L\",\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"grappled\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Beholder\",\"group\":[\"Beholders\"],\"source\":\"MM\",\"page\":28,\"otherSources\":[{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"ERLW\"},{\"source\":\"EGW\"},{\"source\":\"TCE\"},{\"source\":\"CM\"},{\"source\":\"JttRC\"},{\"source\":\"LoX\"},{\"source\":\"KftGV\"},{\"source\":\"PaBTSO\"},{\"source\":\"SatO\"},{\"source\":\"ToFW\"},{\"source\":\"BMT\"},{\"source\":\"CoA\"}],\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":180,\"formula\":\"19d10 + 76\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":20,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":10,\"dex\":14,\"con\":18,\"int\":17,\"wis\":15,\"cha\":17,\"save\":{\"int\":\"+8\",\"wis\":\"+7\",\"cha\":\"+8\"},\"skill\":{\"perception\":\"+12\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":22,\"conditionImmune\":[\"prone\"],\"languages\":[\"Deep Speech\",\"Undercommon\"],\"cr\":{\"cr\":\"13\",\"lair\":\"14\"},\"trait\":[{\"name\":\"Antimagic Cone\",\"entries\":[\"The beholder's central eye creates an area of antimagic, as in the {@spell antimagic field} spell, in a 150-foot cone. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder's own eye rays.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}14 ({@damage 4d6}) piercing damage.\"]},{\"name\":\"Eye Rays\",\"entries\":[\"The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"1. Charm Ray\",\"style\":\"italic\",\"entry\":\"The targeted creature must succeed on a {@dc 16} Wisdom saving throw or be {@condition charmed} by the beholder for 1 hour, or until the beholder harms the creature.\"},{\"type\":\"item\",\"name\":\"2. Paralyzing Ray\",\"style\":\"italic\",\"entry\":\"The targeted creature must succeed on a {@dc 16} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"},{\"type\":\"item\",\"name\":\"3. Fear Ray\",\"style\":\"italic\",\"entry\":\"The targeted creature must succeed on a {@dc 16} Wisdom saving throw or be {@condition frightened} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"},{\"type\":\"item\",\"name\":\"4. Slowing Ray\",\"style\":\"italic\",\"entry\":\"The targeted creature must succeed on a {@dc 16} Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"},{\"type\":\"item\",\"name\":\"5. Enervation Ray\",\"style\":\"italic\",\"entry\":\"The targeted creature must make a {@dc 16} Constitution saving throw, taking 36 ({@damage 8d8}) necrotic damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"6. Telekinetic Ray\",\"style\":\"italic\",\"entries\":[\"If the target is a creature, it must succeed on a {@dc 16} Strength saving throw or the beholder moves it up to 30 feet in any direction. It is {@condition restrained} by the ray's telekinetic grip until the start of the beholder's next turn or until the beholder is {@condition incapacitated}.\",\"If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.\"]},{\"type\":\"item\",\"name\":\"7. Sleep Ray\",\"style\":\"italic\",\"entry\":\"The targeted creature must succeed on a {@dc 16} Wisdom saving throw or fall asleep and remain {@condition unconscious} for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.\"},{\"type\":\"item\",\"name\":\"8. Petrification Ray\",\"style\":\"italic\",\"entry\":\"The targeted creature must make a {@dc 16} Dexterity saving throw. On a failed save, the creature begins to turn to stone and is {@condition restrained}. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is {@condition petrified} until freed by the {@spell greater restoration} spell or other magic.\"},{\"type\":\"item\",\"name\":\"9. Disintegration Ray\",\"style\":\"italic\",\"entries\":[\"If the target is a creature, it must succeed on a {@dc 16} Dexterity saving throw or take 45 ({@damage 10d8}) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.\",\"If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.\"]},{\"type\":\"item\",\"name\":\"10. Death Ray\",\"style\":\"italic\",\"entry\":\"The targeted creature must succeed on a {@dc 16} Dexterity saving throw or take 55 ({@damage 10d10}) necrotic damage. The target dies if the ray reduces it to 0 hit points.\"}]}]}],\"legendaryHeader\":[\"The beholder can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature's turn. The beholder regains spent legendary actions at the start of its turn.\"],\"legendary\":[{\"name\":\"Eye Ray\",\"entries\":[\"The beholder uses one random eye ray.\"]}],\"legendaryGroup\":{\"name\":\"Beholder\",\"source\":\"MM\"},\"variant\":[{\"type\":\"inset\",\"name\":\"Variant Abilities\",\"entries\":[\"When a beholder's dream-imagination runs wild, the result can be an offspring that has an unusual or unique set of abilities. Rather than the standard powers of a beholder's central eye and eyestalks, the creature has one or more variant abilities—guaranteed to surprise any enemies who thought they knew what they were getting themselves into.\",\"This section provides several alternative spell effects for a beholder's eye. Each of these effects is designed to be of the same power level as the one it replaces, enabling you to create a custom beholder without altering the monster's challenge rating. As another option, you can switch any of the damaging eye rays in the {@book Monster Manual|MM} to an effect with a different damage type, such as replacing the enervation ray with a combustion ray that deals fire damage instead of necrotic damage.\",\"Unless otherwise indicated, an alternative ability has the same range as the eye ray it is replacing, and it affects only one creature per use (even if the ability is based on a spell that normally affects an area or multiple targets). The saving throw for an alternative ability uses the same DC and the same ability score as the spell the eye ray is based on.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Antimagic Cone:\",\"entry\":\"{@spell mirage arcane}, {@spell power word stun} (affecting the weakest non-{@condition stunned} target in the cone each round)\"},{\"type\":\"item\",\"name\":\"Charm Ray:\",\"entry\":\"{@spell banishment} (1 minute), {@spell confusion} (1 minute)\"},{\"type\":\"item\",\"name\":\"Death Ray:\",\"entry\":\"{@spell circle of death} (10-foot-radius sphere; 4d6 necrotic damage to all creatures in the area), {@spell feeblemind}\"},{\"type\":\"item\",\"name\":\"Disintegration Ray:\",\"entry\":\"{@spell chain lightning} (primary target takes 6d8 lightning damage; two secondary targets within 30 feet of the primary target take 3d8 lightning damage each), {@spell eyebite} (sickened effect; 1 minute)\"},{\"type\":\"item\",\"name\":\"Enervation Ray:\",\"entry\":\"{@spell create undead} (usable regardless of the time of day), {@spell polymorph} (1 minute)\"},{\"type\":\"item\",\"name\":\"Fear Ray:\",\"entry\":\"{@spell gaseous form} (self or willing creature only), {@spell moonbeam}\"},{\"type\":\"item\",\"name\":\"Paralyzing Ray:\",\"entry\":\"{@spell modify memory}, {@spell silence} (1 minute)\"},{\"type\":\"item\",\"name\":\"Petrification Ray:\",\"entry\":\"{@spell Otto's irresistible dance} (1 minute), {@spell wall of ice} (1 minute; one 10-foot-square panel)\"},{\"type\":\"item\",\"name\":\"Sleep Ray:\",\"entry\":\"{@spell blindness/deafness}, {@spell misty step} (self or willing creature only)\"},{\"type\":\"item\",\"name\":\"Slowing Ray:\",\"entry\":\"{@spell bestow curse} (1 minute), {@spell sleet storm} (one 10-foot-cube)\"},{\"type\":\"item\",\"name\":\"Telekinesis Ray:\",\"entry\":\"{@spell geas} (1 hour), {@spell wall of force} (1 minute; one 10-foot-square panel)\"}]}],\"source\":\"VGM\",\"page\":12,\"_version\":{\"name\":\"Beholder (Variant Abilities)\",\"addAs\":\"trait\"}}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/beholder.mp3\"},\"senseTags\":[\"SD\"],\"languageTags\":[\"DS\",\"U\"],\"damageTags\":[\"N\",\"O\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"charmed\",\"frightened\",\"paralyzed\",\"petrified\",\"restrained\",\"unconscious\"],\"conditionInflictLegendary\":[\"grappled\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"strength\",\"wisdom\"],\"savingThrowForcedLegendary\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Beholder Zombie\",\"source\":\"MM\",\"page\":316,\"otherSources\":[{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"ToFW\"},{\"source\":\"VEoR\"}],\"size\":[\"L\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":93,\"formula\":\"11d10 + 33\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":20,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":10,\"dex\":8,\"con\":16,\"int\":3,\"wis\":8,\"cha\":5,\"save\":{\"wis\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\",\"prone\"],\"languages\":[\"understands Deep Speech and Undercommon but can't speak\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Undead Fortitude\",\"entries\":[\"If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}14 ({@damage 4d6}) piercing damage.\"]},{\"name\":\"Eye Ray\",\"entries\":[\"The zombie uses a random magical eye ray, choosing a target that it can see within 60 feet of it.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"1. Paralyzing Ray\",\"style\":\"italic\",\"entry\":\"The targeted creature must succeed on a {@dc 14} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"},{\"type\":\"item\",\"name\":\"2. Fear Ray\",\"style\":\"italic\",\"entry\":\"The targeted creature must succeed on a {@dc 14} Wisdom saving throw or be {@condition frightened} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"},{\"type\":\"item\",\"name\":\"3. Enervation Ray\",\"style\":\"italic\",\"entry\":\"The targeted creature must make a {@dc 14} Constitution saving throw, taking 36 ({@damage 8d8}) necrotic damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"4. Disintegration Ray\",\"style\":\"italic\",\"entries\":[\"If the target is a creature, it must succeed on a {@dc 14} Dexterity saving throw or take 45 ({@damage 10d8}) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.\",\"If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger nonmagical object or creation of magical force, this ray disintegrates a 10-foot cube of it.\"]}]}]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/beholder-zombie.mp3\"},\"traitTags\":[\"Undead Fortitude\"],\"senseTags\":[\"D\"],\"languageTags\":[\"CS\",\"DS\",\"U\"],\"damageTags\":[\"N\",\"O\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"frightened\",\"paralyzed\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Berserker\",\"source\":\"MM\",\"page\":344,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"HotDQ\"},{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"DC\"},{\"source\":\"DIP\"},{\"source\":\"SLW\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"IDRotF\"},{\"source\":\"CM\"},{\"source\":\"CRCotN\"},{\"source\":\"PaBTSO\"},{\"source\":\"ToFW\"},{\"source\":\"BMT\"},{\"source\":\"DoDk\"}],\"reprintedAs\":[\"Berserker|XMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"C\",\"G\",\"NY\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item hide armor|phb}\"]}],\"hp\":{\"average\":67,\"formula\":\"9d8 + 27\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":12,\"con\":17,\"int\":9,\"wis\":11,\"cha\":9,\"passive\":10,\"languages\":[\"any one language (usually Common)\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Reckless\",\"entries\":[\"At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.\"]}],\"action\":[{\"name\":\"Greataxe\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d12 + 3}) slashing damage.\"]}],\"environment\":[\"coastal\",\"mountain\",\"hill\",\"arctic\",\"forest\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/berserker.mp3\"},\"altArt\":[{\"name\":\"Diabolical Berserker\",\"source\":\"MTF\",\"page\":18}],\"attachedItems\":[\"greataxe|phb\"],\"traitTags\":[\"Reckless\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Black Bear\",\"source\":\"MM\",\"page\":318,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"IMR\"},{\"source\":\"SatO\"},{\"source\":\"ToFW\"},{\"source\":\"QftIS\"}],\"reprintedAs\":[\"Black Bear|XPHB\"],\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":11,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":19,\"formula\":\"3d8 + 6\"},\"speed\":{\"walk\":40,\"climb\":30},\"str\":15,\"dex\":10,\"con\":14,\"int\":2,\"wis\":12,\"cha\":7,\"skill\":{\"perception\":\"+3\"},\"passive\":13,\"cr\":\"1/2\",\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The bear has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The bear makes two attacks: one with its bite and one with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) slashing damage.\"]}],\"environment\":[\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/black-bear.mp3\"},\"traitTags\":[\"Keen Senses\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Black Dragon Wyrmling\",\"group\":[\"Chromatic Dragon\"],\"source\":\"MM\",\"page\":88,\"srd\":true,\"otherSources\":[{\"source\":\"TftYP\"},{\"source\":\"VEoR\"}],\"size\":[\"M\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":30,\"fly\":60,\"swim\":30},\"str\":15,\"dex\":14,\"con\":13,\"int\":10,\"wis\":11,\"cha\":13,\"save\":{\"dex\":\"+4\",\"con\":\"+3\",\"wis\":\"+2\",\"cha\":\"+3\"},\"skill\":{\"perception\":\"+4\",\"stealth\":\"+4\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 60 ft.\"],\"passive\":14,\"immune\":[\"acid\"],\"languages\":[\"Draconic\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The dragon can breathe air and water.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage plus 2 ({@damage 1d4}) acid damage.\"]},{\"name\":\"Acid Breath {@recharge 5}\",\"entries\":[\"The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a {@dc 11} Dexterity saving throw, taking 22 ({@damage 5d8}) acid damage on a failed save, or half as much damage on a successful one.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 9} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]}]}]}]}],\"dragonAge\":\"wyrmling\",\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/black-dragon-wyrmling.mp3\"},\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"A\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Black Pudding\",\"source\":\"MM\",\"page\":241,\"srd\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"IDRotF\"},{\"source\":\"CM\"},{\"source\":\"JttRC\"},{\"source\":\"DSotDQ\"},{\"source\":\"KftGV\"},{\"source\":\"SatO\"},{\"source\":\"ToFW\"},{\"source\":\"DoDk\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"size\":[\"L\"],\"type\":\"ooze\",\"alignment\":[\"U\"],\"ac\":[7],\"hp\":{\"average\":85,\"formula\":\"10d10 + 30\"},\"speed\":{\"walk\":20,\"climb\":20},\"str\":16,\"dex\":5,\"con\":16,\"int\":1,\"wis\":6,\"cha\":1,\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":8,\"immune\":[\"acid\",\"cold\",\"lightning\",\"slashing\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"prone\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Amorphous\",\"entries\":[\"The pudding can move through a space as narrow as 1 inch wide without squeezing.\"]},{\"name\":\"Corrosive Form\",\"entries\":[\"A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 ({@damage 1d8}) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Pseudopod\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage plus 18 ({@damage 4d8}) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.\"]}],\"reaction\":[{\"name\":\"Split\",\"entries\":[\"When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/black-pudding.mp3\"},\"traitTags\":[\"Amorphous\",\"Spider Climb\"],\"senseTags\":[\"B\"],\"damageTags\":[\"A\",\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Blink Dog\",\"source\":\"MM\",\"page\":318,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"ERLW\"},{\"source\":\"MOT\"},{\"source\":\"TCE\"},{\"source\":\"WBtW\"},{\"source\":\"SatO\"},{\"source\":\"BMT\"},{\"source\":\"VEoR\"}],\"reprintedAs\":[\"Blink Dog|XMM\"],\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"L\",\"G\"],\"ac\":[13],\"hp\":{\"average\":22,\"formula\":\"4d8 + 4\"},\"speed\":{\"walk\":40},\"str\":12,\"dex\":17,\"con\":12,\"int\":10,\"wis\":13,\"cha\":11,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+5\"},\"passive\":13,\"languages\":[\"Blink Dog\",\"understands Sylvan but can't speak it\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Keen Hearing and Smell\",\"entries\":[\"The dog has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage.\"]},{\"name\":\"Teleport {@recharge 4}\",\"entries\":[\"The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.\"]}],\"environment\":[\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/blink-dog.mp3\"},\"traitTags\":[\"Keen Senses\"],\"actionTags\":[\"Teleport\"],\"languageTags\":[\"CS\",\"OTH\",\"S\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Blood Hawk\",\"source\":\"MM\",\"page\":319,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"GoS\"},{\"source\":\"EGW\"},{\"source\":\"CM\"}],\"size\":[\"S\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":7,\"formula\":\"2d6\"},\"speed\":{\"walk\":10,\"fly\":60},\"str\":6,\"dex\":14,\"con\":10,\"int\":3,\"wis\":14,\"cha\":5,\"skill\":{\"perception\":\"+4\"},\"passive\":14,\"cr\":\"1/8\",\"trait\":[{\"name\":\"Keen Sight\",\"entries\":[\"The hawk has advantage on Wisdom ({@skill Perception}) checks that rely on sight.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Beak\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"environment\":[\"mountain\",\"grassland\",\"forest\",\"hill\",\"coastal\",\"arctic\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/blood-hawk.mp3\"},\"traitTags\":[\"Keen Senses\",\"Pack Tactics\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Blue Dragon Wyrmling\",\"group\":[\"Chromatic Dragon\"],\"source\":\"MM\",\"page\":91,\"srd\":true,\"otherSources\":[{\"source\":\"MOT\"},{\"source\":\"DoSI\"}],\"size\":[\"M\"],\"type\":\"dragon\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"8d8 + 16\"},\"speed\":{\"walk\":30,\"burrow\":15,\"fly\":60},\"str\":17,\"dex\":10,\"con\":15,\"int\":12,\"wis\":11,\"cha\":15,\"save\":{\"dex\":\"+2\",\"con\":\"+4\",\"wis\":\"+2\",\"cha\":\"+4\"},\"skill\":{\"perception\":\"+4\",\"stealth\":\"+2\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 60 ft.\"],\"passive\":14,\"immune\":[\"lightning\"],\"languages\":[\"Draconic\"],\"cr\":\"3\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage plus 3 ({@damage 1d6}) lightning damage.\"]},{\"name\":\"Lightning Breath {@recharge 5}\",\"entries\":[\"The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a {@dc 12} Dexterity saving throw, taking 22 ({@damage 4d10}) lightning damage on a failed save, or half as much damage on a successful one.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 10} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]},{\"type\":\"item\",\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.\"]}]}]}]}],\"dragonAge\":\"wyrmling\",\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/blue-dragon-wyrmling.mp3\"},\"altArt\":[{\"name\":\"Blue Dragon Wyrmling\",\"source\":\"DoSI\"}],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"L\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Blue Slaad\",\"source\":\"MM\",\"page\":276,\"otherSources\":[{\"source\":\"WDMM\"},{\"source\":\"IDRotF\"},{\"source\":\"PaBTSO\"},{\"source\":\"SatO\"},{\"source\":\"QftIS\"}],\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":123,\"formula\":\"13d10 + 52\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":15,\"con\":18,\"int\":7,\"wis\":7,\"cha\":9,\"skill\":{\"perception\":\"+1\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"thunder\"],\"languages\":[\"Slaad\",\"telepathy 60 ft.\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The slaad has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The slaad makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage. If the target is a humanoid, it must succeed on a {@dc 15} Constitution saving throw or be infected with a disease called chaos phage. While infected, the target can't regain hit points, and its hit point maximum is reduced by 10 ({@dice 3d6}) every 24 hours. If the disease reduces the target's hit point maximum to 0, the target instantly transforms into a {@creature red slaad} or, if it has the ability to cast spells of 3rd level or higher, a {@creature green slaad}. Only a {@spell wish} spell can reverse the transformation.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Control Gem\",\"entries\":[\"Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being {@condition charmed} while so controlled.\",\"Certain spells can be used to acquire the gem. If the slaad fails its saving throw against {@spell imprisonment}, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A {@spell wish} spell, if cast in the slaad's presence, can be worded to acquire the gem.\",\"A {@spell greater restoration} spell cast on the slaad destroys the gem without harming the slaad.\",\"Someone who is proficient in Wisdom ({@skill Medicine}) can remove the gem from an {@condition incapacitated} slaad. Each try requires 1 minute of uninterrupted work and a successful {@dc 20} Wisdom ({@skill Medicine}) check. Each failed attempt deals 22 ({@damage 4d10}) psychic damage to the slaad.\"],\"_version\":{\"name\":\"Blue Slaad (Control Gem)\",\"addAs\":\"trait\"}}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/blue-slaad.mp3\"},\"traitTags\":[\"Magic Resistance\",\"Regeneration\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\",\"TP\"],\"damageTags\":[\"P\",\"S\",\"Y\"],\"miscTags\":[\"DIS\",\"HPR\",\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Boar\",\"source\":\"MM\",\"page\":319,\"srd\":true,\"otherSources\":[{\"source\":\"SKT\"},{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"DIP\"},{\"source\":\"MOT\"},{\"source\":\"CM\"},{\"source\":\"WBtW\"},{\"source\":\"QftIS\"}],\"reprintedAs\":[\"Boar|XPHB\"],\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":11,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":11,\"formula\":\"2d8 + 2\"},\"speed\":{\"walk\":40},\"str\":13,\"dex\":11,\"con\":12,\"int\":2,\"wis\":9,\"cha\":5,\"passive\":9,\"cr\":\"1/4\",\"trait\":[{\"name\":\"Charge\",\"entries\":[\"If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 ({@damage 1d6}) slashing damage. If the target is a creature, it must succeed on a {@dc 11} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Relentless (Recharges after a Short or Long Rest)\",\"entries\":[\"If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.\"]}],\"action\":[{\"name\":\"Tusk\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) slashing damage.\"]}],\"environment\":[\"grassland\",\"forest\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/boar.mp3\"},\"traitTags\":[\"Charge\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true},{\"name\":\"Bone Devil\",\"source\":\"MM\",\"page\":71,\"srd\":true,\"otherSources\":[{\"source\":\"RoT\"},{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"DC\"},{\"source\":\"DIP\"},{\"source\":\"BGDIA\"},{\"source\":\"EGW\"},{\"source\":\"DSotDQ\"},{\"source\":\"SatO\"},{\"source\":\"DoDk\"},{\"source\":\"CoA\"}],\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":142,\"formula\":\"15d10 + 60\"},\"speed\":{\"walk\":40,\"fly\":40},\"str\":18,\"dex\":16,\"con\":18,\"int\":13,\"wis\":14,\"cha\":16,\"save\":{\"int\":\"+5\",\"wis\":\"+6\",\"cha\":\"+7\"},\"skill\":{\"deception\":\"+7\",\"insight\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":12,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the devil's darkvision.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The devil has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The devil makes three attacks: two with its claws and one with its sting.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage.\"]},{\"name\":\"Sting\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage plus 17 ({@damage 5d6}) poison damage, and the target must succeed on a {@dc 14} Constitution saving throw or become {@condition poisoned} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Bone Devil Polearm\",\"entries\":[\"Some bone devils have the following action options.\",{\"name\":\"Multiattack\",\"type\":\"entries\",\"entries\":[\"The devil makes two attacks: one with its hooked polearm and one with its sting.\"]},{\"name\":\"Hooked Polearm\",\"type\":\"entries\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d12 + 4}) piercing damage. If the target is a Huge or smaller creature, it is {@condition grappled} (escape {@dc 14}). Until this grapple ends, the devil can't use its polearm on another target.\"]}],\"_version\":{\"name\":\"Bone Devil (Polearm)\",\"addHeadersAs\":\"action\"}},{\"type\":\"variant\",\"name\":\"Summon Devil (1/Day)\",\"entries\":[\"The devil chooses what to summon and attempts a magical summoning.\",\"A bone devil has a {@chance 40} chance of summoning {@dice 2d6} {@creature spined devil||spined devils} or one bone devil.\",\"A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.\"],\"_version\":{\"name\":\"Bone Devil (Summoner)\",\"addAs\":\"action\"}}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/bone-devil.mp3\"},\"traitTags\":[\"Devil's Sight\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"I\",\"TP\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bone Naga (Guardian)\",\"source\":\"MM\",\"page\":233,\"otherSources\":[{\"source\":\"ToA\"},{\"source\":\"WDMM\"}],\"size\":[\"L\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":58,\"formula\":\"9d10 + 9\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":16,\"con\":12,\"int\":15,\"wis\":15,\"cha\":16,\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"paralyzed\",\"poisoned\"],\"languages\":[\"Common plus one other language\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The naga is a 5th-level spellcaster (spell save {@dc 12}, {@hit 4} to hit with spell attacks) that needs only verbal components to cast its spells. Its spellcasting ability is Wisdom, and it has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell mending}\",\"{@spell sacred flame}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell command}\",\"{@spell shield of faith}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell calm emotions}\",\"{@spell hold person}\"]},\"3\":{\"slots\":2,\"spells\":[\"{@spell bestow curse}\"]}},\"ability\":\"wis\"}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one creature. {@h}10 ({@damage 2d6 + 3}) piercing damage plus 10 ({@damage 3d6}) poison damage.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/bone-naga.mp3\"},\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"I\",\"P\"],\"damageTagsSpell\":[\"N\",\"R\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bone Naga (Spirit)\",\"source\":\"MM\",\"page\":233,\"otherSources\":[{\"source\":\"DSotDQ\"},{\"source\":\"BMT\"}],\"size\":[\"L\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":58,\"formula\":\"9d10 + 9\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":16,\"con\":12,\"int\":15,\"wis\":15,\"cha\":16,\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"paralyzed\",\"poisoned\"],\"languages\":[\"Common plus one other language\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The naga is a 5th-level spellcaster (spell save {@dc 12}, {@hit 4} to hit with spell attacks) that needs only verbal components to cast its spells. Its spellcasting ability is Intelligence, and it has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell mage hand}\",\"{@spell minor illusion}\",\"{@spell ray of frost}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell charm person}\",\"{@spell sleep}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell detect thoughts}\",\"{@spell hold person}\"]},\"3\":{\"slots\":2,\"spells\":[\"{@spell lightning bolt}\"]}},\"ability\":\"int\"}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one creature. {@h}10 ({@damage 2d6 + 3}) piercing damage plus 10 ({@damage 3d6}) poison damage.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/bone-naga.mp3\"},\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"I\",\"P\"],\"damageTagsSpell\":[\"C\",\"L\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Brass Dragon Wyrmling\",\"group\":[\"Metallic Dragon\"],\"source\":\"MM\",\"page\":106,\"srd\":true,\"size\":[\"M\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":16,\"formula\":\"3d8 + 3\"},\"speed\":{\"walk\":30,\"burrow\":15,\"fly\":60},\"str\":15,\"dex\":10,\"con\":13,\"int\":10,\"wis\":11,\"cha\":13,\"save\":{\"dex\":\"+2\",\"con\":\"+3\",\"wis\":\"+2\",\"cha\":\"+3\"},\"skill\":{\"perception\":\"+4\",\"stealth\":\"+2\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 60 ft.\"],\"passive\":14,\"immune\":[\"fire\"],\"languages\":[\"Draconic\"],\"cr\":\"1\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage.\"]},{\"name\":\"Breath Weapons {@recharge 5}\",\"entries\":[\"The dragon uses one of the following breath weapons.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Fire Breath\",\"entry\":\"The dragon exhales fire in a 20-foot line that is 5 feet wide. Each creature in that line must make a {@dc 11} Dexterity saving throw, taking 14 ({@damage 4d6}) fire damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"Sleep Breath\",\"entry\":\"The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a {@dc 11} Constitution saving throw or fall {@condition unconscious} for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.\"}]}]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 9} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]},{\"type\":\"item\",\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.\"]}]}]}]}],\"dragonAge\":\"wyrmling\",\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/brass-dragon-wyrmling.mp3\"},\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"F\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"unconscious\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bronze Dragon Wyrmling\",\"group\":[\"Metallic Dragon\"],\"source\":\"MM\",\"page\":109,\"srd\":true,\"otherSources\":[{\"source\":\"DoSI\"}],\"size\":[\"M\"],\"type\":\"dragon\",\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":32,\"formula\":\"5d8 + 10\"},\"speed\":{\"walk\":30,\"fly\":60,\"swim\":30},\"str\":17,\"dex\":10,\"con\":15,\"int\":12,\"wis\":11,\"cha\":15,\"save\":{\"dex\":\"+2\",\"con\":\"+4\",\"wis\":\"+2\",\"cha\":\"+4\"},\"skill\":{\"perception\":\"+4\",\"stealth\":\"+2\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 60 ft.\"],\"passive\":14,\"immune\":[\"lightning\"],\"languages\":[\"Draconic\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The dragon can breathe air and water.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage.\"]},{\"name\":\"Breath Weapons {@recharge 5}\",\"entries\":[\"The dragon uses one of the following breath weapons.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Lightning Breath\",\"entry\":\"The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a {@dc 12} Dexterity saving throw, taking 16 ({@damage 3d10}) lightning damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"Repulsion Breath\",\"entry\":\"The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a {@dc 12} Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.\"}]}]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 10} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]}]}]}]}],\"dragonAge\":\"wyrmling\",\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/bronze-dragon-wyrmling.mp3\"},\"altArt\":[{\"name\":\"Bronze Dragon Wyrmling\",\"source\":\"DoSI\"}],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"L\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Brown Bear\",\"source\":\"MM\",\"page\":319,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"GoS\"},{\"source\":\"IMR\"},{\"source\":\"MOT\"},{\"source\":\"IDRotF\"},{\"source\":\"WBtW\"},{\"source\":\"BMT\"},{\"source\":\"QftIS\"}],\"reprintedAs\":[\"Brown Bear|XPHB\"],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":11,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":34,\"formula\":\"4d10 + 12\"},\"speed\":{\"walk\":40,\"climb\":30},\"str\":19,\"dex\":10,\"con\":16,\"int\":2,\"wis\":13,\"cha\":7,\"skill\":{\"perception\":\"+3\"},\"passive\":13,\"cr\":\"1\",\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The bear has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The bear makes two attacks: one with its bite and one with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage.\"]}],\"environment\":[\"forest\",\"hill\",\"arctic\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/brown-bear.mp3\"},\"traitTags\":[\"Keen Senses\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Bugbear\",\"source\":\"MM\",\"page\":33,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"LMoP\"},{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"ERLW\"},{\"source\":\"RMBRE\"},{\"source\":\"EGW\"},{\"source\":\"IDRotF\"},{\"source\":\"TCE\"},{\"source\":\"WBtW\"},{\"source\":\"CRCotN\"},{\"source\":\"KftGV\"},{\"source\":\"HftT\"},{\"source\":\"PaBTSO\"},{\"source\":\"DoDk\"},{\"source\":\"QftIS\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"goblinoid\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item hide armor|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":27,\"formula\":\"5d8 + 5\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":14,\"con\":13,\"int\":8,\"wis\":11,\"cha\":9,\"skill\":{\"stealth\":\"+6\",\"survival\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Common\",\"Goblin\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Brute\",\"entries\":[\"A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).\"]},{\"name\":\"Surprise Attack\",\"entries\":[\"If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 ({@dice 2d6}) damage from the attack.\"]}],\"action\":[{\"name\":\"Morningstar\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d8 + 2}) piercing damage.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}9 ({@damage 2d6 + 2}) piercing damage in melee or 5 ({@damage 1d6 + 2}) piercing damage at range.\"]}],\"environment\":[\"underdark\",\"grassland\",\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/bugbear.mp3\"},\"attachedItems\":[\"javelin|phb\",\"morningstar|phb\"],\"traitTags\":[\"Brute\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"GO\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bugbear Chief\",\"source\":\"MM\",\"page\":33,\"otherSources\":[{\"source\":\"TftYP\"},{\"source\":\"CRCotN\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"goblinoid\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item chain shirt|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":65,\"formula\":\"10d8 + 20\"},\"speed\":{\"walk\":30},\"str\":17,\"dex\":14,\"con\":14,\"int\":11,\"wis\":12,\"cha\":11,\"skill\":{\"intimidation\":\"+2\",\"stealth\":\"+6\",\"survival\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"languages\":[\"Common\",\"Goblin\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Brute\",\"entries\":[\"A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).\"]},{\"name\":\"Surprise Attack\",\"entries\":[\"If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 ({@dice 2d6}) damage from the attack.\"]},{\"name\":\"Heart of Hruggek\",\"entries\":[\"The bugbear has advantage on saving throws against being {@condition charmed}, {@condition frightened}, {@condition paralyzed}, {@condition poisoned}, {@condition stunned}, or put to sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The bugbear makes two melee attacks.\"]},{\"name\":\"Morningstar\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d8 + 3}) piercing damage.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}9 ({@damage 2d6 + 3}) piercing damage in melee or 5 ({@damage 1d6 + 3}) piercing damage at range.\"]}],\"environment\":[\"underdark\",\"grassland\",\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/bugbear-chief.mp3\"},\"attachedItems\":[\"javelin|phb\",\"morningstar|phb\"],\"traitTags\":[\"Brute\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GO\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bulette\",\"source\":\"MM\",\"page\":34,\"srd\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"IDRotF\"},{\"source\":\"JttRC\"},{\"source\":\"LoX\"},{\"source\":\"DSotDQ\"},{\"source\":\"QftIS\"}],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":94,\"formula\":\"9d10 + 45\"},\"speed\":{\"walk\":40,\"burrow\":40},\"str\":19,\"dex\":11,\"con\":21,\"int\":2,\"wis\":10,\"cha\":5,\"skill\":{\"perception\":\"+6\"},\"senses\":[\"darkvision 60 ft.\",\"tremorsense 60 ft.\"],\"passive\":16,\"cr\":\"5\",\"trait\":[{\"name\":\"Standing Leap\",\"entries\":[\"The bulette's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}30 ({@damage 4d12 + 4}) piercing damage.\"]},{\"name\":\"Deadly Leap\",\"entries\":[\"If the bulette jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a {@dc 16} Strength or Dexterity saving throw (target's choice) or be knocked {@condition prone} and take 14 ({@damage 3d6 + 4}) bludgeoning damage plus 14 ({@damage 3d6 + 4}) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked {@condition prone}, and is pushed 5 feet out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls {@condition prone} in the bulette's space.\"]}],\"environment\":[\"mountain\",\"grassland\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/bulette.mp3\"},\"senseTags\":[\"D\",\"T\"],\"damageTags\":[\"B\",\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bullywug\",\"source\":\"MM\",\"page\":35,\"otherSources\":[{\"source\":\"HotDQ\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"EGW\"},{\"source\":\"WBtW\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"bullywug\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item hide armor|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":11,\"formula\":\"2d8 + 2\"},\"speed\":{\"walk\":20,\"swim\":40},\"str\":12,\"dex\":12,\"con\":13,\"int\":7,\"wis\":10,\"cha\":7,\"skill\":{\"stealth\":\"+3\"},\"passive\":10,\"languages\":[\"Bullywug\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The bullywug can breathe air and water.\"]},{\"name\":\"Speak with Frogs and Toads\",\"entries\":[\"The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug.\"]},{\"name\":\"Swamp Camouflage\",\"entries\":[\"The bullywug has advantage on Dexterity ({@skill Stealth}) checks made to hide in swampy terrain.\"]},{\"name\":\"Standing Leap\",\"entries\":[\"The bullywug's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The bullywug makes two melee attacks: one with its bite and one with its spear.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) bludgeoning damage.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage, or 5 ({@damage 1d8 + 1}) piercing damage if used with two hands to make a melee attack.\"]}],\"environment\":[\"swamp\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/bullywug.mp3\"},\"altArt\":[{\"name\":\"Blacktongue Bullywug\",\"source\":\"WDMM\"}],\"attachedItems\":[\"spear|phb\"],\"traitTags\":[\"Amphibious\",\"Camouflage\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cambion\",\"source\":\"MM\",\"page\":36,\"otherSources\":[{\"source\":\"SKT\"},{\"source\":\"BGDIA\"},{\"source\":\"CM\"},{\"source\":\"KftGV\"},{\"source\":\"ToFW\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":\"fiend\",\"alignment\":[\"L\",\"NX\",\"C\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"{@item scale mail|phb}\"]}],\"hp\":{\"average\":82,\"formula\":\"11d8 + 33\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":18,\"dex\":18,\"con\":16,\"int\":14,\"wis\":12,\"cha\":16,\"save\":{\"str\":\"+7\",\"con\":\"+6\",\"int\":\"+5\",\"cha\":\"+6\"},\"skill\":{\"deception\":\"+6\",\"intimidation\":\"+6\",\"perception\":\"+4\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[\"cold\",\"fire\",\"lightning\",\"poison\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"languages\":[\"Abyssal\",\"Common\",\"Infernal\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The cambion's spellcasting ability is Charisma (spell save {@dc 14}). The cambion can innately cast the following spells, requiring no material components:\"],\"daily\":{\"1\":[\"{@spell plane shift} (self only)\"],\"3e\":[\"{@spell alter self}\",\"{@spell command}\",\"{@spell detect magic}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Fiendish Blessing\",\"entries\":[\"The AC of the cambion includes its Charisma bonus.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The cambion makes two melee attacks or uses its Fire Ray twice.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, or 8 ({@damage 1d8 + 4}) piercing damage if used with two hands to make a melee attack, plus 3 ({@damage 1d6}) fire damage.\"]},{\"name\":\"Fire Ray\",\"entries\":[\"{@atk rs} {@hit 7} to hit, range 120 ft., one target. {@h}10 ({@damage 3d6}) fire damage.\"]},{\"name\":\"Fiendish Charm\",\"entries\":[\"One humanoid the cambion can see within 30 feet of it must succeed on a {@dc 14} Wisdom saving throw or be magically {@condition charmed} for 1 day. The {@condition charmed} target obeys the cambion's spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target's saving throw is successful, or if the effect ends for it, the creature is immune to the cambion's Fiendish Charm for the next 24 hours.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Demonic Cambions\",\"entries\":[\"Few demons consort with mortals, and those with the charm or desire to usually grant their cambion children the Fiendish Charm ability. Cultists of Baphomet and Orcus can also use foul rituals to infuse their master's strength into a young or unborn child, yielding a cult champion who can wield special abilities; a cambion linked to Orcus replaces Fiendish Charm with Spawn of the Grave, and one linked to Baphomet replaces it with Horned One's Call.\",{\"type\":\"entries\",\"name\":\"Horned One's Call\",\"entries\":[\"When the cambion targets only one creature with the attacks of its Multiattack, it can choose one ally it can see within 30 feet. That ally can use its reaction to make one melee attack against a target of its choice.\"]},{\"type\":\"entries\",\"name\":\"Spawn of the Grave\",\"entries\":[\"At the end of each of the cambion's turns, each undead of its choice that it can see within 30 feet gains 10 temporary hit points, provided the cambion isn't {@condition incapacitated}.\",\"In addition, this cambion can use its Innate Spellcasting ability to cast {@spell animate dead} three times per day.\"]}],\"source\":\"MTF\",\"page\":32},{\"type\":\"variant\",\"name\":\"Infernal Cambions\",\"entries\":[\"Some devils grant a unique ability to their spawn that replaces the cambion's Fiendish Charm trait; Zariel and Geryon have a penchant for spawning cambions to serve as war leaders among their followers. The two of them grant the Fury of the Nine ability in place of Fiendish Charm.\",{\"type\":\"entries\",\"name\":\"Fury of the Nine\",\"entries\":[\"As a bonus action, the cambion chooses another creature that can see or hear it within 120 feet. That creature gains advantage on all attack rolls and saving throws for the next minute or until the cambion uses this ability again.\"]}],\"source\":\"MTF\",\"page\":21}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/cambion.mp3\"},\"altArt\":[{\"name\":\"Male Demonic Cambion\",\"source\":\"MTF\",\"page\":32},{\"name\":\"Female Demonic Cambion\",\"source\":\"MTF\",\"page\":32}],\"attachedItems\":[\"spear|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"I\"],\"damageTags\":[\"F\",\"P\"],\"damageTagsSpell\":[\"B\",\"P\",\"S\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"charmed\"],\"conditionInflictSpell\":[\"prone\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Demonic Cambion (Baphomet)\",\"source\":\"MTF\",\"_mod\":{\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Fiendish Charm\",\"items\":{\"name\":\"Horned One's Call\",\"entries\":[\"When the cambion targets only one creature with the attacks of its Multiattack, it can choose one ally it can see within 30 feet. That ally can use its reaction to make one melee attack against a target of its choice.\"]}}},\"variant\":null},{\"name\":\"Demonic Cambion (Orcus)\",\"source\":\"MTF\",\"_mod\":{\"_\":{\"mode\":\"addSpells\",\"daily\":{\"3e\":[\"{@spell animate dead}\"]}},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Fiendish Charm\",\"items\":{\"name\":\"Spawn of the Grave\",\"entries\":[\"At the end of each of the cambion's turns, each undead of its choice that it can see within 30 feet gains 10 temporary hit points, provided the cambion isn't {@condition incapacitated}.\"]}}},\"variant\":null},{\"name\":\"Infernal Cambion\",\"source\":\"MTF\",\"_mod\":{\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Fiendish Charm\",\"items\":{\"name\":\"Fury of the Nine\",\"entries\":[\"As a bonus action, the cambion chooses another creature that can see or hear it within 120 feet. That creature gains advantage on all attack rolls and saving throws for the next minute or until the cambion uses this ability again.\"]}}},\"variant\":null}]},{\"name\":\"Camel\",\"source\":\"MM\",\"page\":320,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"GoS\"},{\"source\":\"CM\"},{\"source\":\"QftIS\"}],\"reprintedAs\":[\"Camel|XPHB\"],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[9],\"hp\":{\"average\":15,\"formula\":\"2d10 + 4\"},\"speed\":{\"walk\":50},\"str\":16,\"dex\":8,\"con\":14,\"int\":2,\"wis\":8,\"cha\":5,\"passive\":9,\"cr\":\"1/8\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage.\"]}],\"environment\":[\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/camel.mp3\"},\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Carrion Crawler\",\"source\":\"MM\",\"page\":37,\"otherSources\":[{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"DIP\"},{\"source\":\"BGDIA\"},{\"source\":\"IDRotF\"},{\"source\":\"BMT\"},{\"source\":\"QftIS\"}],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":51,\"formula\":\"6d10 + 18\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":14,\"dex\":13,\"con\":16,\"int\":1,\"wis\":12,\"cha\":5,\"skill\":{\"perception\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"cr\":\"2\",\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The carrion crawler has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The carrion crawler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The carrion crawler makes two attacks: one with its tentacles and one with its bite.\"]},{\"name\":\"Tentacles\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one creature. {@h}4 ({@damage 1d4 + 2}) poison damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 minute. Until this poison ends, the target is {@condition paralyzed}. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) piercing damage.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/carrior-crawler.mp3\"},\"traitTags\":[\"Keen Senses\",\"Spider Climb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"paralyzed\",\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cat\",\"source\":\"MM\",\"page\":320,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"HotDQ\"},{\"source\":\"SKT\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"IMR\"},{\"source\":\"IDRotF\"},{\"source\":\"TCE\"},{\"source\":\"CM\"},{\"source\":\"WBtW\"},{\"source\":\"JttRC\"},{\"source\":\"DoDk\"}],\"reprintedAs\":[\"Cat|XPHB\"],\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":2,\"formula\":\"1d4\"},\"speed\":{\"walk\":40,\"climb\":30},\"str\":3,\"dex\":15,\"con\":10,\"int\":3,\"wis\":12,\"cha\":7,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+4\"},\"passive\":13,\"cr\":\"0\",\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The cat has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]}],\"action\":[{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 0} to hit, reach 5 ft., one target. {@h}1 slashing damage.\"]}],\"environment\":[\"grassland\",\"forest\",\"urban\",\"desert\"],\"familiar\":true,\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/cat.mp3\"},\"traitTags\":[\"Keen Senses\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Cave Bear\",\"source\":\"MM\",\"page\":334,\"otherSources\":[{\"source\":\"TftYP\"},{\"source\":\"WDMM\"}],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":42,\"formula\":\"5d10 + 15\"},\"speed\":{\"walk\":40,\"swim\":30},\"str\":20,\"dex\":10,\"con\":16,\"int\":2,\"wis\":13,\"cha\":7,\"skill\":{\"perception\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"cr\":\"2\",\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The bear has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The bear makes two attacks: one with its bite and one with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage.\"]}],\"environment\":[\"forest\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/cave-bear.mp3\"},\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Centaur\",\"source\":\"MM\",\"page\":38,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"GoS\"},{\"source\":\"DIP\"},{\"source\":\"MOT\"},{\"source\":\"WBtW\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"G\"],\"ac\":[12],\"hp\":{\"average\":45,\"formula\":\"6d10 + 12\"},\"speed\":{\"walk\":50},\"str\":18,\"dex\":14,\"con\":14,\"int\":9,\"wis\":13,\"cha\":11,\"skill\":{\"athletics\":\"+6\",\"perception\":\"+3\",\"survival\":\"+3\"},\"passive\":13,\"languages\":[\"Elvish\",\"Sylvan\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Charge\",\"entries\":[\"If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 ({@damage 3d6}) piercing damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.\"]},{\"name\":\"Pike\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage.\"]},{\"name\":\"Hooves\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]}],\"environment\":[\"grassland\",\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/centaur.mp3\"},\"attachedItems\":[\"longbow|phb\",\"pike|phb\"],\"traitTags\":[\"Charge\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"E\",\"S\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Chain Devil\",\"source\":\"MM\",\"page\":72,\"srd\":true,\"otherSources\":[{\"source\":\"ToA\"},{\"source\":\"BGDIA\"},{\"source\":\"PaBTSO\"},{\"source\":\"BMT\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":85,\"formula\":\"10d8 + 40\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":15,\"con\":18,\"int\":11,\"wis\":12,\"cha\":14,\"save\":{\"con\":\"+7\",\"wis\":\"+4\",\"cha\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":11,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the devil's darkvision.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The devil has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The devil makes two attacks with its chains.\"]},{\"name\":\"Chain\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage. The target is {@condition grappled} (escape {@dc 14}) if the devil isn't already grappling a creature. Until this grapple ends, the target is {@condition restrained} and takes 7 ({@damage 2d6}) piercing damage at the start of each of its turns.\"]},{\"name\":\"Animate Chains (Recharges after a Short or Long Rest)\",\"entries\":[\"Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried.\",\"Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is {@condition incapacitated} or dies.\"]}],\"reaction\":[{\"name\":\"Unnerving Mask\",\"entries\":[\"When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a {@dc 14} Wisdom saving throw or be {@condition frightened} until the end of its turn.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/chain-devil.mp3\"},\"traitTags\":[\"Devil's Sight\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"I\",\"TP\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"grappled\",\"restrained\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Chasme\",\"source\":\"MM\",\"page\":57,\"otherSources\":[{\"source\":\"WDMM\"},{\"source\":\"BGDIA\"},{\"source\":\"CRCotN\"},{\"source\":\"KftGV\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":84,\"formula\":\"13d10 + 13\"},\"speed\":{\"walk\":20,\"fly\":60},\"str\":15,\"dex\":15,\"con\":12,\"int\":11,\"wis\":14,\"cha\":10,\"save\":{\"dex\":\"+5\",\"wis\":\"+5\"},\"skill\":{\"perception\":\"+5\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 120 ft.\"],\"passive\":15,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"telepathy 120 ft.\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Drone\",\"entries\":[\"The chasme produces a horrid droning sound to which demons are immune. Any other creature that starts its turn with in 30 feet of the chasme must succeed on a {@dc 12} Constitution saving throw or fall {@condition unconscious} for 10 minutes. A creature that can't hear the drone automatically succeeds on the save. The effect on the creature ends if it takes damage or if another creature takes an action to splash it with holy water. If a creature's saving throw is successful or the effect ends for it, it is immune to the drone for the next 24 hours.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The chasme has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The chasme can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Proboscis\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}16 ({@damage 4d6 + 2}) piercing damage plus 24 ({@damage 7d6}) necrotic damage, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature's hit point maximum to 0, the creature dies. This reduction to a creature's hit point maximum lasts until the creature finishes a long rest or until it is affected by a spell like {@spell greater restoration}.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Summon Demon (1/Day)\",\"entries\":[\"The demon chooses what to summon and attempts a magical summoning.\",\"A chasme has a {@chance 30|30 percent|30% summoning chance} chance of summoning one chasme.\",\"A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.\"],\"_version\":{\"name\":\"Chasme (Summoner)\",\"addAs\":\"action\"}}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/chasme.mp3\"},\"traitTags\":[\"Magic Resistance\",\"Spider Climb\"],\"senseTags\":[\"B\",\"SD\"],\"languageTags\":[\"AB\",\"TP\"],\"damageTags\":[\"N\",\"P\"],\"miscTags\":[\"HPR\",\"MW\"],\"conditionInflict\":[\"unconscious\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Chimera\",\"source\":\"MM\",\"page\":39,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"WDMM\"},{\"source\":\"SDW\"},{\"source\":\"BGDIA\"},{\"source\":\"DoDk\"},{\"source\":\"QftIS\"}],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":114,\"formula\":\"12d10 + 48\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":19,\"dex\":11,\"con\":19,\"int\":3,\"wis\":14,\"cha\":10,\"skill\":{\"perception\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":18,\"languages\":[\"understands Draconic but can't speak\"],\"cr\":\"6\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage.\"]},{\"name\":\"Horns\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d12 + 4}) bludgeoning damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage.\"]},{\"name\":\"Fire Breath {@recharge 5}\",\"entries\":[\"The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a {@dc 15} Dexterity saving throw, taking 31 ({@damage 7d8}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"underdark\",\"mountain\",\"grassland\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/chimera.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"CS\",\"DR\"],\"damageTags\":[\"B\",\"F\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Chuul\",\"source\":\"MM\",\"page\":40,\"srd\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"RoT\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"CRCotN\"},{\"source\":\"PaBTSO\"},{\"source\":\"DoDk\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":93,\"formula\":\"11d10 + 33\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":19,\"dex\":10,\"con\":16,\"int\":5,\"wis\":11,\"cha\":5,\"skill\":{\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"understands Deep Speech but can't speak\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The chuul can breathe air and water.\"]},{\"name\":\"Sense Magic\",\"entries\":[\"The chuul senses magic within 120 feet of it at will. This trait otherwise works like the {@spell detect magic} spell but isn't itself magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.\"]},{\"name\":\"Pincer\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage. The target is {@condition grappled} (escape {@dc 14}) if it is a Large or smaller creature and the chuul doesn't have two other creatures {@condition grappled}.\"]},{\"name\":\"Tentacles\",\"entries\":[\"One creature {@condition grappled} by the chuul must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 minute. Until this poison ends, the target is {@condition paralyzed}. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/chuul.mp3\"},\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"CS\",\"DS\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"paralyzed\",\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Clay Golem\",\"source\":\"MM\",\"page\":168,\"srd\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"RoT\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"DSotDQ\"},{\"source\":\"KftGV\"},{\"source\":\"PaBTSO\"},{\"source\":\"BMT\"},{\"source\":\"QftIS\"}],\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":133,\"formula\":\"14d10 + 56\"},\"speed\":{\"walk\":20},\"str\":20,\"dex\":9,\"con\":18,\"int\":3,\"wis\":8,\"cha\":1,\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"immune\":[\"acid\",\"poison\",\"psychic\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't adamantine\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Acid Absorption\",\"entries\":[\"Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.\"]},{\"name\":\"Berserk\",\"entries\":[\"Whenever the golem starts its turn with 60 hit points or fewer, roll a {@dice d6}. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.\"]},{\"name\":\"Immutable Form\",\"entries\":[\"The golem is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The golem has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The golem's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The golem makes two slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 15} Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the {@spell greater restoration} spell or other magic.\"]},{\"name\":\"Haste {@recharge 5}\",\"entries\":[\"Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/clay-golem.mp3\"},\"traitTags\":[\"Damage Absorption\",\"Immutable Form\",\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cloaker\",\"source\":\"MM\",\"page\":41,\"srd\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"WDMM\"},{\"source\":\"EGW\"},{\"source\":\"CRCotN\"},{\"source\":\"JttRC\"},{\"source\":\"KftGV\"},{\"source\":\"PaBTSO\"},{\"source\":\"DoDk\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":78,\"formula\":\"12d10 + 12\"},\"speed\":{\"walk\":10,\"fly\":40},\"str\":17,\"dex\":15,\"con\":12,\"int\":13,\"wis\":12,\"cha\":14,\"skill\":{\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"languages\":[\"Deep Speech\",\"Undercommon\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Damage Transfer\",\"entries\":[\"While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down). and that creature takes the other half.\"]},{\"name\":\"False Appearance\",\"entries\":[\"While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.\"]},{\"name\":\"Light Sensitivity\",\"entries\":[\"While in bright light, the cloaker has disadvantage on attack rolls and Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The cloaker makes two attacks: one with its bite and one with its tail.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}10 ({@damage 2d6 + 3}) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is {@condition blinded} and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a {@dc 16} Strength check.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one creature. {@h}7 ({@damage 1d8 + 3}) slashing damage.\"]},{\"name\":\"Moan\",\"entries\":[\"Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a {@dc 13} Wisdom saving throw or become {@condition frightened} until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours.\"]},{\"name\":\"Phantasms (Recharges after a Short or Long Rest)\",\"entries\":[\"The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear.\",\"Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight.\",\"A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/cloaker.mp3\"},\"traitTags\":[\"False Appearance\",\"Light Sensitivity\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DS\",\"U\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"frightened\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cloud Giant\",\"source\":\"MM\",\"page\":154,\"srd\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"GoS\"},{\"source\":\"MOT\"},{\"source\":\"JttRC\"},{\"source\":\"SatO\"}],\"size\":[\"H\"],\"type\":\"giant\",\"alignment\":[{\"alignment\":[\"N\",\"G\"],\"chance\":50},{\"alignment\":[\"N\",\"E\"],\"chance\":50}],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":200,\"formula\":\"16d12 + 96\"},\"speed\":{\"walk\":40},\"str\":27,\"dex\":10,\"con\":22,\"int\":12,\"wis\":16,\"cha\":16,\"save\":{\"con\":\"+10\",\"wis\":\"+7\",\"cha\":\"+7\"},\"skill\":{\"insight\":\"+7\",\"perception\":\"+7\"},\"passive\":17,\"languages\":[\"Common\",\"Giant\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell detect magic}\",\"{@spell fog cloud}\",\"{@spell light}\"],\"daily\":{\"3e\":[\"{@spell feather fall}\",\"{@spell fly}\",\"{@spell misty step}\",\"{@spell telekinesis}\"],\"1e\":[\"{@spell control weather}\",\"{@spell gaseous form}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The giant has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giant makes two morningstar attacks.\"]},{\"name\":\"Morningstar\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d8 + 8}) piercing damage.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 12} to hit, range 60/240 ft., one target. {@h}30 ({@damage 4d10 + 8}) bludgeoning damage.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"New Giant Options\",\"entries\":[\"Some adult cloud giants have the magical ability to create barriers of gale-force wind around themselves that can deflect incoming missiles. Others like to fling enemies through the air. These abilities are represented by the following action options.\",{\"name\":\"Fling\",\"type\":\"entries\",\"entries\":[\"The giant tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a {@dc 20} Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the giant's choice and land {@condition prone}, taking 4 ({@damage 1d8}) bludgeoning damage for every 10 feet it was thrown.\"]},{\"name\":\"Wind Aura\",\"type\":\"entries\",\"entries\":[\"A magical aura of wind surrounds the giant. The aura is a 10-foot-radius sphere that lasts as long as the giant maintains {@status concentration} on it (as if {@status concentration||concentrating} on a spell). While the aura is in effect, the giant gains a +2 bonus to its AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical.\"]}],\"_version\":{\"name\":\"Cloud Giant (Optional Actions)\",\"addHeadersAs\":\"action\"},\"source\":\"SKT\",\"page\":245}],\"environment\":[\"mountain\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/cloud-giant.mp3\"},\"attachedItems\":[\"morningstar|phb\"],\"traitTags\":[\"Keen Senses\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"B\",\"P\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"prone\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cockatrice\",\"source\":\"MM\",\"page\":42,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"TftYP\"},{\"source\":\"BGDIA\"},{\"source\":\"ERLW\"},{\"source\":\"MOT\"},{\"source\":\"WBtW\"}],\"size\":[\"S\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[11],\"hp\":{\"average\":27,\"formula\":\"6d6 + 6\"},\"speed\":{\"walk\":20,\"fly\":40},\"str\":6,\"dex\":12,\"con\":12,\"int\":2,\"wis\":13,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"cr\":\"1/2\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one creature. {@h}3 ({@damage 1d4 + 1}) piercing damage, and the target must succeed on a {@dc 11} Constitution saving throw against being magically {@condition petrified}. On a failed save, the creature begins to turn to stone and is {@condition restrained}. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is {@condition petrified} for 24 hours.\"]}],\"environment\":[\"grassland\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/cockatrice.mp3\"},\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"petrified\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Commoner\",\"source\":\"MM\",\"page\":345,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"HotDQ\"},{\"source\":\"LMoP\"},{\"source\":\"PotA\"},{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"DC\"},{\"source\":\"DIP\"},{\"source\":\"SLW\"},{\"source\":\"BGDIA\"},{\"source\":\"ERLW\"},{\"source\":\"RMBRE\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"IDRotF\"},{\"source\":\"TCE\"},{\"source\":\"CM\"},{\"source\":\"WBtW\"},{\"source\":\"CRCotN\"},{\"source\":\"JttRC\"},{\"source\":\"LoX\"},{\"source\":\"DSotDQ\"},{\"source\":\"KftGV\"},{\"source\":\"GotSF\"},{\"source\":\"PaBTSO\"},{\"source\":\"AATM\"},{\"source\":\"SatO\"},{\"source\":\"ToFW\"},{\"source\":\"BMT\"},{\"source\":\"HFStCM\"},{\"source\":\"GHLoE\"},{\"source\":\"DoDk\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"A\"],\"ac\":[10],\"hp\":{\"average\":4,\"formula\":\"1d8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":10,\"con\":10,\"int\":10,\"wis\":10,\"cha\":10,\"passive\":10,\"languages\":[\"any one language (usually Common)\"],\"cr\":\"0\",\"action\":[{\"name\":\"Club\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage.\"]}],\"environment\":[\"arctic\",\"desert\",\"coastal\",\"grassland\",\"hill\",\"urban\",\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/commoner.mp3\"},\"altArt\":[{\"name\":\"Commoner\",\"source\":\"EGW\"}],\"attachedItems\":[\"club|phb\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Constrictor Snake\",\"source\":\"MM\",\"page\":320,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"WDMM\"}],\"reprintedAs\":[\"Constrictor Snake|XPHB\"],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":13,\"formula\":\"2d10 + 2\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":15,\"dex\":14,\"con\":12,\"int\":1,\"wis\":10,\"cha\":3,\"senses\":[\"blindsight 10 ft.\"],\"passive\":10,\"cr\":\"1/4\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Constrict\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 14}). Until this grapple ends, the creature is {@condition restrained}, and the snake can't constrict another target.\"]}],\"environment\":[\"underwater\",\"forest\",\"swamp\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/constrictor-snake.mp3\"},\"senseTags\":[\"B\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"hasToken\":true},{\"name\":\"Copper Dragon Wyrmling\",\"group\":[\"Metallic Dragon\"],\"source\":\"MM\",\"page\":111,\"srd\":true,\"size\":[\"M\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":22,\"formula\":\"4d8 + 4\"},\"speed\":{\"walk\":30,\"climb\":30,\"fly\":60},\"str\":15,\"dex\":12,\"con\":13,\"int\":14,\"wis\":11,\"cha\":13,\"save\":{\"dex\":\"+3\",\"con\":\"+3\",\"wis\":\"+2\",\"cha\":\"+3\"},\"skill\":{\"perception\":\"+4\",\"stealth\":\"+3\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 60 ft.\"],\"passive\":14,\"immune\":[\"acid\"],\"languages\":[\"Draconic\"],\"cr\":\"1\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage.\"]},{\"name\":\"Breath Weapons {@recharge 5}\",\"entries\":[\"The dragon uses one of the following breath weapons.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Acid Breath\",\"entry\":\"The dragon exhales acid in a 20-foot line that is 5 feet wide. Each creature in that line must make a {@dc 11} Dexterity saving throw, taking 18 ({@damage 4d8}) acid damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"Slowing Breath\",\"entry\":\"The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a {@dc 11} Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.\"}]}]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 9} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]}]}]}]}],\"dragonAge\":\"wyrmling\",\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/copper-dragon-wyrmling.mp3\"},\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"A\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Couatl\",\"source\":\"MM\",\"page\":43,\"srd\":true,\"otherSources\":[{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"EGW\"},{\"source\":\"IDRotF\"},{\"source\":\"PSX\"},{\"source\":\"BMT\"},{\"source\":\"VEoR\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":\"celestial\",\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":97,\"formula\":\"13d8 + 39\"},\"speed\":{\"walk\":30,\"fly\":90},\"str\":16,\"dex\":20,\"con\":17,\"int\":18,\"wis\":20,\"cha\":18,\"save\":{\"con\":\"+5\",\"wis\":\"+7\",\"cha\":\"+6\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":15,\"resist\":[\"radiant\"],\"immune\":[\"psychic\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The couatl's spellcasting ability is Charisma (spell save {@dc 14}). It can innately cast the following spells, requiring only verbal components:\"],\"will\":[\"{@spell detect evil and good}\",\"{@spell detect magic}\",\"{@spell detect thoughts}\"],\"daily\":{\"3e\":[\"{@spell bless}\",\"{@spell create food and water}\",\"{@spell cure wounds}\",\"{@spell lesser restoration}\",\"{@spell protection from poison}\",\"{@spell sanctuary}\",\"{@spell shield}\"],\"1e\":[\"{@spell dream}\",\"{@spell greater restoration}\",\"{@spell scrying}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Magic Weapons\",\"entries\":[\"The couatl's weapon attacks are magical.\"]},{\"name\":\"Shielded Mind\",\"entries\":[\"The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}8 ({@damage 1d6 + 5}) piercing damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 24 hours. Until this poison ends, the target is {@condition unconscious}. Another creature can use an action to shake the target awake.\"]},{\"name\":\"Constrict\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one Medium or smaller creature. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 15}). Until this grapple ends, the target is {@condition restrained}, and the couatl can't constrict another target.\"]},{\"name\":\"Change Shape\",\"entries\":[\"The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice).\",\"In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form.\"]}],\"environment\":[\"grassland\",\"forest\",\"urban\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/couatl.mp3\"},\"traitTags\":[\"Magic Weapons\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Shapechanger\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"B\",\"P\"],\"damageTagsSpell\":[\"Y\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"poisoned\",\"restrained\",\"unconscious\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Crab\",\"source\":\"MM\",\"page\":320,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"ToA\"},{\"source\":\"GoS\"},{\"source\":\"BGDIA\"},{\"source\":\"VEoR\"}],\"reprintedAs\":[\"Crab|XPHB\"],\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":11,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":2,\"formula\":\"1d4\"},\"speed\":{\"walk\":20,\"swim\":20},\"str\":2,\"dex\":11,\"con\":10,\"int\":1,\"wis\":8,\"cha\":2,\"skill\":{\"stealth\":\"+2\"},\"senses\":[\"blindsight 30 ft.\"],\"passive\":9,\"cr\":\"0\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The crab can breathe air and water.\"]}],\"action\":[{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 0} to hit, reach 5 ft., one target. {@h}1 bludgeoning damage.\"]}],\"environment\":[\"coastal\"],\"familiar\":true,\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/crab.mp3\"},\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"B\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Crawling Claw\",\"source\":\"MM\",\"page\":44,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"PotA\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"BGDIA\"},{\"source\":\"IDRotF\"},{\"source\":\"CM\"},{\"source\":\"JttRC\"},{\"source\":\"LoX\"},{\"source\":\"KftGV\"},{\"source\":\"BMT\"}],\"size\":[\"T\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[12],\"hp\":{\"average\":2,\"formula\":\"1d4\"},\"speed\":{\"walk\":20,\"climb\":20},\"str\":13,\"dex\":14,\"con\":11,\"int\":5,\"wis\":10,\"cha\":4,\"senses\":[\"blindsight 30 ft. (blind beyond this radius)\"],\"passive\":10,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"poisoned\"],\"languages\":[\"understands Common but can't speak\"],\"cr\":\"0\",\"trait\":[{\"name\":\"Turn Immunity\",\"entries\":[\"The claw is immune to effects that turn undead.\"]}],\"action\":[{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) bludgeoning or slashing damage (claw's choice).\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/crawling-claw.mp3\"},\"traitTags\":[\"Turn Immunity\"],\"senseTags\":[\"B\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"B\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Crocodile\",\"source\":\"MM\",\"page\":320,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"HotDQ\"},{\"source\":\"PotA\"},{\"source\":\"ToA\"},{\"source\":\"GoS\"},{\"source\":\"DIP\"},{\"source\":\"SLW\"},{\"source\":\"IMR\"},{\"source\":\"EGW\"},{\"source\":\"WBtW\"},{\"source\":\"PSX\"},{\"source\":\"PSA\"}],\"reprintedAs\":[\"Crocodile|XPHB\"],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":19,\"formula\":\"3d10 + 3\"},\"speed\":{\"walk\":20,\"swim\":30},\"str\":15,\"dex\":10,\"con\":13,\"int\":2,\"wis\":10,\"cha\":5,\"skill\":{\"stealth\":\"+2\"},\"passive\":10,\"cr\":\"1/2\",\"trait\":[{\"name\":\"Hold Breath\",\"entries\":[\"The crocodile can hold its breath for 15 minutes.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d10 + 2}) piercing damage, and the target is {@condition grappled} (escape {@dc 12}). Until this grapple ends, the target is {@condition restrained}, and the crocodile can't bite another target\"]}],\"environment\":[\"swamp\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/crocodile.mp3\"},\"traitTags\":[\"Hold Breath\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"hasToken\":true},{\"name\":\"Cult Fanatic\",\"source\":\"MM\",\"page\":345,\"srd\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"PotA\"},{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"DC\"},{\"source\":\"DIP\"},{\"source\":\"SLW\"},{\"source\":\"BGDIA\"},{\"source\":\"IMR\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"IDRotF\"},{\"source\":\"TCE\"},{\"source\":\"CM\"},{\"source\":\"CRCotN\"},{\"source\":\"JttRC\"},{\"source\":\"LoX\"},{\"source\":\"KftGV\"},{\"source\":\"PSI\"},{\"source\":\"PaBTSO\"},{\"source\":\"ToFW\"},{\"source\":\"BMT\"},{\"source\":\"DoDk\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"L\",\"NX\",\"C\",\"NY\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":14,\"con\":12,\"int\":10,\"wis\":13,\"cha\":14,\"skill\":{\"deception\":\"+4\",\"persuasion\":\"+4\",\"religion\":\"+2\"},\"passive\":11,\"languages\":[\"any one language (usually Common)\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 11}, {@hit 3} to hit with spell attacks). The fanatic has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell light}\",\"{@spell sacred flame}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell command}\",\"{@spell inflict wounds}\",\"{@spell shield of faith}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell hold person}\",\"{@spell spiritual weapon}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Dark Devotion\",\"entries\":[\"The fanatic has advantage on saving throws against being {@condition charmed} or {@condition frightened}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The fanatic makes two melee attacks.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/cult-fanatic.mp3\"},\"altArt\":[{\"name\":\"Diabolical Cult Fanatic\",\"source\":\"MTF\",\"page\":18}],\"attachedItems\":[\"dagger|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"N\",\"O\",\"R\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflictSpell\":[\"paralyzed\",\"prone\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cultist\",\"source\":\"MM\",\"page\":345,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"HotDQ\"},{\"source\":\"LMoP\"},{\"source\":\"PotA\"},{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"DC\"},{\"source\":\"DIP\"},{\"source\":\"SLW\"},{\"source\":\"BGDIA\"},{\"source\":\"RMBRE\"},{\"source\":\"IMR\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"IDRotF\"},{\"source\":\"CM\"},{\"source\":\"JttRC\"},{\"source\":\"KftGV\"},{\"source\":\"HftT\"},{\"source\":\"PaBTSO\"},{\"source\":\"AATM\"},{\"source\":\"BMT\"},{\"source\":\"GHLoE\"},{\"source\":\"DoDk\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"}],\"reprintedAs\":[\"Cultist|XMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"L\",\"NX\",\"C\",\"NY\",\"E\"],\"ac\":[{\"ac\":12,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":9,\"formula\":\"2d8\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":12,\"con\":10,\"int\":10,\"wis\":11,\"cha\":10,\"skill\":{\"deception\":\"+2\",\"religion\":\"+2\"},\"passive\":10,\"languages\":[\"any one language (usually Common)\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Dark Devotion\",\"entries\":[\"The cultist has advantage on saving throws against being {@condition charmed} or {@condition frightened}.\"]}],\"action\":[{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d6 + 1}) slashing damage.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/cultist.mp3\"},\"altArt\":[{\"name\":\"Diabolical Cultist\",\"source\":\"MTF\",\"page\":18},{\"name\":\"Cultist\",\"source\":\"RMBRE\"}],\"attachedItems\":[\"scimitar|phb\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cyclops\",\"source\":\"MM\",\"page\":45,\"basicRules\":true,\"otherSources\":[{\"source\":\"RoT\"},{\"source\":\"ToA\"},{\"source\":\"GoS\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"CM\"},{\"source\":\"WBtW\"},{\"source\":\"DSotDQ\"},{\"source\":\"SatO\"},{\"source\":\"VEoR\"}],\"size\":[\"H\"],\"type\":\"giant\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":138,\"formula\":\"12d12 + 60\"},\"speed\":{\"walk\":30},\"str\":22,\"dex\":11,\"con\":20,\"int\":8,\"wis\":6,\"cha\":10,\"passive\":8,\"languages\":[\"Giant\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Poor Depth Perception\",\"entries\":[\"The cyclops has disadvantage on any attack roll against a target more than 30 feet away.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The cyclops makes two greatclub attacks.\"]},{\"name\":\"Greatclub\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 9} to hit, range 30/120 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage.\"]}],\"environment\":[\"underdark\",\"mountain\",\"grassland\",\"hill\",\"desert\",\"coastal\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/cyclops.mp3\"},\"attachedItems\":[\"greatclub|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dao\",\"group\":[\"Genies\"],\"source\":\"MM\",\"page\":143,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"RoT\"},{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"BGDIA\"},{\"source\":\"TCE\"},{\"source\":\"CM\"},{\"source\":\"SatO\"},{\"source\":\"QftIS\"}],\"size\":[\"L\"],\"type\":\"elemental\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":187,\"formula\":\"15d10 + 105\"},\"speed\":{\"walk\":30,\"burrow\":30,\"fly\":30},\"str\":23,\"dex\":12,\"con\":24,\"int\":12,\"wis\":13,\"cha\":14,\"save\":{\"int\":\"+5\",\"wis\":\"+5\",\"cha\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":11,\"conditionImmune\":[\"petrified\"],\"languages\":[\"Terran\"],\"cr\":\"11\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dao's innate spellcasting ability is Charisma (spell save {@dc 14}, {@hit 6} to hit with spell attacks). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell detect evil and good}\",\"{@spell detect magic}\",\"{@spell stone shape}\"],\"daily\":{\"3e\":[\"{@spell passwall}\",\"{@spell move earth}\",\"{@spell tongues}\"],\"1e\":[\"{@spell conjure elemental} ({@creature earth elemental} only)\",\"{@spell gaseous form}\",\"{@spell invisibility}\",\"{@spell phantasmal killer}\",\"{@spell plane shift}\",\"{@spell wall of stone}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Earth Glide\",\"entries\":[\"The dao can burrow through nonmagical, unworked earth and stone. While doing so, the dao doesn't disturb the material it moves through.\"]},{\"name\":\"Elemental Demise\",\"entries\":[\"If the dao dies, its body disintegrates into crystalline powder, leaving behind only equipment the dao was wearing or carrying.\"]},{\"name\":\"Sure-Footed\",\"entries\":[\"The dao has advantage on Strength and Dexterity saving throws made against effects that would knock it {@condition prone}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The Dao makes two fist attacks or two maul attacks.\"]},{\"name\":\"Fist\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d8 + 6}) bludgeoning damage.\"]},{\"name\":\"Maul\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}20 ({@damage 4d6 + 6}) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a {@dc 18} Strength check or be knocked {@condition prone}.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Genie Powers\",\"entries\":[\"Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality.\",{\"type\":\"entries\",\"name\":\"Disguises\",\"entries\":[\"Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the {@spell disguise self} spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the {@spell true polymorph} spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.\"]},{\"type\":\"entries\",\"name\":\"Wishes\",\"entries\":[\"The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year), and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence.\",\"To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the {@spell wish} spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit.\"]}]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/dao.mp3\"},\"attachedItems\":[\"maul|phb\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"T\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"Y\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"prone\"],\"conditionInflictSpell\":[\"frightened\",\"invisible\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Dao (Disguises)\",\"source\":\"MM\",\"_mod\":{\"_\":{\"mode\":\"addSpells\",\"will\":[\"{@spell disguise self} (often with a longer duration than is normal for that spell; see Disguises)\"],\"daily\":{\"3e\":[\"{@spell true polymorph} (mightier genies only; see Disguises)\"]}},\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Disguises\",\"entries\":[\"Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the {@spell disguise self} spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the {@spell true polymorph} spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.\"]}}},\"variant\":null},{\"name\":\"Dao (Wishes)\",\"source\":\"MM\",\"_mod\":{\"_\":{\"mode\":\"addSpells\",\"yearly\":{\"1e\":[\"{@spell wish} (see Wishes)\"]}},\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Wishes\",\"entries\":[\"The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year), and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence.\",\"To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the {@spell wish} spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit.\"]}}},\"variant\":null}]},{\"name\":\"Darkmantle\",\"source\":\"MM\",\"page\":46,\"srd\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"WDMM\"},{\"source\":\"WBtW\"},{\"source\":\"KftGV\"}],\"size\":[\"S\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[11],\"hp\":{\"average\":22,\"formula\":\"5d6 + 5\"},\"speed\":{\"walk\":10,\"fly\":30},\"str\":16,\"dex\":12,\"con\":13,\"int\":2,\"wis\":10,\"cha\":5,\"skill\":{\"stealth\":\"+3\"},\"senses\":[\"blindsight 60 ft.\"],\"passive\":10,\"cr\":\"1/2\",\"trait\":[{\"name\":\"Echolocation\",\"entries\":[\"The darkmantle can't use its blindsight while {@condition deafened}.\"]},{\"name\":\"False Appearance\",\"entries\":[\"While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.\"]}],\"action\":[{\"name\":\"Crush\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also {@condition blinded} and unable to breathe while the darkmantle is attached in this way.\",\"While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target.\",\"A creature can detach the darkmantle by making a successful {@dc 13} Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement.\"]},{\"name\":\"Darkness Aura (1/Day)\",\"entries\":[\"A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains {@status concentration}, up to 10 minutes (as if {@status concentration||concentrating} on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/darkmantle.mp3\"},\"traitTags\":[\"False Appearance\"],\"senseTags\":[\"B\"],\"damageTags\":[\"B\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"blinded\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Death Dog\",\"source\":\"MM\",\"page\":321,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"SKT\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"MOT\"},{\"source\":\"LoX\"},{\"source\":\"AATM\"}],\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"ac\":[12],\"hp\":{\"average\":39,\"formula\":\"6d8 + 12\"},\"speed\":{\"walk\":40},\"str\":15,\"dex\":14,\"con\":14,\"int\":3,\"wis\":13,\"cha\":6,\"skill\":{\"perception\":\"+5\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":15,\"cr\":\"1\",\"trait\":[{\"name\":\"Two-Headed\",\"entries\":[\"The dog has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, or knocked {@condition unconscious}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dog makes two bite attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage. If the target is a creature, it must succeed on a {@dc 12} Constitution saving throw against disease or become {@condition poisoned} until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 ({@dice 1d10}) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.\"]}],\"environment\":[\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/death-dog.mp3\"},\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\"],\"miscTags\":[\"DIS\",\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Death Knight\",\"source\":\"MM\",\"page\":47,\"otherSources\":[{\"source\":\"GoS\"},{\"source\":\"DC\"},{\"source\":\"DIP\"},{\"source\":\"BGDIA\"},{\"source\":\"EGW\"},{\"source\":\"TCE\"},{\"source\":\"CM\"},{\"source\":\"DSotDQ\"},{\"source\":\"AATM\"},{\"source\":\"SatO\"},{\"source\":\"BMT\"},{\"source\":\"VEoR\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":20,\"from\":[\"{@item plate armor|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":180,\"formula\":\"19d8 + 95\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":11,\"con\":20,\"int\":12,\"wis\":16,\"cha\":18,\"save\":{\"dex\":\"+6\",\"wis\":\"+9\",\"cha\":\"+10\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":13,\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\"],\"cr\":\"17\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The death knight is a 19th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 18}, {@hit 10} to hit with spell attacks). It has the following paladin spells prepared:\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell command}\",\"{@spell compelled duel}\",\"{@spell searing smite}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell hold person}\",\"{@spell magic weapon}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell dispel magic}\",\"{@spell elemental weapon}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell banishment}\",\"{@spell staggering smite}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell destructive wave} (necrotic)\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The death knight has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Marshal Undead\",\"entries\":[\"Unless the death knight is {@condition incapacitated}, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The death knight makes three longsword attacks.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage, or 10 ({@damage 1d10 + 5}) slashing damage if used with two hands, plus 18 ({@damage 4d8}) necrotic damage.\"]},{\"name\":\"Hellfire Orb (1/Day)\",\"entries\":[\"The death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a {@dc 18} Dexterity saving throw. The sphere spreads around corners. A creature takes 35 ({@damage 10d6}) fire damage and 35 ({@damage 10d6}) necrotic damage on a failed save, or half as much damage on a successful one.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"The death knight adds 6 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/death-knight.mp3\"},\"attachedItems\":[\"longsword|phb\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"AB\",\"C\"],\"damageTags\":[\"F\",\"N\",\"S\"],\"damageTagsSpell\":[\"A\",\"C\",\"F\",\"L\",\"N\",\"R\",\"T\",\"Y\"],\"spellcastingTags\":[\"CP\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"incapacitated\",\"paralyzed\",\"prone\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Death Slaad\",\"source\":\"MM\",\"page\":278,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"BGDIA\"},{\"source\":\"EGW\"},{\"source\":\"TCE\"},{\"source\":\"CM\"},{\"source\":\"DSotDQ\"},{\"source\":\"PSI\"},{\"source\":\"VEoR\"}],\"size\":[\"M\"],\"type\":{\"type\":\"aberration\",\"tags\":[\"shapechanger\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":170,\"formula\":\"20d8 + 80\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":15,\"con\":19,\"int\":15,\"wis\":10,\"cha\":16,\"skill\":{\"arcana\":\"+6\",\"perception\":\"+8\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 60 ft.\"],\"passive\":18,\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"thunder\"],\"languages\":[\"Slaad\",\"telepathy 60 ft.\"],\"cr\":\"10\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The slaad's innate spellcasting ability is Charisma (spell save {@dc 15}, {@hit 7} to hit with spell attacks). The slaad can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell detect magic}\",\"{@spell detect thoughts}\",\"{@spell invisibility} (self only)\",\"{@spell mage hand}\",\"{@spell major image}\"],\"daily\":{\"2e\":[\"{@spell fear}\",\"{@spell fireball}\",\"{@spell fly}\",\"{@spell tongues}\"],\"1e\":[\"{@spell cloudkill}\",\"{@spell plane shift}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Shapechanger\",\"entries\":[\"The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The slaad has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The slaad's weapon attacks are magical.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The slaad makes three attacks: one with its bite and two with its claws or greatsword.\"]},{\"name\":\"Bite (Slaad Form Only)\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage plus 7 ({@damage 2d6}) necrotic damage.\"]},{\"name\":\"Claws (Slaad Form Only)\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d10 + 5}) slashing damage plus 7 ({@damage 2d6}) necrotic damage.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage plus 7 ({@damage 2d6}) necrotic damage.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Control Gem\",\"entries\":[\"Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being {@condition charmed} while so controlled.\",\"Certain spells can be used to acquire the gem. If the slaad fails its saving throw against {@spell imprisonment}, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A {@spell wish} spell, if cast in the slaad's presence, can be worded to acquire the gem.\",\"A {@spell greater restoration} spell cast on the slaad destroys the gem without harming the slaad.\",\"Someone who is proficient in Wisdom ({@skill Medicine}) can remove the gem from an {@condition incapacitated} slaad. Each try requires 1 minute of uninterrupted work and a successful {@dc 20} Wisdom ({@skill Medicine}) check. Each failed attempt deals 22 ({@damage 4d10}) psychic damage to the slaad.\"],\"_version\":{\"name\":\"Death Slaad (Control Gem)\",\"addAs\":\"trait\"}}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/death-slaad.mp3\"},\"attachedItems\":[\"greatsword|phb\"],\"traitTags\":[\"Magic Resistance\",\"Magic Weapons\",\"Regeneration\",\"Shapechanger\"],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\",\"TP\"],\"damageTags\":[\"N\",\"P\",\"S\",\"Y\"],\"damageTagsSpell\":[\"F\",\"I\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"frightened\",\"invisible\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Death Tyrant\",\"group\":[\"Beholders\"],\"source\":\"MM\",\"page\":29,\"otherSources\":[{\"source\":\"WDMM\"},{\"source\":\"CM\"},{\"source\":\"AATM\"},{\"source\":\"SatO\"},{\"source\":\"BMT\"}],\"size\":[\"L\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":187,\"formula\":\"25d10 + 50\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":20,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":10,\"dex\":14,\"con\":14,\"int\":19,\"wis\":15,\"cha\":19,\"save\":{\"str\":\"+5\",\"con\":\"+7\",\"int\":\"+9\",\"wis\":\"+7\",\"cha\":\"+9\"},\"skill\":{\"perception\":\"+12\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":22,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\"],\"languages\":[\"Deep Speech\",\"Undercommon\"],\"cr\":{\"cr\":\"14\",\"lair\":\"15\"},\"trait\":[{\"name\":\"Negative Energy Cone\",\"entries\":[\"The death tyrant's central eye emits an {@condition invisible}, magical 150-foot cone of negative energy. At the start of each of its turns, the tyrant decides which way the cone faces and whether the cone is active.\",\"Any creature in that area can't regain hit points. Any humanoid that dies there becomes a {@creature zombie} under the tyrant's command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn't been completely destroyed.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}14 ({@damage 4d6}) piercing damage.\"]},{\"name\":\"Eye Rays\",\"entries\":[\"The death tyrant shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"1. Charm Ray\",\"style\":\"italic\",\"entry\":\"The targeted creature must succeed on a {@dc 17} Wisdom saving throw or be {@condition charmed} by the death tyrant for 1 hour, or until the death tyrant harms the creature.\"},{\"type\":\"item\",\"name\":\"2. Paralyzing Ray\",\"style\":\"italic\",\"entry\":\"The targeted creature must succeed on a {@dc 17} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"},{\"type\":\"item\",\"name\":\"3. Fear Ray\",\"style\":\"italic\",\"entry\":\"The targeted creature must succeed on a {@dc 17} Wisdom saving throw or be {@condition frightened} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"},{\"type\":\"item\",\"name\":\"4. Slowing Ray\",\"style\":\"italic\",\"entry\":\"The targeted creature must succeed on a {@dc 17} Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"},{\"type\":\"item\",\"name\":\"5. Enervation Ray\",\"style\":\"italic\",\"entry\":\"The targeted creature must make a {@dc 17} Constitution saving throw, taking 36 ({@damage 8d8}) necrotic damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"6. Telekinetic Ray\",\"style\":\"italic\",\"entries\":[\"If the target is a creature, it must succeed on a {@dc 17} Strength saving throw or the death tyrant moves it up to 30 feet in any direction. It is {@condition restrained} by the ray's telekinetic grip until the start of the death tyrant's next turn or until the death tyrant is {@condition incapacitated}.\",\"If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The death tyrant can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.\"]},{\"type\":\"item\",\"name\":\"7. Sleep Ray\",\"style\":\"italic\",\"entry\":\"The targeted creature must succeed on a {@dc 17} Wisdom saving throw or fall asleep and remain {@condition unconscious} for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.\"},{\"type\":\"item\",\"name\":\"8. Petrification Ray\",\"style\":\"italic\",\"entry\":\"The targeted creature must make a {@dc 17} Dexterity saving throw. On a failed save, the creature begins to turn to stone and is {@condition restrained}. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is {@condition petrified} until freed by the {@spell greater restoration} spell or other magic.\"},{\"type\":\"item\",\"name\":\"9. Disintegration Ray\",\"style\":\"italic\",\"entries\":[\"If the target is a creature, it must succeed on a {@dc 17} Dexterity saving throw or take 45 ({@damage 10d8}) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.\",\"If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.\"]},{\"type\":\"item\",\"name\":\"10. Death Ray\",\"style\":\"italic\",\"entry\":\"The targeted creature must succeed on a {@dc 17} Dexterity saving throw or take 55 ({@damage 10d10}) necrotic damage. The target dies if the ray reduces it to 0 hit points.\"}]}]}],\"legendary\":[{\"name\":\"Eye Ray\",\"entries\":[\"The death tyrant uses one random eye ray.\"]}],\"legendaryGroup\":{\"name\":\"Death Tyrant\",\"source\":\"MM\"},\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/death-tyrant.mp3\"},\"senseTags\":[\"SD\"],\"languageTags\":[\"DS\",\"U\"],\"damageTags\":[\"N\",\"O\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"charmed\",\"frightened\",\"paralyzed\",\"petrified\",\"restrained\",\"unconscious\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"strength\",\"wisdom\"],\"savingThrowForcedLegendary\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Deep Gnome (Svirfneblin)\",\"source\":\"MM\",\"page\":164,\"srd\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"KftGV\"},{\"source\":\"PaBTSO\"},{\"source\":\"QftIS\"}],\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"gnome\"]},\"alignment\":[\"N\",\"G\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item chain shirt|phb}\"]}],\"hp\":{\"average\":16,\"formula\":\"3d6 + 6\"},\"speed\":{\"walk\":20},\"str\":15,\"dex\":14,\"con\":14,\"int\":12,\"wis\":10,\"cha\":9,\"skill\":{\"investigation\":\"+3\",\"perception\":\"+2\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":12,\"languages\":[\"Gnomish\",\"Terran\",\"Undercommon\"],\"cr\":\"1/2\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The gnome's innate spellcasting ability is Intelligence (spell save {@dc 11}). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell nondetection} (self only)\"],\"daily\":{\"1e\":[\"{@spell blindness/deafness}\",\"{@spell blur}\",\"{@spell disguise self}\"]},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Stone Camouflage\",\"entries\":[\"The gnome has advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain.\"]},{\"name\":\"Gnome Cunning\",\"entries\":[\"The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.\"]}],\"action\":[{\"name\":\"War Pick\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]},{\"name\":\"Poisoned Dart\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 30/120 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage, and the target must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/svirfneblin.mp3\"},\"altArt\":[{\"name\":\"Svirfneblin\",\"source\":\"QftIS\"}],\"attachedItems\":[\"war pick|phb\"],\"traitTags\":[\"Camouflage\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"G\",\"T\",\"U\"],\"damageTags\":[\"P\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"poisoned\"],\"conditionInflictSpell\":[\"blinded\",\"deafened\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Deer\",\"source\":\"MM\",\"page\":321,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"HotDQ\"},{\"source\":\"DIP\"}],\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[13],\"hp\":{\"average\":4,\"formula\":\"1d8\"},\"speed\":{\"walk\":50},\"str\":11,\"dex\":16,\"con\":11,\"int\":2,\"wis\":14,\"cha\":5,\"passive\":12,\"cr\":\"0\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) piercing damage.\"]}],\"environment\":[\"grassland\",\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/deer.mp3\"},\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Demilich\",\"source\":\"MM\",\"page\":48,\"otherSources\":[{\"source\":\"TftYP\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"EGW\"},{\"source\":\"IDRotF\"},{\"source\":\"JttRC\"},{\"source\":\"ToFW\"}],\"size\":[\"T\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":80,\"formula\":\"32d4\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":1,\"dex\":20,\"con\":10,\"int\":20,\"wis\":17,\"cha\":20,\"save\":{\"con\":\"+6\",\"int\":\"+11\",\"wis\":\"+9\",\"cha\":\"+11\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":13,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from magic weapons\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\",\"psychic\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"stunned\"],\"cr\":{\"cr\":\"18\",\"lair\":\"20\"},\"trait\":[{\"name\":\"Avoidance\",\"entries\":[\"If the demilich is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the demilich fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Turn Immunity\",\"entries\":[\"The demilich is immune to effects that turn undead.\"]}],\"action\":[{\"name\":\"Howl {@recharge 5}\",\"entries\":[\"The demilich emits a bloodcurdling howl. Each creature within 30 feet of the demilich that can hear the howl must succeed on a {@dc 15} Constitution saving throw or drop to 0 hit points. On a successful save, the creature is {@condition frightened} until the end of its next turn.\"]},{\"name\":\"Life Drain\",\"entries\":[\"The demilich targets up to three creatures that it can see within 10 feet of it. Each target must succeed on a {@dc 19} Constitution saving throw or take 21 ({@damage 6d6}) necrotic damage, and the demilich regains hit points equal to the total damage dealt to all targets.\"]}],\"legendary\":[{\"name\":\"Flight\",\"entries\":[\"The demilich flies up to half its flying speed.\"]},{\"name\":\"Cloud of Dust\",\"entries\":[\"The demilich magically swirls its dusty remains. Each creature within 10 feet of the demilich, including around a corner, must succeed on a {@dc 15} Constitution saving throw or be {@condition blinded} until the end of the demilich's next turn. A creature that succeeds on the saving throw is immune to this effect until the end of the demilich's next turn.\"]},{\"name\":\"Energy Drain (Costs 2 Actions)\",\"entries\":[\"Each creature with in 30 feet of the demilich must make a {@dc 15} Constitution saving throw. On a failed save, the creature's hit point maximum is magically reduced by 10 ({@dice 3d6}). If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. A creature's hit point maximum can be restored with the {@spell greater restoration} spell or similar magic.\"]},{\"name\":\"Vile Curse (Costs 3 Actions)\",\"entries\":[\"The demilich targets one creature it can see within 30 feet of it. The target must succeed on a {@dc 15} Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the curse on a success.\"]}],\"legendaryGroup\":{\"name\":\"Demilich\",\"source\":\"MM\"},\"variant\":[{\"type\":\"inset\",\"name\":\"Acererak and His Disciples\",\"entries\":[\"The transformation into a demilich isn't a bitter end for all liches that experience it. Made as a conscious choice, the path of the demilich becomes the next step in a dark evolution. The lich Acererak—a powerful wizard and demonologist and the infamous master of the Tomb of Horrors—anticipated his own transformation, preparing for it by setting enchanted gemstones into his skull's eye sockets and teeth. Each of these soul gems possessed the power to capture the souls on which his phylactery would feed.\",\"Acererak abandoned his physical body, accepting that it would molder and dissolve to dust while he traveled the planes as a disembodied consciousness. If the skull that was his last physical remains was ever disturbed, its gems would claim the souls of the insolent intruders to his tomb, magically transferring them to his phylactery.\",\"Liches who follow Acererak's path believe that by becoming free of their bodies, they can continue their quest for power beyond the mortal world. As their patron did, they secure their remains within well-guarded vaults, using soul gems to maintain their phylacteries and destroy the adventurers who disturb their lairs.\",\"Acererak or another demilich like him has a challenge rating of 21 (33,000 XP), or 23 (50,000 XP) in its lair, and gains the following additional action option.\",{\"type\":\"entries\",\"name\":\"Trap Soul\",\"entries\":[\"The demilich targets one creature that it can see within 30 feet of it. The target must make a {@dc 19} Charisma saving throw. On a failed save, the target's soul is magically trapped inside one of the demilich's gems. While the soul is trapped, the target's body and all the equipment it is carrying cease to exist. On a successful save, the target takes 24 ({@damage 7d6}) necrotic damage, and if this damage reduces the target to 0 hit points, its soul is trapped as if it failed the saving throw. A soul trapped in a gem for 24 hours is devoured and ceases to exist.\",\"If the demilich drops to 0 hit points, it is destroyed and turns to powder, leaving behind its gems. Crushing a gem releases any soul trapped within, at which point the target's body re-forms in an unoccupied space nearest to the gem and in the same state as when it was trapped.\"]}],\"token\":{\"name\":\"Acererak\",\"source\":\"MM\",\"page\":49}}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/demilich.mp3\"},\"traitTags\":[\"Legendary Resistances\",\"Turn Immunity\"],\"senseTags\":[\"U\"],\"damageTags\":[\"N\"],\"damageTagsLegendary\":[\"N\"],\"miscTags\":[\"CUR\",\"HPR\"],\"conditionInflict\":[\"blinded\",\"frightened\"],\"conditionInflictLegendary\":[\"prone\"],\"savingThrowForced\":[\"charisma\",\"constitution\",\"wisdom\"],\"savingThrowForcedLegendary\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Demilich (Trap Soul)\",\"source\":\"MM\",\"_mod\":{\"action\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Trap Soul\",\"entries\":[\"The demilich targets one creature that it can see within 30 feet of it. The target must make a {@dc 19} Charisma saving throw. On a failed save, the target's soul is magically trapped inside one of the demilich's gems. While the soul is trapped, the target's body and all the equipment it is carrying cease to exist. On a successful save, the target takes 24 ({@damage 7d6}) necrotic damage, and if this damage reduces the target to 0 hit points, its soul is trapped as if it failed the saving throw. A soul trapped in a gem for 24 hours is devoured and ceases to exist.\",\"If the demilich drops to 0 hit points, it is destroyed and turns to powder, leaving behind its gems. Crushing a gem releases any soul trapped within, at which point the target's body re-forms in an unoccupied space nearest to the gem and in the same state as when it was trapped.\"]}}},\"cr\":{\"cr\":\"21\",\"lair\":\"23\"},\"variant\":null}]},{\"name\":\"Deva\",\"group\":[\"Angels\"],\"source\":\"MM\",\"page\":16,\"srd\":true,\"otherSources\":[{\"source\":\"WDMM\"},{\"source\":\"CoS\"},{\"source\":\"CRCotN\"},{\"source\":\"JttRC\"},{\"source\":\"KftGV\"},{\"source\":\"SatO\"},{\"source\":\"ToFW\"},{\"source\":\"BMT\"},{\"source\":\"DoDk\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":\"celestial\",\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":136,\"formula\":\"16d8 + 64\"},\"speed\":{\"walk\":30,\"fly\":90},\"str\":18,\"dex\":18,\"con\":18,\"int\":17,\"wis\":20,\"cha\":20,\"save\":{\"wis\":\"+9\",\"cha\":\"+9\"},\"skill\":{\"insight\":\"+9\",\"perception\":\"+9\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":19,\"resist\":[\"radiant\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"10\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The deva's spellcasting ability is Charisma (spell save {@dc 17}). The deva can innately cast the following spells, requiring only verbal components:\"],\"will\":[\"{@spell detect evil and good}\"],\"daily\":{\"1e\":[\"{@spell commune}\",\"{@spell raise dead}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Angelic Weapons\",\"entries\":[\"The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra {@dice 4d8} radiant damage (included in the attack).\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The deva has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The deva makes two melee attacks.\"]},{\"name\":\"Mace\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage plus 18 ({@damage 4d8}) radiant damage.\"]},{\"name\":\"Healing Touch (3/Day)\",\"entries\":[\"The deva touches another creature. The target magically regains 20 ({@dice 4d8 + 2}) hit points and is freed from any curse, disease, poison, blindness, or deafness.\"]},{\"name\":\"Change Shape\",\"entries\":[\"The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice).\",\"In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/deva.mp3\"},\"attachedItems\":[\"mace|phb\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"B\",\"R\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dire Wolf\",\"source\":\"MM\",\"page\":321,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"GoS\"},{\"source\":\"IDRotF\"},{\"source\":\"JttRC\"},{\"source\":\"PaBTSO\"},{\"source\":\"ToFW\"},{\"source\":\"QftIS\"}],\"reprintedAs\":[\"Dire Wolf|XPHB\"],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":37,\"formula\":\"5d10 + 10\"},\"speed\":{\"walk\":50},\"str\":17,\"dex\":15,\"con\":15,\"int\":3,\"wis\":12,\"cha\":7,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+4\"},\"passive\":13,\"cr\":\"1\",\"trait\":[{\"name\":\"Keen Hearing and Smell\",\"entries\":[\"The wolf has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}.\"]}],\"environment\":[\"forest\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/dire-wolf.mp3\"},\"traitTags\":[\"Keen Senses\",\"Pack Tactics\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Displacer Beast\",\"source\":\"MM\",\"page\":81,\"otherSources\":[{\"source\":\"TftYP\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"ERLW\"},{\"source\":\"WBtW\"},{\"source\":\"JttRC\"},{\"source\":\"KftGV\"},{\"source\":\"SatO\"},{\"source\":\"BMT\"},{\"source\":\"QftIS\"}],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":85,\"formula\":\"10d10 + 30\"},\"speed\":{\"walk\":40},\"str\":18,\"dex\":15,\"con\":16,\"int\":6,\"wis\":12,\"cha\":8,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"cr\":\"3\",\"trait\":[{\"name\":\"Avoidance\",\"entries\":[\"If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.\"]},{\"name\":\"Displacement\",\"entries\":[\"The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is {@condition incapacitated} or has a speed of 0.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The displacer beast makes two attacks with its tentacles.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage plus 3 ({@damage 1d6}) piercing damage.\"]}],\"environment\":[\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/displacer-beast.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Djinni\",\"group\":[\"Genies\"],\"source\":\"MM\",\"page\":144,\"srd\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"GoS\"},{\"source\":\"TCE\"},{\"source\":\"CM\"},{\"source\":\"JttRC\"},{\"source\":\"SatO\"},{\"source\":\"DoDk\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"size\":[\"L\"],\"type\":\"elemental\",\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":161,\"formula\":\"14d10 + 84\"},\"speed\":{\"walk\":30,\"fly\":90},\"str\":21,\"dex\":15,\"con\":22,\"int\":15,\"wis\":16,\"cha\":20,\"save\":{\"dex\":\"+6\",\"wis\":\"+7\",\"cha\":\"+9\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":13,\"immune\":[\"lightning\",\"thunder\"],\"languages\":[\"Auran\"],\"cr\":\"11\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The djinni's innate spellcasting ability is Charisma (spell save {@dc 17}, {@hit 9} to hit with spell attacks). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell detect evil and good}\",\"{@spell detect magic}\",\"{@spell thunderwave}\"],\"daily\":{\"3e\":[\"{@spell create food and water} (can create wine instead of water)\",\"{@spell tongues}\",\"{@spell wind walk}\"],\"1e\":[\"{@spell conjure elemental} ({@creature air elemental} only)\",\"{@spell creation}\",\"{@spell gaseous form}\",\"{@spell invisibility}\",\"{@spell major image}\",\"{@spell plane shift}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Elemental Demise\",\"entries\":[\"If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The djinni makes three scimitar attacks.\"]},{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage plus 3 ({@damage 1d6}) lightning or thunder damage (djinni's choice).\"]},{\"name\":\"Create Whirlwind\",\"entries\":[\"A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains {@status concentration} (as if {@status concentration||concentrating} on a spell). Any creature but the djinni that enters the whirlwind must succeed on a {@dc 18} Strength saving throw or be {@condition restrained} by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures {@condition restrained} by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.\",\"A creature can use its action to free a creature {@condition restrained} by the whirlwind, including itself, by succeeding on a {@dc 18} Strength check. If the check succeeds, the creature is no longer {@condition restrained} and moves to the nearest space outside the whirlwind.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Genie Powers\",\"entries\":[\"Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality.\",{\"type\":\"entries\",\"name\":\"Disguises\",\"entries\":[\"Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the {@spell disguise self} spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the {@spell true polymorph} spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.\"]},{\"type\":\"entries\",\"name\":\"Wishes\",\"entries\":[\"The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year), and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence.\",\"To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the {@spell wish} spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit.\"]}]}],\"environment\":[\"coastal\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/djinni.mp3\"},\"attachedItems\":[\"scimitar|phb\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AU\"],\"damageTags\":[\"L\",\"S\",\"T\"],\"damageTagsSpell\":[\"T\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"conditionInflict\":[\"restrained\"],\"conditionInflictSpell\":[\"incapacitated\",\"invisible\"],\"savingThrowForced\":[\"strength\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Djinni (Disguises)\",\"source\":\"MM\",\"_mod\":{\"_\":{\"mode\":\"addSpells\",\"will\":[\"{@spell disguise self} (often with a longer duration than is normal for that spell; see Disguises)\"],\"daily\":{\"3e\":[\"{@spell true polymorph} (mightier genies only; see Disguises)\"]}},\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Disguises\",\"entries\":[\"Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the {@spell disguise self} spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the {@spell true polymorph} spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.\"]}}},\"variant\":null},{\"name\":\"Djinni (Wishes)\",\"source\":\"MM\",\"_mod\":{\"_\":{\"mode\":\"addSpells\",\"yearly\":{\"1e\":[\"{@spell wish} (see Wishes)\"]}},\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Wishes\",\"entries\":[\"The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year), and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence.\",\"To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the {@spell wish} spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit.\"]}}},\"variant\":null}]},{\"name\":\"Doppelganger\",\"source\":\"MM\",\"page\":82,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"HotDQ\"},{\"source\":\"LMoP\"},{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"BGDIA\"},{\"source\":\"IMR\"},{\"source\":\"EGW\"},{\"source\":\"IDRotF\"},{\"source\":\"JttRC\"},{\"source\":\"KftGV\"},{\"source\":\"HftT\"},{\"source\":\"PaBTSO\"},{\"source\":\"SatO\"},{\"source\":\"ToFW\"},{\"source\":\"BMT\"},{\"source\":\"DoDk\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"shapechanger\"]},\"alignment\":[\"N\"],\"ac\":[14],\"hp\":{\"average\":52,\"formula\":\"8d8 + 16\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":18,\"con\":14,\"int\":11,\"wis\":12,\"cha\":14,\"skill\":{\"deception\":\"+6\",\"insight\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"conditionImmune\":[\"charmed\"],\"languages\":[\"Common\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Shapechanger\",\"entries\":[\"The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"]},{\"name\":\"Ambusher\",\"entries\":[\"In the first round of a combat, the doppelganger has advantage on attack rolls against any creature it {@status surprised}.\"]},{\"name\":\"Surprise Attack\",\"entries\":[\"If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 ({@dice 3d6}) damage from the attack.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The doppelganger makes two melee attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage.\"]},{\"name\":\"Read Thoughts\",\"entries\":[\"The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's {@status concentration} isn't broken (as if {@status concentration||concentrating} on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom ({@skill Insight}) and Charisma ({@skill Deception}, {@skill Intimidation}, and {@skill Persuasion}) checks against the target.\"]}],\"environment\":[\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/doppelganger.mp3\"},\"traitTags\":[\"Ambusher\",\"Shapechanger\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Draft Horse\",\"source\":\"MM\",\"page\":321,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"SKT\"},{\"source\":\"WDH\"},{\"source\":\"GoS\"},{\"source\":\"BGDIA\"},{\"source\":\"PaBTSO\"},{\"source\":\"DoDk\"},{\"source\":\"QftIS\"}],\"reprintedAs\":[\"Draft Horse|XPHB\"],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[10],\"hp\":{\"average\":19,\"formula\":\"3d10 + 3\"},\"speed\":{\"walk\":40},\"str\":18,\"dex\":10,\"con\":12,\"int\":2,\"wis\":11,\"cha\":7,\"passive\":10,\"cr\":\"1/4\",\"action\":[{\"name\":\"Hooves\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/draft-horse.mp3\"},\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Dragon Turtle\",\"source\":\"MM\",\"page\":119,\"srd\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"ToA\"},{\"source\":\"GoS\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"CM\"},{\"source\":\"JttRC\"},{\"source\":\"CoA\"}],\"size\":[\"G\"],\"type\":\"dragon\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":341,\"formula\":\"22d20 + 110\"},\"speed\":{\"walk\":20,\"swim\":40},\"str\":25,\"dex\":10,\"con\":20,\"int\":10,\"wis\":12,\"cha\":12,\"save\":{\"dex\":\"+6\",\"con\":\"+11\",\"wis\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":11,\"resist\":[\"fire\"],\"languages\":[\"Aquan\",\"Draconic\"],\"cr\":\"17\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The dragon turtle can breathe air and water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}26 ({@damage 3d12 + 7}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d8 + 7}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}26 ({@damage 3d12 + 7}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 20} Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked {@condition prone}.\"]},{\"name\":\"Steam Breath {@recharge 5}\",\"entries\":[\"The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a {@dc 18} Constitution saving throw, taking 52 ({@damage 15d6}) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.\"]}],\"environment\":[\"underwater\",\"coastal\"],\"dragonAge\":\"adult\",\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/dragon-turtle.mp3\"},\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"AQ\",\"DR\"],\"damageTags\":[\"B\",\"F\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dretch\",\"source\":\"MM\",\"page\":57,\"srd\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"GoS\"},{\"source\":\"BGDIA\"},{\"source\":\"IMR\"},{\"source\":\"EGW\"},{\"source\":\"WBtW\"},{\"source\":\"PSI\"},{\"source\":\"SatO\"},{\"source\":\"BMT\"},{\"source\":\"CoA\"}],\"size\":[\"S\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":11,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":18,\"formula\":\"4d6 + 4\"},\"speed\":{\"walk\":20},\"str\":11,\"dex\":11,\"con\":12,\"int\":5,\"wis\":8,\"cha\":3,\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"telepathy 60 ft. (works only with creatures that understand Abyssal)\"],\"cr\":\"1/4\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dretch makes two attacks: one with its bite and one with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}5 ({@damage 2d4}) slashing damage.\"]},{\"name\":\"Fetid Cloud (1/Day)\",\"entries\":[\"A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a {@dc 11} Constitution saving throw or be {@condition poisoned} until the start of its next turn. While {@condition poisoned} in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/dretch.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"TP\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Drider\",\"source\":\"MM\",\"page\":120,\"srd\":true,\"otherSources\":[{\"source\":\"WDMM\"},{\"source\":\"CRCotN\"},{\"source\":\"SatO\"},{\"source\":\"VEoR\"}],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":123,\"formula\":\"13d10 + 52\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":16,\"dex\":16,\"con\":18,\"int\":13,\"wis\":14,\"cha\":12,\"skill\":{\"perception\":\"+5\",\"stealth\":\"+9\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":15,\"languages\":[\"Elvish\",\"Undercommon\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The drider's innate spellcasting ability is Wisdom (spell save {@dc 13}). The drider can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell dancing lights}\"],\"daily\":{\"1e\":[\"{@spell darkness}\",\"{@spell faerie fire}\"]},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"The drider has advantage on saving throws against being {@condition charmed}, and magic can't put the drider to sleep.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]},{\"name\":\"Web Walker\",\"entries\":[\"The drider ignores movement restrictions caused by webbing.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}2 ({@damage 1d4}) piercing damage plus 9 ({@damage 2d8}) poison damage.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 150/600 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 4 ({@damage 1d8}) poison damage.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Drider Spellcasting\",\"entries\":[\"Driders that were once drow spellcasters might retain their ability to cast spells. Such driders typically have a higher spellcasting ability (15 or 16) than other driders. Further, the drider gains the Spellcasting trait. A drider that was a drow divine spellcaster, therefore, could have a Wisdom of 16 (+3) and a Spellcasting trait as follows.\",\"Spellcasting. The drider is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The drider has the following spells prepared from the cleric spell list:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[\"Cantrips (at will): {@spell poison spray}, {@spell thaumaturgy}\",\"1st level (4 slots): {@spell bane}, {@spell detect magic}, {@spell sanctuary}\",\"2nd level (3 slots): {@spell hold person}, {@spell silence}\",\"3rd level (3 slots): {@spell clairvoyance}, {@spell dispel magic}\",\"4th level (2 slots): {@spell divination}, {@spell freedom of movement}\"]}]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/drider.mp3\"},\"attachedItems\":[\"longbow|phb\",\"longsword|phb\"],\"traitTags\":[\"Fey Ancestry\",\"Spider Climb\",\"Sunlight Sensitivity\",\"Web Walker\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"E\",\"U\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Drider Spellcaster\",\"source\":\"MM\",\"wis\":16,\"spellcasting\":[{\"name\":\"Spellcasting\",\"headerEntries\":[\"The drider is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The drider has the following spells prepared from the cleric spell list:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell poison spray}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell bane}\",\"{@spell detect magic}\",\"{@spell sanctuary}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell hold person}\",\"{@spell silence}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell clairvoyance}\",\"{@spell dispel magic}\"]},\"4\":{\"slots\":2,\"spells\":[\"{@spell divination}\",\"{@spell freedom of movement}\"]}},\"ability\":\"wis\"}],\"variant\":null}]},{\"name\":\"Drow\",\"source\":\"MM\",\"page\":128,\"srd\":true,\"otherSources\":[{\"source\":\"TftYP\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"DC\"},{\"source\":\"DIP\"},{\"source\":\"BGDIA\"},{\"source\":\"EGW\"},{\"source\":\"CM\"},{\"source\":\"CRCotN\"},{\"source\":\"PaBTSO\"},{\"source\":\"BMT\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item chain shirt|phb}\"]}],\"hp\":{\"average\":13,\"formula\":\"3d8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":10,\"int\":11,\"wis\":11,\"cha\":12,\"skill\":{\"perception\":\"+2\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":12,\"languages\":[\"Elvish\",\"Undercommon\"],\"cr\":\"1/4\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The drow's spellcasting ability is Charisma (spell save {@dc 11}). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell dancing lights}\"],\"daily\":{\"1e\":[\"{@spell darkness}\",\"{@spell faerie fire}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"The drow has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Hand Crossbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 hour. If the saving throw fails by 5 or more, the target is also {@condition unconscious} while {@condition poisoned} in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Drow Magic Armor and Weapons\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Drow often wear magic armor and carry magic weapons that lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer.\",\"A {@creature drow} wearing a {@item +1 chain shirt} and carrying a {@item +1 shortsword} has AC 16 and a +1 bonus on attack and damage rolls with shortsword attacks.\"]}]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/drow.mp3\"},\"attachedItems\":[\"hand crossbow|phb\",\"shortsword|phb\"],\"traitTags\":[\"Fey Ancestry\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"E\",\"U\"],\"damageTags\":[\"P\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"conditionInflict\":[\"poisoned\",\"unconscious\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Drow (Magic Equipment)\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Special Equipment\",\"entries\":[\"The drow wears a {@item drow +1 chain shirt|mm|+1 chain shirt} and carries a {@item drow +1 shortsword|mm|+1 shortsword}. These items lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer.\"]}},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Shortsword\",\"items\":{\"name\":\"+1 Shortsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]}}},\"ac\":[{\"ac\":16,\"from\":[\"{@item drow +1 chain shirt|mm|+1 chain shirt}\"]}],\"variant\":null}]},{\"name\":\"Drow Elite Warrior\",\"source\":\"MM\",\"page\":128,\"otherSources\":[{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"DC\"},{\"source\":\"DIP\"},{\"source\":\"SLW\"},{\"source\":\"IDRotF\"},{\"source\":\"CRCotN\"},{\"source\":\"PaBTSO\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item studded leather armor|phb|studded leather}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":71,\"formula\":\"11d8 + 22\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":18,\"con\":14,\"int\":11,\"wis\":13,\"cha\":12,\"save\":{\"dex\":\"+7\",\"con\":\"+5\",\"wis\":\"+4\"},\"skill\":{\"perception\":\"+4\",\"stealth\":\"+10\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":14,\"languages\":[\"Elvish\",\"Undercommon\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The drow's spellcasting ability is Charisma (spell save {@dc 12}). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell dancing lights}\"],\"daily\":{\"1e\":[\"{@spell darkness}\",\"{@spell faerie fire}\",\"{@spell levitate} (self only)\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"The drow has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The drow makes two shortsword attacks.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 10 ({@damage 3d6}) poison damage.\"]},{\"name\":\"Hand Crossbow\",\"entries\":[\"{@atk rw} {@hit 7} to hit, range 30/120 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 hour. If the saving throw fails by 5 or more, the target is also {@condition unconscious} while {@condition poisoned} in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"The drow adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Drow Magic Armor and Weapons\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Drow often wear magic armor and carry magic weapons that lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer.\",\"A {@creature drow elite warrior} wearing {@item +2 Studded Leather Armor||+2 studded leather} and carrying a {@item +2 shortsword} has AC 20 and a +2 bonus on attack and damage rolls with shortsword attacks.\"]}]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/drow-elite-warrior.mp3\"},\"attachedItems\":[\"hand crossbow|phb\",\"shortsword|phb\"],\"traitTags\":[\"Fey Ancestry\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"E\",\"U\"],\"damageTags\":[\"I\",\"P\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"conditionInflict\":[\"poisoned\",\"unconscious\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Drow Elite Warrior (Magic Equipment)\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Special Equipment\",\"entries\":[\"The drow wears {@item drow +2 studded leather armor|mm|+2 studded leather armor} and carries a {@item drow +2 shortsword|mm|+2 shortsword}. These items lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer.\"]}},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Shortsword\",\"items\":{\"name\":\"+2 Shortsword\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d6 + 6}) piercing damage plus 10 ({@damage 3d6}) poison damage.\"]}}},\"ac\":[{\"ac\":20,\"from\":[\"{@item drow +2 studded leather armor|mm|+2 studded leather armor}\",\"{@item shield|phb}\"]}],\"variant\":null}]},{\"name\":\"Drow Mage\",\"source\":\"MM\",\"page\":129,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"DC\"},{\"source\":\"DIP\"},{\"source\":\"IDRotF\"},{\"source\":\"CM\"},{\"source\":\"WBtW\"},{\"source\":\"VEoR\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":45,\"formula\":\"10d8\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":14,\"con\":10,\"int\":17,\"wis\":13,\"cha\":12,\"skill\":{\"arcana\":\"+6\",\"deception\":\"+4\",\"perception\":\"+4\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":14,\"languages\":[\"Elvish\",\"Undercommon\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The drow's spellcasting ability is Charisma (spell save {@dc 12}). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell dancing lights}\"],\"daily\":{\"1e\":[\"{@spell darkness}\",\"{@spell faerie fire}\",\"{@spell levitate} (self only)\"]},\"ability\":\"cha\"},{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The drow is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The drow has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell mage hand}\",\"{@spell minor illusion}\",\"{@spell poison spray}\",\"{@spell ray of frost}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell mage armor}\",\"{@spell magic missile}\",\"{@spell shield}\",\"{@spell witch bolt}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell alter self}\",\"{@spell misty step}\",\"{@spell web}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell fly}\",\"{@spell lightning bolt}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell Evard's black tentacles}\",\"{@spell greater invisibility}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell cloudkill}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"The drow has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Staff\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage, or 3 ({@damage 1d8 - 1}) bludgeoning damage if used with two hands, plus 3 ({@damage 1d6}) poison damage.\"]},{\"name\":\"Summon Demon (1/Day)\",\"entries\":[\"The drow magically summons a {@creature quasit}, or attempts to summon a {@creature shadow demon} with a {@chance 50|50 percent|50% summoning chance} chance of success. The summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/drow-mage.mp3\"},\"traitTags\":[\"Fey Ancestry\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"E\",\"U\"],\"damageTags\":[\"B\",\"I\"],\"damageTagsSpell\":[\"B\",\"C\",\"F\",\"I\",\"L\",\"O\",\"P\",\"S\"],\"spellcastingTags\":[\"CW\",\"I\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"invisible\",\"restrained\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Drow Priestess of Lolth\",\"source\":\"MM\",\"page\":129,\"otherSources\":[{\"source\":\"TftYP\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item scale mail|phb}\"]}],\"hp\":{\"average\":71,\"formula\":\"13d8 + 13\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":12,\"int\":13,\"wis\":17,\"cha\":18,\"save\":{\"con\":\"+4\",\"wis\":\"+6\",\"cha\":\"+7\"},\"skill\":{\"insight\":\"+6\",\"perception\":\"+6\",\"religion\":\"+4\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"languages\":[\"Elvish\",\"Undercommon\"],\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The drow's spellcasting ability is Charisma (spell save {@dc 15}). She can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell dancing lights}\"],\"daily\":{\"1e\":[\"{@spell darkness}\",\"{@spell faerie fire}\",\"{@spell levitate} (self only)\"]},\"ability\":\"cha\"},{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The drow is a 10th-level spellcaster. Her spellcasting ability is Wisdom (save {@dc 14}, {@hit 6} to hit with spell attacks). The drow has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell guidance}\",\"{@spell poison spray}\",\"{@spell resistance}\",\"{@spell spare the dying}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell animal friendship}\",\"{@spell cure wounds}\",\"{@spell detect poison and disease}\",\"{@spell ray of sickness}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell lesser restoration}\",\"{@spell protection from poison}\",\"{@spell web}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell conjure animals} (2 {@creature giant spider|mm|giant spiders})\",\"{@spell dispel magic}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell divination}\",\"{@spell freedom of movement}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell insect plague}\",\"{@spell mass cure wounds}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"The drow has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The drow makes two scourge attacks.\"]},{\"name\":\"Scourge\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage plus 17 ({@damage 5d6}) poison damage.\"]},{\"name\":\"Summon Demon (1/Day)\",\"entries\":[\"The drow attempts to magically summon a {@creature yochlol} with a {@chance 30|30 percent|30% summoning chance} chance of success. If the attempt fails, the drow takes 5 ({@damage 1d10}) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Drow Magic Armor and Weapons\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Drow often wear magic armor and carry magic weapons that lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer.\",\"A {@creature drow priestess of lolth} wearing {@item +3 scale mail} has AC 19.\"]}]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/drow-priestess-of-lolth.mp3\"},\"traitTags\":[\"Fey Ancestry\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"E\",\"U\"],\"damageTags\":[\"I\",\"P\",\"Y\"],\"damageTagsSpell\":[\"F\",\"I\",\"P\"],\"spellcastingTags\":[\"CC\",\"I\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"charmed\",\"poisoned\",\"restrained\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Drow Priestess of Lolth (Magic Equipment)\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Special Equipment\",\"entries\":[\"The drow wears {@item drow +3 scale mail|mm|+3 scale mail}. This armor loses its enhancement bonuses permanently if it is exposed to sunlight for 1 hour or longer.\"]}}},\"ac\":[{\"ac\":19,\"from\":[\"{@item drow +3 scale mail|mm|+3 scale mail}\"]}],\"variant\":null}]},{\"name\":\"Druid\",\"source\":\"MM\",\"page\":346,\"srd\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"PotA\"},{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"ToA\"},{\"source\":\"GoS\"},{\"source\":\"DIP\"},{\"source\":\"SDW\"},{\"source\":\"BGDIA\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"IDRotF\"},{\"source\":\"CM\"},{\"source\":\"WBtW\"},{\"source\":\"CRCotN\"},{\"source\":\"JttRC\"},{\"source\":\"PSI\"},{\"source\":\"SatO\"},{\"source\":\"BMT\"},{\"source\":\"DoDk\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"A\"],\"ac\":[11,{\"ac\":16,\"condition\":\"with {@spell barkskin}\",\"braces\":true}],\"hp\":{\"average\":27,\"formula\":\"5d8 + 5\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":12,\"con\":13,\"int\":12,\"wis\":15,\"cha\":11,\"skill\":{\"medicine\":\"+4\",\"nature\":\"+3\",\"perception\":\"+4\"},\"passive\":14,\"languages\":[\"Druidic plus any two languages\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It has the following druid spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell druidcraft}\",\"{@spell produce flame}\",\"{@spell shillelagh}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell entangle}\",\"{@spell longstrider}\",\"{@spell speak with animals}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell animal messenger}\",\"{@spell barkskin}\"]}},\"ability\":\"wis\"}],\"action\":[{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 2} to hit ({@hit 4} to hit with shillelagh), reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, 4 ({@damage 1d8}) bludgeoning damage if wielded with two hands, or 6 ({@damage 1d8 + 2}) bludgeoning damage with {@spell shillelagh}.\"]}],\"environment\":[\"coastal\",\"mountain\",\"grassland\",\"hill\",\"arctic\",\"forest\",\"swamp\",\"underdark\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/druid.mp3\"},\"altArt\":[{\"name\":\"Demonic Druid\",\"source\":\"MTF\",\"page\":29}],\"attachedItems\":[\"quarterstaff|phb\"],\"languageTags\":[\"DU\",\"X\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"F\",\"T\"],\"spellcastingTags\":[\"CD\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dryad\",\"source\":\"MM\",\"page\":121,\"srd\":true,\"otherSources\":[{\"source\":\"SKT\"},{\"source\":\"GoS\"},{\"source\":\"BGDIA\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"IDRotF\"},{\"source\":\"CM\"},{\"source\":\"WBtW\"},{\"source\":\"CRCotN\"},{\"source\":\"JttRC\"},{\"source\":\"KftGV\"},{\"source\":\"PSI\"},{\"source\":\"ToFW\"},{\"source\":\"BMT\"},{\"source\":\"GHLoE\"},{\"source\":\"DoDk\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"}],\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"N\"],\"ac\":[11,{\"ac\":16,\"condition\":\"with {@spell barkskin}\",\"braces\":true}],\"hp\":{\"average\":22,\"formula\":\"5d8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":12,\"con\":11,\"int\":14,\"wis\":15,\"cha\":18,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Elvish\",\"Sylvan\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dryad's innate spellcasting ability is Charisma (spell save {@dc 14}). The dryad can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell druidcraft}\"],\"daily\":{\"3e\":[\"{@spell entangle}\",\"{@spell goodberry}\"],\"1e\":[\"{@spell barkskin}\",\"{@spell pass without trace}\",\"{@spell shillelagh}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The dryad has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Speak with Beasts and Plants\",\"entries\":[\"The dryad can communicate with beasts and plants as if they shared a language.\"]},{\"name\":\"Tree Stride\",\"entries\":[\"Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be large or bigger.\"]}],\"action\":[{\"name\":\"Club\",\"entries\":[\"{@atk mw} {@hit 2} to hit ({@hit 6} to hit with shillelagh), reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage, or 8 ({@damage 1d8 + 4}) bludgeoning damage with shillelagh.\"]},{\"name\":\"Fey Charm\",\"entries\":[\"The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a {@dc 14} Wisdom saving throw or be magically {@condition charmed}. The {@condition charmed} creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can.\",\"Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours.\",\"The dryad can have no more than one humanoid and up to three beasts {@condition charmed} at a time.\"]}],\"environment\":[\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/dryad.mp3\"},\"attachedItems\":[\"club|phb\"],\"traitTags\":[\"Magic Resistance\",\"Tree Stride\"],\"senseTags\":[\"D\"],\"languageTags\":[\"E\",\"S\"],\"damageTags\":[\"B\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"charmed\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Duergar\",\"source\":\"MM\",\"page\":122,\"srd\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"TftYP\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"BGDIA\"},{\"source\":\"EGW\"},{\"source\":\"IDRotF\"},{\"source\":\"KftGV\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dwarf\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item scale mail|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":26,\"formula\":\"4d8 + 4\"},\"speed\":{\"walk\":25},\"str\":14,\"dex\":11,\"con\":14,\"int\":11,\"wis\":10,\"cha\":9,\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"resist\":[\"poison\"],\"languages\":[\"Dwarvish\",\"Undercommon\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Duergar Resilience\",\"entries\":[\"The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being {@condition charmed} or {@condition paralyzed}.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Enlarge (Recharges after a Short or Long Rest)\",\"entries\":[\"For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.\"]},{\"name\":\"War Pick\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage, or 11 ({@damage 2d8 + 2}) piercing damage while enlarged.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 9 ({@damage 2d6 + 2}) piercing damage while enlarged.\"]},{\"name\":\"Invisibility (Recharges after a Short or Long Rest)\",\"entries\":[\"The duergar magically turns {@condition invisible} until it attacks, casts a spell, or uses its Enlarge, or until its {@status concentration} is broken, up to 1 hour (as if {@status concentration||concentrating} on a spell). Any equipment the duergar wears or carries is {@condition invisible} with it.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/duergar.mp3\"},\"attachedItems\":[\"javelin|phb\",\"war pick|phb\"],\"traitTags\":[\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"D\",\"U\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"invisible\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Duodrone\",\"group\":[\"Modrons\"],\"source\":\"MM\",\"page\":225,\"otherSources\":[{\"source\":\"KftGV\"},{\"source\":\"ToFW\"},{\"source\":\"QftIS\"}],\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":11,\"formula\":\"2d8 + 2\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":13,\"con\":12,\"int\":6,\"wis\":10,\"cha\":7,\"senses\":[\"truesight 120 ft.\"],\"passive\":10,\"languages\":[\"Modron\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Axiomatic Mind\",\"entries\":[\"The duodrone can't be compelled to act in a manner contrary to its nature or its instructions.\"]},{\"name\":\"Disintegration\",\"entries\":[\"If the duodrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The duodrone makes two fist attacks or two javelin attacks.\"]},{\"name\":\"Fist\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Rogue Modrons\",\"entries\":[\"A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don't act in accordance with Primus's wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues.\",\"A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/duodrone.mp3\"},\"attachedItems\":[\"javelin|phb\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Duodrone (Rogue)\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"removeArr\",\"names\":\"Axiomatic Mind\"}},\"alignment\":[\"A\"],\"variant\":null}]},{\"name\":\"Dust Mephit\",\"source\":\"MM\",\"page\":215,\"srd\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"ToA\"},{\"source\":\"PaBTSO\"},{\"source\":\"SatO\"},{\"source\":\"DoDk\"},{\"source\":\"QftIS\"}],\"size\":[\"S\"],\"type\":\"elemental\",\"alignment\":[\"N\",\"E\"],\"ac\":[12],\"hp\":{\"average\":17,\"formula\":\"5d6\"},\"speed\":{\"walk\":30,\"fly\":30},\"str\":5,\"dex\":14,\"con\":10,\"int\":9,\"wis\":11,\"cha\":10,\"skill\":{\"perception\":\"+2\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"immune\":[\"poison\"],\"vulnerable\":[\"fire\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Auran\",\"Terran\"],\"cr\":\"1/2\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (1/Day)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The mephit can innately cast {@spell sleep}, requiring no material components. Its innate spellcasting ability is Charisma.\"],\"will\":[\"{@spell sleep}\"],\"ability\":\"cha\",\"hidden\":[\"will\"]}],\"trait\":[{\"name\":\"Death Burst\",\"entries\":[\"When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a {@dc 10} Constitution saving throw or be {@condition blinded} for 1 minute. A {@condition blinded} creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.\"]}],\"action\":[{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) slashing damage.\"]},{\"name\":\"Blinding Breath {@recharge}\",\"entries\":[\"The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a {@dc 10} Dexterity saving throw or be {@condition blinded} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Summon Mephits (1/Day)\",\"entries\":[\"The mephit has a {@chance 25|25 percent|25% summoning chance} chance of summoning {@dice 1d4} mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.\"],\"_version\":{\"name\":\"Dust Mephit (Summoner)\",\"addAs\":\"action\"}}],\"environment\":[\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/mephit.mp3\"},\"traitTags\":[\"Death Burst\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"AU\",\"T\"],\"damageTags\":[\"S\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"blinded\"],\"conditionInflictSpell\":[\"unconscious\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Eagle\",\"source\":\"MM\",\"page\":322,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"CM\"},{\"source\":\"ToFW\"}],\"size\":[\"S\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":3,\"formula\":\"1d6\"},\"speed\":{\"walk\":10,\"fly\":60},\"str\":6,\"dex\":15,\"con\":10,\"int\":2,\"wis\":14,\"cha\":7,\"skill\":{\"perception\":\"+4\"},\"passive\":14,\"cr\":\"0\",\"trait\":[{\"name\":\"Keen Sight\",\"entries\":[\"The eagle has advantage on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Talons\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage.\"]}],\"environment\":[\"mountain\",\"grassland\",\"hill\",\"coastal\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/eagle.mp3\"},\"traitTags\":[\"Keen Senses\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Earth Elemental\",\"source\":\"MM\",\"page\":124,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"MOT\"},{\"source\":\"TCE\"},{\"source\":\"CRCotN\"},{\"source\":\"PaBTSO\"},{\"source\":\"DoDk\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"}],\"size\":[\"L\"],\"type\":\"elemental\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":126,\"formula\":\"12d10 + 60\"},\"speed\":{\"walk\":30,\"burrow\":30},\"str\":20,\"dex\":8,\"con\":20,\"int\":5,\"wis\":10,\"cha\":5,\"senses\":[\"darkvision 60 ft.\",\"tremorsense 60 ft.\"],\"passive\":10,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"vulnerable\":[\"thunder\"],\"conditionImmune\":[\"exhaustion\",\"paralyzed\",\"petrified\",\"poisoned\",\"unconscious\"],\"languages\":[\"Terran\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Earth Glide\",\"entries\":[\"The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The elemental deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The elemental makes two slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/earth-elemental.mp3\"},\"traitTags\":[\"Siege Monster\"],\"senseTags\":[\"D\",\"T\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"T\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\",\"RCH\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Efreeti\",\"group\":[\"Genies\"],\"source\":\"MM\",\"page\":145,\"srd\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"RoT\"},{\"source\":\"TftYP\"},{\"source\":\"WDMM\"},{\"source\":\"EGW\"},{\"source\":\"TCE\"},{\"source\":\"JttRC\"},{\"source\":\"KftGV\"},{\"source\":\"SatO\"},{\"source\":\"DoDk\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"size\":[\"L\"],\"type\":\"elemental\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":200,\"formula\":\"16d10 + 112\"},\"speed\":{\"walk\":40,\"fly\":60},\"str\":22,\"dex\":12,\"con\":24,\"int\":16,\"wis\":15,\"cha\":16,\"save\":{\"int\":\"+7\",\"wis\":\"+6\",\"cha\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":12,\"immune\":[\"fire\"],\"languages\":[\"Ignan\"],\"cr\":\"11\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The efreeti's innate spellcasting ability is Charisma (spell save {@dc 15}, {@hit 7} to hit with spell attacks). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell detect magic}\"],\"daily\":{\"3e\":[\"{@spell enlarge/reduce}\",\"{@spell tongues}\"],\"1e\":[\"{@spell conjure elemental} ({@creature fire elemental} only)\",\"{@spell gaseous form}\",\"{@spell invisibility}\",\"{@spell major image}\",\"{@spell plane shift}\",\"{@spell wall of fire}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Elemental Demise\",\"entries\":[\"If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The efreeti makes two scimitar attacks or uses its Hurl Flame twice.\"]},{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage plus 7 ({@damage 2d6}) fire damage.\"]},{\"name\":\"Hurl Flame\",\"entries\":[\"{@atk rs} {@hit 7} to hit, range 120 ft., one target. {@h}17 ({@damage 5d6}) fire damage.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Genie Powers\",\"entries\":[\"Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality.\",{\"type\":\"entries\",\"name\":\"Disguises\",\"entries\":[\"Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the {@spell disguise self} spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the {@spell true polymorph} spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.\"]},{\"type\":\"entries\",\"name\":\"Wishes\",\"entries\":[\"The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year), and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence.\",\"To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the {@spell wish} spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit.\"]}]}],\"environment\":[\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/efreeti.mp3\"},\"attachedItems\":[\"scimitar|phb\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"IG\"],\"damageTags\":[\"F\",\"S\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Efreeti (Disguises)\",\"source\":\"MM\",\"_mod\":{\"_\":{\"mode\":\"addSpells\",\"will\":[\"{@spell disguise self} (often with a longer duration than is normal for that spell; see Disguises)\"],\"daily\":{\"3e\":[\"{@spell true polymorph} (mightier genies only; see Disguises)\"]}},\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Disguises\",\"entries\":[\"Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the {@spell disguise self} spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the {@spell true polymorph} spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.\"]}}},\"variant\":null},{\"name\":\"Efreeti (Wishes)\",\"source\":\"MM\",\"_mod\":{\"_\":{\"mode\":\"addSpells\",\"yearly\":{\"1e\":[\"{@spell wish} (see Wishes)\"]}},\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Wishes\",\"entries\":[\"The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year), and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence.\",\"To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the {@spell wish} spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit.\"]}}},\"variant\":null}]},{\"name\":\"Elephant\",\"source\":\"MM\",\"page\":322,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"ToA\"},{\"source\":\"SatO\"},{\"source\":\"ToFW\"}],\"reprintedAs\":[\"Elephant|XPHB\"],\"size\":[\"H\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":76,\"formula\":\"8d12 + 24\"},\"speed\":{\"walk\":40},\"str\":22,\"dex\":9,\"con\":17,\"int\":3,\"wis\":11,\"cha\":6,\"passive\":10,\"cr\":\"4\",\"trait\":[{\"name\":\"Trampling Charge\",\"entries\":[\"If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a {@dc 12} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the elephant can make one stomp attack against it as a bonus action.\"]}],\"action\":[{\"name\":\"Gore\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}19 ({@damage 3d8 + 6}) piercing damage.\"]},{\"name\":\"Stomp\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one {@condition prone} creature. {@h}22 ({@damage 3d10 + 6}) bludgeoning damage.\"]}],\"environment\":[\"grassland\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/elephant.mp3\"},\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true},{\"name\":\"Elk\",\"source\":\"MM\",\"page\":322,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"HotDQ\"},{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"EGW\"},{\"source\":\"IDRotF\"},{\"source\":\"QftIS\"}],\"reprintedAs\":[\"Elk|XPHB\"],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[10],\"hp\":{\"average\":13,\"formula\":\"2d10 + 2\"},\"speed\":{\"walk\":50},\"str\":16,\"dex\":10,\"con\":12,\"int\":2,\"wis\":10,\"cha\":6,\"passive\":10,\"cr\":\"1/4\",\"trait\":[{\"name\":\"Charge\",\"entries\":[\"If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 ({@dice 2d6}) damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}.\"]}],\"action\":[{\"name\":\"Ram\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage.\"]},{\"name\":\"Hooves\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one {@condition prone} creature. {@h}8 ({@damage 2d4 + 3}) bludgeoning damage.\"]}],\"environment\":[\"grassland\",\"forest\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/elk.mp3\"},\"traitTags\":[\"Charge\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true},{\"name\":\"Empyrean\",\"source\":\"MM\",\"page\":130,\"otherSources\":[{\"source\":\"TftYP\"},{\"source\":\"WDMM\"},{\"source\":\"BGDIA\"},{\"source\":\"MOT\"},{\"source\":\"SatO\"},{\"source\":\"ToFW\"},{\"source\":\"BMT\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"size\":[\"H\"],\"type\":{\"type\":\"celestial\",\"tags\":[\"titan\"]},\"alignment\":[{\"alignment\":[\"C\",\"G\"],\"chance\":75},{\"alignment\":[\"N\",\"E\"],\"chance\":25}],\"ac\":[{\"ac\":22,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":313,\"formula\":\"19d12 + 190\"},\"speed\":{\"walk\":50,\"fly\":50,\"swim\":50},\"str\":30,\"dex\":21,\"con\":30,\"int\":21,\"wis\":22,\"cha\":27,\"save\":{\"str\":\"+17\",\"int\":\"+12\",\"wis\":\"+13\",\"cha\":\"+15\"},\"skill\":{\"insight\":\"+13\",\"persuasion\":\"+15\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":16,\"immune\":[{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"languages\":[\"all\"],\"cr\":\"23\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The empyrean's innate spellcasting ability is Charisma (spell save {@dc 23}, {@hit 15} to hit with spell attacks). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell greater restoration}\",\"{@spell pass without trace}\",\"{@spell water breathing}\",\"{@spell water walk}\"],\"daily\":{\"1e\":[\"{@spell commune}\",\"{@spell dispel evil and good}\",\"{@spell earthquake}\",\"{@spell fire storm}\",\"{@spell plane shift} (self only)\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the empyrean fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The empyrean has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The empyrean's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Maul\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}31 ({@damage 6d6 + 10}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 15} Constitution saving throw or be {@condition stunned} until the end of the empyrean's next turn.\"]},{\"name\":\"Bolt\",\"entries\":[\"{@atk rs} {@hit 15} to hit, range 600 ft., one target. {@h}24 ({@dice 7d6}) damage of one of the following types (empyrean's choice): acid, cold, fire, force, lightning, radiant, or thunder.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"The empyrean makes one attack.\"]},{\"name\":\"Bolster\",\"entries\":[\"The empyrean bolsters all nonhostile creatures within 120 feet of it until the end of its next turn. Bolstered creatures can't be {@condition charmed} or {@condition frightened}, and they gain advantage on ability checks and saving throws until the end of the empyrean's next turn.\"]},{\"name\":\"Trembling Strike (Costs 2 Actions)\",\"entries\":[\"The empyrean strikes the ground with its maul, triggering an earth tremor. All other creatures on the ground within 60 feet of the empyrean must succeed on a {@dc 25} Strength saving throw or be knocked {@condition prone}.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/empyrean.mp3\"},\"attachedItems\":[\"maul|phb\"],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"U\"],\"languageTags\":[\"XX\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"B\",\"F\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\",\"stunned\"],\"conditionInflictSpell\":[\"prone\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Erinyes\",\"source\":\"MM\",\"page\":73,\"srd\":true,\"otherSources\":[{\"source\":\"ToA\"},{\"source\":\"BGDIA\"},{\"source\":\"EGW\"},{\"source\":\"KftGV\"},{\"source\":\"SatO\"},{\"source\":\"DoDk\"},{\"source\":\"VEoR\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|phb}\"]}],\"hp\":{\"average\":153,\"formula\":\"18d8 + 72\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":18,\"dex\":16,\"con\":18,\"int\":14,\"wis\":14,\"cha\":18,\"save\":{\"dex\":\"+7\",\"con\":\"+8\",\"wis\":\"+6\",\"cha\":\"+8\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":12,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"12\",\"trait\":[{\"name\":\"Hellish Weapons\",\"entries\":[\"The erinyes's weapon attacks are magical and deal an extra 13 ({@damage 3d8}) poison damage on a hit (included in the attacks).\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The erinyes has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The erinyes makes three attacks.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands, plus 13 ({@damage 3d8}) poison damage.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 7} to hit, range 150/600 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 13 ({@damage 3d8}) poison damage, and the target must succeed on a {@dc 14} Constitution saving throw or be {@condition poisoned}. The poison lasts until it is removed by the {@spell lesser restoration} spell or similar magic.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Rope of Entanglement\",\"entries\":[\"Some erinyes carry a {@item rope of entanglement} (detailed in the Dungeon Master's Guide). When such an erinyes uses its Multiattack, the erinyes can use the rope in place of two of the attacks.\"]},{\"type\":\"variant\",\"name\":\"Summon Devil (1/Day)\",\"entries\":[\"The devil chooses what to summon and attempts a magical summoning.\",\"An erinyes has a {@chance 50} chance of summoning {@dice 3d6} {@creature spined devil||spined devils}, {@dice 1d6} {@creature bearded devil||bearded devils}, or one {@creature erinyes}.\",\"A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.\"],\"_version\":{\"name\":\"Erinyes (Summoner)\",\"addAs\":\"action\"}}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/erinyes.mp3\"},\"attachedItems\":[\"longbow|phb\",\"longsword|phb\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"I\",\"TP\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Erinyes (Rope of Entanglement)\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Special Equipment\",\"entries\":[\"The erinyes carries a {@item rope of entanglement}.\"]}},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Multiattack\",\"items\":{\"name\":\"Multiattack\",\"entries\":[\"The erinyes makes three attacks. It can use its {@item rope of entanglement} in place of two of the attacks.\"]}}},\"variant\":null}]},{\"name\":\"Ettercap\",\"source\":\"MM\",\"page\":131,\"srd\":true,\"otherSources\":[{\"source\":\"HotDQ\"},{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"BGDIA\"},{\"source\":\"EGW\"},{\"source\":\"CM\"},{\"source\":\"WBtW\"},{\"source\":\"SatO\"},{\"source\":\"BMT\"},{\"source\":\"QftIS\"}],\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":44,\"formula\":\"8d8 + 8\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":14,\"dex\":15,\"con\":13,\"int\":7,\"wis\":12,\"cha\":8,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+4\",\"survival\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"cr\":\"2\",\"trait\":[{\"name\":\"Spider Climb\",\"entries\":[\"The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Web Sense\",\"entries\":[\"While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.\"]},{\"name\":\"Web Walker\",\"entries\":[\"The ettercap ignores movement restrictions caused by webbing.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The ettercap makes two attacks: one with its bite and one with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d8 + 2}) piercing damage plus 4 ({@damage 1d8}) poison damage. The target must succeed on a {@dc 11} Constitution saving throw or be {@condition poisoned} for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) slashing damage.\"]},{\"name\":\"Web {@recharge 5}\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 30/60 ft., one Large or smaller creature. {@h}The creature is {@condition restrained} by webbing. As an action, the {@condition restrained} creature can make a {@dc 11} Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, is vulnerable to fire damage and immune to bludgeoning, poison and psychic damage.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Web Garrote\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one Medium or Small creature against which the ettercap has advantage on the attack roll. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 12}). Until this grapple ends, the target can't breathe, and the ettercap has advantage on attack rolls against it.\"],\"_version\":{\"name\":\"Ettercap (Web Garrote)\",\"addAs\":\"action\"}}],\"environment\":[\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/ettercap.mp3\"},\"traitTags\":[\"Spider Climb\",\"Web Sense\",\"Web Walker\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"I\",\"P\",\"S\"],\"miscTags\":[\"MW\",\"RW\"],\"conditionInflict\":[\"grappled\",\"poisoned\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ettin\",\"source\":\"MM\",\"page\":132,\"srd\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"WDMM\"},{\"source\":\"JttRC\"},{\"source\":\"ToFW\"},{\"source\":\"VEoR\"}],\"size\":[\"L\"],\"type\":\"giant\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":85,\"formula\":\"10d10 + 30\"},\"speed\":{\"walk\":40},\"str\":21,\"dex\":8,\"con\":17,\"int\":6,\"wis\":10,\"cha\":8,\"skill\":{\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Giant\",\"Orc\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Two Heads\",\"entries\":[\"The ettin has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}.\"]},{\"name\":\"Wakeful\",\"entries\":[\"When one of the ettin's heads is asleep, its other head is awake.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The ettin makes two attacks: one with its battleaxe and one with its morningstar.\"]},{\"name\":\"Battleaxe\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage.\"]},{\"name\":\"Morningstar\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage.\"]}],\"environment\":[\"underdark\",\"mountain\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/ettin.mp3\"},\"attachedItems\":[\"battleaxe|phb\",\"morningstar|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\",\"O\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Faerie Dragon (Blue)\",\"source\":\"MM\",\"page\":133,\"size\":[\"T\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"G\"],\"ac\":[15],\"hp\":{\"average\":14,\"formula\":\"4d4 + 4\"},\"speed\":{\"walk\":10,\"fly\":60},\"str\":3,\"dex\":20,\"con\":13,\"int\":14,\"wis\":12,\"cha\":16,\"skill\":{\"arcana\":\"+4\",\"perception\":\"+3\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Draconic\",\"Sylvan\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dragon's innate spellcasting ability is Charisma (spell save {@dc 13}). It can innately cast a number of spells, requiring no material components:\"],\"daily\":{\"1e\":[\"{@spell color spray}\",\"{@spell dancing lights}\",\"{@spell mage hand}\",\"{@spell major image}\",\"{@spell minor illusion}\",\"{@spell mirror image}\",\"{@spell suggestion}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"The Colors of Age\",\"entries\":[\"A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.\",\"Red—5 years or less\",\"Orange—6–10 years\",\"Yellow—11–20 years\",\"Green—21–30 years\",\"Blue—31–40 years\",\"Indigo—41–50 years\",\"Violet—51 years or more\",\"A green or older faerie dragon's CR increases to 2.\"]},{\"name\":\"Superior Invisibility\",\"entries\":[\"As a bonus action, the dragon can magically turn {@condition invisible} until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the dragon wears or carries is {@condition invisible} with it.\"]},{\"name\":\"Limited Telepathy\",\"entries\":[\"Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The faerie dragon has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}1 piercing damage.\"]},{\"name\":\"Euphoria Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a {@dc 11} Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a {@dice d6} at the start of each of its turns to determine its behavior during the turn:\",\"1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.\",\"5–6. The target doesn't move, and the only thing it can do on its turn is make a {@dc 11} Wisdom saving throw, ending the effect on itself on a success.\"]}],\"legendaryGroup\":{\"name\":\"Faerie Dragon\",\"source\":\"FTD\"},\"environment\":[\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/faerie-dragon.mp3\"},\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"DR\",\"S\"],\"damageTags\":[\"P\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"invisible\"],\"conditionInflictSpell\":[\"blinded\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Faerie Dragon (Green)\",\"source\":\"MM\",\"page\":133,\"otherSources\":[{\"source\":\"ToA\"}],\"size\":[\"T\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"G\"],\"ac\":[15],\"hp\":{\"average\":14,\"formula\":\"4d4 + 4\"},\"speed\":{\"walk\":10,\"fly\":60},\"str\":3,\"dex\":20,\"con\":13,\"int\":14,\"wis\":12,\"cha\":16,\"skill\":{\"arcana\":\"+4\",\"perception\":\"+3\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Draconic\",\"Sylvan\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dragon's innate spellcasting ability is Charisma (spell save {@dc 13}). It can innately cast a number of spells, requiring no material components:\"],\"daily\":{\"1e\":[\"{@spell color spray}\",\"{@spell dancing lights}\",\"{@spell mage hand}\",\"{@spell minor illusion}\",\"{@spell mirror image}\",\"{@spell suggestion}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"The Colors of Age\",\"entries\":[\"A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.\",\"Red—5 years or less\",\"Orange—6–10 years\",\"Yellow—11–20 years\",\"Green—21–30 years\",\"Blue—31–40 years\",\"Indigo—41–50 years\",\"Violet—51 years or more\",\"A green or older faerie dragon's CR increases to 2.\"]},{\"name\":\"Superior Invisibility\",\"entries\":[\"As a bonus action, the dragon can magically turn {@condition invisible} until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the dragon wears or carries is {@condition invisible} with it.\"]},{\"name\":\"Limited Telepathy\",\"entries\":[\"Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The faerie dragon has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}1 piercing damage.\"]},{\"name\":\"Euphoria Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a {@dc 11} Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a {@dice d6} at the start of each of its turns to determine its behavior during the turn:\",\"1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.\",\"5–6. The target doesn't move, and the only thing it can do on its turn is make a {@dc 11} Wisdom saving throw, ending the effect on itself on a success.\"]}],\"legendaryGroup\":{\"name\":\"Faerie Dragon\",\"source\":\"FTD\"},\"environment\":[\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/faerie-dragon.mp3\"},\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"DR\",\"S\"],\"damageTags\":[\"P\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"invisible\"],\"conditionInflictSpell\":[\"blinded\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Faerie Dragon (Indigo)\",\"source\":\"MM\",\"page\":133,\"size\":[\"T\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"G\"],\"ac\":[15],\"hp\":{\"average\":14,\"formula\":\"4d4 + 4\"},\"speed\":{\"walk\":10,\"fly\":60},\"str\":3,\"dex\":20,\"con\":13,\"int\":14,\"wis\":12,\"cha\":16,\"skill\":{\"arcana\":\"+4\",\"perception\":\"+3\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Draconic\",\"Sylvan\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dragon's innate spellcasting ability is Charisma (spell save {@dc 13}). It can innately cast a number of spells, requiring no material components:\"],\"daily\":{\"1e\":[\"{@spell color spray}\",\"{@spell dancing lights}\",\"{@spell hallucinatory terrain}\",\"{@spell mage hand}\",\"{@spell major image}\",\"{@spell minor illusion}\",\"{@spell mirror image}\",\"{@spell suggestion}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"The Colors of Age\",\"entries\":[\"A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.\",\"Red—5 years or less\",\"Orange—6–10 years\",\"Yellow—11–20 years\",\"Green—21–30 years\",\"Blue—31–40 years\",\"Indigo—41–50 years\",\"Violet—51 years or more\",\"A green or older faerie dragon's CR increases to 2.\"]},{\"name\":\"Superior Invisibility\",\"entries\":[\"As a bonus action, the dragon can magically turn {@condition invisible} until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the dragon wears or carries is {@condition invisible} with it.\"]},{\"name\":\"Limited Telepathy\",\"entries\":[\"Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The faerie dragon has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}1 piercing damage.\"]},{\"name\":\"Euphoria Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a {@dc 11} Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a {@dice d6} at the start of each of its turns to determine its behavior during the turn:\",\"1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.\",\"5–6. The target doesn't move, and the only thing it can do on its turn is make a {@dc 11} Wisdom saving throw, ending the effect on itself on a success.\"]}],\"legendaryGroup\":{\"name\":\"Faerie Dragon\",\"source\":\"FTD\"},\"environment\":[\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/faerie-dragon.mp3\"},\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"DR\",\"S\"],\"damageTags\":[\"P\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"invisible\"],\"conditionInflictSpell\":[\"blinded\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Faerie Dragon (Orange)\",\"source\":\"MM\",\"page\":133,\"size\":[\"T\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"G\"],\"ac\":[15],\"hp\":{\"average\":14,\"formula\":\"4d4 + 4\"},\"speed\":{\"walk\":10,\"fly\":60},\"str\":3,\"dex\":20,\"con\":13,\"int\":14,\"wis\":12,\"cha\":16,\"skill\":{\"arcana\":\"+4\",\"perception\":\"+3\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Draconic\",\"Sylvan\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dragon's innate spellcasting ability is Charisma (spell save {@dc 13}). It can innately cast a number of spells, requiring no material components:\"],\"daily\":{\"1e\":[\"{@spell color spray}\",\"{@spell dancing lights}\",\"{@spell mage hand}\",\"{@spell minor illusion}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"The Colors of Age\",\"entries\":[\"A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.\",\"Red—5 years or less\",\"Orange—6–10 years\",\"Yellow—11–20 years\",\"Green—21–30 years\",\"Blue—31–40 years\",\"Indigo—41–50 years\",\"Violet—51 years or more\",\"A green or older faerie dragon's CR increases to 2.\"]},{\"name\":\"Superior Invisibility\",\"entries\":[\"As a bonus action, the dragon can magically turn {@condition invisible} until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the dragon wears or carries is {@condition invisible} with it.\"]},{\"name\":\"Limited Telepathy\",\"entries\":[\"Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The faerie dragon has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}1 piercing damage.\"]},{\"name\":\"Euphoria Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a {@dc 11} Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a {@dice d6} at the start of each of its turns to determine its behavior during the turn:\",\"1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.\",\"5–6. The target doesn't move, and the only thing it can do on its turn is make a {@dc 11} Wisdom saving throw, ending the effect on itself on a success.\"]}],\"environment\":[\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/faerie-dragon.mp3\"},\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"DR\",\"S\"],\"damageTags\":[\"P\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"invisible\"],\"conditionInflictSpell\":[\"blinded\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Faerie Dragon (Red)\",\"source\":\"MM\",\"page\":133,\"otherSources\":[{\"source\":\"CM\"},{\"source\":\"WBtW\"}],\"size\":[\"T\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"G\"],\"ac\":[15],\"hp\":{\"average\":14,\"formula\":\"4d4 + 4\"},\"speed\":{\"walk\":10,\"fly\":60},\"str\":3,\"dex\":20,\"con\":13,\"int\":14,\"wis\":12,\"cha\":16,\"skill\":{\"arcana\":\"+4\",\"perception\":\"+3\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Draconic\",\"Sylvan\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dragon's innate spellcasting ability is Charisma (spell save {@dc 13}). It can innately cast a number of spells, requiring no material components:\"],\"daily\":{\"1e\":[\"{@spell dancing lights}\",\"{@spell mage hand}\",\"{@spell minor illusion}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"The Colors of Age\",\"entries\":[\"A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.\",\"Red—5 years or less\",\"Orange—6–10 years\",\"Yellow—11–20 years\",\"Green—21–30 years\",\"Blue—31–40 years\",\"Indigo—41–50 years\",\"Violet—51 years or more\",\"A green or older faerie dragon's CR increases to 2.\"]},{\"name\":\"Superior Invisibility\",\"entries\":[\"As a bonus action, the dragon can magically turn {@condition invisible} until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the dragon wears or carries is {@condition invisible} with it.\"]},{\"name\":\"Limited Telepathy\",\"entries\":[\"Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The faerie dragon has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}1 piercing damage.\"]},{\"name\":\"Euphoria Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a {@dc 11} Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a {@dice d6} at the start of each of its turns to determine its behavior during the turn:\",\"1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.\",\"5–6. The target doesn't move, and the only thing it can do on its turn is make a {@dc 11} Wisdom saving throw, ending the effect on itself on a success.\"]}],\"environment\":[\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/faerie-dragon.mp3\"},\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"DR\",\"S\"],\"damageTags\":[\"P\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"invisible\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Faerie Dragon (Violet)\",\"source\":\"MM\",\"page\":133,\"otherSources\":[{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"EGW\"},{\"source\":\"WBtW\"},{\"source\":\"BMT\"}],\"size\":[\"T\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"G\"],\"ac\":[15],\"hp\":{\"average\":14,\"formula\":\"4d4 + 4\"},\"speed\":{\"walk\":10,\"fly\":60},\"str\":3,\"dex\":20,\"con\":13,\"int\":14,\"wis\":12,\"cha\":16,\"skill\":{\"arcana\":\"+4\",\"perception\":\"+3\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Draconic\",\"Sylvan\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dragon's innate spellcasting ability is Charisma (spell save {@dc 13}). It can innately cast a number of spells, requiring no material components:\"],\"daily\":{\"1e\":[\"{@spell color spray}\",\"{@spell dancing lights}\",\"{@spell hallucinatory terrain}\",\"{@spell mage hand}\",\"{@spell major image}\",\"{@spell minor illusion}\",\"{@spell mirror image}\",\"{@spell polymorph}\",\"{@spell suggestion}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"The Colors of Age\",\"entries\":[\"A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.\",\"Red—5 years or less\",\"Orange—6–10 years\",\"Yellow—11–20 years\",\"Green—21–30 years\",\"Blue—31–40 years\",\"Indigo—41–50 years\",\"Violet—51 years or more\",\"A green or older faerie dragon's CR increases to 2.\"]},{\"name\":\"Superior Invisibility\",\"entries\":[\"As a bonus action, the dragon can magically turn {@condition invisible} until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the dragon wears or carries is {@condition invisible} with it.\"]},{\"name\":\"Limited Telepathy\",\"entries\":[\"Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The faerie dragon has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}1 piercing damage.\"]},{\"name\":\"Euphoria Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a {@dc 11} Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a {@dice d6} at the start of each of its turns to determine its behavior during the turn:\",\"1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.\",\"5–6. The target doesn't move, and the only thing it can do on its turn is make a {@dc 11} Wisdom saving throw, ending the effect on itself on a success.\"]}],\"legendaryGroup\":{\"name\":\"Faerie Dragon\",\"source\":\"FTD\"},\"environment\":[\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/faerie-dragon.mp3\"},\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"DR\",\"S\"],\"damageTags\":[\"P\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"invisible\"],\"conditionInflictSpell\":[\"blinded\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Faerie Dragon (Yellow)\",\"source\":\"MM\",\"page\":133,\"size\":[\"T\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"G\"],\"ac\":[15],\"hp\":{\"average\":14,\"formula\":\"4d4 + 4\"},\"speed\":{\"walk\":10,\"fly\":60},\"str\":3,\"dex\":20,\"con\":13,\"int\":14,\"wis\":12,\"cha\":16,\"skill\":{\"arcana\":\"+4\",\"perception\":\"+3\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Draconic\",\"Sylvan\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dragon's innate spellcasting ability is Charisma (spell save {@dc 13}). It can innately cast a number of spells, requiring no material components:\"],\"daily\":{\"1e\":[\"{@spell color spray}\",\"{@spell dancing lights}\",\"{@spell mage hand}\",\"{@spell minor illusion}\",\"{@spell mirror image}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"The Colors of Age\",\"entries\":[\"A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.\",\"Red—5 years or less\",\"Orange—6–10 years\",\"Yellow—11–20 years\",\"Green—21–30 years\",\"Blue—31–40 years\",\"Indigo—41–50 years\",\"Violet—51 years or more\",\"A green or older faerie dragon's CR increases to 2.\"]},{\"name\":\"Superior Invisibility\",\"entries\":[\"As a bonus action, the dragon can magically turn {@condition invisible} until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the dragon wears or carries is {@condition invisible} with it.\"]},{\"name\":\"Limited Telepathy\",\"entries\":[\"Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The faerie dragon has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}1 piercing damage.\"]},{\"name\":\"Euphoria Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a {@dc 11} Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a {@dice d6} at the start of each of its turns to determine its behavior during the turn:\",\"1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.\",\"5–6. The target doesn't move, and the only thing it can do on its turn is make a {@dc 11} Wisdom saving throw, ending the effect on itself on a success.\"]}],\"environment\":[\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/faerie-dragon.mp3\"},\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"DR\",\"S\"],\"damageTags\":[\"P\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"invisible\"],\"conditionInflictSpell\":[\"blinded\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fire Elemental\",\"source\":\"MM\",\"page\":125,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"IMR\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"TCE\"},{\"source\":\"CM\"},{\"source\":\"WBtW\"},{\"source\":\"PSI\"},{\"source\":\"BMT\"},{\"source\":\"DoDk\"}],\"reprintedAs\":[\"Fire Elemental|XMM\"],\"size\":[\"L\"],\"type\":\"elemental\",\"alignment\":[\"N\"],\"ac\":[13],\"hp\":{\"average\":102,\"formula\":\"12d10 + 36\"},\"speed\":{\"walk\":50},\"str\":10,\"dex\":17,\"con\":16,\"int\":6,\"wis\":10,\"cha\":7,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"unconscious\"],\"languages\":[\"Ignan\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Fire Form\",\"entries\":[\"The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 ({@damage 1d10}) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 ({@damage 1d10}) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 ({@damage 1d10}) fire damage at the start of each of its turns.\"]},{\"name\":\"Illumination\",\"entries\":[\"The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.\"]},{\"name\":\"Water Susceptibility\",\"entries\":[\"For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The elemental makes two touch attacks.\"]},{\"name\":\"Touch\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 ({@damage 1d10}) fire damage at the start of each of its turns.\"]}],\"environment\":[\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/fire-elemental.mp3\"},\"traitTags\":[\"Illumination\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"IG\"],\"damageTags\":[\"C\",\"F\"],\"miscTags\":[\"AOE\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fire Giant\",\"source\":\"MM\",\"page\":154,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"WDMM\"},{\"source\":\"BGDIA\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"JttRC\"},{\"source\":\"GotSF\"},{\"source\":\"SatO\"},{\"source\":\"BMT\"},{\"source\":\"HFStCM\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"size\":[\"H\"],\"type\":\"giant\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|phb}\"]}],\"hp\":{\"average\":162,\"formula\":\"13d12 + 78\"},\"speed\":{\"walk\":30},\"str\":25,\"dex\":9,\"con\":23,\"int\":10,\"wis\":14,\"cha\":13,\"save\":{\"dex\":\"+3\",\"con\":\"+10\",\"cha\":\"+5\"},\"skill\":{\"athletics\":\"+11\",\"perception\":\"+6\"},\"passive\":16,\"immune\":[\"fire\"],\"languages\":[\"Giant\"],\"cr\":\"9\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giant makes two greatsword attacks.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}28 ({@damage 6d6 + 7}) slashing damage.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 11} to hit, range 60/240 ft., one target. {@h}29 ({@damage 4d10 + 7}) bludgeoning damage.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"New Giant Options\",\"entries\":[\"Some adult fire giants are trained to lay siege to strongholds and break through enemy lines. These abilities are represented by the following traits.\",{\"type\":\"entries\",\"name\":\"Siege Monster\",\"entries\":[\"The giant deals double damage to objects and structures.\"]},{\"type\":\"entries\",\"name\":\"Tackle\",\"entries\":[\"When the giant enters any enemy's space for the first time on a turn, the enemy must succeed on a {@dc 19} Strength saving throw or be knocked {@condition prone}.\"]}],\"_version\":{\"name\":\"Fire Giant (Optional Actions)\",\"addHeadersAs\":\"action\"},\"source\":\"SKT\",\"page\":245}],\"environment\":[\"underdark\",\"mountain\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/fire-giant.mp3\"},\"attachedItems\":[\"greatsword|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\"],\"damageTags\":[\"B\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fire Snake\",\"source\":\"MM\",\"page\":265,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"JttRC\"},{\"source\":\"DoSI\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":\"elemental\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":22,\"formula\":\"5d8\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":14,\"con\":11,\"int\":7,\"wis\":10,\"cha\":8,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"fire\"],\"vulnerable\":[\"cold\"],\"languages\":[\"understands Ignan but can't speak\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Heated Body\",\"entries\":[\"A creature that touches the snake or hits it with a melee attack while within 5 feet of it takes 3 ({@damage 1d6}) fire damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The snake makes two attacks: one with its bite and one with its tail.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage plus 3 ({@damage 1d6}) fire damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) bludgeoning damage plus 3 ({@damage 1d6}) fire damage.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/fire-snake.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"IG\"],\"damageTags\":[\"B\",\"F\",\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Flameskull\",\"source\":\"MM\",\"page\":134,\"basicRules\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"LMoP\"},{\"source\":\"PotA\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"SDW\"},{\"source\":\"BGDIA\"},{\"source\":\"RMBRE\"},{\"source\":\"IDRotF\"},{\"source\":\"TCE\"},{\"source\":\"CM\"},{\"source\":\"WBtW\"},{\"source\":\"CRCotN\"},{\"source\":\"JttRC\"},{\"source\":\"DSotDQ\"},{\"source\":\"HftT\"},{\"source\":\"PaBTSO\"},{\"source\":\"SatO\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"size\":[\"T\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[13],\"hp\":{\"average\":40,\"formula\":\"9d4 + 18\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":1,\"dex\":17,\"con\":14,\"int\":16,\"wis\":10,\"cha\":11,\"skill\":{\"arcana\":\"+5\",\"perception\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[\"lightning\",\"necrotic\",\"piercing\"],\"immune\":[\"cold\",\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"paralyzed\",\"poisoned\",\"prone\"],\"languages\":[\"Common\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The flameskull is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It requires no somatic or material components to cast its spells. The flameskull has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell mage hand}\"]},\"1\":{\"slots\":3,\"spells\":[\"{@spell magic missile}\",\"{@spell shield}\"]},\"2\":{\"slots\":2,\"spells\":[\"{@spell blur}\",\"{@spell flaming sphere}\"]},\"3\":{\"slots\":1,\"spells\":[\"{@spell fireball}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Illumination\",\"entries\":[\"The flameskull sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The flameskull has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Rejuvenation\",\"entries\":[\"If the flameskull is destroyed, it regains all its hit points in 1 hour unless holy water is sprinkled on its remains or a {@spell dispel magic} or {@spell remove curse} spell is cast on them.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The flameskull uses Fire Ray twice.\"]},{\"name\":\"Fire Ray\",\"entries\":[\"{@atk rs} {@hit 5} to hit, range 30 ft., one target. {@h}10 ({@damage 3d6}) fire damage.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/flameskull.mp3\"},\"altArt\":[{\"name\":\"Flameskull\",\"source\":\"RMBRE\"}],\"traitTags\":[\"Illumination\",\"Magic Resistance\",\"Rejuvenation\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"F\"],\"damageTagsSpell\":[\"F\",\"O\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"AOE\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Flesh Golem\",\"source\":\"MM\",\"page\":169,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"RoT\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"DIP\"},{\"source\":\"SDW\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"IDRotF\"},{\"source\":\"CM\"},{\"source\":\"ToFW\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"N\"],\"ac\":[9],\"hp\":{\"average\":93,\"formula\":\"11d8 + 44\"},\"speed\":{\"walk\":30},\"str\":19,\"dex\":9,\"con\":18,\"int\":6,\"wis\":10,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"lightning\",\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't adamantine\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Berserk\",\"entries\":[\"Whenever the golem starts its turn with 40 hit points or fewer, roll a {@dice d6}. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.\",\"The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a {@dc 15} Charisma ({@skill Persuasion}) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.\"]},{\"name\":\"Aversion of Fire\",\"entries\":[\"If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.\"]},{\"name\":\"Immutable Form\",\"entries\":[\"The golem is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Lightning Absorption\",\"entries\":[\"Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The golem has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The golem's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The golem makes two slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/flesh-golem.mp3\"},\"traitTags\":[\"Damage Absorption\",\"Immutable Form\",\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Flumph\",\"source\":\"MM\",\"page\":135,\"otherSources\":[{\"source\":\"WDMM\"},{\"source\":\"LoX\"},{\"source\":\"PaBTSO\"},{\"source\":\"BMT\"}],\"size\":[\"S\"],\"type\":\"aberration\",\"alignment\":[\"L\",\"G\"],\"ac\":[12],\"hp\":{\"average\":7,\"formula\":\"2d6\"},\"speed\":{\"walk\":5,\"fly\":30},\"str\":6,\"dex\":15,\"con\":10,\"int\":14,\"wis\":14,\"cha\":11,\"skill\":{\"arcana\":\"+4\",\"history\":\"+4\",\"religion\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"vulnerable\":[\"psychic\"],\"languages\":[\"understands Undercommon but can't speak\",\"telepathy 60 ft.\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Advanced Telepathy\",\"entries\":[\"The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can't be {@status surprised} by creatures with any form of telepathy.\"]},{\"name\":\"Prone Deficiency\",\"entries\":[\"If the flumph is knocked {@condition prone}, roll a die. On an odd result, the flumph lands upside-down and is {@condition incapacitated}. At the end of each of its turns, the flumph can make a {@dc 10} Dexterity saving throw, righting itself and ending the {@condition incapacitated} condition if it succeeds.\"]},{\"name\":\"Telepathic Shroud\",\"entries\":[\"The flumph is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells.\"]}],\"action\":[{\"name\":\"Tendrils\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage plus 2 ({@damage 1d4}) acid damage. At the end of each of its turns, the target must make a {@dc 10} Constitution saving throw, taking 2 ({@damage 1d4}) acid damage on a failure or ending the recurring acid damage on a success. A {@spell lesser restoration} spell cast on the target also ends the recurring acid damage.\"]},{\"name\":\"Stench Spray (1/Day)\",\"entries\":[\"Each creature in a 15-foot cone originating from the flumph must succeed on a {@dc 10} Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for {@dice 1d4} hours. The coated creature is {@condition poisoned} as long as the stench lasts, and other creatures are {@condition poisoned} while with in 5 feet of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/flumph.mp3\"},\"senseTags\":[\"D\"],\"languageTags\":[\"CS\",\"TP\",\"U\"],\"damageTags\":[\"A\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"poisoned\",\"prone\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Flying Snake\",\"source\":\"MM\",\"page\":322,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"SKT\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"IDRotF\"},{\"source\":\"KftGV\"}],\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[14],\"hp\":{\"average\":5,\"formula\":\"2d4\"},\"speed\":{\"walk\":30,\"fly\":60,\"swim\":30},\"str\":4,\"dex\":18,\"con\":11,\"int\":2,\"wis\":12,\"cha\":5,\"senses\":[\"blindsight 10 ft.\"],\"passive\":11,\"cr\":\"1/8\",\"trait\":[{\"name\":\"Flyby\",\"entries\":[\"The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}1 piercing damage plus 7 ({@damage 3d4}) poison damage.\"]}],\"environment\":[\"grassland\",\"forest\",\"urban\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/flying-snake.mp3\"},\"traitTags\":[\"Flyby\"],\"senseTags\":[\"B\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Flying Sword\",\"group\":[\"Animated Objects\"],\"source\":\"MM\",\"page\":20,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"BGDIA\"},{\"source\":\"EGW\"},{\"source\":\"IDRotF\"},{\"source\":\"TCE\"},{\"source\":\"CM\"},{\"source\":\"KftGV\"},{\"source\":\"BMT\"},{\"source\":\"DoDk\"},{\"source\":\"VEoR\"}],\"size\":[\"S\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":17,\"formula\":\"5d6\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":50,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":12,\"dex\":15,\"con\":11,\"int\":1,\"wis\":5,\"cha\":1,\"save\":{\"dex\":\"+4\"},\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":7,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Antimagic Susceptibility\",\"entries\":[\"The sword is {@condition incapacitated} while in the area of an {@spell antimagic field}. If targeted by {@spell dispel magic}, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall {@condition unconscious} for 1 minute.\"]},{\"name\":\"False Appearance\",\"entries\":[\"While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword.\"]}],\"action\":[{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) slashing damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/flying-sword.mp3\"},\"attachedItems\":[\"longsword|phb\"],\"traitTags\":[\"Antimagic Susceptibility\",\"False Appearance\"],\"senseTags\":[\"B\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fomorian\",\"source\":\"MM\",\"page\":136,\"otherSources\":[{\"source\":\"WDMM\"},{\"source\":\"CM\"},{\"source\":\"WBtW\"},{\"source\":\"JttRC\"},{\"source\":\"PaBTSO\"},{\"source\":\"SatO\"},{\"source\":\"ToFW\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"size\":[\"H\"],\"type\":\"giant\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":149,\"formula\":\"13d12 + 65\"},\"speed\":{\"walk\":30},\"str\":23,\"dex\":10,\"con\":20,\"int\":9,\"wis\":14,\"cha\":6,\"skill\":{\"perception\":\"+8\",\"stealth\":\"+3\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":18,\"languages\":[\"Giant\",\"Undercommon\"],\"cr\":\"8\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The fomorian attacks twice with its greatclub or makes one greatclub attack and uses Evil Eye once.\"]},{\"name\":\"Greatclub\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage.\"]},{\"name\":\"Evil Eye\",\"entries\":[\"The fomorian magically forces a creature it can see within 60 feet of it to make a {@dc 14} Charisma saving throw. The creature takes 27 ({@damage 6d8}) psychic damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Curse of the Evil Eye (Recharges after a Short or Long Rest)\",\"entries\":[\"With a stare, the fomorian uses Evil Eye, but on a failed save, the creature is also cursed with magical deformities. While deformed, the creature has its speed halved and has disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity.\",\"The transformed creature can repeat the saving throw whenever it finishes a long rest, ending the effect on a success.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/fomorian.mp3\"},\"attachedItems\":[\"greatclub|phb\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\",\"U\"],\"damageTags\":[\"B\",\"Y\"],\"miscTags\":[\"CUR\",\"MLW\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Frog\",\"source\":\"MM\",\"page\":322,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"ToA\"},{\"source\":\"CoS\"},{\"source\":\"WBtW\"},{\"source\":\"PSX\"},{\"source\":\"KftGV\"},{\"source\":\"QftIS\"}],\"reprintedAs\":[\"Frog|XPHB\"],\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[11],\"hp\":{\"average\":1,\"formula\":\"1d4 - 1\"},\"speed\":{\"walk\":20,\"swim\":20},\"str\":1,\"dex\":13,\"con\":8,\"int\":1,\"wis\":8,\"cha\":3,\"skill\":{\"perception\":\"+1\",\"stealth\":\"+3\"},\"senses\":[\"darkvision 30 ft.\"],\"passive\":11,\"cr\":{\"cr\":\"0\",\"xp\":0},\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The frog can breathe air and water.\"]},{\"name\":\"Standing Leap\",\"entries\":[\"The frog's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.\"]}],\"familiar\":true,\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/frog.mp3\"},\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"D\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Frost Giant\",\"source\":\"MM\",\"page\":155,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"EGW\"},{\"source\":\"IDRotF\"},{\"source\":\"SatO\"},{\"source\":\"CoA\"}],\"size\":[\"H\"],\"type\":\"giant\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"patchwork armor\"]}],\"hp\":{\"average\":138,\"formula\":\"12d12 + 60\"},\"speed\":{\"walk\":40},\"str\":23,\"dex\":9,\"con\":21,\"int\":9,\"wis\":10,\"cha\":12,\"save\":{\"con\":\"+8\",\"wis\":\"+3\",\"cha\":\"+4\"},\"skill\":{\"athletics\":\"+9\",\"perception\":\"+3\"},\"passive\":13,\"immune\":[\"cold\"],\"languages\":[\"Giant\"],\"cr\":\"8\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giant makes two greataxe attacks.\"]},{\"name\":\"Greataxe\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}25 ({@damage 3d12 + 6}) slashing damage.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 9} to hit, range 60/240 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"New Giant Options\",\"entries\":[\"Some adult frost giants are skilled hunters who construct and hurl nets weighted down with fragments of metal or bone. This ability is represented by the following action option.\",{\"name\":\"Weighted Net\",\"type\":\"entries\",\"entries\":[\"{@atk rw} {@hit 5} to hit, ranged 20/60 ft., one Small, Medium, or Large creature. {@h}The target is {@condition restrained} until it escapes the net. Any creature can use its action to make a {@dc 17} Strength check to free itself or another creature in the net, ending the effect on a success. Dealing 15 slashing damage to the net (AC 12) destroys the net and frees the target.\"]}],\"_version\":{\"name\":\"Frost Giant (Optional Actions)\",\"addHeadersAs\":\"action\"},\"source\":\"SKT\",\"page\":246}],\"environment\":[\"mountain\",\"arctic\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/frost-giant.mp3\"},\"attachedItems\":[\"greataxe|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\"],\"damageTags\":[\"B\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"restrained\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Galeb Duhr\",\"source\":\"MM\",\"page\":139,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"WDMM\"},{\"source\":\"TCE\"},{\"source\":\"WBtW\"},{\"source\":\"KftGV\"},{\"source\":\"PaBTSO\"},{\"source\":\"QftIS\"}],\"size\":[\"M\"],\"type\":\"elemental\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":85,\"formula\":\"9d8 + 45\"},\"speed\":{\"walk\":{\"number\":15,\"condition\":\"(30 ft. when rolling, 60 ft. rolling downhill)\"}},\"str\":20,\"dex\":14,\"con\":20,\"int\":11,\"wis\":12,\"cha\":11,\"senses\":[\"darkvision 60 ft.\",\"tremorsense 60 ft.\"],\"passive\":11,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"Terran\"],\"cr\":\"6\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"While the galeb duhr remains motionless, it is indistinguishable from a normal boulder.\"]},{\"name\":\"Rolling Charge\",\"entries\":[\"If the galeb duhr rolls at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 7 ({@damage 2d6}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 16} Strength saving throw or be knocked {@condition prone}.\"]}],\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage.\"]},{\"name\":\"Animate Boulders (1/Day)\",\"entries\":[\"The galeb duhr magically animates up to two boulders it can see within 60 feet of it. A boulder has statistics like those of a galeb duhr, except it has Intelligence 1 and Charisma 1, it can't be {@condition charmed} or {@condition frightened}, and it lacks this action option. A boulder remains animated as long as the galeb duhr maintains {@status concentration}, up to 1 minute (as if {@status concentration||concentrating} on a spell).\"]}],\"environment\":[\"mountain\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/galeb-duhr.mp3\"},\"traitTags\":[\"False Appearance\"],\"senseTags\":[\"D\",\"T\"],\"languageTags\":[\"T\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gargoyle\",\"source\":\"MM\",\"page\":140,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"HotDQ\"},{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"BGDIA\"},{\"source\":\"ERLW\"},{\"source\":\"IDRotF\"},{\"source\":\"CM\"},{\"source\":\"JttRC\"},{\"source\":\"BMT\"},{\"source\":\"DoDk\"},{\"source\":\"QftIS\"}],\"size\":[\"M\"],\"type\":\"elemental\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"7d8 + 21\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":15,\"dex\":11,\"con\":16,\"int\":6,\"wis\":11,\"cha\":7,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't adamantine\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"petrified\",\"poisoned\"],\"languages\":[\"Terran\"],\"cr\":\"2\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The gargoyle makes two attacks: one with its bite and one with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage.\"]}],\"environment\":[\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/gargoyle.mp3\"},\"traitTags\":[\"False Appearance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"T\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gas Spore\",\"source\":\"MM\",\"page\":138,\"otherSources\":[{\"source\":\"TftYP\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"QftIS\"}],\"size\":[\"L\"],\"type\":\"plant\",\"alignment\":[\"U\"],\"ac\":[5],\"hp\":{\"average\":1,\"formula\":\"1d10 - 4\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":10,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":5,\"dex\":1,\"con\":3,\"int\":1,\"wis\":1,\"cha\":1,\"senses\":[\"blindsight 30 ft. (blind beyond this radius)\"],\"passive\":5,\"immune\":[\"poison\"],\"conditionImmune\":[\"blinded\",\"deafened\",\"frightened\",\"paralyzed\",\"poisoned\",\"prone\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Death Burst\",\"entries\":[\"The gas spore explodes when it drops to 0 hit points. Each creature within 20 feet of it must succeed on a {@dc 15} Constitution saving throw or take 10 ({@damage 3d6}) poison damage and become infected with a disease on a failed save. Creatures immune to the {@condition poisoned} condition are immune to this disease.\",\"Spores invade an infected creature's system, killing the creature in a number of hours equal to {@dice 1d12} + the creature's Constitution score, unless the disease is removed. In half that time, the creature becomes {@condition poisoned} for the rest of the duration. After the creature dies, it sprouts {@dice 2d4} Tiny gas spores that grow to full size in 7 days.\"]},{\"name\":\"Eerie Resemblance\",\"entries\":[\"The gas spore resembles a beholder. A creature that can see the gas spore can discern its true nature with a successful {@dc 15} Intelligence ({@skill Nature}) check.\"]}],\"action\":[{\"name\":\"Touch\",\"entries\":[\"{@atk mw} {@hit 0} to hit, reach 5 ft., one creature. {@h}1 poison damage, and the creature must succeed on a {@dc 10} Constitution saving throw or become infected with the disease described in the Death Burst trait.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/gas-spore.mp3\"},\"traitTags\":[\"Death Burst\"],\"senseTags\":[\"B\"],\"damageTags\":[\"I\"],\"miscTags\":[\"DIS\",\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gelatinous Cube\",\"source\":\"MM\",\"page\":242,\"srd\":true,\"otherSources\":[{\"source\":\"TftYP\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"ERLW\"},{\"source\":\"IDRotF\"},{\"source\":\"WBtW\"},{\"source\":\"BMT\"},{\"source\":\"DoDk\"},{\"source\":\"QftIS\"}],\"size\":[\"L\"],\"type\":\"ooze\",\"alignment\":[\"U\"],\"ac\":[6],\"hp\":{\"average\":84,\"formula\":\"8d10 + 40\"},\"speed\":{\"walk\":15},\"str\":14,\"dex\":3,\"con\":20,\"int\":1,\"wis\":6,\"cha\":1,\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":8,\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"prone\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Ooze Cube\",\"entries\":[\"The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.\",\"Creatures inside the cube can be seen but have {@quickref Cover||3||total cover}.\",\"A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful {@dc 12} Strength check, and the creature making the attempt takes 10 ({@damage 3d6}) acid damage.\",\"The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.\"]},{\"name\":\"Transparent\",\"entries\":[\"Even when the cube is in plain sight, it takes a successful {@dc 15} Wisdom ({@skill Perception}) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is {@status surprised} by the cube.\"]}],\"action\":[{\"name\":\"Pseudopod\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}10 ({@damage 3d6}) acid damage.\"]},{\"name\":\"Engulf\",\"entries\":[\"The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a {@dc 12} Dexterity saving throw.\",\"On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.\",\"On a failed save, the cube enters the creature's space, and the creature takes 10 ({@damage 3d6}) acid damage and is engulfed. The engulfed creature can't breathe, is {@condition restrained}, and takes 21 ({@damage 6d6}) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.\",\"An engulfed creature can try to escape by taking an action to make a {@dc 12} Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/gelatinous-cube.mp3\"},\"senseTags\":[\"B\"],\"damageTags\":[\"A\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"restrained\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ghast\",\"source\":\"MM\",\"page\":148,\"srd\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"PotA\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"DC\"},{\"source\":\"DIP\"},{\"source\":\"SDW\"},{\"source\":\"BGDIA\"},{\"source\":\"DSotDQ\"},{\"source\":\"PSI\"},{\"source\":\"QftIS\"}],\"reprintedAs\":[\"Ghast|XMM\"],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"ac\":[13],\"hp\":{\"average\":36,\"formula\":\"8d8\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":17,\"con\":10,\"int\":11,\"wis\":10,\"cha\":8,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"necrotic\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"poisoned\"],\"languages\":[\"Common\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Stench\",\"entries\":[\"Any creature that starts its turn within 5 feet of the ghast must succeed on a {@dc 10} Constitution saving throw or be {@condition poisoned} until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.\"]},{\"name\":\"Turn Defiance\",\"entries\":[\"The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one creature. {@h}12 ({@damage 2d8 + 3}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage. If the target is a creature other than an undead, it must succeed on a {@dc 10} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"underdark\",\"swamp\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/ghast.mp3\"},\"altArt\":[{\"name\":\"Ghoul\",\"source\":\"RMBRE\"}],\"traitTags\":[\"Turn Resistance\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"paralyzed\",\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ghost\",\"source\":\"MM\",\"page\":147,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"PotA\"},{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"DC\"},{\"source\":\"DIP\"},{\"source\":\"SLW\"},{\"source\":\"SDW\"},{\"source\":\"BGDIA\"},{\"source\":\"ERLW\"},{\"source\":\"EGW\"},{\"source\":\"IDRotF\"},{\"source\":\"TCE\"},{\"source\":\"CM\"},{\"source\":\"CRCotN\"},{\"source\":\"JttRC\"},{\"source\":\"LoX\"},{\"source\":\"DSotDQ\"},{\"source\":\"KftGV\"},{\"source\":\"PaBTSO\"},{\"source\":\"AATM\"},{\"source\":\"SatO\"},{\"source\":\"ToFW\"},{\"source\":\"BMT\"},{\"source\":\"DoDk\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"}],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"A\"],\"ac\":[11],\"hp\":{\"average\":45,\"formula\":\"10d8\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":7,\"dex\":13,\"con\":10,\"int\":10,\"wis\":12,\"cha\":17,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"acid\",\"fire\",\"lightning\",\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"cold\",\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"any languages it knew in life\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Ethereal Sight\",\"entries\":[\"The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.\"]},{\"name\":\"Incorporeal Movement\",\"entries\":[\"The ghost can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]}],\"action\":[{\"name\":\"Withering Touch\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}17 ({@damage 4d6 + 3}) necrotic damage.\"]},{\"name\":\"Etherealness\",\"entries\":[\"The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.\"]},{\"name\":\"Horrifying Visage\",\"entries\":[\"Each non-undead creature within 60 feet of the ghost that can see it must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} for 1 minute. If the save fails by 5 or more, the target also ages {@dice 1d4 × 10} years. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the {@condition frightened} condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a {@spell greater restoration} spell, but only within 24 hours of it occurring.\"]},{\"name\":\"Possession {@recharge}\",\"entries\":[\"One humanoid that the ghost can see within 5 feet of it must succeed on a {@dc 13} Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is {@condition incapacitated} and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being {@condition charmed} and {@condition frightened}. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.\",\"The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the {@spell dispel evil and good} spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.\"]}],\"environment\":[\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/ghost.mp3\"},\"traitTags\":[\"Incorporeal Movement\"],\"senseTags\":[\"D\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"N\",\"O\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\",\"incapacitated\"],\"savingThrowForced\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ghoul\",\"source\":\"MM\",\"page\":148,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"LMoP\"},{\"source\":\"PotA\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"DC\"},{\"source\":\"SLW\"},{\"source\":\"SDW\"},{\"source\":\"BGDIA\"},{\"source\":\"RMBRE\"},{\"source\":\"IDRotF\"},{\"source\":\"TCE\"},{\"source\":\"CM\"},{\"source\":\"WBtW\"},{\"source\":\"JttRC\"},{\"source\":\"DoSI\"},{\"source\":\"KftGV\"},{\"source\":\"PSI\"},{\"source\":\"HftT\"},{\"source\":\"PaBTSO\"},{\"source\":\"DIP\"},{\"source\":\"AATM\"},{\"source\":\"SatO\"},{\"source\":\"BMT\"},{\"source\":\"GHLoE\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"}],\"reprintedAs\":[\"Ghoul|XMM\"],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"ac\":[12],\"hp\":{\"average\":22,\"formula\":\"5d8\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":15,\"con\":10,\"int\":7,\"wis\":10,\"cha\":6,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"poisoned\"],\"languages\":[\"Common\"],\"cr\":\"1\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one creature. {@h}9 ({@damage 2d6 + 2}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a {@dc 10} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"underdark\",\"swamp\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/ghoul.mp3\"},\"altArt\":[{\"name\":\"Ghoul\",\"source\":\"DIP\"}],\"senseTags\":[\"D\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"paralyzed\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Giant Ape\",\"source\":\"MM\",\"page\":323,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"GoS\"},{\"source\":\"GHLoE\"}],\"size\":[\"H\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":157,\"formula\":\"15d12 + 60\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":23,\"dex\":14,\"con\":18,\"int\":7,\"wis\":12,\"cha\":7,\"skill\":{\"athletics\":\"+9\",\"perception\":\"+4\"},\"passive\":14,\"cr\":\"7\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The ape makes two fist attacks.\"]},{\"name\":\"Fist\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d10 + 6}) bludgeoning damage.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 9} to hit, range 50/100 ft., one target. {@h}30 ({@damage 7d6 + 6}) bludgeoning damage.\"]}],\"environment\":[\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/giant-ape.mp3\"},\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\",\"RCH\",\"RW\"],\"hasToken\":true},{\"name\":\"Giant Badger\",\"source\":\"MM\",\"page\":323,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"WDMM\"},{\"source\":\"JttRC\"},{\"source\":\"PaBTSO\"},{\"source\":\"QftIS\"}],\"reprintedAs\":[\"Giant Badger|XPHB\"],\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[10],\"hp\":{\"average\":13,\"formula\":\"2d8 + 4\"},\"speed\":{\"walk\":30,\"burrow\":10},\"str\":13,\"dex\":10,\"con\":15,\"int\":2,\"wis\":12,\"cha\":5,\"senses\":[\"darkvision 30 ft.\"],\"passive\":11,\"cr\":\"1/4\",\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The badger has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The badger makes two attacks: one with its bite and one with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}6 ({@damage 2d4 + 1}) slashing damage.\"]}],\"environment\":[\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/giant-badger.mp3\"},\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Giant Bat\",\"source\":\"MM\",\"page\":323,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"WDMM\"},{\"source\":\"MOT\"},{\"source\":\"TCE\"},{\"source\":\"PSX\"},{\"source\":\"QftIS\"}],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[13],\"hp\":{\"average\":22,\"formula\":\"4d10\"},\"speed\":{\"walk\":10,\"fly\":60},\"str\":15,\"dex\":16,\"con\":11,\"int\":2,\"wis\":12,\"cha\":6,\"senses\":[\"blindsight 60 ft.\"],\"passive\":11,\"cr\":\"1/4\",\"trait\":[{\"name\":\"Echolocation\",\"entries\":[\"The bat can't use its blindsight while {@condition deafened}.\"]},{\"name\":\"Keen Hearing\",\"entries\":[\"The bat has advantage on Wisdom ({@skill Perception}) checks that rely on hearing.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]}],\"environment\":[\"underdark\",\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/giant-bat.mp3\"},\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"B\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Giant Boar\",\"source\":\"MM\",\"page\":323,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"SKT\"},{\"source\":\"ToA\"},{\"source\":\"GoS\"},{\"source\":\"MOT\"},{\"source\":\"PSI\"},{\"source\":\"BMT\"}],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":42,\"formula\":\"5d10 + 15\"},\"speed\":{\"walk\":40},\"str\":17,\"dex\":10,\"con\":16,\"int\":2,\"wis\":7,\"cha\":5,\"passive\":8,\"cr\":\"2\",\"trait\":[{\"name\":\"Charge\",\"entries\":[\"If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 ({@damage 2d6}) slashing damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Relentless (Recharges after a Short or Long Rest)\",\"entries\":[\"If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.\"]}],\"action\":[{\"name\":\"Tusk\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage.\"]}],\"environment\":[\"grassland\",\"forest\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/giant-boar.mp3\"},\"traitTags\":[\"Charge\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true},{\"name\":\"Giant Centipede\",\"source\":\"MM\",\"page\":323,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"HotDQ\"},{\"source\":\"TftYP\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"BGDIA\"},{\"source\":\"TCE\"},{\"source\":\"PSX\"},{\"source\":\"PSA\"},{\"source\":\"QftIS\"}],\"size\":[\"S\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":4,\"formula\":\"1d6 + 1\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":5,\"dex\":14,\"con\":12,\"int\":1,\"wis\":7,\"cha\":3,\"senses\":[\"blindsight 30 ft.\"],\"passive\":8,\"cr\":\"1/4\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage, and the target must succeed on a {@dc 11} Constitution saving throw or take 10 ({@damage 3d6}) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but {@condition poisoned} for 1 hour, even after regaining hit points, and is {@condition paralyzed} while {@condition poisoned} in this way.\"]}],\"environment\":[\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/giant-centipede.mp3\"},\"senseTags\":[\"B\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"paralyzed\",\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true},{\"name\":\"Giant Constrictor Snake\",\"source\":\"MM\",\"page\":324,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"ToA\"},{\"source\":\"GoS\"},{\"source\":\"DIP\"},{\"source\":\"SLW\"},{\"source\":\"EGW\"},{\"source\":\"WBtW\"},{\"source\":\"PaBTSO\"},{\"source\":\"QftIS\"}],\"size\":[\"H\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":60,\"formula\":\"8d12 + 8\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":19,\"dex\":14,\"con\":12,\"int\":1,\"wis\":10,\"cha\":3,\"skill\":{\"perception\":\"+2\"},\"senses\":[\"blindsight 10 ft.\"],\"passive\":12,\"cr\":\"2\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one creature. {@h}11 ({@damage 2d6 + 4}) piercing damage.\"]},{\"name\":\"Constrict\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 16}). Until this grapple ends, the creature is {@condition restrained}, and the snake can't constrict another target.\"]}],\"environment\":[\"underwater\",\"underdark\",\"forest\",\"swamp\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/giant-constrictor-snake.mp3\"},\"senseTags\":[\"B\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"hasToken\":true},{\"name\":\"Giant Crab\",\"source\":\"MM\",\"page\":324,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"DIP\"},{\"source\":\"BGDIA\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"CM\"},{\"source\":\"VEoR\"}],\"reprintedAs\":[\"Giant Crab|XPHB\"],\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":13,\"formula\":\"3d8\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":13,\"dex\":15,\"con\":11,\"int\":1,\"wis\":9,\"cha\":3,\"skill\":{\"stealth\":\"+4\"},\"senses\":[\"blindsight 30 ft.\"],\"passive\":9,\"cr\":\"1/8\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The crab can breathe air and water.\"]}],\"action\":[{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 11}). The crab has two claws, each of which can grapple only one target.\"]}],\"environment\":[\"coastal\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/giant-crab.mp3\"},\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"B\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true},{\"name\":\"Giant Crocodile\",\"source\":\"MM\",\"page\":324,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"ToA\"},{\"source\":\"DIP\"},{\"source\":\"SLW\"},{\"source\":\"JttRC\"},{\"source\":\"ToFW\"},{\"source\":\"GHLoE\"},{\"source\":\"DoDk\"}],\"size\":[\"H\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":85,\"formula\":\"9d12 + 27\"},\"speed\":{\"walk\":30,\"swim\":50},\"str\":21,\"dex\":9,\"con\":17,\"int\":2,\"wis\":10,\"cha\":7,\"skill\":{\"stealth\":\"+5\"},\"passive\":10,\"cr\":\"5\",\"trait\":[{\"name\":\"Hold Breath\",\"entries\":[\"The crocodile can hold its breath for 30 minutes.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The crocodile makes two attacks: one with its bite and one with its tail.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}21 ({@damage 3d10 + 5}) piercing damage, and the target is {@condition grappled} (escape {@dc 16}). Until this grapple ends, the target is {@condition restrained}, and the crocodile can't bite another target.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target not {@condition grappled} by the crocodile. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 16} Strength saving throw or be knocked {@condition prone}.\"]}],\"environment\":[\"swamp\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/giant-crocodile.mp3\"},\"traitTags\":[\"Hold Breath\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true},{\"name\":\"Giant Eagle\",\"source\":\"MM\",\"page\":324,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"GoS\"},{\"source\":\"WBtW\"},{\"source\":\"SatO\"},{\"source\":\"ToFW\"},{\"source\":\"QftIS\"}],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"N\",\"G\"],\"ac\":[13],\"hp\":{\"average\":26,\"formula\":\"4d10 + 4\"},\"speed\":{\"walk\":10,\"fly\":80},\"str\":16,\"dex\":17,\"con\":13,\"int\":8,\"wis\":14,\"cha\":10,\"skill\":{\"perception\":\"+4\"},\"passive\":14,\"languages\":[\"Giant Eagle\",\"understands Common and Auran but can't speak them\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Keen Sight\",\"entries\":[\"The eagle has advantage on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The eagle makes two attacks: one with its beak and one with its talons.\"]},{\"name\":\"Beak\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Talons\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage.\"]}],\"environment\":[\"mountain\",\"grassland\",\"hill\",\"coastal\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/giant-eagle.mp3\"},\"traitTags\":[\"Keen Senses\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AU\",\"C\",\"CS\",\"OTH\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Giant Elk\",\"source\":\"MM\",\"page\":325,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"SKT\"}],\"size\":[\"H\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":42,\"formula\":\"5d12 + 10\"},\"speed\":{\"walk\":60},\"str\":19,\"dex\":16,\"con\":14,\"int\":7,\"wis\":14,\"cha\":10,\"skill\":{\"perception\":\"+4\"},\"passive\":14,\"languages\":[\"Giant Elk\",\"understands Common, Elvish, Sylvan but can't speak them\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Charge\",\"entries\":[\"If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 ({@dice 2d6}) damage. If the target is a creature, it must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}.\"]}],\"action\":[{\"name\":\"Ram\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage.\"]},{\"name\":\"Hooves\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one {@condition prone} creature. {@h}22 ({@damage 4d8 + 4}) bludgeoning damage.\"]}],\"environment\":[\"mountain\",\"grassland\",\"forest\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/giant-elk.mp3\"},\"traitTags\":[\"Charge\"],\"languageTags\":[\"C\",\"CS\",\"E\",\"OTH\",\"S\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Giant Fire Beetle\",\"source\":\"MM\",\"page\":325,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"TftYP\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"PSX\"},{\"source\":\"QftIS\"}],\"size\":[\"S\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":4,\"formula\":\"1d6 + 1\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":10,\"con\":12,\"int\":1,\"wis\":7,\"cha\":3,\"senses\":[\"blindsight 30 ft.\"],\"passive\":8,\"cr\":\"0\",\"trait\":[{\"name\":\"Illumination\",\"entries\":[\"The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 ft..\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) slashing damage.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/giant-fire-beetle.mp3\"},\"traitTags\":[\"Illumination\"],\"senseTags\":[\"B\"],\"damageTags\":[\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Giant Frog\",\"source\":\"MM\",\"page\":325,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"HotDQ\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"EGW\"},{\"source\":\"WBtW\"},{\"source\":\"PSA\"},{\"source\":\"QftIS\"}],\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[11],\"hp\":{\"average\":18,\"formula\":\"4d8\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":12,\"dex\":13,\"con\":11,\"int\":2,\"wis\":10,\"cha\":3,\"skill\":{\"perception\":\"+2\",\"stealth\":\"+3\"},\"senses\":[\"darkvision 30 ft.\"],\"passive\":12,\"cr\":\"1/4\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The frog can breathe air and water.\"]},{\"name\":\"Standing Leap\",\"entries\":[\"The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage, and the target is {@condition grappled} (escape {@dc 11}). Until this grapple ends, the target is {@condition restrained}, and the frog can't bite another target.\"]},{\"name\":\"Swallow\",\"entries\":[\"The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the frog, and it takes 5 ({@damage 2d4}) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse using 5 feet of movement, exiting {@condition prone}.\"]}],\"environment\":[\"forest\",\"swamp\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/giant-frog.mp3\"},\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Swallow\"],\"damageTags\":[\"A\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"blinded\",\"grappled\",\"restrained\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Giant Goat\",\"source\":\"MM\",\"page\":326,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"SKT\"},{\"source\":\"SLW\"},{\"source\":\"IDRotF\"},{\"source\":\"CoS\"},{\"source\":\"WBtW\"},{\"source\":\"QftIS\"}],\"reprintedAs\":[\"Giant Goat|XPHB\"],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":11,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":19,\"formula\":\"3d10 + 3\"},\"speed\":{\"walk\":40},\"str\":17,\"dex\":11,\"con\":12,\"int\":3,\"wis\":12,\"cha\":6,\"passive\":11,\"cr\":\"1/2\",\"trait\":[{\"name\":\"Charge\",\"entries\":[\"If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 ({@damage 2d4}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Sure-Footed\",\"entries\":[\"The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it {@condition prone}.\"]}],\"action\":[{\"name\":\"Ram\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) bludgeoning damage.\"]}],\"environment\":[\"mountain\",\"grassland\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/giant-goat.mp3\"},\"traitTags\":[\"Charge\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true},{\"name\":\"Giant Hyena\",\"source\":\"MM\",\"page\":326,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"TftYP\"},{\"source\":\"GoS\"},{\"source\":\"BGDIA\"}],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":45,\"formula\":\"6d10 + 12\"},\"speed\":{\"walk\":50},\"str\":16,\"dex\":14,\"con\":14,\"int\":2,\"wis\":12,\"cha\":7,\"skill\":{\"perception\":\"+3\"},\"passive\":13,\"cr\":\"1\",\"trait\":[{\"name\":\"Rampage\",\"entries\":[\"When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage.\"]}],\"environment\":[\"grassland\",\"forest\",\"hill\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/giant-hyena.mp3\"},\"traitTags\":[\"Rampage\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Giant Lizard\",\"source\":\"MM\",\"page\":326,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"HotDQ\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"IDRotF\"},{\"source\":\"JttRC\"},{\"source\":\"KftGV\"},{\"source\":\"PSA\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"}],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":19,\"formula\":\"3d10 + 3\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":15,\"dex\":12,\"con\":13,\"int\":2,\"wis\":10,\"cha\":5,\"senses\":[\"darkvision 30 ft.\"],\"passive\":10,\"cr\":\"1/4\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Giant Lizard Traits\",\"entries\":[\"Some giant lizards have one or both of the following traits:\",{\"type\":\"entries\",\"name\":\"Hold Breath\",\"entries\":[\"The lizard can hold its breath for 15 minutes. (A lizard that has this trait also has a swimming speed of 30 feet.)\"]},{\"type\":\"entries\",\"name\":\"Spider Climb\",\"entries\":[\"The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}]}],\"environment\":[\"underdark\",\"forest\",\"swamp\",\"desert\",\"coastal\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/giant-lizard.mp3\"},\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"_versions\":[{\"name\":\"Giant Lizard (Hold Breath and Spider Climb)\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Hold Breath\",\"entries\":[\"The lizard can hold its breath for 15 minutes.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}]}},\"speed\":{\"walk\":30,\"climb\":30,\"swim\":30},\"variant\":null}]},{\"name\":\"Giant Octopus\",\"source\":\"MM\",\"page\":326,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"RoT\"},{\"source\":\"GoS\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"TCE\"},{\"source\":\"CRCotN\"},{\"source\":\"DSotDQ\"},{\"source\":\"PaBTSO\"}],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[11],\"hp\":{\"average\":52,\"formula\":\"8d10 + 8\"},\"speed\":{\"walk\":10,\"swim\":60},\"str\":17,\"dex\":13,\"con\":13,\"int\":4,\"wis\":10,\"cha\":4,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"cr\":\"1\",\"trait\":[{\"name\":\"Hold Breath\",\"entries\":[\"While out of water, the octopus can hold its breath for 1 hour.\"]},{\"name\":\"Underwater Camouflage\",\"entries\":[\"The octopus has advantage on Dexterity ({@skill Stealth}) checks made while underwater.\"]},{\"name\":\"Water Breathing\",\"entries\":[\"The octopus can breathe only underwater.\"]}],\"action\":[{\"name\":\"Tentacles\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 15 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage. If the target is a creature, it is {@condition grappled} (escape {@dc 16}). Until this grapple ends, the target is {@condition restrained}, and the octopus can't use its tentacles on another target.\"]},{\"name\":\"Ink Cloud (Recharges after a Short or Long Rest)\",\"entries\":[\"A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.\"]}],\"environment\":[\"underwater\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/giant-octopus.mp3\"},\"traitTags\":[\"Camouflage\",\"Hold Breath\",\"Water Breathing\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Tentacles\"],\"damageTags\":[\"B\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Giant Owl\",\"source\":\"MM\",\"page\":327,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"SKT\"},{\"source\":\"ERLW\"},{\"source\":\"IMR\"},{\"source\":\"EGW\"},{\"source\":\"BMT\"}],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"N\"],\"ac\":[12],\"hp\":{\"average\":19,\"formula\":\"3d10 + 3\"},\"speed\":{\"walk\":5,\"fly\":60},\"str\":13,\"dex\":15,\"con\":12,\"int\":8,\"wis\":13,\"cha\":10,\"skill\":{\"perception\":\"+5\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":15,\"languages\":[\"Giant Owl\",\"understands Common, Elvish, and Sylvan but can't speak them\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Flyby\",\"entries\":[\"The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.\"]},{\"name\":\"Keen Hearing and Sight\",\"entries\":[\"The owl has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight.\"]}],\"action\":[{\"name\":\"Talons\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d6 + 1}) slashing damage.\"]}],\"environment\":[\"forest\",\"hill\",\"arctic\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/giant-owl.mp3\"},\"traitTags\":[\"Flyby\",\"Keen Senses\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"C\",\"CS\",\"E\",\"OTH\",\"S\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Giant Poisonous Snake\",\"source\":\"MM\",\"page\":327,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"SKT\"},{\"source\":\"ToA\"},{\"source\":\"GoS\"},{\"source\":\"MOT\"},{\"source\":\"TCE\"},{\"source\":\"WBtW\"},{\"source\":\"PaBTSO\"},{\"source\":\"QftIS\"}],\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[14],\"hp\":{\"average\":11,\"formula\":\"2d8 + 2\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":10,\"dex\":18,\"con\":13,\"int\":2,\"wis\":10,\"cha\":3,\"skill\":{\"perception\":\"+2\"},\"senses\":[\"blindsight 10 ft.\"],\"passive\":12,\"cr\":\"1/4\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage, and the target must make a {@dc 11} Constitution saving throw, taking 10 ({@damage 3d6}) poison damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"underdark\",\"grassland\",\"forest\",\"swamp\",\"urban\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/giant-poisonous-snake.mp3\"},\"senseTags\":[\"B\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true},{\"name\":\"Giant Rat\",\"source\":\"MM\",\"page\":327,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"DIP\"},{\"source\":\"BGDIA\"},{\"source\":\"EGW\"},{\"source\":\"IDRotF\"},{\"source\":\"CM\"},{\"source\":\"WBtW\"},{\"source\":\"GHLoE\"},{\"source\":\"DoDk\"},{\"source\":\"QftIS\"}],\"size\":[\"S\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":7,\"formula\":\"2d6\"},\"speed\":{\"walk\":30},\"str\":7,\"dex\":15,\"con\":11,\"int\":2,\"wis\":10,\"cha\":4,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"cr\":\"1/8\",\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The rat has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Diseased Giant Rats\",\"entries\":[\"Some giant rats carry vile diseases that they spread with their bites.\",{\"type\":\"entries\",\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage. If the target is a creature, it must succeed on a {@dc 10} Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 ({@dice 1d6}) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies.\"]}]}],\"environment\":[\"underdark\",\"forest\",\"swamp\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/giant-rat.mp3\"},\"traitTags\":[\"Keen Senses\",\"Pack Tactics\"],\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"DIS\",\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Giant Rat (Diseased)\",\"source\":\"MM\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage. If the target is a creature, it must succeed on a {@dc 10} Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 ({@dice 1d6}) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies.\"]}],\"variant\":null}]},{\"name\":\"Giant Scorpion\",\"source\":\"MM\",\"page\":327,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"BGDIA\"},{\"source\":\"EGW\"},{\"source\":\"CM\"},{\"source\":\"JttRC\"},{\"source\":\"DSotDQ\"},{\"source\":\"PSA\"},{\"source\":\"CoA\"}],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"7d10 + 14\"},\"speed\":{\"walk\":40},\"str\":15,\"dex\":13,\"con\":15,\"int\":1,\"wis\":9,\"cha\":3,\"senses\":[\"blindsight 60 ft.\"],\"passive\":9,\"cr\":\"3\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The scorpion makes three attacks: two with its claws and one with its sting.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 12}). The scorpion has two claws, each of which can grapple only one target.\"]},{\"name\":\"Sting\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d10 + 2}) piercing damage, and the target must make a {@dc 12} Constitution saving throw, taking 22 ({@damage 4d10}) poison damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/giant-scorpion.mp3\"},\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"I\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true},{\"name\":\"Giant Sea Horse\",\"source\":\"MM\",\"page\":328,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"GoS\"},{\"source\":\"JttRC\"}],\"reprintedAs\":[\"Giant Seahorse|XPHB\"],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":16,\"formula\":\"3d10\"},\"speed\":{\"walk\":0,\"swim\":40},\"str\":12,\"dex\":15,\"con\":11,\"int\":2,\"wis\":12,\"cha\":5,\"passive\":11,\"cr\":\"1/2\",\"trait\":[{\"name\":\"Charge\",\"entries\":[\"If the sea horse moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 ({@damage 2d6}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 11} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Water Breathing\",\"entries\":[\"The sea horse can breathe only underwater.\"]}],\"action\":[{\"name\":\"Ram\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage.\"]}],\"environment\":[\"underwater\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/giant-sea-horse.mp3\"},\"traitTags\":[\"Charge\",\"Water Breathing\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Giant Shark\",\"source\":\"MM\",\"page\":328,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"SKT\"},{\"source\":\"ToA\"},{\"source\":\"GoS\"},{\"source\":\"DIP\"},{\"source\":\"SDW\"},{\"source\":\"LR\"},{\"source\":\"IDRotF\"},{\"source\":\"CRCotN\"},{\"source\":\"JttRC\"},{\"source\":\"DSotDQ\"},{\"source\":\"PSX\"},{\"source\":\"VEoR\"}],\"size\":[\"H\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":126,\"formula\":\"11d12 + 55\"},\"speed\":{\"swim\":50},\"str\":23,\"dex\":11,\"con\":21,\"int\":1,\"wis\":10,\"cha\":5,\"skill\":{\"perception\":\"+3\"},\"senses\":[\"blindsight 60 ft.\"],\"passive\":13,\"cr\":\"5\",\"trait\":[{\"name\":\"Blood Frenzy\",\"entries\":[\"The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.\"]},{\"name\":\"Water Breathing\",\"entries\":[\"The shark can breathe only underwater.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}22 ({@damage 3d10 + 6}) piercing damage.\"]}],\"environment\":[\"underwater\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/giant-shark.mp3\"},\"traitTags\":[\"Water Breathing\"],\"senseTags\":[\"B\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Giant Spider\",\"source\":\"MM\",\"page\":328,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"HotDQ\"},{\"source\":\"LMoP\"},{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"DIP\"},{\"source\":\"BGDIA\"},{\"source\":\"ERLW\"},{\"source\":\"RMBRE\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"TCE\"},{\"source\":\"CRCotN\"},{\"source\":\"DSotDQ\"},{\"source\":\"PSX\"},{\"source\":\"HftT\"},{\"source\":\"PaBTSO\"},{\"source\":\"BMT\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"reprintedAs\":[\"Giant Spider|XPHB\"],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":26,\"formula\":\"4d10 + 4\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":14,\"dex\":16,\"con\":12,\"int\":2,\"wis\":11,\"cha\":4,\"skill\":{\"stealth\":\"+7\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 60 ft.\"],\"passive\":10,\"cr\":\"1\",\"trait\":[{\"name\":\"Spider Climb\",\"entries\":[\"The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Web Sense\",\"entries\":[\"While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.\"]},{\"name\":\"Web Walker\",\"entries\":[\"The spider ignores movement restrictions caused by webbing.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target must make a {@dc 11} Constitution saving throw, taking 9 ({@damage 2d8}) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but {@condition poisoned} for 1 hour, even after regaining hit points, and is {@condition paralyzed} while {@condition poisoned} in this way.\"]},{\"name\":\"Web {@recharge 5}\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 30/60 ft., one creature. {@h}The target is {@condition restrained} by webbing. As an action, the {@condition restrained} target can make a {@dc 12} Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).\"]}],\"environment\":[\"underdark\",\"forest\",\"swamp\",\"urban\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/giant-spider.mp3\"},\"traitTags\":[\"Spider Climb\",\"Web Sense\",\"Web Walker\"],\"senseTags\":[\"B\",\"D\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\",\"RW\"],\"conditionInflict\":[\"paralyzed\",\"poisoned\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Giant Toad\",\"source\":\"MM\",\"page\":329,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"EGW\"},{\"source\":\"TCE\"},{\"source\":\"WBtW\"},{\"source\":\"KftGV\"},{\"source\":\"QftIS\"}],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[11],\"hp\":{\"average\":39,\"formula\":\"6d10 + 6\"},\"speed\":{\"walk\":20,\"swim\":40},\"str\":15,\"dex\":13,\"con\":13,\"int\":2,\"wis\":10,\"cha\":3,\"senses\":[\"darkvision 30 ft.\"],\"passive\":10,\"cr\":\"1\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The toad can breathe air and water.\"]},{\"name\":\"Standing Leap\",\"entries\":[\"The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage plus 5 ({@damage 1d10}) poison damage, and the target is {@condition grappled} (escape {@dc 13}). Until this grapple ends, the target is {@condition restrained}, and the toad can't bite another target.\"]},{\"name\":\"Swallow\",\"entries\":[\"The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the toad, and it takes 10 ({@damage 3d6}) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time.\",\"If the toad dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse using 5 feet of movement, exiting {@condition prone}.\"]}],\"environment\":[\"underdark\",\"forest\",\"swamp\",\"desert\",\"coastal\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/giant-toad.mp3\"},\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Swallow\"],\"damageTags\":[\"A\",\"I\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"blinded\",\"grappled\",\"restrained\"],\"hasToken\":true},{\"name\":\"Giant Vulture\",\"source\":\"MM\",\"page\":329,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"WDH\"},{\"source\":\"MOT\"},{\"source\":\"IDRotF\"},{\"source\":\"CRCotN\"},{\"source\":\"CoA\"}],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"N\",\"E\"],\"ac\":[10],\"hp\":{\"average\":22,\"formula\":\"3d10 + 6\"},\"speed\":{\"walk\":10,\"fly\":60},\"str\":15,\"dex\":10,\"con\":15,\"int\":6,\"wis\":12,\"cha\":7,\"skill\":{\"perception\":\"+3\"},\"passive\":13,\"languages\":[\"understands Common but can't speak\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Keen Sight and Smell\",\"entries\":[\"The vulture has advantage on Wisdom ({@skill Perception}) checks that rely on sight or smell.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The vulture makes two attacks: one with its beak and one with its talons.\"]},{\"name\":\"Beak\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) piercing damage.\"]},{\"name\":\"Talons\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) slashing damage.\"]}],\"environment\":[\"grassland\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/giant-vulture.mp3\"},\"traitTags\":[\"Keen Senses\",\"Pack Tactics\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Giant Wasp\",\"source\":\"MM\",\"page\":329,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"ToA\"},{\"source\":\"GoS\"},{\"source\":\"EGW\"},{\"source\":\"PSX\"},{\"source\":\"PSA\"}],\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":13,\"formula\":\"3d8\"},\"speed\":{\"walk\":10,\"fly\":50},\"str\":10,\"dex\":14,\"con\":10,\"int\":1,\"wis\":10,\"cha\":3,\"passive\":10,\"cr\":\"1/2\",\"action\":[{\"name\":\"Sting\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) piercing damage, and the target must make a {@dc 11} Constitution saving throw, taking 10 ({@damage 3d6}) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but {@condition poisoned} for 1 hour, even after regaining hit points, and is {@condition paralyzed} while {@condition poisoned} in this way.\"]}],\"environment\":[\"grassland\",\"forest\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/giant-wasp.mp3\"},\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"paralyzed\",\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true},{\"name\":\"Giant Weasel\",\"source\":\"MM\",\"page\":329,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"TftYP\"},{\"source\":\"GoS\"},{\"source\":\"QftIS\"}],\"reprintedAs\":[\"Giant Weasel|XPHB\"],\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[13],\"hp\":{\"average\":9,\"formula\":\"2d8\"},\"speed\":{\"walk\":40},\"str\":11,\"dex\":16,\"con\":10,\"int\":4,\"wis\":12,\"cha\":5,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"cr\":\"1/8\",\"trait\":[{\"name\":\"Keen Hearing and Smell\",\"entries\":[\"The weasel has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage.\"]}],\"environment\":[\"grassland\",\"forest\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/giant-weasel.mp3\"},\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Giant Wolf Spider\",\"source\":\"MM\",\"page\":330,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"GoS\"},{\"source\":\"TCE\"},{\"source\":\"WBtW\"},{\"source\":\"PSX\"}],\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[13],\"hp\":{\"average\":11,\"formula\":\"2d8 + 2\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":12,\"dex\":16,\"con\":13,\"int\":3,\"wis\":12,\"cha\":4,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+7\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 60 ft.\"],\"passive\":13,\"cr\":\"1/4\",\"trait\":[{\"name\":\"Spider Climb\",\"entries\":[\"The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Web Sense\",\"entries\":[\"While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.\"]},{\"name\":\"Web Walker\",\"entries\":[\"The spider ignores movement restrictions caused by webbing.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d6 + 1}) piercing damage, and the target must make a {@dc 11} Constitution saving throw, taking 7 ({@damage 2d6}) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but {@condition poisoned} for 1 hour, even after regaining hit points, and is {@condition paralyzed} while {@condition poisoned} in this way.\"]}],\"environment\":[\"grassland\",\"forest\",\"hill\",\"desert\",\"coastal\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/giant-wolf-spider.mp3\"},\"traitTags\":[\"Spider Climb\",\"Web Sense\",\"Web Walker\"],\"senseTags\":[\"B\",\"D\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"paralyzed\",\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Gibbering Mouther\",\"source\":\"MM\",\"page\":157,\"srd\":true,\"otherSources\":[{\"source\":\"TftYP\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"ERLW\"},{\"source\":\"IDRotF\"},{\"source\":\"TCE\"},{\"source\":\"CRCotN\"},{\"source\":\"JttRC\"},{\"source\":\"KftGV\"},{\"source\":\"PaBTSO\"},{\"source\":\"BMT\"},{\"source\":\"DoDk\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"N\"],\"ac\":[9],\"hp\":{\"average\":67,\"formula\":\"9d8 + 27\"},\"speed\":{\"walk\":10,\"swim\":10},\"str\":10,\"dex\":8,\"con\":16,\"int\":3,\"wis\":10,\"cha\":6,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"conditionImmune\":[\"prone\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Aberrant Ground\",\"entries\":[\"The ground in a 10-foot radius around the mouther is doughlike {@quickref difficult terrain||3}. Each creature that starts its turn in that area must succeed on a {@dc 10} Strength saving throw or have its speed reduced to 0 until the start of its next turn.\"]},{\"name\":\"Gibbering\",\"entries\":[\"The mouther babbles incoherently while it can see any creature and isn't {@condition incapacitated}. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a {@dc 10} Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a {@dice d8} to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle.\"]},{\"name\":\"Bites\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one creature. {@h}17 ({@damage 5d6}) piercing damage. If the target is Medium or smaller, it must succeed on a {@dc 10} Strength saving throw or be knocked {@condition prone}. If the target is killed by this damage, it is absorbed into the mouther.\"]},{\"name\":\"Blinding Spittle {@recharge 5}\",\"entries\":[\"The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a {@dc 13} Dexterity saving throw or be {@condition blinded} until the end of the mouther's next turn.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/gibbering-mouther.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"blinded\",\"prone\"],\"savingThrowForced\":[\"dexterity\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Githyanki Knight\",\"source\":\"MM\",\"page\":160,\"otherSources\":[{\"source\":\"WDMM\"},{\"source\":\"LoX\"},{\"source\":\"PaBTSO\"},{\"source\":\"AATM\"},{\"source\":\"SatO\"},{\"source\":\"BMT\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"gith\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|phb}\"]}],\"hp\":{\"average\":91,\"formula\":\"14d8 + 28\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":14,\"con\":15,\"int\":14,\"wis\":14,\"cha\":15,\"save\":{\"con\":\"+5\",\"int\":\"+5\",\"wis\":\"+5\"},\"passive\":12,\"languages\":[\"Gith\"],\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The githyanki's innate spellcasting ability is Intelligence (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It can innately cast the following spells, requiring no components:\"],\"will\":[\"{@spell mage hand} (the hand is invisible)\"],\"daily\":{\"3e\":[\"{@spell jump}\",\"{@spell misty step}\",\"{@spell nondetection} (self only)\",\"{@spell tongues}\"],\"1e\":[\"{@spell plane shift}\",\"{@spell telekinesis}\"]},\"ability\":\"int\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The githyanki makes two silver greatsword attacks.\"]},{\"name\":\"Silver Greatsword\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage plus 10 ({@damage 3d6}) psychic damage. This is a magic weapon attack. On a critical hit against a target in an astral body (as with the {@spell astral projection} spell), the githyanki can cut the silvery cord that tethers the target to its material body, instead of dealing damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/githyanki-knight.mp3\"},\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GTH\"],\"damageTags\":[\"S\",\"Y\"],\"spellcastingTags\":[\"I\",\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Githyanki Warrior\",\"source\":\"MM\",\"page\":160,\"otherSources\":[{\"source\":\"WDMM\"},{\"source\":\"SjA\"},{\"source\":\"LoX\"},{\"source\":\"PaBTSO\"},{\"source\":\"AATM\"},{\"source\":\"SatO\"},{\"source\":\"BMT\"},{\"source\":\"QftIS\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"gith\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item half plate armor|phb}\"]}],\"hp\":{\"average\":49,\"formula\":\"9d8 + 9\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":14,\"con\":12,\"int\":13,\"wis\":13,\"cha\":10,\"save\":{\"con\":\"+3\",\"int\":\"+3\",\"wis\":\"+3\"},\"passive\":11,\"languages\":[\"Gith\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The githyanki's innate spellcasting ability is Intelligence. It can innately cast the following spells, requiring no components:\"],\"will\":[\"{@spell mage hand} (the hand is invisible)\"],\"daily\":{\"3e\":[\"{@spell jump}\",\"{@spell misty step}\",\"{@spell nondetection} (self only)\"]},\"ability\":\"int\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The githyanki makes two greatsword attacks.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) slashing damage plus 7 ({@damage 2d6}) psychic damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/githyanki-warrior.mp3\"},\"attachedItems\":[\"greatsword|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GTH\"],\"damageTags\":[\"S\",\"Y\"],\"spellcastingTags\":[\"I\",\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Githzerai Monk\",\"source\":\"MM\",\"page\":161,\"otherSources\":[{\"source\":\"SatO\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"gith\"]},\"alignment\":[\"L\",\"N\"],\"ac\":[14],\"hp\":{\"average\":38,\"formula\":\"7d8 + 7\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":15,\"con\":12,\"int\":13,\"wis\":14,\"cha\":10,\"save\":{\"str\":\"+3\",\"dex\":\"+4\",\"int\":\"+3\",\"wis\":\"+4\"},\"skill\":{\"insight\":\"+4\",\"perception\":\"+4\"},\"passive\":14,\"languages\":[\"Gith\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The githzerai's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components:\"],\"will\":[\"{@spell mage hand} (the hand is invisible)\"],\"daily\":{\"3e\":[\"{@spell feather fall}\",\"{@spell jump}\",\"{@spell see invisibility}\",\"{@spell shield}\"]},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Psychic Defense\",\"entries\":[\"While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The githzerai makes two unarmed strikes.\"]},{\"name\":\"Unarmed Strike\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage plus 9 ({@damage 2d8}) psychic damage. This is a magic weapon attack.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/githzerai-monk.mp3\"},\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GTH\"],\"damageTags\":[\"B\",\"Y\"],\"spellcastingTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Githzerai Zerth\",\"source\":\"MM\",\"page\":161,\"otherSources\":[{\"source\":\"WDMM\"},{\"source\":\"SatO\"},{\"source\":\"ToFW\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"gith\"]},\"alignment\":[\"L\",\"N\"],\"ac\":[17],\"hp\":{\"average\":84,\"formula\":\"13d8 + 26\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":18,\"con\":15,\"int\":16,\"wis\":17,\"cha\":12,\"save\":{\"str\":\"+4\",\"dex\":\"+7\",\"int\":\"+6\",\"wis\":\"+6\"},\"skill\":{\"arcana\":\"+6\",\"insight\":\"+6\",\"perception\":\"+6\"},\"passive\":16,\"languages\":[\"Gith\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The githzerai's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components:\"],\"will\":[\"{@spell mage hand} (the hand is invisible)\"],\"daily\":{\"3e\":[\"{@spell feather fall}\",\"{@spell jump}\",\"{@spell see invisibility}\",\"{@spell shield}\"],\"1e\":[\"{@spell phantasmal killer}\",\"{@spell plane shift}\"]},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Psychic Defense\",\"entries\":[\"While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The githzerai makes two unarmed strikes.\"]},{\"name\":\"Unarmed Strike\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage plus 13 ({@damage 3d8}) psychic damage. This is a magic weapon attack.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/githzerai-zerth.mp3\"},\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GTH\"],\"damageTags\":[\"B\",\"Y\"],\"damageTagsSpell\":[\"Y\"],\"spellcastingTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"savingThrowForcedSpell\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Glabrezu\",\"source\":\"MM\",\"page\":58,\"srd\":true,\"otherSources\":[{\"source\":\"TftYP\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"BGDIA\"},{\"source\":\"EGW\"},{\"source\":\"CRCotN\"},{\"source\":\"SatO\"},{\"source\":\"BMT\"},{\"source\":\"DoDk\"},{\"source\":\"VEoR\"},{\"source\":\"CoA\"}],\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":157,\"formula\":\"15d10 + 75\"},\"speed\":{\"walk\":40},\"str\":20,\"dex\":15,\"con\":21,\"int\":19,\"wis\":17,\"cha\":16,\"save\":{\"str\":\"+9\",\"con\":\"+9\",\"wis\":\"+7\",\"cha\":\"+7\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":13,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"telepathy 120 ft.\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The glabrezu's spellcasting ability is Intelligence (spell save {@dc 16}). The glabrezu can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell darkness}\",\"{@spell detect magic}\",\"{@spell dispel magic}\"],\"daily\":{\"1e\":[\"{@spell confusion}\",\"{@spell fly}\",\"{@spell power word stun}\"]},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The glabrezu has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell.\"]},{\"name\":\"Pincer\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) bludgeoning damage. If the target is a Medium or smaller creature, it is {@condition grappled} (escape {@dc 15}). The glabrezu has two pincers, each of which can grapple only one target.\"]},{\"name\":\"Fist\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) bludgeoning damage.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Summon Demon (1/Day)\",\"entries\":[\"The demon chooses what to summon and attempts a magical summoning.\",\"A glabrezu has a {@chance 30|30 percent|30% summoning chance} chance of summoning {@dice 1d3} {@creature vrock||vrocks}, {@dice 1d2} {@creature hezrou||hezrous}, or one glabrezu.\",\"A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.\"],\"_version\":{\"name\":\"Glabrezu (Summoner)\",\"addAs\":\"action\"}}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/glabrezu.mp3\"},\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"TP\"],\"damageTags\":[\"B\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\"],\"conditionInflictSpell\":[\"stunned\"],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gladiator\",\"source\":\"MM\",\"page\":346,\"srd\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"ToA\"},{\"source\":\"GoS\"},{\"source\":\"DIP\"},{\"source\":\"SLW\"},{\"source\":\"BGDIA\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"IDRotF\"},{\"source\":\"CM\"},{\"source\":\"CRCotN\"},{\"source\":\"KftGV\"},{\"source\":\"SatO\"},{\"source\":\"ToFW\"},{\"source\":\"DoDk\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item studded leather armor|phb|studded leather}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":112,\"formula\":\"15d8 + 45\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":15,\"con\":16,\"int\":10,\"wis\":12,\"cha\":15,\"save\":{\"str\":\"+7\",\"dex\":\"+5\",\"con\":\"+6\"},\"skill\":{\"athletics\":\"+10\",\"intimidation\":\"+5\"},\"passive\":11,\"languages\":[\"any one language (usually Common)\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Brave\",\"entries\":[\"The gladiator has advantage on saving throws against being {@condition frightened}.\"]},{\"name\":\"Brute\",\"entries\":[\"A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The gladiator makes three melee attacks or two ranged attacks.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. and range 20/60 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage, or 13 ({@damage 2d8 + 4}) piercing damage if used with two hands to make a melee attack.\"]},{\"name\":\"Shield Bash\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/gladiator.mp3\"},\"attachedItems\":[\"spear|phb\"],\"traitTags\":[\"Brute\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Gnoll\",\"source\":\"MM\",\"page\":163,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"TftYP\"},{\"source\":\"GoS\"},{\"source\":\"BGDIA\"},{\"source\":\"ERLW\"},{\"source\":\"EGW\"},{\"source\":\"IDRotF\"},{\"source\":\"SatO\"},{\"source\":\"ToFW\"},{\"source\":\"BMT\"},{\"source\":\"DoDk\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"gnoll\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item hide armor|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":22,\"formula\":\"5d8\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":12,\"con\":11,\"int\":6,\"wis\":10,\"cha\":7,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Gnoll\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Rampage\",\"entries\":[\"When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 3} to hit, range 150/600 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage.\"]}],\"environment\":[\"grassland\",\"forest\",\"hill\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/gnoll.mp3\"},\"attachedItems\":[\"longbow|phb\",\"spear|phb\"],\"traitTags\":[\"Rampage\"],\"senseTags\":[\"D\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gnoll Fang of Yeenoghu\",\"source\":\"MM\",\"page\":163,\"otherSources\":[{\"source\":\"BGDIA\"},{\"source\":\"IDRotF\"},{\"source\":\"SatO\"},{\"source\":\"ToFW\"},{\"source\":\"BMT\"}],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"gnoll\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item hide armor|phb}\"]}],\"hp\":{\"average\":65,\"formula\":\"10d8 + 20\"},\"speed\":{\"walk\":30},\"str\":17,\"dex\":15,\"con\":15,\"int\":10,\"wis\":11,\"cha\":13,\"save\":{\"con\":\"+4\",\"wis\":\"+2\",\"cha\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Abyssal\",\"Gnoll\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Rampage\",\"entries\":[\"When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The gnoll makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must succeed on a {@dc 12} Constitution saving throw or take 7 ({@damage 2d6}) poison damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage.\"]}],\"environment\":[\"grassland\",\"forest\",\"hill\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/gnoll-fang-of-yeenoghu.mp3\"},\"traitTags\":[\"Rampage\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"OTH\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gnoll Pack Lord\",\"source\":\"MM\",\"page\":163,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"GoS\"},{\"source\":\"BGDIA\"},{\"source\":\"ToFW\"},{\"source\":\"BMT\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"gnoll\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item chain shirt|phb}\"]}],\"hp\":{\"average\":49,\"formula\":\"9d8 + 9\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":14,\"con\":13,\"int\":8,\"wis\":11,\"cha\":9,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Gnoll\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Rampage\",\"entries\":[\"When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The gnoll makes two attacks, either with its glaive or its longbow, and uses its Incite Rampage if it can.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d4 + 3}) piercing damage.\"]},{\"name\":\"Glaive\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d10 + 3}) slashing damage.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]},{\"name\":\"Incite Rampage {@recharge 5}\",\"entries\":[\"One creature the gnoll can see within 30 feet of it can use its reaction to make a melee attack if it can hear the gnoll and has the Rampage trait.\"]}],\"environment\":[\"grassland\",\"forest\",\"hill\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/gnoll-pack-lord.mp3\"},\"attachedItems\":[\"glaive|phb\",\"longbow|phb\"],\"traitTags\":[\"Rampage\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Goat\",\"source\":\"MM\",\"page\":330,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"PotA\"},{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"BGDIA\"},{\"source\":\"IDRotF\"},{\"source\":\"WBtW\"},{\"source\":\"PaBTSO\"}],\"reprintedAs\":[\"Goat|XPHB\"],\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[10],\"hp\":{\"average\":4,\"formula\":\"1d8\"},\"speed\":{\"walk\":40},\"str\":12,\"dex\":10,\"con\":11,\"int\":2,\"wis\":10,\"cha\":5,\"passive\":10,\"cr\":\"0\",\"trait\":[{\"name\":\"Charge\",\"entries\":[\"If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 ({@damage 1d4}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 10} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Sure-Footed\",\"entries\":[\"The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it {@condition prone}.\"]}],\"action\":[{\"name\":\"Ram\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) bludgeoning damage.\"]}],\"environment\":[\"mountain\",\"grassland\",\"hill\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/goat.mp3\"},\"traitTags\":[\"Charge\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true},{\"name\":\"Goblin\",\"source\":\"MM\",\"page\":166,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"LMoP\"},{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"BGDIA\"},{\"source\":\"ERLW\"},{\"source\":\"RMBRE\"},{\"source\":\"EGW\"},{\"source\":\"IDRotF\"},{\"source\":\"TCE\"},{\"source\":\"WBtW\"},{\"source\":\"CRCotN\"},{\"source\":\"DSotDQ\"},{\"source\":\"HftT\"},{\"source\":\"PaBTSO\"},{\"source\":\"SatO\"},{\"source\":\"BMT\"},{\"source\":\"GHLoE\"}],\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"goblinoid\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item leather armor|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":7,\"formula\":\"2d6\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":14,\"con\":10,\"int\":10,\"wis\":8,\"cha\":8,\"skill\":{\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"languages\":[\"Common\",\"Goblin\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Nimble Escape\",\"entries\":[\"The goblin can take the Disengage or Hide action as a bonus action on each of its turns.\"]}],\"action\":[{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]}],\"environment\":[\"underdark\",\"grassland\",\"forest\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/goblin.mp3\"},\"altArt\":[{\"name\":\"Goblin\",\"source\":\"RMBRE\"}],\"attachedItems\":[\"scimitar|phb\",\"shortbow|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"GO\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Goblin Boss\",\"source\":\"MM\",\"page\":166,\"otherSources\":[{\"source\":\"SKT\"},{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"BGDIA\"},{\"source\":\"IDRotF\"},{\"source\":\"TCE\"},{\"source\":\"WBtW\"},{\"source\":\"KftGV\"},{\"source\":\"PaBTSO\"}],\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"goblinoid\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item chain shirt|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":21,\"formula\":\"6d6\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":10,\"int\":10,\"wis\":8,\"cha\":10,\"skill\":{\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"languages\":[\"Common\",\"Goblin\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Nimble Escape\",\"entries\":[\"The goblin can take the Disengage or Hide action as a bonus action on each of its turns.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The goblin makes two attacks with its scimitar. The second attack has disadvantage.\"]},{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 2} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}3 ({@damage 1d6}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Redirect Attack\",\"entries\":[\"When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead.\"]}],\"environment\":[\"underdark\",\"grassland\",\"forest\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/goblin-boss.mp3\"},\"attachedItems\":[\"javelin|phb\",\"scimitar|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GO\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gold Dragon Wyrmling\",\"group\":[\"Metallic Dragon\"],\"source\":\"MM\",\"page\":115,\"srd\":true,\"otherSources\":[{\"source\":\"BMT\"}],\"size\":[\"M\"],\"type\":\"dragon\",\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":60,\"formula\":\"8d8 + 24\"},\"speed\":{\"walk\":30,\"fly\":60,\"swim\":30},\"str\":19,\"dex\":14,\"con\":17,\"int\":14,\"wis\":11,\"cha\":16,\"save\":{\"dex\":\"+4\",\"con\":\"+5\",\"wis\":\"+2\",\"cha\":\"+5\"},\"skill\":{\"perception\":\"+4\",\"stealth\":\"+4\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 60 ft.\"],\"passive\":14,\"immune\":[\"fire\"],\"languages\":[\"Draconic\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The dragon can breathe air and water.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage.\"]},{\"name\":\"Breath Weapons {@recharge 5}\",\"entries\":[\"The dragon uses one of the following breath weapons.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Fire Breath\",\"entry\":\"The dragon exhales fire in a 15-foot cone. Each creature in that area must make a {@dc 13} Dexterity saving throw, taking 22 ({@damage 4d10}) fire damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"Weakening Breath\",\"entry\":\"The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a {@dc 13} Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"}]}]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Damage Absorption\",\"entries\":[\"You might decide that this dragon is not only unharmed by fire damage, but actually healed by it.\",\"Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 11} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]}]}]}]}],\"dragonAge\":\"wyrmling\",\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/gold-dragon-wyrmlin.mp3\"},\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"F\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gorgon\",\"source\":\"MM\",\"page\":171,\"srd\":true,\"otherSources\":[{\"source\":\"RoT\"},{\"source\":\"TftYP\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"BGDIA\"},{\"source\":\"WBtW\"},{\"source\":\"LoX\"},{\"source\":\"BMT\"},{\"source\":\"DoDk\"},{\"source\":\"QftIS\"}],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":114,\"formula\":\"12d10 + 48\"},\"speed\":{\"walk\":40},\"str\":20,\"dex\":11,\"con\":18,\"int\":2,\"wis\":12,\"cha\":7,\"skill\":{\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"conditionImmune\":[\"petrified\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Trampling Charge\",\"entries\":[\"If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a {@dc 16} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the gorgon can make one attack with its hooves against it as a bonus action.\"]}],\"action\":[{\"name\":\"Gore\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}18 ({@damage 2d12 + 5}) piercing damage.\"]},{\"name\":\"Hooves\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) bludgeoning damage.\"]},{\"name\":\"Petrifying Breath {@recharge 5}\",\"entries\":[\"The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a {@dc 13} Constitution saving throw. On a failed save, a target begins to turn to stone and is {@condition restrained}. The {@condition restrained} target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is {@condition petrified} until freed by the {@spell greater restoration} spell or other magic.\"]}],\"environment\":[\"grassland\",\"forest\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/gorgon.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"petrified\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Goristro\",\"source\":\"MM\",\"page\":59,\"otherSources\":[{\"source\":\"SatO\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"size\":[\"H\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":310,\"formula\":\"23d12 + 161\"},\"speed\":{\"walk\":40},\"str\":25,\"dex\":11,\"con\":25,\"int\":6,\"wis\":13,\"cha\":14,\"save\":{\"str\":\"+13\",\"dex\":\"+6\",\"con\":\"+13\",\"wis\":\"+7\"},\"skill\":{\"perception\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":17,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\"],\"cr\":\"17\",\"trait\":[{\"name\":\"Charge\",\"entries\":[\"If the goristro moves at least 15 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 38 ({@damage 7d10}) piercing damage. If the target is a creature, it must succeed on a {@dc 21} Strength saving throw or be pushed up to 20 feet away and knocked {@condition prone}.\"]},{\"name\":\"Labyrinthine Recall\",\"entries\":[\"The goristro can perfectly recall any path it has traveled.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The goristro has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The goristro deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The goristro makes three attacks: two with its fists and one with its hoof.\"]},{\"name\":\"Fist\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}20 ({@damage 3d8 + 7}) bludgeoning damage.\"]},{\"name\":\"Hoof\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}23 ({@damage 3d10 + 7}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 21} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Gore\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}45 ({@damage 7d10 + 7}) piercing damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/goristro.mp3\"},\"traitTags\":[\"Charge\",\"Magic Resistance\",\"Siege Monster\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gray Ooze\",\"source\":\"MM\",\"page\":243,\"srd\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"HotDQ\"},{\"source\":\"TftYP\"},{\"source\":\"WDH\"},{\"source\":\"GoS\"},{\"source\":\"KftGV\"},{\"source\":\"PaBTSO\"}],\"reprintedAs\":[\"Gray Ooze|XMM\"],\"size\":[\"M\"],\"type\":\"ooze\",\"alignment\":[\"U\"],\"ac\":[8],\"hp\":{\"average\":22,\"formula\":\"3d8 + 9\"},\"speed\":{\"walk\":10,\"climb\":10},\"str\":12,\"dex\":6,\"con\":16,\"int\":1,\"wis\":6,\"cha\":2,\"skill\":{\"stealth\":\"+2\"},\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":8,\"resist\":[\"acid\",\"cold\",\"fire\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"prone\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Amorphous\",\"entries\":[\"The ooze can move through a space as narrow as 1 inch wide without squeezing.\"]},{\"name\":\"Corrode Metal\",\"entries\":[\"Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.\",\"The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.\"]},{\"name\":\"False Appearance\",\"entries\":[\"While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.\"]}],\"action\":[{\"name\":\"Pseudopod\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage plus 7 ({@damage 2d6}) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Psychic Gray Ooze\",\"entries\":[\"A gray ooze that lives a long time can evolve to become more intelligent and develop limited psionic ability. Such occurrences are more common in gray oozes that live near psioncic creatures such as {@creature mind flayer||mind flayers}, suggesting that the ooze can sense and mimic psionic ability.\",\"A psionic gray ooze has an intelligence score of 6 (-2), as well as the following additional action.\",{\"type\":\"entries\",\"name\":\"Psychic Crush {@recharge 5}\",\"entries\":[\"The ooze targets one creature that it can sense within 60 feet of it. The target must make a {@dc 10} Intelligence saving throw, taking 10 ({@damage 3d6}) psychic damage on a failed save, or half as much damage on a successful one.\"]}]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/gray-ooze.mp3\"},\"traitTags\":[\"Amorphous\",\"False Appearance\"],\"senseTags\":[\"B\"],\"damageTags\":[\"A\",\"B\",\"Y\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"intelligence\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Gray Ooze (Psychic)\",\"source\":\"MM\",\"_mod\":{\"action\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Psychic Crush {@recharge 5}\",\"entries\":[\"The ooze targets one creature that it can sense within 60 feet of it. The target must make a {@dc 10} Intelligence saving throw, taking 10 ({@damage 3d6}) psychic damage on a failed save, or half as much damage on a successful one.\"]}}},\"int\":6,\"variant\":null}]},{\"name\":\"Gray Slaad\",\"source\":\"MM\",\"page\":277,\"otherSources\":[{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"WBtW\"},{\"source\":\"KftGV\"},{\"source\":\"PaBTSO\"},{\"source\":\"ToFW\"},{\"source\":\"BMT\"},{\"source\":\"QftIS\"}],\"size\":[\"M\"],\"type\":{\"type\":\"aberration\",\"tags\":[\"shapechanger\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":127,\"formula\":\"17d8 + 51\"},\"speed\":{\"walk\":30},\"str\":17,\"dex\":17,\"con\":16,\"int\":13,\"wis\":8,\"cha\":14,\"skill\":{\"arcana\":\"+5\",\"perception\":\"+7\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 60 ft.\"],\"passive\":17,\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"thunder\"],\"languages\":[\"Slaad\",\"telepathy 60 ft.\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The slaad's innate spellcasting ability is Charisma (spell save {@dc 14}). The slaad can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell detect magic}\",\"{@spell detect thoughts}\",\"{@spell invisibility} (self only)\",\"{@spell mage hand}\",\"{@spell major image}\"],\"daily\":{\"1\":[\"{@spell plane shift} (self only)\"],\"2e\":[\"{@spell fear}\",\"{@spell fly}\",\"{@spell fireball}\",\"{@spell tongues}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Shapechanger\",\"entries\":[\"The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The slaad has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The slaad's weapon attacks are magical.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The slaad makes three attacks: one with its bite and two with its claws or greatsword.\"]},{\"name\":\"Bite (Slaad Form Only)\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Claws (Slaad Form Only)\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) slashing damage.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Control Gem\",\"entries\":[\"Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being {@condition charmed} while so controlled.\",\"Certain spells can be used to acquire the gem. If the slaad fails its saving throw against {@spell imprisonment}, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A {@spell wish} spell, if cast in the slaad's presence, can be worded to acquire the gem.\",\"A {@spell greater restoration} spell cast on the slaad destroys the gem without harming the slaad.\",\"Someone who is proficient in Wisdom ({@skill Medicine}) can remove the gem from an {@condition incapacitated} slaad. Each try requires 1 minute of uninterrupted work and a successful {@dc 20} Wisdom ({@skill Medicine}) check. Each failed attempt deals 22 ({@damage 4d10}) psychic damage to the slaad.\"],\"_version\":{\"name\":\"Gray Slaad (Control Gem)\",\"addAs\":\"trait\"}}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/gray-slaad.mp3\"},\"attachedItems\":[\"greatsword|phb\"],\"traitTags\":[\"Magic Resistance\",\"Magic Weapons\",\"Regeneration\",\"Shapechanger\"],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\",\"TP\"],\"damageTags\":[\"P\",\"S\",\"Y\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"frightened\",\"invisible\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Green Dragon Wyrmling\",\"group\":[\"Chromatic Dragon\"],\"source\":\"MM\",\"page\":95,\"srd\":true,\"otherSources\":[{\"source\":\"WBtW\"}],\"size\":[\"M\"],\"type\":\"dragon\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":38,\"formula\":\"7d8 + 7\"},\"speed\":{\"walk\":30,\"fly\":60,\"swim\":30},\"str\":15,\"dex\":12,\"con\":13,\"int\":14,\"wis\":11,\"cha\":13,\"save\":{\"dex\":\"+3\",\"con\":\"+3\",\"wis\":\"+2\",\"cha\":\"+3\"},\"skill\":{\"perception\":\"+4\",\"stealth\":\"+3\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 60 ft.\"],\"passive\":14,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Draconic\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The dragon can breathe air and water.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage plus 3 ({@damage 1d6}) poison damage.\"]},{\"name\":\"Poison Breath {@recharge 5}\",\"entries\":[\"The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a {@dc 11} Constitution saving throw, taking 21 ({@damage 6d6}) poison damage on a failed save, or half as much damage on a successful one.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 9} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]}]}]}]}],\"dragonAge\":\"wyrmling\",\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/green-dragon-wyrmling.mp3\"},\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Green Hag\",\"source\":\"MM\",\"page\":177,\"srd\":true,\"otherSources\":[{\"source\":\"ToA\"},{\"source\":\"GoS\"},{\"source\":\"IMR\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"TCE\"},{\"source\":\"CM\"},{\"source\":\"WBtW\"},{\"source\":\"JttRC\"},{\"source\":\"PSI\"},{\"source\":\"SatO\"},{\"source\":\"BMT\"}],\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":82,\"formula\":\"11d8 + 33\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":12,\"con\":16,\"int\":13,\"wis\":14,\"cha\":14,\"skill\":{\"arcana\":\"+3\",\"deception\":\"+4\",\"perception\":\"+4\",\"stealth\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Common\",\"Draconic\",\"Sylvan\"],\"cr\":{\"cr\":\"3\",\"coven\":\"5\"},\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The hag's innate spellcasting ability is Charisma (spell save {@dc 12}). She can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell dancing lights}\",\"{@spell minor illusion}\",\"{@spell vicious mockery}\"],\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The hag can breathe air and water.\"]},{\"name\":\"Mimicry\",\"entries\":[\"The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 14} Wisdom ({@skill Insight}) check.\"]}],\"action\":[{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage.\"]},{\"name\":\"Illusory Appearance\",\"entries\":[\"The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.\",\"The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a {@dc 20} Intelligence ({@skill Investigation}) check to discern that the hag is disguised.\"]},{\"name\":\"Invisible Passage\",\"entries\":[\"The hag magically turns {@condition invisible} until she attacks or casts a spell, or until her {@status concentration} ends (as if {@status concentration||concentrating} on a spell). While {@condition invisible}, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is {@condition invisible} with her.\"]}],\"legendaryGroup\":{\"name\":\"Green Hag\",\"source\":\"MM\"},\"variant\":[{\"type\":\"inset\",\"name\":\"Hag Covens\",\"entries\":[\"When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.\",\"A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.\",{\"type\":\"spellcasting\",\"name\":\"Shared Spellcasting (Coven Only)\",\"headerEntries\":[\"While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell identify}\",\"{@spell ray of sickness}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell hold person}\",\"{@spell locate object}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell bestow curse}\",\"{@spell counterspell}\",\"{@spell lightning bolt}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell phantasmal killer}\",\"{@spell polymorph}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell contact other plane}\",\"{@spell scrying}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell eyebite}\"]}},\"footerEntries\":[\"For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag's Intelligence modifier, and the spell attack bonus is 4 + the hag's Intelligence modifier.\"]},{\"type\":\"entries\",\"name\":\"Hag Eye\",\"entries\":[\"A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes {@dice 3d10} psychic damage and is {@condition blinded} for 24 hours.\",\"A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while {@condition blinded}. During the ritual, if the hags take any action other than performing the ritual, they must start over.\"]}]}],\"environment\":[\"forest\",\"swamp\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/green-hag.mp3\"},\"traitTags\":[\"Amphibious\",\"Mimicry\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"DR\",\"S\"],\"damageTags\":[\"S\"],\"damageTagsSpell\":[\"Y\"],\"spellcastingTags\":[\"CW\",\"I\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"invisible\"],\"conditionInflictSpell\":[\"frightened\",\"paralyzed\",\"poisoned\",\"unconscious\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Green Hag (Coven)\",\"source\":\"MM\",\"_mod\":{\"spellcasting\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Shared Spellcasting (Coven Only)\",\"headerEntries\":[\"While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell identify}\",\"{@spell ray of sickness}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell hold person}\",\"{@spell locate object}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell bestow curse}\",\"{@spell counterspell}\",\"{@spell lightning bolt}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell phantasmal killer}\",\"{@spell polymorph}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell contact other plane}\",\"{@spell scrying}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell eyebite}\"]}},\"ability\":\"int\",\"footerEntries\":[\"For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save {@dc 13}, and the spell attack bonus is {@hit 5}.\"]}}},\"cr\":\"5\",\"variant\":null}]},{\"name\":\"Green Slaad\",\"source\":\"MM\",\"page\":277,\"otherSources\":[{\"source\":\"WDMM\"},{\"source\":\"IDRotF\"},{\"source\":\"DSotDQ\"},{\"source\":\"SatO\"},{\"source\":\"ToFW\"},{\"source\":\"BMT\"},{\"source\":\"VEoR\"}],\"size\":[\"L\"],\"type\":{\"type\":\"aberration\",\"tags\":[\"shapechanger\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":127,\"formula\":\"15d10 + 45\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":15,\"con\":16,\"int\":11,\"wis\":8,\"cha\":12,\"skill\":{\"arcana\":\"+3\",\"perception\":\"+2\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"thunder\"],\"languages\":[\"Slaad\",\"telepathy 60 ft.\"],\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The slaad's innate spellcasting ability is Charisma (spell save {@dc 12}). The slaad can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell detect magic}\",\"{@spell detect thoughts}\",\"{@spell mage hand}\"],\"daily\":{\"1\":[\"{@spell fireball}\"],\"2e\":[\"{@spell fear}\",\"{@spell invisibility} (self only)\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Shapechanger\",\"entries\":[\"The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The slaad has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The slaad makes three attacks: one with its bite and two with its claws or staff. Alternatively, it uses its Hurl Flame twice.\"]},{\"name\":\"Bite (Slaad Form Only)\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage.\"]},{\"name\":\"Claw (Slaad Form Only)\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage.\"]},{\"name\":\"Staff\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage.\"]},{\"name\":\"Hurl Flame\",\"entries\":[\"{@atk rs} {@hit 4} to hit, range 60 ft., one target. {@h}10 ({@damage 3d6}) fire damage. The fire ignites flammable objects that aren't being worn or carried.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Control Gem\",\"entries\":[\"Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being {@condition charmed} while so controlled.\",\"Certain spells can be used to acquire the gem. If the slaad fails its saving throw against {@spell imprisonment}, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A {@spell wish} spell, if cast in the slaad's presence, can be worded to acquire the gem.\",\"A {@spell greater restoration} spell cast on the slaad destroys the gem without harming the slaad.\",\"Someone who is proficient in Wisdom ({@skill Medicine}) can remove the gem from an {@condition incapacitated} slaad. Each try requires 1 minute of uninterrupted work and a successful {@dc 20} Wisdom ({@skill Medicine}) check. Each failed attempt deals 22 ({@damage 4d10}) psychic damage to the slaad.\"],\"_version\":{\"name\":\"Green Slaad (Control Gem)\",\"addAs\":\"trait\"}}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/green-slaad.mp3\"},\"traitTags\":[\"Magic Resistance\",\"Regeneration\",\"Shapechanger\"],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\",\"TP\"],\"damageTags\":[\"B\",\"F\",\"P\",\"S\",\"Y\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"frightened\",\"invisible\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Grell\",\"source\":\"MM\",\"page\":172,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"TftYP\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"IMR\"},{\"source\":\"IDRotF\"},{\"source\":\"CM\"},{\"source\":\"KftGV\"},{\"source\":\"PaBTSO\"},{\"source\":\"BMT\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"N\",\"E\"],\"ac\":[12],\"hp\":{\"average\":55,\"formula\":\"10d8 + 10\"},\"speed\":{\"walk\":10,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":15,\"dex\":14,\"con\":13,\"int\":12,\"wis\":11,\"cha\":9,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+6\"},\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":14,\"immune\":[\"lightning\"],\"conditionImmune\":[\"blinded\",\"prone\"],\"languages\":[\"Grell\"],\"cr\":\"3\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The grell makes two attacks: one with its tentacles and one with its beak.\"]},{\"name\":\"Tentacles\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 10 ft., one creature. {@h}7 ({@damage 1d10 + 2}) piercing damage, and the target must succeed on a {@dc 11} Constitution saving throw or be {@condition poisoned} for 1 minute. The {@condition poisoned} target is {@condition paralyzed}, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success.\",\"The target is also {@condition grappled} (escape {@dc 15}). If the target is Medium or smaller, it is also {@condition restrained} until this grapple ends. While grappling the target, the grell has advantage on attack rolls against it and can 't use this attack against other targets. When the grell moves, any Medium or smaller target it is grappling moves with it.\"]},{\"name\":\"Beak\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) piercing damage.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/grell.mp3\"},\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"paralyzed\",\"poisoned\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Grick\",\"source\":\"MM\",\"page\":173,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"LMoP\"},{\"source\":\"PotA\"},{\"source\":\"TftYP\"},{\"source\":\"WDMM\"},{\"source\":\"CM\"},{\"source\":\"DSotDQ\"},{\"source\":\"KftGV\"},{\"source\":\"PaBTSO\"},{\"source\":\"QftIS\"}],\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":27,\"formula\":\"6d8\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":14,\"dex\":14,\"con\":11,\"int\":3,\"wis\":14,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"cr\":\"2\",\"trait\":[{\"name\":\"Stone Camouflage\",\"entries\":[\"The grick has advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target.\"]},{\"name\":\"Tentacles\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) slashing damage.\"]},{\"name\":\"Beak\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]}],\"environment\":[\"underdark\",\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/grick.mp3\"},\"altArt\":[{\"name\":\"Crystal Grick\",\"source\":\"PaBTSO\"}],\"traitTags\":[\"Camouflage\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Grick Alpha\",\"source\":\"MM\",\"page\":173,\"otherSources\":[{\"source\":\"WDMM\"},{\"source\":\"CM\"},{\"source\":\"DSotDQ\"},{\"source\":\"PaBTSO\"}],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":75,\"formula\":\"10d10 + 20\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":18,\"dex\":16,\"con\":15,\"int\":4,\"wis\":14,\"cha\":9,\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"cr\":\"7\",\"trait\":[{\"name\":\"Stone Camouflage\",\"entries\":[\"The grick has advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The grick makes two attacks: one with its tail and one with its tentacles. If it hits with its tentacles, the grick can make one beak attack against the same target.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage.\"]},{\"name\":\"Tentacles\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}22 ({@damage 4d8 + 4}) slashing damage.\"]},{\"name\":\"Beak\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage.\"]}],\"environment\":[\"underdark\",\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/grick-alpha.mp3\"},\"traitTags\":[\"Camouflage\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"damageTags\":[\"B\",\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Griffon\",\"source\":\"MM\",\"page\":174,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"HotDQ\"},{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"WDH\"},{\"source\":\"BGDIA\"},{\"source\":\"ERLW\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"IDRotF\"},{\"source\":\"JttRC\"},{\"source\":\"DoDk\"},{\"source\":\"QftIS\"}],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":59,\"formula\":\"7d10 + 21\"},\"speed\":{\"walk\":30,\"fly\":80},\"str\":18,\"dex\":15,\"con\":16,\"int\":2,\"wis\":13,\"cha\":8,\"skill\":{\"perception\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"cr\":\"2\",\"trait\":[{\"name\":\"Keen Sight\",\"entries\":[\"The griffon has advantage on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The griffon makes two attacks: one with its beak and one with its claws.\"]},{\"name\":\"Beak\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage.\"]}],\"environment\":[\"mountain\",\"grassland\",\"hill\",\"coastal\",\"arctic\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/griffon.mp3\"},\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Grimlock\",\"source\":\"MM\",\"page\":175,\"srd\":true,\"otherSources\":[{\"source\":\"WDMM\"},{\"source\":\"PaBTSO\"},{\"source\":\"GHLoE\"},{\"source\":\"VEoR\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"grimlock\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[11],\"hp\":{\"average\":11,\"formula\":\"2d8 + 2\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":12,\"con\":12,\"int\":9,\"wis\":8,\"cha\":6,\"skill\":{\"athletics\":\"+5\",\"perception\":\"+3\",\"stealth\":\"+3\"},\"senses\":[\"blindsight 30 ft. or 10 ft. while deafened (blind beyond this radius)\"],\"passive\":13,\"conditionImmune\":[\"blinded\"],\"languages\":[\"Undercommon\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Blind Senses\",\"entries\":[\"The grimlock can't use its blindsight while {@condition deafened} and unable to smell.\"]},{\"name\":\"Keen Hearing and Smell\",\"entries\":[\"The grimlock has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell.\"]},{\"name\":\"Stone Camouflage\",\"entries\":[\"The grimlock has advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain.\"]}],\"action\":[{\"name\":\"Spiked Bone Club\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage plus 2 ({@damage 1d4}) piercing damage.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/grimlock.mp3\"},\"traitTags\":[\"Camouflage\",\"Keen Senses\"],\"senseTags\":[\"B\"],\"languageTags\":[\"U\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Guard\",\"source\":\"MM\",\"page\":347,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"HotDQ\"},{\"source\":\"PotA\"},{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"GoS\"},{\"source\":\"DC\"},{\"source\":\"DIP\"},{\"source\":\"SLW\"},{\"source\":\"BGDIA\"},{\"source\":\"ERLW\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"CM\"},{\"source\":\"CRCotN\"},{\"source\":\"JttRC\"},{\"source\":\"LoX\"},{\"source\":\"DSotDQ\"},{\"source\":\"KftGV\"},{\"source\":\"AATM\"},{\"source\":\"SatO\"},{\"source\":\"ToFW\"},{\"source\":\"DoDk\"},{\"source\":\"QftIS\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item chain shirt|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":11,\"formula\":\"2d8 + 2\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":12,\"con\":12,\"int\":10,\"wis\":11,\"cha\":10,\"skill\":{\"perception\":\"+2\"},\"passive\":12,\"languages\":[\"any one language (usually Common)\"],\"cr\":\"1/8\",\"action\":[{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage, or 5 ({@damage 1d8 + 1}) piercing damage if used with two hands to make a melee attack.\"]}],\"environment\":[\"coastal\",\"mountain\",\"grassland\",\"hill\",\"urban\",\"forest\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/guard.mp3\"},\"attachedItems\":[\"spear|phb\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Guardian Naga\",\"source\":\"MM\",\"page\":234,\"srd\":true,\"otherSources\":[{\"source\":\"ToA\"},{\"source\":\"GoS\"},{\"source\":\"AATM\"},{\"source\":\"BMT\"},{\"source\":\"VEoR\"},{\"source\":\"CoA\"}],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":127,\"formula\":\"15d10 + 45\"},\"speed\":{\"walk\":40},\"str\":19,\"dex\":18,\"con\":16,\"int\":16,\"wis\":19,\"cha\":18,\"save\":{\"dex\":\"+8\",\"con\":\"+7\",\"int\":\"+7\",\"wis\":\"+8\",\"cha\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"poisoned\"],\"languages\":[\"Celestial\",\"Common\"],\"cr\":\"10\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 16}, {@hit 8} to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell mending}\",\"{@spell sacred flame}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell command}\",\"{@spell cure wounds}\",\"{@spell shield of faith}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell calm emotions}\",\"{@spell hold person}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell bestow curse}\",\"{@spell clairvoyance}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell banishment}\",\"{@spell freedom of movement}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell flame strike}\",\"{@spell geas}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell true seeing}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Rejuvenation\",\"entries\":[\"If it dies, the naga returns to life in {@dice 1d6} days and regains all its hit points. Only a {@spell wish} spell can prevent this trait from functioning.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one creature. {@h}8 ({@damage 1d8 + 4}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 45 ({@damage 10d8}) poison damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Spit Poison\",\"entries\":[\"{@atk rw} {@hit 8} to hit, range 15/30 ft., one creature. {@h}The target must make a {@dc 15} Constitution saving throw, taking 45 ({@damage 10d8}) poison damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"forest\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/guardian-naga.mp3\"},\"traitTags\":[\"Rejuvenation\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"CE\"],\"damageTags\":[\"I\",\"P\"],\"damageTagsSpell\":[\"F\",\"N\",\"R\",\"Y\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MW\",\"RCH\",\"RW\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gynosphinx\",\"group\":[\"Sphinxes\"],\"source\":\"MM\",\"page\":282,\"srd\":true,\"otherSources\":[{\"source\":\"TftYP\"},{\"source\":\"IMR\"},{\"source\":\"MOT\"},{\"source\":\"JttRC\"},{\"source\":\"QftIS\"}],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":136,\"formula\":\"16d10 + 48\"},\"speed\":{\"walk\":40,\"fly\":60},\"str\":18,\"dex\":15,\"con\":16,\"int\":18,\"wis\":18,\"cha\":18,\"skill\":{\"arcana\":\"+12\",\"history\":\"+12\",\"perception\":\"+8\",\"religion\":\"+8\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":18,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"psychic\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common\",\"Sphinx\"],\"cr\":\"11\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 16}, {@hit 8} to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell mage hand}\",\"{@spell minor illusion}\",\"{@spell prestidigitation}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell identify}\",\"{@spell shield}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell darkness}\",\"{@spell locate object}\",\"{@spell suggestion}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell dispel magic}\",\"{@spell remove curse}\",\"{@spell tongues}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell banishment}\",\"{@spell greater invisibility}\"]},\"5\":{\"slots\":1,\"spells\":[\"{@spell legend lore}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Inscrutable\",\"entries\":[\"The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom ({@skill Insight}) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The sphinx's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The sphinx makes two claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage.\"]}],\"legendary\":[{\"name\":\"Claw Attack\",\"entries\":[\"The sphinx makes one claw attack.\"]},{\"name\":\"Teleport (Costs 2 Actions)\",\"entries\":[\"The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.\"]},{\"name\":\"Cast a Spell (Costs 3 Actions)\",\"entries\":[\"The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.\"]}],\"legendaryGroup\":{\"name\":\"Sphinx\",\"source\":\"MM\"},\"environment\":[\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/gynosphinx.mp3\"},\"traitTags\":[\"Magic Weapons\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"OTH\"],\"damageTags\":[\"S\"],\"damageTagsLegendary\":[\"N\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MW\"],\"savingThrowForcedLegendary\":[\"constitution\"],\"savingThrowForcedSpell\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Half-Ogre (Ogrillon)\",\"source\":\"MM\",\"page\":238,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"WDH\"},{\"source\":\"BGDIA\"},{\"source\":\"ERLW\"},{\"source\":\"IDRotF\"},{\"source\":\"DSotDQ\"}],\"size\":[\"L\"],\"type\":\"giant\",\"alignment\":[\"C\",\"G\",\"NY\",\"E\"],\"ac\":[{\"ac\":12,\"from\":[\"{@item hide armor|phb}\"]}],\"hp\":{\"average\":30,\"formula\":\"4d10 + 8\"},\"speed\":{\"walk\":30},\"str\":17,\"dex\":10,\"con\":14,\"int\":7,\"wis\":9,\"cha\":10,\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"languages\":[\"Common\",\"Giant\"],\"cr\":\"1\",\"action\":[{\"name\":\"Battleaxe\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) slashing damage, or 14 ({@damage 2d10 + 3}) slashing damage if used with two hands.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage.\"]}],\"environment\":[\"underdark\",\"mountain\",\"forest\",\"hill\",\"urban\",\"desert\",\"arctic\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/half-ogre.mp3\"},\"attachedItems\":[\"battleaxe|phb\",\"javelin|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Half-Red Dragon Veteran\",\"source\":\"MM\",\"page\":180,\"srd\":true,\"otherSources\":[{\"source\":\"RoT\"},{\"source\":\"GoS\"},{\"source\":\"SLW\"},{\"source\":\"IMR\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|phb}\"]}],\"hp\":{\"average\":65,\"formula\":\"10d8 + 20\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":13,\"con\":14,\"int\":10,\"wis\":11,\"cha\":10,\"skill\":{\"athletics\":\"+6\",\"perception\":\"+3\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[\"fire\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"5\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Heavy Crossbow\",\"entries\":[\"{@atk rw} {@hit 3} to hit, range 100/400 ft., one target. {@h}6 ({@damage 1d10 + 1}) piercing damage.\"]},{\"name\":\"Fire Breath {@recharge 5}\",\"entries\":[\"The veteran exhales fire in a 15-foot cone. Each creature in that area must make a {@dc 15} Dexterity saving throw, taking 24 ({@damage 7d6}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/half-red-dragon-veteran.mp3\"},\"attachedItems\":[\"heavy crossbow|phb\",\"longsword|phb\",\"shortsword|phb\"],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"F\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RNG\",\"RW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Harpy\",\"source\":\"MM\",\"page\":181,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"GoS\"},{\"source\":\"DIP\"},{\"source\":\"ERLW\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"IDRotF\"},{\"source\":\"DoSI\"},{\"source\":\"BMT\"},{\"source\":\"DoDk\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"ac\":[11],\"hp\":{\"average\":38,\"formula\":\"7d8 + 7\"},\"speed\":{\"walk\":20,\"fly\":40},\"str\":12,\"dex\":13,\"con\":12,\"int\":7,\"wis\":10,\"cha\":13,\"passive\":10,\"languages\":[\"Common\"],\"cr\":\"1\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The harpy makes two attacks: one with its claws and one with its club.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}6 ({@damage 2d4 + 1}) slashing damage.\"]},{\"name\":\"Club\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) bludgeoning damage.\"]},{\"name\":\"Luring Song\",\"entries\":[\"The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a {@dc 11} Wisdom saving throw or be {@condition charmed} until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is {@condition incapacitated}.\",\"While {@condition charmed} by the harpy, a target is {@condition incapacitated} and ignores the songs of other harpies. If the {@condition charmed} target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it.\",\"A target that successfully saves is immune to this harpy's song for the next 24 hours.\"]}],\"environment\":[\"mountain\",\"forest\",\"hill\",\"coastal\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/harpy.mp3\"},\"attachedItems\":[\"club|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"charmed\",\"incapacitated\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hawk\",\"source\":\"MM\",\"page\":330,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"WDH\"},{\"source\":\"BGDIA\"},{\"source\":\"IDRotF\"},{\"source\":\"CM\"},{\"source\":\"WBtW\"},{\"source\":\"JttRC\"},{\"source\":\"QftIS\"}],\"reprintedAs\":[\"Hawk|XPHB\"],\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[13],\"hp\":{\"average\":1,\"formula\":\"1d4 - 1\"},\"speed\":{\"walk\":10,\"fly\":60},\"str\":5,\"dex\":16,\"con\":8,\"int\":2,\"wis\":14,\"cha\":6,\"skill\":{\"perception\":\"+4\"},\"passive\":14,\"cr\":\"0\",\"trait\":[{\"name\":\"Keen Sight\",\"entries\":[\"The hawk has advantage on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Talons\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}1 slashing damage.\"]}],\"familiar\":true,\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/hawk.mp3\"},\"traitTags\":[\"Keen Senses\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Hell Hound\",\"source\":\"MM\",\"page\":182,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"SLW\"},{\"source\":\"BGDIA\"},{\"source\":\"IMR\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"CM\"},{\"source\":\"KftGV\"},{\"source\":\"PSI\"},{\"source\":\"SatO\"},{\"source\":\"BMT\"},{\"source\":\"HFStCM\"},{\"source\":\"DoDk\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":\"fiend\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":45,\"formula\":\"7d8 + 14\"},\"speed\":{\"walk\":50},\"str\":17,\"dex\":12,\"con\":14,\"int\":6,\"wis\":13,\"cha\":6,\"skill\":{\"perception\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"immune\":[\"fire\"],\"languages\":[\"understands Infernal but can't speak it\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Keen Hearing and Smell\",\"entries\":[\"The hound has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 7 ({@damage 2d6}) fire damage.\"]},{\"name\":\"Fire Breath {@recharge 5}\",\"entries\":[\"The hound exhales fire in a 15-foot cone. Each creature in that area must make a {@dc 12} Dexterity saving throw, taking 21 ({@damage 6d6}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"underdark\",\"mountain\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/hell-hound.mp3\"},\"traitTags\":[\"Keen Senses\",\"Pack Tactics\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"CS\",\"I\"],\"damageTags\":[\"F\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Helmed Horror\",\"source\":\"MM\",\"page\":183,\"otherSources\":[{\"source\":\"HotDQ\"},{\"source\":\"PotA\"},{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"BGDIA\"},{\"source\":\"IDRotF\"},{\"source\":\"JttRC\"},{\"source\":\"KftGV\"},{\"source\":\"PaBTSO\"},{\"source\":\"BMT\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"}],\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":20,\"from\":[\"{@item plate armor|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":60,\"formula\":\"8d8 + 24\"},\"speed\":{\"walk\":30,\"fly\":30},\"str\":18,\"dex\":13,\"con\":16,\"int\":10,\"wis\":10,\"cha\":10,\"skill\":{\"perception\":\"+4\"},\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":14,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't adamantine\",\"cond\":true}],\"immune\":[\"force\",\"necrotic\",\"poison\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"stunned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The helmed horror has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Spell Immunity\",\"entries\":[\"The helmed horror is immune to three spells chosen by its creator. Typical immunities include {@spell fireball}, {@spell heat metal}, and {@spell lightning bolt}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The helmed horror makes two longsword attacks.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/helmed-horror.mp3\"},\"attachedItems\":[\"longsword|phb\"],\"traitTags\":[\"Magic Resistance\",\"Spell Immunity\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hezrou\",\"source\":\"MM\",\"page\":60,\"srd\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"TftYP\"},{\"source\":\"WDMM\"},{\"source\":\"BGDIA\"},{\"source\":\"EGW\"},{\"source\":\"WBtW\"},{\"source\":\"CRCotN\"},{\"source\":\"BMT\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":136,\"formula\":\"13d10 + 65\"},\"speed\":{\"walk\":30},\"str\":19,\"dex\":17,\"con\":20,\"int\":5,\"wis\":12,\"cha\":13,\"save\":{\"str\":\"+7\",\"con\":\"+8\",\"wis\":\"+4\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":11,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"telepathy 120 ft.\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The hezrou has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Stench\",\"entries\":[\"Any creature that starts its turn within 10 feet of the hezrou must succeed on a {@dc 14} Constitution saving throw or be {@condition poisoned} until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hezrou makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Summon Demon (1/Day)\",\"entries\":[\"The demon chooses what to summon and attempts a magical summoning.\",\"A hezrou has a {@chance 30|30 percent|30% summoning chance} chance of summoning {@dice 2d6} {@creature dretch||dretches} or one hezrou.\",\"A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.\"],\"_version\":{\"name\":\"Hezrou (Summoner)\",\"addAs\":\"action\"}}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/hezrou.mp3\"},\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"TP\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hill Giant\",\"source\":\"MM\",\"page\":155,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"GoS\"},{\"source\":\"ERLW\"},{\"source\":\"EGW\"},{\"source\":\"SatO\"},{\"source\":\"QftIS\"}],\"size\":[\"H\"],\"type\":\"giant\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":105,\"formula\":\"10d12 + 40\"},\"speed\":{\"walk\":40},\"str\":21,\"dex\":8,\"con\":19,\"int\":5,\"wis\":9,\"cha\":6,\"skill\":{\"perception\":\"+2\"},\"passive\":12,\"languages\":[\"Giant\"],\"cr\":\"5\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giant makes two greatclub attacks.\"]},{\"name\":\"Greatclub\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}18 ({@damage 3d8 + 5}) bludgeoning damage.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 8} to hit, range 60/240 ft., one target. {@h}21 ({@damage 3d10 + 5}) bludgeoning damage.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"New Giant Options\",\"entries\":[\"Some adult hill giants like to hurl themselves bodily at smaller foes and crush them beneath their bulk. This ability is represented by the following action option.\",{\"name\":\"Squash\",\"type\":\"entries\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one Medium or Smaller creature. {@h}26 ({@damage 6d6 + 5}) bludgeoning damage, the giant lands {@condition prone} in the target's space, and the target is {@condition grappled} (escape {@dc 15}). Until this grapple ends, the target is {@condition prone}. The grapple ends early if the giant stands up.\"]}],\"_version\":{\"name\":\"Hill Giant (Optional Actions)\",\"addHeadersAs\":\"action\"},\"source\":\"SKT\",\"page\":246}],\"environment\":[\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/hill-giant.mp3\"},\"attachedItems\":[\"greatclub|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"grappled\",\"prone\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hippogriff\",\"source\":\"MM\",\"page\":184,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"WDH\"},{\"source\":\"ERLW\"},{\"source\":\"EGW\"}],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[11],\"hp\":{\"average\":19,\"formula\":\"3d10 + 3\"},\"speed\":{\"walk\":40,\"fly\":60},\"str\":17,\"dex\":13,\"con\":13,\"int\":2,\"wis\":12,\"cha\":8,\"skill\":{\"perception\":\"+5\"},\"passive\":15,\"cr\":\"1\",\"trait\":[{\"name\":\"Keen Sight\",\"entries\":[\"The hippogriff has advantage on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hippogriff makes two attacks: one with its beak and one with its claws.\"]},{\"name\":\"Beak\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage.\"]}],\"environment\":[\"mountain\",\"grassland\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/hippogriff.mp3\"},\"traitTags\":[\"Keen Senses\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hobgoblin\",\"source\":\"MM\",\"page\":186,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"HotDQ\"},{\"source\":\"LMoP\"},{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"BGDIA\"},{\"source\":\"ERLW\"},{\"source\":\"RMBRE\"},{\"source\":\"EGW\"},{\"source\":\"WBtW\"},{\"source\":\"DSotDQ\"},{\"source\":\"PaBTSO\"},{\"source\":\"QftIS\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"goblinoid\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item chain mail|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":11,\"formula\":\"2d8 + 2\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":12,\"con\":12,\"int\":10,\"wis\":10,\"cha\":9,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Common\",\"Goblin\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Martial Advantage\",\"entries\":[\"Once per turn, the hobgoblin can deal an extra 7 ({@dice 2d6}) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) slashing damage, or 6 ({@damage 1d10 + 1}) slashing damage if used with two hands.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 3} to hit, range 150/600 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage.\"]}],\"environment\":[\"underdark\",\"grassland\",\"forest\",\"hill\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/hobgoblin.mp3\"},\"attachedItems\":[\"longbow|phb\",\"longsword|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"GO\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hobgoblin Captain\",\"source\":\"MM\",\"page\":186,\"otherSources\":[{\"source\":\"HotDQ\"},{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"WDMM\"},{\"source\":\"BGDIA\"},{\"source\":\"DSotDQ\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"goblinoid\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item half plate armor|phb}\"]}],\"hp\":{\"average\":39,\"formula\":\"6d8 + 12\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":14,\"con\":14,\"int\":12,\"wis\":10,\"cha\":13,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Common\",\"Goblin\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Martial Advantage\",\"entries\":[\"Once per turn, the hobgoblin can deal an extra 10 ({@dice 3d6}) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hobgoblin makes two greatsword attacks.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) slashing damage.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Leadership (Recharges after a Short or Long Rest)\",\"entries\":[\"For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a {@dice d4} to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is {@condition incapacitated}.\"]}],\"environment\":[\"underdark\",\"grassland\",\"forest\",\"hill\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/hobgoblin-captain.mp3\"},\"attachedItems\":[\"greatsword|phb\",\"javelin|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GO\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hobgoblin Warlord\",\"source\":\"MM\",\"page\":187,\"otherSources\":[{\"source\":\"SKT\"},{\"source\":\"WDMM\"},{\"source\":\"BGDIA\"},{\"source\":\"DSotDQ\"},{\"source\":\"SatO\"},{\"source\":\"QftIS\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"goblinoid\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":20,\"from\":[\"{@item plate armor|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":97,\"formula\":\"13d8 + 39\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":14,\"con\":16,\"int\":14,\"wis\":11,\"cha\":15,\"save\":{\"int\":\"+5\",\"wis\":\"+3\",\"cha\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Common\",\"Goblin\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Martial Advantage\",\"entries\":[\"Once per turn, the hobgoblin can deal an extra 14 ({@dice 4d6}) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hobgoblin makes three melee attacks. Alternatively, it can make two ranged attacks with its javelins.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands.\"]},{\"name\":\"Shield Bash\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage. If the target is Large or smaller, it must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 9} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Leadership (Recharges after a Short or Long Rest)\",\"entries\":[\"For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a {@dice d4} to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is {@condition incapacitated}.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"The hobgoblin adds 3 to its AC against one melee attack that would hit it. To do so, the hobgoblin must see the attacker and be wielding a melee weapon.\"]}],\"environment\":[\"underdark\",\"grassland\",\"forest\",\"hill\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/hobgoblin-warlord.mp3\"},\"attachedItems\":[\"javelin|phb\",\"longsword|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"C\",\"GO\"],\"damageTags\":[\"B\",\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Homunculus\",\"source\":\"MM\",\"page\":188,\"srd\":true,\"otherSources\":[{\"source\":\"WDMM\"},{\"source\":\"BGDIA\"},{\"source\":\"ERLW\"},{\"source\":\"IMR\"},{\"source\":\"MOT\"},{\"source\":\"CM\"},{\"source\":\"PaBTSO\"},{\"source\":\"BMT\"},{\"source\":\"DoDk\"}],\"size\":[\"T\"],\"type\":\"construct\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":5,\"formula\":\"2d4\"},\"speed\":{\"walk\":20,\"fly\":40},\"str\":4,\"dex\":15,\"con\":11,\"int\":10,\"wis\":10,\"cha\":7,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"0\",\"trait\":[{\"name\":\"Telepathic Bond\",\"entries\":[\"While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}1 piercing damage, and the target must succeed on a {@dc 10} Constitution saving throw or be {@condition poisoned} for 1 minute. If the saving throw fails by 5 or more, the target is instead {@condition poisoned} for 5 ({@dice 1d10}) minutes and {@condition unconscious} while {@condition poisoned} in this way.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/homunculus.mp3\"},\"senseTags\":[\"D\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"poisoned\",\"unconscious\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hook Horror\",\"source\":\"MM\",\"page\":189,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"TftYP\"},{\"source\":\"WDMM\"},{\"source\":\"LoX\"},{\"source\":\"KftGV\"},{\"source\":\"PaBTSO\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":75,\"formula\":\"10d10 + 20\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":18,\"dex\":10,\"con\":15,\"int\":6,\"wis\":12,\"cha\":7,\"skill\":{\"perception\":\"+3\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":13,\"languages\":[\"Hook Horror\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Echolocation\",\"entries\":[\"The hook horror can't use its blindsight while {@condition deafened}.\"]},{\"name\":\"Keen Hearing\",\"entries\":[\"The hook horror has advantage on Wisdom ({@skill Perception}) checks that rely on hearing.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hook horror makes two hook attacks.\"]},{\"name\":\"Hook\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/hook-horror.mp3\"},\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Horned Devil\",\"source\":\"MM\",\"page\":74,\"srd\":true,\"otherSources\":[{\"source\":\"ToA\"},{\"source\":\"BGDIA\"},{\"source\":\"SatO\"},{\"source\":\"DoDk\"},{\"source\":\"VEoR\"},{\"source\":\"CoA\"}],\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":178,\"formula\":\"17d10 + 85\"},\"speed\":{\"walk\":20,\"fly\":60},\"str\":22,\"dex\":17,\"con\":21,\"int\":12,\"wis\":16,\"cha\":17,\"save\":{\"str\":\"+10\",\"dex\":\"+7\",\"wis\":\"+7\",\"cha\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":13,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"11\",\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the devil's darkvision.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The devil has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.\"]},{\"name\":\"Fork\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d8 + 6}) piercing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d8 + 6}) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a {@dc 17} Constitution saving throw or lose 10 ({@dice 3d6}) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 ({@dice 3d6}). Any creature can take an action to stanch the wound with a successful {@dc 12} Wisdom ({@skill Medicine}) check. The wound also closes if the target receives magical healing.\"]},{\"name\":\"Hurl Flame\",\"entries\":[\"{@atk rs} {@hit 7} to hit, range 150 ft., one target. {@h}14 ({@damage 4d6}) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Summon Devil (1/Day)\",\"entries\":[\"The devil chooses what to summon and attempts a magical summoning.\",\"A horned devil has a {@chance 30} chance of summoning one horned devil.\",\"A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.\"],\"_version\":{\"name\":\"Horned Devil (Summoner)\",\"addAs\":\"action\"}}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/horned-devil.mp3\"},\"traitTags\":[\"Devil's Sight\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"I\",\"TP\"],\"damageTags\":[\"F\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hunter Shark\",\"source\":\"MM\",\"page\":330,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"GoS\"},{\"source\":\"DIP\"},{\"source\":\"EGW\"},{\"source\":\"PSX\"},{\"source\":\"SatO\"}],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":45,\"formula\":\"6d10 + 12\"},\"speed\":{\"swim\":40},\"str\":18,\"dex\":13,\"con\":15,\"int\":1,\"wis\":10,\"cha\":4,\"skill\":{\"perception\":\"+2\"},\"senses\":[\"blindsight 30 ft.\"],\"passive\":12,\"cr\":\"2\",\"trait\":[{\"name\":\"Blood Frenzy\",\"entries\":[\"The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.\"]},{\"name\":\"Water Breathing\",\"entries\":[\"The shark can breathe only underwater.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage.\"]}],\"environment\":[\"underwater\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/hunter-shark.mp3\"},\"traitTags\":[\"Water Breathing\"],\"senseTags\":[\"B\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Hydra\",\"source\":\"MM\",\"page\":190,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"DIP\"},{\"source\":\"SLW\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"IDRotF\"},{\"source\":\"JttRC\"},{\"source\":\"LoX\"},{\"source\":\"PSZ\"},{\"source\":\"PaBTSO\"},{\"source\":\"SatO\"},{\"source\":\"DoDk\"}],\"size\":[\"H\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":172,\"formula\":\"15d12 + 75\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":20,\"dex\":12,\"con\":20,\"int\":2,\"wis\":10,\"cha\":7,\"skill\":{\"perception\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":16,\"cr\":\"8\",\"trait\":[{\"name\":\"Hold Breath\",\"entries\":[\"The hydra can hold its breath for 1 hour.\"]},{\"name\":\"Multiple Heads\",\"entries\":[\"The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}.\",\"Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.\",\"At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.\"]},{\"name\":\"Reactive Heads\",\"entries\":[\"For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.\"]},{\"name\":\"Wakeful\",\"entries\":[\"While the hydra sleeps, at least one of its heads is awake.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hydra makes as many bite attacks as it has heads.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d10 + 5}) piercing damage.\"]}],\"environment\":[\"swamp\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/hydra.mp3\"},\"traitTags\":[\"Hold Breath\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hyena\",\"source\":\"MM\",\"page\":331,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"CM\"},{\"source\":\"BMT\"}],\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[11],\"hp\":{\"average\":5,\"formula\":\"1d8 + 1\"},\"speed\":{\"walk\":50},\"str\":11,\"dex\":13,\"con\":12,\"int\":2,\"wis\":12,\"cha\":5,\"skill\":{\"perception\":\"+3\"},\"passive\":13,\"cr\":\"0\",\"trait\":[{\"name\":\"Pack Tactics\",\"entries\":[\"The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) piercing damage.\"]}],\"environment\":[\"grassland\",\"forest\",\"hill\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/hyena.mp3\"},\"traitTags\":[\"Pack Tactics\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Ice Devil\",\"source\":\"MM\",\"page\":75,\"srd\":true,\"otherSources\":[{\"source\":\"BGDIA\"},{\"source\":\"TCE\"},{\"source\":\"SatO\"},{\"source\":\"VEoR\"},{\"source\":\"CoA\"}],\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":180,\"formula\":\"19d10 + 76\"},\"speed\":{\"walk\":40},\"str\":21,\"dex\":14,\"con\":18,\"int\":18,\"wis\":15,\"cha\":18,\"save\":{\"dex\":\"+7\",\"con\":\"+9\",\"wis\":\"+7\",\"cha\":\"+9\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":12,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\",\"cold\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"14\",\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the devil's darkvision.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The devil has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The devil makes three attacks: one with its bite, one with its claws, and one with its tail.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage plus 10 ({@damage 3d6}) cold damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d4 + 5}) slashing damage plus 10 ({@damage 3d6}) cold damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage plus 10 ({@damage 3d6}) cold damage.\"]},{\"name\":\"Wall of Ice {@recharge}\",\"entries\":[\"The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter.\",\"When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is {@condition incapacitated}. The creature then makes a {@dc 17} Dexterity saving throw, taking 35 ({@damage 10d6}) cold damage on a failed save, or half as much damage on a successful one.\",\"The wall lasts for 1 minute or until the devil is {@condition incapacitated} or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a {@dc 17} Constitution saving throw, taking 17 ({@damage 5d6}) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Ice Devil Spear\",\"entries\":[\"Some ice devils have the following action options.\",{\"type\":\"entries\",\"name\":\"Multiattack\",\"entries\":[\"The devil makes two attacks: one with its spear and one with its tail.\"]},{\"type\":\"entries\",\"name\":\"Ice Spear\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage plus 10 ({@damage 3d6}) cold damage. If the target is a creature, it must succeed on a {@dc 15} Constitution saving throw, or for 1 minute, its speed is reduced by 10 feet; it can take either an action or a bonus action on each of its turns, not both; and it can't take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"_version\":{\"name\":\"Ice Devil (Spear)\",\"addHeadersAs\":\"action\"}},{\"type\":\"variant\",\"name\":\"Summon Devil (1/Day)\",\"entries\":[\"The devil chooses what to summon and attempts a magical summoning.\",\"An ice devil has a {@chance 60} chance of summoning one ice devil.\",\"A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.\"],\"_version\":{\"name\":\"Ice Devil (Summoner)\",\"addAs\":\"action\"}}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/ice-devil.mp3\"},\"traitTags\":[\"Devil's Sight\",\"Magic Resistance\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"I\",\"TP\"],\"damageTags\":[\"B\",\"C\",\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ice Mephit\",\"source\":\"MM\",\"page\":215,\"srd\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"EGW\"},{\"source\":\"IDRotF\"},{\"source\":\"CM\"},{\"source\":\"KftGV\"}],\"size\":[\"S\"],\"type\":\"elemental\",\"alignment\":[\"N\",\"E\"],\"ac\":[11],\"hp\":{\"average\":21,\"formula\":\"6d6\"},\"speed\":{\"walk\":30,\"fly\":30},\"str\":7,\"dex\":13,\"con\":10,\"int\":9,\"wis\":11,\"cha\":12,\"skill\":{\"perception\":\"+2\",\"stealth\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"immune\":[\"cold\",\"poison\"],\"vulnerable\":[\"bludgeoning\",\"fire\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Aquan\",\"Auran\"],\"cr\":\"1/2\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (1/Day)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The mephit can innately cast {@spell fog cloud}, requiring no material components. Its innate spellcasting ability is Charisma.\"],\"will\":[\"{@spell fog cloud}\"],\"ability\":\"cha\",\"hidden\":[\"will\"]}],\"trait\":[{\"name\":\"Death Burst\",\"entries\":[\"When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a {@dc 10} Dexterity saving throw, taking 4 ({@damage 1d8}) slashing damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"False Appearance\",\"entries\":[\"While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.\"]}],\"action\":[{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one creature. {@h}3 ({@damage 1d4 + 1}) slashing damage plus 2 ({@damage 1d4}) cold damage.\"]},{\"name\":\"Frost Breath {@recharge}\",\"entries\":[\"The mephit exhales a 15-foot cone of cold air. Each creature in that area must succeed on a {@dc 10} Dexterity saving throw, taking 5 ({@damage 2d4}) cold damage on a failed save, or half as much damage on a successful one.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Summon Mephits (1/Day)\",\"entries\":[\"The mephit has a {@chance 25|25 percent|25% summoning chance} chance of summoning {@dice 1d4} mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.\"],\"_version\":{\"name\":\"Ice Mephit (Summoner)\",\"addAs\":\"action\"}}],\"environment\":[\"arctic\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/ice-mephit.mp3\"},\"traitTags\":[\"Death Burst\",\"False Appearance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"AQ\",\"AU\"],\"damageTags\":[\"C\",\"S\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Imp\",\"source\":\"MM\",\"page\":76,\"srd\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"SKT\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"GoS\"},{\"source\":\"BGDIA\"},{\"source\":\"EGW\"},{\"source\":\"TCE\"},{\"source\":\"CM\"},{\"source\":\"KftGV\"},{\"source\":\"PSI\"},{\"source\":\"SatO\"},{\"source\":\"ToFW\"},{\"source\":\"BMT\"},{\"source\":\"DoDk\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"reprintedAs\":[\"Imp|XPHB\"],\"size\":[\"T\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[13],\"hp\":{\"average\":10,\"formula\":\"3d4 + 3\"},\"speed\":{\"walk\":20,\"fly\":40},\"str\":6,\"dex\":17,\"con\":13,\"int\":11,\"wis\":12,\"cha\":14,\"skill\":{\"deception\":\"+4\",\"insight\":\"+3\",\"persuasion\":\"+4\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":11,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks not made with silvered weapons\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Infernal\",\"Common\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Shapechanger\",\"entries\":[\"The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"]},{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the imp's darkvision.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The imp has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Sting (Bite in Beast Form)\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage, and the target must make a {@dc 11} Constitution saving throw, taking 10 ({@damage 3d6}) poison damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Invisibility\",\"entries\":[\"The imp magically turns {@condition invisible} until it attacks, or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the imp wears or carries is {@condition invisible} with it.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Imp Familiar\",\"entries\":[\"Imps can be found in the service to mortal spellcasters, acting as advisors, spies, and familiars. An imp urges its master to acts of evil, knowing the mortal's soul is a prize the imp might ultimately claim. Imps display an unusual loyalty to their masters, and an imp can be quite dangerous if its master is threatened. Some such imps have the following trait.\",{\"name\":\"Familiar\",\"type\":\"entries\",\"entries\":[\"The imp can enter into a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the imp senses as long as they are within 1 mile of each other. While the imp is within 10 feet of its master, the master shares the imp's Magic Resistance trait. If its master violates the terms of the contract, the imp can end its service as a familiar, ending the telepathic bond.\"]}],\"_version\":{\"addHeadersAs\":\"trait\"}}],\"familiar\":true,\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/imp.mp3\"},\"traitTags\":[\"Devil's Sight\",\"Magic Resistance\",\"Shapechanger\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"C\",\"I\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"invisible\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Incubus\",\"source\":\"MM\",\"page\":285,\"srd\":true,\"otherSources\":[{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"BGDIA\"},{\"source\":\"ERLW\"},{\"source\":\"IMR\"},{\"source\":\"EGW\"},{\"source\":\"TCE\"},{\"source\":\"WBtW\"},{\"source\":\"CRCotN\"},{\"source\":\"KftGV\"},{\"source\":\"ToFW\"},{\"source\":\"GHLoE\"},{\"source\":\"CoA\"}],\"reprintedAs\":[\"Incubus|XMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"shapechanger\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":66,\"formula\":\"12d8 + 12\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":8,\"dex\":17,\"con\":13,\"int\":15,\"wis\":12,\"cha\":20,\"skill\":{\"deception\":\"+9\",\"insight\":\"+5\",\"perception\":\"+5\",\"persuasion\":\"+9\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"resist\":[\"cold\",\"fire\",\"lightning\",\"poison\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"languages\":[\"Abyssal\",\"Common\",\"Infernal\",\"telepathy 60 ft.\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Telepathic Bond\",\"entries\":[\"The fiend ignores the range restriction on its telepathy when communicating with a creature it has {@condition charmed}. The two don't even need to be on the same plane of existence.\"]},{\"name\":\"Shapechanger\",\"entries\":[\"The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"]}],\"action\":[{\"name\":\"Claw (Fiend Form Only)\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]},{\"name\":\"Charm\",\"entries\":[\"One humanoid the fiend can see within 30 feet of it must succeed on a {@dc 15} Wisdom saving throw or be magically {@condition charmed} for 1 day. The {@condition charmed} target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.\",\"The fiend can have only one target {@condition charmed} at a time. If it charms another, the effect on the previous target ends.\"]},{\"name\":\"Draining Kiss\",\"entries\":[\"The fiend kisses a creature {@condition charmed} by it or a willing creature. The target must make a {@dc 15} Constitution saving throw against this magic, taking 32 ({@damage 5d10 + 5}) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.\"]},{\"name\":\"Etherealness\",\"entries\":[\"The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/succubus-incubus.mp3\"},\"traitTags\":[\"Shapechanger\"],\"senseTags\":[\"D\"],\"languageTags\":[\"AB\",\"C\",\"I\",\"TP\"],\"damageTags\":[\"S\",\"Y\"],\"miscTags\":[\"HPR\",\"MW\"],\"conditionInflict\":[\"charmed\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Intellect Devourer\",\"source\":\"MM\",\"page\":191,\"otherSources\":[{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"ERLW\"},{\"source\":\"PaBTSO\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"size\":[\"T\"],\"type\":\"aberration\",\"alignment\":[\"L\",\"E\"],\"ac\":[12],\"hp\":{\"average\":21,\"formula\":\"6d4 + 6\"},\"speed\":{\"walk\":40},\"str\":6,\"dex\":14,\"con\":13,\"int\":12,\"wis\":11,\"cha\":10,\"skill\":{\"perception\":\"+2\",\"stealth\":\"+4\"},\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":12,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"blinded\"],\"languages\":[\"understands Deep Speech but can't speak\",\"telepathy 60 ft.\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Detect Sentience\",\"entries\":[\"The intellect devourer can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a {@spell mind blank} spell.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The intellect devourer makes one attack with its claws and uses Devour Intellect.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) slashing damage.\"]},{\"name\":\"Devour Intellect\",\"entries\":[\"The intellect devourer targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a {@dc 12} Intelligence saving throw against this magic or take 11 ({@damage 2d10}) psychic damage. Also on a failure, roll {@dice 3d6}: If the total equals or exceeds the target's Intelligence score, that score is reduced to 0. The target is {@condition stunned} until it regains at least one point of Intelligence.\"]},{\"name\":\"Body Thief\",\"entries\":[\"The intellect devourer initiates an Intelligence contest with an {@condition incapacitated} humanoid within 5 feet of it that isn't protected by {@spell protection from evil and good}. If it wins the contest, the intellect devourer magically consumes the target's brain, teleports into the target's skull, and takes control of the target's body. While inside a creature, the intellect devourer has {@quickref Cover||3||total cover} against attacks and other effects originating outside its host. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores, as well as its understanding of Deep Speech, its telepathy, and its traits. It otherwise adopts the target's statistics. It knows everything the creature knew, including spells and languages.\",\"If the host body dies, the intellect devourer must leave it. A {@spell protection from evil and good} spell cast on the body drives the intellect devourer out. The intellect devourer is also forced out if the target regains its devoured brain by means of a {@spell wish}. By spending 5 feet of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it. The body then dies, unless its brain is restored within 1 round.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/intellect-devourer.mp3\"},\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"DS\",\"TP\"],\"damageTags\":[\"S\",\"Y\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"stunned\"],\"savingThrowForced\":[\"intelligence\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Invisible Stalker\",\"source\":\"MM\",\"page\":192,\"srd\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"DC\"},{\"source\":\"DIP\"},{\"source\":\"SLW\"},{\"source\":\"MOT\"},{\"source\":\"IDRotF\"},{\"source\":\"WBtW\"},{\"source\":\"CRCotN\"},{\"source\":\"KftGV\"},{\"source\":\"PaBTSO\"},{\"source\":\"DoDk\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"}],\"size\":[\"M\"],\"type\":\"elemental\",\"alignment\":[\"N\"],\"ac\":[14],\"hp\":{\"average\":104,\"formula\":\"16d8 + 32\"},\"speed\":{\"walk\":50,\"fly\":{\"number\":50,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":16,\"dex\":19,\"con\":14,\"int\":10,\"wis\":15,\"cha\":11,\"skill\":{\"perception\":\"+8\",\"stealth\":\"+10\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":18,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"unconscious\"],\"languages\":[\"Auran\",\"understands Common but doesn't speak it\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Invisibility\",\"entries\":[\"The stalker is {@condition invisible}.\"]},{\"name\":\"Faultless Tracker\",\"entries\":[\"The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The stalker makes two slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/invisible-stalker.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AU\",\"C\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"invisible\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Iron Golem\",\"source\":\"MM\",\"page\":170,\"srd\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"SKT\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"IDRotF\"},{\"source\":\"SatO\"},{\"source\":\"BMT\"},{\"source\":\"DoDk\"},{\"source\":\"VEoR\"},{\"source\":\"CoA\"}],\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":210,\"formula\":\"20d10 + 100\"},\"speed\":{\"walk\":30},\"str\":24,\"dex\":9,\"con\":20,\"int\":3,\"wis\":11,\"cha\":1,\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"immune\":[\"fire\",\"poison\",\"psychic\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't adamantine\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"16\",\"trait\":[{\"name\":\"Fire Absorption\",\"entries\":[\"Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.\"]},{\"name\":\"Immutable Form\",\"entries\":[\"The golem is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The golem has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The golem's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The golem makes two melee attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}20 ({@damage 3d8 + 7}) bludgeoning damage.\"]},{\"name\":\"Sword\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}23 ({@damage 3d10 + 7}) slashing damage.\"]},{\"name\":\"Poison Breath {@recharge 5}\",\"entries\":[\"The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a {@dc 19} Constitution saving throw, taking 45 ({@damage 10d8}) poison damage on a failed save, or half as much damage on a successful one.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/iron-golem.mp3\"},\"traitTags\":[\"Damage Absorption\",\"Immutable Form\",\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"B\",\"I\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Jackal\",\"source\":\"MM\",\"page\":331,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"GoS\"}],\"size\":[\"S\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":3,\"formula\":\"1d6\"},\"speed\":{\"walk\":40},\"str\":8,\"dex\":15,\"con\":11,\"int\":3,\"wis\":12,\"cha\":6,\"skill\":{\"perception\":\"+3\"},\"passive\":13,\"cr\":\"0\",\"trait\":[{\"name\":\"Keen Hearing and Smell\",\"entries\":[\"The jackal has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}1 ({@damage 1d4 - 1}) piercing damage.\"]}],\"environment\":[\"grassland\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/jackal.mp3\"},\"traitTags\":[\"Keen Senses\",\"Pack Tactics\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Jackalwere\",\"source\":\"MM\",\"page\":193,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"GoS\"},{\"source\":\"BGDIA\"},{\"source\":\"CM\"},{\"source\":\"JttRC\"},{\"source\":\"QftIS\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"shapechanger\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[12],\"hp\":{\"average\":18,\"formula\":\"4d8\"},\"speed\":{\"walk\":40},\"str\":11,\"dex\":15,\"con\":11,\"int\":13,\"wis\":11,\"cha\":10,\"skill\":{\"deception\":\"+4\",\"perception\":\"+2\",\"stealth\":\"+4\"},\"passive\":12,\"immune\":[{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"languages\":[\"Common (can't speak in jackal form)\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Shapechanger\",\"entries\":[\"The jackalwere can use its action to polymorph into a specific Medium human or a jackal-humanoid hybrid, or back into its true form (that of a Small jackal). Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"]},{\"name\":\"Keen Hearing and Smell\",\"entries\":[\"The jackalwere has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The jackalwere has advantage on an attack roll against a creature if at least one of the jackalwere's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Bite (Jackal or Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Scimitar (Human or Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage.\"]},{\"name\":\"Sleep Gaze\",\"entries\":[\"The jackalwere gazes at one creature it can see within 30 feet of it. The target must make a {@dc 10} Wisdom saving throw. On a failed save, the target succumbs to a magical slumber, falling {@condition unconscious} for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to this jackalwere's gaze for the next 24 hours. Undead and creatures immune to being {@condition charmed} aren't affected by it.\"]}],\"environment\":[\"grassland\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/jackalwere.mp3\"},\"attachedItems\":[\"scimitar|phb\"],\"traitTags\":[\"Keen Senses\",\"Pack Tactics\",\"Shapechanger\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"unconscious\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kenku\",\"source\":\"MM\",\"page\":194,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"BGDIA\"},{\"source\":\"ERLW\"},{\"source\":\"CM\"},{\"source\":\"JttRC\"},{\"source\":\"ToFW\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"kenku\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[13],\"hp\":{\"average\":13,\"formula\":\"3d8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":16,\"con\":10,\"int\":11,\"wis\":10,\"cha\":10,\"skill\":{\"deception\":\"+4\",\"perception\":\"+2\",\"stealth\":\"+5\"},\"passive\":12,\"languages\":[\"understands Auran and Common but speaks only through the use of its Mimicry trait\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Ambusher\",\"entries\":[\"In the first round of a combat, the kenku has advantage on attack rolls against any creature it {@status surprised}.\"]},{\"name\":\"Mimicry\",\"entries\":[\"The kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 14} Wisdom ({@skill Insight}) check.\"]}],\"action\":[{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]}],\"environment\":[\"forest\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/kenku.mp3\"},\"attachedItems\":[\"shortbow|phb\",\"shortsword|phb\"],\"traitTags\":[\"Ambusher\",\"Mimicry\"],\"languageTags\":[\"AU\",\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Killer Whale\",\"source\":\"MM\",\"page\":331,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"SKT\"},{\"source\":\"GoS\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"IDRotF\"}],\"size\":[\"H\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":90,\"formula\":\"12d12 + 12\"},\"speed\":{\"swim\":60},\"str\":19,\"dex\":10,\"con\":13,\"int\":3,\"wis\":12,\"cha\":7,\"skill\":{\"perception\":\"+3\"},\"senses\":[\"blindsight 120 ft.\"],\"passive\":13,\"cr\":\"3\",\"trait\":[{\"name\":\"Echolocation\",\"entries\":[\"The whale can't use its blindsight while {@condition deafened}.\"]},{\"name\":\"Hold Breath\",\"entries\":[\"The whale can hold its breath for 30 minutes.\"]},{\"name\":\"Keen Hearing\",\"entries\":[\"The whale has advantage on Wisdom ({@skill Perception}) checks that rely on hearing.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}21 ({@damage 5d6 + 4}) piercing damage.\"]}],\"environment\":[\"underwater\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/killer-whale.mp3\"},\"traitTags\":[\"Hold Breath\",\"Keen Senses\"],\"senseTags\":[\"B\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Knight\",\"source\":\"MM\",\"page\":347,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"HotDQ\"},{\"source\":\"PotA\"},{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"GoS\"},{\"source\":\"DC\"},{\"source\":\"DIP\"},{\"source\":\"BGDIA\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"CM\"},{\"source\":\"WBtW\"},{\"source\":\"CRCotN\"},{\"source\":\"JttRC\"},{\"source\":\"DSotDQ\"},{\"source\":\"KftGV\"},{\"source\":\"GotSF\"},{\"source\":\"SatO\"},{\"source\":\"ToFW\"},{\"source\":\"BMT\"},{\"source\":\"DoDk\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"reprintedAs\":[\"Knight|XMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|phb}\"]}],\"hp\":{\"average\":52,\"formula\":\"8d8 + 16\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":11,\"con\":14,\"int\":11,\"wis\":11,\"cha\":15,\"save\":{\"con\":\"+4\",\"wis\":\"+2\"},\"passive\":10,\"languages\":[\"any one language (usually Common)\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Brave\",\"entries\":[\"The knight has advantage on saving throws against being {@condition frightened}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The knight makes two melee attacks.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage.\"]},{\"name\":\"Heavy Crossbow\",\"entries\":[\"{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage.\"]},{\"name\":\"Leadership (Recharges after a Short or Long Rest)\",\"entries\":[\"For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a {@dice d4} to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is {@condition incapacitated}.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/knight.mp3\"},\"attachedItems\":[\"greatsword|phb\",\"heavy crossbow|phb\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Kobold\",\"source\":\"MM\",\"page\":195,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"HotDQ\"},{\"source\":\"RoT\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"BGDIA\"},{\"source\":\"ERLW\"},{\"source\":\"EGW\"},{\"source\":\"DoSI\"},{\"source\":\"GHLoE\"},{\"source\":\"CoA\"}],\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"kobold\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[12],\"hp\":{\"average\":5,\"formula\":\"2d6 - 2\"},\"speed\":{\"walk\":30},\"str\":7,\"dex\":15,\"con\":9,\"int\":8,\"wis\":7,\"cha\":8,\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Sling\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage.\"]}],\"environment\":[\"forest\",\"swamp\",\"hill\",\"urban\",\"desert\",\"coastal\",\"arctic\",\"mountain\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/kobold.mp3\"},\"attachedItems\":[\"dagger|phb\",\"sling|phb\"],\"traitTags\":[\"Pack Tactics\",\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kraken\",\"source\":\"MM\",\"page\":197,\"srd\":true,\"otherSources\":[{\"source\":\"GoS\"},{\"source\":\"SLW\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"PaBTSO\"},{\"source\":\"SatO\"},{\"source\":\"BMT\"},{\"source\":\"VEoR\"},{\"source\":\"CoA\"}],\"size\":[\"G\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"titan\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":472,\"formula\":\"27d20 + 189\"},\"speed\":{\"walk\":20,\"swim\":60},\"str\":30,\"dex\":11,\"con\":25,\"int\":22,\"wis\":18,\"cha\":20,\"save\":{\"str\":\"+17\",\"dex\":\"+7\",\"con\":\"+14\",\"int\":\"+13\",\"wis\":\"+11\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":14,\"immune\":[\"lightning\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"frightened\",\"paralyzed\"],\"languages\":[\"Abyssal\",\"Celestial\",\"Infernal\",\"Primordial\",\"telepathy 120 ft. but can't speak\"],\"cr\":\"23\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The kraken can breathe air and water.\"]},{\"name\":\"Freedom of Movement\",\"entries\":[\"The kraken ignores {@quickref difficult terrain||3}, and magical effects can't reduce its speed or cause it to be {@condition restrained}. It can spend 5 feet of movement to escape from nonmagical restraints or being {@condition grappled}.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The kraken deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The kraken makes three tentacle attacks, each of which it can replace with one use of Fling.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 5 ft., one target. {@h}23 ({@damage 3d8 + 10}) piercing damage. If the target is a Large or smaller creature {@condition grappled} by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the kraken, and it takes 42 ({@damage 12d6}) acid damage at the start of each of the kraken's turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a {@dc 25} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse using 15 feet of movement, exiting {@condition prone}.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 30 ft., one target. {@h}20 ({@damage 3d6 + 10}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 18}). Until this grapple ends, the target is {@condition restrained}. The kraken has ten tentacles, each of which can grapple one target.\"]},{\"name\":\"Fling\",\"entries\":[\"One Large or smaller object held or creature {@condition grappled} by the kraken is thrown up to 60 feet in a random direction and knocked {@condition prone}. If a thrown target strikes a solid surface, the target takes 3 ({@damage 1d6}) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a {@dc 18} Dexterity saving throw or take the same damage and be knocked {@condition prone}.\"]},{\"name\":\"Lightning Storm\",\"entries\":[\"The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a {@dc 23} Dexterity saving throw, taking 22 ({@damage 4d10}) lightning damage on a failed save, or half as much damage on a successful one.\"]}],\"legendary\":[{\"name\":\"Tentacle Attack or Fling\",\"entries\":[\"The kraken makes one tentacle attack or uses its Fling.\"]},{\"name\":\"Lightning Storm (Costs 2 Actions)\",\"entries\":[\"The kraken uses Lightning Storm.\"]},{\"name\":\"Ink Cloud (Costs 3 Actions)\",\"entries\":[\"While underwater, the kraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a {@dc 23} Constitution saving throw, taking 16 ({@damage 3d10}) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn.\"]}],\"legendaryGroup\":{\"name\":\"Kraken\",\"source\":\"MM\"},\"environment\":[\"underwater\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/kraken.mp3\"},\"traitTags\":[\"Amphibious\",\"Siege Monster\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\",\"Swallow\",\"Tentacles\"],\"languageTags\":[\"AB\",\"CE\",\"CS\",\"I\",\"P\",\"TP\"],\"damageTags\":[\"A\",\"B\",\"I\",\"L\",\"P\"],\"damageTagsLegendary\":[\"L\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"grappled\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"savingThrowForcedLegendary\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kuo-toa\",\"source\":\"MM\",\"page\":199,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"TftYP\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"EGW\"},{\"source\":\"PSI\"},{\"source\":\"SatO\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"kuo-toa\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":18,\"formula\":\"4d8\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":13,\"dex\":10,\"con\":11,\"int\":11,\"wis\":10,\"cha\":8,\"skill\":{\"perception\":\"+4\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":14,\"languages\":[\"Undercommon\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The kuo-toa can breathe air and water.\"]},{\"name\":\"Otherworldly Perception\",\"entries\":[\"The kuo-toa can sense the presence of any creature within 30 feet of it that is {@condition invisible} or on the Ethereal Plane. It can pinpoint such a creature that is moving.\"]},{\"name\":\"Slippery\",\"entries\":[\"The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage, or 5 ({@damage 1d8 + 1}) piercing damage if used with two hands to make a melee attack.\"]},{\"name\":\"Net\",\"entries\":[\"{@atk rw} {@hit 3} to hit, range 5/15 ft., one Large or smaller creature. {@h}The target is {@condition restrained}. A creature can use its action to make a {@dc 10} Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net.\"]}],\"reaction\":[{\"name\":\"Sticky Shield\",\"entries\":[\"When a creature misses the kuo-toa with a melee weapon attack, the kuo-toa uses its sticky shield to catch the weapon. The attacker must succeed on a {@dc 11} Strength saving throw, or the weapon becomes stuck to the kuo-toa's shield. If the weapon's wielder can't or won't let go of the weapon, the wielder is {@condition grappled} while the weapon is stuck. While stuck, the weapon can't be used. A creature can pull the weapon free by taking an action to make a {@dc 11} Strength check and succeeding.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/kuo-toa.mp3\"},\"attachedItems\":[\"net|phb\",\"spear|phb\"],\"traitTags\":[\"Amphibious\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"U\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kuo-toa Archpriest\",\"source\":\"MM\",\"page\":200,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"WDMM\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"kuo-toa\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":97,\"formula\":\"13d8 + 39\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":16,\"dex\":14,\"con\":16,\"int\":13,\"wis\":16,\"cha\":14,\"skill\":{\"perception\":\"+9\",\"religion\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":19,\"languages\":[\"Undercommon\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The kuo-toa is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The kuo-toa has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell guidance}\",\"{@spell sacred flame}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell sanctuary}\",\"{@spell shield of faith}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell hold person}\",\"{@spell spiritual weapon}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell spirit guardians}\",\"{@spell tongues}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell control water}\",\"{@spell divination}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell mass cure wounds}\",\"{@spell scrying}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The kuo-toa can breathe air and water.\"]},{\"name\":\"Otherworldly Perception\",\"entries\":[\"The kuo-toa can sense the presence of any creature within 30 feet of it that is {@condition invisible} or on the Ethereal Plane. It can pinpoint such a creature that is moving.\"]},{\"name\":\"Slippery\",\"entries\":[\"The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The kuo-toa makes two melee attacks.\"]},{\"name\":\"Scepter\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage plus 14 ({@damage 4d6}) lightning damage.\"]},{\"name\":\"Unarmed Strike\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/kuo-toa-archpriest.mp3\"},\"traitTags\":[\"Amphibious\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"U\"],\"damageTags\":[\"B\",\"L\"],\"damageTagsSpell\":[\"B\",\"N\",\"O\",\"R\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"paralyzed\"],\"savingThrowForcedSpell\":[\"dexterity\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kuo-toa Monitor\",\"source\":\"MM\",\"page\":198,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"GoS\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"kuo-toa\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\",\"Unarmored Defense\"]}],\"hp\":{\"average\":65,\"formula\":\"10d8 + 20\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":14,\"dex\":10,\"con\":14,\"int\":12,\"wis\":14,\"cha\":11,\"skill\":{\"perception\":\"+6\",\"religion\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"languages\":[\"Undercommon\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The kuo-toa can breathe air and water.\"]},{\"name\":\"Otherworldly Perception\",\"entries\":[\"The kuo-toa can sense the presence of any creature within 30 feet of it that is {@condition invisible} or on the Ethereal Plane. It can pinpoint such a creature that is moving.\"]},{\"name\":\"Slippery\",\"entries\":[\"The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]},{\"name\":\"Unarmored Defense\",\"entries\":[\"The kuo-toa adds its Wisdom modifier to its armor class.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The kuo-toa makes one bite attack and two unarmed strikes.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Unarmed Strike\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage plus 3 ({@damage 1d6}) lightning damage, and the target can't take reactions until the end of the kuo-toa's next turn.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/kuo-toa-monitor.mp3\"},\"traitTags\":[\"Amphibious\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"U\"],\"damageTags\":[\"B\",\"L\",\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kuo-toa Whip\",\"source\":\"MM\",\"page\":200,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"kuo-toa\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":11,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":65,\"formula\":\"10d8 + 20\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":14,\"dex\":10,\"con\":14,\"int\":12,\"wis\":14,\"cha\":11,\"skill\":{\"perception\":\"+6\",\"religion\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"languages\":[\"Undercommon\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The kuo-toa is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). The kuo-toa has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell sacred flame}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":3,\"spells\":[\"{@spell bane}\",\"{@spell shield of faith}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The kuo-toa can breathe air and water.\"]},{\"name\":\"Otherworldly Perception\",\"entries\":[\"The kuo-toa can sense the presence of any creature within 30 feet of it that is {@condition invisible} or on the Ethereal Plane. It can pinpoint such a creature that is moving.\"]},{\"name\":\"Slippery\",\"entries\":[\"The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The kuo-toa makes two attacks: one with its bite and one with its pincer staff.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Pincer Staff\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 10 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage. If the target is a Medium or smaller creature, it is {@condition grappled} (escape {@dc 14}). Until this grapple ends, the kuo-toa can't use its pincer staff on another target.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/kuo-toa-whip.mp3\"},\"traitTags\":[\"Amphibious\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"U\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"R\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lamia\",\"source\":\"MM\",\"page\":201,\"srd\":true,\"otherSources\":[{\"source\":\"GoS\"},{\"source\":\"MOT\"},{\"source\":\"CM\"},{\"source\":\"WBtW\"},{\"source\":\"QftIS\"}],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":97,\"formula\":\"13d10 + 26\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":13,\"con\":15,\"int\":14,\"wis\":15,\"cha\":16,\"skill\":{\"deception\":\"+7\",\"insight\":\"+4\",\"stealth\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"languages\":[\"Abyssal\",\"Common\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The lamia's innate spellcasting ability is Charisma (spell save {@dc 13}). It can innately cast the following spells, requiring no material components.\"],\"will\":[\"{@spell disguise self} (any humanoid form)\",\"{@spell major image}\"],\"daily\":{\"1\":[\"{@spell geas}\"],\"3e\":[\"{@spell charm person}\",\"{@spell mirror image}\",\"{@spell scrying}\",\"{@spell suggestion}\"]},\"ability\":\"cha\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d10 + 3}) slashing damage.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage.\"]},{\"name\":\"Intoxicating Touch\",\"entries\":[\"{@atk ms} {@hit 5} to hit, reach 5 ft., one creature. {@h}The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.\"]}],\"environment\":[\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/lamia.mp3\"},\"attachedItems\":[\"dagger|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\"],\"damageTags\":[\"P\",\"S\"],\"damageTagsSpell\":[\"Y\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"CUR\",\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lemure\",\"source\":\"MM\",\"page\":76,\"srd\":true,\"otherSources\":[{\"source\":\"WDH\"},{\"source\":\"BGDIA\"},{\"source\":\"PSI\"},{\"source\":\"VEoR\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[7],\"hp\":{\"average\":13,\"formula\":\"3d8\"},\"speed\":{\"walk\":15},\"str\":10,\"dex\":5,\"con\":11,\"int\":1,\"wis\":11,\"cha\":3,\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"resist\":[\"cold\"],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"understands Infernal but can't speak\"],\"cr\":\"0\",\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the lemure's darkvision.\"]},{\"name\":\"Hellish Rejuvenation\",\"entries\":[\"A lemure that dies in the Nine Hells comes back to life with all its hit points in {@dice 1d10} days unless it is killed by a good-aligned creature with a {@spell bless} spell cast on that creature or its remains are sprinkled with holy water.\"]}],\"action\":[{\"name\":\"Fist\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/lemure.mp3\"},\"traitTags\":[\"Devil's Sight\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"CS\",\"I\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lich\",\"source\":\"MM\",\"page\":202,\"srd\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"GoS\"},{\"source\":\"IDRotF\"},{\"source\":\"TCE\"},{\"source\":\"PSI\"},{\"source\":\"SatO\"},{\"source\":\"ToFW\"},{\"source\":\"BMT\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"NX\",\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":135,\"formula\":\"18d8 + 54\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":16,\"con\":16,\"int\":20,\"wis\":14,\"cha\":16,\"save\":{\"con\":\"+10\",\"int\":\"+12\",\"wis\":\"+9\"},\"skill\":{\"arcana\":\"+19\",\"history\":\"+12\",\"insight\":\"+9\",\"perception\":\"+9\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":19,\"resist\":[\"cold\",\"lightning\",\"necrotic\"],\"immune\":[\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"Common plus up to five other languages\"],\"cr\":{\"cr\":\"21\",\"lair\":\"22\"},\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 20}, {@hit 12} to hit with spell attacks). The lich has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell mage hand}\",\"{@spell prestidigitation}\",\"{@spell ray of frost}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell magic missile}\",\"{@spell shield}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell detect thoughts}\",\"{@spell invisibility}\",\"{@spell Melf's acid arrow}\",\"{@spell mirror image}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell animate dead}\",\"{@spell counterspell}\",\"{@spell dispel magic}\",\"{@spell fireball}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell blight}\",\"{@spell dimension door}\"]},\"5\":{\"slots\":3,\"spells\":[\"{@spell cloudkill}\",\"{@spell scrying}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell disintegrate}\",\"{@spell globe of invulnerability}\"]},\"7\":{\"slots\":1,\"spells\":[\"{@spell finger of death}\",\"{@spell plane shift}\"]},\"8\":{\"slots\":1,\"spells\":[\"{@spell dominate monster}\",\"{@spell power word stun}\"]},\"9\":{\"slots\":1,\"spells\":[\"{@spell power word kill}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the lich fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Rejuvenation\",\"entries\":[\"If it has a phylactery, a destroyed lich gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.\"]},{\"name\":\"Turn Resistance\",\"entries\":[\"The lich has advantage on saving throws against any effect that turns undead.\"]}],\"action\":[{\"name\":\"Paralyzing Touch\",\"entries\":[\"{@atk ms} {@hit 12} to hit, reach 5 ft., one creature. {@h}10 ({@damage 3d6}) cold damage. The target must succeed on a {@dc 18} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"legendary\":[{\"name\":\"Cantrip\",\"entries\":[\"The lich casts a cantrip.\"]},{\"name\":\"Paralyzing Touch (Costs 2 Actions)\",\"entries\":[\"The lich uses its Paralyzing Touch.\"]},{\"name\":\"Frightening Gaze (Costs 2 Actions)\",\"entries\":[\"The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a {@dc 18} Wisdom saving throw against this magic or become {@condition frightened} for 1 minute. The {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours.\"]},{\"name\":\"Disrupt Life (Costs 3 Actions)\",\"entries\":[\"Each non-undead creature within 20 feet of the lich must make a {@dc 18} Constitution saving throw against this magic, taking 21 ({@damage 6d6}) necrotic damage on a failed save, or half as much damage on a successful one.\"]}],\"legendaryGroup\":{\"name\":\"Lich\",\"source\":\"MM\"},\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/lich.mp3\"},\"traitTags\":[\"Legendary Resistances\",\"Rejuvenation\",\"Turn Resistance\"],\"senseTags\":[\"U\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"C\",\"N\"],\"damageTagsLegendary\":[\"N\"],\"damageTagsSpell\":[\"A\",\"C\",\"F\",\"I\",\"N\",\"O\",\"T\"],\"spellcastingTags\":[\"CW\"],\"conditionInflict\":[\"frightened\",\"paralyzed\"],\"conditionInflictSpell\":[\"charmed\",\"invisible\",\"stunned\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"savingThrowForcedLegendary\":[\"constitution\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lion\",\"source\":\"MM\",\"page\":331,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"KftGV\"}],\"reprintedAs\":[\"Lion|XPHB\"],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":26,\"formula\":\"4d10 + 4\"},\"speed\":{\"walk\":50},\"str\":17,\"dex\":15,\"con\":13,\"int\":3,\"wis\":12,\"cha\":8,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+6\"},\"passive\":13,\"cr\":\"1\",\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The lion has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]},{\"name\":\"Pounce\",\"entries\":[\"If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the lion can make one bite attack against it as a bonus action.\"]},{\"name\":\"Running Leap\",\"entries\":[\"With a 10-foot running start, the lion can long jump up to 25 feet.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]}],\"environment\":[\"mountain\",\"grassland\",\"hill\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/lion.mp3\"},\"traitTags\":[\"Keen Senses\",\"Pack Tactics\",\"Pounce\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true},{\"name\":\"Lizard\",\"source\":\"MM\",\"page\":332,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"ToA\"},{\"source\":\"JttRC\"},{\"source\":\"KftGV\"}],\"reprintedAs\":[\"Lizard|XPHB\"],\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[10],\"hp\":{\"average\":2,\"formula\":\"1d4\"},\"speed\":{\"walk\":20,\"climb\":20},\"str\":2,\"dex\":11,\"con\":10,\"int\":1,\"wis\":8,\"cha\":3,\"senses\":[\"darkvision 30 ft.\"],\"passive\":9,\"cr\":\"0\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 0} to hit, reach 5 ft., one target. {@h}1 piercing damage.\"]}],\"familiar\":true,\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/lizard.mp3\"},\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Lizard King\",\"source\":\"MM\",\"page\":205,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"GoS\"},{\"source\":\"TCE\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"lizardfolk\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":78,\"formula\":\"12d8 + 24\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":17,\"dex\":12,\"con\":15,\"int\":11,\"wis\":11,\"cha\":15,\"save\":{\"con\":\"+4\",\"wis\":\"+2\"},\"skill\":{\"perception\":\"+4\",\"stealth\":\"+5\",\"survival\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"conditionImmune\":[\"frightened\"],\"languages\":[\"Abyssal\",\"Draconic\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Hold Breath\",\"entries\":[\"The lizardfolk can hold its breath for 15 minutes.\"]},{\"name\":\"Skewer\",\"entries\":[\"Once per turn, when the lizardfolk makes a melee attack with its trident and hits, the target takes an extra 10 ({@dice 3d6}) damage, and the lizardfolk gains temporary hit points equal to the extra damage dealt.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The lizardfolk makes two attacks: one with its bite and one with its claws or trident or two melee attacks with its trident.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) slashing damage.\"]},{\"name\":\"Trident\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, or 7 ({@damage 1d8 + 3}) piercing damage if used with two hands to make a melee attack.\"]}],\"environment\":[\"forest\",\"swamp\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/lizard-king-_-queen.mp3\"},\"attachedItems\":[\"trident|phb\"],\"traitTags\":[\"Hold Breath\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"DR\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lizard Queen\",\"source\":\"MM\",\"page\":205,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"lizardfolk\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":78,\"formula\":\"12d8 + 24\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":17,\"dex\":12,\"con\":15,\"int\":11,\"wis\":11,\"cha\":15,\"save\":{\"con\":\"+4\",\"wis\":\"+2\"},\"skill\":{\"perception\":\"+4\",\"stealth\":\"+5\",\"survival\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"conditionImmune\":[\"frightened\"],\"languages\":[\"Abyssal\",\"Draconic\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Hold Breath\",\"entries\":[\"The lizardfolk can hold its breath for 15 minutes.\"]},{\"name\":\"Skewer\",\"entries\":[\"Once per turn, when the lizardfolk makes a melee attack with its trident and hits, the target takes an extra 10 ({@dice 3d6}) damage, and the lizardfolk gains temporary hit points equal to the extra damage dealt.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The lizardfolk makes two attacks: one with its bite and one with its claws or trident or two melee attacks with its trident.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) slashing damage.\"]},{\"name\":\"Trident\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, or 7 ({@damage 1d8 + 3}) piercing damage if used with two hands to make a melee attack.\"]}],\"environment\":[\"forest\",\"swamp\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/lizard-king-_-queen.mp3\"},\"attachedItems\":[\"trident|phb\"],\"traitTags\":[\"Hold Breath\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"DR\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lizardfolk\",\"source\":\"MM\",\"page\":204,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"HotDQ\"},{\"source\":\"PotA\"},{\"source\":\"RoT\"},{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"DIP\"},{\"source\":\"SLW\"},{\"source\":\"IMR\"},{\"source\":\"EGW\"},{\"source\":\"TCE\"},{\"source\":\"JttRC\"},{\"source\":\"ToFW\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"lizardfolk\"]},\"alignment\":[\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":22,\"formula\":\"4d8 + 4\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":15,\"dex\":10,\"con\":13,\"int\":7,\"wis\":12,\"cha\":7,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+4\",\"survival\":\"+5\"},\"passive\":13,\"languages\":[\"Draconic\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Hold Breath\",\"entries\":[\"The lizardfolk can hold its breath for 15 minutes.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The lizardfolk makes two melee attacks, each one with a different weapon.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Heavy Club\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Spiked Shield\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]}],\"environment\":[\"forest\",\"swamp\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/lizardfolk.mp3\"},\"attachedItems\":[\"javelin|phb\"],\"traitTags\":[\"Hold Breath\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lizardfolk Shaman\",\"source\":\"MM\",\"page\":205,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"ToA\"},{\"source\":\"GoS\"},{\"source\":\"IMR\"},{\"source\":\"EGW\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"lizardfolk\"]},\"alignment\":[\"N\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":27,\"formula\":\"5d8 + 5\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":15,\"dex\":10,\"con\":13,\"int\":10,\"wis\":15,\"cha\":8,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+4\",\"survival\":\"+6\"},\"passive\":14,\"languages\":[\"Draconic\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting (Lizardfolk Form Only)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The lizardfolk is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). The lizardfolk has the following druid spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell druidcraft}\",\"{@spell produce flame}\",\"{@spell thorn whip}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell entangle}\",\"{@spell fog cloud}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell heat metal}\",\"{@spell spike growth}\"]},\"3\":{\"slots\":2,\"spells\":[\"{@spell conjure animals} (reptiles only)\",\"{@spell plant growth}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Hold Breath\",\"entries\":[\"The lizardfolk can hold its breath for 15 minutes.\"]}],\"action\":[{\"name\":\"Multiattack (Lizardfolk Form Only)\",\"entries\":[\"The lizardfolk makes two attacks: one with its bite and one with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 7 ({@damage 1d10 + 2}) piercing damage in {@creature crocodile} form. If the lizardfolk is in crocodile form and the target is a Large or smaller creature, the target is {@condition grappled} (escape {@dc 12}). Until this grapple ends, the target is {@condition restrained}, and the lizardfolk can't bite another target. If the lizardfolk reverts to its true form, the grapple ends.\"]},{\"name\":\"Claws (Lizardfolk Form Only)\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage.\"]},{\"name\":\"Change Shape (Recharges after a Short or Long Rest)\",\"entries\":[\"The lizardfolk magically polymorphs into a {@creature crocodile}, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"]}],\"environment\":[\"forest\",\"swamp\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/lizardfolk-shaman.mp3\"},\"traitTags\":[\"Hold Breath\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"P\",\"S\"],\"damageTagsSpell\":[\"F\",\"P\"],\"spellcastingTags\":[\"CD\",\"F\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForcedSpell\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mage\",\"source\":\"MM\",\"page\":347,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"HotDQ\"},{\"source\":\"PotA\"},{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"DC\"},{\"source\":\"DIP\"},{\"source\":\"SLW\"},{\"source\":\"SDW\"},{\"source\":\"BGDIA\"},{\"source\":\"ERLW\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"IDRotF\"},{\"source\":\"TCE\"},{\"source\":\"CM\"},{\"source\":\"WBtW\"},{\"source\":\"CRCotN\"},{\"source\":\"JttRC\"},{\"source\":\"LoX\"},{\"source\":\"DSotDQ\"},{\"source\":\"KftGV\"},{\"source\":\"PSI\"},{\"source\":\"PaBTSO\"},{\"source\":\"AATM\"},{\"source\":\"SatO\"},{\"source\":\"ToFW\"},{\"source\":\"BMT\"},{\"source\":\"GHLoE\"},{\"source\":\"DoDk\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"reprintedAs\":[\"Mage|XMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"A\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":40,\"formula\":\"9d8\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":14,\"con\":11,\"int\":17,\"wis\":12,\"cha\":11,\"save\":{\"int\":\"+6\",\"wis\":\"+4\"},\"skill\":{\"arcana\":\"+6\",\"history\":\"+6\"},\"passive\":11,\"languages\":[\"any four languages\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The mage has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell light}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell mage armor}\",\"{@spell magic missile}\",\"{@spell shield}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell misty step}\",\"{@spell suggestion}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell counterspell}\",\"{@spell fireball}\",\"{@spell fly}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell greater invisibility}\",\"{@spell ice storm}\"]},\"5\":{\"slots\":1,\"spells\":[\"{@spell cone of cold}\"]}},\"ability\":\"int\"}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Familiars\",\"entries\":[\"Any spellcaster that can cast the {@spell find familiar} spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a {@creature crawling claw}, {@creature imp}, {@creature pseudodragon}, or {@creature quasit}.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/mage.mp3\"},\"attachedItems\":[\"dagger|phb\"],\"languageTags\":[\"X\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"B\",\"C\",\"F\",\"O\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"_versions\":[{\"name\":\"Mage (Familiar)\",\"source\":\"MM\",\"_mod\":{\"_\":{\"mode\":\"addSpells\",\"spells\":{\"1\":{\"spells\":[\"{@spell find familiar} (one of the creatures described in the spell or some other Tiny monster, such as a {@creature crawling claw}, {@creature imp}, {@creature pseudodragon}, or {@creature quasit})\"]}}}},\"variant\":null}]},{\"name\":\"Magma Mephit\",\"source\":\"MM\",\"page\":216,\"srd\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"EGW\"},{\"source\":\"SjA\"},{\"source\":\"DoDk\"}],\"size\":[\"S\"],\"type\":\"elemental\",\"alignment\":[\"N\",\"E\"],\"ac\":[11],\"hp\":{\"average\":22,\"formula\":\"5d6 + 5\"},\"speed\":{\"walk\":30,\"fly\":30},\"str\":8,\"dex\":12,\"con\":12,\"int\":7,\"wis\":10,\"cha\":10,\"skill\":{\"stealth\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"fire\",\"poison\"],\"vulnerable\":[\"cold\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Ignan\",\"Terran\"],\"cr\":\"1/2\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (1/Day)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The mephit can innately cast {@spell heat metal} (spell save {@dc 10}), requiring no material components. Its innate spellcasting ability is Charisma.\"],\"will\":[\"{@spell heat metal}\"],\"ability\":\"cha\",\"hidden\":[\"will\"]}],\"trait\":[{\"name\":\"Death Burst\",\"entries\":[\"When the mephit dies, it explodes in a burst of lava. Each creature within 5 feet of it must make a {@dc 11} Dexterity saving throw, taking 7 ({@damage 2d6}) fire damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"False Appearance\",\"entries\":[\"While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.\"]}],\"action\":[{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one creature. {@h}3 ({@damage 1d4 + 1}) slashing damage plus 2 ({@damage 1d4}) fire damage.\"]},{\"name\":\"Fire Breath {@recharge}\",\"entries\":[\"The mephit exhales a 15-foot cone of fire. Each creature in that area must make a {@dc 11} Dexterity saving throw, taking 7 ({@damage 2d6}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Summon Mephits (1/Day)\",\"entries\":[\"The mephit has a {@chance 25|25 percent|25% summoning chance} chance of summoning {@dice 1d4} mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.\"],\"_version\":{\"name\":\"Magma Mephit (Summoner)\",\"addAs\":\"action\"}}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/magma-mephit.mp3\"},\"traitTags\":[\"Death Burst\",\"False Appearance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"IG\",\"T\"],\"damageTags\":[\"F\",\"S\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Magmin\",\"source\":\"MM\",\"page\":212,\"srd\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"ToA\"},{\"source\":\"BGDIA\"},{\"source\":\"WBtW\"},{\"source\":\"SatO\"}],\"size\":[\"S\"],\"type\":\"elemental\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":9,\"formula\":\"2d6 + 2\"},\"speed\":{\"walk\":30},\"str\":7,\"dex\":15,\"con\":12,\"int\":8,\"wis\":11,\"cha\":10,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"fire\"],\"languages\":[\"Ignan\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Death Burst\",\"entries\":[\"When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a {@dc 11} Dexterity saving throw, taking 7 ({@damage 2d6}) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.\"]},{\"name\":\"Ignited Illumination\",\"entries\":[\"As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet.\"]}],\"action\":[{\"name\":\"Touch\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d6}) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 ({@damage 1d6}) fire damage at the end of each of its turns.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/magmin.mp3\"},\"traitTags\":[\"Death Burst\"],\"senseTags\":[\"D\"],\"languageTags\":[\"IG\"],\"damageTags\":[\"F\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mammoth\",\"source\":\"MM\",\"page\":332,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"EGW\"},{\"source\":\"IDRotF\"},{\"source\":\"CRCotN\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"size\":[\"H\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":126,\"formula\":\"11d12 + 55\"},\"speed\":{\"walk\":40},\"str\":24,\"dex\":9,\"con\":21,\"int\":3,\"wis\":11,\"cha\":6,\"passive\":10,\"cr\":\"6\",\"trait\":[{\"name\":\"Trampling Charge\",\"entries\":[\"If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a {@dc 18} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the mammoth can make one stomp attack against it as a bonus action.\"]}],\"action\":[{\"name\":\"Gore\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}25 ({@damage 4d8 + 7}) piercing damage.\"]},{\"name\":\"Stomp\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one {@condition prone} creature. {@h}29 ({@damage 4d10 + 7}) bludgeoning damage.\"]}],\"environment\":[\"arctic\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/mammoth.mp3\"},\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Manes\",\"source\":\"MM\",\"page\":60,\"otherSources\":[{\"source\":\"TftYP\"},{\"source\":\"GoS\"},{\"source\":\"BGDIA\"},{\"source\":\"IMR\"},{\"source\":\"WBtW\"},{\"source\":\"CRCotN\"},{\"source\":\"PSI\"},{\"source\":\"BMT\"},{\"source\":\"CoA\"}],\"size\":[\"S\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":9,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":9,\"formula\":\"2d6 + 2\"},\"speed\":{\"walk\":20},\"str\":10,\"dex\":9,\"con\":13,\"int\":3,\"wis\":8,\"cha\":4,\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"understands Abyssal but can't speak\"],\"cr\":\"1/8\",\"action\":[{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}5 ({@damage 2d4}) slashing damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/manes.mp3\"},\"senseTags\":[\"D\"],\"languageTags\":[\"AB\",\"CS\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Manticore\",\"source\":\"MM\",\"page\":213,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"DIP\"},{\"source\":\"SLW\"},{\"source\":\"BGDIA\"},{\"source\":\"MOT\"},{\"source\":\"JttRC\"},{\"source\":\"DSotDQ\"},{\"source\":\"SatO\"},{\"source\":\"BMT\"},{\"source\":\"DoDk\"}],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":68,\"formula\":\"8d10 + 24\"},\"speed\":{\"walk\":30,\"fly\":50},\"str\":17,\"dex\":16,\"con\":17,\"int\":7,\"wis\":12,\"cha\":8,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"languages\":[\"Common\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Tail Spike Regrowth\",\"entries\":[\"The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]},{\"name\":\"Tail Spike\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 100/200 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage.\"]}],\"environment\":[\"mountain\",\"grassland\",\"hill\",\"coastal\",\"arctic\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/manticore.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Marid\",\"group\":[\"Genies\"],\"source\":\"MM\",\"page\":146,\"otherSources\":[{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"DIP\"},{\"source\":\"SLW\"},{\"source\":\"EGW\"},{\"source\":\"TCE\"},{\"source\":\"JttRC\"},{\"source\":\"DSotDQ\"},{\"source\":\"SatO\"},{\"source\":\"BMT\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"}],\"size\":[\"L\"],\"type\":\"elemental\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":229,\"formula\":\"17d10 + 136\"},\"speed\":{\"walk\":30,\"fly\":60,\"swim\":90},\"str\":22,\"dex\":12,\"con\":26,\"int\":18,\"wis\":17,\"cha\":18,\"save\":{\"dex\":\"+5\",\"wis\":\"+7\",\"cha\":\"+8\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":13,\"resist\":[\"acid\",\"cold\",\"lightning\"],\"languages\":[\"Aquan\"],\"cr\":\"11\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The marid's innate spellcasting ability is Charisma (spell save {@dc 16}, {@hit 8} to hit with spell attacks). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell create or destroy water}\",\"{@spell detect evil and good}\",\"{@spell detect magic}\",\"{@spell fog cloud}\",\"{@spell purify food and drink}\"],\"daily\":{\"3e\":[\"{@spell tongues}\",\"{@spell water breathing}\",\"{@spell water walk}\"],\"1e\":[\"{@spell conjure elemental} ({@creature water elemental} only)\",\"{@spell control water}\",\"{@spell gaseous form}\",\"{@spell invisibility}\",\"{@spell plane shift}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The marid can breathe air and water.\"]},{\"name\":\"Elemental Demise\",\"entries\":[\"If the marid dies, its body disintegrates into a burst of water and foam, leaving behind only equipment the marid was wearing or carrying.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The marid makes two trident attacks.\"]},{\"name\":\"Trident\",\"entries\":[\"{@atk mw,rw} {@hit 10} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}13 ({@damage 2d6 + 6}) piercing damage, or 15 ({@damage 2d8 + 6}) piercing damage if used with two hands to make a melee attack.\"]},{\"name\":\"Water Jet\",\"entries\":[\"The marid magically shoots water in a 60-foot line that is 5 feet wide. Each creature in that line must make a {@dc 16} Dexterity saving throw. On a failure, a target takes 21 ({@damage 6d6}) bludgeoning damage and, if it is Huge or smaller, is pushed up to 20 feet away from the marid and knocked {@condition prone}. On a success, a target takes half the bludgeoning damage, but is neither pushed nor knocked {@condition prone}.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Genie Powers\",\"entries\":[\"Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality.\",{\"type\":\"entries\",\"name\":\"Disguises\",\"entries\":[\"Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the {@spell disguise self} spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the {@spell true polymorph} spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.\"]},{\"type\":\"entries\",\"name\":\"Wishes\",\"entries\":[\"The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year), and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence.\",\"To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the {@spell wish} spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit.\"]}]}],\"environment\":[\"underwater\",\"coastal\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/marid.mp3\"},\"attachedItems\":[\"trident|phb\"],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AQ\"],\"damageTags\":[\"B\",\"P\"],\"damageTagsSpell\":[\"B\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"prone\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"charisma\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Marid (Disguises)\",\"source\":\"MM\",\"_mod\":{\"_\":{\"mode\":\"addSpells\",\"will\":[\"{@spell disguise self} (often with a longer duration than is normal for that spell; see Disguises)\"],\"daily\":{\"3e\":[\"{@spell true polymorph} (mightier genies only; see Disguises)\"]}},\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Disguises\",\"entries\":[\"Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the {@spell disguise self} spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the {@spell true polymorph} spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.\"]}}},\"variant\":null},{\"name\":\"Marid (Wishes)\",\"source\":\"MM\",\"_mod\":{\"_\":{\"mode\":\"addSpells\",\"yearly\":{\"1e\":[\"{@spell wish} (see Wishes)\"]}},\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Wishes\",\"entries\":[\"The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year), and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence.\",\"To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the {@spell wish} spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit.\"]}}},\"variant\":null}]},{\"name\":\"Marilith\",\"source\":\"MM\",\"page\":61,\"srd\":true,\"otherSources\":[{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"BGDIA\"},{\"source\":\"EGW\"},{\"source\":\"TCE\"},{\"source\":\"DoDk\"},{\"source\":\"VEoR\"},{\"source\":\"CoA\"}],\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":189,\"formula\":\"18d10 + 90\"},\"speed\":{\"walk\":40},\"str\":18,\"dex\":20,\"con\":20,\"int\":18,\"wis\":16,\"cha\":20,\"save\":{\"str\":\"+9\",\"con\":\"+10\",\"wis\":\"+8\",\"cha\":\"+10\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":13,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"telepathy 120 ft.\"],\"cr\":\"16\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The marilith has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The marilith's weapon attacks are magical.\"]},{\"name\":\"Reactive\",\"entries\":[\"The marilith can take one reaction on every turn in combat.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The marilith can make seven attacks: six with its longswords and one with its tail.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one creature. {@h}15 ({@damage 2d10 + 4}) bludgeoning damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 19}). Until this grapple ends, the target is {@condition restrained}, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets.\"]},{\"name\":\"Teleport\",\"entries\":[\"The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Summon Demon (1/Day)\",\"entries\":[\"The demon chooses what to summon and attempts a magical summoning.\",\"A marilith has a {@chance 50|50 percent|50% summoning chance} chance of summoning {@dice 1d6} {@creature vrock||vrocks}, {@dice 1d4} {@creature hezrou||hezrous}, {@dice 1d3} {@creature glabrezu||glabrezus}, {@dice 1d2} {@creature nalfeshnee||nalfeshnees}, or one marilith.\",\"A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.\"],\"_version\":{\"name\":\"Marilith (Summoner)\",\"addAs\":\"action\"}}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/marilith.mp3\"},\"attachedItems\":[\"longsword|phb\"],\"traitTags\":[\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\",\"Parry\",\"Teleport\"],\"languageTags\":[\"AB\",\"TP\"],\"damageTags\":[\"B\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mastiff\",\"source\":\"MM\",\"page\":332,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"WDH\"},{\"source\":\"BGDIA\"},{\"source\":\"ERLW\"},{\"source\":\"EGW\"},{\"source\":\"DSotDQ\"},{\"source\":\"KftGV\"},{\"source\":\"ToFW\"},{\"source\":\"BMT\"},{\"source\":\"QftIS\"}],\"reprintedAs\":[\"Mastiff|XPHB\"],\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":5,\"formula\":\"1d8 + 1\"},\"speed\":{\"walk\":40},\"str\":13,\"dex\":14,\"con\":12,\"int\":3,\"wis\":12,\"cha\":7,\"skill\":{\"perception\":\"+3\"},\"passive\":13,\"cr\":\"1/8\",\"trait\":[{\"name\":\"Keen Hearing and Smell\",\"entries\":[\"The mastiff has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage. If the target is a creature, it must succeed on a {@dc 11} Strength saving throw or be knocked {@condition prone}.\"]}],\"environment\":[\"forest\",\"hill\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/mastiff.mp3\"},\"traitTags\":[\"Keen Senses\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Medusa\",\"source\":\"MM\",\"page\":214,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"BGDIA\"},{\"source\":\"ERLW\"},{\"source\":\"IMR\"},{\"source\":\"CM\"},{\"source\":\"SatO\"},{\"source\":\"BMT\"},{\"source\":\"DoDk\"}],\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":127,\"formula\":\"17d8 + 51\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":15,\"con\":16,\"int\":12,\"wis\":13,\"cha\":15,\"skill\":{\"deception\":\"+5\",\"insight\":\"+4\",\"perception\":\"+4\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Common\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Petrifying Gaze\",\"entries\":[\"When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a {@dc 14} Constitution saving throw if the medusa isn't {@condition incapacitated} and can see the creature. If the saving throw fails by 5 or more, the creature is instantly {@condition petrified}. Otherwise, a creature that fails the save begins to turn to stone and is {@condition restrained}. The {@condition restrained} creature must repeat the saving throw at the end of its next turn, becoming {@condition petrified} on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the {@spell greater restoration} spell or other magic.\",\"Unless {@status surprised}, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.\",\"If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The medusa makes either three melee attacks—one with its snake hair and two with its shortsword—or two ranged attacks with its longbow.\"]},{\"name\":\"Snake Hair\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage plus 14 ({@damage 4d6}) poison damage.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage plus 7 ({@damage 2d6}) poison damage.\"]}],\"environment\":[\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/medusa.mp3\"},\"attachedItems\":[\"longbow|phb\",\"shortsword|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"conditionInflict\":[\"petrified\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Merfolk\",\"source\":\"MM\",\"page\":218,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"WDH\"},{\"source\":\"GoS\"},{\"source\":\"WBtW\"},{\"source\":\"JttRC\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"merfolk\"]},\"alignment\":[\"N\"],\"ac\":[11],\"hp\":{\"average\":11,\"formula\":\"2d8 + 2\"},\"speed\":{\"walk\":10,\"swim\":40},\"str\":10,\"dex\":13,\"con\":12,\"int\":11,\"wis\":11,\"cha\":12,\"skill\":{\"perception\":\"+2\"},\"passive\":12,\"languages\":[\"Aquan\",\"Common\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The merfolk can breathe air and water.\"]}],\"action\":[{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 2} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}3 ({@damage 1d6}) piercing damage, or 4 ({@damage 1d8}) piercing damage if used with two hands to make a melee attack.\"]}],\"environment\":[\"underwater\",\"coastal\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/merfolk.mp3\"},\"attachedItems\":[\"spear|phb\"],\"traitTags\":[\"Amphibious\"],\"languageTags\":[\"AQ\",\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Merrow\",\"source\":\"MM\",\"page\":219,\"srd\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"WDH\"},{\"source\":\"GoS\"},{\"source\":\"IDRotF\"},{\"source\":\"WBtW\"},{\"source\":\"DSotDQ\"},{\"source\":\"DoDk\"},{\"source\":\"QftIS\"}],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":45,\"formula\":\"6d10 + 12\"},\"speed\":{\"walk\":10,\"swim\":40},\"str\":18,\"dex\":10,\"con\":15,\"int\":8,\"wis\":10,\"cha\":9,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Abyssal\",\"Aquan\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The merrow can breathe air and water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The merrow makes two attacks: one with its bite and one with its claws or harpoon.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) slashing damage.\"]},{\"name\":\"Harpoon\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.\"]}],\"environment\":[\"underwater\",\"coastal\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/merrow.mp3\"},\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"AQ\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mezzoloth\",\"source\":\"MM\",\"page\":313,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"RoT\"},{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"BGDIA\"},{\"source\":\"PaBTSO\"},{\"source\":\"ToFW\"}],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"yugoloth\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":75,\"formula\":\"10d8 + 30\"},\"speed\":{\"walk\":40},\"str\":18,\"dex\":11,\"con\":16,\"int\":7,\"wis\":10,\"cha\":11,\"skill\":{\"perception\":\"+3\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"acid\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Infernal\",\"telepathy 60 ft.\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The mezzoloth's innate spellcasting ability is Charisma (spell save {@dc 11}). The mezzoloth can innately cast the following spells, requiring no material components:\"],\"daily\":{\"1\":[\"{@spell cloudkill}\"],\"2e\":[\"{@spell darkness}\",\"{@spell dispel magic}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The mezzoloth has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The mezzoloth's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The mezzoloth makes two attacks: one with its claws and one with its trident.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) slashing damage.\"]},{\"name\":\"Trident\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, or 8 ({@damage 1d8 + 4}) piercing damage when held with two claws and used to make a melee attack.\"]},{\"name\":\"Teleport\",\"entries\":[\"The mezzoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Yugoloth Summoning\",\"entries\":[\"Some yugoloths have an action option that allows them to summon other yugoloths.\",{\"name\":\"Summon Yugoloth (1/Day)\",\"type\":\"entries\",\"entries\":[\"The yugoloth attempts a magical summoning.\",\"A mezzoloth has a {@chance 30|30 percent|30% summoning chance} chance of summoning one mezzoloth.\",\"A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can't summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it.\"]}],\"_version\":{\"name\":\"Mezzoloth (Summoner)\",\"addHeadersAs\":\"action\"}}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/mezzoloth.mp3\"},\"attachedItems\":[\"trident|phb\"],\"traitTags\":[\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Multiattack\",\"Teleport\"],\"languageTags\":[\"AB\",\"I\",\"TP\"],\"damageTags\":[\"P\",\"S\"],\"damageTagsSpell\":[\"I\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForcedSpell\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mimic\",\"source\":\"MM\",\"page\":220,\"srd\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"DIP\"},{\"source\":\"BGDIA\"},{\"source\":\"RMBRE\"},{\"source\":\"IMR\"},{\"source\":\"EGW\"},{\"source\":\"IDRotF\"},{\"source\":\"CM\"},{\"source\":\"WBtW\"},{\"source\":\"KftGV\"},{\"source\":\"SatO\"},{\"source\":\"BMT\"},{\"source\":\"DoDk\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"}],\"size\":[\"M\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"shapechanger\"]},\"alignment\":[\"N\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":58,\"formula\":\"9d8 + 18\"},\"speed\":{\"walk\":15},\"str\":17,\"dex\":12,\"con\":15,\"int\":5,\"wis\":13,\"cha\":8,\"skill\":{\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"immune\":[\"acid\"],\"conditionImmune\":[\"prone\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Shapechanger\",\"entries\":[\"The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"]},{\"name\":\"Adhesive (Object Form Only)\",\"entries\":[\"The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also {@condition grappled} by it (escape {@dc 13}). Ability checks made to escape this grapple have disadvantage.\"]},{\"name\":\"False Appearance (Object Form Only)\",\"entries\":[\"While the mimic remains motionless, it is indistinguishable from an ordinary object.\"]},{\"name\":\"Grappler\",\"entries\":[\"The mimic has advantage on attack rolls against any creature {@condition grappled} by it.\"]}],\"action\":[{\"name\":\"Pseudopod\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 4 ({@damage 1d8}) acid damage.\"]}],\"environment\":[\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/mimic.mp3\"},\"traitTags\":[\"False Appearance\",\"Shapechanger\"],\"senseTags\":[\"D\"],\"damageTags\":[\"A\",\"B\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mind Flayer\",\"alias\":[\"Illithid\"],\"source\":\"MM\",\"page\":222,\"otherSources\":[{\"source\":\"TftYP\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"ERLW\"},{\"source\":\"IMR\"},{\"source\":\"IDRotF\"},{\"source\":\"TCE\"},{\"source\":\"SjA\"},{\"source\":\"LoX\"},{\"source\":\"KftGV\"},{\"source\":\"PaBTSO\"},{\"source\":\"SatO\"},{\"source\":\"ToFW\"},{\"source\":\"BMT\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item breastplate|phb}\"]}],\"hp\":{\"average\":71,\"formula\":\"13d8 + 13\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":12,\"con\":12,\"int\":19,\"wis\":17,\"cha\":17,\"save\":{\"int\":\"+7\",\"wis\":\"+6\",\"cha\":\"+6\"},\"skill\":{\"arcana\":\"+7\",\"deception\":\"+6\",\"insight\":\"+6\",\"perception\":\"+6\",\"persuasion\":\"+6\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"languages\":[\"Deep Speech\",\"Undercommon\",\"telepathy 120 ft.\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The mind flayer's innate spellcasting ability is Intelligence (spell save {@dc 15}). It can innately cast the following spells, requiring no components:\"],\"will\":[\"{@spell detect thoughts}\",\"{@spell levitate}\"],\"daily\":{\"1e\":[\"{@spell dominate monster}\",\"{@spell plane shift} (self only)\"]},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The mind flayer has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Tentacles\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}15 ({@damage 2d10 + 4}) psychic damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 15}) and must succeed on a {@dc 15} Intelligence saving throw or be {@condition stunned} until this grapple ends.\"]},{\"name\":\"Extract Brain\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one {@condition incapacitated} humanoid {@condition grappled} by the mind flayer. {@h}The target takes 55 ({@damage 10d10}) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.\"]},{\"name\":\"Mind Blast {@recharge 5}\",\"entries\":[\"The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a {@dc 15} Intelligence saving throw or take 22 ({@damage 4d8 + 4}) psychic damage and be {@condition stunned} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/mind-flayer.mp3\"},\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Tentacles\"],\"languageTags\":[\"DS\",\"TP\",\"U\"],\"damageTags\":[\"P\",\"Y\"],\"spellcastingTags\":[\"I\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"grappled\",\"stunned\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForced\":[\"intelligence\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mind Flayer Arcanist\",\"alias\":[\"Illithid Arcanist\"],\"source\":\"MM\",\"page\":222,\"otherSources\":[{\"source\":\"WDMM\"},{\"source\":\"SatO\"}],\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item breastplate|phb}\"]}],\"hp\":{\"average\":71,\"formula\":\"13d8 + 13\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":12,\"con\":12,\"int\":19,\"wis\":17,\"cha\":17,\"save\":{\"int\":\"+7\",\"wis\":\"+6\",\"cha\":\"+6\"},\"skill\":{\"arcana\":\"+7\",\"deception\":\"+6\",\"insight\":\"+6\",\"perception\":\"+6\",\"persuasion\":\"+6\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"languages\":[\"Deep Speech\",\"Undercommon\",\"telepathy 120 ft.\"],\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The mind flayer's innate spellcasting ability is Intelligence (spell save {@dc 15}). It can innately cast the following spells, requiring no components:\"],\"will\":[\"{@spell detect thoughts}\",\"{@spell levitate}\"],\"daily\":{\"1e\":[\"{@spell dominate monster}\",\"{@spell plane shift} (self only)\"]},\"ability\":\"int\"},{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The mind flayer is a 10th-level spellcaster. Its spellcasting ability is Intelligence (save {@dc 15}, {@hit 7} to hit with spell attacks). The mind flayer has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell blade ward}\",\"{@spell dancing lights}\",\"{@spell mage hand}\",\"{@spell shocking grasp}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell disguise self}\",\"{@spell shield}\",\"{@spell sleep}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell blur}\",\"{@spell invisibility}\",\"{@spell ray of enfeeblement}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell clairvoyance}\",\"{@spell lightning bolt}\",\"{@spell sending}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell confusion}\",\"{@spell hallucinatory terrain}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell telekinesis}\",\"{@spell wall of force}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The mind flayer has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Tentacles\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}15 ({@damage 2d10 + 4}) psychic damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 15}) and must succeed on a {@dc 15} Intelligence saving throw or be {@condition stunned} until this grapple ends.\"]},{\"name\":\"Extract Brain\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one {@condition incapacitated} humanoid {@condition grappled} by the mind flayer. {@h}The target takes 55 ({@damage 10d10}) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.\"]},{\"name\":\"Mind Blast {@recharge 5}\",\"entries\":[\"The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a {@dc 15} Intelligence saving throw or take 22 ({@damage 4d8 + 4}) psychic damage and be {@condition stunned} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/mind-flayer-arcanist.mp3\"},\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Tentacles\"],\"languageTags\":[\"DS\",\"TP\",\"U\"],\"damageTags\":[\"P\",\"Y\"],\"damageTagsSpell\":[\"L\"],\"spellcastingTags\":[\"CW\",\"I\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"grappled\",\"stunned\"],\"conditionInflictSpell\":[\"charmed\",\"invisible\",\"restrained\",\"unconscious\"],\"savingThrowForced\":[\"intelligence\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Minotaur\",\"source\":\"MM\",\"page\":223,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"BGDIA\"},{\"source\":\"ERLW\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"CRCotN\"},{\"source\":\"PSZ\"},{\"source\":\"SatO\"},{\"source\":\"QftIS\"}],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":76,\"formula\":\"9d10 + 27\"},\"speed\":{\"walk\":40},\"str\":18,\"dex\":11,\"con\":16,\"int\":6,\"wis\":16,\"cha\":9,\"skill\":{\"perception\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":17,\"languages\":[\"Abyssal\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Charge\",\"entries\":[\"If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 ({@damage 2d8}) piercing damage. If the target is a creature, it must succeed on a {@dc 14} Strength saving throw or be pushed up to 10 feet away and knocked {@condition prone}.\"]},{\"name\":\"Labyrinthine Recall\",\"entries\":[\"The minotaur can perfectly recall any path it has traveled.\"]},{\"name\":\"Reckless\",\"entries\":[\"At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.\"]}],\"action\":[{\"name\":\"Greataxe\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d12 + 4}) slashing damage.\"]},{\"name\":\"Gore\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/minotaur.mp3\"},\"attachedItems\":[\"greataxe|phb\"],\"traitTags\":[\"Charge\",\"Reckless\"],\"senseTags\":[\"D\"],\"languageTags\":[\"AB\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Minotaur Skeleton\",\"source\":\"MM\",\"page\":273,\"srd\":true,\"otherSources\":[{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"DIP\"},{\"source\":\"SDW\"},{\"source\":\"BGDIA\"},{\"source\":\"IMR\"},{\"source\":\"DSotDQ\"},{\"source\":\"KftGV\"},{\"source\":\"AATM\"},{\"source\":\"VEoR\"}],\"size\":[\"L\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":67,\"formula\":\"9d10 + 18\"},\"speed\":{\"walk\":40},\"str\":18,\"dex\":11,\"con\":15,\"int\":6,\"wis\":8,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"immune\":[\"poison\"],\"vulnerable\":[\"bludgeoning\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"understands Abyssal but can't speak\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Charge\",\"entries\":[\"If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 ({@damage 2d8}) piercing damage. If the target is a creature, it must succeed on a {@dc 14} Strength saving throw or be pushed up to 10 feet away and knocked {@condition prone}.\"]}],\"action\":[{\"name\":\"Greataxe\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d12 + 4}) slashing damage.\"]},{\"name\":\"Gore\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/minotaur-skeleton.mp3\"},\"attachedItems\":[\"greataxe|phb\"],\"traitTags\":[\"Charge\"],\"senseTags\":[\"D\"],\"languageTags\":[\"AB\",\"CS\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Monodrone\",\"group\":[\"Modrons\"],\"source\":\"MM\",\"page\":224,\"otherSources\":[{\"source\":\"ToA\"},{\"source\":\"BGDIA\"},{\"source\":\"CM\"},{\"source\":\"KftGV\"},{\"source\":\"SatO\"},{\"source\":\"ToFW\"}],\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":5,\"formula\":\"1d8 + 1\"},\"speed\":{\"walk\":30,\"fly\":30},\"str\":10,\"dex\":13,\"con\":12,\"int\":4,\"wis\":10,\"cha\":5,\"senses\":[\"truesight 120 ft.\"],\"passive\":10,\"languages\":[\"Modron\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Axiomatic Mind\",\"entries\":[\"The monodrone can't be compelled to act in a manner contrary to its nature or its instructions.\"]},{\"name\":\"Disintegration\",\"entries\":[\"If the monodrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 2} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}3 ({@damage 1d6}) piercing damage.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Rogue Modrons\",\"entries\":[\"A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don't act in accordance with Primus's wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues.\",\"A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/monodrone.mp3\"},\"attachedItems\":[\"dagger|phb\",\"javelin|phb\"],\"senseTags\":[\"U\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Monodrone (Rogue)\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"removeArr\",\"names\":\"Axiomatic Mind\"}},\"alignment\":[\"A\"],\"variant\":null}]},{\"name\":\"Mud Mephit\",\"source\":\"MM\",\"page\":216,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"WBtW\"},{\"source\":\"JttRC\"}],\"size\":[\"S\"],\"type\":\"elemental\",\"alignment\":[\"N\",\"E\"],\"ac\":[11],\"hp\":{\"average\":27,\"formula\":\"6d6 + 6\"},\"speed\":{\"walk\":20,\"fly\":20,\"swim\":20},\"str\":8,\"dex\":12,\"con\":12,\"int\":9,\"wis\":11,\"cha\":7,\"skill\":{\"stealth\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Aquan\",\"Terran\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Death Burst\",\"entries\":[\"When the mephit dies, it explodes in a burst of sticky mud. Each Medium or smaller creature within 5 feet of it must succeed on a {@dc 11} Dexterity saving throw or be {@condition restrained} until the end of the creature's next turn.\"]},{\"name\":\"False Appearance\",\"entries\":[\"While the mephit remains motionless, it is indistinguishable from an ordinary mound of mud.\"]}],\"action\":[{\"name\":\"Fists\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage.\"]},{\"name\":\"Mud Breath {@recharge}\",\"entries\":[\"The mephit belches viscid mud onto one creature within 5 feet of it. If the target is Medium or smaller, it must succeed on a {@dc 11} Dexterity saving throw or be {@condition restrained} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Summon Mephits (1/Day)\",\"entries\":[\"The mephit has a {@chance 25|25 percent|25% summoning chance} chance of summoning {@dice 1d4} mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.\"],\"_version\":{\"name\":\"Mud Mephit (Summoner)\",\"addAs\":\"action\"}}],\"environment\":[\"swamp\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/mud-mephit.mp3\"},\"traitTags\":[\"Death Burst\",\"False Appearance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"AQ\",\"T\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"restrained\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mule\",\"source\":\"MM\",\"page\":333,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"SKT\"},{\"source\":\"GoS\"},{\"source\":\"KftGV\"},{\"source\":\"DoDk\"}],\"reprintedAs\":[\"Mule|XPHB\"],\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[10],\"hp\":{\"average\":11,\"formula\":\"2d8 + 2\"},\"speed\":{\"walk\":40},\"str\":14,\"dex\":10,\"con\":13,\"int\":2,\"wis\":10,\"cha\":5,\"passive\":10,\"cr\":\"1/8\",\"trait\":[{\"name\":\"Beast of Burden\",\"entries\":[\"The mule is considered to be a Large animal for the purpose of determining its carrying capacity.\"]},{\"name\":\"Sure-Footed\",\"entries\":[\"The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it {@condition prone}.\"]}],\"action\":[{\"name\":\"Hooves\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage.\"]}],\"environment\":[\"hill\",\"urban\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/mule.mp3\"},\"traitTags\":[\"Beast of Burden\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Mummy\",\"source\":\"MM\",\"page\":228,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RoT\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"BGDIA\"},{\"source\":\"IDRotF\"},{\"source\":\"TCE\"},{\"source\":\"CM\"},{\"source\":\"DSotDQ\"},{\"source\":\"PSI\"},{\"source\":\"PaBTSO\"},{\"source\":\"AATM\"},{\"source\":\"BMT\"},{\"source\":\"DoDk\"},{\"source\":\"QftIS\"}],\"reprintedAs\":[\"Mummy|XMM\"],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":11,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":58,\"formula\":\"9d8 + 18\"},\"speed\":{\"walk\":20},\"str\":16,\"dex\":8,\"con\":15,\"int\":6,\"wis\":10,\"cha\":12,\"save\":{\"wis\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"vulnerable\":[\"fire\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"3\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The mummy can use its Dreadful Glare and makes one attack with its rotting fist.\"]},{\"name\":\"Rotting Fist\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage plus 10 ({@damage 3d6}) necrotic damage. If the target is a creature, it must succeed on a {@dc 12} Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 ({@dice 3d6}) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the {@spell remove curse} spell or other magic.\"]},{\"name\":\"Dreadful Glare\",\"entries\":[\"The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a {@dc 11} Wisdom saving throw against this magic or become {@condition frightened} until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also {@condition paralyzed} for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.\"]}],\"environment\":[\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/mummy.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"B\",\"N\"],\"miscTags\":[\"CUR\",\"MW\"],\"conditionInflict\":[\"frightened\",\"paralyzed\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mummy Lord\",\"source\":\"MM\",\"page\":229,\"srd\":true,\"otherSources\":[{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"TCE\"},{\"source\":\"CM\"},{\"source\":\"AATM\"},{\"source\":\"SatO\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":97,\"formula\":\"13d8 + 39\"},\"speed\":{\"walk\":20},\"str\":18,\"dex\":10,\"con\":17,\"int\":11,\"wis\":18,\"cha\":16,\"save\":{\"con\":\"+8\",\"int\":\"+5\",\"wis\":\"+9\",\"cha\":\"+8\"},\"skill\":{\"history\":\"+5\",\"religion\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"immune\":[\"necrotic\",\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"vulnerable\":[\"fire\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"the languages it knew in life\"],\"cr\":{\"cr\":\"15\",\"lair\":\"16\"},\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 17}, {@hit 9} to hit with spell attacks). The mummy lord has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell sacred flame}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell command}\",\"{@spell guiding bolt}\",\"{@spell shield of faith}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell hold person}\",\"{@spell silence}\",\"{@spell spiritual weapon}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell animate dead}\",\"{@spell dispel magic}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell divination}\",\"{@spell guardian of faith}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell contagion}\",\"{@spell insect plague}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell harm}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The mummy lord has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Rejuvenation\",\"entries\":[\"A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The mummy can use its Dreadful Glare and makes one attack with its rotting fist.\"]},{\"name\":\"Rotting Fist\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}14 ({@damage 3d6 + 4}) bludgeoning damage plus 21 ({@damage 6d6}) necrotic damage. If the target is a creature, it must succeed on a {@dc 16} Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 ({@dice 3d6}) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the {@spell remove curse} spell or other magic.\"]},{\"name\":\"Dreadful Glare\",\"entries\":[\"The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a {@dc 16} Wisdom saving throw against this magic or become {@condition frightened} until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also {@condition paralyzed} for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare.\"]},{\"name\":\"Blinding Dust\",\"entries\":[\"Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a {@dc 16} Constitution saving throw or be {@condition blinded} until the end of the creature's next turn.\"]},{\"name\":\"Blasphemous Word (Costs 2 Actions)\",\"entries\":[\"The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a {@dc 16} Constitution saving throw or be {@condition stunned} until the end of the mummy lord's next turn.\"]},{\"name\":\"Channel Negative Energy (Costs 2 Actions)\",\"entries\":[\"The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn.\"]},{\"name\":\"Whirlwind of Sand (Costs 2 Actions)\",\"entries\":[\"The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be {@condition grappled}, {@condition petrified}, knocked {@condition prone}, {@condition restrained}, or {@condition stunned}. Equipment worn or carried by the mummy lord remain in its possession.\"]}],\"legendaryGroup\":{\"name\":\"Mummy Lord\",\"source\":\"MM\"},\"environment\":[\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/mummy-lord.mp3\"},\"traitTags\":[\"Magic Resistance\",\"Rejuvenation\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"B\",\"N\"],\"damageTagsSpell\":[\"N\",\"O\",\"P\",\"R\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"CUR\",\"MW\"],\"conditionInflict\":[\"blinded\",\"frightened\",\"paralyzed\",\"stunned\"],\"conditionInflictSpell\":[\"blinded\",\"deafened\",\"paralyzed\",\"poisoned\",\"prone\",\"stunned\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"savingThrowForcedLegendary\":[\"constitution\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Myconid Adult\",\"source\":\"MM\",\"page\":232,\"otherSources\":[{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"DoSI\"},{\"source\":\"KftGV\"},{\"source\":\"BMT\"}],\"size\":[\"M\"],\"type\":\"plant\",\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":22,\"formula\":\"4d8 + 4\"},\"speed\":{\"walk\":20},\"str\":10,\"dex\":10,\"con\":12,\"int\":10,\"wis\":13,\"cha\":7,\"senses\":[\"darkvision 120 ft.\"],\"passive\":11,\"cr\":\"1/2\",\"trait\":[{\"name\":\"Distress Spores\",\"entries\":[\"When the myconid takes damage, all other myconids within 240 feet of it can sense its pain.\"]},{\"name\":\"Sun Sickness\",\"entries\":[\"While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.\"]}],\"action\":[{\"name\":\"Fist\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}5 ({@damage 2d4}) bludgeoning damage plus 5 ({@damage 2d4}) poison damage.\"]},{\"name\":\"Pacifying Spores (3/Day)\",\"entries\":[\"The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a {@dc 11} Constitution saving throw or be {@condition stunned} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Rapport Spores\",\"entries\":[\"A 20-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Zuggtomoy's Empowerment\",\"entries\":[\"Myconids that embrace {@creature Zuggtmoy|MTF} can develop new, more destructive kinds of spores. Myconid adults can have two of the following spore effects.\",{\"type\":\"entries\",\"name\":\"Caustic Spores (1/Day)\",\"entries\":[\"The myconid releases spores in a 30-foot cone. Each creature inside the cone must succeed on a {@dc 11} Dexterity saving throw or take 3 ({@damage 1d6}) acid damage at the start of each of the myconid's turns. A creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success. The save DC is 8 + the myconid's Constitution modifier + the myconid's proficiency bonus.\"]},{\"type\":\"entries\",\"name\":\"Infestation Spores (1/Day)\",\"entries\":[\"The myconid releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a {@dc 11} Constitution saving throw. The save DC is 8 + the myconid's Constitution modifier + the myconid's proficiency bonus. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy) and also gains a random form of indefinite madness (determined by rolling on the Madness of {@creature Zuggtmoy|MTF} table) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a humanoid or a Large or smaller beast.\"]},{\"type\":\"entries\",\"name\":\"Euphoria Spores (1/Day)\",\"entries\":[\"The myconid releases a cloud of spores in a 20-foot-radius sphere centered on itself. Other creatures in that area must each succeed on a {@dc 11} Constitution saving throw or become {@condition poisoned} for 1 minute. The save DC is 8 + the myconid's Constitution modifier + the myconid's proficiency bonus. A creature can repeat the saving throw at the end of each of its turns, ending the effect early on itself on a success. When the effect ends on it, the creature gains one level of {@condition exhaustion}.\"]}],\"_version\":{\"name\":\"Myconid Adult (Additional Spore Effects)\",\"addHeadersAs\":\"action\"},\"source\":\"OotA\",\"page\":228}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/myconid-adult.mp3\"},\"senseTags\":[\"SD\"],\"damageTags\":[\"A\",\"B\",\"I\"],\"miscTags\":[\"AOE\",\"DIS\",\"MW\"],\"conditionInflict\":[\"exhaustion\",\"poisoned\",\"stunned\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Myconid Sovereign\",\"source\":\"MM\",\"page\":232,\"otherSources\":[{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"IMR\"},{\"source\":\"IDRotF\"},{\"source\":\"KftGV\"},{\"source\":\"QftIS\"}],\"size\":[\"L\"],\"type\":\"plant\",\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":60,\"formula\":\"8d10 + 16\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":10,\"con\":14,\"int\":13,\"wis\":15,\"cha\":10,\"senses\":[\"darkvision 120 ft.\"],\"passive\":12,\"cr\":\"2\",\"trait\":[{\"name\":\"Distress Spores\",\"entries\":[\"When the myconid takes damage, all other myconids within 240 feet of it can sense its pain.\"]},{\"name\":\"Sun Sickness\",\"entries\":[\"While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The myconid uses either its Hallucination Spores or its Pacifying Spores, then makes a fist attack.\"]},{\"name\":\"Fist\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}8 ({@damage 3d4 + 1}) bludgeoning damage plus 7 ({@damage 3d4}) poison damage.\"]},{\"name\":\"Animating Spores (3/Day)\",\"entries\":[\"The myconid targets one corpse of a humanoid or a Large or smaller beast within 5 feet of it and releases spores at the corpse. In 24 hours, the corpse rises as a spore servant. The corpse stays animated for {@dice 1d4 + 1} weeks or until destroyed, and it can't be animated again in this way.\"]},{\"name\":\"Hallucination Spores\",\"entries\":[\"The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} for 1 minute. The {@condition poisoned} target is {@condition incapacitated} while it hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Pacifying Spores\",\"entries\":[\"The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a {@dc 12} Constitution saving throw or be {@condition stunned} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Rapport Spores\",\"entries\":[\"A 30-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Zuggtomoy's Empowerment\",\"entries\":[\"Myconids that embrace {@creature Zuggtmoy|MTF} can develop new, more destructive kinds of spores. Myconid sovereigns have all these spore effects.\",{\"type\":\"entries\",\"name\":\"Caustic Spores (1/Day)\",\"entries\":[\"The myconid releases spores in a 30-foot cone. Each creature inside the cone must succeed on a {@dc 12} Dexterity saving throw or take 3 ({@damage 1d6}) acid damage at the start of each of the myconid's turns. A creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success. The save DC is 8 + the myconid's Constitution modifier + the myconid's proficiency bonus.\"]},{\"type\":\"entries\",\"name\":\"Infestation Spores (1/Day)\",\"entries\":[\"The myconid releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a {@dc 12} Constitution saving throw. The save DC is 8 + the myconid's Constitution modifier + the myconid's proficiency bonus. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy) and also gains a random form of indefinite madness (determined by rolling on the Madness of {@creature Zuggtmoy|MTF} table) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a humanoid or a Large or smaller beast.\"]},{\"type\":\"entries\",\"name\":\"Euphoria Spores (1/Day)\",\"entries\":[\"The myconid releases a cloud of spores in a 20-foot-radius sphere centered on itself. Other creatures in that area must each succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. The save DC is 8 + the myconid's Constitution modifier + the myconid's proficiency bonus. A creature can repeat the saving throw at the end of each of its turns, ending the effect early on itself on a success. When the effect ends on it, the creature gains one level of {@condition exhaustion}.\"]}],\"_version\":{\"name\":\"Myconid Sovereign (Additional Spore Effects)\",\"addHeadersAs\":\"action\"},\"source\":\"OotA\",\"page\":228}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/myconid-sovere.mp3\"},\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"A\",\"B\",\"I\"],\"miscTags\":[\"AOE\",\"DIS\",\"MW\"],\"conditionInflict\":[\"exhaustion\",\"incapacitated\",\"poisoned\",\"stunned\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Myconid Sprout\",\"source\":\"MM\",\"page\":230,\"otherSources\":[{\"source\":\"WDMM\"},{\"source\":\"DoSI\"},{\"source\":\"BMT\"}],\"size\":[\"S\"],\"type\":\"plant\",\"alignment\":[\"L\",\"N\"],\"ac\":[10],\"hp\":{\"average\":7,\"formula\":\"2d6\"},\"speed\":{\"walk\":10},\"str\":8,\"dex\":10,\"con\":10,\"int\":8,\"wis\":11,\"cha\":5,\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"cr\":\"0\",\"trait\":[{\"name\":\"Distress Spores\",\"entries\":[\"When the myconid takes damage, all other myconids within 240 feet of it can sense its pain.\"]},{\"name\":\"Sun Sickness\",\"entries\":[\"While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.\"]}],\"action\":[{\"name\":\"Fist\",\"entries\":[\"{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}1 ({@damage 1d4 - 1}) bludgeoning damage plus 2 ({@damage 1d4}) poison damage.\"]},{\"name\":\"Rapport Spores (3/Day)\",\"entries\":[\"A 10-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/myconid-sprout.mp3\"},\"senseTags\":[\"SD\"],\"damageTags\":[\"B\",\"I\"],\"miscTags\":[\"AOE\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Nalfeshnee\",\"source\":\"MM\",\"page\":62,\"srd\":true,\"otherSources\":[{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"BGDIA\"},{\"source\":\"CM\"},{\"source\":\"BMT\"},{\"source\":\"DoDk\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":184,\"formula\":\"16d10 + 96\"},\"speed\":{\"walk\":20,\"fly\":30},\"str\":21,\"dex\":10,\"con\":22,\"int\":19,\"wis\":12,\"cha\":15,\"save\":{\"con\":\"+11\",\"int\":\"+9\",\"wis\":\"+6\",\"cha\":\"+7\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":11,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"telepathy 120 ft.\"],\"cr\":\"13\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The nalfeshnee has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}32 ({@damage 5d10 + 5}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}15 ({@damage 3d6 + 5}) slashing damage.\"]},{\"name\":\"Horror Nimbus {@recharge 5}\",\"entries\":[\"The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a {@dc 15} Wisdom saving throw or be {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours.\"]},{\"name\":\"Teleport\",\"entries\":[\"The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Summon Demon (1/Day)\",\"entries\":[\"The demon chooses what to summon and attempts a magical summoning.\",\"A nalfeshnee has a {@chance 50|50 percent|50% summoning chance} chance of summoning {@dice 1d4} {@creature vrock||vrocks}, {@dice 1d3} {@creature hezrou||hezrous}, {@dice 1d2} {@creature glabrezu||glabrezus}, or one nalfeshnee.\",\"A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.\"],\"_version\":{\"name\":\"Nalfeshnee (Summoner)\",\"addAs\":\"action\"}}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/nalfeshnee.mp3\"},\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\",\"Teleport\"],\"languageTags\":[\"AB\",\"TP\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Needle Blight\",\"source\":\"MM\",\"page\":32,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"GoS\"},{\"source\":\"IDRotF\"},{\"source\":\"PSI\"},{\"source\":\"PaBTSO\"},{\"source\":\"DIP\"}],\"size\":[\"M\"],\"type\":\"plant\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":11,\"formula\":\"2d8 + 2\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":12,\"con\":13,\"int\":4,\"wis\":8,\"cha\":3,\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":9,\"conditionImmune\":[\"blinded\",\"deafened\"],\"languages\":[\"understands Common but can't speak\"],\"cr\":\"1/4\",\"action\":[{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}6 ({@damage 2d4 + 1}) piercing damage.\"]},{\"name\":\"Needles\",\"entries\":[\"{@atk rw} {@hit 3} to hit, range 30/60 ft., one target. {@h}8 ({@damage 2d6 + 1}) piercing damage.\"]}],\"environment\":[\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/needle-blight.mp3\"},\"altArt\":[{\"name\":\"Needle Blight\",\"source\":\"DIP\"}],\"senseTags\":[\"B\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Night Hag\",\"source\":\"MM\",\"page\":178,\"srd\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"BGDIA\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"IDRotF\"},{\"source\":\"TCE\"},{\"source\":\"CM\"},{\"source\":\"JttRC\"},{\"source\":\"KftGV\"},{\"source\":\"SatO\"},{\"source\":\"ToFW\"},{\"source\":\"BMT\"},{\"source\":\"DoDk\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":\"fiend\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":112,\"formula\":\"15d8 + 45\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":15,\"con\":16,\"int\":16,\"wis\":14,\"cha\":16,\"skill\":{\"deception\":\"+6\",\"insight\":\"+5\",\"perception\":\"+5\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"resist\":[\"cold\",\"fire\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"conditionImmune\":[\"charmed\"],\"languages\":[\"Abyssal\",\"Common\",\"Infernal\",\"Primordial\"],\"cr\":{\"cr\":\"5\",\"coven\":\"7\"},\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The hag's innate spellcasting ability is Charisma (spell save {@dc 14}, {@hit 6} to hit with spell attacks). She can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell detect magic}\",\"{@spell magic missile}\"],\"daily\":{\"2e\":[\"{@spell plane shift} (self only)\",\"{@spell ray of enfeeblement}\",\"{@spell sleep}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The hag has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Night Hag Items\",\"entries\":[\"A night hag carries two very rare magic items that she must craft for herself. If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort.\",\"Heartstone: This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days.\",\"Soul Bag: When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag).\"]}],\"action\":[{\"name\":\"Claws (Hag Form Only)\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage.\"]},{\"name\":\"Change Shape\",\"entries\":[\"The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.\"]},{\"name\":\"Etherealness\",\"entries\":[\"The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.\"]},{\"name\":\"Nightmare Haunting (1/Day)\",\"entries\":[\"While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A {@spell protection from evil and good} spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 ({@dice 1d10}). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the {@spell greater restoration} spell or similar magic.\"]}],\"legendaryGroup\":{\"name\":\"Night Hag\",\"source\":\"MM\"},\"variant\":[{\"type\":\"inset\",\"name\":\"Hag Covens\",\"entries\":[\"When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.\",\"A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.\",{\"type\":\"spellcasting\",\"name\":\"Shared Spellcasting (Coven Only)\",\"headerEntries\":[\"While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell identify}\",\"{@spell ray of sickness}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell hold person}\",\"{@spell locate object}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell bestow curse}\",\"{@spell counterspell}\",\"{@spell lightning bolt}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell phantasmal killer}\",\"{@spell polymorph}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell contact other plane}\",\"{@spell scrying}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell eyebite}\"]}},\"footerEntries\":[\"For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag's Intelligence modifier, and the spell attack bonus is 4 + the hag's Intelligence modifier.\"]},{\"type\":\"entries\",\"name\":\"Hag Eye\",\"entries\":[\"A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes {@dice 3d10} psychic damage and is {@condition blinded} for 24 hours.\",\"A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while {@condition blinded}. During the ritual, if the hags take any action other than performing the ritual, they must start over.\"]}]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/night-hag.mp3\"},\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Shapechanger\"],\"languageTags\":[\"AB\",\"C\",\"I\",\"P\"],\"damageTags\":[\"S\"],\"damageTagsSpell\":[\"O\"],\"spellcastingTags\":[\"CW\",\"I\",\"S\"],\"miscTags\":[\"HPR\",\"MW\"],\"conditionInflictSpell\":[\"frightened\",\"paralyzed\",\"poisoned\",\"unconscious\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Night Hag (Coven)\",\"source\":\"MM\",\"_mod\":{\"spellcasting\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Shared Spellcasting (Coven Only)\",\"headerEntries\":[\"While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell identify}\",\"{@spell ray of sickness}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell hold person}\",\"{@spell locate object}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell bestow curse}\",\"{@spell counterspell}\",\"{@spell lightning bolt}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell phantasmal killer}\",\"{@spell polymorph}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell contact other plane}\",\"{@spell scrying}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell eyebite}\"]}},\"ability\":\"int\",\"footerEntries\":[\"For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save {@dc 15}, and the spell attack bonus is {@hit 7}.\"]}}},\"cr\":\"7\",\"variant\":null}]},{\"name\":\"Nightmare\",\"source\":\"MM\",\"page\":235,\"srd\":true,\"otherSources\":[{\"source\":\"BGDIA\"},{\"source\":\"IMR\"},{\"source\":\"MOT\"},{\"source\":\"CoS\"},{\"source\":\"CRCotN\"},{\"source\":\"AATM\"},{\"source\":\"SatO\"},{\"source\":\"BMT\"},{\"source\":\"VEoR\"}],\"size\":[\"L\"],\"type\":\"fiend\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":68,\"formula\":\"8d10 + 24\"},\"speed\":{\"walk\":60,\"fly\":90},\"str\":18,\"dex\":15,\"con\":16,\"int\":10,\"wis\":13,\"cha\":15,\"passive\":11,\"immune\":[\"fire\"],\"languages\":[\"understands Abyssal, Common, and Infernal but can't speak \"],\"cr\":\"3\",\"trait\":[{\"name\":\"Confer Fire Resistance\",\"entries\":[\"The nightmare can grant resistance to fire damage to anyone riding it.\"]},{\"name\":\"Illumination\",\"entries\":[\"The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet.\"]}],\"action\":[{\"name\":\"Hooves\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage plus 7 ({@damage 2d6}) fire damage.\"]},{\"name\":\"Ethereal Stride\",\"entries\":[\"The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/nightmare.mp3\"},\"traitTags\":[\"Illumination\"],\"languageTags\":[\"AB\",\"C\",\"CS\",\"I\"],\"damageTags\":[\"B\",\"F\"],\"miscTags\":[\"AOE\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Noble\",\"source\":\"MM\",\"page\":348,\"srd\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"HotDQ\"},{\"source\":\"PotA\"},{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"DC\"},{\"source\":\"DIP\"},{\"source\":\"BGDIA\"},{\"source\":\"ERLW\"},{\"source\":\"IMR\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"IDRotF\"},{\"source\":\"CM\"},{\"source\":\"WBtW\"},{\"source\":\"CRCotN\"},{\"source\":\"JttRC\"},{\"source\":\"DSotDQ\"},{\"source\":\"KftGV\"},{\"source\":\"SatO\"},{\"source\":\"ToFW\"},{\"source\":\"BMT\"},{\"source\":\"GHLoE\"},{\"source\":\"DoDk\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item breastplate|phb}\"]}],\"hp\":{\"average\":9,\"formula\":\"2d8\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":12,\"con\":11,\"int\":12,\"wis\":14,\"cha\":16,\"skill\":{\"deception\":\"+5\",\"insight\":\"+4\",\"persuasion\":\"+5\"},\"passive\":12,\"languages\":[\"any two languages\"],\"cr\":\"1/8\",\"action\":[{\"name\":\"Rapier\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/noble.mp3\"},\"attachedItems\":[\"rapier|phb\"],\"actionTags\":[\"Parry\"],\"languageTags\":[\"X\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Nothic\",\"source\":\"MM\",\"page\":236,\"basicRules\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"LMoP\"},{\"source\":\"PotA\"},{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"BGDIA\"},{\"source\":\"RMBRE\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"IDRotF\"},{\"source\":\"JttRC\"},{\"source\":\"KftGV\"},{\"source\":\"PaBTSO\"},{\"source\":\"ToFW\"},{\"source\":\"BMT\"},{\"source\":\"VEoR\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":45,\"formula\":\"6d8 + 18\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":16,\"con\":16,\"int\":13,\"wis\":10,\"cha\":8,\"skill\":{\"arcana\":\"+3\",\"insight\":\"+4\",\"perception\":\"+2\",\"stealth\":\"+5\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":12,\"languages\":[\"Undercommon\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Keen Sight\",\"entries\":[\"The nothic has advantage on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The nothic makes two claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]},{\"name\":\"Rotting Gaze\",\"entries\":[\"The nothic targets one creature it can see within 30 feet of it. The target must succeed on a {@dc 12} Constitution saving throw against this magic or take 10 ({@damage 3d6}) necrotic damage.\"]},{\"name\":\"Weird Insight\",\"entries\":[\"The nothic targets one creature it can see within 30 feet of it. The target must contest its Charisma ({@skill Deception}) check against the nothic's Wisdom ({@skill Insight}) check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being {@condition charmed}.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/nothic.mp3\"},\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"U\"],\"damageTags\":[\"N\",\"S\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Nycaloth\",\"source\":\"MM\",\"page\":314,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"RoT\"},{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"BGDIA\"},{\"source\":\"TCE\"},{\"source\":\"KftGV\"},{\"source\":\"PaBTSO\"},{\"source\":\"SatO\"},{\"source\":\"ToFW\"}],\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"yugoloth\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":123,\"formula\":\"13d10 + 52\"},\"speed\":{\"walk\":40,\"fly\":60},\"str\":20,\"dex\":11,\"con\":19,\"int\":12,\"wis\":10,\"cha\":15,\"skill\":{\"intimidation\":\"+6\",\"perception\":\"+4\",\"stealth\":\"+4\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"acid\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Infernal\",\"telepathy 60 ft.\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The nycaloth's innate spellcasting ability is Charisma. The nycaloth can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell darkness}\",\"{@spell detect magic}\",\"{@spell dispel magic}\",\"{@spell invisibility} (self only)\",\"{@spell mirror image}\"],\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The nycaloth has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The nycaloth's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The nycaloth makes two melee attacks, or it makes one melee attack and teleports before or after the attack.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage. If the target is a creature, it must succeed on a {@dc 16} Constitution saving throw or take 5 ({@damage 2d4}) slashing damage at the start of each of its turns due to a fiendish wound. Each time the nycaloth hits the wounded target with this attack, the damage dealt by the wound increases by 5 ({@dice 2d4}). Any creature can take an action to stanch the wound with a successful {@dc 13} Wisdom ({@skill Medicine}) check. The wound also closes if the target receives magical healing.\"]},{\"name\":\"Greataxe\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}18 ({@damage 2d12 + 5}) slashing damage.\"]},{\"name\":\"Teleport\",\"entries\":[\"The nycaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Yugoloth Summoning\",\"entries\":[\"Some yugoloths have an action option that allows them to summon other yugoloths.\",{\"name\":\"Summon Yugoloth (1/Day)\",\"type\":\"entries\",\"entries\":[\"The yugoloth chooses what to summon and attempts a magical summoning.\",\"A nycaloth has a {@chance 50|50 percent|50% summoning chance} chance of summoning {@dice 1d4} {@creature mezzoloth||mezzoloths} or one nycaloth.\",\"A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can't summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it.\"]}],\"_version\":{\"name\":\"Nycaloth (Summoner)\",\"addHeadersAs\":\"action\"}}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/nycaloth.mp3\"},\"attachedItems\":[\"greataxe|phb\"],\"traitTags\":[\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Multiattack\",\"Teleport\"],\"languageTags\":[\"AB\",\"I\",\"TP\"],\"damageTags\":[\"S\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ochre Jelly\",\"source\":\"MM\",\"page\":243,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"LMoP\"},{\"source\":\"PotA\"},{\"source\":\"TftYP\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"DIP\"},{\"source\":\"BGDIA\"},{\"source\":\"ERLW\"},{\"source\":\"RMBRE\"},{\"source\":\"CRCotN\"},{\"source\":\"JttRC\"},{\"source\":\"HftT\"},{\"source\":\"PaBTSO\"},{\"source\":\"BMT\"},{\"source\":\"DoDk\"},{\"source\":\"QftIS\"}],\"size\":[\"L\"],\"type\":\"ooze\",\"alignment\":[\"U\"],\"ac\":[8],\"hp\":{\"average\":45,\"formula\":\"6d10 + 12\"},\"speed\":{\"walk\":10,\"climb\":10},\"str\":15,\"dex\":6,\"con\":14,\"int\":2,\"wis\":6,\"cha\":1,\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":8,\"resist\":[\"acid\"],\"immune\":[\"lightning\",\"slashing\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"prone\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Amorphous\",\"entries\":[\"The jelly can move through a space as narrow as 1 inch wide without squeezing.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Pseudopod\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage plus 3 ({@damage 1d6}) acid damage.\"]}],\"reaction\":[{\"name\":\"Split\",\"entries\":[\"When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/ochre-jelly.mp3\"},\"traitTags\":[\"Amorphous\",\"Spider Climb\"],\"senseTags\":[\"B\"],\"damageTags\":[\"A\",\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Octopus\",\"source\":\"MM\",\"page\":333,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"SKT\"},{\"source\":\"GoS\"},{\"source\":\"IMR\"},{\"source\":\"IDRotF\"},{\"source\":\"WBtW\"}],\"reprintedAs\":[\"Octopus|XPHB\"],\"size\":[\"S\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":3,\"formula\":\"1d6\"},\"speed\":{\"walk\":5,\"swim\":30},\"str\":4,\"dex\":15,\"con\":11,\"int\":3,\"wis\":10,\"cha\":4,\"skill\":{\"perception\":\"+2\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 30 ft.\"],\"passive\":12,\"cr\":\"0\",\"trait\":[{\"name\":\"Hold Breath\",\"entries\":[\"While out of water, the octopus can hold its breath for 30 minutes.\"]},{\"name\":\"Underwater Camouflage\",\"entries\":[\"The octopus has advantage on Dexterity ({@skill Stealth}) checks made while underwater.\"]},{\"name\":\"Water Breathing\",\"entries\":[\"The octopus can breathe only underwater.\"]}],\"action\":[{\"name\":\"Tentacles\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}1 bludgeoning damage, and the target is {@condition grappled} (escape {@dc 10}). Until this grapple ends, the octopus can't use its tentacles on another target.\"]},{\"name\":\"Ink Cloud (Recharges after a Short or Long Rest)\",\"entries\":[\"A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.\"]}],\"familiar\":true,\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/octopus.mp3\"},\"traitTags\":[\"Camouflage\",\"Hold Breath\",\"Water Breathing\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Tentacles\"],\"damageTags\":[\"B\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Ogre\",\"source\":\"MM\",\"page\":237,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"HotDQ\"},{\"source\":\"LMoP\"},{\"source\":\"PotA\"},{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"GoS\"},{\"source\":\"DIP\"},{\"source\":\"SLW\"},{\"source\":\"BGDIA\"},{\"source\":\"ERLW\"},{\"source\":\"RMBRE\"},{\"source\":\"EGW\"},{\"source\":\"IDRotF\"},{\"source\":\"CM\"},{\"source\":\"CRCotN\"},{\"source\":\"SjA\"},{\"source\":\"DSotDQ\"},{\"source\":\"KftGV\"},{\"source\":\"PSZ\"},{\"source\":\"HftT\"},{\"source\":\"PaBTSO\"},{\"source\":\"SatO\"},{\"source\":\"DoDk\"},{\"source\":\"QftIS\"}],\"reprintedAs\":[\"Ogre|XMM\"],\"size\":[\"L\"],\"type\":\"giant\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":11,\"from\":[\"{@item hide armor|phb}\"]}],\"hp\":{\"average\":59,\"formula\":\"7d10 + 21\"},\"speed\":{\"walk\":40},\"str\":19,\"dex\":8,\"con\":16,\"int\":5,\"wis\":7,\"cha\":7,\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"languages\":[\"Common\",\"Giant\"],\"cr\":\"2\",\"action\":[{\"name\":\"Greatclub\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage.\"]}],\"environment\":[\"grassland\",\"forest\",\"swamp\",\"hill\",\"desert\",\"coastal\",\"arctic\",\"underdark\",\"mountain\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/ogre.mp3\"},\"attachedItems\":[\"greatclub|phb\",\"javelin|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ogre Zombie\",\"source\":\"MM\",\"page\":316,\"srd\":true,\"otherSources\":[{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"DIP\"},{\"source\":\"SDW\"},{\"source\":\"IDRotF\"},{\"source\":\"LoX\"},{\"source\":\"PaBTSO\"},{\"source\":\"DoDk\"},{\"source\":\"VEoR\"}],\"size\":[\"L\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[8],\"hp\":{\"average\":85,\"formula\":\"9d10 + 36\"},\"speed\":{\"walk\":30},\"str\":19,\"dex\":6,\"con\":18,\"int\":3,\"wis\":6,\"cha\":5,\"save\":{\"wis\":\"+0\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"understands Common and Giant but can't speak\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Undead Fortitude\",\"entries\":[\"If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.\"]}],\"action\":[{\"name\":\"Morningstar\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/ogre-zombie.mp3\"},\"attachedItems\":[\"morningstar|phb\"],\"traitTags\":[\"Undead Fortitude\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"CS\",\"GI\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Oni\",\"source\":\"MM\",\"page\":239,\"srd\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"ERLW\"},{\"source\":\"EGW\"},{\"source\":\"TCE\"},{\"source\":\"WBtW\"},{\"source\":\"JttRC\"},{\"source\":\"KftGV\"},{\"source\":\"PSZ\"},{\"source\":\"ToFW\"}],\"size\":[\"L\"],\"type\":\"giant\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item chain mail|phb}\"]}],\"hp\":{\"average\":110,\"formula\":\"13d10 + 39\"},\"speed\":{\"walk\":30,\"fly\":30},\"str\":19,\"dex\":11,\"con\":16,\"int\":14,\"wis\":12,\"cha\":15,\"save\":{\"dex\":\"+3\",\"con\":\"+6\",\"wis\":\"+4\",\"cha\":\"+5\"},\"skill\":{\"arcana\":\"+5\",\"deception\":\"+8\",\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Common\",\"Giant\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The oni's innate spellcasting ability is Charisma (spell save {@dc 13}). The oni can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell darkness}\",\"{@spell invisibility}\"],\"daily\":{\"1e\":[\"{@spell charm person}\",\"{@spell cone of cold}\",\"{@spell gaseous form}\",\"{@spell sleep}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Magic Weapons\",\"entries\":[\"The oni's weapon attacks are magical.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The oni makes two attacks, either with its claws or its glaive.\"]},{\"name\":\"Claw (Oni Form Only)\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage.\"]},{\"name\":\"Glaive\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d10 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage in Small or Medium form.\"]},{\"name\":\"Change Shape\",\"entries\":[\"The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size.\"]}],\"environment\":[\"forest\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/oni.mp3\"},\"attachedItems\":[\"glaive|phb\"],\"traitTags\":[\"Magic Weapons\",\"Regeneration\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"S\"],\"damageTagsSpell\":[\"C\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Orc\",\"source\":\"MM\",\"page\":246,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"HotDQ\"},{\"source\":\"LMoP\"},{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"GoS\"},{\"source\":\"DIP\"},{\"source\":\"ERLW\"},{\"source\":\"RMBRE\"},{\"source\":\"EGW\"},{\"source\":\"IDRotF\"},{\"source\":\"CRCotN\"},{\"source\":\"HftT\"},{\"source\":\"PaBTSO\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"orc\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item hide armor|phb}\"]}],\"hp\":{\"average\":15,\"formula\":\"2d8 + 6\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":12,\"con\":16,\"int\":7,\"wis\":11,\"cha\":10,\"skill\":{\"intimidation\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Common\",\"Orc\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Aggressive\",\"entries\":[\"As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.\"]}],\"action\":[{\"name\":\"Greataxe\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d12 + 3}) slashing damage.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]}],\"environment\":[\"underdark\",\"mountain\",\"grassland\",\"forest\",\"swamp\",\"hill\",\"arctic\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/orc.mp3\"},\"altArt\":[{\"name\":\"Iceshield Orc\",\"source\":\"PotA\"}],\"attachedItems\":[\"greataxe|phb\",\"javelin|phb\"],\"traitTags\":[\"Aggressive\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"O\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Orc Eye of Gruumsh\",\"source\":\"MM\",\"page\":247,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"EGW\"},{\"source\":\"IDRotF\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"orc\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item ring mail|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":45,\"formula\":\"6d8 + 18\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":12,\"con\":17,\"int\":9,\"wis\":13,\"cha\":12,\"skill\":{\"intimidation\":\"+3\",\"religion\":\"+1\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"languages\":[\"Common\",\"Orc\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The orc is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 11}, {@hit 3} to hit with spell attacks). The orc has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell guidance}\",\"{@spell resistance}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell bless}\",\"{@spell command}\"]},\"2\":{\"slots\":2,\"spells\":[\"{@spell augury}\",\"{@spell spiritual weapon} (spear)\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Aggressive\",\"entries\":[\"As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.\"]},{\"name\":\"Gruumsh's Fury\",\"entries\":[\"The orc deals an extra 4 ({@dice 1d8}) damage when it hits with a weapon attack (included in the attacks).\"]}],\"action\":[{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}11 ({@dice 1d6 + 3} plus {@dice 1d8}) piercing damage, or 12 ({@damage 2d8 + 3}) piercing damage if used with two hands to make a melee attack.\"]}],\"environment\":[\"underdark\",\"mountain\",\"grassland\",\"forest\",\"swamp\",\"hill\",\"arctic\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/orc-eye-of-gruumsh.mp3\"},\"attachedItems\":[\"spear|phb\"],\"traitTags\":[\"Aggressive\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"O\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"O\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Orc War Chief\",\"source\":\"MM\",\"page\":246,\"otherSources\":[{\"source\":\"SKT\"},{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"IDRotF\"},{\"source\":\"WBtW\"},{\"source\":\"CRCotN\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"orc\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item chain mail|phb}\"]}],\"hp\":{\"average\":93,\"formula\":\"11d8 + 44\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":12,\"con\":18,\"int\":11,\"wis\":11,\"cha\":16,\"save\":{\"str\":\"+6\",\"con\":\"+6\",\"wis\":\"+2\"},\"skill\":{\"intimidation\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Common\",\"Orc\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Aggressive\",\"entries\":[\"As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.\"]},{\"name\":\"Gruumsh's Fury\",\"entries\":[\"The orc deals an extra 4 ({@dice 1d8}) damage when it hits with a weapon attack (included in the attacks).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The orc makes two attacks with its greataxe or its spear.\"]},{\"name\":\"Greataxe\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}15 ({@damage 1d12 + 4} plus {@damage 1d8}) slashing damage.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}12 ({@damage 1d6 + 4} plus {@damage 1d8}) piercing damage, or 13 ({@damage 2d8 + 4}) piercing damage if used with two hands to make a melee attack.\"]},{\"name\":\"Battle Cry (1/Day)\",\"entries\":[\"Each creature of the war chief's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the war chief's next turn. The war chief can then make one attack as a bonus action.\"]}],\"environment\":[\"underdark\",\"mountain\",\"grassland\",\"forest\",\"swamp\",\"hill\",\"arctic\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/orc-war-chief.mp3\"},\"attachedItems\":[\"greataxe|phb\",\"spear|phb\"],\"traitTags\":[\"Aggressive\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"O\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Orog\",\"source\":\"MM\",\"page\":247,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"EGW\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"orc\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|phb}\"]}],\"hp\":{\"average\":42,\"formula\":\"5d8 + 20\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":12,\"con\":18,\"int\":12,\"wis\":11,\"cha\":12,\"skill\":{\"intimidation\":\"+5\",\"survival\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Common\",\"Orc\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Aggressive\",\"entries\":[\"As a bonus action, the orog can move up to its speed toward a hostile creature that it can see.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The orog makes two greataxe attacks.\"]},{\"name\":\"Greataxe\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d12 + 4}) slashing damage.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]}],\"environment\":[\"underdark\",\"mountain\",\"grassland\",\"forest\",\"hill\",\"arctic\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/orog.mp3\"},\"attachedItems\":[\"greataxe|phb\",\"javelin|phb\"],\"traitTags\":[\"Aggressive\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"O\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Otyugh\",\"source\":\"MM\",\"page\":248,\"srd\":true,\"otherSources\":[{\"source\":\"HotDQ\"},{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"IMR\"},{\"source\":\"JttRC\"},{\"source\":\"PaBTSO\"},{\"source\":\"ToFW\"},{\"source\":\"DoDk\"}],\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":114,\"formula\":\"12d10 + 48\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":11,\"con\":19,\"int\":6,\"wis\":13,\"cha\":6,\"save\":{\"con\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":11,\"languages\":[\"Otyugh\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Limited Telepathy\",\"entries\":[\"The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The otyugh makes three attacks: one with its bite and two with its tentacles.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) piercing damage. If the target is a creature, it must succeed on a {@dc 15} Constitution saving throw against disease or become {@condition poisoned} until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 ({@dice 1d10}) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage plus 4 ({@damage 1d8}) piercing damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 13}) and {@condition restrained} until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.\"]},{\"name\":\"Tentacle Slam\",\"entries\":[\"The otyugh slams creatures {@condition grappled} by it into each other or a solid surface. Each creature must succeed on a {@dc 14} Constitution saving throw or take 10 ({@damage 2d6 + 3}) bludgeoning damage and be {@condition stunned} until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't {@condition stunned}.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/otyugh.mp3\"},\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"DIS\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"poisoned\",\"restrained\",\"stunned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Owl\",\"source\":\"MM\",\"page\":333,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RoT\"},{\"source\":\"IMR\"},{\"source\":\"IDRotF\"},{\"source\":\"CM\"},{\"source\":\"ToFW\"},{\"source\":\"DoDk\"}],\"reprintedAs\":[\"Owl|XPHB\"],\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[11],\"hp\":{\"average\":1,\"formula\":\"1d4 - 1\"},\"speed\":{\"walk\":5,\"fly\":60},\"str\":3,\"dex\":13,\"con\":8,\"int\":2,\"wis\":12,\"cha\":7,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+3\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":13,\"cr\":\"0\",\"trait\":[{\"name\":\"Flyby\",\"entries\":[\"The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.\"]},{\"name\":\"Keen Hearing and Sight\",\"entries\":[\"The owl has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight.\"]}],\"action\":[{\"name\":\"Talons\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}1 slashing damage.\"]}],\"environment\":[\"forest\",\"arctic\"],\"familiar\":true,\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/owl.mp3\"},\"traitTags\":[\"Flyby\",\"Keen Senses\"],\"senseTags\":[\"SD\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Owlbear\",\"source\":\"MM\",\"page\":249,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"LMoP\"},{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"DIP\"},{\"source\":\"SDW\"},{\"source\":\"RMBRE\"},{\"source\":\"IMR\"},{\"source\":\"EGW\"},{\"source\":\"IDRotF\"},{\"source\":\"WBtW\"},{\"source\":\"CRCotN\"},{\"source\":\"DoSI\"},{\"source\":\"HftT\"},{\"source\":\"PaBTSO\"},{\"source\":\"BMT\"},{\"source\":\"QftIS\"}],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":59,\"formula\":\"7d10 + 21\"},\"speed\":{\"walk\":40},\"str\":20,\"dex\":12,\"con\":17,\"int\":3,\"wis\":12,\"cha\":7,\"skill\":{\"perception\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"cr\":\"3\",\"trait\":[{\"name\":\"Keen Sight and Smell\",\"entries\":[\"The owlbear has advantage on Wisdom ({@skill Perception}) checks that rely on sight or smell.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The owlbear makes two attacks: one with its beak and one with its claws.\"]},{\"name\":\"Beak\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}10 ({@damage 1d10 + 5}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage.\"]}],\"environment\":[\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/owlbear.mp3\"},\"altArt\":[{\"name\":\"Owlbear\",\"source\":\"RMBRE\"}],\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Panther\",\"source\":\"MM\",\"page\":333,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"}],\"reprintedAs\":[\"Panther|XPHB\"],\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":13,\"formula\":\"3d8\"},\"speed\":{\"walk\":50,\"climb\":40},\"str\":14,\"dex\":15,\"con\":10,\"int\":3,\"wis\":14,\"cha\":7,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+6\"},\"passive\":14,\"cr\":\"1/4\",\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The panther has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Pounce\",\"entries\":[\"If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a {@dc 12} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the panther can make one bite attack against it as a bonus action.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage.\"]}],\"environment\":[\"grassland\",\"forest\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/panther.mp3\"},\"traitTags\":[\"Keen Senses\",\"Pounce\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true},{\"name\":\"Pegasus\",\"source\":\"MM\",\"page\":250,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"ERLW\"},{\"source\":\"MOT\"},{\"source\":\"WBtW\"},{\"source\":\"JttRC\"},{\"source\":\"SatO\"},{\"source\":\"BMT\"}],\"size\":[\"L\"],\"type\":\"celestial\",\"alignment\":[\"C\",\"G\"],\"ac\":[12],\"hp\":{\"average\":59,\"formula\":\"7d10 + 21\"},\"speed\":{\"walk\":60,\"fly\":90},\"str\":18,\"dex\":15,\"con\":16,\"int\":10,\"wis\":15,\"cha\":13,\"save\":{\"dex\":\"+4\",\"wis\":\"+4\",\"cha\":\"+3\"},\"skill\":{\"perception\":\"+6\"},\"passive\":16,\"languages\":[\"understands Celestial\",\"Common\",\"Elvish\",\"and Sylvan but can't speak\"],\"cr\":\"2\",\"action\":[{\"name\":\"Hooves\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage.\"]}],\"environment\":[\"grassland\",\"forest\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/pegasus.mp3\"},\"languageTags\":[\"C\",\"CE\",\"CS\",\"E\",\"S\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Pentadrone\",\"group\":[\"Modrons\"],\"source\":\"MM\",\"page\":226,\"otherSources\":[{\"source\":\"ToA\"},{\"source\":\"KftGV\"},{\"source\":\"SatO\"},{\"source\":\"ToFW\"},{\"source\":\"CoA\"}],\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":32,\"formula\":\"5d10 + 5\"},\"speed\":{\"walk\":40},\"str\":15,\"dex\":14,\"con\":12,\"int\":10,\"wis\":10,\"cha\":13,\"skill\":{\"perception\":\"+4\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":14,\"languages\":[\"Modron\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Axiomatic Mind\",\"entries\":[\"The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions.\"]},{\"name\":\"Disintegration\",\"entries\":[\"If the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The pentadrone makes five arm attacks.\"]},{\"name\":\"Arm\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage.\"]},{\"name\":\"Paralysis Gas {@recharge 5}\",\"entries\":[\"The pentadrone exhales a 30-foot cone of gas. Each creature in that area must succeed on a {@dc 11} Constitution saving throw or be {@condition paralyzed} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Rogue Modrons\",\"entries\":[\"A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don't act in accordance with Primus's wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues.\",\"A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/pentadrone.mp3\"},\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"B\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"paralyzed\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Pentadrone (Rogue)\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"removeArr\",\"names\":\"Axiomatic Mind\"}},\"alignment\":[\"A\"],\"variant\":null}]},{\"name\":\"Peryton\",\"source\":\"MM\",\"page\":251,\"otherSources\":[{\"source\":\"HotDQ\"},{\"source\":\"PotA\"},{\"source\":\"TftYP\"},{\"source\":\"GoS\"},{\"source\":\"IDRotF\"},{\"source\":\"WBtW\"},{\"source\":\"JttRC\"}],\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":20,\"fly\":60},\"str\":16,\"dex\":12,\"con\":13,\"int\":9,\"wis\":12,\"cha\":10,\"skill\":{\"perception\":\"+5\"},\"passive\":15,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"languages\":[\"understands Common and Elvish but can't speak\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Dive Attack\",\"entries\":[\"If the peryton is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 ({@dice 2d8}) damage to the target.\"]},{\"name\":\"Flyby\",\"entries\":[\"The peryton doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"name\":\"Keen Sight and Smell\",\"entries\":[\"The peryton has advantage on Wisdom ({@skill Perception}) checks that rely on sight or smell.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The peryton makes one gore attack and one talon attack.\"]},{\"name\":\"Gore\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage.\"]},{\"name\":\"Talons\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) piercing damage.\"]}],\"environment\":[\"mountain\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/peryton.mp3\"},\"traitTags\":[\"Flyby\",\"Keen Senses\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CS\",\"E\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Phase Spider\",\"source\":\"MM\",\"page\":334,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"DIP\"},{\"source\":\"SDW\"},{\"source\":\"MOT\"},{\"source\":\"IDRotF\"},{\"source\":\"PaBTSO\"},{\"source\":\"BMT\"},{\"source\":\"DoDk\"},{\"source\":\"QftIS\"}],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":32,\"formula\":\"5d10 + 5\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":15,\"dex\":15,\"con\":12,\"int\":6,\"wis\":10,\"cha\":6,\"skill\":{\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"cr\":\"3\",\"trait\":[{\"name\":\"Ethereal Jaunt\",\"entries\":[\"As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Web Walker\",\"entries\":[\"The spider ignores movement restrictions caused by webbing.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d10 + 2}) piercing damage, and the target must make a {@dc 11} Constitution saving throw, taking 18 ({@damage 4d8}) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but {@condition poisoned} for 1 hour, even after regaining hit points, and is {@condition paralyzed} while {@condition poisoned} in this way.\"]}],\"environment\":[\"underdark\",\"grassland\",\"forest\",\"hill\",\"urban\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/phase-spider.mp3\"},\"traitTags\":[\"Spider Climb\",\"Web Walker\"],\"senseTags\":[\"D\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"paralyzed\",\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Piercer\",\"source\":\"MM\",\"page\":252,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"WDMM\"},{\"source\":\"IDRotF\"},{\"source\":\"ToFW\"}],\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":22,\"formula\":\"3d8 + 9\"},\"speed\":{\"walk\":5,\"climb\":5},\"str\":10,\"dex\":13,\"con\":16,\"int\":1,\"wis\":7,\"cha\":3,\"skill\":{\"stealth\":\"+5\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 60 ft.\"],\"passive\":8,\"cr\":\"1/2\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"While the piercer remains motionless on the ceiling, it is indistinguishable from a normal stalactite.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The piercer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Drop\",\"entries\":[\"{@atk mw} {@hit 3} to hit, one creature directly underneath the piercer. {@h}3 ({@damage 1d6}) piercing damage per 10 feet fallen, up to 21 ({@dice 6d6}). Miss: The piercer takes half the normal falling damage for the distance fallen.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/piercer.mp3\"},\"traitTags\":[\"False Appearance\",\"Spider Climb\"],\"senseTags\":[\"B\",\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Pit Fiend\",\"source\":\"MM\",\"page\":77,\"srd\":true,\"otherSources\":[{\"source\":\"WDMM\"},{\"source\":\"BGDIA\"},{\"source\":\"EGW\"},{\"source\":\"TCE\"},{\"source\":\"SatO\"},{\"source\":\"ToFW\"},{\"source\":\"VEoR\"},{\"source\":\"CoA\"}],\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":300,\"formula\":\"24d10 + 168\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":26,\"dex\":14,\"con\":24,\"int\":22,\"wis\":18,\"cha\":24,\"save\":{\"dex\":\"+8\",\"con\":\"+13\",\"wis\":\"+10\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":14,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"20\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The pit fiend's spellcasting ability is Charisma (spell save {@dc 21}). The pit fiend can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell detect magic}\",\"{@spell fireball}\"],\"daily\":{\"3e\":[\"{@spell hold monster}\",\"{@spell wall of fire}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Fear Aura\",\"entries\":[\"Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a {@dc 21} Wisdom saving throw, unless the pit fiend is {@condition incapacitated}. On a failed save, the creature is {@condition frightened} until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The pit fiend has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The pit fiend's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h}22 ({@damage 4d6 + 8}) piercing damage. The target must succeed on a {@dc 21} Constitution saving throw or become {@condition poisoned}. While {@condition poisoned} in this way, the target can't regain hit points, and it takes 21 ({@damage 6d6}) poison damage at the start of each of its turns. The {@condition poisoned} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d8 + 8}) slashing damage.\"]},{\"name\":\"Mace\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d6 + 8}) bludgeoning damage plus 21 ({@damage 6d6}) fire damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}24 ({@damage 3d10 + 8}) bludgeoning damage.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Summon Devil (1/Day)\",\"entries\":[\"The devil chooses what to summon and attempts a magical summoning.\",\"A pit fiend summons {@dice 2d4} {@creature bearded devil||bearded devils}, {@dice 1d4} {@creature barbed devil||barbed devils}, or one {@creature erinyes} with no chance of failure.\",\"A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.\"],\"_version\":{\"name\":\"Pit Fiend (Summoner)\",\"addAs\":\"action\"}}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/pit-fiend.mp3\"},\"attachedItems\":[\"mace|phb\"],\"traitTags\":[\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"I\",\"TP\"],\"damageTags\":[\"B\",\"F\",\"I\",\"P\",\"S\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"poisoned\"],\"conditionInflictSpell\":[\"paralyzed\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Pixie\",\"source\":\"MM\",\"page\":253,\"otherSources\":[{\"source\":\"GoS\"},{\"source\":\"ERLW\"},{\"source\":\"IMR\"},{\"source\":\"EGW\"},{\"source\":\"WBtW\"},{\"source\":\"KftGV\"},{\"source\":\"SatO\"},{\"source\":\"ToFW\"},{\"source\":\"BMT\"},{\"source\":\"QftIS\"}],\"size\":[\"T\"],\"type\":\"fey\",\"alignment\":[\"N\",\"G\"],\"ac\":[15],\"hp\":{\"average\":1,\"formula\":\"1d4 - 1\"},\"speed\":{\"walk\":10,\"fly\":30},\"str\":2,\"dex\":20,\"con\":8,\"int\":10,\"wis\":14,\"cha\":15,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+7\"},\"passive\":14,\"languages\":[\"Sylvan\"],\"cr\":\"1/4\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The pixie's innate spellcasting ability is Charisma (spell save {@dc 12}). It can innately cast the following spells, requiring only its pixie dust as a component:\"],\"will\":[\"{@spell druidcraft}\"],\"daily\":{\"1e\":[\"{@spell confusion}\",\"{@spell dancing lights}\",\"{@spell detect evil and good}\",\"{@spell detect thoughts}\",\"{@spell dispel magic}\",\"{@spell entangle}\",\"{@spell fly}\",\"{@spell phantasmal force}\",\"{@spell polymorph}\",\"{@spell sleep}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The pixie has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Superior Invisibility\",\"entries\":[\"The pixie magically turns {@condition invisible} until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the pixie wears or carries is {@condition invisible} with it.\"]}],\"environment\":[\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/pixie.mp3\"},\"traitTags\":[\"Magic Resistance\"],\"languageTags\":[\"S\"],\"damageTagsSpell\":[\"Y\"],\"spellcastingTags\":[\"I\"],\"conditionInflict\":[\"invisible\"],\"conditionInflictSpell\":[\"restrained\",\"unconscious\"],\"savingThrowForcedSpell\":[\"intelligence\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Planetar\",\"group\":[\"Angels\"],\"source\":\"MM\",\"page\":17,\"srd\":true,\"otherSources\":[{\"source\":\"BGDIA\"},{\"source\":\"CRCotN\"},{\"source\":\"JttRC\"},{\"source\":\"AATM\"},{\"source\":\"SatO\"},{\"source\":\"DoDk\"},{\"source\":\"CoA\"}],\"size\":[\"L\"],\"type\":\"celestial\",\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":200,\"formula\":\"16d10 + 112\"},\"speed\":{\"walk\":40,\"fly\":120},\"str\":24,\"dex\":20,\"con\":24,\"int\":19,\"wis\":22,\"cha\":25,\"save\":{\"con\":\"+12\",\"wis\":\"+11\",\"cha\":\"+12\"},\"skill\":{\"perception\":\"+11\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":21,\"resist\":[\"radiant\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"16\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The planetar's spellcasting ability is Charisma (spell save {@dc 20}). The planetar can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell detect evil and good}\",\"{@spell invisibility} (self only)\"],\"daily\":{\"3e\":[\"{@spell blade barrier}\",\"{@spell dispel evil and good}\",\"{@spell flame strike}\",\"{@spell raise dead}\"],\"1e\":[\"{@spell commune}\",\"{@spell control weather}\",\"{@spell insect plague}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Angelic Weapons\",\"entries\":[\"The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra {@dice 5d8} radiant damage (included in the attack).\"]},{\"name\":\"Divine Awareness\",\"entries\":[\"The planetar knows if it hears a lie.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The planetar has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The planetar makes two melee attacks.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}21 ({@damage 4d6 + 7}) slashing damage plus 22 ({@damage 5d8}) radiant damage.\"]},{\"name\":\"Healing Touch (4/Day)\",\"entries\":[\"The planetar touches another creature. The target magically regains 30 ({@dice 6d8 + 3}) hit points and is freed from any curse, disease, poison, blindness, or deafness.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/planetar.mp3\"},\"attachedItems\":[\"greatsword|phb\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"R\",\"S\"],\"damageTagsSpell\":[\"F\",\"P\",\"R\",\"S\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Plesiosaurus\",\"group\":[\"Dinosaurs\"],\"source\":\"MM\",\"page\":80,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"ToA\"},{\"source\":\"GoS\"},{\"source\":\"IDRotF\"},{\"source\":\"DSotDQ\"}],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":68,\"formula\":\"8d10 + 24\"},\"speed\":{\"walk\":20,\"swim\":40},\"str\":18,\"dex\":15,\"con\":16,\"int\":2,\"wis\":12,\"cha\":5,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+4\"},\"passive\":13,\"cr\":\"2\",\"trait\":[{\"name\":\"Hold Breath\",\"entries\":[\"The plesiosaurus can hold its breath for 1 hour.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}14 ({@damage 3d6 + 4}) piercing damage.\"]}],\"environment\":[\"underwater\",\"coastal\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/plesiosaurus.mp3\"},\"traitTags\":[\"Hold Breath\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Poisonous Snake\",\"source\":\"MM\",\"page\":334,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"GoS\"},{\"source\":\"IMR\"},{\"source\":\"QftIS\"}],\"reprintedAs\":[\"Venomous Snake|XPHB\"],\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[13],\"hp\":{\"average\":2,\"formula\":\"1d4\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":2,\"dex\":16,\"con\":11,\"int\":1,\"wis\":10,\"cha\":3,\"senses\":[\"blindsight 10 ft.\"],\"passive\":10,\"cr\":\"1/8\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}1 piercing damage, and the target must make a {@dc 10} Constitution saving throw, taking 5 ({@damage 2d4}) poison damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"grassland\",\"forest\",\"swamp\",\"hill\",\"desert\",\"coastal\"],\"familiar\":true,\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/poisonous-snake.mp3\"},\"senseTags\":[\"B\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true},{\"name\":\"Polar Bear\",\"source\":\"MM\",\"page\":334,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"WDH\"},{\"source\":\"IMR\"},{\"source\":\"EGW\"},{\"source\":\"IDRotF\"},{\"source\":\"CoA\"}],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":42,\"formula\":\"5d10 + 15\"},\"speed\":{\"walk\":40,\"swim\":30},\"str\":20,\"dex\":10,\"con\":16,\"int\":2,\"wis\":13,\"cha\":7,\"skill\":{\"perception\":\"+3\"},\"passive\":13,\"cr\":\"2\",\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The bear has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The bear makes two attacks: one with its bite and one with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage.\"]}],\"environment\":[\"underdark\",\"arctic\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/polar-bear.mp3\"},\"traitTags\":[\"Keen Senses\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Poltergeist\",\"source\":\"MM\",\"page\":279,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"IDRotF\"},{\"source\":\"CM\"},{\"source\":\"KftGV\"},{\"source\":\"PSI\"},{\"source\":\"ToFW\"},{\"source\":\"QftIS\"}],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"ac\":[12],\"hp\":{\"average\":22,\"formula\":\"5d8\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":50,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":1,\"dex\":14,\"con\":11,\"int\":10,\"wis\":10,\"cha\":11,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"unconscious\"],\"languages\":[\"understands all languages it knew in life but can't speak\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Incorporeal Movement\",\"entries\":[\"The poltergeist can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the poltergeist has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]},{\"name\":\"Invisibility\",\"entries\":[\"The poltergeist is {@condition invisible}.\"]}],\"action\":[{\"name\":\"Forceful Slam\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}10 ({@damage 3d6}) force damage.\"]},{\"name\":\"Telekinetic Thrust\",\"entries\":[\"The poltergeist targets a creature or unattended object within 30 feet of it. A creature must be Medium or smaller to be affected by this magic, and an object can weigh up to 150 pounds.\",\"If the target is a creature, the poltergeist makes a Charisma check contested by the target's Strength check. If the poltergeist wins the contest, the poltergeist hurls the target up to 30 feet in any direction, including upward. If the target then comes into contact with a hard surface or heavy object, the target takes {@dice 1d6} damage per 10 feet moved.\",\"If the target is an object that isn't being worn or carried, the poltergeist hurls it up to 30 feet in any direction. The poltergeist can use the object as a ranged weapon, attacking one creature along the object's path ({@hit 4} to hit) and dealing 5 ({@damage 2d4}) bludgeoning damage on a hit.\"]}],\"environment\":[\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/poltergeist.mp3\"},\"traitTags\":[\"Incorporeal Movement\",\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"languageTags\":[\"CS\",\"LF\"],\"damageTags\":[\"B\",\"O\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"invisible\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Pony\",\"source\":\"MM\",\"page\":335,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"SKT\"},{\"source\":\"WBtW\"},{\"source\":\"SatO\"}],\"reprintedAs\":[\"Pony|XPHB\"],\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[10],\"hp\":{\"average\":11,\"formula\":\"2d8 + 2\"},\"speed\":{\"walk\":40},\"str\":15,\"dex\":10,\"con\":13,\"int\":2,\"wis\":11,\"cha\":7,\"passive\":10,\"cr\":\"1/8\",\"action\":[{\"name\":\"Hooves\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) bludgeoning damage.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/pony.mp3\"},\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Priest\",\"source\":\"MM\",\"page\":348,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"HotDQ\"},{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"DC\"},{\"source\":\"DIP\"},{\"source\":\"SLW\"},{\"source\":\"SDW\"},{\"source\":\"BGDIA\"},{\"source\":\"ERLW\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"IDRotF\"},{\"source\":\"TCE\"},{\"source\":\"CM\"},{\"source\":\"CRCotN\"},{\"source\":\"JttRC\"},{\"source\":\"DSotDQ\"},{\"source\":\"PSI\"},{\"source\":\"SatO\"},{\"source\":\"ToFW\"},{\"source\":\"BMT\"},{\"source\":\"DoDk\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item chain shirt|phb}\"]}],\"hp\":{\"average\":27,\"formula\":\"5d8 + 5\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":10,\"con\":12,\"int\":13,\"wis\":16,\"cha\":13,\"skill\":{\"medicine\":\"+7\",\"persuasion\":\"+3\",\"religion\":\"+5\"},\"passive\":13,\"languages\":[\"any two languages\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). The priest has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell light}\",\"{@spell sacred flame}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell cure wounds}\",\"{@spell guiding bolt}\",\"{@spell sanctuary}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell lesser restoration}\",\"{@spell spiritual weapon}\"]},\"3\":{\"slots\":2,\"spells\":[\"{@spell dispel magic}\",\"{@spell spirit guardians}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Divine Eminence\",\"entries\":[\"As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 ({@damage 3d6}) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by {@dice 1d6} for each level above 1st.\"]}],\"action\":[{\"name\":\"Mace\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/priest.mp3\"},\"attachedItems\":[\"mace|phb\"],\"languageTags\":[\"X\"],\"damageTags\":[\"B\",\"R\"],\"damageTagsSpell\":[\"N\",\"O\",\"R\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Pseudodragon\",\"source\":\"MM\",\"page\":254,\"srd\":true,\"otherSources\":[{\"source\":\"RoT\"},{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"ERLW\"},{\"source\":\"IMR\"},{\"source\":\"EGW\"},{\"source\":\"IDRotF\"},{\"source\":\"DoDk\"}],\"reprintedAs\":[\"Pseudodragon|XPHB\"],\"size\":[\"T\"],\"type\":\"dragon\",\"alignment\":[\"N\",\"G\"],\"ac\":[13],\"hp\":{\"average\":7,\"formula\":\"2d4 + 2\"},\"speed\":{\"walk\":15,\"fly\":60},\"str\":6,\"dex\":15,\"con\":13,\"int\":10,\"wis\":12,\"cha\":10,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+4\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"understands Common and Draconic but can't speak\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Keen Senses\",\"entries\":[\"The pseudodragon has advantage on Wisdom ({@skill Perception}) checks that rely on sight, hearing, or smell.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The pseudodragon has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Limited Telepathy\",\"entries\":[\"The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Sting\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage, and the target must succeed on a {@dc 11} Constitution saving throw or become {@condition poisoned} for 1 hour. If the saving throw fails by 5 or more, the target falls {@condition unconscious} for the same duration, or until it takes damage or another creature uses an action to shake it awake.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Pseudodragon Familiar\",\"entries\":[\"Some pseudodragons are willing to serve spellcasters as a familiar. Such pseudodragons have the following trait.\",{\"name\":\"Familiar\",\"type\":\"entries\",\"entries\":[\"The pseudodragon can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the pseudodragon senses as long as they are within 1 mile of each other. While the pseudodragon is within 10 feet of its companion, the companion shares the pseudodragon's Magic Resistance trait. At any time and for any reason, the pseudodragon can end its service as a familiar, ending the telepathic bond.\"]}],\"_version\":{\"addHeadersAs\":\"trait\"}}],\"environment\":[\"mountain\",\"forest\",\"hill\",\"urban\",\"desert\",\"coastal\"],\"familiar\":true,\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/pseudodragon.mp3\"},\"traitTags\":[\"Keen Senses\",\"Magic Resistance\"],\"senseTags\":[\"B\",\"D\"],\"languageTags\":[\"C\",\"CS\",\"DR\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"poisoned\",\"unconscious\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Pteranodon\",\"group\":[\"Dinosaurs\"],\"source\":\"MM\",\"page\":80,\"basicRules\":true,\"otherSources\":[{\"source\":\"ToA\"},{\"source\":\"GoS\"},{\"source\":\"ERLW\"},{\"source\":\"WBtW\"},{\"source\":\"ToFW\"}],\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":13,\"formula\":\"3d8\"},\"speed\":{\"walk\":10,\"fly\":60},\"str\":12,\"dex\":15,\"con\":10,\"int\":2,\"wis\":9,\"cha\":5,\"skill\":{\"perception\":\"+1\"},\"passive\":11,\"cr\":\"1/4\",\"trait\":[{\"name\":\"Flyby\",\"entries\":[\"The pteranodon doesn't provoke opportunity attacks when it flies out of an enemy's reach.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}6 ({@damage 2d4 + 1}) piercing damage\"]}],\"environment\":[\"mountain\",\"grassland\",\"coastal\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/pteranodon.mp3\"},\"traitTags\":[\"Flyby\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Purple Worm\",\"source\":\"MM\",\"page\":255,\"srd\":true,\"otherSources\":[{\"source\":\"EGW\"},{\"source\":\"CM\"},{\"source\":\"JttRC\"},{\"source\":\"LoX\"},{\"source\":\"DSotDQ\"},{\"source\":\"PSI\"},{\"source\":\"PaBTSO\"},{\"source\":\"ToFW\"},{\"source\":\"DoDk\"},{\"source\":\"VEoR\"},{\"source\":\"CoA\"}],\"size\":[\"G\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":247,\"formula\":\"15d20 + 90\"},\"speed\":{\"walk\":50,\"burrow\":30},\"str\":28,\"dex\":7,\"con\":22,\"int\":1,\"wis\":8,\"cha\":4,\"save\":{\"con\":\"+11\",\"wis\":\"+4\"},\"senses\":[\"blindsight 30 ft.\",\"tremorsense 60 ft.\"],\"passive\":9,\"cr\":\"15\",\"trait\":[{\"name\":\"Tunneler\",\"entries\":[\"The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The worm makes two attacks: one with its bite and one with its stinger.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d8 + 9}) piercing damage. If the target is a Large or smaller creature, it must succeed on a {@dc 19} Dexterity saving throw or be swallowed by the worm. A swallowed creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the worm, and it takes 21 ({@damage 6d6}) acid damage at the start of each of the worm's turns.\",\"If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a {@dc 21} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 20 feet of movement, exiting {@condition prone}.\"]},{\"name\":\"Tail Stinger\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 10 ft., one creature. {@h}19 ({@damage 3d6 + 9}) piercing damage, and the target must make a {@dc 19} Constitution saving throw, taking 42 ({@damage 12d6}) poison damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"underdark\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/purple-worm.mp3\"},\"traitTags\":[\"Tunneler\"],\"senseTags\":[\"B\",\"T\"],\"actionTags\":[\"Multiattack\",\"Swallow\"],\"damageTags\":[\"A\",\"I\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Quadrone\",\"group\":[\"Modrons\"],\"source\":\"MM\",\"page\":226,\"otherSources\":[{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"KftGV\"},{\"source\":\"SatO\"},{\"source\":\"ToFW\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":22,\"formula\":\"4d8 + 4\"},\"speed\":{\"walk\":30,\"fly\":30},\"str\":12,\"dex\":14,\"con\":12,\"int\":10,\"wis\":10,\"cha\":11,\"skill\":{\"perception\":\"+2\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":12,\"languages\":[\"Modron\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Axiomatic Mind\",\"entries\":[\"The quadrone can't be compelled to act in a manner contrary to its nature or its instructions.\"]},{\"name\":\"Disintegration\",\"entries\":[\"If the quadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The quadrone makes two fist attacks or four shortbow attacks.\"]},{\"name\":\"Fist\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) bludgeoning damage.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Rogue Modrons\",\"entries\":[\"A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don't act in accordance with Primus's wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues.\",\"A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/quadrone.mp3\"},\"attachedItems\":[\"shortbow|phb\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Quadrone (Rogue)\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"removeArr\",\"names\":\"Axiomatic Mind\"}},\"alignment\":[\"A\"],\"variant\":null}]},{\"name\":\"Quaggoth\",\"source\":\"MM\",\"page\":256,\"otherSources\":[{\"source\":\"WDMM\"},{\"source\":\"IDRotF\"},{\"source\":\"LoX\"},{\"source\":\"PaBTSO\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"quaggoth\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":45,\"formula\":\"6d8 + 18\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":17,\"dex\":12,\"con\":16,\"int\":6,\"wis\":12,\"cha\":7,\"skill\":{\"athletics\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":11,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Undercommon\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Wounded Fury\",\"entries\":[\"While it has 10 hit points or fewer, the quaggoth has advantage on attack rolls. In addition, it deals an extra 7 ({@dice 2d6}) damage to any target it hits with a melee attack.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The quaggoth makes two claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/quaggoth.mp3\"},\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"U\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Quaggoth Spore Servant\",\"source\":\"MM\",\"page\":230,\"otherSources\":[{\"source\":\"WDMM\"},{\"source\":\"IDRotF\"}],\"size\":[\"M\"],\"type\":\"plant\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":45,\"formula\":\"6d8 + 18\"},\"speed\":{\"walk\":20,\"climb\":20},\"str\":17,\"dex\":12,\"con\":16,\"int\":2,\"wis\":6,\"cha\":1,\"senses\":[\"blindsight 30 ft. (blind beyond this radius)\"],\"passive\":8,\"immune\":[\"poison\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"frightened\",\"paralyzed\",\"poisoned\"],\"cr\":\"1\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The spore servant makes two claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/quaggoth-spore-servant.mp3\"},\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Quaggoth Thonot\",\"source\":\"MM\",\"page\":256,\"otherSources\":[{\"source\":\"WDMM\"},{\"source\":\"IDRotF\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"quaggoth\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":45,\"formula\":\"6d8 + 18\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":17,\"dex\":12,\"con\":16,\"int\":6,\"wis\":12,\"cha\":7,\"skill\":{\"athletics\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Undercommon\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The quaggoth's innate spellcasting ability is Wisdom (spell save {@dc 11}). The quaggoth can innately cast the following spells, requiring no components:\"],\"will\":[\"{@spell feather fall}\",\"{@spell mage hand} (the hand is invisible)\"],\"daily\":{\"1e\":[\"{@spell cure wounds}\",\"{@spell enlarge/reduce}\",\"{@spell heat metal}\",\"{@spell mirror image}\"]},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Wounded Fury\",\"entries\":[\"While it has 10 hit points or fewer, the quaggoth has advantage on attack rolls. In addition, it deals an extra 7 ({@dice 2d6}) damage to any target it hits with a melee attack.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The quaggoth makes two claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/quaggoth-thonot.mp3\"},\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"U\"],\"damageTags\":[\"S\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"savingThrowForcedSpell\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Quasit\",\"source\":\"MM\",\"page\":63,\"srd\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"TftYP\"},{\"source\":\"WDMM\"},{\"source\":\"BGDIA\"},{\"source\":\"EGW\"},{\"source\":\"TCE\"},{\"source\":\"CM\"},{\"source\":\"WBtW\"},{\"source\":\"CRCotN\"},{\"source\":\"KftGV\"},{\"source\":\"PSI\"},{\"source\":\"PaBTSO\"},{\"source\":\"DoDk\"},{\"source\":\"VEoR\"}],\"reprintedAs\":[\"Quasit|XPHB\"],\"size\":[\"T\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[13],\"hp\":{\"average\":7,\"formula\":\"3d4\"},\"speed\":{\"walk\":40},\"str\":5,\"dex\":17,\"con\":10,\"int\":7,\"wis\":10,\"cha\":10,\"skill\":{\"stealth\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Shapechanger\",\"entries\":[\"The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 feet fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The quasit has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Claw (Bite in Beast Form)\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage, and the target must succeed on a {@dc 10} Constitution saving throw or take 5 ({@damage 2d4}) poison damage and become {@condition poisoned} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Scare (1/Day)\",\"entries\":[\"One creature of the quasit's choice within 20 feet of it must succeed on a {@dc 10} Wisdom saving throw or be {@condition frightened} for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.\"]},{\"name\":\"Invisibility\",\"entries\":[\"The quasit magically turns {@condition invisible} until it attacks or uses Scare, or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the quasit wears or carries is {@condition invisible} with it.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Quasit Familiar\",\"entries\":[\"Mortal spellcasters interested in extraplanar familiars find quasits easy to summon and eager to serve. The quasit plays the part of the obsequious servant. It serves its master well, but it goads the mortal to greater and greater acts of chaos and evil. Such quasits have the following trait.\",{\"name\":\"Familiar\",\"type\":\"entries\",\"entries\":[\"The quasit can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the quasit senses as long as they are within 1 mile of each other. While the quasit is within 10 feet of its master, the master shares the quasit's Magic Resistance trait. At any time and for any reason, the quasit can end its service as a familiar, ending the telepathic bond.\"]}],\"_version\":{\"addHeadersAs\":\"trait\"}}],\"familiar\":true,\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/quasit.mp3\"},\"traitTags\":[\"Magic Resistance\",\"Shapechanger\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"AB\",\"C\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\",\"invisible\",\"poisoned\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Quipper\",\"source\":\"MM\",\"page\":335,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"ToA\"},{\"source\":\"GoS\"},{\"source\":\"MOT\"},{\"source\":\"IDRotF\"},{\"source\":\"CRCotN\"},{\"source\":\"PSA\"},{\"source\":\"ToFW\"}],\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[13],\"hp\":{\"average\":1,\"formula\":\"1d4 - 1\"},\"speed\":{\"swim\":40},\"str\":2,\"dex\":16,\"con\":9,\"int\":1,\"wis\":7,\"cha\":2,\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"cr\":\"0\",\"trait\":[{\"name\":\"Blood Frenzy\",\"entries\":[\"The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.\"]},{\"name\":\"Water Breathing\",\"entries\":[\"The quipper can breathe only underwater.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}1 piercing damage.\"]}],\"environment\":[\"underwater\"],\"familiar\":true,\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/quipper.mp3\"},\"traitTags\":[\"Water Breathing\"],\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Rakshasa\",\"source\":\"MM\",\"page\":257,\"srd\":true,\"otherSources\":[{\"source\":\"TftYP\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"ERLW\"},{\"source\":\"TCE\"},{\"source\":\"CM\"},{\"source\":\"VEoR\"}],\"size\":[\"M\"],\"type\":\"fiend\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":110,\"formula\":\"13d8 + 52\"},\"speed\":{\"walk\":40},\"str\":14,\"dex\":17,\"con\":18,\"int\":13,\"wis\":16,\"cha\":20,\"skill\":{\"deception\":\"+10\",\"insight\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"immune\":[{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"vulnerable\":[{\"vulnerable\":[\"piercing\"],\"note\":\"from magic weapons wielded by good creatures\",\"cond\":true}],\"languages\":[\"Common\",\"Infernal\"],\"cr\":\"13\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The rakshasa's innate spellcasting ability is Charisma (spell save {@dc 18}, {@hit 10} to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell detect thoughts}\",\"{@spell disguise self}\",\"{@spell mage hand}\",\"{@spell minor illusion}\"],\"daily\":{\"3e\":[\"{@spell charm person}\",\"{@spell detect magic}\",\"{@spell invisibility}\",\"{@spell major image}\",\"{@spell suggestion}\"],\"1e\":[\"{@spell dominate person}\",\"{@spell fly}\",\"{@spell plane shift}\",\"{@spell true seeing}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Limited Magic Immunity\",\"entries\":[\"The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The rakshasa makes two claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a {@spell remove curse} spell or similar magic.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/rakshasa.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"I\"],\"damageTags\":[\"S\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"CUR\",\"MW\"],\"savingThrowForcedSpell\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Rat\",\"source\":\"MM\",\"page\":335,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"GoS\"},{\"source\":\"BGDIA\"},{\"source\":\"EGW\"},{\"source\":\"IDRotF\"},{\"source\":\"BMT\"},{\"source\":\"DoDk\"},{\"source\":\"QftIS\"}],\"reprintedAs\":[\"Rat|XPHB\"],\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[10],\"hp\":{\"average\":1,\"formula\":\"1d4 - 1\"},\"speed\":{\"walk\":20},\"str\":2,\"dex\":11,\"con\":9,\"int\":2,\"wis\":10,\"cha\":4,\"senses\":[\"darkvision 30 ft.\"],\"passive\":10,\"cr\":\"0\",\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The rat has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 0} to hit, reach 5 ft., one target. {@h}1 piercing damage.\"]}],\"environment\":[\"swamp\",\"urban\"],\"familiar\":true,\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/rat.mp3\"},\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Raven\",\"source\":\"MM\",\"page\":335,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"IDRotF\"},{\"source\":\"CM\"},{\"source\":\"WBtW\"},{\"source\":\"KftGV\"},{\"source\":\"VEoR\"}],\"reprintedAs\":[\"Raven|XPHB\"],\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":1,\"formula\":\"1d4 - 1\"},\"speed\":{\"walk\":10,\"fly\":50},\"str\":2,\"dex\":14,\"con\":8,\"int\":2,\"wis\":12,\"cha\":6,\"skill\":{\"perception\":\"+3\"},\"passive\":13,\"cr\":\"0\",\"trait\":[{\"name\":\"Mimicry\",\"entries\":[\"The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful {@dc 10} Wisdom ({@skill Insight}) check.\"]}],\"action\":[{\"name\":\"Beak\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}1 piercing damage.\"]}],\"environment\":[\"swamp\",\"hill\",\"urban\"],\"familiar\":true,\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/raven.mp3\"},\"traitTags\":[\"Mimicry\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Red Dragon Wyrmling\",\"group\":[\"Chromatic Dragon\"],\"source\":\"MM\",\"page\":98,\"srd\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"WDMM\"},{\"source\":\"BGDIA\"},{\"source\":\"DSotDQ\"}],\"size\":[\"M\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":75,\"formula\":\"10d8 + 30\"},\"speed\":{\"walk\":30,\"climb\":30,\"fly\":60},\"str\":19,\"dex\":10,\"con\":17,\"int\":12,\"wis\":11,\"cha\":15,\"save\":{\"dex\":\"+2\",\"con\":\"+5\",\"wis\":\"+2\",\"cha\":\"+4\"},\"skill\":{\"perception\":\"+4\",\"stealth\":\"+2\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 60 ft.\"],\"passive\":14,\"immune\":[\"fire\"],\"languages\":[\"Draconic\"],\"cr\":\"4\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage plus 3 ({@damage 1d6}) fire damage.\"]},{\"name\":\"Fire Breath {@recharge 5}\",\"entries\":[\"The dragon exhales fire in a 15-foot cone. Each creature in that area must make a {@dc 13} Dexterity saving throw, taking 24 ({@damage 7d6}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Damage Absorption\",\"entries\":[\"You might decide that this dragon is not only unharmed by fire damage, but actually healed by it.\",\"Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 10} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]}]}]}]}],\"dragonAge\":\"wyrmling\",\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/red-dragon-wyrmling.mp3\"},\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"F\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Red Slaad\",\"source\":\"MM\",\"page\":276,\"otherSources\":[{\"source\":\"WDH\"},{\"source\":\"GoS\"},{\"source\":\"IDRotF\"},{\"source\":\"DSotDQ\"},{\"source\":\"PaBTSO\"},{\"source\":\"ToFW\"},{\"source\":\"BMT\"}],\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":93,\"formula\":\"11d10 + 33\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":12,\"con\":16,\"int\":6,\"wis\":6,\"cha\":7,\"skill\":{\"perception\":\"+1\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"thunder\"],\"languages\":[\"Slaad\",\"telepathy 60 ft.\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The slaad has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The slaad makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage. If the target is a humanoid, it must succeed on a {@dc 14} Constitution saving throw or be infected with a disease—a minuscule slaad egg.\",\"A humanoid host can carry only one slaad egg to term at a time. Over three months, the egg moves to the chest cavity, gestates, and forms a {@creature slaad tadpole}. In the 24-hour period before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its way through vital organs and out of the host's chest in 1 round, killing the host in the process.\",\"If the disease is cured before the tadpole's emergence, the unborn slaad is disintegrated.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Control Gem\",\"entries\":[\"Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being {@condition charmed} while so controlled.\",\"Certain spells can be used to acquire the gem. If the slaad fails its saving throw against {@spell imprisonment}, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A {@spell wish} spell, if cast in the slaad's presence, can be worded to acquire the gem.\",\"A {@spell greater restoration} spell cast on the slaad destroys the gem without harming the slaad.\",\"Someone who is proficient in Wisdom ({@skill Medicine}) can remove the gem from an {@condition incapacitated} slaad. Each try requires 1 minute of uninterrupted work and a successful {@dc 20} Wisdom ({@skill Medicine}) check. Each failed attempt deals 22 ({@damage 4d10}) psychic damage to the slaad.\"],\"_version\":{\"name\":\"Red Slaad (Control Gem)\",\"addAs\":\"trait\"}}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/red-slaad.mp3\"},\"traitTags\":[\"Magic Resistance\",\"Regeneration\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\",\"TP\"],\"damageTags\":[\"P\",\"Y\"],\"miscTags\":[\"DIS\",\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Reef Shark\",\"source\":\"MM\",\"page\":336,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"ToA\"},{\"source\":\"GoS\"},{\"source\":\"EGW\"},{\"source\":\"CRCotN\"},{\"source\":\"JttRC\"}],\"reprintedAs\":[\"Reef Shark|XPHB\"],\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":22,\"formula\":\"4d8 + 4\"},\"speed\":{\"swim\":40},\"str\":14,\"dex\":13,\"con\":13,\"int\":1,\"wis\":10,\"cha\":4,\"skill\":{\"perception\":\"+2\"},\"senses\":[\"blindsight 30 ft.\"],\"passive\":12,\"cr\":\"1/2\",\"trait\":[{\"name\":\"Pack Tactics\",\"entries\":[\"The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]},{\"name\":\"Water Breathing\",\"entries\":[\"The shark can breathe only underwater.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]}],\"environment\":[\"underwater\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/reef-shark.mp3\"},\"traitTags\":[\"Pack Tactics\",\"Water Breathing\"],\"senseTags\":[\"B\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Remorhaz\",\"source\":\"MM\",\"page\":258,\"srd\":true,\"otherSources\":[{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"WDMM\"},{\"source\":\"BGDIA\"},{\"source\":\"IMR\"},{\"source\":\"EGW\"},{\"source\":\"IDRotF\"},{\"source\":\"LoX\"},{\"source\":\"PaBTSO\"},{\"source\":\"BMT\"},{\"source\":\"CoA\"}],\"size\":[\"H\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":195,\"formula\":\"17d12 + 85\"},\"speed\":{\"walk\":30,\"burrow\":20},\"str\":24,\"dex\":13,\"con\":21,\"int\":4,\"wis\":10,\"cha\":5,\"senses\":[\"darkvision 60 ft.\",\"tremorsense 60 ft.\"],\"passive\":10,\"immune\":[\"cold\",\"fire\"],\"cr\":\"11\",\"trait\":[{\"name\":\"Heated Body\",\"entries\":[\"A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 ({@damage 3d6}) fire damage.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}40 ({@damage 6d10 + 7}) piercing damage plus 10 ({@damage 3d6}) fire damage. If the target is a creature, it is {@condition grappled} (escape {@dc 17}). Until this grapple ends, the target is {@condition restrained}, and the remorhaz can't bite another target.\"]},{\"name\":\"Swallow\",\"entries\":[\"The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the remorhaz, and it takes 21 ({@damage 6d6}) acid damage at the start of each of the remorhaz's turns.\",\"If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a {@dc 15} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the remorhaz. If the remorhaz dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse using 15 feet of movement, exiting {@condition prone}.\"]}],\"environment\":[\"arctic\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/remorhaz.mp3\"},\"senseTags\":[\"D\",\"T\"],\"actionTags\":[\"Swallow\"],\"damageTags\":[\"A\",\"F\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"grappled\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Revenant\",\"source\":\"MM\",\"page\":259,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"PotA\"},{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"ERLW\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"CRCotN\"},{\"source\":\"JttRC\"},{\"source\":\"PaBTSO\"},{\"source\":\"SatO\"},{\"source\":\"BMT\"}],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":136,\"formula\":\"16d8 + 64\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":14,\"con\":18,\"int\":13,\"wis\":16,\"cha\":18,\"save\":{\"str\":\"+7\",\"con\":\"+7\",\"wis\":\"+6\",\"cha\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"necrotic\",\"psychic\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\",\"stunned\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Regeneration\",\"entries\":[\"The revenant regains 10 hit points at the start of its turn. If the revenant takes fire or radiant damage, this trait doesn't function at the start of the revenant's next turn. The revenant's body is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.\"]},{\"name\":\"Rejuvenation\",\"entries\":[\"When the revenant's body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another humanoid corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a {@spell wish} spell can be used to force the soul to go to the afterlife and not return.\"]},{\"name\":\"Turn Immunity\",\"entries\":[\"The revenant is immune to effects that turn undead.\"]},{\"name\":\"Vengeful Tracker\",\"entries\":[\"The revenant knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies, the revenant knows.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The revenant makes two fist attacks.\"]},{\"name\":\"Fist\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage. If the target is a creature against which the revenant has sworn vengeance, the target takes an extra 14 ({@damage 4d6}) bludgeoning damage. Instead of dealing damage, the revenant can grapple the target (escape {@dc 14}) provided the target is Large or smaller.\"]},{\"name\":\"Vengeful Glare\",\"entries\":[\"The revenant targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a {@dc 15} Wisdom saving throw. On a failure, the target is {@condition paralyzed} until the revenant deals damage to it, or until the end of the revenant's next turn. When the paralysis ends, the target is {@condition frightened} of the revenant for 1 minute. The {@condition frightened} target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the {@condition frightened} condition on itself on a success.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Revenants with Spells and Weapons\",\"entries\":[\"Revenants that were spellcasters before they died might retain some or all of their spellcasting capabilities. Similarly, revenants that wore armor and wielded weapons in life might continue to do so.\"]}],\"environment\":[\"forest\",\"swamp\",\"hill\",\"urban\",\"desert\",\"arctic\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/revenant.mp3\"},\"traitTags\":[\"Regeneration\",\"Rejuvenation\",\"Turn Immunity\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\",\"paralyzed\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Rhinoceros\",\"source\":\"MM\",\"page\":336,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"IDRotF\"},{\"source\":\"ToFW\"},{\"source\":\"QftIS\"}],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":11,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":45,\"formula\":\"6d10 + 12\"},\"speed\":{\"walk\":40},\"str\":21,\"dex\":8,\"con\":15,\"int\":2,\"wis\":12,\"cha\":6,\"passive\":11,\"cr\":\"2\",\"trait\":[{\"name\":\"Charge\",\"entries\":[\"If the rhinoceros moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 ({@damage 2d8}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}.\"]}],\"action\":[{\"name\":\"Gore\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage.\"]}],\"environment\":[\"grassland\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/rhinoceros.mp3\"},\"traitTags\":[\"Charge\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true},{\"name\":\"Riding Horse\",\"source\":\"MM\",\"page\":336,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"SKT\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"DIP\"},{\"source\":\"BGDIA\"},{\"source\":\"EGW\"},{\"source\":\"CRCotN\"},{\"source\":\"JttRC\"},{\"source\":\"KftGV\"},{\"source\":\"GHLoE\"},{\"source\":\"DoDk\"},{\"source\":\"QftIS\"}],\"reprintedAs\":[\"Riding Horse|XPHB\"],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[10],\"hp\":{\"average\":13,\"formula\":\"2d10 + 2\"},\"speed\":{\"walk\":60},\"str\":16,\"dex\":10,\"con\":12,\"int\":2,\"wis\":11,\"cha\":7,\"passive\":10,\"cr\":\"1/4\",\"action\":[{\"name\":\"Hooves\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) bludgeoning damage.\"]}],\"environment\":[\"grassland\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/riding-horse.mp3\"},\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Roc\",\"source\":\"MM\",\"page\":260,\"srd\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"SKT\"},{\"source\":\"GoS\"},{\"source\":\"DC\"},{\"source\":\"DIP\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"IDRotF\"},{\"source\":\"CM\"},{\"source\":\"WBtW\"},{\"source\":\"SatO\"},{\"source\":\"VEoR\"}],\"size\":[\"G\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":248,\"formula\":\"16d20 + 80\"},\"speed\":{\"walk\":20,\"fly\":120},\"str\":28,\"dex\":10,\"con\":20,\"int\":3,\"wis\":10,\"cha\":9,\"save\":{\"dex\":\"+4\",\"con\":\"+9\",\"wis\":\"+4\",\"cha\":\"+3\"},\"skill\":{\"perception\":\"+4\"},\"passive\":14,\"cr\":\"11\",\"trait\":[{\"name\":\"Keen Sight\",\"entries\":[\"The roc has advantage on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The roc makes two attacks: one with its beak and one with its talons.\"]},{\"name\":\"Beak\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}27 ({@damage 4d8 + 9}) piercing damage.\"]},{\"name\":\"Talons\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}23 ({@damage 4d6 + 9}) slashing damage, and the target is {@condition grappled} (escape {@dc 19}). Until this grapple ends, the target is {@condition restrained}, and the roc can't use its talons on another target.\"]}],\"environment\":[\"mountain\",\"hill\",\"desert\",\"coastal\",\"arctic\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/roc.mp3\"},\"traitTags\":[\"Keen Senses\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Roper\",\"source\":\"MM\",\"page\":261,\"srd\":true,\"otherSources\":[{\"source\":\"HotDQ\"},{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"WDMM\"},{\"source\":\"CRCotN\"},{\"source\":\"JttRC\"},{\"source\":\"PaBTSO\"},{\"source\":\"ToFW\"},{\"source\":\"BMT\"},{\"source\":\"DoDk\"},{\"source\":\"QftIS\"}],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":93,\"formula\":\"11d10 + 33\"},\"speed\":{\"walk\":10,\"climb\":10},\"str\":18,\"dex\":8,\"con\":17,\"int\":7,\"wis\":16,\"cha\":6,\"skill\":{\"perception\":\"+6\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":16,\"cr\":\"5\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.\"]},{\"name\":\"Grasping Tendrils\",\"entries\":[\"The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a {@dc 15} Strength check against it.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}22 ({@damage 4d8 + 4}) piercing damage.\"]},{\"name\":\"Tendril\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 50 ft., one creature. {@h}The target is {@condition grappled} (escape {@dc 15}). Until the grapple ends, the target is {@condition restrained} and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target.\"]},{\"name\":\"Reel\",\"entries\":[\"The roper pulls each creature {@condition grappled} by it up to 25 feet straight toward it.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/roper.mp3\"},\"traitTags\":[\"False Appearance\",\"Spider Climb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Rug of Smothering\",\"group\":[\"Animated Objects\"],\"source\":\"MM\",\"page\":20,\"srd\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"HotDQ\"},{\"source\":\"SKT\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"GoS\"},{\"source\":\"DIP\"},{\"source\":\"SDW\"},{\"source\":\"BGDIA\"},{\"source\":\"EGW\"},{\"source\":\"CM\"},{\"source\":\"WBtW\"},{\"source\":\"KftGV\"},{\"source\":\"DoDk\"},{\"source\":\"QftIS\"}],\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":33,\"formula\":\"6d10\"},\"speed\":{\"walk\":10},\"str\":17,\"dex\":14,\"con\":10,\"int\":1,\"wis\":3,\"cha\":1,\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":6,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Antimagic Susceptibility\",\"entries\":[\"The rug is {@condition incapacitated} while in the area of an {@spell antimagic field}. If targeted by {@spell dispel magic}, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall {@condition unconscious} for 1 minute.\"]},{\"name\":\"Damage Transfer\",\"entries\":[\"While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature {@condition grappled} by the rug takes the other half.\"]},{\"name\":\"False Appearance\",\"entries\":[\"While the rug remains motionless, it is indistinguishable from a normal rug.\"]}],\"action\":[{\"name\":\"Smother\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one Medium or smaller creature. {@h}The creature is {@condition grappled} (escape {@dc 13}). Until this grapple ends, the target is {@condition restrained}, {@condition blinded}, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 ({@damage 2d6 + 3}) bludgeoning damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/run-of-smothering.mp3\"},\"traitTags\":[\"Antimagic Susceptibility\",\"False Appearance\"],\"senseTags\":[\"B\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"blinded\",\"grappled\",\"restrained\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Rust Monster\",\"source\":\"MM\",\"page\":262,\"srd\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"IMR\"},{\"source\":\"EGW\"},{\"source\":\"IDRotF\"},{\"source\":\"SatO\"},{\"source\":\"QftIS\"}],\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":27,\"formula\":\"5d8 + 5\"},\"speed\":{\"walk\":40},\"str\":13,\"dex\":12,\"con\":13,\"int\":2,\"wis\":13,\"cha\":6,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"cr\":\"1/2\",\"trait\":[{\"name\":\"Iron Scent\",\"entries\":[\"The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it.\"]},{\"name\":\"Rust Metal\",\"entries\":[\"Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Non magical ammunition made of metal that hits the rust monster is destroyed after dealing damage.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage.\"]},{\"name\":\"Antennae\",\"entries\":[\"The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a {@dc 11} Dexterity saving throw to avoid the rust monster's touch.\",\"If the object touched is either metal armor or a metal shield being worn or carried, it takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/rust-monster.mp3\"},\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Saber-Toothed Tiger\",\"source\":\"MM\",\"page\":336,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"IDRotF\"},{\"source\":\"CoS\"},{\"source\":\"JttRC\"},{\"source\":\"SatO\"},{\"source\":\"ToFW\"},{\"source\":\"QftIS\"}],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":52,\"formula\":\"7d10 + 14\"},\"speed\":{\"walk\":40},\"str\":18,\"dex\":14,\"con\":15,\"int\":3,\"wis\":12,\"cha\":8,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+6\"},\"passive\":13,\"cr\":\"2\",\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The tiger has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Pounce\",\"entries\":[\"If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the tiger can make one bite attack against it as a bonus action.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d10 + 5}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage.\"]}],\"environment\":[\"mountain\",\"arctic\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/saber-toothed-tiger.mp3\"},\"traitTags\":[\"Keen Senses\",\"Pounce\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true},{\"name\":\"Sahuagin\",\"source\":\"MM\",\"page\":263,\"srd\":true,\"otherSources\":[{\"source\":\"TftYP\"},{\"source\":\"GoS\"},{\"source\":\"DIP\"},{\"source\":\"SDW\"},{\"source\":\"BGDIA\"},{\"source\":\"EGW\"},{\"source\":\"SatO\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"sahuagin\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":22,\"formula\":\"4d8 + 4\"},\"speed\":{\"walk\":30,\"swim\":40},\"str\":13,\"dex\":11,\"con\":12,\"int\":12,\"wis\":13,\"cha\":9,\"skill\":{\"perception\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":15,\"languages\":[\"Sahuagin\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Blood Frenzy\",\"entries\":[\"The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.\"]},{\"name\":\"Limited Amphibiousness\",\"entries\":[\"The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.\"]},{\"name\":\"Shark Telepathy\",\"entries\":[\"The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The sahuagin makes two melee attacks: one with its bite and one with its claws or spear.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) slashing damage.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage, or 5 ({@damage 1d8 + 1}) piercing damage if used with two hands to make a melee attack.\"]}],\"environment\":[\"underwater\",\"coastal\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/sahuagin.mp3\"},\"attachedItems\":[\"spear|phb\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sahuagin Baron\",\"source\":\"MM\",\"page\":264,\"otherSources\":[{\"source\":\"TftYP\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"JttRC\"},{\"source\":\"SatO\"}],\"size\":[\"L\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"sahuagin\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item breastplate|phb}\"]}],\"hp\":{\"average\":76,\"formula\":\"9d10 + 27\"},\"speed\":{\"walk\":30,\"swim\":50},\"str\":19,\"dex\":15,\"con\":16,\"int\":14,\"wis\":13,\"cha\":17,\"save\":{\"dex\":\"+5\",\"con\":\"+6\",\"int\":\"+5\",\"wis\":\"+4\"},\"skill\":{\"perception\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":17,\"languages\":[\"Sahuagin\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Blood Frenzy\",\"entries\":[\"The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.\"]},{\"name\":\"Limited Amphibiousness\",\"entries\":[\"The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.\"]},{\"name\":\"Shark Telepathy\",\"entries\":[\"The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The sahuagin makes three attacks: one with his bite and two with his claws or trident.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage.\"]},{\"name\":\"Trident\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage, or 13 ({@damage 2d8 + 4}) piercing damage if used with two hands to make a melee attack.\"]}],\"environment\":[\"underwater\",\"coastal\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/sahuagin-baron.mp3\"},\"attachedItems\":[\"trident|phb\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sahuagin Priestess\",\"source\":\"MM\",\"page\":264,\"otherSources\":[{\"source\":\"TftYP\"},{\"source\":\"GoS\"},{\"source\":\"SDW\"},{\"source\":\"BGDIA\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"sahuagin\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":30,\"swim\":40},\"str\":13,\"dex\":11,\"con\":12,\"int\":12,\"wis\":14,\"cha\":13,\"skill\":{\"perception\":\"+6\",\"religion\":\"+3\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"languages\":[\"Sahuagin\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The sahuagin is a 6th-level spellcaster. Her spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). She has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell guidance}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell bless}\",\"{@spell detect magic}\",\"{@spell guiding bolt}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell hold person}\",\"{@spell spiritual weapon} (trident)\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell mass healing word}\",\"{@spell tongues}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Blood Frenzy\",\"entries\":[\"The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.\"]},{\"name\":\"Limited Amphibiousness\",\"entries\":[\"The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.\"]},{\"name\":\"Shark Telepathy\",\"entries\":[\"The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The sahuagin makes two melee attacks: one with her bite and one with her claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) slashing damage.\"]}],\"environment\":[\"underwater\",\"coastal\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/sahuagin-priestess.mp3\"},\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"P\",\"S\"],\"damageTagsSpell\":[\"O\",\"R\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MW\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Salamander\",\"source\":\"MM\",\"page\":266,\"srd\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"BGDIA\"},{\"source\":\"JttRC\"},{\"source\":\"DoSI\"},{\"source\":\"KftGV\"},{\"source\":\"GotSF\"},{\"source\":\"BMT\"},{\"source\":\"CoA\"}],\"size\":[\"L\"],\"type\":\"elemental\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":90,\"formula\":\"12d10 + 24\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":14,\"con\":15,\"int\":11,\"wis\":10,\"cha\":12,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"fire\"],\"vulnerable\":[\"cold\"],\"languages\":[\"Ignan\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Heated Body\",\"entries\":[\"A creature that touches the salamander or hits it with a melee attack while within 5 feet of it takes 7 ({@damage 2d6}) fire damage.\"]},{\"name\":\"Heated Weapons\",\"entries\":[\"Any metal melee weapon the salamander wields deals an extra 3 ({@damage 1d6}) fire damage on a hit (included in the attack).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The salamander makes two attacks: one with its spear and one with its tail.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage, or 13 ({@damage 2d8 + 4}) piercing damage if used with two hands to make a melee attack, plus 3 ({@damage 1d6}) fire damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage plus 7 ({@damage 2d6}) fire damage, and the target is {@condition grappled} (escape {@dc 14}). Until this grapple ends, the target is {@condition restrained}, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/salamander.mp3\"},\"attachedItems\":[\"spear|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"IG\"],\"damageTags\":[\"B\",\"F\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RW\",\"THW\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Satyr\",\"source\":\"MM\",\"page\":267,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"SKT\"},{\"source\":\"IMR\"},{\"source\":\"CM\"},{\"source\":\"WBtW\"},{\"source\":\"KftGV\"},{\"source\":\"SatO\"},{\"source\":\"ToFW\"},{\"source\":\"BMT\"},{\"source\":\"QftIS\"}],\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":31,\"formula\":\"7d8\"},\"speed\":{\"walk\":40},\"str\":12,\"dex\":16,\"con\":11,\"int\":12,\"wis\":10,\"cha\":14,\"skill\":{\"perception\":\"+2\",\"performance\":\"+6\",\"stealth\":\"+5\"},\"passive\":12,\"languages\":[\"Common\",\"Elvish\",\"Sylvan\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The satyr has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Ram\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}6 ({@damage 2d4 + 1}) bludgeoning damage.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Satyr Pipes\",\"entries\":[\"A satyr might carry panpipes that it can play to create magical effects. Usually, only one satyr in a group carries such pipes. If a satyr has pipes, it gains the following additional action option.\",{\"type\":\"entries\",\"name\":\"Panpipes\",\"entries\":[\"The satyr plays its pipes and chooses one of the following magical effects: a charming melody, a frightening strain, or a gentle lullaby. Any creature within 60 feet of the satyr that can hear the pipes must succeed on a {@dc 13} Wisdom saving throw or be affected as described below. Other satyrs and creature that can't be {@condition charmed} are unaffected\",\"An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to these panpipes for the next 24 hours.\",{\"type\":\"variantSub\",\"name\":\"Charming Melody\",\"entries\":[\"The creature is {@condition charmed} by the satyr for 1 minute. If the satyr or any of its companions harms the creature, the effect on it ends immediately.\"]},{\"type\":\"variantSub\",\"name\":\"Frightening Strain\",\"entries\":[\"The creature is {@condition frightened} for 1 minute.\"]},{\"type\":\"variantSub\",\"name\":\"Gentle Lullaby\",\"entries\":[\"The creature falls asleep and is {@condition unconscious} for 1 minute. The effect ends if the creature takes damage or if someone takes an action to shake the creature awake.\"]}]}],\"_version\":{\"name\":\"Satyr Piper\",\"addHeadersAs\":\"trait\"}}],\"environment\":[\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/satyr.mp3\"},\"attachedItems\":[\"shortbow|phb\",\"shortsword|phb\"],\"traitTags\":[\"Magic Resistance\"],\"languageTags\":[\"C\",\"E\",\"S\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"conditionInflict\":[\"charmed\",\"frightened\",\"unconscious\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Scarecrow\",\"source\":\"MM\",\"page\":268,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"WDH\"},{\"source\":\"CM\"},{\"source\":\"KftGV\"}],\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"C\",\"E\"],\"ac\":[11],\"hp\":{\"average\":36,\"formula\":\"8d8\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":13,\"con\":11,\"int\":10,\"wis\":10,\"cha\":13,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"vulnerable\":[\"fire\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\",\"unconscious\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"1\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"While the scarecrow remains motionless, it is indistinguishable from an ordinary, inanimate scarecrow.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The scarecrow makes two claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}6 ({@damage 2d4 + 1}) slashing damage. If the target is a creature, it must succeed on a {@dc 11} Wisdom saving throw or be {@condition frightened} until the end of the scarecrow's next turn.\"]},{\"name\":\"Terrifying Glare\",\"entries\":[\"The scarecrow targets one creature it can see within 30 feet of it. If the target can see the scarecrow, the target must succeed on a {@dc 11} Wisdom saving throw or be magically {@condition frightened} until the end of the scarecrow's next turn. The {@condition frightened} target is {@condition paralyzed}.\"]}],\"environment\":[\"grassland\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/scarecrow.mp3\"},\"traitTags\":[\"False Appearance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\",\"paralyzed\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Scorpion\",\"source\":\"MM\",\"page\":337,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"WDMM\"},{\"source\":\"PSX\"}],\"reprintedAs\":[\"Scorpion|XPHB\"],\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":11,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":1,\"formula\":\"1d4 - 1\"},\"speed\":{\"walk\":10},\"str\":2,\"dex\":11,\"con\":8,\"int\":1,\"wis\":8,\"cha\":2,\"senses\":[\"blindsight 10 ft.\"],\"passive\":9,\"cr\":\"0\",\"action\":[{\"name\":\"Sting\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one creature. {@h}1 piercing damage, and the target must make a {@dc 9} Constitution saving throw, taking 4 ({@damage 1d8}) poison damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/scorpion.mp3\"},\"senseTags\":[\"B\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true},{\"name\":\"Scout\",\"source\":\"MM\",\"page\":349,\"srd\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"HotDQ\"},{\"source\":\"PotA\"},{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"GoS\"},{\"source\":\"DC\"},{\"source\":\"DIP\"},{\"source\":\"SLW\"},{\"source\":\"SDW\"},{\"source\":\"BGDIA\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"IDRotF\"},{\"source\":\"CM\"},{\"source\":\"WBtW\"},{\"source\":\"CRCotN\"},{\"source\":\"JttRC\"},{\"source\":\"DSotDQ\"},{\"source\":\"KftGV\"},{\"source\":\"SatO\"},{\"source\":\"GHLoE\"},{\"source\":\"DoDk\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":16,\"formula\":\"3d8 + 3\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":14,\"con\":12,\"int\":11,\"wis\":13,\"cha\":11,\"skill\":{\"nature\":\"+4\",\"perception\":\"+5\",\"stealth\":\"+6\",\"survival\":\"+5\"},\"passive\":15,\"languages\":[\"any one language (usually Common)\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Keen Hearing and Sight\",\"entries\":[\"The scout has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The scout makes two melee attacks or two ranged attacks.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, ranged 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]}],\"environment\":[\"coastal\",\"mountain\",\"grassland\",\"hill\",\"arctic\",\"forest\",\"swamp\",\"underdark\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/scout.mp3\"},\"attachedItems\":[\"longbow|phb\",\"shortsword|phb\"],\"traitTags\":[\"Keen Senses\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sea Hag\",\"source\":\"MM\",\"page\":179,\"srd\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"DIP\"},{\"source\":\"SLW\"},{\"source\":\"MOT\"},{\"source\":\"IDRotF\"},{\"source\":\"JttRC\"},{\"source\":\"SatO\"},{\"source\":\"DoDk\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"7d8 + 21\"},\"speed\":{\"walk\":30,\"swim\":40},\"str\":16,\"dex\":13,\"con\":16,\"int\":12,\"wis\":12,\"cha\":13,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"languages\":[\"Aquan\",\"Common\",\"Giant\"],\"cr\":{\"cr\":\"2\",\"coven\":\"4\"},\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The hag can breathe air and water.\"]},{\"name\":\"Horrific Appearance\",\"entries\":[\"Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a {@dc 11} Wisdom saving throw. On a failed save, the creature is {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours.\",\"Unless the target is {@status surprised} or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.\"]}],\"action\":[{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage.\"]},{\"name\":\"Death Glare\",\"entries\":[\"The hag targets one {@condition frightened} creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a {@dc 11} Wisdom saving throw against this magic or drop to 0 hit points.\"]},{\"name\":\"Illusory Appearance\",\"entries\":[\"The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies.\",\"The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a {@dc 16} Intelligence ({@skill Investigation}) check to discern that the hag is disguised.\"]}],\"legendaryGroup\":{\"name\":\"Sea Hag\",\"source\":\"MM\"},\"variant\":[{\"type\":\"inset\",\"name\":\"Hag Covens\",\"entries\":[\"When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.\",\"A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.\",{\"type\":\"spellcasting\",\"name\":\"Shared Spellcasting (Coven Only)\",\"headerEntries\":[\"While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell identify}\",\"{@spell ray of sickness}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell hold person}\",\"{@spell locate object}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell bestow curse}\",\"{@spell counterspell}\",\"{@spell lightning bolt}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell phantasmal killer}\",\"{@spell polymorph}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell contact other plane}\",\"{@spell scrying}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell eyebite}\"]}},\"footerEntries\":[\"For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag's Intelligence modifier, and the spell attack bonus is 4 + the hag's Intelligence modifier.\"]},{\"type\":\"entries\",\"name\":\"Hag Eye\",\"entries\":[\"A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes {@dice 3d10} psychic damage and is {@condition blinded} for 24 hours.\",\"A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while {@condition blinded}. During the ritual, if the hags take any action other than performing the ritual, they must start over.\"]}]}],\"environment\":[\"underwater\",\"coastal\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/sea-hag.mp3\"},\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"D\"],\"languageTags\":[\"AQ\",\"C\",\"GI\"],\"damageTags\":[\"S\"],\"spellcastingTags\":[\"CW\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\"],\"conditionInflictSpell\":[\"frightened\",\"paralyzed\",\"poisoned\",\"unconscious\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Sea Hag (Coven)\",\"source\":\"MM\",\"_mod\":{\"spellcasting\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Shared Spellcasting (Coven Only)\",\"headerEntries\":[\"While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell identify}\",\"{@spell ray of sickness}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell hold person}\",\"{@spell locate object}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell bestow curse}\",\"{@spell counterspell}\",\"{@spell lightning bolt}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell phantasmal killer}\",\"{@spell polymorph}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell contact other plane}\",\"{@spell scrying}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell eyebite}\"]}},\"ability\":\"int\",\"footerEntries\":[\"For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save {@dc 13}, and the spell attack bonus is {@hit 5}.\"]}}},\"cr\":\"4\",\"variant\":null}]},{\"name\":\"Sea Horse\",\"source\":\"MM\",\"page\":337,\"srd\":true,\"basicRules\":true,\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[11],\"hp\":{\"average\":1,\"formula\":\"1d4 - 1\"},\"speed\":{\"swim\":20},\"str\":1,\"dex\":12,\"con\":8,\"int\":1,\"wis\":10,\"cha\":2,\"passive\":10,\"cr\":{\"cr\":\"0\",\"xp\":0},\"trait\":[{\"name\":\"Water Breathing\",\"entries\":[\"The sea horse can breathe only underwater.\"]}],\"familiar\":true,\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/sea-horse.mp3\"},\"traitTags\":[\"Water Breathing\"],\"hasToken\":true},{\"name\":\"Shadow\",\"source\":\"MM\",\"page\":269,\"srd\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"PotA\"},{\"source\":\"TftYP\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"BGDIA\"},{\"source\":\"IMR\"},{\"source\":\"MOT\"},{\"source\":\"IDRotF\"},{\"source\":\"TCE\"},{\"source\":\"CM\"},{\"source\":\"WBtW\"},{\"source\":\"SjA\"},{\"source\":\"PSI\"},{\"source\":\"SatO\"},{\"source\":\"BMT\"},{\"source\":\"GHLoE\"},{\"source\":\"DoDk\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"}],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"ac\":[12],\"hp\":{\"average\":16,\"formula\":\"3d8 + 3\"},\"speed\":{\"walk\":40},\"str\":6,\"dex\":14,\"con\":13,\"int\":6,\"wis\":10,\"cha\":8,\"skill\":{\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"vulnerable\":[\"radiant\"],\"conditionImmune\":[\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Amorphous\",\"entries\":[\"The shadow can move through a space as narrow as 1 inch wide without squeezing.\"]},{\"name\":\"Shadow Stealth\",\"entries\":[\"While in dim light or darkness, the shadow can take the Hide action as a bonus action. Its stealth bonus is also improved to +6.\"]},{\"name\":\"Sunlight Weakness\",\"entries\":[\"While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.\"]}],\"action\":[{\"name\":\"Strength Drain\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}9 ({@damage 2d6 + 2}) necrotic damage, and the target's Strength score is reduced by {@dice 1d4}. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.\",\"If a non-evil humanoid dies from this attack, a new shadow rises from the corpse {@dice 1d4} hours later.\"]}],\"environment\":[\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/shadow.mp3\"},\"traitTags\":[\"Amorphous\"],\"senseTags\":[\"D\"],\"damageTags\":[\"N\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Shadow Demon\",\"source\":\"MM\",\"page\":64,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"BGDIA\"},{\"source\":\"IMR\"},{\"source\":\"MOT\"},{\"source\":\"IDRotF\"},{\"source\":\"CRCotN\"},{\"source\":\"JttRC\"},{\"source\":\"KftGV\"},{\"source\":\"AATM\"},{\"source\":\"SatO\"},{\"source\":\"BMT\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[13],\"hp\":{\"average\":66,\"formula\":\"12d8 + 12\"},\"speed\":{\"walk\":30,\"fly\":30},\"str\":1,\"dex\":17,\"con\":12,\"int\":14,\"wis\":13,\"cha\":14,\"save\":{\"dex\":\"+5\",\"cha\":\"+4\"},\"skill\":{\"stealth\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":11,\"resist\":[\"acid\",\"fire\",\"necrotic\",\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"cold\",\"lightning\",\"poison\"],\"vulnerable\":[\"radiant\"],\"conditionImmune\":[\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"Abyssal\",\"telepathy 120 ft.\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Incorporeal Movement\",\"entries\":[\"The demon can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]},{\"name\":\"Light Sensitivity\",\"entries\":[\"While in bright light, the demon has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]},{\"name\":\"Shadow Stealth\",\"entries\":[\"While in dim light or darkness, the demon can take the Hide action as a bonus action.\"]}],\"action\":[{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}10 ({@damage 2d6 + 3}) psychic damage or, if the demon had advantage on the attack roll, 17 ({@damage 4d6 + 3}) psychic damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/shadow-demon.mp3\"},\"traitTags\":[\"Incorporeal Movement\",\"Light Sensitivity\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"AB\",\"TP\"],\"damageTags\":[\"O\",\"Y\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Shambling Mound\",\"source\":\"MM\",\"page\":270,\"srd\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"HotDQ\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"BGDIA\"},{\"source\":\"MOT\"},{\"source\":\"CM\"},{\"source\":\"WBtW\"},{\"source\":\"JttRC\"},{\"source\":\"KftGV\"},{\"source\":\"PSI\"},{\"source\":\"BMT\"},{\"source\":\"HFStCM\"},{\"source\":\"GHLoE\"},{\"source\":\"DoDk\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"}],\"size\":[\"L\"],\"type\":\"plant\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":136,\"formula\":\"16d10 + 48\"},\"speed\":{\"walk\":20,\"swim\":20},\"str\":18,\"dex\":8,\"con\":16,\"int\":5,\"wis\":10,\"cha\":5,\"skill\":{\"stealth\":\"+2\"},\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":10,\"resist\":[\"cold\",\"fire\"],\"immune\":[\"lightning\"],\"conditionImmune\":[\"blinded\",\"deafened\",\"exhaustion\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Lightning Absorption\",\"entries\":[\"Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is {@condition grappled} (escape {@dc 14}), and the shambling mound uses its Engulf on it.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage.\"]},{\"name\":\"Engulf\",\"entries\":[\"The shambling mound engulfs a Medium or smaller creature {@condition grappled} by it. The engulfed target is {@condition blinded}, {@condition restrained}, and unable to breathe, and it must succeed on a {@dc 14} Constitution saving throw at the start of each of the mound's turns or take 13 ({@damage 2d8 + 4}) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.\"]}],\"environment\":[\"forest\",\"swamp\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/shambling-mound.mp3\"},\"traitTags\":[\"Damage Absorption\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"blinded\",\"grappled\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Shield Guardian\",\"alias\":[\"Shield Golem\"],\"source\":\"MM\",\"page\":271,\"srd\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"BGDIA\"},{\"source\":\"IDRotF\"},{\"source\":\"CRCotN\"},{\"source\":\"KftGV\"},{\"source\":\"PaBTSO\"},{\"source\":\"BMT\"},{\"source\":\"DoDk\"},{\"source\":\"VEoR\"},{\"source\":\"CoA\"}],\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":142,\"formula\":\"15d10 + 60\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":8,\"con\":18,\"int\":7,\"wis\":10,\"cha\":3,\"senses\":[\"blindsight 10 ft.\",\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"understands commands given in any language but can't speak\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Bound\",\"entries\":[\"The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point.\"]},{\"name\":\"Spell Storing\",\"entries\":[\"A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The guardian makes two fist attacks.\"]},{\"name\":\"Fist\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage.\"]}],\"reaction\":[{\"name\":\"Shield\",\"entries\":[\"When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/shield-guardian.mp3\"},\"traitTags\":[\"Regeneration\"],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"X\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Shrieker\",\"source\":\"MM\",\"page\":138,\"srd\":true,\"otherSources\":[{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"PaBTSO\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":\"plant\",\"alignment\":[\"U\"],\"ac\":[5],\"hp\":{\"average\":13,\"formula\":\"3d8\"},\"speed\":{\"walk\":0},\"str\":1,\"dex\":1,\"con\":10,\"int\":1,\"wis\":3,\"cha\":1,\"senses\":[\"blindsight 30 ft. (blind beyond this radius)\"],\"passive\":6,\"conditionImmune\":[\"blinded\",\"deafened\",\"frightened\"],\"cr\":\"0\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"While the shrieker remains motionless, it is indistinguishable from an ordinary fungus.\"]}],\"reaction\":[{\"name\":\"Shriek\",\"entries\":[\"When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for {@dice 1d4} of the shrieker's turns afterward.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/shrieker.mp3\"},\"traitTags\":[\"False Appearance\"],\"senseTags\":[\"B\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Silver Dragon Wyrmling\",\"group\":[\"Metallic Dragon\"],\"source\":\"MM\",\"page\":118,\"srd\":true,\"otherSources\":[{\"source\":\"SKT\"},{\"source\":\"IDRotF\"}],\"size\":[\"M\"],\"type\":\"dragon\",\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":45,\"formula\":\"6d8 + 18\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":19,\"dex\":10,\"con\":17,\"int\":12,\"wis\":11,\"cha\":15,\"save\":{\"dex\":\"+2\",\"con\":\"+5\",\"wis\":\"+2\",\"cha\":\"+4\"},\"skill\":{\"perception\":\"+4\",\"stealth\":\"+2\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 60 ft.\"],\"passive\":14,\"immune\":[\"cold\"],\"languages\":[\"Draconic\"],\"cr\":\"2\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage.\"]},{\"name\":\"Breath Weapons {@recharge 5}\",\"entries\":[\"The dragon uses one of the following breath weapons.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Cold Breath\",\"entry\":\"The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a {@dc 13} Constitution saving throw, taking 18 ({@damage 4d8}) cold damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"Paralyzing Breath\",\"entry\":\"The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a {@dc 13} Constitution saving throw or be {@condition paralyzed} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"}]}]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 10} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]}]}]}]}],\"dragonAge\":\"wyrmling\",\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/silver-dragon-wyrmling.mp3\"},\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"C\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"paralyzed\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Skeleton\",\"source\":\"MM\",\"page\":272,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"LMoP\"},{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"DC\"},{\"source\":\"DIP\"},{\"source\":\"SDW\"},{\"source\":\"BGDIA\"},{\"source\":\"RMBRE\"},{\"source\":\"IMR\"},{\"source\":\"TCE\"},{\"source\":\"WBtW\"},{\"source\":\"CRCotN\"},{\"source\":\"JttRC\"},{\"source\":\"DSotDQ\"},{\"source\":\"KftGV\"},{\"source\":\"HftT\"},{\"source\":\"PaBTSO\"},{\"source\":\"AATM\"},{\"source\":\"SatO\"},{\"source\":\"ToFW\"},{\"source\":\"BMT\"},{\"source\":\"DoDk\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"}],\"reprintedAs\":[\"Skeleton|XPHB\"],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"armor scraps\"]}],\"hp\":{\"average\":13,\"formula\":\"2d8 + 4\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":15,\"int\":6,\"wis\":8,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"immune\":[\"poison\"],\"vulnerable\":[\"bludgeoning\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"understands all languages it spoke in life but can't speak\"],\"cr\":\"1/4\",\"action\":[{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/skeleton.mp3\"},\"attachedItems\":[\"shortbow|phb\",\"shortsword|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"CS\",\"LF\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Slaad Tadpole\",\"source\":\"MM\",\"page\":276,\"otherSources\":[{\"source\":\"EGW\"},{\"source\":\"IDRotF\"},{\"source\":\"CM\"},{\"source\":\"DSotDQ\"},{\"source\":\"KftGV\"},{\"source\":\"PaBTSO\"},{\"source\":\"SatO\"}],\"reprintedAs\":[\"Slaad Tadpole|XPHB\"],\"size\":[\"T\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"N\"],\"ac\":[12],\"hp\":{\"average\":10,\"formula\":\"4d4\"},\"speed\":{\"walk\":30},\"str\":7,\"dex\":15,\"con\":10,\"int\":3,\"wis\":5,\"cha\":3,\"skill\":{\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":7,\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"thunder\"],\"languages\":[\"understands Slaad but can't speak\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The slaad has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/slaad-tadpole.mp3\"},\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"languageTags\":[\"CS\",\"OTH\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Smoke Mephit\",\"source\":\"MM\",\"page\":217,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"KftGV\"},{\"source\":\"ToFW\"}],\"size\":[\"S\"],\"type\":\"elemental\",\"alignment\":[\"N\",\"E\"],\"ac\":[12],\"hp\":{\"average\":22,\"formula\":\"5d6 + 5\"},\"speed\":{\"walk\":30,\"fly\":30},\"str\":6,\"dex\":14,\"con\":12,\"int\":10,\"wis\":10,\"cha\":11,\"skill\":{\"perception\":\"+2\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Auran\",\"Ignan\"],\"cr\":\"1/4\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (1/Day)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The mephit can innately cast {@spell dancing lights}, requiring no material components. Its innate spellcasting ability is Charisma.\"],\"will\":[\"{@spell dancing lights}\"],\"ability\":\"cha\",\"hidden\":[\"will\"]}],\"trait\":[{\"name\":\"Death Burst\",\"entries\":[\"When the mephit dies, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere centered on its space. The sphere is heavily obscured. Wind disperses the cloud, which otherwise lasts for 1 minute.\"]}],\"action\":[{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) slashing damage.\"]},{\"name\":\"Cinder Breath {@recharge}\",\"entries\":[\"The mephit exhales a 15-foot cone of smoldering ash. Each creature in that area must succeed on a {@dc 10} Dexterity saving throw or be {@condition blinded} until the end of the mephit's next turn.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Summon Mephits (1/Day)\",\"entries\":[\"The mephit has a {@chance 25|25 percent|25% summoning chance} chance of summoning {@dice 1d4} mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.\"],\"_version\":{\"name\":\"Smoke Mephit (Summoner)\",\"addAs\":\"action\"}}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/smoke-mephit.mp3\"},\"traitTags\":[\"Death Burst\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"AU\",\"IG\"],\"damageTags\":[\"S\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"blinded\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Solar\",\"group\":[\"Angels\"],\"source\":\"MM\",\"page\":18,\"srd\":true,\"otherSources\":[{\"source\":\"BGDIA\"},{\"source\":\"CM\"},{\"source\":\"CRCotN\"},{\"source\":\"JttRC\"},{\"source\":\"SatO\"},{\"source\":\"BMT\"}],\"size\":[\"L\"],\"type\":\"celestial\",\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":21,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":243,\"formula\":\"18d10 + 144\"},\"speed\":{\"walk\":50,\"fly\":150},\"str\":26,\"dex\":22,\"con\":26,\"int\":25,\"wis\":25,\"cha\":30,\"save\":{\"int\":\"+14\",\"wis\":\"+14\",\"cha\":\"+17\"},\"skill\":{\"perception\":\"+14\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":24,\"resist\":[\"radiant\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"21\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The solar's spellcasting ability is Charisma (spell save {@dc 25}). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell detect evil and good}\",\"{@spell invisibility} (self only)\"],\"daily\":{\"3e\":[\"{@spell blade barrier}\",\"{@spell dispel evil and good}\",\"{@spell resurrection}\"],\"1e\":[\"{@spell commune}\",\"{@spell control weather}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Angelic Weapons\",\"entries\":[\"The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra {@dice 6d8} radiant damage (included in the attack).\"]},{\"name\":\"Divine Awareness\",\"entries\":[\"The solar knows if it hears a lie.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The solar has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The solar makes two greatsword attacks.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 5 ft., one target. {@h}22 ({@damage 4d6 + 8}) slashing damage plus 27 ({@damage 6d8}) radiant damage.\"]},{\"name\":\"Slaying Longbow\",\"entries\":[\"{@atk rw} {@hit 13} to hit, range 150/600 ft., one target. {@h}15 ({@damage 2d8 + 6}) piercing damage plus 27 ({@damage 6d8}) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a {@dc 15} Constitution saving throw or die.\"]},{\"name\":\"Flying Sword\",\"entries\":[\"The solar releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies.\"]},{\"name\":\"Healing Touch (4/Day)\",\"entries\":[\"The solar touches another creature. The target magically regains 40 ({@dice 8d8 + 4}) hit points and is freed from any curse, disease, poison, blindness, or deafness.\"]}],\"legendary\":[{\"name\":\"Teleport\",\"entries\":[\"The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.\"]},{\"name\":\"Searing Burst (Costs 2 Actions)\",\"entries\":[\"The solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a {@dc 23} Dexterity saving throw, taking 14 ({@damage 4d6}) fire damage plus 14 ({@damage 4d6}) radiant damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Blinding Gaze (Costs 3 Actions)\",\"entries\":[\"The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a {@dc 15} Constitution saving throw or be {@condition blinded} until magic such as the {@spell lesser restoration} spell removes the blindness.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/solar.mp3\"},\"attachedItems\":[\"greatsword|phb\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"F\",\"P\",\"R\",\"S\"],\"damageTagsSpell\":[\"S\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RNG\",\"RW\"],\"conditionInflict\":[\"blinded\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Spectator\",\"group\":[\"Beholders\"],\"source\":\"MM\",\"page\":30,\"basicRules\":true,\"otherSources\":[{\"source\":\"LMoP\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"RMBRE\"},{\"source\":\"IDRotF\"},{\"source\":\"SjA\"},{\"source\":\"KftGV\"},{\"source\":\"PaBTSO\"},{\"source\":\"ToFW\"},{\"source\":\"QftIS\"}],\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":39,\"formula\":\"6d8 + 12\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":8,\"dex\":14,\"con\":14,\"int\":13,\"wis\":14,\"cha\":11,\"skill\":{\"perception\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"conditionImmune\":[\"prone\"],\"languages\":[\"Deep Speech\",\"Undercommon\",\"telepathy 120 ft.\"],\"cr\":\"3\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) piercing damage.\"]},{\"name\":\"Eye Rays\",\"entries\":[\"The spectator shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"1. Confusion Ray\",\"style\":\"italic\",\"entry\":\"The target must succeed on a {@dc 13} Wisdom saving throw, or it can't take reactions until the end of its next turn. On its turn, the target can't move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can't attack, it does nothing on its turn.\"},{\"type\":\"item\",\"name\":\"2. Paralyzing Ray\",\"style\":\"italic\",\"entry\":\"The target must succeed on a {@dc 13} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"},{\"type\":\"item\",\"name\":\"3. Fear Ray\",\"style\":\"italic\",\"entry\":\"The target must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success.\"},{\"type\":\"item\",\"name\":\"4. Wounding Ray\",\"style\":\"italic\",\"entry\":\"The target must make a {@dc 13} Constitution saving throw, taking 16 ({@damage 3d10}) necrotic damage on a failed save, or half as much damage on a successful one.\"}]}]},{\"name\":\"Create Food and Water\",\"entries\":[\"The spectator magically creates enough food and water to sustain itself for 24 hours.\"]}],\"reaction\":[{\"name\":\"Spell Reflection\",\"entries\":[\"If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the spectator. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/spectator.mp3\"},\"altArt\":[{\"name\":\"Forge of Spells Spectator\",\"source\":\"PaBTSO\"},{\"name\":\"Spectator\",\"source\":\"RMBRE\"}],\"senseTags\":[\"SD\"],\"languageTags\":[\"DS\",\"TP\",\"U\"],\"damageTags\":[\"N\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\",\"paralyzed\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Specter\",\"source\":\"MM\",\"page\":279,\"srd\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"HotDQ\"},{\"source\":\"PotA\"},{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"DIP\"},{\"source\":\"SLW\"},{\"source\":\"SDW\"},{\"source\":\"BGDIA\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"IDRotF\"},{\"source\":\"TCE\"},{\"source\":\"CM\"},{\"source\":\"JttRC\"},{\"source\":\"KftGV\"},{\"source\":\"PSI\"},{\"source\":\"PaBTSO\"},{\"source\":\"AATM\"},{\"source\":\"SatO\"},{\"source\":\"ToFW\"},{\"source\":\"BMT\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"}],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"ac\":[12],\"hp\":{\"average\":22,\"formula\":\"5d8\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":50,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":1,\"dex\":14,\"con\":11,\"int\":10,\"wis\":10,\"cha\":11,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"unconscious\"],\"languages\":[\"understands all languages it knew in life but can't speak\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Incorporeal Movement\",\"entries\":[\"The specter can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Life Drain\",\"entries\":[\"{@atk ms} {@hit 4} to hit, reach 5 ft., one creature. {@h}10 ({@damage 3d6}) necrotic damage. The target must succeed on a {@dc 10} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.\"]}],\"environment\":[\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/specter.mp3\"},\"traitTags\":[\"Incorporeal Movement\",\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"languageTags\":[\"CS\",\"LF\"],\"damageTags\":[\"N\",\"O\"],\"miscTags\":[\"HPR\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Spider\",\"source\":\"MM\",\"page\":337,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"WDMM\"},{\"source\":\"PSX\"},{\"source\":\"KftGV\"}],\"reprintedAs\":[\"Spider|XPHB\"],\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":1,\"formula\":\"1d4 - 1\"},\"speed\":{\"walk\":20,\"climb\":20},\"str\":2,\"dex\":14,\"con\":8,\"int\":1,\"wis\":10,\"cha\":2,\"skill\":{\"stealth\":\"+4\"},\"senses\":[\"darkvision 30 ft.\"],\"passive\":10,\"cr\":\"0\",\"trait\":[{\"name\":\"Spider Climb\",\"entries\":[\"The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Web Sense\",\"entries\":[\"While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.\"]},{\"name\":\"Web Walker\",\"entries\":[\"The spider ignores movement restrictions caused by webbing.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}1 piercing damage, and the target must succeed on a {@dc 9} Constitution saving throw or take 2 ({@damage 1d4}) poison damage.\"]}],\"familiar\":true,\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/spider.mp3\"},\"traitTags\":[\"Spider Climb\",\"Web Sense\",\"Web Walker\"],\"senseTags\":[\"D\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Spined Devil\",\"source\":\"MM\",\"page\":78,\"otherSources\":[{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"BGDIA\"},{\"source\":\"KftGV\"},{\"source\":\"PSI\"},{\"source\":\"CoA\"}],\"size\":[\"S\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":22,\"formula\":\"5d6 + 5\"},\"speed\":{\"walk\":20,\"fly\":40},\"str\":10,\"dex\":15,\"con\":12,\"int\":11,\"wis\":14,\"cha\":8,\"senses\":[\"darkvision 120 ft.\"],\"passive\":12,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the devil's darkvision.\"]},{\"name\":\"Flyby\",\"entries\":[\"The devil doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"name\":\"Limited Spines\",\"entries\":[\"The devil has twelve tail spines. Used spines regrow by the time the devil finishes a long rest.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The devil has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The devil makes two attacks: one with its bite and one with its fork or two with its tail spines.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}5 ({@damage 2d4}) slashing damage.\"]},{\"name\":\"Fork\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) piercing damage.\"]},{\"name\":\"Tail Spine\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 20/80 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage plus 3 ({@damage 1d6}) fire damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/spined-devil.mp3\"},\"traitTags\":[\"Devil's Sight\",\"Flyby\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"I\",\"TP\"],\"damageTags\":[\"F\",\"P\",\"S\"],\"miscTags\":[\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Spirit Naga\",\"source\":\"MM\",\"page\":234,\"srd\":true,\"otherSources\":[{\"source\":\"TftYP\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"JttRC\"},{\"source\":\"PaBTSO\"},{\"source\":\"VEoR\"}],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":75,\"formula\":\"10d10 + 20\"},\"speed\":{\"walk\":40},\"str\":18,\"dex\":17,\"con\":14,\"int\":16,\"wis\":15,\"cha\":16,\"save\":{\"dex\":\"+6\",\"con\":\"+5\",\"wis\":\"+5\",\"cha\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\"],\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell mage hand}\",\"{@spell minor illusion}\",\"{@spell ray of frost}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell charm person}\",\"{@spell detect magic}\",\"{@spell sleep}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell detect thoughts}\",\"{@spell hold person}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell lightning bolt}\",\"{@spell water breathing}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell blight}\",\"{@spell dimension door}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell dominate person}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Rejuvenation\",\"entries\":[\"If it dies, the naga returns to life in {@dice 1d6} days and regains all its hit points. Only a {@spell wish} spell can prevent this trait from functioning.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one creature. {@h}7 ({@damage 1d6 + 4}) piercing damage, and the target must make a {@dc 13} Constitution saving throw, taking 31 ({@damage 7d8}) poison damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/spirit-naga.mp3\"},\"traitTags\":[\"Rejuvenation\"],\"senseTags\":[\"D\"],\"languageTags\":[\"AB\",\"C\"],\"damageTags\":[\"I\",\"P\"],\"damageTagsSpell\":[\"C\",\"L\",\"N\",\"O\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sprite\",\"source\":\"MM\",\"page\":283,\"srd\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"GoS\"},{\"source\":\"BGDIA\"},{\"source\":\"ERLW\"},{\"source\":\"IMR\"},{\"source\":\"CM\"},{\"source\":\"WBtW\"},{\"source\":\"KftGV\"},{\"source\":\"SatO\"},{\"source\":\"BMT\"},{\"source\":\"QftIS\"}],\"reprintedAs\":[\"Sprite|XPHB\"],\"size\":[\"T\"],\"type\":\"fey\",\"alignment\":[\"N\",\"G\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":2,\"formula\":\"1d4\"},\"speed\":{\"walk\":10,\"fly\":40},\"str\":3,\"dex\":18,\"con\":10,\"int\":14,\"wis\":13,\"cha\":11,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+8\"},\"passive\":13,\"languages\":[\"Common\",\"Elvish\",\"Sylvan\"],\"cr\":\"1/4\",\"action\":[{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}1 slashing damage.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 40/160 ft., one target. {@h}1 piercing damage, and the target must succeed on a {@dc 10} Constitution saving throw or become {@condition poisoned} for 1 minute. If its saving throw result is 5 or lower, the {@condition poisoned} target falls {@condition unconscious} for the same duration, or until it takes damage or another creature takes an action to shake it awake.\"]},{\"name\":\"Heart Sight\",\"entries\":[\"The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a {@dc 10} Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.\"]},{\"name\":\"Invisibility\",\"entries\":[\"The sprite magically turns {@condition invisible} until it attacks or casts a spell, or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the sprite wears or carries is {@condition invisible} with it.\"]}],\"environment\":[\"forest\"],\"familiar\":true,\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/sprite.mp3\"},\"attachedItems\":[\"longsword|phb\",\"shortbow|phb\"],\"languageTags\":[\"C\",\"E\",\"S\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"conditionInflict\":[\"invisible\",\"poisoned\"],\"savingThrowForced\":[\"charisma\",\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Spy\",\"source\":\"MM\",\"page\":349,\"srd\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"HotDQ\"},{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"DIP\"},{\"source\":\"SLW\"},{\"source\":\"BGDIA\"},{\"source\":\"ERLW\"},{\"source\":\"IMR\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"IDRotF\"},{\"source\":\"CM\"},{\"source\":\"WBtW\"},{\"source\":\"CRCotN\"},{\"source\":\"JttRC\"},{\"source\":\"KftGV\"},{\"source\":\"SatO\"},{\"source\":\"ToFW\"},{\"source\":\"BMT\"},{\"source\":\"DoDk\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"A\"],\"ac\":[12],\"hp\":{\"average\":27,\"formula\":\"6d8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":15,\"con\":10,\"int\":12,\"wis\":14,\"cha\":16,\"skill\":{\"deception\":\"+5\",\"insight\":\"+4\",\"investigation\":\"+5\",\"perception\":\"+6\",\"persuasion\":\"+5\",\"sleight of hand\":\"+4\",\"stealth\":\"+4\"},\"passive\":16,\"languages\":[\"any two languages\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Cunning Action\",\"entries\":[\"On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.\"]},{\"name\":\"Sneak Attack (1/Turn)\",\"entries\":[\"The spy deals an extra 7 ({@dice 2d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't {@condition incapacitated} and the spy doesn't have disadvantage on the attack roll.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The spy makes two melee attacks.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Hand Crossbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/spy.mp3\"},\"attachedItems\":[\"hand crossbow|phb\",\"shortsword|phb\"],\"traitTags\":[\"Sneak Attack\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"X\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Steam Mephit\",\"source\":\"MM\",\"page\":217,\"srd\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"EGW\"},{\"source\":\"ToFW\"},{\"source\":\"DoDk\"}],\"size\":[\"S\"],\"type\":\"elemental\",\"alignment\":[\"N\",\"E\"],\"ac\":[10],\"hp\":{\"average\":21,\"formula\":\"6d6\"},\"speed\":{\"walk\":30,\"fly\":30},\"str\":5,\"dex\":11,\"con\":10,\"int\":11,\"wis\":10,\"cha\":12,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Aquan\",\"Ignan\"],\"cr\":\"1/4\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (1/Day)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The mephit can innately cast {@spell blur}, requiring no material components. Its innate spellcasting ability is Charisma.\"],\"will\":[\"{@spell blur}\"],\"ability\":\"cha\",\"hidden\":[\"will\"]}],\"trait\":[{\"name\":\"Death Burst\",\"entries\":[\"When the mephit dies, it explodes in a cloud of steam. Each creature within 5 feet of the mephit must succeed on a {@dc 10} Dexterity saving throw or take 4 ({@damage 1d8}) fire damage.\"]}],\"action\":[{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one creature. {@h}2 ({@damage 1d4}) slashing damage plus 2 ({@damage 1d4}) fire damage.\"]},{\"name\":\"Steam Breath {@recharge}\",\"entries\":[\"The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a {@dc 10} Dexterity saving throw, taking 4 ({@damage 1d8}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Summon Mephits (1/Day)\",\"entries\":[\"The mephit has a {@chance 25|25 percent|25% summoning chance} chance of summoning {@dice 1d4} mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.\"],\"_version\":{\"name\":\"Steam Mephit (Summoner)\",\"addAs\":\"action\"}}],\"environment\":[\"underwater\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/steam-mephit.mp3\"},\"traitTags\":[\"Death Burst\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"AQ\",\"IG\"],\"damageTags\":[\"F\",\"S\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Stirge\",\"source\":\"MM\",\"page\":284,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"HotDQ\"},{\"source\":\"LMoP\"},{\"source\":\"PotA\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"DIP\"},{\"source\":\"BGDIA\"},{\"source\":\"RMBRE\"},{\"source\":\"IMR\"},{\"source\":\"EGW\"},{\"source\":\"DoSI\"},{\"source\":\"KftGV\"},{\"source\":\"HftT\"},{\"source\":\"PaBTSO\"},{\"source\":\"QftIS\"}],\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":2,\"formula\":\"1d4\"},\"speed\":{\"walk\":10,\"fly\":40},\"str\":4,\"dex\":16,\"con\":11,\"int\":2,\"wis\":8,\"cha\":6,\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"cr\":\"1/8\",\"action\":[{\"name\":\"Blood Drain\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d4 + 3}) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 ({@dice 1d4 + 3}) hit points due to blood loss.\",\"The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.\"]}],\"environment\":[\"grassland\",\"forest\",\"swamp\",\"hill\",\"urban\",\"desert\",\"coastal\",\"mountain\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/stirge.mp3\"},\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Stone Giant\",\"source\":\"MM\",\"page\":156,\"srd\":true,\"otherSources\":[{\"source\":\"HotDQ\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"WDMM\"},{\"source\":\"MOT\"},{\"source\":\"DoDk\"},{\"source\":\"QftIS\"}],\"size\":[\"H\"],\"type\":\"giant\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":126,\"formula\":\"11d12 + 55\"},\"speed\":{\"walk\":40},\"str\":23,\"dex\":15,\"con\":20,\"int\":10,\"wis\":12,\"cha\":9,\"save\":{\"dex\":\"+5\",\"con\":\"+8\",\"wis\":\"+4\"},\"skill\":{\"athletics\":\"+12\",\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Giant\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Stone Camouflage\",\"entries\":[\"The giant has advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giant makes two greatclub attacks.\"]},{\"name\":\"Greatclub\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 9} to hit, range 60/240 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 17} Strength saving throw or be knocked {@condition prone}.\"]}],\"reaction\":[{\"name\":\"Rock Catching\",\"entries\":[\"If a rock or similar object is hurled at the giant, the giant can, with a successful {@dc 10} Dexterity saving throw, catch the missile and take no bludgeoning damage from it.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"New Giant Options\",\"entries\":[\"Some adult stone giants like to grab enemies and fling them through the air. They can also roll boulders across the ground, striking multiple enemies in a line. These abilities are represented by the following action options.\",{\"name\":\"Fling\",\"type\":\"entries\",\"entries\":[\"The giant tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a {@dc 17} Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the giant's choice and land {@condition prone}, taking 3 ({@damage 1d6}) bludgeoning damage for every 10 feet it was thrown.\"]},{\"name\":\"Rolling Rock\",\"type\":\"entries\",\"entries\":[\"The giant sends a rock tumbling along the ground in a 30-foot line that is 5 feet wide. Each creature in that line must make a {@dc 17} Dexterity saving throw, taking 22 ({@damage 3d10 + 6}) bludgeoning damage and falling {@condition prone} on a failed save\"]}],\"_version\":{\"name\":\"Stone Giant (Optional Actions)\",\"addHeadersAs\":\"action\"},\"source\":\"SKT\",\"page\":246}],\"environment\":[\"underdark\",\"mountain\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/stone-giant.mp3\"},\"attachedItems\":[\"greatclub|phb\"],\"traitTags\":[\"Camouflage\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Stone Golem\",\"source\":\"MM\",\"page\":170,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"HotDQ\"},{\"source\":\"PotA\"},{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"DIP\"},{\"source\":\"SLW\"},{\"source\":\"BGDIA\"},{\"source\":\"IMR\"},{\"source\":\"CM\"},{\"source\":\"CoS\"},{\"source\":\"CRCotN\"},{\"source\":\"JttRC\"},{\"source\":\"DSotDQ\"},{\"source\":\"KftGV\"},{\"source\":\"AATM\"},{\"source\":\"SatO\"},{\"source\":\"BMT\"},{\"source\":\"DoDk\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"reprintedAs\":[\"Stone Golem|XMM\"],\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":178,\"formula\":\"17d10 + 85\"},\"speed\":{\"walk\":30},\"str\":22,\"dex\":9,\"con\":20,\"int\":3,\"wis\":11,\"cha\":1,\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"immune\":[\"poison\",\"psychic\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't adamantine\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Immutable Form\",\"entries\":[\"The golem is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The golem has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The golem's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The golem makes two slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage.\"]},{\"name\":\"Slow {@recharge 5}\",\"entries\":[\"The golem targets one or more creatures it can see within 10 feet of it. Each target must make a {@dc 17} Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/stone-golem.mp3\"},\"traitTags\":[\"Immutable Form\",\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Storm Giant\",\"source\":\"MM\",\"page\":156,\"srd\":true,\"otherSources\":[{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"GoS\"},{\"source\":\"MOT\"},{\"source\":\"JttRC\"},{\"source\":\"SatO\"}],\"size\":[\"H\"],\"type\":\"giant\",\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item scale mail|phb}\"]}],\"hp\":{\"average\":230,\"formula\":\"20d12 + 100\"},\"speed\":{\"walk\":50,\"swim\":50},\"str\":29,\"dex\":14,\"con\":20,\"int\":16,\"wis\":18,\"cha\":18,\"save\":{\"str\":\"+14\",\"con\":\"+10\",\"wis\":\"+9\",\"cha\":\"+9\"},\"skill\":{\"arcana\":\"+8\",\"athletics\":\"+14\",\"history\":\"+8\",\"perception\":\"+9\"},\"passive\":19,\"resist\":[\"cold\"],\"immune\":[\"lightning\",\"thunder\"],\"languages\":[\"Common\",\"Giant\"],\"cr\":\"13\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The giant's innate spellcasting ability is Charisma (spell save {@dc 17}). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell detect magic}\",\"{@spell feather fall}\",\"{@spell levitate}\",\"{@spell light}\"],\"daily\":{\"3e\":[\"{@spell control weather}\",\"{@spell water breathing}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The giant can breathe air and water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giant makes two greatsword attacks.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}30 ({@damage 6d6 + 9}) slashing damage.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 14} to hit, range 60/240 ft., one target. {@h}35 ({@damage 4d12 + 9}) bludgeoning damage.\"]},{\"name\":\"Lightning Strike {@recharge 5}\",\"entries\":[\"The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a {@dc 17} Dexterity saving throw, taking 54 ({@damage 12d8}) lightning damage on a failed save, or half as much damage on a successful one.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"New Giant Options\",\"entries\":[\"Some adult storm giants can channel thunderous power through their bodies and release it with a deafening stomp. This ability is represented by the following action option.\",{\"type\":\"entries\",\"name\":\"Thunderous Stomp {@recharge}\",\"entries\":[\"The storm giant stomps the ground, triggering a thunderclap. All other creatures within 15 feet of the giant must succeed on a {@dc 17} Constitution saving throw or take 33 ({@damage 6d10}) thunder damage and be {@condition deafened} until the start of the giant's next turn. On a successful save, a creature takes half as much damage and isn't {@condition deafened}. The thunderclap can be heard out to a range of 1,200 feet.\"]}],\"_version\":{\"name\":\"Storm Giant (Optional Actions)\",\"addHeadersAs\":\"action\"},\"source\":\"SKT\",\"page\":246}],\"environment\":[\"coastal\",\"underwater\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/storm-giant.mp3\"},\"attachedItems\":[\"greatsword|phb\"],\"traitTags\":[\"Amphibious\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"B\",\"L\",\"S\",\"T\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"deafened\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Succubus\",\"source\":\"MM\",\"page\":285,\"srd\":true,\"otherSources\":[{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"BGDIA\"},{\"source\":\"ERLW\"},{\"source\":\"EGW\"},{\"source\":\"TCE\"},{\"source\":\"CRCotN\"},{\"source\":\"SatO\"},{\"source\":\"BMT\"},{\"source\":\"GHLoE\"},{\"source\":\"CoA\"}],\"reprintedAs\":[\"Succubus|XMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"shapechanger\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":66,\"formula\":\"12d8 + 12\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":8,\"dex\":17,\"con\":13,\"int\":15,\"wis\":12,\"cha\":20,\"skill\":{\"deception\":\"+9\",\"insight\":\"+5\",\"perception\":\"+5\",\"persuasion\":\"+9\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"resist\":[\"cold\",\"fire\",\"lightning\",\"poison\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"languages\":[\"Abyssal\",\"Common\",\"Infernal\",\"telepathy 60 ft.\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Telepathic Bond\",\"entries\":[\"The fiend ignores the range restriction on its telepathy when communicating with a creature it has {@condition charmed}. The two don't even need to be on the same plane of existence.\"]},{\"name\":\"Shapechanger\",\"entries\":[\"The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"]}],\"action\":[{\"name\":\"Claw (Fiend Form Only)\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]},{\"name\":\"Charm\",\"entries\":[\"One humanoid the fiend can see within 30 feet of it must succeed on a {@dc 15} Wisdom saving throw or be magically {@condition charmed} for 1 day. The {@condition charmed} target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.\",\"The fiend can have only one target {@condition charmed} at a time. If it charms another, the effect on the previous target ends.\"]},{\"name\":\"Draining Kiss\",\"entries\":[\"The fiend kisses a creature {@condition charmed} by it or a willing creature. The target must make a {@dc 15} Constitution saving throw against this magic, taking 32 ({@damage 5d10 + 5}) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.\"]},{\"name\":\"Etherealness\",\"entries\":[\"The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/succubus-incubus.mp3\"},\"traitTags\":[\"Shapechanger\"],\"senseTags\":[\"D\"],\"languageTags\":[\"AB\",\"C\",\"I\",\"TP\"],\"damageTags\":[\"S\",\"Y\"],\"miscTags\":[\"HPR\",\"MW\"],\"conditionInflict\":[\"charmed\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Swarm of Bats\",\"source\":\"MM\",\"page\":337,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"HotDQ\"},{\"source\":\"PotA\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"EGW\"},{\"source\":\"CM\"},{\"source\":\"WBtW\"},{\"source\":\"AATM\"},{\"source\":\"QftIS\"}],\"size\":[\"M\"],\"type\":{\"type\":\"beast\",\"swarmSize\":\"T\"},\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":22,\"formula\":\"5d8\"},\"speed\":{\"walk\":0,\"fly\":30},\"str\":5,\"dex\":15,\"con\":10,\"int\":2,\"wis\":12,\"cha\":4,\"senses\":[\"blindsight 60 ft.\"],\"passive\":11,\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"prone\",\"restrained\",\"stunned\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Echolocation\",\"entries\":[\"The swarm can't use its blindsight while {@condition deafened}.\"]},{\"name\":\"Keen Hearing\",\"entries\":[\"The swarm has advantage on Wisdom ({@skill Perception}) checks that rely on hearing.\"]},{\"name\":\"Swarm\",\"entries\":[\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.\"]}],\"action\":[{\"name\":\"Bites\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 0 ft., one creature in the swarm's space. {@h}5 ({@damage 2d4}) piercing damage, or 2 ({@damage 1d4}) piercing damage if the swarm has half of its hit points or fewer.\"]}],\"environment\":[\"underdark\",\"mountain\",\"hill\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/swarm-of-bats.mp3\"},\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"B\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Swarm of Beetles\",\"source\":\"MM\",\"page\":338,\"srd\":true,\"size\":[\"M\"],\"type\":{\"type\":\"beast\",\"swarmSize\":\"T\"},\"alignment\":[\"U\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":22,\"formula\":\"5d8\"},\"speed\":{\"walk\":20,\"burrow\":5,\"climb\":20},\"str\":3,\"dex\":13,\"con\":10,\"int\":1,\"wis\":7,\"cha\":1,\"senses\":[\"blindsight 10 ft.\"],\"passive\":8,\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"prone\",\"restrained\",\"stunned\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Swarm\",\"entries\":[\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.\"]}],\"action\":[{\"name\":\"Bites\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 0 ft., one target in the swarm's space. {@h}10 ({@damage 4d4}) piercing damage, or 5 ({@damage 2d4}) piercing damage if the swarm has half of its hit points or fewer.\"]}],\"environment\":[\"underdark\",\"grassland\",\"forest\",\"swamp\",\"hill\",\"urban\",\"desert\"],\"senseTags\":[\"B\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Swarm of Centipedes\",\"source\":\"MM\",\"page\":338,\"srd\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"HotDQ\"},{\"source\":\"WDMM\"}],\"size\":[\"M\"],\"type\":{\"type\":\"beast\",\"swarmSize\":\"T\"},\"alignment\":[\"U\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":22,\"formula\":\"5d8\"},\"speed\":{\"walk\":20,\"climb\":20},\"str\":3,\"dex\":13,\"con\":10,\"int\":1,\"wis\":7,\"cha\":1,\"senses\":[\"blindsight 10 ft.\"],\"passive\":8,\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"prone\",\"restrained\",\"stunned\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Swarm\",\"entries\":[\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.\"]}],\"action\":[{\"name\":\"Bites\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 0 ft., one target in the swarm's space. {@h}10 ({@damage 4d4}) piercing damage, or 5 ({@damage 2d4}) piercing damage if the swarm has half of its hit points or fewer.\",\"A creature reduced to 0 hit points by a swarm of centipedes is stable but {@condition poisoned} for 1 hour, even after regaining hit points, and {@condition paralyzed} while {@condition poisoned} in this way.\"]}],\"environment\":[\"underdark\",\"grassland\",\"forest\",\"swamp\",\"hill\",\"urban\",\"desert\"],\"senseTags\":[\"B\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Swarm of Insects\",\"source\":\"MM\",\"page\":338,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"HotDQ\"},{\"source\":\"ToA\"},{\"source\":\"GoS\"},{\"source\":\"BGDIA\"},{\"source\":\"IMR\"},{\"source\":\"EGW\"},{\"source\":\"LoX\"},{\"source\":\"PSX\"},{\"source\":\"PSA\"}],\"size\":[\"M\"],\"type\":{\"type\":\"beast\",\"swarmSize\":\"T\"},\"alignment\":[\"U\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":22,\"formula\":\"5d8\"},\"speed\":{\"walk\":20,\"climb\":20},\"str\":3,\"dex\":13,\"con\":10,\"int\":1,\"wis\":7,\"cha\":1,\"senses\":[\"blindsight 10 ft.\"],\"passive\":8,\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"prone\",\"restrained\",\"stunned\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Swarm\",\"entries\":[\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.\"]}],\"action\":[{\"name\":\"Bites\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 0 ft., one target in the swarm's space. {@h}10 ({@damage 4d4}) piercing damage, or 5 ({@damage 2d4}) piercing damage if the swarm has half of its hit points or fewer.\"]}],\"environment\":[\"underdark\",\"grassland\",\"forest\",\"swamp\",\"hill\",\"urban\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/swarm-of-insects.mp3\"},\"senseTags\":[\"B\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Swarm of Poisonous Snakes\",\"source\":\"MM\",\"page\":338,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"RoT\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"DIP\"},{\"source\":\"SDW\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"JttRC\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"}],\"size\":[\"M\"],\"type\":{\"type\":\"beast\",\"swarmSize\":\"T\"},\"alignment\":[\"U\"],\"ac\":[14],\"hp\":{\"average\":36,\"formula\":\"8d8\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":8,\"dex\":18,\"con\":11,\"int\":1,\"wis\":10,\"cha\":3,\"senses\":[\"blindsight 10 ft.\"],\"passive\":10,\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"prone\",\"restrained\",\"stunned\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Swarm\",\"entries\":[\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points.\"]}],\"action\":[{\"name\":\"Bites\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 0 ft., one creature in the swarm's space. {@h}7 ({@damage 2d6}) piercing damage, or 3 ({@damage 1d6}) piercing damage if the swarm has half of its hit points or fewer. The target must make a {@dc 10} Constitution saving throw, taking 14 ({@damage 4d6}) poison damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"forest\",\"swamp\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/swarm-of-poisonous-snakes.mp3\"},\"senseTags\":[\"B\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Swarm of Quippers\",\"source\":\"MM\",\"page\":338,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"DIP\"},{\"source\":\"SDW\"},{\"source\":\"LR\"},{\"source\":\"WBtW\"},{\"source\":\"CRCotN\"},{\"source\":\"JttRC\"},{\"source\":\"DSotDQ\"},{\"source\":\"KftGV\"},{\"source\":\"PSA\"},{\"source\":\"GHLoE\"},{\"source\":\"QftIS\"}],\"size\":[\"M\"],\"type\":{\"type\":\"beast\",\"swarmSize\":\"T\"},\"alignment\":[\"U\"],\"ac\":[13],\"hp\":{\"average\":28,\"formula\":\"8d8 - 8\"},\"speed\":{\"walk\":0,\"swim\":40},\"str\":13,\"dex\":16,\"con\":9,\"int\":1,\"wis\":7,\"cha\":2,\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"prone\",\"restrained\",\"stunned\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Blood Frenzy\",\"entries\":[\"The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.\"]},{\"name\":\"Swarm\",\"entries\":[\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points.\"]},{\"name\":\"Water Breathing\",\"entries\":[\"The swarm can breathe only underwater.\"]}],\"action\":[{\"name\":\"Bites\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 0 ft., one creature in the swarm's space. {@h}14 ({@damage 4d6}) piercing damage, or 7 ({@damage 2d6}) piercing damage if the swarm has half of its hit points or fewer.\"]}],\"environment\":[\"underwater\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/swarm-of-quippers.mp3\"},\"traitTags\":[\"Water Breathing\"],\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Swarm of Rats\",\"source\":\"MM\",\"page\":339,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"HotDQ\"},{\"source\":\"TftYP\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"BGDIA\"},{\"source\":\"TCE\"},{\"source\":\"CM\"},{\"source\":\"DoDk\"}],\"size\":[\"M\"],\"type\":{\"type\":\"beast\",\"swarmSize\":\"T\"},\"alignment\":[\"U\"],\"ac\":[10],\"hp\":{\"average\":24,\"formula\":\"7d8 - 7\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":11,\"con\":9,\"int\":2,\"wis\":10,\"cha\":3,\"senses\":[\"darkvision 30 ft.\"],\"passive\":10,\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"prone\",\"restrained\",\"stunned\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The swarm has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Swarm\",\"entries\":[\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.\"]}],\"action\":[{\"name\":\"Bites\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 0 ft., one target in the swarm's space. {@h}7 ({@damage 2d6}) piercing damage, or 3 ({@damage 1d6}) piercing damage if the swarm has half of its hit points or fewer.\"]}],\"environment\":[\"swamp\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/swarm-of-rats.mp3\"},\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Swarm of Ravens\",\"source\":\"MM\",\"page\":339,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"RoT\"},{\"source\":\"DIP\"},{\"source\":\"SDW\"},{\"source\":\"EGW\"},{\"source\":\"IDRotF\"},{\"source\":\"TCE\"},{\"source\":\"CM\"}],\"size\":[\"M\"],\"type\":{\"type\":\"beast\",\"swarmSize\":\"T\"},\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":24,\"formula\":\"7d8 - 7\"},\"speed\":{\"walk\":10,\"fly\":50},\"str\":6,\"dex\":14,\"con\":8,\"int\":3,\"wis\":12,\"cha\":6,\"skill\":{\"perception\":\"+5\"},\"passive\":15,\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"prone\",\"restrained\",\"stunned\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Swarm\",\"entries\":[\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points.\"]}],\"action\":[{\"name\":\"Beaks\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target in the swarm's space. {@h}7 ({@damage 2d6}) piercing damage, or 3 ({@damage 1d6}) piercing damage if the swarm has half of its hit points or fewer.\"]}],\"environment\":[\"forest\",\"swamp\",\"hill\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/swarm-of-ravens.mp3\"},\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Swarm of Spiders\",\"source\":\"MM\",\"page\":338,\"srd\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"SKT\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"DC\"},{\"source\":\"DIP\"},{\"source\":\"MOT\"},{\"source\":\"BMT\"},{\"source\":\"QftIS\"}],\"size\":[\"M\"],\"type\":{\"type\":\"beast\",\"swarmSize\":\"T\"},\"alignment\":[\"U\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":22,\"formula\":\"5d8\"},\"speed\":{\"walk\":20,\"climb\":20},\"str\":3,\"dex\":13,\"con\":10,\"int\":1,\"wis\":7,\"cha\":1,\"senses\":[\"blindsight 10 ft.\"],\"passive\":8,\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"prone\",\"restrained\",\"stunned\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Swarm\",\"entries\":[\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Web Sense\",\"entries\":[\"While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web.\"]},{\"name\":\"Web Walker\",\"entries\":[\"The swarm ignores movement restrictions caused by webbing.\"]}],\"action\":[{\"name\":\"Bites\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 0 ft., one target in the swarm's space. {@h}10 ({@damage 4d4}) piercing damage, or 5 ({@damage 2d4}) piercing damage if the swarm has half of its hit points or fewer.\"]}],\"environment\":[\"underdark\",\"grassland\",\"forest\",\"swamp\",\"hill\",\"urban\",\"desert\"],\"traitTags\":[\"Spider Climb\",\"Web Sense\",\"Web Walker\"],\"senseTags\":[\"B\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Swarm of Wasps\",\"source\":\"MM\",\"page\":338,\"srd\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"WBtW\"},{\"source\":\"QftIS\"}],\"size\":[\"M\"],\"type\":{\"type\":\"beast\",\"swarmSize\":\"T\"},\"alignment\":[\"U\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":22,\"formula\":\"5d8\"},\"speed\":{\"walk\":5,\"fly\":30},\"str\":3,\"dex\":13,\"con\":10,\"int\":1,\"wis\":7,\"cha\":1,\"senses\":[\"blindsight 10 ft.\"],\"passive\":8,\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"prone\",\"restrained\",\"stunned\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Swarm\",\"entries\":[\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.\"]}],\"action\":[{\"name\":\"Bites\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 0 ft., one target in the swarm's space. {@h}10 ({@damage 4d4}) piercing damage, or 5 ({@damage 2d4}) piercing damage if the swarm has half of its hit points or fewer.\"]}],\"environment\":[\"underdark\",\"grassland\",\"forest\",\"swamp\",\"hill\",\"urban\",\"desert\"],\"senseTags\":[\"B\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Tarrasque\",\"source\":\"MM\",\"page\":286,\"srd\":true,\"otherSources\":[{\"source\":\"IMR\"},{\"source\":\"MOT\"},{\"source\":\"IDRotF\"},{\"source\":\"TCE\"},{\"source\":\"LoX\"},{\"source\":\"BMT\"},{\"source\":\"DoDk\"}],\"size\":[\"G\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"titan\"]},\"alignment\":[\"U\"],\"ac\":[{\"ac\":25,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":676,\"formula\":\"33d20 + 330\"},\"speed\":{\"walk\":40},\"str\":30,\"dex\":11,\"con\":30,\"int\":3,\"wis\":11,\"cha\":11,\"save\":{\"int\":\"+5\",\"wis\":\"+9\",\"cha\":\"+9\"},\"senses\":[\"blindsight 120 ft.\"],\"passive\":10,\"immune\":[\"fire\",\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"frightened\",\"paralyzed\",\"poisoned\"],\"cr\":\"30\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the tarrasque fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The tarrasque has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Reflective Carapace\",\"entries\":[\"Any time the tarrasque is targeted by a {@spell magic missile} spell, a line spell, or a spell that requires a ranged attack roll, roll a {@dice d6}. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The tarrasque deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its Swallow instead of its bite.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 19} to hit, reach 10 ft., one target. {@h}36 ({@damage 4d12 + 10}) piercing damage. If the target is a creature, it is {@condition grappled} (escape {@dc 20}). Until this grapple ends, the target is {@condition restrained}, and the tarrasque can't bite another target.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 19} to hit, reach 15 ft., one target. {@h}28 ({@damage 4d8 + 10}) slashing damage.\"]},{\"name\":\"Horns\",\"entries\":[\"{@atk mw} {@hit 19} to hit, reach 10 ft., one target. {@h}32 ({@damage 4d10 + 10}) piercing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 19} to hit, reach 20 ft., one target. {@h}24 ({@damage 4d6 + 10}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 20} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of the tarrasque's choice within 120 feet of it and aware of it must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the tarrasque's Frightful Presence for the next 24 hours.\"]},{\"name\":\"Swallow\",\"entries\":[\"The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the tarrasque, and it takes 56 ({@damage 16d6}) acid damage at the start of each of the tarrasque's turns.\",\"If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a {@dc 20} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 30 feet of movement, exiting {@condition prone}.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"The tarrasque makes one claw attack or tail attack.\"]},{\"name\":\"Move\",\"entries\":[\"The tarrasque moves up to half its speed.\"]},{\"name\":\"Chomp (Costs 2 Actions)\",\"entries\":[\"The tarrasque makes one bite attack or uses its Swallow.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/tarrasque.mp3\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Siege Monster\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Frightful Presence\",\"Multiattack\",\"Swallow\"],\"damageTags\":[\"A\",\"B\",\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"frightened\",\"grappled\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Thri-kreen\",\"source\":\"MM\",\"page\":288,\"otherSources\":[{\"source\":\"JttRC\"},{\"source\":\"LoX\"},{\"source\":\"QftIS\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"thri-kreen\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":40},\"str\":12,\"dex\":15,\"con\":13,\"int\":8,\"wis\":12,\"cha\":7,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+4\",\"survival\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Thri-kreen\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Chameleon Carapace\",\"entries\":[\"The thri-kreen can change the color of its carapace to match the color and texture of its surroundings. As a result, it has advantage on Dexterity ({@skill Stealth}) checks made to hide.\"]},{\"name\":\"Standing Leap\",\"entries\":[\"The thri-kreen's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The thri-kreen makes two attacks: one with its bite and one with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d6 + 1}) piercing damage, and the target must succeed on a {@dc 11} Constitution saving throw or be {@condition poisoned} for 1 minute. If the saving throw fails by 5 or more, the target is also {@condition paralyzed} while {@condition poisoned} in this way. The {@condition poisoned} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}6 ({@damage 2d4 + 1}) slashing damage.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Thri-kreen Weapons and Psionics\",\"entries\":[\"Some thri-kreen employ special martial weapons. A gythka is a two-handed polearm with a blade at each end. A chatkcha is a flat, triangular wedge with three serrated blades (a light thrown weapon). A thri-kreen armed with a gythka and chatkchas gains the following action options:\",{\"name\":\"Weapons Multiattack\",\"type\":\"entries\",\"entries\":[\"The thri-kreen makes two gythka attacks or two chatkcha attacks.\"]},{\"name\":\"Gythka\",\"type\":\"entries\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) slashing damage.\"]},{\"name\":\"Chatkcha\",\"type\":\"entries\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage.\"]},\"A few thri-kreen manifest psionic abilities, using their powers to aid the hunt and communicate more easily with outsiders.\",\"A psionic thri-kreen has telepathy out to a range of 60 feet and gains the following additional trait:\",{\"type\":\"spellcasting\",\"name\":\"Innate Spellcasting (Psionics)\",\"headerEntries\":[\"The thri-kreen's innate spellcasting ability is Wisdom. The thri-kreen can innately cast the following spells, requiring no components:\"],\"will\":[\"{@spell mage hand} (the hand is {@condition invisible})\"],\"daily\":{\"1\":[\"{@spell invisibility} (self only)\"],\"2e\":[\"{@spell blur}\",\"{@spell magic weapon}\"]},\"ability\":\"wis\"}]}],\"environment\":[\"grassland\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/thri-kreen.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"invisible\",\"paralyzed\",\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Thri-kreen (Weapons and Psionics)\",\"source\":\"MM\",\"_mod\":{\"action\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Weapons Multiattack\",\"type\":\"entries\",\"entries\":[\"The thri-kreen makes two gythka attacks or two chatkcha attacks.\"]},{\"name\":\"Gythka\",\"type\":\"entries\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) slashing damage.\"]},{\"name\":\"Chatkcha\",\"type\":\"entries\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage.\"]}]}},\"spellcasting\":[{\"name\":\"Innate Spellcasting (Psionics)\",\"headerEntries\":[\"The thri-kreen's innate spellcasting ability is Wisdom. The thri-kreen can innately cast the following spells, requiring no components:\"],\"will\":[\"{@spell mage hand} (the hand is {@condition invisible})\"],\"daily\":{\"1\":[\"{@spell invisibility} (self only)\"],\"2e\":[\"{@spell blur}\",\"{@spell magic weapon}\"]},\"ability\":\"wis\"}],\"variant\":null}]},{\"name\":\"Thug\",\"source\":\"MM\",\"page\":350,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"DIP\"},{\"source\":\"SLW\"},{\"source\":\"BGDIA\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"IDRotF\"},{\"source\":\"TCE\"},{\"source\":\"CM\"},{\"source\":\"CoS\"},{\"source\":\"CRCotN\"},{\"source\":\"JttRC\"},{\"source\":\"LoX\"},{\"source\":\"KftGV\"},{\"source\":\"ToFW\"},{\"source\":\"BMT\"},{\"source\":\"GHLoE\"},{\"source\":\"DoDk\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"L\",\"NX\",\"C\",\"NY\",\"E\"],\"ac\":[{\"ac\":11,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":32,\"formula\":\"5d8 + 10\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":11,\"con\":14,\"int\":10,\"wis\":10,\"cha\":11,\"skill\":{\"intimidation\":\"+2\"},\"passive\":10,\"languages\":[\"any one language (usually Common)\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Pack Tactics\",\"entries\":[\"The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The thug makes two melee attacks.\"]},{\"name\":\"Mace\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage.\"]},{\"name\":\"Heavy Crossbow\",\"entries\":[\"{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/thug.mp3\"},\"attachedItems\":[\"heavy crossbow|phb\",\"mace|phb\"],\"traitTags\":[\"Pack Tactics\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tiger\",\"source\":\"MM\",\"page\":339,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"GoS\"},{\"source\":\"MOT\"}],\"reprintedAs\":[\"Tiger|XPHB\"],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":37,\"formula\":\"5d10 + 10\"},\"speed\":{\"walk\":40},\"str\":17,\"dex\":15,\"con\":14,\"int\":3,\"wis\":12,\"cha\":8,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"cr\":\"1\",\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The tiger has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Pounce\",\"entries\":[\"If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the tiger can make one bite attack against it as a bonus action.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage.\"]}],\"environment\":[\"grassland\",\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/tiger.mp3\"},\"traitTags\":[\"Keen Senses\",\"Pounce\"],\"senseTags\":[\"D\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true},{\"name\":\"Treant\",\"source\":\"MM\",\"page\":289,\"srd\":true,\"otherSources\":[{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"WDH\"},{\"source\":\"GoS\"},{\"source\":\"BGDIA\"},{\"source\":\"ERLW\"},{\"source\":\"IMR\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"IDRotF\"},{\"source\":\"TCE\"},{\"source\":\"CM\"},{\"source\":\"WBtW\"},{\"source\":\"JttRC\"},{\"source\":\"LoX\"},{\"source\":\"DSotDQ\"},{\"source\":\"PSI\"},{\"source\":\"SatO\"},{\"source\":\"BMT\"},{\"source\":\"DoDk\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"}],\"size\":[\"H\"],\"type\":\"plant\",\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":138,\"formula\":\"12d12 + 60\"},\"speed\":{\"walk\":30},\"str\":23,\"dex\":8,\"con\":21,\"int\":12,\"wis\":16,\"cha\":12,\"passive\":13,\"resist\":[\"bludgeoning\",\"piercing\"],\"vulnerable\":[\"fire\"],\"languages\":[\"Common\",\"Druidic\",\"Elvish\",\"Sylvan\"],\"cr\":\"9\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"While the treant remains motionless, it is indistinguishable from a normal tree.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The treant deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The treant makes two slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}16 ({@damage 3d6 + 6}) bludgeoning damage.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 10} to hit, range 60/180 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage.\"]},{\"name\":\"Animate Trees (1/Day)\",\"entries\":[\"The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a {@creature treant}, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.\"]}],\"environment\":[\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/treant.mp3\"},\"traitTags\":[\"False Appearance\",\"Siege Monster\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DU\",\"E\",\"S\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tribal Warrior\",\"source\":\"MM\",\"page\":350,\"srd\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"GoS\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"IDRotF\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":12,\"from\":[\"{@item hide armor|phb}\"]}],\"hp\":{\"average\":11,\"formula\":\"2d8 + 2\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":11,\"con\":12,\"int\":8,\"wis\":11,\"cha\":8,\"passive\":10,\"languages\":[\"any one language\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Pack Tactics\",\"entries\":[\"The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage, or 5 ({@damage 1d8 + 1}) piercing damage if used with two hands to make a melee attack.\"]}],\"environment\":[\"coastal\",\"mountain\",\"grassland\",\"hill\",\"arctic\",\"forest\",\"swamp\",\"underdark\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/tribal-warrior.mp3\"},\"attachedItems\":[\"spear|phb\"],\"traitTags\":[\"Pack Tactics\"],\"languageTags\":[\"X\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Triceratops\",\"group\":[\"Dinosaurs\"],\"source\":\"MM\",\"page\":80,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"ToA\"},{\"source\":\"ToFW\"},{\"source\":\"CoA\"}],\"size\":[\"H\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":95,\"formula\":\"10d12 + 30\"},\"speed\":{\"walk\":50},\"str\":22,\"dex\":9,\"con\":17,\"int\":2,\"wis\":11,\"cha\":5,\"passive\":10,\"cr\":\"5\",\"trait\":[{\"name\":\"Trampling Charge\",\"entries\":[\"If the triceratops moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the triceratops can make one stomp attack against it as a bonus action.\"]}],\"action\":[{\"name\":\"Gore\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}24 ({@damage 4d8 + 6}) piercing damage.\"]},{\"name\":\"Stomp\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one {@condition prone} creature. {@h}22 ({@damage 3d10 + 6}) bludgeoning damage\"]}],\"environment\":[\"grassland\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/triceratops.mp3\"},\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tridrone\",\"group\":[\"Modrons\"],\"source\":\"MM\",\"page\":225,\"otherSources\":[{\"source\":\"ToA\"},{\"source\":\"KftGV\"},{\"source\":\"BMT\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":16,\"formula\":\"3d8 + 3\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":13,\"con\":12,\"int\":9,\"wis\":10,\"cha\":9,\"senses\":[\"truesight 120 ft.\"],\"passive\":10,\"languages\":[\"Modron\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Axiomatic Mind\",\"entries\":[\"The tridrone can't be compelled to act in a manner contrary to its nature or its instructions.\"]},{\"name\":\"Disintegration\",\"entries\":[\"If the tridrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The tridrone makes three fist attacks or three javelin attacks.\"]},{\"name\":\"Fist\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) bludgeoning damage.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Rogue Modrons\",\"entries\":[\"A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don't act in accordance with Primus's wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues.\",\"A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/tridrone.mp3\"},\"attachedItems\":[\"javelin|phb\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Tridrone (Rogue)\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"removeArr\",\"names\":\"Axiomatic Mind\"}},\"alignment\":[\"A\"],\"variant\":null}]},{\"name\":\"Troglodyte\",\"source\":\"MM\",\"page\":290,\"otherSources\":[{\"source\":\"HotDQ\"},{\"source\":\"PotA\"},{\"source\":\"TftYP\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"HftT\"},{\"source\":\"PaBTSO\"},{\"source\":\"SatO\"},{\"source\":\"BMT\"},{\"source\":\"QftIS\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"troglodyte\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":11,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":13,\"formula\":\"2d8 + 4\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":10,\"con\":14,\"int\":6,\"wis\":10,\"cha\":6,\"skill\":{\"stealth\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Troglodyte\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Chameleon Skin\",\"entries\":[\"The troglodyte has advantage on Dexterity ({@skill Stealth}) checks made to hide.\"]},{\"name\":\"Stench\",\"entries\":[\"Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The troglodyte makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/troglodyte.mp3\"},\"altArt\":[{\"name\":\"Warren Troglodyte\",\"source\":\"WDMM\"},{\"name\":\"Troglodyte\",\"source\":\"HftT\"}],\"traitTags\":[\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Troll\",\"source\":\"MM\",\"page\":291,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"HotDQ\"},{\"source\":\"PotA\"},{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"SLW\"},{\"source\":\"EGW\"},{\"source\":\"PSZ\"},{\"source\":\"SatO\"},{\"source\":\"DoDk\"},{\"source\":\"QftIS\"}],\"size\":[\"L\"],\"type\":\"giant\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":84,\"formula\":\"8d10 + 40\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":13,\"con\":20,\"int\":7,\"wis\":9,\"cha\":7,\"skill\":{\"perception\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"languages\":[\"Giant\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The troll has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The troll makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Loathsome Limbs\",\"entries\":[\"Some trolls have the following trait\",{\"type\":\"entries\",\"name\":\"Loathsome Limbs\",\"entries\":[\"Whenever the troll takes at least 15 slashing damage at one time, roll a {@dice d20} to determine what else happens to it:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"1–10:\",\"entry\":\"Nothing else happens.\"},{\"type\":\"item\",\"name\":\"11–14:\",\"entry\":\"One leg is severed from the troll if it has any legs left.\"},{\"type\":\"item\",\"name\":\"15–18:\",\"entry\":\"One arm is severed from the troll if it has any arms left.\"},{\"type\":\"item\",\"name\":\"19–20:\",\"entry\":\"The troll is decapitated, but the troll dies only if it can't regenerate. If it dies, so does the severed head.\"}]},\"If the troll finishes a short or long rest without reattaching a severed limb or head, the part regrows. At that point, the severed part dies. Until then, a severed part acts on the troll's initiative and has its own action and movement. A severed part has AC 13, 10 hit points, and the troll's Regeneration trait.\",\"A {@b severed leg} is unable to attack and has a speed of 5 feet.\",\"A {@b severed arm} has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll unless the troll can see the arm and its target. Each time the troll loses an arm, it loses a claw attack.\",\"If its head is severed, the troll loses its bite attack and its body is {@condition blinded} unless the head can see it. The {@b severed head} has a speed of 0 feet and the troll's Keen Smell trait. It can make a bite attack but only against a target in its space.\",\"The troll's speed is halved if it's missing a leg. If it loses both legs, it falls {@condition prone}. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can't benefit from bonuses to speed.\"]}],\"_version\":{\"name\":\"Troll (Loathsome Limbs)\",\"addHeadersAs\":\"trait\"}}],\"environment\":[\"underdark\",\"mountain\",\"forest\",\"swamp\",\"hill\",\"arctic\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/troll.mp3\"},\"traitTags\":[\"Keen Senses\",\"Regeneration\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Troll (Loathsome Limb; Severed Arm)\",\"source\":\"MM\",\"_mod\":{\"trait\":[{\"mode\":\"removeArr\",\"names\":\"Keen Smell\"}]},\"size\":\"T\",\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"special\":\"10\"},\"speed\":{\"walk\":5},\"skill\":null,\"senses\":null,\"languages\":null,\"action\":[{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage. This attack is made with disadvantage unless the troll can see the arm and its target.\"]}],\"variant\":null},{\"name\":\"Troll (Loathsome Limb; Severed Head)\",\"source\":\"MM\",\"size\":\"T\",\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"special\":\"10\"},\"speed\":{\"walk\":0},\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]}],\"variant\":null},{\"name\":\"Troll (Loathsome Limb; Severed Leg)\",\"source\":\"MM\",\"_mod\":{\"trait\":[{\"mode\":\"removeArr\",\"names\":\"Keen Smell\"}]},\"size\":\"T\",\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"special\":\"10\"},\"speed\":{\"walk\":5},\"skill\":null,\"senses\":null,\"languages\":null,\"action\":null,\"variant\":null}]},{\"name\":\"Twig Blight\",\"source\":\"MM\",\"page\":32,\"basicRules\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"LMoP\"},{\"source\":\"TftYP\"},{\"source\":\"GoS\"},{\"source\":\"RMBRE\"},{\"source\":\"WBtW\"},{\"source\":\"PSI\"},{\"source\":\"HftT\"},{\"source\":\"PaBTSO\"},{\"source\":\"DIP\"}],\"size\":[\"S\"],\"type\":\"plant\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":4,\"formula\":\"1d6 + 1\"},\"speed\":{\"walk\":20},\"str\":6,\"dex\":13,\"con\":12,\"int\":4,\"wis\":8,\"cha\":3,\"skill\":{\"stealth\":\"+3\"},\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":9,\"vulnerable\":[\"fire\"],\"conditionImmune\":[\"blinded\",\"deafened\"],\"languages\":[\"understands Common but can't speak\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"While the blight remains motionless, it is indistinguishable from a dead shrub.\"]}],\"action\":[{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage.\"]}],\"environment\":[\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/twig-blight.mp3\"},\"altArt\":[{\"name\":\"Twig Blight\",\"source\":\"DIP\"}],\"traitTags\":[\"False Appearance\"],\"senseTags\":[\"B\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tyrannosaurus Rex\",\"group\":[\"Dinosaurs\"],\"source\":\"MM\",\"page\":80,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"ToA\"},{\"source\":\"EGW\"},{\"source\":\"SatO\"},{\"source\":\"DoDk\"},{\"source\":\"QftIS\"}],\"size\":[\"H\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":136,\"formula\":\"13d12 + 52\"},\"speed\":{\"walk\":50},\"str\":25,\"dex\":10,\"con\":19,\"int\":2,\"wis\":12,\"cha\":9,\"skill\":{\"perception\":\"+4\"},\"passive\":14,\"cr\":\"8\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}33 ({@damage 4d12 + 7}) piercing damage. If the target is a Medium or smaller creature, it is {@condition grappled} (escape {@dc 17}). Until this grapple ends, the target is {@condition restrained}, and the tyrannosaurus can't bite another target.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}20 ({@damage 3d8 + 7}) bludgeoning damage.\"]}],\"environment\":[\"grassland\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/tyrannosaurus-rex.mp3\"},\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ultroloth\",\"source\":\"MM\",\"page\":314,\"otherSources\":[{\"source\":\"WDMM\"},{\"source\":\"BGDIA\"},{\"source\":\"EGW\"},{\"source\":\"JttRC\"}],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"yugoloth\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":153,\"formula\":\"18d8 + 72\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":16,\"dex\":16,\"con\":18,\"int\":18,\"wis\":15,\"cha\":19,\"skill\":{\"intimidation\":\"+9\",\"perception\":\"+7\",\"stealth\":\"+8\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":17,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"acid\",\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Abyssal\",\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"13\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The ultroloth's innate spellcasting ability is Charisma (spell save {@dc 17}). The ultroloth can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell alter self}\",\"{@spell clairvoyance}\",\"{@spell darkness}\",\"{@spell detect magic}\",\"{@spell detect thoughts}\",\"{@spell dispel magic}\",\"{@spell invisibility} (self only)\",\"{@spell suggestion}\"],\"daily\":{\"3e\":[\"{@spell dimension door}\",\"{@spell fear}\",\"{@spell wall of fire}\"],\"1e\":[\"{@spell fire storm}\",\"{@spell mass suggestion}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The ultroloth has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The ultroloth's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The ultroloth can use its Hypnotic Gaze and makes three melee attacks.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands.\"]},{\"name\":\"Hypnotic Gaze\",\"entries\":[\"The ultroloth's eyes sparkle with opalescent light as it targets one creature it can see within 30 feet of it. If the target can see the ultroloth, the target must succeed on a {@dc 17} Wisdom saving throw against this magic or be {@condition charmed} until the end of the ultroloth's next turn. The {@condition charmed} target is {@condition stunned}. If the target's saving throw is successful, the target is immune to the ultroloth's gaze for the next 24 hours.\"]},{\"name\":\"Teleport\",\"entries\":[\"The ultroloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Yugoloth Summoning\",\"entries\":[\"Some yugoloths have an action option that allows them to summon other yugoloths.\",{\"name\":\"Summon Yugoloth (1/Day)\",\"type\":\"entries\",\"entries\":[\"The yugoloth chooses what to summon and attempts a magical summoning.\",\"An ultroloth has a {@chance 50|50 percent|50% summoning chance} chance of summoning {@dice 1d6} {@creature mezzoloth||mezzoloths}, {@dice 1d4} {@creature nycaloth||nycaloths}, or one ultroloth.\",\"A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it.\"]}],\"_version\":{\"name\":\"Ultroloth (Summoner)\",\"addHeadersAs\":\"action\"}}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/ultroloth.mp3\"},\"attachedItems\":[\"longsword|phb\"],\"traitTags\":[\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\",\"Teleport\"],\"languageTags\":[\"AB\",\"I\",\"TP\"],\"damageTags\":[\"S\"],\"damageTagsSpell\":[\"B\",\"F\",\"O\",\"P\",\"S\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"charmed\",\"stunned\"],\"conditionInflictSpell\":[\"charmed\",\"frightened\",\"invisible\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Umber Hulk\",\"source\":\"MM\",\"page\":292,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"WDMM\"},{\"source\":\"IMR\"},{\"source\":\"IDRotF\"},{\"source\":\"LoX\"},{\"source\":\"PaBTSO\"},{\"source\":\"SatO\"},{\"source\":\"BMT\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":93,\"formula\":\"11d10 + 33\"},\"speed\":{\"walk\":30,\"burrow\":20},\"str\":20,\"dex\":13,\"con\":16,\"int\":9,\"wis\":10,\"cha\":10,\"senses\":[\"darkvision 120 ft.\",\"tremorsense 60 ft.\"],\"passive\":10,\"languages\":[\"Umber Hulk\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Confusing Gaze\",\"entries\":[\"When a creature starts its turn within 30 feet of the umber hulk and is able to see the umber hulk's eyes, the umber hulk can magically force it to make a {@dc 15} Charisma saving throw, unless the umber hulk is {@condition incapacitated}.\",\"On a failed saving throw, the creature can't take reactions until the start of its next turn and rolls a {@dice d8} to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach.\",\"Unless {@status surprised}, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the umber hulk until the start of its next turn, when it can avert its eyes again. If the creature looks at the umber hulk in the meantime, it must immediately make the save.\"]},{\"name\":\"Tunneler\",\"entries\":[\"The umber hulk can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 8-foot-high tunnel in its wake.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The umber hulk makes three attacks: two with its claws and one with its mandibles.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage.\"]},{\"name\":\"Mandibles\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/umber-hulk.mp3\"},\"traitTags\":[\"Tunneler\"],\"senseTags\":[\"SD\",\"T\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Unicorn\",\"source\":\"MM\",\"page\":294,\"srd\":true,\"otherSources\":[{\"source\":\"GoS\"},{\"source\":\"BGDIA\"},{\"source\":\"IMR\"},{\"source\":\"MOT\"},{\"source\":\"TCE\"},{\"source\":\"WBtW\"},{\"source\":\"KftGV\"},{\"source\":\"SatO\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"}],\"size\":[\"L\"],\"type\":\"celestial\",\"alignment\":[\"L\",\"G\"],\"ac\":[12],\"hp\":{\"average\":67,\"formula\":\"9d10 + 18\"},\"speed\":{\"walk\":50},\"str\":18,\"dex\":14,\"con\":15,\"int\":11,\"wis\":17,\"cha\":16,\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"paralyzed\",\"poisoned\"],\"languages\":[\"Celestial\",\"Elvish\",\"Sylvan\",\"telepathy 60 ft.\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The unicorn's innate spellcasting ability is Charisma (spell save {@dc 14}). The unicorn can innately cast the following spells, requiring no components:\"],\"will\":[\"{@spell detect evil and good}\",\"{@spell druidcraft}\",\"{@spell pass without trace}\"],\"daily\":{\"1e\":[\"{@spell calm emotions}\",\"{@spell dispel evil and good}\",\"{@spell entangle}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Charge\",\"entries\":[\"If the unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 ({@damage 2d8}) piercing damage. If the target is a creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The unicorn has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The unicorn's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The unicorn makes two attacks: one with its hooves and one with its horn.\"]},{\"name\":\"Hooves\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage.\"]},{\"name\":\"Horn\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage.\"]},{\"name\":\"Healing Touch (3/Day)\",\"entries\":[\"The unicorn touches another creature with its horn. The target magically regains 11 ({@dice 2d8 + 2}) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.\"]},{\"name\":\"Teleport (1/Day)\",\"entries\":[\"The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.\"]}],\"legendary\":[{\"name\":\"Hooves\",\"entries\":[\"The unicorn makes one attack with its hooves.\"]},{\"name\":\"Shimmering Shield (Costs 2 Actions)\",\"entries\":[\"The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn.\"]},{\"name\":\"Heal Self (Costs 3 Actions)\",\"entries\":[\"The unicorn magically regains 11 ({@dice 2d8 + 2}) hit points.\"]}],\"legendaryGroup\":{\"name\":\"Unicorn\",\"source\":\"MM\"},\"environment\":[\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/unicorn.mp3\"},\"traitTags\":[\"Charge\",\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Teleport\"],\"languageTags\":[\"CE\",\"E\",\"S\",\"TP\"],\"damageTags\":[\"B\",\"P\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForced\":[\"strength\"],\"savingThrowForcedSpell\":[\"charisma\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Vampire\",\"source\":\"MM\",\"page\":297,\"srd\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"HotDQ\"},{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"BGDIA\"},{\"source\":\"EGW\"},{\"source\":\"TCE\"},{\"source\":\"CM\"},{\"source\":\"DSotDQ\"},{\"source\":\"AATM\"},{\"source\":\"SatO\"},{\"source\":\"ToFW\"},{\"source\":\"BMT\"},{\"source\":\"VEoR\"}],\"size\":[\"M\"],\"type\":{\"type\":\"undead\",\"tags\":[\"shapechanger\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":144,\"formula\":\"17d8 + 68\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":18,\"con\":18,\"int\":17,\"wis\":15,\"cha\":18,\"save\":{\"dex\":\"+9\",\"wis\":\"+7\",\"cha\":\"+9\"},\"skill\":{\"perception\":\"+7\",\"stealth\":\"+9\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":17,\"resist\":[\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"languages\":[\"the languages it knew in life\"],\"cr\":\"13\",\"trait\":[{\"name\":\"Shapechanger\",\"entries\":[\"If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.\",\"While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.\",\"While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the vampire fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Misty Escape\",\"entries\":[\"When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling {@condition unconscious}, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.\",\"While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then {@condition paralyzed} until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Vampire Weaknesses\",\"entries\":[\"The vampire has the following flaws:\",\"{@i Forbiddance.} The vampire can't enter a residence without an invitation from one of the occupants.\",\"{@i Harmed by Running Water.} The vampire takes 20 acid damage if it ends its turn in running water.\",\"{@i Stake to the Heart.} If a piercing weapon made of wood is driven into the vampire's heart while the vampire is {@condition incapacitated} in its resting place, the vampire is {@condition paralyzed} until the stake is removed.\",\"{@i Sunlight Hypersensitivity.} The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.\"]}],\"action\":[{\"name\":\"Multiattack (Vampire Form Only)\",\"entries\":[\"The vampire makes two attacks, only one of which can be a bite attack.\"]},{\"name\":\"Unarmed Strike (Vampire Form Only)\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one creature. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape {@dc 18}).\"]},{\"name\":\"Bite (Bat or Vampire Form Only)\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one willing creature, or a creature that is {@condition grappled} by the vampire, {@condition incapacitated}, or {@condition restrained}. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 10 ({@damage 3d6}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a {@creature vampire spawn} under the vampire's control.\"]},{\"name\":\"Charm\",\"entries\":[\"The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a {@dc 17} Wisdom saving throw against this magic or be {@condition charmed} by the vampire. The {@condition charmed} target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.\",\"Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.\"]},{\"name\":\"Children of the Night (1/Day)\",\"entries\":[\"The vampire magically calls {@dice 2d4} swarms of {@creature swarm of bats||bats} or {@creature swarm of rats||rats}, provided that the sun isn't up. While outdoors, the vampire can call {@dice 3d6} {@creature wolf||wolves} instead. The called creatures arrive in {@dice 1d4} rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.\"]}],\"legendary\":[{\"name\":\"Move\",\"entries\":[\"The vampire moves up to its speed without provoking opportunity attacks.\"]},{\"name\":\"Unarmed Strike\",\"entries\":[\"The vampire makes one unarmed strike.\"]},{\"name\":\"Bite (Costs 2 Actions)\",\"entries\":[\"The vampire makes one bite attack.\"]}],\"legendaryGroup\":{\"name\":\"Vampire\",\"source\":\"MM\"},\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/vampire.mp3\"},\"traitTags\":[\"Legendary Resistances\",\"Regeneration\",\"Shapechanger\",\"Spider Climb\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"B\",\"N\",\"P\"],\"miscTags\":[\"HPR\",\"MW\"],\"conditionInflict\":[\"charmed\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Vampire Spawn\",\"source\":\"MM\",\"page\":298,\"srd\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"HotDQ\"},{\"source\":\"PotA\"},{\"source\":\"RoT\"},{\"source\":\"TftYP\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"DIP\"},{\"source\":\"SLW\"},{\"source\":\"EGW\"},{\"source\":\"TCE\"},{\"source\":\"AATM\"},{\"source\":\"GHLoE\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"}],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":82,\"formula\":\"11d8 + 33\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":16,\"con\":16,\"int\":11,\"wis\":10,\"cha\":12,\"save\":{\"dex\":\"+6\",\"wis\":\"+3\"},\"skill\":{\"perception\":\"+3\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"languages\":[\"the languages it knew in life\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Regeneration\",\"entries\":[\"The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Vampire Weaknesses\",\"entries\":[\"The vampire has the following flaws:\",\"{@i Forbiddance.} The vampire can't enter a residence without an invitation from one of the occupants.\",\"{@i Harmed by Running Water.} The vampire takes 20 acid damage when it ends its turn in running water.\",\"{@i Stake to the Heart.} The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is {@condition incapacitated} in its resting place.\",\"{@i Sunlight Hypersensitivity.} The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The vampire makes two attacks, only one of which can be a bite attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one willing creature, or a creature that is {@condition grappled} by the vampire, {@condition incapacitated}, or {@condition restrained}. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 7 ({@damage 2d6}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}8 ({@damage 2d4 + 3}) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape {@dc 13}).\"]}],\"environment\":[\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/vampire-spawn.mp3\"},\"traitTags\":[\"Regeneration\",\"Spider Climb\",\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"N\",\"P\",\"S\"],\"miscTags\":[\"HPR\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Vampire Spellcaster\",\"source\":\"MM\",\"page\":298,\"otherSources\":[{\"source\":\"RoT\"}],\"size\":[\"M\"],\"type\":{\"type\":\"undead\",\"tags\":[\"shapechanger\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":144,\"formula\":\"17d8 + 68\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":18,\"con\":18,\"int\":17,\"wis\":15,\"cha\":18,\"save\":{\"dex\":\"+9\",\"wis\":\"+7\",\"cha\":\"+9\"},\"skill\":{\"perception\":\"+7\",\"stealth\":\"+9\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":17,\"resist\":[\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"languages\":[\"the languages it knew in life\"],\"cr\":\"15\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The vampire is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 16}, {@hit 8} to hit with spell attacks). The vampire has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell mage hand}\",\"{@spell prestidigitation}\",\"{@spell ray of frost}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell comprehend languages}\",\"{@spell fog cloud}\",\"{@spell sleep}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell detect thoughts}\",\"{@spell gust of wind}\",\"{@spell mirror image}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell animate dead}\",\"{@spell bestow curse}\",\"{@spell nondetection}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell blight}\",\"{@spell greater invisibility}\"]},\"5\":{\"slots\":1,\"spells\":[\"{@spell dominate person}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Shapechanger\",\"entries\":[\"If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.\",\"While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.\",\"While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the vampire fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Misty Escape\",\"entries\":[\"When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling {@condition unconscious}, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.\",\"While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then {@condition paralyzed} until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Vampire Weaknesses\",\"entries\":[\"The vampire has the following flaws:\",\"{@i Forbiddance.} The vampire can't enter a residence without an invitation from one of the occupants.\",\"{@i Harmed by Running Water.} The vampire takes 20 acid damage if it ends its turn in running water.\",\"{@i Stake to the Heart.} If a piercing weapon made of wood is driven into the vampire's heart while the vampire is {@condition incapacitated} in its resting place, the vampire is {@condition paralyzed} until the stake is removed.\",\"{@i Sunlight Hypersensitivity.} The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.\"]}],\"action\":[{\"name\":\"Multiattack (Vampire Form Only)\",\"entries\":[\"The vampire makes two attacks, only one of which can be a bite attack.\"]},{\"name\":\"Unarmed Strike (Vampire Form Only)\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one creature. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape {@dc 18}).\"]},{\"name\":\"Bite (Bat or Vampire Form Only)\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one willing creature, or a creature that is {@condition grappled} by the vampire, {@condition incapacitated}, or {@condition restrained}. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 10 ({@damage 3d6}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a {@creature vampire spawn} under the vampire's control.\"]},{\"name\":\"Charm\",\"entries\":[\"The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a {@dc 17} Wisdom saving throw against this magic or be {@condition charmed} by the vampire. The {@condition charmed} target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.\",\"Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.\"]},{\"name\":\"Children of the Night (1/Day)\",\"entries\":[\"The vampire magically calls {@dice 2d4} swarms of {@creature swarm of bats||bats} or {@creature swarm of rats||rats}, provided that the sun isn't up. While outdoors, the vampire can call {@dice 3d6} {@creature wolf||wolves} instead. The called creatures arrive in {@dice 1d4} rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.\"]}],\"legendary\":[{\"name\":\"Move\",\"entries\":[\"The vampire moves up to its speed without provoking opportunity attacks.\"]},{\"name\":\"Unarmed Strike\",\"entries\":[\"The vampire makes one unarmed strike.\"]},{\"name\":\"Bite (Costs 2 Actions)\",\"entries\":[\"The vampire makes one bite attack.\"]}],\"legendaryGroup\":{\"name\":\"Vampire\",\"source\":\"MM\"},\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/vampire-spellcaster.mp3\"},\"traitTags\":[\"Legendary Resistances\",\"Regeneration\",\"Shapechanger\",\"Spider Climb\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"B\",\"N\",\"P\"],\"damageTagsSpell\":[\"C\",\"N\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"HPR\",\"MW\"],\"conditionInflict\":[\"charmed\"],\"conditionInflictSpell\":[\"charmed\",\"invisible\",\"unconscious\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"constitution\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Vampire Warrior\",\"source\":\"MM\",\"page\":298,\"size\":[\"M\"],\"type\":{\"type\":\"undead\",\"tags\":[\"shapechanger\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|phb}\"]}],\"hp\":{\"average\":144,\"formula\":\"17d8 + 68\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":18,\"con\":18,\"int\":17,\"wis\":15,\"cha\":18,\"save\":{\"dex\":\"+9\",\"wis\":\"+7\",\"cha\":\"+9\"},\"skill\":{\"perception\":\"+7\",\"stealth\":\"+9\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":17,\"resist\":[\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"languages\":[\"the languages it knew in life\"],\"cr\":\"15\",\"trait\":[{\"name\":\"Shapechanger\",\"entries\":[\"If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.\",\"While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.\",\"While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the vampire fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Misty Escape\",\"entries\":[\"When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling {@condition unconscious}, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.\",\"While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then {@condition paralyzed} until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Vampire Weaknesses\",\"entries\":[\"The vampire has the following flaws:\",\"{@i Forbiddance.} The vampire can't enter a residence without an invitation from one of the occupants.\",\"{@i Harmed by Running Water.} The vampire takes 20 acid damage if it ends its turn in running water.\",\"{@i Stake to the Heart.} If a piercing weapon made of wood is driven into the vampire's heart while the vampire is {@condition incapacitated} in its resting place, the vampire is {@condition paralyzed} until the stake is removed.\",\"{@i Sunlight Hypersensitivity.} The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The vampire makes two greatsword attacks.\"]},{\"name\":\"Multiattack (Vampire Form Only)\",\"entries\":[\"The vampire makes two attacks, only one of which can be a bite attack.\"]},{\"name\":\"Unarmed Strike (Vampire Form Only)\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one creature. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape {@dc 18}).\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one creature. {@h}11 ({@damage 2d6 + 4}) slashing damage.\"]},{\"name\":\"Bite (Bat or Vampire Form Only)\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one willing creature, or a creature that is {@condition grappled} by the vampire, {@condition incapacitated}, or {@condition restrained}. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 10 ({@damage 3d6}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a {@creature vampire spawn} under the vampire's control.\"]},{\"name\":\"Charm\",\"entries\":[\"The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a {@dc 17} Wisdom saving throw against this magic or be {@condition charmed} by the vampire. The {@condition charmed} target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.\",\"Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.\"]},{\"name\":\"Children of the Night (1/Day)\",\"entries\":[\"The vampire magically calls {@dice 2d4} swarms of {@creature swarm of bats||bats} or {@creature swarm of rats||rats}, provided that the sun isn't up. While outdoors, the vampire can call {@dice 3d6} {@creature wolf||wolves} instead. The called creatures arrive in {@dice 1d4} rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.\"]}],\"legendary\":[{\"name\":\"Move\",\"entries\":[\"The vampire moves up to its speed without provoking opportunity attacks.\"]},{\"name\":\"Unarmed Strike\",\"entries\":[\"The vampire makes one unarmed strike.\"]},{\"name\":\"Bite (Costs 2 Actions)\",\"entries\":[\"The vampire makes one bite attack.\"]}],\"legendaryGroup\":{\"name\":\"Vampire\",\"source\":\"MM\"},\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/vampire-warrior.mp3\"},\"attachedItems\":[\"greatsword|phb\"],\"traitTags\":[\"Legendary Resistances\",\"Regeneration\",\"Shapechanger\",\"Spider Climb\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"B\",\"N\",\"P\",\"S\"],\"miscTags\":[\"HPR\",\"MLW\",\"MW\"],\"conditionInflict\":[\"charmed\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Veteran\",\"source\":\"MM\",\"page\":350,\"srd\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"HotDQ\"},{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"DC\"},{\"source\":\"DIP\"},{\"source\":\"SLW\"},{\"source\":\"SDW\"},{\"source\":\"BGDIA\"},{\"source\":\"ERLW\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"IDRotF\"},{\"source\":\"CM\"},{\"source\":\"CRCotN\"},{\"source\":\"JttRC\"},{\"source\":\"SjA\"},{\"source\":\"LoX\"},{\"source\":\"DSotDQ\"},{\"source\":\"KftGV\"},{\"source\":\"SatO\"},{\"source\":\"ToFW\"},{\"source\":\"BMT\"},{\"source\":\"DoDk\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item splint armor|phb}\"]}],\"hp\":{\"average\":58,\"formula\":\"9d8 + 18\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":13,\"con\":14,\"int\":10,\"wis\":11,\"cha\":10,\"skill\":{\"athletics\":\"+5\",\"perception\":\"+2\"},\"passive\":12,\"languages\":[\"any one language (usually Common)\"],\"cr\":\"3\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Heavy Crossbow\",\"entries\":[\"{@atk rw} {@hit 3} to hit, range 100/400 ft., one target. {@h}6 ({@damage 1d10 + 1}) piercing damage.\"]}],\"environment\":[\"coastal\",\"mountain\",\"grassland\",\"hill\",\"arctic\",\"urban\",\"forest\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/veteran.mp3\"},\"attachedItems\":[\"heavy crossbow|phb\",\"longsword|phb\",\"shortsword|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Vine Blight\",\"source\":\"MM\",\"page\":32,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"GoS\"},{\"source\":\"EGW\"},{\"source\":\"PSI\"},{\"source\":\"DIP\"},{\"source\":\"BMT\"}],\"size\":[\"M\"],\"type\":\"plant\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":26,\"formula\":\"4d8 + 4\"},\"speed\":{\"walk\":10},\"str\":15,\"dex\":8,\"con\":14,\"int\":5,\"wis\":10,\"cha\":3,\"skill\":{\"stealth\":\"+1\"},\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":10,\"conditionImmune\":[\"blinded\",\"deafened\"],\"languages\":[\"Common\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"While the blight remains motionless, it is indistinguishable from a tangle of vines.\"]}],\"action\":[{\"name\":\"Constrict\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 10 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage, and a Large or smaller target is {@condition grappled} (escape {@dc 12}). Until this grapple ends, the target is {@condition restrained}, and the blight can't constrict another target.\"]},{\"name\":\"Entangling Plants {@recharge 5}\",\"entries\":[\"Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that area is {@quickref difficult terrain||3} for nonplant creatures. In addition, each creature of the blight's choice in that area when the plants appear must succeed on a {@dc 12} Strength saving throw or become {@condition restrained}. A creature can use its action to make a {@dc 12} Strength check, freeing itself or another entangled creature within reach on a success.\"]}],\"environment\":[\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/vine-blight.mp3\"},\"altArt\":[{\"name\":\"Vine Blight\",\"source\":\"DIP\"}],\"traitTags\":[\"False Appearance\"],\"senseTags\":[\"B\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Violet Fungus\",\"source\":\"MM\",\"page\":138,\"srd\":true,\"otherSources\":[{\"source\":\"HotDQ\"},{\"source\":\"PotA\"},{\"source\":\"GoS\"},{\"source\":\"DoSI\"}],\"size\":[\"M\"],\"type\":\"plant\",\"alignment\":[\"U\"],\"ac\":[5],\"hp\":{\"average\":18,\"formula\":\"4d8\"},\"speed\":{\"walk\":5},\"str\":3,\"dex\":1,\"con\":10,\"int\":1,\"wis\":3,\"cha\":1,\"senses\":[\"blindsight 30 ft. (blind beyond this radius)\"],\"passive\":6,\"conditionImmune\":[\"blinded\",\"deafened\",\"frightened\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The fungus makes {@dice 1d4} Rotting Touch attacks.\"]},{\"name\":\"Rotting Touch\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 10 ft., one creature. {@h}4 ({@damage 1d8}) necrotic damage.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/violet-fungus.mp3\"},\"traitTags\":[\"False Appearance\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"N\"],\"miscTags\":[\"MW\",\"RCH\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Vrock\",\"source\":\"MM\",\"page\":64,\"srd\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"PotA\"},{\"source\":\"TftYP\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"BGDIA\"},{\"source\":\"TCE\"},{\"source\":\"CM\"},{\"source\":\"CRCotN\"},{\"source\":\"PSI\"},{\"source\":\"SatO\"},{\"source\":\"BMT\"},{\"source\":\"DoDk\"},{\"source\":\"VEoR\"}],\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":104,\"formula\":\"11d10 + 44\"},\"speed\":{\"walk\":40,\"fly\":60},\"str\":17,\"dex\":15,\"con\":18,\"int\":8,\"wis\":13,\"cha\":8,\"save\":{\"dex\":\"+5\",\"wis\":\"+4\",\"cha\":\"+2\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":11,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"telepathy 120 ft.\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The vrock has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The vrock makes two attacks: one with its beak and one with its talons.\"]},{\"name\":\"Beak\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage.\"]},{\"name\":\"Talons\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d10 + 3}) slashing damage.\"]},{\"name\":\"Spores {@recharge}\",\"entries\":[\"A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a {@dc 14} Constitution saving throw or become {@condition poisoned}. While {@condition poisoned} in this way, a target takes 5 ({@damage 1d10}) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.\"]},{\"name\":\"Stunning Screech (1/Day)\",\"entries\":[\"The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a {@dc 14} Constitution saving throw or be {@condition stunned} until the end of the vrock's next turn.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Summon Demon (1/Day)\",\"entries\":[\"The demon chooses what to summon and attempts a magical summoning.\",\"A vrock has a {@chance 30|30 percent|30% summoning chance} chance of summoning {@dice 2d4} {@creature dretch||dretches} or one vrock.\",\"A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.\"],\"_version\":{\"name\":\"Vrock (Summoner)\",\"addAs\":\"action\"}}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/vrock.mp3\"},\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"TP\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"poisoned\",\"stunned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Vulture\",\"source\":\"MM\",\"page\":339,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RoT\"},{\"source\":\"ToA\"},{\"source\":\"BGDIA\"},{\"source\":\"CM\"},{\"source\":\"WBtW\"},{\"source\":\"BMT\"}],\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[10],\"hp\":{\"average\":5,\"formula\":\"1d8 + 1\"},\"speed\":{\"walk\":10,\"fly\":50},\"str\":7,\"dex\":10,\"con\":13,\"int\":2,\"wis\":12,\"cha\":4,\"skill\":{\"perception\":\"+3\"},\"passive\":13,\"cr\":\"0\",\"trait\":[{\"name\":\"Keen Sight and Smell\",\"entries\":[\"The vulture has advantage on Wisdom ({@skill Perception}) checks that rely on sight or smell.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Beak\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) piercing damage.\"]}],\"environment\":[\"grassland\",\"hill\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/vulture.mp3\"},\"traitTags\":[\"Keen Senses\",\"Pack Tactics\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Warhorse\",\"source\":\"MM\",\"page\":340,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"PotA\"},{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"ToA\"},{\"source\":\"BGDIA\"},{\"source\":\"EGW\"},{\"source\":\"CRCotN\"},{\"source\":\"DSotDQ\"},{\"source\":\"DoDk\"}],\"reprintedAs\":[\"Warhorse|XPHB\"],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[11],\"hp\":{\"average\":19,\"formula\":\"3d10 + 3\"},\"speed\":{\"walk\":60},\"str\":18,\"dex\":12,\"con\":13,\"int\":2,\"wis\":12,\"cha\":7,\"passive\":11,\"cr\":\"1/2\",\"trait\":[{\"name\":\"Trampling Charge\",\"entries\":[\"If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the horse can make another attack with its hooves against it as a bonus action.\"]}],\"action\":[{\"name\":\"Hooves\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Warhorse Armor\",\"entries\":[\"An armored warhorse has an AC based on the type of barding worn (see the Player's Handbook for more information on barding). The horse's AC includes its Dexterity modifier, where applicable. Barding doesn't alter the horse's challenge rating.\",{\"type\":\"table\",\"colLabels\":[\"AC\",\"Barding\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[\"12\",\"{@item Leather barding|phb|Leather}\"],[\"13\",\"{@item Studded leather barding|phb|Studded leather}\"],[\"14\",\"{@item Ring mail barding|phb|Ring mail}\"],[\"15\",\"{@item Scale mail barding|phb|Scale mail}\"],[\"16\",\"{@item Chain mail barding|phb|Chain mail}\"],[\"17\",\"{@item Splint barding|phb|Splint}\"],[\"18\",\"{@item Plate barding|phb|Plate}\"]]}]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/war-horse.mp3\"},\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"_versions\":[{\"name\":\"Warhorse (Chain Mail Barding)\",\"source\":\"MM\",\"ac\":[{\"ac\":16,\"from\":[\"{@item chain mail barding|phb}\"]}],\"variant\":null},{\"name\":\"Warhorse (Leather Barding)\",\"source\":\"MM\",\"ac\":[{\"ac\":12,\"from\":[\"{@item leather barding|phb}\"]}],\"variant\":null},{\"name\":\"Warhorse (Plate Barding)\",\"source\":\"MM\",\"ac\":[{\"ac\":18,\"from\":[\"{@item plate barding|phb}\"]}],\"variant\":null},{\"name\":\"Warhorse (Ring Mail Barding)\",\"source\":\"MM\",\"ac\":[{\"ac\":14,\"from\":[\"{@item ring mail barding|phb}\"]}],\"variant\":null},{\"name\":\"Warhorse (Scale Mail Barding)\",\"source\":\"MM\",\"ac\":[{\"ac\":15,\"from\":[\"{@item scale mail barding|phb}\"]}],\"variant\":null},{\"name\":\"Warhorse (Splint Barding)\",\"source\":\"MM\",\"ac\":[{\"ac\":17,\"from\":[\"{@item splint barding|phb}\"]}],\"variant\":null},{\"name\":\"Warhorse (Studded Leather Barding)\",\"source\":\"MM\",\"ac\":[{\"ac\":13,\"from\":[\"{@item studded leather barding|phb}\"]}],\"variant\":null}]},{\"name\":\"Warhorse Skeleton\",\"source\":\"MM\",\"page\":273,\"srd\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"SKT\"},{\"source\":\"CM\"},{\"source\":\"DSotDQ\"},{\"source\":\"BMT\"}],\"size\":[\"L\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"barding scraps\"]}],\"hp\":{\"average\":22,\"formula\":\"3d10 + 6\"},\"speed\":{\"walk\":60},\"str\":18,\"dex\":12,\"con\":15,\"int\":2,\"wis\":8,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"immune\":[\"poison\"],\"vulnerable\":[\"bludgeoning\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"cr\":\"1/2\",\"action\":[{\"name\":\"Hooves\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/warhorse-skeleton.mp3\"},\"senseTags\":[\"D\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Water Elemental\",\"source\":\"MM\",\"page\":125,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"GoS\"},{\"source\":\"DIP\"},{\"source\":\"SLW\"},{\"source\":\"BGDIA\"},{\"source\":\"IMR\"},{\"source\":\"MOT\"},{\"source\":\"TCE\"},{\"source\":\"CM\"},{\"source\":\"JttRC\"},{\"source\":\"DSotDQ\"},{\"source\":\"PaBTSO\"},{\"source\":\"DoDk\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"}],\"size\":[\"L\"],\"type\":\"elemental\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":114,\"formula\":\"12d10 + 48\"},\"speed\":{\"walk\":30,\"swim\":90},\"str\":18,\"dex\":14,\"con\":18,\"int\":5,\"wis\":10,\"cha\":8,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"acid\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"unconscious\"],\"languages\":[\"Aquan\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Water Form\",\"entries\":[\"The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.\"]},{\"name\":\"Freeze\",\"entries\":[\"If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The elemental makes two slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage.\"]},{\"name\":\"Whelm {@recharge 4}\",\"entries\":[\"Each creature in the elemental's space must make a {@dc 15} Strength saving throw. On a failure, a target takes 13 ({@damage 2d8 + 4}) bludgeoning damage. If it is Large or smaller, it is also {@condition grappled} (escape {@dc 14}). Until this grapple ends, the target is {@condition restrained} and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.\",\"The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target {@condition grappled} by it takes 13 ({@damage 2d8 + 4}) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a {@dc 14} Strength check and succeeding.\"]}],\"environment\":[\"underwater\",\"swamp\",\"coastal\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/water-elemental.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AQ\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Water Weird\",\"source\":\"MM\",\"page\":299,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"TftYP\"},{\"source\":\"DIP\"},{\"source\":\"SLW\"},{\"source\":\"MOT\"},{\"source\":\"IDRotF\"},{\"source\":\"CM\"},{\"source\":\"JttRC\"},{\"source\":\"DSotDQ\"},{\"source\":\"PaBTSO\"},{\"source\":\"LK\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"}],\"size\":[\"L\"],\"type\":\"elemental\",\"alignment\":[\"N\"],\"ac\":[13],\"hp\":{\"average\":58,\"formula\":\"9d10 + 9\"},\"speed\":{\"walk\":0,\"swim\":60},\"str\":17,\"dex\":16,\"con\":13,\"int\":11,\"wis\":10,\"cha\":10,\"senses\":[\"blindsight 30 ft.\"],\"passive\":10,\"resist\":[\"fire\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"grappled\",\"paralyzed\",\"poisoned\",\"restrained\",\"prone\",\"unconscious\"],\"languages\":[\"understands Aquan but doesn't speak\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Invisible in Water\",\"entries\":[\"The water weird is {@condition invisible} while fully immersed in water.\"]},{\"name\":\"Water Bound\",\"entries\":[\"The water weird dies if it leaves the water to which it is bound or if that water is destroyed.\"]}],\"action\":[{\"name\":\"Constrict\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one creature. {@h}13 ({@damage 3d6 + 3}) bludgeoning damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 13}) and pulled 5 feet toward the water weird. Until this grapple ends, the target is {@condition restrained}, the water weird tries to drown it, and the water weird can't constrict another target.\"]}],\"environment\":[\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/water-weird.mp3\"},\"senseTags\":[\"B\"],\"languageTags\":[\"AQ\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"invisible\",\"restrained\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Weasel\",\"source\":\"MM\",\"page\":340,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"IDRotF\"},{\"source\":\"WBtW\"},{\"source\":\"PaBTSO\"},{\"source\":\"QftIS\"}],\"reprintedAs\":[\"Weasel|XPHB\"],\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[13],\"hp\":{\"average\":1,\"formula\":\"1d4 - 1\"},\"speed\":{\"walk\":30},\"str\":3,\"dex\":16,\"con\":8,\"int\":2,\"wis\":12,\"cha\":3,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+5\"},\"passive\":13,\"cr\":\"0\",\"trait\":[{\"name\":\"Keen Hearing and Smell\",\"entries\":[\"The weasel has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}1 piercing damage.\"]}],\"familiar\":true,\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/weasel.mp3\"},\"traitTags\":[\"Keen Senses\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Werebear\",\"group\":[\"Lycanthropes\"],\"source\":\"MM\",\"page\":208,\"srd\":true,\"otherSources\":[{\"source\":\"GoS\"},{\"source\":\"EGW\"},{\"source\":\"KftGV\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\",\"shapechanger\"]},\"alignment\":[\"N\",\"G\"],\"ac\":[{\"ac\":10,\"condition\":\"in humanoid form\"},{\"ac\":11,\"from\":[\"natural armor\"],\"condition\":\"in bear or hybrid form\"}],\"hp\":{\"average\":135,\"formula\":\"18d8 + 54\"},\"speed\":{\"walk\":{\"number\":30,\"condition\":\"(40 ft., climb 30 ft. in bear or hybrid form)\"}},\"str\":19,\"dex\":10,\"con\":17,\"int\":11,\"wis\":12,\"cha\":12,\"skill\":{\"perception\":\"+7\"},\"passive\":17,\"immune\":[{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"languages\":[\"Common (can't speak in bear form)\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Shapechanger\",\"entries\":[\"The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"]},{\"name\":\"Keen Smell\",\"entries\":[\"The werebear has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid.\"]},{\"name\":\"Bite (Bear or Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage. If the target is a humanoid, it must succeed on a {@dc 14} Constitution saving throw or be cursed with werebear lycanthropy.\"]},{\"name\":\"Claw (Bear or Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage.\"]},{\"name\":\"Greataxe (Humanoid or Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d12 + 4}) slashing damage.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Nonhuman Lycanthropes\",\"entries\":[\"The statistics presented in this section assume a base creature of human. However, you can also use the statistics to represent nonhuman lycanthropes, adding verisimilitude by allowing a nonhuman lycanthrope to retain one or more of its humanoid racial traits. For example, an elf werewolf might have the Fey Ancestry trait.\"]}],\"environment\":[\"forest\",\"hill\",\"arctic\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/werebear.mp3\"},\"attachedItems\":[\"greataxe|phb\"],\"traitTags\":[\"Keen Senses\",\"Shapechanger\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"CUR\",\"MLW\",\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Wereboar\",\"group\":[\"Lycanthropes\"],\"source\":\"MM\",\"page\":209,\"srd\":true,\"otherSources\":[{\"source\":\"ToA\"},{\"source\":\"DC\"},{\"source\":\"DIP\"},{\"source\":\"BGDIA\"},{\"source\":\"IMR\"},{\"source\":\"EGW\"},{\"source\":\"TCE\"},{\"source\":\"CM\"},{\"source\":\"BMT\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\",\"shapechanger\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":10,\"condition\":\"in humanoid form\"},{\"ac\":11,\"from\":[\"natural armor\"],\"condition\":\"in boar or hybrid form\"}],\"hp\":{\"average\":78,\"formula\":\"12d8 + 24\"},\"speed\":{\"walk\":{\"number\":30,\"condition\":\"(40 ft. in boar form)\"}},\"str\":17,\"dex\":10,\"con\":15,\"int\":10,\"wis\":11,\"cha\":8,\"skill\":{\"perception\":\"+2\"},\"passive\":12,\"immune\":[{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"languages\":[\"Common (can't speak in boar form)\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Shapechanger\",\"entries\":[\"The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"]},{\"name\":\"Charge (Boar or Hybrid Form Only)\",\"entries\":[\"If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 ({@damage 2d6}) slashing damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Relentless (Recharges after a Short or Long Rest)\",\"entries\":[\"If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.\"]}],\"action\":[{\"name\":\"Multiattack (Humanoid or Hybrid Form Only)\",\"entries\":[\"The wereboar makes two attacks, only one of which can be with its tusks.\"]},{\"name\":\"Maul (Humanoid or Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage.\"]},{\"name\":\"Tusks (Boar or Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage. If the target is a humanoid, it must succeed on a {@dc 12} Constitution saving throw or be cursed with wereboar lycanthropy.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Nonhuman Lycanthropes\",\"entries\":[\"The statistics presented in this section assume a base creature of human. However, you can also use the statistics to represent nonhuman lycanthropes, adding verisimilitude by allowing a nonhuman lycanthrope to retain one or more of its humanoid racial traits. For example, an elf werewolf might have the Fey Ancestry trait.\"]}],\"environment\":[\"grassland\",\"forest\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/wereboar.mp3\"},\"attachedItems\":[\"maul|phb\"],\"traitTags\":[\"Charge\",\"Shapechanger\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"B\",\"S\"],\"miscTags\":[\"CUR\",\"MLW\",\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Wererat\",\"group\":[\"Lycanthropes\"],\"source\":\"MM\",\"page\":209,\"srd\":true,\"otherSources\":[{\"source\":\"TftYP\"},{\"source\":\"WDH\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"DIP\"},{\"source\":\"BGDIA\"},{\"source\":\"IMR\"},{\"source\":\"EGW\"},{\"source\":\"CM\"},{\"source\":\"SatO\"},{\"source\":\"BMT\"},{\"source\":\"QftIS\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\",\"shapechanger\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[12],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":15,\"con\":12,\"int\":11,\"wis\":10,\"cha\":8,\"skill\":{\"perception\":\"+2\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft. (rat form only)\"],\"passive\":12,\"immune\":[{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"languages\":[\"Common (can't speak in rat form)\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Shapechanger\",\"entries\":[\"The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"]},{\"name\":\"Keen Smell\",\"entries\":[\"The wererat has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]}],\"action\":[{\"name\":\"Multiattack (Humanoid or Hybrid Form Only)\",\"entries\":[\"The wererat makes two attacks, only one of which can be a bite.\"]},{\"name\":\"Bite (Rat or Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage. If the target is a humanoid, it must succeed on a {@dc 11} Constitution saving throw or be cursed with wererat lycanthropy.\"]},{\"name\":\"Shortsword (Humanoid or Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Hand Crossbow (Humanoid or Hybrid Form Only)\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Nonhuman Lycanthropes\",\"entries\":[\"The statistics presented in this section assume a base creature of human. However, you can also use the statistics to represent nonhuman lycanthropes, adding verisimilitude by allowing a nonhuman lycanthrope to retain one or more of its humanoid racial traits. For example, an elf werewolf might have the Fey Ancestry trait.\"]}],\"environment\":[\"forest\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/wererat.mp3\"},\"attachedItems\":[\"hand crossbow|phb\",\"shortsword|phb\"],\"traitTags\":[\"Keen Senses\",\"Shapechanger\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"P\"],\"miscTags\":[\"CUR\",\"MLW\",\"MW\",\"RNG\",\"RW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Weretiger\",\"group\":[\"Lycanthropes\"],\"source\":\"MM\",\"page\":210,\"srd\":true,\"otherSources\":[{\"source\":\"ToA\"},{\"source\":\"EGW\"},{\"source\":\"JttRC\"},{\"source\":\"ToFW\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\",\"shapechanger\"]},\"alignment\":[\"N\"],\"ac\":[12],\"hp\":{\"average\":120,\"formula\":\"16d8 + 48\"},\"speed\":{\"walk\":{\"number\":30,\"condition\":\"(40 ft. in tiger form)\"}},\"str\":17,\"dex\":15,\"con\":16,\"int\":10,\"wis\":13,\"cha\":11,\"skill\":{\"perception\":\"+5\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"immune\":[{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"languages\":[\"Common (can't speak in tiger form)\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Shapechanger\",\"entries\":[\"The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"]},{\"name\":\"Keen Hearing and Smell\",\"entries\":[\"The weretiger has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell.\"]},{\"name\":\"Pounce (Tiger or Hybrid Form Only)\",\"entries\":[\"If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the weretiger can make one bite attack against it as a bonus action.\"]}],\"action\":[{\"name\":\"Multiattack (Humanoid or Hybrid Form Only)\",\"entries\":[\"In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks.\"]},{\"name\":\"Bite (Tiger or Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage. If the target is a humanoid, it must succeed on a {@dc 13} Constitution saving throw or be cursed with weretiger lycanthropy.\"]},{\"name\":\"Claw (Tiger or Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage.\"]},{\"name\":\"Scimitar (Humanoid or Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]},{\"name\":\"Longbow (Humanoid or Hybrid Form Only)\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Nonhuman Lycanthropes\",\"entries\":[\"The statistics presented in this section assume a base creature of human. However, you can also use the statistics to represent nonhuman lycanthropes, adding verisimilitude by allowing a nonhuman lycanthrope to retain one or more of its humanoid racial traits. For example, an elf werewolf might have the Fey Ancestry trait.\"]}],\"environment\":[\"grassland\",\"forest\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/weretiger.mp3\"},\"attachedItems\":[\"longbow|phb\",\"scimitar|phb\"],\"traitTags\":[\"Keen Senses\",\"Pounce\",\"Shapechanger\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"CUR\",\"MLW\",\"MW\",\"RNG\",\"RW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Werewolf\",\"group\":[\"Lycanthropes\"],\"source\":\"MM\",\"page\":211,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"WDH\"},{\"source\":\"GoS\"},{\"source\":\"BGDIA\"},{\"source\":\"ERLW\"},{\"source\":\"IMR\"},{\"source\":\"EGW\"},{\"source\":\"IDRotF\"},{\"source\":\"CM\"},{\"source\":\"BMT\"},{\"source\":\"VEoR\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\",\"shapechanger\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":11,\"condition\":\"in humanoid form\"},{\"ac\":12,\"from\":[\"natural armor\"],\"condition\":\"in wolf or hybrid form\"}],\"hp\":{\"average\":58,\"formula\":\"9d8 + 18\"},\"speed\":{\"walk\":{\"number\":30,\"condition\":\"(40 ft. in wolf form)\"}},\"str\":15,\"dex\":13,\"con\":14,\"int\":10,\"wis\":11,\"cha\":10,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+3\"},\"passive\":14,\"immune\":[{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"languages\":[\"Common (can't speak in wolf form)\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Shapechanger\",\"entries\":[\"The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"]},{\"name\":\"Keen Hearing and Smell\",\"entries\":[\"The werewolf has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell.\"]}],\"action\":[{\"name\":\"Multiattack (Humanoid or Hybrid Form Only)\",\"entries\":[\"The werewolf makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form).\"]},{\"name\":\"Bite (Wolf or Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage. If the target is a humanoid, it must succeed on a {@dc 12} Constitution saving throw or be cursed with werewolf lycanthropy.\"]},{\"name\":\"Claws (Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}7 ({@damage 2d4 + 2}) slashing damage.\"]},{\"name\":\"Spear (Humanoid Form Only)\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one creature. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Nonhuman Lycanthropes\",\"entries\":[\"The statistics presented in this section assume a base creature of human. However, you can also use the statistics to represent nonhuman lycanthropes, adding verisimilitude by allowing a nonhuman lycanthrope to retain one or more of its humanoid racial traits. For example, an elf werewolf might have the Fey Ancestry trait.\"]}],\"environment\":[\"forest\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/werewolf.mp3\"},\"attachedItems\":[\"spear|phb\"],\"traitTags\":[\"Keen Senses\",\"Shapechanger\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"CUR\",\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"White Dragon Wyrmling\",\"group\":[\"Chromatic Dragon\"],\"source\":\"MM\",\"page\":102,\"srd\":true,\"otherSources\":[{\"source\":\"SKT\"},{\"source\":\"EGW\"},{\"source\":\"IDRotF\"}],\"size\":[\"M\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":32,\"formula\":\"5d8 + 10\"},\"speed\":{\"walk\":30,\"burrow\":15,\"fly\":60,\"swim\":30},\"str\":14,\"dex\":10,\"con\":14,\"int\":5,\"wis\":10,\"cha\":11,\"save\":{\"dex\":\"+2\",\"con\":\"+4\",\"wis\":\"+2\",\"cha\":\"+2\"},\"skill\":{\"perception\":\"+4\",\"stealth\":\"+2\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 60 ft.\"],\"passive\":14,\"immune\":[\"cold\"],\"languages\":[\"Draconic\"],\"cr\":\"2\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage plus 2 ({@damage 1d4}) cold damage.\"]},{\"name\":\"Cold Breath {@recharge 5}\",\"entries\":[\"The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a {@dc 12} Constitution saving throw, taking 22 ({@damage 5d8}) cold damage on a failed save, or half as much damage on a successful one.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 8} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]},{\"type\":\"item\",\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.\"]}]}]}]}],\"dragonAge\":\"wyrmling\",\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/white-dragon-wyrmling.mp3\"},\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"C\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Wight\",\"source\":\"MM\",\"page\":300,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"PotA\"},{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"DIP\"},{\"source\":\"SDW\"},{\"source\":\"BGDIA\"},{\"source\":\"EGW\"},{\"source\":\"IDRotF\"},{\"source\":\"CM\"},{\"source\":\"DSotDQ\"},{\"source\":\"PSI\"},{\"source\":\"PaBTSO\"},{\"source\":\"AATM\"},{\"source\":\"SatO\"},{\"source\":\"BMT\"},{\"source\":\"DoDk\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"}],\"reprintedAs\":[\"Wight|XMM\"],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item studded leather armor|phb|studded leather}\"]}],\"hp\":{\"average\":45,\"formula\":\"6d8 + 18\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":14,\"con\":16,\"int\":10,\"wis\":13,\"cha\":15,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.\"]},{\"name\":\"Life Drain\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) necrotic damage. The target must succeed on a {@dc 13} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.\",\"A humanoid slain by this attack rises 24 hours later as a {@creature zombie} under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage, or 7 ({@damage 1d10 + 2}) slashing damage if used with two hands.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]}],\"environment\":[\"underdark\",\"swamp\",\"urban\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/wight.mp3\"},\"attachedItems\":[\"longbow|phb\",\"longsword|phb\"],\"traitTags\":[\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"N\",\"P\",\"S\"],\"miscTags\":[\"HPR\",\"MLW\",\"MW\",\"RNG\",\"RW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Will-o'-Wisp\",\"source\":\"MM\",\"page\":301,\"srd\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"HotDQ\"},{\"source\":\"PotA\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"DIP\"},{\"source\":\"BGDIA\"},{\"source\":\"IDRotF\"},{\"source\":\"CM\"},{\"source\":\"WBtW\"},{\"source\":\"CRCotN\"},{\"source\":\"JttRC\"},{\"source\":\"LoX\"},{\"source\":\"PSI\"},{\"source\":\"AATM\"},{\"source\":\"SatO\"},{\"source\":\"BMT\"},{\"source\":\"DoDk\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"}],\"size\":[\"T\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"ac\":[19],\"hp\":{\"average\":22,\"formula\":\"9d4\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":50,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":1,\"dex\":28,\"con\":10,\"int\":13,\"wis\":14,\"cha\":11,\"senses\":[\"darkvision 120 ft.\"],\"passive\":12,\"resist\":[\"acid\",\"cold\",\"fire\",\"necrotic\",\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"lightning\",\"poison\"],\"conditionImmune\":[\"exhaustion\",\"grappled\",\"paralyzed\",\"poisoned\",\"prone\",\"restrained\",\"unconscious\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Consume Life\",\"entries\":[\"As a bonus action, the will-o'-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a {@dc 10} Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 ({@dice 3d6}) hit points.\"]},{\"name\":\"Ephemeral\",\"entries\":[\"The will-o'-wisp can't wear or carry anything.\"]},{\"name\":\"Incorporeal Movement\",\"entries\":[\"The will-o'-wisp can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]},{\"name\":\"Variable Illumination\",\"entries\":[\"The will-o'-wisp sheds bright light in a 5 to 20-foot radius and dim light for an additional number of ft. equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action.\"]}],\"action\":[{\"name\":\"Shock\",\"entries\":[\"{@atk ms} {@hit 4} to hit, reach 5 ft., one creature. {@h}9 ({@damage 2d8}) lightning damage.\"]},{\"name\":\"Invisibility\",\"entries\":[\"The will-o'-wisp and its light magically become {@condition invisible} until it attacks or uses its Consume Life, or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell).\"]}],\"environment\":[\"forest\",\"swamp\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/will-o-wisp.mp3\"},\"traitTags\":[\"Incorporeal Movement\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"L\",\"O\"],\"miscTags\":[\"AOE\"],\"conditionInflict\":[\"invisible\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Winged Kobold\",\"source\":\"MM\",\"page\":195,\"otherSources\":[{\"source\":\"HotDQ\"},{\"source\":\"ToA\"},{\"source\":\"GoS\"},{\"source\":\"CM\"},{\"source\":\"DoSI\"}],\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"kobold\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[13],\"hp\":{\"average\":7,\"formula\":\"3d6 - 3\"},\"speed\":{\"walk\":30,\"fly\":30},\"str\":7,\"dex\":16,\"con\":9,\"int\":8,\"wis\":7,\"cha\":8,\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage.\"]},{\"name\":\"Dropped Rock\",\"entries\":[\"{@atk rw} {@hit 5} to hit, one target directly below the kobold. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage.\"]}],\"environment\":[\"forest\",\"swamp\",\"hill\",\"urban\",\"desert\",\"coastal\",\"arctic\",\"mountain\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/winged-kobold.mp3\"},\"attachedItems\":[\"dagger|phb\"],\"traitTags\":[\"Pack Tactics\",\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Winter Wolf\",\"source\":\"MM\",\"page\":340,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"IDRotF\"},{\"source\":\"KftGV\"},{\"source\":\"GHLoE\"}],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":75,\"formula\":\"10d10 + 20\"},\"speed\":{\"walk\":50},\"str\":18,\"dex\":13,\"con\":14,\"int\":7,\"wis\":12,\"cha\":8,\"skill\":{\"perception\":\"+5\",\"stealth\":\"+3\"},\"passive\":15,\"immune\":[\"cold\"],\"languages\":[\"Common\",\"Giant\",\"Winter Wolf\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Keen Hearing and Smell\",\"entries\":[\"The wolf has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]},{\"name\":\"Snow Camouflage\",\"entries\":[\"The wolf has advantage on Dexterity ({@skill Stealth}) checks made to hide in snowy terrain.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage. If the target is a creature, it must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Cold Breath {@recharge 5}\",\"entries\":[\"The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a {@dc 12} Dexterity saving throw, taking 18 ({@damage 4d8}) cold damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"arctic\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/winter-wolf.mp3\"},\"traitTags\":[\"Camouflage\",\"Keen Senses\",\"Pack Tactics\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"C\",\"GI\",\"OTH\"],\"damageTags\":[\"C\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Wolf\",\"source\":\"MM\",\"page\":341,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"HotDQ\"},{\"source\":\"LMoP\"},{\"source\":\"PotA\"},{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"GoS\"},{\"source\":\"EGW\"},{\"source\":\"IDRotF\"},{\"source\":\"TCE\"},{\"source\":\"CM\"},{\"source\":\"HftT\"},{\"source\":\"PaBTSO\"},{\"source\":\"LK\"},{\"source\":\"BMT\"},{\"source\":\"GHLoE\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"reprintedAs\":[\"Wolf|XPHB\"],\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":11,\"formula\":\"2d8 + 2\"},\"speed\":{\"walk\":40},\"str\":12,\"dex\":15,\"con\":12,\"int\":3,\"wis\":12,\"cha\":6,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+4\"},\"passive\":13,\"cr\":\"1/4\",\"trait\":[{\"name\":\"Keen Hearing and Smell\",\"entries\":[\"The wolf has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) piercing damage. If the target is a creature, it must succeed on a {@dc 11} Strength saving throw or be knocked {@condition prone}.\"]}],\"environment\":[\"grassland\",\"forest\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/wolf.mp3\"},\"traitTags\":[\"Keen Senses\",\"Pack Tactics\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Worg\",\"source\":\"MM\",\"page\":341,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"WDMM\"},{\"source\":\"ERLW\"},{\"source\":\"IDRotF\"},{\"source\":\"CM\"},{\"source\":\"BMT\"},{\"source\":\"DoDk\"}],\"reprintedAs\":[\"Worg|XMM\"],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":26,\"formula\":\"4d10 + 4\"},\"speed\":{\"walk\":50},\"str\":16,\"dex\":13,\"con\":13,\"int\":7,\"wis\":11,\"cha\":8,\"skill\":{\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Goblin\",\"Worg\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Keen Hearing and Smell\",\"entries\":[\"The worg has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}.\"]}],\"environment\":[\"grassland\",\"forest\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/worg.mp3\"},\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"D\"],\"languageTags\":[\"GO\",\"OTH\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Wraith\",\"source\":\"MM\",\"page\":302,\"srd\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"RoT\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"DC\"},{\"source\":\"DIP\"},{\"source\":\"SLW\"},{\"source\":\"SDW\"},{\"source\":\"BGDIA\"},{\"source\":\"EGW\"},{\"source\":\"MOT\"},{\"source\":\"IDRotF\"},{\"source\":\"TCE\"},{\"source\":\"CM\"},{\"source\":\"JttRC\"},{\"source\":\"DSotDQ\"},{\"source\":\"KftGV\"},{\"source\":\"PSI\"},{\"source\":\"PaBTSO\"},{\"source\":\"AATM\"},{\"source\":\"SatO\"},{\"source\":\"BMT\"},{\"source\":\"GHLoE\"},{\"source\":\"DoDk\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"}],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[13],\"hp\":{\"average\":67,\"formula\":\"9d8 + 27\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":60,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":6,\"dex\":16,\"con\":16,\"int\":12,\"wis\":14,\"cha\":15,\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Incorporeal Movement\",\"entries\":[\"The wraith can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Life Drain\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}21 ({@damage 4d8 + 3}) necrotic damage. The target must succeed on a {@dc 14} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.\"]},{\"name\":\"Create Specter\",\"entries\":[\"The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a {@creature specter} in the space of its corpse or in the nearest unoccupied space. The {@creature specter} is under the wraith's control. The wraith can have no more than seven specters under its control at one time.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/wraith.mp3\"},\"traitTags\":[\"Incorporeal Movement\",\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"N\",\"O\"],\"miscTags\":[\"HPR\",\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Wyvern\",\"source\":\"MM\",\"page\":303,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"HotDQ\"},{\"source\":\"PotA\"},{\"source\":\"SKT\"},{\"source\":\"WDMM\"},{\"source\":\"DIP\"},{\"source\":\"SLW\"},{\"source\":\"BGDIA\"},{\"source\":\"CM\"},{\"source\":\"JttRC\"},{\"source\":\"ToFW\"},{\"source\":\"BMT\"},{\"source\":\"QftIS\"}],\"size\":[\"L\"],\"type\":\"dragon\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":110,\"formula\":\"13d10 + 39\"},\"speed\":{\"walk\":20,\"fly\":80},\"str\":19,\"dex\":10,\"con\":16,\"int\":5,\"wis\":12,\"cha\":6,\"skill\":{\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"cr\":\"6\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one creature. {@h}11 ({@damage 2d6 + 4}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage.\"]},{\"name\":\"Stinger\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one creature. {@h}11 ({@damage 2d6 + 4}) piercing damage. The target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"mountain\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/wyvern.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Xorn\",\"source\":\"MM\",\"page\":304,\"srd\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"WDMM\"},{\"source\":\"PaBTSO\"},{\"source\":\"SatO\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":\"elemental\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":73,\"formula\":\"7d8 + 42\"},\"speed\":{\"walk\":20,\"burrow\":20},\"str\":17,\"dex\":10,\"con\":22,\"int\":11,\"wis\":10,\"cha\":11,\"skill\":{\"perception\":\"+6\",\"stealth\":\"+3\"},\"senses\":[\"darkvision 60 ft.\",\"tremorsense 60 ft.\"],\"passive\":16,\"resist\":[{\"resist\":[\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't adamantine\",\"cond\":true}],\"languages\":[\"Terran\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Earth Glide\",\"entries\":[\"The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through.\"]},{\"name\":\"Stone Camouflage\",\"entries\":[\"The xorn has advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain.\"]},{\"name\":\"Treasure Sense\",\"entries\":[\"The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The xorn makes three claw attacks and one bite attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 3d6 + 3}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/xorn.mp3\"},\"traitTags\":[\"Camouflage\"],\"senseTags\":[\"D\",\"T\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"T\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Yeti\",\"source\":\"MM\",\"page\":305,\"basicRules\":true,\"otherSources\":[{\"source\":\"SKT\"},{\"source\":\"TftYP\"},{\"source\":\"EGW\"},{\"source\":\"IDRotF\"},{\"source\":\"LoX\"},{\"source\":\"ToFW\"}],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":51,\"formula\":\"6d10 + 18\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":18,\"dex\":13,\"con\":16,\"int\":8,\"wis\":12,\"cha\":7,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"immune\":[\"cold\"],\"languages\":[\"Yeti\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Fear of Fire\",\"entries\":[\"If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.\"]},{\"name\":\"Keen Smell\",\"entries\":[\"The yeti has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Snow Camouflage\",\"entries\":[\"The yeti has advantage on Dexterity ({@skill Stealth}) checks made to hide in snowy terrain.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The yeti can use its Chilling Gaze and makes two claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage plus 3 ({@damage 1d6}) cold damage.\"]},{\"name\":\"Chilling Gaze\",\"entries\":[\"The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a {@dc 13} Constitution saving throw against this magic or take 10 ({@damage 3d6}) cold damage and then be {@condition paralyzed} for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to the Chilling Gaze of all yetis (but not abominable yetis) for 1 hour.\"]}],\"environment\":[\"arctic\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/yeti.mp3\"},\"traitTags\":[\"Camouflage\",\"Keen Senses\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"C\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"paralyzed\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Yochlol\",\"source\":\"MM\",\"page\":65,\"otherSources\":[{\"source\":\"WDMM\"},{\"source\":\"EGW\"},{\"source\":\"CRCotN\"},{\"source\":\"PaBTSO\"},{\"source\":\"VEoR\"}],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\",\"shapechanger\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":136,\"formula\":\"16d8 + 64\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":15,\"dex\":14,\"con\":18,\"int\":13,\"wis\":15,\"cha\":15,\"save\":{\"dex\":\"+6\",\"int\":\"+5\",\"wis\":\"+6\",\"cha\":\"+6\"},\"skill\":{\"deception\":\"+10\",\"insight\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":12,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Elvish\",\"Undercommon\"],\"cr\":\"10\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The yochlol's spellcasting ability is Charisma (spell save {@dc 14}). The yochlol can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell detect thoughts}\",\"{@spell web}\"],\"daily\":{\"1\":[\"{@spell dominate person}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Shapechanger\",\"entries\":[\"The yochlol can use its action to polymorph into a form that resembles a female drow or giant spider, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The yochlol has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The yochlol can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Web Walker\",\"entries\":[\"The yochlol ignores movement restrictions caused by webbing.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The yochlol makes two melee attacks.\"]},{\"name\":\"Slam (Bite in Spider Form)\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft. (10 feet in demon form), one target. {@h}5 ({@dice 1d6 + 2}) bludgeoning (piercing in spider form) damage plus 21 ({@damage 6d6}) poison damage.\"]},{\"name\":\"Mist Form\",\"entries\":[\"The yochlol transforms into toxic mist or reverts to its true form. Any equipment it is wearing or carrying is also transformed. It reverts to its true form if it dies.\",\"While in mist form, the yochlol is {@condition incapacitated} and can't speak. It has a flying speed of 30 feet, can hover, and can pass through any space that isn't airtight. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to nonmagical damage.\",\"While in mist form, the yochlol can enter a creature's space and stop there. Each time that creature starts its turn with the yochlol in its space, the creature must succeed on a {@dc 14} Constitution saving throw or be {@condition poisoned} until the start of its next turn. While {@condition poisoned} in this way, the target is {@condition incapacitated}.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Summon Demon (1/Day)\",\"entries\":[\"The demon chooses what to summon and attempts a magical summoning.\",\"A yochlol has a {@chance 50|50 percent|50% summoning chance} chance of summoning one yochlol.\",\"A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.\"],\"_version\":{\"name\":\"Yochlol (Summoner)\",\"addAs\":\"action\"}}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/yochlol.mp3\"},\"traitTags\":[\"Magic Resistance\",\"Shapechanger\",\"Spider Climb\",\"Web Walker\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"E\",\"U\"],\"damageTags\":[\"B\",\"I\",\"P\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"incapacitated\",\"poisoned\"],\"conditionInflictSpell\":[\"charmed\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Young Black Dragon\",\"group\":[\"Chromatic Dragon\"],\"source\":\"MM\",\"page\":88,\"srd\":true,\"otherSources\":[{\"source\":\"RoT\"},{\"source\":\"TftYP\"},{\"source\":\"GoS\"},{\"source\":\"BGDIA\"},{\"source\":\"LK\"}],\"size\":[\"L\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":127,\"formula\":\"15d10 + 45\"},\"speed\":{\"walk\":40,\"fly\":80,\"swim\":40},\"str\":19,\"dex\":14,\"con\":17,\"int\":12,\"wis\":11,\"cha\":15,\"save\":{\"dex\":\"+5\",\"con\":\"+6\",\"wis\":\"+3\",\"cha\":\"+5\"},\"skill\":{\"perception\":\"+6\",\"stealth\":\"+5\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":16,\"immune\":[\"acid\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The dragon can breathe air and water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage plus 4 ({@damage 1d8}) acid damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage.\"]},{\"name\":\"Acid Breath {@recharge 5}\",\"entries\":[\"The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a {@dc 14} Dexterity saving throw, taking 49 ({@damage 11d8}) acid damage on a failed save, or half as much damage on a successful one.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 10} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]}]}]}]}],\"environment\":[\"swamp\"],\"dragonCastingColor\":\"black\",\"dragonAge\":\"young\",\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/black-dragon.mp3\"},\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"A\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Young Blue Dragon\",\"group\":[\"Chromatic Dragon\"],\"source\":\"MM\",\"page\":91,\"srd\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"RoT\"},{\"source\":\"WDMM\"},{\"source\":\"BGDIA\"},{\"source\":\"MOT\"},{\"source\":\"DSotDQ\"},{\"source\":\"LK\"},{\"source\":\"QftIS\"}],\"size\":[\"L\"],\"type\":\"dragon\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":152,\"formula\":\"16d10 + 64\"},\"speed\":{\"walk\":40,\"burrow\":20,\"fly\":80},\"str\":21,\"dex\":10,\"con\":19,\"int\":14,\"wis\":13,\"cha\":17,\"save\":{\"dex\":\"+4\",\"con\":\"+8\",\"wis\":\"+5\",\"cha\":\"+7\"},\"skill\":{\"perception\":\"+9\",\"stealth\":\"+4\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":19,\"immune\":[\"lightning\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"9\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage plus 5 ({@damage 1d10}) lightning damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage.\"]},{\"name\":\"Lightning Breath {@recharge 5}\",\"entries\":[\"The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a {@dc 16} Dexterity saving throw, taking 55 ({@damage 10d10}) lightning damage on a failed save, or half as much damage on a successful one.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 11} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]},{\"type\":\"item\",\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.\"]}]}]}]}],\"environment\":[\"desert\",\"coastal\"],\"dragonCastingColor\":\"blue\",\"dragonAge\":\"young\",\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/blue-dragon.mp3\"},\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"L\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Young Brass Dragon\",\"group\":[\"Metallic Dragon\"],\"source\":\"MM\",\"page\":105,\"srd\":true,\"otherSources\":[{\"source\":\"SKT\"}],\"size\":[\"L\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":110,\"formula\":\"13d10 + 39\"},\"speed\":{\"walk\":40,\"burrow\":20,\"fly\":80},\"str\":19,\"dex\":10,\"con\":17,\"int\":12,\"wis\":11,\"cha\":15,\"save\":{\"dex\":\"+3\",\"con\":\"+6\",\"wis\":\"+3\",\"cha\":\"+5\"},\"skill\":{\"perception\":\"+6\",\"persuasion\":\"+5\",\"stealth\":\"+3\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":16,\"immune\":[\"fire\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"6\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage.\"]},{\"name\":\"Breath Weapons {@recharge 5}\",\"entries\":[\"The dragon uses one of the following breath weapons.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Fire Breath\",\"entry\":\"The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a {@dc 14} Dexterity saving throw, taking 42 ({@damage 12d6}) fire damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"Sleep Breath\",\"entry\":\"The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a {@dc 14} Constitution saving throw or fall {@condition unconscious} for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.\"}]}]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 10} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]},{\"type\":\"item\",\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.\"]}]}]}]}],\"environment\":[\"desert\"],\"dragonCastingColor\":\"brass\",\"dragonAge\":\"young\",\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/brass-dragon.mp3\"},\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"F\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"unconscious\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Young Bronze Dragon\",\"group\":[\"Metallic Dragon\"],\"source\":\"MM\",\"page\":108,\"srd\":true,\"otherSources\":[{\"source\":\"WDH\"},{\"source\":\"GoS\"},{\"source\":\"CM\"},{\"source\":\"DoDk\"},{\"source\":\"QftIS\"}],\"size\":[\"L\"],\"type\":\"dragon\",\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":142,\"formula\":\"15d10 + 60\"},\"speed\":{\"walk\":40,\"fly\":80,\"swim\":40},\"str\":21,\"dex\":10,\"con\":19,\"int\":14,\"wis\":13,\"cha\":17,\"save\":{\"dex\":\"+3\",\"con\":\"+7\",\"wis\":\"+4\",\"cha\":\"+6\"},\"skill\":{\"insight\":\"+4\",\"perception\":\"+7\",\"stealth\":\"+3\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":17,\"immune\":[\"lightning\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The dragon can breathe air and water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage.\"]},{\"name\":\"Breath Weapons {@recharge 5}\",\"entries\":[\"The dragon uses one of the following breath weapons.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Lightning Breath\",\"entry\":\"The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a {@dc 15} Dexterity saving throw, taking 55 ({@damage 10d10}) lightning damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"Repulsion Breath\",\"entry\":\"The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a {@dc 15} Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.\"}]}]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 11} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]}]}]}]}],\"environment\":[\"coastal\"],\"dragonCastingColor\":\"bronze\",\"dragonAge\":\"young\",\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/bronze-dragon.mp3\"},\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"L\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Young Copper Dragon\",\"group\":[\"Metallic Dragon\"],\"source\":\"MM\",\"page\":112,\"srd\":true,\"otherSources\":[{\"source\":\"SKT\"},{\"source\":\"SatO\"}],\"size\":[\"L\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":119,\"formula\":\"14d10 + 42\"},\"speed\":{\"walk\":40,\"climb\":40,\"fly\":80},\"str\":19,\"dex\":12,\"con\":17,\"int\":16,\"wis\":13,\"cha\":15,\"save\":{\"dex\":\"+4\",\"con\":\"+6\",\"wis\":\"+4\",\"cha\":\"+5\"},\"skill\":{\"deception\":\"+5\",\"perception\":\"+7\",\"stealth\":\"+4\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":17,\"immune\":[\"acid\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"7\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage.\"]},{\"name\":\"Breath Weapons {@recharge 5}\",\"entries\":[\"The dragon uses one of the following breath weapons.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Acid Breath\",\"entry\":\"The dragon exhales acid in a 40-foot line that is 5 feet wide. Each creature in that line must make a {@dc 14} Dexterity saving throw, taking 40 ({@damage 9d8}) acid damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"Slowing Breath\",\"entry\":\"The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a {@dc 14} Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.\"}]}]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 13} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]}]}]}]}],\"environment\":[\"hill\"],\"dragonCastingColor\":\"copper\",\"dragonAge\":\"young\",\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/copper-dragon.mp3\"},\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"A\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Young Gold Dragon\",\"group\":[\"Metallic Dragon\"],\"source\":\"MM\",\"page\":115,\"srd\":true,\"size\":[\"L\"],\"type\":\"dragon\",\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":178,\"formula\":\"17d10 + 85\"},\"speed\":{\"walk\":40,\"fly\":80,\"swim\":40},\"str\":23,\"dex\":14,\"con\":21,\"int\":16,\"wis\":13,\"cha\":20,\"save\":{\"dex\":\"+6\",\"con\":\"+9\",\"wis\":\"+5\",\"cha\":\"+9\"},\"skill\":{\"insight\":\"+5\",\"perception\":\"+9\",\"persuasion\":\"+9\",\"stealth\":\"+6\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":19,\"immune\":[\"fire\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The dragon can breathe air and water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage.\"]},{\"name\":\"Breath Weapons {@recharge 5}\",\"entries\":[\"The dragon uses one of the following breath weapons.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Fire Breath\",\"entry\":\"The dragon exhales fire in a 30-foot cone. Each creature in that area must make a {@dc 17} Dexterity saving throw, taking 55 ({@damage 10d10}) fire damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"Weakening Breath\",\"entry\":\"The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a {@dc 17} Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"}]}]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Damage Absorption\",\"entries\":[\"You might decide that this dragon is not only unharmed by fire damage, but actually healed by it.\",\"Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 13} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]}]}]}]}],\"environment\":[\"grassland\",\"forest\"],\"dragonCastingColor\":\"gold\",\"dragonAge\":\"young\",\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/gold-dragon.mp3\"},\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"F\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Young Green Dragon\",\"group\":[\"Chromatic Dragon\"],\"source\":\"MM\",\"page\":94,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"WDMM\"},{\"source\":\"BGDIA\"},{\"source\":\"RMBRE\"},{\"source\":\"HftT\"},{\"source\":\"PaBTSO\"},{\"source\":\"LK\"},{\"source\":\"BMT\"}],\"size\":[\"L\"],\"type\":\"dragon\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":136,\"formula\":\"16d10 + 48\"},\"speed\":{\"walk\":40,\"fly\":80,\"swim\":40},\"str\":19,\"dex\":12,\"con\":17,\"int\":16,\"wis\":13,\"cha\":15,\"save\":{\"dex\":\"+4\",\"con\":\"+6\",\"wis\":\"+4\",\"cha\":\"+5\"},\"skill\":{\"deception\":\"+5\",\"perception\":\"+7\",\"stealth\":\"+4\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":17,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The dragon can breathe air and water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage plus 7 ({@damage 2d6}) poison damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage.\"]},{\"name\":\"Poison Breath {@recharge 5}\",\"entries\":[\"The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a {@dc 14} Constitution saving throw, taking 42 ({@damage 12d6}) poison damage on a failed save, or half as much damage on a successful one.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 13} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]}]}]}]}],\"environment\":[\"forest\"],\"dragonCastingColor\":\"green\",\"dragonAge\":\"young\",\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/green-dragon.mp3\"},\"altArt\":[{\"name\":\"Young Green Dragon\",\"source\":\"RMBRE\"}],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Young Red Dragon\",\"group\":[\"Chromatic Dragon\"],\"source\":\"MM\",\"page\":98,\"srd\":true,\"otherSources\":[{\"source\":\"PotA\"},{\"source\":\"RoT\"},{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"JttRC\"},{\"source\":\"LoX\"},{\"source\":\"DSotDQ\"},{\"source\":\"KftGV\"},{\"source\":\"LK\"},{\"source\":\"SatO\"},{\"source\":\"BMT\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"size\":[\"L\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":178,\"formula\":\"17d10 + 85\"},\"speed\":{\"walk\":40,\"climb\":40,\"fly\":80},\"str\":23,\"dex\":10,\"con\":21,\"int\":14,\"wis\":11,\"cha\":19,\"save\":{\"dex\":\"+4\",\"con\":\"+9\",\"wis\":\"+4\",\"cha\":\"+8\"},\"skill\":{\"perception\":\"+8\",\"stealth\":\"+4\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":18,\"immune\":[\"fire\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"10\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 3 ({@damage 1d6}) fire damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage.\"]},{\"name\":\"Fire Breath {@recharge 5}\",\"entries\":[\"The dragon exhales fire in a 30-foot cone. Each creature in that area must make a {@dc 17} Dexterity saving throw, taking 56 ({@damage 16d6}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Damage Absorption\",\"entries\":[\"You might decide that this dragon is not only unharmed by fire damage, but actually healed by it.\",\"Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 12} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]}]}]}]}],\"environment\":[\"mountain\",\"hill\"],\"dragonCastingColor\":\"red\",\"dragonAge\":\"young\",\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/red-dragon.mp3\"},\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"F\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Young Red Shadow Dragon\",\"source\":\"MM\",\"page\":85,\"otherSources\":[{\"source\":\"AATM\"},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"size\":[\"L\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":178,\"formula\":\"17d10 + 85\"},\"speed\":{\"walk\":40,\"climb\":40,\"fly\":80},\"str\":23,\"dex\":10,\"con\":21,\"int\":14,\"wis\":11,\"cha\":19,\"save\":{\"dex\":\"+5\",\"con\":\"+10\",\"wis\":\"+5\",\"cha\":\"+9\"},\"skill\":{\"perception\":\"+10\",\"stealth\":\"+10\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":18,\"resist\":[\"necrotic\"],\"immune\":[\"fire\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"13\",\"trait\":[{\"name\":\"Living Shadow\",\"entries\":[\"While in dim light or darkness, the dragon has resistance to damage that isn't force, psychic, or radiant.\"]},{\"name\":\"Shadow Stealth\",\"entries\":[\"While in dim light or darkness, the dragon can take the Hide action as a bonus action.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 3 ({@damage 1d6}) necrotic damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage.\"]},{\"name\":\"Shadow Breath {@recharge 5}\",\"entries\":[\"The dragon exhales shadowy fire in a 30-foot cone. Each creature in that area must make a {@dc 18} Dexterity saving throw, taking 56 ({@damage 16d6}) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead {@creature shadow} rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Damage Absorption\",\"entries\":[\"You might decide that this dragon is not only unharmed by fire damage, but actually healed by it.\",\"Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 12} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]}]}]}]}],\"environment\":[\"underdark\"],\"dragonCastingColor\":\"red\",\"dragonAge\":\"young\",\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/red-shadow-dragon.mp3\"},\"traitTags\":[\"Sunlight Sensitivity\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"N\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Young Remorhaz\",\"source\":\"MM\",\"page\":258,\"otherSources\":[{\"source\":\"SKT\"},{\"source\":\"EGW\"},{\"source\":\"IDRotF\"}],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":93,\"formula\":\"11d10 + 33\"},\"speed\":{\"walk\":30,\"burrow\":30},\"str\":18,\"dex\":13,\"con\":17,\"int\":3,\"wis\":10,\"cha\":4,\"senses\":[\"darkvision 60 ft.\",\"tremorsense 60 ft.\"],\"passive\":10,\"immune\":[\"cold\",\"fire\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Heated Body\",\"entries\":[\"A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 7 ({@damage 2d6}) fire damage.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}20 ({@damage 3d10 + 4}) piercing damage plus 7 ({@damage 2d6}) fire damage.\"]}],\"environment\":[\"arctic\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/remorhaz.mp3\"},\"senseTags\":[\"D\",\"T\"],\"damageTags\":[\"F\",\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Young Silver Dragon\",\"group\":[\"Metallic Dragon\"],\"source\":\"MM\",\"page\":118,\"srd\":true,\"otherSources\":[{\"source\":\"SKT\"},{\"source\":\"DSotDQ\"}],\"size\":[\"L\"],\"type\":\"dragon\",\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":168,\"formula\":\"16d10 + 80\"},\"speed\":{\"walk\":40,\"fly\":80},\"str\":23,\"dex\":10,\"con\":21,\"int\":14,\"wis\":11,\"cha\":19,\"save\":{\"dex\":\"+4\",\"con\":\"+9\",\"wis\":\"+4\",\"cha\":\"+8\"},\"skill\":{\"arcana\":\"+6\",\"history\":\"+6\",\"perception\":\"+8\",\"stealth\":\"+4\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":18,\"immune\":[\"cold\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"9\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage.\"]},{\"name\":\"Breath Weapons {@recharge 5}\",\"entries\":[\"The dragon uses one of the following breath weapons.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Cold Breath\",\"entry\":\"The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a {@dc 17} Constitution saving throw, taking 54 ({@damage 12d8}) cold damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"Paralyzing Breath\",\"entry\":\"The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a {@dc 17} Constitution saving throw or be {@condition paralyzed} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"}]}]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 12} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]}]}]}]}],\"environment\":[\"mountain\",\"urban\"],\"dragonCastingColor\":\"silver\",\"dragonAge\":\"young\",\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/silver-dragon.mp3\"},\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"C\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"paralyzed\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Young White Dragon\",\"group\":[\"Chromatic Dragon\"],\"source\":\"MM\",\"page\":101,\"srd\":true,\"otherSources\":[{\"source\":\"RoT\"},{\"source\":\"TftYP\"},{\"source\":\"DIP\"},{\"source\":\"IDRotF\"},{\"source\":\"LK\"},{\"source\":\"ToFW\"},{\"source\":\"BMT\"}],\"size\":[\"L\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":133,\"formula\":\"14d10 + 56\"},\"speed\":{\"walk\":40,\"burrow\":20,\"fly\":80,\"swim\":40},\"str\":18,\"dex\":10,\"con\":18,\"int\":6,\"wis\":11,\"cha\":12,\"save\":{\"dex\":\"+3\",\"con\":\"+7\",\"wis\":\"+3\",\"cha\":\"+4\"},\"skill\":{\"perception\":\"+6\",\"stealth\":\"+3\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":16,\"immune\":[\"cold\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Ice Walk\",\"entries\":[\"The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, {@quickref difficult terrain||3} composed of ice or snow doesn't cost it extra movement.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage plus 4 ({@damage 1d8}) cold damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage.\"]},{\"name\":\"Cold Breath {@recharge 5}\",\"entries\":[\"The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a {@dc 15} Constitution saving throw, taking 45 ({@damage 10d8}) cold damage on a failed save, or half as much damage on a successful one.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 9} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]},{\"type\":\"item\",\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.\"]}]}]}]}],\"environment\":[\"arctic\"],\"dragonCastingColor\":\"white\",\"dragonAge\":\"young\",\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/white-dragon.mp3\"},\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"C\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Yuan-ti Abomination\",\"source\":\"MM\",\"page\":308,\"otherSources\":[{\"source\":\"RoT\"},{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"DIP\"},{\"source\":\"SLW\"},{\"source\":\"CM\"}],\"size\":[\"L\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"shapechanger\",\"yuan-ti\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":127,\"formula\":\"15d10 + 45\"},\"speed\":{\"walk\":40},\"str\":19,\"dex\":16,\"con\":17,\"int\":17,\"wis\":15,\"cha\":18,\"skill\":{\"perception\":\"+5\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\",\"Draconic\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Abomination Form Only)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The yuan-ti's innate spellcasting ability is Charisma (spell save {@dc 15}). The yuan-ti can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell animal friendship} (snakes only)\"],\"daily\":{\"1\":[\"{@spell fear}\"],\"3\":[\"{@spell suggestion}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Shapechanger\",\"entries\":[\"The yuan-ti can use its action to polymorph into a Large snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The yuan-ti has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack (Abomination Form Only)\",\"entries\":[\"The yuan-ti makes two ranged attacks or three melee attacks, but can use its bite and constrict attacks only once each.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 10 ({@damage 3d6}) poison damage.\"]},{\"name\":\"Constrict\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 14}). Until this grapple ends, the target is {@condition restrained}, and the yuan-ti can't constrict another target.\"]},{\"name\":\"Scimitar (Abomination Form Only)\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage.\"]},{\"name\":\"Longbow (Abomination Form Only)\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 150/600 ft., one target. {@h}12 ({@damage 2d8 + 3}) piercing damage plus 10 ({@damage 3d6}) poison damage.\"]}],\"environment\":[\"forest\",\"swamp\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/yuan-ti-abomination.mp3\"},\"attachedItems\":[\"longbow|phb\",\"scimitar|phb\"],\"traitTags\":[\"Magic Resistance\",\"Shapechanger\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"DR\"],\"damageTags\":[\"B\",\"I\",\"P\",\"S\"],\"spellcastingTags\":[\"F\",\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RNG\",\"RW\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"conditionInflictSpell\":[\"charmed\",\"frightened\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Yuan-ti Malison (Type 1)\",\"source\":\"MM\",\"page\":309,\"otherSources\":[{\"source\":\"HotDQ\"},{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"ToA\"},{\"source\":\"CM\"}],\"size\":[\"M\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"shapechanger\",\"yuan-ti\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[12],\"hp\":{\"average\":66,\"formula\":\"12d8 + 12\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":14,\"con\":13,\"int\":14,\"wis\":12,\"cha\":16,\"skill\":{\"deception\":\"+5\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\",\"Draconic\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Yuan-ti Form Only)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The yuan-ti's innate spellcasting ability is Charisma (spell save {@dc 13}). The yuan-ti can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell animal friendship} (snakes only)\"],\"daily\":{\"3\":[\"{@spell suggestion}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Shapechanger\",\"entries\":[\"The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The yuan-ti has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Malison Type\",\"entries\":[\"The yuan-ti has one of the following types:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Type 1:\",\"entry\":\"Human body with snake head\"},{\"type\":\"item\",\"name\":\"Type 2:\",\"entry\":\"Human head and body with snakes for arms\"},{\"type\":\"item\",\"name\":\"Type 3:\",\"entry\":\"Human head and upper body with a serpentine lower body instead of legs\"}]}]}],\"action\":[{\"name\":\"Multiattack (Yuan-ti Form Only)\",\"entries\":[\"The yuan-ti makes two ranged attacks or two melee attacks, but can use its bite only once.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage.\"]},{\"name\":\"Scimitar (Yuan-ti Form Only)\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]},{\"name\":\"Longbow (Yuan-ti Form Only)\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage plus 7 ({@damage 2d6}) poison damage.\"]}],\"environment\":[\"forest\",\"swamp\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/yuan-ti-malison.mp3\"},\"attachedItems\":[\"longbow|phb\",\"scimitar|phb\"],\"traitTags\":[\"Magic Resistance\",\"Shapechanger\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"DR\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"spellcastingTags\":[\"F\",\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Yuan-ti Malison (Type 2)\",\"source\":\"MM\",\"page\":309,\"otherSources\":[{\"source\":\"HotDQ\"},{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"ToA\"}],\"size\":[\"M\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"shapechanger\",\"yuan-ti\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[12],\"hp\":{\"average\":66,\"formula\":\"12d8 + 12\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":14,\"con\":13,\"int\":14,\"wis\":12,\"cha\":16,\"skill\":{\"deception\":\"+5\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\",\"Draconic\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Yuan-ti Form Only)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The yuan-ti's innate spellcasting ability is Charisma (spell save {@dc 13}). The yuan-ti can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell animal friendship} (snakes only)\"],\"daily\":{\"3\":[\"{@spell suggestion}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Shapechanger\",\"entries\":[\"The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The yuan-ti has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Malison Type\",\"entries\":[\"The yuan-ti has one of the following types:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Type 1:\",\"entry\":\"Human body with snake head\"},{\"type\":\"item\",\"name\":\"Type 2:\",\"entry\":\"Human head and body with snakes for arms\"},{\"type\":\"item\",\"name\":\"Type 3:\",\"entry\":\"Human head and upper body with a serpentine lower body instead of legs\"}]}]}],\"action\":[{\"name\":\"Multiattack (Yuan-ti Form Only)\",\"entries\":[\"The yuan-ti makes two bite attacks using its snake arms.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage.\"]}],\"environment\":[\"forest\",\"swamp\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/yuan-ti-malison.mp3\"},\"traitTags\":[\"Magic Resistance\",\"Shapechanger\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"DR\"],\"damageTags\":[\"I\",\"P\"],\"spellcastingTags\":[\"F\",\"I\"],\"miscTags\":[\"MW\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Yuan-ti Malison (Type 3)\",\"source\":\"MM\",\"page\":309,\"otherSources\":[{\"source\":\"HotDQ\"},{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"ToA\"},{\"source\":\"CM\"}],\"size\":[\"M\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"shapechanger\",\"yuan-ti\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[12],\"hp\":{\"average\":66,\"formula\":\"12d8 + 12\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":14,\"con\":13,\"int\":14,\"wis\":12,\"cha\":16,\"skill\":{\"deception\":\"+5\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\",\"Draconic\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Yuan-ti Form Only)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The yuan-ti's innate spellcasting ability is Charisma (spell save {@dc 13}). The yuan-ti can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell animal friendship} (snakes only)\"],\"daily\":{\"3\":[\"{@spell suggestion}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Shapechanger\",\"entries\":[\"The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The yuan-ti has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Malison Type\",\"entries\":[\"The yuan-ti has one of the following types:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Type 1:\",\"entry\":\"Human body with snake head\"},{\"type\":\"item\",\"name\":\"Type 2:\",\"entry\":\"Human head and body with snakes for arms\"},{\"type\":\"item\",\"name\":\"Type 3:\",\"entry\":\"Human head and upper body with a serpentine lower body instead of legs\"}]}]}],\"action\":[{\"name\":\"Multiattack (Yuan-ti Form Only)\",\"entries\":[\"The yuan-ti makes two ranged attacks or two melee attacks, but can constrict only once.\"]},{\"name\":\"Bite (Snake Form Only)\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage.\"]},{\"name\":\"Constrict\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 13}). Until this grapple ends, the target is {@condition restrained}, and the yuan-ti can't constrict another target.\"]},{\"name\":\"Scimitar (Yuan-ti Form Only)\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]},{\"name\":\"Longbow (Yuan-ti Form Only)\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]}],\"environment\":[\"forest\",\"swamp\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/yuan-ti-malison.mp3\"},\"attachedItems\":[\"longbow|phb\",\"scimitar|phb\"],\"traitTags\":[\"Magic Resistance\",\"Shapechanger\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"DR\"],\"damageTags\":[\"B\",\"I\",\"P\",\"S\"],\"spellcastingTags\":[\"F\",\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Yuan-ti Pureblood\",\"source\":\"MM\",\"page\":310,\"otherSources\":[{\"source\":\"HotDQ\"},{\"source\":\"RoT\"},{\"source\":\"SKT\"},{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"CM\"},{\"source\":\"PSI\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"yuan-ti\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[11],\"hp\":{\"average\":40,\"formula\":\"9d8\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":12,\"con\":11,\"int\":13,\"wis\":12,\"cha\":14,\"skill\":{\"deception\":\"+6\",\"perception\":\"+3\",\"stealth\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\",\"Draconic\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The yuan-ti's spellcasting ability is Charisma (spell save {@dc 12}). The yuan-ti can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell animal friendship} (snakes only)\"],\"daily\":{\"3e\":[\"{@spell poison spray}\",\"{@spell suggestion}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The yuan-ti has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The yuan-ti makes two melee attacks.\"]},{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) slashing damage.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 3} to hit, range 80/320 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage plus 7 ({@damage 2d6}) poison damage.\"]}],\"environment\":[\"forest\",\"swamp\",\"urban\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/yuan-ti-pureblood.mp3\"},\"attachedItems\":[\"scimitar|phb\",\"shortbow|phb\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"DR\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"damageTagsSpell\":[\"I\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Zombie\",\"source\":\"MM\",\"page\":316,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"CoS\"},{\"source\":\"LMoP\"},{\"source\":\"PotA\"},{\"source\":\"RoT\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"},{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"DC\"},{\"source\":\"DIP\"},{\"source\":\"SLW\"},{\"source\":\"SDW\"},{\"source\":\"BGDIA\"},{\"source\":\"ERLW\"},{\"source\":\"RMBRE\"},{\"source\":\"EGW\"},{\"source\":\"TCE\"},{\"source\":\"WBtW\"},{\"source\":\"JttRC\"},{\"source\":\"DoSI\"},{\"source\":\"DSotDQ\"},{\"source\":\"KftGV\"},{\"source\":\"PSI\"},{\"source\":\"HftT\"},{\"source\":\"PaBTSO\"},{\"source\":\"AATM\"},{\"source\":\"SatO\"},{\"source\":\"ToFW\"},{\"source\":\"BMT\"},{\"source\":\"GHLoE\"},{\"source\":\"DoDk\"},{\"source\":\"VEoR\"},{\"source\":\"QftIS\"}],\"reprintedAs\":[\"Zombie|XPHB\"],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[8],\"hp\":{\"average\":22,\"formula\":\"3d8 + 9\"},\"speed\":{\"walk\":20},\"str\":13,\"dex\":6,\"con\":16,\"int\":3,\"wis\":6,\"cha\":5,\"save\":{\"wis\":\"+0\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"understands all languages it spoke in life but can't speak\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Undead Fortitude\",\"entries\":[\"If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.\"]}],\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/zombie.mp3\"},\"altArt\":[{\"name\":\"Dwarf Zombie\",\"source\":\"PaBTSO\"}],\"traitTags\":[\"Undead Fortitude\"],\"senseTags\":[\"D\"],\"languageTags\":[\"CS\",\"LF\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-mot.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\"]},\"otherSources\":{\"monster\":{\"MM\":\"MOT\",\"VGM\":\"MOT\",\"EGW\":\"MOT\",\"GGR\":\"MOT\",\"GoS\":\"MOT\",\"TftYP\":\"MOT\",\"MTF\":\"MOT\"}}},\"monster\":[{\"name\":\"Abhorrent Overlord\",\"source\":\"MOT\",\"page\":219,\"size\":[\"L\"],\"type\":\"fiend\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":136,\"formula\":\"16d10 + 48\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":20,\"dex\":18,\"con\":16,\"int\":15,\"wis\":14,\"cha\":16,\"save\":{\"con\":\"+7\",\"cha\":\"+7\"},\"skill\":{\"deception\":\"+7\",\"intimidation\":\"+7\",\"persuasion\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":12,\"resist\":[\"cold\",\"necrotic\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\",\"Infernal\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The abhorrent overlord's spellcasting ability is Charisma (spell save {@dc 15}). It can innately cast the following spells, requiring no material components:\"],\"daily\":{\"1e\":[\"{@spell confusion}\",\"{@spell crown of madness}\",\"{@spell suggestion}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Insatiable Greed\",\"entries\":[\"The abhorrent overlord can sense the presence of gold within 1,000 feet of itself. It can determine which location has the greatest amount of gold and can sense the direction to that site. If the gold is being moved, it knows the direction of the movement. It can't locate gold if any thickness of clay or lead, even a thin sheet, blocks a direct path between it and the gold.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The abhorrent overlord has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The abhorrent overlord makes two attacks with its claws.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage plus 14 ({@damage 4d6}) necrotic damage. The abhorrent overlord regains hit points equal to half the amount of necrotic damage dealt if the target is a creature.\"]},{\"name\":\"Storm of Crows {@recharge}\",\"entries\":[\"The abhorrent overlord conjures a swarm of spectral crows and harpies in a 20-foot-radius sphere centered on a point the overlord can see within 120 feet of it. The sphere remains for 1 minute or until the overlord loses {@status concentration} (as if {@status concentration||concentrating} on a spell), and its area is lightly obscured and {@quickref difficult terrain||3}.\",\"Any creature that moves into the area for the first time on a turn or starts its turn there must make a {@dc 15} Constitution saving throw. A creature takes 16 ({@damage 3d10}) slashing damage plus 16 ({@damage 3d10}) psychic damage on a failed save, or half as much damage on a successful one.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"I\"],\"damageTags\":[\"N\",\"S\",\"Y\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Akroan Hoplite\",\"source\":\"MOT\",\"page\":228,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item breastplate|PHB}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":52,\"formula\":\"8d8 + 16\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":16,\"con\":14,\"int\":11,\"wis\":14,\"cha\":13,\"save\":{\"str\":\"+5\",\"dex\":\"+5\"},\"passive\":12,\"languages\":[\"Common\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Hold the Line\",\"entries\":[\"While the hoplite is holding a spear, other creatures provoke an opportunity attack from the hoplite when they move within 5 feet of it. When the hoplite hits a creature with an opportunity attack using its spear, the creature takes an extra 4 ({@damage 1d8}) piercing damage, and the creature's speed becomes 0 for the rest of the turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hoplite makes three melee attacks or two ranged attacks.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft., or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, or 7 ({@damage 1d8 + 3}) piercing damage if used with two hands to make a melee attack.\"]},{\"name\":\"Shield Bash\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}.\"]}],\"attachedItems\":[\"spear|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Alseid\",\"group\":[\"Nymph\"],\"source\":\"MOT\",\"page\":235,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":22,\"formula\":\"4d8 + 4\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":10,\"con\":12,\"int\":13,\"wis\":14,\"cha\":18,\"skill\":{\"persuasion\":\"+6\"},\"passive\":12,\"resist\":[\"radiant\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Common\",\"Sylvan\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The alseid's spellcasting ability is Charisma (spell save {@dc 14}). It can innately cast the following spells, requiring no material components:\"],\"daily\":{\"3e\":[\"{@spell cure wounds}\",\"{@spell charm person}\",\"{@spell sleep}\"],\"1e\":[\"{@spell calm emotions}\",\"{@spell lesser restoration}\",\"{@spell plant growth}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Hide in Plain Sight\",\"entries\":[\"The alseid has advantage on Dexterity ({@skill Stealth}) checks made to hide while it is in grassland.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The alseid has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The alseid makes two radiant touch attacks.\"]},{\"name\":\"Radiant Touch\",\"entries\":[\"{@atk ms} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) radiant damage.\"]}],\"traitTags\":[\"Magic Resistance\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"R\"],\"spellcastingTags\":[\"I\"],\"conditionInflictSpell\":[\"charmed\",\"unconscious\"],\"savingThrowForcedSpell\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Anvilwrought Raptor\",\"source\":\"MOT\",\"page\":209,\"size\":[\"T\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":18,\"formula\":\"4d4 + 8\"},\"speed\":{\"walk\":10,\"fly\":60},\"str\":12,\"dex\":16,\"con\":14,\"int\":3,\"wis\":14,\"cha\":1,\"skill\":{\"perception\":\"+4\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":14,\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands one language of its creator but can't speak\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Keen Sight\",\"entries\":[\"The raptor has advantage on Wisdom ({@skill Perception}) checks that rely on sight.\"]},{\"name\":\"Recorded Mimicry\",\"entries\":[\"The raptor can mimic any sound, including voices, it has heard in the last 24 hours. A creature that hears the sounds can tell they are imitations with a successful {@dc 12} Wisdom ({@skill Insight}) check.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The raptor makes two attacks with its beak.\"]},{\"name\":\"Beak\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Anvilwrought Raptor Familiar\",\"entries\":[\"Some anvilwrought raptors are created expressly to be familiars. Such creatures have the following trait.\",{\"type\":\"entries\",\"name\":\"Familiar\",\"entries\":[\"The anvilwrought can serve another creature as a familiar, forming a magical, telepathic bond with its willing master. While the two are bonded, the master can sense what the anvilwrought senses, as long as they are within 1 mile of each other.\"]}],\"_version\":{\"addHeadersAs\":\"trait\"}}],\"familiar\":true,\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Aphemia\",\"source\":\"MOT\",\"page\":226,\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"8d8 + 16\"},\"speed\":{\"walk\":20,\"fly\":50},\"str\":13,\"dex\":16,\"con\":15,\"int\":13,\"wis\":14,\"cha\":16,\"save\":{\"dex\":\"+6\",\"cha\":\"+6\"},\"skill\":{\"arcana\":\"+4\",\"intimidation\":\"+6\",\"perception\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":15,\"resist\":[\"necrotic\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Legendary Resistance (2/Day)\",\"entries\":[\"If Aphemia fails a saving throw, she can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Aphemia has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Aphemia makes two attacks: one with her bite and one with her claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) piercing damage plus 13 ({@damage 3d8}) necrotic damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage.\"]},{\"name\":\"Discordant Song\",\"entries\":[\"Aphemia shrieks a cacophony of magical sounds. Each humanoid within 120 feet of her must succeed on a {@dc 14} Wisdom saving throw or be {@condition frightened} of her until the song ends. A {@condition frightened} creature takes 7 ({@damage 2d6}) psychic damage at the start of its turn while Aphemia is singing. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Aphemia's Discordant Song for the next 24 hours. Aphemia must take a bonus action on her subsequent turns to continue singing. She can stop singing at any time. The song ends if Aphemia is {@condition incapacitated} or dies.\"]},{\"name\":\"Grave Calling Song\",\"entries\":[\"Aphemia intones a low, growling magical melody. Every undead within 300 feet of her must succeed on a {@dc 14} Wisdom saving throw or fall under her control until the song ends. Aphemia must take a bonus action on her subsequent turns to continue singing, and she can mentally command the undead under her control as part of the same bonus action. She can stop singing at any time. The song ends if Aphemia is {@condition incapacitated} or dies.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"N\",\"P\",\"S\",\"Y\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Arasta\",\"isNamedCreature\":true,\"source\":\"MOT\",\"page\":248,\"size\":[\"H\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":300,\"formula\":\"24d12 + 144\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":24,\"dex\":16,\"con\":23,\"int\":15,\"wis\":22,\"cha\":17,\"save\":{\"dex\":\"+10\",\"con\":\"+13\",\"wis\":\"+13\"},\"skill\":{\"arcana\":\"+9\",\"deception\":\"+10\",\"intimidation\":\"+10\",\"nature\":\"+9\",\"perception\":\"+13\",\"stealth\":\"+10\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":23,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"acid\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Celestial\",\"Common\",\"Sylvan\"],\"cr\":\"21\",\"trait\":[{\"name\":\"Armor of Spiders (Mythic Trait; Recharges after a Short or Long Rest)\",\"entries\":[\"If Arasta is reduced to 0 hit points, she doesn't die or fall {@condition unconscious}. Instead, she regains 200 hit points. In addition, Arasta's children immediately swarm over her body to protect her, granting her 100 temporary hit points.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Arasta fails a saving throw, she can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Arasta has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"Arasta can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Web Walker\",\"entries\":[\"Arasta ignores movement restrictions caused by webbing.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Arasta makes three attacks: one with her bite and two with her claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 5 ft., one creature. {@h}20 ({@damage 3d8 + 7}) piercing damage, and the target must make a {@dc 21} Constitution saving throw, taking 32 ({@damage 5d12}) poison damage on a failed save, or half as much damage on a successful one. If the damage reduces the target to 0 hit points, the target is stable but {@condition poisoned} for 1 hour, even after regaining hit points, and is {@condition paralyzed} while {@condition poisoned} in this way.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h}17 ({@damage 3d6 + 7}) slashing damage.\"]},{\"name\":\"Web of Hair {@recharge 4}\",\"entries\":[\"Arasta unleashes her hair in the form of webbing that fills a 30-foot cube next to her. The web is {@quickref difficult terrain||3}, its area is lightly obscured, and it lasts for 1 minute. Any creature that moves into the web or that starts its turn there must make a {@dc 21} Dexterity saving throw. On a failed save, the creature is {@condition restrained} while in the web. A creature can use an action to make a {@dc 21} Strength check. On a success, it can free itself or a creature within 5 feet of it that is {@condition restrained} by the web. This webbing is immune to all damage except magical fire. A 5-foot cube of the web is destroyed if it takes at least 20 fire damage from a spell or other magical source on a single turn.\"]}],\"legendary\":[{\"name\":\"Claws\",\"entries\":[\"Arasta makes one attack with her claws.\"]},{\"name\":\"Swarm (Costs 2 Actions)\",\"entries\":[\"Arasta causes two {@creature swarm of spiders||swarms of spiders} to appear in unoccupied spaces within 5 feet of her.\"]},{\"name\":\"Toxic Web (Costs 3 Actions)\",\"entries\":[\"Each creature {@condition restrained} by Arasta's Web of Hair takes 18 ({@damage 4d8}) poison damage.\"]}],\"mythicHeader\":[\"If Arasta's mythic trait is active, she can use the options below as legendary actions, as long as she has temporary hit points from her Armor of Spiders.\"],\"mythic\":[{\"name\":\"Swipe\",\"entries\":[\"Arasta makes two attacks with her claws.\"]},{\"name\":\"Web of Hair (Costs 2 Actions)\",\"entries\":[\"Arasta recharges Web of Hair and uses it.\"]},{\"name\":\"Nyx Weave (Costs 2 Actions)\",\"entries\":[\"Each creature {@condition restrained} by Arasta's Web of Hair must succeed on a {@dc 21} Constitution saving throw, or the creature takes 26 ({@damage 4d12}) force damage and any spell of 6th level or lower on it ends.\"]}],\"legendaryGroup\":{\"name\":\"Arasta\",\"source\":\"MOT\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Spider Climb\",\"Web Walker\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\",\"S\"],\"damageTags\":[\"F\",\"I\",\"O\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"paralyzed\",\"poisoned\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"savingThrowForcedLegendary\":[\"intelligence\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Archon of Falling Stars\",\"source\":\"MOT\",\"page\":212,\"size\":[\"M\"],\"type\":\"celestial\",\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|PHB|plate}\"]}],\"hp\":{\"average\":144,\"formula\":\"17d8 + 68\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":15,\"con\":19,\"int\":15,\"wis\":21,\"cha\":19,\"save\":{\"str\":\"+9\",\"con\":\"+8\",\"wis\":\"+9\",\"cha\":\"+8\"},\"skill\":{\"arcana\":\"+6\",\"history\":\"+6\",\"insight\":\"+9\",\"perception\":\"+9\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":19,\"immune\":[\"radiant\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\"],\"languages\":[\"all\"],\"cr\":\"12\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The archon's spellcasting ability is Wisdom (spell save {@dc 17}, {@hit 9} to hit with spell attacks). The archon can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell command}\",\"{@spell guiding bolt}\",\"{@spell spare the dying}\"],\"daily\":{\"1e\":[\"{@spell crusader's mantle}\",\"{@spell spirit guardians}\"]},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The archon has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Mount\",\"entries\":[\"If the archon isn't mounted, it can use a bonus action to magically teleport onto the creature serving as its mount, provided the archon and its mount are on the same plane of existence. When it teleports, the archon appears astride the mount, along with any equipment it is wearing or carrying. While mounted and not {@condition incapacitated}, the archon can't be {@status surprised}, and both it and its mount have advantage on Dexterity saving throws. If the archon is reduced to 0 hit points while riding its mount, the mount is reduced to 0 hit points as well.\"]},{\"name\":\"Radiant Rebirth (Recharges after a Long Rest)\",\"entries\":[\"If the archon is reduced to 0 hit points, it regains 30 hit points and springs back to its feet with a burst of radiance. Each creature of the archon's choice within 30 feet of it must succeed on a {@dc 16} Constitution saving throw, or the creature takes 13 ({@damage 3d8}) radiant damage and is {@condition blinded} until the start of the archon's turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The archon makes two attacks with its radiant spear.\"]},{\"name\":\"Radiant Spear\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage plus 10 ({@damage 3d6}) radiant damage.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"The archon makes a radiant spear attack or casts {@spell guiding bolt}.\"]},{\"name\":\"Coordinated Assault (Costs 2 Actions)\",\"entries\":[\"The archon makes a radiant spear attack, and then its mount can use its reaction to make a melee weapon attack.\"]},{\"name\":\"Return to Nyx (Costs 3 Actions)\",\"entries\":[\"The archon causes a corpse it can see within 30 feet of it to burst into a shower of radiant stars leaving no trace of it behind. Everything it is wearing or carrying remains. Each creature within 10 feet of the corpse when it bursts must succeed on a {@dc 16} Dexterity saving throw or take 22 ({@damage 4d10}) radiant damage.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"XX\"],\"damageTags\":[\"P\",\"R\"],\"damageTagsSpell\":[\"N\",\"R\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\"],\"conditionInflictSpell\":[\"prone\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ashen Rider\",\"source\":\"MOT\",\"page\":213,\"size\":[\"M\"],\"type\":\"celestial\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|PHB|plate}\"]}],\"hp\":{\"average\":178,\"formula\":\"21d8 + 84\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":16,\"con\":19,\"int\":15,\"wis\":21,\"cha\":18,\"save\":{\"str\":\"+10\",\"con\":\"+9\",\"wis\":\"+10\",\"cha\":\"+9\"},\"skill\":{\"history\":\"+7\",\"insight\":\"+10\",\"perception\":\"+10\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":20,\"immune\":[\"thunder\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\"],\"languages\":[\"all\"],\"cr\":\"16\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The ashen rider's spellcasting ability is Wisdom (spell save {@dc 18}). The rider can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell command}\",\"{@spell compelled duel}\"],\"daily\":{\"1e\":[\"{@spell banishment}\",\"{@spell blade barrier}\"]},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Aura of Silence\",\"entries\":[\"When a creature starts its turn within 30 feet of the ashen rider, the rider can force that creature to make a {@dc 18} Wisdom saving throw if the rider can see it. On a successful save, the creature is immune to this aura for the next 24 hours. On a failed save, the creature can't speak and is {@condition deafened} until the start of its next turn.\"]},{\"name\":\"Mount\",\"entries\":[\"If the ashen rider isn't mounted, it can use a bonus action to magically teleport onto the creature serving as its mount, provided the ashen rider and its mount are on the same plane of existence. When it teleports, the ashen rider appears astride the mount along with any equipment it is wearing or carrying.\",\"While mounted and not {@condition incapacitated}, the ashen rider can't be {@status surprised}, and both it and its mount have advantage on Dexterity saving throws. If the ashen rider is reduced to 0 hit points while riding its mount, the mount is reduced to 0 hit points as well.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The ashen rider makes three attacks with its ashen blade or two attacks with its bolt of ash.\"]},{\"name\":\"Ashen Blade\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage plus 13 ({@damage 2d12}) radiant damage.\"]},{\"name\":\"Bolt of Ash\",\"entries\":[\"{@atk rs} {@hit 10} to hit, range 120 ft., one creature. {@h}22 ({@damage 4d10}) necrotic damage, and the target can't regain hit points until the start of the ashen rider's next turn.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"The ashen rider makes an attack using its ashen blade or bolt of ash.\"]},{\"name\":\"Coordinated Assault (Costs 2 Actions)\",\"entries\":[\"The ashen rider makes an attack using its ashen blade or bolt of ash, and then its mount can use its reaction to make a melee weapon attack.\"]},{\"name\":\"Reduce to Ash (Costs 3 Actions)\",\"entries\":[\"The ashen rider targets a creature it can see within 60 feet of it. The target must succeed on a {@dc 18} Constitution saving throw, or it takes 27 ({@damage 5d10}) necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. If the target's hit point maximum is reduced to 0, its body and everything it is wearing and carrying, except for magic items, are reduced to ash. A creature reduced to ash can't be revived by any means short of a {@spell wish} spell.\"]}],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"XX\"],\"damageTags\":[\"N\",\"R\",\"S\"],\"damageTagsSpell\":[\"S\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"HPR\",\"MW\",\"RCH\"],\"conditionInflict\":[\"deafened\"],\"conditionInflictSpell\":[\"incapacitated\",\"prone\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Blood-Toll Harpy\",\"source\":\"MOT\",\"page\":227,\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"ac\":[11],\"hp\":{\"average\":9,\"formula\":\"2d8\"},\"speed\":{\"walk\":20,\"fly\":40},\"str\":12,\"dex\":13,\"con\":10,\"int\":6,\"wis\":11,\"cha\":13,\"skill\":{\"intimidation\":\"+3\"},\"passive\":10,\"languages\":[\"Common\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Blood Frenzy\",\"entries\":[\"The harpy has advantage on melee attack rolls against any creature that doesn't have all its hit points.\"]},{\"name\":\"Dark Devotion\",\"entries\":[\"The harpy has advantage on saving throws against being {@condition charmed} or {@condition frightened}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The harpy makes two melee attacks: one with its bite and one with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) slashing damage.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Broken King Antigonos\",\"source\":\"MOT\",\"page\":189,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":38,\"formula\":\"9d10 + 27\"},\"speed\":{\"walk\":40},\"str\":18,\"dex\":11,\"con\":16,\"int\":6,\"wis\":16,\"cha\":9,\"skill\":{\"perception\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":17,\"languages\":[\"Abyssal\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Charge\",\"entries\":[\"If Antigonos moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 ({@damage 2d8}) piercing damage. If the target is a creature, it must succeed on a {@dc 14} Strength saving throw or be pushed up to 10 feet away and knocked {@condition prone}.\"]},{\"name\":\"Labyrinthine Recall\",\"entries\":[\"Antigonos can perfectly recall any path he has traveled.\"]},{\"name\":\"Reckless\",\"entries\":[\"At the start of his turn, Antigonos can gain advantage on all melee weapon attack rolls he makes during that turn, but attack rolls against him have advantage until the start of his next turn.\"]},{\"name\":\"Decrepit State\",\"entries\":[\"Antigonos has disadvantage on his attack rolls.\"]}],\"action\":[{\"name\":\"Greataxe\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d12 + 4}) slashing damage.\"]},{\"name\":\"Gore\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage.\"]},{\"name\":\"Amphora\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one Medium or smaller creature. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage. If there is not already a creature inside the amphora, the target is {@condition restrained} inside. As an action, the {@condition restrained} creature can make a {@dc 14} Dexterity ({@skill Acrobatics}) check, escaping from the amphora on a success. The effect also ends if the amphora is destroyed. The amphora has AC 8, 20 hit points, and immunity to poison and psychic damage.\"]}],\"attachedItems\":[\"greataxe|phb\"],\"traitTags\":[\"Charge\",\"Reckless\"],\"senseTags\":[\"D\"],\"languageTags\":[\"AB\"],\"damageTags\":[\"B\",\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"prone\",\"restrained\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Bronze Sable\",\"source\":\"MOT\",\"page\":210,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":32,\"formula\":\"5d8 + 10\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":13,\"dex\":16,\"con\":15,\"int\":3,\"wis\":14,\"cha\":1,\"skill\":{\"stealth\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":12,\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands one language of its creator but can't speak\"],\"cr\":\"1\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"While the sable remains motionless, it is indistinguishable from a normal statue.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The sable has advantage on an attack roll against a creature if at least one of the sable's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]},{\"name\":\"Surprise Attack\",\"entries\":[\"If the sable surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 ({@damage 3d6}) damage from the attack.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The sable makes two bite attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage.\"]}],\"traitTags\":[\"False Appearance\",\"Pack Tactics\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Burnished Hart\",\"source\":\"MOT\",\"page\":211,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":45,\"formula\":\"6d8 + 18\"},\"speed\":{\"walk\":50},\"str\":17,\"dex\":14,\"con\":16,\"int\":3,\"wis\":15,\"cha\":1,\"senses\":[\"darkvision 120 ft.\"],\"passive\":12,\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands one language of its creator but can't speak\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Charge\",\"entries\":[\"If the hart moves at least 20 feet straight toward a target and then hits it with an antlers attack on the same turn, the target takes an extra 7 ({@damage 2d6}) fire damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Heated Body\",\"entries\":[\"A creature that touches the hart or hits it with a melee attack while within 5 feet of it takes 5 ({@damage 1d10}) fire damage.\"]},{\"name\":\"Sure-Footed\",\"entries\":[\"The hart has advantage on Strength and Dexterity saving throws made against effects that would knock it {@condition prone}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hart makes two attacks: one with its antlers and one with its hooves.\"]},{\"name\":\"Antlers\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage.\"]},{\"name\":\"Hooves\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage plus 2 ({@damage 1d4}) fire damage.\"]}],\"traitTags\":[\"Charge\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"B\",\"F\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Colossus of Akros\",\"source\":\"MOT\",\"page\":218,\"size\":[\"G\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":21,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":350,\"formula\":\"20d20 + 140\"},\"speed\":{\"walk\":60},\"str\":28,\"dex\":10,\"con\":25,\"int\":3,\"wis\":11,\"cha\":1,\"save\":{\"str\":\"+16\",\"con\":\"+14\"},\"skill\":{\"athletics\":\"+16\",\"perception\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":17,\"immune\":[\"fire\",\"poison\",\"psychic\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"stunned\",\"unconscious\"],\"languages\":[\"understands Common and Celestial but can't speak\"],\"cr\":\"23\",\"trait\":[{\"name\":\"Crumbling Destruction\",\"entries\":[\"When the colossus drops to 0 hit points, it crumbles and is destroyed. Any creature on the ground within 30 feet of the crumbling statue must make a {@dc 22} Dexterity saving throw, taking 22 ({@damage 4d10}) bludgeoning damage and 22 ({@damage 4d10}) fire damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Fire Absorption\",\"entries\":[\"Whenever the colossus is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.\"]},{\"name\":\"Immutable Form\",\"entries\":[\"The colossus is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The colossus's weapon attacks are magical.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The colossus deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The colossus of Akros makes two melee attacks.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 16} to hit, reach 15 ft., or range 200/600 ft., one target. {@h}23 ({@damage 4d6 + 9}) piercing damage, or 27 ({@damage 4d8 + 9}) piercing damage if used with two hands to make a melee attack. If the colossus makes a ranged attack with this spear, the spear magically returns to its hand after the attack.\"]},{\"name\":\"Sword\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}36 ({@damage 6d8 + 9}) slashing damage.\"]},{\"name\":\"Flames of Akros {@recharge}\",\"entries\":[\"Magical flames issue from the colossus toward up to three creatures the colossus can see within 90 feet of it. Each target must make a {@dc 24} Dexterity saving throw, taking 36 ({@damage 8d8}) fire damage on a failed save, or half as much damage on a successful one. On a failed save, a target also magically catches fire for 1 minute. At the end of each of its turns thereafter, the burning target repeats the saving throw. It takes 18 ({@damage 4d8}) fire damage on a failed save, and the effect ends on a successful one.\"]}],\"attachedItems\":[\"spear|phb\"],\"traitTags\":[\"Damage Absorption\",\"Immutable Form\",\"Magic Weapons\",\"Siege Monster\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\",\"CS\"],\"damageTags\":[\"B\",\"F\",\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RW\",\"THW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Doomwake Giant\",\"source\":\"MOT\",\"page\":224,\"size\":[\"H\"],\"type\":\"giant\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":162,\"formula\":\"13d12 + 78\"},\"speed\":{\"walk\":40},\"str\":24,\"dex\":12,\"con\":22,\"int\":12,\"wis\":14,\"cha\":16,\"save\":{\"con\":\"+10\",\"wis\":\"+6\"},\"skill\":{\"intimidation\":\"+7\",\"perception\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"frightened\",\"poisoned\"],\"languages\":[\"Giant\"],\"cr\":\"11\",\"trait\":[{\"name\":\"Aura of Erebos\",\"entries\":[\"Any creature that starts its turn within 10 feet of the giant must succeed on a {@dc 18} Constitution saving throw, or it takes 10 ({@damage 3d6}) necrotic damage and can't regain hit points until the start of its next turn. On a successful saving throw, the creature is immune to the giant's Aura of Erebos for 24 hours.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The giant has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giant makes two slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 15 ft., one target. {@h}20 ({@damage 3d8 + 7}) bludgeoning damage plus 10 ({@damage 3d6}) necrotic damage.\"]},{\"name\":\"Noxious Gust {@recharge 5}\",\"entries\":[\"The giant exhales a mighty gust that creates a blast of deadly mist in a 60-foot line that is 10 feet wide. Each creature in that line must make a {@dc 18} Constitution saving throw. On a failed save, the creature takes 36 ({@damage 8d8}) necrotic damage and is knocked {@condition prone}. On a successful save, a creature takes half as much damage and isn't knocked {@condition prone}.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\"],\"damageTags\":[\"B\",\"N\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Eater of Hope\",\"source\":\"MOT\",\"page\":220,\"size\":[\"L\"],\"type\":\"fiend\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":90,\"formula\":\"12d10 + 24\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":19,\"dex\":17,\"con\":14,\"int\":12,\"wis\":11,\"cha\":16,\"save\":{\"con\":\"+5\",\"cha\":\"+6\"},\"skill\":{\"deception\":\"+6\",\"intimidation\":\"+6\",\"persuasion\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"resist\":[\"cold\",\"necrotic\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\",\"Infernal\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Insatiable Greed\",\"entries\":[\"The eater of hope can sense the presence of gold within 1,000 feet of itself. It can determine which location has the greatest amount of gold and can sense the direction to that site. If the gold is being moved, it knows the direction of the movement. It can't locate gold if any thickness of clay or lead, even a thin sheet, blocks a direct path between it and the gold.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The eater of hope has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The eater of hope makes two attacks with its claws.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage plus 7 ({@damage 2d6}) necrotic damage.\"]},{\"name\":\"Breath of Hopelessness {@recharge 5}\",\"entries\":[\"The eater of hope exhales a miasma of Underworld winds in a 30-foot cone. Each creature in that area must make a {@dc 14} Charisma saving throw. On a failed save, the target takes 26 ({@damage 4d12}) necrotic damage and is cursed for 1 minute. While cursed in this way, the target takes an extra 6 ({@damage 1d12}) necrotic damage whenever the eater of hope hits it with an attack. On a successful save, the target takes half as much damage and isn't cursed.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"I\"],\"damageTags\":[\"N\",\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fleecemane Lion\",\"source\":\"MOT\",\"page\":223,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":45,\"formula\":\"6d10 + 12\"},\"speed\":{\"walk\":50},\"str\":19,\"dex\":16,\"con\":14,\"int\":6,\"wis\":14,\"cha\":10,\"save\":{\"str\":\"+6\",\"con\":\"+4\"},\"skill\":{\"perception\":\"+4\",\"stealth\":\"+5\"},\"passive\":14,\"cr\":\"3\",\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The lion has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Pounce\",\"entries\":[\"If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the lion can make one bite attack against it as a bonus action.\"]},{\"name\":\"Running Leap\",\"entries\":[\"With a 10-foot running start, the lion can long jump up to 25 feet.\"]},{\"name\":\"Spell Turning\",\"entries\":[\"The lion has advantage on saving throws against any spell that targets only the lion (not an area). If the lion's saving throw succeeds and the spell is of 4th level or lower, the spell has no effect on the lion and instead targets the caster.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The lion makes two attacks: one with its bite and one with its claw.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage.\"]}],\"legendaryActions\":2,\"legendary\":[{\"name\":\"Claw\",\"entries\":[\"The lion makes one claw attack.\"]},{\"name\":\"Roar (Costs 2 Actions)\",\"entries\":[\"The lion emits a magical roar. Each creature within 60 feet of the lion that can hear the roar must succeed on a {@dc 12} Wisdom saving throw or be {@condition frightened} of the lion until the end of the lion's next turn.\"]}],\"traitTags\":[\"Keen Senses\",\"Pounce\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\",\"prone\"],\"savingThrowForced\":[\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Flitterstep Eidolon\",\"source\":\"MOT\",\"page\":222,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"A\"],\"ac\":[14],\"hp\":{\"average\":44,\"formula\":\"8d8 + 8\"},\"speed\":{\"walk\":40},\"str\":8,\"dex\":18,\"con\":13,\"int\":11,\"wis\":12,\"cha\":10,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+8\"},\"passive\":13,\"resist\":[\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"restrained\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Blurred Form\",\"entries\":[\"Attack rolls against the eidolon are made with disadvantage unless the eidolon is {@condition incapacitated}.\"]},{\"name\":\"Evasion\",\"entries\":[\"If the eidolon is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the eidolon instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's {@condition incapacitated}.\"]},{\"name\":\"Incorporeal Movement\",\"entries\":[\"The eidolon can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]},{\"name\":\"Turn Resistance\",\"entries\":[\"The eidolon has advantage on saving throws against any effect that turns undead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The eidolon makes two melee attacks. Immediately before or after one of its attacks, it can use Flitterstep if it is available.\"]},{\"name\":\"Flickering Dagger\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage plus 3 ({@damage 1d6}) psychic damage.\"]},{\"name\":\"Flitterstep {@recharge 5}\",\"entries\":[\"The eidolon magically teleports to an unoccupied space it can see within 30 feet of it. If it makes an attack immediately after teleporting, it has advantage on the attack roll.\"]}],\"traitTags\":[\"Incorporeal Movement\",\"Turn Resistance\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"O\",\"P\",\"Y\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Ghostblade Eidolon\",\"source\":\"MOT\",\"page\":222,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"A\"],\"ac\":[12],\"hp\":{\"average\":55,\"formula\":\"10d8 + 10\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":15,\"con\":12,\"int\":13,\"wis\":12,\"cha\":14,\"skill\":{\"acrobatics\":\"+5\",\"athletics\":\"+6\",\"perception\":\"+4\"},\"passive\":14,\"resist\":[\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"restrained\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Blurred Form\",\"entries\":[\"Attack rolls against the eidolon are made with disadvantage unless the eidolon is {@condition incapacitated}.\"]},{\"name\":\"Incorporeal Movement\",\"entries\":[\"The eidolon can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]},{\"name\":\"Turn Resistance\",\"entries\":[\"The eidolon has advantage on saving throws against any effect that turns undead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The eidolon makes two ghostblade attacks.\"]},{\"name\":\"Ghostblade\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 3}) slashing damage plus 11 ({@damage 2d10}) force damage.\"]}],\"traitTags\":[\"Incorporeal Movement\",\"Turn Resistance\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"O\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gold-Forged Sentinel\",\"source\":\"MOT\",\"page\":211,\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":76,\"formula\":\"8d10 + 32\"},\"speed\":{\"walk\":40,\"fly\":60},\"str\":18,\"dex\":13,\"con\":19,\"int\":3,\"wis\":16,\"cha\":10,\"skill\":{\"perception\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands one language of its creator but can't speak\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Charge\",\"entries\":[\"If the sentinel moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 10 ({@damage 3d6}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Spell Turning\",\"entries\":[\"The sentinel has advantage on saving throws against any spell that targets only the sentinel (not an area). If the sentinel's saving throw succeeds and the spell is of 4th level or lower, the spell has no effect on the sentinel and instead targets the caster.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The sentinel makes two ram attacks.\"]},{\"name\":\"Ram\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage.\"]},{\"name\":\"Fire Breath {@recharge 5}\",\"entries\":[\"The sentinel exhales fire in a 15-foot cone. Each creature in that area must make a {@dc 15} Dexterity saving throw, taking 27 ({@damage 6d8}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"traitTags\":[\"Charge\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"B\",\"F\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hippocamp\",\"source\":\"MOT\",\"page\":227,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":22,\"formula\":\"4d10\"},\"speed\":{\"walk\":20,\"swim\":50},\"str\":14,\"dex\":15,\"con\":11,\"int\":5,\"wis\":10,\"cha\":6,\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"resist\":[\"cold\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The hippocamp can breathe air and water.\"]},{\"name\":\"Charge\",\"entries\":[\"If the hippocamp moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 ({@damage 2d6}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 12} Strength saving throw or be knocked {@condition prone}.\"]}],\"action\":[{\"name\":\"Hooves\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage.\"]},{\"name\":\"Ram\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage.\"]}],\"traitTags\":[\"Amphibious\",\"Charge\"],\"senseTags\":[\"SD\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hundred-Handed One\",\"source\":\"MOT\",\"page\":225,\"size\":[\"H\"],\"type\":\"giant\",\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":243,\"formula\":\"18d12 + 126\"},\"speed\":{\"walk\":40},\"str\":26,\"dex\":15,\"con\":25,\"int\":14,\"wis\":16,\"cha\":16,\"save\":{\"con\":\"+12\",\"wis\":\"+8\"},\"skill\":{\"intimidation\":\"+8\",\"perception\":\"+8\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":18,\"conditionImmune\":[\"frightened\"],\"languages\":[\"Giant\"],\"cr\":\"15\",\"trait\":[{\"name\":\"Reactive\",\"entries\":[\"The giant can take one reaction on every turn in a combat.\"]},{\"name\":\"Vigilant\",\"entries\":[\"The giant can't be {@status surprised}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giant makes four longsword attacks or two rock attacks.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}21 ({@damage 3d8 + 8}) slashing damage.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 13} to hit, range 60/240 ft., one target. {@h}30 ({@damage 4d10 + 8}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 21} Strength saving throw or be knocked {@condition prone}.\"]}],\"reaction\":[{\"name\":\"Deflect Attack\",\"entries\":[\"The giant adds 5 to its AC against one weapon attack that would hit it. To do so, the giant must see the attacker and be wielding a melee weapon.\"]}],\"attachedItems\":[\"longsword|phb\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\"],\"damageTags\":[\"B\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hythonia\",\"isNamedCreature\":true,\"source\":\"MOT\",\"page\":252,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":199,\"formula\":\"21d10 + 84\"},\"speed\":{\"walk\":40,\"climb\":40,\"swim\":40},\"str\":21,\"dex\":17,\"con\":19,\"int\":14,\"wis\":16,\"cha\":18,\"save\":{\"str\":\"+11\",\"con\":\"+10\",\"cha\":\"+10\"},\"skill\":{\"deception\":\"+10\",\"insight\":\"+9\",\"perception\":\"+9\",\"stealth\":\"+9\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":19,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Common\"],\"cr\":\"17\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Hythonia's spellcasting ability is Charisma (spell save {@dc 18}). She can innately cast {@spell animate objects} once per day requiring no material components.\"],\"daily\":{\"1\":[\"{@spell animate objects}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Hythonia fails a saving throw, she can choose to succeed instead.\"]},{\"name\":\"Petrifying Gaze\",\"entries\":[\"When a creature that can see Hythonia's eyes starts its turn within 30 feet of her, Hythonia can force it to make a {@dc 18} Constitution saving throw if she isn't {@condition incapacitated} and can see the creature. If the saving throw fails by 5 or more, the creature is instantly {@condition petrified}. Otherwise, on a failed save the creature begins to turn to stone and is {@condition restrained}. The {@condition restrained} creature must repeat the saving throw at the end of its next turn, becoming {@condition petrified} on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the {@spell greater restoration} spell or other magic. Unless {@status surprised}, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see Hythonia until the start of its next turn, when it can avert its eyes again. If the creature looks at Hythonia in the meantime, it must immediately make the save. If Hythonia sees herself reflected on a polished surface within 30 feet of her and in an area of bright light, she is affected by her own gaze.\"]},{\"name\":\"Shed Skin (Mythic Trait; Recharges after a Short or Long Rest)\",\"entries\":[\"If Hythonia is reduced to 0 hit points, she doesn't die or fall {@condition unconscious}. Instead, she sheds her skin, regains 199 hit points, and moves up to her speed without provoking opportunity attacks.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Hythonia makes three attacks: one with her claws, one to constrict, and one with her snaky hair.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage plus 4 ({@damage 1d8}) poison damage.\"]},{\"name\":\"Constrict\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 15 ft., one Large or smaller creature. {@h}16 ({@damage 2d10 + 5}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 19}). Until this grapple ends, the target is {@condition restrained} and takes 15 ({@damage 3d6 + 5}) bludgeoning damage at the start of each of its turns, and Hythonia can't constrict another target.\"]},{\"name\":\"Snaky Hair\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}31 ({@damage 4d12 + 5}) bludgeoning damage, and Hythonia can pull the target up to 5 feet closer to her if it is a Large or smaller creature.\"]}],\"legendary\":[{\"name\":\"Move\",\"entries\":[\"Hythonia moves up to her speed without provoking opportunity attacks.\"]},{\"name\":\"Snaky Hair\",\"entries\":[\"Hythonia makes one attack with her snaky hair.\"]},{\"name\":\"Petrified Earth (Costs 2 Actions)\",\"entries\":[\"Hythonia causes stone spikes to erupt from the ground in a 30-foot radius centered on her. The area becomes {@quickref difficult terrain||3} until the start of her next turn. Any creature, other than Hythonia, takes 9 ({@damage 2d8}) piercing damage for every 5 feet it moves on those spikes.\"]}],\"mythicHeader\":[\"If Hythonia's mythic trait is active, she can use the options below as legendary actions for 1 hour after using Shed Skin.\"],\"mythic\":[{\"name\":\"Numbing Claws\",\"entries\":[\"Hythonia makes two attacks with her claws. If both attacks hit the same creature, it takes an extra 7 ({@damage 2d6}) poison damage and must succeed on a DC 18 Constitution saving throw or become {@condition paralyzed} until the start of her next turn.\"]},{\"name\":\"Look at Me (Costs 3 Actions)\",\"entries\":[\"Hythonia can force a sighted creature she has {@condition grappled} to see her eyes and be affected by her gaze.\"]}],\"legendaryGroup\":{\"name\":\"Hythonia\",\"source\":\"MOT\"},\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\",\"I\",\"P\",\"S\"],\"damageTagsLegendary\":[\"B\",\"P\"],\"damageTagsSpell\":[\"B\",\"P\",\"S\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"petrified\",\"restrained\"],\"conditionInflictLegendary\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedLegendary\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ironscale Hydra\",\"source\":\"MOT\",\"page\":231,\"size\":[\"G\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":181,\"formula\":\"11d20 + 66\"},\"speed\":{\"walk\":40,\"swim\":40},\"str\":22,\"dex\":10,\"con\":22,\"int\":2,\"wis\":10,\"cha\":7,\"skill\":{\"perception\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":18,\"immune\":[\"acid\"],\"cr\":\"12\",\"trait\":[{\"name\":\"Acidic Blood\",\"entries\":[\"When the hydra takes piercing or slashing damage, each creature within 5 feet of the hydra takes 9 ({@damage 2d8}) acid damage.\"]},{\"name\":\"Hold Breath\",\"entries\":[\"The hydra can hold its breath for 1 hour.\"]},{\"name\":\"Multiple Heads\",\"entries\":[\"The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, or knocked {@condition unconscious}. Whenever the hydra takes 35 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.\"]},{\"name\":\"Reactive Heads\",\"entries\":[\"For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.\"]},{\"name\":\"Wakeful\",\"entries\":[\"While the hydra sleeps, at least one of its heads is awake.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hydra makes as many bite attacks as it has heads.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 15 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage.\"]}],\"traitTags\":[\"Hold Breath\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"A\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lampad\",\"group\":[\"Nymph\"],\"source\":\"MOT\",\"page\":235,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"8d8 + 16\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":13,\"con\":14,\"int\":11,\"wis\":12,\"cha\":18,\"skill\":{\"deception\":\"+6\",\"intimidation\":\"+6\"},\"passive\":11,\"resist\":[\"necrotic\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Common\",\"Sylvan\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The lampad's spellcasting ability is Charisma ({@hit 6} to hit with spell attacks). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell chill touch} (see \\\"Actions\\\" below)\",\"{@spell gentle repose}\"],\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Corpse Stride\",\"entries\":[\"Once on its turn, the lampad can use 10 feet of its movement to step magically into one creature's corpse within its reach and emerge from a second creature's corpse within 60 feet of the first corpse, appearing in an unoccupied space within 5 feet of the second corpse. Both corpses must be Medium or bigger.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The lampad has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The lampad attacks twice with its necrotic touch or chill touch.\"]},{\"name\":\"Necrotic Touch\",\"entries\":[\"{@atk ms} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) necrotic damage.\"]},{\"name\":\"Chill Touch (Cantrip)\",\"entries\":[\"{@atk rs} {@hit 6} to hit, range 120 ft., one creature. {@h}9 ({@damage 2d8}) necrotic damage, and the target can't regain hit points until the start of the lampad's next turn. If the target is undead, it has disadvantage on attack rolls against the lampad until the end of the lampad's next turn.\"]}],\"traitTags\":[\"Magic Resistance\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"N\"],\"damageTagsSpell\":[\"N\"],\"spellcastingTags\":[\"I\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Leonin Iconoclast\",\"source\":\"MOT\",\"page\":232,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"leonin\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":17,\"from\":[\"Unarmored Defense\"]}],\"hp\":{\"average\":67,\"formula\":\"9d8 + 27\"},\"speed\":{\"walk\":40},\"str\":14,\"dex\":18,\"con\":16,\"int\":13,\"wis\":17,\"cha\":10,\"save\":{\"dex\":\"+7\",\"wis\":\"+6\"},\"skill\":{\"arcana\":\"+4\",\"insight\":\"+6\",\"intimidation\":\"+3\",\"stealth\":\"+7\",\"survival\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Common\",\"Leonin\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The leonin's spellcasting ability is Wisdom (spell save {@dc 14}). It can innately cast the following spells, requiring no material components:\"],\"daily\":{\"1e\":[\"{@spell banishment}\",\"{@spell detect evil and good}\"]},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Evasion\",\"entries\":[\"If the leonin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's {@condition incapacitated}.\"]},{\"name\":\"Unarmored Defense\",\"entries\":[\"While the leonin is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The leonin makes three weapon attacks.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage plus 7 ({@damage 2d6}) force damage.\"]},{\"name\":\"Dart\",\"entries\":[\"{@atk rw} {@hit 7} to hit, range 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage.\"]}],\"attachedItems\":[\"dart|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"O\",\"P\",\"S\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\",\"RW\",\"THW\"],\"conditionInflictSpell\":[\"incapacitated\"],\"savingThrowForcedSpell\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Medusa\",\"source\":\"MOT\",\"page\":206,\"_copy\":{\"name\":\"Medusa\",\"source\":\"MM\",\"_mod\":{\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Multiattack\",\"items\":{\"name\":\"Multiattack\",\"entries\":[\"The medusa makes either three melee attacks—one with its snake hair, one to constrict, and one with its shortsword—or two ranged attacks with its longbow.\"]}},{\"mode\":\"appendArr\",\"items\":{\"name\":\"Constrict\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 10 ft., one target. {@h}7 ({@damage 2d6}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 11}). Until this grapple ends, the target is {@condition restrained}, and the medusa can't constrict another target.\"]}}]}},\"damageTags\":[\"B\",\"I\",\"P\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Meletian Hoplite\",\"source\":\"MOT\",\"page\":229,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item breastplate|PHB}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":49,\"formula\":\"9d8 + 9\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":14,\"con\":12,\"int\":16,\"wis\":13,\"cha\":11,\"save\":{\"dex\":\"+4\",\"int\":\"+5\"},\"skill\":{\"arcana\":\"+5\",\"history\":\"+5\",\"perception\":\"+3\"},\"passive\":13,\"languages\":[\"Common\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The hoplite is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell mage hand}\",\"{@spell minor illusion}\",\"{@spell ray of frost} (see \\\"Actions\\\" below)\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell color spray}\",\"{@spell expeditious retreat}\",\"{@spell sleep}\"]},\"2\":{\"slots\":2,\"spells\":[\"{@spell blur}\",\"{@spell cloud of daggers}\",\"{@spell invisibility}\"]}},\"ability\":\"int\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hoplite makes three weapon attacks. It can replace one weapon attack with ray of frost.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, or 7 ({@damage 1d8 + 3}) piercing damage if used with two hands to make a melee attack.\"]},{\"name\":\"Shield Bash\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Ray of Frost (Cantrip)\",\"entries\":[\"{@atk rs} {@hit 5} to hit, range 60 ft., one creature. {@h}4 ({@damage 1d8}) cold damage, and the target's speed is reduced by 10 feet until the start of the hoplite's next turn.\"]}],\"attachedItems\":[\"spear|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\",\"C\",\"P\"],\"damageTagsSpell\":[\"C\",\"S\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"prone\"],\"conditionInflictSpell\":[\"blinded\",\"invisible\",\"unconscious\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Naiad\",\"group\":[\"Nymph\"],\"source\":\"MOT\",\"page\":236,\"otherSources\":[{\"source\":\"CM\"}],\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":31,\"formula\":\"7d8\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":10,\"dex\":16,\"con\":11,\"int\":15,\"wis\":10,\"cha\":18,\"skill\":{\"persuasion\":\"+6\",\"sleight of hand\":\"+5\"},\"passive\":10,\"resist\":[\"psychic\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Common\",\"Sylvan\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The naiad's spellcasting ability is Charisma (spell save {@dc 14}). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell minor illusion}\"],\"daily\":{\"3\":[\"{@spell phantasmal force}\"],\"1e\":[\"{@spell fly}\",\"{@spell hypnotic pattern}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The naiad can breathe air and water.\"]},{\"name\":\"Invisible in Water\",\"entries\":[\"The naiad is {@condition invisible} while fully immersed in water.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The naiad has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The naiad makes two psychic touch attacks.\"]},{\"name\":\"Psychic Touch\",\"entries\":[\"{@atk ms} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) psychic damage.\"]}],\"traitTags\":[\"Amphibious\",\"Magic Resistance\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"Y\"],\"damageTagsSpell\":[\"Y\"],\"spellcastingTags\":[\"I\"],\"conditionInflict\":[\"invisible\"],\"conditionInflictSpell\":[\"charmed\",\"incapacitated\"],\"savingThrowForcedSpell\":[\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Nightmare Shepherd\",\"source\":\"MOT\",\"page\":221,\"size\":[\"L\"],\"type\":\"fiend\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":133,\"formula\":\"14d10 + 56\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":19,\"dex\":15,\"con\":18,\"int\":14,\"wis\":17,\"cha\":20,\"save\":{\"con\":\"+8\",\"wis\":\"+7\"},\"skill\":{\"arcana\":\"+6\",\"deception\":\"+9\",\"perception\":\"+7\",\"persuasion\":\"+9\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":17,\"resist\":[\"cold\",\"necrotic\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\",\"Infernal\"],\"cr\":\"11\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The shepherd's spellcasting ability is Charisma (spell save {@dc 17}). It can innately cast the following spells, requiring no material components:\"],\"daily\":{\"1e\":[\"{@spell confusion}\",\"{@spell dispel magic}\",\"{@spell hold person}\",\"{@spell suggestion}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Aura of Nightmares\",\"entries\":[\"Undead creatures within 30 feet of the shepherd gain a +5 bonus to attack and damage rolls. When any other creature that isn't undead or a construct starts its turn within 30 feet of the shepherd, that creature must succeed on a {@dc 17} Wisdom saving throw or take 11 ({@damage 2d10}) psychic damage.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The shepherd has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The shepherd makes two attacks: one with its claws and one with its staff.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage plus 16 ({@damage 3d10}) necrotic damage.\"]},{\"name\":\"Staff\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage, or 13 ({@damage 2d8 + 4}) bludgeoning damage if used with two hands, plus 26 ({@damage 4d12}) psychic damage.\"]},{\"name\":\"Herd the Underworld (Recharges after a Short or Long Rest)\",\"entries\":[\"The shepherd pulls twisted souls from the Underworld; {@dice 1d6} {@creature shadow||shadows} (without Sunlight Weakness) arise in unoccupied spaces within 20 feet of the shepherd. The shadows act right after the shepherd on the same initiative count and fight until they're destroyed. They disappear when the shepherd dies.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"I\"],\"damageTags\":[\"B\",\"N\",\"S\",\"Y\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"paralyzed\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Nyx-Fleece Ram\",\"source\":\"MOT\",\"page\":233,\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":27,\"formula\":\"5d8 + 5\"},\"speed\":{\"walk\":40},\"str\":16,\"dex\":14,\"con\":12,\"int\":3,\"wis\":13,\"cha\":10,\"passive\":11,\"cr\":\"1\",\"trait\":[{\"name\":\"Charge\",\"entries\":[\"If the ram moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 ({@damage 2d4}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The ram has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Sure-Footed\",\"entries\":[\"The ram has advantage on Strength and Dexterity saving throws against effects that would knock it {@condition prone}.\"]}],\"action\":[{\"name\":\"Ram\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) bludgeoning damage plus 3 ({@damage 1d6}) force damage.\"]}],\"traitTags\":[\"Charge\",\"Magic Resistance\"],\"damageTags\":[\"B\",\"O\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Oracle\",\"source\":\"MOT\",\"page\":238,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":15,\"from\":[\"Blessings Of The Gods\"]}],\"hp\":{\"average\":44,\"formula\":\"8d8 + 8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":12,\"int\":13,\"wis\":16,\"cha\":15,\"save\":{\"wis\":\"+5\",\"cha\":\"+4\"},\"skill\":{\"insight\":\"+5\",\"persuasion\":\"+4\",\"religion\":\"+5\"},\"passive\":13,\"languages\":[\"Celestial\",\"Common\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The oracle's spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell guidance}\",\"{@spell light}\",\"{@spell thaumaturgy}\"],\"daily\":{\"3e\":[\"{@spell bless}\",\"{@spell guiding bolt}\",\"{@spell healing word}\",\"{@spell hold person}\"],\"1e\":[\"{@spell augury}\",\"{@spell scrying}\"]},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Blessings of the Gods\",\"entries\":[\"While the oracle is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. In addition, a creature that hits the oracle with a melee attack while within 5 feet of it takes 9 ({@damage 2d8}) force damage.\"]}],\"action\":[{\"name\":\"Eldritch Touch\",\"entries\":[\"{@atk ms} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) force damage.\"]}],\"reaction\":[{\"name\":\"Divine Insight (3/Day)\",\"entries\":[\"When the oracle or a creature it can see makes an attack roll, a saving throw, or an ability check, the oracle can cause the roll to be made with advantage or disadvantage.\"]}],\"languageTags\":[\"C\",\"CE\"],\"damageTags\":[\"O\"],\"damageTagsSpell\":[\"R\"],\"spellcastingTags\":[\"I\"],\"conditionInflictSpell\":[\"paralyzed\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Oread\",\"group\":[\"Nymph\"],\"source\":\"MOT\",\"page\":237,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":49,\"formula\":\"9d8 + 9\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":14,\"con\":12,\"int\":11,\"wis\":13,\"cha\":18,\"skill\":{\"acrobatics\":\"+4\",\"athletics\":\"+4\",\"performance\":\"+6\"},\"passive\":11,\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Common\",\"Sylvan\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The oread's spellcasting ability is Charisma (spell save {@dc 14}, {@hit 6} to hit with spell attacks). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell fire bolt} (see \\\"Actions\\\" below)\"],\"daily\":{\"3\":[\"{@spell burning hands}\"],\"1e\":[\"{@spell hellish rebuke} (see \\\"Reactions\\\" below)\",\"{@spell scorching ray}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Invisible in Fire\",\"entries\":[\"The oread is {@condition invisible} while fully immersed in fire.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The oread has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The oread attacks twice with its fiery touch or fire bolt.\"]},{\"name\":\"Fiery Touch\",\"entries\":[\"{@atk ms} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) fire damage.\"]},{\"name\":\"Fire Bolt (Cantrip)\",\"entries\":[\"{@atk rs} {@hit 6} to hit, range 120 ft., one target. {@h}5 ({@damage 1d10}) fire damage.\"]}],\"reaction\":[{\"name\":\"Hellish Rebuke (2nd-Level Spell; 1/Day)\",\"entries\":[\"When the oread is damaged by a creature within 60 feet of the oread that it can see, the creature that damaged the oread must make a {@dc 14} Dexterity saving throw, taking 16 ({@damage 3d10}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"traitTags\":[\"Magic Resistance\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"F\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"I\"],\"conditionInflict\":[\"invisible\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Phylaskia\",\"source\":\"MOT\",\"page\":239,\"size\":[\"L\"],\"type\":\"undead\",\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|PHB|plate}\"]}],\"hp\":{\"average\":104,\"formula\":\"11d10 + 44\"},\"speed\":{\"walk\":40},\"str\":20,\"dex\":15,\"con\":18,\"int\":10,\"wis\":16,\"cha\":14,\"save\":{\"con\":\"+8\",\"wis\":\"+7\"},\"skill\":{\"insight\":\"+7\",\"perception\":\"+7\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":17,\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"all\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Gatekeeper's Aura\",\"entries\":[\"Any creature that starts its turn within 10 feet of the phylaskia must make a {@dc 15} Wisdom saving throw. On a successful save, the creature is immune to this aura for the next 24 hours. On a failed save, the creature has disadvantage on saving throws and its speed is halved until the start of its next turn.\"]},{\"name\":\"Undead Fortitude\",\"entries\":[\"If damage reduces the phylaskia to 0 hit points, it must make a Constitution saving throw with a DC equal to 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the phylaskia drops to 1 hit point instead.\"]},{\"name\":\"Vigilant\",\"entries\":[\"The phylaskia can't be {@status surprised}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The phylaskia makes two longsword attacks and uses its Strength Drain once.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage, or 16 ({@damage 2d10 + 5}) slashing damage if used with two hands, plus 11 ({@damage 2d10}) necrotic damage.\"]},{\"name\":\"Strength Drain\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one creature. {@h}12 ({@damage 2d6 + 5}) necrotic damage. Unless the target is immune to necrotic damage, its Strength score is reduced by {@dice 1d4}. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.\"]}],\"attachedItems\":[\"longsword|phb\"],\"traitTags\":[\"Undead Fortitude\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"XX\"],\"damageTags\":[\"N\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Polukranos\",\"isNamedCreature\":true,\"source\":\"MOT\",\"page\":231,\"size\":[\"G\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":232,\"formula\":\"15d20 + 75\"},\"speed\":{\"walk\":50,\"swim\":50},\"str\":25,\"dex\":15,\"con\":21,\"int\":4,\"wis\":14,\"cha\":10,\"skill\":{\"perception\":\"+14\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":24,\"immune\":[\"acid\"],\"cr\":\"19\",\"trait\":[{\"name\":\"Acidic Blood\",\"entries\":[\"When Polukranos takes piercing or slashing damage, each creature within 5 feet of Polukranos takes 10 ({@damage 3d6}) acid damage.\"]},{\"name\":\"Hold Breath\",\"entries\":[\"Polukranos can hold its breath for 1 hour.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Polukranos fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Multiple Heads\",\"entries\":[\"Polukranos has five heads. While it has more than one head, Polukranos has advantage on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, or knocked {@condition unconscious}. Whenever Polukranos takes 40 or more damage in a single turn, one of its heads dies. If all its heads die, Polukranos dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken 40 or more fire damage since its last turn. Polukranos regains 20 hit points for each head regrown in this way.\"]},{\"name\":\"Reactive Heads\",\"entries\":[\"For each head Polukranos has beyond one, it gets an extra reaction that can be used only to make opportunity attacks.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"Polukranos deals double damage to objects and structures.\"]},{\"name\":\"Wakeful\",\"entries\":[\"While Polukranos sleeps, at least one of its heads is awake.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Polukranos makes as many bite attacks as it has heads.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}18 ({@damage 2d10 + 7}) piercing damage.\"]},{\"name\":\"Stomp\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}16 ({@damage 2d8 + 7}) bludgeoning damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}18 ({@damage 2d10 + 7}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 21} Strength saving throw or be pushed up to 20 feet away from Polukranos.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"Polukranos makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Tail Swipe\",\"entries\":[\"Polukranos makes a tail attack.\"]},{\"name\":\"Trampling Charge (Costs 3 Actions)\",\"entries\":[\"Polukranos moves up to 50 feet in a straight line and can move through the space of any creature Huge or smaller. The first time it enters each creature's space during this move, it can make a stomp attack against that creature.\"]}],\"traitTags\":[\"Hold Breath\",\"Legendary Resistances\",\"Siege Monster\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"A\",\"B\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Returned Drifter\",\"source\":\"MOT\",\"page\":240,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":11,\"formula\":\"2d8 + 2\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":15,\"con\":12,\"int\":10,\"wis\":12,\"cha\":11,\"passive\":11,\"resist\":[\"necrotic\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Turn Resistance\",\"entries\":[\"The Returned has advantage on saving throws against any effect that turns undead.\"]},{\"name\":\"Unreadable Face\",\"entries\":[\"The Returned is immune to any effect that would sense its emotions or read its thoughts. Wisdom ({@skill Insight}) checks to ascertain the Returned's intentions or sincerity are made with disadvantage.\"]}],\"action\":[{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage plus 3 ({@damage 1d6}) poison damage.\"]},{\"name\":\"Sling\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage.\"]}],\"attachedItems\":[\"scimitar|phb\",\"sling|phb\"],\"traitTags\":[\"Turn Resistance\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"B\",\"I\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Returned Kakomantis\",\"source\":\"MOT\",\"page\":240,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":65,\"formula\":\"10d8 + 20\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":17,\"con\":14,\"int\":13,\"wis\":12,\"cha\":15,\"skill\":{\"acrobatics\":\"+5\",\"athletics\":\"+2\",\"stealth\":\"+5\"},\"passive\":11,\"resist\":[\"necrotic\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Fleeting Anger\",\"entries\":[\"If another creature deals damage to the Returned, the Returned makes attack rolls with advantage until the end of its next turn.\"]},{\"name\":\"Turn Resistance\",\"entries\":[\"The Returned has advantage on saving throws against any effect that turns undead.\"]},{\"name\":\"Unreadable Face\",\"entries\":[\"The Returned is immune to any effect that would sense its emotions or read its thoughts. Wisdom ({@skill Insight}) checks to ascertain the Returned's intentions or sincerity are made with disadvantage.\"]}],\"action\":[{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 10 ({@damage 3d6}) poison damage.\"]},{\"name\":\"Underworld Bolt\",\"entries\":[\"{@atk rs} {@hit 4} to hit, range 120 ft., one creature. {@h}13 ({@damage 2d8 + 2}) necrotic damage, and the target can't regain hit points until the start of the Returned's next turn. If the target is missing any of its hit points, it instead takes 17 ({@damage 2d12 + 2}) necrotic damage.\"]}],\"attachedItems\":[\"shortsword|phb\"],\"traitTags\":[\"Turn Resistance\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"I\",\"N\",\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Returned Palamnite\",\"source\":\"MOT\",\"page\":241,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":65,\"formula\":\"10d8 + 20\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":17,\"con\":14,\"int\":13,\"wis\":12,\"cha\":15,\"skill\":{\"acrobatics\":\"+5\",\"athletics\":\"+2\",\"stealth\":\"+5\"},\"passive\":11,\"resist\":[\"necrotic\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Fleeting Anger\",\"entries\":[\"If another creature deals damage to the Returned, the Returned makes attack rolls with advantage until the end of its next turn.\"]},{\"name\":\"Turn Resistance\",\"entries\":[\"The Returned has advantage on saving throws against any effect that turns undead.\"]},{\"name\":\"Unreadable Face\",\"entries\":[\"The Returned is immune to any effect that would sense its emotions or read its thoughts. Wisdom ({@skill Insight}) checks to ascertain the Returned's intentions or sincerity are made with disadvantage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The Returned makes two shortsword attacks.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 10 ({@damage 3d6}) poison damage.\"]}],\"attachedItems\":[\"shortsword|phb\"],\"traitTags\":[\"Turn Resistance\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Returned Sentry\",\"source\":\"MOT\",\"page\":241,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item leather armor|PHB}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":22,\"formula\":\"4d8 + 4\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":15,\"con\":12,\"int\":10,\"wis\":12,\"cha\":11,\"passive\":11,\"resist\":[\"necrotic\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Pack Tactics\",\"entries\":[\"The Returned has advantage on an attack roll against a creature if at least one of the Returned's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]},{\"name\":\"Turn Resistance\",\"entries\":[\"The Returned has advantage on saving throws against any effect that turns undead.\"]},{\"name\":\"Unreadable Face\",\"entries\":[\"The Returned is immune to any effect that would sense its emotions or read its thoughts. Wisdom ({@skill Insight}) checks to ascertain the Returned's intentions or sincerity are made with disadvantage.\"]}],\"action\":[{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, or 7 ({@damage 1d8 + 3}) piercing damage if used with two hands to make a melee attack, plus 7 ({@damage 2d6}) poison damage.\"]},{\"name\":\"Sling\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage.\"]}],\"attachedItems\":[\"sling|phb\",\"spear|phb\"],\"traitTags\":[\"Pack Tactics\",\"Turn Resistance\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"B\",\"I\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Satyr Reveler\",\"source\":\"MOT\",\"page\":242,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"C\",\"N\"],\"ac\":[13],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":40},\"str\":12,\"dex\":16,\"con\":13,\"int\":12,\"wis\":10,\"cha\":16,\"skill\":{\"acrobatics\":\"+5\",\"performance\":\"+7\",\"stealth\":\"+5\"},\"passive\":10,\"languages\":[\"Common\",\"Sylvan\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Enthralling Performance\",\"entries\":[\"If the satyr performs for at least 1 minute, it chooses up to four humanoids within 60 feet of it who watched or listened to the entire performance. Each target must succeed on a {@dc 13} Wisdom saving throw or be {@condition charmed}. While {@condition charmed} in this way, the target idolizes the satyr and will take part in the satyr's revels. The {@condition charmed} condition ends for the creature after 1 hour, if it takes any damage, if the satyr attacks the target, or if the target witnesses the satyr attacking or damaging any of the target's allies.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The satyr has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Sleepless Reveler\",\"entries\":[\"Magic can't put the satyr to sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The satyr makes two ram attacks or two shortbow attacks.\"]},{\"name\":\"Ram\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}6 ({@damage 2d4 + 1}) bludgeoning damage.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]}],\"attachedItems\":[\"shortbow|phb\"],\"traitTags\":[\"Magic Resistance\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\",\"RNG\",\"RW\"],\"conditionInflict\":[\"charmed\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Satyr Thornbearer\",\"source\":\"MOT\",\"page\":243,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":38,\"formula\":\"7d8 + 7\"},\"speed\":{\"walk\":40},\"str\":12,\"dex\":18,\"con\":12,\"int\":11,\"wis\":13,\"cha\":14,\"skill\":{\"perception\":\"+5\",\"performance\":\"+6\",\"stealth\":\"+6\"},\"passive\":15,\"languages\":[\"Common\",\"Sylvan\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The satyr has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Sleepless Reveler\",\"entries\":[\"Magic can't put the satyr to sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The satyr makes three ram attacks or three shortbow attacks.\"]},{\"name\":\"Ram\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}6 ({@damage 2d4 + 1}) bludgeoning damage.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]},{\"name\":\"Hail of Arrows (Recharges after a Short or Long Rest)\",\"entries\":[\"The satyr fires an arrow that magically transforms into a flurry of missiles in a 30-foot cone. Each creature in that area must make a {@dc 14} Dexterity saving throw, taking 17 ({@damage 5d6}) piercing damage on a failed save, or half as much damage on a successful one.\"]}],\"attachedItems\":[\"shortbow|phb\"],\"traitTags\":[\"Magic Resistance\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RNG\",\"RW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Setessan Hoplite\",\"source\":\"MOT\",\"page\":229,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item leather armor|PHB|leather}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":58,\"formula\":\"9d8 + 18\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":16,\"con\":14,\"int\":13,\"wis\":16,\"cha\":11,\"save\":{\"dex\":\"+5\",\"wis\":\"+5\"},\"skill\":{\"acrobatics\":\"+5\",\"perception\":\"+5\",\"survival\":\"+5\"},\"passive\":15,\"languages\":[\"Common\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Pack Tactics\",\"entries\":[\"The hoplite has advantage on an attack roll against a creature if at least one of the hoplite's allies is within 5 feet of the hoplite and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hoplite makes two scimitar attacks or two longbow attacks.\"]},{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage plus 10 ({@damage 3d6}) poison damage.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 150/600 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 10 ({@damage 3d6}) poison damage.\"]}],\"attachedItems\":[\"longbow|phb\",\"scimitar|phb\"],\"traitTags\":[\"Pack Tactics\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Theran Chimera\",\"source\":\"MOT\",\"page\":216,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":95,\"formula\":\"10d10 + 40\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":18,\"dex\":13,\"con\":19,\"int\":3,\"wis\":14,\"cha\":10,\"save\":{\"con\":\"+7\",\"wis\":\"+5\"},\"skill\":{\"perception\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"languages\":[\"understands Draconic but can't speak\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Spell Turning\",\"entries\":[\"The chimera has advantage on a saving throw against any spell that targets only the chimera (not an area). If the chimera's saving throw is successful and the spell is of 4th level or lower, the spell has no effect on the chimera and instead targets the caster.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The chimera makes three attacks: one with its claws, one with its head, and one with its tail. When its breath weapon is available, it can use the breath in place of its head or its claws.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage.\"]},{\"name\":\"Head\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d12 + 4}) piercing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage.\"]},{\"name\":\"Breath Weapon {@recharge 5}\",\"entries\":[\"The chimera exhales fire in a 15-foot cone. Each creature in that area must make a {@dc 15} Dexterity saving throw, taking 32 ({@damage 5d12}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"CS\",\"DR\"],\"damageTags\":[\"B\",\"F\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Triton Master of Waves\",\"source\":\"MOT\",\"page\":245,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"triton\"]},\"alignment\":[\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":105,\"formula\":\"14d8 + 42\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":16,\"dex\":11,\"con\":16,\"int\":10,\"wis\":12,\"cha\":19,\"save\":{\"dex\":\"+3\",\"int\":\"+3\",\"cha\":\"+7\"},\"skill\":{\"athletics\":\"+6\",\"nature\":\"+6\",\"survival\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"cold\",\"fire\"],\"languages\":[\"Common\",\"Primordial\"],\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The triton's spellcasting ability is Charisma (spell save {@dc 15}, {@hit 7} to hit with spell attacks). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell ray of frost} (see \\\"Actions\\\" below)\"],\"daily\":{\"2\":[\"{@spell cone of cold}\"],\"1e\":[\"{@spell fog cloud}\",\"{@spell gust of wind}\",\"{@spell wind wall}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The triton can breathe air and water.\"]},{\"name\":\"Summon Water Weird (Recharges after a Short or Long Rest)\",\"entries\":[\"As a bonus action, the triton magically summons {@dice 1d4} {@creature water weird||water weirds}. The summoned weirds appear in unoccupied spaces in water within 60 feet of the triton. The water weirds act immediately after the triton on the same initiative count and fight until they're destroyed. They disappear if the triton dies.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The triton makes two attacks using Wave Touch and casts {@spell ray of frost}.\"]},{\"name\":\"Wave Touch\",\"entries\":[\"{@atk ms} {@hit 7} to hit, reach 5 ft., one target. {@h}22 ({@damage 4d10}) cold damage.\"]},{\"name\":\"Ray of Frost (Cantrip)\",\"entries\":[\"{@atk rs} {@hit 7} to hit, range 60 ft., one creature. {@h}13 ({@damage 3d8}) cold damage, and the target's speed is reduced by 10 feet until the start of the triton's next turn.\"]}],\"reaction\":[{\"name\":\"Frigid Shield\",\"entries\":[\"When a creature the triton can see targets the triton with an attack, the triton gains 10 temporary hit points. If the attack hits and reduces the temporary hit points to 0, each creature within 5 feet of the triton takes 9 ({@damage 2d8}) cold damage.\"]}],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"P\"],\"damageTags\":[\"C\"],\"damageTagsSpell\":[\"B\",\"C\"],\"spellcastingTags\":[\"I\"],\"savingThrowForcedSpell\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Triton Shorestalker\",\"source\":\"MOT\",\"page\":244,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"triton\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[13],\"hp\":{\"average\":32,\"formula\":\"5d8 + 10\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":11,\"dex\":16,\"con\":14,\"int\":10,\"wis\":15,\"cha\":11,\"skill\":{\"nature\":\"+4\",\"perception\":\"+4\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[\"cold\"],\"languages\":[\"Common\",\"Primordial\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The triton's spellcasting ability is Wisdom (spell save {@dc 12}). It can innately cast the following spells, requiring no material components:\"],\"daily\":{\"1e\":[\"{@spell fog cloud}\",\"{@spell gust of wind}\"]},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The triton can breathe air and water.\"]},{\"name\":\"Nimble Escape\",\"entries\":[\"The triton can take the Disengage or Hide actions as a bonus action on each of its turns.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The triton makes two urchin-spine shortsword attacks.\"]},{\"name\":\"Urchin-Spine Shortsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 10 ({@damage 3d6}) poison damage. If the damage reduces a creature to 0 hit points, that creature is stable but {@condition poisoned} for 1 hour, even after regaining hit points, and is {@condition paralyzed} while {@condition poisoned} in this way.\"]},{\"name\":\"Poisoned Spine\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 30/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 10 ({@damage 3d6}) poison damage.\"]}],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"P\"],\"damageTags\":[\"I\",\"P\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"savingThrowForcedSpell\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tromokratis\",\"isNamedCreature\":true,\"source\":\"MOT\",\"page\":254,\"size\":[\"G\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"titan\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":22,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":409,\"formula\":\"21d20 + 189\"},\"speed\":{\"walk\":30,\"swim\":80},\"str\":30,\"dex\":11,\"con\":29,\"int\":22,\"wis\":11,\"cha\":10,\"save\":{\"int\":\"+14\",\"wis\":\"+8\"},\"senses\":[\"blindsight 120 ft.\"],\"passive\":10,\"resist\":[\"cold\",\"lightning\",\"thunder\"],\"immune\":[\"fire\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"frightened\",\"paralyzed\",\"restrained\"],\"cr\":\"26\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"Tromokratis can breathe air and water.\"]},{\"name\":\"Hearts of the Kraken (Mythic Trait; Recharges after a Short or Long Rest)\",\"entries\":[\"When Tromokratis is reduced to 0 hit points, it doesn't die or fall {@condition unconscious}. Instead, the damage creates cracks in its carapace, revealing its hearts. Tromokratis has four hearts: two on its chest, one on its back, and one at the base of its tail. A heart has an AC of 22 and 100 hit points. It is immune to bludgeoning, piercing, and slashing damage from nonmagical attacks, and it is immune to all conditions. If it is forced to make a saving throw, treat its ability scores as 10 (+0). If it finishes a short or long rest, the carapace heals, any destroyed hearts regenerate, and the hearts are covered again. Tromokratis dies when all the hearts are destroyed.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Tromokratis fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"Tromokratis's weapon attacks are magical.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"Tromokratis deals double damage to objects and structures.\"]},{\"name\":\"Spell-Resistant Carapace\",\"entries\":[\"Tromokratis has advantage on saving throws against spells, and any creature that makes a spell attack against Tromokratis has disadvantage on the attack roll.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Tromokratis makes three attacks: one with its pincer, one with its tail, and one with its tentacle grasp.\"]},{\"name\":\"Pincer\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 20 ft., one target. {@h}20 ({@damage 3d6 + 10}) bludgeoning damage, and if the target is a creature, it is {@condition grappled} (escape {@dc 26}). Until the grapple ends, the target is {@condition restrained}, and Tromokratis can't use this attack on anyone else.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 20 ft., one target. {@h}23 ({@damage 3d8 + 10}) bludgeoning damage, and if the target is a creature, it is knocked {@condition prone}.\"]},{\"name\":\"Tentacle Grasp\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 20 ft., one creature. {@h}20 ({@damage 3d6 + 10}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 26}). If the target doesn't escape by the end of its next turn, Tromokratis throws the target up to 60 feet in a straight line. The target lands {@condition prone} and takes 21 ({@damage 6d6}) bludgeoning damage.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 5 ft., one target. {@h}29 ({@damage 3d12 + 10}) piercing damage. If the target is a Large or smaller creature {@condition grappled} by Tromokratis, that creature is swallowed, and the grapple ends. While swallowed, the creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside Tromokratis, and it takes 42 ({@damage 12d6}) acid damage at the start of each of Tromokratis's turns. If Tromokratis takes 50 damage or more on a single turn from a creature inside it, Tromokratis must succeed on a {@dc 20} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of Tromokratis. If Tromokratis dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 15 feet of movement, exiting {@condition prone}.\"]}],\"legendary\":[{\"name\":\"Move\",\"entries\":[\"Tromokratis moves up to half its speed.\"]},{\"name\":\"Tail\",\"entries\":[\"Tromokratis makes one tail attack.\"]},{\"name\":\"Bite (Costs 3 Actions)\",\"entries\":[\"Tromokratis makes one bite attack.\"]}],\"mythicHeader\":[\"If Tromokratis's mythic trait is active, it can use the options below as legendary actions for 1 hour after using Hearts of the Kraken.\"],\"mythic\":[{\"name\":\"Rampage\",\"entries\":[\"Tromokratis makes two attacks: one with its tail and one with its tentacle grasp.\"]},{\"name\":\"Coral Growth (Costs 2 Actions)\",\"entries\":[\"Each creature within 10 feet of Tromokratis must make a DC 25 Dexterity saving throw, taking 13 ({@damage 3d8}) slashing damage on a failed save, or half as much damage on a successful one. Until the start of its next turn, Tromokratis and its hearts gain a +2 bonus to AC.\"]}],\"legendaryGroup\":{\"name\":\"Tromokratis\",\"source\":\"MOT\"},\"traitTags\":[\"Amphibious\",\"Legendary Resistances\",\"Magic Weapons\",\"Siege Monster\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\",\"Swallow\"],\"damageTags\":[\"A\",\"B\",\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"grappled\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Two-Headed Cerberus\",\"source\":\"MOT\",\"page\":215,\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"L\",\"E\"],\"ac\":[12],\"hp\":{\"average\":39,\"formula\":\"6d8 + 12\"},\"speed\":{\"walk\":40},\"str\":15,\"dex\":14,\"con\":14,\"int\":3,\"wis\":13,\"cha\":6,\"skill\":{\"perception\":\"+5\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"immune\":[\"fire\",\"necrotic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"stunned\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Aggressive\",\"entries\":[\"As a bonus action, the cerberus can move up to its speed toward a hostile creature that it can see.\"]},{\"name\":\"Multiheaded\",\"entries\":[\"The cerberus can't be {@status surprised}, and it has advantage on saving throws against being knocked {@condition unconscious}.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The cerberus has advantage on an attack roll against a creature if at least one of the cerberus's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The cerberus makes two bite attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage plus 2 ({@damage 1d4}) fire damage.\"]},{\"name\":\"Breath Weapon {@recharge 5}\",\"entries\":[\"The cerberus exhales a 15-foot cone of molten rock. Each creature in the cone must make a {@dc 12} Dexterity saving throw, taking 10 ({@damage 3d6}) fire damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also {@condition restrained} by the hardening rock. A creature can make a {@dc 12} Strength ({@skill Athletics}) check as an action, freeing itself or a creature within reach from the rock on a success. The rock has AC 17 and 10 hit points, and it is immune to fire, poison, and psychic damage.\"]}],\"traitTags\":[\"Aggressive\",\"Pack Tactics\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"damageTags\":[\"F\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"restrained\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Typhon\",\"source\":\"MOT\",\"page\":246,\"size\":[\"H\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":195,\"formula\":\"17d12 + 85\"},\"speed\":{\"walk\":40},\"str\":24,\"dex\":10,\"con\":20,\"int\":7,\"wis\":12,\"cha\":13,\"save\":{\"con\":\"+10\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"immune\":[\"acid\",\"necrotic\"],\"languages\":[\"Common\"],\"cr\":\"15\",\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The typhon has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The typhon regains 20 hit points at the start of its turn. If it takes radiant damage, this trait doesn't function at the start of its next turn. The typhon dies only if it starts its turn with 0 hit points and doesn't regenerate.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The typhon makes three attacks: one with its Flurry of Bites, one to constrict, and one with its maw.\"]},{\"name\":\"Flurry of Bites\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}35 ({@damage 8d6 + 7}) piercing damage.\"]},{\"name\":\"Constrict\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 15 ft., one Large or smaller creature. {@h}17 ({@damage 3d6 + 7}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 19}). Until this grapple ends, the target is {@condition restrained} and takes 17 ({@damage 3d6 + 7}) bludgeoning damage at the start of each of its turns. The typhon can have up to two creatures constricted.\"]},{\"name\":\"Maw\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}26 ({@damage 3d12 + 7}) piercing damage plus 19 ({@damage 3d12}) acid damage.\"]}],\"traitTags\":[\"Keen Senses\",\"Regeneration\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"A\",\"B\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Underworld Cerberus\",\"source\":\"MOT\",\"page\":215,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":104,\"formula\":\"11d10 + 44\"},\"speed\":{\"walk\":60},\"str\":19,\"dex\":12,\"con\":18,\"int\":10,\"wis\":16,\"cha\":9,\"skill\":{\"athletics\":\"+7\",\"perception\":\"+9\",\"stealth\":\"+4\"},\"senses\":[\"truesight 30 ft.\"],\"passive\":19,\"immune\":[\"fire\",\"necrotic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"stunned\"],\"languages\":[\"understands all languages but can't speak\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Aggressive\",\"entries\":[\"As a bonus action, the cerberus can move up to its speed toward a hostile creature that it can see.\"]},{\"name\":\"Multiheaded\",\"entries\":[\"The cerberus can't be {@status surprised}, and it has advantage on saving throws against being knocked {@condition unconscious}.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The cerberus has advantage on an attack roll against a creature if at least one of the cerberus's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The cerberus makes three bite attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage plus 3 ({@damage 1d6}) fire damage.\"]},{\"name\":\"Breath Weapon {@recharge 5}\",\"entries\":[\"The cerberus exhales a 30-foot cone of molten rock. Each creature in the cone must make a {@dc 15} Dexterity saving throw, taking 21 ({@damage 6d6}) fire damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also {@condition restrained} by the hardening rock. A creature can make a {@dc 15} Strength ({@skill Athletics}) check as an action, freeing itself or a creature within reach from the rock on a success. The rock has AC 17 and 20 hit points, and it is immune to fire, poison, and psychic damage.\"]}],\"traitTags\":[\"Aggressive\",\"Pack Tactics\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"CS\",\"XX\"],\"damageTags\":[\"F\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"restrained\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Winged Bull\",\"source\":\"MOT\",\"page\":214,\"size\":[\"L\"],\"type\":\"celestial\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":95,\"formula\":\"10d10 + 40\"},\"speed\":{\"walk\":60,\"fly\":60},\"str\":20,\"dex\":14,\"con\":18,\"int\":6,\"wis\":10,\"cha\":5,\"passive\":10,\"languages\":[\"understands Celestial but can't speak\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Charge\",\"entries\":[\"If the bull moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, the target takes an extra 19 ({@damage 3d12}) piercing damage.\"]}],\"action\":[{\"name\":\"Gore\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}18 ({@damage 2d12 + 5}) piercing damage.\"]}],\"traitTags\":[\"Charge\"],\"languageTags\":[\"CE\",\"CS\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Winged Lion\",\"source\":\"MOT\",\"page\":214,\"size\":[\"L\"],\"type\":\"celestial\",\"alignment\":[\"U\"],\"ac\":[13],\"hp\":{\"average\":114,\"formula\":\"12d10 + 48\"},\"speed\":{\"walk\":60,\"fly\":60},\"str\":20,\"dex\":16,\"con\":18,\"int\":6,\"wis\":14,\"cha\":5,\"passive\":12,\"languages\":[\"understands Celestial but can't speak\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Pounce\",\"entries\":[\"If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the lion can make one bite attack against it as a bonus action.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage.\"]}],\"traitTags\":[\"Pounce\"],\"languageTags\":[\"CE\",\"CS\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Woe Strider\",\"source\":\"MOT\",\"page\":247,\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":110,\"formula\":\"13d10 + 39\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":18,\"dex\":15,\"con\":16,\"int\":8,\"wis\":14,\"cha\":14,\"skill\":{\"intimidation\":\"+5\",\"perception\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":15,\"conditionImmune\":[\"frightened\"],\"languages\":[\"telepathy 120 ft.\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Antimagic Cone\",\"entries\":[\"The woe strider's open mouth creates an area of antimagic, as in the {@spell antimagic field} spell, in a 60-foot cone. At the start of each of its turns, the woe strider decides which way the cone faces and whether its mouth is open or closed.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The woe strider makes two claw attacks and one bite attack. If both claws hit the same creature, the target is {@condition grappled} (escape {@dc 14}).\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage plus 3 ({@damage 1d6}) psychic damage.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one creature that is {@condition grappled}, {@condition incapacitated}, or {@condition restrained}. {@h}13 ({@damage 2d8 + 4}) piercing damage plus 16 ({@damage 3d10}) psychic damage. In addition, each magic item the creature is carrying that isn't an artifact has its magical properties suppressed for 1 minute.\"]}],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\"],\"damageTags\":[\"P\",\"S\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-mpmm.json`] = JSON.parse("{\"_meta\":{\"otherSources\":{\"monster\":{\"VGM\":\"MPMM\",\"MTF\":\"MPMM\",\"HotDQ\":\"MPMM\"}}},\"monster\":[{\"name\":\"Abjurer Wizard\",\"source\":\"MPMM\",\"page\":260,\"otherSources\":[{\"source\":\"VGM\",\"page\":209}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\"},\"alignment\":[\"A\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":104,\"formula\":\"16d8 + 32\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":14,\"con\":14,\"int\":18,\"wis\":12,\"cha\":11,\"save\":{\"int\":\"+8\",\"wis\":\"+5\"},\"skill\":{\"arcana\":\"+8\",\"history\":\"+8\"},\"passive\":11,\"languages\":[\"any four languages\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The abjurer casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 16}):\"],\"will\":[\"{@spell dancing lights}\",\"{@spell mage hand}\",\"{@spell message}\",\"{@spell prestidigitation}\"],\"daily\":{\"2e\":[\"{@spell dispel magic}\",\"{@spell lightning bolt}\",\"{@spell mage armor}\"],\"1e\":[\"{@spell arcane lock}\",\"{@spell banishment}\",\"{@spell globe of invulnerability}\",\"{@spell invisibility}\",\"{@spell wall of force}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The abjurer makes three Arcane Burst attacks.\"]},{\"name\":\"Arcane Burst\",\"entries\":[\"{@atk ms,rs} {@hit 6} to hit, reach 5 ft. or range 120 ft., one target. {@h}20 ({@damage 3d10 + 4}) force damage.\"]},{\"name\":\"Force Blast\",\"entries\":[\"Each creature in a 20-foot cube originating from the abjurer must make a {@dc 16} Constitution saving throw. On a failed save, a creature takes 36 ({@damage 8d8}) force damage and is pushed up to 10 feet away from the abjurer. On a successful save, a creature takes half as much damage and isn't pushed.\"]}],\"reaction\":[{\"name\":\"Arcane Ward {@recharge 4}\",\"entries\":[\"When the abjurer or a creature it can see within 30 feet of it takes damage, the abjurer magically creates a protective barrier around itself or the other creature. The barrier reduces the damage to the protected creature by 26 ({@damage 4d10 + 4}), to a minimum of 0, and then vanishes.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/abjurer.mp3\"},\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"X\"],\"damageTags\":[\"O\"],\"damageTagsSpell\":[\"L\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\"],\"conditionInflictSpell\":[\"incapacitated\",\"invisible\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Adult Kruthik\",\"source\":\"MPMM\",\"page\":169,\"otherSources\":[{\"source\":\"MTF\",\"page\":212}],\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":39,\"formula\":\"6d8 + 12\"},\"speed\":{\"walk\":40,\"burrow\":20,\"climb\":40},\"str\":15,\"dex\":16,\"con\":15,\"int\":7,\"wis\":12,\"cha\":8,\"skill\":{\"perception\":\"+5\"},\"senses\":[\"darkvision 60 ft.\",\"tremorsense 60 ft.\"],\"passive\":15,\"languages\":[\"Kruthik\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Pack Tactics\",\"entries\":[\"The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]},{\"name\":\"Tunneler\",\"entries\":[\"The kruthik can burrow through solid rock at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The kruthik makes two Stab or Spike attacks.\"]},{\"name\":\"Stab\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Spike\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage.\"]}],\"environment\":[\"desert\",\"mountain\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/adult-kruthik.mp3\"},\"traitTags\":[\"Pack Tactics\",\"Tunneler\"],\"senseTags\":[\"D\",\"T\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Adult Oblex\",\"source\":\"MPMM\",\"page\":198,\"otherSources\":[{\"source\":\"MTF\",\"page\":218}],\"size\":[\"M\"],\"type\":\"ooze\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[14],\"hp\":{\"average\":75,\"formula\":\"10d8 + 30\"},\"speed\":{\"walk\":20},\"str\":8,\"dex\":19,\"con\":16,\"int\":19,\"wis\":12,\"cha\":15,\"save\":{\"int\":\"+7\",\"cha\":\"+5\"},\"skill\":{\"deception\":\"+5\",\"perception\":\"+4\",\"other\":[{\"oneOf\":{\"arcana\":\"+7\",\"history\":\"+7\",\"nature\":\"+7\",\"religion\":\"+7\"}}]},\"senses\":[\"blindsight 60 ft. (blind beyond this distance)\"],\"passive\":14,\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"prone\"],\"languages\":[\"Common plus two more languages\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The oblex casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 15}):\"],\"daily\":{\"3e\":[\"{@spell charm person} (as 5th-level spell)\",\"{@spell detect thoughts}\",\"{@spell hypnotic pattern}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Amorphous\",\"entries\":[\"The oblex can move through a space as narrow as 1 inch wide without squeezing.\"]},{\"name\":\"Aversion to Fire\",\"entries\":[\"If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The oblex doesn't require sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The oblex makes two pseudopod attacks, and it uses Eat Memories.\"]},{\"name\":\"Pseudopod\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage plus 7 ({@damage 2d6}) psychic damage.\"]},{\"name\":\"Eat Memories\",\"entries\":[\"The oblex targets one creature it can see within 5 feet of it. The target must succeed on a {@dc 15} Wisdom saving throw or take 18 ({@damage 4d8}) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the {@spell greater restoration} or {@spell heal} spell. Constructs, Oozes, Plants, and Undead succeed on the save automatically.\",\"While memory drained, the target must roll a {@dice d4} and subtract the number rolled from its ability checks and attack rolls. Each time the target is memory drained beyond the first, the die size increases by one: the {@dice d4} becomes a {@dice d6}, the {@dice d6} becomes a {@dice d8}, and so on until the die becomes a {@dice d20}, at which point the target becomes {@condition unconscious} for 1 hour. The effect then ends.\",\"The oblex learns all the languages a memory-drained target knows and gains all its skill proficiencies.\"]}],\"bonus\":[{\"name\":\"Sulfurous Impersonation\",\"entries\":[\"The oblex extrudes a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate {@dice 1d4 + 1} different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. The simulacrum is an extension of the oblex, meaning that the oblex occupies its space and the simulacrum's space simultaneously. The tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex and the simulacrum. The simulacrum disappears if the tether is severed.\"]}],\"environment\":[\"swamp\",\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/oblex-adult.mp3\"},\"traitTags\":[\"Amorphous\",\"Unusual Nature\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"B\",\"Y\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"unconscious\"],\"conditionInflictSpell\":[\"blinded\",\"charmed\",\"incapacitated\",\"paralyzed\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Air Elemental Myrmidon\",\"source\":\"MPMM\",\"page\":122,\"otherSources\":[{\"source\":\"MTF\",\"page\":202}],\"size\":[\"M\"],\"type\":\"elemental\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|PHB|plate}\"]}],\"hp\":{\"average\":117,\"formula\":\"18d8 + 36\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":18,\"dex\":14,\"con\":14,\"int\":9,\"wis\":10,\"cha\":10,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"lightning\",\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"paralyzed\",\"petrified\",\"poisoned\",\"prone\"],\"languages\":[\"Auran\",\"one language of its creator's choice\"],\"cr\":\"7\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The myrmidon makes three Flail attacks.\"]},{\"name\":\"Flail\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) force damage.\"]},{\"name\":\"Lightning Strike {@recharge}\",\"entries\":[\"The myrmidon makes one Flail attack. On a hit, the target takes an extra 18 ({@damage 4d8}) lightning damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition stunned} until the end of the myrmidon's next turn.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/air-elemental-myrmidon.mp3\"},\"attachedItems\":[\"flail|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AU\"],\"damageTags\":[\"L\",\"O\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"stunned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Alhoon\",\"source\":\"MPMM\",\"page\":43,\"otherSources\":[{\"source\":\"VGM\",\"page\":172},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":{\"type\":\"undead\",\"tags\":[\"mind flayer\",\"wizard\"]},\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":150,\"formula\":\"20d8 + 60\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":15,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":11,\"dex\":12,\"con\":16,\"int\":19,\"wis\":17,\"cha\":17,\"save\":{\"con\":\"+7\",\"int\":\"+8\",\"wis\":\"+7\",\"cha\":\"+7\"},\"skill\":{\"arcana\":\"+8\",\"deception\":\"+7\",\"history\":\"+8\",\"insight\":\"+7\",\"perception\":\"+7\",\"stealth\":\"+5\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":17,\"resist\":[\"cold\",\"lightning\",\"necrotic\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"Deep Speech\",\"Undercommon\",\"telepathy 120 ft.\"],\"cr\":\"10\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The alhoon casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 16}):\"],\"will\":[\"{@spell dancing lights}\",\"{@spell detect magic}\",\"{@spell detect thoughts}\",\"{@spell disguise self}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\"],\"daily\":{\"1e\":[\"{@spell dominate monster}\",\"{@spell globe of invulnerability}\",\"{@spell invisibility}\",\"{@spell modify memory}\",\"{@spell plane shift} (self only)\",\"{@spell wall of force}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The alhoon has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Turn Resistance\",\"entries\":[\"The alhoon has advantage on saving throws against any effect that turns Undead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The alhoon makes two Chilling Grasp or Arcane Bolt attacks.\"]},{\"name\":\"Chilling Grasp\",\"entries\":[\"{@atk ms} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 4d6}) cold damage, and the alhoon regains 14 hit points.\"]},{\"name\":\"Arcane Bolt\",\"entries\":[\"{@atk rs} {@hit 8} to hit, range 120 ft., one target. {@h}28 ({@damage 8d6}) force damage.\"]},{\"name\":\"Mind Blast {@recharge 5}\",\"entries\":[\"The alhoon magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a {@dc 16} Intelligence saving throw or take 22 ({@damage 4d8 + 4}) psychic damage and be {@condition stunned} for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"reaction\":[{\"name\":\"Negate Spell (3/Day)\",\"entries\":[\"The alhoon targets one creature it can see within 60 feet of it that is casting a spell. If the spell is 3rd level or lower, the spell fails, but any spell slots or charges are not wasted.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/alhoon.mp3\"},\"traitTags\":[\"Magic Resistance\",\"Turn Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DS\",\"TP\",\"U\"],\"damageTags\":[\"C\",\"O\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\"],\"conditionInflict\":[\"stunned\"],\"conditionInflictSpell\":[\"charmed\",\"incapacitated\",\"invisible\"],\"savingThrowForced\":[\"intelligence\"],\"savingThrowForcedSpell\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Alkilith\",\"source\":\"MPMM\",\"page\":44,\"otherSources\":[{\"source\":\"MTF\",\"page\":130}],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":168,\"formula\":\"16d8 + 96\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":12,\"dex\":19,\"con\":22,\"int\":6,\"wis\":11,\"cha\":7,\"save\":{\"dex\":\"+8\",\"con\":\"+10\"},\"skill\":{\"stealth\":\"+8\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"understands Abyssal but can't speak\"],\"cr\":\"11\",\"trait\":[{\"name\":\"Abyssal Rift\",\"entries\":[\"If the alkilith surrounds a door, window, or similar opening continuously for {@dice 6d6} days, the opening becomes a permanent portal to a random layer of the Abyss.\"]},{\"name\":\"Amorphous\",\"entries\":[\"The alkilith can move through a space as narrow as 1 inch wide without squeezing.\"]},{\"name\":\"False Appearance\",\"entries\":[\"If the alkilith is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the alkilith move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the alkilith isn't ordinary slime or fungus.\"]},{\"name\":\"Foment Confusion\",\"entries\":[\"Any creature that isn't a demon that starts its turn within 30 feet of the alkilith must succeed on a {@dc 18} Wisdom saving throw, or it hears a faint buzzing in its head for a moment and has disadvantage on its next attack roll, saving throw, or ability check.\",\"If the saving throw against Foment Confusion fails by 5 or more, the creature is instead subjected to the {@spell confusion} spell for 1 minute (no {@status concentration} required by the alkilith). While under the effect of that confusion, the creature is immune to Foment Confusion.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The alkilith has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The alkilith can climb difficult surfaces, such as upside down on ceilings, without making an ability check.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The alkilith doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The alkilith makes three Tentacle attacks.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 15 ft., one target. {@h}18 ({@damage 4d6 + 4}) acid damage.\"]}],\"environment\":[\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/alkilith.mp3\"},\"traitTags\":[\"Amorphous\",\"False Appearance\",\"Magic Resistance\",\"Spider Climb\",\"Unusual Nature\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"AB\",\"CS\"],\"damageTags\":[\"A\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Allip\",\"source\":\"MPMM\",\"page\":45,\"otherSources\":[{\"source\":\"MTF\",\"page\":116}],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[13],\"hp\":{\"average\":40,\"formula\":\"9d8\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":6,\"dex\":17,\"con\":10,\"int\":17,\"wis\":15,\"cha\":16,\"save\":{\"int\":\"+6\",\"wis\":\"+5\"},\"skill\":{\"perception\":\"+5\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"resist\":[\"acid\",\"fire\",\"lightning\",\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"cold\",\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Incorporeal Movement\",\"entries\":[\"The allip can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The allip doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Maddening Touch\",\"entries\":[\"{@atk ms} {@hit 6} to hit, reach 5 ft., one target. {@h}17 ({@damage 4d6 + 3}) psychic damage.\"]},{\"name\":\"Howling Babble {@recharge}\",\"entries\":[\"Each creature within 30 feet of the allip that can hear it must make a {@dc 14} Wisdom saving throw. On a failed save, a target takes 12 ({@damage 2d8 + 3}) psychic damage, and it is {@condition stunned} until the end of its next turn. On a successful save, it takes half as much damage and isn't {@condition stunned}. Constructs and Undead are immune to this effect.\"]},{\"name\":\"Whispers of Compulsion\",\"entries\":[\"The allip chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a {@dc 14} Wisdom saving throw, or it takes 12 ({@damage 2d8 + 3}) psychic damage and must use its reaction to make a melee weapon attack against one creature of the allip's choice that the allip can see. Constructs and Undead are immune to this effect.\"]}],\"environment\":[\"swamp\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/allip.mp3\"},\"traitTags\":[\"Incorporeal Movement\",\"Unusual Nature\"],\"senseTags\":[\"D\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"O\",\"Y\"],\"miscTags\":[\"AOE\"],\"conditionInflict\":[\"stunned\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Amnizu\",\"source\":\"MPMM\",\"page\":46,\"otherSources\":[{\"source\":\"MTF\",\"page\":164},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":21,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":202,\"formula\":\"27d8 + 81\"},\"speed\":{\"walk\":30,\"fly\":40},\"str\":11,\"dex\":13,\"con\":16,\"int\":20,\"wis\":12,\"cha\":18,\"save\":{\"dex\":\"+7\",\"con\":\"+9\",\"wis\":\"+7\",\"cha\":\"+10\"},\"skill\":{\"perception\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":17,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"poisoned\"],\"languages\":[\"Common\",\"Infernal\",\"telepathy 1,000 ft.\"],\"cr\":\"18\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The amnizu casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 19}):\"],\"will\":[\"{@spell command}\"],\"daily\":{\"1\":[\"{@spell feeblemind}\"],\"3\":[\"{@spell dominate monster}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the amnizu's {@sense darkvision}.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The amnizu has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The amnizu uses Blinding Rot or Forgetfulness, if available. It also makes two Taskmaster Whip attacks.\"]},{\"name\":\"Taskmaster Whip\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage plus 16 ({@damage 3d10}) force damage.\"]},{\"name\":\"Blinding Rot\",\"entries\":[\"The amnizu targets one or two creatures that it can see within 60 feet of it. Each target must succeed on a {@dc 19} Wisdom saving throw or take 26 ({@damage 4d12}) necrotic damage and be {@condition blinded} until the start of the amnizu's next turn.\"]},{\"name\":\"Forgetfulness {@recharge}\",\"entries\":[\"The amnizu targets one creature it can see within 60 feet of it. That creature must succeed on a {@dc 18} Intelligence saving throw or take 26 ({@damage 4d12}) psychic damage and become {@condition stunned} for 1 minute. A {@condition stunned} creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is {@condition stunned} for the full minute, it forgets everything it sensed, experienced, and learned during the last 5 hours.\"]}],\"reaction\":[{\"name\":\"Instinctive Charm\",\"entries\":[\"When a creature within 60 feet of the amnizu makes an attack roll against it, and another creature is within the attack's range, the attacker must make a {@dc 19} Wisdom saving throw. On a failed save, the attacker must target the creature that is closest to it, not including the amnizu or itself. If multiple creatures are closest, the attacker chooses which one to target. If the saving throw is successful, the attacker is immune to the amnizu's Instinctive Charm for 24 hours.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Devil Summoning\",\"entries\":[\"Some amnizus have an action that allows them to summon other devils:\",{\"name\":\"Summon Devil (1/Day)\",\"type\":\"entries\",\"entries\":[\"The amnizu summons {@dice 2d4} bearded devils or {@dice 1d4} barbed devils. A summoned devil appears in an unoccupied space within 60 feet of the amnizu, acts as an ally of the amnizu, and can't summon other devils. It remains for 1 minute, until the amnizu dies, or until its summoner dismisses it as an action\"]}],\"_version\":{\"name\":\"Amnizu (Summoner)\",\"addHeadersAs\":\"action\"}}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/amnizu.mp3\"},\"traitTags\":[\"Devil's Sight\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"I\",\"TP\"],\"damageTags\":[\"N\",\"O\",\"S\",\"Y\"],\"damageTagsSpell\":[\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"stunned\"],\"conditionInflictSpell\":[\"charmed\",\"prone\"],\"savingThrowForced\":[\"intelligence\",\"wisdom\"],\"savingThrowForcedSpell\":[\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Angry Sorrowsworn\",\"source\":\"MPMM\",\"page\":222,\"otherSources\":[{\"source\":\"MTF\",\"page\":231}],\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":255,\"formula\":\"30d8 + 120\"},\"speed\":{\"walk\":30},\"str\":17,\"dex\":10,\"con\":19,\"int\":8,\"wis\":13,\"cha\":6,\"skill\":{\"perception\":\"+11\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":21,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"while in dim light or darkness\",\"cond\":true}],\"languages\":[\"Common\"],\"cr\":\"13\",\"trait\":[{\"name\":\"Two Heads\",\"entries\":[\"The sorrowsworn has advantage on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, or knocked {@condition unconscious}.\"]},{\"name\":\"Rising Anger\",\"entries\":[\"If another creature deals damage to the sorrowsworn, the sorrowsworn's attack rolls have advantage until the end of its next turn, and the first time it hits with a Hook attack on its next turn, the attack's target takes an extra 19 ({@damage 3d12}) psychic damage.\",\"On its turn, the sorrowsworn has disadvantage on attack rolls if no other creature has dealt damage to it since the end of its last turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The sorrowsworn makes two Hook attacks.\"]},{\"name\":\"Hook\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d12 + 3}) piercing damage.\"]}],\"environment\":[\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/the-angry.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\",\"Y\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Annis Hag\",\"source\":\"MPMM\",\"page\":47,\"otherSources\":[{\"source\":\"VGM\",\"page\":159}],\"size\":[\"L\"],\"type\":\"fey\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":90,\"formula\":\"12d10 + 24\"},\"speed\":{\"walk\":40},\"str\":21,\"dex\":12,\"con\":14,\"int\":13,\"wis\":14,\"cha\":15,\"save\":{\"con\":\"+5\"},\"skill\":{\"deception\":\"+5\",\"perception\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"resist\":[\"cold\"],\"languages\":[\"Common\",\"Giant\",\"Sylvan\"],\"cr\":{\"cr\":\"6\",\"coven\":\"8\"},\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The hag casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 13}):\"],\"daily\":{\"3e\":[\"{@spell disguise self} (including the form of a Medium Humanoid)\",\"{@spell Fog cloud}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The annis makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}15 ({@damage 3d6 + 5}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}15 ({@damage 3d6 + 5}) slashing damage.\"]},{\"name\":\"Crushing Hug\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}36 ({@damage 9d6 + 5}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 15}) if it is a Large or smaller creature. Until the grapple ends, the target takes 36 ({@damage 9d6 + 5}) bludgeoning damage at the start of each of the hag's turns. The hag can't make attacks while grappling a creature in this way.\"]}],\"environment\":[\"hill\",\"mountain\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/annis-hag.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\",\"S\"],\"damageTags\":[\"B\",\"P\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Apprentice Wizard\",\"source\":\"MPMM\",\"page\":259,\"otherSources\":[{\"source\":\"VGM\",\"page\":209},{\"source\":\"SjA\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\"},\"alignment\":[\"A\"],\"ac\":[10,{\"ac\":13,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":13,\"formula\":\"3d8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":10,\"con\":10,\"int\":14,\"wis\":10,\"cha\":11,\"skill\":{\"arcana\":\"+4\",\"history\":\"+4\"},\"passive\":10,\"languages\":[\"any one language (usually Common)\"],\"cr\":\"1/4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The apprentice casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 12})\"],\"will\":[\"{@spell mage hand}\",\"{@spell prestidigitation}\"],\"daily\":{\"1e\":[\"{@spell burning hands}\",\"{@spell disguise self}\",\"{@spell mage armor}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Arcane Burst\",\"entries\":[\"{@atk ms,rs} {@hit 4} to hit, reach 5 ft. or range 120 ft., one target. {@h}7 ({@damage 1d10 + 2}) force damage.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/apprentice-wizard.mp3\"},\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"O\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"O\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Archdruid\",\"source\":\"MPMM\",\"page\":48,\"otherSources\":[{\"source\":\"VGM\",\"page\":210}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"druid\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item hide armor|PHB}\"]}],\"hp\":{\"average\":154,\"formula\":\"28d8 + 28\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":14,\"con\":12,\"int\":12,\"wis\":20,\"cha\":11,\"save\":{\"int\":\"+5\",\"wis\":\"+9\"},\"skill\":{\"medicine\":\"+9\",\"nature\":\"+5\",\"perception\":\"+9\"},\"passive\":19,\"languages\":[\"Druidic plus any two languages\"],\"cr\":\"12\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The archdruid casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 17}):\"],\"will\":[\"{@spell beast sense}\",\"{@spell entangle}\",\"{@spell speak with animals}\"],\"daily\":{\"3e\":[\"{@spell animal messenger}\",\"{@spell dominate beast}\",\"{@spell faerie fire}\",\"{@spell tree stride}\"],\"1e\":[\"{@spell commune with nature} (as an action)\",\"{@spell mass cure wounds}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The archdruid makes three Staff or Wildfire attacks. It can replace one attack with a use of Spellcasting.\"]},{\"name\":\"Staff\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage plus 21 ({@damage 6d6}) poison damage.\"]},{\"name\":\"Wildfire\",\"entries\":[\"{@atk rs} {@hit 9} to hit, range 120 ft., one target. {@h}26 ({@damage 6d6 + 5}) fire damage, and the target is {@condition blinded} until the start of the druid's next turn.\"]}],\"bonus\":[{\"name\":\"Change Shape (2/Day)\",\"entries\":[\"The archdruid magically transforms into a Beast or an Elemental with a challenge rating of 6 or less and can remain in that form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The archdruid reverts to its true form if it dies or falls {@condition unconscious}. The archdruid can revert to its true form using a bonus action.\",\"While in a new form, the archdruid's stat block is replaced by the stat block of that form, except the archdruid keeps its current hit points, its hit point maximum, this bonus action, its languages and ability to speak, and its Spellcasting action.\",\"The new form's attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.\"]}],\"environment\":[\"forest\",\"mountain\",\"swamp\",\"underwater\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/archdruid.mp3\"},\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"DU\",\"X\"],\"damageTags\":[\"B\",\"F\",\"I\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"blinded\"],\"conditionInflictSpell\":[\"charmed\",\"restrained\"],\"savingThrowForcedSpell\":[\"dexterity\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Archer\",\"source\":\"MPMM\",\"page\":49,\"otherSources\":[{\"source\":\"VGM\",\"page\":210}],\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":75,\"formula\":\"10d8 + 30\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":18,\"con\":16,\"int\":11,\"wis\":13,\"cha\":10,\"skill\":{\"acrobatics\":\"+6\",\"perception\":\"+5\"},\"passive\":15,\"languages\":[\"any one language (usually Common)\"],\"cr\":\"3\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The archer makes two Shortsword or Longbow attacks.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 150/600 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage.\"]}],\"bonus\":[{\"name\":\"Archer's Eye (3/Day)\",\"entries\":[\"Immediately after making an attack roll or a damage roll with a ranged weapon, the archer can roll a {@dice d10} and add the number rolled to the total.\"]}],\"environment\":[\"forest\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/archer.mp3\"},\"attachedItems\":[\"longbow|phb\",\"shortsword|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Armanite\",\"source\":\"MPMM\",\"page\":50,\"otherSources\":[{\"source\":\"MTF\",\"page\":131}],\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":94,\"formula\":\"9d10 + 45\"},\"speed\":{\"walk\":60},\"str\":21,\"dex\":18,\"con\":21,\"int\":8,\"wis\":12,\"cha\":13,\"senses\":[\"darkvision 120 ft.\"],\"passive\":11,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"telepathy 120 ft.\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The armanite has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The armanite makes one Claw attack, one Hooves attack, and one Serrated Tail attack.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d4 + 5}) slashing damage plus 9 ({@damage 2d8}) lightning damage.\"]},{\"name\":\"Hooves\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a {@dc 16} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Serrated Tail\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) slashing damage.\"]},{\"name\":\"Lightning Lance {@recharge 5}\",\"entries\":[\"The armanite looses a bolt of lightning in a line that is 60 feet long and 10 feet wide. Each creature in the line must make a {@dc 15} Dexterity saving throw, taking 36 ({@damage 8d8}) lightning damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/armanite.mp3\"},\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"TP\"],\"damageTags\":[\"B\",\"L\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Astral Dreadnought\",\"source\":\"MPMM\",\"page\":51,\"otherSources\":[{\"source\":\"MTF\",\"page\":117},{\"source\":\"VEoR\"}],\"size\":[\"G\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"titan\"]},\"alignment\":[\"U\"],\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":297,\"formula\":\"17d20 + 119\"},\"speed\":{\"walk\":15,\"fly\":{\"number\":80,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":28,\"dex\":7,\"con\":25,\"int\":5,\"wis\":14,\"cha\":18,\"save\":{\"dex\":\"+5\",\"wis\":\"+9\"},\"skill\":{\"perception\":\"+9\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":19,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"stunned\"],\"cr\":\"21\",\"trait\":[{\"name\":\"Antimagic Cone\",\"entries\":[\"The dreadnought's eye creates an area of antimagic, as in the {@spell antimagic field} spell, in a 150-foot cone. At the start of each of its turns, it decides which way the cone faces. The cone doesn't function while the eye is closed or while the dreadnought is {@condition blinded}.\"]},{\"name\":\"Astral Entity\",\"entries\":[\"The dreadnought can't leave the Astral Plane, nor can it be banished or otherwise transported out of that plane.\"]},{\"name\":\"Demiplanar Donjon\",\"entries\":[\"Anything the dreadnought swallows is transported to a demiplane that can be entered by no other means except a {@spell wish} spell or the dreadnought's Bite and Donjon Visit. A creature can leave the demiplane only by using magic that enables planar travel, such as the {@spell plane shift} spell. The demiplane resembles a stone cave roughly 1,000 feet in diameter with a ceiling 100 feet high. Like a stomach, it contains the remains of past meals. The dreadnought can't be harmed from within the demiplane. If the dreadnought dies, the demiplane disappears, and everything inside it appears around the dreadnought's corpse. The demiplane is otherwise indestructible.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dreadnought fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Sever Silver Cord\",\"entries\":[\"If the dreadnought scores a critical hit against a creature traveling by means of the {@spell astral projection} spell, the dreadnought can cut the target's silver cord instead of dealing damage.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The dreadnought doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dreadnought makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}36 ({@damage 5d10 + 9}) force damage. If the target is a Huge or smaller creature and this damage reduces it to 0 hit points or it is {@condition incapacitated}, the dreadnought swallows it. The swallowed target, along with everything it is wearing and carrying, appears in an unoccupied space on the floor of the Demiplanar Donjon.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 20 ft., one target. {@h}19 ({@damage 3d6 + 9}) force damage.\"]}],\"legendary\":[{\"name\":\"Claw\",\"entries\":[\"The dreadnought makes one Claw attack.\"]},{\"name\":\"Donjon Visit (Costs 2 Actions)\",\"entries\":[\"One Huge or smaller creature that the dreadnought can see within 60 feet of it must succeed on a {@dc 19} Charisma saving throw or be teleported to an unoccupied space on the floor of the Demiplanar Donjon. At the end of the target's next turn, it reappears in the space it left or in the nearest unoccupied space if that space is occupied.\"]},{\"name\":\"Psychic Projection (Costs 3 Actions)\",\"entries\":[\"Each creature within 60 feet of the dreadnought must make a {@dc 19} Wisdom saving throw, taking 26 ({@damage 4d10 + 4}) psychic damage on a failed save, or half as much damage on a successful one.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/astral-dreadnought.mp3\"},\"traitTags\":[\"Legendary Resistances\",\"Unusual Nature\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Swallow\"],\"damageTags\":[\"O\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"incapacitated\"],\"savingThrowForced\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Aurochs\",\"source\":\"MPMM\",\"page\":71,\"otherSources\":[{\"source\":\"VGM\",\"page\":207}],\"size\":[\"L\"],\"type\":{\"type\":\"beast\",\"tags\":[\"cattle\"]},\"alignment\":[\"U\"],\"ac\":[{\"ac\":11,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":38,\"formula\":\"4d10 + 16\"},\"speed\":{\"walk\":50},\"str\":20,\"dex\":10,\"con\":19,\"int\":2,\"wis\":12,\"cha\":5,\"passive\":11,\"cr\":\"2\",\"action\":[{\"name\":\"Gore\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage. If the aurochs moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 9 ({@damage 2d8}) piercing damage, and the target must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone} if it is a creature.\"]}],\"environment\":[\"grassland\",\"hill\",\"mountain\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/aurochs.mp3\"},\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Autumn Eladrin\",\"source\":\"MPMM\",\"page\":115,\"otherSources\":[{\"source\":\"MTF\",\"page\":195}],\"size\":[\"M\"],\"type\":{\"type\":\"fey\",\"tags\":[\"elf\"]},\"alignment\":[\"C\",\"N\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":165,\"formula\":\"22d8 + 66\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":16,\"con\":16,\"int\":14,\"wis\":17,\"cha\":18,\"skill\":{\"insight\":\"+7\",\"medicine\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"psychic\"],\"languages\":[\"Common\",\"Elvish\",\"Sylvan\"],\"cr\":\"10\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The eladrin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 16}):\"],\"will\":[\"{@spell hold person}\"],\"daily\":{\"2e\":[\"{@spell cure wounds} (as a 5th-level spell)\",\"{@spell lesser restoration}\"],\"1e\":[\"{@spell greater restoration}\",\"{@spell revivify}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Enchanting Presence\",\"entries\":[\"Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a {@dc 16} Wisdom saving throw. On a failed save, the creature becomes {@condition charmed} by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin's Enchanting Presence for 24 hours.\",\"Whenever the eladrin deals damage to the {@condition charmed} creature, the {@condition charmed} creature can repeat the saving throw, ending the effect on itself on a success.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The eladrin has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The eladrin makes two Longsword or Longbow attacks. It can replace one attack with a use of Spellcasting.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) slashing damage, or 6 ({@damage 1d10 + 1}) slashing damage if used with two hands, plus 22 ({@damage 5d8}) psychic damage.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 7} to hit, range 150/600 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 22 ({@damage 5d8}) psychic damage.\"]}],\"bonus\":[{\"name\":\"Fey Step {@recharge 4}\",\"entries\":[\"The eladrin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.\"]}],\"reaction\":[{\"name\":\"Foster Peace\",\"entries\":[\"If a creature {@condition charmed} by the eladrin hits with an attack roll while within 60 feet of the eladrin, the eladrin magically causes the attack to miss, provided the eladrin can see the attacker.\"]}],\"environment\":[\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/autumn-eladrin.mp3\"},\"attachedItems\":[\"longbow|phb\",\"longsword|phb\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\",\"S\"],\"damageTags\":[\"P\",\"S\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"conditionInflict\":[\"charmed\"],\"conditionInflictSpell\":[\"paralyzed\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Babau\",\"source\":\"MPMM\",\"page\":52,\"otherSources\":[{\"source\":\"VGM\",\"page\":136}],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":82,\"formula\":\"11d8 + 33\"},\"speed\":{\"walk\":40},\"str\":19,\"dex\":16,\"con\":16,\"int\":11,\"wis\":12,\"cha\":13,\"skill\":{\"perception\":\"+5\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":15,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The babau casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 11}):\"],\"will\":[\"{@spell darkness}\",\"{@spell dispel magic}\",\"{@spell fear}\",\"{@spell heat metal}\",\"{@spell levitate}\"],\"ability\":\"wis\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The babau makes two Claw attacks. It can replace one attack with a use of Spellcasting or Weakening Gaze.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) slashing damage plus 2 ({@damage 1d4}) acid damage.\"]},{\"name\":\"Weakening Gaze\",\"entries\":[\"The babau targets one creature that it can see within 20 feet of it. The target must make a {@dc 13} Constitution saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/babau.mp3\"},\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\"],\"damageTags\":[\"A\",\"S\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"frightened\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bael\",\"isNamedCreature\":true,\"source\":\"MPMM\",\"page\":54,\"otherSources\":[{\"source\":\"MTF\",\"page\":170}],\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|PHB|plate}\"]}],\"hp\":{\"average\":189,\"formula\":\"18d10 + 90\"},\"speed\":{\"walk\":30},\"str\":24,\"dex\":17,\"con\":20,\"int\":21,\"wis\":24,\"cha\":24,\"save\":{\"dex\":\"+9\",\"con\":\"+11\",\"int\":\"+11\",\"cha\":\"+13\"},\"skill\":{\"intimidation\":\"+13\",\"perception\":\"+13\",\"persuasion\":\"+13\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":23,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"19\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Bael casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 21}):\"],\"will\":[\"{@spell alter self} (can become Medium)\",\"{@spell charm person}\",\"{@spell detect magic}\",\"{@spell invisibility}\",\"{@spell major image}\"],\"daily\":{\"1\":[\"{@spell dominate monster}\"],\"3e\":[\"{@spell dispel magic}\",\"{@spell fly}\",\"{@spell suggestion}\",\"{@spell wall of fire}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Dread\",\"entries\":[\"Any creature, other than a devil, that starts its turn within 10 feet of Bael must succeed on a {@dc 22} Wisdom saving throw or be {@condition frightened} of him until the start of its next turn. A creature succeeds on this saving throw automatically if Bael wishes it or if he is {@condition incapacitated}.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Bael fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Bael have advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Regeneration\",\"entries\":[\"Bael regains 20 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn't function at the start of his next turn. Bael dies only if he starts his turn with 0 hit points and doesn't regenerate.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Bael makes two Hellish Morningstar attacks.\"]},{\"name\":\"Hellish Morningstar\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 20 ft., one target. {@h}16 ({@damage 2d8 + 7}) force damage plus 9 ({@damage 2d8}) necrotic damage.\"]},{\"name\":\"Infernal Command\",\"entries\":[\"Each of Bael's allies within 60 feet of him can't be {@condition charmed} or {@condition frightened} until the end of his next turn.\"]},{\"name\":\"Teleport\",\"entries\":[\"Bael teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.\"]}],\"legendary\":[{\"name\":\"Fiendish Magic\",\"entries\":[\"Bael uses Spellcasting or Teleport.\"]},{\"name\":\"Infernal Command\",\"entries\":[\"Bael uses Infernal Command.\"]},{\"name\":\"Attack (Costs 2 Actions)\",\"entries\":[\"Bael makes one Hellish Morningstar attack.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/bael.mp3\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Regeneration\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\",\"Teleport\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"N\",\"O\"],\"damageTagsSpell\":[\"B\",\"F\",\"P\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"conditionInflictSpell\":[\"charmed\",\"invisible\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Balhannoth\",\"source\":\"MPMM\",\"page\":55,\"otherSources\":[{\"source\":\"MTF\",\"page\":119},{\"source\":\"RtG\",\"page\":31}],\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":114,\"formula\":\"12d10 + 48\"},\"speed\":{\"walk\":25,\"climb\":25},\"str\":17,\"dex\":8,\"con\":18,\"int\":6,\"wis\":15,\"cha\":8,\"save\":{\"con\":\"+8\"},\"skill\":{\"perception\":\"+6\"},\"senses\":[\"blindsight 500 ft. (blind beyond this radius)\"],\"passive\":16,\"conditionImmune\":[\"blinded\"],\"languages\":[\"understands Deep Speech\",\"telepathy 1 mile\"],\"cr\":\"11\",\"trait\":[{\"name\":\"Legendary Resistance (2/Day)\",\"entries\":[\"If the balhannoth fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The balhannoth makes one Bite attack and two Tentacle attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}19 ({@damage 3d10 + 3}) piercing damage.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 15}) and is moved up to 5 feet toward the balhannoth. Until this grapple ends, the target is {@condition restrained}, and the balhannoth can't use this tentacle against other targets. The balhannoth has four tentacles.\"]}],\"legendary\":[{\"name\":\"Bite\",\"entries\":[\"The balhannoth makes one Bite attack against one creature it has {@condition grappled}.\"]},{\"name\":\"Teleport\",\"entries\":[\"The balhannoth teleports, along with any equipment it is wearing or carrying and any creatures it has {@condition grappled}, up to 60 feet to an unoccupied space it can see.\"]},{\"name\":\"Vanish\",\"entries\":[\"The balhannoth magically becomes {@condition invisible} for up to 10 minutes or until immediately after it makes an attack roll.\"]}],\"legendaryGroup\":{\"name\":\"Balhannoth\",\"source\":\"MPMM\"},\"environment\":[\"coastal\",\"mountain\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/balhannoth.mp3\"},\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"DS\",\"TP\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"invisible\",\"restrained\"],\"conditionInflictLegendary\":[\"invisible\"],\"savingThrowForcedLegendary\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Banderhobb\",\"source\":\"MPMM\",\"page\":56,\"otherSources\":[{\"source\":\"VGM\",\"page\":122}],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":84,\"formula\":\"8d10 + 40\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":12,\"con\":20,\"int\":11,\"wis\":14,\"cha\":8,\"skill\":{\"athletics\":\"+8\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":12,\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"understands Common and the languages of its creator but can't speak\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Resonant Connection\",\"entries\":[\"If the banderhobb has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that creature or object if it is within 1 mile of the banderhobb.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The banderhobb makes one Bite attack and one Tongue attack. It can replace one attack with a use of Shadow Step.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}15 ({@damage 3d6 + 5}) piercing damage, and the target is {@condition grappled} (escape {@dc 16}) if it is a Large or smaller creature. Until this grapple ends, the target is {@condition restrained}, and the banderhobb can't use its Bite attack or Tongue attack on another target.\"]},{\"name\":\"Tongue\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 15 ft., one creature. {@h}10 ({@damage 3d6}) necrotic damage, and the target must make a {@dc 16} Strength saving throw. On a failed save, the target is pulled to a space within 5 feet of the banderhobb.\"]},{\"name\":\"Shadow Step\",\"entries\":[\"The banderhobb teleports up to 30 feet to an unoccupied space of dim light or darkness that it can see.\"]},{\"name\":\"Swallow\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one Medium or smaller creature {@condition grappled} by the banderhobb. {@h}15 ({@damage 3d6 + 5}) piercing damage. The creature is also swallowed, and the grapple ends. The swallowed creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the banderhobb, and it takes 10 ({@damage 3d6}) necrotic damage at the start of each of the banderhobb's turns. A creature reduced to 0 hit points in this way stops taking the necrotic damage and becomes stable.\",\"The banderhobb can have only one creature swallowed at a time. While the banderhobb isn't {@condition incapacitated}, it can regurgitate the creature at any time (no action required) in a space within 5 feet of it. The creature exits {@condition prone}. If the banderhobb dies, it likewise regurgitates a swallowed creature.\"]}],\"bonus\":[{\"name\":\"Shadow Stealth\",\"entries\":[\"While in dim light or darkness, the banderhobb takes the {@action Hide} action.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/banderhobb.mp3\"},\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Swallow\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"N\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"grappled\",\"restrained\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Baphomet\",\"isNamedCreature\":true,\"source\":\"MPMM\",\"page\":58,\"otherSources\":[{\"source\":\"MTF\",\"page\":143},{\"source\":\"CoA\"}],\"size\":[\"H\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":22,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":319,\"formula\":\"22d12 + 176\"},\"speed\":{\"walk\":40},\"str\":30,\"dex\":14,\"con\":26,\"int\":18,\"wis\":24,\"cha\":16,\"save\":{\"dex\":\"+9\",\"con\":\"+15\",\"wis\":\"+14\"},\"skill\":{\"intimidation\":\"+17\",\"perception\":\"+14\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":24,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"that is nonmagical\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"23\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Baphomet casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 18}):\"],\"daily\":{\"1\":[\"{@spell teleport}\"],\"3e\":[\"{@spell dispel magic}\",\"{@spell dominate beast}\",\"{@spell maze}\",\"{@spell wall of stone}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Labyrinthine Recall\",\"entries\":[\"Baphomet can perfectly recall any path he has traveled, and he is immune to the {@spell maze} spell.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Baphomet fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Baphomet has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Baphomet makes one Bite attack, one Gore attack, and one Heartcleaver attack. He also uses Frightful Presence.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d8 + 10}) piercing damage.\"]},{\"name\":\"Gore\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d6 + 10}) piercing damage. If Baphomet moved at least 10 feet straight toward the target immediately before the hit, the target takes an extra 16 ({@damage 3d10}) piercing damage. If the target is a creature, it must succeed on a {@dc 25} Strength saving throw or be pushed up to 10 feet away and knocked {@condition prone}.\"]},{\"name\":\"Heartcleaver\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 15 ft., one target. {@h}21 ({@damage 2d10 + 10}) force damage.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of Baphomet's choice within 120 feet of him and aware of him must succeed on a {@dc 18} Wisdom saving throw or become {@condition frightened} for 1 minute. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saves have disadvantage if Baphomet is within line of sight of the creature.\",\"If a creature succeeds on any of these saves or the effect ends on it, the creature is immune to Baphomet's Frightful Presence for the next 24 hours.\"]}],\"legendary\":[{\"name\":\"Heartcleaver Attack\",\"entries\":[\"Baphomet makes one Heartcleaver attack.\"]},{\"name\":\"Charge (Costs 2 Actions)\",\"entries\":[\"Baphomet moves up to his speed without provoking {@action opportunity attack||opportunity attacks}, then makes a Gore attack.\"]}],\"legendaryGroup\":{\"name\":\"Baphomet\",\"source\":\"MPMM\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Frightful Presence\",\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"O\",\"P\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"prone\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForced\":[\"strength\",\"wisdom\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bard\",\"source\":\"MPMM\",\"page\":59,\"otherSources\":[{\"source\":\"VGM\",\"page\":211},{\"source\":\"AATM\"}],\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item chain shirt|phb}\"]}],\"hp\":{\"average\":44,\"formula\":\"8d8 + 8\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":14,\"con\":12,\"int\":10,\"wis\":13,\"cha\":14,\"save\":{\"dex\":\"+4\",\"wis\":\"+3\"},\"skill\":{\"acrobatics\":\"+4\",\"perception\":\"+5\",\"performance\":\"+6\"},\"passive\":15,\"languages\":[\"any two languages\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The bard casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 12}):\"],\"will\":[\"{@spell dancing lights}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\"],\"daily\":{\"1e\":[\"{@spell charm person}\",\"{@spell invisibility}\",\"{@spell sleep}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The bard makes two Shortsword or Shortbow attacks. It can replace one attack with a use of Spellcasting.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Cacophony {@recharge 4}\",\"entries\":[\"Each creature in a 15-foot cube originating from the bard must make a {@dc 12} Constitution saving throw. On a failed save, a creature takes 9 ({@damage 2d8}) thunder damage and is pushed up to 10 feet away from the bard. On a successful save, a creature takes half as much damage and isn't pushed.\"]}],\"bonus\":[{\"name\":\"Taunt (2/Day)\",\"entries\":[\"The bard targets one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a {@dc 12} Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard's next turn.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/bard.mp3\"},\"attachedItems\":[\"shortbow|phb\",\"shortsword|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"X\"],\"damageTags\":[\"P\",\"T\"],\"spellcastingTags\":[\"CB\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RNG\",\"RW\"],\"conditionInflictSpell\":[\"charmed\",\"invisible\",\"unconscious\"],\"savingThrowForced\":[\"charisma\",\"constitution\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Barghest\",\"source\":\"MPMM\",\"page\":60,\"otherSources\":[{\"source\":\"VGM\",\"page\":123}],\"size\":[\"L\"],\"type\":\"fiend\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":60,\"formula\":\"8d10 + 16\"},\"speed\":{\"walk\":{\"number\":60,\"condition\":\"(30 ft. in goblin form)\"}},\"str\":19,\"dex\":15,\"con\":14,\"int\":13,\"wis\":12,\"cha\":14,\"skill\":{\"deception\":\"+4\",\"intimidation\":\"+4\",\"perception\":\"+5\",\"stealth\":\"+4\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 60 ft.\"],\"passive\":15,\"resist\":[\"cold\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"acid\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\",\"Goblin\",\"Infernal\",\"telepathy 60 ft.\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The barghest casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 12}):\"],\"will\":[\"{@spell levitate}\",\"{@spell minor illusion}\",\"{@spell pass without trace}\"],\"daily\":{\"1e\":[\"{@spell charm person}\",\"{@spell dimension door}\",\"{@spell suggestion}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Fire Banishment\",\"entries\":[\"When the barghest starts its turn engulfed in flames that are at least 10 feet high or wide, it must succeed on a {@dc 15} Charisma saving throw or be instantly banished to Gehenna\"]},{\"name\":\"Soul Feeding\",\"entries\":[\"The barghest can feed on the corpse of a Fey or Humanoid it killed within the past 10 minutes. This feeding takes at least 1 minute, and it destroys the corpse. The victim's soul is trapped in the barghest for 24 hours, after which time it is digested and the person is incapable of being revived. If the barghest dies before the soul is digested, the soul is released. While a soul is trapped in the barghest, any magic that tries to restore the soul to life has a {@chance 50} chance of failing and being wasted.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The barghest makes one Bite attack and one Claw attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"The barghest transforms into a Small goblin or back into its true form. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. The barghest reverts to its true form if it dies.\"]}],\"environment\":[\"forest\",\"grassland\",\"hill\",\"mountain\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/barghest.mp3\"},\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"AB\",\"C\",\"GO\",\"I\",\"TP\"],\"damageTags\":[\"P\",\"S\"],\"damageTagsSpell\":[\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForced\":[\"charisma\"],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Berbalang\",\"source\":\"MPMM\",\"page\":61,\"otherSources\":[{\"source\":\"MTF\",\"page\":120}],\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":49,\"formula\":\"14d8 - 14\"},\"speed\":{\"walk\":30,\"fly\":40},\"str\":9,\"dex\":16,\"con\":9,\"int\":17,\"wis\":11,\"cha\":10,\"save\":{\"dex\":\"+5\",\"int\":\"+5\"},\"skill\":{\"arcana\":\"+5\",\"history\":\"+5\",\"insight\":\"+2\",\"perception\":\"+2\",\"religion\":\"+5\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":12,\"languages\":[\"all\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The berbalang casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability:\"],\"will\":[\"{@spell speak with dead}\"],\"daily\":{\"1\":[\"{@spell plane shift} (self only)\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The berbalang makes one Bite attack and one\",\"Claw attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage plus 4 ({@damage 1d8}) psychic damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) slashing damage.\"]}],\"bonus\":[{\"name\":\"Spectral Duplicate (Recharges after a Short or Long Rest)\",\"entries\":[\"The berbalang creates one spectral duplicate of itself in an unoccupied space it can see within 60 feet of it. While the duplicate exists, the berbalang is {@condition unconscious}. A berbalang can have only one duplicate at a time. The duplicate disappears when it or the berbalang drops to 0 hit points or when the berbalang dismisses it (no action required).\",\"The duplicate has the same statistics and knowledge as the berbalang, and everything experienced by the duplicate is known by the berbalang. All damage dealt by the duplicate's attacks is psychic damage.\"]}],\"environment\":[\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/berbalang.mp3\"},\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"XX\"],\"damageTags\":[\"P\",\"S\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"savingThrowForcedSpell\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bheur Hag\",\"source\":\"MPMM\",\"page\":62,\"otherSources\":[{\"source\":\"VGM\",\"page\":160}],\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":91,\"formula\":\"14d8 + 28\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":50,\"condition\":\"(hover, Graystaff magic)\"},\"canHover\":true},\"str\":13,\"dex\":16,\"con\":14,\"int\":12,\"wis\":13,\"cha\":16,\"save\":{\"wis\":\"+4\"},\"skill\":{\"nature\":\"+4\",\"perception\":\"+4\",\"stealth\":\"+6\",\"survival\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"immune\":[\"cold\"],\"languages\":[\"Auran\",\"Common\",\"Giant\"],\"cr\":{\"cr\":\"7\",\"coven\":\"9\"},\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"While holding or riding the graystaff, the hag casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 14}):\"],\"will\":[\"{@spell hold person}\"],\"daily\":{\"1e\":[\"{@spell cone of cold}\",\"{@spell ice storm}\",\"{@spell wall of ice}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Control Weather (1/Day)\",\"entries\":[\"The hag can cast the {@spell control weather} spell, requiring no material components and using Charisma as the spellcasting ability.\"]},{\"name\":\"Graystaff Magic\",\"entries\":[\"The hag carries a graystaff, a magic staff. The hag can use its flying speed only while astride the staff. If the staff is lost or destroyed, the hag must craft another, which takes a year and a day. Only a bheur hag can use a graystaff\"]},{\"name\":\"Ice Walk\",\"entries\":[\"The hag can move across and climb icy surfaces without needing to make an ability check, and {@quickref difficult terrain||3} composed of ice or snow doesn't cost the hag extra moment.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hag makes two Slam or Frost Shard attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d8 + 1}) bludgeoning damage plus 18 ({@damage 4d8}) cold damage.\"]},{\"name\":\"Frost Shard\",\"entries\":[\"{@atk rs} {@hit 6} to hit, range 60 ft., one target. {@h}30 ({@damage 6d8 + 3}) cold damage, and the target's speed is reduced by 10 feet until the start of the hag's next turn.\"]},{\"name\":\"Horrific Feast\",\"entries\":[\"The hag feeds on the corpse of one enemy within reach that died within the past minute. Each creature of the hag's choice that is within 60 feet and able to see the feeding must succeed on a {@dc 15} Wisdom saving throw or be {@condition frightened} of the hag for 1 minute. While {@condition frightened} in this way, a creature is {@condition incapacitated}, can't understand what others say, can't read, and speaks only in gibberish. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Feast for the next 24 hours.\"]}],\"environment\":[\"arctic\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/bheur-hag.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AU\",\"C\",\"GI\"],\"damageTags\":[\"B\",\"C\"],\"damageTagsSpell\":[\"B\",\"C\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\",\"incapacitated\"],\"conditionInflictSpell\":[\"paralyzed\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Black Abishai\",\"source\":\"MPMM\",\"page\":38,\"otherSources\":[{\"source\":\"MTF\",\"page\":160},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":58,\"formula\":\"9d8 + 18\"},\"speed\":{\"walk\":30,\"fly\":40},\"str\":14,\"dex\":17,\"con\":14,\"int\":13,\"wis\":16,\"cha\":11,\"save\":{\"dex\":\"+6\",\"wis\":\"+6\"},\"skill\":{\"perception\":\"+6\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"acid\",\"fire\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Draconic\",\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Creeping Darkness {@recharge}\",\"type\":\"spellcasting\",\"headerEntries\":[\"The abishai casts {@spell darkness} at a point within 120 feet of it, requiring no spell components or {@status concentration}. Wisdom is its spellcasting ability for this spell. While the spell persists, the abishai can move the area of darkness up to 60 feet as a bonus action.\"],\"recharge\":{\"6\":[\"{@spell darkness}\"]},\"ability\":\"wis\",\"displayAs\":\"action\",\"hidden\":[\"recharge\"]}],\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the abishai's {@sense darkvision}.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The abishai has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The abishai makes one Bite attack and two Scimitar attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage plus 9 ({@damage 2d8}) acid damage.\"]},{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) force damage.\"]}],\"bonus\":[{\"name\":\"Shadow Stealth\",\"entries\":[\"While in dim light or darkness, the abishai takes the {@action Hide} action.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/black-abishai.mp3\"},\"attachedItems\":[\"scimitar|phb\"],\"traitTags\":[\"Devil's Sight\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DR\",\"I\",\"TP\"],\"damageTags\":[\"A\",\"O\",\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Blackguard\",\"source\":\"MPMM\",\"page\":63,\"otherSources\":[{\"source\":\"VGM\",\"page\":211}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"paladin\"]},\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|PHB|plate}\"]}],\"hp\":{\"average\":119,\"formula\":\"14d8 + 56\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":11,\"con\":18,\"int\":11,\"wis\":14,\"cha\":15,\"save\":{\"wis\":\"+5\",\"cha\":\"+5\"},\"skill\":{\"athletics\":\"+7\",\"deception\":\"+5\",\"intimidation\":\"+5\"},\"passive\":12,\"languages\":[\"any one language (usually Common)\"],\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The blackguard casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 13}):\"],\"daily\":{\"2e\":[\"{@spell command}\",\"{@spell dispel magic}\",\"{@spell find steed}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The blackguard makes three attacks, using Glaive, Shortbow, or both.\"]},{\"name\":\"Glaive\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d10 + 4}) slashing damage plus 9 ({@damage 2d8}) necrotic damage.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 3} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Dreadful Aspect (Recharges after a Short or Long Rest)\",\"entries\":[\"Each enemy within 30 feet of the blackguard must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} of the blackguard for 1 minute. If a {@condition frightened} target ends its turn more than 30 feet away from the blackguard, the target can repeat the saving throw, ending the effect on itself on a success.\"]}],\"bonus\":[{\"name\":\"Smite\",\"entries\":[\"Immediately after the blackguard hits a target with an attack roll, the blackguard can force that target to make a {@dc 13} Constitution saving throw. On a failed save, the target suffers one of the following effects of the blackguard's choice:\"]},{\"name\":\"Blind\",\"entries\":[\"The target is {@condition blinded} for 1 minute. The {@condition blinded} target can repeat the save at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Shove\",\"entries\":[\"The target is pushed up to 10 feet away and knocked {@condition prone}.\"]}],\"environment\":[\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/blackguard.mp3\"},\"attachedItems\":[\"glaive|phb\",\"shortbow|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"N\",\"P\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RNG\",\"RW\"],\"conditionInflict\":[\"blinded\",\"frightened\",\"prone\"],\"conditionInflictSpell\":[\"prone\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Blue Abishai\",\"source\":\"MPMM\",\"page\":39,\"otherSources\":[{\"source\":\"MTF\",\"page\":161},{\"source\":\"VEoR\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\",\"wizard\"]},\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":202,\"formula\":\"27d8 + 81\"},\"speed\":{\"walk\":30,\"fly\":50},\"str\":15,\"dex\":14,\"con\":17,\"int\":22,\"wis\":23,\"cha\":18,\"save\":{\"int\":\"+12\",\"wis\":\"+12\"},\"skill\":{\"arcana\":\"+12\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"lightning\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Draconic\",\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"17\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The abishai casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 20}):\"],\"will\":[\"{@spell disguise self}\",\"{@spell mage hand}\",\"{@spell minor illusion}\"],\"daily\":{\"2e\":[\"{@spell charm person}\",\"{@spell dispel magic}\",\"{@spell greater invisibility}\",\"{@spell wall of force}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the abishai's {@sense darkvision}.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The abishai has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The abishai makes three Bite or Lightning Strike attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d10 + 2}) piercing damage plus 14 ({@damage 4d6}) lightning damage.\"]},{\"name\":\"Lightning Strike\",\"entries\":[\"{@atk rs} {@hit 12} to hit, range 120 ft., one target. {@h}36 ({@damage 8d8}) lightning damage.\"]}],\"bonus\":[{\"name\":\"Teleport\",\"entries\":[\"The abishai teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space that it can see.\"]}],\"environment\":[\"coastal\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/blue-abishai.mp3\"},\"traitTags\":[\"Devil's Sight\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DR\",\"I\",\"TP\"],\"damageTags\":[\"L\",\"P\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"charmed\",\"invisible\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bodak\",\"source\":\"MPMM\",\"page\":64,\"otherSources\":[{\"source\":\"VGM\",\"page\":127},{\"source\":\"SatO\"}],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":58,\"formula\":\"9d8 + 18\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":16,\"con\":15,\"int\":7,\"wis\":12,\"cha\":12,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":14,\"resist\":[\"cold\",\"fire\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Abyssal\",\"the languages it knew in life\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Death Gaze\",\"entries\":[\"When a creature that can see the bodak's eyes starts its turn within 30 feet of the bodak, the bodak can force it to make a {@dc 13} Constitution saving throw if the bodak isn't {@condition incapacitated} and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points unless it is immune to the {@condition frightened} condition. Otherwise, a creature takes 16 ({@damage 3d10}) psychic damage on a failed save.\",\"Unless {@status surprised}, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the bodak until the start of its next turn. If the creature looks at the bodak in the meantime, that creature must immediately make the saving throw.\"]},{\"name\":\"Sunlight Hypersensitivity\",\"entries\":[\"The bodak takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The bodak doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Fist\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage plus 9 ({@damage 2d8}) necrotic damage.\"]},{\"name\":\"Withering Gaze\",\"entries\":[\"One creature that the bodak can see within 60 feet of it must make a {@dc 13} Constitution saving throw, taking 22 ({@damage 4d10}) necrotic damage on a failed save, or half as much damage on a successful one.\"]}],\"bonus\":[{\"name\":\"Aura of Annihilation\",\"entries\":[\"The bodak activates or deactivates this deathly aura. While active, the aura deals 5 necrotic damage to any creature that ends its turn within 30 feet of the bodak. Undead and Fiends ignore this effect.\"]}],\"environment\":[\"swamp\",\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/bodak.mp3\"},\"traitTags\":[\"Sunlight Sensitivity\",\"Unusual Nature\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"AB\",\"LF\"],\"damageTags\":[\"B\",\"N\",\"R\",\"Y\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Boggle\",\"source\":\"MPMM\",\"page\":65,\"otherSources\":[{\"source\":\"VGM\",\"page\":128}],\"size\":[\"S\"],\"type\":\"fey\",\"alignment\":[\"C\",\"N\"],\"alignmentPrefix\":\"Typically \",\"ac\":[14],\"hp\":{\"average\":18,\"formula\":\"4d6 + 4\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":8,\"dex\":18,\"con\":13,\"int\":6,\"wis\":12,\"cha\":7,\"skill\":{\"perception\":\"+5\",\"sleight of hand\":\"+6\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"resist\":[\"fire\"],\"languages\":[\"Sylvan\"],\"cr\":\"1/8\",\"action\":[{\"name\":\"Pummel\",\"entries\":[\"{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage.\"]},{\"name\":\"Oil Puddle\",\"entries\":[\"The boggle creates a puddle of nonflammable oil. The puddle is 1 inch deep and covers the ground in the boggle's space. The puddle is {@quickref difficult terrain||3} for all creatures except boggles and lasts for 1 hour. The oil has one of the following additional effects of the boggle's choice:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Slippery Oil\",\"type\":\"item\",\"entries\":[\"Any non-boggle creature that enters the puddle or starts its turn there must succeed on a {@dc 11} Dexterity saving throw or fall {@condition prone}.\"]},{\"name\":\"Sticky Oil\",\"type\":\"item\",\"entries\":[\"Any non-boggle creature that enters the puddle or starts its turn there must succeed on a {@dc 11} Strength saving throw or be {@condition restrained}. On its turn, a creature can use an action to try to extricate itself, ending the effect and moving into the nearest unoccupied space of its choice with a successful {@dc 11} Strength check.\"]}]}]}],\"bonus\":[{\"name\":\"Boggle Oil\",\"entries\":[\"The boggle excretes nonflammable oil from its pores, giving itself one of the following benefits of its choice until it uses this bonus action again:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Slippery Oil\",\"type\":\"item\",\"entries\":[\"The boggle has advantage on Dexterity ({@skill Acrobatics}) checks made to escape bonds and end grapples, and it can move through openings large enough for a Tiny creature without squeezing.\"]},{\"name\":\"Sticky Oil\",\"type\":\"item\",\"entries\":[\"The boggle has advantage on Strength ({@skill Athletics}) checks made to grapple and any ability check made to maintain a hold on another creature, a surface, or an object. The boggle can also climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}]}]},{\"name\":\"Dimensional Rift\",\"entries\":[\"The boggle creates an {@condition invisible} and immobile rift within an opening or frame it can see within 5 feet of it, provided that the space is no bigger than 10 feet on any side. The dimensional rift bridges the distance between that space and a point within 30 feet of it that the boggle can see or specify by distance and direction (such as \\\"30 feet straight up\\\"). While next to the rift, the boggle can see through it and is considered to be next to the destination as well, and anything the boggle puts through the rift (including a portion of its body) emerges at the destination. Only the boggle can use the rift, and it lasts until the end of the boggle's next turn.\"]}],\"environment\":[\"forest\",\"hill\",\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/boggle.mp3\"},\"senseTags\":[\"D\"],\"languageTags\":[\"S\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\",\"restrained\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Boneclaw\",\"source\":\"MPMM\",\"page\":66,\"otherSources\":[{\"source\":\"MTF\",\"page\":121}],\"size\":[\"L\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":150,\"formula\":\"20d10 + 40\"},\"speed\":{\"walk\":40},\"str\":19,\"dex\":16,\"con\":15,\"int\":13,\"wis\":15,\"cha\":9,\"save\":{\"dex\":\"+7\",\"con\":\"+6\",\"wis\":\"+6\"},\"skill\":{\"perception\":\"+6\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":16,\"resist\":[\"cold\",\"necrotic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"Common plus one language spoken by its master\"],\"cr\":\"12\",\"trait\":[{\"name\":\"Rejuvenation\",\"entries\":[\"While its master lives, a destroyed boneclaw gains a new body in {@dice 1d10} hours, with all its hit points. The new body appears within 1 mile of the boneclaw's master.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The boneclaw doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The boneclaw makes two Piercing Claw attacks.\"]},{\"name\":\"Piercing Claw\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 15 ft., one target. {@h}20 ({@damage 3d10 + 4}) piercing damage plus 11 ({@damage 2d10}) necrotic damage. If the target is a creature, the boneclaw can pull the target up to 10 feet toward itself, and the target is {@condition grappled} (escape {@dc 14}). The boneclaw has two claws. While a claw grapples a target, the claw can attack only that target.\"]},{\"name\":\"Shadow Jump {@recharge 5}\",\"entries\":[\"If the boneclaw is in dim light or darkness, each creature of the boneclaw's choice within 15 feet of it must succeed on a {@dc 14} Constitution saving throw or take 34 ({@damage 5d12 + 2}) necrotic damage.\",\"The boneclaw then teleports up to 60 feet to an unoccupied space it can see. It can bring one creature it's grappling, teleporting that creature to an unoccupied space it can see within 5 feet of its destination. The destination spaces of this teleportation must be in dim light or darkness.\"]}],\"bonus\":[{\"name\":\"Shadow Stealth\",\"entries\":[\"While in dim light or darkness, the boneclaw takes the {@action Hide} action.\"]}],\"reaction\":[{\"name\":\"Deadly Reach\",\"entries\":[\"In response to a creature entering a space within 15 feet of it, the boneclaw makes one Piercing Claw attack against that creature.\"]}],\"environment\":[\"arctic\",\"desert\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/boneclaw.mp3\"},\"traitTags\":[\"Rejuvenation\",\"Unusual Nature\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"N\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Brontosaurus\",\"source\":\"MPMM\",\"page\":95,\"otherSources\":[{\"source\":\"VGM\",\"page\":139}],\"size\":[\"G\"],\"type\":{\"type\":\"beast\",\"tags\":[\"dinosaur\"]},\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":121,\"formula\":\"9d20 + 27\"},\"speed\":{\"walk\":30},\"str\":21,\"dex\":9,\"con\":17,\"int\":2,\"wis\":10,\"cha\":7,\"save\":{\"con\":\"+6\"},\"passive\":10,\"cr\":\"5\",\"action\":[{\"name\":\"Stomp\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 20 ft., one target. {@h}27 ({@damage 5d8 + 5}) bludgeoning damage, and the target must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 20 ft., one target. {@h}32 ({@damage 6d8 + 5}) bludgeoning damage\"]}],\"environment\":[\"forest\",\"grassland\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/brontosaurus.mp3\"},\"damageTags\":[\"B\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Bulezau\",\"source\":\"MPMM\",\"page\":67,\"otherSources\":[{\"source\":\"MTF\",\"page\":131}],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"7d8 + 21\"},\"speed\":{\"walk\":40},\"str\":15,\"dex\":14,\"con\":17,\"int\":8,\"wis\":9,\"cha\":6,\"senses\":[\"darkvision 120 ft.\"],\"passive\":9,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Abyssal\",\"telepathy 60 ft.\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Rotting Presence\",\"entries\":[\"When any creature that isn't a demon starts its turn within 30 feet of the bulezau, that creature must succeed on a {@dc 13} Constitution saving throw or take 3 ({@damage 1d6}) necrotic damage.\"]},{\"name\":\"Standing Leap\",\"entries\":[\"The bulezau's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.\"]},{\"name\":\"Sure-Footed\",\"entries\":[\"The bulezau has advantage on Strength and Dexterity saving throws made against effects that would knock it {@condition prone}.\"]}],\"action\":[{\"name\":\"Barbed Tail\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d12 + 2}) piercing damage plus 4 ({@damage 1d8}) necrotic damage. If the target is a creature, it must succeed on a {@dc 13} Constitution saving throw against disease or become {@condition poisoned} until the disease ends. While {@condition poisoned} in this way, the target sports festering boils, coughs up flies, and sheds rotting skin, and the target must repeat the saving throw after every 24 hours that elapse. On a successful save, the disease ends. On a failed save, the target's hit point maximum is reduced by 4 ({@dice 1d8}). The target dies if its hit point maximum is reduced to 0.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/bulezau.mp3\"},\"senseTags\":[\"SD\"],\"languageTags\":[\"AB\",\"TP\"],\"damageTags\":[\"N\",\"P\"],\"miscTags\":[\"DIS\",\"HPR\",\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cadaver Collector\",\"source\":\"MPMM\",\"page\":68,\"otherSources\":[{\"source\":\"MTF\",\"page\":122},{\"source\":\"AATM\"},{\"source\":\"VEoR\"}],\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":189,\"formula\":\"18d10 + 90\"},\"speed\":{\"walk\":30},\"str\":21,\"dex\":14,\"con\":20,\"int\":5,\"wis\":11,\"cha\":8,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"necrotic\",\"poison\",\"psychic\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't adamantine\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands all languages but can't speak\"],\"cr\":\"14\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The collector has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The collector doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The collector makes two Slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}18 ({@damage 3d8 + 5}) bludgeoning damage plus 16 ({@damage 3d10}) necrotic damage.\"]},{\"name\":\"Paralyzing Breath {@recharge 5}\",\"entries\":[\"The collector releases paralyzing gas in a 30-foot cone. Each creature in that area must make a successful {@dc 18} Constitution saving throw or be {@condition paralyzed} for 1 minute. A {@condition paralyzed} creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a success.\"]}],\"bonus\":[{\"name\":\"Summon Specters (Recharges after a Short or Long Rest)\",\"entries\":[\"The collector calls up the enslaved spirits of those it has slain; {@dice 1d4} {@creature specter||specters} (without Sunlight Sensitivity) arise in unoccupied spaces within 15 feet of it. The specters act right after the collector on the same initiative count and fight until they're destroyed. They disappear when the collector is destroyed.\"]}],\"environment\":[\"grassland\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/cadaver-collector.mp3\"},\"traitTags\":[\"Magic Resistance\",\"Unusual Nature\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"CS\",\"XX\"],\"damageTags\":[\"B\",\"N\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"paralyzed\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Canoloth\",\"source\":\"MPMM\",\"page\":69,\"otherSources\":[{\"source\":\"MTF\",\"page\":247}],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"yugoloth\"]},\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":120,\"formula\":\"16d8 + 48\"},\"speed\":{\"walk\":50},\"str\":18,\"dex\":10,\"con\":17,\"int\":5,\"wis\":17,\"cha\":12,\"skill\":{\"investigation\":\"+3\",\"perception\":\"+9\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":19,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"acid\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Infernal\",\"telepathy 60 ft.\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Dimensional Lock\",\"entries\":[\"Other creatures can't teleport to or from a space within 60 feet of the canoloth. Any attempt to do so is wasted.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The canoloth has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Uncanny Senses\",\"entries\":[\"The canoloth can't be {@status surprised} unless it's {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The canoloth makes one Bite or Tongue attack and one Claw attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 18 ({@damage 4d8}) force damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage plus 9 ({@damage 2d8}) force damage.\"]},{\"name\":\"Tongue\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 30 ft., one target. {@h}10 ({@damage 1d12 + 4}) piercing damage plus 7 ({@damage 2d6}) acid damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 15}), pulled up to 30 feet toward the canoloth, and {@condition restrained} until the grapple ends. The canoloth can grapple one target at a time with its tongue.\"]}],\"environment\":[\"coastal\",\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/canoloth.mp3\"},\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"I\",\"TP\"],\"damageTags\":[\"A\",\"O\",\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Catoblepas\",\"source\":\"MPMM\",\"page\":70,\"otherSources\":[{\"source\":\"VGM\",\"page\":129}],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":84,\"formula\":\"8d10 + 40\"},\"speed\":{\"walk\":30},\"str\":19,\"dex\":12,\"con\":21,\"int\":3,\"wis\":14,\"cha\":8,\"skill\":{\"perception\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"cr\":\"5\",\"trait\":[{\"name\":\"Stench\",\"entries\":[\"Any creature other than a catoblepas that starts its turn within 10 feet of the catoblepas must succeed on a {@dc 16} Constitution saving throw or be {@condition poisoned} until the start of the creature's next turn. On a successful saving throw, the creature is immune to the Stench of any catoblepas for 1 hour.\"]}],\"action\":[{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}21 ({@damage 5d6 + 4}) bludgeoning damage, and the target must succeed on a {@dc 16} Constitution saving throw or be {@condition stunned} until the start of the catoblepas's next turn.\"]},{\"name\":\"Death Ray {@recharge 5}\",\"entries\":[\"The catoblepas targets one creature it can see within 30 feet of it. The target must make a {@dc 16} Constitution saving throw, taking 36 ({@damage 8d8}) necrotic damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target instead takes 64 necrotic damage. The target dies if reduced to 0 hit points by this ray.\"]}],\"environment\":[\"swamp\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/catoblepas.mp3\"},\"senseTags\":[\"D\"],\"damageTags\":[\"B\",\"N\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"poisoned\",\"stunned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cave Fisher\",\"source\":\"MPMM\",\"page\":73,\"otherSources\":[{\"source\":\"VGM\",\"page\":130}],\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":58,\"formula\":\"9d8 + 18\"},\"speed\":{\"walk\":20,\"climb\":20},\"str\":16,\"dex\":13,\"con\":14,\"int\":3,\"wis\":10,\"cha\":3,\"skill\":{\"perception\":\"+2\",\"stealth\":\"+5\"},\"senses\":[\"blindsight 60 ft.\"],\"passive\":12,\"cr\":\"3\",\"trait\":[{\"name\":\"Flammable Blood\",\"entries\":[\"If the cave fisher drops to half its hit points or fewer, it gains vulnerability to fire damage.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The cave fisher can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The cave fisher makes two Claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage.\"]},{\"name\":\"Retract Filament\",\"entries\":[\"One Large or smaller creature {@condition grappled} by the cave fisher's Adhesive Filament must make a {@dc 13} Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the cave fisher, and the cave fisher makes one Claw attack against it. Anyone else who was attached to the filament is released. Until the grapple ends on the target, the cave fisher can't use Adhesive Filament.\"]}],\"bonus\":[{\"name\":\"Adhesive Filament\",\"entries\":[\"The cave fisher extends a sticky filament up to 60 feet, and the filament adheres to anything that touches it. A creature the filament adheres to is {@condition grappled} by the cave fisher (escape {@dc 13}), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 15; 5 hit points; immunity to poison and psychic damage). A weapon that fails to sever it becomes stuck to it, requiring an action and a successful {@dc 13} Strength check to pull free. Destroying the filament deals no damage to the cave fisher. The filament crumbles away if the cave fisher takes this bonus action again.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/cave-fisher.mp3\"},\"traitTags\":[\"Spider Climb\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Champion\",\"source\":\"MPMM\",\"page\":74,\"otherSources\":[{\"source\":\"VGM\",\"page\":212}],\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|PHB|plate}\"]}],\"hp\":{\"average\":143,\"formula\":\"22d8 + 44\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":15,\"con\":14,\"int\":10,\"wis\":14,\"cha\":12,\"save\":{\"str\":\"+9\",\"con\":\"+6\"},\"skill\":{\"athletics\":\"+9\",\"intimidation\":\"+5\",\"perception\":\"+6\"},\"passive\":16,\"languages\":[\"any one language (usually Common)\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Indomitable (2/Day)\",\"entries\":[\"The champion rerolls a failed saving throw.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The champion makes three Greatsword or Shortbow attacks.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage, plus 7 ({@damage 2d6}) slashing damage if the champion has more than half of its total hit points remaining.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, plus 7 ({@damage 2d6}) piercing damage if the champion has more than half of its total hit points remaining.\"]}],\"bonus\":[{\"name\":\"Second Wind (Recharges after a Short or Long Rest)\",\"entries\":[\"The champion regains 20 hit points.\"]}],\"environment\":[\"desert\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/champion.mp3\"},\"attachedItems\":[\"greatsword|phb\",\"shortbow|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Chitine\",\"source\":\"MPMM\",\"page\":75,\"otherSources\":[{\"source\":\"VGM\",\"page\":131}],\"size\":[\"S\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":14,\"from\":[\"{@item hide armor|PHB}\"]}],\"hp\":{\"average\":18,\"formula\":\"4d6 + 4\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":10,\"dex\":14,\"con\":12,\"int\":10,\"wis\":10,\"cha\":7,\"skill\":{\"athletics\":\"+4\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Undercommon\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"The chitine has advantage on saving throws against being {@condition charmed}, and magic can't put the chitine to sleep.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the chitine has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]},{\"name\":\"Web Sense\",\"entries\":[\"While in contact with a web, the chitine knows the exact location of any other creature in contact with the same web.\"]},{\"name\":\"Web Walker\",\"entries\":[\"The chitine ignores movement restrictions caused by webbing.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The chitine makes three Dagger attacks.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/chitine.mp3\"},\"attachedItems\":[\"dagger|phb\"],\"traitTags\":[\"Fey Ancestry\",\"Sunlight Sensitivity\",\"Web Sense\",\"Web Walker\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"U\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Choker\",\"source\":\"MPMM\",\"page\":76,\"otherSources\":[{\"source\":\"MTF\",\"page\":123}],\"size\":[\"S\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":13,\"formula\":\"3d6 + 3\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":14,\"con\":13,\"int\":4,\"wis\":12,\"cha\":7,\"skill\":{\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"languages\":[\"Deep Speech\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Aberrant Quickness (Recharges after a Short or Long Rest)\",\"entries\":[\"The choker can take an extra action on its turn.\"]},{\"name\":\"Boneless\",\"entries\":[\"The choker can move through and occupy a space as narrow as 4 inches wide without squeezing.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The choker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The choker makes two Tentacle attacks.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage. If the target is a Large or smaller creature, it is {@condition grappled} (escape {@dc 15}). Until this grapple ends, the target is {@condition restrained}, and the choker can't use this tentacle on another target. The choker has two tentacles. If this attack is a critical hit, the target also can't breathe or speak until the grapple ends.\"]}],\"environment\":[\"forest\",\"mountain\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/choker.mp3\"},\"traitTags\":[\"Spider Climb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"DS\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Choldrith\",\"source\":\"MPMM\",\"page\":77,\"otherSources\":[{\"source\":\"VGM\",\"page\":132}],\"size\":[\"M\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"cleric\"]},\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":66,\"formula\":\"12d8 + 12\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":12,\"dex\":16,\"con\":12,\"int\":11,\"wis\":14,\"cha\":10,\"skill\":{\"athletics\":\"+5\",\"religion\":\"+2\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"languages\":[\"Undercommon\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The choldrith casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 12}):\"],\"will\":[\"{@spell guidance}\",\"{@spell thaumaturgy}\"],\"daily\":{\"1e\":[\"{@spell bane}\",\"{@spell hold person}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"The choldrith has advantage on saving throws against being {@condition charmed}, and magic can't put the choldrith to sleep.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The choldrith can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the choldrith has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]},{\"name\":\"Web Sense\",\"entries\":[\"While in contact with a web, the choldrith knows the exact location of any other creature in contact with the same web.\"]},{\"name\":\"Web Walker\",\"entries\":[\"The choldrith ignores movement restrictions caused by webbing.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 10 ({@damage 3d6}) poison damage.\"]},{\"name\":\"Web {@recharge 5}\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 30/60 ft., one Large or smaller creature. {@h}The target is {@condition restrained} by webbing. As an action, the {@condition restrained} target can make a {@dc 11} Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; 5 hit points; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).\"]}],\"bonus\":[{\"name\":\"Spectral Dagger (Recharges after a Short or Long Rest)\",\"entries\":[\"The choldrith conjures a floating, spectral dagger within 60 feet of itself. The choldrith can make a melee spell attack ({@hit 4} to hit) against one creature within 5 feet of the dagger. On a hit, the target takes 6 ({@damage 1d8 + 2}) force damage.\",\"The dagger lasts for 1 minute. As a bonus action on later turns, the choldrith can move the dagger up to 20 feet and repeat the attack against one creature within 5 feet of the dagger.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/choldrith.mp3\"},\"attachedItems\":[\"dagger|phb\"],\"traitTags\":[\"Fey Ancestry\",\"Spider Climb\",\"Sunlight Sensitivity\",\"Web Sense\",\"Web Walker\"],\"senseTags\":[\"D\"],\"languageTags\":[\"U\"],\"damageTags\":[\"I\",\"O\",\"P\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"restrained\"],\"conditionInflictSpell\":[\"paralyzed\"],\"savingThrowForcedSpell\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Clockwork Bronze Scout\",\"source\":\"MPMM\",\"page\":79,\"otherSources\":[{\"source\":\"MTF\",\"page\":125},{\"source\":\"RtG\",\"page\":32}],\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[13],\"hp\":{\"average\":36,\"formula\":\"8d8\"},\"speed\":{\"walk\":30,\"burrow\":30},\"str\":10,\"dex\":16,\"con\":11,\"int\":3,\"wis\":14,\"cha\":1,\"skill\":{\"perception\":\"+6\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":16,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands one language of its creator but can't speak\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Earth Armor\",\"entries\":[\"The clockwork doesn't provoke {@action opportunity attack||opportunity attacks} when it burrows.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The clockwork has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The clockwork doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 3 ({@damage 1d6}) lightning damage.\"]},{\"name\":\"Lightning Flare (Recharges after a Short or Long Rest)\",\"entries\":[\"Each creature in contact with the ground within 15 feet of the clockwork must make a {@dc 13} Dexterity saving throw, taking 14 ({@damage 4d6}) lightning damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"forest\",\"grassland\",\"hill\",\"mountain\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/bronze-scout.mp3\"},\"traitTags\":[\"Magic Resistance\",\"Unusual Nature\"],\"senseTags\":[\"D\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"L\",\"P\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Clockwork Iron Cobra\",\"source\":\"MPMM\",\"page\":79,\"otherSources\":[{\"source\":\"MTF\",\"page\":125}],\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[13],\"hp\":{\"average\":91,\"formula\":\"14d8 + 28\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":16,\"con\":14,\"int\":3,\"wis\":10,\"cha\":1,\"skill\":{\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands one language of its creator but can't speak\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The clockwork has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The clockwork doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage. If the target is a creature, it must succeed on a {@dc 13} Constitution saving throw or suffer one random effect (roll a {@dice d6}):\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"1–2: Confusion\",\"type\":\"item\",\"entries\":[\"On its next turn, the target must use its action to make one weapon attack against a random creature it can see within 30 feet of it, using whatever weapon it has in hand and moving beforehand if necessary to get in range. If it's holding no weapon, it makes an unarmed strike. If no creature is visible within 30 feet, it takes the {@action Dash} action, moving toward the nearest creature.\"]},{\"name\":\"3–4: Paralysis\",\"type\":\"item\",\"entries\":[\"The target is {@condition paralyzed} until the end of its next turn.\"]},{\"name\":\"5–6: Poison\",\"type\":\"item\",\"entries\":[\"The target takes 13 ({@damage 3d8}) poison damage.\"]}]}]}],\"environment\":[\"forest\",\"grassland\",\"hill\",\"mountain\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/iron-cobra.mp3\"},\"traitTags\":[\"Magic Resistance\",\"Unusual Nature\"],\"senseTags\":[\"D\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"paralyzed\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Clockwork Oaken Bolter\",\"source\":\"MPMM\",\"page\":80,\"otherSources\":[{\"source\":\"MTF\",\"page\":126},{\"source\":\"RtG\",\"page\":33}],\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":117,\"formula\":\"18d8 + 36\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":18,\"con\":15,\"int\":3,\"wis\":10,\"cha\":1,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands one language of its creator but can't speak\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The clockwork has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The clockwork doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The clockwork makes two Lancing Bolt attacks or one Lancing Bolt attack and one Harpoon attack.\"]},{\"name\":\"Lancing Bolt\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 100/400 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage.\"]},{\"name\":\"Harpoon\",\"entries\":[\"{@atk rw} {@hit 7} to hit, range 50/200 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage, and the target is {@condition grappled} (escape {@dc 12}). While {@condition grappled} in this way, a creature's speed isn't reduced, but it can move only in directions that bring it closer to the clockwork. A creature takes 5 ({@damage 1d10}) slashing damage if it escapes from the grapple or if it tries and fails. The clockwork can grapple only one creature at a time with its harpoon.\"]},{\"name\":\"Explosive Bolt {@recharge 5}\",\"entries\":[\"The clockwork launches an explosive charge at a point within 120 feet. Each creature in a 20-foot-radius sphere centered on that point must make a {@dc 15} Dexterity saving throw, taking 17 ({@damage 5d6}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"bonus\":[{\"name\":\"Reel In\",\"entries\":[\"The clockwork pulls the creature {@condition grappled} by its Harpoon up to 20 feet closer.\"]}],\"environment\":[\"forest\",\"grassland\",\"hill\",\"mountain\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/oaken-bolter.mp3\"},\"traitTags\":[\"Magic Resistance\",\"Unusual Nature\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"F\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RW\"],\"conditionInflict\":[\"grappled\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Clockwork Stone Defender\",\"source\":\"MPMM\",\"page\":80,\"otherSources\":[{\"source\":\"MTF\",\"page\":126},{\"source\":\"RtG\",\"page\":35}],\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":105,\"formula\":\"14d8 + 42\"},\"speed\":{\"walk\":30},\"str\":19,\"dex\":10,\"con\":17,\"int\":3,\"wis\":10,\"cha\":1,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands one language of its creator but can't speak\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The clockwork has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The clockwork doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage, and if the target is Large or smaller, it is knocked {@condition prone}.\"]}],\"reaction\":[{\"name\":\"Intercept Attack\",\"entries\":[\"In response to another creature within 5 feet of it being hit by an attack roll, the clockwork gives that creature a +5 bonus to its AC against that attack, potentially causing a miss. To use this ability, the clockwork must be able to see the creature and the attacker.\"]}],\"environment\":[\"forest\",\"grassland\",\"hill\",\"mountain\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/stone-defender.mp3\"},\"traitTags\":[\"Magic Resistance\",\"Unusual Nature\"],\"senseTags\":[\"D\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cloud Giant Smiling One\",\"source\":\"MPMM\",\"page\":81,\"otherSources\":[{\"source\":\"VGM\",\"page\":146}],\"size\":[\"H\"],\"type\":\"giant\",\"alignment\":[\"C\",\"N\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":250,\"formula\":\"20d12 + 120\"},\"speed\":{\"walk\":40,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":26,\"dex\":12,\"con\":22,\"int\":15,\"wis\":16,\"cha\":17,\"save\":{\"con\":\"+10\",\"int\":\"+6\",\"cha\":\"+7\"},\"skill\":{\"deception\":\"+11\",\"insight\":\"+7\",\"perception\":\"+11\",\"sleight of hand\":\"+9\"},\"passive\":21,\"languages\":[\"Common\",\"Giant\"],\"cr\":\"11\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The giant casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell detect magic}\",\"{@spell fog cloud}\",\"{@spell light}\",\"{@spell minor illusion}\"],\"daily\":{\"3e\":[\"{@spell invisibility}\",\"{@spell silent image}\",\"{@spell suggestion}\",\"{@spell tongues}\"],\"1e\":[\"{@spell gaseous form}\",\"{@spell major image}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Control Weather (8th-level Spell)\",\"entries\":[\"The giant can cast the {@spell control weather} spell, requiring no material components and using Charisma as the spellcasting ability.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giant makes two Slam attacks or two Telekinetic Strike attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d8 + 8}) bludgeoning damage plus 5 ({@damage 1d10}) psychic damage.\"]},{\"name\":\"Telekinetic Strike\",\"entries\":[\"{@atk rs} {@hit 7} to hit, range 240 ft., one target. {@h}25 ({@damage 4d10 + 3}) force damage.\"]},{\"name\":\"Change Shape\",\"entries\":[\"The giant magically transforms to look and feel like a Beast or a Humanoid it has seen or to return to its true form. Any equipment the giant is wearing or carrying is absorbed by the new form. Its statistics, other than its size, don't change. It reverts to its true form if it dies.\"]}],\"bonus\":[{\"name\":\"Cloud Step {@recharge 4}\",\"entries\":[\"The giant teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.\"]}],\"environment\":[\"mountain\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/cloud-giant-smiling-one.mp3\"},\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"B\",\"O\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Conjurer Wizard\",\"source\":\"MPMM\",\"page\":260,\"otherSources\":[{\"source\":\"VGM\",\"page\":212}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\"},\"alignment\":[\"A\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":58,\"formula\":\"13d8\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":14,\"con\":11,\"int\":17,\"wis\":12,\"cha\":11,\"save\":{\"int\":\"+6\",\"wis\":\"+4\"},\"skill\":{\"arcana\":\"+6\",\"history\":\"+6\"},\"passive\":11,\"languages\":[\"any four languages\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The conjurer casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 14}):\"],\"will\":[\"{@spell dancing lights}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\"],\"daily\":{\"2e\":[\"{@spell fireball}\",\"{@spell mage armor}\",\"{@spell unseen servant}\"],\"1e\":[\"{@spell fly}\",\"{@spell stinking cloud}\",\"{@spell web}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The conjurer makes three Arcane Burst attacks.\"]},{\"name\":\"Arcane Burst\",\"entries\":[\"{@atk ms,rs} {@hit 8} to hit, reach 5 ft. or range 120 ft., one target. {@h}19 ({@damage 3d10 + 3}) force damage.\"]}],\"bonus\":[{\"name\":\"Benign Transportation {@recharge 4}\",\"entries\":[\"The conjurer teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space that it can see. If it instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places.\"]},{\"name\":\"Summon Elemental (1/Day)\",\"entries\":[\"The conjurer magically summons an {@creature air elemental}, an {@creature earth elemental}, a {@creature fire elemental}, or a {@creature water elemental}. The elemental appears in an unoccupied space within 60 feet of the conjurer, whom it obeys. It takes its turn immediately after the conjurer. It lasts for 1 hour, until it or the conjurer dies, or until the conjurer dismisses it as a bonus action.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/conjurer.mp3\"},\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"X\"],\"damageTags\":[\"O\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"O\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Corpse Flower\",\"source\":\"MPMM\",\"page\":82,\"otherSources\":[{\"source\":\"MTF\",\"page\":127}],\"size\":[\"L\"],\"type\":\"plant\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[12],\"hp\":{\"average\":127,\"formula\":\"15d10 + 45\"},\"speed\":{\"walk\":20,\"climb\":20},\"str\":14,\"dex\":14,\"con\":16,\"int\":7,\"wis\":15,\"cha\":3,\"senses\":[\"blindsight 120 ft. (blind beyond this radius)\"],\"passive\":12,\"conditionImmune\":[\"blinded\",\"deafened\",\"poisoned\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Corpses\",\"entries\":[\"When first encountered, a corpse flower contains the corpses of {@dice 1d6 + 3} Humanoids. A corpse flower can hold the remains of up to nine Humanoids. These remains have {@quickref Cover||3||total cover} against attacks and other effects outside the corpse flower. If the corpse flower dies, the corpses within it can be pulled free.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The corpse flower can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Stench of Death\",\"entries\":[\"Each creature that starts its turn within 10 feet of the corpse flower or one of its zombies must make a {@dc 14} Constitution saving throw, unless the creature is a Construct or an Undead. On a failed save, the creature is {@condition poisoned} until the start of its next turn. On a successful save, the creature is immune to the Stench of Death of all corpse flowers for 24 hours.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The corpse flower makes three Tentacle attacks.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage plus 10 ({@damage 3d6}) poison damage.\"]},{\"name\":\"Harvest the Dead\",\"entries\":[\"The corpse flower swallows one unsecured Humanoid corpse within 10 feet of it, along with any equipment the corpse is wearing or carrying.\"]}],\"bonus\":[{\"name\":\"Digest\",\"entries\":[\"The corpse flower digests one corpse in its body and instantly regains 11 ({@dice 2d10}) hit points. Nothing of the digested corpse remains. Any equipment on the corpse is expelled from the corpse flower in its space.\"]},{\"name\":\"Reanimate\",\"entries\":[\"The corpse flower animates one corpse in its body, turning it into a {@creature zombie}. The zombie appears in an unoccupied space within 5 feet of the corpse flower and acts immediately after it in the initiative order. The zombie acts as an ally of the corpse flower but isn't under its control, and the flower's stench clings to it (see Stench of Death).\"]}],\"environment\":[\"forest\",\"swamp\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/corpse-flower.mp3\"},\"traitTags\":[\"Spider Climb\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"damageTags\":[\"B\",\"I\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cranium Rat\",\"source\":\"MPMM\",\"page\":83,\"otherSources\":[{\"source\":\"VGM\",\"page\":133}],\"size\":[\"T\"],\"type\":\"aberration\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":2,\"formula\":\"1d4\"},\"speed\":{\"walk\":30},\"str\":2,\"dex\":14,\"con\":10,\"int\":4,\"wis\":11,\"cha\":8,\"senses\":[\"darkvision 30 ft.\"],\"passive\":10,\"languages\":[\"telepathy 30 ft.\"],\"cr\":\"0\",\"trait\":[{\"name\":\"Telepathic Shroud\",\"entries\":[\"The cranium rat is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}1 piercing damage.\"]}],\"bonus\":[{\"name\":\"Illumination\",\"entries\":[\"The cranium rat sheds dim light from its exposed brain in a 5-foot radius or extinguishes the light.\"]}],\"environment\":[\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/cranium-rat.mp3\"},\"senseTags\":[\"D\"],\"languageTags\":[\"TP\"],\"damageTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Darkling\",\"source\":\"MPMM\",\"page\":84,\"otherSources\":[{\"source\":\"VGM\",\"page\":134}],\"size\":[\"S\"],\"type\":\"fey\",\"alignment\":[\"C\",\"N\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":14,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":13,\"formula\":\"3d6 + 3\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":16,\"con\":12,\"int\":10,\"wis\":12,\"cha\":10,\"skill\":{\"acrobatics\":\"+5\",\"deception\":\"+2\",\"perception\":\"+5\",\"stealth\":\"+7\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":15,\"languages\":[\"Elvish\",\"Sylvan\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Death Flash\",\"entries\":[\"When the darkling dies, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must succeed on a {@dc 10} Constitution saving throw or be {@condition blinded} until the end of its next turn.\"]},{\"name\":\"Light Sensitivity\",\"entries\":[\"While in bright light, the darkling has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 7 ({@damage 2d6}) necrotic damage.\"]}],\"environment\":[\"forest\",\"swamp\",\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/darkling.mp3\"},\"attachedItems\":[\"dagger|phb\"],\"traitTags\":[\"Light Sensitivity\"],\"senseTags\":[\"B\",\"SD\"],\"languageTags\":[\"E\",\"S\"],\"damageTags\":[\"N\",\"P\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"blinded\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Darkling Elder\",\"source\":\"MPMM\",\"page\":84,\"otherSources\":[{\"source\":\"VGM\",\"page\":134}],\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"C\",\"N\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":15,\"from\":[\"{@item studded leather armor|PHB}\"]}],\"hp\":{\"average\":27,\"formula\":\"5d8 + 5\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":17,\"con\":12,\"int\":10,\"wis\":14,\"cha\":13,\"skill\":{\"acrobatics\":\"+5\",\"deception\":\"+3\",\"perception\":\"+6\",\"stealth\":\"+7\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":16,\"languages\":[\"Elvish\",\"Sylvan\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Darkness (Recharges after a Short or Long Rest)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The darkling elder casts {@spell darkness}, requiring no spell components and using Wisdom as the spellcasting ability.\"],\"rest\":{\"1\":[\"{@spell darkness}\"]},\"ability\":\"wis\",\"displayAs\":\"action\",\"hidden\":[\"rest\"]}],\"trait\":[{\"name\":\"Death Burn\",\"entries\":[\"When the darkling elder dies, magical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must make a {@dc 11} Constitution saving throw. On a failed save, the creature takes 7 ({@damage 2d6}) radiant damage and is {@condition blinded} until the end of its next turn. On a successful save, the creature takes half as much damage and isn't {@condition blinded}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The darkling elder makes two Scimitar attacks.\"]},{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage plus 7 ({@damage 2d6}) necrotic damage.\"]}],\"environment\":[\"forest\",\"swamp\",\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/darkling-elder.mp3\"},\"attachedItems\":[\"scimitar|phb\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"E\",\"S\"],\"damageTags\":[\"N\",\"R\",\"S\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"conditionInflict\":[\"blinded\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Death Kiss\",\"source\":\"MPMM\",\"page\":85,\"otherSources\":[{\"source\":\"VGM\",\"page\":124}],\"size\":[\"L\"],\"type\":{\"type\":\"aberration\",\"tags\":[\"beholder\"]},\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":142,\"formula\":\"15d10 + 60\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":18,\"dex\":14,\"con\":18,\"int\":10,\"wis\":12,\"cha\":10,\"save\":{\"con\":\"+8\",\"wis\":\"+5\"},\"skill\":{\"perception\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":15,\"immune\":[\"lightning\"],\"conditionImmune\":[\"prone\"],\"languages\":[\"Deep Speech\",\"Undercommon\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Lightning Blood\",\"entries\":[\"A creature within 5 feet of the death kiss takes 5 ({@damage 1d10}) lightning damage whenever it hits the death kiss with a melee attack that deals piercing or slashing damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The death kiss makes three Tentacle attacks. Up to three of these attacks can be replaced by Blood Drain—one replacement per tentacle grappling a creature.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 20 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage, and the target is {@condition grappled} (escape {@dc 14}) if it is a Huge or smaller creature. Until this grapple ends, the target is {@condition restrained}, and the death kiss can't use the same tentacle on another target. The death kiss has ten tentacles.\"]},{\"name\":\"Blood Drain\",\"entries\":[\"One creature {@condition grappled} by a tentacle of the death kiss must make a {@dc 16} Constitution saving throw. On a failed save, the target takes 22 ({@damage 4d10}) lightning damage, and the death kiss regains half as many hit points.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/death-kiss.mp3\"},\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"DS\",\"U\"],\"damageTags\":[\"L\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Deathlock\",\"source\":\"MPMM\",\"page\":86,\"otherSources\":[{\"source\":\"MTF\",\"page\":128},{\"source\":\"AATM\"},{\"source\":\"BMT\"}],\"size\":[\"M\"],\"type\":{\"type\":\"undead\",\"tags\":[\"warlock\"]},\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[12],\"hp\":{\"average\":36,\"formula\":\"8d8\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":15,\"con\":10,\"int\":14,\"wis\":12,\"cha\":16,\"save\":{\"int\":\"+4\",\"cha\":\"+5\"},\"skill\":{\"arcana\":\"+4\",\"history\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The deathlock casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell detect magic}\",\"{@spell disguise self}\",\"{@spell mage armor}\",\"{@spell mage hand}\"],\"daily\":{\"1e\":[\"{@spell dispel magic}\",\"{@spell hunger of Hadar}\",\"{@spell invisibility}\",\"{@spell spider climb}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Turn Resistance\",\"entries\":[\"The deathlock has advantage on saving throws against any effect that turns Undead.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The deathlock doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The deathlock makes two Deathly Claw or Grave Bolt attacks.\"]},{\"name\":\"Deathly Claw\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) necrotic damage.\"]},{\"name\":\"Grave Bolt\",\"entries\":[\"{@atk rs} {@hit 5} to hit, range 120 ft., one target. {@h}14 ({@damage 2d10 + 3}) necrotic damage.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/deathlock.mp3\"},\"traitTags\":[\"Turn Resistance\",\"Unusual Nature\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"N\"],\"damageTagsSpell\":[\"A\",\"C\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"blinded\",\"invisible\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Deathlock Mastermind\",\"source\":\"MPMM\",\"page\":87,\"otherSources\":[{\"source\":\"MTF\",\"page\":129},{\"source\":\"AATM\"}],\"size\":[\"M\"],\"type\":{\"type\":\"undead\",\"tags\":[\"warlock\"]},\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[13],\"hp\":{\"average\":110,\"formula\":\"20d8 + 20\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":16,\"con\":12,\"int\":15,\"wis\":12,\"cha\":17,\"save\":{\"int\":\"+5\",\"cha\":\"+6\"},\"skill\":{\"arcana\":\"+5\",\"history\":\"+5\",\"perception\":\"+4\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":14,\"resist\":[\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The deathlock casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 14}):\"],\"will\":[\"{@spell detect magic}\",\"{@spell disguise self}\",\"{@spell mage armor}\",\"{@spell minor illusion}\"],\"daily\":{\"1e\":[\"{@spell darkness}\",\"{@spell dimension door}\",\"{@spell dispel magic}\",\"{@spell fly}\",\"{@spell invisibility}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the deathlock's {@sense darkvision}.\"]},{\"name\":\"Turn Resistance\",\"entries\":[\"The deathlock has advantage on saving throws against any effect that turns Undead.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The deathlock doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The deathlock makes two Deathly Claw or Grave Bolt attacks.\"]},{\"name\":\"Deathly Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 3d6 + 3} necrotic damage).\"]},{\"name\":\"Grave Bolt\",\"entries\":[\"{@atk rs} {@hit 6} to hit, range 120 ft., one target. {@h}13 ({@damage 3d8}) necrotic damage. If the target is Large or smaller, it must succeed on a {@dc 16} Strength saving throw or become {@condition restrained} as shadowy tendrils wrap around it for 1 minute. A {@condition restrained} target can use its action to repeat the saving throw, ending the effect on itself on a success.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/deathlock-mastermind.mp3\"},\"traitTags\":[\"Devil's Sight\",\"Turn Resistance\",\"Unusual Nature\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"N\"],\"damageTagsSpell\":[\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"restrained\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Deathlock Wight\",\"source\":\"MPMM\",\"page\":87,\"otherSources\":[{\"source\":\"MTF\",\"page\":129}],\"size\":[\"M\"],\"type\":{\"type\":\"undead\",\"tags\":[\"warlock\"]},\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[12],\"hp\":{\"average\":37,\"formula\":\"5d8 + 15\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":14,\"con\":16,\"int\":12,\"wis\":14,\"cha\":16,\"save\":{\"wis\":\"+4\"},\"skill\":{\"arcana\":\"+3\",\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The deathlock casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell detect magic}\",\"{@spell disguise self}\",\"{@spell mage armor}\"],\"daily\":{\"1e\":[\"{@spell fear}\",\"{@spell hold person}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the deathlock has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The deathlock doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The deathlock makes two Life Drain or Grave Bolt attacks.\"]},{\"name\":\"Life Drain\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d8 + 2}) necrotic damage. The target must succeed on a {@dc 13} Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.\",\"A Humanoid slain by this attack rises 24 hours later as a {@creature zombie} under the deathlock's control, unless the Humanoid is restored to life or its body is destroyed. The deathlock can have no more than twelve zombies under its control at one time.\"]},{\"name\":\"Grave Bolt\",\"entries\":[\"{@atk rs} {@hit 5} to hit, range 60 ft., one target. {@h}12 ({@damage 2d8 + 3}) necrotic damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/deathlock-wight.mp3\"},\"traitTags\":[\"Sunlight Sensitivity\",\"Unusual Nature\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"N\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"HPR\",\"MW\"],\"conditionInflictSpell\":[\"frightened\",\"paralyzed\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Deep Rothé\",\"source\":\"MPMM\",\"page\":71,\"otherSources\":[{\"source\":\"VGM\",\"page\":208}],\"size\":[\"M\"],\"type\":{\"type\":\"beast\",\"tags\":[\"cattle\"]},\"alignment\":[\"U\"],\"ac\":[10],\"hp\":{\"average\":13,\"formula\":\"2d8 + 4\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":10,\"con\":14,\"int\":2,\"wis\":10,\"cha\":4,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"cr\":\"1/4\",\"spellcasting\":[{\"name\":\"Dancing Lights\",\"type\":\"spellcasting\",\"headerEntries\":[\"The rothé casts {@spell dancing lights}, requiring no spell components and using Wisdom as the spellcasting ability.\"],\"will\":[\"{@spell dancing lights}\"],\"ability\":\"wis\",\"displayAs\":\"action\",\"hidden\":[\"will\"]}],\"trait\":[{\"name\":\"Beast of Burden\",\"entries\":[\"The rothé is considered to be one size larger for the purpose of determining its carrying capacity.\"]}],\"action\":[{\"name\":\"Gore\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage. If the rothé moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 7 ({@damage 2d6}) piercing damage.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/rothe.mp3\"},\"traitTags\":[\"Beast of Burden\"],\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Deep Scion\",\"source\":\"MPMM\",\"page\":88,\"otherSources\":[{\"source\":\"VGM\",\"page\":135}],\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[11],\"hp\":{\"average\":67,\"formula\":\"9d8 + 27\"},\"speed\":{\"walk\":{\"number\":30,\"condition\":\"(20 ft. and swim 40 ft. in hybrid form)\"}},\"str\":18,\"dex\":13,\"con\":16,\"int\":10,\"wis\":12,\"cha\":14,\"save\":{\"wis\":\"+3\",\"cha\":\"+4\"},\"skill\":{\"deception\":\"+6\",\"insight\":\"+3\",\"sleight of hand\":\"+3\",\"stealth\":\"+3\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":11,\"languages\":[\"Aquan\",\"Common\",\"thieves' cant\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Amphibious (Hybrid Form Only)\",\"entries\":[\"The deep scion can breathe air and water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The deep scion makes two Battleaxe attacks, or it makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Battleaxe\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@dice 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands.\"]},{\"name\":\"Bite (Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d4 + 4}) piercing damage.\"]},{\"name\":\"Claw (Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage.\"]},{\"name\":\"Psychic Screech (Hybrid Form Only; Recharges after a Short or Long Rest)\",\"entries\":[\"The deep scion emits a terrible scream audible within 300 feet. Creatures within 30 feet of the deep scion must succeed on a {@dc 13} Wisdom saving throw or be {@condition stunned} until the end of the deep scion's next turn. In water, the psychic screech also telepathically transmits the deep scion's memories of the last 24 hours to its master, regardless of distance, so long as it and its master are in the same body of water.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"The deep scion transforms into a hybrid form (humanoid-piscine) or back into its true form, which is humanlike. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. The deep scion reverts to its true form if it dies.\"]}],\"environment\":[\"coastal\",\"underwater\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/deep-scion.mp3\"},\"attachedItems\":[\"battleaxe|phb\"],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"AQ\",\"C\",\"TC\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"stunned\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Deinonychus\",\"source\":\"MPMM\",\"page\":95,\"otherSources\":[{\"source\":\"VGM\",\"page\":139}],\"size\":[\"M\"],\"type\":{\"type\":\"beast\",\"tags\":[\"dinosaur\"]},\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":26,\"formula\":\"4d8 + 8\"},\"speed\":{\"walk\":40},\"str\":15,\"dex\":15,\"con\":14,\"int\":4,\"wis\":12,\"cha\":6,\"skill\":{\"perception\":\"+3\"},\"passive\":13,\"cr\":\"1\",\"trait\":[{\"name\":\"Pounce\",\"entries\":[\"If the deinonychus moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a {@dc 12} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the deinonychus can make one Bite attack against it as a bonus action.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The deinonychus makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage.\"]}],\"environment\":[\"forest\",\"grassland\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/deinonychus.mp3\"},\"traitTags\":[\"Pounce\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Demogorgon\",\"isNamedCreature\":true,\"source\":\"MPMM\",\"page\":90,\"otherSources\":[{\"source\":\"MTF\",\"page\":144}],\"size\":[\"H\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":22,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":464,\"formula\":\"32d12 + 256\"},\"speed\":{\"walk\":50,\"swim\":50},\"str\":29,\"dex\":14,\"con\":26,\"int\":20,\"wis\":17,\"cha\":25,\"save\":{\"dex\":\"+10\",\"con\":\"+16\",\"wis\":\"+11\",\"cha\":\"+15\"},\"skill\":{\"insight\":\"+11\",\"perception\":\"+19\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":29,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"26\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Demogorgon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 23}):\"],\"will\":[\"{@spell detect magic}\",\"{@spell major image}\"],\"daily\":{\"3e\":[\"{@spell dispel magic}\",\"{@spell fear}\",\"{@spell telekinesis}\"],\"1e\":[\"{@spell feeblemind}\",\"{@spell project image}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Demogorgon fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Demogorgon has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Two Heads\",\"entries\":[\"Demogorgon has advantage on saving throws against being {@condition blinded}, {@condition deafened}, {@condition stunned}, or knocked {@condition unconscious}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Demogorgon makes two Tentacle attacks. He can replace one attack with a use of Gaze.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}28 ({@damage 3d12 + 9}) force damage. If the target is a creature, it must succeed on a {@dc 23} Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.\"]},{\"name\":\"Gaze\",\"entries\":[\"Demogorgon turns his magical gaze toward one creature he can see within 120 feet of him. The target must succeed on a {@dc 23} Wisdom saving throw or suffer one of the following effects (choose one or roll a {@dice d6}):\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"1–2: Beguiling Gaze\",\"entries\":[\"The target is {@condition stunned} until the start of Demogorgon's next turn or until Demogorgon is no longer within line of sight.\"]},{\"type\":\"item\",\"name\":\"3–4: Confusing Gaze\",\"entries\":[\"The target suffers the effect of the {@spell confusion} spell without making a saving throw. The effect lasts until the start of Demogorgon's next turn. Demogorgon doesn't need to concentrate on the spell.\"]},{\"type\":\"item\",\"name\":\"5–6: Hypnotic Gaze\",\"entries\":[\"The target is {@condition charmed} by Demogorgon until the start of Demogorgon's next turn. Demogorgon chooses how the {@condition charmed} target uses its action, reaction, and movement.\"]}]}]}],\"legendaryActions\":2,\"legendary\":[{\"name\":\"Gaze\",\"entries\":[\"Demogorgon uses Gaze and must use either Beguiling Gaze or Confusing Gaze.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 15 ft., one target. {@h}20 ({@damage 2d10 + 9}) bludgeoning damage plus 11 ({@damage 2d10}) necrotic damage.\"]},{\"name\":\"Cast a Spell (Costs 2 Actions)\",\"entries\":[\"Demogorgon uses Spellcasting.\"]}],\"legendaryGroup\":{\"name\":\"Demogorgon\",\"source\":\"MPMM\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"B\",\"N\",\"O\"],\"damageTagsSpell\":[\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"HPR\",\"MW\",\"RCH\"],\"conditionInflict\":[\"charmed\",\"stunned\"],\"conditionInflictSpell\":[\"blinded\",\"deafened\",\"frightened\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"savingThrowForcedSpell\":[\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Derro\",\"source\":\"MPMM\",\"page\":91,\"otherSources\":[{\"source\":\"MTF\",\"page\":158},{\"source\":\"QftIS\"}],\"size\":[\"S\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":13,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":13,\"formula\":\"3d6 + 3\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":12,\"int\":11,\"wis\":5,\"cha\":9,\"skill\":{\"stealth\":\"+4\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":7,\"languages\":[\"Dwarvish\",\"Undercommon\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The derro has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Hooked Spear\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) piercing damage. If the target is Medium or smaller, the derro can choose to deal no damage and knock it {@condition prone}.\"]},{\"name\":\"Light Crossbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]}],\"environment\":[\"mountain\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/derro.mp3\"},\"attachedItems\":[\"light crossbow|phb\"],\"traitTags\":[\"Magic Resistance\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"D\",\"U\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"conditionInflict\":[\"prone\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Derro Savant\",\"source\":\"MPMM\",\"page\":92,\"otherSources\":[{\"source\":\"MTF\",\"page\":159}],\"size\":[\"S\"],\"type\":{\"type\":\"aberration\",\"tags\":[\"sorcerer\"]},\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":13,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":36,\"formula\":\"8d6 + 8\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":14,\"con\":12,\"int\":11,\"wis\":5,\"cha\":14,\"skill\":{\"stealth\":\"+4\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":7,\"languages\":[\"Dwarvish\",\"Undercommon\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The derro casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 12}):\"],\"will\":[\"{@spell mage hand}\",\"{@spell message}\",\"{@spell prestidigitation}\"],\"daily\":{\"1e\":[\"{@spell invisibility}\",\"{@spell sleep}\",\"{@spell spider climb}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The derro has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage.\"]},{\"name\":\"Chromatic Beam\",\"entries\":[\"The derro launches a brilliant beam of magical energy in a 5-foot-wide line that is 60 feet long. Each creature in the line must make a {@dc 12} Dexterity saving throw, taking 21 ({@damage 6d6}) radiant damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/derro-savant.mp3\"},\"attachedItems\":[\"quarterstaff|phb\"],\"traitTags\":[\"Magic Resistance\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"D\",\"U\"],\"damageTags\":[\"B\",\"R\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"invisible\",\"unconscious\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Devourer\",\"source\":\"MPMM\",\"page\":93,\"otherSources\":[{\"source\":\"VGM\",\"page\":138}],\"size\":[\"L\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":189,\"formula\":\"18d10 + 90\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":12,\"con\":20,\"int\":13,\"wis\":10,\"cha\":16,\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"telepathy 120 ft.\"],\"cr\":\"13\",\"trait\":[{\"name\":\"Unusual Nature\",\"entries\":[\"A devourer doesn't require air, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The devourer makes two Claw attacks and can use either Imprison Soul or Soul Rend, if available.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage plus 21 ({@damage 6d6}) necrotic damage.\"]},{\"name\":\"Imprison Soul\",\"entries\":[\"The devourer chooses a living Humanoid with 0 hit points that it can see within 30 feet of it. That creature is teleported inside the devourer's ribcage and imprisoned there. While imprisoned in this way, the creature is {@condition restrained} and has disadvantage on death saving throws. If the creature dies while imprisoned, the devourer regains 25 hit points and immediately recharges Soul Rend. Additionally, at the start of its next turn, the devourer regurgitates the slain creature as a bonus action, and the creature becomes an undead. If the victim had 2 or fewer Hit Dice, it becomes a {@creature zombie}. If it had 3 to 5 Hit Dice, it becomes a {@creature ghoul}. Otherwise, it becomes a {@creature wight}. A devourer can imprison only one creature at a time.\"]},{\"name\":\"Soul Rend {@recharge}\",\"entries\":[\"The devourer creates a vortex of life-draining energy in a 20-foot radius centered on itself. Each creature in that area must make a {@dc 18} Constitution saving throw, taking 44 ({@damage 8d10}) necrotic damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/devourer.mp3\"},\"traitTags\":[\"Unusual Nature\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"TP\"],\"damageTags\":[\"N\",\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dhergoloth\",\"source\":\"MPMM\",\"page\":94,\"otherSources\":[{\"source\":\"MTF\",\"page\":248}],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"yugoloth\"]},\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":119,\"formula\":\"14d8 + 56\"},\"speed\":{\"walk\":30},\"str\":17,\"dex\":10,\"con\":19,\"int\":7,\"wis\":10,\"cha\":9,\"save\":{\"str\":\"+6\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"acid\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Infernal\",\"telepathy 60 ft.\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dhergoloth casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 10}):\"],\"will\":[\"{@spell darkness}\",\"{@spell fear}\"],\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The dhergoloth has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dhergoloth makes two Claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) force damage.\"]},{\"name\":\"Flailing Claws {@recharge 5}\",\"entries\":[\"The dhergoloth moves up to its speed in a straight line and targets each creature within 5 feet of it during its movement. Each target must succeed on a {@dc 14} Dexterity saving throw or take 22 ({@damage 3d12 + 3}) force damage.\"]},{\"name\":\"Teleport\",\"entries\":[\"The dhergoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/dhergoloth.mp3\"},\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Multiattack\",\"Teleport\"],\"languageTags\":[\"AB\",\"I\",\"TP\"],\"damageTags\":[\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflictSpell\":[\"frightened\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dimetrodon\",\"source\":\"MPMM\",\"page\":95,\"otherSources\":[{\"source\":\"VGM\",\"page\":139}],\"size\":[\"M\"],\"type\":{\"type\":\"beast\",\"tags\":[\"dinosaur\"]},\"alignment\":[\"U\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":19,\"formula\":\"3d8 + 6\"},\"speed\":{\"walk\":30,\"swim\":20},\"str\":14,\"dex\":10,\"con\":15,\"int\":2,\"wis\":10,\"cha\":5,\"skill\":{\"perception\":\"+2\"},\"passive\":12,\"cr\":\"1/4\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) piercing damage.\"]}],\"environment\":[\"coastal\",\"swamp\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/dimetrodon.mp3\"},\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Dire Troll\",\"source\":\"MPMM\",\"page\":246,\"otherSources\":[{\"source\":\"MTF\",\"page\":243}],\"size\":[\"H\"],\"type\":\"giant\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":172,\"formula\":\"15d12 + 75\"},\"speed\":{\"walk\":40},\"str\":22,\"dex\":15,\"con\":21,\"int\":9,\"wis\":11,\"cha\":5,\"save\":{\"wis\":\"+5\",\"cha\":\"+2\"},\"skill\":{\"perception\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"frightened\",\"poisoned\"],\"languages\":[\"Giant\"],\"cr\":\"13\",\"trait\":[{\"name\":\"Regeneration\",\"entries\":[\"The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, it regains only 5 hit points at the start of its next turn. The troll dies only if it is hit by an attack that deals 10 or more acid or fire damage while the troll has 0 hit points.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\" The troll makes one Bite attack and four Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d8 + 6}) piercing damage plus 5 ({@damage 1d10}) poison damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}16 ({@damage 3d6 + 6}) slashing damage.\"]},{\"name\":\"Whirlwind of Claws {@recharge 5}\",\"entries\":[\"Each creature within 10 feet of the troll must make a {@dc 19} Dexterity saving throw, taking 44 ({@damage 8d10}) slashing damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"arctic\",\"forest\",\"hill\",\"mountain\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/dire-troll.mp3\"},\"traitTags\":[\"Regeneration\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Diviner Wizard\",\"source\":\"MPMM\",\"page\":261,\"otherSources\":[{\"source\":\"VGM\",\"page\":213}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\"},\"alignment\":[\"A\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":90,\"formula\":\"20d8\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":14,\"con\":11,\"int\":18,\"wis\":12,\"cha\":11,\"save\":{\"int\":\"+7\",\"wis\":\"+4\"},\"skill\":{\"arcana\":\"+7\",\"history\":\"+7\"},\"passive\":11,\"languages\":[\"any four languages\"],\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The diviner casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell mage hand}\",\"{@spell message}\",\"{@spell prestidigitation}\"],\"daily\":{\"2e\":[\"{@spell arcane eye}\",\"{@spell detect magic}\",\"{@spell detect thoughts}\",\"{@spell fly}\",\"{@spell lightning bolt}\",\"{@spell locate object}\",\"{@spell mage armor}\",\"{@spell Rary's telepathic bond}\"],\"1e\":[\"{@spell true seeing}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The diviner makes three Arcane Burst attacks.\"]},{\"name\":\"Arcane Burst\",\"entries\":[\"{@atk ms,rs} {@hit 7} to hit, reach 5 ft. or range 120 ft., one target. {@h}20 ({@damage 3d10 + 4}) radiant damage.\"]},{\"name\":\"Overwhelming Revelation {@recharge 5}\",\"entries\":[\"The diviner magically creates a burst of illumination in a 10-foot-radius sphere centered on a point within 120 feet of it. Each creature in that area must make a {@dc 15} Wisdom saving throw. On a failed save, a creature takes 45 ({@damage 10d8}) psychic damage and is {@condition stunned} until the end of the diviner's next turn. On a successful save, the creature takes half as much damage and isn't {@condition stunned}.\"]}],\"reaction\":[{\"name\":\"Portent (3/Day)\",\"entries\":[\"When the diviner or a creature it can see makes an attack roll, a saving throw, or an ability check, the diviner rolls a {@dice d20} and chooses whether to use that roll in place of the {@dice d20} rolled for the attack roll, saving throw, or ability check. \"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/diviner.mp3\"},\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"X\"],\"damageTags\":[\"R\",\"Y\"],\"damageTagsSpell\":[\"L\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\"],\"conditionInflict\":[\"stunned\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dolphin\",\"source\":\"MPMM\",\"page\":97,\"otherSources\":[{\"source\":\"VGM\",\"page\":208}],\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":11,\"formula\":\"2d8 + 2\"},\"speed\":{\"walk\":0,\"swim\":60},\"str\":14,\"dex\":13,\"con\":13,\"int\":6,\"wis\":12,\"cha\":7,\"skill\":{\"perception\":\"+3\"},\"senses\":[\"blindsight 60 ft.\"],\"passive\":13,\"cr\":\"1/8\",\"trait\":[{\"name\":\"Hold Breath\",\"entries\":[\"The dolphin can hold its breath for 20 minutes.\"]}],\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage. If the dolphin moved at least 30 feet straight toward the target immediately before the hit, the target takes an extra 3 ({@damage 1d6}) bludgeoning damage.\"]}],\"environment\":[\"coastal\",\"underwater\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/dolphin.mp3\"},\"traitTags\":[\"Hold Breath\"],\"senseTags\":[\"B\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dolphin Delighter\",\"source\":\"MPMM\",\"page\":97,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"C\",\"G\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":27,\"formula\":\"5d8 + 5\"},\"speed\":{\"walk\":0,\"swim\":60},\"str\":14,\"dex\":13,\"con\":13,\"int\":11,\"wis\":12,\"cha\":16,\"save\":{\"wis\":\"+3\",\"cha\":\"+5\"},\"skill\":{\"perception\":\"+3\",\"performance\":\"+5\"},\"senses\":[\"blindsight 60 ft.\"],\"passive\":13,\"languages\":[\"Aquan\",\"telepathy 120 ft.\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Hold Breath\",\"entries\":[\"The dolphin can hold its breath for 20 minutes.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dolphin makes two Dazzling Slam attacks.\"]},{\"name\":\"Dazzling Slam\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage plus 7 ({@damage 2d6}) psychic damage, and the target is {@condition blinded} until the start of the dolphin's next turn.\"]}],\"bonus\":[{\"name\":\"Delightful Light {@recharge 5}\",\"entries\":[\"The dolphin magically emanates light in a 10-foot radius for a moment. The dolphin and each creature of its choice in that light gain 11 ({@dice 2d10}) temporary hit points.\"]},{\"name\":\"Fey Leap\",\"entries\":[\"The dolphin teleports up to 30 feet to an unoccupied space it can see. Immediately before teleporting, the dolphin can choose one creature within 5 feet of it. That creature can teleport with the dolphin, appearing in an unoccupied space within 5 feet of the dolphin's destination space.\"]}],\"environment\":[\"coastal\",\"underwater\"],\"traitTags\":[\"Hold Breath\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AQ\",\"TP\"],\"damageTags\":[\"B\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"blinded\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Draegloth\",\"source\":\"MPMM\",\"page\":98,\"otherSources\":[{\"source\":\"VGM\",\"page\":141}],\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":123,\"formula\":\"13d10 + 52\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":15,\"con\":18,\"int\":13,\"wis\":11,\"cha\":11,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":13,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Elvish\",\"Undercommon\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The draegloth casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 11}):\"],\"will\":[\"{@spell dancing lights}\",\"{@spell darkness}\"],\"daily\":{\"1e\":[\"{@spell confusion}\",\"{@spell faerie fire}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"The draegloth has advantage on saving throws against being {@condition charmed}, and magic can't put it to sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The draegloth makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}16 ({@damage 2d10 + 5}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) slashing damage.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/draegloth.mp3\"},\"traitTags\":[\"Fey Ancestry\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"E\",\"U\"],\"damageTags\":[\"P\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Drow Arachnomancer\",\"source\":\"MPMM\",\"page\":99,\"otherSources\":[{\"source\":\"MTF\",\"page\":182}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":15,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":162,\"formula\":\"25d8 + 50\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":11,\"dex\":17,\"con\":14,\"int\":19,\"wis\":14,\"cha\":16,\"save\":{\"con\":\"+7\",\"int\":\"+9\",\"cha\":\"+8\"},\"skill\":{\"arcana\":\"+9\",\"nature\":\"+9\",\"perception\":\"+7\",\"stealth\":\"+8\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 120 ft.\"],\"passive\":17,\"resist\":[\"poison\"],\"languages\":[\"Elvish\",\"Undercommon\",\"can speak with spiders\"],\"cr\":\"13\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The drow casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 17}):\"],\"will\":[\"{@spell dancing lights}\",\"{@spell mage hand}\"],\"daily\":{\"1e\":[\"{@spell darkness}\",\"{@spell dispel magic}\",\"{@spell etherealness}\",\"{@spell faerie fire}\",\"{@spell fly}\",\"{@spell insect plague}\",\"{@spell invisibility}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"The drow has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The drow can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]},{\"name\":\"Web Walker\",\"entries\":[\"The drow ignores movement restrictions caused by webbing.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The drow makes three attacks, using Bite, Poisonous Touch, Web, or a combination of them. One attack can be replaced by a use of Spellcasting.\"]},{\"name\":\"Bite (Spider Form Only)\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 31 ({@damage 7d8}) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but {@condition poisoned} for 1 hour, even after regaining hit points, and is {@condition paralyzed} while {@condition poisoned} in this way.\"]},{\"name\":\"Poisonous Touch (Humanoid Form Only)\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}35 ({@damage 10d6}) poison damage.\"]},{\"name\":\"Web (Spider Form Only; {@recharge 5})\",\"entries\":[\"{@atk rw} {@hit 8} to hit, range 30/60 ft., one target. {@h}The target is {@condition restrained} by webbing. As an action, the {@condition restrained} target can make a {@dc 15} Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).\"]}],\"bonus\":[{\"name\":\"Change Shape (Recharges after a Short or Long Rest)\",\"entries\":[\"The drow magically transforms into a Large spider, remaining in that form for up to 1 hour, or back into its true form. Its statistics, other than its size, are the same in each form. It can speak and cast spells while in spider form. Any equipment it is wearing or carrying in Humanoid form melds into the spider form. It can't activate, use, wield, or otherwise benefit from any of its equipment. It reverts to its Humanoid form if it dies.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/drow-arachnomancer.mp3\"},\"traitTags\":[\"Fey Ancestry\",\"Spider Climb\",\"Sunlight Sensitivity\",\"Web Walker\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"E\",\"U\"],\"damageTags\":[\"I\",\"P\"],\"damageTagsSpell\":[\"O\",\"P\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\",\"RW\"],\"conditionInflict\":[\"paralyzed\",\"poisoned\",\"restrained\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Drow Favored Consort\",\"source\":\"MPMM\",\"page\":100,\"otherSources\":[{\"source\":\"MTF\",\"page\":183}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\",\"wizard\"]},\"alignment\":[\"A\"],\"ac\":[15],\"hp\":{\"average\":240,\"formula\":\"32d8 + 96\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":20,\"con\":16,\"int\":18,\"wis\":15,\"cha\":18,\"save\":{\"dex\":\"+11\",\"con\":\"+9\",\"cha\":\"+10\"},\"skill\":{\"acrobatics\":\"+11\",\"athletics\":\"+8\",\"perception\":\"+8\",\"stealth\":\"+11\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":18,\"languages\":[\"Elvish\",\"Undercommon\"],\"cr\":\"18\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The drow casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 18}):\"],\"will\":[\"{@spell dancing lights}\",\"{@spell mage armor}\",\"{@spell mage hand}\",\"{@spell message}\"],\"daily\":{\"3e\":[\"{@spell dimension door}\",\"{@spell fireball}\",\"{@spell invisibility}\"],\"1e\":[\"{@spell darkness}\",\"{@spell faerie fire}\",\"{@spell levitate} (self only)\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"The drow has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The drow makes three Scimitar or Arcane Eruption attacks. The drow can replace one of the attacks with a use of Spellcasting.\"]},{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) slashing damage plus 27 ({@damage 6d8}) poison damage.\"]},{\"name\":\"Arcane Eruption\",\"entries\":[\"{@atk rs} {@hit 10} to hit, range 120 ft., one target. {@h}36 ({@damage 8d8}) force damage, and the drow can push the target up to 10 feet away if it is a Large or smaller creature.\"]}],\"reaction\":[{\"name\":\"Protective Shield (3/Day)\",\"entries\":[\"When the drow or a creature within 10 feet of it is hit by an attack roll, the drow gives the target a +5 bonus to its AC until the start of the drow's next turn, which can cause the triggering attack roll to miss.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/drow-favored-consort.mp3\"},\"attachedItems\":[\"scimitar|phb\"],\"traitTags\":[\"Fey Ancestry\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"E\",\"U\"],\"damageTags\":[\"I\",\"O\",\"S\"],\"damageTagsSpell\":[\"F\",\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Drow House Captain\",\"source\":\"MPMM\",\"page\":101,\"otherSources\":[{\"source\":\"MTF\",\"page\":184}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item chain mail|PHB}\"]}],\"hp\":{\"average\":162,\"formula\":\"25d8 + 50\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":19,\"con\":15,\"int\":12,\"wis\":14,\"cha\":13,\"save\":{\"dex\":\"+8\",\"con\":\"+6\",\"wis\":\"+6\"},\"skill\":{\"perception\":\"+6\",\"stealth\":\"+8\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"languages\":[\"Elvish\",\"Undercommon\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The drow casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell dancing lights}\"],\"daily\":{\"1e\":[\"{@spell darkness}\",\"{@spell faerie fire}\",\"{@spell levitate} (self only)\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"The drow has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The drow makes two Scimitar attacks and one Whip or Hand Crossbow attack.\"]},{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage plus 14 ({@damage 4d6}) poison damage.\"]},{\"name\":\"Whip\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}6 ({@damage 1d4 + 4}) slashing damage.\"]},{\"name\":\"Hand Crossbow\",\"entries\":[\"{@atk rw} {@hit 8} to hit, range 30/120 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 hour. If the saving throw fails by 5 or more, the target is also {@condition unconscious} while {@condition poisoned} in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it.\"]}],\"bonus\":[{\"name\":\"Battle Command\",\"entries\":[\"Choose one creature within 30 feet of the drow that the drow can see. If the chosen creature can see or hear the drow, that creature can use its reaction to make one melee attack or to take the {@action Dodge} or {@action Hide} action.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"The drow adds 3 to its AC against one melee attack roll that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/drow-house-captain.mp3\"},\"attachedItems\":[\"hand crossbow|phb\",\"scimitar|phb\",\"whip|phb\"],\"traitTags\":[\"Fey Ancestry\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"E\",\"U\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RNG\",\"RW\"],\"conditionInflict\":[\"poisoned\",\"unconscious\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Drow Inquisitor\",\"source\":\"MPMM\",\"page\":102,\"otherSources\":[{\"source\":\"MTF\",\"page\":184}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"cleric\",\"elf\"]},\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":16,\"from\":[\"{@item breastplate|PHB}\"]}],\"hp\":{\"average\":149,\"formula\":\"23d8 + 46\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":15,\"con\":14,\"int\":16,\"wis\":21,\"cha\":20,\"save\":{\"con\":\"+7\",\"wis\":\"+10\",\"cha\":\"+10\"},\"skill\":{\"insight\":\"+10\",\"perception\":\"+10\",\"religion\":\"+8\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":20,\"conditionImmune\":[\"frightened\"],\"languages\":[\"Elvish\",\"Undercommon\"],\"cr\":\"14\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The drow's casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 18}):\"],\"will\":[\"{@spell dancing lights}\",\"{@spell detect magic}\",\"{@spell message}\",\"{@spell thaumaturgy}\"],\"daily\":{\"1e\":[\"{@spell clairvoyance}\",\"{@spell darkness}\",\"{@spell detect thoughts}\",\"{@spell dispel magic}\",\"{@spell faerie fire}\",\"{@spell levitate} (self only)\",\"{@spell silence}\",\"{@spell suggestion}\",\"{@spell true seeing}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Discern Lie\",\"entries\":[\"The drow discerns when a creature in earshot speaks a lie in a language the drow knows.\"]},{\"name\":\"Fey Ancestry\",\"entries\":[\"The drow has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The drow makes three Death Lance attacks.\"]},{\"name\":\"Death Lance\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage plus 18 ({@damage 4d8}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.\"]}],\"bonus\":[{\"name\":\"Spectral Dagger (Recharges after a Short or Long Rest)\",\"entries\":[\"The drow conjures a floating, spectral dagger within 60 feet of itself. The drow can make a melee spell attack ({@hit 10} to hit) against one creature within 5 feet of the dagger. On a hit, the target takes 9 ({@damage 1d8 + 5}) force damage.\",\"The dagger lasts for 1 minute. As a bonus action on later turns, the drow can move the dagger up to 20 feet and repeat the attack against one creature within 5 feet of the dagger.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Summon Demon (1/Day)\",\"entries\":[\"The drow attempts to magically summon a {@creature yochlol}, with a {@chance 50} chance of success. If the attempt fails, the drow takes 5 ({@damage 1d10}) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.\"],\"_version\":{\"name\":\"Drow Inquisitor (Summoner)\",\"addAs\":\"action\"}}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/drow-inquisitor.mp3\"},\"traitTags\":[\"Fey Ancestry\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"E\",\"U\"],\"damageTags\":[\"N\",\"O\",\"P\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"HPR\",\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"deafened\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Drow Matron Mother\",\"source\":\"MPMM\",\"page\":104,\"otherSources\":[{\"source\":\"MTF\",\"page\":186}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"cleric\",\"elf\"]},\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":17,\"from\":[\"{@item half plate armor|PHB|half plate}\"]}],\"hp\":{\"average\":247,\"formula\":\"33d8 + 99\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":18,\"con\":16,\"int\":17,\"wis\":21,\"cha\":22,\"save\":{\"con\":\"+9\",\"wis\":\"+11\",\"cha\":\"+12\"},\"skill\":{\"insight\":\"+11\",\"perception\":\"+11\",\"religion\":\"+9\",\"stealth\":\"+10\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":21,\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Elvish\",\"Undercommon\"],\"cr\":\"20\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The drow casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 20}):\"],\"will\":[\"{@spell command}\",\"{@spell dancing lights}\",\"{@spell detect magic}\",\"{@spell thaumaturgy}\"],\"daily\":{\"2e\":[\"{@spell banishment}\",\"{@spell blade barrier}\",\"{@spell cure wounds}\",\"{@spell hold person}\",\"{@spell plane shift}\",\"{@spell silence}\"],\"1e\":[\"{@spell clairvoyance}\",\"{@spell darkness}\",\"{@spell detect thoughts}\",\"{@spell dispel magic}\",\"{@spell faerie fire}\",\"{@spell gate}\",\"{@spell levitate} (self only)\",\"{@spell suggestion}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"The drow has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"The drow wields a {@item tentacle rod}.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The drow makes two Demon Staff attacks or one Demon Staff attack and three Tentacle Rod attacks.\"]},{\"name\":\"Demon Staff\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage, or 8 ({@damage 1d8 + 4}) bludgeoning damage if used with two hands, plus 14 ({@damage 4d6}) psychic damage. The target must succeed on a {@dc 19} Wisdom saving throw or become {@condition frightened} of the drow for 1 minute. The {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Tentacle Rod\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 15 ft., one creature. {@h}3 ({@damage 1d6}) bludgeoning damage. If the target is hit three times by the {@item tentacle rod|DMG|rod} on one turn, the target must succeed on a {@dc 15} Constitution saving throw or suffer the following effects for 1 minute: the target's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.\"]},{\"name\":\"Divine Flame (2/Day)\",\"entries\":[\"A 10-foot-radius, 40-foot-high column of divine fire sprouts in an area up to 120 feet away from the drow. Each creature in the column must make a {@dc 20} Dexterity saving throw, taking 14 ({@damage 4d6}) fire damage and 14 ({@damage 4d6}) radiant damage on a failed save, or half as much damage on a successful one.\"]}],\"bonus\":[{\"name\":\"Lolth's Fickle Favor\",\"entries\":[\"The drow bestows the Spider Queen's blessing on one ally she can see within 30 feet of her. The ally takes 7 ({@damage 2d6}) psychic damage but has advantage on the next attack roll it makes before the end of its next turn.\"]},{\"name\":\"Summon Servant (1/Day)\",\"entries\":[\"The drow magically summons a {@creature glabrezu} or a {@creature yochlol}. The summoned creature appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.\"]}],\"legendary\":[{\"name\":\"Compel Demon\",\"entries\":[\"An allied demon within 30 feet of the drow uses its reaction to make one attack against a target of the drow's choice that she can see.\"]},{\"name\":\"Demon Staff\",\"entries\":[\"The drow makes one Demon Staff attack.\"]},{\"name\":\"Cast a Spell (Costs 2 Actions)\",\"entries\":[\"The drow uses Spellcasting.\"]}],\"legendaryGroup\":{\"name\":\"Drow Matron Mother\",\"source\":\"MPMM\"},\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/drow-matron-mother.mp3\"},\"traitTags\":[\"Fey Ancestry\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"E\",\"U\"],\"damageTags\":[\"B\",\"F\",\"R\",\"Y\"],\"damageTagsSpell\":[\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\"],\"conditionInflictLegendary\":[\"restrained\"],\"conditionInflictSpell\":[\"deafened\",\"incapacitated\",\"paralyzed\",\"prone\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"wisdom\"],\"savingThrowForcedLegendary\":[\"dexterity\",\"strength\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Drow Shadowblade\",\"source\":\"MPMM\",\"page\":105,\"otherSources\":[{\"source\":\"MTF\",\"page\":187}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":150,\"formula\":\"20d8 + 60\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":21,\"con\":16,\"int\":12,\"wis\":14,\"cha\":13,\"save\":{\"dex\":\"+9\",\"con\":\"+7\",\"wis\":\"+6\"},\"skill\":{\"perception\":\"+6\",\"stealth\":\"+9\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"languages\":[\"Elvish\",\"Undercommon\"],\"cr\":\"11\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The drow casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell dancing lights}\",\"{@spell darkness}\"],\"daily\":{\"1e\":[\"{@spell faerie fire}\",\"{@spell levitate} (self only)\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the drow's {@sense darkvision}.\"]},{\"name\":\"Fey Ancestry\",\"entries\":[\"The drow has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The drow makes three Shadow Sword attacks. One of the attacks can be replaced by a Hand Crossbow attack. The drow can also use Spellcasting to cast darkness.\"]},{\"name\":\"Shadow Sword\",\"entries\":[\"{@atk mw,rw} {@hit 9} to hit, reach 5 ft. or range 30/60 ft., one target. {@h}27 ({@damage 7d6 + 5}) necrotic damage.\"]},{\"name\":\"Hand Crossbow\",\"entries\":[\"{@atk rw} {@hit 9} to hit, range 30/120 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 hour. If the saving throw fails by 5 or more, the target is also {@condition unconscious} while {@condition poisoned} in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it.\"]}],\"bonus\":[{\"name\":\"Shadow Step\",\"entries\":[\"While in dim light or darkness, the drow teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Summon Shadow Demon (1/Day)\",\"entries\":[\"The drow attempts to magically summon a {@creature shadow demon} with a {@chance 50} chance of success. If the attempt fails, the drow takes 5 ({@damage 1d10}) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.\"],\"_version\":{\"name\":\"Drow Shadowblade (Summoner)\",\"addAs\":\"action\"}}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/drow-shadowblade.mp3\"},\"attachedItems\":[\"hand crossbow|phb\"],\"traitTags\":[\"Devil's Sight\",\"Fey Ancestry\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"E\",\"U\"],\"damageTags\":[\"N\",\"P\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\",\"RNG\",\"RW\"],\"conditionInflict\":[\"poisoned\",\"unconscious\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Duergar Despot\",\"source\":\"MPMM\",\"page\":107,\"otherSources\":[{\"source\":\"MTF\",\"page\":188}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dwarf\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":21,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":119,\"formula\":\"14d8 + 56\"},\"speed\":{\"walk\":25},\"str\":20,\"dex\":5,\"con\":19,\"int\":15,\"wis\":14,\"cha\":13,\"save\":{\"con\":\"+8\",\"wis\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":12,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"Dwarvish\",\"Undercommon\"],\"cr\":\"12\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The duergar casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 12}):\"],\"will\":[\"{@spell mage hand}\",\"{@spell minor illusion}\"],\"daily\":{\"1\":[\"{@spell stinking cloud}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The duergar has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Psychic Engine\",\"entries\":[\"When the duergar suffers a critical hit or is reduced to 0 hit points, psychic energy erupts from its frame to deal 14 ({@damage 4d6}) psychic damage to each creature within 5 feet of it.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The duergar makes two Iron Fist attacks and two Stomping Foot attacks. After one of the attacks, the duergar can move up to its speed without provoking {@action opportunity attack||opportunity attacks}. It can replace one of the attacks with a use of Flame Jet.\"]},{\"name\":\"Iron Fist\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}23 ({@damage 4d8 + 5}) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a {@dc 17} Strength saving throw or be pushed up to 30 feet away in a straight line and be knocked {@condition prone}.\"]},{\"name\":\"Stomping Foot\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d10 + 5}) bludgeoning damage, or 21 ({@dice 3d10 + 5}) to a {@condition prone} target.\"]},{\"name\":\"Flame Jet\",\"entries\":[\"The duergar spews flames in a line 100 feet long and 5 feet wide. Each creature in the line must make a {@dc 16} Dexterity saving throw, taking 18 ({@damage 4d8}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"mountain\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/duergar-despot.mp3\"},\"traitTags\":[\"Magic Resistance\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"D\",\"U\"],\"damageTags\":[\"B\",\"F\",\"Y\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"savingThrowForcedSpell\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Duergar Hammerer\",\"source\":\"MPMM\",\"page\":112,\"otherSources\":[{\"source\":\"MTF\",\"page\":188}],\"size\":[\"M\"],\"type\":{\"type\":\"construct\",\"tags\":[\"dwarf\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":20},\"str\":17,\"dex\":7,\"con\":12,\"int\":5,\"wis\":5,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":7,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands Dwarvish but can't speak\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Siege Monster\",\"entries\":[\"The hammerer deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hammerer makes one Claw attack and one Hammer attack.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Hammer\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage.\"]}],\"reaction\":[{\"name\":\"Engine of Pain\",\"entries\":[\"Immediately after a creature within 5 feet of the hammerer hits it with an attack roll, the hammerer makes a Hammer attack against that creature.\"]}],\"environment\":[\"mountain\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/duergar-hammerer.mp3\"},\"traitTags\":[\"Siege Monster\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"D\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Duergar Kavalrachni\",\"source\":\"MPMM\",\"page\":107,\"otherSources\":[{\"source\":\"MTF\",\"page\":189}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dwarf\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item scale mail|PHB}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":26,\"formula\":\"4d8 + 8\"},\"speed\":{\"walk\":25},\"str\":14,\"dex\":11,\"con\":14,\"int\":11,\"wis\":10,\"cha\":9,\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"resist\":[\"poison\"],\"languages\":[\"Dwarvish\",\"Undercommon\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Cavalry Training\",\"entries\":[\"When the duergar hits a target with a melee attack while mounted, the mount can use its reaction to make one melee attack against the same target.\"]},{\"name\":\"Duergar Resilience\",\"entries\":[\"The duergar has advantage on saving throws against spells and the {@condition charmed}, {@condition paralyzed}, and {@condition poisoned} conditions.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The duergar makes two War Pick attacks.\"]},{\"name\":\"War Pick\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage plus 5 ({@damage 2d4}) poison damage.\"]},{\"name\":\"Heavy Crossbow\",\"entries\":[\"{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage.\"]},{\"name\":\"Shared Invisibility (Recharges after a Short or Long Rest)\",\"entries\":[\"The duergar magically turns {@condition invisible} for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its {@status concentration} is broken (as if {@status concentration||concentrating} on a spell). Any equipment the duergar wears or carries is {@condition invisible} with it. While the {@condition invisible} duergar is mounted, the mount is {@condition invisible} as well. The invisibility ends early on the mount immediately after it attacks.\"]}],\"environment\":[\"mountain\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/duergar-kavalrachni.mp3\"},\"attachedItems\":[\"heavy crossbow|phb\",\"war pick|phb\"],\"traitTags\":[\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"D\",\"U\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"conditionInflict\":[\"invisible\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Duergar Mind Master\",\"source\":\"MPMM\",\"page\":108,\"otherSources\":[{\"source\":\"MTF\",\"page\":189}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dwarf\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":39,\"formula\":\"6d8 + 12\"},\"speed\":{\"walk\":25},\"str\":11,\"dex\":17,\"con\":14,\"int\":15,\"wis\":10,\"cha\":12,\"save\":{\"wis\":\"+2\"},\"skill\":{\"perception\":\"+2\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 120 ft.\",\"truesight 30 ft.\"],\"passive\":12,\"resist\":[\"poison\"],\"languages\":[\"Dwarvish\",\"Undercommon\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Duergar Resilience\",\"entries\":[\"The duergar has advantage on saving throws against spells and the {@condition charmed}, {@condition paralyzed}, and {@condition poisoned} conditions.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The duergar makes two Mind-Poison Dagger attacks. It can replace one attack with a use of Mind Mastery.\"]},{\"name\":\"Mind-Poison Dagger\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 10 ({@damage 3d6}) psychic damage, or 1 piercing damage plus 10 ({@damage 3d6}) psychic damage while under the effect of Reduce.\"]},{\"name\":\"Invisibility {@recharge 4}\",\"entries\":[\"The duergar magically turns {@condition invisible} for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its {@status concentration} is broken (as if {@status concentration||concentrating} on a spell). Any equipment the duergar wears or carries is {@condition invisible} with it.\"]},{\"name\":\"Mind Mastery\",\"entries\":[\"The duergar targets one creature it can see within 60 feet of it. The target must succeed on a {@dc 12} Intelligence saving throw, or the duergar causes it to use its reaction, if available, either to make one weapon attack against another creature the duergar can see or to move up to 10 feet in a direction of the duergar's choice. Creatures that can't be {@condition charmed} are immune to this effect.\"]}],\"bonus\":[{\"name\":\"Reduce (Recharges after a Short or Long Rest)\",\"entries\":[\"For 1 minute, the duergar magically decreases in size, along with anything it is wearing or carrying. While reduced, the duergar is Tiny, reduces its weapon damage to 1, and makes attack rolls, ability checks, and saving throws with disadvantage if they use Strength. It gains a +5 bonus to all Dexterity ({@skill Stealth}) checks and a +5 bonus to its AC. It can also take a bonus action on each of its turns to take the {@action Hide} action.\"]}],\"environment\":[\"mountain\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/duergar-mind-master.mp3\"},\"traitTags\":[\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\",\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"D\",\"U\"],\"damageTags\":[\"P\",\"Y\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"invisible\"],\"savingThrowForced\":[\"intelligence\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Duergar Screamer\",\"source\":\"MPMM\",\"page\":111,\"otherSources\":[{\"source\":\"MTF\",\"page\":190}],\"size\":[\"M\"],\"type\":{\"type\":\"construct\",\"tags\":[\"dwarf\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":38,\"formula\":\"7d8 + 7\"},\"speed\":{\"walk\":20},\"str\":18,\"dex\":7,\"con\":12,\"int\":5,\"wis\":5,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":7,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands Dwarvish but can't speak\"],\"cr\":\"3\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The screamer makes one Drill attack, and it uses Sonic Scream.\"]},{\"name\":\"Drill\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d12 + 4}) piercing damage.\"]},{\"name\":\"Sonic Scream\",\"entries\":[\"The screamer emits destructive energy in a 15-foot cube. Each creature in that area must succeed on a {@dc 11} Strength saving throw or take 7 ({@damage 2d6}) thunder damage and be knocked {@condition prone}.\"]}],\"reaction\":[{\"name\":\"Engine of Pain\",\"entries\":[\"Immediately after a creature within 5 feet of the screamer hits it with an attack roll, the screamer makes a Drill attack against that creature.\"]}],\"environment\":[\"mountain\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/duergar-screamer.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"D\"],\"damageTags\":[\"P\",\"T\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Duergar Soulblade\",\"source\":\"MPMM\",\"page\":109,\"otherSources\":[{\"source\":\"MTF\",\"page\":190}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dwarf\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":27,\"formula\":\"6d8\"},\"speed\":{\"walk\":25},\"str\":16,\"dex\":16,\"con\":10,\"int\":11,\"wis\":10,\"cha\":12,\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"resist\":[\"poison\"],\"languages\":[\"Dwarvish\",\"Undercommon\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Duergar Resilience\",\"entries\":[\"The duergar has advantage on saving throws against spells and the {@condition charmed}, {@condition paralyzed}, and {@condition poisoned} conditions.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Soulblade\",\"entries\":[\"{@atk ms} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) force damage, or 13 ({@damage 3d6 + 3}) force damage while under the effect of Enlarge.\"]},{\"name\":\"Invisibility (Recharges after a Short or Long Rest)\",\"entries\":[\"The duergar magically turns {@condition invisible} for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its {@status concentration} is broken (as if {@status concentration||concentrating} on a spell). Any equipment the duergar wears or carries is {@condition invisible} with it.\"]}],\"bonus\":[{\"name\":\"Enlarge (Recharges after a Short or Long Rest)\",\"entries\":[\"For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.\"]}],\"environment\":[\"mountain\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/duergar-soulblade.mp3\"},\"traitTags\":[\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"D\",\"U\"],\"damageTags\":[\"O\"],\"conditionInflict\":[\"invisible\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Duergar Stone Guard\",\"source\":\"MPMM\",\"page\":110,\"otherSources\":[{\"source\":\"MTF\",\"page\":191}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dwarf\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item chain mail|PHB}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":39,\"formula\":\"6d8 + 12\"},\"speed\":{\"walk\":25},\"str\":18,\"dex\":11,\"con\":14,\"int\":11,\"wis\":10,\"cha\":9,\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"resist\":[\"poison\"],\"languages\":[\"Dwarvish\",\"Undercommon\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Duergar Resilience\",\"entries\":[\"The duergar has advantage on saving throws against spells and the {@condition charmed}, {@condition paralyzed}, and {@condition poisoned} conditions.\"]},{\"name\":\"Phalanx Formation\",\"entries\":[\"The duergar has advantage on attack rolls and Dexterity saving throws while standing within 5 feet of an ally wielding a {@item shield|PHB}.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The duergar makes two Shortsword or Javelin attacks.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, or 11 ({@damage 2d6 + 4}) piercing damage while under the effect of Enlarge.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, or 11 ({@damage 2d6 + 4}) piercing damage while under the effect of Enlarge.\"]},{\"name\":\"Invisibility (Recharges after a Short or Long Rest)\",\"entries\":[\"The duergar magically turns {@condition invisible} for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its {@status concentration} is broken (as if {@status concentration||concentrating} on a spell). Any equipment the duergar wears or carries is {@condition invisible} with it.\"]}],\"bonus\":[{\"name\":\"Enlarge (Recharges after a Short or Long Rest)\",\"entries\":[\"For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.\"]}],\"environment\":[\"mountain\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/duergar-stone-guard.mp3\"},\"attachedItems\":[\"javelin|phb\",\"shortsword|phb\"],\"traitTags\":[\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"D\",\"U\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"invisible\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Duergar Warlord\",\"source\":\"MPMM\",\"page\":111,\"otherSources\":[{\"source\":\"MTF\",\"page\":192}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dwarf\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":20,\"from\":[\"{@item plate armor|PHB}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":75,\"formula\":\"10d8 + 30\"},\"speed\":{\"walk\":25},\"str\":18,\"dex\":11,\"con\":17,\"int\":12,\"wis\":12,\"cha\":14,\"senses\":[\"darkvision 120 ft.\"],\"passive\":11,\"resist\":[\"poison\"],\"languages\":[\"Dwarvish\",\"Undercommon\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Duergar Resilience\",\"entries\":[\"The duergar has advantage on saving throws against spells and the {@condition charmed}, {@condition paralyzed}, and {@condition poisoned} conditions.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The duergar makes three Psychic-Attuned Hammer or Javelin attacks and uses Call to Attack.\"]},{\"name\":\"Psychic-Attuned Hammer\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) bludgeoning damage, or 15 ({@damage 2d10 + 4}) bludgeoning damage while under the effect of Enlarge, plus 5 ({@damage 1d10}) psychic damage.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, or 11 ({@damage 2d6 + 4}) piercing damage while under the effect of Enlarge.\"]},{\"name\":\"Call to Attack\",\"entries\":[\"Up to three allies within 120 feet of this duergar that can hear it can each use their reaction to make one weapon attack.\"]},{\"name\":\"Invisibility {@recharge 4}\",\"entries\":[\"The duergar magically turns {@condition invisible} for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its {@status concentration} is broken (as if {@status concentration||concentrating} on a spell). Any equipment the duergar wears or carries is {@condition invisible} with it.\"]}],\"bonus\":[{\"name\":\"Enlarge (Recharges after a Short or Long Rest)\",\"entries\":[\"For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.\"]}],\"reaction\":[{\"name\":\"Scouring Instruction\",\"entries\":[\"When an ally that the duergar can see makes a {@dice d20} roll, the duergar can roll a {@dice d6}, and the ally can add the number rolled to the {@dice d20} by taking 3 ({@damage 1d6}) psychic damage.\"]}],\"environment\":[\"mountain\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/duergar-warlord.mp3\"},\"attachedItems\":[\"javelin|phb\"],\"traitTags\":[\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"D\",\"U\"],\"damageTags\":[\"B\",\"P\",\"Y\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"invisible\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Duergar Xarrorn\",\"source\":\"MPMM\",\"page\":111,\"otherSources\":[{\"source\":\"MTF\",\"page\":193}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dwarf\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|PHB}\"]}],\"hp\":{\"average\":26,\"formula\":\"4d8 + 8\"},\"speed\":{\"walk\":25},\"str\":16,\"dex\":11,\"con\":14,\"int\":11,\"wis\":10,\"cha\":9,\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"resist\":[\"poison\"],\"languages\":[\"Dwarvish\",\"Undercommon\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Duergar Resilience\",\"entries\":[\"The duergar has advantage on saving throws against spells and the {@condition charmed}, {@condition paralyzed}, and {@condition poisoned} conditions.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Fire Lance\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d12 + 3}) piercing damage, or 16 ({@damage 2d12 + 3}) piercing damage while under the effect of Enlarge, plus 3 ({@damage 1d6}) fire damage.\"]},{\"name\":\"Fire Spray {@recharge 5}\",\"entries\":[\"From its fire lance, the duergar shoots a 15-foot cone of fire or a line of fire 30 feet long and 5 feet wide. Each creature in that area must make a {@dc 12} Dexterity saving throw, taking 10 ({@damage 3d6}) fire damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Invisibility (Recharges after a Short or Long Rest)\",\"entries\":[\"The duergar magically turns {@condition invisible} for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its {@status concentration} is broken (as if {@status concentration||concentrating} on a spell). Any equipment the duergar wears or carries is {@condition invisible} with it.\"]}],\"bonus\":[{\"name\":\"Enlarge (Recharges after a Short or Long Rest)\",\"entries\":[\"For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.\"]}],\"environment\":[\"mountain\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/duergar-xarrorn.mp3\"},\"traitTags\":[\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"D\",\"U\"],\"damageTags\":[\"F\",\"P\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"invisible\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dybbuk\",\"source\":\"MPMM\",\"page\":113,\"otherSources\":[{\"source\":\"MTF\",\"page\":132},{\"source\":\"AATM\"}],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[14],\"hp\":{\"average\":37,\"formula\":\"5d8 + 15\"},\"speed\":{\"walk\":{\"number\":40,\"condition\":\"(hover)\"}},\"str\":6,\"dex\":19,\"con\":16,\"int\":16,\"wis\":15,\"cha\":14,\"skill\":{\"deception\":\"+6\",\"intimidation\":\"+4\",\"perception\":\"+4\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":14,\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"Abyssal\",\"Common\",\"telepathy 120 ft.\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dybbuk casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 12}):\"],\"will\":[\"{@spell dimension door}\"],\"daily\":{\"3\":[\"{@spell phantasmal force}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Incorporeal Movement\",\"entries\":[\"The dybbuk can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The dybbuk has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) necrotic damage. If the target is a creature, its hit point maximum is also reduced by 3 ({@dice 1d6}). This reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0.\"]},{\"name\":\"Possess Corpse {@recharge}\",\"entries\":[\"The dybbuk disappears into an intact corpse within 5 feet of it that belonged to a Large or smaller Beast or Humanoid. The dybbuk gains 20 temporary hit points. While possessing the corpse, the dybbuk adopts the corpse's size and can't use Incorporeal Movement. Its game statistics otherwise remain the same. The possession lasts until the temporary hit points are lost or the dybbuk ends it as a bonus action. When the possession ends, the dybbuk appears in an unoccupied space within 5 feet of the corpse.\"]}],\"bonus\":[{\"name\":\"Control Corpse\",\"entries\":[\"While Possess Corpse is active, the dybbuk makes the corpse do something unnatural, such as vomit blood, twist its head all the way around, or cause a quadruped to move as a biped. Any Beast or Humanoid that sees this behavior must succeed on a {@dc 12} Wisdom saving throw or become {@condition frightened} of the dybbuk for 1 minute. The {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this ability is immune to Control Corpse for 24 hours.\"]}],\"environment\":[\"desert\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/dybbuk.mp3\"},\"traitTags\":[\"Incorporeal Movement\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Tentacles\"],\"languageTags\":[\"AB\",\"C\",\"TP\"],\"damageTags\":[\"N\",\"O\"],\"damageTagsSpell\":[\"O\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"HPR\",\"MW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"intelligence\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Earth Elemental Myrmidon\",\"source\":\"MPMM\",\"page\":122,\"otherSources\":[{\"source\":\"MTF\",\"page\":202}],\"size\":[\"M\"],\"type\":\"elemental\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|PHB|plate}\"]}],\"hp\":{\"average\":127,\"formula\":\"17d8 + 51\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":10,\"con\":17,\"int\":8,\"wis\":10,\"cha\":10,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"paralyzed\",\"petrified\",\"poisoned\",\"prone\"],\"languages\":[\"Terran\",\"one language of its creator's choice\"],\"cr\":\"7\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The myrmidon makes two Maul attacks.\"]},{\"name\":\"Maul\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) force damage.\"]},{\"name\":\"Thunderous Strike {@recharge}\",\"entries\":[\"The myrmidon makes one Maul attack. On a hit, the target takes an extra 22 ({@damage 4d10}) thunder damage, and the target must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/earth-elemental-myrmidon.mp3\"},\"attachedItems\":[\"maul|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"T\"],\"damageTags\":[\"O\",\"T\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Eidolon\",\"source\":\"MPMM\",\"page\":114,\"otherSources\":[{\"source\":\"MTF\",\"page\":194}],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"A\"],\"ac\":[9],\"hp\":{\"average\":63,\"formula\":\"18d8 - 18\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":7,\"dex\":8,\"con\":9,\"int\":14,\"wis\":19,\"cha\":16,\"save\":{\"wis\":\"+8\"},\"skill\":{\"perception\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":18,\"resist\":[\"acid\",\"fire\",\"lightning\",\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"cold\",\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"12\",\"trait\":[{\"name\":\"Incorporeal Movement\",\"entries\":[\"The eidolon can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object other than a {@creature sacred statue|MPMM}.\"]},{\"name\":\"Sacred Animation {@recharge 5}\",\"entries\":[\"When the eidolon moves into a space occupied by a {@creature sacred statue|MPMM}, the eidolon can disappear, causing the statue to become a creature under the eidolon's control. The eidolon uses the {@creature sacred statue|MPMM|sacred statue's stat block} in place of its own.\"]},{\"name\":\"Turn Resistance\",\"entries\":[\"The eidolon has advantage on saving throws against any effect that turns Undead.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The eidolon doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Divine Dread\",\"entries\":[\"Each creature within 60 feet of the eidolon that can see it must succeed on a {@dc 15} Wisdom saving throw or be {@condition frightened} of it for 1 minute. While {@condition frightened} in this way, the creature must take the {@action Dash} action and move away from the eidolon by the safest available route at the start of each of its turns, unless there is nowhere for it to move, in which case the creature also becomes {@condition stunned} until it can move again. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to any eidolon's Divine Dread for the next 24 hours.\"]}],\"environment\":[\"coastal\",\"desert\",\"forest\",\"grassland\",\"mountain\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/eidolon.mp3\"},\"traitTags\":[\"Incorporeal Movement\",\"Turn Resistance\",\"Unusual Nature\"],\"senseTags\":[\"D\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"O\"],\"miscTags\":[\"AOE\"],\"conditionInflict\":[\"frightened\",\"stunned\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Elder Brain\",\"source\":\"MPMM\",\"page\":120,\"otherSources\":[{\"source\":\"VGM\",\"page\":173},{\"source\":\"PaBTSO\"},{\"source\":\"CoA\"}],\"size\":[\"L\"],\"type\":{\"type\":\"aberration\",\"tags\":[\"mind flayer\"]},\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[10],\"hp\":{\"average\":210,\"formula\":\"20d10 + 100\"},\"speed\":{\"walk\":5,\"swim\":10},\"str\":15,\"dex\":10,\"con\":20,\"int\":21,\"wis\":19,\"cha\":24,\"save\":{\"int\":\"+10\",\"wis\":\"+9\",\"cha\":\"+12\"},\"skill\":{\"arcana\":\"+10\",\"deception\":\"+12\",\"insight\":\"+14\",\"intimidation\":\"+12\",\"persuasion\":\"+12\"},\"senses\":[\"blindsight 120 ft.\"],\"passive\":14,\"languages\":[\"understands Common\",\"Deep Speech\",\"and Undercommon but can't speak\",\"telepathy 5 miles\"],\"cr\":\"14\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The elder brain casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 18}):\"],\"will\":[\"{@spell detect thoughts}\",\"{@spell levitate}\"],\"daily\":{\"3\":[\"{@spell modify memory}\"],\"1e\":[\"{@spell dominate monster}\",\"{@spell plane shift} (self only)\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Creature Sense\",\"entries\":[\"The elder brain is aware of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one's Intelligence score, but can't sense anything else about it. A creature protected by a {@spell mind blank} spell, a {@spell nondetection} spell, or similar magic can't be perceived in this manner.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the elder brain fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The elder brain has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Telepathic Hub\",\"entries\":[\"The elder brain can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The elder brain can let those creatures telepathically hear each other while connected in this way.\"]}],\"action\":[{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 30 ft., one target. {@h}20 ({@damage 4d8 + 2}) bludgeoning damage. If the target is a Huge or smaller creature, it is {@condition grappled} (escape {@dc 15}) and takes 9 ({@damage 1d8 + 5}) psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to four targets {@condition grappled} at a time.\"]},{\"name\":\"Mind Blast {@recharge 5}\",\"entries\":[\"Creatures of the elder brain's choice within 60 feet of it must succeed on a {@dc 18} Intelligence saving throw or take 32 ({@damage 5d10 + 5}) psychic damage and be {@condition stunned} for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"bonus\":[{\"name\":\"Psychic Link\",\"entries\":[\"The elder brain targets one {@condition incapacitated} creature it senses with its Creature Sense trait and establishes a psychic link with the target. Until the link ends, the elder brain can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer {@condition incapacitated}, and the elder brain can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the link, doing so with a successful {@dc 18} Charisma saving throw. On a successful save, the target takes 10 ({@damage 3d6}) psychic damage. The link also ends if the target and the elder brain are more than 5 miles apart. The elder brain can form psychic links with up to ten creatures at a time.\"]},{\"name\":\"Sense Thoughts\",\"entries\":[\"The elder brain targets a creature with which it has a psychic link. The elder brain gains insight into the target's emotional state and foremost thoughts (including worries, loves, and hates).\"]}],\"legendary\":[{\"name\":\"Break Concentration\",\"entries\":[\"The elder brain targets one creature within 120 feet of it with which it has a psychic link. The elder brain breaks the creature's {@status concentration} on a spell it has cast. The creature also takes 2 ({@damage 1d4}) psychic damage per level of the spell.\"]},{\"name\":\"Psychic Pulse\",\"entries\":[\"The elder brain targets one creature within 120 feet of it with which it has a psychic link. The target and enemies of the elder brain within 30 feet of target take 10 ({@damage 3d6}) psychic damage.\"]},{\"name\":\"Sever Psychic Link\",\"entries\":[\"The elder brain targets one creature within 120 feet of it with which it has a psychic link. The elder brain ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature's next turn.\"]},{\"name\":\"Tentacle (Costs 2 Actions)\",\"entries\":[\"The elder brain makes one Tentacle attack.\"]}],\"legendaryGroup\":{\"name\":\"Elder Brain\",\"source\":\"MPMM\"},\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/elder-brain.mp3\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Tentacles\"],\"languageTags\":[\"C\",\"CS\",\"DS\",\"TP\",\"U\"],\"damageTags\":[\"B\",\"Y\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"stunned\"],\"conditionInflictSpell\":[\"charmed\",\"incapacitated\"],\"savingThrowForced\":[\"charisma\",\"intelligence\"],\"savingThrowForcedLegendary\":[\"charisma\",\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Elder Oblex\",\"source\":\"MPMM\",\"page\":199,\"otherSources\":[{\"source\":\"MTF\",\"page\":219}],\"size\":[\"H\"],\"type\":\"ooze\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[16],\"hp\":{\"average\":115,\"formula\":\"10d12 + 50\"},\"speed\":{\"walk\":20},\"str\":15,\"dex\":16,\"con\":21,\"int\":22,\"wis\":13,\"cha\":18,\"save\":{\"int\":\"+10\",\"cha\":\"+8\"},\"skill\":{\"arcana\":\"+10\",\"deception\":\"+8\",\"history\":\"+10\",\"nature\":\"+10\",\"perception\":\"+5\",\"religion\":\"+10\"},\"senses\":[\"blindsight 60 ft. (blind beyond this distance)\"],\"passive\":15,\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"prone\"],\"languages\":[\"Common plus six more languages\"],\"cr\":\"10\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The oblex casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 18}):\"],\"will\":[\"{@spell charm person} (as 5th-level spell)\",\"{@spell detect thoughts}\"],\"daily\":{\"3e\":[\"{@spell dimension door}\",\"{@spell dominate person}\",\"{@spell hypnotic pattern}\",\"{@spell telekinesis}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Amorphous\",\"entries\":[\"The oblex can move through a space as narrow as 1 inch wide without squeezing.\"]},{\"name\":\"Aversion to Fire\",\"entries\":[\"If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The oblex doesn't require sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The elder oblex makes two Pseudopod attacks, and it uses Eat Memories.\"]},{\"name\":\"Pseudopod\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}17 ({@damage 4d6 + 3}) bludgeoning damage plus 14 ({@damage 4d6}) psychic damage.\"]},{\"name\":\"Eat Memories\",\"entries\":[\"The oblex targets one creature it can see within 5 feet of it. The target must succeed on a {@dc 18} Wisdom saving throw or take 44 ({@damage 8d10}) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the {@spell greater restoration} or {@spell heal} spell. Constructs, Oozes, Plants, and Undead succeed on the save automatically.\",\"While memory drained, the target must roll a {@dice d4} and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the {@dice d4} becomes a {@dice d6}, the {@dice d6} becomes a {@dice d8}, and so on until the die becomes a {@dice d20}, at which point the target becomes {@condition unconscious} for 1 hour. The effect then ends.\",\"The oblex learns all the languages a memory-drained target knows and gains all its skill proficiencies.\"]}],\"bonus\":[{\"name\":\"Sulfurous Impersonation\",\"entries\":[\"The oblex extrudes a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate {@dice 2d6 + 1} different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. The simulacrum is an extension of the oblex, meaning that the oblex occupies its space and the simulacrum's space simultaneously. The tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex and the simulacrum. The simulacrum disappears if the tether is severed.\"]}],\"environment\":[\"swamp\",\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/elder-oblex.mp3\"},\"traitTags\":[\"Amorphous\",\"Unusual Nature\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"B\",\"Y\"],\"damageTagsSpell\":[\"O\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"unconscious\"],\"conditionInflictSpell\":[\"charmed\",\"frightened\",\"incapacitated\",\"paralyzed\",\"restrained\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Elder Tempest\",\"source\":\"MPMM\",\"page\":121,\"otherSources\":[{\"source\":\"MTF\",\"page\":200}],\"size\":[\"G\"],\"type\":\"elemental\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"Typically \",\"ac\":[19],\"hp\":{\"average\":264,\"formula\":\"16d20 + 96\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":120,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":23,\"dex\":28,\"con\":23,\"int\":2,\"wis\":21,\"cha\":18,\"save\":{\"wis\":\"+12\",\"cha\":\"+11\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"lightning\",\"poison\",\"thunder\"],\"conditionImmune\":[\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"stunned\"],\"cr\":\"23\",\"trait\":[{\"name\":\"Air Form\",\"entries\":[\"The tempest can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.\"]},{\"name\":\"Flyby\",\"entries\":[\"The tempest doesn't provoke {@action opportunity attack||opportunity attacks} when it flies out of an enemy's reach.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the tempest fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Living Storm\",\"entries\":[\"The tempest is always at the center of a storm {@dice 1d6 + 4} miles in diameter. Heavy precipitation in the form of either rain or snow falls there, causing the area to be lightly obscured. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom ({@skill Perception}) checks that rely on hearing. In addition, strong winds swirl in the area covered by the storm. The winds impose disadvantage on ranged attack rolls. They also extinguish open flames and disperse fog.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The tempest deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The tempest makes two Thunderous Slam attacks.\"]},{\"name\":\"Thunderous Slam\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 20 ft., one target. {@h}23 ({@damage 4d6 + 9}) thunder damage.\"]},{\"name\":\"Lightning Storm {@recharge}\",\"entries\":[\"Each creature within 120 feet of the tempest must make a {@dc 21} Dexterity saving throw, taking 27 ({@damage 6d8}) lightning damage on a failed save, or half as much damage on a successful one. If a target's saving throw fails by 5 or more, the creature is also {@condition stunned} until the end of its next turn.\"]}],\"legendary\":[{\"name\":\"Move\",\"entries\":[\"The tempest moves up to its speed.\"]},{\"name\":\"Lightning Strike (Costs 2 Actions)\",\"entries\":[\"The tempest can cause a bolt of lightning to strike a point on the ground anywhere under its storm. Each creature within 5 feet of that point must make a {@dc 21} Dexterity saving throw, taking 16 ({@damage 3d10}) lightning damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Screaming Gale (Costs 3 Actions)\",\"entries\":[\"The tempest releases a blast of thunder and wind in a line that is 300 feet long and 20 feet wide. Objects in that area take 22 ({@damage 4d10}) thunder damage. Each creature there must succeed on a {@dc 21} Dexterity saving throw or take 22 ({@damage 4d10}) thunder damage and be flung up to 60 feet in a direction away from the line. If a thrown target collides with an immovable object (such as a wall or floor) or another creature, the target takes 3 ({@damage 1d6}) bludgeoning damage for every 10 feet it was thrown before impact. If the target collides with another creature, that other creature must succeed on a {@dc 19} Dexterity saving throw or take the same impact damage and be knocked {@condition prone}.\"]}],\"environment\":[\"arctic\",\"coastal\",\"grassland\",\"hill\",\"mountain\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/elder-tempest.mp3\"},\"traitTags\":[\"Flyby\",\"Legendary Resistances\",\"Siege Monster\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"L\",\"T\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\",\"stunned\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Enchanter Wizard\",\"source\":\"MPMM\",\"page\":261,\"otherSources\":[{\"source\":\"VGM\",\"page\":213}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\"},\"alignment\":[\"A\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":49,\"formula\":\"11d8\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":14,\"con\":11,\"int\":17,\"wis\":12,\"cha\":11,\"save\":{\"int\":\"+6\",\"wis\":\"+4\"},\"skill\":{\"arcana\":\"+6\",\"history\":\"+6\"},\"passive\":11,\"languages\":[\"any four languages\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The enchanter casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 14}):\"],\"will\":[\"{@spell friends}\",\"{@spell mage hand}\",\"{@spell message}\"],\"daily\":{\"2e\":[\"{@spell charm person}\",\"{@spell mage armor}\",\"{@spell hold person}\",\"{@spell invisibility}\",\"{@spell suggestion}\",\"{@spell tongues}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The enchanter makes three Arcane Burst attacks.\"]},{\"name\":\"Arcane Burst\",\"entries\":[\"{@atk ms,rs} {@hit 6} to hit, reach 5 ft. or range 120 ft., one target. {@h}19 ({@damage 3d10 + 3}) psychic damage.\"]}],\"reaction\":[{\"name\":\"Instinctive Charm {@recharge 4}\",\"entries\":[\"When a visible creature within 30 feet of the enchanter makes an attack roll against it, the enchanter forces the attacker to make a {@dc 14} Wisdom saving throw. On a failed save, the attacker redirects the attack roll to the creature closest to it, other than the enchanter or itself. If multiple eligible creatures are closest, the attacker chooses which one to target.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/enchanter.mp3\"},\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"X\"],\"damageTags\":[\"Y\"],\"spellcastingTags\":[\"O\"],\"conditionInflictSpell\":[\"charmed\",\"invisible\",\"paralyzed\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Evoker Wizard\",\"source\":\"MPMM\",\"page\":262,\"otherSources\":[{\"source\":\"VGM\",\"page\":214}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\"},\"alignment\":[\"A\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":121,\"formula\":\"22d8 + 22\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":14,\"con\":12,\"int\":17,\"wis\":12,\"cha\":11,\"save\":{\"int\":\"+7\",\"wis\":\"+5\"},\"skill\":{\"arcana\":\"+7\",\"history\":\"+7\"},\"passive\":11,\"languages\":[\"any four languages\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The evoker casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell light}\",\"{@spell mage hand}\",\"{@spell message}\",\"{@spell prestidigitation}\"],\"daily\":{\"2e\":[\"{@spell ice storm}\",\"{@spell lightning bolt}\",\"{@spell mage armor}\"],\"1e\":[\"{@spell wall of ice}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The evoker makes three Arcane Burst attacks.\"]},{\"name\":\"Arcane Burst\",\"entries\":[\"{@atk ms,rs} {@hit 7} to hit, reach 5 ft. or range 120 ft., one target. {@h}25 ({@damage 4d10 + 3}) force damage.\"]},{\"name\":\"Sculpted Explosion {@recharge 4}\",\"entries\":[\"The evoker unleashes a magical explosion of a particular damage type: cold, fire, lightning, or thunder. The magic erupts in a 20-foot-radius sphere centered on a point within 150 feet of the evoker. Each creature in that area must make a {@dc 15} Dexterity saving throw. The evoker can select up to three creatures it can see in the area to ignore the spell, as the evoker sculpts the spell's energy around them. On a failed save, a creature takes 40 ({@damage 9d8}) damage of the chosen type and is knocked {@condition prone}. On a successful save, a creature takes half as much damage and isn't knocked {@condition prone}.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/evoker.mp3\"},\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"X\"],\"damageTags\":[\"O\"],\"damageTagsSpell\":[\"B\",\"C\",\"L\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Female Steeder\",\"source\":\"MPMM\",\"page\":231,\"otherSources\":[{\"source\":\"MTF\",\"page\":238}],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":30,\"formula\":\"4d10 + 8\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":15,\"dex\":16,\"con\":14,\"int\":2,\"wis\":10,\"cha\":3,\"skill\":{\"stealth\":\"+7\",\"perception\":\"+4\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":14,\"cr\":\"1\",\"trait\":[{\"name\":\"Extraordinary Leap\",\"entries\":[\"The distance of the steeder's long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to move 3 feet.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 9 ({@damage 2d8}) poison damage.\"]},{\"name\":\"Sticky Leg\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one Medium or smaller creature. {@h}The target is stuck to the steeder's leg and {@condition grappled} (escape {@dc 12}). The steeder can have only one creature {@condition grappled} at a time.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/female-steeder.mp3\"},\"traitTags\":[\"Spider Climb\"],\"senseTags\":[\"SD\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fire Elemental Myrmidon\",\"source\":\"MPMM\",\"page\":123,\"otherSources\":[{\"source\":\"MTF\",\"page\":203},{\"source\":\"BMT\"}],\"size\":[\"M\"],\"type\":\"elemental\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|PHB|plate}\"]}],\"hp\":{\"average\":123,\"formula\":\"19d8 + 38\"},\"speed\":{\"walk\":40},\"str\":13,\"dex\":18,\"con\":15,\"int\":9,\"wis\":10,\"cha\":10,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"paralyzed\",\"petrified\",\"poisoned\",\"prone\"],\"languages\":[\"Ignan\",\"one language of its creator's choice\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Illumination\",\"entries\":[\"The myrmidon sheds bright light in a 20-foot radius and dim light in a 40-foot radius.\"]},{\"name\":\"Water Susceptibility\",\"entries\":[\"For every 5 feet the myrmidon moves in 1 foot or more of water, it takes 2 ({@damage 1d4}) cold damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The myrmidon makes three Scimitar attacks.\"]},{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) force damage.\"]},{\"name\":\"Fiery Strikes {@recharge}\",\"entries\":[\"The myrmidon uses Multiattack. Each attack that hits deals an extra 7 ({@damage 2d6}) fire damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/fire-elemental-myrmidon.mp3\"},\"attachedItems\":[\"scimitar|phb\"],\"traitTags\":[\"Illumination\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"IG\"],\"damageTags\":[\"C\",\"F\",\"O\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fire Giant Dreadnought\",\"source\":\"MPMM\",\"page\":124,\"otherSources\":[{\"source\":\"VGM\",\"page\":147}],\"size\":[\"H\"],\"type\":\"giant\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":21,\"from\":[\"{@item plate armor|PHB|plate}\",\"{@item shield|phb|Dual Shields}\"]}],\"hp\":{\"average\":187,\"formula\":\"15d12 + 90\"},\"speed\":{\"walk\":30},\"str\":27,\"dex\":9,\"con\":23,\"int\":8,\"wis\":10,\"cha\":11,\"save\":{\"dex\":\"+4\",\"con\":\"+11\",\"cha\":\"+5\"},\"skill\":{\"athletics\":\"+13\",\"perception\":\"+5\"},\"passive\":15,\"immune\":[\"fire\"],\"languages\":[\"Giant\"],\"cr\":\"14\",\"trait\":[{\"name\":\"Dual Shields\",\"entries\":[\"The giant carries two shields, which together give the giant +3 to its AC (accounted for above).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giant makes two Fireshield or Rock attacks.\"]},{\"name\":\"Fireshield\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}22 ({@damage 4d6 + 8}) bludgeoning damage plus 7 ({@damage 2d6}) fire damage plus 7 ({@damage 2d6}) piercing damage.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 13} to hit, range 60/240 ft., one target. {@h}30 ({@damage 4d10 + 8}) bludgeoning damage.\"]},{\"name\":\"Shield Charge {@recharge 5}\",\"entries\":[\"The giant moves up to 30 feet in a straight line and can move through the space of any creature smaller than Huge. The first time it enters a creature's space during this move, that creature must succeed on a {@dc 21} Strength saving throw or take 36 ({@damage 8d6 + 8}) bludgeoning damage plus 14 ({@damage 4d6}) fire damage and be pushed up to 30 feet and knocked {@condition prone}.\"]}],\"environment\":[\"mountain\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/fire-giant-dreadnought.mp3\"},\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\"],\"damageTags\":[\"B\",\"F\",\"P\"],\"miscTags\":[\"MW\",\"RW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Firenewt Warlock of Imix\",\"source\":\"MPMM\",\"page\":125,\"otherSources\":[{\"source\":\"VGM\",\"page\":143}],\"size\":[\"M\"],\"type\":\"elemental\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[10],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":11,\"con\":12,\"int\":9,\"wis\":11,\"cha\":14,\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"immune\":[\"fire\"],\"languages\":[\"Draconic\",\"Ignan\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The firenewt casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 12}):\"],\"will\":[\"{@spell guidance}\",\"{@spell light}\",\"{@spell mage armor}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\"],\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The firenewt can breathe air and water.\"]},{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the firenewt's {@sense darkvision}.\"]},{\"name\":\"Imix's Blessing\",\"entries\":[\"When the firenewt reduces an enemy to 0 hit points, the firenewt gains 5 temporary hit points.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The firenewt makes three Morningstar or Fire Ray attacks.\"]},{\"name\":\"Morningstar\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage.\"]},{\"name\":\"Fire Ray\",\"entries\":[\"{@atk rs} {@hit 4} to hit, range 120 ft., one target. {@h}5 ({@damage 1d6 + 2}) fire damage.\"]}],\"environment\":[\"hill\",\"mountain\",\"underdark\"],\"attachedItems\":[\"morningstar|phb\"],\"traitTags\":[\"Amphibious\",\"Devil's Sight\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DR\",\"IG\"],\"damageTags\":[\"F\",\"P\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Firenewt Warrior\",\"source\":\"MPMM\",\"page\":125,\"otherSources\":[{\"source\":\"VGM\",\"page\":142}],\"size\":[\"M\"],\"type\":\"elemental\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":13,\"from\":[\"{@item shield|PHB}\"]}],\"hp\":{\"average\":27,\"formula\":\"5d8 + 5\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":13,\"con\":12,\"int\":7,\"wis\":11,\"cha\":8,\"passive\":10,\"immune\":[\"fire\"],\"languages\":[\"Draconic\",\"Ignan\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The firenewt can breathe air and water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The firenewt makes two Scimitar attacks.\"]},{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) slashing damage.\"]},{\"name\":\"Spit Fire (Recharges after a Short or Long Rest)\",\"entries\":[\"The firenewt spits fire at a creature within 10 feet of it. The creature must make a {@dc 11} Dexterity saving throw, taking 9 ({@damage 2d8}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"desert\",\"hill\",\"mountain\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/firenewt-warrior.mp3\"},\"attachedItems\":[\"scimitar|phb\"],\"traitTags\":[\"Amphibious\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DR\",\"IG\"],\"damageTags\":[\"F\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Flail Snail\",\"source\":\"MPMM\",\"page\":126,\"otherSources\":[{\"source\":\"VGM\",\"page\":144}],\"size\":[\"L\"],\"type\":\"elemental\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"5d10 + 25\"},\"speed\":{\"walk\":10},\"str\":17,\"dex\":5,\"con\":20,\"int\":3,\"wis\":10,\"cha\":5,\"senses\":[\"darkvision 60 ft.\",\"tremorsense 60 ft.\"],\"passive\":10,\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Antimagic Shell\",\"entries\":[\"The snail has advantage on saving throws against spells, and any creature making a spell attack against the snail has disadvantage on the attack roll.\",\"If the snail succeeds on its saving throw against a spell or a spell's attack roll misses it, the snail's shell converts some of the spell's energy into a burst of destructive force if the spell is of 1st level or higher; each creature within 30 feet of the snail must make a {@dc 15} Constitution saving throw, taking 3 ({@damage 1d6}) force damage per level of the spell on a failed save, or half as much damage on a successful one.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The snail makes five Flail Tentacle attacks.\"]},{\"name\":\"Flail Tentacle\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage.\"]},{\"name\":\"Scintillating Shell (Recharges after a Short or Long Rest)\",\"entries\":[\"The snail's shell emits dazzling, colored light until the end of the snail's next turn. During this time, the shell sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the snail have disadvantage on attack rolls against it. In addition, any creature within the bright light and able to see the snail when this power is activated must succeed on a {@dc 15} Wisdom saving throw or be {@condition stunned} until the light ends.\"]},{\"name\":\"Shell Defense\",\"entries\":[\"The flail snail withdraws into its shell. Until it emerges, it gains a +4 bonus to its AC and is {@condition restrained}. It can emerge from its shell as a bonus action on its turn.\"]}],\"environment\":[\"forest\",\"swamp\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/flail-snail.mp3\"},\"senseTags\":[\"D\",\"T\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"O\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"stunned\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Flind\",\"source\":\"MPMM\",\"page\":127,\"otherSources\":[{\"source\":\"VGM\",\"page\":153}],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"gnoll\"]},\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":16,\"from\":[\"{@item breastplate|PHB}\"]}],\"hp\":{\"average\":127,\"formula\":\"15d8 + 60\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":14,\"con\":19,\"int\":11,\"wis\":13,\"cha\":12,\"save\":{\"con\":\"+8\",\"wis\":\"+5\"},\"skill\":{\"intimidation\":\"+5\",\"perception\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"languages\":[\"Gnoll\",\"Abyssal\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Aura of Blood Thirst\",\"entries\":[\"If the flind isn't {@condition incapacitated}, any creature with the Rampage trait can make a Bite attack as a bonus action while within 10 feet of the flind.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The flind makes one Flail of Chaos attack, one Flail of Pain attack, and one Flail of Paralysis attack, or it makes three Longbow attacks.\"]},{\"name\":\"Flail of Chaos\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d10 + 5}) bludgeoning damage, and the target must make a {@dc 16} Wisdom saving throw. On a failed save, the target must use its reaction, if available, to make one melee attack against a random creature, other than the flind, within its reach. If there's no creature within reach, the target instead moves half its speed in a random direction.\"]},{\"name\":\"Flail of Pain\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d10 + 5}) bludgeoning damage plus 16 ({@damage 3d10}) psychic damage.\"]},{\"name\":\"Flail of Paralysis\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d10 + 5}) bludgeoning damage, and the target must succeed on a {@dc 16} Constitution saving throw or be {@condition paralyzed} until the end of its next turn.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]}],\"environment\":[\"coastal\",\"forest\",\"grassland\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/flind.mp3\"},\"attachedItems\":[\"longbow|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"OTH\"],\"damageTags\":[\"B\",\"P\",\"Y\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RNG\",\"RW\"],\"conditionInflict\":[\"paralyzed\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fraz-Urb'luu\",\"isNamedCreature\":true,\"source\":\"MPMM\",\"page\":129,\"otherSources\":[{\"source\":\"MTF\",\"page\":146}],\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":337,\"formula\":\"27d10 + 189\"},\"speed\":{\"walk\":40,\"fly\":40},\"str\":29,\"dex\":12,\"con\":25,\"int\":26,\"wis\":24,\"cha\":26,\"save\":{\"dex\":\"+8\",\"con\":\"+14\",\"int\":\"+15\",\"wis\":\"+14\"},\"skill\":{\"deception\":\"+15\",\"perception\":\"+14\",\"stealth\":\"+8\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":24,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"that is nonmagical\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":{\"cr\":\"23\",\"lair\":\"24\"},\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Fraz-Urb'luu casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 23}):\"],\"will\":[\"{@spell alter self} (can become Medium when changing his appearance)\",\"{@spell detect magic}\",\"{@spell dispel magic}\",\"{@spell phantasmal force}\"],\"daily\":{\"3e\":[\"{@spell mislead}\",\"{@spell programmed illusion}\",\"{@spell seeming}\"],\"1e\":[\"{@spell modify memory}\",\"{@spell project image}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Fraz-Urb'luu fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Fraz-Urb'luu has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Undetectable\",\"entries\":[\"Fraz-Urb'luu can't be targeted by divination magic, perceived through magical scrying sensors, or detected by abilities that sense demons or Fiends.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Fraz-Urb'luu makes one Bite attack and two Fist attacks, and he uses Phantasmal Terror.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}19 ({@damage 3d6 + 9}) force damage.\"]},{\"name\":\"Fist\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d8 + 9}) force damage.\"]},{\"name\":\"Phantasmal Terror\",\"entries\":[\"Fraz-Urb'luu targets one creature he can see within 120 feet of him. The target must succeed on a {@dc 23} Wisdom saving throw, or it takes 16 ({@damage 3d10}) psychic damage and is {@condition frightened} of Fraz-Urb'luu until the end of its next turn.\"]}],\"legendary\":[{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}20 ({@damage 2d10 + 9}) force damage. If the target is a Large or smaller creature, it is also {@condition grappled} (escape {@dc 24}), and it is {@condition restrained} until the grapple ends. Fraz-Urb'luu can grapple only one creature with his tail at a time.\"]},{\"name\":\"Terror (Costs 2 Actions)\",\"entries\":[\"Fraz-Urb'luu uses Phantasmal Terror.\"]}],\"legendaryGroup\":{\"name\":\"Fraz-Urb'luu\",\"source\":\"MPMM\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"O\",\"Y\"],\"damageTagsLegendary\":[\"Y\"],\"damageTagsSpell\":[\"B\",\"P\",\"S\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"grappled\"],\"conditionInflictSpell\":[\"blinded\",\"charmed\",\"deafened\",\"incapacitated\",\"invisible\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedLegendary\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Froghemoth\",\"source\":\"MPMM\",\"page\":130,\"otherSources\":[{\"source\":\"VGM\",\"page\":145},{\"source\":\"QftIS\"},{\"source\":\"CoA\"}],\"size\":[\"H\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":161,\"formula\":\"14d12 + 70\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":23,\"dex\":13,\"con\":20,\"int\":2,\"wis\":12,\"cha\":5,\"save\":{\"con\":\"+9\",\"wis\":\"+5\"},\"skill\":{\"perception\":\"+9\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":19,\"resist\":[\"fire\",\"lightning\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The froghemoth can breathe air and water.\"]},{\"name\":\"Shock Susceptibility\",\"entries\":[\"If the froghemoth takes lightning damage, it suffers two effects until the end of its next turn: its speed is halved, and it has disadvantage on Dexterity saving throws.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The froghemoth makes one Bite attack and two Tentacle attacks, and it can use Tongue.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}22 ({@damage 3d10 + 6}) piercing damage, and the target is swallowed if it is a Medium or smaller creature. A swallowed creature is {@condition blinded} and {@condition restrained}, has {@quickref Cover||3||total cover} against attacks and other effects outside the froghemoth, and takes 10 ({@damage 3d6}) acid damage at the start of each of the froghemoth's turns.\",\"The froghemoth's gullet can hold up to two creatures at a time. If the froghemoth takes 20 damage or more on a single turn from a creature inside it, the froghemoth must succeed on a {@dc 20} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls {@condition prone} in a space within 10 feet of the froghemoth. If the froghemoth dies, any swallowed creature is no longer {@condition restrained} by it and can escape from the corpse using 10 feet of movement, exiting {@condition prone}.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 20 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 16}) if it is a Huge or smaller creature. Until the grapple ends, the froghemoth can't use this tentacle on another target. The froghemoth has four tentacles.\"]},{\"name\":\"Tongue\",\"entries\":[\"The froghemoth targets one Medium or smaller creature that it can see within 20 feet of it. The target must make a {@dc 18} Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the froghemoth.\"]}],\"environment\":[\"swamp\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/froghemoth.mp3\"},\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Swallow\",\"Tentacles\"],\"damageTags\":[\"A\",\"B\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"grappled\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Frost Giant Everlasting One\",\"source\":\"MPMM\",\"page\":131,\"otherSources\":[{\"source\":\"VGM\",\"page\":148}],\"size\":[\"H\"],\"type\":\"giant\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":15,\"from\":[\"patchwork armor\"]}],\"hp\":{\"average\":189,\"formula\":\"14d12 + 98\"},\"speed\":{\"walk\":40},\"str\":25,\"dex\":9,\"con\":24,\"int\":9,\"wis\":10,\"cha\":12,\"save\":{\"str\":\"+11\",\"con\":\"+11\",\"wis\":\"+4\"},\"skill\":{\"athletics\":\"+11\",\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"immune\":[\"cold\"],\"languages\":[\"Giant\"],\"cr\":\"12\",\"trait\":[{\"name\":\"Extra Heads\",\"entries\":[\"The giant has a {@chance 25} chance of having more than one head. If it has more than one, it has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, or knocked {@condition unconscious}.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The giant regains 10 hit points at the start of its turn. If the giant takes acid or fire damage, this trait doesn't function at the start of its next turn. The giant dies only if it starts its turn with 0 hit points and doesn't regenerate.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giant makes two Greataxe or Rock attacks.\"]},{\"name\":\"Greataxe\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}26 ({@damage 3d12 + 7}) slashing damage, or 30 ({@damage 3d12 + 11}) slashing damage while raging.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 11} to hit, range 60/240 ft., one target. {@h}29 ({@damage 4d10 + 7}) bludgeoning damage.\"]}],\"bonus\":[{\"name\":\"Vaprak's Rage (Recharges after a Short or Long Rest)\",\"entries\":[\"The giant enters a rage. The rage lasts for 1 minute or until the giant is {@condition incapacitated}. While raging, the giant gains the following benefits:\",{\"type\":\"list\",\"items\":[\"The giant has advantage on Strength checks and Strength saving throws.\",\"When it makes a melee weapon attack, the giant gains a +4 bonus to the damage roll.\",\"The giant has resistance to bludgeoning, piercing, and slashing damage.\"]}]}],\"environment\":[\"coastal\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/frost-giant-everlasting-one.mp3\"},\"attachedItems\":[\"greataxe|phb\"],\"traitTags\":[\"Regeneration\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\"],\"damageTags\":[\"B\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Frost Salamander\",\"source\":\"MPMM\",\"page\":132,\"otherSources\":[{\"source\":\"MTF\",\"page\":223}],\"size\":[\"H\"],\"type\":\"elemental\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":168,\"formula\":\"16d12 + 64\"},\"speed\":{\"walk\":60,\"burrow\":40,\"climb\":40},\"str\":20,\"dex\":12,\"con\":18,\"int\":7,\"wis\":11,\"cha\":7,\"save\":{\"con\":\"+8\",\"wis\":\"+4\"},\"skill\":{\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\",\"tremorsense 60 ft.\"],\"passive\":14,\"immune\":[\"cold\"],\"vulnerable\":[\"fire\"],\"languages\":[\"Primordial\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Burning Fury\",\"entries\":[\"When the salamander takes fire damage, its\",\"Freezing Breath automatically recharges.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The salamander makes one Bite attack and four Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage plus 5 ({@damage 1d10}) cold damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage.\"]},{\"name\":\"Freezing Breath {@recharge}\",\"entries\":[\"The salamander exhales chill wind in a 60-foot cone. Each creature in that area must make a {@dc 17} Constitution saving throw, taking 44 ({@damage 8d10}) cold damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"arctic\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/frost-salamander.mp3\"},\"senseTags\":[\"D\",\"T\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"P\"],\"damageTags\":[\"C\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gauth\",\"source\":\"MPMM\",\"page\":133,\"otherSources\":[{\"source\":\"VGM\",\"page\":125}],\"size\":[\"M\"],\"type\":{\"type\":\"aberration\",\"tags\":[\"beholder\"]},\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"7d8 + 21\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":20,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":10,\"dex\":14,\"con\":16,\"int\":15,\"wis\":15,\"cha\":13,\"save\":{\"int\":\"+5\",\"wis\":\"+5\",\"cha\":\"+4\"},\"skill\":{\"perception\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":15,\"conditionImmune\":[\"prone\"],\"languages\":[\"Deep Speech\",\"Undercommon\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Stunning Gaze\",\"entries\":[\"When a creature that can see the gauth's central eye starts its turn within 30 feet of the gauth, the gauth can force it to make a {@dc 14} Wisdom saving throw if the gauth isn't {@condition incapacitated} and can see the creature. A creature that fails the save is {@condition stunned} until the start of its next turn.\",\"Unless {@status surprised}, a creature can avert its eyes at the start of its turn to avoid the saving throw. If the creature does so, it can't see the gauth until the start of its next turn, when it can avert its eyes again. If the creature looks at the gauth in the meantime, it must immediately make the save.\"]},{\"name\":\"Death Throes\",\"entries\":[\"When the gauth dies, the magical energy within it explodes, and each creature within 10 feet of it must make a {@dc 14} Dexterity saving throw, taking 13 ({@damage 3d8}) force damage on a failed save, or half as much damage on a successful one.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d8}) piercing damage.\"]},{\"name\":\"Eye Rays\",\"entries\":[\"The gauth shoots three of the following magical eye rays at random (roll three {@dice d6}s, and reroll duplicates), targeting one to three creatures it can see within 120 feet of it:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"1: Devour Magic Ray\",\"entries\":[\"The target must succeed on a {@dc 14} Dexterity saving throw or have one of its magic items lose all magical properties until the start of the gauth's next turn. If the object is a charged item, it also loses {@dice 1d4} charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls.\"],\"type\":\"item\"},{\"name\":\"2: Enervation Ray\",\"entries\":[\"The target must make a {@dc 14} Constitution saving throw, taking 18 ({@damage 4d8}) necrotic damage on a failed save, or half as much damage on a successful one.\"],\"type\":\"item\"},{\"name\":\"3: Fire Ray\",\"entries\":[\"The target must succeed on a {@dc 14} Dexterity saving throw or take 22 ({@damage 4d10}) fire damage.\"],\"type\":\"item\"},{\"name\":\"4: Paralyzing Ray\",\"entries\":[\"The target must succeed on a {@dc 14} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"],\"type\":\"item\"},{\"name\":\"5: Pushing Ray\",\"entries\":[\"The target must succeed on a {@dc 14} Strength saving throw or be pushed up to 15 feet away from the gauth and have its speed halved until the start of the gauth's next turn.\"],\"type\":\"item\"},{\"name\":\"6: Sleep Ray\",\"entries\":[\"The target must succeed on a {@dc 14} Wisdom saving throw or fall asleep and remain {@condition unconscious} for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on Constructs and Undead.\"],\"type\":\"item\"}]}]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/gauth.mp3\"},\"traitTags\":[\"Death Burst\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"DS\",\"U\"],\"damageTags\":[\"F\",\"N\",\"O\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"paralyzed\",\"stunned\",\"unconscious\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gazer\",\"source\":\"MPMM\",\"page\":134,\"otherSources\":[{\"source\":\"VGM\",\"page\":126},{\"source\":\"SjA\"}],\"size\":[\"T\"],\"type\":{\"type\":\"aberration\",\"tags\":[\"beholder\"]},\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[13],\"hp\":{\"average\":13,\"formula\":\"3d4 + 6\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":3,\"dex\":17,\"con\":14,\"int\":3,\"wis\":10,\"cha\":7,\"save\":{\"wis\":\"+2\"},\"skill\":{\"perception\":\"+4\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"conditionImmune\":[\"prone\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Mimicry\",\"entries\":[\"The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful {@dc 10} Wisdom ({@skill Insight}) check.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}1 piercing damage.\"]},{\"name\":\"Eye Rays\",\"entries\":[\"The gazer shoots two of the following magical eye rays at random (roll two {@dice d4}s, and reroll duplicates), choosing one or two targets it can see within 60 feet of it:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"1: Dazing Ray\",\"entries\":[\"The targeted creature must succeed on a {@dc 12} Wisdom saving throw or be {@condition charmed} until the start of the gazer's next turn. While the target is {@condition charmed} in this way, its speed is halved, and it has disadvantage on attack rolls.\"],\"type\":\"item\"},{\"name\":\"2: Fear Ray\",\"entries\":[\"The targeted creature must succeed on a {@dc 12} Wisdom saving throw or be {@condition frightened} until the start of the gazer's next turn.\"],\"type\":\"item\"},{\"name\":\"3: Frost Ray\",\"entries\":[\"The target must succeed on a {@dc 12} Dexterity saving throw or take 10 ({@damage 3d6}) cold damage.\"],\"type\":\"item\"},{\"name\":\"4: Telekinetic Ray\",\"entries\":[\"If the target is a creature that is Medium or smaller, it must succeed on a {@dc 12} Strength saving throw or be moved up to 30 feet directly away from the gazer. If the target is a Tiny object that isn't being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.\"],\"type\":\"item\"}]}]}],\"bonus\":[{\"name\":\"Aggressive\",\"entries\":[\"The gazer moves up to its speed toward a hostile creature that it can see.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Gazer Familiar\",\"entries\":[\"Spellcasters who are interested in unusual familiars find that gazers are eager to serve someone who has magical power. Unless its master is strict, a gazer familiar can be unruly, behaving aggressively toward other Tiny creatures. A gazer serving as a familiar has the following trait:\",{\"type\":\"entries\",\"name\":\"Familiar\",\"entries\":[\"The gazer can serve another creature as a familiar, forming a telepathic bond with its willing master, provided that the master is at least a 3rd-level spellcaster. While the two are bonded, the master can sense what the gazer senses as long as they are within 1 mile of each other. If its master causes it physical harm, the gazer will end its service as a familiar, breaking the telepathic bond.\"]}],\"_version\":{\"addHeadersAs\":\"trait\"}}],\"environment\":[\"underdark\"],\"familiar\":true,\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/gazer.mp3\"},\"traitTags\":[\"Mimicry\"],\"senseTags\":[\"D\"],\"damageTags\":[\"C\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"charmed\",\"frightened\"],\"savingThrowForced\":[\"dexterity\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Geryon\",\"isNamedCreature\":true,\"source\":\"MPMM\",\"page\":136,\"otherSources\":[{\"source\":\"MTF\",\"page\":173}],\"size\":[\"H\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":300,\"formula\":\"24d12 + 144\"},\"speed\":{\"walk\":30,\"fly\":50},\"str\":29,\"dex\":17,\"con\":22,\"int\":19,\"wis\":16,\"cha\":23,\"save\":{\"dex\":\"+10\",\"con\":\"+13\",\"wis\":\"+10\",\"cha\":\"+13\"},\"skill\":{\"deception\":\"+13\",\"intimidation\":\"+13\",\"perception\":\"+10\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":20,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"cold\",\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":{\"cr\":\"22\",\"lair\":\"23\"},\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Geryon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 21}):\"],\"will\":[\"{@spell alter self} (can become Medium when changing his appearance)\",\"{@spell detect magic}\",\"{@spell ice storm}\",\"{@spell invisibility} (self only)\",\"{@spell locate object}\",\"{@spell suggestion}\",\"{@spell wall of ice}\"],\"daily\":{\"1\":[\"{@spell banishment}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Geryon fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Geryon has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Regeneration\",\"entries\":[\"Geryon regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Geryon dies only if he starts his turn with 0 hit points and doesn't regenerate.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Geryon makes one Claw attack and one Stinger attack.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}23 ({@damage 4d6 + 9}) cold damage. If the target is Large or smaller, it is {@condition grappled} ({@dc 24}), and it is {@condition restrained} until the grapple ends. Geryon can grapple one creature at a time. If the target is already {@condition grappled} by Geryon, the target takes an extra 27 ({@damage 6d8}) cold damage.\"]},{\"name\":\"Stinger\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 20 ft., one creature. {@h}14 ({@damage 2d4 + 9}) force damage, and the target must succeed on a {@dc 21} Constitution saving throw or take 13 ({@damage 2d12}) poison damage and become {@condition poisoned} until it finishes a short or long rest. The target's hit point maximum is reduced by an amount equal to half the poison damage taken. This reduction lasts until the {@condition poisoned} condition is removed. The target dies if its hit point maximum is reduced to 0.\"]},{\"name\":\"Teleport\",\"entries\":[\"Geryon teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.\"]}],\"legendary\":[{\"name\":\"Infernal Glare\",\"entries\":[\"Geryon targets one creature he can see within 60 feet of him. The target must succeed on a {@dc 23} Wisdom saving throw or become {@condition frightened} of Geryon until the end of its next turn.\"]},{\"name\":\"Teleport\",\"entries\":[\"Geryon uses Teleport.\"]},{\"name\":\"Swift Sting (Costs 2 Actions)\",\"entries\":[\"Geryon makes one Stinger attack.\"]}],\"legendaryGroup\":{\"name\":\"Geryon\",\"source\":\"MPMM\"},\"variant\":[{\"type\":\"variant\",\"name\":\"Sound the Horn\",\"entries\":[\"Geryon can have an action that allows him to summon {@creature minotaur||minotaurs}.\",{\"name\":\"Sound the Horn (1/Day)\",\"type\":\"entries\",\"entries\":[\"Geryon blows his horn, which causes {@dice 5d4} {@creature minotaur||minotaurs} to appear in unoccupied spaces of his choice within 600 feet of him. The minotaurs roll initiative when they appear, and they obey his commands. They remain until they die or Geryon uses an action to dismiss any or all of them.\"]}],\"_version\":{\"name\":\"Geryon (Summoner)\",\"addHeadersAs\":\"action\"}}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/geryon.mp3\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Regeneration\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\",\"Teleport\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"C\",\"I\",\"O\"],\"damageTagsLegendary\":[\"C\"],\"damageTagsSpell\":[\"B\",\"C\",\"P\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"HPR\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"grappled\",\"poisoned\"],\"conditionInflictLegendary\":[\"restrained\"],\"conditionInflictSpell\":[\"incapacitated\",\"invisible\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"savingThrowForcedLegendary\":[\"constitution\",\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Giant Strider\",\"source\":\"MPMM\",\"page\":137,\"otherSources\":[{\"source\":\"VGM\",\"page\":143}],\"size\":[\"L\"],\"type\":\"elemental\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":22,\"formula\":\"3d10 + 6\"},\"speed\":{\"walk\":50},\"str\":18,\"dex\":13,\"con\":14,\"int\":4,\"wis\":12,\"cha\":6,\"passive\":11,\"immune\":[\"fire\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Fire Absorption\",\"entries\":[\"Whenever the giant strider is subjected to fire damage, it takes no damage and regains a number of hit points equal to half the fire damage dealt.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage.\"]},{\"name\":\"Fire Burst {@recharge 5}\",\"entries\":[\"The giant strider hurls a gout of flame at a point it can see within 60 feet of it. Each creature in a 10-foot-radius sphere centered on that point must make a {@dc 12} Dexterity saving throw, taking 14 ({@damage 4d6}) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, and it ignites flammable objects in that area that aren't being worn or carried\"]}],\"environment\":[\"hill\",\"mountain\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/giant-strider.mp3\"},\"traitTags\":[\"Damage Absorption\"],\"damageTags\":[\"F\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Giff\",\"source\":\"MPMM\",\"page\":138,\"otherSources\":[{\"source\":\"MTF\",\"page\":204},{\"source\":\"SjA\"}],\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item breastplate|PHB}\"]}],\"hp\":{\"average\":60,\"formula\":\"8d8 + 24\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":14,\"con\":17,\"int\":11,\"wis\":12,\"cha\":12,\"passive\":11,\"languages\":[\"Common\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Firearms Knowledge\",\"entries\":[\"The giff's mastery of its weapons enables it to ignore the loading property of muskets and pistols.\"]},{\"name\":\"Headfirst Charge\",\"entries\":[\"The giff can try to knock a creature over; if the giff moves at least 20 feet in a straight line and ends within 5 feet of a Large or smaller creature, that creature must succeed on a {@dc 14} Strength saving throw or take 7 ({@damage 2d6}) bludgeoning damage and be knocked {@condition prone}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giff makes two Longsword, Musket, or Pistol attacks.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands.\"]},{\"name\":\"Musket\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 40/120 ft., one target. {@h}8 ({@damage 1d12 + 2}) piercing damage.\"]},{\"name\":\"Pistol\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 30/90 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage.\"]},{\"name\":\"Fragmentation Grenade (1/Day)\",\"entries\":[\"The giff throws a grenade up to 60 feet, and the grenade explodes in a 20-foot-radius sphere. Each creature in that area must make a {@dc 15} Dexterity saving throw, taking 17 ({@damage 5d6}) piercing damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/giff.mp3\"},\"attachedItems\":[\"longsword|phb\",\"musket|dmg\",\"pistol|dmg\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Girallon\",\"source\":\"MPMM\",\"page\":139,\"otherSources\":[{\"source\":\"VGM\",\"page\":152}],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[13],\"hp\":{\"average\":59,\"formula\":\"7d10 + 21\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":18,\"dex\":16,\"con\":16,\"int\":5,\"wis\":12,\"cha\":7,\"skill\":{\"perception\":\"+5\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"cr\":\"4\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The girallon makes one Bite attack and four Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage.\"]}],\"bonus\":[{\"name\":\"Aggressive\",\"entries\":[\"The girallon moves up to its speed toward a hostile creature that it can see.\"]}],\"environment\":[\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/girallon.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Githyanki Gish\",\"source\":\"MPMM\",\"page\":140,\"otherSources\":[{\"source\":\"MTF\",\"page\":205},{\"source\":\"BMT\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"gith\",\"wizard\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item half plate armor|PHB|half plate}\"]}],\"hp\":{\"average\":130,\"formula\":\"20d8 + 40\"},\"speed\":{\"walk\":30},\"str\":17,\"dex\":15,\"con\":14,\"int\":16,\"wis\":15,\"cha\":16,\"save\":{\"con\":\"+6\",\"int\":\"+7\",\"wis\":\"+6\"},\"skill\":{\"insight\":\"+6\",\"perception\":\"+6\",\"stealth\":\"+6\"},\"passive\":16,\"languages\":[\"Gith\"],\"cr\":\"10\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The githyanki casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell light}\",\"{@spell mage hand} (the hand is invisible)\",\"{@spell message}\"],\"daily\":{\"3e\":[\"{@spell fireball}\",\"{@spell invisibility}\",\"{@spell nondetection} (self only)\"],\"1e\":[\"{@spell dimension door}\",\"{@spell plane shift}\",\"{@spell telekinesis}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The githyanki makes three Longsword or Telekinetic Bolt attacks, or it makes one of those attacks and uses Spellcasting.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands, plus 22 ({@damage 5d8}) psychic damage.\"]},{\"name\":\"Telekinetic Bolt\",\"entries\":[\"{@atk rs} {@hit 7} to hit, range 120 ft., one target. {@h}28 ({@damage 8d6}) force damage.\"]}],\"bonus\":[{\"name\":\"Astral Step {@recharge 4}\",\"entries\":[\"The githyanki teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.\"]}],\"environment\":[\"desert\",\"mountain\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/githyanki-gish.mp3\"},\"attachedItems\":[\"longsword|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GTH\"],\"damageTags\":[\"O\",\"S\",\"Y\"],\"damageTagsSpell\":[\"F\",\"O\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"invisible\",\"restrained\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Githyanki Kith'rak\",\"source\":\"MPMM\",\"page\":140,\"otherSources\":[{\"source\":\"MTF\",\"page\":205}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"gith\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|PHB|plate}\"]}],\"hp\":{\"average\":180,\"formula\":\"24d8 + 72\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":16,\"con\":17,\"int\":16,\"wis\":15,\"cha\":17,\"save\":{\"con\":\"+7\",\"int\":\"+7\",\"wis\":\"+6\"},\"skill\":{\"intimidation\":\"+7\",\"perception\":\"+6\"},\"passive\":16,\"languages\":[\"Gith\"],\"cr\":\"12\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The githyanki casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell mage hand} (the hand is invisible)\"],\"daily\":{\"3e\":[\"{@spell blur}\",\"{@spell nondetection} (self only)\"],\"1e\":[\"{@spell plane shift}\",\"{@spell telekinesis}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The githyanki makes three Greatsword attacks.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage plus 17 ({@damage 5d6}) psychic damage.\"]}],\"bonus\":[{\"name\":\"Astral Step {@recharge 4}\",\"entries\":[\"The githyanki teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.\"]},{\"name\":\"Rally the Troops\",\"entries\":[\"The githyanki magically ends the {@condition charmed} and {@condition frightened} conditions on itself and each creature of its choice that it can see within 30 feet of it.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"The githyanki adds 4 to its AC against one melee attack that would hit it. To do so, the githyanki must see the attacker and be wielding a melee weapon.\"]}],\"environment\":[\"desert\",\"mountain\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/githyanki-kith_rak.mp3\"},\"attachedItems\":[\"greatsword|phb\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"GTH\"],\"damageTags\":[\"S\",\"Y\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForcedSpell\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Githyanki Supreme Commander\",\"source\":\"MPMM\",\"page\":141,\"otherSources\":[{\"source\":\"MTF\",\"page\":206}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"gith\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|PHB|plate}\"]}],\"hp\":{\"average\":187,\"formula\":\"22d8 + 88\"},\"speed\":{\"walk\":30},\"str\":19,\"dex\":17,\"con\":18,\"int\":16,\"wis\":16,\"cha\":18,\"save\":{\"con\":\"+9\",\"int\":\"+8\",\"wis\":\"+8\"},\"skill\":{\"intimidation\":\"+9\",\"perception\":\"+8\"},\"passive\":18,\"languages\":[\"Gith\"],\"cr\":\"14\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The githyanki casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 16}):\"],\"will\":[\"{@spell mage hand} (the hand is invisible)\"],\"daily\":{\"3e\":[\"{@spell levitate} (self only)\",\"{@spell nondetection} (self only)\"],\"1e\":[\"{@spell Bigby's hand}\",\"{@spell mass suggestion}\",\"{@spell plane shift}\",\"{@spell telekinesis}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the githyanki fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The githyanki makes two Silver Greatsword attacks.\"]},{\"name\":\"Silver Greatsword\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d6 + 7}) slashing damage plus 17 ({@damage 5d6}) psychic damage. On a critical hit against a target in an astral body (as with the {@spell astral projection} spell), the githyanki can cut the silvery cord that tethers the target to its material body, instead of dealing damage.\"]}],\"bonus\":[{\"name\":\"Astral Step\",\"entries\":[\"The githyanki teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"The githyanki adds 5 to its AC against one melee attack that would hit it. To do so, the githyanki must see the attacker and be wielding a melee weapon.\"]}],\"legendary\":[{\"name\":\"Command Ally\",\"entries\":[\"The githyanki targets one ally it can see within 30 feet of it. If the target can see or hear the githyanki, the target can make one melee weapon attack using its reaction, if available, and has advantage on the attack roll.\"]},{\"name\":\"Attack (2 Actions)\",\"entries\":[\"The githyanki makes one Silver Greatsword attack.\"]}],\"environment\":[\"desert\",\"mountain\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/githyanki-supreme-commander.mp3\"},\"traitTags\":[\"Legendary Resistances\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"GTH\"],\"damageTags\":[\"S\",\"Y\"],\"damageTagsSpell\":[\"B\",\"O\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Githzerai Anarch\",\"source\":\"MPMM\",\"page\":142,\"otherSources\":[{\"source\":\"MTF\",\"page\":207}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"gith\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":20,\"from\":[\"psychic defense\"]}],\"hp\":{\"average\":144,\"formula\":\"17d8 + 68\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":16,\"dex\":21,\"con\":18,\"int\":18,\"wis\":20,\"cha\":14,\"save\":{\"str\":\"+8\",\"dex\":\"+10\",\"int\":\"+9\",\"wis\":\"+10\"},\"skill\":{\"arcana\":\"+9\",\"insight\":\"+10\",\"perception\":\"+10\"},\"passive\":20,\"languages\":[\"Gith\"],\"cr\":{\"cr\":\"16\",\"lair\":\"17\"},\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The githzerai casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save {@dc 18}):\"],\"will\":[\"{@spell mage hand} (the hand is invisible)\"],\"daily\":{\"3e\":[\"{@spell see invisibility}\",\"{@spell telekinesis}\"],\"1e\":[\"{@spell globe of invulnerability}\",\"{@spell plane shift}\",\"{@spell wall of force}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the githzerai fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Psychic Defense\",\"entries\":[\"While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The githzerai makes three Unarmed Strike attacks.\"]},{\"name\":\"Unarmed Strike\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) bludgeoning damage plus 18 ({@damage 4d8}) psychic damage.\"]}],\"legendary\":[{\"name\":\"Strike\",\"entries\":[\"The githzerai makes one Unarmed Strike attack.\"]},{\"name\":\"Teleport\",\"entries\":[\"The githzerai teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 30 feet of it.\"]},{\"name\":\"Change Gravity (Costs 3 Actions)\",\"entries\":[\"The githzerai casts the {@spell reverse gravity} spell, using Wisdom as the spellcasting ability. The spell has the normal effect, except that the githzerai can orient the area in any direction and creatures and objects fall toward the end of the area.\"]}],\"legendaryGroup\":{\"name\":\"Githzerai Anarch\",\"source\":\"MPMM\"},\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/githzerai-anarch.mp3\"},\"traitTags\":[\"Legendary Resistances\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GTH\"],\"damageTags\":[\"B\",\"Y\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForcedSpell\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Githzerai Enlightened\",\"source\":\"MPMM\",\"page\":143,\"otherSources\":[{\"source\":\"MTF\",\"page\":208}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"gith\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":18,\"from\":[\"psychic defense\"]}],\"hp\":{\"average\":112,\"formula\":\"15d8 + 45\"},\"speed\":{\"walk\":40},\"str\":14,\"dex\":19,\"con\":16,\"int\":17,\"wis\":19,\"cha\":13,\"save\":{\"str\":\"+6\",\"dex\":\"+8\",\"int\":\"+7\",\"wis\":\"+8\"},\"skill\":{\"arcana\":\"+7\",\"insight\":\"+8\",\"perception\":\"+8\"},\"passive\":18,\"languages\":[\"Gith\"],\"cr\":\"10\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The githzerai casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save {@dc 16}):\"],\"will\":[\"{@spell mage hand} (the hand is invisible)\"],\"daily\":{\"3\":[\"{@spell see invisibility}\"],\"1e\":[\"{@spell plane shift}\",\"{@spell teleport}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Psychic Defense\",\"entries\":[\"While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The githzerai makes three Unarmed Strike attacks.\"]},{\"name\":\"Unarmed Strike\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage plus 18 ({@damage 4d8}) psychic damage.\"]},{\"name\":\"Temporal Strike {@recharge}\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage plus 52 ({@damage 8d12}) psychic damage. The target must succeed on a {@dc 16} Wisdom saving throw or move 1 round forward in time. A target moved forward in time vanishes for the duration. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it's occupied.\"]}],\"reaction\":[{\"name\":\"Slow Fall\",\"entries\":[\"When the githzerai falls, it reduces any falling damage it takes by 50.\"]}],\"environment\":[\"desert\",\"mountain\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/githzerai-enlightened.mp3\"},\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GTH\"],\"damageTags\":[\"B\",\"Y\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gnoll Flesh Gnawer\",\"source\":\"MPMM\",\"page\":144,\"otherSources\":[{\"source\":\"VGM\",\"page\":154}],\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":14,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":22,\"formula\":\"4d8 + 4\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":14,\"con\":12,\"int\":8,\"wis\":10,\"cha\":8,\"save\":{\"dex\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Gnoll\"],\"cr\":\"1\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The gnoll makes one Bite attack and two Shortsword attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Sudden Rush\",\"entries\":[\"Until the end of the turn, the gnoll's speed increases by 60 feet and it doesn't provoke {@action opportunity attack||opportunity attacks}.\"]}],\"bonus\":[{\"name\":\"Rampage\",\"entries\":[\"After the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll moves up to half its speed and makes a Bite attack.\"]}],\"environment\":[\"arctic\",\"forest\",\"grassland\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/gnoll-flesh-gnawer.mp3\"},\"attachedItems\":[\"shortsword|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gnoll Hunter\",\"source\":\"MPMM\",\"page\":144,\"otherSources\":[{\"source\":\"VGM\",\"page\":154}],\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":13,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":22,\"formula\":\"4d8 + 4\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":14,\"con\":12,\"int\":8,\"wis\":12,\"cha\":8,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Gnoll\"],\"cr\":\"1/2\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The gnoll makes two Bite, Spear, or Longbow attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage when used with two hands to make a melee attack.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage, and the target's speed is reduced by 10 feet until the end of its next turn.\"]}],\"bonus\":[{\"name\":\"Rampage\",\"entries\":[\"After the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll moves up to half its speed and makes a Bite attack.\"]}],\"environment\":[\"arctic\",\"forest\",\"grassland\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/gnoll-hunter.mp3\"},\"attachedItems\":[\"longbow|phb\",\"spear|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Gnoll Witherling\",\"source\":\"MPMM\",\"page\":145,\"otherSources\":[{\"source\":\"VGM\",\"page\":155}],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":11,\"formula\":\"2d8 + 2\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":8,\"con\":12,\"int\":5,\"wis\":5,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":7,\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"understands Gnoll but can't speak\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Unusual Nature\",\"entries\":[\"The witherling doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The witherling makes two Bite or Spiked Club attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) necrotic damage.\"]},{\"name\":\"Spiked Club\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"bonus\":[{\"name\":\"Rampage\",\"entries\":[\"After the witherling reduces a creature to 0 hit points with a melee attack on its turn, the gnoll moves up to half its speed and makes one Bite attack.\"]}],\"reaction\":[{\"name\":\"Vengeful Strike\",\"entries\":[\"In response to a gnoll being reduced to 0 hit points within 30 feet of the witherling, the witherling makes one Bite or Spiked Club attack.\"]}],\"environment\":[\"arctic\",\"forest\",\"grassland\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/gnoll-witherling.mp3\"},\"traitTags\":[\"Unusual Nature\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"OTH\"],\"damageTags\":[\"N\",\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gray Render\",\"source\":\"MPMM\",\"page\":146,\"otherSources\":[{\"source\":\"MTF\",\"page\":209},{\"source\":\"CoA\"}],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"N\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":189,\"formula\":\"18d10 + 90\"},\"speed\":{\"walk\":30},\"str\":19,\"dex\":13,\"con\":20,\"int\":3,\"wis\":6,\"cha\":8,\"save\":{\"str\":\"+8\",\"con\":\"+9\"},\"skill\":{\"perception\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"cr\":\"12\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The gray render makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d12 + 4}) piercing damage. If the target is Medium or smaller, the target must succeed on a {@dc 16} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage, plus 10 ({@damage 3d6}) bludgeoning damage if the target is {@condition prone}.\"]}],\"reaction\":[{\"name\":\"Bloody Rampage\",\"entries\":[\"When the gray render takes damage, it makes one Claw attack against a random creature within its reach, other than its master.\"]}],\"environment\":[\"forest\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/gray-render.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Graz'zt\",\"isNamedCreature\":true,\"source\":\"MPMM\",\"page\":148,\"otherSources\":[{\"source\":\"MTF\",\"page\":149}],\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":346,\"formula\":\"33d10 + 165\"},\"speed\":{\"walk\":40},\"str\":22,\"dex\":15,\"con\":21,\"int\":23,\"wis\":21,\"cha\":26,\"save\":{\"dex\":\"+9\",\"con\":\"+12\",\"wis\":\"+12\"},\"skill\":{\"deception\":\"+15\",\"perception\":\"+12\",\"persuasion\":\"+15\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":22,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"that is nonmagical\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"24\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Graz'zt casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 23}):\"],\"will\":[\"{@spell charm person}\",\"{@spell detect magic}\",\"{@spell dispel magic}\"],\"daily\":{\"3e\":[\"{@spell darkness}\",\"{@spell dominate person}\",\"{@spell telekinesis}\",\"{@spell teleport}\"],\"1e\":[\"{@spell dominate monster}\",\"{@spell greater invisibility}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Graz'zt fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Graz'zt has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Graz'zt makes two Wave of Sorrow attacks. He can replace one attack with a use of Spellcasting.\"]},{\"name\":\"Wave of Sorrow (Greatsword)\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}20 ({@damage 4d6 + 6}) force damage plus 14 ({@damage 4d6}) acid damage.\"]},{\"name\":\"Teleport\",\"entries\":[\"Graz'zt teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"Graz'zt transforms into a form that resembles a Medium Humanoid or back into his true form. Aside from his size, his statistics are the same in each form. Any equipment he is wearing or carrying isn't transformed.\"]}],\"reaction\":[{\"name\":\"Negate Spell {@recharge 5}\",\"entries\":[\"Graz'zt tries to interrupt a spell he sees a creature casting within 60 feet of him. If the spell is 3rd level or lower, the spell fails and has no effect. If the spell is 4th level or higher, Graz'zt makes a Charisma check against a DC of 10 + the spell's level. On a success, the spell fails and has no effect.\"]}],\"legendary\":[{\"name\":\"Abyssal Magic\",\"entries\":[\"Graz'zt uses Spellcasting or Teleport.\"]},{\"name\":\"Attack\",\"entries\":[\"Graz'zt makes one Wave of Sorrow attack.\"]},{\"name\":\"Dance, My Puppet!\",\"entries\":[\"One creature {@condition charmed} by Graz'zt that Graz'zt can see must use its reaction to move up to its speed as Graz'zt directs.\"]}],\"legendaryGroup\":{\"name\":\"Graz'zt\",\"source\":\"MPMM\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\",\"Teleport\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"A\",\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"conditionInflictSpell\":[\"charmed\",\"invisible\",\"restrained\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Green Abishai\",\"source\":\"MPMM\",\"page\":40,\"otherSources\":[{\"source\":\"MTF\",\"page\":162},{\"source\":\"VEoR\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":195,\"formula\":\"26d8 + 78\"},\"speed\":{\"walk\":30,\"fly\":40},\"str\":12,\"dex\":17,\"con\":16,\"int\":17,\"wis\":12,\"cha\":19,\"save\":{\"int\":\"+8\",\"cha\":\"+9\"},\"skill\":{\"deception\":\"+9\",\"insight\":\"+6\",\"perception\":\"+6\",\"persuasion\":\"+9\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Draconic\",\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"15\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The abishai casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 17}):\"],\"will\":[\"{@spell alter self}\",\"{@spell major image}\"],\"daily\":{\"3e\":[\"{@spell charm person}\",\"{@spell detect thoughts}\",\"{@spell fear}\"],\"1e\":[\"{@spell confusion}\",\"{@spell dominate person}\",\"{@spell mass suggestion}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the abishai's {@sense darkvision}.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The abishai has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The abishai makes two Fiendish Claw attacks, or it makes one Fiendish Claw attack and uses Spellcasting.\"]},{\"name\":\"Fiendish Claw\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) force damage. If the target is a creature, it must succeed on a {@dc 16} Constitution saving throw or take 16 ({@damage 3d10}) poison damage and become {@condition poisoned} for 1 minute. The {@condition poisoned} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/green-abishai.mp3\"},\"traitTags\":[\"Devil's Sight\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DR\",\"I\",\"TP\"],\"damageTags\":[\"I\",\"O\"],\"damageTagsSpell\":[\"B\",\"P\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"poisoned\"],\"conditionInflictSpell\":[\"charmed\",\"frightened\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Grung\",\"source\":\"MPMM\",\"page\":149,\"otherSources\":[{\"source\":\"VGM\",\"page\":156}],\"size\":[\"S\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[12],\"hp\":{\"average\":11,\"formula\":\"2d6 + 4\"},\"speed\":{\"walk\":25,\"climb\":25},\"str\":7,\"dex\":14,\"con\":15,\"int\":10,\"wis\":11,\"cha\":10,\"save\":{\"dex\":\"+4\"},\"skill\":{\"athletics\":\"+2\",\"perception\":\"+2\",\"stealth\":\"+4\",\"survival\":\"+2\"},\"passive\":12,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Grung\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The grung can breathe air and water.\"]},{\"name\":\"Poisonous Skin\",\"entries\":[\"Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A {@condition poisoned} creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Standing Leap\",\"entries\":[\"The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.\"]},{\"name\":\"Water Dependency\",\"entries\":[\"If the grung isn't immersed in water for at least 1 hour during a day, it suffers 1 level of {@condition exhaustion} at the end of that day. The grung can recover from this {@condition exhaustion} only through magic or by immersing itself in water for at least 1 hour.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage plus 5 ({@damage 2d4}) poison damage.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Grung Poison\",\"entries\":[\"A creature {@condition poisoned} by a grung can suffer an additional effect that depends on the grung's color, as described below. This effect lasts until the creature is no longer {@condition poisoned} by the grung.\",{\"name\":\"Blue Grung\",\"type\":\"entries\",\"entries\":[\"The {@condition poisoned} creature must make a loud noise at the start and end of its turn.\"]},{\"name\":\"Gold Grung\",\"type\":\"entries\",\"entries\":[\"The creature is {@condition charmed} by the grung and can speak Grung.\"]},{\"name\":\"Green Grung\",\"type\":\"entries\",\"entries\":[\"The {@condition poisoned} creature can't move except to climb or make standing jumps. If the creature is flying, it can't take any actions or reactions unless it lands.\"]},{\"name\":\"Orange Grung\",\"type\":\"entries\",\"entries\":[\"The {@condition poisoned} creature is {@condition frightened} of its allies.\"]},{\"name\":\"Purple Grung\",\"type\":\"entries\",\"entries\":[\"The {@condition poisoned} creature feels a desperate need to soak itself in liquid or mud. It can't take actions or move except to do so or to reach a body of liquid or mud.\"]},{\"name\":\"Red Grung\",\"type\":\"entries\",\"entries\":[\"The {@condition poisoned} creature must use its action to eat if food is within reach.\"]}]}],\"environment\":[\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/grung.mp3\"},\"attachedItems\":[\"dagger|phb\"],\"traitTags\":[\"Amphibious\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"charmed\",\"frightened\",\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Grung (Blue)\",\"source\":\"MPMM\",\"_mod\":{\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Poisonous Skin\",\"items\":{\"name\":\"Poisonous Skin\",\"entries\":[\"A creature {@condition poisoned} by a grung suffers an additional effect that depends on the grung's color. This effect lasts until the creature is no longer {@condition poisoned} by the grung. The {@condition poisoned} creature must make a loud noise at the start and end of its turn.\"]}}},\"variant\":null},{\"name\":\"Grung (Gold)\",\"source\":\"MPMM\",\"_mod\":{\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Poisonous Skin\",\"items\":{\"name\":\"Poisonous Skin\",\"entries\":[\"A creature {@condition poisoned} by a grung suffers an additional effect that depends on the grung's color. This effect lasts until the creature is no longer {@condition poisoned} by the grung. The creature is {@condition charmed} by the grung and can speak Grung.\"]}}},\"variant\":null},{\"name\":\"Grung (Green)\",\"source\":\"MPMM\",\"_mod\":{\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Poisonous Skin\",\"items\":{\"name\":\"Poisonous Skin\",\"entries\":[\"A creature {@condition poisoned} by a grung suffers an additional effect that depends on the grung's color. This effect lasts until the creature is no longer {@condition poisoned} by the grung. The {@condition poisoned} creature can't move except to climb or make standing jumps. If the creature is flying, it can't take any actions or reactions unless it lands.\"]}}},\"variant\":null},{\"name\":\"Grung (Orange)\",\"source\":\"MPMM\",\"_mod\":{\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Poisonous Skin\",\"items\":{\"name\":\"Poisonous Skin\",\"entries\":[\"A creature {@condition poisoned} by a grung suffers an additional effect that depends on the grung's color. This effect lasts until the creature is no longer {@condition poisoned} by the grung. The {@condition poisoned} creature is {@condition frightened} of its allies.\"]}}},\"variant\":null},{\"name\":\"Grung (Purple)\",\"source\":\"MPMM\",\"_mod\":{\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Poisonous Skin\",\"items\":{\"name\":\"Poisonous Skin\",\"entries\":[\"A creature {@condition poisoned} by a grung suffers an additional effect that depends on the grung's color. This effect lasts until the creature is no longer {@condition poisoned} by the grung. The {@condition poisoned} creature feels a desperate need to soak itself in liquid or mud. It can't take actions or move except to do so or to reach a body of liquid or mud.\"]}}},\"variant\":null},{\"name\":\"Grung (Red)\",\"source\":\"MPMM\",\"_mod\":{\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Poisonous Skin\",\"items\":{\"name\":\"Poisonous Skin\",\"entries\":[\"A creature {@condition poisoned} by a grung suffers an additional effect that depends on the grung's color. This effect lasts until the creature is no longer {@condition poisoned} by the grung. The {@condition poisoned} creature must use its action to eat if food is within reach.\"]}}},\"variant\":null}]},{\"name\":\"Grung Elite Warrior\",\"source\":\"MPMM\",\"page\":150,\"otherSources\":[{\"source\":\"VGM\",\"page\":157}],\"size\":[\"S\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[13],\"hp\":{\"average\":49,\"formula\":\"9d6 + 18\"},\"speed\":{\"walk\":25,\"climb\":25},\"str\":7,\"dex\":16,\"con\":15,\"int\":10,\"wis\":11,\"cha\":12,\"save\":{\"dex\":\"+5\"},\"skill\":{\"athletics\":\"+2\",\"perception\":\"+2\",\"stealth\":\"+5\",\"survival\":\"+2\"},\"passive\":12,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Grung\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The grung can breathe air and water.\"]},{\"name\":\"Poisonous Skin\",\"entries\":[\"Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A {@condition poisoned} creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Standing Leap\",\"entries\":[\"The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.\"]},{\"name\":\"Water Dependency\",\"entries\":[\"If the grung isn't immersed in water for at least 1 hour during a day, it suffers 1 level of {@condition exhaustion} at the end of that day. The grung can recover from this {@condition exhaustion} only through magic or by immersing itself in water for at least 1 hour.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 5 ({@damage 2d4}) poison damage.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 5 ({@damage 2d4}) poison damage.\"]},{\"name\":\"Mesmerizing Chirr {@recharge}\",\"entries\":[\"The grung makes a chirring noise to which grungs are immune. Each Humanoid or Beast that is within 15 feet of the grung and able to hear it must succeed on a {@dc 12} Wisdom saving throw or be {@condition stunned} until the end of the grung's next turn.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Grung Poison\",\"entries\":[\"A creature {@condition poisoned} by a grung can suffer an additional effect that depends on the grung's color, as described below. This effect lasts until the creature is no longer {@condition poisoned} by the grung.\",{\"name\":\"Blue Grung\",\"type\":\"entries\",\"entries\":[\"The {@condition poisoned} creature must make a loud noise at the start and end of its turn.\"]},{\"name\":\"Gold Grung\",\"type\":\"entries\",\"entries\":[\"The creature is {@condition charmed} by the grung and can speak Grung.\"]},{\"name\":\"Green Grung\",\"type\":\"entries\",\"entries\":[\"The {@condition poisoned} creature can't move except to climb or make standing jumps. If the creature is flying, it can't take any actions or reactions unless it lands.\"]},{\"name\":\"Orange Grung\",\"type\":\"entries\",\"entries\":[\"The {@condition poisoned} creature is {@condition frightened} of its allies.\"]},{\"name\":\"Purple Grung\",\"type\":\"entries\",\"entries\":[\"The {@condition poisoned} creature feels a desperate need to soak itself in liquid or mud. It can't take actions or move except to do so or to reach a body of liquid or mud.\"]},{\"name\":\"Red Grung\",\"type\":\"entries\",\"entries\":[\"The {@condition poisoned} creature must use its action to eat if food is within reach.\"]}]}],\"environment\":[\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/grung-elite-warrior.mp3\"},\"attachedItems\":[\"dagger|phb\",\"shortbow|phb\"],\"traitTags\":[\"Amphibious\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\",\"THW\"],\"conditionInflict\":[\"charmed\",\"frightened\",\"poisoned\",\"stunned\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Grung Elite Warrior (Blue)\",\"source\":\"MPMM\",\"_mod\":{\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Poisonous Skin\",\"items\":{\"name\":\"Poisonous Skin\",\"entries\":[\"A creature {@condition poisoned} by a grung suffers an additional effect that depends on the grung's color. This effect lasts until the creature is no longer {@condition poisoned} by the grung. The {@condition poisoned} creature must make a loud noise at the start and end of its turn.\"]}}},\"variant\":null},{\"name\":\"Grung Elite Warrior (Gold)\",\"source\":\"MPMM\",\"_mod\":{\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Poisonous Skin\",\"items\":{\"name\":\"Poisonous Skin\",\"entries\":[\"A creature {@condition poisoned} by a grung suffers an additional effect that depends on the grung's color. This effect lasts until the creature is no longer {@condition poisoned} by the grung. The creature is {@condition charmed} by the grung and can speak Grung.\"]}}},\"variant\":null},{\"name\":\"Grung Elite Warrior (Green)\",\"source\":\"MPMM\",\"_mod\":{\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Poisonous Skin\",\"items\":{\"name\":\"Poisonous Skin\",\"entries\":[\"A creature {@condition poisoned} by a grung suffers an additional effect that depends on the grung's color. This effect lasts until the creature is no longer {@condition poisoned} by the grung. The {@condition poisoned} creature can't move except to climb or make standing jumps. If the creature is flying, it can't take any actions or reactions unless it lands.\"]}}},\"variant\":null},{\"name\":\"Grung Elite Warrior (Orange)\",\"source\":\"MPMM\",\"_mod\":{\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Poisonous Skin\",\"items\":{\"name\":\"Poisonous Skin\",\"entries\":[\"A creature {@condition poisoned} by a grung suffers an additional effect that depends on the grung's color. This effect lasts until the creature is no longer {@condition poisoned} by the grung. The {@condition poisoned} creature is {@condition frightened} of its allies.\"]}}},\"variant\":null},{\"name\":\"Grung Elite Warrior (Purple)\",\"source\":\"MPMM\",\"_mod\":{\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Poisonous Skin\",\"items\":{\"name\":\"Poisonous Skin\",\"entries\":[\"A creature {@condition poisoned} by a grung suffers an additional effect that depends on the grung's color. This effect lasts until the creature is no longer {@condition poisoned} by the grung. The {@condition poisoned} creature feels a desperate need to soak itself in liquid or mud. It can't take actions or move except to do so or to reach a body of liquid or mud.\"]}}},\"variant\":null},{\"name\":\"Grung Elite Warrior (Red)\",\"source\":\"MPMM\",\"_mod\":{\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Poisonous Skin\",\"items\":{\"name\":\"Poisonous Skin\",\"entries\":[\"A creature {@condition poisoned} by a grung suffers an additional effect that depends on the grung's color. This effect lasts until the creature is no longer {@condition poisoned} by the grung. The {@condition poisoned} creature must use its action to eat if food is within reach.\"]}}},\"variant\":null}]},{\"name\":\"Grung Wildling\",\"source\":\"MPMM\",\"page\":150,\"otherSources\":[{\"source\":\"VGM\",\"page\":157}],\"size\":[\"S\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":27,\"formula\":\"5d6 + 10\"},\"speed\":{\"walk\":25,\"climb\":25},\"str\":7,\"dex\":16,\"con\":15,\"int\":10,\"wis\":15,\"cha\":11,\"save\":{\"dex\":\"+5\"},\"skill\":{\"athletics\":\"+2\",\"perception\":\"+4\",\"stealth\":\"+5\",\"survival\":\"+4\"},\"passive\":14,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Grung\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The grung casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 12}):\"],\"will\":[\"{@spell druidcraft}\"],\"daily\":{\"2\":[\"{@spell plant growth}\"],\"3e\":[\"{@spell cure wounds}\",\"{@spell spike growth}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The grung can breathe air and water.\"]},{\"name\":\"Poisonous Skin\",\"entries\":[\"Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A {@condition poisoned} creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Standing Leap\",\"entries\":[\"The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.\"]},{\"name\":\"Water Dependency\",\"entries\":[\"If the grung isn't immersed in water for at least 1 hour during a day, it suffers 1 level of {@condition exhaustion} at the end of that day. The grung can recover from this {@condition exhaustion} only through magic or by immersing itself in water for at least 1 hour.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 5 ({@damage 2d4}) poison damage.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 5 ({@damage 2d4}) poison damage.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Grung Poison\",\"entries\":[\"A creature {@condition poisoned} by a grung can suffer an additional effect that depends on the grung's color, as described below. This effect lasts until the creature is no longer {@condition poisoned} by the grung.\",{\"name\":\"Blue Grung\",\"type\":\"entries\",\"entries\":[\"The {@condition poisoned} creature must make a loud noise at the start and end of its turn.\"]},{\"name\":\"Gold Grung\",\"type\":\"entries\",\"entries\":[\"The creature is {@condition charmed} by the grung and can speak Grung.\"]},{\"name\":\"Green Grung\",\"type\":\"entries\",\"entries\":[\"The {@condition poisoned} creature can't move except to climb or make standing jumps. If the creature is flying, it can't take any actions or reactions unless it lands.\"]},{\"name\":\"Orange Grung\",\"type\":\"entries\",\"entries\":[\"The {@condition poisoned} creature is {@condition frightened} of its allies.\"]},{\"name\":\"Purple Grung\",\"type\":\"entries\",\"entries\":[\"The {@condition poisoned} creature feels a desperate need to soak itself in liquid or mud. It can't take actions or move except to do so or to reach a body of liquid or mud.\"]},{\"name\":\"Red Grung\",\"type\":\"entries\",\"entries\":[\"The {@condition poisoned} creature must use its action to eat if food is within reach.\"]}]}],\"environment\":[\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/grung-wildling.mp3\"},\"attachedItems\":[\"dagger|phb\",\"shortbow|phb\"],\"traitTags\":[\"Amphibious\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"I\",\"P\"],\"damageTagsSpell\":[\"P\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\",\"THW\"],\"conditionInflict\":[\"charmed\",\"frightened\",\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Grung Wildling (Blue)\",\"source\":\"MPMM\",\"_mod\":{\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Poisonous Skin\",\"items\":{\"name\":\"Poisonous Skin\",\"entries\":[\"A creature {@condition poisoned} by a grung suffers an additional effect that depends on the grung's color. This effect lasts until the creature is no longer {@condition poisoned} by the grung. The {@condition poisoned} creature must make a loud noise at the start and end of its turn.\"]}}},\"variant\":null},{\"name\":\"Grung Wildling (Gold)\",\"source\":\"MPMM\",\"_mod\":{\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Poisonous Skin\",\"items\":{\"name\":\"Poisonous Skin\",\"entries\":[\"A creature {@condition poisoned} by a grung suffers an additional effect that depends on the grung's color. This effect lasts until the creature is no longer {@condition poisoned} by the grung. The creature is {@condition charmed} by the grung and can speak Grung.\"]}}},\"variant\":null},{\"name\":\"Grung Wildling (Green)\",\"source\":\"MPMM\",\"_mod\":{\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Poisonous Skin\",\"items\":{\"name\":\"Poisonous Skin\",\"entries\":[\"A creature {@condition poisoned} by a grung suffers an additional effect that depends on the grung's color. This effect lasts until the creature is no longer {@condition poisoned} by the grung. The {@condition poisoned} creature can't move except to climb or make standing jumps. If the creature is flying, it can't take any actions or reactions unless it lands.\"]}}},\"variant\":null},{\"name\":\"Grung Wildling (Orange)\",\"source\":\"MPMM\",\"_mod\":{\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Poisonous Skin\",\"items\":{\"name\":\"Poisonous Skin\",\"entries\":[\"A creature {@condition poisoned} by a grung suffers an additional effect that depends on the grung's color. This effect lasts until the creature is no longer {@condition poisoned} by the grung. The {@condition poisoned} creature is {@condition frightened} of its allies.\"]}}},\"variant\":null},{\"name\":\"Grung Wildling (Purple)\",\"source\":\"MPMM\",\"_mod\":{\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Poisonous Skin\",\"items\":{\"name\":\"Poisonous Skin\",\"entries\":[\"A creature {@condition poisoned} by a grung suffers an additional effect that depends on the grung's color. This effect lasts until the creature is no longer {@condition poisoned} by the grung. The {@condition poisoned} creature feels a desperate need to soak itself in liquid or mud. It can't take actions or move except to do so or to reach a body of liquid or mud.\"]}}},\"variant\":null},{\"name\":\"Grung Wildling (Red)\",\"source\":\"MPMM\",\"_mod\":{\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Poisonous Skin\",\"items\":{\"name\":\"Poisonous Skin\",\"entries\":[\"A creature {@condition poisoned} by a grung suffers an additional effect that depends on the grung's color. This effect lasts until the creature is no longer {@condition poisoned} by the grung. The {@condition poisoned} creature must use its action to eat if food is within reach.\"]}}},\"variant\":null}]},{\"name\":\"Guard Drake\",\"source\":\"MPMM\",\"page\":151,\"otherSources\":[{\"source\":\"HotDQ\",\"page\":91}],\"size\":[\"M\"],\"type\":\"dragon\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"7d8 + 21\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":11,\"con\":16,\"int\":4,\"wis\":10,\"cha\":7,\"skill\":{\"perception\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"languages\":[\"understands Draconic but can't speak\"],\"cr\":\"2\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The guard drake makes one Bite attack and one Tail attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Chromatic Drakes\",\"entries\":[\"Each type of chromatic dragon's scales creates a guard drake that resembles a wingless, stunted version of that type of dragon, with unique abilities related to that type. Each has the special features described below.\",{\"name\":\"Black Guard Drake\",\"type\":\"entries\",\"entries\":[\"The drake can breathe air and water, has a swimming speed of 30 feet, and has resistance to acid damage.\"]},{\"name\":\"Blue Guard Drake\",\"type\":\"entries\",\"entries\":[\"The drake has a burrowing speed of 20 feet and resistance to lightning damage.\"]},{\"name\":\"Green Guard Drake\",\"type\":\"entries\",\"entries\":[\"The drake can breathe air and water, has a swimming speed of 30 feet, and has resistance to poison damage.\"]},{\"name\":\"Red Guard Drake\",\"type\":\"entries\",\"entries\":[\"The drake has climbing speed of 30 feet and resistance to fire damage.\"]},{\"name\":\"White Guard Drake\",\"type\":\"entries\",\"entries\":[\"The drake has a burrowing speed of 20 feet, a climbing speed of 30 feet, and resistance to cold damage.\"]}]}],\"environment\":[\"arctic\",\"desert\",\"forest\",\"mountain\",\"swamp\",\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/guard-drake.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"DR\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Guard Drake (Black)\",\"source\":\"MPMM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Amphibious\",\"entries\":[\"The drake can breathe air and water.\"]}}},\"speed\":{\"walk\":30,\"swim\":30},\"resist\":[\"acid\"],\"variant\":null},{\"name\":\"Guard Drake (Blue)\",\"source\":\"MPMM\",\"speed\":{\"walk\":30,\"burrow\":20},\"resist\":[\"lightning\"],\"variant\":null},{\"name\":\"Guard Drake (Green)\",\"source\":\"MPMM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Amphibious\",\"entries\":[\"The drake can breathe air and water.\"]}}},\"speed\":{\"walk\":30,\"swim\":30},\"resist\":[\"poison\"],\"variant\":null},{\"name\":\"Guard Drake (Red)\",\"source\":\"MPMM\",\"speed\":{\"walk\":30,\"climb\":30},\"resist\":[\"fire\"],\"variant\":null},{\"name\":\"Guard Drake (White)\",\"source\":\"MPMM\",\"speed\":{\"walk\":30,\"climb\":30,\"burrow\":20},\"resist\":[\"cold\"],\"variant\":null}]},{\"name\":\"Hadrosaurus\",\"source\":\"MPMM\",\"page\":96,\"otherSources\":[{\"source\":\"VGM\",\"page\":140}],\"size\":[\"L\"],\"type\":{\"type\":\"beast\",\"tags\":[\"dinosaur\"]},\"alignment\":[\"U\"],\"ac\":[{\"ac\":11,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":19,\"formula\":\"3d10 + 3\"},\"speed\":{\"walk\":40},\"str\":15,\"dex\":10,\"con\":13,\"int\":2,\"wis\":10,\"cha\":5,\"skill\":{\"perception\":\"+2\"},\"passive\":12,\"cr\":\"1/4\",\"action\":[{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) bludgeoning damage.\"]}],\"environment\":[\"grassland\",\"swamp\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/hadrosaurus.mp3\"},\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Hellfire Engine\",\"source\":\"MPMM\",\"page\":152,\"otherSources\":[{\"source\":\"MTF\",\"page\":165}],\"size\":[\"H\"],\"type\":\"construct\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":216,\"formula\":\"16d12 + 112\"},\"speed\":{\"walk\":40},\"str\":20,\"dex\":16,\"con\":24,\"int\":2,\"wis\":10,\"cha\":1,\"save\":{\"dex\":\"+8\",\"wis\":\"+5\",\"cha\":\"+0\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"resist\":[\"cold\",\"psychic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\",\"unconscious\"],\"languages\":[\"understands Infernal but can't speak\"],\"cr\":\"16\",\"trait\":[{\"name\":\"Immutable Form\",\"entries\":[\"The hellfire engine is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The hellfire engine has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The hellfire engine doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Flesh-Crushing Stride\",\"entries\":[\"The hellfire engine moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the hellfire engine enters must make a {@dc 18} Dexterity saving throw. On a successful save, the creature is pushed to the nearest space out of the hellfire engine's path. On a failed save, the creature falls {@condition prone} and takes 28 ({@damage 8d6}) bludgeoning damage.\",\"If the hellfire engine remains in the {@condition prone} creature's space, the creature is also {@condition restrained} until it's no longer in the same space as the hellfire engine. While {@condition restrained} in this way, the creature, or another creature within 5 feet of it, can make a {@dc 18} Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the hellfire engine and is no longer {@condition restrained}.\"]},{\"name\":\"Hellfire Weapons\",\"entries\":[\"The hellfire engine uses one of the following options (choose one or roll a {@dice d6}):\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"1–2: Bonemelt Sprayer\",\"type\":\"item\",\"entries\":[\"The hellfire engine spews acidic flame in a 60-foot cone. Each creature in the cone must make a {@dc 20} Dexterity saving throw, taking 11 ({@damage 2d10}) fire damage plus 18 ({@damage 4d8}) acid damage on a failed save, or half as much damage on a successful one. Creatures that fail the saving throw are drenched in burning acid and take 5 ({@damage 1d10}) fire damage plus 9 ({@damage 2d8}) acid damage at the end of their turns. An affected creature or another creature within 5 feet of it can take an action to scrape off the burning fuel.\"]},{\"name\":\"3–4: Lightning Flail\",\"type\":\"item\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 15 ft., one creature. {@h}18 ({@damage 3d8 + 5}) bludgeoning damage plus 22 ({@damage 5d8}) lightning damage. Up to three other creatures of the hellfire engine's choice that it can see within 30 feet of the target must each make a {@dc 20} Dexterity saving throw, taking 22 ({@damage 5d8}) lightning damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"5–6: Thunder Cannon\",\"type\":\"item\",\"entries\":[\"The hellfire engine targets a point within 120 feet of it that it can see. Each creature within 30 feet of that point must make a {@dc 20} Dexterity saving throw, taking 27 ({@damage 5d10}) bludgeoning damage plus 19 ({@damage 3d12}) thunder damage on a failed save, or half as much damage on a successful one.\",\"If the chosen option kills a creature, the creature's soul rises from the River Styx as a {@creature lemure} in Avernus in {@dice 1d4} hours. If the creature isn't revived before then, only a {@spell wish} spell or killing the {@creature lemure} and casting true resurrection on the creature's original body can restore it to life. Constructs and devils are immune to this effect.\"]}]}]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/hellfire-engine.mp3\"},\"traitTags\":[\"Immutable Form\",\"Magic Resistance\",\"Unusual Nature\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"CS\",\"I\"],\"damageTags\":[\"A\",\"B\",\"F\",\"L\",\"T\"],\"miscTags\":[\"AOE\",\"RCH\"],\"conditionInflict\":[\"prone\",\"restrained\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hobgoblin Devastator\",\"source\":\"MPMM\",\"page\":153,\"otherSources\":[{\"source\":\"VGM\",\"page\":161}],\"size\":[\"M\"],\"type\":{\"type\":\"fey\",\"tags\":[\"goblinoid\"]},\"alignment\":[\"L\",\"N\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":13,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":45,\"formula\":\"7d8 + 14\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":12,\"con\":14,\"int\":16,\"wis\":13,\"cha\":11,\"skill\":{\"arcana\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"languages\":[\"Common\",\"Goblin\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The hobgoblin casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell mage hand}\",\"{@spell prestidigitation}\"],\"daily\":{\"2e\":[\"{@spell fireball}\",\"{@spell fly}\",\"{@spell fog cloud}\",\"{@spell gust of wind}\",\"{@spell lightning bolt}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Army Arcana\",\"entries\":[\"When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hobgoblin makes two Quarterstaff or Devastating Bolt attacks.\"]},{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage, or 5 ({@damage 1d8 + 1}) bludgeoning damage if used with two hands, plus 13 ({@damage 3d8}) force damage.\"]},{\"name\":\"Devastating Bolt\",\"entries\":[\"{@atk rs} {@hit 5} to hit, range 60 ft., one target. {@h}21 ({@damage 4d8 + 3}) force damage, and the target is knocked {@condition prone}.\"]}],\"environment\":[\"forest\",\"grassland\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/hobgoblin-devastator.mp3\"},\"attachedItems\":[\"quarterstaff|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GO\"],\"damageTags\":[\"B\",\"O\"],\"damageTagsSpell\":[\"F\",\"L\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForcedSpell\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hobgoblin Iron Shadow\",\"source\":\"MPMM\",\"page\":154,\"otherSources\":[{\"source\":\"VGM\",\"page\":162}],\"size\":[\"M\"],\"type\":{\"type\":\"fey\",\"tags\":[\"goblinoid\"]},\"alignment\":[\"L\",\"N\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":15,\"from\":[\"Unarmored Defense\"]}],\"hp\":{\"average\":32,\"formula\":\"5d8 + 10\"},\"speed\":{\"walk\":40},\"str\":14,\"dex\":16,\"con\":15,\"int\":14,\"wis\":15,\"cha\":11,\"skill\":{\"acrobatics\":\"+5\",\"athletics\":\"+4\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"languages\":[\"Common\",\"Goblin\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The hobgoblin casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 12}):\"],\"will\":[\"{@spell minor illusion}\",\"{@spell prestidigitation}\"],\"daily\":{\"1e\":[\"{@spell charm person}\",\"{@spell disguise self}\",\"{@spell silent image}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Unarmored Defense\",\"entries\":[\"While the hobgoblin is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hobgoblin makes four attacks, each of which can be an Unarmed Strike or a Dart attack. It can also use\",\"Shadow Jaunt once, either before or after one of the attacks.\"]},{\"name\":\"Unarmed Strike\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage.\"]},{\"name\":\"Dart\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage.\"]},{\"name\":\"Shadow Jaunt\",\"entries\":[\"The hobgoblin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Both the space it leaves and its destination must be in dim light or darkness.\"]}],\"environment\":[\"forest\",\"grassland\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/hobgoblin-iron-shadow.mp3\"},\"attachedItems\":[\"dart|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GO\"],\"damageTags\":[\"B\",\"P\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Howler\",\"source\":\"MPMM\",\"page\":155,\"otherSources\":[{\"source\":\"MTF\",\"page\":210}],\"size\":[\"L\"],\"type\":\"fiend\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":90,\"formula\":\"12d10 + 24\"},\"speed\":{\"walk\":40},\"str\":17,\"dex\":16,\"con\":15,\"int\":5,\"wis\":14,\"cha\":6,\"skill\":{\"perception\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"frightened\"],\"languages\":[\"understands Abyssal but can't speak\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Pack Tactics\",\"entries\":[\"A howler has advantage on attack rolls against a creature if at least one of the howler's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The howler makes two Rending Bite attacks.\"]},{\"name\":\"Rending Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage, plus 22 ({@damage 4d10}) psychic damage if the target is {@condition frightened}. This attack ignores damage resistance.\"]},{\"name\":\"Mind-Breaking Howl {@recharge 4}\",\"entries\":[\"The howler emits a keening howl in a 60-foot cone. Each creature in that area must succeed on a {@dc 13} Wisdom saving throw or take 16 ({@damage 3d10}) psychic damage and be {@condition frightened} until the end of the howler's next turn. While a creature is {@condition frightened} in this way, its speed is halved, and it is {@condition incapacitated}. A target that successfully saves is immune to the Mind-Breaking Howl of all howlers for the next 24 hours.\"]}],\"environment\":[\"desert\",\"grassland\",\"hill\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/howler.mp3\"},\"traitTags\":[\"Pack Tactics\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"CS\"],\"damageTags\":[\"P\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hungry Sorrowsworn\",\"source\":\"MPMM\",\"page\":223,\"otherSources\":[{\"source\":\"MTF\",\"page\":232}],\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":225,\"formula\":\"30d8 + 90\"},\"speed\":{\"walk\":30},\"str\":19,\"dex\":10,\"con\":17,\"int\":6,\"wis\":11,\"cha\":6,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"while in dim light or darkness\",\"cond\":true}],\"languages\":[\"Common\"],\"cr\":\"11\",\"trait\":[{\"name\":\"Life Hunger\",\"entries\":[\"If a creature within 60 feet of the sorrowsworn regains hit points, the sorrowsworn gains two benefits until the end of its next turn: it has advantage on attack rolls, and its Bite deals an extra 22 ({@damage 4d10}) necrotic damage on a hit.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The sorrowsworn makes one Bite attack and one Claw attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage plus 13 ({@damage 3d8}) necrotic damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}18 ({@damage 4d6 + 4}) slashing damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 16}), and it is {@condition restrained} until the grapple ends. While grappling a creature, the sorrowsworn can't make a Claw attack.\"]}],\"environment\":[\"forest\",\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/the-hungry.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"N\",\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hutijin\",\"isNamedCreature\":true,\"source\":\"MPMM\",\"page\":157,\"otherSources\":[{\"source\":\"MTF\",\"page\":175}],\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":200,\"formula\":\"16d10 + 112\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":27,\"dex\":15,\"con\":25,\"int\":23,\"wis\":19,\"cha\":25,\"save\":{\"dex\":\"+9\",\"con\":\"+14\",\"wis\":\"+11\"},\"skill\":{\"intimidation\":\"+14\",\"perception\":\"+11\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":21,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"21\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Hutijin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 22}):\"],\"will\":[\"{@spell alter self} (can become Medium when changing his appearance)\",\"{@spell detect magic}\",\"{@spell hold monster}\",\"{@spell invisibility} (self only)\",\"{@spell lightning bolt}\",\"{@spell suggestion}\",\"{@spell wall of fire}\"],\"daily\":{\"3\":[\"{@spell dispel magic}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Infernal Despair\",\"entries\":[\"Each creature within 30 feet of Hutijin that isn't a devil makes saving throws with disadvantage.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Hutijin fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Hutijin has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Regeneration\",\"entries\":[\"Hutijin regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Hutijin dies only if he starts his turn with 0 hit points and doesn't regenerate.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Hutijin makes one Bite attack, one Claw attack, one Mace attack, and one Tail attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d6 + 8}) fire damage. The target must succeed on a {@dc 22} Constitution saving throw or become {@condition poisoned}. While {@condition poisoned} in this way, the target can't regain hit points, and it takes 10 ({@damage 3d6}) poison damage at the start of each of its turns. The {@condition poisoned} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d8 + 8}) cold damage.\"]},{\"name\":\"Mace\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d6 + 8}) force damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d10 + 8}) thunder damage.\"]},{\"name\":\"Teleport\",\"entries\":[\"Hutijin teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.\"]}],\"reaction\":[{\"name\":\"Fearful Voice {@recharge 5}\",\"entries\":[\"In response to taking damage, Hutijin utters a dreadful word of power. Each creature within 30 feet of him that isn't a devil must succeed on a {@dc 22} Wisdom saving throw or become {@condition frightened} of him for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that saves against this effect is immune to his Fearful Voice for 24 hours.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"Hutijin makes one Claw, Mace, or Tail attack.\"]},{\"name\":\"Teleport\",\"entries\":[\"Hutijin uses Teleport.\"]},{\"name\":\"Lightning Storm (Costs 2 Actions)\",\"entries\":[\"Hutijin releases lightning in a 30-foot radius, blocked only by {@quickref Cover||3||total cover}. All other creatures in that area must each make a {@dc 22} Dexterity saving throw, taking 18 ({@damage 4d8}) lightning damage on a failed save, or half as much damage on a successful one.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/hutijin.mp3\"},\"attachedItems\":[\"mace|phb\"],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Regeneration\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\",\"Teleport\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"C\",\"F\",\"I\",\"L\",\"O\",\"T\"],\"damageTagsSpell\":[\"B\",\"F\",\"L\",\"P\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"poisoned\"],\"conditionInflictSpell\":[\"invisible\",\"paralyzed\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"wisdom\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hydroloth\",\"source\":\"MPMM\",\"page\":158,\"otherSources\":[{\"source\":\"MTF\",\"page\":249}],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"yugoloth\"]},\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[15],\"hp\":{\"average\":135,\"formula\":\"18d8 + 54\"},\"speed\":{\"walk\":20,\"swim\":40},\"str\":12,\"dex\":21,\"con\":16,\"int\":19,\"wis\":10,\"cha\":14,\"skill\":{\"insight\":\"+4\",\"perception\":\"+4\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[\"cold\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"acid\",\"poison\"],\"vulnerable\":[\"fire\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Infernal\",\"telepathy 60 ft.\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The hydroloth casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 16}):\"],\"will\":[\"{@spell darkness}\",\"{@spell detect magic}\",\"{@spell dispel magic}\",\"{@spell invisibility} (self only)\"],\"daily\":{\"3e\":[\"{@spell control water}\",\"{@spell crown of madness}\",\"{@spell fear}\",\"{@spell suggestion}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The hydroloth can breathe air and water.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The hydroloth has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Secure Memory\",\"entries\":[\"The hydroloth is immune to the waters of the River Styx, as well as any effect that would steal or modify its memories or detect or read its thoughts.\"]},{\"name\":\"Watery Advantage\",\"entries\":[\"While submerged in liquid, the hydroloth has advantage on attack rolls.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hydroloth makes two Bite or Claw attacks. It can replace one attack with a use of Spellcasting.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) force damage plus 9 ({@damage 2d10}) psychic damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) force damage plus 9 ({@damage 2d10}) psychic damage.\"]},{\"name\":\"Steal Memory (1/Day)\",\"entries\":[\"The hydroloth targets one creature it can see within 60 feet of it. The target takes 14 ({@damage 4d6}) psychic damage, and it must make a {@dc 16} Intelligence saving throw. On a successful save, the target becomes immune to this hydroloth's Steal Memory for 24 hours. On a failed save, the target loses all proficiencies; it can't cast spells; it can't understand language; and if its Intelligence and Charisma scores are higher than 5, they become 5. Each time the target finishes a long rest, it can repeat the saving throw, ending the effect on itself on a success. A {@spell greater restoration} or {@spell remove curse} spell cast on the target ends this effect early.\"]},{\"name\":\"Teleport\",\"entries\":[\"The hydroloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/hydroloth.mp3\"},\"traitTags\":[\"Amphibious\",\"Magic Resistance\"],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Multiattack\",\"Teleport\"],\"languageTags\":[\"AB\",\"I\",\"TP\"],\"damageTags\":[\"O\",\"Y\"],\"damageTagsSpell\":[\"B\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"CUR\",\"MW\"],\"conditionInflictSpell\":[\"charmed\",\"frightened\",\"invisible\"],\"savingThrowForced\":[\"intelligence\"],\"savingThrowForcedSpell\":[\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Illusionist Wizard\",\"source\":\"MPMM\",\"page\":263,\"otherSources\":[{\"source\":\"VGM\",\"page\":214}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\"},\"alignment\":[\"A\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":44,\"formula\":\"8d8 + 8\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":14,\"con\":13,\"int\":16,\"wis\":11,\"cha\":12,\"save\":{\"int\":\"+5\",\"wis\":\"+2\"},\"skill\":{\"arcana\":\"+5\",\"history\":\"+5\"},\"passive\":10,\"languages\":[\"any four languages\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The illusionist casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell dancing lights}\",\"{@spell mage hand}\",\"{@spell minor illusion}\"],\"daily\":{\"2e\":[\"{@spell disguise self}\",\"{@spell invisibility}\",\"{@spell mage armor}\",\"{@spell major image}\",\"{@spell phantasmal force}\",\"{@spell phantom steed}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The illusionist makes two Arcane Burst attacks.\"]},{\"name\":\"Arcane Burst\",\"entries\":[\"{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 120 ft., one target. {@h}14 ({@damage 2d10 + 3}) psychic damage.\"]}],\"bonus\":[{\"name\":\"Displacement {@recharge 5}\",\"entries\":[\"The illusionist projects an illusion that makes the illusionist appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the illusionist. The effect lasts for 1 minute, and it ends early if the illusionist takes damage, if it is {@condition incapacitated}, or if its speed becomes 0.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/illusionist.mp3\"},\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"X\"],\"damageTags\":[\"Y\"],\"damageTagsSpell\":[\"Y\"],\"spellcastingTags\":[\"O\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForcedSpell\":[\"intelligence\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Juiblex\",\"isNamedCreature\":true,\"source\":\"MPMM\",\"page\":160,\"otherSources\":[{\"source\":\"MTF\",\"page\":151}],\"size\":[\"H\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":350,\"formula\":\"28d12 + 168\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":24,\"dex\":10,\"con\":23,\"int\":20,\"wis\":20,\"cha\":16,\"save\":{\"dex\":\"+7\",\"con\":\"+13\",\"wis\":\"+12\"},\"skill\":{\"perception\":\"+12\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":22,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"acid\",\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"that is nonmagical\",\"cond\":true}],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"stunned\",\"unconscious\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":{\"cr\":\"23\",\"lair\":\"24\"},\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Juiblex casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 20}):\"],\"will\":[\"{@spell detect magic}\"],\"daily\":{\"3e\":[\"{@spell contagion}\",\"{@spell gaseous form}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Foul\",\"entries\":[\"Any creature other than an Ooze that starts its turn within 10 feet of Juiblex must succeed on a {@dc 21} Constitution saving throw or be {@condition poisoned} until the start of the creature's next turn.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Juiblex fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Juiblex has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Regeneration\",\"entries\":[\"Juiblex regains 20 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn't function at the start of its next turn. Juiblex dies only if it starts its turn with 0 hit points and doesn't regenerate.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"Juiblex can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Juiblex makes three Acid Lash attacks.\"]},{\"name\":\"Acid Lash\",\"entries\":[\"{@atk mw,rw} {@hit 14} to hit, reach 10 ft. or range 60/120 ft., one target. {@h}21 ({@damage 4d6 + 7}) acid damage. Any creature killed by this attack is drawn into Juiblex's body, where the corpse is dissolved after 1 minute.\"]},{\"name\":\"Eject Slime {@recharge 5}\",\"entries\":[\"Juiblex spews out a corrosive slime, targeting one creature that it can see within 60 feet of it. The target must succeed on a {@dc 21} Dexterity saving throw or take 55 ({@damage 10d10}) acid damage. Unless the target avoids taking all of this damage, any metal armor worn by the target takes a permanent −1 penalty to the AC it offers, and any metal weapon the target is carrying or wearing takes a permanent −1 penalty to damage rolls. The penalty worsens each time a target is subjected to this effect. If the penalty on an object drops to −5, the object is destroyed. The penalty on an object can be removed by the {@spell mending} spell.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"Juiblex makes one Acid Lash attack.\"]},{\"name\":\"Corrupting Touch (Costs 2 Actions)\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 10 ft., one creature. {@h}21 ({@damage 4d6 + 7}) poison damage, and the target is slimed. Until the slime is scraped off with an action, the target is {@condition poisoned}, and any creature, other than an Ooze, is {@condition poisoned} while within 10 feet of the target.\"]}],\"legendaryGroup\":{\"name\":\"Juiblex\",\"source\":\"MPMM\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Regeneration\",\"Spider Climb\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"A\",\"I\"],\"damageTagsLegendary\":[\"F\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"poisoned\"],\"conditionInflictLegendary\":[\"prone\",\"restrained\"],\"conditionInflictSpell\":[\"blinded\",\"poisoned\",\"stunned\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"savingThrowForcedLegendary\":[\"dexterity\",\"strength\"],\"savingThrowForcedSpell\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ki-rin\",\"source\":\"MPMM\",\"page\":162,\"otherSources\":[{\"source\":\"VGM\",\"page\":163}],\"size\":[\"L\"],\"type\":\"celestial\",\"alignment\":[\"L\",\"G\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":153,\"formula\":\"18d10 + 54\"},\"speed\":{\"walk\":60,\"fly\":{\"number\":120,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":21,\"dex\":16,\"con\":16,\"int\":19,\"wis\":20,\"cha\":20,\"skill\":{\"perception\":\"+9\",\"insight\":\"+9\",\"religion\":\"+8\"},\"senses\":[\"darkvision 120 ft.\",\"truesight 30 ft.\"],\"passive\":19,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"12\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The ki-rin casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 17}):\"],\"will\":[\"{@spell light}\",\"{@spell major image} (6th-level version)\",\"{@spell thaumaturgy}\"],\"daily\":{\"3e\":[\"{@spell cure wounds}\",\"{@spell dispel magic}\",\"{@spell lesser restoration}\",\"{@spell sending}\"],\"1e\":[\"{@spell banishment}\",\"{@spell calm emotions}\",\"{@spell create food and water}\",\"{@spell greater restoration}\",\"{@spell plane shift}\",\"{@spell protection from evil and good}\",\"{@spell revivify}\",\"{@spell wind walk}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the ki-rin fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The ki-rin has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The ki-rin makes two Hoof attacks and one Horn attack, or it makes two Sacred Fire attacks.\"]},{\"name\":\"Hoof\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}10 ({@damage 2d4 + 5}) force damage.\"]},{\"name\":\"Horn\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) radiant damage.\"]},{\"name\":\"Sacred Fire\",\"entries\":[\"{@atk rs} {@hit 9} to hit, range 120 ft., one target. {@h}18 ({@damage 3d8 + 5}) radiant damage.\"]}],\"legendary\":[{\"name\":\"Move\",\"entries\":[\"The ki-rin moves up to half its speed without provoking {@action opportunity attack||opportunity attacks}.\"]},{\"name\":\"Smite\",\"entries\":[\"The ki-rin makes one Hoof, Horn, or Sacred Fire attack.\"]}],\"legendaryGroup\":{\"name\":\"Ki-rin\",\"source\":\"MPMM\"},\"environment\":[\"coastal\",\"desert\",\"grassland\",\"mountain\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/ki-rin.mp3\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"SD\",\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"O\",\"R\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflictSpell\":[\"incapacitated\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kobold Dragonshield\",\"source\":\"MPMM\",\"page\":163,\"otherSources\":[{\"source\":\"VGM\",\"page\":165}],\"size\":[\"S\"],\"type\":\"dragon\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item leather armor|PHB|leather}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":44,\"formula\":\"8d6 + 16\"},\"speed\":{\"walk\":20},\"str\":12,\"dex\":15,\"con\":14,\"int\":8,\"wis\":9,\"cha\":10,\"skill\":{\"perception\":\"+1\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[{\"special\":\"see Dragon's Resistance below\"}],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Dragon's Resistance\",\"entries\":[\"The kobold has resistance to a type of damage based on the color of dragon that invested it with power (choose or roll a {@dice d10}): 1–2, acid (black or copper); 3–4, cold (silver or white); 5–6, fire (brass, gold, or red); 7–8, lightning (blue or bronze); 9–10, poison (green).\"]},{\"name\":\"Heart of the Dragon\",\"entries\":[\"If the kobold is {@condition frightened} or {@condition paralyzed} by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all kobolds within 30 feet of it. Any kobold that benefits from this trait (including the dragonshield) has advantage on its next attack roll.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The kobold makes two Spear attacks.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage, or 5 ({@damage 1d8 + 1}) piercing damage if used with two hands to make a melee attack.\"]}],\"environment\":[\"forest\",\"hill\",\"mountain\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/kobold-dragonshield.mp3\"},\"attachedItems\":[\"spear|phb\"],\"traitTags\":[\"Pack Tactics\",\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kobold Inventor\",\"source\":\"MPMM\",\"page\":164,\"otherSources\":[{\"source\":\"VGM\",\"page\":166}],\"size\":[\"S\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[12],\"hp\":{\"average\":13,\"formula\":\"3d6 + 3\"},\"speed\":{\"walk\":30},\"str\":7,\"dex\":15,\"con\":12,\"int\":14,\"wis\":10,\"cha\":8,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Pack Tactics\",\"entries\":[\"The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Sling\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage.\"]},{\"name\":\"Weapon Invention\",\"entries\":[\"The kobold uses one of the following options (choose one or roll a {@dice d8}); the kobold can use each one no more than once per day:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"1: Acid\",\"entries\":[\"The kobold hurls a {@item acid (vial)|PHB|flask of acid}. {@atk rw} {@hit 4} to hit, range 5/20 ft., one target. {@h}7 ({@damage 2d6}) acid damage.\"],\"type\":\"item\"},{\"name\":\"2: Alchemist's Fire\",\"entries\":[\"The kobold throws a {@item Alchemist's Fire (flask)|PHB|flask of alchemist's fire}. {@atk rw} {@hit 4} to hit, range 5/20 ft., one target. {@h}2 ({@damage 1d4}) fire damage at the start of each of the target's turns. The target can end this damage by using its action to make a {@dc 10} Dexterity check to extinguish the flames.\"],\"type\":\"item\"},{\"name\":\"3: Basket of Centipedes\",\"entries\":[\"The kobold throws a small basket into a 5-foot-square space within 20 feet of it. A {@creature Swarm of Centipedes||swarm of insects (centipedes)} with 11 hit points emerges from the basket and rolls initiative. At the end of each of the swarm's turns, there's a {@chance 50} chance that the swarm disperses.\"],\"type\":\"item\"},{\"name\":\"4: Green Slime Pot\",\"entries\":[\"The kobold throws a clay pot full of green slime at the target, and it breaks open on impact. {@atk rw} {@hit 4} to hit, range 5/20 ft., one target. {@h}5 ({@damage 1d10}) acid damage, and the target is covered in slime until a creature uses its action to scrape or wash the slime off. A target covered in the slime takes 5 ({@damage 1d10}) acid damage at the start of each of its turns.\"],\"type\":\"item\"},{\"name\":\"5: Rot Grub Pot\",\"entries\":[\"The kobold throws a clay pot into a 5-foot-square space within 20 feet of it, and it breaks open on impact. A {@creature swarm of rot grubs|MPMM} (in this book) emerges from the shattered pot and remains a hazard in that square.\"],\"type\":\"item\"},{\"name\":\"6: Scorpion on a Stick\",\"entries\":[\"The kobold makes a melee attack with a {@creature scorpion} tied to the end of a 5-foot-long pole. {@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}1 piercing damage, and the target must make a {@dc 9} Constitution saving throw, taking 4 ({@damage 1d8}) poison damage on a failed save, or half as much damage on a successful one.\"],\"type\":\"item\"},{\"name\":\"7: Skunk in a Cage\",\"entries\":[\"The kobold releases a skunk into an unoccupied space within 5 feet of it. The skunk has a walking speed of 20 feet, AC 10, 1 hit point, and no effective attacks. It rolls initiative and, on its turn, uses its action to spray musk at a random creature within 5 feet of it. The target must succeed on a {@dc 9} Constitution saving throw, or it retches and is {@condition incapacitated} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that doesn't need to breathe or is immune to poison automatically succeeds on the saving throw. Once the skunk has sprayed its musk, it can't do so again until it finishes a short or long rest.\"],\"type\":\"item\"},{\"name\":\"8: Wasp Nest in a Bag\",\"entries\":[\"The kobold throws a small bag into a 5-foot-square space within 20 feet of it. A {@creature Swarm of Wasps||swarm of insects (wasps)} with 11 hit points emerges from the bag and rolls initiative. At the end of each of the swarm's turns, there's a {@chance 50} chance that the swarm disperses.\"],\"type\":\"item\"}]}]}],\"environment\":[\"forest\",\"hill\",\"mountain\",\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/kobold-inventor.mp3\"},\"attachedItems\":[\"dagger|phb\",\"sling|phb\"],\"traitTags\":[\"Pack Tactics\",\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"A\",\"B\",\"F\",\"I\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\",\"THW\"],\"conditionInflict\":[\"incapacitated\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kobold Scale Sorcerer\",\"source\":\"MPMM\",\"page\":165,\"otherSources\":[{\"source\":\"VGM\",\"page\":167}],\"size\":[\"S\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":27,\"formula\":\"5d6 + 10\"},\"speed\":{\"walk\":30},\"str\":7,\"dex\":15,\"con\":14,\"int\":10,\"wis\":9,\"cha\":14,\"skill\":{\"arcana\":\"+2\",\"medicine\":\"+1\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The kobold casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 12}):\"],\"will\":[\"{@spell mage hand}\",\"{@spell prestidigitation}\"],\"daily\":{\"2e\":[\"{@spell charm person}\",\"{@spell fog cloud}\",\"{@spell levitate}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Pack Tactics\",\"entries\":[\"The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The kobold makes two Dagger or Chromatic Bolt attacks. It can replace one attack with a use of Spellcasting.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Chromatic Bolt\",\"entries\":[\"{@atk rs} {@hit 4} to hit, range 60 feet, one target. {@h}9 ({@damage 2d6 + 2}) of a type of the kobold's choice: acid, cold, fire, lightning, poison, or thunder.\"]}],\"environment\":[\"forest\",\"hill\",\"mountain\",\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/kobold-scale-sorcerer.mp3\"},\"attachedItems\":[\"dagger|phb\"],\"traitTags\":[\"Pack Tactics\",\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"P\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Korred\",\"source\":\"MPMM\",\"page\":166,\"otherSources\":[{\"source\":\"VGM\",\"page\":168}],\"size\":[\"S\"],\"type\":\"fey\",\"alignment\":[\"C\",\"N\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":93,\"formula\":\"11d6 + 55\"},\"speed\":{\"walk\":30,\"burrow\":30},\"str\":23,\"dex\":14,\"con\":20,\"int\":10,\"wis\":15,\"cha\":9,\"skill\":{\"athletics\":\"+9\",\"perception\":\"+5\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 120 ft.\",\"tremorsense 120 ft.\"],\"passive\":15,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"languages\":[\"Dwarvish\",\"Gnomish\",\"Sylvan\",\"Terran\",\"Undercommon\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The korred casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell commune with nature} (as an action)\",\"{@spell meld into stone}\",\"{@spell stone shape}\"],\"daily\":{\"1\":[\"{@spell Otto's irresistible dance}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Stone Camouflage\",\"entries\":[\"The korred has advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The korred makes two Greatclub or Rock attacks.\"]},{\"name\":\"Greatclub\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d8 + 6}) bludgeoning damage, or 19 ({@damage 3d8 + 6}) bludgeoning damage if the korred is on the ground.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 9} to hit, range 60/120 ft., one target. {@h}10 ({@damage 1d8 + 6}) bludgeoning damage, or 19 ({@damage 3d8 + 6}) bludgeoning damage if the korred is on the ground.\"]}],\"bonus\":[{\"name\":\"Command Hair\",\"entries\":[\"The korred has at least one 50-foot-long rope woven out of its hair. The korred commands one such rope within 30 feet of it to move up to 20 feet and entangle a Large or smaller creature that the korred can see. The target must succeed on a {@dc 13} Dexterity saving throw or become {@condition grappled} by the rope (escape {@dc 13}). Until this grapple ends, the target is {@condition restrained}. The korred can use a bonus action to release the target, which is also freed if the korred dies or becomes {@condition incapacitated}.\",\"A rope of korred hair has AC 20 and 20 hit points. It regains 1 hit point at the start of each of the korred's turns while the rope has at least 1 hit point and the korred is alive. If the rope drops to 0 hit points, it is destroyed.\"]}],\"environment\":[\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/korred.mp3\"},\"attachedItems\":[\"greatclub|phb\"],\"traitTags\":[\"Camouflage\"],\"senseTags\":[\"SD\",\"T\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"D\",\"G\",\"S\",\"T\",\"U\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"B\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"conditionInflictSpell\":[\"prone\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kraken Priest\",\"source\":\"MPMM\",\"page\":167,\"otherSources\":[{\"source\":\"VGM\",\"page\":215}],\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":75,\"formula\":\"10d8 + 30\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":12,\"dex\":10,\"con\":16,\"int\":10,\"wis\":15,\"cha\":14,\"skill\":{\"perception\":\"+5\"},\"passive\":15,\"languages\":[\"any two languages\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The priest casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell command}\",\"{@spell create or destroy water}\"],\"daily\":{\"1\":[\"{@spell Evard's black tentacles}\"],\"3e\":[\"{@spell control water}\",\"{@spell darkness}\",\"{@spell water breathing}\",\"{@spell water walk}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The priest can breathe air and water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The priest makes two Thunderous Touch or Thunderbolt attacks.\"]},{\"name\":\"Thunderous Touch\",\"entries\":[\"{@atk ms} {@hit 5} to hit, reach 5 ft., one target. {@h}27 ({@damage 5d10}) thunder damage.\"]},{\"name\":\"Thunderbolt\",\"entries\":[\"{@atk rs} {@hit 5} to hit, range 60 ft., one target. {@h}11 ({@damage 2d10}) lightning damage plus 11 ({@dice 2d10}) thunder damage, and the target is knocked {@condition prone}.\"]},{\"name\":\"Voice of the Kraken (Recharges after a Short or Long Rest)\",\"entries\":[\"A kraken speaks through the priest with a thunderous voice audible within 300 feet. Creatures of the priest's choice that can hear the kraken's words (which are spoken in Abyssal, Infernal, or Primordial) must succeed on a {@dc 14} Wisdom saving throw or be {@condition frightened} of the priest for 1 minute. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"coastal\",\"underwater\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/kraken-priest.mp3\"},\"traitTags\":[\"Amphibious\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"X\"],\"damageTags\":[\"L\",\"T\"],\"damageTagsSpell\":[\"B\"],\"spellcastingTags\":[\"O\"],\"conditionInflict\":[\"frightened\",\"prone\"],\"conditionInflictSpell\":[\"prone\",\"restrained\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"dexterity\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kruthik Hive Lord\",\"source\":\"MPMM\",\"page\":169,\"otherSources\":[{\"source\":\"MTF\",\"page\":212}],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":102,\"formula\":\"12d10 + 36\"},\"speed\":{\"walk\":40,\"burrow\":20,\"climb\":40},\"str\":19,\"dex\":16,\"con\":17,\"int\":10,\"wis\":14,\"cha\":10,\"skill\":{\"perception\":\"+8\"},\"senses\":[\"darkvision 60 ft.\",\"tremorsense 60 ft.\"],\"passive\":18,\"languages\":[\"Kruthik\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Pack Tactics\",\"entries\":[\"The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]},{\"name\":\"Tunneler\",\"entries\":[\"The kruthik can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The kruthik makes two Stab or Spike attacks.\"]},{\"name\":\"Stab\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage.\"]},{\"name\":\"Spike\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 30/120 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]},{\"name\":\"Acid Spray {@recharge 5}\",\"entries\":[\"The kruthik sprays acid in a 15-foot cone. Each creature in that area must make a {@dc 14} Dexterity saving throw, taking 22 ({@damage 4d10}) acid damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"desert\",\"mountain\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/kruthik-hive-lord.mp3\"},\"traitTags\":[\"Pack Tactics\",\"Tunneler\"],\"senseTags\":[\"D\",\"T\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"A\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\",\"RW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Leucrotta\",\"source\":\"MPMM\",\"page\":170,\"otherSources\":[{\"source\":\"VGM\",\"page\":169}],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":67,\"formula\":\"9d10 + 18\"},\"speed\":{\"walk\":50},\"str\":18,\"dex\":14,\"con\":15,\"int\":9,\"wis\":12,\"cha\":6,\"skill\":{\"deception\":\"+2\",\"perception\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"languages\":[\"Abyssal\",\"Gnoll\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Mimicry\",\"entries\":[\"The leucrotta can mimic Beast sounds and Humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful {@dc 14} Wisdom ({@skill Insight}) check.\"]},{\"name\":\"Stench\",\"entries\":[\"Any creature other than a leucrotta or gnoll that starts its turn within 5 feet of the leucrotta must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} until the start of the creature's next turn. On a successful saving throw, the creature is immune to the Stench of all leucrottas for 1 hour.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The leucrotta makes one Bite attack and one Hooves attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage. If the leucrotta scores a critical hit, it rolls the damage dice three times, instead of twice.\"]},{\"name\":\"Hooves\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage.\"]}],\"bonus\":[{\"name\":\"Kicking Retreat\",\"entries\":[\"Immediately after the leucrotta makes a Hooves attack, it takes the {@action Disengage} action.\"]}],\"environment\":[\"desert\",\"grassland\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/leucrotta.mp3\"},\"traitTags\":[\"Mimicry\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"OTH\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Leviathan\",\"source\":\"MPMM\",\"page\":171,\"otherSources\":[{\"source\":\"MTF\",\"page\":198}],\"size\":[\"G\"],\"type\":\"elemental\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"Typically \",\"ac\":[17],\"hp\":{\"average\":328,\"formula\":\"16d20 + 160\"},\"speed\":{\"walk\":40,\"swim\":120},\"str\":27,\"dex\":24,\"con\":30,\"int\":2,\"wis\":18,\"cha\":17,\"save\":{\"wis\":\"+10\",\"cha\":\"+9\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"acid\",\"poison\"],\"conditionImmune\":[\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"stunned\"],\"cr\":\"20\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the leviathan fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Partial Freeze\",\"entries\":[\"If the leviathan takes 50 cold damage or more during a single turn, the leviathan partially freezes; until the end of its next turn, its speeds are reduced to 20 feet, and it makes attack rolls with disadvantage.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The leviathan deals double damage to objects and structures.\"]},{\"name\":\"Water Form\",\"entries\":[\"The leviathan can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The leviathan makes one Slam attack and one Tail attack.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 20 ft., one target. {@h}21 ({@damage 2d12 + 8}) bludgeoning damage plus 13 ({@damage 2d12}) acid damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 20 ft., one target. {@h}19 ({@damage 2d10 + 8}) bludgeoning damage plus 10 ({@damage 3d6}) acid damage.\"]},{\"name\":\"Tidal Wave {@recharge}\",\"entries\":[\"The leviathan magically creates a wave of water that extends from a point it can see within 120 feet of itself. The wave is up to 250 feet long, up to 250 feet tall, and up to 50 feet wide. Each creature in the wave must make a {@dc 24} Strength saving throw. On a failed save, a creature takes 45 ({@damage 7d12}) bludgeoning damage and is knocked {@condition prone}. On a successful save, a creature takes half as much damage and isn't knocked {@condition prone}. The water spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 250 feet of it, and then it vanishes.\"]}],\"legendary\":[{\"name\":\"Move\",\"entries\":[\"The leviathan moves up to its speed.\"]},{\"name\":\"Slam (Costs 2 Actions)\",\"entries\":[\"The leviathan makes one Slam attack.\"]}],\"environment\":[\"coastal\",\"underwater\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/leviathan.mp3\"},\"traitTags\":[\"Legendary Resistances\",\"Siege Monster\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"A\",\"B\",\"C\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lonely Sorrowsworn\",\"source\":\"MPMM\",\"page\":223,\"otherSources\":[{\"source\":\"MTF\",\"page\":232},{\"source\":\"VEoR\"}],\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":112,\"formula\":\"15d8 + 45\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":12,\"con\":17,\"int\":6,\"wis\":11,\"cha\":6,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"while in dim light or darkness\",\"cond\":true}],\"languages\":[\"Common\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Psychic Leech\",\"entries\":[\"At the start of each of the sorrowsworn's turns, each creature within 5 feet of it must succeed on a {@dc 15} Wisdom saving throw or take 10 ({@damage 3d6}) psychic damage.\"]},{\"name\":\"Thrives on Company\",\"entries\":[\"The sorrowsworn has advantage on attack rolls while it is within 30 feet of at least two other creatures. It otherwise has disadvantage on attack rolls.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The sorrowsworn makes one Harpoon Arm attack, and it uses Sorrowful Embrace.\"]},{\"name\":\"Harpoon Arm\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 60 ft., one target. {@h}21 ({@damage 4d8 + 3}) piercing damage, and the target is {@condition grappled} (escape {@dc 15}) if it is a Large or smaller creature. The sorrowsworn has two harpoon arms and can grapple up to two creatures at once.\"]},{\"name\":\"Sorrowful Embrace\",\"entries\":[\"Each creature {@condition grappled} by the sorrowsworn must make a {@dc 15} Wisdom saving throw, taking 18 ({@damage 4d8}) psychic damage on a failed save, or half as much damage on a successful one. In either case, the sorrowsworn pulls each of those creatures up to 30 feet straight toward it.\"]}],\"environment\":[\"coastal\",\"desert\",\"mountain\",\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/the-lonely.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lost Sorrowsworn\",\"source\":\"MPMM\",\"page\":224,\"otherSources\":[{\"source\":\"MTF\",\"page\":233},{\"source\":\"AATM\"},{\"source\":\"VEoR\"}],\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":78,\"formula\":\"12d8 + 24\"},\"speed\":{\"walk\":30},\"str\":17,\"dex\":12,\"con\":15,\"int\":6,\"wis\":7,\"cha\":5,\"skill\":{\"athletics\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"while in dim light or darkness\",\"cond\":true}],\"languages\":[\"Common\"],\"cr\":\"7\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The sorrowsworn makes two Arm Spike attacks.\"]},{\"name\":\"Arm Spike\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d10 + 3}) piercing damage.\"]},{\"name\":\"Embrace {@recharge 4}\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}25 ({@damage 4d10 + 3}) piercing damage, and the target is {@condition grappled} (escape {@dc 14}) if it is a Medium or smaller creature. Until the grapple ends, the target is {@condition frightened}, and it takes 27 ({@damage 6d8}) psychic damage at the end of each of its turns. The sorrowsworn can grapple only one creature at a time.\"]}],\"reaction\":[{\"name\":\"Tightening Embrace\",\"entries\":[\"If the sorrowsworn takes damage, the creature {@condition grappled} by Embrace takes 18 ({@damage 4d8}) psychic damage.\"]}],\"environment\":[\"arctic\",\"desert\",\"forest\",\"mountain\",\"swamp\",\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/the-lost.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\",\"Y\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"grappled\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Male Steeder\",\"source\":\"MPMM\",\"page\":231,\"otherSources\":[{\"source\":\"MTF\",\"page\":238}],\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":13,\"formula\":\"2d8 + 4\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":15,\"dex\":12,\"con\":14,\"int\":2,\"wis\":10,\"cha\":3,\"skill\":{\"stealth\":\"+5\",\"perception\":\"+4\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":14,\"cr\":\"1/4\",\"trait\":[{\"name\":\"Extraordinary Leap\",\"entries\":[\"The distance of the steeder's long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to jump 3 feet.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage plus 4 ({@damage 1d8}) poison damage.\"]},{\"name\":\"Sticky Leg\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one Small or Tiny creature. {@h}The target is stuck to the steeder's leg and {@condition grappled} (escape {@dc 12}). The steeder can have only one creature {@condition grappled} at a time.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/male-steeder.mp3\"},\"traitTags\":[\"Spider Climb\"],\"senseTags\":[\"SD\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Martial Arts Adept\",\"source\":\"MPMM\",\"page\":172,\"otherSources\":[{\"source\":\"VGM\",\"page\":216}],\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":16,\"from\":[\"Unarmored Defense\"]}],\"hp\":{\"average\":60,\"formula\":\"11d8 + 11\"},\"speed\":{\"walk\":40},\"str\":11,\"dex\":17,\"con\":13,\"int\":11,\"wis\":16,\"cha\":10,\"skill\":{\"acrobatics\":\"+5\",\"insight\":\"+5\",\"stealth\":\"+5\"},\"passive\":13,\"languages\":[\"any one language (usually Common)\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Unarmored Defense\",\"entries\":[\"While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The adept makes three Unarmed Strike attacks or five Dart attacks.\"]},{\"name\":\"Unarmed Strike\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage. Once per turn, the adept can cause one of the following additional effects (choose one or roll a {@dice d4}):\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"1–2: Knock Down.\",\"entry\":\"The target must succeed on a {@dc 13} Dexterity saving throw or be knocked {@condition prone}.\"},{\"type\":\"item\",\"name\":\"3–4: Push.\",\"entry\":\"The target must succeed on a {@dc 13} Strength saving throw or be pushed up to 10 feet directly away from the adept.\"}]}]},{\"name\":\"Dart\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Deflect Missile\",\"entries\":[\"In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the attack is reduced by {@dice 1d10 + 3}. If the damage is reduced to 0, the adept catches the missile if it's small enough to hold in one hand and the adept has a hand free.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/martial-arts-adept.mp3\"},\"attachedItems\":[\"dart|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Marut\",\"source\":\"MPMM\",\"page\":173,\"otherSources\":[{\"source\":\"MTF\",\"page\":213},{\"source\":\"SatO\"}],\"size\":[\"L\"],\"type\":{\"type\":\"construct\",\"tags\":[\"inevitable\"]},\"alignment\":[\"L\",\"N\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":22,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":432,\"formula\":\"32d10 + 256\"},\"speed\":{\"walk\":40,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":28,\"dex\":12,\"con\":26,\"int\":19,\"wis\":15,\"cha\":18,\"save\":{\"int\":\"+12\",\"wis\":\"+10\",\"cha\":\"+12\"},\"skill\":{\"insight\":\"+10\",\"intimidation\":\"+12\",\"perception\":\"+10\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":20,\"resist\":[\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"paralyzed\",\"poisoned\",\"unconscious\"],\"languages\":[\"all but rarely speaks\"],\"cr\":\"25\",\"spellcasting\":[{\"name\":\"Plane Shift (3/Day)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The marut casts {@spell plane shift}, requiring no material components and using Intelligence as the spellcasting ability. The marut can cast the spell normally, or it can cast the spell on an unwilling creature it can see within 60 feet of it. If it uses the latter option, the targeted creature must succeed on a {@dc 20} Charisma saving throw or be banished to a teleportation circle in the Hall of Concordance in Sigil.\"],\"daily\":{\"3\":[\"{@spell plane shift}\"]},\"ability\":\"int\",\"displayAs\":\"action\",\"hidden\":[\"daily\"]}],\"trait\":[{\"name\":\"Immutable Form\",\"entries\":[\"The marut is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the marut fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The marut has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The marut doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The marut makes two Unerring Slam attacks.\"]},{\"name\":\"Unerring Slam\",\"entries\":[\"{@atk mw} automatic hit, reach 5 ft., one target. {@h}60 force damage, and the target is pushed up to 5 feet away from the marut if it is Huge or smaller.\"]},{\"name\":\"Blazing Edict {@recharge 5}\",\"entries\":[\"Arcane energy emanates from the marut's chest in a 60-foot cube. Every creature in that area takes 45 radiant damage. Each creature that takes any of this damage must succeed on a {@dc 20} Wisdom saving throw or be {@condition stunned} until the end of the marut's next turn.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/marut.mp3\"},\"traitTags\":[\"Immutable Form\",\"Legendary Resistances\",\"Magic Resistance\",\"Unusual Nature\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"XX\"],\"damageTags\":[\"O\",\"R\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"stunned\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Master Thief\",\"source\":\"MPMM\",\"page\":174,\"otherSources\":[{\"source\":\"VGM\",\"page\":216}],\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":84,\"formula\":\"13d8 + 26\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":18,\"con\":14,\"int\":11,\"wis\":11,\"cha\":12,\"save\":{\"dex\":\"+7\",\"int\":\"+3\"},\"skill\":{\"acrobatics\":\"+7\",\"athletics\":\"+3\",\"perception\":\"+3\",\"sleight of hand\":\"+7\",\"stealth\":\"+7\"},\"passive\":13,\"languages\":[\"any one language (usually Common) plus thieves' cant\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Evasion\",\"entries\":[\"If the thief is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the thief instead takes no damage if it succeeds on the saving throw and only half damage if it fails, provided the thief isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The thief makes three Shortsword or Shortbow attacks.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 3 ({@damage 1d6}) poison damage.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 7} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 3 ({@damage 1d6}) poison damage.\"]}],\"bonus\":[{\"name\":\"Cunning Action\",\"entries\":[\"The thief takes the {@action Dash}, {@action Disengage}, or {@action Hide} action.\"]}],\"reaction\":[{\"name\":\"Uncanny Dodge\",\"entries\":[\"The thief halves the damage that it takes from an attack that hits it. The thief must be able to see the attacker.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/master-thief.mp3\"},\"attachedItems\":[\"shortbow|phb\",\"shortsword|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"TC\",\"X\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Maurezhi\",\"source\":\"MPMM\",\"page\":175,\"otherSources\":[{\"source\":\"MTF\",\"page\":133}],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":88,\"formula\":\"16d8 + 16\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":17,\"con\":12,\"int\":11,\"wis\":12,\"cha\":15,\"skill\":{\"deception\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":11,\"resist\":[\"cold\",\"fire\",\"lightning\",\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"poisoned\"],\"languages\":[\"Abyssal\",\"Elvish\",\"telepathy 120 ft.\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Assume Form\",\"entries\":[\"The maurezhi can assume the appearance of any Medium Humanoid it eats. It remains in this form for {@dice 1d6} days, during which time the form gradually decays until, when the effect ends, the form sloughs from the demon's body.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The maurezhi has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The maurezhi makes one Bite attack and one Claw attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d10 + 3}) piercing damage. If the target is a Humanoid, its Charisma score is reduced by {@dice 1d4}. This reduction lasts until the target finishes a short or long rest. The target dies if this reduces its Charisma to 0. It rises 24 hours later as a {@creature ghoul} unless it has been revived or its corpse has been destroyed.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) slashing damage. If the target is a creature other than an Undead, it must succeed on a {@dc 12} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Raise Ghoul {@recharge 5}\",\"entries\":[\"The maurezhi targets one dead ghoul or {@creature ghast} it can see within 30 feet of it. The target is revived with all its hit points.\"]}],\"environment\":[\"swamp\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/maurezhi.mp3\"},\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"E\",\"TP\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"paralyzed\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Maw Demon\",\"source\":\"MPMM\",\"page\":176,\"otherSources\":[{\"source\":\"VGM\",\"page\":137},{\"source\":\"BMT\"}],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":8,\"con\":13,\"int\":5,\"wis\":8,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"understands Abyssal but can't speak\"],\"cr\":\"1\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d8 + 2}) piercing damage.\"]},{\"name\":\"Disgorge {@recharge}\",\"entries\":[\"The demon vomits in a 15-foot cube. Each creature in that area must succeed on a {@dc 11} Dexterity saving throw or take 11 ({@damage 2d10}) acid damage and fall {@condition prone} in the spew.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/maw-demon.mp3\"},\"senseTags\":[\"D\"],\"languageTags\":[\"AB\",\"CS\"],\"damageTags\":[\"A\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Meazel\",\"source\":\"MPMM\",\"page\":177,\"otherSources\":[{\"source\":\"MTF\",\"page\":214}],\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[13],\"hp\":{\"average\":35,\"formula\":\"10d8 - 10\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":17,\"con\":9,\"int\":14,\"wis\":13,\"cha\":10,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":13,\"languages\":[\"Common\"],\"cr\":\"1\",\"action\":[{\"name\":\"Garrote\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target of the meazel's size or smaller. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 13} with disadvantage). Until the grapple ends, the target takes 10 ({@damage 2d6 + 3}) bludgeoning damage at the start of each of the meazel's turns. The meazel can't make weapon attacks while grappling a creature in this way.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 3 ({@damage 1d6}) necrotic damage\"]},{\"name\":\"Shadow Teleport {@recharge 5}\",\"entries\":[\"The meazel, any equipment it is wearing or carrying, and any creature it is grappling teleport to an unoccupied space within 500 feet of it, provided that the starting space and the destination are in dim light or darkness. The destination must be a place the meazel has seen before, but it need not be within line of sight. If the destination space is occupied, the teleportation leads to the nearest unoccupied space.\",\"Any other creature the meazel teleports becomes cursed for 1 hour or until the curse is ended by {@spell remove curse} or {@spell greater restoration}. Until this curse ends, every Undead and every creature native to the Shadowfell within 300 feet of the cursed creature can sense it, which prevents that creature from hiding from them.\"]}],\"bonus\":[{\"name\":\"Shadow Stealth\",\"entries\":[\"While in dim light or darkness, the meazel takes the {@action Hide} action.\"]}],\"environment\":[\"desert\",\"forest\",\"grassland\",\"hill\",\"mountain\",\"swamp\",\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/meazel.mp3\"},\"attachedItems\":[\"shortsword|phb\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\",\"N\",\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Meenlock\",\"source\":\"MPMM\",\"page\":178,\"otherSources\":[{\"source\":\"VGM\",\"page\":170}],\"size\":[\"S\"],\"type\":\"fey\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":31,\"formula\":\"7d6 + 7\"},\"speed\":{\"walk\":30},\"str\":7,\"dex\":15,\"con\":12,\"int\":11,\"wis\":10,\"cha\":8,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+6\",\"survival\":\"+2\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":14,\"conditionImmune\":[\"frightened\"],\"languages\":[\"telepathy 120 ft.\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Fear Aura\",\"entries\":[\"Any Beast or Humanoid that starts its turn within 10 feet of the meenlock must succeed on a {@dc 11} Wisdom saving throw or be {@condition frightened} until the start of the creature's next turn.\"]},{\"name\":\"Light Sensitivity\",\"entries\":[\"While in bright light, the meenlock has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) slashing damage, and the target must succeed on a {@dc 11} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"bonus\":[{\"name\":\"Shadow Teleport {@recharge 5}\",\"entries\":[\"The meenlock teleports to an unoccupied space within 30 feet of it, provided that both the space it's teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight.\"]}],\"environment\":[\"forest\",\"swamp\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/meenlock.mp3\"},\"traitTags\":[\"Light Sensitivity\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"TP\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\",\"paralyzed\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Merregon\",\"source\":\"MPMM\",\"page\":179,\"otherSources\":[{\"source\":\"MTF\",\"page\":166},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":45,\"formula\":\"6d8 + 18\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":14,\"con\":17,\"int\":6,\"wis\":12,\"cha\":8,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"frightened\",\"poisoned\"],\"languages\":[\"understands Infernal but can't speak\",\"telepathy 120 ft.\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the merregon's {@sense darkvision}.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The merregon has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The merregon makes three Halberd attacks.\"]},{\"name\":\"Halberd\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d10 + 4}) slashing damage.\"]},{\"name\":\"Heavy Crossbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 100/400 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Loyal Bodyguard\",\"entries\":[\"When another Fiend within 5 feet of the merregon is hit by an attack roll, the merregon causes itself to be hit instead.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/merregon.mp3\"},\"attachedItems\":[\"halberd|phb\",\"heavy crossbow|phb\"],\"traitTags\":[\"Devil's Sight\",\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"I\",\"TP\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Merrenoloth\",\"source\":\"MPMM\",\"page\":180,\"otherSources\":[{\"source\":\"MTF\",\"page\":250}],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"yugoloth\"]},\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[13],\"hp\":{\"average\":40,\"formula\":\"9d8\"},\"speed\":{\"walk\":30,\"swim\":40},\"str\":8,\"dex\":17,\"con\":10,\"int\":17,\"wis\":14,\"cha\":11,\"save\":{\"dex\":\"+5\",\"int\":\"+5\"},\"skill\":{\"history\":\"+5\",\"nature\":\"+5\",\"perception\":\"+4\",\"survival\":\"+4\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"acid\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Infernal\",\"telepathy 60 ft.\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The merrenoloth casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell charm person}\",\"{@spell darkness}\",\"{@spell detect magic}\",\"{@spell dispel magic}\",\"{@spell gust of wind}\"],\"daily\":{\"3\":[\"{@spell control water}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The merrenoloth has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The merrenoloth makes one Oar attack and uses Fear Gaze.\"]},{\"name\":\"Oar\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) fire damage.\"]},{\"name\":\"Fear Gaze\",\"entries\":[\"The merrenoloth targets one creature it can see within 60 feet of it. The target must succeed on a {@dc 13} Wisdom saving throw or become {@condition frightened} of the merrenoloth for 1 minute. The {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"bonus\":[{\"name\":\"Teleport\",\"entries\":[\"The merrenoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.\"]}],\"legendaryGroup\":{\"name\":\"Merrenoloth\",\"source\":\"MPMM\"},\"environment\":[\"coastal\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/merrenoloth.mp3\"},\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"I\",\"TP\"],\"damageTags\":[\"F\"],\"damageTagsSpell\":[\"B\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\"],\"conditionInflictLegendary\":[\"prone\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedLegendary\":[\"strength\"],\"savingThrowForcedSpell\":[\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mindwitness\",\"source\":\"MPMM\",\"page\":181,\"otherSources\":[{\"source\":\"VGM\",\"page\":176}],\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"L\",\"N\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":75,\"formula\":\"10d10 + 20\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":20,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":10,\"dex\":14,\"con\":14,\"int\":15,\"wis\":15,\"cha\":10,\"save\":{\"int\":\"+5\",\"wis\":\"+5\"},\"skill\":{\"perception\":\"+8\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":18,\"conditionImmune\":[\"prone\"],\"languages\":[\"Deep Speech\",\"Undercommon\",\"telepathy 600 ft.\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Telepathic Hub\",\"entries\":[\"When the mindwitness receives a telepathic message, it can telepathically share that message with up to seven other creatures within 600 feet of it that it can see.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The mindwitness makes one Bite attack and one Tentacles attack, or it uses Eye Ray three times.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}16 ({@damage 4d6 + 2}) piercing damage.\"]},{\"name\":\"Tentacles\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one creature. {@h}20 ({@damage 4d8 + 2}) psychic damage. If the target is Large or smaller, it is {@condition grappled} (escape {@dc 13}), and it must succeed on a {@dc 13} Intelligence saving throw or be {@condition restrained} until this grapple ends.\"]},{\"name\":\"Eye Ray\",\"entries\":[\"The mindwitness shoots one magical eye ray at random (roll a {@dice d6}, and reroll if the ray has already been used this turn), choosing one target it can see within 120 feet of it:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"1: Aversion Ray\",\"entries\":[\"The targeted creature must make a {@dc 13} Charisma saving throw. On a failed save, the target has disadvantage on attack rolls for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"],\"type\":\"item\"},{\"name\":\"2: Fear Ray\",\"entries\":[\"The targeted creature must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"],\"type\":\"item\"},{\"name\":\"3: Psychic Ray\",\"entries\":[\"The target must succeed on a {@dc 13} Intelligence saving throw or take 27 ({@damage 6d8}) psychic damage.\"],\"type\":\"item\"},{\"name\":\"4: Slowing Ray\",\"entries\":[\"The targeted creature must make a {@dc 13} Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn but not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"],\"type\":\"item\"},{\"name\":\"5: Stunning Ray\",\"entries\":[\"The targeted creature must succeed on a {@dc 13} Constitution saving throw or be {@condition stunned} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"],\"type\":\"item\"},{\"name\":\"6: Telekinetic Ray\",\"entries\":[\"If the target is a creature, it must make a {@dc 13} Strength saving throw. On a failed save, the mindwitness moves it up to 30 feet in any direction, and it is {@condition restrained} by the ray's telekinetic grip until the start of the mindwitness's next turn or until the mindwitness is {@condition incapacitated}.\",\"If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is telekinetically moved up to 30 feet in any direction. The mindwitness can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.\"],\"type\":\"item\"}]}]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/mindwitness.mp3\"},\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"DS\",\"TP\",\"U\"],\"damageTags\":[\"P\",\"Y\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"grappled\",\"restrained\",\"stunned\"],\"savingThrowForced\":[\"charisma\",\"constitution\",\"dexterity\",\"intelligence\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Moloch\",\"isNamedCreature\":true,\"source\":\"MPMM\",\"page\":183,\"otherSources\":[{\"source\":\"MTF\",\"page\":177}],\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":253,\"formula\":\"22d10 + 132\"},\"speed\":{\"walk\":30},\"str\":26,\"dex\":19,\"con\":22,\"int\":21,\"wis\":18,\"cha\":23,\"save\":{\"dex\":\"+11\",\"con\":\"+13\",\"wis\":\"+11\",\"cha\":\"+13\"},\"skill\":{\"deception\":\"+13\",\"intimidation\":\"+13\",\"perception\":\"+11\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":21,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"21\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Moloch casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 21}):\"],\"will\":[\"{@spell alter self} (can become Medium when changing his appearance)\",\"{@spell confusion}\",\"{@spell detect magic}\",\"{@spell fly}\",\"{@spell major image}\",\"{@spell stinking cloud}\",\"{@spell suggestion}\",\"{@spell wall of fire}\"],\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Moloch fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Moloch has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Regeneration\",\"entries\":[\"Moloch regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Moloch dies only if he starts his turn with 0 hit points and doesn't regenerate.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Moloch makes one Bite attack, one Claw attack, and one Many-Tailed Whip attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 5 ft., one target. {@h}26 ({@damage 4d8 + 8}) fire damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d8 + 8}) force damage.\"]},{\"name\":\"Many-Tailed Whip\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 30 ft., one target. {@h}13 ({@damage 2d4 + 8}) lightning damage plus 11 ({@damage 2d10}) thunder damage. If the target is a creature, it must succeed on a {@dc 24} Strength saving throw or be pulled up to 30 feet in a straight line toward Moloch.\"]},{\"name\":\"Breath of Despair {@recharge 5}\",\"entries\":[\"Moloch exhales in a 30-foot cube. Each creature in that area must succeed on a {@dc 21} Wisdom saving throw or take 27 ({@damage 5d10}) psychic damage, drop whatever it is holding, and become {@condition frightened} of Moloch for 1 minute. While {@condition frightened} in this way, a creature must take the {@action Dash} action and move away from Moloch by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the {@action Dash} action. If the creature ends its turn in a location where it doesn't have line of sight to Moloch, the creature can repeat the saving throw, ending the effect on itself on a success.\"]},{\"name\":\"Teleport\",\"entries\":[\"Moloch teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"Moloch makes one Bite, Claw, or Many-Tailed Whip attack.\"]},{\"name\":\"Teleport\",\"entries\":[\"Moloch uses Teleport.\"]},{\"name\":\"Cast a Spell (Costs 2 Actions)\",\"entries\":[\"Moloch uses Spellcasting.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/moloch.mp3\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Regeneration\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\",\"Teleport\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"F\",\"L\",\"O\",\"T\",\"Y\"],\"damageTagsSpell\":[\"B\",\"F\",\"P\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"strength\",\"wisdom\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Molydeus\",\"source\":\"MPMM\",\"page\":184,\"otherSources\":[{\"source\":\"MTF\",\"page\":134}],\"size\":[\"H\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":216,\"formula\":\"16d12 + 112\"},\"speed\":{\"walk\":40},\"str\":28,\"dex\":22,\"con\":25,\"int\":21,\"wis\":24,\"cha\":24,\"save\":{\"str\":\"+16\",\"con\":\"+14\",\"wis\":\"+14\",\"cha\":\"+14\"},\"skill\":{\"perception\":\"+21\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":31,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"frightened\",\"poisoned\",\"stunned\"],\"languages\":[\"Abyssal\",\"telepathy 120 ft.\"],\"cr\":\"21\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The molydeus casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 22}):\"],\"will\":[\"{@spell dispel magic}\",\"{@spell polymorph}\",\"{@spell telekinesis}\",\"{@spell teleport}\"],\"daily\":{\"3\":[\"{@spell lightning bolt}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the molydeus fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The molydeus has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The molydeus makes one Demonic Weapon attack, one Snakebite attack, and one Wolf Bite attack.\"]},{\"name\":\"Demonic Weapon\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}35 ({@damage 4d12 + 9}) force damage. If the target has at least one head and the molydeus rolled a 20 on the attack roll, the target is decapitated and dies if it can't survive without that head. A target is immune to this effect if it takes none of the damage, has legendary actions, or is Huge or larger. Such a creature takes an extra 27 ({@damage 6d8}) force damage from the hit.\"]},{\"name\":\"Snakebite\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 15 ft., one creature. {@h}16 ({@damage 2d6 + 9}) poison damage. The target must succeed on a {@dc 22} Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target transforms into a {@creature manes} if this reduces its hit point maximum to 0. This transformation can be ended only by a {@spell wish} spell.\"]},{\"name\":\"Wolf Bite\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}25 ({@damage 3d10 + 9}) necrotic damage.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"The molydeus makes one Demonic Weapon or Snakebite attack.\"]},{\"name\":\"Move\",\"entries\":[\"The molydeus moves without provoking {@action opportunity attack||opportunity attacks}.\"]},{\"name\":\"Cast a Spell (Costs 2 Actions)\",\"entries\":[\"The molydeus uses Spellcasting.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Demon Summoning\",\"entries\":[\"You can give a molydeus the ability to summon other demons.\",{\"name\":\"Summon Demon (1/Day)\",\"type\":\"entries\",\"entries\":[\"As an action, the molydeus has a {@chance 50} chance of summoning its choice of {@dice 1d6} {@creature babau|MPMM|babaus}, {@dice 1d4} {@creature chasme||chasmes}, or one {@creature marilith}. A summoned demon appears in an unoccupied space within 60 feet of the molydeus, acts as an ally of the molydeus, and can't summon other demons. It remains for 1 minute, until it or the molydeus dies, or until the molydeus dismisses it as an action.\"]}],\"_version\":{\"name\":\"Molydeus (Summoner)\",\"addHeadersAs\":\"action\"}}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/molydeus.mp3\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"TP\"],\"damageTags\":[\"I\",\"N\",\"O\"],\"damageTagsSpell\":[\"L\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"HPR\",\"MW\",\"RCH\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Morkoth\",\"source\":\"MPMM\",\"page\":186,\"otherSources\":[{\"source\":\"VGM\",\"page\":177}],\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":165,\"formula\":\"22d10 + 44\"},\"speed\":{\"walk\":25,\"swim\":50},\"str\":14,\"dex\":14,\"con\":14,\"int\":20,\"wis\":15,\"cha\":13,\"save\":{\"dex\":\"+6\",\"int\":\"+9\",\"wis\":\"+6\"},\"skill\":{\"arcana\":\"+9\",\"history\":\"+9\",\"perception\":\"+10\",\"stealth\":\"+6\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":20,\"languages\":[\"telepathy 120 ft.\"],\"cr\":{\"cr\":\"11\",\"lair\":\"12\"},\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The morkoth casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 17}):\"],\"will\":[\"{@spell detect magic}\",\"{@spell mage hand}\"],\"daily\":{\"3e\":[\"{@spell darkness}\",\"{@spell dimension door}\",\"{@spell dispel magic}\",\"{@spell lightning bolt}\",\"{@spell sending}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The morkoth can breathe air and water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The morkoth makes either two Bite attacks and one Tentacles attack or three Bite attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) slashing damage plus 10 ({@damage 3d6}) psychic damage.\"]},{\"name\":\"Tentacles\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 15 ft., one target. {@h}15 ({@damage 3d8 + 2}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 14}) if it is a Large or smaller creature. Until this grapple ends, the target is {@condition restrained} and takes 15 ({@dice 3d8 + 2}) bludgeoning damage at the start of each of its turns, and the morkoth can't use its tentacles on another target.\"]},{\"name\":\"Hypnosis\",\"entries\":[\"The morkoth projects a 30-foot cone of magical energy. Each creature in that area must make a {@dc 17} Wisdom saving throw. On a failed save, the creature is {@condition charmed} by the morkoth for 1 minute. While {@condition charmed} in this way, the target tries to get as close to the morkoth as possible, using its actions to {@action Dash} until it is within 5 feet of the morkoth. A {@condition charmed} target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature has advantage on saving throws against the morkoth's Hypnosis for 24 hours.\"]}],\"reaction\":[{\"name\":\"Spell Reflection\",\"entries\":[\"If the morkoth makes a successful saving throw against a spell or a spell attack misses it, the morkoth can choose another creature (including the spellcaster) it can see within 120 feet of it. The spell targets the chosen creature instead of the morkoth. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.\"]}],\"legendaryGroup\":{\"name\":\"Morkoth\",\"source\":\"MPMM\"},\"environment\":[\"coastal\",\"underwater\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/morkoth.mp3\"},\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"TP\"],\"damageTags\":[\"B\",\"S\",\"Y\"],\"damageTagsSpell\":[\"L\",\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"charmed\",\"grappled\",\"restrained\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedLegendary\":[\"intelligence\",\"wisdom\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mouth of Grolantor\",\"source\":\"MPMM\",\"page\":187,\"otherSources\":[{\"source\":\"VGM\",\"page\":149}],\"size\":[\"H\"],\"type\":{\"type\":\"giant\",\"tags\":[\"hill giant\"]},\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":105,\"formula\":\"10d12 + 40\"},\"speed\":{\"walk\":50},\"str\":21,\"dex\":10,\"con\":18,\"int\":5,\"wis\":7,\"cha\":5,\"skill\":{\"perception\":\"+1\"},\"passive\":11,\"conditionImmune\":[\"frightened\"],\"languages\":[\"Giant\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Mouth of Chaos\",\"entries\":[\"The giant is immune to the {@spell confusion} spell.\",\"On each of its turns, the giant uses all its movement to move toward the nearest creature or whatever else it might perceive as food. Roll a {@dice d10} at the start of each of the giant's turns to determine its action for that turn:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"1–3:\",\"entry\":\"The giant makes three Fist attacks against one random creature within reach. If no creatures are within reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn.\"},{\"type\":\"item\",\"name\":\"4–5:\",\"entry\":\"The giant makes one Fist attack against each creature within reach. If no creatures are within reach, the giant makes one Fist attack against itself.\"},{\"type\":\"item\",\"name\":\"6–7:\",\"entry\":\"The giant makes one Bite attack against one random creature within reach. If no other creatures are within reach, its eyes glaze over and it is {@condition stunned} until the start of its next turn.\"},{\"type\":\"item\",\"name\":\"8–10:\",\"entry\":\"The giant makes one Bite attack and two Fist attacks against one random creature within reach. If no creatures are within reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn.\"}]}]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}15 ({@damage 3d6 + 5}) piercing damage, and the giant magically regains hit points equal to the damage dealt.\"]},{\"name\":\"Fist\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}18 ({@damage 3d8 + 5}) bludgeoning damage.\"]}],\"environment\":[\"grassland\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/mouth-of-grolantor.mp3\"},\"languageTags\":[\"GI\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Nabassu\",\"source\":\"MPMM\",\"page\":188,\"otherSources\":[{\"source\":\"MTF\",\"page\":135}],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":190,\"formula\":\"20d8 + 100\"},\"speed\":{\"walk\":40,\"fly\":60},\"str\":22,\"dex\":14,\"con\":21,\"int\":14,\"wis\":15,\"cha\":17,\"save\":{\"str\":\"+11\",\"dex\":\"+7\"},\"skill\":{\"perception\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":17,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"telepathy 120 ft.\"],\"cr\":\"15\",\"trait\":[{\"name\":\"Demonic Shadows\",\"entries\":[\"The nabassu darkens the area around its body in a 10-foot radius. Nonmagical light can't illuminate this area of dim light.\"]},{\"name\":\"Devour Soul\",\"entries\":[\"A nabassu can eat the soul of a creature it has killed within the last hour, provided that creature is neither a Construct nor an Undead. The devouring requires the nabassu to be within 5 feet of the corpse for at least 10 minutes, after which it gains a number of Hit Dice (d8s) equal to half the creature's number of Hit Dice. Roll those dice, and increase the nabassu's hit points by the numbers rolled. For every 4 Hit Dice the nabassu gains in this way, its attacks deal an extra 3 ({@damage 1d6}) damage on a hit. The nabassu retains these benefits for 6 days. A creature devoured by a nabassu can be restored to life only by a {@spell wish} spell.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The nabassu has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The nabassu makes one Bite attack and one Claw attack, and it uses Soul-Stealing Gaze.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}38 ({@damage 5d12 + 6}) necrotic damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}28 ({@damage 4d10 + 6}) force damage.\"]},{\"name\":\"Soul-Stealing Gaze\",\"entries\":[\"The nabassu targets one creature it can see within 30 feet of it. If the target isn't a Construct or an Undead, it must succeed on a {@dc 16} Charisma saving throw or take 13 ({@damage 2d12}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the nabassu regains hit points equal to half that amount. This reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0, and if the target is a Humanoid, it immediately rises as a {@creature ghoul} under the nabassu's control.\"]}],\"environment\":[\"swamp\",\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/nabassu.mp3\"},\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"TP\"],\"damageTags\":[\"N\",\"O\"],\"miscTags\":[\"AOE\",\"HPR\",\"MW\"],\"savingThrowForced\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Nagpa\",\"source\":\"MPMM\",\"page\":189,\"otherSources\":[{\"source\":\"MTF\",\"page\":215}],\"size\":[\"M\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"wizard\"]},\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":203,\"formula\":\"37d8 + 37\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":15,\"con\":12,\"int\":23,\"wis\":18,\"cha\":21,\"save\":{\"int\":\"+12\",\"wis\":\"+10\",\"cha\":\"+11\"},\"skill\":{\"arcana\":\"+12\",\"deception\":\"+11\",\"history\":\"+12\",\"insight\":\"+10\",\"perception\":\"+10\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":20,\"languages\":[\"Common plus up to five other languages\"],\"cr\":\"17\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The nagpa casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 20}):\"],\"will\":[\"{@spell detect magic}\",\"{@spell mage hand}\",\"{@spell message}\",\"{@spell minor illusion}\"],\"daily\":{\"2e\":[\"{@spell fireball}\",\"{@spell fly}\",\"{@spell hold person}\",\"{@spell suggestion}\",\"{@spell wall of fire}\"],\"1e\":[\"{@spell dominate person}\",\"{@spell etherealness}\",\"{@spell feeblemind}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The nagpa makes three Staff or Deathly Ray attacks. It can replace one attack with a use of Spellcasting.\"]},{\"name\":\"Staff\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage plus 24 ({@damage 7d6}) necrotic damage.\"]},{\"name\":\"Deathly Ray\",\"entries\":[\"{@atk rs} {@hit 12} to hit, range 120 ft., one target. {@h}30 ({@damage 7d6 + 6}) necrotic damage.\"]}],\"bonus\":[{\"name\":\"Corruption\",\"entries\":[\"The nagpa targets one creature it can see within 90 feet of it. The target must make a {@dc 20} Charisma saving throw. An evil creature makes the save with disadvantage. On a failed save, the target is {@condition charmed} by the nagpa until the start of the nagpa's next turn. On a successful save, the target becomes immune to the nagpa's Corruption for the next 24 hours.\"]},{\"name\":\"Paralysis {@recharge 6}\",\"entries\":[\"The nagpa forces each creature within 30 feet of it to make a {@dc 20} Wisdom saving throw, excluding Undead and Constructs. On a failed save, a target is {@condition paralyzed} for 1 minute. A {@condition paralyzed} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"coastal\",\"desert\",\"forest\",\"swamp\",\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/nagpa.mp3\"},\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"B\",\"N\"],\"damageTagsSpell\":[\"F\",\"O\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"charmed\",\"paralyzed\"],\"conditionInflictSpell\":[\"charmed\",\"paralyzed\"],\"savingThrowForced\":[\"charisma\",\"wisdom\"],\"savingThrowForcedSpell\":[\"dexterity\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Narzugon\",\"source\":\"MPMM\",\"page\":190,\"otherSources\":[{\"source\":\"MTF\",\"page\":167},{\"source\":\"AATM\"}],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":20,\"from\":[\"{@item plate armor|PHB}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":112,\"formula\":\"15d8 + 45\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":10,\"con\":17,\"int\":16,\"wis\":14,\"cha\":19,\"save\":{\"dex\":\"+5\",\"con\":\"+8\",\"cha\":\"+9\"},\"skill\":{\"perception\":\"+12\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":22,\"resist\":[\"acid\",\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Common\",\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"13\",\"trait\":[{\"name\":\"Infernal Tack\",\"entries\":[\"The narzugon wears spurs that are part of {@item infernal tack|MTF}, which allow it to summon its {@creature nightmare} companion as an action.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The narzugon has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The narzugon makes three Hellfire Lance attacks. It also uses Infernal Command or Terrifying Command.\"]},{\"name\":\"Hellfire Lance\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}11 ({@damage 1d12 + 5}) piercing damage plus 16 ({@damage 3d10}) fire damage. If this damage kills a creature with a soul, the soul rises from the River Styx as a {@creature lemure} in Avernus in {@dice 1d4} hours. If the creature isn't revived before then, only a {@spell wish} spell or killing the lemure and casting true resurrection on the creature's original body can restore it to life. Constructs and devils are immune to this effect.\"]},{\"name\":\"Infernal Command\",\"entries\":[\"Each ally of the narzugon within 60 feet of it can't be {@condition charmed} or {@condition frightened} until the end of the narzugon's next turn.\"]},{\"name\":\"Terrifying Command\",\"entries\":[\"Each creature within 60 feet of the narzugon that isn't a Fiend must succeed on a {@dc 17} Charisma saving throw or become {@condition frightened} of the narzugon for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that makes a successful saving throw is immune to this narzugon's Terrifying Command for 24 hours.\"]},{\"name\":\"Healing (1/Day)\",\"entries\":[\"The narzugon, or one creature it touches, regains 100 hit points.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/narzugon.mp3\"},\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"I\",\"TP\"],\"damageTags\":[\"F\",\"P\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Necromancer Wizard\",\"source\":\"MPMM\",\"page\":264,\"otherSources\":[{\"source\":\"VGM\",\"page\":217},{\"source\":\"VEoR\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\"},\"alignment\":[\"A\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":110,\"formula\":\"20d8 + 20\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":14,\"con\":12,\"int\":17,\"wis\":12,\"cha\":11,\"save\":{\"int\":\"+7\",\"wis\":\"+5\"},\"skill\":{\"arcana\":\"+7\",\"history\":\"+7\"},\"passive\":11,\"resist\":[\"necrotic\"],\"languages\":[\"any four languages\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The necromancer casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell dancing lights}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\"],\"daily\":{\"2e\":[\"{@spell bestow curse}\",\"{@spell dimension door}\",\"{@spell mage armor}\",\"{@spell web}\"],\"1e\":[\"{@spell circle of death}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The necromancer makes three Arcane Burst attacks.\"]},{\"name\":\"Arcane Burst\",\"entries\":[\"{@atk ms,rs} {@hit 7} to hit, reach 5 ft. or range 120 ft., one target. {@h}25 ({@damage 4d10 + 3}) necrotic damage.\"]}],\"bonus\":[{\"name\":\"Summon Undead (1/Day)\",\"entries\":[\"The necromancer magically summons five {@creature skeleton||skeletons} or {@creature zombie||zombies}. The summoned creatures appear in unoccupied spaces within 60 feet of the necromancer, whom they obey. They take their turns immediately after the necromancer. Each lasts for 1 hour, until it or the necromancer dies, or until the necromancer dismisses it as a bonus action.\"]}],\"reaction\":[{\"name\":\"Grim Harvest (1/Turn)\",\"entries\":[\"When the necromancer kills a creature with necrotic damage, the necromancer regains 9 ({@damage 2d8}) hit points. \"]}],\"environment\":[\"desert\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/necromancer.mp3\"},\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"X\"],\"damageTags\":[\"N\"],\"damageTagsSpell\":[\"F\",\"N\",\"O\"],\"spellcastingTags\":[\"O\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Neogi\",\"source\":\"MPMM\",\"page\":192,\"otherSources\":[{\"source\":\"VGM\",\"page\":180},{\"source\":\"CoA\"}],\"size\":[\"S\"],\"type\":\"aberration\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":33,\"formula\":\"6d6 + 12\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":6,\"dex\":16,\"con\":14,\"int\":13,\"wis\":12,\"cha\":15,\"skill\":{\"intimidation\":\"+4\",\"perception\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Common\",\"Deep Speech\",\"Undercommon\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Mental Fortitude\",\"entries\":[\"The neogi has advantage on saving throws against being {@condition charmed} or {@condition frightened}, and magic can't put the neogi to sleep.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The neogi makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 14 ({@damage 4d6}) poison damage, and the target must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) slashing damage.\"]}],\"bonus\":[{\"name\":\"Enslave (Recharges after a Short or Long Rest)\",\"entries\":[\"The neogi targets one creature it can see within 30 feet of it. The target must succeed on a {@dc 14} Wisdom saving throw or be magically {@condition charmed} by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The {@condition charmed} target obeys the neogi's commands and can't take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the {@condition charmed} target takes damage, it can repeat the saving throw, ending the effect on itself on a success.\"]}],\"environment\":[\"hill\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/neogi.mp3\"},\"traitTags\":[\"Spider Climb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DS\",\"U\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"charmed\",\"poisoned\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Neogi Hatchling\",\"source\":\"MPMM\",\"page\":191,\"otherSources\":[{\"source\":\"VGM\",\"page\":179},{\"source\":\"SjA\"}],\"size\":[\"T\"],\"type\":\"aberration\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[11],\"hp\":{\"average\":7,\"formula\":\"3d4\"},\"speed\":{\"walk\":20,\"climb\":20},\"str\":3,\"dex\":13,\"con\":10,\"int\":6,\"wis\":10,\"cha\":9,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"cr\":\"1/8\",\"trait\":[{\"name\":\"Mental Fortitude\",\"entries\":[\"The neogi has advantage on saving throws against being {@condition charmed} or {@condition frightened}, and magic can't put the neogi to sleep.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage plus 3 ({@damage 1d6}) poison damage, and the target must succeed on a {@dc 10} Constitution saving throw or become {@condition poisoned} for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"hill\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/neogi-hatchling.mp3\"},\"traitTags\":[\"Spider Climb\"],\"senseTags\":[\"D\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Neogi Master\",\"source\":\"MPMM\",\"page\":192,\"otherSources\":[{\"source\":\"VGM\",\"page\":180},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":{\"type\":\"aberration\",\"tags\":[\"warlock\"]},\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":71,\"formula\":\"11d8 + 22\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":6,\"dex\":16,\"con\":14,\"int\":16,\"wis\":12,\"cha\":18,\"save\":{\"wis\":\"+3\"},\"skill\":{\"arcana\":\"+5\",\"deception\":\"+6\",\"intimidation\":\"+6\",\"perception\":\"+3\",\"persuasion\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":13,\"languages\":[\"Common\",\"Deep Speech\",\"Undercommon\",\"telepathy 30 ft.\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The neogi casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 14}):\"],\"will\":[\"{@spell guidance}\",\"{@spell mage hand}\",\"{@spell minor illusion}\",\"{@spell prestidigitation}\"],\"daily\":{\"1e\":[\"{@spell dimension door}\",\"{@spell hold person}\",\"{@spell hunger of Hadar}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the neogi's {@sense darkvision}.\"]},{\"name\":\"Mental Fortitude\",\"entries\":[\"The neogi has advantage on saving throws against being {@condition charmed} or {@condition frightened}, and magic can't put the neogi to sleep.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The neogi makes one Bite attack and one Claw attack, or it makes two Tentacle of Hadar attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 14 ({@damage 4d6}) poison damage, and the target must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) piercing damage.\"]},{\"name\":\"Tentacle of Hadar\",\"entries\":[\"{@atk rs} {@hit 6} to hit, range 120 ft., one target. {@h}14 ({@damage 3d6 + 4}) necrotic damage, and the target can't take reactions until the end of the neogi's next turn, as a spectral tentacle clings to the target.\"]}],\"bonus\":[{\"name\":\"Enslave (Recharges after a Short or Long Rest)\",\"entries\":[\"The neogi targets one creature it can see within 30 feet of it. The target must succeed on a {@dc 14} Wisdom saving throw or be magically {@condition charmed} by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The {@condition charmed} target obeys the neogi's commands and can't take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the {@condition charmed} target takes damage, it can repeat the saving throw, ending the effect on itself on a success.\"]}],\"environment\":[\"hill\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/neogi-master.mp3\"},\"traitTags\":[\"Devil's Sight\",\"Spider Climb\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DS\",\"TP\",\"U\"],\"damageTags\":[\"I\",\"N\",\"P\"],\"damageTagsSpell\":[\"A\",\"C\",\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"charmed\",\"poisoned\"],\"conditionInflictSpell\":[\"blinded\",\"paralyzed\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Neothelid\",\"source\":\"MPMM\",\"page\":193,\"otherSources\":[{\"source\":\"VGM\",\"page\":181}],\"size\":[\"G\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":232,\"formula\":\"15d20 + 75\"},\"speed\":{\"walk\":30},\"str\":27,\"dex\":7,\"con\":21,\"int\":3,\"wis\":16,\"cha\":12,\"save\":{\"int\":\"+1\",\"wis\":\"+8\",\"cha\":\"+6\"},\"senses\":[\"blindsight 120 ft. (blind beyond this radius)\"],\"passive\":13,\"cr\":\"13\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The neothelid casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save {@dc 16}):\"],\"will\":[\"{@spell levitate}\"],\"daily\":{\"1e\":[\"{@spell confusion}\",\"{@spell feeblemind}\",\"{@spell telekinesis}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Creature Sense\",\"entries\":[\"The neothelid is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature's Intelligence score, but can't sense anything else about it. A creature protected by a {@spell mind blank} spell, a {@spell nondetection} spell, or similar magic can't be perceived in this manner.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The neothelid has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Tentacles\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}21 ({@damage 3d8 + 8}) bludgeoning damage plus 11 ({@damage 2d10}) psychic damage. If the target is a Large or smaller creature, it must succeed on a {@dc 18} Strength saving throw or be swallowed by the neothelid. A swallowed creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the neothelid, and it takes 21 ({@damage 6d6}) acid damage at the start of each of the neothelid's turns.\",\"If the neothelid takes 30 damage or more on a single turn from a creature inside it, the neothelid must succeed on a {@dc 18} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the neothelid. If the neothelid dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 20 feet of movement, exiting {@condition prone}.\"]},{\"name\":\"Acid Breath {@recharge 5}\",\"entries\":[\"The neothelid exhales acid in a 60-foot cone. Each creature in that area must make a {@dc 18} Dexterity saving throw, taking 35 ({@damage 10d6}) acid damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/neothelid.mp3\"},\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Breath Weapon\",\"Swallow\",\"Tentacles\"],\"damageTags\":[\"A\",\"B\",\"Y\"],\"damageTagsSpell\":[\"Y\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"restrained\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"strength\"],\"savingThrowForcedSpell\":[\"constitution\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Nightwalker\",\"source\":\"MPMM\",\"page\":194,\"otherSources\":[{\"source\":\"MTF\",\"page\":216}],\"size\":[\"H\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[14],\"hp\":{\"average\":337,\"formula\":\"25d12 + 175\"},\"speed\":{\"walk\":40,\"fly\":40},\"str\":22,\"dex\":19,\"con\":24,\"int\":6,\"wis\":9,\"cha\":8,\"save\":{\"con\":\"+13\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":9,\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"cr\":\"20\",\"trait\":[{\"name\":\"Annihilating Aura\",\"entries\":[\"Any creature that starts its turn within 30 feet of the nightwalker must succeed on a {@dc 21} Constitution saving throw or take 21 ({@damage 6d6}) necrotic damage. Undead are immune to this aura.\"]},{\"name\":\"Life Eater\",\"entries\":[\"A creature dies if reduced to 0 hit points by the nightwalker and can't be revived except by a {@spell wish} spell.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The nightwalker doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The nightwalker makes two Enervating Focus attacks, one of which can be replaced by Finger of Doom, if available.\"]},{\"name\":\"Enervating Focus\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 15 ft., one target. {@h}28 ({@damage 5d8 + 6}) necrotic damage. The target must succeed on a {@dc 21} Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.\"]},{\"name\":\"Finger of Doom {@recharge}\",\"entries\":[\"The nightwalker points at one creature it can see within 300 feet of it. The target must succeed on a {@dc 21} Wisdom saving throw or take 39 ({@damage 6d12}) necrotic damage and become {@condition frightened} until the end of the nightwalker's next turn. While {@condition frightened} in this way, the creature is also {@condition paralyzed}. If a target's saving throw is successful, the target is immune to the nightwalker's Finger of Doom for the next 24 hours.\"]}],\"environment\":[\"arctic\",\"desert\",\"swamp\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/nightwalker.mp3\"},\"traitTags\":[\"Unusual Nature\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"N\"],\"miscTags\":[\"HPR\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"paralyzed\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Nilbog\",\"source\":\"MPMM\",\"page\":195,\"otherSources\":[{\"source\":\"VGM\",\"page\":182}],\"size\":[\"S\"],\"type\":{\"type\":\"fey\",\"tags\":[\"goblinoid\"]},\"alignment\":[\"C\",\"N\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":13,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":7,\"formula\":\"2d6\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":14,\"con\":10,\"int\":10,\"wis\":8,\"cha\":15,\"skill\":{\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"languages\":[\"Common\",\"Goblin\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The nilbog casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 12}):\"],\"will\":[\"{@spell mage hand}\",\"{@spell Tasha's hideous laughter}\"],\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Nilbogism\",\"entries\":[\"Any creature that attempts to damage the nilbog must first succeed on a {@dc 12} Charisma saving throw or be {@condition charmed} until the end of the creature's next turn. A creature {@condition charmed} in this way must use its action praising the nilbog.\",\"The nilbog can't regain hit points, including through magical healing, except through its Reversal of Fortune reaction.\"]}],\"action\":[{\"name\":\"Fool's Scepter\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage.\"]},{\"name\":\"Mocking Word\",\"entries\":[\"The nilbog targets one creature it can see within 60 feet of it. The target must succeed on a {@dc 12} Wisdom saving throw or take 5 ({@damage 2d4}) psychic damage and have disadvantage on its next attack roll before the end of its next turn.\"]}],\"bonus\":[{\"name\":\"Nimble Escape\",\"entries\":[\"The nilbog takes the {@action Disengage} or {@action Hide} action.\"]}],\"reaction\":[{\"name\":\"Reversal of Fortune\",\"entries\":[\"In response to another creature dealing damage to the nilbog, the nilbog reduces the damage to 0 and regains 3 ({@dice 1d6}) hit points.\"]}],\"environment\":[\"forest\",\"hill\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/nilbog.mp3\"},\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"GO\"],\"damageTags\":[\"B\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"charmed\"],\"conditionInflictSpell\":[\"incapacitated\",\"prone\"],\"savingThrowForced\":[\"charisma\",\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Nupperibo\",\"source\":\"MPMM\",\"page\":196,\"otherSources\":[{\"source\":\"MTF\",\"page\":168},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":11,\"formula\":\"2d8 + 2\"},\"speed\":{\"walk\":20},\"str\":16,\"dex\":11,\"con\":13,\"int\":3,\"wis\":8,\"cha\":1,\"skill\":{\"perception\":\"+1\"},\"senses\":[\"blindsight 20 ft. (blind beyond this radius)\"],\"passive\":11,\"resist\":[\"acid\",\"cold\"],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"understands Infernal but can't speak\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Cloud of Vermin\",\"entries\":[\"Any creature, other than a devil, that starts its turn within 20 feet of one or more nupperibos must succeed on a {@dc 11} Constitution saving throw or take 5 ({@damage 2d4}) acid damage. A creature within the areas of two or more nupperibos makes the saving throw with disadvantage.\"]},{\"name\":\"Driven Tracker\",\"entries\":[\"In the Nine Hells, the nupperibo can flawlessly track any creature that has taken damage from any nupperibo's Cloud of Vermin within the previous 24 hours.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/nupperibo.mp3\"},\"senseTags\":[\"B\"],\"languageTags\":[\"CS\",\"I\"],\"damageTags\":[\"A\",\"P\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Oblex Spawn\",\"source\":\"MPMM\",\"page\":197,\"otherSources\":[{\"source\":\"MTF\",\"page\":217}],\"size\":[\"T\"],\"type\":\"ooze\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[13],\"hp\":{\"average\":18,\"formula\":\"4d4 + 8\"},\"speed\":{\"walk\":20},\"str\":8,\"dex\":16,\"con\":15,\"int\":14,\"wis\":11,\"cha\":10,\"save\":{\"int\":\"+4\",\"cha\":\"+2\"},\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":12,\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"prone\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Amorphous\",\"entries\":[\"The oblex can move through a space as narrow as 1 inch wide without squeezing.\"]},{\"name\":\"Aversion to Fire\",\"entries\":[\"If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The oblex doesn't require sleep.\"]}],\"action\":[{\"name\":\"Pseudopod\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage plus 2 ({@damage 1d4}) psychic damage.\"]}],\"environment\":[\"swamp\",\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/oblex-spawn.mp3\"},\"traitTags\":[\"Amorphous\",\"Unusual Nature\"],\"senseTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ogre Battering Ram\",\"source\":\"MPMM\",\"page\":200,\"otherSources\":[{\"source\":\"MTF\",\"page\":220}],\"size\":[\"L\"],\"type\":\"giant\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":11,\"from\":[\"{@item hide armor|phb}\"]}],\"hp\":{\"average\":76,\"formula\":\"9d10 + 27\"},\"speed\":{\"walk\":40},\"str\":19,\"dex\":8,\"con\":16,\"int\":5,\"wis\":7,\"cha\":7,\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"languages\":[\"Common\",\"Giant\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Siege Monster\",\"entries\":[\"The ogre deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The ogre makes two Bash attacks.\"]},{\"name\":\"Bash\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) bludgeoning damage, and the ogre can push the target 5 feet away if the target is Huge or smaller.\"]}],\"reaction\":[{\"name\":\"Block the Path\",\"entries\":[\"When a creature enters a space within 5 feet of the ogre, the ogre makes a Bash attack against that creature. If the attack hits, the target's speed is reduced to 0 until the start of the ogre's next turn.\"]}],\"environment\":[\"grassland\",\"hill\",\"mountain\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/ogre-battering-ram.mp3\"},\"traitTags\":[\"Siege Monster\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ogre Bolt Launcher\",\"source\":\"MPMM\",\"page\":200,\"otherSources\":[{\"source\":\"MTF\",\"page\":220}],\"size\":[\"L\"],\"type\":\"giant\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":13,\"from\":[\"{@item hide armor|phb}\"]}],\"hp\":{\"average\":59,\"formula\":\"7d10 + 21\"},\"speed\":{\"walk\":40},\"str\":19,\"dex\":12,\"con\":16,\"int\":5,\"wis\":7,\"cha\":7,\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"languages\":[\"Common\",\"Giant\"],\"cr\":\"2\",\"action\":[{\"name\":\"Fist\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage.\"]},{\"name\":\"Bolt Launcher\",\"entries\":[\"{@atk rw} {@hit 3} to hit, range 120/480 ft., one target. {@h}17 ({@damage 3d10 + 1}) piercing damage.\"]}],\"environment\":[\"grassland\",\"hill\",\"mountain\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/ogre-bolt-launcher.mp3\"},\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Ogre Chain Brute\",\"source\":\"MPMM\",\"page\":201,\"otherSources\":[{\"source\":\"MTF\",\"page\":221}],\"size\":[\"L\"],\"type\":\"giant\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":11,\"from\":[\"{@item hide armor|phb}\"]}],\"hp\":{\"average\":59,\"formula\":\"7d10 + 21\"},\"speed\":{\"walk\":40},\"str\":19,\"dex\":8,\"con\":16,\"int\":5,\"wis\":7,\"cha\":7,\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"languages\":[\"Common\",\"Giant\"],\"cr\":\"3\",\"action\":[{\"name\":\"Fist\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage.\"]},{\"name\":\"Chain Smash {@recharge}\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage, and the target must make a {@dc 14} Constitution saving throw or be {@condition stunned} for 1 minute. The target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Chain Sweep\",\"entries\":[\"The ogre swings its chain, and every creature within 10 feet of it must make a {@dc 14} Dexterity saving throw. On a failed saving throw, a creature takes 8 ({@damage 1d8 + 4}) bludgeoning damage and is knocked {@condition prone}. On a successful save, the creature takes half as much damage and isn't knocked {@condition prone}.\"]}],\"environment\":[\"grassland\",\"hill\",\"mountain\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/ogre-chain-brute.mp3\"},\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\",\"stunned\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Ogre Howdah\",\"source\":\"MPMM\",\"page\":201,\"otherSources\":[{\"source\":\"MTF\",\"page\":221}],\"size\":[\"L\"],\"type\":\"giant\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":15,\"from\":[\"{@item breastplate|phb}, {@item shield|phb}\"]}],\"hp\":{\"average\":59,\"formula\":\"7d10 + 21\"},\"speed\":{\"walk\":40},\"str\":19,\"dex\":8,\"con\":16,\"int\":5,\"wis\":7,\"cha\":7,\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"languages\":[\"Common\",\"Giant\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Howdah\",\"entries\":[\"The ogre carries a compact fort on its back. Up to four Small creatures can ride in the fort without squeezing. To make a melee attack against a target within 5 feet of the ogre, they must use spears or weapons with reach. Creatures in the fort have {@quickref Cover||3||three-quarters cover} against attacks and effects from outside it. If the ogre dies, creatures in the fort are placed in unoccupied spaces within 5 feet of the ogre.\"]}],\"action\":[{\"name\":\"Mace\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage.\"]}],\"environment\":[\"grassland\",\"hill\",\"mountain\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/ogre-howdah.mp3\"},\"attachedItems\":[\"mace|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Oinoloth\",\"source\":\"MPMM\",\"page\":202,\"otherSources\":[{\"source\":\"MTF\",\"page\":251}],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"yugoloth\"]},\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":119,\"formula\":\"14d8 + 56\"},\"speed\":{\"walk\":40},\"str\":19,\"dex\":17,\"con\":18,\"int\":17,\"wis\":16,\"cha\":19,\"save\":{\"con\":\"+8\",\"wis\":\"+7\"},\"skill\":{\"deception\":\"+8\",\"intimidation\":\"+8\",\"perception\":\"+7\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 60 ft.\"],\"passive\":17,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"acid\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Infernal\",\"telepathy 60 ft.\"],\"cr\":\"12\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The oinoloth casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 16}):\"],\"will\":[\"{@spell darkness}\",\"{@spell detect magic}\",\"{@spell dispel magic}\",\"{@spell hold monster}\",\"{@spell invisibility} (self only)\"],\"daily\":{\"1e\":[\"{@spell feeblemind}\",\"{@spell globe of invulnerability}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The oinoloth has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The oinoloth makes two Claw attacks, and it uses Spellcasting or Teleport.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 3d6 + 4}) slashing damage plus 22 ({@damage 4d10}) necrotic damage.\"]},{\"name\":\"Corrupted Healing {@recharge}\",\"entries\":[\"The oinoloth touches one willing creature within 5 feet of it. The target regains all its hit points. In addition, the oinoloth can end one disease on the target or remove one of the following conditions from it: {@condition blinded}, {@condition deafened}, {@condition paralyzed}, or {@condition poisoned}. The target then gains 1 level of {@condition exhaustion}, and its hit point maximum is reduced by 7 ({@dice 2d6}). This reduction can be removed only by a {@spell wish} spell or by casting {@spell greater restoration} on the target three times within the same hour. The target dies if its hit point maximum is reduced to 0.\"]},{\"name\":\"Teleport\",\"entries\":[\"The oinoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.\"]}],\"bonus\":[{\"name\":\"Bringer of Plagues {@recharge 5}\",\"entries\":[\"The oinoloth blights the area in a 30-foot-radius sphere centered on itself. The blight lasts for 24 hours. While the area is blighted, all normal plants there wither and die.\",\"Furthermore, when a creature moves into the blighted area or starts its turn there, that creature must make a {@dc 16} Constitution saving throw. On a failed save, the creature takes 14 ({@damage 4d6}) poison damage and is {@condition poisoned}. On a successful save, the creature is immune to the oinoloth's Bringer of Plagues for the next 24 hours.\",\"The {@condition poisoned} creature can't regain hit points. After every 24 hours that elapse, the {@condition poisoned} creature can repeat the saving throw. On a failed save, the creature's hit point maximum is reduced by 5 ({@damage 1d10}). This reduction lasts until the poison ends, and the target dies if its hit point maximum is reduced to 0. The poison ends after the creature successfully saves against it three times.\"]}],\"environment\":[\"desert\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/oinoloth.mp3\"},\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Multiattack\",\"Teleport\"],\"languageTags\":[\"AB\",\"I\",\"TP\"],\"damageTags\":[\"I\",\"N\",\"S\"],\"damageTagsSpell\":[\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"HPR\",\"MW\"],\"conditionInflict\":[\"poisoned\"],\"conditionInflictSpell\":[\"invisible\",\"paralyzed\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Orcus\",\"isNamedCreature\":true,\"source\":\"MPMM\",\"page\":204,\"otherSources\":[{\"source\":\"MTF\",\"page\":153}],\"size\":[\"H\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]},{\"ac\":20,\"from\":[\"with the {@item Wand of Orcus}\"]}],\"hp\":{\"average\":405,\"formula\":\"30d12 + 210\"},\"speed\":{\"walk\":40,\"fly\":40},\"str\":27,\"dex\":14,\"con\":25,\"int\":20,\"wis\":20,\"cha\":25,\"save\":{\"dex\":\"+10\",\"con\":\"+15\",\"wis\":\"+13\"},\"skill\":{\"arcana\":\"+13\",\"perception\":\"+13\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":22,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"necrotic\",\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"that is nonmagical\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"26\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Orcus casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 23}):\"],\"will\":[\"{@spell detect magic}\"],\"daily\":{\"1\":[\"{@spell time stop}\"],\"3\":[\"{@spell dispel magic}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"},{\"name\":\"Wand Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"While holding the {@item Wand of Orcus}, Orcus casts one of the following spells (spell save {@dc 18}), some of which require charges; the wand has 7 charges to fuel these spells, and it regains {@dice 1d4 + 3} charges daily at dawn:\"],\"will\":[\"{@spell animate dead} (as an action)\",\"{@spell blight}\",\"{@spell speak with dead}\"],\"charges\":{\"1e\":[\"{@spell circle of death}\",\"{@spell finger of death}\"],\"2e\":[\"{@spell power word kill}\"]},\"chargesItem\":\"wand of orcus|dmg\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Orcus fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Orcus has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Master of Undeath\",\"entries\":[\"Orcus can cast {@spell animate dead} (at will) and {@spell create undead} (3/day). He chooses the level at which the spells are cast, and the creatures created by them remain under his control indefinitely. Additionally, he can cast {@spell create undead} even when it isn't night.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Orcus wields the {@item Wand of Orcus}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Orcus makes three Wand of Orcus, Tail, or Necrotic Bolt attacks.\"]},{\"name\":\"Wand of Orcus\",\"entries\":[\"{@atk mw} {@hit 19} to hit, reach 10 ft., one target. {@h}24 ({@damage 3d8 + 11}) bludgeoning damage plus 13 ({@damage 2d12}) necrotic damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d8 + 8}) force damage plus 9 ({@damage 2d8}) poison damage.\"]},{\"name\":\"Necrotic Bolt\",\"entries\":[\"{@atk rs} {@hit 15} to hit, range 120 ft., one target. {@h}29 ({@damage 5d8 + 7}) necrotic damage.\"]},{\"name\":\"Conjure Undead (1/Day)\",\"entries\":[\"While holding the {@item Wand of Orcus}, Orcus conjures {@filter Undead creatures|bestiary|type=undead} whose combined average hit points don't exceed 500. These creatures magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Orcus and obey his commands until they are destroyed or until he dismisses them as an action.\"]}],\"legendaryHeader\":[\"Orcus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Orcus regains spent legendary actions at the start of his turn.\"],\"legendaryActions\":3,\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"Orcus makes one Tail or Necrotic Bolt attack.\"]},{\"name\":\"Creeping Death (Costs 2 Actions)\",\"entries\":[\"Orcus chooses a point on the ground that he can see within 100 feet of him. A cylinder of swirling necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Orcus's next turn. Creatures in that area have vulnerability to necrotic damage.\"]}],\"legendaryGroup\":{\"name\":\"Orcus\",\"source\":\"MPMM\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"B\",\"I\",\"N\",\"O\"],\"damageTagsSpell\":[\"N\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForcedSpell\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Orthon\",\"source\":\"MPMM\",\"page\":205,\"otherSources\":[{\"source\":\"MTF\",\"page\":169},{\"source\":\"CoA\"}],\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":17,\"from\":[\"{@item half plate armor|phb|half plate}\"]}],\"hp\":{\"average\":105,\"formula\":\"10d10 + 50\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":22,\"dex\":16,\"con\":21,\"int\":15,\"wis\":15,\"cha\":16,\"save\":{\"dex\":\"+7\",\"con\":\"+9\",\"wis\":\"+6\"},\"skill\":{\"perception\":\"+10\",\"stealth\":\"+11\",\"survival\":\"+10\"},\"senses\":[\"darkvision 120 ft.\",\"truesight 30 ft.\"],\"passive\":20,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"poisoned\"],\"languages\":[\"Common\",\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The orthon has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Infernal Dagger\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d4 + 6}) force damage, and the target must make a {@dc 17} Constitution saving throw, taking 22 ({@damage 4d10}) poison damage on a failed save, or half as much damage on a successful one. On a failure, the target is {@condition poisoned} for 1 minute. The {@condition poisoned} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Brass Crossbow\",\"entries\":[\"{@atk rw} {@hit 7} to hit, range 100/400 ft., one target. {@h}14 ({@damage 2d10 + 3}) force damage. The target also suffers one of the following effects of the orthon's choice; the orthon can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Acid\",\"entry\":\"The target must make a {@dc 17} Constitution saving throw, taking an additional 17 ({@damage 5d6}) acid damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"Blindness\",\"entry\":\"The target takes 5 ({@damage 1d10}) radiant damage. In addition, the target and all other creatures within 20 feet of it must each make a successful {@dc 17} Dexterity saving throw or be {@condition blinded} until the end of the orthon's next turn.\"},{\"type\":\"item\",\"name\":\"Concussion\",\"entry\":\"The target and each creature within 20 feet of it must make a {@dc 17} Constitution saving throw, taking 13 ({@damage 2d12}) thunder damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"Entanglement\",\"entry\":\"The target must make a successful {@dc 17} Dexterity saving throw or be {@condition restrained} for 1 hour by strands of sticky webbing. The target can escape by taking an action to make a {@dc 17} Strength or Dexterity check and succeeding.\"},{\"type\":\"item\",\"name\":\"Paralysis\",\"entry\":\"The target takes 22 ({@damage 4d10}) lightning damage and must make a successful {@dc 17} Constitution saving throw or be {@condition paralyzed} for 1 minute. The {@condition paralyzed} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"},{\"type\":\"item\",\"name\":\"Tracking\",\"entry\":\"For the next 24 hours, the orthon knows the direction and distance to the target, as long as it's on the same plane of existence. If the target is on a different plane, the orthon knows which one, but not the exact location there.\"}]}]}],\"bonus\":[{\"name\":\"Invisibility Field {@recharge 4}\",\"entries\":[\"The orthon becomes {@condition invisible}. Any equipment it wears or carries is also {@condition invisible} as long as the equipment is on its person. This invisibility ends immediately after it makes an attack roll or is hit by an attack roll.\"]}],\"reaction\":[{\"name\":\"Explosive Retribution\",\"entries\":[\"In response to dropping to 15 hit points or fewer, the orthon explodes. All other creatures within 30 feet of it must each make a {@dc 17} Dexterity saving throw, taking 9 ({@damage 2d8}) fire damage plus 9 ({@damage 2d8}) thunder damage on a failed save, or half as much damage on a successful one. The orthon, its infernal dagger, and its brass crossbow are destroyed.\"]}],\"environment\":[\"desert\",\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/orthon.mp3\"},\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\",\"U\"],\"languageTags\":[\"C\",\"I\",\"TP\"],\"damageTags\":[\"A\",\"F\",\"I\",\"L\",\"O\",\"R\",\"T\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\"],\"conditionInflict\":[\"blinded\",\"paralyzed\",\"poisoned\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ox\",\"source\":\"MPMM\",\"page\":72,\"otherSources\":[{\"source\":\"VGM\",\"page\":208}],\"size\":[\"L\"],\"type\":{\"type\":\"beast\",\"tags\":[\"cattle\"]},\"alignment\":[\"U\"],\"ac\":[10],\"hp\":{\"average\":15,\"formula\":\"2d10 + 4\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":10,\"con\":14,\"int\":2,\"wis\":10,\"cha\":4,\"passive\":10,\"cr\":\"1/4\",\"trait\":[{\"name\":\"Beast of Burden\",\"entries\":[\"The ox is considered to be one size larger for the purpose of determining its carrying capacity.\"]}],\"action\":[{\"name\":\"Gore\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage. If the ox moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 7 ({@damage 2d6}) piercing damage.\"]}],\"environment\":[\"grassland\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/ox.mp3\"},\"traitTags\":[\"Beast of Burden\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Phoenix\",\"source\":\"MPMM\",\"page\":206,\"otherSources\":[{\"source\":\"MTF\",\"page\":199},{\"source\":\"CoA\"}],\"size\":[\"G\"],\"type\":\"elemental\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"Typically \",\"ac\":[18],\"hp\":{\"average\":175,\"formula\":\"10d20 + 70\"},\"speed\":{\"walk\":20,\"fly\":120},\"str\":19,\"dex\":26,\"con\":25,\"int\":2,\"wis\":21,\"cha\":18,\"save\":{\"wis\":\"+10\",\"cha\":\"+9\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"stunned\"],\"cr\":\"16\",\"trait\":[{\"name\":\"Fiery Death and Rebirth\",\"entries\":[\"If the phoenix dies, it explodes. Each creature in 60-foot-radius sphere centered on the phoenix must make a {@dc 20} Dexterity saving throw, taking 22 ({@damage 4d10}) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried.\",\"The explosion destroys the phoenix's body and leaves behind an egg-shaped cinder, which weighs 5 pounds. The cinder deals 21 ({@damage 6d6}) fire damage to any creature that touches it, though no more than once per round. The cinder is immune to all damage, and after {@dice 1d6} days, it hatches a new phoenix.\"]},{\"name\":\"Fire Form\",\"entries\":[\"The phoenix can move through a space as narrow as 1 inch wide without squeezing.\",\"Any creature that touches the phoenix or hits it with a melee attack while within 5 feet of it takes 5 ({@damage 1d10}) fire damage. In addition, the phoenix can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 ({@damage 1d10}) fire damage.\",\"With a touch, the phoenix can also ignite flammable objects that aren't worn or carried (no action required).\"]},{\"name\":\"Flyby\",\"entries\":[\"The phoenix doesn't provoke {@action opportunity attack||opportunity attacks} when it flies out of an enemy's reach.\"]},{\"name\":\"Illumination\",\"entries\":[\"The phoenix sheds bright light in a 60-foot radius and dim light for an additional 30 feet.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the phoenix fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The phoenix deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The phoenix makes two attacks: one Beak attack and one Fiery Talons attack.\"]},{\"name\":\"Beak\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}15 ({@damage 2d6 + 8}) fire damage.\"]},{\"name\":\"Fiery Talons\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}17 ({@damage 2d8 + 8}) fire damage.\"]}],\"legendary\":[{\"name\":\"Move\",\"entries\":[\"The phoenix moves up to its speed.\"]},{\"name\":\"Peck\",\"entries\":[\"The phoenix makes one beak attack.\"]},{\"name\":\"Swoop (Costs 2 Actions)\",\"entries\":[\"The phoenix moves up to its speed and makes one Fiery Talons attack.\"]}],\"environment\":[\"desert\",\"mountain\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/phoenix.mp3\"},\"traitTags\":[\"Flyby\",\"Illumination\",\"Legendary Resistances\",\"Siege Monster\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"F\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Quetzalcoatlus\",\"source\":\"MPMM\",\"page\":96,\"otherSources\":[{\"source\":\"VGM\",\"page\":140}],\"size\":[\"H\"],\"type\":{\"type\":\"beast\",\"tags\":[\"dinosaur\"]},\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":30,\"formula\":\"4d12 + 4\"},\"speed\":{\"walk\":10,\"fly\":80},\"str\":15,\"dex\":13,\"con\":13,\"int\":2,\"wis\":10,\"cha\":5,\"skill\":{\"perception\":\"+2\"},\"passive\":12,\"cr\":\"2\",\"trait\":[{\"name\":\"Flyby\",\"entries\":[\"The quetzalcoatlus doesn't provoke an {@action opportunity attack} when it flies out of an enemy's reach.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 10 ft., one creature. {@h}12 ({@damage 3d6 + 2}) piercing damage. If the quetzalcoatlus flew least 30 feet toward the target immediately before the hit, the target takes an extra 10 ({@damage 3d6}) piercing damage.\"]}],\"environment\":[\"coastal\",\"hill\",\"mountain\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/quetzalcoatlus.mp3\"},\"traitTags\":[\"Flyby\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Quickling\",\"source\":\"MPMM\",\"page\":207,\"otherSources\":[{\"source\":\"VGM\",\"page\":187}],\"size\":[\"T\"],\"type\":\"fey\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[16],\"hp\":{\"average\":10,\"formula\":\"3d4 + 3\"},\"speed\":{\"walk\":120},\"str\":4,\"dex\":23,\"con\":13,\"int\":10,\"wis\":12,\"cha\":7,\"skill\":{\"acrobatics\":\"+8\",\"sleight of hand\":\"+8\",\"stealth\":\"+8\",\"perception\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"languages\":[\"Common\",\"Sylvan\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Blurred Movement\",\"entries\":[\"Attack rolls against the quickling have disadvantage unless it is {@condition incapacitated} or its speed is 0.\"]},{\"name\":\"Evasion\",\"entries\":[\"If the quickling is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half damage if it fails, provided it isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The quickling makes three Dagger attacks.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 8} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}8 ({@damage 1d4 + 6}) piercing damage.\"]}],\"environment\":[\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/quickling.mp3\"},\"attachedItems\":[\"dagger|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Red Abishai\",\"source\":\"MPMM\",\"page\":40,\"otherSources\":[{\"source\":\"MTF\",\"page\":160},{\"source\":\"VEoR\"},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":22,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":289,\"formula\":\"34d8 + 136\"},\"speed\":{\"walk\":30,\"fly\":50},\"str\":23,\"dex\":16,\"con\":19,\"int\":14,\"wis\":15,\"cha\":19,\"save\":{\"str\":\"+12\",\"con\":\"+10\",\"wis\":\"+8\"},\"skill\":{\"intimidation\":\"+10\",\"perception\":\"+8\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":18,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"frightened\",\"poisoned\"],\"languages\":[\"Draconic\",\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"19\",\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the abishai's {@sense darkvision}.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The abishai has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The abishai makes one Bite attack and one Claw attack, and it can use Frightful Presence or Incite Fanaticism.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}22 ({@damage 3d10 + 6}) piercing damage plus 38 ({@damage 7d10}) fire damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d10 + 6}) force damage plus 11 ({@damage 2d10}) fire damage.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of the abishai's choice that is within 120 feet and aware of the abishai must succeed on a {@dc 18} Wisdom saving throw or become {@condition frightened} of it for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the abishai's Frightful Presence for the next 24 hours.\"]},{\"name\":\"Incite Fanaticism\",\"entries\":[\"The abishai chooses up to four other creatures within 60 feet of it that can see it. Until the start of the abishai's next turn, each of those creatures makes attack rolls with advantage and can't be {@condition frightened}.\"]},{\"name\":\"Power of the Dragon Queen\",\"entries\":[\"The abishai targets one Dragon it can see within 120 feet of it. The Dragon must make a {@dc 18} Charisma saving throw. A chromatic dragon makes this save with disadvantage. On a successful save, the target is immune to the abishai's Power of the Dragon Queen for 1 hour. On a failed save, the target is {@condition charmed} by the abishai for 1 hour. While {@condition charmed} in this way, the target regards the abishai as a trusted friend to be heeded and protected. This effect ends if the abishai or its companions deal damage to the target.\"]}],\"environment\":[\"mountain\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/red-abishai.mp3\"},\"traitTags\":[\"Devil's Sight\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Frightful Presence\",\"Multiattack\"],\"languageTags\":[\"DR\",\"I\",\"TP\"],\"damageTags\":[\"F\",\"O\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"charmed\",\"frightened\"],\"savingThrowForced\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Redcap\",\"source\":\"MPMM\",\"page\":208,\"otherSources\":[{\"source\":\"VGM\",\"page\":188}],\"size\":[\"S\"],\"type\":\"fey\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":45,\"formula\":\"6d6 + 24\"},\"speed\":{\"walk\":25},\"str\":18,\"dex\":13,\"con\":18,\"int\":10,\"wis\":12,\"cha\":9,\"skill\":{\"athletics\":\"+6\",\"perception\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Common\",\"Sylvan\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Iron Boots\",\"entries\":[\"The redcap has disadvantage on Dexterity ({@skill Stealth}) checks.\"]},{\"name\":\"Outsize Strength\",\"entries\":[\"While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn't impose disadvantage on its attack rolls.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The redcap makes three Wicked Sickle attacks.\"]},{\"name\":\"Wicked Sickle\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) slashing damage.\"]},{\"name\":\"Ironbound Pursuit\",\"entries\":[\"The redcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a {@dc 14} Dexterity saving throw or take 20 ({@damage 3d10 + 4}) bludgeoning damage and be knocked {@condition prone}.\"]}],\"environment\":[\"forest\",\"hill\",\"swamp\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/redcap.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"B\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Retriever\",\"source\":\"MPMM\",\"page\":209,\"otherSources\":[{\"source\":\"MTF\",\"page\":222}],\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":210,\"formula\":\"20d10 + 100\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":22,\"dex\":16,\"con\":20,\"int\":3,\"wis\":11,\"cha\":4,\"save\":{\"dex\":\"+8\",\"con\":\"+10\",\"wis\":\"+5\"},\"skill\":{\"perception\":\"+5\",\"stealth\":\"+8\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 60 ft.\"],\"passive\":15,\"immune\":[\"necrotic\",\"poison\",\"psychic\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't adamantine\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"understands Abyssal\",\"Elvish\",\"and Undercommon but can't speak\"],\"cr\":\"14\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The retriever casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 13}):\"],\"daily\":{\"3e\":[\"{@spell plane shift} (only self and up to one incapacitated creature, which is considered willing for the spell)\",\"{@spell web}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Faultless Tracker\",\"entries\":[\"The retriever is given a quarry by its master. The quarry can be a specific creature or object the master is personally acquainted with, or it can be a general type of creature or object the master has seen before. The retriever knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The retriever can have only one such quarry at a time. The retriever also always knows the location of its master.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The retriever makes two Foreleg attacks, and it uses Force Beam or Paralyzing Beam, if available.\"]},{\"name\":\"Foreleg\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d8 + 6}) slashing damage.\"]},{\"name\":\"Force Beam\",\"entries\":[\"The retriever targets one creature it can see within 60 feet of it. The target must make a {@dc 16} Dexterity saving throw, taking 27 ({@damage 5d10}) force damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Paralyzing Beam {@recharge 5}\",\"entries\":[\"The retriever targets one creature it can see within 60 feet of it. The target must succeed on a {@dc 18} Constitution saving throw or be {@condition paralyzed} for 1 minute. The {@condition paralyzed} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\",\"If the {@condition paralyzed} creature is Medium or smaller, the retriever can pick it up as part of the retriever's move and walk or climb with it at full speed.\"]}],\"environment\":[\"desert\",\"forest\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/retriever.mp3\"},\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"CS\",\"E\",\"U\"],\"damageTags\":[\"O\",\"S\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"paralyzed\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Rot Troll\",\"source\":\"MPMM\",\"page\":247,\"otherSources\":[{\"source\":\"MTF\",\"page\":244}],\"size\":[\"L\"],\"type\":\"giant\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":138,\"formula\":\"12d10 + 72\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":13,\"con\":22,\"int\":5,\"wis\":8,\"cha\":4,\"skill\":{\"perception\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"immune\":[\"necrotic\"],\"languages\":[\"Giant\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Rancid Degeneration\",\"entries\":[\"At the end of each of the troll's turns, each creature within 5 feet of it takes 11 ({@damage 2d10}) necrotic damage, unless the troll has taken acid or fire damage since the end of its last turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The troll makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage plus 16 ({@damage 3d10}) necrotic damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage plus 7 ({@damage 2d6}) necrotic damage.\"]}],\"environment\":[\"desert\",\"forest\",\"swamp\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/rot-troll.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\"],\"damageTags\":[\"N\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Rutterkin\",\"source\":\"MPMM\",\"page\":210,\"otherSources\":[{\"source\":\"MTF\",\"page\":136}],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[12],\"hp\":{\"average\":37,\"formula\":\"5d8 + 15\"},\"speed\":{\"walk\":20},\"str\":14,\"dex\":15,\"con\":17,\"int\":5,\"wis\":12,\"cha\":6,\"senses\":[\"darkvision 120 ft.\"],\"passive\":11,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"understands Abyssal but can't speak\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Immobilizing Fear\",\"entries\":[\"When a creature that isn't a demon starts its turn within 30 feet of one or more rutterkins, that creature must make a {@dc 11} Wisdom saving throw. The creature has disadvantage on the save if it's within 30 feet of six or more rutterkins. On a failed save, the creature becomes {@condition frightened} of the rutterkins for 1 minute. While {@condition frightened} in this way, the creature is {@condition restrained}. At the end of each of the {@condition frightened} creature's turns, it can repeat the saving throw, ending the effect on itself on a success. On a successful save, the creature is immune to the Crippling Fear of all rutterkins for 24 hours.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}12 ({@damage 3d6 + 2}) piercing damage. If the target is a creature, it must succeed on a {@dc 13} Constitution saving throw against disease or become {@condition poisoned}. At the end of each long rest, the {@condition poisoned} target can repeat the saving throw, ending the effect on itself on a success. If the target is reduced to 0 hit points while {@condition poisoned} in this way, it dies and instantly transforms into a living {@creature manes}. The transformation can be undone only by a {@spell wish} spell.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/rutterkin.mp3\"},\"senseTags\":[\"SD\"],\"languageTags\":[\"AB\",\"CS\"],\"damageTags\":[\"P\"],\"miscTags\":[\"DIS\",\"MW\"],\"conditionInflict\":[\"frightened\",\"poisoned\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sacred Statue\",\"source\":\"MPMM\",\"page\":114,\"otherSources\":[{\"source\":\"MTF\",\"page\":194}],\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[{\"special\":\"as the eidolon's alignment\"}],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":95,\"formula\":\"10d10 + 40\"},\"speed\":{\"walk\":25},\"str\":19,\"dex\":8,\"con\":19,\"int\":14,\"wis\":19,\"cha\":16,\"save\":{\"wis\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[\"acid\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"cold\",\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"the languages the {@creature eidolon|MPMM} knew in life\"],\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"If the statue is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the statue move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the statue isn't an object.\"]},{\"name\":\"Ghostly Inhabitant\",\"entries\":[\"The {@creature eidolon|MPMM} that enters the statue remains inside it until the statue drops to 0 hit points, the eidolon uses a bonus action to move out of the statue, or the eidolon is turned or forced out by an effect such as the {@spell dispel evil and good} spell. When the eidolon leaves the statue, it appears in an unoccupied space within 5 feet of the statue.\"]},{\"name\":\"Inert\",\"entries\":[\"Without an {@creature eidolon|MPMM} inside, the statue is an object.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The statue doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The statue makes two Slam or Rock attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}43 ({@damage 6d12 + 4}) bludgeoning damage.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 8} to hit, range 60 ft./240 ft., one target. {@h}37 ({@damage 6d10 + 4}) bludgeoning damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/sacred-statue.mp3\"},\"traitTags\":[\"False Appearance\",\"Unusual Nature\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\",\"RCH\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sea Spawn\",\"source\":\"MPMM\",\"page\":211,\"otherSources\":[{\"source\":\"VGM\",\"page\":189}],\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":11,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":32,\"formula\":\"5d8 + 10\"},\"speed\":{\"walk\":20,\"swim\":30},\"str\":15,\"dex\":8,\"con\":15,\"int\":6,\"wis\":10,\"cha\":8,\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"languages\":[\"understands Aquan and Common but can't speak\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Limited Amphibiousness\",\"entries\":[\"The sea spawn can breathe air and water, but it needs to be submerged in the sea at least once a day for 1 minute to avoid suffocating.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The sea spawn makes two Unarmed Strike attacks and one Piscine Anatomy attack.\"]},{\"name\":\"Unarmed Strike\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage.\"]},{\"name\":\"Piscine Anatomy\",\"entries\":[\"The sea spawn uses one of the following options (choose one or roll a {@dice d6}):\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"1–2: Bite\",\"type\":\"item\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"3–4: Poison Quills\",\"type\":\"item\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}3 ({@damage 1d6}) poison damage, and the target must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"5–6: Tentacle\",\"type\":\"item\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 10 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 12}) if it is a Medium or smaller creature. Until this grapple ends, the sea spawn can't use this tentacle on another target.\"]}]}]}],\"environment\":[\"coastal\",\"underwater\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/sea-spawn.mp3\"},\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AQ\",\"C\",\"CS\"],\"damageTags\":[\"B\",\"I\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Shadar-kai Gloom Weaver\",\"source\":\"MPMM\",\"page\":213,\"otherSources\":[{\"source\":\"MTF\",\"page\":224}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[14],\"hp\":{\"average\":104,\"formula\":\"16d8 + 32\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":18,\"con\":14,\"int\":15,\"wis\":12,\"cha\":18,\"save\":{\"dex\":\"+8\",\"con\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"immune\":[\"necrotic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\"],\"languages\":[\"Common\",\"Elvish\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The shadar-kai casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 16}):\"],\"will\":[\"{@spell arcane eye}\",\"{@spell mage armor}\",\"{@spell minor illusion}\",\"{@spell prestidigitation}\",\"{@spell speak with dead}\"],\"daily\":{\"1e\":[\"{@spell arcane gate}\",\"{@spell bane}\",\"{@spell confusion}\",\"{@spell darkness}\",\"{@spell fear}\",\"{@spell major image}\",\"{@spell true seeing}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Burden of Time\",\"entries\":[\"Beasts and Humanoids (except elves) have disadvantage on saving throws while within 10 feet of the shadar-kai.\"]},{\"name\":\"Fey Ancestry\",\"entries\":[\"The shadar-kai has advantage on saving throws against being {@condition charmed}, and magic can't put it to sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The shadar-kai makes three Shadow Spear attacks. It can replace one attack with a use of Spellcasting.\"]},{\"name\":\"Shadow Spear\",\"entries\":[\"{@atk mw,rw} {@hit 8} to hit, reach 5 ft. or range 30/120, one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 26 ({@damage 4d12}) necrotic damage. Hit or Miss: The spear magically returns to the shadar-kai's hand immediately after a ranged attack.\"]}],\"reaction\":[{\"name\":\"Misty Escape {@recharge 6}\",\"entries\":[\"When the shadar-kai takes damage, it turns {@condition invisible} and teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. It remains {@condition invisible} until the start of its next turn or until it attacks or casts a spell.\"]}],\"environment\":[\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/gloom-weaver.mp3\"},\"traitTags\":[\"Fey Ancestry\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"N\",\"P\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflictSpell\":[\"frightened\"],\"savingThrowForcedSpell\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Shadar-kai Shadow Dancer\",\"source\":\"MPMM\",\"page\":213,\"otherSources\":[{\"source\":\"MTF\",\"page\":225}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":71,\"formula\":\"13d8 + 13\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":16,\"con\":13,\"int\":11,\"wis\":12,\"cha\":12,\"save\":{\"dex\":\"+6\",\"cha\":\"+4\"},\"skill\":{\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"necrotic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\"],\"languages\":[\"Common\",\"Elvish\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"The shadar-kai has advantage on saving throws against being {@condition charmed}, and magic can't put it to sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The shadar-kai makes three Spiked Chain attacks.\",\"It can use Shadow Jump after one of these attacks.\"]},{\"name\":\"Spiked Chain\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage. The target must succeed on a {@dc 14} Dexterity saving throw or suffer one of the following effects (choose one or roll a {@dice d6}):\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"1–2: Decay\",\"type\":\"item\",\"entries\":[\"The target takes 22 ({@damage 4d10}) necrotic damage.\"]},{\"name\":\"3–4: Grapple\",\"type\":\"item\",\"entries\":[\"The target is {@condition grappled} (escape {@dc 14}) if it is a Medium or smaller creature. Until the grapple ends, the target is {@condition restrained}, and the shadar-kai can't grapple another target.\"]},{\"name\":\"5–6: Topple\",\"type\":\"item\",\"entries\":[\"The target is knocked {@condition prone}.\"]}]}]}],\"bonus\":[{\"name\":\"Shadow Jump\",\"entries\":[\"The shadar-kai teleports, along with any equipment is it wearing or carrying, up to 30 feet to an unoccupied space it can see. Both the space it teleports from and the space it teleports to must be in dim light or darkness.\"]}],\"environment\":[\"forest\",\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/shadow-dancer.mp3\"},\"traitTags\":[\"Fey Ancestry\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"N\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Shadar-kai Soul Monger\",\"source\":\"MPMM\",\"page\":214,\"otherSources\":[{\"source\":\"MTF\",\"page\":226}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":15,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":136,\"formula\":\"21d8 + 42\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":17,\"con\":14,\"int\":19,\"wis\":16,\"cha\":13,\"save\":{\"dex\":\"+7\",\"wis\":\"+7\",\"cha\":\"+5\"},\"skill\":{\"perception\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":17,\"immune\":[\"necrotic\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\"],\"languages\":[\"Common\",\"Elvish\"],\"cr\":\"11\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The shadar-kai casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 16}):\"],\"daily\":{\"1e\":[\"{@spell bestow curse}\",\"{@spell finger of death}\",\"{@spell gaseous form}\",\"{@spell seeming}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"The shadar-kai has advantage on saving throws against being {@condition charmed}, and magic can't put it to sleep.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The shadar-kai has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Soul Thirst\",\"entries\":[\"When it reduces a creature to 0 hit points, the shadar-kai can gain temporary hit points equal to half the creature's hit point maximum. While the shadar-kai has temporary hit points from this trait, it has advantage on attack rolls.\"]},{\"name\":\"Weight of Ages\",\"entries\":[\"Any Beast or Humanoid (except an elf) that starts its turn within 5 feet of the shadar-kai has its speed reduced by 20 feet until the start of that creature's next turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The shadar-kai makes two Shadow Dagger attacks.\"]},{\"name\":\"Shadow Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}13 ({@damage 4d4 + 3}) piercing damage plus 19 ({@damage 3d12}) necrotic damage, and the target has disadvantage on saving throws until the end of the shadar-kai's next turn. Hit or Miss: The dagger magically returns to the shadar-kai's hand immediately after a ranged attack.\"]},{\"name\":\"Wave of Weariness {@recharge 4}\",\"entries\":[\"The shadar-kai emits weariness in a 60-foot cube. Each creature in that area must make a {@dc 16} Constitution saving throw. On a failed save, a creature takes 45 ({@damage 10d8}) psychic damage and suffers 1 level of {@condition exhaustion}. On a successful save, it takes half as much damage and doesn't gain a level of {@condition exhaustion}.\"]}],\"environment\":[\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/soul-monger.mp3\"},\"traitTags\":[\"Fey Ancestry\",\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"N\",\"P\",\"Y\"],\"damageTagsSpell\":[\"N\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"exhaustion\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Shadow Mastiff\",\"source\":\"MPMM\",\"page\":215,\"otherSources\":[{\"source\":\"VGM\",\"page\":190}],\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[12],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":40},\"str\":16,\"dex\":14,\"con\":13,\"int\":5,\"wis\":12,\"cha\":5,\"skill\":{\"perception\":\"+5\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks while in dim light or darkness\",\"cond\":true}],\"cr\":\"2\",\"trait\":[{\"name\":\"Ethereal Awareness\",\"entries\":[\"The shadow mastiff can see ethereal creatures and objects.\"]},{\"name\":\"Sunlight Weakness\",\"entries\":[\"While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls, ability checks, and saving throws.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}.\"]}],\"bonus\":[{\"name\":\"Shadow Blend\",\"entries\":[\"While in dim light or darkness, the shadow mastiff becomes {@condition invisible}, along with anything it is wearing or carrying. The invisibility lasts until the shadow mastiff uses a bonus action to end it or until the shadow mastiff attacks, is in bright light, or is {@condition incapacitated}.\"]}],\"environment\":[\"forest\",\"hill\",\"swamp\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/shadow-mastiff.mp3\"},\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Shadow Mastiff Alpha\",\"source\":\"MPMM\",\"page\":215,\"otherSources\":[{\"source\":\"VGM\",\"page\":190}],\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[12],\"hp\":{\"average\":44,\"formula\":\"8d8 + 8\"},\"speed\":{\"walk\":40},\"str\":16,\"dex\":14,\"con\":13,\"int\":6,\"wis\":12,\"cha\":5,\"skill\":{\"perception\":\"+5\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks while in dim light or darkness\",\"cond\":true}],\"cr\":\"3\",\"trait\":[{\"name\":\"Ethereal Awareness\",\"entries\":[\"The shadow mastiff can see ethereal creatures and objects.\"]},{\"name\":\"Sunlight Weakness\",\"entries\":[\"While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls, ability checks, and saving throws.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Terrifying Howl {@recharge}\",\"entries\":[\"The shadow mastiff howls. Any Beast or Humanoid within 300 feet of it must succeed on a {@dc 11} Wisdom saving throw or be {@condition frightened} of it for 1 minute. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's save is successful or the effect ends for it, the target is immune to any shadow mastiff's Terrifying Howl for the next 24 hours.\"]}],\"bonus\":[{\"name\":\"Shadow Blend\",\"entries\":[\"While in dim light or darkness, the shadow mastiff becomes {@condition invisible}, along with anything it is wearing or carrying. The invisibility lasts until the shadow mastiff uses a bonus action to end it or until the shadow mastiff attacks, is in bright light, or is {@condition incapacitated}.\"]}],\"environment\":[\"forest\",\"hill\",\"swamp\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/shadow-mastiff.mp3\"},\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\",\"prone\"],\"savingThrowForced\":[\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Shoosuva\",\"source\":\"MPMM\",\"page\":216,\"otherSources\":[{\"source\":\"VGM\",\"page\":137},{\"source\":\"BMT\"}],\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":136,\"formula\":\"16d10 + 48\"},\"speed\":{\"walk\":40},\"str\":18,\"dex\":13,\"con\":17,\"int\":7,\"wis\":14,\"cha\":9,\"save\":{\"dex\":\"+4\",\"con\":\"+6\",\"wis\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Abyssal\",\"Gnoll\",\"telepathy 120 ft.\"],\"cr\":\"8\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The shoosuva makes one Bite attack and one Tail Stinger attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}26 ({@damage 4d10 + 4}) piercing damage.\"]},{\"name\":\"Tail Stinger\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 15 ft., one creature. {@h}13 ({@damage 2d8 + 4}) piercing damage, and the target must succeed on a {@dc 14} Constitution saving throw or become {@condition poisoned}. While {@condition poisoned} in this way, the target is also {@condition paralyzed}. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"bonus\":[{\"name\":\"Rampage\",\"entries\":[\"When it reduces a creature to 0 hit points with a melee attack on its turn, the shoosuva can move up to half its speed and make one Bite attack.\"]}],\"environment\":[\"coastal\",\"forest\",\"grassland\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/shoosuva.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"OTH\",\"TP\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"paralyzed\",\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sibriex\",\"source\":\"MPMM\",\"page\":217,\"otherSources\":[{\"source\":\"MTF\",\"page\":137}],\"size\":[\"H\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":150,\"formula\":\"12d12 + 72\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":20,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":10,\"dex\":3,\"con\":23,\"int\":25,\"wis\":24,\"cha\":25,\"save\":{\"int\":\"+13\",\"cha\":\"+13\"},\"skill\":{\"arcana\":\"+13\",\"history\":\"+13\",\"perception\":\"+13\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":23,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"18\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The sibriex casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 21}):\"],\"will\":[\"{@spell command}\",\"{@spell dispel magic}\",\"{@spell hold monster}\"],\"daily\":{\"1\":[\"{@spell feeblemind}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Contamination\",\"entries\":[\"The sibriex emits an aura of corruption 30 feet in every direction. Vegetation withers in the aura, and the ground in the aura is {@quickref difficult terrain||3} for other creatures. Any creature that starts its turn in the aura must succeed on a {@dc 20} Constitution saving throw or take 14 ({@damage 4d6}) poison damage. A creature that succeeds on the save is immune to this sibriex's Contamination for 24 hours.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the sibriex fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The sibriex has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The sibriex makes three Chain attacks, and it uses Squirt Bile.\"]},{\"name\":\"Chain\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}20 ({@damage 2d12 + 7}) force damage.\"]},{\"name\":\"Squirt Bile\",\"entries\":[\"The sibriex targets one creature it can see within 120 feet of it. The target must succeed on a {@dc 20} Dexterity saving throw or take 31 ({@damage 9d6}) acid damage.\"]},{\"name\":\"Warp Creature\",\"entries\":[\"The sibriex targets up to three creatures it can see within 120 feet of it. Each target must make a {@dc 20} Constitution saving throw. On a successful save, a creature becomes immune to this sibriex's Warp Creature. On a failed save, the target is {@condition poisoned}, which causes it to also gain 1 level of {@condition exhaustion}. While {@condition poisoned} in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of {@condition exhaustion} caused by it. Each failed save causes the target to gain another level of {@condition exhaustion}. Once the target reaches 6 levels of {@condition exhaustion}, it dies and instantly transforms into a living {@creature manes} under the sibriex's control. The transformation of the body can be undone only by a {@spell wish} spell.\"]}],\"legendary\":[{\"name\":\"Cast a Spell\",\"entries\":[\"The sibriex uses Spellcasting.\"]},{\"name\":\"Spray Bile\",\"entries\":[\"The sibriex uses Squirt Bile.\"]},{\"name\":\"Warp (Costs 2 Actions)\",\"entries\":[\"The sibriex uses Warp Creature.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Flesh Warping\",\"entries\":[\"Creatures that encounter a sibriex can be twisted beyond recognition. Whenever a creature fails a saving throw against the sibriex's Warp Creature effect, you can roll percentile dice and consult the Flesh Warping table to determine an additional effect, which vanishes when Warp Creature ends on the creature. If the creature transforms into a manes, the effect becomes a permanent feature of that body. A creature can willingly submit to flesh warping, an agonizing process that takes at least 1 hour while the creature stays within 30 feet of the sibriex. At the end of the process, roll once on the table (or choose one effect) to determine how the creature is transformed permanently.\",{\"type\":\"table\",\"caption\":\"Flesh Warping\",\"colLabels\":[\"d100\",\"Effect\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"01–05\",\"The color of the target's hair, eyes, and skin becomes blue, red, yellow, or patterned.\"],[\"06–10\",\"The target's eyes push out of its head at the end of stalks.\"],[\"11–15\",\"The target's hands grow claws, which can be used as daggers.\"],[\"16–20\",\"One of the target's legs grows longer than the other, reducing its walking speed by 10 feet.\"],[\"21–25\",\"The target's eyes become beacons, filling a 15-foot cone with dim light when they are open.\"],[\"26–30\",\"A pair of wings, either feathered or leathery, sprout from the target's back, granting it a flying speed of 30 feet.\"],[\"31–35\",\"The target's ears tear free from its head and scurry away; the target is {@condition deafened}.\"],[\"36–40\",\"Two of the target's teeth turn into short tusks.\"],[\"41–45\",\"The target's skin develops bark-like scales, granting it a +1 bonus to AC but reducing its Charisma score by 2 (to a minimum of 1).\"],[\"46–50\",\"The target's arms and legs switch places, preventing the target from moving unless it crawls.\"],[\"51–55\",\"The target's arms become tentacles with fingers on the ends, increasing its reach by 5 feet.\"],[\"56–60\",\"The target's legs grow incredibly long and springy, increasing its walking speed by 10 feet.\"],[\"61–65\",\"The target grows a long, thin tail, which it can use as a whip.\"],[\"66–70\",\"The target's entire eyes turn black, and it gains {@sense darkvision} out to a range of 120 feet.\"],[\"71–75\",\"The target swells, tripling its weight.\"],[\"76–80\",\"The target becomes thin and skeletal, halving its weight.\"],[\"81–85\",\"The target's head triples in size.\"],[\"86–90\",\"The target's ears become wings, giving it a flying speed of 5 feet.\"],[\"91–95\",\"The target's body becomes unusually brittle, causing the target to have vulnerability to bludgeoning, piercing, and slashing damage.\"],[\"96–00\",\"The target grows another head, causing it to have advantage on saving throws against being {@condition charmed}, {@condition frightened}, or {@condition stunned}.\"]]}],\"_version\":{\"name\":\"Sibriex (Flesh Warping)\",\"addAs\":\"trait\"}}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/sibriex.mp3\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"A\",\"I\",\"O\"],\"damageTagsSpell\":[\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"deafened\",\"exhaustion\",\"poisoned\"],\"conditionInflictSpell\":[\"paralyzed\",\"prone\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"savingThrowForcedSpell\":[\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Skulk\",\"source\":\"MPMM\",\"page\":219,\"otherSources\":[{\"source\":\"MTF\",\"page\":227}],\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"N\"],\"alignmentPrefix\":\"Typically \",\"ac\":[14],\"hp\":{\"average\":18,\"formula\":\"4d8\"},\"speed\":{\"walk\":30},\"str\":6,\"dex\":19,\"con\":10,\"int\":10,\"wis\":7,\"cha\":1,\"save\":{\"con\":\"+2\"},\"skill\":{\"stealth\":\"+8\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":8,\"conditionImmune\":[\"blinded\"],\"languages\":[\"understands Common but can't speak\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Fallible Invisibility\",\"entries\":[\"The skulk is {@condition invisible}. This invisibility can be circumvented by three things:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Charnel Candles\",\"entries\":[\"The skulk appears as a dim, translucent form in the light of a candle made of fat rendered from a corpse whose identity is unknown.\"]},{\"type\":\"item\",\"name\":\"Children\",\"entries\":[\"Humanoid children, aged 10 and under, can see through this invisibility.\"]},{\"type\":\"item\",\"name\":\"Reflective Surfaces\",\"entries\":[\"The skulk appears as a drab, smoothskinned biped if its reflection can be seen in a mirror or on another surface.\"]}]}]},{\"name\":\"Trackless\",\"entries\":[\"The skulk leaves no tracks to indicate where it has been or where it's headed.\"]}],\"action\":[{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) slashing damage plus 3 ({@damage 1d6}) necrotic damage.\"]}],\"environment\":[\"coastal\",\"forest\",\"swamp\",\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/skulk.mp3\"},\"senseTags\":[\"SD\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"N\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"invisible\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Skull Lord\",\"source\":\"MPMM\",\"page\":220,\"otherSources\":[{\"source\":\"MTF\",\"page\":230},{\"source\":\"AATM\"}],\"size\":[\"M\"],\"type\":{\"type\":\"undead\",\"tags\":[\"sorcerer\"]},\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|PHB|plate}\"]}],\"hp\":{\"average\":112,\"formula\":\"15d8 + 45\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":16,\"con\":17,\"int\":16,\"wis\":15,\"cha\":21,\"skill\":{\"athletics\":\"+7\",\"history\":\"+8\",\"perception\":\"+12\",\"stealth\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":22,\"resist\":[\"cold\",\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"poisoned\",\"stunned\",\"unconscious\"],\"languages\":[\"all the languages it knew in life\"],\"cr\":\"15\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The skull, lord casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 18}):\"],\"will\":[\"{@spell mage hand}\",\"{@spell message}\"],\"daily\":{\"2e\":[\"{@spell dimension door}\",\"{@spell fear}\"],\"1e\":[\"{@spell cloudkill}\",\"{@spell cone of cold}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Evasion\",\"entries\":[\"If the skull lord is subjected to an effect that allows it to make a Dexterity saving throw to take only half the damage, the skull lord instead takes no damage if it succeeds on the saving throw and only half damage if it fails, provided it isn't {@condition incapacitated}.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the skull lord fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Master of the Grave\",\"entries\":[\"While within 30 feet of the skull lord, any Undead ally of the skull lord makes saving throws with advantage, and that ally regains {@dice 1d6} hit points whenever it starts its turn there.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The skull lord doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The skull lord makes three Bone Staff or Deathly Ray attacks.\"]},{\"name\":\"Bone Staff\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage plus 21 ({@damage 6d6}) necrotic damage.\"]},{\"name\":\"Deathly Ray\",\"entries\":[\"{@atk rs} {@hit 10} to hit, range 60 ft., one target. {@h}27 ({@damage 5d8 + 5}) necrotic damage.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"The skull lord makes one Bone Staff or Deathly Ray attack.\"]},{\"name\":\"Move\",\"entries\":[\"The skull lord moves up to its speed without provoking {@action opportunity attack||opportunity attacks}.\"]},{\"name\":\"Summon Undead (Costs 2 Actions)\",\"entries\":[\"The skull lord summons up to five {@creature skeleton||skeletons} or {@creature zombie||zombies} in unoccupied spaces within 30 feet of it. They remain until destroyed. Undead summoned in this way roll initiative, act in the next available turn, and obey the skull lord. The skull lord can have no more than five Undead summoned by this ability at a time.\"]}],\"environment\":[\"desert\",\"swamp\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/skull-lord.mp3\"},\"traitTags\":[\"Legendary Resistances\",\"Unusual Nature\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"B\",\"N\"],\"damageTagsSpell\":[\"C\",\"I\",\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"frightened\"],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Slithering Tracker\",\"source\":\"MPMM\",\"page\":221,\"otherSources\":[{\"source\":\"VGM\",\"page\":191}],\"size\":[\"M\"],\"type\":\"ooze\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[14],\"hp\":{\"average\":39,\"formula\":\"6d8 + 12\"},\"speed\":{\"walk\":30,\"climb\":30,\"swim\":30},\"str\":16,\"dex\":19,\"con\":15,\"int\":10,\"wis\":14,\"cha\":11,\"skill\":{\"stealth\":\"+8\",\"survival\":\"+6\"},\"senses\":[\"blindsight 120 ft.\"],\"passive\":12,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"vulnerable\":[\"cold\",\"fire\"],\"conditionImmune\":[\"blinded\",\"deafened\",\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"prone\",\"restrained\",\"unconscious\"],\"languages\":[\"understands languages it knew in its previous form but can't speak\"],\"cr\":\"3\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"If the slithering tracker is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the slithering tracker move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the slithering tracker isn't a puddle.\"]},{\"name\":\"Liquid Form\",\"entries\":[\"The slithering tracker can enter an enemy's space and stop there. It can also move through a space as narrow as 1 inch wide without squeezing.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The slithering tracker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) bludgeoning damage.\"]},{\"name\":\"Life Leech\",\"entries\":[\"One Large or smaller creature that the slithering tracker can see within 5 feet of it must succeed on a {@dc 13} Dexterity saving throw or be {@condition grappled} (escape {@dc 13}). Until this grapple ends, the target is {@condition restrained} and unable to breathe unless it can breathe water. In addition, the {@condition grappled} target takes 16 ({@damage 3d10}) necrotic damage at the start of each of its turns. The slithering tracker can grapple only one target at a time.\",\"While grappling the target, the slithering tracker takes only half any damage dealt to it (rounded down), and the target takes the other half.\"]}],\"bonus\":[{\"name\":\"Watery Stealth\",\"entries\":[\"If underwater, the slithering tracker takes the {@action Hide} action, and it makes the Dexterity ({@skill Stealth}) check with advantage.\"]}],\"environment\":[\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/slithering-tracker.mp3\"},\"traitTags\":[\"False Appearance\",\"Spider Climb\"],\"senseTags\":[\"B\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"B\",\"N\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Spawn of Kyuss\",\"source\":\"MPMM\",\"page\":225,\"otherSources\":[{\"source\":\"VGM\",\"page\":192},{\"source\":\"AATM\"}],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[10],\"hp\":{\"average\":76,\"formula\":\"9d8 + 36\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":11,\"con\":18,\"int\":5,\"wis\":7,\"cha\":3,\"save\":{\"wis\":\"+1\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"understands the languages it knew in life but can't speak\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Regeneration\",\"entries\":[\"The spawn of Kyuss regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or a body of running water. If the spawn takes acid, fire, or radiant damage, this trait doesn't function at the start of the spawn's next turn. The spawn is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.\"]},{\"name\":\"Worms\",\"entries\":[\"If the spawn of Kyuss is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away, and it loses its Burrowing Worm action.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The spawn of Kyuss requires no air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The spawn of Kyuss makes two Claw attacks, and it uses Burrowing Worm.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage plus 7 ({@damage 2d6}) necrotic damage.\"]},{\"name\":\"Burrowing Worm\",\"entries\":[\"A worm launches from the spawn of Kyuss at one Humanoid that the spawn can see within 10 feet of it. The worm latches onto the target's skin unless the target succeeds on a {@dc 11} Dexterity saving throw. The worm is a Tiny Undead with AC 6, 1 hit point, a 2 (-4) in every ability score, and a speed of 1 foot. While on the target's skin, the worm can be killed by normal means or scraped off using an action (the spawn can use Burrowing Worm to launch a scraped-off worm at a Humanoid it can see within 10 feet of the worm). Otherwise, the worm burrows under the target's skin at the end of the target's next turn, dealing 1 piercing damage to it. At the end of each of its turns thereafter, the target takes 7 ({@damage 2d6}) necrotic damage per worm infesting it (maximum of {@damage 10d6}), and if it drops to 0 hit points, it dies and then rises 10 minutes later as a spawn of Kyuss. If a worm-infested target is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away.\"]}],\"environment\":[\"desert\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/spawn-of-kyuss.mp3\"},\"traitTags\":[\"Regeneration\",\"Unusual Nature\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"LF\"],\"damageTags\":[\"N\",\"P\",\"S\"],\"miscTags\":[\"DIS\",\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Spirit Troll\",\"source\":\"MPMM\",\"page\":247,\"otherSources\":[{\"source\":\"MTF\",\"page\":244}],\"size\":[\"L\"],\"type\":\"giant\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":130,\"formula\":\"20d10 + 20\"},\"speed\":{\"walk\":30},\"str\":1,\"dex\":17,\"con\":13,\"int\":8,\"wis\":9,\"cha\":16,\"skill\":{\"perception\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"acid\",\"cold\",\"fire\"],\"immune\":[{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"prone\",\"restrained\",\"unconscious\"],\"languages\":[\"Giant\"],\"cr\":\"11\",\"trait\":[{\"name\":\"Incorporeal Movement\",\"entries\":[\"The troll can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The troll regains 10 hit points at the start of each of its turns. If the troll takes psychic or force damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The troll makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}19 ({@damage 3d10 + 3}) psychic damage, and the target must succeed on a {@dc 15} Wisdom saving throw or be {@condition stunned} for 1 minute. The {@condition stunned} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}19 ({@damage 3d10 + 3}) psychic damage.\"]}],\"environment\":[\"coastal\",\"forest\",\"swamp\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/spirit-troll.mp3\"},\"traitTags\":[\"Incorporeal Movement\",\"Regeneration\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\"],\"damageTags\":[\"O\",\"Y\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"stunned\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Spring Eladrin\",\"source\":\"MPMM\",\"page\":116,\"otherSources\":[{\"source\":\"MTF\",\"page\":196}],\"size\":[\"M\"],\"type\":{\"type\":\"fey\",\"tags\":[\"elf\"]},\"alignment\":[\"C\",\"N\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":165,\"formula\":\"22d8 + 66\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":16,\"con\":16,\"int\":18,\"wis\":11,\"cha\":18,\"skill\":{\"deception\":\"+8\",\"persuasion\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"psychic\"],\"languages\":[\"Common\",\"Elvish\",\"Sylvan\"],\"cr\":\"10\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The eladrin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 16}):\"],\"will\":[\"{@spell Tasha's hideous laughter}\"],\"daily\":{\"1e\":[\"{@spell major image}\",\"{@spell suggestion}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Joyful Presence\",\"entries\":[\"Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a {@dc 16} Wisdom saving throw. On a failed save, the creature becomes {@condition charmed} by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin's Joyful Presence for 24 hours.\",\"Whenever the eladrin deals damage to the {@condition charmed} creature, the {@condition charmed} creature can repeat the saving throw, ending the effect on itself on a success.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The eladrin has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The eladrin makes two Longsword or Longbow attacks. It can replace one attack with a use of Spellcasting.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage, or 7 ({@damage 1d10 + 2}) slashing damage if used with two hands, plus 22 ({@damage 5d8}) psychic damage.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 7} to hit, range 150/600 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 22 ({@damage 5d8}) psychic damage.\"]}],\"bonus\":[{\"name\":\"Fey Step {@recharge 4}\",\"entries\":[\"The eladrin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.\"]}],\"environment\":[\"forest\",\"grassland\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/spring-eladrin.mp3\"},\"attachedItems\":[\"longbow|phb\",\"longsword|phb\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\",\"S\"],\"damageTags\":[\"P\",\"S\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"conditionInflict\":[\"charmed\"],\"conditionInflictSpell\":[\"incapacitated\",\"prone\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Star Spawn Grue\",\"source\":\"MPMM\",\"page\":227,\"otherSources\":[{\"source\":\"MTF\",\"page\":234},{\"source\":\"BMT\"}],\"size\":[\"S\"],\"type\":\"aberration\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[11],\"hp\":{\"average\":17,\"formula\":\"5d6\"},\"speed\":{\"walk\":30},\"str\":6,\"dex\":13,\"con\":10,\"int\":9,\"wis\":11,\"cha\":6,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"psychic\"],\"languages\":[\"Deep Speech\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Aura of Shrieks\",\"entries\":[\"Creatures within 20 feet of the grue that aren't Aberrations have disadvantage on saving throws, as well as on attack rolls against creatures other than a star spawn grue.\"]}],\"action\":[{\"name\":\"Confounding Bite\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}6 ({@damage 2d4 + 1}) piercing damage, and the target must succeed on a {@dc 10} Wisdom saving throw or attack rolls against it have advantage until the start of the grue's next turn.\"]}],\"environment\":[\"mountain\",\"swamp\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/star-spawn-grue.mp3\"},\"senseTags\":[\"D\"],\"languageTags\":[\"DS\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Star Spawn Hulk\",\"source\":\"MPMM\",\"page\":227,\"otherSources\":[{\"source\":\"MTF\",\"page\":234},{\"source\":\"BMT\"}],\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":136,\"formula\":\"13d10 + 65\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":8,\"con\":21,\"int\":7,\"wis\":12,\"cha\":9,\"save\":{\"dex\":\"+3\",\"wis\":\"+5\"},\"skill\":{\"perception\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Deep Speech\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Psychic Mirror\",\"entries\":[\"If the hulk takes psychic damage, each creature within 10 feet of the hulk takes that damage instead; the hulk takes none of the damage. In addition, the hulk's thoughts and location can't be discerned by magic.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hulk makes two Slam attacks. If both attacks hit the same target, the target also takes 9 ({@damage 2d8}) psychic damage and must succeed on a {@dc 17} Constitution saving throw or be {@condition stunned} until the end of the target's next turn.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage.\"]},{\"name\":\"Reaping Arms {@recharge 5}\",\"entries\":[\"The hulk makes a separate Slam attack against each creature within 10 feet of it. Each creature that is hit must also succeed on a {@dc 17} Dexterity saving throw or be knocked {@condition prone}.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/star-spawn-hulk.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DS\"],\"damageTags\":[\"B\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\",\"stunned\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Star Spawn Larva Mage\",\"source\":\"MPMM\",\"page\":228,\"otherSources\":[{\"source\":\"MTF\",\"page\":235},{\"source\":\"BMT\"}],\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":168,\"formula\":\"16d8 + 96\"},\"speed\":{\"walk\":30},\"str\":17,\"dex\":12,\"con\":23,\"int\":18,\"wis\":12,\"cha\":16,\"save\":{\"dex\":\"+6\",\"wis\":\"+6\",\"cha\":\"+8\"},\"skill\":{\"perception\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":16,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"psychic\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"restrained\"],\"languages\":[\"Deep Speech\"],\"cr\":\"16\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The mage casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 16}):\"],\"will\":[\"{@spell mage hand}\",\"{@spell message}\",\"{@spell minor illusion}\"],\"daily\":{\"1\":[\"{@spell dominate monster}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Return to Worms\",\"entries\":[\"When the mage is reduced to 0 hit points, it breaks apart into a {@creature swarm of insects} in the same space. Unless the swarm is destroyed, the mage reforms from it 24 hours later.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The mage makes three Slam or Eldritch Bolt attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage, and the target must succeed on a {@dc 19} Constitution saving throw or be {@condition poisoned} until the end of its next turn.\"]},{\"name\":\"Eldritch Bolt\",\"entries\":[\"{@atk rs} {@hit 8} to hit, range 60 ft., one target. {@h}19 ({@damage 3d10 + 3}) force damage.\"]},{\"name\":\"Plague of Worms {@recharge}\",\"entries\":[\"Each creature other than a star spawn within 10 feet of the mage must succeed on a {@dc 19} Dexterity saving throw or take 22 ({@damage 5d8}) necrotic damage and be {@condition blinded} and {@condition restrained} by masses of swarming worms. The affected creature takes 22 ({@damage 5d8}) necrotic damage at the start of each of the mage's turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"reaction\":[{\"name\":\"Feed on Weakness\",\"entries\":[\"When a creature within 20 feet of the mage fails a saving throw, the mage gains 10 temporary hit points.\"]}],\"legendary\":[{\"name\":\"Slam\",\"entries\":[\"The mage makes one Slam attack.\"]},{\"name\":\"Eldritch Bolt (Costs 2 Actions)\",\"entries\":[\"The mage makes one Eldritch Bolt attack.\"]},{\"name\":\"Feed (Costs 3 Actions)\",\"entries\":[\"Each creature {@condition restrained} by the mage's Plague of Worms takes 13 ({@damage 3d8}) necrotic damage, and the mage gains 6 temporary hit points.\"]}],\"environment\":[\"mountain\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/star-spawn-larva-mage.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DS\"],\"damageTags\":[\"B\",\"N\",\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"poisoned\",\"restrained\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Star Spawn Mangler\",\"source\":\"MPMM\",\"page\":229,\"otherSources\":[{\"source\":\"MTF\",\"page\":236},{\"source\":\"BMT\"}],\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[14],\"hp\":{\"average\":71,\"formula\":\"13d8 + 13\"},\"speed\":{\"walk\":40,\"climb\":40},\"initiative\":{\"advantageMode\":\"adv\"},\"str\":8,\"dex\":18,\"con\":12,\"int\":11,\"wis\":12,\"cha\":7,\"save\":{\"dex\":\"+7\",\"con\":\"+4\"},\"skill\":{\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"cold\"],\"immune\":[\"psychic\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"prone\"],\"languages\":[\"Deep Speech\"],\"cr\":\"5\",\"pbNote\":\"+3\",\"trait\":[{\"name\":\"Ambusher\",\"entries\":[\"The mangler has advantage on initiative rolls.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The mangler makes two Claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage. If the attack roll has advantage, the target also takes 7 ({@damage 2d6}) psychic damage.\"]},{\"name\":\"Flurry of Claws {@recharge 5}\",\"entries\":[\"The mangler makes six Claw attacks. Either before or after these attacks, it can move up to its speed without provoking {@action opportunity attack||opportunity attacks}.\"]}],\"bonus\":[{\"name\":\"Shadow Stealth\",\"entries\":[\"While in dim light or darkness, the mangler takes the {@action Hide} action.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/star-spawn-mangler.mp3\"},\"traitTags\":[\"Ambusher\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DS\"],\"damageTags\":[\"S\",\"Y\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Star Spawn Seer\",\"source\":\"MPMM\",\"page\":230,\"otherSources\":[{\"source\":\"MTF\",\"page\":236},{\"source\":\"BMT\"}],\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":153,\"formula\":\"18d8 + 72\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":12,\"con\":18,\"int\":22,\"wis\":19,\"cha\":16,\"save\":{\"dex\":\"+6\",\"int\":\"+11\",\"wis\":\"+9\",\"cha\":\"+8\"},\"skill\":{\"perception\":\"+9\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":19,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"psychic\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common\",\"Deep Speech\",\"Undercommon\"],\"cr\":\"13\",\"trait\":[{\"name\":\"Out-Of-Phase Movement\",\"entries\":[\"The seer can move through other creatures and objects as if they were {@quickref difficult terrain||3}, and its movement doesn't provoke {@action opportunity attack||opportunity attacks}.\",\"Each creature it moves through takes 5 ({@damage 1d10}) psychic damage; no creature can take this damage more than once per turn.\",\"The seer takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The seer makes two Comet Staff or Psychic Orb attacks.\"]},{\"name\":\"Comet Staff\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d8 + 6}) bludgeoning damage plus 18 ({@damage 4d8}) psychic damage, and if the target is a creature, it must succeed on a {@dc 19} Constitution saving throw or be {@condition incapacitated} until the end of its next turn.\"]},{\"name\":\"Psychic Orb\",\"entries\":[\"{@atk rs} {@hit 11} to hit, range 120 feet, one creature. {@h}27 ({@damage 5d10}) psychic damage.\"]},{\"name\":\"Collapse Distance {@recharge}\",\"entries\":[\"The seer warps space around one creature it can see within 30 feet of it. That creature must make a {@dc 19} Wisdom saving throw. On a failed save, the target, along with any equipment it is wearing or carrying, is teleported up to 60 feet to an unoccupied space the seer can see, and then each creature within 10 feet of the target's original space takes 39 ({@damage 6d12}) psychic damage. On a successful save, the target takes 19 ({@damage 3d12}) psychic damage and isn't teleported.\"]}],\"reaction\":[{\"name\":\"Bend Space\",\"entries\":[\"When the seer would be hit by an attack roll, it teleports, along with any equipment it is wearing or carrying, exchanging positions with another star spawn it can see within 60 feet of it. The other star spawn is hit by the attack instead.\"]}],\"environment\":[\"mountain\",\"swamp\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/star-spawn-seer.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DS\",\"U\"],\"damageTags\":[\"B\",\"O\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"incapacitated\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Steel Predator\",\"source\":\"MPMM\",\"page\":232,\"otherSources\":[{\"source\":\"MTF\",\"page\":239}],\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"L\",\"N\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":207,\"formula\":\"18d10 + 108\"},\"speed\":{\"walk\":40},\"str\":24,\"dex\":17,\"con\":22,\"int\":4,\"wis\":14,\"cha\":6,\"skill\":{\"perception\":\"+7\",\"stealth\":\"+8\",\"survival\":\"+7\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 60 ft.\"],\"passive\":17,\"resist\":[\"cold\",\"lightning\",\"necrotic\",\"thunder\"],\"immune\":[\"poison\",\"psychic\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"stunned\"],\"languages\":[\"understands Modron and the language of its owner but can't speak\"],\"cr\":\"16\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The steel predator casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability:\"],\"daily\":{\"3e\":[\"{@spell dimension door} (self only)\",\"{@spell plane shift} (self only)\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The steel predator has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The steel predator doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The steel predator makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}18 ({@damage 2d10 + 7}) lightning damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d8 + 7}) force damage.\"]},{\"name\":\"Stunning Roar {@recharge 5}\",\"entries\":[\"The steel predator emits a roar in a 60-foot cone. Each creature in that area must make a {@dc 19} Constitution saving throw. On a failed save, a creature takes 33 ({@damage 6d10}) thunder damage, drops everything it's holding, and is {@condition stunned} for 1 minute. The {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn't {@condition stunned}.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/steel-predator.mp3\"},\"traitTags\":[\"Magic Resistance\",\"Unusual Nature\"],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"OTH\"],\"damageTags\":[\"L\",\"O\",\"T\"],\"damageTagsSpell\":[\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"stunned\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Stegosaurus\",\"source\":\"MPMM\",\"page\":96,\"otherSources\":[{\"source\":\"VGM\",\"page\":140},{\"source\":\"BMT\"}],\"size\":[\"H\"],\"type\":{\"type\":\"beast\",\"tags\":[\"dinosaur\"]},\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":76,\"formula\":\"8d12 + 24\"},\"speed\":{\"walk\":40},\"str\":20,\"dex\":9,\"con\":17,\"int\":2,\"wis\":11,\"cha\":5,\"passive\":10,\"cr\":\"4\",\"action\":[{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}26 ({@damage 6d6 + 5}) piercing damage.\"]}],\"environment\":[\"forest\",\"grassland\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/stegosaurus.mp3\"},\"damageTags\":[\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Stench Kow\",\"source\":\"MPMM\",\"page\":72,\"otherSources\":[{\"source\":\"VGM\",\"page\":208},{\"source\":\"AATM\"}],\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"cattle\"]},\"alignment\":[\"U\"],\"ac\":[10],\"hp\":{\"average\":15,\"formula\":\"2d10 + 4\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":10,\"con\":14,\"int\":2,\"wis\":10,\"cha\":4,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"cold\",\"fire\",\"poison\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Stench\",\"entries\":[\"Any creature other than a stench kow that starts its turn within 5 feet of the stench kow must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} until the start of the creature's next turn. On a successful saving throw, the creature is immune to the Stench of all stench kows for 1 hour.\"]}],\"action\":[{\"name\":\"Gore\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage. If the stench kow moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 7 ({@damage 2d6}) piercing damage.\"]}],\"environment\":[\"grassland\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/stench-cow.mp3\"},\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Stone Cursed\",\"source\":\"MPMM\",\"page\":233,\"otherSources\":[{\"source\":\"MTF\",\"page\":240}],\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":19,\"formula\":\"3d8 + 6\"},\"speed\":{\"walk\":10},\"str\":16,\"dex\":5,\"con\":14,\"int\":5,\"wis\":8,\"cha\":7,\"passive\":9,\"immune\":[\"poison\"],\"vulnerable\":[\"bludgeoning\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"petrified\",\"poisoned\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Cunning Opportunist\",\"entries\":[\"The stone cursed has advantage on the attack rolls of {@action opportunity attack||opportunity attacks}.\"]},{\"name\":\"False Appearance\",\"entries\":[\"If the stone cursed is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the stone cursed move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the stone cursed isn't a statue.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The stone cursed doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Petrifying Claws\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) slashing damage. If the target is a creature, it must succeed on a {@dc 12} Constitution saving throw, or it begins to turn to stone and is {@condition restrained} until the end of its next turn, when it must repeat the saving throw. The effect ends if the second save is successful; otherwise the target is {@condition petrified} for 24 hours.\"]}],\"environment\":[\"desert\",\"mountain\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/stone-cursed.mp3\"},\"traitTags\":[\"False Appearance\",\"Unusual Nature\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"petrified\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Stone Giant Dreamwalker\",\"source\":\"MPMM\",\"page\":234,\"otherSources\":[{\"source\":\"VGM\",\"page\":150}],\"size\":[\"H\"],\"type\":\"giant\",\"alignment\":[\"C\",\"N\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":161,\"formula\":\"14d12 + 70\"},\"speed\":{\"walk\":40},\"str\":23,\"dex\":14,\"con\":21,\"int\":10,\"wis\":8,\"cha\":12,\"save\":{\"dex\":\"+6\",\"con\":\"+9\",\"wis\":\"+3\"},\"skill\":{\"athletics\":\"+14\",\"perception\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common\",\"Giant\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Dreamwalker's Charm\",\"entries\":[\"An enemy that starts its turn within 30 feet of the giant must make a {@dc 13} Charisma saving throw, provided that the giant isn't {@condition incapacitated}. On a failed save, the creature is {@condition charmed} by the giant. A creature {@condition charmed} in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, the creature is immune to this giant's Dreamwalker's Charm for 24 hours.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giant makes two Greatclub or Rock attacks.\"]},{\"name\":\"Greatclub\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 15 ft., one target. {@h}24 ({@damage 4d8 + 6}) bludgeoning damage.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 10} to hit, range 60/240 ft., one target. {@h}22 ({@damage 3d10 + 6}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 17} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Petrifying Touch\",\"entries\":[\"The giant touches one Medium or smaller creature within 10 feet of it that is {@condition charmed} by it. The target must make a {@dc 17} Constitution saving throw. On a failed save, the target becomes {@condition petrified}, and the giant can adhere the target to its stony body. {@spell greater restoration} spells and other magic that can undo petrification have no effect on a {@condition petrified} creature adhered to the giant unless the giant is dead, in which case the magic works normally, freeing the {@condition petrified} creature as well as ending the {@condition petrified} condition on it.\"]}],\"environment\":[\"coastal\",\"hill\",\"mountain\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/stone-giant-dreamwalker.mp3\"},\"attachedItems\":[\"greatclub|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"charmed\",\"petrified\",\"prone\"],\"savingThrowForced\":[\"charisma\",\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Storm Giant Quintessent\",\"source\":\"MPMM\",\"page\":235,\"otherSources\":[{\"source\":\"VGM\",\"page\":151}],\"size\":[\"H\"],\"type\":\"giant\",\"alignment\":[\"C\",\"G\"],\"alignmentPrefix\":\"Typically \",\"ac\":[12],\"hp\":{\"average\":230,\"formula\":\"20d12 + 100\"},\"speed\":{\"walk\":50,\"fly\":{\"number\":50,\"condition\":\"(hover)\"},\"swim\":50,\"canHover\":true},\"str\":29,\"dex\":14,\"con\":20,\"int\":17,\"wis\":20,\"cha\":19,\"save\":{\"str\":\"+14\",\"con\":\"+10\",\"wis\":\"+10\",\"cha\":\"+9\"},\"skill\":{\"arcana\":\"+8\",\"history\":\"+8\",\"perception\":\"+10\"},\"senses\":[\"truesight 60 ft.\"],\"passive\":20,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"lightning\",\"thunder\"],\"languages\":[\"Common\",\"Giant\"],\"cr\":\"16\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The giant can breathe air and water.\"]},{\"name\":\"Legendary Resistance (1/Day)\",\"entries\":[\"If the giant fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giant makes two Lightning Sword attacks, or it uses Wind Javelin twice.\"]},{\"name\":\"Lightning Sword\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 15 ft., one target. {@h}40 ({@damage 9d6 + 9}) lightning damage.\"]},{\"name\":\"Wind Javelin\",\"entries\":[\"The giant coalesces wind into a javelin-like form and hurls it at a creature it can see within 600 feet of it. The javelin deals 19 ({@damage 3d6 + 9}) force damage to the target, striking unerringly. The javelin disappears after it hits.\"]}],\"legendary\":[{\"name\":\"Gust\",\"entries\":[\"The giant targets a creature it can see within 60 feet of it and creates a magical gust of wind around the target, who must succeed on a {@dc 18} Strength saving throw or be moved up to 20 feet in any horizontal direction the giant chooses.\"]},{\"name\":\"Thunderbolt (Costs 2 Actions)\",\"entries\":[\"The giant hurls a thunderbolt at a creature it can see within 600 feet of it. The target must make a {@dc 18} Dexterity saving throw, taking 22 ({@damage 4d10}) thunder damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"One with the Storm (Costs 3 Actions)\",\"entries\":[\"The giant vanishes, dispersing itself into the storm surrounding its lair. The giant can end this effect at the start of any of its turns, becoming a giant once more and appearing in any location it chooses within its lair. While dispersed, the giant can't take any actions other than lair actions, and it can't be targeted by attacks, spells, or other effects. The giant can't use this ability outside its lair, nor can it use this ability if another creature is using a {@spell control weather} spell or similar magic to quell the storm.\"]}],\"legendaryGroup\":{\"name\":\"Storm Giant Quintessent\",\"source\":\"MPMM\"},\"environment\":[\"coastal\",\"desert\",\"mountain\",\"underwater\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/storm-giant-quintessent.mp3\"},\"traitTags\":[\"Amphibious\",\"Legendary Resistances\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"L\",\"O\",\"T\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"savingThrowForcedLegendary\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Summer Eladrin\",\"source\":\"MPMM\",\"page\":116,\"otherSources\":[{\"source\":\"MTF\",\"page\":196}],\"size\":[\"M\"],\"type\":{\"type\":\"fey\",\"tags\":[\"elf\"]},\"alignment\":[\"C\",\"N\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":165,\"formula\":\"22d8 + 66\"},\"speed\":{\"walk\":50},\"str\":19,\"dex\":21,\"con\":16,\"int\":14,\"wis\":12,\"cha\":18,\"skill\":{\"athletics\":\"+8\",\"intimidation\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"fire\"],\"languages\":[\"Common\",\"Elvish\",\"Sylvan\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Fearsome Presence\",\"entries\":[\"Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a {@dc 16} Wisdom saving throw. On a failed save, the creature becomes {@condition frightened} of the eladrin for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to any eladrin's Fearsome Presence for the next 24 hours.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The eladrin has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The eladrin makes two Longsword or Longbow attacks.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage, or 15 ({@damage 2d10 + 4}) slashing damage if used with two hands, plus 9 ({@damage 2d8}) fire damage.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 9} to hit, range 150/600 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage plus 9 ({@damage 2d8}) fire damage.\"]}],\"bonus\":[{\"name\":\"Fey Step {@recharge 4}\",\"entries\":[\"The eladrin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"The eladrin adds 3 to its AC against one melee attack that would hit it. To do so, the eladrin must see the attacker and be wielding a melee weapon.\"]}],\"environment\":[\"desert\",\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/summer-eladrin.mp3\"},\"attachedItems\":[\"longbow|phb\",\"longsword|phb\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"C\",\"E\",\"S\"],\"damageTags\":[\"F\",\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Swarm of Cranium Rats\",\"source\":\"MPMM\",\"page\":83,\"otherSources\":[{\"source\":\"VGM\",\"page\":133}],\"size\":[\"M\"],\"type\":{\"type\":\"aberration\",\"swarmSize\":\"T\"},\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[12],\"hp\":{\"average\":76,\"formula\":\"17d8\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":14,\"con\":10,\"int\":15,\"wis\":11,\"cha\":14,\"senses\":[\"darkvision 30 ft.\"],\"passive\":10,\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"prone\",\"restrained\",\"stunned\"],\"languages\":[\"telepathy 30 ft.\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"As long as it has more than half of its hit points remaining, the swarm casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell command}\",\"{@spell comprehend languages}\",\"{@spell detect thoughts}\"],\"daily\":{\"1e\":[\"{@spell confusion}\",\"{@spell dominate monster}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Swarm\",\"entries\":[\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.\"]},{\"name\":\"Telepathic Shroud\",\"entries\":[\"The swarm is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells.\"]}],\"action\":[{\"name\":\"Bites\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 0 ft., one target in the swarm's space. {@h}14 ({@damage 4d6}) piercing damage, or 7 ({@damage 2d6}) piercing damage if the swarm has half of its hit points or fewer, plus 22 ({@damage 5d8}) psychic damage.\"]}],\"bonus\":[{\"name\":\"Illumination\",\"entries\":[\"The swarm sheds dim light from its brains in a 5-foot radius, increases the illumination to bright light in a 5- to 20-foot radius (and dim light for an additional number of feet equal to the chosen radius), or extinguishes the light.\"]}],\"environment\":[\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/swarm-of-cranium-rats.mp3\"},\"senseTags\":[\"D\"],\"languageTags\":[\"TP\"],\"damageTags\":[\"P\",\"Y\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflictSpell\":[\"charmed\",\"prone\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Swarm of Rot Grubs\",\"source\":\"MPMM\",\"page\":237,\"otherSources\":[{\"source\":\"VGM\",\"page\":208},{\"source\":\"AATM\"}],\"size\":[\"M\"],\"type\":{\"type\":\"beast\",\"swarmSize\":\"T\"},\"alignment\":[\"U\"],\"ac\":[8],\"hp\":{\"average\":22,\"formula\":\"5d8\"},\"speed\":{\"walk\":5,\"climb\":5},\"str\":2,\"dex\":7,\"con\":10,\"int\":1,\"wis\":2,\"cha\":1,\"senses\":[\"blindsight 10 ft.\"],\"passive\":6,\"resist\":[\"piercing\",\"slashing\"],\"vulnerable\":[\"fire\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"prone\",\"restrained\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Swarm\",\"entries\":[\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny maggot. The swarm can't regain hit points or gain temporary hit points.\"]}],\"action\":[{\"name\":\"Bites\",\"entries\":[\"{@atk mw} {@hit 0} to hit, reach 0 ft., one creature in the swarm's space. {@h}7 ({@damage 2d6}) piercing damage, and the target must succeed on a {@dc 10} Constitution saving throw or be {@condition poisoned}. At the end of each of the {@condition poisoned} target's turns, the target takes 3 ({@damage 1d6}) poison damage. Whenever the {@condition poisoned} target takes fire damage, the target can repeat the saving throw, ending the effect on itself on a success. If the {@condition poisoned} target ends its turn with 0 hit points, it dies.\"]}],\"environment\":[\"swamp\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/swarm-of-rot-grubs.mp3\"},\"senseTags\":[\"B\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Swashbuckler\",\"source\":\"MPMM\",\"page\":238,\"otherSources\":[{\"source\":\"VGM\",\"page\":217}],\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item leather armor|PHB}\",\"suave defense\"]}],\"hp\":{\"average\":66,\"formula\":\"12d8 + 12\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":18,\"con\":12,\"int\":14,\"wis\":11,\"cha\":15,\"skill\":{\"acrobatics\":\"+8\",\"athletics\":\"+5\",\"persuasion\":\"+6\"},\"passive\":10,\"languages\":[\"any one language (usually Common)\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Suave Defense\",\"entries\":[\"While the swashbuckler is wearing light or no armor and wielding no {@item shield|PHB}, its AC includes its Charisma modifier.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The swashbuckler makes one Dagger attack and two Rapier attacks.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage.\"]},{\"name\":\"Rapier\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage.\"]}],\"bonus\":[{\"name\":\"Lightfooted\",\"entries\":[\"The swashbuckler takes the {@action Dash} or {@action Disengage} action.\"]}],\"environment\":[\"coastal\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/swashbuckler.mp3\"},\"attachedItems\":[\"dagger|phb\",\"rapier|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sword Wraith Commander\",\"source\":\"MPMM\",\"page\":239,\"otherSources\":[{\"source\":\"MTF\",\"page\":241}],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":18,\"from\":[\"{@item breastplate|PHB}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":127,\"formula\":\"15d8 + 60\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":14,\"con\":18,\"int\":11,\"wis\":12,\"cha\":14,\"skill\":{\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"frightened\",\"poisoned\",\"unconscious\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Turning Defiance\",\"entries\":[\"The commander and any other sword wraiths within 30 feet of it have advantage on saving throws against effects that turn Undead.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The commander doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The commander makes two Longsword or Longbow attacks.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]},{\"name\":\"Call to Honor (1/Day)\",\"entries\":[\"If the commander has taken damage during this combat, it gives itself advantage on attack rolls until the end of its next turn, and {@dice 1d4 + 1} {@creature sword wraith warrior|MPMM|sword wraith warriors} appear in unoccupied spaces within 30 feet of it. The warriors last until they drop to 0 hit points, and they take their turns immediately after the commander's turn on the same initiative count.\"]}],\"bonus\":[{\"name\":\"Martial Fury\",\"entries\":[\"The commander makes one Longsword or Longbow attack, which deals an extra 9 ({@damage 2d8}) necrotic damage on a hit, and attack rolls against it have advantage until the start of its next turn.\"]}],\"environment\":[\"grassland\",\"swamp\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/sword-wraith-commander.mp3\"},\"attachedItems\":[\"longbow|phb\",\"longsword|phb\"],\"traitTags\":[\"Turn Resistance\",\"Unusual Nature\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"N\",\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Sword Wraith Warrior\",\"source\":\"MPMM\",\"page\":239,\"otherSources\":[{\"source\":\"MTF\",\"page\":241}],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":16,\"from\":[\"{@item chain shirt|PHB}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":45,\"formula\":\"6d8 + 18\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":12,\"con\":17,\"int\":6,\"wis\":9,\"cha\":10,\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"resist\":[\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"frightened\",\"poisoned\",\"unconscious\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Unusual Nature\",\"entries\":[\"The warrior doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Battleaxe\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 3} to hit, range 150/600 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage.\"]}],\"bonus\":[{\"name\":\"Martial Fury\",\"entries\":[\"The warrior makes one Battleaxe or Longbow attack, and attack rolls against it have advantage until the start of its next turn.\"]}],\"environment\":[\"grassland\",\"swamp\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/sword-wraith-warrior.mp3\"},\"attachedItems\":[\"battleaxe|phb\",\"longbow|phb\"],\"traitTags\":[\"Unusual Nature\"],\"senseTags\":[\"D\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tanarukk\",\"source\":\"MPMM\",\"page\":240,\"otherSources\":[{\"source\":\"VGM\",\"page\":186}],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":95,\"formula\":\"10d8 + 50\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":13,\"con\":20,\"int\":9,\"wis\":9,\"cha\":9,\"skill\":{\"intimidation\":\"+2\",\"perception\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[\"fire\",\"poison\"],\"languages\":[\"Abyssal\",\"Common\",\"plus any one language\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The tanarukk has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The tanarukk makes one Bite attack and one Greatsword attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage.\"]}],\"bonus\":[{\"name\":\"Aggressive\",\"entries\":[\"The tanarukk moves up to its speed toward an enemy that it can see.\"]}],\"reaction\":[{\"name\":\"Unbridled Fury\",\"entries\":[\"In response to being hit by a melee attack, the tanarukk can make one Bite or Greatsword attack with advantage against the attacker.\"]}],\"environment\":[\"hill\",\"mountain\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/tanarukk.mp3\"},\"attachedItems\":[\"greatsword|phb\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"X\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Thorny Vegepygmy\",\"source\":\"MPMM\",\"page\":253,\"otherSources\":[{\"source\":\"VGM\",\"page\":197}],\"size\":[\"M\"],\"type\":\"plant\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":27,\"formula\":\"5d8 + 5\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":12,\"con\":13,\"int\":2,\"wis\":10,\"cha\":6,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[\"lightning\",\"piercing\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Plant Camouflage\",\"entries\":[\"The thorny has advantage on Dexterity ({@skill Stealth}) checks it makes in any terrain with ample obscuring vegetation.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The thorny regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the thorny's next turn. The thorny dies only if it starts its turn with 0 hit points and doesn't regenerate.\"]},{\"name\":\"Thorny Body\",\"entries\":[\"At the start of its turn, the thorny deals 2 ({@damage 1d4}) piercing damage to any creature grappling it.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d8 + 1}) piercing damage.\"]}],\"environment\":[\"forest\",\"swamp\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/thorny.mp3\"},\"traitTags\":[\"Camouflage\",\"Regeneration\"],\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Titivilus\",\"isNamedCreature\":true,\"source\":\"MPMM\",\"page\":242,\"otherSources\":[{\"source\":\"MTF\",\"page\":179}],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":150,\"formula\":\"20d8 + 60\"},\"speed\":{\"walk\":40,\"fly\":60},\"str\":19,\"dex\":22,\"con\":17,\"int\":24,\"wis\":22,\"cha\":26,\"save\":{\"dex\":\"+11\",\"con\":\"+8\",\"wis\":\"+11\",\"cha\":\"+13\"},\"skill\":{\"deception\":\"+13\",\"insight\":\"+11\",\"intimidation\":\"+13\",\"persuasion\":\"+13\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"16\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Titivilus casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 21}):\"],\"will\":[\"{@spell alter self}\",\"{@spell major image}\",\"{@spell nondetection}\",\"{@spell sending}\",\"{@spell suggestion}\"],\"daily\":{\"3e\":[\"{@spell mislead}\",\"{@spell modify memory}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Titivilus fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Titivilus has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Regeneration\",\"entries\":[\"Titivilus regains 10 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn't function at the start of his next turn. Titivilus dies only if he starts his turn with 0 hit points and doesn't regenerate.\"]},{\"name\":\"Ventriloquism\",\"entries\":[\"Whenever Titivilus speaks, he can choose a point within 60 feet of him; his voice emanates from that point.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Titivilus makes one Silver Sword attack, and he uses Frightful Word.\"]},{\"name\":\"Silver Sword\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) force damage, or 9 ({@damage 1d10 + 4}) force damage if used with two hands, plus 16 ({@damage 3d10}) necrotic damage. If the target is a creature, its hit point maximum is reduced by an amount equal to half the necrotic damage taken.\"]},{\"name\":\"Frightful Word\",\"entries\":[\"Titivilus targets one creature he can see within 10 feet of him. The target must succeed on a {@dc 21} Wisdom saving throw or become {@condition frightened} of him for 1 minute. While {@condition frightened} in this way, the target must take the {@action Dash} action and move away from Titivilus by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the {@action Dash} action. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Teleport\",\"entries\":[\"Titivilus teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.\"]},{\"name\":\"Twisting Words\",\"entries\":[\"Titivilus targets one creature he can see within 60 feet of him. The target must succeed on a {@dc 21} Charisma saving throw or become {@condition charmed} by Titivilus for 1 minute. The {@condition charmed} target can repeat the saving throw if Titivilus deals any damage to it. A creature that succeeds on the saving throw is immune to Titivilus's Twisting Words for 24 hours.\"]}],\"legendary\":[{\"name\":\"Corrupting Guidance\",\"entries\":[\"Titivilus uses Twisting Words. Alternatively, he targets one creature {@condition charmed} by him that is within 60 feet of him; that {@condition charmed} target must succeed on a {@dc 21} Charisma saving throw, or Titivilus decides how the target acts during its next turn.\"]},{\"name\":\"Teleport\",\"entries\":[\"Titivilus uses Teleport.\"]},{\"name\":\"Assault (Costs 2 Actions)\",\"entries\":[\"Titivilus makes one Silver Sword attack, or he uses Frightful Word.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/titivilus.mp3\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Regeneration\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Teleport\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"N\",\"O\"],\"damageTagsSpell\":[\"B\",\"P\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"HPR\",\"MW\"],\"conditionInflict\":[\"charmed\",\"frightened\"],\"conditionInflictSpell\":[\"blinded\",\"charmed\",\"deafened\",\"incapacitated\",\"invisible\"],\"savingThrowForced\":[\"charisma\",\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tlincalli\",\"source\":\"MPMM\",\"page\":242,\"otherSources\":[{\"source\":\"VGM\",\"page\":193}],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":85,\"formula\":\"10d10 + 30\"},\"speed\":{\"walk\":40},\"str\":16,\"dex\":13,\"con\":16,\"int\":8,\"wis\":12,\"cha\":8,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+4\",\"survival\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Tlincalli\"],\"cr\":\"5\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The tlincalli makes one Longsword or Spiked Chain attack and one Sting attack.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands.\"]},{\"name\":\"Spiked Chain\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target is {@condition grappled} (escape {@dc 11}) if it is a Large or smaller creature. Until this grapple ends, the target is {@condition restrained}, and the tlincalli can't use the spiked chain against another target.\"]},{\"name\":\"Sting\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 14 ({@damage 4d6}) poison damage, and the target must succeed on a {@dc 14} Constitution saving throw or be {@condition poisoned} for 1 minute. If it fails the saving throw by 5 or more, the target is also {@condition paralyzed} while {@condition poisoned}. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/tlincalli.mp3\"},\"attachedItems\":[\"longsword|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"paralyzed\",\"poisoned\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tortle\",\"source\":\"MPMM\",\"page\":244,\"otherSources\":[{\"source\":\"MTF\",\"page\":242}],\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":22,\"formula\":\"4d8 + 4\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":10,\"con\":12,\"int\":11,\"wis\":13,\"cha\":12,\"skill\":{\"athletics\":\"+4\",\"survival\":\"+3\"},\"passive\":11,\"languages\":[\"Aquan\",\"Common\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Hold Breath\",\"entries\":[\"The tortle can hold its breath for 1 hour.\"]}],\"action\":[{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands in melee.\"]},{\"name\":\"Light Crossbow\",\"entries\":[\"{@atk rw} {@hit 2} to hit, range 80/320 ft., one target. {@h}4 ({@damage 1d8}) piercing damage.\"]},{\"name\":\"Shell Defense\",\"entries\":[\"The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is {@condition prone}, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge.\"]}],\"environment\":[\"coastal\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/tortle.mp3\"},\"attachedItems\":[\"light crossbow|phb\",\"spear|phb\"],\"traitTags\":[\"Hold Breath\"],\"languageTags\":[\"AQ\",\"C\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tortle Druid\",\"source\":\"MPMM\",\"page\":244,\"otherSources\":[{\"source\":\"MTF\",\"page\":242}],\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":10,\"con\":12,\"int\":11,\"wis\":15,\"cha\":12,\"skill\":{\"animal handling\":\"+4\",\"nature\":\"+2\",\"survival\":\"+4\"},\"passive\":12,\"languages\":[\"Aquan\",\"Common\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The tortle casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 12}):\"],\"will\":[\"{@spell druidcraft}\",\"{@spell guidance}\"],\"daily\":{\"2e\":[\"{@spell cure wounds}\",\"{@spell hold person}\",\"{@spell speak with animals}\",\"{@spell thunderwave}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Hold Breath\",\"entries\":[\"The tortle can hold its breath for 1 hour.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The tortle makes four Claw attacks or two {@skill Nature}'s Wrath attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage.\"]},{\"name\":\"Nature's Wrath\",\"entries\":[\"{@atk rs} {@hit 4} to hit, range 90 ft., one target. {@h}9 ({@damage 2d6 + 2}) damage of a type chosen by the tortle: cold, fire, lightning, or thunder.\"]},{\"name\":\"Shell Defense\",\"entries\":[\"The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is {@condition prone}, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge.\"]}],\"environment\":[\"coastal\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/tortle-druid.mp3\"},\"traitTags\":[\"Hold Breath\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AQ\",\"C\"],\"damageTags\":[\"S\"],\"damageTagsSpell\":[\"T\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"paralyzed\"],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Transmuter Wizard\",\"source\":\"MPMM\",\"page\":265,\"otherSources\":[{\"source\":\"VGM\",\"page\":218}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\"},\"alignment\":[\"A\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":49,\"formula\":\"11d8\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":14,\"con\":11,\"int\":17,\"wis\":12,\"cha\":11,\"save\":{\"int\":\"+6\",\"wis\":\"+4\"},\"skill\":{\"arcana\":\"+6\",\"history\":\"+6\"},\"passive\":11,\"languages\":[\"any four languages\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The transmuter casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 14}):\"],\"will\":[\"{@spell light}\",\"{@spell message}\",\"{@spell prestidigitation}\"],\"daily\":{\"2e\":[\"{@spell fireball}\",\"{@spell hold person}\",\"{@spell knock}\",\"{@spell mage armor}\",\"{@spell polymorph}\",\"{@spell slow}\"],\"1e\":[\"{@spell telekinesis}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Transmuter's Stone\",\"entries\":[\"The transmuter carries a magic stone it crafted. The stone grants it one of the following benefits while bearing the stone; the transmuter chooses the benefit at the end of each long rest:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Darkvision\",\"entry\":\"The transmuter has {@sense darkvision} out to a range of 60 feet.\"},{\"type\":\"item\",\"name\":\"Resilience\",\"entry\":\"The transmuter has proficiency in Constitution saving throws. \"},{\"type\":\"item\",\"name\":\"Resistance\",\"entry\":\"Resistance. The transmuter has resistance to acid, cold, fire, lightning, or thunder damage (transmuter's choice whenever choosing this benefit).\"},{\"type\":\"item\",\"name\":\"Speed\",\"entry\":\"The transmuter's walking speed is increased by 10 feet.\"}]}]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The transmuter makes three Arcane Burst attacks.\"]},{\"name\":\"Arcane Burst\",\"entries\":[\"{@atk ms,rs} {@hit 6} to hit, reach 5 ft. or range 120 ft., one target. {@h}19 ({@damage 3d10 + 3}) acid damage.\"]}],\"bonus\":[{\"name\":\"Transmute {@recharge 4}\",\"entries\":[\"The transmuter casts {@spell alter self} or changes the benefit of Transmuter's Stone if bearing the stone.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/transmuter.mp3\"},\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"X\"],\"damageTags\":[\"A\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"O\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Trapper\",\"source\":\"MPMM\",\"page\":245,\"otherSources\":[{\"source\":\"VGM\",\"page\":194}],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":68,\"formula\":\"8d10 + 24\"},\"speed\":{\"walk\":20,\"climb\":20},\"str\":17,\"dex\":10,\"con\":17,\"int\":2,\"wis\":13,\"cha\":4,\"skill\":{\"stealth\":\"+2\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 60 ft.\"],\"passive\":11,\"cr\":\"3\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"If the trapper is motionless on a floor, wall, or ceiling at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the trapper move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the trapper isn't part of the floor, wall, or ceiling.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The trapper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Smother\",\"entries\":[\"One Large or smaller creature within 10 feet of the trapper must succeed on a {@dc 13} Dexterity saving throw or be {@condition grappled} (escape {@dc 14}). Until the grapple ends, the target takes 13 ({@damage 3d6 + 3}) bludgeoning damage plus 3 ({@damage 1d6}) acid damage at the start of each of its turns. While {@condition grappled} in this way, the target is {@condition restrained}, {@condition blinded}, and deprived of air. The trapper can smother only one creature at a time.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/trapper.mp3\"},\"traitTags\":[\"False Appearance\",\"Spider Climb\"],\"senseTags\":[\"B\",\"D\"],\"damageTags\":[\"A\",\"B\"],\"conditionInflict\":[\"blinded\",\"grappled\",\"restrained\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ulitharid\",\"source\":\"MPMM\",\"page\":249,\"otherSources\":[{\"source\":\"VGM\",\"page\":175}],\"size\":[\"L\"],\"type\":{\"type\":\"aberration\",\"tags\":[\"mind flayer\"]},\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":15,\"from\":[\"{@item breastplate|phb}\"]}],\"hp\":{\"average\":127,\"formula\":\"17d10 + 14\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":12,\"con\":15,\"int\":21,\"wis\":19,\"cha\":21,\"save\":{\"int\":\"+9\",\"wis\":\"+8\",\"cha\":\"+9\"},\"skill\":{\"arcana\":\"+9\",\"insight\":\"+8\",\"perception\":\"+8\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":18,\"languages\":[\"Deep Speech\",\"Undercommon\",\"telepathy 2 miles\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The ulitharid casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 17}):\"],\"will\":[\"{@spell detect thoughts}\",\"{@spell levitate}\"],\"daily\":{\"1e\":[\"{@spell dominate monster}\",\"{@spell feeblemind}\",\"{@spell mass suggestion}\",\"{@spell plane shift} (self only)\",\"{@spell project image}\",\"{@spell scrying}\",\"{@spell telekinesis}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Creature Sense\",\"entries\":[\"The ulitharid is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature's intelligence score, but can't sense anything else about it. A creature protected by a {@spell mind blank} spell, a {@spell nondetection} spell, or similar magic can't be perceived in this manner.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The ulitharid has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Psionic Hub\",\"entries\":[\"If an elder brain establishes a psychic link with the ulitharid, the elder brain can form a psychic link with any other creature the ulitharid can detect using its Creature Sense. Any such link ends if the creature falls outside the telepathy ranges of both the ulitharid and the elder brain. The ulitharid can maintain its psychic link with the elder brain regardless of the distance between them, so long as they are both on the same plane of existence. If the ulitharid is more than 5 miles away from the elder brain, it can end the psychic link at any time (no action required).\"]}],\"action\":[{\"name\":\"Tentacles\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one creature. {@h}27 ({@damage 4d10 + 5}) psychic damage. If the target is Large or smaller, it is {@condition grappled} (escape {@dc 14}) and must succeed on a {@dc 17} Intelligence saving throw or be {@condition stunned} until this grapple ends.\"]},{\"name\":\"Extract Brain\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one {@condition incapacitated} Humanoid {@condition grappled} by the ulitharid. {@h}55 ({@damage 10d10}) piercing damage. If this damage reduces the target to 0 hit points, the ulitharid kills the target by extracting and devouring its brain.\"]},{\"name\":\"Mind Blast {@recharge 5}\",\"entries\":[\"The ulitharid magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a {@dc 17} Intelligence saving throw or take 31 ({@damage 4d12 + 5}) psychic damage and be {@condition stunned} for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/ulitharid.mp3\"},\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Tentacles\"],\"languageTags\":[\"DS\",\"TP\",\"U\"],\"damageTags\":[\"P\",\"Y\"],\"damageTagsSpell\":[\"Y\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"stunned\"],\"conditionInflictSpell\":[\"blinded\",\"charmed\",\"deafened\",\"frightened\",\"restrained\",\"unconscious\"],\"savingThrowForced\":[\"intelligence\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Vampiric Mist\",\"source\":\"MPMM\",\"page\":250,\"otherSources\":[{\"source\":\"MTF\",\"page\":246},{\"source\":\"AATM\"},{\"source\":\"BMT\"}],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[13],\"hp\":{\"average\":30,\"formula\":\"4d8 + 12\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":6,\"dex\":16,\"con\":16,\"int\":6,\"wis\":12,\"cha\":7,\"save\":{\"wis\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"acid\",\"cold\",\"lightning\",\"necrotic\",\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Life Sense\",\"entries\":[\"The mist can sense the location of any creature within 60 feet of it, unless that creature's type is Construct or Undead.\"]},{\"name\":\"Forbiddance\",\"entries\":[\"The mist can't enter a residence without an invitation from one of the occupants.\"]},{\"name\":\"Misty Form\",\"entries\":[\"The mist can occupy another creature's space and vice versa. In addition, if air can pass through a space, the mist can pass through it without squeezing. Each foot of movement in water costs it 2 extra feet, rather than 1 extra foot. The mist can't manipulate objects in any way that requires fingers or manual dexterity.\"]},{\"name\":\"Sunlight Hypersensitivity\",\"entries\":[\"The mist takes 10 radiant damage whenever it starts its turn in sunlight. While in sunlight, the mist has disadvantage on attack rolls and ability checks.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The mist doesn't require air or sleep.\"]}],\"action\":[{\"name\":\"Life Drain\",\"entries\":[\"The mist touches one creature in its space. The target must succeed on a {@dc 13} Constitution saving throw (Undead and Constructs automatically succeed), or it takes 10 ({@damage 2d6 + 3}) necrotic damage, the mist regains 10 hit points, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.\"]}],\"environment\":[\"arctic\",\"coastal\",\"forest\",\"grassland\",\"mountain\",\"swamp\",\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/vampiric-mist.mp3\"},\"altArt\":[{\"name\":\"Vampiric Mist (Alt)\",\"source\":\"TftYP\"}],\"traitTags\":[\"Sunlight Sensitivity\",\"Unusual Nature\"],\"senseTags\":[\"D\"],\"damageTags\":[\"N\",\"R\"],\"miscTags\":[\"HPR\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Vargouille\",\"source\":\"MPMM\",\"page\":251,\"otherSources\":[{\"source\":\"VGM\",\"page\":195},{\"source\":\"AATM\"}],\"size\":[\"T\"],\"type\":\"fiend\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[12],\"hp\":{\"average\":18,\"formula\":\"4d4 + 8\"},\"speed\":{\"walk\":5,\"fly\":40},\"str\":6,\"dex\":14,\"con\":14,\"int\":4,\"wis\":7,\"cha\":2,\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"understands Abyssal\",\"Infernal\",\"and any languages it knew before becoming a vargouille but can't speak\"],\"cr\":\"1\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage plus 10 ({@damage 3d6}) poison damage.\"]},{\"name\":\"Abyssal Curse\",\"entries\":[\"The vargouille targets one {@condition incapacitated} Humanoid within 5 feet of it. The target must succeed on a {@dc 12} Charisma saving throw or become cursed. The cursed target loses 1 point of Charisma after each hour, as its head takes on fiendish aspects. The curse doesn't advance while the target is in sunlight or the area of a {@spell daylight} spell; don't count that time. When the cursed target's Charisma becomes 2, it dies, and its head tears from its body and becomes a new vargouille. Casting {@spell remove curse}, {@spell greater restoration}, or a similar spell on the target before the transformation is complete can end the curse. Doing so undoes the changes made to the target by the curse.\"]},{\"name\":\"Stunning Shriek {@recharge 5}\",\"entries\":[\"The vargouille shrieks. Each Humanoid and Beast within 30 feet of the vargouille and able to hear it must succeed on a {@dc 12} Wisdom saving throw or be {@condition frightened} of the vargouille until the end of the vargouille's next turn. While {@condition frightened} in this way, a target is {@condition stunned}. If a target's saving throw is successful or the effect ends for it, the target is immune to the Stunning Shriek of all vargouilles for 1 hour.\"]}],\"environment\":[\"desert\",\"swamp\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/vargouille.mp3\"},\"senseTags\":[\"D\"],\"languageTags\":[\"AB\",\"CS\",\"I\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"CUR\",\"MW\"],\"conditionInflict\":[\"frightened\",\"stunned\"],\"savingThrowForced\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Vegepygmy\",\"source\":\"MPMM\",\"page\":252,\"otherSources\":[{\"source\":\"VGM\",\"page\":196}],\"size\":[\"S\"],\"type\":\"plant\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":13,\"formula\":\"3d6 + 3\"},\"speed\":{\"walk\":30},\"str\":7,\"dex\":14,\"con\":13,\"int\":6,\"wis\":11,\"cha\":7,\"skill\":{\"perception\":\"+2\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[\"lightning\",\"piercing\"],\"languages\":[\"Vegepygmy\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Plant Camouflage\",\"entries\":[\"The vegepygmy has advantage on Dexterity ({@skill Stealth}) checks it makes in any terrain with ample obscuring vegetation.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The vegepygmy regains 3 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the vegepygmy's next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn't regenerate.\"]}],\"action\":[{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage.\"]},{\"name\":\"Sling\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage.\"]}],\"environment\":[\"forest\",\"swamp\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/vegepygmy.mp3\"},\"attachedItems\":[\"sling|phb\"],\"traitTags\":[\"Camouflage\",\"Regeneration\"],\"senseTags\":[\"D\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"B\",\"S\"],\"miscTags\":[\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Vegepygmy Chief\",\"source\":\"MPMM\",\"page\":253,\"otherSources\":[{\"source\":\"VGM\",\"page\":197}],\"size\":[\"S\"],\"type\":\"plant\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":33,\"formula\":\"6d6 + 12\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":14,\"con\":14,\"int\":7,\"wis\":12,\"cha\":9,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"lightning\",\"piercing\"],\"languages\":[\"Vegepygmy\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Plant Camouflage\",\"entries\":[\"The vegepygmy has advantage on Dexterity ({@skill Stealth}) checks it makes in any terrain with ample obscuring vegetation.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The vegepygmy regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the vegepygmy's next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn't regenerate.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The vegepygmy makes two Claw attacks or two melee Spear attacks.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack.\"]},{\"name\":\"Spores (1/Day)\",\"entries\":[\"A 15-foot-radius cloud of toxic spores extends out from the vegepygmy. The spores spread around corners. Each creature in that area that isn't a Plant must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned}. While {@condition poisoned} in this way, a target takes 9 ({@damage 2d8}) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"forest\",\"swamp\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/vegepygmy-chief.mp3\"},\"attachedItems\":[\"spear|phb\"],\"traitTags\":[\"Camouflage\",\"Regeneration\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Velociraptor\",\"source\":\"MPMM\",\"page\":96,\"otherSources\":[{\"source\":\"VGM\",\"page\":140}],\"size\":[\"T\"],\"type\":{\"type\":\"beast\",\"tags\":[\"dinosaur\"]},\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":10,\"formula\":\"3d4 + 3\"},\"speed\":{\"walk\":30},\"str\":6,\"dex\":14,\"con\":13,\"int\":4,\"wis\":12,\"cha\":6,\"skill\":{\"perception\":\"+3\"},\"passive\":13,\"cr\":\"1/4\",\"trait\":[{\"name\":\"Pack Tactics\",\"entries\":[\"The velociraptor has advantage on an attack roll against a creature if at least one of the velociraptor's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The velociraptor makes one Bite attack and one Claw attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage.\"]}],\"environment\":[\"forest\",\"grassland\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/velociraptor.mp3\"},\"traitTags\":[\"Pack Tactics\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Venom Troll\",\"source\":\"MPMM\",\"page\":248,\"otherSources\":[{\"source\":\"MTF\",\"page\":245}],\"size\":[\"L\"],\"type\":\"giant\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":94,\"formula\":\"9d10 + 45\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":13,\"con\":20,\"int\":7,\"wis\":9,\"cha\":7,\"skill\":{\"perception\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Giant\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Poison Splash\",\"entries\":[\"When the troll takes damage of any type but psychic, each creature within 5 feet of the troll takes 9 ({@damage 2d8}) poison damage.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The troll regains 10 hit points at the start of each of its turns. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The troll makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 4 ({@damage 1d8}) poison damage, and the creature is {@condition poisoned} until the start of the troll's next turn.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage plus 4 ({@damage 1d8}) poison damage.\"]},{\"name\":\"Venom Spray {@recharge}\",\"entries\":[\"The troll slices itself with a claw, releasing a spray of poison in a 15-foot cube. The troll takes 7 ({@damage 2d6}) slashing damage (this damage can't be reduced in any way). Each creature in the area must make a {@dc 16} Constitution saving throw. On a failed save, a creature takes 18 ({@damage 4d8}) poison damage and is {@condition poisoned} for 1 minute. On a successful save, the creature takes half as much damage and isn't {@condition poisoned}. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"forest\",\"swamp\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/venom-troll.mp3\"},\"traitTags\":[\"Regeneration\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"War Priest\",\"source\":\"MPMM\",\"page\":254,\"otherSources\":[{\"source\":\"VGM\",\"page\":218}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"cleric\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|phb|plate}\"]}],\"hp\":{\"average\":117,\"formula\":\"18d8 + 36\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":10,\"con\":14,\"int\":11,\"wis\":17,\"cha\":13,\"save\":{\"con\":\"+6\",\"wis\":\"+7\"},\"skill\":{\"intimidation\":\"+5\",\"religion\":\"+4\"},\"passive\":13,\"languages\":[\"any two languages\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The war priest casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell light}\",\"{@spell spare the dying}\",\"{@spell thaumaturgy}\"],\"daily\":{\"1e\":[\"{@spell banishment}\",\"{@spell command}\",\"{@spell dispel magic}\",\"{@spell flame strike}\",\"{@spell guardian of faith}\",\"{@spell hold person}\",\"{@spell lesser restoration}\",\"{@spell revivify}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The war priest makes two Maul attacks, and it uses Holy Fire.\"]},{\"name\":\"Maul\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage plus {@h}10 ({@damage 3d6}) radiant damage.\"]},{\"name\":\"Holy Fire\",\"entries\":[\"The war priest targets one creature it can see within 60 feet of it. The target must make a {@dc 15} Wisdom saving throw. On a failed save, the target takes 12 ({@damage 2d8 + 3}) radiant damage, and it is {@condition blinded} until the start of the war priest's next turn. On a successful save, the target takes half as much damage and isn't {@condition blinded}.\"]}],\"bonus\":[{\"name\":\"Healing Light {@recharge 4}\",\"entries\":[\"The war priest or one creature of its choice within 60 feet of it regains 12 ({@dice 2d8 + 3}) hit points.\"]}],\"environment\":[\"desert\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/war-priest.mp3\"},\"attachedItems\":[\"maul|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"X\"],\"damageTags\":[\"B\",\"R\"],\"damageTagsSpell\":[\"F\",\"R\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"blinded\"],\"conditionInflictSpell\":[\"incapacitated\",\"paralyzed\",\"prone\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Warlock of the Archfey\",\"source\":\"MPMM\",\"page\":255,\"otherSources\":[{\"source\":\"VGM\",\"page\":219}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\"},\"alignment\":[\"A\"],\"ac\":[13,{\"ac\":16,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":67,\"formula\":\"15d8\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":16,\"con\":11,\"int\":11,\"wis\":12,\"cha\":18,\"save\":{\"wis\":\"+3\",\"cha\":\"+6\"},\"skill\":{\"arcana\":\"+2\",\"deception\":\"+6\",\"nature\":\"+2\",\"persuasion\":\"+6\"},\"passive\":11,\"conditionImmune\":[\"charmed\"],\"languages\":[\"any two languages (usually Sylvan)\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The warlock casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 14}): \"],\"will\":[\"{@spell dancing lights}\",\"{@spell disguise self}\",\"{@spell mage armor} (self only)\",\"{@spell mage hand}\",\"{@spell minor illusion}\",\"{@spell prestidigitation}\",\"{@spell speak with animals}\"],\"daily\":{\"1e\":[\"{@spell charm person}\",\"{@spell dimension door}\",\"{@spell hold monster}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The warlock makes two Rapier attacks, or it uses Bewildering Word twice.\"]},{\"name\":\"Rapier\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 7 ({@damage 2d6}) force damage.\"]},{\"name\":\"Bewildering Word\",\"entries\":[\"The warlock utters a magical bewilderment, targeting one creature it can see within 60 feet of it. The target must succeed on a {@dc 14} Wisdom saving throw or take 9 ({@damage 2d8}) psychic damage and have disadvantage on attack rolls until the end of the warlock's next turn.\"]}],\"reaction\":[{\"name\":\"Misty Escape (Recharges after a Short or Long Rest)\",\"entries\":[\"In response to taking damage, the warlock turns {@condition invisible} and teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. It remains {@condition invisible} until the start of its next turn or until it attacks, makes a damage roll, or casts a spell.\"]}],\"environment\":[\"arctic\",\"forest\",\"mountain\",\"swamp\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/warlock-of-the-archfey.mp3\"},\"attachedItems\":[\"rapier|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"S\",\"X\"],\"damageTags\":[\"O\",\"P\",\"Y\"],\"damageTagsSpell\":[\"O\"],\"spellcastingTags\":[\"CL\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"charmed\",\"frightened\",\"paralyzed\",\"unconscious\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Warlock of the Fiend\",\"source\":\"MPMM\",\"page\":255,\"otherSources\":[{\"source\":\"VGM\",\"page\":219}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\"},\"alignment\":[\"A\"],\"ac\":[13,{\"ac\":16,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":78,\"formula\":\"12d8 + 24\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":16,\"con\":15,\"int\":12,\"wis\":12,\"cha\":18,\"save\":{\"wis\":\"+4\",\"cha\":\"+7\"},\"skill\":{\"arcana\":\"+4\",\"deception\":\"+7\",\"persuasion\":\"+7\",\"religion\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"languages\":[\"any two languages (usually Abyssal or Infernal)\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The warlock casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 15}): \"],\"will\":[\"{@spell alter self}\",\"{@spell mage armor} (self only)\",\"{@spell mage hand}\",\"{@spell minor illusion}\",\"{@spell prestidigitation}\"],\"daily\":{\"1e\":[\"{@spell banishment}\",\"{@spell plane shift}\",\"{@spell suggestion}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Dark One's Own Luck (Recharges after a Short or Long Rest)\",\"entries\":[\"When the warlock makes an ability check or saving throw, it can add a {@dice d10} to the roll. It can do this after the roll is made but before any of the roll's effects occur.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The warlock makes three Scimitar attacks.\"]},{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage plus 14 ({@damage 4d6}) fire damage.\"]},{\"name\":\"Hellfire\",\"entries\":[\"Green flame explodes in a 10-foot-radius sphere centered on a point within 120 feet of the warlock. Each creature in that area must make a {@dc 15} Dexterity saving throw, taking 16 ({@damage 3d10}) fire damage and 11 ({@damage 2d10}) necrotic damage on a failed save, or half as much damage on a successful one.\"]}],\"reaction\":[{\"name\":\"Fiendish Rebuke (3/Day)\",\"entries\":[\"In response to being damaged by a visible creature within 60 feet of it, the warlock forces that creature to make a {@dc 15} Constitution saving throw, taking 22 ({@damage 4d10}) necrotic damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"arctic\",\"desert\",\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/warlock-of-the-fiend.mp3\"},\"attachedItems\":[\"scimitar|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"I\",\"X\"],\"damageTags\":[\"B\",\"F\",\"N\"],\"damageTagsSpell\":[\"B\",\"P\",\"S\"],\"spellcastingTags\":[\"CL\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"savingThrowForcedSpell\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Warlock of the Great Old One\",\"source\":\"MPMM\",\"page\":256,\"otherSources\":[{\"source\":\"VGM\",\"page\":220},{\"source\":\"BMT\"}],\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[13,{\"ac\":16,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":91,\"formula\":\"14d8 + 28\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":16,\"con\":15,\"int\":12,\"wis\":12,\"cha\":18,\"save\":{\"wis\":\"+4\",\"cha\":\"+7\"},\"skill\":{\"arcana\":\"+4\",\"history\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"psychic\"],\"languages\":[\"any two languages\",\"telepathy 30 ft.\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The warlock casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 15}): \"],\"will\":[\"{@spell detect magic}\",\"{@spell guidance}\",\"{@spell levitate}\",\"{@spell mage armor} (self only)\",\"{@spell mage hand}\",\"{@spell minor illusion}\",\"{@spell prestidigitation}\"],\"daily\":{\"1e\":[\"{@spell arcane gate}\",\"{@spell detect thoughts}\",\"{@spell true seeing}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Whispering Aura\",\"entries\":[\"At the start of each of the warlock's turns, each creature of its choice within 10 feet of it must succeed on a {@dc 15} Wisdom saving throw or take 10 ({@damage 3d6}) psychic damage, provided that the warlock isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The warlock makes two Dagger attacks.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 10 ({@damage 3d6}) psychic damage.\"]},{\"name\":\"Howling Void\",\"entries\":[\"The warlock opens a momentary extraplanar rift within 60 feet of it. The rift is a scream-filled, 20-foot cube. Each creature in that area must make a {@dc 15} Wisdom saving throw. On a failed save, a creature takes 9 ({@damage 2d8}) psychic damage and is {@condition frightened} of the warlock until the start of the warlock's next turn. On a successful save, a creature takes half as much damage and isn't {@condition frightened}.\"]}],\"environment\":[\"arctic\",\"hill\",\"mountain\",\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/warlock-of-the-great-old-one.mp3\"},\"attachedItems\":[\"dagger|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"X\"],\"damageTags\":[\"P\",\"Y\"],\"spellcastingTags\":[\"CL\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"frightened\"],\"conditionInflictSpell\":[\"charmed\",\"restrained\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Warlord\",\"source\":\"MPMM\",\"page\":257,\"otherSources\":[{\"source\":\"VGM\",\"page\":220}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\"},\"alignment\":[\"A\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|phb|plate}\"]}],\"hp\":{\"average\":229,\"formula\":\"27d8 + 108\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":16,\"con\":18,\"int\":12,\"wis\":12,\"cha\":18,\"save\":{\"str\":\"+9\",\"dex\":\"+7\",\"con\":\"+8\"},\"skill\":{\"athletics\":\"+9\",\"intimidation\":\"+8\",\"perception\":\"+5\",\"persuasion\":\"+8\"},\"passive\":15,\"languages\":[\"any two languages\"],\"cr\":\"12\",\"trait\":[{\"name\":\"Indomitable (3/Day)\",\"entries\":[\"The warlord can reroll a saving throw it fails. It must use the new roll.\"]},{\"name\":\"Survivor\",\"entries\":[\"The warlord regains 10 hit points at the start of its turn if it has fewer than half its hit points but at least 1 hit point.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The warlord makes two Greatsword or Short bow attacks.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 7} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]}],\"legendary\":[{\"name\":\"Command Ally\",\"entries\":[\"The warlord targets one ally it can see within 30 feet of it. if the target can see and hear the warlord, the target can make one weapon attack as a reaction and gains advantage on the attack roll.\"]},{\"name\":\"Weapon Attack\",\"entries\":[\"The warlord makes one Greatsword or Shortbow attack.\"]},{\"name\":\"Frighten Foe (Costs 2 Actions)\",\"entries\":[\"The warlord targets one creature it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a {@dc 16} Wisdom saving throw or be {@condition frightened} until the end of warlord's next turn.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/warlord.mp3\"},\"attachedItems\":[\"greatsword|phb\",\"shortbow|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"X\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Wastrilith\",\"source\":\"MPMM\",\"page\":258,\"otherSources\":[{\"source\":\"MTF\",\"page\":139}],\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":157,\"formula\":\"15d10 + 75\"},\"speed\":{\"walk\":30,\"swim\":80},\"str\":19,\"dex\":18,\"con\":21,\"int\":19,\"wis\":12,\"cha\":14,\"save\":{\"str\":\"+9\",\"con\":\"+10\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":11,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"telepathy 120 ft.\"],\"cr\":\"13\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The wastrilith can breathe air and water.\"]},{\"name\":\"Corrupt Water\",\"entries\":[\"At the start of each of the wastrilith's turns, exposed water within 30 feet of it is befouled. Underwater, this effect lightly obscures the area until a current clears it away. Water in containers remains corrupted until it evaporates.\",\"A creature that consumes this foul water or swims in it must make a {@dc 18} Constitution saving throw. On a successful save, the creature is immune to the foul water for 24 hours. On a failed save, the creature takes 14 ({@damage 4d6}) poison damage and is {@condition poisoned} for 1 minute. At the end of this time, the {@condition poisoned} creature must repeat the saving throw. On a failure, the creature takes 18 ({@damage 4d8}) poison damage and is {@condition poisoned} until it finishes a long rest.\",\"If another demon drinks the foul water as an action, it gains 11 ({@dice 2d10}) temporary hit points.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The wastrilith has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The wastrilith makes one Bite attack and two Claw attacks, and it uses Grasping Spout.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}30 ({@damage 4d12 + 4}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}18 ({@damage 4d6 + 4}) slashing damage.\"]},{\"name\":\"Grasping Spout\",\"entries\":[\"The wastrilith magically launches a spout of water at one creature it can see within 60 feet of it. The target must make a {@dc 17} Strength saving throw, and it has disadvantage if it's underwater. On a failed save, it takes 22 ({@damage 4d8 + 4}) acid damage and is pulled up to 60 feet toward the wastrilith. On a successful save, it takes half as much damage and isn't pulled.\"]}],\"bonus\":[{\"name\":\"Undertow\",\"entries\":[\"If the wastrilith is underwater, it causes all water within 60 feet of it to be {@quickref difficult terrain||3} for other creatures until the start of its next turn.\"]}],\"environment\":[\"coastal\",\"swamp\",\"underdark\",\"underwater\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/wastrilith.mp3\"},\"traitTags\":[\"Amphibious\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"TP\"],\"damageTags\":[\"A\",\"I\",\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Water Elemental Myrmidon\",\"source\":\"MPMM\",\"page\":123,\"otherSources\":[{\"source\":\"MTF\",\"page\":203}],\"size\":[\"M\"],\"type\":\"elemental\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|PHB|plate}\"]}],\"hp\":{\"average\":127,\"formula\":\"17d8 + 51\"},\"speed\":{\"walk\":40,\"swim\":40},\"str\":18,\"dex\":14,\"con\":16,\"int\":8,\"wis\":10,\"cha\":10,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"acid\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"paralyzed\",\"petrified\",\"poisoned\",\"prone\"],\"languages\":[\"Aquan\",\"one language of its creator's choice\"],\"cr\":\"7\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The myrmidon makes three Trident attacks.\"]},{\"name\":\"Trident\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) force damage, or 8 ({@damage 1d8 + 4}) force damage if used with two hands to make a melee attack.\"]},{\"name\":\"Freezing Strikes {@recharge}\",\"entries\":[\"The myrmidon uses Multiattack. Each attack that hits deals an extra 5 ({@damage 1d10}) cold damage. A target that is hit by one or more of these attacks has its speed reduced by 10 feet until the end of the myrmidon's next turn.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/water-elemental-myrmidon.mp3\"},\"attachedItems\":[\"trident|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AQ\"],\"damageTags\":[\"C\",\"O\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"White Abishai\",\"source\":\"MPMM\",\"page\":41,\"otherSources\":[{\"source\":\"MTF\",\"page\":163},{\"source\":\"CoA\"}],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":68,\"formula\":\"8d8 + 32\"},\"speed\":{\"walk\":30,\"fly\":40},\"str\":16,\"dex\":11,\"con\":18,\"int\":11,\"wis\":12,\"cha\":13,\"save\":{\"str\":\"+6\",\"con\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":11,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"cold\",\"fire\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Draconic\",\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the abishai's {@sense darkvision}.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The abishai has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Reckless\",\"entries\":[\"At the start of its turn, the abishai can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The abishai makes one Bite attack, one Claw attack, and one Longsword attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 3 ({@damage 1d6}) cold damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) slashing damage.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) force damage, or 8 ({@damage 1d10 + 3}) force damage if used with two hands.\"]}],\"reaction\":[{\"name\":\"Vicious Reprisal\",\"entries\":[\"In response to taking damage, the abishai makes one Bite attack against a random creature within 5 feet of it. If no creature is within reach, the abishai moves up to half its speed toward an enemy it can see, without provoking {@action opportunity attack||opportunity attacks}.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/white-abishai.mp3\"},\"attachedItems\":[\"longsword|phb\"],\"traitTags\":[\"Devil's Sight\",\"Magic Resistance\",\"Reckless\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DR\",\"I\",\"TP\"],\"damageTags\":[\"C\",\"O\",\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Winter Eladrin\",\"source\":\"MPMM\",\"page\":117,\"otherSources\":[{\"source\":\"MTF\",\"page\":197}],\"size\":[\"M\"],\"type\":{\"type\":\"fey\",\"tags\":[\"elf\"]},\"alignment\":[\"C\",\"N\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":165,\"formula\":\"22d8 + 66\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":16,\"con\":16,\"int\":18,\"wis\":17,\"cha\":13,\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"cold\"],\"languages\":[\"Common\",\"Elvish\",\"Sylvan\"],\"cr\":\"10\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The eladrin casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 16}):\"],\"will\":[\"{@spell fog cloud}\",\"{@spell gust of wind}\",\"{@spell sleet storm}\"],\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The eladrin has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Sorrowful Presence\",\"entries\":[\"Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a {@dc 13} Wisdom saving throw. On a failed save, the creature becomes {@condition charmed} by the eladrin for 1 minute. While {@condition charmed} in this way, the creature has disadvantage on ability checks and saving throws. The {@condition charmed} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to any eladrin's Sorrowful Presence for the next 24 hours.\",\"Whenever the eladrin deals damage to the {@condition charmed} creature, the {@condition charmed} creature can repeat the saving throw, ending the effect on itself on a success.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The eladrin makes two Longsword or Longbow attacks. It can replace one attack with a use of Spellcasting.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d8}) slashing damage, or 5 ({@damage 1d10}) slashing damage if used with two hands, plus 13 ({@damage 3d8}) cold damage.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 7} to hit, range 150/600 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 13 ({@damage 3d8}) cold damage.\"]}],\"bonus\":[{\"name\":\"Fey Step {@recharge 4}\",\"entries\":[\"The eladrin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.\"]}],\"reaction\":[{\"name\":\"Frigid Rebuke\",\"entries\":[\"When the eladrin takes damage from a creature the eladrin can see within 60 feet of it, the eladrin can force that creature to make a {@dc 16} Constitution saving throw. On a failed save, the creature takes 11 ({@damage 2d10}) cold damage.\"]}],\"environment\":[\"arctic\",\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/winter-eladrin.mp3\"},\"attachedItems\":[\"longbow|phb\",\"longsword|phb\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\",\"S\"],\"damageTags\":[\"C\",\"P\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"conditionInflict\":[\"charmed\"],\"conditionInflictSpell\":[\"prone\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Wood Woad\",\"source\":\"MPMM\",\"page\":266,\"otherSources\":[{\"source\":\"VGM\",\"page\":198}],\"size\":[\"M\"],\"type\":\"plant\",\"alignment\":[\"L\",\"N\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":18,\"from\":[\"natural armor\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":75,\"formula\":\"10d8 + 30\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":18,\"dex\":12,\"con\":16,\"int\":10,\"wis\":13,\"cha\":8,\"skill\":{\"athletics\":\"+7\",\"perception\":\"+4\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[\"bludgeoning\",\"piercing\"],\"vulnerable\":[\"fire\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Sylvan\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Plant Camouflage\",\"entries\":[\"The wood woad has advantage on Dexterity ({@skill Stealth}) checks it makes in any terrain with ample obscuring vegetation.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The wood woad regains 10 hit points at the start of its turn if it is in contact with the ground. If the wood woad takes fire damage, this trait doesn't function at the start of the wood woad's next turn. The wood woad dies only if it starts its turn with 0 hit points and doesn't regenerate.\"]},{\"name\":\"Tree Stride\",\"entries\":[\"Once on each of its turns, the wood woad can use 10 feet of its movement to step magically into one living tree within 5 feet of it and emerge from a second living tree within 60 feet of it that it can see, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The wood woad makes two Club attacks.\"]},{\"name\":\"Club\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 4d4 + 4}) force damage.\"]}],\"environment\":[\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/wood-woad.mp3\"},\"attachedItems\":[\"club|phb\"],\"traitTags\":[\"Camouflage\",\"Regeneration\",\"Tree Stride\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"S\"],\"damageTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Wretched Sorrowsworn\",\"source\":\"MPMM\",\"page\":224,\"otherSources\":[{\"source\":\"MTF\",\"page\":233}],\"size\":[\"S\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":10,\"formula\":\"4d6 - 4\"},\"speed\":{\"walk\":40},\"str\":7,\"dex\":12,\"con\":9,\"int\":5,\"wis\":6,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"while in dim light or darkness\",\"cond\":true}],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Wretched Pack Tactics\",\"entries\":[\"The sorrowsworn has advantage on an attack roll against a creature if at least one of the sorrowsworn's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}. The sorrowsworn otherwise has disadvantage on attack rolls.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d10 + 1}) piercing damage, and the sorrowsworn attaches to the target. While attached, the sorrowsworn can't attack, and at the start of each of the sorrowsworn's turns, the target takes 6 ({@damage 1d10 + 1}) necrotic damage.\",\"The attached sorrowsworn moves with the target whenever the target moves, requiring none of the sorrowsworn's movement. The sorrowsworn can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the sorrowsworn.\"]}],\"environment\":[\"swamp\",\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/the-wretched.mp3\"},\"senseTags\":[\"D\"],\"damageTags\":[\"N\",\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Xvart\",\"source\":\"MPMM\",\"page\":267,\"otherSources\":[{\"source\":\"VGM\",\"page\":200}],\"size\":[\"S\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":13,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":7,\"formula\":\"2d6\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":14,\"con\":10,\"int\":8,\"wis\":7,\"cha\":7,\"skill\":{\"stealth\":\"+4\"},\"senses\":[\"darkvision 30 ft.\"],\"passive\":8,\"languages\":[\"Abyssal\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Raxivort's Tongue\",\"entries\":[\"The xvart can communicate with ordinary {@creature bat|mm|bats} and {@creature rat|mm|rats}, as well as {@creature giant bat|mm|giant bats} and {@creature giant rat|mm|giant rats}.\"]}],\"action\":[{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@dice 1d6 + 2}) piercing damage. If at least one of the xvart's allies is within 5 feet of the target, the xvart can push the target 5 feet if the target is a Medium or smaller creature.\"]},{\"name\":\"Sling\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage.\"]}],\"bonus\":[{\"name\":\"Low Cunning\",\"entries\":[\"The xvart takes the {@action Disengage} action.\"]}],\"environment\":[\"hill\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/xvart.mp3\"},\"attachedItems\":[\"shortsword|phb\",\"sling|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"AB\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Xvart Warlock of Raxivort\",\"source\":\"MPMM\",\"page\":267,\"otherSources\":[{\"source\":\"VGM\",\"page\":200}],\"size\":[\"S\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[12],\"hp\":{\"average\":22,\"formula\":\"5d6 + 5\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":14,\"con\":12,\"int\":8,\"wis\":11,\"cha\":12,\"skill\":{\"stealth\":\"+3\"},\"senses\":[\"darkvision 30 ft.\"],\"passive\":10,\"languages\":[\"Abyssal\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The xvart casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 11}):\"],\"will\":[\"{@spell detect magic}\",\"{@spell mage armor} (self only)\",\"{@spell mage hand}\",\"{@spell minor illusion}\",\"{@spell prestidigitation}\"],\"daily\":{\"1e\":[\"{@spell burning hands}\",\"{@spell invisibility}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Raxivort's Blessing\",\"entries\":[\"When the xvart reduces an enemy to 0 hit points, the xvart gains 4 temporary hit points.\"]},{\"name\":\"Raxivort's Tongue\",\"entries\":[\"The xvart can communicate with ordinary {@creature bat|mm|bats} and {@creature rat|mm|rats}, as well as {@creature giant bat|mm|giant bats} and {@creature giant rat|mm|giant rats}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The xvart makes two Scimitar or Raxivort's Bite attacks.\"]},{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@dice 1d6 + 2}) slashing damage.\"]},{\"name\":\"Raxivort's Bite\",\"entries\":[\"{@atk rs} {@hit 3} to hit, range 30 ft., one creature. {@h}7 ({@damage 1d10 + 2}) poison damage.\"]}],\"bonus\":[{\"name\":\"Low Cunning\",\"entries\":[\"The xvart takes the {@action Disengage} action.\"]}],\"environment\":[\"hill\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/xvart-warlock-of-raxivort.mp3\"},\"attachedItems\":[\"scimitar|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\"],\"damageTags\":[\"I\",\"S\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Yagnoloth\",\"source\":\"MPMM\",\"page\":268,\"otherSources\":[{\"source\":\"MTF\",\"page\":252}],\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"yugoloth\"]},\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":147,\"formula\":\"14d10 + 70\"},\"speed\":{\"walk\":40},\"str\":19,\"dex\":14,\"con\":21,\"int\":16,\"wis\":15,\"cha\":18,\"save\":{\"dex\":\"+6\",\"int\":\"+7\",\"wis\":\"+6\",\"cha\":\"+8\"},\"skill\":{\"deception\":\"+8\",\"insight\":\"+6\",\"perception\":\"+6\",\"persuasion\":\"+8\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 60 ft.\"],\"passive\":16,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"acid\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Infernal\",\"telepathy 60 ft.\"],\"cr\":\"11\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The yagnoloth casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 16}):\"],\"will\":[\"{@spell darkness}\",\"{@spell detect magic}\",\"{@spell dispel magic}\",\"{@spell invisibility} (self only)\",\"{@spell suggestion}\"],\"daily\":{\"3\":[\"{@spell lightning bolt}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The yagnoloth has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The yagnoloth makes one Electrified Touch attack and one Massive Arm attack, or it makes one Massive Arm attack and uses Battlefield Cunning, if available, or Teleport.\"]},{\"name\":\"Electrified Touch\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}27 ({@damage 6d8}) lightning damage.\"]},{\"name\":\"Massive Arm\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 15 ft., one target. {@h}23 ({@damage 3d12 + 4}) force damage. If the target is a creature, it must succeed on a {@dc 16} Constitution saving throw or become {@condition stunned} until the end of the yagnoloth's next turn.\"]},{\"name\":\"Battlefield Cunning {@recharge 4}\",\"entries\":[\"Up to two allied yugoloths within 60 feet of the yagnoloth that can hear it can use their reactions to make one melee attack each.\"]},{\"name\":\"Life Leech\",\"entries\":[\"The yagnoloth touches one {@condition incapacitated} creature within 15 feet of it. The target takes 36 ({@damage 7d8 + 4}) necrotic damage, and the yagnoloth gains temporary hit points equal to half the damage dealt. The target must succeed on a {@dc 16} Constitution saving throw, or its hit point maximum is reduced by an amount equal to half the necrotic damage taken. This reduction lasts until the target finishes a long rest, and the target dies if its hit point maximum is reduced to 0.\"]},{\"name\":\"Teleport\",\"entries\":[\"The yagnoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/yagnoloth.mp3\"},\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Multiattack\",\"Teleport\"],\"languageTags\":[\"AB\",\"I\",\"TP\"],\"damageTags\":[\"L\",\"N\",\"O\"],\"damageTagsSpell\":[\"L\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"HPR\",\"MW\",\"RCH\"],\"conditionInflict\":[\"stunned\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Yeenoghu\",\"isNamedCreature\":true,\"source\":\"MPMM\",\"page\":270,\"otherSources\":[{\"source\":\"MTF\",\"page\":155}],\"size\":[\"H\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":333,\"formula\":\"23d12 + 184\"},\"speed\":{\"walk\":50},\"str\":29,\"dex\":16,\"con\":26,\"int\":26,\"wis\":24,\"cha\":15,\"save\":{\"dex\":\"+10\",\"con\":\"+15\",\"wis\":\"+14\"},\"skill\":{\"intimidation\":\"+9\",\"perception\":\"+14\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":24,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"that is nonmagical\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":{\"cr\":\"24\",\"lair\":\"25\"},\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Yeenoghu casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 17}):\"],\"will\":[\"{@spell detect magic}\"],\"daily\":{\"1\":[\"{@spell teleport}\"],\"3e\":[\"{@spell dispel magic}\",\"{@spell fear}\",\"{@spell invisibility}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Yeenoghu fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Yeenoghu has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Yeenoghu makes three Flail attacks.\"]},{\"name\":\"Flail\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}22 ({@damage 2d12 + 9}) force damage. If it's his turn, Yeenoghu can cause the target to suffer one of the following additional effects, each of which he can apply only once per turn\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Confusion\",\"entries\":[\"The target must succeed on a {@dc 17} Wisdom saving throw or be affected by the confusion spell until the start of Yeenoghu's next turn.\"]},{\"type\":\"item\",\"name\":\"Force\",\"entries\":[\"The target takes an extra 13 ({@damage 2d12}) force damage.\"]},{\"type\":\"item\",\"name\":\"Paralysis\",\"entries\":[\"The target must succeed on a {@dc 17} Constitution saving throw or be {@condition paralyzed} until the start of Yeenoghu's next turn.\"]}]}]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}20 ({@damage 2d10 + 9}) acid damage.\"]}],\"bonus\":[{\"name\":\"Rampage\",\"entries\":[\"When Yeenoghu reduces a creature to 0 hit points with a melee attack, he moves up to half his speed and makes one Bite attack.\"]}],\"legendary\":[{\"name\":\"Charge\",\"entries\":[\"Yeenoghu moves up to his speed.\"]},{\"name\":\"Swat Away\",\"entries\":[\"Yeenoghu makes one Flail attack. If the attack hits, the target must succeed on a {@dc 24} Strength saving throw or be pushed up to 15 feet in a straight line away from Yeenoghu. If the saving throw fails by 5 or more, the target is also knocked {@condition prone}.\"]},{\"name\":\"Savage (Costs 2 Actions)\",\"entries\":[\"Yeenoghu makes a separate Bite attack against each creature within 10 feet of him.\"]}],\"legendaryGroup\":{\"name\":\"Yeenoghu\",\"source\":\"MPMM\"},\"attachedItems\":[\"flail|phb\"],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"A\",\"O\"],\"damageTagsLegendary\":[\"P\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"paralyzed\",\"prone\"],\"conditionInflictLegendary\":[\"restrained\"],\"conditionInflictSpell\":[\"frightened\",\"invisible\"],\"savingThrowForced\":[\"constitution\",\"strength\",\"wisdom\"],\"savingThrowForcedLegendary\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Yeth Hound\",\"source\":\"MPMM\",\"page\":271,\"otherSources\":[{\"source\":\"VGM\",\"page\":201},{\"source\":\"BMT\"}],\"size\":[\"L\"],\"type\":\"fey\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":51,\"formula\":\"6d10 + 18\"},\"speed\":{\"walk\":40,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":18,\"dex\":17,\"con\":16,\"int\":5,\"wis\":12,\"cha\":7,\"skill\":{\"perception\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"immune\":[{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks not made with silvered weapons\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\"],\"languages\":[\"understands Common, Elvish and Sylvan but can't speak\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Sunlight Banishment\",\"entries\":[\"If the yeth hound starts its turn in sunlight, it is transported to the Ethereal Plane. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot, whereupon it typically sets out to find its pack or its master. The hound is visible on the Material Plane while it is in the Border Ethereal, and vice versa, but it can't affect or be affected by anything on the other plane. Once it is adjacent to its master or a pack mate that is on the Material Plane, a yeth hound in the Border Ethereal can return to the Material Plane as an action.\"]},{\"name\":\"Telepathic Bond\",\"entries\":[\"While the yeth hound is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically with each other.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage, plus 14 ({@damage 4d6}) psychic damage if the target is {@condition frightened}.\"]},{\"name\":\"Baleful Baying\",\"entries\":[\"The yeth hound bays magically. Every enemy within 300 feet of the hound that can hear it must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} of the hound until the end of the hound's next turn or until the hound is {@condition incapacitated}. A {@condition frightened} target that starts its turn within 30 feet of the hound must use all its movement on that turn to get as far from the hound as possible, must finish the move before taking an action, and must take the most direct route, even if hazards lie that way. A target that successfully saves is immune to the baying of all yeth hounds for the next 24 hours.\"]}],\"environment\":[\"forest\",\"grassland\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/yeth-hound.mp3\"},\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"CS\",\"E\",\"S\"],\"damageTags\":[\"P\",\"Y\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Young Kruthik\",\"source\":\"MPMM\",\"page\":168,\"otherSources\":[{\"source\":\"MTF\",\"page\":211}],\"size\":[\"S\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":9,\"formula\":\"2d6 + 2\"},\"speed\":{\"walk\":30,\"burrow\":10,\"climb\":30},\"str\":13,\"dex\":16,\"con\":13,\"int\":4,\"wis\":10,\"cha\":6,\"skill\":{\"perception\":\"+4\"},\"senses\":[\"darkvision 30 ft.\",\"tremorsense 60 ft.\"],\"passive\":14,\"languages\":[\"Kruthik\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Pack Tactics\",\"entries\":[\"The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]},{\"name\":\"Tunneler\",\"entries\":[\"The kruthik can burrow through solid rock at half its burrowing speed and leaves a 2½-foot-diameter tunnel in its wake.\"]}],\"action\":[{\"name\":\"Stab\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage.\"]}],\"environment\":[\"desert\",\"mountain\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/young-kruthik.mp3\"},\"traitTags\":[\"Pack Tactics\",\"Tunneler\"],\"senseTags\":[\"D\",\"T\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Yuan-ti Anathema\",\"source\":\"MPMM\",\"page\":272,\"otherSources\":[{\"source\":\"VGM\",\"page\":202}],\"size\":[\"H\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":189,\"formula\":\"18d12 + 72\"},\"speed\":{\"walk\":40,\"climb\":40,\"swim\":40},\"str\":23,\"dex\":13,\"con\":19,\"int\":19,\"wis\":17,\"cha\":20,\"skill\":{\"perception\":\"+11\",\"stealth\":\"+5\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 60 ft.\"],\"passive\":21,\"resist\":[\"acid\",\"fire\",\"lightning\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\",\"Draconic\"],\"cr\":\"12\",\"spellcasting\":[{\"name\":\"Spellcasting (Anathema Form Only)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The anathema casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 17}):\"],\"will\":[\"{@spell animal friendship} (snakes only)\"],\"daily\":{\"3e\":[\"{@spell darkness}\",\"{@spell entangle}\",\"{@spell fear}\",\"{@spell polymorph}\",\"{@spell suggestion}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The anathema has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Ophidiophobia Aura\",\"entries\":[\"Any creature of the anathema's choice, other than a snake or a yuan-ti, that starts its turn within 30 feet of the anathema must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} of snakes and yuan-ti. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this anathama's aura for the next 24 hours.\"]},{\"name\":\"Six Heads\",\"entries\":[\"The anathema has advantage on saves against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, or knocked {@condition unconscious}.\"]}],\"action\":[{\"name\":\"Multiattack (Anathema Form Only)\",\"entries\":[\"The anathema makes two Claw attacks and one Flurry of Bites attack.\"]},{\"name\":\"Claw (Anathema Form Only)\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage.\"]},{\"name\":\"Flurry of Bites (Anathema Form Only)\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one creature. {@h}27 ({@damage 6d6 + 6}) piercing damage plus 14 ({@damage 4d6}) poison damage.\"]},{\"name\":\"Constrict (Snake Form Only)\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 15 ft., one Large or smaller creature. {@h}16 ({@damage 3d6 + 6}) bludgeoning damage plus 7 ({@damage 2d6}) acid damage, and the target is {@condition grappled} (escape {@dc 16}). Until this grapple ends, the target is {@condition restrained}, and it takes 16 ({@damage 3d6 + 6}) bludgeoning damage plus 7 ({@damage 2d6}) acid damage at the start of each of its turns. The anathema can constrict only one creature at a time.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"The anathema transforms into a Huge constrictor snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed.\"]}],\"environment\":[\"desert\",\"forest\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/yuan-ti-anathema.mp3\"},\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"AB\",\"C\",\"DR\"],\"damageTags\":[\"A\",\"B\",\"I\",\"P\",\"S\"],\"spellcastingTags\":[\"F\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"grappled\",\"restrained\"],\"conditionInflictSpell\":[\"charmed\",\"frightened\",\"restrained\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Yuan-ti Broodguard\",\"source\":\"MPMM\",\"page\":273,\"otherSources\":[{\"source\":\"VGM\",\"page\":203}],\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":45,\"formula\":\"7d8 + 14\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":14,\"con\":14,\"int\":6,\"wis\":11,\"cha\":4,\"save\":{\"str\":\"+4\",\"dex\":\"+4\",\"wis\":\"+2\"},\"skill\":{\"perception\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"paralyzed\",\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\",\"Draconic\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Reckless\",\"entries\":[\"At the start of its turn, the broodguard can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The broodguard makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage.\"]}],\"environment\":[\"desert\",\"forest\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/yuan-ti-broodguard.mp3\"},\"traitTags\":[\"Reckless\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"DR\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Yuan-ti Mind Whisperer\",\"source\":\"MPMM\",\"page\":274,\"otherSources\":[{\"source\":\"VGM\",\"page\":204}],\"size\":[\"M\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"warlock\"]},\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":71,\"formula\":\"13d8 + 13\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":14,\"con\":13,\"int\":14,\"wis\":14,\"cha\":16,\"save\":{\"wis\":\"+4\",\"cha\":\"+5\"},\"skill\":{\"deception\":\"+5\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":12,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\",\"Draconic\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting (Yuan-ti Form Only)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The yuan-ti casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell animal friendship} (snakes only)\",\"{@spell message}\",\"{@spell minor illusion}\",\"{@spell prestidigitation}\"],\"daily\":{\"3\":[\"{@spell suggestion}\"],\"2e\":[\"{@spell detect thoughts}\",\"{@spell hypnotic pattern}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the yuan-ti's {@sense darkvision}.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The yuan-ti has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Sseth's Blessing\",\"entries\":[\"When the yuan-ti reduces an enemy to 0 hit points, the yuan-ti gains 9 temporary hit points.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The yuan-ti makes two Bite attacks and one Scimitar attack, or it makes two Spectral Fangs attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage.\"]},{\"name\":\"Scimitar (Yuan-ti Form Only)\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]},{\"name\":\"Spectral Fangs\",\"entries\":[\"{@atk rs} {@hit 5} to hit, range 120 ft., one target. {@h}16 ({@damage 3d8 + 3}) psychic damage.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"The yuan-ti transforms into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. If it dies, it stays in its current form.\"]}],\"environment\":[\"desert\",\"forest\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/yuan-ti-mind-whisperer.mp3\"},\"attachedItems\":[\"scimitar|phb\"],\"traitTags\":[\"Devil's Sight\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"AB\",\"C\",\"DR\"],\"damageTags\":[\"I\",\"Y\"],\"spellcastingTags\":[\"F\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"charmed\",\"incapacitated\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Yuan-ti Nightmare Speaker\",\"source\":\"MPMM\",\"page\":275,\"otherSources\":[{\"source\":\"VGM\",\"page\":205}],\"size\":[\"M\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"warlock\"]},\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":71,\"formula\":\"13d8 + 13\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":14,\"con\":13,\"int\":14,\"wis\":12,\"cha\":16,\"save\":{\"wis\":\"+3\",\"cha\":\"+5\"},\"skill\":{\"deception\":\"+5\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":11,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\",\"Draconic\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting (Yuan-ti Form Only)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The yuan-ti casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell animal friendship} (snakes only)\",\"{@spell mage hand}\",\"{@spell message}\",\"{@spell prestidigitation}\"],\"daily\":{\"3\":[\"{@spell suggestion}\"],\"2e\":[\"{@spell darkness}\",\"{@spell fear}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the yuan-ti's {@sense darkvision}.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The yuan-ti has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The yuan-ti makes one Constrict attack and one Scimitar attack, or it makes two Spectral Fangs attacks.\"]},{\"name\":\"Constrict\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 14}) if it is a Large or smaller creature. Until this grapple ends, the target is {@condition restrained}. The yuan-ti can constrict only one creature at a time.\"]},{\"name\":\"Scimitar (Yuan-ti Form Only)\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]},{\"name\":\"Spectral Fangs\",\"entries\":[\"{@atk rs} {@hit 5} to hit, range 120 ft., one target. {@h}16 ({@damage 3d8 + 3}) necrotic damage.\"]},{\"name\":\"Invoke Nightmare (Recharges after a Short or Long Rest)\",\"entries\":[\"The yuan-ti taps into the nightmares of one creature it can see within 60 feet of it and creates an illusory, immobile manifestation of the creature's deepest fears, visible only to that creature.\",\"The target must make a {@dc 13} Intelligence saving throw. On a failed save, the target takes 22 ({@damage 4d10}) psychic damage and is {@condition frightened} of the manifestation, believing it to be real. The yuan-ti must concentrate to maintain the illusion (as if {@status concentration||concentrating} on a spell), which lasts for up to 1 minute and can't be harmed. The target can repeat the saving throw at the end of each of its turns, ending the illusion on a success or taking 11 ({@damage 2d10}) psychic damage on a failure.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"The yuan-ti transforms into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. If it dies, it stays in its current form.\"]}],\"environment\":[\"desert\",\"forest\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/yuan-ti-nightmare-speaker.mp3\"},\"attachedItems\":[\"scimitar|phb\"],\"traitTags\":[\"Devil's Sight\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"AB\",\"C\",\"DR\"],\"damageTags\":[\"B\",\"N\",\"Y\"],\"spellcastingTags\":[\"F\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"grappled\",\"restrained\"],\"conditionInflictSpell\":[\"charmed\",\"frightened\"],\"savingThrowForced\":[\"intelligence\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Yuan-ti Pit Master\",\"source\":\"MPMM\",\"page\":276,\"otherSources\":[{\"source\":\"VGM\",\"page\":206}],\"size\":[\"M\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"warlock\"]},\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":88,\"formula\":\"16d8 + 16\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":14,\"con\":13,\"int\":14,\"wis\":12,\"cha\":16,\"save\":{\"wis\":\"+4\",\"cha\":\"+6\"},\"skill\":{\"deception\":\"+6\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":11,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\",\"Draconic\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting (Yuan-ti Form Only)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The yuan-ti casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 14}):\"],\"will\":[\"{@spell animal friendship} (snakes only)\",\"{@spell guidance}\",\"{@spell mage hand}\",\"{@spell message}\"],\"daily\":{\"3\":[\"{@spell suggestion}\"],\"2e\":[\"{@spell hold person}\",\"{@spell invisibility}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the yuan-ti's {@sense darkvision}.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The yuan-ti has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The yuan-ti makes three Bite attacks or two Spectral Fangs attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage.\"]},{\"name\":\"Spectral Fangs\",\"entries\":[\"{@atk rs} {@hit 6} to hit, range 120 ft., one target. {@h}16 ({@damage 3d8 + 3}) poison damage.\"]},{\"name\":\"Merrshaulk's Slumber (1/Day)\",\"entries\":[\"The yuan-ti targets up to five creatures that it can see within 60 feet of it. Each target must succeed on a {@dc 13} Constitution saving throw or fall into a magical sleep and be {@condition unconscious} for 10 minutes. A sleeping target awakens if it takes damage or if someone uses an action to shake or slap it awake. This magical sleep has no effect on a creature immune to being {@condition charmed}.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"The yuan-ti transforms into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies.\"]}],\"environment\":[\"desert\",\"forest\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/yuan-ti-pit-master.mp3\"},\"traitTags\":[\"Devil's Sight\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"AB\",\"C\",\"DR\"],\"damageTags\":[\"I\",\"P\"],\"spellcastingTags\":[\"F\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"unconscious\"],\"conditionInflictSpell\":[\"charmed\",\"invisible\",\"paralyzed\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Zaratan\",\"source\":\"MPMM\",\"page\":278,\"otherSources\":[{\"source\":\"MTF\",\"page\":201}],\"size\":[\"G\"],\"type\":\"elemental\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"Typically \",\"ac\":[{\"ac\":21,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":307,\"formula\":\"15d20 + 150\"},\"speed\":{\"walk\":40,\"swim\":40},\"str\":30,\"dex\":10,\"con\":30,\"int\":2,\"wis\":21,\"cha\":18,\"save\":{\"wis\":\"+12\",\"cha\":\"+11\"},\"senses\":[\"darkvision 60 ft.\",\"tremorsense 60 ft.\"],\"passive\":15,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"paralyzed\",\"petrified\",\"poisoned\",\"stunned\"],\"cr\":\"22\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the zaratan fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The elemental deals double damage to objects and structures (included in Earth-Shaking Movement).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The zaratan makes one Bite attack and one Stomp attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 20 ft., one target. {@h}28 ({@damage 4d8 + 10}) force damage.\"]},{\"name\":\"Stomp\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 20 ft., one target. {@h}26 ({@damage 3d10 + 10}) thunder damage.\"]},{\"name\":\"Spit Rock\",\"entries\":[\"{@atk rw} {@hit 17} to hit, range 120 ft./240 ft., one target. {@h}31 ({@damage 6d8 + 10}) force damage.\"]},{\"name\":\"Spew Debris {@recharge 5}\",\"entries\":[\"The zaratan exhales rocky debris in a 90-foot cube. Each creature in that area must make a {@dc 25} Dexterity saving throw. A creature takes 33 ({@damage 6d10}) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save by 5 or more is knocked {@condition prone}.\"]}],\"bonus\":[{\"name\":\"Earth-Shaking Movement\",\"entries\":[\"After moving at least 10 feet on the ground, the zaratan sends a shock wave through the ground in a 120-foot-radius circle centered on itself. That area becomes {@quickref difficult terrain||3} for 1 minute. Each creature on the ground that is {@status concentration||concentrating} must succeed on a {@dc 25} Constitution saving throw or the creature's {@status concentration} is broken. The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure's height must make a {@dc 25} Dexterity saving throw. On a failed save, the creature takes 17 ({@damage 5d6}) bludgeoning damage, is knocked {@condition prone}, and is trapped in the rubble. A trapped creature is {@condition restrained}, requiring a successful {@dc 20} Strength ({@skill Athletics}) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn't fall {@condition prone} or become trapped.\"]}],\"legendary\":[{\"name\":\"Stomp\",\"entries\":[\"The zaratan makes one Stomp attack.\"]},{\"name\":\"Move\",\"entries\":[\"The zaratan moves up to its speed.\"]},{\"name\":\"Spit (Costs 2 Actions)\",\"entries\":[\"The zaratan makes one Spit Rock attack.\"]},{\"name\":\"Retract (Costs 2 Actions)\",\"entries\":[\"The zaratan retracts into its shell. Until it takes its Emerge action, it has resistance to all damage, and it is {@condition restrained}. The next time it takes a legendary action, it must take its Revitalize or Emerge action.\"]},{\"name\":\"Revitalize (Costs 2 Actions)\",\"entries\":[\"The zaratan can use this option only if it is retracted in its shell. It regains 52 ({@dice 5d20}) hit points. The next time it takes a legendary action, it must take its Emerge action.\"]},{\"name\":\"Emerge (Costs 2 Actions)\",\"entries\":[\"The zaratan emerges from its shell and makes one Spit Rock attack. It can use this option only if it is retracted in its shell.\"]}],\"environment\":[\"desert\",\"forest\",\"grassland\",\"hill\",\"mountain\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/zaratan.mp3\"},\"traitTags\":[\"Legendary Resistances\",\"Siege Monster\"],\"senseTags\":[\"D\",\"T\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"O\",\"T\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"prone\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Zariel\",\"isNamedCreature\":true,\"source\":\"MPMM\",\"page\":280,\"otherSources\":[{\"source\":\"MTF\",\"page\":180}],\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":21,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":420,\"formula\":\"29d10 + 261\"},\"speed\":{\"walk\":50,\"fly\":150},\"str\":27,\"dex\":24,\"con\":28,\"int\":26,\"wis\":27,\"cha\":30,\"save\":{\"int\":\"+16\",\"wis\":\"+16\",\"cha\":\"+18\"},\"skill\":{\"intimidation\":\"+18\",\"perception\":\"+16\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":26,\"resist\":[\"cold\",\"fire\",\"radiant\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"26\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Zariel casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 26}):\"],\"will\":[\"{@spell alter self} (can become Medium when changing her appearance)\",\"{@spell detect evil and good}\",\"{@spell fireball}\",\"{@spell invisibility} (self only)\",\"{@spell major image}\",\"{@spell wall of fire}\"],\"daily\":{\"3e\":[\"{@spell blade barrier}\",\"{@spell dispel evil and good}\",\"{@spell finger of death}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede Zariel's {@sense darkvision}.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Zariel fails a saving throw, she can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Zariel has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Regeneration\",\"entries\":[\"Zariel regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn't function at the start of her next turn. Zariel dies only if she starts her turn with 0 hit points and doesn't regenerate.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Zariel makes three Flail or Longsword attacks. She can replace one attack with a use of Horrid Touch, if available.\"]},{\"name\":\"Flail\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d8 + 8}) force damage plus 36 ({@damage 8d8}) fire damage.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d8 + 8}) radiant damage, or 19 ({@damage 2d10 + 8}) radiant damage when used with two hands, plus 36 ({@damage 8d8}) fire damage.\"]},{\"name\":\"Horrid Touch {@recharge 5}\",\"entries\":[\"Zariel touches one creature within 10 feet of her. The target must succeed on a {@dc 26} Constitution saving throw or take 44 ({@damage 8d10}) necrotic damage and be {@condition poisoned} for 1 minute. While {@condition poisoned} in this way, the target is {@condition blinded} and {@condition deafened}. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Teleport\",\"entries\":[\"Zariel teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.\"]}],\"legendary\":[{\"name\":\"Teleport\",\"entries\":[\"Zariel uses Teleport.\"]},{\"name\":\"Immolating Gaze (Costs 2 Actions)\",\"entries\":[\"Zariel turns her magical gaze toward one creature she can see within 120 feet of her and commands it to burn. The target must succeed on a {@dc 26} Wisdom saving throw or take 22 ({@damage 4d10}) fire damage.\"]}],\"legendaryGroup\":{\"name\":\"Zariel\",\"source\":\"MPMM\"},\"attachedItems\":[\"flail|phb\",\"longsword|phb\"],\"traitTags\":[\"Devil's Sight\",\"Legendary Resistances\",\"Magic Resistance\",\"Regeneration\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Teleport\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"F\",\"N\",\"O\",\"R\"],\"damageTagsLegendary\":[\"F\"],\"damageTagsSpell\":[\"B\",\"F\",\"N\",\"P\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"deafened\",\"poisoned\"],\"conditionInflictLegendary\":[\"frightened\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"savingThrowForcedLegendary\":[\"dexterity\",\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Zuggtmoy\",\"isNamedCreature\":true,\"source\":\"MPMM\",\"page\":281,\"otherSources\":[{\"source\":\"MTF\",\"page\":157}],\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":304,\"formula\":\"32d10 + 128\"},\"speed\":{\"walk\":30},\"str\":22,\"dex\":15,\"con\":18,\"int\":20,\"wis\":19,\"cha\":24,\"save\":{\"dex\":\"+9\",\"con\":\"+11\",\"wis\":\"+11\"},\"skill\":{\"perception\":\"+11\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":21,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"that is nonmagical\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"23\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Zuggtmoy casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 22}):\"],\"will\":[\"{@spell detect magic}\",\"{@spell locate animals or plants}\"],\"daily\":{\"3e\":[\"{@spell dispel magic}\",\"{@spell entangle}\",\"{@spell plant growth}\"],\"1e\":[\"{@spell etherealness}\",\"{@spell teleport}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Zuggtmoy fails a saving throw, she can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Zuggtmoy has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Zuggtmoy makes three Pseudopod attacks.\"]},{\"name\":\"Pseudopod\",\"entries\":[\"{@atk mw} {@hit +13} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d8 + 6}) force damage plus 9 ({@damage 2d8}) poison damage.\"]}],\"bonus\":[{\"name\":\"Infestation Spores (3/Day)\",\"entries\":[\"Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Any creature in the cloud when it appears, or that enters it later, must make a {@dc 19} Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy, which lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a {@creature quaggoth spore servant||spore servant} if it's a type of creature that can be.\"]},{\"name\":\"Mind Control Spores {@recharge 5}\",\"entries\":[\"Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Humanoids and Beasts in the cloud when it appears, or that enter it later, must make a {@dc 19} Wisdom saving throw. On a successful save, a creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the influence of Zuggtmoy for 24 hours. While infected in this way, the creature is {@condition charmed} by her and can't be reinfected by these spores.\"]}],\"reaction\":[{\"name\":\"Protective Thrall\",\"entries\":[\"When Zuggtmoy is hit by an attack roll, one creature within 10 feet of her that is {@condition charmed} by her is hit by the attack instead.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"Zuggtmoy makes one Pseudopod attack.\"]},{\"name\":\"Exert Will\",\"entries\":[\"One creature {@condition charmed} by Zuggtmoy that she can see must use its reaction, if a available, to move up to its speed as she directs or to make one weapon attack against a target that she designates.\"]}],\"legendaryGroup\":{\"name\":\"Zuggtmoy\",\"source\":\"MPMM\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"I\"],\"damageTagsSpell\":[\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"DIS\",\"MW\",\"RCH\"],\"conditionInflict\":[\"charmed\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"savingThrowForcedSpell\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-mpp.json`] = JSON.parse("{\"monster\":[{\"name\":\"Adult Time Dragon\",\"source\":\"MPP\",\"page\":50,\"otherSources\":[{\"source\":\"ToFW\"}],\"size\":[\"H\"],\"type\":\"dragon\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":250,\"formula\":\"20d12 + 120\"},\"speed\":{\"walk\":40,\"climb\":40,\"fly\":80},\"str\":25,\"dex\":14,\"con\":23,\"int\":23,\"wis\":16,\"cha\":20,\"save\":{\"dex\":\"+8\",\"con\":\"+12\",\"wis\":\"+9\",\"cha\":\"+11\"},\"skill\":{\"arcana\":\"+12\",\"history\":\"+18\",\"perception\":\"+15\",\"stealth\":\"+14\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":25,\"languages\":[\"all\"],\"cr\":{\"cr\":\"18\",\"lair\":\"19\"},\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes three Rend attacks.\"]},{\"name\":\"Rend\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d6 + 7}) slashing damage plus 7 ({@damage 2d6}) force damage.\"]},{\"name\":\"Time Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a wave of shimmering light in a 60-foot cone. Nonmagical objects and vegetation in that area that aren't being worn or carried crumble to dust. Each creature in that area must make a {@dc 20} Constitution saving throw. On a failed save, a creature takes 36 ({@damage 8d8}) force damage and is magically weakened as it is desynchronized from the time stream. While the creature is in this state, attack rolls against it have advantage, and it has the {@condition poisoned} condition. On a successful save, a creature takes half as much damage only. A weakened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself after it succeeds on three of these saves.\"]}],\"reactionHeader\":[\"The dragon can take up to three reactions per round but only one per turn.\"],\"reaction\":[{\"name\":\"Reactive Rend\",\"entries\":[\"After using Legendary Resistance or in response to being hit by an attack roll, the dragon makes one Rend attack.\"]},{\"name\":\"Slow Time\",\"entries\":[\"Immediately after a creature the dragon can see ends its turn, the dragon targets a creature it can see within 60 feet of itself that is weakened by its Time Breath. Until the weakened effect ends on the target, its speed becomes 0, and its speed can't increase.\"]},{\"name\":\"Time Slip\",\"entries\":[\"The dragon halves the damage it takes from an attack made against it, provided it can see the attacker. The dragon can then immediately teleport, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.\"]}],\"legendaryGroup\":{\"name\":\"Time Dragon\",\"source\":\"MPP\"},\"dragonAge\":\"adult\",\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"XX\"],\"damageTags\":[\"O\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ancient Time Dragon\",\"source\":\"MPP\",\"page\":48,\"otherSources\":[{\"source\":\"SatO\"},{\"source\":\"ToFW\"}],\"size\":[\"G\"],\"type\":\"dragon\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":22,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":536,\"formula\":\"29d20 + 232\"},\"speed\":{\"walk\":40,\"climb\":40,\"fly\":80},\"str\":28,\"dex\":14,\"con\":26,\"int\":27,\"wis\":18,\"cha\":23,\"save\":{\"dex\":\"+10\",\"con\":\"+16\",\"wis\":\"+12\",\"cha\":\"+14\"},\"skill\":{\"arcana\":\"+16\",\"history\":\"+24\",\"perception\":\"+20\",\"stealth\":\"+18\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":30,\"languages\":[\"all\"],\"cr\":{\"cr\":\"26\",\"lair\":\"27\"},\"trait\":[{\"name\":\"Cycle of Rebirth\",\"entries\":[\"If the dragon dies, its soul coalesces into a steely egg and teleports to a random plane of existence. The egg is immune to all damage and hatches into a time dragon wyrmling after {@dice 1d100} years. The dragon retains all memories and knowledge it gained in its previous life.\"]},{\"name\":\"Legendary Resistance (5/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes three Rend attacks.\"]},{\"name\":\"Rend\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 15 ft., one target. {@h}22 ({@damage 3d8 + 9}) slashing damage plus 10 ({@damage 3d6}) force damage.\"]},{\"name\":\"Time Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a wave of shimmering light in a 90-foot cone. Nonmagical objects and vegetation in that area that aren't being worn or carried crumble to dust. Each creature in that area must make a {@dc 24} Constitution saving throw. On a failed save, a creature takes 52 ({@damage 8d12}) force damage and is magically weakened as it is desynchronized from the time stream. While the creature is in this state, attack rolls against it have advantage, it has the {@condition poisoned} condition, and other creatures have resistance to all damage it deals. On a successful save, the creature takes half as much damage only. A weakened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself after it succeeds on three of these saves.\"]},{\"name\":\"Time Gate (1/Day)\",\"entries\":[\"The dragon conjures a 20-foot-diameter, circular portal in the space between its horns or in an unoccupied space it can see within 30 feet of itself. The portal links to a precise location on any plane of existence at a point in time up to 8,000 years from the present, whether past or future. The portal lasts for 24 hours or until the dragon's {@status concentration} ends (as if {@status concentration||concentrating} on a spell). The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is transported to the destination, appearing in the unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals created by the dragon from opening in the rulers' presence or anywhere within their domains.\"]}],\"reactionHeader\":[\"The dragon can take up to three reactions per round but only one per turn.\"],\"reaction\":[{\"name\":\"Reactive Rend\",\"entries\":[\"After using Legendary Resistance or in response to being hit by an attack roll, the dragon makes one Rend attack.\"]},{\"name\":\"Slow Time\",\"entries\":[\"Immediately after a creature the dragon can see ends its turn, the dragon targets a creature it can see within 90 feet of itself that is weakened by its Time Breath. Until the weakened effect ends on the target, its speed becomes 0, and its speed can't increase.\"]},{\"name\":\"Time Slip\",\"entries\":[\"The dragon halves the damage it takes from an attack made against it, provided it can see the attacker. The dragon can then immediately teleport, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.\"]}],\"legendaryGroup\":{\"name\":\"Time Dragon\",\"source\":\"MPP\"},\"dragonAge\":\"ancient\",\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"XX\"],\"damageTags\":[\"O\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Athar Null\",\"source\":\"MPP\",\"page\":53,\"otherSources\":[{\"source\":\"SatO\"},{\"source\":\"ToFW\"}],\"size\":[\"S\",\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":84,\"formula\":\"13d8 + 26\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":16,\"con\":14,\"int\":15,\"wis\":14,\"cha\":10,\"save\":{\"dex\":\"+6\",\"wis\":\"+5\"},\"skill\":{\"investigation\":\"+8\",\"perception\":\"+5\",\"stealth\":\"+6\"},\"passive\":15,\"languages\":[\"Common plus two more languages\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Avoidance\",\"entries\":[\"If the null is subjected to an effect that allows it to make a saving throw to take half as much damage, it instead takes no damage if it succeeds on the saving throw, and half as much damage if it fails.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The null makes two Force Dagger attacks.\"]},{\"name\":\"Force Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 13 ({@damage 3d8}) force damage. Hit or Miss: The dagger magically returns to the null's hand immediately after a ranged attack.\"]}],\"bonus\":[{\"name\":\"Defier's Whim\",\"entries\":[\"The null takes the Dash, Disengage, or Use an Object action.\"]}],\"reaction\":[{\"name\":\"Nullify Spell (3/Day)\",\"entries\":[\"The null utters a magical word of cancelation to interrupt a creature it can see that is casting a spell. If the spell is 3rd level or lower, it fails and has no effect. If the spell is 4th level or higher, the null makes an Intelligence check ({@dc 10} + the spell's level). On a successful check, the spell fails and has no effect.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"O\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Aurumach Rilmani\",\"source\":\"MPP\",\"page\":43,\"size\":[\"L\"],\"type\":\"celestial\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":285,\"formula\":\"30d10 + 120\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":20,\"dex\":21,\"con\":18,\"int\":21,\"wis\":18,\"cha\":16,\"save\":{\"dex\":\"+11\",\"int\":\"+11\"},\"skill\":{\"arcana\":\"+11\",\"history\":\"+11\",\"perception\":\"+10\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":20,\"resist\":[\"psychic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"17\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The aurumach casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 19}):\"],\"will\":[\"{@spell detect magic}\",\"{@spell detect thoughts}\"],\"daily\":{\"1e\":[\"{@spell fly}\",\"{@spell geas} (as an action)\",\"{@spell slow}\",\"{@spell suggestion}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The aurumach makes three Manifested Blade or Gleaming Ray attacks.\"]},{\"name\":\"Manifested Blade\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}23 ({@damage 4d8 + 5}) force damage.\"]},{\"name\":\"Gleaming Ray\",\"entries\":[\"{@atk rs} {@hit 11} to hit, range 120 ft., one target. {@h}24 ({@damage 3d12 + 5}) force damage.\"]}],\"bonus\":[{\"name\":\"Aura of Blades\",\"entries\":[\"The aurumach manifests a spectral, golden aura of blades around itself. While this aura is manifested, each creature that starts its turn within 10 feet of the aurumach must make a {@dc 19} Dexterity saving throw, taking 16 ({@damage 3d10}) force damage on a failed save, or half as much damage on a successful one. The aura disappears after 1 minute, when the aurumach has the {@condition incapacitated} condition or dies, or when the aurumach uses a bonus action to end it.\"]},{\"name\":\"Invoke Weakness {@recharge 5}\",\"entries\":[\"The aurumach attempts to use its magic to weaken the defenses of a creature it can see within 120 feet of itself. The target must succeed on a {@dc 19} Wisdom saving throw or become cursed until the end of the aurumach's next turn. The next time the aurumach hits the cursed target with a Manifested Blade or Gleaming Ray attack, the target takes an extra 27 ({@damage 6d8}) force damage.\"]}],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"O\"],\"damageTagsSpell\":[\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"CUR\",\"MW\",\"RCH\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForced\":[\"dexterity\",\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Avoral Guardinal\",\"source\":\"MPP\",\"page\":32,\"otherSources\":[{\"source\":\"SatO\"}],\"size\":[\"M\"],\"type\":\"celestial\",\"alignment\":[\"N\",\"G\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":172,\"formula\":\"23d8 + 69\"},\"speed\":{\"walk\":30,\"fly\":50},\"str\":16,\"dex\":19,\"con\":17,\"int\":16,\"wis\":16,\"cha\":18,\"save\":{\"dex\":\"+8\",\"cha\":\"+8\"},\"skill\":{\"perception\":\"+11\",\"religion\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":21,\"resist\":[\"radiant\"],\"conditionImmune\":[\"frightened\"],\"languages\":[\"Celestial\",\"Common\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The avoral casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 16}):\"],\"daily\":{\"1e\":[\"{@spell command}\",\"{@spell hold person}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Dive Attack\",\"entries\":[\"If the avoral is flying, dives at least 30 feet in a straight line toward a Medium or smaller creature, and ends within 5 feet of it, that creature must succeed on a {@dc 15} Strength saving throw or take 14 ({@damage 4d6}) piercing damage and have the {@condition prone} condition.\"]},{\"name\":\"Flyby\",\"entries\":[\"The avoral doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The avoral makes two Talon attacks. It can replace one attack with a use of Spellcasting.\"]},{\"name\":\"Talon\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage plus 13 ({@damage 2d12}) radiant damage.\"]}],\"traitTags\":[\"Flyby\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\"],\"damageTags\":[\"P\",\"R\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"paralyzed\",\"prone\"],\"savingThrowForced\":[\"strength\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Baernaloth\",\"source\":\"MPP\",\"page\":20,\"otherSources\":[{\"source\":\"SatO\"},{\"source\":\"ToFW\"}],\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"yugoloth\"]},\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":256,\"formula\":\"27d10 + 108\"},\"speed\":{\"walk\":40},\"str\":19,\"dex\":14,\"con\":18,\"int\":22,\"wis\":16,\"cha\":21,\"save\":{\"con\":\"+10\",\"wis\":\"+9\"},\"skill\":{\"arcana\":\"+12\",\"insight\":\"+9\",\"perception\":\"+9\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":19,\"resist\":[\"cold\",\"fire\",\"lightning\",\"necrotic\",\"psychic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"acid\",\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"17\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The baernaloth casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 20}):\"],\"will\":[\"{@spell detect thoughts}\",\"{@spell phantasmal force}\",\"{@spell suggestion}\"],\"daily\":{\"1e\":[\"{@spell cloudkill}\",\"{@spell plane shift} (self only)\",\"{@spell scrying} (as an action)\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (4/Day)\",\"entries\":[\"If the baernaloth fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The baernaloth has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The baernaloth makes one Anguishing Bite attack and one Claw attack. It can also use Teleport.\"]},{\"name\":\"Anguishing Bite\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage plus 10 ({@damage 3d6}) psychic damage. If the target is a creature, it can't regain hit points until the start of the baernaloth's next turn.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage plus 17 ({@damage 5d6}) necrotic damage.\"]},{\"name\":\"Miasma of Discord {@recharge 5}\",\"entries\":[\"The baernaloth exhales gray vapors that coalesce at a point it can see within 120 feet of itself. The vapors fill a 20-foot-radius sphere centered on that point, then vanish. Each non-yugoloth creature in that area must make a {@dc 19} Wisdom saving throw. On a failed save, the creature takes 35 ({@damage 10d6}) psychic damage and has the {@condition charmed} condition until the end of its next turn. A creature {@condition charmed} in this way treats its allies as foes, and the colors of its body and equipment become shades of gray. On a successful save, the creature takes half as much damage only.\"]},{\"name\":\"Summon Yugoloth (1/Day)\",\"entries\":[\"The baernaloth has a 50 percent chance of summoning its choice of {@dice 1d4} mezzoloths, 1 arcanaloth, or 1 baernaloth (the mezzoloth and arcanaloth appear in the Monster Manual). A summoned yugoloth appears in an unoccupied space within 60 feet of the baernaloth, acts as an ally of the baernaloth, and can't summon other yugoloths. It remains for 1 minute, until it or the baernaloth dies, or until the baernaloth dismisses it as an action.\"]},{\"name\":\"Teleport\",\"entries\":[\"The baernaloth teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.\"]}],\"reactionHeader\":[\"The baernaloth can take up to three reactions per round but only one per turn.\"],\"reaction\":[{\"name\":\"Afflict Despair\",\"entries\":[\"When a creature that the baernaloth can see within 60 feet of itself hits with an attack roll or succeeds on a saving throw, the baernaloth forces the creature to reroll the {@dice d20} and use the new result.\"]},{\"name\":\"Inescapable Pain\",\"entries\":[\"When the baernaloth is damaged by another creature, that creature must make a {@dc 19} Constitution saving throw, taking 14 ({@damage 4d6}) necrotic damage on a failed save, or half as much damage on a successful one.\"]}],\"legendaryGroup\":{\"name\":\"Baernaloth\",\"source\":\"MPP\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\",\"Teleport\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"N\",\"P\",\"S\",\"Y\"],\"damageTagsSpell\":[\"I\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"charmed\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bariaur Wanderer\",\"source\":\"MPP\",\"page\":21,\"otherSources\":[{\"source\":\"SatO\"},{\"source\":\"ToFW\"}],\"size\":[\"M\"],\"type\":\"celestial\",\"alignment\":[\"C\",\"G\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":14,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":71,\"formula\":\"11d8 + 22\"},\"speed\":{\"walk\":40},\"str\":18,\"dex\":14,\"con\":15,\"int\":11,\"wis\":15,\"cha\":10,\"save\":{\"str\":\"+6\",\"dex\":\"+4\"},\"skill\":{\"athletics\":\"+6\",\"perception\":\"+4\",\"stealth\":\"+4\",\"survival\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Celestial\",\"Common\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The bariaur casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability:\"],\"will\":[\"{@spell dancing lights}\",\"{@spell druidcraft}\"],\"daily\":{\"1e\":[\"{@spell goodberry}\",\"{@spell pass without trace}\",\"{@spell tongues}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Portal Sense\",\"entries\":[\"The bariaur can sense the presence of portals within 30 feet of itself, including inactive portals, and instinctively knows the destination of each one. The bariaur knows the distance and direction to the last portal it used as long as they're on the same plane.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The bariaur makes two Barbed Javelin or Shortbow attacks.\"]},{\"name\":\"Barbed Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage. If the target is a creature, its speed is reduced by 10 feet until the start of the bariaur's next turn.\"]},{\"name\":\"Ram\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage. If the bariaur moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 10 ({@damage 3d6}) bludgeoning damage, and the target must succeed on a {@dc 14} Strength saving throw or have the {@condition prone} condition.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, plus 4 ({@damage 1d8}) piercing damage if the target doesn't have all its hit points.\"]}],\"bonus\":[{\"name\":\"Mighty Leap\",\"entries\":[\"The bariaur jumps a distance up to its walking speed.\"]}],\"attachedItems\":[\"shortbow|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\"],\"damageTags\":[\"B\",\"P\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bleak Cabal Void Soother\",\"source\":\"MPP\",\"page\":54,\"otherSources\":[{\"source\":\"SatO\"},{\"source\":\"ToFW\"}],\"size\":[\"S\",\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item breastplate|PHB}\"]}],\"hp\":{\"average\":55,\"formula\":\"10d8 + 10\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":14,\"con\":12,\"int\":12,\"wis\":15,\"cha\":10,\"save\":{\"con\":\"+3\",\"wis\":\"+4\"},\"skill\":{\"medicine\":\"+4\"},\"passive\":12,\"languages\":[\"Common plus one more language\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The void soother casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 12}):\"],\"will\":[\"{@spell guidance}\",\"{@spell light}\"],\"daily\":{\"1e\":[\"{@spell calm emotions}\",\"{@spell lesser restoration}\",\"{@spell remove curse}\",\"{@spell protection from energy}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The void soother makes two Mace or Void Bolt attacks.\"]},{\"name\":\"Mace\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage plus 3 ({@damage 1d6}) force damage.\"]},{\"name\":\"Void Bolt\",\"entries\":[\"{@atk rs} {@hit 4} to hit, range 90 ft., one target. {@h}9 ({@damage 2d8}) force damage.\"]}],\"bonus\":[{\"name\":\"Soothing Word (3/Day)\",\"entries\":[\"The void soother speaks a magical word of mercy, healing one creature it can see within 60 feet of itself. The target regains 4 ({@dice 1d4 + 2}) hit points.\"]}],\"attachedItems\":[\"mace|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\",\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cranium Rat Squeaker\",\"source\":\"MPP\",\"page\":22,\"otherSources\":[{\"source\":\"SatO\"},{\"source\":\"ToFW\"}],\"size\":[\"T\"],\"type\":\"aberration\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":2,\"formula\":\"1d4\"},\"speed\":{\"walk\":30},\"str\":2,\"dex\":14,\"con\":10,\"int\":4,\"wis\":11,\"cha\":8,\"senses\":[\"darkvision 30 ft.\"],\"passive\":10,\"languages\":[\"telepathy 30 ft. (emotions only)\"],\"cr\":\"0\",\"trait\":[{\"name\":\"Shared Telepathy\",\"entries\":[\"Any creature touching the cranium rat can use the rat's telepathy if the rat allows it. If the creature knows any language, the creature can use the telepathy to communicate words and emotions.\"]},{\"name\":\"Telepathic Shroud\",\"entries\":[\"The cranium rat is immune to any effect that would sense its emotions or read its thoughts, as well as to divination spells.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}1 piercing damage.\"]}],\"bonus\":[{\"name\":\"Illumination\",\"entries\":[\"The cranium rat sheds dim light from its exposed brain in a 5-foot radius or extinguishes the light.\"]}],\"senseTags\":[\"D\"],\"languageTags\":[\"TP\"],\"damageTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cranium Rat Squeaker Swarm\",\"source\":\"MPP\",\"page\":22,\"otherSources\":[{\"source\":\"SatO\"},{\"source\":\"ToFW\"}],\"size\":[\"M\"],\"type\":{\"type\":\"aberration\",\"swarmSize\":\"T\"},\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[12],\"hp\":{\"average\":76,\"formula\":\"17d8\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":14,\"con\":10,\"int\":15,\"wis\":11,\"cha\":14,\"senses\":[\"darkvision 30 ft.\"],\"passive\":10,\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"prone\",\"restrained\",\"stunned\"],\"languages\":[\"telepathy 30 ft.\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The swarm casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell command} *\",\"{@spell detect thoughts} *\",\"{@spell sending} *\"],\"daily\":{\"1e\":[\"{@spell confusion} *\",\"{@spell dominate monster} *\"]},\"footerEntries\":[\"*To cast this spell, the swarm must have more than half its hit points remaining.\"],\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Psychic Messenger\",\"entries\":[\"The swarm can use its {@spell sending} spell to target someone familiar to a creature in telepathic contact with the swarm.\"]},{\"name\":\"Swarm\",\"entries\":[\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.\"]},{\"name\":\"Telepathic Shroud\",\"entries\":[\"The swarm is immune to any effect that would sense its emotions or read its thoughts, as well as to divination spells.\"]}],\"action\":[{\"name\":\"Bites\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 0 ft., one target in the swarm's space. {@h}14 ({@damage 4d6}) piercing damage, or 7 ({@damage 2d6}) piercing damage if the swarm has half of its hit points or fewer, plus 22 ({@damage 5d8}) psychic damage.\"]}],\"bonus\":[{\"name\":\"Illumination\",\"entries\":[\"The swarm sheds dim light from its brains in a 5-foot radius, increases the illumination to bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius, or extinguishes the light.\"]}],\"senseTags\":[\"D\"],\"languageTags\":[\"TP\"],\"damageTags\":[\"P\",\"Y\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflictSpell\":[\"charmed\",\"prone\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cuprilach Rilmani\",\"source\":\"MPP\",\"page\":44,\"otherSources\":[{\"source\":\"SatO\"},{\"source\":\"ToFW\"}],\"size\":[\"M\"],\"type\":\"celestial\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":202,\"formula\":\"27d8 + 81\"},\"speed\":{\"walk\":40},\"str\":12,\"dex\":20,\"con\":16,\"int\":16,\"wis\":15,\"cha\":14,\"save\":{\"dex\":\"+9\",\"cha\":\"+6\"},\"skill\":{\"perception\":\"+6\",\"stealth\":\"+13\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":16,\"resist\":[\"psychic\"],\"languages\":[\"telepathy 120 ft.\",\"any four languages\"],\"cr\":\"12\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The cuprilach casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell detect magic}\",\"{@spell disguise self}\"],\"daily\":{\"1e\":[\"{@spell alter self}\",\"{@spell fog cloud}\",\"{@spell silence}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The cuprilach makes three Burnished Blade or Bolt attacks.\"]},{\"name\":\"Burnished Blade\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage plus 13 ({@damage 2d12}) psychic damage.\"]},{\"name\":\"Bolt\",\"entries\":[\"{@atk rw} {@hit 9} to hit, range 20/60 ft., one target. {@h}7 ({@damage 1d4 + 5}) piercing damage plus 13 ({@damage 2d12}) psychic damage.\"]}],\"bonus\":[{\"name\":\"Assassin's Agility\",\"entries\":[\"The cuprilach takes the Dash or Disengage action, or it makes one Burnished Blade attack.\"]}],\"reaction\":[{\"name\":\"Uncanny Dodge\",\"entries\":[\"The cuprilach halves the damage it takes from an attack that hits it, provided it can see the attacker.\"]}],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"X\"],\"damageTags\":[\"P\",\"Y\"],\"damageTagsSpell\":[\"B\",\"P\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\",\"RW\"],\"conditionInflictSpell\":[\"deafened\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dabus\",\"source\":\"MPP\",\"page\":23,\"otherSources\":[{\"source\":\"SatO\"},{\"source\":\"ToFW\"}],\"size\":[\"M\"],\"type\":\"celestial\",\"alignment\":[\"L\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[12],\"hp\":{\"average\":44,\"formula\":\"8d8 + 8\"},\"speed\":{\"walk\":20,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":8,\"dex\":14,\"con\":12,\"int\":16,\"wis\":15,\"cha\":14,\"save\":{\"int\":\"+5\",\"wis\":\"+4\"},\"skill\":{\"insight\":\"+4\",\"perception\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":16,\"conditionImmune\":[\"exhaustion\"],\"languages\":[\"understands all languages but can't speak; communicates via Symbol Speech\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Physical Restraint\",\"entries\":[\"The dabus doesn't make melee attacks or opportunity attacks, even in self-defense.\"]},{\"name\":\"Symbol Speech\",\"entries\":[\"A dabus communicates by creating illusory symbols and pictures that float in the air in front of itself and disappear a few seconds later. A creature that can see such a message can decipher it with a successful {@dc 10} Intelligence ({@skill Investigation}) check (no action required).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dabus makes two Flying Brick attacks.\"]},{\"name\":\"Flying Brick\",\"entries\":[\"{@atk rs} {@hit 5} to hit, range 90 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage.\"]},{\"name\":\"Grasping Ground {@recharge}\",\"entries\":[\"The dabus causes a 20-foot-square area of ground it can see within 60 feet of itself to sprout clutching appendages made of stone. Each creature of the dabus's choice in that area must succeed on a {@dc 13} Dexterity saving throw or take 9 ({@damage 2d8}) bludgeoning damage and have the {@condition grappled} condition (escape {@dc 13}). While {@condition grappled} in this way, the creature has the {@condition restrained} condition. The appendages vanish after 1 minute or if the dabus's {@status concentration} ends (as if {@status concentration||concentrating} on a spell).\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"XX\"],\"damageTags\":[\"B\"],\"conditionInflict\":[\"grappled\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Darkweaver\",\"source\":\"MPP\",\"page\":25,\"otherSources\":[{\"source\":\"SatO\"},{\"source\":\"ToFW\"}],\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":149,\"formula\":\"23d8 + 46\"},\"speed\":{\"walk\":50,\"climb\":50},\"str\":10,\"dex\":17,\"con\":14,\"int\":17,\"wis\":14,\"cha\":15,\"save\":{\"dex\":\"+7\",\"wis\":\"+6\"},\"skill\":{\"perception\":\"+6\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"resist\":[\"cold\"],\"immune\":[\"necrotic\"],\"languages\":[\"Abyssal\",\"Deep Speech\",\"telepathy 120 ft.\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Shadowy Form\",\"entries\":[\"While the darkweaver is in dim light or darkness, attack rolls against it are made with disadvantage unless the darkweaver has the {@condition incapacitated} condition.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The darkweaver can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Sunlight Hypersensitivity\",\"entries\":[\"The darkweaver takes 10 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The darkweaver makes two Shadow Web attacks and one Bite attack. It can use Reel after any of these attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}13 ({@damage 3d6 + 3}) piercing damage plus 17 ({@damage 5d6}) necrotic damage, and if the target is a creature, the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.\"]},{\"name\":\"Shadow Web\",\"entries\":[\"{@atk rw} {@hit 7} to hit, reach 120 ft., one creature. {@h}16 ({@damage 3d10}) necrotic damage, and the target has the {@condition grappled} condition (escape {@dc 15}). The shadow web can be attacked and destroyed (AC 16; 20 hit points; vulnerability to radiant damage; immunity to bludgeoning, necrotic, poison, and psychic damage). The darkweaver can grapple up to six creatures at a time using its shadow web.\"]},{\"name\":\"Reel\",\"entries\":[\"The darkweaver pulls each creature it has {@condition grappled} up to 60 feet toward itself.\"]}],\"legendaryGroup\":{\"name\":\"Darkweaver\",\"source\":\"MPP\"},\"traitTags\":[\"Spider Climb\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"DS\",\"TP\"],\"damageTags\":[\"N\",\"P\",\"R\"],\"miscTags\":[\"HPR\",\"MW\",\"RCH\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Decaton Modron\",\"source\":\"MPP\",\"page\":36,\"otherSources\":[{\"source\":\"SatO\"},{\"source\":\"ToFW\"}],\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"L\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":144,\"formula\":\"17d10 + 51\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"initiative\":{\"advantageMode\":\"adv\"},\"str\":18,\"dex\":12,\"con\":16,\"int\":15,\"wis\":15,\"cha\":11,\"save\":{\"int\":\"+5\",\"wis\":\"+5\"},\"skill\":{\"perception\":\"+8\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":18,\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Modron\",\"telepathy 120 ft.\"],\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The decaton casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell detect magic}\",\"{@spell dispel magic}\",\"{@spell mending} (as an action)\"],\"daily\":{\"1e\":[\"{@spell plane shift} (self only)\",\"{@spell protection from evil and good}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Axiomatic Mind\",\"entries\":[\"The decaton can't be compelled to act in a manner contrary to its nature or its instructions.\"]},{\"name\":\"Combat Ready\",\"entries\":[\"The decaton has advantage on initiative rolls.\"]},{\"name\":\"Disintegration\",\"entries\":[\"If the decaton dies, its body disintegrates into dust, leaving behind anything it was carrying.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The decaton makes three Tentacle attacks.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage, and if the target is a Medium or smaller creature, it has the {@condition grappled} condition (escape {@dc 14}). Until this grapple ends, the decaton can't use this tentacle against other targets. The decaton has ten tentacles, each of which can grapple one target.\"]},{\"name\":\"Lightning Rays {@recharge}\",\"entries\":[\"The decaton unleashes a barrage of lightning bolts from its eyes. Each creature within 30 feet of the decaton must make a {@dc 13} Dexterity saving throw, taking 38 ({@damage 7d10}) lightning damage on a failed save, or half as much damage on a successful save.\"]}],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"OTH\",\"TP\"],\"damageTags\":[\"L\",\"P\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Doomguard Doom Lord\",\"source\":\"MPP\",\"page\":54,\"otherSources\":[{\"source\":\"SatO\"}],\"size\":[\"S\",\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|PHB}\"]}],\"hp\":{\"average\":202,\"formula\":\"27d8 + 81\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":12,\"con\":16,\"int\":15,\"wis\":14,\"cha\":18,\"save\":{\"str\":\"+9\",\"con\":\"+7\"},\"skill\":{\"perception\":\"+6\"},\"passive\":16,\"immune\":[\"necrotic\"],\"languages\":[\"Common plus three more languages\"],\"cr\":\"12\",\"trait\":[{\"name\":\"Aura of Doom\",\"entries\":[\"Any creature that starts its turn within 10 feet of the doom lord must make a {@dc 16} Constitution saving throw, taking 18 ({@damage 4d8}) necrotic damage on a failed save, or half as much damage on a successful one. If the doom lord doesn't have the {@condition incapacitated} condition, it can suppress or resume this aura at the start of its turn (no action required).\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The doom lord deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The doom lord makes two Entropic Greatsword or Entropic Javelin attacks.\"]},{\"name\":\"Entropic Greatsword\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage plus 10 ({@damage 3d6}) necrotic damage. A creature killed by this attack has its body and everything it is wearing or carrying, except for magic items, reduced to ash.\"]},{\"name\":\"Entropic Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 9} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage plus 14 ({@damage 4d6}) necrotic damage. A creature killed by this attack has its body and everything it is wearing or carrying, except for magic items, reduced to ash.\"]}],\"traitTags\":[\"Siege Monster\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"N\",\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Doomguard Rot Blade\",\"source\":\"MPP\",\"page\":56,\"otherSources\":[{\"source\":\"SatO\"},{\"source\":\"ToFW\"}],\"size\":[\"S\",\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|PHB}\"]}],\"hp\":{\"average\":97,\"formula\":\"13d8 + 39\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":12,\"con\":16,\"int\":12,\"wis\":10,\"cha\":15,\"save\":{\"str\":\"+7\",\"con\":\"+6\"},\"skill\":{\"perception\":\"+3\"},\"passive\":13,\"resist\":[\"necrotic\"],\"languages\":[\"Common plus two more languages\"],\"cr\":\"6\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The rot blade makes two Entropic Blade or Entropic Javelin attacks.\"]},{\"name\":\"Entropic Blade\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) slashing damage plus 7 ({@damage 2d6}) necrotic damage. A creature killed by this attack has its body and everything it is wearing or carrying, except for magic items, reduced to ash. Hit or Miss: The rot blade can cause the blade to emit a burst of entropic magic in a 10-foot-radius sphere centered on the weapon. Each creature in that area other than the rot blade must succeed on a {@dc 13} Constitution saving throw or take 6 ({@damage 1d12}) necrotic damage. The blade can emit entropic magic in this way only once per turn.\"]},{\"name\":\"Entropic Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 13 ({@damage 2d12}) necrotic damage. A creature killed by this attack has its body and everything it is wearing or carrying, except for magic items, reduced to ash.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"N\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Eater of Knowledge\",\"source\":\"MPP\",\"page\":29,\"otherSources\":[{\"source\":\"SatO\"},{\"source\":\"ToFW\"}],\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":102,\"formula\":\"12d10 + 36\"},\"speed\":{\"walk\":40},\"str\":18,\"dex\":10,\"con\":17,\"int\":18,\"wis\":16,\"cha\":15,\"save\":{\"str\":\"+7\",\"int\":\"+7\"},\"skill\":{\"arcana\":\"+7\",\"perception\":\"+6\"},\"passive\":16,\"immune\":[\"psychic\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"telepathy 120 ft.\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The eater of knowledge casts one of the following spells, requiring no spell components and using Intelligence as its spellcasting ability (spell save {@dc 15}). It must have consumed the requisite number of brains to cast the spell, as indicated:\"],\"daily\":{\"1e\":[\"{@spell plane shift} (self only, 0 brains)\",\"{@spell detect magic} (1 brain)\",\"{@spell silent image} (2 brains)\",\"{@spell invisibility} (3 brains)\",\"{@spell hypnotic pattern} (4 brains)\",\"{@spell major image} (5 brains)\",\"{@spell telekinesis} (6 brains)\",\"{@spell arcane eye} (7 brains)\",\"{@spell mislead} (8 brains)\",\"{@spell greater invisibility} (9 brains)\",\"{@spell mass suggestion} (10 or more brains)\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Brains Devoured\",\"entries\":[\"When the eater of knowledge is first encountered, roll {@dice 1d10} to determine the number of brains it has already consumed.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The eater of knowledge has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The eater of knowledge makes two Slam attacks. If both attacks hit the same creature and the target is Large or smaller, it has the {@condition grappled} condition (escape {@dc 14}) and must succeed on a {@dc 15} Intelligence saving throw or have the {@condition stunned} condition until the grapple ends.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage.\"]},{\"name\":\"Extract Brain\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one Humanoid with the {@condition incapacitated} condition. {@h}45 ({@damage 10d8}) piercing damage. If this damage reduces the target to 0 hit points, the eater of knowledge kills the target by extracting and consuming its brain.\"]}],\"traitTags\":[\"Magic Resistance\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\"],\"damageTags\":[\"B\",\"P\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\"],\"conditionInflictSpell\":[\"blinded\",\"charmed\",\"deafened\",\"incapacitated\",\"invisible\",\"restrained\"],\"savingThrowForced\":[\"intelligence\"],\"savingThrowForcedSpell\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Equinal Guardinal\",\"source\":\"MPP\",\"page\":33,\"otherSources\":[{\"source\":\"SatO\"},{\"source\":\"ToFW\"}],\"size\":[\"L\"],\"type\":\"celestial\",\"alignment\":[\"N\",\"G\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":93,\"formula\":\"11d10 + 33\"},\"speed\":{\"walk\":50},\"str\":23,\"dex\":16,\"con\":17,\"int\":15,\"wis\":14,\"cha\":12,\"save\":{\"str\":\"+9\",\"con\":\"+6\"},\"skill\":{\"athletics\":\"+9\",\"perception\":\"+5\",\"religion\":\"+5\"},\"passive\":15,\"resist\":[\"radiant\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Celestial\",\"Common\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Headfirst Charge\",\"entries\":[\"If the equinal moves at least 30 feet in a straight line toward a creature and ends within 5 feet of it, that creature must succeed on a {@dc 17} Strength saving throw or take 14 ({@damage 4d6}) bludgeoning damage and have the {@condition prone} condition.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The equinal makes two Fist attacks.\"]},{\"name\":\"Fist\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) bludgeoning damage plus 3 ({@damage 1d6}) radiant damage.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 9} to hit, range 60/180 ft., one target. {@h}22 ({@damage 3d10 + 6}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 17} Strength saving throw or have the {@condition prone} condition.\"]},{\"name\":\"Shout {@recharge}\",\"entries\":[\"The equinal lets out a booming shout. Each creature within 30 feet of the equinal must succeed on a {@dc 14} Constitution saving throw or have the {@condition stunned} condition until the end of the equinal's next turn.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\"],\"damageTags\":[\"B\",\"R\"],\"miscTags\":[\"AOE\",\"MW\",\"RW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Farastu Demodand\",\"source\":\"MPP\",\"page\":26,\"otherSources\":[{\"source\":\"SatO\"},{\"source\":\"ToFW\"}],\"size\":[\"M\"],\"type\":\"fiend\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":195,\"formula\":\"26d8 + 78\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":20,\"dex\":13,\"con\":16,\"int\":8,\"wis\":12,\"cha\":16,\"save\":{\"dex\":\"+5\",\"wis\":\"+5\"},\"skill\":{\"perception\":\"+9\",\"stealth\":\"+5\",\"survival\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":19,\"resist\":[\"cold\",\"fire\"],\"immune\":[\"acid\",\"poison\"],\"conditionImmune\":[\"paralyzed\",\"poisoned\",\"restrained\"],\"languages\":[\"Abyssal\",\"Demodand\",\"telepathy 120 ft.\"],\"cr\":\"11\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The farastu casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability:\"],\"will\":[\"{@spell invisibility} (self only)\"],\"daily\":{\"1e\":[\"{@spell dispel magic}\",\"{@spell fog cloud}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Boundless Movement\",\"entries\":[\"The farastu ignores difficult terrain, and magical effects can't reduce its speed. It can spend 5 feet of movement to automatically remove the {@condition grappled} condition from itself.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The farastu has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The farastu can climb difficult surfaces, including upside down on ceilings, without an ability check.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The farastu makes two Claw attacks and one Bite attack.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) slashing damage. If the target is a Large or smaller creature, it has the {@condition grappled} condition (escape {@dc 15}, with disadvantage). The farastu has two claws, each of which can grapple one creature.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit (with advantage against a creature the farastu is grappling), reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage plus 24 ({@damage 7d6}) acid damage.\"]},{\"name\":\"Summon Demodand (1/Day)\",\"entries\":[\"The farastu has a 40 percent chance of summoning 1 farastu demodand. A summoned demodand appears in an unoccupied space within 60 feet of the farastu, acts as an ally of the farastu, and can't summon other demodands. It remains for 1 minute, until it or the farastu dies, or until the farastu dismisses it as an action.\"]}],\"traitTags\":[\"Magic Resistance\",\"Spider Climb\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"TP\"],\"damageTags\":[\"A\",\"P\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"invisible\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fated Shaker\",\"source\":\"MPP\",\"page\":56,\"otherSources\":[{\"source\":\"SatO\"}],\"size\":[\"S\",\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[13,{\"ac\":16,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":76,\"formula\":\"17d8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":16,\"con\":10,\"int\":15,\"wis\":16,\"cha\":15,\"save\":{\"int\":\"+5\",\"wis\":\"+6\"},\"skill\":{\"insight\":\"+6\",\"investigation\":\"+5\",\"perception\":\"+6\"},\"passive\":16,\"languages\":[\"Common plus two more languages\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The shaker casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 14}):\"],\"will\":[\"{@spell mage armor}\",\"{@spell mage hand}\"],\"daily\":{\"1e\":[\"{@spell enlarge/reduce}\",\"{@spell fly}\",\"{@spell suggestion}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The shaker makes two Golden Rod or Radiant Bolt attacks.\"]},{\"name\":\"Golden Rod\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage plus 9 ({@damage 2d8}) radiant damage.\"]},{\"name\":\"Radiant Bolt\",\"entries\":[\"{@atk rs} {@hit 6} to hit, range 120 ft., one target. {@h}14 ({@damage 2d10 + 3}) radiant damage.\"]}],\"bonus\":[{\"name\":\"Commanding Words\",\"entries\":[\"The shaker speaks magical words to order a creature it can see within 30 feet of itself. The target must succeed on a {@dc 14} Wisdom saving throw or be affected by one of the following effects (choose one or roll a {@dice d4}):\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"1-2: Grovel\",\"entries\":[\"The target takes 14 ({@damage 4d6}) psychic damage, drops whatever it is holding, and has the {@condition prone} condition.\"]},{\"type\":\"item\",\"name\":\"3-4: Cower\",\"entries\":[\"The target takes 10 ({@damage 3d6}) psychic damage and has the {@condition frightened} condition until the end of its next turn.\"]}]}]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"B\",\"R\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\",\"prone\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ferrumach Rilmani\",\"source\":\"MPP\",\"page\":44,\"otherSources\":[{\"source\":\"ToFW\"}],\"size\":[\"M\"],\"type\":\"celestial\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":136,\"formula\":\"16d8 + 64\"},\"speed\":{\"walk\":30},\"str\":19,\"dex\":14,\"con\":18,\"int\":15,\"wis\":14,\"cha\":10,\"save\":{\"str\":\"+8\",\"con\":\"+8\"},\"skill\":{\"athletics\":\"+8\",\"perception\":\"+6\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":16,\"resist\":[\"psychic\"],\"languages\":[\"telepathy 120 ft.\",\"any two languages\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The ferrumach casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 14}):\"],\"will\":[\"{@spell detect magic}\"],\"daily\":{\"1e\":[\"{@spell dispel magic}\",\"{@spell ice storm}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Bladed Edges\",\"entries\":[\"A creature takes 10 ({@damage 3d6}) slashing damage if it starts its turn grappling or being {@condition grappled} by the ferrumach.\"]},{\"name\":\"Skewering Charge\",\"entries\":[\"If the ferrumach moves at least 20 feet in a straight line toward a Large or smaller creature and ends within 5 feet of it, that creature must succeed on a {@dc 16} Strength saving throw or have the {@condition grappled} condition (escape {@dc 18}) and take 10 ({@damage 3d6}) piercing damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The ferrumach makes three Sharpened Limb or Bolt attacks.\"]},{\"name\":\"Sharpened Limb\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d10 + 4}) slashing damage plus 11 ({@damage 2d10}) psychic damage.\"]},{\"name\":\"Bolt\",\"entries\":[\"{@atk rw} {@hit 8} to hit, range 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 11 ({@damage 2d10}) psychic damage.\"]}],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"X\"],\"damageTags\":[\"P\",\"S\",\"Y\"],\"damageTagsSpell\":[\"B\",\"C\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\",\"RCH\",\"RW\"],\"savingThrowForced\":[\"strength\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fraternity of Order Law Bender\",\"source\":\"MPP\",\"page\":57,\"otherSources\":[{\"source\":\"SatO\"}],\"size\":[\"S\",\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":137,\"formula\":\"25d8 + 25\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":15,\"con\":12,\"int\":19,\"wis\":16,\"cha\":14,\"save\":{\"con\":\"+5\",\"wis\":\"+7\"},\"skill\":{\"insight\":\"+7\",\"perception\":\"+7\"},\"passive\":17,\"languages\":[\"Common plus three more languages\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The law bender casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability:\"],\"will\":[\"{@spell dispel magic}\",\"{@spell fly}\",\"{@spell mage armor}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\"],\"ability\":\"int\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The law bender makes three Arcane Burst attacks and uses Power of Authority or Spellcasting.\"]},{\"name\":\"Arcane Burst\",\"entries\":[\"{@atk ms,rs} {@hit 8} to hit, reach 5 ft. or range 90 ft., one target. {@h}17 ({@damage 2d12 + 4}) force damage.\"]},{\"name\":\"Power of Authority\",\"entries\":[\"The law bender targets a creature it can see within 60 feet of itself. The target must succeed on a {@dc 16} Intelligence saving throw or take 10 ({@damage 3d6}) psychic damage and have the {@condition incapacitated} condition for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the {@condition incapacitated} condition on itself on a success. A target that succeeds on the saving throw becomes immune to this law bender's Power of Authority for 24 hours.\"]}],\"bonus\":[{\"name\":\"Spatial Loophole\",\"entries\":[\"The law bender teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.\"]}],\"reaction\":[{\"name\":\"Probability Loophole (3/Day)\",\"entries\":[\"When the law bender or a creature it can see makes an attack roll, a saving throw, or an ability check, the law bender can cause the roll to be made with advantage or disadvantage.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"O\",\"Y\"],\"spellcastingTags\":[\"O\"],\"conditionInflict\":[\"incapacitated\"],\"savingThrowForced\":[\"intelligence\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Githzerai Futurist\",\"source\":\"MPP\",\"page\":30,\"otherSources\":[{\"source\":\"SatO\"},{\"source\":\"ToFW\"}],\"size\":[\"M\"],\"type\":{\"type\":\"aberration\",\"tags\":[\"gith\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":16,\"from\":[\"psychic defense\"]}],\"hp\":{\"average\":149,\"formula\":\"23d8 + 46\"},\"speed\":{\"walk\":40},\"str\":14,\"dex\":17,\"con\":15,\"int\":17,\"wis\":17,\"cha\":13,\"save\":{\"str\":\"+6\",\"dex\":\"+7\",\"int\":\"+7\",\"wis\":\"+7\"},\"skill\":{\"arcana\":\"+7\",\"insight\":\"+7\",\"perception\":\"+7\"},\"senses\":[\"truesight 30 ft.\"],\"passive\":17,\"languages\":[\"Common\",\"Gith\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The githzerai casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell dispel magic}\",\"{@spell levitate} (self only)\",\"{@spell mage hand} (the hand is invisible)\",\"{@spell see invisibility}\"],\"daily\":{\"1e\":[\"{@spell plane shift} (self only)\",\"{@spell scrying} (as an action)\",\"{@spell slow}\",\"{@spell telekinesis}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Psychic Defense\",\"entries\":[\"While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The githzerai makes three Unarmed Strike or Psychic Bolt attacks.\"]},{\"name\":\"Unarmed Strike\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) bludgeoning damage plus 11 ({@damage 2d10}) psychic damage.\"]},{\"name\":\"Psychic Bolt\",\"entries\":[\"{@atk rs} {@hit 7} to hit, range 60 ft., one creature. {@h}21 ({@damage 4d8 + 3}) psychic damage.\"]}],\"reaction\":[{\"name\":\"Future Insight (3/Day)\",\"entries\":[\"When the githzerai or a creature it can see makes an attack roll, a saving throw, or an ability check, the githzerai can cause the roll to be made with advantage or disadvantage.\"]}],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GTH\"],\"damageTags\":[\"B\",\"Y\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Githzerai Traveler\",\"source\":\"MPP\",\"page\":31,\"otherSources\":[{\"source\":\"SatO\"}],\"size\":[\"M\"],\"type\":{\"type\":\"aberration\",\"tags\":[\"gith\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":15,\"from\":[\"psychic defense\"]}],\"hp\":{\"average\":44,\"formula\":\"8d8 + 8\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":15,\"con\":12,\"int\":14,\"wis\":16,\"cha\":10,\"save\":{\"str\":\"+3\",\"dex\":\"+4\",\"int\":\"+4\",\"wis\":\"+5\"},\"skill\":{\"perception\":\"+5\",\"survival\":\"+5\"},\"passive\":15,\"languages\":[\"Common\",\"Gith\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The githzerai casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell mage hand} (the hand is invisible)\"],\"daily\":{\"1e\":[\"{@spell jump}\",\"{@spell plane shift} (self only)\",\"{@spell see invisibility}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Psychic Defense\",\"entries\":[\"While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The githzerai makes three Unarmed Strike attacks.\"]},{\"name\":\"Unarmed Strike\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage plus 4 ({@damage 1d8}) psychic damage.\"]}],\"bonus\":[{\"name\":\"Matter Manipulation {@recharge 4}\",\"entries\":[\"The githzerai manipulates the energy of the plane of existence it's on to produce one of the following effects (choose one or roll a {@dice d6}):\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"1-2: Astral Step\",\"entries\":[\"The githzerai can teleport, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. In addition, its walking speed increases to 40 feet until the start of its next turn.\"]},{\"type\":\"item\",\"name\":\"3-4: Growth\",\"entries\":[\"Flowers and vines grow around the githzerai until the start of its next turn, then vanish; the ground within 15 feet of the githzerai is difficult terrain for other creatures while the flowers and vines are present.\"]},{\"type\":\"item\",\"name\":\"5-6: Retaliating Light\",\"entries\":[\"Multicolored lights surround the githzerai until the start of its next turn. For the effect's duration, whenever a creature within 5 feet of the githzerai hits it with a melee attack roll, that creature takes 3 ({@damage 1d6}) force damage, as magic lashes out in retribution.\"]}]}]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GTH\"],\"damageTags\":[\"B\",\"O\",\"Y\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"MW\"],\"savingThrowForcedSpell\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Githzerai Uniter\",\"source\":\"MPP\",\"page\":31,\"otherSources\":[{\"source\":\"SatO\"},{\"source\":\"ToFW\"}],\"size\":[\"M\"],\"type\":{\"type\":\"aberration\",\"tags\":[\"gith\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":16,\"from\":[\"psychic defense\"]}],\"hp\":{\"average\":123,\"formula\":\"19d8 + 38\"},\"speed\":{\"walk\":40},\"str\":13,\"dex\":17,\"con\":15,\"int\":15,\"wis\":17,\"cha\":16,\"save\":{\"str\":\"+4\",\"dex\":\"+6\",\"int\":\"+5\",\"wis\":\"+6\"},\"skill\":{\"insight\":\"+6\",\"perception\":\"+6\"},\"passive\":16,\"languages\":[\"Common\",\"Gith\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The githzerai casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save {@dc 14}):\"],\"will\":[\"{@spell mage hand} (the hand is invisible)\",\"{@spell see invisibility}\"],\"daily\":{\"1e\":[\"{@spell plane shift} (self only)\",\"{@spell telekinesis}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Psychic Defense\",\"entries\":[\"While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The githzerai makes three Unarmed Strike or Psychic Bolt attacks. It can replace any of these attacks with one use of its Pacifying Touch.\"]},{\"name\":\"Unarmed Strike\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage plus 10 ({@damage 3d6}) psychic damage.\"]},{\"name\":\"Psychic Bolt\",\"entries\":[\"{@atk rs} {@hit 6} to hit, range 60 ft., one creature. {@h}17 ({@damage 5d6}) psychic damage.\"]},{\"name\":\"Pacifying Touch\",\"entries\":[\"The githzerai touches one creature it can see within 5 feet of itself. The target must succeed on a {@dc 14} Intelligence saving throw, or the githzerai chooses an action for that target: Attack, Cast a Spell, or Dash. The affected target can't take that action for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a successful save. A target that succeeds on the saving throw becomes immune to this githzerai's Pacifying Touch for 24 hours.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GTH\"],\"damageTags\":[\"B\",\"Y\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForced\":[\"intelligence\"],\"savingThrowForcedSpell\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hands of Havoc Fire Starter\",\"source\":\"MPP\",\"page\":58,\"otherSources\":[{\"source\":\"SatO\"},{\"source\":\"ToFW\"}],\"size\":[\"S\",\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item breastplate|PHB}\"]}],\"hp\":{\"average\":65,\"formula\":\"10d8 + 20\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":14,\"con\":14,\"int\":10,\"wis\":16,\"cha\":11,\"save\":{\"str\":\"+5\",\"con\":\"+4\"},\"passive\":13,\"resist\":[\"fire\"],\"languages\":[\"Common plus one more language\"],\"cr\":\"4\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The fire starter makes two Havoc Hammer or Havoc Flask attacks.\"]},{\"name\":\"Havoc Hammer\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage plus 9 ({@damage 2d8}) fire damage. If the target is a creature, magical flames cling to it, causing it to take 3 ({@damage 1d6}) fire damage at the start of each of its turns. Immediately after taking this damage on its turn, the target can make a {@dc 13} Dexterity saving throw, ending the effect on itself on a successful save.\"]},{\"name\":\"Havoc Flask\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 30/90 ft., one target. {@h}13 ({@damage 2d12}) fire damage. If the target is a creature, magical flames cling to it, causing it to take 3 ({@damage 1d6}) fire damage at the start of each of its turns. Immediately after taking this damage on its turn, the target can make a {@dc 13} Dexterity saving throw, ending the effect on itself on a successful save.\",\"After the fire starter throws the flask, roll a {@dice d6}; on a 3 or lower, the fire starter has no more flasks to throw.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\",\"F\"],\"miscTags\":[\"MW\",\"RW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Harmonium Captain\",\"source\":\"MPP\",\"page\":58,\"otherSources\":[{\"source\":\"SatO\"},{\"source\":\"ToFW\"}],\"size\":[\"S\",\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":20,\"from\":[\"{@item plate armor|PHB}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":110,\"formula\":\"17d8 + 34\"},\"speed\":{\"walk\":30},\"str\":19,\"dex\":10,\"con\":14,\"int\":12,\"wis\":16,\"cha\":16,\"save\":{\"str\":\"+7\",\"wis\":\"+6\"},\"skill\":{\"perception\":\"+6\"},\"passive\":16,\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common plus one more language\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Aura of Command\",\"entries\":[\"Allies within 30 feet of the captain are immune to the {@condition charmed} and {@condition frightened} conditions. This aura is suppressed while the captain has the {@condition incapacitated} condition.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The captain makes three Harmonium Blade attacks. The captain can also use Dictate if available.\"]},{\"name\":\"Harmonium Blade\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage plus 10 ({@damage 3d6}) lightning damage.\"]},{\"name\":\"Dictate {@recharge 5}\",\"entries\":[\"The captain verbally commands up to three creatures it can see within 60 feet of itself. This magical command must be to undertake an action or to refrain from taking actions (for example, \\\"Throw down your weapons\\\").\",\"A target must succeed on a {@dc 14} Wisdom saving throw or have the {@condition charmed} condition for 1 minute, during which time it follows the captain's command. The effect ends early if the target takes damage or if it successfully completes the command. A target automatically succeeds on its saving throw if the command is directly harmful to itself, such as commanding it to walk into fire.\",\"A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"L\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"charmed\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Harmonium Peacekeeper\",\"source\":\"MPP\",\"page\":59,\"otherSources\":[{\"source\":\"SatO\"},{\"source\":\"ToFW\"}],\"size\":[\"S\",\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|PHB}\"]}],\"hp\":{\"average\":45,\"formula\":\"7d8 + 14\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":10,\"con\":14,\"int\":12,\"wis\":14,\"cha\":11,\"skill\":{\"perception\":\"+4\"},\"passive\":14,\"languages\":[\"Common plus one more language\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Pack Tactics\",\"entries\":[\"The peacekeeper has advantage on an attack roll against a creature if at least one of the peacekeeper's allies is within 5 feet of the creature and the ally doesn't have the {@condition incapacitated} condition.\"]}],\"action\":[{\"name\":\"Electrified Mancatcher\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage plus 4 ({@damage 1d8}) lightning damage. If the target is a Large or smaller creature, it has the {@condition grappled} condition (escape {@dc 13}). Until the {@condition grappled} condition ends, the target has the {@condition restrained} condition and can't teleport, the peacekeeper can't make Electrified Mancatcher attacks, and the target takes 8 ({@damage 1d10 + 3}) lightning damage at the start of each of its turns.\"]}],\"traitTags\":[\"Pack Tactics\"],\"languageTags\":[\"C\"],\"damageTags\":[\"L\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Heralds of Dust Remnant\",\"source\":\"MPP\",\"page\":59,\"otherSources\":[{\"source\":\"AATM\"},{\"source\":\"SatO\"},{\"source\":\"ToFW\"}],\"size\":[\"S\",\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":45,\"formula\":\"7d8 + 14\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":14,\"con\":15,\"int\":17,\"wis\":14,\"cha\":11,\"skill\":{\"arcana\":\"+5\",\"perception\":\"+4\",\"stealth\":\"+6\"},\"passive\":14,\"resist\":[\"necrotic\"],\"languages\":[\"Common plus three more languages\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The remnant casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell mage armor}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\"],\"daily\":{\"1e\":[\"{@spell bane}\",\"{@spell dimension door}\",\"{@spell web}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The remnant makes two Necrotic Surge attacks.\"]},{\"name\":\"Necrotic Surge\",\"entries\":[\"{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 120 ft., one target. {@h}14 ({@damage 2d10 + 3}) necrotic damage.\"]}],\"bonus\":[{\"name\":\"Phase (2/Day)\",\"entries\":[\"The remnant becomes partially incorporeal for as long as it maintains {@status concentration} on the effect (as if {@status concentration||concentrating} on a spell). While partially incorporeal, the remnant has resistance to bludgeoning, piercing, and slashing damage.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"N\"],\"damageTagsSpell\":[\"F\",\"O\"],\"spellcastingTags\":[\"O\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hexton Modron\",\"source\":\"MPP\",\"page\":37,\"otherSources\":[{\"source\":\"ToFW\"}],\"size\":[\"H\"],\"type\":\"construct\",\"alignment\":[\"L\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":209,\"formula\":\"22d12 + 66\"},\"speed\":{\"walk\":40,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"initiative\":{\"advantageMode\":\"adv\"},\"str\":19,\"dex\":16,\"con\":17,\"int\":19,\"wis\":17,\"cha\":15,\"save\":{\"int\":\"+9\",\"wis\":\"+8\"},\"skill\":{\"perception\":\"+13\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":23,\"resist\":[\"lightning\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"13\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The hexton casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 17}):\"],\"will\":[\"{@spell detect magic}\",\"{@spell dispel magic}\",\"{@spell mending} (as an action)\"],\"daily\":{\"1e\":[\"{@spell plane shift} (self only)\",\"{@spell protection from evil and good}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Axiomatic Mind\",\"entries\":[\"The hexton can't be compelled to act in a manner contrary to its nature or its instructions.\"]},{\"name\":\"Combat Ready\",\"entries\":[\"The hexton has advantage on initiative rolls.\"]},{\"name\":\"Disintegration\",\"entries\":[\"If the hexton dies, its body disintegrates into dust, leaving behind anything it was carrying.\"]},{\"name\":\"Legendary Resistance (4/Day)\",\"entries\":[\"If the hexton fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hexton makes one Pincer attack and two Tentacle attacks.\"]},{\"name\":\"Pincer\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage plus 10 ({@damage 3d6}) force damage. If the target is a creature, it must succeed on a {@dc 17} Constitution saving throw or have the {@condition incapacitated} condition until the end of its next turn.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage, and if the target is a Medium or smaller creature, it has the {@condition grappled} condition (escape {@dc 14}). Until this grapple ends, the hexton can't use this tentacle against other targets. The hexton has six tentacles, each of which can grapple one target.\"]}],\"reactionHeader\":[\"The hexton can take up to three reactions per round but only one per turn.\"],\"reaction\":[{\"name\":\"Counter Magic\",\"entries\":[\"The hexton attempts to interrupt a creature it can see that is casting a spell. If the spell is 3rd level or lower, it fails and has no effect. If the spell is 4th level or higher, the hexton makes an Intelligence check ({@dc 10} + the spell's level). On a success, the spell fails and has no effect.\"]},{\"name\":\"Lightning Rebuke\",\"entries\":[\"When a creature within 120 feet of the hexton damages it, the hexton magically retaliates with an arc of lightning. The creature must make a {@dc 17} Dexterity saving throw, taking 11 ({@damage 2d10}) lightning damage on a failed save, or half as much damage on a successful one.\"]}],\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"B\",\"L\",\"O\",\"P\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"savingThrowForcedSpell\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hound Archon\",\"source\":\"MPP\",\"page\":16,\"otherSources\":[{\"source\":\"ToFW\"}],\"size\":[\"M\"],\"type\":\"celestial\",\"alignment\":[\"L\",\"G\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":65,\"formula\":\"10d8 + 20\"},\"speed\":{\"walk\":40},\"str\":18,\"dex\":12,\"con\":15,\"int\":11,\"wis\":14,\"cha\":15,\"save\":{\"int\":\"+2\",\"wis\":\"+4\"},\"skill\":{\"insight\":\"+4\",\"perception\":\"+6\",\"stealth\":\"+3\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"immune\":[\"lightning\"],\"conditionImmune\":[\"exhaustion\",\"paralyzed\"],\"languages\":[\"all\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The archon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability:\"],\"will\":[\"{@spell detect evil and good}\"],\"daily\":{\"1e\":[\"{@spell aid}\",\"{@spell continual flame}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Aura of Menace\",\"entries\":[\"As long as the archon doesn't have the {@condition incapacitated} condition, each creature of the archon's choice that starts its turn within 20 feet of the archon must make a {@dc 12} Wisdom saving throw. On a failed save, the creature has the {@condition frightened} condition until the start of its next turn. On a successful save, the creature is immune to all archons' Aura of Menace for 24 hours.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The archon makes two Bite attacks. It can replace one of the attacks with a Shining Blade attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage. If the target is a Large or smaller creature, it must succeed on a {@dc 14} Strength saving throw or have the {@condition prone} condition.\"]},{\"name\":\"Shining Blade (True Form Only)\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) radiant damage.\"]},{\"name\":\"Teleport\",\"entries\":[\"The archon teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"The archon magically transforms into any Medium or Large dog or wolf while retaining its game statistics (other than its size and losing its Shining Blade attack). The archon reverts to its true form if reduced to 0 hit points or if it uses a bonus action to do so.\"]}],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\",\"Teleport\"],\"languageTags\":[\"XX\"],\"damageTags\":[\"P\",\"R\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kelubar Demodand\",\"source\":\"MPP\",\"page\":27,\"otherSources\":[{\"source\":\"SatO\"}],\"size\":[\"M\"],\"type\":\"fiend\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":187,\"formula\":\"22d8 + 88\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":22,\"dex\":13,\"con\":18,\"int\":14,\"wis\":15,\"cha\":18,\"save\":{\"dex\":\"+6\",\"wis\":\"+7\"},\"skill\":{\"insight\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":12,\"resist\":[\"cold\",\"fire\"],\"immune\":[\"acid\",\"poison\"],\"conditionImmune\":[\"paralyzed\",\"poisoned\",\"restrained\"],\"languages\":[\"Abyssal\",\"Demodand\",\"telepathy 120 ft.\"],\"cr\":\"13\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The kelubar casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 17}):\"],\"will\":[\"{@spell invisibility} (self only)\"],\"daily\":{\"1e\":[\"{@spell dispel magic}\",\"{@spell scrying} (as an action)\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Acidic Secretions\",\"entries\":[\"A creature that touches the kelubar or hits it with a melee attack while within 5 feet of it takes 5 ({@damage 2d4}) acid damage.\"]},{\"name\":\"Boundless Movement\",\"entries\":[\"The kelubar ignores difficult terrain, and magical effects can't reduce its speed. It can spend 5 feet of movement to automatically remove the {@condition grappled} condition from itself.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The kelubar has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The kelubar makes two Bite attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}11 ({@damage 1d10 + 6}) piercing damage plus 18 ({@damage 4d8}) acid damage.\"]},{\"name\":\"Spit Acid\",\"entries\":[\"The kelubar spits acid in a line 60 feet long and 5 feet wide. Each creature in that area must make a {@dc 17} Dexterity saving throw, taking 27 ({@damage 6d8}) acid damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Summon Demodand (1/Day)\",\"entries\":[\"The kelubar has a 40 percent chance of summoning its choice of {@dice 1d2} farastu demodands or 1 kelubar demodand. A summoned demodand appears in an unoccupied space within 60 feet of the kelubar, acts as an ally of the kelubar, and can't summon other demodands. It remains for 1 minute, until it or the kelubar dies, or until the kelubar dismisses it as an action.\"]}],\"bonus\":[{\"name\":\"Nauseating Fog {@recharge}\",\"entries\":[\"The kelubar magically creates a cloud of greenish fog that fills a 20-foot-radius sphere centered on a point within 120 feet of itself. The cloud remains for 1 minute or until the kelubar uses this bonus action again. The cloud is heavily obscured and difficult terrain. Any creature that starts its turn in the cloud or enters the cloud for the first time on a turn must succeed on a {@dc 17} Constitution saving throw or have the {@condition poisoned} condition until the end of its next turn.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"TP\"],\"damageTags\":[\"A\",\"P\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kolyarut\",\"source\":\"MPP\",\"page\":34,\"otherSources\":[{\"source\":\"SatO\"},{\"source\":\"ToFW\"}],\"size\":[\"M\"],\"type\":{\"type\":\"construct\",\"tags\":[\"inevitable\"]},\"alignment\":[\"L\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":297,\"formula\":\"35d8 + 140\"},\"speed\":{\"walk\":50,\"fly\":{\"number\":35,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":25,\"dex\":12,\"con\":19,\"int\":25,\"wis\":22,\"cha\":18,\"save\":{\"int\":\"+13\",\"wis\":\"+12\",\"cha\":\"+10\"},\"skill\":{\"history\":\"+13\",\"insight\":\"+12\",\"perception\":\"+12\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":22,\"resist\":[\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\",\"unconscious\"],\"languages\":[\"all\"],\"cr\":\"20\",\"trait\":[{\"name\":\"Immutable Form\",\"entries\":[\"The kolyarut is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Legendary Resistance (4/Day)\",\"entries\":[\"If the kolyarut fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The kolyarut has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The kolyarut makes four Unerring Blade attacks.\"]},{\"name\":\"Unerring Blade\",\"entries\":[\"{@atk mw} automatic hit, reach 5 ft., one target. {@h}24 force damage plus one of the following effects (choose one or roll a {@dice d6}):\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"1-2: Disarm\",\"entries\":[\"The target drops one item it is holding of the kolyarut's choice.\"]},{\"type\":\"item\",\"name\":\"3-4: Imbalance\",\"entries\":[\"The target can't take reactions until the start of the kolyarut's next turn.\"]},{\"type\":\"item\",\"name\":\"5-6: Push\",\"entries\":[\"If the target is Large or smaller, the target is pushed up to 15 feet away from the kolyarut.\"]}]}]},{\"name\":\"Edict of Blades {@recharge 5}\",\"entries\":[\"The kolyarut moves up to its speed without provoking opportunity attacks and can make one Unerring Blade attack against each creature it moves past. Whenever it hits a creature with an Unerring Blade attack during this movement, each spell of 5th level or lower on the creature ends, and the creature has the {@condition incapacitated} condition until the end of the kolyarut's next turn.\"]},{\"name\":\"Plane Shift (3/Day)\",\"entries\":[\"The kolyarut casts {@spell plane shift}, requiring no material components and using Intelligence as the spellcasting ability. The kolyarut can cast the spell normally, or it can cast the spell on an unwilling creature it can see within 60 feet of itself. If it uses the latter option, the targeted creature must succeed on a {@dc 18} Charisma saving throw or be sent to a teleportation circle in the Hall of Concordance in Sigil.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"The kolyarut adds 6 to its AC against one attack roll that would hit it. To do so, the kolyarut must see the attacker and be wielding a melee weapon.\"]}],\"traitTags\":[\"Immutable Form\",\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"XX\"],\"damageTags\":[\"O\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lantern Archon\",\"source\":\"MPP\",\"page\":17,\"otherSources\":[{\"source\":\"SatO\"},{\"source\":\"ToFW\"}],\"size\":[\"S\"],\"type\":\"celestial\",\"alignment\":[\"L\",\"G\"],\"alignmentPrefix\":\"typically \",\"ac\":[13],\"hp\":{\"average\":22,\"formula\":\"5d6 + 5\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":60,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":1,\"dex\":16,\"con\":12,\"int\":6,\"wis\":12,\"cha\":13,\"skill\":{\"perception\":\"+3\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":13,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"lightning\",\"radiant\"],\"conditionImmune\":[\"exhaustion\",\"grappled\",\"paralyzed\",\"prone\",\"restrained\"],\"languages\":[\"all\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The archon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability:\"],\"will\":[\"{@spell detect evil and good}\"],\"daily\":{\"1\":[\"{@spell aid}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Aura of Menace\",\"entries\":[\"As long as the archon doesn't have the {@condition incapacitated} condition, each creature of the archon's choice that starts its turn within 20 feet of the archon must make a {@dc 11} Wisdom saving throw. On a failed save, the creature has the {@condition frightened} condition until the start of its next turn. On a successful save, the creature is immune to all archons' Aura of Menace for 24 hours.\"]},{\"name\":\"Illumination\",\"entries\":[\"The archon sheds bright light in a 30-foot radius and dim light for an additional 30 feet.\"]},{\"name\":\"Incorporeal Movement\",\"entries\":[\"The archon can move through creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it takes 5 ({@damage 1d10}) force damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The archon makes two Radiant Strike attacks. It can replace one attack with a use of Teleport.\"]},{\"name\":\"Radiant Strike\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 60 ft., one target. {@h}6 ({@damage 1d6 + 3}) radiant damage.\"]},{\"name\":\"Teleport\",\"entries\":[\"The archon teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself.\"]}],\"bonus\":[{\"name\":\"Shift Radiance\",\"entries\":[\"The archon reduces its Illumination to shed only dim light in a 5-foot radius, or it returns the light to full intensity.\"]}],\"traitTags\":[\"Illumination\",\"Incorporeal Movement\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Teleport\"],\"languageTags\":[\"XX\"],\"damageTags\":[\"O\",\"R\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Maelephant\",\"source\":\"MPP\",\"page\":35,\"otherSources\":[{\"source\":\"SatO\"},{\"source\":\"ToFW\"}],\"size\":[\"L\"],\"type\":\"fiend\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":15,\"from\":[\"{@item half plate armor|PHB}\"]}],\"hp\":{\"average\":161,\"formula\":\"17d10 + 68\"},\"speed\":{\"walk\":40},\"str\":19,\"dex\":10,\"con\":18,\"int\":10,\"wis\":16,\"cha\":12,\"save\":{\"str\":\"+8\",\"con\":\"+8\"},\"skill\":{\"perception\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":17,\"resist\":[\"acid\",\"fire\",\"lightning\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"frightened\",\"poisoned\"],\"languages\":[\"Infernal\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The maelephant has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The maelephant makes one Barbed Trunk attack and two Glaive attacks.\"]},{\"name\":\"Barbed Trunk\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage plus 13 ({@damage 2d12}) poison damage. If the target is a Medium or smaller creature, it has the {@condition grappled} condition (escape {@dc 14}). Until this grapple ends, the target has the {@condition restrained} condition. While it is grappling a creature, the maelephant can't use its barbed trunk to attack other creatures.\"]},{\"name\":\"Glaive\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d10 + 4}) slashing damage.\"]},{\"name\":\"Mind Poison {@recharge 5}\",\"entries\":[\"The maelephant expels poisonous gas from its trunk in a 60-foot cone. Each creature in that area must make a {@dc 16} Constitution saving throw. On a failed save, a creature takes 39 ({@damage 6d12}) poison damage and has the {@condition poisoned} condition. While {@condition poisoned} in this way, the creature loses all weapon and skill proficiencies, it can't cast spells, it can't understand language, and it has disadvantage on Intelligence saving throws. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the target takes half as much damage only and is immune to this maelephant's Mind Poison for 24 hours.\"]}],\"attachedItems\":[\"glaive|phb\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"I\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mercykiller Bloodhound\",\"source\":\"MPP\",\"page\":60,\"otherSources\":[{\"source\":\"SatO\"},{\"source\":\"ToFW\"}],\"size\":[\"S\",\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|PHB}\"]}],\"hp\":{\"average\":104,\"formula\":\"16d8 + 48\"},\"speed\":{\"walk\":40},\"str\":17,\"dex\":12,\"con\":16,\"int\":12,\"wis\":15,\"cha\":8,\"skill\":{\"perception\":\"+8\",\"survival\":\"+8\"},\"passive\":18,\"languages\":[\"Common plus one more language\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Portal Sense\",\"entries\":[\"The bloodhound can sense the presence of portals within 30 feet of itself, including inactive portals, and instinctively knows the destination of each portal.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The bloodhound makes three Clawed Gauntlet attacks.\"]},{\"name\":\"Clawed Gauntlet\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage plus 10 ({@damage 3d6}) necrotic damage.\"]}],\"bonus\":[{\"name\":\"Marked for Pursuit (3/Day)\",\"entries\":[\"The bloodhound attempts to place a magical mark on a creature it can see within 30 feet of itself. The target must succeed on a {@dc 13} Charisma saving throw or become cursed for 24 hours. A creature missing any of its hit points has disadvantage on this saving throw. While cursed in this way, the bloodhound can sense the direction and distance to the target as long as the two are on the same plane of existence. If the target isn't on the same plane, the bloodhound knows what plane the target is on.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"N\",\"S\"],\"miscTags\":[\"CUR\",\"MW\"],\"savingThrowForced\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mind's Eye Matter Smith\",\"source\":\"MPP\",\"page\":60,\"otherSources\":[{\"source\":\"SatO\"},{\"source\":\"ToFW\"}],\"size\":[\"S\",\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":78,\"formula\":\"12d8 + 24\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":14,\"int\":14,\"wis\":14,\"cha\":16,\"save\":{\"int\":\"+4\",\"cha\":\"+5\"},\"skill\":{\"investigation\":\"+4\",\"perception\":\"+6\"},\"passive\":16,\"languages\":[\"Common plus two more languages\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The matter smith casts one of the following spells, using Charisma as the spellcasting ability:\"],\"will\":[\"{@spell mage armor}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\"],\"daily\":{\"1e\":[\"{@spell create food and water}\",\"{@spell fabricate} (as an action)\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The matter smith makes two Manifested Force attacks.\"]},{\"name\":\"Manifested Force\",\"entries\":[\"{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 120 ft., one target. {@h}10 ({@damage 2d6 + 3}) force damage.\"]}],\"bonus\":[{\"name\":\"Planar Smithing\",\"entries\":[\"The matter smith magically manipulates the energy of the plane of existence it's on to produce one of the following effects (choose one or roll a {@dice d4}):\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"1-2: Chains\",\"entries\":[\"The matter smith creates spectral bindings around a creature it can see within 30 feet of itself. The target must succeed on a {@dc 13} Dexterity saving throw or have the {@condition restrained} condition until the end of its next turn.\"]},{\"type\":\"item\",\"name\":\"3-4: Magic Shield\",\"entries\":[\"The matter smith conjures a floating, spectral shield that grants the matter smith a +5 bonus to its AC until the shield disappears at the start of the matter smith's next turn. The first time a creature misses a melee attack roll against the matter smith while the shield is conjured, that creature takes 7 ({@damage 2d6}) force damage.\"]}]}]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"O\"],\"spellcastingTags\":[\"O\"],\"conditionInflict\":[\"restrained\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Musteval Guardinal\",\"source\":\"MPP\",\"page\":33,\"otherSources\":[{\"source\":\"SatO\"},{\"source\":\"ToFW\"}],\"size\":[\"S\"],\"type\":\"celestial\",\"alignment\":[\"N\",\"G\"],\"alignmentPrefix\":\"typically \",\"ac\":[13],\"hp\":{\"average\":38,\"formula\":\"11d6\"},\"speed\":{\"walk\":35},\"str\":12,\"dex\":16,\"con\":11,\"int\":14,\"wis\":15,\"cha\":14,\"save\":{\"dex\":\"+5\",\"cha\":\"+4\"},\"skill\":{\"perception\":\"+6\",\"stealth\":\"+7\"},\"passive\":16,\"resist\":[\"radiant\"],\"conditionImmune\":[\"frightened\"],\"languages\":[\"Celestial\",\"Common\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The musteval casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability:\"],\"will\":[\"{@spell dancing lights}\"],\"daily\":{\"1e\":[\"{@spell disguise self}\",\"{@spell invisibility}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The musteval makes two Bone Blade attacks.\"]},{\"name\":\"Bone Blade\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage plus 3 ({@damage 1d6}) radiant damage.\"]}],\"reaction\":[{\"name\":\"Skirmish Movement\",\"entries\":[\"When a creature ends its turn within 5 feet of the musteval, the musteval can move up to half its speed. This movement doesn't provoke opportunity attacks.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\"],\"damageTags\":[\"R\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"invisible\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Nonaton Modron\",\"source\":\"MPP\",\"page\":38,\"otherSources\":[{\"source\":\"SatO\"},{\"source\":\"ToFW\"}],\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"L\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":161,\"formula\":\"19d10 + 57\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"initiative\":{\"advantageMode\":\"adv\"},\"str\":18,\"dex\":13,\"con\":16,\"int\":16,\"wis\":16,\"cha\":13,\"save\":{\"int\":\"+7\",\"wis\":\"+7\"},\"skill\":{\"investigation\":\"+7\",\"perception\":\"+11\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":21,\"languages\":[\"Modron\",\"telepathy 120 ft.\"],\"cr\":\"10\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The nonaton casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell detect magic}\",\"{@spell dispel magic}\",\"{@spell mending} (as an action)\"],\"daily\":{\"1e\":[\"{@spell plane shift} (self only)\",\"{@spell protection from evil and good}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Axiomatic Mind\",\"entries\":[\"The nonaton can't be compelled to act in a manner contrary to its nature or its instructions.\"]},{\"name\":\"Combat Ready\",\"entries\":[\"The nonaton has advantage on initiative rolls.\"]},{\"name\":\"Disintegration\",\"entries\":[\"If the nonaton dies, its body disintegrates into dust, leaving behind anything it was carrying.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The nonaton makes three Arm attacks and uses Pillar of Truth or Spellcasting.\"]},{\"name\":\"Arm\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage, and if the target is a Medium or smaller creature, it has the {@condition grappled} condition (escape {@dc 14}). Until this grapple ends, the nonaton can't use this arm against other targets. The nonaton has nine arms, each of which can grapple one target.\"]},{\"name\":\"Pillar of Truth\",\"entries\":[\"The nonaton chooses a point on the ground that it can see within 60 feet of itself. A 60-foot-tall, 20-foot-radius cylinder of magical force rises from that point. Each creature in that area must make a {@dc 15} Dexterity saving throw. On a failed save, a creature takes 21 ({@damage 6d6}) force damage, and the creature reverts to its original form (if it's in a different form) and can't assume a different form until the end of its next turn. On a successful save, a creature takes half as much damage only.\"]}],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\",\"TP\"],\"damageTags\":[\"O\",\"P\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Octon Modron\",\"source\":\"MPP\",\"page\":40,\"otherSources\":[{\"source\":\"SatO\"}],\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"L\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":187,\"formula\":\"22d10 + 66\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"swim\":30,\"canHover\":true},\"initiative\":{\"advantageMode\":\"adv\"},\"str\":18,\"dex\":14,\"con\":17,\"int\":17,\"wis\":16,\"cha\":14,\"save\":{\"int\":\"+7\",\"wis\":\"+7\"},\"skill\":{\"perception\":\"+11\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":21,\"resist\":[\"psychic\"],\"languages\":[\"Modron\",\"telepathy 120 ft.\"],\"cr\":\"11\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The octon casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell detect magic}\",\"{@spell dispel magic}\",\"{@spell mending} (as an action)\"],\"daily\":{\"1e\":[\"{@spell plane shift} (self only)\",\"{@spell protection from evil and good}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Axiomatic Mind\",\"entries\":[\"The octon can't be compelled to act in a manner contrary to its nature or its instructions.\"]},{\"name\":\"Combat Ready\",\"entries\":[\"The octon has advantage on initiative checks.\"]},{\"name\":\"Disintegration\",\"entries\":[\"If the octon dies, its body disintegrates into dust, leaving behind anything it was carrying.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The octon makes three Tentacle attacks.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}14 ({@damage 3d6 + 4}) bludgeoning damage plus 9 ({@damage 2d8}) lightning damage.\"]},{\"name\":\"Whirlwind of Tentacles {@recharge 5}\",\"entries\":[\"The octon rapidly extends and spins its ring of tentacles. Each creature within 20 feet of the octon must succeed on a {@dc 16} Strength saving throw or be pulled up to 10 feet in a straight line toward the octon. Then, the octon makes two Tentacle attacks against each creature within 10 feet of itself.\"]}],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"OTH\",\"TP\"],\"damageTags\":[\"B\",\"L\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"strength\"],\"savingThrowForcedSpell\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Planar Incarnate\",\"source\":\"MPP\",\"page\":41,\"size\":[\"G\"],\"type\":{\"type\":{\"choose\":[\"celestial\",\"fiend\"]}},\"alignment\":[\"A\"],\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":333,\"formula\":\"18d20 + 144\"},\"speed\":{\"walk\":40,\"fly\":40},\"str\":27,\"dex\":10,\"con\":26,\"int\":15,\"wis\":20,\"cha\":20,\"skill\":{\"perception\":\"+12\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":22,\"immune\":[\"necrotic\",\"poison\",\"radiant\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"restrained\",\"stunned\",\"unconscious\"],\"languages\":[\"all\"],\"cr\":\"22\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the incarnate fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The incarnate has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Planar Form\",\"entries\":[\"An incarnate on the Upper Planes is a Celestial. An incarnate on the Lower Planes is a Fiend.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The incarnate deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The incarnate makes two Slam or Energy Bolt attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 15 ft., one target. {@h}27 ({@damage 3d12 + 8}) force damage.\"]},{\"name\":\"Energy Bolt\",\"entries\":[\"{@atk rs} {@hit 12} to hit, range 120 ft., one target. {@h}32 ({@damage 5d12}) necrotic damage if the incarnate is a Fiend or radiant damage if the incarnate is a Celestial.\"]},{\"name\":\"Planar Exhalation {@recharge 5}\",\"entries\":[\"The incarnate exhales concentrated energy native to its plane in a 60-foot cone. Each creature in that area must make a {@dc 23} Constitution saving throw. On a failed save, a creature takes 52 ({@damage 8d12}) necrotic damage if the incarnate is a Fiend or radiant damage if the incarnate is a Celestial, and the creature has the {@condition blinded} condition until the end of the incarnate's next turn. On a successful save, a creature takes half as much damage only.\"]}],\"reactionHeader\":[\"The incarnate can take up to three reactions per round but only one per turn.\"],\"reaction\":[{\"name\":\"Searing Gaze\",\"entries\":[\"In response to being hit by an attack roll, the incarnate turns its magical gaze toward one creature it can see within 120 feet of itself and commands it to combust. The target must succeed on a {@dc 20} Wisdom saving throw or take 16 ({@damage 3d10}) fire damage.\"]},{\"name\":\"Teleport\",\"entries\":[\"Immediately after a creature the incarnate sees ends its turn, the incarnate teleports up to 60 feet to an unoccupied space it can see.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Siege Monster\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"XX\"],\"damageTags\":[\"F\",\"N\",\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Razorvine Blight\",\"source\":\"MPP\",\"page\":42,\"otherSources\":[{\"source\":\"SatO\"}],\"size\":[\"M\"],\"type\":\"plant\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[12],\"hp\":{\"average\":27,\"formula\":\"5d8 + 5\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":10,\"dex\":15,\"con\":13,\"int\":5,\"wis\":10,\"cha\":3,\"skill\":{\"stealth\":\"+4\"},\"senses\":[\"blindsight 60 ft. (can't see beyond this radius)\"],\"passive\":10,\"conditionImmune\":[\"blinded\",\"deafened\"],\"languages\":[\"understands Common but can't speak\"],\"cr\":\"1\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"If the blight is motionless at the start of combat, it has advantage on its initiative roll. If a creature hasn't observed the blight move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the blight is animate.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The blight can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The blight makes two Claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 4} to hit (with advantage if the target is missing any of its hit points), reach 10 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage.\"]},{\"name\":\"Life-Draining Vines {@recharge}\",\"entries\":[\"Snaking vines erupt from the blight. Each creature within 10 feet of it must make a {@dc 12} Dexterity saving throw, taking 9 ({@damage 2d8}) slashing damage on failed save, or half as much damage on a successful one. If at least one of the creatures that failed this save isn't a Construct or an Undead, the blight regains 9 hit points.\"]}],\"traitTags\":[\"False Appearance\",\"Spider Climb\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Septon Modron\",\"source\":\"MPP\",\"page\":40,\"otherSources\":[{\"source\":\"SatO\"},{\"source\":\"ToFW\"}],\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"L\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":204,\"formula\":\"24d10 + 72\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"swim\":30,\"canHover\":true},\"initiative\":{\"advantageMode\":\"adv\"},\"str\":18,\"dex\":15,\"con\":17,\"int\":18,\"wis\":16,\"cha\":14,\"save\":{\"int\":\"+8\",\"wis\":\"+7\"},\"skill\":{\"perception\":\"+11\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":21,\"resist\":[\"lightning\",\"psychic\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"12\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The septon casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 16}):\"],\"will\":[\"{@spell detect magic}\",\"{@spell dispel magic}\",\"{@spell mending} (as an action)\"],\"daily\":{\"1e\":[\"{@spell plane shift} (self only)\",\"{@spell protection from evil and good}\",\"{@spell sending}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Axiomatic Mind\",\"entries\":[\"The septon can't be compelled to act in a manner contrary to its nature or its instructions.\"]},{\"name\":\"Combat Ready\",\"entries\":[\"The septon has advantage on initiative checks.\"]},{\"name\":\"Disintegration\",\"entries\":[\"If the septon dies, its body disintegrates into dust, leaving behind anything it was carrying.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The septon makes four Tentacle attacks and uses Lightning Network or Spellcasting.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage, and if the target is a Medium or smaller creature, it has the {@condition grappled} condition (escape {@dc 14}). Until this grapple ends, the septon can't use this tentacle against other targets. The septon has seven tentacles, each of which can grapple one target.\"]},{\"name\":\"Lightning Network\",\"entries\":[\"The septon conjures a field of electricity that fills a 30-foot cube originating from itself before dissipating. Each creature in that area must make a {@dc 16} Dexterity saving throw. On a failed save, a creature takes 33 ({@damage 6d10}) lightning damage and has the {@condition stunned} condition for 1 minute. On a successful save, a creature takes half as much damage only. A {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"L\",\"P\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"stunned\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Shator Demodand\",\"source\":\"MPP\",\"page\":28,\"otherSources\":[{\"source\":\"SatO\"}],\"size\":[\"L\"],\"type\":\"fiend\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":195,\"formula\":\"23d10 + 69\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":24,\"dex\":15,\"con\":17,\"int\":21,\"wis\":16,\"cha\":20,\"save\":{\"dex\":\"+7\",\"wis\":\"+8\"},\"skill\":{\"perception\":\"+13\",\"stealth\":\"+7\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":23,\"resist\":[\"cold\",\"fire\"],\"immune\":[\"acid\",\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"paralyzed\",\"poisoned\",\"restrained\"],\"languages\":[\"Abyssal\",\"Common\",\"Demodand\",\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"16\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The shator casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 18}, {@hit 10} to hit with spell attacks):\"],\"will\":[\"{@spell invisibility} (self only)\",\"{@spell suggestion}\"],\"daily\":{\"1e\":[\"{@spell dispel magic}\",\"{@spell plane shift} (to Carceri only)\",\"{@spell scrying} (as an action)\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Boundless Movement\",\"entries\":[\"The shator ignores difficult terrain, and magical effects can't reduce its speed. It can spend 5 feet of movement to automatically remove the {@condition grappled} condition from itself.\"]},{\"name\":\"Jailer (1/Day)\",\"entries\":[\"The shator can cast the {@spell imprisonment} spell, requiring no material components and using Intelligence as the spellcasting ability (chaining effect only; spell save {@dc 18}).\"]},{\"name\":\"Liquefaction Ritual\",\"entries\":[\"The shator can perform a 1-minute ritual that turns all willing farastus and kelubars of its choice within 60 feet of itself into a living liquid form. Each liquefied demodand becomes enough liquid to fill a flask. A demodand's liquefaction lasts until a shator uses an action to end it or a creature opens a container holding the liquid. While liquefied in this way, a demodand has the {@condition paralyzed} condition despite any immunity to that condition, it has immunity to all damage, and any curse affecting it is suspended.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The shator has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Numbing Secretions\",\"entries\":[\"A creature that touches the shator or hits it with a melee attack while within 5 feet of it must succeed on a {@dc 17} Dexterity saving throw or have disadvantage on attack rolls and its speed halved until the end of its next turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The shator makes one Bite attack and two Enervating Trident attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}17 ({@damage 3d6 + 7}) piercing damage plus 26 ({@damage 4d12}) acid damage. If the target is a creature, it must succeed on a {@dc 16} Constitution saving throw or have the {@condition paralyzed} condition until the start of the shator's next turn.\"]},{\"name\":\"Enervating Trident\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d10 + 7}) necrotic damage.\"]},{\"name\":\"Inhibitory Spray {@recharge 5}\",\"entries\":[\"The shator exhales a spray of slime in a line 100 feet long and 5 feet wide. Each creature in that area must make a {@dc 16} Dexterity saving throw. On a failed save, a creature takes 40 ({@damage 9d8}) acid damage and has the {@condition paralyzed} condition for 1 minute. The creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage only.\"]},{\"name\":\"Summon Demodand (1/Day)\",\"entries\":[\"The shator has a 50 percent chance of summoning its choice of {@dice 1d4} farastu demodands, {@dice 1d2} kelubar demodands, or 1 shator demodand. A summoned demodand appears in an unoccupied space within 60 feet of the shator, acts as an ally of the shator, and can't summon other demodands. It remains for 1 minute, until it or the shator dies, or until the shator dismisses it as an action.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"I\",\"TP\"],\"damageTags\":[\"A\",\"N\",\"P\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"paralyzed\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"savingThrowForcedSpell\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Shemeshka\",\"isNamedCreature\":true,\"source\":\"MPP\",\"page\":46,\"otherSources\":[{\"source\":\"SatO\"},{\"source\":\"ToFW\"}],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"yugoloth\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":162,\"formula\":\"25d8 + 50\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":20,\"dex\":14,\"con\":14,\"int\":21,\"wis\":16,\"cha\":18,\"save\":{\"dex\":\"+7\",\"int\":\"+10\",\"wis\":\"+8\",\"cha\":\"+9\"},\"skill\":{\"deception\":\"+9\",\"insight\":\"+8\",\"perception\":\"+8\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":18,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"acid\",\"poison\"],\"conditionImmune\":[\"charmed\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"14\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Shemeshka casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 18}):\"],\"will\":[\"{@spell alter self}\",\"{@spell darkness}\",\"{@spell invisibility} (self only)\",\"{@spell mage hand}\",\"{@spell prestidigitation}\"],\"daily\":{\"2e\":[\"{@spell detect thoughts}\",\"{@spell dimension door}\",\"{@spell suggestion}\"],\"1e\":[\"{@spell banishment}\",\"{@spell contact other plane} (as an action)\",\"{@spell mind blank}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (4/Day)\",\"entries\":[\"If Shemeshka fails a saving throw, she can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Shemeshka has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Shemeshka carries a magic crown called the Razorvine Tiara. In the hands of anyone other than Shemeshka, the Razorvine Tiara functions as a {@item tentacle rod} that deals slashing damage instead of bludgeoning damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Shemeshka uses Arcane Flux or Spellcasting. She then makes one Claw attack or one attack with her Razorvine Tiara.\"]},{\"name\":\"Arcane Flux\",\"entries\":[\"Shemeshka causes a surge of arcane energy to burst around one creature she can see within 120 feet of herself. The target must make a {@dc 18} Dexterity saving throw. On a failed save, the target takes 45 ({@damage 7d12}) force damage and has the {@condition incapacitated} condition until the end of its next turn. On a successful save, the target takes half as much damage only.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d4 + 5}) slashing damage plus 14 ({@damage 4d6}) poison damage.\"]},{\"name\":\"Razorvine Tiara\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 15 ft., one target. {@h}10 ({@damage 3d6}) slashing damage plus 9 ({@damage 2d8}) necrotic damage. If the target is a creature, it must succeed on a {@dc 15} Constitution saving throw, or its speed is halved and it has disadvantage on attack rolls and saving throws until the end of its next turn.\"]}],\"bonus\":[{\"name\":\"Teleport\",\"entries\":[\"Shemeshka teleports, along with any equipment she is wearing or carrying, up to 60 feet to an unoccupied space she can see.\"]}],\"reaction\":[{\"name\":\"Fell Counterspell (3/Day)\",\"entries\":[\"Shemeshka utters a magical word to interrupt a creature she can see that is casting a spell. If the spell is 5th level or lower, it fails and has no effect. If the spell is 6th level or higher, Shemeshka makes an Intelligence check ({@dc 10} + the spell's level). On a success, the spell fails and has no effect. Whatever the spell's level, the caster gains the {@condition poisoned} condition until the end of its next turn.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"I\",\"N\",\"O\",\"S\"],\"damageTagsSpell\":[\"B\",\"O\",\"P\",\"S\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"incapacitated\"],\"conditionInflictSpell\":[\"incapacitated\",\"invisible\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"savingThrowForcedSpell\":[\"charisma\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Society of Sensation Muse\",\"source\":\"MPP\",\"page\":61,\"otherSources\":[{\"source\":\"SatO\"},{\"source\":\"ToFW\"}],\"size\":[\"S\",\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":44,\"formula\":\"8d8 + 8\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":16,\"con\":12,\"int\":15,\"wis\":14,\"cha\":17,\"save\":{\"dex\":\"+5\",\"cha\":\"+5\"},\"skill\":{\"insight\":\"+4\",\"perception\":\"+4\",\"performance\":\"+7\",\"stealth\":\"+5\"},\"passive\":14,\"languages\":[\"Common plus two more languages\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The muse casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell dancing lights}\"],\"daily\":{\"1e\":[\"{@spell comprehend languages}\",\"{@spell hypnotic pattern}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The muse makes two Beguiling Resonance attacks.\"]},{\"name\":\"Beguiling Resonance\",\"entries\":[\"{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 90 ft., one target. {@h}9 ({@damage 2d8}) psychic damage. If the target is a creature, it must succeed on a {@dc 13} Charisma saving throw or have disadvantage on the next attack roll it makes until the end of its next turn.\"]}],\"bonus\":[{\"name\":\"Enchanting Presence\",\"entries\":[\"Each creature within 30 feet of the muse must make a {@dc 13} Wisdom saving throw. On a failed save, the creature has the {@condition charmed} condition for 1 minute. On a successful save, the creature becomes immune to any muse's Enchanting Presence for 24 hours.\",\"Whenever the muse deals damage to the {@condition charmed} creature, the {@condition charmed} creature can repeat the saving throw, ending the effect on itself on a success.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\"],\"conditionInflict\":[\"charmed\"],\"conditionInflictSpell\":[\"charmed\",\"incapacitated\"],\"savingThrowForced\":[\"charisma\",\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sunfly\",\"source\":\"MPP\",\"page\":47,\"otherSources\":[{\"source\":\"SatO\"},{\"source\":\"ToFW\"}],\"size\":[\"T\"],\"type\":\"celestial\",\"alignment\":[\"C\",\"G\"],\"alignmentPrefix\":\"typically \",\"ac\":[13],\"hp\":{\"average\":2,\"formula\":\"1d4\"},\"speed\":{\"walk\":10,\"fly\":40},\"str\":4,\"dex\":17,\"con\":10,\"int\":4,\"wis\":10,\"cha\":6,\"passive\":10,\"languages\":[\"understands Celestial but can't speak\"],\"cr\":\"0\",\"action\":[{\"name\":\"Sting\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) piercing damage. Additionally, if the sunfly is on an Outer Plane, it injects the target with a toxin, the effect of which is determined by the sunfly's location:\"]},{\"name\":\"Upper Plane\",\"entries\":[\"The target sheds bright light in a 5-foot radius until the end of its next turn.\"]},{\"name\":\"Neutral Plane\",\"entries\":[\"If the target is {@status concentration||concentrating} on a spell or similar effect, it makes the Constitution saving throw with disadvantage to maintain its {@status concentration}.\"]},{\"name\":\"Lower Plane\",\"entries\":[\"The target's speed is reduced by 5 feet until the end of its next turn.\"]}],\"bonus\":[{\"name\":\"Illumination\",\"entries\":[\"The sunfly sheds bright light in a 5-foot radius and dim light for an additional 5 feet, or it uses a bonus action to extinguish the light.\"]}],\"languageTags\":[\"CE\",\"CS\"],\"damageTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Swarm of Sunflies\",\"source\":\"MPP\",\"page\":47,\"size\":[\"M\"],\"type\":{\"type\":\"celestial\",\"swarmSize\":\"T\"},\"alignment\":[\"C\",\"G\"],\"alignmentPrefix\":\"typically \",\"ac\":[13],\"hp\":{\"average\":22,\"formula\":\"5d8\"},\"speed\":{\"walk\":10,\"fly\":40},\"str\":6,\"dex\":17,\"con\":10,\"int\":4,\"wis\":10,\"cha\":6,\"passive\":10,\"languages\":[\"understands Celestial but can't speak\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Swarm\",\"entries\":[\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny dragonfly. The swarm can't regain hit points or gain temporary hit points.\"]}],\"action\":[{\"name\":\"Stings\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 0 ft., one creature in the swarm's space. {@h}10 ({@damage 3d4 + 3}) piercing damage, or 5 ({@damage 1d4 + 3}) piercing damage if the swarm has half of its hit points or fewer. Additionally, if the swarm is on an Outer Plane, it injects the target with a toxin, the effect of which is determined by the swarm's location:\"]},{\"name\":\"Upper Plane\",\"entries\":[\"The target sheds bright light in a 5-foot radius until the end of its next turn. During that time, the {@condition invisible} condition has no effect on it.\"]},{\"name\":\"Neutral Plane\",\"entries\":[\"If the target is {@status concentration||concentrating} on a spell or similar effect, it loses its {@status concentration}.\"]},{\"name\":\"Lower Plane\",\"entries\":[\"The target's speed is reduced by 10 feet until the end of its next turn.\"]},{\"name\":\"Dazzling Lights {@recharge}\",\"entries\":[\"The swarm shines its lights in a dazzling display. Each creature within 15 feet of the swarm must succeed on a {@dc 10} Constitution saving throw or have the {@condition stunned} condition for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"bonus\":[{\"name\":\"Illumination\",\"entries\":[\"The swarm sheds bright light in a 15-foot radius and dim light for an additional 15 feet, or it uses a bonus action to extinguish the light.\"]}],\"languageTags\":[\"CE\",\"CS\"],\"damageTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Time Dragon Wyrmling\",\"source\":\"MPP\",\"page\":51,\"otherSources\":[{\"source\":\"ToFW\"}],\"size\":[\"M\"],\"type\":\"dragon\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":75,\"formula\":\"10d8 + 30\"},\"speed\":{\"walk\":30,\"climb\":30,\"fly\":60},\"str\":19,\"dex\":10,\"con\":17,\"int\":17,\"wis\":13,\"cha\":17,\"save\":{\"dex\":\"+3\",\"con\":\"+6\",\"wis\":\"+4\",\"cha\":\"+6\"},\"skill\":{\"arcana\":\"+6\",\"history\":\"+9\",\"perception\":\"+7\",\"stealth\":\"+6\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 120 ft.\"],\"passive\":17,\"languages\":[\"Draconic plus any two languages\"],\"cr\":\"5\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes three Rend attacks.\"]},{\"name\":\"Rend\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage plus 3 ({@damage 1d6}) force damage.\"]},{\"name\":\"Time Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a wave of shimmering light in a 15-foot cone. Nonmagical objects and vegetation in that area that aren't being worn or carried crumble to dust. Each creature in that area must make a {@dc 14} Constitution saving throw. On a failed save, a creature takes 27 ({@damage 6d8}) force damage and is magically weakened as it is desynchronized from the time stream. While the creature is in this state, attack rolls against it have advantage. On a successful save, a creature takes half as much damage only. A weakened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"dragonAge\":\"wyrmling\",\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"DR\",\"X\"],\"damageTags\":[\"O\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Transcendent Order Conduit\",\"source\":\"MPP\",\"page\":62,\"otherSources\":[{\"source\":\"SatO\"}],\"size\":[\"S\",\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":18,\"from\":[\"Unarmored Defense\"]}],\"hp\":{\"average\":97,\"formula\":\"15d8 + 30\"},\"speed\":{\"walk\":50},\"initiative\":{\"advantageMode\":\"adv\"},\"str\":10,\"dex\":19,\"con\":14,\"int\":10,\"wis\":18,\"cha\":12,\"save\":{\"wis\":\"+7\",\"cha\":\"+4\"},\"skill\":{\"acrobatics\":\"+7\",\"perception\":\"+7\",\"performance\":\"+4\"},\"passive\":17,\"languages\":[\"Common plus one more language\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Instinctive Reflexes\",\"entries\":[\"The conduit has advantage on initiative rolls, and it can't have disadvantage on attack rolls.\"]},{\"name\":\"Unarmored Defense\",\"entries\":[\"While the conduit is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The conduit makes three Unarmed Strike attacks.\"]},{\"name\":\"Unarmed Strike\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage. If the target is a creature, the conduit can choose one of the following additional effects (up to once per turn each):\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Incapacitate\",\"entries\":[\"The target must succeed on a {@dc 15} Constitution saving throw or have the {@condition incapacitated} condition until the end of the conduit's next turn.\"]},{\"type\":\"item\",\"name\":\"Push\",\"entries\":[\"The target is pushed up to 10 feet horizontally away from the conduit.\"]}]}]}],\"reactionHeader\":[\"The conduit can take up to three reactions per round but only one per turn.\"],\"reaction\":[{\"name\":\"Deflect Attack\",\"entries\":[\"In response to being hit by an attack roll, the conduit partially deflects the blow. The damage the conduit takes from the attack is reduced by {@dice 1d10}.\"]},{\"name\":\"Don't Be There\",\"entries\":[\"When the conduit must make a saving throw, it can move up to half its speed without provoking opportunity attacks. If its new position moves it out of range or otherwise makes it impossible to be targeted by the effect, the conduit avoids the effect entirely.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"incapacitated\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Transcendent Order Instinct\",\"source\":\"MPP\",\"page\":62,\"otherSources\":[{\"source\":\"SatO\"}],\"size\":[\"S\",\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":16,\"from\":[\"Unarmored Defense\"]}],\"hp\":{\"average\":49,\"formula\":\"9d8 + 9\"},\"speed\":{\"walk\":40},\"str\":10,\"dex\":16,\"con\":12,\"int\":10,\"wis\":16,\"cha\":12,\"save\":{\"wis\":\"+5\",\"cha\":\"+3\"},\"skill\":{\"acrobatics\":\"+5\",\"perception\":\"+5\",\"performance\":\"+3\"},\"passive\":15,\"languages\":[\"Common plus one more language\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Unarmored Defense\",\"entries\":[\"While the instinct is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The instinct makes three Unarmed Strike attacks.\"]},{\"name\":\"Unarmed Strike\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage.\"]}],\"reactionHeader\":[\"The instinct can take up to three reactions per round but only one per turn.\"],\"reaction\":[{\"name\":\"Deflect Blow\",\"entries\":[\"In response to being hit by a melee attack roll, the instinct partially deflects the blow. The damage the instinct takes from the attack is reduced by {@dice 1d6}.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Vargouille Reflection\",\"source\":\"MPP\",\"page\":52,\"otherSources\":[{\"source\":\"SatO\"},{\"source\":\"ToFW\"}],\"size\":[\"T\"],\"type\":\"fiend\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[12],\"hp\":{\"average\":22,\"formula\":\"5d4 + 10\"},\"speed\":{\"walk\":5,\"fly\":40},\"str\":6,\"dex\":15,\"con\":14,\"int\":6,\"wis\":10,\"cha\":2,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"cold\",\"fire\",\"lightning\",\"psychic\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"understands Abyssal\",\"Infernal\",\"and any languages it knew before becoming a vargouille\",\"but it can't speak\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The vargouille has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage plus 10 ({@damage 3d6}) psychic damage.\"]},{\"name\":\"Abyssal Curse\",\"entries\":[\"The vargouille targets one Humanoid within 5 feet of itself that has the {@condition incapacitated} condition. The target must succeed on a {@dc 12} Charisma saving throw or become cursed. The cursed target's Charisma decreases by 1 after each hour, as its head takes on fiendish aspects, and its Charisma can't increase. The curse doesn't advance while the target is in sunlight or the area of a {@spell daylight} spell. When the cursed target's Charisma becomes 2, the target dies, and its head tears from its body and becomes a new vargouille reflection. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is complete ends the curse and restores the target's Charisma.\"]},{\"name\":\"Horrific Reflection {@recharge 5}\",\"entries\":[\"The vargouille's head mimics that of a Humanoid the vargouille can see within 120 feet of itself. The target must succeed on a {@dc 12} Wisdom saving throw or take 10 ({@damage 3d6}) psychic damage and have the {@condition frightened} condition for 1 hour or until the vargouille loses {@status concentration} (as if {@status concentration||concentrating} on a spell). If the target's saving throw is successful or if the effect ends on it, the target is immune to the Horrific Reflection of all vargouille reflections for 1 hour.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"languageTags\":[\"AB\",\"CS\",\"I\"],\"damageTags\":[\"P\",\"Y\"],\"miscTags\":[\"CUR\",\"MW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Warden Archon\",\"source\":\"MPP\",\"page\":18,\"otherSources\":[{\"source\":\"SatO\"},{\"source\":\"ToFW\"}],\"size\":[\"L\"],\"type\":\"celestial\",\"alignment\":[\"L\",\"G\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|PHB}\"]}],\"hp\":{\"average\":136,\"formula\":\"16d10 + 48\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":20,\"dex\":10,\"con\":17,\"int\":15,\"wis\":18,\"cha\":18,\"save\":{\"con\":\"+6\",\"wis\":\"+7\"},\"skill\":{\"arcana\":\"+5\",\"athletics\":\"+8\",\"perception\":\"+10\"},\"senses\":[\"darkvision 120 ft.\",\"truesight 30 ft.\"],\"passive\":20,\"immune\":[\"lightning\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\"],\"languages\":[\"all\"],\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The archon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell detect evil and good}\"],\"daily\":{\"1e\":[\"{@spell aid}\",\"{@spell continual flame}\",\"{@spell protection from evil and good}\",\"{@spell scrying} (as an action)\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Aura of Menace\",\"entries\":[\"As long as the archon doesn't have the {@condition incapacitated} condition, each creature of the archon's choice that starts its turn within 20 feet of the archon must make a {@dc 15} Wisdom saving throw. On a failed save, the creature has the {@condition frightened} condition until the start of its next turn. On a successful save, the creature is immune to all archons' Aura of Menace for 24 hours.\"]},{\"name\":\"Eternal Vigil\",\"entries\":[\"The archon can't be surprised. Moreover, it knows when any creature uses a portal it is assigned to guard.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The archon makes two Claw attacks and one Tracker's Bite attack.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage. If the target is a Medium or smaller creature, the target has the {@condition grappled} condition (escape {@dc 18}). The archon can have only one creature {@condition grappled} in this way at a time.\"]},{\"name\":\"Tracker's Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}15 ({@damage 3d6 + 5}) piercing damage. If the target is a creature, for the next 24 hours, the archon knows the distance and direction to the target while they are both on the same plane of existence.\"]},{\"name\":\"Teleport\",\"entries\":[\"The archon teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself.\"]}],\"senseTags\":[\"SD\",\"U\"],\"actionTags\":[\"Multiattack\",\"Teleport\"],\"languageTags\":[\"XX\"],\"damageTags\":[\"P\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Young Time Dragon\",\"source\":\"MPP\",\"page\":51,\"size\":[\"L\"],\"type\":\"dragon\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":210,\"formula\":\"20d10 + 100\"},\"speed\":{\"walk\":40,\"climb\":40,\"fly\":80},\"str\":20,\"dex\":12,\"con\":20,\"int\":20,\"wis\":15,\"cha\":17,\"save\":{\"dex\":\"+5\",\"con\":\"+9\",\"wis\":\"+6\",\"cha\":\"+7\"},\"skill\":{\"arcana\":\"+9\",\"history\":\"+13\",\"perception\":\"+10\",\"stealth\":\"+9\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":20,\"languages\":[\"Draconic plus any four languages\"],\"cr\":\"11\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes three Rend attacks.\"]},{\"name\":\"Rend\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage plus 7 ({@damage 2d6}) force damage.\"]},{\"name\":\"Time Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a wave of shimmering light in a 30-foot cone. Nonmagical objects and vegetation in that area that aren't being worn or carried crumble to dust. Each creature in that area must make a {@dc 17} Constitution saving throw. On a failed save, a creature takes 31 ({@damage 7d8}) force damage and is magically weakened as it is desynchronized from the time stream. While the creature is in this state, attack rolls against it have advantage. On a successful save, a creature takes half as much damage only. A weakened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself after it succeeds on two of these saves.\"]}],\"dragonAge\":\"young\",\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"DR\",\"X\"],\"damageTags\":[\"O\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true}]}"); JSON_DATA[`data/bestiary/bestiary-mtf.json`] = JSON.parse("{\"monster\":[{\"name\":\"Abyssal Wretch\",\"source\":\"MTF\",\"page\":136,\"otherSources\":[{\"source\":\"BGDIA\"}],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[11],\"hp\":{\"average\":18,\"formula\":\"4d8\"},\"speed\":{\"walk\":20},\"str\":9,\"dex\":12,\"con\":11,\"int\":5,\"wis\":8,\"cha\":5,\"senses\":[\"darkvision 120 ft.\"],\"passive\":9,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"understands Abyssal but can't speak\"],\"cr\":\"1/4\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) slashing damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/abyssal-wretch.mp3\"},\"senseTags\":[\"SD\"],\"languageTags\":[\"AB\",\"CS\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Adult Kruthik\",\"source\":\"MTF\",\"page\":212,\"reprintedAs\":[\"Adult Kruthik|MPMM\"],\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":39,\"formula\":\"6d8 + 12\"},\"speed\":{\"walk\":40,\"burrow\":20,\"climb\":40},\"str\":15,\"dex\":16,\"con\":15,\"int\":7,\"wis\":12,\"cha\":8,\"senses\":[\"darkvision 60 ft.\",\"tremorsense 60 ft.\"],\"passive\":11,\"languages\":[\"Kruthik\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The kruthik has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]},{\"name\":\"Tunneler\",\"entries\":[\"The kruthik can burrow through solid rock at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The kruthik makes two stab attacks or two spike attacks.\"]},{\"name\":\"Stab\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Spike\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage.\"]}],\"environment\":[\"desert\",\"mountain\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/adult-kruthik.mp3\"},\"traitTags\":[\"Keen Senses\",\"Pack Tactics\",\"Tunneler\"],\"senseTags\":[\"D\",\"T\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Adult Oblex\",\"source\":\"MTF\",\"page\":218,\"otherSources\":[{\"source\":\"IMR\"}],\"reprintedAs\":[\"Adult Oblex|MPMM\"],\"size\":[\"M\"],\"type\":\"ooze\",\"alignment\":[\"L\",\"E\"],\"ac\":[14],\"hp\":{\"average\":75,\"formula\":\"10d8 + 30\"},\"speed\":{\"walk\":20},\"str\":8,\"dex\":19,\"con\":16,\"int\":19,\"wis\":12,\"cha\":15,\"save\":{\"int\":\"+7\",\"cha\":\"+5\"},\"skill\":{\"deception\":\"+5\",\"perception\":\"+4\",\"other\":[{\"oneOf\":{\"arcana\":\"+7\",\"history\":\"+7\",\"nature\":\"+7\",\"religion\":\"+7\"}}]},\"senses\":[\"blindsight 60 ft. (blind beyond this distance)\"],\"passive\":14,\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"prone\"],\"languages\":[\"Common plus two more languages\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The oblex's innate spellcasting ability is Intelligence (spell save {@dc 15}). It can innately cast the following spells, requiring no components:\"],\"daily\":{\"3e\":[\"{@spell charm person} (as 5th-level spell)\",\"{@spell color spray}\",\"{@spell detect thoughts}\",\"{@spell hold person} (as 3rd-level spell)\"]},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Amorphous\",\"entries\":[\"The oblex can move through a space as narrow as 1 inch wide without squeezing.\"]},{\"name\":\"Aversion to Fire\",\"entries\":[\"If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.\"]},{\"name\":\"Sulfurous Impersonation\",\"entries\":[\"As a bonus action, the oblex can extrude a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate {@dice 1d4 + 1} different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. For all practical purposes, the simulacrum is the oblex, meaning that the oblex occupies its space and the simulacrum's space simultaneously. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex's main body and the simulacrum. The simulacrum disappears if the tether is severed.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The oblex makes one pseudopod attack and uses Eat Memories.\"]},{\"name\":\"Pseudopod\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage plus 5 ({@damage 2d4}) psychic damage.\"]},{\"name\":\"Eat Memories\",\"entries\":[\"The oblex targets one creature it can see within 5 feet of it. The target must succeed on a {@dc 15} Wisdom saving throw or take 18 ({@damage 4d8}) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the {@spell greater restoration} or {@spell heal} spell. Constructs, oozes, plants, and undead succeed on the save automatically.\",\"While memory drained, the target must roll a {@dice d4} and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the {@dice d4} becomes a {@dice d6}, the {@dice d6} becomes a {@dice d8}, and so on until the die becomes a {@dice d20}, at which point the target becomes {@condition unconscious} for 1 hour. The effect then ends.\",\"When an oblex causes a target to become memory drained, the oblex learns all the languages the target knows and gains all its proficiencies, except for any saving throw proficiencies.\"]}],\"environment\":[\"swamp\",\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/oblex-adult.mp3\"},\"traitTags\":[\"Amorphous\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"B\",\"Y\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"unconscious\"],\"conditionInflictSpell\":[\"blinded\",\"charmed\",\"paralyzed\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Air Elemental Myrmidon\",\"source\":\"MTF\",\"page\":202,\"otherSources\":[{\"source\":\"DC\"},{\"source\":\"DIP\"},{\"source\":\"SLW\"},{\"source\":\"PotA\",\"page\":212}],\"reprintedAs\":[\"Air Elemental Myrmidon|MPMM\"],\"size\":[\"M\"],\"type\":\"elemental\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|phb}\"]}],\"hp\":{\"average\":117,\"formula\":\"18d8 + 36\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":18,\"dex\":14,\"con\":14,\"int\":9,\"wis\":10,\"cha\":10,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"lightning\",\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"paralyzed\",\"petrified\",\"poisoned\",\"prone\"],\"languages\":[\"Auran\",\"one language of its creator's choice\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Magic Weapons\",\"entries\":[\"The myrmidon's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The myrmidon makes three flail attacks.\"]},{\"name\":\"Flail\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage.\"]},{\"name\":\"Lightning Strike {@recharge}\",\"entries\":[\"The myrmidon makes one flail attack. On a hit, the target takes an extra 18 ({@damage 4d8}) lightning damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition stunned} until the end of the myrmidon's next turn.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/air-elemental-myrmidon.mp3\"},\"attachedItems\":[\"flail|phb\"],\"traitTags\":[\"Magic Weapons\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AU\"],\"damageTags\":[\"B\",\"L\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"stunned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Alkilith\",\"source\":\"MTF\",\"page\":130,\"otherSources\":[{\"source\":\"DIP\"},{\"source\":\"SDW\"}],\"reprintedAs\":[\"Alkilith|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":157,\"formula\":\"15d8 + 90\"},\"speed\":{\"walk\":40},\"str\":12,\"dex\":19,\"con\":22,\"int\":6,\"wis\":11,\"cha\":7,\"save\":{\"dex\":\"+8\",\"con\":\"+10\"},\"skill\":{\"stealth\":\"+8\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"understands Abyssal but can't speak\"],\"cr\":\"11\",\"trait\":[{\"name\":\"Amorphous\",\"entries\":[\"The alkilith can move through a space as narrow as 1 inch wide without squeezing.\"]},{\"name\":\"False Appearance\",\"entries\":[\"While the alkilith is motionless, it is indistinguishable from an ordinary slime or fungus.\"]},{\"name\":\"Foment Madness\",\"entries\":[\"Any creature that isn't a demon that starts its turn within 30 feet of the alkilith must succeed on a {@dc 18} Wisdom saving throw, or it hears a faint buzzing in its head for a moment and has disadvantage on its next attack roll, saving throw, or ability check.\",\"If the saving throw against Foment Madness fails by 5 or more, the creature is instead subjected to the {@spell confusion} spell for 1 minute (no {@status concentration} required by the alkilith). While under the effect of that confusion, the creature is immune to Foment Madness.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The alkilith has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The alkilith makes three tentacle attacks.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 15 ft., one target. {@h}18 ({@damage 4d6 + 4}) acid damage.\"]}],\"environment\":[\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/alkilith.mp3\"},\"traitTags\":[\"Amorphous\",\"False Appearance\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"AB\",\"CS\"],\"damageTags\":[\"A\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Allip\",\"source\":\"MTF\",\"page\":116,\"otherSources\":[{\"source\":\"DIP\"},{\"source\":\"SLW\"}],\"reprintedAs\":[\"Allip|MPMM\"],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[13],\"hp\":{\"average\":40,\"formula\":\"9d8\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":6,\"dex\":17,\"con\":10,\"int\":17,\"wis\":15,\"cha\":16,\"save\":{\"int\":\"+6\",\"wis\":\"+5\"},\"skill\":{\"perception\":\"+5\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"resist\":[\"acid\",\"fire\",\"lightning\",\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"cold\",\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Incorporeal Movement\",\"entries\":[\"The allip can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]}],\"action\":[{\"name\":\"Maddening Touch\",\"entries\":[\"{@atk ms} {@hit 6} to hit, reach 5 ft., one target. {@h}17 ({@damage 4d6 + 3}) psychic damage.\"]},{\"name\":\"Whispers of Madness\",\"entries\":[\"The allip chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a {@dc 14} Wisdom saving throw, or it takes 7 ({@damage 1d8 + 3}) psychic damage and must use its reaction to make a melee weapon attack against one creature of the allip's choice that the allip can see. Constructs and undead are immune to this effect.\"]},{\"name\":\"Howling Babble {@recharge}\",\"entries\":[\"Each creature within 30 feet of the allip that can hear it must make a {@dc 14} Wisdom saving throw. On a failed save, a target takes 12 ({@damage 2d8 + 3}) psychic damage, and it is {@condition stunned} until the end of its next turn. On a successful save, it takes half as much damage and isn't {@condition stunned}. Constructs and undead are immune to this effect.\"]}],\"environment\":[\"swamp\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/allip.mp3\"},\"traitTags\":[\"Incorporeal Movement\"],\"senseTags\":[\"D\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"O\",\"Y\"],\"conditionInflict\":[\"stunned\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Amnizu\",\"source\":\"MTF\",\"page\":164,\"otherSources\":[{\"source\":\"BGDIA\"}],\"reprintedAs\":[\"Amnizu|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":21,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":202,\"formula\":\"27d8 + 81\"},\"speed\":{\"walk\":30,\"fly\":40},\"str\":11,\"dex\":13,\"con\":16,\"int\":20,\"wis\":12,\"cha\":18,\"save\":{\"dex\":\"+7\",\"con\":\"+9\",\"wis\":\"+7\",\"cha\":\"+10\"},\"skill\":{\"perception\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":17,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"poisoned\"],\"languages\":[\"Common\",\"Infernal\",\"telepathy 1,000 ft.\"],\"cr\":\"18\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The amnizu's innate spellcasting ability is Intelligence (spell save {@dc 19}, {@hit 11} to hit with spell attacks). The amnizu can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell charm person}\",\"{@spell command}\"],\"daily\":{\"3e\":[\"{@spell dominate person}\",\"{@spell fireball}\"],\"1e\":[\"{@spell dominate monster}\",\"{@spell feeblemind}\"]},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the amnizu's darkvision.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The amnizu has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The amnizu uses Poison Mind. It also makes two attacks: one with its whip and one with its Disruptive Touch.\"]},{\"name\":\"Taskmaster Whip\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}10 ({@damage 2d4 + 5}) slashing damage plus 33 ({@damage 6d10}) force damage.\"]},{\"name\":\"Disruptive Touch\",\"entries\":[\"{@atk ms} {@hit 11} to hit, reach 5 ft., one target. {@h}44 ({@damage 8d10}) necrotic damage.\"]},{\"name\":\"Poison Mind\",\"entries\":[\"The amnizu targets one or two creatures that it can see within 60 feet of it. Each target must succeed on a {@dc 19} Wisdom saving throw or take 26 ({@damage 4d12}) necrotic damage and is {@condition blinded} until the start of the amnizu's next turn.\"]},{\"name\":\"Forgetfulness {@recharge}\",\"entries\":[\"The amnizu targets one creature it can see within 60 feet of it. That creature must make a {@dc 18} Intelligence saving throw and on a failure the target is {@condition stunned} for 1 minute. A {@condition stunned} creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target remains {@condition stunned} for the full minute, it forgets everything it sensed, experienced, and learned during the last 5 hours.\"]}],\"reaction\":[{\"name\":\"Instinctive Charm\",\"entries\":[\"When a creature within 60 feet of the amnizu makes an attack roll against it, and another creature is within the attack's range, the attacker must make a {@dc 19} Wisdom saving throw. On a failed save, the attacker must target the creature that is closest to it, not including the amnizu or itself. If multiple creatures are closest, the attacker chooses which one to target. If the saving throw is successful, the attacker is immune to the amnizu's Instinctive Charm for 24 hours.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Devil Summoning\",\"entries\":[\"Some amnizus have an action that allows them to summon other devils.\",{\"name\":\"Summon Devil (1/Day)\",\"type\":\"entries\",\"entries\":[\"The amnizu summons {@dice 2d4} bearded devils or {@dice 1d4} barbed devils. A summoned devil appears in an unoccupied space within 60 feet of the amnizu, acts as an ally of the amnizu, and can't summon other devils. It remains for 1 minute, until the amnizu dies, or until its summoner dismisses it as an action\"]}],\"_version\":{\"name\":\"Amnizu (Summoner)\",\"addHeadersAs\":\"action\"}}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/amnizu.mp3\"},\"traitTags\":[\"Devil's Sight\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"I\",\"TP\"],\"damageTags\":[\"N\",\"O\",\"S\"],\"damageTagsSpell\":[\"F\",\"Y\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"stunned\"],\"conditionInflictSpell\":[\"charmed\",\"prone\"],\"savingThrowForced\":[\"intelligence\",\"wisdom\"],\"savingThrowForcedSpell\":[\"dexterity\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Armanite\",\"source\":\"MTF\",\"page\":131,\"reprintedAs\":[\"Armanite|MPMM\"],\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":84,\"formula\":\"8d10 + 40\"},\"speed\":{\"walk\":60},\"str\":21,\"dex\":18,\"con\":21,\"int\":8,\"wis\":12,\"cha\":13,\"senses\":[\"darkvision 120 ft.\"],\"passive\":11,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"telepathy 120 ft.\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The armanite has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The armanite's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The armanite makes three attacks: one with its hooves, one with its claws, and one with its serrated tail.\"]},{\"name\":\"Hooves\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d4 + 5}) slashing damage.\"]},{\"name\":\"Serrated Tail\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) slashing damage.\"]},{\"name\":\"Lightning Lance {@recharge 5}\",\"entries\":[\"The armanite looses a bolt of lightning in a line 60 feet long and 10 feet wide. Each creature in the line must make a {@dc 15} Dexterity saving throw, taking 27 ({@damage 6d8}) lightning damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/armanite.mp3\"},\"traitTags\":[\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"TP\"],\"damageTags\":[\"B\",\"L\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Astral Dreadnought\",\"source\":\"MTF\",\"page\":117,\"reprintedAs\":[\"Astral Dreadnought|MPMM\"],\"size\":[\"G\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"titan\"]},\"alignment\":[\"U\"],\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":297,\"formula\":\"17d20 + 119\"},\"speed\":{\"walk\":15,\"fly\":{\"number\":80,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":28,\"dex\":7,\"con\":25,\"int\":5,\"wis\":14,\"cha\":18,\"save\":{\"dex\":\"+5\",\"wis\":\"+9\"},\"skill\":{\"perception\":\"+9\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":19,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"stunned\"],\"cr\":\"21\",\"trait\":[{\"name\":\"Antimagic Cone\",\"entries\":[\"The astral dreadnought's opened eye creates an area of antimagic, as in the {@spell antimagic field} spell, in a 150-foot cone. At the start of each of its turns, the dreadnought decides which way the cone faces. The cone doesn't function while the dreadnought's eye is closed or while the dreadnought is {@condition blinded}.\"]},{\"name\":\"Astral Entity\",\"entries\":[\"The astral dreadnought can't leave the Astral Plane, nor can it be banished or otherwise transported out of the Astral Plane.\"]},{\"name\":\"Demiplanar Donjon\",\"entries\":[\"Any creature or object that the astral dreadnought swallows is transported to a demiplane that can be entered by no other means except a {@spell wish} spell or this creature's Donjon Visit ability. A creature can leave the demiplane only by using magic that enables planar travel, such as the {@spell plane shift} spell. The demiplane resembles a stone cave roughly 1,000 feet in diameter with a ceiling 100 feet high. Like a stomach, it contains the remains of the dreadnought's past meals.\",\"The dreadnought can't be harmed from within the demiplane. If the dreadnought dies, the demiplane disappears, and everything inside it appears around the corpse. The demiplane is otherwise indestructible.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the astral dreadnought fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"An astral dreadnought's weapon attacks are magical.\"]},{\"name\":\"Sever Silver Cord\",\"entries\":[\"If the astral dreadnought scores a critical hit against a creature traveling through the Astral Plane by means of the {@spell astral projection} spell, the dreadnought can cut the target's silver cord instead of dealing damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The astral dreadnought makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}36 ({@damage 5d10 + 9}) piercing damage. If the target is a creature of Huge size or smaller and this damage reduces it to 0 hit points or it is {@condition incapacitated}, the astral dreadnought swallows it. The swallowed target, along with everything it is wearing and carrying, appears in an unoccupied space on the floor of the astral dreadnought's Demiplanar Donjon.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 20 ft., one target. {@h}19 ({@damage 3d6 + 9}) slashing damage.\"]}],\"legendary\":[{\"name\":\"Claw\",\"entries\":[\"The astral dreadnought makes one claw attack.\"]},{\"name\":\"Donjon Visit (Costs 2 Actions)\",\"entries\":[\"One creature that is Huge or smaller that the astral dreadnought can see within 60 feet of it must succeed on a {@dc 19} Charisma saving throw or be magically teleported to an unoccupied space on the floor of the astral dreadnought's Demiplanar Donjon. At the end of the target's next turn, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.\"]},{\"name\":\"Psychic Projection (Costs 3 Actions)\",\"entries\":[\"Each creature within 60 feet of the astral dreadnought must make a {@dc 19} Wisdom saving throw, taking 15 ({@damage 2d10 + 4}) psychic damage on a failed save, or half as much damage on a successful one.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/astral-dreadnought.mp3\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Weapons\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Swallow\"],\"damageTags\":[\"P\",\"S\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"incapacitated\"],\"savingThrowForced\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Autumn Eladrin\",\"source\":\"MTF\",\"page\":195,\"reprintedAs\":[\"Autumn Eladrin|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"fey\",\"tags\":[\"elf\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":127,\"formula\":\"17d8 + 51\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":16,\"con\":16,\"int\":14,\"wis\":17,\"cha\":18,\"skill\":{\"insight\":\"+7\",\"medicine\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"languages\":[\"Common\",\"Elvish\",\"Sylvan\"],\"cr\":\"10\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The eladrin's innate spellcasting ability is Charisma (spell save {@dc 16}). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell calm emotions}\",\"{@spell sleep}\"],\"daily\":{\"3e\":[\"{@spell cure wounds} (as a 5th-level spell)\",\"{@spell lesser restoration}\"],\"1e\":[\"{@spell greater restoration}\",\"{@spell heal}\",\"{@spell raise dead}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Enchanting Presence\",\"entries\":[\"Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a {@dc 16} Wisdom saving throw. On a failed save, the creature is {@condition charmed} by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin's Enchanting Presence for 24 hours.\",\"Whenever the eladrin deals damage to the {@condition charmed} creature, the creature can repeat the saving throw, ending the effect on itself on a success.\"]},{\"name\":\"Fey Step {@recharge 4}\",\"entries\":[\"As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The eladrin has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) slashing damage plus 18 ({@damage 4d8}) psychic damage, or 6 ({@damage 1d10 + 1}) slashing damage plus 18 ({@damage 4d8}) psychic damage if used with two hands.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 7} to hit, range 150/600 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 18 ({@damage 4d8}) psychic damage.\"]}],\"reaction\":[{\"name\":\"Foster Peace\",\"entries\":[\"If a creature {@condition charmed} by the eladrin hits with an attack roll while within 60 feet of the eladrin, the eladrin magically causes the attack to miss, provided the eladrin can see the attacker.\"]}],\"environment\":[\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/autumn-eladrin.mp3\"},\"attachedItems\":[\"longbow|phb\",\"longsword|phb\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"E\",\"S\"],\"damageTags\":[\"P\",\"S\",\"Y\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"conditionInflict\":[\"charmed\"],\"conditionInflictSpell\":[\"unconscious\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bael\",\"isNamedCreature\":true,\"source\":\"MTF\",\"page\":170,\"reprintedAs\":[\"Bael|MPMM\"],\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|phb}\"]}],\"hp\":{\"average\":189,\"formula\":\"18d10 + 90\"},\"speed\":{\"walk\":30},\"str\":24,\"dex\":17,\"con\":20,\"int\":21,\"wis\":24,\"cha\":24,\"save\":{\"dex\":\"+9\",\"con\":\"+11\",\"int\":\"+11\",\"cha\":\"+13\"},\"skill\":{\"intimidation\":\"+13\",\"perception\":\"+13\",\"persuasion\":\"+13\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":23,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"19\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Bael's innate spellcasting ability is Charisma (spell save {@dc 21}, {@hit 13} to hit with spell attacks). He can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell alter self} (can become Medium when changing his appearance)\",\"{@spell animate dead}\",\"{@spell charm person}\",\"{@spell detect magic}\",\"{@spell inflict wounds} (as an 8th-level spell)\",\"{@spell invisibility} (self only)\",\"{@spell major image}\"],\"daily\":{\"3e\":[\"{@spell counterspell}\",\"{@spell dispel magic}\",\"{@spell fly}\",\"{@spell suggestion}\",\"{@spell wall of fire}\"],\"1e\":[\"{@spell dominate monster}\",\"{@spell symbol} (stunning only)\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Dreadful\",\"entries\":[\"Bael can use a bonus action to appear dreadful until the start of his next turn. Each creature, other than a devil, that starts its turn within 10 feet of Bael must succeed on a {@dc 22} Wisdom saving throw or be {@condition frightened} until the start of the creature's next turn.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Bael fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Bael has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"Bael's weapon attacks are magical.\"]},{\"name\":\"Regeneration\",\"entries\":[\"Bael regains 20 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn't function at the start of his next turn. Bael dies only if he starts his turn with 0 hit points and doesn't regenerate.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Bael makes two melee attacks.\"]},{\"name\":\"Hellish Morningstar\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 20 ft., one target. {@h}16 ({@damage 2d8 + 7}) piercing damage plus 13 ({@damage 3d8}) necrotic damage.\"]},{\"name\":\"Infernal Command\",\"entries\":[\"Each ally of Bael's within 60 feet of him can't be {@condition charmed} or {@condition frightened} until the end of his next turn.\"]},{\"name\":\"Teleport\",\"entries\":[\"Bael magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.\"]}],\"legendary\":[{\"name\":\"Attack (Cost 2 Actions)\",\"entries\":[\"Bael attacks once with his hellish morningstar.\"]},{\"name\":\"Awaken Greed\",\"entries\":[\"Bael casts {@spell charm person} or major image.\"]},{\"name\":\"Infernal Command\",\"entries\":[\"Bael uses his Infernal Command action.\"]},{\"name\":\"Teleport\",\"entries\":[\"Bael uses his Teleport action.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/bael.mp3\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Magic Weapons\",\"Regeneration\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\",\"Teleport\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"N\",\"P\"],\"damageTagsSpell\":[\"B\",\"F\",\"N\",\"P\",\"S\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"conditionInflictSpell\":[\"charmed\",\"frightened\",\"incapacitated\",\"invisible\",\"stunned\",\"unconscious\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Balhannoth\",\"source\":\"MTF\",\"page\":119,\"reprintedAs\":[\"Balhannoth|MPMM\"],\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":114,\"formula\":\"12d10 + 48\"},\"speed\":{\"walk\":25,\"climb\":25},\"str\":17,\"dex\":8,\"con\":18,\"int\":6,\"wis\":15,\"cha\":8,\"save\":{\"con\":\"+8\"},\"skill\":{\"perception\":\"+6\"},\"senses\":[\"blindsight 500 ft. (blind beyond this radius)\"],\"passive\":16,\"conditionImmune\":[\"blinded\"],\"languages\":[\"understands Deep Speech\",\"telepathy 1 mile\"],\"cr\":\"11\",\"trait\":[{\"name\":\"Legendary Resistance (2/Day)\",\"entries\":[\"If the balhannoth fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The balhannoth makes a bite attack and up to two tentacle attacks, or it makes up to four tentacle attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}25 ({@damage 4d10 + 3}) piercing damage.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 15}) and is moved up to 5 feet toward the balhannoth. Until this grapple ends, the target is {@condition restrained}, and the balhannoth can't use this tentacle against other targets. The balhannoth has four tentacles.\"]}],\"legendary\":[{\"name\":\"Bite Attack\",\"entries\":[\"The balhannoth makes one bite attack against one creature it has {@condition grappled}.\"]},{\"name\":\"Teleport\",\"entries\":[\"The balhannoth magically teleports, along with any equipment it is wearing or carrying and any creatures it has {@condition grappled}, up to 60 feet to an unoccupied space it can see.\"]},{\"name\":\"Vanish\",\"entries\":[\"The balhannoth magically becomes {@condition invisible} for up to 10 minutes or until immediately after it makes an attack roll.\"]}],\"legendaryGroup\":{\"name\":\"Balhannoth\",\"source\":\"MTF\"},\"environment\":[\"coastal\",\"mountain\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/balhannoth.mp3\"},\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"DS\",\"TP\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"invisible\",\"restrained\"],\"conditionInflictLegendary\":[\"invisible\"],\"savingThrowForcedLegendary\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Baphomet\",\"isNamedCreature\":true,\"source\":\"MTF\",\"page\":143,\"otherSources\":[{\"source\":\"OotA\",\"page\":235},{\"source\":\"BGDIA\"}],\"reprintedAs\":[\"Baphomet|MPMM\"],\"size\":[\"H\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":22,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":275,\"formula\":\"19d12 + 152\"},\"speed\":{\"walk\":40},\"str\":30,\"dex\":14,\"con\":26,\"int\":18,\"wis\":24,\"cha\":16,\"save\":{\"dex\":\"+9\",\"con\":\"+15\",\"wis\":\"+14\"},\"skill\":{\"intimidation\":\"+17\",\"perception\":\"+14\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":24,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"that is nonmagical\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"23\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Baphomet's spellcasting ability is Charisma (spell save {@dc 18}). He can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell detect magic}\"],\"daily\":{\"1\":[\"{@spell teleport}\"],\"3e\":[\"{@spell dispel magic}\",\"{@spell dominate beast}\",\"{@spell hunter's mark}\",\"{@spell maze}\",\"{@spell wall of stone}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Charge\",\"entries\":[\"If Baphomet moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 16 ({@damage 3d10}) piercing damage. If the target is a creature, it must succeed on a {@dc 25} Strength saving throw or be pushed up to 10 feet away and knocked {@condition prone}.\"]},{\"name\":\"Labyrinthine Recall\",\"entries\":[\"Baphomet can perfectly recall any path he has traveled, and he is immune to the {@spell maze} spell.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Baphomet fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Baphomet has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"Baphomet's weapon attacks are magical.\"]},{\"name\":\"Reckless\",\"entries\":[\"At the start of his turn, Baphomet can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Baphomet makes three attacks: one with Heartcleaver, one with his bite, and one with his gore attack.\"]},{\"name\":\"Heartcleaver\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 15 ft., one target. {@h}21 ({@damage 2d10 + 10}) slashing damage.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d8 + 10}) piercing damage.\"]},{\"name\":\"Gore\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d6 + 10}) piercing damage.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of Baphomet's choice within 120 feet of him and aware of him must succeed on a {@dc 18} Wisdom saving throw or become {@condition frightened} for 1 minute. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saves have disadvantage if Baphomet is within line of sight of the creature.\",\"If a creature succeeds on any of these saves or the effect ends on it, the creature is immune to Baphomet's Frightful Presence for the next 24 hours.\"]}],\"legendary\":[{\"name\":\"Heartcleaver Attack\",\"entries\":[\"Baphomet makes a melee attack with Heartcleaver.\"]},{\"name\":\"Charge (Costs 2 Actions)\",\"entries\":[\"Baphomet moves up to his speed, then makes a gore attack.\"]}],\"legendaryGroup\":{\"name\":\"Baphomet\",\"source\":\"MTF\"},\"traitTags\":[\"Charge\",\"Legendary Resistances\",\"Magic Resistance\",\"Magic Weapons\",\"Reckless\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Frightful Presence\",\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"P\",\"S\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"prone\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForced\":[\"strength\",\"wisdom\"],\"savingThrowForcedLegendary\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Berbalang\",\"source\":\"MTF\",\"page\":120,\"reprintedAs\":[\"Berbalang|MPMM\"],\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":38,\"formula\":\"11d8 - 11\"},\"speed\":{\"walk\":30,\"fly\":40},\"str\":9,\"dex\":16,\"con\":9,\"int\":17,\"wis\":11,\"cha\":10,\"save\":{\"dex\":\"+5\",\"int\":\"+5\"},\"skill\":{\"arcana\":\"+5\",\"history\":\"+5\",\"insight\":\"+2\",\"perception\":\"+2\",\"religion\":\"+5\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":12,\"languages\":[\"all but rarely speaks\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The berbalang's innate spellcasting ability is Intelligence (spell save {@dc 13}). The berbalang can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell speak with dead}\"],\"daily\":{\"1\":[\"{@spell plane shift} (self only)\"]},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Spectral Duplicate (Recharges after a Short or Long Rest)\",\"entries\":[\"As a bonus action, the berbalang creates one spectral duplicate of itself in an unoccupied space it can see within 60 feet of it. While the duplicate exists, the berbalang is {@condition unconscious}. A berbalang can have only one duplicate at a time. The duplicate disappears when it or the berbalang drops to 0 hit points or when the berbalang dismisses it (no action required).\",\"The duplicate has the same statistics and knowledge as the berbalang, and everything experienced by the duplicate is known by the berbalang. All damage dealt by the duplicate's attacks is psychic damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The berbalang makes two attacks: one with its bite and one with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) slashing damage.\"]}],\"environment\":[\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/berbalang.mp3\"},\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"XX\"],\"damageTags\":[\"P\",\"S\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\"],\"savingThrowForcedSpell\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Black Abishai\",\"source\":\"MTF\",\"page\":160,\"reprintedAs\":[\"Black Abishai|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":58,\"formula\":\"9d8 + 18\"},\"speed\":{\"walk\":30,\"fly\":40},\"str\":14,\"dex\":17,\"con\":14,\"int\":13,\"wis\":16,\"cha\":11,\"save\":{\"dex\":\"+6\",\"wis\":\"+6\"},\"skill\":{\"perception\":\"+6\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"acid\",\"fire\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Draconic\",\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the abishai's darkvision.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The abishai has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The abishai's weapon attacks are magical.\"]},{\"name\":\"Shadow Stealth\",\"entries\":[\"While in dim light or darkness, the abishai can take the Hide action as a bonus action.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The abishai makes three attacks: two with its scimitar and one with its bite.\"]},{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage plus 9 ({@damage 2d8}) acid damage.\"]},{\"name\":\"Creeping Darkness {@recharge}\",\"entries\":[\"The abishai casts {@spell darkness} at a point within 120 feet of it, requiring no components. Wisdom is its spellcasting ability for this spell. While the spell persists, the abishai can move the area of darkness up to 60 feet as a bonus action.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/black-abishai.mp3\"},\"attachedItems\":[\"scimitar|phb\"],\"traitTags\":[\"Devil's Sight\",\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DR\",\"I\",\"TP\"],\"damageTags\":[\"A\",\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Blue Abishai\",\"source\":\"MTF\",\"page\":161,\"reprintedAs\":[\"Blue Abishai|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":195,\"formula\":\"26d8 + 78\"},\"speed\":{\"walk\":30,\"fly\":50},\"str\":15,\"dex\":14,\"con\":17,\"int\":22,\"wis\":23,\"cha\":18,\"save\":{\"int\":\"+12\",\"wis\":\"+12\"},\"skill\":{\"arcana\":\"+12\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"lightning\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Draconic\",\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"17\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The abishai is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 20}, {@hit 12} to hit with spell attacks). The abishai has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell friends}\",\"{@spell mage hand}\",\"{@spell message}\",\"{@spell minor illusion}\",\"{@spell shocking grasp}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell chromatic orb}\",\"{@spell disguise self}\",\"{@spell expeditious retreat}\",\"{@spell magic missile}\",\"{@spell charm person}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell darkness}\",\"{@spell mirror image}\",\"{@spell misty step}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell dispel magic}\",\"{@spell fear}\",\"{@spell lightning bolt}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell dimension door}\",\"{@spell greater invisibility}\",\"{@spell ice storm}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell cone of cold}\",\"{@spell wall of force}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell chain lightning}\"]},\"7\":{\"slots\":1,\"spells\":[\"{@spell teleport}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the abishai's darkvision.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The abishai has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The abishai's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The abishai makes two attacks: one with its quarterstaff and one with its bite.\"]},{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage, or 6 ({@damage 1d8 + 2}) bludgeoning damage if used with two hands.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d10 + 2}) piercing damage plus 14 ({@damage 4d6}) lightning damage.\"]}],\"environment\":[\"coastal\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/blue-abishai.mp3\"},\"attachedItems\":[\"quarterstaff|phb\"],\"traitTags\":[\"Devil's Sight\",\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DR\",\"I\",\"TP\"],\"damageTags\":[\"B\",\"L\",\"P\"],\"damageTagsSpell\":[\"A\",\"B\",\"C\",\"F\",\"I\",\"L\",\"O\",\"T\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Boneclaw\",\"source\":\"MTF\",\"page\":121,\"otherSources\":[{\"source\":\"DC\"},{\"source\":\"DIP\"}],\"reprintedAs\":[\"Boneclaw|MPMM\"],\"size\":[\"L\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":127,\"formula\":\"17d10 + 34\"},\"speed\":{\"walk\":40},\"str\":19,\"dex\":16,\"con\":15,\"int\":13,\"wis\":15,\"cha\":9,\"save\":{\"dex\":\"+7\",\"con\":\"+6\",\"wis\":\"+6\"},\"skill\":{\"perception\":\"+6\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":16,\"resist\":[\"cold\",\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"Common plus the main language of its master\"],\"cr\":\"12\",\"trait\":[{\"name\":\"Rejuvenation\",\"entries\":[\"While its master lives, a destroyed boneclaw gains a new body in {@dice 1d10} hours, with all its hit points. The new body appears within 1 mile of the boneclaw's master.\"]},{\"name\":\"Shadow Stealth\",\"entries\":[\"While in dim light or darkness, the boneclaw can take the Hide action as a bonus action.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The boneclaw makes two claw attacks.\"]},{\"name\":\"Piercing Claw\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 15 ft., one target. {@h}20 ({@damage 3d10 + 4}) piercing damage. If the target is a creature, the boneclaw can pull the target up to 10 feet toward itself, and the target is {@condition grappled} (escape {@dc 14}). The boneclaw has two claws. While a claw grapples a target, the claw can attack only that target.\"]},{\"name\":\"Shadow Jump\",\"entries\":[\"If the boneclaw is in dim light or darkness, each creature of the boneclaw's choice within 5 feet of it must succeed on a {@dc 14} Constitution saving throw or take 34 ({@damage 5d12 + 2}) necrotic damage.\",\"The boneclaw then magically teleports up to 60 feet to an unoccupied space it can see. It can bring one creature it's grappling, teleporting that creature to an unoccupied space it can see within 5 feet of its destination. The destination spaces of this teleportation must be in dim light or darkness.\"]}],\"reaction\":[{\"name\":\"Deadly Reach\",\"entries\":[\"In response to a visible enemy moving into its reach, the boneclaw makes one claw attack against that enemy. If the attack hits, the boneclaw can make a second claw attack against the target.\"]}],\"environment\":[\"arctic\",\"desert\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/boneclaw.mp3\"},\"traitTags\":[\"Rejuvenation\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"N\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bronze Scout\",\"source\":\"MTF\",\"page\":125,\"reprintedAs\":[\"Clockwork Bronze Scout|MPMM\"],\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[13],\"hp\":{\"average\":18,\"formula\":\"4d8\"},\"speed\":{\"walk\":30,\"burrow\":30},\"str\":10,\"dex\":16,\"con\":11,\"int\":3,\"wis\":14,\"cha\":1,\"skill\":{\"perception\":\"+6\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":16,\"immune\":[\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't adamantine\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands one language of its creator but can't speak\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Earth Armor\",\"entries\":[\"The bronze scout doesn't provoke opportunity attacks when it burrows.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The bronze scout has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 3 ({@damage 1d6}) lightning damage.\"]},{\"name\":\"Lightning Flare (Recharges after a Short or Long Rest)\",\"entries\":[\"Each creature in contact with the ground within 15 feet of the bronze scout must make a {@dc 13} Dexterity saving throw, taking 14 ({@damage 4d6}) lightning damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"forest\",\"grassland\",\"hill\",\"mountain\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/bronze-scout.mp3\"},\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"L\",\"P\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bulezau\",\"source\":\"MTF\",\"page\":131,\"otherSources\":[{\"source\":\"BGDIA\"}],\"reprintedAs\":[\"Bulezau|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"7d8 + 21\"},\"speed\":{\"walk\":40},\"str\":15,\"dex\":14,\"con\":17,\"int\":8,\"wis\":9,\"cha\":6,\"senses\":[\"darkvision 120 ft.\"],\"passive\":9,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Abyssal\",\"telepathy 60 ft.\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Rotting Presence\",\"entries\":[\"When any creature that isn't a demon starts its turn within 30 feet one or more bulezaus, that creature must succeed on a {@dc 13} Constitution saving throw or take {@dice 1d6} necrotic damage plus 1 necrotic damage for each bulezau within 30 feet of it.\"]},{\"name\":\"Standing Leap\",\"entries\":[\"The bulezau's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.\"]},{\"name\":\"Sure-Footed\",\"entries\":[\"The bulezau has advantage on Strength and Dexterity saving throws made against effects that would knock it {@condition prone}.\"]}],\"action\":[{\"name\":\"Barbed Tail\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d12 + 2}) piercing damage. If the target is a creature, it must succeed on a {@dc 13} Constitution saving throw against disease or become {@condition poisoned} until the disease ends. While {@condition poisoned} in this way, the target sports festering boils, coughs up flies, and sheds rotting skin, and the target must repeat the saving throw after every 24 hours that elapse. On a successful save, the disease ends. On a failed save, the target's hit point maximum is reduced by 4 ({@dice 1d8}). The target dies if its hit point maximum is reduced to 0.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/bulezau.mp3\"},\"senseTags\":[\"SD\"],\"languageTags\":[\"AB\",\"TP\"],\"damageTags\":[\"N\",\"P\"],\"miscTags\":[\"DIS\",\"HPR\",\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cadaver Collector\",\"source\":\"MTF\",\"page\":122,\"reprintedAs\":[\"Cadaver Collector|MPMM\"],\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":189,\"formula\":\"18d10 + 90\"},\"speed\":{\"walk\":30},\"str\":21,\"dex\":14,\"con\":20,\"int\":5,\"wis\":11,\"cha\":8,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"necrotic\",\"poison\",\"psychic\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't adamantine\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands all languages but can't speak\"],\"cr\":\"14\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The cadaver collector has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Summon Specters (Recharges after a Short or Long Rest)\",\"entries\":[\"As a bonus action, the cadaver collector calls up the enslaved spirits of those it has slain; {@dice 1d6} {@creature specter||specters} (without Sunlight Sensitivity) arise in unoccupied spaces within 15 feet of the cadaver collector. The specters act right after the cadaver collector on the same initiative count and fight until they're destroyed. They disappear when the cadaver collector is destroyed.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The cadaver collector makes two slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}18 ({@damage 3d8 + 5}) bludgeoning damage plus 16 ({@damage 3d10}) necrotic damage.\"]},{\"name\":\"Paralyzing Breath {@recharge 5}\",\"entries\":[\"The cadaver collector releases paralyzing gas in a 30-foot cone. Each creature in that area must make a successful {@dc 18} Constitution saving throw or be {@condition paralyzed} for 1 minute. A {@condition paralyzed} creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a success.\"]}],\"environment\":[\"grassland\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/cadaver-collector.mp3\"},\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"CS\",\"XX\"],\"damageTags\":[\"B\",\"N\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"paralyzed\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Canoloth\",\"source\":\"MTF\",\"page\":247,\"reprintedAs\":[\"Canoloth|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"yugoloth\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":120,\"formula\":\"16d8 + 48\"},\"speed\":{\"walk\":50},\"str\":18,\"dex\":10,\"con\":17,\"int\":5,\"wis\":17,\"cha\":12,\"skill\":{\"investigation\":\"+3\",\"perception\":\"+9\"},\"senses\":[\"darkvision 60 ft.\",\"truesight 120 ft.\"],\"passive\":19,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"acid\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Infernal\",\"telepathy 60 ft.\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Dimensional Lock\",\"entries\":[\"Other creatures can't teleport to or from a space within 60 feet of the canoloth. Any attempt to do so is wasted.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The canoloth has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The canoloth's weapon attacks are magical.\"]},{\"name\":\"Uncanny Senses\",\"entries\":[\"The canoloth can't be {@status surprised} while it isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The canoloth makes two attacks: one with its tongue or its bite and one with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}25 ({@damage 6d6 + 4}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) slashing damage.\"]},{\"name\":\"Tongue\",\"entries\":[\"{@atk rw} {@hit 7} to hit, range 30 ft., one target. {@h}17 ({@damage 2d12 + 4}) piercing damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 15}), pulled up to 30 feet toward the canoloth, and is {@condition restrained} until the grapple ends. The canoloth can grapple one target at a time with its tongue.\"]}],\"environment\":[\"coastal\",\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/canoloth.mp3\"},\"traitTags\":[\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"D\",\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"I\",\"TP\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\",\"RW\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Choker\",\"source\":\"MTF\",\"page\":123,\"otherSources\":[{\"source\":\"TftYP\",\"page\":232}],\"reprintedAs\":[\"Choker|MPMM\"],\"size\":[\"S\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":13,\"formula\":\"3d6 + 3\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":14,\"con\":13,\"int\":4,\"wis\":12,\"cha\":7,\"skill\":{\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"languages\":[\"Deep Speech\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Aberrant Quickness (Recharges after a Short or Long Rest)\",\"entries\":[\"The choker can take an extra action on its turn.\"]},{\"name\":\"Boneless\",\"entries\":[\"The choker can move through and occupy a space as narrow as 4 inches wide without squeezing.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The choker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The choker makes two tentacle attacks.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage plus 3 ({@damage 1d6}) piercing damage. If the target is a Large or smaller creature, it is {@condition grappled} (escape {@dc 15}). Until this grapple ends, the target is {@condition restrained}, and the choker can't use this tentacle on another target. The choker has two tentacles. If this attack is a critical hit, the target also can't breathe or speak until the grapple ends.\"]}],\"environment\":[\"forest\",\"mountain\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/choker.mp3\"},\"altArt\":[{\"name\":\"Choker (Alt)\",\"source\":\"TftYP\"}],\"traitTags\":[\"Spider Climb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"DS\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Corpse Flower\",\"source\":\"MTF\",\"page\":127,\"reprintedAs\":[\"Corpse Flower|MPMM\"],\"size\":[\"L\"],\"type\":\"plant\",\"alignment\":[\"C\",\"E\"],\"ac\":[12],\"hp\":{\"average\":127,\"formula\":\"15d10 + 45\"},\"speed\":{\"walk\":20,\"climb\":20},\"str\":14,\"dex\":14,\"con\":16,\"int\":7,\"wis\":15,\"cha\":3,\"senses\":[\"blindsight 120 ft. (blind beyond this radius)\"],\"passive\":12,\"conditionImmune\":[\"blinded\",\"deafened\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Corpses\",\"entries\":[\"When first encountered, a corpse flower contains the corpses of {@dice 1d6 + 3} humanoids. A corpse flower can hold the remains of up to nine dead humanoids. These remains have {@quickref Cover||3||total cover} against attacks and other effects outside the corpse flower. If the corpse flower dies, the corpses within it can be pulled free.\",\"While it has at least one humanoid corpse in its body, the corpse flower can use a bonus action to do one of the following:\",{\"type\":\"list\",\"items\":[\"The corpse flower digests one humanoid corpse in its body and instantly regains 11 ({@dice 2d10}) hit points. Nothing of the digested body remains. Any equipment on the corpse is expelled from the corpse flower in its space.\",\"The corpse flower animates one dead humanoid in its body, turning it into a zombie. The zombie appears in an unoccupied space within 5 feet of the corpse flower and acts immediately after it in the initiative order. The zombie acts as an ally of the corpse flower but isn't under its control, and the flower's stench clings to it (see the Stench of Death trait).\"]}]},{\"name\":\"Spider Climb\",\"entries\":[\"The corpse flower can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Stench of Death\",\"entries\":[\"Each creature that starts its turn within 10 feet of the corpse flower or one of its zombies must make a {@dc 14} Constitution saving throw, unless the creature is a construct or undead. On a failed save, the creature is {@condition incapacitated} until the end of the turn. Creatures that are immune to poison damage or the {@condition poisoned} condition automatically succeed on this saving throw. On a successful save, the creature is immune to the stench of all corpse flowers for 24 hours.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The corpse flower makes three tentacle attacks.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage, and the target must succeed on a {@dc 14} Constitution saving throw or take 14 ({@damage 4d6}) poison damage.\"]},{\"name\":\"Harvest the Dead\",\"entries\":[\"The corpse flower grabs one unsecured dead humanoid within 10 feet of it and stuffs the corpse into itself, along with any equipment the corpse is wearing or carrying. The remains can be used with the Corpses trait.\"]}],\"environment\":[\"forest\",\"swamp\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/corpse-flower.mp3\"},\"traitTags\":[\"Spider Climb\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"damageTags\":[\"B\",\"I\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"incapacitated\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Deathlock\",\"source\":\"MTF\",\"page\":128,\"reprintedAs\":[\"Deathlock|MPMM\"],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":36,\"formula\":\"8d8\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":15,\"con\":10,\"int\":14,\"wis\":12,\"cha\":16,\"save\":{\"int\":\"+4\",\"cha\":\"+5\"},\"skill\":{\"arcana\":\"+4\",\"history\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The deathlock's innate spellcasting ability is Charisma (spell save {@dc 13}). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell detect magic}\",\"{@spell disguise self}\",\"{@spell mage armor}\"],\"ability\":\"cha\"},{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The deathlock is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell chill touch}\",\"{@spell eldritch blast}\",\"{@spell mage hand}\"]},\"3\":{\"lower\":1,\"slots\":2,\"spells\":[\"{@spell arms of Hadar}\",\"{@spell dispel magic}\",\"{@spell hold person}\",\"{@spell hunger of Hadar}\",\"{@spell invisibility}\",\"{@spell spider climb}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Turn Resistance\",\"entries\":[\"The deathlock has advantage on saving throws against any effect that turns undead.\"]}],\"action\":[{\"name\":\"Deathly Claw\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) necrotic damage.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Patron-Specific Spells\",\"entries\":[\"You can customize a deathlock by replacing some or all of the spells in its Spellcasting trait with spells specific to its patron. Here are examples.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[\"Archfey patron: {@spell blink}, {@spell faerie fire}, {@spell hunger of Hadar}, {@spell hypnotic pattern}, {@spell phantasmal force}, {@spell sleep}\",\"Fiend patron: {@spell blindness/deafness}, {@spell burning hands}, {@spell command}, {@spell fireball}, {@spell hellish rebuke}, {@spell scorching ray}\",\"Great Old One patron: {@spell armor of Agathys}, {@spell detect thoughts}, {@spell dissonant whispers}, {@spell hunger of Hadar}, {@spell Tasha's hideous laughter}, {@spell phantasmal force}\"]}]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/deathlock.mp3\"},\"traitTags\":[\"Turn Resistance\"],\"senseTags\":[\"D\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"N\"],\"damageTagsSpell\":[\"A\",\"C\",\"N\",\"O\"],\"spellcastingTags\":[\"CL\",\"I\"],\"miscTags\":[\"MW\"],\"savingThrowForcedSpell\":[\"dexterity\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Deathlock (Archfey Patron)\",\"source\":\"MTF\",\"_mod\":{\"spellcasting\":{\"mode\":\"replaceArr\",\"replace\":\"Spellcasting\",\"items\":{\"name\":\"Spellcasting\",\"headerEntries\":[\"The deathlock is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell chill touch}\",\"{@spell eldritch blast}\",\"{@spell mage hand}\"]},\"3\":{\"lower\":1,\"slots\":2,\"spells\":[\"{@spell blink}\",\"{@spell faerie fire}\",\"{@spell hunger of Hadar}\",\"{@spell hypnotic pattern}\",\"{@spell phantasmal force}\",\"{@spell sleep}\"]}},\"ability\":\"cha\"}}},\"variant\":null},{\"name\":\"Deathlock (Fiend Patron)\",\"source\":\"MTF\",\"_mod\":{\"spellcasting\":{\"mode\":\"replaceArr\",\"replace\":\"Spellcasting\",\"items\":{\"name\":\"Spellcasting\",\"headerEntries\":[\"The deathlock is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell chill touch}\",\"{@spell eldritch blast}\",\"{@spell mage hand}\"]},\"3\":{\"lower\":1,\"slots\":2,\"spells\":[\"{@spell blindness/deafness}\",\"{@spell burning hands}\",\"{@spell command}\",\"{@spell fireball}\",\"{@spell hellish rebuke}\",\"{@spell scorching ray}\"]}},\"ability\":\"cha\"}}},\"variant\":null},{\"name\":\"Deathlock (Great Old One Patron)\",\"source\":\"MTF\",\"_mod\":{\"spellcasting\":{\"mode\":\"replaceArr\",\"replace\":\"Spellcasting\",\"items\":{\"name\":\"Spellcasting\",\"headerEntries\":[\"The deathlock is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell chill touch}\",\"{@spell eldritch blast}\",\"{@spell mage hand}\"]},\"3\":{\"lower\":1,\"slots\":2,\"spells\":[\"{@spell armor of Agathys}\",\"{@spell detect thoughts}\",\"{@spell dissonant whispers}\",\"{@spell hunger of Hadar}\",\"{@spell Tasha's hideous laughter}\",\"{@spell phantasmal force}\"]}},\"ability\":\"cha\"}}},\"variant\":null}]},{\"name\":\"Deathlock Mastermind\",\"source\":\"MTF\",\"page\":129,\"otherSources\":[{\"source\":\"SDW\"}],\"reprintedAs\":[\"Deathlock Mastermind|MPMM\"],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[13,{\"ac\":16,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":110,\"formula\":\"20d8 + 20\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":16,\"con\":12,\"int\":15,\"wis\":12,\"cha\":17,\"save\":{\"int\":\"+5\",\"cha\":\"+6\"},\"skill\":{\"arcana\":\"+5\",\"history\":\"+5\",\"perception\":\"+4\"},\"senses\":[\"darkvision 120 ft. (including magical darkness)\"],\"passive\":14,\"resist\":[\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The deathlock's innate spellcasting ability is Charisma (spell save {@dc 14}). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell detect magic}\",\"{@spell disguise self}\",\"{@spell mage armor}\"],\"ability\":\"cha\"},{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The deathlock is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 14}, {@hit 6} to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell chill touch}\",\"{@spell mage hand}\",\"{@spell minor illusion}\",\"{@spell poison spray}\"]},\"5\":{\"lower\":1,\"slots\":2,\"spells\":[\"{@spell arms of Hadar}\",\"{@spell blight}\",\"{@spell counterspell}\",\"{@spell crown of madness}\",\"{@spell darkness}\",\"{@spell dimension door}\",\"{@spell dispel magic}\",\"{@spell fly}\",\"{@spell hold monster}\",\"{@spell invisibility}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Turn Resistance\",\"entries\":[\"The deathlock has advantage on saving throws against any effect that turns undead.\"]}],\"action\":[{\"name\":\"Deathly Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 3d6 + 3}) necrotic damage).\"]},{\"name\":\"Grave Bolts\",\"entries\":[\"{@atk rs} {@hit 6} to hit, range 120 ft., one or two targets. {@h}18 ({@damage 4d8}) necrotic damage. If the target is Large or smaller, it must succeed on a {@dc 16} Strength saving throw or become {@condition restrained} as shadowy tendrils wrap around it for 1 minute. A {@condition restrained} target can use its action to repeat the saving throw, ending the effect on itself on a success.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Patron-Specific Spells\",\"entries\":[\"You can customize a deathlock by replacing some or all of the spells in its Spellcasting trait with spells specific to its patron. Here are examples.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[\"Archfey patron: {@spell blink}, {@spell dominate beast}, {@spell dominate person}, {@spell faerie fire}, {@spell greater invisibility}, {@spell hunger of Hadar}, {@spell hypnotic pattern}, {@spell phantasmal force}, {@spell seeming}, {@spell sleep}\",\"Fiend patron: {@spell blindness/deafness}, {@spell burning hands}, {@spell command}, {@spell fire shield}, {@spell fireball}, {@spell flame strike}, {@spell hellish rebuke}, {@spell scorching ray}, {@spell stinking cloud}, {@spell wall of fire}\",\"Great Old One patron: {@spell clairvoyance}, {@spell detect thoughts}, {@spell dissonant whispers}, {@spell dominate person}, {@spell Evard's black tentacles}, {@spell hunger of Hadar}, {@spell phantasmal force}, {@spell sending}, {@spell Tasha's hideous laughter}, {@spell telekinesis}\"]}]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/deathlock-mastermind.mp3\"},\"traitTags\":[\"Turn Resistance\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"N\"],\"damageTagsSpell\":[\"I\",\"N\",\"O\"],\"spellcastingTags\":[\"CL\",\"I\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"restrained\"],\"conditionInflictSpell\":[\"charmed\",\"invisible\",\"paralyzed\"],\"savingThrowForced\":[\"strength\"],\"savingThrowForcedSpell\":[\"constitution\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Deathlock Mastermind (Archfey Patron)\",\"source\":\"MTF\",\"_mod\":{\"spellcasting\":{\"mode\":\"replaceArr\",\"replace\":\"Spellcasting\",\"items\":{\"name\":\"Spellcasting\",\"headerEntries\":[\"The deathlock is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 14}, {@hit 6} to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell chill touch}\",\"{@spell mage hand}\",\"{@spell minor illusion}\",\"{@spell poison spray}\"]},\"5\":{\"lower\":1,\"slots\":2,\"spells\":[\"{@spell blink}\",\"{@spell dominate beast}\",\"{@spell dominate person}\",\"{@spell faerie fire}\",\"{@spell greater invisibility}\",\"{@spell hunger of Hadar}\",\"{@spell hypnotic pattern}\",\"{@spell phantasmal force}\",\"{@spell seeming}\",\"{@spell sleep}\"]}},\"ability\":\"cha\"}}},\"variant\":null},{\"name\":\"Deathlock Mastermind (Fiend Patron)\",\"source\":\"MTF\",\"_mod\":{\"spellcasting\":{\"mode\":\"replaceArr\",\"replace\":\"Spellcasting\",\"items\":{\"name\":\"Spellcasting\",\"headerEntries\":[\"The deathlock is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 14}, {@hit 6} to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell chill touch}\",\"{@spell mage hand}\",\"{@spell minor illusion}\",\"{@spell poison spray}\"]},\"5\":{\"lower\":1,\"slots\":2,\"spells\":[\"{@spell blindness/deafness}\",\"{@spell burning hands}\",\"{@spell command}\",\"{@spell fire shield}\",\"{@spell fireball}\",\"{@spell flame strike}\",\"{@spell hellish rebuke}\",\"{@spell scorching ray}\",\"{@spell stinking cloud}\",\"{@spell wall of fire}\"]}},\"ability\":\"cha\"}}},\"variant\":null},{\"name\":\"Deathlock Mastermind (Great Old One Patron)\",\"source\":\"MTF\",\"_mod\":{\"spellcasting\":{\"mode\":\"replaceArr\",\"replace\":\"Spellcasting\",\"items\":{\"name\":\"Spellcasting\",\"headerEntries\":[\"The deathlock is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 14}, {@hit 6} to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell chill touch}\",\"{@spell mage hand}\",\"{@spell minor illusion}\",\"{@spell poison spray}\"]},\"5\":{\"lower\":1,\"slots\":2,\"spells\":[\"{@spell clairvoyance}\",\"{@spell detect thoughts}\",\"{@spell dissonant whispers}\",\"{@spell dominate person}\",\"{@spell Evard's black tentacles}\",\"{@spell hunger of Hadar}\",\"{@spell phantasmal force}\",\"{@spell sending}\",\"{@spell Tasha's hideous laughter}\",\"{@spell telekinesis}\"]}},\"ability\":\"cha\"}}},\"variant\":null}]},{\"name\":\"Deathlock Wight\",\"source\":\"MTF\",\"page\":129,\"otherSources\":[{\"source\":\"TftYP\",\"page\":233}],\"reprintedAs\":[\"Deathlock Wight|MPMM\"],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":37,\"formula\":\"5d8 + 15\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":14,\"con\":16,\"int\":12,\"wis\":14,\"cha\":16,\"save\":{\"wis\":\"+4\"},\"skill\":{\"arcana\":\"+3\",\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The wight's innate spellcasting ability is Charisma (spell save {@dc 13}). It can innately cast the following spells, requiring no verbal or material components:\"],\"will\":[\"{@spell detect magic}\",\"{@spell disguise self}\",\"{@spell mage armor}\"],\"daily\":{\"1e\":[\"{@spell fear}\",\"{@spell hold person}\",\"{@spell misty step}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The wight attacks twice with Grave Bolt.\"]},{\"name\":\"Grave Bolt\",\"entries\":[\"{@atk rs} {@hit 5} to hit, range 120 ft., one target. {@h}7 ({@damage 1d8 + 3}) necrotic damage.\"]},{\"name\":\"Life Drain\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}9 ({@damage 2d6 + 2}) necrotic damage. The target must succeed on a {@dc 13} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.\",\"A humanoid slain by this attack rises 24 hours later as a {@creature zombie} under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve {@creature zombie||zombies} under its control at one time.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/deathlock-wight.mp3\"},\"altArt\":[{\"name\":\"Deathlock Wight (Alt)\",\"source\":\"TftYP\"}],\"traitTags\":[\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"N\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"HPR\",\"MW\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Demogorgon\",\"isNamedCreature\":true,\"source\":\"MTF\",\"page\":144,\"otherSources\":[{\"source\":\"OotA\",\"page\":236}],\"reprintedAs\":[\"Demogorgon|MPMM\"],\"size\":[\"H\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":22,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":406,\"formula\":\"28d12 + 224\"},\"speed\":{\"walk\":50,\"swim\":50},\"str\":29,\"dex\":14,\"con\":26,\"int\":20,\"wis\":17,\"cha\":25,\"save\":{\"dex\":\"+10\",\"con\":\"+16\",\"wis\":\"+11\",\"cha\":\"+15\"},\"skill\":{\"insight\":\"+11\",\"perception\":\"+19\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":29,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"that is nonmagical\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"26\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Demogorgon's spellcasting ability is Charisma (spell save {@dc 23}). Demogorgon can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell detect magic}\",\"{@spell major image}\"],\"daily\":{\"3e\":[\"{@spell dispel magic}\",\"{@spell fear}\",\"{@spell telekinesis}\"],\"1e\":[\"{@spell feeblemind}\",\"{@spell project image}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Demogorgon fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Demogorgon has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"Demogorgon's weapon attacks are magical.\"]},{\"name\":\"Two Heads\",\"entries\":[\"Demogorgon has advantage on saving throws against being {@condition blinded}, {@condition deafened}, {@condition stunned}, or knocked {@condition unconscious}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Demogorgon makes two tentacle attacks.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}28 ({@damage 3d12 + 9}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 23} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.\"]},{\"name\":\"Gaze\",\"entries\":[\"Demogorgon turns his magical gaze toward one creature that he can see within 120 feet of him. That target must make a {@dc 23} Wisdom saving throw. Unless the target is {@condition incapacitated}, it can avert its eyes to avoid the gaze and to automatically succeed on the save. If the target does so, it can't see Demogorgon until the start of his next turn. If the target looks at him in the meantime, it must immediately make the save.\",\"If the target fails the save, the target suffers one of the following effects of Demogorgon's choice or at random:\",\"1. Beguiling Gaze. The target is {@condition stunned} until the start of Demogorgon's next turn or until Demogorgon is no longer within line of sight.\",\"2. Hypnotic Gaze. The target is {@condition charmed} by Demogorgon until the start of Demogorgon's next turn. Demogorgon chooses how the {@condition charmed} target uses its actions, reactions, and movement. Because this gaze requires Demogorgon to focus both heads on the target, he can't use his Maddening Gaze legendary action until the start of his next turn.\",\"3. Insanity Gaze. The target suffers the effect of the {@spell confusion} spell without making a saving throw. The effect lasts until the start of Demogorgon's next turn. Demogorgon doesn't need to concentrate on the spell.\"]}],\"legendaryActions\":2,\"legendary\":[{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 15 ft., one target. {@h}20 ({@damage 2d10 + 9}) bludgeoning damage plus 11 ({@damage 2d10}) necrotic damage.\"]},{\"name\":\"Maddening Gaze\",\"entries\":[\"Demogorgon uses his Gaze action, and must choose either the Beguiling Gaze or the Insanity Gaze effect.\"]}],\"legendaryGroup\":{\"name\":\"Demogorgon\",\"source\":\"MTF\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"B\",\"N\"],\"damageTagsSpell\":[\"Y\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"HPR\",\"MW\",\"RCH\"],\"conditionInflict\":[\"charmed\",\"stunned\"],\"conditionInflictSpell\":[\"blinded\",\"deafened\",\"frightened\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"savingThrowForcedLegendary\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Derro\",\"source\":\"MTF\",\"page\":158,\"reprintedAs\":[\"Derro|MPMM\"],\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"derro\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":13,\"formula\":\"3d6 + 3\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":12,\"int\":11,\"wis\":5,\"cha\":9,\"skill\":{\"stealth\":\"+4\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":7,\"languages\":[\"Dwarvish\",\"Undercommon\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The derro has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Hooked Spear\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) piercing damage. If the target is Medium or smaller, the derro can choose to deal no damage and knock it {@condition prone}.\"]},{\"name\":\"Light Crossbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]}],\"environment\":[\"mountain\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/derro.mp3\"},\"attachedItems\":[\"light crossbow|phb\"],\"traitTags\":[\"Magic Resistance\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"D\",\"U\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"conditionInflict\":[\"prone\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Derro Savant\",\"source\":\"MTF\",\"page\":159,\"reprintedAs\":[\"Derro Savant|MPMM\"],\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"derro\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":36,\"formula\":\"8d6 + 8\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":14,\"con\":12,\"int\":11,\"wis\":5,\"cha\":14,\"skill\":{\"stealth\":\"+4\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":7,\"languages\":[\"Dwarvish\",\"Undercommon\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The derro savant is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 12}, {@hit 4} to hit with spell attacks). The derro knows the following sorcerer spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell acid splash}\",\"{@spell mage hand}\",\"{@spell message}\",\"{@spell prestidigitation}\",\"{@spell ray of frost}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell burning hands}\",\"{@spell chromatic orb}\",\"{@spell sleep}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell invisibility}\",\"{@spell spider climb}\"]},\"3\":{\"slots\":2,\"spells\":[\"{@spell lightning bolt}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The derro savant has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the derro savant has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/derro-savant.mp3\"},\"attachedItems\":[\"quarterstaff|phb\"],\"traitTags\":[\"Magic Resistance\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"D\",\"U\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"A\",\"C\",\"F\",\"I\",\"L\",\"T\"],\"spellcastingTags\":[\"CS\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dhergoloth\",\"source\":\"MTF\",\"page\":248,\"reprintedAs\":[\"Dhergoloth|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"yugoloth\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":119,\"formula\":\"14d8 + 56\"},\"speed\":{\"walk\":30},\"str\":17,\"dex\":10,\"con\":19,\"int\":7,\"wis\":10,\"cha\":9,\"save\":{\"str\":\"+6\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"acid\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Infernal\",\"telepathy 60 ft.\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dhergoloth's innate spellcasting ability is Charisma (spell save {@dc 10}). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell darkness}\",\"{@spell fear}\"],\"daily\":{\"3\":[\"{@spell sleep}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The dhergoloth has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The dhergoloth's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dhergoloth makes two claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) slashing damage.\"]},{\"name\":\"Flailing Claws {@recharge 5}\",\"entries\":[\"The dhergoloth moves up to its walking speed in a straight line and targets each creature within 5 feet of it during its movement. Each target must succeed on a {@dc 14} Dexterity saving throw or take 22 ({@damage 3d12 + 3}) slashing damage.\"]},{\"name\":\"Teleport\",\"entries\":[\"The dhergoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/dhergoloth.mp3\"},\"traitTags\":[\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Multiattack\",\"Teleport\"],\"languageTags\":[\"AB\",\"I\",\"TP\"],\"damageTags\":[\"S\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dire Troll\",\"source\":\"MTF\",\"page\":243,\"reprintedAs\":[\"Dire Troll|MPMM\"],\"size\":[\"H\"],\"type\":\"giant\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":172,\"formula\":\"15d12 + 75\"},\"speed\":{\"walk\":40},\"str\":22,\"dex\":15,\"con\":21,\"int\":9,\"wis\":11,\"cha\":5,\"save\":{\"wis\":\"+5\",\"cha\":\"+2\"},\"skill\":{\"perception\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"frightened\",\"poisoned\"],\"languages\":[\"Giant\"],\"cr\":\"13\",\"trait\":[{\"name\":\"Keen Senses\",\"entries\":[\"The troll has advantage on Wisdom ({@skill Perception}) checks that rely on smell or sight.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, it regains only 5 hit points at the start of its next turn. The troll dies only if it is hit by an attack that deals 10 or more acid or fire damage while the troll has 0 hit points.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The troll makes five attacks: one with its bite and four with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d8 + 6}) piercing damage plus 5 ({@damage 1d10}) poison damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}16 ({@damage 3d6 + 6}) slashing damage.\"]},{\"name\":\"Whirlwind of Claws {@recharge 5}\",\"entries\":[\"Each creature within 10 feet of the troll must make a {@dc 19} Dexterity saving throw, taking 44 ({@damage 8d10}) slashing damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"arctic\",\"forest\",\"hill\",\"mountain\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/dire-troll.mp3\"},\"traitTags\":[\"Keen Senses\",\"Regeneration\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Drow Arachnomancer\",\"source\":\"MTF\",\"page\":182,\"reprintedAs\":[\"Drow Arachnomancer|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item studded leather armor|phb|studded leather}\"]}],\"hp\":{\"average\":162,\"formula\":\"25d8 + 50\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":11,\"dex\":17,\"con\":14,\"int\":19,\"wis\":14,\"cha\":16,\"save\":{\"con\":\"+7\",\"int\":\"+9\",\"cha\":\"+8\"},\"skill\":{\"arcana\":\"+9\",\"nature\":\"+9\",\"perception\":\"+7\",\"stealth\":\"+8\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 120 ft.\"],\"passive\":17,\"resist\":[\"poison\"],\"languages\":[\"Elvish\",\"Undercommon\",\"can speak with spiders\"],\"cr\":\"13\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The drow's innate spellcasting ability is Charisma (spell save {@dc 16}). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell dancing lights}\"],\"daily\":{\"1e\":[\"{@spell darkness}\",\"{@spell faerie fire}\",\"{@spell levitate} (self only)\"]},\"ability\":\"cha\"},{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The drow is a 16th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 16}, {@hit 8} to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:\"],\"daily\":{\"1\":[\"{@spell eyebite}\",\"{@spell etherealness}\",\"{@spell dominate monster}\"]},\"spells\":{\"0\":{\"spells\":[\"{@spell chill touch}\",\"{@spell eldritch blast}\",\"{@spell mage hand}\",\"{@spell poison spray}\"]},\"5\":{\"lower\":1,\"slots\":3,\"spells\":[\"{@spell conjure animals} (spiders only)\",\"{@spell crown of madness}\",\"{@spell dimension door}\",\"{@spell dispel magic}\",\"{@spell fear}\",\"{@spell fly}\",\"{@spell giant insect}\",\"{@spell hold monster}\",\"{@spell insect plague}\",\"{@spell invisibility}\",\"{@spell vampiric touch}\",\"{@spell web}\",\"{@spell witch bolt}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Change Shape (Recharges after a Short or Long Rest)\",\"entries\":[\"The drow can use a bonus action to magically polymorph into a {@creature giant spider}, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. It can speak and cast spells while in giant spider form. Any equipment it is wearing or carrying in humanoid form melds into the giant spider form. It can't activate, use, wield, or otherwise benefit from any of its equipment. It reverts to its humanoid form if it dies.\"]},{\"name\":\"Fey Ancestry\",\"entries\":[\"The drow has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The drow can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]},{\"name\":\"Web Walker\",\"entries\":[\"The drow ignores movement restrictions caused by webbing.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The drow makes two poisonous touch attacks or two bite attacks. The first of these attacks that hits each round deals an extra 26 ({@damage 4d12}) poison damage to the target.\"]},{\"name\":\"Poisonous Touch (Humanoid Form Only)\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}28 ({@damage 8d6}) poison damage.\"]},{\"name\":\"Bite (Giant Spider Form Only)\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 26 ({@damage 4d12}) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but {@condition poisoned} for 1 hour, even after regaining hit points, and is {@condition paralyzed} while {@condition poisoned} in this way.\"]},{\"name\":\"Web (Giant Spider Form Only Recharge 5–6)\",\"entries\":[\"{@atk rw} {@hit 8} to hit, range 30/60 ft., one target. {@h}The target is {@condition restrained} by webbing. As an action, the {@condition restrained} target can make a {@dc 15} Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/drow-arachnomancer.mp3\"},\"traitTags\":[\"Fey Ancestry\",\"Spider Climb\",\"Sunlight Sensitivity\",\"Web Walker\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"E\",\"U\"],\"damageTags\":[\"I\",\"P\"],\"damageTagsSpell\":[\"F\",\"I\",\"L\",\"N\",\"O\",\"P\"],\"spellcastingTags\":[\"CL\",\"I\"],\"miscTags\":[\"MW\",\"RW\"],\"conditionInflict\":[\"paralyzed\",\"poisoned\",\"restrained\"],\"conditionInflictSpell\":[\"charmed\",\"frightened\",\"invisible\",\"paralyzed\",\"restrained\",\"unconscious\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Drow Favored Consort\",\"source\":\"MTF\",\"page\":183,\"reprintedAs\":[\"Drow Favored Consort|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[15,{\"ac\":18,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":225,\"formula\":\"30d8 + 90\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":20,\"con\":16,\"int\":18,\"wis\":15,\"cha\":18,\"save\":{\"dex\":\"+11\",\"con\":\"+9\",\"cha\":\"+10\"},\"skill\":{\"acrobatics\":\"+11\",\"athletics\":\"+8\",\"perception\":\"+8\",\"stealth\":\"+11\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":18,\"languages\":[\"Elvish\",\"Undercommon\"],\"cr\":\"18\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The drow's innate spellcasting ability is Charisma (spell save {@dc 18}). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell dancing lights}\"],\"daily\":{\"1e\":[\"{@spell darkness}\",\"{@spell faerie fire}\",\"{@spell levitate} (self only)\"]},\"ability\":\"cha\"},{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The drow is a 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 18}, {@hit 10} to hit with spell attacks). It has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell mage hand}\",\"{@spell message}\",\"{@spell poison spray}\",\"{@spell shocking grasp}\",\"{@spell ray of frost}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell burning hands}\",\"{@spell mage armor}\",\"{@spell magic missile}\",\"{@spell shield}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell gust of wind}\",\"{@spell invisibility}\",\"{@spell misty step}\",\"{@spell shatter}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell counterspell}\",\"{@spell fireball}\",\"{@spell haste}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell dimension door}\",\"{@spell Otiluke's resilient sphere}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell cone of cold}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell chain lightning}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"The drow has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]},{\"name\":\"War Magic\",\"entries\":[\"When the drow uses its action to cast a spell, it can make one weapon attack as a bonus action.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The drow makes three scimitar attacks.\"]},{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) slashing damage plus 18 ({@damage 4d8}) poison damage. In addition, the target has disadvantage on the next saving throw it makes against a spell the drow casts before the end of the drow's next turn.\"]},{\"name\":\"Hand Crossbow\",\"entries\":[\"{@atk rw} {@hit 11} to hit, range 30/120 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 hour. If the saving throw fails by 5 or more, the target is also {@condition unconscious} while {@condition poisoned} in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/drow-favored-consort.mp3\"},\"attachedItems\":[\"hand crossbow|phb\",\"scimitar|phb\"],\"traitTags\":[\"Fey Ancestry\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"E\",\"U\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"damageTagsSpell\":[\"C\",\"F\",\"I\",\"L\",\"O\",\"T\"],\"spellcastingTags\":[\"CW\",\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"conditionInflict\":[\"poisoned\",\"unconscious\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Drow House Captain\",\"source\":\"MTF\",\"page\":184,\"reprintedAs\":[\"Drow House Captain|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item chain mail|phb}\"]}],\"hp\":{\"average\":162,\"formula\":\"25d8 + 50\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":19,\"con\":15,\"int\":12,\"wis\":14,\"cha\":13,\"save\":{\"dex\":\"+8\",\"con\":\"+6\",\"wis\":\"+6\"},\"skill\":{\"perception\":\"+6\",\"stealth\":\"+8\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"languages\":[\"Elvish\",\"Undercommon\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The drow's innate spellcasting ability is Charisma (spell save {@dc 13}). He can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell dancing lights}\"],\"daily\":{\"1e\":[\"{@spell darkness}\",\"{@spell faerie fire}\",\"{@spell levitate} (self only)\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Battle Command\",\"entries\":[\"As a bonus action, the drow targets one ally he can see within 30 feet of him. If the target can see or hear the drow, the target can use its reaction to make one melee attack or to take the Dodge or Hide action.\"]},{\"name\":\"Fey Ancestry\",\"entries\":[\"The drow has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The drow makes three attacks: two with his scimitar and one with his whip or his hand crossbow.\"]},{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage plus 14 ({@damage 4d6}) poison damage.\"]},{\"name\":\"Whip\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}6 ({@damage 1d4 + 4}) slashing damage. If the target is an ally, it has advantage on attack rolls until the end of its next turn.\"]},{\"name\":\"Hand Crossbow\",\"entries\":[\"{@atk rw} {@hit 8} to hit, range 30/120 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 hour. If the saving throw fails by 5 or more, the target is also {@condition unconscious} while {@condition poisoned} in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"The drow adds 3 to his AC against one melee attack that would hit him. To do so, the drow must see the attacker and be wielding a melee weapon.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/drow-house-captain.mp3\"},\"attachedItems\":[\"hand crossbow|phb\",\"scimitar|phb\",\"whip|phb\"],\"traitTags\":[\"Fey Ancestry\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"E\",\"U\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RNG\",\"RW\"],\"conditionInflict\":[\"poisoned\",\"unconscious\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Drow Inquisitor\",\"source\":\"MTF\",\"page\":184,\"reprintedAs\":[\"Drow Inquisitor|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item breastplate|phb}\"]}],\"hp\":{\"average\":143,\"formula\":\"22d8 + 44\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":15,\"con\":14,\"int\":16,\"wis\":21,\"cha\":20,\"save\":{\"con\":\"+7\",\"wis\":\"+10\",\"cha\":\"+10\"},\"skill\":{\"insight\":\"+10\",\"perception\":\"+10\",\"religion\":\"+8\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":20,\"conditionImmune\":[\"frightened\"],\"languages\":[\"Elvish\",\"Undercommon\"],\"cr\":\"14\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The drow's innate spellcasting ability is Charisma (spell save {@dc 18}). She can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell dancing lights}\",\"{@spell detect magic}\"],\"daily\":{\"1e\":[\"{@spell clairvoyance}\",\"{@spell darkness}\",\"{@spell detect thoughts}\",\"{@spell dispel magic}\",\"{@spell faerie fire}\",\"{@spell levitate} (self only)\",\"{@spell suggestion}\"]},\"ability\":\"cha\"},{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The drow is a 12th-level spellcaster. Her spellcasting ability is Wisdom (spell save {@dc 18}, {@hit 10} to hit with spell attacks). She has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell guidance}\",\"{@spell message}\",\"{@spell poison spray}\",\"{@spell resistance}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell bane}\",\"{@spell cure wounds}\",\"{@spell inflict wounds}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell blindness/deafness}\",\"{@spell silence}\",\"{@spell spiritual weapon}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell bestow curse}\",\"{@spell dispel magic}\",\"{@spell magic circle}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell banishment}\",\"{@spell divination}\",\"{@spell freedom of movement}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell contagion}\",\"{@spell dispel evil and good}\",\"{@spell insect plague}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell harm}\",\"{@spell true seeing}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Discern Lie\",\"entries\":[\"The drow knows when she hears a creature speak a lie in a language she knows.\"]},{\"name\":\"Fey Ancestry\",\"entries\":[\"The drow has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The drow has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The drow makes three death lance attacks.\"]},{\"name\":\"Death Lance\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage plus 18 ({@damage 4d8}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage it takes. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Demon Summoning\",\"entries\":[\"Some drow inquisitors have an action that allows them to summon a demon.\",{\"name\":\"Summon Demon (1/Day)\",\"type\":\"entries\",\"entries\":[\"The drow attempts to magically summon a yochlol, with a {@chance 50} chance of success. If the attempt fails, the drow takes 5 ({@damage 1d10}) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. (see notes for link)\"]}],\"_version\":{\"name\":\"Drow Inquisitor (Summoner)\",\"addHeadersAs\":\"action\"}}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/drow-inquisitor.mp3\"},\"traitTags\":[\"Fey Ancestry\",\"Magic Resistance\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"E\",\"U\"],\"damageTags\":[\"N\",\"P\",\"Y\"],\"damageTagsSpell\":[\"I\",\"N\",\"O\",\"P\"],\"spellcastingTags\":[\"CC\",\"I\"],\"miscTags\":[\"HPR\",\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"blinded\",\"deafened\",\"incapacitated\",\"poisoned\",\"stunned\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Drow Matron Mother\",\"source\":\"MTF\",\"page\":186,\"reprintedAs\":[\"Drow Matron Mother|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item half plate armor|phb}\"]}],\"hp\":{\"average\":262,\"formula\":\"35d8 + 105\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":18,\"con\":16,\"int\":17,\"wis\":21,\"cha\":22,\"save\":{\"con\":\"+9\",\"wis\":\"+11\",\"cha\":\"+12\"},\"skill\":{\"insight\":\"+11\",\"perception\":\"+11\",\"religion\":\"+9\",\"stealth\":\"+10\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":21,\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Elvish\",\"Undercommon\"],\"cr\":\"20\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The drow's innate spellcasting ability is Charisma (spell save {@dc 20}). She can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell dancing lights}\",\"{@spell detect magic}\"],\"daily\":{\"1e\":[\"{@spell clairvoyance}\",\"{@spell darkness}\",\"{@spell detect thoughts}\",\"{@spell dispel magic}\",\"{@spell faerie fire}\",\"{@spell levitate} (self only)\",\"{@spell suggestion}\"]},\"ability\":\"cha\"},{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The drow is a 20th-level spellcaster. Her spellcasting ability is Wisdom (spell save {@dc 19}, {@hit 11} to hit with spell attacks). The drow has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell guidance}\",\"{@spell mending}\",\"{@spell resistance}\",\"{@spell sacred flame}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell bane}\",\"{@spell command}\",\"{@spell cure wounds}\",\"{@spell guiding bolt}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell hold person}\",\"{@spell silence}\",\"{@spell spiritual weapon}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell bestow curse}\",\"{@spell clairvoyance}\",\"{@spell dispel magic}\",\"{@spell spirit guardians}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell banishment}\",\"{@spell death ward}\",\"{@spell freedom of movement}\",\"{@spell guardian of faith}\"]},\"5\":{\"slots\":3,\"spells\":[\"{@spell contagion}\",\"{@spell flame strike}\",\"{@spell geas}\",\"{@spell mass cure wounds}\"]},\"6\":{\"slots\":2,\"spells\":[\"{@spell blade barrier}\",\"{@spell harm}\"]},\"7\":{\"slots\":2,\"spells\":[\"{@spell divine word}\",\"{@spell plane shift}\"]},\"8\":{\"slots\":1,\"spells\":[\"{@spell holy aura}\"]},\"9\":{\"slots\":1,\"spells\":[\"{@spell gate}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"The drow has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep.\"]},{\"name\":\"Lolth's Fickle Favor\",\"entries\":[\"As a bonus action, the matron can bestow the Spider Queen's blessing on one ally she can see within 30 feet of her. The ally takes 7 ({@damage 2d6}) psychic damage but has advantage on the next attack roll it makes until the end of its next turn.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The drow has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The matron mother makes two demon staff attacks or three tentacle rod attacks.\"]},{\"name\":\"Demon Staff\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage, or 8 ({@damage 1d8 + 4}) bludgeoning damage if used with two hands, plus 14 ({@damage 4d6}) psychic damage. In addition, the target must succeed on a DC19 Wisdom saving throw or become {@condition frightened} of the drow for 1 minute. The {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Tentacle Rod\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage. If the target is hit three times by the rod on one turn, the target must succeed on a {@dc 15} Constitution saving throw or suffer the following effects for 1 minute: the target's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.\"]},{\"name\":\"Summon Servant (1/Day)\",\"entries\":[\"The drow magically summons a {@creature retriever|mtf} or a {@creature yochlol}. The summoned creature appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.\"]}],\"legendary\":[{\"name\":\"Demon Staff\",\"entries\":[\"The drow makes one attack with her demon staff.\"]},{\"name\":\"Compel Demon (Costs 2 Actions)\",\"entries\":[\"An allied demon within 30 feet of the drow uses its reaction to make one attack against a target of the drow's choice that she can see.\"]},{\"name\":\"Cast a Spell (Costs 1–3 Actions)\",\"entries\":[\"The drow expends a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that she has prepared. Doing so costs 1 legendary action per level of the spell.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/drow-matron-mother.mp3\"},\"traitTags\":[\"Fey Ancestry\",\"Magic Resistance\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"E\",\"U\"],\"damageTags\":[\"B\",\"Y\"],\"damageTagsSpell\":[\"F\",\"N\",\"O\",\"R\",\"S\",\"Y\"],\"spellcastingTags\":[\"CC\",\"I\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\"],\"conditionInflictSpell\":[\"blinded\",\"charmed\",\"deafened\",\"incapacitated\",\"paralyzed\",\"poisoned\",\"prone\",\"stunned\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Drow Shadowblade\",\"source\":\"MTF\",\"page\":187,\"reprintedAs\":[\"Drow Shadowblade|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item studded leather armor|phb|studded leather}\"]}],\"hp\":{\"average\":150,\"formula\":\"20d8 + 60\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":21,\"con\":16,\"int\":12,\"wis\":14,\"cha\":13,\"save\":{\"dex\":\"+9\",\"con\":\"+7\",\"wis\":\"+6\"},\"skill\":{\"perception\":\"+6\",\"stealth\":\"+9\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"languages\":[\"Elvish\",\"Undercommon\"],\"cr\":\"11\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The drow's innate spellcasting ability is Charisma (spell save {@dc 13}). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell dancing lights}\"],\"daily\":{\"1e\":[\"{@spell darkness}\",\"{@spell faerie fire}\",\"{@spell levitate} (self only)\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"The drow has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep.\"]},{\"name\":\"Shadow Step\",\"entries\":[\"While in dim light or darkness, the drow can teleport as a bonus action up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The drow makes two attacks with its shadow sword. If either attack hits and the target is within 10 feet of a 5-foot cube of darkness created by the shadow sword on a previous turn, the drow can dismiss that darkness and cause the target to take 21 ({@damage 6d6}) necrotic damage. The drow can dismiss darkness in this way no more than once per turn.\"]},{\"name\":\"Shadow Sword\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage plus 10 ({@damage 3d6}) necrotic damage and 10 ({@damage 3d6}) poison damage. The drow can then fill an unoccupied 5-foot cube within 5 feet of the target with magical darkness, which remains for 1 minute.\"]},{\"name\":\"Hand Crossbow\",\"entries\":[\"{@atk rw} {@hit 9} to hit, range 30/120 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 hour. If the saving throw fails by 5 or more, the target is also {@condition unconscious} while {@condition poisoned} in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Shadow Demon Summoning\",\"entries\":[\"Some drow shadowblades have an action that allows them to summon a demon.\",{\"name\":\"Summon Shadow Demon (1/Day)\",\"type\":\"entries\",\"entries\":[\"The drow attempts to magically summon a shadow demon with a {@chance 50} chance of success. If the attempt fails, the drow takes 5 ({@damage 1d10}) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.\"]}],\"_version\":{\"name\":\"Drow Shadowblade (Summoner)\",\"addHeadersAs\":\"action\"}}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/drow-shadowblade.mp3\"},\"attachedItems\":[\"hand crossbow|phb\"],\"traitTags\":[\"Fey Ancestry\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"E\",\"U\"],\"damageTags\":[\"I\",\"N\",\"P\",\"Y\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"AOE\",\"MW\",\"RNG\",\"RW\"],\"conditionInflict\":[\"poisoned\",\"unconscious\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Duergar Despot\",\"source\":\"MTF\",\"page\":188,\"reprintedAs\":[\"Duergar Despot|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dwarf\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":21,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":119,\"formula\":\"14d8 + 56\"},\"speed\":{\"walk\":25},\"str\":20,\"dex\":5,\"con\":19,\"int\":15,\"wis\":14,\"cha\":13,\"save\":{\"con\":\"+8\",\"wis\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":12,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"Dwarvish\",\"Undercommon\"],\"cr\":\"12\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The duergar despot's innate spellcasting ability is Intelligence (spell save {@dc 12}). It can cast the following spells, requiring no components:\"],\"will\":[\"{@spell mage hand}\",\"{@spell minor illusion}\"],\"daily\":{\"1e\":[\"{@spell counterspell}\",\"{@spell misty step}\",\"{@spell stinking cloud}\"]},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The duergar has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Psychic Engine\",\"entries\":[\"When the duergar despot suffers a critical hit or is reduced to 0 hit points, psychic energy erupts from its frame to deal 14 ({@damage 4d6}) psychic damage to each creature within 5 feet of it.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the duergar despot has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The despot makes two iron fist attacks and two stomping foot attacks. It can replace up to four of these attacks with uses of its Flame Jet.\"]},{\"name\":\"Iron Fist\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage. If the target is a Large or smaller creature, it must make a successful {@dc 17} Strength saving throw or be thrown up to 30 feet away in a straight line. The target is knocked {@condition prone} and then takes 10 ({@damage 3d6}) bludgeoning damage.\"]},{\"name\":\"Stomping Foot\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) bludgeoning damage, or 18 ({@damage 3d8 + 5}) bludgeoning damage to a {@condition prone} target.\"]},{\"name\":\"Flame Jet\",\"entries\":[\"The duergar spews flames in a line 100 feet long and 5 feet wide. Each creature in the line must make a {@dc 16} Dexterity saving throw, taking 18 ({@damage 4d8}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"mountain\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/duergar-despot.mp3\"},\"traitTags\":[\"Magic Resistance\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"D\",\"U\"],\"damageTags\":[\"B\",\"F\",\"Y\"],\"spellcastingTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"savingThrowForcedSpell\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Duergar Hammerer\",\"source\":\"MTF\",\"page\":188,\"otherSources\":[{\"source\":\"IDRotF\"}],\"reprintedAs\":[\"Duergar Hammerer|MPMM\"],\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":20},\"str\":17,\"dex\":7,\"con\":12,\"int\":5,\"wis\":5,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":7,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands Dwarvish but can't speak\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Engine of Pain\",\"entries\":[\"Once per turn, a creature that attacks the hammerer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 5 ({@dice 1d10}) damage to the hammerer, and the hammerer can respond by using its Multiattack with its reaction.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The hammerer deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hammerer makes two attacks: one with its claw and one with its hammer.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage.\"]},{\"name\":\"Hammer\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage.\"]}],\"environment\":[\"mountain\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/duergar-hammerer.mp3\"},\"traitTags\":[\"Siege Monster\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"D\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Duergar Kavalrachni\",\"source\":\"MTF\",\"page\":189,\"otherSources\":[{\"source\":\"OotA\",\"page\":226}],\"reprintedAs\":[\"Duergar Kavalrachni|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dwarf\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item scale mail|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":26,\"formula\":\"4d8 + 8\"},\"speed\":{\"walk\":25},\"str\":14,\"dex\":11,\"con\":14,\"int\":11,\"wis\":10,\"cha\":9,\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"resist\":[\"poison\"],\"languages\":[\"Dwarvish\",\"Undercommon\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Cavalry Training\",\"entries\":[\"When the duergar hits a target with a melee attack while mounted on a female steeder, the steeder can make one melee attack against the same target as a reaction.\"]},{\"name\":\"Duergar Resilience\",\"entries\":[\"The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being {@condition charmed} or {@condition paralyzed}.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The duergar makes two war pick attacks.\"]},{\"name\":\"War Pick\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage plus 5 ({@damage 2d4}) poison damage.\"]},{\"name\":\"Heavy Crossbow\",\"entries\":[\"{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage.\"]},{\"name\":\"Shared Invisibility (Recharges after a Short or Long Rest)\",\"entries\":[\"The duergar magically turns {@condition invisible} for up to 1 hour or until it attacks, it casts a spell, or its {@status concentration} is broken (as if {@status concentration||concentrating} on a spell). Any equipment the duergar wears or carries is {@condition invisible} with it. While the {@condition invisible} duergar is mounted on a female steeder, the steeder is {@condition invisible} as well. The invisibility ends early on the steeder immediately after it attacks.\"]}],\"environment\":[\"mountain\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/duergar-kavalrachni.mp3\"},\"attachedItems\":[\"heavy crossbow|phb\",\"war pick|phb\"],\"traitTags\":[\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"D\",\"U\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"conditionInflict\":[\"invisible\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Duergar Mind Master\",\"source\":\"MTF\",\"page\":189,\"otherSources\":[{\"source\":\"IDRotF\"}],\"reprintedAs\":[\"Duergar Mind Master|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dwarf\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item leather armor|phb}\"]},{\"ac\":19,\"condition\":\"while reduced\"}],\"hp\":{\"average\":39,\"formula\":\"6d8 + 12\"},\"speed\":{\"walk\":25},\"str\":11,\"dex\":17,\"con\":14,\"int\":15,\"wis\":10,\"cha\":12,\"save\":{\"wis\":\"+2\"},\"skill\":{\"perception\":\"+2\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 120 ft.\",\"truesight 30 ft.\"],\"passive\":12,\"resist\":[\"poison\"],\"languages\":[\"Dwarvish\",\"Undercommon\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Duergar Resilience\",\"entries\":[\"The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being {@condition charmed} or {@condition paralyzed}.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The duergar makes two melee attacks. It can replace one of those attacks with a use of Mind Mastery.\"]},{\"name\":\"Mind-Poison Dagger\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage and 10 ({@damage 3d6}) psychic damage, or 1 piercing damage and 14 ({@damage 4d6}) psychic damage while reduced.\"]},{\"name\":\"Invisibility {@recharge 4}\",\"entries\":[\"The duergar magically turns {@condition invisible} for up to 1 hour or until it attacks, it casts a spell, it uses its Reduce, or its {@status concentration} is broken (as if {@status concentration||concentrating} on a spell). Any equipment the duergar wears or carries is {@condition invisible} with it.\"]},{\"name\":\"Mind Mastery\",\"entries\":[\"The duergar targets one creature it can see within 60 feet of it. The target must succeed on a {@dc 12} Intelligence saving throw, or the duergar causes it to use its reaction either to make one weapon attack against another creature the duergar can see or to move up to 10 feet in a direction of the duergar's choice. Creatures that can't be {@condition charmed} are immune to this effect.\"]},{\"name\":\"Reduce (Recharges after a Short or Long Rest)\",\"entries\":[\"For 1 minute, the duergar magically decreases in size, along with anything it is wearing or carrying. While reduced, the duergar is Tiny, reduces its weapon damage to 1, and makes attacks, checks, and saving throws with disadvantage if they use Strength. It gains a +5 bonus to all Dexterity ({@skill Stealth}) checks and a +5 bonus to its AC. It can also take a bonus action on each of its turns to take the Hide action.\"]}],\"environment\":[\"mountain\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/duergar-mind-master.mp3\"},\"traitTags\":[\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\",\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"D\",\"U\"],\"damageTags\":[\"P\",\"Y\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"invisible\"],\"savingThrowForced\":[\"intelligence\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Duergar Screamer\",\"source\":\"MTF\",\"page\":190,\"reprintedAs\":[\"Duergar Screamer|MPMM\"],\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":38,\"formula\":\"7d8 + 7\"},\"speed\":{\"walk\":20},\"str\":18,\"dex\":7,\"con\":12,\"int\":5,\"wis\":5,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":7,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands Dwarvish but can't speak\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Engine of Pain\",\"entries\":[\"Once per turn, a creature that attacks the screamer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 11 ({@dice 2d10}) damage to the screamer, and the screamer can respond by using its Multiattack with its reaction.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The screamer makes one drill attack and uses its Sonic Scream.\"]},{\"name\":\"Drill\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d12 + 4}) piercing damage.\"]},{\"name\":\"Sonic Scream\",\"entries\":[\"The screamer emits destructive energy in a 15-foot cube. Each creature in that area must succeed on a {@dc 11} Strength saving throw or take 7 ({@damage 2d6}) thunder damage and be knocked {@condition prone}.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/duergar-screamer.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"D\"],\"damageTags\":[\"P\",\"T\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Duergar Soulblade\",\"source\":\"MTF\",\"page\":190,\"otherSources\":[{\"source\":\"OotA\",\"page\":227}],\"reprintedAs\":[\"Duergar Soulblade|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dwarf\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":18,\"formula\":\"4d8\"},\"speed\":{\"walk\":25},\"str\":11,\"dex\":16,\"con\":10,\"int\":11,\"wis\":10,\"cha\":12,\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"resist\":[\"poison\"],\"languages\":[\"Dwarvish\",\"Undercommon\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The duergar's innate spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It can innately cast the following spells, requiring no components:\"],\"will\":[\"{@spell blade ward}\",\"{@spell true strike}\"],\"daily\":{\"3e\":[\"{@spell jump}\",\"{@spell hunter's mark}\"]},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Duergar Resilience\",\"entries\":[\"The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being {@condition charmed} or {@condition paralyzed}.\"]},{\"name\":\"Create Soulblade\",\"entries\":[\"As a bonus action, the duergar can create a shortsword-sized, visible blade of psionic energy. The weapon appears in the duergar's hand and vanishes if it leaves the duergar's grip, or if the duergar dies or is {@condition incapacitated}.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Soulblade\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) force damage, or 10 ({@damage 2d6 + 3}) force damage while enlarged. If the soulblade has advantage on the attack roll, the attack deals an extra 3 ({@damage 1d6}) force damage.\"]},{\"name\":\"Enlarge (Recharges after a Short or Long Rest)\",\"entries\":[\"For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.\"]},{\"name\":\"Invisibility (Recharges after a Short or Long Rest)\",\"entries\":[\"The duergar magically turns {@condition invisible} for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its {@status concentration} is broken (as if {@status concentration||concentrating} on a spell). Any equipment the duergar wears or carries is {@condition invisible} with it.\"]}],\"environment\":[\"mountain\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/duergar-soulblade.mp3\"},\"traitTags\":[\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"D\",\"U\"],\"damageTags\":[\"O\"],\"spellcastingTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"invisible\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Duergar Stone Guard\",\"source\":\"MTF\",\"page\":191,\"otherSources\":[{\"source\":\"OotA\",\"page\":227}],\"reprintedAs\":[\"Duergar Stone Guard|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dwarf\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item chain mail|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":39,\"formula\":\"6d8 + 12\"},\"speed\":{\"walk\":25},\"str\":18,\"dex\":11,\"con\":14,\"int\":11,\"wis\":10,\"cha\":9,\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"resist\":[\"poison\"],\"languages\":[\"Dwarvish\",\"Undercommon\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Duergar Resilience\",\"entries\":[\"The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being {@condition charmed} or {@condition paralyzed}.\"]},{\"name\":\"Phalanx Formation\",\"entries\":[\"The duergar has advantage on attack rolls and Dexterity saving throws while standing within 5 feet of a duergar ally wielding a shield.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"King's Knife (Shortsword)\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, or 11 ({@damage 2d6 + 4}) piercing damage while enlarged.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, or 11 ({@damage 2d6 + 4}) piercing damage while enlarged.\"]},{\"name\":\"Enlarge (Recharges after a Short or Long Rest)\",\"entries\":[\"For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.\"]},{\"name\":\"Invisibility (Recharges after a Short or Long Rest)\",\"entries\":[\"The duergar magically turns {@condition invisible} for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its {@status concentration} is broken (as if {@status concentration||concentrating} on a spell). Any equipment the duergar wears or carries is {@condition invisible} with it.\"]}],\"environment\":[\"mountain\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/duergar-stone-guard.mp3\"},\"attachedItems\":[\"javelin|phb\"],\"traitTags\":[\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"D\",\"U\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"invisible\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Duergar Warlord\",\"source\":\"MTF\",\"page\":192,\"reprintedAs\":[\"Duergar Warlord|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dwarf\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":20,\"from\":[\"{@item plate armor|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":75,\"formula\":\"10d8 + 30\"},\"speed\":{\"walk\":25},\"str\":18,\"dex\":11,\"con\":17,\"int\":12,\"wis\":12,\"cha\":14,\"senses\":[\"darkvision 120 ft.\"],\"passive\":11,\"resist\":[\"poison\"],\"languages\":[\"Dwarvish\",\"Undercommon\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Duergar Resilience\",\"entries\":[\"The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being {@condition charmed} or {@condition paralyzed}.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The duergar makes three hammer or javelin attacks and uses Call to Attack, or Enlarge if it is available.\"]},{\"name\":\"Psychic-Attuned Hammer\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) bludgeoning damage plus 5 ({@damage 1d10}) psychic damage, or 15 ({@damage 2d10 + 4}) bludgeoning damage plus 5 ({@damage 1d10}) psychic damage while enlarged,\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, or 11 ({@damage 2d6 + 4}) piercing damage while enlarged.\"]},{\"name\":\"Call to Attack\",\"entries\":[\"Up to three allied duergar within 120 feet of this duergar that can hear it can each use their reaction to make one weapon attack.\"]},{\"name\":\"Enlarge (Recharges after a Short or Long Rest)\",\"entries\":[\"For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.\"]},{\"name\":\"Invisibility {@recharge 4}\",\"entries\":[\"The duergar magically turns {@condition invisible} for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its {@status concentration} is broken (as if {@status concentration||concentrating} on a spell). Any equipment the duergar wears or carries is {@condition invisible} with it.\"]}],\"reaction\":[{\"name\":\"Scouring Instruction\",\"entries\":[\"When an ally that the duergar can see makes a {@dice d20} roll, the duergar can roll a {@dice 1d6} and the ally can add the number rolled to the {@dice d20} roll by taking 3 ({@damage 1d6}) psychic damage. A creature immune to psychic damage can't be affected by Scouring Instruction.\"]}],\"environment\":[\"mountain\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/duergar-warlord.mp3\"},\"attachedItems\":[\"javelin|phb\"],\"traitTags\":[\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"D\",\"U\"],\"damageTags\":[\"B\",\"P\",\"Y\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"invisible\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Duergar Xarrorn\",\"source\":\"MTF\",\"page\":193,\"otherSources\":[{\"source\":\"OotA\",\"page\":226}],\"reprintedAs\":[\"Duergar Xarrorn|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dwarf\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|phb}\"]}],\"hp\":{\"average\":26,\"formula\":\"4d8 + 8\"},\"speed\":{\"walk\":25},\"str\":16,\"dex\":11,\"con\":14,\"int\":11,\"wis\":10,\"cha\":9,\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"resist\":[\"poison\"],\"languages\":[\"Dwarvish\",\"Undercommon\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Duergar Resilience\",\"entries\":[\"The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being {@condition charmed} or {@condition paralyzed}.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Fire Lance\",\"entries\":[\"{@atk mw} {@hit 5} to hit (with disadvantage if the target is within 5 feet of the duergar), reach 10 ft., one target. {@h}9 ({@damage 1d12 + 3}) piercing damage plus 3 ({@damage 1d6}) fire damage, or 16 ({@damage 2d12 + 3}) piercing damage plus 3 ({@damage 1d6}) fire damage while enlarged.\"]},{\"name\":\"Fire Spray {@recharge 5}\",\"entries\":[\"From its fire lance, the duergar shoots a 15-foot cone of fire or a line of fire 30 feet long and 5 feet wide. Each creature in that area must make a {@dc 12} Dexterity saving throw, taking 10 ({@damage 3d6}) fire damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Enlarge (Recharges after a Short or Long Rest)\",\"entries\":[\"For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.\"]},{\"name\":\"Invisibility (Recharges after a Short or Long Rest)\",\"entries\":[\"The duergar magically turns {@condition invisible} for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its {@status concentration} is broken (as if {@status concentration||concentrating} on a spell). Any equipment the duergar wears or carries is {@condition invisible} with it.\"]}],\"environment\":[\"mountain\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/duergar-xarrorn.mp3\"},\"traitTags\":[\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"D\",\"U\"],\"damageTags\":[\"F\",\"P\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"invisible\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Dybbuk\",\"source\":\"MTF\",\"page\":132,\"reprintedAs\":[\"Dybbuk|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[14],\"hp\":{\"average\":37,\"formula\":\"5d8 + 15\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":6,\"dex\":19,\"con\":16,\"int\":16,\"wis\":15,\"cha\":14,\"skill\":{\"deception\":\"+6\",\"intimidation\":\"+4\",\"perception\":\"+4\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":14,\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"Abyssal\",\"Common\",\"telepathy 120 ft.\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dybbuk's innate spellcasting ability is Charisma (spell save {@dc 12}). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell dimension door}\"],\"daily\":{\"3e\":[\"{@spell fear}\",\"{@spell phantasmal force}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Incorporeal Movement\",\"entries\":[\"The dybbuk can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The dybbuk has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Violate Corpse\",\"entries\":[\"The dybbuk can use a bonus action while it is possessing a corpse to make it do something unnatural, such as vomit blood, twist its head all the way around, or cause a quadruped to move as a biped. Any beast or humanoid that sees this behavior must succeed on a {@dc 12} Wisdom saving throw or become {@condition frightened} for 1 minute. The {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this ability is immune to Violate Corpse for 24 hours.\"]}],\"action\":[{\"name\":\"Tendril\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) necrotic damage. If the target is a creature, its hit point maximum is also reduced by 3 ({@dice 1d6}). This reduction lasts until the target finishes a short or long rest. The target dies if this effect reduces its hit point maximum to 0.\"]},{\"name\":\"Possess Corpse {@recharge}\",\"entries\":[\"The dybbuk disappears into an intact corpse it can see within 5 feet of it. The corpse must be Large or smaller and be that of a beast or a humanoid. The dybbuk is now effectively the possessed creature. Its type becomes undead, though it now looks alive, and it gains a number of temporary hit points equal to the corpse's hit point maximum in life.\",\"While possessing the corpse, the dybbuk retains its hit points, alignment, Intelligence, Wisdom, Charisma, telepathy, and immunity to poison damage, {@condition exhaustion}, and being {@condition charmed} and {@condition frightened}. It otherwise uses the possessed target's game statistics, gaining access to its knowledge and proficiencies but not its class features, if any.\",\"The possession lasts until the temporary hit points are lost (at which point the body becomes a corpse once more) or the dybbuk ends its possession using a bonus action. When the possession ends, the dybbuk reappears in an unoccupied space within 5 feet of the corpse.\"]}],\"environment\":[\"desert\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/dybbuk.mp3\"},\"traitTags\":[\"Incorporeal Movement\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"AB\",\"C\",\"TP\"],\"damageTags\":[\"N\",\"O\"],\"damageTagsSpell\":[\"O\",\"Y\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\"],\"conditionInflictSpell\":[\"frightened\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Earth Elemental Myrmidon\",\"source\":\"MTF\",\"page\":202,\"otherSources\":[{\"source\":\"PotA\",\"page\":212}],\"reprintedAs\":[\"Earth Elemental Myrmidon|MPMM\"],\"size\":[\"M\"],\"type\":\"elemental\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|phb}\"]}],\"hp\":{\"average\":127,\"formula\":\"17d8 + 51\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":10,\"con\":17,\"int\":8,\"wis\":10,\"cha\":10,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"paralyzed\",\"petrified\",\"poisoned\",\"prone\"],\"languages\":[\"Terran\",\"one language of its creator's choice\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Magic Weapons\",\"entries\":[\"The myrmidon's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The myrmidon makes two maul attacks.\"]},{\"name\":\"Maul\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage.\"]},{\"name\":\"Thunderous Strike {@recharge}\",\"entries\":[\"The myrmidon makes one maul attack. On a hit, the target takes an extra 16 ({@damage 3d10}) thunder damage, and the target must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/earth-elemental-myrmidon.mp3\"},\"attachedItems\":[\"maul|phb\"],\"traitTags\":[\"Magic Weapons\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"T\"],\"damageTags\":[\"B\",\"T\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Eidolon\",\"source\":\"MTF\",\"page\":194,\"otherSources\":[{\"source\":\"DC\"},{\"source\":\"DIP\"},{\"source\":\"IMR\"}],\"reprintedAs\":[\"Eidolon|MPMM\"],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"A\"],\"ac\":[9],\"hp\":{\"average\":63,\"formula\":\"18d8 - 18\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":7,\"dex\":8,\"con\":9,\"int\":14,\"wis\":19,\"cha\":16,\"save\":{\"wis\":\"+8\"},\"skill\":{\"perception\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":18,\"resist\":[\"acid\",\"fire\",\"lightning\",\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"cold\",\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"12\",\"trait\":[{\"name\":\"Incorporeal Movement\",\"entries\":[\"The eidolon can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object other than a sacred statue.\"]},{\"name\":\"Sacred Animation {@recharge 5}\",\"entries\":[\"When the eidolon moves into a space occupied by a sacred statue, the eidolon can disappear, causing the statue to become a creature under the eidolon's control. The eidolon uses the {@creature sacred statue|mtf}'s statistics in place of its own.\"]},{\"name\":\"Turn Resistance\",\"entries\":[\"The eidolon has advantage on saving throws against any effect that turns undead.\"]}],\"action\":[{\"name\":\"Divine Dread\",\"entries\":[\"Each creature within 60 feet of the eidolon that can see it must succeed on a {@dc 15} Wisdom saving throw or be {@condition frightened} for 1 minute. While {@condition frightened} in this way, the creature must take the Dash action and move away from the eidolon by the safest available route at the start of each of its turns, unless there is nowhere for it to move, in which case the creature also becomes {@condition stunned} until it can move again. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to any eidolon's Divine Dread for the next 24 hours.\"]}],\"environment\":[\"coastal\",\"desert\",\"forest\",\"grassland\",\"mountain\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/eidolon.mp3\"},\"traitTags\":[\"Incorporeal Movement\",\"Turn Resistance\"],\"senseTags\":[\"D\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"O\"],\"conditionInflict\":[\"frightened\",\"stunned\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Elder Oblex\",\"source\":\"MTF\",\"page\":219,\"reprintedAs\":[\"Elder Oblex|MPMM\"],\"size\":[\"H\"],\"type\":\"ooze\",\"alignment\":[\"L\",\"E\"],\"ac\":[16],\"hp\":{\"average\":115,\"formula\":\"10d12 + 50\"},\"speed\":{\"walk\":20},\"str\":15,\"dex\":16,\"con\":21,\"int\":22,\"wis\":13,\"cha\":18,\"save\":{\"int\":\"+10\",\"cha\":\"+8\"},\"skill\":{\"arcana\":\"+10\",\"deception\":\"+8\",\"history\":\"+10\",\"nature\":\"+10\",\"perception\":\"+5\",\"religion\":\"+10\"},\"senses\":[\"blindsight 60 ft. (blind beyond this distance)\"],\"passive\":15,\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"prone\"],\"languages\":[\"Common plus six more\"],\"cr\":\"10\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The oblex's innate spellcasting ability is Intelligence (spell save {@dc 18}). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell charm person} (as 5th-level spell)\",\"{@spell detect thoughts}\",\"{@spell hold person}\"],\"daily\":{\"3e\":[\"{@spell confusion}\",\"{@spell dimension door}\",\"{@spell dominate person}\",\"{@spell fear}\",\"{@spell hallucinatory terrain}\",\"{@spell hold monster}\",\"{@spell hypnotic pattern}\",\"{@spell telekinesis}\"]},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Amorphous\",\"entries\":[\"The oblex can move through a space as narrow as 1 inch wide without squeezing.\"]},{\"name\":\"Aversion to Fire\",\"entries\":[\"If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.\"]},{\"name\":\"Sulfurous Impersonation\",\"entries\":[\"As a bonus action, the oblex can extrude a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate {@dice 2d6 + 1} different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. For all practical purposes, the simulacrum is the oblex, meaning the oblex occupies its space and the simulacrum's space simultaneously. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex's main body and the simulacrum. The simulacrum disappears if the tether is severed.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The elder oblex makes two pseudopod attacks and uses Eat Memories.\"]},{\"name\":\"Pseudopod\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}17 ({@damage 4d6 + 3}) bludgeoning damage plus 7 ({@damage 2d6}) psychic damage.\"]},{\"name\":\"Eat Memories\",\"entries\":[\"The oblex targets one creature it can see within 5 feet of it. The target must succeed on a {@dc 18} Wisdom saving throw or take 44 ({@damage 8d10}) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the {@spell greater restoration} or {@spell heal} spell. Constructs, oozes, plants, and undead succeed on the save automatically.\",\"While memory drained, the target must roll a {@dice d4} and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the {@dice d4} becomes a {@dice d6}, the {@dice d6} becomes a {@dice d8}, and so on until the die becomes a {@dice d20}, at which point the target becomes {@condition unconscious} for 1 hour. The effect then ends.\",\"When an oblex causes a target to become memory drained, the oblex learns all the languages the target knows and gains all its proficiencies, except any saving throw proficiencies.\"]}],\"environment\":[\"swamp\",\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/elder-oblex.mp3\"},\"traitTags\":[\"Amorphous\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"B\",\"Y\"],\"damageTagsSpell\":[\"O\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"unconscious\"],\"conditionInflictSpell\":[\"charmed\",\"frightened\",\"incapacitated\",\"paralyzed\",\"restrained\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Elder Tempest\",\"source\":\"MTF\",\"page\":200,\"reprintedAs\":[\"Elder Tempest|MPMM\"],\"size\":[\"G\"],\"type\":\"elemental\",\"alignment\":[\"N\"],\"ac\":[19],\"hp\":{\"average\":264,\"formula\":\"16d20 + 96\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":120,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":23,\"dex\":28,\"con\":23,\"int\":2,\"wis\":21,\"cha\":18,\"save\":{\"wis\":\"+12\",\"cha\":\"+11\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"lightning\",\"poison\",\"thunder\"],\"conditionImmune\":[\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"stunned\"],\"cr\":\"23\",\"trait\":[{\"name\":\"Air Form\",\"entries\":[\"The tempest can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.\"]},{\"name\":\"Flyby\",\"entries\":[\"The tempest doesn't provoke opportunity attacks when it flies out of an enemy's reach.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the tempest fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Living Storm\",\"entries\":[\"The tempest is always at the center of a storm {@dice 1d6 + 4} miles in diameter. Heavy precipitation in the form of either rain or snow falls there, causing the area to be lightly obscured. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom ({@skill Perception}) checks that rely on hearing.\",\"In addition, strong winds swirl in the area covered by the storm. The winds impose disadvantage on ranged attack rolls. The winds extinguish open flames and disperse fog.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The tempest deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The tempest makes two attacks with its thunderous slam.\"]},{\"name\":\"Thunderous Slam\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 20 ft., one target. {@h}23 ({@damage 4d6 + 9}) thunder damage.\"]},{\"name\":\"Lightning Storm {@recharge}\",\"entries\":[\"All other creatures within 120 feet of the tempest must each make a {@dc 20} Dexterity saving throw, taking 27 ({@damage 6d8}) lightning damage on a failed save, or half as much damage on a successful one. If a target's saving throw fails by 5 or more, the creature is also {@condition stunned} until the end of its next turn.\"]}],\"legendary\":[{\"name\":\"Move\",\"entries\":[\"The tempest moves up to its speed.\"]},{\"name\":\"Lightning Strike (Costs 2 Actions)\",\"entries\":[\"The tempest can cause a bolt of lightning to strike a point on the ground anywhere under its storm. Each creature within 5 feet of that point must make a {@dc 20} Dexterity saving throw, taking 16 ({@damage 3d10}) lightning damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Screaming Gale (Costs 3 Actions)\",\"entries\":[\"The tempest releases a blast of thunder and wind in a line that is 1 mile long and 20 feet wide. Objects in that area take 22 ({@damage 4d10}) thunder damage. Each creature there must succeed on a {@dc 21} Dexterity saving throw or take 22 ({@damage 4d10}) thunder damage and be flung up to 60 feet in a direction away from the line. If a thrown target collides with an immovable object, such as a wall or floor, the target takes 3 ({@damage 1d6}) bludgeoning damage for every 10 feet it was thrown before impact. If the target would collide with another creature instead, that other creature must succeed on a {@dc 19} Dexterity saving throw or take the same damage and be knocked {@condition prone}.\"]}],\"environment\":[\"arctic\",\"coastal\",\"grassland\",\"hill\",\"mountain\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/elder-tempest.mp3\"},\"traitTags\":[\"Flyby\",\"Legendary Resistances\",\"Siege Monster\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"L\",\"T\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\",\"stunned\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Female Steeder\",\"source\":\"MTF\",\"page\":238,\"otherSources\":[{\"source\":\"OotA\",\"page\":231}],\"reprintedAs\":[\"Female Steeder|MPMM\"],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":30,\"formula\":\"4d10 + 8\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":15,\"dex\":16,\"con\":14,\"int\":2,\"wis\":10,\"cha\":3,\"skill\":{\"stealth\":\"+7\",\"perception\":\"+4\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":14,\"cr\":\"1\",\"trait\":[{\"name\":\"Spider Climb\",\"entries\":[\"The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Extraordinary Leap\",\"entries\":[\"The distance of the steeder's long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to move 3 feet.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 9 ({@damage 2d8}) poison damage.\"]},{\"name\":\"Sticky Leg\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one Medium or smaller creature. {@h}The target is stuck to the steeder's leg and is {@condition grappled} until it escapes (escape {@dc 12}). The steeder can have only one creature {@condition grappled} at a time.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/female-steeder.mp3\"},\"traitTags\":[\"Spider Climb\"],\"senseTags\":[\"SD\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fire Elemental Myrmidon\",\"source\":\"MTF\",\"page\":203,\"otherSources\":[{\"source\":\"PotA\",\"page\":213}],\"reprintedAs\":[\"Fire Elemental Myrmidon|MPMM\"],\"size\":[\"M\"],\"type\":\"elemental\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|phb}\"]}],\"hp\":{\"average\":123,\"formula\":\"19d8 + 38\"},\"speed\":{\"walk\":40},\"str\":13,\"dex\":18,\"con\":15,\"int\":9,\"wis\":10,\"cha\":10,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"paralyzed\",\"petrified\",\"poisoned\",\"prone\"],\"languages\":[\"Ignan\",\"one language of its creator's choice\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Illumination\",\"entries\":[\"The myrmidon sheds bright light in a 20-foot radius and dim light in a 40-foot radius.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The myrmidon's weapon attacks are magical.\"]},{\"name\":\"Water Susceptibility\",\"entries\":[\"For every 5 feet the myrmidon moves in 1 foot or more of water, it takes 2 ({@damage 1d4}) cold damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The myrmidon makes three scimitar attacks.\"]},{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage.\"]},{\"name\":\"Fiery Strikes {@recharge}\",\"entries\":[\"The myrmidon uses Multiattack. Each attack that hits deals an extra 5 ({@damage 1d10}) fire damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/fire-elemental-myrmidon.mp3\"},\"attachedItems\":[\"scimitar|phb\"],\"traitTags\":[\"Illumination\",\"Magic Weapons\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"IG\"],\"damageTags\":[\"C\",\"F\",\"S\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fraz-Urb'luu\",\"isNamedCreature\":true,\"source\":\"MTF\",\"page\":146,\"otherSources\":[{\"source\":\"OotA\",\"page\":238}],\"reprintedAs\":[\"Fraz-Urb'luu|MPMM\"],\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":337,\"formula\":\"27d10 + 189\"},\"speed\":{\"walk\":40,\"fly\":40},\"str\":29,\"dex\":12,\"con\":25,\"int\":26,\"wis\":24,\"cha\":26,\"save\":{\"dex\":\"+8\",\"con\":\"+14\",\"int\":\"+15\",\"wis\":\"+14\"},\"skill\":{\"deception\":\"+15\",\"perception\":\"+14\",\"stealth\":\"+8\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":24,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"that is nonmagical\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":{\"cr\":\"23\",\"lair\":\"24\"},\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Fraz-Urb'luu's spellcasting ability is Charisma (spell save {@dc 23}). Fraz-Urb'luu can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell alter self} (can become Medium when changing his appearance)\",\"{@spell detect magic}\",\"{@spell dispel magic}\",\"{@spell phantasmal force}\"],\"daily\":{\"3e\":[\"{@spell confusion}\",\"{@spell dream}\",\"{@spell mislead}\",\"{@spell programmed illusion}\",\"{@spell seeming}\"],\"1e\":[\"{@spell mirage arcane}\",\"{@spell modify memory}\",\"{@spell project image}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Fraz-Urb'luu fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Fraz-Urb'luu has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"Fraz-Urb'luu's weapon attacks are magical.\"]},{\"name\":\"Undetectable\",\"entries\":[\"Fraz-Urb'luu can't be targeted by divination magic, perceived through magical scrying sensors, or detected by abilities that sense demons or fiends.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Fraz-Urb'luu makes three attacks: one with his bite and two with his fists.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}19 ({@damage 3d6 + 9}) piercing damage.\"]},{\"name\":\"Fist\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d8 + 9}) bludgeoning damage.\"]}],\"legendary\":[{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}20 ({@damage 2d10 + 9}) bludgeoning damage. If the target is a Large or smaller creature, it is also {@condition grappled} (escape {@dc 24}). The {@condition grappled} target is also {@condition restrained}. Fraz-Urb'luu can grapple only one creature with his tail at a time.\"]},{\"name\":\"Phantasmal Killer (Costs 2 Actions)\",\"entries\":[\"Fraz-Urb'luu casts {@spell phantasmal killer}, no {@status concentration} required.\"]}],\"legendaryGroup\":{\"name\":\"Fraz-Urb'luu\",\"source\":\"MTF\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"B\",\"P\"],\"damageTagsLegendary\":[\"Y\"],\"damageTagsSpell\":[\"B\",\"P\",\"S\",\"Y\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"conditionInflictSpell\":[\"blinded\",\"charmed\",\"deafened\",\"incapacitated\",\"invisible\"],\"savingThrowForcedLegendary\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Frost Salamander\",\"source\":\"MTF\",\"page\":223,\"reprintedAs\":[\"Frost Salamander|MPMM\"],\"size\":[\"H\"],\"type\":\"elemental\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":168,\"formula\":\"16d12 + 64\"},\"speed\":{\"walk\":60,\"burrow\":40,\"climb\":40},\"str\":20,\"dex\":12,\"con\":18,\"int\":7,\"wis\":11,\"cha\":7,\"save\":{\"con\":\"+8\",\"wis\":\"+4\"},\"skill\":{\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\",\"tremorsense 60 ft.\"],\"passive\":14,\"immune\":[\"cold\"],\"vulnerable\":[\"fire\"],\"languages\":[\"Primordial\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Burning Fury\",\"entries\":[\"When the salamander takes fire damage, its Freezing Breath automatically recharges.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The salamander makes five attacks: four with its claws and one with its bite.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage and 5 ({@damage 1d10}) cold damage.\"]},{\"name\":\"Freezing Breath {@recharge}\",\"entries\":[\"The salamander exhales chill wind in a 60-foot cone. Each creature in that area must make a {@dc 17} Constitution saving throw, taking 44 ({@damage 8d10}) cold damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"arctic\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/frost-salamander.mp3\"},\"senseTags\":[\"D\",\"T\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"P\"],\"damageTags\":[\"C\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Geryon\",\"isNamedCreature\":true,\"source\":\"MTF\",\"page\":173,\"reprintedAs\":[\"Geryon|MPMM\"],\"size\":[\"H\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":300,\"formula\":\"24d12 + 144\"},\"speed\":{\"walk\":30,\"fly\":50},\"str\":29,\"dex\":17,\"con\":22,\"int\":19,\"wis\":16,\"cha\":23,\"save\":{\"dex\":\"+10\",\"con\":\"+13\",\"wis\":\"+10\",\"cha\":\"+13\"},\"skill\":{\"deception\":\"+13\",\"intimidation\":\"+13\",\"perception\":\"+10\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":20,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"cold\",\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"22\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Geryon's innate spellcasting ability is Charisma (spell save {@dc 21}). He can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell alter self} (can become Medium when changing his appearance)\",\"{@spell detect magic}\",\"{@spell geas}\",\"{@spell ice storm}\",\"{@spell invisibility} (self only)\",\"{@spell locate object}\",\"{@spell suggestion}\",\"{@spell wall of ice}\"],\"daily\":{\"1e\":[\"{@spell divine word}\",\"{@spell symbol} (pain only)\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Geryon fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Geryon has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"Geryon's weapon attacks are magical.\"]},{\"name\":\"Regeneration\",\"entries\":[\"Geryon regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Geryon dies only if he starts his turn with 0 hit points and doesn't regenerate.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Geryon makes two attacks: one with his claws and one with his stinger.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}23 ({@damage 4d6 + 9}) slashing damage. If the target is Large or smaller, it is {@condition grappled} ({@dc 24}) and is {@condition restrained} until the grapple ends. Geryon can grapple one creature at a time. If the target is already {@condition grappled} by Geryon, the target takes an extra 27 ({@damage 6d8}) slashing damage.\"]},{\"name\":\"Stinger\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 20 ft., one creature. {@h}14 ({@damage 2d4 + 9}) piercing damage, and the target must succeed on a {@dc 21} Constitution saving throw or take 13 ({@damage 2d12}) poison damage and become {@condition poisoned} until it finishes a short or long rest. The target's hit point maximum is reduced by an amount equal to half the poison damage it takes. If its hit point maximum drops to 0, it dies. This reduction lasts until the {@condition poisoned} condition is removed.\"]},{\"name\":\"Teleport\",\"entries\":[\"Geryon magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.\"]}],\"legendary\":[{\"name\":\"Infernal Glare\",\"entries\":[\"Geryon targets one creature he can see within 60 feet of him. If the target can see Geryon, the target must succeed on a {@dc 23} Wisdom saving throw or become {@condition frightened} of Geryon until the end of its next turn.\"]},{\"name\":\"Swift Sting (Costs 2 Actions)\",\"entries\":[\"Geryon attacks with his stinger.\"]},{\"name\":\"Teleport\",\"entries\":[\"Geryon uses his Teleport action.\"]}],\"legendaryGroup\":{\"name\":\"Geryon\",\"source\":\"MTF\"},\"variant\":[{\"type\":\"variant\",\"name\":\"Sound the Horn\",\"entries\":[\"Geryon can have an action that allows him to summon enslaved minotaurs.\",{\"name\":\"Sound the Horn (1/Day)\",\"type\":\"entries\",\"entries\":[\"Geryon blows his horn, which causes {@dice 5d4} minotaurs to appear in unoccupied spaces of his choice within 600 feet of him. The minotaurs roll initiative when they appear. They remain until they die or Geryon uses an action to dismiss any or all of them.\"]}],\"_version\":{\"name\":\"Geryon (Summoner)\",\"addHeadersAs\":\"action\"}}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/geryon.mp3\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Magic Weapons\",\"Regeneration\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\",\"Teleport\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"damageTagsLegendary\":[\"C\"],\"damageTagsSpell\":[\"B\",\"C\",\"N\",\"P\",\"S\",\"Y\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"HPR\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"grappled\",\"poisoned\",\"restrained\"],\"conditionInflictLegendary\":[\"restrained\"],\"conditionInflictSpell\":[\"blinded\",\"charmed\",\"deafened\",\"frightened\",\"incapacitated\",\"invisible\",\"stunned\",\"unconscious\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"savingThrowForcedLegendary\":[\"charisma\",\"constitution\",\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Giff\",\"source\":\"MTF\",\"page\":204,\"reprintedAs\":[\"Giff|MPMM\"],\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item breastplate|phb}\"]}],\"hp\":{\"average\":60,\"formula\":\"8d8 + 24\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":14,\"con\":17,\"int\":11,\"wis\":12,\"cha\":12,\"passive\":11,\"languages\":[\"Common\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Headfirst Charge\",\"entries\":[\"The giff can try to knock a creature over; if the giff moves at least 20 feet in a straight line that ends within 5 feet of a Large or smaller creature, that creature must succeed on a {@dc 14} Strength saving throw or take 7 ({@damage 2d6}) bludgeoning damage and be knocked {@condition prone}.\"]},{\"name\":\"Firearms Knowledge\",\"entries\":[\"The giff's mastery of its weapons enables it to ignore the loading property of muskets and pistols.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giff makes two pistol attacks.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands.\"]},{\"name\":\"Musket\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 40/120 ft., one target. {@h}8 ({@damage 1d12 + 2}) piercing damage.\"]},{\"name\":\"Pistol\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 30/90 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage.\"]},{\"name\":\"Fragmentation Grenade (1/Day)\",\"entries\":[\"The giff throws a grenade up to 60 feet. Each creature within 20 feet of the grenade's detonation must make a {@dc 15} Dexterity saving throw, taking 17 ({@damage 5d6}) piercing damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/giff.mp3\"},\"attachedItems\":[\"longsword|phb\",\"musket|dmg\",\"pistol|dmg\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\",\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Githyanki Gish\",\"source\":\"MTF\",\"page\":205,\"otherSources\":[{\"source\":\"WDMM\"}],\"reprintedAs\":[\"Githyanki Gish|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"gith\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item half plate armor|phb}\"]}],\"hp\":{\"average\":123,\"formula\":\"19d8 + 38\"},\"speed\":{\"walk\":30},\"str\":17,\"dex\":15,\"con\":14,\"int\":16,\"wis\":15,\"cha\":16,\"save\":{\"con\":\"+6\",\"int\":\"+7\",\"wis\":\"+6\"},\"skill\":{\"insight\":\"+6\",\"perception\":\"+6\",\"stealth\":\"+6\"},\"passive\":16,\"languages\":[\"Gith\"],\"cr\":\"10\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The githyanki's innate spellcasting ability is Intelligence (spell save {@dc 15}, {@hit 7} to hit with spell attacks). It can innately cast the following spells, requiring no components:\"],\"will\":[\"{@spell mage hand} (the hand is invisible)\"],\"daily\":{\"3e\":[\"{@spell jump}\",\"{@spell misty step}\",\"{@spell nondetection} (self only)\"],\"1e\":[\"{@spell plane shift}\",\"{@spell telekinesis}\"]},\"ability\":\"int\"},{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The githyanki is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 15}, {@hit 7} to hit with spell attacks). The githyanki has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell blade ward}\",\"{@spell light}\",\"{@spell message}\",\"{@spell true strike}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell expeditious retreat}\",\"{@spell magic missile}\",\"{@spell sleep}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell blur}\",\"{@spell invisibility}\",\"{@spell levitate}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell counterspell}\",\"{@spell fireball}\",\"{@spell haste}\"]},\"4\":{\"slots\":2,\"spells\":[\"{@spell dimension door}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"War Magic\",\"entries\":[\"When the githyanki uses its action to cast a spell, it can make one weapon attack as a bonus action.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The githyanki makes two longsword attacks.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage plus 18 ({@damage 4d8}) psychic damage, or 8 ({@damage 1d10 + 3}) slashing damage plus 18 ({@damage 4d8}) psychic damage if used with two hands.\"]}],\"environment\":[\"desert\",\"mountain\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/githyanki-gish.mp3\"},\"attachedItems\":[\"longsword|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GTH\"],\"damageTags\":[\"S\",\"Y\"],\"damageTagsSpell\":[\"F\",\"O\",\"T\"],\"spellcastingTags\":[\"CW\",\"I\",\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Githyanki Kith'rak\",\"source\":\"MTF\",\"page\":205,\"reprintedAs\":[\"Githyanki Kith'rak|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"gith\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|phb}\"]}],\"hp\":{\"average\":180,\"formula\":\"24d8 + 72\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":16,\"con\":17,\"int\":16,\"wis\":15,\"cha\":17,\"save\":{\"con\":\"+7\",\"int\":\"+7\",\"wis\":\"+6\"},\"skill\":{\"intimidation\":\"+7\",\"perception\":\"+6\"},\"passive\":16,\"languages\":[\"Gith\"],\"cr\":\"12\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The githyanki's innate spellcasting ability is Intelligence (spell save {@dc 15}, {@hit 7} to hit with spell attacks). It can innately cast the following spells, requiring no components:\"],\"will\":[\"{@spell mage hand} (the hand is invisible)\"],\"daily\":{\"3e\":[\"{@spell blur}\",\"{@spell jump}\",\"{@spell misty step}\",\"{@spell nondetection} (self only)\"],\"1e\":[\"{@spell plane shift}\",\"{@spell telekinesis}\"]},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Rally the Troops\",\"entries\":[\"As a bonus action, the githyanki can magically end the {@condition charmed} and {@condition frightened} conditions on itself and each creature of its choice that it can see within 30 feet of it.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The githyanki makes three greatsword attacks.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage plus 17 ({@damage 5d6}) psychic damage.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"The githyanki adds 4 to its AC against one melee attack that would hit it. To do so, the githyanki must see the attacker and be wielding a melee weapon.\"]}],\"environment\":[\"desert\",\"mountain\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/githyanki-kith_rak.mp3\"},\"attachedItems\":[\"greatsword|phb\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"GTH\"],\"damageTags\":[\"S\",\"Y\"],\"spellcastingTags\":[\"I\",\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForcedSpell\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Githyanki Supreme Commander\",\"source\":\"MTF\",\"page\":206,\"reprintedAs\":[\"Githyanki Supreme Commander|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"gith\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|phb}\"]}],\"hp\":{\"average\":187,\"formula\":\"22d8 + 88\"},\"speed\":{\"walk\":30},\"str\":19,\"dex\":17,\"con\":18,\"int\":16,\"wis\":16,\"cha\":18,\"save\":{\"con\":\"+9\",\"int\":\"+8\",\"wis\":\"+8\"},\"skill\":{\"insight\":\"+8\",\"intimidation\":\"+9\",\"perception\":\"+8\"},\"passive\":18,\"languages\":[\"Gith\"],\"cr\":\"14\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The githyanki's innate spellcasting ability is Intelligence (spell save {@dc 16}, {@hit 8} to hit with spell attacks). It can innately cast the following spells, requiring no components:\"],\"will\":[\"{@spell mage hand} (the hand is invisible)\"],\"daily\":{\"3e\":[\"{@spell jump}\",\"{@spell levitate} (self only)\",\"{@spell misty step}\",\"{@spell nondetection} (self only)\"],\"1e\":[\"{@spell Bigby's hand}\",\"{@spell mass suggestion}\",\"{@spell plane shift}\",\"{@spell telekinesis}\"]},\"ability\":\"int\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The githyanki makes two greatsword attacks.\"]},{\"name\":\"Silver Greatsword\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d6 + 7}) slashing damage plus 17 ({@damage 5d6}) psychic damage. On a critical hit against a target in an astral body (as with the {@spell astral projection} spell), the githyanki can cut the silvery cord that tethers the target to its material body, instead of dealing damage.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"The githyanki adds 5 to its AC against one melee attack that would hit it. To do so, the githyanki must see the attacker and be wielding a melee weapon.\"]}],\"legendary\":[{\"name\":\"Attack (2 Actions)\",\"entries\":[\"The githyanki makes a greatsword attack.\"]},{\"name\":\"Command Ally\",\"entries\":[\"The githyanki targets one ally it can see within 30 feet of it. If the target can see or hear the githyanki, the target can make one melee weapon attack using its reaction and has advantage on the attack roll.\"]},{\"name\":\"Teleport\",\"entries\":[\"The githyanki magically teleports, along with any equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it. It also becomes insubstantial until the start of its next turn. While insubstantial, it can move through other creatures and objects as if they were {@quickref difficult terrain||3}. If it ends its turn inside an object, it takes 16 ({@damage 3d10}) force damage and is moved to the nearest unoccupied space.\"]}],\"environment\":[\"desert\",\"mountain\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/githyanki-supreme-commander.mp3\"},\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"GTH\"],\"damageTags\":[\"O\",\"S\",\"Y\"],\"damageTagsSpell\":[\"B\",\"O\"],\"spellcastingTags\":[\"I\",\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Githzerai Anarch\",\"source\":\"MTF\",\"page\":207,\"reprintedAs\":[\"Githzerai Anarch|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"gith\"]},\"alignment\":[\"L\",\"N\"],\"ac\":[20],\"hp\":{\"average\":144,\"formula\":\"17d8 + 68\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":16,\"dex\":21,\"con\":18,\"int\":18,\"wis\":20,\"cha\":14,\"save\":{\"str\":\"+8\",\"dex\":\"+10\",\"int\":\"+9\",\"wis\":\"+10\"},\"skill\":{\"arcana\":\"+9\",\"insight\":\"+10\",\"perception\":\"+10\"},\"passive\":20,\"languages\":[\"Gith\"],\"cr\":\"16\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The anarch's innate spellcasting ability is Wisdom (spell save {@dc 18}, {@hit 10} to hit with spell attacks). It can innately cast the following spells, requiring no components:\"],\"will\":[\"{@spell mage hand} (the hand is invisible)\"],\"daily\":{\"3e\":[\"{@spell feather fall}\",\"{@spell jump}\",\"{@spell see invisibility}\",\"{@spell shield}\",\"{@spell telekinesis}\"],\"1e\":[\"{@spell globe of invulnerability}\",\"{@spell plane shift}\",\"{@spell teleportation circle}\",\"{@spell wall of force}\"]},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Psychic Defense\",\"entries\":[\"While the anarch is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The anarch makes three unarmed strikes.\"]},{\"name\":\"Unarmed Strike\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage plus 18 ({@damage 4d8}) psychic damage.\"]}],\"legendary\":[{\"name\":\"Strike\",\"entries\":[\"The anarch makes one unarmed strike.\"]},{\"name\":\"Teleport\",\"entries\":[\"The anarch magically teleports, along with any equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it.\"]},{\"name\":\"Change Gravity (Costs 3 Actions)\",\"entries\":[\"The anarch casts the {@spell reverse gravity} spell. The spell has the normal effect, except that the anarch can orient the area in any direction and creatures and objects fall toward the end of the area.\"]}],\"legendaryGroup\":{\"name\":\"Githzerai Anarch\",\"source\":\"MTF\"},\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/githzerai-anarch.mp3\"},\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GTH\"],\"damageTags\":[\"B\",\"Y\"],\"damageTagsLegendary\":[\"L\"],\"spellcastingTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"savingThrowForcedLegendary\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Githzerai Enlightened\",\"source\":\"MTF\",\"page\":208,\"reprintedAs\":[\"Githzerai Enlightened|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"gith\"]},\"alignment\":[\"L\",\"N\"],\"ac\":[18],\"hp\":{\"average\":112,\"formula\":\"15d8 + 45\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":19,\"con\":16,\"int\":17,\"wis\":19,\"cha\":13,\"save\":{\"str\":\"+6\",\"dex\":\"+8\",\"int\":\"+7\",\"wis\":\"+8\"},\"skill\":{\"arcana\":\"+7\",\"insight\":\"+8\",\"perception\":\"+8\"},\"passive\":18,\"languages\":[\"Gith\"],\"cr\":\"10\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The githzerai's innate spellcasting ability is Wisdom (spell save {@dc 16}, {@hit 8} to hit with spell attacks). It can innately cast the following spells, requiring no components:\"],\"will\":[\"{@spell mage hand} (the hand is invisible)\"],\"daily\":{\"3e\":[\"{@spell blur}\",\"{@spell expeditious retreat}\",\"{@spell feather fall}\",\"{@spell jump}\",\"{@spell see invisibility}\",\"{@spell shield}\"],\"1e\":[\"{@spell haste}\",\"{@spell plane shift}\",\"{@spell teleport}\"]},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Psychic Defense\",\"entries\":[\"While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The githzerai makes three unarmed strikes.\"]},{\"name\":\"Unarmed Strike\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage plus 13 ({@damage 3d8}) psychic damage.\"]},{\"name\":\"Temporal Strike {@recharge}\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage plus 52 ({@damage 8d12}) psychic damage. The target must succeed on a {@dc 16} Wisdom saving throw or move 1 round forward in time. A target moved forward in time vanishes for the duration. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it's occupied.\"]}],\"environment\":[\"desert\",\"mountain\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/githzerai-enlightened.mp3\"},\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GTH\"],\"damageTags\":[\"B\",\"Y\"],\"spellcastingTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gloom Weaver\",\"source\":\"MTF\",\"page\":224,\"reprintedAs\":[\"Shadar-kai Gloom Weaver|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"N\"],\"ac\":[14,{\"ac\":17,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":104,\"formula\":\"16d8 + 32\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":18,\"con\":14,\"int\":15,\"wis\":12,\"cha\":18,\"save\":{\"dex\":\"+8\",\"con\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"immune\":[\"necrotic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\"],\"languages\":[\"Common\",\"Elvish\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The gloom weaver's innate spellcasting ability is Charisma (spell save {@dc 16}, {@hit 8} to hit with spell attacks). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell arcane eye}\",\"{@spell mage armor}\",\"{@spell speak with dead}\"],\"daily\":{\"1e\":[\"{@spell arcane gate}\",\"{@spell bane}\",\"{@spell compulsion}\",\"{@spell confusion}\",\"{@spell true seeing}\"]},\"ability\":\"cha\"},{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The gloom weaver is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 16}, {@hit 8} to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell minor illusion}\",\"{@spell prestidigitation}\",\"{@spell chill touch}\",\"{@spell eldritch blast}*\"]},\"5\":{\"lower\":1,\"slots\":3,\"spells\":[\"{@spell armor of Agathys}\",\"{@spell blight}\",\"{@spell darkness}\",\"{@spell dream}\",\"{@spell invisibility}\",\"{@spell fear}\",\"{@spell hypnotic pattern}\",\"{@spell major image}\",\"{@spell contact other plane}\",\"{@spell vampiric touch}\",\"{@spell witch bolt}\"]}},\"footerEntries\":[\"*3 beams +4 bonus to each damage roll\"],\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Burden of Time\",\"entries\":[\"Beasts and humanoids, other than shadar-kai, have disadvantage on saving throws while within 10 feet of the gloom weaver.\"]},{\"name\":\"Fey Ancestry\",\"entries\":[\"The gloom weaver has advantage on saving throws against being {@condition charmed}, and magic can't put it to sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The gloom weaver makes two spear attacks and casts one spell that takes 1 action to cast.\"]},{\"name\":\"Shadow Spear\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 26 ({@damage 4d12}) necrotic damage, or 8 ({@damage 1d8 + 4}) piercing damage plus 26 ({@damage 4d12}) necrotic damage if used with two hands.\"]}],\"reaction\":[{\"name\":\"Misty Escape (Recharges after a Short or Long Rest)\",\"entries\":[\"When the gloom weaver takes damage, it turns {@condition invisible} and teleports up to 60 feet to an unoccupied space it can see. It remains {@condition invisible} until the start of its next turn or until it attacks or casts a spell.\"]}],\"environment\":[\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/gloom-weaver.mp3\"},\"traitTags\":[\"Fey Ancestry\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"N\",\"P\"],\"damageTagsSpell\":[\"C\",\"L\",\"N\",\"O\",\"Y\"],\"spellcastingTags\":[\"CL\",\"I\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"charmed\",\"frightened\",\"incapacitated\",\"invisible\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gray Render\",\"source\":\"MTF\",\"page\":209,\"reprintedAs\":[\"Gray Render|MPMM\"],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":189,\"formula\":\"18d10 + 90\"},\"speed\":{\"walk\":30},\"str\":19,\"dex\":13,\"con\":20,\"int\":3,\"wis\":6,\"cha\":8,\"save\":{\"str\":\"+8\",\"con\":\"+9\"},\"skill\":{\"perception\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"cr\":\"12\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The gray render makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d12 + 4}) piercing damage. If the target is Medium or smaller, the target must succeed on a {@dc 16} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage. If the target is {@condition prone} an additional 7 ({@damage 2d6}) bludgeoning damage is dealt to the target.\"]}],\"reaction\":[{\"name\":\"Bloody Rampage\",\"entries\":[\"When the gray render takes damage, it makes one attack with its claws against a random creature within its reach, other than its master.\"]}],\"environment\":[\"forest\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/gray-render.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Graz'zt\",\"isNamedCreature\":true,\"source\":\"MTF\",\"page\":149,\"otherSources\":[{\"source\":\"OotA\",\"page\":241}],\"reprintedAs\":[\"Graz'zt|MPMM\"],\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\",\"shapechanger\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":346,\"formula\":\"33d10 + 165\"},\"speed\":{\"walk\":40},\"str\":22,\"dex\":15,\"con\":21,\"int\":23,\"wis\":21,\"cha\":26,\"save\":{\"dex\":\"+9\",\"con\":\"+12\",\"wis\":\"+12\"},\"skill\":{\"deception\":\"+15\",\"insight\":\"+12\",\"perception\":\"+12\",\"persuasion\":\"+15\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":22,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"that is nonmagical\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"24\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Graz'zt's spellcasting ability is Charisma (spell save {@dc 23}). He can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell charm person}\",\"{@spell crown of madness}\",\"{@spell detect magic}\",\"{@spell dispel magic}\",\"{@spell dissonant whispers}\"],\"daily\":{\"3e\":[\"{@spell counterspell}\",\"{@spell darkness}\",\"{@spell dominate person}\",\"{@spell sanctuary}\",\"{@spell telekinesis}\",\"{@spell teleport}\"],\"1e\":[\"{@spell dominate monster}\",\"{@spell greater invisibility}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Shapechanger\",\"entries\":[\"Graz'zt can use his action to polymorph into a form that resembles a Medium humanoid, or back into his true form. Aside from his size, his statistics are the same in each form. Any equipment he is wearing or carrying isn't transformed.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Graz'zt fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Graz'zt has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"Graz'zt's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Graz'zt attacks twice with Wave of Sorrow.\"]},{\"name\":\"Wave of Sorrow (Greatsword)\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}20 ({@damage 4d6 + 6}) slashing damage plus 10 ({@damage 3d6}) acid damage.\"]},{\"name\":\"Teleport\",\"entries\":[\"Graz'zt magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"Graz'zt attacks once with Wave of Sorrow.\"]},{\"name\":\"Dance, My Puppet\",\"entries\":[\"One creature {@condition charmed} by Graz'zt that Graz'zt can see must use its reaction to move up to its speed as Graz'zt directs.\"]},{\"name\":\"Sow Discord\",\"entries\":[\"Graz'zt casts {@spell crown of madness} or dissonant whispers.\"]},{\"name\":\"Teleport\",\"entries\":[\"Graz'zt uses his Teleport action.\"]}],\"legendaryGroup\":{\"name\":\"Graz'zt\",\"source\":\"MTF\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Magic Weapons\",\"Shapechanger\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\",\"Teleport\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"A\",\"S\"],\"damageTagsSpell\":[\"Y\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"conditionInflictSpell\":[\"charmed\",\"invisible\",\"restrained\"],\"savingThrowForcedLegendary\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Green Abishai\",\"source\":\"MTF\",\"page\":162,\"reprintedAs\":[\"Green Abishai|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":187,\"formula\":\"25d8 + 75\"},\"speed\":{\"walk\":30,\"fly\":40},\"str\":12,\"dex\":17,\"con\":16,\"int\":17,\"wis\":12,\"cha\":19,\"save\":{\"int\":\"+8\",\"cha\":\"+9\"},\"skill\":{\"deception\":\"+9\",\"insight\":\"+6\",\"perception\":\"+6\",\"persuasion\":\"+9\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Draconic\",\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"15\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The abishai's innate spellcasting ability is Charisma (spell save {@dc 17}). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell alter self}\",\"{@spell major image}\"],\"daily\":{\"3e\":[\"{@spell charm person}\",\"{@spell detect thoughts}\",\"{@spell fear}\"],\"1e\":[\"{@spell confusion}\",\"{@spell dominate person}\",\"{@spell mass suggestion}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the abishai's darkvision.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The abishai has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The abishai's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The abishai makes two attacks, one with its claws and one with its longsword, or it casts one spell from its Innate Spellcasting trait and makes one claw attack.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) slashing damage, or 6 ({@damage 1d10 + 1}) slashing damage if used with two hands.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) piercing damage. If the target is a creature, it must succeed on a {@dc 16} Constitution saving throw or take 11 ({@damage 2d10}) poison damage and become {@condition poisoned} for 1 minute. The {@condition poisoned} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/green-abishai.mp3\"},\"attachedItems\":[\"longsword|phb\"],\"traitTags\":[\"Devil's Sight\",\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DR\",\"I\",\"TP\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"damageTagsSpell\":[\"B\",\"P\",\"S\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"poisoned\"],\"conditionInflictSpell\":[\"charmed\",\"frightened\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hellfire Engine\",\"source\":\"MTF\",\"page\":165,\"reprintedAs\":[\"Hellfire Engine|MPMM\"],\"size\":[\"H\"],\"type\":\"construct\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":216,\"formula\":\"16d12 + 112\"},\"speed\":{\"walk\":40},\"str\":20,\"dex\":16,\"con\":24,\"int\":2,\"wis\":10,\"cha\":1,\"save\":{\"dex\":\"+8\",\"wis\":\"+5\",\"cha\":\"+0\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"resist\":[\"cold\",\"psychic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\",\"unconscious\"],\"languages\":[\"understands Infernal but can't speak\"],\"cr\":\"16\",\"trait\":[{\"name\":\"Immutable Form\",\"entries\":[\"The hellfire engine is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The hellfire engine has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Flesh-Crushing Stride\",\"entries\":[\"The hellfire engine moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the hellfire engine enters must make a {@dc 18} Dexterity saving throw. On a successful save, the creature is pushed to the nearest space out of the hellfire engine's path. On a failed save, the creature falls {@condition prone} and takes 28 ({@damage 8d6}) bludgeoning damage.\",\"If the hellfire engine remains in the {@condition prone} creature's space, the creature is also {@condition restrained} until it's no longer in the same space as the hellfire engine. While {@condition restrained} in this way, the creature, or another creature within 5 feet of it, can make a {@dc 18} Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the hellfire engine and is no longer {@condition restrained}.\"]},{\"name\":\"Hellfire Weapons\",\"entries\":[\"The hellfire engine uses one of the following options:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Bonemelt Sprayer\",\"entry\":\"The hellfire engine spews acidic flame in a 60-foot cone. Each creature in the cone must make a {@dc 20} Dexterity saving throw, taking 11 ({@damage 2d10}) fire damage plus 18 ({@damage 4d8}) acid damage on a failed save, or half as much damage on a successful one. Creatures that fail the saving throw are drenched in burning acid and take 5 ({@damage 1d10}) fire damage plus 9 ({@damage 2d8}) acid damage at the end of their turns. An affected creature or another creature within 5 feet of it can take an action to scrape off the burning fuel.\"},{\"type\":\"item\",\"name\":\"Lightning Flail\",\"entry\":\"{@atk mw} {@hit 11} to hit, reach 15 ft., one creature. {@h}18 ({@damage 3d8 + 5}) bludgeoning damage plus 22 ({@damage 5d8}) lightning damage. Up to three other creatures of the hellfire engine's choice that it can see within 30 feet of the target must each make a {@dc 20} Dexterity saving throw, taking 22 ({@damage 5d8}) lightning damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"Thunder Cannon\",\"entry\":\"The hellfire engine targets a point within 120 feet of it that it can see. Each creature within 30 feet of that point must make a {@dc 20} Dexterity saving throw, taking 27 ({@damage 5d10}) bludgeoning damage plus 13 ({@damage 2d12}) thunder damage on a failed save, or half as much damage on a successful one.\"}]},\"If the chosen option kills a creature, the creature's soul rises from the River Styx as a lemure in Avernus in {@dice 1d4} hours. If the creature isn't revived before then, only a {@spell wish} spell or killing the lemure and casting true resurrection on the creature's original body can restore it to life. Constructs and devils are immune to this effect.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/hellfire-engine.mp3\"},\"traitTags\":[\"Immutable Form\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"CS\",\"I\"],\"damageTags\":[\"A\",\"B\",\"F\",\"L\",\"T\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\",\"restrained\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Howler\",\"source\":\"MTF\",\"page\":210,\"reprintedAs\":[\"Howler|MPMM\"],\"size\":[\"L\"],\"type\":\"fiend\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":90,\"formula\":\"12d10 + 24\"},\"speed\":{\"walk\":40},\"str\":17,\"dex\":16,\"con\":15,\"int\":5,\"wis\":20,\"cha\":6,\"skill\":{\"perception\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"frightened\"],\"languages\":[\"understands Abyssal but can't speak\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Pack Tactics\",\"entries\":[\"A howler has advantage on attack rolls against a creature if at least one of the howler's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The howler makes two bite attacks.\"]},{\"name\":\"Rending Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage. If the target is {@condition frightened} it takes an additional 22 ({@damage 4d10}) psychic damage. This attack ignores damage resistance.\"]},{\"name\":\"Mind-Breaking Howl {@recharge}\",\"entries\":[\"The howler emits a keening howl in a 60-foot cone. Each creature in that area that isn't {@condition deafened} must succeed on a {@dc 16} Wisdom saving throw or be {@condition frightened} until the end of the howler's next turn. While a creature is {@condition frightened} in this way, its speed is halved, and it is {@condition incapacitated}. A target that successfully saves is immune to the Mind-Breaking Howl of all howlers for the next 24 hours.\"]}],\"environment\":[\"desert\",\"grassland\",\"hill\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/howler.mp3\"},\"traitTags\":[\"Pack Tactics\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"CS\"],\"damageTags\":[\"P\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hutijin\",\"isNamedCreature\":true,\"source\":\"MTF\",\"page\":175,\"reprintedAs\":[\"Hutijin|MPMM\"],\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":200,\"formula\":\"16d10 + 112\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":27,\"dex\":15,\"con\":25,\"int\":23,\"wis\":19,\"cha\":25,\"save\":{\"dex\":\"+9\",\"con\":\"+14\",\"wis\":\"+11\"},\"skill\":{\"intimidation\":\"+14\",\"perception\":\"+11\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":21,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"21\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Hutijin's innate spellcasting ability is Charisma (spell save {@dc 22}). He can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell alter self} (can become Medium when changing his appearance)\",\"{@spell animate dead}\",\"{@spell detect magic}\",\"{@spell hold monster}\",\"{@spell invisibility} (self only)\",\"{@spell lightning bolt}\",\"{@spell suggestion}\",\"{@spell wall of fire}\"],\"daily\":{\"3\":[\"{@spell dispel magic}\"],\"1e\":[\"{@spell heal}\",\"{@spell symbol} (hopelessness only)\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Infernal Despair\",\"entries\":[\"Each creature within 15 feet of Hutijin that isn't a devil makes saving throws with disadvantage.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Hutijin fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Hutijin has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"Hutijin's weapon attacks are magical.\"]},{\"name\":\"Regeneration\",\"entries\":[\"Hutijin regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Hutijin dies only if he starts his turn with 0 hit points and doesn't regenerate.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Hutijin makes four attacks: one with his bite, one with his claw, one with his mace, and one with his tail.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d6 + 8}) piercing damage. The target must succeed on a {@dc 22} Constitution saving throw or become {@condition poisoned}. While {@condition poisoned} in this way, the target can't regain hit points, and it takes 10 ({@damage 3d6}) poison damage at the start of each of its turns. The {@condition poisoned} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d8 + 8}) slashing damage.\"]},{\"name\":\"Mace\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d6 + 8}) bludgeoning damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d10 + 8}) bludgeoning damage.\"]},{\"name\":\"Teleport\",\"entries\":[\"Hutijin magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.\"]}],\"reaction\":[{\"name\":\"Fearful Voice {@recharge 5}\",\"entries\":[\"In response to taking damage, Hutijin utters a dreadful word of power. Each creature within 30 feet of him that isn't a devil must succeed on a {@dc 22} Wisdom saving throw or become {@condition frightened} of him for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that saves against this effect is immune to Hutijin's Fearful Voice for 24 hours.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"Hutijin attacks once with his mace.\"]},{\"name\":\"Lightning Storm (Costs 2 Actions)\",\"entries\":[\"Hutijin releases lightning in a 20-foot radius. All other creatures in that area must each make a {@dc 22} Dexterity saving throw, taking 18 ({@damage 4d8}) lightning damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Teleport\",\"entries\":[\"Hutijin uses his Teleport action.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/hutijin.mp3\"},\"attachedItems\":[\"mace|phb\"],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Magic Weapons\",\"Regeneration\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\",\"Teleport\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"B\",\"I\",\"L\",\"P\",\"S\"],\"damageTagsSpell\":[\"B\",\"F\",\"L\",\"N\",\"P\",\"S\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"poisoned\"],\"conditionInflictSpell\":[\"frightened\",\"incapacitated\",\"invisible\",\"paralyzed\",\"stunned\",\"unconscious\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hydroloth\",\"source\":\"MTF\",\"page\":249,\"reprintedAs\":[\"Hydroloth|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"yugoloth\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[15],\"hp\":{\"average\":135,\"formula\":\"18d8 + 54\"},\"speed\":{\"walk\":20,\"swim\":40},\"str\":12,\"dex\":21,\"con\":16,\"int\":19,\"wis\":10,\"cha\":14,\"skill\":{\"insight\":\"+4\",\"perception\":\"+4\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[\"cold\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"acid\",\"poison\"],\"vulnerable\":[\"fire\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Infernal\",\"telepathy 60 ft.\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The hydroloth's innate spellcasting ability is Intelligence (spell save {@dc 16}). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell darkness}\",\"{@spell detect magic}\",\"{@spell dispel magic}\",\"{@spell invisibility} (self only)\",\"{@spell water walk}\"],\"daily\":{\"3e\":[\"{@spell control water}\",\"{@spell crown of madness}\",\"{@spell fear}\",\"{@spell phantasmal killer}\",\"{@spell suggestion}\"]},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The hydroloth can breathe air and water.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The hydroloth has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The hydroloth's weapon attacks are magical.\"]},{\"name\":\"Secure Memory\",\"entries\":[\"The hydroloth is immune to the waters of the River Styx as well as any effect that would steal or modify its memories or detect or read its thoughts.\"]},{\"name\":\"Watery Advantage\",\"entries\":[\"While submerged in liquid, the hydroloth has advantage on attack rolls.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hydroloth makes two melee attacks. In place of one of these attacks, it can cast one spell that takes 1 action to cast.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage.\"]},{\"name\":\"Steal Memory (1/Day)\",\"entries\":[\"The hydroloth targets one creature it can see within 60 feet of it. The target takes {@dice 4d6} psychic damage, and it must make a {@dc 16} Intelligence saving throw. On a successful save, the target becomes immune to this hydroloth's Steal Memory for 24 hours. On a failed save, the target loses all proficiencies, it can't cast spells, it can't understand language, and if its Intelligence and Charisma scores are higher than 5, they become 5. Each time the target finishes a long rest, it can repeat the saving throw, ending the effect on itself on a success. A {@spell greater restoration} or {@spell remove curse} spell cast on the target ends this effect early.\"]},{\"name\":\"Teleport\",\"entries\":[\"The hydroloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/hydroloth.mp3\"},\"traitTags\":[\"Amphibious\",\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Multiattack\",\"Teleport\"],\"languageTags\":[\"AB\",\"I\",\"TP\"],\"damageTags\":[\"P\",\"S\",\"Y\"],\"damageTagsSpell\":[\"B\",\"Y\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"CUR\",\"MW\"],\"savingThrowForced\":[\"intelligence\"],\"savingThrowForcedSpell\":[\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Iron Cobra\",\"source\":\"MTF\",\"page\":125,\"otherSources\":[{\"source\":\"GoS\"},{\"source\":\"RtG\",\"page\":33}],\"reprintedAs\":[\"Clockwork Iron Cobra|MPMM\"],\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[13],\"hp\":{\"average\":45,\"formula\":\"7d8 + 14\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":16,\"con\":14,\"int\":3,\"wis\":10,\"cha\":1,\"skill\":{\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't adamantine\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands one language of its creator but can't speak\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The iron cobra has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage. If the target is a creature, it must succeed on a {@dc 13} Constitution saving throw or suffer one random poison effect:\",\"1. Poison Damage: The target takes 13 ({@damage 3d8}) poison damage.\",\"2. Confusion: On its next turn, the target must use its action to make one weapon attack against a random creature it can see within 30 feet of it, using whatever weapon it has in hand and moving beforehand if necessary to get in range. If it's holding no weapon, it makes an unarmed strike. If no creature is visible within 30 feet, it takes the Dash action, moving toward the nearest creature.\",\"3. Paralysis: The target is {@condition paralyzed} until the end of its next turn.\"]}],\"environment\":[\"forest\",\"grassland\",\"hill\",\"mountain\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/iron-cobra.mp3\"},\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"paralyzed\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Juiblex\",\"isNamedCreature\":true,\"source\":\"MTF\",\"page\":151,\"otherSources\":[{\"source\":\"OotA\",\"page\":243}],\"reprintedAs\":[\"Juiblex|MPMM\"],\"size\":[\"H\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":350,\"formula\":\"28d12 + 168\"},\"speed\":{\"walk\":30},\"str\":24,\"dex\":10,\"con\":23,\"int\":20,\"wis\":20,\"cha\":16,\"save\":{\"dex\":\"+7\",\"con\":\"+13\",\"wis\":\"+12\"},\"skill\":{\"perception\":\"+12\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":22,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"that is nonmagical\",\"cond\":true}],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"stunned\",\"unconscious\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"23\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Juiblex's spellcasting ability is Charisma (spell save {@dc 18}, {@hit 10} to hit with spell attacks). Juiblex can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell acid splash} (17th level)\",\"{@spell detect magic}\"],\"daily\":{\"3e\":[\"{@spell blight}\",\"{@spell contagion}\",\"{@spell gaseous form}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Foul\",\"entries\":[\"Any creature, other than an ooze, that starts its turn within 10 feet of Juiblex must succeed on a {@dc 21} Constitution saving throw or be {@condition poisoned} until the start of the creature's next turn.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Juiblex fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Juiblex has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"Juiblex's weapon attacks are magical.\"]},{\"name\":\"Regeneration\",\"entries\":[\"Juiblex regains 20 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn't function at the start of its next turn. Juiblex dies only if it starts its turn with 0 hit points and doesn't regenerate.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"Juiblex can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Juiblex makes three acid lash attacks.\"]},{\"name\":\"Acid Lash\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}21 ({@damage 4d6 + 7}) acid damage. Any creature killed by this attack is drawn into Juiblex's body, and the corpse is obliterated after 1 minute.\"]},{\"name\":\"Eject Slime {@recharge 5}\",\"entries\":[\"Juiblex spews out a corrosive slime, targeting one creature that it can see within 60 feet of it. The target must make a {@dc 21} Dexterity saving throw. On a failure, the target takes 55 ({@damage 10d10}) acid damage. Unless the target avoids taking any of this damage, any metal armor worn by the target takes a permanent −1 penalty to the AC it offers, and any metal weapon it is carrying or wearing takes a permanent −1 penalty to damage rolls. The penalty worsens each time a target is subjected to this effect. If the penalty on an object drops to −5, the object is destroyed.\"]}],\"legendary\":[{\"name\":\"Acid Splash\",\"entries\":[\"Juiblex casts {@spell acid splash}.\"]},{\"name\":\"Attack\",\"entries\":[\"Juiblex makes one acid lash attack.\"]},{\"name\":\"Corrupting Touch (Costs 2 Actions)\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 10 ft., one creature. {@h}21 ({@damage 4d6 + 7}) poison damage, and the target is slimed. Until the slime is scraped off with an action, the target is {@condition poisoned}, and any creature, other than an ooze, is {@condition poisoned} while within 10 feet of the target.\"]}],\"legendaryGroup\":{\"name\":\"Juiblex\",\"source\":\"MTF\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Magic Weapons\",\"Regeneration\",\"Spider Climb\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"A\",\"I\"],\"damageTagsLegendary\":[\"F\"],\"damageTagsSpell\":[\"A\",\"N\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"poisoned\"],\"conditionInflictLegendary\":[\"prone\",\"restrained\"],\"conditionInflictSpell\":[\"blinded\",\"poisoned\",\"stunned\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"savingThrowForcedLegendary\":[\"dexterity\",\"strength\",\"wisdom\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kruthik Hive Lord\",\"source\":\"MTF\",\"page\":212,\"reprintedAs\":[\"Kruthik Hive Lord|MPMM\"],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":102,\"formula\":\"12d10 + 36\"},\"speed\":{\"walk\":40,\"burrow\":20,\"climb\":40},\"str\":19,\"dex\":16,\"con\":17,\"int\":10,\"wis\":14,\"cha\":10,\"senses\":[\"darkvision 60 ft.\",\"tremorsense 60 ft.\"],\"passive\":12,\"languages\":[\"Kruthik\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The kruthik has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]},{\"name\":\"Tunneler\",\"entries\":[\"The kruthik can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The kruthik makes two stab attacks or two spike attacks.\"]},{\"name\":\"Stab\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage.\"]},{\"name\":\"Spike\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 30/120 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]},{\"name\":\"Acid Spray {@recharge 5}\",\"entries\":[\"The kruthik sprays acid in a 15-foot cone. Each creature in that area must make a {@dc 14} Dexterity saving throw, taking 22 ({@damage 4d10}) acid damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"desert\",\"mountain\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/kruthik-hive-lord.mp3\"},\"traitTags\":[\"Keen Senses\",\"Pack Tactics\",\"Tunneler\"],\"senseTags\":[\"D\",\"T\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"A\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\",\"RW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Leviathan\",\"source\":\"MTF\",\"page\":198,\"reprintedAs\":[\"Leviathan|MPMM\"],\"size\":[\"G\"],\"type\":\"elemental\",\"alignment\":[\"N\"],\"ac\":[17],\"hp\":{\"average\":328,\"formula\":\"16d20 + 160\"},\"speed\":{\"walk\":40,\"swim\":120},\"str\":30,\"dex\":24,\"con\":30,\"int\":2,\"wis\":18,\"cha\":17,\"save\":{\"wis\":\"+10\",\"cha\":\"+9\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"acid\",\"poison\"],\"conditionImmune\":[\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"stunned\"],\"cr\":\"20\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the leviathan fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Partial Freeze\",\"entries\":[\"If the leviathan takes 50 cold damage or more during a single turn, the leviathan partially freezes; until the end of its next turn, its speeds are reduced to 20 feet, and it makes attack rolls with disadvantage.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The leviathan deals double damage to objects and structures (included in Tidal Wave).\"]},{\"name\":\"Water Form\",\"entries\":[\"The leviathan can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The leviathan makes two attacks: one with its slam and one with its tail.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 20 ft., one target. {@h}15 ({@damage 1d10 + 10}) bludgeoning damage plus 5 ({@damage 1d10}) acid damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 20 ft., one target. {@h}16 ({@damage 1d12 + 10}) bludgeoning damage plus 6 ({@damage 1d12}) acid damage.\"]},{\"name\":\"Tidal Wave {@recharge}\",\"entries\":[\"While submerged, the leviathan magically creates a wall of water centered on itself. The wall is up 250 feet long, up to 250 feet high, and up to 50 feet thick. When the wall appears, all other creatures within its area must each make a {@dc 24} Strength saving throw. A creature takes 33 ({@damage 6d10}) bludgeoning damage on failed save, or half as much damage on a successful one.\",\"At the start of each of the leviathan's turns after the wall appears, the wall, along with any other creatures in it, moves 50 feet away from the leviathan. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a {@dc 24} Strength saving throw or take 27 ({@damage 5d10}) bludgeoning damage. A creature takes this damage no more than once on a turn. At the end of each turn the wall moves, the wall's height is reduced by 50 feet, and the damage creatures take from the wall on subsequent rounds is reduced by {@dice 1d10}. When the wall reaches 0 feet in height, the effect ends.\",\"A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful {@dc 24} Strength ({@skill Athletics}) check to swim at all during that turn.\"]}],\"legendary\":[{\"name\":\"Slam (Costs 2 Actions)\",\"entries\":[\"The leviathan makes one slam attack.\"]},{\"name\":\"Move\",\"entries\":[\"The leviathan moves up to its speed.\"]}],\"environment\":[\"coastal\",\"underwater\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/leviathan.mp3\"},\"traitTags\":[\"Legendary Resistances\",\"Siege Monster\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"A\",\"B\",\"C\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Male Steeder\",\"source\":\"MTF\",\"page\":238,\"otherSources\":[{\"source\":\"OotA\",\"page\":231}],\"reprintedAs\":[\"Male Steeder|MPMM\"],\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":13,\"formula\":\"2d8 + 4\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":15,\"dex\":12,\"con\":14,\"int\":2,\"wis\":10,\"cha\":3,\"skill\":{\"stealth\":\"+5\",\"perception\":\"+4\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":14,\"cr\":\"1/4\",\"trait\":[{\"name\":\"Spider Climb\",\"entries\":[\"The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Extraordinary Leap\",\"entries\":[\"The distance of the steeder's long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to jump 3 feet.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage plus 4 ({@damage 1d8}) poison damage.\"]},{\"name\":\"Sticky Leg\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one Small or Tiny creature. {@h}The target is stuck to the steeder's leg and is {@condition grappled} until it escapes (escape {@dc 12}). The steeder can have only one creature {@condition grappled} at a time.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/male-steeder.mp3\"},\"traitTags\":[\"Spider Climb\"],\"senseTags\":[\"SD\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Marut\",\"source\":\"MTF\",\"page\":213,\"reprintedAs\":[\"Marut|MPMM\"],\"size\":[\"L\"],\"type\":{\"type\":\"construct\",\"tags\":[\"inevitable\"]},\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":22,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":432,\"formula\":\"32d10 + 256\"},\"speed\":{\"walk\":40,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":28,\"dex\":12,\"con\":26,\"int\":19,\"wis\":15,\"cha\":18,\"save\":{\"int\":\"+12\",\"wis\":\"+10\",\"cha\":\"+12\"},\"skill\":{\"insight\":\"+10\",\"intimidation\":\"+12\",\"perception\":\"+10\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":20,\"resist\":[\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"paralyzed\",\"poisoned\",\"unconscious\"],\"languages\":[\"all but rarely speaks\"],\"cr\":\"25\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The marut's innate spellcasting ability is Intelligence (spell save {@dc 20}). The marut can innately cast the following spell, requiring no material components.\"],\"will\":[\"{@spell plane shift} (self only)\"],\"ability\":\"int\"}],\"trait\":[{\"name\":\"Immutable Form\",\"entries\":[\"The marut is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the marut fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The marut has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The marut makes two slam attacks.\"]},{\"name\":\"Unerring Slam\",\"entries\":[\"{@atk mw} automatic hit, reach 5 ft., one target. {@h}60 force damage, and the target is pushed up to 5 feet away from the marut if it is Huge or smaller.\"]},{\"name\":\"Blazing Edict {@recharge 5}\",\"entries\":[\"Arcane energy emanates from the marut's chest in a 60-foot cube. Every creature in that area takes 45 radiant damage. Each creature that takes any of this damage must succeed on a {@dc 20} Wisdom saving throw or be {@condition stunned} until the end of the marut's next turn.\"]},{\"name\":\"Justify\",\"entries\":[\"The marut targets up to two creatures it can see within 60 feet of it. Each target must succeed on a {@dc 20} Charisma saving throw or be teleported to a teleportation circle in the Hall of Concordance in Sigil. A target fails automatically if it is {@condition incapacitated}. If either target is teleported in this way, the marut teleports with it to the circle.\",\"After teleporting in this way, the marut can't use this action again until it finishes a short or long rest.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/marut.mp3\"},\"traitTags\":[\"Immutable Form\",\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"XX\"],\"damageTags\":[\"O\",\"R\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"stunned\"],\"savingThrowForced\":[\"charisma\",\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Maurezhi\",\"source\":\"MTF\",\"page\":133,\"reprintedAs\":[\"Maurezhi|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":88,\"formula\":\"16d8 + 16\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":17,\"con\":12,\"int\":11,\"wis\":12,\"cha\":15,\"skill\":{\"deception\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":11,\"resist\":[\"cold\",\"fire\",\"lightning\",\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"poisoned\"],\"languages\":[\"Abyssal\",\"Elvish\",\"telepathy 120 ft.\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Assume Form\",\"entries\":[\"The maurezhi can assume the appearance of any Medium humanoid it has eaten. It remains in this form for {@dice 1d6} days, during which time the form gradually decays until, when the effect ends, the form sloughs from the demon's body.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The maurezhi has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The maurezhi makes two attacks: one with its bite and one with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d10 + 3}) piercing damage. If the target is a humanoid, its Charisma score is reduced by {@dice 1d4}. This reduction lasts until the target finishes a short or long rest. The target dies if this reduces its Charisma to 0. It rises 24 hours later as a ghoul, unless it has been revived or its corpse has been destroyed.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) slashing damage. If the target is a creature other than an undead, it must succeed on a {@dc 12} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Raise Ghoul {@recharge 5}\",\"entries\":[\"The maurezhi targets one dead ghoul or ghast it can see within 30 feet of it. The target is revived with all its hit points.\"]}],\"environment\":[\"swamp\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/maurezhi.mp3\"},\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"E\",\"TP\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"paralyzed\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Meazel\",\"source\":\"MTF\",\"page\":214,\"reprintedAs\":[\"Meazel|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"meazel\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[13],\"hp\":{\"average\":35,\"formula\":\"10d8 - 10\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":17,\"con\":9,\"int\":14,\"wis\":13,\"cha\":10,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":13,\"languages\":[\"Common\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Shadow Stealth\",\"entries\":[\"While in dim light or darkness, the meazel can take the Hide action as a bonus action.\"]}],\"action\":[{\"name\":\"Garrote\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target of the meazel's size or smaller. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 13} with disadvantage). Until the grapple ends, the target takes 10 ({@damage 2d6 + 3}) bludgeoning damage at the start of each of the meazel's turns. The meazel can't make weapon attacks while grappling a creature in this way.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, plus 3 ({@damage 1d6}) necrotic damage.\"]},{\"name\":\"Shadow Teleport {@recharge 5}\",\"entries\":[\"The meazel, any equipment it is wearing or carrying, and any creature it is grappling teleport to an unoccupied space within 500 feet of it, provided that the starting space and the destination are in dim light or darkness. The destination must be a place the meazel has seen before, but it need not be within line of sight. If the destination space is occupied, the teleportation leads to the nearest unoccupied space.\",\"Any other creature the meazel teleports becomes cursed by shadow for 1 hour. Until this curse ends, every undead and every creature native to the Shadowfell within 300 feet of the cursed creature can sense it, which prevents that creature from hiding from them.\"]}],\"environment\":[\"desert\",\"forest\",\"grassland\",\"hill\",\"mountain\",\"swamp\",\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/meazel.mp3\"},\"attachedItems\":[\"shortsword|phb\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\",\"N\",\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Merregon\",\"source\":\"MTF\",\"page\":166,\"otherSources\":[{\"source\":\"BGDIA\"}],\"reprintedAs\":[\"Merregon|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":45,\"formula\":\"6d8 + 18\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":14,\"con\":17,\"int\":6,\"wis\":12,\"cha\":8,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"frightened\",\"poisoned\"],\"languages\":[\"understands Infernal but can't speak\",\"telepathy 120 ft.\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the merregon's darkvision.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The merregon has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The merregon makes two halberd attacks, or if an allied fiend of challenge rating 6 or higher is within 60 feet of it, the merregon makes three halberd attacks.\"]},{\"name\":\"Halberd\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d10 + 4}) slashing damage.\"]},{\"name\":\"Heavy Crossbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 100/400 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Loyal Bodyguard\",\"entries\":[\"When another fiend within 5 feet of the merregon is hit by an attack, the merregon causes itself to be hit instead.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/merregon.mp3\"},\"attachedItems\":[\"halberd|phb\",\"heavy crossbow|phb\"],\"traitTags\":[\"Devil's Sight\",\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"I\",\"TP\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Merrenoloth\",\"source\":\"MTF\",\"page\":250,\"reprintedAs\":[\"Merrenoloth|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"yugoloth\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[13],\"hp\":{\"average\":40,\"formula\":\"9d8\"},\"speed\":{\"walk\":30,\"swim\":40},\"str\":8,\"dex\":17,\"con\":10,\"int\":17,\"wis\":14,\"cha\":11,\"save\":{\"dex\":\"+5\",\"int\":\"+5\"},\"skill\":{\"history\":\"+5\",\"nature\":\"+5\",\"perception\":\"+4\",\"survival\":\"+4\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"acid\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Infernal\",\"telepathy 60 ft.\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The merrenoloth's innate spellcasting ability is Intelligence (spell save {@dc 13}). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell charm person}\",\"{@spell darkness}\",\"{@spell detect magic}\",\"{@spell dispel magic}\",\"{@spell gust of wind}\"],\"daily\":{\"1\":[\"{@spell control weather}\"],\"3\":[\"{@spell control water}\"]},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The merrenoloth has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The merrenoloth's weapon attacks are magical.\"]},{\"name\":\"Teleport\",\"entries\":[\"As a bonus action, the merrenoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The merrenoloth uses Fear Gaze once and makes one oar attack.\"]},{\"name\":\"Oar\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) slashing damage.\"]},{\"name\":\"Fear Gaze\",\"entries\":[\"The merrenoloth targets one creature it can see within 60 feet of it. The target must succeed on a {@dc 13} Wisdom saving throw or become {@condition frightened} for 1 minute. The {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"legendaryGroup\":{\"name\":\"Merrenoloth\",\"source\":\"MTF\"},\"environment\":[\"coastal\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/merrenoloth.mp3\"},\"traitTags\":[\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"I\",\"TP\"],\"damageTags\":[\"S\"],\"damageTagsSpell\":[\"B\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\"],\"conditionInflictLegendary\":[\"prone\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedLegendary\":[\"strength\"],\"savingThrowForcedSpell\":[\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Moloch\",\"isNamedCreature\":true,\"source\":\"MTF\",\"page\":177,\"reprintedAs\":[\"Moloch|MPMM\"],\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":253,\"formula\":\"22d10 + 132\"},\"speed\":{\"walk\":30},\"str\":26,\"dex\":19,\"con\":22,\"int\":21,\"wis\":18,\"cha\":23,\"save\":{\"dex\":\"+11\",\"con\":\"+13\",\"wis\":\"+11\",\"cha\":\"+13\"},\"skill\":{\"deception\":\"+13\",\"intimidation\":\"+13\",\"perception\":\"+11\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":21,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"21\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Moloch's innate spellcasting ability is Charisma (spell save {@dc 21}). He can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell alter self} (can become Medium when changing his appearance)\",\"{@spell animate dead}\",\"{@spell burning hands} (as a 7th-level spell)\",\"{@spell confusion}\",\"{@spell detect magic}\",\"{@spell fly}\",\"{@spell geas}\",\"{@spell major image}\",\"{@spell stinking cloud}\",\"{@spell suggestion}\",\"{@spell wall of fire}\"],\"daily\":{\"1e\":[\"{@spell flame strike}\",\"{@spell symbol} (stunning only)\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Moloch fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Moloch has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"Moloch's weapon attacks are magical.\"]},{\"name\":\"Regeneration\",\"entries\":[\"Moloch regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Moloch dies only if he starts his turn with 0 hit points and doesn't regenerate.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Moloch makes three attacks: one with his bite, one with his claw, and one with his whip.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 5 ft., one target. {@h}26 ({@damage 4d8 + 8}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d8 + 8}) slashing damage.\"]},{\"name\":\"Many-Tailed Whip\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 30 ft., one target. {@h}13 ({@damage 2d4 + 8}) slashing damage plus 11 ({@damage 2d10}) lightning damage. If the target is a creature, it must succeed on a {@dc 24} Strength saving throw or be pulled up to 30 feet in a straight line toward Moloch.\"]},{\"name\":\"Breath of Despair {@recharge 5}\",\"entries\":[\"Moloch exhales in a 30-foot cube. Each creature in that area must succeed on a {@dc 21} Wisdom saving throw or take 27 ({@damage 5d10}) psychic damage, drop whatever it is holding, and become {@condition frightened} for 1 minute. While {@condition frightened} in this way, a creature must take the Dash action and move away from Moloch by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the Dash action. If the creature ends its turn in a location where it doesn't have line of sight to Moloch, the creature can repeat the saving throw. On a success, the effect ends.\"]},{\"name\":\"Teleport\",\"entries\":[\"Moloch magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.\"]}],\"legendary\":[{\"name\":\"Stinking Cloud\",\"entries\":[\"Moloch casts {@spell stinking cloud}.\"]},{\"name\":\"Teleport\",\"entries\":[\"Moloch uses his Teleport action.\"]},{\"name\":\"Whip\",\"entries\":[\"Moloch makes one attack with his whip.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/moloch.mp3\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Magic Weapons\",\"Regeneration\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\",\"Teleport\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"L\",\"P\",\"S\",\"Y\"],\"damageTagsSpell\":[\"B\",\"F\",\"N\",\"P\",\"R\",\"S\",\"Y\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\"],\"conditionInflictSpell\":[\"charmed\",\"frightened\",\"incapacitated\",\"stunned\",\"unconscious\"],\"savingThrowForced\":[\"strength\",\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Molydeus\",\"source\":\"MTF\",\"page\":134,\"reprintedAs\":[\"Molydeus|MPMM\"],\"size\":[\"H\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":216,\"formula\":\"16d12 + 112\"},\"speed\":{\"walk\":40},\"str\":28,\"dex\":22,\"con\":25,\"int\":21,\"wis\":24,\"cha\":24,\"save\":{\"str\":\"+16\",\"con\":\"+14\",\"wis\":\"+14\",\"cha\":\"+14\"},\"skill\":{\"perception\":\"+21\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":31,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"frightened\",\"poisoned\",\"stunned\"],\"languages\":[\"Abyssal\",\"telepathy 120 ft.\"],\"cr\":\"21\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The molydeus's innate spellcasting ability is Charisma (spell save {@dc 22}). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell dispel magic}\",\"{@spell polymorph}\",\"{@spell telekinesis}\",\"{@spell teleport}\"],\"daily\":{\"1\":[\"{@spell imprisonment}\"],\"3\":[\"{@spell lightning bolt}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the molydeus fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The molydeus has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The molydeus's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The molydeus makes three attacks: one with its weapon, one with its wolf bite, and one with its snakebite.\"]},{\"name\":\"Demonic Weapon\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}20 ({@damage 2d10 + 9}) slashing damage. If the target has at least one head and the molydeus rolled a 20 on the attack roll, the target is decapitated and dies if it can't survive without that head. A target is immune to this effect if it takes none of the damage, has legendary actions, or is Huge or larger. Such a creature takes an extra {@dice 6d8} slashing damage from the hit.\"]},{\"name\":\"Wolf Bite\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d6 + 9}) piercing damage.\"]},{\"name\":\"Snakebite\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 15 ft., one creature. {@h}12 ({@damage 1d6 + 9}) piercing damage, and the target must succeed on a {@dc 22} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target transforms into a {@creature manes} if this reduces its hit point maximum to 0. This transformation can be ended only by a {@spell wish} spell.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"The molydeus makes one attack, either with its demonic weapon or with its snakebite.\"]},{\"name\":\"Move\",\"entries\":[\"The molydeus moves without provoking opportunity attacks.\"]},{\"name\":\"Cast a Spell\",\"entries\":[\"The molydeus casts one spell from its Innate Spellcasting trait.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Demon Summoning\",\"entries\":[\"You can give a molydeus the ability to summon other demons.\",{\"name\":\"Summon Demon (1/Day)\",\"type\":\"entries\",\"entries\":[\"As an action, the molydeus has a {@chance 50} chance of summoning its choice of {@dice 1d6} babaus, {@dice 1d4} {@creature chasme||chasmes}, or one {@creature marilith}. A summoned demon appears in an unoccupied space within 60 feet of the molydeus, acts as an ally of the molydeus, and can't summon other demons. It remains for 1 minute, until it or the molydeus dies, or until the molydeus dismisses it as an action.\"]}],\"_version\":{\"name\":\"Molydeus (Summoner)\",\"addHeadersAs\":\"action\"}}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/molydeus.mp3\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"TP\"],\"damageTags\":[\"P\",\"S\"],\"damageTagsSpell\":[\"L\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"HPR\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Nabassu\",\"source\":\"MTF\",\"page\":135,\"reprintedAs\":[\"Nabassu|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":190,\"formula\":\"20d8 + 100\"},\"speed\":{\"walk\":40,\"fly\":60},\"str\":22,\"dex\":14,\"con\":21,\"int\":14,\"wis\":15,\"cha\":17,\"save\":{\"str\":\"+11\",\"dex\":\"+7\"},\"skill\":{\"perception\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":17,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"telepathy 120 ft.\"],\"cr\":\"15\",\"trait\":[{\"name\":\"Demonic Shadows\",\"entries\":[\"The nabassu darkens the area around its body in a 10-foot radius. Nonmagical light can't illuminate this area of dim light.\"]},{\"name\":\"Devour Soul\",\"entries\":[\"A nabassu can eat the soul of a creature it has killed within the last hour, provided that creature is neither a construct nor an undead. The devouring requires the nabassu to be within 5 feet of the corpse for at least 10 minutes, after which it gains a number of Hit Dice ({@dice d8}s) equal to half the creature's number of Hit Dice. Roll those dice, and increase the nabassu's hit points by the numbers rolled. For every 4 Hit Dice the nabassu gains in this way, its attacks deal an extra 3 ({@dice 1d6}) damage on a hit. The nabassu retains these benefits for 6 days. A creature devoured by a nabassu can be restored to life only by a {@spell wish} spell.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The nabassu has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The nabassu's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The nabassu uses its Soul-Stealing Gaze and makes two attacks: one with its claws and one with its bite.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d10 + 6}) slashing damage.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}32 ({@damage 4d12 + 6}) piercing damage.\"]},{\"name\":\"Soul-Stealing Gaze\",\"entries\":[\"The nabassu targets one creature it can see within 30 feet of it. If the target can see the nabassu and isn't a construct or an undead, it must succeed on a {@dc 16} Charisma saving throw or reduce its hit point maximum by 13 ({@dice 2d12}) damage and give the nabassu an equal number of temporary hit points. This reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0, and if the target is a humanoid, it immediately rises as a {@creature ghoul} under the nabassu's control.\"]}],\"environment\":[\"swamp\",\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/nabassu.mp3\"},\"traitTags\":[\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"TP\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"AOE\",\"HPR\",\"MW\"],\"savingThrowForced\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Nagpa\",\"source\":\"MTF\",\"page\":215,\"reprintedAs\":[\"Nagpa|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"nagpa\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":187,\"formula\":\"34d8 + 34\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":15,\"con\":12,\"int\":23,\"wis\":18,\"cha\":21,\"save\":{\"int\":\"+12\",\"wis\":\"+10\",\"cha\":\"+11\"},\"skill\":{\"arcana\":\"+12\",\"deception\":\"+11\",\"history\":\"+12\",\"insight\":\"+10\",\"perception\":\"+10\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":20,\"languages\":[\"Common plus up to five other languages\"],\"cr\":\"17\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The nagpa is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 20}, {@hit 12} to hit with spell attacks). A nagpa has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell chill touch}\",\"{@spell fire bolt}\",\"{@spell mage hand}\",\"{@spell message}\",\"{@spell minor illusion}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell charm person}\",\"{@spell detect magic}\",\"{@spell protection from evil and good}\",\"{@spell witch bolt}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell hold person}\",\"{@spell ray of enfeeblement}\",\"{@spell suggestion}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell counterspell}\",\"{@spell fireball}\",\"{@spell fly}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell confusion}\",\"{@spell hallucinatory terrain}\",\"{@spell wall of fire}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell dominate person}\",\"{@spell dream}\",\"{@spell geas}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell circle of death}\",\"{@spell disintegrate}\"]},\"7\":{\"slots\":1,\"spells\":[\"{@spell etherealness}\",\"{@spell prismatic spray}\"]},\"8\":{\"slots\":1,\"spells\":[\"{@spell feeblemind}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Corruption\",\"entries\":[\"As a bonus action, the nagpa targets one creature it can see within 90 feet of it. The target must make a {@dc 20} Charisma saving throw. An evil creature makes the save with disadvantage. On a failed save, the target is {@condition charmed} by the nagpa until the start of the nagpa's next turn. On a successful save, the target becomes immune to the nagpa's Corruption for the next 24 hours.\"]},{\"name\":\"Paralysis {@recharge}\",\"entries\":[\"As a bonus action, the nagpa forces each creature within 30 feet of it to succeed on a {@dc 20} Wisdom saving throw or be {@condition paralyzed} for 1 minute. A {@condition paralyzed} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Undead and constructs are immune to this effect.\"]}],\"action\":[{\"name\":\"Staff\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage.\"]}],\"environment\":[\"coastal\",\"desert\",\"forest\",\"swamp\",\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/nagpa.mp3\"},\"senseTags\":[\"U\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"A\",\"C\",\"F\",\"I\",\"L\",\"N\",\"O\",\"Y\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"charmed\",\"paralyzed\"],\"conditionInflictSpell\":[\"blinded\",\"charmed\",\"paralyzed\",\"petrified\",\"restrained\"],\"savingThrowForced\":[\"charisma\",\"wisdom\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Narzugon\",\"source\":\"MTF\",\"page\":167,\"otherSources\":[{\"source\":\"BGDIA\"}],\"reprintedAs\":[\"Narzugon|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":20,\"from\":[\"{@item plate armor|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":112,\"formula\":\"15d8 + 45\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":10,\"con\":17,\"int\":16,\"wis\":14,\"cha\":19,\"save\":{\"dex\":\"+5\",\"con\":\"+8\",\"cha\":\"+9\"},\"skill\":{\"perception\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":17,\"resist\":[\"acid\",\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Common\",\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"13\",\"trait\":[{\"name\":\"Diabolical Sense\",\"entries\":[\"The narzugon has advantage on Wisdom ({@skill Perception}) checks made to perceive good-aligned creatures.\"]},{\"name\":\"Infernal Tack\",\"entries\":[\"The narzugon wears spurs that are part of infernal tack, which allow it to summon its {@creature nightmare} companion.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The narzugon has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The narzugon uses its Infernal Command or Terrifying Command. It also makes three hellfire lance attacks.\"]},{\"name\":\"Hellfire Lance\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}11 ({@damage 1d12 + 5}) piercing damage plus 16 ({@damage 3d10}) fire damage. If this damage kills a creature, the creature's soul rises from the River Styx as a lemure in Avernus in {@dice 1d4} hours.\",\"If the creature isn't revived before then, only a {@spell wish} spell or killing the lemure and casting true resurrection on the creature's original body can restore it to life. Constructs and devils are immune to this effect.\"]},{\"name\":\"Infernal Command\",\"entries\":[\"Each ally of the narzugon within 60 feet of it can't be {@condition charmed} or {@condition frightened} until the end of the narzugon's next turn.\"]},{\"name\":\"Terrifying Command\",\"entries\":[\"Each creature that isn't a fiend within 60 feet of the narzugon that can hear it must succeed on a {@dc 17} Charisma saving throw or become {@condition frightened} of it for 1 minute.\",\"A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that makes a successful saving throw is immune to this narzugon's Terrifying Command for 24 hours.\"]},{\"name\":\"Healing (1/Day)\",\"entries\":[\"The narzugon, or one creature it touches, regains up to 100 hit points.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/narzugon.mp3\"},\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"I\",\"TP\"],\"damageTags\":[\"F\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Nightwalker\",\"source\":\"MTF\",\"page\":216,\"reprintedAs\":[\"Nightwalker|MPMM\"],\"size\":[\"H\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"ac\":[14],\"hp\":{\"average\":297,\"formula\":\"22d12 + 154\"},\"speed\":{\"walk\":40,\"fly\":40},\"str\":22,\"dex\":19,\"con\":24,\"int\":6,\"wis\":9,\"cha\":8,\"save\":{\"con\":\"+13\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":9,\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"cr\":\"20\",\"trait\":[{\"name\":\"Annihilating Aura\",\"entries\":[\"Any creature that starts its turn within 30 feet of the nightwalker must succeed on a {@dc 21} Constitution saving throw or take 14 ({@damage 4d6}) necrotic damage and grant the nightwalker advantage on attack rolls against it until the start of the creature's next turn. Undead are immune to this aura.\"]},{\"name\":\"Life Eater\",\"entries\":[\"A creature reduced to 0 hit points from damage dealt by the nightwalker dies and can't be revived by any means short of a {@spell wish} spell.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The nightwalker uses Enervating Focus twice, or it uses Enervating Focus and Finger of Doom, if available.\"]},{\"name\":\"Enervating Focus\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 15 ft., one target. {@h}28 ({@damage 5d8 + 6}) necrotic damage. The target must succeed on a {@dc 21} Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest.\"]},{\"name\":\"Finger of Doom {@recharge}\",\"entries\":[\"The nightwalker points at one creature it can see within 300 feet of it. The target must succeed on a {@dc 21} Wisdom saving throw or take 26 ({@damage 4d12}) necrotic damage and become {@condition frightened} until the end of the nightwalker's next turn. While {@condition frightened} in this way, the creature is also {@condition paralyzed}. If a target's saving throw is successful, the target is immune to the nightwalker's Finger of Doom for the next 24 hours.\"]}],\"environment\":[\"arctic\",\"desert\",\"swamp\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/nightwalker.mp3\"},\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"N\"],\"miscTags\":[\"HPR\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"paralyzed\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Nupperibo\",\"source\":\"MTF\",\"page\":168,\"otherSources\":[{\"source\":\"BGDIA\"}],\"reprintedAs\":[\"Nupperibo|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":11,\"formula\":\"2d8 + 2\"},\"speed\":{\"walk\":20},\"str\":16,\"dex\":11,\"con\":13,\"int\":3,\"wis\":8,\"cha\":1,\"skill\":{\"perception\":\"+1\"},\"senses\":[\"blindsight 10 ft. (blind beyond this radius)\"],\"passive\":11,\"resist\":[\"acid\",\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"understands Infernal but can't speak\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Cloud of Vermin\",\"entries\":[\"Any creature, other than a devil, that starts its turn within 20 feet of the nupperibo must make a {@dc 11} Constitution saving throw. A creature within the areas of two or more nupperibos makes the saving throw with disadvantage. On a failure, the creature takes 2 ({@damage 1d4}) piercing damage.\"]},{\"name\":\"Hunger-Driven\",\"entries\":[\"In the Nine Hells, the nupperibos can flawlessly track any creature that has taken damage from any nupperibo's Cloud of Vermin within the previous 24 hours.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/nupperibo.mp3\"},\"senseTags\":[\"B\"],\"languageTags\":[\"CS\",\"I\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Oaken Bolter\",\"source\":\"MTF\",\"page\":126,\"reprintedAs\":[\"Clockwork Oaken Bolter|MPMM\"],\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":58,\"formula\":\"9d8 + 18\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":18,\"con\":15,\"int\":3,\"wis\":10,\"cha\":1,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't adamantine\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands one language of its creator but can't speak\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The oaken bolter has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The oaken bolter makes two lancing bolt attacks or one lancing bolt attack and one harpoon attack.\"]},{\"name\":\"Lancing Bolt\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 100/400 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage.\"]},{\"name\":\"Harpoon\",\"entries\":[\"{@atk rw} {@hit 7} to hit, range 50/200 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage, and the target is {@condition grappled} (escape {@dc 12}). While {@condition grappled} in this way, a creature's speed isn't reduced, but it can move only in directions that bring it closer to the oaken bolter. A creature takes 5 ({@damage 1d10}) slashing damage if it escapes from the grapple or if it tries and fails. As a bonus action, the oaken bolter can pull a creature {@condition grappled} by it 20 feet closer. The oaken bolter can grapple only one creature at a time.\"]},{\"name\":\"Explosive Bolt {@recharge 5}\",\"entries\":[\"The oaken bolter launches an explosive charge at a point within 120 feet. Each creature within 20 feet of that point must make a {@dc 15} Dexterity saving throw, taking 17 ({@damage 5d6}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"forest\",\"grassland\",\"hill\",\"mountain\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/oaken-bolter.mp3\"},\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"F\",\"P\",\"S\"],\"miscTags\":[\"MW\",\"RW\"],\"conditionInflict\":[\"grappled\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Oblex Spawn\",\"source\":\"MTF\",\"page\":217,\"reprintedAs\":[\"Oblex Spawn|MPMM\"],\"size\":[\"T\"],\"type\":\"ooze\",\"alignment\":[\"L\",\"E\"],\"ac\":[13],\"hp\":{\"average\":18,\"formula\":\"4d4 + 8\"},\"speed\":{\"walk\":20},\"str\":8,\"dex\":16,\"con\":15,\"int\":14,\"wis\":11,\"cha\":10,\"save\":{\"int\":\"+4\",\"cha\":\"+2\"},\"senses\":[\"blindsight 60 ft. (blind beyond this distance)\"],\"passive\":12,\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"prone\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Amorphous\",\"entries\":[\"The oblex can move through a space as narrow as 1 inch wide without squeezing.\"]},{\"name\":\"Aversion to Fire\",\"entries\":[\"If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.\"]}],\"action\":[{\"name\":\"Pseudopod\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage plus 2 ({@damage 1d4}) psychic damage.\"]}],\"environment\":[\"swamp\",\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/oblex-spawn.mp3\"},\"traitTags\":[\"Amorphous\"],\"senseTags\":[\"B\"],\"damageTags\":[\"B\",\"Y\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ogre Battering Ram\",\"source\":\"MTF\",\"page\":220,\"reprintedAs\":[\"Ogre Battering Ram|MPMM\"],\"size\":[\"L\"],\"type\":\"giant\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item ring mail|phb}\"]}],\"hp\":{\"average\":59,\"formula\":\"7d10 + 21\"},\"speed\":{\"walk\":40},\"str\":19,\"dex\":8,\"con\":16,\"int\":5,\"wis\":7,\"cha\":7,\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"languages\":[\"Common\",\"Giant\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Siege Monster\",\"entries\":[\"The ogre deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Bash\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) bludgeoning damage, and the ogre can push the target 5 feet away if the target is Huge or smaller.\"]},{\"name\":\"Block the Path\",\"entries\":[\"Until the start of the ogre's next turn, attack rolls against the ogre have disadvantage, it has advantage on the attack roll it makes for an opportunity attack, and that attack deals an extra 16 ({@damage 3d10}) bludgeoning damage on a hit. Also, each enemy that tries to move out of the ogre's reach without teleporting must succeed on a {@dc 14} Strength saving throw or have its speed reduced to 0 until the start of the ogre's next turn.\"]}],\"environment\":[\"grassland\",\"hill\",\"mountain\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/ogre-battering-ram.mp3\"},\"traitTags\":[\"Siege Monster\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ogre Bolt Launcher\",\"source\":\"MTF\",\"page\":220,\"reprintedAs\":[\"Ogre Bolt Launcher|MPMM\"],\"size\":[\"L\"],\"type\":\"giant\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item hide armor|phb}\"]}],\"hp\":{\"average\":59,\"formula\":\"7d10 + 21\"},\"speed\":{\"walk\":40},\"str\":19,\"dex\":12,\"con\":16,\"int\":5,\"wis\":7,\"cha\":7,\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"languages\":[\"Common\",\"Giant\"],\"cr\":\"2\",\"action\":[{\"name\":\"Fist\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage.\"]},{\"name\":\"Bolt Launcher\",\"entries\":[\"{@atk rw} {@hit 3} to hit, range 120/480 ft., one target. {@h}17 ({@damage 3d10 + 1}) piercing damage.\"]}],\"environment\":[\"grassland\",\"hill\",\"mountain\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/ogre-bolt-launcher.mp3\"},\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Ogre Chain Brute\",\"source\":\"MTF\",\"page\":221,\"reprintedAs\":[\"Ogre Chain Brute|MPMM\"],\"size\":[\"L\"],\"type\":\"giant\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":11,\"from\":[\"{@item hide armor|phb}\"]}],\"hp\":{\"average\":59,\"formula\":\"7d10 + 21\"},\"speed\":{\"walk\":40},\"str\":19,\"dex\":8,\"con\":16,\"int\":5,\"wis\":7,\"cha\":7,\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"languages\":[\"Common\",\"Giant\"],\"cr\":\"3\",\"action\":[{\"name\":\"Fist\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage.\"]},{\"name\":\"Chain Sweep\",\"entries\":[\"The ogre swings its chain, and every creature within 10 feet of it must make a {@dc 14} Dexterity saving throw. On a failed saving throw, a creature takes 8 ({@damage 1d8 + 4}) bludgeoning damage and is knocked {@condition prone}. On a successful save, the creature takes half as much damage and isn't knocked {@condition prone}.\"]},{\"name\":\"Chain Smash {@recharge}\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage, and the target must make a {@dc 14} Constitution saving throw. On a failure the target is {@condition unconscious} for 1 minute. The {@condition unconscious} target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"grassland\",\"hill\",\"mountain\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/ogre-chain-brute.mp3\"},\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\",\"unconscious\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Ogre Howdah\",\"source\":\"MTF\",\"page\":221,\"reprintedAs\":[\"Ogre Howdah|MPMM\"],\"size\":[\"L\"],\"type\":\"giant\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item breastplate|phb}\"]}],\"hp\":{\"average\":59,\"formula\":\"7d10 + 21\"},\"speed\":{\"walk\":40},\"str\":19,\"dex\":8,\"con\":16,\"int\":5,\"wis\":7,\"cha\":7,\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"languages\":[\"Common\",\"Giant\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Howdah\",\"entries\":[\"The ogre carries a compact fort on its back. Up to four Small creatures can ride in the fort without squeezing. To make a melee attack against a target within 5 feet of the ogre, they must use spears or weapons with reach. Creatures in the fort have {@quickref Cover||3||three-quarters cover} against attacks and effects from outside it. If the ogre dies, creatures in the fort are placed in unoccupied spaces within 5 feet of the ogre.\"]}],\"action\":[{\"name\":\"Mace\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage.\"]}],\"environment\":[\"grassland\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/ogre-howdah.mp3\"},\"attachedItems\":[\"mace|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Oinoloth\",\"source\":\"MTF\",\"page\":251,\"reprintedAs\":[\"Oinoloth|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"yugoloth\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":126,\"formula\":\"12d10 + 60\"},\"speed\":{\"walk\":40},\"str\":19,\"dex\":17,\"con\":18,\"int\":17,\"wis\":16,\"cha\":19,\"save\":{\"con\":\"+8\",\"wis\":\"+7\"},\"skill\":{\"deception\":\"+8\",\"intimidation\":\"+8\",\"perception\":\"+7\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 60 ft.\"],\"passive\":17,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"acid\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Infernal\",\"telepathy 60 ft.\"],\"cr\":\"12\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The oinoloth's innate spellcasting ability is Charisma (spell save {@dc 16}). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell darkness}\",\"{@spell detect magic}\",\"{@spell dispel magic}\",\"{@spell invisibility} (self only)\"],\"daily\":{\"1e\":[\"{@spell feeblemind}\",\"{@spell globe of invulnerability}\",\"{@spell wall of fire}\",\"{@spell wall of ice}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Bringer of Plagues {@recharge 5}\",\"entries\":[\"As a bonus action, the oinoloth blights the area within 30 feet of it. The blight lasts for 24 hours. While blighted, all normal plants in the area wither and die, and the number of hit points restored by a spell to a creature in that area is halved.\",\"Furthermore, when a creature moves into the blighted area or starts its turn there, that creature must make a {@dc 16} Constitution saving throw. On a successful save, the creature is immune to the oinoloth's Bringer of Plagues for the next 24 hours. On a failed save, the creature takes 14 ({@damage 4d6}) necrotic damage and is {@condition poisoned}.\",\"The {@condition poisoned} creature can't regain hit points. After every 24 hours that elapse, the {@condition poisoned} creature can repeat the saving throw. On a failed save, the creature's hit point maximum is reduced by 5 ({@dice 1d10}). This reduction lasts until the poison ends, and the target dies if its hit point maximum is reduced to 0. The poison ends after the creature successfully saves against it three times.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The oinoloth has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The oinoloth's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The oinoloth uses its Transfixing Gaze and makes two claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 3d6 + 4}) slashing damage plus 22 ({@damage 4d10}) necrotic damage.\"]},{\"name\":\"Corrupted Healing {@recharge}\",\"entries\":[\"The oinoloth touches one willing creature within 5 feet of it. The target regains all its hit points. In addition, the oinoloth can end one disease on the target or remove one of the following conditions from it: {@condition blinded}, {@condition deafened}, {@condition paralyzed}, or {@condition poisoned}. The target then gains 1 level of {@condition exhaustion}, and its hit point maximum is reduced by 7 ({@dice 2d6}). This reduction can be removed only by a {@spell wish} spell or by casting {@spell greater restoration} on the target three times within the same hour. The target dies if its hit point maximum is reduced to 0.\"]},{\"name\":\"Teleport\",\"entries\":[\"The oinoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.\"]},{\"name\":\"Transfixing Gaze\",\"entries\":[\"The oinoloth targets one creature it can see within 30 feet of it. The target must succeed on a {@dc 16} Wisdom saving throw against this magic or be {@condition charmed} until the end of the oinoloth's next turn. While {@condition charmed} in this way, the target is {@condition restrained}. If the target's saving throw is successful, the target is immune to the oinoloth's gaze for the next 24 hours.\"]}],\"environment\":[\"desert\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/oinoloth.mp3\"},\"traitTags\":[\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Multiattack\",\"Teleport\"],\"languageTags\":[\"AB\",\"I\",\"TP\"],\"damageTags\":[\"N\",\"S\"],\"damageTagsSpell\":[\"C\",\"F\",\"Y\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"HPR\",\"MW\"],\"conditionInflict\":[\"charmed\",\"exhaustion\",\"poisoned\",\"restrained\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"intelligence\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Orcus\",\"isNamedCreature\":true,\"source\":\"MTF\",\"page\":153,\"otherSources\":[{\"source\":\"OotA\",\"page\":245}],\"reprintedAs\":[\"Orcus|MPMM\"],\"size\":[\"H\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]},{\"ac\":20,\"condition\":\"with the {@item Wand of Orcus}\"}],\"hp\":{\"average\":405,\"formula\":\"30d12 + 210\"},\"speed\":{\"walk\":40,\"fly\":40},\"str\":27,\"dex\":14,\"con\":25,\"int\":20,\"wis\":20,\"cha\":25,\"save\":{\"dex\":\"+10\",\"con\":\"+15\",\"wis\":\"+13\"},\"skill\":{\"arcana\":\"+13\",\"perception\":\"+13\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":22,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"necrotic\",\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"that is nonmagical\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"26\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Orcus's spellcasting ability is Charisma (spell save {@dc 23}, {@hit 15} to hit with spell attacks). He can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell chill touch} (17th level)\",\"{@spell detect magic}\"],\"daily\":{\"1\":[\"{@spell time stop}\"],\"3e\":[\"{@spell create undead}\",\"{@spell dispel magic}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Wand of Orcus\",\"entries\":[\"The wand has 7 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, Orcus can use an action to cast {@spell animate dead}, {@spell blight}, or {@spell speak with dead}. Alternatively, he can expend 1 or more of the wand's charges to cast one of the following spells from it: {@spell circle of death} (1 charge), {@spell finger of death} (1 charge), or {@spell power word kill} (2 charges). The wand regains {@dice 1d4 + 3} charges daily at dawn.\",\"While holding the wand, Orcus can use an action to conjure undead creatures whose combined average hit points don't exceed 500. These undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Orcus and obey his commands until they are destroyed or until he dismisses them as an action. Once this property of the wand is used, the property can't be used again until the next dawn.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Orcus fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Orcus has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"Orcus's weapon attacks are magical.\"]},{\"name\":\"Master of Undeath\",\"entries\":[\"When Orcus casts {@spell animate dead} or {@spell create undead}, he chooses the level at which the spell is cast, and the creatures created by the spells remain under his control indefinitely. Additionally, he can cast {@spell create undead} even when it isn't night.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Orcus makes two Wand of Orcus attacks.\"]},{\"name\":\"Wand of Orcus\",\"entries\":[\"{@atk mw} {@hit 19} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d8 + 8}) bludgeoning damage plus 13 ({@damage 2d12}) necrotic damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d8 + 8}) piercing damage plus 9 ({@damage 2d8}) poison damage.\"]}],\"legendary\":[{\"name\":\"Tail\",\"entries\":[\"Orcus makes one tail attack.\"]},{\"name\":\"A Taste of Undeath\",\"entries\":[\"Orcus casts {@spell chill touch} (17th level).\"]},{\"name\":\"Creeping Death (Costs 2 Actions)\",\"entries\":[\"Orcus chooses a point on the ground that he can see within 100 feet of him. A cylinder of swirling necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Orcus's next turn. Creatures in that area have vulnerability to necrotic damage.\"]}],\"legendaryGroup\":{\"name\":\"Orcus\",\"source\":\"MTF\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"B\",\"I\",\"N\",\"P\"],\"damageTagsSpell\":[\"N\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForcedLegendary\":[\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Orthon\",\"source\":\"MTF\",\"page\":169,\"otherSources\":[{\"source\":\"BGDIA\"}],\"reprintedAs\":[\"Orthon|MPMM\"],\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item half plate armor|phb}\"]}],\"hp\":{\"average\":105,\"formula\":\"10d10 + 50\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":22,\"dex\":16,\"con\":21,\"int\":15,\"wis\":15,\"cha\":16,\"save\":{\"dex\":\"+7\",\"con\":\"+9\",\"wis\":\"+6\"},\"skill\":{\"perception\":\"+10\",\"stealth\":\"+11\",\"survival\":\"+10\"},\"senses\":[\"darkvision 120 ft.\",\"truesight 30 ft.\"],\"passive\":20,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"poisoned\"],\"languages\":[\"Common\",\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Invisibility Field\",\"entries\":[\"The orthon can use a bonus action to become {@condition invisible}. Any equipment the orthon wears or carries is also {@condition invisible} as long as the equipment is on its person. This invisibility ends immediately after the orthon makes an attack roll or is hit by an attack.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The orthon has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Infernal Dagger\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d4 + 6}) slashing damage, and the target must make a {@dc 17} Constitution saving throw, taking 22 ({@damage 4d10}) poison damage on a failed save, or half as much damage on a successful one. On a failure, the target is {@condition poisoned} for 1 minute. The {@condition poisoned} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Brass Crossbow\",\"entries\":[\"{@atk rw} {@hit 7} to hit, range 100/400 ft., one target. {@h}14 ({@damage 2d10 + 3}) piercing damage, plus one of the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"1. Acid\",\"entry\":\"The target must make a {@dc 17} Constitution saving throw, taking an additional 17 ({@damage 5d6}) acid damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"2. Blindness (1/Day)\",\"entry\":\"The target takes 5 ({@damage 1d10}) radiant damage. In addition, the target and all other creatures within 20 feet of it must each make a successful {@dc 17} Dexterity saving throw or be {@condition blinded} until the end of the orthon's next turn.\"},{\"type\":\"item\",\"name\":\"3. Concussion\",\"entry\":\"The target and each creature within 20 feet of it must make a {@dc 17} Constitution saving throw, taking 13 ({@damage 2d12}) thunder damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"4. Entanglement\",\"entry\":\"The target must make a successful {@dc 17} Dexterity saving throw or be {@condition restrained} for 1 hour by strands of sticky webbing. A {@condition restrained} creature can escape by using an action to make a successful {@dc 17} Dexterity or Strength check. Any creature other than an orthon that touches the {@condition restrained} creature must make a successful {@dc 17} Dexterity saving throw or become similarly {@condition restrained}.\"},{\"type\":\"item\",\"name\":\"5. Paralysis (1/Day)\",\"entry\":\"The target takes 22 ({@damage 4d10}) lightning damage and must make a successful {@dc 17} Constitution saving throw or be {@condition paralyzed} for 1 minute. The {@condition paralyzed} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"},{\"type\":\"item\",\"name\":\"6. Tracking\",\"entry\":\"For the next 24 hours, the orthon knows the direction and distance to the target, as long as it's on the same plane of existence. If the target is on a different plane, the orthon knows which one, but not the exact location there.\"}]}]}],\"reaction\":[{\"name\":\"Explosive Retribution\",\"entries\":[\"When it is reduced to 15 hit points or fewer, the orthon causes itself to explode. All other creatures within 30 feet of it must each make a {@dc 17} Dexterity saving throw, taking 9 ({@damage 2d8}) fire damage plus 9 ({@damage 2d8}) thunder damage on a failed save, or half as much damage on a successful one. This explosion destroys the orthon, its infernal dagger, and its brass crossbow.\"]}],\"environment\":[\"desert\",\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/orthon.mp3\"},\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\",\"U\"],\"languageTags\":[\"C\",\"I\",\"TP\"],\"damageTags\":[\"A\",\"F\",\"I\",\"L\",\"P\",\"R\",\"S\",\"T\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"conditionInflict\":[\"blinded\",\"paralyzed\",\"poisoned\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Phoenix\",\"source\":\"MTF\",\"page\":199,\"otherSources\":[{\"source\":\"MOT\"}],\"reprintedAs\":[\"Phoenix|MPMM\"],\"size\":[\"G\"],\"type\":\"elemental\",\"alignment\":[\"N\"],\"ac\":[18],\"hp\":{\"average\":175,\"formula\":\"10d20 + 70\"},\"speed\":{\"walk\":20,\"fly\":120},\"str\":19,\"dex\":26,\"con\":25,\"int\":2,\"wis\":21,\"cha\":18,\"save\":{\"wis\":\"+10\",\"cha\":\"+9\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"stunned\"],\"cr\":\"16\",\"trait\":[{\"name\":\"Fiery Death and Rebirth\",\"entries\":[\"When the phoenix dies, it explodes. Each creature within 60-feet of it must make a {@dc 20} Dexterity saving throw, taking 22 ({@damage 4d10}) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't worn or carried.\",\"The explosion destroys the phoenix's body and leaves behind an egg-shaped cinder that weighs 5 pounds. The cinder is blazing hot, dealing 21 ({@damage 6d6}) fire damage to any creature that touches it, though no more than once per round. The cinder is immune to all damage, and after {@dice 1d6} days, it hatches a new phoenix.\"]},{\"name\":\"Fire Form\",\"entries\":[\"The phoenix can move through a space as narrow as 1 inch wide without squeezing. Any creature that touches the phoenix or hits it with a melee attack while within 5 feet of it takes 5 ({@damage 1d10}) fire damage. In addition, the phoenix can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 ({@damage 1d10}) fire damage. With a touch, the phoenix can also ignite flammable objects that aren't worn or carried (no action required).\"]},{\"name\":\"Flyby\",\"entries\":[\"The phoenix doesn't provoke opportunity attacks when it flies out of an enemy's reach.\"]},{\"name\":\"Illumination\",\"entries\":[\"The phoenix sheds bright light in a 60-foot radius and dim light for an additional 30 feet.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the phoenix fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The phoenix deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The phoenix makes two attacks: one with its beak and one with its fiery talons.\"]},{\"name\":\"Beak\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}15 ({@damage 2d6 + 8}) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 ({@damage 1d10}) fire damage at the start of each of its turns.\"]},{\"name\":\"Fiery Talons\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}17 ({@damage 2d8 + 8}) fire damage.\"]}],\"legendary\":[{\"name\":\"Peck\",\"entries\":[\"The phoenix makes one beak attack.\"]},{\"name\":\"Move\",\"entries\":[\"The phoenix moves up to its speed.\"]},{\"name\":\"Swoop (Costs 2 Actions)\",\"entries\":[\"The phoenix moves up to its speed and attacks with its fiery talons.\"]}],\"environment\":[\"desert\",\"mountain\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/phoenix.mp3\"},\"traitTags\":[\"Flyby\",\"Illumination\",\"Legendary Resistances\",\"Siege Monster\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"F\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Red Abishai\",\"source\":\"MTF\",\"page\":160,\"reprintedAs\":[\"Red Abishai|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":22,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":255,\"formula\":\"30d8 + 120\"},\"speed\":{\"walk\":30,\"fly\":50},\"str\":23,\"dex\":16,\"con\":19,\"int\":14,\"wis\":15,\"cha\":19,\"save\":{\"str\":\"+12\",\"con\":\"+10\",\"wis\":\"+8\"},\"skill\":{\"intimidation\":\"+10\",\"perception\":\"+8\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":18,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Draconic\",\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"19\",\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the abishai's darkvision.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The abishai has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The abishai's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The abishai can use its Frightful Presence. It also makes three attacks: one with its morningstar, one with its claw, and one with its bite.\"]},{\"name\":\"Morningstar\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d8 + 6}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d10 + 6}) slashing damage.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}22 ({@damage 3d10 + 6}) piercing damage plus 38 ({@damage 7d10}) fire damage.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of the abishai's choice that is within 120 feet and aware of it must succeed on a {@dc 18} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the abishai's Frightful Presence for the next 24 hours.\"]},{\"name\":\"Incite Fanaticism\",\"entries\":[\"The abishai chooses up to four of its allies within 60 feet of it that can see it. For 1 minute, each of those allies makes attack rolls with advantage and can't be {@condition frightened}.\"]},{\"name\":\"Power of the Dragon Queen\",\"entries\":[\"The abishai targets one dragon it can see within 120 feet of it. The dragon must make a {@dc 18} Charisma saving throw. A chromatic dragon makes this save with disadvantage. On a successful save, the target is immune to the abishai's Power of the Dragon Queen for 1 hour. On a failed save, the target is {@condition charmed} by the abishai for 1 hour. While {@condition charmed} in this way, the target regards the abishai as a trusted friend to be heeded and protected. This effect ends if the abishai or its companions deal damage to the target.\"]}],\"environment\":[\"mountain\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/red-abishai.mp3\"},\"attachedItems\":[\"morningstar|phb\"],\"traitTags\":[\"Devil's Sight\",\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Frightful Presence\",\"Multiattack\"],\"languageTags\":[\"DR\",\"I\",\"TP\"],\"damageTags\":[\"F\",\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"charmed\",\"frightened\"],\"savingThrowForced\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Retriever\",\"source\":\"MTF\",\"page\":222,\"reprintedAs\":[\"Retriever|MPMM\"],\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":210,\"formula\":\"20d10 + 100\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":22,\"dex\":16,\"con\":20,\"int\":3,\"wis\":11,\"cha\":4,\"save\":{\"dex\":\"+8\",\"con\":\"+10\",\"wis\":\"+5\"},\"skill\":{\"perception\":\"+5\",\"stealth\":\"+8\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 60 ft.\"],\"passive\":15,\"immune\":[\"necrotic\",\"poison\",\"psychic\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't adamantine\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"understands Abyssal\",\"Elvish\",\"and Undercommon but can't speak\"],\"cr\":\"14\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The retriever's innate spellcasting ability is Wisdom (spell save {@dc 13}). The retriever can innately cast the following spells, requiring no material components.\"],\"daily\":{\"3e\":[\"{@spell plane shift} (only self and up to one incapacitated creature which is considered willing for the spell)\",\"{@spell web}\"]},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Faultless Tracker\",\"entries\":[\"The retriever is given a quarry by its master. The quarry can be a specific creature or object the master is personally acquainted with, or it can be a general type of creature or object the master has seen before. The retriever knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The retriever can have only one such quarry at a time. The retriever also always knows the location of its master.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The retriever makes two foreleg attacks and uses its force or paralyzing beam once, if available.\"]},{\"name\":\"Foreleg\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d8 + 6}) slashing damage.\"]},{\"name\":\"Force Beam\",\"entries\":[\"The retriever targets one creature it can see within 60 feet of it. The target must make a {@dc 16} Dexterity saving throw, taking 27 ({@damage 5d10}) force damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Paralyzing Beam {@recharge 5}\",\"entries\":[\"The retriever targets one creature it can see within 60 feet of it. The target must succeed on a {@dc 18} Constitution saving throw or be {@condition paralyzed} for 1 minute. The {@condition paralyzed} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\",\"If the {@condition paralyzed} creature is Medium or smaller, the retriever can pick it up as part of the retriever's move and walk or climb with it at full speed.\"]}],\"environment\":[\"desert\",\"forest\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/retriever.mp3\"},\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"CS\",\"E\",\"U\"],\"damageTags\":[\"O\",\"S\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"paralyzed\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Rot Troll\",\"source\":\"MTF\",\"page\":244,\"otherSources\":[{\"source\":\"DIP\"},{\"source\":\"SLW\"},{\"source\":\"RtG\",\"page\":34}],\"reprintedAs\":[\"Rot Troll|MPMM\"],\"size\":[\"L\"],\"type\":\"giant\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":138,\"formula\":\"12d10 + 72\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":13,\"con\":22,\"int\":5,\"wis\":8,\"cha\":4,\"skill\":{\"perception\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"immune\":[\"necrotic\"],\"languages\":[\"Giant\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Rancid Degeneration\",\"entries\":[\"At the end of each of the troll's turns, each creature within 5 feet of it takes 11 ({@damage 2d10}) necrotic damage, unless the troll has taken acid or fire damage since the end of its last turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The troll makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 16 ({@damage 3d10}) necrotic damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage plus 5 ({@damage 1d10}) necrotic damage.\"]}],\"environment\":[\"desert\",\"forest\",\"swamp\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/rot-troll.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\"],\"damageTags\":[\"N\",\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Rutterkin\",\"source\":\"MTF\",\"page\":136,\"reprintedAs\":[\"Rutterkin|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[12],\"hp\":{\"average\":37,\"formula\":\"5d8 + 15\"},\"speed\":{\"walk\":20},\"str\":14,\"dex\":15,\"con\":17,\"int\":5,\"wis\":12,\"cha\":6,\"senses\":[\"darkvision 120 ft.\"],\"passive\":11,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"understands Abyssal but can't speak\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Crippling Fear\",\"entries\":[\"When a creature that isn't a demon starts its turn within 30 feet of three or more rutterkins, it must make a {@dc 11} Wisdom saving throw. The creature has disadvantage on the save if it's within 30 feet of six or more rutterkins. On a successful save, the creature is immune to the Crippling Fear of all rutterkins for 24 hours. On a failed save, the creature becomes {@condition frightened} for 1 minute. While {@condition frightened} in this way, the creature is {@condition restrained}. At the end of each of the {@condition frightened} creature's turns, it can repeat the saving throw, ending the effect on itself on a success.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}12 ({@damage 3d6 + 2}) piercing damage. If the target is a creature, it must succeed on a {@dc 13} Constitution saving throw against disease or become {@condition poisoned}. At the end of each long rest, the {@condition poisoned} target can repeat the saving throw, ending the effect on itself on a success. If the target is reduced to 0 hit points while {@condition poisoned} in this way, it dies and instantly transforms into a living {@creature abyssal wretch|mtf}. The transformation of the body can be undone only by a {@spell wish} spell.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/rutterkin.mp3\"},\"senseTags\":[\"SD\"],\"languageTags\":[\"AB\",\"CS\"],\"damageTags\":[\"P\"],\"miscTags\":[\"DIS\",\"MW\"],\"conditionInflict\":[\"frightened\",\"poisoned\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sacred Statue\",\"source\":\"MTF\",\"page\":194,\"otherSources\":[{\"source\":\"DC\"},{\"source\":\"DIP\"},{\"source\":\"IMR\"}],\"reprintedAs\":[\"Sacred Statue|MPMM\"],\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[{\"special\":\"as the eidolon's alignment\"}],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":95,\"formula\":\"10d10 + 40\"},\"speed\":{\"walk\":25},\"str\":19,\"dex\":8,\"con\":19,\"int\":14,\"wis\":19,\"cha\":16,\"save\":{\"wis\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[\"acid\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"cold\",\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"the languages the eidolon knew in life\"],\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"While the statue remains motionless, it is indistinguishable from a normal statue.\"]},{\"name\":\"Ghostly Inhabitant\",\"entries\":[\"The {@creature eidolon|MTF} that enters the sacred statue remains inside it until the statue drops to 0 hit points, the eidolon uses a bonus action to move out of the statue, or the eidolon is turned or forced out by an effect such as the {@spell dispel evil and good} spell. When the eidolon leaves the statue, it appears in an unoccupied space within 5 feet of the statue.\"]},{\"name\":\"Inert\",\"entries\":[\"When not inhabited by an {@creature eidolon|MTF}, the statue is an object.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The statue makes two slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}43 ({@damage 6d12 + 4}) bludgeoning damage.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 8} to hit, range 60/240 ft., one target. {@h}37 ({@damage 6d10 + 4}) bludgeoning damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/sacred-statue.mp3\"},\"traitTags\":[\"False Appearance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\",\"RCH\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Shadow Dancer\",\"source\":\"MTF\",\"page\":225,\"reprintedAs\":[\"Shadar-kai Shadow Dancer|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item studded leather armor|phb|studded leather}\"]}],\"hp\":{\"average\":71,\"formula\":\"13d8 + 13\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":16,\"con\":13,\"int\":11,\"wis\":12,\"cha\":12,\"save\":{\"dex\":\"+6\",\"cha\":\"+4\"},\"skill\":{\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"necrotic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\"],\"languages\":[\"Common\",\"Elvish\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"The shadow dancer has advantage on saving throws against being {@condition charmed}, and magic can't put it to sleep.\"]},{\"name\":\"Shadow Jump\",\"entries\":[\"As a bonus action, the shadow dancer can teleport up to 30 feet to an unoccupied space it can see. Both the space it teleports from and the space it teleports to must be in dim light or darkness. The shadow dancer can use this ability between the weapon attacks of another action it takes.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The shadow dancer makes three spiked chain attacks.\"]},{\"name\":\"Spiked Chain\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage, and the target must succeed on a {@dc 14} Dexterity saving throw or suffer one additional effect of the shadow dancer's choice:\",{\"type\":\"list\",\"items\":[\"The target is {@condition grappled} (escape {@dc 14}) if it is a Medium or smaller creature. Until the grapple ends, the target is {@condition restrained}, and the shadow dancer can't grapple another target.\",\"The target is knocked {@condition prone}.\",\"The target takes 22 ({@damage 4d10}) necrotic damage.\"]}]}],\"environment\":[\"forest\",\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/shadow-dancer.mp3\"},\"traitTags\":[\"Fey Ancestry\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"N\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sibriex\",\"source\":\"MTF\",\"page\":137,\"otherSources\":[{\"source\":\"BGDIA\"}],\"reprintedAs\":[\"Sibriex|MPMM\"],\"size\":[\"H\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":150,\"formula\":\"12d12 + 72\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":20,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":10,\"dex\":3,\"con\":23,\"int\":25,\"wis\":24,\"cha\":25,\"save\":{\"int\":\"+13\",\"cha\":\"+13\"},\"skill\":{\"arcana\":\"+13\",\"history\":\"+13\",\"perception\":\"+13\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":23,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"18\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The sibriex's innate spellcasting ability is Charisma (spell save {@dc 21}). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell charm person}\",\"{@spell command}\",\"{@spell dispel magic}\",\"{@spell hold monster}\"],\"daily\":{\"3\":[\"{@spell feeblemind}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Contamination\",\"entries\":[\"The sibriex emits an aura of corruption 30 feet in every direction. Plants that aren't creatures wither in the aura, and the ground in it is {@quickref difficult terrain||3} for other creatures. Any creature that starts its turn in the aura must succeed on a {@dc 20} Constitution saving throw or take 14 ({@damage 4d6}) poison damage. A creature that succeeds on the save is immune to this sibriex's Contamination for 24 hours.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the sibriex fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The sibriex has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The sibriex uses Squirt Bile once and makes three attacks using its chain, bite, or both.\"]},{\"name\":\"Chain\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 15 ft., one target. {@h}20 ({@damage 2d12 + 7}) piercing damage.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d8}) piercing damage plus 9 ({@damage 2d8}) acid damage.\"]},{\"name\":\"Squirt Bile\",\"entries\":[\"The sibriex targets one creature it can see within 120 feet of it. The target must succeed on a {@dc 20} Dexterity saving throw or take 35 ({@damage 10d6}) acid damage.\"]},{\"name\":\"Warp Creature\",\"entries\":[\"The sibriex targets up to three creatures it can see within 120 feet of it. Each target must make a {@dc 20} Constitution saving throw. On a successful save, a creature becomes immune to this sibriex's Warp Creature. On a failed save, the target is {@condition poisoned}, which causes it to also gain 1 level of {@condition exhaustion}. While {@condition poisoned} in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of {@condition exhaustion} caused by it. Each failed save causes the target to suffer another level of {@condition exhaustion}. Once the target reaches 6 levels of {@condition exhaustion}, it dies and instantly transforms into a living {@creature abyssal wretch|mtf} under the sibriex's control. The transformation of the body can be undone only by a {@spell wish} spell.\"]}],\"legendary\":[{\"name\":\"Cast a Spell\",\"entries\":[\"The sibriex casts a spell.\"]},{\"name\":\"Spray Bile\",\"entries\":[\"The sibriex uses Squirt Bile.\"]},{\"name\":\"Warp (Costs 2 Actions)\",\"entries\":[\"The sibriex uses Warp Creature.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Flesh Warping\",\"entries\":[\"Creatures that encounter a sibriex can be twisted beyond recognition. Whenever a creature fails a saving throw against the sibriex's Warp Creature effect, you can roll percentile dice and consult the Flesh Warping table to determine an additional effect, which vanishes when Warp Creature ends on the creature. If the creature transforms into an abyssal wretch, the effect becomes a permanent feature of that body.\",\"A creature can willingly submit to flesh warping, an agonizing process that takes at least 1 hour while the creature stays within 30 feet of the sibriex. At the end of the process, roll once on the table (or choose one effect) to determine how the creature is transformed permanently.\",{\"type\":\"table\",\"caption\":\"Flesh Warping\",\"colLabels\":[\"{@dice d100}\",\"Effect\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-05\",\"The color of the target's hair, eyes, and skin becomes blue, red, yellow, or patterned.\"],[\"06-10\",\"The target's eyes push out of its head at the end of stalks.\"],[\"11-15\",\"The target's hands grow claws, which can be used as daggers.\"],[\"16-20\",\"One of the target's legs grows longer than the other, reducing its walking speed by 10 feet.\"],[\"21-25\",\"The target's eyes become beacons, filling a 15-foot cone with dim light when they are open.\"],[\"26-30\",\"A pair of wings, either feathered or leathery, sprout from the target's back, granting it a flying speed of 30 feet.\"],[\"31-35\",\"The target's ears tear free from its head and scurry away; the target is {@condition deafened}.\"],[\"36-40\",\"Two of the target's teeth turn into tusks.\"],[\"41-45\",\"The target's skin becomes scabby, granting it a +1 bonus to AC but reducing its Charisma by 2 (to a minimum of 1).\"],[\"46-50\",\"The target's arms and legs switch places, preventing the target from moving unless it crawls.\"],[\"51-55\",\"The target's arms become tentacles with fingers on the ends, increasing its reach by 5 feet.\"],[\"56-60\",\"The target's legs grow incredibly long and springy, increasing its walking speed by 10 feet.\"],[\"61-65\",\"The target grows a whiplike tail, which it can use as a {@item whip|phb}.\"],[\"66-70\",\"The target's eyes turn black, and it gains darkvision out to a range of 120 feet.\"],[\"71-75\",\"The target swells, tripling its weight.\"],[\"76-80\",\"The target becomes thin and skeletal, halving its weight.\"],[\"81-85\",\"The target's head doubles in size.\"],[\"86-90\",\"The target's ears become wings, giving it a flying speed of 5 feet.\"],[\"91-95\",\"The target's body becomes unusually brittle, causing the target to have vulnerability to bludgeoning, piercing, and slashing damage.\"],[\"96-00\",\"The target grows another head, causing it to have advantage on saving throws against being {@condition charmed}, {@condition frightened}, or {@condition stunned}.\"]]}],\"_version\":{\"name\":\"Sibriex (Flesh Warping)\",\"addAs\":\"trait\"}}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/sibriex.mp3\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"A\",\"I\",\"P\"],\"damageTagsSpell\":[\"Y\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"deafened\",\"exhaustion\",\"poisoned\"],\"conditionInflictSpell\":[\"charmed\",\"paralyzed\",\"prone\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"savingThrowForcedSpell\":[\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Skulk\",\"source\":\"MTF\",\"page\":227,\"reprintedAs\":[\"Skulk|MPMM\"],\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"C\",\"N\"],\"ac\":[14],\"hp\":{\"average\":18,\"formula\":\"4d8\"},\"speed\":{\"walk\":30},\"str\":6,\"dex\":19,\"con\":10,\"int\":10,\"wis\":7,\"cha\":1,\"save\":{\"con\":\"+2\"},\"skill\":{\"stealth\":\"+8\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":8,\"immune\":[\"radiant\"],\"conditionImmune\":[\"blinded\"],\"languages\":[\"understands Common but can't speak\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Fallible Invisibility\",\"entries\":[\"The skulk is {@condition invisible}. This invisibility can be circumvented by three things:\",{\"type\":\"list\",\"items\":[\"The skulk appears as a drab, smooth-skinned humanoid if its reflection can be seen in a mirror or on another surface.\",\"The skulk appears as a dim, translucent form in the light of a candle made of fat rendered from a corpse whose identity is unknown.\",\"Humanoid children, aged 10 and under, can see through this invisibility.\"]}]},{\"name\":\"Trackless\",\"entries\":[\"The skulk leaves no tracks to indicate where it has been or where it's headed.\"]}],\"action\":[{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) slashing damage. If the skulk has advantage on the attack roll, the target also takes 7 ({@damage 2d6}) necrotic damage.\"]}],\"environment\":[\"coastal\",\"forest\",\"swamp\",\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/skulk.mp3\"},\"senseTags\":[\"SD\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"N\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"invisible\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Skull Lord\",\"source\":\"MTF\",\"page\":230,\"reprintedAs\":[\"Skull Lord|MPMM\"],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|phb}\"]}],\"hp\":{\"average\":105,\"formula\":\"14d8 + 42\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":16,\"con\":17,\"int\":16,\"wis\":15,\"cha\":21,\"skill\":{\"athletics\":\"+7\",\"history\":\"+8\",\"perception\":\"+12\",\"stealth\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":22,\"resist\":[\"cold\",\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"poisoned\",\"stunned\",\"unconscious\"],\"languages\":[\"all the languages it knew in life\"],\"cr\":\"15\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The skull lord is a 13th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 18}, {@hit 10} to hit with spell attacks). The skull lord knows the following sorcerer spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell chill touch}\",\"{@spell fire bolt}\",\"{@spell mage hand}\",\"{@spell poison spray}\",\"{@spell ray of frost}\",\"{@spell shocking grasp}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell magic missile}\",\"{@spell expeditious retreat}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell mirror image}\",\"{@spell scorching ray}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell fear}\",\"{@spell haste}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell dimension door}\",\"{@spell ice storm}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell cloudkill}\",\"{@spell cone of cold}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell eyebite}\"]},\"7\":{\"slots\":1,\"spells\":[\"{@spell finger of death}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the skull lord fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Master of the Grave\",\"entries\":[\"While within 30 feet of the skull lord, any undead ally of the skull lord makes saving throws with advantage, and that ally regains {@dice 1d6} hit points whenever it starts its turn there.\"]},{\"name\":\"Evasion\",\"entries\":[\"If the skull lord is subjected to an effect that allows it to make a Dexterity saving throw to take only half the damage, the skull lord instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The skull lord makes three bone staff attacks.\"]},{\"name\":\"Bone Staff\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage plus 14 ({@damage 4d6}) necrotic damage.\"]}],\"legendary\":[{\"name\":\"Bone Staff (Costs 2 Actions)\",\"entries\":[\"The skull lord makes a bone staff attack.\"]},{\"name\":\"Cantrip\",\"entries\":[\"The skull lord casts a cantrip.\"]},{\"name\":\"Move\",\"entries\":[\"The skull lord moves up to its speed without provoking opportunity attacks.\"]},{\"name\":\"Summon Undead (Costs 3 Actions)\",\"entries\":[\"Up to five {@creature skeleton||skeletons} or {@creature zombie||zombies} appear in unoccupied spaces within 30 feet of the skull lord and remain until destroyed. Undead summoned in this way roll initiative and act in the next available turn. The skull lord can have up to five undead summoned by this ability at a time.\"]}],\"environment\":[\"desert\",\"swamp\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/skull-lord.mp3\"},\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"B\",\"N\"],\"damageTagsSpell\":[\"B\",\"C\",\"F\",\"I\",\"L\",\"N\",\"O\",\"T\"],\"spellcastingTags\":[\"CS\"],\"miscTags\":[\"MW\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Soul Monger\",\"source\":\"MTF\",\"page\":226,\"reprintedAs\":[\"Shadar-kai Soul Monger|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item studded leather armor|phb|studded leather}\"]}],\"hp\":{\"average\":123,\"formula\":\"19d8 + 38\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":17,\"con\":14,\"int\":19,\"wis\":15,\"cha\":13,\"save\":{\"dex\":\"+7\",\"wis\":\"+6\",\"cha\":\"+5\"},\"skill\":{\"perception\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":17,\"immune\":[\"necrotic\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\"],\"languages\":[\"Common\",\"Elvish\"],\"cr\":\"11\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The soul monger's innate spellcasting ability is Intelligence (spell save {@dc 16}, {@hit 8} to hit with spell attacks). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell chill touch}\",\"{@spell poison spray}\"],\"daily\":{\"1e\":[\"{@spell bestow curse}\",\"{@spell chain lightning}\",\"{@spell finger of death}\",\"{@spell gaseous form}\",\"{@spell phantasmal killer}\",\"{@spell seeming}\"]},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"The soul monger has advantage on saving throws against being {@condition charmed}, and magic can't put it to sleep.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The soul monger has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Soul Thirst\",\"entries\":[\"When the soul monger reduces a creature to 0 hit points, the soul monger can gain temporary hit points equal to half the creature's hit point maximum. While the soul monger has temporary hit points from this ability, it has advantage on attack rolls.\"]},{\"name\":\"Weight of Ages\",\"entries\":[\"Any beast or humanoid, other than a shadar-kai, that starts its turn within 5 feet of the soul monger has its speed reduced by 20 feet until the start of that creature's next turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The soul monger makes two phantasmal dagger attacks.\"]},{\"name\":\"Phantasmal Dagger\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 4d4 + 3}) piercing damage plus 19 ({@damage 3d12}) necrotic damage, and the target has disadvantage on saving throws until the start of the soul monger's next turn.\"]},{\"name\":\"Wave of Weariness {@recharge 4}\",\"entries\":[\"The soul monger emits weariness in a 60-foot cube. Each creature in that area must make a {@dc 16} Constitution saving throw. On a failed save, a creature takes 45 ({@damage 10d8}) psychic damage and suffers 1 level of {@condition exhaustion}. On a successful save, it takes 22 ({@damage 5d8}) psychic damage.\"]}],\"environment\":[\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/soul-monger.mp3\"},\"traitTags\":[\"Fey Ancestry\",\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"N\",\"P\",\"Y\"],\"damageTagsSpell\":[\"I\",\"L\",\"N\",\"Y\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"conditionInflict\":[\"exhaustion\"],\"conditionInflictSpell\":[\"frightened\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Spirit Troll\",\"source\":\"MTF\",\"page\":244,\"reprintedAs\":[\"Spirit Troll|MPMM\"],\"size\":[\"L\"],\"type\":\"giant\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":97,\"formula\":\"15d10 + 15\"},\"speed\":{\"walk\":30},\"str\":1,\"dex\":17,\"con\":13,\"int\":8,\"wis\":9,\"cha\":16,\"skill\":{\"perception\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"thunder\"],\"immune\":[{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"prone\",\"restrained\",\"unconscious\"],\"languages\":[\"Giant\"],\"cr\":\"11\",\"trait\":[{\"name\":\"Incorporeal Movement\",\"entries\":[\"The troll can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The troll regains 10 hit points at the start of each of its turns. If the troll takes psychic or force damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The troll makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}19 ({@damage 3d10 + 3}) psychic damage, and the target must succeed on a {@dc 15} Wisdom saving throw or be {@condition stunned} for 1 minute. The {@condition stunned} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}14 ({@damage 2d10 + 3}) psychic damage.\"]}],\"environment\":[\"coastal\",\"forest\",\"swamp\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/spirit-troll.mp3\"},\"traitTags\":[\"Incorporeal Movement\",\"Regeneration\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\"],\"damageTags\":[\"O\",\"Y\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"stunned\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Spring Eladrin\",\"source\":\"MTF\",\"page\":196,\"reprintedAs\":[\"Spring Eladrin|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"fey\",\"tags\":[\"elf\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":127,\"formula\":\"17d8 + 51\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":16,\"con\":16,\"int\":18,\"wis\":11,\"cha\":18,\"skill\":{\"deception\":\"+8\",\"persuasion\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"languages\":[\"Common\",\"Elvish\",\"Sylvan\"],\"cr\":\"10\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The eladrin's innate spellcasting ability is Charisma (spell save {@dc 16}). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell charm person}\",\"{@spell Tasha's hideous laughter}\"],\"daily\":{\"3e\":[\"{@spell confusion}\",\"{@spell enthrall}\",\"{@spell suggestion}\"],\"1e\":[\"{@spell hallucinatory terrain}\",\"{@spell Otto's irresistible dance}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Fey Step {@recharge 4}\",\"entries\":[\"As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see.\"]},{\"name\":\"Joyful Presence\",\"entries\":[\"Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a {@dc 16} Wisdom saving throw. On a failed save, the creature is {@condition charmed} for 1 minute. On a successful save, the creature becomes immune to any eladrin's Joyful Presence for 24 hours.\",\"Whenever the eladrin deals damage to the {@condition charmed} creature, it can repeat the saving throw, ending the effect on itself on a success.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The eladrin has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The eladrin makes two weapon attacks. The eladrin can cast one spell in place of one of these attacks.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage plus 4 ({@damage 1d8}) psychic damage, or 7 ({@damage 1d10 + 2}) slashing damage plus 4 ({@damage 1d8}) psychic damage if used with two hands.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 7} to hit, range 150/600 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 4 ({@damage 1d8}) psychic damage.\"]}],\"environment\":[\"forest\",\"grassland\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/spring-eladrin.mp3\"},\"attachedItems\":[\"longbow|phb\",\"longsword|phb\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\",\"S\"],\"damageTags\":[\"P\",\"S\",\"Y\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"conditionInflict\":[\"charmed\"],\"conditionInflictSpell\":[\"charmed\",\"incapacitated\",\"prone\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Star Spawn Grue\",\"source\":\"MTF\",\"page\":234,\"reprintedAs\":[\"Star Spawn Grue|MPMM\"],\"size\":[\"S\"],\"type\":\"aberration\",\"alignment\":[\"L\",\"E\"],\"ac\":[11],\"hp\":{\"average\":17,\"formula\":\"5d6\"},\"speed\":{\"walk\":30},\"str\":6,\"dex\":13,\"con\":10,\"int\":9,\"wis\":11,\"cha\":6,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"psychic\"],\"languages\":[\"Deep Speech\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Aura of Madness\",\"entries\":[\"Creatures within 20 feet of the grue that aren't aberrations have disadvantage on saving throws, as well as on attack rolls against creatures other than a star spawn grue.\"]}],\"action\":[{\"name\":\"Confounding Bite\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}6 ({@damage 2d4 + 1}) piercing damage, and the target must succeed on a {@dc 10} Wisdom saving throw or attack rolls against it have advantage until the start of the grue's next turn.\"]}],\"environment\":[\"mountain\",\"swamp\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/star-spawn-grue.mp3\"},\"senseTags\":[\"D\"],\"languageTags\":[\"DS\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Star Spawn Hulk\",\"source\":\"MTF\",\"page\":234,\"reprintedAs\":[\"Star Spawn Hulk|MPMM\"],\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":136,\"formula\":\"13d10 + 65\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":8,\"con\":21,\"int\":7,\"wis\":12,\"cha\":9,\"save\":{\"dex\":\"+3\",\"wis\":\"+5\"},\"skill\":{\"perception\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Deep Speech\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Psychic Mirror\",\"entries\":[\"If the hulk takes psychic damage, each creature within 10 feet of the hulk takes that damage instead; the hulk takes none of the damage. In addition, the hulk's thoughts and location can't be discerned by magic.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hulk makes two slam attacks. If both attacks hit the same target, the target also takes 9 ({@damage 2d8}) psychic damage and must succeed on a {@dc 17} Constitution saving throw or be {@condition stunned} until the end of the target's next turn.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage.\"]},{\"name\":\"Reaping Arms {@recharge 5}\",\"entries\":[\"The hulk makes a separate slam attack against each creature within 10 feet of it. Each creature that is hit must also succeed on a {@dc 17} Dexterity saving throw or be knocked {@condition prone}.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/star-spawn-hulk.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DS\"],\"damageTags\":[\"B\",\"Y\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\",\"stunned\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Star Spawn Larva Mage\",\"source\":\"MTF\",\"page\":235,\"otherSources\":[{\"source\":\"WDMM\"}],\"reprintedAs\":[\"Star Spawn Larva Mage|MPMM\"],\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":168,\"formula\":\"16d8 + 96\"},\"speed\":{\"walk\":30},\"str\":17,\"dex\":12,\"con\":23,\"int\":18,\"wis\":12,\"cha\":16,\"save\":{\"dex\":\"+6\",\"wis\":\"+6\",\"cha\":\"+8\"},\"skill\":{\"perception\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":16,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"psychic\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"restrained\"],\"languages\":[\"Deep Speech\"],\"cr\":\"16\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The larva mage's innate spellcasting ability is Charisma (spell save {@dc 16}, {@hit 8} to hit with spell attacks). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell eldritch blast}*\",\"{@spell minor illusion}\"],\"daily\":{\"1\":[\"{@spell circle of death}\"],\"3\":[\"{@spell dominate monster}\"]},\"footerEntries\":[\"*3 beams, +3 bonus to each damage roll\"],\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Return to Worms\",\"entries\":[\"When the larva mage is reduced to 0 hit points, it breaks apart into a {@creature swarm of insects} in the same space. Unless the swarm is destroyed, the larva mage reforms from it 24 hours later.\"]}],\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage, and the target must succeed on a {@dc 19} Constitution saving throw or be {@condition poisoned} until the end of its next turn.\"]},{\"name\":\"Plague of Worms {@recharge}\",\"entries\":[\"Each creature other than a star spawn within 10 feet of the larva mage must make a {@dc 19} Dexterity saving throw. On a failure the target takes 22 ({@damage 5d8}) necrotic damage and is {@condition blinded} and {@condition restrained} by masses of swarming worms. The affected creature takes 22 ({@damage 5d8}) necrotic damage at the start of each of the larva mage's turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"reaction\":[{\"name\":\"Feed on Weakness\",\"entries\":[\"When a creature within 20 feet of the larva mage fails a saving throw, the larva mage gains 10 temporary hit points.\"]}],\"legendary\":[{\"name\":\"Cantrip (Costs 2 Actions)\",\"entries\":[\"The larva mage casts one cantrip.\"]},{\"name\":\"Slam (Costs 2 Actions)\",\"entries\":[\"The larva mage makes one slam attack.\"]},{\"name\":\"Feed (Costs 3 Actions)\",\"entries\":[\"Each creature {@condition restrained} by the larva mage's Plague of Worms takes 13 ({@damage 3d8}) necrotic damage, and the larva mage gains 6 temporary hit points.\"]}],\"environment\":[\"mountain\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/star-spawn-larva-mage.mp3\"},\"senseTags\":[\"D\"],\"languageTags\":[\"DS\"],\"damageTags\":[\"B\",\"N\"],\"damageTagsSpell\":[\"N\",\"O\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"poisoned\",\"restrained\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Star Spawn Mangler\",\"source\":\"MTF\",\"page\":236,\"otherSources\":[{\"source\":\"DC\"},{\"source\":\"DIP\"},{\"source\":\"SLW\"}],\"reprintedAs\":[\"Star Spawn Mangler|MPMM\"],\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"ac\":[14],\"hp\":{\"average\":71,\"formula\":\"13d8 + 13\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":8,\"dex\":18,\"con\":12,\"int\":11,\"wis\":12,\"cha\":7,\"save\":{\"dex\":\"+7\",\"con\":\"+4\"},\"skill\":{\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"cold\"],\"immune\":[\"psychic\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"prone\"],\"languages\":[\"Deep Speech\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Ambusher\",\"entries\":[\"On the first round of each combat, the mangler has advantage on attack rolls against a creature that hasn't taken a turn yet.\"]},{\"name\":\"Shadow Stealth\",\"entries\":[\"While in dim light or darkness, the mangler can take the Hide action as a bonus action.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The mangler makes two claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage. If the attack roll has advantage, the target also takes 7 ({@damage 2d6}) psychic damage.\"]},{\"name\":\"Flurry of Claws {@recharge 4}\",\"entries\":[\"The mangler makes six claw attacks against one target. Either before or after these attacks, it can move up to its speed as a bonus action without provoking opportunity attacks.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/star-spawn-mangler.mp3\"},\"traitTags\":[\"Ambusher\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DS\"],\"damageTags\":[\"S\",\"Y\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Star Spawn Seer\",\"source\":\"MTF\",\"page\":236,\"reprintedAs\":[\"Star Spawn Seer|MPMM\"],\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":153,\"formula\":\"18d8 + 72\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":12,\"con\":18,\"int\":22,\"wis\":19,\"cha\":16,\"save\":{\"dex\":\"+6\",\"int\":\"+11\",\"wis\":\"+9\",\"cha\":\"+8\"},\"skill\":{\"perception\":\"+9\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":19,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"psychic\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common\",\"Deep Speech\",\"Undercommon\"],\"cr\":\"13\",\"trait\":[{\"name\":\"Out-of-Phase Movement\",\"entries\":[\"The seer can move through other creatures and objects as if they were {@quickref difficult terrain||3}. Each creature it moves through takes 5 ({@damage 1d10}) psychic damage; no creature can take this damage more than once per turn. The seer takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The seer makes two comet staff attacks or uses Psychic Orb twice.\"]},{\"name\":\"Comet Staff\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d6 + 6}) bludgeoning damage plus 18 ({@damage 4d8}) psychic damage, or 10 ({@damage 1d8 + 6}) bludgeoning damage plus 18 ({@damage 4d8}) psychic damage, if used with two hands, and the target must succeed on a {@dc 19} Constitution saving throw or be {@condition incapacitated} until the end of its next turn.\"]},{\"name\":\"Psychic Orb\",\"entries\":[\"{@atk rs} {@hit 11} to hit, range 120 feet, one target. {@h}27 ({@damage 5d10}) psychic damage.\"]},{\"name\":\"Collapse Distance {@recharge}\",\"entries\":[\"The seer warps space around a creature it can see within 30 feet of it. That creature must make a {@dc 19} Wisdom saving throw. On a failed save, the target, along with any equipment it is wearing or carrying, is magically teleported up to 60 feet to an unoccupied space the seer can see, and all other creatures within 10 feet of the target's original space each takes 39 ({@damage 6d12}) psychic damage. On a successful save, the target takes 19 ({@damage 3d12}) psychic damage.\"]}],\"reaction\":[{\"name\":\"Bend Space\",\"entries\":[\"When the seer would be hit by an attack, it teleports, exchanging positions with another star spawn it can see within 60 feet of it. The other star spawn is hit by the attack instead.\"]}],\"environment\":[\"mountain\",\"swamp\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/star-spawn-seer.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DS\",\"U\"],\"damageTags\":[\"B\",\"O\",\"Y\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"incapacitated\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Steel Predator\",\"source\":\"MTF\",\"page\":239,\"reprintedAs\":[\"Steel Predator|MPMM\"],\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":207,\"formula\":\"18d10 + 108\"},\"speed\":{\"walk\":40},\"str\":24,\"dex\":17,\"con\":22,\"int\":4,\"wis\":14,\"cha\":6,\"skill\":{\"perception\":\"+7\",\"stealth\":\"+8\",\"survival\":\"+7\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 60 ft.\"],\"passive\":17,\"resist\":[\"cold\",\"lightning\",\"necrotic\",\"thunder\"],\"immune\":[\"poison\",\"psychic\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"stunned\"],\"languages\":[\"understands Modron and the language of its owner but can't speak\"],\"cr\":\"16\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The steel predator's innate spellcasting ability is Wisdom. The steel predator can innately cast the following spells, requiring no components:\"],\"daily\":{\"3e\":[\"{@spell dimension door} (self only)\",\"{@spell plane shift} (self only)\"]},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The steel predator has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The steel predator's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The steel predator makes three attacks: one with its bite and two with its claw.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d6 + 7}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d8 + 7}) slashing damage.\"]},{\"name\":\"Stunning Roar {@recharge 5}\",\"entries\":[\"The steel predator emits a roar in a 60-foot cone. Each creature in that area must make a {@dc 19} Constitution saving throw. On a failed save, a creature takes 27 ({@damage 5d10}) thunder damage, drops everything it's holding, and is {@condition stunned} for 1 minute. On a successful save, a creature takes half as much damage. The {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/steel-predator.mp3\"},\"traitTags\":[\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"OTH\"],\"damageTags\":[\"P\",\"S\",\"T\"],\"damageTagsSpell\":[\"O\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"stunned\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Stone Cursed\",\"source\":\"MTF\",\"page\":240,\"reprintedAs\":[\"Stone Cursed|MPMM\"],\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":19,\"formula\":\"3d8 + 4\"},\"speed\":{\"walk\":10},\"str\":16,\"dex\":5,\"con\":14,\"int\":5,\"wis\":8,\"cha\":7,\"passive\":9,\"immune\":[\"poison\"],\"vulnerable\":[\"bludgeoning\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"petrified\",\"poisoned\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Cunning Opportunist\",\"entries\":[\"The stone cursed has advantage on the attack rolls of opportunity attacks.\"]},{\"name\":\"False Appearance\",\"entries\":[\"While the stone cursed remains motionless, it is indistinguishable from a normal statue.\"]}],\"action\":[{\"name\":\"Petrifying Claws\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) slashing damage, or 14 ({@damage 2d10 + 3}) slashing damage if the attack roll had advantage. If the target is a creature, it must succeed on a {@dc 12} Constitution saving throw, or it begins to turn to stone and is {@condition restrained} until the end of its next turn, when it must repeat the saving throw. The effect ends if the second save is successful; otherwise the target is {@condition petrified} for 24 hours.\"]}],\"environment\":[\"desert\",\"mountain\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/stone-cursed.mp3\"},\"traitTags\":[\"False Appearance\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"petrified\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Stone Defender\",\"source\":\"MTF\",\"page\":126,\"reprintedAs\":[\"Clockwork Stone Defender|MPMM\"],\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"7d8 + 21\"},\"speed\":{\"walk\":30},\"str\":19,\"dex\":10,\"con\":17,\"int\":3,\"wis\":10,\"cha\":1,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't adamantine\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands one language of its creator but can't speak\"],\"cr\":\"4\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"While the stone defender remains motionless against an uneven earthen or stone surface, it is indistinguishable from that surface.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The stone defender has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage, and if the target is Large or smaller, it is knocked {@condition prone}.\"]}],\"reaction\":[{\"name\":\"Intercept Attack\",\"entries\":[\"In response to another creature within 5 feet of it being hit by an attack roll, the stone defender gives that creature a +5 bonus to its AC against that attack, potentially causing a miss. To use this ability, the stone defender must be able to see the creature and the attacker.\"]}],\"environment\":[\"forest\",\"grassland\",\"hill\",\"mountain\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/stone-defender.mp3\"},\"traitTags\":[\"False Appearance\",\"Magic Resistance\"],\"senseTags\":[\"D\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Summer Eladrin\",\"source\":\"MTF\",\"page\":196,\"reprintedAs\":[\"Summer Eladrin|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"fey\",\"tags\":[\"elf\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":127,\"formula\":\"17d8 + 51\"},\"speed\":{\"walk\":50},\"str\":19,\"dex\":21,\"con\":16,\"int\":14,\"wis\":12,\"cha\":18,\"skill\":{\"athletics\":\"+8\",\"intimidation\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"languages\":[\"Common\",\"Elvish\",\"Sylvan\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Fearsome Presence\",\"entries\":[\"Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a {@dc 16} Wisdom saving throw. On a failed save, the creature becomes {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to any eladrin's Fearsome Presence for the next 24 hours.\"]},{\"name\":\"Fey Step {@recharge 4}\",\"entries\":[\"As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The eladrin has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The eladrin makes two weapon attacks.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage plus 4 ({@damage 1d8}) fire damage, or 15 ({@damage 2d10 + 4}) slashing damage plus 4 ({@damage 1d8}) fire damage if used with two hands.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 9} to hit, range 150/600 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage plus 4 ({@damage 1d8}) fire damage.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"The eladrin adds 3 to its AC against one melee attack that would hit it. To do so, the eladrin must see the attacker and be wielding a melee weapon.\"]}],\"environment\":[\"desert\",\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/summer-eladrin.mp3\"},\"attachedItems\":[\"longbow|phb\",\"longsword|phb\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"C\",\"E\",\"S\"],\"damageTags\":[\"F\",\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sword Wraith Commander\",\"source\":\"MTF\",\"page\":241,\"otherSources\":[{\"source\":\"DC\"},{\"source\":\"DIP\"},{\"source\":\"SDW\"}],\"reprintedAs\":[\"Sword Wraith Commander|MPMM\"],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item breastplate|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":127,\"formula\":\"15d8 + 60\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":14,\"con\":18,\"int\":11,\"wis\":12,\"cha\":14,\"skill\":{\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"frightened\",\"poisoned\",\"unconscious\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Martial Fury\",\"entries\":[\"As a bonus action, the sword wraith can make one weapon attack, which deals an extra 9 ({@damage 2d8}) necrotic damage on a hit. If it does so, attack rolls against it have advantage until the start of its next turn.\"]},{\"name\":\"Turning Defiance\",\"entries\":[\"The sword wraith and any other sword wraiths within 30 feet of it have advantage on saving throws against effects that turn undead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The sword wraith makes two weapon attacks.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]},{\"name\":\"Call to Honor (1/Day)\",\"entries\":[\"To use this action, the sword wraith must have taken damage during the current combat. If the sword wraith can use this action, it gives itself advantage on attack rolls until the end of its next turn, and {@dice 1d4 + 1} {@creature sword wraith warrior|mtf|sword wraith warriors} appear in unoccupied spaces within 30 feet of it. The warriors last until they drop to 0 hit points, and they take their turns immediately after the commander's turn on the same initiative count.\"]}],\"environment\":[\"grassland\",\"swamp\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/sword-wraith-commander.mp3\"},\"attachedItems\":[\"longbow|phb\",\"longsword|phb\"],\"traitTags\":[\"Turn Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"N\",\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sword Wraith Warrior\",\"source\":\"MTF\",\"page\":241,\"otherSources\":[{\"source\":\"DC\"},{\"source\":\"DIP\"},{\"source\":\"SDW\"}],\"reprintedAs\":[\"Sword Wraith Warrior|MPMM\"],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item chain shirt|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":45,\"formula\":\"6d8 + 18\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":12,\"con\":17,\"int\":6,\"wis\":9,\"cha\":10,\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"resist\":[\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"frightened\",\"poisoned\",\"unconscious\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Martial Fury\",\"entries\":[\"As a bonus action, the sword wraith can make one weapon attack. If it does so, attack rolls against it have advantage until the start of its next turn.\"]}],\"action\":[{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 3} to hit, range 150/600 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage.\"]}],\"environment\":[\"grassland\",\"swamp\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/sword-wraith-warrior.mp3\"},\"attachedItems\":[\"longbow|phb\",\"longsword|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"The Angry\",\"source\":\"MTF\",\"page\":231,\"reprintedAs\":[\"Angry Sorrowsworn|MPMM\"],\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":255,\"formula\":\"30d8 + 120\"},\"speed\":{\"walk\":30},\"str\":17,\"dex\":10,\"con\":19,\"int\":8,\"wis\":13,\"cha\":6,\"skill\":{\"perception\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":16,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"while in dim light or darkness\",\"cond\":true}],\"languages\":[\"Common\"],\"cr\":\"13\",\"trait\":[{\"name\":\"Two Heads\",\"entries\":[\"The Angry has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, or knocked {@condition unconscious}.\"]},{\"name\":\"Rising Anger\",\"entries\":[\"If another creature deals damage to the Angry, the Angry's attack rolls have advantage until the end of its next turn, and the first time it hits with a hook attack on its next turn, the attack's target takes an extra 19 ({@damage 3d12}) psychic damage.\",\"On its turn, the Angry has disadvantage on attack rolls if no other creature has dealt damage to it since the end of its last turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The Angry makes two hook attacks.\"]},{\"name\":\"Hook\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d12 + 3}) piercing damage.\"]}],\"environment\":[\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/the-angry.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\",\"Y\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"The Hungry\",\"source\":\"MTF\",\"page\":232,\"reprintedAs\":[\"Hungry Sorrowsworn|MPMM\"],\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":225,\"formula\":\"30d8 + 90\"},\"speed\":{\"walk\":30},\"str\":19,\"dex\":10,\"con\":17,\"int\":6,\"wis\":11,\"cha\":6,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"while in dim light or darkness\",\"cond\":true}],\"languages\":[\"Common\"],\"cr\":\"11\",\"trait\":[{\"name\":\"Life Hunger\",\"entries\":[\"If a creature the Hungry can see regains hit points, the Hungry gains two benefits until the end of its next turn: it has advantage on attack rolls, and its bite deals an extra 22 ({@damage 4d10}) necrotic damage on a hit.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The Hungry makes two attacks: one with its bite and one with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage plus 13 ({@damage 3d8}) necrotic damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}18 ({@damage 4d6 + 4}) slashing damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 16}) and is {@condition restrained} until the grapple ends. While grappling a creature, the Hungry can't attack with its claws.\"]}],\"environment\":[\"forest\",\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/the-hungry.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"N\",\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"The Lonely\",\"source\":\"MTF\",\"page\":232,\"reprintedAs\":[\"Lonely Sorrowsworn|MPMM\"],\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":112,\"formula\":\"15d8 + 45\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":12,\"con\":17,\"int\":6,\"wis\":11,\"cha\":6,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"while in dim light or darkness\",\"cond\":true}],\"languages\":[\"Common\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Psychic Leech\",\"entries\":[\"At the start of each of the Lonely's turns, each creature within 5 feet of it must succeed on a {@dc 15} Wisdom saving throw or take 10 ({@damage 3d6}) psychic damage.\"]},{\"name\":\"Thrives on Company\",\"entries\":[\"The Lonely has advantage on attack rolls while it is within 30 feet of at least two other creatures. It otherwise has disadvantage on attack rolls.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The Lonely makes one harpoon arm attack and uses Sorrowful Embrace.\"]},{\"name\":\"Harpoon Arm\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 60 ft., one target. {@h}21 ({@damage 4d8 + 3}) piercing damage, and the target is {@condition grappled} (escape {@dc 15}) if it is a Large or smaller creature.\",\"The Lonely has two harpoon arms and can grapple up to two creatures at once.\"]},{\"name\":\"Sorrowful Embrace\",\"entries\":[\"Each creature {@condition grappled} by the Lonely must make a {@dc 15} Wisdom saving throw. A creature takes 18 ({@damage 4d8}) psychic damage on a failed save, or half as much damage on a successful one. In either case, the Lonely pulls each creature {@condition grappled} by it up to 30 feet straight toward it.\"]}],\"environment\":[\"coastal\",\"desert\",\"mountain\",\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/the-lonely.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\",\"Y\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"The Lost\",\"source\":\"MTF\",\"page\":233,\"reprintedAs\":[\"Lost Sorrowsworn|MPMM\"],\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":78,\"formula\":\"12d8 + 24\"},\"speed\":{\"walk\":30},\"str\":17,\"dex\":12,\"con\":15,\"int\":6,\"wis\":7,\"cha\":5,\"skill\":{\"athletics\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"while in dim light or darkness\",\"cond\":true}],\"languages\":[\"Common\"],\"cr\":\"7\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The Lost makes two arm spike attacks.\"]},{\"name\":\"Arm Spike\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d10 + 3}) piercing damage.\"]},{\"name\":\"Embrace\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}25 ({@damage 4d10 + 3}) piercing damage, and the target is {@condition grappled} (escape {@dc 14}) if it is a Medium or smaller creature. Until the grapple ends, the target is {@condition frightened}, and it takes 27 ({@damage 6d8}) psychic damage at the end of each of its turns. The Lost can embrace only one creature at a time.\"]}],\"reaction\":[{\"name\":\"Tightening Embrace\",\"entries\":[\"If the Lost takes damage while it has a creature {@condition grappled}, that creature takes 18 ({@damage 4d8}) psychic damage.\"]}],\"environment\":[\"arctic\",\"desert\",\"forest\",\"mountain\",\"swamp\",\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/the-lost.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\",\"Y\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\",\"grappled\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"The Wretched\",\"source\":\"MTF\",\"page\":233,\"reprintedAs\":[\"Wretched Sorrowsworn|MPMM\"],\"size\":[\"S\"],\"type\":\"monstrosity\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":10,\"formula\":\"4d6 - 4\"},\"speed\":{\"walk\":40},\"str\":7,\"dex\":12,\"con\":9,\"int\":5,\"wis\":6,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"while in dim light or darkness\",\"cond\":true}],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Wretched Pack Tactics\",\"entries\":[\"The Wretched has advantage on an attack roll against a creature if at least one of the Wretched's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}. The Wretched otherwise has disadvantage on attack rolls.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d10 + 1}) piercing damage, and the Wretched attaches to the target. While attached, the Wretched can't attack, and at the start of each of the Wretched's turns, the target takes 6 ({@damage 1d10 + 1}) necrotic damage.\",\"The attached Wretched moves with the target whenever the target moves, requiring none of the Wretched's movement. The Wretched can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach a Wretched.\"]}],\"environment\":[\"swamp\",\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/the-wretched.mp3\"},\"senseTags\":[\"D\"],\"damageTags\":[\"N\",\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Titivilus\",\"isNamedCreature\":true,\"source\":\"MTF\",\"page\":179,\"reprintedAs\":[\"Titivilus|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":127,\"formula\":\"17d8 + 51\"},\"speed\":{\"walk\":40,\"fly\":60},\"str\":19,\"dex\":22,\"con\":17,\"int\":24,\"wis\":22,\"cha\":26,\"save\":{\"dex\":\"+11\",\"con\":\"+8\",\"wis\":\"+11\",\"cha\":\"+13\"},\"skill\":{\"deception\":\"+13\",\"insight\":\"+11\",\"intimidation\":\"+13\",\"persuasion\":\"+13\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"16\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Titivilus's innate spellcasting ability is Charisma (spell save {@dc 21}). He can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell alter self}\",\"{@spell animate dead}\",\"{@spell bestow curse}\",\"{@spell confusion}\",\"{@spell major image}\",\"{@spell modify memory}\",\"{@spell nondetection}\",\"{@spell sending}\",\"{@spell suggestion}\"],\"daily\":{\"3e\":[\"{@spell greater invisibility} (self only)\",\"{@spell mislead}\"],\"1e\":[\"{@spell feeblemind}\",\"{@spell symbol} (discord or sleep only)\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Titivilus fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Titivilus has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"Titivilus's weapon attacks are magical.\"]},{\"name\":\"Regeneration\",\"entries\":[\"Titivilus regains 10 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn't function at the start of his next turn. Titivilus dies only if he starts his turn with 0 hit points and doesn't regenerate.\"]},{\"name\":\"Ventriloquism\",\"entries\":[\"Whenever Titivilus speaks, he can choose a point within 60 feet; his voice emanates from that point.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Titivilus makes one sword attack and uses his Frightful Word once.\"]},{\"name\":\"Silver Sword\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage plus 16 ({@damage 3d10}) necrotic damage, or 9 ({@damage 1d10 + 4}) slashing damage plus 16 ({@damage 3d10}) necrotic damage if used with two hands. If the target is a creature, its hit point maximum is reduced by an amount equal to half the necrotic damage it takes.\"]},{\"name\":\"Frightful Word\",\"entries\":[\"Titivilus targets one creature he can see within 10 feet of him. The target must succeed on a {@dc 21} Wisdom saving throw or become {@condition frightened} for 1 minute. While {@condition frightened} in this way, the target must take the Dash action and move away from Titivilus by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the Dash action. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Teleport\",\"entries\":[\"Titivilus magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.\"]},{\"name\":\"Twisting Words\",\"entries\":[\"Titivilus targets one creature he can see within 60 feet of him. The target must make a {@dc 21} Charisma saving throw. On a failure the target is {@condition charmed} for 1 minute. The {@condition charmed} target can repeat the saving throw if Titivilus deals any damage to it. A creature that succeeds on the saving throw is immune to Titivilus's Twisting Words for 24 hours.\"]}],\"legendary\":[{\"name\":\"Assault (Costs 2 Actions)\",\"entries\":[\"Titivilus attacks with his silver sword or uses his Frightful Word.\"]},{\"name\":\"Corrupting Guidance\",\"entries\":[\"Titivilus uses Twisting Words. Alternatively, he targets one creature {@condition charmed} by him that is within 60 feet of him; that {@condition charmed} target must make a {@dc 21} Charisma saving throw. On a failure, Titivilus decides how the target acts during its next turn.\"]},{\"name\":\"Teleport\",\"entries\":[\"Titivilus uses his Teleport action.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/titivilus.mp3\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Magic Weapons\",\"Regeneration\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Teleport\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"N\",\"S\"],\"damageTagsSpell\":[\"B\",\"N\",\"P\",\"S\",\"Y\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"HPR\",\"MW\"],\"conditionInflict\":[\"charmed\",\"frightened\"],\"conditionInflictSpell\":[\"blinded\",\"charmed\",\"deafened\",\"frightened\",\"incapacitated\",\"invisible\",\"stunned\",\"unconscious\"],\"savingThrowForced\":[\"charisma\",\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tortle\",\"source\":\"MTF\",\"page\":242,\"otherSources\":[{\"source\":\"TTP\",\"page\":23}],\"reprintedAs\":[\"Tortle|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"tortle\"]},\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":22,\"formula\":\"4d8 + 4\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":10,\"con\":12,\"int\":11,\"wis\":13,\"cha\":12,\"skill\":{\"athletics\":\"+4\",\"survival\":\"+3\"},\"passive\":11,\"languages\":[\"Aquan\",\"Common\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Hold Breath\",\"entries\":[\"The tortle can hold its breath for 1 hour.\"]}],\"action\":[{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage.\"]},{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage, or 6 ({@damage 1d8 + 2}) bludgeoning damage if used with two hands.\"]},{\"name\":\"Light Crossbow\",\"entries\":[\"{@atk rw} {@hit 2} to hit, range 80/320 ft., one target. {@h}4 ({@damage 1d8}) piercing damage.\"]},{\"name\":\"Shell Defense\",\"entries\":[\"The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is {@condition prone}, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge.\"]}],\"environment\":[\"coastal\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/tortle.mp3\"},\"attachedItems\":[\"light crossbow|phb\",\"quarterstaff|phb\"],\"traitTags\":[\"Hold Breath\"],\"languageTags\":[\"AQ\",\"C\"],\"damageTags\":[\"B\",\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tortle Druid\",\"source\":\"MTF\",\"page\":242,\"otherSources\":[{\"source\":\"TTP\",\"page\":23}],\"reprintedAs\":[\"Tortle Druid|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"tortle\"]},\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":10,\"con\":12,\"int\":11,\"wis\":15,\"cha\":12,\"skill\":{\"animal handling\":\"+4\",\"nature\":\"+2\",\"survival\":\"+4\"},\"passive\":12,\"languages\":[\"Aquan\",\"Common\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The tortle is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It has the following druid spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell druidcraft}\",\"{@spell guidance}\",\"{@spell produce flame}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell animal friendship}\",\"{@spell cure wounds}\",\"{@spell speak with animals}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell darkvision}\",\"{@spell hold person}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Hold Breath\",\"entries\":[\"The tortle can hold its breath for 1 hour.\"]}],\"action\":[{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage.\"]},{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage, or 6 ({@damage 1d8 + 2}) bludgeoning damage if used with two hands.\"]},{\"name\":\"Shell Defense\",\"entries\":[\"The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is {@condition prone}, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge.\"]}],\"environment\":[\"coastal\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/tortle-druid.mp3\"},\"attachedItems\":[\"quarterstaff|phb\"],\"traitTags\":[\"Hold Breath\"],\"languageTags\":[\"AQ\",\"C\"],\"damageTags\":[\"B\",\"S\"],\"damageTagsSpell\":[\"F\",\"T\"],\"spellcastingTags\":[\"CD\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"charmed\",\"paralyzed\"],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Vampiric Mist\",\"source\":\"MTF\",\"page\":246,\"otherSources\":[{\"source\":\"TftYP\",\"page\":247}],\"reprintedAs\":[\"Vampiric Mist|MPMM\"],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"ac\":[13],\"hp\":{\"average\":30,\"formula\":\"4d8 + 12\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":6,\"dex\":16,\"con\":16,\"int\":6,\"wis\":12,\"cha\":7,\"save\":{\"wis\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"acid\",\"cold\",\"lightning\",\"necrotic\",\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Life Sense\",\"entries\":[\"The mist can sense the location of any creature within 60 feet of it, unless that creature's type is construct or undead.\"]},{\"name\":\"Forbiddance\",\"entries\":[\"The mist can't enter a residence without an invitation from one of the occupants.\"]},{\"name\":\"Misty Form\",\"entries\":[\"The mist can occupy another creature's space and vice versa. In addition, if air can pass through a space, the mist can pass through it without squeezing. Each foot of movement in water costs it 2 extra feet, rather than 1 extra foot. The mist can't manipulate objects in any way that requires fingers or manual dexterity.\"]},{\"name\":\"Sunlight Hypersensitivity\",\"entries\":[\"The mist takes 10 radiant damage whenever it starts its turn in sunlight. While in sunlight, the mist has disadvantage on attack rolls and ability checks.\"]}],\"action\":[{\"name\":\"Life Drain\",\"entries\":[\"The mist touches one creature in its space. The target must succeed on a {@dc 13} Constitution saving throw (undead and constructs automatically succeed), or it takes 10 ({@damage 2d6 + 3}) necrotic damage, the mist regains 10 hit points, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.\"]}],\"environment\":[\"arctic\",\"coastal\",\"forest\",\"grassland\",\"mountain\",\"swamp\",\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/vampiric-mist.mp3\"},\"altArt\":[{\"name\":\"Vampiric Mist (Alt)\",\"source\":\"TftYP\"}],\"traitTags\":[\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"damageTags\":[\"N\",\"R\"],\"miscTags\":[\"HPR\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Venom Troll\",\"source\":\"MTF\",\"page\":245,\"reprintedAs\":[\"Venom Troll|MPMM\"],\"size\":[\"L\"],\"type\":\"giant\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":94,\"formula\":\"9d10 + 45\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":13,\"con\":20,\"int\":7,\"wis\":9,\"cha\":7,\"skill\":{\"perception\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Giant\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The troll has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Poison Splash\",\"entries\":[\"When the troll takes damage of any type but psychic, each creature within 5 feet of the troll takes 9 ({@damage 2d8}) poison damage.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The troll regains 10 hit points at the start of each of its turns. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The troll makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 4 ({@damage 1d8}) poison damage, and the creature is {@condition poisoned} until the start of the troll's next turn.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage plus 4 ({@damage 1d8}) poison damage.\"]},{\"name\":\"Venom Spray {@recharge}\",\"entries\":[\"The troll slices itself with a claw, releasing a spray of poison in a 15-foot cube. The troll takes 7 ({@damage 2d6}) slashing damage (this damage can't be reduced in any way). Each creature in the area must make a {@dc 16} Constitution saving throw. On a failed save, a creature takes 18 ({@damage 4d8}) poison damage and is {@condition poisoned} for 1 minute. On a successful save, the creature takes half as much damage and isn't {@condition poisoned}. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"forest\",\"swamp\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/venom-troll.mp3\"},\"traitTags\":[\"Keen Senses\",\"Regeneration\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Wastrilith\",\"source\":\"MTF\",\"page\":139,\"reprintedAs\":[\"Wastrilith|MPMM\"],\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":157,\"formula\":\"15d10 + 75\"},\"speed\":{\"walk\":30,\"swim\":80},\"str\":19,\"dex\":18,\"con\":21,\"int\":19,\"wis\":12,\"cha\":14,\"save\":{\"str\":\"+9\",\"con\":\"+10\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":11,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"telepathy 120 ft.\"],\"cr\":\"13\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The wastrilith can breathe air and water.\"]},{\"name\":\"Corrupt Water\",\"entries\":[\"At the start of each of the wastrilith's turns, exposed water within 30 feet of it is befouled. Underwater, this effect lightly obscures the area until a current clears it away. Water in containers remains corrupted until it evaporates.\",\"A creature that consumes this foul water or swims in it must make a {@dc 18} Constitution saving throw. On a successful save, the creature is immune to the foul water for 24 hours. On a failed save, the creature takes 14 ({@damage 4d6}) poison damage and is {@condition poisoned} for 1 minute. At the end of this time, the {@condition poisoned} creature must repeat the saving throw. On a failure, the creature takes 18 ({@damage 4d8}) poison damage and is {@condition poisoned} until it finishes a long rest.\",\"If another demon drinks the foul water as an action, it gains 11 ({@dice 2d10}) temporary hit points.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The wastrilith has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Undertow\",\"entries\":[\"As a bonus action when the wastrilith is underwater, it can cause all water within 60 feet of it to be {@quickref difficult terrain||3} for other creatures until the start of its next turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The wastrilith uses Grasping Spout and makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}30 ({@damage 4d12 + 4}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}18 ({@damage 4d6 + 4}) slashing damage.\"]},{\"name\":\"Grasping Spout\",\"entries\":[\"The wastrilith magically launches a spout of water at one creature it can see within 60 feet of it. The target must make a {@dc 17} Strength saving throw, and it has disadvantage if it's underwater. On a failed save, it takes 22 ({@damage 4d8 + 4}) acid damage and is pulled up to 60 feet toward the wastrilith. On a successful save, it takes half as much damage and isn't pulled.\"]}],\"environment\":[\"coastal\",\"swamp\",\"underdark\",\"underwater\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/wastrilith.mp3\"},\"traitTags\":[\"Amphibious\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"TP\"],\"damageTags\":[\"A\",\"I\",\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Water Elemental Myrmidon\",\"source\":\"MTF\",\"page\":203,\"otherSources\":[{\"source\":\"LR\"},{\"source\":\"PotA\",\"page\":213}],\"reprintedAs\":[\"Water Elemental Myrmidon|MPMM\"],\"size\":[\"M\"],\"type\":\"elemental\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|phb}\"]}],\"hp\":{\"average\":127,\"formula\":\"17d8 + 51\"},\"speed\":{\"walk\":40,\"swim\":40},\"str\":18,\"dex\":14,\"con\":15,\"int\":8,\"wis\":10,\"cha\":10,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"acid\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"paralyzed\",\"petrified\",\"poisoned\",\"prone\"],\"languages\":[\"Aquan\",\"one language of its creator's choice\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Magic Weapons\",\"entries\":[\"The myrmidon's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The myrmidon makes three trident attacks.\"]},{\"name\":\"Trident\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, or 8 ({@damage 1d8 + 4}) piercing damage if used with two hands to make a melee attack.\"]},{\"name\":\"Freezing Strikes {@recharge}\",\"entries\":[\"The myrmidon uses Multiattack. Each attack that hits deals an extra 5 ({@damage 1d10}) cold damage. A target that is hit by one or more of these attacks has its speed reduced by 10 feet until the end of the myrmidon's next turn.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/water-elemental-myrmidon.mp3\"},\"attachedItems\":[\"trident|phb\"],\"traitTags\":[\"Magic Weapons\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AQ\"],\"damageTags\":[\"C\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"White Abishai\",\"source\":\"MTF\",\"page\":163,\"otherSources\":[{\"source\":\"BGDIA\"}],\"reprintedAs\":[\"White Abishai|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":68,\"formula\":\"8d8 + 32\"},\"speed\":{\"walk\":30,\"fly\":40},\"str\":16,\"dex\":11,\"con\":18,\"int\":11,\"wis\":12,\"cha\":13,\"save\":{\"str\":\"+6\",\"con\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":11,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"cold\",\"fire\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Draconic\",\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the abishai's darkvision.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The abishai has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The abishai's weapon attacks are magical.\"]},{\"name\":\"Reckless\",\"entries\":[\"At the start of its turn, the abishai can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The abishai makes two attacks: one with its longsword and one with its claw.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) slashing damage.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 3 ({@damage 1d6}) cold damage.\"]}],\"reaction\":[{\"name\":\"Vicious Reprisal\",\"entries\":[\"In response to taking damage, the abishai makes a bite attack against a random creature within 5 feet of it. If no creature is within reach, the abishai moves up to half its speed toward an enemy it can see, without provoking opportunity attacks.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/white-abishai.mp3\"},\"attachedItems\":[\"longsword|phb\"],\"traitTags\":[\"Devil's Sight\",\"Magic Resistance\",\"Magic Weapons\",\"Reckless\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DR\",\"I\",\"TP\"],\"damageTags\":[\"C\",\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Winter Eladrin\",\"source\":\"MTF\",\"page\":197,\"reprintedAs\":[\"Winter Eladrin|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"fey\",\"tags\":[\"elf\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":127,\"formula\":\"17d8 + 51\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":10,\"con\":16,\"int\":18,\"wis\":17,\"cha\":13,\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"languages\":[\"Common\",\"Elvish\",\"Sylvan\"],\"cr\":\"10\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The eladrin's innate spellcasting ability is Intelligence (spell save {@dc 16}). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell fog cloud}\",\"{@spell gust of wind}\"],\"daily\":{\"1e\":[\"{@spell cone of cold}\",\"{@spell ice storm}\"]},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Fey Step {@recharge 4}\",\"entries\":[\"As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The eladrin has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Sorrowful Presence\",\"entries\":[\"Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a {@dc 13} Wisdom saving throw. On a failed save, the creature is {@condition charmed} for 1 minute. While {@condition charmed} in this way, the creature has disadvantage on ability checks and saving throws. The {@condition charmed} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to any eladrin's Sorrowful Presence for the next 24 hours.\",\"Whenever the eladrin deals damage to the {@condition charmed} creature, it can repeat the saving throw, ending the effect on itself on a success.\"]}],\"action\":[{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d8}) slashing damage, or 5 ({@damage 1d10}) slashing damage if used with two hands.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}4 ({@damage 1d8}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Frigid Rebuke\",\"entries\":[\"When the eladrin takes damage from a creature the eladrin can see within 60 feet of it, the eladrin can force that creature to succeed on a {@dc 16} Constitution saving throw or take 11 ({@damage 2d10}) cold damage.\"]}],\"environment\":[\"arctic\",\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/winter-eladrin.mp3\"},\"attachedItems\":[\"longbow|phb\",\"longsword|phb\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"E\",\"S\"],\"damageTags\":[\"C\",\"P\",\"S\"],\"damageTagsSpell\":[\"B\",\"C\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"conditionInflict\":[\"charmed\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Yagnoloth\",\"source\":\"MTF\",\"page\":252,\"reprintedAs\":[\"Yagnoloth|MPMM\"],\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"yugoloth\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":147,\"formula\":\"14d10 + 70\"},\"speed\":{\"walk\":40},\"str\":19,\"dex\":14,\"con\":21,\"int\":16,\"wis\":15,\"cha\":18,\"save\":{\"dex\":\"+6\",\"int\":\"+7\",\"wis\":\"+6\",\"cha\":\"+8\"},\"skill\":{\"deception\":\"+8\",\"insight\":\"+6\",\"perception\":\"+6\",\"persuasion\":\"+8\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 60 ft.\"],\"passive\":16,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"acid\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Infernal\",\"telepathy 60 ft.\"],\"cr\":\"11\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The yagnoloth's innate spellcasting ability is Charisma (spell save {@dc 16}). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell darkness}\",\"{@spell detect magic}\",\"{@spell dispel magic}\",\"{@spell invisibility} (self only)\",\"{@spell suggestion}\"],\"daily\":{\"3\":[\"{@spell lightning bolt}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The yagnoloth has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The yagnoloth's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The yagnoloth makes one massive arm attack and one electrified touch attack, or it makes one massive arm attack and teleports before or after the attack.\"]},{\"name\":\"Electrified Touch\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}27 ({@damage 6d8}) lightning damage.\"]},{\"name\":\"Massive Arm\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 15 ft., one target. {@h}23 ({@damage 3d12 + 4}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 16} Constitution saving throw or is {@condition stunned} until the end of the yagnoloth's next turn.\"]},{\"name\":\"Life Leech\",\"entries\":[\"The yagnoloth touches one {@condition incapacitated} creature within 15 feet of it. The target takes 36 ({@damage 7d8 + 4}) necrotic damage, and the yagnoloth gains temporary hit points equal to half the damage dealt. The target must succeed on a {@dc 16} Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest, and the target dies if its hit point maximum is reduced to 0.\"]},{\"name\":\"Battlefield Cunning {@recharge 4}\",\"entries\":[\"Up to two allied yugoloths within 60 feet of the yagnoloth that can hear it can use their reactions to make one melee attack each.\"]},{\"name\":\"Teleport\",\"entries\":[\"The yagnoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/yagnoloth.mp3\"},\"traitTags\":[\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Multiattack\",\"Teleport\"],\"languageTags\":[\"AB\",\"I\",\"TP\"],\"damageTags\":[\"B\",\"L\",\"N\"],\"damageTagsSpell\":[\"L\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"HPR\",\"MW\",\"RCH\"],\"conditionInflict\":[\"stunned\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Yeenoghu\",\"isNamedCreature\":true,\"source\":\"MTF\",\"page\":155,\"otherSources\":[{\"source\":\"OotA\",\"page\":247},{\"source\":\"BGDIA\"}],\"reprintedAs\":[\"Yeenoghu|MPMM\"],\"size\":[\"H\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":333,\"formula\":\"23d12 + 184\"},\"speed\":{\"walk\":50},\"str\":29,\"dex\":16,\"con\":26,\"int\":15,\"wis\":24,\"cha\":15,\"save\":{\"dex\":\"+10\",\"con\":\"+15\",\"wis\":\"+14\"},\"skill\":{\"intimidation\":\"+9\",\"perception\":\"+14\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":24,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"that is nonmagical\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"24\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Yeenoghu's spellcasting ability is Charisma (spell save {@dc 17}, {@hit 9} to hit with spell attacks). He can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell detect magic}\"],\"daily\":{\"1\":[\"{@spell teleport}\"],\"3e\":[\"{@spell dispel magic}\",\"{@spell fear}\",\"{@spell invisibility}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Yeenoghu fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Yeenoghu has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"Yeenoghu's weapon attacks are magical.\"]},{\"name\":\"Rampage\",\"entries\":[\"When Yeenoghu reduces a creature to 0 hit points with a melee attack on his turn, Yeenoghu can take a bonus action to move up to half his speed and make a bite attack.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Yeenoghu makes three flail attacks. If an attack hits, he can cause it to create an additional effect of his choice or at random (each effect can be used only once per Multiattack):\",\"1. The attack deals an extra 13 ({@damage 2d12}) bludgeoning damage.\",\"2. The target must succeed on a {@dc 17} Constitution saving throw or be {@condition paralyzed} until the start of Yeenoghu's next turn.\",\"3. The target must succeed on a {@dc 17} Wisdom saving throw or be affected by the {@spell confusion} spell until the start of Yeenoghu's next turn.\"]},{\"name\":\"Flail\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}15 ({@damage 1d12 + 9}) bludgeoning damage.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}14 ({@damage 1d10 + 9}) piercing damage.\"]}],\"legendary\":[{\"name\":\"Charge\",\"entries\":[\"Yeenoghu moves up to his speed.\"]},{\"name\":\"Swat Away\",\"entries\":[\"Yeenoghu makes a flail attack. If the attack hits, the target must succeed on a {@dc 24} Strength saving throw or be pushed 15 feet in a straight line away from Yeenoghu. If the saving throw fails by 5 or more, the target falls {@condition prone}.\"]},{\"name\":\"Savage (Costs 2 Actions)\",\"entries\":[\"Yeenoghu makes a bite attack against each creature within 10 feet of him.\"]}],\"legendaryGroup\":{\"name\":\"Yeenoghu\",\"source\":\"MTF\"},\"attachedItems\":[\"flail|phb\"],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Magic Weapons\",\"Rampage\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"B\",\"P\"],\"damageTagsLegendary\":[\"P\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"paralyzed\",\"prone\"],\"conditionInflictLegendary\":[\"restrained\"],\"conditionInflictSpell\":[\"frightened\",\"invisible\"],\"savingThrowForced\":[\"constitution\",\"strength\",\"wisdom\"],\"savingThrowForcedLegendary\":[\"dexterity\",\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Young Kruthik\",\"source\":\"MTF\",\"page\":211,\"reprintedAs\":[\"Young Kruthik|MPMM\"],\"size\":[\"S\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":9,\"formula\":\"2d6 + 2\"},\"speed\":{\"walk\":30,\"burrow\":10,\"climb\":30},\"str\":13,\"dex\":16,\"con\":13,\"int\":4,\"wis\":10,\"cha\":6,\"senses\":[\"darkvision 30 ft.\",\"tremorsense 60 ft.\"],\"passive\":10,\"languages\":[\"Kruthik\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The kruthik has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]},{\"name\":\"Tunneler\",\"entries\":[\"The kruthik can burrow through solid rock at half its burrowing speed and leaves a 2½-foot-diameter tunnel in its wake.\"]}],\"action\":[{\"name\":\"Stab\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage.\"]}],\"environment\":[\"desert\",\"mountain\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/young-kruthik.mp3\"},\"traitTags\":[\"Keen Senses\",\"Pack Tactics\",\"Tunneler\"],\"senseTags\":[\"D\",\"T\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Zaratan\",\"source\":\"MTF\",\"page\":201,\"reprintedAs\":[\"Zaratan|MPMM\"],\"size\":[\"G\"],\"type\":\"elemental\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":21,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":307,\"formula\":\"15d20 + 150\"},\"speed\":{\"walk\":40,\"swim\":40},\"str\":30,\"dex\":10,\"con\":30,\"int\":2,\"wis\":21,\"cha\":18,\"save\":{\"wis\":\"+12\",\"cha\":\"+11\"},\"senses\":[\"darkvision 60 ft.\",\"tremorsense 60 ft.\"],\"passive\":15,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"vulnerable\":[\"thunder\"],\"conditionImmune\":[\"exhaustion\",\"paralyzed\",\"petrified\",\"poisoned\",\"stunned\"],\"cr\":\"22\",\"trait\":[{\"name\":\"Earth-Shaking Movement\",\"entries\":[\"As a bonus action after moving at least 10 feet on the ground, the zaratan can send a shock wave through the ground in a 120-foot-radius circle centered on itself. That area becomes {@quickref difficult terrain||3} for 1 minute. Each creature on the ground that is {@status concentration||concentrating} must succeed on a {@dc 25} Constitution saving throw or the creature's {@status concentration} is broken.\",\"The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure's height must make a {@dc 25} Dexterity saving throw. On a failed save, the creature takes 17 ({@damage 5d6}) bludgeoning damage, is knocked {@condition prone}, and is trapped in the rubble. A trapped creature is {@condition restrained}, requiring a successful {@dc 20} Strength ({@skill Athletics}) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn't fall {@condition prone} or become trapped.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the zaratan fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The zaratan's weapon attacks are magical.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The elemental deals double damage to objects and structures (included in Earth-Shaking Movement).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The zaratan makes two attacks: one with its bite and one with its stomp.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 20 ft., one target. {@h}28 ({@damage 4d8 + 10}) piercing damage.\"]},{\"name\":\"Stomp\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 20 ft., one target. {@h}26 ({@damage 3d10 + 10}) bludgeoning damage.\"]},{\"name\":\"Spit Rock\",\"entries\":[\"{@atk rw} {@hit 17} to hit, range 120/240 ft., one target. {@h}31 ({@damage 6d8 + 10}) bludgeoning damage.\"]},{\"name\":\"Spew Debris {@recharge 5}\",\"entries\":[\"The zaratan exhales rocky debris in a 90-foot cube. Each creature in that area must make a {@dc 25} Dexterity saving throw. A creature takes 33 ({@damage 6d10}) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save by 5 or more is knocked {@condition prone}.\"]}],\"legendary\":[{\"name\":\"Stomp\",\"entries\":[\"The zaratan makes one stomp attack.\"]},{\"name\":\"Move\",\"entries\":[\"The zaratan moves up to its speed.\"]},{\"name\":\"Spit (Costs 2 Actions)\",\"entries\":[\"The zaratan uses Spit Rock.\"]},{\"name\":\"Retract (Costs 2 Actions)\",\"entries\":[\"The zaratan retracts into its shell. Until it takes its Emerge action, it has resistance to all damage, and it is {@condition restrained}. The next time it takes a legendary action, it must take its Revitalize or Emerge action.\"]},{\"name\":\"Revitalize (Costs 2 Actions)\",\"entries\":[\"The zaratan can use this option only if it is retracted in its shell. It regains 52 ({@dice 5d20}) hit points. The next time it takes a legendary action, it must take its Emerge action.\"]},{\"name\":\"Emerge (Costs 2 Actions)\",\"entries\":[\"The zaratan emerges from its shell and uses Spit Rock. It can use this option only if it is retracted in its shell.\"]}],\"environment\":[\"desert\",\"forest\",\"grassland\",\"hill\",\"mountain\",\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/zaratan.mp3\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Weapons\",\"Siege Monster\"],\"senseTags\":[\"D\",\"T\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"P\",\"T\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"prone\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Zariel\",\"isNamedCreature\":true,\"source\":\"MTF\",\"page\":180,\"reprintedAs\":[\"Zariel|MPMM\"],\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":21,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":580,\"formula\":\"40d10 + 360\"},\"speed\":{\"walk\":50,\"fly\":150},\"str\":27,\"dex\":24,\"con\":28,\"int\":26,\"wis\":27,\"cha\":30,\"save\":{\"int\":\"+16\",\"wis\":\"+16\",\"cha\":\"+18\"},\"skill\":{\"intimidation\":\"+18\",\"perception\":\"+16\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":26,\"resist\":[\"cold\",\"fire\",\"radiant\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"26\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Zariel's innate spellcasting ability is Charisma (spell save {@dc 26}). She can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell alter self} (can become Medium when changing her appearance)\",\"{@spell detect evil and good}\",\"{@spell fireball}\",\"{@spell invisibility} (self only)\",\"{@spell wall of fire}\"],\"daily\":{\"3e\":[\"{@spell blade barrier}\",\"{@spell dispel evil and good}\",\"{@spell finger of death}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede Zariel's darkvision.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"Zariel's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 36 ({@damage 8d8}) fire damage (included in the weapon attacks below).\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Zariel fails a saving throw, she can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Zariel has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Regeneration\",\"entries\":[\"Zariel regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn't function at the start of her next turn. Zariel dies only if she starts her turn with 0 hit points and doesn't regenerate.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Zariel attacks twice with her longsword or with her javelins. She can substitute Horrid Touch for one of these attacks.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d8 + 8}) slashing damage plus 36 ({@damage 8d8}) fire damage, or 19 ({@damage 2d10 + 8}) slashing damage plus 36 ({@damage 8d8}) fire damage if used with two hands.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 16} to hit, reach 10 ft. or range 30/120 ft., one target. {@h}15 ({@damage 2d6 + 8}) piercing damage plus 36 ({@damage 8d8}) fire damage.\"]},{\"name\":\"Horrid Touch {@recharge 5}\",\"entries\":[\"Zariel touches one creature within 10 feet of her. The target must succeed on a DC 26 Constitution saving throw or take 44 ({@damage 8d10}) necrotic damage and be {@condition poisoned} for 1 minute. While {@condition poisoned} in this way, the target is also {@condition blinded} and {@condition deafened}. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Teleport\",\"entries\":[\"Zariel magically teleports, along with any equipment she is wearing and carrying, up to 120 feet to an unoccupied space she can see.\"]}],\"legendary\":[{\"name\":\"Immolating Gaze (Costs 2 Actions)\",\"entries\":[\"Zariel turns her magical gaze toward one creature she can see within 120 feet of her and commands it to combust. The target must succeed on a {@dc 26} Wisdom saving throw or take 22 ({@damage 4d10}) fire damage.\"]},{\"name\":\"Teleport\",\"entries\":[\"Zariel uses her Teleport action.\"]}],\"legendaryGroup\":{\"name\":\"Zariel\",\"source\":\"MTF\"},\"attachedItems\":[\"javelin|phb\",\"longsword|phb\"],\"traitTags\":[\"Devil's Sight\",\"Legendary Resistances\",\"Magic Resistance\",\"Magic Weapons\",\"Regeneration\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Teleport\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"F\",\"N\",\"P\",\"S\"],\"damageTagsLegendary\":[\"F\"],\"damageTagsSpell\":[\"B\",\"F\",\"N\",\"P\",\"S\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RW\",\"THW\"],\"conditionInflict\":[\"blinded\",\"deafened\",\"poisoned\"],\"conditionInflictLegendary\":[\"frightened\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedLegendary\":[\"dexterity\",\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Zuggtmoy\",\"isNamedCreature\":true,\"source\":\"MTF\",\"page\":157,\"otherSources\":[{\"source\":\"OotA\",\"page\":249}],\"reprintedAs\":[\"Zuggtmoy|MPMM\"],\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":304,\"formula\":\"32d10 + 128\"},\"speed\":{\"walk\":30},\"str\":22,\"dex\":15,\"con\":18,\"int\":20,\"wis\":19,\"cha\":24,\"save\":{\"dex\":\"+9\",\"con\":\"+11\",\"wis\":\"+11\"},\"skill\":{\"perception\":\"+11\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":21,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"that is nonmagical\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"23\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Zuggtmoy's spellcasting ability is Charisma (spell save {@dc 22}). She can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell detect magic}\",\"{@spell locate animals or plants}\",\"{@spell ray of sickness}\"],\"daily\":{\"3e\":[\"{@spell dispel magic}\",\"{@spell ensnaring strike}\",\"{@spell entangle}\",\"{@spell plant growth}\"],\"1e\":[\"{@spell etherealness}\",\"{@spell teleport}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Zuggtmoy fails a saving throw, she can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Zuggtmoy has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"Zuggtmoy's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Zuggtmoy makes three pseudopod attacks.\"]},{\"name\":\"Pseudopod\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d8 + 6}) bludgeoning damage plus 9 ({@damage 2d8}) poison damage.\"]},{\"name\":\"Infestation Spores (3/Day)\",\"entries\":[\"Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a {@dc 19} Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of madness (determined by rolling on the Madness of Zuggtmoy table) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the \\\"Myconids\\\" entry in the Monster Manual).\"]},{\"name\":\"Mind Control Spores {@recharge 5}\",\"entries\":[\"Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Humanoids and beasts in the cloud when it appears, or that enter it later, must make a {@dc 19} Wisdom saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the influence of Zuggtmoy for 24 hours. While infected in this way, the creature is {@condition charmed} by her and can't be reinfected by these spores.\"]}],\"reaction\":[{\"name\":\"Protective Thrall\",\"entries\":[\"When Zuggtmoy is hit by an attack, one creature within 5 feet of Zuggtmoy that is {@condition charmed} by her must use its reaction to be hit by the attack instead.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"Zuggtmoy makes one pseudopod attack.\"]},{\"name\":\"Exert Will\",\"entries\":[\"One creature {@condition charmed} by Zuggtmoy that she can see must use its reaction to move up to its speed as she directs or to make a weapon attack against a target that she designates.\"]}],\"legendaryGroup\":{\"name\":\"Zuggtmoy\",\"source\":\"MTF\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"B\",\"I\"],\"damageTagsSpell\":[\"I\",\"O\",\"P\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"AOE\",\"DIS\",\"MW\",\"RCH\"],\"conditionInflict\":[\"charmed\"],\"conditionInflictSpell\":[\"poisoned\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"savingThrowForcedLegendary\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-nrh-ass.json`] = JSON.parse("{\"_meta\":{\"otherSources\":{\"monster\":{\"NRH-TCMC\":\"NRH-ASS\"}}},\"monster\":[{\"name\":\"Goon\",\"source\":\"NRH-ASS\",\"page\":7,\"otherSources\":[{\"source\":\"NRH-AT\",\"page\":11}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":12,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":9,\"formula\":\"2d8\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":12,\"con\":10,\"int\":10,\"wis\":11,\"cha\":10,\"passive\":10,\"languages\":[\"Common\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Goon Grit\",\"entries\":[\"The goon has advantage on saving throws against being {@condition charmed}, intimidated, or persuaded.\"]}],\"action\":[{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) slashing damage\"]}],\"attachedItems\":[\"scimitar|phb\"],\"languageTags\":[\"C\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true}]}"); JSON_DATA[`data/bestiary/bestiary-nrh-at.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\"]},\"otherSources\":{\"monster\":{\"NRH-TCMC\":\"NRH-AT\",\"NRH-ASS\":\"NRH-AT\"}}},\"monster\":[{\"name\":\"Emo\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"NRH-AT\",\"page\":9,\"_copy\":{\"name\":\"Beholder\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the beholder\",\"with\":\"Emo\",\"flags\":\"i\"},\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Eye Rays\",\"items\":{\"name\":\"Eye Rays\",\"entries\":[\"Emo shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"1. Happiness Ray\",\"entries\":[\"The targeted creature must succeed on a {@dc 14} Wisdom saving throw or fall {@condition prone} with laughter, becoming {@condition incapacitated} and unable to stand up for 1 minute or until Emo harms the creature. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"],\"type\":\"item\"},{\"name\":\"2. Sadness Ray\",\"entries\":[\"The targeted creature must succeed on a {@dc 15} Intelligence saving throw. On a failed save, the target is overcome by sorrow and takes {@damage 3d6} psychic damage, and it can't take a reaction until the end of its next turn. On its next turn, it can use either an action or a bonus action, not both. On a successful save, the target takes half as much damage and suffers none of the other effects.\"],\"type\":\"item\"},{\"name\":\"3. Anger Ray\",\"entries\":[\"The targeted creature must succeed on a {@dc 14} Wisdom saving throw or be compelled to duel with Emo for 1 minute. The target has disadvantage on attack rolls against creatures other than Emo and must make a Wisdom saving throw each time it attempts to move more than 30 feet away from Emo.\"],\"type\":\"item\"},{\"name\":\"4. Anxiety Ray\",\"entries\":[\"The targeted creature must succeed on a {@dc 15} Intelligence saving throw or lose the ability to distinguish friend from foe, regarding all creatures it can see as enemies for 1 minute. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.\",\"Whenever the affected creature targets another creature with an attack, spell, or other ability, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.\"],\"type\":\"item\"},{\"name\":\"5. Fear Ray\",\"entries\":[\"The targeted creature must succeed on a {@dc 14} Wisdom saving throw or be {@condition frightened} for 1 minute.\",\"The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"],\"type\":\"item\"},{\"name\":\"6. Desolation Ray\",\"entries\":[\"The targeted creature must succeed on a {@dc 14} Intelligence saving throw. On a successful save, the target takes {@damage 5d10} psychic damage, and the spell ends. On a failed save, the target takes {@damage 5d10} psychic damage and perceives itself to be confined within an illusory stone cell for 1 minute. The target can't see or hear anything beyond the cell and is {@condition restrained}.\"],\"type\":\"item\"},{\"name\":\"7. Jealousy Ray\",\"entries\":[\"The targeted creature must succeed on a {@dc 14} Wisdom saving throw or become {@condition charmed} for 1 minute. While the target is {@condition charmed} in this way, it must use its action before moving on each of its turns to make a melee attack against a creature that Emo chooses. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"],\"type\":\"item\"},{\"name\":\"8. Disgusting Ray\",\"entries\":[\"The targeted creature must succeed on a {@dc 15} Constitution saving throw against poison. On a failed save, the target is enveloped in sphere of yellow, nauseating gas and spends its action on its next turn retching and reeling.\"],\"type\":\"item\"},{\"name\":\"9. Surprise Ray\",\"entries\":[\"The targeted creature must succeed on a\",\"{@dc 15} Dexterity saving throw or be {@condition blinded} by a spray of color until the end of its next turn.\"],\"type\":\"item\"},{\"name\":\"10. Trust Ray\",\"entries\":[\"The targeted creature must succeed on a\",\"{@dc 16} Wisdom saving throw or be {@condition charmed} by Emo for 1 hour or until Emo harms the creature.\"],\"type\":\"item\"}]}]}}]}},\"hasToken\":true},{\"name\":\"Maude\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"NRH-AT\",\"page\":12,\"_copy\":{\"name\":\"Bugbear Chief\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the bugbear\",\"with\":\"Maude\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Mr. Greystone\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"NRH-AT\",\"page\":13,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":112,\"formula\":\"15d8 + 45\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":15,\"con\":16,\"int\":10,\"wis\":12,\"cha\":15,\"save\":{\"str\":\"+7\",\"dex\":\"+5\",\"con\":\"+6\"},\"skill\":{\"athletics\":\"+10\",\"intimidation\":\"+5\"},\"passive\":11,\"languages\":[\"Common\",\"Goblin\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Brave\",\"entries\":[\"Mr. Greystone has advantage on saving throws against being {@condition frightened}.\"]},{\"name\":\"Brute\",\"entries\":[\"A melee weapon deals one extra die of its damage when Mr. Greystone hits with it (included in the attack).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Mr. Greystone makes two melee attacks or two ranged attacks.\"]},{\"name\":\"Club\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage.\"]},{\"name\":\"Hand Crossbow\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]}],\"attachedItems\":[\"club|phb\",\"hand crossbow|phb\"],\"traitTags\":[\"Brute\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GO\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true}]}"); JSON_DATA[`data/bestiary/bestiary-nrh-avitw.json`] = JSON.parse("{\"_meta\":{\"otherSources\":{\"monster\":{\"NRH-TCMC\":\"NRH-AVitW\"}}},\"monster\":[{\"name\":\"Chimeric Fox\",\"source\":\"NRH-AVitW\",\"page\":8,\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[13],\"hp\":{\"average\":2,\"formula\":\"1d4\"},\"speed\":{\"walk\":30,\"burrow\":5},\"str\":2,\"dex\":16,\"con\":11,\"int\":3,\"wis\":12,\"cha\":6,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"cr\":\"0\",\"trait\":[{\"name\":\"Chimeric Creation\",\"entries\":[\"The fox has fur that changes color to match its surroundings, giving it advantage on Dexterity ({@skill Stealth}) checks.\"]},{\"name\":\"Keen Hearing\",\"entries\":[\"The fox has advantage on Wisdom ({@skill Perception}) checks that rely on hearing.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}1 piercing damage.\"]}],\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Scarlet Sentinel\",\"source\":\"NRH-AVitW\",\"page\":10,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[8],\"hp\":{\"average\":39,\"formula\":\"6d8 + 12\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":6,\"con\":14,\"int\":1,\"wis\":6,\"cha\":1,\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Immutable Form\",\"entries\":[\"The Scarlet Sentinel is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The Scarlet Sentinel has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The Scarlet Sentinel's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d8 + 2}) bludgeoning damage.\"]}],\"traitTags\":[\"Immutable Form\",\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"D\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true}]}"); JSON_DATA[`data/bestiary/bestiary-nrh-awol.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\"]},\"otherSources\":{\"monster\":{\"NRH-TCMC\":\"NRH-AWoL\"}}},\"monster\":[{\"name\":\"Szikzith\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"NRH-AWoL\",\"page\":6,\"_copy\":{\"name\":\"Giant Wolf Spider\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the spider\",\"with\":\"Szikzith\",\"flags\":\"i\"}}},\"int\":8,\"hasToken\":true}]}"); JSON_DATA[`data/bestiary/bestiary-nrh-coi.json`] = JSON.parse("{\"_meta\":{\"otherSources\":{\"monster\":{\"NRH-TCMC\":\"NRH-CoI\"}}},\"monster\":[{\"name\":\"Clown\",\"source\":\"NRH-CoI\",\"page\":7,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":13,\"from\":[\"puffy shirt\"]}],\"hp\":{\"average\":11,\"formula\":\"2d8 + 2\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":12,\"con\":12,\"int\":10,\"wis\":11,\"cha\":10,\"skill\":{\"perception\":\"+2\"},\"passive\":12,\"languages\":[\"Common\"],\"cr\":\"1/8\",\"action\":[{\"name\":\"Colorful Club\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) bludgeoning damage.\"]}],\"languageTags\":[\"C\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true},{\"name\":\"Imelda\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"NRH-CoI\",\"page\":11,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item hide armor|PHB}\"]}],\"hp\":{\"average\":49,\"formula\":\"9d8 + 9\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":12,\"con\":12,\"int\":10,\"wis\":11,\"cha\":10,\"skill\":{\"athletics\":\"+6\"},\"passive\":10,\"languages\":[\"Common\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Reckless\",\"entries\":[\"At the start of her turn, Imelda can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against her have advantage until the start of her next turn.\"]}],\"action\":[{\"name\":\"Fist\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) bludgeoning damage.\"]}],\"traitTags\":[\"Reckless\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Magnifico\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"NRH-CoI\",\"page\":9,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[12],\"hp\":{\"average\":27,\"formula\":\"6d8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":15,\"con\":10,\"int\":12,\"wis\":14,\"cha\":16,\"skill\":{\"deception\":\"+5\",\"insight\":\"+4\",\"investigation\":\"+3\",\"perception\":\"+6\",\"persuasion\":\"+5\",\"sleight of hand\":\"+6\",\"stealth\":\"+4\"},\"passive\":16,\"languages\":[\"Common\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Cunning Action\",\"entries\":[\"On each of his turns, Magnifico can use a bonus action to take the Dash, Disengage, or Hide action.\"]}],\"action\":[{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Hand Crossbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]}],\"attachedItems\":[\"hand crossbow|phb\",\"shortsword|phb\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true}]}"); JSON_DATA[`data/bestiary/bestiary-nrh-tcmc.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\"]}},\"monster\":[{\"name\":\"Mr. Honeycutt\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"NRH-TCMC\",\"page\":10,\"otherSources\":[{\"source\":\"NRH-AVitW\",\"page\":9},{\"source\":\"NRH-ASS\",\"page\":9},{\"source\":\"NRH-CoI\",\"page\":10},{\"source\":\"NRH-TLT\",\"page\":9},{\"source\":\"NRH-AWoL\",\"page\":7},{\"source\":\"NRH-AT\",\"page\":12}],\"_copy\":{\"name\":\"Wererat\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the wererat\",\"with\":\"Mr. Honeycutt\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Slurmy\",\"isNamedCreature\":true,\"source\":\"NRH-TCMC\",\"page\":10,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"goblinoid\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":11,\"formula\":\"2d8 + 2\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":14,\"con\":12,\"int\":8,\"wis\":14,\"cha\":8,\"skill\":{\"perception\":\"+4\"},\"passive\":12,\"languages\":[\"Common\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Nimble Escape\",\"entries\":[\"Slurmy can take the Disengage or Hide action as a bonus action on each of their turns.\"]}],\"action\":[{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage.\"]}],\"languageTags\":[\"C\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true}]}"); JSON_DATA[`data/bestiary/bestiary-nrh-tlt.json`] = JSON.parse("{\"_meta\":{\"otherSources\":{\"monster\":{\"NRH-TCMC\":\"NRH-TLT\"}}},\"monster\":[]}"); JSON_DATA[`data/bestiary/bestiary-oota.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\",\"MTF\"]},\"internalCopies\":[\"monster\"],\"otherSources\":{\"monster\":{\"MTF\":\"OotA\"}}},\"monster\":[{\"name\":\"Aljanor Keenblade\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":149,\"_copy\":{\"name\":\"Knight\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the knight\",\"with\":\"Aljanor\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"ac\":[10],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Amarith Coppervein\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":142,\"_copy\":{\"name\":\"Veteran\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Mountain Dwarf\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the veteran\",\"with\":\"Amarith\",\"flags\":\"i\"},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Longsword\",\"items\":{\"name\":\"Warhammer\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage, or 8 ({@damage 1d10 + 3}) bludgeoning damage if used with two hands.\"]}}}},\"alignment\":[\"N\",\"G\"],\"damageTags\":[\"B\",\"P\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Animated Drow Statue\",\"source\":\"OotA\",\"page\":96,\"_copy\":{\"name\":\"Animated Armor\",\"source\":\"MM\",\"_mod\":{\"*\":[{\"mode\":\"replaceTxt\",\"replace\":\"suit of armor\",\"with\":\"statue\"},{\"mode\":\"replaceTxt\",\"replace\":\"armor\",\"with\":\"statue\"}]}},\"type\":\"elemental\",\"hasToken\":true},{\"name\":\"Asha Vandree\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":9,\"_copy\":{\"name\":\"Priest\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Drow\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the priest\",\"with\":\"Asha\",\"flags\":\"i\"}}},\"traitTags\":[\"Fey Ancestry\",\"Sunlight Sensitivity\"],\"spellcastingTags\":[\"CC\",\"I\"],\"hasToken\":true},{\"name\":\"Awakened Zurkhwood\",\"source\":\"OotA\",\"page\":230,\"size\":[\"H\"],\"type\":\"plant\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":59,\"formula\":\"7d12 + 14\"},\"speed\":{\"walk\":20},\"str\":19,\"dex\":6,\"con\":15,\"int\":10,\"wis\":10,\"cha\":7,\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"resist\":[\"bludgeoning\",\"piercing\"],\"vulnerable\":[\"fire\"],\"languages\":[\"one language known by its creator\"],\"cr\":\"2\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"While the tree remains motionless, it is indistinguishable from a normal zurkhwood mushroom.\"]},{\"name\":\"Mute\",\"entries\":[\"If the awakened zurkhwood was created by a myconid sovereign, it can't speak.\"]}],\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}14 ({@damage 3d6 + 4}) bludgeoning damage.\"]}],\"traitTags\":[\"False Appearance\"],\"senseTags\":[\"SD\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\",\"RCH\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Blurg\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":29,\"_copy\":{\"name\":\"Orog\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the orog\",\"with\":\"Blurg\",\"flags\":\"i\"},\"languages\":[{\"mode\":\"appendIfNotExistsArr\",\"items\":[\"Dwarvish\",\"Elvish\",\"Undercommon\"]}],\"spellcasting\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Innate Spellcasting\",\"headerEntries\":[\"Blurg can innately cast can cast the {@spell teleport} spell once per day, but the intended destination must be within 30 feet of another {@adventure society member|OotA|1|Society of Brilliance}. This teleport effect can be disrupted (see \\\"{@adventure Faerzress|OotA|1|Faerzress}\\\"), which is how society members sometimes end up in far corners of the Underdark, separated from their fellows.\"],\"daily\":{\"1e\":[\"{@spell teleport}\"]},\"hidden\":[\"daily\"]}]}}},\"alignment\":[\"N\"],\"int\":18,\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Bridesmaid of Zuggtmoy\",\"source\":\"OotA\",\"page\":230,\"size\":[\"M\"],\"type\":\"plant\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":22,\"formula\":\"5d8\"},\"speed\":{\"walk\":20},\"str\":14,\"dex\":11,\"con\":11,\"int\":14,\"wis\":8,\"cha\":18,\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"languages\":[\"understands Abyssal but can't speak\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Fungus Stride\",\"entries\":[\"Once on its turn, the bridesmaid can use 10 feet of its movement to step magically into one living mushroom or fungus patch within 5 feet and emerge from another within 60 feet of the first one, appearing in an unoccupied space within 5 feet of the second mushroom or fungus patch. The mushrooms and patches must be large or bigger.\"]}],\"action\":[{\"name\":\"Hallucination Spores\",\"entries\":[\"The bridesmaid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a {@dc 10} Constitution saving throw or be {@condition poisoned} for 1 minute. While {@condition poisoned} in this way, the target is {@condition incapacitated}. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Infestation Spores (1/Day)\",\"entries\":[\"The bridesmaid releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a {@dc 10} Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must be repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the \\\"Myconids\\\" entry in the Monster Manual).\"]}],\"senseTags\":[\"D\"],\"languageTags\":[\"AB\",\"CS\"],\"miscTags\":[\"AOE\",\"DIS\"],\"conditionInflict\":[\"incapacitated\",\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true},{\"name\":\"Buppido\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":6,\"_copy\":{\"name\":\"Derro\",\"source\":\"MTF\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the derro\",\"with\":\"Buppido\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Cave Badger\",\"source\":\"OotA\",\"page\":96,\"_copy\":{\"name\":\"Giant Badger\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Tunneler\",\"entries\":[\"When the badger burrows, it leaves tunnels behind.\"]}}}},\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"speed\":{\"walk\":30,\"burrow\":15},\"senses\":[\"darkvision 30 ft.\",\"tremorsense 60 ft.\"],\"traitTags\":[\"Keen Senses\",\"Tunneler\"],\"senseTags\":[\"D\",\"T\"],\"hasToken\":true},{\"name\":\"Chamberlain of Zuggtmoy\",\"source\":\"OotA\",\"page\":230,\"size\":[\"L\"],\"type\":\"plant\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":45,\"formula\":\"6d10 + 12\"},\"speed\":{\"walk\":20},\"str\":17,\"dex\":7,\"con\":14,\"int\":11,\"wis\":8,\"cha\":12,\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"resist\":[\"bludgeoning\",\"piercing\"],\"languages\":[\"Abyssal\",\"Undercommon\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Mushroom Portal\",\"entries\":[\"The chamberlain counts as a mushroom for the Fungus Stride feature of the bridesmaid of Zuggtmoy.\"]},{\"name\":\"Poison Spores\",\"entries\":[\"Whenever the chamberlain takes damage, it releases a cloud of spores. Creatures within 5 feet of the chamberlain when this happens must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The chamberlain makes two slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage.\"]},{\"name\":\"Infestation Spores (1/Day)\",\"entries\":[\"The chamberlain releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a {@dc 12} Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must be repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the \\\"Myconids\\\" entry in the Monster Manual).\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"U\"],\"damageTags\":[\"B\"],\"miscTags\":[\"AOE\",\"DIS\",\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true},{\"name\":\"Chuul Spore Servant\",\"source\":\"OotA\",\"page\":228,\"size\":[\"L\"],\"type\":\"plant\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":93,\"formula\":\"11d10 + 33\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":19,\"dex\":10,\"con\":16,\"int\":2,\"wis\":6,\"cha\":1,\"senses\":[\"blindsight 30 ft. (blind beyond this radius)\"],\"passive\":8,\"immune\":[\"poison\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"frightened\",\"paralyzed\",\"poisoned\"],\"cr\":\"4\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The spore servant makes two pincer attacks.\"]},{\"name\":\"Pincer\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage. The target is {@condition grappled} (Escape {@dc 14}) if it is a Large or smaller creature and the spore servant doesn't have two other creatures {@condition grappled}.\"]}],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true},{\"name\":\"Deepking Horgar Steelshadow V\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":82,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dwarf\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":20,\"from\":[\"{@item dwarven plate}\"]}],\"hp\":{\"average\":52,\"formula\":\"8d8 + 16\"},\"speed\":{\"walk\":30},\"str\":19,\"dex\":11,\"con\":14,\"int\":11,\"wis\":11,\"cha\":15,\"save\":{\"con\":\"+4\",\"wis\":\"+2\"},\"passive\":10,\"languages\":[\"Draconic\",\"Giant\",\"Dwarvish\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Duergar Resilience\",\"entries\":[\"Horgar has advantage on saving throws against poison, spells, and illusions, as well as to resist being {@condition charmed} or {@condition paralyzed}.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, Horgar has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]},{\"name\":\"Gauntlets of Ogre Power\",\"entries\":[\"Horgar wields {@item Gauntlets of Ogre Power} giving him a Strength score of 19 (+4).\"]},{\"name\":\"Brave\",\"entries\":[\"Horgar has advantage on saving throws against being {@condition frightened}.\"]}],\"action\":[{\"name\":\"Enlarge (Recharges after a Short or Long Rest)\",\"entries\":[\"For 1 minute, Horgar magically increases in size, along with anything he is wearing or carrying. While enlarged, Horgar is Large, doubles his damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If Horgar lacks the room to become Large, he attains the maximum size possible in the space available.\"]},{\"name\":\"Invisibility (Recharges after a Short or Long Rest)\",\"entries\":[\"Horgar magically turns {@condition invisible} until he attacks, casts a spell, or uses his Enlarge, or until his {@status concentration} is broken, up to 1 hour (as if {@status concentration||concentrating} on a spell). Any equipment Horgar wears or carries is {@condition invisible} with him.\"]},{\"name\":\"Multiattack\",\"entries\":[\"Horgar makes two melee attacks.\"]},{\"name\":\"+2 Warhammer\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d8 + 6}) bludgeoning damage, or 11 ({@damage 1d10 + 6}) bludgeoning damage if used with two hands. While Horgar is enlarged, the damage increases to 15 ({@dice 2d8 + 6}) or 17 ({@damage 2d10 + 6}) bludgeoning damage, respectively.\"]},{\"name\":\"Heavy Crossbow\",\"entries\":[\"{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage.\"]},{\"name\":\"Leadership (Recharges after a Short or Long Rest)\",\"entries\":[\"For 1 minute, Horgar can utter a special command or warning whenever a nonhostile creature that he can see within 30 feet of Horgar makes an attack roll or a saving throw. The creature can add a {@dice d4} to its roll provided it can hear and understand Horgar. A creature can benefit from only one Leadership die at a time. This effect ends if Horgar is {@condition incapacitated}.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"Horgar adds 2 to its AC against one melee attack that would hit him. To do so, Horgar must see the attacker and be wielding a melee weapon.\"]}],\"attachedItems\":[\"+2 warhammer|dmg\",\"heavy crossbow|phb\"],\"traitTags\":[\"Sunlight Sensitivity\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"D\",\"DR\",\"GI\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"conditionInflict\":[\"invisible\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Derro\",\"source\":\"OotA\",\"page\":224,\"reprintedAs\":[\"Derro|MTF\"],\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"derro\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":13,\"formula\":\"3d6 + 3\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":14,\"con\":12,\"int\":11,\"wis\":5,\"cha\":9,\"skill\":{\"stealth\":\"+4\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":7,\"languages\":[\"Dwarvish\",\"Undercommon\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Insanity\",\"entries\":[\"The derro has advantage on saving throws against being {@condition charmed} or {@condition frightened}.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The derro has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Hooked Shortspear\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}1 ({@damage 1d4 - 1}) piercing damage. If the target is a creature, the derro can choose to deal no damage and try to trip the target instead, in which case the target must succeed on a {@dc 9} Strength saving throw or fall {@condition prone}.\"]},{\"name\":\"Light Repeating Crossbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 40/160 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]}],\"attachedItems\":[\"hooked shortspear|oota\",\"light repeating crossbow|oota\"],\"traitTags\":[\"Magic Resistance\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"D\",\"U\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Derro Savant\",\"source\":\"OotA\",\"page\":224,\"reprintedAs\":[\"Derro Savant|MTF\"],\"_copy\":{\"name\":\"Derro\",\"source\":\"OotA\"},\"hp\":{\"average\":49,\"formula\":\"11d6 + 11\"},\"cha\":14,\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The derro savant is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 12}, {@hit 4} to hit with spell attacks). The derro knows the following sorcerer spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell acid splash}\",\"{@spell mage hand}\",\"{@spell message}\",\"{@spell ray of frost}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell burning hands}\",\"{@spell chromatic orb}\",\"{@spell sleep}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell invisibility}\",\"{@spell spider climb}\"]},\"3\":{\"slots\":2,\"spells\":[\"{@spell blink}\",\"{@spell lightning bolt}\"]}},\"ability\":\"cha\"}],\"spellcastingTags\":[\"CS\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Droki\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":231,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"derro\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item studded leather armor|phb|studded leather}\"]}],\"hp\":{\"average\":31,\"formula\":\"7d6 + 7\"},\"speed\":{\"walk\":{\"number\":30,\"condition\":\"(60 ft. with boots of speed)\"}},\"str\":11,\"dex\":16,\"con\":13,\"int\":10,\"wis\":5,\"cha\":16,\"skill\":{\"stealth\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":7,\"languages\":[\"Dwarvish\",\"Undercommon\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Droki's innate spellcasting ability is Charisma (spell save {@dc 13}). He can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell minor illusion}\"],\"daily\":{\"1e\":[\"{@spell darkness}\",\"{@spell fear}\",\"{@spell shatter}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Droki wears {@item boots of speed}.\"]},{\"name\":\"Insanity\",\"entries\":[\"Droki has advantage on saving throws against being {@condition charmed} or {@condition frightened}.\"]},{\"name\":\"Sneak Attack (1/Turn)\",\"entries\":[\"Droki deals an extra 7 ({@dice 2d6}) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Droki that isn't {@condition incapacitated} and Droki doesn't have disadvantage on the attack roll.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The derro has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Droki makes two attacks with his shortsword\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage. The sword is coated with serpent venom that wears off after the first hit. A target subjected to the venom must make a {@dc 11} Constitution saving throw, taking 10 ({@damage 3d6}) poison damage on a failed save, or half as much damage on a successful one.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"Droki adds 3 to his AC against one melee attack that would hit him. To do so, Droki must see the attacker and be wielding a melee weapon.\"]}],\"attachedItems\":[\"shortsword|phb\"],\"traitTags\":[\"Magic Resistance\",\"Sneak Attack\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"D\",\"U\"],\"damageTags\":[\"I\",\"P\"],\"damageTagsSpell\":[\"T\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"frightened\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Drow Acolyte\",\"source\":\"OotA\",\"page\":201,\"_copy\":{\"name\":\"Acolyte\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Drow\",\"source\":\"PHB\"}]},\"traitTags\":[\"Fey Ancestry\",\"Sunlight Sensitivity\"],\"spellcastingTags\":[\"CC\",\"I\"],\"hasToken\":true},{\"name\":\"Drow Bandit\",\"source\":\"OotA\",\"page\":194,\"_copy\":{\"name\":\"Bandit\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Drow\",\"source\":\"PHB\"}]},\"traitTags\":[\"Fey Ancestry\",\"Sunlight Sensitivity\"],\"spellcastingTags\":[\"I\"],\"hasToken\":true},{\"name\":\"Drow Commoner\",\"source\":\"OotA\",\"page\":194,\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Drow\",\"source\":\"PHB\"}]},\"traitTags\":[\"Fey Ancestry\",\"Sunlight Sensitivity\"],\"spellcastingTags\":[\"I\"],\"hasToken\":true},{\"name\":\"Drow Cultist\",\"source\":\"OotA\",\"page\":196,\"_copy\":{\"name\":\"Cultist\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Drow\",\"source\":\"PHB\"}]},\"traitTags\":[\"Fey Ancestry\",\"Sunlight Sensitivity\"],\"spellcastingTags\":[\"I\"],\"hasToken\":true},{\"name\":\"Drow Guard\",\"source\":\"OotA\",\"page\":195,\"_copy\":{\"name\":\"Guard\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Drow\",\"source\":\"PHB\"}]},\"traitTags\":[\"Fey Ancestry\",\"Sunlight Sensitivity\"],\"spellcastingTags\":[\"I\"],\"hasToken\":true},{\"name\":\"Drow Noble\",\"source\":\"OotA\",\"page\":196,\"_copy\":{\"name\":\"Noble\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Drow\",\"source\":\"PHB\"}]},\"traitTags\":[\"Fey Ancestry\",\"Sunlight Sensitivity\"],\"spellcastingTags\":[\"I\"],\"hasToken\":true},{\"name\":\"Drow Scout\",\"source\":\"OotA\",\"page\":191,\"_copy\":{\"name\":\"Scout\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Drow\",\"source\":\"PHB\"}]},\"traitTags\":[\"Fey Ancestry\",\"Keen Senses\",\"Sunlight Sensitivity\"],\"spellcastingTags\":[\"I\"],\"hasToken\":true},{\"name\":\"Drow Spore Servant\",\"source\":\"OotA\",\"page\":229,\"size\":[\"M\"],\"type\":\"plant\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item chain shirt|phb}\"]}],\"hp\":{\"average\":13,\"formula\":\"3d8\"},\"speed\":{\"walk\":20},\"str\":10,\"dex\":14,\"con\":10,\"int\":2,\"wis\":6,\"cha\":1,\"senses\":[\"blindsight 30 ft. (blind beyond this radius)\"],\"passive\":8,\"conditionImmune\":[\"blinded\",\"charmed\",\"frightened\",\"paralyzed\"],\"cr\":\"1/8\",\"action\":[{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]}],\"attachedItems\":[\"shortsword|phb\"],\"senseTags\":[\"B\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true},{\"name\":\"Drow Spy\",\"source\":\"OotA\",\"page\":195,\"_copy\":{\"name\":\"Spy\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Drow\",\"source\":\"PHB\"}]},\"traitTags\":[\"Fey Ancestry\",\"Sneak Attack\",\"Sunlight Sensitivity\"],\"spellcastingTags\":[\"I\"],\"hasToken\":true},{\"name\":\"Duergar Alchemist\",\"source\":\"OotA\",\"page\":76,\"_copy\":{\"name\":\"Duergar\",\"source\":\"MM\",\"_mod\":{\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Javelin\",\"items\":[{\"name\":\"Acid Vial\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 20 ft., one target. {@h}7 ({@damage 2d6}) acid damage.\"]},{\"name\":\"Alchemist's Fire\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 20 ft., one target. {@h}2 ({@damage 1d4}) fire damage at the start of each of the target's turns. A creature can end this damage by using its action to make a successful {@dc 10} Dexterity check to extinguish the flames.\"]}]}}},\"damageTags\":[\"A\",\"F\",\"P\"],\"hasToken\":true},{\"name\":\"Duergar Darkhaft\",\"source\":\"OotA\",\"page\":226,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dwarf\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item scale mail|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":26,\"formula\":\"4d8 + 4\"},\"speed\":{\"walk\":25},\"str\":14,\"dex\":11,\"con\":14,\"int\":11,\"wis\":10,\"cha\":9,\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"resist\":[\"poison\"],\"languages\":[\"Dwarvish\",\"Undercommon\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The darkhaft's innate spellcasting ability is Intelligence (spell save {@dc 10}) it can innately cast the following spells, requiring no components:\"],\"will\":[\"{@spell friends}\",\"{@spell mage hand}\"],\"daily\":{\"1e\":[\"{@spell disguise self}\",\"{@spell sleep}\"]},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Duergar Resilience\",\"entries\":[\"The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being {@condition charmed} or {@condition paralyzed}.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Enlarge (Recharges after a Short or Long Rest)\",\"entries\":[\"For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.\"]},{\"name\":\"War Pick\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage, or 11 ({@damage 2d8 + 2}) piercing damage while enlarged.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 9 ({@damage 2d6 + 2}) piercing damage while enlarged.\"]},{\"name\":\"Invisibility (Recharges after a Short or Long Rest)\",\"entries\":[\"The duergar magically turns {@condition invisible} until it attacks, casts a spell, or uses its Enlarge, or until its {@status concentration} is broken, up to 1 hour (as if {@status concentration||concentrating} on a spell). Any equipment the duergar wears or carries is {@condition invisible} with it.\"]}],\"attachedItems\":[\"javelin|phb\",\"war pick|phb\"],\"traitTags\":[\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"D\",\"U\"],\"damageTags\":[\"P\"],\"spellcastingTags\":[\"I\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"invisible\"],\"conditionInflictSpell\":[\"unconscious\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Duergar Keeper of the Flame\",\"source\":\"OotA\",\"page\":226,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dwarf\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item scale mail|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":26,\"formula\":\"4d8 + 4\"},\"speed\":{\"walk\":25},\"str\":14,\"dex\":11,\"con\":14,\"int\":11,\"wis\":10,\"cha\":9,\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"resist\":[\"poison\"],\"languages\":[\"Dwarvish\",\"Undercommon\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The Keeper of the Flame's innate spellcasting ability is Wisdom (spell save {@dc 12}.) It can innately cast the following spells, requiring no components:\"],\"will\":[\"{@spell friends}\",\"{@spell message}\"],\"daily\":{\"1e\":[\"{@spell command}\"]},\"ability\":\"wis\"},{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The Keeper of the Flame is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). The Keeper of the Flame has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell guidance}\",\"{@spell mending}\",\"{@spell sacred flame}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell bane}\",\"{@spell inflict wounds}\",\"{@spell shield of faith}\"]},\"2\":{\"slots\":2,\"spells\":[\"{@spell enhance ability}\",\"{@spell spiritual weapon}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Duergar Resilience\",\"entries\":[\"The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being {@condition charmed} or {@condition paralyzed}.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Enlarge (Recharges after a Short or Long Rest)\",\"entries\":[\"For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.\"]},{\"name\":\"War Pick\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage, or 11 ({@damage 2d8 + 2}) piercing damage while enlarged.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 9 ({@damage 2d6 + 2}) piercing damage while enlarged.\"]},{\"name\":\"Invisibility (Recharges after a Short or Long Rest)\",\"entries\":[\"The duergar magically turns {@condition invisible} until it attacks, casts a spell, or uses its Enlarge, or until its {@status concentration} is broken, up to 1 hour (as if {@status concentration||concentrating} on a spell). Any equipment the duergar wears or carries is {@condition invisible} with it.\"]}],\"attachedItems\":[\"javelin|phb\",\"war pick|phb\"],\"traitTags\":[\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"D\",\"U\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"N\",\"O\",\"R\"],\"spellcastingTags\":[\"CC\",\"I\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"invisible\"],\"conditionInflictSpell\":[\"prone\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Duergar Spore Servant\",\"source\":\"OotA\",\"page\":229,\"size\":[\"M\"],\"type\":\"plant\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item scale mail|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":26,\"formula\":\"4d8 + 8\"},\"speed\":{\"walk\":15},\"str\":14,\"dex\":11,\"con\":14,\"int\":2,\"wis\":6,\"cha\":1,\"senses\":[\"blindsight 30 ft. (blind beyond this radius)\"],\"passive\":8,\"resist\":[\"poison\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"frightened\",\"paralyzed\"],\"cr\":\"1/2\",\"action\":[{\"name\":\"War Pick\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]}],\"attachedItems\":[\"war pick|phb\"],\"senseTags\":[\"B\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true},{\"name\":\"Eldeth Feldrun\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":6,\"_copy\":{\"name\":\"Scout\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Mountain Dwarf\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the scout\",\"with\":\"Eldeth\",\"flags\":\"i\"}}},\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"D\",\"X\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Emerald Enclave Scout\",\"source\":\"OotA\",\"page\":130,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dwarf\"]},\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item breastplate|phb}\"]}],\"hp\":{\"average\":19,\"formula\":\"3d8 + 6\"},\"speed\":{\"walk\":25},\"str\":11,\"dex\":14,\"con\":14,\"int\":11,\"wis\":13,\"cha\":11,\"skill\":{\"nature\":\"+4\",\"perception\":\"+5\",\"stealth\":\"+6\",\"survival\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"resist\":[\"poison\"],\"languages\":[\"Common\",\"Dwarvish\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Dwarven Resilience\",\"entries\":[\"The scout has advantage on saving throws against poison.\"]},{\"name\":\"Keen Hearing and Sight\",\"entries\":[\"The scout has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The scout makes two melee attacks.\"]},{\"name\":\"War Pick\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage.\"]},{\"name\":\"Heavy Crossbow\",\"entries\":[\"{@atk rw} {@hit 3} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage.\"]}],\"attachedItems\":[\"heavy crossbow|phb\",\"war pick|phb\"],\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true},{\"name\":\"Fiendish Giant Spider\",\"source\":\"OotA\",\"page\":97,\"_copy\":{\"name\":\"Giant Wolf Spider\",\"source\":\"MM\"},\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"cr\":\"1/2\",\"hasToken\":true},{\"name\":\"Four-Armed Statue\",\"source\":\"OotA\",\"page\":206,\"_copy\":{\"name\":\"Stone Golem\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"golem\",\"with\":\"statue\"},\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Multiattack\",\"items\":{\"name\":\"Multiattack\",\"entries\":[\"The statue makes four sword attacks.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Slam\",\"items\":{\"name\":\"Sword\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d8 + 6}) slashing damage.\"]}}]}},\"damageTags\":[\"S\"],\"hasToken\":true},{\"name\":\"Gash\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":181,\"_copy\":{\"name\":\"Gnoll\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the gnoll\",\"with\":\"Gash\",\"flags\":\"i\"},\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Wretched\",\"entries\":[\"Gash has disadvantage on Wisdom checks and Wisdom saving throws because of the physical and mental abuse he has suffered. A {@spell lesser restoration} spell rids him of these effects.\"]}}}},\"hp\":{\"average\":11,\"formula\":\"5d8\"},\"speed\":{\"walk\":25},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Ghazrim DuLoc\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":141,\"_copy\":{\"name\":\"Noble\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the noble\",\"with\":\"Ghazrim\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Giant Riding Lizard\",\"source\":\"OotA\",\"page\":131,\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":19,\"formula\":\"3d10 + 3\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":15,\"dex\":12,\"con\":13,\"int\":2,\"wis\":10,\"cha\":5,\"senses\":[\"darkvision 30 ft.\"],\"passive\":10,\"cr\":\"1/4\",\"trait\":[{\"name\":\"Spider Climb\",\"entries\":[\"The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]}],\"traitTags\":[\"Spider Climb\"],\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Giant Rocktopus\",\"source\":\"OotA\",\"page\":28,\"_copy\":{\"name\":\"Giant Octopus\",\"source\":\"MM\",\"_mod\":{\"trait\":[{\"mode\":\"replaceArr\",\"replace\":\"Underwater Camouflage\",\"items\":{\"name\":\"Camouflage\",\"entries\":[\"The octopus has advantage on Dexterity ({@skill Stealth}) checks.\"]}},{\"mode\":\"removeArr\",\"names\":[\"Hold Breath\",\"Water Breathing\"]}]}},\"speed\":{\"walk\":20,\"climb\":10},\"traitTags\":[],\"hasToken\":true},{\"name\":\"Glabbagool\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":35,\"_copy\":{\"name\":\"Gelatinous Cube\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the cube\",\"with\":\"Glabbagool\",\"flags\":\"i\"}}},\"int\":10,\"languages\":[\"telepathy 60 ft.\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Grazilaxx\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":29,\"_copy\":{\"name\":\"Mind Flayer\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the mind flayer\",\"with\":\"Grazilaxx\",\"flags\":\"i\"},\"languages\":[{\"mode\":\"appendIfNotExistsArr\",\"items\":[\"Dwarvish\",\"Elvish\",\"Undercommon\"]}],\"spellcasting\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Innate Spellcasting\",\"headerEntries\":[\"Grazilaxx can innately cast can cast the {@spell teleport} spell once per day, but the intended destination must be within 30 feet of another {@adventure society member|OotA|1|Society of Brilliance}. This teleport effect can be disrupted (see \\\"{@adventure Faerzress|OotA|1|Faerzress}\\\"), which is how society members sometimes end up in far corners of the Underdark, separated from their fellows.\"],\"daily\":{\"1e\":[\"{@spell teleport}\"]},\"hidden\":[\"daily\"]}]}}},\"alignment\":[\"N\"],\"int\":18,\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Grisha\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":232,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"human\",\"prefix\":\"Damaran\"}]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item chain mail|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":12,\"con\":12,\"int\":11,\"wis\":14,\"cha\":16,\"save\":{\"wis\":\"+4\",\"cha\":\"+5\"},\"skill\":{\"persuasion\":\"+5\",\"religion\":\"+2\"},\"passive\":12,\"languages\":[\"Common\",\"Undercommon\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Grisha is a 6th-level-spellcaster. His spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). He has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell guidance}\",\"{@spell light}\",\"{@spell sacred flame}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell cure wounds}\",\"{@spell divine favor}\",\"{@spell inflict wounds}\",\"{@spell protection from evil and good}\",\"{@spell shield of faith}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell continual flame}\",\"{@spell hold person}\",\"{@spell magic weapon}\",\"{@spell spiritual weapon}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell bestow curse}\",\"{@spell dispel magic}\",\"{@spell spirit guardians}\"]}},\"ability\":\"wis\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Grisha makes two attacks with his +1 flail.\"]},{\"name\":\"+1 Flail\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage\"]}],\"attachedItems\":[\"+1 flail|dmg\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"U\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"N\",\"O\",\"R\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true},{\"name\":\"Hanne Hallen\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":171,\"_copy\":{\"name\":\"Drow\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the drow\",\"with\":\"Hanne\",\"flags\":\"i\"},\"spellcasting\":[{\"mode\":\"appendArr\",\"items\":{\"name\":\"Spellcasting\",\"headerEntries\":[\"Hanne is a 1st-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 13}, {@hit 5} to hit with spell attacks). She has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell minor illusion}\",\"{@spell ray of frost}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell shield}\",\"{@spell mage armor}\"]}},\"ability\":\"int\"}}]}},\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"int\":17,\"skill\":{\"perception\":\"+2\",\"stealth\":\"+4\",\"arcana\":\"+5\",\"investigation\":\"+5\"},\"languages\":[\"Elvish\",\"Undercommon\",\"Common\"],\"hasToken\":true},{\"name\":\"Hook Horror Spore Servant\",\"source\":\"OotA\",\"page\":68,\"size\":[\"M\"],\"type\":\"plant\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":75,\"formula\":\"10d10 + 10\"},\"speed\":{\"walk\":20,\"climb\":20},\"str\":18,\"dex\":10,\"con\":15,\"int\":2,\"wis\":6,\"cha\":1,\"senses\":[\"blindsight 30 ft. (blind beyond this radius)\"],\"passive\":8,\"resist\":[\"poison\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"frightened\",\"paralyzed\"],\"cr\":\"3\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The spore servant makes two hook attacks.\"]},{\"name\":\"Hook\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage.\"]}],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"hasToken\":true},{\"name\":\"Ilvara Mizzrym\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":9,\"_copy\":{\"name\":\"Drow Priestess of Lolth\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the drow\",\"with\":\"Ilvara\",\"flags\":\"i\"},\"trait\":{\"mode\":\"prependArr\",\"items\":{\"name\":\"Special Equipment\",\"entries\":[\"Ilvara wields a {@item tentacle rod} in addition to her scourge.\"]}}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Infant Basilisk\",\"source\":\"OotA\",\"page\":100,\"_copy\":{\"name\":\"Basilisk\",\"source\":\"MM\"},\"size\":[\"T\"],\"ac\":[{\"ac\":11,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":4,\"formula\":\"1d4 + 2\"},\"speed\":{\"walk\":10},\"str\":10,\"cr\":\"0\",\"trait\":null,\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}1 piercing damage plus 1 poison damage.\"]}],\"conditionInflict\":[],\"hasToken\":true},{\"name\":\"Infant Hook Horror\",\"source\":\"OotA\",\"page\":34,\"_copy\":{\"name\":\"Hook Horror\",\"source\":\"MM\"},\"size\":[\"T\"],\"ac\":[{\"ac\":10,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":4,\"formula\":\"1d4 + 2\"},\"speed\":{\"walk\":10,\"climb\":10},\"str\":9,\"cr\":\"0\",\"action\":null,\"actionTags\":[],\"hasToken\":true},{\"name\":\"Ixitxachitl\",\"source\":\"OotA\",\"page\":225,\"size\":[\"S\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":18,\"formula\":\"4d6 + 4\"},\"speed\":{\"walk\":0,\"swim\":30},\"str\":12,\"dex\":16,\"con\":13,\"int\":12,\"wis\":13,\"cha\":7,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"languages\":[\"Abyssal\",\"Ixitxachitl\"],\"cr\":\"1/4\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Barbed Tail\",\"entries\":[\"When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite.\",\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage.\"]}],\"senseTags\":[\"D\"],\"languageTags\":[\"AB\",\"OTH\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ixitxachitl Cleric\",\"source\":\"OotA\",\"page\":225,\"size\":[\"S\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":18,\"formula\":\"4d6 + 4\"},\"speed\":{\"walk\":0,\"swim\":30},\"str\":12,\"dex\":16,\"con\":13,\"int\":12,\"wis\":13,\"cha\":7,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"languages\":[\"Abyssal\",\"Ixitxachitl\"],\"cr\":\"1/4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The ixitxachitl is a 5th-level spellcaster that uses Wisdom as its spellcasting ability (spell save {@dc 11}, {@hit 3} to hit with spell attacks). The ixitxachitl has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell guidance}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell charm person}\",\"{@spell create or destroy water}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell hold person}\",\"{@spell silence}\"]},\"3\":{\"slots\":2,\"spells\":[\"{@spell dispel magic}\",\"{@spell tongues}\"]}},\"ability\":\"wis\"}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Barbed Tail\",\"entries\":[\"When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite.\",\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage.\"]}],\"senseTags\":[\"D\"],\"languageTags\":[\"AB\",\"OTH\"],\"damageTags\":[\"P\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MW\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Jade Giant Spider\",\"source\":\"OotA\",\"page\":201,\"_copy\":{\"name\":\"Stone Golem\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"golem\",\"with\":\"spider\",\"flags\":\"i\"}}},\"hp\":{\"average\":250,\"formula\":\"17d10 + 85\"},\"speed\":{\"walk\":30,\"climb\":30},\"senses\":[\"truesight 120 ft.\"],\"hasToken\":true},{\"name\":\"Jimjar\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":6,\"_copy\":{\"name\":\"Spy\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Deep Gnome\",\"source\":\"DMG\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the spy\",\"with\":\"Jimjar\",\"flags\":\"i\"}}},\"languages\":[\"Common\",\"Gnomish\",\"Terran\",\"Undercommon\"],\"spellcastingTags\":[\"I\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Juvenile Hook Horror\",\"source\":\"OotA\",\"page\":34,\"_copy\":{\"name\":\"Hook Horror\",\"source\":\"MM\",\"_mod\":{\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Hook\",\"items\":{\"name\":\"Hook\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]}}}},\"size\":[\"M\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":39,\"formula\":\"6d8 + 12\"},\"speed\":{\"walk\":20,\"climb\":20},\"str\":15,\"cr\":\"2\",\"hasToken\":true},{\"name\":\"Khalessa Draga\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":149,\"_copy\":{\"name\":\"Spy\",\"source\":\"MM\",\"_templates\":[{\"name\":\"High Elf\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the spy\",\"with\":\"Khalessa\",\"flags\":\"i\"},\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"Undercommon\"},\"trait\":{\"mode\":\"prependArr\",\"items\":{\"name\":\"Special Equipment\",\"entries\":[\"Khalessa owns a {@item hat of disguise}, which she uses to appear as a female drow while in the company of drow.\"]}}}},\"alignment\":[\"N\"],\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Khalessa can innately cast the following spell, requiring no material components:\"],\"will\":[\"{@spell dancing lights}\"],\"ability\":\"int\"}],\"traitTags\":[\"Fey Ancestry\",\"Sneak Attack\"],\"spellcastingTags\":[\"I\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Kinyel Druu'giir\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":134,\"_copy\":{\"name\":\"Assassin\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Drow\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the assassin\",\"with\":\"Kinyel\",\"flags\":\"i\"}}},\"traitTags\":[\"Fey Ancestry\",\"Sneak Attack\",\"Sunlight Sensitivity\"],\"spellcastingTags\":[\"I\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Kurr\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":179,\"_copy\":{\"name\":\"Gnoll Fang of Yeenoghu\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the gnoll\",\"with\":\"Kurr\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Lords' Alliance Guard\",\"source\":\"OotA\",\"page\":131,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dwarf\"]},\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item chain shirt|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":11,\"formula\":\"2d8 + 2\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":12,\"con\":12,\"int\":10,\"wis\":11,\"cha\":10,\"skill\":{\"perception\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"cr\":\"1/4\",\"trait\":[{\"name\":\"Dwarven Resilience\",\"entries\":[\"The guard has advantage on saving throws against poison.\"]}],\"action\":[{\"name\":\"Halberd\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d10 + 2}) slashing damage.\"]}],\"attachedItems\":[\"halberd|phb\"],\"senseTags\":[\"D\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"hasToken\":true},{\"name\":\"Lords' Alliance Spy\",\"source\":\"OotA\",\"page\":131,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":27,\"formula\":\"6d8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":15,\"con\":10,\"int\":12,\"wis\":14,\"cha\":16,\"skill\":{\"deception\":\"+5\",\"insight\":\"+4\",\"investigation\":\"+5\",\"perception\":\"+6\",\"persuasion\":\"+5\",\"sleight of hand\":\"+4\",\"stealth\":\"+4\"},\"passive\":16,\"languages\":[\"Common\",\"Dwarvish\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Cunning Action\",\"entries\":[\"On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.\"]},{\"name\":\"Sneak Attack (1/Turn)\",\"entries\":[\"The spy deals an extra 7 ({@dice 2d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't {@condition incapacitated} and the spy doesn't have disadvantage on the attack roll.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The spy makes two melee attacks.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Hand Crossbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]}],\"attachedItems\":[\"hand crossbow|phb\",\"shortsword|phb\"],\"traitTags\":[\"Sneak Attack\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true},{\"name\":\"Lorthuun\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":141,\"_copy\":{\"name\":\"Beholder\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the beholder\",\"with\":\"Lorthuun\",\"flags\":\"i\"},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Eye Rays\",\"items\":{\"name\":\"Eye Rays\",\"entries\":[\"The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"1. Charm Ray\",\"style\":\"italic\",\"entry\":\"The targeted creature must succeed on a {@dc 16} Wisdom saving throw or be {@condition charmed} by the beholder for 1 hour, or until the beholder harms the creature.\"},{\"type\":\"item\",\"name\":\"2. Paralyzing Ray\",\"style\":\"italic\",\"entry\":\"The targeted creature must succeed on a {@dc 16} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"},{\"type\":\"item\",\"name\":\"3. Fear Ray\",\"style\":\"italic\",\"entry\":\"The targeted creature must succeed on a {@dc 16} Wisdom saving throw or be {@condition frightened} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"},{\"type\":\"item\",\"name\":\"4. Slowing Ray\",\"style\":\"italic\",\"entry\":\"The targeted creature must succeed on a {@dc 16} Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"},{\"type\":\"item\",\"name\":\"5. Enervation Ray\",\"style\":\"italic\",\"entry\":\"The targeted creature must make a {@dc 16} Constitution saving throw, taking 36 ({@damage 8d8}) necrotic damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"6. Telekinetic Ray\",\"style\":\"italic\",\"entries\":[\"If the target is a creature, it must succeed on a {@dc 16} Strength saving throw or the beholder moves it up to 30 feet in any direction. It is {@condition restrained} by the ray's telekinetic grip until the start of the beholder's next turn or until the beholder is {@condition incapacitated}.\",\"If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.\"]}]}]}}}},\"cr\":\"9\",\"damageTags\":[\"N\",\"P\"],\"hasToken\":true},{\"name\":\"Mev Flintknapper\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":103,\"_copy\":{\"name\":\"Veteran\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Deep Gnome\",\"source\":\"DMG\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the veteran\",\"with\":\"Mev\",\"flags\":\"i\"}}},\"spellcastingTags\":[\"CC\",\"I\"],\"hasToken\":true},{\"name\":\"Narrak\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":232,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"derro\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":40,\"formula\":\"9d6 + 9\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":14,\"con\":13,\"int\":14,\"wis\":5,\"cha\":16,\"skill\":{\"arcana\":\"+4\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":7,\"languages\":[\"Dwarvish\",\"Undercommon\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Narrak is a 5th-level spellcaster. His spellcasting ability is Charisma (Save {@dc 13}, {@hit 5} to hit with spell attacks) Narrak has two 2nd-level spell slots, which he regains after finishing a short or long rest, and knows the following warlock spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell eldritch blast}\",\"{@spell friends}\",\"{@spell poison spray}\"]},\"2\":{\"lower\":1,\"slots\":2,\"spells\":[\"{@spell armor of Agathys}\",\"{@spell charm person}\",\"{@spell hex}\",\"{@spell hold person}\",\"{@spell ray of enfeeblement}\",\"{@spell spider climb}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Insanity\",\"entries\":[\"Narrak has advantage on saving throws against being {@condition charmed} or {@condition frightened}.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Narrak has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, Narrak has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Armor of Shadows (Recharges after a Short or Long Rest)\",\"entries\":[\"Narrak casts {@spell mage armor} on himself\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"One with Shadows\",\"entries\":[\"While he is in a dim light or darkness, Narrak can become {@condition invisible}. He remains so until he moves or takes an action or reaction.\"]}],\"attachedItems\":[\"shortsword|phb\"],\"traitTags\":[\"Magic Resistance\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"D\",\"U\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"C\",\"I\",\"N\",\"O\"],\"spellcastingTags\":[\"CL\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"charmed\",\"paralyzed\"],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true},{\"name\":\"Ougalop\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":142,\"_copy\":{\"name\":\"Kuo-Toa\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the kuo-toa\",\"with\":\"Ougalop\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Peebles\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":134,\"_copy\":{\"name\":\"Spy\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Deep Gnome\",\"source\":\"DMG\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the spy\",\"with\":\"Peebles\",\"flags\":\"i\"}}},\"spellcastingTags\":[\"I\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Prince Derendil\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":6,\"_copy\":{\"name\":\"Quaggoth\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the quaggoth\",\"with\":\"Prince Derendil\",\"flags\":\"i\"}}},\"languages\":[\"Elvish\",\"Undercommon\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Princess Ebonmire\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":111,\"_copy\":{\"name\":\"Black Pudding\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the pudding\",\"with\":\"Princess Ebonmire\",\"flags\":\"i\"}}},\"int\":6,\"action\":[{\"name\":\"Pseudopod\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or 30 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage plus 18 ({@damage 4d8}) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.\"]}],\"hasToken\":true},{\"name\":\"Quenthel Baenre\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":204,\"_copy\":{\"name\":\"Drow Priestess of Lolth\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the drow\",\"with\":\"Quenthel\",\"flags\":\"i\"},\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Special Equipment\",\"entries\":[\"Quenthel wields a {@item tentacle rod}.\"]}},\"action\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Throne Activation\",\"entries\":[\"While seated on her throne, Quenthel can use an action on her turn to cast {@spell disintegrate} (save DC 19). A target that fails its saving throw takes {@dice 10d6 + 40} force damage. If this damage reduces the target to 0 hit points, it is disintegrated.\"]}}}},\"ac\":[{\"ac\":19,\"from\":[\"{@item +3 scale mail}\"]}],\"hp\":{\"average\":132,\"formula\":\"24d8 + 24\"},\"int\":18,\"wis\":20,\"save\":{\"con\":\"+8\",\"wis\":\"+12\",\"cha\":\"+11\"},\"skill\":{\"insight\":\"+12\",\"perception\":\"+12\",\"religion\":\"+11\",\"stealth\":\"+9\"},\"cr\":\"22\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Quenthel's spellcasting ability is Charisma (spell save {@dc 19}). She can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell dancing lights}\"],\"daily\":{\"1e\":[\"{@spell darkness}\",\"{@spell faerie fire}\",\"{@spell levitate} (self only)\"]},\"ability\":\"cha\"},{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Quenthel is a 20th-level spellcaster. Her spellcasting ability is Wisdom (save {@dc 20}, {@hit 12} to hit with spell attacks). The drow has the following cleric spells prepared:\"],\"will\":[\"Any {@filter cleric spell up to 9th level|spells|level=0;1;2;3;4;5;6;7;8;9|class=cleric}.\"],\"spells\":{\"0\":{\"spells\":[\"{@spell guidance}\",\"{@spell poison spray}\",\"{@spell resistance}\",\"{@spell spare the dying}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell animal friendship}\",\"{@spell cure wounds}\",\"{@spell detect poison and disease}\",\"{@spell ray of sickness}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell lesser restoration}\",\"{@spell protection from poison}\",\"{@spell web}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell conjure animals} (2 giant spiders)\",\"{@spell dispel magic}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell divination}\",\"{@spell freedom of movement}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell insect plague}\",\"{@spell mass cure wounds}\"]}},\"ability\":\"wis\"}],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true},{\"name\":\"Regenerating Black Pudding\",\"source\":\"OotA\",\"page\":211,\"_copy\":{\"name\":\"Black Pudding\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Regeneration\",\"entries\":[\"The pudding regains 10 hit points at the start of its turn. If the pudding takes fire damage, this trait doesn't function at the start of the pudding's next turn. The pudding dies only if it starts its turn with 0 hit points and doesn't regenerate.\"]}}}},\"int\":6,\"cr\":\"5\",\"traitTags\":[\"Amorphous\",\"Regeneration\",\"Spider Climb\"],\"hasToken\":true},{\"name\":\"Ront\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":7,\"_copy\":{\"name\":\"Orc\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the orc\",\"with\":\"Ront\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Rumpadump\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":72,\"_copy\":{\"name\":\"Myconid Sprout\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the myconid\",\"with\":\"Rumpadump\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Rystia Zav\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":135,\"_copy\":{\"name\":\"Spy\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the spy\",\"with\":\"Rystia\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"G\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Sarith Kzekarit\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":7,\"_copy\":{\"name\":\"Drow\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the drow\",\"with\":\"Sarith\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Shedrak of the Eyes\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":176,\"_copy\":{\"name\":\"Mage\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the mage\",\"with\":\"Shedrak\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"E\"],\"trait\":[{\"name\":\"Eye Tattoos\",\"entries\":[\"Shedrak has ten small eyes tattooed on his bald head that allow him to see {@condition invisible} creatures and objects as if they were visible.\"]}],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Shuushar the Awakened\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":7,\"_copy\":{\"name\":\"Kuo-Toa\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the kuo-toa\",\"with\":\"Shuushar\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Skriss\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":29,\"_copy\":{\"name\":\"Troglodyte\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the troglodyte\",\"with\":\"Skriss\",\"flags\":\"i\"},\"languages\":[{\"mode\":\"appendIfNotExistsArr\",\"items\":[\"Dwarvish\",\"Elvish\",\"Undercommon\"]}],\"spellcasting\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Innate Spellcasting\",\"headerEntries\":[\"Skriss can innately cast can cast the {@spell teleport} spell once per day, but the intended destination must be within 30 feet of another {@adventure society member|OotA|1|Society of Brilliance}. This teleport effect can be disrupted (see \\\"{@adventure Faerzress|OotA|1|Faerzress}\\\"), which is how society members sometimes end up in far corners of the Underdark, separated from their fellows.\"],\"daily\":{\"1e\":[\"{@spell teleport}\"]},\"hidden\":[\"daily\"]}]}}},\"alignment\":[\"N\"],\"int\":18,\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Sladis Vadir\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":135,\"_copy\":{\"name\":\"Druid\",\"source\":\"MM\",\"_templates\":[{\"name\":\"High Elf\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the druid\",\"with\":\"Sladis\",\"flags\":\"i\"},\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"Undercommon\"}}},\"alignment\":[\"N\",\"G\"],\"traitTags\":[\"Fey Ancestry\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Sloopidoop\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":29,\"_copy\":{\"name\":\"Kuo-toa Archpriest\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the kuo-toa\",\"with\":\"Sloopidoop\",\"flags\":\"i\"},\"languages\":[{\"mode\":\"appendIfNotExistsArr\",\"items\":[\"Dwarvish\",\"Elvish\",\"Undercommon\"]}],\"spellcasting\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Innate Spellcasting\",\"headerEntries\":[\"Sloopidoop can innately cast can cast the {@spell teleport} spell once per day, but the intended destination must be within 30 feet of another {@adventure society member|OotA|1|Society of Brilliance}. This teleport effect can be disrupted (see \\\"{@adventure Faerzress|OotA|1|Faerzress}\\\"), which is how society members sometimes end up in far corners of the Underdark, separated from their fellows.\"],\"daily\":{\"1e\":[\"{@spell teleport}\"]},\"hidden\":[\"daily\"]}]}}},\"alignment\":[\"N\"],\"int\":18,\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Sovereign Basidia\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":88,\"_copy\":{\"name\":\"Myconid Sovereign\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the myconid\",\"with\":\"Basidia\",\"flags\":\"i\"}}},\"damageTags\":[\"B\",\"I\"],\"conditionInflict\":[\"incapacitated\",\"poisoned\",\"stunned\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Spider King\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":74,\"_copy\":{\"name\":\"Giant Spider\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Two Heads\",\"entries\":[\"Because of its two heads, the Spider King has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}.\"]}}}},\"hp\":{\"average\":44,\"formula\":\"4d10 + 4\"},\"save\":{\"con\":\"+3\",\"wis\":\"+2\"},\"skill\":{\"stealth\":\"+7\",\"perception\":\"+4\"},\"passive\":14,\"traitTags\":[\"Spider Climb\",\"Web Sense\",\"Web Walker\"],\"senseTags\":[\"B\",\"D\"],\"hasToken\":true},{\"name\":\"Spiderbait\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":31,\"_copy\":{\"name\":\"Goblin\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the goblin\",\"with\":\"Spiderbait\",\"flags\":\"i\"}}},\"alignment\":[\"N\"],\"skill\":{\"acrobatics\":\"+6\",\"athletics\":\"+3\",\"stealth\":\"+6\"},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Stool\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":7,\"_copy\":{\"name\":\"Myconid Sprout\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the myconid\",\"with\":\"Stool\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Svirfneblin Wererat\",\"source\":\"OotA\",\"page\":97,\"_copy\":{\"name\":\"Wererat\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Deep Gnome\",\"source\":\"DMG\"}]},\"spellcastingTags\":[\"I\"],\"hasToken\":true},{\"name\":\"The Pudding King\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":233,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"gnome\",\"shapechanger\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[13,{\"ac\":16,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":49,\"formula\":\"9d6 + 18\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":16,\"con\":14,\"int\":12,\"wis\":8,\"cha\":17,\"save\":{\"con\":\"+6\",\"cha\":\"+7\"},\"skill\":{\"arcana\":\"+4\",\"perception\":\"+2\",\"stealth\":\"+6\",\"survival\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[\"acid\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Gnomish\",\"Terran\",\"Undercommon\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The Pudding King's innate spellcasting ability is Intelligence (spell save {@dc 12}). He can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell nondetection} (self only)\"],\"daily\":{\"1e\":[\"{@spell blindness/deafness}\",\"{@spell blur}\",\"{@spell disguise self}\"]},\"ability\":\"int\"},{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The Pudding King is a 9th-level spellcaster. His spellcasting ability is Charisma (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The Pudding King knows the following sorcerer spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell acid splash}\",\"{@spell light}\",\"{@spell mage hand}\",\"{@spell poison spray}\",\"{@spell prestidigitation}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell false life}\",\"{@spell mage armor}\",\"{@spell ray of sickness}\",\"{@spell shield}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell crown of madness}\",\"{@spell misty step}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell gaseous form}\",\"{@spell stinking cloud}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell blight}\",\"{@spell confusion}\"]},\"5\":{\"slots\":1,\"spells\":[\"{@spell cloudkill}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Stone Camouflage\",\"entries\":[\"The Pudding King has advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain.\"]},{\"name\":\"Gnome Cunning\",\"entries\":[\"The Pudding King has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.\"]},{\"name\":\"Insanity\",\"entries\":[\"The Pudding King has advantage on saving throws against being {@condition charmed} or {@condition frightened}.\"]}],\"action\":[{\"name\":\"War Pick\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d8}) piercing damage.\"]},{\"name\":\"Change Shape\",\"entries\":[\"The Pudding King magically transforms into an {@filter ooze|bestiary|type=ooze}, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed by the new form. In ooze form, the Pudding King retains his alignment, hit points, Hit Dice, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form.\"]},{\"name\":\"Create Green Slime (Recharges after a Long Rest)\",\"entries\":[\"The Pudding King creates a patch of green slime (see \\\"Dungeon Hazards\\\" in chapter 5 of the Dungeon Master's Guide). The slime appears on a section of wall, ceiling, or floor within 30 feet of the Pudding King.\"]}],\"attachedItems\":[\"war pick|phb\"],\"traitTags\":[\"Camouflage\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Shapechanger\"],\"languageTags\":[\"AB\",\"G\",\"T\",\"U\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"A\",\"I\",\"N\"],\"spellcastingTags\":[\"CS\",\"I\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"blinded\",\"charmed\",\"deafened\",\"poisoned\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Themberchaud\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":53,\"_copy\":{\"name\":\"Adult Red Dragon\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the dragon\",\"with\":\"Themberchaud\",\"flags\":\"i\"}}},\"damageTagsLegendary\":[],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Topsy\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":8,\"_copy\":{\"name\":\"Wererat\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Deep Gnome\",\"source\":\"DMG\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the wererat\",\"with\":\"Topsy\",\"flags\":\"i\"}}},\"languages\":[\"Gnomish\",\"Terran\",\"Undercommon\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Troglodyte Champion of Laogzed\",\"source\":\"OotA\",\"page\":229,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"troglodyte\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":59,\"formula\":\"7d8 + 28\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":12,\"con\":18,\"int\":8,\"wis\":12,\"cha\":12,\"skill\":{\"athletics\":\"+6\",\"intimidation\":\"+3\",\"stealth\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"languages\":[\"Troglodyte\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Chameleon Skin\",\"entries\":[\"The troglodyte has advantage on Dexterity ({@skill Stealth}) checks made to hide.\"]},{\"name\":\"Stench\",\"entries\":[\"Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a {@dc 14} Constitution saving throw or be {@condition poisoned} until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The troglodyte makes three attacks: one with its bite and two with either its claws or its greatclub.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) slashing damage.\"]},{\"name\":\"Greatclub\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage.\"]},{\"name\":\"Acid Spray {@recharge}\",\"entries\":[\"The troglodyte spits acid in a line 15 feet long and 5 feet wide. Each creature in that line must make a {@dc 14} Dexterity saving throw, taking 10 ({@damage 3d6}) acid damage on a failed save, or half as much damage on a successful one.\"]}],\"attachedItems\":[\"greatclub|phb\"],\"traitTags\":[\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"A\",\"B\",\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Turvy\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":8,\"_copy\":{\"name\":\"Wererat\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Deep Gnome\",\"source\":\"DMG\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the wererat\",\"with\":\"Turvy\",\"flags\":\"i\"}}},\"languages\":[\"Gnomish\",\"Terran\",\"Undercommon\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Vampiric Ixitxachitl\",\"source\":\"OotA\",\"page\":226,\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":44,\"formula\":\"8d8 + 8\"},\"speed\":{\"walk\":0,\"swim\":30},\"str\":14,\"dex\":18,\"con\":13,\"int\":12,\"wis\":13,\"cha\":7,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"languages\":[\"Abyssal\",\"Ixitxachitl\"],\"cr\":\"2\",\"action\":[{\"name\":\"Vampiric Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage. The target must succeed on a {@dc 11} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken, and the ixitxachitl regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.\"]}],\"reaction\":[{\"name\":\"Barbed Tail\",\"entries\":[\"When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite.\",\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage.\"]}],\"senseTags\":[\"D\"],\"languageTags\":[\"AB\",\"OTH\"],\"damageTags\":[\"P\"],\"miscTags\":[\"HPR\",\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Vampiric Ixitxachitl Cleric\",\"source\":\"OotA\",\"page\":226,\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":44,\"formula\":\"8d8 + 8\"},\"speed\":{\"walk\":0,\"swim\":30},\"str\":14,\"dex\":18,\"con\":13,\"int\":12,\"wis\":13,\"cha\":7,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"languages\":[\"Abyssal\",\"Ixitxachitl\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The ixitxachitl is a 5th-level spellcaster that uses Wisdom as its spellcasting ability (Spell save {@dc 11}, {@hit 3} to hit with spell attacks). The ixitxachitl has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell guidance}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell charm person}\",\"{@spell create or destroy water}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell hold person}\",\"{@spell silence}\"]},\"3\":{\"slots\":2,\"spells\":[\"{@spell dispel magic}\",\"{@spell tongues}\"]}},\"ability\":\"wis\"}],\"action\":[{\"name\":\"Vampiric Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage. The target must succeed on a {@dc 11} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken, and the ixitxachitl regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.\"]}],\"reaction\":[{\"name\":\"Barbed Tail\",\"entries\":[\"When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite.\",\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage.\"]}],\"senseTags\":[\"D\"],\"languageTags\":[\"AB\",\"OTH\"],\"damageTags\":[\"P\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"HPR\",\"MW\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Veldyskar\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":151,\"_copy\":{\"name\":\"Basilisk\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the basilisk\",\"with\":\"Veldyskar\",\"flags\":\"i\"}}},\"int\":10,\"languages\":[\"Common\",\"Dwarvish\",\"Giant\",\"Undercommon\"],\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Veldyskar can innately cast the following spell, requiring no material components:\"],\"daily\":{\"1\":[\"{@spell greater restoration}\"]}}],\"spellcastingTags\":[\"I\"],\"hasToken\":true},{\"name\":\"Veteran of the Gauntlet\",\"source\":\"OotA\",\"page\":130,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item splint armor|phb}\"]}],\"hp\":{\"average\":58,\"formula\":\"9d8 + 18\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":13,\"con\":14,\"int\":10,\"wis\":11,\"cha\":10,\"skill\":{\"athletics\":\"+5\",\"perception\":\"+2\"},\"passive\":12,\"languages\":[\"Common\",\"Dwarvish\"],\"cr\":\"3\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Heavy Crossbow\",\"entries\":[\"{@atk rw} {@hit 3} to hit, range 100/400 ft., one target. {@h}6 ({@damage 1d10 + 1}) piercing damage.\"]}],\"attachedItems\":[\"heavy crossbow|phb\",\"longsword|phb\",\"shortsword|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"D\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true},{\"name\":\"Viln Tirin\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":202,\"_copy\":{\"name\":\"Bandit Captain\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Drow\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the captain\",\"with\":\"Viln\",\"flags\":\"i\"},\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Special Equipment\",\"entries\":[\"Viln carries a {@item scimitar of speed} and can make one attack with it as a bonus action on her turn. Viln also carries four daggers coated with {@item purple worm poison}. The poison on a dagger's blade is good for one hit only, whether the poison takes effect or not.\"]}},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Scimitar\",\"items\":{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) slashing damage.\"]}}}},\"alignment\":[\"C\",\"E\"],\"cr\":\"5\",\"traitTags\":[\"Fey Ancestry\",\"Sunlight Sensitivity\"],\"spellcastingTags\":[\"I\"],\"hasToken\":true},{\"name\":\"Vizeran DeVir\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":155,\"_copy\":{\"name\":\"Archmage\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Drow\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the archmage\",\"with\":\"Vizeran\",\"flags\":\"i\"}}},\"alignment\":[\"N\",\"E\"],\"traitTags\":[\"Fey Ancestry\",\"Magic Resistance\",\"Sunlight Sensitivity\"],\"spellcastingTags\":[\"CW\",\"I\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Xazax the Eyemonger\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":142,\"_copy\":{\"name\":\"Beholder\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the beholder\",\"with\":\"Xazax\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Y\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":29,\"_copy\":{\"name\":\"Derro Savant\",\"source\":\"MTF\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the derro savant\",\"with\":\"Y\",\"flags\":\"i\"},\"languages\":[{\"mode\":\"appendIfNotExistsArr\",\"items\":[\"Dwarvish\",\"Elvish\",\"Undercommon\"]}],\"spellcasting\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Innate Spellcasting\",\"headerEntries\":[\"Y can innately cast can cast the {@spell teleport} spell once per day, but the intended destination must be within 30 feet of another {@adventure society member|OotA|1|Society of Brilliance}. This teleport effect can be disrupted (see \\\"{@adventure Faerzress|OotA|1|Faerzress}\\\"), which is how society members sometimes end up in far corners of the Underdark, separated from their fellows.\"],\"daily\":{\"1e\":[\"{@spell teleport}\"]},\"hidden\":[\"daily\"]}]}}},\"alignment\":[\"N\"],\"int\":18,\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Yestabrod\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":233,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":75,\"formula\":\"10d10 + 20\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":10,\"con\":14,\"int\":13,\"wis\":15,\"cha\":10,\"senses\":[\"darkvision 120 ft.\"],\"passive\":12,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"telepathy 60 ft.\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Legendary Resistance (1/Day)\",\"entries\":[\"If Yestabrod fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}8 ({@damage 3d4 + 1}) bludgeoning damage plus 7 ({@damage 3d4}) poison damage.\"]},{\"name\":\"Caustic Spores (1/Day)\",\"entries\":[\"Yestabrod releases spores in a 30-foot cone. Each creature in that area must succeed on a {@dc 12} Dexterity saving throw or take {@dice 1d6} acid damage at the start of each of Yestabrod's turns. A creature can repeat the saving throw at the end of each of its turn, ending the effect on itself on a success.\"]},{\"name\":\"Infestation Spores (1/Day)\",\"entries\":[\"Yestabrod releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a {@dc 12} Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must be repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the \\\"Myconids\\\" entry in the Monster Manual).\"]}],\"legendaryActions\":2,\"legendary\":[{\"name\":\"Corpse Burst\",\"entries\":[\"Gore, offal, and acid erupt from a corpse within 20 feet of Yestabrod. Creatures within 10 feet of the corpse must succeed on a {@dc 12} Dexterity saving throw or take 7 ({@damage 2d6}) acid damage.\"]},{\"name\":\"Foul Absorption\",\"entries\":[\"Yestabrod absorbs putrescence from a corpse within 5 feet of it, regaining {@dice 1d8 + 2} hit points\"]}],\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"AB\",\"TP\"],\"damageTags\":[\"A\",\"B\",\"I\"],\"miscTags\":[\"AOE\",\"DIS\",\"MW\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true},{\"name\":\"Young Basilisk\",\"source\":\"OotA\",\"page\":100,\"_copy\":{\"name\":\"Basilisk\",\"source\":\"MM\"},\"size\":[\"S\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":22,\"formula\":\"4d6 + 8\"},\"speed\":{\"walk\":15},\"str\":13,\"cr\":\"1\",\"trait\":[{\"name\":\"Petrifying Gaze\",\"entries\":[\"If a creature starts its turn within 15 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a {@dc 12} Constitution saving throw if the basilisk isn't {@condition incapacitated}. On a failed save, the creature magically begins to turn to stone and is {@condition restrained}. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is {@condition petrified} until freed by the {@spell greater restoration} spell or other magic.\",\"A creature that isn't {@status surprised} can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.\",\"If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage plus 2 ({@damage 1d4}) poison damage.\"]}],\"conditionInflict\":[\"petrified\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true},{\"name\":\"Young Hook Horror\",\"source\":\"OotA\",\"page\":34,\"_copy\":{\"name\":\"Hook Horror\",\"source\":\"MM\",\"_mod\":{\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Hook\",\"items\":{\"name\":\"Hook\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage.\"]}}}},\"size\":[\"S\"],\"ac\":[{\"ac\":11,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":11,\"formula\":\"2d6 + 4\"},\"speed\":{\"walk\":15,\"climb\":15},\"str\":12,\"cr\":\"1/4\",\"hasToken\":true},{\"name\":\"Yuk Yuk\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":31,\"_copy\":{\"name\":\"Goblin\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the goblin\",\"with\":\"Yuk Yuk\",\"flags\":\"i\"}}},\"alignment\":[\"N\"],\"skill\":{\"acrobatics\":\"+6\",\"athletics\":\"+3\",\"stealth\":\"+6\"},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Zhentarim Thug\",\"source\":\"OotA\",\"page\":131,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\"],\"ac\":[{\"ac\":11,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":32,\"formula\":\"5d8 + 10\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":11,\"con\":14,\"int\":10,\"wis\":10,\"cha\":11,\"skill\":{\"intimidation\":\"+2\"},\"passive\":10,\"languages\":[\"Common\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Pack Tactics\",\"entries\":[\"The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The thug makes two melee attacks\"]},{\"name\":\"Mace\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage.\"]},{\"name\":\"Heavy Crossbow\",\"entries\":[\"{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage.\"]}],\"attachedItems\":[\"heavy crossbow|phb\",\"mace|phb\"],\"traitTags\":[\"Pack Tactics\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true},{\"name\":\"Zilchyn Q'Leptin\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OotA\",\"page\":137,\"_copy\":{\"name\":\"Drow Mage\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the drow\",\"with\":\"Zilchyn\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-oow.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\"]}},\"monster\":[{\"name\":\"Clockwork Behir\",\"source\":\"OoW\",\"page\":173,\"_copy\":{\"name\":\"Behir\",\"source\":\"MM\"},\"type\":\"construct\",\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Dagdra Deepforge\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OoW\",\"page\":145,\"_copy\":{\"name\":\"Priest\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Mountain Dwarf\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the priest\",\"with\":\"Dagdra\",\"flags\":\"i\"},\"action\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Scroll Service (1/Day)\",\"entries\":[\"As an action, Dagdra draws a {@item spell scroll} from her {@item documancy satchel|AI}. The scroll contains a spell of up to 3rd level of Dagdra's choice. Only Dagdra can use the scroll, which vanishes after 1 minute.\"]}}}},\"alignment\":[\"N\",\"G\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item half plate armor|phb}\"]}],\"languageTags\":[\"D\",\"X\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Devil Dog\",\"shortName\":true,\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OoW\",\"page\":85,\"_copy\":{\"name\":\"Acolyte\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Tiefling\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the acolyte\",\"with\":\"Devil Dog\",\"flags\":\"i\"}}},\"alignment\":[\"C\",\"E\"],\"languageTags\":[\"C\",\"I\",\"X\"],\"damageTagsSpell\":[\"F\",\"R\"],\"spellcastingTags\":[\"CC\",\"I\"],\"hasToken\":true},{\"name\":\"Enormous Tentacle\",\"source\":\"OoW\",\"page\":94,\"_copy\":{\"name\":\"Giant Constrictor Snake\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"snake\",\"with\":\"tentacle\"}}},\"trait\":[{\"name\":\"Reach\",\"entries\":[\"The tentacle can reach anywhere in the room.\"]}],\"action\":[{\"name\":\"Constrict\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 35 ft., one creature. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 16}). Until this grapple ends, the creature is {@condition restrained}, and the tentacle can't constrict another target.\"]}],\"damageTags\":[\"B\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Gildha Duhn\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OoW\",\"page\":110,\"_copy\":{\"name\":\"Acolyte\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Half-Orc\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the acolyte\",\"with\":\"Gildha\",\"flags\":\"i\"}}},\"languageTags\":[\"C\",\"O\",\"X\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Grunka\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OoW\",\"page\":115,\"_copy\":{\"name\":\"Hobgoblin\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the hobgoblin\",\"with\":\"Grunka\",\"flags\":\"i\"},\"action\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Acid Spray Gun {@recharge 5}\",\"entries\":[\"The hobgoblin sprays acid in a 10-foot cone. Each creature in the area must make a DC 10 Dexterity saving throw, taking 7 ({@damage 2d6}) acid damage on a failed save, or half as much damage on a successful one.\",\"The spray gun has a tank that can be filled with ten standard vials of acid mixed with water, allowing it to be used five times.\"]}}}},\"damageTags\":[\"A\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Jelayne\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OoW\",\"page\":84,\"_copy\":{\"name\":\"Skeleton\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the skeleton\",\"with\":\"Jelayne\",\"flags\":\"i\"}}},\"int\":14,\"cha\":14,\"languages\":[\"Common\"],\"languageTags\":[\"C\"],\"hasToken\":true},{\"name\":\"Mechachimera\",\"source\":\"OoW\",\"page\":134,\"_copy\":{\"name\":\"Chimera\",\"source\":\"MM\"},\"type\":\"construct\",\"immune\":[\"poison\",\"psychic\"],\"hasToken\":true},{\"name\":\"Onyx\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OoW\",\"page\":186,\"_copy\":{\"name\":\"Cat\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Relative Size\",\"entries\":[\"Any damage Onyx would take is reduced to 0. She has advantage on ability checks and saving throws.\"]},{\"name\":\"Dealing with Onyx\",\"entries\":[\"Onyx cannot be overcome or killed by combat. Any weapon attack against her that hits AC 12 makes contact but deals no lasting damage. However, if the attack would deal 10 or more damage, Onyx has disadvantage on attack rolls until the end of her next turn. If Onyx would take 10 or more damage from spells or other effects, it yields the same result. Spells that impose conditions function normally against Onyx, but those conditions end automatically at the end of the cat's next turn.\"]}]}}},\"size\":[\"H\"],\"speed\":{\"walk\":400,\"climb\":200},\"action\":[{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 20 ft., one target. {@h}11 ({@damage 2d10}) slashing damage.\"]}],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Replica Duodrone\",\"source\":\"OoW\",\"page\":132,\"_copy\":{\"name\":\"Duodrone\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Disintegration\",\"items\":{\"name\":\"Dismantlable\",\"entries\":[\"If the replica duodrone dies, its body falls into a pile of parts (gears, plates, screws, and wires), leaving behind its weapons and anything else it was carrying.\"]}}}},\"senses\":[\"darkvision 60 ft.\"],\"languages\":[\"Modron\",\"can understand Common but speaks only preprogrammed responses\"],\"languageTags\":[\"C\",\"OTH\"],\"hasToken\":true},{\"name\":\"Replica Monodrone\",\"source\":\"OoW\",\"page\":132,\"_copy\":{\"name\":\"Monodrone\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Disintegration\",\"items\":{\"name\":\"Dismantlable\",\"entries\":[\"If the replica monodrone dies, its body falls into a pile of parts (gears, plates, screws, and wires), leaving behind its weapons and anything else it was carrying.\"]}}}},\"speed\":{\"walk\":30},\"senses\":[\"darkvision 60 ft.\"],\"languages\":[\"Modron\",\"can understand Common but speaks only preprogrammed responses\"],\"languageTags\":[\"C\",\"OTH\"],\"hasToken\":true},{\"name\":\"Replica Pentadrone\",\"source\":\"OoW\",\"page\":132,\"_copy\":{\"name\":\"Pentadrone\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Disintegration\",\"items\":{\"name\":\"Dismantlable\",\"entries\":[\"If the replica pentadrone dies, its body falls into a pile of parts (gears, plates, screws, and wires), leaving behind its weapons and anything else it was carrying.\"]}}}},\"senses\":[\"darkvision 60 ft.\"],\"languages\":[\"Modron\",\"can understand Common but speaks only preprogrammed responses\"],\"languageTags\":[\"C\",\"OTH\"],\"hasToken\":true},{\"name\":\"Replica Quadrone\",\"source\":\"OoW\",\"page\":132,\"_copy\":{\"name\":\"Quadrone\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Disintegration\",\"items\":{\"name\":\"Dismantlable\",\"entries\":[\"If the replica quadrone dies, its body falls into a pile of parts (gears, plates, screws, and wires), leaving behind its weapons and anything else it was carrying.\"]}}}},\"speed\":{\"walk\":30},\"senses\":[\"darkvision 60 ft.\"],\"languages\":[\"Modron\",\"can understand Common but speaks only preprogrammed responses\"],\"languageTags\":[\"C\",\"OTH\"],\"hasToken\":true},{\"name\":\"Replica Tridrone\",\"source\":\"OoW\",\"page\":132,\"_copy\":{\"name\":\"Tridrone\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Disintegration\",\"items\":{\"name\":\"Dismantlable\",\"entries\":[\"If the replica tridrone dies, its body falls into a pile of parts (gears, plates, screws, and wires), leaving behind its weapons and anything else it was carrying.\"]}}}},\"senses\":[\"darkvision 60 ft.\"],\"languages\":[\"Modron\",\"can understand Common but speaks only preprogrammed responses\"],\"languageTags\":[\"C\",\"OTH\"],\"hasToken\":true},{\"name\":\"Stomping Foot\",\"source\":\"OoW\",\"page\":92,\"_copy\":{\"name\":\"Crawling Claw\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"claw\",\"with\":\"foot\",\"flags\":\"i\"}}},\"speed\":{\"walk\":30},\"action\":[{\"name\":\"Stomp\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) bludgeoning damage.\"]}],\"damageTags\":[\"B\"],\"hasToken\":true},{\"name\":\"Two Dry Cloaks\",\"shortName\":true,\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"OoW\",\"page\":162,\"_copy\":{\"name\":\"Spy\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Tabaxi\",\"source\":\"VGM\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the spy\",\"with\":\"Two Dry Cloaks\",\"flags\":\"i\"}}},\"damageTags\":[\"P\",\"S\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Undead Cockatrice\",\"source\":\"OoW\",\"page\":114,\"_copy\":{\"name\":\"Cockatrice\",\"source\":\"MM\"},\"type\":\"undead\",\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"hasToken\":true}]}"); JSON_DATA[`data/bestiary/bestiary-pabtso.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\"]},\"internalCopies\":[\"monster\"],\"otherSources\":{\"monster\":{\"MM\":\"PaBTSO\",\"DoSI\":\"PaBTSO\",\"MOT\":\"PaBTSO\",\"MPMM\":\"PaBTSO\"}}},\"monster\":[{\"name\":\"Aberrant Zealot\",\"source\":\"PaBTSO\",\"page\":203,\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":16,\"from\":[\"{@item studded leather armor|PHB}\"]}],\"hp\":{\"average\":93,\"formula\":\"17d8 + 17\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":18,\"con\":12,\"int\":13,\"wis\":8,\"cha\":19,\"save\":{\"dex\":\"+7\",\"cha\":\"+7\"},\"skill\":{\"perception\":\"+5\"},\"senses\":[\"darkvision 60 ft.\",\"truesight 10 ft.\"],\"passive\":15,\"resist\":[\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"frightened\",\"grappled\",\"restrained\"],\"languages\":[\"Common\",\"Deep Speech\"],\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The zealot casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell detect thoughts}\",\"{@spell minor illusion}\"],\"daily\":{\"1e\":[\"{@spell arcane gate}\",\"{@spell hunger of Hadar}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Aberrant Form\",\"entries\":[\"The zealot exudes the chaos of the Far Realm. Any non-Aberration creature that starts its turn within 5 feet of the zealot must succeed on a {@dc 15} Wisdom saving throw or take 7 ({@damage 2d6}) psychic damage.\"]},{\"name\":\"Weirdly Pliable\",\"entries\":[\"The zealot, along with any equipment it is wearing or carrying, is unnaturally flexible. The zealot can move through any space as narrow as 1 inch without squeezing.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The zealot makes one Psychic Rend attack and two Shortsword attacks.\"]},{\"name\":\"Psychic Rend\",\"entries\":[\"{@atk ms,rs} {@hit 7} to hit, reach 15 ft. or range 120 ft., one target. {@h}14 ({@damage 3d6 + 4}) psychic damage, and the target must succeed on a {@dc 15} Wisdom saving throw or have the {@condition stunned} condition until the start of the zealot's next turn.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 15 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 7 ({@damage 2d6}) psychic damage.\"]}],\"bonus\":[{\"name\":\"Void Warp {@recharge 5}\",\"entries\":[\"The zealot teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself, leaving a churning void in the space it left. Immediately after it teleports, each creature within 30 feet of the void other than the zealot must make a {@dc 15} Strength saving throw. On a failed save, a creature takes 18 ({@damage 4d8}) force damage and is pulled to the unoccupied space closest to the void. On a successful save, the creature takes half as much damage only. The void then disappears.\"]}],\"attachedItems\":[\"shortsword|phb\"],\"senseTags\":[\"D\",\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DS\"],\"damageTags\":[\"O\",\"P\",\"Y\"],\"damageTagsSpell\":[\"A\",\"C\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"stunned\"],\"conditionInflictSpell\":[\"blinded\"],\"savingThrowForced\":[\"strength\",\"wisdom\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Aberrant Zealot (Tentacled)\",\"source\":\"PaBTSO\",\"page\":181,\"_copy\":{\"name\":\"Aberrant Zealot\",\"source\":\"PaBTSO\",\"_mod\":{\"action\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Mind Blast {@recharge 5}\",\"entries\":[\"The zealot magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a {@dc 15} Intelligence saving throw or take 22 ({@damage 4d8 + 4}) psychic damage and have the {@condition stunned} condition for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the {@condition stunned} condition on itself on a success.\"]}}}},\"hasToken\":true},{\"name\":\"Ash Zombie\",\"source\":\"PaBTSO\",\"page\":52,\"_copy\":{\"name\":\"Zombie\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Ash Cloud\",\"entries\":[\"When the zombie dies, it leaves a cloud of ash that lasts for 5 minutes but does not obscure vision.\"]}}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Brain Breaker\",\"source\":\"PaBTSO\",\"page\":199,\"_copy\":{\"name\":\"Infected Elder Brain\",\"source\":\"PaBTSO\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"elder brain\",\"with\":\"brain breaker\"}}},\"ac\":[{\"ac\":14,\"from\":[\"{@item ring mail|PHB}\"]}],\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"cr\":\"12\",\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Chishinix\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PaBTSO\",\"page\":194,\"_copy\":{\"name\":\"Mind Flayer Clairvoyant\",\"source\":\"PaBTSO\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the mind flayer\",\"with\":\"Chishinix\",\"flags\":\"i\"},\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Severed Head\",\"entries\":[\"Chishinix is always accompanied by a {@creature Chishinix' Head|PaBTSO|severed head}.\"]}}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Chishinix' Head\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PaBTSO\",\"page\":194,\"_copy\":{\"name\":\"Encephalon Gemmule\",\"source\":\"PaBTSO\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"gemmule\",\"with\":\"head\"},\"trait\":{\"mode\":\"removeArr\",\"names\":\"Encephalon Progeny\"}}},\"speed\":{\"walk\":10},\"hasToken\":true},{\"name\":\"Cloaker Mutate\",\"source\":\"PaBTSO\",\"page\":212,\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":143,\"formula\":\"22d10 + 22\"},\"speed\":{\"walk\":10,\"fly\":30},\"str\":19,\"dex\":15,\"con\":12,\"int\":18,\"wis\":13,\"cha\":11,\"skill\":{\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"necrotic\",\"poison\",\"psychic\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"Deep Speech\",\"telepathy 60 ft.\",\"Undercommon\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Avoidance\",\"entries\":[\"If the mutate is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.\"]},{\"name\":\"Light Sensitivity\",\"entries\":[\"While in bright light, the mutate has disadvantage on attack rolls.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The mutate makes one Corpse Swipe attack and two Tail attacks, or it makes four Tail attacks.\"]},{\"name\":\"Corpse Swipe\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}20 ({@damage 3d10 + 4}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 16} Constitution saving throw or have the {@condition poisoned} condition for 1 minute. While {@condition poisoned} in this way, a creature can't regain hit points.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage.\"]}],\"bonus\":[{\"name\":\"Phantasmal Duplicates\",\"entries\":[\"The mutate magically projects up to four illusory copies of itself. These duplicates make it difficult to ascertain the mutate's true location and last until the end of the mutate's next turn. While the copies exist, attack rolls against the mutate are made with disadvantage.\"]},{\"name\":\"Psychic Moan {@recharge}\",\"entries\":[\"The mutate lets out a moan charged with psychic energy. Each creature within 60 feet of the mutate that isn't an Aberration must succeed on a {@dc 16} Wisdom saving throw or take 17 ({@damage 5d6}) psychic damage and have the {@condition frightened} condition until the end of the mutate's next turn.\"]}],\"traitTags\":[\"Light Sensitivity\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DS\",\"TP\",\"U\"],\"damageTags\":[\"B\",\"S\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dwarf Skeleton\",\"source\":\"PaBTSO\",\"page\":123,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item chain shirt|phb}\"]}],\"hp\":{\"average\":26,\"formula\":\"4d8 + 8\"},\"speed\":{\"walk\":25},\"str\":16,\"dex\":10,\"con\":15,\"int\":6,\"wis\":8,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"immune\":[\"poison\"],\"vulnerable\":[\"bludgeoning\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"understands Dwarvish but can't speak\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Sure-Footed\",\"entries\":[\"The skeleton has advantage on Strength and Dexterity saving throws made against effects that make it have the {@condition prone} condition.\"]}],\"action\":[{\"name\":\"Battleaxe\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands.\"]}],\"attachedItems\":[\"battleaxe|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"CS\",\"D\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true},{\"name\":\"Encephalon Cluster\",\"source\":\"PaBTSO\",\"page\":205,\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":110,\"formula\":\"17d10 + 17\"},\"speed\":{\"walk\":20},\"str\":23,\"dex\":10,\"con\":13,\"int\":5,\"wis\":17,\"cha\":7,\"senses\":[\"blindsight 60 ft. (can't see beyond this radius)\"],\"passive\":13,\"resist\":[\"psychic\"],\"conditionImmune\":[\"blinded\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the cluster fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The cluster has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The cluster makes two Slam attacks. It can replace one of these attacks with Spawn Progeny if available.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d10 + 6}) bludgeoning damage plus 10 ({@damage 3d6}) psychic damage, and if the target is a creature, the target must succeed on a {@dc 18} Strength saving throw or have the {@condition prone} condition. If this attack reduces the target to 0 hit points, the target immediately dies and is consumed by the cluster.\"]},{\"name\":\"Spawn Progeny (Recharges after a Short or Long Rest)\",\"entries\":[\"The cluster bulges and spews {@dice 1d4} mature eggs. Each egg lands in an unoccupied space of the cluster's choice within 30 feet of itself and immediately transforms into an {@creature encephalon gemmule|PaBTSO}. The gemmules obey the cluster's commands and take their turns immediately after it.\"]}],\"reaction\":[{\"name\":\"Aggressive Hunger\",\"entries\":[\"Immediately after being hit by an attack, the cluster moves up to its speed toward the attacker. This movement doesn't provoke opportunity attacks. If the cluster ends this movement within 5 feet of the attacker, it then makes one Slam attack against that attacker.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"Y\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Encephalon Gemmule\",\"source\":\"PaBTSO\",\"page\":206,\"size\":[\"T\"],\"type\":\"aberration\",\"alignment\":[\"U\"],\"ac\":[14],\"hp\":{\"average\":54,\"formula\":\"12d4 + 24\"},\"speed\":{\"walk\":40},\"str\":1,\"dex\":18,\"con\":14,\"int\":5,\"wis\":12,\"cha\":7,\"senses\":[\"blindsight 30 ft. (can't see beyond this radius)\"],\"passive\":11,\"resist\":[\"psychic\"],\"conditionImmune\":[\"blinded\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Encephalon Progeny\",\"entries\":[\"The gemmule matures into an encephalon cluster if not killed within 30 ({@dice 4d12 + 4}) days of its creation.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The gemmule has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Psychic Slam\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}16 ({@damage 3d10}) psychic damage.\"]}],\"bonus\":[{\"name\":\"Leech\",\"entries\":[\"The gemmule targets one creature within 5 feet of itself and forces the target to make a {@dc 14} Dexterity saving throw. On a failed save, the gemmule enters the target's space and attaches to the target. While the gemmule is attached, the target takes 7 ({@damage 3d4}) piercing damage at the start of each of its turns, and the gemmule can't use Leech again until it detaches. It can detach itself by spending 5 feet of its movement. As an action, the target or a creature within 5 feet of the target can detach the gemmule by succeeding on a {@dc 15} Strength check.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"B\"],\"damageTags\":[\"P\",\"Y\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Feral Ashenwight\",\"source\":\"PaBTSO\",\"page\":204,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":65,\"formula\":\"10d8 + 20\"},\"speed\":{\"walk\":25},\"str\":19,\"dex\":13,\"con\":15,\"int\":4,\"wis\":14,\"cha\":6,\"save\":{\"str\":\"+7\",\"con\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":12,\"resist\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\",\"unconscious\"],\"languages\":[\"understands the languages it knew in life but can't speak\"],\"cr\":\"5\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The ashenwight makes two Necrotic Shard attacks.\"]},{\"name\":\"Necrotic Shard\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 60 ft., one target. {@h}7 ({@damage 1d6 + 4}) necrotic damage. If the target is a creature, it has disadvantage on the next attack roll it makes before the end of its next turn.\"]}],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"LF\"],\"damageTags\":[\"N\"],\"miscTags\":[\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fiendish Auger\",\"source\":\"PaBTSO\",\"page\":206,\"size\":[\"H\"],\"type\":\"construct\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":85,\"formula\":\"9d12 + 27\"},\"speed\":{\"walk\":40,\"burrow\":30},\"str\":23,\"dex\":10,\"con\":17,\"int\":6,\"wis\":12,\"cha\":5,\"senses\":[\"blindsight 60 ft. (can't see beyond this radius)\"],\"passive\":11,\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"unconscious\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Siege Monster\",\"entries\":[\"The auger deals double damage to objects and structures.\"]},{\"name\":\"Tunneler\",\"entries\":[\"The auger can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.\"]}],\"action\":[{\"name\":\"Flaming Drill\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 7 ({@damage 2d6}) fire damage. If the auger moves at least 20 feet in a straight line toward the target immediately before the hit, the target takes an additional 11 ({@damage 2d10}) piercing damage, and if the target is a creature, it must succeed on a {@dc 17} Strength saving throw or have the {@condition prone} condition.\"]}],\"bonus\":[{\"name\":\"Burst of Heat {@recharge 5}\",\"entries\":[\"The auger releases an intense burst of heat in a 30-foot-radius sphere centered on itself. This heat spreads around corners. Each creature in this area must make a {@dc 17} Constitution saving throw, taking 13 ({@damage 3d8}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"traitTags\":[\"Siege Monster\",\"Tunneler\"],\"senseTags\":[\"B\"],\"damageTags\":[\"F\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Flesh Meld\",\"source\":\"PaBTSO\",\"page\":207,\"size\":[\"H\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[12],\"hp\":{\"average\":95,\"formula\":\"10d12 + 30\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":21,\"dex\":14,\"con\":17,\"int\":7,\"wis\":13,\"cha\":5,\"save\":{\"str\":\"+8\",\"dex\":\"+5\"},\"senses\":[\"blindsight 60 ft. (can't see beyond this radius)\"],\"passive\":11,\"conditionImmune\":[\"blinded\",\"prone\"],\"languages\":[\"understands all but can't speak\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Amorphous\",\"entries\":[\"The flesh meld can move through a space as narrow as 1 inch without squeezing.\"]},{\"name\":\"Aura of Death\",\"entries\":[\"At the start of each of the flesh meld's turns, each creature within 5 feet of it must succeed on a {@dc 15} Constitution saving throw or take 3 ({@damage 1d6}) necrotic damage and have the {@condition poisoned} condition until the start of the flesh meld's next turn.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The flesh meld has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The flesh meld can climb difficult surfaces, including ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The flesh meld makes two Bite attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 30 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage, and if the target is a Large or smaller creature, it has the {@condition grappled} condition (escape {@dc 15}) and is pulled up to 15 feet toward the flesh meld.\"]}],\"bonus\":[{\"name\":\"Consume Creature\",\"entries\":[\"The flesh meld targets one Large or smaller creature within 5 feet of itself that it's grappling. The target must succeed on a {@dc 15} Dexterity saving throw or be swallowed by the flesh meld. The flesh meld can have one creature swallowed at a time.\",\"A swallowed creature no longer has the {@condition grappled} condition. While swallowed, it has the {@condition blinded} and {@condition restrained} conditions, has {@quickref Cover||3||total cover} against attacks and other effects outside the flesh meld, and takes 10 ({@damage 3d6}) necrotic damage at the start of each of the flesh meld's turns. If this damage reduces a swallowed creature to 0 hit points, the creature dies, and the flesh meld consumes its body.\",\"If the flesh meld takes 30 damage or more on a single turn from the swallowed creature, the flesh meld must succeed on a {@dc 15} Constitution saving throw at the end of that turn or regurgitate the creature, which falls with the {@condition prone} condition in a space within 5 feet of the flesh meld. If the flesh meld dies, the swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 10 feet of movement, exiting with the {@condition prone} condition.\"]}],\"traitTags\":[\"Amorphous\",\"Magic Resistance\",\"Spider Climb\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"XX\"],\"damageTags\":[\"N\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Goblin Boss Archer\",\"source\":\"PaBTSO\",\"page\":60,\"_copy\":{\"name\":\"Goblin Boss\",\"source\":\"MM\",\"_mod\":{\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Javelin\",\"items\":{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 80 ft./320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]}}}},\"hasToken\":true},{\"name\":\"Goblin Psi Brawler\",\"source\":\"PaBTSO\",\"page\":215,\"size\":[\"S\"],\"type\":{\"type\":\"aberration\",\"tags\":[\"goblinoid\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item studded leather armor|PHB}\"]}],\"hp\":{\"average\":31,\"formula\":\"7d6 + 7\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":17,\"con\":12,\"int\":16,\"wis\":15,\"cha\":10,\"save\":{\"int\":\"+5\",\"wis\":\"+4\"},\"skill\":{\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[\"psychic\"],\"languages\":[\"Common\",\"Goblin\",\"telepathy 30 ft.\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Mental Burst\",\"entries\":[\"When the goblin dies, its pent-up mental energy explodes in a psychic blast. Each creature within 5 feet of it must succeed on a {@dc 13} Intelligence saving throw or take 5 ({@damage 2d4}) psychic damage.\"]},{\"name\":\"Mental Fortitude\",\"entries\":[\"The goblin has advantage on saving throws against effects that would make it have the {@condition charmed} or {@condition frightened} condition.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The goblin makes two Unarmed Strike attacks.\"]},{\"name\":\"Unarmed Strike\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage plus 3 ({@damage 1d6}) psychic damage.\"]}],\"bonus\":[{\"name\":\"Nimble Escape\",\"entries\":[\"The goblin takes the Disengage or Hide action.\"]},{\"name\":\"Telekinetic Shove\",\"entries\":[\"The goblin targets one creature it can see within 30 feet of itself with a thrust of telekinetic force. The target must succeed on a {@dc 13} Strength saving throw or have the {@condition prone} condition.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GO\",\"TP\"],\"damageTags\":[\"B\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"intelligence\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Goblin Psi Commander\",\"source\":\"PaBTSO\",\"page\":216,\"size\":[\"S\"],\"type\":{\"type\":\"aberration\",\"tags\":[\"goblinoid\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item studded leather armor|PHB}\"]}],\"hp\":{\"average\":58,\"formula\":\"13d6 + 13\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":19,\"con\":13,\"int\":17,\"wis\":15,\"cha\":10,\"save\":{\"int\":\"+5\",\"wis\":\"+4\"},\"skill\":{\"stealth\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[\"psychic\"],\"languages\":[\"Common\",\"Goblin\",\"telepathy 60 ft.\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The goblin casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell mage hand} (the hand is invisible)\",\"{@spell minor illusion}\"],\"daily\":{\"1e\":[\"{@spell charm person}\",\"{@spell dissonant whispers}\",\"{@spell telekinesis}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Mental Burst\",\"entries\":[\"When the goblin dies, its pent-up mental energy explodes in a psychic blast. Each creature within 5 feet of it must succeed on a {@dc 13} Intelligence saving throw or take 10 ({@damage 4d4}) psychic damage.\"]},{\"name\":\"Mental Fortitude\",\"entries\":[\"The goblin has advantage on saving throws against effects that would make it have the {@condition charmed} or {@condition frightened} conditions.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The goblin makes three Psychic Blade attacks.\"]},{\"name\":\"Psychic Blade\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 60 ft., one creature. {@h}11 ({@damage 2d6 + 4}) psychic damage, and the target must subtract {@dice 1d4} from the next attack roll or saving throw it makes before the end of the goblin's next turn.\"]},{\"name\":\"Synaptic Rend {@recharge 5}\",\"entries\":[\"The goblin unleashes a 30-foot-radius sphere of psychic energy, centered on a point the goblin can see within 60 feet of itself. Each creature in that area must make a {@dc 13} Intelligence saving throw. On a failed save, a creature takes 14 ({@damage 4d6}) psychic damage and has the {@condition incapacitated} condition until the end of the goblin's next turn. On a successful save, a creature takes half as much damage only.\"]}],\"bonus\":[{\"name\":\"Nimble Escape\",\"entries\":[\"The goblin takes the Disengage or Hide action.\"]}],\"reaction\":[{\"name\":\"Psionic Shield\",\"entries\":[\"When the goblin or one of its allies within 15 feet of it is hit by an attack roll, the goblin conjures a shield of force. The target of the attack gains a +3 bonus to its AC against the triggering attack roll, potentially causing it to miss.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GO\",\"TP\"],\"damageTags\":[\"Y\"],\"damageTagsSpell\":[\"Y\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RW\"],\"conditionInflict\":[\"incapacitated\"],\"conditionInflictSpell\":[\"charmed\",\"restrained\"],\"savingThrowForced\":[\"intelligence\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Grandlejaw\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PaBTSO\",\"page\":121,\"_copy\":{\"name\":\"Hydra\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the hydra\",\"with\":\"Grandlejaw\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Grell Psychic\",\"source\":\"PaBTSO\",\"page\":145,\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":66,\"formula\":\"12d8 + 12\"},\"speed\":{\"walk\":10,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":17,\"dex\":14,\"con\":13,\"int\":12,\"wis\":11,\"cha\":14,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+6\"},\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":14,\"immune\":[\"lightning\"],\"conditionImmune\":[\"blinded\",\"prone\"],\"languages\":[\"Deep Speech\",\"Grell\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The grell psychic casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save {@dc 12}):\"],\"will\":[\"{@spell detect thoughts}\",\"{@spell mage armor}\",\"{@spell mage hand} (the hand is invisible)\"],\"daily\":{\"1e\":[\"{@spell confusion}\",\"{@spell fear}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The grell psychic makes one Tentacle attack and one Beak attack.\"]},{\"name\":\"Beak\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 3d4 + 3}) piercing damage.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage, and the target must succeed on a {@dc 11} Constitution saving throw or have the {@condition poisoned} condition for 1 minute. While the target is {@condition poisoned}, it also has the {@condition paralyzed} condition. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The target also has the {@condition grappled} condition (escape {@dc 16}). While grappling the target, the grell can't make Tentacle attacks against other targets. When the grell moves, any Medium or smaller target it is grappling moves with it.\"]}],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"DS\",\"OTH\"],\"damageTags\":[\"P\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"poisoned\"],\"conditionInflictSpell\":[\"frightened\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Gundren Rockseeker\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PaBTSO\",\"page\":10,\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Mountain Dwarf\",\"source\":\"PHB\"}]},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Gwyn Oresong\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PaBTSO\",\"page\":8,\"_copy\":{\"name\":\"Acolyte\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Mountain Dwarf\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the acolyte\",\"with\":\"Gwyn\",\"flags\":\"i\"}}},\"alignment\":[\"N\",\"G\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Hashutu\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PaBTSO\",\"page\":194,\"_copy\":{\"name\":\"Mind Flayer Clairvoyant\",\"source\":\"PaBTSO\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the mind flayer\",\"with\":\"Hashutu\",\"flags\":\"i\"}}},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\",\"truesight 15 ft.\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Hjoldak Hollowhelm\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PaBTSO\",\"page\":93,\"_copy\":{\"name\":\"Psionic Ashenwight\",\"source\":\"PaBTSO\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the ashenwight\",\"with\":\"Hjoldak\",\"flags\":\"i\"}}},\"alignment\":[\"N\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Honna\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PaBTSO\",\"page\":110,\"_copy\":{\"name\":\"Medusa\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the medusa\",\"with\":\"Honna\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Humanoid Mutate\",\"source\":\"PaBTSO\",\"page\":212,\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"A\"],\"ac\":[14],\"hp\":{\"average\":65,\"formula\":\"10d8 + 20\"},\"speed\":{\"walk\":30,\"fly\":30},\"str\":12,\"dex\":18,\"con\":14,\"int\":11,\"wis\":13,\"cha\":15,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":13,\"resist\":[\"psychic\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common\",\"telepathy 60 ft.\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the mutate has disadvantage on attack rolls.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The mutate makes two Unarmed Strike or Nightmare Blast attacks.\"]},{\"name\":\"Unarmed Strike\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage plus 10 ({@damage 3d6}) psychic damage.\"]},{\"name\":\"Nightmare Blast\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 60 ft., one creature. {@h}7 ({@damage 2d6}) psychic damage, and the target must succeed on a {@dc 12} Wisdom saving throw or have the {@condition frightened} condition until the start of the mutate's next turn.\"]}],\"reaction\":[{\"name\":\"Defensive Flight\",\"entries\":[\"Immediately after taking damage, the mutate flies up to its speed. This movement doesn't provoke opportunity attacks.\"]}],\"traitTags\":[\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"TP\"],\"damageTags\":[\"B\",\"Y\"],\"miscTags\":[\"MW\",\"RW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Iarno \\\"Glasstaff\\\" Albrek\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PaBTSO\",\"page\":43,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\",\"wizard\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[12,{\"ac\":16,\"condition\":\"with {@spell mage armor} and {@item staff of defense|PaBTSO}\",\"braces\":true}],\"hp\":{\"average\":22,\"formula\":\"5d8\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":14,\"con\":11,\"int\":17,\"wis\":12,\"cha\":11,\"save\":{\"int\":\"+5\",\"wis\":\"+3\"},\"skill\":{\"arcana\":\"+5\",\"history\":\"+5\"},\"passive\":11,\"languages\":[\"Common\",\"Draconic\",\"Dwarvish\",\"Elvish\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Glasstaff casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell light}\",\"{@spell mage hand}\"],\"daily\":{\"1e\":[\"{@spell charm person}\",\"{@spell hold person}\",\"{@spell magic missile}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Glasstaff wields a {@item staff of defense|PaBTSO} (see appendix B). With the staff in hand, he can use an action to cast the {@spell mage armor} spell and use his reaction to cast the {@spell shield} spell.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Glasstaff makes two Shocking Burst attacks.\"]},{\"name\":\"Shocking Burst\",\"entries\":[\"{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 120 ft., one target. {@h}6 ({@damage 1d6 + 3}) lightning damage.\"]}],\"bonus\":[{\"name\":\"Teleport (2/Day)\",\"entries\":[\"Glasstaff magically teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"D\",\"DR\",\"E\"],\"damageTags\":[\"L\"],\"damageTagsSpell\":[\"O\"],\"spellcastingTags\":[\"O\"],\"conditionInflictSpell\":[\"charmed\",\"paralyzed\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Infected Elder Brain\",\"source\":\"PaBTSO\",\"page\":159,\"size\":[\"L\"],\"type\":{\"type\":\"aberration\",\"tags\":[\"mind flayer\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[10],\"hp\":{\"average\":189,\"formula\":\"18d10 + 90\"},\"speed\":{\"walk\":5,\"swim\":10},\"str\":15,\"dex\":10,\"con\":20,\"int\":21,\"wis\":19,\"cha\":20,\"save\":{\"int\":\"+9\",\"wis\":\"+8\",\"cha\":\"+9\"},\"skill\":{\"arcana\":\"+9\",\"insight\":\"+12\"},\"senses\":[\"blindsight 120 ft.\"],\"passive\":14,\"languages\":[\"telepathy 1 mile; understands Common\",\"Deep Speech\",\"and Undercommon but can't speak\"],\"cr\":\"11\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The elder brain casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 17}):\"],\"will\":[\"{@spell detect thoughts}\",\"{@spell levitate}\"],\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Creature Sense\",\"entries\":[\"The elder brain is aware of creatures within 1 mile of itself that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one's Intelligence score, but can't sense anything else about it. A creature protected by a {@spell mind blank} spell, a {@spell nondetection} spell, or similar magic can't be perceived in this manner.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The elder brain has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Telepathic Hub\",\"entries\":[\"The elder brain can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The elder brain can let those creatures telepathically hear each other while connected in this way.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The elder brain makes two Tentacle attacks.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 30 ft., one target. {@h}15 ({@damage 3d8 + 2}) bludgeoning damage. If the target is a Huge or smaller creature, it has the {@condition grappled} condition (escape {@dc 14}) and takes 9 ({@damage 1d8 + 5}) psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to four targets {@condition grappled} at a time.\"]},{\"name\":\"Mind Blast {@recharge 5}\",\"entries\":[\"Creatures of the elder brain's choice within 60 feet of itself must succeed on a {@dc 17} Intelligence saving throw or take 32 ({@damage 5d10 + 5}) psychic damage and have the {@condition stunned} condition for 1 minute. A {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"bonus\":[{\"name\":\"Psychic Link\",\"entries\":[\"The elder brain targets one creature with the {@condition incapacitated} condition that the elder brain senses with its Creature Sense trait and establishes a psychic link with the target. Until the link ends, the elder brain can perceive everything the target senses. The target becomes aware that something is linked to its mind once it no longer has the {@condition incapacitated} condition, and the elder brain can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the link, doing so with a successful {@dc 17} Charisma check. If the target breaks the link this way, the target takes 10 ({@damage 3d6}) psychic damage. The link also ends if the target and the elder brain are more than 1 mile apart. The elder brain can form psychic links with up to ten creatures at a time.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"C\",\"CS\",\"DS\",\"TP\",\"U\"],\"damageTags\":[\"B\",\"Y\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForced\":[\"intelligence\"],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Infected Townsperson\",\"source\":\"PaBTSO\",\"page\":139,\"_copy\":{\"name\":\"Berserker\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"berserker\",\"with\":\"townsperson\"},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Greataxe\",\"items\":{\"name\":\"Psychic Slam\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage plus 3 ({@damage 1d6}) psychic damage.\"]}}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Intellect Snare\",\"source\":\"PaBTSO\",\"page\":208,\"size\":[\"S\"],\"type\":\"aberration\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[14],\"hp\":{\"average\":99,\"formula\":\"18d6 + 36\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":45,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":13,\"dex\":18,\"con\":15,\"int\":23,\"wis\":17,\"cha\":11,\"save\":{\"int\":\"+9\",\"wis\":\"+6\",\"cha\":\"+3\"},\"senses\":[\"blindsight 120 ft. (can't see beyond this radius)\"],\"passive\":13,\"immune\":[\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"frightened\",\"prone\"],\"languages\":[\"Deep Speech\",\"telepathy 120 ft.\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Cacophony of Minds\",\"entries\":[\"Any creature that starts its turn within 30 feet of the intellect snare must succeed on a {@dc 17} Wisdom saving throw or have the {@condition incapacitated} condition for 1 minute. An {@condition incapacitated} creature can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success. A creature that succeeds on the saving throw is immune to this intellect snare's Cacophony of Minds for 24 hours.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The intellect snare has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The intellect snare makes two Tentacle attacks.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}10 ({@damage 1d8 + 6}) force damage, and if the target is a Medium or smaller creature, the target has the {@condition grappled} condition (escape {@dc 17}).\"]}],\"bonus\":[{\"name\":\"Siphon Thoughts\",\"entries\":[\"The intellect snare targets one creature it is grappling. The target must make a {@dc 17} Intelligence saving throw, taking 21 ({@damage 6d6}) psychic damage on a failed save, or half as much damage on a successful one. The intellect snare then regains a number of hit points equal to the amount of damage taken.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"DS\",\"TP\"],\"damageTags\":[\"O\",\"Y\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForced\":[\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kellikilli\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PaBTSO\",\"page\":121,\"_copy\":{\"name\":\"Water Weird\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the water weird\",\"with\":\"Kellikilli\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Lowarnizel\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PaBTSO\",\"page\":181,\"size\":[\"L\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"young gem\"]},\"alignment\":[\"N\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":168,\"formula\":\"16d10 + 80\"},\"speed\":{\"walk\":40,\"fly\":{\"number\":80,\"condition\":\"(hover)\"},\"swim\":40,\"canHover\":true},\"str\":21,\"dex\":12,\"con\":21,\"int\":18,\"wis\":15,\"cha\":19,\"save\":{\"dex\":\"+5\",\"con\":\"+9\",\"wis\":\"+6\",\"cha\":\"+8\"},\"skill\":{\"arcana\":\"+12\",\"perception\":\"+10\",\"persuasion\":\"+8\",\"stealth\":\"+5\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":20,\"resist\":[\"force\",\"psychic\"],\"conditionImmune\":[\"frightened\",\"prone\"],\"languages\":[\"Common\",\"Draconic\",\"telepathy 120 ft.\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"Lowarnizel casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 16}):\"],\"daily\":{\"1e\":[\"{@spell dispel magic}\",\"{@spell haste}\",\"{@spell protection from evil and good}\",\"{@spell sending}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"Lowarnizel can breathe both air and water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Lowarnizel makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage plus 4 ({@damage 1d8}) force damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage.\"]},{\"name\":\"Singularity Breath {@recharge 5}\",\"entries\":[\"Lowarnizel creates a shining bead of gravitational force, then releases the energy in a 30-foot cone. Each creature in that area must make a {@dc 17} Strength saving throw. On a failed save, a creature takes 36 ({@damage 8d8}) force damage, and its speed becomes 0 until the start of the dragon's next turn. On a successful save, a creature takes half as much damage only.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"Lowarnizel magically transforms into any creature that is Medium or Small, while retaining his game statistics (other than his size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.\"]}],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"DR\",\"TP\"],\"damageTags\":[\"O\",\"P\",\"S\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Malinia\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PaBTSO\",\"page\":115,\"_copy\":{\"name\":\"Humanoid Mutate\",\"source\":\"PaBTSO\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the mutate\",\"with\":\"Malinia\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Mind Flayer Clairvoyant\",\"source\":\"PaBTSO\",\"page\":209,\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":15,\"from\":[\"{@item breastplate|PHB}\"]}],\"hp\":{\"average\":156,\"formula\":\"24d8 + 48\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":60,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":11,\"dex\":12,\"con\":15,\"int\":21,\"wis\":17,\"cha\":18,\"save\":{\"int\":\"+9\",\"wis\":\"+7\",\"cha\":\"+8\"},\"skill\":{\"arcana\":\"+9\",\"insight\":\"+7\",\"perception\":\"+7\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 120 ft.\",\"truesight 15 ft.\"],\"passive\":17,\"resist\":[\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"frightened\"],\"languages\":[\"Deep Speech\",\"telepathy 120 ft.\",\"Undercommon\"],\"cr\":\"11\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The mind flayer casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 17}):\"],\"will\":[\"{@spell detect magic}\",\"{@spell detect thoughts}\",\"{@spell mage hand} (the hand is invisible)\"],\"daily\":{\"1\":[\"{@spell plane shift} (self only)\"],\"3e\":[\"{@spell clairvoyance} (as an action)\",\"{@spell dispel magic}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the mind flayer fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The mind flayer has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The mind flayer makes two Tentacle attacks.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one creature. {@h}21 ({@damage 3d10 + 5}) psychic damage. If the target is Medium or smaller, it has the {@condition grappled} condition (escape {@dc 17}) and must succeed on a {@dc 17} Intelligence saving throw or have the {@condition incapacitated} condition until the grapple ends.\"]},{\"name\":\"Extract Brain\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one {@condition incapacitated} Humanoid {@condition grappled} by the mind flayer. {@h}55 ({@damage 10d10}) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills it by extracting and devouring its brain.\"]},{\"name\":\"Unleash Void {@recharge 5}\",\"entries\":[\"The mind flayer opens a rift into the Far Realm, centered on a point the mind flayer can see within 60 feet of itself, and a tentacle lashes across creatures near the rift. Each creature other than mind flayers within 30 feet of the rift must make a {@dc 17} Intelligence saving throw, after which the tentacle disappears and the rift closes. On a failed save, a creature takes 18 ({@damage 4d8}) cold damage from the rift plus 18 ({@damage 4d8}) psychic damage from the tentacle and has the {@condition stunned} condition for 1 minute. On a successful save, a creature takes half as much damage only. A {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"reaction\":[{\"name\":\"Warp Reality\",\"entries\":[\"When hit by an attack roll, the mind flayer gains a +4 bonus to its AC against that attack roll, potentially causing it to miss. Then the mind flayer, along with any equipment it is wearing or carrying, magically teleports up to 60 feet to an unoccupied space it can see.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"SD\",\"U\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"DS\",\"TP\",\"U\"],\"damageTags\":[\"C\",\"P\",\"Y\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"stunned\"],\"savingThrowForced\":[\"intelligence\"],\"savingThrowForcedSpell\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mind Flayer Nothic\",\"source\":\"PaBTSO\",\"page\":155,\"_copy\":{\"name\":\"Nothic\",\"source\":\"MM\",\"_mod\":{\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Rotting Gaze\",\"items\":{\"name\":\"Mind Blast {@recharge 5}\",\"entries\":[\"The nothic magically emits psychic energy in a 30-foot cone. Each creature in that area must succeed on a {@dc 12} Intelligence saving throw or take 10 ({@damage 2d8 + 1}) psychic damage and have the {@condition stunned} condition until the end of its next turn.\"]}}}},\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Mind Flayer Prophet\",\"source\":\"PaBTSO\",\"page\":210,\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":97,\"formula\":\"15d8 + 30\"},\"speed\":{\"walk\":30},\"initiative\":{\"advantageMode\":\"adv\"},\"str\":15,\"dex\":14,\"con\":14,\"int\":20,\"wis\":17,\"cha\":17,\"save\":{\"int\":\"+8\",\"wis\":\"+6\",\"cha\":\"+6\"},\"skill\":{\"arcana\":\"+8\",\"insight\":\"+6\",\"perception\":\"+6\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"languages\":[\"Deep Speech\",\"telepathy 120 ft.\",\"Undercommon\"],\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The mind flayer casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 16}):\"],\"will\":[\"{@spell detect magic}\",\"{@spell detect thoughts}\",\"{@spell levitate}\"],\"daily\":{\"1e\":[\"{@spell dominate monster}\",\"{@spell plane shift} (self only)\",\"{@spell true seeing}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Awareness\",\"entries\":[\"The mind flayer has advantage on initiative rolls and can't be surprised as long as it doesn't have the {@condition incapacitated} condition.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The mind flayer has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Tentacles\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}16 ({@damage 2d10 + 5}) psychic damage. If the target is Medium or smaller, it has the {@condition grappled} condition (escape {@dc 16}) and must succeed on a {@dc 16} Intelligence saving throw or have the {@condition stunned} condition until the grapple ends.\"]},{\"name\":\"Extract Brain\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one Humanoid {@condition grappled} by the mind flayer. {@h}55 ({@damage 10d10}) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills it by extracting and devouring its brain.\"]},{\"name\":\"Mind Whip {@recharge 5}\",\"entries\":[\"The mind flayer lashes out with psychic energy, targeting up to two creatures it can see within 60 feet of itself. Each target must succeed on a {@dc 16} Intelligence saving throw or take 23 ({@damage 4d8 + 5}) psychic damage and have the {@condition stunned} condition for 1 minute. A {@condition stunned} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Tentacles\"],\"languageTags\":[\"DS\",\"TP\",\"U\"],\"damageTags\":[\"P\",\"Y\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"stunned\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForced\":[\"intelligence\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mormesk the Wraith\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PaBTSO\",\"page\":70,\"_copy\":{\"name\":\"Wraith\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the wraith\",\"with\":\"Mormesk\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Nellik\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PaBTSO\",\"page\":193,\"_copy\":{\"name\":\"Nycaloth\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the nycaloth\",\"with\":\"Nellik\",\"flags\":\"i\"},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Greataxe\",\"items\":{\"name\":\"Greataxe\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}19 ({@damage 2d12 + 6}) slashing damage; if the target is an Aberration, it takes an additional 6 ({@damage 1d12}) slashing damage, and if it is grappling a creature, it must succeed on a {@dc 15} Strength saving throw or its grapple ends.\"]}}}},\"hasToken\":true},{\"name\":\"Nezznar the Spider\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PaBTSO\",\"page\":74,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\",\"wizard\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[11,{\"ac\":14,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":27,\"formula\":\"6d8\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":13,\"con\":10,\"int\":16,\"wis\":14,\"cha\":13,\"save\":{\"int\":\"+5\",\"wis\":\"+4\"},\"skill\":{\"arcana\":\"+5\",\"perception\":\"+4\",\"stealth\":\"+3\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":14,\"languages\":[\"Common\",\"Elvish\",\"Undercommon\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Nezznar casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 13} unless otherwise noted):\"],\"will\":[\"{@spell dancing lights}\",\"{@spell mage hand}\",\"{@spell spider climb} (from spider staff)\",\"{@spell web} (from spider staff; save {@dc 15})\"],\"daily\":{\"1e\":[\"{@spell darkness}\",\"{@spell faerie fire}\",\"{@spell invisibility}\",\"{@spell mage armor}\",\"{@spell magic missile}\",\"{@spell suggestion}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Nezznar has a fully charged spider staff (see appendix B).\"]},{\"name\":\"Fey Ancestry\",\"entries\":[\"Nezznar has advantage on saving throws to avoid or end the {@condition charmed} condition on himself, and magic can't put him to sleep.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"Nezznar has disadvantage on attack rolls while he or his target is in sunlight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Nezznar makes two Poison Blast attacks.\"]},{\"name\":\"Poison Blast\",\"entries\":[\"{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 120 ft., one creature. {@h}9 ({@damage 2d8}) poison damage.\"]}],\"traitTags\":[\"Fey Ancestry\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\",\"U\"],\"damageTags\":[\"I\"],\"damageTagsSpell\":[\"F\",\"O\"],\"spellcastingTags\":[\"O\"],\"conditionInflictSpell\":[\"invisible\",\"restrained\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Nundro Rockseeker\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PaBTSO\",\"page\":73,\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Mountain Dwarf\",\"source\":\"PHB\"}]},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Nythalyn Henlifel\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PaBTSO\",\"page\":114,\"_copy\":{\"name\":\"Drow Elite Warrior\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the drow\",\"with\":\"Nythalyn\",\"flags\":\"i\"}}},\"alignment\":[\"N\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Oculorb\",\"source\":\"PaBTSO\",\"page\":214,\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":127,\"formula\":\"15d10 + 45\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":60,\"condition\":\"(hover)\"},\"canHover\":true},\"initiative\":{\"advantageMode\":\"adv\"},\"str\":13,\"dex\":10,\"con\":17,\"int\":14,\"wis\":15,\"cha\":19,\"save\":{\"int\":\"+6\",\"wis\":\"+6\",\"cha\":\"+8\"},\"skill\":{\"investigation\":\"+6\",\"perception\":\"+10\"},\"senses\":[\"truesight 60 ft.\"],\"passive\":20,\"conditionImmune\":[\"blinded\",\"prone\"],\"languages\":[\"Deep Speech\",\"telepathy 120 ft.\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The oculorb has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Watchful Eyes\",\"entries\":[\"The oculorb has advantage on initiative rolls and can't be surprised.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The oculorb makes two Dreadful Contact attacks or four Eye Beam attacks.\"]},{\"name\":\"Dreadful Contact\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}14 ({@damage 3d6 + 4}) psychic damage, or 25 ({@damage 6d6 + 4}) psychic damage if the target has the {@condition frightened} condition.\"]},{\"name\":\"Eye Beam\",\"entries\":[\"{@atk rs} {@hit 8} to hit, range 120 ft., one creature. {@h}14 ({@damage 3d6 + 4}) psychic damage.\"]},{\"name\":\"Antipathic Flood {@recharge 5}\",\"entries\":[\"The oculorb releases a wave of negative emotions, choosing one of the following options:\"]},{\"name\":\"Weeping Eyes\",\"entries\":[\"The oculorb weeps, releasing a wave of crushing despair. Each creature within 30 feet of the oculorb must make a {@dc 16} Constitution saving throw. On a failed save, a creature's speed is reduced to 0 feet until the end of the oculorb's next turn, and if the creature was {@status concentration||concentrating}, its {@status concentration} is broken.\"]},{\"name\":\"Withering Glare\",\"entries\":[\"The oculorb's eyes unleash furious scarlet energy in a 60-foot cone. Each creature in that area must make a {@dc 16} Wisdom saving throw. On a failed save, a creature takes 33 ({@damage 6d10}) necrotic damage and has the {@condition frightened} condition for 1 minute. On a successful save, a creature takes half as much damage and isn't {@condition frightened}. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.\"]}],\"reaction\":[{\"name\":\"Obsessive Rebuke\",\"entries\":[\"When the oculorb is damaged by a creature it can see within 60 feet of itself, it forces the creature to make a {@dc 16} Wisdom saving throw. The creature takes 10 ({@damage 3d6}) psychic damage on a failed save, or half as much damage on a successful one.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DS\",\"TP\"],\"damageTags\":[\"N\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ontharyx\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PaBTSO\",\"page\":115,\"_copy\":{\"name\":\"Humanoid Mutate\",\"source\":\"PaBTSO\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the mutate\",\"with\":\"Ontharyx\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Oshundo the Alhoon\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PaBTSO\",\"page\":153,\"size\":[\"M\"],\"type\":{\"type\":\"undead\",\"tags\":[\"mind flayer\",\"wizard\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":150,\"formula\":\"20d8 + 60\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":15,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":11,\"dex\":12,\"con\":16,\"int\":19,\"wis\":17,\"cha\":17,\"save\":{\"con\":\"+7\",\"int\":\"+8\",\"wis\":\"+7\",\"cha\":\"+7\"},\"skill\":{\"arcana\":\"+8\",\"history\":\"+8\",\"insight\":\"+7\",\"perception\":\"+7\",\"stealth\":\"+5\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":17,\"resist\":[\"cold\",\"lightning\",\"necrotic\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"Common\",\"Deep Speech\",\"telepathy 120 ft.\",\"Undercommon\"],\"cr\":\"10\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Oshundo casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 16}):\"],\"will\":[\"{@spell dancing lights}\",\"{@spell detect magic}\",\"{@spell detect thoughts}\",\"{@spell disguise self}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\"],\"daily\":{\"1e\":[\"{@spell dominate monster}\",\"{@spell globe of invulnerability}\",\"{@spell invisibility}\",\"{@spell modify memory}\",\"{@spell plane shift} (self only)\",\"{@spell wall of force}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"Oshundo has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Oshundo makes two Chilling Grasp or Arcane Bolt attacks.\"]},{\"name\":\"Chilling Grasp\",\"entries\":[\"{@atk ms} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 4d6}) cold damage, and Oshundo regains 14 hit points if the target is a creature.\"]},{\"name\":\"Arcane Bolt\",\"entries\":[\"{@atk rs} {@hit 8} to hit, range 120 ft., one target. {@h}28 ({@damage 8d6}) force damage.\"]},{\"name\":\"Thundering Blast {@recharge 5}\",\"entries\":[\"Oshundo emits a wave of domineering energy in a 60-foot cone. Each creature in that area must succeed on a {@dc 16} Intelligence saving throw or take 22 ({@damage 4d8 + 4}) thunder damage and have the {@condition stunned} condition for 1 minute. A {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"reaction\":[{\"name\":\"Negate Spell (3/Day)\",\"entries\":[\"Oshundo targets one creature it can perceive within 60 feet of itself that is casting a spell. If the spell is 3rd level or lower, the spell fails, but any spell slots or charges aren't wasted.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DS\",\"TP\",\"U\"],\"damageTags\":[\"C\",\"O\",\"T\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\"],\"conditionInflict\":[\"stunned\"],\"conditionInflictSpell\":[\"charmed\",\"incapacitated\",\"invisible\"],\"savingThrowForced\":[\"intelligence\"],\"savingThrowForcedSpell\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Otyugh Mutate\",\"source\":\"PaBTSO\",\"page\":213,\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":76,\"formula\":\"8d10 + 32\"},\"speed\":{\"walk\":30},\"str\":19,\"dex\":11,\"con\":18,\"int\":10,\"wis\":15,\"cha\":6,\"save\":{\"str\":\"+7\",\"con\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":12,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Otyugh\",\"telepathy 120 ft.\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Virulent Breath\",\"entries\":[\"Noxious gas from the mutate's digestion of previous meals spews from its mouth. At the start of the mutate's turn, each creature within 5 feet of it must succeed on a {@dc 15} Constitution saving throw or take 3 ({@damage 1d6}) poison damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The mutate makes two Bite or Tentacle attacks. It can replace one of these attacks with Chitin Slam.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage. If the target is a creature, it must succeed on a {@dc 15} Constitution saving throw or have the {@condition poisoned} condition. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 ({@dice 1d10}) on a failure. On a successful save, the target is no longer {@condition poisoned}. The target dies if its hit point maximum is reduced to 0. This reduction to the target's hit point maximum lasts until it no longer has the {@condition poisoned} condition.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage, and if the target is a Medium or smaller creature, it has the {@condition grappled} condition (escape {@dc 15}) and the {@condition restrained} condition until this grapple ends. The mutate has two tentacles that can grapple one target each.\"]},{\"name\":\"Chitin Slam\",\"entries\":[\"The mutate targets one creature it is grappling, slamming the creature against its chitinous plating. The creature must succeed on a {@dc 15} Constitution saving throw or take 16 ({@damage 3d10}) bludgeoning damage and have the {@condition stunned} condition until the end of the mutate's next turn.\"]}],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"OTH\",\"TP\"],\"damageTags\":[\"B\",\"I\",\"P\"],\"miscTags\":[\"AOE\",\"HPR\",\"MW\",\"RCH\"],\"conditionInflict\":[\"poisoned\",\"stunned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Psionic Ashenwight\",\"source\":\"PaBTSO\",\"page\":204,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":78,\"formula\":\"12d8 + 24\"},\"speed\":{\"walk\":25},\"str\":19,\"dex\":13,\"con\":15,\"int\":17,\"wis\":14,\"cha\":6,\"save\":{\"str\":\"+7\",\"con\":\"+5\",\"int\":\"+6\",\"wis\":\"+5\"},\"passive\":12,\"resist\":[\"necrotic\",\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\",\"unconscious\"],\"languages\":[\"telepathy 120 ft.\",\"understands the languages it knew in life but can't speak\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The ashenwight casts one of the following spells, requiring no spellcasting components and using Intelligence as the spellcasting ability (spell save {@dc 14}):\"],\"will\":[\"{@spell mage hand} (the hand is invisible)\"],\"daily\":{\"1\":[\"{@spell calm emotions}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The ashenwight makes two Necrotic Shard attacks. It also uses Psionic Crown if available.\"]},{\"name\":\"Necrotic Shard\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 60 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 9 ({@damage 2d8}) necrotic damage. If the target is a creature, it has disadvantage on the next attack roll it makes before the end of its next turn.\"]},{\"name\":\"Psionic Crown {@recharge 5}\",\"entries\":[\"The ashenwight wreathes the head of a creature it can see within 60 feet of itself with a crown of jagged, spectral crystals. The target must succeed on a {@dc 14} Wisdom saving throw or have the {@condition charmed} condition for 1 minute. While {@condition charmed} in this way, the target's thoughts are sluggish; it can't take reactions, its speed is halved, and it takes 9 ({@damage 2d8}) psychic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"LF\",\"TP\"],\"damageTags\":[\"N\",\"P\",\"Y\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"MW\",\"RW\"],\"conditionInflict\":[\"charmed\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Psionic Shambling Mound\",\"source\":\"PaBTSO\",\"page\":108,\"_copy\":{\"name\":\"Shambling Mound\",\"source\":\"MM\"},\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The shambling mound casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 8}):\"],\"will\":[\"{@spell minor illusion}\"],\"daily\":{\"1\":[\"{@spell charm person} (already cast)\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"spellcastingTags\":[\"P\"],\"hasToken\":true},{\"name\":\"Qunbraxel\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PaBTSO\",\"page\":135,\"size\":[\"M\"],\"type\":{\"type\":\"aberration\",\"tags\":[\"mind flayer\",\"warlock\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":112,\"formula\":\"15d8 + 45\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":14,\"con\":17,\"int\":19,\"wis\":15,\"cha\":19,\"save\":{\"int\":\"+8\",\"wis\":\"+6\",\"cha\":\"+8\"},\"skill\":{\"arcana\":\"+8\",\"insight\":\"+6\",\"perception\":\"+6\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"languages\":[\"Deep Speech\",\"telepathy 60 ft.\",\"Undercommon\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"Qunbraxel casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save {@dc 16}):\"],\"will\":[\"{@spell detect magic}\",\"{@spell detect thoughts}\",\"{@spell levitate}\",\"{@spell mage armor} (self only)\",\"{@spell mage hand} (the hand is invisible)\",\"{@spell prestidigitation}\"],\"daily\":{\"2e\":[\"{@spell confusion}\",\"{@spell sending}\",\"{@spell telekinesis}\"],\"1e\":[\"{@spell dominate monster}\",\"{@spell plane shift} (self only)\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"Qunbraxel has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Qunbraxel makes two Eldritch Bolt attacks, or one Eldritch Bolt attack and one Tentacle attack.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}15 ({@damage 2d10 + 4}) psychic damage. If the target is Medium or smaller, it has the {@condition grappled} condition (escape {@dc 16}) and must succeed on a {@dc 16} Intelligence saving throw or have the {@condition stunned} condition until the grapple ends.\"]},{\"name\":\"Eldritch Bolt\",\"entries\":[\"{@atk rs} {@hit 8} to hit, range 120 ft., one target. {@h}20 ({@damage 3d10 + 4}) force damage.\"]},{\"name\":\"Extract Brain\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one Humanoid with the {@condition stunned} condition who is {@condition grappled} by Qunbraxel. {@h}55 ({@damage 10d10}) piercing damage. If this damage reduces the target to 0 hit points, Qunbraxel kills it by extracting and devouring its brain.\"]},{\"name\":\"Mind Blast {@recharge 5}\",\"entries\":[\"Qunbraxel magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a {@dc 16} Intelligence saving throw or take 26 ({@damage 5d8 + 4}) psychic damage and have the {@condition stunned} condition for 1 minute. A {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"DS\",\"TP\",\"U\"],\"damageTags\":[\"O\",\"P\",\"Y\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"stunned\"],\"conditionInflictSpell\":[\"charmed\",\"restrained\"],\"savingThrowForced\":[\"intelligence\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Redbrand Ruffian\",\"source\":\"PaBTSO\",\"page\":216,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":11,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":16,\"formula\":\"3d8 + 3\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":10,\"con\":12,\"int\":9,\"wis\":9,\"cha\":11,\"skill\":{\"intimidation\":\"+2\"},\"passive\":9,\"languages\":[\"Common\"],\"cr\":\"1/2\",\"action\":[{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]}],\"attachedItems\":[\"shortsword|phb\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Refraction of Ilvaash\",\"source\":\"PaBTSO\",\"page\":197,\"size\":[\"H\"],\"type\":{\"type\":\"aberration\",\"tags\":[\"mind flayer\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":11,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":199,\"formula\":\"21d12 + 63\"},\"speed\":{\"walk\":10,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"swim\":10,\"canHover\":true},\"str\":17,\"dex\":10,\"con\":17,\"int\":23,\"wis\":20,\"cha\":22,\"save\":{\"int\":\"+11\",\"wis\":\"+10\"},\"skill\":{\"arcana\":\"+11\",\"insight\":\"+15\",\"intimidation\":\"+11\",\"persuasion\":\"+11\"},\"senses\":[\"blindsight 120 ft.\"],\"passive\":15,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"Common\",\"Deep Speech\",\"telepathy 100 miles\",\"Undercommon\"],\"cr\":\"15\",\"spellcasting\":[{\"name\":\"Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The refraction casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 19}):\"],\"will\":[\"{@spell detect magic}\",\"{@spell detect thoughts}\"],\"daily\":{\"3e\":[\"{@spell dispel magic}\",\"{@spell modify memory}\"],\"1e\":[\"{@spell feeblemind}\",\"{@spell plane shift} (self only)\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Creature Sense\",\"entries\":[\"The refraction is aware of creatures within 100 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one's Intelligence score, but can't sense anything else about it. A creature protected by a {@spell mind blank} spell, a {@spell nondetection} spell, or similar magic can't be perceived in this manner.\"]},{\"name\":\"Incorporeal Movement\",\"entries\":[\"The refraction can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]},{\"name\":\"Legendary Resistance (5/Day)\",\"entries\":[\"If the refraction fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The refraction has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The refraction makes two Dissonant Claw attacks.\"]},{\"name\":\"Dissonant Claw\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft. or range 120 ft., one creature. {@h}25 ({@damage 3d12 + 6}) psychic damage. If the target is a creature {@status concentration||concentrating} on a spell, its {@status concentration} is broken.\"]},{\"name\":\"Mind Blast {@recharge 5}\",\"entries\":[\"Creatures of the refraction's choice within 60 feet of it must succeed on a {@dc 19} Intelligence saving throw or take 33 ({@damage 5d10 + 6}) psychic damage and have the {@condition stunned} condition for 1 minute. A {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Teleport\",\"entries\":[\"The refraction teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied place that it can see.\"]}],\"legendary\":[{\"name\":\"Mindbreaker\",\"entries\":[\"The refraction targets a creature within 120 feet of itself and disrupts its mental processes, causing the target to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the target's next turn.\"]},{\"name\":\"Projected Claw (Costs 2 Actions)\",\"entries\":[\"The refraction makes one Dissonant Claw attack.\"]}],\"traitTags\":[\"Incorporeal Movement\",\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\",\"Teleport\"],\"languageTags\":[\"C\",\"DS\",\"TP\",\"U\"],\"damageTags\":[\"O\",\"Y\"],\"damageTagsSpell\":[\"Y\"],\"spellcastingTags\":[\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflictSpell\":[\"charmed\",\"incapacitated\"],\"savingThrowForced\":[\"intelligence\"],\"savingThrowForcedSpell\":[\"charisma\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Rivibiddel\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PaBTSO\",\"page\":122,\"_copy\":{\"name\":\"Deep Gnome (Svirfneblin)\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the gnome\",\"with\":\"Rivibiddel\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Ruxithid the Chosen\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PaBTSO\",\"page\":99,\"size\":[\"M\"],\"type\":{\"type\":\"aberration\",\"tags\":[\"goblinoid\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item chain shirt|phb}\"]}],\"hp\":{\"average\":88,\"formula\":\"16d8 + 16\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":14,\"dex\":19,\"con\":12,\"int\":18,\"wis\":15,\"cha\":12,\"save\":{\"int\":\"+7\",\"wis\":\"+5\"},\"skill\":{\"insight\":\"+5\",\"perception\":\"+5\",\"stealth\":\"+10\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"resist\":[\"psychic\"],\"languages\":[\"Common\",\"Goblin\",\"telepathy 60 ft.\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Legendary Resistance (2/Day)\",\"entries\":[\"When Ruxithid fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Mental Fortitude\",\"entries\":[\"Ruxithid has advantage on saving throws against the {@condition charmed} and {@condition frightened} conditions.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Ruxithid makes two Psi-Charged Scimitar attacks.\"]},{\"name\":\"Psi-Charged Scimitar\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage plus 7 ({@damage 2d6}) psychic damage.\"]}],\"bonus\":[{\"name\":\"Brain Tendrils {@recharge 5}\",\"entries\":[\"Ruxithid unleashes a flurry of crystalline psychic tendrils from his brain, targeting one creature that he can see within 30 feet of himself. The target must succeed on a {@dc 15} Dexterity saving throw or take 9 ({@damage 2d8}) psychic damage and have the {@condition stunned} condition until the start of Ruxithid's next turn.\"]},{\"name\":\"Combat Command\",\"entries\":[\"Ruxithid commands one allied creature he can see within 60 feet of himself to strike. The creature can immediately use its reaction to make one melee weapon attack against a target within its reach.\"]}],\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GO\",\"TP\"],\"damageTags\":[\"S\",\"Y\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"stunned\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Shalfi Lewin\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PaBTSO\",\"page\":174,\"_copy\":{\"name\":\"Aberrant Zealot\",\"source\":\"PaBTSO\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the zealot\",\"with\":\"Shalfi\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Sildar Hallwinter\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PaBTSO\",\"page\":22,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"G\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item chain mail|PHB}\"]}],\"hp\":{\"average\":27,\"formula\":\"5d8 + 5\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":10,\"con\":12,\"int\":10,\"wis\":11,\"cha\":10,\"save\":{\"str\":\"+3\",\"con\":\"+3\"},\"skill\":{\"perception\":\"+2\"},\"passive\":12,\"languages\":[\"Common\"],\"cr\":\"1\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Sildar makes two Longsword attacks.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) slashing damage, or 6 ({@damage 1d10 + 1}) slashing damage if used with two hands.\"]},{\"name\":\"Heavy Crossbow\",\"entries\":[\"{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"When an attacker Sildar can see would hit him with a melee attack, he can roll a {@dice d6} and add the number rolled to his AC against the triggering attack, provided he's wielding a melee weapon.\"]}],\"attachedItems\":[\"heavy crossbow|phb\",\"longsword|phb\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Varakkta\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PaBTSO\",\"page\":174,\"_copy\":{\"name\":\"Githyanki Knight\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the githyanki\",\"with\":\"Varakkta\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Voalsh\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PaBTSO\",\"page\":194,\"_copy\":{\"name\":\"Mind Flayer Clairvoyant\",\"source\":\"PaBTSO\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the mind flayer\",\"with\":\"Voalsh\",\"flags\":\"i\"}}},\"speed\":{\"walk\":0,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"conditionImmune\":[\"blinded\",\"charmed\",\"frightened\",\"prone\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Yanthdel Henlifel\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PaBTSO\",\"page\":114,\"_copy\":{\"name\":\"Drow Elite Warrior\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the drow\",\"with\":\"Yanthdel\",\"flags\":\"i\"}}},\"alignment\":[\"N\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Zeond\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PaBTSO\",\"page\":43,\"_copy\":{\"name\":\"Quasit\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the quasit\",\"with\":\"Zeond\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-phb.json`] = JSON.parse("{\"monster\":[{\"name\":\"Animated Object (Huge)\",\"source\":\"PHB\",\"page\":213,\"reprintedAs\":[\"Animated Object|XPHB\"],\"size\":[\"H\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":10,\"from\":[\"natural armor\"]}],\"hp\":{\"special\":\"80\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":6,\"con\":10,\"int\":3,\"wis\":3,\"cha\":1,\"senses\":[\"blindsight 30 ft. (blind beyond this radius)\"],\"passive\":6,\"trait\":[{\"name\":\"Animated\",\"entries\":[\"If the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0.\",\"When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.\",\"The DM might rule that a specific objects slam attack inflicts slashing or piercing damage based on its form.\"]}],\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d12 + 4}) bludgeoning damage.\"]}],\"senseTags\":[\"B\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Animated Object (Large)\",\"source\":\"PHB\",\"page\":213,\"reprintedAs\":[\"Animated Object|XPHB\"],\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":10,\"from\":[\"natural armor\"]}],\"hp\":{\"special\":\"50\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":10,\"con\":10,\"int\":3,\"wis\":3,\"cha\":1,\"senses\":[\"blindsight 30 ft. (blind beyond this radius)\"],\"passive\":6,\"trait\":[{\"name\":\"Animated\",\"entries\":[\"If the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0.\",\"When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.\",\"The DM might rule that a specific objects slam attack inflicts slashing or piercing damage based on its form.\"]}],\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d10 + 2}) bludgeoning damage.\"]}],\"senseTags\":[\"B\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Animated Object (Medium)\",\"source\":\"PHB\",\"page\":213,\"reprintedAs\":[\"Animated Object|XPHB\"],\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"special\":\"40\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":12,\"con\":10,\"int\":3,\"wis\":3,\"cha\":1,\"senses\":[\"blindsight 30 ft. (blind beyond this radius)\"],\"passive\":6,\"trait\":[{\"name\":\"Animated\",\"entries\":[\"If the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0.\",\"When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.\",\"The DM might rule that a specific objects slam attack inflicts slashing or piercing damage based on its form.\"]}],\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d6 + 1}) bludgeoning damage.\"]}],\"senseTags\":[\"B\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Animated Object (Small)\",\"source\":\"PHB\",\"page\":213,\"reprintedAs\":[\"Animated Object|XPHB\"],\"size\":[\"S\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"special\":\"25\"},\"speed\":{\"walk\":30},\"str\":6,\"dex\":14,\"con\":10,\"int\":3,\"wis\":3,\"cha\":1,\"senses\":[\"blindsight 30 ft. (blind beyond this radius)\"],\"passive\":6,\"trait\":[{\"name\":\"Animated\",\"entries\":[\"If the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0.\",\"When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.\",\"The DM might rule that a specific objects slam attack inflicts slashing or piercing damage based on its form.\"]}],\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage.\"]}],\"senseTags\":[\"B\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Animated Object (Tiny)\",\"source\":\"PHB\",\"page\":213,\"reprintedAs\":[\"Animated Object|XPHB\"],\"size\":[\"T\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"special\":\"20\"},\"speed\":{\"walk\":30},\"str\":4,\"dex\":18,\"con\":10,\"int\":3,\"wis\":3,\"cha\":1,\"senses\":[\"blindsight 30 ft. (blind beyond this radius)\"],\"passive\":6,\"trait\":[{\"name\":\"Animated\",\"entries\":[\"If the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0.\",\"When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.\",\"The DM might rule that a specific objects slam attack inflicts slashing or piercing damage based on its form.\"]}],\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) bludgeoning damage.\"]}],\"senseTags\":[\"B\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true}]}"); JSON_DATA[`data/bestiary/bestiary-pota.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\"]},\"internalCopies\":[\"monster\"],\"otherSources\":{\"monster\":{\"MM\":\"PotA\",\"VGM\":\"PotA\",\"MTF\":\"PotA\",\"RoT\":\"PotA\"}}},\"monster\":[{\"name\":\"Aerisi Kalinoth\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PotA\",\"page\":192,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[13,{\"ac\":16,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":66,\"formula\":\"12d8 + 12\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":16,\"con\":12,\"int\":17,\"wis\":10,\"cha\":16,\"skill\":{\"arcana\":\"+6\",\"history\":\"+6\",\"perception\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"lightning\"],\"languages\":[\"Auran\",\"Common\",\"Elvish\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Aerisi is a 12th-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). Aerisi has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell gust|xge}\",\"{@spell mage hand}\",\"{@spell message}\",\"{@spell prestidigitation}\",\"{@spell ray of frost}\",\"{@spell shocking grasp}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell charm person}\",\"{@spell feather fall}\",\"{@spell mage armor}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell dust devil|xge}\",\"{@spell gust of wind}\",\"{@spell invisibility}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell fly}\",\"{@spell gaseous form}\",\"{@spell lightning bolt}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell ice storm}\",\"{@spell storm sphere|xge}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell cloudkill}\",\"{@spell seeming} (cast each day)\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell chain lightning}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"Aerisi has advantage on saving throws against being {@condition charmed}, and magic can't put her to sleep.\"]},{\"name\":\"Howling Defeat\",\"entries\":[\"When Aerisi drops to 0 hit points, her body disappears in a howling whirlwind that disperses quickly and harmlessly. Anything she is wearing or carrying is left behind.\"]},{\"name\":\"Legendary Resistance (2/Day)\",\"entries\":[\"If Aerisi fails a saving throw, she can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Windvane\",\"entries\":[\"{@atk mw,rw} {@hit 9} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}9 ({@damage 1d6 + 6}) piercing damage, or 10 ({@damage 1d8 + 6}) piercing damage if used with two hands to make a melee attack, plus 3 ({@damage 1d6}) lightning damage.\"]}],\"legendaryGroup\":{\"name\":\"Aerisi Kalinoth\",\"source\":\"PotA\"},\"attachedItems\":[\"windvane|pota\"],\"traitTags\":[\"Fey Ancestry\",\"Legendary Resistances\"],\"senseTags\":[\"D\"],\"languageTags\":[\"AU\",\"C\",\"E\"],\"damageTags\":[\"L\",\"P\"],\"damageTagsSpell\":[\"B\",\"C\",\"I\",\"L\",\"T\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MW\",\"RW\"],\"conditionInflictSpell\":[\"charmed\",\"invisible\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Aquatic Ghoul\",\"source\":\"PotA\",\"page\":87,\"_copy\":{\"name\":\"Ghoul\",\"source\":\"MM\"},\"speed\":{\"walk\":30,\"swim\":30},\"hasToken\":true},{\"name\":\"Bastian Thermandar\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PotA\",\"page\":201,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"genasi\",\"prefix\":\"Fire\"}]},\"alignment\":[\"N\",\"E\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":78,\"formula\":\"12d8 + 24\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":14,\"con\":15,\"int\":11,\"wis\":9,\"cha\":18,\"skill\":{\"arcana\":\"+3\",\"deception\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"resist\":[\"fire\"],\"languages\":[\"Common\",\"Ignan\"],\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Bastian's innate spellcasting ability is Constitution (spell save {@dc 13}, {@hit 5} to hit with spell attacks). He can innately cast the following spells:\"],\"will\":[\"{@spell produce flame}\"],\"daily\":{\"1\":[\"{@spell burning hands}\"]},\"ability\":\"con\"},{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Bastian is a 9th-level spellcaster. His spellcasting ability is Charisma (spell save {@dc 15}, {@hit 7} to hit with spell attacks). Bastian knows the following sorcerer spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell mage hand}\",\"{@spell message}\",\"{@spell prestidigitation}\",\"{@spell shocking grasp}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell mage armor}\",\"{@spell magic missile}\",\"{@spell shield}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell misty step}\",\"{@spell scorching ray}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell counterspell}\",\"{@spell fireball}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell dimension door}\",\"{@spell wall of fire}\"]},\"5\":{\"slots\":1,\"spells\":[\"{@spell hold monster}\"]}},\"ability\":\"cha\"}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"IG\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"F\",\"L\",\"O\"],\"spellcastingTags\":[\"CS\",\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Black Earth Guard\",\"source\":\"PotA\",\"page\":195,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|phb}\"]}],\"hp\":{\"average\":39,\"formula\":\"6d8 + 12\"},\"speed\":{\"walk\":30},\"str\":17,\"dex\":11,\"con\":14,\"int\":10,\"wis\":10,\"cha\":9,\"skill\":{\"intimidation\":\"+1\",\"perception\":\"+2\"},\"passive\":12,\"languages\":[\"Common\"],\"cr\":\"2\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The guard makes two melee attacks.\"]},{\"name\":\"Morningstar\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Unyielding\",\"entries\":[\"When the guard is subjected to an effect that would move it, knock it {@condition prone}, or both, it can use its reaction to be neither moved nor knocked {@condition prone}.\"]}],\"attachedItems\":[\"morningstar|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Black Earth Priest\",\"source\":\"PotA\",\"page\":195,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item splint armor|phb}\"]}],\"hp\":{\"average\":45,\"formula\":\"7d8 + 14\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":11,\"con\":14,\"int\":12,\"wis\":10,\"cha\":16,\"skill\":{\"intimidation\":\"+5\",\"religion\":\"+3\",\"persuasion\":\"+5\"},\"passive\":10,\"languages\":[\"Common\",\"Terran\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It knows the following sorcerer spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell acid splash}\",\"{@spell blade ward}\",\"{@spell light}\",\"{@spell mending}\",\"{@spell mold earth|xge}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell earth tremor|xge}\",\"{@spell expeditious retreat}\",\"{@spell shield}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell shatter}\",\"{@spell spider climb}\"]},\"3\":{\"slots\":2,\"spells\":[\"{@spell slow}\"]}},\"ability\":\"cha\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The priest makes two melee attacks.\"]},{\"name\":\"Glaive\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d10 + 2}) slashing damage.\"]}],\"reaction\":[{\"name\":\"Unyielding\",\"entries\":[\"When the priest is subjected to an effect that would move it, knock it {@condition prone}, or both, it can use its reaction to be neither moved nor knocked {@condition prone}.\"]}],\"attachedItems\":[\"glaive|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"T\"],\"damageTags\":[\"S\"],\"damageTagsSpell\":[\"A\",\"B\",\"T\"],\"spellcastingTags\":[\"CS\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"conditionInflictSpell\":[\"prone\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Braelen Hatherhand\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PotA\",\"page\":156,\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\"},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"hp\":{\"average\":2,\"formula\":\"1d8\"},\"action\":null,\"miscTags\":[],\"hasToken\":true},{\"name\":\"Bronzefume\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PotA\",\"page\":92,\"_copy\":{\"name\":\"Dragon Turtle\",\"source\":\"MM\"},\"hp\":{\"average\":220,\"formula\":\"22d20 + 110\"},\"cr\":\"13\",\"hasToken\":true},{\"name\":\"Burrowshark\",\"source\":\"PotA\",\"page\":196,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|phb}\"]}],\"hp\":{\"average\":82,\"formula\":\"11d8 + 33\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":12,\"con\":16,\"int\":10,\"wis\":11,\"cha\":13,\"skill\":{\"animal handling\":\"+2\",\"athletics\":\"+6\",\"intimidation\":\"+3\",\"perception\":\"+2\"},\"passive\":12,\"languages\":[\"Common\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Bond of the Black Earth\",\"entries\":[\"The burrowshark is magically bound to a bulette trained to serve as its mount. While mounted on its bulette, the burrowshark shares the bulette's senses and can ride the bulette while it burrows. The bonded bulette obeys the burrowshark's commands. If its mount dies, the burrowshark can train a new bulette to serve as its bonded mount, a process requiring a month.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The burrowshark makes three melee attacks.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, or 8 ({@damage 1d8 + 4}) piercing damage if used with two hands to make a melee attack.\"]}],\"reaction\":[{\"name\":\"Unyielding\",\"entries\":[\"When the burrowshark is subjected to an effect that would move it, knock it {@condition prone}, or both, it can use its reaction to be neither moved nor knocked {@condition prone}.\"]}],\"attachedItems\":[\"spear|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cavil Zaltobar\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PotA\",\"page\":182,\"_copy\":{\"name\":\"Mage\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the mage\",\"with\":\"Cavil\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"hasToken\":true},{\"name\":\"Crushing Wave Priest\",\"source\":\"PotA\",\"page\":205,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item chain shirt|phb}\"]}],\"hp\":{\"average\":52,\"formula\":\"8d8 + 16\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":11,\"con\":14,\"int\":10,\"wis\":11,\"cha\":16,\"skill\":{\"deception\":\"+5\",\"religion\":\"+2\",\"stealth\":\"+2\"},\"passive\":10,\"languages\":[\"Aquan\",\"Common\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It knows the following sorcerer spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell chill touch}\",\"{@spell mage hand}\",\"{@spell minor illusion}\",\"{@spell prestidigitation}\",\"{@spell ray of frost}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell expeditious retreat}\",\"{@spell ice knife|xge}\",\"{@spell magic missile}\",\"{@spell shield}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell blur}\",\"{@spell hold person}\"]},\"3\":{\"slots\":2,\"spells\":[\"{@spell sleet storm}\"]}},\"ability\":\"cha\"}],\"action\":[{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage.\"]}],\"attachedItems\":[\"quarterstaff|phb\"],\"languageTags\":[\"AQ\",\"C\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"C\",\"N\",\"O\",\"P\"],\"spellcastingTags\":[\"CS\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Crushing Wave Reaver\",\"source\":\"PotA\",\"page\":205,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item shield|phb}\"]}],\"hp\":{\"average\":22,\"formula\":\"4d8 + 4\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":14,\"con\":13,\"int\":10,\"wis\":11,\"cha\":8,\"skill\":{\"athletics\":\"+4\",\"stealth\":\"+4\"},\"passive\":10,\"languages\":[\"Common\"],\"cr\":\"1/2\",\"action\":[{\"name\":\"Sharktoothed Longsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage, or 7 ({@damage 1d10 + 2}) slashing damage if used with two hands. Against a target is wearing no armor, the reaver deals an extra die of damage with this sword.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]}],\"attachedItems\":[\"javelin|phb\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Darathra Shendrel\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PotA\",\"page\":37,\"_copy\":{\"name\":\"Knight\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the knight\",\"with\":\"Darathra\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"hasToken\":true},{\"name\":\"Dark Tide Knight\",\"source\":\"PotA\",\"page\":205,\"otherSources\":[{\"source\":\"SLW\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[13],\"hp\":{\"average\":58,\"formula\":\"9d8 + 18\"},\"speed\":{\"walk\":30},\"str\":17,\"dex\":16,\"con\":14,\"int\":10,\"wis\":11,\"cha\":11,\"skill\":{\"athletics\":\"+7\",\"stealth\":\"+7\"},\"passive\":10,\"languages\":[\"Common\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Bonded Mount\",\"entries\":[\"The knight is magically bound to a beast with an innate swimming speed trained to serve as its mount. While mounted on this beast, the knight gains the beast's senses and ability to breathe underwater. The bonded mount obeys the knight's commands. If its mount dies, the knight can train a new beast to serve as its bonded mount, a process requiring a month.\"]},{\"name\":\"Sneak Attack\",\"entries\":[\"The knight deals an extra 7 ({@dice 2d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the knight that isn't {@condition incapacitated} and the knight doesn't have disadvantage on the attack roll.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The knight makes two shortsword attacks.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Lance\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d12 + 3}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Uncanny Dodge\",\"entries\":[\"When an attacker the knight can see hits it with an attack, the knight can halve the damage against it.\"]}],\"attachedItems\":[\"lance|phb\",\"shortsword|phb\"],\"traitTags\":[\"Sneak Attack\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Deseyna Majarra\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PotA\",\"page\":126,\"_copy\":{\"name\":\"Noble\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the noble\",\"with\":\"Deseyna\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"action\":null,\"miscTags\":[],\"hasToken\":true},{\"name\":\"Drannin Splithelm\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PotA\",\"page\":210,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"dwarf\",\"prefix\":\"Shield\"}]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|phb}\"]}],\"hp\":{\"average\":93,\"formula\":\"11d8 + 44\"},\"speed\":{\"walk\":25},\"str\":19,\"dex\":10,\"con\":18,\"int\":11,\"wis\":8,\"cha\":12,\"skill\":{\"athletics\":\"+7\",\"intimidation\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"resist\":[\"cold\",\"poison\"],\"languages\":[\"Common\",\"Dwarvish\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Action Surge (Recharges after a Short or Long Rest)\",\"entries\":[\"Drannin takes an additional action on his turn.\"]},{\"name\":\"Brute\",\"entries\":[\"A melee weapon deals one extra die of its damage when Drannin hits with it (included in the attack).\"]},{\"name\":\"Dwarven Resilience\",\"entries\":[\"Drannin has advantage on saving throws against poison.\"]},{\"name\":\"Indomitable (Recharges after a Short or Long Rest)\",\"entries\":[\"Drannin can reroll a saving throw that he fails. He must use the new roll.\"]},{\"name\":\"Second Wind (Recharges after a Short or Long Rest)\",\"entries\":[\"Drannin can use a bonus action to regain 16 ({@dice 1d10 + 11}) hit points.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Drannin wears a control amulet for his {@creature shield guardian} (see the Monster Manual) and a {@item ring of cold resistance}. He also carries a {@item potion of frost giant strength}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Drannin makes three attacks with his greataxe.\"]},{\"name\":\"Greataxe\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d12 + 4}) slashing damage.\"]}],\"attachedItems\":[\"greataxe|phb\"],\"traitTags\":[\"Brute\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"D\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Elizar Dryflagon\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PotA\",\"page\":202,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item hide armor|phb}\"]}],\"hp\":{\"average\":71,\"formula\":\"11d8 + 22\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":15,\"con\":14,\"int\":11,\"wis\":18,\"cha\":10,\"skill\":{\"arcana\":\"+3\",\"deception\":\"+3\"},\"passive\":14,\"languages\":[\"Common\",\"Druidic\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Elizar is a 7th-level spellcaster. His spellcasting ability is Wisdom (spell save {@dc 15}, {@hit 7} to hit with spell attacks). Elizar has the following druid spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell druidcraft}\",\"{@spell guidance}\",\"{@spell poison spray}\",\"{@spell produce flame}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell animal friendship}\",\"{@spell faerie fire}\",\"{@spell healing word}\",\"{@spell jump}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell flame blade}\",\"{@spell spike growth}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell dispel magic}\",\"{@spell stinking cloud}\"]},\"4\":{\"slots\":2,\"spells\":[\"{@spell blight}\",\"{@spell wall of fire}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Summon Mephits (Recharges after a Long Rest)\",\"entries\":[\"By puffing on his pipe, Elizar can use an action to cast {@spell conjure minor elementals}. If he does so, he summons four smoke mephits.\"]}],\"action\":[{\"name\":\"Dagger +1\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage.\"]}],\"attachedItems\":[\"+1 dagger|dmg\"],\"languageTags\":[\"C\",\"DU\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"F\",\"I\",\"N\",\"P\",\"T\"],\"spellcastingTags\":[\"CD\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Emberhorn Minotaur\",\"source\":\"PotA\",\"page\":120,\"_copy\":{\"name\":\"Minotaur\",\"source\":\"MM\",\"_mod\":{\"action\":{\"mode\":\"prependArr\",\"items\":{\"name\":\"Burning Breath {@recharge 5}\",\"entries\":[\"The minotaur exhales a cloud of burning embers in a 15-foot cone. Each creature in that area must succeed on a DC 14 Dexterity saving throw, taking 21 ({@damage 6d6}) fire damage on a failed save, or half as much damage on a successful one.\"]}}}},\"immune\":[\"fire\"],\"actionTags\":[\"Breath Weapon\"],\"damageTags\":[\"F\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"hasToken\":true},{\"name\":\"Eternal Flame Guardian\",\"source\":\"PotA\",\"page\":200,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item breastplate|phb}\",\"{@item shield|phb}\"]},{\"ac\":15,\"condition\":\"while using a crossbow\"}],\"hp\":{\"average\":45,\"formula\":\"7d8 + 14\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":13,\"con\":14,\"int\":8,\"wis\":11,\"cha\":13,\"skill\":{\"intimidation\":\"+3\",\"perception\":\"+2\"},\"passive\":12,\"resist\":[\"fire\"],\"languages\":[\"Common\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Flaming Weapon (Recharges after a Short or Long Rest)\",\"entries\":[\"As a bonus action, the guard can wreath one melee weapon it is wielding in flame. The guard is unharmed by this fire, which lasts until the end of the guard's next turn. While wreathed in flame, the weapon deals an extra 3 ({@damage 1d6}) fire damage on a hit.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The guard makes two melee attacks.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage.\"]},{\"name\":\"Heavy Crossbow\",\"entries\":[\"{@atk rw} {@hit 3} to hit, range 100/400 ft., one target. {@h}6 ({@damage 1d10 + 1}) piercing damage.\"]}],\"attachedItems\":[\"heavy crossbow|phb\",\"longsword|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"F\",\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Eternal Flame Priest\",\"source\":\"PotA\",\"page\":200,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":52,\"formula\":\"8d8 + 16\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":15,\"con\":14,\"int\":10,\"wis\":11,\"cha\":16,\"skill\":{\"deception\":\"+5\",\"intimidation\":\"+5\",\"religion\":\"+2\"},\"passive\":10,\"resist\":[\"fire\"],\"languages\":[\"Common\",\"Ignan\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It knows the following sorcerer spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell control flames|xge}\",\"{@spell create bonfire|xge}\",\"{@spell fire bolt}\",\"{@spell light}\",\"{@spell minor illusion}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell burning hands}\",\"{@spell expeditious retreat}\",\"{@spell mage armor}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell blur}\",\"{@spell scorching ray}\"]},\"3\":{\"slots\":2,\"spells\":[\"{@spell fireball}\"]}},\"ability\":\"cha\"}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"languageTags\":[\"C\",\"IG\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"CS\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fathomer\",\"source\":\"PotA\",\"page\":207,\"otherSources\":[{\"source\":\"GoS\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[10,{\"ac\":13,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":52,\"formula\":\"8d8 + 16\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":11,\"con\":14,\"int\":11,\"wis\":11,\"cha\":15,\"skill\":{\"arcana\":\"+2\",\"perception\":\"+4\",\"stealth\":\"+4\"},\"passive\":14,\"languages\":[\"Aquan\",\"Common\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting (Human Form Only)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The fathomer is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It has two 3rd-level spell slots, which it regains after finishing a short or long rest, and knows the following warlock spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell chill touch}\",\"{@spell eldritch blast}\",\"{@spell mage hand}\"]},\"3\":{\"lower\":1,\"slots\":2,\"spells\":[\"{@spell armor of Agathys}\",\"{@spell expeditious retreat}\",\"{@spell hex}\",\"{@spell invisibility}\",\"{@spell Vampiric touch}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Shapechanger (2/Day)\",\"entries\":[\"The fathomer can use its action to polymorph into a Medium serpent composed of water, or back into its true form. Anything the fathomer is wearing or carrying is subsumed into the serpent form during the change, inaccessible until the fathomer returns to its true form. The fathomer reverts to its true form after 4 hours, unless it can expend another use of this trait. If the fathomer is knocked {@condition unconscious} or dies, it also reverts to its true form.\",\"While in serpent form, the fathomer gains a swimming speed of 40 feet, the ability to breathe underwater, immunity to poison damage, as well as resistance to fire damage and bludgeoning, piercing, and slashing damage from nonmagical attacks. It also has immunity to the following conditions: {@condition exhaustion}, {@condition grappled}, {@condition paralyzed}, {@condition poisoned}, {@condition restrained}, {@condition prone}, {@condition unconscious}. The serpent form can enter a hostile creature's space and stop there. In addition, if water can pass through a space, the serpent can do so without squeezing.\"]},{\"name\":\"Olhydra's Armor (Human Form Only)\",\"entries\":[\"The fathomer can cast {@spell mage armor} at will, without expending material components.\"]}],\"action\":[{\"name\":\"Constrict (Serpent Form Only)\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 12}). Until the grapple ends, the target is {@condition restrained}, and the fathomer can't constrict another target.\"]},{\"name\":\"Dagger (Human Form Only)\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"traitTags\":[\"Shapechanger\"],\"languageTags\":[\"AQ\",\"C\"],\"damageTags\":[\"B\",\"P\"],\"damageTagsSpell\":[\"C\",\"N\",\"O\"],\"spellcastingTags\":[\"CL\",\"F\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"conditionInflictSpell\":[\"invisible\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Feathergale Knight\",\"source\":\"PotA\",\"page\":189,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item scale mail|phb}\"]}],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":14,\"con\":12,\"int\":11,\"wis\":10,\"cha\":14,\"skill\":{\"animal handling\":\"+2\",\"history\":\"+2\"},\"passive\":10,\"languages\":[\"Auran\",\"Common\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The knight is a 1st-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It knows the following sorcerer spell:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell gust|xge}\",\"{@spell light}\",\"{@spell message}\",\"{@spell ray of frost}\"]},\"1\":{\"slots\":2,\"spells\":[\"{@spell expeditious retreat}\",\"{@spell feather fall}\"]}},\"ability\":\"cha\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The knight makes two melee attacks.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage, or 7 ({@damage 1d10 + 2}) slashing damage if used with two hands.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack.\"]}],\"attachedItems\":[\"longsword|phb\",\"spear|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AU\",\"C\"],\"damageTags\":[\"P\",\"S\"],\"damageTagsSpell\":[\"C\"],\"spellcastingTags\":[\"CS\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForcedSpell\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fennor\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PotA\",\"page\":170,\"_copy\":{\"name\":\"Berserker\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the berserker\",\"with\":\"Fennor\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"ac\":[{\"ac\":14,\"from\":[\"{@item chain shirt|phb}\"]}],\"cr\":\"3\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Fennor makes two attacks with her greatsword\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage.\"]}],\"attachedItems\":[\"greatsword|phb\"],\"actionTags\":[\"Multiattack\"],\"miscTags\":[\"MLW\"],\"hasToken\":true},{\"name\":\"Flamewrath\",\"source\":\"PotA\",\"page\":201,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":105,\"formula\":\"14d8 + 42\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":16,\"int\":11,\"wis\":10,\"cha\":16,\"skill\":{\"arcana\":\"+3\",\"religion\":\"+3\"},\"passive\":10,\"immune\":[\"fire\"],\"languages\":[\"Common\",\"Ignan\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The flamewrath is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 14}, {@hit 6} to hit with spell attacks). It knows the following sorcerer spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell control flames|xge}\",\"{@spell fire bolt}\",\"{@spell friends}\",\"{@spell light}\",\"{@spell minor illusion}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell burning hands}\",\"{@spell color spray}\",\"{@spell mage armor}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell scorching ray}\",\"{@spell suggestion}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell fireball}\",\"{@spell hypnotic pattern}\"]},\"4\":{\"slots\":1,\"spells\":[\"{@spell fire shield} (see Wreathed in Flame)\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Wreathed in Flame\",\"entries\":[\"For the flamewrath, the warm version of the {@spell fire shield} spell has a duration of \\\"until dispelled.\\\" The fire shield burns for 10 minutes after the flamewrath dies, consuming its body.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"languageTags\":[\"C\",\"IG\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"C\",\"F\"],\"spellcastingTags\":[\"CS\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gar Shatterkeel\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PotA\",\"page\":208,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":97,\"formula\":\"15d8 + 45\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":15,\"dex\":15,\"con\":16,\"int\":12,\"wis\":18,\"cha\":13,\"skill\":{\"nature\":\"+9\",\"survival\":\"+8\"},\"passive\":14,\"resist\":[\"cold\"],\"languages\":[\"Aquan\",\"Common\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Gar is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save {@dc 16}, {@hit 8} to hit with spell attacks). He has the following druid spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell mending}\",\"{@spell resistance}\",\"{@spell shape water|xge}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell create or destroy water}\",\"{@spell cure wounds}\",\"{@spell fog cloud}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell darkvision}\",\"{@spell hold person}\",\"{@spell protection from poison}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell call lightning}\",\"{@spell sleet storm}\",\"{@spell tidal wave|xge}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell control water}\",\"{@spell ice storm}\"]},\"5\":{\"slots\":1,\"spells\":[\"{@spell scrying}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"Gar can breathe air and water.\"]},{\"name\":\"Legendary Resistance (2/Day)\",\"entries\":[\"If Gar fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Water Walk\",\"entries\":[\"Gar can stand and move on liquid surfaces as if they were solid ground.\"]},{\"name\":\"Watery Fall\",\"entries\":[\"When Gar drops to 0 hit points, his body collapses into a pool of inky water that rapidly disperses. Anything he was wearing or carrying is left behind.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Gar makes two melee attacks, one with his claw and one with {@item Drown|PotA}.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 13}). Until the grapple ends, Gar can't attack other creatures with his claw.\"]},{\"name\":\"Drown\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 4 ({@damage 1d8}) cold damage.\"]}],\"legendaryGroup\":{\"name\":\"Gar Shatterkeel\",\"source\":\"PotA\"},\"attachedItems\":[\"drown|pota\"],\"traitTags\":[\"Amphibious\",\"Legendary Resistances\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AQ\",\"C\"],\"damageTags\":[\"B\",\"C\",\"P\"],\"damageTagsLegendary\":[\"L\",\"N\"],\"damageTagsSpell\":[\"B\",\"C\",\"L\",\"T\"],\"spellcastingTags\":[\"CD\"],\"miscTags\":[\"MW\",\"RW\"],\"conditionInflict\":[\"grappled\"],\"conditionInflictSpell\":[\"paralyzed\",\"prone\"],\"savingThrowForcedLegendary\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ghald\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PotA\",\"page\":210,\"size\":[\"L\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"sahuagin\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":102,\"formula\":\"12d10 + 36\"},\"speed\":{\"walk\":30,\"swim\":50},\"str\":19,\"dex\":17,\"con\":16,\"int\":14,\"wis\":13,\"cha\":17,\"save\":{\"dex\":\"+6\",\"con\":\"+6\",\"int\":\"+5\",\"wis\":\"+4\"},\"skill\":{\"insight\":\"+4\",\"perception\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":17,\"languages\":[\"Common\",\"Sahuagin\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Assassinate\",\"entries\":[\"During its first turn, Ghald has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Ghald scores against a {@status surprised} creature is a critical hit.\"]},{\"name\":\"Limited Amphibiousness\",\"entries\":[\"Ghald can breathe air and water, but he needs to be submerged at least once every 4 hours to avoid suffocating.\"]},{\"name\":\"Shark Telepathy\",\"entries\":[\"Ghald can magically command any shark within 120 feet of him, using a limited telepathy.\"]},{\"name\":\"Sneak Attack\",\"entries\":[\"Ghald deals an extra 14 ({@dice 4d6}) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Ghald's that isn't {@condition incapacitated} and Ghald doesn't have disadvantage on the attack roll.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Ghald makes three attacks, one with his bite and two with his shortswords.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}9 ({@damage 2d4 + 4}) piercing damage.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}11 ({@damage 2d6 + 4}) piercing damage.\"]},{\"name\":\"Garrote\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one Medium or Small creature against which Ghald has advantage on the attack roll. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 15}). Until the grapple ends, the target can't breathe, and Ghald has advantage on attack rolls against it.\"]}],\"attachedItems\":[\"shortsword|phb\"],\"traitTags\":[\"Sneak Attack\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"OTH\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Grumink the Renegade\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PotA\",\"page\":210,\"_copy\":{\"name\":\"Assassin\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the assassin\",\"with\":\"Grumink\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"dwarf\"]},\"alignment\":[\"C\",\"E\"],\"senses\":[\"darkvision 60 ft.\"],\"senseTags\":[\"D\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Hellenrae\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PotA\",\"page\":198,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[16],\"hp\":{\"average\":78,\"formula\":\"12d8 + 24\"},\"speed\":{\"walk\":50},\"str\":13,\"dex\":18,\"con\":14,\"int\":10,\"wis\":15,\"cha\":13,\"skill\":{\"acrobatics\":\"+7\",\"athletics\":\"+4\",\"insight\":\"+5\",\"perception\":\"+5\"},\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":15,\"immune\":[\"poison\"],\"conditionImmune\":[\"blinded\",\"poisoned\"],\"languages\":[\"Common\",\"Terran\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Evasion\",\"entries\":[\"If Hellenrae is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.\"]},{\"name\":\"Stunning Strike {@recharge 5}\",\"entries\":[\"When Hellenrae hits a target with a melee weapon attack, the target must succeed on a {@dc 13} Constitution saving throw or be {@condition stunned} until the end of Hellenrae's next turn.\"]},{\"name\":\"Unarmored Defense\",\"entries\":[\"While Hellenrae is wearing no armor and wielding no shield, her AC includes her Wisdom modifier.\"]},{\"name\":\"Unarmored Movement\",\"entries\":[\"While Hellenrae is wearing no armor and wielding no shield, her speed increases by 20 feet (included in her speed).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Hellenrae makes three melee attacks.\"]},{\"name\":\"Unarmed Strike\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) bludgeoning damage.\"]}],\"reaction\":[{\"name\":\"Parry and Counter\",\"entries\":[\"Hellenrae adds 3 to her AC against one melee or ranged weapon attack that would hit her. To do so, she must be able to sense the attacker with her blindsight. If the attack misses, Hellenrae can make one melee attack against the attacker if it is within her reach.\"]}],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"T\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"stunned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Howling Hatred Initiate\",\"source\":\"PotA\",\"page\":190,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":9,\"formula\":\"2d8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":15,\"con\":10,\"int\":10,\"wis\":9,\"cha\":11,\"skill\":{\"deception\":\"+2\",\"religion\":\"+2\",\"stealth\":\"+4\"},\"passive\":9,\"languages\":[\"Common\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Guiding Wind (Recharges after a Short or Long Rest)\",\"entries\":[\"As a bonus action, the initiate gains advantage on the next ranged attack roll it makes before the end of its next turn.\"]},{\"name\":\"Hold Breath\",\"entries\":[\"The initiate can hold its breath for 30 minutes.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"traitTags\":[\"Hold Breath\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Howling Hatred Priest\",\"source\":\"PotA\",\"page\":190,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item studded leather armor|phb|studded leather}\"]}],\"hp\":{\"average\":45,\"formula\":\"10d8\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":16,\"con\":10,\"int\":14,\"wis\":10,\"cha\":14,\"skill\":{\"acrobatics\":\"+5\",\"intimidation\":\"+4\",\"religion\":\"+4\"},\"passive\":10,\"languages\":[\"Auran\",\"Common\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It knows the following sorcerer spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell blade ward}\",\"{@spell gust|xge}\",\"{@spell light}\",\"{@spell prestidigitation}\",\"{@spell shocking grasp}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell feather fall}\",\"{@spell shield}\",\"{@spell witch bolt}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell dust devil|xge}\",\"{@spell gust of wind}\"]},\"3\":{\"slots\":2,\"spells\":[\"{@spell gaseous form}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Hold Breath\",\"entries\":[\"The priest can hold its breath for 30 minutes.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The priest makes two melee attacks or two ranged attacks.\"]},{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\",\"scimitar|phb\"],\"traitTags\":[\"Hold Breath\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AU\",\"C\"],\"damageTags\":[\"P\",\"S\"],\"damageTagsSpell\":[\"B\",\"L\"],\"spellcastingTags\":[\"CS\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForcedSpell\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hurricane\",\"source\":\"PotA\",\"page\":191,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[14],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":45},\"str\":12,\"dex\":16,\"con\":13,\"int\":10,\"wis\":12,\"cha\":10,\"skill\":{\"acrobatics\":\"+5\"},\"passive\":11,\"languages\":[\"Auran\",\"Common\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The hurricane is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 11}, {@hit 3} to hit with spell attacks). It knows the following sorcerer spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell blade ward}\",\"{@spell gust|xge}\",\"{@spell light}\",\"{@spell prestidigitation}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell feather fall}\",\"{@spell jump}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":2,\"spells\":[\"{@spell gust of wind}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Unarmored Defense\",\"entries\":[\"While the hurricane is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.\"]},{\"name\":\"Unarmored Movement\",\"entries\":[\"While the hurricane is wearing no armor and wielding no shield, its walking speed increases by 15 feet (included in its speed).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hurricane makes two melee attacks.\"]},{\"name\":\"Unarmed Strike\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage.\"]}],\"reaction\":[{\"name\":\"Deflect Missiles\",\"entries\":[\"When the hurricane is hit by a ranged weapon attack, it reduces the damage from the attack by {@dice 1d10 + 9}. If the damage is reduced to 0, the hurricane can catch the missile if it is small enough to hold in one hand and the hurricane has at least one hand free.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AU\",\"C\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"T\"],\"spellcastingTags\":[\"CS\"],\"miscTags\":[\"MW\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Imix\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PotA\",\"page\":214,\"size\":[\"H\"],\"type\":\"elemental\",\"alignment\":[\"N\",\"E\"],\"ac\":[17],\"hp\":{\"average\":325,\"formula\":\"26d12 + 156\"},\"speed\":{\"walk\":50,\"fly\":50},\"str\":19,\"dex\":24,\"con\":22,\"int\":15,\"wis\":16,\"cha\":23,\"save\":{\"dex\":\"+13\",\"con\":\"+12\",\"cha\":\"+12\"},\"senses\":[\"blindsight 120 ft.\"],\"passive\":13,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"Common\",\"Ignan\"],\"cr\":\"19\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Imix's innate spellcasting ability is Charisma (spell save {@dc 20}, {@hit 12} to hit with spell attacks). He can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell fireball}\",\"{@spell wall of fire}\"],\"daily\":{\"3e\":[\"{@spell fire storm}\",\"{@spell haste}\",\"{@spell teleport}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Empowered Attacks\",\"entries\":[\"Imix's slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical attacks.\"]},{\"name\":\"Fire Aura\",\"entries\":[\"At the start of each of Imix's turns, each creature within 10 feet of him takes 17 ({@damage 5d6}) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature also takes 17 ({@damage 5d6}) fire damage if it touches Imix or hits him with a melee attack while within 10 feet of him, and a creature takes that damage the first time on a turn that Imix moves into its space. Nonmagical weapons that hit Imix are destroyed by fire immediately after dealing damage to him\"]},{\"name\":\"Fire Form\",\"entries\":[\"Imix can enter a hostile creature's space and stop there. He can move through a space as narrow as 1 inch without squeezing if fire could pass through that space.\"]},{\"name\":\"Illumination\",\"entries\":[\"Imix sheds bright light in a 60-foot radius and dim light for an additional 60 feet.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Imix fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Imix has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Imix makes two slam attacks or two flame blast attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d10 + 7}) bludgeoning damage plus 18 ({@damage 5d6}) fire damage.\"]},{\"name\":\"Flame Blast\",\"entries\":[\"{@atk rs} {@hit 12} to hit, range 250 ft., one target. {@h}35 ({@damage 10d6}) fire damage.\"]},{\"name\":\"Summon Elementals (1/Day)\",\"entries\":[\"Imix summons up to three {@creature fire elemental||fire elementals} and loses 30 hit points for each elemental he summons. Summoned elementals have maximum hit points, appear within 100 feet of Imix, and disappear if Imix is reduced to 0 hit points.\"]}],\"legendary\":[{\"name\":\"Heat Wave\",\"entries\":[\"Imix creates a blast of heat within 300 feet of himself. Each creature in the area in physical contact with metal objects (for example, carrying metal weapons or wearing metal armor) takes 9 ({@damage 2d8}) fire damage. Each creature in the area that isn't resistant or immune to fire damage must make a {@dc 21} Constitution saving throw or gain one level of {@condition exhaustion}.\"]},{\"name\":\"Teleport (Costs 2 Actions)\",\"entries\":[\"Imix magically teleports up to 120 feet to an unoccupied space he can see. Anything Imix is wearing or carrying isn't teleported with him.\"]},{\"name\":\"Combustion (Costs 3 Actions)\",\"entries\":[\"Imix causes one creature he can see within 30 feet of him to burst into flames. The target must make a {@dc 21} Constitution saving throw. On a failed save, the target takes 70 ({@damage 20d6}) fire damage and catches fire. A target on fire takes 10 ({@damage 3d6}) fire damage when it starts its turn, and remains on fire until it or another creature takes an action to douse the flames. On a successful save, the target takes half as much damage and doesn't catch fire.\"]}],\"legendaryGroup\":{\"name\":\"Imix\",\"source\":\"PotA\"},\"traitTags\":[\"Illumination\",\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"IG\"],\"damageTags\":[\"B\",\"F\"],\"damageTagsLegendary\":[\"B\",\"F\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"exhaustion\"],\"conditionInflictLegendary\":[\"prone\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedLegendary\":[\"constitution\",\"dexterity\",\"strength\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lyzandra \\\"Lyzzie\\\" Calderos\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PotA\",\"page\":110,\"_copy\":{\"name\":\"Mage\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the mage\",\"with\":\"Lyzandra\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Lyzandra is a 9th-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). Lyzandra has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell light}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell mage armor}\",\"{@spell magic missile}\",\"{@spell shield}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell misty step}\",\"{@spell suggestion}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell counterspell}\",\"{@spell fireball}\",\"{@spell fly}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell greater invisibility}\",\"{@spell wall of fire}\"]},\"5\":{\"slots\":1,\"spells\":[\"{@spell immolation|xge}\"]}},\"ability\":\"int\"}],\"damageTagsSpell\":[\"F\",\"O\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true},{\"name\":\"Maegla Tarnlar\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PotA\",\"page\":25,\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\"},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Marlos Urnrayle\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PotA\",\"page\":199,\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":136,\"formula\":\"16d8 + 64\"},\"speed\":{\"walk\":30},\"str\":17,\"dex\":11,\"con\":18,\"int\":12,\"wis\":13,\"cha\":17,\"skill\":{\"arcana\":\"+4\",\"deception\":\"+6\",\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\",\"tremorsense 60 ft.\"],\"passive\":14,\"resist\":[\"acid\"],\"languages\":[\"Common\",\"Terran\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Earthen Defeat\",\"entries\":[\"When Marlos drops to 0 hit points, his body transforms into mud and collapses into a pool. Anything he is wearing or carrying is left behind.\"]},{\"name\":\"Earth Passage\",\"entries\":[\"Marlos can move in {@quickref difficult terrain||3} composed of anything made from earth or stone as if it were normal terrain. He can move through solid earth and rock as if it were {@quickref difficult terrain||3}. If he ends his turn there, he is shunted into the nearest space he last occupied.\"]},{\"name\":\"Legendary Resistance (2/Day)\",\"entries\":[\"If Marlos fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Petrifying Gaze\",\"entries\":[\"When a creature that can see Marlos's eyes starts its turn within 30 feet of him, Marlos can force it to make a {@dc 14} Constitution saving throw if Marlos isn't {@condition incapacitated} and can see the creature. If the saving throw fails by 5 or more, the creature is instantly {@condition petrified}. Otherwise, a creature that fails the save begins to turn to stone and is {@condition restrained}. The {@condition restrained} creature must repeat the saving throw at the end of its next turn, becoming {@condition petrified} on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the {@spell greater restoration} spell or other magic.\",\"Unless {@status surprised}, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see Marlos until the start of its next turn, when it can decide to avert its eyes again. If the creature looks at Marlos in the meantime, it must immediately make the save.\",\"If Marlos sees himself reflected on a polished surface within 30 feet of him and in an area of bright light, Marlos is, due to his curse, affected by his own gaze.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Marlos makes three melee attacks, one with his snake hair and two with {@item Ironfang|PotA}.\"]},{\"name\":\"Snake Hair\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 14 ({@damage 4d6}) poison damage.\"]},{\"name\":\"Ironfang\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 4 ({@damage 1d8}) thunder damage.\"]}],\"legendaryGroup\":{\"name\":\"Marlos Urnrayle\",\"source\":\"PotA\"},\"attachedItems\":[\"ironfang|pota\"],\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"D\",\"T\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"T\"],\"damageTags\":[\"I\",\"P\",\"T\"],\"damageTagsLegendary\":[\"B\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"petrified\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedLegendary\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Miraj Vizann\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PotA\",\"page\":198,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"genasi\",\"prefix\":\"Earth\"}]},\"alignment\":[\"N\",\"E\"],\"ac\":[10,{\"ac\":13,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":82,\"formula\":\"11d8 + 33\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":10,\"con\":17,\"int\":13,\"wis\":11,\"cha\":18,\"skill\":{\"arcana\":\"+4\",\"deception\":\"+7\"},\"passive\":10,\"languages\":[\"Common\",\"Primordial\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Miraj's innate spellcasting ability is Constitution (spell save {@dc 14}). He can innately cast the following spell, requiring no material components:\"],\"daily\":{\"1\":[\"{@spell pass without trace}\"]},\"ability\":\"con\"},{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Miraj is an 11th-level spellcaster. His spellcasting ability is Charisma (spell save {@dc 15}, {@hit 7} to hit with spell attacks). He knows the following sorcerer spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell acid splash}\",\"{@spell blade ward}\",\"{@spell friends}\",\"{@spell light}\",\"{@spell message}\",\"{@spell mold earth|xge}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell chromatic orb}\",\"{@spell mage armor}\",\"{@spell magic missile}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell Maximilian's earthen grasp|xge}\",\"{@spell shatter}\",\"{@spell suggestion}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell counterspell}\",\"{@spell erupting earth|xge}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell polymorph}\",\"{@spell stoneskin}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell wall of stone}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell move earth}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Earth Walk\",\"entries\":[\"Moving through {@quickref difficult terrain||3} made of earth or stone costs Miraj no extra movement.\"]}],\"action\":[{\"name\":\"Staff\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage, or 5 ({@damage 1d8 + 1}) bludgeoning damage when used with two hands.\"]}],\"languageTags\":[\"C\",\"P\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"A\",\"B\",\"C\",\"F\",\"I\",\"L\",\"O\",\"T\"],\"spellcastingTags\":[\"CS\",\"I\"],\"miscTags\":[\"MW\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Molten Magma Roper\",\"source\":\"PotA\",\"page\":143,\"_copy\":{\"name\":\"Roper\",\"source\":\"MM\",\"_mod\":{\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Tendril\",\"items\":{\"name\":\"Tendril\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 50 ft., one creature. {@h}4 ({@damage 1d8}) fire damage and the target is {@condition grappled} (escape DC 15). Until the grapple ends, the target is {@condition restrained} and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target. A creature takes 4 ({@damage 1d8}) fire damage each time it ends its turn grappled by the roper.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Bite\",\"items\":{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}22 ({@damage 4d8 + 4}) fire damage.\"]}}]}},\"immune\":[\"fire\"],\"vulnerable\":[\"cold\"],\"damageTags\":[\"F\"],\"hasToken\":true},{\"name\":\"Nurvureem, The Dark Lady\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PotA\",\"page\":180,\"_copy\":{\"name\":\"Adult Black Dragon\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Legendary Shadow Dragon\",\"source\":\"MM\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the dragon\",\"with\":\"Nurvureem\",\"flags\":\"i\"}}},\"traitTags\":[\"Amphibious\",\"Legendary Resistances\",\"Sunlight Sensitivity\"],\"damageTags\":[\"B\",\"N\",\"P\",\"S\"],\"damageTagsLegendary\":[],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Ogrémoch\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PotA\",\"page\":216,\"size\":[\"G\"],\"type\":\"elemental\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":526,\"formula\":\"27d20 + 243\"},\"speed\":{\"walk\":50,\"burrow\":50},\"str\":26,\"dex\":11,\"con\":28,\"int\":11,\"wis\":15,\"cha\":22,\"save\":{\"str\":\"+14\",\"con\":\"+15\",\"wis\":\"+8\"},\"senses\":[\"blindsight 120 ft.\",\"tremorsense 120 ft.\"],\"passive\":12,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\"],\"languages\":[\"Common\",\"Terran\"],\"cr\":\"20\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Ogrémoch's innate spellcasting ability is Charisma (spell save {@dc 20}, {@hit 12} to hit with spell attacks). He can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell meld into stone}\",\"{@spell move earth}\",\"{@spell wall of stone}\"],\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Empowered Attacks\",\"entries\":[\"Ogrémoch's slam attacks are treated as magical and adamantine for the purpose of bypassing resistance and immunity to nonmagical attacks.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Ogrémoch fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Ogrémoch has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"Ogrémoch deals double damage to objects and structures with his melee and ranged weapon attacks.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Ogrémoch makes two slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 15 ft., one target. {@h}30 ({@damage 4d10 + 8}) bludgeoning damage.\"]},{\"name\":\"Boulder\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 500 ft., one target. {@h}46 ({@damage 7d10 + 8}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 23} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Summon Elementals (1/Day)\",\"entries\":[\"Ogrémoch summons up to three {@creature earth elemental||earth elementals} and loses 30 hit points for each elemental he summons. Summoned elementals have maximum hit points, appear within 100 feet of Ogrémoch, and disappear if Ogrémoch is reduced to 0 hit points.\"]}],\"legendary\":[{\"name\":\"Illuminating Crystals\",\"entries\":[\"Ogrémoch's crystalline protrusions flare. Each creature within 30 feet of Ogrémoch becomes outlined in orange light, shedding dim light in a 10-foot radius. Any attack roll against an affected creature has advantage if the attacker can see it, and the affected creature can't benefit from being {@condition invisible}.\"]},{\"name\":\"Stomp (Costs 2 Actions)\",\"entries\":[\"Ogrémoch stomps the ground, creating an earth tremor that extends in a 30-foot radius. Other creatures standing on the ground in that radius must succeed on a {@dc 23} Dexterity saving throw or fall {@condition prone}.\"]},{\"name\":\"Create Gargoyle (Costs 3 Actions)\",\"entries\":[\"Ogrémoch's hit points are reduced by 50 as he breaks off a chunk of his body and places it on the ground in an unoccupied space within 15 feet of him. The chunk of rock instantly transforms into a {@creature gargoyle} and acts on the same initiative count as Ogrémoch. Ogrémoch can't use this action if he has 50 hit points or fewer. The gargoyle obeys Ogrémoch's commands and fights until destroyed.\"]}],\"legendaryGroup\":{\"name\":\"Ogrémoch\",\"source\":\"PotA\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Siege Monster\"],\"senseTags\":[\"B\",\"T\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"T\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"B\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"prone\"],\"conditionInflictLegendary\":[\"prone\"],\"conditionInflictSpell\":[\"prone\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"savingThrowForcedLegendary\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Olhydra\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PotA\",\"page\":218,\"size\":[\"H\"],\"type\":\"elemental\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":324,\"formula\":\"24d12 + 168\"},\"speed\":{\"walk\":50,\"swim\":100},\"str\":21,\"dex\":22,\"con\":24,\"int\":17,\"wis\":18,\"cha\":23,\"save\":{\"str\":\"+11\",\"con\":\"+13\",\"wis\":\"+10\"},\"senses\":[\"blindsight 120 ft.\"],\"passive\":14,\"resist\":[\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"acid\",\"cold\",\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"Aquan\"],\"cr\":\"18\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Olhydra's innate spellcasting ability is Charisma (spell save {@dc 20}, {@hit 12} to hit with spell attacks). She can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell wall of ice}\"],\"daily\":{\"1\":[\"{@spell storm of vengeance}\"],\"3\":[\"{@spell ice storm}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Empowered Attacks\",\"entries\":[\"Olhydra's slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical attacks.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Olhydra fails a saving throw, she can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Olhydra has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Water Form\",\"entries\":[\"Olhydra can enter a hostile creature's space and stop there. She can move through a space as narrow as 1 inch wide without squeezing.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Olhydra makes two slam attacks or two water jet attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d10 + 5}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 19}). Olhydra can grapple up to four targets. When Olhydra moves, all creatures she is grappling move with her.\"]},{\"name\":\"Water Jet\",\"entries\":[\"{@atk rw} {@hit 12} to hit, range 120 ft., one target. {@h}21 ({@damage 6d6}) bludgeoning damage, and the target is knocked {@condition prone} if it fails a {@dc 19} Strength saving throw.\"]},{\"name\":\"Summon Elementals (1/Day)\",\"entries\":[\"Olhydra summons up to three {@creature water elemental||water elementals} and loses 30 hit points for each elemental she summons. Summoned elementals have maximum hit points, appear within 100 feet of Olhydra, and disappear if Olhydra is reduced to 0 hit points.\"]}],\"legendary\":[{\"name\":\"Crush\",\"entries\":[\"One creature that Olhydra is grappling is crushed for 21 ({@damage 3d10 + 5}) bludgeoning damage.\"]},{\"name\":\"Fling (Costs 2 Actions)\",\"entries\":[\"Olhydra releases one creature she is grappling by flinging the creature up to 60 feet away from her, in a direction of her choice. If the flung creature comes into contact with a solid surface, such as a wall or floor, the creature takes {@dice 1d6} bludgeoning damage for every 10 feet it was flung.\"]},{\"name\":\"Water to Acid (Costs 3 Actions)\",\"entries\":[\"Olhydra transforms her watery body into acid. This effect lasts until Olhydra's next turn. Any creature that comes into contact with Olhydra or hits her with a melee attack while standing within 5 feet of her takes 11 ({@damage 2d10}) acid damage. Any creature {@condition grappled} by Olhydra takes 22 ({@damage 4d10}) acid damage at the start of its turn.\"]}],\"legendaryGroup\":{\"name\":\"Olhydra\",\"source\":\"PotA\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AQ\"],\"damageTags\":[\"A\",\"B\"],\"damageTagsLegendary\":[\"C\"],\"damageTagsSpell\":[\"A\",\"B\",\"C\",\"L\",\"T\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"grappled\",\"prone\"],\"conditionInflictLegendary\":[\"frightened\",\"prone\"],\"conditionInflictSpell\":[\"deafened\"],\"savingThrowForced\":[\"strength\"],\"savingThrowForcedLegendary\":[\"strength\",\"wisdom\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"One-Eyed Shiver\",\"source\":\"PotA\",\"page\":207,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":49,\"formula\":\"9d8 + 9\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":12,\"int\":13,\"wis\":13,\"cha\":17,\"skill\":{\"arcana\":\"+3\",\"perception\":\"+3\",\"intimidation\":\"+5\"},\"passive\":13,\"immune\":[\"cold\"],\"languages\":[\"Common\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The one-eyed shiver is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It knows the following sorcerer spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell chill touch}\",\"{@spell mage hand}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell fog cloud}\",\"{@spell mage armor}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell mirror image}\",\"{@spell misty step}\"]},\"3\":{\"slots\":2,\"spells\":[\"{@spell fear}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Chilling Mist\",\"entries\":[\"While it is alive, the one-eyed shiver projects an aura of cold mist within 10 feet of itself. If the one-eyed shiver deals damage to a creature in this area, the creature also takes 5 ({@damage 1d10}) cold damage.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Eye of Frost\",\"entries\":[\"The one-eyed shiver casts {@spell ray of frost} from its missing eye. If it hits, the target is also {@condition restrained}. A target {@condition restrained} in this way can end the condition by using an action, succeeding on a {@dc 13} Strength check.\"]}],\"attachedItems\":[\"dagger|phb\"],\"languageTags\":[\"C\"],\"damageTags\":[\"C\",\"P\"],\"damageTagsSpell\":[\"N\",\"T\"],\"spellcastingTags\":[\"CS\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"restrained\"],\"conditionInflictSpell\":[\"frightened\"],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Oreioth\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PotA\",\"page\":212,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[11,{\"ac\":14,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":39,\"formula\":\"6d8 + 12\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":13,\"con\":14,\"int\":16,\"wis\":9,\"cha\":11,\"save\":{\"wis\":\"+1\"},\"skill\":{\"arcana\":\"+5\",\"investigation\":\"+5\",\"medicine\":\"+1\"},\"passive\":9,\"languages\":[\"Abyssal\",\"Common\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Oreioth is a 6th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 13}, {@hit 5} to hit with spell attacks). He has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell chill touch}\",\"{@spell minor illusion}\",\"{@spell prestidigitation}\",\"{@spell shocking grasp}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell false life}\",\"{@spell mage armor}\",\"{@spell magic missile}\",\"{@spell ray of sickness}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell crown of madness}\",\"{@spell misty step}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell animate dead}\",\"{@spell vampiric touch}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Grim Harvest\",\"entries\":[\"Once per turn when Oreioth kills one or more creatures with a spell of 1st level or higher, he regains hit points equal to twice the spell's level.\"]},{\"name\":\"Swift Animation (Recharges after a Long Rest)\",\"entries\":[\"When a living Medium or Small humanoid within 30 feet of Oreioth dies, he can use an action on his next turn to cast {@spell animate dead} on that humanoid's corpse, instead of using the spell's normal casting time.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"languageTags\":[\"AB\",\"C\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"I\",\"L\",\"N\",\"O\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Padraich\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PotA\",\"page\":170,\"_copy\":{\"name\":\"Berserker\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the berserker\",\"with\":\"Padraich\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"action\":[{\"name\":\"Maul\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage.\"]}],\"attachedItems\":[\"maul|phb\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MLW\"],\"hasToken\":true},{\"name\":\"Razerblast\",\"source\":\"PotA\",\"page\":201,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item splint armor|phb}\"]}],\"hp\":{\"average\":112,\"formula\":\"15d8 + 75\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":11,\"con\":16,\"int\":9,\"wis\":10,\"cha\":13,\"skill\":{\"intimidation\":\"+4\",\"perception\":\"+3\"},\"passive\":13,\"immune\":[\"fire\"],\"languages\":[\"Common\",\"Ignan\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Searing Armor\",\"entries\":[\"The razerblast's armor is hot. Any creature grappling the razerblast or {@condition grappled} by it takes 5 ({@damage 1d10}) fire damage at the end of that creature's turn.\"]},{\"name\":\"Shrapnel Explosion\",\"entries\":[\"When the razerblast drops to 0 hit points, a flaming orb in its chest explodes, destroying the razerblast's body and scattering its armor as shrapnel. Creatures within 10 feet of the razerblast when it explodes must succeed on a {@dc 12} Dexterity saving throw, taking 21 ({@damage 6d6}) piercing damage on a failed save, or half as much damage on a successful one.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The razerblast makes three melee attacks.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, or 7 ({@damage 1d8 + 3}) piercing damage if used with two hands to make a melee attack, plus 3 ({@damage 1d6}) fire damage.\"]}],\"attachedItems\":[\"spear|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"IG\"],\"damageTags\":[\"F\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Renwick\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PotA\",\"page\":66,\"_copy\":{\"name\":\"Lich\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the lich\",\"with\":\"Renwick\",\"flags\":\"i\"}}},\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Renwick is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 20}, {@hit 12} to hit with spell attacks). Renwick has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell mage hand}\",\"{@spell prestidigitation}\",\"{@spell ray of frost}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell magic missile}\",\"{@spell shield}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell detect thoughts}\",\"{@spell invisibility}\",\"{@spell Melf's acid arrow}\",\"{@spell mirror image}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell animate dead}\",\"{@spell counterspell}\",\"{@spell dispel magic}\",\"{@spell fireball}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell blight}\",\"{@spell dimension door}\"]},\"5\":{\"slots\":3,\"spells\":[\"{@spell cloudkill}\",\"{@spell scrying}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell disintegrate}\",\"{@spell globe of invulnerability}\"]},\"7\":{\"slots\":1,\"spells\":[\"{@spell finger of death}\",\"{@spell plane shift}\"]},\"8\":{\"slots\":1,\"spells\":[\"{@spell dominate monster}\",\"{@spell power word stun}\"]},\"9\":{\"slots\":1,\"spells\":[\"{@spell time stop}\"]}},\"ability\":\"int\"}],\"damageTagsLegendary\":[],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true},{\"name\":\"Rhundorth\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PotA\",\"page\":140,\"_copy\":{\"name\":\"Guard\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the guard\",\"with\":\"Rhundorth\",\"flags\":\"i\"}}},\"ac\":[11],\"str\":18,\"action\":[{\"name\":\"Warhammer\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 4}) bludgeoning damage, or 10 ({@damage 1d10 + 4}) bludgeoning damage if used with two hands.\"]}],\"attachedItems\":[\"warhammer|phb\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true},{\"name\":\"Sacred Stone Monk\",\"source\":\"PotA\",\"page\":196,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[14],\"hp\":{\"average\":22,\"formula\":\"4d8 + 4\"},\"speed\":{\"walk\":40},\"str\":13,\"dex\":15,\"con\":12,\"int\":10,\"wis\":14,\"cha\":9,\"skill\":{\"acrobatics\":\"+4\",\"athletics\":\"+3\",\"perception\":\"+4\"},\"senses\":[\"tremorsense 10 ft.\"],\"passive\":14,\"languages\":[\"Common\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Unarmored Defense\",\"entries\":[\"While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.\"]},{\"name\":\"Unarmored Movement\",\"entries\":[\"While the monk is wearing no armor and wielding no shield, its walking speed increases by 10 feet (included in its speed).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The monk makes two melee attacks.\"]},{\"name\":\"Unarmed Strike\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"The monk adds 2 to its AC against one melee or ranged weapon attack that would hit it. To do so, the monk must see the attacker.\"]}],\"senseTags\":[\"T\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Shoalar Quanderil\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PotA\",\"page\":208,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"genasi\",\"prefix\":\"Water\"}]},\"alignment\":[\"L\",\"E\"],\"ac\":[10,{\"ac\":13,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":60,\"formula\":\"8d8 + 24\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":11,\"dex\":12,\"con\":16,\"int\":14,\"wis\":10,\"cha\":17,\"skill\":{\"arcana\":\"+4\",\"deception\":\"+5\",\"insight\":\"+2\",\"persuasion\":\"+5\"},\"passive\":10,\"resist\":[\"acid\"],\"languages\":[\"Aquan\",\"Common\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Shoalar's innate spellcasting ability is Constitution (spell save {@dc 13}, {@hit 5} to hit with spell attacks). He can innately cast the following spells:\"],\"will\":[\"{@spell shape water|xge}\"],\"daily\":{\"1\":[\"{@spell create or destroy water}\"]},\"ability\":\"con\"},{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Shoalar is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). He knows the following sorcerer spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell acid splash}\",\"{@spell chill touch}\",\"{@spell friends}\",\"{@spell prestidigitation}\",\"{@spell ray of frost}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell disguise self}\",\"{@spell mage armor}\",\"{@spell magic missile}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell hold person}\",\"{@spell misty step}\"]},\"3\":{\"slots\":2,\"spells\":[\"{@spell tidal wave|xge}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"Shoalar can breathe air and water.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or ranged 20/60 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"traitTags\":[\"Amphibious\"],\"languageTags\":[\"AQ\",\"C\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"A\",\"B\",\"C\",\"N\",\"O\"],\"spellcastingTags\":[\"CS\",\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Skyweaver\",\"source\":\"PotA\",\"page\":191,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":44,\"formula\":\"8d8 + 8\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":14,\"con\":12,\"int\":11,\"wis\":10,\"cha\":16,\"skill\":{\"deception\":\"+5\",\"persuasion\":\"+5\"},\"passive\":10,\"languages\":[\"Auran\",\"Common\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The Skyweaver is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It knows the following sorcerer spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell blade ward}\",\"{@spell light}\",\"{@spell message}\",\"{@spell ray of frost}\",\"{@spell shocking grasp}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell feather fall}\",\"{@spell mage armor}\",\"{@spell witch bolt}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell gust of wind}\",\"{@spell invisibility}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell fly}\",\"{@spell lightning bolt}\"]}},\"ability\":\"cha\"}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"languageTags\":[\"AU\",\"C\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"C\",\"L\"],\"spellcastingTags\":[\"CS\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForcedSpell\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Stone Warrior\",\"source\":\"PotA\",\"page\":97,\"_copy\":{\"name\":\"Stone Golem\",\"source\":\"MM\",\"_mod\":{\"action\":{\"mode\":\"removeArr\",\"names\":\"Multiattack\"}}},\"hp\":{\"average\":102,\"formula\":\"17d10 + 85\"},\"cr\":\"4\",\"actionTags\":[],\"hasToken\":true},{\"name\":\"Stonemelder\",\"source\":\"PotA\",\"page\":197,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item splint armor|phb}\"]}],\"hp\":{\"average\":75,\"formula\":\"10d8 + 30\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":10,\"con\":16,\"int\":12,\"wis\":11,\"cha\":17,\"skill\":{\"intimidation\":\"+5\",\"perception\":\"+2\"},\"senses\":[\"tremorsense 30 ft.\"],\"passive\":12,\"languages\":[\"Common\",\"Terran\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The Stonemelder is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It knows the following sorcerer spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell acid splash}\",\"{@spell blade ward}\",\"{@spell light}\",\"{@spell mending}\",\"{@spell mold earth|xge}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell expeditious retreat}\",\"{@spell false life}\",\"{@spell shield}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell Maximilian's earthen grasp|xge}\",\"{@spell shatter}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell erupting earth|xge}\",\"{@spell meld into stone}\"]},\"4\":{\"slots\":1,\"spells\":[\"{@spell stoneskin}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Death Burst\",\"entries\":[\"When the Stonemelder dies, it turns to stone and explodes in a burst of rock shards, becoming a smoking pile of rubble. Each creature within 10 feet of the exploding Stonemelder must make a {@dc 14} Dexterity saving throw, taking 11 ({@damage 2d10}) bludgeoning damage on a failed save, or half as much damage on a successful one.\"]}],\"action\":[{\"name\":\"Black Earth Rod\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage. The Stonemelder can also expend a spell slot to deal extra damage, dealing {@dice 2d8} bludgeoning damage for a 1st level slot, plus an additional {@dice 1d8} for each level of the slot above 1st.\"]}],\"traitTags\":[\"Death Burst\"],\"senseTags\":[\"T\"],\"languageTags\":[\"C\",\"T\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"A\",\"B\",\"T\"],\"spellcastingTags\":[\"CS\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Thurl Merosska\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PotA\",\"page\":192,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item breastplate|phb}\"]}],\"hp\":{\"average\":71,\"formula\":\"11d8 + 21\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":14,\"con\":14,\"int\":11,\"wis\":10,\"cha\":15,\"skill\":{\"animal handling\":\"+2\",\"athletics\":\"+5\",\"deception\":\"+4\",\"persuasion\":\"+4\"},\"passive\":10,\"languages\":[\"Auran\",\"Common\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Thurl is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save {@dc 12}, {@hit 4} to hit with spell attacks). Thurl knows the following sorcerer spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell friends}\",\"{@spell gust|xge}\",\"{@spell light}\",\"{@spell message}\",\"{@spell ray of frost}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell expeditious retreat}\",\"{@spell feather fall}\",\"{@spell jump}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell levitate}\",\"{@spell misty step}\"]},\"3\":{\"slots\":2,\"spells\":[\"{@spell haste}\"]}},\"ability\":\"cha\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Thurl makes two melee attacks.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage.\"]},{\"name\":\"Lance\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d12 + 3}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"Thurl adds 2 to his AC against one melee attack that would hit him. To do so, Thurl must see the attacker and be wielding a melee weapon.\"]}],\"attachedItems\":[\"greatsword|phb\",\"lance|phb\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"AU\",\"C\"],\"damageTags\":[\"P\",\"S\"],\"damageTagsSpell\":[\"C\"],\"spellcastingTags\":[\"CS\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Tornscale\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PotA\",\"page\":90,\"_copy\":{\"name\":\"Lizardfolk\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the lizardfolk\",\"with\":\"Tornscale\",\"flags\":\"i\"}}},\"hp\":{\"average\":36,\"formula\":\"4d8 + 4\"},\"hasToken\":true},{\"name\":\"Vanifer\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PotA\",\"page\":203,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"tiefling\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item studded leather armor|phb|studded leather}\"]}],\"hp\":{\"average\":112,\"formula\":\"15d8 + 45\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":16,\"con\":17,\"int\":12,\"wis\":13,\"cha\":19,\"skill\":{\"arcana\":\"+5\",\"deception\":\"+8\",\"performance\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"immune\":[\"fire\"],\"languages\":[\"Common\",\"Ignan\",\"Infernal\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Vanifer is a 10th-level spellcaster. Her spellcasting ability is Charisma (spell save {@dc 16}, {@hit 8} to hit with spell attacks). Vanifer knows the following sorcerer spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell chill touch}\",\"{@spell fire bolt}\",\"{@spell friends}\",\"{@spell mage hand}\",\"{@spell message}\",\"{@spell produce flame}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell burning hands}\",\"{@spell chromatic orb}\",\"{@spell hellish rebuke}\",\"{@spell shield}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell darkness}\",\"{@spell detect thoughts}\",\"{@spell misty step}\",\"{@spell scorching ray}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell counterspell}\",\"{@spell fireball}\",\"{@spell hypnotic pattern}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell wall of fire}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell dominate person}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Funeral Pyre\",\"entries\":[\"When Vanifer drops to 0 hit points, her body is consumed in a flash of fire and smoke. Anything she was wearing or carrying is left behind among ashes.\"]},{\"name\":\"Legendary Resistance (2/Day)\",\"entries\":[\"If Vanifer fails a saving throw, she can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Vanifer makes two attacks.\"]},{\"name\":\"Tinderstrike\",\"entries\":[\"{@atk mw,rw} {@hit 9} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d4 + 5}) piercing damage plus 7 ({@damage 2d6}) fire damage.\"]}],\"legendaryGroup\":{\"name\":\"Vanifer\",\"source\":\"PotA\"},\"attachedItems\":[\"tinderstrike|pota\"],\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"I\",\"IG\"],\"damageTags\":[\"F\",\"P\"],\"damageTagsLegendary\":[\"F\"],\"damageTagsSpell\":[\"A\",\"C\",\"F\",\"I\",\"L\",\"N\",\"T\"],\"spellcastingTags\":[\"CS\"],\"miscTags\":[\"MW\",\"RW\"],\"savingThrowForcedLegendary\":[\"dexterity\",\"wisdom\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Wiggan Nettlebee\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PotA\",\"page\":212,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"halfling\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[11,{\"ac\":16,\"condition\":\"with {@spell barkskin}\",\"braces\":true}],\"hp\":{\"average\":36,\"formula\":\"8d6 + 8\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":12,\"con\":12,\"int\":14,\"wis\":15,\"cha\":13,\"skill\":{\"deception\":\"+3\",\"insight\":\"+4\"},\"passive\":12,\"languages\":[\"Common\",\"Halfling\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Wiggan is a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). He has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell guidance}\",\"{@spell light}\",\"{@spell mending}\",\"{@spell shillelagh}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell animal friendship}\",\"{@spell cure wounds}\",\"{@spell healing word}\",\"{@spell inflict wounds}\",\"{@spell speak with animals}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell barkskin}\",\"{@spell spike growth}\",\"{@spell spiritual weapon}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Brave Devotion\",\"entries\":[\"Wiggan has advantage on saving throws against being {@condition charmed} or {@condition frightened}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Wiggan makes two attacks with his wooden cane.\"]},{\"name\":\"Wooden Cane\",\"entries\":[\"{@atk mw} {@hit 0} to hit ({@hit 4} to hit with shillelagh), reach 5 ft., one target. {@h}1 ({@damage 1d4 - 1}) bludgeoning damage, or 6 ({@damage 1d8 + 2}) bludgeoning damage with shillelagh.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"H\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"N\",\"O\",\"P\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Windharrow\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PotA\",\"page\":192,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"half-elf\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item studded leather armor|phb|studded leather}\"]}],\"hp\":{\"average\":55,\"formula\":\"10d8 + 10\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":16,\"con\":12,\"int\":14,\"wis\":10,\"cha\":17,\"skill\":{\"acrobatics\":\"+5\",\"deception\":\"+7\",\"persuasion\":\"+5\",\"performance\":\"+7\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Auran\",\"Common\",\"Elvish\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Windharrow is an 8th-level spellcaster. His spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). Windharrow knows the following bard spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell friends}\",\"{@spell prestidigitation}\",\"{@spell vicious mockery}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell disguise self}\",\"{@spell dissonant whispers}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell invisibility}\",\"{@spell shatter}\",\"{@spell silence}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell nondetection}\",\"{@spell sending}\",\"{@spell tongues}\"]},\"4\":{\"slots\":2,\"spells\":[\"{@spell confusion}\",\"{@spell dimension door}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"Windharrow has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Windharrow makes two melee attacks.\"]},{\"name\":\"Rapier\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d8 + 3}) piercing damage.\"]}],\"attachedItems\":[\"rapier|phb\"],\"traitTags\":[\"Fey Ancestry\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AU\",\"C\",\"E\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"O\",\"T\",\"Y\"],\"spellcastingTags\":[\"CB\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"deafened\",\"invisible\"],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Yan-C-Bin\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PotA\",\"page\":221,\"size\":[\"H\"],\"type\":\"elemental\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":22,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":283,\"formula\":\"21d12 + 147\"},\"speed\":{\"walk\":50,\"fly\":150},\"str\":18,\"dex\":24,\"con\":24,\"int\":16,\"wis\":21,\"cha\":23,\"save\":{\"dex\":\"+13\",\"wis\":\"+11\",\"cha\":\"+12\"},\"senses\":[\"blindsight 120 ft.\"],\"passive\":15,\"resist\":[\"cold\",\"fire\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"lightning\",\"poison\",\"thunder\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"Auran\"],\"cr\":\"18\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Yan-C-Bin's innate spellcasting ability is Charisma (spell save {@dc 20}, {@hit 12} to hit with spell attacks). He can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell gust of wind}\",\"{@spell invisibility}\",\"{@spell lightning bolt}\"],\"daily\":{\"2e\":[\"{@spell chain lightning}\",\"{@spell cloudkill}\",\"{@spell haste}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Air Form\",\"entries\":[\"Yan-C-Bin can enter a hostile creature's space and stop there. He can move through a space as narrow as 1 inch wide without squeezing if air could pass through that space.\"]},{\"name\":\"Empowered Attacks\",\"entries\":[\"Yan-C-Bin's slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical attacks.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Yan-C-Bin fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Yan-C-Bin has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Yan-C-Bin makes two slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}20 ({@damage 3d8 + 7}) force damage plus 10 ({@damage 3d6}) lightning damage.\"]},{\"name\":\"Thundercrack (Recharges after a Short or Long Rest)\",\"entries\":[\"Yan-C-Bin unleashes a terrible thundercrack in a 100-foot-radius sphere centered on himself. All other creatures in the area must succeed on a {@dc 24} Constitution saving throw or take 31 ({@damage 9d6}) thunder damage and be {@condition deafened} for 1 minute. On a successful save, a creature takes half as much damage and is {@condition deafened} until the start of Yan-C-Bin's next turn.\"]},{\"name\":\"Change Shape\",\"entries\":[\"Yan-C-Bin polymorphs into a Medium humanoid. While in polymorphed form, a swirling breeze surrounds him, his eyes are pale and cloudy, and he loses the Air Form trait. He can remain in polymorphed form for up to 1 hour. Reverting to his true form requires an action.\"]},{\"name\":\"Summon Elementals (1/Day)\",\"entries\":[\"Yan-C-Bin summons up to three {@creature air elemental||air elementals} and loses 30 hit points for each elemental he summons. Summoned elementals have maximum hit points, appear within 100 feet of Yan-C-Bin, and disappear if Yan-C-Bin is reduced to 0 hit points.\"]}],\"legendary\":[{\"name\":\"Peal of Thunder\",\"entries\":[\"Yan-C-Bin unleashes a peal of thunder that can be heard out to a range of 300 feet. Each creature within 30 feet of Yan-C-Bin takes 5 ({@damage 1d10}) thunder damage.\"]},{\"name\":\"Teleport (Costs 2 Actions)\",\"entries\":[\"Yan-C-Bin magically teleports up to 120 feet to an unoccupied space he can see. Anything Yan-C-Bin is wearing or carrying is teleported with him.\"]},{\"name\":\"Suffocate (Costs 3 Actions)\",\"entries\":[\"Yan-C-Bin steals the air of one breathing creature he can see within 60 feet of him. The target must make a {@dc 21} Constitution saving throw. On a failed save, the target drops to 0 hit points and is dying. On a successful save, the target can't breathe or speak until the start of its next turn.\"]}],\"legendaryGroup\":{\"name\":\"Yan-C-Bin\",\"source\":\"PotA\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"AU\"],\"damageTags\":[\"L\",\"O\",\"T\"],\"damageTagsLegendary\":[\"B\",\"L\"],\"damageTagsSpell\":[\"I\",\"L\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"deafened\"],\"conditionInflictLegendary\":[\"blinded\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedLegendary\":[\"constitution\",\"dexterity\",\"wisdom\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Young Bulette\",\"source\":\"PotA\",\"page\":139,\"_copy\":{\"name\":\"Rhinoceros\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"rhinoceros\",\"with\":\"bulette\"}}},\"hp\":{\"average\":45,\"formula\":\"6d10 + 12\"},\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage.\"]}],\"damageTags\":[\"B\",\"P\"],\"hasToken\":true},{\"name\":\"Young Purple Worm\",\"source\":\"PotA\",\"page\":113,\"_copy\":{\"name\":\"Purple Worm\",\"source\":\"MM\"},\"hp\":{\"average\":184,\"formula\":\"15d20 + 90\"},\"cr\":\"13\",\"hasToken\":true},{\"name\":\"Zegdar\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"PotA\",\"page\":120,\"_copy\":{\"name\":\"Emberhorn Minotaur\",\"source\":\"PotA\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the minotaur\",\"with\":\"Zegdar\",\"flags\":\"i\"}}},\"ac\":[{\"ac\":16,\"from\":[\"{@item chain mail|phb}\"]}],\"hp\":{\"average\":117,\"formula\":\"9d10 + 27\"},\"int\":11,\"hasToken\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-ps-a.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\"]}},\"monster\":[{\"name\":\"Adult Amonkhet Dragon\",\"source\":\"PSA\",\"page\":33,\"_copy\":{\"name\":\"Adult Red Dragon\",\"source\":\"MM\"},\"int\":8,\"damageTagsLegendary\":[],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ammit\",\"source\":\"PSA\",\"page\":30,\"_copy\":{\"name\":\"Giant Crocodile\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"crocodile\",\"with\":\"ammit\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Amonkhet Dragon Wyrmling\",\"source\":\"PSA\",\"page\":33,\"_copy\":{\"name\":\"Red Dragon Wyrmling\",\"source\":\"MM\"},\"int\":5,\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Amonkhet Hydra\",\"source\":\"PSA\",\"page\":35,\"_copy\":{\"name\":\"Hydra\",\"source\":\"MM\",\"_mod\":{\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Bite\",\"items\":{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d4 + 5}) piercing damage, and the target must make on a {@dc 16} Constitution saving throw, taking 7 ({@damage 2d6}) poison damage on a failed save, or half as much damage on a successful one.\"]}}}},\"damageTags\":[\"I\",\"P\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Amonkhet Mummy\",\"source\":\"PSA\",\"page\":34,\"_copy\":{\"name\":\"Mummy\",\"source\":\"MM\"},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Amonkhet Mummy Lord\",\"source\":\"PSA\",\"page\":34,\"_copy\":{\"name\":\"Mummy Lord\",\"source\":\"MM\"},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Amonkhet Sphinx\",\"source\":\"PSA\",\"page\":31,\"_copy\":{\"name\":\"Androsphinx\",\"source\":\"MM\"},\"damageTagsLegendary\":[],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ancient Amonkhet Dragon\",\"source\":\"PSA\",\"page\":33,\"_copy\":{\"name\":\"Ancient Red Dragon\",\"source\":\"MM\"},\"int\":10,\"damageTagsLegendary\":[],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Angel of Amonkhet\",\"source\":\"PSA\",\"page\":30,\"_copy\":{\"name\":\"Deva\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"deva\",\"with\":\"angel\"},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Mace\",\"items\":{\"name\":\"Staff\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 4}) bludgeoning damage plus 18 ({@damage 4d8}) radiant damage, and the target is {@condition grappled} (escape DC 17). Until this grapple ends, the target is {@condition restrained}, and the angel can't attack another target with its staff.\"]}}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Anointed\",\"source\":\"PSA\",\"page\":34,\"_copy\":{\"name\":\"Zombie\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"zombie\",\"with\":\"anointed\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Archfiend of Ifnir\",\"source\":\"PSA\",\"page\":30,\"_copy\":{\"name\":\"Nalfeshnee\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"nalfeshnee\",\"with\":\"archfiend\"},\"variant\":\"remove\"}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cerodon\",\"source\":\"PSA\",\"page\":37,\"_copy\":{\"name\":\"Mammoth\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"mammoth\",\"with\":\"cerodon\"},\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Siege Monster\",\"entries\":[\"The cerodon deals double damage to objects and structures.\"]}}}},\"traitTags\":[\"Siege Monster\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Criosphinx\",\"source\":\"PSA\",\"page\":32,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":228,\"formula\":\"24d10 + 96\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":18,\"dex\":15,\"con\":18,\"int\":16,\"wis\":16,\"cha\":16,\"skill\":{\"arcana\":\"+8\",\"history\":\"+8\",\"perception\":\"+8\",\"religion\":\"+8\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":18,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"psychic\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"understands Common\",\"Sphinx\"],\"cr\":\"13\",\"trait\":[{\"name\":\"Inscrutable\",\"entries\":[\"The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom ({@skill Insight}) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The sphinx's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The sphinx makes a ram attack and two claw attacks.\"]},{\"name\":\"Ram\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}17 ({@damage 3d8 + 4}) bludgeoning damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage.\"]}],\"legendary\":[{\"name\":\"Ram Attack\",\"entries\":[\"The sphinx makes one ram attack.\"]},{\"name\":\"Teleport (Costs 2 Actions)\",\"entries\":[\"The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.\"]}],\"traitTags\":[\"Magic Weapons\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"OTH\"],\"damageTags\":[\"B\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Eternal\",\"source\":\"PSA\",\"page\":34,\"_copy\":{\"name\":\"Wight\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"wight\",\"with\":\"eternal\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Giant River Serpent\",\"source\":\"PSA\",\"page\":38,\"_copy\":{\"name\":\"Behir\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"behir\",\"with\":\"serpent\"},\"action\":{\"mode\":\"removeArr\",\"names\":\"Lightning Breath {@recharge 5}\"}}},\"immune\":null,\"actionTags\":[\"Multiattack\",\"Swallow\"],\"damageTags\":[\"A\",\"B\",\"P\",\"S\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hippopotamus\",\"source\":\"PSA\",\"page\":38,\"_copy\":{\"name\":\"Elephant\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"elephant\",\"with\":\"hippopotamus\"},\"trait\":[{\"mode\":\"appendArr\",\"items\":{\"name\":\"Hold Breath\",\"entries\":[\"The hippopotamus can hold its breath for 30 minutes.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Trampling Charge\",\"items\":{\"name\":\"Trampling Charge\",\"entries\":[\"If the hippopotamus moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a {@dc 12} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the hippopotamus can make one stomp attack against it as a bonus action.\"]}}],\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Gore\",\"items\":{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}19 ({@damage 3d8 + 6}) piercing damage.\"]}}}},\"speed\":{\"walk\":40,\"swim\":30},\"traitTags\":[\"Hold Breath\"],\"hasToken\":true},{\"name\":\"Large Drake\",\"source\":\"PSA\",\"page\":33,\"_copy\":{\"name\":\"Giant Eagle\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"eagle\",\"with\":\"drake\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Manticore, Heart-Piercer\",\"source\":\"PSA\",\"page\":36,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":136,\"formula\":\"16d10 + 48\"},\"speed\":{\"walk\":50},\"str\":19,\"dex\":14,\"con\":16,\"int\":5,\"wis\":12,\"cha\":6,\"skill\":{\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"cr\":\"5\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The manticore makes two attacks, one with its bite and one with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage.\"]},{\"name\":\"Stinger\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage. The target must make a {@dc 14} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"River Serpent\",\"source\":\"PSA\",\"page\":38,\"_copy\":{\"name\":\"Giant Constrictor Snake\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"snake\",\"with\":\"serpent\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sandwurm\",\"source\":\"PSA\",\"page\":35,\"_copy\":{\"name\":\"Purple Worm\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"worm\",\"with\":\"wurm\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Serpopard\",\"source\":\"PSA\",\"page\":37,\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":52,\"formula\":\"7d10 + 14\"},\"speed\":{\"walk\":40},\"str\":18,\"dex\":14,\"con\":15,\"int\":3,\"wis\":12,\"cha\":8,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+6\"},\"passive\":13,\"cr\":\"3\",\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The serpopard has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Pounce\",\"entries\":[\"If the serpopard moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the serpopard can make one bite attack against it as a bonus action.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage, and the target must make a {@dc 14} Constitution saving throw, taking 10 ({@damage 3d6}) poison damage on a failed save, or half as much damage on a successful one.\"]}],\"traitTags\":[\"Keen Senses\",\"Pounce\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Small Drake\",\"source\":\"PSA\",\"page\":33,\"_copy\":{\"name\":\"Pteranodon\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"pteranodon\",\"with\":\"drake\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Soulstinger Demon\",\"source\":\"PSA\",\"page\":30,\"_copy\":{\"name\":\"Bone Devil\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"devil\",\"with\":\"demon\"},\"variant\":\"remove\"}},\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Young Amonkhet Dragon\",\"source\":\"PSA\",\"page\":33,\"_copy\":{\"name\":\"Young Red Dragon\",\"source\":\"MM\"},\"int\":6,\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-ps-d.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\"]}},\"monster\":[{\"name\":\"Homarid\",\"source\":\"PSD\",\"page\":15,\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":44,\"formula\":\"8d8 + 8\"},\"speed\":{\"walk\":20,\"swim\":30},\"str\":13,\"dex\":8,\"con\":13,\"int\":9,\"wis\":14,\"cha\":10,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Homarid\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The homarid can breathe air and water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The homarid makes two claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) slashing damage, and the target is {@condition grappled} (escape {@dc 11}). The homarid has two claws, each of which can grapple only one target.\"]}],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kavu Predator\",\"source\":\"PSD\",\"page\":24,\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":75,\"formula\":\"10d10 + 20\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":18,\"dex\":12,\"con\":15,\"int\":6,\"wis\":14,\"cha\":8,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"understands Elvish\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Pounce\",\"entries\":[\"If the kavu moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the kavu can make one bite attack against it as a bonus action.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The kavu makes two claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage.\"]}],\"traitTags\":[\"Pounce\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"E\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lyra\",\"alias\":[\"Perfidious Muderator\"],\"isNamedCreature\":true,\"source\":\"PSD\",\"page\":9,\"_copy\":{\"name\":\"Planetar\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the planetar\",\"with\":\"Lyra\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Serra Angel\",\"source\":\"PSD\",\"page\":9,\"_copy\":{\"name\":\"Deva\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"deva\",\"with\":\"angel\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Shalai\",\"isNamedCreature\":true,\"source\":\"PSD\",\"page\":9,\"_copy\":{\"name\":\"Solar\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the solar\",\"with\":\"Shalai\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Steel Leaf Kavu\",\"source\":\"PSD\",\"page\":24,\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":142,\"formula\":\"15d10 + 60\"},\"speed\":{\"walk\":40},\"str\":20,\"dex\":12,\"con\":18,\"int\":6,\"wis\":14,\"cha\":8,\"skill\":{\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"understands Elvish\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Raking Charge\",\"entries\":[\"If the kavu moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the kavu can make one rend attack against it as a bonus action.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage.\"]},{\"name\":\"Rend\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one {@condition prone} creature. {@h}23 ({@damage 4d8 + 5}) slashing damage.\"]}],\"senseTags\":[\"D\"],\"languageTags\":[\"E\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Zombie Horse\",\"source\":\"PSD\",\"page\":17,\"_copy\":{\"name\":\"Zombie\",\"source\":\"MM\"},\"size\":[\"L\"],\"hasToken\":true}]}"); JSON_DATA[`data/bestiary/bestiary-ps-i.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\",\"CoS\"]}},\"monster\":[{\"name\":\"Avacyn\",\"isNamedCreature\":true,\"source\":\"PSI\",\"page\":26,\"_copy\":{\"name\":\"Solar\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"Solar\",\"with\":\"Avacyn\",\"flags\":\"i\"},\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Moonsilver Spear\",\"entries\":[\"An angel of the Flight of Moonsilver wields a spear made from a shard of the Helvault. Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when the angel hits a creature with an attack using this weapon, it can wound the target. At the start of each of the wounded creature's turns, it takes {@damage 1d4} necrotic damage for each time the angel has wounded it, and it can then make a {@dc 15} Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a {@dc 15} Wisdom ({@skill Medicine}) check, ending the effect of such wounds on it on a success.\"]}}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bruna\",\"alias\":[\"Light of Alabaster\"],\"isNamedCreature\":true,\"source\":\"PSI\",\"page\":26,\"_copy\":{\"name\":\"Planetar\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"planetar\",\"with\":\"Bruna\",\"flags\":\"i\"},\"_\":{\"mode\":\"addSpells\",\"will\":[\"{@spell protection from evil and good}\"],\"daily\":{\"1e\":[\"{@spell dispel evil and good}\"]}}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Creepy Doll\",\"source\":\"PSI\",\"page\":25,\"size\":[\"T\"],\"type\":\"construct\",\"alignment\":[\"L\",\"E\"],\"ac\":[12],\"hp\":{\"average\":21,\"formula\":\"6d4 + 6\"},\"speed\":{\"walk\":40},\"str\":6,\"dex\":14,\"con\":13,\"int\":12,\"wis\":11,\"cha\":10,\"skill\":{\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\"],\"languages\":[\"speaks and understands the languages known by its creator\"],\"cr\":\"2\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"While the creepy doll remains motionless, it is indistinguishable from an ordinary, inanimate doll.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The creepy doll makes one attack with its scissors and uses Psychic Assault.\"]},{\"name\":\"Scissors\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) slashing damage.\"]},{\"name\":\"Psychic Assault\",\"entries\":[\"The creepy doll targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a {@dc 12} Intelligence saving throw or take 11 ({@damage 2d10}) psychic damage. Also on a failure, roll {@dice 3d6}. If the total equals or exceeds the target's Intelligence score, that score is reduced to 0. The target is {@condition stunned} until it regains at least one point of Intelligence, as from the {@spell greater restoration} spell or similar magic.\"]},{\"name\":\"Body Exchange\",\"entries\":[\"The creepy doll initiates an Intelligence contest with an {@condition incapacitated} humanoid within 5 feet of it. If it wins the contest, the creepy doll's spirit inhabits the target's body while the target's spirit is placed into the creepy doll's body. The creepy doll controls the target's body completely. It retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being {@condition charmed} and {@condition frightened}. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The target retains its alignment, Intelligence, Wisdom, and Charisma while inhabiting the creepy doll's body.\",\"The body exchange lasts until the doll's spirit is forced out by magic. (The {@spell dispel evil and good} spell will accomplish this, though the doll is not one of the creature types whose possession that spell normally ends.) The body and the doll must be within 5 feet of each other for such an effect to work. The target is immune to this doll's Body Exchange for 24 hours after winning the Intelligence contest or after the exchange ends.\"]}],\"traitTags\":[\"False Appearance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"S\",\"Y\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"stunned\"],\"savingThrowForced\":[\"intelligence\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Demonlord of Ashmouth\",\"source\":\"PSI\",\"page\":37,\"_copy\":{\"name\":\"Horned Devil\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"devil\",\"with\":\"demon\"},\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Multiattack\",\"items\":{\"name\":\"Multiattack\",\"entries\":[\"The demon makes three melee attacks: two with its battleaxe and one with its tail. It can use Hurl Flame in place of any melee attack.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Fork\",\"items\":{\"name\":\"Battleaxe\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d8 + 6}) slashing damage, or 17 ({@damage 2d10 + 6}) slashing damage if used with two hands.\"]}}]}},\"damageTags\":[\"F\",\"P\",\"S\"],\"hasToken\":true},{\"name\":\"Flight Alabaster Angel\",\"source\":\"PSI\",\"page\":26,\"_copy\":{\"name\":\"Deva\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"deva\",\"with\":\"angel\"},\"_\":{\"mode\":\"addSpells\",\"will\":[\"{@spell protection from evil and good}\"],\"daily\":{\"1e\":[\"{@spell dispel evil and good}\"]}}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Flight Goldnight Angel\",\"source\":\"PSI\",\"page\":26,\"_copy\":{\"name\":\"Deva\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"deva\",\"with\":\"angel\"},\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Goldnight Menace\",\"entries\":[\"As an action, an angel of Flight Goldnight can strike fear into the hearts of its enemies. Each creature of the angel's choice that is within 120 feet of it and is aware of it must succeed on a Wisdom saving throw or become {@condition frightened} for 1 minute. The DC for this saving throw is the same as for the angel's Innate Spellcasting trait. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to that angel's Goldnight Menace for the next 24 hours.\"]}}}},\"cr\":\"11\",\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Flight of Moonsilver Angel\",\"source\":\"PSI\",\"page\":26,\"_copy\":{\"name\":\"Deva\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"deva\",\"with\":\"angel\"},\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Moonsilver Spear\",\"entries\":[\"An angel of the Flight of Moonsilver wields a spear made from a shard of the Helvault. Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when the angel hits a creature with an attack using this weapon, it can wound the target. At the start of each of the wounded creature's turns, it takes {@damage 1d4} necrotic damage for each time the angel has wounded it, and it can then make a {@dc 15} Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a {@dc 15} Wisdom ({@skill Medicine}) check, ending the effect of such wounds on it on a success.\"]}}}},\"damageTags\":[\"B\",\"N\",\"R\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Geist\",\"source\":\"PSI\",\"page\":19,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"A\"],\"ac\":[11],\"hp\":{\"average\":45,\"formula\":\"10d8\"},\"speed\":{\"walk\":0,\"fly\":40},\"str\":7,\"dex\":13,\"con\":10,\"int\":10,\"wis\":12,\"cha\":17,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"acid\",\"fire\",\"lightning\",\"thunder\",\"bludgeoning\"],\"immune\":[\"cold\",\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"grappled\"],\"languages\":[\"any languages it knew in life\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Ethereal Sight\",\"entries\":[\"The geist can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.\"]},{\"name\":\"Incorporeal Movement\",\"entries\":[\"The geist can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@dice 1d10}) force damage if it ends its turn inside an object.\"]}],\"action\":[{\"name\":\"Withering Touch\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target {@h}17 ({@damage 4d6 + 3}) necrotic damage.\"]},{\"name\":\"Etherealness\",\"entries\":[\"The geist enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.\"]},{\"name\":\"Possession {@recharge}\",\"entries\":[\"One creature that the geist can see within 5 feet of it must succeed on a {@dc 13} Charisma saving throw or be possessed by the geist; the geist then disappears, and the target is {@condition incapacitated} and loses control of its body. The geist now controls the body but doesn't deprive the target of awareness. The geist can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being {@condition charmed} and {@condition frightened}. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the geist ends it as a bonus action, or the geist is turned or forced out by an effect like the {@spell dispel evil and good} spell. When the possession ends, the geist reappears in an unoccupied space within 5 feet of the body. The target is immune to this geist's Possession for 24 hours after succeeding on the saving throw or after the possession ends. The geist can instead target the corpse of a creature, effectively using its own life force to animate the corpse as a zombie. The animated corpse uses zombie statistics and returns to death if the geist ends the possession.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Geist Powers\",\"entries\":[\"Geists are as varied as the humans they were in life. In addition to the traits and actions all geists possess, an individual geist might have any of the following special characteristics.\",{\"name\":\"Intangible Virtue\",\"type\":\"entries\",\"entries\":[\"A living creature possessed by a white-aligned geist gains immunity to the {@condition charmed} and {@condition frightened} conditions, and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. While the creature is possessed, the geist can allow it to take control of its body, but the geist can regain control at any time (no action required).\"]},{\"name\":\"Horrifying Visage\",\"type\":\"entries\",\"entries\":[\"Black-aligned geists can make themselves terrible to behold, even when they are possessing the living. Each non-undead creature within 60 feet of the geist that can see it must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} for 1 minute. If the save fails by 5 or more, the target also ages {@dice 1d4 × 10} years. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the {@condition frightened} condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this geist's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a {@spell greater restoration} spell, but only within 24 hours of it occurring.\"]}]}],\"traitTags\":[\"Incorporeal Movement\"],\"senseTags\":[\"D\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"N\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"incapacitated\"],\"savingThrowForced\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Geist: Horrifying Visage\",\"source\":\"PSI\",\"_mod\":{\"action\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Horrifying Visage\",\"entries\":[\"Black-aligned geists can make themselves terrible to behold, even when they are possessing the living. Each non-undead creature within 60 feet of the geist that can see it must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} for 1 minute. If the save fails by 5 or more, the target also ages {@dice 1d4 × 10} years. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the {@condition frightened} condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this geist's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a {@spell greater restoration} spell, but only within 24 hours of it occurring.\"]}}},\"variant\":null,\"conditionInflict\":[\"frightened\",\"incapacitated\"]},{\"name\":\"Geist: Intangible Virtue\",\"source\":\"PSI\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Intangible Virtue\",\"entries\":[\"A living creature possessed by a white-aligned geist gains immunity to the {@condition charmed} and {@condition frightened} conditions, and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. While the creature is possessed, the geist can allow it to take control of its body, but the geist can regain control at any time (no action required).\"]}}},\"variant\":null}]},{\"name\":\"Gisela\",\"alias\":[\"Blade of Goldnight\",\"Blade of the Church\"],\"isNamedCreature\":true,\"source\":\"PSI\",\"page\":26,\"_copy\":{\"name\":\"Planetar\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"Planetar\",\"with\":\"Gisela\",\"flags\":\"i\"},\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Goldnight Menace\",\"entries\":[\"As an action, an angel of Flight Goldnight can strike fear into the hearts of its enemies. Each creature of the angel's choice that is within 120 feet of it and is aware of it must succeed on a Wisdom saving throw or become {@condition frightened} for 1 minute. The DC for this saving throw is the same as for the angel's Innate Spellcasting trait. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to that angel's Goldnight Menace for the next 24 hours.\"]}}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Host of Herons Angel\",\"source\":\"PSI\",\"page\":26,\"_copy\":{\"name\":\"Deva\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"deva\",\"with\":\"angel\"},\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Heron Protection\",\"entries\":[\"Whenever an angel of the Host of Herons or a friendly creature within 10 feet of it makes a saving throw, the creature gains a bonus to the saving throw equal to the angel's Charisma modifier. The angel must be conscious to receive or grant this bonus.\"]}}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Keeper of the Feather\",\"group\":null,\"source\":\"PSI\",\"page\":40,\"_copy\":{\"name\":\"Wereraven\",\"source\":\"VRGR\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"wereraven\",\"with\":\"keeper\"},\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Beak (Raven or Hybrid Form Only)\",\"items\":{\"name\":\"Beak (Raven or Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}1 piercing damage in raven form, or 4 ({@damage 1d4 + 2}) piercing damage in hybrid form.\"]}}]}},\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The keeper is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It has the following druid spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell druidcraft}\",\"{@spell produce flame}\",\"{@spell shillelagh}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell entangle}\",\"{@spell longstrider}\",\"{@spell speak with animals}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell animal messenger}\",\"{@spell barkskin}\"]}},\"ability\":\"wis\"}],\"damageTagsSpell\":[\"F\",\"T\"],\"spellcastingTags\":[\"CD\"],\"savingThrowForcedSpell\":[\"constitution\",\"strength\"],\"hasToken\":true},{\"name\":\"Necro-Alchemist\",\"alias\":[\"Geistmage\"],\"source\":\"PSI\",\"page\":20,\"_copy\":{\"name\":\"Mage\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"\\\\bmage\\\\b\",\"with\":\"Necro-Alchemist\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sigarda\",\"isNamedCreature\":true,\"source\":\"PSI\",\"page\":26,\"_copy\":{\"name\":\"Planetar\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"Planetar\",\"with\":\"Sigarda\",\"flags\":\"i\"},\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Heron Protection\",\"entries\":[\"Whenever an angel of the Host of Herons or a friendly creature within 10 feet of it makes a saving throw, the creature gains a bonus to the saving throw equal to the angel's Charisma modifier. The angel must be conscious to receive or grant this bonus.\"]}}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Skaab\",\"source\":\"PSI\",\"page\":20,\"_copy\":{\"name\":\"Flesh Golem\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"golem\",\"with\":\"skaab\",\"flags\":\"i\"}}},\"variant\":[{\"type\":\"variant\",\"name\":\"Skaabs\",\"entries\":[\"The most basic skaabs are simply {@creature flesh golem|MM|flesh golems}, as described in the Monster Manual. But the aspiration of every skaberen is to produce a truly unique masterpiece, a goal that might see a stitcher create golems with one of the following special characteristics.\",{\"type\":\"entries\",\"name\":\"Armor Plating\",\"page\":20,\"entries\":[\"Increase the skaab's Armor Class to 14 and increase its challenge rating to 6 (2,300 XP).\"]},{\"name\":\"Six Arms\",\"type\":\"entries\",\"entries\":[\"The skaab's multiattack action allows it to make three slam attacks. Increase its challenge rating to 6 (2,300 XP).\"]},{\"name\":\"Three Heads\",\"type\":\"entries\",\"entries\":[\"The skaab has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}, {@condition deafened}, {@condition stunned}, and knocked {@condition unconscious}. (Its challenge rating doesn't change.)\"]},{\"name\":\"Skaab Goliath\",\"type\":\"entries\",\"entries\":[\"This skaab has three heads, six arms, and armor plating. Increase its challenge rating to 7 (2,900 XP).\"]},{\"name\":\"Winged Skaab\",\"type\":\"entries\",\"entries\":[\"The skaab has a flying speed of 30 feet.\"]}]}],\"hasToken\":true,\"hasFluff\":true,\"_versions\":[{\"name\":\"Skaab: Armor Plating\",\"source\":\"PSI\",\"ac\":[{\"ac\":14,\"from\":[\"armor plating\"]}],\"cr\":\"6\",\"variant\":null},{\"name\":\"Skaab: Goliath\",\"source\":\"PSI\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Three Heads\",\"entries\":[\"The skaab has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}, {@condition deafened}, {@condition stunned}, and knocked {@condition unconscious}.\"]}},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Multiattack\",\"items\":{\"name\":\"Multiattack\",\"entries\":[\"The skaab makes three slam attacks.\"]}}},\"ac\":[{\"ac\":14,\"from\":[\"armor plating\"]}],\"cr\":\"7\",\"variant\":null},{\"name\":\"Skaab: Six Arms\",\"source\":\"PSI\",\"_mod\":{\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Multiattack\",\"items\":{\"name\":\"Multiattack\",\"entries\":[\"The skaab makes three slam attacks.\"]}}},\"cr\":\"6\",\"variant\":null},{\"name\":\"Skaab: Three Heads\",\"source\":\"PSI\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Three Heads\",\"entries\":[\"The skaab has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}, {@condition deafened}, {@condition stunned}, and knocked {@condition unconscious}.\"]}}},\"variant\":null},{\"name\":\"Skaab: Winged\",\"source\":\"PSI\",\"speed\":{\"walk\":30,\"fly\":30},\"variant\":null}]},{\"name\":\"Strefan Maurer\",\"isNamedCreature\":true,\"source\":\"PSI\",\"page\":33,\"_copy\":{\"name\":\"Strahd von Zarovich\",\"source\":\"CoS\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"Strahd\",\"with\":\"Strefan\",\"flags\":\"i\"},\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Vampire Weaknesses\",\"items\":{\"type\":\"entries\",\"name\":\"Vampire Vulnerabilities\",\"source\":\"PSI\",\"page\":16,\"entries\":[\"Weapons cut from living wood are particularly effective against vampires, though any weapon can harm or kill them. A vampire can't cross running water that shows the reflection of the moon, and water blessed by Avacyn ({@item Holy Water (flask)|PHB|holy water}) burns vampire flesh like acid. A vampire's reflection in silver (including a silver-backed glass mirror) appears as the vampire would have looked without the vampiric condition—neither its true appearance nor its glamer, but a normal human, flaws and all. For that reason, vampires go to great lengths to avoid mirrors, and the presence of silver in any form is unsettling to them.\"]}}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Vampire Neonate\",\"source\":\"PSI\",\"page\":17,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":82,\"formula\":\"11d8 + 33\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":16,\"con\":16,\"int\":11,\"wis\":10,\"cha\":12,\"save\":{\"dex\":\"+6\",\"wis\":\"+3\"},\"skill\":{\"perception\":\"+3\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks not made with living wood weapons\",\"cond\":true}],\"languages\":[\"Common\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Regeneration\",\"entries\":[\"The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The vampire makes two attacks, only one of which can be a bite attack.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}8 ({@damage 2d4 + 3}) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape {@dc 13}).\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one willing creature, or a creature that is {@condition grappled} by the vampire, {@condition incapacitated}, or {@condition restrained}. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 7 ({@damage 2d6}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.\"]},{\"name\":\"Vampiric Glamer\",\"entries\":[\"The vampire obscures its form with mind-affecting magic that makes others perceive it as a beautiful human of the same size and shape. The illusion ends if the vampire takes a bonus action to end it or if the vampire dies. A creature that can see the vampire can take an action to visually inspect it, ending the mental effect on itself and seeing the vampire's true form with a successful {@dc 20} Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Aura of Silence\",\"entries\":[\"The vampire shrouds itself in a cloak of silence to a radius of 2 feet. Within that radius, the effect is the same as the {@spell silence} spell.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Elder Vampires\",\"entries\":[\"The basic vampire statistics represent a \\\"neonate\\\"—a newly spawned vampire. Older vampires can learn powerful magic of many different kinds, and might have any of the following traits and abilities.\",{\"type\":\"entries\",\"name\":\"Shapechanger\",\"entries\":[\"The vampire has the Shapechanger trait of the {@creature vampire} in the Monster Manual, as well as the shapechanger tag. Some vampires can turn into bat form, some can assume mist form, and a few can choose either form.\"]},{\"type\":\"entries\",\"name\":\"Charm\",\"entries\":[\"The vampire has the Charm action of the {@creature vampire} in the Monster Manual.\"]},{\"type\":\"entries\",\"name\":\"Flight\",\"entries\":[\"The vampire has a flying speed of 30 feet.\"]},{\"type\":\"entries\",\"name\":\"Gorger\",\"entries\":[\"The vampire has advantage on melee attack rolls, but attack rolls against it have advantage.\"]},{\"type\":\"entries\",\"name\":\"Spellcasting\",\"entries\":[\"The vampire has the spellcasting abilities of a wizard or cleric.\"]}]}],\"traitTags\":[\"Regeneration\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"N\",\"P\",\"S\"],\"miscTags\":[\"HPR\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Elder Vampire: All Abilities\",\"source\":\"PSI\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Shapechanger\",\"entries\":[\"If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.\",\"While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.\",\"While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.\"]},{\"name\":\"Gorger\",\"entries\":[\"The vampire has advantage on melee attack rolls, but attack rolls against it have advantage.\"]}]},\"action\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Charm\",\"entries\":[\"The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a {@dc 17} Wisdom saving throw against this magic or be {@condition charmed} by the vampire. The {@condition charmed} target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.\",\"Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.\"]}}},\"type\":{\"type\":\"undead\",\"tags\":[\"shapechanger\"]},\"speed\":{\"walk\":30,\"fly\":30},\"spellcasting\":[{\"name\":\"Cleric Spellcasting\",\"headerEntries\":[\"{@note The {@creature Priest|MM} has been used as an example Cleric.}\",\"The vampire is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). The vampire has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell light}\",\"{@spell sacred flame}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell cure wounds}\",\"{@spell guiding bolt}\",\"{@spell sanctuary}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell lesser restoration}\",\"{@spell spiritual weapon}\"]},\"3\":{\"slots\":2,\"spells\":[\"{@spell dispel magic}\",\"{@spell spirit guardians}\"]}},\"ability\":\"wis\"},{\"name\":\"Wizard Spellcasting\",\"headerEntries\":[\"{@note The {@creature Mage|MM} has been used as an example Wizard.}\",\"The vampire is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The vampire has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell light}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell mage armor}\",\"{@spell magic missile}\",\"{@spell shield}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell misty step}\",\"{@spell suggestion}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell counterspell}\",\"{@spell fireball}\",\"{@spell fly}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell greater invisibility}\",\"{@spell ice storm}\"]},\"5\":{\"slots\":1,\"spells\":[\"{@spell cone of cold}\"]}},\"ability\":\"int\"}],\"variant\":null},{\"name\":\"Elder Vampire: Charm\",\"source\":\"PSI\",\"_mod\":{\"action\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Charm\",\"entries\":[\"The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a {@dc 17} Wisdom saving throw against this magic or be {@condition charmed} by the vampire. The {@condition charmed} target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.\",\"Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.\"]}}},\"variant\":null},{\"name\":\"Elder Vampire: Flight\",\"source\":\"PSI\",\"speed\":{\"walk\":30,\"fly\":30},\"variant\":null},{\"name\":\"Elder Vampire: Gorger\",\"source\":\"PSI\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Gorger\",\"entries\":[\"The vampire has advantage on melee attack rolls, but attack rolls against it have advantage.\"]}}},\"variant\":null},{\"name\":\"Elder Vampire: Shapechanger\",\"source\":\"PSI\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Shapechanger\",\"entries\":[\"If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.\",\"While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.\",\"While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.\"]}}},\"type\":{\"type\":\"undead\",\"tags\":[\"shapechanger\"]},\"variant\":null},{\"name\":\"Elder Vampire: Spellcasting—Cleric\",\"source\":\"PSI\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"headerEntries\":[\"{@note The {@creature Priest|MM} has been used as an example Cleric.}\",\"The vampire is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). The vampire has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell light}\",\"{@spell sacred flame}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell cure wounds}\",\"{@spell guiding bolt}\",\"{@spell sanctuary}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell lesser restoration}\",\"{@spell spiritual weapon}\"]},\"3\":{\"slots\":2,\"spells\":[\"{@spell dispel magic}\",\"{@spell spirit guardians}\"]}},\"ability\":\"wis\"}],\"variant\":null},{\"name\":\"Elder Vampire: Spellcasting—Wizard\",\"source\":\"PSI\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"headerEntries\":[\"{@note The {@creature Mage|MM} has been used as an example Wizard.}\",\"The vampire is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The vampire has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell light}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell mage armor}\",\"{@spell magic missile}\",\"{@spell shield}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell misty step}\",\"{@spell suggestion}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell counterspell}\",\"{@spell fireball}\",\"{@spell fly}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell greater invisibility}\",\"{@spell ice storm}\"]},\"5\":{\"slots\":1,\"spells\":[\"{@spell cone of cold}\"]}},\"ability\":\"int\"}],\"variant\":null}]},{\"name\":\"Werewolf (Krallenhorde)\",\"source\":\"PSI\",\"page\":15,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\",\"shapechanger\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":11,\"condition\":\"in humanoid form\"},{\"ac\":12,\"from\":[\"natural armor\"],\"condition\":\"in canid form\"}],\"hp\":{\"average\":58,\"formula\":\"9d8 + 18\"},\"speed\":{\"walk\":{\"number\":30,\"condition\":\"(40 ft. in canid form)\"}},\"str\":15,\"dex\":13,\"con\":14,\"int\":10,\"wis\":11,\"cha\":10,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+3\"},\"passive\":14,\"immune\":[{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks not made with silvered weapons\",\"cond\":true}],\"languages\":[\"Common (can't speak in canid form)\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Shapechanger\",\"entries\":[\"The werewolf polymorphs into a wolf-humanoid canid form, or back into its true human form. This change is dictated by the moon, but can also be induced by trauma or strong emotion. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"]},{\"name\":\"Keen Hearing and Smell\",\"entries\":[\"The werewolf has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell.\"]},{\"name\":\"Howlpack: Vildin\",\"entries\":[\"Vildin Rampage (Canid Form Only). When the werewolf reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a bite attack.\"]}],\"action\":[{\"name\":\"Multiattack (Canid Form Only)\",\"entries\":[\"The werewolf makes two attacks: one with its bite and one with its claws or spear.\"]},{\"name\":\"Bite (Canid Form Only)\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]},{\"name\":\"Claws (Canid Form Only)\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) slashing damage.\"]},{\"name\":\"Spear (Human Form Only)\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Howlpack Traits\",\"entries\":[\"The basic werewolf statistics represent a member of the Krallenhorde, Innistrad's largest howlpack. Werewolves of other packs might have additional abilities such as the following.\",{\"name\":\"Vildin Rampage (Canid Form Only)\",\"type\":\"entries\",\"entries\":[\"When the werewolf reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a bite attack.\"]},{\"name\":\"Mondronen Wounded Fury\",\"type\":\"entries\",\"entries\":[\"While it has 10 hit points or fewer, the werewolf has advantage on attack rolls. In addition, it deals an extra 7 ({@damage 2d6}) damage to any target it hits with a melee attack.\"]},{\"name\":\"Leeraug Blood Frenzy\",\"type\":\"entries\",\"entries\":[\"The werewolf has advantage on melee attack rolls against any creature that doesn't have all its hit points.\"]}]}],\"attachedItems\":[\"spear|phb\"],\"traitTags\":[\"Keen Senses\",\"Shapechanger\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Werewolf (Leeraug)\",\"source\":\"PSI\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Leeraug Blood Frenzy\",\"entries\":[\"The werewolf has advantage on melee attack rolls against any creature that doesn't have all its hit points.\"]}}},\"variant\":null},{\"name\":\"Werewolf (Mondronen)\",\"source\":\"PSI\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Mondronen Wounded Fury\",\"entries\":[\"While it has 10 hit points or fewer, the werewolf has advantage on attack rolls. In addition, it deals an extra 7 ({@damage 2d6}) damage to any target it hits with a melee attack.\"]}}},\"variant\":null},{\"name\":\"Werewolf (Vildin)\",\"source\":\"PSI\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Vildin Rampage (Canid Form Only)\",\"entries\":[\"When the werewolf reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a bite attack.\"]}}},\"variant\":null}]},{\"name\":\"Zombie Cat\",\"source\":\"PSI\",\"page\":17,\"_copy\":{\"name\":\"Cat\",\"source\":\"MM\"},\"type\":\"undead\",\"trait\":[{\"name\":\"Undead Fortitude\",\"entries\":[\"If damage reduces the cat to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the cat drops to 1 hit point instead.\"]}],\"traitTags\":[\"Undead Fortitude\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Zombie Rat\",\"source\":\"PSI\",\"page\":17,\"_copy\":{\"name\":\"Rat\",\"source\":\"MM\"},\"type\":\"undead\",\"trait\":[{\"name\":\"Undead Fortitude\",\"entries\":[\"If damage reduces the rat to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the rat drops to 1 hit point instead.\"]}],\"traitTags\":[\"Undead Fortitude\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Zombie Snake\",\"source\":\"PSI\",\"page\":17,\"_copy\":{\"name\":\"Poisonous Snake\",\"source\":\"MM\"},\"type\":\"undead\",\"trait\":[{\"name\":\"Undead Fortitude\",\"entries\":[\"If damage reduces the snake to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the snake drops to 1 hit point instead.\"]}],\"traitTags\":[\"Undead Fortitude\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-ps-k.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\"]}},\"monster\":[{\"name\":\"Angel\",\"source\":\"PSK\",\"page\":27,\"_copy\":{\"name\":\"Deva\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"deva\",\"with\":\"angel\"},\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Angelic Weapons\",\"items\":{\"name\":\"Angelic Weapons\",\"entries\":[\"The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra {@dice 1d10} radiant damage (included in the attack).\"]}},\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Multiattack\",\"items\":{\"name\":\"Multiattack\",\"entries\":[\"The deva makes four melee attacks.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Mace\",\"items\":{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage plus 13 ({@damage 1d10}) radiant damage.\"]}}]}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Construct (Animated Armor)\",\"source\":\"PSK\",\"page\":32,\"_copy\":{\"name\":\"Animated Armor\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"armor\",\"with\":\"construct\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Construct (Helmed Horror)\",\"source\":\"PSK\",\"page\":32,\"_copy\":{\"name\":\"Helmed Horror\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"helmed horror\",\"with\":\"construct\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Construct (Modron)\",\"source\":\"PSK\",\"page\":32,\"_copy\":{\"name\":\"Monodrone\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"monodrone\",\"with\":\"construct\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Construct (Shield Guardian)\",\"source\":\"PSK\",\"page\":32,\"_copy\":{\"name\":\"Shield Guardian\",\"source\":\"MM\",\"_mod\":{\"*\":[{\"mode\":\"replaceTxt\",\"replace\":\"shield guardian\",\"with\":\"construct\"},{\"mode\":\"replaceTxt\",\"replace\":\"guardian\",\"with\":\"construct\"}]}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Demon\",\"source\":\"PSK\",\"page\":27,\"_copy\":{\"name\":\"Erinyes\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"erinyes\",\"with\":\"demon\"},\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Hellish Weapons\",\"items\":{\"name\":\"Hellish Weapons\",\"entries\":[\"The demon's weapon attacks are magical and deal an extra 13 ({@dice 3d8}) necrotic damage on a hit (included in the attacks).\"]}},\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Longsword\",\"items\":{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands, plus 13 ({@damage 3d8}) necrotic damage.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Longbow\",\"items\":{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 7} to hit, range 150/600 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 13 ({@damage 3d8}) necrotic damage.\"]}}]}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dragon\",\"source\":\"PSK\",\"page\":29,\"_copy\":{\"name\":\"Adult Red Dragon\",\"source\":\"MM\",\"_mod\":{\"action\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Fiery Bite {@recharge 5}\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage plus 63 ({@damage 18d6}) fire damage. This counts as a use of the dragon's breath weapon.\"]}}},\"_preserve\":{\"legendaryGroup\":true}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Drake (Large)\",\"source\":\"PSK\",\"page\":29,\"_copy\":{\"name\":\"Giant Eagle\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"eagle\",\"with\":\"drake\"}}},\"languages\":null,\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Drake (Small)\",\"source\":\"PSK\",\"page\":29,\"_copy\":{\"name\":\"Pteranodon\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"pteranodon\",\"with\":\"drake\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Giant\",\"source\":\"PSK\",\"page\":30,\"_copy\":{\"name\":\"Stone Giant\",\"source\":\"MM\"},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gremlin\",\"source\":\"PSK\",\"page\":26,\"size\":[\"S\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[11],\"hp\":{\"average\":27,\"formula\":\"5d8 + 5\"},\"speed\":{\"walk\":40},\"str\":12,\"dex\":13,\"con\":13,\"int\":3,\"wis\":13,\"cha\":6,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"cr\":\"1/2\",\"trait\":[{\"name\":\"Aether Scent\",\"entries\":[\"The gremlin can pinpoint, by scent, the location of refined or unrefined aether within 30 feet of it.\"]}],\"action\":[{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) slashing damage.\"]},{\"name\":\"Siphon\",\"entries\":[\"The gremlin drains aether from an aether-powered device it can see within 5 feet of it. If the object isn't being worn or carried, the touch automatically drains aether. If the object is being worn or carried by a creature, the creature must succeed on a {@dc 11} Dexterity saving throw to keep it out of the gremlin's reach.\",\"If the aether-powered device grants any bonus (to attack rolls, damage rolls, Armor Class, and so on), that bonus is reduced by 1. If the device has charges, it loses 1 charge. Otherwise, it stops functioning for 1 round. Left unhindered, a gremlin can completely destroy an aether-powered device.\"]}],\"senseTags\":[\"D\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hellion (Huge)\",\"source\":\"PSK\",\"page\":31,\"_copy\":{\"name\":\"Remorhaz\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"remorhaz\",\"with\":\"hellion\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hellion (Large)\",\"source\":\"PSK\",\"page\":31,\"_copy\":{\"name\":\"Young Remorhaz\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"remorhaz\",\"with\":\"hellion\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hydra\",\"source\":\"PSK\",\"page\":30,\"_copy\":{\"name\":\"Hydra\",\"source\":\"MM\"},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lifecraft Elephant\",\"source\":\"PSK\",\"page\":33,\"_copy\":{\"name\":\"Elephant\",\"source\":\"MM\"},\"type\":\"construct\",\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"poisoned\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Servo\",\"source\":\"PSK\",\"page\":32,\"size\":[\"T\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":11,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":10,\"formula\":\"3d4 + 3\"},\"speed\":{\"walk\":20},\"str\":4,\"dex\":11,\"con\":12,\"int\":3,\"wis\":10,\"cha\":7,\"passive\":10,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"poisoned\"],\"cr\":\"0\",\"action\":[{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 0} to hit, reach 5 ft., one target. {@h}1 slashing damage.\"]}],\"familiar\":true,\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sky Leviathan\",\"source\":\"PSK\",\"page\":28,\"size\":[\"G\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":247,\"formula\":\"15d20 + 90\"},\"speed\":{\"fly\":{\"number\":50,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":28,\"dex\":7,\"con\":22,\"int\":1,\"wis\":8,\"cha\":4,\"save\":{\"con\":\"+10\",\"wis\":\"+3\"},\"passive\":9,\"cr\":\"10\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d8 + 9}) piercing damage. If the target is a Large or smaller creature, it must succeed on a {@dc 18} Dexterity saving throw or be swallowed by the leviathan. A swallowed creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the leviathan, and it takes 21 ({@damage 6d6}) acid damage at the start of each of the leviathan's turns.\",\"If the leviathan takes 30 damage or more on a single turn from a creature inside it, the leviathan must succeed on a {@dc 21} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the leviathan. If the leviathan dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 20 feet of movement, exiting {@condition prone}.\"]}],\"actionTags\":[\"Swallow\"],\"damageTags\":[\"A\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sky Whale\",\"source\":\"PSK\",\"page\":28,\"_copy\":{\"name\":\"Giant Crocodile\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"crocodile\",\"with\":\"whale\"},\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Bite\",\"items\":{\"name\":\"Flipper\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target not {@condition grappled} by the whale. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 16} Strength saving throw or be knocked {@condition prone}.\"]}}]}},\"speed\":{\"fly\":{\"number\":50,\"condition\":\"(hover)\"},\"canHover\":true},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Thopter (Bat)\",\"source\":\"PSK\",\"page\":33,\"_copy\":{\"name\":\"Bat\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"bat\",\"with\":\"thopter\"}}},\"type\":\"construct\",\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"poisoned\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Thopter (Blood Hawk)\",\"source\":\"PSK\",\"page\":33,\"_copy\":{\"name\":\"Blood Hawk\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"hawk\",\"with\":\"thopter\"}}},\"type\":\"construct\",\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"poisoned\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Thopter (Eagle)\",\"source\":\"PSK\",\"page\":33,\"_copy\":{\"name\":\"Eagle\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"eagle\",\"with\":\"thopter\"}}},\"type\":\"construct\",\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"poisoned\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Thopter (Hawk)\",\"source\":\"PSK\",\"page\":33,\"_copy\":{\"name\":\"Hawk\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"hawk\",\"with\":\"thopter\"}}},\"type\":\"construct\",\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"poisoned\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Thopter (Owl)\",\"source\":\"PSK\",\"page\":33,\"_copy\":{\"name\":\"Owl\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"owl\",\"with\":\"thopter\"}}},\"type\":\"construct\",\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"poisoned\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Thopter (Pseudodragon)\",\"source\":\"PSK\",\"page\":33,\"_copy\":{\"name\":\"Pseudodragon\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"pseudodragon\",\"with\":\"thopter\"}}},\"type\":\"construct\",\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"poisoned\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Thopter (Raven)\",\"source\":\"PSK\",\"page\":33,\"_copy\":{\"name\":\"Raven\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"raven\",\"with\":\"thopter\"}}},\"type\":\"construct\",\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"poisoned\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Thopter (Vulture)\",\"source\":\"PSK\",\"page\":33,\"_copy\":{\"name\":\"Vulture\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"vulture\",\"with\":\"thopter\"}}},\"type\":\"construct\",\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"poisoned\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Wurm\",\"source\":\"PSK\",\"page\":31,\"_copy\":{\"name\":\"Purple Worm\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"worm\",\"with\":\"wurm\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-ps-x.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\",\"VGM\"]},\"internalCopies\":[\"monster\"]},\"monster\":[{\"name\":\"Aegisaur\",\"source\":\"PSX\",\"page\":28,\"_copy\":{\"name\":\"Ankylosaurus\",\"source\":\"MM\"},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Aerosaur (Large)\",\"source\":\"PSX\",\"page\":29,\"_copy\":{\"name\":\"Quetzalcoatlus\",\"source\":\"VGM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"quetzalcoatlus\",\"with\":\"aerosaur\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Aerosaur (Small)\",\"source\":\"PSX\",\"page\":29,\"_copy\":{\"name\":\"Pteranodon\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"pteranodon\",\"with\":\"aerosaur\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Air Totem Elemental\",\"source\":\"PSX\",\"page\":38,\"_copy\":{\"name\":\"Air Elemental\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"elemental\",\"with\":\"totem elemental\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Altisaur\",\"source\":\"PSX\",\"page\":27,\"_copy\":{\"name\":\"Brontosaurus\",\"source\":\"VGM\"},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Armasaur\",\"source\":\"PSX\",\"page\":28,\"_copy\":{\"name\":\"Stegosaurus\",\"source\":\"VGM\"},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Awakened Shrub Totem Elemental\",\"source\":\"PSX\",\"page\":38,\"_copy\":{\"name\":\"Awakened Shrub\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"shrub\",\"with\":\"shrub totem\"}}},\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Blight Totem Elemental\",\"source\":\"PSX\",\"page\":38,\"_copy\":{\"name\":\"Vine Blight\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"blight\",\"with\":\"blight totem\"}}},\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Brontodon\",\"source\":\"PSX\",\"page\":27,\"_copy\":{\"name\":\"Brontosaurus\",\"source\":\"VGM\"},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ceratops\",\"source\":\"PSX\",\"page\":28,\"_copy\":{\"name\":\"Triceratops\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"triceratops\",\"with\":\"ceratops\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Chupacabra\",\"group\":[\"Dinosaurs\"],\"source\":\"PSX\",\"page\":9,\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":45,\"formula\":\"6d8 + 18\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":14,\"con\":16,\"int\":6,\"wis\":13,\"cha\":9,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":13,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical weapons\",\"cond\":true}],\"cr\":\"3\",\"trait\":[{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the chupacabra has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) piercing damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Drain Blood\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature that is {@condition prone}, {@condition incapacitated}, or {@condition restrained}. {@h}5 ({@damage 1d6 + 2}) necrotic damage. The target must succeed on a {@dc 13} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken, and the chupacabra regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.\"]}],\"reaction\":[{\"name\":\"Pin\",\"entries\":[\"If a creature within 5 feet of the chupacabra stands up, the chupacabra can use its reaction to make a bite attack.\"]}],\"traitTags\":[\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"damageTags\":[\"N\",\"P\"],\"miscTags\":[\"HPR\",\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Coatl\",\"source\":\"PSX\",\"page\":35,\"_copy\":{\"name\":\"Couatl\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"couatl\",\"with\":\"coatl\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Demon\",\"source\":\"PSX\",\"page\":36,\"_copy\":{\"name\":\"Vrock\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"vrock\",\"with\":\"demon\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dryad\",\"source\":\"PSX\",\"page\":38,\"_copy\":{\"name\":\"Dryad\",\"source\":\"MM\"},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Earth Totem Elemental\",\"source\":\"PSX\",\"page\":38,\"_copy\":{\"name\":\"Earth Elemental\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"elemental\",\"with\":\"totem elemental\"}}},\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Elder Dinosaur\",\"group\":[\"Dinosaurs\"],\"source\":\"PSX\",\"page\":33,\"size\":[\"G\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"titan\"]},\"alignment\":[\"U\"],\"ac\":[{\"ac\":25,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":676,\"formula\":\"33d20 + 330\"},\"speed\":{\"walk\":40},\"str\":30,\"dex\":11,\"con\":30,\"int\":3,\"wis\":11,\"cha\":11,\"save\":{\"int\":\"+5\",\"wis\":\"+9\",\"cha\":\"+9\"},\"senses\":[\"blindsight 120 ft.\"],\"passive\":10,\"immune\":[\"fire\",\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"frightened\",\"paralyzed\",\"poisoned\"],\"cr\":\"30\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the elder dinosaur fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The elder dinosaur has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The elder dinosaur deals double damage to objects and structures.\"]},{\"name\":\"Uniqueness\",\"entries\":[\"These statistics are shared by all six elder dinosaurs: {@creature Elder Dinosaur (Etali, Primal Storm)|PSX|Etali, Primal Storm}, {@creature Elder Dinosaur (Ghalta, Primal Hunger)|PSX|Ghalta, Primal Hunger}, {@creature Elder Dinosaur (Nezahal, Primal Tide)|PSX|Nezahal, Primal Tide}, {@creature Elder Dinosaur (Tetzimoc, Primal Death)|PSX|Tetzimoc, Primal Death}, {@creature Elder Dinosaur (Zacama, Primal Calamity)|PSX|Zacama, Primal Calamity}, {@creature Elder Dinosaur (Zetalpa, Primal Dawn)|PSX|Zetalpa, Primal Dawn}\"]}],\"action\":[{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of the elder dinosaur's choice within 120 feet of it and aware of it must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the elder dinosaur is within line of sight, ending the effect on itself ona success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the elder dinosaur's Frightful Presence for the next 24 hours.\"]},{\"name\":\"Swallow\",\"entries\":[\"The elder dinosaur makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the elder dinosaur, and it takes 56 ({@damage 16d6}) acid damage at the start of each of the elder dinosaur's turns. If the elder dinosaur takes 60 damage or more on a single turn from a creature inside it, it must succeed on a {@dc 20} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of it. If the elder dinosaur dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 20 feet of movement, exiting {@condition prone}.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"The elder dinosaur makes one claw attack, tail attack, wing attack, or flipper attack.\"]},{\"name\":\"Move\",\"entries\":[\"The elder dinosaur moves up to half its speed.\"]},{\"name\":\"Chomp (Costs 2 Actions)\",\"entries\":[\"The elder dinosaur makes one bite attack or uses its Swallow.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Siege Monster\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Frightful Presence\",\"Swallow\"],\"damageTags\":[\"A\"],\"conditionInflict\":[\"blinded\",\"frightened\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Elder Dinosaur (Etali, Primal Storm)\",\"source\":\"PSX\",\"page\":34,\"_copy\":{\"name\":\"Elder Dinosaur\",\"source\":\"PSX\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Lightning Storm\",\"entries\":[\"The elder dinosaur is always accompanied by a raging thunderstorm similar to the effect of a {@spell call lightning} spell. A storm cloud in the shape of a cylinder that is 10 feet tall with a 60-foot radius instantly forms 100 feet in the air over the elder dinosaur when it is angered or becomes violent, as long as it is outdoors. On each of its turns, as an action, the elder dinosaur can choose a point it can see within 120 feet of it. A bolt of lightning flashes down from the cloud to that point. Each creature within 10 feet of that point must make a {@dc 20} Dexterity saving throw, taking 21 ({@damage 6d6}) lightning damage on a failed save, or half as much damage on a successful one.\"]}},\"action\":[{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Multiattack\",\"entries\":[\"The elder dinosaur can use its Frightful Presence and call down two lightning strikes from its Lightning Storm. It then makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 19} to hit, reach 10 ft., one target. {@h}36 ({@damage 4d12 + 10}) piercing damage. If the target is a creature, it is {@condition grappled} (escape {@dc 20}). Until this grapple ends, the target is {@condition restrained}, and the elder dinosaur can't bite another target.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 19} to hit, reach 15 ft., one target. {@h}28 ({@damage 4d8 + 10}) slashing damage.\"]}]}]}},\"actionTags\":[\"Frightful Presence\",\"Multiattack\",\"Swallow\"],\"damageTags\":[\"A\",\"L\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"frightened\",\"grappled\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Elder Dinosaur (Ghalta, Primal Hunger)\",\"source\":\"PSX\",\"page\":34,\"_copy\":{\"name\":\"Elder Dinosaur\",\"source\":\"PSX\",\"_mod\":{\"action\":[{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Multiattack\",\"entries\":[\"The elder dinosaur can use its Frightful Presence. It then makes three attacks: one with its bite, one with its stomp, and one with its tail. It can use its Swallow instead of its bite.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 19} to hit, reach 10 ft., one target. {@h}62 ({@damage 8d12 + 10}) piercing damage. If the target is a creature, it is {@condition grappled} (escape {@dc 20}). Until this grapple ends, the target is {@condition restrained}, and the elder dinosaur can't bite another target.\"]},{\"name\":\"Stomp\",\"entries\":[\"{@atk mw} {@hit 19} to hit, reach 5 ft., one target. {@h}46 ({@damage 8d8 + 10}) bludgeoning damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 19} to hit, reach 20 ft., one target. {@h}38 ({@damage 8d6 + 10}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 20} Strength saving throw or be knocked {@condition prone}.\"]}]}]}},\"actionTags\":[\"Frightful Presence\",\"Multiattack\",\"Swallow\"],\"damageTags\":[\"A\",\"B\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"frightened\",\"grappled\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Elder Dinosaur (Nezahal, Primal Tide)\",\"source\":\"PSX\",\"page\":34,\"_copy\":{\"name\":\"Elder Dinosaur\",\"source\":\"PSX\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Hold Breath\",\"entries\":[\"The elder dinosaur can hold its breath for 4 hours.\"]}},\"action\":[{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Multiattack\",\"entries\":[\"The elder dinosaur can use its Frightful Presence. It then makes five attacks: one with its bite and four with its flippers. No two flipper attacks can target the same creature. It can use its Swallow instead of its bite.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 19} to hit, reach 10 ft., one target. {@h}36 ({@damage 4d12 + 10}) piercing damage. If the target is a creature, it is {@condition grappled} (escape {@dc 20}). Until this grapple ends, the target is {@condition restrained}, and the elder dinosaur can't bite another target.\"]},{\"name\":\"Flipper\",\"entries\":[\"{@atk mw} {@hit 19} to hit, reach 5 ft., one target. {@h}28 ({@damage 4d8 + 10}) bludgeoning damage.\"]}]}]}},\"speed\":{\"walk\":20,\"swim\":60},\"traitTags\":[\"Hold Breath\",\"Legendary Resistances\",\"Magic Resistance\",\"Siege Monster\"],\"actionTags\":[\"Frightful Presence\",\"Multiattack\",\"Swallow\"],\"damageTags\":[\"A\",\"B\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"frightened\",\"grappled\",\"restrained\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Elder Dinosaur (Tetzimoc, Primal Death)\",\"source\":\"PSX\",\"page\":34,\"_copy\":{\"name\":\"Elder Dinosaur\",\"source\":\"PSX\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Spiny Carapace\",\"entries\":[\"The elder dinosaur is covered in an armored carapace bristling with thick, sharp spines. Any creature that hits or misses Tetzimoc with a melee attack takes 7 ({@damage 2d6}) piercing damage.\"]},{\"name\":\"Tail Spike Regrowth\",\"entries\":[\"The elder dinosaur has forty tail spikes. Used spikes regrow when the elder dinosaur finishes a long rest.\"]}]},\"action\":[{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Multiattack\",\"entries\":[\"The elder dinosaur can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its tail spikes in place of any or all of those attacks, and it can use its Swallow instead of its bite.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 19} to hit, reach 10 ft., one target. {@h}36 ({@damage 4d12 + 10}) piercing damage. If the target is a creature, it is {@condition grappled} (escape {@dc 20}). Until this grapple ends, the target is {@condition restrained}, and the elder dinosaur can't bite another target.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 19} to hit, reach 15 ft., one target. {@h}28 ({@damage 4d8 + 10}) slashing damage.\"]},{\"name\":\"Horns\",\"entries\":[\"{@atk mw} {@hit 19} to hit, reach 10 ft., one target. {@h}32 ({@damage 4d10 + 10}) piercing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 19} to hit, reach 20 ft., one target. {@h}24 ({@damage 4d6 + 10}) piercing damage. If the target is a creature, it must succeed on a {@dc 20} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Tail Spikes\",\"entries\":[\"{@atk rw} {@hit 9} to hit, range 100/300 ft., two targets. {@h}7 ({@damage 2d6}) piercing damage.\"]}]}]}},\"actionTags\":[\"Frightful Presence\",\"Multiattack\",\"Swallow\"],\"damageTags\":[\"A\",\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"blinded\",\"frightened\",\"grappled\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Elder Dinosaur (Zacama, Primal Calamity)\",\"source\":\"PSX\",\"page\":34,\"_copy\":{\"name\":\"Elder Dinosaur\",\"source\":\"PSX\",\"_mod\":{\"action\":[{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Multiattack\",\"entries\":[\"The elder dinosaur can use its Frightful Presence. It then makes five attacks: three with its bite, {@footnote one with its stomp, and one with its tail|{@note This statblock does not have these actions available.}}. It can use its Swallow instead of a bite.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 19} to hit, reach 10 ft., one target. {@h}36 ({@damage 4d12 + 10}) piercing damage. If the target is a creature, it is {@condition grappled} (escape {@dc 20}). Until this grapple ends, the target is {@condition restrained}. If the elder dinosaur has three targets {@condition restrained} in this way, it can't bite another target.\"]}]}]}},\"actionTags\":[\"Frightful Presence\",\"Multiattack\",\"Swallow\"],\"damageTags\":[\"A\",\"B\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"frightened\",\"grappled\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Elder Dinosaur (Zetalpa, Primal Dawn)\",\"source\":\"PSX\",\"page\":34,\"_copy\":{\"name\":\"Elder Dinosaur\",\"source\":\"PSX\",\"_mod\":{\"action\":[{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Multiattack\",\"entries\":[\"The elder dinosaur can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, and two with its wings. It can use its Swallow instead of its bite.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 19} to hit, reach 10 ft., one target. {@h}36 ({@damage 4d12 + 10}) piercing damage. If the target is a creature, it is {@condition grappled} (escape {@dc 20}). Until this grapple ends, the target is {@condition restrained}, and the elder dinosaur can't bite another target.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 19} to hit, reach 15 ft., one target. {@h}28 ({@damage 4d8 + 10}) slashing damage.\"]},{\"name\":\"Wing\",\"entries\":[\"{@atk mw} {@hit 19} to hit, reach 20 ft., one target. {@h}28 ({@damage 4d8 + 10}) bludgeoning damage.\"]}]}]}},\"speed\":{\"walk\":20,\"fly\":60},\"resist\":[\"radiant\"],\"actionTags\":[\"Frightful Presence\",\"Multiattack\",\"Swallow\"],\"damageTags\":[\"A\",\"B\",\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"frightened\",\"grappled\",\"restrained\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ferocidon\",\"source\":\"PSX\",\"page\":30,\"_copy\":{\"name\":\"Allosaurus\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"allosaurus\",\"with\":\"ferocidon\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fire Guardian\",\"source\":\"PSX\",\"page\":38,\"_copy\":{\"name\":\"Fire Elemental\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"elemental\",\"with\":\"fire guardian\"}}},\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Frilled Deathspitter\",\"group\":[\"Dinosaurs\"],\"source\":\"PSX\",\"page\":30,\"size\":[\"S\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":18,\"formula\":\"4d6 + 4\"},\"speed\":{\"walk\":40},\"str\":12,\"dex\":16,\"con\":13,\"int\":4,\"wis\":12,\"cha\":6,\"skill\":{\"perception\":\"+3\"},\"passive\":13,\"cr\":\"1/2\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The deathspitter makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]},{\"name\":\"Spit Poison\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 15/30 ft., one creature. {@h}The target must make a {@dc 13} Constitution saving throw, taking 18 ({@damage 4d8}) poison damage on a failed save, or half as much damage on a successful one. In addition, a creature that fails its saving throw is {@condition blinded} until the end of the deathspitter's next turn.\"]}],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"miscTags\":[\"MW\",\"RW\"],\"conditionInflict\":[\"blinded\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gishath, Sun's Avatar\",\"group\":[\"Dinosaurs\"],\"isNamedCreature\":true,\"source\":\"PSX\",\"page\":32,\"size\":[\"G\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":203,\"formula\":\"14d20 + 56\"},\"speed\":{\"walk\":40},\"str\":24,\"dex\":12,\"con\":18,\"int\":12,\"wis\":16,\"cha\":6,\"save\":{\"str\":\"+11\",\"con\":\"+8\",\"wis\":\"+7\",\"cha\":\"+2\"},\"skill\":{\"perception\":\"+7\"},\"passive\":17,\"cr\":\"10\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Gishath fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Gishath makes two attacks: one with its bite and one with its stomp or tail. It can't make both attacks against the same target.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 15 ft., one target. {@h}39 ({@damage 5d12 + 7}) piercing damage. If the target is a Large or smaller creature, it must succeed on a {@dc 19} Dexterity saving throw or it is {@condition grappled} (escape {@dc 19}). Until this grapple ends, the target is {@condition restrained}, and Gishath can't bite another target.\"]},{\"name\":\"Swallow\",\"entries\":[\"Gishath makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside Gishath, and it takes 21 ({@damage 6d6}) acid damage at the start of each of Gishath's turns.\",\"If Gishath takes 30 damage or more on a single turn from a creature inside it, it must succeed on a {@dc 18} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of it. If Gishath dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 20 feet of movement, exiting {@condition prone}.\"]},{\"name\":\"Stomp\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}29 ({@damage 5d8 + 7}) bludgeoning damage, and the target must succeed on a {@dc 19} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 15 ft., one target. {@h}25 ({@damage 4d8 + 7}) bludgeoning damage.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"Gishath makes one stomp or tail attack.\"]},{\"name\":\"Roar (Costs 2 Actions)\",\"entries\":[\"Each creature that is within 120 feet of Gishath and can hear it must succeed on a {@dc 19} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on tself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Gishath's Roar for the next 24 hours.\"]}],\"traitTags\":[\"Legendary Resistances\"],\"actionTags\":[\"Multiattack\",\"Swallow\"],\"damageTags\":[\"A\",\"B\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"frightened\",\"grappled\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Griffin\",\"source\":\"PSX\",\"page\":39,\"_copy\":{\"name\":\"Griffon\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"griffon\",\"with\":\"griffin\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hadrosaur\",\"source\":\"PSX\",\"page\":29,\"_copy\":{\"name\":\"Hadrosaurus\",\"source\":\"VGM\"},\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Hammerskull\",\"group\":[\"Dinosaurs\"],\"source\":\"PSX\",\"page\":29,\"_copy\":{\"name\":\"Giant Goat\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"goat\",\"with\":\"hammerskull\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Harpy\",\"source\":\"PSX\",\"page\":36,\"_copy\":{\"name\":\"Harpy\",\"source\":\"MM\",\"_mod\":{\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Club\",\"items\":{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) slashing damage. If the target is a creature, it must succeed on a DC 11 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 ({@dice 1d6}) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Multiattack\",\"items\":{\"name\":\"Multiattack\",\"entries\":[\"The harpy makes two attacks: one with its claws and one with its bite.\"]}}]}},\"miscTags\":[\"DIS\",\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Horned Frog\",\"source\":\"PSX\",\"page\":39,\"_copy\":{\"name\":\"Giant Frog\",\"source\":\"MM\"},\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Macaw\",\"source\":\"PSX\",\"page\":39,\"_copy\":{\"name\":\"Raven\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"raven\",\"with\":\"macaw\"}}},\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Parrot\",\"source\":\"PSX\",\"page\":39,\"_copy\":{\"name\":\"Raven\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"raven\",\"with\":\"parrot\"}}},\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Piranha\",\"source\":\"PSX\",\"page\":40,\"_copy\":{\"name\":\"Quipper\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"quipper\",\"with\":\"piranha\"}}},\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Sailback\",\"group\":[\"Dinosaurs\"],\"source\":\"PSX\",\"page\":30,\"_copy\":{\"name\":\"Giant Crocodile\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"crocodile\",\"with\":\"sailback\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Shambling Mound Totem Elemental\",\"source\":\"PSX\",\"page\":38,\"_copy\":{\"name\":\"Shambling Mound\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"shambling mound\",\"with\":\"shambling mound totem\"}}},\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Stone Guardian (Animated Armor)\",\"source\":\"PSX\",\"page\":40,\"_copy\":{\"name\":\"Animated Armor\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"armor\",\"with\":\"stone guardian\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Stone Guardian (Helmed Horror)\",\"source\":\"PSX\",\"page\":40,\"_copy\":{\"name\":\"Helmed Horror\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"helmed horror\",\"with\":\"stone guardian\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Stone Guardian (Shield Guardian)\",\"source\":\"PSX\",\"page\":40,\"_copy\":{\"name\":\"Shield Guardian\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"shield guardian\",\"with\":\"stone guardian\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Stone Guardian (Stone Golem)\",\"source\":\"PSX\",\"page\":40,\"_copy\":{\"name\":\"Stone Golem\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"golem\",\"with\":\"stone guardian\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sunbird\",\"source\":\"PSX\",\"page\":32,\"size\":[\"G\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":279,\"formula\":\"18d20 + 90\"},\"speed\":{\"walk\":20,\"fly\":120},\"str\":28,\"dex\":10,\"con\":20,\"int\":13,\"wis\":14,\"cha\":15,\"save\":{\"dex\":\"+5\",\"con\":\"+10\",\"wis\":\"+7\",\"cha\":\"+7\"},\"skill\":{\"perception\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":17,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"fire\"],\"languages\":[\"Giant Owl\",\"understands Common but can't speak it\"],\"cr\":\"13\",\"trait\":[{\"name\":\"Death Throes\",\"entries\":[\"When the sunbird dies, it explodes, and each creature within 30 feet of it must make a {@dc 18} Dexterity saving throw, taking 42 ({@damage 12d6}) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried. The sunbird's body turns to ash, but an egg is left where the sunbird was.\"]},{\"name\":\"Fire Aura\",\"entries\":[\"At the start of each of the sunbird's turns, each creature within 5 feet of it takes 11 ({@damage 2d10}) fire damage, and flammable objects in the area that aren't being worn or carried ignite. A creature that touches the sunbird or hits it with a melee attack while within 5 feet of it takes 11 ({@damage 2d10}) fire damage. The aura also sheds bright light in a 60-foot radius and dim light for an additional 60 feet.\"]},{\"name\":\"Flyby\",\"entries\":[\"The sunbird doesn't provoke opportunity attacks when it flies out of an enemy's reach.\"]},{\"name\":\"Keen Hearing and Sight\",\"entries\":[\"The sunbird has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The sunbird makes two talon attacks.\"]},{\"name\":\"Talon\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d6 + 9}) slashing damage plus 14 ({@damage 4d6}) fire damage, and the target is {@condition grappled} (escape {@dc 18}). Until this grapple ends, the target is {@condition restrained}, and the sunbird can't attack another target with that talon. A {@condition grappled} creature takes 11 ({@damage 2d10}) fire damage at the start of each of the sunbird's turns.\"]}],\"traitTags\":[\"Death Burst\",\"Flyby\",\"Keen Senses\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CS\",\"GI\",\"OTH\"],\"damageTags\":[\"F\",\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Swarm of Piranhas\",\"source\":\"PSX\",\"page\":40,\"_copy\":{\"name\":\"Swarm of Quippers\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"quipper\",\"with\":\"piranha\"}}},\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Treant Totem Elemental\",\"source\":\"PSX\",\"page\":38,\"_copy\":{\"name\":\"Treant\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"treant\",\"with\":\"treant totem\"}}},\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Trilobite\",\"source\":\"PSX\",\"page\":40,\"_copy\":{\"name\":\"Crab\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"crab\",\"with\":\"trilobite\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Trilobite (Giant)\",\"source\":\"PSX\",\"page\":40,\"_copy\":{\"name\":\"Giant Crab\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"crab\",\"with\":\"trilobite\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tyrant\",\"alias\":[\"Monstrosaur\",\"Dreadmaw\",\"Swordtooth\",\"Regisaur\"],\"source\":\"PSX\",\"page\":31,\"_copy\":{\"name\":\"Tyrannosaurus Rex\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"tyrannosaurus\",\"with\":\"tyrant\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Water Totem Elemental\",\"source\":\"PSX\",\"page\":38,\"_copy\":{\"name\":\"Water Elemental\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"elemental\",\"with\":\"totem elemental\"}}},\"hasToken\":true,\"hasFluff\":true}]}"); JSON_DATA[`data/bestiary/bestiary-ps-z.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\"]},\"internalCopies\":[\"monster\"]},\"monster\":[{\"name\":\"Angel\",\"source\":\"PSZ\",\"page\":21,\"_copy\":{\"name\":\"Deva\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"deva\",\"with\":\"angel\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Archon of Redemption\",\"source\":\"PSZ\",\"page\":22,\"size\":[\"L\"],\"type\":\"celestial\",\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":136,\"formula\":\"16d8 + 64\"},\"speed\":{\"walk\":30,\"fly\":90},\"str\":18,\"dex\":18,\"con\":18,\"int\":17,\"wis\":20,\"cha\":20,\"save\":{\"wis\":\"+9\",\"cha\":\"+9\"},\"skill\":{\"insight\":\"+9\",\"perception\":\"+9\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":19,\"resist\":[\"radiant\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"10\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The archon's innate spellcasting ability is Charisma (spell save {@dc 17}). The archon can innately cast the following spells, requiring only verbal components:\"],\"will\":[\"{@spell detect evil and good}\"],\"daily\":{\"1e\":[\"{@spell destructive wave}\",\"{@spell geas}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Angelic Weapons\",\"entries\":[\"The archon's weapon attacks are magical. When the archon hits with any weapon, the weapon deals an extra {@dice 3d8} radiant damage (included in the attack).\"]},{\"name\":\"Axiomatic Mind\",\"entries\":[\"The archon can't be compelled to act in a manner contrary to its nature or its understanding of justice.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The archon has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"One Being\",\"entries\":[\"Though it appears as a humanoid creature riding a mount, an archon is a single being. The \\\"rider\\\" can't be dismounted, and no other means can separate the two portions of the archon's being short of its death.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The archon makes two attacks: one with its sword and one with its claws.\"]},{\"name\":\"Sword\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage plus 13 ({@damage 3d8}) radiant damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage plus 13 ({@damage 3d8}) radiant damage.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"P\",\"R\",\"S\"],\"damageTagsSpell\":[\"N\",\"R\",\"T\",\"Y\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Baloth\",\"source\":\"PSZ\",\"page\":33,\"_copy\":{\"name\":\"Triceratops\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"triceratops\",\"with\":\"baloth\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Boulderfoot Giant\",\"source\":\"PSZ\",\"page\":30,\"_copy\":{\"name\":\"Stone Giant\",\"source\":\"MM\"},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Caustic Crawler\",\"source\":\"PSZ\",\"page\":27,\"_copy\":{\"name\":\"Ankheg\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"ankheg\",\"with\":\"crawler\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Drake (Large)\",\"source\":\"PSZ\",\"page\":24,\"_copy\":{\"name\":\"Giant Eagle\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"eagle\",\"with\":\"drake\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Drake (Small)\",\"source\":\"PSZ\",\"page\":24,\"_copy\":{\"name\":\"Pteranodon\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"pteranodon\",\"with\":\"drake\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Emrakul\",\"isNamedCreature\":true,\"source\":\"PSZ\",\"page\":38,\"_copy\":{\"name\":\"Tarrasque\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Eldrazi\",\"source\":\"PSZ\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the tarrasque\",\"with\":\"Emrakul\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Felidar\",\"source\":\"PSZ\",\"page\":23,\"size\":[\"L\"],\"type\":\"celestial\",\"alignment\":[\"L\",\"G\"],\"ac\":[12],\"hp\":{\"average\":67,\"formula\":\"9d10 + 18\"},\"speed\":{\"walk\":50},\"str\":18,\"dex\":14,\"con\":15,\"int\":11,\"wis\":17,\"cha\":16,\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"paralyzed\",\"poisoned\"],\"languages\":[\"Celestial\",\"telepathy 60 ft.\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The felidar's innate spellcasting ability is Charisma (spell save {@dc 14}). The felidar can innately cast the following spells, requiring no components:\"],\"will\":[\"{@spell detect evil and good}\",\"{@spell light}\",\"{@spell thaumaturgy}\"],\"daily\":{\"1e\":[\"{@spell calm emotions}\",\"{@spell daylight}\",\"{@spell dispel evil and good}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Pounce\",\"entries\":[\"If the felidar moves at least 20 feet straight toward a creature and then hits it with a claws attack on the same turn, the target must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the felidar can make one bite attack against it as a bonus action.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The felidar has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The felidar's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The felidar makes two attacks with its claws.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage.\"]},{\"name\":\"Healing Touch (3/Day)\",\"entries\":[\"The felidar touches another creature with its horns. The target magically regains 11 ({@dice 2d8 + 2}) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target\"]},{\"name\":\"Teleport (1/Day)\",\"entries\":[\"The felidar magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the felidar is familiar with, up to 1 mile away.\"]}],\"legendary\":[{\"name\":\"Claws\",\"entries\":[\"The felidar makes one attack with its claws.\"]},{\"name\":\"Shimmering Shield (Costs 2 Actions)\",\"entries\":[\"The felidar creates a shimmering magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the felidar's next turn.\"]},{\"name\":\"Heal Self (Costs 3 Actions)\",\"entries\":[\"The felidar magically regains 11 ({@dice 2d8 + 2}) hit points.\"]}],\"traitTags\":[\"Magic Resistance\",\"Magic Weapons\",\"Pounce\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Teleport\"],\"languageTags\":[\"CE\",\"TP\"],\"damageTags\":[\"P\",\"S\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gnarlid\",\"source\":\"PSZ\",\"page\":34,\"_copy\":{\"name\":\"Brown Bear\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"\\\\bbear\",\"with\":\"gnarlid\"}}},\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Gomazoa\",\"source\":\"PSZ\",\"page\":26,\"_copy\":{\"name\":\"Roper\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"roper\",\"with\":\"gomazoa\"}}},\"speed\":{\"fly\":10},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Great Cat\",\"source\":\"PSZ\",\"page\":34,\"_copy\":{\"name\":\"Saber-Toothed Tiger\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"tiger\",\"with\":\"cat\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Griffin (Type 1)\",\"source\":\"PSZ\",\"page\":22,\"_copy\":{\"name\":\"Griffon\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"griffon\",\"with\":\"griffin\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Griffin (Type 2)\",\"source\":\"PSZ\",\"page\":22,\"_copy\":{\"name\":\"Hippogriff\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"hippogriff\",\"with\":\"griffin\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Heartstabber Mosquito\",\"source\":\"PSZ\",\"page\":27,\"_copy\":{\"name\":\"Stirge\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"stirge\",\"with\":\"mosquito\"}}},\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Hellion\",\"source\":\"PSZ\",\"page\":32,\"_copy\":{\"name\":\"Remorhaz\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"remorhaz\",\"with\":\"hellion\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hurda\",\"source\":\"PSZ\",\"page\":30,\"_copy\":{\"name\":\"Hill Giant\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"giant\",\"with\":\"hurda\"},\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Multiattack\",\"items\":{\"name\":\"Multiattack\",\"entries\":[\"The hurda makes two smash attacks.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Greatclub\",\"items\":{\"name\":\"Smash\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}18 ({@damage 3d8 + 5}) bludgeoning damage.\"]}}]}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Iona\",\"isNamedCreature\":true,\"source\":\"PSZ\",\"page\":21,\"_copy\":{\"name\":\"Solar\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"\\\\bthe solar\\\\b\",\"with\":\"Iona\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kozilek\",\"isNamedCreature\":true,\"source\":\"PSZ\",\"page\":38,\"_copy\":{\"name\":\"Kraken\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Eldrazi\",\"source\":\"PSZ\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the kraken\",\"with\":\"Kozilek\",\"flags\":\"i\"}}},\"damageTagsLegendary\":[],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Kraken\",\"source\":\"PSZ\",\"page\":25,\"size\":[\"H\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":230,\"formula\":\"20d12 + 100\"},\"speed\":{\"walk\":30,\"swim\":50},\"str\":29,\"dex\":14,\"con\":20,\"int\":16,\"wis\":18,\"cha\":18,\"skill\":{\"athletics\":\"+14\",\"perception\":\"+9\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":19,\"resist\":[\"cold\"],\"immune\":[\"lightning\",\"thunder\"],\"languages\":[\"Common\"],\"cr\":\"13\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The kraken's innate spellcasting ability is Charisma (spell save {@dc 17}). The kraken can innately cast the following spells, requiring no components:\"],\"daily\":{\"3e\":[\"{@spell control weather}\",\"{@spell water breathing}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The kraken can breathe air and water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The kraken makes two attacks: one with its claw and one with its tentacles.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}30 ({@damage 6d6 + 9}) slashing damage.\"]},{\"name\":\"Tentacles\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 20 ft., one target. {@h}30 ({@damage 6d6 + 9}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 17}). Until this grapple ends, the target is {@condition restrained}.\"]},{\"name\":\"Lightning Strike {@recharge 5}\",\"entries\":[\"The kraken hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a {@dc 17} Dexterity saving throw, taking 54 ({@damage 12d8}) lightning damage on a failed save, or half as much damage on a successful one.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/kraken.mp3\"},\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\",\"L\",\"S\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Linvala\",\"isNamedCreature\":true,\"source\":\"PSZ\",\"page\":21,\"_copy\":{\"name\":\"Planetar\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"\\\\bthe planetar\",\"with\":\"Linvala\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ogre Channeler\",\"source\":\"PSZ\",\"page\":31,\"_copy\":{\"name\":\"Oni\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"\\\\boni\",\"with\":\"ogre\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Oxen\",\"source\":\"PSZ\",\"page\":34,\"_copy\":{\"name\":\"Giant Goat\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"goat\",\"with\":\"oxen\"}}},\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Pestilence Demon\",\"source\":\"PSZ\",\"page\":27,\"_copy\":{\"name\":\"Vrock\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"vrock\",\"with\":\"demon\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Shade\",\"source\":\"PSZ\",\"page\":28,\"_copy\":{\"name\":\"Shadow\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"shade\",\"with\":\"shadow\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Shatterskull Giant\",\"source\":\"PSZ\",\"page\":30,\"_copy\":{\"name\":\"Boulderfoot Giant\",\"source\":\"PSZ\"},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Shoal Serpent\",\"source\":\"PSZ\",\"page\":26,\"_copy\":{\"name\":\"Plesiosaurus\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"plesiosaurus\",\"with\":\"serpent\"}}},\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Sphinx (Type 1)\",\"source\":\"PSZ\",\"page\":24,\"_copy\":{\"name\":\"Androsphinx\",\"source\":\"MM\"},\"damageTagsLegendary\":[],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sphinx (Type 2)\",\"source\":\"PSZ\",\"page\":24,\"_copy\":{\"name\":\"Gynosphinx\",\"source\":\"MM\"},\"damageTagsLegendary\":[],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Spirit\",\"source\":\"PSZ\",\"page\":28,\"_copy\":{\"name\":\"Ghost\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"ghost\",\"with\":\"spirit\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Surrakar\",\"source\":\"PSZ\",\"page\":26,\"_copy\":{\"name\":\"Lizardfolk\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"lizardfolk\",\"with\":\"surrakar\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Terastodon\",\"source\":\"PSZ\",\"page\":34,\"_copy\":{\"name\":\"Mammoth\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"mammoth\",\"with\":\"terastodon\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Terra Stomper\",\"source\":\"PSZ\",\"page\":34,\"_copy\":{\"name\":\"Tyrannosaurus Rex\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"tyrannosaurus\",\"with\":\"terra stomper\"}}},\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Timbermaw\",\"source\":\"PSZ\",\"page\":34,\"_copy\":{\"name\":\"Grick\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"grick\",\"with\":\"timbermaw\"}}},\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Trench Giant\",\"source\":\"PSZ\",\"page\":30,\"_copy\":{\"name\":\"Fomorian\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"fomorian\",\"with\":\"giant\"}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Turntimber Giant\",\"source\":\"PSZ\",\"page\":30,\"_copy\":{\"name\":\"Cloud Giant\",\"source\":\"MM\"},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ulamog\",\"isNamedCreature\":true,\"source\":\"PSZ\",\"page\":38,\"_copy\":{\"name\":\"Empyrean\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Eldrazi\",\"source\":\"PSZ\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the empyrean\",\"with\":\"Ulamog\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Vampire Null\",\"source\":\"PSZ\",\"page\":28,\"_copy\":{\"name\":\"Zombie\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"zombie\",\"with\":\"null\"}}},\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Woodcrasher Baloth\",\"source\":\"PSZ\",\"page\":33,\"_copy\":{\"name\":\"Baloth\",\"source\":\"PSZ\"},\"speed\":{\"walk\":30,\"climb\":50},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Wraith\",\"source\":\"PSZ\",\"page\":28,\"_copy\":{\"name\":\"Wraith\",\"source\":\"MM\"},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Wurm\",\"source\":\"PSZ\",\"page\":32,\"_copy\":{\"name\":\"Purple Worm\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"\\\\bworm\",\"with\":\"wurm\"}}},\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Zendikar Dragon\",\"source\":\"PSZ\",\"page\":29,\"_copy\":{\"name\":\"Young Red Dragon\",\"source\":\"MM\"},\"int\":8,\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Zendikar Golem\",\"source\":\"PSZ\",\"page\":36,\"_copy\":{\"name\":\"Stone Golem\",\"source\":\"MM\"},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-qftis.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\"]},\"internalCopies\":[\"monster\"],\"otherSources\":{\"monster\":{\"MM\":\"QftIS\",\"JttRC\":\"QftIS\",\"MPMM\":\"QftIS\"}}},\"monster\":[{\"name\":\"Amun Sa\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"QftIS\",\"page\":106,\"_copy\":{\"name\":\"Ghost\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the ghost\",\"with\":\"Amun\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Android\",\"source\":\"QftIS\",\"page\":194,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"L\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":91,\"formula\":\"14d8 + 28\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(hover; aerialist only)\"},\"swim\":{\"number\":30,\"condition\":\"(diver only)\"},\"canHover\":true},\"str\":18,\"dex\":18,\"con\":15,\"int\":12,\"wis\":13,\"cha\":10,\"save\":{\"con\":\"+5\",\"wis\":\"+4\"},\"skill\":{\"history\":\"+4\",\"perception\":\"+7\"},\"senses\":[\"blindsight 60 ft. (sentry only)\",\"darkvision 60 ft.\"],\"passive\":17,\"resist\":[\"acid\",\"fire\"],\"immune\":[\"cold\",\"poison\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"Common plus the languages spoken by its creator\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting (Diplomat and Medic Only)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The android casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability:\"],\"daily\":{\"2e\":[\"{@spell Cure Wounds} (as a 3rd-level spell; medic only)\",\"{@spell Identify}\",\"{@spell Tongues} (diplomat only)\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Design Specialization\",\"entries\":[\"When the android is created, it gains one of six possible designs suited for its role (choose or roll a {@dice d6}): 1, aerialist; 2, diplomat; 3, diver; 4, duelist; 5, medic; 6, sentry. This design determines certain traits in this stat block.\"]},{\"name\":\"Lightning Overload\",\"entries\":[\"When the android takes lightning damage, it must succeed on a {@dc 10} Constitution saving throw or have the {@condition stunned} condition until the start of its next turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The android makes two Force Strike attacks.\"]},{\"name\":\"Force Strike\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 40/120 ft., one target. {@h}15 ({@damage 2d10 + 4}) force damage. If the target is a Medium or smaller creature, it must succeed on a {@dc 15} Strength saving throw or have the {@condition prone} condition.\"]}],\"reaction\":[{\"name\":\"Parry (Duelist Only)\",\"entries\":[\"The android adds 3 to its AC against one melee attack roll that would hit it. To do so, the android must see the attacker.\"]}],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"C\"],\"damageTags\":[\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\",\"RW\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Android Aerialist\",\"source\":\"QftIS\",\"_mod\":{\"trait\":{\"mode\":\"removeArr\",\"names\":\"Design Specialization\"}},\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"senses\":[\"darkvision 60 ft.\"],\"spellcasting\":null,\"reaction\":null,\"hasToken\":true},{\"name\":\"Android Diplomat\",\"source\":\"QftIS\",\"_mod\":{\"trait\":{\"mode\":\"removeArr\",\"names\":\"Design Specialization\"}},\"speed\":{\"walk\":30},\"senses\":[\"darkvision 60 ft.\"],\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The android casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability:\"],\"daily\":{\"2e\":[\"{@spell Identify}\",\"{@spell Tongues}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"reaction\":null,\"hasToken\":true},{\"name\":\"Android Diver\",\"source\":\"QftIS\",\"_mod\":{\"trait\":{\"mode\":\"removeArr\",\"names\":\"Design Specialization\"}},\"speed\":{\"walk\":30,\"swim\":30},\"senses\":[\"darkvision 60 ft.\"],\"spellcasting\":null,\"reaction\":null},{\"name\":\"Android Duelist\",\"source\":\"QftIS\",\"_mod\":{\"trait\":{\"mode\":\"removeArr\",\"names\":\"Design Specialization\"},\"reaction\":{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Parry (Duelist Only)\",\"with\":\"Parry\"}}},\"speed\":{\"walk\":30},\"senses\":[\"darkvision 60 ft.\"],\"spellcasting\":null,\"hasToken\":true},{\"name\":\"Android Medic\",\"source\":\"QftIS\",\"_mod\":{\"trait\":{\"mode\":\"removeArr\",\"names\":\"Design Specialization\"}},\"speed\":{\"walk\":30},\"senses\":[\"darkvision 60 ft.\"],\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The android casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability:\"],\"daily\":{\"2e\":[\"{@spell Cure Wounds} (as a 3rd-level spell)\",\"{@spell Identify}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"reaction\":null,\"hasToken\":true},{\"name\":\"Android Sentry\",\"source\":\"QftIS\",\"_mod\":{\"trait\":{\"mode\":\"removeArr\",\"names\":\"Design Specialization\"}},\"speed\":{\"walk\":30},\"senses\":[\"blindsight 60 ft.\",\"darkvision 60 ft.\"],\"spellcasting\":null,\"reaction\":null,\"hasToken\":true}]},{\"name\":\"Barkburr\",\"source\":\"QftIS\",\"page\":195,\"size\":[\"S\"],\"type\":\"plant\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"8d6 + 24\"},\"speed\":{\"walk\":10,\"climb\":10},\"str\":16,\"dex\":6,\"con\":16,\"int\":1,\"wis\":15,\"cha\":1,\"skill\":{\"athletics\":\"+5\"},\"senses\":[\"blindsight 60 ft. (can't see beyond this radius)\"],\"passive\":12,\"immune\":[\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"frightened\"],\"cr\":\"3\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"If the barkburr is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the barkburr move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the barkburr is animate.\"]},{\"name\":\"Springing Leap\",\"entries\":[\"With or without a running start, the barkburr's high jump is up to 15 feet, and its long jump is up to 30 feet. The barkburr's jumps can exceed its speed if its speed isn't 0.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The barkburr makes two Poison Barb attacks and uses Lignify if able.\"]},{\"name\":\"Poison Barb\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage, and the barkburr attaches to the target. While the barkburr is attached, it can't make Poison Barb attacks, and the target has the {@condition restrained} condition as its body begins to transform into wood.\",\"An attached barkburr can detach itself by spending 5 feet of its movement on its turn. A creature that can reach the barkburr, including the target, can use its action to detach the barkburr by making a successful {@dc 13} Strength ({@skill Athletics}) check.\"]},{\"name\":\"Lignify\",\"entries\":[\"The barkburr targets the creature it is attached to, and the target must make a {@dc 13} Constitution saving throw. On a failed save, the target has the {@condition petrified} condition until freed by the {@spell Greater Restoration} spell or another effect, except it turns into a tree instead of stone. Any equipment the target is wearing or carrying is absorbed into the tree's bark.\"]}],\"traitTags\":[\"False Appearance\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"petrified\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Champion of Gorm\",\"source\":\"QftIS\",\"page\":203,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"L\",\"G\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":19,\"from\":[\"{@item splint armor|phb}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":30},\"str\":17,\"dex\":10,\"con\":12,\"int\":12,\"wis\":15,\"cha\":16,\"save\":{\"str\":\"+5\",\"wis\":\"+4\"},\"skill\":{\"athletics\":\"+5\",\"insight\":\"+4\",\"religion\":\"+3\"},\"passive\":12,\"languages\":[\"Common\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Brave\",\"entries\":[\"The champion has advantage on saving throws against the {@condition frightened} condition.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The champion makes two Lightning Mace attacks or three Handaxe attacks.\"]},{\"name\":\"Lightning Mace\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 5 ({@damage 2d4}) lightning damage.\"]},{\"name\":\"Handaxe\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]}],\"bonus\":[{\"name\":\"Aura of Resilience (1/Day)\",\"entries\":[\"The champion exudes an aura of ghostly lightning that fills a 10-foot-radius sphere centered on itself. While this aura is active, the champion and each creature of its choice within the aura have advantage on saving throws. The aura moves with the champion and lasts for 1 minute, until the champion has the {@condition incapacitated} condition, or until the champion uses another bonus action to end the aura.\"]}],\"attachedItems\":[\"handaxe|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"L\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Champion of Madarua\",\"source\":\"QftIS\",\"page\":220,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"C\",\"G\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":13,\"from\":[\"{@item hide armor|PHB}\"]}],\"hp\":{\"average\":39,\"formula\":\"6d8 + 12\"},\"speed\":{\"walk\":30},\"str\":17,\"dex\":12,\"con\":15,\"int\":12,\"wis\":12,\"cha\":14,\"save\":{\"str\":\"+5\",\"dex\":\"+3\"},\"skill\":{\"acrobatics\":\"+3\",\"religion\":\"+3\"},\"passive\":11,\"languages\":[\"Common\"],\"cr\":\"2\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The champion makes three Longsword attacks.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, or 8 ({@damage 1d10 + 3}) piercing damage if used with two hands.\"]}],\"bonus\":[{\"name\":\"Aura of Fury (1/Day)\",\"entries\":[\"The champion summons an aura of ghostly animals that fills a 10-foot-radius sphere centered on itself. While this aura is active, the champion and all its allies in the aura have advantage on attack rolls. The aura moves with the champion and lasts for 1 minute, until the champion has the {@condition incapacitated} condition, or until the champion uses another bonus action to end the aura.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"The champion adds 2 to its AC against one melee attack that would hit it. To do so, the champion must see the attacker and be wielding a melee weapon.\"]}],\"attachedItems\":[\"longsword|phb\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Champion of Usamigaras\",\"source\":\"QftIS\",\"page\":206,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"C\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":12,\"int\":17,\"wis\":14,\"cha\":15,\"save\":{\"int\":\"+5\",\"cha\":\"+4\"},\"skill\":{\"arcana\":\"+5\",\"deception\":\"+6\",\"sleight of hand\":\"+4\"},\"passive\":12,\"languages\":[\"Common\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The champion casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell Light}\",\"{@spell Mage Armor} (self only)\",\"{@spell Mage Hand}\",\"{@spell Minor Illusion}\"],\"daily\":{\"2e\":[\"{@spell Charm Person}\",\"{@spell Disguise Self}\",\"{@spell Silent Image}\"],\"1e\":[\"{@spell Crown of Madness}\",\"{@spell Shatter}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The champion makes two Arcane Burst attacks or makes one Arcane Burst attack and uses Spellcasting.\"]},{\"name\":\"Arcane Burst\",\"entries\":[\"{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 120 ft., one target. {@h}8 ({@damage 1d10 + 3}) force damage.\"]}],\"bonus\":[{\"name\":\"Aura of Deception (1/Day)\",\"entries\":[\"The champion emits an aura of ghostly illusions that fills a 10-foot-radius sphere centered on itself. While this aura is active, creatures have disadvantage on attack rolls against the champion and any of the champion's allies that are in the aura. The aura moves with the champion and lasts for 1 minute, until the champion has the {@condition incapacitated} condition, or until the champion uses another bonus action to end the aura.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"O\"],\"damageTagsSpell\":[\"T\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Cipolla\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"QftIS\",\"page\":66,\"_copy\":{\"name\":\"Tower Sage\",\"source\":\"QftIS\",\"_templates\":[{\"name\":\"Dragonborn (Silver)\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the tower sage\",\"with\":\"Cipolla\",\"flags\":\"i\"}}},\"alignment\":[\"L\",\"E\"],\"hasToken\":true},{\"name\":\"Combat Robot\",\"source\":\"QftIS\",\"page\":214,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"L\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":112,\"formula\":\"15d8 + 45\"},\"speed\":{\"walk\":40},\"str\":20,\"dex\":14,\"con\":17,\"int\":10,\"wis\":15,\"cha\":10,\"save\":{\"con\":\"+6\",\"cha\":\"+3\"},\"skill\":{\"athletics\":\"+8\",\"intimidation\":\"+6\",\"perception\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":15,\"resist\":[\"acid\",\"fire\"],\"immune\":[\"cold\",\"poison\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"Common plus the languages spoken by its creator\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Lightning Overload\",\"entries\":[\"When the robot takes lightning damage, it must succeed on a {@dc 10} Constitution saving throw or have the {@condition stunned} condition until the start of its next turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The robot makes two Tentacle attacks or three Laser Beam attacks.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d10 + 5}) bludgeoning damage. If the target is a Medium or smaller creature, it has the {@condition grappled} condition (escape {@dc 16}). While {@condition grappled}, the target also has the {@condition restrained} condition. The robot has two tentacles, each of which can grapple one target.\"]},{\"name\":\"Laser Beam\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 120 ft., one target. {@h}16 ({@damage 4d6 + 2}) radiant damage.\"]},{\"name\":\"Grenade Launcher {@recharge 5}\",\"entries\":[\"The robot fires a grenade at a point it can see within 120 feet of itself. The grenade explodes in a 20-foot-radius sphere centered on that point, creating one of the following effects (robot's choice):\"]},{\"name\":\"Concussion Grenade\",\"entries\":[\"Each creature in the sphere must make a {@dc 15} Dexterity saving throw, taking 21 ({@damage 6d6}) force damage on a failed save or half as much damage on a successful one.\"]},{\"name\":\"Sleep Grenade\",\"entries\":[\"Each creature in the sphere must succeed on a {@dc 15} Constitution saving throw or have the {@condition unconscious} condition for 1 hour. The condition ends on a creature early if the creature takes damage or if another creature uses an action to shake it awake.\"]}],\"bonus\":[{\"name\":\"Emergency Speed (2/Day)\",\"entries\":[\"The robot takes the Dash or Disengage action.\"]}],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\",\"O\",\"R\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\",\"RW\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Derro Apprentice\",\"source\":\"QftIS\",\"page\":196,\"size\":[\"S\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":13,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":22,\"formula\":\"5d6 + 5\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":14,\"con\":12,\"int\":11,\"wis\":5,\"cha\":12,\"skill\":{\"stealth\":\"+4\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":7,\"languages\":[\"Dwarvish\",\"Undercommon\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The derro casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 11}):\"],\"will\":[\"{@spell Message}\",\"{@spell Prestidigitation}\"],\"daily\":{\"1\":[\"{@spell Charm Person}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The derro has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the derro has disadvantage on attack rolls.\"]}],\"action\":[{\"name\":\"Chaos Blast\",\"entries\":[\"{@atk ms,rs} {@hit 3} to hit, reach 5 ft. or range 60 ft., one target. {@h}10 ({@damage 3d6}) damage. Roll a {@dice d4} to determine the damage type: 1, acid; 2, cold; 3, fire; 4, lightning.\"]},{\"name\":\"Force Burst {@recharge 4}\",\"entries\":[\"Raw arcane magic bursts out from the derro. Each creature within 10 feet of it must make a {@dc 11} Strength saving throw. On a failed save, the creature takes 7 ({@damage 2d6}) force damage and has the {@condition prone} condition. On a successful save, the creature takes half as much damage only.\"]}],\"traitTags\":[\"Magic Resistance\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"D\",\"U\"],\"damageTags\":[\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\"],\"conditionInflict\":[\"prone\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForced\":[\"strength\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Derro Raider\",\"source\":\"QftIS\",\"page\":196,\"size\":[\"S\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":12,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":16,\"formula\":\"3d6 + 6\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":12,\"con\":14,\"int\":11,\"wis\":5,\"cha\":9,\"skill\":{\"athletics\":\"+4\",\"stealth\":\"+3\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":7,\"languages\":[\"Dwarvish\",\"Undercommon\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The derro has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the derro has disadvantage on attack rolls.\"]}],\"action\":[{\"name\":\"Hooked Spear\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage. If the target is a Medium or smaller creature, the derro can choose to deal no damage, and instead the target has the {@condition prone} condition.\"]},{\"name\":\"Throwing Hammer\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage.\"]}],\"traitTags\":[\"Magic Resistance\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"D\",\"U\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Derwyth\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"QftIS\",\"page\":52,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"N\",\"G\"],\"ac\":[11,{\"ac\":16,\"condition\":\"with {@spell barkskin}\",\"braces\":true}],\"hp\":{\"average\":27,\"formula\":\"5d8 + 5\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":12,\"con\":13,\"int\":12,\"wis\":15,\"cha\":11,\"skill\":{\"medicine\":\"+4\",\"nature\":\"+3\",\"perception\":\"+4\"},\"senses\":[\"darkvision 60\"],\"passive\":14,\"languages\":[\"Common\",\"Elvish\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Derwyth is a 4th-level spellcaster. Her spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). She has the following druid spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell druidcraft}\",\"{@spell produce flame}\",\"{@spell shillelagh}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell entangle}\",\"{@spell longstrider}\",\"{@spell speak with animals}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell animal messenger}\",\"{@spell barkskin}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Tree Shape (2/Day)\",\"entries\":[\"Over the course of 1 minute, Derwyth can magically transform into a Huge or smaller tree and remain in that form for 24 hours or until she ends this transformation early (no action required). Her equipment melds into her new form. While in this form, her Armor Class is 16, she has the {@condition incapacitated} condition, and she can't move or speak.\"]}],\"action\":[{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 2} to hit ({@hit 4} to hit with shillelagh), reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, 4 ({@damage 1d8}) bludgeoning damage if wielded with two hands, or 6 ({@damage 1d8 + 2}) bludgeoning damage with shillelagh.\"]}],\"attachedItems\":[\"quarterstaff|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"F\",\"T\"],\"spellcastingTags\":[\"CD\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForcedSpell\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Drelnza\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"QftIS\",\"page\":197,\"size\":[\"M\"],\"type\":{\"type\":\"undead\",\"tags\":[\"vampire\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|PHB}\"]}],\"hp\":{\"average\":187,\"formula\":\"22d8 + 88\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":18,\"dex\":18,\"con\":18,\"int\":17,\"wis\":15,\"cha\":18,\"save\":{\"dex\":\"+9\",\"int\":\"+8\",\"wis\":\"+7\",\"cha\":\"+9\"},\"skill\":{\"arcana\":\"+8\",\"deception\":\"+9\",\"perception\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":17,\"resist\":[\"necrotic\"],\"conditionImmune\":[\"exhaustion\"],\"languages\":[\"Abyssal\",\"Common\",\"Giant\"],\"cr\":\"15\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Drelnza fails a saving throw, she can choose to succeed instead.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Drelnza wields Heretic.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"Drelnza can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Sunlight Hypersensitivity\",\"entries\":[\"Drelnza takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Drelnza makes one Bite attack and one Heretic attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 10 ({@damage 3d6}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Drelnza regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A Humanoid slain in this way and then buried rises the following night as a vampire spawn under Drelnza's control.\"]},{\"name\":\"Heretic\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft. one target. {@h}40 ({@damage 6d10 + 7}) slashing damage, and the target must succeed on a {@dc 17} Constitution saving throw or have the {@condition paralyzed} condition until the start of Drelnza's next turn. Celestials have disadvantage on the saving throw.\"]},{\"name\":\"Charm\",\"entries\":[\"Drelnza targets one Humanoid she can see within 30 feet of herself. The target must succeed on a {@dc 17} Wisdom saving throw or have the {@condition charmed} condition. While {@condition charmed} in this way, the target regards Drelnza as a trusted friend to be heeded and protected. The target isn't under Drelnza's control, but it takes her requests and actions in the most favorable way.\",\"Each time Drelnza or her allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Drelnza is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.\"]}],\"reactionHeader\":[\"Drelnza can take up to three reactions per round but only one per turn.\"],\"reaction\":[{\"name\":\"Move\",\"entries\":[\"Immediately after a creature Drelnza can see ends its turn, Drelnza moves up to her speed without provoking opportunity attacks.\"]},{\"name\":\"Parry\",\"entries\":[\"Drelnza adds 5 to her AC against one melee attack that would hit her. To do so, she must see the attacker and be wielding a melee weapon.\"]}],\"attachedItems\":[\"heretic|qftis\"],\"traitTags\":[\"Legendary Resistances\",\"Spider Climb\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"AB\",\"C\",\"GI\"],\"damageTags\":[\"N\",\"P\",\"R\",\"S\"],\"miscTags\":[\"HPR\",\"MW\"],\"conditionInflict\":[\"charmed\",\"paralyzed\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Froghemoth Elder\",\"source\":\"QftIS\",\"page\":198,\"size\":[\"H\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":207,\"formula\":\"18d12 + 90\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":25,\"dex\":13,\"con\":20,\"int\":2,\"wis\":14,\"cha\":8,\"save\":{\"str\":\"+12\",\"con\":\"+10\",\"wis\":\"+7\"},\"skill\":{\"perception\":\"+12\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":22,\"resist\":[\"fire\",\"lightning\"],\"cr\":\"15\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The froghemoth can breathe air and water.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the froghemoth fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Shock Susceptibility\",\"entries\":[\"If the froghemoth takes lightning damage, it suffers two effects until the end of its next turn: its speed is halved, and it has disadvantage on Dexterity saving throws.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The froghemoth makes one Bite attack and two Tentacle attacks, and it can use Tongue.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}23 ({@damage 3d10 + 7}) piercing damage, and the target is swallowed if it is a Medium or smaller creature. A swallowed creature has the {@condition blinded} and {@condition restrained} conditions, has {@quickref Cover||3||total cover} against attacks and other effects outside the froghemoth, and takes 10 ({@damage 3d6}) acid damage at the start of each of the froghemoth's turns.\",\"The froghemoth's gullet can hold up to three creatures at a time. If the froghemoth takes 25 damage or more on a single turn from a creature inside it, the froghemoth must succeed on a {@dc 20} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which lands in a space within 10 feet of the froghemoth and has the {@condition prone} condition. If the froghemoth dies, any swallowed creatures are no longer {@condition restrained} by it and can escape from the corpse using 10 feet of movement, exiting with the {@condition prone} condition.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 20 ft., one target. {@h}20 ({@damage 3d8 + 7}) bludgeoning damage, and the target has the {@condition grappled} condition (escape {@dc 20}). Until this grapple ends, the froghemoth can't use this tentacle on another target. The froghemoth has four tentacles.\"]},{\"name\":\"Tongue\",\"entries\":[\"The froghemoth targets one Large or smaller creature that it can see within 25 feet of it. The target must make a {@dc 20} Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the froghemoth.\"]}],\"reactionHeader\":[\"The froghemoth can take up to three reactions per round but only one per turn.\"],\"reaction\":[{\"name\":\"Alien Gaze\",\"entries\":[\"When a creature the froghemoth can see damages the froghemoth, the froghemoth swivels its eyestalk toward the creature and pierces the creature's mind with its otherworldly gaze. That creature must make a {@dc 18} Intelligence saving throw, taking 7 ({@damage 2d6}) psychic damage on a failed save or half as much damage on a successful one.\"]},{\"name\":\"Leap\",\"entries\":[\"Immediately after a creature the froghemoth can see ends its turn, the froghemoth jumps up to half its speed. Each creature within 5 feet of the froghemoth when it lands must succeed on a {@dc 20} Strength saving throw or have the {@condition prone} condition.\"]}],\"legendaryGroup\":{\"name\":\"Froghemoth Elder\",\"source\":\"QftIS\"},\"traitTags\":[\"Amphibious\",\"Legendary Resistances\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Swallow\",\"Tentacles\"],\"damageTags\":[\"A\",\"B\",\"P\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\",\"intelligence\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gibberling\",\"source\":\"QftIS\",\"page\":202,\"size\":[\"S\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[12],\"hp\":{\"average\":7,\"formula\":\"2d6\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":14,\"con\":11,\"int\":5,\"wis\":7,\"cha\":5,\"senses\":[\"darkvision 120 ft.\"],\"passive\":8,\"conditionImmune\":[\"charmed\"],\"languages\":[\"Gibberling\"],\"cr\":\"0\",\"trait\":[{\"name\":\"Aversion to Fire\",\"entries\":[\"If the gibberling takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.\"]},{\"name\":\"Incessant Gibberish\",\"entries\":[\"Any non-gibberling that is within 30 feet of the gibberling and doesn't have the {@condition deafened} condition has disadvantage on Constitution saving throws to maintain {@status concentration} on spells and similar effects.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage.\"]}],\"senseTags\":[\"SD\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Grisdelfawr\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"QftIS\",\"page\":70,\"_copy\":{\"name\":\"Young Red Dragon\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the dragon\",\"with\":\"Grisdelfawr\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Guardian of Gorm\",\"source\":\"QftIS\",\"page\":203,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"L\",\"G\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":16,\"from\":[\"{@item chain mail|PHB}\"]}],\"hp\":{\"average\":9,\"formula\":\"2d8\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":10,\"con\":10,\"int\":10,\"wis\":13,\"cha\":12,\"skill\":{\"athletics\":\"+4\",\"insight\":\"+3\",\"religion\":\"+2\"},\"passive\":11,\"languages\":[\"Common\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Brave\",\"entries\":[\"The guardian has advantage on saving throws against the {@condition frightened} condition.\"]}],\"action\":[{\"name\":\"Lightning Mace\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage plus 2 ({@damage 1d4}) lightning damage.\"]},{\"name\":\"Handaxe\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage.\"]}],\"attachedItems\":[\"handaxe|phb\"],\"languageTags\":[\"C\"],\"damageTags\":[\"L\",\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Horrid Plant\",\"source\":\"QftIS\",\"page\":204,\"size\":[\"L\"],\"type\":\"plant\",\"alignment\":[\"U\"],\"ac\":[6],\"hp\":{\"average\":42,\"formula\":\"5d10 + 15\"},\"speed\":{\"walk\":5},\"str\":18,\"dex\":3,\"con\":17,\"int\":1,\"wis\":10,\"cha\":1,\"senses\":[\"blindsight 60 ft. (can't see beyond this radius)\"],\"passive\":10,\"conditionImmune\":[\"blinded\",\"deafened\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Horrid Plant Varieties\",\"entries\":[\"A horrid plant comes in one of three varieties (choose or roll a {@dice d6}): 1-2, dew drinker; 3-4, purple blossom; or 5-6, snapper saw. This form determines certain traits in this stat block.\"]},{\"name\":\"False Appearance\",\"entries\":[\"If the horrid plant is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the horrid plant move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Nature}) check to discern that the horrid plant isn't an ordinary plant.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The horrid plant makes two Tendril attacks.\"]},{\"name\":\"Tendril\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 30 ft., one target. {@h}7 ({@damage 2d6}) bludgeoning damage. If the target is a Huge or smaller creature, it has the {@condition grappled} condition (escape {@dc 14}), and the horrid plant can pull the target up to 25 feet closer to itself. Until the grapple ends, the target has the {@condition restrained} condition, and the horrid plant can't use the same tendril on another target. The horrid plant has two tendrils.\"]}],\"bonus\":[{\"name\":\"Sap Squirt (Purple Blossom Only)\",\"entries\":[\"The horrid plant targets one creature it can see within 15 feet of itself. The target must succeed on a {@dc 14} Dexterity saving throw or take 28 ({@damage 8d6}) acid damage and become covered in acidic sap. This sap lasts for 1 minute or until a creature uses its action to scrape the sap off itself or another creature it can reach. A creature covered in sap takes 14 ({@damage 4d6}) acid damage at the start of each of its turns.\"]},{\"name\":\"Spiked Leaves (Snapper Saw Only)\",\"entries\":[\"Creatures within 10 feet of the horrid plant and not behind {@quickref Cover||3||total cover} must make a {@dc 14} Dexterity saving throw, taking 21 ({@damage 6d6}) slashing damage on a failed save or half as much damage on a successful one.\"]},{\"name\":\"Vampiric Tendril (Dew Drinker Only)\",\"entries\":[\"One creature {@condition grappled} by the horrid plant must make a {@dc 13} Constitution saving throw, taking 10 ({@damage 3d6}) necrotic damage on a failed save or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken, and the horrid plant regains hit points equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.\"]}],\"traitTags\":[\"False Appearance\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"A\",\"B\",\"N\",\"S\"],\"miscTags\":[\"HPR\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Horrid Plant Dew Drinker\",\"source\":\"QftIS\",\"_mod\":{\"trait\":{\"mode\":\"removeArr\",\"names\":\"Horrid Plant Varieties\"},\"bonus\":[{\"mode\":\"removeArr\",\"names\":[\"Sap Squirt (Purple Blossom Only)\",\"Spiked Leaves (Snapper Saw Only)\"]},{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Vampiric Tendril (Dew Drinker Only)\",\"with\":\"Vampiric Tendril\"}}]}},{\"name\":\"Horrid Plant Purple Blossom\",\"source\":\"QftIS\",\"_mod\":{\"trait\":{\"mode\":\"removeArr\",\"names\":\"Horrid Plant Varieties\"},\"bonus\":[{\"mode\":\"removeArr\",\"names\":[\"Spiked Leaves (Snapper Saw Only)\",\"Vampiric Tendril (Dew Drinker Only)\"]},{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Sap Squirt (Purple Blossom Only)\",\"with\":\"Sap Squirt\"}}]}},{\"name\":\"Horrid Plant Snapper Saw\",\"source\":\"QftIS\",\"_mod\":{\"trait\":{\"mode\":\"removeArr\",\"names\":\"Horrid Plant Varieties\"},\"bonus\":[{\"mode\":\"removeArr\",\"names\":[\"Sap Squirt (Purple Blossom Only)\",\"Vampiric Tendril (Dew Drinker Only)\"]},{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Spiked Leaves (Snapper Saw Only)\",\"with\":\"Spiked Leaves\"}}]}}]},{\"name\":\"Iaseda\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"QftIS\",\"page\":108,\"_copy\":{\"name\":\"Acolyte\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Human\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the acolyte\",\"with\":\"Iaseda\",\"flags\":\"i\"}}},\"alignment\":[\"L\",\"G\"],\"hasToken\":true},{\"name\":\"Isabela Folcarae\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"QftIS\",\"page\":79,\"_copy\":{\"name\":\"Bandit Captain\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Human\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the captain\",\"with\":\"Isabela\",\"flags\":\"i\"}}},\"alignment\":[\"L\",\"G\"],\"hasToken\":true},{\"name\":\"Juliana\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"QftIS\",\"page\":98,\"_copy\":{\"name\":\"Noble\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Human\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the noble\",\"with\":\"Juliana\",\"flags\":\"i\"}}},\"alignment\":[\"N\",\"G\"],\"ac\":[11],\"action\":null,\"hasToken\":true},{\"name\":\"Leprechaun\",\"source\":\"QftIS\",\"page\":205,\"size\":[\"S\"],\"type\":\"fey\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[13],\"hp\":{\"average\":52,\"formula\":\"8d6 + 24\"},\"speed\":{\"walk\":30},\"str\":6,\"dex\":17,\"con\":16,\"int\":12,\"wis\":14,\"cha\":18,\"save\":{\"con\":\"+5\",\"wis\":\"+4\"},\"skill\":{\"perception\":\"+4\",\"sleight of hand\":\"+7\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Common\",\"Sylvan\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The leprechaun casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 14}):\"],\"will\":[\"{@spell Mending} (as an action)\",\"{@spell Prestidigitation}\"],\"daily\":{\"2e\":[\"{@spell Invisibility}\",\"{@spell Phantasmal Force}\"],\"1e\":[\"{@spell Fabricate} (as an action)\",\"{@spell Mislead}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Industrious\",\"entries\":[\"The leprechaun is proficient with all artisan's tools and adds double its proficiency bonus to ability checks made with them.\"]},{\"name\":\"Reluctant Refusal\",\"entries\":[\"When a creature offers the leprechaun the chance to partake in merriment or revelry such as a song, a dance, or a good meal, the leprechaun must succeed on a {@dc 15} Wisdom saving throw or have the {@condition charmed} condition for 24 hours. While {@condition charmed} in this way, the leprechaun partakes of the offering, treats the creature as a trusted friend, and seeks to defend it from harm. The {@condition charmed} condition ends if the creature or any of its allies damage the leprechaun, force the leprechaun to make a saving throw, or steal from the leprechaun.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The leprechaun makes two Cobbler's Hammer attacks and can use Spellcasting.\"]},{\"name\":\"Cobbler's Hammer\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage plus 13 ({@damage 3d8}) force damage. If the target is a creature, its speed is halved until the start of the leprechaun's next turn.\"]},{\"name\":\"Gift of Luck (1/Day)\",\"entries\":[\"The leprechaun touches a creature and magically gifts the target a measure of luck. The creature gains the leprechaun's Astonishing Luck reaction. The creature can use the reaction three times, after which this gift goes away. The leprechaun can revoke this gift from a creature at any time (no action required). A creature can benefit from only one leprechaun's Gift of Luck at a time.\"]}],\"bonus\":[{\"name\":\"Cunning Trick\",\"entries\":[\"The leprechaun takes the Disengage or Hide action or makes a Dexterity ({@skill Sleight of Hand}) check.\"]}],\"reaction\":[{\"name\":\"Astonishing Luck\",\"entries\":[\"When the leprechaun fails an ability check, an attack roll, or a saving throw, it can roll a new {@dice d20} and choose which roll to use, potentially turning the failure into a success.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"B\",\"O\"],\"damageTagsSpell\":[\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"blinded\",\"deafened\",\"invisible\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"intelligence\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mage of Usamigaras\",\"source\":\"QftIS\",\"page\":206,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"C\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[11],\"hp\":{\"average\":9,\"formula\":\"2d8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":12,\"con\":10,\"int\":15,\"wis\":10,\"cha\":13,\"skill\":{\"arcana\":\"+4\",\"deception\":\"+5\",\"sleight of hand\":\"+3\"},\"passive\":10,\"languages\":[\"Common\"],\"cr\":\"1/8\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The mage casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 12}):\"],\"will\":[\"{@spell Light}\",\"{@spell Mage Hand}\",\"{@spell Minor Illusion}\"],\"daily\":{\"1e\":[\"{@spell Charm Person}\",\"{@spell Disguise Self}\",\"{@spell Silent Image}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Arcane Burst\",\"entries\":[\"{@atk ms,rs} {@hit 4} to hit, reach 5 ft. or range 120 ft., one target. {@h}7 ({@damage 1d10 + 2}) force damage.\"]}],\"languageTags\":[\"C\"],\"damageTags\":[\"O\"],\"spellcastingTags\":[\"O\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Maschin-i-Bozorg\",\"source\":\"QftIS\",\"page\":207,\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":94,\"formula\":\"9d10 + 45\"},\"speed\":{\"walk\":20},\"str\":18,\"dex\":16,\"con\":20,\"int\":2,\"wis\":10,\"cha\":1,\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\",\"unconscious\"],\"languages\":[\"understands Gnomish but can't speak\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Overheat\",\"entries\":[\"When the maschin-i-bozorg is reduced to 0 hit points, its power source overloads, briefly superheating its outer shell. Each creature within 10 feet of the maschin-i-bozorg must make a {@dc 16} Constitution saving throw, taking 7 ({@damage 2d6}) fire damage on a failed save or half as much damage on a successful one.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The maschin-i-bozorg makes two Poison Jab attacks.\"]},{\"name\":\"Poison Jab\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}13 ({@damage 4d4 + 3}) piercing damage, and the target must succeed on a {@dc 16} Constitution saving throw or have the {@condition poisoned} condition for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Steam Jet {@recharge 5}\",\"entries\":[\"The maschin-i-bozorg emits scalding steam in a 30-foot cone. Each creature in that area must make a {@dc 16} Constitution saving throw, taking 28 ({@damage 8d6}) fire damage on a failed save or half as much damage on a successful one.\"]}],\"bonus\":[{\"name\":\"Crushing Stride\",\"entries\":[\"The maschin-i-bozorg moves up to its speed in a straight line. During this movement, it can enter Medium and smaller creatures' spaces. A creature whose space the maschin-i-bozorg enters must make a {@dc 15} Dexterity saving throw. On a successful save, the creature is pushed to the nearest unoccupied space out of the maschin-i-bozorg's path. On a failed save, the creature takes 10 ({@damage 3d6}) bludgeoning damage and has the {@condition prone} condition.\",\"If the maschin-i-bozorg remains in the {@condition prone} creature's space, the creature also has the {@condition restrained} condition until it's no longer in the same space as the maschin-i-bozorg. While {@condition restrained} in this way, the creature, or another creature within 5 feet of it, can use its action to make a {@dc 15} Strength ({@skill Athletics}) check. On a successful check, the creature is shunted to an unoccupied space of its choice within 5 feet of the maschin-i-bozorg.\"]}],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"G\"],\"damageTags\":[\"B\",\"F\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RW\"],\"conditionInflict\":[\"poisoned\",\"prone\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Memory Web\",\"source\":\"QftIS\",\"page\":208,\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[14],\"hp\":{\"average\":39,\"formula\":\"6d10 + 6\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":16,\"dex\":18,\"con\":13,\"int\":14,\"wis\":14,\"cha\":3,\"senses\":[\"blindsight 60 ft. (can't see beyond this radius)\"],\"passive\":12,\"resist\":[\"fire\"],\"conditionImmune\":[\"blinded\",\"deafened\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Damage Transfer\",\"entries\":[\"While it is grappling a creature, the memory web takes only half the damage dealt to it, and the creature {@condition grappled} by the web takes the other half.\"]},{\"name\":\"False Appearance\",\"entries\":[\"If the memory web is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the memory web move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the memory web is animate.\"]},{\"name\":\"Memory Flood\",\"entries\":[\"When the memory web is reduced to 0 hit points, it discharges any memories it consumed over the past 24 hours in a telepathic deluge. Hazy, dreamlike visions of these discharged memories lodge in the minds of creatures up to 120 feet from the memory web.\"]}],\"action\":[{\"name\":\"Ensnare\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one Large or smaller creature. {@h}The target has the {@condition grappled} condition (escape {@dc 13}). Until this grapple ends, the target has the {@condition restrained} condition and takes 7 ({@damage 1d8 + 3}) bludgeoning damage at the start of each of its turns. The memory web can grapple only one creature at a time.\"]}],\"bonus\":[{\"name\":\"Drain Memories\",\"entries\":[\"The memory web targets one creature {@condition grappled} by it. The target must make a {@dc 12} Intelligence saving throw. Constructs, Oozes, Plants, and Undead succeed on the save automatically. On a failed save, the target takes 5 ({@damage 2d4}) psychic damage and becomes memory drained until it finishes a long rest or the memory web is destroyed.\",\"While memory drained, the target must roll a {@dice d4} each time it makes an ability check or attack roll, subtracting the {@dice d4} roll from it. Each time the target is memory drained beyond the first, the die size increases by one: the {@dice d4} becomes a {@dice d6}, the {@dice d6} becomes a {@dice d8}, and so on until the die becomes a {@dice d20}, at which point the target has the {@condition unconscious} condition for 1 hour. If a memory drained creature is the target of the Greater Restoration or {@spell Heal} spell, the memory drained effect ends on it. On a successful save, the target takes half as much damage only.\"]}],\"traitTags\":[\"False Appearance\"],\"senseTags\":[\"B\"],\"damageTags\":[\"B\",\"Y\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\",\"unconscious\"],\"savingThrowForced\":[\"intelligence\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Nafas\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"QftIS\",\"page\":210,\"size\":[\"L\"],\"type\":\"elemental\",\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":350,\"formula\":\"28d10 + 196\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":90,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":23,\"dex\":18,\"con\":24,\"int\":15,\"wis\":18,\"cha\":23,\"save\":{\"dex\":\"+11\",\"wis\":\"+11\",\"cha\":\"+13\"},\"skill\":{\"perception\":\"+11\",\"performance\":\"+13\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":21,\"resist\":[\"poison\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"lightning\",\"thunder\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Auran\",\"Common\"],\"cr\":\"23\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Nafas casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save {@dc 21}):\"],\"will\":[\"{@spell Detect Evil and Good}\",\"{@spell Detect Magic}\",\"{@spell Thaumaturgy}\"],\"daily\":{\"3e\":[\"{@spell Create Food and Water} (the food is always tasty)\",\"{@spell Dispel Magic}\",\"{@spell Invisibility}\",\"{@spell Legend Lore} (as an action)\",\"{@spell Tongues}\",\"{@spell Wind Walk} (as an action)\"],\"1e\":[\"{@spell Gaseous Form}\",\"{@spell Major Image}\",\"{@spell Teleport}\",\"{@spell Wish}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Dimensionally Bound\",\"entries\":[\"Nafas can't leave the Infinite Staircase or be trapped within a container (such as an Iron Flask). Attempts to transport Nafas to another plane are wasted.\"]},{\"name\":\"Last Wish\",\"entries\":[\"When Nafas drops to 0 hit points, his body disintegrates into a whirl of multiversal dust that surrounds one creature responsible for his demise. That creature then hears Nafas's last wish: for the creature to take his place.\",\"If the creature accepts, it is transformed into a noble djinni. The creature's game statistics are replaced by those of Nafas (including this trait), though it retains its name, alignment, and personality. The creature also inherits Nafas's palace and all it contains.\",\"If the creature refuses, Nafas gains a new body in {@dice 1d10} days, regaining all his hit points and appearing in a random safe location on the Infinite Staircase.\"]},{\"name\":\"Legendary Resistance (5/Day)\",\"entries\":[\"If Nafas fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Nafas has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Noble Genie\",\"entries\":[\"Nafas doesn't suffer any of the penalties that normally follow casting the {@spell Wish} spell to produce an effect other than duplicating another spell.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Nafas makes three Storm Shamshir attacks and uses Create Vortex.\"]},{\"name\":\"Storm Shamshir\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage plus 14 ({@damage 4d6}) lightning or thunder damage (Nafas's choice).\"]},{\"name\":\"Create Vortex\",\"entries\":[\"A 10-foot-radius, 60-foot-tall cylinder of swirling cosmic dust forms on a point Nafas can see within 120 feet of him. The vortex lasts as long as Nafas maintains {@status concentration} (as if {@status concentration||concentrating} on a spell). When the vortex appears, each creature other than Nafas in the vortex's area must make a {@dc 22} Strength saving throw. On a failed save, a creature takes 36 ({@damage 8d8}) force damage and has the {@condition restrained} condition. On a successful save, a creature takes half as much damage only and moves to the nearest unoccupied space outside the vortex.\",\"On subsequent turns, Nafas can use this action to move the vortex up to 60 feet. When the vortex enters a creature's space for the first time on a turn, the creature must make the same saving throw as when the vortex first appeared. Creatures {@condition restrained} by the vortex move with it.\",\"A creature {@condition restrained} by the vortex, or another creature that can reach it, can use its action to make a {@dc 22} Strength check. On a successful check, the {@condition restrained} creature is no longer {@condition restrained} and moves to the nearest unoccupied space outside the vortex.\"]}],\"reactionHeader\":[\"Nafas can take up to three reactions per round but only one per turn.\"],\"reaction\":[{\"name\":\"Blowback\",\"entries\":[\"Immediately after a creature Nafas can see ends its turn, Nafas exhales forceful winds in a 30-foot cone. Large or smaller creatures in that area must succeed on a {@dc 22} Strength saving throw or be pushed up to 15 feet away from him.\"]},{\"name\":\"Zephyr Step\",\"entries\":[\"In response to being hit by an attack roll, Nafas moves up to half his flying speed without provoking opportunity attacks.\"]}],\"legendaryGroup\":{\"name\":\"Nafas\",\"source\":\"QftIS\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AU\",\"C\"],\"damageTags\":[\"L\",\"O\",\"S\",\"T\"],\"damageTagsSpell\":[\"N\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"restrained\"],\"conditionInflictSpell\":[\"incapacitated\",\"invisible\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Nafik\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"QftIS\",\"page\":212,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":82,\"formula\":\"11d8 + 33\"},\"speed\":{\"walk\":20},\"str\":18,\"dex\":10,\"con\":16,\"int\":10,\"wis\":16,\"cha\":14,\"save\":{\"int\":\"+3\",\"wis\":\"+6\"},\"skill\":{\"history\":\"+3\",\"religion\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"vulnerable\":[\"fire\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"Common\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Nafik casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 14}):\"],\"will\":[\"{@spell Thaumaturgy}\"],\"daily\":{\"1\":[\"{@spell Insect Plague}\"],\"2e\":[\"{@spell Command}\",\"{@spell Silence}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (2/Day)\",\"entries\":[\"If Nafik fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Nafik has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Rejuvenation\",\"entries\":[\"When he is destroyed, Nafik gains a new body in 24 hours if his heart is intact, regaining all his hit points. The new body appears in an unoccupied space within 5 feet of Nafik's heart.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Nafik can use his Dreadful Glare and makes one Rotting Fist or Unholy Beam attack.\"]},{\"name\":\"Rotting Fist\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage plus 21 ({@damage 6d6}) necrotic damage. If the target is a creature, it must succeed on a {@dc 14} Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 ({@dice 3d6}) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies and its body turns to dust. The curse lasts until removed by the {@spell Remove Curse} spell or other magic.\"]},{\"name\":\"Unholy Beam\",\"entries\":[\"{@atk rs} {@hit 6} to hit, range 120 ft., one target. {@h}28 ({@damage 8d6}) necrotic damage, and the next attack roll made against this target before the end of Nafik's next turn has advantage.\"]},{\"name\":\"Dreadful Glare\",\"entries\":[\"Nafik targets one creature he can see within 60 feet of himself. The target must succeed on a {@dc 14} Wisdom saving throw or have the {@condition frightened} condition until the end of Nafik's next turn. A target that succeeds on the saving throw is immune to Nafik's Dreadful Glare for the next 24 hours.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Rejuvenation\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\",\"N\"],\"damageTagsSpell\":[\"P\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"CUR\",\"MW\"],\"conditionInflict\":[\"frightened\"],\"conditionInflictSpell\":[\"deafened\",\"prone\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Orlando\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"QftIS\",\"page\":98,\"_copy\":{\"name\":\"Noble\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Human\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the noble\",\"with\":\"Orlando\",\"flags\":\"i\"}}},\"alignment\":[\"N\",\"G\"],\"ac\":[11],\"action\":null,\"hasToken\":true},{\"name\":\"Pech\",\"source\":\"QftIS\",\"page\":213,\"size\":[\"S\"],\"type\":\"elemental\",\"alignment\":[\"N\",\"G\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":82,\"formula\":\"11d6 + 44\"},\"speed\":{\"walk\":30,\"burrow\":20},\"str\":19,\"dex\":11,\"con\":18,\"int\":11,\"wis\":14,\"cha\":10,\"save\":{\"con\":\"+6\",\"wis\":\"+4\"},\"skill\":{\"athletics\":\"+6\",\"perception\":\"+4\",\"survival\":\"+4\"},\"senses\":[\"darkvision 120 ft.\",\"tremorsense 120 ft.\"],\"passive\":14,\"conditionImmune\":[\"petrified\"],\"languages\":[\"Common\",\"Terran\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Communal Spellcasting (2/Day)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The pech works with three or more pechs to cast spells, requiring no spell components and using Wisdom as the spellcasting ability (save {@dc 12}). If at least three other pechs are within 30 feet of it, the pech can cast {@spell Wall of Stone} . If at least seven other pechs are within 30 feet of it, it can cast {@spell Greater Restoration} . Each other pech involved in casting the spell can't have the incapacitated condition and must have at least one use of Communal Spellcasting remaining, which it must immediately expend to participate (no action required).\"],\"daily\":{\"2\":[\"{@spell Wall of Stone}\",\"{@spell Greater Restoration}\"]},\"ability\":\"wis\",\"displayAs\":\"action\",\"hidden\":[\"daily\"]}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The pech has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the pech has disadvantage on attack rolls.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The pech makes two Fortified Pickaxe attacks. If it hits a Large or smaller creature with both attacks, the target must succeed on a {@dc 14} Strength saving throw or have the {@condition prone} condition.\"]},{\"name\":\"Fortified Pickaxe\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) force damage. If the target is a Construct or an object, the attack is automatically a critical hit.\"]},{\"name\":\"Stone Shape (3/Day)\",\"entries\":[\"The pech casts {@spell Stone Shape}, requiring no spell components and using Wisdom as the spellcasting ability.\"]}],\"traitTags\":[\"Magic Resistance\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\",\"T\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"T\"],\"damageTags\":[\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Piyarz\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"QftIS\",\"page\":67,\"_copy\":{\"name\":\"Tower Sage\",\"source\":\"QftIS\",\"_templates\":[{\"name\":\"Human\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the tower sage\",\"with\":\"Piyarz\",\"flags\":\"i\"},\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Special Equipment\",\"entries\":[\"Piyarz wears a {@item Ring of Fire Resistance}, granting him resistance to fire damage.\"]}}}},\"alignment\":[\"L\",\"E\"],\"resist\":[\"fire\"],\"hasToken\":true},{\"name\":\"Porro\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"QftIS\",\"page\":66,\"_copy\":{\"name\":\"Tower Sage\",\"source\":\"QftIS\",\"_templates\":[{\"name\":\"Stout Halfling\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the tower sage\",\"with\":\"Porro\",\"flags\":\"i\"}}},\"alignment\":[\"L\",\"E\"],\"hasToken\":true},{\"name\":\"Queen Zanobis\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"QftIS\",\"page\":34,\"_copy\":{\"name\":\"Wight\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the wight\",\"with\":\"Queen Zanobis\",\"flags\":\"i\"},\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Multiattack\",\"items\":{\"name\":\"Multiattack\",\"entries\":[\"The wight makes two scepter attacks or two longbow attacks. It can use its Life Drain in place of one scepter attack.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Longsword\",\"items\":{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage, or 7 ({@damage 1d10 + 2}) bludgeoning damage if used with two hands.\"]}}]}},\"hasToken\":true},{\"name\":\"Shalfey\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"QftIS\",\"page\":68,\"_copy\":{\"name\":\"Tower Sage\",\"source\":\"QftIS\",\"_templates\":[{\"name\":\"Human\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the tower sage\",\"with\":\"Shalfey\",\"flags\":\"i\"}}},\"alignment\":[\"L\",\"G\"],\"hasToken\":true},{\"name\":\"Silverlily\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"QftIS\",\"page\":92,\"_copy\":{\"name\":\"Unicorn\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the unicorn\",\"with\":\"Silverlily\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Sion\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"QftIS\",\"page\":216,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\",\"sorcerer\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[12],\"hp\":{\"average\":49,\"formula\":\"9d8 + 9\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":14,\"con\":13,\"int\":12,\"wis\":14,\"cha\":16,\"save\":{\"con\":\"+3\",\"cha\":\"+5\"},\"skill\":{\"arcana\":\"+3\",\"perception\":\"+4\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":14,\"languages\":[\"Common\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Sion casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell Mage Hand}\",\"{@spell Minor Illusion}\"],\"daily\":{\"1e\":[\"{@spell Darkness}\",\"{@spell Mirror Image}\",\"{@spell Silence}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"Sion has advantage on saving throws against spells and other magical effects if he is in dim light or darkness.\"]},{\"name\":\"Shadesight\",\"entries\":[\"Magical darkness doesn't impede Sion's darkvision.\"]},{\"name\":\"Shadowy Demise\",\"entries\":[\"If Sion dies, his body melts into shadow, leaving behind only equipment he was wearing or carrying.\"]},{\"name\":\"Sunlight Weakness\",\"entries\":[\"While in sunlight, Sion has disadvantage on attack rolls, ability checks, and saving throws.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Sion makes one Shadow Sword attack and uses Affix Shadow or Spellcasting.\"]},{\"name\":\"Shadow Sword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d10 + 3}) necrotic damage.\"]},{\"name\":\"Affix Shadow\",\"entries\":[\"Sion targets a creature within 60 feet of himself that he can see. That target must make a {@dc 13} Charisma saving throw. On a failed save, the target has the {@condition grappled} condition (escape {@dc 13}) as its shadow wraps around it. Once the target escapes the grapple, its shadow returns to normal.\"]}],\"bonus\":[{\"name\":\"Shadow Step\",\"entries\":[\"While Sion is in dim light or darkness, he magically teleports up to 15 feet to an unoccupied space he can see that is also in dim light or darkness.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"N\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\"],\"conditionInflictSpell\":[\"deafened\"],\"savingThrowForced\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Spirit of Hunger\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"QftIS\",\"page\":144,\"_copy\":{\"name\":\"Wraith\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the wraith\",\"with\":\"Spirit of Hunger\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Stargleam\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"QftIS\",\"page\":92,\"_copy\":{\"name\":\"Unicorn\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the unicorn\",\"with\":\"Stargleam\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Swarm of Gibberlings\",\"source\":\"QftIS\",\"page\":202,\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"swarmSize\":\"S\"},\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[12],\"hp\":{\"average\":38,\"formula\":\"7d10\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":14,\"con\":11,\"int\":5,\"wis\":7,\"cha\":5,\"senses\":[\"darkvision 120 ft.\"],\"passive\":8,\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"prone\",\"restrained\",\"stunned\"],\"languages\":[\"Gibberling\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Aversion to Fire\",\"entries\":[\"If the swarm takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.\"]},{\"name\":\"Incessant Gibberish\",\"entries\":[\"Any non-gibberling that is within 60 feet of the swarm and doesn't have the {@condition deafened} condition has disadvantage on Constitution saving throws to maintain {@status concentration} on spells and similar effects.\"]},{\"name\":\"Swarm\",\"entries\":[\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough to accommodate a Small gibberling. The swarm can't regain hit points or gain temporary hit points.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The swarm makes two Gnashing Teeth attacks.\"]},{\"name\":\"Gnashing Teeth\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 0 ft., one target in the swarm's space. {@h}14 ({@damage 4d4 + 4}) piercing damage, or 9 ({@damage 2d4 + 4}) piercing damage if the swarm has half of its hit points or fewer.\"]}],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"The Gardener\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"QftIS\",\"page\":200,\"size\":[\"M\"],\"type\":{\"type\":\"fey\",\"tags\":[\"archfey\",\"druid\"]},\"alignment\":[\"N\",\"G\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":209,\"formula\":\"22d8 + 110\"},\"speed\":{\"walk\":30},\"str\":21,\"dex\":16,\"con\":20,\"int\":17,\"wis\":20,\"cha\":18,\"save\":{\"dex\":\"+7\",\"con\":\"+9\",\"wis\":\"+9\",\"cha\":\"+8\"},\"skill\":{\"insight\":\"+9\",\"nature\":\"+11\",\"perception\":\"+9\",\"survival\":\"+13\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":19,\"resist\":[\"cold\",\"fire\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Common\",\"Druidic\",\"Elvish\",\"Sylvan\"],\"cr\":\"12\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The Gardener casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 17}):\"],\"will\":[\"{@spell Druidcraft}\",\"{@spell Speak with Animals}\",\"{@spell Speak with Plants}\"],\"daily\":{\"2e\":[\"{@spell Awaken} (as an action)\",\"{@spell Goodberry}\",\"{@spell Plant Growth} (as an action only)\"],\"1e\":[\"{@spell Heroes' Feast} (as an action)\",\"{@spell Teleport}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Fey Rebirth\",\"entries\":[\"If the Gardener dies in the Eternal Garden, they revive with all their hit points {@dice 1d4} days later in a safe location within the garden.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the Gardener fails a saving throw, they can choose to succeed instead.\"]},{\"name\":\"Unfettered Steps\",\"entries\":[\"The Gardener is unaffected by difficult terrain.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The Gardener makes two Vine attacks and can use Breath of Tranquility if available.\"]},{\"name\":\"Vine\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}11 ({@damage 1d12 + 5}) bludgeoning damage plus 9 ({@damage 2d8}) psychic damage, and if the target is a Large or smaller creature, the vine wraps around the target, and the target has the {@condition grappled} condition (escape {@dc 17}). The vine vanishes when the target is no longer {@condition grappled}, or when the Gardener wills it to (no action required). A creature reduced to 0 hit points by the vine has the {@condition unconscious} condition but is stable instead of dying.\"]},{\"name\":\"Breath of Tranquility {@recharge 5}\",\"entries\":[\"The Gardener exhales soporific vapor in a 30-foot cone. Each creature in that area must succeed on a {@dc 17} Constitution saving throw or have the {@condition poisoned} condition. A {@condition poisoned} creature must repeat the saving throw at the end of its next turn. On a failed save, it has the {@condition unconscious} condition, and on a successful save, the effect ends on it. An {@condition unconscious} creature is no longer {@condition poisoned} and remains {@condition unconscious} for 1 hour, until it takes damage, or until a creature uses an action to shake it awake.\"]}],\"reactionHeader\":[\"The Gardener can take up to three reactions per round but only one per turn.\"],\"reaction\":[{\"name\":\"Pacification\",\"entries\":[\"When a creature within 120 feet of the Gardener damages the Gardener, that creature takes 10 ({@damage 3d6}) psychic damage, and the Gardener teleports, along with anything they are wearing or carrying, to an unoccupied space they can see within 15 feet. A creature reduced to 0 hit points by the psychic damage has the {@condition unconscious} condition and is stable instead of dying.\"]},{\"name\":\"Spell Refuge\",\"entries\":[\"When the Gardener or a creature within 30 feet of the Gardener takes damage from a spell, the Gardener chooses up to 5 creatures within 30 feet of themself. The Gardener and the chosen creatures have resistance to all damage from the triggering spell.\"]}],\"legendaryGroup\":{\"name\":\"The Gardener\",\"source\":\"QftIS\"},\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DU\",\"E\",\"S\"],\"damageTags\":[\"B\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tower Hand\",\"source\":\"QftIS\",\"page\":217,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":14,\"from\":[\"Unarmored Defense\"]}],\"hp\":{\"average\":22,\"formula\":\"4d8 + 4\"},\"speed\":{\"walk\":40},\"str\":10,\"dex\":14,\"con\":12,\"int\":12,\"wis\":14,\"cha\":9,\"skill\":{\"insight\":\"+4\"},\"passive\":12,\"languages\":[\"Common\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Unarmored Defense\",\"entries\":[\"While the tower hand is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The tower hand makes two Unarmed Strike attacks, two Dart attacks, or one of each.\"]},{\"name\":\"Unarmed Strike\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage.\"]},{\"name\":\"Dart\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Deflect Missile\",\"entries\":[\"In response to being hit by a ranged weapon attack, the tower hand deflects the missile. The damage it takes from the attack is reduced by 7 ({@dice 1d10 + 2}).\"]}],\"attachedItems\":[\"dart|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tower Sage\",\"source\":\"QftIS\",\"page\":217,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[10,{\"ac\":13,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":22,\"formula\":\"5d8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":10,\"con\":10,\"int\":16,\"wis\":14,\"cha\":16,\"skill\":{\"arcana\":\"+5\",\"history\":\"+5\",\"insight\":\"+4\"},\"passive\":12,\"languages\":[\"Common plus any three languages\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The tower sage casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell Dancing Lights}\",\"{@spell Mage Hand}\",\"{@spell Prestidigitation}\"],\"daily\":{\"1e\":[\"{@spell Arcane Lock}\",\"{@spell Burning Hands}\",\"{@spell Comprehend Languages}\",\"{@spell Detect Magic}\",\"{@spell Levitate}\",\"{@spell Mage Armor}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The tower sage makes two Arcane Burst attacks and can use Starry Radiance if available.\"]},{\"name\":\"Arcane Burst\",\"entries\":[\"{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 120 ft., one target. {@h}8 ({@damage 1d10 + 3}) radiant damage.\"]},{\"name\":\"Starry Radiance {@recharge 5}\",\"entries\":[\"Dazzling light bursts from the tower sage's fingertips in a 15-foot cone. Each creature in that area must succeed on a {@dc 13} Constitution saving throw or have the {@condition blinded} condition until the end of the tower sage's next turn.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"R\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Uma\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"QftIS\",\"page\":120,\"_copy\":{\"name\":\"Knight\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Human\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the knight\",\"with\":\"Uma\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Vegepygmy Moldmaker\",\"source\":\"QftIS\",\"page\":218,\"size\":[\"S\"],\"type\":\"plant\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":44,\"formula\":\"8d6 + 16\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":14,\"int\":10,\"wis\":16,\"cha\":11,\"save\":{\"int\":\"+2\",\"wis\":\"+5\"},\"skill\":{\"perception\":\"+5\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"resist\":[\"lightning\",\"piercing\"],\"languages\":[\"Vegepygmy\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Plant Camouflage\",\"entries\":[\"The vegepygmy has advantage on Dexterity ({@skill Stealth}) checks it makes in any terrain with ample obscuring vegetation.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The vegepygmy regains 7 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the vegepygmy's next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn't regenerate.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The vegepygmy makes two Claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}12 ({@damage 3d6 + 2}) slashing damage.\"]},{\"name\":\"Toxic Mold (2/Day)\",\"entries\":[\"The vegepygmy targets a creature it can see within 60 feet of itself. If the target isn't a vegepygmy, it must make a {@dc 13} Constitution saving throw. On a failed save, the target takes 13 ({@damage 3d8}) poison damage and has the {@condition blinded} and {@condition deafened} conditions for 1 minute as it becomes covered in a thick layer of mold. On a successful save, the target takes half as much damage only.\",\"The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"traitTags\":[\"Camouflage\",\"Regeneration\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"I\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"blinded\",\"deafened\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Vegepygmy Scavenger\",\"source\":\"QftIS\",\"page\":218,\"size\":[\"S\"],\"type\":\"plant\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":13,\"formula\":\"3d6 + 3\"},\"speed\":{\"walk\":30},\"str\":7,\"dex\":14,\"con\":13,\"int\":6,\"wis\":11,\"cha\":7,\"skill\":{\"perception\":\"+2\",\"sleight of hand\":\"+4\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[\"lightning\",\"piercing\"],\"languages\":[\"Vegepygmy\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Plant Camouflage\",\"entries\":[\"The vegepygmy has advantage on Dexterity ({@skill Stealth}) checks it makes in any terrain with ample obscuring vegetation.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The vegepygmy regains 3 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the vegepygmy's next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn't regenerate.\"]}],\"action\":[{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage.\"]},{\"name\":\"Sling\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage.\"]}],\"bonus\":[{\"name\":\"Nimble Escape\",\"entries\":[\"The vegepygmy takes the Disengage or Hide action.\"]}],\"attachedItems\":[\"sling|phb\"],\"traitTags\":[\"Camouflage\",\"Regeneration\"],\"senseTags\":[\"D\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"B\",\"S\"],\"miscTags\":[\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Vegepygmy Thorny Hunter\",\"source\":\"QftIS\",\"page\":219,\"size\":[\"M\"],\"type\":\"plant\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":27,\"formula\":\"5d8 + 5\"},\"speed\":{\"walk\":40},\"str\":15,\"dex\":14,\"con\":13,\"int\":2,\"wis\":10,\"cha\":6,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+4\",\"survival\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[\"lightning\",\"piercing\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Pack Tactics\",\"entries\":[\"The vegepygmy has advantage on attack rolls against a creature if at least one of the vegepygmy's allies is within 5 feet of the creature and the ally doesn't have the {@condition incapacitated} condition.\"]},{\"name\":\"Plant Camouflage\",\"entries\":[\"The vegepygmy has advantage on Dexterity ({@skill Stealth}) checks it makes in any terrain with ample obscuring vegetation.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The vegepygmy regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the vegepygmy's next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn't regenerate.\"]},{\"name\":\"Thorny Body\",\"entries\":[\"At the start of its turn, the vegepygmy deals 2 ({@damage 1d4}) piercing damage to any creature grappling it.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d8 + 2}) piercing damage. If the target is a creature, it must succeed on a {@dc 12} Strength saving throw or have the {@condition prone} condition.\"]}],\"traitTags\":[\"Camouflage\",\"Pack Tactics\",\"Regeneration\"],\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Vuuthramis\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"QftIS\",\"page\":88,\"_copy\":{\"name\":\"Young Bronze Dragon\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the dragon\",\"with\":\"Vuuthramis\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Warrior of Madarua\",\"source\":\"QftIS\",\"page\":220,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"C\",\"G\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":12,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":11,\"formula\":\"2d8 + 2\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":12,\"con\":13,\"int\":10,\"wis\":10,\"cha\":10,\"skill\":{\"acrobatics\":\"+3\",\"religion\":\"+2\"},\"passive\":10,\"languages\":[\"Common\"],\"cr\":\"1/8\",\"action\":[{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"The warrior adds 2 to its AC against one melee attack that would hit it. To do so, the warrior must see the attacker and be wielding a melee weapon.\"]}],\"attachedItems\":[\"spear|phb\"],\"actionTags\":[\"Parry\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Wolf-in-Sheep's-Clothing\",\"source\":\"QftIS\",\"page\":221,\"size\":[\"M\"],\"type\":\"plant\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":112,\"formula\":\"15d8 + 45\"},\"speed\":{\"walk\":20,\"climb\":20},\"str\":20,\"dex\":9,\"con\":16,\"int\":5,\"wis\":12,\"cha\":5,\"skill\":{\"perception\":\"+7\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":17,\"conditionImmune\":[\"prone\"],\"cr\":\"7\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"If the wolf-in-sheep's-clothing is motionless (except for its lure) at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the wolf-in-sheep's-clothing move or act (except for the lure), that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the wolf-in-sheep's-clothing is animate.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The wolf-in-sheep's-clothing makes one Bite attack and two Root Tentacle attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage plus 7 ({@damage 2d6}) acid damage.\"]},{\"name\":\"Root Tentacle\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 20 ft., one target. {@h}8 ({@damage 1d6 + 5}) bludgeoning damage, and if the target is a Medium or smaller creature, it has the {@condition grappled} condition (escape {@dc 16}). While {@condition grappled} in this way, the target has the {@condition restrained} condition, and at the start of each of the wolf-in-sheep's-clothing's turns, the wolf-in-sheep's-clothing can pull the target up to 10 feet toward itself (no action required). The wolf-in-sheep's-clothing has four root tentacles, each of which can grapple one target.\"]}],\"bonus\":[{\"name\":\"Completely Harmless Lure\",\"entries\":[\"The wolf-in-sheep's-clothing can change the color, texture, and shape of its lure to resemble a Tiny Beast or Tiny object. It can move the lure to reinforce the resemblance (no action required), but the lure must remain within 15 feet of the wolf-in-sheep's-clothing, connected by nearly {@condition invisible} filament-like tendrils.\"]}],\"traitTags\":[\"False Appearance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"A\",\"B\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Worker Robot\",\"source\":\"QftIS\",\"page\":215,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":75,\"formula\":\"10d8 + 30\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":20,\"dex\":9,\"con\":16,\"int\":10,\"wis\":12,\"cha\":10,\"skill\":{\"athletics\":\"+9\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"acid\",\"fire\"],\"immune\":[\"cold\",\"poison\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"Common plus the languages spoken by its creator\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Lightning Overload\",\"entries\":[\"When the robot takes lightning damage, it must succeed on a {@dc 10} Constitution saving throw or have the {@condition stunned} condition until the start of its next turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The robot makes two Cargo Tentacle attacks.\"]},{\"name\":\"Cargo Tentacle\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d8 + 5}) bludgeoning damage. If the target is a Medium or smaller creature, it has the {@condition grappled} condition (escape {@dc 15}). The robot has two cargo tentacles, each of which can grapple one target.\"]},{\"name\":\"Tractor Beam\",\"entries\":[\"The robot casts {@spell Telekinesis}, targeting only creatures with the {@condition incapacitated} condition or objects. It requires no spell components and uses Wisdom as the spellcasting ability.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Zargon the Returner\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"QftIS\",\"page\":223,\"size\":[\"H\"],\"type\":\"aberration\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":253,\"formula\":\"22d12 + 110\"},\"speed\":{\"walk\":40,\"swim\":80},\"str\":22,\"dex\":10,\"con\":20,\"int\":14,\"wis\":18,\"cha\":18,\"save\":{\"dex\":\"+6\",\"cha\":\"+10\"},\"skill\":{\"history\":\"+8\",\"perception\":\"+10\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":20,\"resist\":[\"cold\",\"fire\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"acid\",\"poison\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"17\",\"trait\":[{\"name\":\"Legendary Resistance (4/Day)\",\"entries\":[\"If Zargon fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Regeneration\",\"entries\":[\"Zargon regains 20 hit points at the start of each of its turns. If Zargon takes cold or fire damage, this trait doesn't function at the start of Zargon's next turn. Zargon dies only if it starts its turn with 0 hit points and doesn't regenerate.\"]},{\"name\":\"Shrouded Being\",\"entries\":[\"Zargon can't be targeted by divination magic or perceived through magical scrying sensors.\"]},{\"name\":\"Slimy Demise\",\"entries\":[\"When Zargon dies, its body dissolves into foul slime, leaving only its horn behind. Zargon re-forms in {@dice 1d10} days, regrowing from the horn. The horn is immune to all damage and can be destroyed only by submerging it in a cleansing waterfall on one of the Upper Planes for 101 days. While the horn is submerged in this way, Zargon doesn't re-form, and the horn slowly dissolves, sending corrupting slime downriver that permanently fouls the water for 10 miles from the place where the horn dissolved. The fouled water is unfit to drink, chokes aquatic wildlife, and withers plants.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Zargon makes two Barbed Tentacle attacks, one Bite attack, and one Gore attack.\"]},{\"name\":\"Barbed Tentacle\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 20 ft., one target. {@h}15 ({@damage 2d8 + 6}) piercing damage. If the target is a Large or smaller creature, it has the {@condition grappled} condition (escape {@dc 20}), and Zargon can pull the creature up to 20 feet straight toward itself. Zargon has six tentacles, each of which can grapple one creature. Zargon can move at its full speed while dragging creatures it is grappling.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}19 ({@damage 2d12 + 6}) piercing damage plus 7 ({@damage 2d6}) acid damage.\"]},{\"name\":\"Gore\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d8 + 6}) force damage, and a 10-foot-radius {@condition invisible} sphere of antimagic, like that created by an {@spell Antimagic Field} spell, surrounds the target. The sphere is centered on the target, moves with the target, and lasts until the end of Zargon's next turn.\"]},{\"name\":\"Slime Wave {@recharge 5}\",\"entries\":[\"Zargon spews slime in a 60-foot cone. Each creature in that area that isn't an Aberration or Ooze must make a {@dc 19} Constitution saving throw. On a failed save, the creature takes 38 ({@damage 7d10}) acid damage and has the {@condition poisoned} condition for 1 minute. On a successful save, the creature takes half as much damage only. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\",\"A creature reduced to 0 hit points by the acid damage dies and dissolves into a puddle of slime that rises as a gibbering mouther at the start of Zargon's next turn. The creature obeys Zargon's commands and takes its turn immediately after Zargon's. Only a {@spell Wish} spell can reverse this transformation and restore the creature to life.\"]}],\"reactionHeader\":[\"Zargon can take up to three reactions per round but only one per turn.\"],\"reaction\":[{\"name\":\"Defiant Essence\",\"entries\":[\"When a creature casts a spell that targets Zargon or would deal damage to it, Zargon attempts to absorb the magic into its horn. The creature must make a {@dc 19} Charisma saving throw. On a failed save, the creature takes 6 ({@damage 1d12}) force damage, and the spell it cast fails and is wasted.\"]},{\"name\":\"Slime Spray\",\"entries\":[\"When a creature ends its turn within 30 feet of Zargon, Zargon sprays toxic slime at the creature. The target must make a {@dc 19} Dexterity saving throw (with disadvantage if it has the {@condition poisoned} condition). On a failed save, the creature takes 7 ({@damage 2d6}) poison damage. On a successful save, it takes half as much damage.\"]}],\"legendaryGroup\":{\"name\":\"Zargon the Returner\",\"source\":\"QftIS\"},\"traitTags\":[\"Legendary Resistances\",\"Regeneration\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"A\",\"I\",\"O\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"charisma\",\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-rmbre.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\"]},\"otherSources\":{\"monster\":{\"MM\":\"RMBRE\",\"LMoP\":\"RMBRE\"}}},\"monster\":[{\"name\":\"Billy Beaver\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"RMBRE\",\"page\":27,\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":34,\"formula\":\"7d10 + 21\"},\"speed\":{\"walk\":40},\"str\":20,\"dex\":12,\"con\":17,\"int\":3,\"wis\":12,\"cha\":7,\"skill\":{\"perception\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"Common\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Keen Sight and Smell\",\"entries\":[\"Billy Beaver has advantage on Wisdom ({@skill Perception}) checks that rely on sight or smell.\"]}],\"action\":[{\"name\":\"Beak\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}10 ({@damage 1d10 + 5}) piercing damage.\"]}],\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Buster the Bear\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"RMBRE\",\"page\":27,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item hide armor|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":27,\"formula\":\"5d8 + 5\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":14,\"con\":13,\"int\":8,\"wis\":11,\"cha\":9,\"skill\":{\"stealth\":\"+6\",\"survival\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"Common\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Surprise Attack\",\"entries\":[\"If Buster the Bear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 ({@dice 2d6}) damage from the attack.\"]}],\"action\":[{\"name\":\"Bashin' Banjo\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage.\"]}],\"senseTags\":[\"D\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Large Mimic\",\"source\":\"RMBRE\",\"page\":24,\"_copy\":{\"name\":\"Mimic\",\"source\":\"MM\",\"_mod\":{\"action\":{\"mode\":\"prependArr\",\"items\":{\"name\":\"Multiattack\",\"entries\":[\"The mimic makes three attacks: two with its pseudopods and one with its bite.\"]}}}},\"size\":[\"L\"],\"hp\":{\"formula\":\"9d8 + 18\",\"average\":75},\"speed\":{\"walk\":0},\"cr\":\"3\",\"actionTags\":[\"Multiattack\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Layla the Lizard\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"RMBRE\",\"page\":28,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"C\",\"E\"],\"ac\":[12],\"hp\":{\"average\":22,\"formula\":\"5d8\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":15,\"con\":10,\"int\":7,\"wis\":10,\"cha\":6,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"Common\"],\"cr\":\"1\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one creature. {@h}9 ({@damage 2d6 + 2}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) slashing damage.\"]}],\"senseTags\":[\"D\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lycanthropickle\",\"group\":[\"Lycanthropes\"],\"source\":\"RMBRE\",\"page\":11,\"_copy\":{\"name\":\"Twig Blight\",\"source\":\"MM\"},\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"While the lycanthropickle remains motionless, it is indistinguishable from a pickle.\"]}],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Meeseeks\",\"source\":\"RMBRE\",\"page\":16,\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\"},\"hp\":{\"special\":\"—(immune to damage)\"},\"hasToken\":true},{\"name\":\"Piggy Wiggle Butt\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"RMBRE\",\"page\":28,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item hide armor|phb}\"]}],\"hp\":{\"average\":15,\"formula\":\"2d8 + 6\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":12,\"con\":16,\"int\":7,\"wis\":11,\"cha\":10,\"skill\":{\"intimidation\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"Common\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Aggressive\",\"entries\":[\"As a bonus action, Piggy Wiggle Butt can move up to its speed toward a hostile creature that it can see.\"]}],\"action\":[{\"name\":\"Clay Jug\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage.\"]}],\"traitTags\":[\"Aggressive\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Thomas T. Toad\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"RMBRE\",\"page\":28,\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":11,\"from\":[\"{@item hide armor|phb}\"]}],\"hp\":{\"average\":59,\"formula\":\"7d10 + 21\"},\"speed\":{\"walk\":40},\"str\":19,\"dex\":8,\"con\":16,\"int\":5,\"wis\":7,\"cha\":7,\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"Common\"],\"cr\":\"2\",\"action\":[{\"name\":\"Webby Hands\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage.\"]}],\"senseTags\":[\"D\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Tommy Two-Butts\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"RMBRE\",\"page\":18,\"_copy\":{\"name\":\"Bugbear\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the bugbear\",\"with\":\"Tommy\",\"flags\":\"i\"}}},\"int\":21,\"hasToken\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-rot.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\"]},\"internalCopies\":[\"monster\"],\"otherSources\":{\"monster\":{\"HotDQ\":\"RoT\",\"MM\":\"RoT\"}}},\"monster\":[{\"name\":\"Animated Tile Chimera\",\"source\":\"RoT\",\"page\":42,\"otherSources\":[{\"source\":\"ToD\",\"page\":128}],\"_copy\":{\"name\":\"Chimera\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"prependArr\",\"items\":{\"name\":\"Rejuvenation\",\"entries\":[\"If destroyed, the tile creature regains all its hit points and becomes active again in 24 hours unless at least half its tiles are collected and kept separate from the rest of the creature's tiles.\"]}},\"reaction\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Narrow Dodge\",\"entries\":[\"When targeted by a melee attack, the tile creature can take a reaction to turn its narrowest aspect toward the attacker. The attacker has disadvantage on the attack roll.\"]}}}},\"resist\":[\"piercing\"],\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"traitTags\":[\"Rejuvenation\"],\"hasToken\":true},{\"name\":\"Aquatic Troll\",\"source\":\"RoT\",\"page\":36,\"otherSources\":[{\"source\":\"ToD\",\"page\":112},{\"source\":\"PotA\",\"page\":88}],\"_copy\":{\"name\":\"Troll\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Water Breathing\",\"entries\":[\"The troll can breathe underwater.\"]}}}},\"speed\":{\"walk\":30,\"swim\":30},\"resist\":[\"cold\"],\"traitTags\":[\"Keen Senses\",\"Regeneration\",\"Water Breathing\"],\"hasToken\":true},{\"name\":\"Carnivorous Flower\",\"source\":\"RoT\",\"page\":67,\"otherSources\":[{\"source\":\"ToD\",\"page\":153}],\"_copy\":{\"name\":\"Otyugh\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"otyugh\",\"with\":\"plant\"}}},\"type\":\"plant\",\"speed\":{\"walk\":0},\"hasToken\":true},{\"name\":\"Diderius\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"RoT\",\"page\":40,\"otherSources\":[{\"source\":\"ToD\",\"page\":131}],\"_copy\":{\"name\":\"Mummy Lord\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the mummy lord\",\"with\":\"Diderius\",\"flags\":\"i\"}}},\"int\":18,\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Diderius is a 10th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 17}, {@hit 9} to hit with spell attacks). He has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell minor illusion}\",\"{@spell ray of frost}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell charm person}\",\"{@spell detect magic}\",\"{@spell shield}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell cloud of daggers}\",\"{@spell hold person}\",\"{@spell see invisibility}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell animate dead}\",\"{@spell dispel magic}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell fire shield}\",\"{@spell greater invisibility}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell cloudkill}\",\"{@spell wall of stone}\"]}},\"ability\":\"int\"}],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true},{\"name\":\"Dragonfang\",\"source\":\"RoT\",\"page\":89,\"otherSources\":[{\"source\":\"ToD\",\"page\":182}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item studded leather armor|phb|studded leather}\"]}],\"hp\":{\"average\":78,\"formula\":\"12d8 + 24\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":16,\"con\":14,\"int\":12,\"wis\":12,\"cha\":14,\"save\":{\"wis\":\"+4\"},\"skill\":{\"deception\":\"+5\",\"stealth\":\"+6\"},\"passive\":11,\"resist\":[{\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"poison\"],\"preNote\":\"one of the following:\"}],\"languages\":[\"Common\",\"Draconic\",\"Infernal\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Dragon Fanatic\",\"entries\":[\"The dragonfang has advantage on saving throws against being {@condition charmed} or {@condition frightened}. While the dragonfang can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonfang ignores the effects of being {@condition charmed} or {@condition frightened}.\"]},{\"name\":\"Fanatic Advantage\",\"entries\":[\"Once per turn, if the dragonfang makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 10 ({@dice 3d6}) damage.\"]},{\"name\":\"Limited Flight\",\"entries\":[\"The dragonfang can use a bonus action to gain a flying speed of 30 feet until the end of its turn.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The dragonfang has advantage on an attack roll against a creature if at least one of the dragonfang's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The Dragonfang attacks twice with its shortsword.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 7 ({@dice 2d6}) damage of the type to which the dragonfang has resistance.\"]},{\"name\":\"Orb of Dragon's Breath (2/Day)\",\"entries\":[\"{@atk rs} {@hit 5} to hit, range 50 ft., one target. {@h}22 ({@dice 5d8}) damage of the type to which the dragonfang has damage resistance.\"]}],\"attachedItems\":[\"shortsword|phb\"],\"traitTags\":[\"Pack Tactics\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"I\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true},{\"name\":\"Dragonsoul\",\"source\":\"RoT\",\"page\":89,\"otherSources\":[{\"source\":\"ToD\",\"page\":183}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item studded leather armor|phb|studded leather}\"]}],\"hp\":{\"average\":110,\"formula\":\"17d8 + 34\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":18,\"con\":14,\"int\":13,\"wis\":12,\"cha\":16,\"save\":{\"wis\":\"+4\"},\"skill\":{\"deception\":\"+6\",\"stealth\":\"+7\"},\"passive\":11,\"resist\":[{\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"poison\"],\"preNote\":\"one of the following:\"}],\"languages\":[\"Common\",\"Draconic\",\"Infernal\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Dragon Fanatic\",\"entries\":[\"The dragonsoul has advantage on saving throws against being {@condition charmed} or {@condition frightened}. While the dragonsoul can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonsoul ignores the effects of being {@condition charmed} or {@condition frightened}.\"]},{\"name\":\"Fanatic Advantage\",\"entries\":[\"Once per turn, if the dragonsoul makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 10 ({@dice 3d6}) damage.\"]},{\"name\":\"Limited Flight\",\"entries\":[\"The dragonsoul can use a bonus action to gain a flying speed of 30 feet until the end of its turn.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The dragonsoul has advantage on an attack roll against a creature if at least one of the dragonsoul's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The Dragonsoul attacks twice with its shortsword.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 10 ({@dice 3d6}) damage of the type to which the dragonsoul has resistance.\"]},{\"name\":\"Orb of Dragon's Breath (3/Day)\",\"entries\":[\"{@atk rs} {@hit 7} to hit, range 90 ft., one target. {@h}27 ({@dice 6d8}) damage of the type to which the dragonsoul has damage resistance.\"]}],\"attachedItems\":[\"shortsword|phb\"],\"traitTags\":[\"Pack Tactics\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"I\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true},{\"name\":\"Galvan\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"RoT\",\"page\":9,\"otherSources\":[{\"source\":\"ToD\",\"page\":12}],\"_copy\":{\"name\":\"Dragonsoul\",\"source\":\"RoT\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the dragonsoul\",\"with\":\"Galvan\",\"flags\":\"i\"},\"trait\":{\"mode\":\"prependArr\",\"items\":[{\"name\":\"5etools Note\",\"entries\":[\"While Galvan is not presented in an encounter in {@adventure The Rise of Tiamat|RoT}, the {@creature dragonsoul|RoT} stat block has been provided here for ease of use, with optional alterations for the {@item Blue Dragon Mask|RoTOS}.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Galvan has the {@item Blue Dragon Mask|RoTOS}.\"]},{\"name\":\"Draconic Majesty\",\"entries\":[\"While wearing no armor and wearing the Blue Dragon Mask, Galvan adds his Charisma bonus to her AC (included).\"]},{\"name\":\"Lingering Shock\",\"entries\":[\"If Galvan deals lightning damage to a creature while wearing the Blue Dragon Mask, that creature can't take reactions until its next turn.\"]},{\"name\":\"Legendary Resistance (1/Day)\",\"entries\":[\"If Galvan fails a saving throw while wearing the Blue Dragon Mask, he can choose to succeed instead.\"]}]}}},\"ac\":[{\"ac\":16,\"from\":[\"{@item studded leather armor|phb|studded leather}\"]},{\"ac\":17,\"condition\":\"with the Blue Dragon Mask\",\"braces\":true}],\"senses\":[\"darkvision 60 ft.\"],\"immune\":[\"lightning\"],\"traitTags\":[\"Legendary Resistances\",\"Pack Tactics\"],\"senseTags\":[\"D\"],\"hasToken\":true},{\"name\":\"Half-Blue Dragon Gladiator\",\"source\":\"RoT\",\"page\":55,\"otherSources\":[{\"source\":\"DC\"},{\"source\":\"ToD\",\"page\":141}],\"_copy\":{\"name\":\"Gladiator\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Large or Smaller Half-Blue Dragon\",\"source\":\"MM\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"gladiator\",\"with\":\"half-dragon\"}}},\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\",\"Parry\"],\"languageTags\":[\"C\",\"DR\",\"X\"],\"damageTags\":[\"B\",\"L\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true},{\"name\":\"Half-Green Dragon Assassin\",\"source\":\"RoT\",\"page\":56,\"otherSources\":[{\"source\":\"ToD\",\"page\":142}],\"_copy\":{\"name\":\"Assassin\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Large or Smaller Half-Green Dragon\",\"source\":\"MM\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"assassin\",\"with\":\"half-dragon\"}}},\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"DR\",\"TC\",\"X\"],\"miscTags\":[\"AOE\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true},{\"name\":\"Half-Red Dragon Gladiator\",\"source\":\"RoT\",\"page\":56,\"otherSources\":[{\"source\":\"ToD\",\"page\":142}],\"_copy\":{\"name\":\"Gladiator\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Large or Smaller Half-Red Dragon\",\"source\":\"MM\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"gladiator\",\"with\":\"half-dragon\"}}},\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\",\"Parry\"],\"languageTags\":[\"C\",\"DR\",\"X\"],\"damageTags\":[\"B\",\"F\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true},{\"name\":\"Ice Toad\",\"source\":\"RoT\",\"page\":90,\"otherSources\":[{\"source\":\"ToD\",\"page\":185}],\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":32,\"formula\":\"5d8 + 10\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":13,\"dex\":10,\"con\":14,\"int\":8,\"wis\":10,\"cha\":6,\"skill\":{\"perception\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"immune\":[\"cold\"],\"languages\":[\"Ice Toad\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The toad can breathe air or water.\"]},{\"name\":\"Cold Aura\",\"entries\":[\"Any creature that starts its turn within 5 feet of the toad takes 3 ({@damage 1d6}) cold damage.\"]},{\"name\":\"Standing Leap\",\"entries\":[\"The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d8}) cold damage. If the target is a Medium or smaller creature it is {@condition grappled} (escape {@dc 11}). Until this grapple ends, the toad can't bite another target.\"]}],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"D\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"C\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Ice Troll\",\"source\":\"RoT\",\"page\":30,\"otherSources\":[{\"source\":\"ToD\",\"page\":121}],\"_copy\":{\"name\":\"Troll\",\"source\":\"MM\"},\"resist\":[\"cold\"],\"hasToken\":true},{\"name\":\"Iskander\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"RoT\",\"page\":62,\"otherSources\":[{\"source\":\"ToD\",\"page\":148}],\"_copy\":{\"name\":\"Mage\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"prependArr\",\"items\":{\"name\":\"5etools Note\",\"entries\":[\"Iskander is presented in {@adventure The Rise of Tiamat|RoT} as a neutral evil male human wizard. The {@creature mage} stat block has been provided here for ease of use.\"]}}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"hasToken\":true},{\"name\":\"Maccath the Crimson\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"RoT\",\"page\":33,\"otherSources\":[{\"source\":\"ToD\",\"page\":111}],\"_copy\":{\"name\":\"Mage\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Tiefling\",\"source\":\"PHB\"}],\"_mod\":{\"trait\":{\"mode\":\"prependArr\",\"items\":{\"name\":\"5etools Note\",\"entries\":[\"Maccath the Crimson is presented in {@adventure The Rise of Tiamat|RoT} as a female tiefling sorcerer and member of the Arcane Brotherhood. The {@creature mage} stat block, modified with tiefling racial traits, has been provided here for ease of use.\"]}}}},\"senseTags\":[\"D\"],\"languageTags\":[\"I\",\"X\"],\"spellcastingTags\":[\"CW\",\"I\"],\"hasToken\":true},{\"name\":\"Marfulb\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"RoT\",\"page\":35,\"otherSources\":[{\"source\":\"ToD\",\"page\":121}],\"_copy\":{\"name\":\"Ice Toad\",\"source\":\"RoT\"},\"int\":13,\"hasToken\":true},{\"name\":\"Mend-nets\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"RoT\",\"page\":32,\"otherSources\":[{\"source\":\"ToD\",\"page\":116}],\"_copy\":{\"name\":\"Tribal Warrior\",\"source\":\"MM\"},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"hasToken\":true},{\"name\":\"Naergoth Bladelord\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"RoT\",\"page\":90,\"otherSources\":[{\"source\":\"ToD\",\"page\":186}],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|phb}\"]}],\"hp\":{\"average\":135,\"formula\":\"18d8 + 54\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":12,\"con\":16,\"int\":12,\"wis\":14,\"cha\":16,\"save\":{\"dex\":\"+5\",\"wis\":\"+6\"},\"skill\":{\"perception\":\"+6\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":16,\"resist\":[\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"11\",\"trait\":[{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, Naergoth has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Naergoth makes three attacks, either with his longsword or longbow. He can use Life Drain in place of one longsword attack.\"]},{\"name\":\"Life Drain\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}20 ({@damage 5d6 + 3}) necrotic damage. The target must succeed on a {@dc 15} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage, or 10 ({@dice 1d10 + 5}) if used with two hands, plus 10 ({@damage 3d6}) necrotic damage.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 150/600 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage plus 10 ({@damage 3d6}) necrotic damage.\"]}],\"attachedItems\":[\"longbow|phb\",\"longsword|phb\"],\"traitTags\":[\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"N\",\"P\",\"S\"],\"miscTags\":[\"HPR\",\"MLW\",\"MW\",\"RNG\",\"RW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Neronvain\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"RoT\",\"page\":91,\"otherSources\":[{\"source\":\"ToD\",\"page\":187}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[17],\"hp\":{\"average\":117,\"formula\":\"18d8 + 36\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":17,\"con\":15,\"int\":16,\"wis\":13,\"cha\":18,\"save\":{\"con\":\"+5\",\"wis\":\"+4\"},\"skill\":{\"arcana\":\"+6\",\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Common\",\"Draconic\",\"Elvish\",\"Infernal\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Draconic Majesty\",\"entries\":[\"Neronvain adds his Charisma bonus to his AC (included).\"]},{\"name\":\"Fey Ancestry\",\"entries\":[\"Magic can't put Neronvain to sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Neronvain makes two attacks, either with his shortsword or Eldritch Arrow.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 13 ({@damage 3d8}) poison damage.\"]},{\"name\":\"Eldritch Arrow\",\"entries\":[\"{@atk rs} {@hit 7} to hit, range 120 ft., one target. {@h}11 ({@damage 2d10}) force damage plus 9 ({@damage 2d8}) poison damage.\"]},{\"name\":\"Poisonous Cloud (2/Day)\",\"entries\":[\"Poison gas fills a 20-foot-radius sphere centered on a point Neronvain can see within 50 feet of him. The gas spreads around corners and remains until the start of Neronvain's next turn. Each creature that starts its turn in the gas must succeed on a {@dc 16} Constitution saving throw or be {@condition poisoned} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"attachedItems\":[\"shortsword|phb\"],\"traitTags\":[\"Fey Ancestry\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"E\",\"I\"],\"damageTags\":[\"I\",\"O\",\"P\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Paper Whirlwind\",\"source\":\"RoT\",\"page\":72,\"otherSources\":[{\"source\":\"ToD\",\"page\":158}],\"_copy\":{\"name\":\"Swarm of Ravens\",\"source\":\"MM\"},\"type\":{\"type\":\"construct\",\"swarmSize\":\"T\"},\"vulnerable\":[\"fire\"],\"hasToken\":true},{\"name\":\"Red Wizard\",\"source\":\"RoT\",\"page\":76,\"otherSources\":[{\"source\":\"ToD\",\"page\":171}],\"_copy\":{\"name\":\"Mage\",\"source\":\"MM\"},\"hasToken\":true},{\"name\":\"Severin\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"RoT\",\"page\":92,\"otherSources\":[{\"source\":\"ToD\",\"page\":189}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[16],\"hp\":{\"average\":150,\"formula\":\"20d8 + 60\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":13,\"con\":16,\"int\":17,\"wis\":12,\"cha\":20,\"save\":{\"dex\":\"+5\",\"wis\":\"+5\"},\"skill\":{\"arcana\":\"+7\",\"religion\":\"+7\"},\"senses\":[\"While wearing the Mask of the Dragon Queen: darkvision 60 ft.\"],\"passive\":11,\"resist\":[{\"resist\":[\"acid\",\"cold\",\"lightning\",\"poison\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"preNote\":\"While wearing the mask of the Dragon Queen:\"}],\"immune\":[{\"immune\":[\"fire\"],\"preNote\":\"While wearing the mask of the Dragon Queen:\"}],\"conditionImmune\":[{\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"preNote\":\"While wearing the mask of the Dragon Queen:\"}],\"languages\":[\"Common\",\"Draconic\",\"Infernal\"],\"cr\":\"11\",\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Severin has the {@item Mask of the Dragon Queen|rot}.\"]},{\"name\":\"Draconic Majesty\",\"entries\":[\"Severin adds his Charisma bonus to his AC (included).\"]},{\"name\":\"Ignite Enemy\",\"entries\":[\"If Severin deals fire damage to a creature while wearing the Mask of the Dragon Queen, the target catches fire. At the start of each of its turns, the burning target takes 5 ({@damage 1d10}) fire damage. A creature within reach of the fire can use an action to extinguish it.\"]},{\"name\":\"Legendary Resistance (5/Day)\",\"entries\":[\"While wearing the Mask of the Dragon Queen, if Severin fails a saving throw, he can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Burning Touch\",\"entries\":[\"{@atk ms} {@hit 9} to hit, reach 5 ft., one target. {@h}18 ({@damage 4d8}) fire damage.\"]},{\"name\":\"Flaming Orb\",\"entries\":[\"{@atk rs} {@hit 9} to hit, range 90 ft., one target. {@h}40 ({@damage 9d8}) fire damage.\"]},{\"name\":\"Scorching Burst\",\"entries\":[\"Severin chooses a point he can see within 60 feet of him. Each creature within 5 feet of that point must make a {@dc 17} Dexterity saving throw, taking 18 ({@damage 4d8}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"legendary\":[{\"entries\":[\"If Severin is wearing the Mask of the Dragon Queen, he can take 3 legendary actions, choosing from the options listed. Only one legendary action option can be used at a time and only at the end of another creature's turn. Severin regains spent legendary actions at the start of his turn.\"]},{\"name\":\"Attack\",\"entries\":[\"Severin makes one attack.\"]},{\"name\":\"Fiery Teleport (Costs 2 Actions)\",\"entries\":[\"Severin, along with any objects he is wearing or carrying, teleports up to 60 feet to an unoccupied space he can see. Each creature within 5 feet of Severin before he teleports takes 5 ({@damage 1d10}) fire damage.\"]},{\"name\":\"Hellish Chains (Costs 3 Actions)\",\"entries\":[\"Severin targets one creature he can see within 30 feet of him. The target is wrapped in magical chains of fire and {@condition restrained}. The {@condition restrained} target takes 21 ({@damage 6d6}) fire damage at the start of each of its turns. At the end of its turns, the target can make a {@dc 17} Strength saving throw, ending the effect on itself on a success.\"]}],\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"DR\",\"I\"],\"damageTags\":[\"F\"],\"conditionInflict\":[\"restrained\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Sled Dog\",\"source\":\"RoT\",\"page\":27,\"otherSources\":[{\"source\":\"ToD\",\"page\":113}],\"_copy\":{\"name\":\"Wolf\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"wolf\",\"with\":\"dog\"}}},\"hasToken\":true},{\"name\":\"Snake Horror\",\"source\":\"RoT\",\"page\":46,\"otherSources\":[{\"source\":\"ToD\",\"page\":132}],\"_copy\":{\"name\":\"Helmed Horror\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"helmed horror\",\"with\":\"snake horror\"},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Longsword\",\"items\":{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands, and the target must make a DC 12 Constitution saving throw, taking 9 ({@damage 2d8}) poison damage on a failed save, or half as much damage on a successful one.\"]}}}},\"tokenCredit\":\"FromSoftware\",\"damageTags\":[\"I\",\"S\"],\"hasToken\":true},{\"name\":\"Tiamat\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"RoT\",\"page\":92,\"otherSources\":[{\"source\":\"BGDIA\"},{\"source\":\"ToD\",\"page\":190}],\"size\":[\"G\"],\"type\":\"fiend\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":25,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":615,\"formula\":\"30d20 + 300\"},\"speed\":{\"walk\":60,\"fly\":120},\"str\":30,\"dex\":10,\"con\":30,\"int\":26,\"wis\":26,\"cha\":28,\"save\":{\"str\":\"+19\",\"dex\":\"+9\",\"wis\":\"+17\"},\"skill\":{\"arcana\":\"+17\",\"perception\":\"+26\",\"religion\":\"+17\"},\"senses\":[\"darkvision 240 ft.\",\"truesight 120 ft.\"],\"passive\":36,\"immune\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"frightened\",\"poisoned\",\"stunned\"],\"languages\":[\"Common\",\"Draconic\",\"Infernal\"],\"cr\":\"30\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Tiamat can innately cast the following spell, her spellcasting ability is Charisma (spell save {@dc 26}):\"],\"daily\":{\"3\":[\"{@spell divine word}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Discorporation\",\"entries\":[\"When Tiamat drops to 0 hit points or dies, her body is destroyed but her essence travels back to her domain in the Nine Hells, and she is unable to take physical form for a time.\"]},{\"name\":\"Legendary Resistance (5/Day)\",\"entries\":[\"If Tiamat fails a saving throw, she can choose to succeed instead.\"]},{\"name\":\"Limited Magic Immunity\",\"entries\":[\"Unless she wishes to be affected, Tiamat is immune to spells of 6th level or lower. She has advantage on saving throws against all other spells and magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"Tiamat's weapon attacks are magical.\"]},{\"name\":\"Multiple Heads\",\"entries\":[\"Tiamat can take one reaction per turn, rather than only one per round. She also has advantage on saving throws against being knocked {@condition unconscious}. If she fails a saving throw against an effect that would stun a creature, one of her unspent legendary actions is spent.\"]},{\"name\":\"Regeneration\",\"entries\":[\"Tiamat regains 30 hit points at the start of her turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Tiamat can use her Frightful Presence. She then makes three attacks: two with her claws and one with her tail.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 19} to hit, reach 15 ft., one target. {@h}24 ({@damage 4d6 + 10}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 19} to hit, reach 25 ft., one target. {@h}28 ({@damage 4d8 + 10}) piercing damage.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of Tiamat's choice that is within 240 feet of Tiamat and aware of her must succeed on a {@dc 26} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Tiamat's Frightful Presence for the next 24 hours.\"]}],\"legendaryHeader\":[\"Tiamat can take 5 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Tiamat regains spent legendary actions at the start of its turn.\",\"Tiamat's legendary action options are associated with her five dragon heads (a bite and a breath weapon for each). Once Tiamat chooses a legendary action option for one of her heads, she can't choose another one associated with that head until the start of her next turn.\"],\"legendaryActions\":5,\"legendary\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 19} to hit, reach 20 ft., one target. {@h}32 ({@damage 4d10 + 10}) slashing damage plus 14 ({@damage 4d6}) acid damage (black dragon head), lightning damage (blue dragon head), poison damage (green dragon head), fire damage (red dragon head), or cold damage (white dragon head).\"]},{\"name\":\"Black Dragon Head: Acid Breath (Costs 2 Actions)\",\"entries\":[\"Tiamat breathes acid in a 120-foot line that is 10 feet wide. Each creature in that line must make a {@dc 27} Dexterity saving throw, taking 67 ({@damage 15d8}) acid damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Blue Dragon Head: Lightning Breath (Costs 2 Actions)\",\"entries\":[\"Tiamat breathes lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a {@dc 27} Dexterity saving throw, taking 88 ({@damage 16d10}) lightning damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Green Dragon Head: Poison Breath (Costs 2 Actions)\",\"entries\":[\"Tiamat breathes poisonous gas in a 90-foot cone. Each creature in that area must make a {@dc 27} Constitution saving throw, taking 77 ({@damage 22d6}) poison damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Red Dragon Head: Fire Breath (Costs 2 Actions)\",\"entries\":[\"Tiamat breathes fire in a 90-foot cone. Each creature in that area must make a {@dc 27} Dexterity saving throw, taking 91 ({@damage 26d6}) fire damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"White Dragon Head: Cold Breath (Costs 2 Actions)\",\"entries\":[\"Tiamat breathes an icy blast in a 90-foot cone. Each creature in that area must make a {@dc 27} Dexterity saving throw, taking 72 ({@damage 16d8}) cold damage on a failed save, or half as much damage on a successful one.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Magic Weapons\",\"Regeneration\"],\"senseTags\":[\"SD\",\"U\"],\"actionTags\":[\"Frightful Presence\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"I\"],\"damageTags\":[\"A\",\"C\",\"F\",\"I\",\"L\",\"P\",\"S\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\"],\"conditionInflictSpell\":[\"blinded\",\"deafened\",\"stunned\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Varram\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"RoT\",\"page\":9,\"otherSources\":[{\"source\":\"ToD\",\"page\":8}],\"_copy\":{\"name\":\"Dragonsoul\",\"source\":\"RoT\",\"_templates\":[{\"name\":\"Mountain Dwarf\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the dragonsoul\",\"with\":\"Varram\",\"flags\":\"i\"},\"trait\":{\"mode\":\"prependArr\",\"items\":{\"name\":\"5etools Note\",\"entries\":[\"Varram is presented in {@adventure The Rise of Tiamat|RoT} as a male dwarf. The {@creature dragonsoul|RoT} stat block, modified with dwarf racial traits, has been provided here for ease of use.\"]}}}},\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"D\",\"DR\",\"I\"],\"hasToken\":true}]}"); JSON_DATA[`data/bestiary/bestiary-rtg.json`] = JSON.parse("{\"monster\":[{\"name\":\"Dirt-Under-Nails\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"RtG\",\"page\":32,\"size\":[\"M\"],\"type\":\"plant\",\"alignment\":[\"N\",\"E\"],\"ac\":[12],\"hp\":{\"average\":78,\"formula\":\"12d8 + 24\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":15,\"int\":12,\"wis\":12,\"cha\":18,\"save\":{\"wis\":\"+4\",\"cha\":\"+7\"},\"skill\":{\"arcana\":\"+4\",\"deception\":\"+7\",\"persuasion\":\"+7\",\"religion\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"poison\"],\"vulnerable\":[\"fire\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"telepathy 60 ft.\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save {@dc 15}), requiring no material components:\"],\"will\":[\"{@spell alter self}\",\"{@spell false life}\",\"{@spell levitate} (self only)\",\"{@spell mage armor} (self only)\",\"{@spell silent image}\"],\"daily\":{\"1e\":[\"{@spell feeblemind}\",\"{@spell finger of death}\",\"{@spell plane shift}\"]},\"ability\":\"cha\"},{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Dirt-Under-Nails is a 17th level spellcaster. His spellcasting ability is Charisma (spell save {@dc 17}, {@hit 9} to hit with spell attacks). He regains his expended spell slots when he finishes a short or long rest. He knows the following warlock spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell chill touch}\",\"{@spell eldritch blast}\",\"{@spell friends}\",\"{@spell mage hand}\",\"{@spell minor illusion}\",\"{@spell prestidigitation}\",\"{@spell shocking grasp}\"]},\"5\":{\"lower\":1,\"slots\":4,\"spells\":[\"{@spell armor of Agathys}\",\"{@spell banishment}\",\"{@spell burning hands}\",\"{@spell cloudkill}\",\"{@spell flame strike}\",\"{@spell magic circle}\",\"{@spell scorching ray}\",\"{@spell scrying}\",\"{@spell stinking cloud}\",\"{@spell suggestion}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Dark One's Own Luck (Recharges after a Short or Long Rest)\",\"entries\":[\"When the warlock makes an ability check or saving throw, it can add a {@dice d10} to the roll. It can do this after the roll is made but before any of the roll's effects occur.\"]},{\"name\":\"Regeneration\",\"entries\":[\"Dirt-Under-Nails regains 10 hit points at the start of his turn if he is in contact with the ground. If Dirt-Under-Nails takes fire damage, this trait doesn't function at the start of his next turn. Dirt-Under-Nails dies only if he starts his turn with 0 hit points and doesn't regenerate.\"]},{\"name\":\"Shared Senses\",\"entries\":[\"Dirt-Under-Nails can see and hear what any plant within 120 ft can see and hear. In addition, Dirt-Under- Nails can communicate telepathically with any plant within this range.\"]},{\"name\":\"Special Equipment (+2 Rod of the Pact Keeper)\",\"entries\":[\"While holding this {@item +2 Rod of the Pact Keeper||rod}, Dirt-Under-Nails gains a +2 bonus to spell attack rolls and to the saving throw DCs of his warlock spells (included in modifications, below). In addition, he can regain 1 warlock spell slot as an action while holding the rod. He can't use this property again until he finishes a long rest.\"]},{\"name\":\"Tree Stride\",\"entries\":[\"Once on each of its turns, Dirt-Under-Nails can use 10 feet of his movement to step magically into one copse of mushrooms within 5 feet of him and emerge from a second copse of mushrooms within 60 feet of it, appearing in an unoccupied space within 5 feet of the second copse. Both copses of mushrooms must be Large or bigger. Dirt-Under-Nails doesn't need to be able to see the second copse to use this ability.\"]}],\"action\":[{\"name\":\"Mace\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage plus 10 ({@damage 3d6}) fire damage.\"]}],\"attachedItems\":[\"mace|phb\"],\"traitTags\":[\"Regeneration\",\"Tree Stride\"],\"senseTags\":[\"D\"],\"languageTags\":[\"TP\"],\"damageTags\":[\"B\",\"F\"],\"damageTagsSpell\":[\"B\",\"C\",\"F\",\"I\",\"L\",\"N\",\"O\",\"P\",\"R\",\"S\",\"Y\"],\"spellcastingTags\":[\"CL\",\"I\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"incapacitated\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"intelligence\",\"wisdom\"],\"hasToken\":true},{\"name\":\"Rotter\",\"source\":\"RtG\",\"page\":34,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":75,\"formula\":\"10d8 + 30\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":18,\"dex\":12,\"con\":16,\"int\":10,\"wis\":13,\"cha\":8,\"skill\":{\"athletics\":\"+7\",\"perception\":\"+4\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[\"bludgeoning\",\"piercing\"],\"immune\":[\"poison\"],\"vulnerable\":[\"fire\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"telepathy 60 ft.\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Magic Club\",\"entries\":[\"In the rotter's hand, its club is magical and deals 7 ({@damage 3d4}) extra damage (included in its attacks).\"]},{\"name\":\"Plant Camouflage\",\"entries\":[\"The rotter has advantage on Dexterity ({@skill Stealth}) checks it makes in terrain with ample obscuring plant life.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The rotter regains 10 hit points at the start of its turn if it is in contact with the ground. If the rotter takes fire damage, this trait doesn't function at the start of the rotter's next turn. The rotter dies only if it starts its turn with 0 hit points and doesn't regenerate.\"]},{\"name\":\"Shared Senses\",\"entries\":[\"The rotter can see and hear what any plant within 120 ft can see and hear. In addition, the rotter can communicate telepathically with any plant within this range.\"]},{\"name\":\"Tree Stride\",\"entries\":[\"Once on each of its turns, the rotter can use 10 feet of its movement to step magically into one copse of mushrooms within 5 feet of it and emerge from a second copse of mushrooms within 60 feet of it, appearing in an unoccupied space within 5 feet of the second copse. Both copses of mushrooms must be Large or bigger. The rotter doesn't need to be able to see the second copse to use this ability.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The rotter makes two attacks with its club.\"]},{\"name\":\"Club\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 4d4 + 4}) bludgeoning damage.\"]}],\"attachedItems\":[\"club|phb\"],\"traitTags\":[\"Camouflage\",\"Regeneration\",\"Tree Stride\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true}]}"); JSON_DATA[`data/bestiary/bestiary-sads.json`] = JSON.parse("{\"monster\":[{\"name\":\"Adult Sapphire Dragon\",\"source\":\"SADS\",\"page\":1,\"size\":[\"H\"],\"type\":\"dragon\",\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":207,\"formula\":\"18d12 + 60\"},\"speed\":{\"walk\":40,\"climb\":40,\"fly\":80,\"burrow\":40},\"str\":23,\"dex\":16,\"con\":21,\"int\":18,\"wis\":17,\"cha\":18,\"save\":{\"dex\":\"+8\",\"con\":\"+10\",\"wis\":\"+8\",\"cha\":\"+9\"},\"skill\":{\"history\":\"+9\",\"perception\":\"+13\",\"persuasion\":\"+14\",\"stealth\":\"+8\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":23,\"immune\":[\"thunder\"],\"conditionImmune\":[\"frightened\"],\"languages\":[\"telepathy 120 ft.\",\"Common\",\"Draconic\"],\"cr\":\"15\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dragon's innate spellcasting ability is Intelligence (spell save {@dc 17}). It can innately cast the following spells, requiring no components:\"],\"daily\":{\"1e\":[\"{@spell scrying}\",\"{@spell telekinesis}\",\"{@spell teleportation circle}\"]},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Legendary Resistance (2/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrow speed and can choose to leave a 10-foot-diameter tunnel in its wake.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon can use its Frightful Presence. It then makes two melee attacks, one with its bite and one with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 3 ({@damage 1d6}) thunder damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}19 ({@damage 3d8 + 6}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d8 + 6}) bludgeoning damage.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"]},{\"name\":\"Debilitating Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 60-foot-cone. Each creature in that cone must make a {@dc 18} Constitution saving throw. On a failed save, the creature takes 45 ({@damage 13d6}) thunder damage and is {@condition incapacitated} until the end of its next turn. On a successful save, the creature takes half as much damage and isn't {@condition incapacitated}.\"]}],\"legendary\":[{\"name\":\"Tail Attack\",\"entries\":[\"The dragon makes a tail attack.\"]},{\"name\":\"Telekinetic Fling\",\"entries\":[\"The dragon chooses a Small or smaller object that isn't being worn or carried that it can see within 60 feet of it, and magically hurls the object at a creature it can see within 60 feet of the object. The target must succeed on a {@dc 17} Dexterity saving throw or take 15 ({@damage 4d6}) bludgeoning damage.\"]},{\"name\":\"Teleport (Costs 2 Actions)\",\"entries\":[\"The dragon magically teleports to an unoccupied space it can see within 30 feet of it.\"]}],\"legendaryGroup\":{\"name\":\"Sapphire Dragon\",\"source\":\"SADS\"},\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing Dragons\",\"source\":\"FTD\",\"page\":33,\"entries\":[\"You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.\",{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Most dragons are proficient in the {@skill Perception} and {@skill Stealth} skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"{@note See the \\\"Variant: Dragons as Innate Spellcasters\\\" inset(s), below.}\"]},{\"type\":\"entries\",\"name\":\"Other Traits and Actions\",\"entries\":[\"You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Shape\",\"entries\":[\"You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:\",\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\",\"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]},{\"type\":\"item\",\"name\":\"Flyby\",\"entries\":[\"The dragon is an agile flier, quick to fly out of enemies' reach.\",\"The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"type\":\"item\",\"name\":\"Mimicry\",\"entries\":[\"Impersonating characters or their allies could be a fun trick for a crafty dragon.\",\"The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 12} Wisdom ({@skill Insight}) check.\"]},{\"type\":\"item\",\"name\":\"Rejuvenation\",\"entries\":[\"You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.\",\"If it has an essence-preserving object, a destroyed dragon gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"Most dragons have {@sense blindsight} and {@sense darkvision}. You might upgrade {@sense blindsight} to {@sense truesight}, or you could give a dragon with a burrowing speed {@sense tremorsense|MM}.\"]},{\"type\":\"item\",\"name\":\"Tunneler\",\"entries\":[\"The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.\"]}]}]}]}],\"dragonAge\":\"adult\",\"traitTags\":[\"Legendary Resistances\",\"Spider Climb\",\"Tunneler\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Frightful Presence\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"TP\"],\"damageTags\":[\"B\",\"P\",\"S\",\"T\"],\"spellcastingTags\":[\"I\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"incapacitated\"],\"conditionInflictLegendary\":[\"charmed\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"wisdom\"],\"savingThrowForcedLegendary\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-scc.json`] = JSON.parse("{\"monster\":[{\"name\":\"Archaic\",\"source\":\"SCC\",\"page\":184,\"size\":[\"G\"],\"type\":\"celestial\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":245,\"formula\":\"14d20 + 98\"},\"speed\":{\"walk\":40},\"str\":25,\"dex\":10,\"con\":24,\"int\":27,\"wis\":24,\"cha\":20,\"save\":{\"dex\":\"+6\",\"int\":\"+14\",\"wis\":\"+13\",\"cha\":\"+11\"},\"skill\":{\"arcana\":\"+20\",\"deception\":\"+11\",\"history\":\"+20\",\"perception\":\"+13\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":23,\"resist\":[\"force\"],\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"stunned\"],\"languages\":[\"all\"],\"cr\":\"18\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The archaic casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 22}):\"],\"will\":[\"{@spell detect magic}\",\"{@spell divination}\",\"{@spell sending}\"],\"daily\":{\"1e\":[\"{@spell banishment}\",\"{@spell forcecage}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Enigmatic Mind\",\"entries\":[\"The archaic's mind can't be read, creatures can communicate telepathically with the archaic only if it allows, and magic can't determine whether the archaic is lying.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the archaic fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The archaic doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The archaic makes two Force Strike attacks. It can also use Gravity Shift, if available.\"]},{\"name\":\"Force Strike\",\"entries\":[\"{@atk ms,rs} {@hit 14} to hit, reach 15 ft. or range 120 ft., one target. {@h}19 ({@damage 2d10 + 8}) force damage, and the target is pulled up to 10 feet toward the archaic or pushed 10 feet away from it, as the archaic chooses.\"]},{\"name\":\"Gravity Shift {@recharge 5}\",\"entries\":[\"The archaic reverses gravity for one creature it can see within 100 feet of itself. The creature must succeed on a {@dc 22} Wisdom saving throw or fall 100 feet upward. If the falling creature encounters a solid object (such as a ceiling) in this fall, it strikes the object just as it would during a downward fall. If the creature reaches the top of the area without striking anything, it hovers there until the start of the archaic's next turn, at which time gravity returns to normal and the creature falls.\"]},{\"name\":\"Teleport\",\"entries\":[\"The archaic teleports to an unoccupied space that it can see within 120 feet of itself.\"]}],\"reaction\":[{\"name\":\"Spell Mimicry (1/Day)\",\"entries\":[\"Immediately after a creature the archaic can see casts a spell of 5th level or lower, that creature must succeed on a {@dc 22} Charisma saving throw, or the archaic immediately casts the same spell at the same level ({@hit 14} to hit with spell attacks, spell save {@dc 22}), requiring no material components and choosing the spell's targets.\"]}],\"legendary\":[{\"name\":\"Strike\",\"entries\":[\"The archaic makes one Force Strike attack.\"]},{\"name\":\"Teleport\",\"entries\":[\"The archaic uses Teleport.\"]},{\"name\":\"Unravel Magic (Costs 2 Actions)\",\"entries\":[\"The archaic targets one creature it can see within 120 feet of itself. The target must succeed on a {@dc 22} Constitution saving throw or take 35 ({@damage 10d6}) force damage, and each spell of 5th level or lower on the target ends.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Unusual Nature\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\",\"Teleport\"],\"languageTags\":[\"XX\"],\"damageTags\":[\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"RCH\"],\"conditionInflictSpell\":[\"incapacitated\"],\"savingThrowForced\":[\"charisma\",\"constitution\",\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Art Elemental Mascot\",\"source\":\"SCC\",\"page\":185,\"size\":[\"S\"],\"type\":\"elemental\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[11],\"hp\":{\"average\":18,\"formula\":\"4d6 + 4\"},\"speed\":{\"walk\":30},\"str\":6,\"dex\":13,\"con\":12,\"int\":8,\"wis\":11,\"cha\":15,\"skill\":{\"performance\":\"+4\"},\"passive\":10,\"resist\":[\"cold\",\"fire\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Death Burst\",\"entries\":[\"When the elemental dies, it explodes in a burst of colored light. Each creature within 5 feet of the elemental must succeed on a {@dc 11} Constitution saving throw or be {@condition blinded} for 1 minute. A {@condition blinded} creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.\"]}],\"action\":[{\"name\":\"Joyful Flare\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}6 ({@damage 2d4 + 1}) fire damage.\"]},{\"name\":\"Melancholic Bolt\",\"entries\":[\"{@atk rw} {@hit 3} to hit, range 30 ft., one target. {@h}6 ({@damage 2d4 + 1}) cold damage.\"]},{\"name\":\"Captivating Artistry (1/Day)\",\"entries\":[\"The elemental targets one creature it can see within 30 feet of itself. The target must succeed on a {@dc 12} Charisma saving throw or be {@condition charmed} for 1 minute. The {@condition charmed} target can repeat the save at the end of each of its turns, ending the effect on itself on a success.\"]}],\"familiar\":true,\"traitTags\":[\"Death Burst\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"C\",\"F\"],\"miscTags\":[\"AOE\",\"MW\",\"RW\"],\"conditionInflict\":[\"blinded\",\"charmed\"],\"savingThrowForced\":[\"charisma\",\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Beledros Witherbloom\",\"isNamedCreature\":true,\"source\":\"SCC\",\"page\":186,\"size\":[\"G\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"druid\"]},\"alignment\":[\"N\",\"G\"],\"ac\":[{\"ac\":22,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":444,\"formula\":\"24d20 + 192\"},\"speed\":{\"walk\":40,\"fly\":80,\"swim\":40},\"str\":28,\"dex\":14,\"con\":27,\"int\":18,\"wis\":28,\"cha\":17,\"save\":{\"dex\":\"+9\",\"con\":\"+15\",\"wis\":\"+16\",\"cha\":\"+10\"},\"skill\":{\"arcana\":\"+18\",\"medicine\":\"+16\",\"nature\":\"+18\",\"perception\":\"+16\"},\"senses\":[\"blindsight 120 ft.\"],\"passive\":26,\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Common\",\"Draconic\",\"Druidic\",\"Sylvan\"],\"cr\":\"24\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Beledros casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability:\"],\"daily\":{\"1e\":[\"{@spell greater restoration}\",\"{@spell mass cure wounds}\",\"{@spell plant growth}\",\"{@spell revivify}\",\"{@spell speak with dead}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Beledros fails a saving throw, she can choose to succeed instead.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"Beledros doesn't require air, food, or drink.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Beledros makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}14 ({@damage 1d10 + 9}) piercing damage plus 6 ({@damage 1d12}) necrotic damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}12 ({@damage 1d6 + 9}) slashing damage. If the target is a Huge or smaller creature, it is knocked {@condition prone}.\"]},{\"name\":\"Decaying Breath {@recharge 5}\",\"entries\":[\"Beledros exhales decaying energy in a 90-foot cone. Each creature in that area must make a {@dc 23} Constitution saving throw, taking 39 ({@damage 6d12}) necrotic damage and 39 ({@damage 6d12}) poison damage on a failed save, or half as much damage on a successful one. A creature that takes damage from the breath can't regain hit points until the start of Beledros's next turn.\"]},{\"name\":\"Miasmal Flow\",\"entries\":[\"Beledros becomes a swirling cloud of green mist and can move up to half her flying speed without provoking opportunity attacks, then resumes her true form. During this movement, she can move through creatures and objects as if they were {@quickref difficult terrain||3}. If she moves through a creature, it must succeed on a {@dc 23} Constitution saving throw or become {@condition poisoned} until the end of its next turn. If Beledros ends this move inside an object, she takes 5 ({@damage 1d10}) force damage and is shunted to the nearest unoccupied space.\"]}],\"legendary\":[{\"name\":\"Claw\",\"entries\":[\"Beledros makes one Claw attack.\"]},{\"name\":\"Miasmal Flow (Costs 2 Actions)\",\"entries\":[\"Beledros uses Miasmal Flow.\"]},{\"name\":\"Teeming with Life (Costs 3 Actions)\",\"entries\":[\"Beledros magically summons {@dice 1d4} {@creature pest mascot|SCC|pest mascots} in unoccupied spaces she can see within 60 feet of herself. The pests obey her commands and take their turns immediately after hers. Any creature, other than a pest, takes 9 ({@damage 2d8}) poison damage if it starts its turn within 5 feet of one or more of these pests. When one of these pests drops to 0 hit points, Beledros regains 9 hit points. These pests disappear after 10 minutes, when Beledros dies, or when she uses this action again.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Unusual Nature\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"DU\",\"S\"],\"damageTags\":[\"I\",\"N\",\"O\",\"P\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Brackish Trudge\",\"source\":\"SCC\",\"page\":187,\"size\":[\"L\"],\"type\":\"plant\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":68,\"formula\":\"8d10 + 24\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":20,\"dex\":10,\"con\":17,\"int\":4,\"wis\":14,\"cha\":4,\"skill\":{\"perception\":\"+4\"},\"senses\":[\"blindsight 10 ft.\"],\"passive\":14,\"resist\":[\"fire\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Fungal Fortitude\",\"entries\":[\"If damage reduces the trudge to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the trudge drops to 1 hit point instead.\"]}],\"action\":[{\"name\":\"Tusk\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage plus 3 ({@damage 1d6}) poison damage. If the target is a creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}.\"]}],\"senseTags\":[\"B\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cogwork Archivist\",\"source\":\"SCC\",\"page\":188,\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"L\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":90,\"formula\":\"12d10 + 24\"},\"speed\":{\"walk\":40},\"str\":18,\"dex\":10,\"con\":15,\"int\":17,\"wis\":11,\"cha\":6,\"skill\":{\"arcana\":\"+5\",\"history\":\"+5\",\"nature\":\"+5\",\"perception\":\"+2\",\"religion\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"petrified\",\"poisoned\"],\"languages\":[\"all\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The archivist casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability:\"],\"will\":[\"{@spell dancing lights}\",\"{@spell prestidigitation}\"],\"daily\":{\"2\":[\"{@spell silence}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The archivist has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The archivist makes two Grasping Limb attacks.\"]},{\"name\":\"Grasping Limb\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 15 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 14}). The archivist can have no more than two targets {@condition grappled} at a time.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"XX\"],\"damageTags\":[\"B\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\"],\"conditionInflictSpell\":[\"deafened\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Daemogoth\",\"source\":\"SCC\",\"page\":189,\"size\":[\"H\"],\"type\":\"fiend\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":157,\"formula\":\"15d12 + 60\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":19,\"dex\":15,\"con\":19,\"int\":21,\"wis\":14,\"cha\":18,\"save\":{\"int\":\"+9\",\"wis\":\"+6\",\"cha\":\"+8\"},\"skill\":{\"arcana\":\"+13\",\"deception\":\"+12\",\"history\":\"+9\",\"perception\":\"+6\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":16,\"immune\":[\"psychic\"],\"conditionImmune\":[\"frightened\"],\"languages\":[\"Abyssal\",\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Pact of Pain\",\"entries\":[\"Using a 10-minute ritual, the daemogoth can forge a magical bond with a willing creature it touches throughout the ritual. The creature becomes bound by the pact until it dies, the daemogoth dies, or the pact is broken by any effect that can remove a curse.\",\"The daemogoth chooses one spell from the {@filter necromancy or enchantment school that is 3rd level or lower|spells|level=0;1;2;3|school=N;E}. The bound creature can cast that spell using this pact, requiring no material components and using Intelligence as the spellcasting ability. When it casts the spell, the creature takes 7 ({@damage 2d6}) psychic damage, which can't break the creature's {@status concentration} on a spell. Once the bound creature casts the spell in this way, it can't do so again until it finishes a long rest.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The daemogoth makes three Agonizing Burst attacks. It can use Terrify, if available, in place of one of the attacks.\"]},{\"name\":\"Agonizing Burst\",\"entries\":[\"{@atk ms,rs} {@hit 9} to hit, reach 10 ft. or range 120 ft., one target. {@h}11 ({@damage 2d10}) force damage. If the target is a creature, the daemogoth regains 5 hit points.\"]},{\"name\":\"Terrify {@recharge 4}\",\"entries\":[\"The daemogoth targets one creature it can see within 120 feet of itself. The target must make a {@dc 17} Wisdom saving throw. On a failed save, the target takes 33 ({@damage 6d10}) psychic damage and is {@condition frightened} of the daemogoth until the end of the daemogoth's next turn, and the daemogoth regains 5 hit points. On a successful save, the target takes half as much damage and isn't {@condition frightened}, and the daemogoth doesn't heal.\"]}],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"I\",\"TP\"],\"damageTags\":[\"O\",\"Y\"],\"miscTags\":[\"CUR\",\"RCH\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Daemogoth Titan\",\"source\":\"SCC\",\"page\":190,\"size\":[\"G\"],\"type\":\"fiend\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":203,\"formula\":\"11d20 + 88\"},\"speed\":{\"walk\":40},\"str\":26,\"dex\":10,\"con\":26,\"int\":24,\"wis\":18,\"cha\":20,\"save\":{\"int\":\"+12\",\"wis\":\"+9\",\"cha\":\"+10\"},\"skill\":{\"arcana\":\"+17\",\"deception\":\"+15\",\"history\":\"+12\",\"perception\":\"+9\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":19,\"immune\":[\"psychic\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Abyssal\",\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"16\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the titan fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Pact of Suffering\",\"entries\":[\"Using a 10-minute long ritual, the titan can forge a magical bond with a willing creature it touches throughout the ritual. The creature becomes bound by the pact until it dies, the titan dies, or the pact is broken by a {@spell wish} spell.\",\"The titan chooses one spell from the {@filter necromancy or enchantment school that is 8th level or lower|spells|level=0;1;2;3;4;5;6;7;8|school=N;E}. The bound creature can cast that spell using this pact, requiring no material components and using Intelligence as the spellcasting ability. When it casts the spell, the creature takes 21 ({@damage 6d6}) psychic damage, which can't break the creature's {@status concentration} on a spell. Once the bound creature casts the spell in this way, it can't do so again until it finishes a long rest.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The titan makes two Agonizing Burst attacks.\"]},{\"name\":\"Agonizing Burst\",\"entries\":[\"{@atk ms,rs} {@hit 12} to hit, reach 15 ft. or range 120 ft., one target. {@h}17 ({@damage 3d6 + 7}) force damage. If the target is a creature, the titan regains 5 hit points.\"]},{\"name\":\"Teleport\",\"entries\":[\"The titan teleports to an unoccupied space it can see within 120 feet of itself.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"The titan makes one Agonizing Burst attack.\"]},{\"name\":\"Stalking Nightmare (Costs 2 Actions)\",\"entries\":[\"The titan uses Teleport, after which it can target one creature within 20 feet of itself that it can see. The target must make a {@dc 20} Constitution saving throw. On a failed save, the target takes 22 ({@damage 4d10}) necrotic damage, and the titan regains 10 hit points. On a successful save, the target takes half as much damage, and the titan doesn't heal.\"]},{\"name\":\"Terrorize (Costs 3 Actions)\",\"entries\":[\"The titan targets one creature it can see within 120 feet of itself. The target must make a {@dc 20} Wisdom saving throw. On a failed save, the target takes 38 ({@damage 7d10}) psychic damage and is {@condition frightened} of the titan until the end of the target's next turn, and the titan regains 15 hit points. On a successful save, the target takes half as much damage and isn't {@condition frightened}, and the titan doesn't heal.\"]}],\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\",\"Teleport\"],\"languageTags\":[\"AB\",\"I\",\"TP\"],\"damageTags\":[\"N\",\"O\",\"Y\"],\"miscTags\":[\"RCH\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"First-Year Student\",\"source\":\"SCC\",\"page\":191,\"size\":[\"S\",\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"wizard\"]},\"alignment\":[\"A\"],\"ac\":[11],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":30},\"initiative\":{\"advantageMode\":\"adv\"},\"str\":8,\"dex\":12,\"con\":13,\"int\":12,\"wis\":10,\"cha\":11,\"passive\":10,\"languages\":[\"Common plus any two languages\"],\"cr\":\"1/2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The student casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 11}):\"],\"will\":[\"{@spell mage hand}\",\"{@spell prestidigitation}\"],\"daily\":{\"1\":[\"{@spell detect magic}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Excited to Be Here\",\"entries\":[\"The student has advantage on initiative rolls.\"]}],\"action\":[{\"name\":\"Magic Flare\",\"entries\":[\"{@atk ms,rs} {@hit 3} to hit, reach 5 ft. or range 60 ft., one target. {@h}7 ({@damage 1d12 + 1}) force damage.\"]}],\"reaction\":[{\"name\":\"Beginner's Luck (2/Day)\",\"entries\":[\"When the student fails a saving throw, it can reroll the {@dice d20}. It must use the new roll.\"]}],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"O\"],\"spellcastingTags\":[\"O\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fractal Mascot\",\"source\":\"SCC\",\"page\":192,\"size\":[\"S\"],\"type\":\"construct\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[12],\"hp\":{\"average\":27,\"formula\":\"6d6 + 6\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":14,\"con\":13,\"int\":7,\"wis\":10,\"cha\":5,\"passive\":10,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Relative Density\",\"entries\":[\"The fractal can move through creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]}],\"action\":[{\"name\":\"Quantum Strike\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) force damage, or 6 ({@damage 2d4 + 1}) force damage if the fractal is Medium or bigger.\"]}],\"bonus\":[{\"name\":\"Augment\",\"entries\":[\"The fractal's size increases by one category. While the fractal is Medium or bigger, it makes Strength checks and Strength saving throws with advantage. The fractal can become no larger than Huge via this bonus action.\"]},{\"name\":\"Diminish\",\"entries\":[\"The fractal's size decreases by one category. While the fractal is Tiny, it makes attack rolls, Dexterity checks, and Dexterity saving throws with advantage. The fractal can become no smaller than 1 foot in height via this bonus action.\"]}],\"familiar\":true,\"languageTags\":[\"CS\"],\"damageTags\":[\"O\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Galazeth Prismari\",\"isNamedCreature\":true,\"source\":\"SCC\",\"page\":193,\"size\":[\"G\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"sorcerer\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":21,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":402,\"formula\":\"23d20 + 161\"},\"speed\":{\"walk\":40,\"fly\":80},\"str\":26,\"dex\":14,\"con\":25,\"int\":18,\"wis\":20,\"cha\":26,\"save\":{\"dex\":\"+9\",\"con\":\"+14\",\"wis\":\"+12\",\"cha\":\"+15\"},\"skill\":{\"acrobatics\":\"+16\",\"arcana\":\"+18\",\"perception\":\"+12\",\"performance\":\"+22\"},\"senses\":[\"blindsight 120 ft.\"],\"passive\":22,\"resist\":[\"lightning\"],\"immune\":[\"cold\",\"fire\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"23\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Galazeth casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 23}):\"],\"daily\":{\"1e\":[\"{@spell control water}\",\"{@spell gust of wind}\",\"{@spell wall of stone}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Galazeth fails a saving throw, he can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Galazeth makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 15 ft., one target. {@h}13 ({@damage 1d10 + 8}) piercing damage plus 5 ({@damage 1d10}) lightning damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}11 ({@damage 1d6 + 8}) slashing damage. If the target is a Large or smaller creature, it is knocked {@condition prone}.\"]},{\"name\":\"Dancing Elements Breath {@recharge 5}\",\"entries\":[\"Galazeth exhales a blast of flames and ice in a 90-foot cone. Each creature in that area must make a {@dc 22} Dexterity saving throw, gaining no benefit from cover (other than {@quickref Cover||3||total cover}) and taking 38 ({@damage 7d10}) fire damage and 38 ({@damage 7d10}) cold damage on a failed save, or half as much damage on a successful one.\"]}],\"legendary\":[{\"name\":\"Claw\",\"entries\":[\"Galazeth makes one Claw attack.\"]},{\"name\":\"Lightning Flash (Costs 2 Actions)\",\"entries\":[\"Galazeth moves up to half his flying speed without provoking opportunity attacks. When he passes within 15 feet of a creature during this move, that creature must succeed on a {@dc 22} Dexterity saving throw or take 11 ({@damage 2d10}) lightning damage. A creature can take this damage no more than once during the move.\"]},{\"name\":\"Flowing Creation (Costs 3 Actions)\",\"entries\":[\"Galazeth magically summons {@dice 1d4} {@creature art elemental mascot|SCC|elemental mascots} in unoccupied spaces he can see within 60 feet of himself. The art elementals obey his commands and take their turns immediately after his. Any creature, other than an art elemental, takes 5 ({@damage 1d10}) cold, fire, or lightning damage (Galazeth's choice) if it ends its turn within 5 feet of one or more of these elementals. When one of these elementals drops to 0 hit points, Galazeth can fly up to 20 feet without provoking opportunity attacks. These elementals disappear after 10 minutes, when Galazeth dies, or when he uses this action again.\"]}],\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"C\",\"F\",\"L\",\"P\",\"S\"],\"damageTagsSpell\":[\"B\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Groff\",\"source\":\"SCC\",\"page\":194,\"size\":[\"L\"],\"type\":\"plant\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":68,\"formula\":\"8d10 + 24\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":20,\"dex\":10,\"con\":17,\"int\":4,\"wis\":13,\"cha\":7,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"cr\":\"4\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"If the groff is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the groff move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the groff isn't an ordinary moss-covered bog patch.\"]},{\"name\":\"Hold Breath\",\"entries\":[\"The groff can hold its breath for up to 1 hour.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The groff makes one Bite attack and one Swamp Claw attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage.\"]},{\"name\":\"Swamp Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) slashing damage. If the target is a Medium or smaller creature, it must succeed on a {@dc 15} Strength saving throw or become engulfed by the groff. While engulfed, the target can't breathe, is {@condition restrained}, and takes 10 ({@damage 3d6}) poison damage at the start of each of its turns. When the groff moves, the engulfed target moves with it. The groff can have only one target engulfed at a time.\",\"An engulfed target can repeat the saving throw at the end of its turns. On a success, the target escapes and enters the nearest unoccupied space.\"]}],\"traitTags\":[\"False Appearance\",\"Hold Breath\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Inkling Mascot\",\"source\":\"SCC\",\"page\":195,\"size\":[\"T\"],\"type\":\"ooze\",\"alignment\":[\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[13],\"hp\":{\"average\":18,\"formula\":\"4d4 + 8\"},\"speed\":{\"walk\":10,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":10,\"dex\":16,\"con\":14,\"int\":6,\"wis\":7,\"cha\":11,\"skill\":{\"stealth\":\"+5\"},\"senses\":[\"blindsight 60 ft.\"],\"passive\":8,\"immune\":[\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"prone\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Amorphous\",\"entries\":[\"The inkling can move through a space as narrow as 1 inch wide without squeezing.\"]}],\"action\":[{\"name\":\"Blot\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) psychic damage.\"]},{\"name\":\"Ink Spray (1/Day)\",\"entries\":[\"The inkling sprays viscous ink at one creature within 15 feet of itself. The target must succeed on a {@dc 12} Constitution saving throw or be {@condition blinded} until the end of the inkling's next turn.\"]}],\"bonus\":[{\"name\":\"Shadow Stealth\",\"entries\":[\"While in dim light or darkness, the inkling takes the Hide action.\"]}],\"familiar\":true,\"traitTags\":[\"Amorphous\"],\"senseTags\":[\"B\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"Y\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"blinded\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lorehold Apprentice\",\"source\":\"SCC\",\"page\":197,\"size\":[\"S\",\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"wizard\"]},\"alignment\":[\"A\"],\"ac\":[12],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":13,\"int\":15,\"wis\":12,\"cha\":11,\"save\":{\"con\":\"+3\",\"int\":\"+4\"},\"skill\":{\"history\":\"+6\",\"insight\":\"+3\",\"investigation\":\"+6\"},\"passive\":11,\"languages\":[\"Common plus any two languages\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The apprentice casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 12}):\"],\"will\":[\"{@spell guidance}\",\"{@spell light}\"],\"daily\":{\"1e\":[\"{@spell comprehend languages}\",\"{@spell locate object}\",\"{@spell mage armor}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Scroll Bash\",\"entries\":[\"{@atk ms} {@hit 4} to hit, reach 30 ft., one target. {@h}7 ({@damage 1d10 + 2}) bludgeoning damage plus 9 ({@damage 2d8}) thunder damage.\"]},{\"name\":\"Reduce to Memory {@recharge}\",\"entries\":[\"Thundering golden energy erupts around a creature the apprentice can see within 90 feet of it. The creature must make a {@dc 12} Constitution saving throw, taking 33 ({@damage 6d10}) thunder damage on a failed save, or half as much damage on a successful one. A Construct has disadvantage on the saving throw.\"]}],\"reaction\":[{\"name\":\"Learn from the Past (2/Day)\",\"entries\":[\"When another creature within 60 feet of the apprentice misses a target with an attack roll, the apprentice magically enables the attacker to reroll the attack roll. It must use the new roll.\"]}],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"B\",\"T\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"RCH\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lorehold Pledgemage\",\"source\":\"SCC\",\"page\":197,\"size\":[\"S\",\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"wizard\"]},\"alignment\":[\"A\"],\"ac\":[13],\"hp\":{\"average\":60,\"formula\":\"11d8 + 11\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":16,\"con\":13,\"int\":17,\"wis\":12,\"cha\":11,\"save\":{\"con\":\"+3\",\"int\":\"+5\"},\"skill\":{\"history\":\"+7\",\"insight\":\"+3\",\"investigation\":\"+7\"},\"passive\":11,\"languages\":[\"Common plus any two languages\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The pledgemage casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell guidance}\",\"{@spell light}\"],\"daily\":{\"2e\":[\"{@spell comprehend languages}\",\"{@spell locate object}\"],\"1e\":[\"{@spell mage armor}\",\"{@spell speak with dead}\",\"{@spell stone shape}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The pledgemage makes two Scroll Bash attacks.\"]},{\"name\":\"Scroll Bash\",\"entries\":[\"{@atk ms} {@hit 5} to hit, reach 30 ft., one target. {@h}8 ({@damage 1d10 + 3}) bludgeoning damage plus 9 ({@damage 2d8}) thunder damage.\"]},{\"name\":\"Reduce to Memory {@recharge 5}\",\"entries\":[\"Thundering golden energy erupts around a creature the pledgemage can see within 90 feet of it. The creature must make a {@dc 13} Constitution saving throw, taking 44 ({@damage 8d10}) thunder damage on a failed save, or half as much damage on a successful one. A Construct has disadvantage on the saving throw.\"]}],\"bonus\":[{\"name\":\"Chronal Break (1/Day)\",\"entries\":[\"The pledgemage chooses a point within 30 feet of itself, shunting the minds of nearby creatures out of this moment in time. Each creature in a 10-foot-radius sphere centered on that point must succeed on a {@dc 13} Wisdom saving throw or be {@condition incapacitated} until the end of the pledgemage's next turn.\"]}],\"reaction\":[{\"name\":\"Learn from the Past (2/Day)\",\"entries\":[\"When another creature within 60 feet of the pledgemage misses a target with an attack roll, the pledgemage magically enables the attacker to reroll the attack roll. It must use the new roll.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"B\",\"T\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"RCH\"],\"conditionInflict\":[\"incapacitated\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Lorehold Professor of Chaos\",\"source\":\"SCC\",\"page\":198,\"size\":[\"S\",\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"wizard\"]},\"alignment\":[\"A\"],\"ac\":[12],\"hp\":{\"average\":110,\"formula\":\"17d8 + 34\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":14,\"con\":14,\"int\":19,\"wis\":15,\"cha\":13,\"save\":{\"con\":\"+5\",\"int\":\"+7\",\"wis\":\"+5\",\"cha\":\"+4\"},\"skill\":{\"arcana\":\"+7\",\"history\":\"+7\",\"perception\":\"+5\"},\"passive\":15,\"languages\":[\"Common plus any four languages\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The professor casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability:\"],\"will\":[\"{@spell comprehend languages}\",\"{@spell dancing lights}\",\"{@spell guidance}\"],\"daily\":{\"2e\":[\"{@spell locate object}\",\"{@spell mage armor}\",\"{@spell passwall}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Voice from the Past (1/Day)\",\"entries\":[\"The professor can cast the {@spell contact other plane} spell to contact a long-dead spirit, using Intelligence as the spellcasting ability.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The professor makes two Spectral Scroll attacks. It can also use Weight of {@skill History}, if available.\"]},{\"name\":\"Spectral Scroll\",\"entries\":[\"{@atk ms} {@hit 7} to hit, reach 30 ft., one target. {@h}15 ({@damage 2d10 + 4}) force damage. If the target is a creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Weight of History {@recharge 5}\",\"entries\":[\"The professor magically compresses time around up to six creatures of its choice that it can see within 30 feet of itself. Each target must succeed on a {@dc 15} Wisdom saving throw or be {@condition restrained} for 1 minute, but the {@condition restrained} target's speed is halved instead of being reduced to 0. At the start of each of its turns, the {@condition restrained} target takes 4 ({@damage 1d8}) force damage. A {@condition restrained} target can repeat the save at the end of each of its turns, ending the effect on itself on a success.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"RCH\"],\"conditionInflict\":[\"prone\",\"restrained\"],\"savingThrowForced\":[\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Lorehold Professor of Order\",\"source\":\"SCC\",\"page\":198,\"size\":[\"S\",\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"wizard\"]},\"alignment\":[\"A\"],\"ac\":[12],\"hp\":{\"average\":104,\"formula\":\"16d8 + 32\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":14,\"con\":14,\"int\":19,\"wis\":15,\"cha\":13,\"save\":{\"con\":\"+5\",\"int\":\"+7\",\"wis\":\"+5\",\"cha\":\"+4\"},\"skill\":{\"arcana\":\"+7\",\"history\":\"+7\",\"perception\":\"+5\"},\"passive\":15,\"resist\":[\"force\"],\"languages\":[\"Common plus any four languages\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The professor casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell comprehend languages}\",\"{@spell guidance}\",\"{@spell light}\"],\"daily\":{\"2e\":[\"{@spell dimension door}\",\"{@spell locate object}\",\"{@spell mage armor}\",\"{@spell stone shape}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Voice from the Past (1/Day)\",\"entries\":[\"The professor can cast the {@spell contact other plane} spell to contact a long-dead spirit, using Intelligence as the spellcasting ability.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The professor makes two Repelling Burst attacks. It can also use Force Barrier, if available.\"]},{\"name\":\"Repelling Burst\",\"entries\":[\"{@atk ms} {@hit 7} to hit, reach 30 ft., one target. {@h}13 ({@damage 2d8 + 4}) force damage. If the target is a Large or smaller creature, it must succeed on a {@dc 15} Strength saving throw or be pushed up to 10 feet directly away from the professor and become {@condition restrained} until the start of professor's next turn.\"]},{\"name\":\"Force Barrier {@recharge 5}\",\"entries\":[\"The professor magically creates a wall of translucent, golden force within 90 feet of itself. The wall lasts for 1 minute or until the professor uses this action again. The barrier can be a vertical or horizontal plane up to 30 feet on a side or a 10-foot-radius hemispherical dome with a floor. The wall provides {@quickref Cover||3||total cover}. It has AC 17, 30 hit points, and immunity to poison and psychic damage.\"]}],\"reaction\":[{\"name\":\"Arcane Stasis (2/Day)\",\"entries\":[\"When a creature the professor can see within 60 feet of it casts a spell, the professor can magically lock the casting in the moment before completion. The spellcaster must succeed on a {@dc 15} saving throw using the spell's spellcasting ability, or the spell fails and is wasted.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"O\"],\"damageTagsSpell\":[\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"RCH\"],\"conditionInflict\":[\"restrained\"],\"savingThrowForced\":[\"strength\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Mage Hunter\",\"source\":\"SCC\",\"page\":199,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":85,\"formula\":\"10d10 + 30\"},\"speed\":{\"walk\":40,\"climb\":{\"number\":40,\"condition\":\"(hunter form only)\"},\"fly\":{\"number\":10,\"condition\":\"(hover sentry form only)\"},\"canHover\":true},\"str\":19,\"dex\":15,\"con\":16,\"int\":11,\"wis\":17,\"cha\":10,\"save\":{\"int\":\"+3\",\"wis\":\"+6\",\"cha\":\"+3\"},\"skill\":{\"perception\":\"+9\",\"stealth\":\"+5\"},\"senses\":[\"blindsight 120 ft. (blind beyond this radius)\"],\"passive\":19,\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"frightened\",\"prone\"],\"languages\":[\"understands Common but can't speak\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Magic Sense\",\"entries\":[\"The hunter knows the location of every spellcaster, active spell, and magic item within 120 feet of itself.\"]},{\"name\":\"Spider Climb (Hunter Form Only)\",\"entries\":[\"The hunter can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Multiattack (Hunter Form Only)\",\"entries\":[\"The hunter makes two Claw attacks.\"]},{\"name\":\"Claw (Hunter Form Only)\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}22 ({@damage 4d8 + 4}) piercing damage, and the target is {@condition grappled} (escape {@dc 15}). Until this grapple ends, the target is {@condition restrained}, and the hunter can't make a Tail attack against another target.\"]},{\"name\":\"Mage Tracker (Sentry Form Only)\",\"entries\":[\"The hunter emits a pulse of energy that helps it better locate its magical quarry. Each creature within 120 feet of the hunter that has the ability to cast spells must succeed on a {@dc 14} Wisdom saving throw or be mystically marked by the hunter for 1 hour.\",\"While marked, a creature can't become hidden from the hunter and gains no benefit from the {@condition invisible} condition against the hunter. Additionally, while a marked creature is on the same plane of existence as the hunter, the hunter always knows the distance and direction to the creature.\"]}],\"bonus\":[{\"name\":\"Shift Form\",\"entries\":[\"The hunter folds into its drone-like sentry form or unfolds into its hunter form. Its game statistics are the same in each form.\"]}],\"reaction\":[{\"name\":\"Consume and Destroy\",\"entries\":[\"When the hunter takes damage from a spell, it takes only half the triggering damage (rounded down). If the creature that cast the spell is within 60 feet of the hunter, that creature must succeed on a {@dc 14} Dexterity saving throw or take the other half of the damage.\"]}],\"traitTags\":[\"Spider Climb\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"savingThrowForced\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Murgaxor\",\"isNamedCreature\":true,\"source\":\"SCC\",\"page\":180,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"bullywug\",\"warlock\"]},\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":16,\"from\":[\"blood aegis\"]}],\"hp\":{\"average\":127,\"formula\":\"15d8 + 60\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":14,\"con\":18,\"int\":20,\"wis\":12,\"cha\":12,\"save\":{\"con\":\"+8\",\"int\":\"+9\",\"wis\":\"+5\",\"cha\":\"+5\"},\"skill\":{\"deception\":\"+9\",\"medicine\":\"+5\",\"survival\":\"+5\"},\"passive\":11,\"resist\":[\"necrotic\"],\"conditionImmune\":[\"exhaustion\"],\"languages\":[\"Common plus any four languages\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Blood Aegis\",\"entries\":[\"The AC of Murgaxor includes his Constitution modifier while he isn't wearing armor or wielding a shield.\"]},{\"name\":\"Oriq Mask\",\"entries\":[\"Murgaxor wears an Oriq mask. While wearing the mask, Murgaxor can't be targeted by any divination magic or perceived through magical scrying sensors, and he adds double his proficiency bonus to Charisma ({@skill Deception}) checks (included above).\"]},{\"name\":\"Sanguine Sense\",\"entries\":[\"While Murgaxor isn't {@condition blinded}, he can see any creature that isn't an Undead or a Construct within 60 feet of himself, even through {@quickref Cover||3||total cover}, heavily obscured areas, invisibility, or any other phenomena that would prevent sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Murgaxor makes two Blood Lash attacks.\"]},{\"name\":\"Blood Lash\",\"entries\":[\"{@atk ms} {@hit 9} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d10 + 5}) necrotic damage. If the target is a creature, it can't regain hit points until the start of Murgaxor's next turn.\"]},{\"name\":\"Blood Boil {@recharge 4}\",\"entries\":[\"Murgaxor chooses a point within 150 feet of himself, and a 20-foot radius sphere centered on that point fills with a burst of searing, blood-red mist. Each creature of Murgaxor's choice that he can see in that area must make a {@dc 17} Constitution saving throw. On a failed save, a creature takes 38 ({@damage 7d10}) necrotic damage and is {@condition incapacitated} until the end of its next turn. On a success, a creature takes half as much damage and isn't {@condition incapacitated}. A creature dies if reduced to 0 hit points by this necrotic damage.\"]}],\"legendaryGroup\":{\"name\":\"Murgaxor\",\"source\":\"SCC\"},\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"N\"],\"damageTagsLegendary\":[\"B\",\"N\"],\"miscTags\":[\"AOE\",\"RCH\"],\"conditionInflict\":[\"incapacitated\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Oracle of Strixhaven\",\"source\":\"SCC\",\"page\":200,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\",\"wizard\"]},\"alignment\":[\"N\",\"G\"],\"ac\":[12],\"hp\":{\"average\":150,\"formula\":\"20d8 + 60\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":15,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":12,\"dex\":15,\"con\":16,\"int\":21,\"wis\":20,\"cha\":18,\"save\":{\"con\":\"+8\",\"int\":\"+10\",\"wis\":\"+10\",\"cha\":\"+9\"},\"skill\":{\"arcana\":\"+15\",\"insight\":\"+15\",\"investigation\":\"+15\",\"nature\":\"+10\",\"perception\":\"+10\"},\"passive\":20,\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"all\"],\"cr\":\"15\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The Oracle casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 18}):\"],\"will\":[\"{@spell detect magic}\"],\"daily\":{\"2e\":[\"{@spell dispel magic}\",\"{@spell mage armor}\",\"{@spell remove curse}\",\"{@spell sending}\"],\"1e\":[\"{@spell power word stun}\",\"{@spell scrying} (as an action)\",\"{@spell wall of force}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the Oracle fails a saving throw, she can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The Oracle makes two Magic Flare attacks. She can also use Paradoxy, if available.\"]},{\"name\":\"Magic Flare\",\"entries\":[\"{@atk ms,rs} {@hit 10} to hit, reach 5 ft. or range 60 ft., one target. {@h}24 ({@damage 3d12 + 5}) force damage.\"]},{\"name\":\"Paradoxy {@recharge 4}\",\"entries\":[\"Momentary warps in reality appear at three different points the Oracle can see within 120 feet of her. Each creature in a 20-foot-radius sphere centered on each point must make a {@dc 18} Strength saving throw. On a failed save, a creature takes 33 ({@damage 6d10}) force damage and is pulled up to 15 feet in a straight line toward the center of the sphere. On a successful save, the creature takes half as much damage and isn't pulled. A creature caught in the area of multiple warps is affected by only one, which the Oracle chooses.\"]},{\"name\":\"Teleport\",\"entries\":[\"The Oracle teleports, along with any equipment she is wearing or carrying, to an unoccupied space she can see within 60 feet of herself.\"]}],\"legendary\":[{\"name\":\"Vector Shift\",\"entries\":[\"The Oracle teleports one creature she can see within 60 feet of herself, along with any equipment it is wearing or carrying, to an unoccupied space within 30 feet of herself. An unwilling target must succeed on a {@dc 18} Charisma saving throw to avoid the effect.\"]},{\"name\":\"Spellcasting (Costs 2 Actions)\",\"entries\":[\"The Oracle uses Spellcasting.\"]},{\"name\":\"Vortex Jaunt (Costs 2 Actions)\",\"entries\":[\"The Oracle uses Teleport, and immediately after she disappears, each creature within 30 feet of the space she left must succeed on a {@dc 18} Constitution saving throw or take 16 ({@damage 3d10}) force damage.\"]}],\"traitTags\":[\"Legendary Resistances\"],\"actionTags\":[\"Multiattack\",\"Teleport\"],\"languageTags\":[\"XX\"],\"damageTags\":[\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\"],\"conditionInflictSpell\":[\"stunned\"],\"savingThrowForced\":[\"charisma\",\"constitution\",\"strength\"],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Oriq Blood Mage\",\"source\":\"SCC\",\"page\":201,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"warlock\"]},\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":16,\"from\":[\"blood aegis\"]}],\"hp\":{\"average\":127,\"formula\":\"15d8 + 60\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":14,\"con\":18,\"int\":20,\"wis\":12,\"cha\":12,\"save\":{\"con\":\"+8\",\"int\":\"+9\",\"wis\":\"+5\",\"cha\":\"+5\"},\"skill\":{\"deception\":\"+9\",\"medicine\":\"+5\",\"survival\":\"+5\"},\"passive\":11,\"resist\":[\"necrotic\"],\"conditionImmune\":[\"exhaustion\"],\"languages\":[\"Common plus any four languages\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Blood Aegis\",\"entries\":[\"The AC of the blood mage includes its Constitution modifier while it isn't wearing armor or wielding a shield.\"]},{\"name\":\"Oriq Mask\",\"entries\":[\"The blood mage wears an Oriq mask. While wearing the mask, the blood mage can't be targeted by any divination magic or perceived through magical scrying sensors, and it adds double its proficiency bonus to Charisma ({@skill Deception}) checks (included above).\"]},{\"name\":\"Sanguine Sense\",\"entries\":[\"While the blood mage isn't {@condition blinded}, it can see any creature that isn't an Undead or a Construct within 60 feet of itself, even through {@quickref Cover||3||total cover}, heavily obscured areas, invisibility, or any other phenomena that would prevent sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The blood mage makes two Blood Lash attacks.\"]},{\"name\":\"Blood Lash\",\"entries\":[\"{@atk ms} {@hit 9} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d10 + 5}) necrotic damage. If the target is a creature, it can't regain hit points until the start of the blood mage's next turn.\"]},{\"name\":\"Blood Boil {@recharge 4}\",\"entries\":[\"The blood mage chooses a point within 150 feet of itself, and a 20-foot radius sphere centered on that point fills with a burst of searing, blood-red mist. Each creature of the blood mage's choice that it can see in that area must make a {@dc 17} Constitution saving throw. On a failed save, a creature takes 38 ({@damage 7d10}) necrotic damage and is {@condition incapacitated} until the end of its next turn. On a success, a creature takes half as much damage and isn't {@condition incapacitated}. A creature dies if reduced to 0 hit points by this necrotic damage.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"N\"],\"miscTags\":[\"AOE\",\"RCH\"],\"conditionInflict\":[\"incapacitated\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Oriq Recruiter\",\"source\":\"SCC\",\"page\":202,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"warlock\"]},\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":16,\"from\":[\"misdirecting defense\"]}],\"hp\":{\"average\":55,\"formula\":\"10d8 + 10\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":12,\"int\":17,\"wis\":15,\"cha\":18,\"save\":{\"int\":\"+5\",\"wis\":\"+4\",\"cha\":\"+6\"},\"skill\":{\"arcana\":\"+5\",\"deception\":\"+8\",\"insight\":\"+4\",\"persuasion\":\"+6\"},\"passive\":12,\"resist\":[\"psychic\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common plus any two languages\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The recruiter casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 14}):\"],\"will\":[\"{@spell disguise self}\",\"{@spell silent image}\"],\"daily\":{\"1\":[\"{@spell suggestion}\"],\"2\":[\"{@spell charm person}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Misdirecting Defense\",\"entries\":[\"The AC of the recruiter includes its Charisma modifier while it isn't wearing armor or wielding a shield.\"]},{\"name\":\"Oriq Mask\",\"entries\":[\"The recruiter wears an Oriq mask. While wearing the mask, the recruiter can't be targeted by any divination magic or perceived through magical scrying sensors, and it adds double its proficiency bonus to Charisma ({@skill Deception}) checks (included above).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The recruiter makes two Psychic Knife attacks. It can use Spellcasting in place of one of the attacks.\"]},{\"name\":\"Psychic Knife\",\"entries\":[\"{@atk ms,rs} {@hit 6} to hit, reach 5 ft. or range 30 ft., one creature. {@h}21 ({@damage 5d6 + 4}) psychic damage.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"Y\"],\"spellcastingTags\":[\"O\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Pest Mascot\",\"source\":\"SCC\",\"page\":203,\"size\":[\"T\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":22,\"formula\":\"4d4 + 12\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":14,\"con\":17,\"int\":5,\"wis\":13,\"cha\":4,\"skill\":{\"perception\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"cr\":\"1/4\",\"trait\":[{\"name\":\"Regeneration\",\"entries\":[\"The pest regains 5 hit points at the start of its turn if it has at least 1 hit point. If it takes fire damage, this trait doesn't function at the start of the pest's next turn.\"]},{\"name\":\"Spiny Hide\",\"entries\":[\"At the start of each of its turns, the pest deals 2 ({@damage 1d4}) piercing damage to any creature grappling it or that it is grappling.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"familiar\":true,\"traitTags\":[\"Regeneration\"],\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Prismari Apprentice\",\"source\":\"SCC\",\"page\":205,\"size\":[\"S\",\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"sorcerer\"]},\"alignment\":[\"A\"],\"ac\":[12],\"hp\":{\"average\":44,\"formula\":\"8d8 + 8\"},\"speed\":{\"walk\":35},\"str\":10,\"dex\":14,\"con\":13,\"int\":12,\"wis\":13,\"cha\":15,\"save\":{\"dex\":\"+4\",\"cha\":\"+4\"},\"skill\":{\"acrobatics\":\"+4\",\"athletics\":\"+4\",\"performance\":\"+6\"},\"passive\":11,\"languages\":[\"Common plus any two languages\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The apprentice casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 12}):\"],\"will\":[\"{@spell minor illusion}\"],\"daily\":{\"1e\":[\"{@spell gust of wind}\",\"{@spell mage armor}\",\"{@spell silent image}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Elemental Strike\",\"entries\":[\"{@atk ms,rs} {@hit 4} to hit, reach 5 ft. or range 60 ft., one target. {@h}10 ({@damage 3d6}) fire or cold damage (the apprentice's choice).\"]}],\"bonus\":[{\"name\":\"Surge of Artistry {@recharge 4}\",\"entries\":[\"The apprentice moves up to its speed, surrounding itself with elemental magic as it moves. Until the end of its turn, the apprentice can move through the space of other creatures. The first time the apprentice enters a creature's space on a turn, that creature must succeed on a {@dc 12} Dexterity saving throw or be knocked {@condition prone}. If the apprentice ends its turn in another creature's space, the apprentice takes 5 ({@damage 1d10}) force damage and is pushed into the nearest unoccupied space.\"]}],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"C\",\"F\",\"O\"],\"spellcastingTags\":[\"O\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Prismari Pledgemage\",\"source\":\"SCC\",\"page\":205,\"size\":[\"S\",\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"sorcerer\"]},\"alignment\":[\"A\"],\"ac\":[12],\"hp\":{\"average\":66,\"formula\":\"12d8 + 12\"},\"speed\":{\"walk\":35},\"str\":10,\"dex\":15,\"con\":13,\"int\":12,\"wis\":14,\"cha\":17,\"save\":{\"dex\":\"+4\",\"cha\":\"+5\"},\"skill\":{\"acrobatics\":\"+4\",\"athletics\":\"+4\",\"performance\":\"+7\"},\"passive\":12,\"languages\":[\"Common plus any two languages\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The pledgemage casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell minor illusion}\"],\"daily\":{\"2e\":[\"{@spell gust of wind}\",\"{@spell silent image}\"],\"1e\":[\"{@spell mage armor}\",\"{@spell water walk}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Evasion\",\"entries\":[\"If the pledgemage is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the pledgemage instead takes no damage if it succeeds on the saving throw and only half damage if it fails, provided it isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The pledgemage makes two Elemental Strike attacks.\"]},{\"name\":\"Elemental Strike\",\"entries\":[\"{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 60 ft., one target. {@h}12 ({@damage 3d6 + 2}) fire or cold damage (the pledgemage's choice).\"]},{\"name\":\"Showstopper (1/Day)\",\"entries\":[\"The pledgemage shines with elemental magic, targeting one creature it can see within 60 feet of itself. The target must make a {@dc 13} Wisdom saving throw. On a failed save, the target takes 28 ({@damage 8d6}) fire or cold damage (the pledgemage's choice) and is {@condition stunned} until the start of the pledgemage's next turn. On a successful save, the target takes half as much damage and isn't {@condition stunned}.\"]}],\"bonus\":[{\"name\":\"Surge of Artistry {@recharge 4}\",\"entries\":[\"The pledgemage moves up to its speed, surrounding itself with elemental magic as it moves. Until the end of its turn, the pledgemage can move through the space of other creatures. The first time the pledgemage enters a creature's space on a turn, that creature must succeed on a {@dc 13} Dexterity saving throw or be knocked {@condition prone}. If the pledgemage ends its turn in another creature's space, the pledgemage takes 5 ({@damage 1d10}) force damage and is pushed into the nearest unoccupied space.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"C\",\"F\",\"O\"],\"spellcastingTags\":[\"O\"],\"conditionInflict\":[\"prone\",\"stunned\"],\"savingThrowForced\":[\"dexterity\",\"wisdom\"],\"savingThrowForcedSpell\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Prismari Professor of Expression\",\"source\":\"SCC\",\"page\":206,\"size\":[\"S\",\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"sorcerer\"]},\"alignment\":[\"A\"],\"ac\":[13],\"hp\":{\"average\":97,\"formula\":\"15d8 + 30\"},\"speed\":{\"walk\":40},\"str\":14,\"dex\":16,\"con\":15,\"int\":15,\"wis\":13,\"cha\":19,\"save\":{\"dex\":\"+6\",\"int\":\"+5\",\"wis\":\"+4\",\"cha\":\"+7\"},\"skill\":{\"acrobatics\":\"+6\",\"arcana\":\"+5\",\"athletics\":\"+5\",\"perception\":\"+4\",\"performance\":\"+10\"},\"passive\":14,\"resist\":[\"fire\",\"lightning\"],\"languages\":[\"Common plus any four languages\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The professor casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell minor illusion}\"],\"daily\":{\"2e\":[\"{@spell fog cloud}\",\"{@spell gust of wind}\",\"{@spell mage armor}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The professor makes three Cinder Strike attacks.\"]},{\"name\":\"Cinder Strike\",\"entries\":[\"{@atk ms} {@hit 7} to hit, reach 15 ft., one target. {@h}13 ({@damage 2d8 + 4}) fire damage.\"]},{\"name\":\"Lightning Flourish {@recharge}\",\"entries\":[\"The professor unleashes arcs of magical lightning at up to two creatures it can see within 60 feet of itself. Each target must make a {@dc 15} Dexterity saving throw, taking 35 ({@damage 10d6}) lightning damage on a failed save, or half as much damage on a successful one.\"]}],\"bonus\":[{\"name\":\"Flaming Leap\",\"entries\":[\"The professor is wreathed in flames and jumps up to 30 feet in any direction. When the professor lands, the flames erupt in a 10-foot radius around the professor and then vanish. Each creature of the professor's choice in that area must succeed on a {@dc 15} Dexterity saving throw or take 7 ({@damage 2d6}) fire damage.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"F\",\"L\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"RCH\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Prismari Professor of Perfection\",\"source\":\"SCC\",\"page\":206,\"size\":[\"S\",\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"sorcerer\"]},\"alignment\":[\"A\"],\"ac\":[13],\"hp\":{\"average\":97,\"formula\":\"15d8 + 30\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":16,\"con\":15,\"int\":15,\"wis\":13,\"cha\":19,\"save\":{\"dex\":\"+6\",\"int\":\"+5\",\"wis\":\"+4\",\"cha\":\"+7\"},\"skill\":{\"acrobatics\":\"+6\",\"arcana\":\"+5\",\"athletics\":\"+5\",\"perception\":\"+4\",\"performance\":\"+10\"},\"passive\":14,\"resist\":[\"cold\"],\"languages\":[\"Common plus any four languages\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The professor casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell minor illusion}\"],\"daily\":{\"1\":[\"{@spell wall of ice}\"],\"2e\":[\"{@spell control water}\",\"{@spell create or destroy water}\",\"{@spell mage armor}\",\"{@spell stone shape}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Water Walking\",\"entries\":[\"The professor can walk across water and other liquids as if they were solid ground.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The professor makes three Tidal Strike attacks.\"]},{\"name\":\"Tidal Strike\",\"entries\":[\"{@atk ms,rs} {@hit 7} to hit, reach 5 ft. or range 60 ft., one target. {@h}13 ({@damage 2d8 + 4}) cold damage.\"]}],\"bonus\":[{\"name\":\"Rushing Wave\",\"entries\":[\"The professor is momentarily surrounded by a swirling wave of water and moves up to 30 feet. When the professor moves within 5 feet of any other creature during this bonus action, that creature must succeed on a {@dc 15} Strength saving throw, or the creature is knocked {@condition prone} and it can't take reactions until the start of its next turn. A creature can suffer this effect only once during a turn.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"C\"],\"damageTagsSpell\":[\"B\",\"C\"],\"spellcastingTags\":[\"O\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Quandrix Apprentice\",\"source\":\"SCC\",\"page\":208,\"size\":[\"S\",\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"wizard\"]},\"alignment\":[\"A\"],\"ac\":[11],\"hp\":{\"average\":44,\"formula\":\"8d8 + 8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":12,\"con\":13,\"int\":15,\"wis\":14,\"cha\":11,\"save\":{\"int\":\"+4\",\"wis\":\"+4\"},\"skill\":{\"arcana\":\"+6\",\"investigation\":\"+6\",\"nature\":\"+4\"},\"passive\":12,\"languages\":[\"Common plus any two languages\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The apprentice casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 12}):\"],\"will\":[\"{@spell guidance}\",\"{@spell mage hand}\"],\"daily\":{\"1e\":[\"{@spell enlarge/reduce}\",\"{@spell mage armor}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The apprentice makes two Exponential Lash attacks.\"]},{\"name\":\"Exponential Lash\",\"entries\":[\"{@atk ms,rs} {@hit 4} to hit, reach 5 ft. or range 60 ft., one target. {@h}5 ({@damage 1d6 + 2}) force damage, and the apprentice can cause one creature it can see within 30 feet of the target to take 9 ({@damage 2d6 + 2}) force damage.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"O\"],\"spellcastingTags\":[\"O\"],\"savingThrowForcedSpell\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Quandrix Pledgemage\",\"source\":\"SCC\",\"page\":208,\"size\":[\"S\",\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"wizard\"]},\"alignment\":[\"A\"],\"ac\":[12],\"hp\":{\"average\":66,\"formula\":\"12d8 + 12\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":13,\"int\":17,\"wis\":14,\"cha\":11,\"save\":{\"int\":\"+5\",\"wis\":\"+4\"},\"skill\":{\"arcana\":\"+7\",\"investigation\":\"+7\",\"nature\":\"+5\"},\"passive\":12,\"languages\":[\"Common plus any two languages\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The pledgemage casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell guidance}\",\"{@spell mage hand}\"],\"daily\":{\"1e\":[\"{@spell dimension door}\",\"{@spell enlarge/reduce}\",\"{@spell mage armor}\",\"{@spell plant growth}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The pledgemage makes two Exponential Lash attacks.\"]},{\"name\":\"Exponential Lash\",\"entries\":[\"{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 60 ft., one target. {@h}6 ({@damage 1d6 + 3}) force damage, and the pledgemage can cause one creature it can see within 30 feet of the target to take 10 ({@damage 2d6 + 3}) force damage.\"]}],\"bonus\":[{\"name\":\"Vortex Calculus {@recharge 4}\",\"entries\":[\"The pledgemage teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 60 feet of itself. Immediately after it teleports, each creature within 20 feet of the space it left must make a {@dc 13} Constitution saving throw. On a failed save, a creature takes 7 ({@damage 2d6}) force damage and is moved 10 feet in a random horizontal direction. On a successful save, a creature takes half as much damage and isn't moved.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"O\"],\"damageTagsSpell\":[\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Quandrix Professor of Substance\",\"source\":\"SCC\",\"page\":209,\"size\":[\"S\",\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"wizard\"]},\"alignment\":[\"A\"],\"ac\":[12],\"hp\":{\"average\":104,\"formula\":\"16d8 + 32\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":14,\"con\":14,\"int\":19,\"wis\":14,\"cha\":13,\"save\":{\"con\":\"+5\",\"int\":\"+7\",\"wis\":\"+5\",\"cha\":\"+4\"},\"skill\":{\"arcana\":\"+10\",\"investigation\":\"+10\",\"nature\":\"+7\",\"perception\":\"+5\"},\"passive\":15,\"resist\":[\"force\"],\"languages\":[\"Common plus any four languages\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The professor casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell guidance}\",\"{@spell mage hand}\",\"{@spell mending} (as an action)\"],\"daily\":{\"1e\":[\"{@spell creation} (as an action)\",\"{@spell dimension door}\",\"{@spell mage armor}\",\"{@spell plant growth}\",\"{@spell polymorph}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The professor makes two Spatial Blade attacks.\"]},{\"name\":\"Spatial Blade\",\"entries\":[\"{@atk ms,rs} {@hit 7} to hit (the target can't benefit from cover less than {@quickref Cover||3||total cover}), reach 5 ft. or range 120 ft., one target. {@h}13 ({@damage 2d8 + 4}) force damage, or 22 ({@damage 4d8 + 4}) force damage if the professor is Large or larger, and the professor can push the target horizontally up to 10 feet away.\"]}],\"bonus\":[{\"name\":\"Dilation {@recharge 5}\",\"entries\":[\"The professor magically alters its physical form until it uses this bonus action again, until it is {@condition incapacitated} or dies, or until it dismisses the effect (no action required). Choose one of the following options:\"]},{\"name\":\"Expand\",\"entries\":[\"The professor becomes Large if there is sufficient room for it to grow. It has advantage on attack rolls and on ability checks and saving throws that rely on Strength.\"]},{\"name\":\"Contract\",\"entries\":[\"The professor becomes Small. Its walking speed increases to 60 feet, attack rolls against it have disadvantage, and it has advantage on ability checks and saving throws that rely on Dexterity.\"]}],\"reaction\":[{\"name\":\"Avoidant Translation (2/Day)\",\"entries\":[\"When the professor is hit by an attack roll, it can increase its AC by 3 against that attack, potentially causing it to miss. The professor can then teleport, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"O\"],\"damageTagsSpell\":[\"O\"],\"spellcastingTags\":[\"O\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Quandrix Professor of Theory\",\"source\":\"SCC\",\"page\":209,\"size\":[\"S\",\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"wizard\"]},\"alignment\":[\"A\"],\"ac\":[12],\"hp\":{\"average\":97,\"formula\":\"15d8 + 30\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":14,\"con\":14,\"int\":19,\"wis\":15,\"cha\":13,\"save\":{\"con\":\"+5\",\"int\":\"+7\",\"wis\":\"+5\",\"cha\":\"+4\"},\"skill\":{\"arcana\":\"+10\",\"insight\":\"+5\",\"investigation\":\"+10\",\"perception\":\"+5\"},\"passive\":15,\"resist\":[\"psychic\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common plus any four languages\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The professor casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell guidance}\",\"{@spell mage hand}\",\"{@spell minor illusion}\"],\"daily\":{\"1e\":[\"{@spell mage armor}\",\"{@spell major image}\",\"{@spell mirage arcane} (as an action)\",\"{@spell Rary's telepathic bond}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The professor makes two Heuristic Lance attacks. It can also use Overriding Theorem, if available.\"]},{\"name\":\"Heuristic Lance\",\"entries\":[\"{@atk ms,rs} {@hit 7} to hit, reach 5 ft. or range 60 ft., one creature. {@h}13 ({@damage 2d8 + 4}) psychic damage, and the target is {@condition poisoned} until the end of its next turn.\"]},{\"name\":\"Overriding Theorem {@recharge 4}\",\"entries\":[\"The professor magically influences the mind of up to two creatures it can see within 60 feet of itself. Each target must succeed on a {@dc 15} Intelligence saving throw or become {@condition charmed} by the professor until the start of the professor's next turn. The {@condition charmed} creature must immediately use its reaction, if available, to move up its speed toward another creature of the professor's choice and make one melee attack against that other creature.\"]}],\"reaction\":[{\"name\":\"Divide by Zero (2/Day)\",\"entries\":[\"When the professor sees another creature within 60 feet of itself casting a spell, the professor can try to nullify the spell's formation. The creature must succeed on a {@dc 15} saving throw using the spell's spellcasting ability, or the spell fails and is wasted.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"Y\"],\"spellcastingTags\":[\"O\"],\"conditionInflict\":[\"charmed\",\"poisoned\"],\"savingThrowForced\":[\"intelligence\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Relic Sloth\",\"source\":\"SCC\",\"page\":210,\"size\":[\"H\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":76,\"formula\":\"8d12 + 24\"},\"speed\":{\"walk\":20,\"climb\":20},\"str\":20,\"dex\":9,\"con\":17,\"int\":2,\"wis\":12,\"cha\":8,\"skill\":{\"perception\":\"+3\"},\"passive\":13,\"cr\":\"2\",\"action\":[{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage, and the target is {@condition grappled} (escape {@dc 15}). The relic sloth can grapple no more than two targets at a time.\"]}],\"reaction\":[{\"name\":\"Slow but Sturdy\",\"entries\":[\"When the relic sloth is subjected to an effect that would move it out of its current space or knock it {@condition prone}, it is neither moved nor knocked {@condition prone}.\"]}],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ruin Grinder\",\"source\":\"SCC\",\"page\":211,\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":82,\"formula\":\"11d10 + 22\"},\"speed\":{\"walk\":30,\"burrow\":30},\"str\":22,\"dex\":13,\"con\":15,\"int\":3,\"wis\":10,\"cha\":1,\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":10,\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"petrified\",\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Fire Absorption\",\"entries\":[\"Whenever the ruin grinder is subjected to fire damage, it regains a number of hit points equal to half the fire damage dealt.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The ruin grinder deals double damage to objects and structures.\"]},{\"name\":\"Tunneler\",\"entries\":[\"The ruin grinder can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The ruin grinder makes two Excavator attacks.\"]},{\"name\":\"Excavator\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) force damage. If the target is a Huge or smaller creature, it must succeed on a {@dc 17} Strength saving throw or be pushed up to 10 feet away and knocked {@condition prone}.\"]}],\"traitTags\":[\"Damage Absorption\",\"Siege Monster\",\"Tunneler\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Scufflecup Teacup\",\"source\":\"SCC\",\"page\":159,\"size\":[\"T\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":5,\"formula\":\"2d4\"},\"speed\":{\"walk\":20},\"str\":4,\"dex\":14,\"con\":10,\"int\":3,\"wis\":3,\"cha\":1,\"senses\":[\"blindsight 30 ft. (blind beyond this radius)\"],\"passive\":6,\"immune\":[\"poison\"],\"conditionImmune\":[\"blinded\",\"exhaustion\",\"poisoned\"],\"cr\":\"0\",\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d3 + 2}) bludgeoning damage.\"]}],\"senseTags\":[\"B\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Shadrix Silverquill\",\"isNamedCreature\":true,\"source\":\"SCC\",\"page\":212,\"size\":[\"G\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"bard\"]},\"alignment\":[\"N\"],\"ac\":[{\"ac\":21,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":363,\"formula\":\"22d20 + 132\"},\"speed\":{\"walk\":40,\"fly\":80},\"str\":25,\"dex\":14,\"con\":23,\"int\":18,\"wis\":18,\"cha\":26,\"save\":{\"dex\":\"+9\",\"con\":\"+13\",\"wis\":\"+11\",\"cha\":\"+15\"},\"skill\":{\"arcana\":\"+18\",\"deception\":\"+15\",\"perception\":\"+11\",\"persuasion\":\"+15\"},\"senses\":[\"blindsight 120 ft.\"],\"passive\":21,\"immune\":[\"psychic\",\"radiant\"],\"languages\":[\"all\"],\"cr\":\"22\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Shadrix casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 23}):\"],\"daily\":{\"1e\":[\"{@spell darkness}\",\"{@spell daylight}\",\"{@spell hypnotic pattern}\",\"{@spell sending}\",\"{@spell suggestion}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Shadrix fails a saving throw, he can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Shadrix makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 15 ft., one target. {@h}12 ({@damage 1d10 + 7}) piercing damage plus 4 ({@damage 1d8}) radiant damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d6 + 7}) slashing damage. If the target is a creature, it is wracked with despair and has disadvantage on attack rolls until the end of its next turn.\"]},{\"name\":\"Illuminating Shadow Breath {@recharge 5}\",\"entries\":[\"Shadrix exhales an entwined burst of blinding radiance and unnerving shadow in a 90-foot cone. Each creature in that area must make a {@dc 21} Constitution saving throw. On a failed save, a creature takes 31 ({@damage 7d8}) radiant damage and 31 ({@damage 7d8}) psychic damage and is {@condition blinded} until the start of Shadrix's next turn. On a successful save, a creature takes half as much damage and isn't {@condition blinded}.\"]}],\"legendary\":[{\"name\":\"Claw\",\"entries\":[\"Shadrix makes one Claw attack.\"]},{\"name\":\"Shadow Slip (Costs 2 Actions)\",\"entries\":[\"Shadrix becomes an inky cloud of shadow and can move up to half his flying speed without provoking opportunity attacks, then resumes his true form. During this movement, he can move through creatures and objects as if they were {@quickref difficult terrain||3}. If he moves through a creature, it must succeed on a {@dc 21} Constitution saving throw or become {@condition blinded} until the end of its next turn. If Shadrix ends this move inside an object, he takes 5 ({@damage 1d10}) force damage and is shunted to the nearest unoccupied space.\"]},{\"name\":\"Flash of Inspiration (Costs 3 Actions)\",\"entries\":[\"Shadrix magically summons {@dice 1d4} {@creature inkling mascot|SCC|inkling mascots} in unoccupied spaces he can see within 60 feet of himself. The inklings obey his commands and take their turns immediately after his. While any of these inklings live, Shadrix has advantage on attack rolls and saving throws. These inklings disappear after 10 minutes, when Shadrix dies, or when he uses this action again.\"]}],\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"XX\"],\"damageTags\":[\"O\",\"P\",\"R\",\"S\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\"],\"conditionInflictSpell\":[\"charmed\",\"incapacitated\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Silverquill Apprentice\",\"source\":\"SCC\",\"page\":214,\"size\":[\"S\",\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"bard\"]},\"alignment\":[\"A\"],\"ac\":[12],\"hp\":{\"average\":44,\"formula\":\"8d8 + 8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":13,\"int\":12,\"wis\":11,\"cha\":15,\"save\":{\"dex\":\"+4\",\"cha\":\"+4\"},\"skill\":{\"deception\":\"+4\",\"performance\":\"+6\",\"persuasion\":\"+6\"},\"passive\":10,\"languages\":[\"Common plus any two languages\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The apprentice casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 12}):\"],\"will\":[\"{@spell dancing lights}\",\"{@spell friends}\"],\"daily\":{\"1e\":[\"{@spell command}\",\"{@spell mage armor}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Ink Blade\",\"entries\":[\"{@atk ms,rs} {@hit 4} to hit, reach 5 ft. or range 60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage plus 9 ({@damage 2d8}) psychic damage.\"]}],\"reaction\":[{\"name\":\"Rousing Verse\",\"entries\":[\"When a creature the apprentice can see within 30 feet of it fails a saving throw, the apprentice magically weaves together stirring prose, allowing the creature to reroll the saving throw and use the higher result.\"]}],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"P\",\"Y\"],\"spellcastingTags\":[\"O\"],\"conditionInflictSpell\":[\"prone\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Silverquill Pledgemage\",\"source\":\"SCC\",\"page\":214,\"size\":[\"S\",\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"bard\"]},\"alignment\":[\"A\"],\"ac\":[13],\"hp\":{\"average\":66,\"formula\":\"12d8 + 12\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":16,\"con\":13,\"int\":12,\"wis\":11,\"cha\":17,\"save\":{\"dex\":\"+5\",\"wis\":\"+2\",\"cha\":\"+5\"},\"skill\":{\"deception\":\"+5\",\"performance\":\"+7\",\"persuasion\":\"+7\"},\"passive\":10,\"languages\":[\"Common plus any two languages\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The pledgemage casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell dancing lights}\",\"{@spell friends}\"],\"daily\":{\"1e\":[\"{@spell command}\",\"{@spell confusion}\",\"{@spell mage armor}\",\"{@spell tongues}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Ink Blade\",\"entries\":[\"{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 60 ft., one target. {@h}5 ({@damage 1d8 + 3}) piercing damage plus 10 ({@damage 3d6}) psychic damage.\"]}],\"bonus\":[{\"name\":\"Demotivate (2/Day)\",\"entries\":[\"The pledgemage hurls magical insults at one creature it can see within 30 feet of itself. The target must succeed on a {@dc 13} Wisdom saving throw or become {@condition frightened} of the pledgemage for 1 minute. While {@condition frightened} in this way, the target can't take reactions, its speed is halved, and any hit the pledgemage scores against the creature is a critical hit. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"reaction\":[{\"name\":\"Rousing Verse\",\"entries\":[\"When a creature the pledgemage can see within 30 feet of it fails a saving throw, the pledgemage magically weaves together stirring prose, allowing the creature to reroll the saving throw and use the higher result.\"]}],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"P\",\"Y\"],\"spellcastingTags\":[\"O\"],\"conditionInflict\":[\"frightened\"],\"conditionInflictSpell\":[\"prone\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Silverquill Professor of Radiance\",\"source\":\"SCC\",\"page\":215,\"size\":[\"S\",\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"bard\"]},\"alignment\":[\"A\"],\"ac\":[12],\"hp\":{\"average\":97,\"formula\":\"15d8 + 30\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":14,\"con\":14,\"int\":16,\"wis\":13,\"cha\":19,\"save\":{\"dex\":\"+5\",\"int\":\"+6\",\"wis\":\"+4\",\"cha\":\"+7\"},\"skill\":{\"arcana\":\"+6\",\"deception\":\"+7\",\"performance\":\"+10\",\"persuasion\":\"+10\"},\"passive\":11,\"resist\":[\"radiant\"],\"languages\":[\"Common plus any four languages\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The professor casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell dancing lights}\",\"{@spell friends}\"],\"daily\":{\"2e\":[\"{@spell bless}\",\"{@spell command}\",\"{@spell cure wounds}\",\"{@spell daylight}\",\"{@spell mage armor}\"],\"1e\":[\"{@spell hypnotic pattern}\",\"{@spell tongues}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The professor makes two Radiant Strike attacks. The professor can replace one of the attacks with a use of Spellcasting.\"]},{\"name\":\"Radiant Strike\",\"entries\":[\"{@atk ms,rs} {@hit 7} to hit, reach 5 ft. or range 120 ft., one target. {@h}17 ({@damage 3d8 + 4}) radiant damage. If the target is a creature, it must succeed on a {@dc 15} Constitution saving throw be {@condition blinded} until the end of its next turn.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"R\"],\"spellcastingTags\":[\"O\"],\"conditionInflict\":[\"blinded\"],\"conditionInflictSpell\":[\"charmed\",\"incapacitated\",\"prone\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Silverquill Professor of Shadow\",\"source\":\"SCC\",\"page\":215,\"size\":[\"S\",\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"bard\"]},\"alignment\":[\"A\"],\"ac\":[12],\"hp\":{\"average\":97,\"formula\":\"15d8 + 30\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":14,\"con\":14,\"int\":16,\"wis\":13,\"cha\":19,\"save\":{\"dex\":\"+5\",\"int\":\"+6\",\"wis\":\"+4\",\"cha\":\"+7\"},\"skill\":{\"arcana\":\"+6\",\"deception\":\"+10\",\"persuasion\":\"+7\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 300 ft.\"],\"passive\":11,\"resist\":[\"necrotic\"],\"languages\":[\"Common plus any four languages\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The professor casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell dancing lights}\",\"{@spell friends}\"],\"daily\":{\"2e\":[\"{@spell bane}\",\"{@spell command}\",\"{@spell darkness}\",\"{@spell mage armor}\"],\"1e\":[\"{@spell tongues}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the professor's darkvision.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The professor makes two Ink Lance attacks. The professor can replace one of the attacks with a use of Spellcasting.\"]},{\"name\":\"Ink Lance\",\"entries\":[\"{@atk ms,rs} {@hit 7} to hit, reach 5 ft. or range 120 ft., one target. {@h}17 ({@damage 3d8 + 4}) necrotic damage. If the target is a creature, it must succeed on a {@dc 15} Constitution saving throw be {@condition blinded} until the end of its next turn.\"]}],\"traitTags\":[\"Devil's Sight\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"N\"],\"spellcastingTags\":[\"O\"],\"conditionInflict\":[\"blinded\"],\"conditionInflictSpell\":[\"prone\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Spirit Statue Mascot\",\"source\":\"SCC\",\"page\":216,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":26,\"formula\":\"4d8 + 8\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":9,\"con\":15,\"int\":12,\"wis\":13,\"cha\":8,\"skill\":{\"arcana\":\"+5\",\"history\":\"+5\",\"perception\":\"+3\"},\"passive\":13,\"languages\":[\"any languages it knew in life\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Death Burst\",\"entries\":[\"When the spirit statue is reduced to 0 hit points, the statue crumbles, and the spirit returns to the afterlife in a burst of ghostly white flame. Each creature within 5 feet of it must succeed on a {@dc 12} Constitution saving throw or take 3 ({@damage 1d6}) radiant damage.\"]}],\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage.\"]},{\"name\":\"Counsel of the Past (2/Day)\",\"entries\":[\"The spirit statue touches one creature. Once within the next 10 minutes, that creature can roll a {@dice d4} and add the number rolled to one ability check of its choice, immediately after rolling the {@dice d20}.\"]}],\"familiar\":true,\"traitTags\":[\"Death Burst\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"B\",\"R\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Strixhaven Campus Guide\",\"source\":\"SCC\",\"page\":217,\"size\":[\"S\"],\"type\":\"construct\",\"alignment\":[\"L\",\"G\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":31,\"formula\":\"7d6 + 7\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":14,\"con\":13,\"int\":10,\"wis\":12,\"cha\":12,\"save\":{\"dex\":\"+4\"},\"skill\":{\"insight\":\"+3\",\"persuasion\":\"+3\"},\"senses\":[\"blindsight 60 ft.\"],\"passive\":11,\"immune\":[\"poison\"],\"conditionImmune\":[\"blinded\",\"deafened\",\"exhaustion\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"Common plus any three languages\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Campus Knowledge\",\"entries\":[\"While at Strixhaven, the guide can't become lost by magical or nonmagical means. The guide also has advantage on ability checks made to locate creatures or objects at Strixhaven.\"]},{\"name\":\"Univocal Speech\",\"entries\":[\"When the guide speaks, any creature that knows at least one language and can hear the guide understands what it says.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The guide doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The guide makes two Slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage.\"]},{\"name\":\"Smile and Wave\",\"entries\":[\"Each creature of the guide's choice that is within 30 feet of the guide must succeed on a {@dc 11} Wisdom saving throw or be magically {@condition charmed} by the guide for 1 hour.\",\"A {@condition charmed} target must move on its turn toward the guide, trying to get within 5 feet of the guide. The target doesn't move into obviously dangerous ground, such as a fire or a pit. Whenever the {@condition charmed} target takes damage, it can repeat the saving throw, ending the effect on itself on a success.\",\"A target that successfully saves is immune to any guide's Smile and Wave ability for the next 24 hours.\"]}],\"bonus\":[{\"name\":\"Need Directions\",\"entries\":[\"The guide takes the Help action.\"]}],\"traitTags\":[\"Unusual Nature\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"charmed\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tanazir Quandrix\",\"isNamedCreature\":true,\"source\":\"SCC\",\"page\":218,\"size\":[\"G\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"wizard\"]},\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":21,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":444,\"formula\":\"24d20 + 192\"},\"speed\":{\"walk\":40,\"fly\":{\"number\":80,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":28,\"dex\":14,\"con\":27,\"int\":28,\"wis\":18,\"cha\":17,\"save\":{\"dex\":\"+9\",\"con\":\"+15\",\"wis\":\"+11\",\"cha\":\"+10\"},\"skill\":{\"arcana\":\"+23\",\"investigation\":\"+23\",\"nature\":\"+16\",\"perception\":\"+18\"},\"senses\":[\"blindsight 120 ft.\"],\"passive\":28,\"immune\":[\"force\",\"psychic\"],\"languages\":[\"Common\",\"Draconic\",\"telepathy 120 ft.\"],\"cr\":\"24\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Tanazir casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 24}):\"],\"daily\":{\"1e\":[\"{@spell divination}\",\"{@spell enlarge/reduce}\",\"{@spell mirage arcane} (as an action)\",\"{@spell polymorph}\",\"{@spell scrying} (as an action)\",\"{@spell seeming}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Tanazir fails a saving throw, she can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Tanazir makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}14 ({@damage 1d10 + 9}) piercing damage plus 7 ({@damage 2d6}) force damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d6 + 9}) slashing damage. If the target is a creature, it is addled by recursive thoughts, reducing its speed to 0 until the start of Tanazir's next turn.\"]},{\"name\":\"Diminution Breath {@recharge 5}\",\"entries\":[\"Tanazir exhales a weakening equation in a 90-foot cone. Each creature in that area must make a {@dc 23} Constitution saving throw. On a failed save, a creature takes 45 ({@damage 13d6}) force damage and 45 ({@damage 13d6}) psychic damage and is weakened until the start of Tanazir's next turn. While weakened, it has disadvantage on the following rolls that rely on Strength: attack rolls, ability checks, and saving throws. On a successful save, a creature takes half as much damage and isn't weakened.\"]},{\"name\":\"Teleport\",\"entries\":[\"Tanazir teleports to an unoccupied space she can see within 100 feet of herself.\"]}],\"legendary\":[{\"name\":\"Claw\",\"entries\":[\"Tanazir makes one Claw attack.\"]},{\"name\":\"Fold Space (Costs 2 Actions)\",\"entries\":[\"Tanazir uses Teleport, and each other creature within 20 feet of the space she left must succeed on a {@dc 24} Strength saving throw or be pulled up to 30 feet closer to the center of that space and take 16 ({@damage 3d10}) force damage.\"]},{\"name\":\"Fractal Refraction (Costs 3 Actions)\",\"entries\":[\"Tanazir magically summons {@dice 1d4} {@creature fractal mascot|SCC|fractal mascots} in unoccupied spaces she can see within 120 feet of herself. The fractals obey her commands and take their turns immediately after hers. While any of these fractals remain, attack rolls made against Tanazir have disadvantage. A summoned fractal disappears after 1 minute, when it or Tanazir dies, or when she uses this action again.\"]}],\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\",\"Teleport\"],\"languageTags\":[\"C\",\"DR\",\"TP\"],\"damageTags\":[\"O\",\"P\",\"S\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Velomachus Lorehold\",\"isNamedCreature\":true,\"source\":\"SCC\",\"page\":219,\"size\":[\"G\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"wizard\"]},\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":21,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":487,\"formula\":\"25d20 + 225\"},\"speed\":{\"walk\":40,\"climb\":40,\"fly\":80},\"str\":30,\"dex\":14,\"con\":29,\"int\":30,\"wis\":20,\"cha\":18,\"save\":{\"dex\":\"+10\",\"con\":\"+17\",\"wis\":\"+13\",\"cha\":\"+12\"},\"skill\":{\"arcana\":\"+18\",\"history\":\"+18\",\"investigation\":\"+18\",\"perception\":\"+13\"},\"senses\":[\"blindsight 120 ft.\"],\"passive\":23,\"immune\":[\"thunder\"],\"languages\":[\"all\"],\"cr\":\"25\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Velomachus casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability:\"],\"daily\":{\"1e\":[\"{@spell contact other plane} (as an action, contacting a long-dead spirit)\",\"{@spell divination}\",\"{@spell move earth}\",\"{@spell wall of force}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Velomachus fails a saving throw, she can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Velomachus makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 15 ft., one target. {@h}15 ({@damage 1d10 + 10}) piercing damage plus 6 ({@damage 1d12}) thunder damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 10 ft., one target. {@h}13 ({@damage 1d6 + 10}) slashing damage. If the target is a Huge or smaller creature, it is knocked {@condition prone}.\"]},{\"name\":\"Battle Tide Breath {@recharge 5}\",\"entries\":[\"Velomachus exhales thunderous sound in a 90-foot cone. Each creature in that area must make a {@dc 25} Constitution saving throw. On a failure, a creature takes 45 ({@damage 7d12}) force damage and 45 ({@damage 7d12}) thunder damage and is pushed up to 20 feet in a horizontal direction of Velomachus' choice. On a success, the creature takes half as much damage and isn't pushed. Objects that aren't being worn or carried take the damage and are pushed as if they were creatures that failed the saving throw.\"]}],\"legendary\":[{\"name\":\"Claw\",\"entries\":[\"Velomachus makes one Claw attack.\"]},{\"name\":\"Chaotic Flow (Costs 2 Actions)\",\"entries\":[\"Velomachus moves up to half her flying speed. If a creature hits or misses her with an opportunity attack during this move, the attacker takes 19 ({@damage 3d12}) thunder damage.\"]},{\"name\":\"Repeating History (Costs 3 Actions)\",\"entries\":[\"Velomachus magically summons {@dice 1d4} {@creature spirit statue mascot|SCC|statue mascots} in unoccupied spaces she can see within 60 feet of herself. The spirit statues obey her commands and take their turns immediately after hers. Any creature, other than a spirit statue or Velomachus, is {@condition restrained} if it starts its turn within 5 feet of one or more of these spirit statues. This {@condition restrained} condition lasts until the end of the creature's turn. These spirit statues disappear after 10 minutes, when Velomachus dies, or when she uses this action again.\"]}],\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"XX\"],\"damageTags\":[\"O\",\"P\",\"S\",\"T\"],\"damageTagsSpell\":[\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"intelligence\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Witherbloom Apprentice\",\"source\":\"SCC\",\"page\":221,\"size\":[\"S\",\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"druid\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":44,\"formula\":\"8d8 + 8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":13,\"int\":12,\"wis\":15,\"cha\":11,\"save\":{\"con\":\"+3\",\"wis\":\"+4\"},\"skill\":{\"medicine\":\"+4\",\"nature\":\"+5\",\"perception\":\"+6\"},\"passive\":16,\"languages\":[\"Common plus any two languages\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The apprentice casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability:\"],\"will\":[\"{@spell druidcraft}\",\"{@spell spare the dying}\"],\"daily\":{\"1e\":[\"{@spell pass without trace}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Regeneration\",\"entries\":[\"The apprentice regains 5 hit points at the start of its turn if it has at least 1 hit point.\"]},{\"name\":\"Verdant Talisman\",\"entries\":[\"At the end of a 10-minute ritual, the apprentice can touch one willing creature (including itself) and bestow upon it a small talisman imbued with magic. Upon receiving the talisman, the creature gains 10 temporary hit points, and it can add {@dice 1d6} to its initiative rolls while it wears the talisman. These benefits last for 1 hour or until the apprentice conducts another ritual to bestow another talisman. When the benefits expire, the talisman crumbles to dust.\"]}],\"action\":[{\"name\":\"Briar Vine\",\"entries\":[\"{@atk ms} {@hit 4} to hit, reach 15 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage plus 9 ({@damage 2d8}) poison damage. If the target is a Large or smaller creature, the apprentice can pull it up to 10 feet closer to itself.\"]}],\"reaction\":[{\"name\":\"Wither Burst\",\"entries\":[\"When the apprentice sees a creature within 30 feet of itself drop to 0 hit points, the apprentice channels the expended life essence and targets another creature it can see within 30 feet of itself. The target must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. While {@condition poisoned} in this way, the target takes 3 ({@damage 1d6}) poison damage at the start of each of its turns. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success.\"]}],\"traitTags\":[\"Regeneration\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"I\",\"P\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"RCH\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Witherbloom Pledgemage\",\"source\":\"SCC\",\"page\":222,\"size\":[\"S\",\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"druid\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":12,\"from\":[\"15 with vociferous form\"]}],\"hp\":{\"average\":66,\"formula\":\"12d8 + 12\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":15,\"con\":13,\"int\":14,\"wis\":17,\"cha\":11,\"save\":{\"con\":\"+3\",\"wis\":\"+5\"},\"skill\":{\"medicine\":\"+5\",\"nature\":\"+6\",\"perception\":\"+7\"},\"passive\":17,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Common plus any two languages\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The apprentice casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability:\"],\"will\":[\"{@spell druidcraft}\",\"{@spell spare the dying}\"],\"daily\":{\"1e\":[\"{@spell death ward}\",\"{@spell pass without trace}\",\"{@spell speak with plants}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Regeneration\",\"entries\":[\"As long as the pledgemage has at least 1 hit point remaining, the pledgemage regains 5 hit points at the start of its turn.\"]},{\"name\":\"Verdant Talisman\",\"entries\":[\"At the end of a 10-minute ritual, the pledgemage can touch one willing creature (including itself) and bestow upon it a small talisman imbued with magic. Upon receiving the talisman, the creature gains 10 temporary hit points, and it can add {@dice 1d6} to its initiative rolls while it wears the talisman. These benefits last for 1 hour or until the pledgemage conducts another ritual to bestow another talisman. When the benefits expire, the talisman crumbles to dust.\"]}],\"action\":[{\"name\":\"Briar Vine\",\"entries\":[\"{@atk ms} {@hit 5} to hit, reach 15 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage plus 18 ({@damage 4d8}) poison damage. If the target is a Large or smaller creature, the apprentice can pull it up to 10 feet closer to itself.\"]}],\"bonus\":[{\"name\":\"Vociferous Form (1/Day)\",\"entries\":[\"The pledgemage transforms into an avatar of plants and shadow. While in this form, the pledgemage adds its Wisdom modifier to its AC if it isn't wearing armor or wielding a shield, and it has advantage on attack rolls against any creature missing hit points. This form lasts for 1 minute or until the pledgemage is reduced to 0 hit points.\"]}],\"reaction\":[{\"name\":\"Wither Burst\",\"entries\":[\"When the pledgemage sees a creature within 30 feet of itself drop to 0 hit points, the pledgemage channels the expended life essence and targets another creature it can see within 30 feet of itself. The target must succeed on a {@dc 13} Constitution saving throw or become {@condition poisoned} for 1 minute. While {@condition poisoned} in this way, the target takes 3 ({@damage 1d6}) poison damage at the start of each of its turns. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success.\"]}],\"traitTags\":[\"Regeneration\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"I\",\"P\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"RCH\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Witherbloom Professor of Decay\",\"source\":\"SCC\",\"page\":223,\"size\":[\"S\",\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"druid\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item hide armor|PHB}\"]}],\"hp\":{\"average\":105,\"formula\":\"14d8 + 42\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":14,\"con\":16,\"int\":16,\"wis\":19,\"cha\":13,\"save\":{\"con\":\"+6\",\"int\":\"+6\",\"wis\":\"+7\",\"cha\":\"+4\"},\"skill\":{\"arcana\":\"+6\",\"medicine\":\"+7\",\"nature\":\"+6\",\"survival\":\"+7\"},\"passive\":14,\"resist\":[\"necrotic\"],\"languages\":[\"Common plus any four languages\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The professor casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell druidcraft}\",\"{@spell spare the dying}\"],\"daily\":{\"1e\":[\"{@spell antilife shell}\",\"{@spell bane}\",\"{@spell feign death}\",\"{@spell speak with dead}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Essence Transfer (1/Day)\",\"entries\":[\"The professor can cast the {@spell animate dead} spell, using Wisdom as the spellcasting ability.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The professor makes two Mortality Spear attacks. It can replace one of the attacks with a use of Spellcasting.\"]},{\"name\":\"Mortality Spear\",\"entries\":[\"{@atk ms,rs} {@hit 7} to hit, reach 5 ft. or range 120 ft., one target. {@h}17 ({@damage 3d8 + 4}) necrotic damage, and the target can't regain hit points until the start of the professor's next turn.\"]},{\"name\":\"Essence Pulse {@recharge 5}\",\"entries\":[\"The professor creates a life-draining vortex in a 30-foot-radius sphere centered on itself. Each creature of the professor's choice that it can see within that area must make a {@dc 15} Constitution saving throw, taking 23 ({@damage 5d8}) necrotic damage on a failed save, or half as much damage on a successful one. The professor then regains 10 hit points. An affected creature's hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. The creature dies if its hit point maximum is reduced to 0.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"N\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"HPR\"],\"conditionInflictSpell\":[\"blinded\",\"incapacitated\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Witherbloom Professor of Growth\",\"source\":\"SCC\",\"page\":223,\"size\":[\"S\",\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"druid\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item hide armor|PHB}\"]}],\"hp\":{\"average\":112,\"formula\":\"15d8 + 45\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":13,\"con\":16,\"int\":16,\"wis\":19,\"cha\":13,\"save\":{\"con\":\"+6\",\"int\":\"+6\",\"wis\":\"+7\",\"cha\":\"+4\"},\"skill\":{\"arcana\":\"+6\",\"medicine\":\"+7\",\"nature\":\"+6\",\"survival\":\"+7\"},\"passive\":14,\"resist\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Common plus any four languages\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The professor casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability:\"],\"will\":[\"{@spell druidcraft}\",\"{@spell spare the dying}\"],\"daily\":{\"1e\":[\"{@spell greater restoration}\",\"{@spell lesser restoration}\",\"{@spell mass cure wounds}\",\"{@spell pass without trace}\",\"{@spell plant growth}\",\"{@spell revivify}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The professor makes two Verdant Lash attacks.\"]},{\"name\":\"Verdant Lash\",\"entries\":[\"{@atk ms} {@hit 7} to hit, reach 30 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage plus 7 ({@damage 2d6}) poison damage, and the target must succeed on a {@dc 15} Strength saving throw or be pulled up to 10 feet closer to the professor.\"]},{\"name\":\"Summon Nature's Avatar (Recharges after a Short or Long Rest)\",\"entries\":[\"The professor magically summons a Groff. The groff appears in an unoccupied space within 60 feet of the professor, acts as the professor's ally, and takes its turns immediately after the professor's. The professor can communicate telepathically with this groff while it remains. The groff remains for 10 minutes, until it or the professor dies, or until the professor dismisses it as an action.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"I\",\"P\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"RCH\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Y'demi\",\"isNamedCreature\":true,\"source\":\"SCC\",\"page\":172,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\",\"warlock\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"blood aegis\"]}],\"hp\":{\"average\":127,\"formula\":\"15d8 + 60\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":14,\"con\":18,\"int\":20,\"wis\":12,\"cha\":12,\"save\":{\"con\":\"+8\",\"int\":\"+9\",\"wis\":\"+5\",\"cha\":\"+5\"},\"skill\":{\"deception\":\"+9\",\"medicine\":\"+5\",\"survival\":\"+5\"},\"passive\":11,\"resist\":[\"necrotic\"],\"conditionImmune\":[\"exhaustion\"],\"languages\":[\"Common plus any four languages\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Blood Aegis\",\"entries\":[\"The AC of Y'demi includes her Constitution modifier while she isn't wearing armor or wielding a shield.\"]},{\"name\":\"Oriq Mask\",\"entries\":[\"Y'demi wears an Oriq mask. While wearing the mask, Y'demi can't be targeted by any divination magic or perceived through magical scrying sensors, and she adds double her proficiency bonus to Charisma ({@skill Deception}) checks (included above).\"]},{\"name\":\"Sanguine Sense\",\"entries\":[\"While Y'demi isn't {@condition blinded}, she can see any creature that isn't an Undead or a Construct within 60 feet of itself, even through {@quickref Cover||3||total cover}, heavily obscured areas, invisibility, or any other phenomena that would prevent sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Y'demi makes two Blood Lash attacks.\"]},{\"name\":\"Blood Lash\",\"entries\":[\"{@atk ms} {@hit 9} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d10 + 5}) necrotic damage. If the target is a creature, it can't regain hit points until the start of the Y'demi's next turn.\"]},{\"name\":\"Blood Boil {@recharge 4}\",\"entries\":[\"Y'demi chooses a point within 150 feet of itself, and a 20-foot radius sphere centered on that point fills with a burst of searing, blood-red mist. Each creature of Y'demi's choice that she can see in that area must make a {@dc 17} Constitution saving throw. On a failed save, a creature takes 38 ({@damage 7d10}) necrotic damage and is {@condition incapacitated} until the end of its next turn. On a success, a creature takes half as much damage and isn't {@condition incapacitated}. A creature dies if reduced to 0 hit points by this necrotic damage.\"]}],\"bonus\":[{\"name\":\"Sanguine Tentacles (1/Day)\",\"entries\":[\"The blood in the copper basin disappears as tentacles of congealed blood fill a 10-foot cube centered at a point on the ground that Y'demi can see within 15 feet of her. The effect lasts for 1 minute, during which time that area is {@quickref difficult terrain||3}. Any creature entering that area for the first time on a turn or starting its turn there must succeed on a {@dc 13} Dexterity saving throw or be {@condition restrained} by the tentacles. A creature that starts its turn {@condition restrained} by the tentacles takes 10 ({@damage 3d6}) bludgeoning damage. A creature {@condition restrained} by the tentacles can use its action to make either a {@dc 13} Strength ({@skill Athletics}) check or a {@dc 13} Dexterity ({@skill Acrobatics}) check, ending the {@condition restrained} condition on itself on a success.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"B\",\"N\"],\"miscTags\":[\"AOE\",\"RCH\"],\"conditionInflict\":[\"incapacitated\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true}]}"); JSON_DATA[`data/bestiary/bestiary-sdw.json`] = JSON.parse("{\"_meta\":{\"otherSources\":{\"monster\":{\"MM\":\"SDW\",\"VGM\":\"SDW\",\"MTF\":\"SDW\",\"SKT\":\"SDW\",\"ToA\":\"SDW\",\"TftYP\":\"SDW\",\"DIP\":\"SDW\",\"GoS\":\"SDW\"}}},\"monster\":[{\"name\":\"Expert\",\"source\":\"SDW\",\"level\":9,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"sidekickType\":\"expert\",\"sidekickHidden\":true},\"ac\":[{\"ac\":16,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":55,\"formula\":\"10d8 + 10\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":18,\"con\":12,\"int\":14,\"wis\":10,\"cha\":14,\"save\":{\"dex\":\"+8\"},\"skill\":{\"acrobatics\":\"+12\",\"performance\":\"+6\",\"persuasion\":\"+6\",\"sleight of hand\":\"+8\",\"stealth\":\"+12\"},\"passive\":10,\"languages\":[\"Common\",\"plus one of your choice\"],\"trait\":[{\"name\":\"Helpful\",\"entries\":[\"The expert can take the Help action as a bonus action, and the creature who receives the help gains a {@dice 1d6} bonus to the {@dice d20} roll. If that roll is an attack roll, the creature can forgo adding the bonus to it, and then if the attack hits, the creature can add the bonus to the attack's damage roll against one target.\"]},{\"name\":\"Evasion\",\"entries\":[\"When the expert is not {@condition incapacitated} and subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it failed.\"]},{\"name\":\"Tools\",\"entries\":[\"The expert has thieves' tools and a musical instrument.\"]}],\"action\":[{\"name\":\"Extra Attack\",\"entries\":[\"The expert can attack twice, instead of once, whenever it takes the attack action on its turn.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 8} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 8} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\",\"shortbow|phb\",\"shortsword|phb\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\",\"THW\"],\"hasToken\":true},{\"name\":\"Giant Shark Skeleton\",\"source\":\"SDW\",\"size\":[\"H\"],\"type\":\"undead\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":126,\"formula\":\"11d12 + 55\"},\"speed\":{\"walk\":20,\"swim\":50},\"str\":23,\"dex\":11,\"con\":21,\"int\":1,\"wis\":10,\"cha\":5,\"skill\":{\"perception\":\"+3\"},\"senses\":[\"blindsight 60 ft.\"],\"passive\":13,\"immune\":[\"poison\"],\"vulnerable\":[\"bludgeoning\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Blood Frenzy\",\"entries\":[\"The giant shark skeleton has advantage on melee attack rolls against any creature that doesn't have all its hit points.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}22 ({@damage 3d10 + 6}) piercing damage.\"]}],\"senseTags\":[\"B\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Lhammaruntosz\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SDW\",\"size\":[\"H\"],\"type\":\"dragon\",\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":212,\"formula\":\"17d12 + 102\"},\"speed\":{\"walk\":40,\"fly\":80,\"swim\":40},\"str\":25,\"dex\":10,\"con\":23,\"int\":16,\"wis\":15,\"cha\":19,\"save\":{\"dex\":\"+5\",\"con\":\"+11\",\"wis\":\"+7\",\"cha\":\"+9\"},\"skill\":{\"insight\":\"+7\",\"perception\":\"+12\",\"stealth\":\"+5\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":22,\"immune\":[\"lightning\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"16\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Lhammaruntosz's spellcasting ability is Charisma (spell save {@dc 17}). She can innately cast the following spells, requiring no material components:\"],\"daily\":{\"1e\":[\"{@spell create food and water}\",\"{@spell detect thoughts}\",\"{@spell fog cloud}\",\"{@spell speak with animals}\"]},\"ability\":\"cha\"},{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Lhammaruntosz is an 8th-level spellcaster. Her spellcasting ability is Charisma (spell save {@dc 17}; {@hit 9} to hit with spell attacks). She has the following sorcerer spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell light}\",\"{@spell mage hand}\",\"{@spell mending}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell charm person}\",\"{@spell detect magic}\",\"{@spell expeditious retreat}\",\"{@spell sleep}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell darkness}\",\"{@spell invisibility}\",\"{@spell suggestion}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell dispel magic}\",\"{@spell protection from energy}\"]},\"4\":{\"slots\":2,\"spells\":[\"{@spell dimension door}\",\"{@spell stoneskin}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"Lhammaruntosz can breathe air and water.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Lhammaruntosz fails a saving throw, she can choose to succeed instead.\"]},{\"name\":\"Regeneration\",\"entries\":[\"Lhammaruntosz regains 5 hit points at the start of her turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Lhammaruntosz can use her Frightful Presence. She then makes three attacks: one with her bite and two with her claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d10 + 7}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d6 + 7}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 15 ft., one target. {@h}16 ({@damage 2d8 + 7}) bludgeoning damage.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of Lhammaruntosz's choice that is within 120 feet of her and aware of her must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Lhammaruntosz's Frightful Presence for the next 24 hours.\"]},{\"name\":\"Breath Weapons {@recharge 5}\",\"entries\":[\"Lhammaruntosz uses one of the following breath weapons.\"]},{\"name\":\"Lightning Breath\",\"entries\":[\"Lhammaruntosz exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a {@dc 19} Dexterity saving throw, taking 66 ({@damage 12d10}) lightning damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Repulsion Breath\",\"entries\":[\"Lhammaruntosz exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a {@dc 19} Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.\"]},{\"name\":\"Change Shape\",\"entries\":[\"Lhammaruntosz magically polymorphs into a humanoid or beast that has a challenge rating no higher than her own, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Lhammaruntosz's choice).\",\"In a new form, Lhammaruntosz retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"Lhammaruntosz makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Tail Attack\",\"entries\":[\"Lhammaruntosz makes a tail attack.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"Lhammaruntosz beats its wings. Each creature within 10 feet of Lhammaruntosz must succeed on a {@dc 20} Dexterity saving throw or take 14 ({@damage 2d6 + 7}) bludgeoning damage and be knocked {@condition prone}. Lhammaruntosz can then fly up to half her flying speed.\"]}],\"legendaryGroup\":{\"name\":\"Bronze Dragon\",\"source\":\"MM\"},\"traitTags\":[\"Amphibious\",\"Legendary Resistances\",\"Regeneration\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Frightful Presence\",\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"L\",\"P\",\"S\"],\"damageTagsLegendary\":[\"S\",\"T\"],\"damageTagsSpell\":[\"O\"],\"spellcastingTags\":[\"CS\",\"I\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"prone\"],\"conditionInflictLegendary\":[\"deafened\",\"prone\"],\"conditionInflictSpell\":[\"charmed\",\"invisible\",\"unconscious\"],\"savingThrowForced\":[\"dexterity\",\"strength\",\"wisdom\"],\"savingThrowForcedLegendary\":[\"constitution\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Spellcaster (Healer)\",\"source\":\"SDW\",\"level\":9,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"sidekickType\":\"spellcaster\",\"tags\":[\"healer\"],\"sidekickHidden\":true},\"ac\":[{\"ac\":13,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":45,\"formula\":\"10d8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":12,\"con\":10,\"int\":15,\"wis\":18,\"cha\":13,\"save\":{\"wis\":\"+8\"},\"skill\":{\"arcana\":\"+6\",\"investigation\":\"+6\",\"religion\":\"+6\"},\"passive\":14,\"languages\":[\"Common\",\"plus one of your choice\"],\"spellcasting\":[{\"name\":\"Spellcasting (Healer)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The spellcaster's spellcasting ability is Wisdom (spell save {@dc 16}, {@hit 8} to hit with spell attacks). The spellcaster has following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell guidance}\",\"{@spell light}\",\"{@spell resistance}\",\"{@spell sacred flame}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell bless}\",\"{@spell cure wounds}\",\"{@spell shield of faith}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell aid}\",\"{@spell lesser restoration}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell protection from energy}\",\"{@spell revivify}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell banishment}\",\"{@spell death ward}\"]},\"5\":{\"slots\":1,\"spells\":[\"{@spell greater restoration}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Potent Cantrip\",\"entries\":[\"The spellcaster can add its spellcasting ability modifier to the damage it deals with any cantrip.\"]}],\"action\":[{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, or 4 ({@damage 1d8}) bludgeoning damage if used with two hands.\"]}],\"attachedItems\":[\"quarterstaff|phb\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"R\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"incapacitated\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\"],\"hasToken\":true},{\"name\":\"Spellcaster (Mage)\",\"source\":\"SDW\",\"level\":9,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"sidekickType\":\"spellcaster\",\"tags\":[\"mage\"],\"sidekickHidden\":true},\"ac\":[{\"ac\":13,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":45,\"formula\":\"10d8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":12,\"con\":10,\"int\":18,\"wis\":14,\"cha\":14,\"save\":{\"wis\":\"+6\"},\"skill\":{\"arcana\":\"+8\",\"investigation\":\"+8\",\"religion\":\"+8\"},\"passive\":12,\"languages\":[\"Common\",\"plus one of your choice\"],\"spellcasting\":[{\"name\":\"Spellcasting (Mage)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The spellcaster's spellcasting ability is Intelligence (spell save {@dc 16}, {@hit 8} to hit with spell attacks). The spellcaster has following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell light}\",\"{@spell mage hand}\",\"{@spell minor illusion}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell burning hands}\",\"{@spell shield}\",\"{@spell sleep}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell flaming sphere}\",\"{@spell invisibility}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell fireball}\",\"{@spell fly}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell polymorph}\",\"{@spell wall of fire}\"]},\"5\":{\"slots\":1,\"spells\":[\"{@spell cone of cold}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Potent Cantrip\",\"entries\":[\"The spellcaster can add its spellcasting ability modifier to the damage it deals with any cantrip.\"]}],\"action\":[{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, or 4 ({@damage 1d8}) bludgeoning damage if used with two hands.\"]}],\"attachedItems\":[\"quarterstaff|phb\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"C\",\"F\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"invisible\",\"unconscious\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true},{\"name\":\"Warrior\",\"source\":\"SDW\",\"level\":9,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"sidekickType\":\"warrior\",\"sidekickHidden\":true},\"ac\":[{\"ac\":20,\"from\":[\"{@item plate armor|PHB|plate}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":65,\"formula\":\"10d8 + 20\"},\"speed\":{\"walk\":30},\"initiative\":{\"advantageMode\":\"adv\"},\"str\":18,\"dex\":14,\"con\":14,\"int\":10,\"wis\":12,\"cha\":10,\"save\":{\"con\":\"+6\"},\"skill\":{\"athletics\":\"+8\",\"perception\":\"+5\",\"survival\":\"+5\"},\"passive\":15,\"languages\":[\"Common\",\"plus one of your choice\"],\"trait\":[{\"name\":\"Battle Readiness\",\"entries\":[\"The warrior has advantage on initiative rolls.\"]},{\"name\":\"Improved Critical\",\"entries\":[\"The warrior's attack rolls score a critical hit on a roll of 19 or 20 on the {@dice d20}.\"]},{\"name\":\"Indomitable (1/Day)\",\"entries\":[\"The warriorcan reroll a saving throw that it fails, but it must use the new result.\"]},{\"name\":\"Martial Role\",\"entries\":[\"The warrior has one of the following traits of your choice:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Attacker\",\"type\":\"item\",\"entries\":[\"The warrior gains a +2 bonus to attack rolls.\"]},{\"name\":\"Defender\",\"type\":\"item\",\"entries\":[\"The warrior gains the Protection reaction below.\"]}]}]},{\"name\":\"Second Wind (Recharges after a Short or Long Rest)\",\"entries\":[\"The warrior can use a bonus action on its turn to regain hit points equal to {@dice 1d10} + its level.\"]}],\"action\":[{\"name\":\"Extra Attack\",\"entries\":[\"The warrior can attack twice, instead of once, whenever it takes the attack action on its turn.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Protection (Defender Only)\",\"entries\":[\"When a creature the warrior can see attacks a target other than the warrior that is within 5 feet of the warrior, the warrior can use their reaction to impose disadvantage on the attack roll. The warrior must be wielding a shield.\"]}],\"attachedItems\":[\"longbow|phb\",\"longsword|phb\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true}]}"); JSON_DATA[`data/bestiary/bestiary-skt.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\"]},\"internalCopies\":[\"monster\"],\"otherSources\":{\"monster\":{\"MM\":\"SKT\"}}},\"monster\":[{\"name\":\"Aarakocra Simulacrum\",\"source\":\"SKT\",\"page\":188,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"aarakocra\"]},\"alignment\":[\"N\",\"G\"],\"ac\":[12],\"hp\":{\"average\":6,\"formula\":\"3d4\"},\"speed\":{\"walk\":20,\"fly\":50},\"str\":10,\"dex\":14,\"con\":10,\"int\":11,\"wis\":12,\"cha\":11,\"skill\":{\"perception\":\"+5\"},\"passive\":15,\"languages\":[\"Auran\",\"Aarakocra\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Dive Attack\",\"entries\":[\"If the aarakocra is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 ({@dice 1d6}) damage to the target.\"]},{\"name\":\"Simulacra\",\"entries\":[\"When a simulacrum drops to 0 hit points or is subjected to a successful {@spell dispel magic} spell ({@dc 17}), it reverts to ice and snow and is destroyed.\"]}],\"action\":[{\"name\":\"Talon\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Summon Air Elemental\",\"entries\":[\"Five aarakocra within 30 feet of each other can magically summon an air elemental. Each of the five must use its action and movement on three consecutive turns to perform an aerial dance and must maintain {@status concentration} while doing so (as if {@status concentration||concentrating} on a spell). When all five have finished their third turn of the dance, the elemental appears in an unoccupied space within 60 feet of them. It is friendly toward them and obeys their spoken commands. It remains for 1 hour, until it or all its summoners die, or until any of its summoners dismisses it as a bonus action. A summoner can't perform the dance again until it finishes a short rest. When the elemental returns to the Elemental Plane of Air, any aarakocra within 5 feet of it can return with it.\"]}],\"attachedItems\":[\"javelin|phb\"],\"languageTags\":[\"AU\",\"OTH\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true},{\"name\":\"Alastrah\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":197,\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\"},\"type\":\"giant\",\"alignment\":[\"N\"],\"str\":14,\"languages\":[\"Giant\"],\"action\":[{\"name\":\"Club\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage.\"]}],\"attachedItems\":[\"club|phb\"],\"languageTags\":[\"GI\"],\"miscTags\":[\"MLW\"],\"hasToken\":true},{\"name\":\"Augrek Brighthelm\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":247,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"dwarf\",\"prefix\":\"Shield\"}]},\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item chain shirt|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":13,\"formula\":\"2d8 + 4\"},\"speed\":{\"walk\":25},\"str\":14,\"dex\":11,\"con\":15,\"int\":10,\"wis\":11,\"cha\":11,\"skill\":{\"athletics\":\"+4\",\"perception\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[\"poison\"],\"languages\":[\"Common\",\"Dwarvish\"],\"trait\":[{\"name\":\"Dwarven Resilience\",\"entries\":[\"Augrek has advantage on saving throws against poison.\"]},{\"name\":\"Roleplaying Information\",\"entries\":[\"Sheriff's deputy Augrek guards the southwest gate of Bryn Shander and welcomes visitors to town. She has a good heart.\",\"Ideal: \\\"You'll get farther in life with a kind word than an axe.\\\"\",\"Bond: \\\"Bryn Shander is my home. It's my job to protect her.\\\"\",\"Flaw: \\\"I'm head over heels in love with Sheriff Southwell. One day I hope to marry him.\\\"\"]}],\"action\":[{\"name\":\"Warhammer\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage, or 7 ({@damage 1d10 + 2}) bludgeoning damage if used with two hands.\"]},{\"name\":\"Heavy Crossbow\",\"entries\":[\"{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage. Augrek carries ten crossbow bolts.\"]}],\"attachedItems\":[\"heavy crossbow|phb\",\"warhammer|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"D\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Axe of Mirabar Soldier\",\"source\":\"SKT\",\"page\":98,\"_copy\":{\"name\":\"Veteran\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Shield Dwarf\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"veteran\",\"with\":\"soldier\"},\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Multiattack\",\"items\":{\"name\":\"Multiattack\",\"entries\":[\"The soldier makes two battleaxe attacks. If it has a handaxe drawn, it can also make a handaxe attack.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Longsword\",\"items\":{\"name\":\"Battleaxe\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Shortsword\",\"items\":{\"name\":\"Handaxe\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]}}]}},\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|phb}\"]}],\"hp\":{\"average\":67,\"formula\":\"9d8 + 27\"},\"con\":16,\"languages\":[\"Common\",\"Dwarvish\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"D\"],\"miscTags\":[\"MW\",\"RNG\",\"RW\",\"THW\"],\"hasToken\":true},{\"name\":\"Beldora\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":249,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"human\",\"prefix\":\"Illuskan\"}]},\"alignment\":[\"C\",\"G\"],\"ac\":[12],\"hp\":{\"average\":18,\"formula\":\"4d8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":10,\"int\":16,\"wis\":12,\"cha\":16,\"skill\":{\"deception\":\"+5\",\"insight\":\"+3\",\"investigation\":\"+5\",\"perception\":\"+5\",\"persuasion\":\"+5\"},\"passive\":13,\"languages\":[\"Common\",\"Draconic\",\"Dwarvish\",\"Halfling\"],\"trait\":[{\"name\":\"Roleplaying Information\",\"entries\":[\"Beldora is a member of the harpers who survives using her wits and wiles. She looks like a homeless waif, but she's a survivor who shies away from material wealth.\",\"Ideal: \\\"We should all strive to help one another\\\"\",\"Bond: \\\"I'll risk my life to protect the powerless.\\\"\",\"Flaw: \\\"I like lying to people. Makes life more interesting, no?\\\"\"]}],\"action\":[{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage.\"]},{\"name\":\"Hand Crossbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage. Beldora carries ten crossbow bolts.\"]}],\"reaction\":[{\"name\":\"Duck and Cover\",\"entries\":[\"Beldora adds 2 to her AC against one ranged attack that would hit her. To do so, Beldora must see the attacker and can't be {@condition grappled} or {@condition restrained}.\"]}],\"attachedItems\":[\"hand crossbow|phb\",\"shortsword|phb\"],\"languageTags\":[\"C\",\"D\",\"DR\",\"H\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Braxow\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":207,\"_copy\":{\"name\":\"Stone Giant\",\"source\":\"MM\"},\"hasToken\":true},{\"name\":\"Chief Guh\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":140,\"size\":[\"H\"],\"type\":\"giant\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":9,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":160,\"formula\":\"10d12 + 40\"},\"speed\":{\"walk\":0},\"str\":21,\"dex\":1,\"con\":19,\"int\":5,\"wis\":9,\"cha\":6,\"skill\":{\"perception\":\"+2\"},\"passive\":12,\"languages\":[\"Common\",\"Giant\",\"Goblin\"],\"cr\":\"5\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giant makes two greatclub attacks or two unarmed attacks.\"]},{\"name\":\"Greatclub\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}18 ({@damage 3d8 + 5}) bludgeoning damage.\"]},{\"name\":\"Unarmed Attack\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}12 ({@damage 3d4 + 5}) bludgeoning damage.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 8} to hit, range 60/240 ft., one target. {@h}21 ({@damage 3d10 + 5}) bludgeoning damage.\"]}],\"attachedItems\":[\"greatclub|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\",\"GO\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Chief Kartha-Kaya\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":173,\"_copy\":{\"name\":\"Yakfolk Warrior\",\"source\":\"SKT\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the yakfolk\",\"with\":\"Chief Kartha\",\"flags\":\"i\"},\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Multiattack\",\"items\":{\"name\":\"Multiattack\",\"entries\":[\"Chief Kartha makes two attacks, either with his flame tongue greatsword or his longbow.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Greatsword\",\"items\":{\"name\":\"Flame Tongue Greatsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}18 ({@damage 4d6 + 4}) slashing damage plus 7 ({@damage 2d6}) fire damage.\"]}}]}},\"hp\":{\"average\":70,\"formula\":\"8d10 + 16\"},\"cr\":\"4\",\"damageTags\":[\"F\",\"P\",\"S\"],\"hasToken\":true},{\"name\":\"Cinderhild\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":182,\"_copy\":{\"name\":\"Ogre\",\"source\":\"MM\"},\"alignment\":[\"L\",\"E\"],\"ac\":[9],\"int\":12,\"wis\":12,\"senses\":null,\"passive\":11,\"immune\":[\"fire\"],\"action\":[{\"name\":\"Golden Pin\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) piercing damage.\"]}],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Claugiyliamatar\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":96,\"otherSources\":[{\"source\":\"DC\"},{\"source\":\"SLW\"},{\"source\":\"SDW\"}],\"_copy\":{\"name\":\"Ancient Green Dragon\",\"source\":\"MM\"},\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Claugiyliamatar casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 19}):\"],\"will\":[\"{@spell detect magic}\",\"{@spell druidcraft}\",\"{@spell speak with animals}\"],\"daily\":{\"2e\":[\"{@spell animal messenger}\",\"{@spell cure wounds}\",\"{@spell dispel magic}\",\"{@spell entangle}\",\"{@spell invisibility}\"],\"1e\":[\"{@spell blight}\",\"{@spell legend lore} (cast as 1 action)\",\"{@spell locate creature}\",\"{@spell pass without trace}\",\"{@spell protection from energy}\",\"{@spell true seeing}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"damageTagsLegendary\":[],\"damageTagsSpell\":[\"N\"],\"spellcastingTags\":[\"O\"],\"savingThrowForcedSpell\":[\"constitution\",\"strength\"],\"hasToken\":true},{\"name\":\"Clockwork Mule\",\"source\":\"SKT\",\"page\":162,\"_copy\":{\"name\":\"Mule\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"prependArr\",\"items\":{\"name\":\"Maintainable\",\"entries\":[\"Repairing 1 hit point of damage to the clockwork mule takes 1 hour and requires replacement parts, which can be bought in a large city for 20 gp. If the mule drops to 0 hit points, it is destroyed and unrepairable.\"]}}}},\"type\":\"construct\",\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"hasToken\":true},{\"name\":\"Cog\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":209,\"_copy\":{\"name\":\"Hill Giant\",\"source\":\"MM\"},\"ac\":[{\"ac\":15,\"from\":[\"{@item scale mail|phb}\"]}],\"hasToken\":true},{\"name\":\"Count Thullen\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":198,\"_copy\":{\"name\":\"Cloud Giant\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the giant\",\"with\":\"Thullen\",\"flags\":\"i\"},\"spellcasting\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Spellcasting\",\"headerEntries\":[\"Thullen is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save {@dc 15}, {@hit 7} to hit with spell attacks). He has the following druid spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell druidcraft}\",\"{@spell mending}\",\"{@spell produce flame}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell cure wounds}\",\"{@spell entangle}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell animal messenger}\",\"{@spell barkskin}\",\"{@spell gust of wind}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell call lightning}\",\"{@spell conjure animals}\",\"{@spell speak with plants}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell freedom of movement}\",\"{@spell grasping vine}\"]},\"5\":{\"slots\":1,\"spells\":[\"{@spell conjure elemental}\"]}},\"ability\":\"wis\"}}}},\"alignment\":[\"N\",\"G\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]},{\"ac\":16,\"condition\":\"with {@spell barkskin}\",\"braces\":true}],\"int\":14,\"languages\":[\"Common\",\"Draconic\",\"Druidic\",\"Giant\"],\"cr\":\"10\",\"languageTags\":[\"C\",\"DR\",\"DU\",\"GI\"],\"damageTagsSpell\":[\"F\",\"L\",\"T\"],\"spellcastingTags\":[\"CD\",\"I\"],\"hasToken\":true},{\"name\":\"Countess Sansuri\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":192,\"size\":[\"H\"],\"type\":\"giant\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":200,\"formula\":\"16d12 + 96\"},\"speed\":{\"walk\":40},\"str\":27,\"dex\":10,\"con\":22,\"int\":16,\"wis\":16,\"cha\":16,\"save\":{\"con\":\"+10\",\"wis\":\"+7\",\"cha\":\"+7\"},\"skill\":{\"insight\":\"+7\",\"perception\":\"+7\"},\"passive\":17,\"languages\":[\"Auran\",\"Common\",\"Giant\"],\"cr\":\"11\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Sansuri's innate spellcasting ability is Charisma. She can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell detect magic}\",\"{@spell fog cloud}\",\"{@spell light}\"],\"daily\":{\"3e\":[\"{@spell feather fall}\",\"{@spell fly}\",\"{@spell misty step}\",\"{@spell telekinesis}\"],\"1e\":[\"{@spell control weather}\",\"{@spell gaseous form}\"]},\"ability\":\"cha\"},{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Sansuri casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 15}; {@hit 7} to hit with spell attacks):\"],\"will\":[\"{@spell mage hand}\",\"{@spell message}\",\"{@spell prestidigitation}\",\"{@spell ray of frost}\"],\"daily\":{\"2e\":[\"{@spell arcane lock}\",\"{@spell gust of wind}\",\"{@spell invisibility}\",\"{@spell magic missile}\",\"{@spell unseen servant}\"],\"1e\":[\"{@spell globe of invulnerability}\",\"{@spell haste}\",\"{@spell hypnotic pattern}\",\"{@spell ice storm}\",\"{@spell lightning bolt}\",\"{@spell Mordenkainen's sword}\",\"{@spell wall of force}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"Sansuri has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]}],\"action\":[{\"name\":\"Fling\",\"entries\":[\"Sansuri tries to throw a Small or Medium creature within 10 feet of her. The target must succeed on a {@dc 20} Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of Sansuri's choice and land {@condition prone}, taking {@dice 1d8} bludgeoning damage for every 10 feet it was thrown.\"]},{\"name\":\"Wind Aura\",\"entries\":[\"A magical aura of wind surrounds Sansuri. The aura is a 10-foot-radius sphere that lasts as long as Sansuri maintains {@status concentration} on it (as if {@status concentration||concentrating} on a spell). While the aura is in effect, Sansuri gains a +2 bonus to its AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical.\"]},{\"name\":\"Multiattack\",\"entries\":[\"Sansuri makes two spear attacks.\"]},{\"name\":\"Morningstar\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d8 + 8}) piercing damage.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 12} to hit, range 60/240 ft., one target. {@h}30 ({@damage 4d10 + 8}) bludgeoning damage.\"]}],\"attachedItems\":[\"morningstar|phb\"],\"traitTags\":[\"Keen Senses\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AU\",\"C\",\"GI\"],\"damageTags\":[\"B\",\"P\"],\"damageTagsSpell\":[\"B\",\"C\",\"L\",\"O\"],\"spellcastingTags\":[\"I\",\"O\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"prone\"],\"conditionInflictSpell\":[\"charmed\",\"incapacitated\",\"invisible\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"dexterity\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Crag Cat\",\"source\":\"SKT\",\"page\":240,\"otherSources\":[{\"source\":\"IDRotF\"}],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[13],\"hp\":{\"average\":34,\"formula\":\"4d10 + 12\"},\"speed\":{\"walk\":40,\"climb\":30},\"str\":16,\"dex\":17,\"con\":16,\"int\":4,\"wis\":14,\"cha\":8,\"skill\":{\"stealth\":\"+7\",\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"cr\":\"1\",\"trait\":[{\"name\":\"Nondetection\",\"entries\":[\"The cat cannot be targeted or detected by any divination magic or perceived through magical scrying sensors.\"]},{\"name\":\"Pounce\",\"entries\":[\"If the cat moves at least 20 feet straight toward a creature then hits it with a claw attack on the same turn, that target must succeed on a DC13 Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the cat can make one bite attack against it as a bonus action.\"]},{\"name\":\"Spell Turning\",\"entries\":[\"The cat has advantage on saving throws against any spell that targets only the cat (not an area). If the cat's saving throw succeeds and the spell is of 7th level or lower, the spell has no effect on the cat and instead targets the caster.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage.\"]}],\"traitTags\":[\"Pounce\"],\"senseTags\":[\"D\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cressaro\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":193,\"_copy\":{\"name\":\"Cloud Giant\",\"source\":\"MM\"},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item bracers of defense}\"]}],\"hasToken\":true},{\"name\":\"Cryovain\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":165,\"_copy\":{\"name\":\"Adult White Dragon\",\"source\":\"MM\"},\"damageTagsLegendary\":[],\"conditionInflictLegendary\":[],\"hasToken\":true},{\"name\":\"Darathra Shendrel\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":253,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"human\",\"prefix\":\"Chondathan\"}]},\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item breastplate|phb}\"]}],\"hp\":{\"average\":52,\"formula\":\"8d8 + 16\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":11,\"con\":14,\"int\":11,\"wis\":11,\"cha\":15,\"skill\":{\"history\":\"+2\",\"intimidation\":\"+4\",\"investigation\":\"+2\",\"perception\":\"+2\",\"persuasion\":\"+4\"},\"passive\":12,\"languages\":[\"Common\"],\"trait\":[{\"name\":\"Brave\",\"entries\":[\"Darathra has advantage on saving throws against being {@condition frightened}\"]},{\"name\":\"Roleplaying Information\",\"entries\":[\"As the Lord Protector of Triboar and a secret agent of the Harpers, Darathra has sworn an oath to defend the town. She takes her duty very seriously. In addition to her gear, Darathra has an unarmored warhorse named Buster.\",\"Ideal: \\\"Good people should be given every chance to prosper, free of tyranny.\\\"\",\"Bond: \\\"I'll lay down my life to protect Triboar and its citizens.\\\"\",\"Flaw: \\\"I refuse to back down. Push me, and I'll push back.\\\"\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Darthra makes two melee attacks.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage\"]},{\"name\":\"Heavy Crossbow\",\"entries\":[\"{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage. Darathra carries twenty crossbow bolts.\"]}],\"attachedItems\":[\"greatsword|phb\",\"heavy crossbow|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Darz Helgar\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":253,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"human\",\"prefix\":\"Illuskan\"}]},\"alignment\":[\"N\"],\"ac\":[12],\"hp\":{\"average\":27,\"formula\":\"5d8 + 5\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":15,\"con\":12,\"int\":10,\"wis\":11,\"cha\":11,\"skill\":{\"intimidation\":\"+2\",\"sleight of hand\":\"+4\",\"stealth\":\"+4\"},\"passive\":10,\"languages\":[\"Common\"],\"trait\":[{\"name\":\"Sneak Attack (1/Turn)\",\"entries\":[\"Darz deals an extra 7 ({@dice 2d6}) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Darz that isn't {@condition incapacitated} and Darz doesn't have disadvantage on the attack roll.\"]},{\"name\":\"Roleplaying Information\",\"entries\":[\"In his youth, Darz was a member of the Xanathar Thieves' Guild in Waterdeep. After serving ten years in prison for his crimes, he cut all ties to the city and moved north to be a campground caretaker.\",\"Ideal: \\\"You can run from your past, but you can't hide from it.\\\"\",\"Bond: \\\"I've made a new life in Triboar. I'm not gonna run away this time. \\\"\",\"Flaw: \\\"I have no regrets. I do whatever it takes to survive.\\\"\"]}],\"action\":[{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Sling\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage. Darz carries twenty sling stones.\"]}],\"attachedItems\":[\"shortsword|phb\",\"sling|phb\"],\"traitTags\":[\"Sneak Attack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Deadstone Cleft Stone Giant\",\"source\":\"SKT\",\"page\":146,\"_copy\":{\"name\":\"Stone Giant\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"prependArr\",\"items\":{\"name\":\"Olach Morrah\",\"entries\":[\"The giant meditates for 1 hour, during which time it can do nothing else. At the end of the hour, provided the giant's meditation has been uninterrupted, it becomes {@condition petrified} for 8 hours. At the end of this time, the giant is no longer petrified and gains tremorsense out to a range of 30 feet, as well as a measure of innate spellcasting ability for the next 24 hours.\"]}}}},\"senses\":[\"darkvision 60 ft.\",\"tremorsense 30 ft.\"],\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The giant's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material components:\"],\"daily\":{\"3e\":[\"{@spell meld into stone}\",\"{@spell stone shape}\"],\"1e\":[\"{@spell stoneskin}\",\"{@spell time stop}\"]},\"ability\":\"wis\"}],\"senseTags\":[\"D\",\"T\"],\"damageTagsSpell\":[\"B\"],\"spellcastingTags\":[\"I\"],\"hasToken\":true},{\"name\":\"Duchess Brimskarda\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":185,\"_copy\":{\"name\":\"Fire Giant\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"prependArr\",\"items\":{\"name\":\"Special Equipment\",\"entries\":[\"Brimskarda carries a {@item potion of invisibility}, which she quaffs on her first turn in combat.\"]}},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Rock\",\"items\":{\"name\":\"Iron Cauldron\",\"entries\":[\"{@atk rw} {@hit 11} to hit, range 60/240 ft., one target. {@h}29 ({@damage 4d10 + 7}) bludgeoning damage.\"]}}}},\"ac\":[{\"ac\":16,\"from\":[\"dragon-scale dress\"]}],\"int\":14,\"languages\":[\"Common\",\"Giant\",\"Goblin\"],\"languageTags\":[\"C\",\"GI\",\"GO\"],\"hasToken\":true},{\"name\":\"Duke Zalto\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":184,\"size\":[\"H\"],\"type\":\"giant\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|phb}\"]}],\"hp\":{\"average\":221,\"formula\":\"13d12 + 78\"},\"speed\":{\"walk\":30},\"str\":25,\"dex\":9,\"con\":23,\"int\":10,\"wis\":14,\"cha\":13,\"save\":{\"dex\":\"+3\",\"con\":\"+10\",\"cha\":\"+5\"},\"skill\":{\"athletics\":\"+11\",\"perception\":\"+6\"},\"passive\":16,\"resist\":[\"lightning\"],\"immune\":[\"fire\"],\"languages\":[\"Common\",\"Elvish\",\"Giant\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Siege Monster\",\"entries\":[\"Zalto deals double damage to objects and structures.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Zalto wears a {@item ring of lightning resistance}.\"]},{\"name\":\"Tackle\",\"entries\":[\"When Zalto enters any enemy's space for the first time on a turn, the enemy must succeed on a {@dc 19} Strength saving throw or be knocked {@condition prone}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Zalto makes two maul attacks.\"]},{\"name\":\"Maul\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}28 ({@damage 6d6 + 7}) bludgeoning damage.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 11} to hit, range 60/240 ft., one target. {@h}29 ({@damage 4d10 + 7}) bludgeoning damage.\"]}],\"attachedItems\":[\"maul|phb\"],\"traitTags\":[\"Siege Monster\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\",\"GI\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Duvessa Shane\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":248,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"human\",\"prefix\":\"Illuskan\"}]},\"alignment\":[\"L\",\"G\"],\"ac\":[10],\"hp\":{\"average\":9,\"formula\":\"2d8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":11,\"con\":10,\"int\":16,\"wis\":14,\"cha\":16,\"skill\":{\"deception\":\"+5\",\"insight\":\"+4\",\"persuasion\":\"+5\"},\"passive\":12,\"languages\":[\"Common\",\"Dwarvish\",\"Giant\",\"Orc\"],\"trait\":[{\"name\":\"Roleplaying Information\",\"entries\":[\"The daughter of a Waterdhavian trader and a tavern server, Duvessa has her mother's talent for negotiation and her father's charm. As the first woman to serve as Town Speaker of Bryn Shander, and a young one at that, she has much to prove.\",\"Ideal: \\\"The people of Icewind Dale are survivors. They can weather any storm.\\\"\",\"Bond: \\\"My mother taught me what it means to be a good leader. I won't disappoint her.\\\"\",\"Flaw: \\\"I don't give an inch in any argument of conflict.\\\"\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 2} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}2 ({@damage 1d4}) piercing damage. Duvessa carries only one dagger.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"Duvessa adds 2 to her AC against one melee attack that would hit her. To do so, Duvessa must see the attacker and be wielding a melee weapon.\"]}],\"attachedItems\":[\"dagger|phb\"],\"actionTags\":[\"Parry\"],\"languageTags\":[\"C\",\"D\",\"GI\",\"O\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Eigeron's Ghost\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":129,\"_copy\":{\"name\":\"Ghost\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Rejuvenation\",\"entries\":[\"If it is destroyed, the ghost re-forms after 24 hours. To truly destroy the ghost, characters must lay Eigeron's spirit to rest by killing Blagothkus.\"]}},\"action\":[{\"mode\":\"removeArr\",\"names\":\"Horrifying Visage\"},{\"mode\":\"replaceArr\",\"replace\":\"Possession {@recharge}\",\"items\":{\"name\":\"Possession {@recharge}\",\"entries\":[\"One humanoid or giant that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is {@condition incapacitated} and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being {@condition charmed} and {@condition frightened}. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.\",\"The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the {@spell dispel evil and good} spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends. If a creature possessed by the ghost is forcibly removed from the Eye of Annam, the ghost is expelled from its host and re-forms in the middle of this room.\"]}}]}},\"size\":[\"H\"],\"alignment\":[\"N\",\"G\"],\"hp\":{\"average\":65,\"formula\":\"10d12\"},\"languages\":[\"Common\",\"Giant\"],\"traitTags\":[\"Incorporeal Movement\",\"Rejuvenation\"],\"languageTags\":[\"C\",\"GI\"],\"hasToken\":true},{\"name\":\"Elister\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":154,\"_copy\":{\"name\":\"Priest\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Rock Gnome\",\"source\":\"PHB\"}]},\"alignment\":[\"C\",\"N\"],\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Elister is a 5th-level spellcaster. His spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). Elister has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell light}\",\"{@spell sacred flame}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell cure wounds}\",\"{@spell guiding bolt}\",\"{@spell sanctuary}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell lesser restoration}\",\"{@spell spiritual weapon}\"]},\"3\":{\"slots\":2,\"spells\":[\"{@spell dispel magic}\",\"{@spell create food and water}\"]}},\"ability\":\"wis\"}],\"senseTags\":[\"D\"],\"languageTags\":[\"G\",\"X\"],\"damageTagsSpell\":[\"O\",\"R\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true},{\"name\":\"Felbarren Dwarf\",\"source\":\"SKT\",\"page\":79,\"_copy\":{\"name\":\"Guard\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Shield Dwarf\",\"source\":\"PHB\"}]},\"alignment\":[\"L\",\"G\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"D\",\"X\"],\"hasToken\":true},{\"name\":\"Felgolos\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":192,\"_copy\":{\"name\":\"Adult Bronze Dragon\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the dragon\",\"with\":\"Felgolos\",\"flags\":\"i\"}}},\"damageTagsLegendary\":[],\"hasToken\":true},{\"name\":\"Ghelryn Foehammer\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":255,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"dwarf\",\"prefix\":\"Shield\"}]},\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item breastplate|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":30,\"formula\":\"4d8 + 12\"},\"speed\":{\"walk\":25},\"str\":18,\"dex\":7,\"con\":17,\"int\":10,\"wis\":11,\"cha\":11,\"skill\":{\"athletics\":\"+6\",\"intimidation\":\"+2\",\"perception\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[\"poison\"],\"languages\":[\"Common\",\"Dwarvish\"],\"trait\":[{\"name\":\"Dwarven Resilience\",\"entries\":[\"Ghelryn has advantage on saving throws against poison.\"]},{\"name\":\"Giant Slayer\",\"entries\":[\"Any weapon attack that Ghelryn makes against a giant deals an extra 7 ({@dice 2d6}) damage on a hit.\"]},{\"name\":\"Roleplaying Information\",\"entries\":[\"The blacksmith Ghelryn has a good heart, but he hates orcs and giants—hates them with a fiery passion. He considers it the solemn duty of all dwarves to cave in their skulls!\",\"Ideal: \\\"It is incumbent upon every dwarf to forge a legacy.\\\"\",\"Bond: \\\"I stand for Clan Foehammer and all dwarvenkind.\\\"\",\"Flaw: \\\"I never run from a fight, especially if it involves killing orcs or giants.\\\"\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Ghelryn makes two battleaxe attacks.\"]},{\"name\":\"Battleaxe\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands.\"]}],\"attachedItems\":[\"battleaxe|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"D\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Giant Raven\",\"source\":\"SKT\",\"page\":66,\"_copy\":{\"name\":\"Giant Vulture\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"vulture\",\"with\":\"raven\"}}},\"hasToken\":true},{\"name\":\"Great Chief Halric Bonesnapper\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":89,\"_copy\":{\"name\":\"Berserker\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the berserker\",\"with\":\"Halric\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"E\"],\"hp\":{\"average\":99,\"formula\":\"9d8 + 27\"},\"languages\":[\"Bothii\",\"Common\"],\"action\":[{\"name\":\"Greataxe +1\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d12 + 4}) slashing damage.\"]}],\"attachedItems\":[\"+1 greataxe|dmg\"],\"languageTags\":[\"C\",\"OTH\"],\"miscTags\":[\"MLW\"],\"hasToken\":true},{\"name\":\"Harshnag\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":120,\"size\":[\"H\"],\"type\":\"giant\",\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":21,\"from\":[\"{@item +3 plate armor}\"]}],\"hp\":{\"average\":204,\"formula\":\"12d12 + 60\"},\"speed\":{\"walk\":40},\"str\":23,\"dex\":9,\"con\":21,\"int\":9,\"wis\":10,\"cha\":12,\"save\":{\"con\":\"+9\",\"wis\":\"+4\",\"cha\":\"+5\"},\"skill\":{\"athletics\":\"+10\",\"perception\":\"+4\"},\"passive\":13,\"immune\":[\"cold\"],\"languages\":[\"Common\",\"Giant\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Legendary Resistance (1/Day)\",\"entries\":[\"If Harshnag fails a saving throw, he can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Weighted Net\",\"entries\":[\"{@atk rw} {@hit 5} to hit, ranged 20/60 ft., one Small, Medium, or Large creature. {@h}The target is {@condition restrained} until it escapes the net. Any creature can use its action to make a {@dc 17} Strength check to free itself or another creature in the net, ending the effect on a success. Dealing 15 slashing damage to the net (AC 12) destroys the net and frees the target.\"]},{\"name\":\"Multiattack\",\"entries\":[\"The giant makes two greataxe attacks.\"]},{\"name\":\"Gurt's Greataxe\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}26 ({@damage 3d12 + 7}) slashing damage, or 39 ({@damage 5d12 + 7}) slashing damage if the target is human.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 9} to hit, range 60/240 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage.\"]}],\"attachedItems\":[\"gurt's greataxe|skt\"],\"traitTags\":[\"Legendary Resistances\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"B\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RW\",\"THW\"],\"conditionInflict\":[\"restrained\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Hellenhild\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":207,\"_copy\":{\"name\":\"Frost Giant\",\"source\":\"MM\"},\"hasToken\":true},{\"name\":\"Huge Stone Golem\",\"source\":\"SKT\",\"page\":153,\"_copy\":{\"name\":\"Stone Golem\",\"source\":\"MM\"},\"size\":[\"H\"],\"hp\":{\"average\":195,\"formula\":\"17d12 + 85\"},\"hasToken\":true},{\"name\":\"Hulking Crab\",\"source\":\"SKT\",\"page\":240,\"size\":[\"H\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":76,\"formula\":\"8d12 + 24\"},\"speed\":{\"walk\":20,\"swim\":30},\"str\":19,\"dex\":8,\"con\":16,\"int\":3,\"wis\":11,\"cha\":3,\"skill\":{\"stealth\":\"+2\"},\"senses\":[\"blindsight 30 ft.\"],\"passive\":10,\"cr\":\"5\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The crab can breathe air and water.\"]},{\"name\":\"Shell Camouflage\",\"entries\":[\"While the crab remains motionless with its eyestalks and pincers tucked close to its body, it resembles a natural formation or a pile of detritus. A creature within 30 feet of it can discern its true nature with a successful {@dc 15} Intelligence ({@skill Nature}) check.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The crab makes two attacks with its claws.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}20 ({@damage 3d10 + 4}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 15}). The crab has two claws, each of which can grapple only one target\"]}],\"traitTags\":[\"Amphibious\",\"Camouflage\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Hydia Moonmusk\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":148,\"_copy\":{\"name\":\"Gladiator\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the gladiator\",\"with\":\"Hydia\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"E\"],\"languages\":[\"Bothii\",\"Common\"],\"languageTags\":[\"C\",\"OTH\"],\"hasToken\":true},{\"name\":\"Ice Spider\",\"source\":\"SKT\",\"page\":127,\"_copy\":{\"name\":\"Giant Spider\",\"source\":\"MM\",\"_mod\":{\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Web {@recharge 5}\",\"items\":{\"name\":\"Icy Web {@recharge 5}\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 30/60 ft., one creature. {@h}The target is {@condition restrained} by webbing, and takes 1 cold damage at the start of each of its turns. As an action, the {@condition restrained} target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to poison, and psychic damage).\"]}}}},\"resist\":[\"cold\"],\"damageTags\":[\"C\",\"I\",\"P\"],\"hasToken\":true},{\"name\":\"Ice Spider Queen\",\"source\":\"SKT\",\"page\":128,\"_copy\":{\"name\":\"Giant Spider\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"prependArr\",\"items\":{\"name\":\"Cold Aura\",\"entries\":[\"Any creature that starts its turn within 5 feet of the spider takes 5 ({@damage 2d4}) cold damage.\"]}},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Web {@recharge 5}\",\"items\":{\"name\":\"Icy Web {@recharge 5}\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 30/60 ft., one creature. {@h}The target is {@condition restrained} by webbing, and takes 2 ({@damage 1d4}) cold damage at the start of each of its turns. As an action, the {@condition restrained} target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to poison, and psychic damage).\"]}}}},\"hp\":{\"average\":44,\"formula\":\"4d10 + 4\"},\"resist\":[\"cold\"],\"cr\":\"2\",\"damageTags\":[\"C\",\"I\",\"P\"],\"hasToken\":true},{\"name\":\"Imperator Uthor\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":209,\"_copy\":{\"name\":\"Storm Giant\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the giant\",\"with\":\"Uthor\",\"flags\":\"i\"},\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Multiattack\",\"items\":{\"name\":\"Multiattack\",\"entries\":[\"Uthor makes two trident attacks.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Greatsword\",\"items\":{\"name\":\"Trident of Fish Command\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}19 ({@damage 3d6 + 9}) piercing damage, or ({@damage 3d8 + 9}) piercing damage if used with two hands.\"]}}]}},\"hp\":{\"average\":272,\"formula\":\"20d12 + 100\"},\"damageTags\":[\"B\",\"L\",\"P\"],\"miscTags\":[\"MW\",\"RCH\",\"RW\",\"THW\"],\"hasToken\":true},{\"name\":\"Isendraug\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":164,\"_copy\":{\"name\":\"Adult White Dragon\",\"source\":\"MM\"},\"damageTagsLegendary\":[],\"hasToken\":true},{\"name\":\"Iymrith\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":241,\"size\":[\"G\"],\"type\":\"dragon\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":22,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":481,\"formula\":\"26d20 + 208\"},\"speed\":{\"walk\":40,\"burrow\":40,\"fly\":80},\"str\":29,\"dex\":10,\"con\":27,\"int\":18,\"wis\":17,\"cha\":21,\"save\":{\"dex\":\"+7\",\"con\":\"+15\",\"wis\":\"+10\",\"cha\":\"+12\"},\"skill\":{\"perception\":\"+17\",\"stealth\":\"+7\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":27,\"immune\":[\"lightning\"],\"languages\":[\"Common\",\"Draconic\",\"Giant\",\"Terran\"],\"cr\":\"23\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Iymrith casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save {@dc 20}):\"],\"daily\":{\"1e\":[\"{@spell detect magic}\",\"{@spell dispel magic}\",\"{@spell ice storm}\",\"{@spell stone shape}\",\"{@spell teleport}\"]},\"footerEntries\":[\"When she casts her {@spell stone shape} spell, Iymrith can shape the targeted stone into a living {@creature gargoyle} instead of altering the stone as described in the spell's description. This transformation is permanent and can't be reversed or dispelled.\"],\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Iymrith fails a saving throw, she can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Iymrith can use her Frightful Presence. She then makes three attacks: one with her bite and two with her claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}20 ({@damage 2d10 + 9}) piercing damage plus 11 ({@damage 2d10}) lightning damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d6 + 9}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 20 ft., one target. {@h}18 ({@damage 2d8 + 9}) bludgeoning damage.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of Iymrith's choice that is within 120 feet of Iymrith and aware of it must succeed on a {@dc 20} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Iymrith's Frightful Presence for the next 24 hours.\"]},{\"name\":\"Lightning Breath {@recharge 5}\",\"entries\":[\"Iymrith exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a {@dc 23} Dexterity saving throw, taking 88 ({@damage 16d10}) lightning damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Change Shape\",\"entries\":[\"Iymrith magically polymorphs into a female {@creature storm giant} or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Iymrith's choice).\",\"In storm giant form, Iymrith retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics are otherwise replaced by those of the new form.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"Iymrith makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Tail Attack\",\"entries\":[\"Iymrith makes a tail attack.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"Iymrith beats her wings. Each creature within 15 feet of Iymrith must succeed on a {@dc 24} Dexterity saving throw or take 16 ({@damage 2d6 + 9}) bludgeoning damage and be knocked {@condition prone}. Iymrith can then fly up to half her flying speed.\"]}],\"legendaryGroup\":{\"name\":\"Blue Dragon\",\"source\":\"MM\"},\"dragonCastingColor\":\"blue\",\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Frightful Presence\",\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"DR\",\"GI\",\"T\"],\"damageTags\":[\"B\",\"L\",\"P\",\"S\"],\"damageTagsLegendary\":[\"B\",\"L\"],\"damageTagsSpell\":[\"B\",\"C\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"prone\"],\"conditionInflictLegendary\":[\"blinded\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"dexterity\",\"wisdom\"],\"savingThrowForcedLegendary\":[\"constitution\",\"dexterity\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Jarl Storvald\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":165,\"size\":[\"H\"],\"type\":\"giant\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"barding scraps\"]}],\"hp\":{\"average\":189,\"formula\":\"12d12 + 60\"},\"speed\":{\"walk\":40},\"str\":23,\"dex\":9,\"con\":21,\"int\":9,\"wis\":16,\"cha\":16,\"save\":{\"con\":\"+8\",\"wis\":\"+6\",\"cha\":\"+6\"},\"skill\":{\"athletics\":\"+9\",\"perception\":\"+6\"},\"passive\":13,\"immune\":[\"cold\"],\"languages\":[\"Common\",\"Giant\",\"Giant Owl\"],\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Storvald casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability:\"],\"daily\":{\"1e\":[\"{@spell jump}\",\"{@spell locate animals or plants}\",\"{@spell locate object}\",\"{@spell water breathing}\",\"{@spell water walk}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Weighted Net\",\"entries\":[\"{@atk rw} {@hit 5} to hit, ranged 20/60 ft., one Small, Medium, or Large creature. {@h}The target is {@condition restrained} until it escapes the net. Any creature can use its action to make a {@dc 17} Strength check to free itself or another creature in the net, ending the effect on a success. Dealing 15 slashing damage to the net (AC 12) destroys the net and frees the target.\"]},{\"name\":\"Multiattack\",\"entries\":[\"The giant makes two greataxe attacks.\"]},{\"name\":\"Greataxe\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}25 ({@damage 3d12 + 6}) slashing damage.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 9} to hit, range 60/240 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage.\"]}],\"attachedItems\":[\"greataxe|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\",\"OTH\"],\"damageTags\":[\"B\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RW\",\"THW\"],\"conditionInflict\":[\"restrained\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Jasper Dimmerchasm\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":184,\"_copy\":{\"name\":\"Veteran\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Shield Dwarf\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the veteran\",\"with\":\"Jasper\",\"flags\":\"i\"},\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Multiattack\",\"items\":{\"name\":\"Multiattack\",\"entries\":[\"Jasper makes two battleaxe attacks. If he has a handaxe drawn, he can also make a handaxe attack.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Longsword\",\"items\":{\"name\":\"Battleaxe\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Shortsword\",\"items\":{\"name\":\"Handaxe\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]}}]}},\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"D\",\"X\"],\"miscTags\":[\"MW\",\"RNG\",\"RW\",\"THW\"],\"hasToken\":true},{\"name\":\"Kaaltar\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":197,\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\"},\"type\":\"giant\",\"alignment\":[\"N\"],\"str\":14,\"languages\":[\"Giant\"],\"action\":[{\"name\":\"Club\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage.\"]}],\"attachedItems\":[\"club|phb\"],\"languageTags\":[\"GI\"],\"miscTags\":[\"MLW\"],\"hasToken\":true},{\"name\":\"Kella Darkhope\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":25,\"_copy\":{\"name\":\"Spy\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the spy\",\"with\":\"Kella\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"hasToken\":true},{\"name\":\"Khaspere Drylund\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":216,\"_copy\":{\"name\":\"Noble\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the noble\",\"with\":\"Khaspere\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[11],\"languages\":[\"Common\",\"Dwarvish\",\"Elvish\"],\"languageTags\":[\"C\",\"E\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"King Hekaton\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":222,\"size\":[\"H\"],\"type\":\"giant\",\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item scale mail|phb}\"]}],\"hp\":{\"average\":330,\"formula\":\"20d12 + 100\"},\"speed\":{\"walk\":50,\"swim\":50},\"str\":29,\"dex\":14,\"con\":20,\"int\":16,\"wis\":18,\"cha\":18,\"save\":{\"str\":\"+14\",\"con\":\"+10\",\"wis\":\"+9\",\"cha\":\"+9\"},\"skill\":{\"arcana\":\"+8\",\"athletics\":\"+14\",\"history\":\"+8\",\"perception\":\"+9\"},\"passive\":19,\"resist\":[\"cold\"],\"immune\":[\"lightning\",\"thunder\"],\"languages\":[\"Common\",\"Giant\"],\"cr\":\"13\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The giant's innate spellcasting ability is Charisma (spell save {@dc 17}). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell detect magic}\",\"{@spell feather fall}\",\"{@spell levitate}\",\"{@spell light}\"],\"daily\":{\"3e\":[\"{@spell control weather}\",\"{@spell water breathing}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"Hekaton can breathe air and water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Hekaton makes two broken chain attacks.\"]},{\"name\":\"Broken Chain\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}18 ({@damage 3d6 + 9}) bludgeoning damage.\"]},{\"name\":\"Ballista\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 120/480 ft., one target. {@h}18 ({@damage 3d10 + 2}) piercing damage.\"]},{\"name\":\"Lightning Strike {@recharge 5}\",\"entries\":[\"Hekaton hurls a magical lightning bolt at a point he can see within 500 feet of it. Each creature within 10 feet of that point must make a {@dc 17} Dexterity saving throw, taking 54 ({@damage 12d8}) lightning damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Thunderous Stomp {@recharge}\",\"entries\":[\"Hekaton stomps the ground, triggering a thunderclap. All other creatures within 15 feet of him must succeed on a {@dc 17} Constitution saving throw or take 33 ({@damage 6d10}) thunder damage and be {@condition deafened} until the start of Hekaton's next turn. On a successful save, a creature takes half as much damage and isn't {@condition deafened}. The thunderclap can be heard out to a range of 1,200 feet.\"]}],\"traitTags\":[\"Amphibious\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"B\",\"L\",\"P\",\"T\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"deafened\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Klauth\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":95,\"size\":[\"G\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":22,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":546,\"formula\":\"28d20 + 252\"},\"speed\":{\"walk\":40,\"climb\":40,\"fly\":80},\"str\":30,\"dex\":10,\"con\":29,\"int\":18,\"wis\":15,\"cha\":23,\"save\":{\"dex\":\"+8\",\"con\":\"+17\",\"wis\":\"+10\",\"cha\":\"+14\"},\"skill\":{\"perception\":\"+16\",\"stealth\":\"+8\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":26,\"immune\":[\"fire\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"25\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Klauth casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 22}):\"],\"will\":[\"{@spell comprehend languages}\",\"{@spell detect magic}\",\"{@spell mage hand}\",\"{@spell minor illusion}\",\"{@spell prestidigitation}\"],\"daily\":{\"2e\":[\"{@spell darkness}\",\"{@spell detect thoughts}\",\"{@spell ice storm}\"],\"1e\":[\"{@spell banishment}\",\"{@spell cloudkill}\",\"{@spell disintegrate}\",\"{@spell etherealness}\",\"{@spell find the path} (cast as 1 action)\",\"{@spell greater invisibility}\",\"{@spell haste}\",\"{@spell locate object}\",\"{@spell mass suggestion}\",\"{@spell mirage arcane} (cast as 1 action)\",\"{@spell prismatic spray}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Klauth fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Dual Wand Wielder\",\"entries\":[\"If Klauth is carrying two wands, he can use an action to expend 1 charge from each wand, triggering the effects of both wands simultaneously.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Klauth carries a {@item wand of fireballs} and a {@item wand of lightning bolts}, and he wears a {@item ring of cold resistance}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Klauth can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 15 ft., one target. {@h}21 ({@damage 2d10 + 10}) piercing damage plus 14 ({@damage 4d6}) fire damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d6 + 10}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 20 ft., one target. {@h}19 ({@damage 2d8 + 10}) bludgeoning damage.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of Klauth's choice that is within 120 feet of Klauth and aware of him must succeed on a {@dc 21} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Klauth's Frightful Presence for the next 24 hours.\"]},{\"name\":\"Fire Breath {@recharge 5}\",\"entries\":[\"Klauth exhales fire in a 90-foot cone. Each creature in that area must make a {@dc 24} Dexterity saving throw, taking 91 ({@damage 26d6}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"Klauth makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Tail Attack\",\"entries\":[\"Klauth makes a tail attack.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"Klauth beats his wings. Each creature within 15 feet of Klauth must succeed on a {@dc 25} Dexterity saving throw or take 17 ({@damage 2d6 + 10}) bludgeoning damage and be knocked {@condition prone}. Klauth can then fly up to half his flying speed.\"]}],\"legendaryGroup\":{\"name\":\"Red Dragon\",\"source\":\"MM\"},\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Frightful Presence\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"F\",\"P\",\"S\"],\"damageTagsLegendary\":[\"F\"],\"damageTagsSpell\":[\"A\",\"B\",\"C\",\"F\",\"I\",\"L\",\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"prone\"],\"conditionInflictLegendary\":[\"incapacitated\",\"poisoned\",\"prone\"],\"conditionInflictSpell\":[\"blinded\",\"charmed\",\"incapacitated\",\"invisible\",\"petrified\",\"restrained\"],\"savingThrowForced\":[\"dexterity\",\"wisdom\"],\"savingThrowForcedLegendary\":[\"constitution\",\"dexterity\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Knight of the Mithral Shield\",\"source\":\"SKT\",\"page\":79,\"_copy\":{\"name\":\"Knight\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Shield Dwarf\",\"source\":\"PHB\"}],\"_mod\":{\"trait\":{\"mode\":\"prependArr\",\"items\":{\"name\":\"Possessed\",\"entries\":[\"While the knight is possessed by yakfolk, its alignment is lawful evil and it can speak Yikaria (the yakfolk tongue).\"]}},\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Greatsword\",\"items\":{\"name\":\"Warhammer\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage, or 8 ({@damage 1d10 + 3}) bludgeoning damage if used with two hands.\"]}}]}},\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":20,\"from\":[\"{@item plate armor|phb}\",\"{@item shield|phb}\"]}],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"D\",\"X\"],\"damageTags\":[\"B\",\"P\"],\"hasToken\":true},{\"name\":\"Lifferlas\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":250,\"size\":[\"H\"],\"type\":\"plant\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":59,\"formula\":\"7d12 + 14\"},\"speed\":{\"walk\":20},\"str\":19,\"dex\":6,\"con\":15,\"int\":10,\"wis\":10,\"cha\":7,\"passive\":10,\"resist\":[\"bludgeoning\",\"piercing\"],\"vulnerable\":[\"fire\"],\"languages\":[\"Common\"],\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"While Lifferlas remains motionless, it is indistinguishable from a normal tree.\"]},{\"name\":\"Roleplaying Information\",\"entries\":[\"A druid of the Emerald Enclave awakened the tree Lifferlas with a spell. Goldenfields is his home, its people his friends. Children like to carve their name and initials into his body and hang from his boughs, and he's happy with that.\",\"Ideal: \\\"I exist to protect the people and plants of Goldenfields.\\\"\",\"Bond: \\\"Children are wonderful. I would do anything to make them feel happy and safe.\\\"\",\"Flaw: \\\"I can't remember people's names and often get them mixed up.\\\"\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Lifferlas makes two slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}14 ({@damage 3d6 + 4}) bludgeoning damage.\"]}],\"traitTags\":[\"False Appearance\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\",\"RCH\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Maegera the Dawn Titan\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":241,\"size\":[\"G\"],\"type\":\"elemental\",\"alignment\":[\"C\",\"E\"],\"ac\":[16],\"hp\":{\"average\":341,\"formula\":\"22d20 + 110\"},\"speed\":{\"walk\":50},\"str\":21,\"dex\":22,\"con\":20,\"int\":10,\"wis\":10,\"cha\":19,\"save\":{\"con\":\"+12\",\"wis\":\"+7\",\"cha\":\"+11\"},\"senses\":[\"blindsight 120 ft.\"],\"passive\":10,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"Ignan\"],\"cr\":\"23\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Maegera casts {@spell fireball} (spell save {@dc 19}), requiring no material components and using Charisma as the spellcasting ability.\"],\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Empowered Attacks\",\"entries\":[\"Maegera's slam attacks are treated as magical for the purpose of overcoming resistance and immunity to damage from nonmagical attacks.\"]},{\"name\":\"Fire Aura\",\"entries\":[\"At the start of each of Maegera's turns, each creature within 30 feet of it takes 35 ({@damage 10d6}) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature also takes 35 ({@damage 10d6}) fire damage from touching Maegera or from hitting it with a melee attack while within 10 feet of it, and a creature takes that damage the first time on a turn that Maegera moves into its space. Nonmagical weapons that hit Maegera are destroyed by fire immediately after dealing damage to it.\"]},{\"name\":\"Fire Form\",\"entries\":[\"Maegera can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing if fire could pass through that space.\"]},{\"name\":\"Illumination\",\"entries\":[\"Maegera sheds bright light in a 120-foot radius and dim light in an additional 120 ft..\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Maegera has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Maegera makes three slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 15 ft., one target. {@h}15 ({@damage 3d6 + 5}) bludgeoning damage plus 35 ({@damage 10d6}) fire damage\"]}],\"legendary\":[{\"name\":\"Quench Magic\",\"entries\":[\"Maegera targets one creature that it can see within 60 feet of it. Any resistance or immunity to fire damage that the target gains from a spell or magic item is suppressed. The effect lasts until the end of Maegera's next turn.\"]},{\"name\":\"Smoke Cloud (Costs 2 Actions)\",\"entries\":[\"Maegera exhales a billowing cloud of hot smoke and embers that fills a 60 feet cube. Each creature in the area takes 11 ({@damage 2d10}) fire damage. The cloud lasts until the end of Maegera's next turn. Creatures completely in the cloud are {@condition blinded} and can't be seen.\"]},{\"name\":\"Create Fire Elemental (Costs 3 Actions)\",\"entries\":[\"Maegera's hit points are reduced by 50 as part of it separates and becomes a {@creature fire elemental} with 102 hit points. The fire element appears in an unoccupied space within 15 feet of Maegera and acts on Maegera's initiative count. Maegera can't use this action if it has 50 hit points or fewer. The fire element obeys Maegera's commands and fights until destroyed.\"]}],\"traitTags\":[\"Illumination\",\"Magic Resistance\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"IG\"],\"damageTags\":[\"B\",\"F\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Markham Southwell\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":248,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"human\",\"prefix\":\"Turami\"}]},\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item splint armor|phb}\"]}],\"hp\":{\"average\":58,\"formula\":\"9d8 + 18\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":13,\"con\":14,\"int\":11,\"wis\":16,\"cha\":14,\"skill\":{\"perception\":\"+5\",\"survival\":\"+5\"},\"passive\":16,\"languages\":[\"Common\"],\"trait\":[{\"name\":\"Roleplaying Information\",\"entries\":[\"Sheriff Markham of Bryn Shander is a brawny, likable man of few words. Nothing is more important to him than protecting Icewind Dale. He judges others by their actions, not their words.\",\"Ideal: \\\"All people deserve to be treated with dignity.\\\"\",\"Bond: \\\"Duvessa is a natural leader, but she needs help. That's my job.\\\"\",\"Flaw: \\\"I bury my emotions and have no interest in small talk.\\\"\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Markham makes two melee attacks.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage, or 7 ({@damage 1d10 + 2}) slashing damage if used with two hands.\"]},{\"name\":\"Heavy Crossbow\",\"entries\":[\"{@atk rw} {@hit 3} to hit, range 100/400 ft., one target. {@h}6 ({@damage 1d10 + 1}) piercing damage. Markham carries twenty crossbow bolts.\"]}],\"attachedItems\":[\"heavy crossbow|phb\",\"longsword|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Miros Xelbrin\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":251,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"human\",\"prefix\":\"Damaran\"}]},\"alignment\":[\"N\",\"G\"],\"ac\":[10],\"hp\":{\"average\":22,\"formula\":\"4d8 + 4\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":10,\"con\":15,\"int\":11,\"wis\":12,\"cha\":14,\"skill\":{\"intimidation\":\"+4\",\"perception\":\"+3\"},\"passive\":13,\"languages\":[\"Common\"],\"trait\":[{\"name\":\"Roleplaying Information\",\"entries\":[\"Innkeeper Miros is a retired carnival attraction, dubbed \\\"the Yeti\\\" because of his barrel-shaped body and the thick, white hair covering his arms, chest, back, and head. When Goldenfields suffers, so does his business, so he takes strides to protect the compound.\",\"Ideal: \\\"As does the Emerald Enclave, I believe that civilization and the wilderness need to learn to coexist.\\\"\",\"Bond: \\\"Make fun of me all you like, but don't speak ill of my inn or my employees.\\\"\",\"Flaw: \\\"When something upsets me, I have a tendency to fly into a rage.\\\"\"]}],\"action\":[{\"name\":\"Bear Hug\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage, and the target {@condition grappled} (escape {@dc 13}) and takes 5 ({@damage 1d4 + 3}) bludgeoning damage at the start of each of Miros's turns until the grapple ends. Miros cannot make attacks while grappling a creature.\"]},{\"name\":\"Club\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 1}) bludgeoning damage\"]},{\"name\":\"Heavy Crossbow\",\"entries\":[\"{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage. Miros carries ten crossbow bolts.\"]}],\"attachedItems\":[\"club|phb\",\"heavy crossbow|phb\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mirran\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":207,\"_copy\":{\"name\":\"Storm Giant\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the giant\",\"with\":\"Mirran\",\"flags\":\"i\"}}},\"alignment\":[\"N\",\"E\"],\"ac\":[12],\"skill\":{\"arcana\":\"+8\",\"athletics\":\"+14\",\"deception\":\"+9\",\"history\":\"+8\",\"perception\":\"+9\",\"performance\":\"+9\"},\"damageTags\":[\"B\",\"L\",\"S\"],\"hasToken\":true},{\"name\":\"Morak Ur'gray\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":31,\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Shield Dwarf\",\"source\":\"PHB\"}]},\"alignment\":[\"L\",\"G\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"D\",\"X\"],\"hasToken\":true},{\"name\":\"Narbeck Horn\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":114,\"_copy\":{\"name\":\"Knight\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Shield Dwarf\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the knight\",\"with\":\"Narbeck\",\"flags\":\"i\"},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Greatsword\",\"items\":{\"name\":\"Greataxe\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d12 + 3}) slashing damage.\"]}}}},\"alignment\":[\"N\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"D\",\"X\"],\"hasToken\":true},{\"name\":\"Narth Tezrin\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":254,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"human\",\"prefix\":\"Tethyrian\"}]},\"alignment\":[\"C\",\"G\"],\"ac\":[12],\"hp\":{\"average\":18,\"formula\":\"4d8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":15,\"con\":10,\"int\":12,\"wis\":14,\"cha\":16,\"skill\":{\"insight\":\"+4\",\"investigation\":\"+3\",\"perception\":\"+6\",\"persuasion\":\"+5\"},\"passive\":16,\"languages\":[\"Common\",\"Dwarvish\"],\"trait\":[{\"name\":\"Cunning Action\",\"entries\":[\"On each of his turns, Narth can use a bonus action to take the Dash, Disengage, or Hide action.\"]},{\"name\":\"Roleplaying Information\",\"entries\":[\"Narth sells gear to adventurers, and he also has an adventurous spirit. The Lionshield Coster pays him well, but he longs to make a name for himself. At the same time, he runs a business with his partner Alaestra and knows she wouldn't forgive him if he ran off and never returned.\",\"Ideal: \\\"The bigger the risk, the greater the reward.\\\"\",\"Bond: \\\"I adore my colleague Alestra, and I'd like to do something to impress her.\\\"\",\"Flaw: \\\"I'll risk life and limb to become a legend.-\\\"\"]}],\"action\":[{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Hand Crossbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage. Narth carries twenty crossbow bolts.\"]}],\"attachedItems\":[\"hand crossbow|phb\",\"shortsword|phb\"],\"languageTags\":[\"C\",\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Naxene Drathkala\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":252,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"human\",\"prefix\":\"Turami\"}]},\"alignment\":[\"N\",\"G\"],\"ac\":[10,{\"ac\":13,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":27,\"formula\":\"6d8\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":11,\"con\":11,\"int\":17,\"wis\":12,\"cha\":11,\"skill\":{\"arcana\":\"+5\",\"history\":\"+5\"},\"passive\":11,\"languages\":[\"Common\",\"Draconic\",\"Dwarvish\",\"Elvish\"],\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Naxene casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 13}; {@hit 5} to hit with spell attacks):\"],\"will\":[\"{@spell fire bolt} ({@damage 1d10} fire damage)\",\"{@spell light}\",\"{@spell mage hand}\"],\"daily\":{\"1e\":[\"{@spell mage armor}\",\"{@spell magic missile}\",\"{@spell suggestion}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Roleplaying Information\",\"entries\":[\"Goldenfields' crops are vital Waterdeep's survival, which is why the Watchful Order of Magists and Protectors sent Naxene to make sure the temple-farm is adequately defended. At first she regarded the task as a punishment, but now she appreciates the peace and quiet.\",\"Ideal: \\\"There's no problem that can't be solved with magic.\\\"\",\"Bond: \\\"I have great respect for Lady Laeral Silverhand of Waterdeep. She and the Lords' Alliance are going to bring some much-needed order to this lawless land.\\\"\",\"Flaw: \\\"I'm too smart to be wrong about anything.\\\"\"]}],\"action\":[{\"name\":\"Staff\",\"entries\":[\"{@atk mw} {@hit 1} to hit, reach 5 ft., one creature. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage, or 3 ({@damage 1d8 - 1}) bludgeoning damage if used with two hands.\"]}],\"languageTags\":[\"C\",\"D\",\"DR\",\"E\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"F\",\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Nimir\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":256,\"_copy\":{\"name\":\"Storm Giant\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the giant\",\"with\":\"Nimir\",\"flags\":\"i\"},\"trait\":{\"mode\":\"prependArr\",\"items\":{\"name\":\"Roleplaying Information\",\"entries\":[\"Nimir is an insightful, even-keeled storm giant who believes that a lasting alliance between giants and small folk can make the world a safer, more enlightened place. He believes King Hekaton was wise to choose Princess Serissa as his heir apparent, and it would never occur to him to question their orders.\",\"Ideal: \\\"It's the duty of the big to protect the small.\\\"\",\"Bond: \\\"I'd give my life to defend my king and his royal line.\\\"\",\"Flaw: \\\"I never question orders.\\\"\"]}}}},\"alignment\":[\"L\",\"G\"],\"skill\":{\"athletics\":\"+14\",\"insight\":\"+9\",\"perception\":\"+9\"},\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The giant casts one of the following spells, requiring no material spell components and using Charisma as the spellcasting ability (spell save {@dc 17}):\"],\"will\":[\"{@spell detect magic}\",\"{@spell levitate}\",\"{@spell light}\"],\"daily\":{\"1e\":[\"{@spell control weather} (cast as 1 action)\",\"{@spell water breathing}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"damageTags\":[\"B\",\"L\",\"S\"],\"spellcastingTags\":[\"O\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true},{\"name\":\"Noori\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":127,\"_copy\":{\"name\":\"Berserker\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the berserker\",\"with\":\"Noori\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"E\"],\"skill\":{\"stealth\":\"+3\",\"survival\":\"+2\"},\"languages\":[\"Bothii\",\"Common\"],\"languageTags\":[\"C\",\"OTH\"],\"hasToken\":true},{\"name\":\"Nym\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":207,\"_copy\":{\"name\":\"Storm Giant\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the giant\",\"with\":\"Nym\",\"flags\":\"i\"}}},\"alignment\":[\"N\",\"E\"],\"ac\":[12],\"skill\":{\"arcana\":\"+8\",\"athletics\":\"+14\",\"deception\":\"+9\",\"history\":\"+8\",\"perception\":\"+9\",\"performance\":\"+9\"},\"damageTags\":[\"B\",\"L\",\"S\"],\"hasToken\":true},{\"name\":\"Ogre Goblin Hucker\",\"source\":\"SKT\",\"page\":50,\"_copy\":{\"name\":\"Ogre\",\"source\":\"MM\",\"_mod\":{\"action\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Goblin Projectile\",\"entries\":[\"{@atk rw} {@hit 3} to hit, range 150/600 ft. (can't hit targets within 30 feet of the hucker), one target. Hit: 5 ({@damage 2d4}) bludgeoning damage, or 10 ({@damage 4d4}) piercing damage if the projectile is wearing a spiked helmet. {@i Hit or Miss:} The goblin projectile takes {@damage 1d6} bludgeoning damage per 10 feet it travels through the air (maximum {@damage 20d6}).\"]}}}},\"hasToken\":true},{\"name\":\"Oren Yogilvy\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":252,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"halfling\",\"prefix\":\"Strongheart\"}]},\"alignment\":[\"C\",\"G\"],\"ac\":[11],\"hp\":{\"average\":9,\"formula\":\"2d6 + 2\"},\"speed\":{\"walk\":25},\"str\":8,\"dex\":13,\"con\":12,\"int\":11,\"wis\":10,\"cha\":16,\"skill\":{\"perception\":\"+2\",\"performance\":\"+7\",\"persuasion\":\"+5\"},\"passive\":12,\"resist\":[\"poison\"],\"languages\":[\"Common\",\"Halfling\"],\"trait\":[{\"name\":\"Halfling Nimbleness\",\"entries\":[\"Oren can move through the space of any creature that is of a size larger than his.\"]},{\"name\":\"Lucky\",\"entries\":[\"When Oren rolls a 1 on an attack roll, ability check, or saving throw, he can reroll the die and must use the new roll.\"]},{\"name\":\"Stout Resilience\",\"entries\":[\"Oren has advantage on saving throws against poison\"]},{\"name\":\"Roleplaying Information\",\"entries\":[\"Oren came to Nurthfurrow's End looking for easy work and found it. He sings for his supper, drinks like a fish, and wanders the fields at night dreaming up new lyrics to entertain the inn's other guests. Oren likes to stir up trouble from time to time, but he doesn't have a mean bone in his body.\",\"Ideal: \\\"Music is food for the soul.\\\"\",\"Bond: \\\"You had me at \\\"Can I buy you a drink.\\\"\",\"Flaw: \\\"I have a knack for putting myself in harm's way. Good thing I'm lucky!\\\"\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage. Duvessa carries only one dagger.\"]}],\"attachedItems\":[\"dagger|phb\"],\"languageTags\":[\"C\",\"H\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Orlekto\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":256,\"_copy\":{\"name\":\"Storm Giant\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the giant\",\"with\":\"Orlekto\",\"flags\":\"i\"},\"trait\":{\"mode\":\"prependArr\",\"items\":{\"name\":\"Roleplaying Information\",\"entries\":[\"Orlekto is in love with Princess Mirran and wants to see her become Queen of the Wyrmskull Throne. (If Mirran is dead, Orlekto aims to avenge her.) If the opportunity to eliminate Hekaton or Serissa presents itself, Orlekto seizes it. Until then, he conceals his treacherous nature.\",\"Ideal: \\\"Storm giants should rule the world. Weak leaders have let dragons and others steal what the gods gave to us!\\\"\",\"Bond: \\\"I serve Princess Mirran and her alone.\\\"\",\"Flaw: \\\"For Mirran's love or my revenge, I'd betray my king and my honor.\\\"\"]}}}},\"alignment\":[\"C\",\"E\"],\"skill\":{\"athletics\":\"+14\",\"deception\":\"+14\",\"perception\":\"+9\"},\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The giant casts one of the following spells, requiring no material spell components and using Charisma as the spellcasting ability (spell save {@dc 17}):\"],\"will\":[\"{@spell detect magic}\",\"{@spell levitate}\",\"{@spell light}\"],\"daily\":{\"1e\":[\"{@spell control weather} (cast as 1 action)\",\"{@spell water breathing}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"damageTags\":[\"B\",\"L\",\"S\"],\"spellcastingTags\":[\"O\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true},{\"name\":\"Orok\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":115,\"_copy\":{\"name\":\"Kobold\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the kobold\",\"with\":\"Orok\",\"flags\":\"i\"},\"trait\":{\"mode\":\"removeArr\",\"names\":\"Sunlight Sensitivity\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"N\"],\"senses\":null,\"languages\":[\"Bothii\",\"Common\"],\"traitTags\":[\"Pack Tactics\"],\"languageTags\":[\"C\",\"OTH\"],\"hasToken\":true},{\"name\":\"Othovir\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":255,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"human\",\"prefix\":\"Illuskan\"}]},\"alignment\":[\"L\",\"N\"],\"ac\":[10,{\"ac\":13,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":16,\"formula\":\"3d8 + 3\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":10,\"con\":13,\"int\":12,\"wis\":14,\"cha\":16,\"skill\":{\"deception\":\"+5\",\"insight\":\"+4\",\"persuasion\":\"+5\"},\"passive\":12,\"languages\":[\"Common\",\"Elvish\"],\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Othovir casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 13}; {@hit 5} to hit with spell attacks):\"],\"will\":[\"{@spell fire bolt} ({@damage 1d10} fire damage)\",\"{@spell prestidigitation}\"],\"daily\":{\"1e\":[\"{@spell mage armor}\",\"{@spell thunderwave}\",\"{@spell witch bolt}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Roleplaying Information\",\"entries\":[\"Othovir is a gifted harness-maker who doesn't talk about his family or where he came from. He cares about his business, his clients, and his good name.\",\"Ideal: \\\"Find what you do well, and do it to the best of your ability.\\\"\",\"Bond: \\\"I won't allow my name to be tarnished.\\\"\",\"Flaw: \\\"I get angry when others pry into my private life.\\\"\"]}],\"action\":[{\"name\":\"Rapier\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d8}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"Othovir adds 2 to its AC against one melee attack that would hit him. To do so, Othovir must see the attacker and be wielding a melee weapon.\"]}],\"attachedItems\":[\"rapier|phb\"],\"actionTags\":[\"Parry\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"F\",\"L\",\"T\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Pig\",\"source\":\"SKT\",\"page\":143,\"_copy\":{\"name\":\"Boar\",\"source\":\"MM\"},\"hp\":{\"average\":5,\"formula\":\"1d8 + 1\"},\"speed\":{\"walk\":30},\"cr\":\"0\",\"trait\":null,\"action\":null,\"traitTags\":[],\"miscTags\":[],\"hasToken\":true},{\"name\":\"Pow Ming\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":216,\"_copy\":{\"name\":\"Mage\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the mage\",\"with\":\"Pow\",\"flags\":\"i\"},\"trait\":{\"mode\":\"prependArr\",\"items\":{\"name\":\"Special Equipment\",\"entries\":[\"Pow carries a {@item bag of holding} and wears a {@item robe of serpents|skt} with six snakes.\"]}}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\"],\"languages\":[\"Common\",\"Draconic\",\"Dwarvish\",\"Elvish\"],\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Pow is a 9th-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). Pow has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell light}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell mage armor}\",\"{@spell magic missile}\",\"{@spell shield}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell detect thoughts}\",\"{@spell suggestion}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell counterspell}\",\"{@spell fireball}\",\"{@spell fly}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell greater invisibility}\",\"{@spell ice storm}\"]},\"5\":{\"slots\":1,\"spells\":[\"{@spell cone of cold}\"]}},\"ability\":\"int\"}],\"languageTags\":[\"C\",\"D\",\"DR\",\"E\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Princess Serissa\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":209,\"_copy\":{\"name\":\"Storm Giant\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the giant\",\"with\":\"Serissa\",\"flags\":\"i\"},\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Multiattack\",\"items\":{\"name\":\"Multiattack\",\"entries\":[\"Serissa makes two maul attacks.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Greatsword\",\"items\":{\"name\":\"Maul\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}30 ({@damage 6d6 + 9}) bludgeoning damage.\"]}}]}},\"ac\":[{\"ac\":14,\"from\":[\"{@item hide armor|phb}\"]}],\"hp\":{\"average\":200,\"formula\":\"20d12 + 100\"},\"damageTags\":[\"B\",\"L\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Purple Wormling\",\"source\":\"SKT\",\"page\":242,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":42,\"formula\":\"5d10 + 15\"},\"speed\":{\"walk\":20},\"str\":16,\"dex\":7,\"con\":16,\"int\":1,\"wis\":6,\"cha\":2,\"senses\":[\"blindsight 30 ft.\",\"tremorsense 30 ft.\"],\"passive\":8,\"cr\":\"2\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The wormling makes two attacks: one with its bite and one with its stinger.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 5}) piercing damage. If the target is a Small or smaller creature, it must succeed on a {@dc 13} Dexterity saving throw or be swallowed by the worm. A swallowed creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the wormling, and it takes 3 ({@damage 1d6}) acid damage at the start of each of the wormling's turns.\",\"If the wormling takes 10 damage or more on a single turn from a creature inside it, the wormling must succeed on a {@dc 21} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the wormling. If the wormling dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 5 feet of movement, exiting {@condition prone}.\"]},{\"name\":\"Tail Stinger\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d4 + 3}) piercing damage, and the target must make a {@dc 13} Constitution saving throw, taking 10 ({@damage 3d6}) poison damage on a failed save, or half as much damage on a successful one.\"]}],\"senseTags\":[\"B\",\"T\"],\"actionTags\":[\"Multiattack\",\"Swallow\"],\"damageTags\":[\"A\",\"I\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"blinded\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Rool\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":221,\"_copy\":{\"name\":\"Assassin\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Half-Orc\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the assassin\",\"with\":\"Rool\",\"flags\":\"i\"}}},\"alignment\":[\"N\",\"E\"],\"senseTags\":[\"D\"],\"languageTags\":[\"O\",\"TC\",\"X\"],\"hasToken\":true},{\"name\":\"Sea Elf\",\"source\":\"SKT\",\"page\":70,\"_copy\":{\"name\":\"Merfolk\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"merfolk\",\"with\":\"sea elf\",\"flags\":\"i\"},\"trait\":{\"mode\":\"prependArr\",\"items\":{\"name\":\"Fey Ancestry\",\"entries\":[\"The sea elf has advantage on saving throws against being {@condition charmed}, and magic can't put the sea elf to sleep.\"]}}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"C\",\"G\"],\"senses\":[\"darkvision 60 ft.\"],\"languages\":[\"Common\",\"Elvish\"],\"traitTags\":[\"Amphibious\",\"Fey Ancestry\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"E\"],\"hasToken\":true},{\"name\":\"Shaldoor\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":256,\"_copy\":{\"name\":\"Storm Giant\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the giant\",\"with\":\"Shaldoor\",\"flags\":\"i\"},\"trait\":{\"mode\":\"prependArr\",\"items\":{\"name\":\"Roleplaying Information\",\"entries\":[\"A skilled rider of rocs and whales, Shaldoor believes that Annam the All-Father shattered the ordning to push giants into war against the dragons. She is thrilled to be on the front lines in this great conflict!\",\"Ideal: \\\"Giants are made for war—storm giants most of all!\\\"\",\"Bond: \\\"Ostoria is gone, yet I long for the return of a mighty giant empire.\\\"\",\"Flaw: \\\"I like to rain destruction down upon my enemies, and I never show them mercy.\\\"\"]}}}},\"alignment\":[\"C\",\"G\"],\"skill\":{\"animal handling\":\"+9\",\"athletics\":\"+14\",\"perception\":\"+9\"},\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The giant casts one of the following spells, requiring no material spell components and using Charisma as the spellcasting ability (spell save {@dc 17}):\"],\"will\":[\"{@spell detect magic}\",\"{@spell levitate}\",\"{@spell light}\"],\"daily\":{\"1e\":[\"{@spell control weather} (cast as 1 action)\",\"{@spell water breathing}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"damageTags\":[\"B\",\"L\",\"S\"],\"spellcastingTags\":[\"O\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true},{\"name\":\"Shalvus Martholio\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":250,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"human\",\"prefix\":\"Turami\"}]},\"alignment\":[\"N\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":27,\"formula\":\"6d8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":15,\"con\":10,\"int\":12,\"wis\":14,\"cha\":14,\"skill\":{\"deception\":\"+4\",\"insight\":\"+4\",\"investigation\":\"+3\",\"perception\":\"+4\",\"sleight of hand\":\"+4\",\"stealth\":\"+4\"},\"passive\":12,\"languages\":[\"Common\",\"Elvish\"],\"trait\":[{\"name\":\"Sneak Attack (1/Turn)\",\"entries\":[\"Shalvus deals an extra 7 ({@dice 2d6}) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Shalvus that isn't {@condition incapacitated} and Shalvus doesn't have disadvantage on the attack roll.\"]},{\"name\":\"Roleplaying Information\",\"entries\":[\"Nalaskur Thaelond of Bargewright Inn has entrusted the shepherd Shalvus with an important assignment: to figure out the best way by which Goldenfields can be brought under the Black Network's control. Shalvus believes that success will ensure his swift rise through the Zhentarim ranks.\",\"Ideal: \\\"I'll do what it takes to prove myself to the Zhentarim.\\\"\",\"Bond: \\\"I love animals, and I'm very protective of them.\\\"\",\"Flaw: \\\"I can't resist taking risks to feed my ambitions.\\\"\"]}],\"action\":[{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, or 4 ({@damage 1d8}) bludgeoning damage if used with both hands.\"]},{\"name\":\"Hand Crossbow\",\"entries\":[\"{@atk rw} {@hit 2} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage. Shalvus carries ten crossbow bolts.\"]}],\"attachedItems\":[\"hand crossbow|phb\",\"quarterstaff|phb\"],\"traitTags\":[\"Sneak Attack\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sharda\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":103,\"_copy\":{\"name\":\"Cult Fanatic\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the fanatic\",\"with\":\"Sharda\",\"flags\":\"i\"},\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Dagger\",\"items\":{\"name\":\"Club\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage.\"]}}]}},\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"human\",\"prefix\":\"Illuskan\"}]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item breastplate|phb}\"]}],\"languages\":[\"Common\",\"Terran\"],\"languageTags\":[\"C\",\"T\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Sheep\",\"source\":\"SKT\",\"page\":142,\"_copy\":{\"name\":\"Goat\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"goat\",\"with\":\"sheep\",\"flags\":\"i\"},\"trait\":{\"mode\":\"removeArr\",\"names\":\"Charge\"}}},\"size\":[\"S\"],\"hp\":{\"average\":3,\"formula\":\"1d6\"},\"speed\":{\"walk\":30},\"action\":null,\"traitTags\":[],\"miscTags\":[],\"hasToken\":true},{\"name\":\"Shield Dwarf Guard\",\"source\":\"SKT\",\"page\":78,\"_copy\":{\"name\":\"Guard\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Shield Dwarf\",\"source\":\"PHB\"}]},\"alignment\":[\"L\",\"G\"],\"action\":[{\"name\":\"Warhammer\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) bludgeoning damage, or 6 ({@damage 1d10 + 1}) bludgeoning damage if used with two hands.\"]}],\"attachedItems\":[\"warhammer|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"D\",\"X\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true},{\"name\":\"Shield Dwarf Noble\",\"source\":\"SKT\",\"page\":78,\"_copy\":{\"name\":\"Noble\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Shield Dwarf\",\"source\":\"PHB\"}]},\"alignment\":[\"L\",\"G\"],\"action\":[{\"name\":\"Warhammer\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) bludgeoning damage, or 6 ({@damage 1d10 + 1}) bludgeoning damage if used with two hands.\"]}],\"attachedItems\":[\"warhammer|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"D\",\"X\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true},{\"name\":\"Sir Baric Nylef\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":249,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"human\",\"prefix\":\"Illuskan\"}]},\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|phb}\"]}],\"hp\":{\"average\":52,\"formula\":\"8d8 + 16\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":11,\"con\":14,\"int\":11,\"wis\":15,\"cha\":15,\"skill\":{\"insight\":\"+4\",\"investigation\":\"+2\",\"medicine\":\"+4\",\"survival\":\"+4\"},\"passive\":12,\"languages\":[\"Common\"],\"trait\":[{\"name\":\"Brave\",\"entries\":[\"Baric has advantage on saving throws against being {@condition frightened}.\"]},{\"name\":\"Roleplaying Information\",\"entries\":[\"As a knight of the Order of the Gauntlet, Sir Baric has sworn oaths to catch evildoers and bring them to justice. His current quarry is a dwarf brigand, Worvil \\\"the Weevil\\\" Forkbeard, who is rumored to be hiding in Icewind Dale. In addition to his gear, Sir Baric has an unarmored warhorse, Henry.\",\"Ideal: \\\"Evil must not be allowed to thrive in this world.\\\"\",\"Bond: \\\"Tyr is my lord; the order, my family. Through my actions, I shall honor both.\\\"\",\"Flaw: \\\"I'm not afraid to die. When Tyr finally calls me, I'll go to him happily.\\\"\"]}],\"action\":[{\"name\":\"Maul\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage.\"]},{\"name\":\"Heavy Crossbow\",\"entries\":[\"{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage. Baric carries twenty crossbow bolts.\"]}],\"attachedItems\":[\"heavy crossbow|phb\",\"maul|phb\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sirac of Suzail\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":247,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"human\",\"prefix\":\"Chondathan\"}]},\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":22,\"formula\":\"5d8\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":17,\"con\":11,\"int\":12,\"wis\":13,\"cha\":16,\"skill\":{\"athletics\":\"+4\",\"insight\":\"+3\",\"survival\":\"+3\"},\"passive\":11,\"languages\":[\"Common\",\"Orc\"],\"trait\":[{\"name\":\"Roleplaying Information\",\"entries\":[\"An acolyte of Torm, Sirac grew up on the streets of Suzail, the capital of Cormyr. He came to Icewind Dale to become a knucklehead trout fisher but instead found religion. The misbegotten son of Artus Cimber, a renowned human adventurer, Sirac hasn't seen his father since he was a baby.\",\"Ideal: \\\"Without duty or loyalty, a man is nothing.\\\"\",\"Bond: \\\"Icewind Dale is where i belong for the rest of my life.\\\"\",\"Flaw: \\\"I am honest to a fault.\\\"\"]}],\"action\":[{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Dart\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage. Sirac carries six darts.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"Sirac adds 2 to his AC against on melee attack that would hit him. To do so, Sirac must see the attacker and be wielding a melee weapon.\"]}],\"attachedItems\":[\"dart|phb\",\"shortsword|phb\"],\"actionTags\":[\"Parry\"],\"languageTags\":[\"C\",\"O\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Slarkrethel\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":224,\"size\":[\"G\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"titan\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":472,\"formula\":\"27d20 + 189\"},\"speed\":{\"walk\":20,\"swim\":60},\"str\":30,\"dex\":11,\"con\":25,\"int\":22,\"wis\":18,\"cha\":20,\"save\":{\"str\":\"+18\",\"dex\":\"+8\",\"con\":\"+15\",\"int\":\"+14\",\"wis\":\"+12\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":14,\"immune\":[\"lightning\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"frightened\",\"paralyzed\"],\"languages\":[\"understands Abyssal\",\"Celestial\",\"Infernal\",\"and Primordial but can't speak\",\"telepathy 120 ft.\"],\"cr\":\"25\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Slarkrethel casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 22}):\"],\"will\":[\"{@spell detect magic}\",\"{@spell detect thoughts}\",\"{@spell sending}\"],\"daily\":{\"2e\":[\"{@spell control weather} (cast as 1 action)\",\"{@spell fly}\",\"{@spell ice storm}\"],\"1e\":[\"{@spell arcane eye}\",\"{@spell chain lightning}\",\"{@spell feeblemind}\",\"{@spell foresight}\",\"{@spell locate creature}\",\"{@spell mass suggestion}\",\"{@spell nondetection}\",\"{@spell power word kill}\",\"{@spell scrying} (cast as 1 action)\",\"{@spell sequester}\",\"{@spell telekinesis}\",\"{@spell teleport}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Slarkrethel fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Amphibious\",\"entries\":[\"Slarkrethel can breathe air and water.\"]},{\"name\":\"Freedom of Movement\",\"entries\":[\"Slarkrethel ignores {@quickref difficult terrain||3}, and magical effects can't reduce its speed or cause it to be {@condition restrained}. It can spend 5 feet of movement to escape from nonmagical restraints or being {@condition grappled}.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"Slarkrethel deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Slarkrethel makes three tentacle attacks, each of which it can replace with one use of Fling.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 5 ft., one target. {@h}23 ({@damage 3d8 + 10}) piercing damage. If the target is a Large or smaller creature {@condition grappled} by Slarkrethel, that creature is swallowed, and the grapple ends. While swallowed, the creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside Slarkrethel, and it takes 42 ({@damage 12d6}) acid damage at the start of each of Slarkrethel's turns. If Slarkrethel takes 50 damage or more on a single turn from a creature inside it, Slarkrethel must succeed on a {@dc 25} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of Slarkrethel. If Slarkrethel dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse using 15 feet of movement, exiting {@condition prone}.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 30 ft., one target. {@h}20 ({@damage 3d6 + 10}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 18}). Until this grapple ends, the target is {@condition restrained}. Slarkrethel has ten tentacles, each of which can grapple one target.\"]},{\"name\":\"Fling\",\"entries\":[\"One Large or smaller object held or creature {@condition grappled} by Slarkrethel is thrown up to 60 feet in a random direction and knocked {@condition prone}. If a thrown target strikes a solid surface, the target takes 3 ({@damage 1d6}) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a {@dc 18} Dexterity saving throw or take the same damage and be knocked {@condition prone}.\"]},{\"name\":\"Lightning Storm\",\"entries\":[\"Slarkrethel magically creates three bolts of lightning, each of which can strike a target Slarkrethel can see within 120 feet of it. A target must make a {@dc 23} Dexterity saving throw, taking 22 ({@damage 4d10}) lightning damage on a failed save, or half as much damage on a successful one.\"]}],\"legendary\":[{\"name\":\"Tentacle Attack or Fling\",\"entries\":[\"Slarkrethel makes one tentacle attack or uses its Fling.\"]},{\"name\":\"Lightning Storm (Costs 2 Actions)\",\"entries\":[\"Slarkrethel uses Lightning Storm.\"]},{\"name\":\"Ink Cloud (Costs 3 Actions)\",\"entries\":[\"While underwater, Slarkrethel expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than Slarkrethel. Each creature other than Slarkrethel that ends its turn there must succeed on a {@dc 23} Constitution saving throw, taking 16 ({@damage 3d10}) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of Slarkrethel's next turn.\"]}],\"legendaryGroup\":{\"name\":\"Kraken\",\"source\":\"MM\"},\"traitTags\":[\"Amphibious\",\"Legendary Resistances\",\"Siege Monster\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\",\"Swallow\",\"Tentacles\"],\"languageTags\":[\"AB\",\"CE\",\"CS\",\"I\",\"P\",\"TP\"],\"damageTags\":[\"A\",\"B\",\"I\",\"L\",\"P\"],\"damageTagsLegendary\":[\"L\"],\"damageTagsSpell\":[\"B\",\"C\",\"L\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"grappled\",\"prone\",\"restrained\"],\"conditionInflictSpell\":[\"blinded\",\"charmed\",\"deafened\",\"invisible\",\"petrified\",\"restrained\",\"unconscious\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"savingThrowForcedLegendary\":[\"constitution\",\"strength\"],\"savingThrowForcedSpell\":[\"dexterity\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Stone Giant Statue\",\"source\":\"SKT\",\"page\":127,\"_copy\":{\"name\":\"Stone Golem\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"giant\",\"with\":\"golem\"}}},\"size\":[\"H\"],\"hp\":{\"average\":195,\"formula\":\"17d12 + 85\"},\"languages\":null,\"cr\":\"0\",\"action\":null,\"actionTags\":[],\"languageTags\":[],\"miscTags\":[],\"hasToken\":true},{\"name\":\"Tartha\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":207,\"_copy\":{\"name\":\"Fire Giant\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the giant\",\"with\":\"Tartha\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Tau\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":103,\"_copy\":{\"name\":\"Cult Fanatic\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the fanatic\",\"with\":\"Tau\",\"flags\":\"i\"},\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Dagger\",\"items\":{\"name\":\"Club\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage.\"]}}]}},\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"human\",\"prefix\":\"Shou\"}]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item breastplate|phb}\"]}],\"languages\":[\"Common\",\"Terran\"],\"languageTags\":[\"C\",\"T\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Thane Kayalithica\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":153,\"size\":[\"H\"],\"type\":\"giant\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":170,\"formula\":\"11d12 + 55\"},\"speed\":{\"walk\":40},\"str\":23,\"dex\":15,\"con\":20,\"int\":10,\"wis\":12,\"cha\":14,\"save\":{\"dex\":\"+5\",\"con\":\"+8\",\"wis\":\"+4\"},\"skill\":{\"athletics\":\"+12\",\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Giant\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The giant's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material components:\"],\"daily\":{\"3e\":[\"{@spell meld into stone}\",\"{@spell stone shape}\"],\"1e\":[\"{@spell stoneskin}\",\"{@spell time stop}\"]},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Stone Camouflage\",\"entries\":[\"The giant has advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain.\"]},{\"name\":\"Olach Morrah\",\"entries\":[\"The giant meditates for 1 hour, during which time it can do nothing else. At the end of the hour, provided the giant's meditation has been uninterrupted, it becomes {@condition petrified} for 8 hours. At the end of this time, the giant is no longer {@condition petrified} and gains tremorsense out to a range of 30 feet, as well as a measure of innate spellcasting ability for the next 24 hours.\"]}],\"action\":[{\"name\":\"Fling\",\"entries\":[\"The giant tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a {@dc 17} Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the giant's choice. and land {@condition prone}, taking {@dice 1d6} bludgeoning damage for every 10 feet it was thrown.\"]},{\"name\":\"Rolling Rock\",\"entries\":[\"The giant sends a rock tumbling along the ground in a 30-foot line that is 5 feet wide. Each creature in that line must make a {@dc 17} Dexterity saving throw, taking 22 ({@damage 3d10 + 6}) bludgeoning damage and falling {@condition prone} on a failed save\"]},{\"name\":\"Multiattack\",\"entries\":[\"The giant makes two adamantine greatclub attacks.\"]},{\"name\":\"Greatclub\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 9} to hit, range 60/240 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 17} Strength saving throw or be knocked {@condition prone}.\"]}],\"reaction\":[{\"name\":\"Rock Catching\",\"entries\":[\"If a rock or similar object is hurled at the giant, the giant can, with a successful {@dc 10} Dexterity saving throw, catch the missile and take no bludgeoning damage from it.\"]}],\"attachedItems\":[\"greatclub|phb\"],\"traitTags\":[\"Camouflage\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"B\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"prone\"],\"conditionInflictSpell\":[\"prone\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"The Weevil\",\"shortName\":true,\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":114,\"_copy\":{\"name\":\"Bandit Captain\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Shield Dwarf\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"captain\",\"with\":\"Weevil\"},\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Multiattack\",\"items\":{\"name\":\"Multiattack\",\"entries\":[\"The Weevil makes three melee attacks with his handaxes. Or the Weevil makes two ranged attacks with his handaxes.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Scimitar\",\"items\":{\"name\":\"Handaxe +1\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 4}) slashing damage.\"]}},{\"mode\":\"removeArr\",\"names\":\"Dagger\"}]}},\"alignment\":[\"N\",\"E\"],\"senseTags\":[\"D\"],\"languageTags\":[\"D\",\"X\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Tholtz Daggerdark\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":221,\"_copy\":{\"name\":\"Archmage\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the archmage\",\"with\":\"Tholtz\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"E\"],\"hasToken\":true},{\"name\":\"Thunderbeast Skeleton\",\"source\":\"SKT\",\"page\":99,\"size\":[\"H\"],\"type\":\"undead\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":68,\"formula\":\"8d12 + 16\"},\"speed\":{\"walk\":30},\"str\":19,\"dex\":11,\"con\":15,\"int\":2,\"wis\":12,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"immune\":[\"poison\"],\"vulnerable\":[\"bludgeoning\"],\"conditionImmune\":[\"poisoned\",\"exhaustion\"],\"cr\":\"3\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., {@h}18 ({@damage 4d6 + 4}) piercing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@hit 7} to hit, reach 10 ft., one target. {@h}18 ({@damage 4d6 + 4}) bludgeoning damage. Succeed on a DC14 Strength saving throw or be knocked {@condition prone}.\"]}],\"senseTags\":[\"D\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"hasToken\":true},{\"name\":\"Tressym\",\"source\":\"SKT\",\"page\":242,\"otherSources\":[{\"source\":\"IMR\"}],\"size\":[\"T\"],\"type\":\"monstrosity\",\"alignment\":[\"A\"],\"ac\":[12],\"hp\":{\"average\":5,\"formula\":\"2d4\"},\"speed\":{\"walk\":40,\"climb\":30,\"fly\":40},\"str\":3,\"dex\":15,\"con\":10,\"int\":11,\"wis\":12,\"cha\":12,\"skill\":{\"perception\":\"+5\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"understands Common but can't speak\"],\"cr\":\"0\",\"trait\":[{\"name\":\"Detect Invisibility\",\"entries\":[\"Within 60 feet of the tressym, magical invisibility fails to conceal anything from the tressym's sight.\"]},{\"name\":\"Keen Smell\",\"entries\":[\"The tressym has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Poison Sense\",\"entries\":[\"The tressym can detect whether a substance is poisonous by taste, touch, or smell.\"]},{\"name\":\"Familiar\",\"entries\":[\"With the DM's permission, a person who casts the {@spell find familiar} spell can choose to conjure a tressym in stead of a normal cat.\"]}],\"action\":[{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 0} to hit, reach 5 ft., one target. {@h}1 slashing damage.\"]}],\"familiar\":true,\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tug\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":209,\"_copy\":{\"name\":\"Hill Giant\",\"source\":\"MM\"},\"ac\":[{\"ac\":15,\"from\":[\"{@item scale mail|phb}\"]}],\"hasToken\":true},{\"name\":\"Turlang\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":107,\"_copy\":{\"name\":\"Treant\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the treant\",\"with\":\"Turlang\"}}},\"hp\":{\"average\":200,\"formula\":\"12d12 + 60\"},\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Turlang casts one of the following spells, requiring no material spell components and using Wisdom as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell druidcraft}\",\"{@spell guidance}\",\"{@spell resistance}\",\"{@spell speak with plants}\"],\"daily\":{\"2e\":[\"{@spell animal messenger}\",\"{@spell detect magic}\",\"{@spell entangle}\",\"{@spell goodberry}\",\"{@spell gust of wind}\",\"{@spell pass without trace}\",\"{@spell speak with animals}\"],\"1e\":[\"{@spell commune with nature} (cast as 1 action)\",\"{@spell conjure woodland beings}\",\"{@spell hallucinatory terrain} (cast as 1 action)\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"spellcastingTags\":[\"O\"],\"savingThrowForcedSpell\":[\"strength\"],\"hasToken\":true},{\"name\":\"Urgala Meltimer\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":254,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"human\",\"prefix\":\"Turami\"}]},\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":12,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":58,\"formula\":\"9d8 + 18\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":13,\"con\":14,\"int\":12,\"wis\":14,\"cha\":13,\"skill\":{\"athletics\":\"+5\",\"intimidation\":\"+3\"},\"passive\":12,\"languages\":[\"Common\",\"Giant\"],\"trait\":[{\"name\":\"Giant Slayer\",\"entries\":[\"Any weapon attack that Urgala makes against a giant deals an extra 7 ({@dice 2d6}) damage on a hit.\"]},{\"name\":\"Roleplaying Information\",\"entries\":[\"A retired adventurer, Urgala owns a respectable inn, the North shield House, and she doesn't want to see it or her neighbors' homes destroyed. She has no tolerance for monsters or bullies.\",\"Ideal: \\\"We live in a violent world, and sometimes violence is necessary for survival.\\\"\",\"Bond: \\\"My home is my life. Threaten it, and I'll hurt you.\\\"\",\"Flaw: \\\"I know how treacherous and greedy adventurers can be. I don't trust them—any of them.\\\"\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Urgala makes two attacks with her morningstar or her shortbow.\"]},{\"name\":\"Morningstar\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 3} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 1}) piercing damage. Urgala carries a quiver of twenty arrows.\"]}],\"attachedItems\":[\"morningstar|phb\",\"shortbow|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Uthgardt Barbarian Leader\",\"source\":\"SKT\",\"page\":86,\"_copy\":{\"name\":\"Berserker\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"berserker\",\"with\":\"barbarian\"},\"action\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Oathbow\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 150/600 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, plus an extra 10 ({@damage 3d6}) piercing damage against a sworn enemy See the {@item oathbow} entry for the other properties.\"]}}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item hide armor|phb}\"]}],\"dex\":15,\"languages\":[\"Bothii\",\"Common\",\"Elvish\"],\"languageTags\":[\"C\",\"E\",\"OTH\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\",\"RW\"],\"hasToken\":true},{\"name\":\"Uthgardt Shaman\",\"source\":\"SKT\",\"page\":243,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item hide armor|phb}\"]}],\"hp\":{\"average\":38,\"formula\":\"7d8 + 7\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":12,\"con\":13,\"int\":10,\"wis\":15,\"cha\":12,\"skill\":{\"medicine\":\"+4\",\"nature\":\"+4\",\"perception\":\"+4\",\"survival\":\"+6\"},\"passive\":14,\"languages\":[\"Bothii\",\"Common\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting (Requires a Sacred Bundle)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The shaman casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 12}; {@hit 4} to hit with spell attacks):\"],\"will\":[\"{@spell dancing lights}\",\"{@spell mage hand}\",\"{@spell message}\",\"{@spell thaumaturgy}\"],\"daily\":{\"1e\":[\"{@spell augury} (cast as 1 action)\",\"{@spell bestow curse}\",\"{@spell cordon of arrows}\",\"{@spell detect magic}\",\"{@spell speak with dead}\",\"{@spell spirit guardians}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if wielded with two hands.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 3} to hit, range 80/320 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage.\"]}],\"attachedItems\":[\"shortbow|phb\",\"spear|phb\"],\"languageTags\":[\"C\",\"OTH\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"N\",\"P\",\"R\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\",\"THW\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Uthgardt Shaman (Black Lion)\",\"source\":\"SKT\",\"_mod\":{\"_\":{\"mode\":\"addSpells\",\"daily\":{\"1e\":[\"{@spell chill touch}\",\"{@spell feign death}\",\"{@spell revivify}\"]}}}},{\"name\":\"Uthgardt Shaman (Black Raven)\",\"source\":\"SKT\",\"_mod\":{\"_\":{\"mode\":\"addSpells\",\"daily\":{\"1e\":[\"{@spell animal messenger} (raven only)\",\"{@spell polymorph} (self only; into a raven only)\"]}}}},{\"name\":\"Uthgardt Shaman (Blue Bear)\",\"source\":\"SKT\",\"_mod\":{\"_\":{\"mode\":\"addSpells\",\"daily\":{\"1e\":[\"{@spell enhance ability} (bear's endurance only)\",\"{@spell heroism}\"]}}}},{\"name\":\"Uthgardt Shaman (Elk)\",\"source\":\"SKT\",\"_mod\":{\"_\":{\"mode\":\"addSpells\",\"daily\":{\"1e\":[\"{@spell find steed} (cast as 1 action; elk only)\",\"{@spell haste}\"]}}}},{\"name\":\"Uthgardt Shaman (Gray Wolf)\",\"source\":\"SKT\",\"_mod\":{\"_\":{\"mode\":\"addSpells\",\"daily\":{\"1e\":[\"{@spell beast sense} (wolf or dire wolf only)\",\"{@spell moonbeam}\",\"{@spell speak with animals} (wolf or dire wolf only)\"]}}}},{\"name\":\"Uthgardt Shaman (Great Worm)\",\"source\":\"SKT\",\"_mod\":{\"_\":{\"mode\":\"addSpells\",\"daily\":{\"1e\":[\"{@spell crusader's mantle}\",\"{@spell hypnotic pattern}\"]}}}},{\"name\":\"Uthgardt Shaman (Griffon)\",\"source\":\"SKT\",\"_mod\":{\"_\":{\"mode\":\"addSpells\",\"daily\":{\"1e\":[\"{@spell beast sense} (birds only)\",\"{@spell fly}\"]}}}},{\"name\":\"Uthgardt Shaman (Red Tiger)\",\"source\":\"SKT\",\"_mod\":{\"_\":{\"mode\":\"addSpells\",\"daily\":{\"1e\":[\"{@spell enhance ability} (cat's grace only)\",\"{@spell jump}\"]}}}},{\"name\":\"Uthgardt Shaman (Sky Pony)\",\"source\":\"SKT\",\"_mod\":{\"_\":{\"mode\":\"addSpells\",\"daily\":{\"1e\":[\"{@spell gust of wind}\",\"{@spell witch bolt}\"]}}}},{\"name\":\"Uthgardt Shaman (Thunderbeast)\",\"source\":\"SKT\",\"_mod\":{\"_\":{\"mode\":\"addSpells\",\"daily\":{\"1e\":[\"{@spell enhance ability} (bull's strength only)\",\"{@spell pass without trace}\"]}}}},{\"name\":\"Uthgardt Shaman (Tree Ghost)\",\"source\":\"SKT\",\"_mod\":{\"_\":{\"mode\":\"addSpells\",\"daily\":{\"1e\":[\"{@spell barkskin}\",\"{@spell speak with plants}\"]}}}}]},{\"name\":\"Vaal\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":207,\"_copy\":{\"name\":\"Cloud Giant\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the giant\",\"with\":\"Vaal\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Vaasha\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":256,\"_copy\":{\"name\":\"Storm Giant\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the giant\",\"with\":\"Vaasha\",\"flags\":\"i\"},\"trait\":{\"mode\":\"prependArr\",\"items\":{\"name\":\"Roleplaying Information\",\"entries\":[\"Vaasha is a skilled hunter and tracker who doesn't charge into danger without first assessing the risks. She's not afraid to speak her mind, even to her king. To her, a worthy leader values the truth, no matter how painful it is.\",\"Ideal: \\\"I want this conflict over with so that I can return to the quiet stillness of the ocean depths.\\\"\",\"Bond: \\\"I'll protect this beautiful world from the ravages of evil with my dying breath.\\\"\",\"Flaw: \\\"I don't care if my words hurt others' feelings.\\\"\"]}}}},\"alignment\":[\"N\",\"G\"],\"skill\":{\"athletics\":\"+14\",\"perception\":\"+9\",\"survival\":\"+9\"},\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The giant casts one of the following spells, requiring no material spell components and using Charisma as the spellcasting ability (spell save {@dc 17}):\"],\"will\":[\"{@spell detect magic}\",\"{@spell levitate}\",\"{@spell light}\"],\"daily\":{\"1e\":[\"{@spell control weather} (cast as 1 action)\",\"{@spell water breathing}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"damageTags\":[\"B\",\"L\",\"S\"],\"spellcastingTags\":[\"O\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true},{\"name\":\"Wiri Fleagol\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":176,\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Rock Gnome\",\"source\":\"PHB\"}]},\"alignment\":[\"C\",\"G\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"G\",\"X\"],\"hasToken\":true},{\"name\":\"Wood Elf\",\"source\":\"SKT\",\"page\":28,\"_copy\":{\"name\":\"Scout\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Wood Elf\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"scout\",\"with\":\"wood elf\"}}},\"alignment\":[\"C\",\"G\"],\"languages\":[\"Common\",\"Elvish\"],\"traitTags\":[\"Fey Ancestry\",\"Keen Senses\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"E\"],\"hasToken\":true},{\"name\":\"Xolkin Alassandar\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":27,\"_copy\":{\"name\":\"Bandit Captain\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the captain\",\"with\":\"Xolkin\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"half-elf\"]},\"alignment\":[\"L\",\"E\"],\"hasToken\":true},{\"name\":\"Yak\",\"source\":\"SKT\",\"page\":172,\"_copy\":{\"name\":\"Elk\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"elk\",\"with\":\"yak\"}}},\"hasToken\":true},{\"name\":\"Yakfolk Priest\",\"source\":\"SKT\",\"page\":245,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":12,\"from\":[\"{@item hide armor|phb}\"]}],\"hp\":{\"average\":52,\"formula\":\"7d10 + 14\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":11,\"con\":15,\"int\":14,\"wis\":18,\"cha\":14,\"skill\":{\"deception\":\"+4\",\"medicine\":\"+6\",\"survival\":\"+6\"},\"passive\":14,\"languages\":[\"Common\",\"Yikaria\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The yakfolk is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The priest has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell light}\",\"{@spell mending}\",\"{@spell sacred flame}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell bane}\",\"{@spell command}\",\"{@spell cure wounds}\",\"{@spell sanctuary}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell augury}\",\"{@spell hold person}\",\"{@spell spiritual weapon}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell bestow curse}\",\"{@spell protection from energy}\",\"{@spell sending}\"]},\"4\":{\"slots\":1,\"spells\":[\"{@spell banishment}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Possession (Recharges after a Short or Long Rest)\",\"entries\":[\"The yakfolk attempts to magically possess a humanoid or giant. The yakfolk must touch the target throughout a short rest, or the attempt fails. At the end of the rest, the target must succeed on a {@dc 12} Constitution saving throw or be possessed by the yakfolk, which disappears with everything it is carrying and wearing. Until the possession ends, the target is {@condition incapacitated}, loses control of its body, and is unaware of its surroundings. The yakfolk now controls the body and can't be targeted by any attack, spell, or other effect, and it retains its alignment; its Intelligence, Wisdom, and Charisma scores; and its proficiencies. It otherwise uses the target's statistics, except the target's knowledge, class features, feats, and proficiencies.\",\"The possession lasts until either the body drops to 0 hit points, the yakfolk ends the possession as an action, or the yakfolk is forced out of the body by an effect such as the {@spell dispel evil and good} spell. When the possession ends, the yakfolk reappears in an unoccupied space within 5 feet of the body and is {@condition stunned} until the end of its next turn. If the host body dies while it is possessed by the yakfolk, the yakfolk dies as well, and its body doesn't reappear.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The yakfolk makes two melee attacks.\"]},{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage, or 12 ({@damage 2d8 + 3}) bludgeoning damage if used with two hands.\"]},{\"name\":\"Summon Earth Elemental (1/Day)\",\"entries\":[\"The yakfolk summons an {@creature earth elemental}. The elemental appears in an unoccupied space within 60 feet of its summoner and acts as an ally of the summoner. It remains for 10 minutes, until it dies, or until its summoner dismisses it as an action.\"]}],\"attachedItems\":[\"quarterstaff|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"OTH\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"N\",\"O\",\"R\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"incapacitated\"],\"conditionInflictSpell\":[\"incapacitated\",\"paralyzed\",\"prone\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Yakfolk Warrior\",\"source\":\"SKT\",\"page\":244,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":11,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":60,\"formula\":\"8d10 + 16\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":11,\"con\":15,\"int\":14,\"wis\":15,\"cha\":14,\"skill\":{\"deception\":\"+4\",\"survival\":\"+4\"},\"passive\":12,\"languages\":[\"Common\",\"Yikaria\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Possession (Recharges after a Short or Long Rest)\",\"entries\":[\"The yakfolk attempts to magically possess a humanoid or giant. The yakfolk must touch the target throughout a short rest, or the attempt fails. At the end of the rest, the target must succeed on a {@dc 12} Constitution saving throw or be possessed by the yakfolk, which disappears with everything it is carrying and wearing. Until the possession ends, the target is {@condition incapacitated}, loses control of its body, and is unaware of its surroundings. The yakfolk now controls the body and can't be targeted by any attack, spell, or other effect, and it retains its alignment; its Intelligence, Wisdom, and Charisma scores; and its proficiencies. It otherwise uses the target's statistics, except the target's knowledge, class features, feats, and proficiencies.\",\"The possession lasts until either the body drops to 0 hit points, the yakfolk ends the possession as an action, or the yakfolk is forced out of the body by an effect such as the {@spell dispel evil and good} spell. When the possession ends, the yakfolk reappears in an unoccupied space within 5 feet of the body and is {@condition stunned} until the end of its next turn. If the host body dies while it is possessed by the yakfolk, the yakfolk dies as well, and its body doesn't reappear.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The yakfolk makes two attacks, either with its greatsword or its longbow.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}18 ({@damage 4d6 + 4}) slashing damage.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 2} to hit, range 150/600 ft., one target. {@h}9 ({@damage 2d8}) piercing damage.\"]}],\"attachedItems\":[\"greatsword|phb\",\"longbow|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"OTH\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"conditionInflict\":[\"incapacitated\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Young Cloud Giant\",\"source\":\"SKT\",\"page\":112,\"_copy\":{\"name\":\"Hill Giant\",\"source\":\"MM\"},\"int\":10,\"wis\":12,\"cha\":12,\"skill\":{\"insight\":\"+4\",\"perception\":\"+4\"},\"passive\":14,\"languages\":[\"Common\",\"Giant\"],\"languageTags\":[\"C\",\"GI\"],\"hasToken\":true},{\"name\":\"Zaltember\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":180,\"size\":[\"L\"],\"type\":\"giant\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item chain shirt|phb}\"]}],\"hp\":{\"average\":30,\"formula\":\"4d10 + 8\"},\"speed\":{\"walk\":30},\"str\":17,\"dex\":10,\"con\":14,\"int\":10,\"wis\":10,\"cha\":10,\"passive\":10,\"immune\":[\"fire\"],\"languages\":[\"Common\",\"Giant\"],\"cr\":\"1\",\"action\":[{\"name\":\"Battleaxe\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) slashing damage, or 14 ({@damage 2d10 + 3}) slashing damage if used with two hands.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage.\"]}],\"attachedItems\":[\"battleaxe|phb\",\"javelin|phb\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true},{\"name\":\"Zephyros\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":33,\"size\":[\"H\"],\"type\":\"giant\",\"alignment\":[\"N\",\"G\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":200,\"formula\":\"16d12 + 96\"},\"speed\":{\"walk\":40},\"str\":27,\"dex\":10,\"con\":22,\"int\":18,\"wis\":16,\"cha\":16,\"save\":{\"con\":\"+11\",\"wis\":\"+8\",\"cha\":\"+8\"},\"skill\":{\"insight\":\"+8\",\"perception\":\"+8\"},\"passive\":17,\"languages\":[\"Common\",\"Giant\"],\"cr\":\"13\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Zephyros's innate spellcasting ability is Charisma. He can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell detect magic}\",\"{@spell fog cloud}\",\"{@spell light}\"],\"daily\":{\"3e\":[\"{@spell feather fall}\",\"{@spell fly}\",\"{@spell misty step}\",\"{@spell telekinesis}\"],\"1e\":[\"{@spell control weather}\",\"{@spell gaseous form}\"]},\"ability\":\"cha\"},{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Zephyros casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 17}, {@hit 11} to hit with spell attacks):\"],\"will\":[\"{@spell message}\",\"{@spell prestidigitation}\",\"{@spell ray of frost}\"],\"daily\":{\"2e\":[\"{@spell gust of wind}\",\"{@spell levitate}\",\"{@spell magic missile}\"],\"1e\":[\"{@spell cone of cold}\",\"{@spell contact other plane} (cast as 1 action)\",\"{@spell greater invisibility}\",\"{@spell mass suggestion}\",\"{@spell nondetection}\",\"{@spell Otiluke's resilient sphere}\",\"{@spell protection from energy}\",\"{@spell tongues}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"Zephyros has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]}],\"action\":[{\"name\":\"Fling\",\"entries\":[\"Zephyros tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a {@dc 20} Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of Zephyros's choice and land {@condition prone}, taking {@dice 1d8} bludgeoning damage for every 10 feet it was thrown.\"]},{\"name\":\"Wind Aura\",\"entries\":[\"A magical aura of wind surrounds Zephyros. The aura is a 10-foot-radius sphere that lasts as long as he maintains {@status concentration} on it (as if {@status concentration||concentrating} on a spell). While the aura is in effect, Zephyros gains a +2 bonus to his AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical.\"]},{\"name\":\"Multiattack\",\"entries\":[\"Zephyros makes two staff attacks.\"]},{\"name\":\"Staff of the Magi\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}20 ({@damage 3d6 + 10}) bludgeoning damage, or 23 ({@damage 3d8 + 10}) bludgeoning damage if used with two hands. This damage is considered magical..\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 12} to hit, range 60/240 ft., one target. {@h}30 ({@damage 4d10 + 8}) bludgeoning damage.\"]}],\"traitTags\":[\"Keen Senses\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"C\",\"O\",\"Y\"],\"spellcastingTags\":[\"I\",\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"prone\"],\"conditionInflictSpell\":[\"charmed\",\"invisible\",\"restrained\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"intelligence\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Zi Liang\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SKT\",\"page\":251,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"human\",\"prefix\":\"Shou\"}]},\"alignment\":[\"C\",\"G\"],\"ac\":[15],\"hp\":{\"average\":22,\"formula\":\"5d8\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":15,\"con\":11,\"int\":14,\"wis\":16,\"cha\":11,\"skill\":{\"acrobatics\":\"+4\",\"athletics\":\"+3\",\"perception\":\"+5\",\"stealth\":\"+4\"},\"passive\":15,\"languages\":[\"Common\",\"Elvish\",\"Goblin\"],\"trait\":[{\"name\":\"Unarmored Defense\",\"entries\":[\"While Zi is wearing no armor and wielding no shield, her AC includes her Wisdom modifier.\"]},{\"name\":\"Roleplaying Information\",\"entries\":[\"Zi Liang is a devout worshiper of Chauntea, the Earth Mother. She has considerably less faith in Goldenfields' defenders, so she patrols the temple-farm during her off-duty hours.\",\"Ideal: \\\"If we faithfully tend to our gardens and our fields, Chauntea will smile upon us.\\\"\",\"Bond: \\\"Goldenfields is the breadbasket of the North. People depend on its safety and prosperity, and I'll do what must be done to protect it.\\\"\",\"Flaw: \\\"I don't trust authority. I do what my heart says is right.\\\"\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Zi makes two melee attacks.\"]},{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage, or 5 ({@damage 1d8 + 1}) bludgeoning damage if used with both hands.\"]},{\"name\":\"Sling\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage. Zi carries twenty sling stones.\"]}],\"attachedItems\":[\"quarterstaff|phb\",\"sling|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\",\"GO\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-slw.json`] = JSON.parse("{\"_meta\":{\"otherSources\":{\"monster\":{\"SKT\":\"SLW\",\"MM\":\"SLW\",\"VGM\":\"SLW\",\"PotA\":\"SLW\",\"MTF\":\"SLW\",\"GoS\":\"SLW\",\"TftYP\":\"SLW\"}}},\"monster\":[{\"name\":\"Expert\",\"source\":\"SLW\",\"level\":7,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"sidekickType\":\"expert\",\"sidekickHidden\":true},\"ac\":[{\"ac\":15,\"from\":[\"{@item studded leather armor|phb|studded leather}\"]}],\"hp\":{\"average\":44,\"formula\":\"8d8 + 8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":16,\"con\":12,\"int\":14,\"wis\":10,\"cha\":14,\"save\":{\"dex\":\"+6\"},\"skill\":{\"acrobatics\":\"+9\",\"performance\":\"+5\",\"persuasion\":\"+5\",\"sleight of hand\":\"+6\",\"stealth\":\"+9\"},\"passive\":10,\"languages\":[\"Common\",\"plus one of your choice\"],\"trait\":[{\"name\":\"Helpful\",\"entries\":[\"The expert can take the Help action as a bonus action, and the creature who receives the help gains a {@dice 1d6} bonus to the {@dice d20} roll. If that roll is an attack roll, the creature can forgo adding the bonus to it, and then if the attack hits, the creature can add the bonus to the attack's damage roll against one target.\"]},{\"name\":\"Tools\",\"entries\":[\"The expert has {@item thieves' tools|phb} and a musical instrument.\"]}],\"action\":[{\"name\":\"Extra Attack\",\"entries\":[\"The expert can attack twice, instead of once, whenever it takes the {@action Attack} action on its turn.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\",\"shortbow|phb\",\"shortsword|phb\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\",\"THW\"],\"hasToken\":true},{\"name\":\"Skull Flier\",\"source\":\"SLW\",\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":24,\"formula\":\"3d8\"},\"speed\":{\"walk\":10,\"fly\":50},\"str\":10,\"dex\":14,\"con\":10,\"int\":1,\"wis\":10,\"cha\":3,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"cr\":\"1/2\",\"action\":[{\"name\":\"Sting\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) piercing damage, and the target must make a {@dc 11} Constitution saving throw, taking 10 ({@damage 3d6}) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but {@condition poisoned} for 1 hour, even after regaining hit points, and is {@condition paralyzed} while {@condition poisoned} in this way.\"]}],\"senseTags\":[\"D\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"paralyzed\",\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true},{\"name\":\"Spellcaster (Healer)\",\"source\":\"SLW\",\"level\":7,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"sidekickType\":\"spellcaster\",\"tags\":[\"healer\"],\"sidekickHidden\":true},\"ac\":[{\"ac\":13,\"from\":[\"{@item studded leather armor|phb|studded leather}\"]}],\"hp\":{\"average\":36,\"formula\":\"8d8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":12,\"con\":10,\"int\":15,\"wis\":16,\"cha\":13,\"save\":{\"wis\":\"+6\"},\"skill\":{\"arcana\":\"+5\",\"investigation\":\"+5\",\"religion\":\"+5\"},\"passive\":13,\"languages\":[\"Common\",\"plus one of your choice\"],\"spellcasting\":[{\"name\":\"Spellcasting (Healer)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The spellcaster's spellcasting ability is Wisdom (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The spellcaster has following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell guidance}\",\"{@spell light}\",\"{@spell resistance}\",\"{@spell sacred flame}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell bless}\",\"{@spell cure wounds}\",\"{@spell shield of faith}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell aid}\",\"{@spell lesser restoration}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell protection from energy}\",\"{@spell revivify}\"]},\"4\":{\"slots\":1,\"spells\":[\"{@spell death ward}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Potent Cantrip\",\"entries\":[\"The spellcaster can add its spellcasting ability modifier to the damage it deals with any cantrip.\"]}],\"action\":[{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, or 4 ({@damage 1d8}) bludgeoning damage if used with two hands.\"]}],\"attachedItems\":[\"quarterstaff|phb\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"R\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true},{\"name\":\"Spellcaster (Mage)\",\"source\":\"SLW\",\"level\":7,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"sidekickType\":\"spellcaster\",\"tags\":[\"mage\"],\"sidekickHidden\":true},\"ac\":[{\"ac\":13,\"from\":[\"{@item studded leather armor|phb|studded leather}\"]}],\"hp\":{\"average\":36,\"formula\":\"8d8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":12,\"con\":10,\"int\":16,\"wis\":14,\"cha\":13,\"save\":{\"wis\":\"+5\"},\"skill\":{\"arcana\":\"+6\",\"investigation\":\"+6\",\"religion\":\"+6\"},\"passive\":12,\"languages\":[\"Common\",\"plus one of your choice\"],\"spellcasting\":[{\"name\":\"Spellcasting (Mage)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The spellcaster's spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The spellcaster has following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell light}\",\"{@spell mage hand}\",\"{@spell minor illusion}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell burning hands}\",\"{@spell shield}\",\"{@spell sleep}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell flaming sphere}\",\"{@spell invisibility}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell fireball}\",\"{@spell fly}\"]},\"4\":{\"slots\":1,\"spells\":[\"{@spell wall of fire}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Potent Cantrip\",\"entries\":[\"The spellcaster can add its spellcasting ability modifier to the damage it deals with any cantrip.\"]}],\"action\":[{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, or 4 ({@damage 1d8}) bludgeoning damage if used with two hands.\"]}],\"attachedItems\":[\"quarterstaff|phb\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true},{\"name\":\"Statue of Talos\",\"source\":\"SLW\",\"size\":[\"L\"],\"type\":\"elemental\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":147,\"formula\":\"14d10 + 70\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":19,\"dex\":11,\"con\":20,\"int\":6,\"wis\":11,\"cha\":9,\"save\":{\"wis\":\"+4\"},\"skill\":{\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't adamantine\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"petrified\",\"poisoned\"],\"languages\":[\"Terran\"],\"cr\":\"10\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"While the statue remains motionless, it is indistinguishable from an inanimate statue.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The statue makes five attacks: one with its headbutt and four with its lightning bolt blades.\"]},{\"name\":\"Headbutt\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage.\"]},{\"name\":\"Lightning Bolt Blades\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) slashing damage.\"]}],\"traitTags\":[\"False Appearance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"T\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Tooth-N-Claw\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"SLW\",\"size\":[\"M\"],\"type\":\"fiend\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":45,\"formula\":\"7d8 + 14\"},\"speed\":{\"walk\":50},\"str\":17,\"dex\":12,\"con\":14,\"int\":6,\"wis\":13,\"cha\":6,\"skill\":{\"perception\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"immune\":[\"cold\"],\"languages\":[\"understands Infernal but can't speak it\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Keen Hearing and Smell\",\"entries\":[\"Tooth-N-Claw has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"Tooth-N-Claw has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 7 ({@damage 2d6}) cold damage.\"]},{\"name\":\"Freezing Breath {@recharge 5}\",\"entries\":[\"Tooth-N-Claw exhales an icy blast in a 15-foot cone. Each creature in that area must make a {@dc 12} Dexterity saving throw, taking 21 ({@damage 6d6}) cold damage on a failed save, or half as much damage on a successful one.\"]}],\"traitTags\":[\"Keen Senses\",\"Pack Tactics\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"CS\",\"I\"],\"damageTags\":[\"C\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true},{\"name\":\"Warrior\",\"source\":\"SLW\",\"level\":7,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"sidekickType\":\"warrior\",\"sidekickHidden\":true},\"ac\":[{\"ac\":20,\"from\":[\"{@item plate armor|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":52,\"formula\":\"8d8 + 16\"},\"speed\":{\"walk\":30},\"initiative\":{\"advantageMode\":\"adv\"},\"str\":16,\"dex\":14,\"con\":14,\"int\":10,\"wis\":12,\"cha\":10,\"save\":{\"con\":\"+5\"},\"skill\":{\"athletics\":\"+6\",\"perception\":\"+4\",\"survival\":\"+4\"},\"passive\":14,\"languages\":[\"Common\",\"plus one of your choice\"],\"trait\":[{\"name\":\"Battle Readiness\",\"entries\":[\"The warrior has advantage on initiative rolls.\"]},{\"name\":\"Improved Critical\",\"entries\":[\"The warrior's attack rolls score a critical hit on a roll of 19 or 20 on the d20.\"]},{\"name\":\"Martial Role\",\"entries\":[\"The warrior has one of the following traits of your choice:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Attacker\",\"entry\":\"The warrior gains a +2 bonus to attack rolls.\"},{\"type\":\"item\",\"name\":\"Defender\",\"entry\":\"The warrior gains the Protection reaction below.\"}]}]}],\"action\":[{\"name\":\"Extra Attack\",\"entries\":[\"The warrior can attack twice, instead of once, whenever it takes the {@action Attack} action on its turn.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Protection (Defender Only)\",\"entries\":[\"The warrior imposes disadvantage on the attack roll of a creature within 5 feet of it whose target isn't the warrior. The warrior must be able to see the attacker.\"]}],\"altArt\":[{\"name\":\"Warrior (Defender)\",\"source\":\"SLW\"}],\"attachedItems\":[\"longbow|phb\",\"longsword|phb\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true}]}"); JSON_DATA[`data/bestiary/bestiary-tce.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\"]},\"otherSources\":{\"monster\":{\"MM\":\"TCE\",\"DMG\":\"TCE\"}}},\"monster\":[{\"name\":\"Aberrant Spirit\",\"source\":\"TCE\",\"page\":109,\"reprintedAs\":[\"Aberrant Spirit|XPHB\"],\"summonedBySpell\":\"Summon Aberration|TCE\",\"summonedBySpellLevel\":4,\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"U\"],\"ac\":[{\"special\":\"11 + the level of the spell (natural armor)\"}],\"hp\":{\"special\":\"40 + 10 for each spell level above 4th\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(beholderkin only; hover)\"},\"canHover\":true},\"str\":16,\"dex\":10,\"con\":15,\"int\":16,\"wis\":10,\"cha\":6,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"psychic\"],\"languages\":[\"Deep Speech\",\"understands the languages you speak\"],\"trait\":[{\"name\":\"Regeneration (Slaad Only)\",\"entries\":[\"The aberration regains 5 hit points at the start of its turn if it has at least 1 hit point.\"]},{\"name\":\"Whispering Aura (Star Spawn Only)\",\"entries\":[\"At the start of each of the aberration's turns, each creature within 5 feet of the aberration must succeed on a Wisdom saving throw against your spell save DC or take {@damage 2d6} psychic damage, provided that the aberration isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The aberration makes a number of attacks equal to half this spell's level (rounded down).\"]},{\"name\":\"Eye Ray (Beholderkin Only)\",\"entries\":[\"{@atk rs} {@hitYourSpellAttack} to hit, range 150 ft., one creature. {@h}{@damage 1d8 + 3 + summonSpellLevel} psychic damage.\"]},{\"name\":\"Claws (Slaad Only)\",\"entries\":[\"{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one target. {@h}{@damage 1d10 + 3 + summonSpellLevel} slashing damage. If the target is a creature, it can't regain hit points until the start of the aberration's next turn.\"]},{\"name\":\"Psychic Slam (Star Spawn Only)\",\"entries\":[\"{@atk ms} {@hitYourSpellAttack} to hit, reach 5 ft., one creature. {@h}{@damage 1d8 + 3 + summonSpellLevel} psychic damage.\"]}],\"traitTags\":[\"Regeneration\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DS\"],\"damageTags\":[\"S\",\"Y\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"_versions\":[{\"name\":\"Aberrant Spirit (Beholderkin)\",\"source\":\"TCE\",\"_mod\":{\"action\":[{\"mode\":\"removeArr\",\"names\":[\"Claws (Slaad Only)\",\"Psychic Slam (Star Spawn Only)\"]},{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Eye Ray (Beholderkin Only)\",\"with\":\"Eye Ray\"}}]},\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"trait\":null,\"traitTags\":null,\"damageTags\":[\"Y\"],\"miscTags\":null},{\"name\":\"Aberrant Spirit (Slaad)\",\"source\":\"TCE\",\"_mod\":{\"trait\":[{\"mode\":\"removeArr\",\"names\":[\"Whispering Aura (Star Spawn Only)\"]},{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Regeneration (Slaad Only)\",\"with\":\"Regeneration\"}}],\"action\":[{\"mode\":\"removeArr\",\"names\":[\"Eye Ray (Beholderkin Only)\",\"Psychic Slam (Star Spawn Only)\"]},{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Claws (Slaad Only)\",\"with\":\"Claws\"}}]},\"speed\":{\"walk\":30},\"traitTags\":[\"Regeneration\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"]},{\"name\":\"Aberrant Spirit (Star Spawn)\",\"source\":\"TCE\",\"_mod\":{\"trait\":[{\"mode\":\"removeArr\",\"names\":[\"Regeneration (Slaad Only)\"]},{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Whispering Aura (Star Spawn Only)\",\"with\":\"Whispering Aura\"}}],\"action\":[{\"mode\":\"removeArr\",\"names\":[\"Eye Ray (Beholderkin Only)\",\"Claws (Slaad Only)\"]},{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Psychic Slam (Star Spawn Only)\",\"with\":\"Psychic Slam\"}}]},\"speed\":{\"walk\":30},\"traitTags\":[\"Regeneration\"],\"damageTags\":[\"Y\"],\"miscTags\":null}]},{\"name\":\"Adult Red Dracolich\",\"source\":\"TCE\",\"page\":137,\"_copy\":{\"name\":\"Adult Red Dragon\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Dracolich\",\"source\":\"MM\"}]},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"damageTagsLegendary\":[],\"hasToken\":true},{\"name\":\"Beast of the Land\",\"source\":\"TCE\",\"page\":61,\"reprintedAs\":[\"Beast of the Land|XPHB\"],\"summonedByClass\":\"Ranger|PHB\",\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"special\":\"13 + PB (natural armor)\"}],\"hp\":{\"special\":\"5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":14,\"dex\":14,\"con\":15,\"int\":8,\"wis\":14,\"cha\":11,\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"languages\":[\"understands the languages you speak\"],\"pbNote\":\"equals your bonus\",\"trait\":[{\"name\":\"Charge\",\"entries\":[\"If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra {@damage 1d6} slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked {@condition prone}.\"]},{\"name\":\"Primal Bond\",\"entries\":[\"You can add your proficiency bonus to any ability check or saving throw that the beast makes.\"]}],\"action\":[{\"name\":\"Maul\",\"entries\":[\"{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one target. {@h}{@damage 1d8 + 2 + PB} slashing damage.\"]}],\"traitTags\":[\"Charge\"],\"senseTags\":[\"D\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"prone\"],\"hasToken\":true},{\"name\":\"Beast of the Sea\",\"source\":\"TCE\",\"page\":61,\"reprintedAs\":[\"Beast of the Sea|XPHB\"],\"summonedByClass\":\"Ranger|PHB\",\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"special\":\"13 + PB (natural armor)\"}],\"hp\":{\"special\":\"5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)\"},\"speed\":{\"walk\":5,\"swim\":60},\"str\":14,\"dex\":14,\"con\":15,\"int\":8,\"wis\":14,\"cha\":11,\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"languages\":[\"understands the languages you speak\"],\"pbNote\":\"equals your bonus\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The beast can breathe both air and water.\"]},{\"name\":\"Primal Bond\",\"entries\":[\"You can add your proficiency bonus to any ability check or saving throw that the beast makes.\"]}],\"action\":[{\"name\":\"Binding Strike\",\"entries\":[\"{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one target. {@h}{@damage 1d6 + 2 + PB} piercing damage or {@damage 1d6 + 2 + PB} bludgeoning damage (your choice), and the target is {@condition grappled} (escape DC equal to your spellcasting save DC). Until this grapple ends, the beast can't use this attack on another target.\"]}],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"D\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true},{\"name\":\"Beast of the Sky\",\"source\":\"TCE\",\"page\":61,\"reprintedAs\":[\"Beast of the Sky|XPHB\"],\"summonedByClass\":\"Ranger|PHB\",\"size\":[\"S\"],\"type\":\"beast\",\"alignment\":[\"N\"],\"ac\":[{\"special\":\"13 + PB (natural armor)\"}],\"hp\":{\"special\":\"4 + four times your ranger level (the beast has a number of Hit Dice [d6s] equal to your ranger level)\"},\"speed\":{\"walk\":10,\"fly\":60},\"str\":6,\"dex\":16,\"con\":13,\"int\":8,\"wis\":14,\"cha\":11,\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"languages\":[\"understands the languages you speak\"],\"pbNote\":\"equals your bonus\",\"trait\":[{\"name\":\"Flyby\",\"entries\":[\"The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.\"]},{\"name\":\"Primal Bond\",\"entries\":[\"You can add your proficiency bonus to any ability check or saving throw that the beast makes.\"]}],\"action\":[{\"name\":\"Shred\",\"entries\":[\"{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one target. {@h}{@damage 1d4 + 3 + PB} slashing damage\"]}],\"traitTags\":[\"Flyby\"],\"senseTags\":[\"D\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Bestial Spirit\",\"source\":\"TCE\",\"page\":109,\"reprintedAs\":[\"Bestial Spirit|XPHB\"],\"summonedBySpell\":\"Summon Beast|TCE\",\"summonedBySpellLevel\":2,\"size\":[\"S\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"special\":\"11 + the level of the spell (natural armor)\"}],\"hp\":{\"special\":\"20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd\"},\"speed\":{\"walk\":30,\"climb\":{\"number\":30,\"condition\":\"(land only)\"},\"fly\":{\"number\":60,\"condition\":\"(air only)\"},\"swim\":{\"number\":30,\"condition\":\"(water only)\"}},\"str\":18,\"dex\":11,\"con\":16,\"int\":4,\"wis\":14,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"languages\":[\"understands the languages you speak\"],\"trait\":[{\"name\":\"Water Breathing (Water Only)\",\"entries\":[\"The beast can breathe only underwater.\"]},{\"name\":\"Flyby (Air Only)\",\"entries\":[\"The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.\"]},{\"name\":\"Pack Tactics (Land and Water Only)\",\"entries\":[\"The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The beast makes a number of attacks equal to half this spell's level (rounded down).\"]},{\"name\":\"Maul\",\"entries\":[\"{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one target. {@h}{@damage 1d8 + 4 + summonSpellLevel} piercing damage.\"]}],\"traitTags\":[\"Flyby\",\"Pack Tactics\",\"Water Breathing\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"_versions\":[{\"name\":\"Bestial Spirit (Air)\",\"source\":\"TCE\",\"_mod\":{\"trait\":[{\"mode\":\"removeArr\",\"names\":[\"Water Breathing (Water Only)\",\"Pack Tactics (Land and Water Only)\"]},{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Flyby (Air Only)\",\"with\":\"Flyby\"}}]},\"hp\":{\"special\":\"20 + 5 for each spell level above 2nd\"},\"speed\":{\"walk\":30,\"fly\":60},\"traitTags\":[\"Flyby\"]},{\"name\":\"Bestial Spirit (Land)\",\"source\":\"TCE\",\"_mod\":{\"trait\":[{\"mode\":\"removeArr\",\"names\":[\"Water Breathing (Water Only)\",\"Flyby (Air Only)\"]},{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Pack Tactics (Land and Water Only)\",\"with\":\"Pack Tactics\"}}]},\"hp\":{\"special\":\"30 + 5 for each spell level above 2nd\"},\"speed\":{\"walk\":30,\"climb\":30},\"traitTags\":[\"Pack Tactics\"]},{\"name\":\"Bestial Spirit (Water)\",\"source\":\"TCE\",\"_mod\":{\"trait\":[{\"mode\":\"removeArr\",\"names\":[\"Flyby (Air Only)\"]},{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Pack Tactics (Land and Water Only)\",\"with\":\"Pack Tactics\"}}]},\"hp\":{\"special\":\"30 + 5 for each spell level above 2nd\"},\"speed\":{\"walk\":30,\"swim\":30},\"traitTags\":[\"Pack Tactics\",\"Water Breathing\"]}]},{\"name\":\"Celestial Spirit\",\"source\":\"TCE\",\"page\":110,\"reprintedAs\":[\"Celestial Spirit|XPHB\"],\"summonedBySpell\":\"Summon Celestial|TCE\",\"summonedBySpellLevel\":5,\"size\":[\"L\"],\"type\":\"celestial\",\"alignment\":[\"U\"],\"ac\":[{\"special\":\"11 + the level of the spell (natural armor) + 2 (Defender only)\"}],\"hp\":{\"special\":\"40 + 10 for each spell level above 5th\"},\"speed\":{\"walk\":30,\"fly\":40},\"str\":16,\"dex\":14,\"con\":16,\"int\":10,\"wis\":14,\"cha\":16,\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[\"radiant\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Celestial\",\"understands the languages you speak\"],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The celestial makes a number of attacks equal to half this spell's level (rounded down).\"]},{\"name\":\"Radiant Bow (Avenger Only)\",\"entries\":[\"{@atk rw} {@hitYourSpellAttack} to hit, range 150/600 ft., one target. {@h}{@damage 2d6 + 2 + summonSpellLevel} radiant damage.\"]},{\"name\":\"Radiant Mace (Defender Only)\",\"entries\":[\"{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one target. {@h}{@damage 1d10 + 3 + summonSpellLevel} radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains {@dice 1d10} temporary hit points.\"]},{\"name\":\"Healing Touch (1/Day)\",\"entries\":[\"The celestial touches another creature. The target magically regains hit points equal to {@dice 2d8 + summonSpellLevel}.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CE\"],\"damageTags\":[\"R\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"hasToken\":true,\"_versions\":[{\"name\":\"Celestial Spirit (Avenger)\",\"source\":\"TCE\",\"_mod\":{\"action\":[{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Radiant Bow (Avenger Only)\",\"with\":\"Radiant Bow\"}},{\"mode\":\"removeArr\",\"names\":\"Radiant Mace (Defender Only)\"}]},\"ac\":[{\"special\":\"11 + the level of the spell (natural armor)\"}],\"miscTags\":[\"RW\"]},{\"name\":\"Celestial Spirit (Defender)\",\"source\":\"TCE\",\"_mod\":{\"action\":[{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Radiant Mace (Defender Only)\",\"with\":\"Radiant Mace\"}},{\"mode\":\"removeArr\",\"names\":\"Radiant Bow (Avenger Only)\"}]},\"ac\":[{\"special\":\"13 + the level of the spell (natural armor)\"}],\"miscTags\":[\"MLW\",\"MW\"]}]},{\"name\":\"Construct Spirit\",\"source\":\"TCE\",\"page\":111,\"reprintedAs\":[\"Construct Spirit|XPHB\"],\"summonedBySpell\":\"Summon Construct|TCE\",\"summonedBySpellLevel\":4,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"special\":\"13 + the level of the spell (natural armor)\"}],\"hp\":{\"special\":\"40 + 15 for each spell level above 4th\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":10,\"con\":18,\"int\":14,\"wis\":11,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"incapacitated\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands the languages you speak\"],\"trait\":[{\"name\":\"Heated Body (Metal Only)\",\"entries\":[\"A creature that touches the construct or hits it with a melee attack while within 5 feet of it takes {@damage 1d10} fire damage.\"]},{\"name\":\"Stony Lethargy (Stone Only)\",\"entries\":[\"When a creature the construct can see starts its turn within 10 feet of the construct, the construct can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't use reactions and its speed is halved until the start of its next turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The construct makes a number of attacks equal to half this spell's level (rounded down).\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one target. {@h}{@damage 1d8 + 4 + summonSpellLevel} bludgeoning damage.\"]}],\"reaction\":[{\"name\":\"Berserk Lashing (Clay Only)\",\"entries\":[\"When the construct takes damage, it makes a slam attack against a random creature within 5 feet of it. If no creature is within reach, the construct moves up to half its speed toward an enemy it can see, without provoking opportunity attacks.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"F\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"_versions\":[{\"name\":\"Construct Spirit (Clay)\",\"source\":\"TCE\",\"_mod\":{\"reaction\":[{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Berserk Lashing (Clay Only)\",\"with\":\"Berserk Lashing\"}}]},\"trait\":null,\"damageTags\":[\"B\"]},{\"name\":\"Construct Spirit (Metal)\",\"source\":\"TCE\",\"_mod\":{\"trait\":[{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Heated Body (Metal Only)\",\"with\":\"Heated Body\"}},{\"mode\":\"removeArr\",\"names\":\"Stony Lethargy (Stone Only)\"}]},\"reaction\":null},{\"name\":\"Construct Spirit (Stone)\",\"source\":\"TCE\",\"_mod\":{\"trait\":[{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Stony Lethargy (Stone Only)\",\"with\":\"Stony Lethargy\"}},{\"mode\":\"removeArr\",\"names\":\"Heated Body (Metal Only)\"}]},\"reaction\":null,\"damageTags\":[\"B\"]}]},{\"name\":\"Dancing Item\",\"source\":\"TCE\",\"page\":29,\"summonedByClass\":\"Bard|PHB\",\"size\":[\"L\"],\"sizeNote\":\"or smaller\",\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"special\":\"10 + five times your bard level\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":18,\"dex\":14,\"con\":16,\"int\":4,\"wis\":10,\"cha\":6,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"poisoned\",\"frightened\"],\"languages\":[\"understands the languages you speak\"],\"trait\":[{\"name\":\"Immutable Form\",\"entries\":[\"The item is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Irrepressible Dance\",\"entries\":[\"When any creature starts its turn within 10 feet of the item, the item can increase or decrease (your choice) the walking speed of that creature by 10 feet until the end of the turn, provided the item isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Force-Empowered Slam\",\"entries\":[\"{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one target you can see. {@h}{@damage 1d10 + PB} force damage.\"]}],\"traitTags\":[\"Immutable Form\"],\"senseTags\":[\"D\"],\"damageTags\":[\"O\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Elemental Spirit\",\"source\":\"TCE\",\"page\":111,\"reprintedAs\":[\"Elemental Spirit|XPHB\"],\"summonedBySpell\":\"Summon Elemental|TCE\",\"summonedBySpellLevel\":4,\"size\":[\"M\"],\"type\":\"elemental\",\"alignment\":[\"U\"],\"ac\":[{\"special\":\"11 + the level of the spell (natural armor)\"}],\"hp\":{\"special\":\"50 + 10 for each spell level above 4th\"},\"speed\":{\"walk\":40,\"fly\":{\"number\":40,\"condition\":\"(air only; hover)\"},\"burrow\":{\"number\":40,\"condition\":\"(earth only)\"},\"swim\":{\"number\":40,\"condition\":\"(water only)\"},\"canHover\":true},\"str\":18,\"dex\":15,\"con\":17,\"int\":4,\"wis\":10,\"cha\":16,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[{\"resist\":[\"lightning\",\"thunder\"],\"cond\":true,\"note\":\"(Air only)\"},{\"resist\":[\"piercing\",\"slashing\"],\"cond\":true,\"note\":\"(Earth only)\"},{\"resist\":[\"acid\"],\"cond\":true,\"note\":\"(Water only)\"}],\"immune\":[\"poison\",{\"immune\":[\"fire\"],\"cond\":true,\"note\":\"(Fire only)\"}],\"conditionImmune\":[\"exhaustion\",\"paralyzed\",\"petrified\",\"poisoned\",\"unconscious\"],\"languages\":[\"Primordial\",\"understands the languages you speak\"],\"trait\":[{\"name\":\"Amorphous Form (Air, Fire, and Water Only)\",\"entries\":[\"The elemental can move through a space as narrow as 1 inch wide without squeezing.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The elemental makes a number of attacks equal to half this spell's level (rounded down).\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one target. {@h}{@damage 1d10 + 4 + summonSpellLevel} bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).\"]}],\"traitTags\":[\"Amorphous\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"P\"],\"damageTags\":[\"B\",\"F\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"_versions\":[{\"name\":\"Elemental Spirit (Air)\",\"source\":\"TCE\",\"_mod\":{\"trait\":[{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Amorphous Form (Air, Fire, and Water Only)\",\"with\":\"Amorphous Form\"}}],\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Slam\",\"items\":{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one target. {@h}{@damage 1d10 + 4 + summonSpellLevel} bludgeoning damage.\"]}}},\"speed\":{\"walk\":40,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"resist\":[\"lightning\",\"thunder\"],\"immune\":[\"poison\"],\"damageTags\":[\"B\"]},{\"name\":\"Elemental Spirit (Earth)\",\"source\":\"TCE\",\"_mod\":{\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Slam\",\"items\":{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one target. {@h}{@damage 1d10 + 4 + summonSpellLevel} bludgeoning damage.\"]}}},\"speed\":{\"walk\":40,\"burrow\":40},\"resist\":[\"piercing\",\"slashing\"],\"immune\":[\"poison\"],\"trait\":null,\"damageTags\":[\"B\"]},{\"name\":\"Elemental Spirit (Fire)\",\"source\":\"TCE\",\"_mod\":{\"trait\":[{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Amorphous Form (Air, Fire, and Water Only)\",\"with\":\"Amorphous Form\"}}],\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Slam\",\"items\":{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one target. {@h}{@damage 1d10 + 4 + summonSpellLevel} fire damage.\"]}}},\"speed\":{\"walk\":40},\"immune\":[\"poison\",\"fire\"],\"damageTags\":[\"F\"]},{\"name\":\"Elemental Spirit (Water)\",\"source\":\"TCE\",\"_mod\":{\"trait\":[{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Amorphous Form (Air, Fire, and Water Only)\",\"with\":\"Amorphous Form\"}}],\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Slam\",\"items\":{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one target. {@h}{@damage 1d10 + 4 + summonSpellLevel} bludgeoning damage.\"]}}},\"speed\":{\"walk\":40,\"swim\":40},\"resist\":[\"acid\"],\"immune\":[\"poison\"],\"damageTags\":[\"B\"]}]},{\"name\":\"Fey Spirit\",\"source\":\"TCE\",\"page\":112,\"reprintedAs\":[\"Fey Spirit|XPHB\"],\"summonedBySpell\":\"Summon Fey|TCE\",\"summonedBySpellLevel\":3,\"size\":[\"S\"],\"type\":\"fey\",\"alignment\":[\"U\"],\"ac\":[{\"special\":\"12 + the level of the spell (natural armor)\"}],\"hp\":{\"special\":\"30 + 10 for each spell level above 3rd\"},\"speed\":{\"walk\":40},\"str\":13,\"dex\":16,\"con\":14,\"int\":14,\"wis\":11,\"cha\":16,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"conditionImmune\":[\"charmed\"],\"languages\":[\"Sylvan\",\"understands the languages you speak\"],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The fey makes a number of attacks equal to half this spell's level (rounded down).\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one target. {@h}{@damage 1d6 + 3 + summonSpellLevel} piercing damage {@damage + 1d6} force damage.\"]}],\"bonus\":[{\"name\":\"Fey Step\",\"entries\":[\"The fey magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the fey's chosen mood:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Fuming\",\"entry\":\"The fey has advantage on the next attack roll it makes before the end of this turn.\"},{\"type\":\"item\",\"name\":\"Mirthful\",\"entry\":\"The fey can force one creature it can see within 10 feet of it to make a Wisdom saving throw against your spell save DC. Unless the save succeeds, the target is {@condition charmed} by you and the fey for 1 minute or until the target takes any damage.\"},{\"type\":\"item\",\"name\":\"Tricksy\",\"entry\":\"The fey can fill a 5-foot cube within 5 feet of it with magical darkness, which lasts until the end of its next turn.\"}]}]}],\"attachedItems\":[\"shortsword|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"S\"],\"damageTags\":[\"O\",\"P\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"conditionInflict\":[\"charmed\"],\"hasToken\":true,\"_versions\":[{\"name\":\"Fey Spirit (Fuming)\",\"source\":\"TCE\",\"bonus\":[{\"name\":\"Fey Step\",\"entries\":[\"The fey magically teleports up to 30 feet to an unoccupied space it can see. The fey has advantage on the next attack roll it makes before the end of this turn.\"]}]},{\"name\":\"Fey Spirit (Mirthful)\",\"source\":\"TCE\",\"bonus\":[{\"name\":\"Fey Step\",\"entries\":[\"The fey magically teleports up to 30 feet to an unoccupied space it can see. The fey can force one creature it can see within 10 feet of it to make a Wisdom saving throw against your spell save DC. Unless the save succeeds, the target is {@condition charmed} by you and the fey for 1 minute or until the target takes any damage.\"]}]},{\"name\":\"Fey Spirit (Tricksy)\",\"source\":\"TCE\",\"bonus\":[{\"name\":\"Fey Step\",\"entries\":[\"The fey magically teleports up to 30 feet to an unoccupied space it can see. The fey can fill a 5-foot cube within 5 feet of it with magical darkness, which lasts until the end of its next turn.\"]}]}]},{\"name\":\"Fiendish Spirit\",\"source\":\"TCE\",\"page\":112,\"reprintedAs\":[\"Fiendish Spirit|XPHB\"],\"summonedBySpell\":\"Summon Fiend|TCE\",\"summonedBySpellLevel\":6,\"size\":[\"L\"],\"type\":\"fiend\",\"alignment\":[\"U\"],\"ac\":[{\"special\":\"12 + the level of the spell (natural armor)\"}],\"hp\":{\"special\":\"50 (Demon only) or 40 (Devil only) or 60 (Yugoloth only) + 15 for each spell level above 6th\"},\"speed\":{\"walk\":40,\"climb\":{\"number\":40,\"condition\":\"(demon only)\"},\"fly\":{\"number\":60,\"condition\":\"(devil only)\"}},\"str\":13,\"dex\":16,\"con\":15,\"int\":10,\"wis\":10,\"cha\":16,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"fire\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Infernal\",\"telepathy 60 ft.\"],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The fiend has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Death Throes (Demon Only)\",\"entries\":[\"When the fiend drops to 0 hit points or the spell ends, the fiend explodes, and each creature within 10 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes {@damage 2d10 + summonSpellLevel} fire damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Devil's Sight (Devil Only)\",\"entries\":[\"Magical darkness doesn't impede the fiend's darkvision.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The fiend makes a number of attacks equal to half this spell's level (rounded down).\"]},{\"name\":\"Bite (Demon Only)\",\"entries\":[\"{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one target. {@h}{@damage 1d12 + 3 + summonSpellLevel} necrotic damage.\"]},{\"name\":\"Claws (Yugoloth Only)\",\"entries\":[\"{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one target. {@h}{@damage 1d8 + 3 + summonSpellLevel} slashing damage. Immediately after the attack hits or misses, the fiend can magically teleport up to 30 feet to an unoccupied space it can see.\"]},{\"name\":\"Hurl Flame (Devil Only)\",\"entries\":[\"{@atk rs} {@hitYourSpellAttack} to hit, range 150 ft., one target. {@h}{@damage 2d6 + 3 + summonSpellLevel} fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.\"]}],\"traitTags\":[\"Death Burst\",\"Devil's Sight\",\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"I\",\"TP\"],\"damageTags\":[\"F\",\"N\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"_versions\":[{\"name\":\"Fiendish Spirit (Demon)\",\"source\":\"TCE\",\"_mod\":{\"trait\":[{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Death Throes (Demon Only)\",\"with\":\"Death Throes\"}},{\"mode\":\"removeArr\",\"names\":\"Devil's Sight (Devil Only)\"}],\"action\":[{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Bite (Demon Only)\",\"with\":\"Bite\"}},{\"mode\":\"removeArr\",\"names\":[\"Claws (Yugoloth Only)\",\"Hurl Flame (Devil Only)\"]}]},\"hp\":{\"special\":\"50 + 15 for each spell level above 6th\"},\"speed\":{\"walk\":40,\"climb\":40},\"traitTags\":[\"Death Burst\",\"Magic Resistance\"],\"damageTags\":[\"F\"]},{\"name\":\"Fiendish Spirit (Devil)\",\"source\":\"TCE\",\"_mod\":{\"trait\":[{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Devil's Sight (Devil Only)\",\"with\":\"Devil's Sight\"}},{\"mode\":\"removeArr\",\"names\":\"Death Throes (Demon Only)\"}],\"action\":[{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Hurl Flame (Devil Only)\",\"with\":\"Hurl Flame\"}},{\"mode\":\"removeArr\",\"names\":[\"Bite (Demon Only)\",\"Claws (Yugoloth Only)\"]}]},\"hp\":{\"special\":\"40 + 15 for each spell level above 6th\"},\"speed\":{\"walk\":40,\"fly\":60},\"traitTags\":[\"Devil's Sight\",\"Magic Resistance\"],\"damageTags\":[\"N\"]},{\"name\":\"Fiendish Spirit (Yugoloth)\",\"source\":\"TCE\",\"_mod\":{\"trait\":[{\"mode\":\"removeArr\",\"names\":[\"Death Throes (Demon Only)\",\"Devil's Sight (Devil Only)\"]}],\"action\":[{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Claws (Yugoloth Only)\",\"with\":\"Claws\"}},{\"mode\":\"removeArr\",\"names\":[\"Bite (Demon Only)\",\"Hurl Flame (Devil Only)\"]}]},\"hp\":{\"special\":\"60 + 15 for each spell level above 6th\"},\"speed\":{\"walk\":40},\"traitTags\":[\"Magic Resistance\"],\"damageTags\":[\"F\"]}]},{\"name\":\"Homunculus Servant\",\"source\":\"TCE\",\"page\":22,\"otherSources\":[{\"source\":\"ERLW\",\"page\":62}],\"summonedByClass\":\"Artificer|TCE\",\"size\":[\"T\"],\"type\":\"construct\",\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"special\":\"1 + your Intelligence modifier + your artificer level (the homunculus has a number of Hit Dice [d4s] equal to your artificer level)\"},\"speed\":{\"walk\":20,\"fly\":30},\"str\":4,\"dex\":15,\"con\":12,\"int\":10,\"wis\":10,\"cha\":7,\"save\":{\"dex\":\"+2 plus PB\"},\"skill\":{\"perception\":\"+0 plus PB × 2\",\"stealth\":\"+2 plus PB\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":\"10 + (PB × 2)\",\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"understands the languages you speak\"],\"pbNote\":\"equals your bonus\",\"trait\":[{\"name\":\"Evasion\",\"entries\":[\"If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's {@condition incapacitated}.\"]}],\"actionNote\":\"Requires Your Bonus Action\",\"action\":[{\"name\":\"Force Strike\",\"entries\":[\"{@atk rw} {@hitYourSpellAttack} to hit, range 30 ft., one target you can see. {@h}{@damage 1d4 + PB} force damage.\"]}],\"reaction\":[{\"name\":\"Channel Magic\",\"entries\":[\"The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.\"]}],\"senseTags\":[\"D\"],\"damageTags\":[\"O\"],\"miscTags\":[\"RW\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Juvenile Mimic\",\"source\":\"TCE\",\"page\":167,\"size\":[\"T\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"shapechanger\"]},\"alignment\":[\"U\"],\"ac\":[11],\"hp\":{\"average\":7,\"formula\":\"2d4 + 2\"},\"speed\":{\"walk\":10,\"climb\":10},\"str\":1,\"dex\":12,\"con\":13,\"int\":10,\"wis\":13,\"cha\":10,\"skill\":{\"stealth\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"immune\":[\"acid\"],\"conditionImmune\":[\"prone\"],\"languages\":[\"Common\",\"Undercommon\",\"telepathy 120 ft.\"],\"cr\":\"0\",\"trait\":[{\"name\":\"False Appearance (Object Form Only)\",\"entries\":[\"While the mimic remains motionless, it is indistinguishable from an ordinary object.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The mimic can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}1 piercing damage plus 2 ({@damage 1d4}) acid damage.\"]},{\"name\":\"Shape-Shift\",\"entries\":[\"The mimic polymorphs into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"]}],\"traitTags\":[\"False Appearance\",\"Spider Climb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"TP\",\"U\"],\"damageTags\":[\"A\",\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Mighty Servant of Leuk-o\",\"source\":\"TCE\",\"page\":131,\"size\":[\"H\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":22,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":310,\"formula\":\"27d12 + 135\"},\"speed\":{\"walk\":60},\"str\":30,\"dex\":14,\"con\":20,\"int\":1,\"wis\":14,\"cha\":10,\"save\":{\"wis\":\"+9\",\"cha\":\"+7\"},\"skill\":{\"perception\":\"+9\"},\"senses\":[\"blindsight 120 ft.\"],\"passive\":19,\"resist\":[\"piercing\",\"slashing\"],\"immune\":[\"acid\",\"bludgeoning\",\"cold\",\"fire\",\"lightning\",\"necrotic\",\"poison\",\"psychic\",\"radiant\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"grappled\",\"incapacitated\",\"paralyzed\",\"petrified\",\"poisoned\",\"restrained\",\"stunned\",\"unconscious\"],\"languages\":[\"understands the languages of creatures attuned to it but can't speak\"],\"trait\":[{\"name\":\"Immutable Existence\",\"entries\":[\"The servant is immune to any spell or effect that would alter its form or send it to another plane of existence.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The servant has advantage on saving throws against spells and other magical effects, and spell attacks made against it have disadvantage.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The servant regains 10 hit points at the start of its turn. If it is reduced to 0 hit points, this trait doesn't function until an attuned creature spends 24 hours repairing the artifact or until the artifact is subjected to lightning damage.\"]},{\"name\":\"Standing Leap\",\"entries\":[\"The servant's long jump is up to 50 feet and its high jump is up to 25 feet, with or without a running start.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The servant doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Destructive Fist\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}36 ({@damage 4d12 + 10}) force damage. Or Ranged Weapon Attack: {@hit 17} to hit, range 120 ft., one target. {@h}36 ({@damage 4d12 + 10}) force damage. If the target is an object, it takes triple damage.\"]},{\"name\":\"Crushing Leap\",\"entries\":[\"If the servant jumps at least 25 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures is pushed to an unoccupied space within 5 feet of the servant and must make a {@dc 25} Dexterity saving throw. On a failed save, a creature takes 26 ({@damage 4d12}) bludgeoning damage and is knocked {@condition prone}. On a successful save, a creature takes half as much damage and isn't knocked {@condition prone}.\"]}],\"traitTags\":[\"Magic Resistance\",\"Regeneration\",\"Unusual Nature\"],\"senseTags\":[\"B\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"B\",\"O\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Reflection\",\"source\":\"TCE\",\"page\":158,\"_copy\":{\"name\":\"Shadow\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"shadow\",\"with\":\"reflection\"}}},\"type\":\"fey\",\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"thunder\",{\"resist\":[\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"vulnerable\":[\"bludgeoning\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Shadow Spirit\",\"source\":\"TCE\",\"page\":114,\"summonedBySpell\":\"Summon Shadowspawn|TCE\",\"summonedBySpellLevel\":3,\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"special\":\"11 + the level of the spell (natural armor)\"}],\"hp\":{\"special\":\"35 + 15 for each spell level above 3rd\"},\"speed\":{\"walk\":40},\"str\":13,\"dex\":16,\"con\":15,\"int\":4,\"wis\":10,\"cha\":16,\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"resist\":[\"necrotic\"],\"conditionImmune\":[\"frightened\"],\"languages\":[\"understands the languages you speak\"],\"trait\":[{\"name\":\"Terror Frenzy (Fury Only)\",\"entries\":[\"The spirit has advantage on attack rolls against {@condition frightened} creatures.\"]},{\"name\":\"Weight of Sorrow (Despair Only)\",\"entries\":[\"Any creature, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that creature's next turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The spirit makes a number of attacks equal to half this spell's level (rounded down).\"]},{\"name\":\"Chilling Rend\",\"entries\":[\"{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one target. {@h}{@damage 1d12 + 3 + summonSpellLevel} cold damage.\"]},{\"name\":\"Dreadful Scream (1/Day)\",\"entries\":[\"The spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be {@condition frightened} for 1 minute. The {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"bonus\":[{\"name\":\"Shadow Stealth (Fear Only)\",\"entries\":[\"While in dim light or darkness, the spirit takes the Hide action.\"]}],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"C\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\"],\"hasToken\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Shadow Spirit (Despair)\",\"source\":\"TCE\",\"_mod\":{\"trait\":[{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Weight of Sorrow (Despair Only)\",\"with\":\"Weight of Sorrow\"}},{\"mode\":\"removeArr\",\"names\":\"Terror Frenzy (Fury Only)\"}]},\"bonus\":null},{\"name\":\"Shadow Spirit (Fear)\",\"source\":\"TCE\",\"_mod\":{\"bonus\":[{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Shadow Stealth (Fear Only)\",\"with\":\"Shadow Stealth\"}}]},\"trait\":null},{\"name\":\"Shadow Spirit (Fury)\",\"source\":\"TCE\",\"_mod\":{\"trait\":[{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Terror Frenzy (Fury Only)\",\"with\":\"Terror Frenzy\"}},{\"mode\":\"removeArr\",\"names\":\"Weight of Sorrow (Despair Only)\"}]},\"bonus\":null}]},{\"name\":\"Steel Defender\",\"source\":\"TCE\",\"page\":19,\"otherSources\":[{\"source\":\"ERLW\",\"page\":61}],\"summonedByClass\":\"Artificer|TCE\",\"size\":[\"M\"],\"type\":\"construct\",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"special\":\"2 + your Intelligence modifier + five times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level)\"},\"speed\":{\"walk\":40},\"str\":14,\"dex\":12,\"con\":14,\"int\":4,\"wis\":10,\"cha\":6,\"save\":{\"dex\":\"+1 plus PB\",\"con\":\"+2 plus PB\"},\"skill\":{\"athletics\":\"+2 plus PB\",\"perception\":\"+0 plus PB × 2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":\"10 + (PB × 2)\",\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"poisoned\"],\"languages\":[\"understands the languages you speak\"],\"pbNote\":\"equals your bonus\",\"trait\":[{\"name\":\"Vigilant\",\"entries\":[\"The defender can't be {@status surprised}.\"]}],\"actionNote\":\"Requires Your Bonus Action\",\"action\":[{\"name\":\"Force-Empowered Rend\",\"entries\":[\"{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one target you can see. {@h}{@damage 1d8 + PB} force damage.\"]},{\"name\":\"Repair (3/Day)\",\"entries\":[\"The magical mechanisms inside the defender restore {@dice 2d8 + PB} hit points to itself or to one construct or object within 5 feet of it.\"]}],\"reaction\":[{\"name\":\"Deflect Attack\",\"entries\":[\"The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.\"]}],\"senseTags\":[\"D\"],\"damageTags\":[\"O\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Undead Spirit\",\"source\":\"TCE\",\"page\":114,\"reprintedAs\":[\"Undead Spirit|XPHB\"],\"summonedBySpell\":\"Summon Undead|TCE\",\"summonedBySpellLevel\":3,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"U\"],\"ac\":[{\"special\":\"11 + the level of the spell (natural armor)\"}],\"hp\":{\"special\":\"30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each spell level above 3rd\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":40,\"condition\":\"(ghostly only; hover)\"},\"canHover\":true},\"str\":12,\"dex\":16,\"con\":15,\"int\":4,\"wis\":10,\"cha\":9,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"understands the languages you speak\"],\"trait\":[{\"name\":\"Incorporeal Passage (Ghostly Only)\",\"entries\":[\"The spirit can move through other creatures and objects as if they were {@quickref difficult terrain||3}. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes {@damage 1d10} force damage for every 5 feet traveled.\"]},{\"name\":\"Festering Aura (Putrid Only)\",\"entries\":[\"Any creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be {@condition poisoned} until the start of its next turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The spirit makes a number of attacks equal to half this spell's level (rounded down).\"]},{\"name\":\"Deathly Touch (Ghostly Only)\",\"entries\":[\"{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one creature. {@h}{@damage 1d8 + 3 + summonSpellLevel} necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be {@condition frightened} of the undead until the end of the target's next turn.\"]},{\"name\":\"Grave Bolt (Skeletal Only)\",\"entries\":[\"{@atk rs} {@hitYourSpellAttack} to hit, range 150 ft., one target. {@h}{@damage 2d4 + 3 + summonSpellLevel} necrotic damage.\"]},{\"name\":\"Rotting Claw (Putrid Only)\",\"entries\":[\"{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one target. {@h}{@damage 1d6 + 3 + summonSpellLevel} slashing damage. If the target is {@condition poisoned}, it must succeed on a Constitution saving throw against your spell save DC or be {@condition paralyzed} until the end of its next turn.\"]}],\"traitTags\":[\"Incorporeal Movement\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"N\",\"O\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\",\"paralyzed\",\"poisoned\"],\"hasToken\":true,\"_versions\":[{\"name\":\"Undead Spirit (Ghostly)\",\"source\":\"TCE\",\"_mod\":{\"trait\":[{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Incorporeal Passage (Ghostly Only)\",\"with\":\"Incorporeal Passage\"}},{\"mode\":\"removeArr\",\"names\":\"Festering Aura (Putrid Only)\"}],\"action\":[{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Deathly Touch (Ghostly Only)\",\"with\":\"Deathly Touch\"}},{\"mode\":\"removeArr\",\"names\":[\"Grave Bolt (Skeletal Only)\",\"Rotting Claw (Putrid Only)\"]}]},\"hp\":{\"special\":\"30 + 10 for each spell level above 3rd\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"damageTags\":[\"N\"],\"conditionInflict\":[\"frightened\"]},{\"name\":\"Undead Spirit (Putrid)\",\"source\":\"TCE\",\"_mod\":{\"trait\":[{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Festering Aura (Putrid Only)\",\"with\":\"Festering Aura\"}},{\"mode\":\"removeArr\",\"names\":\"Incorporeal Passage (Ghostly Only)\"}],\"action\":[{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Rotting Claw (Putrid Only)\",\"with\":\"Rotting Claw\"}},{\"mode\":\"removeArr\",\"names\":[\"Deathly Touch (Ghostly Only)\",\"Grave Bolt (Skeletal Only)\"]}]},\"hp\":{\"special\":\"30 + 10 for each spell level above 3rd\"},\"speed\":{\"walk\":30},\"traitTags\":null,\"damageTags\":[\"O\",\"S\"],\"conditionInflict\":[\"paralyzed\",\"poisoned\"]},{\"name\":\"Undead Spirit (Skeletal)\",\"source\":\"TCE\",\"_mod\":{\"action\":[{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Grave Bolt (Skeletal Only)\",\"with\":\"Grave Bolt\"}},{\"mode\":\"removeArr\",\"names\":[\"Deathly Touch (Ghostly Only)\",\"Rotting Claw (Putrid Only)\"]}]},\"hp\":{\"special\":\"20 + 10 for each spell level above 3rd\"},\"speed\":{\"walk\":30},\"trait\":null,\"traitTags\":null,\"damageTags\":[\"N\"],\"conditionInflict\":null}]},{\"name\":\"Wildfire Spirit\",\"source\":\"TCE\",\"page\":40,\"summonedByClass\":\"Druid|PHB\",\"size\":[\"S\"],\"type\":\"elemental\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"special\":\"5 + five times your druid level\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":10,\"dex\":14,\"con\":14,\"int\":13,\"wis\":15,\"cha\":11,\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"immune\":[\"fire\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"grappled\",\"prone\",\"restrained\"],\"languages\":[\"understands the languages you speak\"],\"pbNote\":\"equals your bonus\",\"action\":[{\"name\":\"Flame Seed\",\"entries\":[\"{@atk rw} {@hitYourSpellAttack} to hit, range 60 ft., one target you can see. {@h}{@damage 1d6 + PB} fire damage.\"]},{\"name\":\"Fiery Teleportation\",\"entries\":[\"The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take {@damage 1d6 + PB} fire damage.\"]}],\"senseTags\":[\"D\"],\"damageTags\":[\"F\"],\"miscTags\":[\"AOE\",\"RW\"],\"hasToken\":true}]}"); JSON_DATA[`data/bestiary/bestiary-tdcsr.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\"]}},\"monster\":[{\"name\":\"Adranach\",\"group\":[\"Adranachs\"],\"source\":\"TDCSR\",\"page\":224,\"size\":[\"H\"],\"type\":\"construct\",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":170,\"formula\":\"20d12 + 40\"},\"speed\":{\"walk\":40,\"fly\":60},\"str\":23,\"dex\":16,\"con\":14,\"int\":8,\"wis\":14,\"cha\":11,\"save\":{\"str\":\"+11\",\"dex\":\"+8\"},\"skill\":{\"athletics\":\"+11\",\"perception\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":17,\"resist\":[{\"special\":\"damage from spells\"}],\"immune\":[\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from non-magical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands the languages spoken by its creator but can't speak\"],\"cr\":\"12\",\"pbNote\":\"+5\",\"trait\":[{\"name\":\"Arcane Leak\",\"entries\":[\"When the adranach is reduced to half its hit point maximum (85 hit points), its mithral mask cracks and its arcane form begins to waver, creating a field of unstable magic around it. Any creature that starts its turn within 10 feet of the adranach or enters that area for the first time on a turn takes 10 ({@damage 3d6}) radiant damage. Additionally, if a creature casts a spell within this area, it must make a {@dc 14} ability check using its spellcasting ability. On a failure, the spell backfires, consuming the spell slot and dealing 3 ({@damage 1d6}) force damage to the caster for each level of the spell slot that was consumed.\"]},{\"name\":\"Immutable Form\",\"entries\":[\"The adranach is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The adranach has {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on {@quickref saving throws|PHB|2|1} against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The adranach's weapon attacks are magical.\"]},{\"name\":\"Powerful Build\",\"entries\":[\"The adranach counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The adranach makes two attacks with its claws.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 11} to hit, one target, reach 5 ft. {@h}32 ({@damage 4d12 + 6}) slashing damage.\"]},{\"name\":\"Force Bolts {@recharge 5}\",\"entries\":[\"The adranach targets up to four creatures it can see within 60 feet of it. Each target must succeed on a {@dc 18} Dexterity {@quickref saving throws|PHB|2|1|saving throw} or take 28 ({@damage 8d6}) force damage.\"]}],\"variant\":[{\"name\":\"Adranach Customization\",\"type\":\"variant\",\"source\":\"TDCSR\",\"page\":224,\"_version\":{\"name\":\"Adranach (Customised)\",\"addHeadersAs\":\"action\"},\"entries\":[\"Adranachs are constructs personalized to their creators. One of the traits that make a spellwright candidate attractive to the {@book League of Miracles|TDCSR|2|League of Miracles} is an interest in invention, and spellwrights are encouraged to customize any adranach they create. Below are some optional features with which spellwrights have outfitted their creations. Most adranachs have one extra feature, and most master adranachs have three.\",{\"type\":\"entries\",\"name\":\"Advanced Tracking ({@i Recharges after a {@quickref resting|PHB|2|0|Long Rest}})\",\"page\":224,\"entries\":[\"When a creature fails its {@quickref saving throws|PHB|2|1|saving throw} against the adranach's Force Bolts, the adranach can mark that creature for the next 24 hours. The adranach knows the direction to a creature's location as long as they are on the same plane. If the creature is moving, the adranach knows the direction of this movement.\"]},{\"type\":\"entries\",\"name\":\"Arcane Bond\",\"page\":224,\"entries\":[\"The adranach's creator can communicate with it telepathically while both are within 1 mile of each other. As an action, the creator can see through the adranach's eyes and hear what it hears until the start of the creator's next turn, gaining the benefits of any special senses the adranach has. During this time, the creator is {@condition deafened} and {@condition blinded} with regard to their own senses.\"]},{\"type\":\"entries\",\"name\":\"Slipstream\",\"page\":224,\"entries\":[\"The adranach can cast {@spell invisibility} on itself at will. While it is {@condition invisible}, its speed is doubled.\"]}]}],\"traitTags\":[\"Immutable Form\",\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"O\",\"R\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ashari Firetamer\",\"group\":[\"Ashari\"],\"source\":\"TDCSR\",\"page\":226,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any\"]},\"ac\":[{\"ac\":17,\"from\":[\"{@item red dragon scale mail}\"]}],\"hp\":{\"average\":92,\"formula\":\"16d8 + 20\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":15,\"con\":14,\"int\":12,\"wis\":18,\"cha\":11,\"skill\":{\"arcana\":\"+4\",\"nature\":\"+7\"},\"passive\":14,\"resist\":[\"fire\"],\"languages\":[\"Common\",\"Druidic\",\"Ignan\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The firetamer is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 15}, {@hit 7} to hit with spell attacks). It has the following druid spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell druidcraft}\",\"{@spell mending}\",\"{@spell produce flame} ({@dice 2d8})\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell cure wounds}\",\"{@spell faerie fire}\",\"{@spell jump}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell flame blade}\",\"{@spell heat metal}\",\"{@spell lesser restoration}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell daylight}\",\"{@spell dispel magic}\",\"{@spell protection from energy}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell freedom of movement}\",\"{@spell wall of fire}\"]},\"5\":{\"slots\":1,\"spells\":[\"{@spell conjure elemental}\"]}},\"ability\":\"wis\"}],\"action\":[{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage plus 14 ({@damage 4d6}) fire damage.\"]},{\"name\":\"Flamecharm (Recharges after a {@quickref resting|PHB|2|0|Short or Long Rest})\",\"entries\":[\"The firetamer can cast the {@spell dominate monster} spell (save {@dc 15}) on a {@creature fire elemental} or other elemental fire creature. If the creature has 150 or more hit points, it has {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on the {@quickref saving throws|PHB|2|1|saving throw}.\"]}],\"bonus\":[{\"name\":\"Flameform (Recharges after a {@quickref resting|PHB|2|0|Short or Long Rest})\",\"entries\":[\"The firetamer can transform into a {@creature fire elemental}. Its game statistics are replaced by the statistics of the elemental, but the firetamer retains its alignment, personality, and Intelligence, Wisdom, and Charisma scores, and all of its skill and {@quickref saving throws|PHB|2|1|saving throw} proficiencies. While in this form, the firetamer can't cast spells. When the firetamer is reduced to 0 hit points, falls {@condition unconscious}, or dies in this form, it reverts to its humanoid form. It can remain in flameform for up to 5 hours or until it reverts to its humanoid form as a bonus action.\"]},{\"name\":\"Druidic Recovery\",\"entries\":[\"If the firetamer is in {@creature fire elemental} form using Flameform, it can expend a spell slot to regain {@dice 1d8} hit points per level of the spell slot expended.\"]}],\"attachedItems\":[\"scimitar|phb\"],\"languageTags\":[\"C\",\"DU\",\"IG\"],\"damageTags\":[\"F\",\"S\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"CD\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ashari Skydancer\",\"group\":[\"Ashari\"],\"source\":\"TDCSR\",\"page\":227,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any\"]},\"ac\":[14],\"hp\":{\"average\":63,\"formula\":\"14d8\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":60,\"condition\":\"(with {@item skysail|TDCSR})\"}},\"str\":10,\"dex\":18,\"con\":10,\"int\":12,\"wis\":16,\"cha\":11,\"save\":{\"dex\":\"+7\"},\"skill\":{\"acrobatics\":\"+7\",\"perception\":\"+6\"},\"passive\":16,\"languages\":[\"Auran\",\"Common\",\"Druidic\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The skydancer is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 14}, {@hit 6} to hit with spell attacks). It has the following druid spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell guidance}\",\"{@spell shillelagh}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell entangle}\",\"{@spell fog cloud}\",\"{@spell jump}\"]},\"2\":{\"slots\":2,\"spells\":[\"{@spell gust of wind}\",\"{@spell pass without trace}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Evasion\",\"entries\":[\"If the skydancer is subjected to an effect that allows it to make a Dexterity {@quickref saving throws|PHB|2|1|saving throw} to take only half damage, the skydancer instead takes no damage if it succeeds on the {@quickref saving throws|PHB|2|1|saving throw}, and only half damage if it fails.\"]},{\"name\":\"Flyby\",\"entries\":[\"The skydancer doesn't provoke an {@action opportunity attack|PHB} when it flies out of an enemy's reach.\"]},{\"name\":\"Skysail\",\"entries\":[\"The skydancer flies with a special Ashari magic item called a {@item skysail|TDCSR}. While the {@item skysail|TDCSR|skysail's} wings are extended, the skydancer can glide through the air at a speed of 60 feet, but must descend by at least 10 feet at the end of its turn and can't gain altitude.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The skydancer makes two {@item skysail|TDCSR} staff attacks.\"]},{\"name\":\"Skysail Staff\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage. If the skydancer makes this attack while flying, the target must make a {@dc 14} Dexterity {@quickref saving throws|PHB|2|1|saving throw}, taking 21 ({@damage 6d6}) lightning damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Fly (1/Day)\",\"entries\":[\"The skydancer uses its {@item skysail|TDCSR} to cast {@spell fly} on itself for up to 1 minute (no {@status concentration} required).\"]}],\"reaction\":[{\"name\":\"Slow Fall\",\"entries\":[\"When the skydancer takes {@quickref falling|XGE|2|0|falling damage}, it can reduce the damage by half.\"]}],\"traitTags\":[\"Flyby\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AU\",\"C\",\"DU\"],\"damageTags\":[\"B\",\"L\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForcedSpell\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ashari Stoneguard\",\"group\":[\"Ashari\"],\"source\":\"TDCSR\",\"page\":229,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any\"]},\"ac\":[{\"ac\":15,\"from\":[\"granite half plate\"]}],\"hp\":{\"average\":152,\"formula\":\"16d8 + 80\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":10,\"con\":20,\"int\":10,\"wis\":14,\"cha\":9,\"save\":{\"str\":\"+7\",\"con\":\"+8\",\"wis\":\"+5\"},\"skill\":{\"athletics\":\"+7\",\"intimidation\":\"+2\"},\"senses\":[\"tremorsense 30 ft.\"],\"passive\":12,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"cond\":true,\"note\":\"from non-magical attacks, when using skin-to-stone\"}],\"conditionImmune\":[\"petrified\"],\"languages\":[\"Common\",\"Druidic\",\"Terran\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The stoneguard is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It has the following druid spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell druidcraft}\",\"{@spell resistance}\"]},\"1\":{\"spells\":[\"{@spell goodberry}\",\"{@spell speak with animals}\",\"{@spell thunderwave}\"],\"slots\":4},\"2\":{\"spells\":[\"{@spell hold person}\",\"{@spell spike growth}\"],\"slots\":2}},\"ability\":\"wis\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The stoneguard makes three granite maul attacks.\"]},{\"name\":\"Granite Maul\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage. If the attack hits, the stoneguard can also immediately cast {@spell thunderwave} as a bonus action. This casting uses a spell slot but requires no components.\"]}],\"reaction\":[{\"name\":\"Sentinel\",\"entries\":[\"When a creature within 5 feet of the stoneguard attacks a target other than the stoneguard, the stoneguard can make one attack against that creature.\"]},{\"name\":\"Skin to Stone\",\"entries\":[\"When the stoneguard is attacked, it gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks until the end of the attacker's turn\"]}],\"senseTags\":[\"T\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DU\",\"T\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"P\",\"T\"],\"spellcastingTags\":[\"CD\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"paralyzed\"],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ashari Waverider\",\"group\":[\"Ashari\"],\"source\":\"TDCSR\",\"page\":230,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any\"]},\"ac\":[{\"ac\":14,\"from\":[\"{@item hide armor of cold resistance}\"]}],\"hp\":{\"average\":77,\"formula\":\"14d8 + 14\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":14,\"con\":12,\"int\":10,\"wis\":16,\"cha\":13,\"save\":{\"con\":\"+4\",\"wis\":\"+6\"},\"skill\":{\"athletics\":\"+8\",\"nature\":\"+3\"},\"passive\":13,\"resist\":[\"cold\"],\"languages\":[\"Aquan\",\"Common\",\"Druidic\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The waverider is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 14}, {@hit 6} to hit with spell attacks). It has the following druid spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell druidcraft}\",\"{@spell poison spray} ({@dice 2d12})\",\"{@spell resistance}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell create or destroy water}\",\"{@spell cure wounds}\",\"{@spell healing word}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell animal messenger}\",\"{@spell lesser restoration}\",\"{@spell moonbeam}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell conjure animals} (aquatic beasts only)\",\"{@spell water breathing}\",\"{@spell water walk}\"]},\"4\":{\"slots\":1,\"spells\":[\"{@spell control water}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Healing Tides\",\"entries\":[\"Whenever the waverider casts a spell of 1st level or higher that affects a non-hostile creature, that creature regains 3 hit points (in addition to any healing the spell may provide).\"]},{\"name\":\"Marine Empathy\",\"entries\":[\"The waverider can speak with and understand aquatic plants and animals.\"]}],\"action\":[{\"name\":\"Harpoon\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft., range 20/60 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage. If the target is a Large or smaller creature, it must succeed on a Strength contest against the waverider or be pulled up to 20 feet toward the waverider. Attacks with this weapon made while {@quickref Underwater Combat|PHB|3|0|underwater} do not have {@quickref Advantage and Disadvantage|PHB|2|0|disadvantage}.\"]}],\"reaction\":[{\"name\":\"Fishform (Recharges after a {@quickref resting|PHB|2|0|Short or Long Rest})\",\"entries\":[\"The waverider can transform into a {@creature hunter shark} or a {@creature giant octopus}. Its game statistics are replaced by the statistics of the chosen creature, but the waverider retains its alignment, personality, and Intelligence, Wisdom, and Charisma scores. It also retains its skill proficiencies, in addition to gaining those of the creature it transforms into. When the waverider is reduced to 0 hit points, falls {@condition unconscious}, or dies in this form, it reverts to its humanoid form. It can remain in fishform for up to 3 hours or until it reverts to its humanoid form as a bonus action.\"]}],\"languageTags\":[\"AQ\",\"C\",\"DU\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"B\",\"I\",\"R\"],\"spellcastingTags\":[\"CD\"],\"miscTags\":[\"MW\",\"RW\"],\"savingThrowForcedSpell\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Black King\",\"isNpc\":true,\"source\":\"TDCSR\",\"page\":92,\"_copy\":{\"name\":\"Stone Golem\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"The golem\",\"with\":\"The Black King\",\"flags\":\"i\"}}},\"speed\":{\"walk\":60},\"int\":18,\"cha\":18,\"languages\":[\"Common\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Blighted Sapling\",\"source\":\"TDCSR\",\"page\":172,\"summonedByClass\":\"Druid|PHB\",\"size\":[\"M\"],\"type\":\"plant\",\"ac\":[{\"special\":\"10 + PB (natural armor)\"}],\"hp\":{\"special\":\"twice your druid level\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":13,\"con\":12,\"int\":4,\"wis\":8,\"cha\":3,\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":9,\"resist\":[\"necrotic\",\"poison\"],\"vulnerable\":[\"fire\"],\"conditionImmune\":[\"blinded\",\"deafened\",\"poisoned\"],\"languages\":[\"understands the languages you speak\"],\"pbNote\":\"equals your bonus\",\"trait\":[{\"name\":\"Blighted Resilience (10th level or higher)\",\"entries\":[\"The creature has immunity to necrotic and poison damage and to the {@condition poisoned} condition.\"]},{\"name\":\"Toxic Demise (10th level or higher)\",\"entries\":[\"When the creature is reduced to 0 hit points, it explodes in a burst of toxic mulch or fetid viscera. Each creature within 5 feet of the exploding creature must succeed on a Constitution {@quickref saving throws|PHB|2|1|saving throw} against your spell save DC or take necrotic damage based on the creature's challenge rating (see the table below). As an action, you can also cause a summoned creature to explode, immediately killing it.\",{\"type\":\"table\",\"caption\":\"Toxic Demise Damage\",\"colLabels\":[\"Creature CR\",\"Damage\"],\"colStyles\":[\"col-4 text-center\",\"col-8\"],\"rows\":[[\"1/4 or lower\",\"{@damage 1d4} necrotic damage\"],[\"1/2\",\"{@damage 1d6} necrotic damage\"],[\"1 or higher\",\"{@damage (#$prompt_number:min=1,title=Enter the creature's CR!,default=1$#)d8|A number of d8s of necrotic damage equal to the creature's challenge rating}\"],[\"No challenge rating\",\"{@damage (PB)d6|A number of d6s of necrotic damage equal to your proficiency bonus}\"]]}]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"When you reach 14th level in this class, the blighted sapling makes two claw attacks.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one target. {@h} {@damage 2d4 + PB} piercing damage.\"]}],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"hasToken\":true},{\"name\":\"Centaur Skeleton\",\"shortName\":\"centaur\",\"group\":[\"Skeletons\"],\"source\":\"TDCSR\",\"page\":256,\"size\":[\"L\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[12],\"hp\":{\"average\":45,\"formula\":\"6d10 + 12\"},\"speed\":{\"walk\":50},\"str\":17,\"dex\":14,\"con\":14,\"int\":6,\"wis\":9,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"immune\":[\"poison\"],\"vulnerable\":[\"bludgeoning\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"understands Common but can't speak\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Charge\",\"entries\":[\"If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 ({@damage 3d6}) piercing damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The centaur skeleton makes two attacks: one with its pike and one with its hooves, or two with its longbow.\"]},{\"name\":\"Pike\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage.\"]},{\"name\":\"Hooves\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]}],\"variant\":[{\"name\":\"Centaur Skeleton Customization\",\"type\":\"variant\",\"source\":\"TDCSR\",\"page\":256,\"_version\":{\"name\":\"Centaur Skeleton (Spirit Away)\",\"addHeadersAs\":\"action\"},\"entries\":[\"Some centaur skeletons have the following additional feature at the GM's discretion.\",{\"type\":\"entries\",\"name\":\"Spirit Away\",\"page\":256,\"entries\":[\"The centaur skeleton and up to three creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa. An unwilling creature that succeeds on a {@dc 13} Charisma {@quickref saving throws|PHB|2|1|saving throw} can resist this effect.\"]}]}],\"environment\":[\"forest\"],\"attachedItems\":[\"longbow|phb\",\"pike|phb\"],\"traitTags\":[\"Charge\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Champion of Ravens\",\"shortName\":\"The Champion\",\"alias\":[\"Vax'ildan\"],\"group\":[\"Vox Machina\"],\"source\":\"TDCSR\",\"page\":275,\"size\":[\"M\"],\"type\":\"celestial\",\"ac\":[{\"ac\":20,\"from\":[\"{@item deathwalker's ward (Exalted)|TDCSR|deathwalker's ward}\"]}],\"hp\":{\"average\":150,\"formula\":\"20d10 + 40\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":14,\"dex\":20,\"con\":14,\"int\":16,\"wis\":14,\"cha\":17,\"save\":{\"str\":\"+5\",\"dex\":\"+15\",\"con\":\"+5\",\"int\":\"+13\",\"wis\":\"+5\",\"cha\":\"+6\"},\"skill\":{\"acrobatics\":\"+19\",\"intimidation\":\"+10\",\"investigation\":\"+10\",\"perception\":\"+16\",\"persuasion\":\"+10\",\"sleight of hand\":\"+12\",\"stealth\":\"+19\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":26,\"resist\":[\"radiant\",\"necrotic\",\"poison\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"unconscious\"],\"languages\":[\"Abyssal\",\"Celestial\",\"Common\",\"Druidic\",\"Elvish\",\"Thieves' cant\"],\"cr\":\"21\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The Champion's innate spellcasting ability is Charisma ({@hit 10} to hit with spell attacks, save {@dc 18}). He can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell bane}\",\"{@spell bless}\",\"{@spell druidcraft}\"],\"daily\":{\"1\":[\"{@spell greater invisibility}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Assassinate\",\"entries\":[\"During his first turn, the Champion has {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on attack rolls against any creature that hasn't taken a turn. Any hit the Champion scores against a surprised creature is a critical hit.\"]},{\"name\":\"Aura of Protection\",\"entries\":[\"While the Champion is conscious, he and friendly creatures within 10 feet of him have a +3 bonus to {@quickref saving throws|PHB|2|1} (included above).\"]},{\"name\":\"Eternal Champion\",\"entries\":[\"When the Champion is reduced to 0 hit points or dies, his body is destroyed but his spirit returns to the {@deity The Matron of Ravens|Exandria|TDCSR|Raven Queen's} side, and he gains a new body after {@dice 1d4} days.\"]},{\"name\":\"Evasion\",\"entries\":[\"If the Champion is subjected to an effect that allows him to make a Dexterity {@quickref saving throws|PHB|2|1|saving throw} to take only half damage, he instead takes no damage if he succeeds on the {@quickref saving throws|PHB|2|1|saving throw}, and only half damage if he fails.\"]},{\"name\":\"Fate-Touched (4/Day)\",\"entries\":[\"When the Champion makes an attack roll, ability check, or {@quickref saving throws|PHB|2|1|saving throw}, he can reroll the {@dice d20} and use either roll. Alternatively, when a creature the Champion can see makes an attack roll against him, or a {@quickref saving throws|PHB|2|1|saving throw} against one of his spells or features, he can force that creature to reroll the attack or save and use the new roll.\"]},{\"name\":\"Shadow Smite (1/Turn)\",\"entries\":[\"The Champion deals an extra 49 ({@damage 14d6}) radiant or necrotic damage (his choice) when he hits a target with a weapon attack and he doesn't have {@quickref Advantage and Disadvantage|PHB|2|0|disadvantage} on the attack roll.\"]},{\"name\":\"Unerring Sight\",\"entries\":[\"The Champion's ranged weapon attacks ignore {@quickref cover||3||half cover} and {@quickref cover||3||three-quarters cover} and have no range penalty.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"The Champion wears {@item boots of haste|TDCSR} and the {@item deathwalker's ward (Exalted)|TDCSR|Deathwalker's Ward}, and wields {@item Whisper (Exalted)|TDCSR|Whisper}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The Champion makes three attacks with {@item Whisper (Exalted)|TDCSR|Whisper}.\"]},{\"name\":\"Whisper\",\"entries\":[\"{@atk mw,rw} {@hit 15} to hit, reach 5 ft. or range 60 ft., one target. {@h}10 ({@damage 1d4 + 8}) piercing damage plus 4 ({@damage 1d8}) psychic damage. On a critical hit, the target must succeed on a {@dc 18} Wisdom {@quickref saving throws|PHB|2|1|saving throw} or be {@condition frightened} of the Champion for 1 minute. On a ranged attack, the Champion can teleport with {@item Whisper (Exalted)|TDCSR|Whisper}, appearing within 5 feet of the target on a hit, or in a random space within 30 feet of the target on a miss.\"]},{\"name\":\"Touch of Life and Death (Recharges after a {@quickref resting|PHB|2|0|Short or Long Rest})\",\"entries\":[\"The Champion touches a creature within 5 feet of him, and chooses to either heal or harm that creature, restoring 55 ({@dice 10d10}) hit points or dealing 55 ({@damage 10d10}) necrotic damage. If the creature is an unwilling target, it can avoid either effect with a successful {@dc 20} Dexterity {@quickref saving throws|PHB|2|1|saving throw}.\"]}],\"bonus\":[{\"name\":\"Cunning Action\",\"entries\":[\"The Champion takes the {@action Dash}, {@action Disengage}, or {@action Hide} action.\"]},{\"name\":\"Boots of Haste (1/Day)\",\"entries\":[\"The Champion clicks his heels together, casting {@spell haste} on himself. He doesn't suffer from lethargy when the spell ends.\"]}],\"reaction\":[{\"name\":\"Uncanny Dodge\",\"entries\":[\"The Champion halves the damage that he takes from an attack that hits him. He must be able to see the attacker.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"CE\",\"DU\",\"E\",\"TC\"],\"damageTags\":[\"N\",\"P\",\"R\",\"Y\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\",\"RW\"],\"conditionInflict\":[\"frightened\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForcedSpell\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cinderslag Elemental\",\"source\":\"TDCSR\",\"page\":231,\"size\":[\"L\"],\"type\":\"elemental\",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":102,\"formula\":\"12d10 + 36\"},\"speed\":{\"walk\":20,\"burrow\":40},\"str\":15,\"dex\":12,\"con\":17,\"int\":1,\"wis\":10,\"cha\":3,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from non-magical attacks\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"unconscious\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Searing Presence\",\"entries\":[\"Any creature that starts its turn within 5 feet of the elemental takes 5 ({@damage 1d10}) fire damage.\"]},{\"name\":\"Molten Form\",\"entries\":[\"The elemental can move through a space as narrow as 1 inch wide without squeezing. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 ({@damage 1d10}) fire damage and must succeed on a {@dc 14} Strength {@quickref saving throws|PHB|2|1|saving throw} or be {@condition restrained}. A creature that starts its turn {@condition restrained} in this way takes 5 ({@damage 1d10}) fire damage. It can repeat the {@quickref saving throws|PHB|2|1|saving throw} at the end of each of its turns, freeing itself on a success.\"]},{\"name\":\"Water Susceptibility\",\"entries\":[\"For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The elemental makes two slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}12 ({@damage 3d6 + 2}) bludgeoning damage plus 5 ({@damage 1d10}) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 ({@damage 1d10}) fire damage at the start of each of its turns.\"]},{\"name\":\"Molten Gaze\",\"entries\":[\"{@atk rs} {@hit 8} to hit, range 30 ft., one target. {@h}21 ({@damage 6d6}) fire damage, and the target must succeed on a {@dc 14} Constitution {@quickref saving throws|PHB|2|1|saving throw} or have one nonmagical item of the elemental's choice that the target is carrying instantly melt or burn to cinders.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"C\",\"F\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"restrained\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Clasp Cutthroat\",\"group\":[\"Clasp\"],\"source\":\"TDCSR\",\"page\":232,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any\"]},\"ac\":[{\"ac\":15,\"from\":[\"{@item leather armor|PHB|leather}\"]}],\"hp\":{\"average\":44,\"formula\":\"8d8 + 8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":18,\"con\":12,\"int\":8,\"wis\":14,\"cha\":9,\"save\":{\"dex\":\"+6\"},\"skill\":{\"deception\":\"+3\",\"stealth\":\"+8\"},\"passive\":12,\"languages\":[\"Common\",\"Thieves' cant\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Sneak Attack (1/Turn)\",\"entries\":[\"The cutthroat deals an extra 14 ({@damage 4d6}) damage when it hits a target with a weapon attack and has {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on the attack roll, or when the target is within 5 feet of an ally of the cutthroat that isn't {@condition incapacitated} and the cutthroat doesn't have {@quickref Advantage and Disadvantage|PHB|2|0|disadvantage} on the attack roll.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The cutthroat makes two shortsword or dagger attacks.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft., range 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage.\"]}],\"bonus\":[{\"name\":\"Cunning Action\",\"entries\":[\"The cutthroat can take the {@action Dash}, {@action Disengage}, or {@action Hide} action.\"]}],\"reaction\":[{\"name\":\"Uncanny Dodge\",\"entries\":[\"The cutthroat halves the damage that it takes from an attack that hits it. The cutthroat must be able to see the attacker.\"]}],\"attachedItems\":[\"dagger|phb\",\"shortsword|phb\"],\"traitTags\":[\"Sneak Attack\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"TC\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Clasp Enforcer\",\"group\":[\"Clasp\"],\"source\":\"TDCSR\",\"page\":233,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any\"]},\"ac\":[{\"ac\":16,\"from\":[\"{@item half plate armor|PHB|half plate}\"]}],\"hp\":{\"average\":102,\"formula\":\"12d8 + 48\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":12,\"con\":18,\"int\":8,\"wis\":11,\"cha\":14,\"skill\":{\"athletics\":\"+6\",\"intimidation\":\"+8\"},\"passive\":10,\"languages\":[\"Common\",\"Thieves' cant\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Intimidating Presence\",\"entries\":[\"Whenever the enforcer hits a creature with a melee attack, the target must succeed on a {@dc 15} Wisdom {@quickref saving throws|PHB|2|1|saving throw} or be {@condition frightened} of the enforcer until the end of the target's next turn. The enforcer and its allies have {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on attack rolls against any creature {@condition frightened} in this way. If a creature's {@quickref saving throws|PHB|2|1|saving throw} is successful or the effect ends for it, the creature is immune to the enforcer's Intimidating Presence for the next 24 hours.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The enforcer makes three warhammer attacks.\"]},{\"name\":\"Warhammer\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) bludgeoning damage.\"]}],\"bonus\":[{\"name\":\"Second Wind (Recharges after a {@quickref resting|PHB|2|0|Short or Long Rest})\",\"entries\":[\"The enforcer regains 12 hit points\"]}],\"attachedItems\":[\"warhammer|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"TC\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"frightened\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cobalt Golem\",\"group\":[\"Golem\"],\"source\":\"TDCSR\",\"page\":240,\"size\":[\"H\"],\"type\":\"construct\",\"ac\":[{\"ac\":21,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":300,\"formula\":\"24d12 + 144\"},\"speed\":{\"walk\":40},\"str\":28,\"dex\":9,\"con\":22,\"int\":3,\"wis\":11,\"cha\":1,\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"immune\":[\"fire\",\"lightning\",\"poison\",\"psychic\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical weapons that aren't adamantine\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"18\",\"trait\":[{\"name\":\"Conductive Body\",\"entries\":[\"Whenever the golem is subjected to lightning damage, it takes no damage. Instead, its weapon attacks deal an extra 11 ({@dice 2d10}) lightning damage until the end of its next turn. Also until the end of the golem's next turn, any creature that touches it or hits it with a melee attack while within 5 feet of it takes 11 ({@damage 2d10}) lightning damage.\"]},{\"name\":\"Immutable Form\",\"entries\":[\"The golem is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The golem has {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on {@quickref saving throws|PHB|2|1} against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The golem's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The golem makes two attacks: one with its slam and one with its sword, or it uses its Magnetic Pulse and then its Spinning Cleave.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 5 ft., one target. {@h}25 ({@damage 3d10 + 9}) bludgeoning damage.\"]},{\"name\":\"Sword\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}28 ({@damage 3d12 + 9}) slashing damage.\"]},{\"name\":\"Spinning Cleave\",\"entries\":[\"The golem makes a sword attack against each creature within 10 feet of it.\"]},{\"name\":\"Magnetic Pulse {@recharge}\",\"entries\":[\"The golem raises its arms and unleashes a magnetic pulse. All unattended metal objects within 30 feet of it are pulled to an unoccupied space within 5 feet of the golem. Each creature wearing metal armor or made of metal within 30 feet of the golem must succeed on a {@dc 20} Strength {@quickref saving throws|PHB|2|1|saving throw} or be pulled to an unoccupied space within 5 feet of the golem, then fall {@condition prone}.\"]}],\"traitTags\":[\"Immutable Form\",\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"B\",\"L\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cold Snap Spirit\",\"source\":\"TDCSR\",\"page\":234,\"size\":[\"M\"],\"type\":\"elemental\",\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":78,\"formula\":\"12d8 + 24\"},\"speed\":{\"walk\":30,\"fly\":30},\"str\":10,\"dex\":20,\"con\":14,\"int\":2,\"wis\":7,\"cha\":3,\"save\":{\"dex\":\"+8\",\"wis\":\"+1\"},\"skill\":{\"perception\":\"+1\",\"stealth\":\"+8\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":11,\"resist\":[{\"resist\":[\"slashing\",\"piercing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"cold\",\"poison\"],\"vulnerable\":[\"fire\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\",\"paralyzed\",\"stunned\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Sense Heat\",\"entries\":[\"The cold snap spirit can sense heat within 60 feet of it.\"]},{\"name\":\"Frozen Aura\",\"entries\":[\"Any creature that starts its turn within 5 feet of a cold snap spirit takes 5 ({@damage 1d10}) cold damage.\"]},{\"name\":\"Jealous Spirit\",\"entries\":[\"If the spirit attacks a creature that is within 5 feet of another cold snap spirit, the attack deals an extra 10 ({@damage 3d6}) cold damage on a hit.\"]}],\"action\":[{\"name\":\"Consume Warmth\",\"entries\":[\"{@atk ms} {@hit 8} to hit, reach 5 ft., one target. {@h}21 ({@damage 6d6}) cold damage, and the target's speed is halved until the end of the spirit's next turn.\"]},{\"name\":\"Subzero Wave (1/Day)\",\"entries\":[\"Each creature within 30 feet of the cold snap spirit must make a {@dc 15} Constitution {@quickref saving throws|PHB|2|1|saving throw}, taking 18 ({@damage 4d8}) cold damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"arctic\",\"forest\",\"mountain\"],\"senseTags\":[\"SD\"],\"damageTags\":[\"C\"],\"miscTags\":[\"AOE\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cyclops Stormcaller\",\"group\":[\"Cyclops\"],\"source\":\"TDCSR\",\"page\":235,\"size\":[\"L\"],\"type\":\"giant\",\"ac\":[{\"ac\":18,\"from\":[\"{@item chain mail|PHB}\",\"{@item cloak of protection}\",\"{@item ring of protection}\"]}],\"hp\":{\"average\":114,\"formula\":\"12d10 + 48\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":60,\"condition\":\"(stormy conditions only)\"}},\"str\":16,\"dex\":10,\"con\":18,\"int\":15,\"wis\":8,\"cha\":20,\"save\":{\"str\":\"+5\",\"dex\":\"+2\",\"con\":\"+6\",\"int\":\"+4\",\"wis\":\"+5\",\"cha\":\"+11\"},\"skill\":{\"arcana\":\"+6\"},\"passive\":9,\"languages\":[\"Common\",\"Elvish\",\"Giant\"],\"cr\":\"10\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The cyclops's innate spellcasting ability is Charisma (spell save {@dc 17}, {@hit 9} to hit with spell attacks). The cyclops can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell ray of frost} ({@dice 3d8})\",\"{@spell water walk}\"],\"daily\":{\"3e\":[\"{@spell ice storm}\",\"{@spell sleet storm}\",\"{@spell wind wall}\"],\"1e\":[\"{@spell control weather}\",\"{@spell storm of vengeance}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"One-Eyed\",\"entries\":[\"The cyclops has {@quickref Advantage and Disadvantage|PHB|2|0|disadvantage} on any attack roll against a target more than 30 feet away.\"]},{\"name\":\"Storm Wings\",\"entries\":[\"While outdoors in stormy conditions, the cyclops has a flying speed of 60 feet.\"]},{\"name\":\"Supernatural Focus\",\"entries\":[\"The cyclops has {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on Constitution {@quickref saving throws|PHB|2|1} made to maintain {@status concentration} on spells, and cannot lose {@status concentration} because of turbulent weather.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The cyclops makes two ice claw attacks.\"]},{\"name\":\"Ice Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 3d6 + 3}) slashing damage plus 3 ({@damage 1d6}) cold damage.\"]}],\"environment\":[\"mountain\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\",\"GI\"],\"damageTags\":[\"C\",\"S\"],\"damageTagsSpell\":[\"A\",\"B\",\"C\",\"L\",\"T\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"deafened\",\"prone\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Demonfeed Spider\",\"source\":\"TDCSR\",\"page\":237,\"size\":[\"L\"],\"type\":\"fiend\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":75,\"formula\":\"10d10 + 20\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":16,\"dex\":18,\"con\":15,\"int\":6,\"wis\":10,\"cha\":6,\"save\":{\"dex\":\"+7\"},\"skill\":{\"perception\":\"+3\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":13,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Spider Climb\",\"entries\":[\"The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Web Walker\",\"entries\":[\"The spider ignores movement restrictions caused by webbing.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The spider makes two melee attacks: one with its bite and one with its stinger; or the spider can make one attack with its web spinner followed by a melee attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage, and the target must make a {@dc 14} Constitution {@quickref saving throws|PHB|2|1|saving throw}. On a failed save, the target takes 27 ({@damage 6d8}) poison damage and is {@condition poisoned} for 1 minute. On a successful save, the target takes half as much damage and isn't {@condition poisoned}. If this poison damage reduces the target to 0 hit points, the target is stable but {@condition poisoned} for 1 hour, even after regaining hit points, and is {@condition paralyzed} while {@condition poisoned} in this way.\"]},{\"name\":\"Stinger\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d12 + 3}) piercing damage, and the target must succeed on a {@dc 14} Constitution {@quickref saving throws|PHB|2|1|saving throw} or be {@condition paralyzed} for 1 minute. The target can repeat the {@quickref saving throws|PHB|2|1|saving throw} at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Web Spinner\",\"entries\":[\"{@atk rw} {@hit 7} to hit, reach 40 ft., one target. {@h} The target is pulled 40 feet toward the spider and is {@condition grappled} (escape {@dc 14}). The spider can {@action grapple} only one creature at a time in this way. As an action, the spider can cocoon a creature it has {@condition grappled} in webbing, causing it to be {@condition restrained} and ending the {@condition grappled} condition.\"]}],\"reaction\":[{\"name\":\"Arterial Spray\",\"entries\":[\"When the spider takes damage while below half its hit point maximum, it can spray poisonous blood in a 15-foot cone. Each creature in the area must make a {@dc 14} Constitution {@quickref saving throws|PHB|2|1|saving throw}. On a failed save, a creature takes 13 ({@damage 3d8}) poison damage and is {@condition poisoned} for 1 minute. On a successful save, the creature takes half as much damage and isn't {@condition poisoned}. If this poison damage reduces a creature to 0 hit points, the creature is stable but {@condition poisoned} for 1 hour, even after regaining hit points, and is {@condition paralyzed} while {@condition poisoned} in this way.\"]}],\"environment\":[\"forest\",\"underdark\"],\"traitTags\":[\"Spider Climb\",\"Web Walker\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"grappled\",\"paralyzed\",\"poisoned\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Demonfeed Spiderling\",\"source\":\"TDCSR\",\"page\":237,\"size\":[\"M\"],\"type\":\"fiend\",\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":16,\"formula\":\"3d8 + 3\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":10,\"dex\":12,\"con\":12,\"int\":2,\"wis\":7,\"cha\":3,\"save\":{\"dex\":\"+3\"},\"skill\":{\"stealth\":\"+5\",\"perception\":\"+0\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Spider Climb\",\"entries\":[\"The spiderling can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Web Walker\",\"entries\":[\"The spiderling ignores movement restrictions caused by webbing.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage, and the target must make a {@dc 13} Constitution {@quickref saving throws|PHB|2|1|saving throw}, taking 10 ({@damage 3d6}) poison damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"forest\",\"underdark\"],\"traitTags\":[\"Spider Climb\",\"Web Walker\"],\"senseTags\":[\"SD\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Diseased Grick\",\"source\":\"TDCSR\",\"page\":122,\"_copy\":{\"name\":\"Grick\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"grick\",\"with\":\"diseased grick\"}}},\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The grick's spellcasting ability is Wisdom (spell save {@dc 12} {@hit 4} to hit with spell attacks). It can innately cast the following spells, requiring no material components:\"],\"daily\":{\"1\":[\"{@spell contagion}\"]},\"ability\":\"wis\"}],\"savingThrowForcedSpell\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Doty X\",\"shortName\":\"Doty\",\"group\":[\"Vox Machina\"],\"isNamedCreature\":true,\"source\":\"TDCSR\",\"page\":272,\"size\":[\"M\"],\"type\":\"construct\",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":78,\"formula\":\"9d8 + 18 + 20\"},\"speed\":{\"walk\":40},\"str\":14,\"dex\":12,\"con\":14,\"int\":4,\"wis\":10,\"cha\":6,\"save\":{\"dex\":\"+4\",\"con\":\"+5\"},\"skill\":{\"athletics\":\"+7\",\"perception\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":18,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"poisoned\"],\"languages\":[\"understands the languages that {@creature Taryon Darrington|TDCSR|Tary} speaks\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Arcane Surge (4/Day)\",\"entries\":[\"When Doty hits a target, {@creature Taryon Darrington|TDCSR|Tary} can channel magical energy to deal an extra 14 ({@damage 4d6}) force damage to the target as long as {@creature Taryon Darrington|TDCSR|Tary} is not {@condition incapacitated}.\"]},{\"name\":\"Dedicated Servant\",\"entries\":[\"Doty has an additional 20 hit points, and has a +2 modifier to {@quickref saving throws|PHB|2|1}, {@quickref ability checks|PHB|2|0} using skill proficiencies, and attack rolls.\"]},{\"name\":\"Limited Vocabulary\",\"entries\":[\"Doty can say the following words in Common: \\\"Tary,\\\" \\\"Yes,\\\" \\\"Correct,\\\" \\\"Absolutely,\\\" \\\"Soon,\\\" and \\\"Handsome.\\\"\"]},{\"name\":\"Vigilant\",\"entries\":[\"Doty can't be surprised.\"]}],\"action\":[{\"name\":\"Empowered Fist\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) force damage.\"]},{\"name\":\"Repair (3/Day)\",\"entries\":[\"Doty regains 15 ({@dice 2d8 + 6}) hit points.\"]}],\"reaction\":[{\"name\":\"Deflect\",\"entries\":[\"If a creature within 5 feet of Doty that he can see makes an attack against a creature other than Doty, he can impose {@quickref Advantage and Disadvantage|PHB|2|0|disadvantage} on the attack roll. The attacker then takes 6 ({@damage 1d4 + 4}) force damage.\"]}],\"senseTags\":[\"D\"],\"damageTags\":[\"O\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Drynna Hydra\",\"isNpc\":true,\"source\":\"TDCSR\",\"page\":66,\"_copy\":{\"name\":\"Hydra\",\"source\":\"MM\"},\"int\":12,\"languages\":[\"Common\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ember Roc\",\"source\":\"TDCSR\",\"page\":238,\"size\":[\"G\"],\"type\":\"monstrosity\",\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":232,\"formula\":\"16d20 + 64\"},\"speed\":{\"walk\":20,\"fly\":120},\"str\":26,\"dex\":10,\"con\":18,\"int\":4,\"wis\":11,\"cha\":9,\"save\":{\"dex\":\"+5\",\"con\":\"+9\",\"wis\":\"+5\",\"cha\":\"+4\"},\"skill\":{\"perception\":\"+5\"},\"passive\":15,\"immune\":[\"fire\"],\"languages\":[\"understands Ignan but can't speak\"],\"cr\":\"14\",\"trait\":[{\"name\":\"Keen Sight\",\"entries\":[\"The roc has {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on Wisdom ({@skill Perception}) checks that rely on sight.\"]},{\"name\":\"Searing Presence\",\"entries\":[\"Any creature that starts its turn within 5 feet of the roc takes 7 ({@damage 2d6}) fire damage.\"]},{\"name\":\"Illumination\",\"entries\":[\"The roc sheds bright light in a 40-foot radius and dim light for an additional 40 feet.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The roc makes two attacks: one with its beak and one with its talons.\"]},{\"name\":\"Beak\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}26 ({@damage 4d8 + 8}) piercing damage and 7 ({@damage 2d6}) fire damage.\"]},{\"name\":\"Talons\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}22 ({@damage 4d6 + 8}) slashing damage and 7 ({@damage 2d6}) fire damage.\"]},{\"name\":\"Inferno {@recharge 5}\",\"entries\":[\"The roc beats its wings, creating a swirling conflagration. Each creature within 30 feet of the roc must succeed on a {@dc 18} Dexterity {@quickref saving throws|PHB|2|1|saving throw} or take 21 ({@damage 6d6}) fire damage.\"]}],\"environment\":[\"mountain\"],\"traitTags\":[\"Illumination\",\"Keen Senses\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"IG\"],\"damageTags\":[\"F\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Flaming Skeleton\",\"shortName\":\"skeleton\",\"group\":[\"Skeletons\"],\"source\":\"TDCSR\",\"page\":256,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[12],\"hp\":{\"average\":19,\"formula\":\"3d8 + 6\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":15,\"int\":6,\"wis\":8,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"immune\":[\"fire\",\"poison\"],\"vulnerable\":[\"bludgeoning\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"understands all languages it knew in life but can't speak\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Heated Weapons\",\"entries\":[\"When the skeleton hits with a metal melee weapon, the weapon deals an extra 3 ({@damage 1d6}) fire damage (included in the attack).\"]},{\"name\":\"Illumination\",\"entries\":[\"The skeleton sheds bright light in a 10-foot radius and dim light for an additional 10 feet.\"]}],\"action\":[{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage and 3 ({@damage 1d6}) fire damage.\"]},{\"name\":\"Ignite\",\"entries\":[\"The skeleton flings itself at a Large or smaller creature within 5 feet of it. The target must succeed on a {@dc 12} Dexterity {@quickref saving throws|PHB|2|1|saving throw} or be {@condition grappled} (escape {@dc 12}). On a failed save, the target also takes 3 ({@damage 1d6}) fire damage at the start of each of its turns, even after the {@action grapple} ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.\"]}],\"environment\":[\"mountain\"],\"attachedItems\":[\"shortsword|phb\"],\"traitTags\":[\"Illumination\"],\"senseTags\":[\"D\"],\"languageTags\":[\"CS\",\"LF\"],\"damageTags\":[\"F\",\"P\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Forge Guardian\",\"group\":[\"Golem\"],\"source\":\"TDCSR\",\"page\":241,\"size\":[\"G\"],\"type\":\"construct\",\"ac\":[{\"ac\":24,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":420,\"formula\":\"24d20 + 168\"},\"speed\":{\"walk\":50},\"str\":30,\"dex\":10,\"con\":24,\"int\":3,\"wis\":11,\"cha\":1,\"save\":{\"str\":\"+18\",\"con\":\"+15\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":10,\"immune\":[\"fire\",\"poison\",\"psychic\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical weapons that aren't adamantine\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"cr\":\"27\",\"trait\":[{\"name\":\"Fire Absorption\",\"entries\":[\"Whenever the guardian is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.\"]},{\"name\":\"Immutable Form\",\"entries\":[\"The guardian is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The guardian has {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on {@quickref saving throws|PHB|2|1} against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The guardian's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The guardian makes two melee attacks.\"]},{\"name\":\"Runeblade\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 15 ft., one target. {@h}36 ({@damage 4d12 + 10}) slashing damage, and the target must succeed on a {@dc 23} Constitution {@quickref saving throws|PHB|2|1|saving throw} or be {@condition blinded} until it deals damage to the guardian.\"]},{\"name\":\"Kick\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 10 ft., one target. {@h}23 ({@damage 2d12 + 10}) bludgeoning damage, and the target is pushed up to 15 feet away from the guardian and knocked {@condition prone}.\"]},{\"name\":\"Bladestorm {@recharge 5}\",\"entries\":[\"The guardian makes a Runeblade attack against every creature within 15 feet of it. On a hit, a target is also pushed up to 15 feet away from the guardian and knocked {@condition prone}.\"]}],\"legendary\":[{\"name\":\"Runeblade\",\"entries\":[\"The guardian makes one Runeblade attack.\"]},{\"name\":\"Kick\",\"entries\":[\"The guardian makes one Kick attack.\"]},{\"name\":\"Trample (Costs 2 Actions)\",\"entries\":[\"The guardian moves up to 50 feet without triggering {@action opportunity attack|PHB|opportunity attacks}, and can pass through other creature's spaces. Each creature whose space the guardian passes through must make a {@dc 23} Dexterity {@quickref saving throws|PHB|2|1|saving throw}. On a failure, the creature takes 23 ({@damage 2d12 + 10}) bludgeoning damage and is knocked {@condition prone}. On a success, the creature takes half as much damage and isn't knocked {@condition prone}. Any creature that shares the guardian's space when it stops this movement is pushed out of its space into the nearest unoccupied space.\"]}],\"traitTags\":[\"Damage Absorption\",\"Immutable Form\",\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"prone\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Goat-Knight Steed\",\"source\":\"TDCSR\",\"page\":246,\"_copy\":{\"name\":\"Giant Goat\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"goat[^-]\",\"with\":\"goat-knight steed \",\"flags\":\"i\"},\"trait\":{\"mode\":\"prependArr\",\"items\":[{\"name\":\"Shared Spells\",\"entries\":[\"Any spell the {@creature Kraghammer Goat-Knight|TDCSR|goat-knight} casts with a range of self also targets the goat .\"]},{\"name\":\"Summoned Nature\",\"entries\":[\"When a goat-knight steed drops to 0 hit points, it disappears, leaving behind no physical form. The {@creature Kraghammer Goat-Knight|TDCSR|goat-knight} can also dismiss the steed at any time as an action, causing it to disappear. In either case, the same steed is summoned when the {@creature Kraghammer Goat-Knight|TDCSR|goat-knight} casts {@spell find steed}.\"]}]}},\"_preserve\":{\"environment\":true}},\"type\":\"celestial\",\"int\":6,\"languages\":[\"understands Dwarvish but can't speak it\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Grog Strongjaw\",\"shortName\":\"Grog\",\"group\":[\"Vox Machina\"],\"isNamedCreature\":true,\"source\":\"TDCSR\",\"page\":261,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"half-giant\"]},\"ac\":[19],\"hp\":{\"average\":290,\"formula\":\"20d12 + 120 + 40\"},\"speed\":{\"walk\":50},\"str\":26,\"dex\":15,\"con\":22,\"int\":8,\"wis\":10,\"cha\":13,\"save\":{\"str\":\"+14\",\"con\":\"+12\"},\"skill\":{\"animal handling\":\"+6\",\"athletics\":\"+14\",\"intimidation\":\"+7\",\"survival\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[{\"resist\":[\"cold\",\"fire\",\"lightning\",\"thunder\"],\"note\":\"while enlarged\",\"cond\":true},{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"while raging\",\"cond\":true}],\"conditionImmune\":[{\"conditionImmune\":[\"charmed\",\"frightened\"],\"note\":\"while raging\",\"cond\":true}],\"languages\":[\"Common\",\"Dwarvish\",\"Giant\",\"with limited reading and writing\"],\"cr\":\"18\",\"trait\":[{\"name\":\"Brutal Critical\",\"entries\":[\"When Grog scores a critical hit, he rolls double weapon damage dice as usual, then rolls 3 additional weapon damage dice.\"]},{\"name\":\"Feral Instinct\",\"entries\":[\"Grog has {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on initiative rolls.\"]},{\"name\":\"Melee Master\",\"entries\":[\"Grog can take a −5 penalty to any melee attack roll to gain a +10 bonus to the damage roll.\"]},{\"name\":\"Reckless\",\"entries\":[\"At the start of his turn, Grog can gain {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on all melee weapon attack rolls during that turn, but attack rolls against him have {@quickref Advantage and Disadvantage|PHB|2|0|advantage} until the start of his next turn.\"]},{\"name\":\"Relentless Rage\",\"entries\":[\"If Grog is reduced to 0 hit points while raging, he drops to 1 hit point instead if he succeeds on a {@dc 10} Constitution {@quickref saving throws|PHB|2|1|saving throw}.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Grog wears a {@item belt of dwarvenkind}. He wields the {@item Bloodaxe|EGW} (a +2 magic weapon), a {@item dwarven thrower}, and the {@item Titanstone Knuckles (Exalted)|TDCSR|Titanstone Knuckles}.\"]},{\"name\":\"Spellbreaker\",\"entries\":[\"When Grog damages a creature that is concentrating on a spell, that creature has {@quickref Advantage and Disadvantage|PHB|2|0|disadvantage} on the {@quickref saving throws|PHB|2|1|saving throw} to maintain its {@status concentration}. In addition, Grog has {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on {@quickref saving throws|PHB|2|1} against spells cast by creatures within 5 feet of him.\"]},{\"name\":\"Toughness\",\"entries\":[\"Grog has an additional 40 hit points.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Grog makes two attacks (three when raging) with his {@item Bloodaxe|EGW}, {@item dwarven thrower}, or {@item Titanstone Knuckles (Exalted)|TDCSR|Titanstone Knuckles}.\"]},{\"name\":\"{@item Bloodaxe|EGW}\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 5 ft., one target. {@h}20 ({@damage 1d12 + 14}) slashing damage and 3 ({@damage 1d6}) necrotic damage. If the target is reduced to 0 hit points, Grog gains 10 temporary hit points.\"]},{\"name\":\"{@item Dwarven Thrower}\",\"entries\":[\"{@atk mw,rw} {@hit 17} to hit, reach 5 ft. or range 20/60, one target. {@h}24 ({@damage 2d8 + 15}) bludgeoning damage.\"]},{\"name\":\"Titanstone Knuckles\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h}14 ({@damage 1d4 + 12}) bludgeoning damage.\"]},{\"name\":\"Enlarge (Recharges after a {@quickref resting|PHB|2|0|Long Rest})\",\"entries\":[\"Grog casts {@spell enlarge/reduce} on himself to grow in size for 10 minutes. While enlarged in this way, he has resistance to cold, fire, lightning, and thunder damage.\"]}],\"bonus\":[{\"name\":\"Rage (Recharges after a {@quickref resting|PHB|2|0|Short or Long Rest})\",\"entries\":[\"Grog enters a rage that lasts until he falls {@condition unconscious} or chooses to end it (no action required). While raging, Grog gains the following benefits:\",{\"type\":\"list\",\"items\":[\"He has {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on Strength checks and Strength {@quickref saving throws|PHB|2|1}.\",\"He deals an extra 4 damage when he hits a target with a melee weapon attack (included in attacks)\",\"He has resistance to bludgeoning, piercing, and slashing damage\",\"He can't be {@condition charmed} or {@condition frightened}\",\"He can make an additional melee weapon attack (included in the Multiattack action)\"]},\"When Grog's rage ends, he gains one level of {@condition exhaustion}.\"]}],\"reaction\":[{\"name\":\"Opportunist\",\"entries\":[\"When a creature within 5 feet of Grog casts a spell or deals damage to him, Grog can make a melee weapon attack against that creature.\"]}],\"traitTags\":[\"Reckless\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"D\",\"GI\"],\"damageTags\":[\"B\",\"N\",\"S\"],\"miscTags\":[\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Jourrael, the Caedogeist\",\"shortName\":\"Jourrael\",\"alias\":[\"The Inevitable End\",\"Caedogeist\"],\"isNamedCreature\":true,\"source\":\"TDCSR\",\"page\":245,\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"drow\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"{@item studded leather armor|PHB}\"]}],\"hp\":{\"average\":152,\"formula\":\"16d8 + 80\"},\"speed\":{\"walk\":80,\"fly\":40},\"str\":13,\"dex\":24,\"con\":20,\"int\":14,\"wis\":17,\"cha\":15,\"save\":{\"dex\":\"+12\",\"con\":\"+10\",\"wis\":\"+8\"},\"skill\":{\"acrobatics\":\"+12\",\"perception\":\"+13\",\"stealth\":\"+17\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":23,\"resist\":[\"acid\",\"fire\",\"lightning\",\"cold\",\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"frightened\",\"grappled\",\"paralyzed\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"Abyssal\",\"Common\",\"Infernal\",\"Undercommon\"],\"cr\":\"15\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Jourrael's spellcasting ability is Charisma (spell save {@dc 15}). She can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell dancing lights}\"],\"daily\":{\"1e\":[\"{@spell darkness}\",\"{@spell faerie fire}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Incorporeal Movement\",\"entries\":[\"Jourrael can move through other creatures and objects as if they were {@quickref difficult terrain||3}. They take 5 ({@damage 1d10}) force damage if they end their turn inside an object.\"]},{\"name\":\"Sneak Attack (1/Turn)\",\"entries\":[\"Jourrael deals an extra 35 ({@damage 10d6}) damage when they hit a target with a weapon attack and have {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on the attack roll, or when the target is within 5 feet of an ally of Jourrael that isn't {@condition incapacitated} and Jourrael doesn't have {@quickref Advantage and Disadvantage|PHB|2|0|disadvantage} on the attack roll.\"]},{\"name\":\"Inevitable\",\"entries\":[\"If Jourrael is reduced to 0 hit points, they do not fall {@condition unconscious} but becomes an incorporeal spirit for 24 hours. During this time, Jourrael can't return to their original form until they returns to full hit points. In this form, they are {@condition invisible}, can't attack or interact with corporeal creatures or objects, and can't be targeted by spells. After 24 hours have passed, Jourrael regains 1 hit point and returns to their original form with four levels of {@condition exhaustion}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Jourrael makes two melee attacks or two ranged attacks.\"]},{\"name\":\"Spectral Blade\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d6 + 7}) slashing damage, and the target must succeed on a {@dc 14} Constitution {@quickref saving throws|PHB|2|1|saving throw} or be {@condition poisoned} for 1 hour. If the {@quickref saving throws|PHB|2|1|saving throw} fails by 5 or more, the target is also {@condition unconscious} while {@condition poisoned} in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.\"]},{\"name\":\"Void Dagger\",\"entries\":[\"{@atk rw} {@hit 12} to hit, range 60/120 ft., one target. {@h}9 ({@damage 1d4 + 7}) piercing damage.\"]}],\"bonus\":[{\"name\":\"Cunning Action\",\"entries\":[\"Jourrael can take the {@action Dash}, {@action Disengage}, or {@action Hide} action.\"]},{\"name\":\"Mirrored Form (Recharges after a {@quickref resting|PHB|2|0|Short Rest})\",\"entries\":[\"Jourrael manifests three illusory duplicates that hover in her space. Each time a creature targets Jourrael with an attack, roll a {@dice d20} to see if it hits one of the duplicates. If there are three duplicates, a duplicate is targeted on a roll of 6 or higher. With two duplicates, a duplicate is targeted on a roll of 8 or higher. A single duplicate is targeted on a roll of 11 or higher. A duplicate's AC is 17, and it is destroyed if hit. Jourrael can hide the duplicates as a bonus action.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"Jourrael adds 5 to her AC against one melee attack that would hit her. To do so, she must see the attacker\"]}],\"traitTags\":[\"Incorporeal Movement\",\"Sneak Attack\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"AB\",\"C\",\"I\",\"U\"],\"damageTags\":[\"O\",\"P\",\"S\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"poisoned\",\"unconscious\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Keyleth, Voice of the Tempest\",\"shortName\":\"Keyleth\",\"group\":[\"Vox Machina\"],\"isNamedCreature\":true,\"source\":\"TDCSR\",\"page\":263,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"half-elf\"]},\"ac\":[{\"ac\":17,\"from\":[\"{@item +2 leather armor}\",\"{@item +2 ring of protection|TDCSR}\"]}],\"hp\":{\"average\":150,\"formula\":\"20d8 + 60\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":15,\"con\":16,\"int\":15,\"wis\":22,\"cha\":15,\"save\":{\"str\":\"+4\",\"dex\":\"+4\",\"con\":\"+5\",\"int\":\"+10\",\"wis\":\"+14\",\"cha\":\"+4\"},\"skill\":{\"athletics\":\"+8\",\"insight\":\"+12\",\"intimidation\":\"+8\",\"nature\":\"+12\",\"perception\":\"+12\",\"persuasion\":\"+8\",\"stealth\":\"+8\",\"survival\":\"+12\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":22,\"languages\":[\"Auran\",\"Common\",\"Druidic\",\"Elvish\"],\"cr\":\"18\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Keyleth is a 20th-level spellcaster. Her spellcasting ability is Wisdom (spell save {@dc 22}, {@hit 14} to hit with spell attacks). She has the following druid spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell druidcraft}\",\"{@spell guidance}\",\"{@spell mending}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell cure wounds}\",\"{@spell faerie fire}\",\"{@spell fog cloud}\",\"{@spell healing word}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell alter self} (at will)\",\"{@spell flaming sphere}\",\"{@spell gust of wind}\",\"{@spell pass without trace}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell call lightning}\",\"{@spell wind wall}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell blight}\",\"{@spell control water}\",\"{@spell grasping vine}\",\"{@spell polymorph}\",\"{@spell stone shape}\"]},\"5\":{\"slots\":3,\"spells\":[\"{@spell conjure elemental}\",\"{@spell greater restoration}\",\"{@spell scrying}\",\"{@spell wall of stone}\"]},\"6\":{\"slots\":2,\"spells\":[\"{@spell heroes' feast}\",\"{@spell move earth}\",\"{@spell transport via plants}\"]},\"7\":{\"slots\":2,\"spells\":[\"{@spell fire storm}\",\"{@spell plane shift}\"]},\"8\":{\"slots\":1,\"spells\":[\"{@spell control weather}\"]},\"9\":{\"slots\":1,\"spells\":[\"{@spell foresight}\",\"{@spell shapechange}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"Keyleth has {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on {@quickref saving throws|PHB|2|1} against being {@condition charmed}, and magic can't put her to sleep.\"]},{\"name\":\"Focused\",\"entries\":[\"Keyleth has {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on Constitution {@quickref saving throws|PHB|2|1} made to maintain {@status concentration} on spells.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Keyleth wears a {@item circlet of wisdom|TDCSR} (which increases her Wisdom score by 2), {@item +2 leather armor}, and a {@item +2 Ring of Protection|TDCSR|ring of protection with a +2 bonus}. She wields the {@item Spire of Conflux (Exalted)|TDCSR|Spire of Conflux}.\"]}],\"action\":[{\"name\":\"Shapechange\",\"entries\":[\"Keyleth casts {@spell shapechange} to transform into a {@creature planetar}, an {@creature adult bronze dragon}, or {@filter another creature of CR 20 or lower that is not a construct or undead|bestiary|Challenge Rating=[0;&20]|type=!construct;!undead|source=null}.\"]},{\"name\":\"Meteor ({@creature Earth Elemental} Form Only)\",\"entries\":[\"When Keyleth falls at least 20 feet, she lands with meteoric force. Each creature within 20 feet of her must succeed on a {@dc 19} Dexterity {@quickref saving throws|PHB|2|1|saving throw} or take {@damage 1d6} bludgeoning damage for every 10 feet Keyleth fell. Keyleth still takes {@quickref falling|XGE|2|0|falling damage} while in {@creature earth elemental} form.\"]},{\"name\":\"Chain Lightning\",\"entries\":[\"Keyleth casts {@spell chain lightning} (spell save {@dc 22}) from the {@item Spire of Conflux (Exalted)|TDCSR|Spire of Conflux} at a creature she can see within 150 feet of her.\"]}],\"bonus\":[{\"name\":\"Wild Shape\",\"entries\":[\"Keyleth magically {@spell polymorph|phb|polymorphs} into a beast or elemental of CR 6 or lower. Her game statistics are replaced by the statistics of the new form, but she retains her alignment, personality, and Intelligence, Wisdom, and Charisma scores. She also retains all of her skill and {@quickref saving throws|PHB|2|1|saving throw} proficiencies, in addition to gaining those of the new form. She assumes the new form's hit points and Hit Dice and returns to the number of hit points she had when she reverts to her normal form. Any equipment she is wearing or carrying is absorbed or borne by her new form (her choice). She reverts to her humanoid form as a bonus action, or when she falls {@condition unconscious}. Her attacks in Wild Shape form are magical, and she can cast spells while transformed.\"]},{\"name\":\"Healing Word (4th Level)\",\"entries\":[\"Keyleth casts {@spell healing word}, restoring 16 ({@dice 4d4 + 6}) hit points to herself or another creature she can see within 60 feet of her.\"]}],\"traitTags\":[\"Fey Ancestry\"],\"senseTags\":[\"D\"],\"languageTags\":[\"AU\",\"C\",\"DU\",\"E\"],\"damageTagsSpell\":[\"B\",\"F\",\"L\",\"N\",\"P\",\"S\",\"T\"],\"spellcastingTags\":[\"CD\"],\"miscTags\":[\"AOE\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kraghammer Goat-Knight\",\"shortName\":\"Goat-knight\",\"source\":\"TDCSR\",\"page\":246,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dwarf\"]},\"ac\":[{\"ac\":20,\"from\":[\"{@item plate armor|PHB|plate}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":52,\"formula\":\"8d8 + 16\"},\"speed\":{\"walk\":25},\"str\":17,\"dex\":8,\"con\":14,\"int\":10,\"wis\":11,\"cha\":16,\"save\":{\"str\":\"+5\",\"dex\":\"+1\",\"con\":\"+4\",\"int\":\"+2\",\"wis\":\"+2\",\"cha\":\"+5\"},\"skill\":{\"nature\":\"+2\",\"religion\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"poison\"],\"conditionImmune\":[\"disease\"],\"languages\":[\"Common\",\"Dwarvish\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The goat-knight is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It has the following paladin spells prepared:\"],\"spells\":{\"1\":{\"spells\":[\"{@spell bless}\",\"{@spell cure wounds}\",\"{@spell protection from evil and good}\",\"{@spell sanctuary}\",\"{@spell shield of faith}\"],\"slots\":4},\"2\":{\"spells\":[\"{@spell branding smite}\",\"{@spell find steed} ({@creature Goat-Knight Steed|TDCSR} only)\",\"{@spell lesser restoration}\",\"{@spell zone of truth}\"],\"slots\":2}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Aura of Protection\",\"entries\":[\"Whenever the goat-knight or a creature friendly to it within 10 feet of it makes a {@quickref saving throws|PHB|2|1|saving throw}, that creature gains a +2 bonus (included in the goat-knight's {@quickref saving throws|PHB|2|1} above). The goat-knight must be conscious to grant and gain this bonus.\"]},{\"name\":\"Divine Health\",\"entries\":[\"The goat-knight is immune to disease.\"]},{\"name\":\"Dwarven Resilience\",\"entries\":[\"The goat-knight has resistance to poison damage and {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on {@quickref saving throws|PHB|2|1} against poison.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The goat-knight makes two warhammer attacks.\"]},{\"name\":\"Warhammer\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage, or 8 ({@damage 1d10 + 3}) bludgeoning damage if used with two hands.\"]}],\"attachedItems\":[\"warhammer|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"D\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"R\"],\"spellcastingTags\":[\"CP\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mage Hunter Golem\",\"group\":[\"Golem\"],\"source\":\"TDCSR\",\"page\":242,\"size\":[\"L\"],\"type\":\"construct\",\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":243,\"formula\":\"18d10 + 144\"},\"speed\":{\"walk\":30,\"fly\":20},\"str\":24,\"dex\":9,\"con\":26,\"int\":3,\"wis\":11,\"cha\":1,\"save\":{\"wis\":\"+5\",\"cha\":\"+0\"},\"skill\":{\"perception\":\"+5\"},\"senses\":[\"darkvision 120 ft.\",\"truesight 30 ft.\"],\"passive\":15,\"immune\":[\"poison\",\"psychic\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical weapons that aren't adamantine\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"15\",\"trait\":[{\"name\":\"Antimagic Cone\",\"entries\":[\"The golem creates an area of antimagic, as in the {@spell antimagic field} spell, in a 60-foot cone originating from it. At the start of each of its turns, the golem decides which way the cone faces and whether the cone is active.\"]},{\"name\":\"Immutable Form\",\"entries\":[\"The golem is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Magic Absorption\",\"entries\":[\"Whenever the golem is subjected to a damage-dealing spell of 4th level or lower, it takes no damage and instead regains a number of hit points equal to the damage dealt.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The golem has {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on {@quickref saving throws|PHB|2|1} against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The golem's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The golem uses its Antimagic Jolt and makes two melee attacks, or it makes three melee attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}20 ({@damage 3d8 + 7}) bludgeoning damage.\"]},{\"name\":\"Claw {@recharge 5}\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}11 ({@damage 1d8 + 7}) bludgeoning damage, and the target must succeed on a {@dc 16} Dexterity {@quickref saving throws|PHB|2|1|saving throw} or have a magic collar placed upon its neck. While the target wears the collar, it is magically prevented from speaking and cannot cast any spell. A successful {@dc 25} Dexterity check using {@item thieves' tools|PHB} removes the collar.\"]},{\"name\":\"Antimagic Jolt\",\"entries\":[\"Each creature within the golem's Antimagic Cone that has the ability to cast a spell of 1st level or higher must make a {@dc 18} Wisdom {@quickref saving throws|PHB|2|1|saving throw}, taking 21 ({@damage 6d6}) psychic damage on a failed save, or half as much damage on a successful one.\"]}],\"traitTags\":[\"Damage Absorption\",\"Immutable Form\",\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"SD\",\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"B\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Magma Landshark\",\"source\":\"TDCSR\",\"page\":247,\"size\":[\"H\"],\"type\":\"elemental\",\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":150,\"formula\":\"12d12 + 72\"},\"speed\":{\"walk\":50,\"burrow\":50,\"swim\":{\"number\":50,\"condition\":\"(lava only)\"}},\"str\":22,\"dex\":11,\"con\":22,\"int\":2,\"wis\":14,\"cha\":5,\"skill\":{\"perception\":\"+7\"},\"senses\":[\"darkvision 60 ft.\",\"tremorsense 120 ft.\"],\"passive\":17,\"immune\":[\"fire\"],\"cr\":\"14\",\"trait\":[{\"name\":\"Searing Presence\",\"entries\":[\"Any creature that starts its turn within 10 feet of the landshark takes 11 ({@damage 2d10}) fire damage.\"]},{\"name\":\"Standing Leap\",\"entries\":[\"The landshark's {@quickref jumping|PHB|4|0|long jump} is up to 40 feet and its {@quickref jumping|PHB|4|0|high jump} is up to 20 feet, with or without a running start.\"]},{\"name\":\"Illumination\",\"entries\":[\"The landshark sheds bright light in a 15-foot radius and dim light for an additional 15 feet.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}45 ({@damage 6d12 + 6}) piercing damage, and 14 ({@damage 4d6}) fire damage. If the target is a Large or smaller creature, it must succeed on a {@dc 18} Dexterity {@quickref saving throws|PHB|2|1|saving throw} or be swallowed by the landshark. A swallowed creature is {@condition blinded} and {@condition restrained}, it has {@quickref cover||3||total cover} against attacks and other effects outside the landshark, and it takes 42 ({@damage 12d6}) fire damage at the start of each of the landshark's turns.\",\"If the landshark takes 30 damage or more on a single turn from a creature inside it, the landshark must succeed on a {@dc 23} Constitution {@quickref saving throws|PHB|2|1|saving throw} at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the landshark. If the landshark dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 15 feet of movement, exiting {@condition prone}.\"]},{\"name\":\"Deadly Leap\",\"entries\":[\"If the landshark {@quickref jumping|PHB|4|0|jumps} at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a {@dc 18} Strength or Dexterity {@quickref saving throws|PHB|2|1|saving throw} (target's choice) or be knocked {@condition prone} and take 27 ({@damage 6d6 + 6}) bludgeoning damage plus 21 ({@damage 6d6}) fire damage. On a successful save, the creature takes only half the damage, isn't knocked {@condition prone}, and is pushed 5 feet out of the landshark's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls {@condition prone} in the landshark's space.\"]},{\"name\":\"Lava Pool {@recharge}\",\"entries\":[\"If the landshark is on solid ground, it melts the area around it, creating a pool of lava in a 10-foot radius. Any creature that starts its turn in the area or enters it for the first time on a turn takes 44 ({@damage 8d10}) fire damage.\"]}],\"environment\":[\"mountain\",\"underdark\"],\"traitTags\":[\"Illumination\"],\"senseTags\":[\"D\",\"T\"],\"actionTags\":[\"Swallow\"],\"damageTags\":[\"B\",\"F\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"blinded\",\"prone\",\"restrained\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Master Adranach\",\"group\":[\"Adranachs\"],\"source\":\"TDCSR\",\"page\":245,\"size\":[\"G\"],\"type\":\"construct\",\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":290,\"formula\":\"20d20 + 80\"},\"speed\":{\"walk\":60,\"fly\":120},\"str\":25,\"dex\":16,\"con\":19,\"int\":10,\"wis\":14,\"cha\":11,\"save\":{\"str\":\"+14\",\"dex\":\"+10\",\"wis\":\"+9\"},\"skill\":{\"athletics\":\"+14\",\"perception\":\"+16\"},\"senses\":[\"darkvision 360 ft.\"],\"passive\":26,\"resist\":[{\"special\":\"damage from spells\"}],\"immune\":[\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from non-magical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"the languages spoken by its creator\"],\"cr\":\"21\",\"trait\":[{\"name\":\"Arcane Leak\",\"entries\":[\"When the adranach is reduced to half its hit point maximum (145 hit points), its mithral mask cracks and its arcane form begins to waver, creating a field of unstable magic around it. Any creature that starts its turn within 20 feet of the adranach or enters that area for the first time on a turn takes 21 ({@damage 6d6}) radiant damage. Additionally, if a creature casts a spell within this area, it must make a {@dc 18} ability check using its spellcasting ability. On a failure, the spell backfires, consuming the spell slot and dealing 7 ({@damage 2d6}) force damage to the caster for each level of the spell slot that was consumed.\"]},{\"name\":\"Immutable Form\",\"entries\":[\"The adranach is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The adranach has {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on {@quickref saving throws|PHB|2|1} against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The adranach's weapon attacks are magical.\"]},{\"name\":\"Colossal Build\",\"entries\":[\"The adranach's carrying capacity is doubled, as is the weight it can push, drag, or lift.\"]},{\"name\":\"Slipstream\",\"entries\":[\"The adranach can cast {@spell invisibility} on itself at will. While it is {@condition invisible}, its speed is doubled.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the adranach fails a {@quickref saving throws|PHB|2|1|saving throw}, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The adranach makes three attacks: two with its claws and one with its tail.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 14} to hit, one target, reach 5 ft. {@h}33 ({@damage 4d12 + 7}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 14} to hit, one target, reach 15 ft. {@h}20 ({@damage 2d12 + 7}) bludgeoning damage.\"]},{\"name\":\"Force Bolts {@recharge 5}\",\"entries\":[\"The adranach targets up to six creatures it can see within 120 feet of it. Each target must succeed on a {@dc 22} Dexterity {@quickref saving throws|PHB|2|1|saving throw} or take 35 ({@damage 10d6}) force damage.\"]}],\"legendary\":[{\"name\":\"Claw Attack\",\"entries\":[\"The adranach makes one claw attack.\"]},{\"name\":\"Vanish (Costs 2 Actions)\",\"entries\":[\"The adranach casts {@spell invisibility} and moves up to its walking or flying speed. (This movement doesn't benefit from its Slipstream trait.)\"]},{\"name\":\"Starry Burst (Costs 3 Actions)\",\"entries\":[\"A burst of astral energy flares from the adranach's body. Each creature within 60 feet of it must make a {@dc 22} Constitution {@quickref saving throws|PHB|2|1|saving throw}. On a failed save, a creature takes 27 ({@damage 5d10}) force damage and is {@condition blinded} until the end of its next turn. On a successful save, the creature takes half as much damage and is not {@condition blinded}. The adranach then turns {@condition invisible} until the start of its next turn or until it makes an attack.\"]}],\"variant\":[{\"name\":\"Adranach Customization\",\"type\":\"variant\",\"source\":\"TDCSR\",\"page\":224,\"_version\":{\"name\":\"Master Adranach (Customised)\",\"addHeadersAs\":\"action\"},\"entries\":[\"Adranachs are constructs personalized to their creators. One of the traits that make a spellwright candidate attractive to the {@book League of Miracles|TDCSR|2|League of Miracles} is an interest in invention, and spellwrights are encouraged to customize any adranach they create. Below are some optional features with which spellwrights have outfitted their creations. Most adranachs have one extra feature, and most master adranachs have three.\",{\"type\":\"entries\",\"name\":\"Advanced Tracking ({@i Recharges after a {@quickref resting|PHB|2|0|Long Rest}})\",\"page\":224,\"entries\":[\"When a creature fails its {@quickref saving throws|PHB|2|1|saving throw} against the adranach's Force Bolts, the adranach can mark that creature for the next 24 hours. The adranach knows the direction to a creature's location as long as they are on the same plane. If the creature is moving, the adranach knows the direction of this movement.\"]},{\"type\":\"entries\",\"name\":\"Arcane Bond\",\"page\":224,\"entries\":[\"The adranach's creator can communicate with it telepathically while both are within 1 mile of each other. As an action, the creator can see through the adranach's eyes and hear what it hears until the start of the creator's next turn, gaining the benefits of any special senses the adranach has. During this time, the creator is {@condition deafened} and {@condition blinded} with regard to their own senses.\"]},{\"type\":\"entries\",\"name\":\"Astral Form ({@i Master Adranach Only; Recharges after a {@quickref resting|PHB|2|0|Long Rest}})\",\"page\":224,\"entries\":[\"The master adranach can cast {@spell astral projection} on itself.\"]},{\"type\":\"entries\",\"name\":\"Slipstream\",\"page\":224,\"entries\":[\"The adranach can cast {@spell invisibility} on itself at will. While it is {@condition invisible}, its speed is doubled.\"]},{\"type\":\"entries\",\"name\":\"Truesight ({@i Master Adranach Only})\",\"page\":224,\"entries\":[\"The adranach has {@sense truesight} out to a range of 30 feet. As an action, it can increase the range of its {@sense truesight} to 120 feet until the end of its next turn.\"]}]}],\"traitTags\":[\"Immutable Form\",\"Legendary Resistances\",\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"O\",\"R\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Percival de Rolo\",\"shortName\":\"Percy\",\"alias\":[\"Lord Percival Fredrickstein von Musel Klossowski de Rolo III\"],\"group\":[\"Vox Machina\"],\"source\":\"TDCSR\",\"page\":266,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"ac\":[{\"ac\":18,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":190,\"formula\":\"20d10 + 40 + 40\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":22,\"con\":14,\"int\":20,\"wis\":16,\"cha\":14,\"save\":{\"str\":\"+7\",\"con\":\"+8\"},\"skill\":{\"acrobatics\":\"+12\",\"history\":\"+11\",\"perception\":\"+9\",\"persuasion\":\"+8\"},\"passive\":19,\"resist\":[\"lightning\"],\"languages\":[\"Celestial\",\"Common\",\"Elvish\"],\"cr\":\"18\",\"trait\":[{\"name\":\"Action Surge (2/{@quickref resting|PHB|2|0|Short Rest})\",\"entries\":[\"Once on his turn, Percy can take one additional action.\"]},{\"name\":\"Cabal's Ruin\",\"entries\":[\"{@item Cabal's Ruin (Exalted)|TDCSR|Cabal's Ruin} grants Percy {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on {@quickref saving throws|PHB|2|1} against spells or magical effects. Additionally, {@item Cabal's Ruin (Exalted)|TDCSR|Cabal's Ruin} has 10 charges. When Percy hits with a weapon attack, he can expend up to 10 charges to have the attack deal {@dice 1d6} extra lightning damage per charge spent.\"]},{\"name\":\"Indomitable (3/{@quickref resting|PHB|2|0|Long Rest})\",\"entries\":[\"Percy can reroll a failed {@quickref saving throws|PHB|2|1|saving throw}.\"]},{\"name\":\"Misfire\",\"entries\":[\"When Percy rolls a 2 or lower on the {@dice d20} when making an attack with Animus or Bad News, the attack misses and he can't use the weapon again until he spends an action to repair it. On a misfire with Animus, he takes 7 ({@damage 2d6}) psychic damage.\"]},{\"name\":\"No Mercy\",\"entries\":[\"Percy's weapon attacks score a critical hit on a roll of 19-20.\"]},{\"name\":\"Ranged Master\",\"entries\":[\"Percy's ranged weapon attacks have a +2 bonus to hit (included in attacks), ignore {@quickref cover||3||half cover} and {@quickref cover||3||three-quarters cover}, and have no range penalty. Additionally, Percy can take a −5 penalty to any ranged attack roll to gain a +10 bonus to the damage roll.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Percy wears a {@item ring of lightning resistance} and {@item Cabal's Ruin (Exalted)|TDCSR|Cabal's Ruin}. He wields Animus and Bad News, which are both +1 weapons.\"]},{\"name\":\"Quick Draw\",\"entries\":[\"Percy adds his proficiency bonus to initiative rolls, giving him a +12 to initiative rolls.\"]},{\"name\":\"Toughness\",\"entries\":[\"Percy has an additional 40 hit points.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Percy makes four ranged attacks with Animus, or two ranged attacks with Bad News. When Percy hits with an attack with either weapon, he can choose one of the following additional effects:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Deadeye\",\"entries\":[\"Percy gains {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on his next attack roll this turn made against the same target.\"]},{\"type\":\"item\",\"name\":\"Disarm\",\"entries\":[\"The target must make a {@dc 20} Strength {@quickref saving throws|PHB|2|1|saving throw}. On a failure, the target drops one item it is holding of Percy's choice.\"]}]}]},{\"name\":\"Animus\",\"entries\":[\"{@atk rw} {@hit 15} to hit, range 320 ft., one target. {@h}11 ({@damage 1d10 + 6}) piercing damage and 3 ({@damage 1d6}) psychic damage.\"]},{\"name\":\"Bad News\",\"entries\":[\"{@atk rw} {@hit 15} to hit, range 800 ft., one target. {@h}19 ({@damage 2d12 + 6}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Absorb Magic (Recharges after a {@quickref resting|PHB|2|0|Short or Long Rest})\",\"entries\":[\"When Percy is targeted by an enemy's spell, he can absorb a portion of the spell's energy into {@item Cabal's Ruin (Exalted)|TDCSR|Cabal's Ruin}. The spell affects him normally, but the cloak gains a number of charges equal to the level of the spell. When he does so, he also gains resistance to one type of damage dealt by the spell until the end of his next turn.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\",\"E\"],\"damageTags\":[\"P\",\"Y\"],\"miscTags\":[\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Pike Trickfoot\",\"shortName\":\"Pike\",\"alias\":[\"Champion of Sarenrae\"],\"group\":[\"Vox Machina\"],\"isNamedCreature\":true,\"source\":\"TDCSR\",\"page\":269,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"gnome\"]},\"ac\":[{\"ac\":23,\"from\":[\"{@item plate of the dawnmartyr (exalted)|TDCSR|plate of the dawnmartyr}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":170,\"formula\":\"20d8 + 80\"},\"speed\":{\"walk\":25},\"str\":19,\"dex\":12,\"con\":18,\"int\":14,\"wis\":20,\"cha\":14,\"save\":{\"wis\":\"+11\",\"cha\":\"+8\"},\"skill\":{\"athletics\":\"+10\",\"perception\":\"+11\",\"persuasion\":\"+8\",\"religion\":\"+8\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":21,\"resist\":[\"fire\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"frightened\"],\"languages\":[\"Common\",\"Dwarvish\",\"Gnomish\",\"Undercommon\"],\"cr\":\"17\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Pike is a 20th-level spellcaster. Her spellcasting ability is Wisdom (spell save {@dc 19}, {@hit 11} to hit with spell attacks). She has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell light}\",\"{@spell sacred flame} ({@dice 4d8})\",\"{@spell spare the dying}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell command}\",\"{@spell cure wounds}\",\"{@spell guiding bolt}\",\"{@spell healing word}\",\"{@spell sanctuary}\",\"{@spell shield of faith}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell aid}\",\"{@spell lesser restoration}\",\"{@spell spiritual weapon}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell glyph of warding}\",\"{@spell mass healing word}\",\"{@spell protection from energy}\",\"{@spell revivify}\",\"{@spell speak with dead}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell death ward}\",\"{@spell freedom of movement}\",\"{@spell guardian of faith}\"]},\"5\":{\"slots\":3,\"spells\":[\"{@spell flame strike}\",\"{@spell greater restoration}\",\"{@spell hallow}\",\"{@spell mass cure wounds}\",\"{@spell scrying}\"]},\"6\":{\"slots\":2,\"spells\":[\"{@spell heal}\",\"{@spell heroes' feast}\",\"{@spell planar ally}\"]},\"7\":{\"slots\":2,\"spells\":[\"{@spell resurrection}\"]},\"8\":{\"slots\":1,\"spells\":[\"{@spell holy aura}\"]},\"9\":{\"slots\":1,\"spells\":[\"{@spell mass heal}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Gnome Cunning\",\"entries\":[\"Pike has {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on Intelligence, Wisdom, and Charisma {@quickref saving throws|PHB|2|1} against magic.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Pike wields a {@item mace of disruption} and wears {@item gauntlets of ogre power}, {@item boots of speed}, and the {@item plate of the dawnmartyr (exalted)|TDCSR|Plate of the Dawnmartyr}.\"]},{\"name\":\"Dawnmartyr's Grace (1/{@quickref resting|PHB|2|0|Long Rest})\",\"entries\":[\"When Pike is reduced to 0 hit points while wearing the {@item plate of the dawnmartyr (exalted)|TDCSR|Plate of the Dawnmartyr}, she can choose to have a blast of healing flame surround her. She regains 1 hit point and is lifted to her feet. Each enemy within 10 feet of her takes 7 ({@damage 2d6}) fire damage or radiant damage (her choice).\"]}],\"action\":[{\"name\":\"Mace of Disruption\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}17 ({@damage 3d8 + 4}) bludgeoning damage, plus an extra 7 ({@damage 2d6}) radiant damage if the target is a fiend or an undead. If the target has 25 hit points or fewer after taking this damage, it must succeed on a {@dc 15} Wisdom {@quickref saving throws|PHB|2|1|saving throw} or be destroyed. On a successful save, the creature becomes {@condition frightened} of Pike until the end of her next turn.\"]},{\"name\":\"Guiding Bolt (5th Level)\",\"entries\":[\"{@atk rs} {@hit 11} to hit, range 120 ft., one target. {@h}28 ({@damage 8d6}) radiant damage, and the next attack roll made against the target before the end of Pike's next turn has {@quickref Advantage and Disadvantage|PHB|2|0|advantage}.\"]}],\"bonus\":[{\"name\":\"Battle Priest (5/{@quickref resting|PHB|2|0|Long Rest})\",\"entries\":[\"If Pike uses the {@action Attack} action, she can make one weapon attack as a bonus action.\"]},{\"name\":\"{@spell Healing Word} (4th Level)\",\"entries\":[\"Pike casts {@spell healing word}, restoring 16 ({@dice 4d4 + 6}) hit points to herself or another creature she can see within 60 feet of her.\"]}],\"reaction\":[{\"name\":\"Dawnmartyr's Rebuke\",\"entries\":[\"When a creature within 5 feet of Pike hits her with a melee attack, she can deal 7 ({@damage 2d6}) fire or radiant damage to it (her choice).\"]},{\"name\":\"Everlight's Guidance (3/{@quickref resting|PHB|2|0|Short Rest})\",\"entries\":[\"When Pike or a creature she can see within 30 feet of her makes an attack roll, she can grant a +10 bonus to the roll. She can grant this bonus after the roll is made but before it hits or misses.\"]}],\"attachedItems\":[\"mace of disruption|dmg\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"D\",\"G\",\"U\"],\"damageTags\":[\"B\",\"F\",\"R\"],\"damageTagsSpell\":[\"A\",\"C\",\"F\",\"L\",\"O\",\"R\",\"T\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"frightened\"],\"conditionInflictSpell\":[\"blinded\",\"prone\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Plainscow\",\"source\":\"TDCSR\",\"page\":248,\"size\":[\"L\"],\"type\":\"beast\",\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":42,\"formula\":\"5d10 + 15\"},\"speed\":{\"walk\":40},\"str\":18,\"dex\":8,\"con\":16,\"int\":2,\"wis\":10,\"cha\":6,\"skill\":{\"insight\":\"+2\"},\"passive\":10,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"cr\":\"2\",\"trait\":[{\"name\":\"Trampling Charge\",\"entries\":[\"If the plainscow moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a {@dc 14} Strength {@quickref saving throws|PHB|2|1|saving throw} or be knocked {@condition prone}. If the target is {@condition prone}, the plainscow can make another attack with its hooves as a bonus action.\"]}],\"action\":[{\"name\":\"Hooves\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage.\"]}],\"environment\":[\"grassland\",\"hill\",\"urban\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Platinum Golem\",\"group\":[\"Golem\"],\"source\":\"TDCSR\",\"page\":243,\"size\":[\"L\"],\"type\":\"construct\",\"ac\":[{\"ac\":21,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":189,\"formula\":\"18d10 + 90\"},\"speed\":{\"walk\":30},\"str\":22,\"dex\":10,\"con\":21,\"int\":3,\"wis\":12,\"cha\":1,\"senses\":[\"darkvision 120 ft.\"],\"passive\":11,\"immune\":[\"acid\",\"cold\",\"fire\",\"poison\",\"psychic\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't adamantine\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"16\",\"trait\":[{\"name\":\"Divine Custodian\",\"entries\":[\"When the golem hits a creature with an {@action opportunity attack}, that creature's speed becomes 0 for the rest of the turn.\"]},{\"name\":\"Immutable Form\",\"entries\":[\"The golem is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The golem has {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on {@quickref saving throws|PHB|2|1} against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The golem's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The golem makes two melee attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}19 ({@damage 3d8 + 6}) piercing damage.\"]},{\"name\":\"Mace\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d10 + 6}) bludgeoning damage.\"]},{\"name\":\"Radiant Blast {@recharge}\",\"entries\":[\"The golem emits a burst of radiant light in a 20-foot radius. Each creature in the area must make a {@dc 18} Constitution {@quickref saving throws|PHB|2|1|saving throw}. On a failed save, a creature takes 18 ({@damage 4d8}) radiant damage and is {@condition blinded} until the end of its next turn. On a success, the creature takes half as much damage and is not {@condition blinded}.\"]}],\"reaction\":[{\"name\":\"Divine Judgment\",\"entries\":[\"When a creature within 10 feet of the golem makes an attack against a target other than the golem, the golem can make a mace attack against that creature.\"]}],\"attachedItems\":[\"mace|phb\"],\"traitTags\":[\"Immutable Form\",\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"B\",\"P\",\"R\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ravager Slaughter Lord\",\"group\":[\"Ravagers\"],\"source\":\"TDCSR\",\"page\":250,\"size\":[\"L\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"unarmored defense\"]}],\"hp\":{\"average\":157,\"formula\":\"15d10 + 75\"},\"speed\":{\"walk\":30},\"str\":22,\"dex\":14,\"con\":20,\"int\":12,\"wis\":16,\"cha\":16,\"save\":{\"str\":\"+10\",\"con\":\"+9\",\"wis\":\"+7\"},\"skill\":{\"intimidation\":\"+11\",\"religion\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Abyssal\",\"Common\",\"one other language\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The Slaughter Lord's innate spellcasting ability is Wisdom (spell save {@dc 15}, {@hit 7} to hit with spell attacks). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell thaumaturgy}\"],\"daily\":{\"3e\":[\"{@spell flame strike}\",\"{@spell spirit guardians}\"],\"1e\":[\"{@spell control weather}\",\"{@spell divine word}\",\"{@spell fire storm}\"]},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Legendary Resistance (2/Day)\",\"entries\":[\"If the Slaughter Lord fails a {@quickref saving throws|PHB|2|1|saving throw}, it can choose to succeed instead.\"]},{\"name\":\"Unarmored Defense\",\"entries\":[\"While the Slaughter Lord is wearing no armor and not wielding a {@item shield|PHB}, its AC includes its Constitution modifier.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The Slaughter Lord makes four attacks with its dual greatswords or three attacks with its spear.\"]},{\"name\":\"Dual Greatswords\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) piercing damage plus 3 ({@damage 1d6}) fire damage.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 10} to hit, range 20/60 ft., one target. {@h}13 ({@damage 2d6 + 6}) piercing damage plus 3 ({@damage 1d6}) fire damage, or 15 ({@damage 2d8 + 6}) piercing damage plus 3 ({@damage 1d6}) fire damage if used with both hands to make a melee attack.\"]}],\"bonus\":[{\"name\":\"Aggressive\",\"entries\":[\"The Slaughter Lord can move up to its speed toward a hostile creature it can see.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"The Slaughter Lord makes a spear or dual greatswords attack.\"]},{\"name\":\"Move\",\"entries\":[\"The Slaughter Lord moves up to half its speed.\"]},{\"name\":\"Cast a Spell (Costs 3 Actions)\",\"entries\":[\"The Slaughter Lord {@action cast a spell|PHB|casts an innate spell}.\"]}],\"environment\":[\"grassland\"],\"attachedItems\":[\"spear|phb\"],\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"X\"],\"damageTags\":[\"F\",\"P\"],\"damageTagsSpell\":[\"F\",\"N\",\"R\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflictSpell\":[\"blinded\",\"deafened\",\"stunned\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ravager Stabby-Stabber\",\"group\":[\"Ravagers\"],\"source\":\"TDCSR\",\"page\":250,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":36,\"formula\":\"8d6 + 8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":16,\"con\":12,\"int\":10,\"wis\":8,\"cha\":7,\"save\":{\"wis\":\"+1\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"conditionImmune\":[\"charmed\"],\"languages\":[\"Common\",\"one other language\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Stabby Frenzy\",\"entries\":[\"When the stabby-stabber hits with a melee attack, it can attack again and continue making additional attacks until it misses. The stabby-stabber cannot move between the attacks made with this trait.\"]}],\"action\":[{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft., range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage.\"]}],\"bonus\":[{\"name\":\"Nimble Escape\",\"entries\":[\"The stabby-stabber can use the {@action Disengage} or {@action Hide} action.\"]}],\"environment\":[\"grassland\"],\"attachedItems\":[\"dagger|phb\",\"shortsword|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Remnant Chosen\",\"shortName\":\"chosen\",\"group\":[\"Remnants\"],\"source\":\"TDCSR\",\"page\":251,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any\"]},\"ac\":[12],\"hp\":{\"average\":117,\"formula\":\"18d8 + 36\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":14,\"int\":15,\"wis\":16,\"cha\":20,\"save\":{\"cha\":\"+9\",\"wis\":\"+7\"},\"skill\":{\"arcana\":\"+10\",\"deception\":\"+9\"},\"senses\":[\"truesight 60 ft.\"],\"passive\":13,\"resist\":[{\"special\":\"damage from spells\"}],\"immune\":[\"necrotic\"],\"languages\":[\"Abyssal\",\"Common\",\"Infernal\"],\"cr\":\"12\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The chosen is an 18th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 17}, {@hit 9} to hit with spell attacks). It has the following sorcerer spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell chill touch} ({@dice 4d8})\",\"{@spell dancing lights}\",\"{@spell mage hand}\",\"{@spell message}\",\"{@spell shocking grasp} ({@dice 4d8})\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell charm person}\",\"{@spell mage armor}\",\"{@spell shield}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell blindness/deafness}\",\"{@spell detect thoughts}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell counterspell}\",\"{@spell fly}\",\"{@spell hypnotic pattern}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell greater invisibility}\"]},\"5\":{\"slots\":3,\"spells\":[\"{@spell dominate person}\",\"{@spell seeming}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell eyebite}\"]},\"7\":{\"slots\":1,\"spells\":[\"{@spell finger of death}\"]},\"8\":{\"slots\":1,\"spells\":[\"{@spell power word stun}\"]},\"9\":{\"slots\":1,\"spells\":[\"{@spell power word kill}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The chosen has {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on {@quickref saving throws|PHB|2|1} against spells and other magical effects.\"]},{\"name\":\"Withering Spells\",\"entries\":[\"When the chosen casts a spell of 1st level or higher, the next Withered Hand attack it makes before the end of its next turn deals extra damage equal to {@dice 1d6} per level of the spell cast.\"]}],\"action\":[{\"name\":\"Withering Touch\",\"entries\":[\"{@atk ms} {@hit 9} to hit, reach 5 ft., one target. {@h}17 ({@damage 5d6}) force damage plus extra damage from the Withering Touch trait. If this damage reduces a creature to 0 hit points, the creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a {@spell true resurrection} or a {@spell wish} spell.\"]}],\"bonus\":[{\"name\":\"Inescapable Sight\",\"entries\":[\"The Chosen selects a creature or object under the effect of {@filter an illusion spell of 4th level or lower|spells|school=I|level=0;1;2;3;4}. One illusion of the Chosen's choice affecting the target is dispelled.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"U\"],\"languageTags\":[\"AB\",\"C\",\"I\"],\"damageTags\":[\"O\"],\"damageTagsSpell\":[\"L\",\"N\"],\"conditionInflictSpell\":[\"blinded\",\"charmed\",\"deafened\",\"frightened\",\"incapacitated\",\"invisible\",\"stunned\",\"unconscious\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Remnant Cultist\",\"shortName\":\"cultist\",\"group\":[\"Remnants\"],\"source\":\"TDCSR\",\"page\":252,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any\"]},\"ac\":[13],\"hp\":{\"average\":60,\"formula\":\"11d8 + 11\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":16,\"con\":12,\"int\":18,\"wis\":8,\"cha\":8,\"save\":{\"wis\":\"+2\"},\"skill\":{\"deception\":\"+5\",\"stealth\":\"+6\"},\"passive\":9,\"resist\":[\"necrotic\",\"psychic\"],\"languages\":[\"Common\",\"Infernal\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The remnant cultist is an 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 15}, {@hit 7} to hit with spell attacks). The cultist has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell chill touch} ({@dice 3d8})\",\"{@spell message}\",\"{@spell minor illusion}\",\"{@spell prestidigitation}\",\"{@spell ray of frost} ({@dice 3d8})\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell Tasha's hideous laughter}\",\"{@spell mage armor}\",\"{@spell shield}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell detect thoughts}\",\"{@spell suggestion}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell counterspell}\",\"{@spell fear}\",\"{@spell vampiric touch}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell greater invisibility}\",\"{@spell phantasmal killer}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell dream}\",\"{@spell mislead}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell circle of death}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Unknowable Secrets\",\"entries\":[\"Any attempt to form a mental link with the cultist, cast {@spell scrying} on the cultist, or cast {@spell speak with dead} on the cultist automatically fails, and the creature that initiated the attempt takes 21 ({@damage 6d6}) psychic damage.\"]},{\"name\":\"One-Eyed\",\"entries\":[\"The cultist has {@quickref Advantage and Disadvantage|PHB|2|0|disadvantage} on any attack roll made against a target more than 30 feet away.\"]},{\"name\":\"Spellsteal\",\"entries\":[\"If the cultist successfully uses {@spell counterspell} to negate another creature's spell, it can cast the countered spell once before the end of its next turn using one of its spell slots of the same level or higher, and requiring no material components.\"]}],\"action\":[{\"name\":\"Dagger of Wounding\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft., range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage. Hit points lost to {@item sword of wounding|DMG|this weapon's} damage can be regained only through a {@quickref resting|PHB|2|0|short or long rest}, rather than by regeneration, magic, or any other means.\",\"Once per turn when the cultist hits a creature with an attack using this weapon, it can wound its target. At the start of each of the wounded creature's turns, it takes 2 ({@damage 1d4}) necrotic damage for each time it's been wounded by this weapon. It can then make a {@dc 15} Constitution {@quickref saving throws|PHB|2|1|saving throw}, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a {@dc 15} Wisdom ({@skill Medicine}) check, ending the effect of such wounds on it on a success.\"]}],\"languageTags\":[\"C\",\"I\"],\"damageTags\":[\"N\",\"P\",\"Y\"],\"damageTagsSpell\":[\"C\",\"N\",\"Y\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflictSpell\":[\"blinded\",\"deafened\",\"frightened\",\"incapacitated\",\"invisible\",\"prone\"],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Rivermaw Brawler\",\"shortName\":\"brawler\",\"group\":[\"Rivermaw Herd\"],\"source\":\"TDCSR\",\"page\":254,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any\"]},\"ac\":[{\"ac\":15,\"from\":[\"unarmored defense\"]}],\"hp\":{\"average\":65,\"formula\":\"10d8 + 20\"},\"speed\":{\"walk\":40},\"str\":17,\"dex\":14,\"con\":15,\"int\":14,\"wis\":16,\"cha\":8,\"save\":{\"str\":\"+5\",\"wis\":\"+5\"},\"skill\":{\"acrobatics\":\"+4\",\"athletics\":\"+5\",\"perception\":\"+5\"},\"passive\":15,\"languages\":[\"Common\",\"Giant\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Unarmored Defense\",\"entries\":[\"While the brawler is wearing no armor and wielding no {@item shield|PHB}, its AC includes its Wisdom modifier.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The brawler makes three unarmed strikes.\"]},{\"name\":\"Unarmed Strike\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage. If the target is a Large or smaller creature, the brawler can choose one of the following additional effects:\",{\"type\":\"list\",\"items\":[{\"name\":\"Bruise\",\"type\":\"item\",\"entries\":[\"The target must succeed on a {@dc 13} Constitution {@quickref saving throws|PHB|2|1|saving throw}. On a failure, its speed is reduced by 5 feet until it receives at least 1 point of magical healing. A creature can use its action to make a {@dc 15} Wisdom ({@skill Medicine}) check to heal an affected creature within 5 feet of it (including itself), restoring any lost speed on a success.\"]},{\"name\":\"Disarm\",\"type\":\"item\",\"entries\":[\"The target must succeed on a {@dc 13} Strength {@quickref saving throws|PHB|2|1|saving throw} or drop one item it is holding. The brawler can choose which item is dropped, and can pick it up.\"]},{\"name\":\"Suplex\",\"type\":\"item\",\"entries\":[\"The target must succeed on a {@dc 13} Strength {@quickref saving throws|PHB|2|1|saving throw} or be knocked {@condition prone}.\"]}]}]}],\"reaction\":[{\"name\":\"Clever Fighter\",\"entries\":[\"When the brawler hits with an attack or is targeted by an attack, it can add its Intelligence modifier (+2) to its damage rolls or AC until the end of its turn.\"]},{\"name\":\"Endurance (Recharges after a {@quickref resting|PHB|2|0|Short or Long Rest})\",\"entries\":[\"When the brawler takes damage, it can reduce the damage by 8 ({@dice 1d12 + 2}).\"]}],\"environment\":[\"grassland\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Rivermaw Stormborn\",\"shortName\":\"stormborn\",\"group\":[\"Rivermaw Herd\"],\"source\":\"TDCSR\",\"page\":254,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any\"]},\"ac\":[{\"ac\":13,\"from\":[\"{@item hide armor|PHB}\"]}],\"hp\":{\"average\":102,\"formula\":\"12d8 + 48\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":12,\"con\":18,\"int\":11,\"wis\":10,\"cha\":12,\"save\":{\"con\":\"+7\",\"cha\":\"+4\"},\"skill\":{\"athletics\":\"+7\",\"intimidation\":\"+4\"},\"passive\":10,\"resist\":[\"lightning\"],\"languages\":[\"Common\",\"Giant\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The stormborn's innate spellcasting ability is Charisma (spell save {@dc 12}). The stormborn can innately cast the following spells, requiring no material components:\"],\"daily\":{\"1\":[\"{@spell call lightning}\"],\"3\":[\"{@spell lightning bolt}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Reckless\",\"entries\":[\"At the start of its turn, the stormborn can gain {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on all melee weapon attack rolls during that turn, but attack rolls against it have {@quickref Advantage and Disadvantage|PHB|2|0|advantage} until the start of its next turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The stormborn makes two greataxe attacks. If it is concentrating on {@spell call lightning}, it can also call down a lightning bolt.\"]},{\"name\":\"Greataxe\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d12 + 4}) slashing damage plus 3 ({@damage 1d6}) lightning damage.\"]}],\"reaction\":[{\"name\":\"Endurance (Recharges after a {@quickref resting|PHB|2|0|Short or Long rest})\",\"entries\":[\"When the stormborn takes damage, it can reduce the damage by 10 ({@dice 1d12 + 4}).\"]}],\"environment\":[\"grassland\"],\"attachedItems\":[\"greataxe|phb\"],\"traitTags\":[\"Reckless\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"L\",\"S\"],\"damageTagsSpell\":[\"L\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sagacitous Erusaire\",\"isNpc\":true,\"source\":\"TDCSR\",\"page\":122,\"_copy\":{\"name\":\"Guardian Naga\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the naga\",\"with\":\"Sagacitous Erusaire\",\"flags\":\"i\"},\"spellcasting\":{\"mode\":\"prependArr\",\"items\":{\"name\":\"Innate Spellcasting\",\"headerEntries\":[\"Sagacitous Erusaire's spellcasting ability is Wisdom (spell save {@dc 16} {@hit 8} to hit with spell attacks). He can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell contagion}\"],\"ability\":\"wis\"}}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Scanlan Shorthalt\",\"shortName\":\"Scanlan\",\"group\":[\"Vox Machina\"],\"isNamedCreature\":true,\"source\":\"TDCSR\",\"page\":271,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"gnome\"]},\"ac\":[{\"ac\":16,\"from\":[\"{@item +2 Studded Leather Armor of Acid Resistance|TDCSR}\",\"{@item +2 ring of protection|TDCSR}\"]}],\"hp\":{\"average\":190,\"formula\":\"20d8 + 60 + 40\"},\"speed\":{\"walk\":25},\"str\":13,\"dex\":11,\"con\":16,\"int\":16,\"wis\":7,\"cha\":22,\"save\":{\"str\":\"+3\",\"dex\":\"+7\",\"con\":\"+5\",\"int\":\"+5\",\"wis\":\"+0\",\"cha\":\"+13\"},\"skill\":{\"acrobatics\":\"+5\",\"arcana\":\"+8\",\"athletics\":\"+6\",\"deception\":\"+16\",\"intimidation\":\"+11\",\"investigation\":\"+13\",\"performance\":\"+16\",\"persuasion\":\"+16\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"resist\":[\"acid\"],\"languages\":[\"Common\",\"Gnomish\",\"Marquesian\"],\"cr\":\"15\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Scanlan is a 20th-level spellcaster. His spellcasting ability is Charisma (spell save {@dc 19}, {@hit 11} to hit with spell attacks). He has the following bard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell mage hand}\",\"{@spell message}\",\"{@spell minor illusion}\",\"{@spell vicious mockery}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell healing word}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell blindness/deafness}\",\"{@spell hold person}\",\"{@spell invisibility}\",\"{@spell suggestion}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell counterspell}\",\"{@spell lightning bolt}\",\"{@spell stinking cloud}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell dimension door}\",\"{@spell polymorph}\",\"{@spell Otiluke's Resilient Sphere||resilient sphere}\"]},\"5\":{\"slots\":3,\"spells\":[\"{@spell bigby's hand||arcane hand}\",\"{@spell dominate person}\",\"{@spell modify memory}\",\"{@spell seeming}\"]},\"6\":{\"slots\":2,\"spells\":[\"{@spell eyebite}\"]},\"7\":{\"slots\":2,\"spells\":[\"{@spell Mordenkainen's Magnificent Mansion||magnificent mansion}\",\"{@spell reverse gravity}\"]},\"8\":{\"slots\":1,\"spells\":[\"{@spell dominate monster}\"]},\"9\":{\"slots\":1,\"spells\":[\"{@spell true polymorph}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Gnome Cunning\",\"entries\":[\"Scanlan has {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on Intelligence, Wisdom, and Charisma {@quickref saving throws|PHB|2|1} against magic.\"]},{\"name\":\"Focused\",\"entries\":[\"Scanlan has {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on Constitution {@quickref saving throws|PHB|2|1} made to maintain {@status concentration} on spells.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Scanlan wields {@item Mythcarver (Exalted)|TDCSR|Mythcarver}, wears {@item +2 Studded Leather Armor of Acid Resistance|TDCSR} and a {@item +2 ring of protection|TDCSR|ring of protection with a +2 bonus}, and carries a {@item hat of disguise} and a {@item wand of magic missiles}.\"]},{\"name\":\"Toughness\",\"entries\":[\"Scanlan has an additional 40 hit points.\"]}],\"action\":[{\"name\":\"Mythcarver\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage and 3 ({@damage 1d6}) force damage.\"]}],\"bonus\":[{\"name\":\"Arcane Fist (8th Level)\",\"entries\":[\"{@atk ms} {@hit 11} to hit, reach 5 ft., one target. {@h}45 ({@damage 10d8}) force damage. Scanlan can use this bonus action only while concentrating on the {@spell Bigby's Hand||arcane hand} spell.\"]},{\"name\":\"Bardic Inspiration (6/{@quickref resting|PHB|2|0|Short Rest})\",\"entries\":[\"Scanlan grants a Bardic Inspiration die to one creature other than himself within 60 feet of him who can hear him. Once within the next 10 minutes, the creature can roll a {@dice d12} and add the number rolled to one ability check, attack roll, or {@quickref saving throws|PHB|2|1|saving throw} it makes. When Scanlan uses this ability, he gains {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on attack rolls with {@item Mythcarver (Exalted)|TDCSR|Mythcarver} until the end of his turn.\"]},{\"name\":\"{@spell Healing Word} (5th Level)\",\"entries\":[\"Scanlan casts {@spell healing word}, restoring 18 ({@dice 5d4 + 6}) hit points to himself or another creature he can see within 60 feet of him.\"]}],\"reaction\":[{\"name\":\"Cutting Words\",\"entries\":[\"When a creature Scanlan can see within 60 feet of him makes an attack roll, an ability check, or a damage roll, he can expend a use of Bardic Inspiration to roll a {@dice d12} and subtract the number rolled from the creature's roll. The creature also has {@quickref Advantage and Disadvantage|PHB|2|0|disadvantage} on its next {@quickref saving throws|PHB|2|1|saving throw}.\"]}],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"G\"],\"damageTags\":[\"O\",\"P\"],\"damageTagsSpell\":[\"B\",\"L\",\"O\",\"T\",\"Y\"],\"spellcastingTags\":[\"CB\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"blinded\",\"charmed\",\"deafened\",\"frightened\",\"incapacitated\",\"invisible\",\"paralyzed\",\"unconscious\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Taryon Darrington\",\"shortName\":\"Tary\",\"group\":[\"Vox Machina\"],\"source\":\"TDCSR\",\"page\":273,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"ac\":[{\"ac\":15,\"from\":[\"{@item +1 breastplate}\"]}],\"hp\":{\"average\":127,\"formula\":\"15d8 + 30 + 30\"},\"speed\":{\"walk\":40,\"fly\":{\"number\":50,\"condition\":\"(with {@item broom of flying})\"}},\"str\":12,\"dex\":11,\"con\":14,\"int\":18,\"wis\":8,\"cha\":15,\"save\":{\"con\":\"+7\",\"int\":\"+9\"},\"skill\":{\"arcana\":\"+9\",\"history\":\"+9\",\"perception\":\"+4\",\"survival\":\"+4\"},\"passive\":9,\"resist\":[\"acid\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Common\",\"Draconic\",\"Gnomish\",\"Sylvan\",\"Undercommon\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Tary is a 15th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 16}, {@hit 8} to hit with spell attacks). He has the following spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell mending}\",\"{@spell prestidigitation}\",\"{@spell ray of frost} ({@dice 3d8})\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell heroism}\",\"{@spell identify}\",\"{@spell shield}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell alter self}\",\"{@spell branding smite}\",\"{@spell see invisibility}\",\"{@spell warding bond}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell dispel magic}\",\"{@spell fly}\",\"{@spell haste}\",\"{@spell magic circle}\",\"{@spell revivify}\"]},\"4\":{\"slots\":2,\"spells\":[\"{@spell banishment}\",\"{@spell fabricate}\",\"{@spell fire shield}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Alchemical Defense\",\"entries\":[\"Tary's experimental concoctions have granted him resistance to acid and poison damage, and immunity to the {@condition poisoned} condition.\"]},{\"name\":\"Doty\",\"entries\":[\"{@creature Doty X|TDCSR|Doty} moves and acts on Tary's turn, and Tary can use a bonus action to command him to use the {@action Dash}, {@action Dodge}, {@action Disengage}, or {@action Attack} action. He can also command him to {@action Attack} as part of his Multitask action (see below). Doty can take only one action on each of Tary's turns.\"]},{\"name\":\"Focused\",\"entries\":[\"Tary has {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on Constitution {@quickref saving throws|PHB|2|1} made to maintain {@status concentration} on spells.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Tary wears a {@item helm of brilliance}, a {@item robe of useful items}, and a {@item ring of the ram}. He carries a {@item rod of mercurial form|TDCSR}, as well as a {@item bag of holding}, {@dice 1d4 + 4} {@item bead of force||beads of force}, a {@item broom of flying}, and a {@item chime of opening}.\"]},{\"name\":\"Toughness\",\"entries\":[\"Tary has an additional 30 hit points.\"]}],\"action\":[{\"name\":\"Multitask\",\"entries\":[\"Tary makes two weapon attacks or casts a spell with a casting time of 1 action, and can also command {@creature Doty X|TDCSR|Doty} to use his Empowered Fist or Repair action.\"]},{\"name\":\"Mercurial Longsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d10 + 1}) slashing damage.\"]},{\"name\":\"{@item Bead of Force}\",\"entries\":[\"Tary throws a {@item bead of force} up to 60 feet. Each creature within a 10-foot radius of where the bead landed must succeed on a {@dc 15} Dexterity {@quickref saving throws|PHB|2|1|saving throw} or take 12 ({@damage 5d4}) force damage. A sphere of transparent force then encloses the area for 1 minute. A creature that fails the save and is completely within the area is trapped inside the sphere.\"]}],\"reaction\":[{\"name\":\"Brilliant Intellect\",\"entries\":[\"When Tary or another creature he can see within 30 feet of him makes an ability check or a {@quickref saving throws|PHB|2|1|saving throw}, he can use his reaction to add +4 to the roll.\"]}],\"languageTags\":[\"C\",\"DR\",\"G\",\"S\",\"U\"],\"damageTags\":[\"O\",\"S\"],\"damageTagsSpell\":[\"B\",\"C\",\"F\",\"P\",\"R\",\"S\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"incapacitated\"],\"savingThrowForcedSpell\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Trinket\",\"group\":[\"Vox Machina\"],\"isNamedCreature\":true,\"source\":\"TDCSR\",\"page\":266,\"size\":[\"L\"],\"type\":{\"type\":\"beast\",\"tags\":[\"brown bear\"]},\"ac\":[{\"ac\":18,\"from\":[\"{@item plate barding|PHB}\"]}],\"hp\":{\"average\":61,\"formula\":\"6d10 + 18 + 10\"},\"speed\":{\"walk\":40,\"climb\":30},\"str\":19,\"dex\":10,\"con\":16,\"int\":5,\"wis\":13,\"cha\":7,\"skill\":{\"perception\":\"+10\"},\"passive\":20,\"languages\":[\"understands Common but can't speak it\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Chosen Companion\",\"entries\":[\"Trinket has an additional 10 hit points, and has a +6 bonus to attack and damage rolls and to Wisdom ({@skill Perception}) checks.\"]},{\"name\":\"Empowered Attacks\",\"entries\":[\"Trinket's attacks are treated as magical for the purpose of overcoming resistance and immunity to damage from nonmagical attacks.\"]},{\"name\":\"Keen Smell\",\"entries\":[\"Trinket has {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Raven's Slumber\",\"entries\":[\"If Trinket is reduced to 0 hit points and is within 100 feet of Vex, he is immediately drawn into the demiplane within {@creature Vex'ahlia|TDCSR|Vex's} {@item raven's slumber|TDCSR} and stabilized.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Trinket makes two attacks: one with his bite and one with his claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}14 ({@damage 1d8 + 10}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d6 + 10}) slashing damage.\"]}],\"traitTags\":[\"Keen Senses\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Vex'ahlia\",\"shortName\":\"Vex\",\"alias\":[\"Baroness of the First House of Whitestone\",\"Grand Mistress of the Grey Hunt\",\"Champion of Pelor\",\"Coinmistress of the Tal'Dorei Council\",\"Stubby\",\"Vex'ahlia Vessar\",\"Vex'ahlia de Rolo\"],\"group\":[\"Vox Machina\"],\"source\":\"TDCSR\",\"page\":267,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"half-elf\"]},\"ac\":[{\"ac\":21,\"from\":[\"{@item +2 Studded White Dragon Leather Armor of Cold Resistance|TDCSR}\",\"{@item +2 ring of protection|TDCSR}\"]}],\"hp\":{\"average\":130,\"formula\":\"20d10 + 20\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":50,\"condition\":\"(with {@item broom of flying})\"}},\"str\":7,\"dex\":20,\"con\":12,\"int\":14,\"wis\":16,\"cha\":17,\"save\":{\"str\":\"+6\",\"dex\":\"+13\",\"con\":\"+3\",\"int\":\"+4\",\"wis\":\"+5\",\"cha\":\"+5\"},\"skill\":{\"acrobatics\":\"+17\",\"athletics\":\"+4\",\"deception\":\"+9\",\"insight\":\"+9\",\"investigation\":\"+8\",\"perception\":\"+15\",\"persuasion\":\"+9\",\"stealth\":\"+17\",\"survival\":\"+9\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":25,\"resist\":[\"cold\"],\"languages\":[\"Abyssal\",\"Common\",\"Draconic\",\"Elvish\",\"Thieves' Cant\",\"Undercommon\"],\"cr\":\"18\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Vex is a 13th-level spellcaster. Her spell-casting ability is Wisdom (spell save {@dc 17}, {@hit 9} to hit with spell attacks). She has the following ranger spells prepared:\"],\"spells\":{\"1\":{\"spells\":[\"{@spell cure wounds}\",\"{@spell hunter's mark}\"],\"slots\":4},\"2\":{\"spells\":[\"{@spell pass without trace}\",\"{@spell protection from poison}\"],\"slots\":3},\"3\":{\"spells\":[\"{@spell lightning arrow}\",\"{@spell nondetection}\"],\"slots\":3},\"4\":{\"spells\":[\"{@spell freedom of movement}\",\"{@spell grasping vine}\"],\"slots\":1}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Assassinate\",\"entries\":[\"During her first turn, Vex has {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on attack rolls against any creature that hasn't taken a turn. Any hit Vex scores against a surprised creature is a critical hit.\"]},{\"name\":\"Evasion\",\"entries\":[\"If Vex is subjected to an effect that allows her to make a Dexterity {@quickref saving throws|PHB|2|1|saving throw} to take only half damage, she instead takes no damage if she succeeds on the {@quickref saving throws|PHB|2|1|saving throw}, and only half damage if she fails.\"]},{\"name\":\"Fey Ancestry\",\"entries\":[\"Vex has {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on {@quickref saving throws|PHB|2|1} against being {@condition charmed}, and magic can't put her to sleep.\"]},{\"name\":\"Ranged Master\",\"entries\":[\"Vex's ranged weapon attacks have a +2 bonus to hit (included in attacks), and ignore {@quickref cover||3||half cover} and {@quickref cover||3||three-quarters cover}, and have no range penalty. Additionally, Vex can take a −5 penalty to any ranged attack roll to gain a +10 bonus to the damage roll.\"]},{\"name\":\"Sneak Attack (1/Turn)\",\"entries\":[\"Vex deals an extra 14 ({@damage 4d6}) damage when she hits a target with a weapon attack and has {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on the attack roll, or when the target is within 5 feet of an ally of Vex that isn't {@condition incapacitated} and she doesn't have {@quickref Advantage and Disadvantage|PHB|2|0|disadvantage} on the attack roll.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Vex wears {@item +2 Studded White Dragon Leather Armor of Cold Resistance|TDCSR} and a {@item +2 ring of protection|TDCSR|ring of protection with a +2 bonus}. She carries a {@item broom of flying} and a {@item raven's slumber|TDCSR}, and wields {@item Fenthras (Exalted)|TDCSR|Fenthras}.\"]},{\"name\":\"Trinket\",\"entries\":[\"{@creature Trinket|TDCSR} moves and acts on Vex's turn, and Vex can use a bonus action to command him to take the {@action Dash}, {@action Dodge}, {@action Disengage}, or {@action Attack} action. She can also command him to {@action Attack} as part of her Multiattack action (see below). {@creature Trinket|TDCSR} can take only one action on each of Vex's turns.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Vex makes two ranged attacks, and can command {@creature Trinket|TDCSR} to move up to his speed and use his Multiattack action.\"]},{\"name\":\"Fenthras\",\"entries\":[\"{@atk rw} {@hit 16} to hit, range 600 ft., one target. {@h}22 ({@damage 1d8 + 18}) piercing damage and 3 ({@damage 1d6}) lightning damage, and Vex can use the following ability:\"]},{\"name\":\"Bramble Shot (2/{@quickref resting|PHB|2|0|Short Rest})\",\"entries\":[\"The attack deals an extra 18 ({@damage 4d8}) piercing damage, and the target must succeed on a {@dc 17} Strength {@quickref saving throws|PHB|2|1|saving throw} or be {@condition restrained}. The target can repeat the {@quickref saving throws|PHB|2|1|saving throw} at the end of each of its turns, ending the effect on itself on a success.\"]}],\"bonus\":[{\"name\":\"Cunning Action\",\"entries\":[\"Vex takes the {@action Dash}, {@action Disengage}, or {@action Hide} action.\"]},{\"name\":\"Hunter's Mark\",\"entries\":[\"Vex casts {@spell hunter's mark} to mark a creature she can see within 90 feet of her. For 1 hour, Vex's weapon attacks deal an extra {@damage 1d6} damage to the marked creature, and she has {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on Wisdom ({@skill Perception}) and Wisdom ({@skill Survival}) checks made to find it.\"]}],\"reaction\":[{\"name\":\"Uncanny Dodge\",\"entries\":[\"When an attacker that Vex can see hits her with an attack, she takes half damage from the attack.\"]}],\"traitTags\":[\"Fey Ancestry\",\"Sneak Attack\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"DR\",\"E\",\"U\"],\"damageTags\":[\"L\",\"P\"],\"damageTagsSpell\":[\"L\"],\"spellcastingTags\":[\"CR\"],\"miscTags\":[\"RW\"],\"conditionInflict\":[\"restrained\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Vos'skyriss Serpentfolk\",\"shortName\":\"serpentfolk\",\"group\":[\"Serpentfolk\"],\"source\":\"TDCSR\",\"page\":258,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":60,\"formula\":\"8d10 + 16\"},\"speed\":{\"walk\":40,\"swim\":40},\"str\":16,\"dex\":15,\"con\":15,\"int\":12,\"wis\":10,\"cha\":14,\"skill\":{\"perception\":\"+2\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The serpentfolk's innate spellcasting ability is Charisma (spell save {@dc 12}). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell animal friendship}\",\"{@spell speak with animals} (snakes only)\"],\"daily\":{\"1\":[\"{@spell pass without trace}\"],\"2e\":[\"{@spell sleep}\",\"{@spell suggestion}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Hold Breath\",\"entries\":[\"The serpentfolk can hold its breath for 30 minutes.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The serpentfolk makes two scimitar attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage.\"]},{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]},{\"name\":\"Constrict\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 13}). Until this {@action grapple} ends, the creature is {@condition restrained}, and the serpentfolk can't constrict another target.\"]}],\"environment\":[\"coastal\",\"desert\",\"forest\",\"swamp\"],\"attachedItems\":[\"scimitar|phb\"],\"traitTags\":[\"Hold Breath\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"I\",\"P\",\"S\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"conditionInflictSpell\":[\"charmed\",\"unconscious\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Vos'skyriss Serpentfolk Ghost\",\"shortName\":\"ghost\",\"group\":[\"Serpentfolk\"],\"source\":\"TDCSR\",\"page\":258,\"size\":[\"L\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[13],\"hp\":{\"average\":55,\"formula\":\"10d10\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":7,\"dex\":16,\"con\":10,\"int\":12,\"wis\":10,\"cha\":16,\"skill\":{\"perception\":\"+2\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[\"acid\",\"fire\",\"lightning\",\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"cold\",\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Ethereal Sight\",\"entries\":[\"The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.\"]},{\"name\":\"Incorporeal Movement\",\"entries\":[\"The ghost can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The ghost makes two spear attacks.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 7 ({@damage 2d6}) necrotic damage. If the ghost makes a ranged attack, its spear rematerializes in its hands after the attack is resolved.\"]},{\"name\":\"Etherealness\",\"entries\":[\"The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.\"]},{\"name\":\"Terrifying Hiss\",\"entries\":[\"The ghost emits an uncanny, rasping hiss. Each non-undead creature within 30 feet of the ghost that can hear it must succeed on a {@dc 13} Wisdom {@quickref saving throws|PHB|2|1|saving throw} or be {@condition frightened} for 1 minute. A {@condition frightened} target can repeat the {@quickref saving throws|PHB|2|1|saving throw} at the end of each of its turns, ending the condition on itself on a success. If a target's {@quickref saving throws|PHB|2|1|saving throw} is successful or the effect ends for it, the target is immune to this ghost's Terrifying Hiss for the next 24 hours.\"]}],\"environment\":[\"coastal\",\"desert\",\"forest\",\"swamp\"],\"attachedItems\":[\"spear|phb\"],\"traitTags\":[\"Incorporeal Movement\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"N\",\"O\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"frightened\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Wraithroot Tree\",\"source\":\"TDCSR\",\"page\":259,\"size\":[\"H\"],\"type\":\"plant\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":270,\"formula\":\"20d12 + 140\"},\"speed\":{\"walk\":30},\"str\":23,\"dex\":8,\"con\":24,\"int\":12,\"wis\":16,\"cha\":12,\"skill\":{\"perception\":\"+8\"},\"passive\":18,\"resist\":[\"bludgeoning\",\"piercing\"],\"vulnerable\":[\"fire\"],\"conditionImmune\":[\"stunned\",\"frightened\",\"charmed\",\"paralyzed\",\"poisoned\"],\"languages\":[\"Common\",\"Druidic\",\"Elvish\",\"Sylvan\"],\"cr\":\"14\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"While the wraithroot tree remains motionless, it is indistinguishable from a normal tree.\"]},{\"name\":\"Wraith Shift\",\"entries\":[\"On its turn, the wraithroot tree can move through other creatures and objects as if they were {@quickref difficult terrain||3}. The tree does not provoke {@action opportunity attack|PHB|opportunity attacks} while moving, and must finish its movement in a space unoccupied by any Large or larger objects or creatures. Any Medium or smaller creature in the tree's space when it finishes moving is pushed to the nearest unoccupied space of the creature's choice. Medium or smaller objects in the tree's space are pushed to the nearest unoccupied spaces of the tree's choice.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The wraithroot tree makes two slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}16 ({@damage 3d6 + 6}) bludgeoning damage.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 11} to hit, range 60/180 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage.\"]},{\"name\":\"Wraithstorm {@recharge 5}\",\"entries\":[\"The wraithroot tree pulls life energy from the area around it, leaving creatures temporarily frail. Each creature that is not a construct or undead within 30 feet of the tree must succeed on a {@dc 16} Constitution {@quickref saving throws|PHB|2|1|saving throw} or have its speed halved and gain vulnerability to bludgeoning damage until the end of the tree's next turn.\"]}],\"environment\":[\"forest\",\"mountain\"],\"traitTags\":[\"False Appearance\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DU\",\"E\",\"S\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\",\"RCH\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Young Magma Landshark\",\"source\":\"TDCSR\",\"page\":248,\"size\":[\"L\"],\"type\":\"elemental\",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":105,\"formula\":\"10d10 + 50\"},\"speed\":{\"walk\":40,\"burrow\":40,\"swim\":{\"number\":40,\"condition\":\"(lava only)\"}},\"str\":20,\"dex\":11,\"con\":21,\"int\":2,\"wis\":10,\"cha\":5,\"skill\":{\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\",\"tremorsense 120 ft.\"],\"passive\":14,\"immune\":[\"fire\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Searing Presence\",\"entries\":[\"Any creature that starts its turn within 10 feet of the landshark takes 11 ({@damage 2d10}) fire damage.\"]},{\"name\":\"Standing Leap\",\"entries\":[\"The landshark's {@quickref jumping|PHB|4|0|long jump} is up to 40 feet and its {@quickref jumping|PHB|4|0|high jump} is up to 20 feet, with or without a running start.\"]},{\"name\":\"Illumination\",\"entries\":[\"The landshark sheds bright light in a 15-foot radius and dim light for an additional 15 feet.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}31 ({@damage 4d12 + 5}) piercing damage, and 14 ({@damage 4d6}) fire damage.\"]},{\"name\":\"Deadly Leap\",\"entries\":[\"If the landshark {@quickref jumping|PHB|4|0|jumps} at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a {@dc 16} Strength or Dexterity {@quickref saving throws|PHB|2|1|saving throw} (target's choice) or be knocked {@condition prone} and take 19 ({@damage 4d6 + 5}) bludgeoning damage plus 14 ({@damage 4d6}) fire damage. On a successful save, the creature takes only half the damage, isn't knocked {@condition prone}, and is pushed 5 feet out of the landshark's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls {@condition prone} in the land-shark's space.\"]}],\"environment\":[\"mountain\",\"underdark\"],\"traitTags\":[\"Illumination\"],\"senseTags\":[\"D\",\"T\"],\"damageTags\":[\"B\",\"F\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"prone\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-tftyp.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\",\"VGM\",\"MTF\"]},\"internalCopies\":[\"monster\"],\"otherSources\":{\"monster\":{\"MM\":\"TftYP\",\"VGM\":\"TftYP\",\"MTF\":\"TftYP\"}}},\"monster\":[{\"name\":\"Amphisbaena\",\"source\":\"TftYP\",\"page\":84,\"_copy\":{\"name\":\"Giant Constrictor Snake\",\"source\":\"MM\",\"_mod\":{\"action\":{\"mode\":\"prependArr\",\"items\":{\"name\":\"Multiattack\",\"entries\":[\"The amphisbaena makes two attacks, only one of which can be a constrict attack.\"]}}}},\"cr\":\"3\",\"actionTags\":[\"Multiattack\"],\"hasToken\":true},{\"name\":\"Animated Table\",\"source\":\"TftYP\",\"page\":230,\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":39,\"formula\":\"6d10 + 6\"},\"speed\":{\"walk\":40},\"str\":18,\"dex\":8,\"con\":13,\"int\":1,\"wis\":3,\"cha\":1,\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":6,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Antimagic Susceptibility\",\"entries\":[\"The table is {@condition incapacitated} while in the area of an {@spell antimagic field}. If targeted by {@spell dispel magic}, the table must succeed on a Constitution saving throw against the caster's spell save DC or fall {@condition unconscious} for 1 minute.\"]},{\"name\":\"False Appearance\",\"entries\":[\"While the table remains motionless, it is indistinguishable from a normal table.\"]},{\"name\":\"Charge\",\"entries\":[\"If the table moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 9 ({@damage 2d8}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}.\"]}],\"action\":[{\"name\":\"Ram\",\"entries\":[\"{@atk mw} {@hit 6}, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage.\"]}],\"traitTags\":[\"Antimagic Susceptibility\",\"Charge\",\"False Appearance\"],\"senseTags\":[\"B\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ashdra\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":158,\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Drow\",\"source\":\"PHB\"}]},\"alignment\":[\"C\",\"E\"],\"traitTags\":[\"Fey Ancestry\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"C\",\"E\",\"X\"],\"spellcastingTags\":[\"I\"],\"hasToken\":true},{\"name\":\"Bandagh\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":159,\"_copy\":{\"name\":\"Orc\",\"source\":\"MM\"},\"hasToken\":true},{\"name\":\"Belak the Outcast\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":9,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"A\"],\"ac\":[11,{\"ac\":16,\"condition\":\"with {@spell barkskin}\",\"braces\":true}],\"hp\":{\"average\":27,\"formula\":\"5d8 + 5\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":12,\"con\":13,\"int\":12,\"wis\":15,\"cha\":11,\"skill\":{\"medicine\":\"+4\",\"nature\":\"+3\",\"perception\":\"+4\"},\"passive\":14,\"languages\":[\"Druidic plus any two languages\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It has the following druid spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell druidcraft}\",\"{@spell poison spray}\",\"{@spell shillelagh}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell cure wounds}\",\"{@spell entangle}\",\"{@spell faerie fire}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell barkskin}\",\"{@spell flaming sphere}\"]}},\"ability\":\"wis\"}],\"action\":[{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 2} to hit ({@hit 4} to hit with shillelagh), reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, or 6 ({@damage 1d8 + 2}) bludgeoning damage with shillelagh or if wielded with two hands.\"]}],\"attachedItems\":[\"quarterstaff|phb\"],\"languageTags\":[\"DU\",\"X\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"F\",\"I\",\"T\"],\"spellcastingTags\":[\"CD\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"strength\"],\"hasToken\":true},{\"name\":\"Bugbear Gardener\",\"source\":\"TftYP\",\"page\":29,\"_copy\":{\"name\":\"Bugbear\",\"source\":\"MM\",\"_mod\":{\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Morningstar\",\"items\":{\"name\":\"Glaive\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d10 + 2}) slashing damage.\"]}}}},\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\",\"RW\",\"THW\"],\"hasToken\":true},{\"name\":\"Bugbear Lieutenant\",\"source\":\"TftYP\",\"page\":173,\"_copy\":{\"name\":\"Bugbear\",\"source\":\"MM\",\"_mod\":{\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Morningstar\",\"items\":{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d8 + 2}) slashing damage, or 13 ({@damage 2d10 + 2}) slashing damage if used with both hands.\"]}}}},\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\",\"RW\",\"THW\"],\"hasToken\":true},{\"name\":\"Calcryx\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":23,\"size\":[\"M\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":32,\"formula\":\"5d8 + 10\"},\"speed\":{\"walk\":30,\"burrow\":15,\"fly\":60,\"swim\":30},\"str\":14,\"dex\":10,\"con\":14,\"int\":5,\"wis\":10,\"cha\":11,\"save\":{\"dex\":\"+2\",\"con\":\"+4\",\"wis\":\"+2\",\"cha\":\"+2\"},\"skill\":{\"perception\":\"+4\",\"stealth\":\"+2\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 60 ft.\"],\"passive\":14,\"immune\":[\"cold\"],\"languages\":[\"Draconic\"],\"cr\":\"2\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage plus 2 ({@damage 1d4}) cold damage.\"]},{\"name\":\"Cold Breath {@recharge 5}\",\"entries\":[\"The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a {@dc 12} Constitution saving throw, taking 22 ({@damage 5d8}) cold damage on a failed save, or half as much damage on a successful one.\"]}],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"C\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Centaur Mummy\",\"source\":\"TftYP\",\"page\":231,\"size\":[\"L\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":85,\"formula\":\"10d10 + 30\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":12,\"con\":16,\"int\":5,\"wis\":14,\"cha\":12,\"save\":{\"wis\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"vulnerable\":[\"fire\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"Common\",\"Sylvan\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Charge\",\"entries\":[\"If the centaur mummy moves at least 20 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 ({@damage 3d6}) piercing damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The centaur mummy makes two melee attacks, one with its pike and one with its hooves, or it attacks with its pike and uses Dreadful Glare.\"]},{\"name\":\"Pike\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d10 + 5}) piercing damage.\"]},{\"name\":\"Hooves\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage plus 10 ({@damage 3d6}) necrotic damage. If the target is a creature, it must succeed on a {@dc 14} Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 ({@dice 3d6}) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the {@spell remove curse} spell or similar magic.\"]},{\"name\":\"Dreadful Glare\",\"entries\":[\"The centaur mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, the target must succeed on a {@dc 12} Wisdom saving throw against this magic or become {@condition frightened} until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also {@condition paralyzed} for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.\"]}],\"attachedItems\":[\"pike|phb\"],\"traitTags\":[\"Charge\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"N\",\"P\"],\"miscTags\":[\"CUR\",\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"paralyzed\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Chief Nosnra\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":170,\"_copy\":{\"name\":\"Frost Giant\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the giant\",\"with\":\"Chief Nosnra\",\"flags\":\"i\"}}},\"ac\":[{\"ac\":17,\"from\":[\"{@item splint armor|phb}\"]}],\"immune\":null,\"conditionInflict\":[],\"hasToken\":true},{\"name\":\"Cloud Giant Noble\",\"source\":\"TftYP\",\"page\":206,\"_copy\":{\"name\":\"Cloud Giant\",\"source\":\"MM\"},\"ac\":[{\"ac\":16,\"from\":[\"{@item chain mail|phb}\"]}],\"hasToken\":true},{\"name\":\"Curran Corvalin\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":158,\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Stout Halfling\",\"source\":\"PHB\"}]},\"languageTags\":[\"C\",\"H\",\"X\"],\"hasToken\":true},{\"name\":\"Dragonpriest\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":16,\"_copy\":{\"name\":\"Troll\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"troll\",\"with\":\"dragonpriest\",\"flags\":\"i\"},\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Regeneration\",\"items\":{\"name\":\"Regeneration\",\"entries\":[\"The dragonpriest regains 5 hit points at the start of its turn. If the dragonpriest takes acid or fire damage, this trait doesn't function at the start of the dragonpriest's next turn. The dragonpriest dies only if it starts its turn with 0 hit points and doesn't regenerate.\"]}},\"action\":{\"mode\":\"removeArr\",\"names\":\"Multiattack\"}}},\"hp\":{\"average\":30,\"formula\":\"8d10 + 40\"},\"languages\":[\"Elvish\",\"Draconic\"],\"cr\":{\"cr\":\"5\",\"xp\":450},\"actionTags\":[],\"hasToken\":true},{\"name\":\"Dread Warrior\",\"source\":\"TftYP\",\"page\":233,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item chain mail|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":37,\"formula\":\"5d8 + 15\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":11,\"con\":16,\"int\":10,\"wis\":12,\"cha\":10,\"save\":{\"wis\":\"+3\"},\"skill\":{\"athletics\":\"+4\",\"perception\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"Common\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Undead Fortitude\",\"entries\":[\"If damage reduces the dread warrior to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the dread warrior drops to 1 hit point instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dread warrior makes two melee attacks.\"]},{\"name\":\"Battleaxe\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage, or 7 ({@damage 1d10 + 2}) slashing damage if wielded with two hands.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]}],\"attachedItems\":[\"battleaxe|phb\",\"javelin|phb\"],\"traitTags\":[\"Undead Fortitude\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Drevin\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":126,\"_copy\":{\"name\":\"Spy\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Stout Halfling\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the spy\",\"with\":\"Drevin\",\"flags\":\"i\"}}},\"languageTags\":[\"H\",\"X\"],\"hasToken\":true},{\"name\":\"Drow Commander\",\"source\":\"TftYP\",\"page\":209,\"_copy\":{\"name\":\"Drow Elite Warrior\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"prependArr\",\"items\":{\"name\":\"Special Equipment\",\"entries\":[\"The drow carries three magical bolts, as follows:\",{\"type\":\"list\",\"items\":[\"A {@i bolt of holding}, which casts {@spell hold person} on a target hit with the bolt, as well as up to two other targets within 30 feet of that target\",\"A {@i bolt of blinding}, which casts {@spell blindness/deafness} to blind on a target hit with the bolt, as well as up to two other targets within 30 feet of that target\",\"A {@i bolt of vapors}, which casts {@spell stinking cloud} centered on the point it hits\"]},\"Each of these effects has a spell save DC of 15 and a duration of 1 minute.\"]}},\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Shortsword\",\"items\":{\"name\":\"Shortsword +2\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d6 + 6}) piercing damage plus 10 ({@damage 3d6}) poison damage.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Hand Crossbow\",\"items\":{\"name\":\"Hand Crossbow +1\",\"entries\":[\"{@atk rw} {@hit 8} to hit, range 30/120 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be {@condition poisoned} for 1 hour. If the saving throw fails by 5 or more, the target is also {@condition unconscious} while {@condition poisoned} in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.\"]}}]}},\"hp\":{\"average\":110,\"formula\":\"11d8 + 22\"},\"hasToken\":true},{\"name\":\"Duergar Spy\",\"source\":\"TftYP\",\"page\":234,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dwarf\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item studded leather armor|phb|studded leather}\"]}],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":25},\"str\":10,\"dex\":16,\"con\":12,\"int\":12,\"wis\":10,\"cha\":13,\"skill\":{\"deception\":\"+5\",\"insight\":\"+2\",\"investigation\":\"+5\",\"perception\":\"+4\",\"persuasion\":\"+3\",\"sleight of hand\":\"+5\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":14,\"resist\":[\"poison\"],\"languages\":[\"Dwarvish\",\"Undercommon\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Cunning Action\",\"entries\":[\"On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.\"]},{\"name\":\"Duergar Resilience\",\"entries\":[\"The spy has advantage on saving throws against poison, spells, and illusions, as well as to resist being {@condition charmed} or {@condition paralyzed}.\"]},{\"name\":\"Sneak Attack\",\"entries\":[\"Once per turn, the spy can deal an extra 7 ({@dice 2d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't {@condition incapacitated} and the spy doesn't have disadvantage on the attack roll.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the spy has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The spy makes two shortsword attacks.\"]},{\"name\":\"Enlarge (Recharges after a Short or Long Rest)\",\"entries\":[\"For 1 minute, the spy magically increases in size, along with anything it is wearing or carrying. While enlarged, the spy is Large, doubles her damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the spy lacks the room to become Large, it attains the maximum size possible in the space available.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, or 10 ({@damage 2d6 + 3}) piercing damage while enlarged.\"]},{\"name\":\"Hand Crossbow\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 30/120 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Invisibility (Recharges after a Short or Long Rest)\",\"entries\":[\"The spy magically turns {@condition invisible} until it attacks, deals damage, casts a spell, or uses its Enlarge, or until its {@status concentration} is broken, up to 1 hour (as if {@status concentration||concentrating} on a spell). Any equipment the spy wears or carries is {@condition invisible} with it.\"]}],\"attachedItems\":[\"hand crossbow|phb\",\"shortsword|phb\"],\"traitTags\":[\"Sneak Attack\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"D\",\"U\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"conditionInflict\":[\"invisible\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Durnn\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":25,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"goblinoid\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"{@item splint armor|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":18,\"formula\":\"2d8 + 2\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":12,\"con\":12,\"int\":10,\"wis\":10,\"cha\":9,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Common\",\"Goblin\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Martial Advantage\",\"entries\":[\"Once per turn, the hobgoblin can deal an extra 7 ({@dice 2d6}) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) slashing damage, or 6 ({@damage 1d10 + 2}) slashing damage if used with two hands.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage.\"]}],\"attachedItems\":[\"longbow|phb\",\"longsword|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"GO\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Eira\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":159,\"_copy\":{\"name\":\"Druid\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Wood Elf\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the druid\",\"with\":\"Eira\",\"flags\":\"i\"}}},\"traitTags\":[\"Fey Ancestry\"],\"hasToken\":true},{\"name\":\"Elder Black Pudding\",\"source\":\"TftYP\",\"page\":143,\"_copy\":{\"name\":\"Black Pudding\",\"source\":\"MM\"},\"size\":[\"H\"],\"hp\":{\"average\":130,\"formula\":\"10d12 + 30\"},\"hasToken\":true},{\"name\":\"Elder Giant Lizard\",\"source\":\"TftYP\",\"page\":176,\"_copy\":{\"name\":\"Giant Crocodile\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"crocodile\",\"with\":\"lizard\",\"flags\":\"i\"}}},\"speed\":{\"walk\":30,\"climb\":30},\"senses\":[\"darkvision 60 ft.\"],\"senseTags\":[\"D\"],\"hasToken\":true},{\"name\":\"Erky Timbers\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":22,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"gnome\"]},\"alignment\":[\"A\"],\"ac\":[10],\"hp\":{\"average\":17,\"formula\":\"5d6\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":10,\"con\":10,\"int\":10,\"wis\":14,\"cha\":11,\"skill\":{\"medicine\":\"+4\",\"religion\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"languages\":[\"Common\",\"Draconic\",\"Gnomish\",\"Goblin\"],\"cr\":\"1/4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). The acolyte has following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell light}\",\"{@spell sacred flame}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":3,\"spells\":[\"{@spell bless}\",\"{@spell cure wounds}\",\"{@spell sanctuary}\"]}},\"ability\":\"wis\"}],\"action\":[{\"name\":\"Club\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage.\"]},{\"name\":\"Channel Divinity: Turn Undead (1/Short Rest)\",\"entries\":[\"Erky presents his holy Symbol and speaks a prayer censuring the Undead. Each Undead that can see or hear Erky within 30 feet of him must make a {@dc 12} Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\",\"A turned creature must spend its turns trying to move as far away from Erky as it can, and it can't willingly move to a space within 30 feet of him. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.\"]}],\"attachedItems\":[\"club|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"DR\",\"G\",\"GO\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"R\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Estia\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":189,\"_copy\":{\"name\":\"Cloud Giant\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the giant\",\"with\":\"Estia\",\"flags\":\"i\"},\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Morningstar\",\"items\":{\"name\":\"Morningstar +2\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}23 ({@damage 3d8 + 10}) piercing damage.\"]}}]}},\"immune\":[\"cold\"],\"spellcasting\":null,\"trait\":null,\"traitTags\":[],\"spellcastingTags\":[],\"hasToken\":true},{\"name\":\"Fire Giant Royal Headsman\",\"source\":\"TftYP\",\"page\":201,\"_copy\":{\"name\":\"Fire Giant\",\"source\":\"MM\",\"_mod\":{\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Multiattack\",\"items\":{\"name\":\"Multiattack\",\"entries\":[\"The giant makes two greataxe attacks.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Greatsword\",\"items\":{\"name\":\"Greataxe +2\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}28 ({@damage 3d12 + 9}) slashing damage.\"]}}]}},\"attachedItems\":[\"+2 greataxe\"],\"hasToken\":true},{\"name\":\"Fire Giant Servant\",\"source\":\"TftYP\",\"page\":171,\"_copy\":{\"name\":\"Hill Giant\",\"source\":\"MM\",\"_mod\":{\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Multiattack\",\"items\":{\"name\":\"Multiattack\",\"entries\":[\"The giant makes two longsword attacks.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Greatclub\",\"items\":{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}18 ({@damage 3d8 + 5}) slashing damage, or 21 ({@damage 3d10 + 5}) slashing damage if used with both hands.\"]}}]}},\"immune\":[\"fire\"],\"damageTags\":[\"B\",\"S\"],\"hasToken\":true},{\"name\":\"Flying Shield\",\"source\":\"TftYP\",\"page\":224,\"_copy\":{\"name\":\"Flying Sword\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"sword\",\"with\":\"shield\",\"flags\":\"i\"}}},\"action\":null,\"miscTags\":[],\"hasToken\":true},{\"name\":\"Four-Armed Gargoyle\",\"source\":\"TftYP\",\"page\":129,\"size\":[\"M\"],\"type\":\"elemental\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":63,\"formula\":\"7d8 + 21\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":15,\"dex\":11,\"con\":16,\"int\":6,\"wis\":11,\"cha\":7,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't adamantine\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"petrified\",\"poisoned\"],\"languages\":[\"Terran\"],\"cr\":\"2\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The gargoyle makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage.\"]}],\"traitTags\":[\"False Appearance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"T\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Frost Giant Servant\",\"source\":\"TftYP\",\"page\":187,\"_copy\":{\"name\":\"Hill Giant\",\"source\":\"MM\"},\"immune\":[\"cold\"],\"hasToken\":true},{\"name\":\"Gargantuan Rug of Smothering\",\"source\":\"TftYP\",\"page\":56,\"_copy\":{\"name\":\"Rug of Smothering\",\"source\":\"MM\"},\"size\":[\"G\"],\"hp\":{\"average\":63,\"formula\":\"6d20\"},\"hasToken\":true},{\"name\":\"Giant Crayfish\",\"source\":\"TftYP\",\"page\":235,\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":45,\"formula\":\"7d10 + 7\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":15,\"dex\":13,\"con\":13,\"int\":1,\"wis\":9,\"cha\":3,\"skill\":{\"stealth\":\"+3\"},\"senses\":[\"blindsight 30 ft.\"],\"passive\":9,\"cr\":\"2\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The giant crayfish can breathe air and water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giant crayfish makes two claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 12}). The crayfish has two claws, each of which can grapple only one target.\"]}],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true},{\"name\":\"Giant Ice Toad\",\"source\":\"TftYP\",\"page\":235,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"7d10 + 14\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":13,\"con\":14,\"int\":8,\"wis\":10,\"cha\":6,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"cold\"],\"languages\":[\"Ice Toad\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The toad can breathe air and water.\"]},{\"name\":\"Cold Aura\",\"entries\":[\"Any creature that starts its turn within 10 feet of the toad takes 5 ({@damage 1d10}) cold damage.\"]},{\"name\":\"Standing Leap\",\"entries\":[\"The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage, and the target is {@condition grappled} (escape {@dc 13}). Until this grapple ends, the target is {@condition restrained}, and the toad can't bite another target.\"]},{\"name\":\"Swallow\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one Medium or smaller creature the toad is grappling. {@h}10 ({@damage 2d6 + 3}) piercing damage, the target is swallowed, and the grapple ends. The swallowed target is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the toad, and it takes 10 ({@damage 3d6}) acid damage and 11 ({@damage 2d10}) cold damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time.\",\"If the toad dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse using 5 feet of movement, exiting {@condition prone}.\"]}],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Swallow\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"A\",\"C\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"blinded\",\"grappled\",\"restrained\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Giant Lightning Eel\",\"source\":\"TftYP\",\"page\":236,\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[13],\"hp\":{\"average\":42,\"formula\":\"5d10 + 15\"},\"speed\":{\"walk\":5,\"swim\":30},\"str\":11,\"dex\":17,\"con\":16,\"int\":2,\"wis\":12,\"cha\":3,\"senses\":[\"blindsight 60 ft.\"],\"passive\":11,\"resist\":[\"lightning\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Water Breathing\",\"entries\":[\"The eel can breathe only underwater.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The eel makes two bite attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage plus 4 ({@damage 1d8}) lightning damage.\"]},{\"name\":\"Lightning Jolt {@recharge 5}\",\"entries\":[\"One creature the eel touches within 5 feet of it outside water, or each creature within 15 feet of it in a body of water, must make a {@dc 12} Constitution saving throw. On failed save, a target takes 13 ({@damage 3d8}) lightning damage. If the target takes any of this damage, the target is {@condition stunned} until the end of the eel's next turn. On a successful save, a target takes half as much damage and isn't {@condition stunned}.\"]}],\"traitTags\":[\"Water Breathing\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"L\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"stunned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true},{\"name\":\"Giant Skeleton\",\"source\":\"TftYP\",\"page\":236,\"otherSources\":[{\"source\":\"DC\"},{\"source\":\"SDW\"},{\"source\":\"IMR\"}],\"size\":[\"H\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":115,\"formula\":\"10d12 + 50\"},\"speed\":{\"walk\":30},\"str\":21,\"dex\":10,\"con\":20,\"int\":4,\"wis\":6,\"cha\":6,\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"immune\":[\"poison\"],\"vulnerable\":[\"bludgeoning\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"understands Giant but can't speak\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Evasion\",\"entries\":[\"If the skeleton is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The skeleton has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Turn Immunity\",\"entries\":[\"The skeleton is immune to effects that turn undead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The skeleton makes three scimitar attacks.\"]},{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}15 ({@damage 3d6 + 5}) slashing damage.\"]}],\"attachedItems\":[\"scimitar|phb\"],\"traitTags\":[\"Magic Resistance\",\"Turn Immunity\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"GI\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Giant Subterranean Lizard\",\"source\":\"TftYP\",\"page\":236,\"size\":[\"H\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":66,\"formula\":\"7d12 + 21\"},\"speed\":{\"walk\":30,\"swim\":50},\"str\":21,\"dex\":9,\"con\":17,\"int\":2,\"wis\":10,\"cha\":7,\"skill\":{\"stealth\":\"+3\"},\"passive\":10,\"cr\":\"4\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The lizard makes two attacks: one with its bite and one with its tail. One attack can be replaced by Swallow.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage and the target is {@condition grappled} (escape {@dc 15}). Until this grapple ends, the target is {@condition restrained}, and the lizard can't bite another target.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage. If the target is a creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Swallow\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one Medium or smaller creature the lizard is grappling. {@h}16 ({@damage 2d10 + 5}) piercing damage. The target is swallowed, and the grapple ends. The swallowed target is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the lizard, and it takes 10 ({@damage 3d6}) acid damage at the start of each of the lizard's turns. The lizard can have only one target swallowed at a time.\",\"If the lizard dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse using 10 feet of movement, exiting {@condition prone}.\"]}],\"actionTags\":[\"Multiattack\",\"Swallow\"],\"damageTags\":[\"A\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"grappled\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true},{\"name\":\"Goblin Commoner\",\"source\":\"TftYP\",\"page\":24,\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Goblin\",\"source\":\"DMG\"}]},\"hp\":{\"average\":3,\"formula\":\"1d6\"},\"str\":8,\"action\":[{\"name\":\"Club\",\"entries\":[\"{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}1 ({@damage 1d4 - 1}) bludgeoning damage.\"]}],\"attachedItems\":[\"club|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"GO\",\"X\"],\"miscTags\":[\"MLW\"],\"hasToken\":true},{\"name\":\"Gorvan Ironheart\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":151,\"_copy\":{\"name\":\"Priest\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Mountain Dwarf\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the priest\",\"with\":\"Gorvan\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Great Ulfe\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":42,\"_copy\":{\"name\":\"Ogre\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the ogre\",\"with\":\"Ulfe\",\"flags\":\"i\"},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Greatclub\",\"items\":{\"name\":\"Greataxe\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d12 + 4}) slashing damage.\"]}}}},\"damageTags\":[\"P\",\"S\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Greater Zombie\",\"source\":\"TftYP\",\"page\":237,\"otherSources\":[{\"source\":\"DC\"},{\"source\":\"SDW\"},{\"source\":\"IMR\"}],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":97,\"formula\":\"13d8 + 39\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":10,\"con\":17,\"int\":4,\"wis\":6,\"cha\":6,\"save\":{\"wis\":\"+1\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"resist\":[\"cold\",\"necrotic\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"understands the languages it knew in life but can't speak\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Turn Resistance\",\"entries\":[\"The zombie has advantage on saving throws against any effect that turns undead.\"]},{\"name\":\"Undead Fortitude\",\"entries\":[\"If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The zombie makes two melee attacks.\"]},{\"name\":\"Empowered Slam\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage and 7 ({@damage 2d6}) necrotic damage.\"]}],\"traitTags\":[\"Turn Resistance\",\"Undead Fortitude\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"LF\"],\"damageTags\":[\"B\",\"N\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Grenl\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":25,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"goblinoid\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item leather armor|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":10,\"formula\":\"3d6\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":14,\"con\":10,\"int\":10,\"wis\":13,\"cha\":8,\"skill\":{\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"languages\":[\"Common\",\"Goblin\"],\"cr\":\"1/4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Grenl is a 1st-level spellcaster. Her spellcasting ability is Wisdom (spell save {@dc 11}, {@hit 3} to hit with spell attacks). She has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell poison spray}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":2,\"spells\":[\"{@spell bane}\",\"{@spell inflict wounds}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Nimble Escape\",\"entries\":[\"The goblin can take the Disengage or Hide action as a bonus action on each of its turns.\"]}],\"action\":[{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 4}, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 4}, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]}],\"attachedItems\":[\"scimitar|phb\",\"shortbow|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"GO\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"I\",\"N\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Grutha\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":170,\"_copy\":{\"name\":\"Hill Giant\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the giant\",\"with\":\"Grutha\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Guthash\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":21,\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":16,\"formula\":\"2d6\"},\"speed\":{\"walk\":30},\"str\":7,\"dex\":15,\"con\":11,\"int\":2,\"wis\":10,\"cha\":4,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"cr\":\"1/4\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage. If the target is a creature, it must succeed on a {@dc 10} Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 ({@dice 1d6}) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies.\"]}],\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"DIS\",\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Hedrun Arnsfirth\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":160,\"_copy\":{\"name\":\"Deathlock Wight\",\"source\":\"MTF\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the wight\",\"with\":\"Hedrun\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Hill Giant Sergeant\",\"source\":\"TftYP\",\"page\":170,\"_copy\":{\"name\":\"Hill Giant\",\"source\":\"MM\"},\"ac\":[{\"ac\":16,\"from\":[\"{@item chain mail|phb}\"]}],\"hp\":{\"average\":115,\"formula\":\"10d12 + 40\"},\"hasToken\":true},{\"name\":\"Hill Giant Servant\",\"source\":\"TftYP\",\"page\":170,\"_copy\":{\"name\":\"Ogre\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"ogre\",\"with\":\"giant\"}}},\"hasToken\":true},{\"name\":\"Hill Giant Subchief\",\"source\":\"TftYP\",\"page\":170,\"_copy\":{\"name\":\"Stone Giant\",\"source\":\"MM\"},\"trait\":null,\"hasToken\":true},{\"name\":\"Huge Giant Crab\",\"source\":\"TftYP\",\"page\":103,\"otherSources\":[{\"source\":\"SLW\"}],\"size\":[\"H\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":161,\"formula\":\"14d12 + 70\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":20,\"dex\":15,\"con\":20,\"int\":1,\"wis\":9,\"cha\":3,\"skill\":{\"stealth\":\"+5\"},\"senses\":[\"blindsight 30 ft.\"],\"passive\":9,\"conditionImmune\":[\"charmed\",\"frightened\",\"paralyzed\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Banded Claw\",\"entries\":[\"On one of its claws, the crab wears a rune-covered copper band that makes it immune to being {@condition charmed}, {@condition frightened}, and {@condition paralyzed}. The copper band is worthless as a treasure, as the magic is keyed to this crab.\"]},{\"name\":\"Amphibious\",\"entries\":[\"The crab can breathe air and water.\"]}],\"action\":[{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}27 ({@damage 4d10 + 5}) bludgeoning damage, and the target is {@condition grappled}, escape {@dc 14}. The crab has two claws, each of which can grapple only one target.\"]}],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"B\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true},{\"name\":\"Huge Ochre Jelly\",\"source\":\"TftYP\",\"page\":225,\"_copy\":{\"name\":\"Ochre Jelly\",\"source\":\"MM\"},\"size\":[\"H\"],\"hp\":{\"average\":51,\"formula\":\"6d12 + 12\"},\"hasToken\":true},{\"name\":\"Huge Polar Bear\",\"source\":\"TftYP\",\"page\":187,\"_copy\":{\"name\":\"Polar Bear\",\"source\":\"MM\"},\"size\":[\"H\"],\"hp\":{\"average\":65,\"formula\":\"5d12 + 15\"},\"hasToken\":true},{\"name\":\"Irisoth\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":157,\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Half-Elf\",\"source\":\"PHB\"}]},\"traitTags\":[\"Fey Ancestry\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"E\",\"X\"],\"hasToken\":true},{\"name\":\"Jarl Grugnur\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":189,\"_copy\":{\"name\":\"Cloud Giant\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the giant\",\"with\":\"Grugnur\",\"flags\":\"i\"},\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Multiattack\",\"items\":{\"name\":\"Multiattack\",\"entries\":[\"Grugnur makes two longsword attacks.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Morningstar\",\"items\":{\"name\":\"Longsword +2\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}23 ({@damage 3d8 + 10}) slashing damage, or 26 ({@damage 3d10 + 10}) slashing damage if used with both hands.\"]}}]}},\"alignment\":[\"N\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item chain mail|phb}\",\"{@item arrow-catching shield}\"]},{\"ac\":20,\"condition\":\"against ranged attacks\",\"braces\":true}],\"immune\":[\"cold\"],\"spellcasting\":null,\"trait\":null,\"traitTags\":[],\"damageTags\":[\"B\",\"S\"],\"spellcastingTags\":[],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Jot\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":15,\"_copy\":{\"name\":\"Quasit\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the quasit\",\"with\":\"Jot\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Kaarghaz\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":45,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"troglodyte\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":39,\"formula\":\"6d8 + 12\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":10,\"con\":14,\"int\":6,\"wis\":10,\"cha\":15,\"skill\":{\"stealth\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Draconic\",\"Troglodyte\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Kaarghaz is a 4th-level spellcaster. His spellcasting ability is Charisma (spell save {@dc 12}, {@hit 4} to hit with spell attacks). He knows the following sorcerer spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell mage hand}\",\"{@spell poison spray}\",\"{@spell prestidigitation}\",\"{@spell ray of frost}\"]},\"1\":{\"slots\":6,\"spells\":[\"{@spell burning hands}\",\"{@spell shield}\",\"{@spell sleep}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell invisibility}\",\"{@spell scorching ray}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Chameleon Skin\",\"entries\":[\"The troglodyte has advantage on Dexterity ({@skill Stealth}) checks made to hide.\"]},{\"name\":\"Stench\",\"entries\":[\"Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The troglodyte makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage.\"]}],\"traitTags\":[\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DR\",\"OTH\"],\"damageTags\":[\"P\",\"S\"],\"damageTagsSpell\":[\"C\",\"F\",\"I\"],\"spellcastingTags\":[\"CS\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"poisoned\"],\"conditionInflictSpell\":[\"invisible\",\"unconscious\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Kalka-Kylla\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":238,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":85,\"formula\":\"10d10 + 30\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":17,\"dex\":12,\"con\":16,\"int\":15,\"wis\":16,\"cha\":12,\"skill\":{\"deception\":\"+3\",\"insight\":\"+5\",\"stealth\":\"+3\"},\"senses\":[\"blindsight 30 ft.\"],\"passive\":13,\"languages\":[\"Olman\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"Kalka-Kylla can breathe air and water.\"]},{\"name\":\"False Appearance\",\"entries\":[\"While Kalka-Kylla remains motionless and hidden in its shell, it is indistinguishable from a polished boulder.\"]},{\"name\":\"Shell\",\"entries\":[\"Kalka-Kylla can use a bonus action to retract into or emerge from its shell. While retracted, Kalka-Kylla gains a +4 bonus to AC, and it has a speed of 0 and can't benefit from bonuses to speed.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Kalka-Kylla makes two claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage, and if the target is a Medium or smaller creature, it is {@condition grappled} (escape {@dc 13}). Until this grapple ends, the target is {@condition restrained}. Kalka-Kylla has two claws, each of which can grapple only one target.\"]}],\"traitTags\":[\"Amphibious\",\"False Appearance\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"hasToken\":true},{\"name\":\"Kelpie\",\"source\":\"TftYP\",\"page\":238,\"size\":[\"M\"],\"type\":\"plant\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":67,\"formula\":\"9d8 + 27\"},\"speed\":{\"walk\":10,\"swim\":30},\"str\":14,\"dex\":14,\"con\":16,\"int\":7,\"wis\":12,\"cha\":10,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+4\"},\"senses\":[\"blindsight 60 ft.\"],\"passive\":13,\"resist\":[\"fire\",\"bludgeoning\",\"piercing\"],\"conditionImmune\":[\"blinded\",\"deafened\",\"exhaustion\"],\"languages\":[\"Common\",\"Sylvan\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The kelpie can breathe air and water.\"]},{\"name\":\"Seaweed Shape\",\"entries\":[\"The kelpie can use its action to reshape its body into the form of a humanoid or beast that is Small, Medium, or Large. Its statistics are otherwise unchanged. The disguise is convincing, unless the kelpie is in bright light or the viewer is within 30 feet of it, in which case the seams between the seaweed strands are visible. The kelpie returns to its true form if takes a bonus action to do so or if it dies.\"]},{\"name\":\"False Appearance\",\"entries\":[\"While the kelpie remains motionless in its true form, it is indistinguishable from normal seaweed.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The kelpie makes two slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d8 + 2}) piercing damage. If the target is a Medium or smaller creature, it is {@condition grappled} (escape {@dc 12}).\"]},{\"name\":\"Drowning Hypnosis\",\"entries\":[\"The kelpie chooses one humanoid it can see within 150 feet of it. If the target can see the kelpie, the target must succeed on a {@dc 11} Wisdom saving throw or be magically {@condition charmed} while the kelpie maintains {@status concentration}, up to 10 minutes (as if {@status concentration||concentrating} on a spell). The {@condition charmed} target is {@condition incapacitated}, and instead of holding its breath underwater, it tries to breathe normally and immediately runs out of breath, unless it can breathe water. If the {@condition charmed} target is more than 5 feet away from the kelpie, the target must move on its turn toward the kelpie by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks.\",\"Before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the kelpie or drowning, the target can repeat the saving throw. A {@condition charmed} target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.\",\"A target that successfully saves is immune to this kelpie's hypnosis for the next 24 hours.\"]}],\"traitTags\":[\"Amphibious\",\"False Appearance\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"charmed\",\"grappled\",\"incapacitated\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true},{\"name\":\"Kelson Darktreader\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":132,\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Half-Elf\",\"source\":\"PHB\"}]},\"traitTags\":[\"Fey Ancestry\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"E\",\"X\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Kieren\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":157,\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\"},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"hasToken\":true},{\"name\":\"King Snurre\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":193,\"_copy\":{\"name\":\"Fire Giant\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the giant\",\"with\":\"Snurre\",\"flags\":\"i\"},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Greatsword\",\"items\":{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}28 ({@damage 6d6 + 7}) slashing damage plus 7 ({@damage 2d6}) fire damage.\"]}}}},\"hp\":{\"average\":187,\"formula\":\"15d12 + 90\"},\"resist\":[\"cold\"],\"languages\":[\"Common\",\"Giant\"],\"cr\":\"11\",\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"B\",\"F\",\"S\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Kobold Commoner\",\"source\":\"TftYP\",\"page\":18,\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Kobold\",\"source\":\"DMG\"}]},\"hp\":{\"average\":3,\"formula\":\"1d6\"},\"action\":[{\"name\":\"Club\",\"entries\":[\"{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}1 ({@damage 1d4 - 1}) bludgeoning damage.\"]}],\"attachedItems\":[\"club|phb\"],\"traitTags\":[\"Pack Tactics\",\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"DR\",\"X\"],\"miscTags\":[\"MLW\"],\"hasToken\":true},{\"name\":\"Kobold Elite\",\"source\":\"TftYP\",\"page\":18,\"_copy\":{\"name\":\"Kobold\",\"source\":\"MM\"},\"hp\":{\"average\":7,\"formula\":\"2d6 - 2\"},\"hasToken\":true},{\"name\":\"Lacedon\",\"source\":\"TftYP\",\"page\":147,\"otherSources\":[{\"source\":\"EGW\"}],\"_copy\":{\"name\":\"Ghoul\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"ghoul\",\"with\":\"lacedon\",\"flags\":\"i\"}}},\"speed\":{\"walk\":30,\"swim\":30},\"hasToken\":true},{\"name\":\"Lahnis\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":131,\"_copy\":{\"name\":\"Evoker\",\"source\":\"VGM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the evoker\",\"with\":\"Lahnis\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Lesser Mummy Lord\",\"source\":\"TftYP\",\"page\":224,\"_copy\":{\"name\":\"Mummy Lord\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Special Equipment\",\"entries\":[\"The mummy wears a {@item ring of fire resistance}.\"]}}}},\"resist\":[\"fire\"],\"vulnerable\":null,\"cr\":{\"cr\":\"15\",\"xp\":6500},\"spellcasting\":null,\"legendary\":null,\"damageTagsSpell\":[],\"spellcastingTags\":[],\"hasToken\":true},{\"name\":\"Lumalia\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":153,\"_copy\":{\"name\":\"Deva\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the deva\",\"with\":\"Lumalia\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Malformed Kraken\",\"source\":\"TftYP\",\"page\":239,\"size\":[\"H\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":172,\"formula\":\"15d12 + 75\"},\"speed\":{\"walk\":20,\"swim\":40},\"str\":25,\"dex\":11,\"con\":20,\"int\":11,\"wis\":15,\"cha\":15,\"save\":{\"str\":\"+11\",\"con\":\"+9\",\"int\":\"+4\",\"wis\":\"+6\",\"cha\":\"+6\"},\"senses\":[\"truesight 60 ft.\"],\"passive\":12,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"lightning\"],\"conditionImmune\":[\"frightened\",\"paralyzed\"],\"languages\":[\"understands Common but can't speak\",\"telepathy 60 ft.\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The kraken can breathe air and water.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The kraken deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The kraken makes three tentacle attacks. One of them can be replaced with a bite attack, and any of them can be replaced with Fling.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d8 + 7}) piercing damage.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 20 ft., one target. {@h}14 ({@damage 2d6 + 7}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 16}). Until this grapple ends, the target is {@condition restrained}. The kraken has ten tentacles, each of which can grapple one target.\"]},{\"name\":\"Fling\",\"entries\":[\"One Medium or smaller object held or creature {@condition grappled} by the kraken's tentacles is thrown up to 60 feet in a random direction and knocked {@condition prone}. If a thrown target strikes a solid surface, the target takes 3 ({@damage 1d6}) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a {@dc 16} Dexterity saving throw or take the same damage and be knocked {@condition prone}.\"]},{\"name\":\"Lightning Storm\",\"entries\":[\"The kraken creates three bolts of lightning, each of which can strike a target the kraken can see within 150 feet of it. A target must make a {@dc 16} Dexterity saving throw, taking 16 ({@damage 3d10}) lightning damage on a failed save, or half as much damage on a successful one.\"]}],\"traitTags\":[\"Amphibious\",\"Siege Monster\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"C\",\"CS\",\"TP\"],\"damageTags\":[\"B\",\"L\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Mennek Ariz\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":157,\"_copy\":{\"name\":\"Enchanter\",\"source\":\"VGM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the enchanter\",\"with\":\"Mennek\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Nahual\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":91,\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[14],\"hp\":{\"average\":52,\"formula\":\"8d8 + 16\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":18,\"con\":14,\"int\":11,\"wis\":12,\"cha\":14,\"skill\":{\"deception\":\"+6\",\"insight\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"conditionImmune\":[\"charmed\"],\"languages\":[\"Common\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Shapechanger\",\"entries\":[\"The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"]},{\"name\":\"Ambusher\",\"entries\":[\"In the first round of a combat, the doppelganger has advantage on attack rolls against any creature it has {@status surprised}.\"]},{\"name\":\"Surprise Attack\",\"entries\":[\"If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 ({@dice 3d6}) damage from the attack.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The doppelganger makes two melee attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage.\"]},{\"name\":\"Read Thoughts\",\"entries\":[\"The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's {@status concentration} isn't broken (as if {@status concentration||concentrating} on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom ({@skill Insight}) and Charisma ({@skill Deception}, {@skill Intimidation}, and {@skill Persuasion}) checks against the target.\"]}],\"traitTags\":[\"Ambusher\",\"Shapechanger\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Nedylene\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":209,\"_copy\":{\"name\":\"Drow Priestess of Lolth\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the drow\",\"with\":\"Nedylene\",\"flags\":\"i\"},\"trait\":{\"mode\":\"prependArr\",\"items\":{\"name\":\"Special Equipment\",\"entries\":[\"Nedylene carries a {@item staff of swarming insects}.\"]}},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Scourge\",\"items\":{\"name\":\"Scourge +2\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 17 ({@damage 5d6}) poison damage.\"]}}}},\"hasToken\":true},{\"name\":\"Nereid\",\"source\":\"TftYP\",\"page\":240,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"C\",\"G\",\"NY\",\"E\"],\"ac\":[13],\"hp\":{\"average\":44,\"formula\":\"8d8 + 8\"},\"speed\":{\"walk\":30,\"swim\":60},\"str\":10,\"dex\":17,\"con\":12,\"int\":13,\"wis\":14,\"cha\":16,\"skill\":{\"acrobatics\":\"+5\",\"nature\":\"+3\",\"stealth\":\"+5\",\"survival\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"languages\":[\"Aquan\",\"Common\",\"Elvish\",\"Sylvan\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The nereid can breathe air and water.\"]},{\"name\":\"Aquatic Invisibility\",\"entries\":[\"If immersed in water, the nereid can make itself {@condition invisible} as a bonus action. It remains {@condition invisible} until it leaves the water, ends the invisibility as a bonus action, or dies.\"]},{\"name\":\"Mantle Dependent\",\"entries\":[\"The nereid wears a mantle of silky cloth the color of sea foam, which holds the creature's spirit. The mantle has an AC and hit points equal to that of the nereid, but the garment can't be directly harmed while the nereid wears it. If the mantle is destroyed, the nereid becomes {@condition poisoned} and dies within 1 hour. A nereid is willing to do anything in its power to recover the mantle if it is stolen, including serving the thief.\"]},{\"name\":\"Shape Water\",\"entries\":[\"The nereid can cast {@spell control water} at will, requiring no components. Its spellcasting ability for it is Charisma. This use of the spell has a range of 30 feet and can affect a cube of water no larger than 30 feet on a side.\"]},{\"name\":\"Speak With Animals\",\"entries\":[\"The nereid can comprehend and verbally communicate with beasts.\"]}],\"action\":[{\"name\":\"Blinding Acid\",\"entries\":[\"{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 30 ft., one target. {@h}16 ({@damage 2d12 + 3}) acid damage, and the target is {@condition blinded} until the start of the nereid's next turn.\"]},{\"name\":\"Drowning Kiss {@recharge 5}\",\"entries\":[\"The nereid touches one creature it can see within 5 feet of it. The target must succeed on a {@dc 13} Constitution saving throw or take 22 ({@damage 3d12 + 3}) acid damage. On a failure, it also runs out of breath and can't speak for 1 minute. At the end of each of its turns, it can repeat the save, ending the effect on itself on a success.\"]},{\"name\":\"Water Lash\",\"entries\":[\"The nereid causes a 5-foot cube of water within 60 feet of it to take a shape of its choice and strike one target it can see within 5 feet of that water. The target must make a {@dc 13} Strength saving throw. On a failed save, it takes 17 ({@damage 4d6 + 3}) bludgeoning damage, and if it is a Large or smaller creature, it is pushed up to 15 feet in a straight line or is knocked {@condition prone} (nereid's choice). On a successful save, the target takes half as much damage and isn't pushed or knocked {@condition prone}.\"]}],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"D\"],\"languageTags\":[\"AQ\",\"C\",\"E\",\"S\"],\"damageTags\":[\"A\",\"B\"],\"miscTags\":[\"AOE\"],\"conditionInflict\":[\"blinded\",\"prone\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Nimira\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":54,\"_copy\":{\"name\":\"Duergar\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the duergar\",\"with\":\"Nimira\",\"flags\":\"i\"},\"action\":{\"mode\":\"prependArr\",\"items\":[{\"name\":\"Multiattack\",\"entries\":[\"Multiattack. Nimira makes two greatsword attacks.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) slashing damage, or 16 ({@damage 4d6 + 2}) slashing damage while enlarged.\"]}]}}},\"ac\":[{\"ac\":17,\"from\":[\"{@item splint armor|phb}\"]}],\"hp\":{\"average\":52,\"formula\":\"8d8 + 16\"},\"cr\":\"3\",\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\",\"S\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Obmi\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":196,\"_copy\":{\"name\":\"Assassin\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Mountain Dwarf\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the assassin\",\"with\":\"Obmi\",\"flags\":\"i\"},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Multiattack\",\"items\":{\"name\":\"Multiattack\",\"entries\":[\"Obmi makes three shortsword attacks.\"]}}}},\"str\":16,\"cha\":16,\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Ogre Skeleton\",\"source\":\"TftYP\",\"page\":54,\"_copy\":{\"name\":\"Ogre\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Skeleton\",\"source\":\"DMG\"}]},\"languageTags\":[\"C\",\"CS\",\"GI\",\"LF\"],\"hasToken\":true},{\"name\":\"Ooze Master\",\"source\":\"TftYP\",\"page\":241,\"size\":[\"H\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":9,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":138,\"formula\":\"12d12 + 60\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":16,\"dex\":1,\"con\":20,\"int\":17,\"wis\":10,\"cha\":16,\"save\":{\"int\":\"+7\",\"wis\":\"+4\"},\"skill\":{\"arcana\":\"+7\",\"insight\":\"+4\"},\"senses\":[\"blindsight 120 ft.\"],\"passive\":10,\"resist\":[\"lightning\",\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"acid\",\"cold\",\"poison\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\",\"prone\"],\"languages\":[\"Common\",\"Primordial\",\"Thayan\"],\"cr\":\"10\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The Ooze Master is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 15}, {@hit 7} to hit with spell attacks). It has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell acid splash}\",\"{@spell friends}\",\"{@spell mage hand}\",\"{@spell poison spray}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell charm person}\",\"{@spell detect magic}\",\"{@spell magic missile}\",\"{@spell ray of sickness}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell detect thoughts}\",\"{@spell Melf's acid arrow}\",\"{@spell suggestion}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell fear}\",\"{@spell slow}\",\"{@spell stinking cloud}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell confusion}\",\"{@spell Evard's black tentacles}\"]},\"5\":{\"slots\":1,\"spells\":[\"{@spell cloudkill}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Corrosive Form\",\"entries\":[\"A creature that touches the Ooze Master or hits it with a melee attack while within 5 feet of it takes 9 ({@damage 2d8}) acid damage. Any nonmagical weapon that hits the Ooze Master corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition that hits the Ooze Master is destroyed after dealing damage.\",\"The Ooze Master can eat through 2-inch-thick, nonmagical wood or metal in 1 round.\"]},{\"name\":\"Instinctive Attack\",\"entries\":[\"When the Ooze Master casts a spell with a casting time of 1 action, it can make one pseudopod attack as a bonus action.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The Ooze Master can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Pseudopod\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}13 ({@damage 3d6 + 3}) bludgeoning damage plus 10 ({@damage 3d6}) acid damage.\"]}],\"reaction\":[{\"name\":\"Instinctive Charm\",\"entries\":[\"If a creature the Ooze Master can see makes an attack roll against it while within 30 feet of it, the Ooze Master can use a reaction to divert the attack if another creature is within the attack's range. The attacker must make a {@dc 15} Wisdom saving throw. On a failed save, the attacker targets the creature that is closest to it, not including itself or the Ooze Master. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, the attacker is immune to this Instinctive Charm for 24 hours. Creatures that can't be {@condition charmed} are immune to this effect.\"]}],\"traitTags\":[\"Spider Climb\"],\"senseTags\":[\"B\"],\"languageTags\":[\"C\",\"OTH\",\"P\"],\"damageTags\":[\"A\",\"B\"],\"damageTagsSpell\":[\"A\",\"B\",\"I\",\"O\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflictSpell\":[\"charmed\",\"frightened\",\"poisoned\",\"restrained\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true},{\"name\":\"Orc Commoner\",\"source\":\"TftYP\",\"page\":167,\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Orc\",\"source\":\"DMG\"}]},\"traitTags\":[\"Aggressive\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"O\",\"X\"],\"hasToken\":true},{\"name\":\"Oussa\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":157,\"_copy\":{\"name\":\"Yuan-ti Malison (Type 3)\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the yuan-ti\",\"with\":\"Oussa\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Phaia\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":132,\"_copy\":{\"name\":\"Necromancer\",\"source\":\"VGM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the necromancer\",\"with\":\"Phaia\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Reduced-Threat Aboleth\",\"source\":\"TftYP\",\"page\":113,\"_copy\":{\"name\":\"Aboleth\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Reduced Threat\",\"source\":\"TftYP\"}]},\"damageTagsLegendary\":[],\"hasToken\":true},{\"name\":\"Reduced-Threat Basilisk\",\"source\":\"TftYP\",\"page\":113,\"_copy\":{\"name\":\"Basilisk\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Reduced Threat\",\"source\":\"TftYP\"}]},\"hasToken\":true},{\"name\":\"Reduced-Threat Behir\",\"source\":\"TftYP\",\"page\":113,\"_copy\":{\"name\":\"Behir\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Reduced Threat\",\"source\":\"TftYP\"}],\"_mod\":{\"action\":{\"mode\":\"removeArr\",\"names\":[\"Constrict\",\"Swallow\"]}}},\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"damageTags\":[\"L\",\"P\"],\"hasToken\":true},{\"name\":\"Reduced-Threat Beholder\",\"source\":\"TftYP\",\"page\":113,\"_copy\":{\"name\":\"Beholder\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Reduced Threat\",\"source\":\"TftYP\"}]},\"hasToken\":true},{\"name\":\"Reduced-Threat Black Pudding\",\"source\":\"TftYP\",\"page\":113,\"_copy\":{\"name\":\"Black Pudding\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Reduced Threat\",\"source\":\"TftYP\"}]},\"hasToken\":true},{\"name\":\"Reduced-Threat Carrion Crawler\",\"source\":\"TftYP\",\"page\":113,\"_copy\":{\"name\":\"Carrion Crawler\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Reduced Threat\",\"source\":\"TftYP\"}]},\"hasToken\":true},{\"name\":\"Reduced-Threat Clay Golem\",\"source\":\"TftYP\",\"page\":113,\"_copy\":{\"name\":\"Clay Golem\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Reduced Threat\",\"source\":\"TftYP\"}]},\"hasToken\":true},{\"name\":\"Reduced-Threat Darkmantle\",\"source\":\"TftYP\",\"page\":113,\"_copy\":{\"name\":\"Darkmantle\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Reduced Threat\",\"source\":\"TftYP\"}]},\"hasToken\":true},{\"name\":\"Reduced-Threat Displacer Beast\",\"source\":\"TftYP\",\"page\":113,\"_copy\":{\"name\":\"Displacer Beast\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Reduced Threat\",\"source\":\"TftYP\"}]},\"hasToken\":true},{\"name\":\"Reduced-Threat Dragon Turtle\",\"source\":\"TftYP\",\"page\":113,\"_copy\":{\"name\":\"Dragon Turtle\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Reduced Threat\",\"source\":\"TftYP\"}],\"_mod\":{\"action\":[{\"mode\":\"removeArr\",\"names\":[\"Tail\"]},{\"mode\":\"replaceArr\",\"replace\":\"Multiattack\",\"items\":{\"name\":\"Multiattack\",\"entries\":[\"The dragon turtle makes three attacks: one with its bite and two with its claws.\"]}}]}},\"damageTags\":[\"F\",\"P\",\"S\"],\"hasToken\":true},{\"name\":\"Reduced-Threat Ettercap\",\"source\":\"TftYP\",\"page\":113,\"_copy\":{\"name\":\"Ettercap\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Reduced Threat\",\"source\":\"TftYP\"}]},\"damageTags\":[\"I\",\"P\",\"S\"],\"hasToken\":true},{\"name\":\"Reduced-Threat Flesh Golem\",\"source\":\"TftYP\",\"page\":113,\"_copy\":{\"name\":\"Flesh Golem\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Reduced Threat\",\"source\":\"TftYP\"}]},\"hasToken\":true},{\"name\":\"Reduced-Threat Glabrezu\",\"source\":\"TftYP\",\"page\":113,\"_copy\":{\"name\":\"Glabrezu\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Reduced Threat\",\"source\":\"TftYP\"}]},\"hasToken\":true},{\"name\":\"Reduced-Threat Gray Ooze\",\"source\":\"TftYP\",\"page\":113,\"_copy\":{\"name\":\"Gray Ooze\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Reduced Threat\",\"source\":\"TftYP\"}]},\"damageTags\":[\"A\",\"B\"],\"hasToken\":true},{\"name\":\"Reduced-Threat Helmed Horror\",\"source\":\"TftYP\",\"page\":113,\"_copy\":{\"name\":\"Helmed Horror\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Reduced Threat\",\"source\":\"TftYP\"}]},\"hasToken\":true},{\"name\":\"Reduced-Threat Hezrou\",\"source\":\"TftYP\",\"page\":113,\"_copy\":{\"name\":\"Hezrou\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Reduced Threat\",\"source\":\"TftYP\"}]},\"hasToken\":true},{\"name\":\"Reduced-Threat Hook Horror\",\"source\":\"TftYP\",\"page\":113,\"_copy\":{\"name\":\"Hook Horror\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Reduced Threat\",\"source\":\"TftYP\"}]},\"hasToken\":true},{\"name\":\"Reduced-Threat Ochre Jelly\",\"source\":\"TftYP\",\"page\":113,\"_copy\":{\"name\":\"Ochre Jelly\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Reduced Threat\",\"source\":\"TftYP\"}]},\"hasToken\":true},{\"name\":\"Reduced-Threat Otyugh\",\"source\":\"TftYP\",\"page\":113,\"_copy\":{\"name\":\"Otyugh\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Reduced Threat\",\"source\":\"TftYP\"}],\"_mod\":{\"action\":[{\"mode\":\"removeArr\",\"names\":[\"Tentacle Slam\"]},{\"mode\":\"replaceArr\",\"replace\":\"Tentacle\",\"items\":{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage plus 4 ({@damage 1d8}) piercing damage.\"]}}]}},\"conditionInflict\":[\"poisoned\"],\"hasToken\":true},{\"name\":\"Reduced-Threat Owlbear\",\"source\":\"TftYP\",\"page\":113,\"_copy\":{\"name\":\"Owlbear\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Reduced Threat\",\"source\":\"TftYP\"}]},\"hasToken\":true},{\"name\":\"Reduced-Threat Peryton\",\"source\":\"TftYP\",\"page\":113,\"_copy\":{\"name\":\"Peryton\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Reduced Threat\",\"source\":\"TftYP\"}]},\"hasToken\":true},{\"name\":\"Reduced-Threat Remorhaz\",\"source\":\"TftYP\",\"page\":113,\"_copy\":{\"name\":\"Remorhaz\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Reduced Threat\",\"source\":\"TftYP\"}]},\"hasToken\":true},{\"name\":\"Reduced-Threat Stone Golem\",\"source\":\"TftYP\",\"page\":113,\"_copy\":{\"name\":\"Stone Golem\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Reduced Threat\",\"source\":\"TftYP\"}]},\"hasToken\":true},{\"name\":\"Reduced-Threat Vrock\",\"source\":\"TftYP\",\"page\":113,\"_copy\":{\"name\":\"Vrock\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Reduced Threat\",\"source\":\"TftYP\"}]},\"hasToken\":true},{\"name\":\"Reduced-Threat Wight\",\"source\":\"TftYP\",\"page\":113,\"_copy\":{\"name\":\"Wight\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Reduced Threat\",\"source\":\"TftYP\"}]},\"hasToken\":true},{\"name\":\"Reduced-Threat Wyvern\",\"source\":\"TftYP\",\"page\":113,\"_copy\":{\"name\":\"Wyvern\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Reduced Threat\",\"source\":\"TftYP\"}]},\"hasToken\":true},{\"name\":\"Scrag\",\"source\":\"TftYP\",\"page\":147,\"_copy\":{\"name\":\"Troll\",\"source\":\"MM\"},\"speed\":{\"walk\":30,\"swim\":30},\"hasToken\":true},{\"name\":\"Sea Lion\",\"source\":\"TftYP\",\"page\":242,\"otherSources\":[{\"source\":\"LR\"},{\"source\":\"GoS\",\"page\":252}],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":90,\"formula\":\"12d10 + 24\"},\"speed\":{\"walk\":10,\"swim\":40},\"str\":17,\"dex\":15,\"con\":15,\"int\":3,\"wis\":12,\"cha\":8,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+5\"},\"passive\":14,\"cr\":\"5\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The sea lion can breathe air and water.\"]},{\"name\":\"Keen Smell\",\"entries\":[\"The sea lion has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The sea lion has advantage on an attack roll against a creature if at least one of the sea lion's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]},{\"name\":\"Swimming Leap\",\"entries\":[\"With a 10-foot swimming start, the sea lion can long jump out of or across the water up to 25 feet.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The sea lion makes three attacks: one bite attack and two claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) piercing damage.\"]}],\"altArt\":[{\"name\":\"Sea Lion\",\"source\":\"GoS\"}],\"traitTags\":[\"Amphibious\",\"Keen Senses\",\"Pack Tactics\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sentient Gray Ooze\",\"source\":\"TftYP\",\"page\":158,\"_copy\":{\"name\":\"Gray Ooze\",\"source\":\"MM\",\"_mod\":{\"conditionImmune\":{\"mode\":\"removeArr\",\"items\":\"charmed\"}}},\"int\":5,\"languages\":[\"Common\"],\"languageTags\":[\"C\"],\"damageTags\":[\"A\",\"B\"],\"hasToken\":true},{\"name\":\"Sentient Ochre Jelly\",\"source\":\"TftYP\",\"page\":158,\"_copy\":{\"name\":\"Ochre Jelly\",\"source\":\"MM\",\"_mod\":{\"conditionImmune\":{\"mode\":\"removeArr\",\"items\":\"charmed\"}}},\"int\":5,\"languages\":[\"Common\"],\"languageTags\":[\"C\"],\"hasToken\":true},{\"name\":\"Shalendra Floshin\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":119,\"_copy\":{\"name\":\"Knight\",\"source\":\"MM\",\"_templates\":[{\"name\":\"High Elf\",\"source\":\"PHB\"}]},\"traitTags\":[\"Fey Ancestry\"],\"hasToken\":true},{\"name\":\"Sharwyn Hucrele\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":242,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"Barkskin trait\"]}],\"hp\":{\"average\":13,\"formula\":\"2d8 + 4\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":13,\"con\":14,\"int\":16,\"wis\":14,\"cha\":9,\"skill\":{\"arcana\":\"+5\",\"insight\":\"+4\",\"persuasion\":\"+1\"},\"passive\":12,\"languages\":[\"Common\",\"Draconic\",\"Goblin\"],\"cr\":\"1/2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Sharwyn is a 1st-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 13}, {@hit 5} to hit with spell attacks). She has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell light}\",\"{@spell prestidigitation}\",\"{@spell ray of frost}\"]},\"1\":{\"slots\":2,\"spells\":[\"{@spell color spray}\",\"{@spell magic missile}\",\"{@spell shield}\",\"{@spell sleep}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Barkskin\",\"entries\":[\"Sharwyn's AC can't be lower than 16.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Sharwyn has a {@item spellbook|phb} that contains the spells listed in her Spellcasting trait, plus {@spell detect magic} and {@spell silent image}.\"]},{\"name\":\"Tree Thrall\",\"entries\":[\"If the Gulthias Tree dies, Sharwyn dies 24 hours later.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw} {@hit 4}, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"languageTags\":[\"C\",\"DR\",\"GO\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"C\",\"O\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true},{\"name\":\"Sir Braford\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":243,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item chain mail|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":19,\"formula\":\"3d8 + 6\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":9,\"con\":14,\"int\":10,\"wis\":13,\"cha\":14,\"skill\":{\"athletics\":\"+5\",\"perception\":\"+3\"},\"passive\":13,\"languages\":[\"Common\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Barkskin\",\"entries\":[\"Sir Braford's AC can't be lower than 16.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Sir Braford wields {@item Shatterspike|tftyp}, a magic longsword that grants a +1 bonus to attack and damage rolls made with it (included in his attack). See the Shatterspike handout for the item's other properties.\"]},{\"name\":\"Tree Thrall\",\"entries\":[\"If the Gulthias Tree dies, Sir Braford dies 24 hours later.\"]}],\"action\":[{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands.\"]}],\"reaction\":[{\"name\":\"Protection\",\"entries\":[\"When a creature Sir Braford can see attacks a target other than him that is within 5 feet of him, he can use a reaction to use his shield to impose disadvantage on the attack roll.\"]}],\"attachedItems\":[\"longsword|phb\"],\"languageTags\":[\"C\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Siren\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":243,\"otherSources\":[{\"source\":\"MOT\"}],\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"C\",\"G\"],\"ac\":[14],\"hp\":{\"average\":38,\"formula\":\"7d8 + 7\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":10,\"dex\":18,\"con\":12,\"int\":13,\"wis\":14,\"cha\":16,\"skill\":{\"medicine\":\"+4\",\"nature\":\"+3\",\"stealth\":\"+6\",\"survival\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"languages\":[\"Common\",\"Elvish\",\"Sylvan\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Siren's innate spellcasting ability is Charisma (spell save {@dc 13}). She can innately cast the following spells, requiring no material components:\"],\"daily\":{\"1e\":[\"{@spell charm person}\",\"{@spell fog cloud}\",\"{@spell greater invisibility}\",\"{@spell polymorph} (self only)\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"Siren can breathe air and water.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Siren has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]},{\"name\":\"Stupefying Touch\",\"entries\":[\"Siren touches one creature she can see within 5 feet of her. The creature must succeed on a {@dc 13} Intelligence saving throw or take 13 ({@damage 3d6 + 3}) psychic damage and be {@condition stunned} until the start of Siren's next turn.\"]}],\"attachedItems\":[\"shortsword|phb\"],\"traitTags\":[\"Amphibious\",\"Magic Resistance\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"E\",\"S\"],\"damageTags\":[\"P\",\"Y\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"stunned\"],\"conditionInflictSpell\":[\"charmed\",\"invisible\"],\"savingThrowForced\":[\"intelligence\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Snarla\",\"group\":[\"Lycanthropes\"],\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":102,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\",\"shapechanger\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":11,\"condition\":\"in humanoid form\"},{\"ac\":12,\"from\":[\"natural armor\"],\"condition\":\"in wolf and hybrid forms\"}],\"hp\":{\"average\":58,\"formula\":\"9d8 + 18\"},\"speed\":{\"walk\":{\"number\":30,\"condition\":\"(40 ft. in wolf form)\"}},\"str\":15,\"dex\":13,\"con\":14,\"int\":16,\"wis\":11,\"cha\":10,\"skill\":{\"perception\":\"+3\"},\"passive\":14,\"immune\":[{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"languages\":[\"Common (can't speak in wolf form)\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Snarla is a 6th-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 14}, +6 to hit with spell attacks). She has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell light}\",\"{@spell mage hand}\",\"{@spell shocking grasp}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell magic missile}\",\"{@spell shield}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell mirror image}\",\"{@spell web}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell dispel magic}\",\"{@spell fear}\",\"{@spell haste}\",\"{@spell stinking cloud}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Shapechanger\",\"entries\":[\"The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"]},{\"name\":\"Keen Hearing and Smell\",\"entries\":[\"The werewolf has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell.\"]}],\"action\":[{\"name\":\"Multiattack (Humanoid or Hybrid Form Only)\",\"entries\":[\"The werewolf makes two attacks: one with its bite and one with its claws or spear.\"]},{\"name\":\"Bite (Wolf or Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage. If the target is a humanoid, it must succeed on a {@dc 12} Constitution saving throw or be cursed with werewolf lycanthropy.\"]},{\"name\":\"Claws (Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}7 ({@damage 2d4 + 2}) slashing damage.\"]},{\"name\":\"Spear (Humanoid Form Only)\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one creature. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack.\"]}],\"attachedItems\":[\"spear|phb\"],\"traitTags\":[\"Keen Senses\",\"Shapechanger\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"P\",\"S\"],\"damageTagsSpell\":[\"F\",\"L\",\"O\",\"T\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"CUR\",\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Snow Leopard\",\"source\":\"TftYP\",\"page\":183,\"_copy\":{\"name\":\"Tiger\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"tiger\",\"with\":\"leopard\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Snurrevin\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":53,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dwarf\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item scale mail|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":45,\"formula\":\"7d8 + 14\"},\"speed\":{\"walk\":25},\"str\":14,\"dex\":11,\"con\":14,\"int\":14,\"wis\":10,\"cha\":9,\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"resist\":[\"poison\"],\"languages\":[\"Dwarvish\",\"Undercommon\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Snurrevin is a 3rd-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 12}, {@hit 4} to hit with spell attacks). He has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell mage hand}\",\"{@spell minor illusion}\",\"{@spell shocking grasp}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell color spray}\",\"{@spell shield}\",\"{@spell silent image}\"]},\"2\":{\"slots\":2,\"spells\":[\"{@spell hold person}\",\"{@spell shatter}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Duergar Resilience\",\"entries\":[\"The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being {@condition charmed} or {@condition paralyzed}.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Enlarge (Recharges after a Short or Long Rest)\",\"entries\":[\"For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.\"]},{\"name\":\"War Pick\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage, or 11 ({@damage 2d8 + 2}) piercing damage while enlarged.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 9 ({@damage 2d6 + 2}) piercing damage while enlarged.\"]},{\"name\":\"Invisibility (Recharges after a Short or Long Rest)\",\"entries\":[\"The duergar magically turns {@condition invisible} until it attacks, casts a spell, or uses its Enlarge, or until its {@status concentration} is broken, up to 1 hour (as if {@status concentration||concentrating} on a spell). Any equipment the duergar wears or carries is {@condition invisible} with it.\"]}],\"attachedItems\":[\"javelin|phb\",\"war pick|phb\"],\"traitTags\":[\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"D\",\"U\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"F\",\"L\",\"T\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"invisible\"],\"conditionInflictSpell\":[\"blinded\",\"paralyzed\"],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Stone Dragon Statue\",\"source\":\"TftYP\",\"page\":85,\"_copy\":{\"name\":\"Stone Golem\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"golem\",\"with\":\"statue\",\"flags\":\"i\"}}},\"action\":[{\"name\":\"Steam Breath\",\"entries\":[\"The statue exhales steam in a line that is 30 feet long and 10 feet wide. Each creature in that area must make a {@dc 15} Constitution saving throw, taking 7 ({@damage 2d4 + 2}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"actionTags\":[\"Breath Weapon\"],\"damageTags\":[\"F\"],\"miscTags\":[],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Tarul Var\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":244,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":105,\"formula\":\"14d8 + 42\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":16,\"con\":16,\"int\":19,\"wis\":14,\"cha\":16,\"save\":{\"con\":\"+8\",\"int\":\"+9\",\"wis\":\"+7\"},\"skill\":{\"arcana\":\"+9\",\"history\":\"+9\",\"insight\":\"+7\",\"perception\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":17,\"resist\":[\"cold\",\"lightning\",\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\",\"Infernal\",\"Primordial\",\"Thayan\"],\"cr\":\"13\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Var is a 12th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 17}, {@hit 9} to hit with spell attacks). He has the following wizard spells prepared:\",\"*Conjuration spell of 1st level or higher\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell mage hand}\",\"{@spell minor illusion}\",\"{@spell prestidigitation}\",\"{@spell ray of frost}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell magic missile}\",\"{@spell shield}\",\"{@spell unseen servant}*\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell detect thoughts}\",\"{@spell flaming sphere}*\",\"{@spell mirror image}\",\"{@spell scorching ray}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell counterspell}\",\"{@spell dispel magic}\",\"{@spell fireball}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell dimension door}*\",\"{@spell Evard's black tentacles}*\"]},\"5\":{\"slots\":3,\"spells\":[\"{@spell cloudkill}*\",\"{@spell scrying}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell circle of death}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Focused Conjuration\",\"entries\":[\"While Var is {@status concentration||concentrating} on a conjuration spell, his {@status concentration} can't be broken as a result of taking damage.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Var fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Rejuvenation\",\"entries\":[\"If Var is destroyed but his phylactery remains intact, Var gains a new body in {@dice 1d10} days, regaining all his hit points and becoming active again. The new body appears within 5 feet of the phylactery.\"]},{\"name\":\"Turn Resistance\",\"entries\":[\"Var has advantage on saving throws against any effect that turns undead.\"]}],\"action\":[{\"name\":\"Paralyzing Touch\",\"entries\":[\"{@atk ms} {@hit 9} to hit, reach 5 ft., one creature. {@h}10 ({@damage 3d6}) cold damage. The target must succeed on a {@dc 17} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Benign Transposition\",\"entries\":[\"Var teleports up to 30 feet to an unoccupied space he can see. Alternatively, he can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, both creatures teleport, swapping places. Var can use this feature again only after he finishes a long rest or casts a conjuration spell of 1st level or higher.\"]}],\"legendary\":[{\"name\":\"Cantrip\",\"entries\":[\"Var casts a cantrip.\"]},{\"name\":\"Paralyzing Touch (Costs 2 Actions)\",\"entries\":[\"Var uses Paralyzing Touch.\"]},{\"name\":\"Frightening Gaze (Costs 2 Actions)\",\"entries\":[\"Var fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a {@dc 17} Wisdom saving throw against this magic or become {@condition frightened} for 1 minute. The {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Var's gaze for the next 24 hours.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Rejuvenation\",\"Turn Resistance\"],\"senseTags\":[\"D\"],\"languageTags\":[\"AB\",\"C\",\"I\",\"OTH\",\"P\"],\"damageTags\":[\"C\"],\"damageTagsSpell\":[\"B\",\"C\",\"F\",\"I\",\"N\",\"O\"],\"spellcastingTags\":[\"CW\"],\"conditionInflict\":[\"frightened\",\"paralyzed\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tecuziztecatl\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":245,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":102,\"formula\":\"12d10 + 36\"},\"speed\":{\"walk\":30,\"climb\":30,\"swim\":30},\"str\":17,\"dex\":10,\"con\":16,\"int\":15,\"wis\":16,\"cha\":13,\"skill\":{\"deception\":\"+3\",\"stealth\":\"+2\"},\"senses\":[\"blindsight 30 ft.\"],\"passive\":13,\"resist\":[{\"resist\":[\"bludgeoning\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"acid\"],\"languages\":[\"Olman\",\"Primordial\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"Tecuziztecatl can breathe air and water.\"]},{\"name\":\"Glowing\",\"entries\":[\"Tecuziztecatl sheds dim light within 20 feet of itself.\"]},{\"name\":\"Flexible\",\"entries\":[\"Tecuziztecatl can enter a space large enough for a Medium creature without squeezing.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"Tecuziztecatl can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Tecuziztecatl makes two pseudopod attacks.\"]},{\"name\":\"Pseudopod\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d8 + 3}) bludgeoning damage.\"]},{\"name\":\"Spit Acid {@recharge 4}\",\"entries\":[\"Tecuziztecatl exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a {@dc 13} Dexterity saving throw, taking 18 ({@damage 4d8}) acid damage on a failed save, or half as much damage on a successful one.\"]}],\"traitTags\":[\"Amphibious\",\"Spider Climb\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"A\",\"B\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Thayan Apprentice\",\"source\":\"TftYP\",\"page\":245,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"NX\",\"C\",\"NY\",\"E\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":27,\"formula\":\"5d8 + 5\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":12,\"int\":15,\"wis\":13,\"cha\":11,\"skill\":{\"arcana\":\"+4\"},\"passive\":11,\"languages\":[\"Common\",\"Thayan\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The apprentice is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\",\"{@spell shocking grasp}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell burning hands}\",\"{@spell detect magic}\",\"{@spell mage armor}\",\"{@spell shield}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell blur}\",\"{@spell scorching ray}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Doomvault Devotion\",\"entries\":[\"Within the Doomvault, the apprentice has advantage on saving throws against being {@condition charmed} or {@condition frightened}.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"languageTags\":[\"C\",\"OTH\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"F\",\"L\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Thayan Warrior\",\"source\":\"TftYP\",\"page\":246,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"NX\",\"C\",\"NY\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item chain shirt|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":52,\"formula\":\"8d8 + 16\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":13,\"con\":14,\"int\":10,\"wis\":11,\"cha\":11,\"skill\":{\"perception\":\"+2\"},\"passive\":12,\"languages\":[\"Common\",\"Thayan\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Doomvault Devotion\",\"entries\":[\"Within the Doomvault, the warrior has advantage on saving throws against being {@condition charmed} or {@condition frightened}.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The warrior makes two melee attacks.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]}],\"attachedItems\":[\"javelin|phb\",\"longsword|phb\"],\"traitTags\":[\"Pack Tactics\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"OTH\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true},{\"name\":\"The Keeper\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":173,\"_copy\":{\"name\":\"Stone Giant\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"giant\",\"with\":\"Keeper\",\"flags\":\"i\"},\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Multiattack\",\"items\":{\"name\":\"Multiattack\",\"entries\":[\"The Keeper makes two battleaxe attacks.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Greatclub\",\"items\":{\"name\":\"Battleaxe +2\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 15 ft., one target. {@h}20 ({@damage 3d8 + 7}) slashing damage, or 23 ({@damage 3d10 + 7}) slashing damage if used with both hands.\"]}}]}},\"ac\":[{\"ac\":17,\"from\":[\"{@item chain mail|phb}\"]}],\"trait\":null,\"damageTags\":[\"B\",\"S\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Therzt\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":158,\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Drow\",\"source\":\"PHB\"}]},\"traitTags\":[\"Fey Ancestry\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"C\",\"E\",\"X\"],\"spellcastingTags\":[\"I\"],\"hasToken\":true},{\"name\":\"Thorn Slinger\",\"source\":\"TftYP\",\"page\":246,\"size\":[\"L\"],\"type\":\"plant\",\"alignment\":[\"U\"],\"ac\":[11],\"hp\":{\"average\":32,\"formula\":\"5d10 + 5\"},\"speed\":{\"walk\":10},\"str\":13,\"dex\":12,\"con\":12,\"int\":1,\"wis\":10,\"cha\":1,\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":10,\"conditionImmune\":[\"blinded\",\"deafened\",\"frightened\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Adhesive Blossoms\",\"entries\":[\"The thorn slinger adheres to anything that touches it. A Medium or smaller creature adhered to the thorn slinger is also {@condition grappled} by it (escape {@dc 11}). Ability checks made to escape this grapple have disadvantage.\",\"At the end of each of the thorn slinger's turns, anything {@condition grappled} by it takes 3 ({@damage 1d6}) acid damage.\"]},{\"name\":\"False Appearance\",\"entries\":[\"While the thorn slinger remains motionless, it is indistinguishable from an inanimate bush.\"]}],\"action\":[{\"name\":\"Thorns\",\"entries\":[\"{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 30 ft., one target. {@h}8 ({@damage 2d6 + 1}) piercing damage.\"]}],\"traitTags\":[\"False Appearance\"],\"senseTags\":[\"B\"],\"damageTags\":[\"A\",\"P\"],\"miscTags\":[\"MW\",\"RW\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true},{\"name\":\"Tloques-Popolocas\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":68,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":82,\"formula\":\"11d8 + 33\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":16,\"con\":16,\"int\":11,\"wis\":10,\"cha\":12,\"save\":{\"dex\":\"+6\",\"wis\":\"+3\"},\"skill\":{\"perception\":\"+3\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"languages\":[\"the languages it knew in life\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Tloques can cast {@spell hold person} ({@dc 14}) at will, requiring no components, but his target must be able to see him.\"],\"will\":[\"{@spell hold person}\"],\"hidden\":[\"will\"]}],\"trait\":[{\"name\":\"Regeneration\",\"entries\":[\"The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Vampire Weaknesses\",\"entries\":[\"The vampire has the following flaws:\",{\"type\":\"list\",\"items\":[\"Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.\",\"Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.\",\"Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is {@condition incapacitated} in its resting place.\",\"Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.\"]}]},{\"name\":\"Shapechanger\",\"entries\":[\"If the vampire isn't in sunlight or running water, it can use its action to Polymorph into a Tiny bat, or back into its true form.\",\"While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its Statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The vampire makes two attacks.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}8 ({@damage 2d4 + 3}) slashing damage. Instead of dealing damage, the vampire can grapple the target, escape {@dc 13}.\"]},{\"name\":\"Children of the Night (1/Day)\",\"entries\":[\"The vampire magically calls {@dice 2d4} swarms of bats, provided that the sun isn't up. The called creatures arrive in {@dice 1d4} rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.\"]},{\"name\":\"Tloques' Berserker Axe +2\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage.\"]}],\"traitTags\":[\"Regeneration\",\"Shapechanger\",\"Spider Climb\",\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"S\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"paralyzed\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Torlin Silvershield\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":159,\"_copy\":{\"name\":\"Wight\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the wight\",\"with\":\"Torlin\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Werejaguar\",\"source\":\"TftYP\",\"page\":79,\"_copy\":{\"name\":\"Weretiger\",\"source\":\"MM\",\"_mod\":{\"*\":[{\"mode\":\"replaceTxt\",\"replace\":\"tiger\",\"with\":\"jaguar\",\"flags\":\"i\"},{\"mode\":\"replaceTxt\",\"props\":[\"name\"],\"replace\":\"Tiger\",\"with\":\"Jaguar\"}]}},\"speed\":{\"walk\":{\"number\":30,\"condition\":\"(40 ft. in jaguar form)\"}},\"languages\":[\"Common (can't speak in jaguar form)\"],\"hasToken\":true},{\"name\":\"White Maw\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":248,\"size\":[\"G\"],\"type\":\"ooze\",\"alignment\":[\"C\",\"N\"],\"ac\":[5],\"hp\":{\"average\":217,\"formula\":\"14d20 + 70\"},\"speed\":{\"walk\":10},\"str\":18,\"dex\":1,\"con\":20,\"int\":12,\"wis\":10,\"cha\":3,\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":10,\"resist\":[\"acid\",\"cold\",\"fire\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"poisoned\",\"prone\"],\"languages\":[\"telepathy 50 ft.\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Amorphous Form\",\"entries\":[\"White Maw can occupy another creature's space and vice versa.\"]},{\"name\":\"Corrode Metal\",\"entries\":[\"Any nonmagical weapon made of metal that hits White Maw corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. if its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits White Maw is destroyed after dealing damage.\",\"White Maw can eat through 2-inch-thick, nonmagical metal in 1 round.\"]},{\"name\":\"False Appearance\",\"entries\":[\"While White Maw remains motionless, it is indistinguishable from white stone.\"]},{\"name\":\"Killer Response\",\"entries\":[\"Any creature that starts its turn in White Maw's space is targeted by a pseudopod attack if White Maw isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Pseudopod\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}22 ({@damage 4d8 + 4}) bludgeoning damage plus 9 ({@damage 2d8}) acid damage. If the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.\"]}],\"traitTags\":[\"Amorphous\",\"False Appearance\"],\"senseTags\":[\"B\"],\"languageTags\":[\"TP\"],\"damageTags\":[\"A\",\"B\"],\"miscTags\":[\"MW\",\"RCH\"],\"hasToken\":true},{\"name\":\"Xilonen\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":83,\"_copy\":{\"name\":\"Roper\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the roper\",\"with\":\"Xilonen\",\"flags\":\"i\"}}},\"int\":2,\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Yeti Leader\",\"source\":\"TftYP\",\"page\":183,\"_copy\":{\"name\":\"Yeti\",\"source\":\"MM\",\"_mod\":{\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Multiattack\",\"items\":{\"name\":\"Multiattack\",\"entries\":[\"The yeti can use its Chilling Gaze and makes two greatsword attacks.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Claw\",\"items\":{\"name\":\"Frost Brand Greatsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage plus 3 ({@damage 1d6}) cold damage.\"]}}]}},\"hasToken\":true},{\"name\":\"Young Fire Giant\",\"source\":\"TftYP\",\"page\":192,\"_copy\":{\"name\":\"Ogre\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"ogre\",\"with\":\"giant\",\"flags\":\"i\"}}},\"immune\":[\"fire\"],\"hasToken\":true},{\"name\":\"Young Frost Giant\",\"source\":\"TftYP\",\"page\":187,\"_copy\":{\"name\":\"Ogre\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"ogre\",\"with\":\"giant\",\"flags\":\"i\"}}},\"immune\":[\"cold\"],\"hasToken\":true},{\"name\":\"Young Hill Giant\",\"source\":\"TftYP\",\"page\":167,\"_copy\":{\"name\":\"Orc\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"orc\",\"with\":\"giant\",\"flags\":\"i\"}}},\"type\":\"giant\",\"hasToken\":true},{\"name\":\"Young Ogre Servant\",\"source\":\"TftYP\",\"page\":171,\"_copy\":{\"name\":\"Orc\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"orc\",\"with\":\"ogre\",\"flags\":\"i\"}}},\"type\":\"giant\",\"hasToken\":true},{\"name\":\"Young Troglodyte\",\"source\":\"TftYP\",\"page\":176,\"_copy\":{\"name\":\"Kobold\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"kobold\",\"with\":\"troglodyte\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"troglodyte\"]},\"hasToken\":true},{\"name\":\"Young Winter Wolf\",\"source\":\"TftYP\",\"page\":181,\"_copy\":{\"name\":\"Dire Wolf\",\"source\":\"MM\"},\"hasToken\":true},{\"name\":\"Yusdrayl\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"TftYP\",\"page\":248,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"kobold\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":16,\"formula\":\"3d6 + 6\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":15,\"con\":14,\"int\":10,\"wis\":10,\"cha\":16,\"skill\":{\"arcana\":\"+2\",\"insight\":\"+2\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Yusdrayl is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). She knows the following sorcerer spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell mage hand}\",\"{@spell prestidigitation}\",\"{@spell ray of frost}\",\"{@spell shocking grasp}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell burning hands}\",\"{@spell chromatic orb}\",\"{@spell mage armor}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, Yusdrayl has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"Yusdrayl has advantage on an attack roll against a creature if at least one of her allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"traitTags\":[\"Pack Tactics\",\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"A\",\"C\",\"F\",\"I\",\"L\",\"T\"],\"spellcastingTags\":[\"CS\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-toa.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\",\"VGM\"]},\"internalCopies\":[\"monster\"],\"otherSources\":{\"monster\":{\"MM\":\"ToA\"}}},\"monster\":[{\"name\":\"Acererak\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":209,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":21,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":285,\"formula\":\"30d8 + 150\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":16,\"con\":20,\"int\":27,\"wis\":21,\"cha\":20,\"save\":{\"con\":\"+12\",\"int\":\"+15\",\"wis\":\"+12\"},\"skill\":{\"arcana\":\"+22\",\"history\":\"+22\",\"insight\":\"+12\",\"perception\":\"+12\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":22,\"resist\":[\"cold\",\"lightning\"],\"immune\":[\"necrotic\",\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"stunned\"],\"languages\":[\"Abyssal\",\"Common\",\"Draconic\",\"Dwarvish\",\"Elvish\",\"Giant\",\"Infernal\",\"Primordial\",\"Undercommon\"],\"cr\":\"23\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Acererak is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 23}, {@hit 15} to hit with spell attacks). Acererak has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell mage hand}\",\"{@spell ray of frost}\",\"{@spell shocking grasp}\"]},\"1\":{\"spells\":[\"{@spell ray of sickness}\",\"{@spell shield}\"]},\"2\":{\"spells\":[\"{@spell arcane lock}\",\"{@spell knock}\"]},\"3\":{\"spells\":[\"{@spell animate dead}\",\"{@spell counterspell}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell blight}\",\"{@spell ice storm}\",\"{@spell phantasmal killer}\"]},\"5\":{\"slots\":3,\"spells\":[\"{@spell cloudkill}\",\"{@spell hold monster}\",\"{@spell wall of force}\"]},\"6\":{\"slots\":3,\"spells\":[\"{@spell chain lightning}\",\"{@spell circle of death}\",\"{@spell disintegrate}\"]},\"7\":{\"slots\":3,\"spells\":[\"{@spell finger of death}\",\"{@spell plane shift}\",\"{@spell teleport}\"]},\"8\":{\"slots\":2,\"spells\":[\"{@spell maze}\",\"{@spell mind blank}\"]},\"9\":{\"slots\":2,\"spells\":[\"{@spell power word kill}\",\"{@spell time stop}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Acererak carries the {@item Staff of the Forgotten One|ToA}. He wears a {@item Talisman of the Sphere} and has a {@item Sphere of Annihilation} under his control.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Acererak fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Rejuvenation\",\"entries\":[\"Acererak's body turns to dust when he drops to 0 hit points, and his equipment is left behind. Acererak gains a new body after {@dice 1d10} days, regaining all his hit points and becoming active again. The new body appears within 5 feet of Acererak's phylactery, the location of which is hidden.\"]},{\"name\":\"Turn Resistance\",\"entries\":[\"Acererak has advantage on saving throws against any effect that turns undead.\"]}],\"action\":[{\"name\":\"Paralyzing Touch\",\"entries\":[\"{@atk ms} {@hit 15} to hit, reach 5 ft., one creature. {@h}10 ({@damage 3d6}) cold damage, and the target must succeed on a {@dc 20} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Staff (+3 Quarterstaff)\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage plus 10 ({@damage 3d6}) necrotic damage, or 8 ({@damage 1d8 + 4}) bludgeoning damage plus 10 ({@damage 3d6}) necrotic damage when used with two hands.\"]},{\"name\":\"Invoke Curse\",\"entries\":[\"While holding the Staff of the Forgotten One, Acererak expends 1 charge from it and targets one creature he can see within 60 feet of him. The target must succeed on a {@dc 23} Constitution saving throw or be cursed. Until the curse is ended, the target can't regain hit points and has vulnerability to necrotic damage. {@spell Greater restoration}, {@spell remove curse}, or similar magic ends the curse on the target.\"]}],\"legendary\":[{\"name\":\"At-Will Spell\",\"entries\":[\"Acererak casts one of his at-will spells.\"]},{\"name\":\"Melee Attack\",\"entries\":[\"Acererak uses Paralyzing Touch or makes one melee attack with his staff.\"]},{\"name\":\"Frightening Gaze (Costs 2 Actions)\",\"entries\":[\"Acererak fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a {@dc 20} Wisdom saving throw against this magic or become {@condition frightened} for 1 minute. The {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target its immune to Acererak's gaze for the next 24 hours.\"]},{\"name\":\"Talisman of the Sphere (Costs 2 Actions)\",\"entries\":[\"Acererak uses his {@item Talisman of the Sphere} to move the {@item Sphere of Annihilation} under his control up to 90 feet.\"]},{\"name\":\"Disrupt Life (Costs 3 Actions)\",\"entries\":[\"Each creature within 20 feet of Acererak must make a {@dc 20} Constitution saving throw against this magic, taking 42 ({@damage 12d6}) necrotic damage on a failed save, or half as much damage on a successful one.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Rejuvenation\",\"Turn Resistance\"],\"senseTags\":[\"U\"],\"languageTags\":[\"AB\",\"C\",\"D\",\"DR\",\"E\",\"GI\",\"I\",\"P\",\"U\"],\"damageTags\":[\"B\",\"C\",\"N\"],\"damageTagsSpell\":[\"B\",\"C\",\"I\",\"L\",\"N\",\"O\",\"Y\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"CUR\",\"MLW\",\"MW\"],\"conditionInflict\":[\"frightened\",\"paralyzed\"],\"conditionInflictSpell\":[\"frightened\",\"paralyzed\",\"poisoned\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Albino Dwarf Spirit Warrior\",\"source\":\"ToA\",\"page\":210,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dwarf\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item hide armor|phb}\"]}],\"hp\":{\"average\":30,\"formula\":\"4d8 + 12\"},\"speed\":{\"walk\":25},\"str\":13,\"dex\":13,\"con\":17,\"int\":12,\"wis\":14,\"cha\":11,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+3\",\"survival\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[\"poison\"],\"languages\":[\"Common\",\"Dwarvish\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dwarf's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material components:\"],\"daily\":{\"1e\":[\"{@spell hunter's mark}\",\"{@spell jump}\",\"{@spell pass without trace}\",\"{@spell speak with animals}\",\"{@spell speak with plants}\"]},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Dwarven Resilience\",\"entries\":[\"The dwarf has advantage on saving throws against poison.\"]}],\"action\":[{\"name\":\"Handaxe\",\"entries\":[\"{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d6 + 1}) slashing damage.\"]}],\"attachedItems\":[\"handaxe|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"D\"],\"damageTags\":[\"S\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Albino Dwarf Warrior\",\"source\":\"ToA\",\"page\":210,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dwarf\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item hide armor|phb}\"]}],\"hp\":{\"average\":30,\"formula\":\"4d8 + 12\"},\"speed\":{\"walk\":25},\"str\":13,\"dex\":13,\"con\":17,\"int\":12,\"wis\":14,\"cha\":11,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+3\",\"survival\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[\"poison\"],\"languages\":[\"Common\",\"Dwarvish\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Dwarven Resilience\",\"entries\":[\"The dwarf has advantage on saving throws against poison.\"]}],\"action\":[{\"name\":\"Handaxe\",\"entries\":[\"{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d6 + 1}) slashing damage.\"]}],\"attachedItems\":[\"handaxe|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"D\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Aldani (Lobsterfolk)\",\"source\":\"ToA\",\"page\":210,\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":49,\"formula\":\"9d8 + 9\"},\"speed\":{\"walk\":20,\"swim\":30},\"str\":13,\"dex\":8,\"con\":12,\"int\":10,\"wis\":14,\"cha\":10,\"skill\":{\"perception\":\"+4\",\"survival\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Common\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The aldani can breathe air and water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The aldani makes two attacks with its claws.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) slashing damage, and the target is {@condition grappled} (escape {@dc 11}). The aldani has two claws, each of which can grapple only one target.\"]}],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Almiraj\",\"source\":\"ToA\",\"page\":211,\"size\":[\"S\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[13],\"hp\":{\"average\":3,\"formula\":\"1d6\"},\"speed\":{\"walk\":50},\"str\":2,\"dex\":16,\"con\":10,\"int\":2,\"wis\":14,\"cha\":10,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 30 ft.\"],\"passive\":14,\"cr\":\"0\",\"trait\":[{\"name\":\"Keen Senses\",\"entries\":[\"The almiraj has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight.\"]},{\"name\":\"Familiar\",\"entries\":[\"With the DM's permission, the {@spell find familiar} spell can summon an almiraj.\"]}],\"action\":[{\"name\":\"Horn\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage.\"]}],\"familiar\":true,\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ankylosaurus Zombie\",\"source\":\"ToA\",\"page\":240,\"size\":[\"H\"],\"type\":\"undead\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":68,\"formula\":\"8d12 + 16\"},\"speed\":{\"walk\":20},\"str\":19,\"dex\":9,\"con\":15,\"int\":2,\"wis\":6,\"cha\":3,\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Undead Fortitude\",\"entries\":[\"If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.\"]}],\"action\":[{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target {@h}18 ({@damage 4d6 + 4}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}.\"]}],\"traitTags\":[\"Undead Fortitude\"],\"senseTags\":[\"D\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Artus Cimber\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":212,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"G\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item studded leather armor|phb|studded leather}\"]}],\"hp\":{\"average\":82,\"formula\":\"15d8 + 15\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":15,\"con\":13,\"int\":17,\"wis\":16,\"cha\":18,\"save\":{\"dex\":\"+5\",\"cha\":\"+7\"},\"skill\":{\"deception\":\"+7\",\"history\":\"+9\",\"insight\":\"+6\",\"survival\":\"+9\"},\"passive\":13,\"immune\":[{\"immune\":[\"cold\"],\"preNote\":\"While wearing the Ring of Winter:\"}],\"languages\":[\"Common\",\"Draconic\",\"Dwarvish\",\"Goblin\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Artus wears the {@item Ring of Winter|toa}. He and the ring can't be targeted by divination magic or perceived through magical scrying sensors. While attuned to and wearing the ring, Artus ceases to age and is immune to cold damage and the effects of extreme cold.\",\"Artus wields {@item Bookmark|toa} a +3 dagger with additional magical properties. As a bonus action, Artus can activate any one of the following properties while attuned to the dagger, provided he has the weapon drawn:\",{\"type\":\"list\",\"items\":[\"Cause a blue gem set into the dagger's pommel to shed bright light in a 20-foot radius and dim light for an additional 20 feet, or make the gem go dark.\",\"Turn the dagger into a compass that, while resting on your palm, points north.\",\"Cast {@spell dimension door} from the dagger. Once this property is used, it can't be used again until the next dawn.\",\"Cast {@spell compulsion} (save {@dc 15}) from the dagger. The range of the spell increases to 90 feet but it targets only spiders that are beasts. Once this property is used, it can't be used again until the next dawn.\"]}]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Artus makes three attacks with Bookmark or his longbow.\"]},{\"name\":\"Bookmark (+3 Dagger)\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d4 + 5}) piercing damage.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 150/600 ft., one target {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]},{\"name\":\"Ring of Winter\",\"entries\":[\"The Ring of Winter has 12 charges and regains all its expended charges daily at dawn. While attuned to and wearing the ring, Artus can expend the necessary number of charges to activate one of the following properties:\",{\"type\":\"list\",\"items\":[\"Artus can expend 1 charge and use the ring to lower the temperature in a 120-foot-radius sphere centered on a point he can see within 300 feet of him. The temperature in that area drops 20 degrees per minute, to a minimum of −30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops below 32 degrees. This effect is permanent unless Artus uses the ring to end the effect as an action, at which point the temperature in the area returns to normal at a rate of 10 degrees per minute.\",\"Artus can cast one of the following spells from the ring (spell save {@dc 17}) by expending the necessary number of charges: {@spell Bigby's hand} (2 charges) the hand is made of ice, is immune to cold damage, and deals bludgeoning damage instead of force damage as a clenched fist, {@spell cone of cold} (2 charges), {@spell flesh to stone||flesh to ice} (3 charges); as flesh to stone except that the target turns to solid ice with the density and durability of stone, {@spell ice storm} (2 charges), {@spell Otiluke's freezing sphere} (3 charges), {@spell sleet storm} (1 charge), {@spell spike growth} (1 charge) the spikes are made of ice, or {@spell wall of ice} (2 charges).\",\"Artus can expend the necessary number of charges and use the ring to create either an inanimate ice object (2 charges) or an animated ice creature (4 charges). The ice object can't have any moving parts, must be able to fit inside a 10-foot cube, and has the density and durability of metal or stone (Artus's choice). The ice creature must be modeled after a beast with a challenge rating of 2 or less. The ice creature has the same statistics as the beast it models, with the following changes: the creature is a construct with vulnerability to fire damage, immunity to cold and poison damage, and immunity to the following conditions: {@condition charmed}, {@condition exhaustion}, {@condition frightened}, {@condition paralyzed}, {@condition petrified}, and {@condition poisoned}. The ice creature obeys only its creator's commands. The object or creature appears in an unoccupied space within 60 feet of Artus. It melts into a pool of normal water after 24 hours or when it drops to 0 hit points. In extreme heat, it loses 5 ({@dice 1d10}) hit points per minute as it melts. Use the guidelines in chapter 8 of the Dungeon Master's Guide to determine the hit points of an inanimate object if they become necessary.\"]}]}],\"attachedItems\":[\"bookmark|toa\",\"longbow|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"D\",\"DR\",\"GO\"],\"damageTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Asharra\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":69,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"aarakocra\"]},\"alignment\":[\"L\",\"N\"],\"ac\":[12],\"hp\":{\"average\":31,\"formula\":\"7d8\"},\"speed\":{\"walk\":20,\"fly\":50},\"str\":10,\"dex\":14,\"con\":10,\"int\":14,\"wis\":17,\"cha\":11,\"skill\":{\"history\":\"+4\",\"insight\":\"+5\",\"perception\":\"+7\"},\"passive\":17,\"languages\":[\"Auran\",\"Common\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Asharra is a 5th-level spellcaster. Her spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). Asharra has the following druid spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell druidcraft}\",\"{@spell mending}\",\"{@spell produce flame}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell faerie fire}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell gust of wind}\",\"{@spell hold person}\",\"{@spell lesser restoration}\"]},\"3\":{\"slots\":2,\"spells\":[\"{@spell call lightning}\",\"{@spell wind wall}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Dive Attack\",\"entries\":[\"If the aarakocra is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 ({@dice 1d6}) damage to the target.\"]},{\"type\":\"inset\",\"name\":\"Dance of the Seven Winds\",\"entries\":[\"Asharra knows a ritual called the Dance of the Seven Winds, which temporarily grants magical flight to as many as ten nonflying creatures. The ritual, which takes 10 minutes to complete, can only be performed by an aarakocra elder and requires a black orchid as a material component.\",\"Asharra must grind the orchid to powder, inhale it, and dance in circles around the ritual's beneficiaries uninterrupted while seven other aarakocra chant prayers to the Wind Dukes of Aaqa. When the dance concludes, Asharra's wings disappear and she loses the ability to fly. The ritual's beneficiaries each gain a magical flying speed of 30 feet (allowing them to fly 4 miles per hour). This benefit lasts for 3 days, after which Asharra's wings reappear and she regains the ability to fly.\"]}],\"action\":[{\"name\":\"Talon\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Summon Air Elemental\",\"entries\":[\"Five aarakocra within 30 feet of each other can magically summon an {@creature air elemental}. Each of the five must use its action and movement on three consecutive turns to perform an aerial dance and must maintain {@status concentration} while doing so (as if {@status concentration||concentrating} on a spell). When all five have finished their third turn of the dance, the elemental appears in an unoccupied space within 60 feet of them. It is friendly toward them and obeys their spoken commands. It remains for 1 hour, until it or all its summoners die, or until any of its summoners dismisses it as a bonus action. A summoner can't perform the dance again until it finishes a short rest. When the elemental returns to the Elemental Plane of Air, any aarakocra within 5 feet of it can return with it.\"]}],\"attachedItems\":[\"javelin|phb\"],\"languageTags\":[\"AU\",\"C\"],\"damageTags\":[\"P\",\"S\"],\"damageTagsSpell\":[\"B\",\"F\",\"L\",\"T\"],\"spellcastingTags\":[\"CD\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Assassin Vine\",\"source\":\"ToA\",\"page\":213,\"otherSources\":[{\"source\":\"GoS\"},{\"source\":\"SDW\"}],\"size\":[\"L\"],\"type\":\"plant\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":85,\"formula\":\"10d10 + 30\"},\"speed\":{\"walk\":5,\"climb\":5},\"str\":18,\"dex\":10,\"con\":16,\"int\":1,\"wis\":10,\"cha\":1,\"senses\":[\"blindsight 30 ft.\"],\"passive\":10,\"resist\":[\"cold\",\"fire\"],\"conditionImmune\":[\"blinded\",\"deafened\",\"exhaustion\",\"prone\"],\"cr\":\"3\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"While the assassin vine remains motionless, it is indistinguishable from a normal plant.\"]}],\"action\":[{\"name\":\"Constrict\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 20 ft., one creature. {@h}The target takes 11 ({@damage 2d6 + 4}) bludgeoning damage, and it is {@condition grappled} (escape {@dc 14}). Until this grapple ends, the target is {@condition restrained}, and it takes 21 ({@damage 6d6}) poison damage at the start of each of its turns. The vine can constrict only one target at a time.\"]},{\"name\":\"Entangling Vines\",\"entries\":[\"The assassin vine can animate normal vines and roots on the ground in a 15-foot square within 30 feet of it. These plants turn the ground in that area into {@quickref difficult terrain||3}. A creature in that area when the effect begins must succeed on a {@dc 13} Strength saving throw or be {@condition restrained} by entangling vines and roots. A creature {@condition restrained} by the plants can use its action to make a {@dc 13} Strength ({@skill Athletics}) check, freeing itself on a successful check. The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.\"]}],\"traitTags\":[\"False Appearance\"],\"senseTags\":[\"B\"],\"damageTags\":[\"B\",\"I\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Atropal\",\"source\":\"ToA\",\"page\":214,\"size\":[\"H\"],\"type\":{\"type\":\"undead\",\"tags\":[\"titan\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[7],\"hp\":{\"average\":225,\"formula\":\"18d12 + 108\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":50,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":19,\"dex\":5,\"con\":22,\"int\":25,\"wis\":19,\"cha\":24,\"save\":{\"con\":\"+11\",\"wis\":\"+9\"},\"senses\":[\"darkvision 120 ft.\",\"truesight 120 ft.\"],\"passive\":14,\"immune\":[\"cold\",\"necrotic\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"vulnerable\":[\"radiant\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"understands Celestial but utters only obscene nonsense\"],\"cr\":\"13\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The atropal has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Negative Energy Aura\",\"entries\":[\"Creatures within 30 feet of the atropal can't regain hit points, and any creature that starts its turn within 30 feet of the atropal takes 10 ({@damage 3d6}) necrotic damage. If the atropal is struck by a {@item vorpal sword}, the wielder can cut the atropal's umbilical cord instead of dealing damage. If its umbilical cord is cut, the atropal loses this feature.\"]},{\"name\":\"Turn Resistance Aura\",\"entries\":[\"The atropal and any other undead creature within 30 feet of it has advantage on saving throws against any effect that turns undead.\"]}],\"action\":[{\"name\":\"Touch\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}10 ({@damage 3d6}) necrotic damage.\"]},{\"name\":\"Ray of Cold\",\"entries\":[\"{@atk rs} {@hit 12} to hit, range 120 ft., one target. {@h}21 ({@damage 6d6}) cold damage.\"]},{\"name\":\"Life Drain\",\"entries\":[\"The atropal targets one creature it can see within 120 feet of it. The target must succeed on a {@dc 19} Constitution saving throw, taking 36 ({@damage 8d8}) necrotic damage on a failed save, or half as much damage on a successful one. The atropal regains a number of hit points equal to half the amount of damage dealt.\"]},{\"name\":\"Summon Wraith {@recharge}\",\"entries\":[\"The atropal summons a {@creature wraith} which materializes within 30 feet of it in an unoccupied space it can see. The wraith obeys its summoner's commands and can't be controlled by any other creature. The Wraith vanishes when it drops to 0 hit points or when its summoner dies.\"]}],\"legendary\":[{\"name\":\"Touch\",\"entries\":[\"The atropal makes a touch attack.\"]},{\"name\":\"Ray of Cold (Costs 2 Actions)\",\"entries\":[\"The atropal uses its Ray of Cold.\"]},{\"name\":\"Wail (Costs 3 Actions)\",\"entries\":[\"The atropal lets out a withering wail. Any creature within 120 feet of the atropal that can hear the wail must succeed on a {@dc 19} Constitution saving throw or gain 1 level of {@condition exhaustion}.\"]}],\"traitTags\":[\"Magic Resistance\",\"Turn Resistance\"],\"senseTags\":[\"SD\",\"U\"],\"languageTags\":[\"CE\"],\"damageTags\":[\"C\",\"N\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"exhaustion\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Azaka Stormfang\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":33,\"_copy\":{\"name\":\"Weretiger\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"weretiger\",\"with\":\"Azaka\",\"flags\":\"i\"}}},\"alignment\":[\"N\",\"G\"],\"hasToken\":true},{\"name\":\"Bag of Nails\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":102,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"tabaxi\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item studded leather armor|phb|studded leather}\"]}],\"hp\":{\"average\":78,\"formula\":\"12d8 + 24\"},\"speed\":{\"walk\":30,\"climb\":20},\"str\":11,\"dex\":16,\"con\":14,\"int\":13,\"wis\":11,\"cha\":10,\"save\":{\"dex\":\"+6\",\"int\":\"+4\"},\"skill\":{\"acrobatics\":\"+6\",\"deception\":\"+3\",\"perception\":\"+3\",\"stealth\":\"+9\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"poison\"],\"languages\":[\"Thieves' cant\",\"Common\",\"Dwarvish\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Feline Agility\",\"entries\":[\"When Bag of Nails moves on its turn in combat, he can double his speed until the end of the turn. Once he uses this trait, Bag of Nails can't use it again until he moves 0 feet on one of his turns.\"]},{\"name\":\"Assassinate\",\"entries\":[\"During his first turn, Bag of Nails has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Bag of Nails scores against a {@status surprised} creature is a critical hit.\"]},{\"name\":\"Evasion\",\"entries\":[\"If Bag of Nails is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Bag of Nails instead takes no damage if he succeeds on the saving throw, and only half damage if it fails.\"]},{\"name\":\"Sneak Attack (1/Turn)\",\"entries\":[\"Bag of Nails deals an extra 14 ({@dice 4d6}) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of his that isn't {@condition incapacitated} and Bag of Nails doesn't have disadvantage on the attack roll.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Bag of Nails makes two shortsword attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) slashing damage.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 150/600 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one.\"]}],\"attachedItems\":[\"longbow|phb\",\"shortsword|phb\"],\"traitTags\":[\"Sneak Attack\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"D\",\"TC\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Blind Artist\",\"isNpc\":true,\"source\":\"ToA\",\"page\":164,\"_copy\":{\"name\":\"Zombie\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"zombie\",\"with\":\"artist\"}}},\"senses\":[\"blindsight 30 ft. (blind beyond this radius)\"],\"conditionImmune\":[\"blinded\",\"poisoned\"],\"cr\":\"0\",\"action\":null,\"senseTags\":[\"B\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Bosco Daggerhand\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":68,\"_copy\":{\"name\":\"Thug\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the thug\",\"with\":\"Bosco\",\"flags\":\"i\"},\"trait\":{\"mode\":\"prependArr\",\"items\":{\"name\":\"Special Equipment\",\"entries\":[\"Bosco wears a {@item ring of animal influence}.\"]}}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"hasToken\":true},{\"name\":\"Chwinga\",\"source\":\"ToA\",\"page\":216,\"size\":[\"T\"],\"type\":\"elemental\",\"alignment\":[\"N\"],\"ac\":[15],\"hp\":{\"average\":5,\"formula\":\"2d4\"},\"speed\":{\"walk\":20,\"climb\":20,\"swim\":20},\"str\":1,\"dex\":20,\"con\":10,\"int\":14,\"wis\":16,\"cha\":16,\"skill\":{\"acrobatics\":\"+7\",\"perception\":\"+7\",\"stealth\":\"+7\"},\"senses\":[\"blindsight 60 ft.\"],\"passive\":17,\"cr\":\"0\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The chwinga's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material or verbal components:\"],\"will\":[\"{@spell druidcraft}\",\"{@spell guidance}\",\"{@spell pass without trace}\",\"{@spell resistance}\"],\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Unusual Nature\",\"entries\":[\"The chwinga doesn't require air, food, or drink. When it dies, it turns into a handful of flower petals, a cloud of pollen, a stone statuette resembling its former self, a tiny sphere of smooth stone, or a puddle of fresh water (your choice).\"]},{\"name\":\"Evasion\",\"entries\":[\"When the chwinga is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.\"]}],\"action\":[{\"name\":\"Magical Gift (1/Day)\",\"entries\":[\"The chwinga targets a humanoid it can see within 5 feet of it. The target gains a {@filter supernatural charm|rewards|type=charm} of the DM's choice. See {@book chapter 7|DMG|7|Other Rewards} of the Dungeon Masters Guide for more information on supernatural charms.\"]},{\"name\":\"Natural Shelter\",\"entries\":[\"The chwinga magically takes shelter inside a rock, a living plant, or a natural source of fresh water in its space. The chwinga can't be targeted by any attack, spell, or other effect while inside this shelter, and the shelter doesn't impair the chwinga's blindsight. The chwinga can use its action to emerge from a shelter. If its shelter is destroyed, the chwinga is forced out and appears in the shelter's space, but is otherwise unharmed.\"]}],\"traitTags\":[\"Unusual Nature\"],\"senseTags\":[\"B\"],\"spellcastingTags\":[\"I\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Clay Gladiator\",\"source\":\"ToA\",\"page\":100,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":112,\"formula\":\"15d8 + 45\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":18,\"dex\":15,\"con\":16,\"int\":10,\"wis\":12,\"cha\":15,\"save\":{\"str\":\"+7\",\"dex\":\"+5\",\"con\":\"+6\"},\"skill\":{\"athletics\":\"+10\",\"intimidation\":\"+5\"},\"passive\":11,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Climbing\",\"entries\":[\"The gladiator can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Steadfast\",\"entries\":[\"The gladiator can't be disarmed, and cannot make ranged attacks.\"]},{\"name\":\"Brute\",\"entries\":[\"A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The gladiator makes three melee attacks.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage, or 13 ({@damage 2d8 + 4}) piercing damage if used with two hands.\"]},{\"name\":\"Shield Bash\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.\"]}],\"attachedItems\":[\"spear|phb\"],\"traitTags\":[\"Brute\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Dragonbait\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":218,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"saurial\"]},\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item breastplate|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":120,\"formula\":\"16d8 + 48\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":13,\"con\":17,\"int\":14,\"wis\":16,\"cha\":18,\"save\":{\"wis\":\"+6\",\"cha\":\"+7\"},\"skill\":{\"athletics\":\"+5\",\"medicine\":\"+6\"},\"passive\":13,\"conditionImmune\":[\"disease\"],\"languages\":[\"understands Common but can't speak\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Divine Health\",\"entries\":[\"Dragonbait is immune to disease.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"While holding his {@item holy avenger longsword}, Dragonbait creates an aura in a 10-foot radius around him. While this aura is active, Dragonbait and all creatures friendly to him in the aura have advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Dragonbait makes two melee weapon attacks.\"]},{\"name\":\"Holy Avenger (+3 Longsword)\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage, or 10 ({@damage 1d10 + 5}) slashing damage when used with two hands. If the target is a fiend or an undead it takes an extra 11 ({@damage 2d10}) radiant damage.\"]},{\"name\":\"Sense Alignment\",\"entries\":[\"Dragonbait chooses one creature he can see within 60 feet of him and determines its alignment, as long as the creature isn't hidden from divination magic by a spell or other magical effect.\"]}],\"traitTags\":[\"Magic Resistance\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"R\",\"S\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Drufi\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":64,\"_copy\":{\"name\":\"Frost Giant\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the giant\",\"with\":\"Drufi\",\"flags\":\"i\"}}},\"alignment\":[\"N\",\"E\"],\"hasToken\":true},{\"name\":\"Eblis\",\"source\":\"ToA\",\"page\":219,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"ac\":[13],\"hp\":{\"average\":26,\"formula\":\"4d10 + 4\"},\"speed\":{\"walk\":30,\"fly\":40},\"str\":11,\"dex\":16,\"con\":12,\"int\":12,\"wis\":14,\"cha\":11,\"skill\":{\"perception\":\"+4\"},\"passive\":14,\"languages\":[\"Auran\",\"Common\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The eblis's innate spellcasting ability is Intelligence (spell save {@dc 11}). It can innately cast the following spells, requiring no material components:\"],\"daily\":{\"1e\":[\"{@spell blur}\",\"{@spell hypnotic pattern}\",\"{@spell minor illusion}\"]},\"ability\":\"int\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The eblis attacks twice with its beak.\"]},{\"name\":\"Beak\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target {@h}5 ({@damage 1d4 + 3}) piercing damage.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AU\",\"C\"],\"damageTags\":[\"P\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ekene-Afa\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":25,\"_copy\":{\"name\":\"Gladiator\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the gladiator\",\"with\":\"Ekene-Afa\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"G\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Eku\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":34,\"_copy\":{\"name\":\"Couatl\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the couatl\",\"with\":\"Eku\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Elok Jaharwon\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":67,\"_copy\":{\"name\":\"Wereboar\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the wereboar\",\"with\":\"Elok\",\"flags\":\"i\"}}},\"alignment\":[\"N\",\"E\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Faroul\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":34,\"_copy\":{\"name\":\"Scout\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the scout\",\"with\":\"Faroul\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"G\"],\"hasToken\":true},{\"name\":\"Fenthaza\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":113,\"_copy\":{\"name\":\"Yuan-ti Nightmare Speaker\",\"source\":\"VGM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the yuan-ti\",\"with\":\"Fenthaza\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Flask of Wine\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":35,\"_copy\":{\"name\":\"Tabaxi Hunter\",\"source\":\"ToA\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the tabaxi\",\"with\":\"Flask of Wine\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Flying Monkey\",\"source\":\"ToA\",\"page\":220,\"size\":[\"S\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":3,\"formula\":\"1d6\"},\"speed\":{\"walk\":30,\"climb\":20,\"fly\":30},\"str\":8,\"dex\":14,\"con\":11,\"int\":5,\"wis\":12,\"cha\":6,\"passive\":11,\"cr\":\"0\",\"trait\":[{\"name\":\"Pack Tactics\",\"entries\":[\"The flying monkey has advantage on an attack roll against a creature if at least one of the monkey's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]},{\"name\":\"Familiar\",\"entries\":[\"With the DM's permission, the {@spell find familiar} spell can summon a flying monkey.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 1} to hit, reach 5 ft., one target {@h}1 ({@damage 1d4 - 1}) piercing damage.\"]}],\"familiar\":true,\"traitTags\":[\"Pack Tactics\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Giant Four-Armed Gargoyle\",\"source\":\"ToA\",\"page\":221,\"size\":[\"L\"],\"type\":\"elemental\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":147,\"formula\":\"14d10 + 70\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":19,\"dex\":11,\"con\":20,\"int\":6,\"wis\":11,\"cha\":9,\"save\":{\"wis\":\"+4\"},\"skill\":{\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks not made with adamantine weapons\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"petrified\",\"poisoned\"],\"languages\":[\"Terran\"],\"cr\":\"10\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The gargoyle makes five attacks: one with its bite and four with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) slashing damage.\"]}],\"traitTags\":[\"False Appearance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"T\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Giant Snapping Turtle\",\"source\":\"ToA\",\"page\":222,\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]},{\"ac\":12,\"condition\":\"while prone\"}],\"hp\":{\"average\":75,\"formula\":\"10d10 + 20\"},\"speed\":{\"walk\":30,\"swim\":40},\"str\":19,\"dex\":10,\"con\":14,\"int\":2,\"wis\":12,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"cr\":\"3\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The turtle can breathe air and water.\"]},{\"name\":\"Stable\",\"entries\":[\"Whenever an effect knocks the turtle {@condition prone}, it can make a {@dc 10} Constitution saving throw to avoid being knocked {@condition prone}. A {@condition prone} turtle is upside down. To stand up, it must succeed on a {@dc 10} Dexterity check on its turn and then use all its movement for that turn.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}18 ({@damage 4d6 + 4}) slashing damage.\"]}],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"D\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Girallon Zombie\",\"source\":\"ToA\",\"page\":240,\"size\":[\"L\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":11,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":59,\"formula\":\"7d10 + 21\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":18,\"dex\":12,\"con\":16,\"int\":3,\"wis\":7,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Aggressive\",\"entries\":[\"As a bonus action, the zombie can move up to its speed toward a hostile creature that it can see.\"]},{\"name\":\"Undead Fortitude\",\"entries\":[\"If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The zombie makes five attacks: one with its bite and four with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) slashing damage.\"]}],\"traitTags\":[\"Aggressive\",\"Undead Fortitude\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gondolo\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":34,\"_copy\":{\"name\":\"Scout\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Stout Halfling\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the scout\",\"with\":\"Gondolo\",\"flags\":\"i\"}}},\"alignment\":[\"C\",\"G\"],\"hp\":{\"average\":13,\"formula\":\"3d6 + 3\"},\"languageTags\":[\"C\",\"H\",\"X\"],\"hasToken\":true},{\"name\":\"Grabstab\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":89,\"_copy\":{\"name\":\"Goblin Boss\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the goblin\",\"with\":\"Grabstab\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Grandfather Zitembe\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":20,\"_copy\":{\"name\":\"Priest\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the priest\",\"with\":\"Zitembe\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"G\"],\"hasToken\":true},{\"name\":\"Hew Hackinstone\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":33,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dwarf\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item hide armor|phb}\"]}],\"hp\":{\"average\":67,\"formula\":\"9d8 + 27\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":12,\"con\":17,\"int\":9,\"wis\":11,\"cha\":9,\"skill\":{\"survival\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"poison\"],\"languages\":[\"any one language (usually Common)\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Dwarven Resilience\",\"entries\":[\"Hew has resistance to poison damage and advantage on saving throws against being {@condition poisoned}.\"]},{\"name\":\"Reckless\",\"entries\":[\"At the start of his turn, Hew can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.\"]}],\"action\":[{\"name\":\"Battleaxe\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage.\"]}],\"attachedItems\":[\"battleaxe|phb\"],\"traitTags\":[\"Reckless\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ifan Talro'a\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":25,\"_copy\":{\"name\":\"Noble\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the noble\",\"with\":\"Ifan\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Jaculi\",\"source\":\"ToA\",\"page\":225,\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":16,\"formula\":\"3d10\"},\"speed\":{\"walk\":30,\"climb\":20},\"str\":15,\"dex\":14,\"con\":11,\"int\":2,\"wis\":8,\"cha\":3,\"skill\":{\"athletics\":\"+4\",\"perception\":\"+1\",\"stealth\":\"+4\"},\"senses\":[\"blindsight 30 ft.\"],\"passive\":11,\"cr\":\"1/2\",\"trait\":[{\"name\":\"Camouflage\",\"entries\":[\"The jaculi has advantage on Dexterity ({@skill Stealth}) checks made to hide.\"]},{\"name\":\"Keen Smell\",\"entries\":[\"The jaculi has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) piercing damage.\"]},{\"name\":\"Spring\",\"entries\":[\"The jaculi springs up to 30 feet in a straight line and makes a bite attack against a target within its reach. This attack has advantage if the jaculi springs at least 10 feet. If the attack hits, the bite deals an extra 7 ({@damage 2d6}) piercing damage.\"]}],\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"B\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Jessamine\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":26,\"_copy\":{\"name\":\"Assassin\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the noble\",\"with\":\"Ifan\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Jobal\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":26,\"_copy\":{\"name\":\"Scout\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the scout\",\"with\":\"Jobal\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Kamadan\",\"source\":\"ToA\",\"page\":225,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":67,\"formula\":\"9d10 + 18\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":16,\"con\":14,\"int\":3,\"wis\":14,\"cha\":10,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+7\"},\"passive\":14,\"cr\":\"4\",\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The kamadan has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Pounce\",\"entries\":[\"If the kamadan moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn that target must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}. If the target is knocked {@condition prone}, the kamadan can make two attacks—one with its bite and one with its snakes—against it as a bonus action.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The kamadan makes two attacks: one with its bite or claw and one with its snakes.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]},{\"name\":\"Snakes\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must make a {@dc 12} Constitution saving throw, taking 21 ({@damage 6d6}) poison damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Sleep Breath (Recharges after a Short or Long Rest)\",\"entries\":[\"The kamadan exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a {@dc 12} Constitution saving throw or fall {@condition unconscious} for 10 minutes. This effect ends for a creature if it takes damage or someone uses an action to wake it.\"]}],\"traitTags\":[\"Keen Senses\",\"Pounce\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"prone\",\"unconscious\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"King of Feathers\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":106,\"size\":[\"H\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":200,\"formula\":\"19d12 + 52\"},\"speed\":{\"walk\":50},\"str\":25,\"dex\":10,\"con\":19,\"int\":2,\"wis\":12,\"cha\":9,\"skill\":{\"perception\":\"+4\"},\"passive\":14,\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The King of Feathers's innate spellcasting ability is Wisdom. It can innately cast the following spell, requiring no material components:\"],\"will\":[\"{@spell misty step}\"],\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Detect Invisibility\",\"entries\":[\"The King of Feathers can see {@condition invisible} creatures and objects as if they were visible.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the King of Feathers fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The King of Feathers makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}33 ({@damage 4d12 + 7}) piercing damage. If the target is a Medium or smaller creature, it is {@condition grappled} (escape {@dc 17}). Until this grapple ends, the target is {@condition restrained}, and the tyrannosaurus can't bite another target.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}20 ({@damage 3d8 + 7}) bludgeoning damage.\"]},{\"name\":\"Summon Swarm {@recharge 5}\",\"entries\":[\"The King of Feathers exhales a {@creature swarm of wasps||swarm of insects (wasps)} that forms in a space within 20 feet of it. The swarm acts as an ally of the King of Feathers and takes its turn immediately after it. The swarm disperses after 1 minute. It can't use the Summon Swarm action while it is grappling a creature with its jaws.\"]}],\"traitTags\":[\"Legendary Resistances\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"P\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kupalué\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":35,\"_copy\":{\"name\":\"Vegepygmy\",\"source\":\"VGM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the vegepygmy\",\"with\":\"Kupalué\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Kwayothé\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":26,\"_copy\":{\"name\":\"Priest\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the priest\",\"with\":\"Kwayothé\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Laskilar\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":67,\"_copy\":{\"name\":\"Bandit Captain\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the captain\",\"with\":\"Laskilar\",\"flags\":\"i\"},\"trait\":{\"mode\":\"prependArr\",\"items\":{\"name\":\"Special Equipment\",\"entries\":[\"Laskilar wears a {@item cape of the mountebank}.\"]}}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Liara Portyr\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":227,\"otherSources\":[{\"source\":\"BGDIA\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item studded leather armor|phb|studded leather}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":84,\"formula\":\"13d8 + 26\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":12,\"con\":15,\"int\":14,\"wis\":14,\"cha\":16,\"save\":{\"con\":\"+4\",\"wis\":\"+4\"},\"skill\":{\"athletics\":\"+5\",\"deception\":\"+5\",\"insight\":\"+4\",\"intimidation\":\"+5\"},\"passive\":12,\"languages\":[\"Common\",\"Draconic\",\"Dwarvish\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Brave\",\"entries\":[\"Liara has advantage on saving throws against being {@condition frightened}.\"]},{\"name\":\"Flaming Fury\",\"entries\":[\"Once per turn, when Liara hits a creature with a melee weapon, she can cause fire to magically erupt from her weapon and deal an extra 10 ({@damage 3d6}) fire damage to the target.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Liara makes three melee attacks.\"]},{\"name\":\"Battleaxe\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage when used with two hands.\"]},{\"name\":\"Heavy Crossbow\",\"entries\":[\"{@atk rw} {@hit 3} to hit, range 100/400 ft., one target. {@h}6 ({@damage 1d10 + 1}) piercing damage.\"]}],\"attachedItems\":[\"battleaxe|phb\",\"heavy crossbow|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"D\",\"DR\"],\"damageTags\":[\"F\",\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mantrap\",\"source\":\"ToA\",\"page\":227,\"size\":[\"L\"],\"type\":\"plant\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":45,\"formula\":\"7d10 + 7\"},\"speed\":{\"walk\":5},\"str\":15,\"dex\":14,\"con\":12,\"int\":1,\"wis\":10,\"cha\":2,\"senses\":[\"tremorsense 30 ft.\"],\"passive\":10,\"conditionImmune\":[\"blinded\",\"deafened\",\"exhaustion\",\"prone\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Attractive Pollen (1/Day)\",\"entries\":[\"When the mantrap detects any creatures nearby, it can use its reaction to release pollen out to a radius of 30 feet. Any beast or humanoid within the area must succeed on a {@dc 11} Wisdom saving throw or be forced to use all its movement on its turns to get as close to the the mantrap as possible. An affected target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"False Appearance\",\"entries\":[\"While the mantrap remains motionless, it is indistinguishable from an ordinary tropical plant.\"]}],\"action\":[{\"name\":\"Engulf\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one Medium or smaller creature. {@h}The target is trapped inside the mantrap's leafy jaws. While trapped in this way, the target is {@condition blinded} and {@condition restrained}, has {@quickref Cover||3||total cover} from an attacks and other effects outside the mantrap, and takes 14 ({@damage 4d6}) acid damage at the start of each of the target's turns. If the mantrap dies, the creature inside it is no longer {@condition restrained} by it. A mantrap can engulf only one creature at a time.\"]}],\"traitTags\":[\"False Appearance\"],\"senseTags\":[\"T\"],\"damageTags\":[\"A\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"blinded\",\"restrained\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Mister Threadneedle\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":183,\"_copy\":{\"name\":\"Scarecrow\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the scarecrow\",\"with\":\"Mister Threadneedle\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Musharib\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":34,\"_copy\":{\"name\":\"Albino Dwarf Spirit Warrior\",\"source\":\"ToA\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the dwarf\",\"with\":\"Musharib\",\"flags\":\"i\"}}},\"alignment\":[\"L\",\"G\"],\"hasToken\":true},{\"name\":\"Mwaxanaré\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":228,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"N\"],\"ac\":[10],\"hp\":{\"average\":13,\"formula\":\"3d8\"},\"speed\":{\"walk\":30},\"str\":6,\"dex\":10,\"con\":11,\"int\":13,\"wis\":12,\"cha\":16,\"skill\":{\"deception\":\"+5\",\"nature\":\"+3\",\"persuasion\":\"+5\",\"religion\":\"+3\"},\"passive\":11,\"languages\":[\"Auran\",\"Common\",\"telepathy 30 ft.\"],\"cr\":\"1/8\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Mwaxanaré is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). She regains her expended spell slots when she finishes a short or long rest. She knows the following warlock spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell eldritch blast}\",\"{@spell mage hand}\"]},\"1\":{\"lower\":1,\"slots\":2,\"spells\":[\"{@spell charm person}\",\"{@spell protection from evil and good}\",\"{@spell unseen servant}\"]}},\"ability\":\"cha\"}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 2} to hit. reach 5 ft. or range 20/60 ft., one target. {@h}2 ({@damage 1d4}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"languageTags\":[\"AU\",\"C\",\"TP\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"O\"],\"spellcastingTags\":[\"CL\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Na\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":228,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\"],\"ac\":[10],\"hp\":{\"average\":3,\"formula\":\"1d6\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":10,\"con\":10,\"int\":10,\"wis\":10,\"cha\":10,\"passive\":10,\"languages\":[\"Common\"],\"cr\":\"0\",\"languageTags\":[\"C\"],\"hasToken\":true},{\"name\":\"Nanny Pu'pu\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":72,\"_copy\":{\"name\":\"Green Hag\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the hag\",\"with\":\"Pu'pu\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Nepartak\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":137,\"_copy\":{\"name\":\"Flameskull\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the flameskull\",\"with\":\"Nepartak\",\"flags\":\"i\"}}},\"languages\":[\"Common\",\"telepathy 30 ft.\"],\"languageTags\":[\"C\",\"TP\"],\"hasToken\":true},{\"name\":\"Niles Breakbone\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":47,\"_copy\":{\"name\":\"Noble\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the noble\",\"with\":\"Niles\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"G\"],\"hasToken\":true},{\"name\":\"Ortimay Swift and Dark\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":21,\"_copy\":{\"name\":\"Bandit Captain\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Rock Gnome\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the captain\",\"with\":\"Ortimay\",\"flags\":\"i\"}}},\"alignment\":[\"C\",\"G\"],\"senseTags\":[\"D\"],\"languageTags\":[\"G\",\"X\"],\"hasToken\":true},{\"name\":\"Orvex Ocrammas\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":96,\"_copy\":{\"name\":\"Spy\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the spy\",\"with\":\"Orvex\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\"],\"languages\":[\"Common\",\"Grung\"],\"languageTags\":[\"C\",\"OTH\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Pterafolk\",\"source\":\"ToA\",\"page\":229,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":26,\"formula\":\"4d10 + 4\"},\"speed\":{\"walk\":30,\"fly\":50},\"str\":15,\"dex\":13,\"con\":12,\"int\":9,\"wis\":10,\"cha\":11,\"skill\":{\"perception\":\"+2\",\"survival\":\"+2\"},\"passive\":12,\"languages\":[\"Common\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Terror Dive\",\"entries\":[\"If the pterafolk is flying and dives at least 30 feet straight toward a target, and then hits that target with a melee weapon attack, the target is {@condition frightened} until the end of its next turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The pterafolk makes three attacks: one with its bite and two with its claws. Alternatively, it makes two melee attacks with its javelin.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}9 ({@damage 2d6 + 2}) piercing damage.\"]}],\"attachedItems\":[\"javelin|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"frightened\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Qawasha\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":35,\"_copy\":{\"name\":\"Druid\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the druid\",\"with\":\"Qawasha\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"G\"],\"hasToken\":true},{\"name\":\"Ras Nsi\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":230,\"size\":[\"M\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"shapechanger\",\"yuan-ti\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item bracers of defense}\"]}],\"hp\":{\"special\":\"127 ({@dice 17d8 + 51}) reduced to 107; subtract 1 for each day that passes during the adventure\"},\"speed\":{\"walk\":30},\"str\":17,\"dex\":16,\"con\":17,\"int\":18,\"wis\":18,\"cha\":21,\"save\":{\"con\":\"+6\",\"wis\":\"+7\"},\"skill\":{\"deception\":\"+8\",\"persuasion\":\"+8\",\"religion\":\"+7\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\",\"Draconic\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Ras Nsi's innate spellcasting ability is Charisma (spell save {@dc 16}). He can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell animal friendship} (snakes only)\"],\"daily\":{\"3\":[\"{@spell suggestion}\"]},\"ability\":\"cha\"},{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Ras Nsi is an 11th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 15}, {@hit 7} to hit with spell attacks).\",\"Ras Nsi has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell chill touch}\",\"{@spell fire bolt}\",\"{@spell mage hand}\",\"{@spell mending}\",\"{@spell poison spray}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell expeditious retreat}\",\"{@spell false life}\",\"{@spell magic missile}\",\"{@spell shield}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell blindness/deafness}\",\"{@spell hold person}\",\"{@spell misty step}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell animate dead}\",\"{@spell counterspell}\",\"{@spell fireball}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell blight}\",\"{@spell polymorph}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell contact other plane}\",\"{@spell geas}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell create undead}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Ras Nsi wears {@item bracers of defense}, wields a {@item flame tongue longsword}, and carries a {@item sending stones||sending stone} matched to the one carried by the guide Salida (see chapter 1).\"]},{\"name\":\"Shapechanger\",\"entries\":[\"Ras Nsi can use his action to polymorph into a Medium snake or back into his yuan-ti form. His statistics are the same in each form. Any equipment he is wearing or carrying isn't transformed. He doesn't change form if he dies.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Ras Nsi has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Ras Nsi makes three melee attacks, but can use Constrict only once.\"]},{\"name\":\"Bite (Snake Form Only)\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage.\"]},{\"name\":\"Constrict\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 14}). Until this grapple ends, the target is {@condition restrained}, and Ras Nsi can't constrict another target.\"]},{\"name\":\"Flame Tongue Longsword (Yuan-ti Form Only)\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage when used with two hands, plus 7 ({@damage 2d6}) fire damage.\"]}],\"attachedItems\":[\"flame tongue longsword|dmg\"],\"traitTags\":[\"Magic Resistance\",\"Shapechanger\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"DR\"],\"damageTags\":[\"B\",\"F\",\"I\",\"P\",\"S\"],\"damageTagsSpell\":[\"F\",\"I\",\"N\",\"O\",\"Y\"],\"spellcastingTags\":[\"CW\",\"I\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"conditionInflictSpell\":[\"blinded\",\"charmed\",\"deafened\",\"paralyzed\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"River Mist\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":35,\"_copy\":{\"name\":\"Tabaxi Hunter\",\"source\":\"ToA\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the tabaxi\",\"with\":\"River Mist\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Salida\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":35,\"_copy\":{\"name\":\"Yuan-ti Pureblood\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the yuan-ti\",\"with\":\"Salida\",\"flags\":\"i\"}}},\"alignment\":[\"N\",\"E\"],\"skill\":{\"deception\":\"+6\",\"perception\":\"+3\",\"stealth\":\"+3\",\"survival\":\"+5\"},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Sekelok\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":120,\"_copy\":{\"name\":\"Champion\",\"source\":\"VGM\",\"_templates\":[{\"name\":\"Yuan-ti Pureblood\",\"source\":\"VGM\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the champion\",\"with\":\"Sekelok\",\"flags\":\"i\"}}},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"languageTags\":[\"AB\",\"C\",\"DR\"],\"damageTagsSpell\":[\"I\"],\"spellcastingTags\":[\"I\"],\"hasToken\":true},{\"name\":\"Shago\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":35,\"_copy\":{\"name\":\"Gladiator\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the gladiator\",\"with\":\"Shago\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"G\"],\"skill\":{\"athletics\":\"+10\",\"intimidation\":\"+5\",\"survival\":\"+7\"},\"hasToken\":true},{\"name\":\"Skeleton Key\",\"source\":\"ToA\",\"page\":126,\"_copy\":{\"name\":\"Skeleton\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"prependArr\",\"items\":{\"name\":\"Spider Climb\",\"entries\":[\"The skeleton can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}}}},\"alignment\":[\"U\"],\"speed\":{\"walk\":30,\"climb\":30},\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The skeleton makes two dagger attacks.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"traitTags\":[\"Spider Climb\"],\"actionTags\":[\"Multiattack\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Spiked Tomb Guardian\",\"source\":\"ToA\",\"page\":154,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"N\"],\"ac\":[17],\"hp\":{\"average\":93,\"formula\":\"11d8 + 44\"},\"speed\":{\"walk\":30},\"str\":19,\"dex\":9,\"con\":18,\"int\":6,\"wis\":10,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"lightning\",\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't adamantine\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Berserk\",\"entries\":[\"Whenever the tomb guardian starts its turn with 40 hit points or fewer, roll a {@dice d6}. On a 6, the tomb guardian goes berserk. On each of its turns while berserk, the tomb guardian attacks the nearest creature it can see. If no creature is near enough to move to and attack, the tomb guardian attacks an object, with preference for an object smaller than itself. Once the tomb guardian goes berserk, it continues to do so until it is destroyed or regains all its hit points. The golem's creator, if within 60 feet of the berserk tomb guardian, can try to calm it by speaking firmly and persuasively. The tomb guardian must be able to hear its creator, who must take an action to make a {@dc 15} Charisma ({@skill Persuasion}) check. If the check succeeds, the tomb guardian ceases being berserk. If it takes damage while still at 40 hit points or fewer, the tomb guardian might go berserk again.\"]},{\"name\":\"Aversion of Fire\",\"entries\":[\"If the tomb guardian takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.\"]},{\"name\":\"Immutable Form\",\"entries\":[\"The tomb guardian is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Lightning Absorption\",\"entries\":[\"Whenever the tomb guardian is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The tomb guardian has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The golem's weapon attacks are magical.\"]},{\"name\":\"Chained\",\"entries\":[\"{@note This trait applies when two guardians are chained together.}\",\"A magical spiked chain that binds a pair of guardians together prevents them from moving more than 15 feet apart. Additionally, as long as the chain is intact, damage dealt to either guardian is divided evenly between them. The spiked chain can be attacked separately and has AC 18, a damage threshold of 10, 5 hit points, and immunity to poison and psychic damage. If the chain breaks, both tomb guardians instantly go berserk.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The tomb guardian makes two spiked gauntlet attacks.\"]},{\"name\":\"Spiked Gauntlet\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage plus 9 ({@damage 2d6}) piercing damage.\"]}],\"traitTags\":[\"Damage Absorption\",\"Immutable Form\",\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Stone Juggernaut\",\"source\":\"ToA\",\"page\":231,\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":157,\"formula\":\"15d10 + 75\"},\"speed\":{\"walk\":{\"number\":50,\"condition\":\"(in one direction chosen at the start of its turn)\"}},\"str\":16,\"dex\":12,\"con\":15,\"int\":14,\"wis\":14,\"cha\":16,\"senses\":[\"blindsight 120 ft.\"],\"passive\":10,\"immune\":[\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks not made with adamantine weapons\",\"cond\":true}],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\"],\"cr\":\"12\",\"trait\":[{\"name\":\"Devastating Roll\",\"entries\":[\"The juggernaut can move through the space of a {@condition prone} creature. A creature whose space the juggernaut enters for the first time on a turn must make a {@dc 17} Dexterity saving throw, taking 55 ({@damage 10d10}) bludgeoning damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Immutable Form\",\"entries\":[\"The juggernaut is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Regeneration\",\"entries\":[\"As long as it has 1 hit point left, the juggernaut magically regains all its hit points daily at dawn. The juggernaut is destroyed and doesn't regenerate if it drops to 0 hit points.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The juggernaut deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}25 ({@damage 3d12 + 6}) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a {@dc 17} Strength saving throw or be knocked {@condition prone}.\"]}],\"traitTags\":[\"Immutable Form\",\"Regeneration\",\"Siege Monster\"],\"senseTags\":[\"B\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Su-monster\",\"source\":\"ToA\",\"page\":232,\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"ac\":[12],\"hp\":{\"average\":27,\"formula\":\"5d8 + 5\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":14,\"dex\":15,\"con\":12,\"int\":9,\"wis\":13,\"cha\":9,\"skill\":{\"athletics\":\"+6\",\"perception\":\"+3\"},\"passive\":13,\"cr\":\"1\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The su-monster makes two attacks: one with its bite and one with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) slashing damage, or 12 ({@damage 4d4 + 2}) slashing damage if the su-monster is hanging by its tail and all four of its limbs are free.\"]},{\"name\":\"Psychic Crush {@recharge 5}\",\"entries\":[\"The su-monster targets one creature it can see within 30 feet of it. The target must succeed on a {@dc 11} Wisdom saving throw or take 17 ({@damage 5d6}) psychic damage and be {@condition stunned} for 1 minute. The {@condition stunned} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\",\"S\",\"Y\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"stunned\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Syndra Silvane\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":8,\"_copy\":{\"name\":\"Archmage\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the archmage\",\"with\":\"Syndra\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\"],\"languages\":[\"Common\",\"Dwarvish\",\"Elvish\",\"Halfling\"],\"languageTags\":[\"C\",\"D\",\"E\",\"H\"],\"hasToken\":true},{\"name\":\"Tabaxi Hunter\",\"source\":\"ToA\",\"page\":232,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"tabaxi\"]},\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":40,\"formula\":\"9d8\"},\"speed\":{\"walk\":30,\"climb\":20},\"str\":10,\"dex\":17,\"con\":11,\"int\":13,\"wis\":14,\"cha\":15,\"skill\":{\"athletics\":\"+2\",\"perception\":\"+4\",\"stealth\":\"+5\",\"survival\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Common plus any one language\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Feline Agility\",\"entries\":[\"When the tabaxi moves on its turn in combat, it can double its speed until the end of the turn. Once it uses this ability, the tabaxi can't use it again until it moves 0 feet on one of its turns.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The tabaxi makes two attacks with its claws, its shortsword, or its shortbow.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) slashing damage.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]}],\"attachedItems\":[\"shortbow|phb\",\"shortsword|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Tabaxi Minstrel\",\"source\":\"ToA\",\"page\":233,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"tabaxi\"]},\"alignment\":[\"C\",\"G\"],\"ac\":[12],\"hp\":{\"average\":22,\"formula\":\"5d8\"},\"speed\":{\"walk\":30,\"climb\":20},\"str\":10,\"dex\":15,\"con\":11,\"int\":14,\"wis\":12,\"cha\":16,\"skill\":{\"perception\":\"+3\",\"performance\":\"+7\",\"persuasion\":\"+5\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Common plus any two languages\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Feline Agility\",\"entries\":[\"When the tabaxi moves on its turn in combat, it can double its speed until the end of the turn. Once it uses this ability, the tabaxi can't use it again until it moves 0 feet on one of its turns.\"]},{\"name\":\"Inspire (1/Day)\",\"entries\":[\"While taking a short rest, the tabaxi can spend 1 minute singing, playing an instrument, telling a story, or reciting a poem to soothe and inspire creatures other than itself. Up to five creatures of the tabaxi's choice that can see and hear its performance gain 8 temporary hit points at the end of the tabaxi's short rest.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The tabaxi makes two claws attacks or two dart attacks.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) slashing damage.\"]},{\"name\":\"Dart\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"attachedItems\":[\"dart|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Terracotta Warrior\",\"source\":\"ToA\",\"page\":161,\"_copy\":{\"name\":\"Animated Armor\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"armor\",\"with\":\"terracotta warrior\"},\"trait\":[{\"mode\":\"replaceArr\",\"replace\":\"False Appearance\",\"items\":{\"name\":\"False Appearance\",\"entries\":[\"While the terracotta warrior remains motionless, it is indistinguishable from a terracotta statue.\"]}},{\"mode\":\"prependArr\",\"items\":{\"name\":\"Fragile\",\"entries\":[\"If a critical hit is scored against the terracotta warrior, it shatters and is destroyed.\"]}}],\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Slam\",\"items\":{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]}}}},\"damageTags\":[\"P\"],\"hasToken\":true},{\"name\":\"Tomb Dwarf\",\"source\":\"ToA\",\"page\":135,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item studded leather armor|phb|studded leather}\"]}],\"hp\":{\"average\":45,\"formula\":\"6d8 + 18\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":14,\"con\":16,\"int\":10,\"wis\":13,\"cha\":15,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the tomb dwarf has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The tomb dwarf makes two longsword attacks or two crossbow attacks. It can use its Life Drain in place of one longsword attack.\"]},{\"name\":\"Life Drain\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) necrotic damage. The target must succeed on a {@dc 13} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.A humanoid slain by this attack rises 24 hours later as a zombie under the tomb dwarf's control, unless the humanoid is restored to life or its body is destroyed. The tomb dwarf can have no more than twelve zombies under its control at one time.\"]},{\"name\":\"Battleaxe\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage, or 7 ({@damage 1d10 + 2}) slashing damage if used with two hands.\"]},{\"name\":\"Light Crossbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]}],\"attachedItems\":[\"battleaxe|phb\",\"light crossbow|phb\"],\"traitTags\":[\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"N\",\"P\",\"S\"],\"miscTags\":[\"HPR\",\"MLW\",\"MW\",\"RNG\",\"RW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tomb Guardian\",\"source\":\"ToA\",\"page\":127,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"N\"],\"ac\":[17],\"hp\":{\"average\":93,\"formula\":\"11d8 + 44\"},\"speed\":{\"walk\":30},\"str\":19,\"dex\":9,\"con\":18,\"int\":6,\"wis\":10,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"lightning\",\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't adamantine\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Berserk\",\"entries\":[\"Whenever the tomb guardian starts its turn with 40 hit points or fewer, roll a {@dice d6}. On a 6, the tomb guardian goes berserk. On each of its turns while berserk, the tomb guardian attacks the nearest creature it can see. If no creature is near enough to move to and attack, the tomb guardian attacks an object, with preference for an object smaller than itself. Once the tomb guardian goes berserk, it continues to do so until it is destroyed or regains all its hit points. The golem's creator, if within 60 feet of the berserk tomb guardian, can try to calm it by speaking firmly and persuasively. The tomb guardian must be able to hear its creator, who must take an action to make a {@dc 15} Charisma ({@skill Persuasion}) check. If the check succeeds, the tomb guardian ceases being berserk. If it takes damage while still at 40 hit points or fewer, the tomb guardian might go berserk again.\"]},{\"name\":\"Aversion of Fire\",\"entries\":[\"If the tomb guardian takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.\"]},{\"name\":\"Immutable Form\",\"entries\":[\"The tomb guardian is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Lightning Absorption\",\"entries\":[\"Whenever the tomb guardian is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The tomb guardian has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The golem's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The tomb guardian makes two slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage.\"]}],\"traitTags\":[\"Damage Absorption\",\"Immutable Form\",\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tri-flower Frond\",\"source\":\"ToA\",\"page\":234,\"size\":[\"M\"],\"type\":\"plant\",\"alignment\":[\"U\"],\"ac\":[10],\"hp\":{\"average\":11,\"formula\":\"2d8 + 2\"},\"speed\":{\"walk\":5},\"str\":14,\"dex\":15,\"con\":12,\"int\":9,\"wis\":13,\"cha\":9,\"senses\":[\"blindsight 30 ft.\"],\"passive\":10,\"conditionImmune\":[\"blinded\",\"deafened\",\"exhaustion\",\"prone\"],\"cr\":\"1/2\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The tri-flower frond uses its orange blossom, then its yellow blossom, and then its red blossom.\"]},{\"name\":\"Orange Blossom\",\"entries\":[\"The tri-flower frond chooses one creature it can see within 5 feet of it. The target must succeed on a {@dc 11} Constitution saving throw or be {@condition poisoned} for 1 hour. While {@condition poisoned} in this way, the target is {@condition unconscious}. At the end of each minute, the {@condition poisoned} target can repeat the saving throw, ending the effect on itself on a success.\"]},{\"name\":\"Yellow Blossom\",\"entries\":[\"The tri-flower frond chooses one creature it can see within 5 feet of it. The target must succeed on a {@dc 11} Dexterity saving throw, or it is covered with corrosive sap and takes 5 acid damage at the start of each of its turns. Dousing the target with water reduces the acid damage by 1 point per pint or flask of water used.\"]},{\"name\":\"Red Blossom\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one creature. {@h}2 ({@damage 1d4}) piercing damage, and the target is {@condition grappled} (escape {@dc 11}). Until this grapple ends, the target takes 5 ({@damage 2d4}) poison damage at the start of each of its turns. The red blossom can grapple only one target at a time. Another creature within reach of the tri-flower frond can use its action to end the grapple on the target.\"]}],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"A\",\"I\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\",\"poisoned\",\"unconscious\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tyrannosaurus Zombie\",\"source\":\"ToA\",\"page\":241,\"size\":[\"H\"],\"type\":\"undead\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":11,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":136,\"formula\":\"13d12 + 52\"},\"speed\":{\"walk\":40},\"str\":25,\"dex\":6,\"con\":19,\"int\":1,\"wis\":3,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":6,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Disgorge Zombie\",\"entries\":[\"As a bonus action, the tyrannosaurus zombie can disgorge a normal {@creature zombie}, which appears in an unoccupied space within 10 feet of it. The disgorged {@creature zombie} acts on its own initiative count. After a zombie is disgorged, roll a {@dice d6}. On a roll of 1, the tyrannosaurus zombie runs out of zombies to disgorge and loses this trait. If the tyrannosaurus zombie still has this trait when it dies, {@dice 1d4} normal zombies erupt from its corpse at the start of its next turn. These zombies act on their own initiative count.\"]},{\"name\":\"Undead Fortitude\",\"entries\":[\"If damage reduces the tyrannosaurus zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The tyrannosaurus zombie makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}33 ({@damage 4d12 + 7}) piercing damage. If the target is a Medium or smaller creature, it is {@condition grappled} (escape {@dc 17}). Until this grapple ends, the target is {@condition restrained} and the tyrannosaurus zombie can't bite another target or disgorge zombies.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}20 ({@damage 3d8 + 7}) bludgeoning damage.\"]}],\"traitTags\":[\"Undead Fortitude\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Valindra Shadowmantle\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":58,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":135,\"formula\":\"18d8 + 54\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":16,\"con\":16,\"int\":20,\"wis\":14,\"cha\":16,\"save\":{\"con\":\"+10\",\"int\":\"+12\",\"wis\":\"+9\"},\"skill\":{\"arcana\":\"+19\",\"history\":\"+12\",\"insight\":\"+9\",\"perception\":\"+9\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":19,\"resist\":[\"cold\",\"lightning\",\"necrotic\"],\"immune\":[\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"Common\",\"Abyssal\",\"Draconic\",\"Dwarvish\",\"Elvish\",\"Infernal\"],\"cr\":\"21\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Valindra is an 18th-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 20}, {@hit 12} to hit with spell attacks). Valindra has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell mage hand}\",\"{@spell prestidigitation}\",\"{@spell ray of frost}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell magic missile}\",\"{@spell shield}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell detect thoughts}\",\"{@spell invisibility}\",\"{@spell Melf's acid arrow}\",\"{@spell mirror image}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell animate dead}\",\"{@spell counterspell}\",\"{@spell dispel magic}\",\"{@spell fireball}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell blight}\",\"{@spell dimension door}\"]},\"5\":{\"slots\":3,\"spells\":[\"{@spell cloudkill}\",\"{@spell scrying}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell disintegrate}\",\"{@spell globe of invulnerability}\"]},\"7\":{\"slots\":1,\"spells\":[\"{@spell finger of death}\",\"{@spell plane shift}\"]},\"8\":{\"slots\":1,\"spells\":[\"{@spell dominate monster}\",\"{@spell power word stun}\"]},\"9\":{\"slots\":1,\"spells\":[\"{@spell power word kill}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Mask\",\"entries\":[\"As a bonus action, Valindra can mask her shriveled flesh and appear to be a living elf. This magical illusion lasts until she ends it as a bonus action or until she uses her Frightening Gaze legendary action. The effect also ends if Valindra drops to 30 hit points or fewer, or if {@spell dispel magic} is cast on her.\"]},{\"name\":\"Preparation\",\"entries\":[\"When preparing her spells, Valindra can swap out any spell on her list of prepared spells for another wizard spell of the same level.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Valindra fails a saving throw, she can choose to succeed instead.\"]},{\"name\":\"Rejuvenation\",\"entries\":[\"If destroyed Valindra gains a new body in {@dice 1d10} days, regaining all her hit points and becoming active again. The new body appears within 5 feet of the phylactery.\"]},{\"name\":\"Turn Resistance\",\"entries\":[\"Valindra has advantage on saving throws against any effect that turns undead.\"]}],\"action\":[{\"name\":\"Paralyzing Touch\",\"entries\":[\"{@atk ms} {@hit 12} to hit, reach 5 ft., one creature. {@h}10 ({@damage 3d6}) cold damage. The target must succeed on a {@dc 18} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"legendary\":[{\"name\":\"Cantrip\",\"entries\":[\"Valindra casts a cantrip.\"]},{\"name\":\"Paralyzing Touch (Costs 2 Actions)\",\"entries\":[\"Valindra uses her Paralyzing Touch.\"]},{\"name\":\"Frightening Gaze (Costs 2 Actions)\",\"entries\":[\"Valindra fixes her gaze on one creature she can see within 10 feet of her. The target must succeed on a {@dc 18} Wisdom saving throw against this magic or become {@condition frightened} for 1 minute. The {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the Valindra's gaze for the next 24 hours.\"]},{\"name\":\"Disrupt Life (Costs 3 Actions)\",\"entries\":[\"Each non-undead creature within 20 feet of Valindra must make a {@dc 18} Constitution saving throw against this magic, taking 21 ({@damage 6d6}) necrotic damage on a failed save, or half as much damage on a successful one.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Rejuvenation\",\"Turn Resistance\"],\"senseTags\":[\"U\"],\"languageTags\":[\"AB\",\"C\",\"D\",\"DR\",\"E\",\"I\"],\"damageTags\":[\"C\",\"N\"],\"damageTagsSpell\":[\"A\",\"C\",\"F\",\"I\",\"N\",\"O\",\"T\"],\"spellcastingTags\":[\"CW\"],\"conditionInflict\":[\"frightened\",\"paralyzed\"],\"conditionInflictSpell\":[\"charmed\",\"invisible\",\"stunned\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Volothamp \\\"Volo\\\" Geddarm\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":235,\"otherSources\":[{\"source\":\"WDH\"}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"G\"],\"ac\":[11],\"hp\":{\"average\":31,\"formula\":\"7d8\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":12,\"con\":10,\"int\":15,\"wis\":11,\"cha\":16,\"save\":{\"con\":\"+2\",\"wis\":\"+2\"},\"skill\":{\"animal handling\":\"+4\",\"arcana\":\"+4\",\"deception\":\"+5\",\"history\":\"+4\",\"insight\":\"+2\",\"investigation\":\"+4\",\"perception\":\"+2\",\"performance\":\"+7\",\"persuasion\":\"+7\",\"sleight of hand\":\"+3\",\"survival\":\"+2\"},\"passive\":12,\"languages\":[\"Common\",\"Dwarvish\",\"Elvish\"],\"cr\":\"1/4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Volo is a 1st-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 12}, {@hit 4} to hit with spell attacks). He has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell friends}\",\"{@spell mending}\",\"{@spell prestidigitation}\"]},\"1\":{\"slots\":2,\"spells\":[\"{@spell comprehend languages}\",\"{@spell detect magic}\",\"{@spell disguise self}\"]}},\"ability\":\"int\"}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"languageTags\":[\"C\",\"D\",\"E\"],\"damageTags\":[\"P\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Wakanga O'tamu\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":27,\"_copy\":{\"name\":\"Mage\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the mage\",\"with\":\"Wakanga\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"N\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Wild Dog\",\"source\":\"ToA\",\"page\":96,\"_copy\":{\"name\":\"Jackal\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"jackal\",\"with\":\"dog\"}}},\"hasToken\":true},{\"name\":\"Wine Weird\",\"source\":\"ToA\",\"page\":141,\"_copy\":{\"name\":\"Water Weird\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"water weird\",\"with\":\"wine weird\"}}},\"hasToken\":true},{\"name\":\"Withers\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":145,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item studded leather armor|phb|studded leather}\"]}],\"hp\":{\"average\":45,\"formula\":\"6d8 + 18\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":14,\"con\":16,\"int\":16,\"wis\":13,\"cha\":15,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"the languages he knew in life\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Withers is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 13}, {@hit 5} to hit with spell attacks). Withers has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell acid splash}\",\"{@spell mage hand}\",\"{@spell minor illusion}\",\"{@spell prestidigitation}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell expeditious retreat}\",\"{@spell feather fall}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":4,\"spells\":[\"{@spell darkness}\",\"{@spell hold person}\",\"{@spell rope trick}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell dispel magic}\",\"{@spell lightning bolt}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell blight}\",\"{@spell wall of fire}\"]},\"5\":{\"slots\":1,\"spells\":[\"{@spell telekinesis}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Withers carries the {@item amulet of the black skull|ToA}.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, Withers has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Withers makes two longsword attacks. He can use his Life Drain in place of one longsword attack.\"]},{\"name\":\"Life Drain\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) necrotic damage. The target must succeed on a {@dc 13} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.\",\"A humanoid slain by this attack rises 24 hours later as a zombie under the Withers's control, unless the humanoid is restored to life or its body is destroyed. Withers can have no more than twelve zombies under its control at one time.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage, or 7 ({@damage 1d10 + 2}) slashing damage if used with two hands.\"]}],\"attachedItems\":[\"longsword|phb\"],\"traitTags\":[\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"N\",\"S\"],\"damageTagsSpell\":[\"A\",\"F\",\"L\",\"N\",\"T\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"HPR\",\"MLW\",\"MW\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Xandala\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":236,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"half-elf\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":71,\"formula\":\"11d8 + 22\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":11,\"con\":14,\"int\":18,\"wis\":16,\"cha\":18,\"save\":{\"int\":\"+7\",\"wis\":\"+6\"},\"skill\":{\"arcana\":\"+7\",\"deception\":\"+10\",\"history\":\"+7\",\"insight\":\"+6\",\"survival\":\"+6\"},\"passive\":13,\"languages\":[\"Common\",\"Draconic\",\"Dwarvish\",\"Elvish\",\"Halfling\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Xandala is a 9th-level spellcaster. Her spellcasting ability is Charisma (spell save {@dc 15}, {@hit 7} to hit with spell attacks). Xandala has the following sorcerer spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell acid splash}\",\"{@spell fire bolt}\",\"{@spell light}\",\"{@spell mage hand}\",\"{@spell ray of frost}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell chromatic orb}\",\"{@spell feather fall}\",\"{@spell shield}\"]},\"2\":{\"slots\":4,\"spells\":[\"{@spell invisibility}\",\"{@spell misty step}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell fireball}\",\"{@spell fly}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell ice storm}\",\"{@spell polymorph}\"]},\"5\":{\"slots\":1,\"spells\":[\"{@spell dominate person}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Quickened Spell (3/Day)\",\"entries\":[\"When she casts a spell that has a casting time of 1 action, Xandala changes the casting time to 1 bonus action for that casting.\"]}],\"action\":[{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, or 4 ({@damage 1d8}) bludgeoning damage when used with two hands.\"]}],\"attachedItems\":[\"quarterstaff|phb\"],\"languageTags\":[\"C\",\"D\",\"DR\",\"E\",\"H\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"A\",\"B\",\"C\",\"F\",\"I\",\"L\",\"T\"],\"spellcastingTags\":[\"CS\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Yellow Musk Creeper\",\"source\":\"ToA\",\"page\":237,\"size\":[\"M\"],\"type\":\"plant\",\"alignment\":[\"U\"],\"ac\":[6],\"hp\":{\"average\":60,\"formula\":\"11d8 + 11\"},\"speed\":{\"walk\":5,\"climb\":5},\"str\":12,\"dex\":3,\"con\":12,\"int\":1,\"wis\":10,\"cha\":3,\"senses\":[\"blindsight 30 ft.\"],\"passive\":10,\"conditionImmune\":[\"blinded\",\"deafened\",\"exhaustion\",\"prone\"],\"cr\":\"2\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"While the creeper remains motionless, it is indistinguishable from an ordinary flowering vine.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The creeper regains 10 hit points at the start of its turn. If the creeper takes fire, necrotic, or radiant damage, this trait doesn't function at the start of its next turn. The creeper dies only if it starts its turn with 0 hit points and doesn't regenerate.\"]}],\"action\":[{\"name\":\"Touch\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one creature. {@h}13 ({@damage 3d8}) psychic damage. If the target is a humanoid that drops to 0 hit points as a result of this damage, it dies and is implanted with a yellow musk creeper bulb. Unless the bulb is destroyed, the corpse animates as a yellow musk zombie after being dead for 24 hours. The bulb is destroyed if the creature is raised from the dead before it can transform into a yellow musk zombie, or if the corpse is targeted by a {@spell remove curse} spell or similar magic before it animates.\"]},{\"name\":\"Yellow Musk (3/Day)\",\"entries\":[\"The creeper's flowers release a strong musk that targets all humanoids within 30 feet of it. Each target must succeed on a {@dc 11} Wisdom saving throw or be {@condition charmed} by the creeper for 1 minute. A creature {@condition charmed} in this way does nothing on its turn except move as close as it can to the creeper. A creature {@condition charmed} by the creeper can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"traitTags\":[\"False Appearance\",\"Regeneration\"],\"senseTags\":[\"B\"],\"damageTags\":[\"Y\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"charmed\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Yellow Musk Zombie\",\"source\":\"ToA\",\"page\":237,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"U\"],\"ac\":[9],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":20},\"str\":13,\"dex\":9,\"con\":12,\"int\":1,\"wis\":6,\"cha\":3,\"senses\":[\"blindsight 30 ft.\"],\"passive\":8,\"conditionImmune\":[\"charmed\",\"exhaustion\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Undead Fortitude\",\"entries\":[\"If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 +the damage taken, unless the damage is fire or from a critical hit. On a success, the zombie drops to 1 hit point instead.\"]}],\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) bludgeoning damage.\"]}],\"traitTags\":[\"Undead Fortitude\"],\"senseTags\":[\"B\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Yorb\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":108,\"_copy\":{\"name\":\"Grung Elite Warrior\",\"source\":\"VGM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the grung\",\"with\":\"Yorb\",\"flags\":\"i\"}},\"_preserve\":{\"variant\":true}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Yuan-ti Priest\",\"source\":\"ToA\",\"page\":118,\"_copy\":{\"name\":\"Yuan-ti Malison (Type 3)\",\"source\":\"MM\",\"_mod\":{\"action\":{\"mode\":\"removeArr\",\"names\":\"Longbow (Yuan-ti Form Only)\"}}},\"spellcasting\":[{\"name\":\"Innate Spellcasting (Yuan-ti Form Only)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The yuan-ti's innate spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). The yuan-ti can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell animal friendship} (snakes only)\",\"{@spell eldritch blast} (2 beams)\",\"{@spell minor illusion}\",\"{@spell poison spray}\"],\"daily\":{\"3\":[\"{@spell suggestion}\"]},\"ability\":\"cha\"}],\"damageTagsSpell\":[\"I\",\"O\"],\"miscTags\":[\"MW\"],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true},{\"name\":\"Zalkoré\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":79,\"_copy\":{\"name\":\"Medusa\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the medusa\",\"with\":\"Zalkoré\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Zaroum Al-Saryak\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":67,\"_copy\":{\"name\":\"Bandit Captain\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the captain\",\"with\":\"Zaroum\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"E\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Zebra\",\"source\":\"ToA\",\"page\":106,\"_copy\":{\"name\":\"Riding Horse\",\"source\":\"MM\"},\"hasToken\":true},{\"name\":\"Zhanthi\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":27,\"_copy\":{\"name\":\"Noble\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the noble\",\"with\":\"Zhanthi\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"G\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Zindar\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToA\",\"page\":239,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"half-dragon\"]},\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":110,\"formula\":\"17d8 + 34\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":10,\"con\":14,\"int\":16,\"wis\":15,\"cha\":18,\"save\":{\"con\":\"+5\",\"wis\":\"+5\"},\"skill\":{\"arcana\":\"+6\",\"history\":\"+9\",\"insight\":\"+5\",\"investigation\":\"+9\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[\"fire\"],\"languages\":[\"Common\",\"Draconic\",\"Dwarvish\",\"Primordial\"],\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Zindar is a 14th-level spellcaster. His spellcasting ability is Charisma (spell save {@dc 15}, {@hit 7} to hit with spell attacks). Zindar knows the following sorcerer spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell friends}\",\"{@spell light}\",\"{@spell mage hand}\",\"{@spell mending}\",\"{@spell message}\"]},\"1\":{\"slots\":6,\"spells\":[\"{@spell magic missile}\",\"{@spell shield}\",\"{@spell sleep}\"]},\"2\":{\"slots\":4,\"spells\":[\"{@spell detect thoughts}\",\"{@spell knock}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell clairvoyance}\",\"{@spell tongues}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell dominate beast}\",\"{@spell stoneskin}\"]},\"5\":{\"slots\":3,\"spells\":[\"{@spell hold monster}\",\"{@spell telekinesis}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell true seeing}\"]},\"7\":{\"slots\":1,\"spells\":[\"{@spell fire storm}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Dragon Wings\",\"entries\":[\"As a bonus action on his turn, Zindar can sprout a pair of dragon wings from his back, gaining a flying speed of 30 feet until he dismisses them as a bonus action.\"]}],\"action\":[{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage, or 6 ({@damage 1d8 + 2}) bludgeoning damage when used with two hands.\"]},{\"name\":\"Breath Weapon {@recharge 5}\",\"entries\":[\"Zindar uses one of the following options:\"]},{\"name\":\"Fire Breath\",\"entries\":[\"Zindar exhales fire in a 15-foot cone. Each creature in that area must make a {@dc 15} Dexterity saving throw, taking 22 ({@damage 4d10}) fire damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Weakening Breath\",\"entries\":[\"Zindar exhales gas in a 15-foot cone. Each creature in that area must succeed on a {@dc 15} Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"attachedItems\":[\"quarterstaff|phb\"],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"C\",\"D\",\"DR\",\"P\"],\"damageTags\":[\"B\",\"F\"],\"damageTagsSpell\":[\"F\",\"O\"],\"spellcastingTags\":[\"CS\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Zorbo\",\"source\":\"ToA\",\"page\":241,\"size\":[\"S\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":10,\"from\":[\"see Natural Armor feature\"]}],\"hp\":{\"average\":27,\"formula\":\"6d6 + 6\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":13,\"dex\":11,\"con\":13,\"int\":3,\"wis\":12,\"cha\":7,\"skill\":{\"athletics\":\"+3\"},\"passive\":11,\"cr\":\"1/2\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The zorbo has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Natural Armor\",\"entries\":[\"The zorbo magically absorbs the natural strength of its surroundings, adjusting its Armor Class based on the material it is standing or climbing on: AC 15 for wood or bone, AC 17 for earth or stone, or AC 19 for metal. If the zorbo isn't in contact with any of these substances, its AC is 10.\"]}],\"action\":[{\"name\":\"Destructive Claws\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d6 + 1}) slashing damage, and if the target is a creature wearing armor, carrying a shield, or in possession of a magic item that improves its AC, it must make a {@dc 11} Dexterity saving throw. On a failed save, one such item worn or carried by the creature (the target's choice) magically deteriorates, taking a permanent and cumulative −1 penalty to the AC it offers, and the zorbo gains a +1 bonus to AC until the start of its next turn. Armor reduced to an AC of 10 or a shield or magic item that drops to a 0 AC increase is destroyed.\"]}],\"traitTags\":[\"Magic Resistance\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-tob1-2023.json`] = JSON.parse("{\"monster\":[{\"name\":\"Abominable Beauty\",\"source\":\"ToB1-2023\",\"page\":11,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":187,\"formula\":\"22d8 + 88\"},\"speed\":{\"walk\":30},\"str\":17,\"dex\":18,\"con\":18,\"int\":17,\"wis\":16,\"cha\":26,\"save\":{\"dex\":\"+8\",\"con\":\"+8\",\"cha\":\"+12\"},\"skill\":{\"deception\":\"+12\",\"perception\":\"+7\",\"performance\":\"+12\",\"persuasion\":\"+12\"},\"passive\":17,\"immune\":[\"fire\"],\"languages\":[\"Common\",\"Draconic\",\"Elvish\",\"Sylvan\"],\"cr\":\"11\",\"trait\":[{\"name\":\"Burning Touch\",\"entries\":[\"When the abominable beauty hits with a Slam attack, the Slam deals an extra 21 ({@damage 6d6}) fire damage (included in the attack). In addition, a creature that touches the abominable beauty or hits her with a melee weapon attack while within 5 feet of her takes 10 ({@damage 3d6}) fire damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The abominable beauty uses Blinding Gaze. She then makes two Slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage plus 21 ({@damage 6d6}) fire damage.\"]},{\"name\":\"Blinding Gaze\",\"entries\":[\"The abominable beauty fixes her gaze on a creature within 30 feet of her. If the target can see the beauty's eyes, the target must succeed on a {@dc 16} Charisma saving throw or be {@condition blinded} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful, the creature is immune to the abominable beauty's Blinding Gaze for the next 24 hours.\"]},{\"name\":\"Deafening Voice {@recharge 5}\",\"entries\":[\"The abominable beauty speaks a lilting incantation. Each creature within 30 feet of her and that can hear her voice must make a {@dc 16} Constitution saving throw. On a failure, a creature takes 31 ({@damage 9d6}) thunder damage and is {@condition deafened} for 1 hour. On a success, a creature takes half the damage, isn't {@condition deafened}, and is immune to the abominable beauty's Deafening Voice for the next 24 hours.\"]}],\"environment\":[\"forest\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"E\",\"S\"],\"damageTags\":[\"B\",\"F\",\"T\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"blinded\",\"deafened\"],\"savingThrowForced\":[\"charisma\",\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Accursed Defiler\",\"source\":\"ToB1-2023\",\"page\":12,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[12],\"hp\":{\"average\":75,\"formula\":\"10d8 + 30\"},\"speed\":{\"walk\":30},\"str\":19,\"dex\":14,\"con\":17,\"int\":6,\"wis\":15,\"cha\":14,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"understands an ancient language but can't speak\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Cursed Existence\",\"entries\":[\"When it drops to 0 hp in desert terrain, the accursed defiler's body disintegrates into sand and a parched breeze. However, unless it was killed in a hallowed location, with radiant damage, or by a creature under the effects of the {@spell bless} spell, the accursed defiler reforms at the next sundown {@dice 1d100} miles away from where it died in a random direction.\"]},{\"name\":\"Sand Shroud\",\"entries\":[\"A miniature sandstorm constantly whirls around the accursed defiler in a 10-foot radius. This area is lightly obscured to creatures other than the accursed defiler. Wisdom ({@skill Survival}) checks made to follow tracks left by the accursed defiler or other creatures that were traveling in its sand shroud are made with disadvantage.\"]},{\"name\":\"Undead Nature\",\"entries\":[\"The accursed defiler doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The accursed defiler makes two Slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage. If the accursed defiler scores a critical hit, the target suffers one level of {@condition exhaustion}.\"]},{\"name\":\"Sandslash {@recharge 5}\",\"entries\":[\"The accursed defiler intensifies the vortex of sand that surrounds it. Each creature within 10 feet of the accursed defiler must make a {@dc 14} Dexterity saving throw, taking 21 ({@damage 6d6}) slashing damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"desert\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"B\",\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Adult Cave Dragon\",\"source\":\"ToB1-2023\",\"page\":114,\"size\":[\"H\"],\"type\":\"dragon\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":270,\"formula\":\"20d12 + 140\"},\"speed\":{\"walk\":40,\"burrow\":40,\"climb\":40},\"str\":27,\"dex\":12,\"con\":25,\"int\":12,\"wis\":14,\"cha\":16,\"save\":{\"dex\":\"+7\",\"con\":\"+13\",\"wis\":\"+8\",\"cha\":\"+9\"},\"skill\":{\"perception\":\"+14\",\"stealth\":\"+7\"},\"senses\":[\"blindsight 60 ft.\",\"tremorsense 120 ft.\"],\"passive\":24,\"immune\":[\"poison\"],\"conditionImmune\":[\"blinded\",\"poisoned\"],\"languages\":[\"Common\",\"Darakhul\",\"Draconic\"],\"cr\":\"19\",\"trait\":[{\"name\":\"Darkness Aura\",\"entries\":[\"The cave dragon emits magical darkness in a 30- foot radius around it. The darkness moves with the dragon and spreads around corners. Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 3rd level or lower, the spell creating the light is dispelled. At the start of each of its turns, the dragon chooses whether this aura is active. A successful {@spell dispel magic} ({@dc 14}) cast on the dragon suppresses this aura for 1 minute.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magical Tunneler\",\"entries\":[\"The cave dragon can burrow through nonmagical unworked earth and stone. While doing so, the dragon can choose whether to leave the material it moves through undisturbed or leave a 10-foot diameter tunnel in its wake.\"]},{\"name\":\"Spiked Climb\",\"entries\":[\"The dragon uses its spikes to hold itself in place while climbing, allowing it to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. If it climbs upside down on a ceiling or suspends itself on a vertical surface while leaving its claws free, it can't use the Ruff Spikes reaction.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage plus 10 ({@damage 3d6}) poison damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d6 + 8}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 15 ft., one target. {@h}17 ({@damage 2d8 + 8}) bludgeoning damage.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"]},{\"name\":\"Poison Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a cone of black, poisonous gas in a 60-foot cone. Each target in that area must make a {@dc 21} Constitution saving throw. On a failure, a creature takes 56 ({@damage 16d6}) poison damage and is {@condition poisoned} until it finishes a short rest. A creature can repeat the saving throw at the end of each hour, ending the effect on itself on a success.\"]}],\"reaction\":[{\"name\":\"Ruff Spikes\",\"entries\":[\"When a creature moves to a space within 5 feet of the cave dragon, the dragon flares its many feelers and spikes. The creature must succeed on a {@dc 21} Dexterity saving throw or take 9 ({@damage 2d8}) piercing damage and be prevented from entering that space.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"The dragon makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Tail Attack\",\"entries\":[\"The dragon makes a Tail attack.\"]},{\"name\":\"Limb Sweep (Costs 2 Actions)\",\"entries\":[\"The dragon sweeps its wingless limbs outward. Each creature within 10 feet of the dragon must succeed on a {@dc 21} Dexterity saving throw or take 15 ({@damage 2d6 + 8}) bludgeoning damage and be pushed up to 10 feet away from the dragon and knocked {@condition prone}.\"]}],\"legendaryGroup\":{\"name\":\"Cave Dragon\",\"source\":\"ToB1-2023\"},\"environment\":[\"underdark\"],\"dragonAge\":\"adult\",\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"B\",\"T\"],\"actionTags\":[\"Breath Weapon\",\"Frightful Presence\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"I\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"poisoned\",\"prone\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Adult Flame Dragon\",\"source\":\"ToB1-2023\",\"page\":118,\"size\":[\"H\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":275,\"formula\":\"22d12 + 132\"},\"speed\":{\"walk\":40,\"climb\":40,\"fly\":80},\"str\":19,\"dex\":14,\"con\":23,\"int\":17,\"wis\":14,\"cha\":20,\"save\":{\"dex\":\"+7\",\"con\":\"+11\",\"wis\":\"+7\",\"cha\":\"+10\"},\"skill\":{\"deception\":\"+10\",\"perception\":\"+12\",\"persuasion\":\"+10\",\"stealth\":\"+7\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":22,\"immune\":[\"fire\"],\"languages\":[\"Common\",\"Draconic\",\"Ignan\"],\"cr\":\"16\",\"trait\":[{\"name\":\"Fire Incarnate\",\"entries\":[\"Creatures with resistance to fire damage don't have resistance to the fire damage dealt by the flame dragon. A creature with immunity to fire damage is still immune to the dragon's fire damage.\"]},{\"name\":\"Heated Body\",\"entries\":[\"A creature that touches the flame dragon or hits it with a melee attack while within 5 feet of it takes 10 ({@damage 3d6}) fire damage.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage plus 10 ({@damage 3d6}) fire damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 18} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"]},{\"name\":\"Fire Breath {@recharge 5}\",\"entries\":[\"The dragon exhales fire in a 60-foot cone. Each creature in that area must make a {@dc 19} Dexterity saving throw, taking 56 ({@damage 16d6}) fire damage on a failed save, or half as much damage on a successful one. Each creature in that area must also succeed on a {@dc 18} Wisdom saving throw or go on a rampage for 1 minute. A rampaging creature must attack the nearest creature other than the dragon on its turn. If no other creature is near enough to move to and attack, the rampaging creature stalks off in a random direction, seeking a target for its rage. The rampaging creature can repeat the Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"bonus\":[{\"name\":\"Shifting Flames\",\"entries\":[\"The dragon magically transforms into a Huge or smaller fire-based Elemental (such as a salamander, magma mephit, or fire elemental) or back into its true form, which is a Dragon. Without wings or other way of flying, it loses its flying speed. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"The dragon makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Tail Attack\",\"entries\":[\"The dragon makes a Tail attack.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a {@dc 17} Dexterity saving throw or take 11 ({@damage 2d6 + 4}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed.\"]}],\"legendaryGroup\":{\"name\":\"Flame Dragon\",\"source\":\"ToB1-2023\"},\"environment\":[\"mountain\",\"underdark\"],\"dragonAge\":\"adult\",\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Frightful Presence\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"IG\"],\"damageTags\":[\"B\",\"F\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"prone\"],\"savingThrowForced\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Adult Mithral Dragon\",\"source\":\"ToB1-2023\",\"page\":122,\"size\":[\"H\"],\"type\":\"dragon\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":253,\"formula\":\"22d12 + 110\"},\"speed\":{\"walk\":40,\"fly\":80},\"str\":12,\"dex\":22,\"con\":21,\"int\":18,\"wis\":19,\"cha\":18,\"save\":{\"dex\":\"+12\",\"con\":\"+11\",\"wis\":\"+10\",\"cha\":\"+10\"},\"skill\":{\"history\":\"+10\",\"insight\":\"+10\",\"perception\":\"+16\",\"persuasion\":\"+10\",\"stealth\":\"+12\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":26,\"resist\":[\"force\"],\"immune\":[\"slashing\"],\"conditionImmune\":[\"charmed\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"18\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The dragon has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Mithral Scales\",\"entries\":[\"If the dragon rolls a 20 on a saving throw against a spell that targets only it, the dragon is unaffected, and the spell is reflected back at the caster as though it originated from the dragon, turning the caster into the target.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage. Instead of dealing damage, the dragon can end one magical effect of its choice of 5th level or lower on the target.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage, and if the target isn't a Construct or Undead, it must succeed on a {@dc 19} Constitution saving throw or lose 7 {@dice 2d6} hp at the start of each of its turns as a piece of metallic claw breaks off in the wound. Any creature can take an action to remove the claw with a successful {@dc 14} Wisdom ({@skill Medicine}) check. The claw pops out of the wound if the target receives magical healing.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 15 ft., one target. {@h}15 ({@damage 2d8 + 6}) bludgeoning damage.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 18} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"]},{\"name\":\"Shard Breath {@recharge 5}\",\"entries\":[\"The mithral dragon spits metallic shards in a 60-foot cone. Each creature in that area must make a {@dc 19} Constitution saving throw, taking 42 ({@damage 12d6}) slashing damage on a failed save, or half as much on a successful one. The area becomes difficult terrain for 1 minute, then the shards dissolve into wisps of silvery smoke. When a creature moves into or within the area, it takes 7 ({@damage 2d6}) slashing damage for every 5 feet it travels.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"The dragon makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Tail Attack\",\"entries\":[\"The dragon makes a Tail attack.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a {@dc 20} Dexterity saving throw or take 13 ({@damage 2d6 + 6}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed.\"]}],\"legendaryGroup\":{\"name\":\"Mithral Dragon\",\"source\":\"ToB1-2023\"},\"environment\":[\"mountain\"],\"dragonAge\":\"adult\",\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Frightful Presence\",\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"B\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"prone\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Adult Sea Dragon\",\"source\":\"ToB1-2023\",\"page\":126,\"size\":[\"H\"],\"type\":\"dragon\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":275,\"formula\":\"22d12 + 132\"},\"speed\":{\"walk\":40,\"fly\":80,\"swim\":60},\"str\":25,\"dex\":10,\"con\":23,\"int\":17,\"wis\":15,\"cha\":19,\"save\":{\"dex\":\"+6\",\"con\":\"+12\",\"wis\":\"+8\",\"cha\":\"+10\"},\"skill\":{\"perception\":\"+14\",\"stealth\":\"+6\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":24,\"immune\":[\"cold\"],\"languages\":[\"Common\",\"Draconic\",\"Primordial\"],\"cr\":\"18\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The dragon can breathe air and water.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The dragon deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon uses its Frightful Presence. It then makes one Bite attack and two Fin attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d10 + 7}) piercing damage plus 10 ({@damage 3d6}) cold damage.\"]},{\"name\":\"Fin\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d6 + 7}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}16 ({@damage 2d8 + 7}) bludgeoning damage.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 18} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"]},{\"name\":\"Tidal Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a crushing wave of frigid seawater in a 60-foot cone. Each creature in that area must make a {@dc 20} Dexterity saving throw. On a failure, the creature takes 33 ({@damage 6d10}) bludgeoning damage and 33 ({@damage 6d10}) cold damage and is pushed up to 30 feet away from the dragon and knocked {@condition prone}. On a success, the creature takes half the damage and isn't pushed or knocked {@condition prone}.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"The dragon makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Tail Attack\",\"entries\":[\"The dragon makes a Tail attack.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a {@dc 21} Dexterity saving throw or take 14 ({@damage 2d6 + 7}) bludgeoning damage and be knocked {@condition prone}. The dragon can then move up to half its flying speed, or half its swimming speed if in the water.\"]}],\"legendaryGroup\":{\"name\":\"Sea Dragon\",\"source\":\"ToB1-2023\"},\"environment\":[\"underwater\"],\"dragonAge\":\"adult\",\"traitTags\":[\"Amphibious\",\"Legendary Resistances\",\"Siege Monster\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Frightful Presence\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"P\"],\"damageTags\":[\"B\",\"C\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"prone\"],\"savingThrowForced\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Adult Void Dragon\",\"source\":\"ToB1-2023\",\"page\":129,\"size\":[\"H\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":229,\"formula\":\"17d12 + 119\"},\"speed\":{\"walk\":40,\"fly\":{\"number\":80,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":24,\"dex\":10,\"con\":25,\"int\":16,\"wis\":13,\"cha\":21,\"save\":{\"dex\":\"+5\",\"con\":\"+12\",\"wis\":\"+6\",\"cha\":\"+10\"},\"skill\":{\"arcana\":\"+13\",\"history\":\"+13\",\"perception\":\"+11\",\"stealth\":\"+5\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":21,\"immune\":[\"cold\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common\",\"Draconic\",\"Void Speech\"],\"cr\":\"16\",\"trait\":[{\"name\":\"Chill of the Void\",\"entries\":[\"Creatures with resistance to cold damage don't have resistance to the cold damage dealt by the Void dragon. A creature with immunity to cold damage is still immune to the dragon's cold damage.\"]},{\"name\":\"Expert Void Traveler\",\"entries\":[\"The Void dragon doesn't require air, food, drink, sleep, or ambient pressure. While traveling in the Void, the dragon magically glides on solar winds, covering immense distances in short times.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon uses its Aura of Madness. It then makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d10 + 7}) piercing damage plus 10 ({@damage 3d6}) cold damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d6 + 7}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 15 ft., one target. {@h}16 ({@damage 2d8 + 7}) bludgeoning damage.\"]},{\"name\":\"Aura of Madness\",\"entries\":[\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 18} Wisdom saving throw or suffer short-term madness for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Aura of Madness for the next 24 hours.\"]},{\"name\":\"Breath Weapons {@recharge 5}\",\"entries\":[\"The dragon uses one of the following breath weapons.\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Gravitic Breath\",\"entry\":\"The dragon exhales localized gravity in a 60‑foot cube, originating from the dragon. When a creature ends a fall in the cube, it takes {@damage 1d10} bludgeoning damage for every 10 feet it fell, to a maximum of {@dice 20d10}. A creature that enters the cube for the first time on a turn or starts its turn there must make a {@dc 20} Dexterity saving throw. On a failure, the creature is {@condition restrained}. On a success, the creature's speed is halved as long as it remains in the cube. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The cube lasts until the dragon's breath weapon recharges.\"},{\"type\":\"item\",\"name\":\"Stellar Breath\",\"entry\":\"The dragon exhales star fire in a 60-foot cone. Each creature in that area must make a {@dc 20} Dexterity saving throw, taking 31 ({@damage 9d6}) fire damage and 31 ({@damage 9d6}) radiant damage on a failed save, or half as much damage on a successful one.\"}]}]}],\"reaction\":[{\"name\":\"Void Twist\",\"entries\":[\"The dragon adds 5 to its AC against one attack that would hit it, as it twists reality to open a small rift in space to protect itself. To do so, the dragon must be able to see the attacker. If the attack misses by 5 or more, the dragon can choose to open a second, connected rift next to another creature it can see within 30 feet of it to direct the attack at that creature instead, using the original attack roll result against the new target's AC.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"The dragon makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Tail Attack\",\"entries\":[\"The dragon makes a Tail attack.\"]},{\"name\":\"Void Slip (Costs 2 Actions)\",\"entries\":[\"The dragon twists the fabric of space around it, disappearing and reappearing in an unoccupied space it can see within 120 feet of it. Each creature within 10 feet of the dragon must succeed on a {@dc 20} Constitution saving throw or take 14 ({@damage 4d6}) cold damage and be knocked {@condition prone}.\"]}],\"legendaryGroup\":{\"name\":\"Void Dragon\",\"source\":\"ToB1-2023\"},\"environment\":[\"planar\"],\"dragonAge\":\"adult\",\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"C\",\"F\",\"P\",\"R\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Adult Wind Dragon\",\"source\":\"ToB1-2023\",\"page\":134,\"size\":[\"H\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":187,\"formula\":\"15d12 + 90\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":90,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":24,\"dex\":16,\"con\":22,\"int\":16,\"wis\":15,\"cha\":18,\"save\":{\"dex\":\"+8\",\"con\":\"+11\",\"wis\":\"+7\",\"cha\":\"+9\"},\"skill\":{\"acrobatics\":\"+13\",\"intimidation\":\"+9\",\"perception\":\"+12\",\"stealth\":\"+8\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":22,\"resist\":[\"cold\"],\"immune\":[\"lightning\"],\"languages\":[\"Common\",\"Draconic\",\"Primordial\"],\"cr\":\"16\",\"trait\":[{\"name\":\"Freedom of Movement\",\"entries\":[\"The dragon ignores difficult terrain, and magical effects can't reduce its speed or cause it to be {@condition restrained}. It can spend 5 feet of movement to escape from nonmagical restraints or being {@condition grappled}.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Storm Sight\",\"entries\":[\"The dragon can see through areas obscured by fog, mist, clouds, or precipitation.\"]},{\"name\":\"Whirling Winds\",\"entries\":[\"Gale force winds rage around the dragon's body. Ranged weapon attack rolls against the dragon have disadvantage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The wind dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d10 + 7}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d6 + 7}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 15 ft., one target. {@h}16 ({@damage 2d8 + 7}) bludgeoning damage.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"]},{\"name\":\"Tempest Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a blast of stormy wind in a 60-foot cone. Each creature in that area must make a {@dc 19} Strength saving throw. On a failure, a creature takes 27 ({@damage 6d8}) bludgeoning damage and 27 ({@damage 6d8}) lightning damage and is pushed up to 30 feet away from the dragon and knocked {@condition prone}. On a success, a creature takes half the damage and isn't pushed or knocked {@condition prone}. Unprotected flames, such as torches, in the area are extinguished, and protected flames, such as those in lanterns, have a 75 percent chance of being extinguished.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"The dragon makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Tail Attack\",\"entries\":[\"The dragon makes a Tail attack.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a {@dc 20} Dexterity saving throw or take 14 ({@damage 2d6 + 7}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed.\"]}],\"legendaryGroup\":{\"name\":\"Wind Dragon\",\"source\":\"ToB1-2023\"},\"environment\":[\"grassland\",\"mountain\"],\"dragonAge\":\"adult\",\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Frightful Presence\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"P\"],\"damageTags\":[\"B\",\"L\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"prone\"],\"savingThrowForced\":[\"dexterity\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Al-Aeshma Genie\",\"source\":\"ToB1-2023\",\"page\":197,\"size\":[\"L\"],\"type\":\"elemental\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":149,\"formula\":\"13d10 + 78\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":90,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":21,\"dex\":15,\"con\":22,\"int\":15,\"wis\":16,\"cha\":20,\"save\":{\"dex\":\"+6\",\"wis\":\"+7\",\"cha\":\"+9\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":13,\"immune\":[\"lightning\",\"thunder\"],\"languages\":[\"Auran\",\"Common\",\"Ignan\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The al-aeshma casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 17}):\"],\"will\":[\"{@spell detect magic}\"],\"daily\":{\"3e\":[\"{@spell create or destroy water} (destroy only)\",\"{@spell wind walk} (as an action)\"],\"1e\":[\"{@spell gaseous form}\",\"{@spell invisibility}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Air Hatred\",\"entries\":[\"The al-aeshma has advantage on attack rolls against creatures that are flying.\"]},{\"name\":\"Earth Bound\",\"entries\":[\"The al-aeshma is anchored to the earth and can't fly far from it. The al-aeshma can't willingly fly more than 30 feet above the ground. If it starts its turn more than 30 feet away from the ground, it loses its damage immunities and is vulnerable to lightning and thunder damage until it starts its turn within 30 feet of the ground.\"]},{\"name\":\"Elemental Demise\",\"entries\":[\"When an al-aeshma dies, its body disintegrates into a swirling spray of coarse sand, leaving behind only equipment it was wearing or carrying.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The al-aeshma regains 10 hp at the start of its turn. If it takes fire or radiant damage, this trait doesn't function at the start of the al-Aeshma's next turn. The al‑aeshma dies only if it starts its turn at 0 hp and doesn't regenerate.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The al-aeshma makes three Scimitar attacks. It can replace one attack with a use of Dust Devil or Spellcasting.\"]},{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage plus 7 ({@damage 2d6}) necrotic damage.\"]},{\"name\":\"Dust Devil\",\"entries\":[\"The al-aeshma creates a swirling dust devil centered on a point it can see within 120 feet of it. The dust devil appears in the shape of a cylinder that is 30 feet tall with a 5-foot radius. Each creature in the area and each creature that enters the area for the first time on a turn or starts its turn there must succeed on a {@dc 17} Strength saving throw or be {@condition restrained}. While {@condition restrained}, a creature takes 7 ({@damage 2d6}) slashing damage and 7 ({@damage 2d6}) necrotic damage at the start of each of the al-aeshma's turns. A creature, including a {@condition restrained} creature, can take an action to free the {@condition restrained} creature by succeeding on a {@dc 17} Strength check.\",\"The al-aeshma can use a bonus action on its turn to move the dust devil up to 30 feet. A {@condition restrained} creature doesn't move with the dust devil when the dust devil moves and is freed if the dust devil moves out of its space. The dust devil lasts until the al-aeshma loses its {@status concentration} (as if {@status concentration||concentrating} on a spell), and the alaeshma can have only one dust devil active at a time.\"]}],\"environment\":[\"desert\"],\"attachedItems\":[\"scimitar|phb\"],\"traitTags\":[\"Regeneration\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AU\",\"C\",\"IG\"],\"damageTags\":[\"N\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"conditionInflict\":[\"restrained\"],\"conditionInflictSpell\":[\"incapacitated\",\"invisible\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ala\",\"source\":\"ToB1-2023\",\"page\":13,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":127,\"formula\":\"15d8 + 60\"},\"speed\":{\"walk\":30,\"fly\":40},\"str\":20,\"dex\":16,\"con\":18,\"int\":10,\"wis\":16,\"cha\":8,\"skill\":{\"athletics\":\"+8\",\"perception\":\"+9\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":19,\"immune\":[\"lightning\",\"poison\",\"thunder\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Flyby\",\"entries\":[\"The ala doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]},{\"name\":\"Poisonous Flesh\",\"entries\":[\"The ala's poison infuses its flesh. A creature that touches the ala or hits it with a melee attack while within 5 feet of it takes 7 ({@damage 2d6}) poison damage.\"]},{\"name\":\"Storm's Strength\",\"entries\":[\"If the ala is outside and an electrical storm is within 1 mile of it, creatures have disadvantage on their saving throws against the ala's Lightning's Kiss.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The ala makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage plus 7 ({@damage 2d6}) poison damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) slashing damage plus 7 ({@damage 2d6}) poison damage.\"]},{\"name\":\"Lightning's Kiss {@recharge 5}\",\"entries\":[\"The ala launches a bolt of lightning at up to three targets it can see within 30 feet of it. Each target must make a {@dc 16} Dexterity saving throw, taking 28 ({@damage 8d6}) lightning damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"farmland\",\"forest\"],\"traitTags\":[\"Flyby\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"I\",\"L\",\"P\",\"S\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Alehouse Drake\",\"source\":\"ToB1-2023\",\"page\":138,\"size\":[\"T\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"N\"],\"ac\":[13],\"hp\":{\"average\":45,\"formula\":\"10d4 + 20\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":7,\"dex\":16,\"con\":15,\"int\":11,\"wis\":12,\"cha\":16,\"save\":{\"dex\":\"+5\"},\"skill\":{\"deception\":\"+5\",\"insight\":\"+3\",\"persuasion\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"1\",\"action\":[{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) slashing damage.\"]},{\"name\":\"Discombobulating Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and if the target is a creature, it must succeed on a {@dc 13} Charisma saving throw or be discombobulated until the end of its next turn. A discombobulated creature is {@condition incapacitated}, and when it moves, it moves in a random direction.\"]},{\"name\":\"Mocking Chortle\",\"entries\":[\"{@atk rs} {@hit 5} to hit, range 60 ft., one creature. {@h}7 ({@damage 1d8 + 3}) psychic damage.\"]},{\"name\":\"Breath Weapon {@recharge 5}\",\"entries\":[\"The drake uses one of the following breath weapons.\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Dazing Breath\",\"entries\":[\"The alehouse drake exhales sweet-smelling gas in a 30-foot cone. Each creature in that area must succeed on a {@dc 13} Charisma saving throw or become {@condition incapacitated} for 1 minute. While {@condition incapacitated}, the creature is indifferent about creatures that it is hostile toward within 50 feet of the drake. If the creature is attacked, harmed by a spell, or witnesses any of its allies being harmed, it is no longer indifferent but remains {@condition incapacitated}. The {@condition incapacitated} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"type\":\"item\",\"name\":\"Intoxicating Breath\",\"entries\":[\"The alehouse drake burps intoxicating gas in a 15-foot cone. Each creature in the area must make a {@dc 13} Constitution saving throw. On a failure, a creature takes 7 ({@damage 2d6}) poison damage and is {@condition poisoned} for 1 minute. On a success, a creature takes half the damage and isn't {@condition poisoned}. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}]}]}],\"environment\":[\"urban\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"I\",\"P\",\"S\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"incapacitated\",\"poisoned\"],\"savingThrowForced\":[\"charisma\",\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Algorith\",\"source\":\"ToB1-2023\",\"page\":14,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":153,\"formula\":\"18d8 + 72\"},\"speed\":{\"walk\":40,\"fly\":40},\"str\":21,\"dex\":14,\"con\":19,\"int\":13,\"wis\":16,\"cha\":18,\"save\":{\"dex\":\"+6\",\"con\":\"+8\",\"wis\":\"+7\",\"cha\":\"+8\"},\"skill\":{\"athletics\":\"+9\",\"insight\":\"+7\",\"investigation\":\"+5\",\"perception\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":17,\"resist\":[\"acid\",\"cold\",\"lightning\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"Celestial\",\"Common\",\"Draconic\",\"Infernal\"],\"cr\":\"10\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The algorith casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 16}):\"],\"will\":[\"{@spell bless}\",\"{@spell detect magic}\",\"{@spell dimension door}\",\"{@spell dispel magic}\"],\"daily\":{\"1e\":[\"{@spell commune} (as an action)\",\"{@spell wall of force}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Construct Nature\",\"entries\":[\"The algorith doesn't require air, food, drink, or sleep.\"]},{\"name\":\"Immutable Form\",\"entries\":[\"The algorith is immune to any spell or effect that would alter its form.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The algorith makes three Logic Razor attacks, or it makes two Logic Razor attacks and uses Spellcasting.\"]},{\"name\":\"Logic Razor\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}21 ({@damage 3d10 + 5}) force damage.\"]},{\"name\":\"Cone of Negation {@recharge 5}\",\"entries\":[\"The algorith projects null energy in a 30-foot cone. Each creature in the area must make a {@dc 16} Dexterity saving throw. On a failure, a creature takes 33 ({@damage 6d10}) force damage and any spell of 4th level or lower on the creature ends, as if it had been the target of a {@spell dispel magic} spell. On a success, a creature takes half the damage and spells on it don't end.\"]},{\"name\":\"Reality Bomb (5/Day)\",\"entries\":[\"The algorith summons and throws a tiny rune of law at a point it can see within 100 feet. The rune explodes on impact. Each creature within 30 feet of where the rune landed must make a {@dc 16} Dexterity saving throw. On a failure, a creature takes 27 ({@damage 5d10}) force damage and is {@condition stunned} until the end of its next turn. On a success, a creature takes half the damage and isn't {@condition stunned}.\"]}],\"environment\":[\"planar\"],\"traitTags\":[\"Immutable Form\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\",\"DR\",\"I\"],\"damageTags\":[\"O\"],\"damageTagsSpell\":[\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"stunned\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Alseid\",\"source\":\"ToB1-2023\",\"page\":15,\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":40},\"str\":13,\"dex\":17,\"con\":12,\"int\":8,\"wis\":16,\"cha\":8,\"skill\":{\"nature\":\"+3\",\"perception\":\"+5\",\"stealth\":\"+5\",\"survival\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"languages\":[\"Common\",\"Elvish\",\"Sylvan\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Woodfriend\",\"entries\":[\"When in a forest, the alseid leaves no tracks and automatically discerns true north.\"]}],\"action\":[{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage, or 5 ({@damage 1d8 + 1}) piercing damage if used with two hands to make a melee attack.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]}],\"environment\":[\"forest\"],\"attachedItems\":[\"shortbow|phb\",\"spear|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"E\",\"S\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Amphiptere\",\"source\":\"ToB1-2023\",\"page\":16,\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":60,\"formula\":\"8d8 + 24\"},\"speed\":{\"walk\":20,\"climb\":20,\"fly\":60,\"swim\":20},\"str\":11,\"dex\":18,\"con\":17,\"int\":2,\"wis\":16,\"cha\":6,\"skill\":{\"perception\":\"+5\"},\"senses\":[\"blindsight 10 ft.\"],\"passive\":15,\"cr\":\"3\",\"trait\":[{\"name\":\"Flyby\",\"entries\":[\"The amphiptere doesn't provoke opportunity attacks when it flies out of an enemy's reach.\"]},{\"name\":\"Swarming\",\"entries\":[\"Up to two amphipteres can share the same space at the same time. The amphiptere has advantage on melee attack rolls if it is sharing its space with another amphiptere that isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The amphiptere makes one Bite attack and one Stinger attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]},{\"name\":\"Stinger\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 10 ({@damage 3d6}) poison damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 hour.\"]}],\"environment\":[\"forest\",\"hill\"],\"traitTags\":[\"Flyby\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ancient Cave Dragon\",\"source\":\"ToB1-2023\",\"page\":113,\"size\":[\"G\"],\"type\":\"dragon\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":507,\"formula\":\"26d20 + 234\"},\"speed\":{\"walk\":40,\"burrow\":40,\"climb\":40},\"str\":30,\"dex\":12,\"con\":29,\"int\":14,\"wis\":16,\"cha\":18,\"save\":{\"dex\":\"+9\",\"con\":\"+17\",\"wis\":\"+11\",\"cha\":\"+12\"},\"skill\":{\"perception\":\"+19\",\"stealth\":\"+9\"},\"senses\":[\"blindsight 60 ft.\",\"tremorsense 120 ft.\"],\"passive\":29,\"immune\":[\"poison\"],\"conditionImmune\":[\"blinded\",\"poisoned\"],\"languages\":[\"Common\",\"Darakhul\",\"Draconic\"],\"cr\":\"25\",\"trait\":[{\"name\":\"Darkness Aura\",\"entries\":[\"The cave dragon emits magical darkness in a 30- foot radius around it. The darkness moves with the dragon and spreads around corners. Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 4th level or lower, the spell creating the light is dispelled. At the start of each of its turns, the dragon chooses whether this aura is active. A successful {@spell dispel magic} ({@dc 15}) cast on the dragon suppresses this aura for 1 minute.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magical Tunneler\",\"entries\":[\"The cave dragon can burrow through any unworked earth and stone. While doing so, the dragon can choose whether to leave the material it moves through undisturbed or leave a 15-foot diameter tunnel in its wake.\"]},{\"name\":\"Spiked Climb\",\"entries\":[\"The dragon uses its spikes to hold itself in place while climbing, allowing it to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. If it climbs upside down on a ceiling or suspends itself on a vertical surface while leaving its claws free, it can't use the Ruff Spikes reaction.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon uses its Frightful Presence. It then makes three attacks: one with its Bite and two with its Claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 15 ft., one target. {@h}21 ({@damage 2d10 + 10}) piercing damage plus 14 ({@damage 4d6}) poison damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d6 + 10}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 18} to hit, reach 20 ft., one target. {@h}19 ({@damage 2d8 + 10}) bludgeoning damage.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 20} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"]},{\"name\":\"Poison Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a cone of black, poisonous gas in a 90-foot cone. Each target in that area must make a {@dc 25} Constitution saving throw. On a failure, a creature takes 91 ({@damage 26d6}) poison damage and is {@condition poisoned} until cured by the {@spell greater restoration} spell or similar magic. On a success, a creature takes half the damage and isn't {@condition poisoned}.\"]}],\"reaction\":[{\"name\":\"Ruff Spikes\",\"entries\":[\"When a creature moves to a space within 10 feet of the cave dragon, the dragon flares its many feelers and spikes. The creature must succeed on a {@dc 25} Dexterity saving throw or take 13 ({@damage 3d8}) piercing damage and be prevented from entering that space.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"The dragon makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Tail Attack\",\"entries\":[\"The dragon makes a Tail attack.\"]},{\"name\":\"Limb Sweep (Costs 2 Actions)\",\"entries\":[\"The dragon sweeps its wingless limbs outward. Each creature within 10 feet of the dragon must succeed on a {@dc 25} Dexterity saving throw or take 15 ({@damage 2d6 + 8}) bludgeoning damage and be pushed up to 10 feet away from the dragon and knocked {@condition prone}.\"]}],\"legendaryGroup\":{\"name\":\"Cave Dragon\",\"source\":\"ToB1-2023\"},\"environment\":[\"underdark\"],\"dragonAge\":\"ancient\",\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"B\",\"T\"],\"actionTags\":[\"Breath Weapon\",\"Frightful Presence\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"I\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"poisoned\",\"prone\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ancient Flame Dragon\",\"source\":\"ToB1-2023\",\"page\":117,\"size\":[\"G\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":22,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":518,\"formula\":\"28d20 + 224\"},\"speed\":{\"walk\":40,\"climb\":40,\"fly\":80},\"str\":23,\"dex\":14,\"con\":27,\"int\":19,\"wis\":16,\"cha\":22,\"save\":{\"dex\":\"+9\",\"con\":\"+15\",\"wis\":\"+10\",\"cha\":\"+13\"},\"skill\":{\"deception\":\"+13\",\"perception\":\"+17\",\"persuasion\":\"+13\",\"stealth\":\"+9\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":27,\"immune\":[\"fire\"],\"languages\":[\"Common\",\"Draconic\",\"Ignan\"],\"cr\":\"23\",\"trait\":[{\"name\":\"Fire Incarnate\",\"entries\":[\"Creatures with resistance to fire damage don't have resistance to the fire damage dealt by the flame dragon. A creature with immunity to fire damage is still immune to the dragon's fire damage.\"]},{\"name\":\"Heated Body\",\"entries\":[\"A creature that touches the flame dragon or hits it with a melee attack while within 5 feet of it takes 14 ({@damage 4d6}) fire damage.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 14 ({@damage 4d6}) fire damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 20 ft., one target. {@h}15 ({@damage 2d8 + 6}) bludgeoning damage.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 21} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"]},{\"name\":\"Fire Breath {@recharge 5}\",\"entries\":[\"The dragon exhales fire in a 90-foot cone. Each creature in that area must make a {@dc 23} Dexterity saving throw, taking 91 ({@damage 26d6}) fire damage on a failed save, or half as much damage on a successful one. Each creature in that area must also succeed on a {@dc 21} Wisdom saving throw or go on a rampage for 1 minute. A rampaging creature must attack the nearest creature other than the dragon on its turn. If no other creature is near enough to move to and attack, the rampaging creature stalks off in a random direction, seeking a target for its rage. The rampaging creature can repeat the Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"bonus\":[{\"name\":\"Shifting Flames\",\"entries\":[\"The dragon magically transforms into a Gargantuan or smaller fire-based Elemental (such as a salamander, magma mephit, or fire elemental) or back into its true form, which is a Dragon. Without wings or other way of flying, it loses its flying speed. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"The dragon makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Tail Attack\",\"entries\":[\"The dragon makes a Tail attack.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a {@dc 21} Dexterity saving throw or take 13 ({@damage 2d6 + 6}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed.\"]}],\"legendaryGroup\":{\"name\":\"Flame Dragon\",\"source\":\"ToB1-2023\"},\"environment\":[\"mountain\",\"underdark\"],\"dragonAge\":\"ancient\",\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Frightful Presence\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"IG\"],\"damageTags\":[\"B\",\"F\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"prone\"],\"savingThrowForced\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ancient Mithral Dragon\",\"source\":\"ToB1-2023\",\"page\":120,\"size\":[\"G\"],\"type\":\"dragon\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":490,\"formula\":\"28d20 + 196\"},\"speed\":{\"walk\":40,\"fly\":80},\"str\":12,\"dex\":26,\"con\":25,\"int\":20,\"wis\":21,\"cha\":20,\"save\":{\"dex\":\"+15\",\"con\":\"+14\",\"wis\":\"+12\",\"cha\":\"+12\"},\"skill\":{\"history\":\"+12\",\"insight\":\"+12\",\"perception\":\"+19\",\"persuasion\":\"+12\",\"stealth\":\"+15\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":29,\"resist\":[\"force\"],\"immune\":[\"slashing\"],\"conditionImmune\":[\"charmed\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"22\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The dragon has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Mithral Scales\",\"entries\":[\"If the dragon succeeds on a saving throw by 5 or more against a spell that targets only it, the dragon is unaffected, and the spell is reflected back at the caster as though it originated from the dragon, turning the caster into the target.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 15 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage. Instead of dealing damage, the dragon can end one magical effect of its choice of 7th level or lower on the target.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d6 + 8}) slashing damage, and if the target isn't a Construct or Undead, it must succeed on a {@dc 23} Constitution saving throw or lose 10 {@dice 3d6} hp at the start of each of its turns as a piece of metallic claw breaks off in the wound. Any creature can take an action to remove the claw with a successful {@dc 16} Wisdom ({@skill Medicine}) check. The claw pops out of the wound if the target receives magical healing.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 20 ft., one target. {@h}17 ({@damage 2d8 + 8}) bludgeoning damage.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 20} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"]},{\"name\":\"Shard Breath {@recharge 5}\",\"entries\":[\"The mithral dragon spits metallic shards in a 90-foot cone. Each creature in that area must succeed on a {@dc 22} Dexterity saving throw, taking 73 ({@damage 21d6}) slashing damage on a failed save, or half as much damage on a successful one. The area becomes difficult terrain for 1 minute, then the shards dissolve into wisps of silvery smoke. When a creature moves into or within the area, it takes 7 ({@damage 2d6}) slashing damage for every 5 feet it travels.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"The dragon makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Tail Attack\",\"entries\":[\"The dragon makes a Tail attack.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a {@dc 23} Dexterity saving throw or take 15 ({@damage 2d6 + 8}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed.\"]}],\"legendaryGroup\":{\"name\":\"Mithral Dragon\",\"source\":\"ToB1-2023\"},\"environment\":[\"mountain\"],\"dragonAge\":\"ancient\",\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Frightful Presence\",\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"B\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"prone\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ancient Sea Dragon\",\"source\":\"ToB1-2023\",\"page\":125,\"size\":[\"G\"],\"type\":\"dragon\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":22,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":518,\"formula\":\"28d20 + 224\"},\"speed\":{\"walk\":40,\"fly\":80,\"swim\":80},\"str\":29,\"dex\":10,\"con\":27,\"int\":19,\"wis\":17,\"cha\":21,\"save\":{\"dex\":\"+7\",\"con\":\"+15\",\"wis\":\"+10\",\"cha\":\"+12\"},\"skill\":{\"perception\":\"+17\",\"stealth\":\"+7\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":27,\"immune\":[\"cold\"],\"languages\":[\"Common\",\"Draconic\",\"Primordial\"],\"cr\":\"23\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The dragon can breathe air and water.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The dragon deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon uses its Frightful Presence. It then makes one Bite attack and two Fin attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}20 ({@damage 2d10 + 9}) piercing damage plus 14 ({@damage 4d6}) cold damage.\"]},{\"name\":\"Fin\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d6 + 9}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 20 ft., one target. {@h}18 ({@damage 2d8 + 9}) bludgeoning damage.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 20} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"]},{\"name\":\"Tidal Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a crushing wave of frigid seawater in a 90-foot cone. Each creature in that area must make a {@dc 23} Dexterity saving throw. On a failure, the creature takes 44 ({@damage 8d10}) bludgeoning damage and 44 ({@damage 8d10}) cold damage and is pushed up to 45 feet away from the dragon and knocked {@condition prone}. On a success, the creature takes half the damage and isn't pushed or knocked {@condition prone}.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"The dragon makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Tail Attack\",\"entries\":[\"The dragon makes a Tail attack.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a {@dc 24} Dexterity saving throw or take 16 ({@damage 2d6 + 9}) bludgeoning damage and be knocked {@condition prone}. The dragon can then move up to half its flying speed, or swimming speed if in the water.\"]}],\"legendaryGroup\":{\"name\":\"Sea Dragon\",\"source\":\"ToB1-2023\"},\"environment\":[\"underwater\"],\"dragonAge\":\"ancient\",\"traitTags\":[\"Amphibious\",\"Legendary Resistances\",\"Siege Monster\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Frightful Presence\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"P\"],\"damageTags\":[\"B\",\"C\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"prone\"],\"savingThrowForced\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ancient Titan\",\"source\":\"ToB1-2023\",\"page\":361,\"size\":[\"G\"],\"type\":{\"type\":\"celestial\",\"tags\":[\"titan\"]},\"alignment\":[\"N\",\"G\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item breastplate|PHB}\"]}],\"hp\":{\"average\":198,\"formula\":\"12d20 + 72\"},\"speed\":{\"walk\":50,\"swim\":30},\"str\":27,\"dex\":13,\"con\":22,\"int\":16,\"wis\":16,\"cha\":20,\"save\":{\"con\":\"+10\",\"wis\":\"+7\",\"cha\":\"+9\"},\"skill\":{\"athletics\":\"+12\",\"intimidation\":\"+9\",\"perception\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":17,\"languages\":[\"Common\",\"Giant\",\"Primordial\",\"telepathy 120 ft.\"],\"cr\":\"12\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The ancient titan can breathe air and water.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The ancient titan has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The ancient titan can use its Reality-Altering Words. It then makes two Greatsword attacks or three Word of Pain attacks.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}36 ({@damage 8d6 + 8}) slashing damage.\"]},{\"name\":\"Word of Pain\",\"entries\":[\"{@atk rs} {@hit 9} to hit, range 120 ft., one target. {@h}23 ({@damage 4d8 + 5}) force damage, and the target must succeed on a {@dc 17} Constitution saving throw or have disadvantage on attack rolls, ability checks, and saving throws until the end of its next turn as pain courses through its body.\"]},{\"name\":\"Reality-Altering Words\",\"entries\":[\"The titan speaks a phrase that temporarily reshapes reality around it, warping the terrain, displacing creatures, and disrupting magic. Each creature within 30 feet of the titan must succeed on a {@dc 17} Dexterity saving throw or be pulled or pushed up to 25 feet toward or away from the titan (the titan's choice) and knocked {@condition prone}. Instead of pushing or pulling a creature that failed the saving throw, the titan can end one magical effect of its choice of 4th level or lower on that creature. The area then becomes difficult terrain until the start of the titan's next turn. Moving through this difficult terrain doesn't cost the titan extra movement.\"]},{\"name\":\"Stunning Word {@recharge 5}\",\"entries\":[\"The titan speaks a brief, echoing word of power at up to three creatures it can see within 60 feet of it. Each target must make a {@dc 17} Constitution saving throw. On a failure, a creature takes 45 ({@damage 10d8}) force damage and is {@condition stunned} for 1 minute. On a success, a creature takes half the damage and isn't {@condition stunned}. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"any\"],\"attachedItems\":[\"greatsword|phb\"],\"traitTags\":[\"Amphibious\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\",\"P\",\"TP\"],\"damageTags\":[\"O\",\"S\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\",\"stunned\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ancient Void Dragon\",\"source\":\"ToB1-2023\",\"page\":128,\"size\":[\"G\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":22,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":429,\"formula\":\"22d20 + 198\"},\"speed\":{\"walk\":40,\"fly\":{\"number\":80,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":28,\"dex\":10,\"con\":29,\"int\":18,\"wis\":15,\"cha\":23,\"save\":{\"dex\":\"+7\",\"con\":\"+16\",\"wis\":\"+9\",\"cha\":\"+13\"},\"skill\":{\"arcana\":\"+18\",\"history\":\"+18\",\"perception\":\"+16\",\"stealth\":\"+7\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":26,\"immune\":[\"cold\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common\",\"Draconic\",\"Void Speech\"],\"cr\":\"24\",\"trait\":[{\"name\":\"Chill of the Void\",\"entries\":[\"Creatures with resistance to cold damage don't have resistance to the cold damage dealt by the Void dragon. A creature with immunity to cold damage is still immune to the dragon's cold damage.\"]},{\"name\":\"Collapsing Star\",\"entries\":[\"When the void dragon dies, it explodes in a swath of celestial destruction. Each creature within 1,000 feet of the dragon must make a {@dc 21} Constitution saving throw, taking 55 ({@damage 10d10}) bludgeoning damage and 55 ({@damage 10d10}) cold damage on a failed save, or half as much damage on a successful one. Objects in the area that aren't being worn or carried take half the bludgeoning damage. A creature that fails the saving throw by 5 or more is ejected to a random location on a random plane of existence or {@dice 5d100} miles away from its current location in a random direction (GM's choice).\"]},{\"name\":\"Expert Void Traveler\",\"entries\":[\"The Void dragon doesn't require air, food, drink, sleep, or ambient pressure. While traveling in the Void, the dragon magically glides on solar winds, covering immense distances in short times.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon uses its Aura of Madness. It then makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}20 ({@damage 2d10 + 9}) piercing damage plus 14 ({@damage 4d6}) cold damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d6 + 9}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 20 ft., one target. {@h}18 ({@damage 2d8 + 9}) bludgeoning damage.\"]},{\"name\":\"Aura of Madness\",\"entries\":[\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 18} Wisdom saving throw or suffer short-term madness for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Aura of Madness for the next 24 hours.\"]},{\"name\":\"Breath Weapons {@recharge 5}\",\"entries\":[\"The dragon uses one of the following breath weapons.\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Gravitic Breath\",\"entries\":[\"The dragon exhales localized gravity in a 90‑foot cube, originating from the dragon. When a creature ends a fall in the cube, it takes {@damage 1d10} bludgeoning damage for every 10 feet it fell, to a maximum of {@dice 20d10}. A creature that enters the cube for the first time on a turn or starts its turn there must make a {@dc 24} Dexterity saving throw. On a failure, the creature is {@condition restrained}. On a success, the creature's speed is halved as long as it remains in the cube. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The cube lasts for 1 minute.\"]},{\"type\":\"item\",\"name\":\"Stellar Breath\",\"entries\":[\"The dragon exhales star fire in a 90-foot cone. Each creature in that area must make a {@dc 24} Dexterity saving throw, taking 42 ({@damage 12d6}) fire damage and 42 ({@damage 12d6}) radiant damage on a failed save, or half as much damage on a successful one.\"]}]}]}],\"reaction\":[{\"name\":\"Void Twist\",\"entries\":[\"The dragon adds 7 to its AC against one attack that would hit it, as it twists reality to open a small rift in space to protect itself. To do so, the dragon must be able to see the attacker. If the attack misses by 5 or more, the dragon can choose to open a second, connected rift next to another creature it can see within 30 feet of it to direct the attack at that creature instead, using the original attack roll result against the new target's AC.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"The dragon makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Tail Attack\",\"entries\":[\"The dragon makes a Tail attack.\"]},{\"name\":\"Void Slip (Costs 2 Actions)\",\"entries\":[\"The dragon twists the fabric of space around it, disappearing and reappearing in an unoccupied space it can see within 120 feet of it. Each creature within 15 feet of the dragon must succeed on a {@dc 21} Dexterity saving throw or take 17 ({@damage 5d6}) cold damage and be knocked {@condition prone}.\"]}],\"legendaryGroup\":{\"name\":\"Void Dragon\",\"source\":\"ToB1-2023\"},\"environment\":[\"planar\"],\"dragonAge\":\"ancient\",\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"C\",\"F\",\"P\",\"R\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ancient Wind Dragon\",\"source\":\"ToB1-2023\",\"page\":133,\"size\":[\"G\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":351,\"formula\":\"19d20 + 152\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":120,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":28,\"dex\":16,\"con\":26,\"int\":18,\"wis\":17,\"cha\":20,\"save\":{\"dex\":\"+10\",\"con\":\"+15\",\"wis\":\"+10\",\"cha\":\"+12\"},\"skill\":{\"acrobatics\":\"+17\",\"intimidation\":\"+12\",\"perception\":\"+17\",\"stealth\":\"+10\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":27,\"resist\":[\"cold\"],\"immune\":[\"lightning\"],\"languages\":[\"Common\",\"Draconic\",\"Primordial\"],\"cr\":\"21\",\"trait\":[{\"name\":\"Freedom of Movement\",\"entries\":[\"The dragon ignores difficult terrain, and magical effects can't reduce its speed or cause it to be {@condition restrained}. It can spend 5 feet of movement to escape from nonmagical restraints or being {@condition grappled}.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the dragon fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Storm Sight\",\"entries\":[\"The dragon can see through areas obscured by fog, mist, clouds, or precipitation.\"]},{\"name\":\"Whirling Winds\",\"entries\":[\"Gale force winds rage around the dragon's body. Arrows, bolts, and other ordinary projectiles launched at the dragon are deflected upward and automatically miss. Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The wind dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}20 ({@damage 2d10 + 9}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 10 ft., one target. it: 16 ({@damage 2d6 + 9}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 20 ft., one target. {@h}18 ({@damage 2d8 + 9}) bludgeoning damage.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 20} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"]},{\"name\":\"Tempest Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a blast of stormy wind in a 90-foot cone. Each creature in that area must make a {@dc 23} Strength saving throw. On a failure, a creature takes 36 ({@damage 8d8}) bludgeoning damage and 36 ({@damage 8d8}) lightning damage and is pushed up to 45 feet away from the dragon and knocked {@condition prone}. On a success, a creature takes half the damage and isn't pushed or knocked {@condition prone}. Nonmagical flames in the area are extinguished.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"The dragon makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Tail Attack\",\"entries\":[\"The dragon makes a Tail attack.\"]},{\"name\":\"Wing Attack (Costs 2 Actions)\",\"entries\":[\"The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a {@dc 24} Dexterity saving throw or take 16 ({@damage 2d6 + 9}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed.\"]}],\"legendaryGroup\":{\"name\":\"Wind Dragon\",\"source\":\"ToB1-2023\"},\"environment\":[\"grassland\",\"mountain\"],\"dragonAge\":\"ancient\",\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Frightful Presence\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"P\"],\"damageTags\":[\"B\",\"L\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"prone\"],\"savingThrowForced\":[\"dexterity\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Angatra\",\"source\":\"ToB1-2023\",\"page\":17,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":85,\"formula\":\"10d8 + 40\"},\"speed\":{\"walk\":50},\"str\":14,\"dex\":20,\"con\":18,\"int\":8,\"wis\":12,\"cha\":15,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Agonizing Gaze\",\"entries\":[\"When a creature that can see the angatra's eyes starts its turn within 30 feet of the angatra, the angatra can force it to make a {@dc 13} Charisma saving throw if the angatra isn't {@condition incapacitated} and can see the creature. On a failed saving throw, the creature's pain threshold lowers, and it becomes vulnerable to all damage types until the end of its next turn.\",\"Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the angatra until the start of its next turn, when it can avert its eyes again. If the creature looks at the angatra in the meantime, it must immediately make the save.\"]},{\"name\":\"Ancestral Wrath\",\"entries\":[\"The angatra immediately recognizes any individual descended from its tribe. It has advantage on attack rolls against such creatures, and those creatures have disadvantage on saving throws against the angatra's traits and attacks.\"]},{\"name\":\"Undead Nature\",\"entries\":[\"The angatra doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The angatra makes two Claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}14 ({@damage 2d8 + 5}) piercing damage, and the creature must succeed on a {@dc 15} Constitution saving throw or be {@condition paralyzed} by pain until the end of its next turn.\"]}],\"environment\":[\"any\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"paralyzed\"],\"savingThrowForced\":[\"charisma\",\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Angler Worm\",\"source\":\"ToB1-2023\",\"page\":20,\"size\":[\"H\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":104,\"formula\":\"11d12 + 33\"},\"speed\":{\"walk\":20,\"climb\":20},\"str\":14,\"dex\":5,\"con\":16,\"int\":3,\"wis\":14,\"cha\":1,\"senses\":[\"tremorsense 60 ft.\"],\"passive\":12,\"immune\":[\"poison\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"poisoned\",\"prone\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Keen Touch\",\"entries\":[\"The angler worm has advantage on Wisdom ({@skill Perception}) checks that rely on vibrations.\"]},{\"name\":\"Snare Walker\",\"entries\":[\"The angler worm ignores movement restrictions caused by its snares or the snares of other angler worms.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The angler worm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Transparent Trap\",\"entries\":[\"With 10 minutes of work, the angler worm can create a web of nearly transparent snares in a 20-foot cube. The web must be anchored between two solid masses or layered across a floor, wall, or ceiling. A web of snares layered over a flat surface has a depth of 5 feet. The web is difficult terrain, and the snares forming it are nearly transparent, requiring a successful {@dc 15} Wisdom ({@skill Perception}) check to notice them.\",\"A creature that starts its turn in the web of snares or enters the web during its turn must succeed on a {@dc 13} Dexterity saving throw or be {@condition restrained} by the sticky snares. A creature {@condition restrained} by the snares can use its action to free itself by succeeding on a {@dc 13} Strength check.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The angler worm makes two Bite attacks or one Bite attack and one Coils attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}9 ({@damage 2d6 + 2}) piercing damage plus 3 ({@damage 1d6}) acid damage.\"]},{\"name\":\"Coils\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 10 ft., one creature. {@h}12 ({@damage 3d6 + 2}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 13}). Until this grapple ends, the target is {@condition restrained} by the angler worm, it can't breathe, it takes 10 ({@damage 3d6}) bludgeoning damage at the start of each of the angler worm's turns, and the angler worm can't use its Coils on another target.\"]},{\"name\":\"Ethereal Lure {@recharge 4}\",\"entries\":[\"The angler worm creates an orb of faint, blue light on a point it can see within 20 feet of it. The light glows until the start of the worm's next turn. When a creature that isn't an angler worm starts its turn within 60 feet of the orb and can see the light, it must succeed on a {@dc 13} Wisdom saving throw or be {@condition charmed} until the start of its next turn. While {@condition charmed}, the creature must take the Dash action and move toward the light by the most direct route, trying to get within 5 feet of the light. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, the creature can repeat the saving throw, ending the effect on itself on a success. If the {@condition charmed} creature enters the worm's snares, it has disadvantage on the saving throw to avoid being {@condition restrained}.\"]}],\"environment\":[\"underdark\"],\"traitTags\":[\"Keen Senses\",\"Spider Climb\"],\"senseTags\":[\"T\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"A\",\"B\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"charmed\",\"grappled\",\"restrained\"],\"savingThrowForced\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Annelidast\",\"source\":\"ToB1-2023\",\"page\":21,\"size\":[\"H\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":184,\"formula\":\"16d12 + 80\"},\"speed\":{\"walk\":40,\"burrow\":30},\"str\":26,\"dex\":10,\"con\":20,\"int\":1,\"wis\":10,\"cha\":4,\"save\":{\"con\":\"+9\",\"wis\":\"+4\"},\"senses\":[\"tremorsense 120 ft.\"],\"passive\":10,\"resist\":[\"lightning\"],\"immune\":[{\"immune\":[\"bludgeoning\",\"poison\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"poisoned\"],\"cr\":\"12\",\"trait\":[{\"name\":\"Deep Earth Dweller\",\"entries\":[\"The annelidast doesn't require air.\"]},{\"name\":\"Primordial Aura\",\"entries\":[\"A creature that starts its turn within 30 feet of the annelidast must succeed on a {@dc 17} Constitution saving throw or take 7 ({@damage 2d6}) poison damage. A creature that finishes a long rest within 1,000 feet of the annelidast must succeed on a {@dc 17} Constitution saving throw or develop tumors across its body and become {@condition poisoned} until the tumors are removed by the {@spell greater restoration} spell or similar magic.\"]},{\"name\":\"Tunneler\",\"entries\":[\"The annelidast can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The annelidast makes three Slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}21 ({@damage 2d12 + 8}) bludgeoning damage, and if the target is a creature, it must succeed on a {@dc 17} Strength saving throw or be pushed up to 15 feet away from the annelidast. A creature {@condition restrained} by the annelidast automatically succeeds on this saving throw.\"]},{\"name\":\"Crush {@recharge 5}\",\"entries\":[\"The annelidast launches most of its massive bulk into the air and crashes down on the ground in a 20-foot line that is 10 feet wide. It then retracts itself into a space along that line and can occupy the space of one or more Large or smaller creatures. Each creature in the line must make a {@dc 17} Dexterity saving throw. On a failure, a creature takes 45 ({@damage 7d12}) bludgeoning damage, is knocked {@condition prone}, and is {@condition restrained} while it shares a space with the annelidast, as it is pinned beneath the annelidast's body. On a success, a creature takes half the damage, isn't knocked {@condition prone}, and is pushed out of the annelidast's space into an unoccupied space of the creature's choice within 5 feet of the annelidast. A creature, including the {@condition restrained} creature, can take its action to free the {@condition restrained} creature by succeeding on a {@dc 17} Strength check. If the annelidast burrows along the surface of the earth at least 20 feet before using this action, creatures in the line have disadvantage on the saving throw.\"]}],\"reaction\":[{\"name\":\"Defensive Recoil\",\"entries\":[\"When the annelidast takes damage, it can make one Slam attack against a creature {@condition restrained} by it.\"]}],\"environment\":[\"desert\",\"forest\",\"grassland\",\"hill\",\"mountain\",\"underdark\",\"urban\"],\"traitTags\":[\"Tunneler\"],\"senseTags\":[\"T\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"I\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Anubian\",\"source\":\"ToB1-2023\",\"page\":23,\"size\":[\"M\"],\"type\":\"elemental\",\"alignment\":[\"C\",\"E\"],\"ac\":[13],\"hp\":{\"average\":44,\"formula\":\"8d8 + 8\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":16,\"con\":12,\"int\":10,\"wis\":12,\"cha\":10,\"skill\":{\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\",\"tremorsense 30 ft.\"],\"passive\":11,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"unconscious\"],\"languages\":[\"Primordial\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Elemental Nature\",\"entries\":[\"The anubian doesn't require air, food, drink, or sleep.\"]},{\"name\":\"Sand Camouflage\",\"entries\":[\"The anubian has advantage on Dexterity ({@skill Stealth}) checks made to hide in sandy terrain.\"]},{\"name\":\"Sand Form\",\"entries\":[\"The anubian can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.\"]},{\"name\":\"Vulnerability to Water\",\"entries\":[\"For every 5 feet the anubian moves in water, or for every gallon of water splashed on it, it takes 2 ({@damage 1d4}) cold damage. An anubian completely immersed in water takes 10 ({@damage 4d4}) cold damage at the start of its turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The anubian makes two Claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]},{\"name\":\"Haboob (1/Day)\",\"entries\":[\"A 30-foot-tall cylinder of sand forms in the anubian's space and moves with it for 10 minutes, until the anubian ends the storm as a bonus action, or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). The area within 5 feet of the anubian is heavily obscured. A creature that starts its turn in that area or enters the area for the first time on a turn must succeed on a {@dc 13} Strength saving throw or be {@condition restrained} by the storm. While {@condition restrained}, the creature takes 3 ({@damage 1d6}) slashing damage at the start of each of its turns, and moves with the anubian when the anubian moves. A creature, including the {@condition restrained} creature, can use its action to free the {@condition restrained} creature by succeeding on a {@dc 13} Strength check.\"]}],\"bonus\":[{\"name\":\"Sand Step\",\"entries\":[\"The anubian collapses into loose sand and teleports up to 30 feet to an unoccupied space it can see, reforming in that space. If the destination space contains sand, the anubian can immediately Hide. The anubian can't use Sand Step while Haboob is active.\"]}],\"environment\":[\"desert\"],\"traitTags\":[\"Camouflage\"],\"senseTags\":[\"D\",\"T\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"P\"],\"damageTags\":[\"C\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"restrained\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Apau Perape Demon\",\"source\":\"ToB1-2023\",\"page\":82,\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":95,\"formula\":\"10d10 + 40\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":21,\"dex\":18,\"con\":19,\"int\":10,\"wis\":12,\"cha\":15,\"save\":{\"dex\":\"+7\",\"con\":\"+7\",\"wis\":\"+4\"},\"skill\":{\"intimidation\":\"+5\",\"perception\":\"+4\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":14,\"resist\":[\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"vulnerable\":[\"cold\"],\"conditionImmune\":[\"frightened\",\"poisoned\"],\"languages\":[\"Abyssal\",\"telepathy 120 ft.\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Diseased Ichor\",\"entries\":[\"When the apau perape takes piercing damage or slashing damage, a spray of caustic blood spurts from the wound. Each creature within 5 feet of the apau perape must succeed on a {@dc 15} Constitution saving throw or become infected with the Mechuiti's ichor disease and be {@condition poisoned} until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hp maximum by 5 ({@dice 2d4}) on a failure. The disease is cured on a success. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hp maximum to 0.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The apau perape has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The apau perape makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage.\"]},{\"name\":\"Fiery Roar {@recharge}\",\"entries\":[\"The apau perape releases a terrifying, flame-coated roar in a 30-foot cone. Each creature in that area must make a {@dc 15} Dexterity saving throw. On a failure, a creature takes 31 ({@damage 9d6}) fire damage and is {@condition frightened} until the end of its next turn. On a success, a creature takes half the damage and isn't {@condition frightened}.\"]}],\"environment\":[\"forest\",\"planar\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"TP\"],\"damageTags\":[\"F\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"DIS\",\"MW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Arboreal Grappler\",\"source\":\"ToB1-2023\",\"page\":24,\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":90,\"formula\":\"12d8 + 36\"},\"speed\":{\"walk\":10,\"climb\":40},\"str\":16,\"dex\":16,\"con\":16,\"int\":6,\"wis\":10,\"cha\":6,\"skill\":{\"acrobatics\":\"+5\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"cr\":\"4\",\"trait\":[{\"name\":\"Boscage Brachiation\",\"entries\":[\"The arboreal grappler doesn't provoke opportunity attacks when it climbs out of an enemy's reach.\"]},{\"name\":\"Mobile Grappler\",\"entries\":[\"The arboreal grappler can move at its full speed when dragging a Medium or smaller creature it has {@condition grappled}.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The arboreal grappler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The arboreal grappler makes one Bite attack and two Tentacle attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 13}). Until this grapple ends, the target is {@condition restrained}. The arboreal grappler has two tentacles, each of which can grapple only one target.\"]}],\"environment\":[\"forest\"],\"traitTags\":[\"Spider Climb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Arcane Guardian\",\"source\":\"ToB1-2023\",\"page\":338,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[14],\"hp\":{\"average\":127,\"formula\":\"15d8 + 60\"},\"speed\":{\"walk\":0,\"fly\":60},\"str\":6,\"dex\":18,\"con\":18,\"int\":11,\"wis\":16,\"cha\":18,\"save\":{\"dex\":\"+7\",\"wis\":\"+6\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"acid\",\"fire\",\"lightning\",\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"cold\",\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"understands the languages it knew in life but can't speak\"],\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The arcane guardian casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell dancing lights}\",\"{@spell fog cloud}\",\"{@spell minor illusion}\"],\"daily\":{\"3e\":[\"{@spell fear}\",\"{@spell slow}\"],\"1e\":[\"{@spell Bigby's hand}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Disgrace Bound\",\"entries\":[\"The arcane guardian is bound to a tomb, castle ruins, or other place related to the disgrace in life that caused it to rise as a arcane guardian in death. If the guardian starts its turn more than 1 mile from its bound location, it loses its Spectral Blade action until it returns to the region. If it remains outside the region, it automatically teleports back to its bound location after 24 hours, regardless of distance.\"]},{\"name\":\"Incorporeal Movement\",\"entries\":[\"The arcane guardian can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]},{\"name\":\"Undead Nature\",\"entries\":[\"The arcane guardian doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The arcane guardian makes three Spectral Burst attacks. It can replace one attack with a use of Spellcasting.\"]},{\"name\":\"Spectral Burst\",\"entries\":[\"{@atk ms,rs} {@hit 7} to hit, reach 5 ft. or range 120 ft., one target. {@h}9 ({@damage 1d10 + 4}) force damage plus 9 ({@damage 2d8}) necrotic damage.\"]}],\"environment\":[\"any\",\"urban\"],\"traitTags\":[\"Incorporeal Movement\"],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"LF\"],\"damageTags\":[\"N\",\"O\"],\"damageTagsSpell\":[\"B\",\"O\"],\"spellcastingTags\":[\"O\"],\"conditionInflictSpell\":[\"frightened\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Arch-Devil Ia'Affrat\",\"source\":\"ToB1-2023\",\"page\":90,\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"swarmSize\":\"T\"},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":170,\"formula\":\"20d10 + 60\"},\"speed\":{\"walk\":20,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":3,\"dex\":21,\"con\":16,\"int\":20,\"wis\":18,\"cha\":23,\"save\":{\"dex\":\"+10\",\"con\":\"+8\",\"wis\":\"+9\",\"cha\":\"+11\"},\"skill\":{\"arcana\":\"+10\",\"deception\":\"+11\",\"insight\":\"+9\",\"perception\":\"+9\",\"persuasion\":\"+11\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 120 ft.\"],\"passive\":19,\"immune\":[\"bludgeoning\",\"fire\",\"piercing\",\"poison\",\"slashing\"],\"vulnerable\":[\"cold\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"stunned\"],\"languages\":[\"Common\",\"Infernal\",\"Primordial\",\"telepathy 120 ft.\"],\"cr\":\"15\",\"trait\":[{\"name\":\"Collective Mind\",\"entries\":[\"Ia'Affrat's individual Fiends are connected via a hive mind. He can telepathically communicate with any of his individual Fiends within 50 miles of him, and he can't be surprised. If he is reduced to half his hp or lower, his Intelligence score is reduced to 10, he immediately changes into his shapeless form, and he can't take on a Humanoid form again until he regains hp to be above half his hp or he finishes a long rest.\"]},{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede Ia'Affrat's darkvision.\"]},{\"name\":\"Grasping Limbs (Humanoid Form Only)\",\"entries\":[\"Ia'Affrat can wield weapons and hold, grasp, push, pull, or interact with objects that might otherwise require a more Humanoid form to accomplish.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Ia'Affrat fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Ia'Affrat has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Smoke Shroud\",\"entries\":[\"Ia'Affrat emits a cloud of dark smoke within 5 feet of himself. The area is lightly obscured to all except Ia'Affrat, and each non-devil creature that starts its turn in the smoke must succeed on a {@dc 18} Constitution saving throw or be {@condition blinded} until the end of its turn. At the start of each of his turns, Ia'Affrat chooses whether this shroud is active.\"]},{\"name\":\"Swarm (Shapeless Form Only)\",\"entries\":[\"Ia'Affrat can occupy another creature's space and vice versa and can move through any opening large enough for a Tiny insect, but he can't grapple or be {@condition grappled}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Ia'Affrat makes three Bite or Burning Claw attacks, or he makes four Flaming Insect Bolt attacks.\"]},{\"name\":\"Bite (Shapeless Form Only)\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 0 ft., one target in the swarm's space. {@h}21 ({@damage 6d6}) piercing damage plus 14 ({@damage 4d6}) poison damage, or 10 ({@damage 3d6}) piercing damage plus 7 ({@damage 2d6}) poison damage if Ia'Affrat has half of its hp or fewer. If the target is a creature, it must succeed on a {@dc 18} Constitution saving throw or be {@condition poisoned} until the end of its next turn.\"]},{\"name\":\"Burning Claw (Humanoid Form Only)\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}23 ({@damage 4d8 + 5}) slashing damage plus 10 ({@damage 3d6}) fire damage.\"]},{\"name\":\"Flaming Insect Bolt\",\"entries\":[\"{@atk rs} {@hit 11} to hit, range 120 ft., one target. {@h}16 ({@damage 3d6 + 6}) fire damage plus 10 ({@damage 3d6}) poison damage.\"]},{\"name\":\"Inhabit (Shapeless Form Only)\",\"entries\":[\"Ia'Affrat crawls into the body of a Humanoid, or a Humanoid corpse that has been dead no more than 7 days, that he can see within 5 feet of him. If the target is unwilling, the target must succeed on a {@dc 18} Constitution saving throw or the target loses control of its body, and Ia'Affrat takes control of the body. Ia'Affrat controls the body but doesn't deprive the target of awareness. Ia'Affrat can't be targeted by any attack, spell, or other effect, and he retains his alignment, his Intelligence, Wisdom, and Charisma scores, his Hurl Flame action and Teleport and Consume Host legendary actions, and his condition immunities. He otherwise uses the target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. If the target was a Humanoid corpse, he uses the statistics it had before it died.\",\"Ia'Affrat inhabits the target until the target's body is reduced to 0 hp, Ia'Affrat ends it as a bonus action, or Ia'Affrat is forced out by the dispel evil and good or {@spell greater restoration} spell. When the inhabit ends, Ia'Affrat reappears in an unoccupied space within 5 feet of the target. The target is immune to Ia'Affrat's Inhabit for 24 hours after succeeding on the saving throw or after the inhabit ends.\"]}],\"bonus\":[{\"name\":\"Shape Swarm\",\"entries\":[\"Ia'Affrat can shape himself into a Large or smaller Humanoid or back into a shapeless mass of Tiny insectoid Fiends. His statistics, other than his size, are the same in each form, and he can't regain hp or gain temporary hp, except for the Consume Host legendary action. He can't take on a Humanoid form if he is occupying the space of another creature.\"]}],\"legendary\":[{\"name\":\"Teleport\",\"entries\":[\"Ia'Affrat teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.\"]},{\"name\":\"Vermin Breath (Costs 2 Actions; Humanoid Form Only)\",\"entries\":[\"Ia'Affrat exhales {@dice 1d4} swarms of insects in spaces he can see within 30 feet. The swarms take their turns immediately after Ia'Affrat, and they are allies of Ia'Affrat, obeying his telepathic commands. They remain for 1 minute, until Ia'Affrat dies, or until Ia'Affrat dismisses them as a bonus action. Ia'Affrat can have no more than five swarms of insects under his control at a time.\"]},{\"name\":\"Consume Host (Costs 3 Actions; Shapeless Form Only)\",\"entries\":[\"While inhabiting a Humanoid, Ia'Affrat consumes the host from the inside. The host takes 18 ({@damage 4d8}) necrotic damage, and Ia'Affrat regains hp equal to that amount.\"]}],\"environment\":[\"planar\",\"urban\"],\"traitTags\":[\"Devil's Sight\",\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"I\",\"P\",\"TP\"],\"damageTags\":[\"F\",\"I\",\"N\",\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"blinded\",\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Aridni\",\"source\":\"ToB1-2023\",\"page\":25,\"size\":[\"S\"],\"type\":\"fey\",\"alignment\":[\"N\",\"E\"],\"ac\":[15],\"hp\":{\"average\":82,\"formula\":\"15d6 + 30\"},\"speed\":{\"walk\":20,\"fly\":60},\"str\":9,\"dex\":21,\"con\":14,\"int\":12,\"wis\":11,\"cha\":16,\"save\":{\"dex\":\"+8\"},\"skill\":{\"acrobatics\":\"+11\",\"perception\":\"+3\",\"stealth\":\"+11\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Common\",\"Gnoll\",\"Sylvan\",\"Void Speech\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The aridni casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 14}):\"],\"will\":[\"{@spell dancing lights}\",\"{@spell detect magic}\",\"{@spell invisibility}\"],\"daily\":{\"1\":[\"{@spell spike growth}\"],\"3e\":[\"{@spell charm person}\",\"{@spell faerie fire}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Flyby\",\"entries\":[\"The aridni doesn't provoke opportunity attacks when it flies out of an enemy's reach.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The aridni has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The aridni makes three Shortsword or Pixie Bow attacks.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage.\"]},{\"name\":\"Pixie Bow\",\"entries\":[\"{@atk rw} {@hit 8} to hit, range 40/160 ft., one target. {@h}10 ({@damage 2d4 + 5}) piercing damage.\"]}],\"bonus\":[{\"name\":\"Enchanted Arrows\",\"entries\":[\"The aridni enchants one arrow with minor magic. The next time it hits a creature with a Pixie Bow attack before the start of its next turn, the target must succeed on a {@dc 14} Wisdom saving throw or suffer one of the following effects:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Confusion\",\"entries\":[\"The target can't take reactions and acts randomly until the end of its next turn, as if it had failed the saving throw against the {@spell confusion} spell.\"]},{\"type\":\"item\",\"name\":\"Fear\",\"entries\":[\"The target is {@condition frightened} until the end of its next turn and must spend its next turn moving away from the aridni by the safest available route.\"]},{\"type\":\"item\",\"name\":\"Laughter\",\"entries\":[\"The target falls {@condition prone} and is {@condition incapacitated} with laughter until the end of its next turn.\"]},{\"type\":\"item\",\"name\":\"Sleep\",\"entries\":[\"The target falls {@condition unconscious} for 1 minute. It wakes up if it takes damage or if another creature takes an action to shake it awake.\"]}]}]}],\"environment\":[\"forest\"],\"attachedItems\":[\"shortsword|phb\"],\"traitTags\":[\"Flyby\",\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"OTH\",\"S\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"P\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"conditionInflict\":[\"frightened\",\"incapacitated\"],\"conditionInflictSpell\":[\"charmed\",\"invisible\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Arx\",\"source\":\"ToB1-2023\",\"page\":26,\"size\":[\"L\"],\"type\":\"fiend\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":171,\"formula\":\"18d10 + 72\"},\"speed\":{\"walk\":30,\"fly\":20},\"str\":20,\"dex\":8,\"con\":19,\"int\":11,\"wis\":15,\"cha\":8,\"save\":{\"str\":\"+9\"},\"skill\":{\"athletics\":\"+9\",\"perception\":\"+6\"},\"senses\":[\"darkvision 90 ft.\"],\"passive\":16,\"resist\":[\"cold\",\"fire\",\"lightning\",\"poison\"],\"languages\":[\"Abyssal\",\"Infernal\",\"telepathy 60 ft.\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Immutable Form\",\"entries\":[\"The arx is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The arx has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Spiky Hide\",\"entries\":[\"A creature that touches the arx or hits it with a melee attack while within 5 feet of it takes 4 ({@damage 1d8}) piercing damage. This trait also applies to the arx's walls.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The arx makes two Claw attacks and one Spear attack.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}18 ({@damage 3d8 + 5}) slashing damage.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 9} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage, or 14 ({@damage 2d8 + 5}) piercing damage if used with two hands to make a melee attack.\"]},{\"name\":\"Wall Smash\",\"entries\":[\"If the arx has its wall set up (see Emplace Wall), it can briefly close the panels of the wall in on each other. Each creature other than the arx between the panels in a 10-foot cone from the corner where the panels meet must make a {@dc 16} Dexterity saving throw, taking 28 ({@damage 8d6}) bludgeoning damage on a failed save, or half as much damage on a successful one.\"]}],\"bonus\":[{\"name\":\"Emplace Wall {@recharge 3}\",\"entries\":[\"The arx extends its hardened elytra and casts them into the ground, creating a wall. The wall is 3 inches thick and is composed of two 10-foot-by-10-foot panels. The panels must connect perpendicular to each other, forming a corner behind the arx. If the wall falls in a creature's space when the arx places it, the creature must make a {@dc 16} Dexterity saving throw. On a failure, the creature takes 10 ({@damage 3d6}) bludgeoning damage, and the arx determines to which side of the wall the creature is pushed. On a success, the creature takes half the damage and decides to which side of the wall it is pushed.\",\"Each 10-foot panel has AC 17 and 50 hp. If a panel is destroyed, the arx can place only one panel of wall with this bonus action. If both panels are destroyed, the arx can't use this bonus action again until it finishes a long rest or until its elytra are restored with a {@spell regenerate} spell or similar magic.\",\"While the arx has at least one wall emplaced, it must remain within 15 feet of at least one of its walls. The arx can retract the walls into its body, ending this effect, as a bonus action.\"]}],\"environment\":[\"planar\"],\"attachedItems\":[\"spear|phb\"],\"traitTags\":[\"Immutable Form\",\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"I\",\"TP\"],\"damageTags\":[\"B\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Asanbosam\",\"source\":\"ToB1-2023\",\"page\":27,\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":102,\"formula\":\"12d10 + 36\"},\"speed\":{\"walk\":40,\"climb\":15},\"str\":18,\"dex\":13,\"con\":17,\"int\":11,\"wis\":10,\"cha\":5,\"skill\":{\"acrobatics\":\"+4\",\"perception\":\"+3\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Giant\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Spider Climb\",\"entries\":[\"The asanbosam can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The asanbosam makes one Bite attack and one Claws attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage. If the target is a creature, it must succeed on a {@dc 14} Constitution saving throw or take 11 ({@damage 2d10}) poison damage and contract a disease. Until the disease ends, the creature is {@condition poisoned}. Every 24 hours that elapse, the infected creature must repeat the saving throw. On a success, the disease ends. On a failure, the creature's hp maximum is reduced by 5 ({@dice 1d10}). This reduction lasts until the disease ends. The target dies if its hp maximum is reduced to 0.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}20 ({@damage 3d10 + 4}) piercing damage, and the target is {@condition grappled} (escape {@dc 14}). Until this grapple ends, the target is {@condition restrained}, and the asanbosam can't use its Claws on another target. If the target is a creature, it must succeed on a {@dc 14} Constitution saving throw or contract the disease described in the Bite attack.\"]}],\"bonus\":[{\"name\":\"Arboreal Escape\",\"entries\":[\"While in a tree, the asanbosam takes the Disengage or Hide action.\"]}],\"environment\":[\"forest\",\"hill\"],\"traitTags\":[\"Spider Climb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"DIS\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"poisoned\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ash Drake\",\"source\":\"ToB1-2023\",\"page\":139,\"size\":[\"S\"],\"type\":\"dragon\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":117,\"formula\":\"18d6 + 54\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":14,\"dex\":15,\"con\":16,\"int\":9,\"wis\":15,\"cha\":10,\"save\":{\"dex\":\"+4\"},\"skill\":{\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"immune\":[\"fire\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Firesight\",\"entries\":[\"The ash drake can see through areas obscured by fire, smoke, and fog without penalty.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The drake makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) piercing damage plus 3 ({@damage 1d6}) fire damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) slashing damage.\"]},{\"name\":\"Ash Cloud {@recharge}\",\"entries\":[\"The ash drake beats its wings, filling the area within 10 feet of it with ash for 1 minute. The ash spreads around corners, and its area is heavily obscured. Each creature that isn't an ash drake and that enters the cloud for the first time on its turn or starts its turn there must succeed on a {@dc 13} Constitution saving throw or become {@condition blinded} until the end of its next turn. The ash moves with the drake, remaining centered on it for the duration.\"]},{\"name\":\"Ash Breath {@recharge 5}\",\"entries\":[\"The ash drake spews blistering hot, choking ash in a 30-foot cone. Each creature in the area must make a {@dc 13} Dexterity saving throw. On a failure, a creature takes 14 ({@damage 4d6}) fire damage and is {@condition poisoned} for 1 minute. On a success, a creature takes half the damage and isn't {@condition poisoned}. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"mountain\",\"urban\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"F\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"blinded\",\"poisoned\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ashwalker\",\"source\":\"ToB1-2023\",\"page\":28,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[12],\"hp\":{\"average\":31,\"formula\":\"7d8\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":15,\"con\":10,\"int\":7,\"wis\":10,\"cha\":6,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"understands all languages it knew in life but can't speak\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Breath Born\",\"entries\":[\"The ashwalker has immunity to a type of damage based on the type of dragon that killed it: acid (black, copper), cold (silver, white), fire (brass, gold, red), lightning (blue, bronze), or poison (green).\"]},{\"name\":\"Burst of Breath\",\"entries\":[\"A creature that touches the ashwalker or hits it with a melee attack while within 5 feet of it takes 3 ({@damage 1d6}) damage of the type noted in its Breath Born trait.\"]},{\"name\":\"Last Breath\",\"entries\":[\"The first time the ashwalker is reduced to 0 hp, it drops to 1 hp instead and its Draconic Breath automatically recharges. The ashwalker transforms into raw energy of the type noted in its Breath Born trait. While in this energy form, it is immune to all damage and to being {@condition grappled} or {@condition restrained}. At the end of the ashwalker's next turn, it is destroyed.\"]},{\"name\":\"Undead Nature\",\"entries\":[\"The ashwalker doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage plus 3 ({@damage 1d6}) damage of the type noted in the ashwalker's Breath Born trait.\"]},{\"name\":\"Draconic Breath {@recharge}\",\"entries\":[\"The ashwalker exhales elemental energy in a 15-foot cone. Each creature in the area must make a {@dc 12} Constitution saving throw, taking 14 ({@damage 4d6}) damage of the type noted in its Breath Born trait on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"any\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"CS\",\"LF\"],\"damageTags\":[\"B\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Automata Devil\",\"source\":\"ToB1-2023\",\"page\":92,\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":168,\"formula\":\"16d10 + 80\"},\"speed\":{\"walk\":40},\"str\":24,\"dex\":17,\"con\":20,\"int\":11,\"wis\":14,\"cha\":19,\"save\":{\"str\":\"+11\",\"dex\":\"+7\",\"wis\":\"+6\",\"cha\":\"+8\"},\"skill\":{\"athletics\":\"+11\",\"intimidation\":\"+8\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":12,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Common\",\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the devil's darkvision.\"]},{\"name\":\"Fear Aura\",\"entries\":[\"A creature that starts its turn within 10 feet of the automata devil must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} until the start of its next turn. On a successful saving throw, the creature is immune to the automata devil's Fear Aura for 24 hours.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The automata devil has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The automata devil makes one Bite attack, one Whip attack, and two Claw attacks. It can replace two Claw attacks with a use of Shredding Maw.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}18 ({@damage 2d10 + 7}) slashing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d8 + 7}) slashing damage.\"]},{\"name\":\"Whip\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 15 ft., one target. {@h}12 ({@damage 2d4 + 7}) slashing damage, and the target is {@condition grappled} (escape {@dc 17}). The automata devil has two whips, each of which can grapple only one target.\"]},{\"name\":\"Shredding Maw\",\"entries\":[\"One creature {@condition grappled} by the automata devil is pulled up to 10 feet toward the devil's central maw, which shreds the creature with churning gears, razor teeth, and whirling blades. The target must make a {@dc 17} Strength saving throw, taking 36 ({@damage 8d8}) slashing damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Teleport\",\"entries\":[\"The automata devil magically teleports, along with any equipment it is wearing or carrying up to 120 feet to an unoccupied space it can see.\"]}],\"environment\":[\"planar\"],\"attachedItems\":[\"whip|phb\"],\"traitTags\":[\"Devil's Sight\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Teleport\"],\"languageTags\":[\"C\",\"I\",\"TP\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"grappled\"],\"savingThrowForced\":[\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Azza Gremlin\",\"source\":\"ToB1-2023\",\"page\":222,\"size\":[\"S\"],\"type\":\"fey\",\"alignment\":[\"N\"],\"ac\":[14],\"hp\":{\"average\":7,\"formula\":\"2d6\"},\"speed\":{\"walk\":10,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":5,\"dex\":18,\"con\":10,\"int\":12,\"wis\":13,\"cha\":16,\"senses\":[\"darkvision 120 ft.\"],\"passive\":11,\"immune\":[\"lightning\",\"thunder\"],\"languages\":[\"Common\",\"Primordial\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Contagious Lightning\",\"entries\":[\"A creature that touches the azza gremlin or hits it with a metal weapon while within 5 feet of it receives a discharge of lightning. The creature must succeed on a {@dc 10} Constitution saving throw or attract lightning for 1 minute. For the duration, attacks that deal lightning damage have advantage against the affected creature, the creature has disadvantage on saving throws against spells and effects that deal lightning damage, and if the creature takes lightning damage, it is {@condition paralyzed} until the end of its next turn. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"action\":[{\"name\":\"Lightning Jolt\",\"entries\":[\"{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 30 ft., one creature. {@h}6 ({@damage 1d6 + 3}) lightning damage, and the target must succeed on a {@dc 10} Constitution saving throw or be affected by Contagious Lightning.\"]}],\"reaction\":[{\"name\":\"Ride the Bolt\",\"entries\":[\"The azza gremlin can travel instantly along any bolt of lightning. When a bolt of lightning strikes or an effect deals lightning damage within 30 feet of the gremlin, it can teleport to an unoccupied space within 5 feet of where the lightning struck or dealt damage.\"]}],\"environment\":[\"grassland\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"C\",\"P\"],\"damageTags\":[\"L\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Baba Yaga's Horsemen\",\"source\":\"ToB1-2023\",\"page\":30,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":20,\"from\":[\"{@item plate armor|PHB|plate}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":171,\"formula\":\"18d8 + 90\"},\"speed\":{\"walk\":30},\"str\":22,\"dex\":11,\"con\":21,\"int\":16,\"wis\":18,\"cha\":18,\"save\":{\"dex\":\"+4\",\"wis\":\"+8\"},\"skill\":{\"arcana\":\"+7\",\"athletics\":\"+10\",\"history\":\"+7\",\"perception\":\"+8\"},\"passive\":18,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"lightning\",\"poison\"],\"conditionImmune\":[\"exhaustion\",\"paralyzed\",\"poisoned\"],\"languages\":[\"Celestial\",\"Common\",\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"11\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The horseman casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 16}):\"],\"daily\":{\"1\":[\"{@spell plane shift} (self and mount only)\"],\"3\":[\"{@spell phantom steed} (as an action)\"],\"2e\":[\"{@spell darkness} (black night horseman only)\",\"{@spell daylight} (bright day and red sun horsemen only)\",\"{@spell dimension door}\",\"{@spell fire shield}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Enchanted Weapons\",\"entries\":[\"The horseman's weapon attacks are magical. When the horseman hits with any weapon, the weapon deals an extra {@damage 2d8} damage of a type depending on the horseman: cold (black night), fire (red sun), radiant (bright day).\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The horseman has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Peerless Rider\",\"entries\":[\"Any attacks directed at the horseman's mount target the horseman instead, and the horseman confers his damage resistances and immunities and his condition immunities to his mount. In addition, if the horseman and mount are subjected to an effect that allows each to make a saving throw to take only half damage, the mount takes no damage if the horseman succeeds on the saving throw.\"]},{\"name\":\"Timeless Nature\",\"entries\":[\"The horseman doesn't age and doesn't require food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The horseman makes three Lance, Longsword, or Horseman's Bolt attacks. The horseman can replace one attack with a use of Spellcasting.\"]},{\"name\":\"Lance\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}12 ({@damage 1d12 + 6}) piercing damage plus 9 ({@damage 2d8}) damage of the type defined in Enchanted Weapons. The horseman has disadvantage on this attack roll if the target is within 5 feet of him.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d8 + 6}) slashing damage, or 11 ({@damage 1d10 + 6}) slashing damage if used with two hands, plus 9 ({@damage 2d8}) damage of the type defined in Enchanted Weapons.\"]},{\"name\":\"Horseman's Bolt\",\"entries\":[\"{@atk rs} {@hit 8} to hit, range 120 ft., one target. {@h}22 ({@damage 4d6 + 4}) damage of the type defined in Enchanted Weapons.\"]}],\"bonus\":[{\"name\":\"Temporal Strike {@recharge 5}\",\"entries\":[\"One creature the horseman can see and that the horseman hit with a Horseman's Bolt or Longsword attack within the last minute must succeed on a {@dc 17} Constitution saving throw or age 16 ({@dice 3d10}) years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws that use Strength, Dexterity, and Constitution until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging lasts until the creature finishes a long rest, or until it is reversed by a {@spell greater restoration} spell or similar magic. On a successful saving throw, the creature is immune to the horseman's Temporal Strike for 24 hours.\"]}],\"environment\":[\"any\"],\"altArt\":[{\"name\":\"Baba Yaga's Horsemen (Black Night)\",\"source\":\"ToB1-2023\"},{\"name\":\"Baba Yaga's Horsemen (Bright Day)\",\"source\":\"ToB1-2023\"},{\"name\":\"Baba Yaga's Horsemen (Red Sun)\",\"source\":\"ToB1-2023\"}],\"attachedItems\":[\"lance|phb\",\"longsword|phb\"],\"traitTags\":[\"Magic Resistance\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\",\"I\",\"TP\"],\"damageTags\":[\"P\",\"S\"],\"damageTagsSpell\":[\"C\",\"F\",\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bagiennik\",\"source\":\"ToB1-2023\",\"page\":31,\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":75,\"formula\":\"10d8 + 30\"},\"speed\":{\"walk\":30,\"swim\":40},\"str\":16,\"dex\":18,\"con\":16,\"int\":9,\"wis\":16,\"cha\":11,\"skill\":{\"perception\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"languages\":[\"Common\"],\"cr\":\"3\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The bagiennik makes two Claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage.\"]},{\"name\":\"Acid Spray\",\"entries\":[\"The bagiennik sprays acid on one creature it can see within 30 feet of it, creating a puddle of oil beneath the creature. The target must make a {@dc 13} Dexterity saving throw. On a failure, the creature takes 18 ({@damage 4d8}) acid damage and is knocked {@condition prone}. On a success, the creature takes half the damage and isn't knocked {@condition prone}. The slippery oil covers the ground in a 5-foot square centered on the point where the target was standing for 1 minute. A creature that enters the oily area or ends its turn there must succeed on a {@dc 13} Dexterity saving throw or fall {@condition prone}.\"]},{\"name\":\"Healing Oil (3/Day)\",\"entries\":[\"The bagiennik applies healing oil to a creature it can see within 5 feet of it. The target magically regains 7 {@dice 2d6} hp and is freed from any disease or poison. The target must then succeed on a {@dc 13} Constitution saving throw or its speed is halved and it takes a -2 penalty to AC and Dexterity saving throws for 1 minute.\"]}],\"environment\":[\"forest\",\"hill\",\"swamp\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"A\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bandit Lord\",\"source\":\"ToB1-2023\",\"page\":406,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"NX\",\"C\",\"G\",\"NY\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item breastplate|PHB}\"]}],\"hp\":{\"average\":91,\"formula\":\"14d8 + 28\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":15,\"con\":14,\"int\":14,\"wis\":11,\"cha\":14,\"save\":{\"str\":\"+5\",\"dex\":\"+4\",\"wis\":\"+2\"},\"skill\":{\"athletics\":\"+5\",\"deception\":\"+4\",\"intimidation\":\"+4\"},\"passive\":10,\"languages\":[\"any two languages\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Brute\",\"entries\":[\"A melee weapon deals one extra die of its damage when the bandit lord hits with it (included in the attack).\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The bandit lord has advantage on attack rolls against a creature if at least one of the bandit lord's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The bandit lord makes two Longsword attacks and one Dagger attack.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) slashing damage, or 14 ({@damage 2d10 + 3}) slashing damage if used with two hands.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage, or 8 ({@damage 2d4 + 3}) piercing damage if used to make a melee attack.\"]},{\"name\":\"Leadership (Recharges after a Short or Long Rest)\",\"entries\":[\"For 1 minute, the bandit lord can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a {@dice d4} to its roll provided it can hear and understand the bandit lord. A creature can benefit from only one Leadership die at a time. This effect ends if the bandit lord is {@condition incapacitated}.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"The bandit lord adds 2 to its AC against one melee attack that would hit it. To do so, the bandit lord must see the attacker and be wielding a weapon.\"]},{\"name\":\"Protect Me!\",\"entries\":[\"When a creature the bandit lord can see targets it with an attack, the bandit lord can sidestep behind an ally within 5 feet of it, moving to an unoccupied space within 5 feet of the ally. The chosen ally becomes the target of the attack instead.\"]}],\"environment\":[\"desert\",\"farmland\",\"forest\",\"grassland\",\"urban\"],\"attachedItems\":[\"dagger|phb\",\"longsword|phb\"],\"traitTags\":[\"Brute\",\"Pack Tactics\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"X\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bastet Temple Cat\",\"source\":\"ToB1-2023\",\"page\":32,\"size\":[\"S\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"N\"],\"ac\":[14],\"hp\":{\"average\":40,\"formula\":\"9d6 + 9\"},\"speed\":{\"walk\":40,\"climb\":30},\"str\":8,\"dex\":19,\"con\":12,\"int\":12,\"wis\":16,\"cha\":18,\"skill\":{\"perception\":\"+5\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"languages\":[\"Common\",\"Sylvan\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The temple cat casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 14}):\"],\"will\":[\"{@spell guidance}\"],\"daily\":{\"1\":[\"{@spell enhance ability} (only Cat's Grace)\"],\"3e\":[\"{@spell charm person}\",\"{@spell cure wounds}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The temple cat has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Priestly Purr\",\"entries\":[\"When a cleric or paladin who worships Bastet spends an hour preparing spells while a Bastet temple cat is within 5 feet of it, that spellcaster can choose two 1st-level spells and one 2nd-level spell that it is able to cast and imbue the temple cat with the spells. The spellcaster doesn't expend spell slots to imbue the cat in this way. The cat can be imbued with no more than three spells at a time. The cat can use the Spellcasting action to cast each spell once, requiring no material components. Once the spells are expended, the temple cat must finish a long rest before it can be imbued with spells again.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The temple cat makes one Bite attack and one Claws attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d4 + 4}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) slashing damage.\"]},{\"name\":\"Fascinating Purr\",\"entries\":[\"The temple cat purrs loudly at a Humanoid it can see within 30 feet of it and that can hear it. The target must succeed on a {@dc 14} Wisdom saving throw or be {@condition charmed}. While {@condition charmed} by the temple cat, the target is {@condition incapacitated} and must move on its turn toward the cat by the most direct route, trying to get within 5 feet of the cat and pet or hold it. The target doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the cat, the target can repeat the saving throw. A {@condition charmed} target can also repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful, the creature is immune to the temple cat's Fascinating Purr for the next 24 hours. The temple cat has advantage on attack rolls against any creature petting or holding it.\"]}],\"environment\":[\"urban\"],\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"P\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"charmed\",\"incapacitated\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bear King\",\"source\":\"ToB1-2023\",\"page\":172,\"size\":[\"M\"],\"type\":{\"type\":\"fey\",\"tags\":[\"shapechanger\"]},\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":133,\"formula\":\"14d8 + 70\"},\"speed\":{\"walk\":40},\"str\":21,\"dex\":10,\"con\":20,\"int\":12,\"wis\":18,\"cha\":16,\"save\":{\"str\":\"+9\",\"dex\":\"+4\",\"wis\":\"+8\"},\"skill\":{\"athletics\":\"+9\",\"intimidation\":\"+7\",\"perception\":\"+8\"},\"senses\":[\"darkvision 120 ft.\",\"truesight 10 ft.\"],\"passive\":18,\"resist\":[\"cold\"],\"immune\":[{\"immune\":[\"bludgeoning\",\"slashing\",\"piercing\",\"poison\"],\"note\":\"from nonmagical attacks not made with cold iron weapons\",\"cond\":true}],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Common\",\"Elvish\",\"Giant\",\"Sylvan\"],\"cr\":\"12\",\"trait\":[{\"name\":\"Honeyed Weapons\",\"entries\":[\"Radiant, magical honey drips from the Bear King's paws and coats his weapons, making his weapon attacks magical. When the Bear King hits with any weapon, the weapon deals an extra {@damage 3d8} radiant damage (included in the attack).\"]},{\"name\":\"Keen Smell\",\"entries\":[\"The Bear King has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the Bear King fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Regeneration (Bear or Hybrid Form only)\",\"entries\":[\"The Bear King regains 10 hp at the start of his turn if he has at least 1 hp.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The Bear King makes one Bite attack and two Claw attacks, or he makes three Maul or Honey Bolt attacks. If two Maul attacks hit one Large or smaller creature, the target must succeed on a {@dc 17} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Bite (Bear or Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d10 + 5}) piercing damage plus 13 ({@damage 3d8}) radiant damage. The target must succeed on a {@dc 17} Dexterity saving throw or take 9 ({@damage 2d8}) radiant damage at the start of each of its turns, as radiant honey sticks to the wound. Any creature can take an action to remove the honey from the wound with a successful {@dc 14} Wisdom ({@skill Medicine}) check. The honey dissolves if the target receives magical healing.\"]},{\"name\":\"Claw (Bear or Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage plus 13 ({@damage 3d8}) radiant damage.\"]},{\"name\":\"Maul (Fey or Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage plus 13 ({@damage 3d8}) radiant damage.\"]},{\"name\":\"Honey Bolt\",\"entries\":[\"{@atk rs} {@hit 8} to hit, range 120 ft., one target. {@h}22 ({@damage 4d8 + 4}) radiant damage.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"The Bear King transforms into a Large brown bear, or a Large bear-Humanoid hybrid, or back into his true form, which is Fey. His statistics other than his size, are the same in each form. Any equipment he is wearing or carrying isn't transformed. The Bear King reverts to his true form if he dies.\"]}],\"legendary\":[{\"name\":\"Move\",\"entries\":[\"The Bear King moves up to his speed without provoking opportunity attacks.\"]},{\"name\":\"Honey Toss\",\"entries\":[\"The Bear King throws a jar of magical honey at a creature he can see within 120 feet of him. The target must succeed on a {@dc 17} Dexterity saving throw or be {@condition restrained} by sticky honey until the end of its next turn.\"]},{\"name\":\"Frightful Roar (Costs 2 Actions)\",\"entries\":[\"The Bear King lets out a bloodcurdling roar. Each hostile creature within 60 feet of the Bear King and that can hear the roar must succeed on a {@dc 17} Wisdom saving throw or be {@condition frightened} until the end of its next turn.\"]}],\"legendaryGroup\":{\"name\":\"Bear King\",\"source\":\"ToB1-2023\"},\"environment\":[\"forest\",\"planar\"],\"attachedItems\":[\"maul|phb\"],\"traitTags\":[\"Keen Senses\",\"Legendary Resistances\",\"Regeneration\"],\"senseTags\":[\"SD\",\"U\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"E\",\"GI\",\"S\"],\"damageTags\":[\"B\",\"P\",\"R\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"frightened\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"dexterity\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bearfolk\",\"source\":\"ToB1-2023\",\"page\":33,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"bearfolk\"]},\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item hide armor|PHB}\"]}],\"hp\":{\"average\":45,\"formula\":\"6d8 + 18\"},\"speed\":{\"walk\":40},\"str\":19,\"dex\":14,\"con\":16,\"int\":8,\"wis\":12,\"cha\":9,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"languages\":[\"Common\",\"Giant\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The bearfolk has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The bearfolk makes one Battleaxe attack, one Warhammer attack, and one Bite attack.\"]},{\"name\":\"Battleaxe\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage.\"]},{\"name\":\"Warhammer\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage, or 9 ({@damage 1d10 + 4}) bludgeoning damage if used with two hands.\"]}],\"bonus\":[{\"name\":\"Frenzy (Recharges after a Long or Short Rest)\",\"entries\":[\"The bearfolk triggers a berserk frenzy that lasts 1 minute. While in frenzy, it has resistance to bludgeoning, piercing, and slashing damage and has advantage on attack rolls. Attack rolls made against a frenzied bearfolk have advantage.\"]}],\"environment\":[\"arctic\",\"forest\",\"hill\",\"mountain\",\"urban\"],\"attachedItems\":[\"battleaxe|phb\",\"warhammer|phb\"],\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"B\",\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Beggar Ghoul\",\"source\":\"ToB1-2023\",\"page\":200,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"ac\":[12],\"hp\":{\"average\":13,\"formula\":\"3d8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":15,\"con\":10,\"int\":12,\"wis\":11,\"cha\":14,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"poisoned\"],\"languages\":[\"Undercommon\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Hungry Dead Nature\",\"entries\":[\"The ghoul requires no air or sleep.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The beggar ghoul has advantage on attack rolls against a creature if at least one of the beggar ghoul's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]},{\"name\":\"Savage Hunger\",\"entries\":[\"Its Bite attack is a critical hit if the beggar ghoul bites a creature it has surprised.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) slashing damage. If the target is a creature other than an elf or Undead, it must succeed on a {@dc 10} Constitution saving throw or be {@condition paralyzed} for 1 minute. A {@condition paralyzed} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"underdark\",\"urban\"],\"traitTags\":[\"Pack Tactics\"],\"senseTags\":[\"D\"],\"languageTags\":[\"U\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"paralyzed\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Beheaded Vengeful Spirit\",\"source\":\"ToB1-2023\",\"page\":384,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":15,\"from\":[\"angry defiance\"]}],\"hp\":{\"average\":54,\"formula\":\"12d8\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":60,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":7,\"dex\":13,\"con\":11,\"int\":10,\"wis\":10,\"cha\":19,\"save\":{\"wis\":\"+2\",\"cha\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"acid\",\"fire\",\"lightning\",\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"cold\",\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Angry Defiance\",\"entries\":[\"The vengeful spirit adds its Charisma modifier to its AC (included above).\"]},{\"name\":\"Incorporeal Movement\",\"entries\":[\"The vengeful spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]},{\"name\":\"Undead Nature\",\"entries\":[\"The vengeful spirit doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Essence of Rage\",\"entries\":[\"{@atk ms,rs} {@hit 6} to hit, reach 5 ft. or range 30 ft., one creature. {@h}22 ({@damage 4d8 + 4}) psychic damage, and the target must succeed on a {@dc 14} Charisma saving throw or be enraged until the end of its next turn. While enraged, the target has advantage on melee attack rolls and must move to and attack the nearest creature other than the spirit. In addition, attack rolls against the enraged target have advantage.\"]},{\"name\":\"Decapitation (1/Day)\",\"entries\":[\"The vengeful spirit makes a quick, cutting gesture at one creature it can see within 30 feet of it that has a head and that is below half its hp maximum. The target must make a {@dc 14} Constitution saving throw, taking 28 ({@damage 8d6}) slashing damage on a failed save, or half as much damage on a successful one. A target that fails the saving throw also has one of its heads cut off. The creature dies if it can't survive without the lost head.\"]}],\"environment\":[\"farmland\",\"urban\"],\"traitTags\":[\"Incorporeal Movement\"],\"senseTags\":[\"D\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"O\",\"S\",\"Y\"],\"savingThrowForced\":[\"charisma\",\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Behtu\",\"source\":\"ToB1-2023\",\"page\":34,\"size\":[\"S\"],\"type\":\"humanoid\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"8d6 + 24\"},\"speed\":{\"walk\":20,\"climb\":20},\"str\":17,\"dex\":16,\"con\":16,\"int\":12,\"wis\":11,\"cha\":7,\"save\":{\"dex\":\"+5\"},\"skill\":{\"athletics\":\"+5\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"languages\":[\"Behtu\",\"Common\",\"Infernal\"],\"cr\":\"2\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The behtu makes one Bite attack and one Spear attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, or 7 ({@damage 1d8 + 3}) piercing damage if used with two hands to make a melee attack.\"]},{\"name\":\"Fire Breath {@recharge}\",\"entries\":[\"The behtu exhales fire in a 15-foot cone. Each creature in that area must make a {@dc 13} Dexterity saving throw, taking 21 ({@damage 6d6}) fire damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Ichorous Infusion\",\"entries\":[\"The behtu ingests an infusion made from Mechuiti's blood. For 1 minute, the behtu has advantage on saving throws and ability checks that use Strength and Constitution, and its walking and climbing speeds are doubled. In addition, it has disadvantage on saving throws and ability checks that use Intelligence and Wisdom for the duration. A non-behtu that ingests the infusion must make a {@dc 14} Constitution saving throw. On a failure, the creature takes 10 ({@damage 3d6}) poison damage and is {@condition poisoned} for 1 minute. On a success, the creature takes half the damage and isn't {@condition poisoned}. The behtu typically has {@dice 1d4 + 1} infusions in its possession.\"]}],\"environment\":[\"forest\"],\"attachedItems\":[\"spear|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"I\"],\"damageTags\":[\"F\",\"I\",\"P\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Beli\",\"source\":\"ToB1-2023\",\"page\":35,\"size\":[\"S\"],\"type\":\"fey\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":45,\"formula\":\"10d6 + 10\"},\"speed\":{\"walk\":30,\"fly\":30},\"str\":11,\"dex\":16,\"con\":12,\"int\":8,\"wis\":11,\"cha\":14,\"save\":{\"dex\":\"+5\"},\"skill\":{\"perception\":\"+4\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"immune\":[\"cold\"],\"vulnerable\":[\"fire\"],\"languages\":[\"Common\",\"Dwarvish\",\"Giant\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Arctic Hunter\",\"entries\":[\"The beli has advantage on Dexterity ({@skill Stealth}) checks made to hide in snowy terrain. In addition, it has advantage on Wisdom ({@skill Perception}) checks that rely on sight in snowy terrain.\"]},{\"name\":\"Cold Regeneration\",\"entries\":[\"If it starts its turn in an area with below freezing temperature, the beli regains 3 hp. If the beli takes fire damage, this trait doesn't function at the start of the beli's next turn. The beli dies only if it starts its turn with 0 hp and it doesn't regenerate.\"]},{\"name\":\"Flyby\",\"entries\":[\"The beli doesn't provoke opportunity attacks when it flies out of an enemy's reach.\"]}],\"action\":[{\"name\":\"Ice Dagger\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 5 ({@damage 2d4}) cold damage.\"]},{\"name\":\"Icy Shortbow\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 5 ({@damage 2d4}) cold damage, and the target must succeed on a {@dc 13} Constitution saving throw or suffer one level of {@condition exhaustion} from the arrow's icy chill. On a success, the target can't suffer further levels of {@condition exhaustion} from any beli's Icy Shortbow for 24 hours. If a creature would suffer a sixth level of {@condition exhaustion} from this attack, it is reduced to 0 hp instead and must make death saving throws as normal. A creature reduced to 0 hp in this way can't suffer further levels of {@condition exhaustion} from any beli's Icy Shortbow for 24 hours.\"]},{\"name\":\"Invisibility\",\"entries\":[\"The beli magically turns {@condition invisible} until it attacks or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the beli wears or carries is {@condition invisible} with it.\"]}],\"environment\":[\"arctic\"],\"traitTags\":[\"Flyby\",\"Regeneration\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"D\",\"GI\"],\"damageTags\":[\"C\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"conditionInflict\":[\"exhaustion\",\"invisible\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bereginyas\",\"source\":\"ToB1-2023\",\"page\":36,\"size\":[\"T\"],\"type\":\"fey\",\"alignment\":[\"N\",\"E\"],\"ac\":[14],\"hp\":{\"average\":81,\"formula\":\"18d4 + 36\"},\"speed\":{\"walk\":20,\"fly\":60},\"str\":14,\"dex\":19,\"con\":14,\"int\":13,\"wis\":12,\"cha\":11,\"save\":{\"dex\":\"+6\"},\"skill\":{\"perception\":\"+5\",\"stealth\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"immune\":[\"bludgeoning\"],\"languages\":[\"Common\",\"Elvish\",\"Sylvan\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Foul Form\",\"entries\":[\"The bereginyas's semi-solid form emits poisonous gases. Any creature that starts its turn within 5 feet of the bereginyas must succeed on a {@dc 14} Constitution saving throw or be {@condition poisoned}. A creature that succeeds on this saving throw by 5 or more is immune to the bereginyas's Foul Form for the next 24 hours.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The bereginyas makes two Claw attacks. If both attacks hit the same target, the bereginyas attaches to the target. While attached, the bereginyas can use only the Smother action, and it moves with the target whenever the target moves, requiring none of the bereginyas's movement. The bereginyas can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the bereginyas by succeeding on a {@dc 14} Strength check.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage plus 4 ({@damage 1d8}) poison damage.\"]},{\"name\":\"Smother\",\"entries\":[\"While attached to a creature that isn't a Construct or Undead, the bereginyas extends a tendril of poisonous gas down the creature's throat. The creature must make a {@dc 14} Constitution saving throw. On a failure, it takes 22 ({@damage 5d8}) poison damage, immediately runs out of breath, and begins suffocating. On a success, it takes half the damage, doesn't run out of breath, and isn't suffocating. Suffocation ends if the creature dies, if the bereginyas is removed from the creature, or if the bereginyas is killed. A suffocating creature that fails this saving throw reduces its remaining rounds of breath by 1.\"]}],\"environment\":[\"mountain\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\",\"S\"],\"damageTags\":[\"I\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Berstuc Demon\",\"source\":\"ToB1-2023\",\"page\":83,\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":157,\"formula\":\"15d10 + 75\"},\"speed\":{\"walk\":40,\"burrow\":20},\"str\":22,\"dex\":10,\"con\":20,\"int\":12,\"wis\":14,\"cha\":19,\"save\":{\"str\":\"+10\",\"wis\":\"+6\",\"cha\":\"+8\"},\"skill\":{\"deception\":\"+8\",\"nature\":\"+9\",\"stealth\":\"+4\",\"survival\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":12,\"resist\":[\"acid\",\"cold\",\"fire\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"lightning\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\",\"Sylvan\",\"telepathy 120 ft.\"],\"cr\":\"11\",\"trait\":[{\"name\":\"False Presence\",\"entries\":[\"The berstuc detects as a Fey when sensed by spells and features, such as the {@spell detect evil and good} spell or a paladin's Divine Sense. However, it is still a Fiend and can be subjected to spells and features that affect Fiends, such as Divine Smite. Beasts and Plants find the berstuc's presence soothing and don't attack the berstuc unless ordered to or provoked.\"]},{\"name\":\"Forest Camouflage\",\"entries\":[\"The berstuc has advantage on Dexterity ({@skill Stealth}) checks made to hide in forest terrain.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The berstuc has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Twisted Path\",\"entries\":[\"While in a nonmagical forest, the berstuc leaves no trail and can't be tracked, except by magical means. Creatures of the berstuc's choice within 30 feet of it that travel with it can't retrace their own trails, and become hopelessly lost after 1 hour of travel with the berstuc. Creatures led astray by the berstuc have disadvantage on ability checks to discern their location or to navigate for 24 hours.\"]},{\"name\":\"Verdant Nature\",\"entries\":[\"The berstuc doesn't require food or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The berstuc makes three Slam attacks. If two Slam attacks hit a Medium or smaller creature, the berstuc can use Enclose on it.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 17}) if it is a Large or smaller creature and the berstuc doesn't have two other creatures {@condition grappled}.\"]},{\"name\":\"Enclose\",\"entries\":[\"The berstuc encloses a Medium or smaller creature {@condition grappled} by it in a mossy growth on the berstuc's body, and the grapple ends. While enclosed in the berstuc's growth, the target is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} from attacks and other effects outside the berstuc, and it takes 21 ({@damage 6d6}) poison damage at the start of each of the berstuc's turns. The berstuc can have only one creature enclosed at a time.\",\"If the berstuc takes 30 damage or more on a single turn from a creature inside its growth, the berstuc must succeed on a {@dc 15} Constitution saving throw at the end of that turn or expel the enclosed creature as the growth bursts. The expelled creature falls {@condition prone} in a space within 5 feet of the berstuc. If the berstuc dies, an enclosed creature is no longer {@condition restrained} by it and can escape from the growth by using 5 feet of movement, exiting {@condition prone}.\"]}],\"environment\":[\"forest\",\"planar\"],\"traitTags\":[\"Camouflage\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"S\",\"TP\"],\"damageTags\":[\"B\",\"I\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"blinded\",\"grappled\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Black Knight Commander\",\"source\":\"ToB1-2023\",\"page\":406,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|PHB|plate}\"]}],\"hp\":{\"average\":91,\"formula\":\"14d8 + 28\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":10,\"con\":14,\"int\":12,\"wis\":13,\"cha\":15,\"save\":{\"dex\":\"+3\",\"wis\":\"+4\",\"cha\":\"+5\"},\"skill\":{\"animal handling\":\"+7\",\"athletics\":\"+7\",\"intimidation\":\"+5\"},\"passive\":11,\"languages\":[\"any two languages\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Hateful Presence\",\"entries\":[\"Each friendly creature within 10 feet of the black knight commander gains a +2 bonus on weapon damage rolls but can't use the Help action.\"]},{\"name\":\"Locked Saddle\",\"entries\":[\"The black knight commander can't be knocked {@condition prone}, dismounted, or moved against its will while mounted.\"]},{\"name\":\"Mounted Charge\",\"entries\":[\"If the black knight commander moves at least 20 feet straight toward a creature while mounted and then hits it with a Lance attack on the same turn, the commander can use a bonus action to command its mount to make one melee weapon attack against that creature as a reaction.\"]},{\"name\":\"Mounted Warrior\",\"entries\":[\"The black knight commander is rarely seen without its warhorse mount. The warhorse wears custom barding that raises is Armor Class to 15, and mounting and dismounting the warhorse costs the commander only 5 feet of movement. While the commander is mounted, its mount can't be {@condition charmed} or {@condition frightened}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The black knight commander makes one Lance attack and two Mace attacks. If the commander is mounted, its mount can then make one Hooves attack. If both Mace attacks hit one creature, the target takes an extra 7 ({@damage 2d6}) bludgeoning damage.\"]},{\"name\":\"Lance\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d12 + 4}) piercing damage.\"]},{\"name\":\"Mace\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage.\"]},{\"name\":\"Frightful Charge (Recharges after a Short or Long Rest)\",\"entries\":[\"While mounted, the black knight commander lets loose a terrifying cry. It then moves up to 30 feet in a straight line and can move through the space of any Large or smaller creature. This movement doesn't provoke opportunity attacks. The first time it enters a creature's space during this move, that creature must make a {@dc 15} Dexterity saving throw. On a failure, a creature takes 28 ({@damage 8d6}) bludgeoning damage and is {@condition frightened} for 1 minute. On a success, a creature takes half the damage and isn't {@condition frightened}. A {@condition frightened} creature can make a {@dc 15} Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"urban\"],\"attachedItems\":[\"lance|phb\",\"mace|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"X\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"prone\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Blemmyes\",\"source\":\"ToB1-2023\",\"page\":37,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":168,\"formula\":\"16d10 + 80\"},\"speed\":{\"walk\":40},\"str\":20,\"dex\":13,\"con\":20,\"int\":7,\"wis\":12,\"cha\":5,\"skill\":{\"intimidation\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"languages\":[\"Giant\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Carnivorous Compulsion\",\"entries\":[\"At the start of each of its turns, if the blemmyes can see an {@condition incapacitated} creature, the blemmyes must succeed on a {@dc 11} Wisdom saving throw or spend its next turn moving toward and attacking that creature.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The blemmyes makes one Bite attack and two Slam attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}19 ({@damage 4d6 + 5}) piercing damage. If the target is {@condition incapacitated} and a Medium or smaller creature, the target is swallowed. A swallowed creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the blemmyes, and it takes 14 ({@damage 4d6}) acid damage at the start of each of the blemmyes' turns. The blemmyes can have only one target swallowed at a time.\",\"If the blemmyes takes 20 damage or more on a single turn from the swallowed creature, the blemmyes must succeed on a {@dc 15} Constitution saving throw at the end of that turn or regurgitate the creature, which falls {@condition prone} in a space within 5 feet of the blemmyes. If the blemmyes dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse using 5 feet of movement, exiting {@condition prone}.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 16} Wisdom saving throw or be {@condition stunned} until the end of its next turn.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 8} to hit, range 30/120 ft., one target. {@h}27 ({@damage 4d10 + 5}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 16} Wisdom saving throw or be {@condition frightened} until the end of its next turn.\"]}],\"environment\":[\"farmland\",\"forest\",\"hill\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Swallow\"],\"languageTags\":[\"GI\"],\"damageTags\":[\"A\",\"B\",\"P\"],\"miscTags\":[\"MW\",\"RW\"],\"conditionInflict\":[\"blinded\",\"frightened\",\"restrained\",\"stunned\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Blood Hag\",\"source\":\"ToB1-2023\",\"page\":226,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":204,\"formula\":\"24d8 + 96\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":20,\"dex\":16,\"con\":18,\"int\":19,\"wis\":21,\"cha\":17,\"save\":{\"dex\":\"+7\",\"con\":\"+8\",\"cha\":\"+7\"},\"skill\":{\"deception\":\"+7\",\"intimidation\":\"+7\",\"perception\":\"+9\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":19,\"conditionImmune\":[\"charmed\",\"poisoned\"],\"languages\":[\"Common\",\"Giant\",\"Sylvan\"],\"cr\":\"11\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The blood hag casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 17}):\"],\"will\":[\"{@spell disguise self}\",\"{@spell knock}\",\"{@spell tongues}\"],\"daily\":{\"3e\":[\"{@spell modify memory}\",\"{@spell pass without trace}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Blood Sense\",\"entries\":[\"The blood hag can pinpoint the location of creatures that aren't Constructs or Undead within 60 feet of her and can sense the general direction of such creatures within 1 mile of her.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The blood hag makes three Claw or Blood Bolt attacks and can use Blood-Drinking Hair or Face Peel. She can replace one attack with a use of Sanguine Curse.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}19 ({@damage 4d6 + 5}) slashing damage, and the target is {@condition grappled} (escape {@dc 17}) if it is a Medium or smaller creature. The blood hag has two claws, each of which can grapple only one target.\"]},{\"name\":\"Blood Bolt\",\"entries\":[\"{@atk rs} {@hit 9} to hit, range 60 ft., one target. {@h}18 ({@damage 3d8 + 5}) necrotic damage. If the target is a creature with blood, it must succeed on a {@dc 17} Constitution saving throw or be {@condition poisoned} until the end of its next turn.\"]},{\"name\":\"Blood-Drinking Hair\",\"entries\":[\"The hag drains blood from one creature {@condition grappled} by her. The target must make a {@dc 17} Constitution saving throw, taking 18 ({@damage 4d8}) necrotic damage on a failed save, or half as much damage on a successful one. The blood hag regains hp equal to half the necrotic damage taken.\"]},{\"name\":\"Face Peel\",\"entries\":[\"The blood hag peels the face off one creature {@condition grappled} by her. The target must succeed on a {@dc 17} Dexterity saving throw or take 14 ({@damage 4d6}) slashing damage and be {@condition stunned} until the end of its next turn. The target's hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. While its hp maximum is reduced in this way, the target has disadvantage on all Charisma checks. The target dies if this effect reduces its hp maximum to 0.\"]},{\"name\":\"Sanguine Curse\",\"entries\":[\"The blood hag curses one creature she can see or sense within 60 feet of her. The target must succeed on a {@dc 17} Wisdom saving throw or be cursed for 1 minute. A creature automatically succeeds on this saving throw if it doesn't have blood. While cursed, the target is {@condition incapacitated} and takes 9 ({@damage 2d8}) necrotic damage at the start of each of its turns as its internal blood vessels rupture. The cursed target can repeat the saving throw at the end of each of its turns, ending the curse on itself on a success.\",\"The blood hag can have only one target cursed at a time. If it curses another, the effect on the previous target ends.\"]}],\"environment\":[\"urban\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\",\"S\"],\"damageTags\":[\"N\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\",\"incapacitated\",\"poisoned\",\"stunned\"],\"conditionInflictSpell\":[\"charmed\",\"incapacitated\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Boloti\",\"source\":\"ToB1-2023\",\"page\":38,\"size\":[\"T\"],\"type\":\"fey\",\"alignment\":[\"N\",\"E\"],\"ac\":[15],\"hp\":{\"average\":45,\"formula\":\"10d4 + 20\"},\"speed\":{\"walk\":20,\"swim\":{\"number\":40,\"condition\":\"(0 ft. swim 60 ft. in vortex form)\"}},\"str\":12,\"dex\":20,\"con\":14,\"int\":13,\"wis\":12,\"cha\":11,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Common\",\"Primordial\",\"Sylvan\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Spellcasting (True Form Only)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The boloti casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 11}):\"],\"will\":[\"{@spell water breathing}\",\"{@spell water walk}\"],\"daily\":{\"1\":[\"{@spell control water}\"],\"3e\":[\"{@spell create or destroy water}\",\"{@spell fog cloud}\",\"{@spell sleep}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The boloti can breathe air and water.\"]},{\"name\":\"Water Camouflage\",\"entries\":[\"The boloti has advantage on Dexterity ({@skill Stealth}) checks made to hide while at least half of its body is submerged in water.\"]},{\"name\":\"Water Mastery\",\"entries\":[\"A boloti has advantage on attack rolls if both it and its target are touching the same body of water. If the target and the boloti are both on dry ground, the boloti has disadvantage on attack rolls.\"]},{\"name\":\"Watery Body (Vortex Form Only)\",\"entries\":[\"The boloti can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. A creature that starts its turn in the boloti's space must succeed on a {@dc 12} Strength saving throw or take 4 ({@damage 1d8}) bludgeoning damage as it is buffeted by the swirl of water.\"]}],\"action\":[{\"name\":\"Dagger (True Form Only)\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d4 + 5}) piercing damage.\"]},{\"name\":\"Whirlpool (Vortex Form Only)\",\"entries\":[\"One creature in the boloti's space must make a {@dc 12} Strength saving throw. On a failure, the target takes 9 ({@damage 2d8}) bludgeoning damage, and if it is Medium or smaller, it is {@condition grappled} (escape {@dc 12}). Until this grapple ends, the target is {@condition restrained} and unable to breathe unless it can breathe water. If the saving throw is successful, the target takes half the damage and is pushed out of the boloti's space.\"]}],\"bonus\":[{\"name\":\"Vortex Form\",\"entries\":[\"The boloti magically transforms into a Small vortex of swirling, churning water or back into its true form, which is Fey. The boloti can transform into its vortex form only while at least half of its body is submerged in water, and any creature it is grappling with Whirlpool is freed if the boloti transforms back to its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies.\"]}],\"environment\":[\"swamp\"],\"attachedItems\":[\"dagger|phb\"],\"traitTags\":[\"Amphibious\",\"Camouflage\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"P\",\"S\"],\"damageTags\":[\"B\",\"P\"],\"damageTagsSpell\":[\"B\"],\"spellcastingTags\":[\"F\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"conditionInflictSpell\":[\"unconscious\"],\"savingThrowForced\":[\"strength\"],\"savingThrowForcedSpell\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bone Collective\",\"source\":\"ToB1-2023\",\"page\":39,\"size\":[\"S\"],\"type\":{\"type\":\"undead\",\"swarmSize\":\"T\"},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":120,\"formula\":\"16d6 + 64\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":20,\"con\":18,\"int\":14,\"wis\":10,\"cha\":16,\"save\":{\"dex\":\"+8\"},\"skill\":{\"arcana\":\"+5\",\"deception\":\"+6\",\"perception\":\"+3\",\"stealth\":\"+11\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":13,\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"stunned\"],\"languages\":[\"Common\",\"Darakhul (can't speak in shapeless form)\"],\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Spellcasting (3/Day; Humanoid Form Only)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The bone collective casts the {@spell animate dead} spell as an action, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 14}).\"],\"daily\":{\"3e\":[\"{@spell animate dead}\"]},\"ability\":\"cha\",\"displayAs\":\"action\",\"hidden\":[\"daily\"]}],\"trait\":[{\"name\":\"Collective Mind\",\"entries\":[\"The collective's individual bones are connected via a hive mind. It can telepathically communicate with any of its individual bones within 50 miles of it, and it can't be surprised. If the collective is reduced to half its hp or fewer, its Intelligence score is reduced to 1, it can't cast spells, it immediately changes to its shapeless form, and it can't take on a Humanoid form.\"]},{\"name\":\"Grasping Limbs (Humanoid Form Only)\",\"entries\":[\"The bone collective can wield weapons and hold, grasp, push, pull, or interact with objects that might otherwise require a Humanoid form to accomplish.\"]},{\"name\":\"Swarm (Shapeless Form Only)\",\"entries\":[\"The bone collective can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bone.\"]},{\"name\":\"Undead Nature\",\"entries\":[\"The bone collective doesn't require air, food, drink, or sleep.\"]},{\"name\":\"Wyrmblood Venom\",\"entries\":[\"When the bone collective hits a {@condition poisoned} creature with a Bite or Piercing Bones attack, the target's Charisma score is reduced by {@dice 1d4}. The target is {@condition incapacitated} if this reduces its Charisma to 0. The reduction lasts until the target finishes a long rest.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The bone collective makes two Claw attacks, or one Claw attack and one Bite attack.\"]},{\"name\":\"Bite (Humanoid Form Only)\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}31 ({@damage 4d12 + 5}) piercing damage, and the target must succeed on a {@dc 16} Constitution saving throw or become {@condition poisoned} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Claw (Humanoid Form Only)\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}25 ({@damage 3d12 + 5}) slashing damage.\"]},{\"name\":\"Piercing Bones (Shapeless Form Only)\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 0 ft., one creature in the collective's space. {@h}52 ({@damage 8d12}) piercing damage, or 26 ({@damage 4d12}) piercing damage if the collective has half its hp or fewer.\"]}],\"bonus\":[{\"name\":\"Shape Swarm\",\"entries\":[\"The bone collective can shape itself into a Small Humanoid or back into a shapeless form of Tiny bones. Its statistics are the same in each form, and it can't regain hp or gain temporary hp. It can't take on a Humanoid form if it is occupying the space of another creature.\"]}],\"environment\":[\"urban\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"P\",\"S\"],\"spellcastingTags\":[\"F\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"incapacitated\",\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bone Crab\",\"source\":\"ToB1-2023\",\"page\":40,\"size\":[\"S\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":33,\"formula\":\"6d6 + 12\"},\"speed\":{\"walk\":20,\"swim\":10},\"initiative\":{\"advantageMode\":\"adv\"},\"str\":10,\"dex\":14,\"con\":14,\"int\":3,\"wis\":12,\"cha\":4,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"bludgeoning\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The bone crab can breathe air and water.\"]},{\"name\":\"Bone Camouflage\",\"entries\":[\"The bone crab has advantage on Dexterity ({@skill Stealth}) checks made to hide among bones.\"]},{\"name\":\"Limited Telepathy\",\"entries\":[\"The bone crab can magically communicate simple ideas, emotions, and images telepathically with other bone crabs in its pack within 100 feet of it. While within 30 feet of another bone crab, the bone crab can't be surprised and has advantage on initiative rolls.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The bone crab has advantage on attack rolls against a creature if at least one of the crab's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]},{\"name\":\"Standing Leap\",\"entries\":[\"The bone crab's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.\"]},{\"name\":\"White Ghost Shivers\",\"entries\":[\"A creature that eats the meat of the bone crab or that is bitten by a creature infected with the white ghost shivers disease must succeed on a {@dc 11} Constitution saving throw or become infected with the disease. An infected creature develops the first symptoms after 24 hours. Symptoms include a mild chill that escalates to a fever and frightful hallucinations that give the disease its name. At the end of each long rest, the infected creature must succeed on a {@dc 11} Constitution saving throw or suffer one level of {@condition exhaustion}. The {@condition exhaustion} lasts until the creature finishes a long rest after the disease is cured. A creature that succeeds on two saving throws against the disease recovers from it. Alternatively, the disease can be removed by the {@spell lesser restoration} spell or similar magic.\"]}],\"action\":[{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) slashing damage.\"]}],\"environment\":[\"coastal\"],\"traitTags\":[\"Amphibious\",\"Camouflage\",\"Pack Tactics\"],\"senseTags\":[\"D\"],\"damageTags\":[\"S\"],\"miscTags\":[\"DIS\",\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bone Swarm\",\"source\":\"ToB1-2023\",\"page\":41,\"size\":[\"L\"],\"type\":{\"type\":\"undead\",\"swarmSize\":\"T\"},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":198,\"formula\":\"36d10\"},\"speed\":{\"walk\":20,\"fly\":60},\"str\":22,\"dex\":18,\"con\":10,\"int\":9,\"wis\":15,\"cha\":20,\"save\":{\"dex\":\"+8\",\"wis\":\"+6\",\"cha\":\"+9\"},\"skill\":{\"acrobatics\":\"+8\",\"perception\":\"+6\",\"stealth\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":16,\"resist\":[{\"resist\":[\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"vulnerable\":[\"bludgeoning\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"stunned\"],\"languages\":[\"Common\",\"Void Speech\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Swarm\",\"entries\":[\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny human skull. The swarm can't regain hp or gain temporary hp.\"]},{\"name\":\"Undead Nature\",\"entries\":[\"The bone swarm doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The bone swarm makes two Swirling Bones attacks. It can replace one Swirling Bones attack with one Death's Embrace attack, if available.\"]},{\"name\":\"Swirling Bones\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 0 ft., one creature in the swarm's space. {@h}36 ({@dice 8d8}) bludgeoning, 36 ({@dice 8d8}) piercing, or 36 ({@damage 8d8}) slashing damage (the bone swarm's choice), or 18 ({@dice 4d8}) bludgeoning, 8 ({@dice 4d8}) piercing, or 8 ({@damage 4d8}) slashing damage (the bone swarm's choice) if the swarm has half of its hp or fewer.\"]},{\"name\":\"Death's Embrace {@recharge 5}\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 0 ft., one creature in the swarm's space. {@h}The target is {@condition grappled} (escape {@dc 16}) if it is a Large or smaller creature. Until this grapple ends, the creature is {@condition restrained} and any attack against the bone swarm has a 50 percent chance of hitting the {@condition grappled} creature instead. The bone swarm can have only one creature {@condition grappled} at a time. The {@condition grappled} creature has advantage on ability checks made to escape the grapple when the bone swarm has half of its hp or fewer.\"]}],\"environment\":[\"hill\",\"mountain\",\"urban\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bonepowder Ghoul\",\"source\":\"ToB1-2023\",\"page\":201,\"size\":[\"S\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":180,\"formula\":\"24d6 + 96\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":20,\"con\":18,\"int\":19,\"wis\":15,\"cha\":18,\"save\":{\"dex\":\"+9\",\"con\":\"+8\",\"wis\":\"+6\",\"cha\":\"+8\"},\"skill\":{\"perception\":\"+6\",\"stealth\":\"+9\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":16,\"resist\":[\"cold\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"Common\",\"Darakhul\",\"Draconic\",\"Dwarvish\"],\"cr\":\"12\",\"spellcasting\":[{\"name\":\"Spellcasting (Coalesced Form Only)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The bonepowder ghoul casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 16}):\"],\"will\":[\"{@spell dispel magic}\",\"{@spell mage hand}\",\"{@spell ray of enfeeblement}\"],\"daily\":{\"1\":[\"{@spell phantasmal killer}\"],\"3e\":[\"{@spell blindness/deafness}\",\"{@spell fear}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Amorphous (Dust Form Only)\",\"entries\":[\"The bonepowder ghoul can move through a space as narrow as 1 inch wide without squeezing.\"]},{\"name\":\"Hungry Dead Nature\",\"entries\":[\"The ghoul requires no air or sleep.\"]},{\"name\":\"Turning Defiance\",\"entries\":[\"The bonepowder ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn Undead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The bonepowder ghoul makes two Bite attacks. It can replace one Bite attack with a use of Gravedust or Spellcasting. If both Bite attacks hit the same creature, the target must succeed on a {@dc 17} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}18 ({@damage 3d8 + 5}) piercing damage plus 9 ({@damage 2d8}) necrotic damage, and the target's Strength score is reduced by {@dice 1d4}. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If the target is a Humanoid, it must succeed on a {@dc 17} Constitution saving throw or contract the darakhul fever disease.\"]},{\"name\":\"Gravedust\",\"entries\":[\"The ghoul projects a 30-foot cone of grave dust. Each creature in the area must succeed on a {@dc 17} Dexterity saving throw or take 13 ({@damage 3d8}) necrotic damage. If a creature is a Humanoid, it must also succeed on a {@dc 17} Constitution saving throw or contract the darakhul fever disease.\"]},{\"name\":\"Whirlwind (Dust Form Only; Recharge 5-6)\",\"entries\":[\"The ghoul creates a whirlwind of bones and teeth in a 20-foot cube originating from it. Each creature in that area must make a {@dc 17} Dexterity saving throw. On a failure, a creature takes 55 ({@damage 10d10}) slashing damage, and its Strength score is reduced by {@dice 1d6}. The creature dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. On a success, a creature takes half the damage and its Strength score isn't reduced.\"]}],\"reaction\":[{\"name\":\"Coalesce\",\"entries\":[\"When a bonepowder ghoul deals necrotic damage with Gravedust to at least one creature that isn't a Construct or Undead, it can magically transform from its dusty form into a coalesced form. Its statistics are the same in each form, except it can speak audibly only in its coalesced form. The coalesced form lasts for a number of minutes equal to the total necrotic damage it dealt with Gravedust to creatures that aren't Constructs or Undead or until the ghoul ends it as a bonus action.\"]}],\"environment\":[\"underdark\"],\"traitTags\":[\"Amorphous\",\"Turn Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"D\",\"DR\"],\"damageTags\":[\"N\",\"P\",\"S\"],\"damageTagsSpell\":[\"Y\"],\"spellcastingTags\":[\"F\"],\"miscTags\":[\"AOE\",\"DIS\",\"MW\"],\"conditionInflict\":[\"paralyzed\"],\"conditionInflictSpell\":[\"blinded\",\"deafened\",\"frightened\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bouda\",\"source\":\"ToB1-2023\",\"page\":42,\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"shapechanger\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":93,\"formula\":\"11d8 + 44\"},\"speed\":{\"walk\":{\"number\":30,\"condition\":\"(50 ft. in hyena form)\"}},\"str\":19,\"dex\":14,\"con\":18,\"int\":10,\"wis\":12,\"cha\":15,\"save\":{\"dex\":\"+5\",\"con\":\"+7\",\"wis\":\"+4\",\"cha\":\"+5\"},\"skill\":{\"athletics\":\"+7\",\"deception\":\"+5\",\"intimidation\":\"+5\",\"perception\":\"+4\",\"stealth\":\"+5\"},\"senses\":[\"magic. the bouda senses magic within 30 feet of it at will. this trait otherwise works like the detect magic spell but isn't itself magical.\"],\"passive\":14,\"resist\":[\"acid\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"poisoned\"],\"languages\":[\"Celestial\",\"Common\",\"Infernal\",\"telepathy 100 ft.\"],\"cr\":\"5\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The bouda makes one Bite attack and one Mephitic Claw attack.\"]},{\"name\":\"Bite (Giant Hyena or Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage plus 10 ({@damage 3d6}) poison damage.\"]},{\"name\":\"Mephitic Claw (Giant Hyena or Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage, and the target must succeed on a {@dc 15} Constitution saving throw or become {@condition poisoned} until the end of its next turn.\"]},{\"name\":\"Ravenous Gorge\",\"entries\":[\"The bouda consumes the organs of a corpse within 5 feet of it that is less than 7 days old. It gains temporary hp equal to twice the dead creature's CR for 1 hour. The bouda can't use Ravenous Gorge on a corpse if it or another bouda has already use Ravenous Gorge on the corpse.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"The bouda transforms into a human, a hyena, or back into its true form, which is a hyena-human hybrid. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies, then crumbles to dust moments later.\"]},{\"name\":\"Defiling Smear (1/Day)\",\"entries\":[\"The bouda secretes a disgusting whitish-yellow substance with the viscosity of tar and smears the substance on an object, unoccupied space, or creature within 5 feet of it. An unwilling creature must succeed on a {@dc 15} Dexterity saving throw to avoid the smear. Each creature, other than a bouda or hyena, that starts its turn within 30 feet of the smeared target must succeed on a {@dc 15} Constitution saving throw or be {@condition poisoned} for 1 minute. If a creature's saving throw is successful or the effect ends for it, the creature is immune to that source of Defiling Smear for the next 24 hours. The stench of a smear remains potent for 7 days or until removed by the {@spell greater restoration} spell or similar magic.\"]}],\"environment\":[\"farmland\",\"urban\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"CE\",\"I\",\"TP\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Broodiken\",\"source\":\"ToB1-2023\",\"page\":43,\"size\":[\"T\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":44,\"formula\":\"8d4 + 24\"},\"speed\":{\"walk\":20,\"climb\":20},\"str\":8,\"dex\":14,\"con\":16,\"int\":2,\"wis\":10,\"cha\":6,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Construct Nature\",\"entries\":[\"The broodiken doesn't require air, food, drink, or sleep.\"]},{\"name\":\"Immutable Form\",\"entries\":[\"The broodiken is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The broodiken has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Shared Rage\",\"entries\":[\"The broodiken can't speak with its creator telepathically, but it can magically receive simple ideas, emotions, and images telepathically from its creator while within 100 feet of its creator. The creator can send the broodiken an image of a creature and emotion or simple idea tied to it, such as anger or retrieval, and the broodiken will seek the creature to carry out the emotion or desire. As long as the broodiken is following such an order, it can be more than 100 feet away from its master without wailing.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) piercing damage, and the broodiken attaches to the target. While attached, the broodiken can't attack, and at the start of each of the broodiken's turns, the target takes 9 ({@damage 2d6 + 2}) piercing damage.\",\"The attached broodiken moves with the target whenever the target moves, requiring none of the broodiken's movement. It can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the broodiken by succeeding on a {@dc 9} Strength check.\"]}],\"environment\":[\"urban\"],\"traitTags\":[\"Immutable Form\",\"Magic Resistance\"],\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bucca\",\"source\":\"ToB1-2023\",\"page\":44,\"size\":[\"T\"],\"type\":\"fey\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":27,\"formula\":\"5d4 + 15\"},\"speed\":{\"walk\":20,\"fly\":30},\"str\":10,\"dex\":16,\"con\":17,\"int\":13,\"wis\":9,\"cha\":16,\"skill\":{\"perception\":\"+1\",\"sleight of hand\":\"+7\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"languages\":[\"Darakhul\",\"Dwarvish\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Flyby\",\"entries\":[\"The bucca doesn't provoke opportunity attacks when it flies out of an enemy's reach.\"]},{\"name\":\"Sunlight Hypersensitivity\",\"entries\":[\"The bucca takes 1 radiant damage each minute it is exposed to sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.\"]},{\"name\":\"Treasure Sense\",\"entries\":[\"The bucca can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage, and the target must succeed on a {@dc 13} Constitution saving throw or become {@condition poisoned} for 1 minute. The {@condition poisoned} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Invisibility\",\"entries\":[\"The bucca magically turns {@condition invisible} until it attacks, or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the bucca wears or carries is {@condition invisible} with it.\"]}],\"environment\":[\"underdark\"],\"attachedItems\":[\"dagger|phb\"],\"traitTags\":[\"Flyby\",\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"languageTags\":[\"D\"],\"damageTags\":[\"P\",\"R\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"invisible\",\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bukavac\",\"source\":\"ToB1-2023\",\"page\":45,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":199,\"formula\":\"21d10 + 84\"},\"speed\":{\"walk\":40,\"swim\":20},\"str\":20,\"dex\":17,\"con\":18,\"int\":7,\"wis\":15,\"cha\":12,\"save\":{\"dex\":\"+7\",\"con\":\"+8\"},\"skill\":{\"perception\":\"+10\",\"stealth\":\"+11\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":20,\"immune\":[\"thunder\"],\"languages\":[\"Sylvan\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Hold Breath\",\"entries\":[\"The bukavac can hold its breath for 20 minutes.\"]},{\"name\":\"Standing Leap\",\"entries\":[\"A bukavac's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The bukavac makes one Bite attack, one Gore attack, and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}11 ({@damage 1d12 + 5}) slashing damage, and the target is {@condition grappled} (escape {@dc 16}) if it is a Medium or smaller creature. The bukavac can have no more than two creatures {@condition grappled} at a time.\"]},{\"name\":\"Gore\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d10 + 5}) piercing damage.\"]},{\"name\":\"Croaking Blast {@recharge 5}\",\"entries\":[\"A bukavac can emit a howling thunderclap in a 15-foot radius. Each creature in that area must make a {@dc 16} Constitution saving throw. On a failure, a creature takes 36 ({@damage 8d8}) thunder damage and is {@condition deafened} until cured by the {@spell lesser restoration} spell or similar magic. On a success, a creature takes half the damage and isn't {@condition deafened}.\"]}],\"environment\":[\"forest\",\"underwater\"],\"traitTags\":[\"Hold Breath\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"S\"],\"damageTags\":[\"P\",\"S\",\"T\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"deafened\",\"grappled\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Buraq\",\"source\":\"ToB1-2023\",\"page\":46,\"size\":[\"M\"],\"type\":\"celestial\",\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":152,\"formula\":\"16d8 + 80\"},\"speed\":{\"walk\":60,\"fly\":90},\"str\":15,\"dex\":18,\"con\":20,\"int\":18,\"wis\":18,\"cha\":20,\"save\":{\"con\":\"+9\",\"wis\":\"+8\",\"cha\":\"+9\"},\"skill\":{\"history\":\"+8\",\"religion\":\"+8\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":14,\"resist\":[\"radiant\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\"],\"languages\":[\"Celestial\",\"Common\",\"Primordial\",\"telepathy 120 ft.\"],\"cr\":\"11\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The buraq casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save {@dc 17}):\"],\"will\":[\"{@spell comprehend languages}\",\"{@spell detect evil and good}\",\"{@spell holy aura}\",\"{@spell pass without trace}\"],\"daily\":{\"3e\":[\"{@spell haste}\",\"{@spell longstrider}\"],\"1e\":[\"{@spell plane shift}\",\"{@spell wind walk}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Angelic Weapons\",\"entries\":[\"The buraq's attacks are magical. When the buraq hits with any weapon, the weapon deals an extra {@damage 4d8} radiant damage (included in the attack).\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The buraq has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Night Journey\",\"entries\":[\"When outdoors at night, the distance of the buraq's vision is not limited by nonmagical darkness. Once per month, the buraq can declare it is on a night journey, and for the next 24 hours, it can Teleport as a bonus action. When on a night journey, the buraq can teleport as often as it wants, and its destination must always be in an area of nonmagical darkness within its line of sight. At any point during the night journey, the buraq can use a bonus action to return itself and its rider to the location where it began the night journey.\"]},{\"name\":\"Powerful Steed\",\"entries\":[\"The buraq is considered to be a Large animal for the purpose of determining its carrying capacity and its ability to carry a rider.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The buraq makes two Hooves attacks. It can replace one attack with a use of Spellcasting.\"]},{\"name\":\"Hooves\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage plus 18 ({@damage 4d8}) radiant damage.\"]},{\"name\":\"Teleport (1/Day)\",\"entries\":[\"The buraq magically teleports itself and its rider, along with any equipment it is wearing or carrying, to a location the buraq is familiar with, up to 1 mile away.\"]}],\"environment\":[\"planar\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\",\"Teleport\"],\"languageTags\":[\"C\",\"CE\",\"P\",\"TP\"],\"damageTags\":[\"B\",\"R\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"blinded\",\"incapacitated\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Burrowling\",\"source\":\"ToB1-2023\",\"page\":47,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"burrowling\"]},\"alignment\":[\"L\",\"N\"],\"ac\":[13],\"hp\":{\"average\":27,\"formula\":\"6d6 + 6\"},\"speed\":{\"walk\":30,\"burrow\":10},\"str\":10,\"dex\":16,\"con\":12,\"int\":9,\"wis\":12,\"cha\":13,\"skill\":{\"perception\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Common\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Burrow Awareness\",\"entries\":[\"A burrowling has advantage on Wisdom ({@skill Perception}) checks if at least one other burrowling within 10 feet of it isn't {@condition incapacitated}.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The burrowling has advantage on attack rolls against a creature if at least one of the burrowling's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The burrowling makes one Bite attack and one Claw attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) slashing damage.\"]},{\"name\":\"Sling\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage.\"]}],\"environment\":[\"farmland\",\"forest\"],\"attachedItems\":[\"sling|phb\"],\"traitTags\":[\"Pack Tactics\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\",\"P\",\"S\"],\"miscTags\":[\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cactid\",\"source\":\"ToB1-2023\",\"page\":48,\"size\":[\"L\"],\"type\":\"plant\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":76,\"formula\":\"8d10 + 32\"},\"speed\":{\"walk\":15},\"str\":16,\"dex\":8,\"con\":18,\"int\":5,\"wis\":10,\"cha\":9,\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":10,\"resist\":[\"bludgeoning\",\"piercing\"],\"vulnerable\":[\"fire\"],\"conditionImmune\":[\"blinded\",\"deafened\"],\"languages\":[\"understands Sylvan but can't speak\"],\"cr\":\"3\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The cactid makes two Tendril attacks and uses Reel.\"]},{\"name\":\"Tendril\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 15 ft., one creature. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage plus 3 ({@damage 1d6}) piercing damage, and the target is {@condition grappled} (escape {@dc 13}) if it is a Medium or smaller creature. Until this grapple ends, the target is {@condition restrained}, and if it isn't a Construct or Undead, the cactid begins draining fluid from the target's body. At the start of each of the {@condition grappled} creature's turns, the creature must make a {@dc 13} Constitution saving throw. On a failure, its hp maximum is reduced by 3 ({@dice 1d6}). This reduction lasts until the creature finishes a long rest after drinking at least one gallon of water. The {@condition grappled} creature dies if this effect reduces its hp maximum to 0. The cactid has two tendrils, each of which can grapple only one target.\"]},{\"name\":\"Reel\",\"entries\":[\"The cactid pulls each creature {@condition grappled} by it up to 10 feet straight toward it.\"]}],\"reaction\":[{\"name\":\"Hail of Needles (1/Day)\",\"entries\":[\"When reduced to below half its hp maximum, the cactid releases a hail of needles. Each creature within 15 feet of the cactid must make a {@dc 14} Dexterity saving throw, taking 10 ({@damage 3d6}) piercing damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"desert\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"S\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cambium\",\"source\":\"ToB1-2023\",\"page\":49,\"size\":[\"L\"],\"type\":\"fiend\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":264,\"formula\":\"23d10 + 138\"},\"speed\":{\"walk\":40,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":21,\"dex\":16,\"con\":23,\"int\":17,\"wis\":16,\"cha\":18,\"save\":{\"dex\":\"+8\",\"con\":\"+11\",\"int\":\"+8\",\"wis\":\"+8\",\"cha\":\"+9\"},\"skill\":{\"arcana\":\"+8\",\"deception\":\"+9\",\"insight\":\"+8\",\"medicine\":\"+8\",\"perception\":\"+8\",\"stealth\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":18,\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\",\"prone\"],\"languages\":[\"Common\",\"Draconic\",\"Infernal\"],\"cr\":\"14\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The cambium casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 17}):\"],\"will\":[\"{@spell alter self}\",\"{@spell detect thoughts}\",\"{@spell spare the dying}\"],\"daily\":{\"1\":[\"{@spell plane shift} (self only)\"],\"3e\":[\"{@spell hold person}\",\"{@spell protection from poison}\",\"{@spell heal}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The cambium makes four Needle Fingers or Poison Ray attacks. It can replace two attacks with a use of Spellcasting.\"]},{\"name\":\"Needle Fingers\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d10 + 5}) piercing damage.\"]},{\"name\":\"Poison Ray\",\"entries\":[\"{@atk rs} {@hit 9} to hit, range 60 ft., one target. {@h}22 ({@damage 4d8 + 4}) poison damage, and the target must succeed on a {@dc 17} Constitution saving throw or become {@condition poisoned} until the end of its next turn.\"]}],\"bonus\":[{\"name\":\"Damage Ability\",\"entries\":[\"The cambium twists the bodily humors of a creature within 30 feet of it that isn't a Construct or Undead and that it hit with Needle Fingers in the past minute. The target must succeed on a {@dc 17} Constitution saving throw or its Strength, Dexterity, or Constitution score (the cambium's choice) is reduced by {@dice 1d4}. The target falls {@condition unconscious} if this reduces an ability score to 0. This reduction lasts until the target finishes a long rest.\"]},{\"name\":\"Imbalance Humors\",\"entries\":[\"If the cambium has hit a creature that isn't a Construct or Undead with Needle Fingers in the past minute, it can cause a surge in one of the target's bodily humors, causing an imbalance. The target must succeed on a {@dc 17} Constitution saving throw or suffer one of the following effects of the cambium's choice. Unless noted otherwise, the target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Sanguine Flux\",\"entries\":[\"The target can't regain hp—naturally or magically—until after it finishes a long rest.\"]},{\"type\":\"item\",\"name\":\"Choleric Flux\",\"entries\":[\"The target becomes confused for 1 minute. This effect works as if the target failed a saving throw against the {@spell confusion} spell, except the cambium doesn't have to maintain {@status concentration}.\"]},{\"type\":\"item\",\"name\":\"Melancholic Flux\",\"entries\":[\"The target is {@condition incapacitated} and its speed is halved for 1 minute.\"]},{\"type\":\"item\",\"name\":\"Phlegmatic Flux\",\"entries\":[\"The target is {@condition poisoned} for 1 minute.\"]}]}]}],\"environment\":[\"farmland\",\"urban\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"I\"],\"damageTags\":[\"I\",\"P\"],\"damageTagsSpell\":[\"B\",\"P\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"incapacitated\",\"poisoned\"],\"conditionInflictSpell\":[\"paralyzed\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Carrion Beetle\",\"source\":\"ToB1-2023\",\"page\":50,\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":127,\"formula\":\"15d10 + 45\"},\"speed\":{\"walk\":30,\"burrow\":20,\"climb\":10},\"str\":19,\"dex\":12,\"con\":17,\"int\":1,\"wis\":13,\"cha\":10,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"conditionImmune\":[\"paralyzed\"],\"cr\":\"4\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The beetle makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft, one target. {@h}10 ({@damage 1d12 + 4}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage.\"]},{\"name\":\"Acid Spit {@recharge 5}\",\"entries\":[\"The carrion beetle spits acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a {@dc 13} Dexterity saving throw, taking 26 ({@damage 4d12}) acid damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"underdark\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"A\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Caustic Charger\",\"source\":\"ToB1-2023\",\"page\":51,\"size\":[\"H\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":133,\"formula\":\"14d12 + 42\"},\"speed\":{\"walk\":30,\"burrow\":10},\"str\":19,\"dex\":11,\"con\":16,\"int\":4,\"wis\":10,\"cha\":6,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"acid\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Straddler\",\"entries\":[\"The caustic charger can end its move in the space of a {@condition prone} Large or smaller creature. A creature standing up from {@condition prone} in the same space as the charger can move to a space within 5 feet of the charger as part of standing up.\"]},{\"name\":\"Wastes Walk\",\"entries\":[\"Difficult terrain composed of rocks or sand doesn't cost the caustic charger extra movement.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The caustic charger makes two Ram attacks. It can replace one Ram attack with a Tentacles attack.\"]},{\"name\":\"Ram\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}22 ({@damage 4d8 + 4}) bludgeoning damage, and if the target is a Large or smaller creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}. If the charger moved at least 10 feet straight toward the target immediately before the hit, the target has disadvantage on the saving throw.\"]},{\"name\":\"Tentacles\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage plus 14 ({@damage 4d6}) acid damage. If the target is a creature, it must succeed on a {@dc 15} Constitution saving throw or be {@condition paralyzed} for 1 minute. The {@condition paralyzed} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the caustic charger attacks a target that is not in the charger's space, the target takes half the acid damage and has advantage on the saving throw.\"]}],\"bonus\":[{\"name\":\"Slurp\",\"entries\":[\"The caustic charger feeds on a creature {@condition paralyzed} by its Tentacles attack. The target must succeed on a {@dc 15} Constitution saving throw or its hp maximum is reduced by half the amount of acid damage dealt by the Tentacles attack that caused the paralysis, and the charger regains hp equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.\"]}],\"environment\":[\"badlands\",\"grassland\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"damageTags\":[\"A\",\"B\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"paralyzed\",\"prone\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cave Dragon Wyrmling\",\"source\":\"ToB1-2023\",\"page\":115,\"size\":[\"M\"],\"type\":\"dragon\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"7d8 + 21\"},\"speed\":{\"walk\":30,\"burrow\":20,\"fly\":20},\"str\":19,\"dex\":12,\"con\":17,\"int\":8,\"wis\":10,\"cha\":12,\"save\":{\"dex\":\"+3\",\"con\":\"+5\",\"wis\":\"+2\",\"cha\":\"+3\"},\"skill\":{\"perception\":\"+4\",\"stealth\":\"+3\"},\"senses\":[\"blindsight 10 ft.\",\"tremorsense 60 ft.\"],\"passive\":14,\"immune\":[\"poison\"],\"conditionImmune\":[\"blinded\",\"poisoned\"],\"languages\":[\"Draconic\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Darkness Shroud\",\"entries\":[\"The cave dragon naturally suppresses light near it. Bright light within 15 feet of the dragon becomes dim light, and dim light within 15 feet becomes nonmagical darkness.\"]},{\"name\":\"Magical Tunneler\",\"entries\":[\"The cave dragon can burrow through nonmagical unworked earth and stone. While doing so, the dragon can choose whether to leave the material it moves through undisturbed or leave a 5-foot diameter tunnel in its wake.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage plus 3 ({@damage 1d6}) poison damage.\"]},{\"name\":\"Poison Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a cone of black, poisonous gas in a 15-foot cone. Each creature in that area must make a {@dc 13} Constitution saving throw. On a failure, a creature takes 14 ({@damage 4d6}) poison damage and is {@condition poisoned} until the end of its next turn. On a success, a creature takes half the damage and isn't {@condition poisoned}.\"]}],\"environment\":[\"underdark\"],\"dragonAge\":\"wyrmling\",\"senseTags\":[\"B\",\"T\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Cavelight Moss\",\"source\":\"ToB1-2023\",\"page\":52,\"size\":[\"L\"],\"type\":\"plant\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":95,\"formula\":\"10d10 + 40\"},\"speed\":{\"walk\":5,\"climb\":15},\"str\":20,\"dex\":10,\"con\":18,\"int\":1,\"wis\":13,\"cha\":5,\"senses\":[\"tremorsense 60 ft.\"],\"passive\":11,\"resist\":[{\"resist\":[\"slashing\",\"acid\",\"cold\",\"fire\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"deafened\",\"frightened\",\"paralyzed\",\"prone\",\"stunned\",\"unconscious\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Variable Illumination\",\"entries\":[\"The cavelight moss sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The moss can alter the radius as a bonus action.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The cavelight moss makes two Tendrils attacks. If both attacks hit a Large or smaller creature, the target is {@condition grappled} (escape {@dc 15}). Until this grapple ends, the target is {@condition restrained}, and at the start of each of the target's turns, it must succeed on a {@dc 15} Constitution saving throw or suffer one level of {@condition exhaustion}. The cavelight moss then gains 5 temporary hp. A creature that succeeds on the saving throw can't suffer further levels of {@condition exhaustion} from the cavelight moss's grapple for the next 24 hours. The cavelight moss can have only one creature {@condition grappled} at a time.\"]},{\"name\":\"Tendrils\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) bludgeoning damage.\"]}],\"environment\":[\"underdark\"],\"senseTags\":[\"T\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Chained Angel\",\"source\":\"ToB1-2023\",\"page\":18,\"size\":[\"M\"],\"type\":\"celestial\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":121,\"formula\":\"22d8 + 22\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":18,\"dex\":16,\"con\":12,\"int\":12,\"wis\":18,\"cha\":20,\"save\":{\"dex\":\"+6\",\"wis\":\"+7\",\"cha\":\"+8\"},\"skill\":{\"perception\":\"+7\"},\"senses\":[\"darkvision 200 ft.\"],\"passive\":17,\"resist\":[\"piercing\"],\"immune\":[\"fire\",\"radiant\"],\"conditionImmune\":[\"charmed\",\"exhaustion\"],\"languages\":[\"Celestial\",\"Common\",\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Immortal Nature\",\"entries\":[\"The chained angel doesn't require food, drink, or sleep.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The chained angel has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Redemption\",\"entries\":[\"When a creature casts the {@spell knock} spell on the chained angel's chains, the chains release a blast of unholy flame. The spellcaster must make a {@dc 16} Dexterity saving throw, taking 16 ({@damage 3d10}) fire damage and 16 ({@damage 3d10}) radiant damage on a failed save, or half as much damage on a successful one. If the spellcaster survives, the chained angel must immediately make a {@dc 17} Wisdom saving throw. On a success, the angel's chains fall away. It is restored to its senses and the form it had before it was chained, typically a deva. On a failure, the chained angel remains chained for 7 days, and during that time, any further attempts to cast {@spell knock} on the angel's chains fail.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The chained angel makes two Fiery Greatsword attacks.\"]},{\"name\":\"Fiery Greatsword\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage plus 16 ({@damage 3d10}) fire damage.\"]},{\"name\":\"Fallen Glory {@recharge 5}\",\"entries\":[\"Each creature the chained angel can see within 50 feet of it must make a {@dc 15} Strength saving throw. On a failure, a creature takes 19 ({@damage 3d12}) radiant damage and is knocked {@condition prone}. On a success, a creature takes half the damage and isn't knocked {@condition prone}.\"]}],\"reaction\":[{\"name\":\"Fiendish Cunning\",\"entries\":[\"When a creature the chained angel can see within 60 feet of it casts a spell that appears on the cleric or paladin spell list, the chained angel can counter the spell with a successful ability check. This works like the {@spell counterspell} spell with a +5 spellcasting ability check, except the chained angel must make the ability check no matter the level of the spell.\"]}],\"environment\":[\"planar\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\",\"I\",\"TP\"],\"damageTags\":[\"F\",\"R\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Chelicerae\",\"source\":\"ToB1-2023\",\"page\":53,\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":153,\"formula\":\"18d10 + 54\"},\"speed\":{\"walk\":40,\"climb\":30},\"str\":22,\"dex\":17,\"con\":17,\"int\":18,\"wis\":15,\"cha\":14,\"save\":{\"dex\":\"+6\",\"wis\":\"+5\",\"cha\":\"+5\"},\"skill\":{\"acrobatics\":\"+6\",\"athletics\":\"+9\",\"perception\":\"+5\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"poisoned\"],\"languages\":[\"understands Common but can't speak\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The chelicerae casts one of the following spells, requiring no material or verbal components and using Intelligence as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell mage hand}\",\"{@spell minor illusion}\"],\"daily\":{\"1e\":[\"{@spell haste}\",\"{@spell hold person}\",\"{@spell invisibility}\",\"{@spell phantasmal killer}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The chelicerae has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The chelicerae can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The chelicerae makes one Bite attack and two Claw attacks. It can replace the Bite attack with a use of Spellcasting.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage, and the target must succeed on a {@dc 15} Constitution saving throw or become {@condition poisoned} for 1 minute. If the target is a Medium or smaller creature and the chelicerae doesn't have another creature {@condition grappled}, the target is {@condition grappled} (escape {@dc 15}). A {@condition poisoned} target is also {@condition unconscious} while {@condition poisoned} in this way. The {@condition poisoned} target can repeat the saving throw at the end of each of its turns, ending the {@condition poisoned} condition on itself on a success.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d8 + 6}) slashing damage.\"]},{\"name\":\"Magical Discharge (Recharge Special)\",\"entries\":[\"The chelicerae releases some of its stored magical energy in a burst. Each creature within 15 feet of the chelicerae must make a {@dc 15} Dexterity saving throw, taking 36 ({@damage 8d8}) force damage on a failed save, or half as much damage on a successful one. After using Magical Discharge, the chelicerae can't do so again until it successfully siphons magic from a creature or until it finishes a long rest.\"]}],\"bonus\":[{\"name\":\"Nimble Moves\",\"entries\":[\"The chelicerae takes the Dash or Disengage action.\"]},{\"name\":\"Siphon Magic\",\"entries\":[\"The chelicerae siphons magic from a spellcaster it is grappling. The target must succeed on a {@dc 15} Intelligence saving throw or lose one spell slot of the highest level it can cast. The chelicerae then regains an expended use of its Spellcasting.\"]}],\"environment\":[\"badlands\",\"forest\"],\"traitTags\":[\"Magic Resistance\",\"Spider Climb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"O\",\"P\",\"S\"],\"damageTagsSpell\":[\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"poisoned\",\"unconscious\"],\"conditionInflictSpell\":[\"frightened\",\"invisible\",\"paralyzed\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"intelligence\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Chernomoi\",\"source\":\"ToB1-2023\",\"page\":54,\"size\":[\"T\"],\"type\":\"fey\",\"alignment\":[\"N\"],\"ac\":[14],\"hp\":{\"average\":32,\"formula\":\"5d4 + 20\"},\"speed\":{\"walk\":20,\"fly\":20},\"str\":9,\"dex\":18,\"con\":18,\"int\":12,\"wis\":11,\"cha\":16,\"skill\":{\"acrobatics\":\"+6\",\"perception\":\"+2\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"languages\":[\"Common\",\"Draconic\",\"Sylvan\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The chernomoi casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell detect magic}\",\"{@spell mage hand}\",\"{@spell mending}\",\"{@spell message}\",\"{@spell prestidigitation}\"],\"daily\":{\"1e\":[\"{@spell detect poison and disease}\",\"{@spell dimension door}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage.\"]},{\"name\":\"Shriek {@recharge 5}\",\"entries\":[\"The chernomoi emits a loud shriek that is audible out to 100 feet. Each creature within 60 feet of the chernomoi and that can hear it must make a {@dc 13} Constitution saving throw, taking 10 ({@damage 3d6}) thunder damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Invisibility\",\"entries\":[\"The chernomoi magically turns {@condition invisible} until it attacks or uses Spellcasting, or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the chernomoi wears or carries is {@condition invisible} with it.\"]}],\"environment\":[\"underdark\"],\"attachedItems\":[\"scimitar|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"DR\",\"S\"],\"damageTags\":[\"S\",\"T\"],\"damageTagsSpell\":[\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"conditionInflict\":[\"invisible\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Child of the Briar\",\"source\":\"ToB1-2023\",\"page\":55,\"size\":[\"T\"],\"type\":\"plant\",\"alignment\":[\"N\",\"E\"],\"ac\":[13],\"hp\":{\"average\":50,\"formula\":\"20d4\"},\"speed\":{\"walk\":20,\"climb\":10},\"str\":6,\"dex\":17,\"con\":11,\"int\":13,\"wis\":10,\"cha\":14,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"vulnerable\":[\"fire\"],\"languages\":[\"Briarclick\",\"Common\",\"Sylvan\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"The child of the briar has advantage on saving throws against being {@condition charmed}, and magic can't put it to sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The child of the briar makes two Claw attacks. If both attacks hit a Medium or smaller creature, the target is {@condition grappled} (escape {@dc 13}). At the start of each of the {@condition grappled} creature's turns, it takes 2 ({@damage 1d4}) piercing damage. The child of the briar can have only one target {@condition grappled} at a time.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Spitdart Tongue {@recharge 4}\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Entangle\",\"entries\":[\"While within 10 feet of at least one other child of the briar, this child can cast the {@spell entangle} spell (spell save {@dc 13}). Each friendly child of the briar within 30 feet of this child can use its reaction to join the casting. For each child beyond the first participating in the casting, the save DC increases by 1, to a maximum of {@dc 17}, and the size increases by 5 feet, to a maximum of a 40-foot square. The entangled area must include at least one of the children involved in the casting. All participating children of the briar are immune to the spell's effects.\"]}],\"environment\":[\"forest\"],\"traitTags\":[\"Fey Ancestry\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\",\"RW\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Chort Devil\",\"source\":\"ToB1-2023\",\"page\":93,\"size\":[\"M\"],\"type\":\"fiend\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":187,\"formula\":\"15d8 + 120\"},\"speed\":{\"walk\":30},\"str\":24,\"dex\":20,\"con\":26,\"int\":18,\"wis\":20,\"cha\":20,\"save\":{\"str\":\"+11\",\"dex\":\"+9\",\"con\":\"+12\",\"int\":\"+8\",\"cha\":\"+9\"},\"skill\":{\"athletics\":\"+11\",\"deception\":\"+9\",\"insight\":\"+9\",\"perception\":\"+9\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":19,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"cold\",\"fire\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Celestial\",\"Common\",\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"12\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The chort devil casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 17}):\"],\"will\":[\"{@spell charm person}\",\"{@spell illusory script} (as an action)\"],\"daily\":{\"1\":[\"{@spell haste}\"],\"3e\":[\"{@spell dispel magic}\",\"{@spell modify memory}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the chort devil's darkvision.\"]},{\"name\":\"Hellish Weapons\",\"entries\":[\"The chort devil's weapon attacks are magical. When the devil hits with any weapon, the weapon deals an extra {@damage 4d6} fire damage (included in the attack).\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The chort devil has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The chort devil makes one Claw attack and two Ranseur attacks, or it makes four Hurl Flame attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d4 + 7}) slashing damage plus 14 ({@damage 4d6}) fire damage, and the target must succeed on a {@dc 17} Constitution saving throw or have disadvantage on ability checks and saving throws that use Charisma for 1 hour or until cured by a {@spell lesser restoration} spell or similar magic.\"]},{\"name\":\"Ranseur\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}12 ({@damage 1d10 + 7}) piercing damage plus 14 ({@damage 4d6}) fire damage.\"]},{\"name\":\"Hurl Flame\",\"entries\":[\"{@atk rs} {@hit 9} to hit, range 120 ft., one target. {@h}19 ({@damage 4d6 + 5}) fire damage.\"]},{\"name\":\"Teleport\",\"entries\":[\"The chort devil magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.\"]}],\"environment\":[\"farmland\",\"planar\",\"urban\"],\"traitTags\":[\"Devil's Sight\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Teleport\"],\"languageTags\":[\"C\",\"CE\",\"I\",\"TP\"],\"damageTags\":[\"F\",\"P\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflictSpell\":[\"charmed\",\"incapacitated\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Chronalmental\",\"source\":\"ToB1-2023\",\"page\":56,\"size\":[\"L\"],\"type\":\"elemental\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":142,\"formula\":\"15d10 + 60\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":20,\"con\":19,\"int\":9,\"wis\":13,\"cha\":6,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"immune\":[\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"restrained\",\"unconscious\"],\"languages\":[\"Celestial\",\"Infernal\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Elemental Nature\",\"entries\":[\"The chronalmental doesn't require air, food, drink, or sleep.\"]},{\"name\":\"Temporal Body\",\"entries\":[\"When a chronalmental is subjected to a {@spell slow} spell, {@spell haste} spell, or similar effect, it automatically succeeds on any saving throws required by the spell or effect and regains 13 {@dice 3d8} hp.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The chronalmental makes three Slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) bludgeoning damage.\"]},{\"name\":\"Steal Time (1/Day)\",\"entries\":[\"The chronalmental steals time from one creature it can see within 30 feet of it, drawing the stolen time into itself. The target must make a {@dc 16} Wisdom saving throw. On a failure, the target's speed is halved, and it can take either an action or a bonus action on its turn, but not both for 1 minute. Then, the chronalmental's position in the initiative order increases by 10, its speed increases by 30 feet, and when it takes the Multiattack action, it can make one additional Slam attack. The target can repeat the saving throw at the end of each of its turns, ending the effects on itself and the chronalmental on a success.\"]},{\"name\":\"Displace {@recharge 5}\",\"entries\":[\"The chronalmental sends one creature it can see within 30 feet of it outside of the flow of time, shunting the creature to a tiny demiplane. The target must succeed on a {@dc 16} Wisdom saving throw or be {@condition stunned} and magically shunted outside of time for 1 minute. The creature disappears for the duration, returning to the space it previously occupied, or the nearest unoccupied space, when the effect ends. At the end of each of its turns, the target can repeat the saving throw, ending the effect on itself on a success.\"]}],\"reaction\":[{\"name\":\"Step Between Seconds {@recharge 4}\",\"entries\":[\"When a creature the chronalmental can see moves within 5 feet of it, the chronalmental can teleport, along with any equipment it is wearing or carrying, to an unoccupied space within 60 feet that it occupied within the past minute.\"]}],\"environment\":[\"planar\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CE\",\"I\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"stunned\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cikavak\",\"source\":\"ToB1-2023\",\"page\":57,\"size\":[\"T\"],\"type\":\"fey\",\"alignment\":[\"N\"],\"ac\":[12],\"hp\":{\"average\":17,\"formula\":\"7d4\"},\"speed\":{\"walk\":10,\"fly\":40},\"str\":4,\"dex\":15,\"con\":10,\"int\":12,\"wis\":12,\"cha\":4,\"skill\":{\"perception\":\"+5\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"resist\":[\"acid\",\"fire\",\"poison\"],\"languages\":[\"understands Common but can't speak\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Limited Telepathy\",\"entries\":[\"The cikavak can magically communicate simple ideas, emotions, and images telepathically with any creature that touches it and that can understand a language.\"]},{\"name\":\"Speak with Beasts\",\"entries\":[\"The cikavak can communicate with Beasts as if they shared a language.\"]}],\"action\":[{\"name\":\"Beak\",\"entries\":[\"{@atk mw} {@hit 4} to hit, range 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Silencing Squawk {@recharge}\",\"entries\":[\"The cikavak lets out a magical squawk in a 30-foot cone. Each creature in that area must succeed on a {@dc 11} Constitution saving throw or be {@condition deafened} and unable to speak for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"farmland\",\"forest\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"deafened\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Citrullus\",\"source\":\"ToB1-2023\",\"page\":58,\"size\":[\"M\"],\"type\":\"plant\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":85,\"formula\":\"10d10 + 30\"},\"speed\":{\"walk\":15},\"str\":18,\"dex\":8,\"con\":16,\"int\":3,\"wis\":10,\"cha\":1,\"senses\":[\"blindsight 30 ft.\"],\"passive\":10,\"immune\":[\"acid\"],\"vulnerable\":[\"bludgeoning\"],\"cr\":\"3\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"While the citrullus remains motionless, it is indistinguishable from a normal melon plant.\"]},{\"name\":\"Gush\",\"entries\":[\"When the citrullus takes bludgeoning damage, sticky juice splashes out of it. If the attacker is within 30 feet of the citrullus, the attacker must succeed on a {@dc 13} Dexterity saving throw or be {@condition restrained} by the sticky juice as if it had failed a saving throw against the plant's Bile Spray action.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}18 ({@damage 4d6 + 4}) piercing damage plus 7 ({@damage 2d6}) acid damage.\"]},{\"name\":\"Bile Spray {@recharge 5}\",\"entries\":[\"The citrullus exhales pink bile in a 30-foot cone. Each creature in that area must make a {@dc 13} Dexterity saving throw. On a failure, the creature takes 14 ({@damage 4d6}) acid damage and is {@condition restrained} by the sticky seed-filled juice for 1 minute. On a success, the creature takes half the damage and isn't {@condition restrained}. A creature, including the {@condition restrained} creature, can take its action to free the {@condition restrained} creature by succeeding on a {@dc 13} Strength check.\"]}],\"bonus\":[{\"name\":\"Creeping Seedlings\",\"entries\":[\"The seeds in the sticky juice grow viny tendrils and drag each creature {@condition restrained} by Bile Spray and Gush up to 25 feet straight toward the citrullus.\"]}],\"environment\":[\"desert\",\"forest\",\"hill\"],\"traitTags\":[\"False Appearance\"],\"senseTags\":[\"B\"],\"damageTags\":[\"A\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"restrained\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"City Watch Captain\",\"source\":\"ToB1-2023\",\"page\":407,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"L\",\"G\",\"NY\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item chain shirt|phb}\"]}],\"hp\":{\"average\":91,\"formula\":\"14d8 + 28\"},\"speed\":{\"walk\":30},\"initiative\":{\"advantageMode\":\"adv\"},\"str\":13,\"dex\":16,\"con\":14,\"int\":10,\"wis\":11,\"cha\":13,\"skill\":{\"perception\":\"+4\"},\"passive\":14,\"languages\":[\"any one language (usually Common)\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Point Blank Fencer\",\"entries\":[\"A rapier deals one extra die of its damage when the city watch captain hits with it (included in the attack). In addition, the captain ignores the loading property of crossbows and doesn't have disadvantage on the attack roll with a crossbow from being within 5 feet of a hostile creature. The captain may still have disadvantage on such an attack from other sources.\"]},{\"name\":\"Tactical Insight\",\"entries\":[\"The city watch captain has advantage on initiative rolls, and friendly creatures within 30 feet of the captain and under the captain's command can choose to take the captain's initiative instead of their own when combat starts.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The city watch captain can use its Issue Orders. It then makes two Rapier attacks or three Light Crossbow attacks, or it makes one Rapier attack and two Light Crossbow attacks.\"]},{\"name\":\"Rapier\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) piercing damage. Instead of dealing damage, the city watch captain can force the target to drop one weapon it is wielding or drop one item it is carrying. If the captain chooses to make the target drop an item, the item can't be wrapped around or firmly attached to the target, such as a shirt or armor. The item lands in a space of the captain's choice within 5 feet of the target.\"]},{\"name\":\"Light Crossbow\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage.\"]},{\"name\":\"Issue Orders\",\"entries\":[\"The city watch captain shouts orders at up to two friendly creatures it can see within 30 feet of it. Each target can do one of the following as a reaction:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Attack\",\"entries\":[\"The target makes one weapon attack with advantage.\"]},{\"type\":\"item\",\"name\":\"Defend\",\"entries\":[\"The target gains a +2 bonus to its Armor Class until the start of the captain's next turn.\"]},{\"type\":\"item\",\"name\":\"Reposition\",\"entries\":[\"The target moves up to half its speed without provoking opportunity attacks.\"]}]}]}],\"environment\":[\"urban\"],\"attachedItems\":[\"light crossbow|phb\",\"rapier|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Clockwork Abomination\",\"source\":\"ToB1-2023\",\"page\":59,\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":76,\"formula\":\"8d10 + 32\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":21,\"dex\":12,\"con\":18,\"int\":10,\"wis\":10,\"cha\":12,\"save\":{\"dex\":\"+4\",\"con\":\"+7\"},\"skill\":{\"athletics\":\"+8\",\"perception\":\"+3\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"acid\",\"cold\",\"fire\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"Common\",\"Infernal\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Construct Nature\",\"entries\":[\"The clockwork abomination doesn't require air, food, drink, or sleep.\"]},{\"name\":\"Explosive Infernal Power Source\",\"entries\":[\"When a clockwork abomination is destroyed, its infernal battery explodes. Each creature within 10 feet of the abomination must make a {@dc 14} Dexterity saving throw, taking 14 ({@damage 4d6}) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in the area that aren't being worn or carried.\"]},{\"name\":\"Immutable Form\",\"entries\":[\"The clockwork abomination is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The clockwork abomination has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Unstoppable\",\"entries\":[\"Moving through difficult terrain doesn't cost the clockwork abomination extra movement, and its speed can't be reduced.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The clockwork abomination makes one Bite attack and one Slam attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage plus 7 ({@damage 2d6}) fire damage.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 15 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage.\"]},{\"name\":\"Fire Breath {@recharge 5}\",\"entries\":[\"The clockwork abomination's infernal power source allows it to breathe fire in a 30-foot cone. Each creature in the area must make a {@dc 14} Dexterity saving throw, taking 21 ({@damage 6d6}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"planar\"],\"traitTags\":[\"Immutable Form\",\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"I\"],\"damageTags\":[\"B\",\"F\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Clockwork Beetle\",\"source\":\"ToB1-2023\",\"page\":60,\"size\":[\"T\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":20,\"formula\":\"8d4\"},\"speed\":{\"walk\":30,\"fly\":50},\"str\":8,\"dex\":16,\"con\":10,\"int\":4,\"wis\":12,\"cha\":7,\"save\":{\"dex\":\"+5\"},\"skill\":{\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Construct Nature\",\"entries\":[\"The clockwork beetle doesn't require air, food, drink, or sleep.\"]},{\"name\":\"Immutable Form\",\"entries\":[\"The clockwork beetle is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Limited Telepathy\",\"entries\":[\"The clockwork beetle can magically transmit simple messages and images to its owner, provided the owner is within 100 feet of it.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The clockwork beetle has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must make a {@dc 10} Constitution saving throw, taking 5 ({@damage 2d4}) poison damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"urban\"],\"traitTags\":[\"Immutable Form\",\"Magic Resistance\"],\"senseTags\":[\"D\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Clockwork Beetle Swarm\",\"source\":\"ToB1-2023\",\"page\":60,\"size\":[\"L\"],\"type\":{\"type\":\"construct\",\"swarmSize\":\"T\"},\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"8d10 + 8\"},\"speed\":{\"walk\":30,\"fly\":50},\"str\":8,\"dex\":16,\"con\":12,\"int\":1,\"wis\":12,\"cha\":7,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"stunned\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Construct Nature\",\"entries\":[\"The swarm doesn't require air, food, drink, or sleep.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The swarm has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Swarm\",\"entries\":[\"The swarm can occupy another creature's space and vice versa, and it can move through any opening large enough for a Tiny Construct. The swarm can't regain hp or gain temporary hp.\"]}],\"action\":[{\"name\":\"Bites\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 0 ft., one target in the swarm's space. {@h}18 ({@damage 4d8}) piercing damage, or 9 ({@damage 2d8}) piercing damage if the swarm has half of its hp or fewer, plus 3 ({@damage 1d6}) poison damage.\"]}],\"environment\":[\"urban\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Clockwork Hound\",\"source\":\"ToB1-2023\",\"page\":61,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":71,\"formula\":\"11d8 + 22\"},\"speed\":{\"walk\":50},\"str\":16,\"dex\":15,\"con\":14,\"int\":1,\"wis\":10,\"cha\":1,\"save\":{\"dex\":\"+4\",\"con\":\"+4\"},\"skill\":{\"athletics\":\"+7\",\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands Common but can't speak\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Construct Nature\",\"entries\":[\"The clockwork hound doesn't require air, food, drink, or sleep.\"]},{\"name\":\"Diligent Tracker\",\"entries\":[\"The clockwork hound has advantage on Wisdom ({@skill Perception}) and Wisdom ({@skill Survival}) checks that rely on scent or that are made to find a creature.\"]},{\"name\":\"Explosive Core\",\"entries\":[\"The mechanism that powers the hound explodes when the Construct is destroyed. Each creature within 5 feet of the hound when it is destroyed must make a {@dc 12} Dexterity saving throw, taking 7 ({@damage 2d6}) fire damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Immutable Form\",\"entries\":[\"The clockwork hound is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The clockwork hound has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d10 + 3}) piercing damage.\"]},{\"name\":\"Tripping Tongue\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 15 ft., one target. {@h}12 ({@damage 2d8 + 3}) slashing damage, and the target must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}.\"]}],\"environment\":[\"urban\"],\"traitTags\":[\"Immutable Form\",\"Magic Resistance\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"F\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Clockwork Huntsman\",\"source\":\"ToB1-2023\",\"page\":62,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":99,\"formula\":\"18d8 + 18\"},\"speed\":{\"walk\":40},\"str\":17,\"dex\":14,\"con\":12,\"int\":4,\"wis\":10,\"cha\":1,\"save\":{\"str\":\"+5\",\"dex\":\"+4\"},\"skill\":{\"perception\":\"+4\",\"survival\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands Common but can't speak\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Construct Nature\",\"entries\":[\"The clockwork huntsman doesn't require air, food, drink, or sleep.\"]},{\"name\":\"Explosive Core\",\"entries\":[\"The mechanism that powers the huntsman explodes when the construct is destroyed, projecting superheated steam and shrapnel. Each creature within 5 feet of the huntsman when it is destroyed must make a {@dc 13} Dexterity saving throw, taking 10 ({@damage 3d6}) fire damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Immutable Form\",\"entries\":[\"The clockwork huntsman is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The clockwork huntsman has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The clockwork huntsman makes one Slam attack and two Longsword attacks. It can replace its Slam attack with a Net Cannon attack.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage.\"]},{\"name\":\"Net Cannon (4/Day)\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 10/20 ft., one target. {@h}If the target is a Large or smaller creature, it is {@condition restrained}. A mechanism within the clockwork huntsman's chest can fire a net with a 20-foot trailing cable anchored within its chest. A creature, including the {@condition restrained} creature, can take its action to free the {@condition restrained} creature by succeeding on a {@dc 10} Strength check. Alternatively, dealing 5 slashing damage to the net (AC 10) frees the creature.\"]}],\"bonus\":[{\"name\":\"Reel\",\"entries\":[\"The clockwork huntsman pulls a creature {@condition restrained} by its net up to 15 feet straight toward it.\"]}],\"environment\":[\"urban\"],\"attachedItems\":[\"longsword|phb\"],\"traitTags\":[\"Immutable Form\",\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"B\",\"F\",\"S\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\"],\"conditionInflict\":[\"restrained\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Clockwork Myrmidon\",\"source\":\"ToB1-2023\",\"page\":63,\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":136,\"formula\":\"16d10 + 48\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":14,\"con\":16,\"int\":6,\"wis\":10,\"cha\":1,\"save\":{\"str\":\"+8\",\"dex\":\"+5\"},\"skill\":{\"athletics\":\"+8\",\"perception\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":16,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands Common but can't speak\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Alchemical Fireball\",\"entries\":[\"The clockwork myrmidon's alchemical flame reservoir explodes when the construct is destroyed, spraying nearby creatures with burning fuel. Each creature within 10 feet of the myrmidon when it is destroyed must make a {@dc 16} Dexterity saving throw, taking 14 ({@damage 4d6}) fire damage on a failed save, or half as much damage on a successful one. This explosion doesn't occur if the clockwork myrmidon has already fired its alchemical flame jet four times.\"]},{\"name\":\"Construct Nature\",\"entries\":[\"The clockwork myrmidon doesn't require air, food, drink, or sleep.\"]},{\"name\":\"Immutable Form\",\"entries\":[\"The clockwork myrmidon is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The clockwork myrmidon has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The clockwork myrmidon makes one Slam attack and two Heavy Pick attacks. It can replace both Heavy Pick attacks with a use of its Alchemical Flame Jet.\"]},{\"name\":\"War Pick\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}11 ({@damage 1d12 + 5}) bludgeoning damage.\"]},{\"name\":\"Alchemical Flame Jet (4/Day)\",\"entries\":[\"The clockwork myrmidon spews a jet of alchemical fire in a 30-foot line that is 5 feet wide. Each creature in the line must make a {@dc 16} Dexterity saving throw, taking 14 ({@damage 4d6}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"bonus\":[{\"name\":\"Grease Spray (4/Day)\",\"entries\":[\"The clockwork myrmidon's chest fires a spray of alchemical grease on a point on the ground within 30 feet of it. The grease covers a 10-foot square centered on that point, and the area is difficult terrain. Each creature standing in the area must succeed on a {@dc 16} Dexterity saving throw or fall {@condition prone}. A creature that enters the area or ends its turn there must also succeed on a {@dc 16} Dexterity saving throw or fall {@condition prone}.\"]}],\"environment\":[\"urban\"],\"attachedItems\":[\"war pick|phb\"],\"traitTags\":[\"Immutable Form\",\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"B\",\"F\",\"P\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Clockwork Watchman\",\"source\":\"ToB1-2023\",\"page\":64,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":44,\"formula\":\"8d8 + 8\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":12,\"con\":12,\"int\":5,\"wis\":10,\"cha\":1,\"save\":{\"con\":\"+3\"},\"skill\":{\"athletics\":\"+4\",\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"Common\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Construct Nature\",\"entries\":[\"The clockwork watchman doesn't require air, food, drink, or sleep.\"]},{\"name\":\"Immutable Form\",\"entries\":[\"The clockwork watchman is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The clockwork watchman has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Halberd\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d10 + 2}) slashing damage.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage.\"]},{\"name\":\"Net Cannon (4/Day)\",\"entries\":[\"{@atk rw} {@hit 3} to hit, range 10/20 ft., one target. {@h}If the target is a Large or smaller creature, it is {@condition restrained}. A mechanism within the clockwork watchman's chest can fire a net with a 20-foot trailing cable anchored within the watchman's chest. A creature, including the {@condition restrained} creature, can take its action to free the {@condition restrained} creature by succeeding on a {@dc 10} Strength check. Alternatively, dealing 5 slashing damage to the net (AC 10) frees the creature.\"]}],\"bonus\":[{\"name\":\"Reel\",\"entries\":[\"The clockwork watchman pulls a creature {@condition restrained} by its net up to 15 feet straight toward it.\"]}],\"environment\":[\"urban\"],\"attachedItems\":[\"halberd|phb\"],\"traitTags\":[\"Immutable Form\",\"Magic Resistance\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"restrained\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Clockwork Weaving Spider\",\"source\":\"ToB1-2023\",\"page\":65,\"size\":[\"T\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":30,\"formula\":\"12d4\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":10,\"dex\":16,\"con\":10,\"int\":9,\"wis\":8,\"cha\":8,\"skill\":{\"acrobatics\":\"+5\",\"perception\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands Common but can't speak\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Construct Nature\",\"entries\":[\"The weaving spider doesn't require air, food, drink, or sleep.\"]},{\"name\":\"Immutable Form\",\"entries\":[\"The weaving spider is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The weaving spider has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Unmaking\",\"entries\":[\"The weaving spider's speed and its slim, sharp blade can slice cloth, leather, and paper into scraps very quickly. Whenever a weaving spider's Trimming Blade attack roll exceeds the target's Armor Class by 5 or more, the target must succeed on a {@dc 13} Dexterity saving throw or one nonmagical cloth, leather, or paper object on the target becomes damaged and unusable until repaired. This effect can deface or ruin clothing, backpacks, journals, and similar objects, but it can't destroy armor.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The clockwork weaving spider makes two Trimming Blade attacks or two Poisoned Needle Shuttle attacks.\"]},{\"name\":\"Trimming Blade\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) slashing damage.\"]},{\"name\":\"Poisoned Needle Shuttle\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 30 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target must succeed on a {@dc 13} Constitution saving throw or become {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"urban\"],\"traitTags\":[\"Immutable Form\",\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\",\"RW\"],\"conditionInflict\":[\"paralyzed\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Clurichaun\",\"source\":\"ToB1-2023\",\"page\":66,\"size\":[\"T\"],\"type\":\"fey\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"clurichaun's luck\"]}],\"hp\":{\"average\":22,\"formula\":\"4d4 + 12\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":12,\"con\":16,\"int\":10,\"wis\":8,\"cha\":16,\"save\":{\"con\":\"+5\"},\"skill\":{\"perception\":\"+1\",\"stealth\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"conditionImmune\":[\"frightened\",\"poisoned\"],\"languages\":[\"Common\",\"Elvish\",\"Sylvan\"],\"cr\":\"1/4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The clurichaun casts one of the following spells, requiring alcohol as the only material component and using Charisma as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell mending}\",\"{@spell purify food and drink}\"],\"daily\":{\"1e\":[\"{@spell blur}\",\"{@spell heroism}\",\"{@spell suggestion}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Clurichaun's Luck\",\"entries\":[\"While the clurichaun is conscious and wearing no armor and wielding no shield, it adds its Charisma modifier to its AC (included above).\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The clurichaun has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Improvised Weapon\",\"entries\":[\"{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}3 ({@dice 1d4 + 1})bludgeoning, 3 ({@dice 1d4 + 1})piercing, or 3 ({@dice 1d4 + 1})slashing damage, depending on the weapon.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) bludgeoning damage.\"]},{\"name\":\"Bawdy Remark\",\"entries\":[\"{@atk rs} {@hit 5} to hit, range 30 ft., one creature. {@h}5 ({@damage 1d4 + 3}) psychic damage, and the target must succeed on a {@dc 13} Wisdom saving throw or be {@condition incapacitated} until the end of its next turn as it doubles over in laughter or freezes up in embarrassment (the target's choice).\"]}],\"environment\":[\"farmland\",\"urban\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"E\",\"S\"],\"damageTags\":[\"B\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\",\"RW\"],\"conditionInflict\":[\"incapacitated\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cobbleswarm\",\"source\":\"ToB1-2023\",\"page\":67,\"size\":[\"M\"],\"type\":{\"type\":\"monstrosity\",\"swarmSize\":\"T\"},\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":36,\"formula\":\"8d8\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":11,\"con\":11,\"int\":5,\"wis\":12,\"cha\":5,\"passive\":11,\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"prone\",\"restrained\",\"stunned\"],\"cr\":\"2\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"While the cobbleswarm remains motionless, it is indistinguishable from normal stones.\"]},{\"name\":\"Shifting Floor\",\"entries\":[\"Whenever the cobbleswarm moves into a creature's space or starts its turn in another creature's space, the creature must succeed on a {@dc 13} Dexterity saving throw or fall {@condition prone}. A {@condition prone} creature must succeed on a {@dc 13} Dexterity ({@skill Acrobatics}) check to stand up in a space occupied by the swarm.\"]},{\"name\":\"Swarm\",\"entries\":[\"The cobbleswarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny stone. The swarm can't regain hp or gain temporary hp.\"]}],\"action\":[{\"name\":\"Stings\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 0 ft., one target in the swarm's space. {@h}15 ({@damage 6d4}) piercing damage, or 7 ({@damage 3d4}) piercing damage if the swarm has half its hp or fewer.\"]}],\"bonus\":[{\"name\":\"Shift and Tumble\",\"entries\":[\"The cobbleswarm pushes a {@condition prone} creature in its space up to 5 feet away from it.\"]}],\"environment\":[\"underdark\",\"urban\"],\"traitTags\":[\"False Appearance\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Coral Drake\",\"source\":\"ToB1-2023\",\"page\":140,\"size\":[\"M\"],\"type\":\"dragon\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":127,\"formula\":\"15d8 + 60\"},\"speed\":{\"walk\":15,\"swim\":60},\"str\":19,\"dex\":17,\"con\":18,\"int\":10,\"wis\":13,\"cha\":10,\"save\":{\"dex\":\"+6\"},\"skill\":{\"acrobatics\":\"+6\",\"perception\":\"+7\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":17,\"resist\":[\"cold\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Draconic\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Underwater Camouflage\",\"entries\":[\"The coral drake has advantage on Dexterity ({@skill Stealth}) checks made while underwater.\"]},{\"name\":\"Water Breathing\",\"entries\":[\"The coral drake can breathe only underwater.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The coral drake makes one Bite attack and two Spined Fin attacks. It can replace its Bite attack with a Stinger attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage.\"]},{\"name\":\"Spined Fin\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage.\"]},{\"name\":\"Stinger\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage, and the target must succeed on a {@dc 15} Constitution saving throw or be {@condition poisoned} for 1 minute. While {@condition poisoned}, the target takes 5 ({@damage 2d4}) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Biting Breath {@recharge 5}\",\"entries\":[\"The coral drake pressurizes the throat sacs that contain its growing young and spews tiny, ravenous hatchling drakes in a 15-foot cone. Each creature in the area must make a {@dc 15} Dexterity saving throw. On a failure, a creature takes 21 ({@damage 6d6}) piercing damage and is {@condition blinded} for 1 minute. On a success, a creature takes half the damage and isn't {@condition blinded}. A {@condition blinded} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"coastal\",\"underwater\"],\"traitTags\":[\"Camouflage\",\"Water Breathing\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"blinded\",\"poisoned\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Corpse Mound\",\"source\":\"ToB1-2023\",\"page\":67,\"size\":[\"H\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":207,\"formula\":\"18d12 + 90\"},\"speed\":{\"walk\":30},\"str\":24,\"dex\":11,\"con\":21,\"int\":6,\"wis\":10,\"cha\":8,\"save\":{\"con\":\"+9\",\"int\":\"+2\",\"wis\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"necrotic\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"understands Common but can't speak\"],\"cr\":\"11\",\"trait\":[{\"name\":\"Absorb the Dead\",\"entries\":[\"Whenever a Large or smaller creature that isn't a Construct or Undead dies within 10 feet of the corpse mound, that creature's remains join with the mound, and the mound regains hp equal to twice the CR or level of the absorbed creature. The absorbed creature can't be returned to life by any spell or effect that requires a body, unless the body is retrieved from the corpse mound.\"]},{\"name\":\"Noxious Aura\",\"entries\":[\"At the end of each of the corpse mound's turns, each creature within 20 feet of it must succeed on a {@dc 17} Constitution saving throw or become {@condition poisoned} until the end of its next turn. On a successful saving throw, the creature is immune to the mound's Noxious Aura for 24 hours.\"]},{\"name\":\"Undead Nature\",\"entries\":[\"The corpse mound doesn't require air, food, drink, or sleep.\"]},{\"name\":\"Zombie Drop\",\"entries\":[\"At the start of each of the corpse mound's turns, it can choose to have one corpse fall from it and immediately rise as a zombie under its control. The mound can have no more than ten zombies under its control at one time. Zombies take their turns immediately after the corpse mound's turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The corpse mound makes two Slam or Bone Shard attacks. If both Slam attacks hit a Large or smaller target, the corpse mound can immediately use Envelop on it.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}18 ({@damage 2d10 + 7}) bludgeoning damage plus 10 ({@damage 3d6}) necrotic damage, and the target is {@condition grappled} (escape {@dc 17}). Until this grapple ends, the target is {@condition restrained}.\"]},{\"name\":\"Bone Shard\",\"entries\":[\"{@atk rw} {@hit 11} to hit, range 30/120 ft., one target. {@h}14 ({@damage 2d6 + 7}) piercing damage plus 10 ({@damage 3d6}) necrotic damage, and the target must succeed on a {@dc 17} Strength saving throw or be knocked {@condition prone} and {@condition restrained} as it is pinned to the ground by the shard. A creature, including the {@condition restrained} target, can take its action to free the target by succeeding on a {@dc 17} Strength check.\"]},{\"name\":\"Envelop\",\"entries\":[\"The corpse mound envelops a Large or smaller creature within 5 feet of it that is {@condition restrained} by its Bone Shard or a Large or smaller creature {@condition grappled} by it. The enveloped target is {@condition blinded}, {@condition restrained}, and unable to breathe, and it must succeed on a {@dc 17} Strength saving throw at the start of each of the mound's turns or take 18 ({@damage 2d10 + 7}) bludgeoning damage. If the mound moves, the enveloped target moves with it. The mound can have no more than four creatures enveloped at a time.\",\"A creature within 5 feet of the mound, including the enveloped creature, can free the enveloped creature by succeeding on a {@dc 17} Strength check. Any creature that makes such an attempt takes 10 ({@damage 3d6}) necrotic damage.\"]}],\"environment\":[\"urban\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"B\",\"N\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RW\"],\"conditionInflict\":[\"blinded\",\"grappled\",\"poisoned\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Corrupted Ushabti\",\"source\":\"ToB1-2023\",\"page\":375,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":97,\"formula\":\"15d8 + 30\"},\"speed\":{\"walk\":30},\"str\":17,\"dex\":14,\"con\":15,\"int\":6,\"wis\":10,\"cha\":5,\"save\":{\"wis\":\"+3\",\"cha\":\"+0\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"vulnerable\":[\"fire\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"stunned\"],\"languages\":[\"understands Common but can't speak\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Necrotic Weapons\",\"entries\":[\"The ushabti's weapon attacks are magical. When the ushabti hits with any weapon, the weapon deals an extra ({@dice 2d6}) necrotic damage (included in the attack).\"]},{\"name\":\"Regeneration\",\"entries\":[\"The ushabti regains 5 hp at the start of its turn if it has at least 1 hp.\"]},{\"name\":\"Swarm Body\",\"entries\":[\"The corrupted ushabti is a spirit inhabiting a colony of scarabs around a Humanoid skeleton within funerary wrappings. It can move through any opening large enough for a Tiny scarab and Humanoid bones, and it can't regain hp or gain temporary hp, except for its Regeneration trait. In addition, a creature that hits the ushabti with a melee attack while within 5 feet of it takes 2 ({@damage 1d4}) piercing damage as a dozen Tiny scarabs skitter out and bite the attacker.\"]},{\"name\":\"Undead Nature\",\"entries\":[\"The ushabti doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The corrupted ushabti makes two Ceremonial Greatsword attacks.\"]},{\"name\":\"Ceremonial Greatsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}11 ({@damage 2d6 + 3}) slashing damage plus 7 ({@damage 2d6}) necrotic damage.\"]},{\"name\":\"Vomit Swarm {@recharge 5}\",\"entries\":[\"The corrupted ushabti exhales scarabs in a 30-foot cone. Each creature in the area must make a {@dc 15} Dexterity saving throw. On a failure, a creature takes 25 ({@damage 10d4}) piercing damage and is covered in scarabs. On a success, a creature takes half the damage and isn't covered in scarabs. A creature covered in scarabs takes 2 ({@damage 1d4}) piercing damage at the start of each of its turns. A creature, including the covered creature, can take its action to brush the scarabs off the covered creature by succeeding on a {@dc 15} Dexterity check.\"]}],\"environment\":[\"desert\",\"underdark\",\"urban\"],\"traitTags\":[\"Regeneration\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"N\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Corrupting Ooze\",\"source\":\"ToB1-2023\",\"page\":291,\"size\":[\"L\"],\"type\":\"ooze\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":115,\"formula\":\"10d10 + 60\"},\"speed\":{\"walk\":20,\"swim\":30},\"str\":16,\"dex\":10,\"con\":22,\"int\":4,\"wis\":2,\"cha\":1,\"skill\":{\"stealth\":\"+3\"},\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":6,\"resist\":[\"bludgeoning\",\"slashing\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"poisoned\",\"prone\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Ooze Nature\",\"entries\":[\"The ooze doesn't require sleep.\"]},{\"name\":\"Putrid Stench\",\"entries\":[\"A creature that starts its turn within 5 feet of the corrupting ooze must succeed on a {@dc 14} Constitution saving throw or take 3 ({@damage 1d6}) poison damage and be {@condition poisoned} until the start of its next turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The corrupting ooze makes two Slam attacks. If both attacks hit one creature, the target must succeed on a {@dc 14} Dexterity saving throw or one nonmagical leather, metal, or wooden item the creature is wearing or carrying is destroyed. This effect can't destroy armor or weapons.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) bludgeoning damage plus 7 ({@damage 2d6}) poison damage.\"]}],\"bonus\":[{\"name\":\"Reshape Body\",\"entries\":[\"The corrupting ooze can reshape its mass into a vaguely Humanoid shape or back into its amorphous shape. It reverts to its amorphous shape if it dies. While in a Humanoid shape, it can take any action that requires hands, except it can't wield weapons or a shield or don armor.\"]}],\"environment\":[\"forest\",\"swamp\",\"urban\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"I\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Crimson Drake\",\"source\":\"ToB1-2023\",\"page\":141,\"size\":[\"T\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":45,\"formula\":\"10d4 + 20\"},\"speed\":{\"walk\":15,\"fly\":80},\"str\":10,\"dex\":14,\"con\":14,\"int\":8,\"wis\":9,\"cha\":14,\"save\":{\"dex\":\"+4\"},\"skill\":{\"acrobatics\":\"+4\",\"perception\":\"+1\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"immune\":[\"fire\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The drake has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The crimson drake makes one Bite attack and one Stinger attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage plus 3 ({@damage 1d6}) fire damage.\"]},{\"name\":\"Stinger\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage, and the target must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. If the saving throw fails by 5 or more, the target takes 2 ({@damage 1d4}) poison damage at the start of each of its turns while {@condition poisoned}. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Fire Breath {@recharge}\",\"entries\":[\"The drake exhales fire in a 15-foot cone. Each creature in that area must make a {@dc 12} Dexterity saving throw, taking 10 ({@damage 3d6}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"farmland\",\"forest\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"F\",\"I\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Crystalline Devil\",\"source\":\"ToB1-2023\",\"page\":94,\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":102,\"formula\":\"12d8 + 48\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":12,\"con\":18,\"int\":14,\"wis\":13,\"cha\":15,\"save\":{\"wis\":\"+4\",\"cha\":\"+5\"},\"skill\":{\"deception\":\"+8\",\"insight\":\"+4\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":11,\"resist\":[\"acid\",\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Celestial\",\"Common\",\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the crystalline devil's darkvision.\"]},{\"name\":\"False Appearance (Gemstone Form Only)\",\"entries\":[\"While the devil remains motionless, it is indistinguishable from an ordinary gemstone.\"]},{\"name\":\"Glittering Temptation (Gemstone Form Only)\",\"entries\":[\"The devil sheds dim light in a 5-foot radius. Each creature that starts its turn within 30 feet of the devil and that can see it must succeed on a {@dc 15} Wisdom saving throw or be {@condition charmed} for 1 minute. While {@condition charmed}, a creature is {@condition incapacitated} and must move on its turn toward the devil by the safest route, trying to get within 5 feet of the devil to hold it. The {@condition charmed} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a success, a creature is also immune to this devil's Glittering Temptation for the next 24 hours. A creature {@condition charmed} by the devil has disadvantage on the saving throw against Crystalline Spray.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The crystalline devil has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The devil makes three Claw attacks.\"]},{\"name\":\"Shard Claw (Fiend Form Only)\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage.\"]},{\"name\":\"Crystalline Spray {@recharge 5}\",\"entries\":[\"The crystalline devil sprays a burst of crystal shards. Each creature within 15 feet of the devil must make a {@dc 15} Dexterity saving throw, taking 27 ({@damage 6d8}) piercing damage on a failed save, or half as much damage on a successful one.\"]}],\"bonus\":[{\"name\":\"Betraying Carbuncle\",\"entries\":[\"The crystalline devil magically transforms into a Small or smaller gemstone or back into its true form, which is a Fiend. Its statistics, other than its size, are the same in each form, except it can't move or speak when in its gemstone form. Any equipment it is wearing or carrying transforms with it. It reverts to its true from if it dies.\"]}],\"environment\":[\"underdark\",\"urban\"],\"traitTags\":[\"Devil's Sight\",\"False Appearance\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\",\"I\",\"TP\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"charmed\",\"incapacitated\"],\"savingThrowForced\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Darakhul\",\"source\":\"ToB1-2023\",\"page\":202,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item scale mail|PHB}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":78,\"formula\":\"12d8 + 24\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":17,\"con\":14,\"int\":14,\"wis\":12,\"cha\":12,\"skill\":{\"deception\":\"+3\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"necrotic\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"poisoned\"],\"languages\":[\"Common\",\"Darakhul\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Hungry Dead Nature\",\"entries\":[\"The darakhul requires no air or sleep.\"]},{\"name\":\"Master of Disguise\",\"entries\":[\"A darakhul in a prepared disguise has advantage on Charisma ({@skill Deception}) checks made to pass as a living creature. While using this ability, it loses its Stench.\"]},{\"name\":\"Stench\",\"entries\":[\"Any creature that starts its turn within 5 feet of the darakhul must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} until the start of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the darakhul's Stench for the next 24 hours. A darakhul using this ability can't also benefit from Master of Disguise.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]},{\"name\":\"Turning Defiance\",\"entries\":[\"The darakhul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn Undead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The darakhul makes one Bite attack, one Claw attack, and one War Pick attack. If the darakhul is using a shield, it instead makes one Bite attack and one Claw or War Pick attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) piercing damage, and, if the target is a Humanoid, it must succeed on a {@dc 11} Constitution saving throw or contract the darakhul fever disease.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage. If the target is a creature other than an Undead, it must succeed on a {@dc 12} Constitution saving throw or be {@condition paralyzed} for 1 minute. A {@condition paralyzed} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a Humanoid is {@condition paralyzed} for more than 2 rounds, it contracts darakhul fever.\"]},{\"name\":\"War Pick\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage.\"]}],\"environment\":[\"underdark\",\"urban\"],\"attachedItems\":[\"war pick|phb\"],\"traitTags\":[\"Sunlight Sensitivity\",\"Turn Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"DIS\",\"MLW\",\"MW\"],\"conditionInflict\":[\"paralyzed\",\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dau\",\"source\":\"ToB1-2023\",\"page\":69,\"size\":[\"S\"],\"type\":\"fey\",\"alignment\":[\"C\",\"N\"],\"ac\":[13],\"hp\":{\"average\":49,\"formula\":\"9d6 + 18\"},\"speed\":{\"walk\":20,\"fly\":{\"number\":60,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":7,\"dex\":17,\"con\":14,\"int\":14,\"wis\":17,\"cha\":16,\"skill\":{\"deception\":\"+5\",\"insight\":\"+5\",\"perception\":\"+5\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"languages\":[\"Deep Speech\",\"Primordial\",\"Sylvan\",\"telepathy 60 ft.\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dau casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell detect thoughts}\",\"{@spell minor illusion}\"],\"daily\":{\"3e\":[\"{@spell invisibility}\",\"{@spell major image}\"],\"1e\":[\"{@spell programmed illusion}\",\"{@spell project image}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The dau has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dau makes two Slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage plus 10 ({@damage 3d6}) necrotic damage, and the dau regains hp equal to the necrotic damage dealt. The target must succeed on a {@dc 13} Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage dealt. This reduction lasts until the creature finishes a long rest. The creature dies if this effect reduces its hp maximum to 0.\"]}],\"reaction\":[{\"name\":\"Mirror Dodge\",\"entries\":[\"When a creature the dau can see within 30 feet of it attacks the dau or targets it with a spell, the dau replaces itself with an illusory duplicate and teleports to any unoccupied space that it can see within 30 feet. The dau isn't affected by the attack or spell, and the illusory duplicate is destroyed.\"]},{\"name\":\"Tangible Illusion (1/Day)\",\"entries\":[\"When the dau casts a spell that creates an illusion of an object, the dau temporarily transforms that illusion into a physical, nonmagical object. The temporary object lasts 10 minutes, after which it reverts to being an illusion (or vanishes, if the duration of the original illusion expires). During that time, the illusion has all the physical properties of the object it represents, but it doesn't have any of the object's magical properties. The dau must touch the illusion to trigger this transformation, and the object can be no larger than 5 cubic feet.\"]}],\"environment\":[\"desert\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DS\",\"P\",\"S\",\"TP\"],\"damageTags\":[\"B\",\"N\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"blinded\",\"deafened\",\"invisible\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Death Butterfly Swarm\",\"source\":\"ToB1-2023\",\"page\":70,\"size\":[\"L\"],\"type\":{\"type\":\"beast\",\"swarmSize\":\"T\"},\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":60,\"formula\":\"11d10\"},\"speed\":{\"walk\":5,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":1,\"dex\":14,\"con\":10,\"int\":1,\"wis\":12,\"cha\":12,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"vulnerable\":[\"cold\",\"fire\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"stunned\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Potent Poison\",\"entries\":[\"Undead with resistance or immunity to poison damage or the {@condition poisoned} condition can be affected by the swarm's poison.\"]},{\"name\":\"Swarm\",\"entries\":[\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hp or gain temporary hp.\"]},{\"name\":\"Weight of Wings\",\"entries\":[\"A creature that starts its turn in the swarm's space has its speed halved and must succeed on a {@dc 12} Dexterity saving throw or become {@condition blinded}. Both effects end when the creature ends its turn outside the swarm's space. On a successful saving throw, the creature is immune to the blinding effect of Weight of Wings for the next 24 hours.\"]}],\"action\":[{\"name\":\"Bites\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 0 ft., one creature in the swarm's space. {@h}21 ({@damage 6d6}) piercing damage, or 10 ({@damage 3d6}) piercing damage if the swarm has half of its hp or fewer. The target must make a {@dc 12} Constitution saving throw. On a failure, it takes 10 ({@damage 3d6}) poison damage and is {@condition poisoned} until the end of its next turn. On a success, it takes half the damage and isn't {@condition poisoned}.\"]}],\"environment\":[\"farmland\",\"forest\",\"urban\"],\"senseTags\":[\"D\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"blinded\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Deathcap Myconid\",\"source\":\"ToB1-2023\",\"page\":280,\"size\":[\"M\"],\"type\":\"plant\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":90,\"formula\":\"12d8 + 36\"},\"speed\":{\"walk\":20},\"str\":14,\"dex\":10,\"con\":16,\"int\":10,\"wis\":11,\"cha\":9,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"cr\":\"4\",\"trait\":[{\"name\":\"Sunlight Hypersensitivity\",\"entries\":[\"The deathcap takes 10 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The myconid can use its Eject Spores. It then makes two Spore-Coated Fist attacks.\"]},{\"name\":\"Spore-Coated Fist\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage plus 10 ({@damage 3d6}) poison damage.\"]},{\"name\":\"Eject Spores\",\"entries\":[\"The myconid ejects one of the following types of spores at one creature it can see within 15 feet of it.\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Deathcap Spores\",\"entries\":[\"The target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"type\":\"item\",\"name\":\"Slumber Spores\",\"entries\":[\"The target must succeed on a {@dc 13} Constitution saving throw or fall {@condition unconscious} for 1 minute. The target wakes up if it takes damage or if another creature takes an action to shake it awake.\"]}]}]}],\"environment\":[\"underdark\"],\"traitTags\":[\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"I\",\"R\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"poisoned\",\"unconscious\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Deathwisp\",\"source\":\"ToB1-2023\",\"page\":71,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[15],\"hp\":{\"average\":82,\"formula\":\"11d8 + 33\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":60,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":6,\"dex\":20,\"con\":16,\"int\":18,\"wis\":16,\"cha\":20,\"save\":{\"dex\":\"+8\",\"con\":\"+6\",\"wis\":\"+6\"},\"skill\":{\"perception\":\"+6\",\"stealth\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":16,\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Flicker\",\"entries\":[\"The deathwisp flickers in and out of sight. Ranged weapon attacks against it are made with disadvantage.\"]},{\"name\":\"Incorporeal Movement\",\"entries\":[\"The deathwisp can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside a solid object.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the deathwisp has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]},{\"name\":\"Undead Nature\",\"entries\":[\"The deathwisp doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The deathwisp makes two Ghostly Pike attacks, or it can make one Ghostly Pike attack and one Life Drain attack.\"]},{\"name\":\"Ghostly Pike\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) force damage plus 9 ({@damage 2d8}) necrotic damage.\"]},{\"name\":\"Life Drain\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}23 ({@damage 4d8 + 5}) necrotic damage. The target must succeed on a {@dc 15} Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.\"]},{\"name\":\"Create Specter\",\"entries\":[\"The deathwisp targets a Humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. This specter is under the deathwisp's control. The deathwisp can have no more than twelve specters under its control at one time.\"]}],\"bonus\":[{\"name\":\"Shadow Traveler (3/Day)\",\"entries\":[\"While in shadows, dim light, or darkness, the deathwisp disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this bonus action.\"]}],\"environment\":[\"planar\"],\"traitTags\":[\"Incorporeal Movement\",\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"N\",\"O\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Deep Drake\",\"source\":\"ToB1-2023\",\"page\":142,\"size\":[\"L\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":150,\"formula\":\"20d10 + 40\"},\"speed\":{\"walk\":40,\"climb\":30,\"fly\":80},\"str\":21,\"dex\":19,\"con\":14,\"int\":11,\"wis\":14,\"cha\":12,\"save\":{\"dex\":\"+8\",\"con\":\"+6\"},\"skill\":{\"athletics\":\"+9\",\"insight\":\"+6\",\"perception\":\"+6\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":16,\"immune\":[\"necrotic\"],\"conditionImmune\":[\"paralyzed\"],\"languages\":[\"Common\",\"Darakhul\",\"Draconic\",\"Undercommon\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The drake has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the drake has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The drake makes one Bite attack, two Claw attacks, and one Stinger attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft, one target. {@h}12 ({@damage 2d6 + 5}) slashing damage.\"]},{\"name\":\"Stinger\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage plus 7 ({@damage 2d6}) poison damage, and the target must succeed on a {@dc 16} Constitution saving throw or become {@condition poisoned} for 1 minute. A {@condition poisoned} creature must repeat the saving throw at the end of each of its turns. On a failure, the creature takes 7 ({@damage 2d6}) poison damage. On a success, the condition ends. When animate dead is cast on one or more creatures killed by this poison, the spellcaster requires no material components and can cast the spell as an action.\"]},{\"name\":\"Enervating Breath {@recharge 5}\",\"entries\":[\"The deep drake exhales pain-inducing, purple-black energy in a 90-foot line that is 5 feet wide. Each creature in the line must make a {@dc 16} Dexterity saving throw. On a failure, a creature takes 35 ({@damage 10d6}) necrotic damage and is {@condition stunned} until the end of its next turn. On a success, a creature takes half the damage and isn't {@condition stunned}.\"]}],\"environment\":[\"underdark\"],\"traitTags\":[\"Magic Resistance\",\"Sunlight Sensitivity\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"U\"],\"damageTags\":[\"I\",\"N\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"poisoned\",\"stunned\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Deep One\",\"source\":\"ToB1-2023\",\"page\":72,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":71,\"formula\":\"11d8 + 22\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":16,\"dex\":12,\"con\":14,\"int\":10,\"wis\":8,\"cha\":12,\"save\":{\"str\":\"+5\",\"con\":\"+4\",\"cha\":\"+3\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":9,\"resist\":[\"cold\"],\"vulnerable\":[\"fire\"],\"languages\":[\"Common\",\"Void Speech\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The deep one can breathe air and water.\"]},{\"name\":\"Frenzied Rage\",\"entries\":[\"If a deep one takes 10 or more damage from a single attack, it has advantage on its Claws attack and gains a +2 bonus to damage with its Claws until the end of its next turn.\"]}],\"action\":[{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) slashing damage.\"]}],\"environment\":[\"coastal\",\"underwater\"],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"C\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Deep One Archimandrite\",\"source\":\"ToB1-2023\",\"page\":73,\"size\":[\"L\"],\"type\":\"humanoid\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":153,\"formula\":\"18d10 + 54\"},\"speed\":{\"walk\":40,\"swim\":40},\"str\":20,\"dex\":16,\"con\":17,\"int\":12,\"wis\":17,\"cha\":19,\"save\":{\"dex\":\"+6\",\"wis\":\"+6\",\"cha\":\"+7\"},\"skill\":{\"arcana\":\"+4\",\"perception\":\"+6\"},\"senses\":[\"darkvision 240 ft.\"],\"passive\":16,\"resist\":[\"cold\",\"thunder\"],\"vulnerable\":[\"fire\"],\"languages\":[\"Common\",\"Void Speech\"],\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The deep one archimandrite casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell bless}\",\"{@spell guidance}\",\"{@spell suggestion}\",\"{@spell thaumaturgy}\"],\"daily\":{\"3e\":[\"{@spell charm person}\",\"{@spell command}\",\"{@spell sleep}\"],\"1e\":[\"{@spell augury}\",\"{@spell lightning bolt}\",\"{@spell spirit guardians}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The deep one archimandrite can breathe air and water.\"]},{\"name\":\"Frenzied Rage\",\"entries\":[\"If a deep one archimandrite takes 15 or more damage from a single attack, it has advantage on all attack rolls and gains a +4 bonus to all damage rolls until the end of its next turn. For the duration, it can make one Unholy Trident attack as a bonus action on its turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The deep one archimandrite makes one Claw attack and one Unholy Trident attack, or it makes three Jolt attacks. It can replace one attack with a use of Spellcasting.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}18 ({@damage 3d8 + 5}) slashing damage.\"]},{\"name\":\"Unholy Trident\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage plus 13 ({@damage 2d12}) necrotic damage.\"]},{\"name\":\"Jolt\",\"entries\":[\"{@atk ms,rs} {@hit 7} to hit, reach 5 ft. or range 60 ft., one target. {@h}14 ({@damage 3d6 + 4}) lightning damage, and the target's speed is reduced by 10 until the end of its next turn.\"]},{\"name\":\"Call of the Archimandrite (1/Day)\",\"entries\":[\"With a ringing shout, the archimandrite magically calls {@dice 1d4} reef sharks or 1 swarm of quippers, provided the archimandrite is at least partially submerged in a body of water that can contain the creatures. The called creatures arrive in {@dice 1d4} rounds, acting as allies of the archimandrite and obeying its spoken commands. The creatures remain for 1 hour, until the archimandrite dies, or until the archimandrite dismisses them as a bonus action. Each deep one within 1 mile of the archimandrite can hear this call, though these deep ones are under no magical compulsion to make their way toward the archimandrite.\"]}],\"environment\":[\"coastal\",\"underwater\"],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"L\",\"N\",\"P\",\"S\"],\"damageTagsSpell\":[\"L\",\"N\",\"R\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"conditionInflictSpell\":[\"charmed\",\"prone\",\"unconscious\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Deep One Priest\",\"source\":\"ToB1-2023\",\"page\":72,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":105,\"formula\":\"14d8 + 42\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":18,\"dex\":14,\"con\":16,\"int\":12,\"wis\":12,\"cha\":16,\"save\":{\"con\":\"+5\",\"wis\":\"+3\",\"cha\":\"+5\"},\"skill\":{\"athletics\":\"+6\",\"deception\":\"+5\",\"perception\":\"+3\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":13,\"resist\":[\"cold\"],\"vulnerable\":[\"fire\"],\"languages\":[\"Common\",\"Void Speech\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The deep one priest casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell guidance}\",\"{@spell thaumaturgy}\"],\"daily\":{\"3e\":[\"{@spell command}\",\"{@spell sleep}\"],\"1e\":[\"{@spell spirit guardians}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The deep one priest can breathe air and water.\"]},{\"name\":\"Frenzied Rage\",\"entries\":[\"If a deep one priest takes 10 or more damage from a single attack, it has advantage on melee attack rolls and gains a +4 bonus to melee damage rolls until the end of its next turn.\"]},{\"name\":\"Voice of the Deeps\",\"entries\":[\"The deep one priest can spend 5 minutes giving a speech in a rolling, droning voice that fascinates listeners. At the end of the speech, each creature that heard it must succeed on a {@dc 13} Wisdom saving throw or forget the events of the past 10 minutes or keep no memory of the events of the next 5 minutes (the priest's choice). On a successful saving throw, a creature is immune to the priest's Voice of the Deeps for the next 24 hours.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The deep one priest makes one Claws attack and one Jolting Touch attack.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage.\"]},{\"name\":\"Jolting Touch\",\"entries\":[\"{@atk ms} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) lightning damage, and the target's speed is reduced by 10 until the end of its next turn.\"]}],\"environment\":[\"coastal\",\"underwater\"],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"L\",\"S\"],\"damageTagsSpell\":[\"N\",\"R\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"prone\",\"unconscious\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Degenerate Titan\",\"source\":\"ToB1-2023\",\"page\":362,\"size\":[\"H\"],\"type\":\"giant\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":12,\"from\":[\"armor scraps\"]}],\"hp\":{\"average\":161,\"formula\":\"14d12 + 70\"},\"speed\":{\"walk\":40},\"str\":21,\"dex\":6,\"con\":20,\"int\":6,\"wis\":12,\"cha\":7,\"skill\":{\"intimidation\":\"+4\",\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Giant\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The degenerate titan has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The degenerate titan can use its Reality‑Bending Shout. It then makes three Greatclub attacks or two Rock attacks.\"]},{\"name\":\"Greatclub\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}18 ({@damage 3d8 + 5}) bludgeoning damage.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 8} to hit, range 60/240 ft., one target. {@h}27 ({@damage 4d10 + 5}) bludgeoning damage.\"]},{\"name\":\"Reality-Bending Shout\",\"entries\":[\"The degenerate titan utters a scream that vibrates the fabric of reality around one creature it can see within 30 feet of it. The titan can attempt to end one magical effect of its choice of 3rd level or lower on the target. This effect works like the {@spell dispel magic} spell, except the titan must always make an ability check. The titan's ability check for this is +4.\"]},{\"name\":\"Earthstrike {@recharge 5}\",\"entries\":[\"The degenerate titan slams its fists onto the ground, creating a shockwave in a 60-foot line that is 10 feet wide. Each creature in the line must make a 16 Dexterity saving throw. On a failure, a creature takes 35 ({@damage 10d6}) force damage and is flung 20 feet away from the titan and knocked {@condition prone}, as the earth buckles and tosses the creature. On a success, a creature takes half the damage and isn't flung or knocked {@condition prone}. If a flung creature strikes a solid surface, the creature takes 3 ({@damage 1d6}) bludgeoning damage for every 10 feet it was flung. If the creature is flung at another creature, that creature must succeed on a {@dc 16} Dexterity saving throw or take the same damage and be knocked {@condition prone}.\"]}],\"environment\":[\"any\"],\"attachedItems\":[\"greatclub|phb\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\"],\"damageTags\":[\"B\",\"O\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Demon Lord Akyishigal\",\"source\":\"ToB1-2023\",\"page\":74,\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":138,\"formula\":\"12d10 + 72\"},\"speed\":{\"walk\":40,\"burrow\":20,\"climb\":40,\"fly\":40},\"str\":21,\"dex\":17,\"con\":22,\"int\":19,\"wis\":14,\"cha\":20,\"save\":{\"str\":\"+9\",\"dex\":\"+7\",\"con\":\"+10\",\"wis\":\"+6\",\"cha\":\"+9\"},\"skill\":{\"acrobatics\":\"+11\",\"athletics\":\"+9\",\"perception\":\"+6\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 120 ft.\",\"truesight 60 ft.\"],\"passive\":16,\"resist\":[\"acid\",\"fire\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"cold\",\"lightning\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\",\"Draconic\",\"Elvish\",\"Infernal\",\"telepathy 60 ft.\"],\"cr\":\"12\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Akyishigal casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 17}):\"],\"will\":[\"{@spell detect evil and good}\",\"{@spell pass without trace}\"],\"daily\":{\"1\":[\"{@spell contagion} (filth fever only)\"],\"3\":[\"{@spell dispel magic}\",\"{@spell giant insect}\",\"{@spell insect plague}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Cloak of Swarms\",\"entries\":[\"Akyishigal emits a cloud of flying, stinging insects from his mouth, eyes, and tears in his skin that spreads out in a 5-foot radius from him. At the start of each of his turns, Akyishigal chooses whether this cloak is active.\",\"While this cloak is active, Akyishigal has disadvantage on Dexterity ({@skill Stealth}) checks, and creatures attacking Akyishigal can't benefit from traits and features that rely on a creature's allies distracting or surrounding the demon, such as the Pack Tactics trait or Sneak Attack feature. In addition, each creature that isn't a Construct or Undead that starts its turn in the cloud takes 11 ({@damage 2d10}) piercing damage and must succeed on a {@dc 17} Constitution saving throw or take 7 ({@damage 2d6}) poison damage and become {@condition poisoned} for 1 hour. While {@condition poisoned} in this way, a creature emits a stench of decomposition, and uncontrolled insects attack that creature in preference to other targets.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Akyishigal fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Akyishigal has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Akyishigal makes four Claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage plus 3 ({@damage 1d6}) poison damage.\"]},{\"name\":\"Call Spawn (1/Day)\",\"entries\":[\"Akyishigal magically calls one spawn of Akyishigal. The spawn arrives in {@dice 1d4} rounds, acting as an ally of Akyishigal and obeying its telepathic commands. The spawn remains for 1 hour, until Akyishigal dies, or until Akyishigal dismisses it as a bonus action.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"Akyishigal magically transforms into a Large or smaller insectoid Beast or back into his true form, which is a Fiend. His statistics, other than his size, are the same in each form. Any equipment he is wearing or carrying transforms with him. He reverts to his true form if he dies.\"]}],\"legendary\":[{\"name\":\"Teleport\",\"entries\":[\"Akyishigal magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.\"]},{\"name\":\"Skitter (Costs 2 Actions)\",\"entries\":[\"Akyishigal moves up to half his speed and makes one Claw attack. This movement doesn't provoke opportunity attacks.\"]},{\"name\":\"Cast a Spell (Costs 2 Actions)\",\"entries\":[\"Akyishigal uses Spellcasting.\"]}],\"environment\":[\"planar\",\"urban\"],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"SD\",\"U\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"AB\",\"C\",\"DR\",\"E\",\"I\",\"TP\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"damageTagsSpell\":[\"P\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"poisoned\"],\"conditionInflictSpell\":[\"blinded\",\"poisoned\",\"stunned\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Demon Lord Camazotz\",\"source\":\"ToB1-2023\",\"page\":76,\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":537,\"formula\":\"43d10 + 301\"},\"speed\":{\"walk\":30,\"climb\":30,\"fly\":80},\"str\":30,\"dex\":22,\"con\":25,\"int\":12,\"wis\":22,\"cha\":25,\"save\":{\"dex\":\"+13\",\"con\":\"+14\",\"wis\":\"+13\",\"cha\":\"+14\"},\"skill\":{\"acrobatics\":\"+13\",\"athletics\":\"+17\",\"deception\":\"+14\",\"insight\":\"+13\",\"intimidation\":\"+14\",\"perception\":\"+13\"},\"senses\":[\"blindsight 120 ft.\",\"truesight 30 ft.\"],\"passive\":23,\"resist\":[\"acid\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"fire\",\"poison\",\"thunder\"],\"vulnerable\":[\"cold\"],\"conditionImmune\":[\"charmed\",\"deafened\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"stunned\"],\"languages\":[\"Abyssal\",\"Common\",\"Dwarvish\",\"Primordial\",\"telepathy 300 ft.\"],\"cr\":\"22\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Camazotz casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 22}):\"],\"will\":[\"{@spell darkness}\",\"{@spell detect evil and good}\",\"{@spell dispel magic}\"],\"daily\":{\"1\":[\"{@spell incendiary cloud}\"],\"3e\":[\"{@spell dominate person}\",\"{@spell haste}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Heated Body\",\"entries\":[\"A creature that touches Camazotz or hits him with a melee attack while within 5 feet of him takes 7 ({@damage 2d6}) fire damage.\"]},{\"name\":\"Keen Hearing\",\"entries\":[\"Camazotz has advantage on Wisdom ({@skill Perception}) checks that rely on hearing.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Camazotz fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Camazotz has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Camazotz makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 5 ft., one target. {@h}38 ({@damage 8d6 + 10}) piercing damage plus 7 ({@damage 2d6}) fire damage, and the target must succeed on a {@dc 22} Constitution saving throw or its Strength score is reduced by {@dice 1d4}. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a long rest. A Humanoid that dies from this reduction rises {@dice 1d4} days later as a vampire under Camazotz's control, unless the Humanoid is restored to life or its body is destroyed. Camazotz can have no more than five vampires under his control at a time.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}31 ({@damage 6d6 + 10}) slashing damage plus 7 ({@damage 2d6}) fire damage.\"]},{\"name\":\"Fire Breath {@recharge 5}\",\"entries\":[\"Camazotz exhales unholy fire in a 30‑foot cone. Each creature in the area must make a {@dc 22} Dexterity saving throw, taking 33 ({@damage 6d10}) fire damage and 33 ({@damage 6d10}) necrotic damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Call Bats (3/Day)\",\"entries\":[\"Camazotz magically calls {@dice 4d6} giant bats or swarms of bats, or he magically calls {@dice 2d6} vrocks that have membranous instead of feathered wings. The called creatures arrive in {@dice 1d4} rounds, acting as allies of Camazotz and obeying his telepathic commands. The creatures remain for 1 hour, until Camazotz dies, or until Camazotz dismisses them as a bonus action. Camazotz can have no more than twenty four giant bats or swarms of bats, or twelve vrocks under his control at a time.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"Camazotz magically transforms into a Large giant bat covered in smoldering ashes, or back into his true form, which is a Fiend. His statistics, other than his size, are the same in each form. Any equipment he is wearing or carrying transforms with him. He turns into a pile of greasy ash if destroyed.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"Camazotz makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Move\",\"entries\":[\"Camazotz moves up to his speed, or he flies up to half his speed. This movement doesn't provoke opportunity attacks.\"]},{\"name\":\"Cast a Spell (Costs 2 Actions)\",\"entries\":[\"Camazotz uses Spellcasting.\"]},{\"name\":\"Fiery Wing Beat (Costs 2 Actions)\",\"entries\":[\"Camazotz beats his wings, extinguishing mundane and magical light sources. Each creature within 10 feet of Camazotz must succeed on a {@dc 22} Dexterity saving throw or take 14 ({@damage 4d6}) fire damage and be knocked {@condition prone}.\"]}],\"environment\":[\"underdark\"],\"traitTags\":[\"Keen Senses\",\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"B\",\"U\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"AB\",\"C\",\"D\",\"P\",\"TP\"],\"damageTags\":[\"F\",\"N\",\"P\",\"S\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Demon Lord Mechuiti\",\"source\":\"ToB1-2023\",\"page\":78,\"size\":[\"G\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":462,\"formula\":\"25d20 + 200\"},\"speed\":{\"walk\":60,\"climb\":60},\"str\":29,\"dex\":19,\"con\":27,\"int\":18,\"wis\":18,\"cha\":22,\"save\":{\"str\":\"+17\",\"dex\":\"+12\",\"wis\":\"+12\"},\"skill\":{\"arcana\":\"+12\",\"insight\":\"+12\",\"intimidation\":\"+14\",\"perception\":\"+12\",\"religion\":\"+12\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":22,\"immune\":[\"acid\",\"fire\",\"lightning\",\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"vulnerable\":[\"cold\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\",\"stunned\"],\"languages\":[\"Abyssal\",\"Celestial\",\"Common\",\"Draconic\",\"Primordial\",\"telepathy 300 ft.\"],\"cr\":\"27\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Mechuiti casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 22}):\"],\"will\":[\"{@spell dispel magic}\",\"{@spell hold monster}\",\"{@spell wall of fire}\"],\"daily\":{\"3e\":[\"{@spell fire storm}\",\"{@spell power word stun}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Demon Lord's Ichor\",\"entries\":[\"When Mechuiti is subjected to piercing damage or slashing damage, a spray of caustic blood spurts from his hide. Each creature within 10 feet of Mechuiti must succeed on a {@dc 24} Constitution saving throw or becoming infected with the Mechuiti's deadly ichor disease and be {@condition poisoned} until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hp maximum by 14 ({@dice 4d6}) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hp maximum to 0. The disease can be cured by the {@spell greater restoration} spell or similar magic or when the creature succeeds on three saving throws.\"]},{\"name\":\"Fiery Weapons\",\"entries\":[\"Mechuiti's weapon attacks are magical. When Mechuiti hits with any weapon, the weapon deals an extra {@damage 6d6} fire damage (included in the attack).\"]},{\"name\":\"Immolating Corona\",\"entries\":[\"At the start of each of Mechuiti's turns, each creature within 10 feet of him takes 10 ({@damage 3d6}) fire damage and must succeed on a {@dc 24} Constitution saving throw or catch fire. A creature that touches Mechuiti or hits him with a melee attack while within 5 feet of him takes 10 ({@damage 3d6}) fire damage and must succeed on a {@dc 24} Constitution saving throw or catch fire. Until a creature uses an action to douse the fire, the creature on fire takes 7 ({@damage 2d6}) fire damage at the start of each of its turns.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Mechuiti fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Mechuiti has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Speak with Simians\",\"entries\":[\"Mechuiti can communicate with apes and monkeys as if they shared a language.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Mechuiti can use his Frightful Presence. He then makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}31 ({@damage 4d10 + 9}) piercing damage plus 21 ({@damage 6d6}) fire damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 20 ft., one target. {@h}27 ({@damage 4d8 + 9}) slashing damage plus 21 ({@damage 6d6}) fire damage. If Mechuiti scores a critical hit, he rolls damage dice three times, instead of twice.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of Mechuiti's choice that is within 120 feet of Mechuiti and aware of him must succeed on a {@dc 24} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Mechuiti's Frightful Presence for the next 24 hours.\"]},{\"name\":\"Burning Acid Breath {@recharge 5}\",\"entries\":[\"Mechuiti exhales fire and acid in a 60-foot cone. Each creature in that area must make a {@dc 24} Dexterity saving throw, taking 49 ({@damage 14d6}) fire damage and 49 ({@damage 14d6}) acid damage on a failed save, or half as much damage on a successful one.\"]}],\"legendary\":[{\"name\":\"Move\",\"entries\":[\"Mechuiti moves up to his speed, or he climbs up to half his speed. This movement doesn't provoke opportunity attacks.\"]},{\"name\":\"Burn from the Inside\",\"entries\":[\"Mechuiti chooses a creature within 120 feet of him that is infected with the Mechuiti's deadly ichor disease. The target must make a {@dc 24} Constitution saving throw. On a failure, the target takes 10 ({@damage 3d6}) fire damage and 10 ({@damage 3d6}) acid damage and catches fire. On a success, the target takes half the damage and doesn't catch fire. Until a creature uses an action to douse the fire, the target takes 7 ({@damage 2d6}) fire damage at the start of each of its turns.\"]},{\"name\":\"Cast a Spell (Costs 2 Actions)\",\"entries\":[\"Mechuiti uses Spellcasting.\"]}],\"legendaryGroup\":{\"name\":\"Demon Lord Mechuiti\",\"source\":\"ToB1-2023\"},\"environment\":[\"forest\",\"planar\"],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Breath Weapon\",\"Frightful Presence\",\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"CE\",\"DR\",\"P\",\"TP\"],\"damageTags\":[\"A\",\"F\",\"P\",\"S\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"DIS\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\"],\"conditionInflictSpell\":[\"paralyzed\",\"stunned\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"wisdom\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Demon Lord Qorgeth\",\"source\":\"ToB1-2023\",\"page\":80,\"size\":[\"G\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":21,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":370,\"formula\":\"20d20 + 160\"},\"speed\":{\"walk\":50,\"burrow\":50,\"climb\":30},\"str\":29,\"dex\":6,\"con\":26,\"int\":9,\"wis\":22,\"cha\":18,\"save\":{\"dex\":\"+5\",\"con\":\"+15\",\"wis\":\"+13\",\"cha\":\"+11\"},\"skill\":{\"perception\":\"+13\"},\"senses\":[\"blindsight 120 ft.\",\"tremorsense 120 ft.\"],\"passive\":23,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"blinded\",\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"23\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Qorgeth casts one of the following spells, requiring no material or somatic components and using Charisma as the spellcasting ability (spell save {@dc 19}):\"],\"will\":[\"{@spell Evard's black tentacles}\",\"{@spell detect magic}\"],\"daily\":{\"3e\":[\"{@spell dispel magic}\",\"{@spell insect plague} (biting worms)\"],\"1e\":[\"{@spell earthquake}\",\"{@spell teleport} (self only)\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Qorgeth fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Qorgeth has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"Qorgeth's weapon attacks are magical.\"]},{\"name\":\"Tunneler\",\"entries\":[\"Qorgeth can burrow through solid rock and leaves a 15-foot-diameter tunnel in its wake.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Qorgeth makes one Bite attack, two Crush attacks, and one Stinger attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}22 ({@damage 2d12 + 9}) piercing damage. If the target is a Large or smaller creature, it must succeed on a {@dc 21} Dexterity saving throw or be swallowed by Qorgeth. A swallowed creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the worm, and it takes 16 ({@damage 3d10}) necrotic damage at the start of each of Qorgeth's turns.\",\"If Qorgeth takes 50 damage or more in a single turn from a creature inside it, Qorgeth must succeed on a {@dc 25} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of Qorgeth. If Qorgeth dies, a swallowed creature is no longer {@condition restrained} by it and can escape the corpse by spending 30 feet of movement, exiting {@condition prone}.\"]},{\"name\":\"Crush\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}20 ({@damage 2d10 + 9}) bludgeoning damage, and if the target is a Large or smaller creature, it is {@condition restrained} until Qorgeth moves. A creature, including the {@condition restrained} creature, can use an action to free the {@condition restrained} creature by succeeding on a {@dc 21} Strength check.\"]},{\"name\":\"Stinger\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}23 ({@damage 4d6 + 9}) piercing damage, and the target must make a {@dc 21} Constitution saving throw. On a failure, the target takes 33 ({@damage 6d10}) poison damage and is {@condition poisoned} for 1 hour. On a success, the target takes half the damage and isn't {@condition poisoned}. A creature that fails the saving throw by 10 or more is also {@condition paralyzed} while {@condition poisoned} in this way.\"]}],\"legendary\":[{\"name\":\"Shriek\",\"entries\":[\"Each creature within 60 feet of Qorgeth and that can hear the demon must succeed on a {@dc 21} Wisdom saving throw or be {@condition frightened} for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Death Roll (Costs 2 Actions)\",\"entries\":[\"Qorgeth moves up to half its speed straight toward a creature and makes one Crush attack against the creature. Each object and structure between Qorgeth and the target takes 33 ({@damage 6d10}) bludgeoning damage.\"]},{\"name\":\"Devour (Costs 3 Actions)\",\"entries\":[\"Qorgeth makes one Bite attack.\"]}],\"legendaryGroup\":{\"name\":\"Demon Lord Qorgeth\",\"source\":\"ToB1-2023\"},\"environment\":[\"planar\"],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Magic Weapons\",\"Tunneler\"],\"senseTags\":[\"B\",\"T\"],\"actionTags\":[\"Multiattack\",\"Swallow\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"B\",\"I\",\"N\",\"P\"],\"damageTagsSpell\":[\"B\",\"P\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"frightened\",\"poisoned\",\"restrained\"],\"conditionInflictSpell\":[\"prone\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"wisdom\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Derro Fetal Savant\",\"source\":\"ToB1-2023\",\"page\":88,\"size\":[\"T\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"derro\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[11],\"hp\":{\"average\":32,\"formula\":\"13d4\"},\"speed\":{\"walk\":10},\"str\":5,\"dex\":12,\"con\":10,\"int\":8,\"wis\":12,\"cha\":20,\"save\":{\"wis\":\"+3\",\"cha\":\"+7\"},\"skill\":{\"perception\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"immune\":[\"psychic\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Dwarvish\",\"telepathy 60 ft.\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Enchanted Cage\",\"entries\":[\"The savant is immune to damage and can't be the target of spells or effects as long as its cage exists. The cage has a flying speed of 30 feet while the savant is inside of it, moving at the mental command of the savant. When the cage is destroyed, the savant floats gently to the ground. The cage has AC 19, 75 hp, and is immune to piercing, poison, and psychic damage. A non-derro that touches the cage or hits it with a melee weapon attack while within 5 feet of it must succeed on a {@dc 15} Wisdom saving throw or take 7 ({@damage 2d6}) psychic damage and be {@condition frightened} until the end of its next turn. The cage disintegrates if exposed to sunlight for 1 hour.\"]},{\"name\":\"Maddening Babble\",\"entries\":[\"The savant constantly babbles eldritch nonsense while it can see any non-derro creatures and isn't {@condition incapacitated}. Each non-derro creature that starts its turn within 20 feet of the savant and can hear the babbling must succeed on a {@dc 15} Wisdom saving throw or be {@condition incapacitated} until the start of its next turn.\"]},{\"name\":\"Sunlight Hypersensitivity\",\"entries\":[\"The savant takes 20 radiant damage when it starts its turn outside the cage and in sunlight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The fetal savant makes two Psychic Burst attacks.\"]},{\"name\":\"Psychic Burst\",\"entries\":[\"{@atk ms,rs} {@hit 7} to hit, reach 5 ft. or range 60 ft., one target. {@h}14 ({@damage 2d8 + 5}) psychic damage.\"]},{\"name\":\"Soul Exchange {@recharge}\",\"entries\":[\"The savant exchanges its soul with one Humanoid it can see within 20 feet of it. Its body becomes {@condition paralyzed}, the target's soul inhabits the savant's {@condition paralyzed} body, and the savant inhabits the target's body, taking full control of it. The savant retains its alignment, its Intelligence, Wisdom, and Charisma scores, its Psychic Burst action, and its immunity to being {@condition charmed} and {@condition frightened}. It otherwise uses the target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.\",\"The exchange lasts until the target's body or the savant's body is reduced to 0 hp, the savant ends it as a bonus action, or the savant is forced out by an effect like the {@spell dispel evil and good} spell. When the exchange ends, the target returns to its body, regaining control, and the savant's soul returns to its body, which is no longer {@condition paralyzed}. The target is immune to this savant's Soul Exchange for 24 hours after succeeding on the saving throw or after the exchange ends.\"]}],\"environment\":[\"underdark\"],\"traitTags\":[\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"D\",\"TP\"],\"damageTags\":[\"R\",\"Y\"],\"conditionInflict\":[\"frightened\",\"incapacitated\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Derro Shadow Antipaladin\",\"source\":\"ToB1-2023\",\"page\":89,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"derro\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item breastplate|PHB}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":82,\"formula\":\"11d6 + 44\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":18,\"con\":18,\"int\":11,\"wis\":5,\"cha\":14,\"save\":{\"str\":\"+3\",\"wis\":\"+0\",\"cha\":\"+5\"},\"skill\":{\"perception\":\"+0\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"languages\":[\"Derro\",\"Undercommon\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Evasion\",\"entries\":[\"If the shadow antipaladin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the antipaladin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.\"]},{\"name\":\"Insanity\",\"entries\":[\"The shadow antipaladin has advantage on saving throws against being {@condition charmed} or {@condition frightened}.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The shadow antipaladin has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Necrotic Weapons\",\"entries\":[\"The shadow antipaladin's weapon attacks are magical. When the antipaladin hits with any weapon, the weapon deals an extra {@damage 2d8} necrotic damage (included in the attack).\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the shadow antipaladin has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The derro makes two Scimitar or Heavy Crossbow attacks.\"]},{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage plus 9 ({@damage 2d8}) necrotic damage.\"]},{\"name\":\"Heavy Crossbow\",\"entries\":[\"{@atk rw} {@hit 7} to hit, range 100/400 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage plus 9 ({@damage 2d8}) necrotic damage.\"]},{\"name\":\"Infectious Insanity {@recharge 5}\",\"entries\":[\"The shadow antipaladin magically assaults the minds of up to three creatures it can see within 30 feet of it. Each target must make a {@dc 13} Wisdom saving throw. On a failure, a creature takes 21 ({@damage 6d6}) psychic damage and is {@condition incapacitated} for 1 minute as its mind fills with thoughts of eldritch terrors and otherworldly entities. On a success, a creature takes half the damage and isn't {@condition incapacitated}. An {@condition incapacitated} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"The shadow antipaladin adds 3 to its AC against one melee attack that would hit it. To do so, the antipaladin must see the attacker and be wielding a melee weapon.\"]}],\"environment\":[\"underdark\"],\"attachedItems\":[\"heavy crossbow|phb\",\"scimitar|phb\"],\"traitTags\":[\"Magic Resistance\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"U\"],\"damageTags\":[\"N\",\"P\",\"S\",\"Y\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"conditionInflict\":[\"incapacitated\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Desert Giant\",\"source\":\"ToB1-2023\",\"page\":205,\"size\":[\"H\"],\"type\":\"giant\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":175,\"formula\":\"14d12 + 84\"},\"speed\":{\"walk\":40},\"str\":27,\"dex\":10,\"con\":22,\"int\":13,\"wis\":18,\"cha\":15,\"save\":{\"str\":\"+12\",\"con\":\"+10\",\"cha\":\"+6\"},\"skill\":{\"perception\":\"+8\",\"stealth\":\"+4\",\"survival\":\"+8\"},\"passive\":18,\"immune\":[\"fire\"],\"languages\":[\"Common\",\"Giant\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Desert Walk\",\"entries\":[\"Difficult terrain composed of sand or gravel doesn't cost the desert giant extra movement.\"]},{\"name\":\"Sand Camouflage\",\"entries\":[\"The giant has advantage on Dexterity ({@skill Stealth}) checks made to hide in sandy terrain.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giant makes two Falchion attacks.\"]},{\"name\":\"Falchion\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}23 ({@damage 6d4 + 8}) slashing damage.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 12} to hit, range 60/240 ft., one target. {@h}30 ({@damage 4d10 + 8}) bludgeoning damage.\"]}],\"environment\":[\"desert\"],\"traitTags\":[\"Camouflage\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"B\",\"S\"],\"miscTags\":[\"MW\",\"RCH\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Devilbound Gnome\",\"source\":\"ToB1-2023\",\"page\":408,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"gnome\"]},\"alignment\":[\"L\",\"NX\",\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"infernal blessing\"]}],\"hp\":{\"average\":104,\"formula\":\"19d6 + 38\"},\"speed\":{\"walk\":25},\"str\":10,\"dex\":14,\"con\":15,\"int\":16,\"wis\":12,\"cha\":21,\"save\":{\"con\":\"+6\",\"int\":\"+7\",\"cha\":\"+9\"},\"skill\":{\"arcana\":\"+7\",\"deception\":\"+9\",\"history\":\"+7\",\"persuasion\":\"+9\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"cold\",\"fire\",\"poison\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Common\",\"Gnomish\",\"Infernal\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The devilbound gnome casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 17}):\"],\"will\":[\"{@spell detect magic}\",\"{@spell minor illusion}\",\"{@spell prestidigitation}\"],\"daily\":{\"3e\":[\"{@spell command}\",\"{@spell dimension door}\",\"{@spell invisibility}\"],\"1e\":[\"{@spell fly}\",\"{@spell haste}\",\"{@spell wall of fire}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Infernal Blessing\",\"entries\":[\"While the devilbound gnome is conscious and wearing no armor and wielding no shield, it adds its Charisma modifier to its AC (included above) and saving throws. In addition, magical darkness doesn't impede the gnome's darkvision.\"]},{\"name\":\"Infernal Bond\",\"entries\":[\"The devilbound gnome is magically bound to an imp. The imp acts as an ally of the gnome's, obeying its spoken commands. The gnome can perceive through the imp's senses, speak through its mouth, and communicate with it telepathically even if the two aren't on the same plane of existence.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The devilbound gnome has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The devilbound gnome makes three Hellish Blast attacks. It can replace one attack with a use of Spellcasting.\"]},{\"name\":\"Hellish Blast\",\"entries\":[\"{@atk ms,rs} {@hit 9} to hit, reach 5 ft. or range 120 ft., one target. {@h}12 ({@damage 2d6 + 5}) fire damage plus 9 ({@damage 2d8}) poison damage.\"]},{\"name\":\"Hell's Servitors (1/Day)\",\"entries\":[\"The devilbound gnome magically calls {@dice 1d4} devils with a challenge rating of 4 or lower, or it calls 1 devil with a challenge rating of 6 or lower. The called Fiends arrive in {@dice 1d4} rounds, acting as allies of the gnome and obeying its spoken commands. The Fiends remain for 1 hour, until the gnome dies, or until the gnome dismisses them as a bonus action.\"]},{\"name\":\"To Hell and Back (1/Day)\",\"entries\":[\"The devilbound gnome sends one creature it can see within 60 feet of it hurling through Hell. The target must make a {@dc 17} Wisdom saving throw. On a success, the target takes 35 ({@damage 10d6}) fire damage as Hell pulls on the creature. On a failure, the target is {@condition incapacitated} and disappears, as it takes a quick trip through the nightmarish landscapes of Hell. At the end of the gnome's next turn, the target reappears in the space it previously occupied, or the nearest unoccupied space, and takes 55 ({@damage 10d10}) psychic damage.\"]}],\"reaction\":[{\"name\":\"Fiendish Sacrifice\",\"entries\":[\"When the devilbound gnome is reduced to 0 hp, it can sacrifice a Fiend called with the Hell's Servitor's action or sacrifice its bonded imp, preventing the damage and killing the chosen Fiend. If the gnome sacrifices its bonded imp, it loses its Infernal Blessing and Infernal Bond traits until it receives a new imp from its patron devil.\"]}],\"environment\":[\"urban\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"G\",\"I\"],\"damageTags\":[\"F\",\"I\",\"Y\"],\"damageTagsSpell\":[\"F\",\"O\"],\"spellcastingTags\":[\"O\"],\"conditionInflict\":[\"incapacitated\"],\"conditionInflictSpell\":[\"invisible\",\"prone\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dipsa\",\"source\":\"ToB1-2023\",\"page\":105,\"size\":[\"T\"],\"type\":\"ooze\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":27,\"formula\":\"6d4 + 12\"},\"speed\":{\"walk\":20,\"climb\":20,\"swim\":20},\"str\":3,\"dex\":17,\"con\":14,\"int\":1,\"wis\":6,\"cha\":1,\"skill\":{\"stealth\":\"+5\"},\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":8,\"resist\":[\"acid\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"prone\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Amorphous\",\"entries\":[\"The dipsa can move through a space as narrow as 1 inch wide without squeezing.\"]},{\"name\":\"Discreet Bite\",\"entries\":[\"The bite of a dipsa is barely perceptible and the wound is quickly anesthetized. When the dipsa hits with a Bite attack, the target must succeed on a {@dc 15} Wisdom ({@skill Perception}) check to notice the dipsa and its attack. Each time the creature takes acid damage from an attached dipsa, it can repeat this check, noticing the dipsa on a success. A creature that takes acid damage from the dipsa while below half its hp maximum automatically succeeds on this check.\"]},{\"name\":\"Ooze Nature\",\"entries\":[\"The dipsa doesn't require sleep.\"]},{\"name\":\"Swamp Camouflage\",\"entries\":[\"The dipsa has advantage on Dexterity ({@skill Stealth}) checks made to hide in swampy terrain.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}1 piercing damage, and the dipsa attaches to the target. While attached, the dipsa can't attack, and at the start of each of the dipsa's turns, the target takes 3 ({@damage 1d6}) acid damage and must succeed on a {@dc 12} Constitution saving throw or have its hp maximum reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.\",\"The attached dipsa moves with the target whenever the target moves, requiring none of the dipsa's movement. It can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the dipsa.\"]}],\"bonus\":[{\"name\":\"Translucent\",\"entries\":[\"The dipsa takes the Hide action.\"]}],\"environment\":[\"forest\"],\"traitTags\":[\"Amorphous\",\"Camouflage\"],\"senseTags\":[\"B\"],\"damageTags\":[\"A\",\"P\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dissimortuum\",\"source\":\"ToB1-2023\",\"page\":106,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":112,\"formula\":\"15d8 + 45\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":14,\"dex\":10,\"con\":16,\"int\":8,\"wis\":11,\"cha\":18,\"save\":{\"con\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"poisoned\"],\"languages\":[\"the languages of its creator\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Spider Climb\",\"entries\":[\"The dissimortuum can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Undead Nature\",\"entries\":[\"The dissimortuum doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dissimortuum makes three Claw attacks. It can replace one Claw attack with a use of Terrifying Mask.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}15 ({@damage 3d8 + 2}) slashing damage.\"]},{\"name\":\"Terrifying Mask\",\"entries\":[\"Each non-Undead creature within 60 feet of the dissimortuum that can see it must succeed on a {@dc 15} Wisdom saving throw or be {@condition frightened} for 1 minute. A {@condition frightened} creature can repeat the saving throw, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target becomes immune to the dissimortuum's Terrifying Mask for the next 24 hours.\"]}],\"environment\":[\"farmland\",\"urban\"],\"traitTags\":[\"Spider Climb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dogmole\",\"source\":\"ToB1-2023\",\"page\":107,\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":58,\"formula\":\"9d8 + 18\"},\"speed\":{\"walk\":30,\"burrow\":20,\"swim\":10},\"str\":14,\"dex\":17,\"con\":15,\"int\":2,\"wis\":12,\"cha\":10,\"senses\":[\"blindsight 30 ft.\"],\"passive\":11,\"cr\":\"1\",\"trait\":[{\"name\":\"Burrowed Tunnels\",\"entries\":[\"If the dogmole burrows at half its burrowing speed, it can leave a 5-foot diameter tunnel in its wake.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dogmole makes one Bite attack and one Claw attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) slashing damage.\"]}],\"reaction\":[{\"name\":\"Wormkiller Rage\",\"entries\":[\"When the dogmole takes damage from a Small or larger insectoid Beast, such as a giant centipede, or when it deals damage to such a creature, it enters a special rage for 3 rounds. While in this rage, it has advantage on attack rolls and Strength checks and deals an extra 2 ({@damage 1d4}) piercing damage with its Bite attack, but its Armor Class is reduced by 2. The dogmole can't end this rage willingly.\"]}],\"environment\":[\"underdark\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dogmole Juggernaut\",\"source\":\"ToB1-2023\",\"page\":107,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":126,\"formula\":\"12d10 + 60\"},\"speed\":{\"walk\":30,\"burrow\":20,\"swim\":10},\"str\":21,\"dex\":14,\"con\":20,\"int\":2,\"wis\":10,\"cha\":2,\"save\":{\"con\":\"+8\"},\"senses\":[\"blindsight 30 ft.\"],\"passive\":10,\"cr\":\"5\",\"trait\":[{\"name\":\"Burrowed Tunnels\",\"entries\":[\"If the juggernaut burrows at half its burrowing speed, it can leave a 10-foot diameter tunnel in its wake.\"]},{\"name\":\"Stout\",\"entries\":[\"The juggernaut has advantage on Strength and Dexterity checks and saving throws made against effects that would push it or knock it {@condition prone}.\"]},{\"name\":\"Relentless (Recharges after a Short or Long Rest)\",\"entries\":[\"If the juggernaut takes 15 damage or less that would reduce it to 0 hp, it is reduced to 1 hp instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dogmole juggernaut makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. it: 12 ({@damage 3d4 + 5}) slashing damage.\"]}],\"reaction\":[{\"name\":\"Wormkiller Rage\",\"entries\":[\"When the juggernaut takes damage from a Small or larger insectoid Beast, such as a giant centipede, or when it deals damage to such a creature, it enters a special rage for 3 rounds. While in this rage, it has advantage on attack rolls and Strength checks and deals an extra 5 ({@damage 2d4}) piercing damage with its Bite attack, but its Armor Class is reduced by 2. The juggernaut can't end this rage willingly.\"]}],\"environment\":[\"underdark\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Domovoi\",\"source\":\"ToB1-2023\",\"page\":108,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":93,\"formula\":\"11d8 + 44\"},\"speed\":{\"walk\":30},\"str\":19,\"dex\":13,\"con\":18,\"int\":6,\"wis\":10,\"cha\":16,\"skill\":{\"intimidation\":\"+5\",\"perception\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"immune\":[\"acid\",\"lightning\"],\"languages\":[\"Common\",\"Dwarvish\",\"Elvish\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The domovoi casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell alter self}\"],\"daily\":{\"3e\":[\"{@spell darkness}\",\"{@spell haste}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"House Guardian\",\"entries\":[\"When the domovoi finishes a long rest in a structure with up to 2,500 square feet of floor space, the structure becomes magically protected. This works like the {@spell guards and wards} spell, except the domovoi can choose only two effects from the spell to place in the warded area.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The domovoi makes two Slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage.\"]},{\"name\":\"Invisibility\",\"entries\":[\"The domovoi magically turns {@condition invisible} until it attacks or casts a spell, or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the domovoi wears or carries is {@condition invisible} with it.\"]}],\"bonus\":[{\"name\":\"Protector's Step\",\"entries\":[\"The domovoi magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space within a structure protected by its House Guardian trait or within 30 feet of the exterior of that structure. Swirls of golden light, sparkles of starlight, or tendrils of inky shadow (the domovoi's choice) appear at the origin and destination when it uses this bonus action.\"]}],\"environment\":[\"urban\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"D\",\"E\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"B\",\"P\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"invisible\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Doppelrat\",\"source\":\"ToB1-2023\",\"page\":109,\"size\":[\"T\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[13],\"hp\":{\"average\":45,\"formula\":\"10d4 + 20\"},\"speed\":{\"walk\":30,\"climb\":15,\"swim\":15},\"str\":2,\"dex\":17,\"con\":14,\"int\":2,\"wis\":13,\"cha\":2,\"save\":{\"dex\":\"+5\"},\"skill\":{\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"cr\":\"2\",\"trait\":[{\"name\":\"Arcane Doubling\",\"entries\":[\"While in combat, at the start of each of its turns, the doppelrat rapidly creates duplicates of itself as an automatic defense mechanism. These duplicates immediately form into a swarm of rats in the doppelrat's space, acting as allies of the doppelrat and obeying its body language commands. The swarm acts on the doppelrat's turn, and the doppelrat can use its reaction to move up to its speed with the swarm, provided it is in the swarm's space when the swarm moves. The swarm remains for 1 minute, until the doppelrat dies, or until the doppelrat dismisses it as a bonus action. The doppelrat can have no more than two swarms of rats under its control at a time.\"]},{\"name\":\"Hidden Original\",\"entries\":[\"While the doppelrat is in the space of a swarm it created with Arcane Doubling, it is indiscernible from the other rats and has {@quickref Cover||3||total cover}. A creature must take an action to visually inspect the swarm and succeed on a {@dc 15} Intelligence ({@skill Investigation}) check to find the doppelrat among its duplicates. Once a creature succeeds on this check, the doppelrat loses {@quickref Cover||3||total cover} against attacks and spells from that creature and that creature's allies until the doppelrat starts its turn in the same space as one of its swarms.\"]},{\"name\":\"Horrific Doppeling\",\"entries\":[\"Characterized by the growing and sloughing off of tumors shaped like the infected creature, horrific doppeling is a disease that infects creatures attacked by doppelrats. Until the disease is cured, the creature is {@condition poisoned}. At the end of each long rest, the infected creature must succeed on a {@dc 13} Constitution saving throw or shed a tumor that looks like a Tiny version of itself. Though disturbing, the tumor is merely a mass of shed skin and fat that decays as normal. The disease is cured after the creature succeeds on two saving throws.\"]},{\"name\":\"Keen Smell\",\"entries\":[\"The doppelrat has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage, and the target must succeed on a {@dc 13} Constitution saving throw or contract the horrific doppeling disease (see the Horrific Doppeling trait).\"]}],\"environment\":[\"urban\"],\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"DIS\",\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dorreq\",\"source\":\"ToB1-2023\",\"page\":110,\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":93,\"formula\":\"17d8 + 17\"},\"speed\":{\"walk\":20,\"climb\":15},\"str\":19,\"dex\":19,\"con\":13,\"int\":11,\"wis\":8,\"cha\":10,\"save\":{\"dex\":\"+6\"},\"skill\":{\"intimidation\":\"+2\",\"perception\":\"+1\",\"stealth\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"acid\",\"cold\",\"lightning\"],\"languages\":[\"Void Speech\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Void Warping\",\"entries\":[\"The area around the dorreq is warped by its connection to the Void. A creature that starts its turn within 20 feet of the dorreq must succeed on a {@dc 14} Strength saving throw or its speed is halved until the start of its next turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dorreq makes one Bite attack and two Tentacles attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage.\"]},{\"name\":\"Tentacles\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage, and if the target is a Medium or smaller creature, it is {@condition grappled} (escape {@dc 14}) and pulled up to 5 feet closer to the dorreq. Until this grapple ends, the target is {@condition restrained}. The dorreq can grapple up to two creatures at a time.\"]},{\"name\":\"Void Thrum {@recharge 5}\",\"entries\":[\"The dorreq emits a barely audible, vibrating thrum laced with Void energy. Each creature within 20 feet of the dorreq must make a {@dc 14} Constitution saving throw, taking 10 ({@damage 3d6}) thunder damage and 10 ({@damage 3d6}) necrotic damage on a failed save, or half as much damage on a successful one.\"]}],\"bonus\":[{\"name\":\"Stone Step\",\"entries\":[\"The dorreq teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. The origin and destination spaces must contain a stone or rocky surface, such as a cliff face or rocky terrain.\"]}],\"environment\":[\"badlands\",\"planar\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"damageTags\":[\"B\",\"N\",\"P\",\"T\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dragon Eel\",\"source\":\"ToB1-2023\",\"page\":111,\"size\":[\"H\"],\"type\":\"dragon\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":195,\"formula\":\"17d12 + 85\"},\"speed\":{\"walk\":20,\"swim\":60},\"str\":26,\"dex\":12,\"con\":20,\"int\":14,\"wis\":13,\"cha\":14,\"save\":{\"str\":\"+12\",\"dex\":\"+5\",\"int\":\"+6\",\"wis\":\"+5\",\"cha\":\"+6\"},\"skill\":{\"acrobatics\":\"+5\",\"athletics\":\"+12\",\"insight\":\"+5\",\"perception\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"immune\":[\"lightning\"],\"conditionImmune\":[\"paralyzed\",\"prone\"],\"languages\":[\"Common\",\"Draconic\",\"Primordial\"],\"cr\":\"12\",\"trait\":[{\"name\":\"Limited Amphibiousness\",\"entries\":[\"The dragon eel can breathe air and water, but it needs to be submerged at least once every 6 hours to avoid suffocating.\"]},{\"name\":\"Shocking Hide\",\"entries\":[\"A creature that touches the dragon eel or hits it with a melee attack while within 5 feet of it takes 5 ({@damage 1d10}) lightning damage.\"]},{\"name\":\"Storm Glide\",\"entries\":[\"During storms with ample rain or lightning, the dragon eel gains a flying speed equal to its swimming speed.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon eel makes one Bite attack and one Tail Slap attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}26 ({@damage 4d8 + 8}) piercing damage plus 5 ({@damage 1d10}) lightning damage, and the target must succeed on a {@dc 18} Constitution saving throw or become {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Tail Slap\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}30 ({@damage 5d8 + 8}) bludgeoning damage plus 5 ({@damage 1d10}) lightning damage, and the target must succeed on a {@dc 18} Strength saving throw or be pushed up to 10 feet away from the eel. The dragon eel can choose to not push a target.\"]},{\"name\":\"Lightning Breath {@recharge}\",\"entries\":[\"The dragon eel exhales lightning in a 60-foot line that is 5 feet wide. Each target in that line must make a {@dc 18} Dexterity saving throw, taking 55 ({@damage 10d10}) lightning damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"coastal\",\"underwater\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"P\"],\"damageTags\":[\"B\",\"L\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"paralyzed\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dragonleaf Tree\",\"source\":\"ToB1-2023\",\"page\":137,\"size\":[\"L\"],\"type\":\"plant\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":152,\"formula\":\"16d10 + 64\"},\"speed\":{\"walk\":15},\"str\":16,\"dex\":14,\"con\":19,\"int\":5,\"wis\":12,\"cha\":17,\"senses\":[\"blindsight 120 ft.\"],\"passive\":11,\"conditionImmune\":[\"blinded\",\"deafened\"],\"languages\":[\"understands Draconic but can't speak\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Elemental Affinity\",\"entries\":[\"The dragonleaf tree has immunity to a type of damage based on the type of dragon that grew it: acid (black, copper), cold (silver, white), fire (brass, gold, red), lightning (blue, bronze), or poison (green).\"]},{\"name\":\"Eternally Loyal\",\"entries\":[\"The dragonleaf tree has advantage on ability checks and saving throws against influence or effects that would encourage it or force it to act against its draconic master. If {@condition charmed} or controlled and directed to act against its master, the tree can immediately repeat the effect's saving throw, ending the effect on itself on a success.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon leaf tree makes three Slam or Throw Leaves attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d8 + 3}) bludgeoning damage plus 7 ({@damage 2d6}) damage of the type noted in the Elemental Affinity trait.\"]},{\"name\":\"Throw Leaves\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 30/120 ft., one target. {@h}12 ({@damage 4d4 + 2}) slashing damage plus 7 ({@damage 2d6}) damage of the type noted in the Elemental Affinity trait.\"]},{\"name\":\"Elemental Leaves {@recharge}\",\"entries\":[\"The dragonleaf tree's leaves rain acid, shed bolts of lightning, shake loose icicles, or similarly emit the elemental energies of the dragon that grew the tree. Each creature within 20 feet of the dragonleaf tree must make a {@dc 15} Dexterity saving throw, taking 42 {@damage 12d6} damage of the type noted in the Elemental Affinity trait.\"]}],\"environment\":[\"any\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"DR\"],\"damageTags\":[\"B\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\",\"RW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Drakon\",\"source\":\"ToB1-2023\",\"page\":147,\"size\":[\"L\"],\"type\":\"dragon\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":105,\"formula\":\"14d10 + 28\"},\"speed\":{\"walk\":30,\"fly\":60,\"swim\":40},\"str\":14,\"dex\":19,\"con\":15,\"int\":2,\"wis\":12,\"cha\":10,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[\"acid\"],\"conditionImmune\":[\"paralyzed\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The drakon can breathe air and water.\"]},{\"name\":\"Dissolving Gaze\",\"entries\":[\"When a creature that can see the drakon's eyes starts its turn within 30 feet of the drakon, the drakon can force it to make a {@dc 13} Constitution saving throw if the drakon isn't {@condition incapacitated} and can see the creature. On a failed save, the creature takes 3 ({@damage 1d6}) acid damage, its hp maximum is reduced by an amount equal to the acid damage it takes, and it is {@condition paralyzed} until the start of its next turn. This reduction lasts until the creature finishes a long rest. The creature dies if this effect reduces its hp maximum to 0.\",\"Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the drakon until the start of its next turn, when it can avert its eyes again. If the creature looks at the drakon in the meantime, it must immediately make the save.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The drakon makes one Bite attack and one Tail attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage plus 10 ({@damage 4d4}) acid damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage.\"]},{\"name\":\"Acid Breath {@recharge 5}\",\"entries\":[\"The drakon exhales acidic vapors in a 15-foot cone. Each creature in that area must make a {@dc 13} Constitution saving throw, taking 28 ({@damage 8d6}) acid damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"coastal\"],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"damageTags\":[\"A\",\"B\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"paralyzed\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dream Eater\",\"source\":\"ToB1-2023\",\"page\":148,\"size\":[\"M\"],\"type\":\"fiend\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":75,\"formula\":\"10d8 + 30\"},\"speed\":{\"walk\":30,\"fly\":20},\"str\":15,\"dex\":18,\"con\":17,\"int\":16,\"wis\":13,\"cha\":20,\"skill\":{\"deception\":\"+8\",\"insight\":\"+4\",\"persuasion\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Celestial\",\"Common\",\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Dream Eater's Caress\",\"entries\":[\"A creature that starts its turn {@condition grappled} by the dream eater must succeed on a {@dc 14} Charisma saving throw or take 5 ({@damage 2d4}) psychic damage. The dream eater gains temporary hp equal to the psychic damage dealt.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dream eater uses its Lotus Scent. It then makes one Bite attack and one Claw attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage, and the target is {@condition grappled} (escape {@dc 14}) if it is a Large or smaller creature. Until this grapple ends, the creature is {@condition restrained}. The dream eater has two claws, each of which can grapple only one target.\"]},{\"name\":\"Lotus Scent\",\"entries\":[\"The dream eater secretes an oily chemical that most creatures find intoxicating. Each creature that isn't a Construct or Undead within 15 feet of the dream eater must succeed on a {@dc 14} Constitution saving throw or be {@condition poisoned} for 1 minute. While {@condition poisoned}, the creature is {@condition charmed} by the fiend. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dream eater's Lotus Scent for the next 24 hours.\"]},{\"name\":\"Waking Dreams {@recharge 5}\",\"entries\":[\"Each creature within 20 feet of the dream eater must make a {@dc 14} Charisma saving throw. On a failure, a creature takes 21 ({@damage 6d6}) psychic damage and is {@condition incapacitated} for 1 minute. When it moves, an {@condition incapacitated} creature moves in a random direction. On a success, a creature takes half the damage and isn't {@condition incapacitated}. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"The dream eater magically transforms into a Small or Medium humanoid it has seen, or back into its true form, which is a Fiend. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies.\"]}],\"environment\":[\"urban\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"AB\",\"C\",\"CE\",\"I\",\"TP\"],\"damageTags\":[\"P\",\"S\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"charmed\",\"grappled\",\"incapacitated\",\"poisoned\",\"restrained\"],\"savingThrowForced\":[\"charisma\",\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Drowned Maiden\",\"source\":\"ToB1-2023\",\"page\":149,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":90,\"formula\":\"20d8\"},\"speed\":{\"walk\":30,\"swim\":40},\"str\":15,\"dex\":16,\"con\":10,\"int\":10,\"wis\":12,\"cha\":18,\"save\":{\"dex\":\"+6\",\"cha\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"Common\"],\"cr\":\"5\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The drowned maiden makes three Hair attacks. She can replace one attack with a use of Draining Kiss.\"]},{\"name\":\"Hair\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 20 ft., one target. {@h}12 ({@damage 2d8 + 3}) slashing damage, and the target is {@condition grappled} (escape {@dc 16}) if it is a Large or smaller creature. She can grapple up to three creatures at a time. The hair holding a creature can be attacked and destroyed (AC 15; 15 hp; immunity to necrotic, poison, and psychic damage).\"]},{\"name\":\"Draining Kiss\",\"entries\":[\"One creature within 5 feet of the maiden and that she is grappling must make a {@dc 15} Charisma saving throw. On a failure, the target takes 10 ({@damage 3d6}) psychic damage, and its Strength is reduced by {@dice 1d6}. On a success, the target takes half the damage, and its Strength isn't reduced. This reduction lasts until the target finishes a long rest. The target dies if its Strength is reduced to 0.\"]},{\"name\":\"Illusory Appearance\",\"entries\":[\"The maiden covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and Humanoid shape. The illusion ends if the maiden takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a {@dc 15} Intelligence ({@skill Investigation}) check to discern that the maiden is disguised.\"]}],\"bonus\":[{\"name\":\"Reel\",\"entries\":[\"The drowned maiden pulls each creature {@condition grappled} by her up to 15 feet straight toward her.\"]}],\"environment\":[\"coastal\",\"underwater\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"S\",\"Y\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\"],\"savingThrowForced\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dullahan\",\"source\":\"ToB1-2023\",\"page\":151,\"size\":[\"L\"],\"type\":\"fey\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":178,\"formula\":\"17d10 + 85\"},\"speed\":{\"walk\":60},\"str\":19,\"dex\":18,\"con\":20,\"int\":13,\"wis\":15,\"cha\":17,\"skill\":{\"intimidation\":\"+7\",\"perception\":\"+6\",\"persuasion\":\"+7\",\"survival\":\"+6\"},\"senses\":[\"truesight 60 ft.\"],\"passive\":16,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"necrotic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\"],\"languages\":[\"Common\",\"Elvish\",\"Sylvan\"],\"cr\":\"11\",\"trait\":[{\"name\":\"Baleful Glare\",\"entries\":[\"When a creature that can see the eyes of the dullahan's severed head starts its turn within 30 feet of the dullahan, the dullahan can force it to make a {@dc 17} Wisdom saving throw if the dullahan isn't {@condition incapacitated} and can see the creature. On a failed save, the creature is {@condition frightened} until the start of its next turn. While {@condition frightened} in this way, the creature must take the Dash action and move away from the dullahan by the safest available route. A doomed creature that fails this saving throw is {@condition restrained} while {@condition frightened} instead.\",\"Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the dullahan until the start of its next turn, when it can avert its eyes again. If the creature looks at the dullahan in the meantime, it must immediately make the save.\"]},{\"name\":\"Relentless Advance\",\"entries\":[\"Moving through difficult terrain doesn't cost the dullahan extra movement, and the dullahan can move across the surface of water as if it were harmless, solid ground.\"]},{\"name\":\"Relentless Nature\",\"entries\":[\"The dullahan doesn't require food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dullahan makes three Spine Whip or Necrotic Bolt attacks. It can replace one attack with a use of Seal the Doom.\"]},{\"name\":\"Spine Whip\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage plus 10 ({@damage 3d6}) necrotic damage. If the target is a creature, it must succeed on a {@dc 17} Constitution saving throw or fall {@condition prone} as it is wracked with pain.\"]},{\"name\":\"Necrotic Bolt\",\"entries\":[\"{@atk rs} {@hit 7} to hit, range 120 ft., one target. {@h}21 ({@damage 4d8 + 3}) necrotic damage.\"]},{\"name\":\"Seal the Doom\",\"entries\":[\"The dullahan points at a creature doomed by Deathly Doom within 40 feet of it that it can see. The creature must make a {@dc 17} Constitution saving throw. On a failure, the target immediately drops to 0 hp if it is below half its hp maximum. On a success, the target is immune to the dullahan's Seal the Doom for the next 24 hours.\"]}],\"bonus\":[{\"name\":\"Deathly Doom\",\"entries\":[\"The dullahan magically dooms a creature for 1 hour. It can have only one creature doomed at a time. If it dooms another, the effect on the previous target ends. The dullahan knows the direction to the doomed creature as long as both are on the same plane of existence.\"]}],\"environment\":[\"any\",\"forest\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\",\"S\"],\"damageTags\":[\"N\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dune Mimic\",\"source\":\"ToB1-2023\",\"page\":268,\"size\":[\"H\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"shapechanger\"]},\"alignment\":[\"N\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":168,\"formula\":\"16d12 + 64\"},\"speed\":{\"walk\":15},\"str\":20,\"dex\":8,\"con\":18,\"int\":9,\"wis\":13,\"cha\":10,\"skill\":{\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\",\"tremorsense 30 ft.\"],\"passive\":14,\"immune\":[\"acid\",\"fire\"],\"conditionImmune\":[\"prone\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Adhesive (Object or Terrain Form Only)\",\"entries\":[\"The dune mimic adheres to anything that touches it. A creature adhered to the dune mimic is also {@condition grappled} by it (escape {@dc 15}). Ability checks made to escape this grapple have disadvantage. The dune mimic can harden its outer surface, so only the creatures it chooses are affected by this trait.\"]},{\"name\":\"False Appearance (Object or Terrain Form Only)\",\"entries\":[\"While the dune mimic remains motionless, it is indistinguishable from an ordinary sandy object or terrain feature.\"]},{\"name\":\"Grappler\",\"entries\":[\"The dune mimic has advantage on attack rolls against any creature {@condition grappled} by it.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dune mimic makes three Pseudopod attacks. It can replace one attack with a use of Engulf.\"]},{\"name\":\"Pseudopod\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 15 ft., one target. {@h}18 ({@damage 3d8 + 5}) bludgeoning damage. If the dune mimic is in object or terrain form, the target is subjected to the mimic's Adhesive trait.\"]},{\"name\":\"Engulf\",\"entries\":[\"The dune mimic engulfs a Large or smaller creature {@condition grappled} by it. The engulfed target is {@condition blinded}, {@condition restrained}, and unable to breathe, and it must succeed on a {@dc 15} Constitution saving throw at the start of each of the mimic's turns or take 10 ({@damage 3d6}) slashing damage, as the creature is lacerated by the mimic's sand-coated form. If the mimic moves, any engulfed creatures move with it. The mimic can have no more than two creatures engulfed at a time.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"The dune mimic transforms into a Huge sand- or gravel-covered object, shapes itself into a sandy or rocky terrain feature no larger than a 20-foot cube or transforms back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"]}],\"environment\":[\"desert\"],\"traitTags\":[\"False Appearance\"],\"senseTags\":[\"D\",\"T\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"damageTags\":[\"B\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"grappled\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Duskthorn Dryad\",\"source\":\"ToB1-2023\",\"page\":150,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":77,\"formula\":\"14d8 + 14\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":20,\"con\":13,\"int\":14,\"wis\":15,\"cha\":24,\"save\":{\"con\":\"+3\",\"wis\":\"+4\"},\"skill\":{\"animal handling\":\"+4\",\"deception\":\"+9\",\"nature\":\"+6\",\"perception\":\"+4\",\"persuasion\":\"+9\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Common\",\"Elvish\",\"Sylvan\",\"Umbral\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dryad casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 17}):\"],\"will\":[\"{@spell druidcraft}\"],\"daily\":{\"3e\":[\"{@spell charm person}\",\"{@spell entangle}\",\"{@spell invisibility}\"],\"1e\":[\"{@spell barkskin}\",\"{@spell spike growth}\",\"{@spell suggestion}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The dryad has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Speak with Beasts and Plants\",\"entries\":[\"The dryad can communicate with beasts and plants as if they shared a language.\"]},{\"name\":\"Tree Stride\",\"entries\":[\"Once on her turn, the dryad can use 10 feet of her movement to step magically into one dead tree within her reach and emerge from a second dead tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The duskthorn dryad makes two Thorned Slam or Thorn attacks.\"]},{\"name\":\"Thorned Slam\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage.\"]},{\"name\":\"Thorn\",\"entries\":[\"{@atk rw} {@hit 7} to hit, range 80/320 ft., one target. {@h}10 ({@damage 2d4 + 5}) piercing damage.\"]},{\"name\":\"Children of the Forest (1/Day)\",\"entries\":[\"The dryad magically calls {@dice 1d4} boars, constrictor snakes, or wolves, or it calls 1 child of the briar. The called creatures arrive in {@dice 1d4} rounds, acting as allies of the dryad and obeying her spoken commands. The creatures remain for 1 hour, until the dryad dies, or until the dryad dismisses them as a bonus action.\"]}],\"environment\":[\"forest\"],\"traitTags\":[\"Magic Resistance\",\"Tree Stride\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\",\"S\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"P\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\",\"RW\"],\"conditionInflictSpell\":[\"charmed\",\"invisible\",\"restrained\"],\"savingThrowForcedSpell\":[\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dust Goblin\",\"source\":\"ToB1-2023\",\"page\":215,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"goblinoid\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":16,\"formula\":\"3d6 + 6\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":16,\"con\":14,\"int\":10,\"wis\":8,\"cha\":8,\"skill\":{\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common\",\"Goblin\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Twisted\",\"entries\":[\"When the dust goblin attacks a creature from hiding, the target must succeed on a {@dc 10} Wisdom saving throw or be {@condition frightened} until the end of its next turn.\"]}],\"action\":[{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Light Crossbow\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage.\"]}],\"environment\":[\"badlands\",\"desert\"],\"attachedItems\":[\"light crossbow|phb\",\"shortsword|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"GO\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dwarven Ringmage\",\"source\":\"ToB1-2023\",\"page\":409,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dwarf\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item breastplate|PHB}\"]}],\"hp\":{\"average\":136,\"formula\":\"21d8 + 42\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":15,\"int\":18,\"wis\":12,\"cha\":9,\"save\":{\"con\":\"+5\",\"int\":\"+7\",\"wis\":\"+4\"},\"skill\":{\"arcana\":\"+7\",\"history\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"poison\"],\"languages\":[\"Common\",\"Dwarvish\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dwarven ringmage casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell color spray}\",\"{@spell mage hand}\",\"{@spell true strike}\"],\"daily\":{\"3e\":[\"{@spell expeditious retreat}\",\"{@spell fly}\",\"{@spell haste}\"],\"1e\":[\"{@spell greater invisibility}\",\"{@spell wall of stone}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Dwarven Resilience\",\"entries\":[\"The dwarven ringmage has advantage on saving throws against poison.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dwarven ringmage can use its Ring Magic. It then makes three Ring Staff attacks. It can replace one attack with a use of Spellcasting.\"]},{\"name\":\"Ring Staff\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage plus 10 ({@damage 3d6}) acid, cold, fire, lightning, or thunder damage (the ringmage's choice).\"]},{\"name\":\"Ring Magic\",\"entries\":[\"The dwarven ringmage draws circles of magic in the air and sends them toward one creature it can see within 30 feet of it, causing one of the following effects:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Rings of Binding\",\"entries\":[\"The target must succeed on a {@dc 15} Strength saving throw or be {@condition restrained} by magical rings until the end of its next turn.\"]},{\"type\":\"item\",\"name\":\"Rings of Bravery\",\"entries\":[\"The target can't be {@condition frightened} and has advantage on melee weapon attack rolls until the end of its next turn.\"]},{\"type\":\"item\",\"name\":\"Rings of Protection\",\"entries\":[\"The target has a +2 bonus to its Armor Class until the end of its next turn.\"]},{\"type\":\"item\",\"name\":\"Rings of Retribution\",\"entries\":[\"When any creature hits the target before the start of the ringmage's next turn, the creature takes 4 ({@damage 1d8}) acid, cold, fire, lightning, or thunder damage (the ringmage's choice).\"]}]}]}],\"environment\":[\"arctic\",\"urban\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"D\"],\"damageTags\":[\"B\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"restrained\"],\"conditionInflictSpell\":[\"blinded\",\"invisible\"],\"savingThrowForced\":[\"strength\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Eala\",\"source\":\"ToB1-2023\",\"page\":152,\"size\":[\"S\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":40,\"formula\":\"9d6 + 9\"},\"speed\":{\"walk\":10,\"fly\":60},\"str\":10,\"dex\":16,\"con\":12,\"int\":2,\"wis\":12,\"cha\":16,\"save\":{\"dex\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"immune\":[\"fire\"],\"cr\":\"2\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The eala makes two Wing Blades attacks.\"]},{\"name\":\"Wing Blades\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage.\"]},{\"name\":\"Fire Breath {@recharge 5}\",\"entries\":[\"The eala breathes fire in a 15-foot cone. Each creature in the area must make a {@dc 13} Dexterity saving throw, taking 10 ({@damage 3d6}) fire damage on a failed save, or half as much damage on a successful one. The eala's fire breath ignites flammable objects and melts soft metals, such as gold and lead, in the area that aren't being worn or carried.\"]}],\"reaction\":[{\"name\":\"Swan Song\",\"entries\":[\"When the eala is reduced to 0 hp, it can use its last breath to sing a plaintive and beautiful melody. Each creature within 20 feet of it that can hear the eala must succeed on a {@dc 13} Charisma saving throw or be {@condition incapacitated} until the end of its next turn. While {@condition incapacitated}, the creature's speed is reduced to 0.\"]}],\"environment\":[\"mountain\",\"planar\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"damageTags\":[\"F\",\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"incapacitated\"],\"savingThrowForced\":[\"charisma\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Eater of Dust\",\"source\":\"ToB1-2023\",\"page\":153,\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":114,\"formula\":\"12d8 + 60\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":14,\"con\":20,\"int\":10,\"wis\":15,\"cha\":17,\"save\":{\"str\":\"+9\",\"con\":\"+9\",\"cha\":\"+7\"},\"skill\":{\"athletics\":\"+9\",\"intimidation\":\"+7\",\"perception\":\"+6\"},\"senses\":[\"blindsight 120 ft. (blind beyond this radius)\"],\"passive\":16,\"resist\":[\"acid\",\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"lightning\",\"poison\"],\"conditionImmune\":[\"blinded\",\"poisoned\"],\"languages\":[\"telepathy 120 ft. understands Abyssal\",\"Common\",\"Infernal\",\"and Void Speech but can't speak\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Magic Maw\",\"entries\":[\"The eater of dust's Maw-Arm attacks are magical. When the eater hits with its Maw-Arm, the weapon deals an extra {@damage 3d8} necrotic damage (included in the attack).\"]},{\"name\":\"Regeneration\",\"entries\":[\"The eater of dust regains 5 hp at the start of its turn. If it takes fire damage, this trait doesn't function at the start of eater's next turn. The eater dies only if it starts its turn with 0 hp and doesn't regenerate.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The eater of dust makes one Maw-Arm attack and two Necrotic Blast attacks, or it makes three Necrotic Blast attacks.\"]},{\"name\":\"Maw-Arm\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage plus 13 ({@damage 3d8}) necrotic damage, and the target must succeed on a {@dc 17} Constitution saving throw or its hp maximum is reduced by amount equal to the necrotic damage taken, and the eater regains hp equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.\"]},{\"name\":\"Necrotic Burst\",\"entries\":[\"{@atk ms,rs} {@hit 7} to hit, reach 5 ft. or range 60 ft., one target. {@h}16 ({@damage 3d8 + 3}) necrotic damage.\"]}],\"bonus\":[{\"name\":\"Hungry Step\",\"entries\":[\"The eater of dust magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space within 10 feet of a creature that isn't a Construct or Undead.\"]}],\"environment\":[\"planar\"],\"traitTags\":[\"Regeneration\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"CS\",\"I\",\"TP\"],\"damageTags\":[\"N\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Edimmu\",\"source\":\"ToB1-2023\",\"page\":154,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":75,\"formula\":\"10d8 + 30\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":60,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":1,\"dex\":19,\"con\":16,\"int\":12,\"wis\":18,\"cha\":13,\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":14,\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"unconscious\"],\"languages\":[\"understands Common but can't speak\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Incorporeal Movement\",\"entries\":[\"The edimmu can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]},{\"name\":\"Rejuvenation\",\"entries\":[\"If destroyed, an edimmu rises again in {@dice 2d4} days, regaining all its hp and becoming active again. When the edimmu rises, it appears within 5 feet of its remains. Only burying its mortal remains in consecrated or hallowed ground prevents this trait from functioning.\"]},{\"name\":\"Undead Nature\",\"entries\":[\"The edimmu doesn't require air, food, drink, or sleep.\"]},{\"name\":\"Water Siphon\",\"entries\":[\"The edimmu has advantage on attack rolls against creatures made of or gaining power from magical water, such as water elementals, water jinnborn, water genies, and sorcerers with water-based origins. In addition, such creatures have disadvantage on the saving throw against the edimmu's Draining Touch and Multiattack.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The edimmu makes two Draining Touch attacks. If both attacks hit one creature that isn't a Construct or Undead, the target must succeed on a {@dc 14} Constitution saving throw or suffer one level of {@condition exhaustion}. A creature that fails this saving throw by 5 or more is also {@condition stunned} until the end of its next turn.\"]},{\"name\":\"Draining Touch\",\"entries\":[\"{@atk ms} {@hit 6} to hit, reach 5 ft., one creature. {@h}13 ({@damage 2d8 + 4}) necrotic damage, and the target must succeed on a {@dc 14} Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest after drinking 1 pint of water. The target dies if this effect reduces its hp maximum to 0.\"]}],\"environment\":[\"desert\",\"grassland\"],\"traitTags\":[\"Incorporeal Movement\",\"Rejuvenation\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"N\",\"O\"],\"conditionInflict\":[\"exhaustion\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Eel Hound\",\"source\":\"ToB1-2023\",\"page\":155,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":77,\"formula\":\"14d8 + 14\"},\"speed\":{\"walk\":30,\"swim\":40},\"str\":19,\"dex\":16,\"con\":13,\"int\":6,\"wis\":13,\"cha\":16,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"understands Sylvan but can't speak\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The eel hound can breathe air and water.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The eel hound has advantage on attack rolls against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage, and the target is {@condition grappled} (escape {@dc 14}). Until this grapple ends, the creature is {@condition restrained}, and the hound can't Bite another target.\"]},{\"name\":\"Slick Spittle\",\"entries\":[\"The eel hound covers the ground in a 5-foot square centered on a point it can see within 10 feet of it with its slippery spittle. Each creature standing in that area must succeed on a {@dc 13} Dexterity saving throw or fall {@condition prone}. A creature that enters the area or ends its turn there must also succeed on a {@dc 13} Dexterity saving throw or fall {@condition prone}. The spittle remains on the ground for 1 minute.\"]}],\"bonus\":[{\"name\":\"Water Step\",\"entries\":[\"The eel hound teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. The origin and destination spaces must contain enough water to partially submerge the hound.\"]}],\"environment\":[\"forest\",\"underwater\"],\"traitTags\":[\"Amphibious\",\"Pack Tactics\"],\"senseTags\":[\"D\"],\"languageTags\":[\"CS\",\"S\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Einherjar\",\"source\":\"ToB1-2023\",\"page\":156,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item chain mail|PHB}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":119,\"formula\":\"14d8 + 56\"},\"speed\":{\"walk\":30},\"str\":19,\"dex\":16,\"con\":19,\"int\":10,\"wis\":14,\"cha\":11,\"skill\":{\"animal handling\":\"+5\",\"intimidation\":\"+6\",\"perception\":\"+5\"},\"senses\":[\"truesight 60 ft.\"],\"passive\":15,\"resist\":[{\"resist\":[\"piercing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"languages\":[\"Celestial\",\"Common\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Battle Frenzy\",\"entries\":[\"The einherjar has advantage on all attack rolls it makes while it is below 30 hp.\"]},{\"name\":\"Fearsome Gaze\",\"entries\":[\"The stare of an einherjar is especially piercing to Humanoids. It has advantage on any Charisma ({@skill Intimidation}) check it makes against a Humanoid.\"]},{\"name\":\"Runic Weapons\",\"entries\":[\"The einherjar's weapon attacks are magical. When the einherjar hits with any weapon, the weapon deals an extra {@damage 3d8} radiant damage (included in the attack).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The einherjar makes two Battleaxe attacks, or it makes three Celestial Bolt attacks. It can replace one attack with Celestial Blessing, if available.\"]},{\"name\":\"Battleaxe\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands, plus 13 ({@damage 3d8}) radiant damage.\"]},{\"name\":\"Celestial Bolt\",\"entries\":[\"{@atk rs} {@hit 5} to hit, range 60 ft., one target. {@h}15 ({@damage 3d8 + 2}) radiant damage.\"]},{\"name\":\"Celestial Blessing {@recharge 5}\",\"entries\":[\"The einherjar calls on its celestial patrons for one of the following blessings:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Odin's Strength\",\"entries\":[\"The einherjar roars a battle prayer to Odin. Each friendly creature within 60 feet of the einherjar and that can hear the prayer deals an extra 4 ({@damage 1d8}) radiant damage when it hits with any weapon. In addition, when an affected creature makes an attack roll, the creature can roll a {@dice d6} and add the number rolled to the attack roll.\"]},{\"type\":\"item\",\"name\":\"Valkyries' Mercy\",\"entries\":[\"The einherjar pleads for the assistance of the valkyries to save one friendly creature it can see within 60 feet of it that has been reduced to 0 hp. The creature regains 13 {@dice 3d8} hp. Once the einherjar has aided a creature with Valkyries' Mercy, it can't target that creature with Valkyries' Mercy again until the creature finishes a long rest.\"]}]}]}],\"environment\":[\"planar\"],\"attachedItems\":[\"battleaxe|phb\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\"],\"damageTags\":[\"R\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Elder Shadow Drake\",\"source\":\"ToB1-2023\",\"page\":143,\"size\":[\"L\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":114,\"formula\":\"12d10 + 48\"},\"speed\":{\"walk\":20,\"fly\":60},\"str\":22,\"dex\":13,\"con\":18,\"int\":8,\"wis\":9,\"cha\":13,\"save\":{\"dex\":\"+4\",\"con\":\"+7\",\"cha\":\"+4\"},\"skill\":{\"perception\":\"+5\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":15,\"immune\":[\"cold\"],\"vulnerable\":[\"radiant\"],\"languages\":[\"Common\",\"Draconic\",\"Umbral\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Shadow Sight\",\"entries\":[\"The drake has advantage on Wisdom ({@skill Perception}) checks made while in dim light or darkness, and magical darkness doesn't impede the drake's darkvision.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The elder shadow drake makes one Bite attack and two Tail Slap attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage.\"]},{\"name\":\"Tail Slap\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d8 + 6}) bludgeoning damage.\"]},{\"name\":\"Invisibility\",\"entries\":[\"The drake magically turns {@condition invisible} until it attacks, uses Shadow Step, or starts its turn in sunlight, or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the drake wears or carries is {@condition invisible} with it. The drake must be in dim light or darkness to use this action.\"]},{\"name\":\"Stygian Breath {@recharge 5}\",\"entries\":[\"The elder shadow drake spits a ball of black liquid on a point the dragon can see within 60 feet of it. The ball bursts into a 20-foot-radius sphere of black mist centered on that point for 1 minute. Each creature in the mist when it appears must make a {@dc 15} Constitution saving throw, taking 42 ({@damage 12d6}) cold damage on a failed save, or half as much damage on a successful one. The mist spreads around corners, and its area is magical darkness. No natural light can illuminate the mist. If any of the mist overlaps with an area of light created by a spell of 1st level or lower, the spell creating the light is dispelled.\"]}],\"bonus\":[{\"name\":\"Shadow Step\",\"entries\":[\"The drake teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. The origin and destination spaces must be in dim light or darkness.\"]}],\"environment\":[\"forest\",\"underdark\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"C\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"invisible\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Elemental Locus\",\"source\":\"ToB1-2023\",\"page\":157,\"size\":[\"G\"],\"type\":\"elemental\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":290,\"formula\":\"20d20 + 80\"},\"speed\":{\"walk\":25},\"str\":28,\"dex\":1,\"con\":18,\"int\":10,\"wis\":11,\"cha\":11,\"save\":{\"int\":\"+6\",\"wis\":\"+6\",\"cha\":\"+6\"},\"skill\":{\"nature\":\"+6\",\"perception\":\"+6\"},\"senses\":[\"darkvision 120 ft.\",\"tremorsense 120 ft.\"],\"passive\":16,\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"immune\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"poison\",\"thunder\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"unconscious\"],\"languages\":[\"Primordial\"],\"cr\":\"17\",\"trait\":[{\"name\":\"Elemental Nature\",\"entries\":[\"The elemental locus doesn't require air, food, drink, or sleep.\"]},{\"name\":\"Immortal\",\"entries\":[\"If the elemental locus dies, it returns to life in {@dice 1d12} months, regaining all its hp and becoming active again. The new body appears in a space of the locus's choice within its bound land. Only a {@spell wish} spell can prevent this trait from functioning.\"]},{\"name\":\"Land Bound\",\"entries\":[\"The elemental locus is bound to an area of land or ocean no larger than 100 square miles. If it leaves this region, it loses its Spawn Elemental action. If it remains outside the region, it automatically teleports back to the center of this area after 24 hours, regardless of distance.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The elemental locus has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The elemental locus deals double damage to objects and structures.\"]},{\"name\":\"Unstoppable\",\"entries\":[\"Moving through difficult terrain doesn't cost the elemental locus extra movement, and its speed can't be reduced.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The elemental locus makes three Slam attacks. It can replace one attack with a use of Spawn Elemental.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 15 ft., one target. {@h}31 ({@damage 5d8 + 9}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 18} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Spawn Elemental\",\"entries\":[\"The elemental locus magically creates up to {@dice 2d6} mephits or 1 Elemental with a challenge rating of 5 or lower. The Elementals arrive at the start of the locus's next turn, acting as allies of the locus and obeying its spoken commands. The locus can create only Elementals that share an element with a terrain feature comprising at least 100,000 square feet of the locus's bound land. For example, a desert-bound locus can't create a water-based Elemental, unless its bound desert contains an oasis or other source of water around the size of a small pond. The Elementals remain for 1 hour, until the locus dies, or until the locus dismisses them as a bonus action. The locus can have any number of Elementals under its control at one time, provided the combined total CR of the Elementals is no higher than 8.\"]}],\"environment\":[\"forest\",\"grassland\",\"hill\",\"mountain\"],\"traitTags\":[\"Magic Resistance\",\"Siege Monster\"],\"senseTags\":[\"SD\",\"T\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"P\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Elvish Veteran Archer\",\"source\":\"ToB1-2023\",\"page\":410,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":66,\"formula\":\"12d8 + 12\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":18,\"con\":12,\"int\":11,\"wis\":13,\"cha\":11,\"skill\":{\"nature\":\"+2\",\"perception\":\"+5\",\"stealth\":\"+5\",\"survival\":\"+3\"},\"passive\":15,\"languages\":[\"Common\",\"Elvish\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Beast Hunter\",\"entries\":[\"The elvish veteran archer has advantage on Wisdom ({@skill Survival}) checks to track Beasts and on Intelligence ({@skill Nature}) checks to recall information about Beasts.\"]},{\"name\":\"Fey Ancestry\",\"entries\":[\"The elvish veteran archer has advantage on saving throws against being {@condition charmed}, and magic can't put the archer to sleep.\"]},{\"name\":\"Keen Hearing and Sight\",\"entries\":[\"The elvish veteran archer has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight.\"]},{\"name\":\"Point Blank Hunter\",\"entries\":[\"A longbow deals one extra die of its damage when the archer hits with it (included in the attack). In addition, when the archer makes a ranged attack with a longbow, it doesn't have disadvantage on the attack roll from being within 5 feet of a hostile creature, though it may still have disadvantage from other sources.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The elvish veteran archer makes three Shortsword attacks or two Longbow attacks.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 150/600 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage. Instead of dealing damage, the archer can pin part of the target's clothing or body to the ground or to a nearby wall or tree. If it does so, the target is {@condition restrained}. A creature, including the target, can take its action to remove the arrow and free the {@condition restrained} target by succeeding on a {@dc 14} Strength check.\"]},{\"name\":\"Arrow Spray {@recharge 5}\",\"entries\":[\"The elvish veteran archer fires a flurry of arrows in a 15-foot cone. Each creature in the cone must make a {@dc 14} Dexterity saving throw, taking 18 ({@damage 4d8}) piercing damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"forest\"],\"attachedItems\":[\"longbow|phb\",\"shortsword|phb\"],\"traitTags\":[\"Fey Ancestry\",\"Keen Senses\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\"],\"conditionInflict\":[\"restrained\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Emerald Eye\",\"source\":\"ToB1-2023\",\"page\":163,\"size\":[\"T\"],\"type\":\"construct\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":54,\"formula\":\"12d4 + 24\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":3,\"dex\":15,\"con\":14,\"int\":18,\"wis\":12,\"cha\":16,\"save\":{\"dex\":\"+4\",\"con\":\"+4\"},\"skill\":{\"arcana\":\"+6\",\"deception\":\"+5\",\"history\":\"+6\",\"perception\":\"+3\",\"persuasion\":\"+5\",\"religion\":\"+6\"},\"senses\":[\"blindsight 120 ft. (blind beyond this radius)\"],\"passive\":13,\"resist\":[\"cold\",\"fire\",\"piercing\"],\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"unconscious\"],\"languages\":[\"Common\",\"Draconic\",\"telepathy 120 ft.\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Construct Nature\",\"entries\":[\"The emerald eye doesn't require air, food, drink, or sleep.\"]},{\"name\":\"Immutable Form\",\"entries\":[\"The emerald eye is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Psychically Bound\",\"entries\":[\"The emerald eye must be psychically bound to a creature to survive. It loses 5 ({@dice 2d4}) hp for every hour it is not bound to a creature or every hour it is more than 30 feet away from its bound creature.\"]}],\"action\":[{\"name\":\"Phrenic Burst\",\"entries\":[\"{@atk ms,rs} {@hit 5} to hit, range 60 ft., one creature. {@h}10 ({@damage 2d6 + 3}) psychic damage.\"]},{\"name\":\"Bind\",\"entries\":[\"The emerald eye chooses a creature it can see within 30 feet of it that has an Intelligence of 6 or higher. The target must succeed on a {@dc 13} Charisma saving throw or the eye psychically binds itself to the target. If the target succeeds on the saving throw by 5 or more, it knows the eye attempted to bind to it. Otherwise, the target is unaware of the attempt. While bound to the emerald eye, the creature has resistance to psychic damage, but it has disadvantage on saving throws against the eye's Compulsion. The eye can be bound to only one target at a time. If it binds to another, the effect on the previous target ends.\"]},{\"name\":\"Compel\",\"entries\":[\"The emerald eye magically compels one creature it can see within 30 feet of it to move. The target must succeed on a {@dc 13} Charisma saving throw or be {@condition charmed} by the eye for 1 minute. At the start of each of the {@condition charmed} target's turns, the emerald eye chooses a direction horizontal to the eye, and the target must use as much of its movement as possible to move in that direction on its turn. The target can take its action before it moves. The target can't be compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"urban\"],\"traitTags\":[\"Immutable Form\"],\"senseTags\":[\"B\"],\"languageTags\":[\"C\",\"DR\",\"TP\"],\"damageTags\":[\"Y\"],\"conditionInflict\":[\"charmed\"],\"savingThrowForced\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Emerald Order Cult Leader\",\"source\":\"ToB1-2023\",\"page\":410,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"ac\":[{\"ac\":15,\"from\":[\"divine blessing\"]}],\"hp\":{\"average\":156,\"formula\":\"24d8 + 48\"},\"speed\":{\"walk\":30},\"initiative\":{\"advantageMode\":\"adv\"},\"str\":14,\"dex\":10,\"con\":14,\"int\":15,\"wis\":20,\"cha\":15,\"save\":{\"int\":\"+5\",\"wis\":\"+8\",\"cha\":\"+5\"},\"skill\":{\"arcana\":\"+5\",\"deception\":\"+5\",\"history\":\"+5\",\"religion\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"languages\":[\"any three languages\"],\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The Emerald Order cult leader casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 16}):\"],\"will\":[\"{@spell command}\",\"{@spell light}\",\"{@spell thaumaturgy}\"],\"daily\":{\"3e\":[\"{@spell detect thoughts}\",\"{@spell dimension door}\",\"{@spell silence}\",\"{@spell slow}\"],\"1e\":[\"{@spell divination}\",\"{@spell freedom of movement}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Blessed Weapons\",\"entries\":[\"The cult leader's weapons are blessed by its deity, and its weapon attacks are magical. When the cult leader hits with any weapon, the weapon deals an extra {@damage 3d8} radiant damage (included in the attack).\"]},{\"name\":\"Divine Blessing\",\"entries\":[\"While the cult leader is conscious and wearing no armor and wielding no shield, it adds its Wisdom modifier to its Armor Class (included above). In addition, it has advantage on saving throws against being {@condition charmed} or {@condition frightened}.\"]},{\"name\":\"Prophetic Tactics\",\"entries\":[\"The cult leader has advantage on initiative rolls. In addition, at the start of each of the cult leader's turns, one friendly creature within 30 feet of the cult leader has advantage on the first attack roll it makes before the start of the cult leader's next turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The Emerald Order cult leader makes three Mace or Radiant Bolt attacks. It can replace one attack with a use of Spellcasting.\"]},{\"name\":\"Mace\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage plus 13 ({@damage 3d8}) radiant damage.\"]},{\"name\":\"Radiant Bolt\",\"entries\":[\"{@atk rs} {@hit 8} to hit, range 60 ft., one target. {@h}18 ({@damage 3d8 + 5}) radiant damage.\"]}],\"reaction\":[{\"name\":\"Esoteric Vengeance\",\"entries\":[\"When a creature the cult leader can see within 30 feet of it hits it with an attack, the cult leader intonates a mind-bending arcane secret, and the attacker takes 7 ({@damage 2d6}) psychic damage.\"]}],\"environment\":[\"desert\",\"urban\"],\"attachedItems\":[\"mace|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"X\"],\"damageTags\":[\"B\",\"R\",\"Y\"],\"damageTagsSpell\":[\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"deafened\",\"prone\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Empty Cloak\",\"source\":\"ToB1-2023\",\"page\":164,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":45,\"formula\":\"10d8\"},\"speed\":{\"walk\":0,\"fly\":40},\"str\":18,\"dex\":14,\"con\":10,\"int\":10,\"wis\":10,\"cha\":1,\"save\":{\"dex\":\"+4\",\"con\":\"+2\"},\"skill\":{\"perception\":\"+2\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[\"bludgeoning\"],\"immune\":[\"poison\",\"psychic\"],\"vulnerable\":[\"fire\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands Elvish and Umbral but can't speak\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Construct Nature\",\"entries\":[\"The empty cloak doesn't require air, food, drink, or sleep.\"]},{\"name\":\"Diligent Sentinel\",\"entries\":[\"The empty cloak has advantage on Wisdom ({@skill Perception}) checks.\"]},{\"name\":\"Shadow Construction\",\"entries\":[\"Made mostly of shadow, the empty cloak bursts into pieces then dissipates when a creature scores a critical hit against it.\"]},{\"name\":\"Wrapping Embrace\",\"entries\":[\"The empty cloak can occupy a Medium or smaller creature's space and vice versa. It has advantage on attack rolls against any creature in the same space as it.\"]}],\"action\":[{\"name\":\"Razor Cloak\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage.\"]},{\"name\":\"Shadow Slam\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft, one target. {@h}6 ({@damage 1d4 + 4}) bludgeoning damage.\"]},{\"name\":\"Shadow Snare\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 20/60 ft., one Large or smaller creature. {@h}The target is {@condition grappled} (escape {@dc 14}). Until this grapple ends, the target is {@condition restrained} by tendrils of shadow. A creature, including the {@condition restrained} creature, can take its action to free the {@condition restrained} creature by succeeding on a {@dc 14} Strength check. The tendrils of shadow can be attack and destroyed (AC 12; hp 10; vulnerability to radiant damage; immunity to necrotic, poison, and psychic damage).\"]}],\"bonus\":[{\"name\":\"Protective Embrace\",\"entries\":[\"When a creature the cloak can see attacks a creature in the cloak's space, the cloak can briefly wrap itself around the creature in its space. The creature in its space takes only half the damage from the attack, and the cloak takes the other half.\"]}],\"environment\":[\"urban\"],\"senseTags\":[\"D\"],\"languageTags\":[\"CS\",\"E\"],\"damageTags\":[\"B\",\"S\"],\"miscTags\":[\"MW\",\"RW\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Eonic Drifter\",\"source\":\"ToB1-2023\",\"page\":165,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":65,\"formula\":\"10d8 + 20\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":14,\"con\":14,\"int\":18,\"wis\":11,\"cha\":13,\"skill\":{\"arcana\":\"+6\",\"history\":\"+6\"},\"passive\":10,\"languages\":[\"Common\",\"Eonic\",\"Giant\",\"Sylvan\"],\"cr\":\"1\",\"action\":[{\"name\":\"Time-Warping Staff\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage plus 3 ({@damage 1d6}) force damage.\"]},{\"name\":\"Drift Forward {@recharge 5}\",\"entries\":[\"The drifter chooses one creature it can see within 5 feet of its future self. The target must make a {@dc 13} Wisdom saving throw. On a failure, the target takes 7 ({@damage 2d6}) psychic damage and is pulled forward in time. On a success, the target takes half the damage and isn't pulled forward in time. A target pulled forward in time disappears, along with the drifter's future self, as the future self pulls the target with it. At the end of the drifter's next turn, the target and the drifter's future self reappear in the spaces they previously occupied, or the nearest unoccupied spaces. When the target reappears, it has disadvantage on attack rolls until the end of its next turn as it recovers from the disorienting experience.\"]}],\"bonus\":[{\"name\":\"Call to the Future (1/Day)\",\"entries\":[\"The eonic drifter calls to a future version of itself, which appears in an unoccupied space the drifter can see within 30 feet of it. The drifter's future self acts on the drifter's turn, and each turn it makes one Time-Warping Staff attack against a creature of the drifter's choice or uses the Help action to aid the drifter. The future self can be attacked and destroyed (AC 13; hp 30; resistance to bludgeoning, piercing, and slashing damage; immunity to poison and psychic damage), otherwise it remains until the drifter dismisses it as a bonus action or the drifter finishes a long rest. If the drifter's future self is destroyed, the drifter must succeed on a {@dc 13} Wisdom saving throw or be {@condition stunned} until the end of its next turn.\"]}],\"environment\":[\"planar\"],\"languageTags\":[\"C\",\"GI\",\"S\"],\"damageTags\":[\"B\",\"O\",\"Y\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Erina\",\"source\":\"ToB1-2023\",\"page\":166,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"erina\"]},\"alignment\":[\"N\"],\"ac\":[{\"ac\":12,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":22,\"formula\":\"4d6 + 8\"},\"speed\":{\"walk\":20,\"burrow\":20},\"str\":9,\"dex\":12,\"con\":14,\"int\":13,\"wis\":10,\"cha\":11,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"poison\"],\"languages\":[\"Common\",\"Erina\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The erina has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Hardy\",\"entries\":[\"The erina has advantage on saving throws against poison.\"]},{\"name\":\"Spines\",\"entries\":[\"A creature that touches the erina or hits it with a melee attack while within 5 feet of it takes 2 ({@damage 1d4}) piercing damage. In addition, a creature {@condition grappled} by or grappling the erina takes 2 ({@damage 1d4}) piercing damage at the start of the erina's turn.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) slashing damage\"]},{\"name\":\"Sling\",\"entries\":[\"{@atk rw} {@hit 3} to hit, range 30/120 ft., one target. {@h}3 ({@damage 1d4 + 1}) bludgeoning damage.\"]}],\"environment\":[\"forest\",\"grassland\"],\"attachedItems\":[\"dagger|phb\",\"sling|phb\"],\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\",\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Erina Defender\",\"source\":\"ToB1-2023\",\"page\":166,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"erina\"]},\"alignment\":[\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item chain shirt|phb}\"]}],\"hp\":{\"average\":44,\"formula\":\"8d6 + 16\"},\"speed\":{\"walk\":20,\"burrow\":20},\"str\":11,\"dex\":14,\"con\":14,\"int\":13,\"wis\":12,\"cha\":11,\"skill\":{\"athletics\":\"+4\",\"perception\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"poison\"],\"languages\":[\"Common\",\"Erina\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The erina has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Hardy\",\"entries\":[\"The erina has advantage on saving throws against poison.\"]},{\"name\":\"Spines\",\"entries\":[\"A creature that touches the erina or hits it with a melee attack while within 5 feet of it takes 5 ({@damage 2d4}) piercing damage. In addition, a creature {@condition grappled} by or grappling the erina takes 5 ({@damage 2d4}) piercing damage at the start of the erina's turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The erina defender makes two Shortsword or Shortbow attacks.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Protective Interference\",\"entries\":[\"When a friendly creature the erina defender can see within 5 feet of it is the target of an attack, the defender can impose disadvantage on the attack roll. To do so, the defender must see the attacker and be wielding a melee weapon.\"]}],\"environment\":[\"forest\",\"grassland\"],\"attachedItems\":[\"shortbow|phb\",\"shortsword|phb\"],\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Eye Golem\",\"source\":\"ToB1-2023\",\"page\":216,\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":157,\"formula\":\"15d10 + 75\"},\"speed\":{\"walk\":30},\"str\":22,\"dex\":9,\"con\":20,\"int\":5,\"wis\":11,\"cha\":1,\"skill\":{\"perception\":\"+8\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":18,\"immune\":[\"poison\",\"psychic\",\"radiant\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't adamantine\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"11\",\"trait\":[{\"name\":\"Blinding Demise\",\"entries\":[\"When the golem reduces a creature to 0 hp, it can blind the creature permanently. If it does so, the creature is reduced to 1 hp instead.\"]},{\"name\":\"Construct Nature\",\"entries\":[\"The golem doesn't require air, food, drink, or sleep.\"]},{\"name\":\"Immutable Form\",\"entries\":[\"The golem is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Light-Infused Fists\",\"entries\":[\"The golem's Slam attacks are magical. When the golem hits with a Slam attack, the attack deals an extra {@damage 4d8} radiant damage (included in the attack).\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The golem has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The eye golem can use its Primal Voice of Doom. It then makes two Slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d10 + 6}) bludgeoning damage plus 18 ({@damage 4d8}) radiant damage.\"]},{\"name\":\"Gaze of Ancient Light {@recharge 5}\",\"entries\":[\"The golem opens all of its eyes and emits a burst of blinding light. Each creature within 30 feet of it must make a {@dc 17} Dexterity saving throw. On a failure, a creature takes 35 ({@damage 10d6}) radiant damage and is {@condition blinded} for 1 minute. On a success, a creature takes half the damage and isn't {@condition blinded}. A creature that fails the saving throw by 5 or more is also {@condition stunned} until the end of its next turn. A {@condition blinded} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Primal Voice of Doom\",\"entries\":[\"The golem intones a disturbing invocation of the sun god at one creature it can see within 30 feet of it. The target must succeed on a {@dc 17} Wisdom saving throw or be {@condition frightened} for 1 minute. The {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"any\",\"urban\"],\"traitTags\":[\"Immutable Form\",\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"B\",\"R\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"blinded\",\"frightened\"],\"savingThrowForced\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Far Darrig\",\"source\":\"ToB1-2023\",\"page\":167,\"size\":[\"S\"],\"type\":\"fey\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item hide armor|PHB}\"]}],\"hp\":{\"average\":84,\"formula\":\"13d6 + 39\"},\"speed\":{\"walk\":30},\"str\":17,\"dex\":16,\"con\":17,\"int\":11,\"wis\":15,\"cha\":17,\"save\":{\"cha\":\"+5\"},\"skill\":{\"animal handling\":\"+4\",\"nature\":\"+4\",\"perception\":\"+4\",\"survival\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Common\",\"Elvish\",\"Sylvan\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Enchanted Antlers\",\"entries\":[\"The far darrig's attacks with its Antler Glaive are magical. When the far darrig hits with an Antler Glaive attack, the weapon deals an extra {@damage 1d6} force damage (included in the attack).\"]},{\"name\":\"Speak with Beasts\",\"entries\":[\"The far darrig can communicate with Beasts as if they shared a language.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The far darrig makes two Antler Glaive attacks.\"]},{\"name\":\"Antler Glaive\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage or slashing damage (the far darrig's choice) plus 3 ({@damage 1d6}) force damage. The target must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Woodland Friends (1/Day)\",\"entries\":[\"The far darrig magically calls {@dice 1d4} elk or giant weasels. The called Beasts arrive in {@dice 1d4} rounds, acting as allies of the far darrig and obeying its spoken commands. The Beasts remain for 1 hour, until the far darrig dies, or until the far darrig dismisses them as a bonus action.\"]}],\"bonus\":[{\"name\":\"Nimble Woodsman\",\"entries\":[\"The far darrig takes the Dash or Disengage action. The far darrig can use this bonus action only if it is in a forest.\"]}],\"environment\":[\"forest\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\",\"S\"],\"damageTags\":[\"O\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fate Eater\",\"source\":\"ToB1-2023\",\"page\":168,\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":130,\"formula\":\"20d8 + 40\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":18,\"dex\":12,\"con\":14,\"int\":18,\"wis\":16,\"cha\":9,\"save\":{\"con\":\"+5\"},\"skill\":{\"arcana\":\"+7\",\"history\":\"+7\",\"insight\":\"+6\",\"religion\":\"+7\"},\"senses\":[\"truesight 60 ft.\"],\"passive\":13,\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"telepathy 100 ft. understands all but can't speak\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Visionary Flesh\",\"entries\":[\"A creature that eats the flesh of a fate eater must make a {@dc 15} Constitution saving throw. On a failure, the creature is {@condition poisoned} for 1 hour. On a success, the creature gains the benefits of the divination spell.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The fate eater makes two Bite attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage plus 7 ({@damage 2d6}) necrotic damage.\"]},{\"name\":\"Alter Fate {@recharge 5}\",\"entries\":[\"The fate eater alters the fate of one creature it can see within 30 feet of it. The creature must make a {@dc 15} Charisma saving throw. On a failure, the creature takes 36 ({@damage 8d8}) psychic damage, and its fate is altered. Roll a {@dice d6} to determine which of the following alterations affects the creature. On a success, the creature takes half the damage, and its fate isn't altered. A creature with an altered fate for 1 minute or less can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Otherwise, a creature with an altered fate can repeat the saving throw at the end of each long rest, ending the effect on itself on a success.\"]},{\"name\":\"1 Forgotten Training\",\"entries\":[\"The creatures loses the use of one random class feature, such as Action Surge or Channel Divinity, for 1 minute.\"]},{\"name\":\"2 Lost Potential\",\"entries\":[\"One of the creature's ability scores, chosen at random, is reduced by 2.\"]},{\"name\":\"3 Seeing the Alternates\",\"entries\":[\"The creature is {@condition incapacitated} for 1 minute.\"]},{\"name\":\"4 Shifting Memories\",\"entries\":[\"The creature loses proficiency in one random skill and gains proficiency in another random skill.\"]},{\"name\":\"5 Took the Lesser Path\",\"entries\":[\"The creature's current hp total becomes its hp maximum.\"]},{\"name\":\"6 Untied from the Loop\",\"entries\":[\"When the creature moves, it moves in a random direction for 1 minute.\"]}],\"environment\":[\"planar\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"TP\",\"XX\"],\"damageTags\":[\"N\",\"S\",\"Y\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"incapacitated\",\"poisoned\"],\"savingThrowForced\":[\"charisma\",\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fear Smith\",\"source\":\"ToB1-2023\",\"page\":169,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":149,\"formula\":\"23d8 + 46\"},\"speed\":{\"walk\":40,\"climb\":15},\"str\":11,\"dex\":17,\"con\":14,\"int\":11,\"wis\":15,\"cha\":18,\"save\":{\"wis\":\"+6\"},\"skill\":{\"intimidation\":\"+8\",\"stealth\":\"+7\"},\"senses\":[\"blindsight 30 ft.\"],\"passive\":12,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from attacks not made with cold iron weapons\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common\",\"Elvish\",\"Sylvan\"],\"cr\":\"10\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The fear smith casts one of the following spells, requiring no verbal or material components and using Charisma as the spellcasting ability (spell save {@dc 16}):\"],\"will\":[\"{@spell detect thoughts}\",\"{@spell fear}\"],\"daily\":{\"2e\":[\"{@spell charm person}\",\"{@spell command}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Distortion Gaze\",\"entries\":[\"Those who meet the gaze of the fear smith experience the world seeming to twist at unnatural angles beneath their feet. When a creature that can see the fear smith's eye starts its turn within 30 feet of the fear smith, the fear smith can force the creature to make a {@dc 16} Wisdom saving throw if the fear smith isn't {@condition incapacitated} and can see the creature. On a failed save, the creature is disoriented until the start of its next turn. While disoriented, a creature can't take the Dash or Disengage action, and when it moves for the first time on its turn, it must succeed on a {@dc 16} Dexterity saving throw or fall {@condition prone}.\",\"Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the fear smith until the start of its next turn, when it can avert its eyes again. If the creature looks at the fear smith in the meantime, it must immediately make the save.\"]},{\"name\":\"Hidden Eye\",\"entries\":[\"The fear smith has advantage on saving throws against being {@condition blinded}.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The fear smith has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The fear smith makes three Claw attacks. It can replace one attack with a use of Heart-Stopping Stare.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) slashing damage plus 9 ({@damage 2d8}) psychic damage. If the target is disoriented by Distortion Gaze, the fear smith regains hp equal to the amount of psychic damage dealt.\"]},{\"name\":\"Heart-Stopping Stare\",\"entries\":[\"The fear smith terrifies a creature within 30 feet of it with a look. The target must succeed on a {@dc 16} Wisdom saving throw or take 13 ({@damage 3d8}) psychic damage and be {@condition stunned} until the end of its next turn. The fear smith regains hp equal to the psychic damage dealt.\"]}],\"environment\":[\"planar\",\"urban\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\",\"S\"],\"damageTags\":[\"S\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\",\"stunned\"],\"conditionInflictSpell\":[\"charmed\",\"frightened\",\"prone\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fellforged\",\"source\":\"ToB1-2023\",\"page\":170,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":135,\"formula\":\"18d8 + 54\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":12,\"con\":17,\"int\":12,\"wis\":14,\"cha\":15,\"save\":{\"str\":\"+5\",\"wis\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\"],\"immune\":[\"necrotic\",\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Construct Nature\",\"entries\":[\"The fellforged doesn't require air, food, drink, or sleep.\"]},{\"name\":\"Inhabiting Spirit\",\"entries\":[\"The fellforged is inhabited and animated by a specter. If the fellforged fails a saving throw against an effect that turns undead, the specter is expelled into an unoccupied space within 5 feet of the fellforged with the hp total it had before it was expelled. The specter otherwise uses the statistics of a specter.\",\"Without its animating specter, the fellforged becomes dormant for 1 minute then crumbles to pieces and is destroyed. The expelled specter can reinhabit the dormant fellforged as a bonus action while within 5 feet of the fellforged, making it active again and using the specter's current hp as the fellforged's hp total.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the fellforged has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The fellforged makes two Necrotic Slam attacks.\"]},{\"name\":\"Necrotic Slam\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage plus 9 ({@damage 2d8}) necrotic damage. If the target is a creature, it must succeed on a {@dc 14} Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.\"]}],\"bonus\":[{\"name\":\"Burst Gears\",\"entries\":[\"The specter within the fellforged strains the construct's body, sending broken springs and gears flying. Each creature within 5 feet of the fellforged must make a {@dc 14} Dexterity saving throw, taking 7 ({@damage 2d6}) piercing damage on a failed save, or half as much damage on a successful one. Each time the fellforged uses this bonus action, its speed is reduced by 5 feet, and it can't use this bonus action if its speed is 0. Its speed returns to normal when it finishes a long rest.\"]}],\"environment\":[\"urban\"],\"traitTags\":[\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"B\",\"N\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fext\",\"source\":\"ToB1-2023\",\"page\":171,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":17,\"from\":[\"patron's blessing\"]}],\"hp\":{\"average\":77,\"formula\":\"14d8 + 14\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":16,\"con\":12,\"int\":14,\"wis\":12,\"cha\":18,\"save\":{\"dex\":\"+6\",\"wis\":\"+4\"},\"skill\":{\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\",\"truesight 20 ft.\"],\"passive\":14,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Eldritch Weapons\",\"entries\":[\"The fext's weapon attacks are magical. When the fext hits with any weapon, the weapon deals an extra {@damage 2d8} force damage (included in the attack).\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The fext has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Patron's Blessing\",\"entries\":[\"While the fext is conscious and wearing no armor and wielding no shield, it adds its Charisma modifier to its AC (included above).\"]},{\"name\":\"Undead Nature\",\"entries\":[\"The fext doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The fext makes two Eldritch Blade or Eldritch Fury attacks.\"]},{\"name\":\"Eldritch Blade\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) slashing damage plus 9 ({@damage 2d8}) force damage.\"]},{\"name\":\"Eldritch Fury\",\"entries\":[\"{@atk rs} {@hit 7} to hit, range 120 ft., one target. {@h}17 ({@damage 3d8 + 4}) force damage.\"]},{\"name\":\"Patron's Might {@recharge 5}\",\"entries\":[\"The fext channels its patron's awe‑inspiring presence, terrifying those nearby. Each creature within 10 feet of the fext must make a {@dc 15} Wisdom saving throw. On a failure, a creature takes 35 ({@damage 10d6}) psychic damage and is {@condition frightened} for 1 minute. On a success, a creature takes half the damage and isn't {@condition frightened}. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"any\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\",\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"O\",\"S\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Feyward Tree\",\"source\":\"ToB1-2023\",\"page\":186,\"size\":[\"H\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":126,\"formula\":\"12d12 + 48\"},\"speed\":{\"walk\":20},\"str\":25,\"dex\":10,\"con\":18,\"int\":3,\"wis\":11,\"cha\":6,\"save\":{\"dex\":\"+3\",\"wis\":\"+3\",\"cha\":\"+1\"},\"skill\":{\"perception\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't adamantine\",\"cond\":true}],\"immune\":[\"lightning\",\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Aversion to Cold\",\"entries\":[\"If the feyward tree takes cold damage, it has disadvantage on attack rolls and its speed is halved until the end of its next turn.\"]},{\"name\":\"Construct Nature\",\"entries\":[\"The feyward tree doesn't require air, food, drink, or sleep.\"]},{\"name\":\"Enchanted Leaves\",\"entries\":[\"The feyward tree's Razor-Leafed Branch attacks are magical. When the tree hits with its Razor-Leafed Branch, the branch deals an extra 9 ({@damage 2d8}) force damage (included in the attack).\"]},{\"name\":\"Immutable Form\",\"entries\":[\"The feyward tree is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Lightning Absorption\",\"entries\":[\"Whenever the feyward tree is subjected to lightning damage, it takes no damage and instead regains a number of hp equal to the lightning damage dealt.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The feyward tree has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Warden's Reach\",\"entries\":[\"A creature within 15 feet of a feyward tree that moves away from it provokes an opportunity attack even if the creature takes the Disengage action.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The feyward tree makes two Razor-Leafed Branch attacks.\"]},{\"name\":\"Razor-Leafed Branch\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 15 ft., one target. {@h}16 ({@damage 2d8 + 7}) slashing damage plus 9 ({@damage 2d8}) force damage.\"]},{\"name\":\"Flaying Leaves {@recharge 5}\",\"entries\":[\"The feyward tree launches a barrage of razor-sharp cold iron leaves from its branches. Each creature within 20 feet of the tree must make a {@dc 15} Dexterity saving throw, taking 28 ({@damage 8d6}) slashing damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"forest\"],\"traitTags\":[\"Damage Absorption\",\"Immutable Form\",\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"O\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fidele Angel\",\"isNamedCreature\":true,\"source\":\"ToB1-2023\",\"page\":19,\"size\":[\"M\"],\"type\":{\"type\":\"celestial\",\"tags\":[\"shapechanger\"]},\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":104,\"formula\":\"16d8 + 32\"},\"speed\":{\"walk\":40,\"fly\":{\"number\":40,\"condition\":\"(10 ft. fly 80 ft. in eagle form)\"}},\"str\":20,\"dex\":18,\"con\":14,\"int\":14,\"wis\":16,\"cha\":18,\"save\":{\"dex\":\"+7\",\"con\":\"+5\",\"int\":\"+5\",\"wis\":\"+6\",\"cha\":\"+7\"},\"skill\":{\"insight\":\"+6\",\"perception\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":16,\"resist\":[\"fire\",\"lightning\",\"poison\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"acid\",\"cold\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"petrified\",\"poisoned\"],\"languages\":[\"Celestial\",\"Common\",\"Infernal\",\"telepathy 60 ft.\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The angel casts one of the following spells, requiring no material components and using Charisma as its spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell detect evil and good}\",\"{@spell purify food and drink}\",\"{@spell spare the dying}\"],\"daily\":{\"3e\":[\"{@spell bless}\",\"{@spell cure wounds}\",\"{@spell daylight}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Ever Connected\",\"entries\":[\"Fidele angels are magically connected. Damage taken by the fidele angel is split evenly between the fidele angel and its paired fidele angel. The angel that was the original target of the attack takes any damage that won't divide evenly. All other effects, such as reducing ability scores or being the target of a {@spell bless} spell, affect only the target.\"]},{\"name\":\"Immortal Nature\",\"entries\":[\"The fidele angel doesn't require food, drink, or sleep.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The angel has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The angel's weapon attacks are magical.\"]},{\"name\":\"Unshakeable Fidelity\",\"entries\":[\"No spell, feature, trait, magic, or other effect can cause a fidele angel to act against or harm its mate or change its love or loyalty toward its mate.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The fidele angel makes three Longsword or Radiant Bolt attacks. Alternatively, it makes one Beak attack and two Talons attacks.\"]},{\"name\":\"Longsword (Humanoid or True Form Only)\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage, or 10 ({@damage 1d10 + 5}) slashing damage if used with two hands.\"]},{\"name\":\"Beak (Bird Form Only)\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage.\"]},{\"name\":\"Talons (Bird Form Only)\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage.\"]},{\"name\":\"Radiant Bolt\",\"entries\":[\"{@atk rs} {@hit 7} to hit, range 120 ft., one target. {@h}11 ({@damage 2d6 + 4}) radiant damage.\"]},{\"name\":\"To My Lover's Side\",\"entries\":[\"If its mate is more than 1 mile away from it, the fidele angel can magically teleport, along with any equipment it is wearing or carrying, to an unoccupied space within 10 feet of its mate. The angel can use this action even if its mate is on another plane of existence.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"The fidele angel transforms into a Medium or smaller Humanoid, a Large or smaller birdlike Beast, or back into its true form, which is a winged Celestial. Without wings, it loses its flying speed. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"]}],\"environment\":[\"planar\"],\"attachedItems\":[\"longsword|phb\"],\"traitTags\":[\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"CE\",\"I\",\"TP\"],\"damageTags\":[\"P\",\"R\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Firebird\",\"source\":\"ToB1-2023\",\"page\":187,\"size\":[\"S\"],\"type\":\"celestial\",\"alignment\":[\"N\",\"G\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":88,\"formula\":\"16d6 + 32\"},\"speed\":{\"walk\":20,\"fly\":60},\"str\":12,\"dex\":19,\"con\":14,\"int\":16,\"wis\":15,\"cha\":21,\"save\":{\"wis\":\"+4\",\"cha\":\"+7\"},\"skill\":{\"insight\":\"+4\",\"medicine\":\"+4\",\"perception\":\"+6\"},\"senses\":[\"truesight 60 ft.\"],\"passive\":16,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Celestial\",\"Common\",\"Primordial\",\"telepathy 60 ft.\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Enforce Good Deeds\",\"entries\":[\"A creature that has received assistance, such as healing or a glowing feather, from the firebird must succeed on a {@dc 15} Wisdom saving throw or be affected by the {@spell geas} spell for 30 days. While under the geas, the affected creature must assist nonhostile creatures suffering from starvation or thirst by alleviating the starvation or thirst.\"]},{\"name\":\"Fiery Weapons\",\"entries\":[\"The firebird's weapon attacks are magical. When the firebird hits with any weapon, the weapon deals an extra {@damage 2d6} fire damage (included in the attack).\"]},{\"name\":\"Glowing Feathers\",\"entries\":[\"The firebird sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The firebird can alter the radius as a bonus action. If the firebird willingly gifts a feather to a creature, the feather sheds bright light in a 10-foot radius and dim light for an additional 10 feet indefinitely.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The firebird has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Warming Presence\",\"entries\":[\"The firebird and each creature within 5 feet of it are immune to the effects of cold environments, provided the cold is caused by naturally occurring weather and climate. When the firebird is inside a structure, it can choose for this trait to affect all creatures within the structure (no action required), regardless of how close they are to it.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The firebird makes one Beak attack and one Talon attack.\"]},{\"name\":\"Beak\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 7 ({@damage 2d6}) fire damage.\"]},{\"name\":\"Talon\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) slashing damage plus 7 ({@damage 2d6}) fire damage.\"]},{\"name\":\"Blinding Ray {@recharge 5}\",\"entries\":[\"The firebird fires a burning ray of light from its tail feathers in a 30-foot line that is 5 feet wide. Each creature in that line must make a {@dc 15} Dexterity saving throw. On a failure, a creature takes 17 ({@damage 5d6}) fire damage and is {@condition blinded} until the end of its next turn. On a success, a creature takes half the damage and isn't {@condition blinded}.\"]},{\"name\":\"Healing Feathers (3/Day)\",\"entries\":[\"The firebird touches another creature, brushing its wings against the creature. The target magically regains 10 {@dice 3d6} hp and is freed from any disease, poison, blindness, or deafness.\"]}],\"environment\":[\"forest\",\"underdark\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\",\"P\",\"TP\"],\"damageTags\":[\"F\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"blinded\"],\"savingThrowForced\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Firegeist\",\"source\":\"ToB1-2023\",\"page\":188,\"size\":[\"S\"],\"type\":\"elemental\",\"alignment\":[\"N\",\"E\"],\"ac\":[14],\"hp\":{\"average\":82,\"formula\":\"15d6 + 30\"},\"speed\":{\"walk\":40},\"str\":7,\"dex\":18,\"con\":14,\"int\":4,\"wis\":16,\"cha\":6,\"skill\":{\"perception\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"unconscious\"],\"languages\":[\"Ignan\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Elemental Nature\",\"entries\":[\"The firegeist doesn't require air, food, drink, or sleep.\"]},{\"name\":\"Hide By Firelight\",\"entries\":[\"The firegeist has advantage on Dexterity ({@skill Stealth}) checks made to hide in fire or in areas lit by nonmagical fire.\"]},{\"name\":\"Magical Light Sensitivity\",\"entries\":[\"While in an area of light created by a spell or other magical effect, the firegeist has disadvantage on attack rolls and ability checks.\"]},{\"name\":\"Variable Illumination\",\"entries\":[\"The firegeist sheds dim light in a 5- to 20-foot radius. It can alter the radius as a bonus action.\"]},{\"name\":\"Water Susceptibility\",\"entries\":[\"For every 5 feet the firegeist moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.\"]}],\"action\":[{\"name\":\"Burning Slam\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage plus 7 ({@damage 2d6}) fire damage. If the target is a flammable object, it ignites. If the target is a creature, the target must succeed on a {@dc 13} Dexterity saving throw or ignite. Until a creature takes an action to douse the fire, the target takes 3 ({@damage 1d6}) fire damage at the start of each of its turns.\"]},{\"name\":\"Burning Terror {@recharge 5}\",\"entries\":[\"The firegeist assaults the mind of one creature it can see within 30 feet of it with the painful, humiliating memory of the firegeist's first death. The target must make a {@dc 13} Wisdom saving throw. On a failure, the target takes 14 ({@damage 4d6}) fire damage and is {@condition frightened} for 1 minute. On a success, the target takes half the damage and isn't {@condition frightened}. While {@condition frightened}, the creature takes 3 ({@damage 1d6}) fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"planar\"],\"senseTags\":[\"D\"],\"languageTags\":[\"IG\"],\"damageTags\":[\"B\",\"C\",\"F\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Flab Giant\",\"source\":\"ToB1-2023\",\"page\":206,\"size\":[\"L\"],\"type\":\"giant\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":110,\"formula\":\"13d10 + 39\"},\"speed\":{\"walk\":20},\"str\":20,\"dex\":6,\"con\":16,\"int\":9,\"wis\":13,\"cha\":8,\"save\":{\"con\":\"+5\"},\"skill\":{\"perception\":\"+3\"},\"passive\":13,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Common\",\"Dwarvish\",\"Giant\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Massive Bulk\",\"entries\":[\"A flab giant can't take the Dash action. In addition, a creature attempting to grapple, push, or knock the giant {@condition prone} has disadvantage on attack rolls and ability checks to do so.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giant makes two Slam attacks. If both attacks hit a Medium or smaller creature, the target is {@condition grappled} (escape {@dc 15}).\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage.\"]},{\"name\":\"Squatting Pin\",\"entries\":[\"One creature {@condition grappled} by the flab giant must make a {@dc 15} Strength saving throw. On a failure, a creature takes 22 ({@damage 5d6 + 5}) bludgeoning damage and is {@condition restrained} until the grapple ends. On a success, a creature takes half the damage and isn't {@condition restrained}, but it remains {@condition grappled} until it escapes. While {@condition restrained}, a creature takes 8 ({@damage 1d6 + 5}) bludgeoning damage at the start of each of the giant's turns. If the flab giant moves, the target is no longer {@condition restrained} or {@condition grappled}.\"]}],\"environment\":[\"forest\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"D\",\"GI\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Flame Dragon Wyrmling\",\"source\":\"ToB1-2023\",\"page\":119,\"size\":[\"M\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"8d8 + 16\"},\"speed\":{\"walk\":30,\"climb\":30,\"fly\":60},\"str\":12,\"dex\":14,\"con\":15,\"int\":13,\"wis\":12,\"cha\":16,\"save\":{\"dex\":\"+4\",\"con\":\"+4\",\"wis\":\"+3\",\"cha\":\"+5\"},\"skill\":{\"deception\":\"+5\",\"perception\":\"+5\",\"persuasion\":\"+5\",\"stealth\":\"+4\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 60 ft.\"],\"passive\":15,\"immune\":[\"fire\"],\"languages\":[\"Common\",\"Draconic\",\"Ignan\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Heated Body\",\"entries\":[\"A creature that touches the flame dragon or hits it with a melee attack while within 5 feet of it takes 3 ({@damage 1d6}) fire damage.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d10 + 1}) piercing damage plus 3 ({@damage 1d6}) fire damage.\"]},{\"name\":\"Fire Breath {@recharge 5}\",\"entries\":[\"The dragon exhales fire in a 15-foot cone. Each creature in that area must make a {@dc 12} Dexterity saving throw, taking 17 ({@damage 5d6}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"mountain\",\"underdark\"],\"dragonAge\":\"wyrmling\",\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"C\",\"DR\",\"IG\"],\"damageTags\":[\"F\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Flutterflesh\",\"source\":\"ToB1-2023\",\"page\":189,\"size\":[\"L\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":187,\"formula\":\"22d10 + 66\"},\"speed\":{\"walk\":10,\"fly\":60},\"str\":11,\"dex\":18,\"con\":17,\"int\":12,\"wis\":16,\"cha\":10,\"save\":{\"str\":\"+4\",\"wis\":\"+7\"},\"skill\":{\"deception\":\"+4\",\"perception\":\"+7\",\"stealth\":\"+8\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":17,\"resist\":[\"cold\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"vulnerable\":[\"radiant\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"paralyzed\",\"poisoned\",\"stunned\",\"unconscious\"],\"languages\":[\"Common\",\"Darakhul\"],\"cr\":\"12\",\"trait\":[{\"name\":\"Merciful Exchange\",\"entries\":[\"If the flutterflesh reduces a creature to 0 hp with a melee attack, it can cut off one of the creature's limbs. If it does so, the target is reduced to 1 hp instead.\"]},{\"name\":\"Necrotic Weapons\",\"entries\":[\"The flutterflesh's weapon attacks are magical. When the flutterflesh hits with any weapon, the weapon deals an extra {@damage 2d8} necrotic damage (included in the attack).\"]},{\"name\":\"Regeneration\",\"entries\":[\"The flutterflesh regains 10 hp at the start of its turn. If the flutterflesh takes fire or radiant damage, this trait doesn't function at the start of the flutterflesh's next turn. The flutterflesh dies only if it starts its turn with 0 hp and doesn't regenerate.\"]},{\"name\":\"Turn Resistance\",\"entries\":[\"The flutterflesh has advantage on saving throws against any effect that turns undead.\"]},{\"name\":\"Undead Nature\",\"entries\":[\"The flutterflesh doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The flutterflesh makes three Bone Spur or Tormenting Gaze attacks. If two Tormenting Gaze attacks hit one creature, the target must succeed on a {@dc 16} Wisdom saving throw or be {@condition paralyzed} for 1 minute. A {@condition paralyzed} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Bone Spur\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d12 + 4}) piercing damage plus 9 ({@damage 2d8}) necrotic damage, and the flutterflesh impales the target on one of its bone spurs, grappling the target (escape {@dc 16}). The flutterflesh can have no more than two creatures impaled at a time.\"]},{\"name\":\"Tormenting Gaze\",\"entries\":[\"{@atk rs} {@hit 7} to hit, range 120 ft., one creature. {@h}21 ({@damage 4d8 + 3}) psychic damage.\"]},{\"name\":\"Creeping Death {@recharge 5}\",\"entries\":[\"The flutterflesh emits a wave of necromantic energy, hastening the journey toward death. Each creature within 20 feet of the flutterflesh must make a {@dc 16} Constitution saving throw, taking 45 ({@damage 10d8}) necrotic damage on a failed save, or half as much damage on a successful one. A creature below half its hp maximum has disadvantage on this saving throw.\"]}],\"environment\":[\"any\"],\"traitTags\":[\"Regeneration\",\"Turn Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"N\",\"P\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"paralyzed\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Folk of Leng\",\"source\":\"ToB1-2023\",\"page\":190,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":68,\"formula\":\"8d8 + 32\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":15,\"con\":18,\"int\":14,\"wis\":16,\"cha\":19,\"save\":{\"dex\":\"+4\",\"wis\":\"+5\"},\"skill\":{\"arcana\":\"+4\",\"deception\":\"+8\",\"perception\":\"+5\"},\"passive\":15,\"resist\":[\"cold\"],\"immune\":[\"necrotic\"],\"conditionImmune\":[\"frightened\"],\"languages\":[\"all\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The folk of Leng casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 14}):\"],\"will\":[\"{@spell message}\",\"{@spell minor illusion}\"],\"daily\":{\"3e\":[\"{@spell disguise self}\",\"{@spell suggestion}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Ethereal Sight\",\"entries\":[\"The folk of Leng can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.\"]},{\"name\":\"Leng Rejuvenation\",\"entries\":[\"If the folk of Leng dies on the Material Plane, it gains a new body in {@dice 1d10} days, regaining all its hp and becoming active again, unless it is killed with radiant damage wielded by a good-aligned creature or its remains are sprinkled with holy water within 24 hours of its death. The folk's new body appears in its family's crypt in Leng.\"]},{\"name\":\"Mortal Void Traveler\",\"entries\":[\"The folk of Leng doesn't require air or ambient pressure.\"]},{\"name\":\"Phrenic Weapons\",\"entries\":[\"The folk of Leng's weapon attacks are magical. When the folk hits with any weapon, the weapon deals an extra {@damage 3d6} psychic damage (included in the attack).\"]},{\"name\":\"Regeneration\",\"entries\":[\"The folk of Leng regains 2 hp at the start of its turn. If the folk of Leng takes fire or radiant damage, this trait doesn't function at the start of the folk's next turn. The folk of Leng dies only if it starts its turn with 0 hp and doesn't regenerate.\"]}],\"action\":[{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage plus 10 ({@damage 3d6}) psychic damage.\"]},{\"name\":\"Psychic Bolt\",\"entries\":[\"{@atk rs} {@hit 6} to hit, range 120 ft., one creature. {@h}14 ({@damage 3d6 + 4}) psychic damage.\"]},{\"name\":\"Hooked Spider Net\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 10/30 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage plus 10 ({@damage 3d6}) psychic damage, and the target is {@condition restrained}. While {@condition restrained}, the target takes 5 ({@damage 1d10}) poison damage at the start of each of its turns. Any creature, including the {@condition restrained} target, can take an action to remove the net by succeeding on a {@dc 14} Strength check. If the check succeeds by 5 or more, the creature breaks the net instead, and the folk of Leng can't use the broken net again until it finishes a long rest.\"]}],\"bonus\":[{\"name\":\"Etherealness\",\"entries\":[\"The folk of Leng enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.\"]}],\"environment\":[\"hill\",\"mountain\",\"planar\"],\"attachedItems\":[\"scimitar|phb\"],\"traitTags\":[\"Regeneration\"],\"languageTags\":[\"XX\"],\"damageTags\":[\"I\",\"P\",\"S\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"conditionInflict\":[\"restrained\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Forest Marauder\",\"source\":\"ToB1-2023\",\"page\":191,\"size\":[\"L\"],\"type\":\"giant\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":114,\"formula\":\"12d10 + 48\"},\"speed\":{\"walk\":40,\"climb\":20},\"str\":21,\"dex\":10,\"con\":18,\"int\":6,\"wis\":10,\"cha\":7,\"save\":{\"con\":\"+6\"},\"skill\":{\"stealth\":\"+4\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"languages\":[\"Giant\",\"Orc\",\"Sylvan\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Forest Camouflage\",\"entries\":[\"The giant has advantage on Dexterity ({@skill Stealth}) checks made to hide in forested terrain.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the forest marauder has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The forest marauder makes two Boar Spear attacks. If both attacks hit one creature, the target must succeed on a {@dc 15} Strength saving throw or be pushed up to 10 feet away from the marauder. The marauder can choose not to push a creature.\"]},{\"name\":\"Boar Spear\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 7} to hit, range 30/120 ft., one target. {@h}21 ({@damage 3d10 + 5}) bludgeoning damage.\"]}],\"bonus\":[{\"name\":\"Forest Ambusher\",\"entries\":[\"While in a forest, the forest marauder can take the Hide action.\"]}],\"environment\":[\"forest\"],\"traitTags\":[\"Camouflage\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\",\"O\",\"S\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RW\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fraughashar\",\"source\":\"ToB1-2023\",\"page\":192,\"size\":[\"S\"],\"type\":\"fey\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item leather armor|PHB}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":22,\"formula\":\"5d6 + 5\"},\"speed\":{\"walk\":25},\"str\":8,\"dex\":14,\"con\":12,\"int\":10,\"wis\":14,\"cha\":7,\"skill\":{\"stealth\":\"+4\"},\"passive\":10,\"immune\":[\"cold\"],\"languages\":[\"Sylvan\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Deft Snow Walk\",\"entries\":[\"The fraughashar can move across icy surfaces without needing to make an ability check, and difficult terrain composed of ice and snow doesn't cost it extra movement. In addition, the fraughashar has advantage on Strength and Dexterity saving throws made against effects that would knock it {@condition prone} while in icy or snowy terrain.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The fraughashar makes one Bite attack and one Dagger attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Frost Bolt\",\"entries\":[\"{@atk rs} {@hit 4} to hit, range 60 ft., one target. {@h}7 ({@damage 2d4 + 2}) cold damage.\"]}],\"environment\":[\"arctic\"],\"attachedItems\":[\"dagger|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"S\"],\"damageTags\":[\"C\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Frostveil\",\"source\":\"ToB1-2023\",\"page\":193,\"size\":[\"M\"],\"type\":\"plant\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":67,\"formula\":\"9d8 + 27\"},\"speed\":{\"walk\":10,\"fly\":{\"number\":15,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":20,\"dex\":20,\"con\":16,\"int\":1,\"wis\":11,\"cha\":1,\"skill\":{\"stealth\":\"+7\"},\"senses\":[\"blindsight 120 ft.\"],\"passive\":10,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"cold\"],\"vulnerable\":[\"fire\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"frightened\",\"prone\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Chilling Acidic Body\",\"entries\":[\"A creature that touches the frostveil or hits it with a melee attack while within 5 feet of it takes 4 ({@damage 1d8}) acid damage.\"]},{\"name\":\"Damage Transfer\",\"entries\":[\"While engulfing a creature, the frostveil takes only half the damage dealt to it (rounded down), and the engulfed creature takes the other half.\"]},{\"name\":\"False Appearance\",\"entries\":[\"While the frostveil remains motionless, it is indistinguishable from a formation of frost and ice.\"]},{\"name\":\"Windborne\",\"entries\":[\"In windy conditions, the frostveil's flying speed increases to 30 feet. In a wind of moderate or greater speed (at least 10 miles per hour), its flying speed increases to 60 feet.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The frostveil makes two Frozen Tendril attacks. If both attacks hit a Medium or smaller target, the target is {@condition grappled} (escape {@dc 15}), and the frostveil uses Snowy Engulf on it.\"]},{\"name\":\"Frozen Tendril\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d8 + 5}) bludgeoning damage plus 3 ({@damage 1d6}) cold damage.\"]},{\"name\":\"Snowy Engulf\",\"entries\":[\"The frostveil engulfs a Medium or smaller creature {@condition grappled} by it. The engulfed target is {@condition blinded} and {@condition restrained}, and it must succeed on a {@dc 15} Constitution saving throw at the start of each of the frostveil's turns or take 4 ({@damage 1d8}) acid damage and 3 ({@damage 1d6}) cold damage. If the frostveil moves, the engulfed target moves with it. The frostveil can have only one creature engulfed at a time.\"]},{\"name\":\"Spirit Spores {@recharge}\",\"entries\":[\"The frostveil releases a puff of psychotropic spores around itself. Each creature within 10 feet of the frostveil must make a {@dc 15} Constitution saving throw. On a failure, a creature takes 21 ({@damage 6d6}) cold damage and is {@condition incapacitated} for 1 minute. On a success, a creature takes half the damage and isn't {@condition incapacitated}. When an {@condition incapacitated} creature moves, it moves in a random direction. An {@condition incapacitated} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"arctic\"],\"traitTags\":[\"False Appearance\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"A\",\"B\",\"C\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"grappled\",\"incapacitated\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Garroter Crab\",\"source\":\"ToB1-2023\",\"page\":194,\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":18,\"formula\":\"4d4 + 8\"},\"speed\":{\"walk\":30,\"swim\":20},\"str\":14,\"dex\":10,\"con\":14,\"int\":1,\"wis\":10,\"cha\":2,\"skill\":{\"athletics\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"cr\":\"1/4\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The garroter crab can breathe air and water.\"]},{\"name\":\"Strangling Divination\",\"entries\":[\"A Humanoid reduced to 0 hp while {@condition grappled} by the garroter crab experiences a brief vision of the future. This effect works like the divination spell, except the reply is only as a mental vision and it can be about any specific goal, event, or activity to occur within 30 days. Once a creature has received a vision in this way, it can't do so again for 30 days.\"]}],\"action\":[{\"name\":\"Whip-Claw\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 10 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage, and the target is {@condition grappled} (escape {@dc 12}). Until this grapple ends, the target can't speak or cast spells with verbal components, and the crab can't use its Whip Claw on another target.\"]}],\"environment\":[\"forest\",\"underwater\"],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"D\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gbahali\",\"source\":\"ToB1-2023\",\"page\":195,\"size\":[\"H\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":126,\"formula\":\"12d12 + 48\"},\"speed\":{\"walk\":50},\"str\":19,\"dex\":14,\"con\":19,\"int\":2,\"wis\":13,\"cha\":7,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+8\"},\"passive\":14,\"cr\":\"6\",\"trait\":[{\"name\":\"Shifting Camouflage\",\"entries\":[\"The gbahali's hide adapts to its current surroundings. The gbahali has advantage on Dexterity ({@skill Stealth}) checks made to hide in nonmagical, natural terrain.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The gbahali makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage. If the target is a Medium or smaller creature, it is {@condition grappled} (escape {@dc 15}). Until this grapple ends, the target is {@condition restrained}, and the gbahali can't Bite another target.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage.\"]}],\"environment\":[\"grassland\"],\"traitTags\":[\"Camouflage\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gearforged Templar\",\"source\":\"ToB1-2023\",\"page\":196,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":71,\"formula\":\"11d8 + 22\"},\"speed\":{\"walk\":30},\"str\":19,\"dex\":9,\"con\":15,\"int\":12,\"wis\":16,\"cha\":10,\"save\":{\"dex\":\"+2\",\"con\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"Common\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Construct Nature\",\"entries\":[\"The gearforged templar doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The gearforged templar makes four Greatsword or Javelin attacks. If two Greatsword attacks hit one creature, the target must succeed on a {@dc 15} Strength saving throw or be pushed up to 10 feet away from the templar. The templar can choose not to push a creature.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]},{\"name\":\"Whirlwind {@recharge 5}\",\"entries\":[\"The gearforged templar whirls its greatsword in a great arc. Each creature within 10 feet of the gearforged must make a {@dc 15} Dexterity saving throw, taking 27 ({@damage 5d10}) slashing damage on a failed save, or half as much damage on a successful one.\"]}],\"reaction\":[{\"name\":\"Defensive Zone\",\"entries\":[\"When a creature enters the gearforged templar's reach, the templar makes one Greatsword attack against the creature.\"]},{\"name\":\"Parry\",\"entries\":[\"The gearforged templar adds 3 to its AC against one melee attack that would hit it. To do so, the templar must be able to see the attacker and must be wielding a melee weapon.\"]}],\"environment\":[\"urban\"],\"attachedItems\":[\"greatsword|phb\",\"javelin|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gerridae\",\"source\":\"ToB1-2023\",\"page\":198,\"size\":[\"L\"],\"type\":\"fey\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":76,\"formula\":\"9d10 + 27\"},\"speed\":{\"walk\":40,\"swim\":{\"number\":80,\"condition\":\"(20 ft. when walking on land)\"}},\"str\":16,\"dex\":15,\"con\":17,\"int\":2,\"wis\":13,\"cha\":7,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"cr\":\"1\",\"trait\":[{\"name\":\"Bred to the Saddle\",\"entries\":[\"The gerridae can't be {@condition charmed} or {@condition frightened} while it has a rider.\"]},{\"name\":\"Water Bound\",\"entries\":[\"For every hour the gerridae spends on dry land, its hp maximum is reduced by 2 ({@dice 1d4}).\"]},{\"name\":\"Water Walker\",\"entries\":[\"The gerridae can move across the surface of water as if it were harmless, solid ground. This trait works like the {@spell water walk} spell.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The gerridae makes one Bite attack and one Claw attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) slashing damage.\"]}],\"environment\":[\"coastal\",\"forest\",\"underwater\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ghost Knight\",\"source\":\"ToB1-2023\",\"page\":199,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item half plate armor|PHB|half plate}\"]}],\"hp\":{\"average\":130,\"formula\":\"20d8 + 40\"},\"speed\":{\"walk\":30},\"str\":17,\"dex\":15,\"con\":14,\"int\":8,\"wis\":10,\"cha\":7,\"skill\":{\"animal handling\":\"+3\",\"athletics\":\"+6\",\"perception\":\"+3\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"necrotic\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"poisoned\"],\"languages\":[\"Common\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Locked Saddle\",\"entries\":[\"The ghost knight can't be knocked {@condition prone}, dismounted, or moved against its will while mounted.\"]},{\"name\":\"Mounted Warrior\",\"entries\":[\"The ghost knight is rarely seen without its warhorse skeleton mount. The warhorse skeleton wears custom barding that raises its Armor Class to 15, and it has immunity to necrotic damage. While the ghost knight is mounted, its mount can't be {@condition charmed} or {@condition frightened}.\"]},{\"name\":\"Necrotic Weapons\",\"entries\":[\"The ghost knight's weapon attacks are magical. When the knight hits with any weapon, the weapon deals an extra {@damage 2d6} necrotic damage (included in the attack).\"]},{\"name\":\"Spirited Charge\",\"entries\":[\"If the ghost knight moves at least 20 feet straight toward a creature while mounted and then hits with a Lance attack on the same turn, the ghost knight can use a bonus action to command its mount to make one melee weapon attack against that creature as a reaction.\"]},{\"name\":\"Turning Defiance\",\"entries\":[\"The ghost knight and any undead within 30 feet of it have advantage on saving throws against effects that turn undead.\"]},{\"name\":\"Undead Nature\",\"entries\":[\"The ghost knight doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The ghost knight makes three Battleaxe or Lance attacks. If the ghost knight is mounted, it can make two Battleaxe or Lance attacks, and its mount can make one melee weapon attack.\"]},{\"name\":\"Battleaxe\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands, plus 7 ({@damage 2d6}) necrotic damage.\"]},{\"name\":\"Lance\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d12 + 3}) piercing damage plus 7 ({@damage 2d6}) necrotic damage.\"]}],\"environment\":[\"farmland\",\"urban\"],\"attachedItems\":[\"battleaxe|phb\",\"lance|phb\"],\"traitTags\":[\"Turn Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"N\",\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ghostwalk Spider\",\"source\":\"ToB1-2023\",\"page\":343,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"ac\":[15],\"hp\":{\"average\":119,\"formula\":\"14d10 + 42\"},\"speed\":{\"walk\":50,\"climb\":50},\"str\":15,\"dex\":20,\"con\":17,\"int\":9,\"wis\":14,\"cha\":8,\"save\":{\"dex\":\"+9\",\"cha\":\"+3\"},\"skill\":{\"perception\":\"+6\",\"stealth\":\"+9\"},\"senses\":[\"truesight 60 ft.\"],\"passive\":16,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"understands Undercommon but can't speak\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Ghostly Body (Ghostwalk Form Only)\",\"entries\":[\"The ghostwalk spider has resistance to acid, cold, fire, lightning, and thunder damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks, and it has immunity to the {@condition grappled}, {@condition paralyzed}, {@condition petrified}, and {@condition restrained} conditions.\"]},{\"name\":\"Incorporeal Movement (Ghostwalk Form Only)\",\"entries\":[\"The ghostwalk spider can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Web Walker\",\"entries\":[\"The spider ignores movement restrictions caused by webbing.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The ghostwalk spider makes one Bite attack and one Ghostly Snare attack, or it makes two Bite attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}21 ({@damage 3d10 + 5}) piercing damage. If the ghostwalk spider is in its true form, the target must make a {@dc 15} Constitution saving throw, taking 13 ({@damage 3d8}) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hp, the target is stable but {@condition poisoned} for 1 hour, even after regaining hp, and is {@condition paralyzed} while {@condition poisoned} in this way.\"]},{\"name\":\"Ghostly Snare (Ghostwalk Form Only, Recharge 4-6)\",\"entries\":[\"{@atk rw} {@hit 9} to hit, range 30/60 ft., one target. {@h}The target is {@condition restrained} by {@condition invisible} webbing. While {@condition restrained} in this way, the target is {@condition invisible}. As an action, the {@condition restrained} target can make a {@dc 15} Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 12; hp 15; immunity to bludgeoning, poison, and psychic damage).\"]}],\"bonus\":[{\"name\":\"Ghostwalk\",\"entries\":[\"The ghostwalk spider magically takes on a ghostly form or returns to its true, tangible form. Its statistics are the same in each form. Any equipment it is wearing or carrying becomes ghostly with it. It reverts to its true form if it dies.\"]}],\"environment\":[\"underdark\"],\"traitTags\":[\"Incorporeal Movement\",\"Spider Climb\",\"Web Walker\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"U\"],\"damageTags\":[\"I\",\"O\",\"P\"],\"miscTags\":[\"MW\",\"RW\"],\"conditionInflict\":[\"invisible\",\"paralyzed\",\"poisoned\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Giant Ant\",\"source\":\"ToB1-2023\",\"page\":22,\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"7d10 + 14\"},\"speed\":{\"walk\":40},\"str\":15,\"dex\":13,\"con\":15,\"int\":1,\"wis\":9,\"cha\":2,\"senses\":[\"blindsight 60 ft.\"],\"passive\":9,\"cr\":\"2\",\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The giant ant has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giant ant makes one Bite attack and one Sting attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 12}). Until this grapple ends, the target is {@condition restrained}, and the giant ant can't Bite a different target.\"]},{\"name\":\"Sting\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage. The target must make a {@dc 12} Constitution saving throw, taking 11 ({@damage 2d10}) poison damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"forest\",\"underdark\"],\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"I\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Giant Ant Queen\",\"isNamedCreature\":true,\"source\":\"ToB1-2023\",\"page\":22,\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":119,\"formula\":\"14d10 + 42\"},\"speed\":{\"walk\":40},\"str\":17,\"dex\":13,\"con\":16,\"int\":2,\"wis\":11,\"cha\":4,\"senses\":[\"blindsight 60 ft.\"],\"passive\":10,\"cr\":\"5\",\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The giant ant queen has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Queen's Scent\",\"entries\":[\"Giant ants within 30 feet of the queen have advantage on attack rolls against any creature that attacked the queen within the last minute.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giant ant queen makes two Bite attacks and one Sting attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 13}). Until this grapple ends, the target is {@condition restrained}, and the giant ant queen can't Bite a different target.\"]},{\"name\":\"Sting\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage. The target must make a {@dc 13} Constitution saving throw, taking 22 ({@damage 4d10}) poison damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"forest\",\"underdark\"],\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"I\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Gilded Devil\",\"source\":\"ToB1-2023\",\"page\":95,\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":112,\"formula\":\"15d8 + 45\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":15,\"con\":17,\"int\":15,\"wis\":18,\"cha\":17,\"save\":{\"con\":\"+6\",\"wis\":\"+7\",\"cha\":\"+6\"},\"skill\":{\"deception\":\"+9\",\"history\":\"+5\",\"insight\":\"+7\",\"persuasion\":\"+9\",\"sleight of hand\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Celestial\",\"Common\",\"Draconic\",\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The gilded devil casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell alter self}\",\"{@spell detect thoughts}\",\"{@spell suggestion}\"],\"daily\":{\"3e\":[\"{@spell charm person}\",\"{@spell scrying}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the gilded devil's darkvision.\"]},{\"name\":\"Golden Flail\",\"entries\":[\"The gilded devil's Golden Flail attacks are magical. When the devil hits with the Golden Flail, the flail deals an extra {@damage 4d6} fire damage (included in the attack). In addition, the devil can transform the flail into gold jewelry or back into a weapon as a bonus action.\"]},{\"name\":\"Liar's Largesse\",\"entries\":[\"If a creature accepts a gift of jewelry from the gilded devil, the creature becomes cursed until cured by a {@spell remove curse} spell or similar magic. While cursed, the creature has disadvantage on saving throws against the devil's spells and abilities.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The gilded devil has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The gilded devil makes two Golden Flail attacks or three Hurl Flame attacks.\"]},{\"name\":\"Golden Flail\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d10 + 5}) bludgeoning damage plus 14 ({@damage 4d6}) fire damage.\"]},{\"name\":\"Hurl Flame\",\"entries\":[\"{@atk rs} {@hit 7} to hit, range 120 ft., one target. {@h}14 ({@damage 3d6 + 4}) fire damage.\"]},{\"name\":\"Teleport {@recharge 4}\",\"entries\":[\"The gilded devil magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.\"]},{\"name\":\"Voracious Greed\",\"entries\":[\"The gilded devil magically consumes up to 1 cubic foot of nonmagical jewelry or coins made of precious material within 5 feet of it. It regains 5 hp for every 200 gp of the consumed objects' value. If the jewelry or coins are being worn or carried by a creature, that creature must succeed on a {@dc 15} Dexterity saving throw to prevent the consumption.\"]}],\"bonus\":[{\"name\":\"Betrayal of Riches {@recharge 4}\",\"entries\":[\"One creature wearing jewelry (an object made of precious material and worth at least 100 gp) the gilded devil can see within 60 feet of it must make a {@dc 15} Wisdom saving throw. On a failure, the target takes 13 ({@damage 3d8}) bludgeoning damage and suffers an effect until it finishes a short rest. The effect is based on the location of the worn jewelry (devil's choice if worn in multiple locations): on upper limbs, its melee damage is halved; on lower limbs, its speed is halved; on head, it is {@condition blinded} or {@condition deafened} (devil's choice); on body, it has vulnerability to bludgeoning damage. On a success, the target takes half the damage and doesn't suffer an additional effect.\"]}],\"environment\":[\"planar\",\"urban\"],\"traitTags\":[\"Devil's Sight\",\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Teleport\"],\"languageTags\":[\"C\",\"CE\",\"DR\",\"I\",\"TP\"],\"damageTags\":[\"B\",\"F\"],\"damageTagsSpell\":[\"B\",\"P\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"CUR\",\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForced\":[\"dexterity\",\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Glass Gator\",\"source\":\"ToB1-2023\",\"page\":211,\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":45,\"formula\":\"7d10 + 7\"},\"speed\":{\"walk\":30,\"swim\":50},\"str\":15,\"dex\":14,\"con\":12,\"int\":4,\"wis\":10,\"cha\":5,\"skill\":{\"perception\":\"+2\",\"stealth\":\"+4\"},\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":12,\"cr\":\"1\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The glass gator can breathe air and water.\"]},{\"name\":\"Constricting Lunge\",\"entries\":[\"If the glass gator jumps at least 10 feet straight toward a target and then hits it with a Claw attack on the same turn, the target must succeed on a {@dc 12} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the gator can make one Constrict attack against it as a bonus action.\"]},{\"name\":\"Standing Leap\",\"entries\":[\"The glass gator's long jump is up to 15 feet and its high jump is up to 10 feet, with or without a running start.\"]},{\"name\":\"Transparent\",\"entries\":[\"The glass gator has advantage on Dexterity ({@skill Stealth}) checks made to hide while underwater or in dim light.\"]}],\"action\":[{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) slashing damage.\"]},{\"name\":\"Constrict\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 12}). Until the grapple ends, the target is {@condition restrained} and takes 5 ({@damage 2d4}) poison damage at the start of each of its turns, and the glass gator can't use Constrict on another target.\"]}],\"reaction\":[{\"name\":\"Silt Cloud (Recharges after a Short or Long Rest)\",\"entries\":[\"When it takes damage while underwater and within 5 feet of the bottom of a body of water, the glass gator stirs up a 10-foot-radius sphere of silt centered on it. The silt spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a strong current disperses it. The glass gator can then swim up to half its speed. The cloud of silt doesn't move with the glass gator.\"]}],\"environment\":[\"desert\",\"grassland\",\"underwater\"],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"B\"],\"damageTags\":[\"B\",\"I\",\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"grappled\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gnarljak\",\"source\":\"ToB1-2023\",\"page\":212,\"size\":[\"S\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":88,\"formula\":\"16d6 + 32\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":21,\"con\":15,\"int\":2,\"wis\":14,\"cha\":1,\"save\":{\"str\":\"+4\"},\"skill\":{\"perception\":\"+5\",\"stealth\":\"+8\"},\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":15,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Construct Nature\",\"entries\":[\"The gnarljak doesn't require air, food, drink, or sleep.\"]},{\"name\":\"False Appearance\",\"entries\":[\"While the gnarljak remains motionless, it is indistinguishable from a normal bear trap.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The gnarljak makes one Gnawing Bite attack and two Chain Tail attacks, or it makes three Chain Tail attacks.\"]},{\"name\":\"Gnawing Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage, and the gnarljak attaches to the target. While attached, the gnarljak can't make Gnawing Bite attacks, and at the start of each of the gnarljak's turns, the target takes 14 ({@damage 2d8 + 5}) piercing damage.\",\"The attached gnarljak moves with the target whenever the target moves, requiring none of the gnarljak's movement. It can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the gnarljak by succeeding on a {@dc 16} Strength check.\"]},{\"name\":\"Chain Tail\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage.\"]}],\"bonus\":[{\"name\":\"Secure Tail\",\"entries\":[\"When within 10 feet of the ground, structure, wall, or other solid surface, the gnarljak can secure its tail spike on a point in the surface within 10 feet of it. While secured, the gnarljak can't be knocked {@condition prone}, it can't move more than 10 feet from that point, and its Chain Tail attack's reach is reduced to 5 feet. If the gnarljak is attached to a creature while its tail is secured, the creature is {@condition restrained} until the gnarljak is no longer attached to it.\"]}],\"environment\":[\"farmland\",\"forest\",\"urban\"],\"traitTags\":[\"False Appearance\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\",\"restrained\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gnoll Havoc Runner\",\"source\":\"ToB1-2023\",\"page\":212,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"gnoll\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item chain shirt|phb}\"]}],\"hp\":{\"average\":58,\"formula\":\"9d8 + 18\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":14,\"con\":14,\"int\":8,\"wis\":12,\"cha\":9,\"skill\":{\"athletics\":\"+5\",\"perception\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"languages\":[\"Gnoll\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Harrying Attacks\",\"entries\":[\"If the gnoll attacks more than one creature in the same turn, the first target has disadvantage on attack rolls until the end of its next turn.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The gnoll has advantage on attack rolls against a creature if at least one of the gnoll's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The gnoll makes one Bite attack and two Battleaxe attacks.\"]},{\"name\":\"Battleaxe\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]}],\"bonus\":[{\"name\":\"Lightning Lope\",\"entries\":[\"The gnoll takes the Dash or Disengage action.\"]}],\"environment\":[\"desert\",\"grassland\"],\"attachedItems\":[\"battleaxe|phb\"],\"traitTags\":[\"Pack Tactics\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Goat-Man\",\"source\":\"ToB1-2023\",\"page\":214,\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":65,\"formula\":\"10d8 + 20\"},\"speed\":{\"walk\":40},\"str\":19,\"dex\":14,\"con\":14,\"int\":10,\"wis\":13,\"cha\":8,\"save\":{\"dex\":\"+4\"},\"skill\":{\"acrobatics\":\"+4\",\"athletics\":\"+6\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"understands Common\",\"Giant\",\"and Trollkin but can't speak\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Charge\",\"entries\":[\"If the goat-man moves at least 20 feet straight toward a target and then hits it with a Slam attack on the same turn, the target takes an extra 4 ({@damage 1d8}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The goat-man makes one Bite attack and two Slam attacks. If both Slam attacks hit the same target, the target must succeed on a {@dc 14} Constitution saving throw or be {@condition stunned} until the end of its next turn.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage.\"]}],\"environment\":[\"badlands\",\"grassland\"],\"traitTags\":[\"Charge\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CS\",\"GI\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\",\"stunned\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gray Thirster\",\"source\":\"ToB1-2023\",\"page\":221,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[13],\"hp\":{\"average\":52,\"formula\":\"8d8 + 16\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":16,\"con\":15,\"int\":6,\"wis\":12,\"cha\":14,\"skill\":{\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"necrotic\"],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"understands the languages it knew in life but can't speak\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Thirst Aura\",\"entries\":[\"A creature that starts its turn within 30 feet of the gray thirster must succeed on a {@dc 12} Constitution saving throw or suffer one level of {@condition exhaustion}. On a successful saving throw, the creature is immune to the gray thirster's Thirst Aura for the next 24 hours.\"]},{\"name\":\"Thirsting Dead Nature\",\"entries\":[\"The gray thirster doesn't require air, food, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The gray thirster makes two Claw attacks, or it makes one Claw attack and one Withering Turban attack.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) slashing damage.\"]},{\"name\":\"Withering Turban\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one creature. {@h}7 ({@damage 1d8 + 3}) necrotic damage. The target must succeed on a {@dc 12} Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. The target has disadvantage on this saving throw if it failed the saving throw against the thirster's Thirst Aura. This reduction lasts until the target finishes a long rest with no levels of {@condition exhaustion}. The target dies if this effect reduces its hp maximum to 0.\"]},{\"name\":\"Drought (1/Day)\",\"entries\":[\"The gray thirster draws the moisture from containers and creatures around it. Nonmagical water and other liquids within 20 feet of the thirster that aren't being worn or carried turn to dust. Each creature within 20 feet of the thirster that isn't a Construct or Undead must make a {@dc 12} Constitution saving throw. On a failure, a creature takes 9 ({@damage 2d8}) necrotic damage and up to 5 gallons of nonmagical liquid it is wearing or carrying turn to dust. On a success, a creature takes half the damage, and nonmagical liquids it is wearing or carrying don't turn to dust. Plants, Oozes, creatures with the Amphibious or Water Breathing trait, and creatures made mostly of water, such as water elementals or steam mephitis, have disadvantage on the saving throw.\"]}],\"environment\":[\"badlands\",\"desert\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"LF\"],\"damageTags\":[\"N\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Greater Death Butterfly Swarm\",\"source\":\"ToB1-2023\",\"page\":70,\"size\":[\"H\"],\"type\":{\"type\":\"beast\",\"swarmSize\":\"T\"},\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":84,\"formula\":\"13d12\"},\"speed\":{\"walk\":5,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":1,\"dex\":18,\"con\":10,\"int\":1,\"wis\":15,\"cha\":12,\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"vulnerable\":[\"cold\",\"fire\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"stunned\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Potent Poison\",\"entries\":[\"Undead with resistance or immunity to poison damage or the {@condition poisoned} condition can be affected by the swarm's poison.\"]},{\"name\":\"Swarm\",\"entries\":[\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hp or gain temporary hp.\"]},{\"name\":\"Weight of Wings\",\"entries\":[\"A creature that starts its turn in the swarm's space has its speed halved and must succeed on a {@dc 15} Dexterity saving throw or become {@condition blinded}. Both effects end when the creature ends its turn outside the swarm's space. On a successful saving throw, the creature is immune to the blinding effect of Weight of Wings for the next 24 hours.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The swarm makes two Bites attacks.\"]},{\"name\":\"Bites\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 0 ft., one creature in the swarm's space. {@h}21 ({@damage 6d6}) piercing damage, or 10 ({@damage 3d6}) piercing damage if the swarm has half of its hp or fewer. The target must make a {@dc 15} Constitution saving throw. On a failure, it takes 10 ({@damage 3d6}) poison damage and is {@condition poisoned} for 1 minute. On a success, it takes half the damage and isn't {@condition poisoned}. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"farmland\",\"forest\",\"urban\"],\"tokenCredit\":\"ZombiOctopi\",\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"blinded\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Greyfur\",\"source\":\"ToB1-2023\",\"page\":250,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"lemurfolk\"]},\"alignment\":[\"N\"],\"ac\":[13],\"hp\":{\"average\":67,\"formula\":\"15d6 + 15\"},\"speed\":{\"walk\":30,\"climb\":20},\"str\":9,\"dex\":16,\"con\":12,\"int\":16,\"wis\":12,\"cha\":10,\"skill\":{\"acrobatics\":\"+5\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"languages\":[\"Common\",\"Lemurfolk\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The greyfur casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell light}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\"],\"daily\":{\"3e\":[\"{@spell color spray}\",\"{@spell sleep}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Glide\",\"entries\":[\"The greyfur has membranes between its fore and hind limbs that expand when falling to slow its rate of descent to 60 feet per round, landing on its feet and taking no falling damage. It can move up to 5 feet horizontally for every 1 foot it falls. The greyfur can't gain height with its gliding membranes alone. If subjected to a strong wind or lift of any kind, it can use the updraft to glide farther.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The greyfur lemurfolk makes two Greyfur's Staff or Arcane Bolt attacks. It can replace one attack with a use of Spellcasting.\"]},{\"name\":\"Greyfur's Staff\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage plus 5 ({@damage 2d4}) force damage.\"]},{\"name\":\"Arcane Bolt\",\"entries\":[\"{@atk rs} {@hit 5} to hit, range 60 ft., one target. {@h}10 ({@damage 2d6 + 3}) force damage.\"]}],\"environment\":[\"forest\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\",\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"blinded\",\"unconscious\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Grim Jester\",\"source\":\"ToB1-2023\",\"page\":224,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":136,\"formula\":\"16d8 + 64\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":22,\"con\":18,\"int\":16,\"wis\":16,\"cha\":20,\"save\":{\"dex\":\"+10\",\"con\":\"+8\",\"cha\":\"+9\"},\"skill\":{\"acrobatics\":\"+10\",\"deception\":\"+9\",\"perception\":\"+7\",\"performance\":\"+9\",\"sleight of hand\":\"+10\",\"stealth\":\"+10\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":17,\"resist\":[\"cold\"],\"immune\":[\"necrotic\",\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"Abyssal\",\"Celestial\",\"Common\",\"Gnomish\",\"telepathy 120 ft.\"],\"cr\":\"11\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The grim jester casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save {@dc 17}):\"],\"will\":[\"{@spell disguise self}\",\"{@spell grease}\"],\"daily\":{\"3e\":[\"{@spell magic mouth} (as an action)\",\"{@spell mirror image}\"],\"1e\":[\"{@spell mislead}\",\"{@spell seeming}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Last Laugh\",\"entries\":[\"Unless it is destroyed in a manner amusing to the god of death that created it, the grim jester gains a new body in {@dice 1d20} days, regaining all its hp and becoming active again. The new body appears in a place of the god's choosing.\"]},{\"name\":\"Mock the Dying\",\"entries\":[\"Death saving throws made within 60 feet of the grim jester have disadvantage.\"]},{\"name\":\"Turn Resistance\",\"entries\":[\"The grim jester has advantage on saving throws against any effect that turns undead.\"]},{\"name\":\"Undead Nature\",\"entries\":[\"The grim jester doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The grim jester can use its Killing Joke. It then makes two Necrotic Claw attacks. It can replace one attack with a use of Spellcasting.\"]},{\"name\":\"Necrotic Claw\",\"entries\":[\"{@atk ms} {@hit 9} to hit, range 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage plus 14 ({@damage 4d6}) necrotic damage.\"]},{\"name\":\"Killing Joke\",\"entries\":[\"The grim jester tells an ancient, nihilistic joke to one creature it can see within 60 feet of it. The target must succeed on a {@dc 17} Wisdom saving throw or fall {@condition prone} in a fit of laughter, becoming {@condition incapacitated} and unable to stand up for 1 minute. A creature that fails this saving throw by 5 or more is reduced to 0 hp instead. The {@condition incapacitated} target can repeat the saving throw at the end of each of its turns, taking 14 ({@damage 4d6}) necrotic damage on a failed save or ending the effect on itself on a success.\"]}],\"bonus\":[{\"name\":\"Joker's Shuffle {@recharge}\",\"entries\":[\"The grim jester exchanges locations with a Medium or smaller creature it can see within 60 feet of it. The jester and target each teleport to the other's space, and each becomes covered in a magical illusion to look and sound like the other. A creature must take an action to visually inspect an illusion and succeed on a {@dc 19} Intelligence ({@skill Investigation}) check to discern that the jester and target are disguised. The illusions last for 1 minute, until the jester dies, or until the jester dismisses them as a bonus action.\"]}],\"environment\":[\"any\"],\"traitTags\":[\"Turn Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"CE\",\"G\",\"TP\"],\"damageTags\":[\"N\",\"S\"],\"spellcastingTags\":[\"O\"],\"conditionInflict\":[\"prone\"],\"conditionInflictSpell\":[\"blinded\",\"deafened\",\"invisible\",\"prone\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gug\",\"source\":\"ToB1-2023\",\"page\":225,\"size\":[\"H\"],\"type\":\"giant\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":230,\"formula\":\"20d12 + 100\"},\"speed\":{\"walk\":40},\"str\":24,\"dex\":10,\"con\":21,\"int\":10,\"wis\":8,\"cha\":14,\"save\":{\"str\":\"+11\",\"dex\":\"+4\",\"con\":\"+9\",\"cha\":\"+6\"},\"skill\":{\"athletics\":\"+11\",\"perception\":\"+3\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 240 ft.\"],\"passive\":13,\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"paralyzed\",\"poisoned\"],\"languages\":[\"Deep Speech\",\"Giant\",\"Undercommon\"],\"cr\":\"12\",\"trait\":[{\"name\":\"Towering Strength\",\"entries\":[\"The gug is considered to be a Gargantuan giant for the purpose of determining its carrying capacity.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The gug makes two four Grasping Claw attacks, or it makes two Grasping Claw attacks and two Stomp attacks. It can replace one Grasping Claw attack with a use of Fling or Swallow.\"]},{\"name\":\"Grasping Claw\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d10 + 7}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 17}) if it is a Large or smaller creature. The gug has four Grasping Claws, each of which can grapple only one target.\"]},{\"name\":\"Stomp\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft. {@h}20 ({@damage 2d12 + 7}) bludgeoning damage, and the target must succeed on a {@dc 17} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Fling\",\"entries\":[\"One Large or smaller object held or creature {@condition grappled} by the gug is thrown up to 60 feet in a random direction and knocked {@condition prone}. If a thrown target strikes a solid surface, the target takes 3 ({@damage 1d6}) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a {@dc 17} Dexterity saving throw or take the same damage and be knocked {@condition prone}.\"]},{\"name\":\"Swallow\",\"entries\":[\"The gug makes one Grasping Claw attack against a Large or smaller creature it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the gug, and it takes 14 ({@damage 4d6}) acid damage at the start of each of the gug's turns. A gug can have only one creature swallowed at a time.\",\"If the gug takes 30 damage or more on a single turn from the swallowed creature, the gug must succeed on a {@dc 19} Constitution saving throw at the end of that turn or regurgitate the creature, which falls {@condition prone} in a space within 10 feet of the gug. If the gug dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 10 feet of movement, exiting {@condition prone}.\"]}],\"environment\":[\"planar\",\"underdark\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Swallow\"],\"languageTags\":[\"DS\",\"GI\",\"U\"],\"damageTags\":[\"A\",\"B\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"grappled\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gypsosphinx\",\"source\":\"ToB1-2023\",\"page\":340,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":190,\"formula\":\"20d10 + 80\"},\"speed\":{\"walk\":40,\"fly\":70},\"str\":20,\"dex\":14,\"con\":18,\"int\":18,\"wis\":18,\"cha\":18,\"skill\":{\"arcana\":\"+9\",\"history\":\"+9\",\"perception\":\"+9\",\"religion\":\"+9\"},\"senses\":[\"truesight 90 ft.\"],\"passive\":19,\"resist\":[\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\",\"Darakhul\",\"Sphinx\"],\"cr\":\"14\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The sphinx casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 17}):\"],\"will\":[\"{@spell comprehend languages}\",\"{@spell detect magic}\",\"{@spell mage hand}\"],\"daily\":{\"3e\":[\"{@spell blur}\",\"{@spell dispel magic}\",\"{@spell locate object}\"],\"1e\":[\"{@spell major image}\",\"{@spell greater invisibility}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Death Sense\",\"entries\":[\"The sphinx can pinpoint, by scent, the location of each creature below half its hp maximum within 60 feet of it, and it can sense the general direction of creatures that don't have all of their hp within 1 mile of it. In addition, the sphinx can foretell the age and manner of a creature's death by looking at it. This effect doesn't take into account possible circumstances that might change the outcome, such as the casting of powerful spells or the creature making a radical change in its life's path.\"]},{\"name\":\"Inscrutable\",\"entries\":[\"The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom ({@skill Insight}) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The sphinx's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The sphinx makes one Beak attack and two Claw attacks. If both Claw attacks hit one creature, the target must succeed on a {@dc 18} Strength saving throw or take 14 ({@damage 4d6}) slashing damage and be knocked {@condition prone}.\"]},{\"name\":\"Beak\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d10 + 5}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}19 ({@damage 4d6 + 5}) slashing damage.\"]},{\"name\":\"Carrion Breath {@recharge 5}\",\"entries\":[\"The gypsosphinx exhales rotting breath in a 30-foot cone. Each creature in the area must make a {@dc 18} Constitution saving throw. On a failure, a creature takes 21 ({@damage 6d6}) poison damage and 27 ({@damage 6d8}) necrotic damage and is {@condition poisoned} for 1 minute. On a success, a creature takes half the damage and isn't {@condition poisoned}. While {@condition poisoned} in this way, a creature has disadvantage on death saving throws. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"legendary\":[{\"name\":\"Beak Attack\",\"entries\":[\"The sphinx makes one Beak attack.\"]},{\"name\":\"Cast a Spell (Costs 2 Actions)\",\"entries\":[\"The sphinx uses Spellcasting.\"]},{\"name\":\"Teleport (Costs 2 Actions)\",\"entries\":[\"The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.\"]}],\"environment\":[\"desert\",\"underdark\",\"urban\"],\"traitTags\":[\"Magic Weapons\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"OTH\"],\"damageTags\":[\"I\",\"N\",\"P\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"poisoned\",\"prone\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Haugbui\",\"source\":\"ToB1-2023\",\"page\":231,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"N\"],\"ac\":[15],\"hp\":{\"average\":153,\"formula\":\"18d8 + 72\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":18,\"dex\":20,\"con\":18,\"int\":15,\"wis\":20,\"cha\":16,\"save\":{\"dex\":\"+10\",\"con\":\"+9\",\"wis\":\"+10\"},\"skill\":{\"arcana\":\"+7\",\"history\":\"+7\",\"intimidation\":\"+8\",\"perception\":\"+10\",\"religion\":\"+12\"},\"senses\":[\"truesight 60 ft.\"],\"passive\":20,\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"necrotic\",\"thunder\"],\"immune\":[\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"restrained\"],\"languages\":[\"telepathy 120 ft. all the languages it knew in life\"],\"cr\":\"13\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The haugbui casts one of the following spells, requiring no components and using Wisdom as the spellcasting ability (spell save {@dc 18}):\"],\"will\":[\"{@spell dancing lights}\",\"{@spell mending}\",\"{@spell purify food and drink}\",\"{@spell spare the dying}\"],\"daily\":{\"3e\":[\"{@spell gust of wind}\",\"{@spell telekinesis}\"],\"1e\":[\"{@spell dispel magic}\",\"{@spell remove curse}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Incorporeal Movement\",\"entries\":[\"The haugbui can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the haugbui has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]},{\"name\":\"Turn Resistance\",\"entries\":[\"The haugbui has advantage on saving throws against any effect that turns undead.\"]},{\"name\":\"Undead Nature\",\"entries\":[\"The hangbui doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The haugbui makes three Psychic Blast attacks. It can replace one attack with a use of Spellcasting.\"]},{\"name\":\"Psychic Blast\",\"entries\":[\"{@atk ms,rs} {@hit 10} to hit, range 120 ft., one target. {@h}27 ({@damage 5d8 + 5}) psychic damage.\"]},{\"name\":\"Invisibility\",\"entries\":[\"The haugbui magically turns {@condition invisible} until it attacks or casts a spell, or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the haugbui wears or carries is {@condition invisible} with it.\"]}],\"bonus\":[{\"name\":\"Sepulchral Scrying {@recharge}\",\"entries\":[\"While within 1 mile of its burial mound, the haugbui creates an {@condition invisible} sensor within 5 miles of the mound for 1 minute. When it uses this bonus action and as a bonus action on each of its turns for the duration, the haugbui can switch between using its own senses and projecting its senses through the sensor. While projecting its senses through the sensor, it can see, hear, telepathically communicate, and cast spells as if it was in the sensor's space, and it is {@condition blinded} and {@condition deafened} with regard to its own senses. The sensor can be dispelled ({@dc 14}).\"]}],\"environment\":[\"farmland\",\"hill\"],\"traitTags\":[\"Incorporeal Movement\",\"Sunlight Sensitivity\",\"Turn Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\",\"TP\"],\"damageTags\":[\"O\",\"Y\"],\"spellcastingTags\":[\"O\"],\"conditionInflict\":[\"invisible\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForcedSpell\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Herald of Blood\",\"source\":\"ToB1-2023\",\"page\":232,\"size\":[\"H\"],\"type\":\"fiend\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":184,\"formula\":\"16d12 + 80\"},\"speed\":{\"walk\":30,\"fly\":50,\"swim\":30},\"str\":22,\"dex\":12,\"con\":20,\"int\":14,\"wis\":17,\"cha\":16,\"save\":{\"str\":\"+10\",\"con\":\"+9\",\"wis\":\"+7\"},\"skill\":{\"arcana\":\"+10\",\"perception\":\"+7\"},\"senses\":[\"darkvision 240 ft.\"],\"passive\":17,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"Common\",\"Draconic\",\"Infernal\",\"Void Speech\"],\"cr\":\"12\",\"trait\":[{\"name\":\"Blood Armor\",\"entries\":[\"Each time a creature with blood hits the herald with a melee attack while within 10 feet of the herald, the creature takes 4 ({@damage 1d8}) necrotic damage, and the herald's AC increases by 1 until the end of its next turn. The herald's AC can't be increased to more than 20 from this trait.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The herald makes three Herald's Staff or Blood Bolt attacks, or it makes two Herald's Staff attacks and one Grasping Slam attack.\"]},{\"name\":\"Herald's Staff\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d6 + 6}) bludgeoning damage plus 13 ({@damage 3d8}) necrotic damage.\"]},{\"name\":\"Grasping Slam\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 17}) if it is a Large or smaller creature. Until this grapple ends, the target is {@condition restrained} and takes 9 ({@damage 2d8}) necrotic damage at the start of each of its turns, and the herald can't use its Grasping Slam on another target.\"]},{\"name\":\"Blood Bolt\",\"entries\":[\"{@atk rs} {@hit 7} to hit, range 120 ft., one target. {@h}25 ({@damage 5d8 + 3}) necrotic damage. If the target is a creature with blood, it must succeed on a {@dc 17} Constitution saving throw or be {@condition poisoned} until the end of its next turn.\"]},{\"name\":\"Call Blood {@recharge 5}\",\"entries\":[\"Each creature with blood within 10 feet of the herald must make a {@dc 17} Constitution saving throw, taking 45 ({@damage 10d8}) necrotic damage on a failed save, or half as much damage on a successful one. The herald then gains temporary hp equal to the single highest amount of necrotic damage dealt. A creature that fails the saving throw by 5 or more also suffers one level of {@condition exhaustion}.\"]}],\"bonus\":[{\"name\":\"Grant Blood Rage\",\"entries\":[\"The herald of blood infuses reckless rage in one creature it can see within 60 feet of it that isn't a Construct or Undead. The target must succeed on a {@dc 17} Constitution saving throw or be enraged for a number of rounds equal to the target's Constitution modifier. While enraged, the target has advantage on all melee attack rolls, and attack rolls against it have advantage. When the rage ends, the target takes 13 ({@damage 3d8}) necrotic damage and suffers one level of {@condition exhaustion}. A creature with any levels of {@condition exhaustion} automatically succeeds on this saving throw.\"]}],\"environment\":[\"any\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"I\"],\"damageTags\":[\"B\",\"N\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"exhaustion\",\"grappled\",\"poisoned\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Herald of Darkness\",\"source\":\"ToB1-2023\",\"page\":233,\"size\":[\"L\"],\"type\":\"fiend\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item chain shirt|phb}\"]}],\"hp\":{\"average\":105,\"formula\":\"10d10 + 50\"},\"speed\":{\"walk\":30,\"fly\":50,\"swim\":30},\"str\":20,\"dex\":14,\"con\":20,\"int\":12,\"wis\":15,\"cha\":19,\"save\":{\"str\":\"+8\",\"con\":\"+8\",\"cha\":\"+7\"},\"skill\":{\"athletics\":\"+8\",\"deception\":\"+7\",\"perception\":\"+5\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 240 ft.\"],\"passive\":15,\"resist\":[\"bludgeoning\",\"cold\",\"lightning\"],\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"Common\",\"Elvish\",\"Goblin\",\"Infernal\",\"Sylvan\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Made of Shadows (Shadow Form Only)\",\"entries\":[\"The herald of darkness has resistance to bludgeoning, piercing, and slashing damage and can enter a hostile creature's space and stop there. In addition, it can move through a space as narrow as 1 inch wide without squeezing.\"]},{\"name\":\"Shadow's Sight\",\"entries\":[\"Magical darkness doesn't impede the herald's darkvision.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The herald of darkness makes two Embrace Darkness or Shadow Sword attacks.\"]},{\"name\":\"Embrace Darkness (Shadow Form Only)\",\"entries\":[\"{@atk ms} {@hit 7} to hit, reach 0 ft., one creature in the herald's space. {@h}18 ({@damage 3d8 + 5}) necrotic damage, and the target must succeed on a {@dc 15} Constitution saving throw or be {@condition paralyzed} until the end of its next turn.\"]},{\"name\":\"Shadow Sword (Fiend Form Only)\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage plus 9 ({@damage 2d8}) necrotic damage.\"]},{\"name\":\"Majesty of the Abyss {@recharge 5}\",\"entries\":[\"The herald of darkness emits a sinister burst of infernal power. Each creature within 15 feet of the herald and that can see it must make a {@dc 15} Constitution saving throw. On a failure, a creature takes 27 ({@damage 6d8}) necrotic damage and is {@condition blinded} for 1 minute. On a success, a creature takes half the damage and isn't {@condition blinded}. A creature that fails the saving throw by 5 or more is also {@condition paralyzed} until the end of its next turn. A {@condition blinded} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"bonus\":[{\"name\":\"Shadow Shape\",\"entries\":[\"The herald magically transforms into a Large shadow or back into its true form, which is a Fiend. Its statistics are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies.\"]}],\"environment\":[\"any\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\",\"GO\",\"I\",\"S\"],\"damageTags\":[\"N\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"paralyzed\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hoard Golem\",\"source\":\"ToB1-2023\",\"page\":217,\"size\":[\"H\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":161,\"formula\":\"14d12 + 70\"},\"speed\":{\"walk\":40},\"str\":22,\"dex\":15,\"con\":20,\"int\":3,\"wis\":11,\"cha\":1,\"save\":{\"con\":\"+9\"},\"skill\":{\"athletics\":\"+10\",\"perception\":\"+4\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":14,\"immune\":[\"poison\",\"psychic\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't adamantine\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"12\",\"trait\":[{\"name\":\"Construct Nature\",\"entries\":[\"The golem doesn't require air, food, drink, or sleep.\"]},{\"name\":\"Enchanted Weapons\",\"entries\":[\"The golem's weapon attacks are magical. When the golem hits with any weapon, the weapon deals an extra {@damage 4d8} force damage (included in the attack).\"]},{\"name\":\"Immutable Form\",\"entries\":[\"The golem is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The golem has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Strike with Awe\",\"entries\":[\"A creature that enters a space within 120 feet of the hoard golem or starts its turn there must succeed on a {@dc 17} Wisdom saving throw or have disadvantage on Wisdom ({@skill Perception}) checks while it remains within 120 feet of the golem.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hoard golem makes two Slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d10 + 6}) bludgeoning damage plus 18 ({@damage 4d8}) force damage.\"]},{\"name\":\"Thieving Whirlwind {@recharge 5}\",\"entries\":[\"The hoard golem partially disperses into a whirlwind of coins, gemstones, and other valuables then recoalesces. Each creature within 20 feet of the golem must make a {@dc 17} Dexterity saving throw. On a failure, a creature takes 44 ({@damage 8d10}) bludgeoning damage and loses one object it is wearing or carrying. On a success, a creature takes half the damage and doesn't lose an object. Each object the golem steals must weigh no more than 20 pounds and not be wrapped around or firmly attached to a creature. For example, the golem could steal a belt pouch full of coins or a creature's jewel-encrusted dagger, but it can't steal a creature's shirt or armor. The hoard golem steals objects of high value over those of minimal value. The stolen object becomes part of the golem's body and can't be retrieved until the golem dies.\"]}],\"environment\":[\"underdark\",\"urban\"],\"traitTags\":[\"Immutable Form\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"B\",\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Horakh\",\"source\":\"ToB1-2023\",\"page\":234,\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":161,\"formula\":\"19d8 + 76\"},\"speed\":{\"walk\":40,\"climb\":30},\"str\":18,\"dex\":19,\"con\":19,\"int\":5,\"wis\":15,\"cha\":10,\"save\":{\"dex\":\"+8\"},\"skill\":{\"athletics\":\"+8\",\"perception\":\"+6\",\"stealth\":\"+8\"},\"senses\":[\"darkvision 60 ft.\",\"tremorsense 30 ft.\"],\"passive\":20,\"languages\":[\"understands Undercommon but can't speak\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Implant Egg\",\"entries\":[\"If the horakh reduces a creature to 0 hp with a Bite attack or as a bonus action while within 5 feet of a creature with 0 hp, the horakh can implant an egg in the creature. The implanted egg rests in the creature's eye socket for 14 days while it incubates. A host creature can carry only one horakh egg to term at a time. While the egg is implanted, the host can't use its eye and has disadvantage on attack rolls and on Wisdom ({@skill Perception}) checks that rely on sight. Exactly 24 hours before the egg hatches, the host becomes {@condition blinded}. When the egg hatches, the young horakh erupts from the host's head, killing the host in the process.\",\"A {@spell lesser restoration} spell cast on the host destroys the egg. Alternatively, a creature other than the host can take an action to remove the egg by succeeding on a {@dc 16} Wisdom ({@skill Medicine}) check. On a failure, the host takes 9 ({@damage 2d8}) slashing damage.\"]},{\"name\":\"Standing Leap\",\"entries\":[\"The horakh's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The horakh makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}22 ({@damage 4d8 + 4}) piercing damage. If the horakh scores a critical hit, it removes one of the target's eyes, provided the target has eyes, and places the eye in a fluid sac on its thorax. While missing half or less of its total number of eyes, the target has disadvantage on attack rolls and Wisdom ({@skill Perception}) checks that rely on sight. While missing more than half its total number of eyes, the target is {@condition blinded} until its sight is restored.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}17 ({@damage 3d8 + 4}) slashing damage.\"]}],\"bonus\":[{\"name\":\"Shadow Stealth\",\"entries\":[\"While in dim light or darkness, the horakh takes the Hide action.\"]}],\"environment\":[\"underdark\"],\"senseTags\":[\"D\",\"T\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"U\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"blinded\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hound of the Night\",\"source\":\"ToB1-2023\",\"page\":235,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":112,\"formula\":\"15d10 + 30\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":16,\"con\":14,\"int\":7,\"wis\":14,\"cha\":10,\"save\":{\"dex\":\"+6\",\"con\":\"+5\",\"wis\":\"+5\"},\"skill\":{\"intimidation\":\"+3\",\"perception\":\"+5\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"immune\":[\"cold\"],\"vulnerable\":[\"fire\"],\"languages\":[\"understands Elvish and Umbral but can't speak\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Fey Scent\",\"entries\":[\"The hound of the night has advantage on Wisdom ({@skill Perception}) checks that rely on smell. If it is tracking a Fey, Giant, or Humanoid whose scent it knows, the hound can continue tracking that creature if the creature moves into the Border Ethereal or teleports, provided the creature isn't in the Border Ethereal for more than 1 minute or that the creature doesn't teleport more than 100 feet at a time.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hound of the night makes two Bite attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage plus 4 ({@damage 1d8}) cold damage, and the target must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Frost Breath {@recharge 5}\",\"entries\":[\"The hound exhales frost in a 15-foot cone. Each creature in the area must make a {@dc 14} Dexterity saving throw, taking 27 ({@damage 6d8}) cold damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Teleport {@recharge 4}\",\"entries\":[\"The hound magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Before or after teleporting, the hound can make one Bite attack.\"]}],\"environment\":[\"forest\",\"planar\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\",\"Teleport\"],\"languageTags\":[\"CS\",\"E\"],\"damageTags\":[\"C\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hraesvelgr\",\"isNamedCreature\":true,\"source\":\"ToB1-2023\",\"page\":207,\"size\":[\"H\"],\"type\":{\"type\":\"giant\",\"tags\":[\"shapechanger\",\"titan\"]},\"alignment\":[\"N\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":241,\"formula\":\"21d12 + 105\"},\"speed\":{\"walk\":{\"number\":50,\"condition\":\"(20 ft. fly 120 ft. in roc form)\"}},\"str\":25,\"dex\":10,\"con\":20,\"int\":16,\"wis\":17,\"cha\":20,\"save\":{\"dex\":\"+6\",\"int\":\"+9\",\"wis\":\"+9\",\"cha\":\"+11\"},\"skill\":{\"athletics\":\"+13\",\"perception\":\"+9\",\"survival\":\"+9\"},\"passive\":19,\"resist\":[\"lightning\",\"thunder\"],\"immune\":[\"cold\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"exhaustion\"],\"languages\":[\"Auran\",\"Common\",\"Giant (can't speak in roc form)\"],\"cr\":\"19\",\"trait\":[{\"name\":\"Keen Sight (Roc Form Only)\",\"entries\":[\"Hraesvelgr has advantage on Wisdom ({@skill Perception}) checks that rely on sight.\"]},{\"name\":\"Influence Weather\",\"entries\":[\"Nearby weather responds to Hraesvelgr's desires. At the start of each minute, Hraesvelgr can choose to change the precipitation and wind within 3 miles of him by one stage, up or down (no action required). This effect works like the changing weather conditions aspect of the {@spell control weather} spell, except Hraesvelgr can't change the temperature and the conditions change immediately.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Hraesvelgr fails a saving throw, he can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Hraesvelgr makes one Beak attack and two Talon attacks, or he makes three Fist attacks. Alternatively, he can make three Gale Blast attacks. If two Fist attacks hit one creature, the target must succeed on a {@dc 19} Constitution saving throw or be {@condition stunned} until the end of its next turn.\"]},{\"name\":\"Beak (Roc Form Only)\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}25 ({@damage 4d8 + 7}) piercing damage.\"]},{\"name\":\"Fist (Giant Form Only)\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}20 ({@damage 3d8 + 7}) bludgeoning damage.\"]},{\"name\":\"Talons (Roc Form Only)\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}17 ({@damage 3d6 + 7}) slashing damage, and the target is {@condition grappled} (escape {@dc 17}). Until this grapple ends, the target is {@condition restrained}. Hraesvelgr has two talons, each of which can grapple only one target.\"]},{\"name\":\"Gale Blast\",\"entries\":[\"{@atk rs} {@hit 11} to hit, range 120 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage plus 7 ({@damage 2d6}) cold damage.\"]},{\"name\":\"Swallow (Roc Form Only)\",\"entries\":[\"Hraesvelgr makes one Beak attack against a Large or smaller creature he is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside Hraesvelgr, and it takes 17 ({@damage 5d6}) acid damage at the start of each of Hraesvelgr's turns. Hraesvelgr can have only one creature swallowed at a time.\",\"If Hraesvelgr takes 40 damage or more on a single turn from the swallowed creature, Hraesvelgr must succeed on a {@dc 15} Constitution saving throw at the end of that turn or regurgitate the creature, which falls {@condition prone} in a space within 10 feet of Hraesvelgr. Hraesvelgr has disadvantage on this saving throw if he isn't in his roc form. If Hraesvelgr dies, a swallowed creature is no longer {@condition restrained} by him and can escape from the corpse by using 15 feet of movement, exiting {@condition prone}.\"]},{\"name\":\"Sudden Gust {@recharge 5}\",\"entries\":[\"Hraesvelgr unleashes a powerful gust of wind in a 60- foot line that is 10 feet wide. Each creature in the line must make a {@dc 19} Strength saving throw. On a failure, a creature takes 63 ({@damage 18d6}) bludgeoning damage and is pushed up to 15 feet away from Hraesvelgr. On a success, a creature takes half the damage and isn't pushed.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"Hraesvelgr transforms into a roc or back into his true form, which is a Giant. His statistics, other than his speed, are the same in each form. Any equipment he is wearing or carrying isn't transformed. He reverts to his true form if he dies.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"Hraesvelgr makes a Fist or Talons attack.\"]},{\"name\":\"Move\",\"entries\":[\"Hraesvelgr moves up to his speed, or flies up to half his flying speed if in roc form, without provoking opportunity attacks.\"]},{\"name\":\"Ear-Splitting Screech (Costs 2 Actions; Roc Form Only)\",\"entries\":[\"Hraesvelgr lets out an ear-splitting screech. Each creature within 30 feet of Hraesvelgr must succeed on a {@dc 19} Constitution saving throw or take 14 ({@damage 4d6}) thunder damage and be {@condition deafened} until the end of its next turn.\"]}],\"legendaryGroup\":{\"name\":\"Hraesvelgr\",\"source\":\"ToB1-2023\"},\"environment\":[\"mountain\"],\"traitTags\":[\"Keen Senses\",\"Legendary Resistances\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\",\"Swallow\"],\"languageTags\":[\"AU\",\"C\",\"CS\",\"GI\"],\"damageTags\":[\"A\",\"B\",\"C\",\"P\",\"S\",\"T\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"deafened\",\"grappled\",\"restrained\",\"stunned\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hulking Whelp\",\"source\":\"ToB1-2023\",\"page\":236,\"size\":[\"S\"],\"type\":{\"type\":\"fey\",\"tags\":[\"shapechanger\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":94,\"formula\":\"9d12 + 36\"},\"speed\":{\"walk\":40},\"str\":21,\"dex\":10,\"con\":18,\"int\":7,\"wis\":14,\"cha\":9,\"passive\":12,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"cr\":\"5\",\"trait\":[{\"name\":\"Frightened Anger (Hulking Form Only)\",\"entries\":[\"The hulking whelp has disadvantage on saving throws against spells and other magical effects that reduce strong emotions, such as the {@spell calm emotions} spell.\"]},{\"name\":\"Pacify (Hulking Form Only)\",\"entries\":[\"A friendly creature that has interacted peacefully with the hulking whelp in its whelp form can try to calm it by speaking firmly and persuasively. The hulking whelp must be able to hear the creature, who must take an action to make a {@dc 15} Charisma ({@skill Persuasion}) check. If the check succeeds, the hulking whelp transforms back into its whelp form on its next turn and stops attacking. If the hulking whelp takes damage before then, it remains in its hulking form and continues attacking.\"]},{\"name\":\"Unleashed Emotion (Hulking Form Only)\",\"entries\":[\"On each of the hulking whelp's turns, it attacks the nearest creature it can see. If no creature is near enough to move to and attack, the hulking whelp attacks an object, with preference for an object smaller than itself. If no creature is near enough to move to and attack for two turns in a row, the hulking whelp uses Change Shape to return to its whelp form and stops attacking.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hulking whelp makes two Slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}18 ({@damage 3d8 + 5}) bludgeoning damage.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"The hulking whelp transforms into a Huge, hulking canine or back into its true whelp form, which is Fey. Its statistics, other than its size and creature type, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"]}],\"reaction\":[{\"name\":\"Defensive Transformation (Whelp Form Only)\",\"entries\":[\"When the hulking whelp is hit with an attack or when a creature it can see or hear within 30 feet of it threatens to harm it, it must succeed on a {@dc 12} Wisdom saving throw or transform into its hulking canine form (see the Change Shape bonus action).\"]}],\"environment\":[\"farmland\",\"forest\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hundun\",\"source\":\"ToB1-2023\",\"page\":237,\"size\":[\"L\"],\"type\":\"celestial\",\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":154,\"formula\":\"18d10 + 54\"},\"speed\":{\"walk\":40,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":20,\"dex\":14,\"con\":16,\"int\":4,\"wis\":20,\"cha\":18,\"save\":{\"con\":\"+7\",\"wis\":\"+9\",\"cha\":\"+8\"},\"skill\":{\"athletics\":\"+9\",\"insight\":\"+9\",\"perception\":\"+9\"},\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":19,\"resist\":[\"lightning\",\"radiant\",\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"acid\",\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"prone\",\"stunned\",\"unconscious\"],\"languages\":[\"understands Celestial and Primordial\",\"but can't speak intelligibly\"],\"cr\":\"12\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The hundun casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 17}):\"],\"will\":[\"{@spell create or destroy water}\",\"{@spell dancing lights}\",\"{@spell minor illusion}\",\"{@spell prestidigitation}\"],\"daily\":{\"3e\":[\"{@spell Evard's black tentacles}\",\"{@spell fabricate} (as an action)\",\"{@spell Otto's irresistible dance}\"],\"1e\":[\"{@spell creation} (as an action)\",\"{@spell plant growth}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Inscrutable\",\"entries\":[\"The hundun is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom ({@skill Insight}) checks made to ascertain the hundun's intentions or sincerity have disadvantage.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The hundun has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Radiant Fists\",\"entries\":[\"The hundun's Slam attacks are magical. When the hundun hits with a Slam attack, the attack deals an extra {@damage 2d6} radiant damage (included in the attack).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hundun can use its Motivating Babble. It then makes four Slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage plus 7 ({@damage 2d6}) radiant damage.\"]},{\"name\":\"Motivating Babble\",\"entries\":[\"The hundun babbles incoherently at one creature it can see within 60 feet of it. The target must succeed on a {@dc 17} Wisdom saving throw or suffer one of the following effects until the end of its next turn. Roll a {@dice d4} to determine which effect happens.\"]},{\"name\":\"1 Distracted\",\"entries\":[\"The target is distracted with a flood of new ideas and has disadvantage on attack rolls and saving throws.\"]},{\"name\":\"2 Enlightened\",\"entries\":[\"The target's mind fills with solutions to many of its problems, reducing its burden on itself. Its speed is increased by half, and its jump distance is doubled.\"]},{\"name\":\"3 Inspired\",\"entries\":[\"The target is inspired by new ideas and has advantage on attack rolls and saving throws.\"]},{\"name\":\"4 Struck with Genius\",\"entries\":[\"The target's speed is reduced to 0 and it must use its next action to write itself a note, tie a small knot, or create some other physical reminder of the great idea that just struck it.\"]}],\"environment\":[\"any\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CE\",\"CS\",\"P\"],\"damageTags\":[\"B\",\"R\"],\"damageTagsSpell\":[\"B\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ice Maiden\",\"source\":\"ToB1-2023\",\"page\":238,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":84,\"formula\":\"13d8 + 26\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":17,\"con\":15,\"int\":19,\"wis\":13,\"cha\":20,\"save\":{\"con\":\"+5\",\"cha\":\"+8\"},\"skill\":{\"deception\":\"+8\",\"persuasion\":\"+8\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"cold\"],\"vulnerable\":[\"fire\"],\"languages\":[\"Common\",\"Giant\",\"Sylvan\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Chilling Presence\",\"entries\":[\"A creature that starts its turn within 15 feet of the ice maiden must succeed on a {@dc 16} Constitution saving throw or take 3 ({@damage 1d6}) cold damage. Unprotected, nonmagical flames within 15 feet of the maiden are extinguished, and water freezes if it remains within 15 feet of the maiden for at least 1 minute.\"]},{\"name\":\"Ice Walk\",\"entries\":[\"The ice maiden can move across icy and snowy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost her extra movement.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The ice maiden has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Snow Sight\",\"entries\":[\"The ice maiden can see through areas obscured by snow or fog without penalty.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The ice maiden makes two Ice Blade or Ice Bolt attacks.\"]},{\"name\":\"Ice Blade\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage plus 14 ({@damage 4d6}) cold damage.\"]},{\"name\":\"Ice Bolt\",\"entries\":[\"{@atk rs} {@hit 8} to hit, range 60 ft., one target. {@h}19 ({@damage 4d6 + 5}) cold damage.\"]},{\"name\":\"Kiss of the Frozen Heart\",\"entries\":[\"The ice maiden kisses a willing Humanoid, freezing the target's heart. The target has immunity to cold damage, but it is {@condition charmed} by the ice maiden until the maiden ends the effect (no action required) or until the target is kissed by a creature that loves it. The {@condition charmed} target obeys the maiden's verbal commands. If the target suffers any harm from the maiden or her allies, or if it receives a suicidal command, it can make a {@dc 16} Wisdom saving throw, ending the effect on itself on a success. The maiden can have no more than three Humanoids {@condition charmed} at a time.\"]},{\"name\":\"Icy Embrace {@recharge 5}\",\"entries\":[\"The ice maiden blasts wintry weather on a point she can see within 60 feet of her. Each creature within 15 feet of that point must make a {@dc 16} Dexterity saving throw. On a failure, a creature takes 28 ({@damage 8d6}) cold damage and is {@condition restrained} by ice until the end of its next turn. On a success, a creature takes half the damage and isn't {@condition restrained}. The area then becomes icy, difficult terrain for 1 minute.\"]}],\"bonus\":[{\"name\":\"Snow Step\",\"entries\":[\"The ice maiden teleports, along with any equipment she is wearing or carrying, up to 30 feet to an unoccupied space she can see. The origin and destination spaces must contain snow or ice.\"]}],\"environment\":[\"arctic\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\",\"S\"],\"damageTags\":[\"C\",\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Idolic Deity\",\"source\":\"ToB1-2023\",\"page\":239,\"size\":[\"S\"],\"type\":\"construct\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":105,\"formula\":\"14d6 + 56\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":14,\"dex\":20,\"con\":18,\"int\":10,\"wis\":11,\"cha\":20,\"save\":{\"wis\":\"+3\"},\"skill\":{\"deception\":\"+8\",\"stealth\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\"],\"languages\":[\"Abyssal\",\"Common\",\"Infernal\",\"telepathy 60 ft.\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Apostasy Aura\",\"entries\":[\"The idolic deity's presence causes devout followers to doubt their faith. When a creature attempts to use divine or celestial power, such as a cleric casting a spell or a paladin using Divine Smite, it must make a {@dc 16} Wisdom saving throw. On a failure, the spell, class feature, or other divine or celestial power is expended, but it has no effect.\"]},{\"name\":\"Construct Nature\",\"entries\":[\"The idolic deity doesn't require air, food, drink, or sleep.\"]},{\"name\":\"False Appearance\",\"entries\":[\"While the idolic deity remains motionless, it is indistinguishable from a normal statue.\"]},{\"name\":\"Incorporeal Movement\",\"entries\":[\"The idolic deity can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The idolic deity can use its Seduce the Righteous. It then makes two Slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) bludgeoning damage plus 18 ({@damage 4d8}) psychic damage.\"]},{\"name\":\"Seduce the Righteous\",\"entries\":[\"The idolic deity corrupts one creature it can see within 30 feet of it. The target must succeed on a {@dc 16} Wisdom saving throw or have disadvantage on attack rolls, ability checks, or saving throws (the idolic deity's choice) until the end of its next turn. Creatures that wield divine or celestial power, such as clerics, paladins, or aasimars, have disadvantage on the saving throw.\"]}],\"bonus\":[{\"name\":\"Shadow Stealth\",\"entries\":[\"While in dim light or darkness, the idolic deity takes the Hide action.\"]}],\"environment\":[\"urban\"],\"traitTags\":[\"False Appearance\",\"Incorporeal Movement\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"I\",\"TP\"],\"damageTags\":[\"B\",\"O\",\"Y\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Imperial Ghoul\",\"source\":\"ToB1-2023\",\"page\":203,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item breastplate|PHB}\"]}],\"hp\":{\"average\":93,\"formula\":\"17d8 + 17\"},\"speed\":{\"walk\":30,\"burrow\":15},\"str\":16,\"dex\":14,\"con\":12,\"int\":13,\"wis\":14,\"cha\":14,\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"poisoned\"],\"languages\":[\"Common\",\"Darakhul\",\"Undercommon\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Hungry Dead Nature\",\"entries\":[\"The ghoul requires no air or sleep.\"]},{\"name\":\"Turning Defiance\",\"entries\":[\"The ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn Undead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The imperial ghoul makes one Bite attack and one Claw attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) piercing damage, and, if the target is a Humanoid, it must succeed on a {@dc 11} Constitution saving throw or contract the darakhul fever disease.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach, one target. {@h}17 ({@damage 4d6 + 3}) slashing damage. If the target is a creature other than an elf or Undead, it must succeed on a {@dc 11} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Light Crossbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]}],\"environment\":[\"underdark\"],\"attachedItems\":[\"light crossbow|phb\"],\"traitTags\":[\"Turn Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"U\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"DIS\",\"MW\",\"RW\"],\"conditionInflict\":[\"paralyzed\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ink Devil\",\"source\":\"ToB1-2023\",\"page\":96,\"size\":[\"S\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[14],\"hp\":{\"average\":54,\"formula\":\"12d6 + 12\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":18,\"con\":12,\"int\":20,\"wis\":8,\"cha\":18,\"save\":{\"dex\":\"+6\"},\"skill\":{\"arcana\":\"+9\",\"deception\":\"+6\",\"history\":\"+9\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":9,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Celestial\",\"Common\",\"Draconic\",\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The ink devil casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 14}):\"],\"will\":[\"{@spell detect magic}\",\"{@spell illusory script} (as an action)\"],\"daily\":{\"1\":[\"{@spell glyph of warding}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the ink devil's darkvision.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The ink devil has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}14 ({@damage 3d6 + 4}) slashing damage.\"]},{\"name\":\"Devil's Ink\",\"entries\":[\"{@atk ms,rs} {@hit 6} to hit, reach 5 ft. or range 60 ft., one target. {@h}13 ({@damage 2d8 + 4}) poison damage, and the target must succeed on a {@dc 13} Dexterity saving throw or be marked with a small, fiendish tattoo for 24 hours. Devils have advantage on attack rolls against the marked target, and the target has disadvantage on saving throws against the spells and abilities of devils.\"]},{\"name\":\"Corrupt Scroll\",\"entries\":[\"The ink devil touches a scroll, corrupting it. A creature using the scroll must succeed a {@dc 13} Intelligence saving throw or the spell harms the caster (if an offensive spell), helps the nearest devil (if beneficial), or fails, consuming the scroll (if not offensive or if no devils are in range to benefit from the magic).\"]},{\"name\":\"Invisibility\",\"entries\":[\"The ink devil magically turns {@condition invisible} until it attacks or uses Disrupt Concentration, or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the ink devil wears or carries is {@condition invisible} with it.\"]}],\"bonus\":[{\"name\":\"Disrupt Concentration\",\"entries\":[\"One spellcaster {@status concentration||concentrating} on a spell within 30 feet of the ink devil that the devil can see must succeed on a {@dc 13} Wisdom saving throw or lose {@status concentration} on the spell.\"]}],\"environment\":[\"planar\"],\"traitTags\":[\"Devil's Sight\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"C\",\"CE\",\"DR\",\"I\",\"TP\"],\"damageTags\":[\"I\",\"S\"],\"damageTagsSpell\":[\"A\",\"C\",\"F\",\"L\",\"T\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"invisible\"],\"savingThrowForced\":[\"dexterity\",\"intelligence\",\"wisdom\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Iron Ghoul\",\"source\":\"ToB1-2023\",\"page\":204,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item breastplate|PHB}\"]}],\"hp\":{\"average\":143,\"formula\":\"22d8 + 44\"},\"speed\":{\"walk\":30,\"burrow\":20},\"str\":18,\"dex\":16,\"con\":14,\"int\":14,\"wis\":14,\"cha\":14,\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"poisoned\"],\"languages\":[\"Common\",\"Darakhul\",\"Undercommon\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Hungry Dead Nature\",\"entries\":[\"The ghoul requires no air or sleep.\"]},{\"name\":\"Turning Defiance\",\"entries\":[\"The iron ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn Undead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The iron ghoul makes one Bite attack and one Claw attack, or it makes three Glaive attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}17 ({@damage 3d8 + 4}) piercing damage. If the target is a Humanoid, it must succeed on a {@dc 13} Constitution saving throw or contract the darakhul fever disease.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}18 ({@damage 4d6 + 4}) slashing damage. If the target is a creature other than an elf or Undead, it must succeed on a {@dc 13} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Glaive\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d10 + 4}) slashing damage.\"]},{\"name\":\"Heavy Crossbow\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 100/400, one target. {@h}8 ({@damage 1d10 + 3}) piercing damage.\"]}],\"environment\":[\"underdark\"],\"attachedItems\":[\"glaive|phb\",\"heavy crossbow|phb\"],\"traitTags\":[\"Turn Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"U\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"DIS\",\"MLW\",\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"paralyzed\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Isonade\",\"source\":\"ToB1-2023\",\"page\":240,\"size\":[\"G\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":222,\"formula\":\"12d20 + 96\"},\"speed\":{\"walk\":10,\"swim\":100},\"str\":30,\"dex\":14,\"con\":26,\"int\":6,\"wis\":18,\"cha\":8,\"save\":{\"str\":\"+15\",\"con\":\"+13\",\"wis\":\"+9\"},\"skill\":{\"athletics\":\"+15\",\"perception\":\"+9\"},\"senses\":[\"darkvision 90 ft.\"],\"passive\":19,\"immune\":[\"cold\"],\"languages\":[\"understands Aquan and Elvish\",\"but can't speak\"],\"cr\":\"14\",\"trait\":[{\"name\":\"Influence Weather\",\"entries\":[\"Nearby weather responds to the isonade's desires. At the start of each minute, the isonade can choose to change the precipitation and wind within 1 mile of it by one stage, up or down (no action required). This effect works like the changing weather conditions aspect of the {@spell control weather} spell, except the isonade can't change the temperature and the conditions change immediately.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The isonade has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The isonade deals double damage to objects and structures.\"]},{\"name\":\"Water Breathing\",\"entries\":[\"The isonade can breathe only underwater.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The isonade makes one Bite attack and two Tail Slap attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 15 ft., one target. {@h}36 ({@damage 4d12 + 10}) piercing damage. If the target is a Large or smaller creature, it must succeed on a {@dc 18} Dexterity saving throw or be swallowed by the isonade. A swallowed creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the isonade, and it takes 21 ({@damage 6d6}) acid damage at the start of each of the isonade's turns. An isonade can have no more than four creatures swallowed at a time. If the isonade takes 30 damage or more on a single turn from a creature inside it, it must succeed on a {@dc 23} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the isonade. If the isonade dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 20 feet of movement, exiting {@condition prone}.\"]},{\"name\":\"Tail Slap\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 15 ft., one target. {@h}24 ({@damage 4d6 + 10}) bludgeoning damage.\"]},{\"name\":\"Breach\",\"entries\":[\"If the isonade swims at least 20 feet as part of its movement, it can use this action to emerge in a space on the surface of the water that contains one or more other creatures. Each of those creatures and each creature within 10 of the isonade's space must make a {@dc 18} Dexterity saving throw. On a failure, a creature takes 49 ({@damage 14d6}) bludgeoning damage and is knocked {@condition prone}. On a success, a creature takes half the damage and is pushed up to 10 feet out of the isonade's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls {@condition prone} in the isonade's space.\"]}],\"environment\":[\"underwater\"],\"traitTags\":[\"Magic Resistance\",\"Siege Monster\",\"Water Breathing\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Swallow\"],\"languageTags\":[\"AQ\",\"CS\",\"E\"],\"damageTags\":[\"A\",\"B\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"J'ba Fofi Spider\",\"source\":\"ToB1-2023\",\"page\":344,\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":75,\"formula\":\"10d10 + 20\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":17,\"dex\":17,\"con\":15,\"int\":4,\"wis\":13,\"cha\":6,\"skill\":{\"stealth\":\"+5\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 60 ft.\"],\"passive\":11,\"cr\":\"3\",\"trait\":[{\"name\":\"Camouflaged Webs\",\"entries\":[\"With 10 minutes of work, the j'ba fofi can create a camouflaged web in a 10-foot cube. The web must be anchored between two solid mases or layered across a floor, wall, or ceiling. A camouflaged web layered over a flat surface has a depth of 5 feet. The web is camouflaged to match its surroundings, requiring a successful {@dc 15} Wisdom ({@skill Perception}) check to notice them. Each creature that starts its turn in the camouflaged web or that enters it during the creature's turn must succeed on a {@dc 13} Dexterity saving throw or be {@condition restrained}. A creature, including the {@condition restrained} creature, can take its action to break the webbing and free the {@condition restrained} creature by succeeding on a {@dc 13} Strength check. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).\"]},{\"name\":\"Forest Camouflage\",\"entries\":[\"The j'ba fofi has advantage on Dexterity ({@skill Stealth}) checks made to hide in forested terrain.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The j'ba fofi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Spider Passivism\",\"entries\":[\"No spider can willingly attack the j'ba fofi, unless attacked first. A spider can be forced to do so through magical means.\"]},{\"name\":\"Web Sense\",\"entries\":[\"While in contact with a web, the j'ba fofi knows the exact location of any other creature in contact with the same web.\"]},{\"name\":\"Web Walker\",\"entries\":[\"The j'ba fofi ignores movement restrictions caused by webbing.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}8 ({@damage 1d10 + 3}) piercing damage, and the target must make a {@dc 12} Constitution saving throw, taking 18 ({@damage 4d8}) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hp, the target is stable but {@condition poisoned} for 1 hour, even after regaining hp, and is {@condition paralyzed} while {@condition poisoned} in this way.\"]},{\"name\":\"Call Spiderlings (1/Day)\",\"entries\":[\"The j'ba fofi releases pheromones and calls 1 swarm of spiders. The spiders arrive in {@dice 1d4} rounds, acting as allies of the j'ba fofi and obeying its pheromone commands. The spiders remain for 1 hour, until the j'ba fofi dies, or until the j'ba fofi dismisses them as a bonus action.\"]}],\"environment\":[\"forest\"],\"traitTags\":[\"Camouflage\",\"Spider Climb\",\"Web Sense\",\"Web Walker\"],\"senseTags\":[\"B\",\"D\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"paralyzed\",\"poisoned\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Jaculus\",\"source\":\"ToB1-2023\",\"page\":241,\"size\":[\"S\"],\"type\":\"dragon\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":65,\"formula\":\"10d6 + 30\"},\"speed\":{\"walk\":20,\"climb\":20,\"fly\":10},\"str\":14,\"dex\":18,\"con\":17,\"int\":13,\"wis\":13,\"cha\":13,\"save\":{\"dex\":\"+6\",\"cha\":\"+3\"},\"skill\":{\"acrobatics\":\"+6\",\"perception\":\"+3\",\"stealth\":\"+6\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"acid\",\"lightning\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Spearhead\",\"entries\":[\"If the jaculus moves at least 10 feet straight toward a target and then hits it with a Bite attack on the same turn, the target takes an extra 4 ({@damage 1d8}) piercing damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Standing Leap\",\"entries\":[\"The jaculus's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The jaculus makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage.\"]}],\"environment\":[\"forest\"],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Jotun\",\"source\":\"ToB1-2023\",\"page\":209,\"size\":[\"G\"],\"type\":\"giant\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":370,\"formula\":\"20d20 + 160\"},\"speed\":{\"walk\":60},\"str\":30,\"dex\":8,\"con\":26,\"int\":18,\"wis\":20,\"cha\":14,\"save\":{\"con\":\"+15\",\"wis\":\"+12\",\"cha\":\"+9\"},\"skill\":{\"arcana\":\"+11\",\"history\":\"+11\",\"nature\":\"+11\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":15,\"immune\":[\"cold\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"languages\":[\"Common\",\"Giant\"],\"cr\":\"22\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The jotun casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 20}):\"],\"will\":[\"{@spell earthquake}\",\"{@spell speak with animals}\"],\"daily\":{\"1\":[\"{@spell divination}\"],\"3\":[\"{@spell bestow curse}\",\"{@spell gust of wind}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Demigod's Vitality\",\"entries\":[\"The jotun's ability scores and hp maximum can't be reduced except by means of a {@spell wish} spell.\"]},{\"name\":\"Icy Weapons\",\"entries\":[\"The jotun's weapon attacks are magical. When the jotun hits with any weapon, the weapon deals an extra {@damage 6d8} cold damage (included in the attack).\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The jotun has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Material Bound\",\"entries\":[\"The jotun is immune to any spell or effect that would force it to leave the Material Plane, unless the jotun wants to leave. It has disadvantage on saving throws against effects that would return it to the Material Plane from another plane of existence.\"]},{\"name\":\"Too Big to Notice\",\"entries\":[\"While the jotun remains motionless in nonmagical, natural terrain, it has advantage on Dexterity ({@skill Stealth}) checks.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The jotun can use its Frightful Presence. It then makes three Greatclub or Rock attacks.\"]},{\"name\":\"Greatclub\",\"entries\":[\"{@atk mw} {@hit 17} to hit, reach 15 ft., one target. {@h}28 ({@damage 4d8 + 10}) bludgeoning damage plus 27 ({@damage 6d8}) cold damage.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 17} to hit, range 60/240 ft., one target. {@h}32 ({@damage 4d10 + 10}) bludgeoning damage plus 27 ({@damage 6d8}) cold damage.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of the jotun's choice within 120 feet of the jotun and aware of it must succeed on a {@dc 20} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the jotun's Frightful Presence for the next 24 hours.\"]},{\"name\":\"Icy Sweep {@recharge 5}\",\"entries\":[\"The jotun swings its ice-coated greatclub in a wide arc. Each creature within 20 feet of the jotun must make a {@dc 23} Dexterity saving throw. On a failure, a creature takes 36 ({@damage 8d8}) bludgeoning damage and 54 ({@damage 12d8}) cold damage and is pushed up to 15 feet away from the jotun and knocked {@condition prone}. On a success, a creature takes half the damage and isn't pushed or knocked {@condition prone}.\"]}],\"reaction\":[{\"name\":\"Rock Catching\",\"entries\":[\"If a rock or similar object is hurled at the jotun, the jotun can, with a successful {@dc 10} Dexterity saving throw, catch the missile and take no bludgeoning damage from it.\"]}],\"environment\":[\"arctic\"],\"attachedItems\":[\"greatclub|phb\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Frightful Presence\",\"Multiattack\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"B\",\"C\"],\"damageTagsSpell\":[\"B\",\"N\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"frightened\",\"prone\"],\"conditionInflictSpell\":[\"prone\"],\"savingThrowForced\":[\"dexterity\",\"wisdom\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kalke\",\"source\":\"ToB1-2023\",\"page\":242,\"size\":[\"S\"],\"type\":\"fiend\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":18,\"formula\":\"4d6 + 4\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":8,\"dex\":14,\"con\":12,\"int\":13,\"wis\":7,\"cha\":13,\"skill\":{\"perception\":\"+0\",\"sleight of hand\":\"+4\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"resist\":[\"poison\"],\"languages\":[\"Abyssal\",\"Common\",\"Infernal\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The kalke has advantage on saving throws against spells and magical effects.\"]},{\"name\":\"Sense Magic\",\"entries\":[\"The kalke senses magic within 120 feet of it at will and can sense the general direction of spells being cast within 1 mile of it. This trait otherwise works like the {@spell detect magic} spell but isn't itself magical.\"]}],\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage.\"]},{\"name\":\"Use Magic Item {@recharge 5}\",\"entries\":[\"The kalke activates a magic item in its possession and can ignore all class, race, and level requirements on the item. The kalke must make a {@dc 11} Intelligence saving throw. On a success, the item activates normally. On a failure, the item doesn't activate and can't be used again until the next dawn. If the kalke fails the saving throw by 5 or more, it causes a magical backlash. Each creature within 5 feet of the kalke, including the kalke, must make a {@dc 11} Dexterity saving throw, taking 5 ({@damage 2d4}) force damage on a failed save, or half as much damage on a successful one.\"]}],\"bonus\":[{\"name\":\"Nimble Escape\",\"entries\":[\"The kalke takes the Disengage or Hide action.\"]}],\"environment\":[\"urban\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"AB\",\"C\",\"I\"],\"damageTags\":[\"B\",\"O\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"intelligence\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kikimora\",\"source\":\"ToB1-2023\",\"page\":243,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":78,\"formula\":\"12d8 + 24\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":18,\"con\":15,\"int\":12,\"wis\":16,\"cha\":21,\"skill\":{\"deception\":\"+8\",\"persuasion\":\"+8\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"languages\":[\"Common\",\"Sylvan\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Hidden Home\",\"entries\":[\"The kikimora can spend 1 minute scribing a magical symbol on a wall, baseboard, cupboard, or other semi‑permanent object within a structure. The symbol remains until the kikimora inscribes another symbol elsewhere. While within 5 feet of the surface where the symbol is inscribed, the kikimora can use an action to touch the symbol and be transported to an extradimensional space just large enough to hold the kikimora and up to 50 pounds of nonmagical objects. Only the kikimora can enter this space, along with any nonmagical objects it is wearing or carrying, up to the extradimensional space's limits. While inside the extradimensional space, the kikimora can see out as if through a 2-foot-by-2-foot window centered on the symbol and can exit the space as an action, appearing in an unoccupied space within 10 feet of the surface where the symbol is inscribed.\",\"If the kikimora is killed or if it creates a second symbol while objects remain within the extradimensional space, the objects are safely ejected to an unoccupied space nearest the surface where the first symbol was inscribed.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The kikimora has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The kikimora makes three Claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage.\"]},{\"name\":\"Domestic Magic\",\"entries\":[\"The kikimora can cast the {@spell mending}, minor illusion, and {@spell prestidigitation} cantrips at will, requiring no material components and using Charisma as the spellcasting ability.\"]},{\"name\":\"Invisibility\",\"entries\":[\"The kikimora magically turns {@condition invisible} until it attacks or casts a spell, or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the kikimora wears or carries is {@condition invisible} with it.\"]},{\"name\":\"House Pests (1/Day)\",\"entries\":[\"The kikimora magically calls 1 swarm of bats, insects, or rats. The called creatures arrive in {@dice 1d4} rounds, acting as allies of the kikimora and obeying its spoken commands. The Beasts remain for 1 hour, until the kikimora dies, or until the kikimora dismisses them as a bonus action.\"]}],\"bonus\":[{\"name\":\"Homeward Step\",\"entries\":[\"While within a structure containing its hidden home (see the Hidden Home trait), the kikimora magically teleports, along with any equipment it is wearing or carrying, to an unoccupied space within 15 feet of the hidden home's symbol.\"]}],\"environment\":[\"urban\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"invisible\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kishi Demon\",\"source\":\"ToB1-2023\",\"page\":84,\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":119,\"formula\":\"14d8 + 56\"},\"speed\":{\"walk\":50},\"str\":19,\"dex\":20,\"con\":19,\"int\":15,\"wis\":11,\"cha\":22,\"save\":{\"dex\":\"+8\",\"con\":\"+7\",\"wis\":\"+3\"},\"skill\":{\"deception\":\"+9\",\"perception\":\"+3\",\"performance\":\"+9\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":13,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Celestial\",\"Common\",\"Draconic\",\"telepathy 120 ft.\"],\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The kishi casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 17}):\"],\"will\":[\"{@spell detect evil and good}\",\"{@spell detect magic}\",\"{@spell suggestion}\"],\"daily\":{\"1\":[\"{@spell dominate person}\"],\"3\":[\"{@spell glibness}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Fiendish Weapons\",\"entries\":[\"The kishi's weapon attacks are magical. When the kishi hits with any weapon, the weapon deals an extra {@damage 2d8} cold damage (included in the attack).\"]},{\"name\":\"Two Heads\",\"entries\":[\"The kishi has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The kishi has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The kishi makes one Bite attack and two Spear attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}11 ({@damage 2d6 + 4}) piercing damage plus 9 ({@damage 2d8}) cold damage.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, or 8 ({@damage 1d8 + 4}) piercing damage if used with two hands to make a melee attack, plus 9 ({@damage 2d8}) cold damage.\"]}],\"bonus\":[{\"name\":\"Trophy Shield\",\"entries\":[\"The kishi absorbs some of the essence of a creature it killed since the end of its previous turn and magically creates a grisly trophy of the creature on its shield or spear. For 1 hour, its Armor Class becomes 20, and creatures of the same type as the slain creature have disadvantage on attack rolls against the kishi.\"]}],\"environment\":[\"planar\",\"urban\"],\"attachedItems\":[\"spear|phb\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"CE\",\"DR\",\"TP\"],\"damageTags\":[\"C\",\"P\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kobold Alchemist\",\"source\":\"ToB1-2023\",\"page\":244,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"kobold\"]},\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":44,\"formula\":\"8d6 + 16\"},\"speed\":{\"walk\":30},\"str\":7,\"dex\":16,\"con\":15,\"int\":16,\"wis\":9,\"cha\":8,\"save\":{\"dex\":\"+5\"},\"skill\":{\"arcana\":\"+5\",\"medicine\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Apothecary\",\"entries\":[\"At the start of each of the kobold alchemist's turns, the alchemist chooses one of the following damage types: acid, cold, fire, lightning, or poison. The alchemist has resistance to that damage type until the start of its next turn.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The kobold has advantage on attack rolls against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The kobold makes two Alchemical Dagger or Alchemical Bolt attacks.\"]},{\"name\":\"Alchemical Dagger\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 {@damage 1d4 + 3} piercing damage plus 3 ({@damage 1d6}) damage of the type determined by Apothecary.\"]},{\"name\":\"Alchemical Bolt\",\"entries\":[\"{@atk rs} {@hit 5} to hit, range 60 ft., one target. {@h}10 ({@damage 2d6 + 3}) damage of the type determined by Apothecary.\"]},{\"name\":\"Alchemical Vapors {@recharge}\",\"entries\":[\"The kobold alchemist releases alchemical vapors pleasing to draconic senses and unpleasant to all others. Each creature that isn't a dragonborn or kobold within 15 feet of the alchemist must make a {@dc 13} Constitution saving throw, taking 17 ({@damage 5d6}) poison damage on a failed save, or half as much damage on a successful one. Each dragonborn and kobold within 15 feet of the alchemist has resistance to damage of the type determined by Apothecary for 1 minute.\"]},{\"name\":\"Explosive Flask {@recharge 5}\",\"entries\":[\"The kobold alchemist throws a flask of volatile substances at a point it can see within 30 feet of it. The flask explodes, and each creature within 15 feet of that point must make a {@dc 13} Dexterity saving throw. On a failure, a creature takes 14 {@damage 4d6} damage of the type determined by Apothecary and is {@condition poisoned} for 1 minute. On a success, a creature takes half the damage and isn't {@condition poisoned}. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"underdark\",\"urban\"],\"traitTags\":[\"Pack Tactics\",\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"I\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kobold Chieftain\",\"source\":\"ToB1-2023\",\"page\":245,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"kobold\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item studded leather armor|PHB|studded leather}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":110,\"formula\":\"20d6 + 40\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":14,\"con\":14,\"int\":11,\"wis\":13,\"cha\":14,\"save\":{\"dex\":\"+5\",\"cha\":\"+5\"},\"skill\":{\"intimidation\":\"+6\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Brute\",\"entries\":[\"A melee weapon deals one extra die of its damage when the chieftain hits with it (included in the attack).\"]},{\"name\":\"Chieftain's Presence\",\"entries\":[\"Dragons and kobolds within 30 feet of the chieftain can't be {@condition charmed} or {@condition frightened}.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The kobold chieftain has advantage on attack rolls against a creature if at least one of the chieftain's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the kobold chieftain has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The kobold makes three Spear or Shortbow attacks.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage, or 13 ({@damage 2d8 + 4}) piercing damage if used with two hands to make a melee attack.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage plus 7 ({@damage 2d6}) poison damage, and the target must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} for 1 minute. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Inspiring Shriek (Recharge after Short or Long Rest)\",\"entries\":[\"The kobold chieftain shrieks a draconic battle cry. Each creature that isn't a dragonborn or kobold within 30 feet of the chieftain must succeed on a {@dc 14} Wisdom saving throw or be {@condition frightened} for 1 minute. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\",\"Each dragonborn and kobold within 30 feet of the chieftain is inspired for 1 minute. Whenever an inspired creature makes an attack roll or saving throw, the creature can roll a {@dice d4} and add the number rolled to the attack roll or saving throw.\"]}],\"reaction\":[{\"name\":\"Springspike Shield\",\"entries\":[\"When the kobold chieftain is wielding its shield and is hit by a melee attack within 5 feet of it, the chieftain can fire one of its shield spikes at the attacker. The attacker takes 5 ({@damage 2d4}) piercing damage.\"]}],\"environment\":[\"underdark\",\"urban\"],\"attachedItems\":[\"shortbow|phb\",\"spear|phb\"],\"traitTags\":[\"Brute\",\"Pack Tactics\",\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"frightened\",\"poisoned\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kobold Trapsmith\",\"source\":\"ToB1-2023\",\"page\":246,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"kobold\"]},\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":54,\"formula\":\"12d6 + 12\"},\"speed\":{\"walk\":30},\"str\":7,\"dex\":16,\"con\":12,\"int\":16,\"wis\":13,\"cha\":8,\"skill\":{\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Improvised Tools\",\"entries\":[\"The kobold trapsmith can use any Tiny objects at hand to pick locks and disarm traps, as if any such object was part of a set of thieves' tools. It is proficient in using Tiny objects in this way. In addition, the trapsmith has advantage on ability checks to pick locks and disarm traps.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The kobold trapsmith has advantage on attack rolls against a creature if at least one of the trapsmith's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the kobold trapsmith has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The trapsmith uses Makeshift Trap then makes one Dagger or Spare Part attack.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage.\"]},{\"name\":\"Spare Part\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage or slashing damage (the trapsmith's choice).\"]},{\"name\":\"Makeshift Trap\",\"entries\":[\"The kobold trapsmith cobbles together a quick trap with materials at hand and throws it at a point on the ground it can see within 30 feet of it. The trapsmith chooses one of the following traps. Each creature in the trap's area must succeed on a {@dc 13} Dexterity saving throw or suffer the trap's effects.\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Bursting Much-Heavy Net\",\"entry\":\"Each creature that fails the saving throw within 10 feet of where the trap lands takes 10 ({@damage 3d6}) bludgeoning damage and is {@condition restrained} for 1 minute. A creature can take an action to free the {@condition restrained} creature by succeeding on a {@dc 13} Strength check.\"},{\"type\":\"item\",\"name\":\"Spikes-on-Spikes\",\"entry\":\"Each creature within 10 feet of where the trap lands takes 10 ({@damage 4d4}) piercing damage and the area within 10 feet of the point is difficult terrain for 1 minute.\"},{\"type\":\"item\",\"name\":\"Spring-Loaded Whirly Blades\",\"entry\":\"Each creature that fails the saving throw within 10 feet of where the trap lands takes 14 ({@damage 4d6}) slashing damage and its speed is reduced by 10 feet until the end of its next turn.\"},{\"type\":\"item\",\"name\":\"Static-Generating Thingamabob\",\"entry\":\"Each creature that fails the saving throw within 5 feet of where the trap lands takes 9 ({@damage 2d8}) lightning damage and is {@condition stunned} until the end of its next turn.\"}]}]}],\"environment\":[\"underdark\",\"urban\"],\"attachedItems\":[\"dagger|phb\"],\"traitTags\":[\"Pack Tactics\",\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"L\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"restrained\",\"stunned\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kongamato\",\"source\":\"ToB1-2023\",\"page\":247,\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":127,\"formula\":\"17d10 + 34\"},\"speed\":{\"walk\":10,\"fly\":60},\"str\":19,\"dex\":18,\"con\":14,\"int\":2,\"wis\":10,\"cha\":7,\"skill\":{\"perception\":\"+3\"},\"passive\":13,\"cr\":\"6\",\"trait\":[{\"name\":\"Breaker of Boats\",\"entries\":[\"The kongamato deals double damage to objects and structures made of wood or lighter materials.\"]},{\"name\":\"Carry Off\",\"entries\":[\"The kongamato can fly at half its flying speed when dragging two creatures it has {@condition grappled} or at its full flying speed if dragging only one creature it has {@condition grappled}.\"]},{\"name\":\"Flyby\",\"entries\":[\"The kongamato doesn't provoke opportunity attacks when it flies out of an enemy's reach.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The kongamato makes one Beak attack and two Claw attacks.\"]},{\"name\":\"Beak\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage, and the target is {@condition grappled} (escape {@dc 15}) if it is a Medium or smaller creature. The kongamato has two claws, each of which can grapple only one target.\"]},{\"name\":\"Terrifying Screech {@recharge 5}\",\"entries\":[\"The kongamato releases a screech in a 30-foot cone. Each creature in the area must make a {@dc 15} Constitution saving throw. On a failure, a creature takes 28 ({@damage 8d6}) thunder damage and is {@condition frightened} until the end of its next turn. On a success, a creature takes half the damage and isn't {@condition frightened}.\"]}],\"environment\":[\"forest\"],\"traitTags\":[\"Flyby\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\",\"S\",\"T\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"grappled\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Koralk Devil\",\"source\":\"ToB1-2023\",\"page\":97,\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":136,\"formula\":\"16d10 + 48\"},\"speed\":{\"walk\":40},\"str\":20,\"dex\":13,\"con\":17,\"int\":10,\"wis\":11,\"cha\":13,\"save\":{\"con\":\"+7\",\"wis\":\"+4\",\"cha\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"11\",\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness does not impair the koralk's darkvision.\"]},{\"name\":\"Harvester Venom\",\"entries\":[\"The koralk produces a potent poison that liquefies the innards of those affected by it. Every hour that elapses after a creature succumbs to this poison, it must succeed on a {@dc 17} Constitution saving throw or take 7 ({@damage 2d6}) poison damage, and its hp maximum is reduced by that amount. Creatures with resistance or immunity to poison or the {@condition poisoned} condition can be affected by this poison. Such creatures have advantage on the saving throw. This potent poison remains within the creature's body until removed by the {@spell greater restoration} spell or similar magic. If a creature dies while suffering from this poison, it rises as a lemure 1 hour later under the control of the nearest non-lemure devil within 1 mile.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The koralk has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Steadfast\",\"entries\":[\"The koralk can't be {@condition frightened} while it can see an ally within 30 feet of it.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The koralk makes one Bite attack, one Scythe attack, and three Stinger attacks. It can replace its Scythe attack with a Vestigial Arms attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage.\"]},{\"name\":\"Scythe\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) slashing damage.\"]},{\"name\":\"Stinger\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d4 + 5}) piercing damage plus 7 ({@damage 2d6}) poison damage, and the target must succeed on a {@dc 17} Constitution saving throw or succumb to the devil's venom (see the Harvester Venom trait).\"]},{\"name\":\"Vestigial Arms\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}If the target is a Medium or smaller creature, it is {@condition grappled} (escape {@dc 17}). Until this grapple ends, the creature is {@condition restrained}, and the devil can't use its Vestigial Arms on another target.\"]}],\"environment\":[\"planar\"],\"traitTags\":[\"Devil's Sight\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"I\",\"TP\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kot Bayun\",\"source\":\"ToB1-2023\",\"page\":248,\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":66,\"formula\":\"12d8 + 12\"},\"speed\":{\"walk\":40,\"climb\":20},\"str\":16,\"dex\":16,\"con\":13,\"int\":12,\"wis\":16,\"cha\":17,\"save\":{\"dex\":\"+5\"},\"skill\":{\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Common\",\"Sylvan\"],\"cr\":\"3\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The kot bayun can use its Slumbering Song. It then makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) slashing damage.\"]},{\"name\":\"Invisibility\",\"entries\":[\"The kot bayun magically turns {@condition invisible} until it attacks or uses Slumbering Song, or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the kot bayun wears or carries is {@condition invisible} with it.\"]},{\"name\":\"Slumbering Song\",\"entries\":[\"The kot bayun sings a magical song to one creature it can see within 60 feet of it. The target must succeed on a {@dc 13} Charisma saving throw on fall {@condition unconscious} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the kot bayun uses a bonus action on its subsequent turns to continue singing, the target has disadvantage on this saving throw. Otherwise, the effect ends for a target if the target takes damage while below half its hp maximum.\",\"If a creature's saving throw is successful or the effect ends for it, the creature is immune to the kot bayun's Slumbering Song for the next 24 hours. The kot bayun can have up to two creatures {@condition unconscious} from its song at a time.\"]},{\"name\":\"Healing Purr (2/Day)\",\"entries\":[\"The kot bayun purrs at a creature it can see within 15 feet of it. The target magically regains 10 ({@dice 3d6}) hp and is freed from any disease, poison, blindness, or deafness.\"]}],\"environment\":[\"farmland\",\"forest\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"invisible\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Krake Spawn\",\"source\":\"ToB1-2023\",\"page\":249,\"size\":[\"H\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":175,\"formula\":\"14d12 + 84\"},\"speed\":{\"walk\":20,\"swim\":60},\"str\":24,\"dex\":12,\"con\":22,\"int\":17,\"wis\":15,\"cha\":18,\"save\":{\"str\":\"+12\",\"con\":\"+11\",\"int\":\"+8\",\"cha\":\"+9\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":12,\"immune\":[\"cold\",\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"poisoned\"],\"languages\":[\"Common\",\"Infernal\",\"Primordial\",\"Void Speech\"],\"cr\":\"14\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The krake spawn can breathe air and water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The krake spawn makes one Bite attack and eight Tentacle attacks, or it makes four Freezing Water Bolt attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft, one target. {@h}12 ({@damage 1d10 + 7}) slashing damage.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 15 ft., one target. {@h}10 ({@damage 1d6 + 7}) bludgeoning damage. If the target is a Large or smaller creature, it is {@condition grappled} (escape {@dc 17}). Until this grapple ends, the target is {@condition restrained}. The krake spawn has eight tentacles, each of which can grapple only one target.\"]},{\"name\":\"Freezing Water Bolt\",\"entries\":[\"{@atk rs} {@hit 9} to hit, range 60 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage plus 10 ({@damage 3d6}) cold damage.\"]},{\"name\":\"Ink Cloud {@recharge 5}\",\"entries\":[\"While underwater, the krake spawn emits a 20-foot-radius cloud of ink all around itself. Each creature in the cloud must make a {@dc 17} Constitution saving throw, taking 55 ({@damage 10d10}) poison damage on a failed save, or half as much damage on a successful one. The area is heavily obscured for 1 minute, although a significant current can disperse the ink.\"]},{\"name\":\"Vomit Forth the Deeps {@recharge 5}\",\"entries\":[\"The krake spawn sprays half‑digested food from its maw in a 30-foot cone. Each creature in the area must make a {@dc 17} Dexterity saving throw. On a failure, a creature takes 27 ({@damage 6d8}) acid damage plus 27 ({@damage 5d10}) poison damage and is {@condition incapacitated}. On a success, a creature takes half the damage and isn't {@condition incapacitated}.\"]}],\"bonus\":[{\"name\":\"Water Jet\",\"entries\":[\"Each creature within 5 feet of the krake spawn must succeed on a {@dc 17} Dexterity saving throw or be knocked {@condition prone}. The spawn then swims up to half its swimming speed without provoking opportunity attacks. The spawn must be underwater to use this bonus action.\"]}],\"environment\":[\"arctic\",\"underwater\"],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"C\",\"I\",\"P\"],\"damageTags\":[\"A\",\"B\",\"C\",\"I\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"incapacitated\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lake Troll\",\"source\":\"ToB1-2023\",\"page\":370,\"size\":[\"L\"],\"type\":\"giant\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":126,\"formula\":\"12d10 + 60\"},\"speed\":{\"walk\":20,\"swim\":40},\"str\":22,\"dex\":13,\"con\":20,\"int\":8,\"wis\":10,\"cha\":6,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Common\",\"Giant\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The lake troll can breathe air and water.\"]},{\"name\":\"Keen Smell\",\"entries\":[\"The lake troll has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The lake troll regains 10 hp at the start of its turn. If the lake troll takes cold or fire damage, it regains only 5 hp at the start of its next turn. If the lake troll takes both cold and fire damage, this trait doesn't function at the start of the lake troll's next turn. The lake troll dies only if it starts its turn with 0 hp and doesn't regenerate.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The lake troll makes one Bite attack and two Claw attacks. If both Claw attacks hit one creature that is wielding a weapon, the target must succeed on a {@dc 16} Dexterity saving throw or the target's weapon takes a permanent and cumulative -1 penalty to damage rolls. If the weapon's penalty drops to -5, the weapon is destroyed. If the target is wielding more than one weapon, the troll chooses which weapon to affect.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d8 + 6}) slashing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} +9 to to hit, reach 5 ft., one target. {@h}15 ({@damage 2d8 + 6}) piercing damage.\"]}],\"environment\":[\"coastal\",\"forest\",\"underwater\"],\"traitTags\":[\"Amphibious\",\"Keen Senses\",\"Regeneration\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lantern Dragonette\",\"source\":\"ToB1-2023\",\"page\":136,\"size\":[\"T\"],\"type\":\"dragon\",\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":28,\"formula\":\"8d4 + 8\"},\"speed\":{\"walk\":15,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":7,\"dex\":15,\"con\":13,\"int\":16,\"wis\":13,\"cha\":12,\"save\":{\"wis\":\"+3\",\"cha\":\"+3\"},\"skill\":{\"arcana\":\"+5\",\"history\":\"+5\",\"nature\":\"+5\",\"perception\":\"+3\",\"religion\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Common\",\"Draconic\",\"Primordial\",\"telepathy 60 ft.\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Magical Darkness Hypersensitivity\",\"entries\":[\"While in an area of magical darkness, the lantern dragonette can't fly or use Lantern Belly, and it takes 3 ({@damage 1d6}) necrotic damage each minute.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Fire Breath\",\"entries\":[\"The lantern dragonette breathes fire in a 15-foot cone. Each creature in the area must make a {@dc 11} Dexterity saving throw, taking 10 ({@damage 3d6}) fire damage on a failed save, or half the damage on a successful one.\"]}],\"bonus\":[{\"name\":\"Lantern Belly\",\"entries\":[\"The dragonette sheds bright light in a 20-foot radius and dim light for an additional 20 feet or stops shedding light. To shed light, it must have eaten at least 4 ounces of candle wax in the past 24 hours. It can shed light for up to 1 hour for every 4 ounces of candle wax it has eaten in the past 24 hours, to a maximum of 4 hours every 24 hours.\"]}],\"environment\":[\"urban\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"C\",\"DR\",\"P\",\"TP\"],\"damageTags\":[\"F\",\"N\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lemurfolk\",\"source\":\"ToB1-2023\",\"page\":250,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"lemurfolk\"]},\"alignment\":[\"N\"],\"ac\":[12],\"hp\":{\"average\":21,\"formula\":\"6d6\"},\"speed\":{\"walk\":30,\"climb\":20},\"str\":10,\"dex\":15,\"con\":11,\"int\":12,\"wis\":10,\"cha\":8,\"skill\":{\"acrobatics\":\"+4\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Common\",\"Lemurfolk\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Glide\",\"entries\":[\"The lemurfolk has membranes between its fore and hind limbs that expand when falling to slow its rate of descent to 60 feet per round, landing on its feet and taking no falling damage. It can move up to 5 feet horizontally for every 1 foot it falls. The lemurfolk can't gain height with its gliding membranes alone. If subjected to a strong wind or lift of any kind, it can use the updraft to glide farther.\"]}],\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage.\"]},{\"name\":\"Blowgun\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 25/100 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage, and the target must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} for 1 hour. If the saving throw fails by 5 or more, the target is also {@condition unconscious} while {@condition poisoned} in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.\"]}],\"environment\":[\"forest\"],\"attachedItems\":[\"blowgun|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\",\"RW\"],\"conditionInflict\":[\"poisoned\",\"unconscious\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Leshy\",\"source\":\"ToB1-2023\",\"page\":251,\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":45,\"formula\":\"7d8 + 14\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":12,\"con\":14,\"int\":14,\"wis\":15,\"cha\":16,\"skill\":{\"deception\":\"+5\",\"perception\":\"+4\",\"stealth\":\"+3\",\"survival\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Common\",\"Elvish\",\"Sylvan\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Mimicry\",\"entries\":[\"The leshy can mimic animal sounds and Humanoid voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 15} Wisdom ({@skill Insight}) check.\"]},{\"name\":\"Plant Camouflage\",\"entries\":[\"The leshy has advantage on Dexterity ({@skill Stealth}) checks it makes in any terrain with ample obscuring plant life.\"]},{\"name\":\"Speak with Beasts and Plants\",\"entries\":[\"The leshy can communicate with Beasts and Plants as if they shared a language.\"]},{\"name\":\"Vine-Wrapped Weapons\",\"entries\":[\"The poisonous vines growing from the leshy entwine around its weapon. When the leshy hits with any weapon, the weapon deals an extra {@damage 2d4} poison damage (included in the attack).\"]},{\"name\":\"Woodland Stride\",\"entries\":[\"Difficult terrain composed of magical or nonmagical plants doesn't cost the leshy extra movement.\"]}],\"action\":[{\"name\":\"Club\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage plus 5 ({@damage 2d4}) poison damage.\"]},{\"name\":\"Frightening Mien {@recharge 5}\",\"entries\":[\"The leshy briefly appears to grow to an enormous size, taking on a malicious mien before returning to normal. Each creature within 15 feet of the leshy and that can see it must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} for 1 minute. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature is immune to Frightening Mien if it can see through illusions.\"]},{\"name\":\"Encourage Growth (1/Day)\",\"entries\":[\"The leshy whispers magical words of growth to nonmagical plants on a point it can see within 30 feet of it. The plants burst with life and spread rapidly. The area within 20 feet of that point becomes difficult terrain for 24 hours.\"]}],\"environment\":[\"forest\"],\"attachedItems\":[\"club|phb\"],\"traitTags\":[\"Camouflage\",\"Mimicry\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"E\",\"S\"],\"damageTags\":[\"B\",\"I\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Library Automaton\",\"source\":\"ToB1-2023\",\"page\":252,\"size\":[\"S\"],\"type\":\"construct\",\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":24,\"formula\":\"7d6\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":13,\"con\":10,\"int\":16,\"wis\":12,\"cha\":8,\"skill\":{\"history\":\"+5\",\"investigation\":\"+5\"},\"senses\":[\"blindsight 60 ft.\",\"truesight 10 ft.\"],\"passive\":11,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"Common\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Bibliophile\",\"entries\":[\"The library automaton understands any written language it can see, provided it is touching the surface on which the words are written.\"]},{\"name\":\"Bibliotelekinesis\",\"entries\":[\"The library automaton is surrounded by an {@condition invisible}, shapeless, magical force that can perform simple tasks at the automaton's command. This force has a Strength equal to the automaton's Strength, and it can interact with objects up to 15 feet away from the automaton. The automaton can use this force to perform simple tasks that a Small humanoid with two hands could do, such as opening a door, moving a bookshelf's ladder, picking up and organizing books, and similar tasks. The automaton can't use this force to make attacks or wield a weapon or shield.\"]},{\"name\":\"Book Safekeeper\",\"entries\":[\"The library automaton's body contains a small, extradimensional space. This space can hold up to 100 pounds of Small or smaller objects. This space can hold only books, scrolls, parchment, or other written works on paper or other paper- or wood-like materials. The automaton is the only creature capable of retrieving items from this space while it is alive. If the automaton is destroyed, the objects within its extradimensional space are ejected into an unoccupied space nearest it.\"]},{\"name\":\"Construct Nature\",\"entries\":[\"The library automaton doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Piston-Powered Kick\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}6 ({@damage 2d4 + 1}) bludgeoning damage.\"]},{\"name\":\"Unnerving Gaze\",\"entries\":[\"{@atk rs} {@hit 5} to hit, range 60 ft., one target. {@h}6 ({@damage 1d6 + 3}) psychic damage, and the target must succeed on a {@dc 13} Wisdom saving throw or have disadvantage on the next attack roll, ability check, or saving throw it makes before the start of the automaton's next turn.\"]}],\"environment\":[\"urban\"],\"senseTags\":[\"B\",\"U\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\",\"Y\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lich Hound\",\"source\":\"ToB1-2023\",\"page\":253,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[14],\"hp\":{\"average\":85,\"formula\":\"10d8 + 40\"},\"speed\":{\"walk\":30,\"fly\":50},\"str\":10,\"dex\":18,\"con\":18,\"int\":6,\"wis\":10,\"cha\":16,\"save\":{\"wis\":\"+2\",\"cha\":\"+5\"},\"skill\":{\"acrobatics\":\"+6\",\"perception\":\"+4\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":14,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"understands Common and Darakhul but can't speak\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Blood Sense\",\"entries\":[\"The lich hound can pinpoint the location of creatures that aren't Constructs or Undead within 60 feet of it and can sense the general direction of such creatures within 1 mile of it.\"]},{\"name\":\"Keen Hearing and Smell\",\"entries\":[\"The lich hound has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell.\"]},{\"name\":\"Undead Nature\",\"entries\":[\"The lich hound doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The lich hound can use its Eerie Howl. It then makes two Bite attacks. If both attacks hit one creature, the target must succeed on a {@dc 14} Constitution saving throw or take 7 ({@damage 2d6}) slashing damage and be {@condition incapacitated} until the end of its next turn.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage. If the target is a creature, it must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Eerie Howl\",\"entries\":[\"The lich hound releases an eerie howl that fades in and out and echoes strangely. Each creature within 30 feet of the lich hound must succeed on a {@dc 14} Wisdom saving throw or be {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the lich hound's Eerie Howl for the next 24 hours.\"]}],\"bonus\":[{\"name\":\"Ethereal Jaunt\",\"entries\":[\"The lich hound magically shifts from the Material Plane to the Ethereal Plane, or vice versa.\"]}],\"environment\":[\"any\",\"planar\"],\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"frightened\",\"incapacitated\",\"prone\"],\"savingThrowForced\":[\"constitution\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Likho\",\"source\":\"ToB1-2023\",\"page\":254,\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":105,\"formula\":\"14d8 + 42\"},\"speed\":{\"walk\":40},\"str\":16,\"dex\":18,\"con\":16,\"int\":13,\"wis\":16,\"cha\":19,\"save\":{\"dex\":\"+7\",\"cha\":\"+7\"},\"skill\":{\"acrobatics\":\"+7\",\"perception\":\"+6\",\"stealth\":\"+10\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":16,\"languages\":[\"Common\",\"Goblin\",\"Void Speech\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Limited Telepathy\",\"entries\":[\"The likho can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.\"]},{\"name\":\"Pounce\",\"entries\":[\"If the likho moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the likho can make one Claw attack against it as a bonus action.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The likho has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The likho can use its Disruptive Gaze. It then makes four Claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage.\"]},{\"name\":\"Disruptive Gaze\",\"entries\":[\"One creature the likho can see within 60 feet of it must succeed on a {@dc 15} Charisma saving throw or have disadvantage on attack rolls, ability checks, and saving throws until the end of its next turn.\"]}],\"environment\":[\"badlands\",\"hill\"],\"traitTags\":[\"Magic Resistance\",\"Pounce\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GO\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"charisma\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lindwurm\",\"source\":\"ToB1-2023\",\"page\":255,\"size\":[\"L\"],\"type\":\"dragon\",\"alignment\":[\"N\",\"E\"],\"ac\":[15],\"hp\":{\"average\":136,\"formula\":\"16d10 + 48\"},\"speed\":{\"walk\":40,\"swim\":20},\"str\":18,\"dex\":20,\"con\":16,\"int\":6,\"wis\":12,\"cha\":8,\"save\":{\"str\":\"+7\",\"dex\":\"+8\",\"con\":\"+6\"},\"skill\":{\"acrobatics\":\"+8\",\"athletics\":\"+7\",\"perception\":\"+4\",\"stealth\":\"+8\"},\"senses\":[\"darkvision 60 ft.\",\"tremorsense 120 ft.\"],\"passive\":14,\"immune\":[\"cold\"],\"vulnerable\":[\"fire\"],\"conditionImmune\":[\"paralyzed\",\"unconscious\"],\"languages\":[\"Draconic\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Ice Walk\",\"entries\":[\"The lindwurm can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.\"]},{\"name\":\"Sure-Footed Skater\",\"entries\":[\"While the lindwurm is on snow or ice, it has advantage on Strength and Dexterity saving throws made against effects that would knock it {@condition prone}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The lindwurm makes one Bite attack and two Claw attacks. It can replace its Bite attack with one Constrict attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage. If the target is a creature, it must succeed on a {@dc 15} Constitution saving throw or contract a disease and be {@condition poisoned} until the disease is cured. At the end of each long rest, the diseased creature must repeat the saving throw. On a failure, the creature suffers one level of {@condition exhaustion} and doesn't regain expended Hit Dice from the rest. On a success, the creature's {@condition exhaustion} level decreases by one, and it regains expended Hit Dice as normal from the rest. If a successful saving throw reduces the diseased creature's level of {@condition exhaustion} below 1, the creature recovers from the disease, ending it.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage.\"]},{\"name\":\"Constrict\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 15}). Until this grapple ends, the target is {@condition restrained}, and the lindwurm can't Constrict another target.\"]}],\"environment\":[\"arctic\",\"underwater\"],\"senseTags\":[\"D\",\"T\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DR\"],\"damageTags\":[\"B\",\"P\",\"S\"],\"miscTags\":[\"DIS\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Liosalfar\",\"source\":\"ToB1-2023\",\"page\":256,\"size\":[\"L\"],\"type\":\"elemental\",\"alignment\":[\"N\"],\"ac\":[17],\"hp\":{\"average\":132,\"formula\":\"24d10\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":60,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":10,\"dex\":25,\"con\":10,\"int\":18,\"wis\":18,\"cha\":12,\"save\":{\"con\":\"+4\",\"int\":\"+8\",\"wis\":\"+8\",\"cha\":\"+5\"},\"skill\":{\"arcana\":\"+8\",\"insight\":\"+8\",\"perception\":\"+8\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":18,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\",\"psychic\",\"radiant\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"unconscious\"],\"languages\":[\"Celestial\",\"Common\",\"Elvish\",\"Giant\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Darkness Hypersensitivity\",\"entries\":[\"The liosalfar takes 15 necrotic damage when it starts its turn in magical darkness. While in magical darkness, it has disadvantage on attack rolls and ability checks.\"]},{\"name\":\"Elemental Nature\",\"entries\":[\"The liosalfar doesn't require air, food, drink, or sleep.\"]},{\"name\":\"Inscrutable\",\"entries\":[\"The liosalfar is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom ({@skill Insight}) checks made to ascertain the liosalfar's intentions or sincerity have disadvantage.\"]},{\"name\":\"Light Form\",\"entries\":[\"The liosalfar can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. In addition, it sheds bright light in a 10- to 30‑foot radius and dim light for an additional number of feet equal to the chosen radius. The liosalfar can alter the radius as a bonus action.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The liosalfar makes two Radiant Touch or Ray of Light attacks. If both Radiant Touch attacks hit one creature, the target must succeed on a {@dc 16} Constitution saving throw or be {@condition stunned} until the end of its next turn.\"]},{\"name\":\"Radiant Touch\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}29 ({@damage 4d10 + 7}) radiant damage.\"]},{\"name\":\"Ray of Light\",\"entries\":[\"{@atk rs} {@hit 8} to hit, range 60 ft., one target. {@h}31 ({@damage 6d8 + 4}) radiant damage, and the target must succeed on a {@dc 16} Constitution saving throw or be {@condition blinded} until the end of its next turn.\"]},{\"name\":\"Mesmerizing Radiance\",\"entries\":[\"The liosalfar causes the light radiating from its body to shift color and pattern in a spellbinding display. Each creature within 60 feet of the liosalfar and that can see it must succeed on a {@dc 16} Wisdom saving throw or be {@condition charmed} until the display ends. The liosalfar must take a bonus action on its subsequent turns to continue the display. It can stop the display at any time, and the display ends if the liosalfar is {@condition incapacitated}. While {@condition charmed} by the liosalfar's display, a creature is also {@condition incapacitated}, and its speed is reduced to 0, as it is transfixed by the display. The effect ends for a {@condition charmed} creature if it takes any damage or if someone uses an action to shake the creature out of its stupor.\"]}],\"environment\":[\"planar\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\",\"E\",\"GI\"],\"damageTags\":[\"N\",\"R\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"blinded\",\"charmed\",\"incapacitated\",\"stunned\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Living Wick\",\"source\":\"ToB1-2023\",\"page\":257,\"size\":[\"S\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":28,\"formula\":\"8d6\"},\"speed\":{\"walk\":20},\"str\":14,\"dex\":10,\"con\":10,\"int\":5,\"wis\":5,\"cha\":5,\"passive\":7,\"immune\":[\"poison\",\"psychic\"],\"vulnerable\":[\"fire\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Construct Nature\",\"entries\":[\"The living wick doesn't require air, food, drink, or sleep.\"]},{\"name\":\"Wick-Powered\",\"entries\":[\"The living wick is inactive and {@condition unconscious} while its wick is unlit. When its wick is lit, it obeys the commands of the creature that lit the wick, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The living wick's hp maximum is reduced by 2 ({@dice 1d4}) for every 24 hours it remains lit and active, and no effect short of a {@spell wish} spell can remove this reduction. The living wick dies when its hp maximum is reduced to 0.\",\"A creature grappling the active living wick can take its action to extinguish the wick by succeeding on a {@dc 12} Dexterity check. A creature within 5 feet of a living wick that is dormant from an unlit wick can take an action to light the wick, gaining command of the living wick.\"]}],\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage.\"]},{\"name\":\"Consuming Inferno\",\"entries\":[\"The living wick's controller can command the living wick to rapidly burn through the remains of its wick, creating a devastating ball of fire. Each creature within 20 feet of the living wick must make a {@dc 12} Dexterity saving throw, taking 7 ({@damage 2d6}) fire damage on a failed save, or half as much damage on a successful one. Flammable objects in the area and that aren't being worn or carried ignite. The living wick then dies, becoming a lifeless puddle of wax.\"]}],\"environment\":[\"urban\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"B\",\"F\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lord of the Hunt\",\"source\":\"ToB1-2023\",\"page\":174,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":229,\"formula\":\"27d8 + 108\"},\"speed\":{\"walk\":40},\"str\":21,\"dex\":18,\"con\":19,\"int\":14,\"wis\":18,\"cha\":15,\"save\":{\"str\":\"+11\",\"wis\":\"+10\",\"cha\":\"+8\"},\"skill\":{\"athletics\":\"+11\",\"perception\":\"+10\",\"survival\":\"+10\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 120 ft.\"],\"passive\":20,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks not made with cold iron weapons\",\"cond\":true}],\"immune\":[\"cold\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"Common\",\"Draconic\",\"Elvish\",\"Sylvan\"],\"cr\":\"18\",\"trait\":[{\"name\":\"Huntsman's Weapons\",\"entries\":[\"The Lord of the Hunt's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 14 ({@damage 4d6}) poison damage (included in the attack).\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the Lord of the Hunt fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Sure Seat\",\"entries\":[\"While mounted and not {@condition incapacitated}, the Lord of the Hunt can't be knocked {@condition prone}, dismounted, or moved against his will.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The Lord of the Hunt makes three Spear or Longbow attacks.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 11} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage, or 9 ({@damage 1d8 + 5}) piercing damage if used in two hands, plus 14 ({@damage 4d6}) poison damage. If the Lord of the Hunt throws the spear, the spear teleports up to 120 feet to the Lord of the Hunt's hand at the start of his next turn. If he has no hand free, the spear teleports to the ground at his feet.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 10} to hit, range 150/600 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage plus 14 ({@damage 4d6}) poison damage.\"]},{\"name\":\"Hunter's Quarry\",\"entries\":[\"The Lord of the Hunt magically calls {@dice 3d6} elk or boars, {@dice 1d4} giant boars or giant elk, or 1 elephant. The called Beasts arrive in {@dice 1d4} rounds, acting as allies of the Lord and obeying its spoken commands. The Beasts remain for 1 hour, until the Lord dies, or until the Lord dismisses them as a bonus action. The Lord can have any number of Beasts under its control at one time provided the combined total CR of the Beasts is no higher than 8.\"]}],\"bonus\":[{\"name\":\"Fey Mount\",\"entries\":[\"The Lord of the Hunt can summon or dismiss a magical Fey mount, mounting or dismounting it as part of this bonus action without spending movement. The mount uses the statistics of a warhorse, except it has 40 hp, is a Fey, has the same damage and condition resistances and immunities as the Lord of the Hunt, and uses the Lord's saving throw bonuses in place of its own. If the mount is slain, it disappears, leaving behind no physical form, and the Lord of the Hunt must wait 1 hour before summoning the mount again.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"The Lord of the Hunt increases his AC by 6 against one attack that would hit him. To do so, he must see the attacker and must be wielding a melee weapon.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"The Lord of the Hunt makes one Spear or Longbow attack.\"]},{\"name\":\"Tenacious Stride\",\"entries\":[\"The Lord of the Hunt moves up to his speed without provoking opportunity attacks. If he is mounted, he can force the mount to move up to half its speed without provoking opportunity attacks instead.\"]},{\"name\":\"Call to the Hunt (Costs 2 Actions)\",\"entries\":[\"The Lord of the Hunt blows his hunting horn and chooses one creature he can see within 60 feet. If the creature can hear the horn, it must succeed on a {@dc 16} Charisma saving throw or be {@condition charmed} by the Lord of the Hunt for 8 hours. The {@condition charmed} target obeys the Lord's verbal commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to the Lord's Call to the Hunt for the next 24 hours. The Lord can have only one target {@condition charmed} at a time. If he charms another, the effect on the previous target ends.\"]}],\"legendaryGroup\":{\"name\":\"Lord of the Hunt\",\"source\":\"ToB1-2023\"},\"environment\":[\"forest\",\"planar\"],\"attachedItems\":[\"longbow|phb\",\"spear|phb\"],\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"C\",\"DR\",\"E\",\"S\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"charmed\",\"prone\"],\"savingThrowForced\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lorelei\",\"source\":\"ToB1-2023\",\"page\":258,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"C\",\"E\"],\"ac\":[15],\"hp\":{\"average\":93,\"formula\":\"11d8 + 44\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":10,\"dex\":21,\"con\":18,\"int\":16,\"wis\":16,\"cha\":21,\"save\":{\"dex\":\"+8\",\"cha\":\"+8\"},\"skill\":{\"deception\":\"+8\",\"performance\":\"+8\",\"persuasion\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Common\",\"Sylvan\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Alluring Presence\",\"entries\":[\"When a Humanoid that can see the lorelei starts its turn within 30 feet of the lorelei, the lorelei can force it to make a {@dc 15} Wisdom saving throw if the lorelei isn't {@condition incapacitated} and can see the Humanoid. On a failed save, the Humanoid is {@condition charmed} until the start if its next turn. While {@condition charmed}, the target is {@condition incapacitated} and must move on its turn toward the lorelei by the most direct route, trying to get within 5 feet of the lorelei for a kiss from her. The Humanoid doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage, the Humanoid can repeat the saving throw. If the saving throw is successful, the effect ends for it, and it regains its senses for the remainder of its turn.\",\"Unless surprised, a Humanoid can avert its eyes to avoid the saving throw at the start of its turn. If the Humanoid does so, it can't see the lorelei until the start of its next turn, when it can avert its eyes again. If the Humanoid looks at the lorelei in the meantime, it must immediately make the save.\"]},{\"name\":\"Amphibious\",\"entries\":[\"The lorelei can breathe air and water.\"]},{\"name\":\"Free Water Spirit\",\"entries\":[\"While in contact with water, the lorelei ignores difficult terrain, and magical effects can't reduce her speed or cause her to be {@condition restrained}. In addition, she can spend 5 feet of movement to escape from nonmagical restraints or being {@condition grappled}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The lorelei can use her Stunning Glance. She then makes three Psychic Blast attacks. She can replace one attack with a use of Corrupted Kiss.\"]},{\"name\":\"Corrupted Kiss\",\"entries\":[\"{@atk ms} {@hit 8} to hit, reach 5 ft., one willing creature, or a creature that is {@condition incapacitated} or {@condition restrained}. {@h}14 ({@damage 2d8 + 5}) necrotic damage, and the lorelei regains hp equal to that amount.\"]},{\"name\":\"Psychic Blast\",\"entries\":[\"{@atk ms,rs} {@hit 8} to hit, reach 5 ft. or range 60 ft., one target. {@h}12 ({@damage 2d6 + 5}) psychic damage.\"]},{\"name\":\"Stunning Glance\",\"entries\":[\"The lorelei sends a seductive glance at a creature she can see within 30 feet of her. The target must succeed on a {@dc 15} Wisdom saving throw or be {@condition stunned} until the end of its next turn. On a successful save, a creature is immune to this lorelei's Stunning Glance for the next 24 hours.\"]}],\"environment\":[\"forest\",\"underwater\"],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"N\",\"Y\"],\"conditionInflict\":[\"incapacitated\",\"stunned\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Loxoda\",\"source\":\"ToB1-2023\",\"page\":259,\"size\":[\"H\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":147,\"formula\":\"14d12 + 56\"},\"speed\":{\"walk\":40},\"str\":19,\"dex\":12,\"con\":19,\"int\":12,\"wis\":14,\"cha\":10,\"skill\":{\"athletics\":\"+7\",\"survival\":\"+5\"},\"passive\":12,\"languages\":[\"Loxodan\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Trampling Charge\",\"entries\":[\"If the loxoda moves at least 20 feet straight toward a creature and then hits it with a Slam attack on the same turn, that target must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the loxoda can make one Stomp attack against it as a bonus action.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The loxoda makes one Slam attack and one Spear attack.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}22 ({@damage 4d8 + 4}) bludgeoning damage.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}14 ({@damage 3d6 + 4}) piercing damage, or 17 ({@damage 3d8 + 4}) piercing damage if used with two hands to make a melee attack.\"]},{\"name\":\"Stomp\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one {@condition prone} creature. {@h}20 ({@damage 3d10 + 4}) bludgeoning damage.\"]},{\"name\":\"Tooth-Rattling Pound {@recharge 5}\",\"entries\":[\"The loxoda rears up and lands heavily, rattling the land and creatures around it. Each creature in contact with the ground within 20 feet of the loxoda must make a {@dc 15} Dexterity saving throw. On a failure, a creature takes 36 ({@damage 8d8}) bludgeoning damage and takes an extra 10 ({@damage 3d6}) thunder damage at the end of its next turn as the shockwaves from the Tooth-Rattling Pound continue up through its body. On a success, a creature takes half the damage and doesn't take extra thunder damage from shockwaves.\"]}],\"environment\":[\"forest\",\"grassland\"],\"attachedItems\":[\"spear|phb\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"P\",\"T\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RW\",\"THW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lunar Devil\",\"source\":\"ToB1-2023\",\"page\":98,\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":94,\"formula\":\"9d10 + 45\"},\"speed\":{\"walk\":40,\"fly\":{\"number\":60,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":21,\"dex\":21,\"con\":20,\"int\":16,\"wis\":15,\"cha\":18,\"save\":{\"str\":\"+8\",\"dex\":\"+8\",\"con\":\"+8\",\"wis\":\"+5\"},\"skill\":{\"perception\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":15,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Celestial\",\"Draconic\",\"Elvish\",\"Infernal\",\"Sylvan\",\"telepathy 120 ft.\"],\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The lunar devil casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell fly}\",\"{@spell major image}\"],\"daily\":{\"1\":[\"{@spell wall of ice}\"],\"3\":[\"{@spell greater invisibility}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the lunar devil's darkvision.\"]},{\"name\":\"Light Incorporeality\",\"entries\":[\"The lunar devil is translucent when standing in moonlight and is immune to damage from all nonmagical weapons in such conditions.\"]},{\"name\":\"Lightwalking\",\"entries\":[\"Once on its turn, the lunar devil can use half its movement to step magically into one area of moonlight within its reach and emerge from a second area of moonlight within 80 feet of the first, appearing in an unoccupied space within that second area.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The lunar devil has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The lunar devil makes one Bite attack, one Claw attack, and one Tail attack, or it makes three Hurl Moonlight attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage plus 9 ({@damage 2d8}) cold damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage.\"]},{\"name\":\"Hurl Moonlight\",\"entries\":[\"{@atk rs} {@hit 7} to hit, range 150 ft., one target. {@h}17 ({@damage 3d8 + 4}) cold damage, and the target must succeed on a {@dc 15} Constitution saving throw or become {@condition blinded} until the end of its next turn.\"]}],\"environment\":[\"forest\"],\"traitTags\":[\"Devil's Sight\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CE\",\"DR\",\"E\",\"I\",\"S\",\"TP\"],\"damageTags\":[\"B\",\"C\",\"P\",\"S\"],\"damageTagsSpell\":[\"C\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mahoru\",\"source\":\"ToB1-2023\",\"page\":260,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":105,\"formula\":\"14d10 + 28\"},\"speed\":{\"walk\":10,\"swim\":60},\"str\":18,\"dex\":19,\"con\":14,\"int\":3,\"wis\":12,\"cha\":7,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"cr\":\"3\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The mahoru can breathe air and water.\"]},{\"name\":\"Blood Frenzy\",\"entries\":[\"The mahoru has advantage on melee attack rolls against any creature that doesn't have all of its hp.\"]},{\"name\":\"Keen Sight and Smell\",\"entries\":[\"The mahoru has advantage on Wisdom ({@skill Perception}) checks that rely on sight or smell.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The mahoru has advantage on attack rolls against a creature if at least one of the mahoru's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}20 ({@damage 3d10 + 4}) slashing damage. If the mahoru scores a critical hit, the target must succeed on a {@dc 14} Strength saving throw or the mahoru bites off one of the target's limbs. A creature is immune to this effect if it is immune to slashing damage.\"]},{\"name\":\"Roar\",\"entries\":[\"The mahoru roars while above water or emits a loud, low thrum while underwater. Each creature within 30 feet of the mahoru that can hear the roar or thrum must succeed on a {@dc 14} Wisdom saving throw or be {@condition frightened} for 1 minute. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that fails the saving throw by 5 or more is also {@condition paralyzed} until the end of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Roar of all mahoru for the next 24 hours.\"]}],\"environment\":[\"arctic\",\"coastal\",\"underwater\"],\"traitTags\":[\"Amphibious\",\"Keen Senses\",\"Pack Tactics\"],\"senseTags\":[\"D\"],\"damageTags\":[\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Malakbel Demon\",\"source\":\"ToB1-2023\",\"page\":85,\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":102,\"formula\":\"12d8 + 48\"},\"speed\":{\"walk\":40},\"str\":14,\"dex\":17,\"con\":19,\"int\":13,\"wis\":16,\"cha\":20,\"save\":{\"dex\":\"+7\",\"wis\":\"+7\"},\"skill\":{\"perception\":\"+7\"},\"senses\":[\"truesight 30 ft.\"],\"passive\":17,\"resist\":[\"cold\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"fire\",\"poison\",\"radiant\"],\"conditionImmune\":[\"blinded\",\"poisoned\"],\"languages\":[\"Abyssal\",\"telepathy 120 ft.\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Blistering Radiance\",\"entries\":[\"The malakbel sheds searing, bright light in a 30-foot radius and dim light for an additional 30 feet. At the start of each of the malakbel's turns, each creature in the bright light shed by the malakbel takes 11 ({@damage 2d10}) radiant damage. If any of the bright light overlaps with an area of darkness created by a spell of 3rd level or lower, the spell creating the darkness is dispelled.\"]},{\"name\":\"Distortion\",\"entries\":[\"Ranged attacks against the malakbel are made with disadvantage.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The malakbel has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The malakbel makes two Scorching Blast attacks.\"]},{\"name\":\"Scorching Blast\",\"entries\":[\"{@atk ms,rs} {@hit 9} to hit, reach 5 ft. or range 120 ft., one target. {@h}18 ({@damage 3d8 + 5}) fire damage.\"]},{\"name\":\"Searing Flare {@recharge 5}\",\"entries\":[\"The malakbel intensifies the heat and light it sheds to withering levels. Each creature in the bright light shed by the malakbel's Blistering Radiance trait must make a {@dc 16} Constitution saving throw. On a failure, a creature takes 13 ({@damage 3d8}) fire damage and 22 ({@damage 4d10}) radiant damage and suffers one level of {@condition exhaustion}. On a success, a creature takes half the damage and doesn't suffer {@condition exhaustion}.\"]},{\"name\":\"Teleport\",\"entries\":[\"The malakbel magically teleports, along with any equipment it is wearing or carrying, up to 100 feet to an unoccupied space it can see.\"]}],\"environment\":[\"planar\",\"urban\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\",\"Teleport\"],\"languageTags\":[\"AB\",\"TP\"],\"damageTags\":[\"F\",\"R\"],\"miscTags\":[\"AOE\"],\"conditionInflict\":[\"exhaustion\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mallqui\",\"source\":\"ToB1-2023\",\"page\":261,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":120,\"formula\":\"16d8 + 48\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":9,\"con\":16,\"int\":11,\"wis\":18,\"cha\":14,\"save\":{\"int\":\"+3\",\"cha\":\"+5\"},\"skill\":{\"history\":\"+3\",\"insight\":\"+7\",\"religion\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[\"cold\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The mallqui casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell druidcraft}\"],\"daily\":{\"3e\":[\"{@spell create or destroy water}\",\"{@spell entangle}\"],\"1e\":[\"{@spell locate animals or plants}\",\"{@spell wind wall}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Regeneration\",\"entries\":[\"The mallqui regains 10 hp at the start of its turn. If the mallqui takes radiant damage, this trait doesn't function at the start of the mallqui's next turn. The mallqui dies only if it starts its turn with 0 hp and doesn't regenerate.\"]},{\"name\":\"Undead Nature\",\"entries\":[\"The mallqui doesn't require air, food, drink, or sleep.\"]},{\"name\":\"Water Hypersusceptibility\",\"entries\":[\"For every 5 feet the mallqui moves in water, or for every gallon of water splashed on it, it takes 2 ({@damage 1d4}) radiant damage. In addition, the mallqui takes 10 radiant damage when it starts its turn at least partially submerged in water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The mallqui can use its Xeric Aura. It then makes three Xeric Blast attacks. It can replace one attack with a use of Spellcasting.\"]},{\"name\":\"Xeric Blast\",\"entries\":[\"{@atk ms,rs} {@hit 7} to hit, reach 5 ft. or range 60 ft., one target. {@h}18 ({@damage 4d6 + 4}) necrotic damage.\"]},{\"name\":\"Xeric Aura\",\"entries\":[\"Each creature within 20 feet of the mallqui must succeed on a {@dc 15} Constitution saving throw or suffer one level of {@condition exhaustion}, as moisture is drained from its body. If a creature's saving throw is successful, it is immune to the mallqui's Xeric Aura for the next 24 hours.\"]}],\"environment\":[\"arctic\",\"mountain\"],\"traitTags\":[\"Regeneration\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"N\",\"R\"],\"damageTagsSpell\":[\"B\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Malphas\",\"source\":\"ToB1-2023\",\"page\":262,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":135,\"formula\":\"18d8 + 54\"},\"speed\":{\"walk\":40,\"fly\":30},\"str\":19,\"dex\":19,\"con\":16,\"int\":14,\"wis\":13,\"cha\":18,\"save\":{\"dex\":\"+7\",\"con\":\"+6\",\"wis\":\"+4\"},\"skill\":{\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Common\",\"Ravenfolk\",\"Sylvan\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Shadow-Infused Weapons\",\"entries\":[\"The malphas's weapon attacks are magical. When it hits with any weapon, the weapon deals an extra {@damage 3d6} necrotic damage (included in the attack).\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the malphas has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The malphas makes two Longsword attacks or three Shadow Bolt attacks. If both Longsword attacks hit one creature, the target must succeed on a {@dc 15} Constitution saving throw or be {@condition blinded} until the end of its next turn, as shadows fill its eyes. A creature that can see through magical darkness has advantage on this saving throw.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands, plus 10 ({@damage 3d6}) necrotic damage.\"]},{\"name\":\"Shadow Bolt\",\"entries\":[\"{@atk rs} {@hit 7} to hit, range 60 ft., one target. {@h}14 ({@damage 3d6 + 4}) necrotic damage.\"]}],\"reaction\":[{\"name\":\"Shadow Call\",\"entries\":[\"When the malphas is hit by a ranged attack, it can make one Shadow Bolt attack against the attacker. The malphas doesn't have disadvantage on this attack from being within 5 feet of a hostile creature, though it may still have disadvantage from other sources.\"]}],\"environment\":[\"planar\",\"urban\"],\"attachedItems\":[\"longsword|phb\"],\"traitTags\":[\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"N\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"blinded\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mamura\",\"source\":\"ToB1-2023\",\"page\":263,\"size\":[\"S\"],\"type\":\"aberration\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":112,\"formula\":\"15d6 + 60\"},\"speed\":{\"walk\":20,\"fly\":30},\"str\":8,\"dex\":18,\"con\":19,\"int\":17,\"wis\":11,\"cha\":16,\"save\":{\"dex\":\"+7\",\"con\":\"+7\",\"cha\":\"+6\"},\"skill\":{\"acrobatics\":\"+7\",\"perception\":\"+6\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":16,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"languages\":[\"Common\",\"Goblin\",\"Sylvan\",\"Void Speech\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Distracting Babble\",\"entries\":[\"When a spellcaster that is {@status concentration||concentrating} on a spell starts its turn within 20 feet of the mamura, the spellcaster must succeed on a {@dc 15} Constitution saving throw or lose {@status concentration} on the spell. In addition, if a spellcaster within 20 feet of the mamura casts a spell, it must succeed on a {@dc 15} Constitution saving throw or the spell fails to cast, using the action, bonus action, or reaction to cast the spell but not expending the spell slot.\"]},{\"name\":\"Flyby\",\"entries\":[\"The mamura doesn't provoke opportunity attacks when it flies out of an enemy's reach.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The mamura has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Radial Eyes\",\"entries\":[\"The mamura has advantage on Wisdom ({@skill Perception}) checks that rely on sight and on saving throws against being {@condition blinded}. In addition, if the mamura isn't {@condition blinded}, creatures attacking it can't benefit from traits and features that rely on a creature's allies distracting or surrounding the mamura, such as the Pack Tactics trait or Sneak Attack class feature.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The mamura makes three Claw attacks and one Whiptail Stinger attack.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, range 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage.\"]},{\"name\":\"Whiptail Stinger\",\"entries\":[\"{@atk mw} {@hit 7} to hit, range 10 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage, and the target must succeed on a {@dc 15} Constitution saving throw or take 7 ({@damage 2d6}) poison damage and be {@condition poisoned} for 1 minute. While {@condition poisoned}, the creature takes 3 ({@damage 1d6}) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"bonus\":[{\"name\":\"Shadow Stealth\",\"entries\":[\"While in dim light or darkness, the mamura takes the Hide action.\"]}],\"environment\":[\"badlands\",\"grassland\"],\"traitTags\":[\"Flyby\",\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GO\",\"S\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Map Mimic\",\"source\":\"ToB1-2023\",\"page\":269,\"size\":[\"T\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"shapechanger\"]},\"alignment\":[\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":22,\"formula\":\"5d4 + 10\"},\"speed\":{\"walk\":30,\"fly\":15},\"str\":7,\"dex\":15,\"con\":14,\"int\":5,\"wis\":13,\"cha\":16,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"immune\":[\"acid\"],\"conditionImmune\":[\"prone\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"False Appearance (Object Form Only)\",\"entries\":[\"While the mimic remains motionless, it is indistinguishable from an ordinary object.\"]},{\"name\":\"Life Path\",\"entries\":[\"Regardless of the form it takes, the map mimic can make a map on its surface (no action required) that shows the route it has traveled since it left its parent mimic. The map shows terrain features and landmarks of where it has been, but doesn't show the names of those places.\"]}],\"action\":[{\"name\":\"Pseudopod\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage, and it attaches to the target. While attached, the mimic can't attack, the target is {@condition blinded}, and at the start of each of the mimic's turns, the target takes 5 ({@damage 1d6 + 2}) bludgeoning damage.\",\"The attached mimic moves with the target whenever the target moves, requiring none of the mimic's movement. It can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the mimic by succeeding on a {@dc 8} Strength check.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"The mimic transforms into a Tiny object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"]}],\"environment\":[\"underdark\",\"urban\"],\"traitTags\":[\"False Appearance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Shapechanger\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"blinded\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mask Wight\",\"source\":\"ToB1-2023\",\"page\":264,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":207,\"formula\":\"18d8 + 126\"},\"speed\":{\"walk\":40},\"str\":22,\"dex\":18,\"con\":24,\"int\":15,\"wis\":16,\"cha\":18,\"save\":{\"str\":\"+11\",\"dex\":\"+9\",\"con\":\"+12\",\"int\":\"+7\",\"wis\":\"+8\",\"cha\":\"+9\"},\"senses\":[\"darkvision 60 ft.\",\"truesight 30 ft.\"],\"passive\":13,\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"vulnerable\":[\"radiant\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"stunned\",\"unconscious\"],\"languages\":[\"Abyssal\",\"Common\",\"Infernal\"],\"cr\":\"13\",\"trait\":[{\"name\":\"Necrotic Weapons\",\"entries\":[\"The mask wight's weapon attacks are magical. When the mask wight hits with any weapon, the weapon deals an extra {@damage 3d8} necrotic damage (included in the attack).\"]},{\"name\":\"Single-Minded Purpose\",\"entries\":[\"The mask wight has advantage on attack rolls against fiends and creatures wielding fiendish power, such as tieflings or some sorcerers and warlocks.\"]},{\"name\":\"Undead Nature\",\"entries\":[\"The mask wight doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The mask wight makes two Khopesh of Oblivion attacks and one Spiked Gauntlet attack. If both Khopesh of Oblivion attacks hit one creature, the target must succeed on a {@dc 17} Wisdom saving throw or forget cherished memories of one object or location until it interacts with that object or location again. The object or location can't be an object on the target or a location within its sight when it fails this saving throw.\"]},{\"name\":\"Khopesh of Oblivion\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d8 + 6}) slashing damage plus 13 ({@damage 3d8}) necrotic damage.\"]},{\"name\":\"Spiked Gauntlet\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) bludgeoning damage plus 13 ({@damage 3d8}) necrotic damage. If the target is a Large or smaller creature, it must succeed on a {@dc 17} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Wail of the Forgotten {@recharge}\",\"entries\":[\"The mask wight emits an ear‑piercing wail. Each creature within 30 feet of the mask wight must make a {@dc 17} Charisma saving throw. On a failure, a creature takes 35 ({@damage 10d6}) thunder damage and 27 ({@damage 6d8}) psychic damage and is {@condition deafened} for 1 hour. On a success, a creature takes half the damage and isn't {@condition deafened}. A creature killed by this wail is erased from the memories of every creature in the planes that ever saw or interacted with it, all written or pictorial references to the target fade away, and its body is obliterated. Only divine beings and creatures that saw the creature die are unaffected by this memory erasure. The slain creature can be restored to life only by means of a true resurrection or a {@spell wish} spell.\"]}],\"environment\":[\"planar\"],\"senseTags\":[\"D\",\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"I\"],\"damageTags\":[\"B\",\"N\",\"S\",\"T\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"deafened\",\"prone\"],\"savingThrowForced\":[\"charisma\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mavka\",\"source\":\"ToB1-2023\",\"page\":265,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":170,\"formula\":\"20d8 + 80\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":15,\"con\":18,\"int\":13,\"wis\":13,\"cha\":18,\"save\":{\"str\":\"+9\",\"dex\":\"+6\",\"con\":\"+8\",\"cha\":\"+8\"},\"skill\":{\"athletics\":\"+9\",\"nature\":\"+5\",\"perception\":\"+5\"},\"senses\":[\"darkvision 90 ft.\"],\"passive\":15,\"resist\":[\"fire\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\",\"Infernal\",\"Sylvan\"],\"cr\":\"12\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The mavka casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 16}):\"],\"will\":[\"{@spell create or destroy water}\",\"{@spell dancing lights}\"],\"daily\":{\"3e\":[\"{@spell darkness}\",\"{@spell hold person}\",\"{@spell silence}\"],\"1e\":[\"{@spell bestow curse}\",\"{@spell dispel magic}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Mounted Warrior\",\"entries\":[\"While the mavka is mounted, her mount can't be {@condition charmed} or {@condition frightened}.\"]},{\"name\":\"Nightmare Mount\",\"entries\":[\"The mavka has formed a bond with a nightmare. The nightmare acts as a controlled mount while carrying the mavka, obeying the mavka's spoken commands. Mounting and dismounting the nightmare costs the mavka only 5 feet of movement.\"]},{\"name\":\"Sunlight Hypersensitivity\",\"entries\":[\"The mavka takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks.\"]},{\"name\":\"Undead Nature\",\"entries\":[\"The mavka doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The mavka makes two Enervating Slam attacks or three Necrotic Bolt attacks. If she is riding a nightmare, the nightmare can then make one Hooves attack. If both Enervating Slam attacks hit one creature, the mavka regains hp equal to the total necrotic damage dealt by both attacks.\"]},{\"name\":\"Enervating Slam\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}23 ({@damage 4d8 + 5}) bludgeoning damage plus 16 ({@damage 3d10}) necrotic damage.\"]},{\"name\":\"Necrotic Bolt\",\"entries\":[\"{@atk rs} {@hit 8} to hit, range 60 ft., one target. {@h}26 ({@damage 4d10 + 4}) necrotic damage.\"]},{\"name\":\"Flame Burst {@recharge 5}\",\"entries\":[\"While riding a nightmare, the mavka channels her power into her mount, causing its fiery light to burn those nearby. Each creature within 20 feet of the mavka must make a {@dc 16} Dexterity saving throw, taking 54 ({@damage 12d8}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"forest\"],\"traitTags\":[\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"I\",\"S\"],\"damageTags\":[\"B\",\"F\",\"N\",\"R\"],\"damageTagsSpell\":[\"N\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflictSpell\":[\"deafened\",\"paralyzed\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mbielu Dinosaur\",\"source\":\"ToB1-2023\",\"page\":101,\"size\":[\"H\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":76,\"formula\":\"8d12 + 24\"},\"speed\":{\"walk\":30,\"swim\":20},\"str\":19,\"dex\":14,\"con\":16,\"int\":2,\"wis\":12,\"cha\":6,\"skill\":{\"perception\":\"+3\"},\"passive\":13,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Hold Breath\",\"entries\":[\"The mbielu can hold its breath for 30 minutes.\"]},{\"name\":\"Toxic Skin\",\"entries\":[\"A creature that touches the mbielu or hits it with a melee attack while within 5 feet of it takes 2 ({@damage 1d4}) poison damage and must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 minute. While {@condition poisoned} in this way, a creature has disadvantage on Intelligence, Wisdom, and Charisma saving throws as it experiences mild hallucinations. The {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"action\":[{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}20 ({@damage 3d10 + 4}) bludgeoning damage plus 2 ({@damage 1d4}) poison damage. If the target is a Large or smaller creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Rumbling Bellow {@recharge 5}\",\"entries\":[\"The mbielu releases a deep bellow that vibrates within the bodies of those nearby. Each creature within 15 feet of the mbielu must make a {@dc 13} Constitution saving throw, taking 18 ({@damage 4d8}) thunder damage on a failed save, or half as much damage on a successful one. If a creature {@condition poisoned} by the mbielu's Toxic Skin fails this saving throw, it is also {@condition incapacitated} until the end of its next turn as the combined vibrations and hallucinations disorient it.\"]}],\"environment\":[\"grassland\",\"underwater\"],\"traitTags\":[\"Hold Breath\"],\"damageTags\":[\"B\",\"I\",\"T\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"poisoned\",\"prone\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mi-go\",\"source\":\"ToB1-2023\",\"page\":266,\"size\":[\"M\"],\"type\":\"plant\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":95,\"formula\":\"10d8 + 50\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":16,\"dex\":19,\"con\":21,\"int\":25,\"wis\":15,\"cha\":13,\"save\":{\"str\":\"+6\",\"con\":\"+8\",\"cha\":\"+4\"},\"skill\":{\"arcana\":\"+10\",\"deception\":\"+7\",\"medicine\":\"+5\",\"perception\":\"+5\",\"stealth\":\"+7\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":15,\"resist\":[\"cold\",\"radiant\"],\"languages\":[\"Common\",\"Void Speech\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Deathly Spores\",\"entries\":[\"When a mi-go dies, its body crumbles into millions of spores. Each creature within 10 feet of the mi-go must succeed on a {@dc 15} Dexterity saving throw or take 14 ({@damage 4d6}) poison damage and be {@condition poisoned} until the end of its next turn.\"]},{\"name\":\"Void Traveler\",\"entries\":[\"The mi-go doesn't require air, food, drink, sleep, or ambient pressure. It requires only minimal exposure to starlight a few times each year to sustain itself.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The mi-go makes two Claw or Psychic Bolt attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}17 ({@damage 3d8 + 4}) slashing damage, and the target is {@condition grappled} (escape {@dc 15}) if it is a Large or smaller creature.\"]},{\"name\":\"Psychic Bolt\",\"entries\":[\"{@atk rs} {@hit 10} to hit, range 120 ft., one target. {@h}17 ({@damage 3d6 + 7}) psychic damage.\"]},{\"name\":\"Spore Burst {@recharge 5}\",\"entries\":[\"The mi-go releases hallucinogenic spores in a 30-foot cone. Each creature in the area must make a {@dc 15} Dexterity saving throw. On a failure, a creature takes 21 ({@damage 6d6}) poison damage and is {@condition incapacitated} until the end of its next turn. On a success, a creature takes half the damage and isn't {@condition incapacitated}.\"]}],\"environment\":[\"planar\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"I\",\"S\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"grappled\",\"incapacitated\",\"poisoned\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Millitaur\",\"source\":\"ToB1-2023\",\"page\":267,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":85,\"formula\":\"10d10 + 30\"},\"speed\":{\"walk\":40,\"burrow\":20,\"climb\":30},\"str\":17,\"dex\":14,\"con\":16,\"int\":8,\"wis\":16,\"cha\":10,\"skill\":{\"acrobatics\":\"+4\"},\"senses\":[\"darkvision 60 ft.\",\"tremorsense 30 ft.\"],\"passive\":13,\"resist\":[\"poison\",\"slashing\"],\"conditionImmune\":[\"prone\"],\"languages\":[\"Common\",\"Millitaur\"],\"cr\":\"3\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The millitaur makes two Handaxe attacks.\"]},{\"name\":\"Handaxe\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage plus 3 ({@damage 1d6}) poison damage.\"]},{\"name\":\"Poisonous Flask {@recharge 5}\",\"entries\":[\"The millitaur hastily combines alchemical substances into a poisonous concoction and throws it at a point the millitaur can see within 30 feet. Each creature within 15 feet of that point must make a {@dc 13} Dexterity saving throw. On a failure, a creature takes 14 ({@damage 4d6}) poison damage and is {@condition poisoned} for 1 minute. On a success, a creature takes half the damage and isn't {@condition poisoned}. A {@condition poisoned} creature can make a {@dc 13} Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Healing Tonic (2/Day)\",\"entries\":[\"The millitaur administers a healing tonic to a willing creature within 5 feet of it. The target magically regains 7 {@dice 2d6} hp and is freed from any disease or poison.\"]}],\"environment\":[\"forest\"],\"attachedItems\":[\"handaxe|phb\"],\"senseTags\":[\"D\",\"T\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"I\",\"S\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mindrot Thrall\",\"source\":\"ToB1-2023\",\"page\":270,\"size\":[\"M\"],\"type\":\"plant\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":82,\"formula\":\"11d8 + 33\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":14,\"con\":17,\"int\":11,\"wis\":14,\"cha\":6,\"save\":{\"con\":\"+5\"},\"senses\":[\"tremorsense 30 ft.\"],\"passive\":12,\"immune\":[\"acid\",\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"understands Common but can't speak\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Fungal Aura\",\"entries\":[\"A creature that starts its turn within 5 feet of a mindrot thrall must succeed on a {@dc 13} Constitution saving throw or become infected with the mindrot disease.\"]},{\"name\":\"Mindrot\",\"entries\":[\"A creature infected with this disease manifests symptoms in {@dice 1d4} days after infection, which include migraines and muscle weakness. Until the disease is cured, at the end of each long rest, the infected creature must succeed on a {@dc 13} Constitution saving throw or take 9 ({@damage 2d8}) acid damage, and its hp maximum is reduced by that amount. This reduction lasts until the creature finishes a long rest after the disease is cured. The creature dies if the disease reduces its hp maximum to 0. One day after the creature dies, it rises as a mindrot thrall. A creature that succeeds on two saving throws recovers from the disease.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The mindrot thrall makes two Claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) slashing damage.\"]},{\"name\":\"Spore Breath {@recharge 4}\",\"entries\":[\"The thrall exhales a blast of acidic spores from its rotten lungs in a 15-foot cone. Each creature in the area must make a {@dc 13} Dexterity saving throw. On a failure, a creature takes 18 ({@damage 4d8}) acid damage and is infected with the mindrot disease (see the Mindrot trait). On a success, a creature takes half the damage and isn't infected.\"]}],\"environment\":[\"badlands\",\"underdark\"],\"senseTags\":[\"T\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"A\",\"S\"],\"miscTags\":[\"AOE\",\"DIS\",\"MW\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mirager\",\"source\":\"ToB1-2023\",\"page\":271,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"N\",\"E\"],\"ac\":[13],\"hp\":{\"average\":78,\"formula\":\"12d8 + 24\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":16,\"con\":14,\"int\":10,\"wis\":14,\"cha\":19,\"skill\":{\"deception\":\"+6\",\"perception\":\"+4\",\"performance\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Common\",\"Sylvan\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The mirager casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 14}):\"],\"daily\":{\"3\":[\"{@spell charm person}\"],\"1e\":[\"{@spell hallucinatory terrain} (as an action)\",\"{@spell suggestion}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Sensuous Grace\",\"entries\":[\"The mirager moves with a flowing grace that Humanoids find appealing. If the mirager moves at least 10 feet on its turn, each Humanoid within 30 feet of it that can see it must succeed on a {@dc 14} Charisma saving throw or be {@condition charmed} until the end of its next turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The mirager makes two Slam attacks. If both Slam attacks hit a Medium or smaller creature, the target is also {@condition grappled} (escape {@dc 13}). The mirager can grapple only one creature at a time.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage.\"]},{\"name\":\"Thirsting Kiss\",\"entries\":[\"{@atk ms} {@hit 6} to hit, reach 5 ft., one willing creature, or a creature that is {@condition grappled} by the mirager, {@condition incapacitated}, or {@condition restrained}. {@h}22 ({@damage 4d8 + 4}) necrotic damage, and the mirager gains temporary hp equal to half that amount.\"]},{\"name\":\"Blow Kiss\",\"entries\":[\"The mirager blows a kiss at a creature {@condition charmed} by it. The target must make a {@dc 14} Charisma saving throw. On a failure, a creature takes 17 ({@damage 5d6}) psychic damage and is {@condition stunned} until the end of its next turn. On a success, a creature takes half the damage and the {@condition charmed} condition immediately ends on it.\"]},{\"name\":\"Illusory Appearance\",\"entries\":[\"The mirager covers itself and anything it is wearing or carrying with a magical illusion that makes it look like another creature of its general size and Humanoid shape. The illusion ends if the mirager takes a bonus action to end it or if the mirager dies.\",\"The changes wrought by this effect fail to hold up to physical inspection. For example, the mirager could appear to have smooth skin, but someone touching it would feel its rough, sand-like skin. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a {@dc 20} Intelligence ({@skill Investigation}) check to discern that the mirager is disguised.\"]}],\"bonus\":[{\"name\":\"Sand Dancer\",\"entries\":[\"While in sandy terrain, the mirager takes the Dash or Disengage action.\"]}],\"environment\":[\"desert\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"B\",\"N\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"charmed\",\"grappled\",\"stunned\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForced\":[\"charisma\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Miremal\",\"source\":\"ToB1-2023\",\"page\":272,\"size\":[\"S\"],\"type\":\"fey\",\"alignment\":[\"C\",\"E\"],\"ac\":[12],\"hp\":{\"average\":22,\"formula\":\"5d6 + 5\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":10,\"dex\":15,\"con\":12,\"int\":10,\"wis\":12,\"cha\":8,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+6\",\"survival\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Sylvan\",\"Umbral\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The miremal can breathe air and water.\"]},{\"name\":\"Muddled Escape (Recharges after a Short or Long Rest)\",\"entries\":[\"If the miremal takes 7 damage or less that would reduce it to 0 hp, it is reduced to 1 hp instead and becomes a puddle of filthy swamp water. At the start of the miremal's next turn, it can move up to 15 feet as a puddle. Then it returns to its normal form.\"]},{\"name\":\"Swamp Camouflage\",\"entries\":[\"The miremal has advantage on Dexterity ({@skill Stealth}) checks made to hide in swampy terrain.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The miremal makes one Bite attack and one Claw attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage.\"]},{\"name\":\"Bog Spew {@recharge 5}\",\"entries\":[\"The miremal spews a noxious stream of bog filth mixed with stomach acid at one creature it can see within 20 feet of it. The target must make a {@dc 11} Constitution saving throw. On a failure, the target takes 7 ({@damage 2d6}) acid damage and is {@condition blinded} until the end of its next turn. On a success, the target takes half the damage and isn't {@condition blinded}.\"]}],\"environment\":[\"swamp\"],\"traitTags\":[\"Amphibious\",\"Camouflage\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"S\"],\"damageTags\":[\"A\",\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"blinded\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mirror Hag\",\"source\":\"ToB1-2023\",\"page\":227,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":147,\"formula\":\"14d8 + 84\"},\"speed\":{\"walk\":30,\"fly\":10},\"str\":15,\"dex\":16,\"con\":22,\"int\":12,\"wis\":14,\"cha\":19,\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[\"thunder\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common\",\"Sylvan\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The blood hag casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell disguise self}\",\"{@spell ray of enfeeblement}\"],\"daily\":{\"1e\":[\"{@spell dispel magic}\",\"{@spell locate creature}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Confounding Ugliness\",\"entries\":[\"Any Humanoid that starts its turn within 60 feet of the hag and can see the hag's true form must succeed on a {@dc 15} Wisdom saving throw or be {@condition incapacitated} until the start of its next turn. If the Humanoid's saving throw is successful, it is immune to the hag's Confounding Ugliness for the next 24 hours.\",\"Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes to avoid the saving throw at the start of its turn. If the Humanoid does so, it can't see the hag until the start of its next turn, when it can avert its eyes again. If the Humanoid looks at the hag in the meantime, it must immediately make the save.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The mirror hag can use her Reconfiguring Curse. She then makes one Bite attack and two Claw attacks. She can replace her Bite attack with a use of Spellcasting.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) piercing damage plus 5 ({@damage 2d4}) necrotic damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage plus 5 ({@damage 2d4}) necrotic damage.\"]},{\"name\":\"Reconfiguring Curse\",\"entries\":[\"The mirror hag curses one creature she can see within 60 feet of her, corrupting its form. The target must make a {@dc 15} Constitution saving throw. On a success, the target is immune to the hag's Reconfiguring Curse for the next 24 hours. On a failure, the target is cursed, suffering one of the following effects of the hag's choice:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Disfigured\",\"entries\":[\"The target's skin erupts with growths and lesions, and it has disadvantage on all Charisma checks made to influence Humanoids, except for {@skill Intimidation}.\"]},{\"type\":\"item\",\"name\":\"Sickly\",\"entries\":[\"The target becomes frail and unhealthy, and it has disadvantage on Constitution saving throws. It regains only half its lost hp at the end of a long rest, and it halves the result of any Hit Dice rolled to restore hp during a short rest.\"]},{\"type\":\"item\",\"name\":\"Twisted\",\"entries\":[\"The target's limbs and spine become bent and clumsy. It has disadvantage on all Dexterity checks and Dexterity saving throws, and its speed is reduced by 10 feet.\"]},{\"type\":\"item\",\"name\":\"Withered\",\"entries\":[\"The target's muscles atrophy, and it has disadvantage on all Strength checks and Strength saving throws.\"]}]}]}],\"environment\":[\"forest\",\"urban\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"N\",\"P\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"CUR\",\"MW\"],\"conditionInflict\":[\"incapacitated\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"savingThrowForcedSpell\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mithral Dragon Wyrmling\",\"source\":\"ToB1-2023\",\"page\":123,\"size\":[\"M\"],\"type\":\"dragon\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":44,\"formula\":\"8d8 + 8\"},\"speed\":{\"walk\":50,\"fly\":60},\"str\":12,\"dex\":14,\"con\":13,\"int\":14,\"wis\":15,\"cha\":14,\"save\":{\"dex\":\"+4\",\"con\":\"+3\",\"wis\":\"+4\",\"cha\":\"+4\"},\"skill\":{\"insight\":\"+4\",\"perception\":\"+6\",\"stealth\":\"+4\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 60 ft.\"],\"passive\":16,\"resist\":[\"force\"],\"immune\":[\"slashing\"],\"conditionImmune\":[\"charmed\"],\"languages\":[\"all\",\"telepathy 30 ft.\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The dragon has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage. Instead of dealing damage, the dragon can attempt to end one magical effect of its choice of 2nd level or lower on the target. This effect works like the {@spell dispel magic} spell, except the dragon must always make an ability check. Its ability check for this is +4.\"]},{\"name\":\"Shard Breath {@recharge 5}\",\"entries\":[\"The mithral dragon spits metallic shards in a 15-foot cone. Each creature in that area must make a {@dc 11} Dexterity saving throw, taking 14 ({@damage 4d6}) slashing damage on a failed save, or half as much damage on a successful one. The area becomes difficult terrain until the start of the dragon's next turn, then the shards dissolve into wisps of silvery smoke.\"]}],\"environment\":[\"mountain\"],\"dragonAge\":\"wyrmling\",\"tokenCredit\":\"Cory Trego-Erdner\",\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Mngwa\",\"source\":\"ToB1-2023\",\"page\":273,\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"ethereal coat\"]}],\"hp\":{\"average\":91,\"formula\":\"14d8 + 28\"},\"speed\":{\"walk\":40},\"str\":19,\"dex\":17,\"con\":15,\"int\":11,\"wis\":17,\"cha\":17,\"skill\":{\"perception\":\"+5\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"languages\":[\"Common\",\"Sylvan\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Ethereal Coat\",\"entries\":[\"The mngwa's AC includes its Charisma modifier (included above).\"]},{\"name\":\"Ethereal Sight\",\"entries\":[\"The mngwa can see 30 feet into the Ethereal Plane when on the Material Plane and vice versa.\"]},{\"name\":\"Feline Passivism\",\"entries\":[\"No felines or weretigers can willingly attack the mngwa. They can be forced to do so through magical means.\"]},{\"name\":\"Keen Smell\",\"entries\":[\"The mngwa has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The mngwa has advantage on attack rolls against a creature if at least one of the mngwa's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]},{\"name\":\"Running Leap\",\"entries\":[\"With a 10-foot running start, the mngwa can long jump up to 25 feet.\"]},{\"name\":\"Speak with Felines\",\"entries\":[\"The mngwa can communicate with felines as if they shared a language.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The mngwa makes one Ethereal Bite attack and two Claw attacks.\"]},{\"name\":\"Ethereal Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage plus 5 ({@damage 2d4}) force damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage.\"]}],\"bonus\":[{\"name\":\"Ethereal Step\",\"entries\":[\"The mngwa magically shifts from the Material Plane to the Ethereal Plane, or vice versa. When it leaves or enters the Material Plane, a puff of gray smoke briefly appears in the space on the Material Plane it leaves or enters.\"]}],\"environment\":[\"badlands\",\"hill\"],\"traitTags\":[\"Keen Senses\",\"Pack Tactics\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"O\",\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Monolith Champion\",\"source\":\"ToB1-2023\",\"page\":274,\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":102,\"formula\":\"12d10 + 36\"},\"speed\":{\"walk\":40},\"str\":19,\"dex\":12,\"con\":16,\"int\":10,\"wis\":10,\"cha\":10,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"poison\",\"psychic\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't adamantine\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"Elvish\",\"Umbral\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Coldfire Weapons\",\"entries\":[\"The monolith champion's weapon attacks are imbued with blue fey fire and magical. When the champion hits with any weapon, the weapon deals an extra {@damage 3d8} cold damage or fire damage (included in the attack), the champion's choice.\"]},{\"name\":\"Construct Nature\",\"entries\":[\"The monolith champion doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The monolith champion makes one Greatsword attack and one Slam attack.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}18 ({@damage 4d6 + 4}) slashing damage plus 13 ({@damage 3d8}) cold damage or fire damage (the champion's choice). If the target is within a fey court or castle, the target must succeed on a {@dc 14} Charisma saving throw or become {@condition invisible}, silent, and {@condition paralyzed} for 1 minute, while an illusory version of the target under the champion's control remains visible and audible. The illusion shouts to the target's allies for a retreat or similar action. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself and destroying the illusory double on a success.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage plus 13 ({@damage 3d8}) cold damage or fire damage (the champion's choice).\"]}],\"environment\":[\"planar\",\"urban\"],\"attachedItems\":[\"greatsword|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"E\"],\"damageTags\":[\"B\",\"C\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"invisible\"],\"savingThrowForced\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Monolith Footman\",\"source\":\"ToB1-2023\",\"page\":275,\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":60,\"formula\":\"8d10 + 16\"},\"speed\":{\"walk\":40},\"str\":15,\"dex\":12,\"con\":14,\"int\":10,\"wis\":10,\"cha\":10,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't adamantine\",\"cond\":true}],\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"Elvish\",\"Umbral\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Coldfire Weapons\",\"entries\":[\"The monolith footman's weapon attacks are imbued with blue fey fire and magical. When the footman hits with any weapon, the weapon deals an extra {@damage 1d8} cold damage or fire damage (included in the attack), the champion's choice.\"]},{\"name\":\"Construct Nature\",\"entries\":[\"The monolith footman doesn't require air, food, drink, or sleep.\"]},{\"name\":\"Simple Construction\",\"entries\":[\"A critical hit against the footman causes it to burst into pieces and be destroyed. Each creature within 5 feet of the footman must succeed on a {@dc 12} Dexterity saving throw or take 5 ({@damage 2d4}) bludgeoning damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The footman makes two Shortsword attacks.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) slashing damage plus 4 ({@damage 1d8}) cold damage or fire damage (the footman's choice). If the target is within a fey court or castle, the target must succeed on a {@dc 12} Charisma saving throw or become {@condition invisible}, silent, and {@condition paralyzed} for 1 minute, while an illusory version of the target under the footman's control remains visible and audible. The illusion shouts to the target's allies for a retreat or similar action. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself and destroying the illusory double on a success.\"]}],\"environment\":[\"planar\",\"urban\"],\"attachedItems\":[\"shortsword|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"E\"],\"damageTags\":[\"B\",\"C\",\"S\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"conditionInflict\":[\"invisible\"],\"savingThrowForced\":[\"charisma\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Moonlit King\",\"source\":\"ToB1-2023\",\"page\":176,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"N\",\"G\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":204,\"formula\":\"24d8 + 96\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":20,\"con\":18,\"int\":20,\"wis\":18,\"cha\":20,\"save\":{\"con\":\"+10\",\"wis\":\"+10\",\"cha\":\"+11\"},\"skill\":{\"arcana\":\"+11\",\"perception\":\"+10\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":20,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\",\"acid\"],\"note\":\"from attacks not made with cold iron weapons\",\"cond\":true}],\"immune\":[\"cold\",\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Abyssal\",\"Celestial\",\"Common\",\"Draconic\",\"Elvish\",\"Infernal\",\"telepathy 120 ft.\",\"Umbral\"],\"cr\":\"17\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The Moonlit King casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (save {@dc 19}):\"],\"will\":[\"{@spell continual flame}\",\"{@spell invisibility} (self only)\",\"{@spell moonbeam}\",\"{@spell zone of truth}\"],\"daily\":{\"3e\":[\"{@spell dispel evil and good}\",\"{@spell dispel magic}\",\"{@spell major image}\"],\"1e\":[\"{@spell heal}\",\"{@spell project image}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the Moonlit King fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Moonlit Weapons\",\"entries\":[\"The Moonlit King's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 14 ({@damage 4d6}) radiant damage (included in the attack).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The Moonlit King makes three Crystal Staff or Moon Bolt attacks. He can replace one attack with a use of Spellcasting. If two Crystal Staff attacks hit one creature, the target must succeed on a {@dc 19} Constitution saving throw or be {@condition stunned} until the end of its next turn.\"]},{\"name\":\"Crystal Staff\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage plus 14 ({@damage 4d6}) radiant damage.\"]},{\"name\":\"Moon Bolt\",\"entries\":[\"{@atk rs} {@hit 11} to hit, range 120 ft., one target. {@h}27 ({@damage 4d10 + 5}) radiant damage, and the target sheds dim light in a 10-foot radius until the end of its next turn. If the target is a creature in a form other than its true form, it takes an extra 11 ({@damage 2d10}) radiant damage and must succeed on a {@dc 19} Charisma saving throw or revert to its true form.\"]},{\"name\":\"Animate Shadows {@recharge 5}\",\"entries\":[\"The Moonlit King causes the shadows of up to three creatures he can see within 60 feet of him to animate and attack their owners. Each target must make a {@dc 19} Dexterity saving throw. On a failure, a creature takes 49 ({@damage 14d6}) necrotic damage, and its Strength score is reduced by {@dice 1d4}. On a success, a creature takes half the damage, and its Strength score isn't reduced. This reduction lasts until the creature finishes a long rest. The creature dies if this effect reduces its Strength to 0.\"]},{\"name\":\"Summon Devil (1/Day)\",\"entries\":[\"The Moonlit King magically calls a lunar devil to aid him. The devil arrives in {@dice 1d4} rounds, acting as ally of the Moonlit King and obeying his spoken commands. The devil remains for 1 hour, until the Moonlit King dies, or until the King dismisses it as a bonus action.\"]}],\"bonus\":[{\"name\":\"Moonlight Step\",\"entries\":[\"The Moonlit King teleports, along with any equipment he is wearing or carrying, up to 60 feet to an unoccupied space he can see. The origin and destination spaces must contain moonlight.\"]}],\"reaction\":[{\"name\":\"Shadow Slip\",\"entries\":[\"When a creature the Moonlit King can see within 30 feet of him attacks him, he takes on the quality of his manifest delusions, temporarily becoming ghostly. The attack roll has disadvantage, and if it hits, the Moonlit King takes only half the damage from the attack.\"]}],\"legendary\":[{\"name\":\"Move\",\"entries\":[\"The Moonlit King moves up to his speed without provoking opportunity attacks.\"]},{\"name\":\"Shift Moonlight\",\"entries\":[\"The Moonlit King changes the brightness of each area of moonlight he can see within 120 feet of him from dim light to bright light or vice versa.\"]},{\"name\":\"Attack (Costs 2 Actions)\",\"entries\":[\"The Moonlit King makes a Crystal Staff or Moon Bolt attack.\"]},{\"name\":\"Spread Madness (Costs 2 Actions)\",\"entries\":[\"Each creature within 30 feet of the Moonlit King must succeed on a {@dc 19} Wisdom saving throw or suffer short-term madness. The Moonlit King can use this legendary action only when he is in moonlight.\"]}],\"legendaryGroup\":{\"name\":\"Moonlit King\",\"source\":\"ToB1-2023\"},\"environment\":[\"planar\",\"urban\"],\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"CE\",\"DR\",\"E\",\"I\",\"TP\"],\"damageTags\":[\"B\",\"N\",\"R\"],\"damageTagsSpell\":[\"R\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"stunned\"],\"conditionInflictSpell\":[\"blinded\",\"deafened\",\"invisible\"],\"savingThrowForced\":[\"charisma\",\"constitution\",\"dexterity\",\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mordant Snare\",\"source\":\"ToB1-2023\",\"page\":276,\"size\":[\"G\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":248,\"formula\":\"16d20 + 80\"},\"speed\":{\"walk\":10,\"burrow\":30},\"str\":23,\"dex\":16,\"con\":21,\"int\":15,\"wis\":14,\"cha\":6,\"skill\":{\"deception\":\"+8\"},\"senses\":[\"darkvision 60 ft.\",\"tremorsense 60 ft.\"],\"passive\":12,\"resist\":[{\"resist\":[\"bludgeoning\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"acid\"],\"conditionImmune\":[\"prone\"],\"languages\":[\"Common\",\"Primordial\",\"telepathy 60 ft.\"],\"cr\":\"15\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The mordant snare has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Mordant Puppets\",\"entries\":[\"A mordant snare can spend 8 hours draining a dead Humanoid of its fluids and internal organs, replacing them with the snare's acid and filaments. The Humanoid's body then becomes a puppet controlled by the snare. Mordant puppets share a telepathic link with the snare, and each puppet uses the statistics of a zombie. The puppets can't move more than 30 feet away from the snare. The mordant snare can have no more than twelve puppets under its control at one time.\",\"When a puppet is destroyed, each creature within 5 feet of the puppet must succeed on a {@dc 18} Dexterity saving throw or take 9 ({@damage 2d8}) acid damage. If the mordant snare dies, all puppets it controls immediately crumble into desiccated husks as the animating acid and filaments leave them.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The mordant snare makes one Bite attack and four Tentacle attacks, or it makes four Acid Spike attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 18 ({@damage 4d8}) acid damage.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 20 ft., one target. {@h}15 ({@damage 2d8 + 6}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 18}) if it is a Large or smaller creature. The mordant snare has eleven tentacles, each of which can grapple only one target.\"]},{\"name\":\"Acid Spike\",\"entries\":[\"{@atk rw} {@hit 8} to hit, range 30/120 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage plus 13 ({@damage 3d8}) acid damage.\"]},{\"name\":\"Hidden Trap\",\"entries\":[\"While underground, the mordant snare covers itself in dirt, sand, or other material and lurks just below the surface. The mordant snare is indistinguishable from the ground around it while motionless and covered in this way. When a creature enters the mordant snare's space, the snare can make one Tentacle attack against the creature as a reaction, removing the covering material.\"]}],\"environment\":[\"badlands\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\",\"T\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"C\",\"P\",\"TP\"],\"damageTags\":[\"A\",\"B\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"grappled\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Morphoi\",\"source\":\"ToB1-2023\",\"page\":277,\"size\":[\"M\"],\"type\":{\"type\":\"plant\",\"tags\":[\"shapechanger\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[13],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":14,\"dex\":16,\"con\":13,\"int\":14,\"wis\":10,\"cha\":15,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Common\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The morphoi can breathe air and water.\"]}],\"action\":[{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage.\"]},{\"name\":\"Trident\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"The morphoi transforms into a Medium Humanoid or back into its true form, which is a Plant. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form when it dies.\"]}],\"environment\":[\"coastal\",\"underwater\"],\"attachedItems\":[\"shortbow|phb\",\"trident|phb\"],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Shapechanger\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Moss Lurker\",\"source\":\"ToB1-2023\",\"page\":278,\"size\":[\"S\"],\"type\":\"humanoid\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":45,\"formula\":\"10d6 + 10\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":14,\"con\":12,\"int\":12,\"wis\":10,\"cha\":10,\"save\":{\"str\":\"+4\",\"dex\":\"+4\"},\"skill\":{\"perception\":\"+2\",\"stealth\":\"+4\"},\"senses\":[\"blindsight 60 ft.\"],\"passive\":12,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Giant\",\"Sylvan\",\"Trollkin\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Forest Camouflage\",\"entries\":[\"A moss lurker has advantage on Dexterity ({@skill Stealth}) checks made to hide in forested terrain.\"]},{\"name\":\"Keen Hearing and Smell\",\"entries\":[\"The moss lurker has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell.\"]},{\"name\":\"Poisoned Gifts\",\"entries\":[\"A moss lurker can spend 1 minute stirring one of its red claws in a drink or cooked meal, contaminating the food or drink. A creature that eats or drinks the contaminated food or drink must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} for 1 hour. A creature that fails this saving throw by 5 or more is also {@condition unconscious} while {@condition poisoned} in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.\"]}],\"action\":[{\"name\":\"Poisoned Claw\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage plus 7 ({@damage 2d6}) poison damage, and the target must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} until the end of its next turn.\"]},{\"name\":\"Throw Stone\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 20/60 ft., one target. {@h}7 ({@damage 2d4 + 2}) bludgeoning damage. If the target is at least 10 feet below the moss lurker, such as at the base of a cliff where the moss lurker stands, the target must succeed on a {@dc 12} Strength saving throw or take {@damage 1d4} bludgeoning damage for every 10 feet the rock fell before hitting the target, to a maximum of {@dice 10d4}.\"]}],\"environment\":[\"forest\",\"underdark\"],\"traitTags\":[\"Camouflage\",\"Keen Senses\"],\"senseTags\":[\"B\"],\"languageTags\":[\"GI\",\"S\"],\"damageTags\":[\"B\",\"I\",\"S\"],\"miscTags\":[\"MW\",\"RW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Myling\",\"source\":\"ToB1-2023\",\"page\":281,\"size\":[\"S\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":45,\"formula\":\"10d6 + 10\"},\"speed\":{\"walk\":30,\"burrow\":10},\"str\":10,\"dex\":16,\"con\":12,\"int\":10,\"wis\":12,\"cha\":10,\"skill\":{\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\",\"stunned\",\"unconscious\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Enfeebling Attacks\",\"entries\":[\"Each time the myling deals necrotic damage to a creature that is below half its hp maximum, the target's Strength score is reduced by {@dice 1d4}. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.\"]},{\"name\":\"Undead Nature\",\"entries\":[\"The myling doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage plus 7 ({@damage 2d6}) necrotic damage, and the target must succeed on a {@dc 13} Dexterity saving throw or the myling attaches to it. While attached, the myling sinks its teeth into the target and can't attack, and at the start of each of the myling's turns, the target takes 17 ({@damage 5d6}) necrotic damage.\",\"The attached myling moves with the target whenever the target moves, requiring none of the myling's movement. It can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the myling by succeeding on a {@dc 13} Strength check.\"]}],\"bonus\":[{\"name\":\"Bury Alive {@recharge}\",\"entries\":[\"The creature to which the myling is attached is knocked {@condition prone}, dragged into the ground, and buried just below the surface, ending the attachment. The buried creature is {@condition restrained} and unable to breathe or stand up. A creature, including the buried creature, can take its action to free the buried creature by succeeding on a {@dc 13} Strength check.\"]}],\"environment\":[\"forest\"],\"senseTags\":[\"D\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"N\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\",\"restrained\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Naina\",\"source\":\"ToB1-2023\",\"page\":282,\"size\":[\"L\"],\"type\":{\"type\":\"dragon\",\"tags\":[\"shapechanger\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":231,\"formula\":\"22d10 + 110\"},\"speed\":{\"walk\":40,\"fly\":120},\"str\":20,\"dex\":16,\"con\":21,\"int\":15,\"wis\":18,\"cha\":18,\"save\":{\"dex\":\"+7\",\"con\":\"+9\",\"wis\":\"+8\",\"cha\":\"+8\"},\"skill\":{\"deception\":\"+8\",\"insight\":\"+8\",\"perception\":\"+8\",\"persuasion\":\"+8\"},\"senses\":[\"magic. the naina senses magic within 120 feet of her at will. this trait otherwise works like the detect magic spell but isn't itself magical.\"],\"passive\":18,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"paralyzed\",\"poisoned\",\"unconscious\"],\"languages\":[\"Common\",\"Draconic\",\"Sylvan\"],\"cr\":\"11\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The naina casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 16}):\"],\"will\":[\"{@spell charm person}\",\"{@spell dancing lights}\",\"{@spell silent image}\"],\"daily\":{\"3e\":[\"{@spell dispel magic}\",\"{@spell hypnotic pattern}\",\"{@spell invisibility}\"],\"1e\":[\"{@spell dimension door}\",\"{@spell dominate person}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The naina makes one Bite attack and two Claw attacks, or she makes three Slam attacks.\"]},{\"name\":\"Bite (True Form Only)\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}24 ({@damage 3d12 + 5}) piercing damage.\"]},{\"name\":\"Claw (True Form Only)\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}24 ({@damage 3d12 + 5}) slashing damage.\"]},{\"name\":\"Slam (Humanoid Form Only)\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}23 ({@damage 4d8 + 5}) bludgeoning damage.\"]},{\"name\":\"Breath Weapons {@recharge 5}\",\"entries\":[\"The naina uses one of the following breath weapons:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Poison Breath\",\"entries\":[\"The naina exhales poison breath in a 60-foot cone. Each creature in the area must make a {@dc 17} Constitution saving throw. On a failure, a creature takes 40 ({@damage 9d8}) poison damage and is {@condition poisoned} for 1 minute. On a success, a creature takes half the damage and isn't {@condition poisoned}. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"type\":\"item\",\"name\":\"Paralysis Breath\",\"entries\":[\"The naina exhales paralyzing breath in a 30-foot cone. Each creature in that area must succeed on a {@dc 17} Constitution saving throw or be {@condition paralyzed} for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"type\":\"item\",\"name\":\"Sleep Breath\",\"entries\":[\"The naina exhales sleep gas around it. Each creature within 20 feet of the naina must succeed on a {@dc 17} Constitution saving throw or fall {@condition unconscious} for 10 minutes. This effect ends for a creature if the creature takes damage or another creature uses an action to wake it.\"]}]}]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"The naina transforms into a Medium Humanoid or back into her true form, which is a Dragon. Her statistics, other than her size, are the same in each form. Any equipment she is wearing or carrying isn't transformed. It reverts to its true from if she dies.\"]}],\"environment\":[\"farmland\",\"urban\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"DR\",\"S\"],\"damageTags\":[\"B\",\"I\",\"P\",\"S\"],\"damageTagsSpell\":[\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"paralyzed\",\"poisoned\",\"unconscious\"],\"conditionInflictSpell\":[\"charmed\",\"incapacitated\",\"invisible\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Necrohydra\",\"source\":\"ToB1-2023\",\"page\":283,\"size\":[\"H\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":207,\"formula\":\"18d12 + 90\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":20,\"dex\":6,\"con\":20,\"int\":3,\"wis\":10,\"cha\":7,\"save\":{\"wis\":\"+4\"},\"skill\":{\"perception\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":18,\"resist\":[\"necrotic\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"the languages its heads knew in life\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Multiple Heads\",\"entries\":[\"The necrohydra has five fleshy heads. While it has more than one head, the necrohydra has advantage on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}. Whenever the necrohydra takes 25 or more damage in a single turn, one of its fleshy heads dies. If all its fleshy heads die, the necrohydra can't use or maintain Dreadful Dirge. At the end of its turn, it grows two skeletal heads for each of its fleshy heads that died since its last turn, unless it has taken radiant damage since its last turn. The necrohydra regains 10 hp for each skeletal head regrown in this way.\"]},{\"name\":\"Reactive Heads\",\"entries\":[\"For each head the necrohydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.\"]},{\"name\":\"Undead Nature\",\"entries\":[\"The necrohydra doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The necrohydra makes as many Bite attacks as it has heads.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d4 + 5}) piercing damage plus 4 ({@damage 1d8}) necrotic damage.\"]},{\"name\":\"Dreadful Dirge\",\"entries\":[\"The necrohydra's heads emit a cacophonous, moaning wail. Each creature that isn't a Construct or Undead within 30 feet of the necrohydra that can hear the wail must succeed on a {@dc 17} Wisdom saving throw or be {@condition frightened} until the wail ends. The necrohydra must take a bonus action on its subsequent turns to continue wailing. It can stop wailing at any time. The wail ends if the necrohydra is {@condition incapacitated}. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Necrotic Bile {@recharge}\",\"entries\":[\"The necrohydra spews rotten bile soaked in necrotic energy in a 30-foot cone. Each creature in that area must make a {@dc 17} Dexterity saving throw, taking 21 ({@damage 6d6}) poison damage and 18 ({@damage 4d8}) necrotic damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"any\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"I\",\"N\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ngobou Dinosaur\",\"source\":\"ToB1-2023\",\"page\":102,\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":102,\"formula\":\"12d10 + 36\"},\"speed\":{\"walk\":40},\"str\":20,\"dex\":9,\"con\":16,\"int\":2,\"wis\":12,\"cha\":6,\"skill\":{\"perception\":\"+4\"},\"passive\":14,\"cr\":\"5\",\"trait\":[{\"name\":\"Elephants' Bane\",\"entries\":[\"The ngobou has advantage on attack rolls against elephants. It can pinpoint, by scent, the location of any elephant or elephant material no older than 48 hours within 120 feet of it.\"]},{\"name\":\"Jagged Hide\",\"entries\":[\"At the start of each of its turns, the ngobou deals 4 ({@damage 1d8}) piercing damage to any creature grappling it.\"]},{\"name\":\"Reckless\",\"entries\":[\"At the start of its turn, the ngobou can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. If the ngobou detects an elephant within 120 feet of it, this trait is always active, and the ngobou can't choose to end it until it starts its turn more than 120 feet from an elephant.\"]},{\"name\":\"Trampling Charge\",\"entries\":[\"If the ngobou moves at least 20 feet straight toward a creature and then hits it with a Gore attack on the same turn, that target must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the ngobou can make one Stomp attack against it as a bonus action.\"]}],\"action\":[{\"name\":\"Gore\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}27 ({@damage 4d10 + 5}) piercing damage.\"]},{\"name\":\"Stomp\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one {@condition prone} creature. {@h}18 ({@damage 3d8 + 5}) bludgeoning damage.\"]}],\"environment\":[\"farmland\",\"forest\",\"grassland\"],\"traitTags\":[\"Reckless\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Nichny\",\"source\":\"ToB1-2023\",\"page\":284,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":127,\"formula\":\"17d8 + 51\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":17,\"dex\":19,\"con\":17,\"int\":18,\"wis\":18,\"cha\":19,\"save\":{\"dex\":\"+7\"},\"skill\":{\"acrobatics\":\"+7\",\"insight\":\"+7\",\"perception\":\"+7\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":17,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"paralyzed\",\"poisoned\",\"unconscious\"],\"languages\":[\"Elvish\",\"Primordial\",\"Sylvan\",\"Void Speech\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Aura of Luck\",\"entries\":[\"The nichny is surrounded by an aura that manipulates the luck of those near the nichny. Each friendly creature, other than the nichny, within 10 feet of the Nichny nichny has a +1 bonus to attack rolls and saving throws. Each hostile creature that starts its turn within 10 feet of the nichny must succeed on a {@dc 15} Wisdom saving throw or have disadvantage on attack rolls and saving throws until the end of its turn.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The nichny has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Soothsaying (1/Day)\",\"entries\":[\"The nichny can spend 1 minute conversing with a creature it can see within 30 feet of it. During this time, the creature can ask up to three questions about the past, present, or future. At the end of the minute, the nichny then offers two truthful answers and one false answer, each in the form of a paradox, riddle, or cryptic rhyme.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The nichny makes two Claw or Luck-Stealing Bolt attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage plus 9 ({@damage 2d8}) force damage.\"]},{\"name\":\"Luck-Stealing Bolt\",\"entries\":[\"{@atk rs} {@hit 7} to hit, range 60 ft., one target. {@h}22 ({@damage 4d8 + 4}) force damage, and the target has disadvantage on ability checks and attack rolls until the end of its next turn.\"]},{\"name\":\"Create Lucky Stone\",\"entries\":[\"The nichny magically imbues a small stone with good luck. A creature, other than the nichny, wearing or carrying the stone has a +1 bonus to saving throws. The nichny can have no more than three such stones actively imbued at a time. If it imbues a fourth, the effect on the oldest imbued stone ends. The nichny can end the magic on any of the stones at any time (no action required).\"]},{\"name\":\"Teleport {@recharge}\",\"entries\":[\"The nichny magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.\"]}],\"environment\":[\"forest\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Teleport\"],\"languageTags\":[\"E\",\"P\",\"S\"],\"damageTags\":[\"O\",\"S\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Night Scorpion\",\"source\":\"ToB1-2023\",\"page\":320,\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":90,\"formula\":\"12d10 + 24\"},\"speed\":{\"walk\":40},\"str\":15,\"dex\":14,\"con\":14,\"int\":1,\"wis\":9,\"cha\":3,\"senses\":[\"blindsight 60 ft.\"],\"passive\":9,\"cr\":\"3\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The scorpion makes two Claw attacks and one Sting attack.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 12}). The scorpion has two claws, each of which can grapple only one target.\"]},{\"name\":\"Sting\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d10 + 2}) piercing damage, and the target must make a {@dc 12} Constitution saving throw. On a failure, the target takes 7 ({@damage 2d6}) poison damage and is {@condition blinded} for 1 hour. On a success, a creature takes half the damage and isn't {@condition blinded}. If the target fails the saving throw by 5 or more, it is also {@condition poisoned} for 1 minute, and it is {@condition paralyzed} while {@condition poisoned} in this way. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"desert\",\"underdark\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"I\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"blinded\",\"grappled\",\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Nightgarm\",\"source\":\"ToB1-2023\",\"page\":285,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":152,\"formula\":\"16d10 + 64\"},\"speed\":{\"walk\":40},\"str\":20,\"dex\":14,\"con\":18,\"int\":10,\"wis\":15,\"cha\":16,\"skill\":{\"perception\":\"+5\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"resist\":[\"lightning\",\"thunder\"],\"vulnerable\":[\"radiant\",{\"vulnerable\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"by silvered weapons\",\"cond\":true}],\"languages\":[\"Common\",\"Giant\",\"Goblin\",\"telepathy 60 ft.\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Telepathic Bond\",\"entries\":[\"The nightgarm ignores the range restriction on its telepathy when communicating with a falseheart it has birthed. The nightgarm and its falseheart don't need to be on the same plane of existence.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The nightgarm makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage. If the target is a Medium or smaller creature, it must succeed on a {@dc 15} Strength saving throw or be swallowed. A swallowed creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the nightgarm, and it takes 10 ({@damage 3d6}) acid damage at the start of each of the nightgarm's turns. The nightgarm can have only one creature swallowed at a time. If the nightgarm takes 20 damage or more on a single turn from the swallowed creature, the nightgarm must succeed on a {@dc 14} Constitution saving throw at the end of that turn or regurgitate the creature, which falls {@condition prone} in a space within 5 feet of the nightgarm. If the nightgarm dies, a swallowed creature is no longer {@condition restrained} by her and can escape from the corpse by using 10 feet of movement, exiting {@condition prone}.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage.\"]},{\"name\":\"Lupine Howl (1/Day)\",\"entries\":[\"The nightgarm magically calls {@dice 2d4} wolves or 2 dire wolves. The wolves arrive in {@dice 1d4} rounds, acting as allies of the nightgarm and obeying her telepathic commands. The wolves remain for 1 hour, until the nightgarm dies, or until the nightgarm dismisses them as a bonus action.\"]}],\"environment\":[\"arctic\",\"forest\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Swallow\"],\"languageTags\":[\"C\",\"GI\",\"GO\",\"TP\"],\"damageTags\":[\"A\",\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"blinded\",\"restrained\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Nihileth Aboleth\",\"source\":\"ToB1-2023\",\"page\":9,\"size\":[\"L\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":157,\"formula\":\"21d10 + 42\"},\"speed\":{\"walk\":10,\"swim\":40,\"fly\":{\"number\":40,\"condition\":\"(hover) in void ghost form\"},\"canHover\":true},\"str\":21,\"dex\":9,\"con\":15,\"int\":18,\"wis\":15,\"cha\":18,\"save\":{\"con\":\"+7\",\"int\":\"+9\",\"wis\":\"+7\"},\"skill\":{\"history\":\"+12\",\"perception\":\"+10\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":20,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"cold\",\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"restrained\"],\"languages\":[\"telepathy 120 ft.\",\"Void Speech\"],\"cr\":\"13\",\"trait\":[{\"name\":\"Ghostly Body (Void Ghost Form Only)\",\"entries\":[\"The nihileth has resistance to acid, fire, lightning, and thunder damage, it has immunity to the {@condition prone} condition, and it has immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, the nihileth can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]},{\"name\":\"Infecting Telepathy\",\"entries\":[\"If a creature communicates telepathically with the nihileth, or deals psychic damage to it, the creature must succeed on a {@dc 15} Wisdom saving throw or become infected with the nihilethic rot disease.\"]},{\"name\":\"Nihilethic Rot\",\"entries\":[\"This disease takes 1 minute to manifest in an infected creature, during which time the disease can be removed with the {@spell lesser restoration} spell. After 1 minute, the creature's flesh becomes slimy and translucent, and the disease can be cured only by the {@spell heal} spell or similar magic. Until this disease is cured, the creature can't regain hp unless it is submerged in water, and it can breathe air and water. The creature must be submerged in water at least once every 2 hours to avoid suffocating, and if it is outside a body of water, it takes 7 ({@damage 2d6}) acid damage every 10 minutes, unless moisture is applied to its skin before 10 minutes have passed. If a Humanoid dies while infected with this disease, it rises 1 minute later as a nihilethic zombie under the nihileth's control. If a Large giant or monstrosity dies while infected with this disease, it rises 1 minute later as a nihilethic dominator under the nihileth's control.\"]},{\"name\":\"Undead Fortitude\",\"entries\":[\"If damage reduces the nihileth to 0 hp, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the nihileth drops to 1 hp instead.\"]},{\"name\":\"Undead Nature\",\"entries\":[\"The nihileth doesn't require air, food, drink, or sleep.\"]},{\"name\":\"Void Aura\",\"entries\":[\"The nihileth is surrounded by a chilling cloud. A creature that isn't a construct or undead and that starts its turn within 5 feet of the nihileth must succeed on a {@dc 15} Constitution saving throw or its speed is halved until the start of its next turn. In addition, a creature infected with nihilethic rot takes 7 ({@damage 2d6}) cold damage when it starts its turn within this aura.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The nihileth makes two Tentacle attacks and one Tail attack, or it makes three Withering Touch attacks.\"]},{\"name\":\"Tail (Undead Form Only)\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft. one target. {@h}15 ({@damage 3d6 + 5}) bludgeoning damage.\"]},{\"name\":\"Tentacle (Undead Form Only)\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage, and the target must succeed on a {@dc 15} Constitution saving throw or contract the nihilethic rot disease (see the Nihilethic Rot trait).\"]},{\"name\":\"Withering Touch (Void Ghost Form Only)\",\"entries\":[\"{@atk ms} {@hit 9} to hit, reach 10 ft., one creature. {@h}14 ({@damage 3d6 + 4}) necrotic damage.\"]}],\"bonus\":[{\"name\":\"Void Shape\",\"entries\":[\"The nihileth magically transforms into a dark purple, Void ghost form or back into its Undead form. Its statistics, other than its speed, resistances, and immunities, are the same in each form. Any equipment it is wearing or carrying changes with it. It reverts to its Undead form if it dies.\"]}],\"reaction\":[{\"name\":\"Void Body\",\"entries\":[\"When the nihileth takes damage, it can reduce the damage to 0. Radiant damage can be reduced by only half.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"The nihileth makes a Wisdom ({@skill Perception}) check.\"]},{\"name\":\"Tail Swipe\",\"entries\":[\"The nihileth makes one Tail attack.\"]},{\"name\":\"Rotten Drain (Costs 2 Actions)\",\"entries\":[\"One creature infected with the nihilethic rot disease within 30 feet of the nihileth takes 10 ({@damage 3d6}) psychic damage, and the nihileth regains hp equal to that amount.\"]}],\"legendaryGroup\":{\"name\":\"Nihileth Aboleth\",\"source\":\"ToB1-2023\"},\"environment\":[\"coastal\",\"underdark\",\"underwater\"],\"traitTags\":[\"Undead Fortitude\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"TP\"],\"damageTags\":[\"A\",\"B\",\"C\",\"N\",\"O\",\"Y\"],\"miscTags\":[\"DIS\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Nihilethic Dominator\",\"source\":\"ToB1-2023\",\"page\":10,\"size\":[\"L\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":82,\"formula\":\"11d8 + 33\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":16,\"dex\":8,\"con\":16,\"int\":3,\"wis\":6,\"cha\":7,\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"immune\":[\"cold\",\"necrotic\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"understands Void Speech and the languages it knew in life but can't speak\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Ghostly Body (Void Ghost Form Only)\",\"entries\":[\"The nihilethic dominator has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, the dominator can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]},{\"name\":\"Undead Fortitude\",\"entries\":[\"If damage reduces the nihilethic dominator to 0 hp, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the dominator drops to 1 hp instead.\"]},{\"name\":\"Undead Nature\",\"entries\":[\"The nihilethic dominator doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The nihilethic dominator makes three Claw attacks, or it makes two Tendril of the Void attacks.\"]},{\"name\":\"Claw (Undead Form Only)\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) slashing damage. If the target is a creature, it must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Tendril of the Void (Void Ghost Form Only)\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one creature. {@h}7 ({@damage 1d8 + 3}) cold damage plus 7 ({@damage 2d6}) necrotic damage.\"]}],\"bonus\":[{\"name\":\"Void Shape\",\"entries\":[\"The nihilethic dominator magically transforms into a dark purple, Void ghost form or back into its Undead form. Its statistics, other than its speed and resistances, are the same in each form. Any equipment it is wearing or carrying changes with it. It reverts to its Undead form of it dies.\"]}],\"reaction\":[{\"name\":\"Void Body\",\"entries\":[\"When the nihilethic dominator takes damage that isn't radiant, it can reduce the damage by {@dice 1d12}.\"]}],\"environment\":[\"coastal\",\"underdark\",\"underwater\"],\"tokenCredit\":\"Donghyeok Lee\",\"traitTags\":[\"Undead Fortitude\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"LF\"],\"damageTags\":[\"C\",\"N\",\"O\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Nihilethic Zombie\",\"source\":\"ToB1-2023\",\"page\":9,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[8],\"hp\":{\"average\":37,\"formula\":\"5d8 + 15\"},\"speed\":{\"walk\":20,\"swim\":30},\"str\":13,\"dex\":6,\"con\":16,\"int\":3,\"wis\":6,\"cha\":5,\"save\":{\"wis\":\"+0\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"immune\":[\"cold\",\"necrotic\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"understands Void Speech and the languages it knew in life but can't speak\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Ghostly Body (Void Ghost Form Only)\",\"entries\":[\"The nihilethic zombie has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, the zombie can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]},{\"name\":\"Undead Fortitude\",\"entries\":[\"If damage reduces the nihilethic zombie to 0 hp, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hp instead.\"]},{\"name\":\"Undead Nature\",\"entries\":[\"The nihilethic zombie doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Slam (Undead Form Only)\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage plus 7 ({@damage 2d6}) necrotic damage.\"]},{\"name\":\"Withering Touch (Void Ghost Form Only)\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d6 + 1}) necrotic damage.\"]}],\"bonus\":[{\"name\":\"Void Shape\",\"entries\":[\"The nihilethic zombie magically transforms into a dark purple, Void ghost form or back into its Undead form. Its statistics, other than its speed and resistances, are the same in each form. Any equipment it is wearing or carrying changes with it. It reverts to its Undead form of it dies.\"]}],\"reaction\":[{\"name\":\"Sacrifice Life\",\"entries\":[\"When the nihilethic zombie's controlling nihileth takes damage while within 30 feet of the zombie, the zombie can send its life force to the nihileth. The zombie's hp is reduced by up to the amount of damage the nihileth took, preventing that amount of damage to the nihileth. If this damage reduces the zombie to 0 hp, it is immediately destroyed. A nihileth can benefit from only one zombie's Sacrifice Life for each source of damage it takes.\"]},{\"name\":\"Void Body\",\"entries\":[\"When the nihilethic zombie takes damage that isn't radiant, it can reduce the damage by {@dice 1d12}.\"]}],\"environment\":[\"coastal\",\"underdark\",\"underwater\"],\"traitTags\":[\"Undead Fortitude\"],\"senseTags\":[\"D\"],\"languageTags\":[\"CS\",\"LF\"],\"damageTags\":[\"B\",\"N\",\"O\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Nkosi\",\"source\":\"ToB1-2023\",\"page\":286,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"nkosi\",\"shapechanger\"]},\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":15,\"condition\":\"in humanoid form\",\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":27,\"formula\":\"5d8 + 5\"},\"speed\":{\"walk\":{\"number\":30,\"condition\":\"(50 ft. in lion form)\"}},\"str\":16,\"dex\":16,\"con\":12,\"int\":10,\"wis\":10,\"cha\":8,\"skill\":{\"survival\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Common (can't speak in lion form)\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The nkosi has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Pounce\",\"entries\":[\"If the nkosi moves at least 20 feet straight toward a creature and then hits it with a Mambele attack on the same turn, that target must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the nkosi can make one Bite attack against it as a bonus action.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Mambele (Humanoid Form Only)\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"The nkosi transforms into a Large lion or back into its true form, which is Humanoid. Its statistics, other than its size, speed, and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"]}],\"environment\":[\"forest\",\"grassland\"],\"traitTags\":[\"Keen Senses\",\"Pounce\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Shapechanger\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\",\"RW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Nkosi Pridelord\",\"source\":\"ToB1-2023\",\"page\":286,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"nkosi\",\"shapechanger\"]},\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":16,\"condition\":\"in humanoid form\",\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":82,\"formula\":\"15d8 + 15\"},\"speed\":{\"walk\":{\"number\":30,\"condition\":\"(50 ft. in lion form)\"}},\"str\":18,\"dex\":18,\"con\":12,\"int\":10,\"wis\":10,\"cha\":14,\"skill\":{\"survival\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Common (can't speak in lion form)\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Brute\",\"entries\":[\"A melee weapon deals one extra die of its damage when the pridelord hits with it (included in the attack).\"]},{\"name\":\"Keen Smell\",\"entries\":[\"The pridelord has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Pounce\",\"entries\":[\"If the pridelord moves at least 20 feet straight toward a creature and then hits it with a Mambele attack on the same turn, that target must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the pridelord can make one Bite attack against it as a bonus action.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The pridelord makes three Bite or Mambele attacks. It can replace one attack with a use of Pridelord's Roar, if available.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage.\"]},{\"name\":\"Mambele (Humanoid Form Only)\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage or 11 ({@damage 2d6 + 4}) piercing damage if used to make a melee attack.\"]},{\"name\":\"Pridelord's Roar {@recharge 4}\",\"entries\":[\"Each nkosi of the pridelord's choice within 30 feet of it that can hear it has advantage on the next attack roll it makes before the start of the pridelord's next turn.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"The pridelord transforms into a Large lion or back into its true form, which is Humanoid. Its statistics, other than its size, speed, and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"]}],\"environment\":[\"forest\",\"grassland\"],\"traitTags\":[\"Brute\",\"Keen Senses\",\"Pounce\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\",\"RW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Noctiny\",\"source\":\"ToB1-2023\",\"page\":287,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":52,\"formula\":\"8d8 + 16\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":13,\"con\":14,\"int\":10,\"wis\":11,\"cha\":16,\"passive\":10,\"conditionImmune\":[\"frightened\"],\"languages\":[\"Common\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Eldritch Weapons\",\"entries\":[\"The noctiny's weapon attacks are magical. When the noctiny hits with any weapon, the weapon deals an extra {@damage 1d6} force damage (included in the attack).\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The noctiny has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The noctiny makes two Quarterstaff or Eldritch Fury attacks.\"]},{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage, or 7 ({@damage 1d8 + 3}) bludgeoning damage if used in two hands, plus 3 ({@damage 1d6}) force damage.\"]},{\"name\":\"Eldritch Fury\",\"entries\":[\"{@atk rs} {@hit 5} to hit, range 120 ft., one target. {@h}10 ({@damage 2d6 + 3}) force damage.\"]}],\"environment\":[\"any\"],\"attachedItems\":[\"quarterstaff|phb\"],\"traitTags\":[\"Magic Resistance\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\",\"O\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Oculo Swarm\",\"source\":\"ToB1-2023\",\"page\":288,\"size\":[\"L\"],\"type\":{\"type\":\"aberration\",\"swarmSize\":\"T\"},\"alignment\":[\"N\",\"E\"],\"ac\":[15],\"hp\":{\"average\":82,\"formula\":\"11d10 + 22\"},\"speed\":{\"walk\":5,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":10,\"dex\":20,\"con\":14,\"int\":8,\"wis\":15,\"cha\":17,\"skill\":{\"insight\":\"+6\",\"perception\":\"+6\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":16,\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"prone\",\"restrained\",\"stunned\"],\"languages\":[\"understands Common but can't speak\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Hundreds of Eyes\",\"entries\":[\"The oculo swarm has advantage on Wisdom ({@skill Perception}) checks that rely on sight and on saving throws against being {@condition blinded}. In addition, if the swarm isn't {@condition blinded}, creatures attacking it can't benefit from traits and features that rely on a creature's allies distracting or surrounding the swarm, such as the Pack Tactics trait or Sneak Attack class feature.\"]},{\"name\":\"Swarm\",\"entries\":[\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny eyeball. The swarm can't regain hp or gain temporary hp.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The oculo swarm makes two Extract Eye attacks. If both attacks hit one creature, the target must succeed on a {@dc 13} Strength saving throw or the swarm removes one of its eyes. While missing half or fewer of its total number of eyes, the target has disadvantage on attack rolls and Wisdom ({@skill Perception}) checks that rely on sight. While missing more than half its total number of eyes, the target is {@condition blinded} until its sight is restored. If the target's eye is recovered from the defeated swarm, it can be reattached with a successful {@dc 12} Wisdom ({@skill Medicine}) check, provided the eye is reattached within 1 hour of the target losing the eye.\"]},{\"name\":\"Extract Eye\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 0 ft., one creature in the swarm's space. {@h}18 ({@damage 4d8}) piercing damage, or 9 ({@damage 2d8}) piercing damage if the swarm has half of its hp or fewer.\"]},{\"name\":\"Disorienting Gaze {@recharge 5}\",\"entries\":[\"The swarm's many eyes suddenly turn in different directions. Each creature within 10 feet of the oculo swarm must make a {@dc 13} Charisma saving throw. On a failure, a creature takes 21 ({@damage 6d6}) psychic damage and is disoriented until the end of its next turn. On a success, a creature takes half the damage and isn't disoriented. A disoriented creature is {@condition incapacitated} and moves in a random direction when it moves.\"]}],\"environment\":[\"any\",\"urban\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"P\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"blinded\",\"incapacitated\"],\"savingThrowForced\":[\"charisma\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ogre Corrupted Chieftain\",\"source\":\"ToB1-2023\",\"page\":289,\"size\":[\"L\"],\"type\":\"giant\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":133,\"formula\":\"14d10 + 56\"},\"speed\":{\"walk\":40},\"str\":23,\"dex\":8,\"con\":18,\"int\":5,\"wis\":7,\"cha\":12,\"save\":{\"con\":\"+7\",\"cha\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"languages\":[\"Common\",\"Giant\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Magic-Infused Weapons\",\"entries\":[\"The power coursing through the corrupted chieftain's veins flows into its weapons. The chieftain's weapon attacks are magical. When the chieftain hits with any weapon, the weapon deals an extra {@damage 2d8} force damage (included in the attack).\"]},{\"name\":\"Spiked Hide\",\"entries\":[\"A creature that touches the ogre or hits it with a melee attack while within 5 feet of it takes 5 ({@damage 2d4}) piercing damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The corrupted ogre can use its Chieftain's Command or Chieftain's Might. It then makes two Greatclub or Javelin attacks.\"]},{\"name\":\"Greatclub\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d8 + 6}) bludgeoning damage plus 9 ({@damage 2d8}) force damage.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 9} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}13 ({@damage 2d6 + 6}) piercing damage plus 9 ({@damage 2d8}) force damage.\"]},{\"name\":\"Chieftain's Command\",\"entries\":[\"The corrupted chieftain barks an order to one Giant it can see within 30 feet of it, sharing a measure of its power with the target. The target has advantage on the next attack roll it makes before the start of the chieftain's next turn. In addition, the next attack roll against the target before the start of the chieftain's next turn has disadvantage.\"]},{\"name\":\"Chieftain's Might\",\"entries\":[\"The corrupted chieftain causes its eyes to glow, its muscles to swell, and the ground beneath its feet to rumble. Each creature within 15 feet of the chieftain must succeed on a {@dc 15} Wisdom saving throw or be {@condition frightened} until the end of its next turn.\"]}],\"bonus\":[{\"name\":\"Aggressive\",\"entries\":[\"The corrupted chieftain moves up to its speed toward a hostile creature it can see.\"]}],\"environment\":[\"badlands\",\"farmland\",\"forest\"],\"attachedItems\":[\"greatclub|phb\",\"javelin|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"B\",\"O\",\"P\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Oozasis\",\"source\":\"ToB1-2023\",\"page\":290,\"size\":[\"G\"],\"type\":\"ooze\",\"alignment\":[\"U\"],\"ac\":[7],\"hp\":{\"average\":217,\"formula\":\"14d20 + 70\"},\"speed\":{\"walk\":20,\"burrow\":20,\"swim\":20},\"str\":18,\"dex\":5,\"con\":20,\"int\":8,\"wis\":20,\"cha\":13,\"save\":{\"int\":\"+3\",\"wis\":\"+9\",\"cha\":\"+5\"},\"skill\":{\"deception\":\"+5\",\"history\":\"+3\",\"insight\":\"+9\",\"perception\":\"+9\"},\"senses\":[\"blindsight 120 ft. (blind beyond this radius)\"],\"passive\":19,\"resist\":[\"fire\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"acid\"],\"vulnerable\":[\"cold\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"prone\"],\"languages\":[\"telepathy 120 ft. understands all languages but can't speak\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Amorphous\",\"entries\":[\"The oozasis can move through a space as narrow as 1 foot wide without squeezing.\"]},{\"name\":\"Oasis Appearance\",\"entries\":[\"While the oozasis remains motionless and partially submerged on the surface of sand or soil, it is indistinguishable from a small oasis or pond. The oozasis's body provides enough water for plants to grow around it, provided the oozasis remains in the area for an extended period of time. A creature that eats a fruit from a plant growing in the oozasis's water is affected by the Waters of Unfathomable Compulsion trait as if it drank the water.\"]},{\"name\":\"Ooze Nature\",\"entries\":[\"The oozasis doesn't require sleep.\"]},{\"name\":\"Waters of Unfathomable Compulsion\",\"entries\":[\"A creature that drinks the water of an oozasis experiences a cryptic dream the next time it sleeps. When it wakes, it must succeed on a {@dc 16} Wisdom saving throw or be affected by the {@spell geas} spell for 30 days. While under the geas, the affected creature must perform a specific, seemingly minor task that furthers the decades-long goals of the oozasis. Such a task could be planting a white rose in a specific garden, rescuing the next endangered young animal the target encounters, or standing in a specific spot at a certain time each day for three days.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The oozasis makes three Pseudopod attacks.\"]},{\"name\":\"Pseudopod\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 15 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage plus 7 ({@damage 2d6}) acid damage. If the target is a Large or smaller creature, it is {@condition grappled} (escape {@dc 16}). Until this grapple ends, the target is {@condition restrained}. The oozasis can have up to two creatures {@condition grappled} at a time.\"]},{\"name\":\"Compelling Vapors {@recharge 5}\",\"entries\":[\"The oozasis emits mind-altering vapors. Each creature within 20 feet of the oozasis must make a {@dc 16} Constitution saving throw. On a failure, a creature takes 45 ({@damage 10d8}) psychic damage and suffers either tranquility or turmoil for minute. On a success, a creature takes half the damage and doesn't suffer tranquility or turmoil. A creature suffering tranquility is {@condition charmed} and can't attack. A creature suffering turmoil is unable to distinguish friend from foe and must move to and attack the nearest creature other than the oozasis on each of its turns, stalking off in a random direction if no creature is in range. A creature suffering tranquility or turmoil can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"desert\"],\"traitTags\":[\"Amorphous\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"TP\",\"XX\"],\"damageTags\":[\"A\",\"B\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Orobas Devil\",\"source\":\"ToB1-2023\",\"page\":99,\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":203,\"formula\":\"14d10 + 126\"},\"speed\":{\"walk\":40},\"str\":26,\"dex\":14,\"con\":28,\"int\":23,\"wis\":26,\"cha\":21,\"save\":{\"str\":\"+13\",\"dex\":\"+7\",\"con\":\"+14\",\"wis\":\"+13\"},\"skill\":{\"deception\":\"+10\",\"history\":\"+11\",\"insight\":\"+13\",\"perception\":\"+13\",\"persuasion\":\"+10\"},\"senses\":[\"truesight 90 ft.\"],\"passive\":23,\"resist\":[\"acid\",\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Celestial\",\"Infernal\",\"telepathy 100 ft.\"],\"cr\":\"14\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The orobas casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 18}):\"],\"will\":[\"{@spell augury}\",\"{@spell detect thoughts}\",\"{@spell guidance}\"],\"daily\":{\"3e\":[\"{@spell locate creature}\",\"{@spell nondetection}\"],\"1e\":[\"{@spell contact other plane} (as an action)\",\"{@spell legend lore} (as an action)\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Deceptive Advice\",\"entries\":[\"When the orobas casts a spell of the divination school, it has advantage on Charisma ({@skill Deception}) checks for 1 minute.\"]},{\"name\":\"Hellish Weapons\",\"entries\":[\"The orobas's weapon attacks are magical. When the orobas hits with any weapon, the weapon deals an extra {@damage 3d8} fire damage (included in the attack).\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The orobas has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Sense Consecrated\",\"entries\":[\"The orobas can pinpoint the location of Celestials, consecrated places or objects, and creatures wielding divine or celestial power, such as clerics, paladins, or aasimars, within 60 feet of it.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The orobas makes one Bite attack, one Flail attack, and one Stomp attack, or it makes four Hurl Flame attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d6 + 8}) piercing damage plus 13 ({@damage 3d8}) fire damage and 10 ({@damage 3d6}) poison damage, and the target must succeed on a {@dc 18} Constitution saving throw or become {@condition poisoned} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Flail\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d8 + 8}) bludgeoning damage plus 13 ({@damage 3d8}) fire damage.\"]},{\"name\":\"Stomp\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}11 ({@damage 1d6 + 8}) bludgeoning damage plus 13 ({@damage 3d8}) fire damage.\"]},{\"name\":\"Hurl Flame\",\"entries\":[\"{@atk rs} {@hit 10} to hit, range 120 ft., one target. {@h}23 ({@damage 4d8 + 5}) fire damage.\"]},{\"name\":\"Teleport\",\"entries\":[\"The orobas magically teleports, along with any equipment, up to 120 feet to an unoccupied space it can see.\"]}],\"reaction\":[{\"name\":\"Prediction (3/Day)\",\"entries\":[\"When the orobas makes an ability check or attack, it can choose to have advantage on the roll.\"]}],\"environment\":[\"planar\"],\"attachedItems\":[\"flail|phb\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\",\"Teleport\"],\"languageTags\":[\"CE\",\"I\",\"TP\"],\"damageTags\":[\"B\",\"F\",\"I\",\"P\"],\"damageTagsSpell\":[\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ostinato\",\"source\":\"ToB1-2023\",\"page\":292,\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"N\"],\"ac\":[15],\"hp\":{\"average\":39,\"formula\":\"6d8 + 12\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":50,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":1,\"dex\":20,\"con\":15,\"int\":5,\"wis\":12,\"cha\":17,\"skill\":{\"perception\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"vulnerable\":[\"thunder\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"telepathy 120 ft. understands Common but can't speak\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Incorporeal Movement\",\"entries\":[\"The ostinato can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]},{\"name\":\"Invisibility\",\"entries\":[\"The ostinato is {@condition invisible}.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The ostinato has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The ostinato makes two Cacophony Burst attacks.\"]},{\"name\":\"Cacophony Burst\",\"entries\":[\"{@atk ms,rs} {@hit 7} to hit, range 60 ft., one target. {@h}16 ({@damage 3d8 + 3}) thunder damage.\"]},{\"name\":\"Aural Symbiosis {@recharge}\",\"entries\":[\"One Humanoid that the ostinato can see within 5 feet of it must succeed on a {@dc 13} Charisma saving throw or the ostinato merges with the target, becoming an enjoyable, repetitive tune in its host's mind. The ostinato can't be targeted by any attack, spell, or other effect, and it can't attack. The host retains control of its body and is aware of the ostinato's presence only as a melody, not as a living entity. The host no longer needs to eat or drink, gains the ostinato's Magic Resistance trait, and has advantage on Charisma checks. In addition, the host has disadvantage on Wisdom saving throws, and it can't maintain {@status concentration} on spells or other effects. At the end of each long rest, the host can make a {@dc 13} Wisdom ({@skill Insight}) check, realizing that the music it hears comes from an external entity on a success.\",\"The Aural Symbiosis lasts until the host drops to 0 hp, the ostinato ends it as a bonus action, or the ostinato is forced out by an effect like the {@spell dispel evil and good} spell. When the Aural Symbiosis ends, the ostinato bursts out from the host's mind in a thunderous explosion of sound, reappearing in an unoccupied space within 5 feet of the host. Each creature within 15 feet of the ostinato when it exits, including the host, must make a {@dc 13} Constitution saving throw, taking 18 ({@damage 4d8}) thunder damage on a failed save, or half as much damage on a successful one. The host is immune to this ostinato's Aural Symbiosis for 24 hours after succeeding on the saving throw or after the Aural Symbiosis ends.\"]},{\"name\":\"Contagious Tune (1/Day)\",\"entries\":[\"While merged with a Humanoid host, the ostinato fills the minds of nearby creatures with the same catchy tune playing in its host's mind. Each creature within 30 feet of the ostinato's host must make a {@dc 13} Charisma saving throw, taking 21 ({@damage 6d6}) psychic damage on a failed save, or half as much damage on a successful one. The ostinato then gains temporary hp equal to the single highest amount of psychic damage dealt. A {@condition deafened} creature is immune to Contagious Tune.\"]}],\"environment\":[\"any\"],\"traitTags\":[\"Incorporeal Movement\",\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CS\",\"TP\"],\"damageTags\":[\"O\",\"T\",\"Y\"],\"miscTags\":[\"AOE\"],\"conditionInflict\":[\"invisible\"],\"savingThrowForced\":[\"charisma\",\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Owl Harpy\",\"source\":\"ToB1-2023\",\"page\":230,\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":112,\"formula\":\"15d8 + 45\"},\"speed\":{\"walk\":20,\"fly\":{\"number\":80,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":12,\"dex\":17,\"con\":16,\"int\":11,\"wis\":14,\"cha\":18,\"skill\":{\"performance\":\"+7\",\"stealth\":\"+9\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":12,\"vulnerable\":[\"thunder\"],\"languages\":[\"Abyssal\",\"Common\",\"Giant\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Hypersensitive Hearing\",\"entries\":[\"The owl harpy has advantage on Wisdom ({@skill Perception}) checks that rely on hearing, and it can't use its blindsight while {@condition deafened}.\"]},{\"name\":\"Quiet Wings\",\"entries\":[\"The owl harpy has advantage on Dexterity ({@skill Stealth}) checks made to hide while flying.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The owl harpy makes two Claw attacks and two Talon attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) slashing damage.\"]},{\"name\":\"Talon\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage.\"]},{\"name\":\"Sleeping Song\",\"entries\":[\"The owl harpy sings a magical melody. Every Humanoid and Giant within 300 feet of the harpy that can hear the song must succeed on a {@dc 15} Wisdom saving throw or fall {@condition unconscious} until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is {@condition incapacitated}. An {@condition unconscious} target wakes if it takes damage or if another creature uses an action to wake it. A target that successfully saves is immune to this harpy's song for the next 24 hours.\"]},{\"name\":\"Hovering Darkness (3/Day)\",\"entries\":[\"While flying, the owl harpy shakes a fine, magical dander from her wings, and a 15-foot radius of magical darkness extends out from her, moves with her, and spreads around corners. The darkness lasts as long as the owl harpy flies and maintains {@status concentration}, up to 10 minutes (as if {@status concentration||concentrating} on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.\"]}],\"environment\":[\"desert\",\"forest\",\"hill\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"GI\"],\"damageTags\":[\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"unconscious\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Pact Vampire\",\"source\":\"ToB1-2023\",\"page\":380,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"NX\",\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":178,\"formula\":\"17d8 + 102\"},\"speed\":{\"walk\":30},\"str\":22,\"dex\":16,\"con\":22,\"int\":17,\"wis\":15,\"cha\":20,\"save\":{\"dex\":\"+8\",\"con\":\"+11\",\"wis\":\"+7\",\"cha\":\"+10\"},\"skill\":{\"perception\":\"+7\",\"persuasion\":\"+10\",\"stealth\":\"+8\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":17,\"resist\":[\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"15\",\"trait\":[{\"name\":\"Blood Sense\",\"entries\":[\"The pact vampire can pinpoint the location of creatures that aren't Constructs or Undead within 60 feet of it and can sense the general direction of such creatures within 1 mile of it.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the pact vampire fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Poisonous Blood\",\"entries\":[\"A creature that hits the pact vampire with a melee attack while within 5 feet of it takes 7 ({@damage 2d6}) poison damage.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The pact vampire regains 25 hp at the start of its turn if it has at least 1 hp and isn't in sunlight. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.\"]},{\"name\":\"Undead Nature\",\"entries\":[\"The pact vampire doesn't require air.\"]},{\"name\":\"Vampire Weaknesses\",\"entries\":[\"The pact vampire has the following flaws:\"]},{\"name\":\"Stake to the Heart\",\"entries\":[\"If a piercing weapon made of wood is driven into the vampire's heart while the vampire is {@condition incapacitated} in its resting place, the vampire is {@condition paralyzed} until the stake is removed.\"]},{\"name\":\"Sunlight Hypersensitivity\",\"entries\":[\"The vampire takes 10 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The pact vampire makes three Claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage plus 13 ({@damage 3d8}) poison damage.\"]},{\"name\":\"Call Blood\",\"entries\":[\"The pact vampire draws the blood out of a bleeding creature's body, where it flows through the air into the vampire's mouth. One creature the vampire can see within 60 feet of it that doesn't have all its hp and isn't a Construct or Undead must succeed on a {@dc 18} Constitution saving throw or take 22 ({@damage 4d10}) necrotic damage, and its hp maximum is reduced by that amount. The vampire regains hp equal to half the damage dealt. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.\"]},{\"name\":\"Charm\",\"entries\":[\"One Humanoid the vampire can see within 30 feet of it must succeed on a {@dc 18} Wisdom saving throw or be magically {@condition charmed} for 1 day. The {@condition charmed} target obeys the vampire's verbal commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on itself on a success. If the target's saving throw is successful or the effect ends for it, the target is immune to this vampire's Charm for the next 24 hours.\",\"The vampire can have only one target {@condition charmed} at a time. If it charms another, the effect on the previous target ends.\"]},{\"name\":\"Children of the Lower Planes (1/Day)\",\"entries\":[\"The pact vampire magically calls {@dice 2d4} dretches, {@dice 1d4} imps, or 1 bearded devil. The called Fiends arrive in {@dice 1d4} rounds, acting as allies of the vampire and obeying its spoken commands. The Fiends remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.\"]}],\"legendary\":[{\"name\":\"Move\",\"entries\":[\"The pact vampire moves up to its speed without provoking opportunity attacks.\"]},{\"name\":\"Call Blood (Costs 2 Actions)\",\"entries\":[\"The pact vampire uses Call Blood.\"]},{\"name\":\"Spread Poison (Costs 2 Actions)\",\"entries\":[\"The pact vampire's blood briefly turns into a mist around it. Each creature within 15 feet of the vampire must succeed on a {@dc 18} Constitution saving throw or take 14 ({@damage 4d6}) poison damage and be {@condition poisoned} until the end of its next turn.\"]}],\"legendaryGroup\":{\"name\":\"Pact Vampire\",\"source\":\"ToB1-2023\"},\"environment\":[\"urban\"],\"traitTags\":[\"Legendary Resistances\",\"Regeneration\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"I\",\"N\",\"R\",\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"charmed\",\"poisoned\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Paper Drake\",\"source\":\"ToB1-2023\",\"page\":144,\"size\":[\"S\"],\"type\":\"dragon\",\"alignment\":[\"N\"],\"ac\":[13],\"hp\":{\"average\":78,\"formula\":\"12d6 + 36\"},\"speed\":{\"walk\":20,\"fly\":60},\"str\":7,\"dex\":17,\"con\":16,\"int\":10,\"wis\":12,\"cha\":13,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Bibliophile\",\"entries\":[\"The paper drake understands any written language it can see, provided it is touching the surface on which the words are written.\"]},{\"name\":\"False Appearance (Book Form Only)\",\"entries\":[\"While the drake remains motionless, it is indistinguishable from an ordinary book.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The drake makes one Bite attack and one Claw attack, or it makes two Book Flap attacks.\"]},{\"name\":\"Bite (Dragon Form Only)\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) piercing damage.\"]},{\"name\":\"Book Flap (Book Form Only)\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage, and the drake can fly up to 15 feet without provoking opportunity attacks, as it flaps its pages.\"]},{\"name\":\"Claw (Dragon Form Only)\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) slashing damage.\"]},{\"name\":\"Shredded Breath (Dragon Form Only; Recharge 5-6)\",\"entries\":[\"The drake exhales sharp shreds of paper in a 15-foot cone. Each creature in the area must make a {@dc 13} Dexterity saving throw. On a failure, a creature takes 10 ({@damage 4d4}) slashing damage and is {@condition blinded} until the end of its next turn. On a success, a creature takes half the damage and isn't {@condition blinded}.\"]}],\"bonus\":[{\"name\":\"Fold\",\"entries\":[\"The paper drake can fold and reshape its papery body to change its size between Tiny, Small, and Medium. It can also use this bonus action to fold itself into the shape of a book, which doesn't have wings, or back into its Small form. Without wings, it loses its flying speed. Its statistics, other than its size and speed, are the same in each form. It reverts to its Small form if it dies.\"]}],\"environment\":[\"urban\"],\"traitTags\":[\"False Appearance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"blinded\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Planewatcher\",\"source\":\"ToB1-2023\",\"page\":293,\"size\":[\"M\"],\"type\":\"celestial\",\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|PHB|plate}\"]}],\"hp\":{\"average\":136,\"formula\":\"16d8 + 64\"},\"speed\":{\"walk\":30,\"climb\":90},\"str\":18,\"dex\":18,\"con\":18,\"int\":17,\"wis\":18,\"cha\":20,\"save\":{\"wis\":\"+8\",\"cha\":\"+9\"},\"skill\":{\"athletics\":\"+8\",\"insight\":\"+8\",\"perception\":\"+8\",\"survival\":\"+8\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":18,\"resist\":[\"radiant\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The planewatcher has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Planar Sense\",\"entries\":[\"The planewatcher can pinpoint the location of creatures not native to the plane the planewatcher currently occupies and planar portals within 60 feet of it, and the planewatcher can sense the general direction of such creatures and portals within 1 mile of it.\"]},{\"name\":\"Plane Bound\",\"entries\":[\"The planewatcher is immune to any spell or effect that would force it to leave its current plane, unless it wants to leave.\"]},{\"name\":\"Word-Bound\",\"entries\":[\"The planewatcher always knows the direction and distance to any creature that dispels, breaks, or otherwise avoids the geas of the promise it made via Planar Ultimatum, provided the planewatcher and the creature are on the same plane of existence. While grappling such a creature, it can cast the {@spell banishment} spell as a bonus action (spell save {@dc 17}) on that creature.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The planewatcher makes one Radiant Lasso attack and two Enervating Blast attacks, or it makes three Enervating Blast attacks. It can replace two attacks with a use of Planar Ultimatum.\"]},{\"name\":\"Radiant Lasso\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 30 ft., one target. {@h}22 ({@damage 4d6 + 4}) radiant damage, and the target is {@condition grappled} (escape {@dc 16}) if the planewatcher isn't already grappling a creature. Until this grapple ends, the target is {@condition restrained}, can't tell a lie, and can't teleport or be transported to another plane of existence unless the planewatcher wills it.\"]},{\"name\":\"Enervating Blast\",\"entries\":[\"{@atk ms,rs} {@hit 9} to hit, range 60 ft., one target. {@h}23 ({@damage 4d8 + 5}) force damage, and the target has disadvantage on Strength and Dexterity checks until the end of its next turn.\"]},{\"name\":\"Planar Ultimatum\",\"entries\":[\"The planewatcher demands one creature {@condition grappled} by it to return to the creature's home plane within 24 hours. If the creature doesn't swear to do so, it must make a {@dc 17} Constitution saving throw, taking 45 ({@damage 10d8}) radiant damage on a failed save, or half as much damage on a successful one If the creature swears to return, it becomes affected by the {@spell geas} spell for 30 days, which compels the creature to return to its home plane as soon as possible.\"]}],\"bonus\":[{\"name\":\"Reel\",\"entries\":[\"The planewatcher pulls a creature {@condition grappled} by it up to 25 feet straight toward it.\"]}],\"environment\":[\"planar\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"O\",\"R\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Pombero\",\"source\":\"ToB1-2023\",\"page\":294,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":90,\"formula\":\"12d8 + 36\"},\"speed\":{\"walk\":30},\"str\":17,\"dex\":16,\"con\":16,\"int\":8,\"wis\":10,\"cha\":14,\"skill\":{\"athletics\":\"+5\",\"sleight of hand\":\"+5\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Sylvan\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Contortionist\",\"entries\":[\"The pombero can contort its body into unnatural positions, allowing it to easily move through any opening large enough for a Tiny creature. The pombero's destination must still have suitable room to accommodate its volume.\"]},{\"name\":\"Forest Camouflage\",\"entries\":[\"The pombero has advantage on Dexterity ({@skill Stealth}) checks made to hide in forested terrain.\"]},{\"name\":\"Speak with Beasts\",\"entries\":[\"The pombero can communicate with Beasts as if they shared a language.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The pombero makes two Slam attacks. It can replace one attack with a use of Charming Touch, if available.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) bludgeoning damage.\"]},{\"name\":\"Charming Touch {@recharge 5}\",\"entries\":[\"One creature the pombero can see within 5 feet of it must succeed on a {@dc 12} Wisdom saving throw or be {@condition charmed} for 10 minutes. If the target suffers any harm, the effect ends. Otherwise, the target can repeat the saving throw at the end of every minute, ending the effect on itself on a success. The pombero can have only one creature {@condition charmed} at a time. If it charms another, the effect on the previous creature ends.\"]},{\"name\":\"Invisibility\",\"entries\":[\"The pombero magically turns {@condition invisible} until it attacks or uses Charming Touch, or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the pombero wears or carries is {@condition invisible} with it.\"]}],\"environment\":[\"forest\"],\"traitTags\":[\"Camouflage\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"S\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"charmed\",\"invisible\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Possessed Pillar\",\"source\":\"ToB1-2023\",\"page\":295,\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":95,\"formula\":\"10d10 + 40\"},\"speed\":{\"walk\":20},\"str\":20,\"dex\":8,\"con\":19,\"int\":3,\"wis\":11,\"cha\":1,\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"immune\":[\"poison\",\"psychic\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't adamantine\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Construct Nature\",\"entries\":[\"The possessed pillar doesn't require air, food, drink, or sleep\"]},{\"name\":\"Divine Fists\",\"entries\":[\"The possessed pillar's weapon attacks are magical. When the pillar hits with a Slam attack, the Slam deals an extra {@damage 2d8} necrotic damage or {@damage 2d8} radiant damage (included in the attack), the pillar's choice.\"]},{\"name\":\"False Appearance\",\"entries\":[\"While the pillar remains motionless, it is indistinguishable from a statue or a carved column.\"]},{\"name\":\"Immutable Form\",\"entries\":[\"The pillar is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The pillar has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magnetic Body\",\"entries\":[\"The eldritch magic powering the possessed pillar causes the pillar's body to produce a minor magnetic field. When a creature hits the pillar with a weapon made of metal, it must succeed on a {@dc 15} Strength saving throw or the weapon sticks to the pillar. If the creature can't or won't let go of the weapon, it is also stuck to the pillar and {@condition restrained}. A stuck weapon can't be used. A creature can take its action to remove one metal object from the pillar by succeeding on a {@dc 15} Strength check. The pillar can release one creature or metal object stuck to it as a bonus action. If the pillar dies, all creatures and metal objects stuck to it are released.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The possessed pillar makes two Slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage plus 9 ({@damage 2d8}) necrotic damage or ({@dice 2d8}) radiant damage (the pillar's choice).\"]}],\"environment\":[\"urban\"],\"traitTags\":[\"False Appearance\",\"Immutable Form\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"B\",\"N\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Psoglav Demon\",\"source\":\"ToB1-2023\",\"page\":86,\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":115,\"formula\":\"11d10 + 55\"},\"speed\":{\"walk\":40,\"fly\":60},\"str\":21,\"dex\":23,\"con\":20,\"int\":16,\"wis\":19,\"cha\":18,\"save\":{\"dex\":\"+9\",\"con\":\"+8\",\"wis\":\"+7\",\"cha\":\"+7\"},\"skill\":{\"acrobatics\":\"+9\",\"intimidation\":\"+7\",\"perception\":\"+7\",\"stealth\":\"+9\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 60 ft.\"],\"passive\":17,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\",\"telepathy 60 ft.\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The psoglav has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The psoglav's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The psoglav makes three Bite attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}18 ({@damage 2d12 + 5}) piercing damage.\"]},{\"name\":\"Invisibility\",\"entries\":[\"The psoglav magically turns {@condition invisible} until it attacks or uses Shadow-Stealing Ray, or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the psoglav wears or carries is {@condition invisible} with it.\"]},{\"name\":\"Shadow-Stealing Ray {@recharge 5}\",\"entries\":[\"The psoglav emits a beam from its single eye at one creature it can see within 60 feet of it. The target must make a {@dc 15} Constitution saving throw. On a failure, the target is pushed up to 20 feet away from the psoglav, and its shadow becomes a creature under the psoglav's control for 24 hours or until the shadow is reduced to 0 hp. On a success, the target is pushed up to 10 feet away from the psoglav and its shadow isn't stolen. Each controlled shadow uses the statistics of a shadow, except it can't create shadows from killing Humanoids. The psoglav can have no more than five shadows under its control at a time. The shadow becomes permanently under the psoglav's control if the shadow's original owner dies.\",\"If a shadow's original owner died within the past minute, the psoglav can command (no action required) the shadow to inhabit and control the body, using the owner's statistics, proficiencies, and class features. A shadow inhabiting a body in this way can't cast spells or activate magic items the owner possessed, and it loses its Amorphous, Shadow {@skill Stealth}, and Sunlight Weakness traits while inhabiting the body. The shadow can inhabit or exit the body as a bonus action. The shadow can inhabit the body for up to 24 hours after the creature died, after which time it is ejected and can't inhabit the body again.\",\"If a creature's saving throw is successful or its shadow is returned to it, the creature is immune to the Shadow-Stealing Ray of all psoglav demons for the next 24 hours.\"]}],\"bonus\":[{\"name\":\"Shadow Jump (3/Day)\",\"entries\":[\"While in shadows, dim light, or darkness, the psoglav disappears into the darkness and reappears in an unoccupied space it can see within 60 feet.\"]}],\"environment\":[\"planar\"],\"traitTags\":[\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"TP\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"invisible\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Putrid Haunt\",\"source\":\"ToB1-2023\",\"page\":296,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":44,\"formula\":\"8d8 + 8\"},\"speed\":{\"walk\":30,\"swim\":20},\"str\":17,\"dex\":8,\"con\":13,\"int\":3,\"wis\":11,\"cha\":6,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"poisoned\"],\"languages\":[\"understands the language it knew in life but can't speak\"],\"cr\":\"2\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"While the putrid haunt remains motionless and {@condition prone} in swampy terrain, it is indistinguishable from a pile of muck and moss.\"]},{\"name\":\"Swamp Walk\",\"entries\":[\"Difficult terrain composed of mud, shallow water, and water plants doesn't cost the putrid haunt extra movement.\"]},{\"name\":\"Undead Nature\",\"entries\":[\"The putrid haunt doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) bludgeoning damage plus 5 ({@damage 2d4}) poison damage.\"]},{\"name\":\"Expel Vermin {@recharge}\",\"entries\":[\"The putrid haunt vomits forth the leeches, stinging insects, and other swamp vermin infesting its innards in a 15-foot cone. Each creature in the area must make a {@dc 13} Dexterity saving throw. On a failure, a creature takes 7 ({@damage 2d6}) piercing damage and 7 ({@damage 2d6}) poison damage and is {@condition poisoned} for 1 minute. On a success, a creature takes half the damage and isn't {@condition poisoned}. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"swamp\"],\"traitTags\":[\"False Appearance\"],\"senseTags\":[\"D\"],\"languageTags\":[\"CS\",\"LF\"],\"damageTags\":[\"B\",\"I\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Queen of Night and Magic\",\"source\":\"ToB1-2023\",\"page\":178,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":22,\"from\":[\"regal bearing\"]}],\"hp\":{\"average\":225,\"formula\":\"30d8 + 90\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":60,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":12,\"dex\":19,\"con\":17,\"int\":20,\"wis\":18,\"cha\":26,\"save\":{\"con\":\"+10\",\"wis\":\"+11\"},\"skill\":{\"arcana\":\"+12\",\"deception\":\"+15\",\"intimidation\":\"+15\",\"perception\":\"+11\",\"stealth\":\"+11\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":21,\"resist\":[\"fire\",\"lightning\"],\"immune\":[{\"immune\":[\"bludgeoning\",\"slashing\",\"piercing\",\"cold\"],\"note\":\"from nonmagical attacks not made with cold iron weapons\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Celestial\",\"Common\",\"Elvish\",\"Sylvan\",\"telepathy 120 ft.\",\"Umbral\"],\"cr\":\"21\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The Queen of Night and Magic casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 23}):\"],\"will\":[\"{@spell command}\",\"{@spell dancing lights}\",\"{@spell darkness}\",\"{@spell mage hand}\",\"{@spell suggestion}\"],\"daily\":{\"3e\":[\"{@spell confusion}\",\"{@spell fear}\",\"{@spell greater invisibility}\",\"{@spell mirror image}\"],\"1e\":[\"{@spell dominate monster}\",\"{@spell plane shift}\",\"{@spell power word stun}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the Queen of Night and Magic fails a saving throw, she can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The Queen of Night and Magic has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Regal Bearing\",\"entries\":[\"While the Queen of Night and Magic is wearing no armor and wielding no shield, her AC includes her Charisma modifier.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The Queen of Night and Magic makes three Rapier or Star Strike attacks. She can replace one attack with a use of Spellcasting or Unravel.\"]},{\"name\":\"Rapier\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage plus 14 ({@damage 4d6}) cold damage.\"]},{\"name\":\"Star Strike\",\"entries\":[\"{@atk rs} {@hit 15} to hit, range 120 ft., one target. {@h}17 ({@damage 2d8 + 8}) fire damage plus 9 ({@damage 2d8}) radiant damage.\"]},{\"name\":\"Unravel\",\"entries\":[\"The Queen of Night and Magic ends one magical effect she can see within 60 feet of her. To do so, she must succeed on a Charisma check against a DC of 10 + the spell's level or the magical effect's DC, whichever is higher.\"]},{\"name\":\"Shadow Rift {@recharge 5}\",\"entries\":[\"The Queen of Night and Magic creates a shadowy rift on a point she can see within 120 feet. Each creature within the 20 feet of the rift must make a {@dc 23} Constitution saving throw. On a failure, a creature takes 36 ({@damage 8d8}) cold damage and 36 ({@damage 8d8}) necrotic damage and is {@condition restrained} by wisps of icy shadow for 1 minute. On a success, a creature takes half the damage and isn't {@condition restrained}. A {@condition restrained} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"bonus\":[{\"name\":\"Hidden Step\",\"entries\":[\"The Queen of Night and Magic magically teleports, along with any equipment she is wearing or carrying, up to 60 feet to an unoccupied space she can see and takes the Hide action.\"]}],\"reaction\":[{\"name\":\"Sudden Fraying\",\"entries\":[\"When the Queen of Night and Magic is targeted by a spell or included in a spell's area and the spell doesn't have an instantaneous duration, she can use Unravel on the spell, dispelling it after it is cast. She doesn't need to see a spell to target it with this reaction, but she must be able to see at least some portion of an area or object affected by the spell.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"The Queen of Night and Magic makes one Star Strike attack. She doesn't have disadvantage on this attack roll from being within 5 feet of a creature, though she can have disadvantage from other sources.\"]},{\"name\":\"Move\",\"entries\":[\"The Queen of Night and Magic moves up to her walking speed or up to half of her flying speed without provoking opportunity attacks.\"]},{\"name\":\"Cast a Spell (Costs 2 Actions)\",\"entries\":[\"The Queen of Night and Magic uses Spellcasting.\"]},{\"name\":\"Swirling Stars (Costs 2 Actions)\",\"entries\":[\"The stars on the Queen's gown pulse with brilliant starlight. Each creature within 15 feet of her must succeed on a {@dc 23} Dexterity saving throw or be {@condition blinded} until the end of its next turn.\"]}],\"legendaryGroup\":{\"name\":\"Queen of Night and Magic\",\"source\":\"ToB1-2023\"},\"environment\":[\"planar\",\"urban\"],\"attachedItems\":[\"rapier|phb\"],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\",\"E\",\"S\",\"TP\"],\"damageTags\":[\"C\",\"F\",\"N\",\"P\",\"R\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"conditionInflict\":[\"blinded\",\"restrained\"],\"conditionInflictSpell\":[\"charmed\",\"frightened\",\"invisible\",\"prone\",\"stunned\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Queen of Witches\",\"source\":\"ToB1-2023\",\"page\":180,\"size\":[\"L\"],\"type\":\"fey\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":218,\"formula\":\"23d10 + 92\"},\"speed\":{\"walk\":40,\"fly\":{\"number\":50,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":22,\"dex\":10,\"con\":19,\"int\":16,\"wis\":18,\"cha\":22,\"save\":{\"dex\":\"+6\",\"wis\":\"+10\",\"cha\":\"+12\"},\"skill\":{\"arcana\":\"+15\",\"deception\":\"+12\",\"history\":\"+9\",\"insight\":\"+10\",\"perception\":\"+10\"},\"senses\":[\"darkvision 120 ft.\",\"truesight 60 ft.\"],\"passive\":20,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\",\"cold\",\"fire\"],\"note\":\"from nonmagical attacks not made with cold iron weapons\",\"cond\":true}],\"immune\":[\"radiant\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"frightened\"],\"languages\":[\"Celestial\",\"Common\",\"Draconic\",\"Elvish\",\"Sylvan\",\"Umbral\"],\"cr\":\"17\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The Queen of Witches casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (save {@dc 20}):\"],\"will\":[\"{@spell faerie fire}\",\"{@spell silent image}\",\"{@spell tongues}\"],\"daily\":{\"3e\":[\"{@spell dispel magic}\",\"{@spell hypnotic pattern}\",\"{@spell teleportation circle} (as an action)\"],\"2e\":[\"{@spell bestow curse}\",\"{@spell mass suggestion}\",\"{@spell flesh to stone}\"],\"1e\":[\"{@spell power word kill}\",\"{@spell sleep} (as a 9th level spell)\",\"{@spell true polymorph}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The Queen of Witches has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Moonlit Weapons\",\"entries\":[\"The Queen of Witches's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 7 ({@damage 2d6}) radiant damage (included in the attack).\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the Queen of Witches fails a saving throw, she can choose to succeed instead.\"]},{\"name\":\"Token of Favor\",\"entries\":[\"The Queen of Witches can spend 1 minute cutting and tying a lock of her hair into a small token of her favor. A creature that is wearing or carrying the favor gains the benefits of the Magic Resistance trait. The Queen can revoke this magic at any time (no action required). If she does so, the creature has disadvantage on saving throws against spells and other magical effects for 24 hours.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The Queen of Witches makes three Moonsilver Ring attacks or four Mystical Blast attacks. She can replace one attack with a use of spellcasting. If she hits one creature with two Mystical Blast attacks, the target must succeed on a {@dc 20} Strength saving throw or be pushed up to 10 feet away from her.\"]},{\"name\":\"Moonsilver Ring\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d8 + 6}) slashing damage plus 7 ({@damage 2d6}) radiant damage.\"]},{\"name\":\"Mystical Blast\",\"entries\":[\"{@atk ms,rs} {@hit 12} to hit, reach 5 ft. or range 120 ft., one target. {@h}16 ({@damage 3d6 + 6}) force damage.\"]},{\"name\":\"Spray of Moonlight {@recharge 5}\",\"entries\":[\"The Queen of Witches sends moonlight flooding out from her. Each creature within 15 feet of her must make a {@dc 20} Dexterity saving throw, taking 42 ({@damage 12d6}) radiant damage on a failed save, or half as much damage on a successful one. If the Queen is standing in an area of moonlight when she uses this action, each creature in the area has disadvantage on the saving throw. A creature that fails the saving throw by 5 or more is {@condition blinded} until the end of its next turn.\"]}],\"reaction\":[{\"name\":\"Absorb Spell\",\"entries\":[\"When a creature the Queen of Witches can see within 30 feet of her casts a spell, the Queen can absorb the spell's energy, countering it. This works like the {@spell counterspell} spell, except the Queen must always make a spellcasting ability check, no matter the spell's level. Her ability check for this is +10. If she successfully counters the spell, she regains 5 hp for each level of the spell.\"]}],\"legendary\":[{\"name\":\"Mystical Blast\",\"entries\":[\"The Queen makes one Mystical Blast attack.\"]},{\"name\":\"Teleport\",\"entries\":[\"The Queen magically teleports, along with any equipment she is wearing or carrying, to an unoccupied space she can see within 60 feet.\"]},{\"name\":\"Cast a Spell (Costs 2 Actions)\",\"entries\":[\"The Queen of Witches uses Spellcasting.\"]}],\"legendaryGroup\":{\"name\":\"Queen of Witches\",\"source\":\"ToB1-2023\"},\"environment\":[\"forest\",\"mountain\",\"planar\"],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"SD\",\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\",\"DR\",\"E\",\"S\"],\"damageTags\":[\"O\",\"R\",\"S\"],\"damageTagsSpell\":[\"N\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflictSpell\":[\"charmed\",\"incapacitated\",\"petrified\",\"restrained\",\"unconscious\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Quicksilver Siege Orb\",\"source\":\"ToB1-2023\",\"page\":297,\"size\":[\"S\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[15],\"hp\":{\"average\":82,\"formula\":\"15d6 + 30\"},\"speed\":{\"walk\":10,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":12,\"dex\":21,\"con\":14,\"int\":5,\"wis\":14,\"cha\":7,\"skill\":{\"perception\":\"+5\",\"stealth\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"resist\":[\"fire\",\"lightning\",{\"resist\":[\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"bludgeoning\",\"poison\",\"psychic\"],\"vulnerable\":[\"cold\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"unconscious\"],\"languages\":[\"understands one language of its creator but can't speak\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Bludgeoning Bounce (Orb Form Only)\",\"entries\":[\"Whenever the quicksilver siege orb is subjected to bludgeoning damage, it takes no damage and instead is pushed up to 15 feet away from the source of the bludgeoning damage. If the damage is from a critical hit, the orb is pushed up to 30 feet.\"]},{\"name\":\"Construct Nature\",\"entries\":[\"The quicksilver siege orb doesn't require air, food, drink, or sleep.\"]},{\"name\":\"Flyby\",\"entries\":[\"The quicksilver siege orb doesn't provoke opportunity attacks when it flies out of an enemy's reach.\"]},{\"name\":\"Immutable Form\",\"entries\":[\"The quicksilver siege orb is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Observant (Orb Form Only)\",\"entries\":[\"The quicksilver siege orb has advantage on Wisdom ({@skill Perception}) and Wisdom ({@skill Insight}) checks. In addition, if the orb observes a creature for at least 1 minute, it has advantage on the first three attack rolls it makes against the creature.\"]},{\"name\":\"Slippery\",\"entries\":[\"The quicksilver siege orb has advantage on saving throws and ability checks made to escape a grapple.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The quicksilver siege orb makes three Disk Blade or Slam attacks.\"]},{\"name\":\"Disk Blade (Disk Form Only)\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage.\"]},{\"name\":\"Slam (Orb Form Only)\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d4 + 5}) bludgeoning damage.\"]},{\"name\":\"Slashing Run {@recharge 4}\",\"entries\":[\"The quicksilver siege orb flies up to 20 feet in a straight line, then it flies up to 20 feet in a straight line in a different direction. During this move, it can move through the space of any Large or smaller creature. The first time it enters a creature's space during this move, that creature must make a {@dc 16} Dexterity saving throw, taking 35 ({@damage 10d6}) slashing damage on a failed save, or half as much damage on a successful one.\"]}],\"bonus\":[{\"name\":\"Shape Quicksilver\",\"entries\":[\"The quicksilver siege orb flattens itself into a razor-sharp, whirling disk or back into its orb form. Its statistics are the same in each form. It becomes a puddle of quicksilver if it dies.\"]}],\"environment\":[\"farmland\",\"urban\"],\"traitTags\":[\"Flyby\",\"Immutable Form\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"B\",\"S\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Qwyllion\",\"source\":\"ToB1-2023\",\"page\":298,\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":110,\"formula\":\"13d8 + 52\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":20,\"con\":19,\"int\":12,\"wis\":13,\"cha\":16,\"save\":{\"dex\":\"+8\",\"cha\":\"+6\"},\"skill\":{\"acrobatics\":\"+11\",\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[\"acid\",\"fire\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"languages\":[\"Common\",\"Goblin\",\"Infernal\",\"Sylvan\",\"Void Speech\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Nauseating Stench\",\"entries\":[\"A creature that starts its turn within 20 feet of the qwyllion must succeed on a {@dc 15} Constitution saving throw or be {@condition poisoned} for 1 minute. A {@condition poisoned} creature that fails this saving throw is also {@condition incapacitated} while {@condition poisoned} in this way. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the qwyllion's Nauseating Stench for the next 24 hours.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The qwyllion makes three Claw or Deadly Gaze attacks. If two Deadly Gaze attacks hit one creature, the target must succeed on a {@dc 15} Constitution saving throw or be {@condition incapacitated} until the end of its next turn.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}18 ({@damage 3d8 + 5}) slashing damage.\"]},{\"name\":\"Deadly Gaze\",\"entries\":[\"{@atk rs} {@hit 6} to hit, range 60 ft., one target. {@h}17 ({@damage 4d6 + 3}) psychic damage. A Humanoid slain by this attack rises 8 hours later as a specter under the qwyllion's control, unless the Humanoid is restored to life. The qwyllion can have no more than ten specters under its control at one time.\"]},{\"name\":\"Charm\",\"entries\":[\"One Humanoid or Beast the qwyllion can see within 30 feet of it must succeed on a {@dc 15} Wisdom saving throw or be magically {@condition charmed} for 1 day. The {@condition charmed} target obeys the qwyllion's verbal commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to the qwyllion's Charm for the next 24 hours.\",\"The qwyllion can have no more than one Humanoid and up to three Beasts {@condition charmed} at a time. If it charms another Humanoid or a fourth Beast, the oldest effect on a previous target ends.\"]}],\"environment\":[\"badlands\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GO\",\"I\",\"S\"],\"damageTags\":[\"S\",\"Y\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"charmed\",\"incapacitated\",\"poisoned\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ramag\",\"source\":\"ToB1-2023\",\"page\":299,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":27,\"formula\":\"6d8\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":14,\"con\":10,\"int\":16,\"wis\":12,\"cha\":11,\"skill\":{\"arcana\":\"+5\",\"investigation\":\"+5\"},\"passive\":11,\"languages\":[\"Common\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The ramag has advantage on saving throws against spells or other magical effects.\"]},{\"name\":\"Portal Sense\",\"entries\":[\"The ramag can pinpoint the location of planar portals within 100 feet of it and can sense the general direction of planar portals within 1 mile of it. In addition, if the ramag spends 10 minutes studying a portal, it can determine the portal's destination and any requirements to use or activate it.\"]}],\"action\":[{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]}],\"bonus\":[{\"name\":\"Portal Traveler {@recharge 5}\",\"entries\":[\"The ramag creates and steps into a small portal and out of an identical portal in a space it can see within 60 feet of it. If a creature is in the destination space, the creature must make a {@dc 13} Intelligence saving throw. On a failure, the ramag trades spaces with the creature. On a success, the ramag fails to teleport. Whatever the result, the portal disappears.\"]}],\"environment\":[\"desert\",\"urban\"],\"attachedItems\":[\"scimitar|phb\",\"shortbow|phb\"],\"traitTags\":[\"Magic Resistance\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"savingThrowForced\":[\"intelligence\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Rat King\",\"source\":\"ToB1-2023\",\"page\":300,\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":76,\"formula\":\"9d8 + 36\"},\"speed\":{\"walk\":30,\"burrow\":20},\"str\":6,\"dex\":16,\"con\":18,\"int\":11,\"wis\":15,\"cha\":16,\"skill\":{\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"stunned\"],\"languages\":[\"Common\",\"Thieves' cant\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The rat king has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Plague of Ill Omen\",\"entries\":[\"The rat king radiates a magical aura of misfortune. A creature that starts its turn within 15 feet of the rat king must succeed on a {@dc 14} Charisma saving throw or have disadvantage on attack rolls and saving throws until the start of its next turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The rat king makes two Bite attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage. If the target is a creature, it must succeed on a {@dc 14} Constitution saving throw or suffer one level of {@condition exhaustion} and become infected with a disease. Until the disease is cured, at the end of each long rest, the creature must repeat the saving throw. On a failure, the creature suffers another level of {@condition exhaustion}. The {@condition exhaustion} lasts until the creature finishes a long rest after the disease is cured. A creature that succeeds on two saving throws recovers from the disease.\"]},{\"name\":\"Call Rats (1/Day)\",\"entries\":[\"The rat king magically calls {@dice 2d4} rats, {@dice 1d4} giant rats, or 1 swarm of rats. The rats arrive in {@dice 1d4} rounds, acting as allies of the rat king and obeying its spoken commands. The rats remain for 1 hour, until the rat king dies, or until the rat king dismisses them as a bonus action.\"]}],\"reaction\":[{\"name\":\"Absorption\",\"entries\":[\"When a friendly rat, giant rat, or swarm of rats starts its turn within 5 feet of the rat king, the rat king can absorb it. If the rat king does so, the target dies, and the rat king gains temporary hp equal to the target's remaining hp.\"]}],\"environment\":[\"urban\"],\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"TC\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"DIS\",\"MW\"],\"savingThrowForced\":[\"charisma\",\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ratatosk\",\"source\":\"ToB1-2023\",\"page\":301,\"size\":[\"T\"],\"type\":\"celestial\",\"alignment\":[\"C\",\"N\"],\"ac\":[14],\"hp\":{\"average\":42,\"formula\":\"12d4 + 12\"},\"speed\":{\"walk\":20,\"climb\":20},\"str\":4,\"dex\":18,\"con\":12,\"int\":17,\"wis\":10,\"cha\":18,\"save\":{\"wis\":\"+2\",\"cha\":\"+6\"},\"skill\":{\"deception\":\"+6\",\"persuasion\":\"+6\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"languages\":[\"Celestial\",\"Common\",\"telepathy 100 ft.\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The ratatosk casts one of the following spells, requiring no material or somatic components and using Charisma as the spellcasting ability (save {@dc 14}):\"],\"will\":[\"{@spell animal messenger}\",\"{@spell message}\"],\"daily\":{\"1\":[\"{@spell commune} (as an action)\"],\"3e\":[\"{@spell sending}\",\"{@spell suggestion}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The ratatosk has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The ratatosk makes two Gore or Annoying Chitter attacks. It can replace one attack with a use of Divisive Chatter, if available.\"]},{\"name\":\"Gore\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage plus 7 ({@damage 2d6}) psychic damage.\"]},{\"name\":\"Annoying Chitter\",\"entries\":[\"{@atk rs} {@hit 6} to hit, range 60 ft., one target. {@h}14 ({@damage 3d6 + 4}) psychic damage.\"]},{\"name\":\"Divisive Chatter {@recharge 5}\",\"entries\":[\"The ratatosk causes division and strife in up to four creatures it can see within 30 feet of it. Each target must succeed on a {@dc 14} Charisma saving throw or be irritated for 1 minute. While irritated, a creature must spend its action on each of its turns arguing with, complaining about, or otherwise expressing unhappiness toward one of its allies over a trivial matter. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"bonus\":[{\"name\":\"Skitter\",\"entries\":[\"The ratatosk takes the Dash, Disengage, or Hide action.\"]}],\"reaction\":[{\"name\":\"Desperate Lies\",\"entries\":[\"When a creature the ratatosk can see targets it with an attack, the ratatosk tells a lie while pointing to another creature within 5 feet of it. The attacker must succeed on a {@dc 14} Wisdom saving throw or believe the lie and attack the other creature instead.\"]}],\"environment\":[\"planar\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\",\"TP\"],\"damageTags\":[\"P\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"charisma\",\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ratfolk\",\"source\":\"ToB1-2023\",\"page\":302,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"ratfolk\"]},\"alignment\":[\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":17,\"formula\":\"5d6\"},\"speed\":{\"walk\":25,\"swim\":10},\"str\":7,\"dex\":15,\"con\":11,\"int\":14,\"wis\":10,\"cha\":10,\"skill\":{\"perception\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"languages\":[\"Common\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Nimbleness\",\"entries\":[\"The ratfolk can move through the space of any Medium or larger hostile creature, and such a space isn't difficult terrain for the ratfolk.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The ratfolk has advantage on attack rolls against a creature if at least one of the ratfolk's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Light Crossbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]}],\"environment\":[\"urban\"],\"attachedItems\":[\"dagger|phb\",\"light crossbow|phb\"],\"traitTags\":[\"Pack Tactics\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ratfolk Rogue\",\"source\":\"ToB1-2023\",\"page\":302,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"ratfolk\"]},\"alignment\":[\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":31,\"formula\":\"7d6 + 7\"},\"speed\":{\"walk\":25,\"swim\":10},\"str\":7,\"dex\":16,\"con\":12,\"int\":14,\"wis\":10,\"cha\":10,\"skill\":{\"acrobatics\":\"+5\",\"perception\":\"+2\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"languages\":[\"Common\",\"Thieves' cant\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Nimbleness\",\"entries\":[\"The ratfolk rogue can move through the space of any Medium or larger hostile creature, and such a space isn't difficult terrain for the ratfolk rogue.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The ratfolk rogue has advantage on attack rolls against a creature if at least one of the ratfolk rogue's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage.\"]},{\"name\":\"Light Crossbow\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage.\"]}],\"bonus\":[{\"name\":\"Cunning Action\",\"entries\":[\"The ratfolk rogue takes the Dash, Disengage, or Hide action.\"]}],\"environment\":[\"urban\"],\"tokenCredit\":\"Targete\",\"attachedItems\":[\"dagger|phb\",\"light crossbow|phb\"],\"traitTags\":[\"Pack Tactics\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"TC\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Ravenala\",\"source\":\"ToB1-2023\",\"page\":303,\"size\":[\"L\"],\"type\":\"plant\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":126,\"formula\":\"12d10 + 60\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":10,\"con\":20,\"int\":12,\"wis\":16,\"cha\":12,\"save\":{\"wis\":\"+6\",\"cha\":\"+4\"},\"passive\":13,\"resist\":[\"bludgeoning\",\"piercing\"],\"vulnerable\":[\"cold\",\"fire\"],\"conditionImmune\":[\"blinded\",\"deafened\"],\"languages\":[\"Common\",\"Druidic\",\"Elvish\",\"Sylvan\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The ravenala has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Woodland Stride\",\"entries\":[\"Difficult terrain composed of magical or nonmagical plants doesn't cost the ravenala extra movement. In addition, it can pass through magical or nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The ravenala makes two Bursting Pod or Slam attacks. If both Slam attacks hit a Medium or smaller creature, the target is {@condition grappled} (escape {@dc 14}), and the ravenala uses its Lamenting Engulfment on the target.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}18 ({@damage 3d8 + 5}) bludgeoning damage.\"]},{\"name\":\"Bursting Pod\",\"entries\":[\"{@atk rw} {@hit 8} to hit, range 30/120 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage, and each creature within 5 feet of the target, including the target, must make a {@dc 15} Dexterity saving throw, taking 5 ({@damage 2d4}) piercing damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Lamenting Engulfment\",\"entries\":[\"The ravenala engulfs a Medium or smaller creature {@condition grappled} by it. The engulfed target is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the ravenala, and it must succeed on a {@dc 14} Charisma saving throw at the start of each of the ravenala's turns or sing a lament of the mistakes and misdeeds it has performed in its lifetime. While singing, the engulfed creature can still act, but it can't otherwise speak, including casting spells with verbal components. If the ravenala moves, the engulfed creature moves with it. The ravenala can have only one creature engulfed at a time.\"]},{\"name\":\"Healing Leaves (3/Day)\",\"entries\":[\"The ravenala removes a leaf from its head and wraps the leaf around the wounds of one creature it can see within 5 feet of it. The target magically regains 10 {@dice 3d6} hp and is freed from any disease, poison, blindness, or deafness.\"]},{\"name\":\"Encourage Growth (3/Day)\",\"entries\":[\"The ravenala whispers magical words of growth to nonmagical plants on a point it can see within 30 feet of it. The plants burst with life and spread rapidly. The area within 20 feet of that point becomes difficult terrain for 24 hours.\"]}],\"environment\":[\"coastal\",\"forest\"],\"traitTags\":[\"Magic Resistance\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DU\",\"E\",\"S\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RW\"],\"conditionInflict\":[\"blinded\",\"grappled\",\"restrained\"],\"savingThrowForced\":[\"charisma\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ravenfolk Doom Croaker\",\"source\":\"ToB1-2023\",\"page\":305,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"ravenfolk\"]},\"alignment\":[\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":88,\"formula\":\"16d8 + 16\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":12,\"int\":12,\"wis\":18,\"cha\":14,\"save\":{\"con\":\"+4\",\"wis\":\"+7\"},\"skill\":{\"deception\":\"+5\",\"intimidation\":\"+5\",\"perception\":\"+10\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":20,\"languages\":[\"Common\",\"Feather Speech\",\"Ravenfolk\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The doom croaker has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Mimicry\",\"entries\":[\"The doom croaker can mimic animal sounds and Humanoid voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 15} Wisdom ({@skill Insight}) check.\"]},{\"name\":\"Rune-Powered Weapons\",\"entries\":[\"The ravenfolk's weapon attacks are magical. When the ravenfolk hits with any weapon, the weapon deals an extra {@damage 2d8} radiant damage (included in the attack).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The doom croaker makes one Peck attack and one Runestaff attack, or it makes two Rune Blast attacks. It can replace one attack with a use of Ghost Wings or Prophetic Call, if available.\"]},{\"name\":\"Peck\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) piercing damage plus 9 ({@damage 2d8}) radiant damage.\"]},{\"name\":\"Runestaff\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage plus 9 ({@damage 2d8}) radiant damage.\"]},{\"name\":\"Rune Blast\",\"entries\":[\"{@atk rs} {@hit 7} to hit, range 120 ft., one target. {@h}17 ({@damage 3d8 + 4}) radiant damage.\"]},{\"name\":\"Ghost Wings\",\"entries\":[\"The doom croaker furiously \\\"beats\\\" a set of phantasmal wings. Each creature within 5 feet of the ravenfolk must succeed on a {@dc 15} Dexterity saving throw or be {@condition blinded} until the start of its next turn.\"]},{\"name\":\"Prophetic Magic\",\"entries\":[\"The ravenfolk doom croaker can cast the {@spell augury} spell and {@spell thaumaturgy} cantrip at will, requiring no material components and using Wisdom as the spellcasting ability.\"]},{\"name\":\"Prophetic Caw {@recharge}\",\"entries\":[\"The ravenfolk doom croaker caws a prophecy that sounds different to each listener. Each creature within 30 feet of the ravenfolk that can hear it must make a {@dc 15} Wisdom saving throw. Ravenfolk have advantage on the saving throw. On a failure, a creature hears a prophecy of its doom and is {@condition frightened} for 1 minute. On a success, a creature hears a prophecy of its greatness and has advantage on the first attack roll it makes on each of its turns for 1 minute. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"any\",\"arctic\"],\"traitTags\":[\"Magic Resistance\",\"Mimicry\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\",\"P\",\"R\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"blinded\"],\"savingThrowForced\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Ravenfolk Scout\",\"source\":\"ToB1-2023\",\"page\":304,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"ravenfolk\"]},\"alignment\":[\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":27,\"formula\":\"6d8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":10,\"int\":10,\"wis\":15,\"cha\":12,\"save\":{\"wis\":\"+4\"},\"skill\":{\"deception\":\"+3\",\"perception\":\"+6\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"languages\":[\"Common\",\"Feather Speech\",\"Ravenfolk\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Mimicry\",\"entries\":[\"The ravenfolk scout can mimic animal sounds and Humanoid voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 13} Wisdom ({@skill Insight}) check.\"]}],\"action\":[{\"name\":\"Peck\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) piercing damage.\"]},{\"name\":\"Rapier\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]},{\"name\":\"Ghost Wings\",\"entries\":[\"The ravenfolk scout furiously \\\"beats\\\" a set of phantasmal wings. Each creature within 5 feet of the ravenfolk must succeed on a {@dc 12} Dexterity saving throw or be {@condition blinded} until the start of its next turn.\"]}],\"environment\":[\"any\",\"arctic\"],\"attachedItems\":[\"longbow|phb\",\"rapier|phb\"],\"traitTags\":[\"Mimicry\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\"],\"conditionInflict\":[\"blinded\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ravenfolk Warrior\",\"source\":\"ToB1-2023\",\"page\":304,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"ravenfolk\"]},\"alignment\":[\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item studded leather armor|PHB}\"]}],\"hp\":{\"average\":78,\"formula\":\"12d8 + 24\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":16,\"con\":14,\"int\":10,\"wis\":15,\"cha\":10,\"save\":{\"dex\":\"+5\",\"wis\":\"+4\"},\"skill\":{\"deception\":\"+2\",\"perception\":\"+4\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":14,\"languages\":[\"Common\",\"Feather Speech\",\"Ravenfolk\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Mimicry\",\"entries\":[\"The ravenfolk warrior can mimic animal sounds and Humanoid voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 12} Wisdom ({@skill Insight}) check.\"]},{\"name\":\"Rune-Powered Weapons\",\"entries\":[\"The ravenfolk's weapon attacks are magical. When the ravenfolk hits with any weapon, the weapon deals an extra {@damage 1d8} radiant damage (included in the attack).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The ravenfolk warrior makes one Peck attack and one Runespear attack, or it makes two Longbow attacks. It can replace one attack with a use of Ghost Wings.\"]},{\"name\":\"Peck\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) piercing damage plus 4 ({@damage 1d8}) radiant damage.\"]},{\"name\":\"Runespear\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 4 ({@damage 1d8}) radiant damage.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 150/600 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 4 ({@damage 1d8}) radiant damage.\"]},{\"name\":\"Ghost Wings\",\"entries\":[\"The ravenfolk warrior furiously \\\"beats\\\" a set of phantasmal wings. Each creature within 5 feet of the ravenfolk must succeed on a {@dc 13} Dexterity saving throw or be {@condition blinded} until the start of its next turn\"]}],\"reaction\":[{\"name\":\"Odin's Call {@recharge}\",\"entries\":[\"When the ravenfolk warrior takes damage while below half its hp maximum, it moves up to half its speed without provoking opportunity attacks.\"]}],\"environment\":[\"any\",\"arctic\"],\"attachedItems\":[\"longbow|phb\"],\"traitTags\":[\"Mimicry\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\",\"R\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"blinded\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Red Hag\",\"source\":\"ToB1-2023\",\"page\":228,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":136,\"formula\":\"16d8 + 64\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":19,\"dex\":16,\"con\":18,\"int\":18,\"wis\":21,\"cha\":15,\"skill\":{\"arcana\":\"+10\",\"deception\":\"+5\",\"insight\":\"+8\",\"perception\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":18,\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Common\",\"Druidic\",\"Giant\",\"Sylvan\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The red hag casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 16}):\"],\"will\":[\"{@spell animal friendship}\",\"{@spell druidcraft}\",\"{@spell entangle}\"],\"daily\":{\"1\":[\"{@spell control water}\",\"{@spell freedom of movement}\"],\"3\":[\"{@spell cure wounds}\",\"{@spell dispel magic}\",\"{@spell lesser restoration}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The red hag can breathe air and water.\"]},{\"name\":\"Blood Sense\",\"entries\":[\"The red hag can pinpoint the location of creatures that aren't Constructs or Undead within 60 feet of her and can sense the general direction of such creatures within 1 mile of her.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The red hag has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Speak with Beasts\",\"entries\":[\"The red hag can communicate with Beasts as if they shared a language.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hag makes two Claw attacks or three Blood Bolt attacks. She can replace one attack with a use of Spellcasting.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage plus 9 ({@damage 2d8}) necrotic damage.\"]},{\"name\":\"Blood Bolt\",\"entries\":[\"{@atk rs} {@hit 8} to hit, range 60 ft., one target. {@h}14 ({@damage 2d8 + 5}) necrotic damage. If the target is a creature with blood, it must succeed on a {@dc 16} Constitution saving throw or be {@condition poisoned} until the end of its next turn.\"]},{\"name\":\"Siphon Blood {@recharge 5}\",\"entries\":[\"The red hag drains blood from nearby creatures. Each creature that isn't a Construct or Undead within 20 feet of the red hag must make a {@dc 16} Constitution saving throw, taking 35 ({@damage 10d6}) necrotic damage on a failed save, or half as much damage on a successful one. If at least one creature fails the saving throw, the next spell the red hag casts is cast as if the spell used a spell slot two levels higher than the spell's lowest level.\"]}],\"environment\":[\"coastal\",\"forest\",\"underdark\"],\"traitTags\":[\"Amphibious\",\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DU\",\"GI\",\"S\"],\"damageTags\":[\"N\",\"S\"],\"damageTagsSpell\":[\"B\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"poisoned\"],\"conditionInflictSpell\":[\"charmed\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Red-Banded Line Spider\",\"source\":\"ToB1-2023\",\"page\":345,\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[13],\"hp\":{\"average\":15,\"formula\":\"6d4\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":4,\"dex\":16,\"con\":10,\"int\":1,\"wis\":10,\"cha\":2,\"skill\":{\"perception\":\"+2\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"immune\":[\"psychic\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Reactive Venom\",\"entries\":[\"If the spider deals poison damage to a creature that is {@condition poisoned}, the target takes an extra 2 ({@damage 1d4}) poison damage.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The spider can climb difficult surfaces, including upside down and on ceilings, without needing to make an ability check.\"]},{\"name\":\"Web Walker\",\"entries\":[\"The spider ignores movement restrictions caused by webbing.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}1 piercing damage plus 5 ({@damage 2d4}) poison damage, and the target must succeed on a {@dc 10} Constitution saving throw or be {@condition poisoned} until the end of its next turn.\"]}],\"bonus\":[{\"name\":\"Swingline\",\"entries\":[\"The spider throws a length of webbing at a point on a surface, such as the ground or wall, it can see within 30 feet of it, attaching one end of the webbing to that point. It then reels in the webbing, pulling itself to an unoccupied space within 5 feet of that point. When the spider moves in this way, opportunity attacks against it have disadvantage. If the spider pulled itself at least 15 feet straight toward a creature, it has advantage on the next Bite attack it makes against that creature before the start of its next turn.\"]}],\"environment\":[\"forest\",\"urban\"],\"traitTags\":[\"Spider Climb\",\"Web Walker\"],\"senseTags\":[\"D\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Redcap\",\"source\":\"ToB1-2023\",\"page\":306,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":120,\"formula\":\"16d8 + 48\"},\"speed\":{\"walk\":40},\"str\":20,\"dex\":10,\"con\":17,\"int\":11,\"wis\":13,\"cha\":8,\"save\":{\"con\":\"+6\"},\"skill\":{\"athletics\":\"+8\",\"intimidation\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common\",\"Sylvan\",\"Undercommon\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Red Cap\",\"entries\":[\"The redcap must soak its cap in the blood of a Humanoid that has been dead for no more than 1 hour at least once every 3 days. Every 24 hours past the third day that it goes without soaking its cap in blood in this way, it suffers one level of {@condition exhaustion}. This {@condition exhaustion} can be reduced only when the redcap finishes a long rest after soaking its cap in fresh Humanoid blood, which reduces its {@condition exhaustion} level to 0. If the redcap dies as a result of this {@condition exhaustion}, it crumbles to dust.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The redcap makes one Bleeding Bite attack and two Pike attacks.\"]},{\"name\":\"Bleeding Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage. If the target is a creature other than a Construct or Undead, it must succeed on a {@dc 15} Constitution saving throw or lose 7 {@dice 2d6} hp at the start of each of its turns due to a bleeding wound. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any creature can take an action to stanch the wound with a successful {@dc 13} Wisdom ({@skill Medicine}) check. The wound also closes if the target receives magical healing.\"]},{\"name\":\"Pike\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d10 + 5}) piercing damage.\"]}],\"bonus\":[{\"name\":\"Solid Kick\",\"entries\":[\"The redcap kicks a Medium or smaller creature within 5 feet of it. The target must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}.\"]}],\"environment\":[\"farmland\",\"forest\"],\"attachedItems\":[\"pike|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"S\",\"U\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Rift Swine\",\"source\":\"ToB1-2023\",\"page\":307,\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":127,\"formula\":\"15d10 + 45\"},\"speed\":{\"walk\":40},\"str\":18,\"dex\":10,\"con\":17,\"int\":4,\"wis\":12,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"force\",\"poison\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Chaos Mutations\",\"entries\":[\"At the start of each of its turns, the rift swine's body experiences a mutation. Choose an option or roll a {@dice d6} to determine the type of mutation. The mutation lasts until the start of the rift swine's next turn.\"]},{\"name\":\"1 Acid Boils\",\"entries\":[\"The next creature that hits the rift swine with a melee attack while within 5 feet of the rift swine takes 3 ({@damage 1d6}) acid damage.\"]},{\"name\":\"2 Acid Saliva\",\"entries\":[\"The next melee attack the rift swine makes that hits a creature deals an extra 3 ({@damage 1d6}) acid damage to the creature.\"]},{\"name\":\"3 Extra Eyes\",\"entries\":[\"The rift swine has advantage on the next attack roll it makes.\"]},{\"name\":\"4 Extra Hooves\",\"entries\":[\"The rift swine's speed increases by 10 feet, and the rift swine doesn't provoke opportunity attacks when it moves out of an enemy's reach.\"]},{\"name\":\"5 Second Heart\",\"entries\":[\"The rift swine gains 10 {@dice 3d6} temporary hp.\"]},{\"name\":\"6 Toughened Hide\",\"entries\":[\"The rift swine has resistance to bludgeoning, piercing, or slashing damage (the rift swine's choice).\"]},{\"name\":\"Dozens of Eyes\",\"entries\":[\"The rift swine has advantage on Wisdom ({@skill Perception}) checks that rely on sight and on saving throws against being {@condition blinded}. In addition, if the rift swine isn't {@condition blinded}, creatures attacking it can't benefit from traits and features that rely on a creature's allies distracting or surrounding the rift swine, such as the Pack Tactics trait or Sneak Attack class feature.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The rift swine makes one Tusk attack and two Tentacle attacks, or it makes three Warping Bolt attacks.\"]},{\"name\":\"Tusk\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage. If the target is a Medium or smaller creature, it is {@condition grappled} (escape {@dc 14}). Until this grapple ends, the target is {@condition restrained}. The rift swine has two tentacles, each of which can grapple only one target.\"]},{\"name\":\"Warping Bolt\",\"entries\":[\"{@atk rs} {@hit 4} to hit, range 60 ft., one target. {@h}11 ({@damage 3d6 + 1}) force damage, and the target must succeed on a {@dc 14} Constitution saving throw or have disadvantage on attack rolls as reality-warping energies temporarily distort its body.\"]}],\"environment\":[\"farmland\",\"forest\",\"grassland\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"damageTags\":[\"A\",\"B\",\"O\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Rime Worm\",\"source\":\"ToB1-2023\",\"page\":308,\"size\":[\"L\"],\"type\":\"elemental\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":114,\"formula\":\"12d10 + 48\"},\"speed\":{\"walk\":30,\"swim\":30,\"burrow\":30},\"str\":20,\"dex\":14,\"con\":19,\"int\":6,\"wis\":14,\"cha\":3,\"skill\":{\"stealth\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":12,\"immune\":[\"cold\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The rime worm can breathe air and water.\"]},{\"name\":\"Icy Body\",\"entries\":[\"A creature that touches the rime worm or hits it with a melee attack while within 5 feet of it takes 4 ({@damage 1d8}) cold damage.\"]},{\"name\":\"Snow Camouflage\",\"entries\":[\"The rime worm has advantage on Dexterity ({@skill Stealth}) checks made to hide in snowy terrain.\"]},{\"name\":\"Snow Stride\",\"entries\":[\"The rime worm can burrow through nonmagical snow and ice in addition to sand, earth, and mud. In addition, difficult terrain composed of snow or ice doesn't cost it extra movement.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The rime worm makes two Rime Tendril attacks. It can replace one attack with a use of Freeze Prey.\"]},{\"name\":\"Rime Tendril\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage plus 9 ({@damage 2d8}) cold damage. The target is {@condition grappled} (escape {@dc 15}) if it is a Medium or smaller creature and the rime worm doesn't have another creature {@condition grappled}.\"]},{\"name\":\"Freeze Prey\",\"entries\":[\"One creature {@condition grappled} by the rime worm must succeed on a {@dc 15} Constitution saving throw or be {@condition petrified} in ice for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A {@condition petrified} creature that takes fire damage has advantage on the saving throw.\"]},{\"name\":\"Black Ice Spray {@recharge 5}\",\"entries\":[\"The rime worm sprays slivers of ice in a 30-foot cone. Each creature in the area must make a {@dc 15} Constitution saving throw, taking 36 ({@damage 8d8}) cold damage on a failed save, or half as much damage on a successful one. The area then becomes icy, difficult terrain for 1 minute.\"]}],\"environment\":[\"arctic\"],\"traitTags\":[\"Amphibious\",\"Camouflage\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"C\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"petrified\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Rime Worm Grub\",\"source\":\"ToB1-2023\",\"page\":308,\"size\":[\"M\"],\"type\":\"elemental\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":45,\"formula\":\"6d8 + 18\"},\"speed\":{\"walk\":30,\"swim\":30,\"burrow\":20},\"str\":16,\"dex\":12,\"con\":16,\"int\":4,\"wis\":12,\"cha\":3,\"skill\":{\"stealth\":\"+3\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":11,\"resist\":[\"cold\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The rime worm grub can breathe air and water.\"]},{\"name\":\"Ravenous Larva\",\"entries\":[\"The rime worm grub can make an opportunity attack against any creature that leaves its reach, even if the creature takes the Disengage action. In addition, it has advantage on melee attack rolls against any creature that doesn't have all its hp.\"]},{\"name\":\"Snow Camouflage\",\"entries\":[\"The rime worm grub has advantage on Dexterity ({@skill Stealth}) checks made to hide in snowy terrain.\"]},{\"name\":\"Snow Stride\",\"entries\":[\"The rime worm grub can burrow through nonmagical snow and ice in addition to sand, earth, and mud. In addition, difficult terrain composed of snow or ice doesn't cost it extra movement.\"]}],\"action\":[{\"name\":\"Rime Tendril\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage plus 4 ({@damage 1d8}) cold damage.\"]}],\"environment\":[\"arctic\"],\"traitTags\":[\"Amphibious\",\"Camouflage\"],\"senseTags\":[\"SD\"],\"damageTags\":[\"B\",\"C\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Risen Reaver\",\"source\":\"ToB1-2023\",\"page\":309,\"size\":[\"L\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":168,\"formula\":\"16d10 + 80\"},\"speed\":{\"walk\":40},\"str\":19,\"dex\":16,\"con\":20,\"int\":9,\"wis\":7,\"cha\":6,\"save\":{\"dex\":\"+6\"},\"skill\":{\"perception\":\"+1\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":11,\"languages\":[\"the languages it knew in life\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Blood Sense\",\"entries\":[\"The risen reaver can pinpoint the location of creatures that aren't Constructs or Undead within 60 feet of it and can sense the general direction of such creatures within 1 mile of it.\"]},{\"name\":\"Undead Nature\",\"entries\":[\"The risen reaver doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The risen reaver makes three Bladed Fist attacks.\"]},{\"name\":\"Bladed Fist\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) slashing damage.\"]}],\"bonus\":[{\"name\":\"Skitter\",\"entries\":[\"The risen reaver takes the Dash action.\"]}],\"reaction\":[{\"name\":\"Infused Arsenal\",\"entries\":[\"When the risen reaver is hit with a nonmagical melee weapon or when it starts its turn in the same space as a nonmagical melee weapon that isn't being worn or carried, it absorbs the weapon into its body. If the weapon is being wielded by an attacker, the attacker must succeed on a {@dc 15} Strength saving throw or lose its weapon. For 1 minute, the reaver has resistance to the type of damage dealt by that weapon, and when it hits with its Bladed Fist, the fist deals an extra 2 {@damage 1d4} damage of the type dealt by the weapon. The reaver can absorb no more than three weapons in this way every 24 hours.\"]}],\"environment\":[\"any\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"River King\",\"source\":\"ToB1-2023\",\"page\":182,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":190,\"formula\":\"20d8 + 100\"},\"speed\":{\"walk\":30,\"swim\":60},\"str\":21,\"dex\":17,\"con\":20,\"int\":14,\"wis\":13,\"cha\":17,\"save\":{\"dex\":\"+8\",\"con\":\"+10\",\"wis\":\"+6\"},\"skill\":{\"intimidation\":\"+8\",\"nature\":\"+7\",\"perception\":\"+6\",\"stealth\":\"+8\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 120 ft.\"],\"passive\":16,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\",\"cold\",\"fire\",\"lightning\",\"thunder\"],\"note\":\"from nonmagical attacks not made with cold iron weapons\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\"],\"languages\":[\"Common\",\"Elvish\",\"Giant\",\"Primordial\"],\"cr\":\"16\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The River King casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (save {@dc 16}):\"],\"will\":[\"{@spell create or destroy water}\",\"{@spell water breathing}\"],\"daily\":{\"1\":[\"{@spell control weather} (as an action)\"],\"3e\":[\"{@spell freedom of movement}\",\"{@spell control water}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The River King can breathe air and water.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the River King fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Riparian Weapons\",\"entries\":[\"The River King's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 10 ({@damage 3d6}) poison damage (included in the attack).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The River King makes two Longsword or Flood Blast attacks.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage, or 10 ({@damage 1d10 + 5}) slashing damage if used with two hands, plus 10 ({@damage 3d6}) poison damage.\"]},{\"name\":\"Flood Blast\",\"entries\":[\"{@atk rs} {@hit 8} to hit, range 120 ft., one target. {@h}21 ({@damage 4d8 + 3}) bludgeoning damage, and the target must succeed on a {@dc 18} Strength saving throw or be pushed up to 30 feet away from the River King and knocked {@condition prone}.\"]},{\"name\":\"Grasping Whirlpool {@recharge 5}\",\"entries\":[\"The River King magically creates a swirling vortex of water centered on a point he can see within 60 feet. The vortex appears in the shape of a cylinder that is 15 feet tall with a 10-foot radius. Each creature in the area must make a {@dc 18} Strength saving throw. On a failure, a creature takes 36 ({@damage 8d8}) bludgeoning damage and is {@condition restrained}. On a success, a creature takes half the damage, isn't {@condition restrained}, and can choose to be pushed out of the whirlpool's space. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. While {@condition restrained}, a creature is unable to breathe unless it can breathe water, and it must succeed on a {@dc 18} Strength saving throw at the end of each of its turns or take 18 ({@damage 4d8}) bludgeoning damage. A creature, including the {@condition restrained} creature, can take an action to free the {@condition restrained} creature by succeeding on a {@dc 18} Strength check. A creature with a swimming speed has advantage on the saving throw and on the Strength check to escape.\"]}],\"reaction\":[{\"name\":\"Blade Current\",\"entries\":[\"When a creature within 5 feet of the River King stands up from {@condition prone}, he can make one Longsword attack against that creature.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"The River King makes a Longsword or Flood Blast attack.\"]},{\"name\":\"Flow\",\"entries\":[\"The River King moves up to his walking speed, or swims up to half his swimming speed, without provoking opportunity attacks.\"]},{\"name\":\"Ripple (Costs 2 Actions)\",\"entries\":[\"The River King magically ripples like sunlight on the surface of water. Until the start of his next turn, attack rolls against him have disadvantage.\"]}],\"legendaryGroup\":{\"name\":\"River King\",\"source\":\"ToB1-2023\"},\"environment\":[\"forest\",\"planar\"],\"attachedItems\":[\"longsword|phb\"],\"traitTags\":[\"Amphibious\",\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\",\"GI\",\"P\"],\"damageTags\":[\"B\",\"I\",\"S\"],\"damageTagsSpell\":[\"B\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"conditionInflict\":[\"prone\",\"restrained\"],\"savingThrowForced\":[\"strength\"],\"savingThrowForcedSpell\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Roachling Lord\",\"source\":\"ToB1-2023\",\"page\":310,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"roachling\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":63,\"formula\":\"14d6 + 14\"},\"speed\":{\"walk\":25},\"str\":10,\"dex\":16,\"con\":12,\"int\":10,\"wis\":10,\"cha\":10,\"save\":{\"dex\":\"+5\",\"con\":\"+3\"},\"skill\":{\"acrobatics\":\"+5\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\",\"tremorsense 10 ft.\"],\"passive\":10,\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Common\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Hardy\",\"entries\":[\"The roachling lord is immune to diseases and has advantage on Constitution saving throws.\"]},{\"name\":\"Unpleasant Scent\",\"entries\":[\"The roachling lord has disadvantage on Wisdom ({@skill Animal Handling}) checks when interacting with Beasts and on Charisma checks when interacting with Humanoids. If the roachling lord bathes meticulously, it loses this trait for 24 hours.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The roachling lord makes two Begrimed Shortsword or Begrimed Dart attacks.\"]},{\"name\":\"Begrimed Shortsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 3 ({@damage 1d6}) poison damage.\"]},{\"name\":\"Begrimed Dart\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 3 ({@damage 1d6}) poison damage.\"]}],\"environment\":[\"urban\"],\"senseTags\":[\"D\",\"T\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Roachling Skirmisher\",\"source\":\"ToB1-2023\",\"page\":310,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"roachling\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":21,\"formula\":\"6d6\"},\"speed\":{\"walk\":25},\"str\":10,\"dex\":14,\"con\":11,\"int\":10,\"wis\":9,\"cha\":8,\"save\":{\"dex\":\"+4\",\"con\":\"+2\"},\"skill\":{\"acrobatics\":\"+4\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\",\"tremorsense 10 ft.\"],\"passive\":9,\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Common\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Hardy\",\"entries\":[\"The roachling is immune to diseases and has advantage on Constitution saving throws.\"]},{\"name\":\"Unpleasant Scent\",\"entries\":[\"The roachling has disadvantage on Wisdom ({@skill Animal Handling}) checks when interacting with Beasts and on Charisma checks when interacting with Humanoids. If the roachling bathes meticulously, it loses this trait for 24 hours.\"]}],\"action\":[{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Dart\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"environment\":[\"urban\"],\"attachedItems\":[\"dart|phb\",\"shortsword|phb\"],\"senseTags\":[\"D\",\"T\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Rotting Wind\",\"source\":\"ToB1-2023\",\"page\":311,\"size\":[\"L\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[15],\"hp\":{\"average\":110,\"formula\":\"13d10 + 39\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":60,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":14,\"dex\":20,\"con\":16,\"int\":7,\"wis\":12,\"cha\":10,\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":11,\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"unconscious\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Air Form\",\"entries\":[\"The rotting wind can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.\"]},{\"name\":\"Invisibility\",\"entries\":[\"The rotting wind is {@condition invisible}.\"]},{\"name\":\"Poisonous Aura\",\"entries\":[\"The rotting wind radiates an aura of poison and decay that slowly pollutes the area within 30 feet of it. Each hour the rotting wind stays in a place, nonmagical plants in the aura begin to wither, and water in the aura becomes {@condition poisoned}. Nonmagical plants in the aura for 24 hours die. A creature that drinks water {@condition poisoned} by the aura must succeed on a {@dc 14} Constitution saving throw or contract the tomb rot disease (see the Tomb Rot trait). Creatures immune to the {@condition poisoned} condition are immune to this disease.\"]},{\"name\":\"Tomb Rot\",\"entries\":[\"A creature infested with this disease manifests symptoms {@dice 1d4} days after infection, which include muscle weakness and rotten-smelling breath as its body rots from the inside out. Until the disease is cured, at the end of each long rest, the infected creature must succeed on a {@dc 14} Constitution saving throw or take 10 ({@damage 3d6}) necrotic damage and suffer one level of {@condition exhaustion}. This {@condition exhaustion} lasts until the creature finishes a long rest after the disease is cured. A creature that succeeds on two saving throws recovers from the disease.\"]},{\"name\":\"Undead Nature\",\"entries\":[\"The rotting wind doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The rotting wind makes two Wind of Decay attacks. If both attacks hit one creature, the target must succeed on a {@dc 14} Constitution saving throw or contract the tomb rot disease (see the Tomb Rot trait).\"]},{\"name\":\"Wind of Decay\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 0 ft., one target in the rotting wind's space. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage plus 10 ({@damage 3d6}) necrotic damage.\"]}],\"environment\":[\"farmland\",\"urban\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"N\"],\"miscTags\":[\"DIS\",\"MW\"],\"conditionInflict\":[\"invisible\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Rubezahl Demon\",\"source\":\"ToB1-2023\",\"page\":87,\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":136,\"formula\":\"21d8 + 42\"},\"speed\":{\"walk\":50},\"str\":20,\"dex\":15,\"con\":14,\"int\":11,\"wis\":12,\"cha\":18,\"save\":{\"dex\":\"+6\",\"con\":\"+6\",\"wis\":\"+5\"},\"skill\":{\"deception\":\"+8\",\"perception\":\"+5\",\"survival\":\"+5\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 120 ft.\"],\"passive\":15,\"resist\":[\"cold\",\"fire\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"lightning\",\"poison\",\"thunder\"],\"conditionImmune\":[\"poisoned\",\"stunned\"],\"languages\":[\"Abyssal\",\"Common\",\"telepathy 120 ft.\"],\"cr\":\"10\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The rubezahl casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 16}):\"],\"will\":[\"{@spell disguise self}\",\"{@spell fog cloud}\"],\"daily\":{\"1\":[\"{@spell control weather} (as an action)\"],\"3e\":[\"{@spell gust of wind}\",\"{@spell sleet storm}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Counting Compulsion\",\"entries\":[\"If a creature uses an action to point out an ordered group of objects that the rubezahl can see, such as a pile of gravel, the demon is compelled to count the entire group. Until the end of its next turn, the rubezahl has disadvantage on attack rolls and ability checks, and it can't take reactions. Once it has counted a given group of objects, it can't be compelled to count those objects again.\"]},{\"name\":\"False Tongue\",\"entries\":[\"The rubezahl has advantage on Charisma ({@skill Deception}) checks. In addition, magical attempts to discern lies always report that the rubezahl's words are true, and it can't be magically forced to tell the truth.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The rubezahl has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The rubezahl makes one Gore attack and two Claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}15 ({@damage 3d6 + 5}) slashing damage plus 7 ({@damage 2d6}) lightning damage.\"]},{\"name\":\"Gore\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}18 ({@damage 3d8 + 5}) piercing damage, and the target creature must succeed on a {@dc 16} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Thunderstrike {@recharge 5}\",\"entries\":[\"The rubezahl calls a sizzling bolt of lightning out of the sky, or from the air if underground or indoors, to strike a point the rubezahl can see within 150 feet of it. Each creature within 20 feet of that point must make a {@dc 16} Dexterity saving throw. On a failure, the creature takes 36 ({@damage 8d8}) lightning damage and is {@condition stunned} until the end of its next turn. On a success, the creature takes half the damage and isn't {@condition stunned}.\"]}],\"environment\":[\"farmland\",\"urban\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"TP\"],\"damageTags\":[\"L\",\"P\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"prone\",\"stunned\"],\"conditionInflictSpell\":[\"prone\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Rum Gremlin\",\"source\":\"ToB1-2023\",\"page\":223,\"size\":[\"T\"],\"type\":\"fey\",\"alignment\":[\"C\",\"E\"],\"ac\":[13],\"hp\":{\"average\":27,\"formula\":\"6d4 + 12\"},\"speed\":{\"walk\":20,\"climb\":10,\"swim\":10},\"str\":10,\"dex\":16,\"con\":14,\"int\":12,\"wis\":9,\"cha\":12,\"skill\":{\"stealth\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Common\",\"Sylvan\"],\"cr\":\"1/2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The gremlin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 11}):\"],\"will\":[\"{@spell prestidigitation}\"],\"daily\":{\"3\":[\"{@spell command}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Aura of Drunkenness\",\"entries\":[\"The rum gremlin radiates an aura of drunkenness to a radius of 20 feet. Each creature that starts its turn in the aura must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} for 1 hour. A creature that has consumed alcohol within the past hour has disadvantage on the saving throw. While {@condition poisoned}, a creature falls {@condition prone} if it tries to move more than half its speed during a turn. A creature that succeeds on the saving throw is immune to the rum gremlin's Aura of Drunkenness for 24 hours.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The rum gremlin has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, range 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 5} to hit, range 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]}],\"environment\":[\"coastal\",\"urban\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"P\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"poisoned\"],\"conditionInflictSpell\":[\"prone\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Rust Drake\",\"source\":\"ToB1-2023\",\"page\":145,\"size\":[\"M\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":161,\"formula\":\"19d8 + 76\"},\"speed\":{\"walk\":30,\"fly\":80},\"str\":20,\"dex\":15,\"con\":19,\"int\":12,\"wis\":8,\"cha\":8,\"skill\":{\"perception\":\"+5\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"immune\":[\"poison\"],\"vulnerable\":[\"acid\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Rust Drake Lockjaw\",\"entries\":[\"A creature infected with this disease manifests symptoms {@dice 1d4} days after infection, which include painful muscle spasms, particularly in the jaw. At the end of each long rest, the infected creature must succeed on a {@dc 15} Constitution saving throw or be {@condition paralyzed} for 1 hour and have its Dexterity score reduced by {@dice 1d4}. This reduction lasts until the disease is cured. If the disease reduces the creature's Dexterity to 0, the creature dies. A creature that succeeds on two saving throws recovers from the disease.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The drake makes one Bite attack and two Tail Swipe attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}18 ({@damage 3d8 + 5}) piercing damage, and the target must succeed on a {@dc 15} Constitution save or contract the rust drake lockjaw disease (see the Rust Drake Lockjaw trait).\"]},{\"name\":\"Tail Swipe\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage.\"]},{\"name\":\"Vomit Scrap {@recharge 5}\",\"entries\":[\"The rust drake vomits forth a 15-foot cone of rusted metal. Each creature in the area must make a {@dc 15} Dexterity saving throw, taking 22 ({@damage 5d8}) slashing damage and 22 ({@damage 5d8}) poison damage on a failed save, or half as much damage on a successful one. In addition, each creature that failed the saving throw must succeed on a {@dc 15} Constitution saving throw or contract the rust drake lockjaw disease (see the Rust Drake Lockjaw trait).\"]}],\"environment\":[\"urban\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"I\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"DIS\",\"MW\"],\"conditionInflict\":[\"paralyzed\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Salt Devil\",\"source\":\"ToB1-2023\",\"page\":100,\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":93,\"formula\":\"11d8 + 44\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":13,\"con\":18,\"int\":13,\"wis\":14,\"cha\":15,\"save\":{\"dex\":\"+4\",\"con\":\"+7\",\"cha\":\"+5\"},\"skill\":{\"perception\":\"+5\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":15,\"resist\":[\"acid\",\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Common\",\"Gnoll\",\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the salt devil's darkvision.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The salt devil has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Salt-Encrusted Hide\",\"entries\":[\"A creature that touches the salt devil or hits it with a melee attack while within 5 feet of it takes 3 ({@damage 1d6}) slashing damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The salt devil makes two Scimitar attacks and one Water-Draining Claw attack.\"]},{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage.\"]},{\"name\":\"Water-Draining Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) slashing damage. If the target is a creature that isn't a Construct or Undead, it must make a {@dc 15} Constitution saving throw, taking 14 ({@damage 4d6}) necrotic damage on a failed save, or half as much damage on a successful one. Plants, Oozes, and creatures with the Amphibious, Water Breathing, or Water Form traits have disadvantage on this saving throw. If the saving throw fails by 5 or more, the target also suffers one level of {@condition exhaustion}.\"]},{\"name\":\"Teleport (3/Day)\",\"entries\":[\"The salt devil magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.\"]}],\"environment\":[\"desert\",\"planar\"],\"attachedItems\":[\"scimitar|phb\"],\"traitTags\":[\"Devil's Sight\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Teleport\"],\"languageTags\":[\"C\",\"I\",\"OTH\",\"TP\"],\"damageTags\":[\"N\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"exhaustion\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Salt Golem\",\"source\":\"ToB1-2023\",\"page\":218,\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":115,\"formula\":\"11d10 + 55\"},\"speed\":{\"walk\":20},\"str\":20,\"dex\":9,\"con\":20,\"int\":3,\"wis\":11,\"cha\":1,\"skill\":{\"athletics\":\"+9\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"immune\":[\"fire\",\"poison\",\"psychic\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't adamantine\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Blinding Salt Spray\",\"entries\":[\"When the salt golem takes damage, thousands of tiny salt crystals erupt from the golem's body, and each creature within 5 feet of the golem must succeed on a {@dc 17} Dexterity saving throw or be {@condition blinded} until the end of its next turn.\"]},{\"name\":\"Construct Nature\",\"entries\":[\"The golem doesn't require air, food, drink, or sleep.\"]},{\"name\":\"Dehydrating Fists\",\"entries\":[\"The salt golem's Slam attacks are magical. When the golem hits with a Slam attack, the attack deals an extra {@damage 4d8} necrotic damage (included in the attack).\"]},{\"name\":\"Immutable Form\",\"entries\":[\"The golem is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The golem has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The salt golem makes two Slam attacks. If both attacks hit one creature, the target must succeed on a {@dc 17} Constitution saving throw or suffer one level of {@condition exhaustion}.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) bludgeoning damage plus 18 ({@damage 4d8}) necrotic damage.\"]}],\"environment\":[\"coastal\",\"desert\"],\"traitTags\":[\"Immutable Form\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"B\",\"N\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"blinded\",\"exhaustion\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sand Hag\",\"source\":\"ToB1-2023\",\"page\":229,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":120,\"formula\":\"16d8 + 48\"},\"speed\":{\"walk\":30,\"burrow\":30},\"str\":18,\"dex\":15,\"con\":16,\"int\":16,\"wis\":14,\"cha\":16,\"skill\":{\"deception\":\"+6\",\"perception\":\"+5\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":15,\"languages\":[\"Common\",\"Dwarvish\",\"Giant\",\"Gnomish\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The sand hag casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 14}):\"],\"will\":[\"{@spell silent image}\"],\"daily\":{\"3e\":[\"{@spell hallucinatory terrain} (as an action)\",\"{@spell major image}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The sand hag has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Mimicry\",\"entries\":[\"The sand hag can mimic animal sounds and Humanoid voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 16} Wisdom ({@skill Insight}) check.\"]},{\"name\":\"Scorpion Walk\",\"entries\":[\"Difficult terrain composed of sand or gravel doesn't cost the hag extra movement. In addition, while in sandy terrain, she doesn't leave tracks and has tremorsense out to a range of 30 feet.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hag makes three Claw attacks. If two Claw attacks hit one creature, the target must succeed on a {@dc 14} Constitution saving throw or suffer one level of {@condition exhaustion}. A creature can't suffer more than two levels of {@condition exhaustion} from this effect.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage.\"]},{\"name\":\"Illusory Appearance\",\"entries\":[\"The sand hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and Humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.\",\"The changes wrought by this effect fail to hold up to physical inspection. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a {@dc 20} Intelligence ({@skill Investigation}) check to discern that the hag is disguised.\"]},{\"name\":\"Scouring Sirocco {@recharge 5}\",\"entries\":[\"The sand hag generates a blast of hot wind and sand in a 30-foot cone. Each creature in the area must make a {@dc 14} Constitution saving throw. On a failure, a creature takes 14 ({@damage 4d6}) slashing damage and 9 ({@damage 2d8}) fire damage and is {@condition blinded} for 1 minute. On a success, a creature takes half the damage and isn't {@condition blinded}. A {@condition blinded} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The area is heavily obscured by airborne sand until the start of the sand hag's next turn.\"]}],\"environment\":[\"desert\"],\"traitTags\":[\"Magic Resistance\",\"Mimicry\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"D\",\"G\",\"GI\"],\"damageTags\":[\"F\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"blinded\",\"exhaustion\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sand Silhouette\",\"source\":\"ToB1-2023\",\"page\":312,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":105,\"formula\":\"14d8 + 42\"},\"speed\":{\"walk\":30,\"burrow\":30},\"str\":18,\"dex\":12,\"con\":17,\"int\":7,\"wis\":12,\"cha\":10,\"senses\":[\"darkvision 60 ft.\",\"tremorsense 60 ft.\"],\"passive\":11,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"The languages it knew in life\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Sand Camouflage\",\"entries\":[\"The sand silhouette has advantage on Dexterity ({@skill Stealth}) checks made to hide in desert terrain.\"]},{\"name\":\"Sand Form\",\"entries\":[\"The sand silhouette can move through a space as narrow as 1 inch wide without squeezing.\"]},{\"name\":\"Sand Glide\",\"entries\":[\"The sand silhouette can burrow through nonmagical, loose sand without disturbing the material it is moving through.\"]},{\"name\":\"Undead Nature\",\"entries\":[\"The sand silhouette doesn't require air, food, drink, or sleep.\"]},{\"name\":\"Water Hypersusceptibility\",\"entries\":[\"For every 5 feet the sand silhouette moves in water, or for every gallon of water splashed on it, it takes 2 ({@damage 1d4}) cold damage. In addition, the silhouette takes 10 cold damage when it starts its turn at least partially submerged in water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The sand silhouette makes two Slam attacks. If both attacks hit a Medium or smaller target, the target is {@condition grappled} (escape {@dc 15}), and the silhouette uses its Engulf on the target.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 3d6 + 4}) bludgeoning damage plus 3 ({@damage 1d6}) necrotic damage.\"]},{\"name\":\"Engulf\",\"entries\":[\"The sand silhouette engulfs a Medium or smaller creature {@condition grappled} by it. The engulfed target is {@condition blinded} and {@condition restrained}, and it must succeed on a {@dc 15} Constitution saving throw at the start of each of the sand silhouette's turns or take 10 ({@damage 3d6}) necrotic damage. If the sand silhouette moves, the engulfed target moves with it. The sand silhouette can have only one creature engulfed at a time.\"]},{\"name\":\"Haunted Haboob (3/Day)\",\"entries\":[\"The sand silhouette creates a storm of whirling sand and wailing souls around itself. The storm is a 10-foot radius, 30-foot-tall cylinder centered on the silhouette and moves with the silhouette for 1 minute, until it ends the storm as a bonus action, or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). The sandstorm's area is lightly obscured, and a creature that starts its turn in the sandstorm's area or enters it for the first time on a turn must succeed on a {@dc 15} Wisdom saving throw or take 3 ({@damage 1d6}) necrotic damage and be {@condition frightened} for 1 minute. An engulfed creature automatically succeeds on this saving throw. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"desert\"],\"traitTags\":[\"Camouflage\"],\"senseTags\":[\"D\",\"T\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"B\",\"C\",\"N\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"blinded\",\"frightened\",\"grappled\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sand Spider\",\"source\":\"ToB1-2023\",\"page\":346,\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":135,\"formula\":\"18d10 + 36\"},\"speed\":{\"walk\":30,\"burrow\":20},\"str\":20,\"dex\":17,\"con\":14,\"int\":4,\"wis\":12,\"cha\":4,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\",\"tremorsense 60 ft.\"],\"passive\":14,\"cr\":\"7\",\"trait\":[{\"name\":\"Sand Camouflage\",\"entries\":[\"The sand spider has advantage on Dexterity ({@skill Stealth}) checks made to hide in sandy terrain.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The sand spider makes one Bite attack and two Impaling Leg attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}10 ({@damage 1d10 + 5}) piercing damage plus 10 ({@damage 3d6}) poison damage.\"]},{\"name\":\"Impaling Leg\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage. If the target is a Medium or smaller creature, it must succeed on a {@dc 16} Strength saving throw or be {@condition grappled} (escape {@dc 16}). Until this grapple ends, the target is {@condition restrained} and takes 7 ({@damage 2d6}) piercing damage at the start of each of its turns, and the sand spider can't use the same Impaling Leg on another target. The sand spider has four Impaling Legs.\"]}],\"reaction\":[{\"name\":\"Trapdoor Ambush\",\"entries\":[\"When the sand spider is burrowed just below the surface of sand and a Medium or smaller creature enters the space on the surface just above where it is burrowed, the sand spider makes one Impaling Leg attack against the creature, bursting from the sand and revealing itself in the process. The target has disadvantage on the saving throw to avoid being {@condition grappled}.\"]}],\"environment\":[\"badlands\",\"desert\",\"grassland\"],\"traitTags\":[\"Camouflage\"],\"senseTags\":[\"D\",\"T\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sandman\",\"source\":\"ToB1-2023\",\"page\":313,\"size\":[\"M\"],\"type\":\"celestial\",\"alignment\":[\"C\",\"N\"],\"ac\":[14],\"hp\":{\"average\":82,\"formula\":\"11d8 + 33\"},\"speed\":{\"walk\":40},\"str\":11,\"dex\":19,\"con\":16,\"int\":13,\"wis\":14,\"cha\":19,\"save\":{\"wis\":\"+5\",\"cha\":\"+7\"},\"senses\":[\"truesight 60 ft.\"],\"passive\":12,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\",\"unconscious\"],\"languages\":[\"Celestial\",\"Common\",\"telepathy 60 ft.\",\"Umbral\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The sandman has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Stuff of Dreams\",\"entries\":[\"Made partially from dreams and imagination, the sandman isn't fully real. Any critical hit against the sandman is a normal hit.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The sandman makes two Claw attacks. It can replace one attack with a use of Dreamer's Sand, if available.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage plus 7 ({@damage 2d6}) psychic damage. Damage from this attack doesn't wake an {@condition unconscious} creature, unless the {@condition unconscious} creature is below half its hp maximum. If the sandman scores a critical hit, the target is cursed with the eye-closer's curse. While cursed, the creature is {@condition blinded} until it finishes a long rest or until the curse is lifted by remove curse or similar magic.\"]},{\"name\":\"Encourage Dreams {@recharge 5}\",\"entries\":[\"The sandman encourages powerful dreams in the minds of up to three {@condition unconscious} creatures it can see within 30 feet of it. Each target must make a {@dc 15} Charisma saving throw. On a failure, nightmares fill the target's mind, and the target takes 35 ({@damage 10d6}) psychic damage, wakes from its sleep, and is {@condition frightened} for 1 minute. On a success, pleasant dreams fill the target's mind, and the target regains 10 {@dice 3d6} hp and can choose to remain {@condition unconscious} or awaken. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Dreamer's Sand {@recharge 5}\",\"entries\":[\"The sandman throws magical sand in a 30-foot cone. Each creature in that area must succeed on a {@dc 15} Constitution saving throw or fall {@condition unconscious} for 10 minutes. This effect ends for a creature if the creature takes damage or another creature uses an action to wake it.\"]}],\"environment\":[\"planar\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\",\"TP\"],\"damageTags\":[\"S\",\"Y\"],\"miscTags\":[\"AOE\",\"CUR\",\"MW\"],\"conditionInflict\":[\"blinded\",\"frightened\",\"unconscious\"],\"savingThrowForced\":[\"charisma\",\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sandwyrm\",\"source\":\"ToB1-2023\",\"page\":314,\"size\":[\"L\"],\"type\":\"dragon\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":142,\"formula\":\"15d10 + 60\"},\"speed\":{\"walk\":20,\"burrow\":40},\"str\":20,\"dex\":12,\"con\":18,\"int\":5,\"wis\":13,\"cha\":8,\"skill\":{\"perception\":\"+7\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\",\"tremorsense 120 ft.\"],\"passive\":17,\"cr\":\"6\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The sandwyrm makes one Bite attack, one Gore attack, and one Stinger attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}12 ({@damage 2d6 + 5}) piercing damage.\"]},{\"name\":\"Gore\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}11 ({@damage 1d12 + 5}) piercing damage.\"]},{\"name\":\"Stinger\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one creature. {@h}9 ({@damage 1d4 + 5}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 14 ({@damage 4d6}) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hp, the target is stable but {@condition poisoned} for 1 hour, even after regaining hp, and is {@condition paralyzed} while {@condition poisoned} in this way.\"]}],\"reaction\":[{\"name\":\"Spine Trap\",\"entries\":[\"When the sandwyrm is burrowed just below the surface of sand with its back spines exposed and a Medium or smaller creature enters the spines' space, the sandwyrm closes the spines on the creature. The creature must succeed on a {@dc 15} Dexterity saving throw or be {@condition restrained}. When the sandwyrm moves, a {@condition restrained} creature moves with it. The sandwyrm can have only one creature {@condition restrained} at a time. A creature, including the {@condition restrained} creature, can take an action to free the {@condition restrained} creature by succeeding on a {@dc 15} Strength check.\"]}],\"environment\":[\"desert\"],\"senseTags\":[\"D\",\"T\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"paralyzed\",\"poisoned\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sap Demon\",\"source\":\"ToB1-2023\",\"page\":315,\"size\":[\"S\"],\"type\":\"ooze\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":81,\"formula\":\"18d6 + 18\"},\"speed\":{\"walk\":20,\"climb\":20},\"str\":14,\"dex\":6,\"con\":12,\"int\":7,\"wis\":14,\"cha\":7,\"senses\":[\"blindsight 90 ft. (blind beyond this radius)\"],\"passive\":12,\"resist\":[\"bludgeoning\"],\"immune\":[\"acid\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"prone\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Amorphous\",\"entries\":[\"The sap demon can move through a space as narrow as 1 inch wide without squeezing.\"]},{\"name\":\"Ooze Nature\",\"entries\":[\"The sap demon doesn't require sleep.\"]},{\"name\":\"Season's Change\",\"entries\":[\"If the sap demon takes fire damage, its speed is increased by 10 feet until the end of its next turn. If it takes cold damage, its speed is reduced by 10 feet until the end of its next turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The sap demon makes two Slam or Lob Sap attacks. If both Slam attacks hit a Medium or smaller creature, the creature is {@condition grappled} (escape {@dc 12}).\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) bludgeoning damage plus 7 ({@damage 2d6}) acid damage.\"]},{\"name\":\"Lob Sap\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 20/60 ft., one target. {@h}12 ({@damage 3d6 + 2}) bludgeoning damage, and the target's speed is reduced by 10 feet until the end of its next turn.\"]},{\"name\":\"Soul Sap {@recharge}\",\"entries\":[\"One humanoid the sap demon is grappling or that is {@condition incapacitated} within 5 feet of the sap demon must succeed on a {@dc 12} Constitution saving throw or be possessed by the sap demon. The sap demon then disappears, and the target is {@condition incapacitated} and loses control of its body. The sap demon now controls the body but doesn't deprive the target of awareness. The ooze can't be targeted by any attack, spell, or other effect, except ones that restore a creature's hp maximum. The ooze retains its Intelligence, Wisdom, and Charisma and condition immunities. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.\",\"While possessed, the target's body seeps blood out of its ears, nose, and eyes, and the target takes 2 ({@damage 1d4}) acid damage at the end of each hour. Its hp maximum is also reduced by that amount. This reduction lasts until the target finishes a long rest after the possession ends. The possession lasts until the body drops to 0 hp, the ooze ends it as a bonus action, or the ooze is forced out by an effect like the {@spell greater restoration} spell. When the possession ends, the ooze reappears in an unoccupied space within 5 feet of the body. The target is immune to this sap demon's Soul Sap for 24 hours after succeeding on the saving throw or after the possession ends.\"]}],\"environment\":[\"farmland\",\"forest\"],\"traitTags\":[\"Amorphous\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"A\",\"B\"],\"miscTags\":[\"MW\",\"RW\"],\"conditionInflict\":[\"grappled\",\"incapacitated\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sarcophagus Slime\",\"source\":\"ToB1-2023\",\"page\":316,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[11],\"hp\":{\"average\":102,\"formula\":\"12d8 + 48\"},\"speed\":{\"walk\":20},\"str\":14,\"dex\":12,\"con\":18,\"int\":3,\"wis\":12,\"cha\":12,\"save\":{\"wis\":\"+4\",\"cha\":\"+4\"},\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":11,\"resist\":[\"acid\",\"necrotic\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"poisoned\",\"prone\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Amorphous\",\"entries\":[\"The sarcophagus slime can move through a space as narrow as 1 inch wide without squeezing.\"]},{\"name\":\"Undead Nature\",\"entries\":[\"The sarcophagus slime doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The sarcophagus slime can use its Frightful Presence. It then makes two Slam attacks. It can replace one Slam attack with a use of Corrupting Gaze.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage plus 9 ({@damage 2d8}) acid damage.\"]},{\"name\":\"Corrupting Gaze\",\"entries\":[\"One creature the sarcophagus slime can see within 30 feet of it must make a {@dc 15} Constitution saving throw, taking 18 ({@damage 4d8}) necrotic damage on a failed save, or half as much damage on a successful one. The target's hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. A Humanoid slain by this effect rises 24 hours later as a sarcophagus slime, unless the Humanoid is restored to life or its body is destroyed.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of the sarcophagus slime's choice that is within 60 feet of the sarcophagus slime and aware of it must succeed on a {@dc 15} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the sarcophagus slime's Frightful Presence for the next 24 hours.\"]}],\"environment\":[\"underdark\",\"urban\"],\"traitTags\":[\"Amorphous\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Frightful Presence\",\"Multiattack\"],\"damageTags\":[\"A\",\"B\",\"N\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sathaq Worm\",\"source\":\"ToB1-2023\",\"page\":317,\"size\":[\"H\"],\"type\":\"elemental\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":149,\"formula\":\"13d12 + 65\"},\"speed\":{\"walk\":20,\"burrow\":40},\"str\":22,\"dex\":6,\"con\":20,\"int\":5,\"wis\":12,\"cha\":9,\"skill\":{\"perception\":\"+5\",\"stealth\":\"+2\"},\"senses\":[\"tremorsense 60 ft.\"],\"passive\":15,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"acid\",\"poison\"],\"conditionImmune\":[\"exhaustion\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands Deep Speech and Terran but can't speak\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Agonizing Aura\",\"entries\":[\"The sathaq worm emits ultrasonic noise and minor vibrations that cause pain and subtly disrupt the functions of most creatures. A creature that starts its turn within 15 feet of the sathaq worm must succeed on a {@dc 17} Constitution saving throw or have disadvantage on attack rolls until the start of its next turn. Creatures with resistance or immunity to thunder damage automatically succeed on the saving throw.\"]},{\"name\":\"Earth Glide\",\"entries\":[\"The sathaq worm can burrow through nonmagical, unworked earth and stone. While doing so, the worm doesn't disturb the material it moves through.\"]},{\"name\":\"Earthen Camouflage\",\"entries\":[\"The sathaq worm has advantage on Dexterity ({@skill Stealth}) checks made to hide in sandy, muddy, or rocky terrain.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The sathaq worm deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The sathaq worm makes one Bite attack and two Slam attacks, or it makes three Slam attacks. It can replace its Bite attack with a use of Swallow.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}24 ({@damage 4d8 + 6}) piercing damage, and the target is {@condition grappled} (escape {@dc 17}). Until this grapple ends, the target is {@condition restrained}, and the sathaq worm can't Bite another target.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage.\"]},{\"name\":\"Swallow\",\"entries\":[\"The sathaq worm makes one Bite attack against a Large or smaller creature it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the worm (including the worm's Agonizing Aura), and takes 10 ({@damage 3d6}) piercing damage and 10 ({@damage 3d6}) acid damage at the start of each of the sathaq worm's turns. The sathaq worm can have only one creature swallowed at a time.\",\"If the sathaq worm takes 30 damage or more on a single turn from the swallowed creature, the sathaq worm must succeed on a {@dc 15} Constitution saving throw at the end of that turn or regurgitate the creature, which falls {@condition prone} in a space within 5 feet of the sathaq worm. If the sathaq worm dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 10 feet of movement, exiting {@condition prone}.\"]}],\"environment\":[\"desert\",\"hill\",\"mountain\",\"underdark\"],\"traitTags\":[\"Camouflage\",\"Siege Monster\"],\"senseTags\":[\"T\"],\"actionTags\":[\"Multiattack\",\"Swallow\"],\"languageTags\":[\"CS\",\"DS\",\"T\"],\"damageTags\":[\"A\",\"B\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"grappled\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Savager\",\"source\":\"ToB1-2023\",\"page\":318,\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":105,\"formula\":\"10d10 + 50\"},\"speed\":{\"walk\":40,\"climb\":20},\"str\":22,\"dex\":14,\"con\":21,\"int\":2,\"wis\":10,\"cha\":13,\"save\":{\"dex\":\"+5\",\"con\":\"+8\"},\"skill\":{\"perception\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"frightened\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Mighty Swing\",\"entries\":[\"If the savager doesn't move during its turn, it has advantage on the next Claw attack it makes before the start of its next turn.\"]},{\"name\":\"Spines\",\"entries\":[\"A creature that touches the savager or hits it with a melee attack while within 5 feet of it takes 5 ({@damage 2d4}) piercing damage. In addition, a creature {@condition grappled} by or grappling the savager takes 5 ({@damage 2d4}) piercing damage at the start of the savager's turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The savager makes one Bite attack and two Claw attacks. If both Claw attacks hit one creature, the target must succeed on a {@dc 15} Strength saving throw or take 9 ({@damage 2d8}) slashing damage as the savager rips into the target.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}19 ({@damage 2d12 + 6}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d8 + 6}) slashing damage.\"]}],\"environment\":[\"forest\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Scheznyki\",\"source\":\"ToB1-2023\",\"page\":319,\"size\":[\"S\"],\"type\":\"fey\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":135,\"formula\":\"18d6 + 72\"},\"speed\":{\"walk\":20,\"climb\":15,\"fly\":40},\"str\":19,\"dex\":15,\"con\":18,\"int\":15,\"wis\":16,\"cha\":16,\"save\":{\"str\":\"+7\",\"con\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"conditionImmune\":[\"unconscious\"],\"languages\":[\"Common\",\"Dwarvish\",\"Sylvan\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The scheznyki casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 14}):\"],\"will\":[\"{@spell dancing lights}\",\"{@spell faerie fire}\"],\"daily\":{\"3e\":[\"{@spell locate object}\",\"{@spell Tasha's hideous laughter}\",\"{@spell ray of enfeeblement}\"],\"1e\":[\"{@spell dispel magic}\",\"{@spell hold person}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Beard Weakness\",\"entries\":[\"A creature grappling the scheznyki can take its action to cut off the scheznyki's beard by succeeding on a {@dc 15} Strength check while holding an edged weapon. If its beard is cut off, the scheznyki can't use Spellcasting until its beard regrows.\"]},{\"name\":\"Brute\",\"entries\":[\"A melee weapon deals one extra die of its damage when the scheznyki hits with it (included in the attack).\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The scheznyki has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The scheznyki makes three War Pick or Arcane Bolt attacks. It can replace one attack with a use of Spellcasting.\"]},{\"name\":\"War Pick\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage.\"]},{\"name\":\"Arcane Bolt\",\"entries\":[\"{@atk rs} {@hit 6} to hit, range 60 ft., one target. {@h}13 ({@damage 3d6 + 3}) force damage.\"]},{\"name\":\"Invisibility\",\"entries\":[\"The scheznyki magically turns {@condition invisible} until it attacks or casts a spell, or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment it wears or carries is {@condition invisible} with it.\"]}],\"environment\":[\"underdark\",\"urban\"],\"attachedItems\":[\"war pick|phb\"],\"traitTags\":[\"Brute\",\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"D\",\"S\"],\"damageTags\":[\"O\",\"P\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"invisible\"],\"conditionInflictSpell\":[\"incapacitated\",\"paralyzed\",\"prone\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Scorpion Cultist\",\"source\":\"ToB1-2023\",\"page\":411,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"N\"],\"ac\":[13],\"hp\":{\"average\":26,\"formula\":\"4d8 + 8\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":17,\"con\":15,\"int\":10,\"wis\":13,\"cha\":10,\"skill\":{\"animal handling\":\"+3\",\"deception\":\"+2\",\"perception\":\"+3\",\"stealth\":\"+5\"},\"passive\":14,\"resist\":[\"poison\"],\"languages\":[\"Common\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Dark Devotion\",\"entries\":[\"The scorpion cultist has advantage on saving throws against being {@condition charmed} or {@condition frightened}.\"]},{\"name\":\"Keen Senses\",\"entries\":[\"The scorpion cultist has advantage on Wisdom ({@skill Perception}) checks.\"]},{\"name\":\"Scorpion's Blessing\",\"entries\":[\"The scorpion cultist has advantage on saving throws against poison. In addition, when the scorpion cultist hits with any weapon, the weapon deals an extra {@damage 1d4} poison damage (included in the attack).\"]}],\"action\":[{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft, one target. {@h}6 ({@damage 1d6 + 3}) slashing damage plus 2 ({@damage 1d4}) poison damage.\"]},{\"name\":\"Sling\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage plus 2 ({@damage 1d4}) poison damage.\"]}],\"environment\":[\"desert\",\"urban\"],\"attachedItems\":[\"scimitar|phb\",\"sling|phb\"],\"traitTags\":[\"Keen Senses\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\",\"I\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sea Dragon Wyrmling\",\"source\":\"ToB1-2023\",\"page\":127,\"size\":[\"M\"],\"type\":\"dragon\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"8d8 + 16\"},\"speed\":{\"walk\":30,\"fly\":60,\"swim\":40},\"str\":17,\"dex\":10,\"con\":15,\"int\":13,\"wis\":11,\"cha\":15,\"save\":{\"dex\":\"+2\",\"con\":\"+4\",\"wis\":\"+2\",\"cha\":\"+4\"},\"skill\":{\"perception\":\"+4\",\"stealth\":\"+2\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 60 ft.\"],\"passive\":14,\"immune\":[\"cold\"],\"languages\":[\"Common\",\"Draconic\",\"Primordial\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The dragon can breathe air and water.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage plus 3 ({@damage 1d6}) cold damage.\"]},{\"name\":\"Tidal Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a crushing wave of frigid seawater in a 15-foot cone. Each creature in that area must make a {@dc 12} Dexterity saving throw. On a failure, the creature takes 11 ({@damage 2d10}) bludgeoning damage and 11 ({@damage 2d10}) cold damage and is pushed up to 5 feet away from the dragon and knocked {@condition prone}. On a success, the creature takes half the damage and isn't pushed or knocked {@condition prone}.\"]}],\"environment\":[\"underwater\"],\"dragonAge\":\"wyrmling\",\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"C\",\"DR\",\"P\"],\"damageTags\":[\"B\",\"C\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Selang\",\"source\":\"ToB1-2023\",\"page\":321,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":76,\"formula\":\"9d8 + 36\"},\"speed\":{\"walk\":40},\"str\":18,\"dex\":15,\"con\":18,\"int\":12,\"wis\":14,\"cha\":19,\"save\":{\"dex\":\"+4\",\"cha\":\"+6\"},\"skill\":{\"perception\":\"+6\",\"performance\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":16,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"acid\",\"lightning\"],\"languages\":[\"Common\",\"Elvish\",\"Sylvan Void Speech\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Poisoned Weapons\",\"entries\":[\"The selang's weapons are coated with a magical poison. When the selang hits with any weapon, the weapon deals an extra {@damage 3d6} poison damage (included in the attack).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The selang can use its Alien Piping. It then makes two Dagger or Poison Bolt attacks.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage plus 10 ({@damage 3d6}) poison damage.\"]},{\"name\":\"Poison Bolt\",\"entries\":[\"{@atk rs} {@hit 6} to hit, range 60 ft., one target. {@h}14 ({@damage 3d6 + 4}) poison damage.\"]},{\"name\":\"Alien Piping\",\"entries\":[\"The selang plays one of the following ear-bending melodies on alien pipes. One creature the selang can see within 60 feet of it is the only creature that can hear the melody. The target must succeed on a {@dc 14} Wisdom saving throw or be affected by the chosen melody.\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Capering\",\"entries\":[\"On the target's next turn, it must use all of its movement dancing without leaving its space, and it has disadvantage on attack rolls and Dexterity saving throws.\"]},{\"type\":\"item\",\"name\":\"Captivating\",\"entries\":[\"The target is {@condition charmed} until the end of its next turn, humming along to the selang's pleasant melody.\"]},{\"type\":\"item\",\"name\":\"Disorienting\",\"entries\":[\"The target is {@condition incapacitated} until the end of its next turn, and when it moves, it moves in a random direction.\"]},{\"type\":\"item\",\"name\":\"Drowsy\",\"entries\":[\"The target falls {@condition unconscious} and dreams of evil entities and sinister portals for 10 minutes. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.\"]},{\"type\":\"item\",\"name\":\"Haunting\",\"entries\":[\"The target is {@condition frightened} until the end of its next turn, and it must take the Dash action and move away from the selang by the safest available route, unless there is nowhere to move.\"]}]}]}],\"environment\":[\"badlands\",\"forest\"],\"attachedItems\":[\"dagger|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\",\"S\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"charmed\",\"frightened\",\"incapacitated\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Serpopard\",\"source\":\"ToB1-2023\",\"page\":322,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":85,\"formula\":\"10d10 + 30\"},\"speed\":{\"walk\":40,\"swim\":30},\"str\":17,\"dex\":16,\"con\":16,\"int\":2,\"wis\":12,\"cha\":6,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Coastal Camouflage\",\"entries\":[\"The serpopard has advantage on Dexterity ({@skill Stealth}) checks made to hide in sandy, muddy, or swampy terrain.\"]},{\"name\":\"Sinuous Strikeback\",\"entries\":[\"The serpopard gets two extra reactions that can be used only for opportunity attacks.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The serpopard makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d8 + 3}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage.\"]},{\"name\":\"Musk (Recharges after a Short or Long Rest)\",\"entries\":[\"The serpopard releases foul-smelling musk in a 15-foot cone. Each creature in that area must make a {@dc 13} Dexterity saving throw. On a failure, a creature takes 21 ({@damage 6d6}) poison damage and is {@condition poisoned} for 1 hour or until it spends 10 minutes washing off the musk. On a success, a creature takes half the damage and isn't {@condition poisoned}. While a creature is {@condition poisoned} in this way, any creature that starts its turn within 5 feet of the {@condition poisoned} creature must succeed on a {@dc 13} Dexterity saving throw or be {@condition poisoned} until the end of its turn.\"]}],\"environment\":[\"coastal\",\"swamp\"],\"traitTags\":[\"Camouflage\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Shadhavar\",\"source\":\"ToB1-2023\",\"page\":323,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":82,\"formula\":\"11d10 + 22\"},\"speed\":{\"walk\":50},\"str\":14,\"dex\":15,\"con\":14,\"int\":8,\"wis\":10,\"cha\":16,\"skill\":{\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"languages\":[\"understands Elvish and Umbral but can't speak\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Magic Horn\",\"entries\":[\"The shadhavar's Gore attacks are magical.\"]},{\"name\":\"Shadesight\",\"entries\":[\"Magical darkness doesn't impede the shadhavar's darkvision.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The shadhavar makes one Gore attack and one Hooves attack.\"]},{\"name\":\"Gore\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]},{\"name\":\"Hooves\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage.\"]},{\"name\":\"Darkness Aura (1/Day)\",\"entries\":[\"A 15-foot radius of magical darkness extends out from the shadhavar, moves with it, and spreads around corners. The darkness lasts as long as the shadhavar maintains {@status concentration}, up to 10 minutes (as if {@status concentration||concentrating} on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.\"]}],\"bonus\":[{\"name\":\"Plaintive Melody (3/Day)\",\"entries\":[\"The shadhavar plays a captivating melody through its hollow horn. Each creature within 60 feet of the shadhavar that can hear it must succeed on a {@dc 13} Wisdom saving throw or be {@condition charmed} until the start of the shadhavar's next turn. While {@condition charmed}, a creature is {@condition incapacitated}, its speed is reduced to 0, and the shadhavar has advantage on attack rolls against it.\"]}],\"environment\":[\"forest\",\"planar\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"E\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"charmed\",\"incapacitated\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Shadow Beast\",\"source\":\"ToB1-2023\",\"page\":324,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"C\",\"E\"],\"ac\":[15],\"hp\":{\"average\":112,\"formula\":\"15d8 + 45\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":6,\"dex\":20,\"con\":17,\"int\":14,\"wis\":14,\"cha\":19,\"save\":{\"con\":\"+6\",\"wis\":\"+5\"},\"skill\":{\"stealth\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[\"acid\",\"cold\",\"lightning\",\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"restrained\"],\"languages\":[\"Common\",\"Elvish\",\"Umbral\",\"Void Speech\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Incorporeal Movement\",\"entries\":[\"The shadow beast can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The shadow beast has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Shadow Weapons\",\"entries\":[\"The shadow beast's weapon attacks are magical. When the shadow beast hits with any weapon, the weapon deals an extra {@damage 2d6} necrotic damage (included in the attack).\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the shadow beast has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The shadow beast makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage plus 7 ({@damage 2d6}) necrotic damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) slashing damage plus 7 ({@damage 2d6}) necrotic damage.\"]},{\"name\":\"Frightful Shadows {@recharge 5}\",\"entries\":[\"The shadow beast releases a wave of shadows filled with frightening images of eyes, fangs, and other barely seen and terrifying beasts in a 30-foot cone. Each creature in the area must make a {@dc 15} Wisdom saving throw. On a failure, a creature takes 42 ({@damage 12d6}) necrotic damage and is {@condition frightened} for 1 minute. On a success, a creature takes half the damage and isn't {@condition frightened}. A {@condition frightened} creature must take the Dash action and move away from the shadow beast by the safest available route on each of its turns, unless there is nowhere to move. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"planar\"],\"traitTags\":[\"Incorporeal Movement\",\"Magic Resistance\",\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"N\",\"O\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Shadow Fey\",\"source\":\"ToB1-2023\",\"page\":158,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item chain shirt|phb}\"]}],\"hp\":{\"average\":31,\"formula\":\"7d8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":10,\"int\":11,\"wis\":11,\"cha\":13,\"skill\":{\"arcana\":\"+2\",\"perception\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"languages\":[\"Common\",\"Elvish\",\"Umbral\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"The shadow fey has advantage on saving throws against being {@condition charmed}, and magic can't put it to sleep.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]}],\"bonus\":[{\"name\":\"Shadow Traveler (2/Day)\",\"entries\":[\"While in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this bonus action.\"]}],\"environment\":[\"any\",\"urban\"],\"attachedItems\":[\"shortbow|phb\",\"shortsword|phb\"],\"traitTags\":[\"Fey Ancestry\",\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Shadow Fey Duelist\",\"source\":\"ToB1-2023\",\"page\":159,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item studded leather armor|PHB|studded leather}\"]}],\"hp\":{\"average\":117,\"formula\":\"18d8 + 36\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":20,\"con\":14,\"int\":13,\"wis\":12,\"cha\":16,\"save\":{\"dex\":\"+8\",\"con\":\"+5\",\"cha\":\"+6\"},\"skill\":{\"acrobatics\":\"+8\",\"deception\":\"+6\",\"perception\":\"+4\",\"stealth\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Common\",\"Elvish\",\"Umbral\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Duelist's Mobility\",\"entries\":[\"Opportunity attacks made against the duelist have disadvantage. If the duelist is {@condition prone} at the start of its turn, it can immediately stand without costing movement.\"]},{\"name\":\"Fey Ancestry\",\"entries\":[\"The shadow fey has advantage on saving throws against being {@condition charmed}, and magic can't put it to sleep.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The shadow fey duelist makes two Rapier attacks and one Dagger attack.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 8} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d4 + 5}) piercing damage plus 14 ({@damage 4d6}) poison damage, and if the target is a creature, it must succeed on a {@dc 14} Constitution saving throw or become {@condition poisoned} for 1 minute. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Rapier\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage.\"]}],\"bonus\":[{\"name\":\"Shadow Traveler (3/Day)\",\"entries\":[\"While in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this bonus action.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"The shadow fey duelist adds 3 to its AC against one melee attack that would hit it. To do so, the duelist must see the attacker and be wielding a melee weapon.\"]}],\"environment\":[\"any\",\"urban\"],\"attachedItems\":[\"dagger|phb\",\"rapier|phb\"],\"traitTags\":[\"Fey Ancestry\",\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Shadow Fey Enchantress\",\"source\":\"ToB1-2023\",\"page\":160,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item breastplate|PHB}\"]}],\"hp\":{\"average\":123,\"formula\":\"19d8 + 38\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":15,\"con\":14,\"int\":12,\"wis\":17,\"cha\":18,\"save\":{\"dex\":\"+5\",\"wis\":\"+6\",\"cha\":\"+7\"},\"skill\":{\"arcana\":\"+4\",\"deception\":\"+7\",\"perception\":\"+6\",\"persuasion\":\"+7\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":16,\"languages\":[\"Common\",\"Elvish\",\"Umbral\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The enchantress casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell command}\",\"{@spell message}\"],\"daily\":{\"1\":[\"{@spell confusion}\",\"{@spell dominate person}\",\"{@spell greater invisibility}\",\"{@spell hold monster}\",\"{@spell phantasmal killer}\"],\"3\":[\"{@spell charm person}\",\"{@spell enthrall}\",\"{@spell fear}\",\"{@spell hold person}\",\"{@spell hypnotic pattern}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"The enchantress has advantage on saving throws against being {@condition charmed}, and magic can't put her to sleep.\"]},{\"name\":\"Phrenic Weapons\",\"entries\":[\"The enchantress's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra {@damage 4d6} psychic damage (included in the attack).\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The shadow fey enchantress makes two Rapier attacks. She can replace one attack with a use of Spellcasting.\"]},{\"name\":\"Rapier\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage plus 14 ({@damage 4d6}) psychic damage.\"]},{\"name\":\"Shadow Bolt\",\"entries\":[\"{@atk rs} {@hit 7} to hit, range 120 ft., one target. {@h}11 ({@damage 2d6 + 4}) cold damage plus 9 ({@damage 2d8}) necrotic damage.\"]},{\"name\":\"Beguiling Whispers {@recharge 5}\",\"entries\":[\"The enchantress speaks sweet words to a creature she can see within 60 feet of her and that can hear her. The creature must succeed on a {@dc 15} Charisma saving throw or be {@condition charmed} for 1 minute. While {@condition charmed} in this way, the creature has disadvantage on Wisdom and Charisma saving throws against spells cast by the enchantress.\"]},{\"name\":\"Leadership (Recharges after a Short or Long Rest)\",\"entries\":[\"For 1 minute, the enchantress can utter a special command or warning whenever a nonhostile creature that she can see within 30 feet of her makes an attack roll or a saving throw. The creature can add a {@dice d4} to its roll, provided it can hear and understand the enchantress. A creature can benefit from only one Leadership die at a time. This effect ends if the enchantress is {@condition incapacitated}.\"]}],\"bonus\":[{\"name\":\"Shadow Traveler (3/Day)\",\"entries\":[\"While in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this bonus action.\"]}],\"environment\":[\"any\",\"urban\"],\"attachedItems\":[\"rapier|phb\"],\"traitTags\":[\"Fey Ancestry\",\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"C\",\"N\",\"P\",\"Y\"],\"damageTagsSpell\":[\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"charmed\"],\"conditionInflictSpell\":[\"charmed\",\"frightened\",\"incapacitated\",\"invisible\",\"paralyzed\",\"prone\"],\"savingThrowForced\":[\"charisma\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Shadow Fey Forest Hunter\",\"source\":\"ToB1-2023\",\"page\":161,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item chain shirt|phb}\"]}],\"hp\":{\"average\":104,\"formula\":\"19d8 + 19\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":18,\"con\":12,\"int\":11,\"wis\":12,\"cha\":16,\"save\":{\"dex\":\"+7\",\"con\":\"+4\",\"cha\":\"+6\"},\"skill\":{\"perception\":\"+4\",\"stealth\":\"+10\",\"survival\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Common\",\"Elvish\",\"Umbral\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Evasion\",\"entries\":[\"If the forest hunter is subjected to an effect that allows it to make a Dexterity saving throw to take only half the damage, the hunter instead takes no damage if it succeeds on the saving throw, and only half the damage if it fails.\"]},{\"name\":\"Fey Ancestry\",\"entries\":[\"The shadow fey has advantage on saving throws against being {@condition charmed}, and magic can't put it to sleep.\"]},{\"name\":\"Forest and Urban Hunter\",\"entries\":[\"The forest hunter has advantage on Wisdom ({@skill Perception}) and Wisdom ({@skill Survival}) checks to find and track Beasts and Humanoids.\"]},{\"name\":\"Charging Archer\",\"entries\":[\"If the forest hunter moves at least 10 feet straight toward a target after hitting the target with a Longbow attack, the forest hunter can make one Dagger attack against the target as a bonus action.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The shadow fey makes two Dagger or Longbow attacks.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage plus 10 ({@damage 3d6}) poison damage.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 7} to hit, range 150/600 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage plus 10 ({@damage 3d6}) poison damage.\"]}],\"bonus\":[{\"name\":\"Shadow Traveler (3/Day)\",\"entries\":[\"While in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this bonus action.\"]}],\"environment\":[\"any\",\"forest\"],\"attachedItems\":[\"dagger|phb\",\"longbow|phb\"],\"traitTags\":[\"Fey Ancestry\",\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Shadow Fey Guardian\",\"source\":\"ToB1-2023\",\"page\":162,\"size\":[\"L\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item chain shirt|phb}\"]}],\"hp\":{\"average\":110,\"formula\":\"13d10 + 39\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":14,\"con\":16,\"int\":6,\"wis\":14,\"cha\":8,\"save\":{\"str\":\"+6\",\"con\":\"+5\"},\"skill\":{\"athletics\":\"+6\",\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common\",\"Elvish\",\"Umbral\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"The shadow fey guardian has advantage on saving throws against being {@condition charmed}, and magic can't put it to sleep.\"]},{\"name\":\"Shadow's Vigil\",\"entries\":[\"The guardian has advantage on Wisdom ({@skill Perception}) checks, and magical darkness doesn't impede the guardian's darkvision.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The shadow fey guardian makes two Pike or Javelin attacks.\"]},{\"name\":\"Pike\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage.\"]}],\"bonus\":[{\"name\":\"Shadow Traveler (2/Day)\",\"entries\":[\"While in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this bonus action.\"]}],\"reaction\":[{\"name\":\"Protective Interference\",\"entries\":[\"When a friendly creature the shadow fey guardian can see within 5 feet of it is the target of an attack, the guardian can impose disadvantage on the attack roll. To do so, the guardian must see the attacker and be wielding a melee weapon.\"]}],\"environment\":[\"any\",\"urban\"],\"attachedItems\":[\"javelin|phb\",\"pike|phb\"],\"traitTags\":[\"Fey Ancestry\",\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sharkjaw Skeleton\",\"source\":\"ToB1-2023\",\"page\":329,\"size\":[\"L\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":45,\"formula\":\"6d10 + 12\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":16,\"dex\":10,\"con\":15,\"int\":6,\"wis\":8,\"cha\":4,\"skill\":{\"perception\":\"+1\",\"stealth\":\"+2\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 60 ft.\"],\"passive\":11,\"immune\":[\"cold\",\"poison\"],\"vulnerable\":[\"bludgeoning\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Undead Nature\",\"entries\":[\"The sharkjaw skeleton doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage. If the target is a Large or smaller creature, it is {@condition grappled} (escape {@dc 13}). The skeleton can grapple up to two targets at a time.\"]},{\"name\":\"Devouring Embrace\",\"entries\":[\"The sharkjaw skeleton devours a Medium or smaller creature {@condition grappled} by it. The grapple ends, the devoured target is {@condition restrained} in the skeleton's many jaws, and the target takes 7 ({@damage 2d6}) piercing damage at the start of each of the skeleton's turns. If the skeleton moves, the devoured target moves with it. The skeleton can devour only one target at a time. A creature, including the devoured target, can take its action to pry the devoured target out of the skeleton's many jaws by succeeding on a {@dc 13} Strength check.\"]}],\"environment\":[\"coastal\",\"underwater\"],\"senseTags\":[\"B\",\"D\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Shellycoat\",\"source\":\"ToB1-2023\",\"page\":325,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"7d8 + 21\"},\"speed\":{\"walk\":30,\"swim\":20},\"str\":17,\"dex\":16,\"con\":16,\"int\":13,\"wis\":9,\"cha\":7,\"skill\":{\"perception\":\"+1\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"conditionImmune\":[\"charmed\",\"poisoned\",\"unconscious\"],\"languages\":[\"Giant\",\"Sylvan\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The shellycoat can breathe air and water.\"]},{\"name\":\"Keen Hearing\",\"entries\":[\"The shellycoat has advantage on Wisdom ({@skill Perception}) checks that rely on hearing.\"]},{\"name\":\"Hazesight\",\"entries\":[\"The shellycoat can see through areas obscured by fog, smoke, and steam without penalty.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The shellycoat regains 3 hp at the start of its turn. If the shellycoat takes acid or fire damage, this trait doesn't function at the start of the shellycoat's next turn. The shellycoat dies only if it starts its turn with 0 hp and doesn't regenerate.\"]},{\"name\":\"Water Camouflage\",\"entries\":[\"The shellycoat has advantage on Dexterity ({@skill Stealth}) checks made to hide while at least partially submerged in water.\"]},{\"name\":\"Sunlight Petrification\",\"entries\":[\"If the shellycoat remains in nonmagical sunlight for 1 minute, it becomes {@condition petrified} at the end of that minute.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The shellycoat makes one Bite attack and one Claw attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 15 ft., one target. {@h}12 ({@damage 2d8 + 3}) slashing damage, and the target is {@condition grappled} (escape {@dc 13}) if it is a Large or smaller creature. Until this grapple ends, the creature is {@condition restrained}. The shellycoat has two claws, each of which can grapple only one creature.\"]},{\"name\":\"Shellycoat's Fog (1/Day)\",\"entries\":[\"While in contact with water, the shellycoat can create a 20-foot-radius sphere of fog centered on a point it can see within 60 feet of it for 1 minute. The sphere spreads around corners, and its area is heavily obscured. A creature that enters the fog for the first time on a turn or starts its turn there must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} and unable to breathe, unless it can breathe water, for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"forest\",\"swamp\",\"underwater\"],\"traitTags\":[\"Amphibious\",\"Camouflage\",\"Keen Senses\",\"Regeneration\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\",\"S\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"poisoned\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Shoggoth\",\"source\":\"ToB1-2023\",\"page\":326,\"size\":[\"H\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":325,\"formula\":\"21d12 + 189\"},\"speed\":{\"walk\":50,\"climb\":30,\"swim\":30},\"str\":26,\"dex\":14,\"con\":28,\"int\":12,\"wis\":20,\"cha\":13,\"skill\":{\"perception\":\"+11\"},\"senses\":[\"darkvision 120 ft.\",\"tremorsense 60 ft.\"],\"passive\":21,\"resist\":[\"bludgeoning\",\"fire\",\"piercing\"],\"immune\":[\"cold\",\"slashing\",\"thunder\"],\"conditionImmune\":[\"blinded\",\"deafened\",\"prone\",\"stunned\",\"unconscious\"],\"languages\":[\"Void Speech\"],\"cr\":\"19\",\"trait\":[{\"name\":\"Anaerobic Nature\",\"entries\":[\"The shoggoth doesn't require air.\"]},{\"name\":\"Absorb Flesh\",\"entries\":[\"When the shoggoth kills a creature while within 15 feet of it, the creature's body is absorbed into the shoggoth's. The creature can be restored to life only by means of a true resurrection or a {@spell wish} spell.\"]},{\"name\":\"Amorphous\",\"entries\":[\"The shoggoth can move through a space as narrow as 1 foot wide without squeezing.\"]},{\"name\":\"Hideous Cacophony\",\"entries\":[\"The shoggoth's many mouths constantly emit whistles, fluting, and other high-pitched noises. It has disadvantage on Dexterity ({@skill Stealth}) checks made to be unheard. Each creature that starts its turn within 60 feet of the shoggoth and that can hear it must make a {@dc 19} Wisdom saving throw or be disoriented until the start of its next turn. A disoriented creature is {@condition incapacitated}, and when it moves, it moves in a random direction.\",\"Unless surprised, a creature can cover its ears to avoid the saving throw at the start of its turn. If the creature does so, it can't hear until the start of its next turn, when it can cover its ears again. If the creature uncovers its ears in the meantime while within 60 feet of the shoggoth, it must immediately make the save. A creature that is covering its ears and that has access to cloth, wax, or similar material can stuff its ears with the material as a bonus action to free up its hands, deafening itself while the material remains stuffed in its ears.\"]},{\"name\":\"Keen Hearing and Smell\",\"entries\":[\"The shoggoth has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell.\"]},{\"name\":\"Limited Mutability\",\"entries\":[\"Any spell or effect that would alter the shoggoth's form alters it for only 1 round. Afterward, the shoggoth returns to its amorphous blob form.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The shoggoth makes four Slam attacks. It can replace two Slam attacks with a use of Crush.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 15 ft., one target. {@h}30 ({@damage 4d10 + 8}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 18}) if it is a Large or smaller creature.\"]},{\"name\":\"Crush\",\"entries\":[\"The shoggoth crushes up to two creatures it is grappling by rolling them beneath its bulk. Each target must succeed on a {@dc 19} Strength saving throw or take 30 ({@damage 4d10 + 8}) bludgeoning damage, be unable to breathe, and be {@condition restrained} until the grapple ends. If the shoggoth moves, a creature beneath it is no longer {@condition restrained} and is able to breathe, but it remains {@condition grappled}.\"]}],\"environment\":[\"badlands\",\"planar\"],\"traitTags\":[\"Amorphous\",\"Keen Senses\"],\"senseTags\":[\"SD\",\"T\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"incapacitated\",\"restrained\"],\"savingThrowForced\":[\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Shroud\",\"source\":\"ToB1-2023\",\"page\":327,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[11],\"hp\":{\"average\":13,\"formula\":\"3d8\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":4,\"dex\":13,\"con\":10,\"int\":2,\"wis\":10,\"cha\":8,\"skill\":{\"stealth\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"vulnerable\":[\"radiant\"],\"conditionImmune\":[\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"Common\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Amorphous\",\"entries\":[\"The shroud can move through a space as narrow as 1 inch wide without squeezing.\"]},{\"name\":\"Shadow Evolution\",\"entries\":[\"If the shroud deals at least 12 necrotic damage to a creature that isn't a Construct or Undead in 1 minute or less, the shroud transforms into a shadow at the start of the turn after it last dealt damage. It uses the statistics of the shadow, except it reduces the shadow's hp by an amount equal to the damage the shroud took before it transformed.\"]},{\"name\":\"Sunlight Weakness\",\"entries\":[\"While in sunlight, the shroud has disadvantage on attack rolls, ability checks, and saving throws.\"]},{\"name\":\"Undead Nature\",\"entries\":[\"The shroud doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Strength Drain\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one creature. {@h}3 ({@damage 1d4 + 1}) necrotic damage, and the target has disadvantage on weapon attacks that use Strength until the end of its next turn. If a non-evil humanoid dies from this attack, a new shroud rises from the corpse {@dice 1d4} hours later.\"]}],\"bonus\":[{\"name\":\"Shadow Stealth\",\"entries\":[\"While in dim light or darkness, the shroud takes the Hide action.\"]}],\"environment\":[\"any\"],\"traitTags\":[\"Amorphous\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\"],\"damageTags\":[\"N\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Skein Witch\",\"source\":\"ToB1-2023\",\"page\":328,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":162,\"formula\":\"25d8 + 50\"},\"speed\":{\"walk\":30,\"fly\":30},\"str\":6,\"dex\":12,\"con\":14,\"int\":16,\"wis\":20,\"cha\":20,\"save\":{\"int\":\"+7\",\"wis\":\"+9\",\"cha\":\"+9\"},\"skill\":{\"history\":\"+7\",\"insight\":\"+13\",\"perception\":\"+13\"},\"senses\":[\"truesight 60 ft.\"],\"passive\":23,\"resist\":[\"radiant\"],\"immune\":[\"fire\",\"lightning\",\"psychic\"],\"languages\":[\"Celestial\",\"telepathy 120 ft.\"],\"cr\":\"12\",\"trait\":[{\"name\":\"Fate's Resistance (3/Day)\",\"entries\":[\"If the skein witch fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The skein witch has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The skein witch makes three Inexorable Thread attacks. If two Inexorable Thread attacks hit one creature, the target must succeed on a {@dc 17} Constitution saving throw or have disadvantage on the next death saving throw it makes before it finishes a short rest. If a creature fails this saving throw multiple times, these effects are cumulative, affecting up to three of the creature's next death saving throws before it finishes a short rest.\"]},{\"name\":\"Inexorable Thread\",\"entries\":[\"{@atk ms,rs} {@hit 9} to hit, reach 5 ft. or range 60 ft., one creature. {@h}27 ({@damage 5d8 + 5}) radiant damage.\"]},{\"name\":\"Destiny Distortion Wave {@recharge 5}\",\"entries\":[\"The skein witch frays the strands of fate in a 60-foot cone. Each creature in the area must make a {@dc 17} Wisdom saving throw, taking 55 ({@damage 10d10}) force damage on a failed save, or half as much damage on a successful one. If any creature that failed the saving throw is affected by a condition, such as {@condition incapacitated} or {@condition poisoned}, those conditions are randomly redistributed among all the creatures that failed the saving throw.\"]},{\"name\":\"Bind Fates (1/Day)\",\"entries\":[\"One creature within 60 feet of the skein witch must succeed on a {@dc 17} Wisdom saving throw or the target's fate is bound to one of its ally's (chosen at random). Any damage or condition the target suffers is inflicted on the individual to which they are bound instead, and vice versa. A creature can be bound to only one other creature at a time. This binding lasts until lifted by a heal or {@spell heroes' feast} spell or similar magic.\"]}],\"bonus\":[{\"name\":\"Fate's Step\",\"entries\":[\"The skein witch teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. A tiny hourglass shatters into a swirl of sand at the origin and destination when it uses this bonus action.\"]}],\"reaction\":[{\"name\":\"Parry Spell\",\"entries\":[\"If the skein witch succeeds on a saving throw against a spell of 4th level or lower that targets only the skein witch, the spell has no effect. If the skein witch succeeds on the saving throw by 5 or more, the spell is reflected back at the spellcaster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.\"]}],\"environment\":[\"planar\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CE\",\"TP\"],\"damageTags\":[\"O\",\"R\"],\"miscTags\":[\"AOE\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Skin Bat\",\"source\":\"ToB1-2023\",\"page\":331,\"size\":[\"S\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":28,\"formula\":\"8d6\"},\"speed\":{\"walk\":10,\"fly\":40},\"str\":12,\"dex\":16,\"con\":10,\"int\":2,\"wis\":13,\"cha\":6,\"skill\":{\"perception\":\"+3\"},\"senses\":[\"blindsight 20 ft.\",\"darkvision 60 ft.\"],\"passive\":13,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Echolocation\",\"entries\":[\"The skin bat can't use its blindsight while {@condition deafened}.\"]},{\"name\":\"Hungry Dead Nature\",\"entries\":[\"The skin bat doesn't require air or sleep.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage, and the target must succeed on a {@dc 10} Constitution saving throw or be {@condition paralyzed} until the end of its next turn. On a success, the target can't be {@condition paralyzed} in this way by the skin bat again for 24 hours.\",\"In addition, the skin bat attaches to the target. While attached, the skin bat can't attack, and at the start of each of the bat's turns, the target takes 5 ({@damage 1d4 + 3}) piercing damage. The attached bat moves with the target whenever the target moves, requiring none of the bat's movement. It can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the skin bat by succeeding on a {@dc 11} Strength check.\"]}],\"reaction\":[{\"name\":\"Attract Bats (1/Day)\",\"entries\":[\"When the skin bat is reduced to below half its hp maximum while underground or outside at night, it releases a high-frequency cry similar to that of an injured bat, attracting other bats to it. On initiative count 20 of the next round, {@dice 1d6} bats arrive and aid the skin bat. These bats aren't under the skin bat's control, but they protect it to the best of their abilities, attacking those that harm the skin bat.\"]}],\"environment\":[\"mountain\",\"underdark\"],\"senseTags\":[\"B\",\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"paralyzed\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Skitterhaunt\",\"source\":\"ToB1-2023\",\"page\":332,\"size\":[\"L\"],\"type\":\"ooze\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":95,\"formula\":\"10d10 + 40\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":11,\"con\":19,\"int\":3,\"wis\":7,\"cha\":1,\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":8,\"immune\":[\"acid\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"prone\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Broken Shell\",\"entries\":[\"A creature that hits the skitterhaunt with a melee attack while within 5 feet of it takes 4 ({@damage 1d8}) acid damage.\"]},{\"name\":\"Ooze Nature\",\"entries\":[\"The skitterhaunt doesn't require sleep.\"]},{\"name\":\"Vermin Encasement\",\"entries\":[\"The creature within the vermin's shell is a shapeless ooze protected by the vermin's exoskeleton. When the skitterhaunt is reduced to 0 hp, the exoskeleton breaks, and the skitterhaunt ooze exits it. Once out of its exoskeleton, the ooze is Small, has an AC of 10, 10 hp, and a speed of 15 feet, and it can move through a space as narrow as 1 inch wide without squeezing. In addition, its only attack is a Slam that uses the same statistics as its Sting, except it deals bludgeoning damage instead of piercing damage. The skitterhaunt dies if it remains outside of a host for more than 24 hours. It can exit or enter a dead host's exoskeleton as a bonus action.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The skitterhaunt makes one Mandibles attack and one Sting attack, or it makes two Sting attacks.\"]},{\"name\":\"Mandibles\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 2}) slashing damage plus 9 ({@damage 2d8}) acid damage, and the target is {@condition grappled} (escape {@dc 12}) if it is a Medium or smaller creature. Until this grapple ends, the creature is {@condition restrained}, and the skitterhaunt can't use its Mandibles on another target.\"]},{\"name\":\"Sting\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d8 + 2}) piercing damage plus 9 ({@damage 2d8}) acid damage.\"]},{\"name\":\"Infest Vermin\",\"entries\":[\"The skitterhaunt infests a Large or smaller Beast with an exoskeleton within 5 feet of it. The target must succeed on a {@dc 14} Constitution saving throw or become {@condition poisoned} until the skitterhaunt no longer infests it. Every 24 hours that elapse, the target must repeat the saving throw or take 7 ({@damage 2d6}) acid damage, and its hp maximum is reduced by that amount. This reduction lasts until the target finishes a long rest after the skitterhaunt no longer infests it. The target dies if this reduces its hp maximum to 0. The skitterhaunt then takes control of the body, dissolving the flesh and hiding within the exoskeleton. A target that succeeds on two consecutive saving throws forces the skitterhaunt out of its body and is immune to the skitterhaunt's Infest Vermin for the next 24 hours.\"]},{\"name\":\"Acid Spray {@recharge}\",\"entries\":[\"The skitterhaunt spits acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a {@dc 14} Dexterity saving throw, taking 18 ({@damage 4d8}) acid damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"forest\",\"underdark\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"A\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"grappled\",\"poisoned\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Slow Storm\",\"source\":\"ToB1-2023\",\"page\":333,\"size\":[\"M\"],\"type\":\"elemental\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":220,\"formula\":\"21d8 + 126\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":60,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":20,\"dex\":19,\"con\":22,\"int\":11,\"wis\":18,\"cha\":11,\"save\":{\"dex\":\"+9\",\"con\":\"+11\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":14,\"resist\":[\"acid\",\"cold\",\"fire\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"lightning\"],\"conditionImmune\":[\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"unconscious\"],\"languages\":[\"Auran\",\"Common\"],\"cr\":\"15\",\"trait\":[{\"name\":\"Elemental Nature\",\"entries\":[\"The slow storm doesn't require air, food, drink, or sleep.\"]},{\"name\":\"Eye of the Storm\",\"entries\":[\"The slow storm is surrounded by a 15-foot-radius wind storm. The storm imposes disadvantage on ranged weapon attack rolls and Wisdom ({@skill Perception}) checks based on sight or hearing within the area. The winds extinguish open flames and disperse fog. A flying creature in the storm must land at the end of its turn or fall. Each creature that starts its turn in the area must succeed on a {@dc 18} Dexterity saving throw or take 9 ({@damage 2d8}) lightning damage. The storm's area is difficult terrain for any creature other than the slow storm.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The slow storm makes three Slam attacks or four Lightning Bolt attacks. If two Slam attacks hit one creature, the target must succeed on a {@dc 18} Constitution saving throw or be wracked with pain for 1 minute. While the target is wracked with pain, minute bits of electricity dance within its body, and the target takes 4 ({@damage 1d8}) lightning damage for every 5 feet it moves. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}21 ({@damage 3d10 + 5}) bludgeoning damage plus 9 ({@damage 2d8}) lightning damage.\"]},{\"name\":\"Lightning Bolt\",\"entries\":[\"{@atk rs} {@hit 9} to hit, range 120 ft., one target. {@h}22 ({@damage 4d8 + 4}) lightning damage.\"]},{\"name\":\"Static Shock {@recharge 5}\",\"entries\":[\"The slow storm releases built-up electricity in a 60-foot cone. Each creature in the area must make a {@dc 18} Constitution saving throw, taking 54 ({@damage 12d8}) lightning damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw by 5 or more is also {@condition stunned} for 1 minute. A {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"desert\",\"grassland\",\"hill\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AU\",\"C\"],\"damageTags\":[\"B\",\"L\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Smaragdine Golem\",\"source\":\"ToB1-2023\",\"page\":219,\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":231,\"formula\":\"22d10 + 110\"},\"speed\":{\"walk\":30},\"str\":24,\"dex\":11,\"con\":21,\"int\":3,\"wis\":11,\"cha\":1,\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"immune\":[\"poison\",\"psychic\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't adamantine\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"14\",\"trait\":[{\"name\":\"Construct Nature\",\"entries\":[\"The golem doesn't require air, food, drink, or sleep.\"]},{\"name\":\"Enchanted Weapons\",\"entries\":[\"The golem's weapon attacks are magical. When the golem hits with any weapon, the weapon deals an extra {@damage 5d8} force damage (included in the attack).\"]},{\"name\":\"Immutable Form\",\"entries\":[\"The golem is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The golem has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Vessel\",\"entries\":[\"When the smaragdine golem counters or ends a spell with Absorb Spell, it holds the spell's magical energy within its body and becomes Charged for 1 minute. While Charged, the golem sheds dim light in a 10-foot radius.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The smaragdine golem makes two Slam attacks. It can replace one attack with a use of Release Spell.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}20 ({@damage 3d8 + 7}) bludgeoning damage plus 22 ({@damage 5d8}) force damage.\"]},{\"name\":\"Release Spell (Recharge Special)\",\"entries\":[\"The smaragdine golem releases an absorbed spell's energy in a green burst centered on a point the golem can see within 60 feet of it. Each creature, other than the smaragdine golem, within 5 feet of that point per level of the absorbed spell must make a {@dc 18} Dexterity saving throw. On a failure, a creature takes 10 ({@damage 3d6}) force damage per level of the absorbed spell and is {@condition incapacitated} until the end of its next turn. On a success, a creature takes half the damage and isn't {@condition incapacitated}. The golem can use this action only if it is Charged (see the Magic Vessel trait).\"]}],\"reaction\":[{\"name\":\"Absorb Spell\",\"entries\":[\"When a creature the smaragdine golem can see within 30 feet of it casts a spell, the golem can absorb the spell's energy, countering it. This works like the {@spell counterspell} spell, except the golem must always make a spellcasting ability check, no matter the spell's level. Alternatively, when a creature the golem can see within 30 feet of the golem starts its turn while under the effects of a spell, such as bless or heroes' feast, the golem can absorb the spell's magic, ending the effect. In either case, the golem's ability check for this is +10. If it successfully counters or ends the spell, it becomes Charged (see the Magic Vessel trait). The golem can't use Absorb Spell while it is Charged.\"]}],\"environment\":[\"urban\"],\"traitTags\":[\"Immutable Form\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"B\",\"O\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"incapacitated\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Snow Queen\",\"source\":\"ToB1-2023\",\"page\":184,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":182,\"formula\":\"28d8 + 56\"},\"speed\":{\"walk\":40},\"str\":16,\"dex\":18,\"con\":14,\"int\":18,\"wis\":20,\"cha\":18,\"save\":{\"dex\":\"+9\",\"con\":\"+7\",\"cha\":\"+9\"},\"skill\":{\"perception\":\"+10\",\"stealth\":\"+9\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 120 ft.\"],\"passive\":20,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks not made with cold iron weapons\",\"cond\":true}],\"immune\":[\"cold\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\"],\"languages\":[\"Common\",\"Elvish\",\"Giant\",\"Sylvan\"],\"cr\":\"16\",\"trait\":[{\"name\":\"Ice Climb\",\"entries\":[\"When climbing on ice, the Snow Queen has a climbing speed of 20 feet, and she can climb difficult surfaces made of ice and snow, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Icy Weapons\",\"entries\":[\"The Snow Queen's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra {@damage 2d6} cold damage (included in the attack).\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the Snow Queen fails a saving throw, she can choose to succeed instead.\"]},{\"name\":\"Snowsight\",\"entries\":[\"The Snow Queen can see through areas obscured by snowfall, sleet, rain, and other wintry precipitation without penalty.\"]},{\"name\":\"Snow Walk\",\"entries\":[\"The Snow Queen can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost her extra movement.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The Snow Queen makes two Claw or Ice Bolt attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage plus 7 ({@damage 2d6}) cold damage.\"]},{\"name\":\"Ice Bolt\",\"entries\":[\"{@atk rs} {@hit 10} to hit, range 120 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage plus 7 ({@damage 2d6}) cold damage. The target's speed is reduced by 10 feet until the end of its next turn.\"]},{\"name\":\"Cold Snap {@recharge 5}\",\"entries\":[\"The Snow Queen causes the temperature around her to drop dramatically. Each creature without 30 feet of the Snow Queen must make a {@dc 18} Constitution saving throw. On a failure, a creature takes 42 ({@damage 12d6}) cold damage and suffers one level of {@condition exhaustion}. On a success, a creature takes half the damage and doesn't suffer {@condition exhaustion}. A creature that is immune to cold damage doesn't suffer {@condition exhaustion}, even if it fails the saving throw. A creature that fails the saving throw by 5 or more is {@condition petrified} in ice for 1 minute. A {@condition petrified} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A {@condition petrified} creature that takes fire damage has advantage on the saving throw to end the effect.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"The Snow Queen makes a Claw or Ice Bolt attack.\"]},{\"name\":\"Move\",\"entries\":[\"The Snow Queen moves up to her speed without provoking opportunity attacks.\"]},{\"name\":\"Snowblind\",\"entries\":[\"One creature the Snow Queen can see within 120 feet of her must succeed on a {@dc 18} Dexterity saving throw or be {@condition blinded} by swirling snow until the end of its next turn.\"]},{\"name\":\"Wintry Swirl (Costs 2 Actions)\",\"entries\":[\"Each creature within 15 feet of the Snow Queen must succeed on a {@dc 18} Constitution saving throw or have vulnerability to cold damage until the end of its next turn. A creature with immunity to cold damage that fails this saving throw instead loses its immunity to cold damage but isn't vulnerable to it.\"]}],\"legendaryGroup\":{\"name\":\"Snow Queen\",\"source\":\"ToB1-2023\"},\"environment\":[\"mountain\",\"planar\"],\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\",\"GI\",\"S\"],\"damageTags\":[\"C\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"blinded\",\"exhaustion\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Son of Fenris\",\"source\":\"ToB1-2023\",\"page\":335,\"size\":[\"H\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":175,\"formula\":\"14d12 + 84\"},\"speed\":{\"walk\":60,\"burrow\":30},\"str\":26,\"dex\":16,\"con\":23,\"int\":16,\"wis\":18,\"cha\":14,\"save\":{\"dex\":\"+7\",\"con\":\"+10\",\"wis\":\"+8\"},\"skill\":{\"arcana\":\"+7\",\"intimidation\":\"+6\",\"religion\":\"+11\"},\"passive\":14,\"resist\":[\"necrotic\",\"radiant\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"cold\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"Celestial\",\"Common\",\"Giant\",\"telepathy 60 ft.\"],\"cr\":\"12\",\"trait\":[{\"name\":\"Keen Hearing and Smell\",\"entries\":[\"The son of Fenris has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell.\"]},{\"name\":\"Divine Weapons\",\"entries\":[\"The son of Fenris's weapon attacks are magical. When the son hits with any weapon, the weapon deals an extra {@damage 3d6} necrotic damage or {@damage 3d6} radiant damage (included in the attack), the son's choice.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The son of Fenris makes one Bite attack and two Slam attacks, or it makes four Divine Bolt attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage plus 10 ({@damage 3d6}) necrotic damage or ({@dice 3d6}) radiant damage (the son's choice). If the target is a Large or smaller creature, it must succeed on a {@dc 18} Dexterity saving throw or be swallowed by the son of Fenris. A swallowed creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the son, and it takes 21 ({@damage 6d6}) acid damage at the start of each of the son's turns. The son can have only one creature swallowed at a time.\",\"If the son takes 30 damage or more on a single turn from a creature inside it, the son must succeed on a {@dc 20} Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls {@condition prone} in a space within 10 feet of the son. If the son dies, the swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 10 feet of movement, exiting {@condition prone}.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}13 ({@damage 1d10 + 8}) bludgeoning damage plus 10 ({@damage 3d6}) necrotic damage or ({@dice 3d6}) radiant damage (the son's choice).\"]},{\"name\":\"Divine Bolt\",\"entries\":[\"{@atk rs} {@hit 8} to hit, range 60 ft., one target. {@h}18 ({@damage 4d6 + 4}) necrotic damage or ({@dice 4d6 + 4}) radiant damage (the son's choice).\"]},{\"name\":\"Snake Breath {@recharge 5}\",\"entries\":[\"The two snake tongues of the son of Fenris each exhale poison in a 30-foot line that is 5 feet wide, resulting in two lines. Each creature in a line must make a {@dc 18} Dexterity saving throw, taking 45 ({@damage 10d8}) poison damage on a failed save, or half as much damage on a successful one. If the lines overlap, each creature in the overlapping lines must make one saving throw with disadvantage against only one of the lines rather than one saving throw for each line.\"]}],\"environment\":[\"arctic\"],\"traitTags\":[\"Keen Senses\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\",\"Swallow\"],\"languageTags\":[\"C\",\"CE\",\"GI\",\"TP\"],\"damageTags\":[\"A\",\"B\",\"I\",\"N\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"blinded\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Soul Eater\",\"source\":\"ToB1-2023\",\"page\":336,\"size\":[\"M\"],\"type\":\"fiend\",\"alignment\":[\"N\",\"E\"],\"ac\":[16],\"hp\":{\"average\":105,\"formula\":\"14d8 + 42\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":60,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":13,\"dex\":22,\"con\":17,\"int\":12,\"wis\":11,\"cha\":11,\"save\":{\"dex\":\"+9\",\"con\":\"+6\",\"cha\":\"+3\"},\"skill\":{\"intimidation\":\"+3\",\"perception\":\"+3\",\"stealth\":\"+9\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"paralyzed\",\"poisoned\",\"prone\",\"stunned\",\"unconscious\"],\"languages\":[\"Abyssal\",\"Infernal\",\"telepathy 60 ft.\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The soul eater has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Soul Sense\",\"entries\":[\"The soul eater can pinpoint the location of creatures that have souls within 60 feet of it and can sense the general direction of such creatures within 1 mile of it.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The soul eater makes two Claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage plus 10 ({@damage 3d6}) psychic damage.\"]},{\"name\":\"Hasten Consumption {@recharge 5}\",\"entries\":[\"The soul eater emits a wave of psychic energy to hasten the demise of nearby creatures, bringing them one step closer to having their souls consumed. Each creature within 20 feet of the soul eater must make a {@dc 14} Charisma saving throw, taking 31 ({@damage 9d6}) psychic damage on a failed save, or half as much damage on a successful one. A creature reduced to below half its hp maximum by this effect has disadvantage on the saving throw against the soul eater's Soul Drain for 1 minute.\"]}],\"reaction\":[{\"name\":\"Soul Drain\",\"entries\":[\"When the soul eater reduces a target to 0 hp, the soul eater consumes that creature's soul. The victim must succeed on a {@dc 14} Constitution saving throw or immediately die as the soul eater consumes its soul. A creature killed in this way can be restored to life only by means of a true resurrection or a {@spell wish} spell. If the soul eater is killed within 120 feet of the body of a soul it consumed and the victim has been dead for no longer than 1 minute, the victim's soul returns to the body and returns to life, {@condition unconscious} and stable with 0 hp.\"]}],\"environment\":[\"any\",\"planar\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"I\",\"TP\"],\"damageTags\":[\"S\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"charisma\",\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Spark\",\"source\":\"ToB1-2023\",\"page\":337,\"size\":[\"T\"],\"type\":\"elemental\",\"alignment\":[\"C\",\"N\"],\"ac\":[15],\"hp\":{\"average\":104,\"formula\":\"16d4 + 64\"},\"speed\":{\"walk\":10,\"fly\":{\"number\":60,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":4,\"dex\":20,\"con\":18,\"int\":10,\"wis\":12,\"cha\":17,\"save\":{\"dex\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"lightning\"],\"conditionImmune\":[\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"unconscious\"],\"languages\":[\"Common\",\"Primordial\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Elemental Nature\",\"entries\":[\"The spark doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The spark makes three Electric Touch attacks.\"]},{\"name\":\"Electric Touch\",\"entries\":[\"{@atk ms} {@hit 6} to hit, reach 5 ft., one target. {@h}16 ({@damage 3d8 + 3}) lightning damage.\"]},{\"name\":\"Inhabit\",\"entries\":[\"One Humanoid that the spark can see within 5 feet of it must succeed on a {@dc 14} Charisma saving throw or be inhabited by the spark. The spark then disappears, fusing with the target's nervous system, and the target is {@condition incapacitated} and loses control of its body. The spark now controls the body but doesn't deprive the target of awareness. The spark can't be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, immunity to being {@condition paralyzed}, {@condition petrified}, or {@condition unconscious}, and its Electric Touch attack. It otherwise uses the inhabited target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.\",\"Every 24 hours that elapse, the target must succeed on a {@dc 14} Constitution saving throw or take 7 ({@damage 2d6}) lightning damage, and its hp maximum is reduced by that amount. This reduction lasts until the target finishes a long rest after the spark no longer inhabits it. The target dies if this reduces its hp maximum to 0. Each time the spark makes an Electric Touch attack and at the end of each long rest, the target can make a {@dc 14} Charisma saving throw, expelling the spark on a success. Alternatively, the spark can exit the target's body as a bonus action or can be forced out by an effect like the {@spell protection from energy} spell. The target is immune to this spark's Inhabit for 24 hours after succeeding on the saving throw or after the spark is expelled.\",\"A willing target retains full function of its body, doesn't need to make a Constitution saving throw every 24 hours, has immunity to lightning damage, and can communicate with the spark telepathically. If the spark inhabits a willing target, it takes its turn at the same time as the target, but the spark can attack only as a reaction to a creature moving within 5 feet of the target or as a reaction to the target attacking a creature within 5 feet of it.\"]}],\"environment\":[\"grassland\",\"planar\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"P\"],\"damageTags\":[\"L\"],\"conditionInflict\":[\"incapacitated\"],\"savingThrowForced\":[\"charisma\",\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Spawn of Akyishigal\",\"source\":\"ToB1-2023\",\"page\":75,\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":119,\"formula\":\"14d8 + 56\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":15,\"dex\":13,\"con\":19,\"int\":10,\"wis\":11,\"cha\":12,\"save\":{\"dex\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Command Vermin\",\"entries\":[\"The spawn of Akyishigal can command any Beast with an Intelligence of 2 or lower within 30 feet of it that isn't under the magical control of another creature, provided the Beast is insectoid and doesn't have a Challenge Rating higher than the spawn's. The Beast obeys the spawn's commands to the best of its ability, heedless of its own safety.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The spawn of Akyishigal has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The spawn makes one Bite attack and two Sting attacks. It can replace its Bite attack with a use of Swarming Cough, if available.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage.\"]},{\"name\":\"Sting\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d8 + 2}) piercing damage plus 3 ({@damage 1d6}) poison damage, and the target must succeed on a {@dc 15} Constitution saving throw or become {@condition poisoned} until the end of its next turn.\"]},{\"name\":\"Swarming Cough (3/Day)\",\"entries\":[\"The spawn belches forth a swarm of insects. The swarm is an ally of the spawn, obeys its spoken commands, and takes its turn immediately after the spawn's. The swarm remains for 1 minute, until the spawn dies, or until the spawn dismisses it as a bonus action. The spawn can have no more than two swarms under its control at a time.\"]}],\"environment\":[\"urban\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Spawn of Arbeyach\",\"source\":\"ToB1-2023\",\"page\":91,\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":78,\"formula\":\"12d8 + 24\"},\"speed\":{\"walk\":40,\"climb\":20},\"initiative\":{\"advantageMode\":\"adv\"},\"str\":18,\"dex\":15,\"con\":15,\"int\":10,\"wis\":13,\"cha\":12,\"save\":{\"wis\":\"+4\"},\"skill\":{\"perception\":\"+4\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\",\"tremorsense 60 ft.\"],\"passive\":14,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Infernal\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical darkness doesn't impede the spawn's darkvision.\"]},{\"name\":\"Hive Bond\",\"entries\":[\"While the spawn is within 60 feet of at least one member of its hive, it has advantage on initiative rolls and on Wisdom ({@skill Perception}) checks. The spawn can't be surprised if at least one other member is aware of the danger and within 300 feet of it.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The spawn has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Speak with Insects\",\"entries\":[\"The spawn can communicate with insects as if they shared a language.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The spawn of Arbeyach makes one Bite attack and one Stinger attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage plus 4 ({@damage 1d8}) poison damage.\"]},{\"name\":\"Stinger\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage plus 13 ({@damage 3d8}) poison damage. If the target is a creature, it must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 minute. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Children of Arbeyach (1/Day)\",\"entries\":[\"The spawn of Arbeyach magically calls {@dice 1d4} swarms of insects. The called creatures arrive in {@dice 1d4} rounds, acting as allies of the spawn and obeying its spoken commands. The insects remain for 1 hour, until the spawn dies, or until the spawn dismisses them as a bonus action.\"]}],\"environment\":[\"forest\",\"hill\"],\"traitTags\":[\"Devil's Sight\",\"Magic Resistance\"],\"senseTags\":[\"D\",\"T\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"I\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Spectral Guardian\",\"source\":\"ToB1-2023\",\"page\":338,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[14],\"hp\":{\"average\":93,\"formula\":\"11d8 + 44\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":60,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":6,\"dex\":18,\"con\":18,\"int\":11,\"wis\":16,\"cha\":18,\"save\":{\"dex\":\"+7\",\"wis\":\"+6\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"acid\",\"fire\",\"lightning\",\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"cold\",\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"understands the languages it knew in life but can't speak\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Disgrace Bound\",\"entries\":[\"The spectral guardian is bound to a tomb, castle ruins, or other place related to the disgrace in life that caused it to rise as a spectral guardian in death. If the guardian starts its turn more than 1 mile from its bound location, it loses its Spectral Blade action until it returns to the region. If it remains outside the region, it automatically teleports back to its bound location after 24 hours, regardless of distance.\"]},{\"name\":\"Incorporeal Movement\",\"entries\":[\"The spectral guardian can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]},{\"name\":\"Undead Nature\",\"entries\":[\"The spectral guardian doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The spectral guardian makes two Spectral Blade attacks. If both attacks hit one creature, the target must succeed on a {@dc 15} Constitution saving throw or have its hp maximum reduced by the total necrotic damage dealt by both attacks.\"]},{\"name\":\"Spectral Blade\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage plus 9 ({@damage 2d8}) necrotic damage, and the target must succeed on a {@dc 14} Wisdom saving throw or be {@condition frightened} until the end of its next turn.\"]}],\"environment\":[\"any\",\"urban\"],\"traitTags\":[\"Incorporeal Movement\"],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"LF\"],\"damageTags\":[\"N\",\"O\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Spider of Leng\",\"source\":\"ToB1-2023\",\"page\":341,\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":144,\"formula\":\"17d10 + 51\"},\"speed\":{\"walk\":30,\"climb\":20},\"str\":14,\"dex\":16,\"con\":16,\"int\":18,\"wis\":10,\"cha\":10,\"save\":{\"dex\":\"+6\",\"con\":\"+6\",\"int\":\"+7\"},\"skill\":{\"athletics\":\"+5\",\"perception\":\"+3\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 240 ft.\"],\"passive\":13,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"poisoned\",\"unconscious\"],\"languages\":[\"Common\",\"Void Speech\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The spider of Leng casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell comprehend languages}\",\"{@spell detect magic}\"],\"daily\":{\"3e\":[\"{@spell confusion}\",\"{@spell silence}\"],\"1e\":[\"{@spell arcane eye}\",\"{@spell hypnotic pattern}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Eldritch Understanding\",\"entries\":[\"The spider of Leng can read and use any spell scroll or magic item, ignoring all class, race, and level requirements.\"]},{\"name\":\"Poisonous Blood\",\"entries\":[\"A creature that hits the spider of Leng with a melee attack while within 5 feet of it takes 4 ({@damage 1d8}) poison damage.\"]},{\"name\":\"Poisonous Death\",\"entries\":[\"When the spider of Leng dies, the poisonous blood in its body vaporizes, forming a cloud in the spider's space until initiative count 20 on the next round. Each creature within 5 feet of the spider and each creature that enters the cloud for the first time on a turn must make a {@dc 15} Constitution saving throw, taking 9 ({@damage 2d8}) poison damage on a failed save, or half as much damage on a successful one.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The spider of Leng makes two Claw attacks and one Staff of Leng attack, or it makes three Spit Venom attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) slashing damage plus 4 ({@damage 1d8}) poison damage.\"]},{\"name\":\"Staff of Leng\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 3}) bludgeoning damage plus 7 ({@damage 2d6}) psychic damage, and the target must succeed on a {@dc 15} Wisdom saving throw or be {@condition stunned} until the end of is next turn.\"]},{\"name\":\"Spit Venom\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 20/60 ft., one target. {@h}16 ({@damage 3d8 + 3}) poison damage, and the target must succeed on a {@dc 15} Constitution saving throw or be {@condition poisoned} and {@condition blinded} until the end of its next turn.\"]}],\"reaction\":[{\"name\":\"Poisonous Riposte\",\"entries\":[\"The spider of Leng adds 3 to its AC against one melee attack that would hit it. To do so, the spider must see the attacker. If this effect causes the attack to miss, the attacker takes 4 ({@damage 1d8}) poison damage.\"]}],\"environment\":[\"planar\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\",\"I\",\"S\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\",\"RW\"],\"conditionInflict\":[\"blinded\",\"poisoned\",\"stunned\"],\"conditionInflictSpell\":[\"charmed\",\"deafened\",\"incapacitated\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Spider Thief\",\"source\":\"ToB1-2023\",\"page\":342,\"size\":[\"S\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":66,\"formula\":\"12d6 + 24\"},\"speed\":{\"walk\":30,\"climb\":20},\"str\":10,\"dex\":12,\"con\":14,\"int\":3,\"wis\":10,\"cha\":1,\"skill\":{\"stealth\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"fire\"],\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Construct Nature\",\"entries\":[\"The spider thief doesn't require air, food, drink, or sleep.\"]},{\"name\":\"Immutable Form\",\"entries\":[\"The spider thief is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The spider thief has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The spider thief makes one Hooked Wire attack and one Sickle Claw attack, or it makes two Sickle Claw attacks.\"]},{\"name\":\"Sickle Claw\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d8 + 1}) slashing damage.\"]},{\"name\":\"Hooked Wire\",\"entries\":[\"{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 15/30 ft., one target. {@h}6 ({@damage 2d4 + 1}) piercing damage, and the spider thief pulls itself in a straight line up to 25 feet toward the target, stopping in the nearest unoccupied space to the target. When the spider thief moves in this way, opportunity attacks against it have disadvantage.\"]}],\"bonus\":[{\"name\":\"Wire Jump\",\"entries\":[\"The spider thief throws a hooked wire at a point on a surface, such as the ground or wall, it can see within 30 feet of it, attaching one end of the wire to that point. It then reels in the wire, pulling itself to an unoccupied space within 5 feet of that point. It can bring along objects and willing creatures as long as their total weight doesn't exceed 100 pounds. When the spider moves in this way, opportunity attacks against it have disadvantage.\"]}],\"environment\":[\"urban\"],\"traitTags\":[\"Immutable Form\",\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Spinosaurus Dinosaur\",\"source\":\"ToB1-2023\",\"page\":103,\"size\":[\"G\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":232,\"formula\":\"15d20 + 75\"},\"speed\":{\"walk\":60,\"swim\":40},\"str\":25,\"dex\":9,\"con\":21,\"int\":2,\"wis\":11,\"cha\":10,\"skill\":{\"perception\":\"+5\"},\"passive\":15,\"cr\":\"13\",\"trait\":[{\"name\":\"Hold Breath\",\"entries\":[\"The spinosaurus can hold its breath for 1 hour.\"]},{\"name\":\"Reptilian Affinity\",\"entries\":[\"The spinosaurus never willingly attacks a reptilian Humanoid, such as a lizardfolk or dragonborn, unless attacked first. If magically forced to attack such a creature, the spinosaurus has disadvantage on attack rolls against it. This trait doesn't function if the spinosaurus's rider or tamer directs it to attack.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The spinosaurus deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The spinosaurus makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 15 ft., one target. {@h}33 ({@damage 4d12 + 7}) piercing damage. If the target is a Large or smaller creature, it is {@condition grappled} (escape {@dc 18}). Until this grapple ends, the target is {@condition restrained}, and the spinosaurus can't Bite another target.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}21 ({@damage 4d6 + 7}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 20 ft., one target. {@h}16 ({@damage 2d8 + 7}) bludgeoning damage.\"]},{\"name\":\"Frightful Presence\",\"entries\":[\"Each creature of the spinosaurus' choice that is within 120 feet of the spinosaurus and aware of it must succeed on a {@dc 18} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the spinosaurus's Frightful Presence for the next 24 hours.\"]}],\"legendary\":[{\"name\":\"Move\",\"entries\":[\"The spinosaurus moves up to half its speed without provoking opportunity attacks.\"]},{\"name\":\"Roar\",\"entries\":[\"The spinosaurus uses Frightful Presence.\"]},{\"name\":\"Tail Attack (Costs 2 Actions)\",\"entries\":[\"The spinosaurus makes one Tail attack.\"]}],\"environment\":[\"forest\",\"underwater\"],\"traitTags\":[\"Hold Breath\",\"Siege Monster\"],\"actionTags\":[\"Frightful Presence\",\"Multiattack\"],\"damageTags\":[\"B\",\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"grappled\",\"restrained\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Spire Walker\",\"source\":\"ToB1-2023\",\"page\":347,\"size\":[\"T\"],\"type\":\"fey\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":49,\"formula\":\"11d4 + 22\"},\"speed\":{\"walk\":20},\"str\":3,\"dex\":18,\"con\":14,\"int\":11,\"wis\":10,\"cha\":16,\"save\":{\"dex\":\"+6\"},\"skill\":{\"acrobatics\":\"+6\"},\"passive\":10,\"resist\":[{\"resist\":[\"piercing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"lightning\",\"thunder\"],\"languages\":[\"Common\",\"Sylvan\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Energized Body\",\"entries\":[\"A creature wearing metal or wielding a metal weapon that touches the spire walker or hits it with a melee attack while within 5 feet of it takes 3 ({@damage 1d6}) lightning damage.\"]}],\"action\":[{\"name\":\"Lightning Burst\",\"entries\":[\"{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 60 ft., one target. {@h}17 ({@damage 4d6 + 3}) lightning damage, and each creature, other than the target, within 10 feet of the target must make a {@dc 13} Dexterity saving throw, taking 7 ({@damage 2d6}) lightning damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Invisibility\",\"entries\":[\"The spire walker magically turns {@condition invisible} until it attacks or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the spire walker wears or carries is {@condition invisible} with it.\"]}],\"bonus\":[{\"name\":\"Steeple Step\",\"entries\":[\"The spire walker teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. The destination must be on the steeple of a building, mast of a ship, corner of a rooftop, or similar narrow point or feature.\"]}],\"environment\":[\"badlands\",\"coastal\",\"urban\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"L\"],\"conditionInflict\":[\"invisible\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Star Drake\",\"source\":\"ToB1-2023\",\"page\":146,\"size\":[\"L\"],\"type\":\"dragon\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":189,\"formula\":\"18d10 + 90\"},\"speed\":{\"walk\":40,\"fly\":100},\"str\":20,\"dex\":17,\"con\":21,\"int\":16,\"wis\":24,\"cha\":20,\"save\":{\"dex\":\"+8\",\"con\":\"+10\",\"wis\":\"+12\",\"cha\":\"+10\"},\"skill\":{\"arcana\":\"+8\",\"history\":\"+8\",\"insight\":\"+12\",\"perception\":\"+12\",\"religion\":\"+8\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":22,\"immune\":[\"cold\",\"fire\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"blinded\",\"charmed\",\"frightened\",\"paralyzed\"],\"languages\":[\"Abyssal\",\"Celestial\",\"Common\",\"Draconic\",\"Infernal\",\"Primordial\"],\"cr\":\"15\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The drake has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Nimbus of Swirling Stars\",\"entries\":[\"At the start of each of the drake's turns, each creature within 10 feet of it and that can see it must succeed on a {@dc 18} Constitution saving throw or be {@condition incapacitated} until the end of its next turn.\"]},{\"name\":\"Planar Weapons\",\"entries\":[\"The drake's weapon attacks are magical. When it hits with any weapon, the weapon deals an extra {@damage 4d8} force damage (included in the attack).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The drake makes one Bite attack and two Claw attacks, or it makes four Searing Star attacks. If two Searing Star attacks hit one creature, that creature must succeed on a {@dc 18} Constitution saving throw or be {@condition blinded} until the end of its next turn.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage plus 18 ({@damage 4d8}) force damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage plus 18 ({@damage 4d8}) force damage.\"]},{\"name\":\"Searing Star\",\"entries\":[\"{@atk rs} {@hit 12} to hit, range 120 ft., one target. {@h}14 ({@damage 2d6 + 7}) radiant damage plus 9 ({@damage 2d8}) force damage.\"]},{\"name\":\"Planar Traveler\",\"entries\":[\"The star drake can transport itself to a different plane of existence. This works like the {@spell plane shift} spell, except the drake can affect only itself and can't use this action to banish an unwilling creature to another plane.\"]},{\"name\":\"Plane-Altered Breath {@recharge 5}\",\"entries\":[\"The drake exhales raw magic in a 60-foot cone. Each creature in that area must make a {@dc 18} Dexterity saving throw, taking 55 ({@damage 10d10}) force damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"any\",\"planar\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"CE\",\"DR\",\"I\",\"P\"],\"damageTags\":[\"O\",\"P\",\"R\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"incapacitated\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Star-Spawn of Cthulhu\",\"source\":\"ToB1-2023\",\"page\":348,\"size\":[\"L\"],\"type\":\"fiend\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":212,\"formula\":\"17d10 + 119\"},\"speed\":{\"walk\":30,\"swim\":30,\"fly\":50},\"str\":25,\"dex\":15,\"con\":24,\"int\":30,\"wis\":18,\"cha\":23,\"save\":{\"str\":\"+12\",\"con\":\"+12\",\"wis\":\"+9\"},\"skill\":{\"arcana\":\"+15\",\"perception\":\"+14\"},\"senses\":[\"darkvision 300 ft.\"],\"passive\":24,\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"immune\":[\"cold\",\"fire\",\"lightning\",\"poison\",\"psychic\"],\"conditionImmune\":[\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\",\"Void Speech\"],\"cr\":\"15\",\"trait\":[{\"name\":\"Psychic Absorption\",\"entries\":[\"Whenever the star spawn is subjected to psychic damage, it takes no damage and instead regains a number of hp equal to the psychic damage dealt.\"]},{\"name\":\"Void Traveler\",\"entries\":[\"The star spawn of Cthulhu doesn't require air, food, drink, sleep, or ambient pressure.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The star spawn of Cthulhu makes two Crushing Claws attacks and one Dimensional Stomp attack, or it makes three Void Bolt attacks. It can replace one attack with a use of Disintegrating Gaze, if available.\"]},{\"name\":\"Crushing Claws\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}20 ({@damage 2d12 + 7}) bludgeoning damage plus 13 ({@damage 3d8}) necrotic damage.\"]},{\"name\":\"Dimensional Stomp\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}18 ({@damage 2d20 + 7}) bludgeoning damage plus 13 ({@damage 3d8}) necrotic damage, and the target must succeed on a {@dc 19} Charisma saving throw or be teleported to an unoccupied space the star spawn can see within 30 feet of it.\"]},{\"name\":\"Void Bolt\",\"entries\":[\"{@atk rs} {@hit 15} to hit, range 120 ft., one target. {@h}32 ({@damage 5d8 + 10}) necrotic damage.\"]},{\"name\":\"Disintegrating Gaze {@recharge 5}\",\"entries\":[\"One creature the star spawn can see within 60 feet of it must succeed on a {@dc 19} Constitution saving throw or take 27 ({@damage 6d8}) necrotic damage and be transformed into a misty cloud for 1 minute. The transformed creature's only method of movement is a flying speed of 10 feet, and it can enter and occupy the space of another creature. In addition, the transformed target can't talk, attack, cast spells, or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The transformed target can repeat the saving throw at the end of each of its turns, taking 13 ({@damage 3d8}) necrotic damage on a failed save, or ending the effect on itself on a successful one. A creature killed by this effect can be restored to life only by means of a true resurrection or a {@spell wish} spell.\"]}],\"bonus\":[{\"name\":\"Interdimensional Step\",\"entries\":[\"The star spawn of Cthulhu teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Small tears in reality appear at the origin and destination when it uses this bonus action.\"]}],\"environment\":[\"planar\"],\"traitTags\":[\"Damage Absorption\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\"],\"damageTags\":[\"B\",\"N\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForced\":[\"charisma\",\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Steam Golem\",\"source\":\"ToB1-2023\",\"page\":220,\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":171,\"formula\":\"18d10 + 72\"},\"speed\":{\"walk\":40},\"str\":26,\"dex\":12,\"con\":18,\"int\":3,\"wis\":10,\"cha\":1,\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"immune\":[\"fire\",\"poison\",\"psychic\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't adamantine\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"13\",\"trait\":[{\"name\":\"Boiler Weakness\",\"entries\":[\"If the steam golem starts its turn immersed in water, or if it was soaked with at least 20 gallons of water on its previous turn, it risks losing steam pressure in its boiler. The steam golem must succeed on a {@dc 20} Constitution saving throw or its internal fire is extinguished. Until its internal fire is relit, the golem's speed is halved, its AC is reduced by 2, and it must repeat the saving throw at the start of each of its turns. On a failure, it stops repeating this saving throw and becomes dormant, effectively dead until the fire is relit. A Medium or smaller creature within 5 feet of the golem can take an action to relight the golem's internal fire, making it active again.\"]},{\"name\":\"Construct Nature\",\"entries\":[\"The golem doesn't require air, food, drink, or sleep.\"]},{\"name\":\"Heated Weapons\",\"entries\":[\"The steam golem's weapon attacks are magical. When the golem hits with any weapon, the weapon deals an extra {@damage 4d8} fire damage (included in the attack).\"]},{\"name\":\"Immutable Form\",\"entries\":[\"The golem is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The golem has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The steam golem makes one Axe Arm attack and one Long Axe attack.\"]},{\"name\":\"Axe Arm\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}22 ({@damage 4d6 + 8}) slashing damage plus 18 ({@damage 4d8}) fire damage.\"]},{\"name\":\"Long Axe\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}26 ({@damage 4d8 + 8}) slashing damage plus 18 ({@damage 4d8}) fire damage.\"]},{\"name\":\"Steam Blast {@recharge 5}\",\"entries\":[\"The steam golem releases a blast of steam in a 30-foot cone or in a 10-foot-radius cloud that extends from it, spreading around corners. Each creature in the area must make a {@dc 17} Dexterity saving throw, taking 54 ({@damage 12d8}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"reaction\":[{\"name\":\"Whistle {@recharge 4}\",\"entries\":[\"When a creature the steam golem can see within 30 feet of it casts a spell, the steam golem emits a shriek from its twin steam whistles. The spellcaster must succeed on a {@dc 17} Constitution saving throw or the spell fails and has no effect.\"]}],\"environment\":[\"urban\"],\"traitTags\":[\"Immutable Form\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"F\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Strife\",\"source\":\"ToB1-2023\",\"page\":349,\"size\":[\"S\"],\"type\":\"fey\",\"alignment\":[\"C\",\"E\"],\"ac\":[15],\"hp\":{\"average\":60,\"formula\":\"11d6 + 22\"},\"speed\":{\"walk\":40,\"fly\":40},\"str\":8,\"dex\":20,\"con\":14,\"int\":13,\"wis\":14,\"cha\":16,\"skill\":{\"deception\":\"+7\",\"stealth\":\"+9\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"languages\":[\"Common\",\"Sylvan\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Mimicry\",\"entries\":[\"The strife can mimic Humanoid voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 17} Wisdom ({@skill Insight}) check.\"]},{\"name\":\"Delight\",\"entries\":[\"When a creature within 30 feet of the strife takes psychic damage, the strife gains 5 temporary hp or gains advantage on the next attack roll it makes before the end of its next turn (the strife's choice).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The strife can use its Sow Discord. It then makes two Claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft. one target. {@h}8 ({@damage 1d6 + 5}) slashing damage.\"]},{\"name\":\"Sow Discord\",\"entries\":[\"The strife attempts to sow discord in up to two creatures it can see within 30 feet of it. Each target must make a {@dc 13} Wisdom saving throw. On a failure, a creature takes 7 ({@damage 2d6}) psychic damage and distrusts its allies until the start of the strife's next turn. On a success, a creature takes half the damage and doesn't distrust its allies. A creature that distrusts its allies can't give or receive aid from its allies, including spells, class features like Sneak Attack, and the Help action.\"]},{\"name\":\"Invisibility\",\"entries\":[\"The strife magically turns {@condition invisible} until it attacks or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the strife wears or carries is {@condition invisible} with it.\"]}],\"reaction\":[{\"name\":\"Induce Doubt\",\"entries\":[\"If a creature misses the strife with an attack, the strife can cause the attacker to doubt itself. The attacker must succeed on a {@dc 13} Wisdom saving throw or each time it makes an attack roll or saving throw before the end of its next turn, it must roll a {@dice d4} and subtract the number rolled from the attack roll or saving throw.\"]}],\"environment\":[\"planar\",\"urban\"],\"traitTags\":[\"Mimicry\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"S\",\"Y\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"invisible\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Stryx\",\"source\":\"ToB1-2023\",\"page\":350,\"size\":[\"T\"],\"type\":\"monstrosity\",\"alignment\":[\"N\"],\"ac\":[12],\"hp\":{\"average\":10,\"formula\":\"4d4\"},\"speed\":{\"walk\":10,\"fly\":60},\"str\":3,\"dex\":14,\"con\":11,\"int\":8,\"wis\":15,\"cha\":6,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":14,\"languages\":[\"Common\",\"Elvish\"],\"cr\":\"1/8\",\"spellcasting\":[{\"name\":\"Spellcasting (3/Day)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The stryx casts the {@spell comprehend languages} spell, requiring no material components and using Wisdom as the spellcasting ability.\"],\"daily\":{\"3e\":[\"{@spell comprehend languages}\"]},\"ability\":\"wis\",\"displayAs\":\"action\",\"hidden\":[\"daily\"]}],\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"While the stryx keeps its beak closed and doesn't speak, it is indistinguishable from a normal owl.\"]},{\"name\":\"Flyby\",\"entries\":[\"The stryx doesn't provoke opportunity attacks when it flies out of an enemy's reach.\"]},{\"name\":\"Keen Hearing and Sight\",\"entries\":[\"The stryx has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight.\"]}],\"action\":[{\"name\":\"Talons\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage.\"]}],\"environment\":[\"forest\",\"planar\"],\"traitTags\":[\"False Appearance\",\"Flyby\",\"Keen Senses\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Stuhac\",\"source\":\"ToB1-2023\",\"page\":351,\"size\":[\"M\"],\"type\":\"fiend\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":209,\"formula\":\"22d8 + 110\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":22,\"dex\":18,\"con\":20,\"int\":12,\"wis\":16,\"cha\":15,\"save\":{\"str\":\"+11\",\"dex\":\"+9\",\"con\":\"+10\",\"cha\":\"+7\"},\"skill\":{\"deception\":\"+12\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"acid\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\",\"Infernal\",\"telepathy 120 ft.\"],\"cr\":\"13\",\"trait\":[{\"name\":\"Mountain Walk\",\"entries\":[\"The stuhac can move across and climb rocky surfaces without needing to make an ability check. Additionally, difficult terrain composed of rocks or rocky debris doesn't cost it extra movement.\"]},{\"name\":\"Standing Leap\",\"entries\":[\"The stuhac's long jump is up to 30 feet and tis high jump is up to 15 feet, with or without a running start.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The stuhac can use Hobble. It then makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}20 ({@damage 4d6 + 6}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}28 ({@damage 5d8 + 6}) slashing damage.\"]},{\"name\":\"Hobble\",\"entries\":[\"The stuhac telekinetically tears the tendons and ligaments of one creature it can see within 60 feet of it. The target must succeed on a {@dc 18} Constitution saving throw or take 13 ({@damage 3d8}) force damage and its speed is reduced by 10 feet. The stuhac can't reduce a creature's speed below 0 feet with this action. This reduction lasts until the creature finishes a long rest or until removed by the {@spell greater restoration} spell or similar magic.\"]},{\"name\":\"Illusory Appearance\",\"entries\":[\"The stuhac covers itself and anything it is wearing or carrying with a magical illusion that makes it look like another creature of its general size and Humanoid shape. The illusion ends if the stuhac takes a bonus action to end it or if the stuhac dies.\",\"The changes wrought by this effect fail to hold up to physical inspection. For example, the stuhac could appear to have gnarled hands, but someone touching the stuhac's hands would feel its jagged claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a {@dc 20} Intelligence ({@skill Investigation}) check to discern that the stuhac is disguised.\"]}],\"environment\":[\"arctic\",\"mountain\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"I\",\"TP\"],\"damageTags\":[\"O\",\"P\",\"S\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Stygian Fat-Tailed Scorpion\",\"source\":\"ToB1-2023\",\"page\":320,\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":63,\"formula\":\"14d4 + 28\"},\"speed\":{\"walk\":30,\"climb\":20},\"str\":3,\"dex\":14,\"con\":15,\"int\":1,\"wis\":10,\"cha\":2,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"cr\":\"3\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The Stygian fat-tailed scorpion makes two Claw attacks and one Sting attack.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage.\"]},{\"name\":\"Sting\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage plus 14 ({@damage 4d6}) poison damage. The target must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} until it finishes a short or long rest. Each time the {@condition poisoned} creature takes poison damage, it must succeed on a {@dc 12} Constitution saving throw or suffer one level of {@condition exhaustion}.\"]}],\"environment\":[\"desert\",\"underdark\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"I\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Subek\",\"source\":\"ToB1-2023\",\"page\":352,\"size\":[\"L\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"subek\"]},\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":114,\"formula\":\"12d10 + 48\"},\"speed\":{\"walk\":30,\"swim\":20},\"str\":19,\"dex\":10,\"con\":18,\"int\":14,\"wis\":13,\"cha\":13,\"skill\":{\"history\":\"+5\",\"investigation\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"languages\":[\"Common\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Flood Fever\",\"entries\":[\"During flood season, the subek is overcome with bloodthirsty malice, becoming more aggressive and losing its proficiency in Intelligence ({@skill History}) and Intelligence ({@skill Investigation}) checks. If it hasn't fed within the past 8 hours, it enters a frenzy, spending each turn attacking the nearest creature it can see. If no creature is near enough to move to and attack, the subek attacks an object, with preference for an object smaller than itself. During the frenzy, it has advantage on melee attack rolls against any creature that doesn't have all its hp. It continues the frenzy until it has fed and enters the frenzy again every time it goes without eating for 8 hours for the duration of the flood season.\"]},{\"name\":\"Hold Breath\",\"entries\":[\"The subek can hold its breath for 15 minutes.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The subek makes one Bite attack and two Claw attacks. If both Claw attacks hit one creature, the target must succeed on a {@dc 15} Strength saving throw or take 7 ({@damage 2d6}) slashing damage as the subek tears into the target.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. it: 13 ({@damage 2d8 + 4}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage.\"]}],\"environment\":[\"coastal\",\"desert\",\"grassland\"],\"traitTags\":[\"Hold Breath\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Suturefly\",\"source\":\"ToB1-2023\",\"page\":353,\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":10,\"formula\":\"4d4\"},\"speed\":{\"walk\":10,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":1,\"dex\":15,\"con\":10,\"int\":1,\"wis\":12,\"cha\":4,\"skill\":{\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"cr\":\"1/4\",\"trait\":[{\"name\":\"Detect Lies\",\"entries\":[\"The suturefly knows if it hears a lie and can pinpoint the location of a creature within 60 feet of it that lied within the last minute.\"]},{\"name\":\"Forest Camouflage\",\"entries\":[\"The suturefly has advantage on Dexterity ({@skill Stealth}) checks made to hide in forested terrain.\"]}],\"action\":[{\"name\":\"Sew\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage, and the target must succeed on a {@dc 12} Dexterity saving throw or the suturefly sews the target's mouth, nose, or one of its eyes closed (the suturefly's choice). With supernatural speed, the suturefly repeatedly pierces the target's face, each time threading a loop of the target's own skin through the previous hole. These skin loops rapidly blacken, shrink, and draw the orifice tightly closed. If a target's mouth is sewn shut, it can't speak. If its mouth and nose are sewn shut, it can't breathe, and if both eyes are sewn shut, it is {@condition blinded}. A creature, including the target, can take its action to cut open one of the sewn orifices by succeeding on a {@dc 12} Dexterity check with an edged weapon or tool.\"]}],\"environment\":[\"forest\"],\"traitTags\":[\"Camouflage\"],\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Swamp Adder\",\"source\":\"ToB1-2023\",\"page\":334,\"size\":[\"S\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[13],\"hp\":{\"average\":18,\"formula\":\"4d6 + 4\"},\"speed\":{\"walk\":30},\"str\":4,\"dex\":16,\"con\":12,\"int\":1,\"wis\":10,\"cha\":4,\"senses\":[\"blindsight 10 ft.\"],\"passive\":10,\"cr\":\"1/4\",\"trait\":[{\"name\":\"Swamp Camouflage\",\"entries\":[\"The swamp adder has advantage on Dexterity ({@skill Stealth}) checks made to hide in swampy terrain.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}1 piercing damage, and the target must make a {@dc 11} Constitution saving throw. On a failure, the target takes 5 ({@damage 2d4}) poison damage and is {@condition paralyzed} for 1 minute. On a success, a target takes half the damage and isn't {@condition paralyzed}. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"swamp\"],\"traitTags\":[\"Camouflage\"],\"senseTags\":[\"B\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"paralyzed\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Swarm of Fire Dancers\",\"source\":\"ToB1-2023\",\"page\":354,\"size\":[\"M\"],\"type\":{\"type\":\"elemental\",\"swarmSize\":\"T\"},\"alignment\":[\"N\",\"E\"],\"ac\":[15],\"hp\":{\"average\":90,\"formula\":\"12d8 + 36\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":10,\"dex\":20,\"con\":16,\"int\":6,\"wis\":10,\"cha\":7,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"stunned\",\"unconscious\"],\"languages\":[\"Ignan\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Elemental Nature\",\"entries\":[\"The swarm of fire dancers doesn't require air, food, drink, or sleep.\"]},{\"name\":\"Fire Form\",\"entries\":[\"A creature that touches the swarm or hits it with a melee attack while within 5 feet of it takes 5 ({@damage 1d10}) fire damage. In addition, the first time the swarm enters a creature's space on a turn, that creature takes 5 ({@damage 1d10}) fire damage and catches fire. Until a creature, which can include the target, uses an action to douse the fire, the creature takes 5 ({@damage 1d10}) fire damage at the start of each of its turns.\"]},{\"name\":\"Illumination\",\"entries\":[\"The swarm sheds bright light in a 30-foot radius and dim light to an additional 30 feet.\"]},{\"name\":\"Swarm\",\"entries\":[\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny Elemental. The swarm can't regain hp or gain temporary hp.\"]},{\"name\":\"Water Susceptibility\",\"entries\":[\"For every 5 feet the swarm moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The swarm of fire dancers can use its Frightening Visage, if available. It then makes two Singe attacks.\"]},{\"name\":\"Singe\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 0 ft., one target in the swarm's space. {@h}22 ({@damage 4d10}) fire damage, or 11 ({@damage 2d10}) fire damage if the swarm has half its hp or fewer.\"]},{\"name\":\"Frightening Visage {@recharge 5}\",\"entries\":[\"The swarm rearranges itself into the shape of a giant, blue, flaming Humanoid skull. Each Humanoid within 30 feet of the swarm that can see it must succeed on a {@dc 16} Wisdom saving throw or be {@condition frightened} for 1 minute. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"planar\"],\"traitTags\":[\"Illumination\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"IG\"],\"damageTags\":[\"C\",\"F\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Swarm of Manabane Scarabs\",\"source\":\"ToB1-2023\",\"page\":355,\"size\":[\"M\"],\"type\":{\"type\":\"beast\",\"swarmSize\":\"T\"},\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":82,\"formula\":\"11d8 + 33\"},\"speed\":{\"walk\":20,\"burrow\":10,\"climb\":20,\"fly\":10},\"str\":3,\"dex\":16,\"con\":16,\"int\":1,\"wis\":13,\"cha\":2,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+5\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 30 ft.\",\"tremorsense 30 ft.\"],\"passive\":13,\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"prone\",\"restrained\",\"stunned\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Limited Magic Immunity\",\"entries\":[\"The swarm of manabane scarabs can't be affected or detected by spells of 2nd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.\"]},{\"name\":\"Sense Magic\",\"entries\":[\"The swarm of manabane scarabs senses magic within 120 feet of it at will. This trait otherwise works like the {@spell detect magic} spell but isn't itself magical.\"]},{\"name\":\"Swarm\",\"entries\":[\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hp or gain temporary hp.\"]}],\"action\":[{\"name\":\"Bites\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 0 ft., one creature in the swarm's space. {@h}28 ({@damage 8d6}) piercing damage, or 14 ({@damage 4d6}) piercing damage if the swarm has half of its hit points or fewer, and the swarm can attempt to end one random magical effect of 2nd level or lower on the target. This effect works like the {@spell dispel magic} spell, except the swarm must always make an ability check. Its ability check for this is +5.\"]}],\"bonus\":[{\"name\":\"Drain Magic Item\",\"entries\":[\"The swarm drains the magic from one magic item in its space that isn't being worn or carried. A magic item with charges loses {@dice 1d4} charges, an item with limited uses per day loses one daily use, and a single-use item, such as a potion or spell scroll is destroyed. All other magic items have their effects suppressed for 1 minute. A drained item regains its magic after 1 hour.\"]}],\"environment\":[\"desert\"],\"senseTags\":[\"B\",\"D\",\"T\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Swarm of Prismatic Beetles\",\"source\":\"ToB1-2023\",\"page\":356,\"size\":[\"M\"],\"type\":{\"type\":\"beast\",\"swarmSize\":\"T\"},\"alignment\":[\"U\"],\"ac\":[13],\"hp\":{\"average\":60,\"formula\":\"11d8 + 11\"},\"speed\":{\"walk\":20,\"burrow\":5,\"fly\":30},\"str\":3,\"dex\":16,\"con\":12,\"int\":1,\"wis\":13,\"cha\":2,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+5\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 30 ft.\"],\"passive\":13,\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"prone\",\"restrained\",\"stunned\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Glittering Carapace\",\"entries\":[\"When a creature that can see the swarm starts its turn within 30 feet of the swarm and the swarm is in bright or dim light, the swarm can force the creature to make a {@dc 13} Wisdom saving throw if the swarm isn't {@condition incapacitated} and can see the creature. If the saving throw fails by 5 or more, the creature falls {@condition unconscious}. Otherwise, a creature that fails the save is {@condition incapacitated} and its speed is reduced to 0 until the start of its next turn, as it remains transfixed in place by the glitter of the swarm. A creature has advantage on the saving throw if the swarm is in dim light. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the swarm until the start of its next turn, when it can avert its eyes again. If the creature looks at the swarm in the meantime, it must immediately make the save.\"]},{\"name\":\"Swarm\",\"entries\":[\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hp or gain temporary hp.\"]}],\"action\":[{\"name\":\"Bites\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 0 ft., one creature in the swarm's space. {@h}14 ({@damage 4d6}) piercing damage, or 7 ({@damage 2d6}) piercing damage if the swarm has half of its hp or fewer. The target must make a {@dc 13} Constitution saving throw. On a failure, a creature takes 10 ({@damage 4d4}) poison damage and is euphoric for 1 minute. On a success, a creature takes half the damage and isn't euphoric. A euphoric creature has disadvantage on saving throws. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"forest\"],\"senseTags\":[\"B\",\"D\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"incapacitated\",\"unconscious\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Swarm of Sluaghs\",\"source\":\"ToB1-2023\",\"page\":357,\"size\":[\"M\"],\"type\":{\"type\":\"fey\",\"swarmSize\":\"T\"},\"alignment\":[\"C\",\"E\"],\"ac\":[13],\"hp\":{\"average\":54,\"formula\":\"12d8\"},\"speed\":{\"walk\":30,\"fly\":50},\"str\":6,\"dex\":16,\"con\":11,\"int\":6,\"wis\":13,\"cha\":10,\"skill\":{\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"immune\":[\"cold\"],\"vulnerable\":[\"fire\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"prone\",\"restrained\",\"stunned\"],\"languages\":[\"Common\",\"Sylvan\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Sunlight Weakness\",\"entries\":[\"While in sunlight, the swarm of sluaghs has disadvantage on attack rolls, ability checks, and saving throws.\"]},{\"name\":\"Swarm\",\"entries\":[\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny fey. The swarm can't regain hp or gain temporary hp.\"]}],\"action\":[{\"name\":\"Chilling Touch\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 0 ft., one creature in the swarm's space. {@h}28 ({@damage 8d6}) cold damage, or 14 ({@damage 4d6}) cold damage if the swarm has half of its hp or fewer. The target must succeed on a {@dc 13} Constitution saving throw or be unable to regain hp for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"bonus\":[{\"name\":\"Shadow Stealth\",\"entries\":[\"While in dim light or darkness, the swarm of sluaghs takes the Hide action.\"]}],\"environment\":[\"farmland\",\"forest\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"C\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Swarm of Wharflings\",\"source\":\"ToB1-2023\",\"page\":395,\"size\":[\"L\"],\"type\":{\"type\":\"beast\",\"swarmSize\":\"T\"},\"alignment\":[\"U\"],\"ac\":[13],\"hp\":{\"average\":66,\"formula\":\"12d10\"},\"speed\":{\"walk\":30,\"climb\":10,\"swim\":30},\"str\":10,\"dex\":16,\"con\":10,\"int\":2,\"wis\":12,\"cha\":8,\"skill\":{\"perception\":\"+3\",\"sleight of hand\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"prone\",\"restrained\",\"stunned\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The swarm of wharflings can breathe air and water.\"]},{\"name\":\"Snapping Jaws\",\"entries\":[\"A creature that attempts to move out of or through the swarm of wharflings must succeed on a {@dc 13} Dexterity saving throw or take 7 ({@damage 2d6}) piercing damage.\"]},{\"name\":\"Swarm\",\"entries\":[\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny wharfling. The swarm can't regain hp or gain temporary hp.\"]}],\"action\":[{\"name\":\"Pilfering Bites\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 0 ft., one creature in the swarm's space. {@h}28 ({@damage 8d6}) piercing damage, or 14 ({@damage 4d6}) piercing damage if the swarm has half of its hp or fewer, and the target must succeed on a {@dc 13} Dexterity saving throw or lose one item it is wearing or carrying to the swarm, provided the item weighs no more than 10 pounds, isn't a weapon, and isn't wrapped around or firmly attached to the target, such as a shirt or armor.\"]}],\"environment\":[\"coastal\",\"underwater\"],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Swarm of Wolf Spirits\",\"source\":\"ToB1-2023\",\"page\":358,\"size\":[\"L\"],\"type\":{\"type\":\"undead\",\"swarmSize\":\"M\"},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":104,\"formula\":\"16d10 + 16\"},\"speed\":{\"walk\":50,\"fly\":{\"number\":50,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":14,\"dex\":18,\"con\":12,\"int\":4,\"wis\":10,\"cha\":12,\"save\":{\"dex\":\"+7\",\"wis\":\"+3\"},\"skill\":{\"perception\":\"+3\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":13,\"resist\":[\"acid\",\"bludgeoning\",\"fire\",\"lightning\",\"necrotic\",\"piercing\",\"slashing\",\"thunder\"],\"immune\":[\"cold\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"stunned\"],\"languages\":[\"understands Common but can't speak\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Incorporeal Movement\",\"entries\":[\"The swarm of wolf spirits can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]},{\"name\":\"Swarm\",\"entries\":[\"The swarm can occupy another creature's space and vice versa. The swarm can't regain hp or gain temporary hp.\"]},{\"name\":\"Undead Nature\",\"entries\":[\"The swarm of wolf spirits doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The swarm of wolf spirits makes two Spectral Bites attacks.\"]},{\"name\":\"Spectral Bites\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 0 ft., one creature in the swarm's space. {@h}14 ({@damage 4d6}) cold damage plus 9 ({@damage 2d8}) necrotic damage, or 7 ({@damage 2d6}) cold damage plus 4 ({@damage 1d8}) necrotic damage if the swarm has half of its hp or fewer.\"]},{\"name\":\"Chilling Howl {@recharge 5}\",\"entries\":[\"The swarm of wolf spirits howls, causing cold fear to course through those that hear it. Each creature within 15 feet that can hear the howl must make a {@dc 15} Constitution saving throw. On a failure, a creature takes 35 ({@damage 10d6}) cold damage and is {@condition frightened} for 1 minute. On a success, a creature takes half the damage and isn't {@condition frightened}. A creature that fails the saving throw by 5 or more also suffers one level of {@condition exhaustion}. A {@condition frightened} creature can make a {@dc 15} Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"arctic\"],\"traitTags\":[\"Incorporeal Movement\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"C\",\"N\",\"O\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Temple Dog\",\"source\":\"ToB1-2023\",\"page\":359,\"size\":[\"M\"],\"type\":\"celestial\",\"alignment\":[\"L\",\"NX\",\"C\",\"G\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":97,\"formula\":\"15d8 + 30\"},\"speed\":{\"walk\":30},\"initiative\":{\"advantageMode\":\"adv\"},\"str\":18,\"dex\":14,\"con\":15,\"int\":8,\"wis\":14,\"cha\":10,\"save\":{\"con\":\"+5\",\"wis\":\"+5\",\"cha\":\"+3\"},\"skill\":{\"perception\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"resist\":[\"radiant\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"understands Celestial and Common but can't speak\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The temple dog has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Protector's Instincts\",\"entries\":[\"The temple dog has advantage on initiative rolls while in its temple or within 30 feet of a priest of its deity.\"]},{\"name\":\"Radiant Jaws\",\"entries\":[\"The temple dog's Bite attacks are magical. When it hits with a Bite attack, the Bite deals an extra {@damage 2d6} radiant damage (included in the attack).\"]},{\"name\":\"Rushing Bite\",\"entries\":[\"If the temple dog moves at least 15 feet straight toward a target and then hits it with a Bite attack on the same turn, that target must succeed on a {@dc 15} Strength saving throw or be pushed up to 10 feet away from the temple dog. If the target is pushed, the temple dog can move up to 10 feet straight toward the target without provoking opportunity attacks.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The temple dog makes two Bite attacks. If both attacks hit a Medium or smaller target, the temple dog sinks in its teeth, shaking its head violently, and the target must succeed on a {@dc 15} Strength saving throw or take 9 ({@damage 2d8}) slashing damage and be {@condition grappled} (escape {@dc 15}). Until this grapple ends, the target is {@condition restrained}, and temple dog can't Bite another target.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage plus 7 ({@damage 2d6}) radiant damage.\"]}],\"environment\":[\"planar\",\"urban\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CE\",\"CS\"],\"damageTags\":[\"P\",\"R\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tendril Puppet\",\"source\":\"ToB1-2023\",\"page\":389,\"size\":[\"M\"],\"type\":\"plant\",\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":51,\"formula\":\"6d8 + 24\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":15,\"con\":18,\"int\":6,\"wis\":6,\"cha\":8,\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":8,\"vulnerable\":[\"fire\"],\"conditionImmune\":[\"blinded\",\"deafened\"],\"languages\":[\"understands the languages of its vine lord but can't speak\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Green Regeneration\",\"entries\":[\"While in a forest, the tendril puppet regains 5 hp at the start of its turn if it has at least 1 hp.\"]},{\"name\":\"Root Mind\",\"entries\":[\"The vine lord and the tendril puppets it has created are connected via a hive mind. The vine lord and its puppets can telepathically communicate with each other, provided the communicating creatures are within 1 mile of each other. In addition, while in a forest, the tendril puppet can't be surprised.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The tendril puppet has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Woodland Walk\",\"entries\":[\"Difficult terrain composed of nonmagical plants doesn't cost the tendril puppet extra movement, and it can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\"]}],\"action\":[{\"name\":\"Thorned Slam\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) bludgeoning damage plus 5 ({@damage 2d4}) piercing damage.\"]},{\"name\":\"Ball of Thorns\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 20/60 ft., one target. {@h}12 ({@damage 4d4 + 2}) piercing damage, and the ball bursts, scattering sharp thorns around the target. Each creature within 5 feet of the target must succeed on a {@dc 13} Dexterity saving throw or take 5 ({@damage 2d4}) piercing damage.\"]}],\"environment\":[\"forest\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"B\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Thuellai\",\"source\":\"ToB1-2023\",\"page\":360,\"size\":[\"H\"],\"type\":\"elemental\",\"alignment\":[\"C\",\"N\"],\"ac\":[17],\"hp\":{\"average\":161,\"formula\":\"14d12 + 70\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":100,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":22,\"dex\":24,\"con\":20,\"int\":10,\"wis\":11,\"cha\":14,\"save\":{\"int\":\"+4\",\"wis\":\"+4\",\"cha\":\"+6\"},\"skill\":{\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[\"lightning\",\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"vulnerable\":[\"fire\"],\"conditionImmune\":[\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"unconscious\"],\"languages\":[\"Common\",\"Dwarvish\",\"Primordial\"],\"cr\":\"12\",\"trait\":[{\"name\":\"Chilling Presence\",\"entries\":[\"At the start of each of the thuellai's turns, each creature within 15 feet of it must succeed on a {@dc 17} Constitution saving throw or take 7 ({@damage 2d6}) cold damage. For each minute a creature spends within 15 feet of the thuellai, it must succeed on a {@dc 17} Constitution saving throw or suffer one level of {@condition exhaustion} from cold exposure. Unprotected, nonmagical flames within 15 feet of the thuellai are extinguished. Any spells of 3rd level or lower that provide resistance to cold damage and that are within 15 feet of the thuellai immediately end. Water freezes if it remains within 15 feet of the thuellai for at least 1 minute.\"]},{\"name\":\"Elemental Nature\",\"entries\":[\"The thuellai doesn't require air, food, drink, or sleep.\"]},{\"name\":\"Snowsight\",\"entries\":[\"The thuellai can see through areas obscured by snowfall, sleet, rain, and other wintry precipitation without penalty.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The thuellai makes three Icy Claw attacks.\"]},{\"name\":\"Icy Claw\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d8 + 6}) slashing damage plus 10 ({@damage 3d6}) cold damage.\"]},{\"name\":\"Freezing Breath {@recharge 5}\",\"entries\":[\"The thuellai exhales an icy blast in a 60-foot cone. Each creature in the area must make a {@dc 17} Dexterity saving throw, taking 49 ({@damage 14d6}) cold damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"arctic\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"D\",\"P\"],\"damageTags\":[\"C\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Thursir\",\"source\":\"ToB1-2023\",\"page\":210,\"size\":[\"L\"],\"type\":\"giant\",\"ac\":[{\"ac\":13,\"from\":[\"{@item chain shirt|phb}\"]}],\"hp\":{\"average\":114,\"formula\":\"12d10 + 48\"},\"speed\":{\"walk\":40},\"str\":19,\"dex\":10,\"con\":18,\"int\":13,\"wis\":15,\"cha\":11,\"save\":{\"con\":\"+6\"},\"skill\":{\"athletics\":\"+6\",\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Common\",\"Dwarvish\",\"Giant\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Cast Iron Stomach\",\"entries\":[\"The thursir has advantage on saving throws against being {@condition poisoned}.\"]},{\"name\":\"Alignment\",\"entries\":[\"The alignment of an thursir is neutral evil (50%) or lawful evil (50%).\"]}],\"action\":[{\"name\":\"Warhammer\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage, or 15 ({@damage 2d10 + 4}) bludgeoning damage if used with two hands to make a melee attack.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 60/240 ft., one target. {@h}15 ({@damage 2d10 + 4}) bludgeoning damage.\"]}],\"bonus\":[{\"name\":\"Runic Blood (3/Day)\",\"entries\":[\"The thursir touches a weapon, painting the thurs rune on the weapon in the thursir's blood. When the thursir hits with the weapon while the rune is active, the weapon deals an extra 9 ({@damage 2d8}) lightning damage, and the target can't take reactions until the start of its next turn. The rune lasts for 1 minute.\"]}],\"environment\":[\"arctic\",\"mountain\",\"underdark\"],\"attachedItems\":[\"warhammer|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"D\",\"GI\"],\"damageTags\":[\"B\",\"L\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Titanoboa\",\"source\":\"ToB1-2023\",\"page\":363,\"size\":[\"G\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":232,\"formula\":\"15d20 + 75\"},\"speed\":{\"walk\":40,\"climb\":40,\"swim\":40},\"str\":26,\"dex\":10,\"con\":20,\"int\":3,\"wis\":10,\"cha\":3,\"save\":{\"dex\":\"+4\",\"wis\":\"+4\"},\"skill\":{\"perception\":\"+4\"},\"senses\":[\"blindsight 10 ft.\"],\"passive\":14,\"cr\":\"12\",\"trait\":[{\"name\":\"Slither\",\"entries\":[\"If the titanoboa hasn't eaten a Huge creature in the last 24 hours, it can easily move through any open large enough for a Large creature, and it can squeeze through any opening large enough for a Medium creature. The titanoboa's destination must still have suitable room to accommodate its volume.\"]},{\"name\":\"Sparkling Scales\",\"entries\":[\"When a creature that can see the titanoboa starts its turn within 30 feet of the titanoboa and the titanoboa is in bright light, isn't {@condition incapacitated}, and can see the creature, the titanoboa can force the creature to make a {@dc 17} Wisdom saving throw. On a failed save, the creature is {@condition stunned} until the start of its next turn.\",\"Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the titanoboa until the start of its next turn, when it can avert its eyes again. If the creature looks at the titanoboa in the meantime, it must immediately make the save.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The titanoboa makes two Bite attacks or one Bite attack and one Constrict attack. It can replace one Bite attack with a use of Swallow.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}30 ({@damage 5d8 + 8}) piercing damage.\"]},{\"name\":\"Constrict\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 15 ft., one target. {@h}30 ({@damage 4d10 + 8}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 18}) if it is a Huge or smaller creature. Until this grapple ends, the target is {@condition restrained}, and the titanoboa can't Constrict another target.\"]},{\"name\":\"Swallow\",\"entries\":[\"The titanoboa makes one Bite attack against a Huge or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the titanoboa, and it takes 21 ({@damage 6d6}) acid damage at the start of each of the titanoboa's turns. If the titanoboa takes 30 damage or more on a single turn from a swallowed creature, the titanoboa must succeed on a {@dc 15} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the titanoboa. If the titanoboa dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 20 feet of movement, exiting {@condition prone}.\"]}],\"environment\":[\"forest\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\",\"Swallow\"],\"damageTags\":[\"A\",\"B\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"grappled\",\"restrained\",\"stunned\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tophet\",\"source\":\"ToB1-2023\",\"page\":364,\"size\":[\"H\"],\"type\":\"construct\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":161,\"formula\":\"14d12 + 70\"},\"speed\":{\"walk\":30},\"str\":21,\"dex\":10,\"con\":20,\"int\":6,\"wis\":10,\"cha\":10,\"save\":{\"str\":\"+8\",\"dex\":\"+3\",\"con\":\"+8\"},\"skill\":{\"perception\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"cold\"],\"immune\":[\"fire\",\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Burning Heart\",\"entries\":[\"The tophet sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Each creature in the bright light has resistance to cold damage. At the start of each of its turns, the tophet chooses whether this light is active.\"]},{\"name\":\"Construct Nature\",\"entries\":[\"The tophet doesn't require air, food, drink, or sleep.\"]},{\"name\":\"Heated Body\",\"entries\":[\"A creature that touches the tophet or hits it with a melee attack while within 5 feet of it takes 3 ({@damage 1d6}) fire damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The tophet makes two Slam attacks. It can replace one Slam attack with a use of Burning Belly.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) bludgeoning damage plus 7 ({@damage 2d6}) fire damage, and the target is {@condition grappled} (escape {@dc 16}) if it is a Large or smaller creature.\"]},{\"name\":\"Burning Belly\",\"entries\":[\"The tophet makes one Slam attack against a target it is grappling as it shoves the creature into its open, flame-filled belly. If the attack hits, the target is forced into the tophet's burning belly, and the grapple ends. While inside the belly, the target is {@condition restrained}, has {@quickref Cover||3||three-quarters cover} against attacks and other effects outside the belly, and it takes 14 ({@damage 4d6}) fire damage at the start of each of its turns. A creature, including the target, can take its action to pull the target free from the belly by succeeding on a {@dc 16} Strength check. The creature making the attempt takes 7 ({@damage 2d6}) fire damage.\"]},{\"name\":\"Gout of Flame {@recharge 5}\",\"entries\":[\"Flames erupt on a point the tophet can see within 100 feet of it. Each creature within 10 feet of that point must make a {@dc 16} Dexterity saving throw, taking 35 ({@damage 10d6}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"urban\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"B\",\"F\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tosculi Drone\",\"source\":\"ToB1-2023\",\"page\":367,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"tosculi\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[13],\"hp\":{\"average\":22,\"formula\":\"4d6 + 8\"},\"speed\":{\"walk\":20},\"str\":8,\"dex\":16,\"con\":14,\"int\":8,\"wis\":12,\"cha\":4,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"languages\":[\"Tosculi\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Crowd Tactics\",\"entries\":[\"The tosculi can share its space with up to one other tosculi. While sharing its space with one other tosculi, it has advantage on attack rolls against a creature if the other tosculi in its space isn't {@condition incapacitated}.\"]},{\"name\":\"Glide\",\"entries\":[\"The tosculi can extend its vestigial wings while falling to slow its rate of descent to 60 feet per round, landing on its feet and taking no falling damage. It can move up to 5 feet horizontally for every 1 foot it falls. The tosculi can't gain height with its wings alone. If subjected to a strong wind or lift of any kind, it can use the updraft to glide farther.\"]},{\"name\":\"Hive Sense\",\"entries\":[\"The tosculi can pinpoint the location of its hive queen when she is within 300 feet of it, and it can sense the general direction and distance to the hive where its queen makes her home.\"]}],\"action\":[{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) slashing damage.\"]}],\"environment\":[\"desert\",\"underdark\"],\"senseTags\":[\"D\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Tosculi Elite Bow Raider\",\"source\":\"ToB1-2023\",\"page\":366,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"tosculi\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[17],\"hp\":{\"average\":97,\"formula\":\"13d8 + 39\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":14,\"dex\":24,\"con\":17,\"int\":12,\"wis\":14,\"cha\":12,\"skill\":{\"perception\":\"+5\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"languages\":[\"Common\",\"Infernal\",\"Tosculi\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Archer\",\"entries\":[\"A ranged weapon deals one extra die of its damage when the tosculi hits with it (included in the attack).\"]},{\"name\":\"Hive Sense\",\"entries\":[\"The tosculi can pinpoint the location of its hive queen when she is within 300 feet of it, and it can sense the general direction and distance to the hive where its queen makes her home.\"]},{\"name\":\"Point Blank Hunter\",\"entries\":[\"When the tosculi makes a ranged attack with a bow, it doesn't have disadvantage on the attack roll from being within 5 feet of a hostile creature, though it may still have disadvantage from other sources.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The tosculi elite bow raider makes two Claw or Longbow attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}17 ({@damage 4d4 + 7}) slashing damage.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 10} to hit, range 150/600 ft., one target. {@h}16 ({@damage 2d8 + 7}) piercing damage.\"]}],\"bonus\":[{\"name\":\"Skirmisher\",\"entries\":[\"The tosculi takes the Dash or Disengage action.\"]}],\"environment\":[\"desert\",\"underdark\"],\"attachedItems\":[\"longbow|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"I\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Tosculi Hive Queen\",\"source\":\"ToB1-2023\",\"page\":366,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"L\",\"E\"],\"ac\":[17],\"hp\":{\"average\":189,\"formula\":\"18d10 + 90\"},\"speed\":{\"walk\":40,\"fly\":60},\"str\":17,\"dex\":24,\"con\":20,\"int\":16,\"wis\":16,\"cha\":18,\"save\":{\"dex\":\"+11\",\"con\":\"+9\",\"wis\":\"+7\",\"cha\":\"+8\"},\"skill\":{\"perception\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":17,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"poisoned\"],\"languages\":[\"Common\",\"Deep Speech\",\"Gnoll\",\"Infernal\",\"telepathy 120 ft.\",\"Tosculi\"],\"cr\":\"12\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the hive queen fails a saving throw, she can choose to succeed instead.\"]},{\"name\":\"Hive's Heart\",\"entries\":[\"The hive queen knows the direction and distance to all members of her hive and the range of her telepathy extends to 20 miles when communicating with a member of her hive.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The tosculi hive queen makes four Scimitar attacks.\"]},{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d6 + 7}) slashing damage.\"]},{\"name\":\"Stinger\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one creature. {@h}22 ({@damage 6d4 + 7}) piercing damage, and the target must succeed on a {@dc 17} Constitution saving throw or be {@condition poisoned} for 1 minute. While {@condition poisoned} in this way, the target is also {@condition paralyzed}. A {@condition poisoned} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The hive queen's potent poison can be removed only by the {@spell greater restoration} spell or similar magic.\"]},{\"name\":\"Implant Egg\",\"entries\":[\"The hive queen implants an egg into an {@condition incapacitated} creature within 5 feet of her that isn't a Construct or Undead. Until the egg hatches or is removed, the creature is {@condition poisoned}, {@condition paralyzed}, and doesn't need to eat or drink. The egg hatches after 30 days, and the larval tosculi bursts out of the host, killing the host in the process. A creature can take its action to remove the egg by succeeding on a {@dc 20} Wisdom ({@skill Medicine}) check. Alternatively, a spell or effect that cures disease disintegrates the unhatched tosculi.\"]}],\"legendary\":[{\"name\":\"Flight\",\"entries\":[\"The hive queen flies up to half her flying speed without provoking opportunity attacks.\"]},{\"name\":\"Stinger (Costs 2 Actions)\",\"entries\":[\"The hive queen makes one Stinger attack.\"]},{\"name\":\"Glitter Dust (Costs 2 Actions)\",\"entries\":[\"The hive queen beats her wings and creates a cloud of glittering, golden particles. Each non-tosculi creature within 20 feet of her must succeed on a {@dc 17} Dexterity saving throw or be {@condition blinded} until the end of its next turn.\"]}],\"legendaryGroup\":{\"name\":\"Tosculi Hive Queen\",\"source\":\"ToB1-2023\"},\"environment\":[\"desert\",\"underdark\"],\"attachedItems\":[\"scimitar|phb\"],\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DS\",\"I\",\"OTH\",\"TP\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"DIS\",\"MLW\",\"MW\"],\"conditionInflict\":[\"blinded\",\"paralyzed\",\"poisoned\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tosculi Warrior\",\"source\":\"ToB1-2023\",\"page\":367,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"tosculi\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[15],\"hp\":{\"average\":58,\"formula\":\"9d6 + 27\"},\"speed\":{\"walk\":20,\"fly\":60},\"str\":12,\"dex\":20,\"con\":16,\"int\":10,\"wis\":12,\"cha\":12,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"languages\":[\"Tosculi\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Crowd Tactics\",\"entries\":[\"The tosculi can share its space with up to one other tosculi. While sharing its space with one other tosculi, it has advantage on attack rolls against a creature if the other tosculi in its space isn't {@condition incapacitated}.\"]},{\"name\":\"Hive Sense\",\"entries\":[\"The tosculi can pinpoint the location of its hive queen when she is within 300 feet of it, and it can sense the general direction and distance to the hive where its queen makes her home.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The tosculi warrior makes one Claw attack and one Stinger attack.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d4 + 5}) slashing damage.\"]},{\"name\":\"Stinger\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}10 ({@damage 2d4 + 5}) piercing damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 minute. While {@condition poisoned} in this way, the target is also {@condition paralyzed}. A {@condition poisoned} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Prepare Host\",\"entries\":[\"The tosculi extends the paralysis on a creature within 5 feet of it that was {@condition paralyzed} by a tosculi's Stinger attack. The {@condition paralyzed} target must succeed on a {@dc 13} Constitution saving throw or be {@condition paralyzed} for 8 hours and no longer makes saving throws to end the paralysis. The paralysis ends if the target takes damage while below half its hp maximum. Otherwise, a spell or effect that cures disease ends this paralysis.\"]}],\"environment\":[\"desert\",\"underdark\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"paralyzed\",\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Treacle\",\"source\":\"ToB1-2023\",\"page\":368,\"size\":[\"T\"],\"type\":\"ooze\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":22,\"formula\":\"4d4 + 12\"},\"speed\":{\"walk\":15,\"climb\":10},\"str\":4,\"dex\":15,\"con\":17,\"int\":1,\"wis\":1,\"cha\":10,\"skill\":{\"deception\":\"+4\"},\"senses\":[\"blindsight 120 ft. (blind beyond this radius)\"],\"passive\":5,\"cr\":\"1/4\",\"trait\":[{\"name\":\"Amorphous\",\"entries\":[\"The treacle can move through a space as narrow as 1 inch wide without squeezing.\"]},{\"name\":\"Mimicry\",\"entries\":[\"The treacle can mimic animal sounds. A creature that hears the sounds can tell they are imitations with a successful {@dc 14} Wisdom ({@skill Insight}) check.\"]}],\"action\":[{\"name\":\"Blood Drain\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}The treacle attaches to the target. While attached, the treacle can't attack, and at the start of each of the treacle's turns, the target loses 5 {@dice 2d4} hp due to blood loss. Each time the target loses hp in this way, it must succeed on a {@dc 14} Wisdom ({@skill Perception}) check to notice the treacle is attached and harming it, otherwise it is unaware the hp loss is from the treacle. A creature that loses hp in this way while below half its hp maximum automatically succeeds on this check.\",\"The attached treacle moves with the target whenever the target moves, requiring none of the treacle's movement. It can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the treacle.\"]}],\"reaction\":[{\"name\":\"Mimic Innocence\",\"entries\":[\"When a creature the treacle can see moves within 120 feet of it, the treacle squishes, stretches, and molds its body into the shape of a Tiny Beast or object the creature finds least threatening, such as an injured rabbit or a long-lost toy. The treacle's body takes on most of the coloration of the desired shape, but some part of it is always white, pale, or pearlescent. Regardless of the shape, the treacle's flesh doesn't change and is soft and plush to the touch. The treacle can maintain this shape for up to 8 hours or until another creature it can see moves within 120 feet of it.\"]}],\"environment\":[\"farmland\",\"urban\"],\"traitTags\":[\"Amorphous\",\"Mimicry\"],\"senseTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Trollkin Reaver\",\"source\":\"ToB1-2023\",\"page\":371,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"trollkin\"]},\"alignment\":[\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item hide armor|PHB}\"]}],\"hp\":{\"average\":82,\"formula\":\"11d8 + 33\"},\"speed\":{\"walk\":30},\"str\":19,\"dex\":13,\"con\":16,\"int\":11,\"wis\":12,\"cha\":13,\"save\":{\"con\":\"+5\"},\"skill\":{\"intimidation\":\"+5\",\"survival\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"languages\":[\"Common\",\"Trollkin\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Regeneration\",\"entries\":[\"The trollkin reaver regains 5 hp at the start of its turn. If the trollkin takes acid or fire damage, this trait doesn't function at the start of the trollkin's next turn. The trollkin dies if it starts its turn with 0 hp and doesn't regenerate.\"]},{\"name\":\"Thick Hide\",\"entries\":[\"The trollkin reaver's skin is thick and tough, granting it a +1 bonus to Armor Class. This bonus is already factored into the trollkin's AC.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The trollkin raider makes one Bite attack and two Claw attacks, or it makes three Handaxe attacks. It can replace one Claw attack with a Battleaxe attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) slashing damage.\"]},{\"name\":\"Battleaxe\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands.\"]},{\"name\":\"Handaxe\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage.\"]},{\"name\":\"Howl of Battle {@recharge}\",\"entries\":[\"The trollkin reaver howls a battle cry at up to three friendly creatures it can see within 30 feet of it. Each target can make one weapon attack as a reaction and has advantage on the attack roll.\"]}],\"environment\":[\"any\"],\"attachedItems\":[\"battleaxe|phb\",\"handaxe|phb\"],\"traitTags\":[\"Regeneration\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tusked Skyfish\",\"source\":\"ToB1-2023\",\"page\":372,\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":102,\"formula\":\"12d10 + 36\"},\"speed\":{\"walk\":5,\"fly\":{\"number\":20,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":19,\"dex\":12,\"con\":17,\"int\":3,\"wis\":14,\"cha\":10,\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"immune\":[\"lightning\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Electrified Tendrils\",\"entries\":[\"A creature that touches the skyfish or hits it with a melee attack while within 5 feet of it takes 3 ({@damage 1d6}) lightning damage. In addition, a creature that starts its turn beneath the skyfish while the skyfish is hovering takes 3 ({@damage 1d6}) lightning damage, provided the creature is within 15 feet of the skyfish.\"]},{\"name\":\"Mobile Grappler\",\"entries\":[\"While grappling a creature, the tusked skyfish can move at its full speed, carrying the {@condition grappled} creature along with it.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The tusked skyfish makes one Gore attack and one Electrified Tentacles attack.\"]},{\"name\":\"Gore\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage.\"]},{\"name\":\"Electrified Tentacles\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one creature. {@h}14 ({@damage 3d6 + 4}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 13}) if it is a Medium or smaller creature. Until this grapple ends, the target is {@condition restrained} and takes 14 ({@damage 4d6}) lightning damage at the start of each of its turns, and the skyfish can't use its Electrified Tentacles on another target.\"]},{\"name\":\"Stench Spray {@recharge 5}\",\"entries\":[\"The tusked skyfish sprays foul‑smelling liquid in a 20-foot line that is 5 feet wide. Each creature in that line must make a {@dc 13} Constitution saving throw. On a failure, a creature takes 21 ({@damage 6d6}) poison damage and is {@condition poisoned} for 1 minute. On a success, a creature takes half the damage and isn't {@condition poisoned}. If the saving throw fails by 5 or more, the creature falls {@condition unconscious} while {@condition poisoned} in this way. The {@condition unconscious} creature wakes up if it takes damage or if another creature takes an action to shake it awake. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"desert\",\"grassland\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"I\",\"L\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"poisoned\",\"restrained\",\"unconscious\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Umbral Vampire\",\"source\":\"ToB1-2023\",\"page\":382,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"ac\":[14],\"hp\":{\"average\":84,\"formula\":\"13d8 + 26\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":1,\"dex\":18,\"con\":15,\"int\":14,\"wis\":14,\"cha\":19,\"save\":{\"dex\":\"+7\",\"cha\":\"+7\"},\"skill\":{\"perception\":\"+5\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"resist\":[\"acid\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"cold\",\"necrotic\",\"poison\"],\"conditionImmune\":[\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"Common\",\"Umbral\",\"Void Speech\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Incorporeal Movement\",\"entries\":[\"The umbral vampire can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the umbral vampire has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]},{\"name\":\"Undead Nature\",\"entries\":[\"The umbral vampire doesn't require air.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The umbral vampire can use its Umbral Grasp. It then makes two Shadow Touch attacks.\"]},{\"name\":\"Shadow Touch\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}17 ({@damage 3d8 + 4}) necrotic damage, and the target's Strength score is reduced by {@dice 1d4}. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. A non-evil Humanoid slain by this attack rises 24 hours later as a shadow under the vampire's control, unless the Humanoid is restored to life. The vampire can have no more than five shadows under its control at one time.\"]},{\"name\":\"Umbral Grasp\",\"entries\":[\"The umbral vampire sends a giant hand of shadow to grab one creature it can see that is in dim light or darkness within 30 feet of it. The target must succeed on a {@dc 15} Dexterity saving throw or be {@condition restrained} by wisps of magical shadow for 1 minute. While {@condition restrained}, the target takes 9 ({@damage 2d8}) necrotic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The umbral vampire can have no more than two creatures {@condition restrained} by its Umbral Grasp at a time.\"]}],\"bonus\":[{\"name\":\"Shadow Stealth\",\"entries\":[\"While in dim light or darkness, the umbral vampire takes the Hide action.\"]}],\"environment\":[\"planar\",\"urban\"],\"traitTags\":[\"Incorporeal Movement\",\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"N\",\"O\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"restrained\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Uraeus\",\"source\":\"ToB1-2023\",\"page\":373,\"size\":[\"T\"],\"type\":\"celestial\",\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":40,\"formula\":\"9d4 + 18\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":6,\"dex\":15,\"con\":14,\"int\":10,\"wis\":14,\"cha\":9,\"save\":{\"wis\":\"+4\",\"cha\":\"+1\"},\"skill\":{\"perception\":\"+4\"},\"senses\":[\"blindsight 10 ft.\"],\"passive\":14,\"resist\":[\"radiant\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"understands Celestial and Common but can't speak\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Flyby\",\"entries\":[\"The uraeus doesn't provoke opportunity attacks when it flies out of an enemy's reach.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The uraeus has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage plus 9 ({@damage 2d8}) poison damage, and the target must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} for 1 minute. While {@condition poisoned}, the target takes 3 ({@damage 1d6}) fire damage at the start of each of its turns. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Spit Fire\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 20/60 ft., one target. {@h}16 ({@damage 4d6 + 2}) fire damage.\"]},{\"name\":\"Searing Breath {@recharge 5}\",\"entries\":[\"The uraeus exhales a 15-foot cone of fire. Each creature in the area must make a {@dc 12} Dexterity saving throw, taking 10 ({@damage 3d6}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"bonus\":[{\"name\":\"Ward Bond\",\"entries\":[\"The uraeus forms a magical bond with a willing creature within 5 feet of it. While bonded, the uraeus and its ward know the distance and direction to each other and the general state of each other's health, even if the two are on different planes of existence. The bond lasts until the uraeus or its ward dies, until the uraeus ends it as a bonus action, or until the uraeus uses this bonus action to create a bond with another creature.\"]}],\"reaction\":[{\"name\":\"Bonded Savior\",\"entries\":[\"When the uraeus's bonded ward takes damage, the uraeus prevents the ward from taking the damage and loses hp equal to that amount instead, regardless of the type of damage dealt.\"]}],\"environment\":[\"any\",\"planar\"],\"traitTags\":[\"Flyby\",\"Magic Resistance\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"C\",\"CE\",\"CS\"],\"damageTags\":[\"F\",\"I\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Urochar\",\"source\":\"ToB1-2023\",\"page\":374,\"size\":[\"H\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":256,\"formula\":\"19d12 + 133\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":24,\"dex\":15,\"con\":24,\"int\":14,\"wis\":14,\"cha\":20,\"save\":{\"dex\":\"+8\",\"con\":\"+13\",\"wis\":\"+8\",\"cha\":\"+11\"},\"skill\":{\"perception\":\"+8\",\"stealth\":\"+8\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":18,\"resist\":[\"cold\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"immune\":[\"thunder\"],\"conditionImmune\":[\"frightened\"],\"languages\":[\"understands Darakhul and Void Speech but can't speak\"],\"cr\":\"17\",\"trait\":[{\"name\":\"Mind-Rending Death\",\"entries\":[\"When the urochar dies, it releases all the fear it consumed in its lifetime in a single, mind-rending wave. Each creature within 30 feet of it must succeed on a {@dc 19} Charisma saving throw or be {@condition frightened} for 1 minute. A {@condition frightened} creature takes 14 ({@damage 4d6}) psychic damage at the start of each of its turns. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Rubbery Body\",\"entries\":[\"The urochar's body is rubbery with few bones, allowing it to easily move through any opening large enough for a Medium creature. It can squeeze through any opening large enough for a Small creature. The urochar's destination must still have suitable room to accommodate its volume.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The urochar can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The urochar can use its Paralyzing Gaze. It then makes four Tentacle attacks.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 20 ft., one target. {@h}25 ({@damage 4d8 + 7}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 19}) if it is a Large or smaller creature. Until this grapple ends, the target is {@condition restrained}. The urochar has four tentacles, each can grapple only one target.\"]},{\"name\":\"Paralyzing Gaze\",\"entries\":[\"The urochar turns its eerie gaze upon one creature it can see within 60 feet of it. The target must succeed on a {@dc 19} Wisdom saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the urochar's Paralyzing Gaze for the next 24 hours.\"]},{\"name\":\"Strangling Grasp\",\"entries\":[\"Each creature {@condition grappled} by the urochar must make a {@dc 19} Strength saving throw. On a failure, a creature takes 36 ({@damage 8d8}) bludgeoning damage and can't breathe until the grapple ends. On a success, a creature takes half the damage and can still breathe.\"]}],\"reaction\":[{\"name\":\"Hidden Step\",\"entries\":[\"The urochar magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see and takes the Hide action. Grappled creatures are no longer {@condition grappled} and don't teleport with it.\"]}],\"environment\":[\"underdark\"],\"traitTags\":[\"Spider Climb\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"B\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"grappled\",\"paralyzed\",\"restrained\"],\"savingThrowForced\":[\"charisma\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ushabti\",\"source\":\"ToB1-2023\",\"page\":376,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":119,\"formula\":\"14d8 + 56\"},\"speed\":{\"walk\":40},\"str\":14,\"dex\":20,\"con\":18,\"int\":6,\"wis\":11,\"cha\":6,\"save\":{\"wis\":\"+3\",\"cha\":\"+1\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Construct Nature\",\"entries\":[\"The ushabti doesn't require air, food, drink, or sleep.\"]},{\"name\":\"False Appearance\",\"entries\":[\"While the ushabti is motionless, it is indistinguishable from a normal funerary statue.\"]},{\"name\":\"Immutable Form\",\"entries\":[\"The ushabti is immune to spells and effects that would alter its form.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The ushabti has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Necrotic Weapons\",\"entries\":[\"The ushabti's weapon attacks are magical. When the ushabti hits with any weapon, the weapon deals an extra ({@dice 3d8}) necrotic damage (included in the attack).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The ushabti makes two Nabboot attacks.\"]},{\"name\":\"Nabboot\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage plus 13 ({@damage 3d8}) necrotic damage. If the target is a creature, it must succeed on a {@dc 16} Constitution saving throw or be cursed with tomb taint. The cursed target's speed is halved, and its hp maximum decreases by 3 ({@dice 1d6}) for every 24 hours that elapse. If the curse reduces the target's hp maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the {@spell remove curse} spell or comparable magic.\"]},{\"name\":\"Serpentine Armlets (1/Day)\",\"entries\":[\"The ushabti commands its armlets to drop to the floor and transform into two giant, poisonous snakes. The snakes act as allies of the ushabti and obey its spoken commands. The snakes remain for 1 hour, until the ushabti dies, or until the ushabti dismisses one or both of them as a bonus action. When the snakes disappear, they become wisps of smoke and reform as armlets around the ushabti's arms.\"]}],\"reaction\":[{\"name\":\"Telekinesis\",\"entries\":[\"One creature the ushabti can see within 60 feet of it must succeed on a {@dc 16} Strength saving throw or the ushabti moves the creature up to 30 feet in any direction (including upward). The target is {@condition restrained} until the start of the ushabti's next turn.\"]}],\"environment\":[\"desert\",\"underdark\",\"urban\"],\"traitTags\":[\"False Appearance\",\"Immutable Form\",\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"B\",\"N\"],\"miscTags\":[\"CUR\",\"MW\"],\"conditionInflict\":[\"restrained\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ushabti Royal Guard\",\"source\":\"ToB1-2023\",\"page\":377,\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":168,\"formula\":\"16d10 + 80\"},\"speed\":{\"walk\":30},\"str\":22,\"dex\":16,\"con\":20,\"int\":11,\"wis\":19,\"cha\":9,\"save\":{\"wis\":\"+9\",\"cha\":\"+4\"},\"skill\":{\"arcana\":\"+5\",\"history\":\"+5\",\"perception\":\"+9\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":19,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"14\",\"trait\":[{\"name\":\"Construct Nature\",\"entries\":[\"The ushabti doesn't require air, food, drink, or sleep.\"]},{\"name\":\"False Appearance\",\"entries\":[\"While the ushabti is motionless, it is indistinguishable from a normal funerary statue.\"]},{\"name\":\"Healing Leech\",\"entries\":[\"If a creature within 30 feet of the ushabti regains hp from a spell or magical effect, the creature regains only half the amount and the ushabti regains the other half.\"]},{\"name\":\"Immutable Form\",\"entries\":[\"The ushabti is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the ushabti fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The ushabti has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Necrotic Weapons\",\"entries\":[\"The ushabti's weapon attacks are magical. When the ushabti hits with any weapon, the weapon deals an extra ({@dice 2d8}) necrotic damage (included in the attack).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The ushabti can use its Breath-Stealing Presence. It then makes two Khopesh attacks and one Medjai's Scepter attack.\"]},{\"name\":\"Khopesh\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage plus 9 ({@damage 2d8}) necrotic damage.\"]},{\"name\":\"Medjai's Scepter\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d8 + 6}) bludgeoning damage plus 9 ({@damage 2d8}) necrotic damage.\"]},{\"name\":\"Breath-Stealing Presence\",\"entries\":[\"Each creature of the ushabti's choice within 30 feet of the ushabti and aware of it must succeed on a {@dc 18} Constitution saving throw or take 9 ({@damage 2d8}) necrotic damage and be unable to speak or breathe for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the ushabti's Breath‑Stealing Presence for the next 24 hours.\"]},{\"name\":\"Enervating Surge {@recharge 5}\",\"entries\":[\"The ushabti emits waves of necrotic energy. Each creature within 30 feet of the ushabti must make a {@dc 18} Constitution saving throw, taking 49 ({@damage 11d8}) necrotic damage on a failed save, or half as much damage on a successful one. A creature that can't breathe because of the ushabti's Breath‑Stealing Presence has disadvantage on the saving throw. If the saving throw fails by 5 or more, the creature also suffers one level of {@condition exhaustion}. A Humanoid slain by this effect rises {@dice 1d4} hours later as a mummy under the ushabti's control, unless the Humanoid is restored to life or its body is destroyed. The ushabti can have no more than five mummies under its control at one time.\"]}],\"reaction\":[{\"name\":\"Sudden Strike\",\"entries\":[\"When a creature more than 5 feet away from the ushabti moves to a space within 5 feet of the ushabti, the ushabti can make one Khopesh attack against it.\"]}],\"legendary\":[{\"name\":\"Move\",\"entries\":[\"The ushabti moves up to its speed without provoking opportunity attacks.\"]},{\"name\":\"Medjai's Scepter (Costs 2 Actions)\",\"entries\":[\"The ushabti makes one Medjai's Scepter attack.\"]},{\"name\":\"Telekinesis (Costs 2 Actions)\",\"entries\":[\"Up to two creatures the ushabti can see within 60 feet of it must succeed on a {@dc 18} Strength saving throw or the ushabti moves the creature up to 30 feet in any direction (including upward). A moved target is then {@condition restrained} until the start of the ushabti's next turn.\"]}],\"environment\":[\"desert\",\"underdark\",\"urban\"],\"traitTags\":[\"False Appearance\",\"Immutable Form\",\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"B\",\"N\",\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"exhaustion\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Valkyrie\",\"source\":\"ToB1-2023\",\"page\":379,\"size\":[\"M\"],\"type\":\"celestial\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item chain mail|PHB}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":150,\"formula\":\"20d8 + 60\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":18,\"dex\":18,\"con\":16,\"int\":12,\"wis\":19,\"cha\":18,\"save\":{\"con\":\"+7\",\"int\":\"+5\",\"wis\":\"+8\",\"cha\":\"+8\"},\"skill\":{\"perception\":\"+8\"},\"senses\":[\"truesight 60 ft.\"],\"passive\":18,\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"thunder\"],\"immune\":[\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"frightened\",\"poisoned\"],\"languages\":[\"all\",\"telepathy 60 ft.\"],\"cr\":\"11\",\"trait\":[{\"name\":\"Aura of Valor\",\"entries\":[\"Friendly creatures wielding weapons within 30 feet of the valkyrie have advantage on weapon attack rolls and ability checks. At the start of each of its turns, the valkyrie can choose to exclude any number of friendly creatures from this aura (no action required).\"]},{\"name\":\"Immortal Nature\",\"entries\":[\"The valkyrie doesn't require food, drink, or sleep.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The valkyrie has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Radiant Weapons\",\"entries\":[\"The valkyrie's weapon attacks are magical. When it hits with any weapon, the weapon deals an extra 16 ({@damage 3d10}) radiant damage (included in the attack).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The valkyrie can use its Gaze of Doom. It then makes two Longsword attacks and one Spear attack, or it makes three Radiant Bolt attacks.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands, plus 16 ({@damage 3d10}) radiant damage.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 8} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, or 8 ({@damage 1d8 + 4}) piercing damage if used with two hands to make a melee attack, plus 16 ({@damage 3d10}) radiant damage.\"]},{\"name\":\"Radiant Bolt\",\"entries\":[\"{@atk rs} {@hit 8} to hit, range 120 ft., one target. {@h}26 ({@damage 4d10 + 4}) radiant damage.\"]},{\"name\":\"Gaze of Doom\",\"entries\":[\"The valkyrie's gaze foretells a doomed fate for one creature the valkyrie can see within 60 feet of it. The target must succeed on a {@dc 16} Wisdom saving throw or be {@condition frightened} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Healing Touch (4/Day)\",\"entries\":[\"The valkyrie touches another creature. The target magically regains 21 {@dice 6d6} hp and is freed from any curse, disease, poison, blindness, or deafness.\"]}],\"reaction\":[{\"name\":\"Ascension\",\"entries\":[\"When a friendly creature the valkyrie can see and within its Aura of Valor is reduced to 0 hp while engaged in melee combat, the valkyrie can reincarnate the creature as a gladiator. If the gladiator reduces at least three creatures to 0 hp within 1 minute of its reincarnation, it transforms into an einherjar. The valkyrie can provide ascension to up to two creatures each hour with this reaction.\"]}],\"environment\":[\"any\",\"planar\"],\"attachedItems\":[\"longsword|phb\",\"spear|phb\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"P\",\"R\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Vapor Lynx\",\"source\":\"ToB1-2023\",\"page\":383,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"N\"],\"ac\":[14],\"hp\":{\"average\":127,\"formula\":\"15d10 + 45\"},\"speed\":{\"walk\":50,\"climb\":30},\"str\":15,\"dex\":18,\"con\":16,\"int\":10,\"wis\":13,\"cha\":14,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Common\",\"Sylvan\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Fog Flow\",\"entries\":[\"While in fog or mist, the vapor lynx can move through a space as narrow at 1 inch wide without squeezing, provided the fog or mist is flowing through the space.\"]},{\"name\":\"Hazesight\",\"entries\":[\"The vapor lynx can see through areas obscured by fog, mist, and steam without penalty.\"]},{\"name\":\"Swamp Walk\",\"entries\":[\"Difficult terrain composed of mud, shallow water, and water plants doesn't cost the vapor lynx extra movement.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The vapor lynx makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage.\"]},{\"name\":\"Poison Breath {@recharge 5}\",\"entries\":[\"The vapor lynx exhales poisonous fog in a 20-foot radius centered on itself. The fog spreads around corners, and its area is heavily obscured. Each creature in the area must make a {@dc 14} Constitution saving throw. On a failure, a creature takes 28 ({@damage 8d6}) poison damage and is {@condition poisoned} until the end of its next turn. On a success, a creature takes half the damage and isn't {@condition poisoned}. The fog lasts for 1 minute. A creature that starts its turn in the fog or enters the fog for the first time on a turn must succeed on a {@dc 14} Constitution saving throw or be {@condition poisoned} until the end of its next turn.\"]}],\"bonus\":[{\"name\":\"Fog Step\",\"entries\":[\"The vapor lynx teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. The origin and destination spaces must contain fog.\"]}],\"environment\":[\"swamp\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Venomous Mummy\",\"source\":\"ToB1-2023\",\"page\":279,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":11,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":58,\"formula\":\"9d8 + 18\"},\"speed\":{\"walk\":20},\"str\":16,\"dex\":8,\"con\":15,\"int\":7,\"wis\":10,\"cha\":14,\"save\":{\"wis\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"vulnerable\":[\"fire\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Toxic Smoke\",\"entries\":[\"If the venomous mummy takes fire damage, each creature within 10 feet of it must make a {@dc 12} Constitution saving throw as its venom-soaked wraps emit a poisonous smoke. On a failure, a creature takes 7 ({@damage 2d6}) poison damage and is {@condition poisoned} until the end of its next turn. On a success, a creature takes half the damage and isn't {@condition poisoned}. The smoke fills a 10-foot-radius sphere centered on the mummy. The sphere spreads around corners, and its area is lightly obscured. It lasts until the end of the mummy's next turn. A creature that enters the cloud for the first time on a turn or starts its turn there is {@condition poisoned} until the end of its next turn.\"]},{\"name\":\"Venom-Soaked Wraps\",\"entries\":[\"A creature that touches the mummy or hits it with a melee attack while within 5 feet of it takes 3 ({@damage 1d6}) poison damage.\"]},{\"name\":\"Undead Nature\",\"entries\":[\"The venomous mummy doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Venomous Fist\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage plus 10 ({@damage 3d6}) poison damage. If the target is a creature, it must succeed on a {@dc 12} Constitution saving throw or be cursed. Every 24 hours that elapse, the cursed target must succeed on a {@dc 12} Constitution saving throw or take 7 ({@damage 2d6}) poison damage, and its hp maximum is reduced by that amount. This reduction lasts until the target finishes a long rest after the curse is removed. The target dies if this effect reduces its hp maximum to 0. The curse lasts until removed by the {@spell remove curse} spell or similar magic.\"]}],\"environment\":[\"desert\"],\"senseTags\":[\"D\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"B\",\"I\"],\"miscTags\":[\"AOE\",\"CUR\",\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Vesiculosa\",\"source\":\"ToB1-2023\",\"page\":385,\"size\":[\"G\"],\"type\":\"plant\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":232,\"formula\":\"16d20 + 64\"},\"speed\":{\"walk\":0,\"burrow\":20},\"str\":20,\"dex\":15,\"con\":19,\"int\":2,\"wis\":14,\"cha\":2,\"skill\":{\"perception\":\"+6\"},\"senses\":[\"tremorsense 60 ft.\"],\"passive\":16,\"resist\":[\"bludgeoning\",\"fire\",\"piercing\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"frightened\",\"prone\"],\"cr\":\"11\",\"trait\":[{\"name\":\"Oasis Appearance\",\"entries\":[\"While the vesiculosa remains motionless and partially submerged on the surface of sand or soil, it is indistinguishable from a small oasis or pond. The vesiculosa's pitcher produces enough water for plants to grow around it, provided the vesiculosa remains in the area for an extended period of time. A creature that eats a fruit from a plant growing in the vesiculosa's water is affected by the Sweet Water trait as if it drank the water.\"]},{\"name\":\"Sweet Fragrance\",\"entries\":[\"When a creature that can smell the vesiculosa's sweet fragrance starts its turn within 30 feet of the vesiculosa, the creature must succeed on a {@dc 16} Wisdom saving throw or be {@condition charmed} for 1 minute. While {@condition charmed}, the creature must move on its turn toward the vesiculosa by the safest available route to get within 5 feet of the plant and drink its water. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the vesiculosa's Sweet Fragrance for the next 24 hours.\"]},{\"name\":\"Sweet Water\",\"entries\":[\"A creature that drinks water from the vesiculosa's pitcher regains 5 {@dice 2d4} hp, reduces its {@condition exhaustion} level by 1, and must succeed on a {@dc 16} Constitution saving throw or fall {@condition unconscious} for 10 minutes. An {@condition unconscious} creature wakes up if it takes damage or if another creature takes an action to shake it awake. Drinking the water provides a creature enough nourishment to sustain it for one day.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The vesiculosa makes four Root or Spit Sweet Water attacks.\"]},{\"name\":\"Root\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one creature. {@h}18 ({@damage 3d8 + 5}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 16}). Until the grapple ends, the target is {@condition restrained}. The vesiculosa has four roots, each of which can grapple only one target.\"]},{\"name\":\"Spit Sweet Water\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 20/60 ft., one creature. {@h}18 ({@damage 3d10 + 2}) bludgeoning damage, and the target must succeed on a {@dc 16} Constitution saving throw or fall {@condition unconscious} for 1 minute. The target wakes up if it takes damage or if another creature takes an action to shake it awake.\"]}],\"bonus\":[{\"name\":\"Bury\",\"entries\":[\"One creature {@condition grappled} by the vesiculosa is knocked {@condition prone}, dragged into the ground, and buried just below the surface, ending the grapple. The buried creature is {@condition restrained} and unable to breathe or stand up. A creature, including the buried creature, can take its action to free the buried creature by succeeding on a {@dc 16} Strength check. This bonus action doesn't wake a creature that is {@condition unconscious} from the vesiculosa's Sweet Water trait or Spit Sweet Water action.\"]}],\"environment\":[\"desert\"],\"senseTags\":[\"T\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"charmed\",\"grappled\",\"prone\",\"restrained\",\"unconscious\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Vila\",\"source\":\"ToB1-2023\",\"page\":386,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"L\",\"N\"],\"ac\":[15],\"hp\":{\"average\":77,\"formula\":\"14d8 + 14\"},\"speed\":{\"walk\":30},\"initiative\":{\"advantageMode\":\"adv\"},\"str\":12,\"dex\":20,\"con\":13,\"int\":11,\"wis\":14,\"cha\":16,\"save\":{\"con\":\"+4\",\"wis\":\"+5\",\"cha\":\"+6\"},\"skill\":{\"animal handling\":\"+8\",\"insight\":\"+5\",\"intimidation\":\"+6\",\"perception\":\"+8\",\"stealth\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":18,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"languages\":[\"Common\",\"Sylvan\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Forest's Defender\",\"entries\":[\"Difficult terrain composed of nonmagical plants doesn't cost the vila extra movement, and it can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, while in forested terrain, the vila has advantage on initiative rolls.\"]},{\"name\":\"Poisoned Weapons\",\"entries\":[\"The vila's weapons are coated with a magical poison harvest from the forest. When the vila hits with any weapon, the weapon deals an extra {@damage 2d6} poison damage (included in the attack).\"]},{\"name\":\"Speak with Beasts\",\"entries\":[\"The vila can communicate with Beasts as if they shared a language.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The vila can use its Song of the Forest. It then makes two Shortsword or Shortbow attacks.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage plus 7 ({@damage 2d6}) poison damage.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 8} to hit, range 80/320 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage plus 7 ({@damage 2d6}) poison damage.\"]},{\"name\":\"Song of the Forest\",\"entries\":[\"The vila sings one of the following songs at up to three creatures it can see within 30 feet of it. Each target that can hear the song must succeed on a {@dc 14} Wisdom saving throw or suffer the song's effect.\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Ancient Lullaby\",\"entries\":[\"Each creature that fails the saving throw falls {@condition unconscious} for 1 minute. The {@condition unconscious} creature wakes up if it takes damage or if another creature takes an action to shake it awake.\"]},{\"type\":\"item\",\"name\":\"Fascinating Melody\",\"entries\":[\"Each creature that fails the saving throw is {@condition stunned} until the end of its next turn.\"]},{\"type\":\"item\",\"name\":\"Luckless Tune\",\"entries\":[\"Each creature that fails the saving throw has disadvantage on attack rolls and ability checks until the end of its next turn.\"]}]}]},{\"name\":\"Denizens of the Wilds (1/Day)\",\"entries\":[\"The vila magically calls {@dice 1d4} wolves or 1 wampus cat. The called creatures arrive in {@dice 1d4} rounds, acting as allies of the vila and obeying its spoken commands. The creatures remain for 1 hour, until the vila dies, or until the vila dismisses them as a bonus action.\"]}],\"environment\":[\"forest\"],\"attachedItems\":[\"shortbow|phb\",\"shortsword|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"conditionInflict\":[\"stunned\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Vile Barber\",\"source\":\"ToB1-2023\",\"page\":387,\"size\":[\"S\"],\"type\":\"fey\",\"alignment\":[\"C\",\"E\"],\"ac\":[14],\"hp\":{\"average\":35,\"formula\":\"10d6\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":18,\"con\":10,\"int\":10,\"wis\":8,\"cha\":10,\"skill\":{\"acrobatics\":\"+3\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"conditionImmune\":[\"frightened\"],\"languages\":[\"Common\",\"Goblin\",\"Sylvan\",\"Umbral\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Blood Frenzy\",\"entries\":[\"The vile barber has advantage on melee attack rolls against any creature that doesn't have all its hp.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The vile barber makes two Straight Razor attacks. If both attacks hit one creature, the target must succeed on a {@dc 14} Dexterity saving throw or lose 3 {@dice 1d6} hp at the start of each of its turns due to a bleeding wound. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any creature can take an action to stanch the wound with a successful {@dc 12} Wisdom ({@skill Medicine}) check. The wound also closes if the target receives magical healing.\"]},{\"name\":\"Straight Razor\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage. Instead of dealing damage, the vile barber can steal one item the target is wearing or carrying, provided the item weighs no more than 10 pounds, isn't a weapon, and isn't wrapped around or firmly attached to the target, such as a shirt or armor.\"]},{\"name\":\"Frightening Cut {@recharge 5}\",\"entries\":[\"The vile barber makes one Straight Razor attack against a creature it can see within 5 feet of it. If the attack hits and deals damage, the target takes an extra 7 ({@damage 2d6}) necrotic damage, and each creature that can see the attack within 15 feet of the target must succeed on a {@dc 14} Wisdom saving throw or be {@condition frightened} for 1 minute. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"bonus\":[{\"name\":\"Hidden Step\",\"entries\":[\"The vile barber magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see and takes the Hide action.\"]}],\"environment\":[\"planar\",\"urban\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GO\",\"S\"],\"damageTags\":[\"N\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Vine Lord\",\"source\":\"ToB1-2023\",\"page\":388,\"size\":[\"M\"],\"type\":\"plant\",\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":105,\"formula\":\"14d8 + 42\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":12,\"dex\":20,\"con\":16,\"int\":14,\"wis\":16,\"cha\":18,\"save\":{\"con\":\"+7\",\"wis\":\"+7\",\"cha\":\"+8\"},\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":13,\"vulnerable\":[\"fire\"],\"conditionImmune\":[\"blinded\",\"deafened\"],\"languages\":[\"Common\",\"Sylvan\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Green Regeneration\",\"entries\":[\"While in a forest, the vine lord regains 10 hp at the start of its turn if it hast at least 1 hp.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The vine lord has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Root Mind\",\"entries\":[\"The vine lord and the tendril puppets it has created are connected via a hive mind. The vine lord and its puppets can telepathically communicate with each other, provided the communicating creatures are within 1 mile of each other. In addition, while in a forest, the vine lord can't be surprised.\"]},{\"name\":\"Vine Seed\",\"entries\":[\"A creature infected with a vine lord's vine seed suffers near-constant pain as the seed takes root and spreads tendrils throughout its body. For the first 24 hours after infection, the creature has disadvantage on attack rolls and ability checks, as the pain from the spreading roots distracts it. Then, the seed becomes a disease, devouring the creature from the inside as it grows vines throughout the creature's body. Until the disease is cured, the infected creature can't regain hp, and its hp maximum decreases by 7 ({@dice 2d6}) for every 24 hours that elapse. This reduction lasts until the disease is cured. The creature dies if this disease reduces its hp maximum to 0.\",\"This potent disease can be cured only by the {@spell greater restoration} spell or similar magic. Alternatively, a creature can take 10 minutes and remove the growing seed from the infected creature within the first 24 hours of infection by succeeding on a {@dc 16} Wisdom ({@skill Medicine}) check. A Humanoid slain by this disease rises 24 hours later as a tendril puppet under the vine lord's control.\"]},{\"name\":\"Woodland Walk\",\"entries\":[\"Difficult terrain composed of plants doesn't cost the vine lord extra movement. In addition, it can pass through plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The vine lord makes one Tendril attack and two Thorned Slam attacks.\"]},{\"name\":\"Tendril\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d4 + 5}) slashing damage plus 7 ({@damage 2d6}) poison damage, and the target must succeed on a {@dc 16} Constitution saving throw or become infected with a vine seed (see the Vine Seed trait).\"]},{\"name\":\"Thorned Slam\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage plus 10 ({@damage 4d4}) piercing damage.\"]},{\"name\":\"Forest Protectors (1/Day)\",\"entries\":[\"The vine lord magically calls {@dice 1d4} awakened trees or tendril puppets, or it calls 1 Plant with a challenge rating of 4 or lower. The called creatures arrive in {@dice 1d4} rounds, acting as allies of the vine lord and obeying its spoken commands. The Plants remain for 1 hour, until the vine lord dies, or until the vine lord dismisses them as a bonus action.\"]}],\"environment\":[\"forest\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"B\",\"I\",\"P\",\"S\"],\"miscTags\":[\"DIS\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Vine Troll Skeleton\",\"source\":\"ToB1-2023\",\"page\":330,\"size\":[\"L\"],\"type\":\"undead\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":153,\"formula\":\"18d10 + 54\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":12,\"con\":16,\"int\":6,\"wis\":8,\"cha\":5,\"save\":{\"con\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"deafened\",\"exhaustion\",\"poisoned\"],\"languages\":[\"understands all languages it knew in life but can't speak\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Regeneration\",\"entries\":[\"The vine troll skeleton regains 5 hp at the start of its turn. If the skeleton takes acid or fire damage, this trait doesn't function at the start of the skeleton's next turn. The skeleton dies only if it starts its turn with 0 hp and doesn't regenerate or if its bound tree is destroyed (see Tree Bound trait).\"]},{\"name\":\"Tree Bound\",\"entries\":[\"The vine troll skeleton is magically bound to a duskthorn dryad, tree, or treant, and the skeleton must stay within 1 mile of it. If the skeleton's bound duskthorn dryad, tree, or treant dies, the skeleton is immediately destroyed and doesn't regenerate.\"]},{\"name\":\"Undead Nature\",\"entries\":[\"The vine troll skeleton doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The skeleton makes one Bite attack and two Claw attacks, or it makes three Poisoned Thorn attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}21 ({@damage 3d10 + 5}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}19 ({@damage 4d6 + 5}) slashing damage.\"]},{\"name\":\"Poisoned Thorn\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 20/60 ft., one target. {@h}8 ({@damage 2d6 + 1}) piercing damage plus 10 ({@damage 3d6}) poison damage.\"]}],\"environment\":[\"forest\"],\"traitTags\":[\"Regeneration\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"LF\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"miscTags\":[\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Void Dragon Wyrmling\",\"source\":\"ToB1-2023\",\"page\":131,\"size\":[\"M\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":45,\"formula\":\"6d8 + 18\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":60,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":16,\"dex\":10,\"con\":17,\"int\":12,\"wis\":9,\"cha\":17,\"save\":{\"dex\":\"+2\",\"con\":\"+5\",\"wis\":\"+1\",\"cha\":\"+5\"},\"skill\":{\"perception\":\"+3\",\"stealth\":\"+2\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 60 ft.\"],\"passive\":13,\"immune\":[\"cold\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common\",\"Draconic\",\"Void Speech\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Chill of the Void\",\"entries\":[\"Creatures with resistance to cold damage don't have resistance to the cold damage dealt by the Void dragon. A creature with immunity to cold damage is still immune to the dragon's cold damage.\"]},{\"name\":\"Expert Void Traveler\",\"entries\":[\"The Void dragon doesn't require air, food, drink, sleep, or ambient pressure. While traveling in the Void, the dragon magically glides on solar winds, covering immense distances in short times.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage plus 3 ({@damage 1d6}) cold damage.\"]},{\"name\":\"Breath Weapons {@recharge 5}\",\"entries\":[\"The dragon uses one of the following breath weapons.\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Gravitic Breath\",\"entries\":[\"The dragon exhales localized gravity in a 15‑foot cube, originating from the dragon. When a creature ends a fall in the cube, it takes {@damage 1d10} bludgeoning damage for every 10 feet it fell, to a maximum of {@dice 20d10}. A creature that enters the cube for the first time on a turn or starts its turn there must make a {@dc 13} Dexterity saving throw. On a failure, the creature is {@condition restrained}. On a success, the creature's speed is halved as long as it remains in the cube. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The cube lasts until the start of the dragon's next turn.\"]},{\"type\":\"item\",\"name\":\"Stellar Breath\",\"entries\":[\"The dragon exhales star fire in a 15-foot cone. Each creature in that area must make a {@dc 13} Dexterity saving throw, taking 10 ({@damage 3d6}) fire damage and 10 ({@damage 3d6}) radiant damage on a failed save, or half as much damage on a successful one.\"]}]}]}],\"reaction\":[{\"name\":\"Void Twist\",\"entries\":[\"The dragon adds 2 to its AC against one attack that would hit it, as it twists reality to open a small rift in space to protect itself. To do so, the dragon must be able to see the attacker.\"]}],\"environment\":[\"planar\"],\"dragonAge\":\"wyrmling\",\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"C\",\"F\",\"P\",\"R\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"restrained\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Voidling\",\"source\":\"ToB1-2023\",\"page\":390,\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"ac\":[15],\"hp\":{\"average\":180,\"formula\":\"24d10 + 48\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":50,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":15,\"dex\":21,\"con\":15,\"int\":14,\"wis\":16,\"cha\":10,\"save\":{\"con\":\"+6\",\"int\":\"+6\",\"wis\":\"+7\",\"cha\":\"+4\"},\"skill\":{\"stealth\":\"+9\"},\"senses\":[\"truesight 60 ft.\"],\"passive\":13,\"immune\":[\"necrotic\"],\"vulnerable\":[\"radiant\"],\"conditionImmune\":[\"exhaustion\",\"petrified\",\"prone\"],\"languages\":[\"telepathy 60 ft.\",\"Void Speech\"],\"cr\":\"11\",\"trait\":[{\"name\":\"Darkness Regeneration\",\"entries\":[\"While in an area of dim light or darkness, the voidling regains 5 hp at the start of its turn if it has at least 1 hp.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The voidling has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Void Traveler\",\"entries\":[\"The voidling doesn't require air, food, drink, sleep, or ambient pressure.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The voidling makes four Shadow Tendril or Necrotic Bolt attacks. If two Necrotic Bolt attacks hit one creature, the target must succeed on a {@dc 17} Wisdom saving throw or be {@condition frightened} until the end of its next turn.\"]},{\"name\":\"Shadow Tendril\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d6 + 5}) bludgeoning damage plus 10 ({@damage 3d6}) necrotic damage.\"]},{\"name\":\"Necrotic Bolt\",\"entries\":[\"{@atk rs} {@hit 7} to hit, range 120 ft., one target. {@h}17 ({@damage 4d6 + 3}) necrotic damage.\"]},{\"name\":\"Shadow's Grasp {@recharge 5}\",\"entries\":[\"The voidling releases a wave of small, grasping tendrils of shadow. Each creature within 20 feet of it must make a {@dc 17} Dexterity saving throw. On a failure, a creature takes 49 ({@damage 14d6}) necrotic damage and is {@condition restrained} by tendrils of shadow for 1 minute. On a success, a creature takes half the damage and isn't {@condition restrained}. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"planar\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\"],\"damageTags\":[\"B\",\"N\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"restrained\"],\"savingThrowForced\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Volguloth\",\"source\":\"ToB1-2023\",\"page\":391,\"size\":[\"M\"],\"type\":\"fiend\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":78,\"formula\":\"12d8 + 24\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":16,\"dex\":15,\"con\":14,\"int\":12,\"wis\":13,\"cha\":11,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+6\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"acid\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Infernal\",\"telepathy 60 ft.\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Glide\",\"entries\":[\"The volguloth has draping skin that it can expand while falling to slow its rate of descent to 60 feet per round, landing on its feet and taking no falling damage. It can move up to 5 feet horizontally for every 1 foot it falls. The volguloth can't gain height with its expanded skin alone. If subjected to a strong wind or lift of any kind, it can use the updraft to glide farther.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The volguloth has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Poisoned Weapons\",\"entries\":[\"The volguloth's weapons are coated with a magical poison. When the volguloth hits with any weapon, the weapon deals an extra {@damage 2d6} poison damage (included in the attack).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The volguloth makes two Claw attacks. If both Claw attacks hit a Medium or smaller target, the target is {@condition grappled} (escape {@dc 13}), and the volguloth uses its Enshroud on the target.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) slashing damage plus 7 ({@damage 2d6}) poison damage.\"]},{\"name\":\"Enshroud\",\"entries\":[\"The volguloth enshrouds a Medium or smaller target {@condition grappled} by it. The enshrouded target is {@condition blinded}, {@condition restrained}, and unable to breathe or speak until the grapple ends. If the volguloth moves, the enshrouded target moves with it. The volguloth can have only one creature enshrouded at a time, and it can't use its Glide trait while enshrouding a creature.\"]}],\"bonus\":[{\"name\":\"Strangle\",\"entries\":[\"A creature enshrouded by the volguloth must succeed on a {@dc 13} Strength saving throw or take 10 ({@damage 3d6}) bludgeoning damage and begin suffocating, as the air is squeezed from its lungs.\"]}],\"environment\":[\"any\",\"planar\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"I\",\"TP\"],\"damageTags\":[\"B\",\"I\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"blinded\",\"grappled\",\"restrained\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Vættir\",\"source\":\"ToB1-2023\",\"page\":378,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item chain shirt|phb}\"]}],\"hp\":{\"average\":97,\"formula\":\"13d8 + 39\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":14,\"con\":16,\"int\":10,\"wis\":12,\"cha\":14,\"save\":{\"dex\":\"+4\",\"wis\":\"+3\"},\"senses\":[\"darkvision 60 ft.\",\"truesight 30 ft.\"],\"passive\":11,\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Grave Goods Sense\",\"entries\":[\"The vættir can pinpoint the location of creatures wearing or carrying one of the vættir's personal items or grave goods within 60 feet of it, and the vættir can sense the general direction of its personal items and grave goods within 1 mile of it.\"]},{\"name\":\"Rejuvenation\",\"entries\":[\"A destroyed vættir gains a new body in 24 hours, regaining all its hp and becoming active again. The new body forms in a random unoccupied space within 100 feet of where it fell. This trait doesn't function if the vættir is put to rest (typically by returning its remains to its burial mound).\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the vættir has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]},{\"name\":\"Undead Nature\",\"entries\":[\"The vættir doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The vættir can use its Disorienting Gaze. It then makes two Vættir's Greataxe or Necrotic Bolt attacks.\"]},{\"name\":\"Vættir's Greataxe\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 1d12 + 5}) slashing damage plus 4 ({@damage 1d8}) necrotic damage.\"]},{\"name\":\"Necrotic Bolt\",\"entries\":[\"{@atk rs} {@hit 4} to hit, range 120 ft., one target. {@h}15 ({@damage 3d8 + 2}) necrotic damage.\"]},{\"name\":\"Disorienting Gaze\",\"entries\":[\"The vættir locks eyes with one creature it can see within 30 feet of it. The target must succeed on a {@dc 15} Charisma saving throw or be {@condition incapacitated} for 1 minute. While {@condition incapacitated}, the creature moves in a random direction when it moves. An {@condition incapacitated} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the vættir's Disorienting Gaze for the next 24 hours.\"]},{\"name\":\"Corpse Breath {@recharge 5}\",\"entries\":[\"The vættir spews forth a 15‑foot cone of putrid gas. Each creature in the area must make a {@dc 15} Constitution saving throw. On a failure, a creature takes 21 ({@damage 6d6}) poison damage and is {@condition poisoned} for 1 minute. On a success, a creature takes half the damage and isn't {@condition poisoned}. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"any\"],\"traitTags\":[\"Rejuvenation\",\"Sunlight Sensitivity\"],\"senseTags\":[\"D\",\"U\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"I\",\"N\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"incapacitated\",\"poisoned\"],\"savingThrowForced\":[\"charisma\",\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Wampus Cat\",\"source\":\"ToB1-2023\",\"page\":392,\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"N\"],\"ac\":[14],\"hp\":{\"average\":39,\"formula\":\"6d8 + 12\"},\"speed\":{\"walk\":40,\"climb\":20,\"swim\":30},\"str\":14,\"dex\":18,\"con\":15,\"int\":12,\"wis\":14,\"cha\":16,\"skill\":{\"deception\":\"+5\",\"persuasion\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"languages\":[\"Common\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Divine Animosity\",\"entries\":[\"The wampus cat has advantage on attack rolls against creatures wielding divine or celestial power, such as clerics, paladins, or aasimars.\"]}],\"action\":[{\"name\":\"Claw (True Form Only)\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage.\"]},{\"name\":\"Sweet Song {@recharge 5}\",\"entries\":[\"The wampus cat sings a sweet melody. Each creature within 60 feet of her that can hear the song must succeed on a {@dc 13} Charisma saving throw or be {@condition charmed} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the wampus cat's Sweet Song for the next 24 hours.\"]},{\"name\":\"Terrifying Yowl {@recharge 5}\",\"entries\":[\"The wampus cat emits an ear‑piercing yowl. Each creature within 15 feet of the wampus cat that can hear the yowl must make a {@dc 13} Wisdom saving throw. On a failure, a creature takes 10 ({@damage 3d6}) thunder damage and is {@condition frightened} until the end of its next turn. On a success, a creature takes half the damage and isn't {@condition frightened}.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"The wampus cat magically polymorphs into a Medium female Humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying transforms with her. She reverts to her true form if she dies.\"]}],\"environment\":[\"forest\",\"swamp\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Shapechanger\"],\"languageTags\":[\"C\"],\"damageTags\":[\"S\",\"T\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"charmed\",\"frightened\"],\"savingThrowForced\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"War Ostrich\",\"source\":\"ToB1-2023\",\"page\":393,\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[11],\"hp\":{\"average\":42,\"formula\":\"5d10 + 15\"},\"speed\":{\"walk\":60},\"str\":15,\"dex\":12,\"con\":16,\"int\":2,\"wis\":10,\"cha\":5,\"passive\":10,\"cr\":\"1/2\",\"trait\":[{\"name\":\"Leaping Pounce\",\"entries\":[\"If the war ostrich jumps at least 15 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the ostrich can make one Beak attack against it as a bonus action.\"]},{\"name\":\"Standing Leap\",\"entries\":[\"The war ostrich's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.\"]}],\"action\":[{\"name\":\"Beak\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) bludgeoning damage.\"]},{\"name\":\"Intimidating Screech\",\"entries\":[\"The war ostrich screeches at a creature it can see within 30 feet of it. The target must succeed on a {@dc 13} Wisdom saving throw or have disadvantage on attack rolls until the end of its next turn, as the screech rattles it.\"]}],\"bonus\":[{\"name\":\"Skittish\",\"entries\":[\"The war ostrich takes the Dash or Disengage action.\"]}],\"environment\":[\"grassland\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Water Leaper\",\"source\":\"ToB1-2023\",\"page\":394,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":97,\"formula\":\"13d10 + 26\"},\"speed\":{\"walk\":5,\"fly\":50,\"swim\":40},\"str\":16,\"dex\":14,\"con\":15,\"int\":4,\"wis\":12,\"cha\":5,\"skill\":{\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"cr\":\"4\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The water leaper can breathe air and water.\"]},{\"name\":\"Underwater Camouflage\",\"entries\":[\"The water leaper has advantage on Dexterity ({@skill Stealth}) checks made while underwater.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The water leaper makes one Bite attack and one Stinger attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage, and the target is {@condition grappled} (escape {@dc 13}). Until this grapple ends, the target is {@condition restrained}, and the water leaper can't Bite another target.\"]},{\"name\":\"Stinger\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) piercing damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 minute. While {@condition poisoned} in this way, the creature takes 5 ({@damage 2d4}) poison damage at the start of each of its turns. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Swallow\",\"entries\":[\"The water leaper makes a Bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the water leaper, and it takes 7 ({@damage 2d6}) acid damage at the start of each of the water leaper's turns. The water leaper can have only one creature swallowed at a time.\",\"If the water leaper takes 15 damage or more on a single turn from the swallowed creature, the leaper must succeed on a {@dc 12} Constitution saving throw at the end of that turn or regurgitate the creature, which falls {@condition prone} in a space within 5 feet of the leaper. If the leaper dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 10 feet of movement, exiting {@condition prone}.\"]}],\"environment\":[\"underwater\"],\"traitTags\":[\"Amphibious\",\"Camouflage\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Swallow\"],\"damageTags\":[\"A\",\"I\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"blinded\",\"grappled\",\"poisoned\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Weeping Treant\",\"source\":\"ToB1-2023\",\"page\":369,\"size\":[\"H\"],\"type\":\"plant\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":105,\"formula\":\"10d12 + 40\"},\"speed\":{\"walk\":30},\"str\":21,\"dex\":8,\"con\":18,\"int\":12,\"wis\":16,\"cha\":11,\"skill\":{\"insight\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"bludgeoning\",\"piercing\"],\"vulnerable\":[\"fire\"],\"languages\":[\"Common\",\"Druidic\",\"Elvish\",\"Sylvan\",\"Umbral\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Siege Monster\",\"entries\":[\"The weeping treant deals double damage to objects and structures.\"]},{\"name\":\"Speak with Plants\",\"entries\":[\"The weeping treant can communicate with plants as if they shared a language.\"]},{\"name\":\"Weep Acid\",\"entries\":[\"Thick tears of dark, acidic sap stream continuously down the treant's face and trunk. A creature that touches the weeping treant or hits it with a melee attack while within 5 feet of it must succeed on a {@dc 15} Dexterity saving throw or take 3 ({@damage 1d6}) acid damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The weeping treant makes two Slam or Rock attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., single target. {@h}15 ({@damage 3d6 + 5}) bludgeoning damage plus 3 ({@damage 2d6}) acid damage, and the target takes 3 ({@damage 1d6}) acid damage at the end of its next turn unless it or another creature takes an action to wipe off the acid.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 8} to hit, range 60/180 ft., one target. {@h}21 ({@damage 3d10 + 5}) bludgeoning damage.\"]}],\"environment\":[\"forest\"],\"traitTags\":[\"Siege Monster\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DU\",\"E\",\"S\"],\"damageTags\":[\"A\",\"B\"],\"miscTags\":[\"MW\",\"RW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Wharfling\",\"source\":\"ToB1-2023\",\"page\":395,\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":10,\"formula\":\"4d4\"},\"speed\":{\"walk\":30,\"climb\":10,\"swim\":30},\"str\":4,\"dex\":14,\"con\":10,\"int\":2,\"wis\":12,\"cha\":8,\"skill\":{\"perception\":\"+3\",\"sleight of hand\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"cr\":\"1/8\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The wharfling can breathe air and water.\"]}],\"action\":[{\"name\":\"Pilfering Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage. Instead of dealing damage, the wharfling can steal one item the target is wearing or carrying, provided the item weighs no more than 10 pounds, isn't a weapon, and isn't wrapped around or firmly attached to the target, such as a shirt or armor.\"]}],\"environment\":[\"coastal\",\"underwater\"],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"White Ape\",\"source\":\"ToB1-2023\",\"page\":396,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":114,\"formula\":\"12d10 + 48\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":18,\"dex\":16,\"con\":18,\"int\":8,\"wis\":14,\"cha\":8,\"skill\":{\"athletics\":\"+7\",\"intimidation\":\"+5\",\"perception\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"languages\":[\"Common\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Spellcasting Animosity\",\"entries\":[\"If the white ape sees a creature cast a spell, the ape has advantage on attack rolls against that creature on the ape's next turn.\"]},{\"name\":\"Arcane Wasting\",\"entries\":[\"Characterized by the slow mental deterioration it causes, arcane wasting is a disease that infects Humanoids and spreads through spellcasting. A creature infected with this disease manifests symptoms {@dice 1d4} days after infection, which include brain fog and difficulty recalling memories. Until the disease is cured, at the end of each long rest, the infected creature must succeed on a {@dc 15} Constitution saving throw or its Intelligence and Wisdom scores are each reduced by {@dice 1d2}. This reduction lasts until the creature finishes a long rest after the disease is cured. If the disease reduces a creature's Intelligence or Wisdom to 0, the creature dies. If the infected creature casts a spell on a Humanoid before the disease is cured, and the Humanoid is hit by the spell or fails the saving throw, that Humanoid must succeed on a {@dc 15} Constitution saving throw or also become infected with the arcane wasting disease.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The white ape has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The white ape makes one Bite attack and two Fist attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage, and the target must succeed on a {@dc 15} Constitution saving throw or contract the arcane wasting disease (see the Arcane Wasting trait).\"]},{\"name\":\"Fist\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) bludgeoning damage.\"]},{\"name\":\"Frenzy {@recharge 5}\",\"entries\":[\"The white ape lashes out wildly at nearby creatures, flailing and biting. Each creature within 10 feet of the white ape must make a {@dc 15} Dexterity saving throw. On a failure, a creature takes 35 ({@damage 10d6}) bludgeoning damage and is pushed up to 10 feet away from the ape. On a success, a creature takes half the damage and isn't pushed. A creature that succeeds on this saving throw also has advantage on attack rolls against the white ape until the end of its next turn.\"]}],\"environment\":[\"forest\",\"grassland\",\"hill\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"AOE\",\"DIS\",\"MW\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Wind Dragon Wyrmling\",\"source\":\"ToB1-2023\",\"page\":135,\"size\":[\"M\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":32,\"formula\":\"5d8 + 10\"},\"speed\":{\"walk\":20,\"fly\":{\"number\":80,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":16,\"dex\":16,\"con\":14,\"int\":12,\"wis\":11,\"cha\":14,\"save\":{\"dex\":\"+5\",\"con\":\"+4\",\"wis\":\"+2\",\"cha\":\"+4\"},\"skill\":{\"acrobatics\":\"+7\",\"perception\":\"+4\",\"stealth\":\"+5\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[\"cold\"],\"immune\":[\"lightning\"],\"languages\":[\"Draconic\",\"Primordial\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Elusive\",\"entries\":[\"The dragon has advantage on ability checks and saving throws made to avoid or escape an effect that would reduce its speed or grapple or restrain it.\"]},{\"name\":\"Storm Sight\",\"entries\":[\"The dragon can see through areas obscured by fog, mist, clouds, or precipitation.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage.\"]},{\"name\":\"Tempest Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a blast of stormy wind in a 15-foot cone. Each creature in that area must make a {@dc 12} Strength saving throw. On a failure, a creature takes 9 ({@damage 2d8}) bludgeoning damage and is pushed up to 5 feet away from the dragon. On a success, a creature takes half the damage and isn't pushed. Unprotected flames, such as torches, in the area are extinguished, and protected flames, such as those in lanterns, have a 50 percent chance of being extinguished.\"]}],\"environment\":[\"grassland\",\"mountain\"],\"dragonAge\":\"wyrmling\",\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"DR\",\"P\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Witchlight\",\"source\":\"ToB1-2023\",\"page\":397,\"size\":[\"T\"],\"type\":\"construct\",\"alignment\":[\"A\"],\"ac\":[12],\"hp\":{\"average\":20,\"formula\":\"8d4\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":1,\"dex\":14,\"con\":10,\"int\":10,\"wis\":15,\"cha\":7,\"skill\":{\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"immune\":[\"poison\",\"psychic\",\"radiant\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Antimagic Susceptibility\",\"entries\":[\"The witchlight is incapacitated while in the area of an {@spell antimagic field}. If targeted by {@spell dispel magic}, the witchlight must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.\"]},{\"name\":\"Construct Nature\",\"entries\":[\"The witchlight doesn't require air, food, drink, or sleep.\"]},{\"name\":\"Variable Illumination\",\"entries\":[\"The witchlight sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The witchlight can alter the radius as a bonus action.\"]}],\"action\":[{\"name\":\"Light Blast\",\"entries\":[\"{@atk ms,rs} {@hit 4} to hit, range 30 ft., one target. {@h}5 ({@damage 1d6 + 2}) radiant damage.\"]},{\"name\":\"Flash (3/Day)\",\"entries\":[\"The witchlight emits a bright burst of light. Each creature within 20 feet of the witchlight must succeed on a {@dc 12} Dexterity saving throw or be {@condition blinded} for 1 minute. A creature can make a {@dc 12} Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"any\"],\"traitTags\":[\"Antimagic Susceptibility\"],\"senseTags\":[\"D\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"R\"],\"miscTags\":[\"AOE\"],\"conditionInflict\":[\"blinded\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Wolf Reaver Dwarf\",\"source\":\"ToB1-2023\",\"page\":412,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dwarf\"]},\"alignment\":[\"C\",\"G\",\"NY\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item chain shirt|phb}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":76,\"formula\":\"9d8 + 36\"},\"speed\":{\"walk\":25},\"str\":18,\"dex\":12,\"con\":19,\"int\":9,\"wis\":11,\"cha\":9,\"skill\":{\"athletics\":\"+6\",\"intimidation\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Common\",\"Dwarvish\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Danger Sense\",\"entries\":[\"While conscious, the wolf reaver dwarf has advantage on Dexterity saving throws.\"]},{\"name\":\"Dwarven Resilience\",\"entries\":[\"The wolf reaver dwarf has advantage on saving throws against poison.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The wolf reaver dwarf has advantage on attack rolls against a creature if at least one of the dwarf's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]},{\"name\":\"Reckless\",\"entries\":[\"At the start of its turn, the wolf reaver dwarf can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The wolf reaver dwarf makes one Battleaxe attack and two Spear attacks, or it makes three Handaxe attacks.\"]},{\"name\":\"Battleaxe\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft, one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands.\"]},{\"name\":\"Handaxe\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, or 8 ({@damage 1d8 + 4}) piercing damage if used with two hands to make a melee attack.\"]}],\"environment\":[\"arctic\",\"urban\"],\"attachedItems\":[\"battleaxe|phb\",\"handaxe|phb\",\"spear|phb\"],\"traitTags\":[\"Pack Tactics\",\"Reckless\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"D\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Wormhearted Suffragan\",\"source\":\"ToB1-2023\",\"page\":398,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"ac\":[13],\"hp\":{\"average\":120,\"formula\":\"16d8 + 48\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":17,\"con\":16,\"int\":11,\"wis\":16,\"cha\":8,\"skill\":{\"medicine\":\"+6\",\"religion\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"immune\":[\"necrotic\",\"poison\"],\"vulnerable\":[\"radiant\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The wormhearted suffragan has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Master of Undeath\",\"entries\":[\"A Humanoid killed by the wormhearted suffragan's disease rises {@dice 1d4} hours later as a skeleton or zombie (the suffragan's choice), unless the Humanoid is restored to life or its body is destroyed. Between its disease and its Animating Worms, the suffragan can have no more than fifteen total skeletons and zombies under its control at one time.\"]},{\"name\":\"Undead Nature\",\"entries\":[\"The wormhearted suffragan doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The wormhearted suffragan makes two Worm-Coated Fist or Paralyzing Bolt attacks.\"]},{\"name\":\"Worm-Coated Fist\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage plus 7 ({@damage 2d6}) necrotic damage, and the target must succeed on a {@dc 14} Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hp, and its hp maximum decreases by 7 ({@dice 2d6}) every 24 hours. This reduction lasts until the target finishes a long rest after the disease is cured. The target dies if this effect reduces its hp maximum to 0.\"]},{\"name\":\"Paralyzing Bolt\",\"entries\":[\"{@atk rs} {@hit 6} to hit, range 60 ft., one target. {@h}17 ({@damage 4d6 + 3}) necrotic damage, and the target must succeed on a {@dc 14} Constitution saving throw or be {@condition paralyzed} until the end of its next turn.\"]},{\"name\":\"Animating Worms (3/Day)\",\"entries\":[\"The wormhearted suffragan touches the body of a dead Humanoid, passing on some of the suffragan's worms. The worms fill the target, animating it as a skeleton or zombie (the suffragan's choice) under the suffragan's control.\"]}],\"environment\":[\"any\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"B\",\"N\"],\"miscTags\":[\"DIS\",\"MW\"],\"conditionInflict\":[\"paralyzed\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Xanka\",\"source\":\"ToB1-2023\",\"page\":399,\"size\":[\"S\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":27,\"formula\":\"6d6 + 6\"},\"speed\":{\"walk\":25,\"climb\":15},\"str\":10,\"dex\":15,\"con\":12,\"int\":4,\"wis\":10,\"cha\":7,\"senses\":[\"blindsight 120 ft.\"],\"passive\":10,\"resist\":[\"force\"],\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Absorb\",\"entries\":[\"Any nonmagical object that touches the xanka's central globe, any nonmagical weapon that hits the xanka, or any nonmagical object, structure, or creature hit by the xanka's Dismantling Leg attack begins to deteriorate. If it is a structure or an object that isn't being worn or carried, up to a 1-foot cube of the structure or object is destroyed.\",\"If it is an object worn or carried by a creature, the creature must succeed on a {@dc 11} Dexterity saving throw to avoid the item being affected by the xanka's Absorb. If the object is a weapon, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If the weapon's penalty drops to -5, the weapon is destroyed. If the object is armor or a shield, the armor or shield takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the target is a creature, the creature must succeed on a {@dc 11} Constitution saving throw or take 2 ({@damage 1d4}) necrotic damage.\"]},{\"name\":\"Construct Nature\",\"entries\":[\"The xanka doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Dismantling Leg\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage, and the target is subjected to the xanka's Absorb trait.\"]},{\"name\":\"Release Energy {@recharge 5}\",\"entries\":[\"The xanka releases energy created from absorbed material in a burst. Each creature within 10 feet of it must make a {@dc 11} Dexterity saving throw, taking 7 ({@damage 2d6}) force damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"urban\"],\"senseTags\":[\"B\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"B\",\"N\",\"O\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Xhkarsh\",\"source\":\"ToB1-2023\",\"page\":400,\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":171,\"formula\":\"18d10 + 72\"},\"speed\":{\"walk\":50,\"climb\":30},\"str\":17,\"dex\":19,\"con\":18,\"int\":15,\"wis\":16,\"cha\":15,\"save\":{\"cha\":\"+6\"},\"skill\":{\"insight\":\"+7\",\"perception\":\"+7\",\"stealth\":\"+8\"},\"senses\":[\"darkvision 60 ft.\",\"tremorsense 120 ft.\"],\"passive\":17,\"languages\":[\"Common\",\"Deep Speech\",\"telepathy 60 ft.\",\"Undercommon\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Corruption's Bond\",\"entries\":[\"The xhkarsh ignores the range restriction on its telepathy when communicating with a creature whose fate it has corrupted. In addition, it can pinpoint the location of any such creature, as well as sense the creature's general state of health. These effects function even if the xhkarsh and the creature are on different planes of existence.\"]},{\"name\":\"Interdimensional Nature\",\"entries\":[\"The xhkarsh doesn't require air, food, drink, sleep, or ambient pressure.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The xhkarsh makes two Claw attacks and one Fate-Altering Stinger attack.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage plus 9 ({@damage 2d8}) poison damage.\"]},{\"name\":\"Fate-Altering Stinger\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}15 ({@damage 2d10 + 4}) piercing damage, and the target must succeed on a {@dc 16} Charisma saving throw or have its fate corrupted. A creature with corrupted fate has disadvantage on Charisma checks and Charisma saving throws, can't be targeted by any divination magic, can't be perceived through magical scrying sensors, and is immune to any effect that would sense its emotions or read its thoughts. The target's fate can be restored, ending the corruption and breaking the xhkarsh's magical tie to the target, by a {@spell dispel evil and good} spell or similar magic.\"]},{\"name\":\"Invisibility\",\"entries\":[\"The xhkarsh magically turns {@condition invisible} until it attacks or uses Seize Strand, or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the xhkarsh wears or carries is {@condition invisible} with it.\"]},{\"name\":\"Seize Strand\",\"entries\":[\"One creature whose fate is corrupted by this xhkarsh must succeed on a {@dc 16} Charisma saving throw or be affected by the {@spell geas} spell for 8 hours. While under the geas, the affected creature must perform a specific, seemingly minor task that furthers the decades-long goals of the xhkarsh. Such a task could be writing a letter to a specific person, damaging a seemingly random piece of equipment, or speaking a specific sentence to a particular person. The xhkarsh can use Seize Strand on a particular creature no more than once every 24 hours, regardless of success or failure on the saving throw.\"]}],\"environment\":[\"planar\"],\"senseTags\":[\"D\",\"T\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DS\",\"TP\",\"U\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"invisible\"],\"savingThrowForced\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ychen Bannog\",\"source\":\"ToB1-2023\",\"page\":401,\"size\":[\"G\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":186,\"formula\":\"12d20 + 60\"},\"speed\":{\"walk\":50},\"str\":28,\"dex\":10,\"con\":21,\"int\":3,\"wis\":12,\"cha\":10,\"passive\":11,\"resist\":[\"bludgeoning\"],\"conditionImmune\":[\"exhaustion\"],\"cr\":\"11\",\"trait\":[{\"name\":\"Siege Monster\",\"entries\":[\"The ychen bannog deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The ychen bannog makes one Gore attack and two Stomp attacks.\"]},{\"name\":\"Gore\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}25 ({@damage 3d10 + 9}) piercing damage. If the ychen bannog scores a critical hit, it rolls damage dice three times, instead of twice.\"]},{\"name\":\"Stomp\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d8 + 9}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 17} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Deafening Bellow {@recharge 5}\",\"entries\":[\"The ychen bannog delivers a fearsome bellow in a 60-foot cone that is audible out to 1 mile. Each creature in the area must make a {@dc 17} Constitution saving throw. On a failure, a creature takes 44 ({@damage 8d10}) thunder damage and is {@condition deafened} for 1 hour. On a success, a creature takes half the damage and isn't {@condition deafened}. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.\"]},{\"name\":\"Overrun {@recharge}\",\"entries\":[\"The ychen bannog moves up to 30 feet in a straight line and can move through the space of any Large or smaller creature. This movement doesn't provoke opportunity attacks. The first time the ychen bannog enters a creature's space during this move, that creature must make a {@dc 17} Dexterity saving throw. On a failure, a creature takes 54 ({@damage 12d8}) bludgeoning damage and is knocked {@condition prone}. On a success, a creature takes half the damage and isn't knocked {@condition prone}.\"]}],\"environment\":[\"forest\",\"grassland\"],\"traitTags\":[\"Siege Monster\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"P\",\"T\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"deafened\",\"prone\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Young Cave Dragon\",\"source\":\"ToB1-2023\",\"page\":115,\"size\":[\"L\"],\"type\":\"dragon\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":189,\"formula\":\"18d10 + 90\"},\"speed\":{\"walk\":40,\"burrow\":20,\"climb\":20,\"fly\":20},\"str\":23,\"dex\":12,\"con\":21,\"int\":10,\"wis\":12,\"cha\":14,\"save\":{\"dex\":\"+5\",\"con\":\"+9\",\"wis\":\"+5\",\"cha\":\"+6\"},\"skill\":{\"perception\":\"+9\",\"stealth\":\"+5\"},\"senses\":[\"blindsight 30 ft.\",\"tremorsense 90 ft.\"],\"passive\":19,\"immune\":[\"poison\"],\"conditionImmune\":[\"blinded\",\"poisoned\"],\"languages\":[\"Common\",\"Darakhul\",\"Draconic\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Darkness Shroud\",\"entries\":[\"The cave dragon naturally suppresses light near it. Bright light within 30 feet of the dragon becomes dim light, and dim light within 30 feet becomes nonmagical darkness. If this shroud overlaps bright light created by a spell of 2nd level or lower, the spell creating the light is dispelled.\"]},{\"name\":\"Magical Tunneler\",\"entries\":[\"The cave dragon can burrow through nonmagical unworked earth and stone. While doing so, the dragon can choose whether to leave the material it moves through undisturbed or leave a 5-foot diameter tunnel in its wake.\"]},{\"name\":\"Spiked Climb\",\"entries\":[\"The dragon uses its spikes to hold itself in place while climbing, allowing it to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. If it climbs upside down on a ceiling or suspends itself on a vertical surface while leaving its claws free, it can't use the Ruff Spikes reaction.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 7 ({@damage 2d6}) poison damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage.\"]},{\"name\":\"Poison Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a cone of black, poisonous gas in a 30-foot cone. Each creature in that area must make a {@dc 17} Constitution saving throw. On a failure, a creature takes 42 ({@damage 12d6}) poison damage and is {@condition poisoned} for 1 minute. On a success, a creature takes half the damage and isn't {@condition poisoned}. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"reaction\":[{\"name\":\"Ruff Spikes\",\"entries\":[\"When a creature moves to a space within 5 feet of the cave dragon, the dragon flares its many feelers and spikes. The creature must succeed on a {@dc 17} Dexterity saving throw or take 4 ({@damage 1d8}) piercing damage and be prevented from entering that space.\"]}],\"environment\":[\"underdark\"],\"dragonAge\":\"young\",\"senseTags\":[\"B\",\"T\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Young Flame Dragon\",\"source\":\"ToB1-2023\",\"page\":119,\"size\":[\"L\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":190,\"formula\":\"20d10 + 80\"},\"speed\":{\"walk\":40,\"climb\":40,\"fly\":80},\"str\":15,\"dex\":14,\"con\":19,\"int\":15,\"wis\":13,\"cha\":18,\"save\":{\"dex\":\"+5\",\"con\":\"+7\",\"wis\":\"+4\",\"cha\":\"+7\"},\"skill\":{\"deception\":\"+7\",\"perception\":\"+7\",\"persuasion\":\"+7\",\"stealth\":\"+5\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":17,\"immune\":[\"fire\"],\"languages\":[\"Common\",\"Draconic\",\"Ignan\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Fire Incarnate\",\"entries\":[\"Creatures with resistance to fire damage don't have resistance to the fire damage dealt by the flame dragon. A creature with immunity to fire damage is still immune to the dragon's fire damage.\"]},{\"name\":\"Heated Body\",\"entries\":[\"A creature that touches the flame dragon or hits it with a melee attack while within 5 feet of it takes 7 ({@damage 2d6}) fire damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d10 + 2}) piercing damage plus 7 ({@damage 2d6}) fire damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) slashing damage.\"]},{\"name\":\"Fire Breath {@recharge 5}\",\"entries\":[\"The dragon exhales fire in a 30-foot cone. Each creature in that area must make a {@dc 15} Dexterity saving throw, taking 42 ({@damage 12d6}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"mountain\",\"underdark\"],\"dragonAge\":\"young\",\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"IG\"],\"damageTags\":[\"F\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Young Mithral Dragon\",\"source\":\"ToB1-2023\",\"page\":123,\"size\":[\"L\"],\"type\":\"dragon\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":170,\"formula\":\"20d10 + 60\"},\"speed\":{\"walk\":40,\"fly\":80},\"str\":12,\"dex\":18,\"con\":17,\"int\":16,\"wis\":17,\"cha\":16,\"save\":{\"dex\":\"+7\",\"con\":\"+6\",\"wis\":\"+6\",\"cha\":\"+6\"},\"skill\":{\"insight\":\"+6\",\"perception\":\"+9\",\"persuasion\":\"+6\",\"stealth\":\"+7\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":19,\"resist\":[\"force\"],\"immune\":[\"slashing\"],\"conditionImmune\":[\"charmed\"],\"languages\":[\"all\",\"telepathy 60 ft.\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The dragon has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage. Instead of dealing damage, the dragon can end one magical effect of its choice of 3rd level or lower on the target.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage, and if the target isn't a Construct or Undead, it must succeed on a {@dc 14} Constitution saving throw or lose 3 {@dice 1d6} hp at the start of each of its turns as a piece of metallic claw breaks off in the wound. Any creature can take an action to remove the claw with a successful {@dc 12} Wisdom ({@skill Medicine}) check. The claw pops out of the wound if the target receives magical healing.\"]},{\"name\":\"Shard Breath {@recharge 5}\",\"entries\":[\"The mithral dragon spits metallic shards in a 30-foot cone. Each creature in that area must make a {@dc 14} Dexterity saving throw, taking 28 ({@damage 8d6}) slashing damage on a failed save, or half as much damage on a successful one. The area becomes difficult terrain for 1 minute, then the shards dissolve into wisps of silvery smoke.\"]}],\"environment\":[\"mountain\"],\"dragonAge\":\"young\",\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Young Sea Dragon\",\"source\":\"ToB1-2023\",\"page\":127,\"size\":[\"L\"],\"type\":\"dragon\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":190,\"formula\":\"20d10 + 80\"},\"speed\":{\"walk\":40,\"fly\":80,\"swim\":50},\"str\":21,\"dex\":10,\"con\":19,\"int\":15,\"wis\":13,\"cha\":17,\"save\":{\"dex\":\"+4\",\"con\":\"+8\",\"wis\":\"+5\",\"cha\":\"+7\"},\"skill\":{\"perception\":\"+9\",\"stealth\":\"+4\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":19,\"immune\":[\"cold\"],\"languages\":[\"Common\",\"Draconic\",\"Primordial\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The dragon can breathe air and water.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The dragon deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes one Bite attack and two Fin attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage plus 7 ({@damage 2d6}) cold damage.\"]},{\"name\":\"Fin\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage.\"]},{\"name\":\"Tidal Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a crushing wave of frigid seawater in a 30-foot cone. Each creature in that area must make a {@dc 16} Dexterity saving throw. On a failure, the creature takes 22 ({@damage 4d10}) bludgeoning damage and 22 ({@damage 4d10}) cold damage and is pushed up to 15 feet away from the dragon and knocked {@condition prone}. On a success, the creature takes half the damage and isn't pushed or knocked {@condition prone}.\"]}],\"environment\":[\"underwater\"],\"dragonAge\":\"young\",\"traitTags\":[\"Amphibious\",\"Siege Monster\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"P\"],\"damageTags\":[\"B\",\"C\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Young Spinosaurus Dinosaur\",\"source\":\"ToB1-2023\",\"page\":104,\"size\":[\"H\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":105,\"formula\":\"10d12 + 40\"},\"speed\":{\"walk\":50,\"swim\":30},\"str\":21,\"dex\":11,\"con\":19,\"int\":2,\"wis\":11,\"cha\":8,\"skill\":{\"perception\":\"+3\"},\"passive\":13,\"cr\":\"5\",\"trait\":[{\"name\":\"Hold Breath\",\"entries\":[\"The spinosaurus can hold its breath for 1 hour.\"]},{\"name\":\"Reptilian Affinity\",\"entries\":[\"The spinosaurus never willingly attacks a reptilian Humanoid, such as a lizardfolk or dragonborn, unless attacked first. If magically forced to attack such a creature, the spinosaurus has disadvantage on attack rolls against it. This trait doesn't function if the spinosaurus's rider or tamer directs it to attack.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The spinosaurus makes one Bite attack and one Claw attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}24 ({@damage 3d12 + 5}) piercing damage. If the target is a Medium or smaller creature, it is {@condition grappled} (escape {@dc 15}). Until this grapple ends, the target is {@condition restrained}, and the spinosaurus can't Bite another target.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}15 ({@damage 3d6 + 5}) slashing damage.\"]}],\"environment\":[\"forest\",\"underwater\"],\"traitTags\":[\"Hold Breath\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Young Void Dragon\",\"source\":\"ToB1-2023\",\"page\":130,\"size\":[\"L\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":157,\"formula\":\"15d10 + 75\"},\"speed\":{\"walk\":40,\"fly\":{\"number\":80,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":20,\"dex\":10,\"con\":21,\"int\":14,\"wis\":11,\"cha\":19,\"save\":{\"dex\":\"+4\",\"con\":\"+9\",\"wis\":\"+4\",\"cha\":\"+8\"},\"skill\":{\"arcana\":\"+10\",\"history\":\"+10\",\"perception\":\"+8\",\"stealth\":\"+4\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":18,\"immune\":[\"cold\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common\",\"Draconic\",\"Void Speech\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Chill of the Void\",\"entries\":[\"Creatures with resistance to cold damage don't have resistance to the cold damage dealt by the Void dragon. A creature with immunity to cold damage is still immune to the dragon's cold damage.\"]},{\"name\":\"Expert Void Traveler\",\"entries\":[\"The Void dragon doesn't require air, food, drink, sleep, or ambient pressure. While traveling in the Void, the dragon magically glides on solar winds, covering immense distances in short times.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage plus 7 ({@damage 2d6}) cold damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage.\"]},{\"name\":\"Breath Weapons {@recharge 5}\",\"entries\":[\"The dragon uses one of the following breath weapons.\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Gravitic Breath\",\"entries\":[\"The dragon exhales localized gravity in a 30-foot cube, originating from the dragon. When a creature ends a fall in the cube, it takes {@damage 1d10} bludgeoning damage for every 10 feet it fell, to a maximum of {@dice 20d10}. A creature that enters the cube for the first time on a turn or starts its turn there must make a {@dc 17} Dexterity saving throw. On a failure, the creature is {@condition restrained}. On a success, the creature's speed is halved as long as it remains in the cube. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The cube lasts until the dragon's breath weapon recharges.\"]},{\"type\":\"item\",\"name\":\"Stellar Breath\",\"entries\":[\"The dragon exhales star fire in a 30-foot cone. Each creature in that area must make a {@dc 17} Dexterity saving throw, taking 21 ({@damage 6d6}) fire damage and 21 ({@damage 6d6}) radiant damage on a failed save, or half as much damage on a successful one.\"]}]}]}],\"reaction\":[{\"name\":\"Void Twist\",\"entries\":[\"The dragon adds 4 to its AC against one attack that would hit it, as it twists reality to open a small rift in space to protect itself. To do so, the dragon must be able to see the attacker.\"]}],\"environment\":[\"planar\"],\"dragonAge\":\"young\",\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"C\",\"F\",\"P\",\"R\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"restrained\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Young Wind Dragon\",\"source\":\"ToB1-2023\",\"page\":135,\"size\":[\"L\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":123,\"formula\":\"13d10 + 52\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":90,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":20,\"dex\":16,\"con\":18,\"int\":14,\"wis\":13,\"cha\":16,\"save\":{\"dex\":\"+6\",\"con\":\"+7\",\"wis\":\"+4\",\"cha\":\"+6\"},\"skill\":{\"acrobatics\":\"+9\",\"intimidation\":\"+6\",\"perception\":\"+7\",\"stealth\":\"+6\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":17,\"resist\":[\"cold\"],\"immune\":[\"lightning\"],\"languages\":[\"Common\",\"Draconic\",\"Primordial\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Elusive\",\"entries\":[\"The dragon has advantage on ability checks and saving throws made to avoid or escape an effect that would reduce its speed or grapple or restrain it.\"]},{\"name\":\"Storm Sight\",\"entries\":[\"The dragon can see through areas obscured by fog, mist, clouds, or precipitation.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dragon makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage.\"]},{\"name\":\"Tempest Breath {@recharge 5}\",\"entries\":[\"The dragon exhales a blast of stormy wind in a 30-foot cone. Each creature in that area must make a {@dc 15} Strength saving throw. On a failure, a creature takes 27 ({@damage 6d8}) bludgeoning damage and is pushed up to 15 feet away from the dragon and knocked {@condition prone}. On a success, a creature takes half the damage and isn't pushed or knocked {@condition prone}. Unprotected flames, such as torches, in the area are extinguished, and protected flames, such as those in lanterns, have a 50 percent chance of being extinguished.\"]}],\"environment\":[\"grassland\",\"mountain\"],\"dragonAge\":\"young\",\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"P\"],\"damageTags\":[\"B\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Zanskaran Viper\",\"source\":\"ToB1-2023\",\"page\":334,\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":34,\"formula\":\"4d10 + 12\"},\"speed\":{\"walk\":30,\"climb\":10,\"swim\":30},\"str\":15,\"dex\":11,\"con\":17,\"int\":2,\"wis\":13,\"cha\":2,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"cr\":\"1\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d8 + 2}) piercing damage, and the target must succeed on a {@dc 13} Constitution saving throw or become {@condition poisoned} for 1 minute. While {@condition poisoned} in this way, the target is {@condition blinded} and takes 7 ({@damage 2d6}) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"forest\",\"grassland\"],\"senseTags\":[\"D\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"blinded\",\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Zimwi\",\"source\":\"ToB1-2023\",\"page\":402,\"size\":[\"M\"],\"type\":\"giant\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":119,\"formula\":\"13d8 + 52\"},\"speed\":{\"walk\":60},\"str\":13,\"dex\":18,\"con\":19,\"int\":6,\"wis\":9,\"cha\":7,\"skill\":{\"perception\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"languages\":[\"Giant\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Desperate Hunger\",\"entries\":[\"When the zimwi is below half its hp maximum, it has advantage on melee attack rolls against creatures that aren't Constructs.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The zimwi makes one Bite attack and one Claw attack. It can replace its Bite attack with a use of Swallow.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage, and the target is {@condition grappled} (escape {@dc 12}) if it is a Medium or smaller creature. The zimwi has two claws, each of which can grapple only one target.\"]},{\"name\":\"Swallow\",\"entries\":[\"The zimwi makes one Bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the zimwi, and it takes 10 ({@damage 3d6}) acid damage at the start of each of the zimwi's turns. A zimwi can have up to two creatures swallowed at a time.\",\"If the zimwi takes 20 damage or more on a single turn from a swallowed creature, the zimwi must succeed on a {@dc 14} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 5 feet of the zimwi. If the zimwi dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 5 feet of movement, exiting {@condition prone}.\"]}],\"environment\":[\"grassland\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Swallow\"],\"languageTags\":[\"GI\"],\"damageTags\":[\"A\",\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"blinded\",\"grappled\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Zmey\",\"source\":\"ToB1-2023\",\"page\":403,\"size\":[\"H\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":189,\"formula\":\"18d12 + 72\"},\"speed\":{\"walk\":30,\"fly\":50,\"swim\":30},\"str\":22,\"dex\":13,\"con\":19,\"int\":16,\"wis\":16,\"cha\":12,\"save\":{\"con\":\"+9\",\"wis\":\"+8\",\"cha\":\"+6\"},\"skill\":{\"perception\":\"+8\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 90 ft.\"],\"passive\":18,\"resist\":[\"cold\",\"fire\"],\"conditionImmune\":[\"paralyzed\",\"unconscious\"],\"languages\":[\"Common\",\"Draconic\",\"Elvish\",\"Sylvan\"],\"cr\":\"15\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The zmey can breathe air and water.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the zmey fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The zmey regains 15 hp at the start of its turn. If the zmey takes acid or fire damage, this trait doesn't function at the start of the zmey's next turn. The zmey dies if it starts its turn with 0 hp and doesn't regenerate.\"]},{\"name\":\"Three Heads\",\"entries\":[\"The zmey has three heads. While it has more than one head, the zmey has advantage on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}. Whenever the zmey takes 40 damage or more in a single turn, one of its heads is severed. If it has only one head remaining, dealing 40 damage or more to it doesn't sever the final head. It regrows any severed heads when it finishes a long rest.\",\"The zmey's severed head grows into a zmey headling in {@dice 1d4} rounds. The headling isn't under the zmey's control, but it takes the zmey's requests or actions in the most favorable way it can.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The zmey makes two Claw attacks and as many Bite attacks as it has heads.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d12 + 6}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}20 ({@damage 4d6 + 6}) slashing damage.\"]},{\"name\":\"Fire Breath {@recharge 5}\",\"entries\":[\"The zmey exhales fire in a 30-foot cone out of each of its heads. Each creature in a cone must make a {@dc 17} Dexterity saving throw, taking 49 ({@damage 14d6}) fire damage on a failed save, or half as much damage on a successful one. If the cones overlap, each creature in the overlapping cones must make one saving throw with disadvantage against only one of the cones rather than one saving throw for each cone. The zmey can choose for this breath to not harm plants or Plant creatures.\"]}],\"legendary\":[{\"name\":\"Move\",\"entries\":[\"The zmey moves up to its speed, or flies up to half its flying speed, without provoking opportunity attacks.\"]},{\"name\":\"Tail Whip\",\"entries\":[\"The zmey whips its tail around it. Each creature within 15 feet of the zmey must succeed on a {@dc 17} Dexterity saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Tripartite Roar (Costs 2 Actions)\",\"entries\":[\"The zmey's heads exhale a three‑part roar, one a deafening shriek, one a frightful screech, and one a stunning bellow, in a 30-foot cone. Each creature in that area must succeed on a {@dc 17} Wisdom saving throw or suffer the effects of the roars until the end of its next turn. The effects depend upon the number of heads the zmey has remaining: {@condition deafened} for only one head, {@condition deafened} and {@condition frightened} for two heads, or {@condition stunned} for three heads.\"]}],\"legendaryGroup\":{\"name\":\"Zmey\",\"source\":\"ToB1-2023\"},\"environment\":[\"forest\",\"swamp\"],\"traitTags\":[\"Amphibious\",\"Legendary Resistances\",\"Regeneration\"],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"E\",\"S\"],\"damageTags\":[\"F\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Zmey Headling\",\"source\":\"ToB1-2023\",\"page\":404,\"size\":[\"M\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":105,\"formula\":\"14d8 + 42\"},\"speed\":{\"walk\":30,\"swim\":20},\"str\":16,\"dex\":10,\"con\":17,\"int\":8,\"wis\":16,\"cha\":8,\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"cold\",\"fire\"],\"conditionImmune\":[\"paralyzed\",\"unconscious\"],\"languages\":[\"Common\",\"Draconic\",\"Sylvan\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The zmey headling can breathe air and water.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The zmey headling regains 10 hp at the start of its turn. If the zmey headling takes acid or fire damage, this trait doesn't function at the start of its next turn. The zmey headling dies if it starts its turn with 0 hp and doesn't regenerate.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The zmey headling makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d12 + 3}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage.\"]},{\"name\":\"Fire Breath {@recharge 5}\",\"entries\":[\"The zmey headling exhales fire in a 30-foot cone. Each creature in that area must make a {@dc 14} Dexterity saving throw, taking 28 ({@damage 8d6}) fire damage on a failed save, or half as much damage on a successful one. The headling can choose for this breath to not harm plants or Plant creatures.\"]}],\"environment\":[\"forest\",\"swamp\"],\"traitTags\":[\"Amphibious\",\"Regeneration\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"S\"],\"damageTags\":[\"F\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true}]}"); JSON_DATA[`data/bestiary/bestiary-tofw.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\",\"MPP\"]},\"otherSources\":{\"monster\":{\"MPP\":\"ToFW\",\"MM\":\"ToFW\",\"DMG\":\"ToFW\"}}},\"monster\":[{\"name\":\"Aza Dowling\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToFW\",\"page\":17,\"_copy\":{\"name\":\"Society of Sensation Muse\",\"source\":\"MPP\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"The muse\",\"with\":\"Aza\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Ebonclaw\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToFW\",\"page\":50,\"_copy\":{\"name\":\"Saber-Toothed Tiger\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"The tiger\",\"with\":\"Ebonclaw\",\"flags\":\"i\"}}},\"alignment\":[\"L\",\"N\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Eyestalk of Gzemnid\",\"source\":\"ToFW\",\"page\":88,\"_copy\":{\"name\":\"Purple Worm\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"\\\\bworm\\\\b\",\"with\":\"eyestalk\"},\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Multiattack\",\"items\":{\"name\":\"Multiattack\",\"entries\":[\"The eyestalk attacks with its bite and uses Eradication Gaze.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Tail Stinger\",\"items\":{\"name\":\"Eradication Gaze {@recharge 5}\",\"entries\":[\"The eyestalk creates an area of magical devastation in a 150-foot cone. Any creature in that area must succeed on a {@dc 16} Dexterity saving throw or take 55 ({@damage 10d10}) necrotic damage. If this damage reduces a creature to 0 hit points, its body becomes a pile of fine violet dust.\"]}}]}},\"tokenCredit\":\"@hamosart\",\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Farrow\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToFW\",\"page\":17,\"_copy\":{\"name\":\"Spy\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"The spy\",\"with\":\"Farrow\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"N\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Gertrube\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToFW\",\"page\":18,\"_copy\":{\"name\":\"Thug\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"The thug\",\"with\":\"Gertrube\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"E\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Giant Whirlwyrm\",\"source\":\"ToFW\",\"page\":55,\"_copy\":{\"name\":\"Behir\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"behir\",\"with\":\"whirlwyrm\"},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Lightning Breath {@recharge 5}\",\"items\":{\"name\":\"Thunder Breath {@recharge 5}\",\"entries\":[\"The whirlwyrm exhales a line of thunder that is 20 feet long and 5 feet wide. Each creature in that line must make a {@dc 16} Dexterity saving throw, taking 66 ({@damage 12d10}) thunder damage on a failed save, or half as much damage on a successful one.\"]}}}},\"speed\":{\"walk\":50,\"swim\":60},\"hasToken\":true},{\"name\":\"Josbert Plum\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToFW\",\"page\":17,\"_copy\":{\"name\":\"Harmonium Peacekeeper\",\"source\":\"MPP\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the peacekeeper\",\"with\":\"Josbert\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Kal the Crisp\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToFW\",\"page\":17,\"_copy\":{\"name\":\"Hands of Havoc Fire Starter\",\"source\":\"MPP\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"The fire starter\",\"with\":\"Kal\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Kopoha\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToFW\",\"page\":61,\"_copy\":{\"name\":\"Empyrean\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"The empyrean\",\"with\":\"Kopoha\",\"flags\":\"i\"},\"action\":{\"mode\":\"removeArr\",\"names\":\"Maul\"}}},\"alignment\":[\"C\",\"G\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Modron Planar Incarnate\",\"source\":\"ToFW\",\"page\":92,\"_copy\":{\"name\":\"Planar Incarnate\",\"source\":\"MPP\",\"_mod\":{\"trait\":{\"mode\":\"removeArr\",\"names\":\"Planar Form\"},\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Energy Bolt\",\"items\":{\"name\":\"Energy Bolt\",\"entries\":[\"{@atk rs} {@hit 12} to hit, range 120 ft., one target. {@h}32 ({@damage 5d12}) necrotic damage.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Planar Exhalation {@recharge 5}\",\"items\":{\"name\":\"Planar Exhalation {@recharge 5}\",\"entries\":[\"The incarnate exhales concentrated energy native to its plane in a 60-foot cone. Each creature in that area must make a {@dc 23} Constitution saving throw. On a failed save, a creature takes 52 ({@damage 8d12}) necrotic damage, and the creature has the {@condition blinded} condition until the end of the incarnate's next turn. On a successful save, a creature takes half as much damage only.\"]}}]}},\"type\":\"fiend\",\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Morte\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToFW\",\"page\":10,\"otherSources\":[{\"source\":\"MPP\"}],\"size\":[\"T\"],\"type\":\"undead\",\"alignment\":[\"C\",\"G\"],\"ac\":[13],\"hp\":{\"average\":22,\"formula\":\"4d4 + 12\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":10,\"dex\":16,\"con\":16,\"int\":13,\"wis\":10,\"cha\":12,\"skill\":{\"arcana\":\"+3\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"poison\"],\"vulnerable\":[\"bludgeoning\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"Common\"],\"cr\":\"1/4\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage.\"]}],\"senseTags\":[\"D\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ophelia\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToFW\",\"page\":49,\"_copy\":{\"name\":\"Elephant\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"The elephant\",\"with\":\"Ophelia\",\"flags\":\"i\"}}},\"alignment\":[\"L\",\"G\"],\"int\":10,\"wis\":14,\"cha\":14,\"languages\":[\"Common\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Parvaz\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToFW\",\"page\":50,\"_copy\":{\"name\":\"Giant Eagle\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"The eagle\",\"with\":\"Parvaz\",\"flags\":\"i\"}}},\"alignment\":[\"N\"],\"int\":16,\"cha\":14,\"languages\":[\"Common\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"R04M\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToFW\",\"page\":75,\"_copy\":{\"name\":\"Monodrone\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"The monodrone\",\"with\":\"R04M\",\"flags\":\"i\"}}},\"alignment\":[\"N\",\"G\"],\"int\":8,\"languages\":[\"Common\",\"Modron\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Shariel\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToFW\",\"page\":65,\"_copy\":{\"name\":\"Deva\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"The deva\",\"with\":\"Shariel\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Vecna Impersonator\",\"source\":\"ToFW\",\"page\":26,\"_copy\":{\"name\":\"Doppelganger\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"doppelganger\",\"with\":\"impersonator\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Whirlwyrm\",\"source\":\"ToFW\",\"page\":52,\"_copy\":{\"name\":\"Giant Crocodile\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"crocodile\",\"with\":\"whirlwyrm\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"X01\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToFW\",\"page\":91,\"_copy\":{\"name\":\"Hexton Modron\",\"source\":\"MPP\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"The hexton\",\"with\":\"X01\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Zaythir\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"ToFW\",\"page\":32,\"_copy\":{\"name\":\"Githzerai Uniter\",\"source\":\"MPP\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"The githzerai\",\"with\":\"Zaythir\",\"flags\":\"i\"}}},\"alignment\":[\"N\"],\"hasToken\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-ttp.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\"]},\"otherSources\":{\"monster\":{\"MTF\":\"TTP\"}}},\"monster\":[{\"name\":\"Decapus\",\"source\":\"TTP\",\"page\":21,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":75,\"formula\":\"10d10 + 20\"},\"speed\":{\"walk\":15,\"climb\":30},\"str\":15,\"dex\":14,\"con\":14,\"int\":4,\"wis\":10,\"cha\":7,\"skill\":{\"athletics\":\"+4\",\"perception\":\"+2\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"cr\":\"4\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The decapus makes two attacks: one with its bite and one with its tentacles.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature {@condition grappled} by the decapus. {@h}7 ({@damage 2d4 + 2}) piercing damage.\"]},{\"name\":\"Tentacles\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 10 ft., one target. {@h}24 ({@damage 9d4 + 2}) bludgeoning damage or 14 ({@damage 5d4 + 2}) bludgeoning damage if the decapus is grappling a creature other than the target or if the decapus is on the ground or floor. The target is also {@condition grappled} (escape {@dc 14}) unless the decapus is already grappling a creature. Until this grapple ends, the target is {@condition restrained}.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Geonid\",\"source\":\"TTP\",\"page\":22,\"size\":[\"S\"],\"type\":\"elemental\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":26,\"formula\":\"4d6 + 12\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":10,\"con\":16,\"int\":9,\"wis\":14,\"cha\":11,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+2\"},\"senses\":[\"darkvision 60 ft.\",\"tremorsense 30 ft.\"],\"passive\":14,\"cr\":\"1/4\",\"trait\":[{\"name\":\"Boulder Guise\",\"entries\":[\"While fully withdrawn into its shell, the geonid can't see and is indistinguishable from a small boulder\"]}],\"action\":[{\"name\":\"Club\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) bludgeoning damage.\"]},{\"name\":\"Stone Tell\",\"entries\":[\"The geonid touches a stone object or surface and knows what types of creatures have been within 10 feet of that stone in the past 24 hours. The geonid can also determine the number of creatures of each type, but not their identities.\"]}],\"attachedItems\":[\"club|phb\"],\"senseTags\":[\"D\",\"T\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Giant Slug\",\"source\":\"TTP\",\"page\":18,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":66,\"formula\":\"6d10 + 18\"},\"speed\":{\"walk\":10,\"climb\":10},\"str\":14,\"dex\":13,\"con\":16,\"int\":1,\"wis\":12,\"cha\":5,\"skill\":{\"perception\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Abyssal\",\"Aquan\",\"Common\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The slug's innate spellcasting ability is Wisdom (spell save {@dc 11}, {@hit 3} to hit with spell attacks). It can innately cast the following spells, requiring no material components:\"],\"daily\":{\"1e\":[\"{@spell guiding bolt}\",\"{@spell sanctuary}\",\"{@spell spiritual weapon}\"]},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The slug has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The slug can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The slug makes two attacks: one with its tentacles and one with its bite.\"]},{\"name\":\"Tentacles\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one creature. {@h}4 ({@damage 1d4 + 2}) poison damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 minute. Until this poison ends, the target is {@condition paralyzed}. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Animate Tentacle\",\"entries\":[\"When the slug takes damage in this cave ({@adventure Shrine of Umberlee|ttp|3|24. Shrine of Umberlee}), it can use its reaction to animate one of the tentacles of the kraken statue and cause it to make a melee weapon attack ({@hit 3} to hit) against one creature within 20 feet of the statue that the slug can see. The tentacle deals 8 ({@damage 1d8 + 4}) bludgeoning damage on a hit.\"]}],\"traitTags\":[\"Keen Senses\",\"Spider Climb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"AB\",\"AQ\",\"C\"],\"damageTags\":[\"B\",\"I\",\"P\"],\"damageTagsSpell\":[\"O\",\"R\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"paralyzed\",\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true},{\"name\":\"Topi\",\"source\":\"TTP\",\"page\":22,\"size\":[\"S\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":13,\"formula\":\"3d6 + 3\"},\"speed\":{\"walk\":30},\"str\":7,\"dex\":15,\"con\":12,\"int\":6,\"wis\":10,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"bludgeoning\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"understands the languages it knew in life but can't speak\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Turn Resistance\",\"entries\":[\"The topi has advantage on saving throws against any effect that turns undead.\"]},{\"name\":\"Undead Fortitude\",\"entries\":[\"If damage reduces the topi to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the topi drops to 1 hit point instead.\"]}],\"action\":[{\"name\":\"Venomous Claws\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage plus 2 ({@damage 1d4}) poison damage, and the target must succeed on a {@dc 11} Constitution saving throw or be {@condition poisoned} until the end of the target's next turn.\"]}],\"traitTags\":[\"Turn Resistance\",\"Undead Fortitude\"],\"senseTags\":[\"D\"],\"languageTags\":[\"CS\",\"LF\"],\"damageTags\":[\"I\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Two-Headed Plesiosaurus\",\"source\":\"TTP\",\"page\":18,\"_copy\":{\"name\":\"Plesiosaurus\",\"source\":\"MM\",\"_mod\":{\"trait\":[{\"mode\":\"prependArr\",\"items\":{\"name\":\"Two Heads\",\"entries\":[\"The two-headed plesiosaurus has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}.\"]}}],\"action\":[{\"mode\":\"prependArr\",\"items\":{\"name\":\"Multiattack\",\"entries\":[\"The two-headed plesiosaurus makes two bite attacks.\"]}}]}},\"hp\":{\"average\":100,\"formula\":\"8d10 + 24\"},\"cr\":\"4\",\"actionTags\":[\"Multiattack\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-vd.json`] = JSON.parse("{\"monster\":[{\"name\":\"Vecna the Archlich\",\"shortName\":\"Vecna\",\"isNamedCreature\":true,\"source\":\"VD\",\"size\":[\"M\"],\"type\":{\"type\":\"undead\",\"tags\":[\"Wizard\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"formula\":\"32d8 + 128\",\"average\":272},\"speed\":{\"walk\":30},\"str\":14,\"dex\":16,\"con\":18,\"int\":22,\"wis\":24,\"cha\":16,\"save\":{\"con\":\"+12\",\"int\":\"+14\",\"wis\":\"+15\"},\"skill\":{\"arcana\":\"+22\",\"history\":\"+14\",\"insight\":\"+15\",\"perception\":\"+15\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":25,\"resist\":[\"cold\",\"lightning\",\"necrotic\"],\"immune\":[{\"immune\":[\"poison\"]},{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\",\"stunned\"],\"languages\":[\"Common\",\"Draconic\",\"Elvish\",\"Infernal\"],\"cr\":\"26\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Vecna casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 22}):\"],\"will\":[\"{@spell animate dead} (as an action)\",\"{@spell detect magic}\",\"{@spell dispel magic}\",\"{@spell fly}\",\"{@spell lightning bolt}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\"],\"daily\":{\"2e\":[\"{@spell dimension door}\",\"{@spell invisibility}\",\"{@spell scrying} (as an action)\"],\"1e\":[\"{@spell dominate monster}\",\"{@spell globe of invulnerability}\",\"{@spell plane shift} (self only)\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (5/Day)\",\"entries\":[\"If Vecna fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Vecna carries a magic dagger named Afterthought. In the hands of anyone other than Vecna, Afterthought is a {@item +2 dagger}.\"]},{\"name\":\"Undying\",\"entries\":[\"If Vecna is slain, his soul refuses to accept its fate and lives on as a disembodied spirit that fashions a new body for itself after {@dice 1d100} years. Vecna's soul can fashion a new body even if its old body was burned to ash or otherwise obliterated. When the new body is complete, Vecna regains all his hit points and becomes active again. Vecna's new body appears anywhere within 100 miles of where Vecna was slain.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"Vecna doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Vecna uses Flight of the Damned (if available), Rotten Fate, or Spellcasting. He then makes two attacks with {@i Afterthought}.\"]},{\"name\":\"Afterthought\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d4 + 5}) piercing damage, plus 9 ({@damage 2d8}) necrotic damage. If the target is a creature, it is afflicted by entropic magic, taking 9 ({@damage 2d8}) necrotic damage at the start of each of its turns. Immediately after taking this damage on its turn, the target can make a {@dc 20} Constitution saving throw, ending the effect on itself on a success. Until it succeeds on this save, the afflicted target can't regain hit points.\"]},{\"name\":\"Flight of the Damned {@recharge 5}\",\"entries\":[\"Vecna conjures a torrent of flying, spectral entities that fill a 120-foot cone and pass through all creatures in that area before dissipating. Each creature in that area must make a {@dc 22} Constitution saving throw. On a failed save, the creature takes 36 ({@damage 8d8}) necrotic damage and is {@condition frightened} of Vecna for 1 minute. On a successful save, the creature takes half as much damage and isn't {@condition frightened}. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Rotten Fate\",\"entries\":[\"Vecna causes necrotic magic to engulf one creature he can see within 120 feet of himself. The target must make a {@dc 22} Constitution saving throw, taking 96 ({@damage 8d8 + 60}) necrotic damage on a failed save, or half as much damage on a successful one. A Humanoid killed by this magic rises as a {@creature zombie} at the start of Vecna's next turn and acts immediately after Vecna in the initiative order. The {@creature zombie} is under Vecna's control.\"]}],\"bonus\":[{\"name\":\"Vile Teleport\",\"entries\":[\"Vecna teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see. He can cause each creature of his choice within 15 feet of his destination space to take 10 ({@damage 3d6}) psychic damage. If at least one creature takes this damage, Vecna regains 80 hit points.\"]}],\"reactionHeader\":[\"Vecna can take up to three reactions per round but only one per turn.\"],\"reaction\":[{\"name\":\"Dread Counterspell\",\"entries\":[\"Vecna utters a dread word to interrupt a creature he can see that is casting a spell. If the spell is 4th level or lower, it fails and has no effect. If the spell is 5th level or higher, Vecna makes an Intelligence check ({@dc 10} + the spell's level). On a success, the spell fails and has no effect. Whatever the spell's level, the caster takes 10 ({@damage 3d6}) psychic damage if the spell fails.\"]},{\"name\":\"Fell Rebuke\",\"entries\":[\"In response to being hit by an attack, Vecna utters a fell word, dealing 10 ({@damage 3d6}) necrotic damage to the attacker, and Vecna teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see.\"]}],\"altArt\":[{\"name\":\"Vecna the Archlich (Alt)\",\"source\":\"VD\"}],\"traitTags\":[\"Legendary Resistances\",\"Unusual Nature\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"E\",\"I\"],\"damageTags\":[\"N\",\"P\",\"Y\"],\"damageTagsSpell\":[\"L\",\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-veor.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\",\"MPMM\",\"BAM\",\"VRGR\"]},\"internalCopies\":[\"monster\"],\"otherSources\":{\"monster\":{\"MM\":\"VEoR\",\"BAM\":\"VEoR\",\"VRGR\":\"VEoR\",\"MPMM\":\"VEoR\",\"DSotDQ\":\"VEoR\",\"WBtW\":\"VEoR\"}}},\"monster\":[{\"name\":\"Alustriel Silverhand\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"VEoR\",\"page\":242,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\",\"wizard\"]},\"alignment\":[\"C\",\"G\"],\"ac\":[15,{\"ac\":18,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":272,\"formula\":\"32d8 + 128\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":20,\"con\":18,\"int\":24,\"wis\":23,\"cha\":22,\"save\":{\"con\":\"+11\",\"int\":\"+14\",\"wis\":\"+13\"},\"skill\":{\"arcana\":\"+14\",\"history\":\"+14\",\"insight\":\"+13\",\"religion\":\"+14\"},\"passive\":16,\"resist\":[\"radiant\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"poisoned\"],\"languages\":[\"Common\",\"Draconic\",\"Elvish\"],\"cr\":\"21\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Alustriel casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 22}):\"],\"will\":[\"{@spell Dancing Lights}\",\"{@spell Detect Magic}\",\"{@spell Mage Armor} (self only)\",\"{@spell Mage Hand}\"],\"daily\":{\"2e\":[\"{@spell Detect Thoughts}\",\"{@spell Dispel Magic}\",\"{@spell Tongues}\"],\"1e\":[\"{@spell Telepathy}\",\"{@spell Teleport}\",\"{@spell Time Stop}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Ear of the Chosen\",\"entries\":[\"Whenever a creature on the same plane of existence as Alustriel speaks Alustriel's name, Alustriel hears her name and the next nine words the speaker utters.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Alustriel fails a saving throw, she can choose to succeed instead.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Alustriel carries a magic staff known as the Staff of Silverymoon. In the hands of anyone other than Alustriel, the Staff of Silverymoon is a Staff of Power.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Alustriel makes three Staff of Silverymoon attacks or two Reproving Ray attacks.\"]},{\"name\":\"Staff of Silverymoon\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage plus 38 ({@damage 7d10}) radiant damage.\"]},{\"name\":\"Reproving Ray\",\"entries\":[\"{@atk rs} {@hit 14} to hit, range 120 ft., one target. {@h}65 ({@damage 9d12 + 7}) force damage, and if the target is a creature, it must make a {@dc 22} Charisma saving throw. On a failed save, the target has the {@condition incapacitated} condition until the start of Alustriel's next turn. On a successful save, the target's speed is reduced by 10 feet until the start of Alustriel's next turn.\"]},{\"name\":\"Argent Blaze (Requires Silver Fire)\",\"entries\":[\"Alustriel summons a 60- foot cone of silver fire. Each creature in that area must make a {@dc 22} Dexterity saving throw, taking 77 ({@damage 14d10}) radiant damage on a failed save or half as much damage on a successful one. Additionally, Alustriel or one creature of her choice within 60 feet of her then regains 10 ({@dice 3d6}) hit points.\"]}],\"bonus\":[{\"name\":\"Silver Fire (2/Day)\",\"entries\":[\"Brilliant silver fire harmlessly wreathes Alustriel and empowers her. The silver fire lasts for 1 hour or until she has the {@condition incapacitated} condition or uses another bonus action to quench it. While wreathed in silver fire, Alustriel gains truesight within 30 feet and can use her Argent Blaze action. In addition, Alustriel is unaffected by magic that would ascertain her alignment, creature type, thoughts, or truthfulness.\"]}],\"reaction\":[{\"name\":\"Shining Counterspell\",\"entries\":[\"Alustriel interrupts a creature she can see within 60 feet of herself that is casting a spell. If the spell is 5th level or lower, it fails and has no effect. If the spell is 6th level or higher, Alustriel makes an Intelligence check ({@dc 10} plus the spell's level). On a successful check, the spell fails and has no effect. Whatever the spell's level, the caster takes 11 ({@damage 2d10}) radiant damage if the spell fails.\"]}],\"traitTags\":[\"Legendary Resistances\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"E\"],\"damageTags\":[\"B\",\"O\",\"R\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"incapacitated\"],\"savingThrowForced\":[\"charisma\",\"dexterity\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Argentia Skywright\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"VEoR\",\"_copy\":{\"name\":\"Werewolf\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the werewolf\",\"with\":\"Argentia\",\"flags\":\"i\"}}},\"alignment\":[\"N\",\"G\"],\"hasToken\":true},{\"name\":\"Black Rose Bearer\",\"source\":\"VEoR\",\"page\":208,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":11,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":110,\"formula\":\"13d8 + 52\"},\"speed\":{\"walk\":20},\"str\":17,\"dex\":6,\"con\":18,\"int\":2,\"wis\":10,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"understands the languages it knew in life but can't speak\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Berserk\",\"entries\":[\"Whenever the bearer takes damage or makes a Strength or Dexterity saving throw, roll a {@dice d6}. On a 5 or 6, the bearer goes berserk. On each of its turns while berserk, the bearer has advantage on melee attack rolls, it can Dash as a bonus action, and it must attack the nearest creature it can see. If no creature is near enough to move to and attack, the bearer attacks an object, with preference for an object smaller than itself. Once the bearer goes berserk, it remains berserk until it is destroyed or its creator gives it a pristine black rose.\"]},{\"name\":\"Undead Fortitude\",\"entries\":[\"If damage reduces the bearer to 0 hit points, it must make a Constitution saving throw with a DC of 5 plus the damage taken, unless the damage is radiant or from a critical hit. On a successful save, the bearer drops to 1 hit point instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The bearer makes two Slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) bludgeoning damage plus 11 ({@damage 2d10}) necrotic damage.\"]}],\"traitTags\":[\"Undead Fortitude\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"LF\"],\"damageTags\":[\"B\",\"N\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Blade Lieutenant\",\"source\":\"VEoR\",\"page\":209,\"size\":[\"M\"],\"type\":{\"type\":\"construct\",\"tags\":[\"warforged\"]},\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":153,\"formula\":\"18d8 + 72\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":13,\"con\":19,\"int\":14,\"wis\":14,\"cha\":17,\"save\":{\"int\":\"+6\",\"cha\":\"+7\"},\"skill\":{\"insight\":\"+6\",\"intimidation\":\"+7\",\"perception\":\"+6\"},\"passive\":16,\"resist\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"Common\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Pack Tactics\",\"entries\":[\"The lieutenant has advantage on an attack roll against a creature if at least one of the lieutenant's allies is within 5 feet of the creature and the ally doesn't have the {@condition incapacitated} condition.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The lieutenant makes three Longsword or Javelin Launcher attacks.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}17 ({@damage 3d8 + 4}) slashing damage, or 20 ({@damage 3d10 + 4}) slashing damage if used with two hands.\"]},{\"name\":\"Javelin Launcher\",\"entries\":[\"{@atk rw} {@hit 8} to hit, range 30/120 ft., one target. {@h}14 ({@damage 3d6 + 4}) piercing damage, and the target has the {@condition prone} condition.\"]}],\"bonus\":[{\"name\":\"Command Ally\",\"entries\":[\"The lieutenant targets one ally it can see within 30 feet of itself. If the target can see or hear the lieutenant, the target can make one melee attack using its reaction, if available, and has advantage on the attack roll.\"]},{\"name\":\"Rally the Troops (1/Day)\",\"entries\":[\"The lieutenant ends the {@condition charmed} and {@condition frightened} conditions on itself and each creature of its choice that it can see within 30 feet of itself.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"The lieutenant adds 3 to its AC against one melee attack that would hit it. To do so, the lieutenant must see the attacker and be wielding a melee weapon.\"]}],\"attachedItems\":[\"longsword|phb\"],\"traitTags\":[\"Pack Tactics\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Blade Scout\",\"source\":\"VEoR\",\"page\":209,\"size\":[\"M\"],\"type\":{\"type\":\"construct\",\"tags\":[\"warforged\"]},\"alignment\":[\"L\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":105,\"formula\":\"14d8 + 42\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":20,\"con\":16,\"int\":10,\"wis\":19,\"cha\":10,\"save\":{\"dex\":\"+8\",\"wis\":\"+7\"},\"skill\":{\"acrobatics\":\"+8\",\"perception\":\"+7\",\"stealth\":\"+8\"},\"passive\":17,\"resist\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"Common\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Pack Tactics\",\"entries\":[\"The scout has advantage on an attack roll against a creature if at least one of the scout's allies is within 5 feet of the creature and the ally doesn't have the {@condition incapacitated} condition.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The scout makes three Armblade or Bolt Launcher attacks. It can replace one of the attacks with a use of Snare Trap.\"]},{\"name\":\"Armblade\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage.\"]},{\"name\":\"Bolt Launcher\",\"entries\":[\"{@atk rw} {@hit 8} to hit, range 80/320 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage.\"]},{\"name\":\"Snare Trap (1/Day)\",\"entries\":[\"The scout deploys a Tiny mechanical trap on a solid surface within 5 feet of itself. The trap is hidden, requiring a successful {@dc 17} Intelligence ({@skill Investigation}) check to find. The trap lasts for 1 minute. Whenever an enemy enters a space within 10 feet of the trap or starts its turn there, it must succeed on a {@dc 16} Dexterity saving throw or take 21 ({@damage 6d6}) piercing damage and have the {@condition prone} condition. A creature makes this saving throw only once per turn.\"]}],\"bonus\":[{\"name\":\"Dash\",\"entries\":[\"The scout moves up to its speed without provoking opportunity attacks.\"]}],\"traitTags\":[\"Pack Tactics\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\",\"RW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Blazebear\",\"source\":\"VEoR\",\"page\":210,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":189,\"formula\":\"18d10 + 90\"},\"speed\":{\"walk\":30},\"str\":24,\"dex\":17,\"con\":21,\"int\":3,\"wis\":13,\"cha\":16,\"save\":{\"str\":\"+11\",\"cha\":\"+7\"},\"skill\":{\"perception\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":15,\"cr\":\"12\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The blazebear has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Mist Sight\",\"entries\":[\"The blazebear can see normally through heavily obscured areas created by mist or fog, including areas created by spells such as Fog Cloud.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The blazebear makes two Bite attacks. It can replace one attack with Stunning Gaze if available.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}20 ({@damage 2d12 + 7}) piercing damage plus 11 ({@damage 2d10}) force damage.\"]},{\"name\":\"Stunning Gaze {@recharge 5}\",\"entries\":[\"The blazebear targets two creatures it can see within 120 feet of itself. Each target must succeed on a {@dc 15} Wisdom saving throw or have the {@condition stunned} condition until the start of the blazebear's next turn.\"]}],\"reaction\":[{\"name\":\"Antimagic Swipe\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one creature casting a spell of 3rd level or lower. {@h}22 ({@damage 4d10}) force damage, and the target must succeed on a {@dc 15} Intelligence saving throw or the spell fails and has no effect.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"O\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"stunned\"],\"savingThrowForced\":[\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bone Roc\",\"source\":\"VEoR\",\"page\":211,\"size\":[\"H\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[15],\"hp\":{\"average\":133,\"formula\":\"14d12 + 42\"},\"speed\":{\"walk\":15,\"fly\":90},\"str\":18,\"dex\":20,\"con\":16,\"int\":2,\"wis\":17,\"cha\":10,\"save\":{\"dex\":\"+8\",\"wis\":\"+6\"},\"skill\":{\"perception\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"immune\":[\"poison\"],\"vulnerable\":[\"bludgeoning\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"cr\":\"8\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The bone roc makes one Beak attack and two Talons attacks.\"]},{\"name\":\"Beak\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage.\"]},{\"name\":\"Talons\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage plus 10 ({@damage 3d6}) necrotic damage.\"]}],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"N\",\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Borthak\",\"source\":\"VEoR\",\"page\":212,\"size\":[\"H\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":200,\"formula\":\"16d12 + 96\"},\"speed\":{\"walk\":30},\"str\":25,\"dex\":16,\"con\":22,\"int\":4,\"wis\":14,\"cha\":15,\"save\":{\"str\":\"+12\",\"con\":\"+11\",\"cha\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[\"acid\",\"cold\"],\"cr\":\"15\",\"trait\":[{\"name\":\"Glacial Aura\",\"entries\":[\"At the end of the borthak's turn, slippery ice covers surfaces within 10 feet of the borthak. This ice is difficult terrain. When a creature other than the borthak enters the ice's area for the first time on a turn or starts its turn there, it must succeed on a {@dc 16} Dexterity saving throw or have the {@condition prone} condition. The ice disappears at the start of the borthak's next turn.\"]},{\"name\":\"Webbed Feet\",\"entries\":[\"The borthak can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The borthak makes one Bite attack or uses Noxious Regurgitation if available, and it makes two Stomp attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d8 + 7}) piercing damage plus 7 ({@damage 2d6}) acid damage.\"]},{\"name\":\"Stomp\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}11 ({@damage 1d8 + 7}) bludgeoning damage.\"]},{\"name\":\"Noxious Regurgitation {@recharge 5}\",\"entries\":[\"The borthak spews acid at a creature it can see within 120 feet of itself. The target must make a {@dc 21} Constitution saving throw. On a failed save, the creature takes 24 ({@damage 7d6}) acid damage and has the {@condition poisoned} condition until the start of the borthak's next turn. On a successful save, the creature takes half as much damage only.\"]}],\"reaction\":[{\"name\":\"Reactive Tail\",\"entries\":[\"When a creature within 10 feet of the borthak hits the borthak with an attack roll, the borthak swings its tail in retaliation. The triggering creature and any creature within 5 feet of it must succeed on a {@dc 16} Dexterity saving throw or take 16 ({@damage 2d8 + 7}) bludgeoning damage.\"]}],\"legendary\":[{\"name\":\"Move\",\"entries\":[\"The borthak moves up to its speed without provoking opportunity attacks.\"]},{\"name\":\"Bite (Costs 2 Actions)\",\"entries\":[\"The borthak makes one Bite attack.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"A\",\"B\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Camlash\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"VEoR\",\"page\":181,\"size\":[\"H\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":325,\"formula\":\"26d12 + 156\"},\"speed\":{\"walk\":40,\"fly\":80},\"str\":26,\"dex\":15,\"con\":22,\"int\":20,\"wis\":16,\"cha\":22,\"save\":{\"str\":\"+14\",\"con\":\"+12\",\"wis\":\"+9\",\"cha\":\"+12\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":13,\"resist\":[\"cold\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"telepathy 120 ft.\"],\"cr\":\"19\",\"trait\":[{\"name\":\"Death Throes\",\"entries\":[\"Camlash explodes when reduced to 0 hit points, and each creature within 30 feet of Camlash must make a {@dc 21} Dexterity saving throw, taking 70 ({@damage 20d6}) fire damage on a failed save or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Camlash has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Spider Aura\",\"entries\":[\"Camlash is surrounded by tiny biting spiders that magically appear and disappear from moment to moment. At the start of each of Camlash's turns, each creature within 10 feet of Camlash takes 10 ({@damage 3d6}) poison damage and must succeed on a {@dc 21} Constitution saving throw or have the {@condition paralyzed} condition until the start of Camlash's next turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Camlash makes one Flaming Whip attack and one Lightning Blade attack. Camlash can replace one of these attacks with Teleport.\"]},{\"name\":\"Flaming Whip\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 30 ft., one target. {@h}25 ({@damage 5d6 + 8}) fire damage, and if the target is a creature, it must succeed on a {@dc 21} Strength saving throw or be pulled up to 25 feet toward Camlash.\"]},{\"name\":\"Lightning Blade\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d8 + 8}) slashing damage plus 13 ({@damage 3d8}) lightning damage.\"]},{\"name\":\"Teleport\",\"entries\":[\"Camlash magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.\"]}],\"traitTags\":[\"Death Burst\",\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\",\"Teleport\"],\"languageTags\":[\"AB\",\"TP\"],\"damageTags\":[\"F\",\"I\",\"L\",\"S\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"paralyzed\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Citadel Spider\",\"source\":\"VEoR\",\"page\":214,\"size\":[\"G\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":310,\"formula\":\"20d20 + 150\"},\"speed\":{\"walk\":50,\"climb\":50},\"str\":26,\"dex\":10,\"con\":21,\"int\":6,\"wis\":12,\"cha\":9,\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":11,\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\"],\"cr\":\"18\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the spider fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Web Walker\",\"entries\":[\"The spider ignores movement restrictions caused by webbing.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The spider makes two Bite attacks. It can replace one of these attacks with a use of Web Bomb.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 20 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage plus 7 ({@damage 2d6}) poison damage.\"]},{\"name\":\"Web Bomb\",\"entries\":[\"{@atk rw} {@hit 14} to hit, range 300 ft./600 ft., one target. {@h}24 ({@damage 3d10 + 8}) bludgeoning damage, and the target and all creatures within 10 feet of it must succeed on a {@dc 19} Dexterity saving throw or take 10 ({@damage 3d6}) acid damage and have the {@condition restrained} condition until the start of the spider's next turn.\"]}],\"reaction\":[{\"name\":\"Absorb Blow\",\"entries\":[\"In response to being hit with an attack roll, the spider's carapace absorbs some of the blow, reducing the damage it takes by 11 ({@dice 2d10}).\"]}],\"traitTags\":[\"Legendary Resistances\",\"Spider Climb\",\"Web Walker\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"A\",\"B\",\"I\",\"P\"],\"miscTags\":[\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"restrained\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Crunch\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"VEoR\",\"_copy\":{\"name\":\"Blade Scout\",\"source\":\"VEoR\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the scout\",\"with\":\"Crunch\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Deadbark Dryad\",\"source\":\"VEoR\",\"page\":216,\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":187,\"formula\":\"22d8 + 88\"},\"speed\":{\"walk\":30},\"str\":17,\"dex\":16,\"con\":18,\"int\":11,\"wis\":16,\"cha\":18,\"save\":{\"con\":\"+9\",\"cha\":\"+9\"},\"skill\":{\"perception\":\"+8\",\"stealth\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":18,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Elvish\",\"Sylvan\"],\"cr\":\"13\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The dryad casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 17}):\"],\"will\":[\"{@spell Druidcraft}\"],\"daily\":{\"1\":[\"{@spell Dispel Magic}\"],\"2e\":[\"{@spell Pass without Trace}\",\"{@spell Spike Growth}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Bramble Walk\",\"entries\":[\"Difficult terrain composed of vegetation, such as foliage or thorns, doesn't cost the dryad extra movement.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The dryad has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Speak with Beasts and Plants\",\"entries\":[\"The dryad can communicate with Beasts and Plants as if they shared a language.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dryad makes two Poisonous Thorn attacks and one Sapping Vine attack.\"]},{\"name\":\"Poisonous Thorn\",\"entries\":[\"{@atk mw,rw} {@hit 8} to hit, reach 5 ft. or range 120 ft., one target. {@h}13 ({@damage 4d4 + 3}) piercing damage plus 10 ({@damage 3d6}) poison damage. If the target is a creature, it must succeed on a {@dc 17} Constitution saving throw or have the {@condition poisoned} condition until the start of the dryad's next turn.\"]},{\"name\":\"Sapping Vine\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 30 ft., one target. {@h}The target has the {@condition grappled} condition (escape {@dc 16}). Until the grapple ends, the target has the {@condition restrained} condition, and the dryad can't use the same vine on another target. A creature {@condition restrained} in this way takes 13 ({@damage 3d8}) necrotic damage at the start of its turn.\",\"The dryad has six vines. Each vine can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a vine deals no damage to the dryad, but any creature {@condition grappled} by that vine no longer has the {@condition grappled} condition. All vines immediately wither and disappear when the dryad is reduced to 0 hit points.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"E\",\"S\"],\"damageTags\":[\"I\",\"N\",\"P\"],\"damageTagsSpell\":[\"P\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\",\"RCH\",\"RW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Deathwolf\",\"source\":\"VEoR\",\"page\":217,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":153,\"formula\":\"18d8 + 72\"},\"speed\":{\"walk\":40},\"str\":20,\"dex\":16,\"con\":18,\"int\":10,\"wis\":17,\"cha\":19,\"save\":{\"str\":\"+10\",\"dex\":\"+8\",\"cha\":\"+9\"},\"skill\":{\"perception\":\"+13\",\"stealth\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":23,\"immune\":[\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"Common\"],\"cr\":\"15\",\"trait\":[{\"name\":\"Legendary Resistance (2/Day)\",\"entries\":[\"If the deathwolf fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Moon's Grace\",\"entries\":[\"When the deathwolf falls, it descends at a rate of 60 feet per round and takes no falling damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The deathwolf makes one Bite attack and two Claw attacks. It can replace one of these attacks with Phantom Deathwolf if available.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage plus 9 ({@damage 2d8}) necrotic damage. The target must succeed on a {@dc 16} Wisdom saving throw or have disadvantage on saving throws against the {@condition frightened} condition. This curse lasts until removed by the {@spell Remove Curse} spell or other magic.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage plus 4 ({@damage 1d8}) necrotic damage.\"]},{\"name\":\"Phantom Deathwolf {@recharge 5}\",\"entries\":[\"The deathwolf creates a terrifying phantom of itself in the mind of a creature the deathwolf can see within 60 feet of itself. The target must succeed on a {@dc 17} Intelligence saving throw or have the {@condition frightened} condition for 1 minute.\",\"While the target is {@condition frightened}, the phantom deals 21 ({@damage 6d6}) psychic damage to the target at the start of each of the target's turns. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"reactionHeader\":[\"The deathwolf can take up to two reactions per round but only one per turn.\"],\"reaction\":[{\"name\":\"Imposing Slash\",\"entries\":[\"When a creature within 5 feet of the deathwolf makes an attack roll against it, the deathwolf forces the creature to succeed on a {@dc 17} Wisdom saving throw or have disadvantage on that roll. After the attack hits or misses, the deathwolf makes one Claw attack against the creature.\"]},{\"name\":\"Phase Step\",\"entries\":[\"Immediately after taking damage, the deathwolf teleports up to 30 feet to an unoccupied space it can see that is in dim light or darkness.\"]}],\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"N\",\"P\",\"S\",\"Y\"],\"miscTags\":[\"CUR\",\"MW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Degloth\",\"source\":\"VEoR\",\"page\":218,\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":133,\"formula\":\"14d10 + 56\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":23,\"dex\":17,\"con\":18,\"int\":6,\"wis\":11,\"cha\":9,\"save\":{\"str\":\"+10\",\"con\":\"+8\"},\"skill\":{\"athletics\":\"+10\",\"perception\":\"+4\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":14,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"Abyssal\",\"telepathy 120 ft.\"],\"cr\":\"11\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The degloth has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The degloth makes two Razor Fist attacks.\"]},{\"name\":\"Razor Fist\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) slashing damage, and if the target is a Medium or smaller creature, the target has the {@condition grappled} condition (escape {@dc 18}). Until this grapple ends, the target has the {@condition restrained} condition, and the degloth can't use this fist to grapple another target. The degloth has two fists.\"]}],\"bonus\":[{\"name\":\"Crush\",\"entries\":[\"The degloth targets one creature currently {@condition grappled} by it. The target must make a {@dc 18} Strength saving throw, taking 15 ({@damage 2d8 + 6}) bludgeoning damage on a failed save or half as much damage on a successful one.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"TP\"],\"damageTags\":[\"B\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Eldon Keyward\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"VEoR\",\"_copy\":{\"name\":\"Priest\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the priest\",\"with\":\"Eldon\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"False Lich\",\"source\":\"VEoR\",\"page\":220,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":199,\"formula\":\"21d8 + 105\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":16,\"con\":20,\"int\":25,\"wis\":19,\"cha\":15,\"save\":{\"con\":\"+12\",\"int\":\"+14\",\"wis\":\"+11\",\"cha\":\"+9\"},\"senses\":[\"truesight 60 ft.\"],\"passive\":14,\"immune\":[\"necrotic\",\"poison\",\"psychic\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\",\"stunned\"],\"languages\":[\"Abyssal\",\"Common\",\"Draconic\",\"Dwarvish\",\"Elvish\",\"Giant\",\"Infernal\",\"Primordial\",\"Undercommon\"],\"cr\":\"21\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The false lich casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 22}):\"],\"will\":[\"{@spell Detect Magic}\",\"{@spell Fly}\",\"{@spell Mage Hand}\",\"{@spell Prestidigitation}\"],\"daily\":{\"3e\":[\"{@spell Dispel Magic}\",\"{@spell Invisibility} (self only)\"],\"1e\":[\"{@spell Globe of Invulnerability}\",\"{@spell Hold Monster}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the false lich fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The false lich has advantage on saving throws against spells and magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The false lich makes two Death Rend attacks and uses Bloodcurdling Lament if available.\"]},{\"name\":\"Death Rend\",\"entries\":[\"{@atk ms} {@hit 14} to hit, reach 5 ft., one target. {@h}23 ({@damage 3d10 + 7}) necrotic damage.\"]},{\"name\":\"Bloodcurdling Lament {@recharge 5}\",\"entries\":[\"The false lich emits a hideous shriek charged with malignant energy. Each creature within 30 feet of the false lich must succeed on a {@dc 22} Wisdom saving throw or have the {@condition frightened} condition for 1 minute. While {@condition frightened} in this way, a creature also has the {@condition unconscious} condition. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"bonus\":[{\"name\":\"Soul Siphon\",\"entries\":[\"The false lich targets one creature it can see within 120 feet of itself. The target must make a {@dc 22} Charisma saving throw; if the target has the {@condition unconscious} condition, it has disadvantage on this saving throw. The target takes 21 ({@damage 6d6}) force damage on a failed save or half as much damage on a successful one. The false lich then regains a number of hit points equal to the amount of force damage taken.\",\"If this damage reduces the target to 0 hit points, the target immediately dies, its body disappears, and its soul is trapped inside one of the soul gems within the false lich's skull. After 24 hours, the gem transfers the soul to the false lich's creator.\",\"When the false lich is reduced to 0 hit points, it is destroyed and disintegrates, leaving behind the gems. Crushing a gem releases any souls trapped within, at which point the soul's body re-forms in an unoccupied space nearest to the gem and in the same state as it was when its soul was trapped.\"]}],\"legendary\":[{\"name\":\"Spiteful Teleport\",\"entries\":[\"The false lich, along with anything it is wearing or carrying, teleports to an unoccupied space it can see within 60 feet of itself. It then makes one Death Rend attack if possible.\"]},{\"name\":\"Cast a Spell (Costs 2 Actions)\",\"entries\":[\"The false lich uses Spellcasting.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"D\",\"DR\",\"E\",\"GI\",\"I\",\"P\",\"U\"],\"damageTags\":[\"N\",\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\"],\"conditionInflict\":[\"unconscious\"],\"conditionInflictSpell\":[\"invisible\",\"paralyzed\"],\"savingThrowForced\":[\"charisma\",\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fernitha\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"VEoR\",\"_copy\":{\"name\":\"Erinyes\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the erinyes\",\"with\":\"Fernitha\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Figaro\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"VEoR\",\"_copy\":{\"name\":\"Mage\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Tiefling\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the mage\",\"with\":\"Figaro\",\"flags\":\"i\"}}},\"alignment\":[\"L\",\"G\"],\"hasToken\":true},{\"name\":\"Glaive\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"VEoR\",\"page\":81,\"size\":[\"M\"],\"type\":{\"type\":\"construct\",\"tags\":[\"warforged\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":187,\"formula\":\"22d8 + 88\"},\"speed\":{\"walk\":{\"number\":30,\"condition\":\"(50 ft. with overdrive)\"}},\"str\":20,\"dex\":16,\"con\":19,\"int\":11,\"wis\":16,\"cha\":9,\"save\":{\"str\":\"+9\",\"dex\":\"+7\",\"wis\":\"+7\"},\"skill\":{\"athletics\":\"+9\",\"perception\":\"+7\",\"stealth\":\"+7\",\"survival\":\"+7\"},\"passive\":17,\"resist\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"Common\"],\"cr\":\"11\",\"trait\":[{\"name\":\"Heatsink\",\"entries\":[\"When Glaive takes cold damage, her Overdrive immediately recharges.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"Glaive has advantage on attack rolls if at least one ally is within 5 feet of the creature she's attacking and the ally doesn't have the {@condition incapacitated} condition.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Glaive makes two Spiked Glaive attacks and two Serrated Bolt attacks.\"]},{\"name\":\"Spiked Glaive\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d10 + 5}) piercing or slashing damage, or 14 ({@damage 1d10 + 9}) piercing or slashing damage if Glaive is in overdrive.\"]},{\"name\":\"Serrated Bolt\",\"entries\":[\"{@atk rw} {@hit 7} to hit, range 60 ft., one target. {@h}13 ({@damage 3d6 + 3}) piercing damage. If Glaive has advantage on the attack roll, the serrated bolt lodges in the target, and the target's speed is reduced by 10 feet until the serrated bolt is removed. A target's speed can be reduced by only one serrated bolt at a time. A creature can use its action to remove a serrated bolt lodged in itself or another creature within its reach; when the bolt is removed from a creature, that creature takes 5 ({@damage 2d4}) slashing damage.\"]}],\"bonus\":[{\"name\":\"Overdrive (Recharges after Finishing a Short or Long Rest)\",\"entries\":[\"Glaive enters a state of overdrive that lasts for 1 minute or until she has the {@condition incapacitated} condition. While in overdrive, Glaive gains the following benefits:\",{\"type\":\"list\",\"items\":[\"Glaive has advantage on Strength checks and Strength saving throws.\",\"When Glaive makes a melee weapon attack, she gains a +4 bonus to the damage roll.\",\"Glaive's speed increases to 50 feet.\"]}]}],\"reaction\":[{\"name\":\"Self-Preservation\",\"entries\":[\"In response to being hit by a weapon attack, Glaive reduces the damage by 11 ({@dice 2d10}).\"]}],\"traitTags\":[\"Pack Tactics\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Granite Juggernaut\",\"source\":\"VEoR\",\"page\":221,\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":157,\"formula\":\"15d10 + 75\"},\"speed\":{\"walk\":{\"number\":30,\"condition\":\"(in a straight line)\"}},\"str\":23,\"dex\":1,\"con\":20,\"int\":2,\"wis\":11,\"cha\":3,\"senses\":[\"blindsight 120 ft.\"],\"passive\":10,\"immune\":[\"poison\",\"psychic\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't adamantine\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\"],\"cr\":\"12\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The juggernaut has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The juggernaut deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}11 ({@damage 1d10 + 6}) bludgeoning damage, and if the target is a Large or smaller creature, it must succeed on a {@dc 18} Strength saving throw or have the {@condition prone} condition.\"]}],\"bonus\":[{\"name\":\"Devastating Roll\",\"entries\":[\"The juggernaut moves up to its speed. During this movement, the juggernaut can move through the spaces of creatures with the {@condition prone} condition. When the juggernaut enters the space of a {@condition prone} creature for the first time during this movement, the creature must make a {@dc 18} Dexterity saving throw, taking 55 ({@damage 10d10}) bludgeoning damage on a failed save or half as much damage on a successful one.\"]}],\"traitTags\":[\"Magic Resistance\",\"Siege Monster\"],\"senseTags\":[\"B\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Grottenelle Stonecutter\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"VEoR\",\"_copy\":{\"name\":\"Mage\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Deep Gnome\",\"source\":\"DMG\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the mage\",\"with\":\"Grottenelle\",\"flags\":\"i\"}}},\"alignment\":[\"C\",\"E\"],\"hasToken\":true},{\"name\":\"Hazvongel\",\"source\":\"VEoR\",\"page\":222,\"size\":[\"H\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":237,\"formula\":\"25d12 + 75\"},\"speed\":{\"walk\":20,\"fly\":60},\"str\":21,\"dex\":20,\"con\":16,\"int\":12,\"wis\":15,\"cha\":11,\"save\":{\"con\":\"+8\",\"wis\":\"+7\"},\"skill\":{\"perception\":\"+7\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 120 ft.\"],\"passive\":17,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"Abyssal\",\"telepathy 120 ft.\"],\"cr\":\"14\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The hazvongel has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hazvongel makes three Talon attacks.\"]},{\"name\":\"Talon\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 15 ft., one target. {@h}18 ({@damage 3d8 + 5}) piercing damage.\"]},{\"name\":\"Blood Barrage {@recharge 5}\",\"entries\":[\"The hazvongel launches a spray of blood in a 90-foot cone. Each creature in that area must make a {@dc 18} Dexterity saving throw, taking 27 ({@damage 6d8}) necrotic damage on a failed save or half as much damage on a successful one.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"TP\"],\"damageTags\":[\"N\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hertilod\",\"source\":\"VEoR\",\"page\":223,\"size\":[\"H\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[14],\"hp\":{\"average\":241,\"formula\":\"21d12 + 105\"},\"speed\":{\"walk\":50,\"climb\":50},\"str\":23,\"dex\":18,\"con\":20,\"int\":3,\"wis\":15,\"cha\":10,\"save\":{\"str\":\"+12\",\"dex\":\"+10\"},\"skill\":{\"perception\":\"+8\"},\"senses\":[\"blindsight 30 ft.\",\"tremorsense 60 ft.\"],\"passive\":18,\"resist\":[\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"cr\":\"17\",\"trait\":[{\"name\":\"Legendary Resistances (3/Day)\",\"entries\":[\"If the hertilod fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The hertilod has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Shock Susceptibility\",\"entries\":[\"If the hertilod takes lightning damage, its speed is halved until the end of its next turn, and it must succeed on a {@dc 15} Constitution saving throw or immediately regurgitate all swallowed creatures, each of which lands in a space within 10 feet of the hertilod and has the {@condition prone} condition.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The hertilod can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hertilod makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d8 + 6}) piercing damage plus 13 ({@damage 2d12}) poison damage. If the target is a Large or smaller creature, it must succeed on a {@dc 20} Strength saving throw or be swallowed by the hertilod. A swallowed creature has the {@condition blinded} and {@condition restrained} conditions, and it has {@quickref Cover||3||total cover} against attacks and other effects outside the hertilod. At the start of each of the hertilod's turns, each swallowed creature takes 13 ({@damage 2d12}) poison damage from the poisonous secretion in the hertilod's gullet.\",\"The hertilod's gullet can hold up to two creatures at a time. If the hertilod takes 40 damage or more on a single turn from a swallowed creature, the hertilod must succeed on a {@dc 15} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which lands in a space within 10 feet of the hertilod and has the {@condition prone} condition. If the hertilod dies, a swallowed creature is no longer {@condition restrained} and can escape from the corpse by using 10 feet of movement, exiting with the {@condition prone} condition.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d10 + 6}) slashing damage.\"]}],\"legendary\":[{\"name\":\"Sprint\",\"entries\":[\"The hertilod moves up to its speed. This movement doesn't provoke opportunity attacks.\"]},{\"name\":\"Feed (Costs 2 Actions)\",\"entries\":[\"The hertilod drains life from the creatures in its gullet to bolster itself. Each creature in the hertilod's gullet takes 10 ({@damage 3d6}) necrotic damage, and the hertilod regains a number of hit points equal to the damage.\"]}],\"traitTags\":[\"Magic Resistance\",\"Spider Climb\"],\"senseTags\":[\"B\",\"T\"],\"actionTags\":[\"Multiattack\",\"Swallow\"],\"damageTags\":[\"I\",\"N\",\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Inda\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"VEoR\",\"_copy\":{\"name\":\"Deva\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the deva\",\"with\":\"Inda\",\"flags\":\"i\"}}},\"speed\":{\"walk\":30},\"hasToken\":true},{\"name\":\"Indrina Lamsensettle\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"VEoR\",\"_copy\":{\"name\":\"Noble\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the noble\",\"with\":\"Indrina\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"N\"],\"ac\":[11],\"action\":null,\"hasToken\":true},{\"name\":\"Jerot Galgin\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"VEoR\",\"_copy\":{\"name\":\"Necromancer Wizard\",\"source\":\"MPMM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the necromancer\",\"with\":\"Jerot\",\"flags\":\"i\"}}},\"alignment\":[\"N\",\"E\"],\"hasToken\":true},{\"name\":\"Kakkuu Spyder-Fiend\",\"source\":\"VEoR\",\"page\":234,\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":91,\"formula\":\"14d8 + 28\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":17,\"dex\":15,\"con\":14,\"int\":6,\"wis\":10,\"cha\":10,\"save\":{\"dex\":\"+5\",\"con\":\"+5\",\"wis\":\"+3\"},\"skill\":{\"perception\":\"+3\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"understands Abyssal but can't speak\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The kakkuu has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The kakkuu can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Web Sense\",\"entries\":[\"When in contact with a web, the kakkuu knows the exact location of any other creature in contact with the same web.\"]},{\"name\":\"Web Walker\",\"entries\":[\"The kakkuu ignores movement restrictions caused by webbing.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The kakkuu makes a Web Snare attack, uses Reel, and makes a Bite attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d10 + 3}) piercing damage plus 10 ({@damage 3d6}) poison damage.\"]},{\"name\":\"Reel\",\"entries\":[\"The kakkuu pulls each creature within 60 feet of itself that is {@condition grappled} by its Web Snare up to 30 feet straight toward itself.\"]},{\"name\":\"Web Snare\",\"entries\":[\"{@atk rw} {@hit 6} to hit, reach 30/60 ft., one Large or smaller creature. {@h}The target has the {@condition grappled} condition (escape {@dc 13}). While {@condition grappled}, the target also has the {@condition restrained} condition. A web snare grappling a creature can be attacked and destroyed (AC 10; 10 hit points; immunity to bludgeoning, poison, and psychic damage).\"]}],\"traitTags\":[\"Magic Resistance\",\"Spider Climb\",\"Web Sense\",\"Web Walker\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"CS\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kas the Betrayer\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"VEoR\",\"page\":244,\"size\":[\"M\"],\"type\":{\"type\":\"undead\",\"tags\":[\"vampire\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|PHB|plate}\"]}],\"hp\":{\"average\":315,\"formula\":\"30d8 + 180\"},\"speed\":{\"walk\":40},\"str\":26,\"dex\":20,\"con\":22,\"int\":24,\"wis\":19,\"cha\":26,\"save\":{\"con\":\"+13\",\"wis\":\"+11\",\"cha\":\"+15\"},\"skill\":{\"arcana\":\"+14\",\"deception\":\"+22\",\"perception\":\"+11\",\"stealth\":\"+12\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":21,\"immune\":[\"necrotic\",\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\",\"Draconic\",\"Infernal\"],\"cr\":\"23\",\"trait\":[{\"name\":\"Eager Betrayer\",\"entries\":[\"Kas adds {@dice 1d10} to his initiative rolls. He has advantage on attack rolls against any creature that has the {@condition frightened} condition.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Kas fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Regeneration\",\"entries\":[\"Kas regains 20 hit points at the start of his turn if he has at least 1 hit point. If he takes radiant damage, this trait doesn't function at the start of his next turn.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Kas wears the Crown of Lies (see the Introduction of Vecna: Eve of Ruin).\"]},{\"name\":\"Spider Climb\",\"entries\":[\"Kas can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Strength of the Night\",\"entries\":[\"Kas doesn't require a coffin, and he drinks blood to sow terror rather than for sustenance. If destroyed, Kas revives in {@dice 1d100} nights in an unoccupied space in Tovag, his Domain of Dread. He can be permanently destroyed only by having a stake driven through his heart and then being beheaded. The stake must be cut from a tree growing in soil from Oerth, Kas's home world.\"]},{\"name\":\"Sunlight Hypersensitivity\",\"entries\":[\"While in sunlight, Kas takes 20 radiant damage at the start of his turn, has disadvantage on attack rolls and ability checks, and can't use his Change Shape bonus action.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Kas makes three Vengeful Sword attacks. He can replace one of these attacks with a Bite attack.\"]},{\"name\":\"Vengeful Sword\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 5 ft., one target. {@h}20 ({@damage 2d8 + 11}) slashing damage. The sword scores a critical hit on a roll of 19 or 20.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 15} to hit, reach 5 ft., one creature. {@h}11 ({@damage 1d6 + 8}) piercing damage plus 10 ({@damage 3d6}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Kas regains a number of hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A Humanoid slain in this way and then buried rises the following night as a vampire spawn under Kas's control.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"Kas transforms into a Medium cloud of mist. While in this form, Kas has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. While in mist form, Kas can pass through a space without squeezing as long as air can pass through that space, but he can't pass through water. Kas has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage except the damage he takes as part of his Vampire Weaknesses trait. While in mist form, Kas can't take any actions, speak, or manipulate objects.\"]},{\"name\":\"Menacing Glare\",\"entries\":[\"Kas targets one creature he can see within 60 feet of himself. The target must succeed on a {@dc 23} Wisdom saving throw or have the {@condition frightened} condition until the start of Kas's next turn.\"]}],\"reaction\":[{\"name\":\"Parrying Riposte\",\"entries\":[\"Kas adds 3 to his AC against one melee attack roll that would hit him. He then makes one Vengeful Sword attack against the attacker if it is within his reach. On a hit, the target takes an additional 9 ({@damage 2d8}) slashing damage.\"]}],\"legendary\":[{\"name\":\"Move\",\"entries\":[\"Kas moves up to his speed without provoking opportunity attacks.\"]},{\"name\":\"Sword (Costs 2 Actions)\",\"entries\":[\"Kas makes one Vengeful Sword attack.\"]},{\"name\":\"Rise, Fallen Soldier (Costs 3 Actions)\",\"entries\":[\"Kas magically summons a specter. The specter appears in an unoccupied space within 30 feet of Kas, whom it obeys. The specter takes its turn immediately after Kas. It lasts for 1 hour, until Kas dies, or until Kas dismisses it as a bonus action. Kas can't have more than two specters summoned at a time.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Regeneration\",\"Spider Climb\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"AB\",\"C\",\"DR\",\"I\"],\"damageTags\":[\"N\",\"P\",\"R\",\"S\"],\"miscTags\":[\"HPR\",\"MW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kaylan Renaudon\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"VEoR\",\"_copy\":{\"name\":\"Vampire\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the vampire\",\"with\":\"Kaylan\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Ker-arach\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"VEoR\",\"_copy\":{\"name\":\"Spiderdragon\",\"source\":\"VEoR\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the spiderdragon\",\"with\":\"Ker-arach\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Kevetta Dolindar\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"VEoR\",\"_copy\":{\"name\":\"Lonely Sorrowsworn\",\"source\":\"MPMM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the sorrowsworn\",\"with\":\"Kevetta\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Khai Kiroth\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"VEoR\",\"_copy\":{\"name\":\"Red Abishai\",\"source\":\"MPMM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the abishai\",\"with\":\"Khai\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Laysa Matulin\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"VEoR\",\"_copy\":{\"name\":\"Assassin\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the assassin\",\"with\":\"Laysa\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"G\"],\"hasToken\":true},{\"name\":\"Lysan\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"VEoR\",\"_copy\":{\"name\":\"Githyanki Knight\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the githyanki\",\"with\":\"Lysan\",\"flags\":\"i\"}}},\"alignment\":[\"L\",\"N\"],\"hasToken\":true},{\"name\":\"Malaina van Talstiv\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"VEoR\",\"_copy\":{\"name\":\"Assassin\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the assassin\",\"with\":\"Malaina\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"G\"],\"hasToken\":true},{\"name\":\"Mirror Shade\",\"source\":\"VEoR\",\"page\":226,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[13],\"hp\":{\"average\":91,\"formula\":\"14d8 + 28\"},\"speed\":{\"walk\":40},\"str\":8,\"dex\":17,\"con\":14,\"int\":10,\"wis\":13,\"cha\":18,\"save\":{\"dex\":\"+7\",\"wis\":\"+5\"},\"skill\":{\"deception\":\"+8\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"acid\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\",\"psychic\",\"radiant\"],\"conditionImmune\":[\"blinded\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"cr\":\"10\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"If the mirror shade is within 5 feet of a reflective surface—such as a mirror, glass pane, or still water—it has advantage on its initiative roll. If a creature hasn't observed the mirror shade move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the mirror shade isn't the creature's own reflection.\"]},{\"name\":\"Mirror Movement\",\"entries\":[\"The mirror shade can move along the surface of reflective or translucent objects, such as mirrors, without provoking opportunity attacks. It can move through translucent objects as if they were difficult terrain.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The mirror shade makes two Phantasmal Strike attacks and uses Reflect Fear.\"]},{\"name\":\"Phantasmal Strike\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) radiant damage plus 7 ({@damage 2d6}) psychic damage.\"]},{\"name\":\"Reflect Fear\",\"entries\":[\"The mirror shade targets one creature it can see within 60 feet of itself and projects an illusion of that creature's greatest fear. The target must make a {@dc 16} Wisdom saving throw. On a failed save, the target takes 28 ({@damage 8d6}) psychic damage and has the {@condition frightened} condition until the start of the mirror shade's next turn. On a successful save, the target takes half as much damage only.\"]}],\"bonus\":[{\"name\":\"Mirror Stealth\",\"entries\":[\"While within 5 feet of a reflective surface, such as a mirror, the mirror shade takes the Hide action.\"]}],\"traitTags\":[\"False Appearance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"R\",\"Y\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Miska the Wolf-Spider\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"VEoR\",\"page\":247,\"size\":[\"H\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":21,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":399,\"formula\":\"38d12 + 152\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":23,\"dex\":18,\"con\":19,\"int\":18,\"wis\":21,\"cha\":22,\"save\":{\"dex\":\"+11\",\"con\":\"+11\",\"wis\":\"+12\"},\"skill\":{\"insight\":\"+12\",\"perception\":\"+12\",\"stealth\":\"+11\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":21,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\",\"telepathy 120 ft.\"],\"cr\":\"24\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Miska casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 21}):\"],\"will\":[\"{@spell Disguise Self}\",\"{@spell Invisibility}\",\"{@spell Mage Hand}\",\"{@spell Minor Illusion}\",\"{@spell Web}\"],\"daily\":{\"2e\":[\"{@spell Dominate Monster}\",\"{@spell Mass Suggestion}\",\"{@spell Mirror Image}\",\"{@spell Telekinesis}\",\"{@spell Teleport}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Foul Ichor\",\"entries\":[\"A creature that hits Miska with a melee weapon attack takes 7 ({@damage 2d6}) poison damage.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Miska fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Miska has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"Miska can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Web Sense\",\"entries\":[\"When in contact with a web, Miska knows the exact location of any other creature in contact with the same web.\"]},{\"name\":\"Web Walker\",\"entries\":[\"Miska ignores movement restrictions caused by webbing.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Miska makes one Lupine Bite attack and two Trident of Chaos attacks.\"]},{\"name\":\"Lupine Bite\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 27 ({@damage 6d8}) poison damage. If the target is a creature, it must succeed on a {@dc 21} Constitution saving throw or have the {@condition poisoned} condition for 1 minute. While {@condition poisoned} in this way, a creature has the {@condition incapacitated} condition and can't regain hit points. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Trident of Chaos\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}13 ({@damage 2d6 + 6}) piercing damage plus 9 ({@damage 2d8}) force damage.\"]}],\"bonus\":[{\"name\":\"Demand Loyalty\",\"entries\":[\"Miska magically ends the {@condition charmed} and {@condition frightened} conditions on himself and on any of his allies within 120 feet of himself.\"]}],\"legendary\":[{\"name\":\"Howl\",\"entries\":[\"Miska utters a bloodthirsty howl at one creature within 120 feet of himself that isn't a Fiend. The target must succeed on a {@dc 20} Wisdom saving throw or take 13 ({@damage 2d12}) psychic damage.\"]},{\"name\":\"Skitter\",\"entries\":[\"Miska moves up to his speed without provoking opportunity attacks.\"]},{\"name\":\"Cast a Spell (Costs 2 Actions)\",\"entries\":[\"Miska uses Spellcasting.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Spider Climb\",\"Web Sense\",\"Web Walker\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"TP\"],\"damageTags\":[\"I\",\"O\",\"P\",\"Y\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"incapacitated\"],\"conditionInflictSpell\":[\"charmed\",\"invisible\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Moonlight Guardian\",\"source\":\"VEoR\",\"page\":227,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":105,\"formula\":\"14d8 + 42\"},\"speed\":{\"walk\":30},\"str\":19,\"dex\":9,\"con\":16,\"int\":6,\"wis\":12,\"cha\":6,\"senses\":[\"truesight 120 ft.\"],\"passive\":11,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\",\"radiant\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Immutable Form\",\"entries\":[\"The guardian is immune to any spell or other effect that would alter its form.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The guardian has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Radiant Absorption\",\"entries\":[\"Whenever the guardian is subjected to radiant damage, it takes no damage and instead regains a number of hit points equal to the radiant damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The guardian makes two Moonlight Slam attacks.\"]},{\"name\":\"Moonlight Slam\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage plus 4 ({@damage 1d8}) radiant damage.\"]},{\"name\":\"Moonlight Blast {@recharge 5}\",\"entries\":[\"The guardian unleashes a magical blast of moonlight in a line 60 feet long and 5 feet wide. Each creature in that area must make a {@dc 14} Dexterity saving throw. Creatures that aren't in their true form have disadvantage on the save. On a failed save, a creature takes 22 ({@damage 5d8}) radiant damage, and if it isn't in its true form, it is forced into its true form and can't change forms until the end of the guardian's next turn. On a successful save, a creature takes half as much damage only.\"]}],\"traitTags\":[\"Damage Absorption\",\"Immutable Form\",\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"B\",\"R\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Naxa\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"VEoR\",\"_copy\":{\"name\":\"Drow Mage\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the drow\",\"with\":\"Naxa\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Nyssa Otellion\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"VEoR\",\"_copy\":{\"name\":\"Blue Abishai\",\"source\":\"MPMM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the abishai\",\"with\":\"Nyssa\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Orinix\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"VEoR\",\"_copy\":{\"name\":\"Adult Lunar Dragon\",\"source\":\"BAM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the dragon\",\"with\":\"Orinix\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Phisarazu Spyder-Fiend\",\"source\":\"VEoR\",\"page\":235,\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":170,\"formula\":\"20d10 + 60\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":19,\"dex\":14,\"con\":17,\"int\":11,\"wis\":14,\"cha\":13,\"save\":{\"dex\":\"+7\",\"con\":\"+8\",\"wis\":\"+7\"},\"skill\":{\"perception\":\"+7\",\"stealth\":\"+7\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":17,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\",\"telepathy 120 ft.\"],\"cr\":\"13\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The phisarazu has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The phisarazu can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Web Sense\",\"entries\":[\"When in contact with a web, the phisarazu knows the exact location of any other creature in contact with the same web.\"]},{\"name\":\"Web Walker\",\"entries\":[\"The phisarazu ignores movement restrictions caused by webbing.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The phisarazu makes one Bite attack and two Claw attacks. It can replace one of these attacks with Scintillating Spray if available.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage plus 9 ({@damage 2d8}) poison damage, and the target has the {@condition poisoned} condition until the start of the phisarazu's next turn.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}22 ({@damage 4d8 + 4}) slashing damage.\"]},{\"name\":\"Scintillating Spray {@recharge 5}\",\"entries\":[\"The phisarazu expels shimmering webs in a 60-foot cone. Creatures and objects in that area are outlined by the glittering webs for 1 minute, during which time they emit dim light for 10 feet and can't benefit from the {@condition invisible} condition. Additionally, creatures in that area must succeed on a {@dc 16} Wisdom saving throw or have the {@condition stunned} condition for 1 minute. A {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"The phisarazu transforms into a crab, drider, or giant crab, or returns to its true form. Its game statistics, except for its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed.\"]}],\"traitTags\":[\"Magic Resistance\",\"Spider Climb\",\"Web Sense\",\"Web Walker\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"AB\",\"C\",\"TP\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Quavilithku Spyder-Fiend\",\"source\":\"VEoR\",\"page\":236,\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":256,\"formula\":\"27d10 + 108\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":18,\"dex\":16,\"con\":19,\"int\":17,\"wis\":14,\"cha\":12,\"save\":{\"dex\":\"+9\",\"con\":\"+10\",\"wis\":\"+8\"},\"skill\":{\"investigation\":\"+9\",\"perception\":\"+8\",\"stealth\":\"+9\"},\"senses\":[\"truesight 60 ft.\"],\"passive\":18,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"acid\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\",\"telepathy 120 ft.\"],\"cr\":\"17\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The quavilithku has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The quavilithku can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Web Sense\",\"entries\":[\"When in contact with a web, the quavilithku knows the exact location of any other creature in contact with the same web.\"]},{\"name\":\"Web Walker\",\"entries\":[\"The quavilithku ignores movement restrictions caused by webbing.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The quavilithku makes two Bite attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage plus 17 ({@damage 5d6}) poison damage. If the target is a creature, it must succeed on a {@dc 18} Constitution saving throw or have the {@condition poisoned} condition for 1 minute. While {@condition poisoned} in this way, a creature can't regain hit points. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Dissolving Web {@recharge 5}\",\"entries\":[\"The quavilithku expels acid-drenched webs in a 90-foot cone. Each creature in that area must make a {@dc 18} Constitution saving throw, taking 44 ({@damage 8d10}) acid damage on a failed save or half as much damage on a successful one. Nonmagical objects in the area that aren't being worn or carried take 44 ({@damage 8d10}) acid damage.\"]}],\"bonus\":[{\"name\":\"Assess Weakness\",\"entries\":[\"The quavilithku sizes up a creature it can see within 40 feet of itself. Until the start of the quavilithku's next turn, it has advantage on attack rolls against the creature.\"]}],\"traitTags\":[\"Magic Resistance\",\"Spider Climb\",\"Web Sense\",\"Web Walker\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"TP\"],\"damageTags\":[\"A\",\"I\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Rack\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"VEoR\",\"_copy\":{\"name\":\"Blade Scout\",\"source\":\"VEoR\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the scout\",\"with\":\"Crunch\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Raklupis Spyder-Fiend\",\"source\":\"VEoR\",\"page\":236,\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":210,\"formula\":\"28d10 + 56\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":17,\"dex\":20,\"con\":14,\"int\":18,\"wis\":16,\"cha\":23,\"save\":{\"dex\":\"+11\",\"con\":\"+8\",\"wis\":\"+9\"},\"skill\":{\"perception\":\"+9\",\"stealth\":\"+11\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":19,\"immune\":[\"cold\",\"fire\",\"lightning\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\",\"telepathy 120 ft.\"],\"cr\":\"19\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The raklupis casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 20}).\"],\"will\":[\"{@spell Disguise Self}\",\"{@spell Invisibility} (self only)\",\"{@spell Mage Hand}\",\"{@spell Minor Illusion}\"],\"daily\":{\"2e\":[\"{@spell Darkness}\",\"{@spell Dominate Monster}\",\"{@spell Mass Suggestion}\",\"{@spell Telekinesis}\",\"{@spell Teleport}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The raklupis has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The raklupis can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Web Sense\",\"entries\":[\"When in contact with a web, the raklupis knows the exact location of any other creature in contact with the same web.\"]},{\"name\":\"Web Walker\",\"entries\":[\"The raklupis ignores movement restrictions caused by webbing.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The raklupis makes a Bite attack and two Serrated Sword attacks. It can use Venom Globe in place of one of these attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage plus 18 ({@damage 4d8}) poison damage. If the target is a creature, it must succeed on a {@dc 20} Constitution saving throw or have the {@condition poisoned} condition for 1 minute. While {@condition poisoned} in this way, a creature has the {@condition incapacitated} condition and can't regain hit points. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Serrated Sword\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}19 ({@damage 4d6 + 5}) slashing damage plus 18 ({@damage 4d8}) poison damage.\"]},{\"name\":\"Venom Globe\",\"entries\":[\"{@atk rw} {@hit 11} to hit, range 60/180 ft., one target. {@h}45 ({@damage 10d8}) poison damage.\"]}],\"bonus\":[{\"name\":\"Demand Loyalty\",\"entries\":[\"The raklupis magically ends the {@condition charmed} and {@condition frightened} conditions on itself and on any number of allies within 60 feet of itself.\"]}],\"traitTags\":[\"Magic Resistance\",\"Spider Climb\",\"Web Sense\",\"Web Walker\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"TP\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\",\"RW\"],\"conditionInflict\":[\"incapacitated\"],\"conditionInflictSpell\":[\"charmed\",\"invisible\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Redbud\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"VEoR\",\"_copy\":{\"name\":\"Treant\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the treant\",\"with\":\"Redbud\",\"flags\":\"i\"}}},\"speed\":{\"walk\":0},\"hasToken\":true},{\"name\":\"Relentless Impaler\",\"source\":\"VEoR\",\"page\":231,\"size\":[\"L\"],\"type\":\"fiend\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":184,\"formula\":\"16d10 + 96\"},\"speed\":{\"walk\":30},\"str\":23,\"dex\":16,\"con\":22,\"int\":12,\"wis\":15,\"cha\":18,\"save\":{\"str\":\"+11\",\"dex\":\"+8\",\"cha\":\"+9\"},\"skill\":{\"athletics\":\"+11\",\"perception\":\"+7\",\"survival\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":17,\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\"],\"languages\":[\"understands all languages but can't speak\"],\"cr\":\"15\",\"trait\":[{\"name\":\"Bloodheart Stake\",\"entries\":[\"The impaler is magically bound to the ceremonial stake and the sacrificed corpse the ritual caster used to create it. If the impaler is reduced to 0 hit points, it disappears, then re-forms {@dice 1d8} hours later in the nearest unoccupied space to the stake and regains all its hit points. The impaler dies only if it is reduced to 0 hit points while either the ceremonial stake is removed from the sacrifice's corpse or the impaler is on a different plane of existence from that corpse.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the impaler fails a saving throw, it can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The impaler makes one Spike attack and two Wicked Spear attacks.\"]},{\"name\":\"Spike\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d8 + 6}) piercing damage, and the target's speed is halved until the start of the impaler's next turn.\"]},{\"name\":\"Wicked Spear\",\"entries\":[\"{@atk mw,rw} {@hit 11} to hit, reach 10 ft. or range 20/40 ft., one target. {@h}13 ({@damage 2d6 + 6}) piercing damage plus 13 ({@damage 3d8}) necrotic damage.\"]},{\"name\":\"Spike Burst {@recharge 5}\",\"entries\":[\"Twisted, spectral spikes shoot out from the impaler's body. Each creature within 30 feet of the impaler must make a {@dc 19} Dexterity saving throw, taking 40 ({@damage 9d8}) force damage on a failed save or half as much damage on a successful one.\"]}],\"legendary\":[{\"name\":\"Speed Spike\",\"entries\":[\"The impaler teleports up to 30 feet to an unoccupied space it can see. It can then make a Spike attack.\"]},{\"name\":\"Deepen Wounds (Costs 2 Actions)\",\"entries\":[\"Each creature whose speed is currently reduced by the impaler's Spike attack takes 18 ({@damage 4d8}) necrotic damage.\"]}],\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"XX\"],\"damageTags\":[\"N\",\"O\",\"P\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RCH\",\"RW\",\"THW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Rerak\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"VEoR\",\"_copy\":{\"name\":\"False Lich\",\"source\":\"VEoR\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the false lich\",\"with\":\"Rerak\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Rezran \\\"Snake Eyes\\\" Agrodro\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"VEoR\",\"_copy\":{\"name\":\"Green Abishai\",\"source\":\"MPMM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the abishai\",\"with\":\"Rezran\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Riffel\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"VEoR\",\"_copy\":{\"name\":\"Werewolf\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the werewolf\",\"with\":\"Riffel\",\"flags\":\"i\"}}},\"size\":[\"S\"],\"alignment\":[\"N\",\"G\"],\"hasToken\":true},{\"name\":\"Sangora\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"VEoR\",\"_copy\":{\"name\":\"Vampire\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the vampire\",\"with\":\"Sangora\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Sarcelle Malinosh\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"VEoR\",\"_copy\":{\"name\":\"Mage\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the mage\",\"with\":\"Sarcelle\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"spellcasting\":null,\"hasToken\":true},{\"name\":\"Sarusanda Allester\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"VEoR\",\"_copy\":{\"name\":\"Inquisitor of the Tome\",\"source\":\"VRGR\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the inquisitor\",\"with\":\"Sarusanda\",\"flags\":\"i\"},\"_\":{\"mode\":\"addSpells\",\"will\":[\"{@spell speak with dead}\"]}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"N\"],\"languages\":[\"Celestial\",\"Common\",\"Draconic\",\"Elvish\",\"any four languages\",\"telepathy 120 ft.\"],\"hasToken\":true},{\"name\":\"Shanzezim\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"VEoR\",\"_copy\":{\"name\":\"Marid\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the marid\",\"with\":\"Shanzezim\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Spiderdragon\",\"source\":\"VEoR\",\"page\":233,\"size\":[\"H\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":152,\"formula\":\"16d12 + 48\"},\"speed\":{\"walk\":50,\"climb\":60},\"str\":21,\"dex\":18,\"con\":16,\"int\":7,\"wis\":14,\"cha\":18,\"save\":{\"str\":\"+9\",\"dex\":\"+8\"},\"skill\":{\"intimidation\":\"+8\",\"perception\":\"+6\"},\"senses\":[\"darkvision 90 ft.\"],\"passive\":16,\"resist\":[\"poison\",\"psychic\"],\"languages\":[\"Abyssal\",\"Draconic\",\"Undercommon\"],\"cr\":\"11\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The spiderdragon has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The spiderdragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Web Walker\",\"entries\":[\"The spiderdragon ignores movement restrictions caused by webbing.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The spiderdragon makes one Bite attack and two Claw attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d10 + 5}) piercing damage plus 13 ({@damage 2d12}) poison damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage.\"]},{\"name\":\"Spiderling Breath {@recharge 5}\",\"entries\":[\"The spiderdragon exhales venomous spiderlings in a 30-foot cone. Each creature in that area must make a {@dc 15} Dexterity saving throw, taking 33 ({@damage 6d10}) piercing damage and 33 ({@damage 6d10}) poison damage on a failed save or half as much damage on a successful one.\"]}],\"bonus\":[{\"name\":\"Stifling Webs {@recharge 5}\",\"entries\":[\"The spiderdragon spins a 30-foot cube of strong, sticky webbing in an area adjacent to itself. The webbing lasts for 1 minute, is difficult terrain, and lightly obscures its area. A creature that starts its turn in the webbing or enters the webbing for the first time on its turn must succeed on a {@dc 15} Dexterity saving throw or have the {@condition restrained} condition while in the web. As an action, a creature can free itself or another creature from the web by succeeding on a {@dc 15} Strength check.\",\"A 5-foot cube of the web is destroyed if it takes at least 10 acid, fire, or slashing damage on a single turn.\"]}],\"traitTags\":[\"Magic Resistance\",\"Spider Climb\",\"Web Walker\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"languageTags\":[\"AB\",\"DR\",\"U\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Star Angler\",\"source\":\"VEoR\",\"page\":237,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":119,\"formula\":\"14d10 + 42\"},\"speed\":{\"walk\":0,\"fly\":40},\"str\":21,\"dex\":15,\"con\":17,\"int\":3,\"wis\":14,\"cha\":6,\"skill\":{\"perception\":\"+5\",\"stealth\":\"+8\"},\"senses\":[\"blindsight 120 ft. (can't see beyond this radius)\"],\"passive\":15,\"cr\":\"8\",\"trait\":[{\"name\":\"Avoidance\",\"entries\":[\"If the star angler is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half damage if it fails.\"]},{\"name\":\"Illumination\",\"entries\":[\"The star angler's lure sheds bright light in a 30- foot radius and dim light for an additional 30 feet.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The star angler makes three Bite attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage.\"]}],\"bonus\":[{\"name\":\"Lure Charm\",\"entries\":[\"The star angler's lure flares with enchanting starlight, targeting one creature the star angler can see within 120 feet of itself. The target must succeed on a {@dc 13} Wisdom saving throw or have the {@condition charmed} condition until the start of the star angler's next turn. While {@condition charmed} in this way, the target has the {@condition incapacitated} condition and must use its movement on its turn to move directly toward the star angler; a {@condition charmed} target doesn't avoid opportunity attacks, but it does avoid damaging terrain. A target can be {@condition charmed} by only one star angler at a time.\"]}],\"traitTags\":[\"Illumination\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"charmed\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Strahd, Master of Death House\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"VEoR\",\"page\":251,\"size\":[\"M\"],\"type\":{\"type\":\"undead\",\"tags\":[\"vampire\",\"wizard\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":136,\"formula\":\"16d8 + 64\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":18,\"con\":18,\"int\":20,\"wis\":15,\"cha\":18,\"save\":{\"dex\":\"+9\",\"wis\":\"+7\",\"cha\":\"+9\"},\"skill\":{\"arcana\":\"+15\",\"perception\":\"+12\",\"religion\":\"+10\",\"stealth\":\"+14\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":22,\"resist\":[\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"languages\":[\"Abyssal\",\"Common\",\"Draconic\",\"Elvish\",\"Giant\",\"Infernal\"],\"cr\":\"15\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Strahd casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 18}):\"],\"will\":[\"{@spell Detect Thoughts}\",\"{@spell Fog Cloud}\",\"{@spell Mage Hand}\"],\"daily\":{\"2e\":[\"{@spell Animate Dead} (as an action)\",\"{@spell Gust of Wind}\",\"{@spell Mirror Image}\",\"{@spell Nondetection}\"],\"1e\":[\"{@spell Greater Invisibility}\",\"{@spell Polymorph}\",\"{@spell Scrying} (as an action)\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Strahd fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Master of the House\",\"entries\":[\"When Strahd is reduced to 0 hit points, he dissolves into mist and immediately teleports to his lair in Castle Ravenloft. After {@dice 1d4} hours, Strahd re-forms in a random unoccupied space within his lair, regaining all his hit points.\"]},{\"name\":\"Regeneration\",\"entries\":[\"Strahd regains 20 hit points at the start of his turn if he has at least 1 hit point. If he takes radiant damage, this trait doesn't function at the start of his next turn.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"Strahd can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Vampire Weaknesses\",\"entries\":[\"Strahd has the following flaws:\"]},{\"name\":\"Harmed by Running Water\",\"entries\":[\"While in running water, Strahd takes 20 acid damage if he ends his turn there, and he can't use his Change Shape.\"]},{\"name\":\"Sunlight Hypersensitivity\",\"entries\":[\"While in sunlight, Strahd takes 20 radiant damage at the start of his turn, has disadvantage on attack rolls and ability checks, and can't use his Change Shape bonus action.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Strahd makes two Death Strike attacks. He can replace one of these attacks with Blighted Fire if available.\"]},{\"name\":\"Death Strike\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage plus 14 ({@damage 4d6}) necrotic damage. If the target is a creature, Strahd can forgo dealing slashing damage; the target then has the {@condition grappled} condition (escape {@dc 18}) instead. Strahd can grapple only one creature at a time.\"]},{\"name\":\"Blighted Fire {@recharge 5}\",\"entries\":[\"Strahd summons shadowy, necrotic fire that fills a 20-foot-radius sphere centered on a point he can see within 90 feet of himself. Each creature in that area must make a {@dc 18} Dexterity saving throw, taking 14 ({@damage 4d6}) fire damage plus 14 ({@damage 4d6}) necrotic damage on a failed save or half as much damage on a successful one.\"]},{\"name\":\"Charm\",\"entries\":[\"Strahd targets one Humanoid he can see within 30 feet of himself. The target must succeed on a {@dc 17} Wisdom saving throw or have the {@condition charmed} condition. The {@condition charmed} target regards Strahd as a trusted friend to be heeded and protected. The target isn't under Strahd's control, but it takes Strahd's requests and actions in the most favorable way.\",\"Each time Strahd or his companions deal damage to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Strahd is reduced to 0 hit points, is on a different plane of existence than the target, or uses a bonus action to end the effect.\"]}],\"bonus\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one creature that has the {@condition charmed} or {@condition grappled} condition. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 10 ({@damage 3d6}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Strahd regains a number of hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A Humanoid slain in this way and then buried rises the following night as a vampire spawn under Strahd's control.\"]},{\"name\":\"Change Shape\",\"entries\":[\"Strahd transforms into a new form or back into his true form. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies. When transforming into a new form, Strahd chooses one of the following options:\"]},{\"name\":\"Beast Form\",\"entries\":[\"Strahd transforms into a Tiny bat (flying speed 30 ft.) or a Medium wolf (speed 40 ft.). While in that form, he can't speak, and he retains his game statistics other than his size and speed.\"]},{\"name\":\"Mist Form\",\"entries\":[\"Strahd transforms into a Medium cloud of mist. While in this form, Strahd has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. While in mist form, Strahd can pass through a space without squeezing as long as air can pass through that space, but he can't pass through water. Strahd has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage except the damage he takes as part of his Vampire Weaknesses trait. While in mist form, Strahd can't take any actions, speak, or manipulate objects.\"]}],\"legendary\":[{\"name\":\"Cunning Escape\",\"entries\":[\"Strahd moves up to his speed without provoking opportunity attacks.\"]},{\"name\":\"Strike (Costs 2 Actions)\",\"entries\":[\"Strahd makes one Death Strike attack.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Regeneration\",\"Spider Climb\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"AB\",\"C\",\"DR\",\"E\",\"GI\",\"I\"],\"damageTags\":[\"A\",\"F\",\"N\",\"P\",\"R\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"HPR\",\"MW\"],\"conditionInflict\":[\"charmed\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForced\":[\"dexterity\",\"wisdom\"],\"savingThrowForcedSpell\":[\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tasha the Witch\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"VEoR\",\"page\":252,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\",\"wizard\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":19,\"from\":[\"{@item robe of the archmagi}\"]}],\"hp\":{\"average\":210,\"formula\":\"28d8 + 84\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":18,\"con\":17,\"int\":23,\"wis\":12,\"cha\":22,\"save\":{\"int\":\"+12\",\"wis\":\"+7\",\"cha\":\"+12\"},\"skill\":{\"arcana\":\"+18\",\"history\":\"+12\",\"persuasion\":\"+12\"},\"passive\":11,\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Abyssal\",\"Celestial\",\"Common\",\"Draconic\",\"Elvish\",\"Infernal\",\"Sylvan\"],\"cr\":\"19\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Tasha casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 22}, {@hit 14} to hit with spell attacks):\"],\"will\":[\"{@spell Detect Magic}\",\"{@spell Disguise Self}\",\"{@spell Dispel Magic}\",\"{@spell Light}\",\"{@spell Mage Hand}\",\"{@spell Message}\",\"{@spell Prestidigitation}\",\"{@spell Tasha's Hideous Laughter}\"],\"daily\":{\"2\":[\"{@spell Polymorph}\"],\"1e\":[\"{@spell Maze}\",\"{@spell Telekinesis}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Tasha fails a saving throw, she can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Tasha has advantage on saving throws against spells and other magical effects. (This trait is bestowed by her Robe of the Archmagi.)\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Tasha wears a Robe of the Archmagi.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Tasha makes two Caustic Blast attacks and uses Psychic Whip once.\"]},{\"name\":\"Caustic Blast\",\"entries\":[\"{@atk ms,rs} {@hit 14} to hit, reach 5 ft. or range 120 ft., one target. {@h}21 ({@damage 6d4 + 6}) acid damage.\"]},{\"name\":\"Psychic Whip\",\"entries\":[\"Tasha psychically lashes out at one creature she can see within 90 feet of herself. The target must make a {@dc 20} Intelligence saving throw. On a failed save, the target takes 21 ({@damage 6d6}) psychic damage and has the {@condition stunned} condition until the start of Tasha's next turn. On a successful save, the target takes half as much damage only.\"]}],\"bonus\":[{\"name\":\"Abyssal Visage (2/Day)\",\"entries\":[\"For 1 minute, Tasha gains a flying speed of 30 feet, is immune to poison damage and the {@condition poisoned} condition, and has advantage on attack rolls against any creature that doesn't have all its hit points. These benefits end early if Tasha has the {@condition incapacitated} condition or if she uses another bonus action to dismiss them.\"]}],\"reaction\":[{\"name\":\"Arcane Rebuff\",\"entries\":[\"Immediately after Tasha takes damage, she unleashes arcane energy in a 10-foot-radius sphere centered on herself. All other creatures in that area must make a {@dc 20} Dexterity saving throw, taking 19 ({@damage 3d12}) lightning damage on a failed save or half as much damage on a successful one. Tasha then teleports, along with any equipment she is wearing or carrying, to an unoccupied space she can see within 60 feet of herself.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"CE\",\"DR\",\"E\",\"I\",\"S\"],\"damageTags\":[\"A\",\"L\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MLW\"],\"conditionInflict\":[\"stunned\"],\"conditionInflictSpell\":[\"incapacitated\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"dexterity\",\"intelligence\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Teremini Nightsedge\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"VEoR\",\"_copy\":{\"name\":\"Archmage\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the archmage\",\"with\":\"Teremini\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"L\",\"E\"],\"hasToken\":true},{\"name\":\"Umberto Noblin\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"VEoR\",\"_copy\":{\"name\":\"Mage\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the mage\",\"with\":\"Umberto\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"gnome\"]},\"alignment\":[\"L\",\"N\"],\"spellcasting\":null,\"hasToken\":true},{\"name\":\"Uvashar\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"VEoR\",\"_copy\":{\"name\":\"Rakshasa\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the rakshasa\",\"with\":\"Uvashar\",\"flags\":\"i\"}}},\"spellcasting\":null,\"hasToken\":true},{\"name\":\"Vaeve\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"VEoR\",\"_copy\":{\"name\":\"Drow Mage\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the drow\",\"with\":\"Vaeve\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Valendar\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"VEoR\",\"_copy\":{\"name\":\"Werewolf\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the werewolf\",\"with\":\"Valendar\",\"flags\":\"i\"}}},\"alignment\":[\"C\",\"G\"],\"hasToken\":true},{\"name\":\"Vecna the Archlich\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"VEoR\",\"page\":254,\"size\":[\"M\"],\"type\":{\"type\":\"undead\",\"tags\":[\"wizard\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":272,\"formula\":\"32d8 + 128\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":16,\"con\":18,\"int\":22,\"wis\":24,\"cha\":16,\"save\":{\"con\":\"+12\",\"int\":\"+14\",\"wis\":\"+15\"},\"skill\":{\"arcana\":\"+22\",\"history\":\"+14\",\"insight\":\"+15\",\"perception\":\"+15\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":25,\"resist\":[\"cold\",\"lightning\",\"necrotic\"],\"immune\":[\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\",\"stunned\"],\"languages\":[\"Common\",\"Draconic\",\"Elvish\",\"Infernal\"],\"cr\":\"26\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Vecna casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 22}):\"],\"will\":[\"{@spell Animate Dead} (as an action)\",\"{@spell Detect Magic}\",\"{@spell Dispel Magic}\",\"{@spell Fly}\",\"{@spell Lightning Bolt}\",\"{@spell Mage Hand}\",\"{@spell Prestidigitation}\"],\"daily\":{\"2e\":[\"{@spell Dimension Door}\",\"{@spell Invisibility}\",\"{@spell Scrying} (as an action)\"],\"1e\":[\"{@spell Dominate Monster}\",\"{@spell Globe of Invulnerability}\",\"{@spell Plane Shift} (self only)\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Legendary Resistance (5/Day)\",\"entries\":[\"If Vecna fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Vecna carries a magic dagger named Afterthought. In the hands of anyone other than Vecna, Afterthought is a +2 Dagger.\"]},{\"name\":\"Undying\",\"entries\":[\"If Vecna is slain, his soul refuses to accept its fate and lives on as a disembodied spirit that fashions a new body for itself after {@dice 1d100} years. Vecna's new body appears within 100 miles of where he was slain. When the new body is complete, Vecna regains all his hit points and becomes active again.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Vecna uses Flight of the Damned (if available), Rotten Fate, or Spellcasting. He then makes two attacks with Afterthought.\"]},{\"name\":\"Afterthought\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d4 + 5}) piercing damage plus 9 ({@damage 2d8}) necrotic damage. If the target is a creature, it is afflicted by entropic magic, taking 9 ({@damage 2d8}) necrotic damage at the start of each of its turns. Immediately after taking this damage on its turn, the target must make a {@dc 20} Constitution saving throw, ending the effect on itself on a success. Until it succeeds on this save, the afflicted target can't regain hit points.\"]},{\"name\":\"Flight of the Damned {@recharge 5}\",\"entries\":[\"Vecna conjures a torrent of flying, spectral entities that fill a 120-foot cone and pass through all creatures in that area before dissipating. Each creature in that area must make a {@dc 22} Constitution saving throw. On a failed save, the creature takes 36 ({@damage 8d8}) necrotic damage and has the {@condition frightened} condition for 1 minute. On a successful save, the creature takes half as much damage only. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Rotten Fate\",\"entries\":[\"Vecna causes necrotic magic to engulf one creature he can see within 120 feet of himself. The target must make a {@dc 22} Constitution saving throw, taking 96 ({@damage 8d8 + 60}) necrotic damage on a failed save or half as much damage on a successful one. A Humanoid killed by this magic rises as a zombie at the start of Vecna's next turn and acts immediately after Vecna in the initiative order. The zombie is under Vecna's control.\"]}],\"bonus\":[{\"name\":\"Vile Teleport\",\"entries\":[\"Vecna teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see. He can cause each creature of his choice within 15 feet of his destination space to take 10 ({@damage 3d6}) psychic damage. If at least one creature takes this damage, Vecna regains 80 hit points.\"]}],\"reactionHeader\":[\"Vecna can take up to three reactions per round but only one per turn.\"],\"reaction\":[{\"name\":\"Dread Counterspell\",\"entries\":[\"Vecna utters a dread word to interrupt a creature he can see that is casting a spell. If the spell is 4th level or lower, it fails and has no effect. If the spell is 5th level or higher, Vecna makes an Intelligence check ({@dc 10} plus the spell's level). On a successful check, the spell fails and has no effect. Whatever the spell's level, the caster takes 10 ({@damage 3d6}) psychic damage if the spell fails.\"]},{\"name\":\"Fell Rebuke\",\"entries\":[\"In response to being hit by an attack, Vecna utters a fell word, dealing 10 ({@damage 3d6}) necrotic damage to the attacker, and Vecna teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see.\"]}],\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"E\",\"I\"],\"damageTags\":[\"N\",\"P\",\"Y\"],\"damageTagsSpell\":[\"L\",\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"frightened\"],\"conditionInflictSpell\":[\"charmed\",\"invisible\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Vlazok\",\"source\":\"VEoR\",\"page\":238,\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":136,\"formula\":\"16d10 + 48\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":21,\"dex\":18,\"con\":16,\"int\":6,\"wis\":9,\"cha\":9,\"save\":{\"str\":\"+9\",\"con\":\"+7\"},\"skill\":{\"perception\":\"+3\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":13,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"languages\":[\"Abyssal\",\"telepathy 120 ft.\"],\"cr\":\"11\",\"trait\":[{\"name\":\"All-Around Vision\",\"entries\":[\"The vlazok can't be surprised.\"]},{\"name\":\"Blood Frenzy\",\"entries\":[\"The vlazok has advantage on melee attack rolls against any creature that doesn't have all its hit points.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The vlazok has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The vlazok can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The vlazok makes two Gore attacks.\"]},{\"name\":\"Gore\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}23 ({@damage 4d8 + 5}) piercing damage, and if the target is a Large or smaller creature, it has the {@condition prone} condition.\"]}],\"bonus\":[{\"name\":\"Stomp\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one {@condition prone} creature. {@h}27 ({@damage 4d10 + 5}) bludgeoning damage.\"]}],\"traitTags\":[\"Magic Resistance\",\"Spider Climb\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"TP\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Warforged Warrior\",\"source\":\"VEoR\",\"page\":238,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":30,\"formula\":\"4d8 + 12\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":12,\"con\":16,\"int\":10,\"wis\":14,\"cha\":11,\"skill\":{\"athletics\":\"+5\",\"perception\":\"+4\",\"survival\":\"+4\"},\"passive\":14,\"resist\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Common\"],\"cr\":\"1\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The warforged makes two Armblade attacks.\"]},{\"name\":\"Armblade\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Protection\",\"entries\":[\"When an attacker the warforged can see makes an attack roll against a creature within 5 feet of the warforged, the warforged can impose disadvantage on the attack roll.\"]}],\"attachedItems\":[\"javelin|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Whirling Chandelier\",\"source\":\"VEoR\",\"page\":239,\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":105,\"formula\":\"14d10 + 28\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":18,\"dex\":15,\"con\":15,\"int\":3,\"wis\":5,\"cha\":1,\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":7,\"resist\":[\"fire\"],\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands Common but can't speak\"],\"cr\":\"7\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"If the chandelier is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the chandelier move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the chandelier is animate.\"]},{\"name\":\"Fiery Aura\",\"entries\":[\"Any creature that starts its turn within 5 feet of the chandelier takes 7 ({@damage 2d6}) fire damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The chandelier makes three Chain attacks, three Lamp attacks, or a combination thereof.\"]},{\"name\":\"Chain\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 15 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage, and the target must succeed on a {@dc 15} Strength saving throw or be pulled into an unoccupied space within 5 feet of the chandelier.\"]},{\"name\":\"Lamp\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage plus 13 ({@damage 3d8}) fire damage.\"]},{\"name\":\"Blazing Vortex {@recharge 5}\",\"entries\":[\"Each creature within 20 feet of the chandelier and not behind {@quickref Cover||3||total cover} must succeed on a {@dc 14} Constitution saving throw or take 36 ({@damage 8d8}) fire damage and have the {@condition blinded} condition until the start of the chandelier's next turn.\"]}],\"traitTags\":[\"False Appearance\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"B\",\"F\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Windfall\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"VEoR\",\"page\":153,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"bard\",\"tiefling\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"{@item studded leather armor|PHB}\"]}],\"hp\":{\"average\":323,\"formula\":\"34d8 + 170\"},\"speed\":{\"walk\":30,\"fly\":30},\"str\":14,\"dex\":24,\"con\":20,\"int\":22,\"wis\":18,\"cha\":26,\"save\":{\"str\":\"+9\",\"dex\":\"+14\",\"wis\":\"+11\",\"cha\":\"+15\"},\"skill\":{\"arcana\":\"+13\",\"deception\":\"+22\",\"insight\":\"+18\",\"perception\":\"+11\",\"performance\":\"+22\",\"persuasion\":\"+22\",\"sleight of hand\":\"+14\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":21,\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"thunder\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common\",\"Draconic\",\"Infernal\"],\"cr\":\"23\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Windfall casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 23}):\"],\"will\":[\"{@spell Detect Magic}\",\"{@spell Light}\",\"{@spell Thaumaturgy}\"],\"daily\":{\"1\":[\"{@spell Hold Monster}\"],\"3e\":[\"{@spell Shatter}\",\"{@spell Unseen Servant}\"],\"2e\":[\"{@spell Hypnotic Pattern}\",\"{@spell Sending}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Dazzling Visage\",\"entries\":[\"A brilliant array of chromatic colors emanates from Windfall, causing attack rolls against her to have disadvantage. This trait ceases to function while Windfall has the {@condition incapacitated} condition or has a speed of 0.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Windfall fails a saving throw, she can choose to succeed instead.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Windfall wears an iridescent magic coat that was tailored specifically for her and imbued with Tiamat's power. When she dies, the coat functions as a Robe of Scintillating Colors.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Windfall makes two Chromatic Rapier attacks and uses Dragon's Fury once.\"]},{\"name\":\"Chromatic Rapier\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h}11 ({@damage 1d8 + 7}) piercing damage plus 21 ({@damage 6d6}) acid, cold, fire, lightning, or poison damage (Windfall's choice).\"]},{\"name\":\"Dragon's Fury\",\"entries\":[\"Windfall targets one creature she can see within 60 feet of herself and unleashes a burst of magical ire. The target must make a {@dc 23} Wisdom saving throw. On a failed save, the target takes 36 ({@damage 8d8}) psychic damage and has the {@condition frightened} condition until the start of Windfall's next turn. On a successful save, the target takes half as much damage only.\"]}],\"bonus\":[{\"name\":\"Stunning Scintillation {@recharge 5}\",\"entries\":[\"Windfall emits an overwhelming array of colors from her coat. Each creature within 30 feet of Windfall that can see her must succeed on a {@dc 23} Constitution saving throw or have the {@condition stunned} condition until the start of Windfall's next turn.\"]}],\"legendary\":[{\"name\":\"Deft Dance\",\"entries\":[\"Windfall moves up to her speed without provoking opportunity attacks.\"]},{\"name\":\"Dragon's Flare\",\"entries\":[\"Windfall flares with multicolored flames and targets a creature she can see within 30 feet of herself. The target must make a {@dc 23} Dexterity saving throw. On a failed save, the target takes 26 ({@damage 4d12}) damage of a type chosen by Windfall: acid, cold, fire, lightning, or poison. On a successful save, the target takes half as much damage.\"]},{\"name\":\"Cast a Spell (Costs 2 Actions)\",\"entries\":[\"Windfall uses Spellcasting.\"]}],\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"I\"],\"damageTags\":[\"P\",\"Y\"],\"damageTagsSpell\":[\"T\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"conditionInflict\":[\"frightened\"],\"conditionInflictSpell\":[\"charmed\",\"incapacitated\",\"paralyzed\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"wisdom\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Zastra\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"VEoR\",\"_copy\":{\"name\":\"Githyanki Knight\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the githyanki\",\"with\":\"Zastra\",\"flags\":\"i\"}}},\"alignment\":[\"L\",\"N\"],\"hasToken\":true}]}"); JSON_DATA[`data/bestiary/bestiary-vgm.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\"]},\"internalCopies\":[\"monster\"]},\"monster\":[{\"name\":\"Abjurer\",\"source\":\"VGM\",\"page\":209,\"reprintedAs\":[\"Abjurer Wizard|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"A\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":84,\"formula\":\"13d8 + 26\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":14,\"con\":14,\"int\":18,\"wis\":12,\"cha\":11,\"save\":{\"int\":\"+8\",\"wis\":\"+5\"},\"skill\":{\"arcana\":\"+8\",\"history\":\"+8\"},\"passive\":11,\"languages\":[\"any four languages\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The abjurer is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 16}, {@hit 8} to hit with spell attacks). The abjurer has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell blade ward}\",\"{@spell dancing lights}\",\"{@spell mending}\",\"{@spell message}\",\"{@spell ray of frost}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell alarm}*\",\"{@spell mage armor}*\",\"{@spell magic missile}\",\"{@spell shield}*\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell arcane lock}*\",\"{@spell invisibility}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell counterspell}*\",\"{@spell dispel magic}*\",\"{@spell fireball}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell banishment}*\",\"{@spell stoneskin}*\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell cone of cold}\",\"{@spell wall of force}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell flesh to stone}\",\"{@spell globe of invulnerability}*\"]},\"7\":{\"slots\":1,\"spells\":[\"{@spell symbol}*\",\"{@spell teleport}\"]}},\"footerEntries\":[\"*Abjuration spell of 1st level or higher\"],\"ability\":\"int\"}],\"trait\":[{\"name\":\"Arcane Ward\",\"entries\":[\"The abjurer has a magical ward that has 30 hit points. Whenever the abjurer takes damage, the ward takes the damage instead. If the ward is reduced to 0 hit points, the abjurer takes any remaining damage. When the abjurer casts an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.\"]}],\"action\":[{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage, or 3 ({@damage 1d8 - 1}) bludgeoning damage if used with two hands.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/abjurer.mp3\"},\"attachedItems\":[\"quarterstaff|phb\"],\"languageTags\":[\"X\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"C\",\"F\",\"N\",\"O\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Alhoon\",\"source\":\"VGM\",\"page\":172,\"reprintedAs\":[\"Alhoon|MPMM\"],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"NX\",\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":120,\"formula\":\"16d8 + 48\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":12,\"con\":16,\"int\":19,\"wis\":17,\"cha\":17,\"save\":{\"con\":\"+7\",\"int\":\"+8\",\"wis\":\"+7\",\"cha\":\"+7\"},\"skill\":{\"arcana\":\"+8\",\"deception\":\"+7\",\"history\":\"+8\",\"insight\":\"+7\",\"perception\":\"+7\",\"stealth\":\"+5\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":17,\"resist\":[\"cold\",\"lightning\",\"necrotic\"],\"immune\":[\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"Deep Speech\",\"Undercommon\",\"telepathy 120 ft.\"],\"cr\":\"10\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The alhoon's innate spellcasting ability is Intelligence (spell save {@dc 16}). It can innately cast the following spells, requiring no components:\"],\"will\":[\"{@spell detect thoughts}\",\"{@spell levitate}\"],\"daily\":{\"1e\":[\"{@spell dominate monster}\",\"{@spell plane shift} (self only)\"]},\"ability\":\"int\"},{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The alhoon is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 16}, {@hit 8} to hit with spell attacks). The alhoon has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell chill touch}\",\"{@spell dancing lights}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\",\"{@spell shocking grasp}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell disguise self}\",\"{@spell magic missile}\",\"{@spell shield}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell invisibility}\",\"{@spell mirror image}\",\"{@spell scorching ray}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell counterspell}\",\"{@spell fly}\",\"{@spell lightning bolt}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell confusion}\",\"{@spell Evard's black tentacles}\",\"{@spell phantasmal killer}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell modify memory}\",\"{@spell wall of force}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell disintegrate}\",\"{@spell globe of invulnerability}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The alhoon has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Turn Resistance\",\"entries\":[\"The alhoon has advantage on saving throws against any effect that turns undead.\"]}],\"action\":[{\"name\":\"Chilling Grasp\",\"entries\":[\"{@atk ms} {@hit 8} to hit, reach 5 ft., one target. {@h}10 ({@damage 3d6}) cold damage.\"]},{\"name\":\"Mind Blast {@recharge 5}\",\"entries\":[\"The alhoon magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a {@dc 16} Intelligence saving throw or take 22 ({@damage 4d8 + 4}) psychic damage and be {@condition stunned} for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/alhoon.mp3\"},\"traitTags\":[\"Magic Resistance\",\"Turn Resistance\"],\"senseTags\":[\"U\"],\"languageTags\":[\"DS\",\"TP\",\"U\"],\"damageTags\":[\"C\",\"Y\"],\"damageTagsSpell\":[\"B\",\"F\",\"L\",\"N\",\"O\",\"Y\"],\"spellcastingTags\":[\"CW\",\"I\",\"P\"],\"miscTags\":[\"AOE\"],\"conditionInflict\":[\"stunned\"],\"conditionInflictSpell\":[\"charmed\",\"frightened\",\"incapacitated\",\"invisible\",\"restrained\"],\"savingThrowForced\":[\"intelligence\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Annis Hag\",\"source\":\"VGM\",\"page\":159,\"otherSources\":[{\"source\":\"MOT\"}],\"reprintedAs\":[\"Annis Hag|MPMM\"],\"size\":[\"L\"],\"type\":\"fey\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":75,\"formula\":\"10d10 + 20\"},\"speed\":{\"walk\":40},\"str\":21,\"dex\":12,\"con\":14,\"int\":13,\"wis\":14,\"cha\":15,\"save\":{\"con\":\"+5\"},\"skill\":{\"deception\":\"+5\",\"perception\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"languages\":[\"Common\",\"Giant\",\"Sylvan\"],\"cr\":{\"cr\":\"6\",\"coven\":\"8\"},\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The hag's innate spellcasting ability is Charisma (spell save {@dc 13}). She can innately cast the following spells:\"],\"daily\":{\"3e\":[\"{@spell disguise self} (including the form of a Medium humanoid)\",\"{@spell fog cloud}\"]},\"ability\":\"cha\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The annis makes three attacks: one with her bite and two with her claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}15 ({@damage 3d6 + 5}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}15 ({@damage 3d6 + 5}) slashing damage.\"]},{\"name\":\"Crushing Hug\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}36 ({@damage 9d6 + 5}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 15}) if it is a Large or smaller creature. Until the grapple ends, the target takes 36 ({@damage 9d6 + 5}) bludgeoning damage at the start of each of the hag's turns. The hag can't make attacks while grappling a creature in this way.\"]}],\"legendaryGroup\":{\"name\":\"Annis Hag\",\"source\":\"VGM\"},\"variant\":[{\"type\":\"inset\",\"name\":\"Hag Covens\",\"entries\":[\"When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.\",\"A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.\",{\"type\":\"spellcasting\",\"name\":\"Shared Spellcasting (Coven Only)\",\"headerEntries\":[\"While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell identify}\",\"{@spell ray of sickness}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell hold person}\",\"{@spell locate object}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell bestow curse}\",\"{@spell counterspell}\",\"{@spell lightning bolt}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell phantasmal killer}\",\"{@spell polymorph}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell contact other plane}\",\"{@spell scrying}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell eyebite}\"]}},\"footerEntries\":[\"For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag's Intelligence modifier, and the spell attack bonus is 4 + the hag's Intelligence modifier.\"]},{\"type\":\"entries\",\"name\":\"Hag Eye\",\"entries\":[\"A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes {@dice 3d10} psychic damage and is {@condition blinded} for 24 hours.\",\"A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while {@condition blinded}. During the ritual, if the hags take any action other than performing the ritual, they must start over.\"]}]},{\"type\":\"variant\",\"name\":\"Death Coven\",\"entries\":[{\"type\":\"spellcasting\",\"name\":\"Shared Spellcasting (Coven Only)\",\"headerEntries\":[\"For a death coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells:\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell false life}\",\"{@spell inflict wounds}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell gentle repose}\",\"{@spell ray of enfeeblement}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell animate dead}\",\"{@spell revivify}\",\"{@spell speak with dead}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell blight}\",\"{@spell death ward}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell contagion}\",\"{@spell raise dead}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell circle of death}\"]}}}]},{\"type\":\"variant\",\"name\":\"Nature Coven\",\"entries\":[{\"type\":\"spellcasting\",\"name\":\"Shared Spellcasting (Coven Only)\",\"headerEntries\":[\"For a nature coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells:\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell entangle}\",\"{@spell speak with animals}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell flaming sphere}\",\"{@spell moonbeam}\",\"{@spell spike growth}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell call lightning}\",\"{@spell plant growth}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell dominate beast}\",\"{@spell grasping vine}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell insect plague}\",\"{@spell tree stride}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell wall of thorns}\"]}}}]},{\"type\":\"variant\",\"name\":\"Prophecy Coven\",\"entries\":[{\"type\":\"spellcasting\",\"name\":\"Shared Spellcasting (Coven Only)\",\"headerEntries\":[\"For a prophecy coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells:\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell bane}\",\"{@spell bless}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell augury}\",\"{@spell detect thoughts}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell clairvoyance}\",\"{@spell dispel magic}\",\"{@spell nondetection}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell arcane eye}\",\"{@spell locate creature}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell geas}\",\"{@spell legend lore}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell true seeing}\"]}}}]}],\"environment\":[\"mountain\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/annis-hag.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\",\"S\"],\"damageTags\":[\"B\",\"P\",\"S\"],\"damageTagsLegendary\":[\"A\"],\"spellcastingTags\":[\"CW\",\"I\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\"],\"conditionInflictLegendary\":[\"restrained\"],\"conditionInflictSpell\":[\"blinded\",\"charmed\",\"frightened\",\"paralyzed\",\"poisoned\",\"restrained\",\"stunned\",\"unconscious\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Annis Hag (Coven)\",\"source\":\"VGM\",\"_mod\":{\"spellcasting\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Shared Spellcasting (Coven Only)\",\"headerEntries\":[\"While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell identify}\",\"{@spell ray of sickness}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell hold person}\",\"{@spell locate object}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell bestow curse}\",\"{@spell counterspell}\",\"{@spell lightning bolt}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell phantasmal killer}\",\"{@spell polymorph}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell contact other plane}\",\"{@spell scrying}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell eyebite}\"]}},\"ability\":\"int\",\"footerEntries\":[\"For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save {@dc 13}, and the spell attack bonus is {@hit 5}.\"]}}},\"cr\":\"8\",\"variant\":null},{\"name\":\"Annis Hag (Coven; Death)\",\"source\":\"VGM\",\"_mod\":{\"spellcasting\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Shared Spellcasting (Coven Only)\",\"headerEntries\":[\"While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell false life}\",\"{@spell inflict wounds}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell gentle repose}\",\"{@spell ray of enfeeblement}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell animate dead}\",\"{@spell revivify}\",\"{@spell speak with dead}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell blight}\",\"{@spell death ward}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell contagion}\",\"{@spell raise dead}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell circle of death}\"]}},\"ability\":\"int\",\"footerEntries\":[\"For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save {@dc 13}, and the spell attack bonus is {@hit 5}.\"]}}},\"cr\":\"8\",\"variant\":null},{\"name\":\"Annis Hag (Coven; Nature)\",\"source\":\"VGM\",\"_mod\":{\"spellcasting\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Shared Spellcasting (Coven Only)\",\"headerEntries\":[\"While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell entangle}\",\"{@spell speak with animals}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell flaming sphere}\",\"{@spell moonbeam}\",\"{@spell spike growth}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell call lightning}\",\"{@spell plant growth}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell dominate beast}\",\"{@spell grasping vine}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell insect plague}\",\"{@spell tree stride}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell wall of thorns}\"]}},\"ability\":\"int\",\"footerEntries\":[\"For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save {@dc 13}, and the spell attack bonus is {@hit 5}.\"]}}},\"cr\":\"8\",\"variant\":null},{\"name\":\"Annis Hag (Coven; Prophecy)\",\"source\":\"VGM\",\"_mod\":{\"spellcasting\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Shared Spellcasting (Coven Only)\",\"headerEntries\":[\"While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell bane}\",\"{@spell bless}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell augury}\",\"{@spell detect thoughts}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell clairvoyance}\",\"{@spell dispel magic}\",\"{@spell nondetection}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell arcane eye}\",\"{@spell locate creature}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell geas}\",\"{@spell legend lore}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell true seeing}\"]}},\"ability\":\"int\",\"footerEntries\":[\"For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save {@dc 13}, and the spell attack bonus is {@hit 5}.\"]}}},\"cr\":\"8\",\"variant\":null}]},{\"name\":\"Apprentice Wizard\",\"source\":\"VGM\",\"page\":209,\"otherSources\":[{\"source\":\"WDH\"},{\"source\":\"ToA\"},{\"source\":\"DIP\"},{\"source\":\"SLW\"},{\"source\":\"ERLW\"}],\"reprintedAs\":[\"Apprentice Wizard|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"A\"],\"ac\":[10],\"hp\":{\"average\":9,\"formula\":\"2d8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":10,\"con\":10,\"int\":14,\"wis\":10,\"cha\":11,\"skill\":{\"arcana\":\"+4\",\"history\":\"+4\"},\"passive\":10,\"languages\":[\"any one language (usually Common)\"],\"cr\":\"1/4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The apprentice is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell mending}\",\"{@spell prestidigitation}\"]},\"1\":{\"slots\":2,\"spells\":[\"{@spell burning hands}\",\"{@spell disguise self}\",\"{@spell shield}\"]}},\"ability\":\"int\"}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 2} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}2 ({@damage 1d4}) piercing damage.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/apprentice-wizard.mp3\"},\"attachedItems\":[\"dagger|phb\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Archdruid\",\"source\":\"VGM\",\"page\":210,\"otherSources\":[{\"source\":\"WDMM\"},{\"source\":\"GoS\"},{\"source\":\"MOT\"}],\"reprintedAs\":[\"Archdruid|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item hide armor|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":132,\"formula\":\"24d8 + 24\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":12,\"int\":12,\"wis\":20,\"cha\":11,\"save\":{\"int\":\"+5\",\"wis\":\"+9\"},\"skill\":{\"medicine\":\"+9\",\"nature\":\"+5\",\"perception\":\"+9\"},\"passive\":19,\"languages\":[\"Druidic plus any two languages\"],\"cr\":\"12\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The archdruid is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 17}, {@hit 9} to hit with spell attacks). It has the following druid spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell druidcraft}\",\"{@spell mending}\",\"{@spell poison spray}\",\"{@spell produce flame}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell cure wounds}\",\"{@spell entangle}\",\"{@spell faerie fire}\",\"{@spell speak with animals}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell animal messenger}\",\"{@spell beast sense}\",\"{@spell hold person}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell conjure animals}\",\"{@spell meld into stone}\",\"{@spell water breathing}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell dominate beast}\",\"{@spell locate creature}\",\"{@spell stoneskin}\",\"{@spell wall of fire}\"]},\"5\":{\"slots\":3,\"spells\":[\"{@spell commune with nature}\",\"{@spell mass cure wounds}\",\"{@spell tree stride}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell heal}\",\"{@spell heroes' feast}\",\"{@spell sunbeam}\"]},\"7\":{\"slots\":1,\"spells\":[\"{@spell fire storm}\"]},\"8\":{\"slots\":1,\"spells\":[\"{@spell animal shapes}\"]},\"9\":{\"slots\":1,\"spells\":[\"{@spell foresight}\"]}},\"ability\":\"wis\"}],\"action\":[{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage.\"]},{\"name\":\"Change Shape (2/Day)\",\"entries\":[\"The archdruid magically polymorphs into a beast or elemental with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The archdruid reverts to its true form if it dies or falls {@condition unconscious}. The archdruid can revert to its true form using a bonus action on its turn.\",\"While in a new form, the archdruid retains its game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks. It can cast its spells with verbal or somatic components in its new form.\",\"The new form's attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.\"]}],\"environment\":[\"forest\",\"mountain\",\"swamp\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/archdruid.mp3\"},\"attachedItems\":[\"scimitar|phb\"],\"actionTags\":[\"Shapechanger\"],\"languageTags\":[\"DU\",\"X\"],\"damageTags\":[\"S\"],\"damageTagsSpell\":[\"B\",\"F\",\"I\",\"R\"],\"spellcastingTags\":[\"CD\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"blinded\",\"charmed\",\"paralyzed\",\"prone\",\"restrained\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Archer\",\"source\":\"VGM\",\"page\":210,\"otherSources\":[{\"source\":\"DIP\"},{\"source\":\"SLW\"},{\"source\":\"MOT\"}],\"reprintedAs\":[\"Archer|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item studded leather armor|phb|studded leather}\"]}],\"hp\":{\"average\":75,\"formula\":\"10d8 + 30\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":18,\"con\":16,\"int\":11,\"wis\":13,\"cha\":10,\"skill\":{\"acrobatics\":\"+6\",\"perception\":\"+5\"},\"passive\":15,\"languages\":[\"any one language (usually Common)\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Archer's Eye (3/Day)\",\"entries\":[\"As a bonus action, the archer can add {@dice 1d10} to its next attack or damage roll with a longbow or shortbow.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The archer makes two attacks with its longbow.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 150/600 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage.\"]}],\"environment\":[\"forest\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/archer.mp3\"},\"attachedItems\":[\"longbow|phb\",\"shortsword|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Aurochs\",\"source\":\"VGM\",\"page\":207,\"reprintedAs\":[\"Aurochs|MPMM\"],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":11,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":38,\"formula\":\"4d10 + 16\"},\"speed\":{\"walk\":50},\"str\":20,\"dex\":10,\"con\":19,\"int\":2,\"wis\":12,\"cha\":5,\"passive\":11,\"cr\":\"2\",\"trait\":[{\"name\":\"Charge\",\"entries\":[\"If the aurochs moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 ({@damage 2d8}) piercing damage. If the target is a creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}.\"]}],\"action\":[{\"name\":\"Gore\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage.\"]}],\"environment\":[\"mountain\",\"grassland\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/aurochs.mp3\"},\"traitTags\":[\"Charge\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Babau\",\"source\":\"VGM\",\"page\":136,\"reprintedAs\":[\"Babau|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":82,\"formula\":\"11d8 + 33\"},\"speed\":{\"walk\":40},\"str\":19,\"dex\":16,\"con\":16,\"int\":11,\"wis\":12,\"cha\":13,\"skill\":{\"perception\":\"+5\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":15,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The babau's innate spellcasting ability is Wisdom (spell save {@dc 11}). The babau can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell darkness}\",\"{@spell dispel magic}\",\"{@spell fear}\",\"{@spell heat metal}\",\"{@spell levitate}\"],\"ability\":\"wis\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The babau makes two melee attacks. It can also use Weakening Gaze before or after making these attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, or 8 ({@damage 1d8 + 4}) piercing damage when used with two hands to make a melee attack.\"]},{\"name\":\"Weakening Gaze\",\"entries\":[\"The babau targets one creature that it can see within 20 feet of it. The target must make a {@dc 13} Constitution saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/babau.mp3\"},\"attachedItems\":[\"spear|phb\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\"],\"damageTags\":[\"P\",\"S\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Banderhobb\",\"source\":\"VGM\",\"page\":122,\"reprintedAs\":[\"Banderhobb|MPMM\"],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":84,\"formula\":\"8d10 + 40\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":12,\"con\":20,\"int\":11,\"wis\":14,\"cha\":8,\"skill\":{\"athletics\":\"+8\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":12,\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common and the languages of its creator but can't speak\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Resonant Connection\",\"entries\":[\"If the banderhobb has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that creature or object if it is within 1 mile of the banderhobb.\"]},{\"name\":\"Shadow Stealth\",\"entries\":[\"While in dim light or darkness, the banderhobb can take the Hide action as a bonus action.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}22 ({@damage 5d6 + 5}) piercing damage, and the target is {@condition grappled} (escape {@dc 15}) if it is a Large or smaller creature. Until this grapple ends, the target is {@condition restrained}, and the banderhobb can't use its bite attack or tongue attack on another target.\"]},{\"name\":\"Tongue\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 15 ft., one target. {@h}10 ({@damage 3d6}) necrotic damage, and the target must make a {@dc 15} Strength saving throw. On a failed save, the target is pulled to a space within 5 feet of the banderhobb, which can use a bonus action to make a bite attack against the target.\"]},{\"name\":\"Swallow\",\"entries\":[\"The banderhobb makes a bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the banderhobb and it takes 10 ({@damage 3d6}) necrotic damage at the start of each of the banderhobb's turns. A creature reduced to 0 hit points in this way stops taking necrotic damage and becomes stable.\",\"The banderhobb can have only one target swallowed at a time. While the banderhobb isn't {@condition incapacitated}, it can regurgitate the creature at any time (no action required) in a space within 5 feet of it. The creature exits {@condition prone}. If the banderhobb dies, it likewise regurgitates a swallowed creature.\"]},{\"name\":\"Shadow Step\",\"entries\":[\"The banderhobb magically teleports up to 30 feet to an unoccupied space of dim light or darkness that it can see. Before or after teleporting, it can make a bite or tongue attack.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/banderhobb.mp3\"},\"senseTags\":[\"SD\"],\"actionTags\":[\"Swallow\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"N\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"grappled\",\"restrained\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bard\",\"source\":\"VGM\",\"page\":211,\"otherSources\":[{\"source\":\"WDH\"},{\"source\":\"GoS\"},{\"source\":\"SDW\"}],\"reprintedAs\":[\"Bard|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item chain shirt|phb}\"]}],\"hp\":{\"average\":44,\"formula\":\"8d8 + 8\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":14,\"con\":12,\"int\":10,\"wis\":13,\"cha\":14,\"save\":{\"dex\":\"+4\",\"wis\":\"+3\"},\"skill\":{\"acrobatics\":\"+4\",\"perception\":\"+5\",\"performance\":\"+6\"},\"passive\":15,\"languages\":[\"any two languages\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The bard is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It has the following bard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell friends}\",\"{@spell mage hand}\",\"{@spell vicious mockery}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell charm person}\",\"{@spell healing word}\",\"{@spell heroism}\",\"{@spell sleep}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell invisibility}\",\"{@spell shatter}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Song of Rest\",\"entries\":[\"The bard can perform a song while taking a short rest. Any ally who hears the song regains an extra {@dice 1d6} hit points if it spends any Hit Dice to regain hit points at the end of that rest. The bard can confer this benefit on itself as well.\"]},{\"name\":\"Taunt (2/Day)\",\"entries\":[\"The bard can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a {@dc 12} Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard's next turn.\"]}],\"action\":[{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/bard.mp3\"},\"attachedItems\":[\"shortbow|phb\",\"shortsword|phb\"],\"languageTags\":[\"X\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"T\",\"Y\"],\"spellcastingTags\":[\"CB\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"savingThrowForced\":[\"charisma\"],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Barghest\",\"source\":\"VGM\",\"page\":123,\"otherSources\":[{\"source\":\"TftYP\"}],\"reprintedAs\":[\"Barghest|MPMM\"],\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"shapechanger\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":90,\"formula\":\"12d10 + 24\"},\"speed\":{\"walk\":{\"number\":60,\"condition\":\"(30 ft. in goblin form)\"}},\"str\":19,\"dex\":15,\"con\":14,\"int\":13,\"wis\":12,\"cha\":14,\"skill\":{\"deception\":\"+4\",\"intimidation\":\"+4\",\"perception\":\"+5\",\"stealth\":\"+4\"},\"senses\":[\"blindsight 60 ft.\",\"darkvision 60 ft.\"],\"passive\":15,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"acid\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\",\"Goblin\",\"Infernal\",\"telepathy 60 ft.\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The barghest's innate spellcasting ability is Charisma (spell save {@dc 12}). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell levitate}\",\"{@spell minor illusion}\",\"{@spell pass without trace}\"],\"daily\":{\"1e\":[\"{@spell charm person}\",\"{@spell dimension door}\",\"{@spell suggestion}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Shapechanger\",\"entries\":[\"The barghest can use its action to polymorph into a Small goblin or back into its true form. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. The barghest reverts to its true form if it dies.\"]},{\"name\":\"Fire Banishment\",\"entries\":[\"When the barghest starts its turn engulfed in flames that are at least 10 feet high or wide, it must succeed on a {@dc 15} Charisma saving throw or be instantly banished to Gehenna. Instantaneous bursts of flame (such as a red dragon's breath or a {@spell fireball} spell) don't have this effect on the barghest.\"]},{\"name\":\"Keen Smell\",\"entries\":[\"The barghest has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Soul Feeding\",\"entries\":[\"A barghest can feed on the corpse of a humanoid that it killed that has been dead for less than 10 minutes, devouring both flesh and soul in doing so. This feeding takes at least 1 minute, and it destroys the victim's body. The victim's soul is trapped in the barghest for 24 hours, after which time it is digested. If the barghest dies before the soul is digested, the soul is released.\",\"While a humanoid's soul is trapped in a barghest, any form of revival that could work has only a {@chance 50} chance of doing so, freeing the soul from the barghest if it is successful. Once a creature's soul is digested, however, no mortal magic can return that humanoid to life.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage.\"]}],\"environment\":[\"underdark\",\"mountain\",\"grassland\",\"forest\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/barghest.mp3\"},\"traitTags\":[\"Keen Senses\",\"Shapechanger\"],\"senseTags\":[\"B\",\"D\"],\"languageTags\":[\"AB\",\"C\",\"GO\",\"I\",\"TP\"],\"damageTags\":[\"P\",\"S\"],\"damageTagsSpell\":[\"O\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"charisma\"],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bheur Hag\",\"source\":\"VGM\",\"page\":160,\"reprintedAs\":[\"Bheur Hag|MPMM\"],\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":91,\"formula\":\"14d8 + 28\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":16,\"con\":14,\"int\":12,\"wis\":13,\"cha\":16,\"save\":{\"wis\":\"+4\"},\"skill\":{\"nature\":\"+4\",\"perception\":\"+4\",\"stealth\":\"+6\",\"survival\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"immune\":[\"cold\"],\"languages\":[\"Auran\",\"Common\",\"Giant\"],\"cr\":{\"cr\":\"7\",\"coven\":\"9\"},\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The hag's innate spellcasting ability is Charisma (spell save {@dc 14}, {@hit 6} to hit with spell attacks). She can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell hold person}*\",\"{@spell ray of frost}\"],\"daily\":{\"3e\":[\"{@spell cone of cold}*\",\"{@spell ice storm}*\",\"{@spell wall of ice}*\"],\"1e\":[\"{@spell control weather}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Graystaff Magic\",\"entries\":[\"The hag carries a graystaff, a length of gray wood that is a focus for her inner power. She can ride the staff as if it were a {@item broom of flying}. While holding the staff, she can cast additional spells with her Innate Spellcasting trait (these spells are marked with an asterisk). If the staff is lost or destroyed, the hag must craft another, which takes a year and a day. Only a bheur hag can use a graystaff.\"]},{\"name\":\"Ice Walk\",\"entries\":[\"The hag can move across and climb icy surfaces without needing to make an ability check. Additionally, {@quickref difficult terrain||3} composed of ice or snow doesn't cost her extra moment.\"]}],\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d8 + 1}) bludgeoning damage plus 3 ({@damage 1d6}) cold damage.\"]},{\"name\":\"Maddening Feast\",\"entries\":[\"The hag feasts on the corpse of one enemy within 5 feet of her that died within the past minute. Each creature of the hag's choice that is within 60 feet of her and able to see her must succeed on a {@dc 15} Wisdom saving throw or be {@condition frightened} of her for 1 minute. While {@condition frightened} in this way, a creature is {@condition incapacitated}, can't understand what others say, can't read, and speaks only in gibberish; the DM controls the creature's movement, which is erratic. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Maddening Feast for the next 24 hours.\"]}],\"legendaryGroup\":{\"name\":\"Bheur Hag\",\"source\":\"VGM\"},\"variant\":[{\"type\":\"inset\",\"name\":\"Hag Covens\",\"entries\":[\"When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.\",\"A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.\",{\"type\":\"spellcasting\",\"name\":\"Shared Spellcasting (Coven Only)\",\"headerEntries\":[\"While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell identify}\",\"{@spell ray of sickness}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell hold person}\",\"{@spell locate object}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell bestow curse}\",\"{@spell counterspell}\",\"{@spell lightning bolt}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell phantasmal killer}\",\"{@spell polymorph}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell contact other plane}\",\"{@spell scrying}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell eyebite}\"]}},\"footerEntries\":[\"For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag's Intelligence modifier, and the spell attack bonus is 4 + the hag's Intelligence modifier.\"]},{\"type\":\"entries\",\"name\":\"Hag Eye\",\"entries\":[\"A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes {@dice 3d10} psychic damage and is {@condition blinded} for 24 hours.\",\"A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while {@condition blinded}. During the ritual, if the hags take any action other than performing the ritual, they must start over.\"]}]},{\"type\":\"variant\",\"name\":\"Death Coven\",\"entries\":[{\"type\":\"spellcasting\",\"name\":\"Shared Spellcasting (Coven Only)\",\"headerEntries\":[\"For a death coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells:\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell false life}\",\"{@spell inflict wounds}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell gentle repose}\",\"{@spell ray of enfeeblement}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell animate dead}\",\"{@spell revivify}\",\"{@spell speak with dead}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell blight}\",\"{@spell death ward}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell contagion}\",\"{@spell raise dead}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell circle of death}\"]}}}]},{\"type\":\"variant\",\"name\":\"Nature Coven\",\"entries\":[{\"type\":\"spellcasting\",\"name\":\"Shared Spellcasting (Coven Only)\",\"headerEntries\":[\"For a nature coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells:\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell entangle}\",\"{@spell speak with animals}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell flaming sphere}\",\"{@spell moonbeam}\",\"{@spell spike growth}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell call lightning}\",\"{@spell plant growth}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell dominate beast}\",\"{@spell grasping vine}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell insect plague}\",\"{@spell tree stride}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell wall of thorns}\"]}}}]},{\"type\":\"variant\",\"name\":\"Prophecy Coven\",\"entries\":[{\"type\":\"spellcasting\",\"name\":\"Shared Spellcasting (Coven Only)\",\"headerEntries\":[\"For a prophecy coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells:\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell bane}\",\"{@spell bless}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell augury}\",\"{@spell detect thoughts}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell clairvoyance}\",\"{@spell dispel magic}\",\"{@spell nondetection}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell arcane eye}\",\"{@spell locate creature}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell geas}\",\"{@spell legend lore}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell true seeing}\"]}}}]}],\"environment\":[\"arctic\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/bheur-hag.mp3\"},\"senseTags\":[\"D\"],\"languageTags\":[\"AU\",\"C\",\"GI\"],\"damageTags\":[\"B\",\"C\"],\"damageTagsSpell\":[\"B\",\"C\"],\"spellcastingTags\":[\"CW\",\"I\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\",\"incapacitated\"],\"conditionInflictLegendary\":[\"restrained\"],\"conditionInflictSpell\":[\"blinded\",\"charmed\",\"frightened\",\"paralyzed\",\"poisoned\",\"restrained\",\"stunned\",\"unconscious\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Bheur Hag (Coven)\",\"source\":\"VGM\",\"_mod\":{\"spellcasting\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Shared Spellcasting (Coven Only)\",\"headerEntries\":[\"While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell identify}\",\"{@spell ray of sickness}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell hold person}\",\"{@spell locate object}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell bestow curse}\",\"{@spell counterspell}\",\"{@spell lightning bolt}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell phantasmal killer}\",\"{@spell polymorph}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell contact other plane}\",\"{@spell scrying}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell eyebite}\"]}},\"ability\":\"int\",\"footerEntries\":[\"For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save {@dc 13}, and the spell attack bonus is {@hit 5}.\"]}}},\"cr\":\"9\",\"variant\":null},{\"name\":\"Bheur Hag (Coven; Death)\",\"source\":\"VGM\",\"_mod\":{\"spellcasting\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Shared Spellcasting (Coven Only)\",\"headerEntries\":[\"While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell false life}\",\"{@spell inflict wounds}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell gentle repose}\",\"{@spell ray of enfeeblement}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell animate dead}\",\"{@spell revivify}\",\"{@spell speak with dead}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell blight}\",\"{@spell death ward}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell contagion}\",\"{@spell raise dead}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell circle of death}\"]}},\"ability\":\"int\",\"footerEntries\":[\"For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save {@dc 13}, and the spell attack bonus is {@hit 5}.\"]}}},\"cr\":\"9\",\"variant\":null},{\"name\":\"Bheur Hag (Coven; Nature)\",\"source\":\"VGM\",\"_mod\":{\"spellcasting\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Shared Spellcasting (Coven Only)\",\"headerEntries\":[\"While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell entangle}\",\"{@spell speak with animals}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell flaming sphere}\",\"{@spell moonbeam}\",\"{@spell spike growth}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell call lightning}\",\"{@spell plant growth}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell dominate beast}\",\"{@spell grasping vine}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell insect plague}\",\"{@spell tree stride}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell wall of thorns}\"]}},\"ability\":\"int\",\"footerEntries\":[\"For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save {@dc 13}, and the spell attack bonus is {@hit 5}.\"]}}},\"cr\":\"9\",\"variant\":null},{\"name\":\"Bheur Hag (Coven; Prophecy)\",\"source\":\"VGM\",\"_mod\":{\"spellcasting\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Shared Spellcasting (Coven Only)\",\"headerEntries\":[\"While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell bane}\",\"{@spell bless}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell augury}\",\"{@spell detect thoughts}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell clairvoyance}\",\"{@spell dispel magic}\",\"{@spell nondetection}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell arcane eye}\",\"{@spell locate creature}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell geas}\",\"{@spell legend lore}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell true seeing}\"]}},\"ability\":\"int\",\"footerEntries\":[\"For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save {@dc 13}, and the spell attack bonus is {@hit 5}.\"]}}},\"cr\":\"9\",\"variant\":null}]},{\"name\":\"Black Guard Drake\",\"source\":\"VGM\",\"page\":158,\"reprintedAs\":[\"Guard Drake|MPMM\"],\"size\":[\"M\"],\"type\":\"dragon\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"7d8 + 21\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":16,\"dex\":11,\"con\":16,\"int\":4,\"wis\":10,\"cha\":7,\"skill\":{\"perception\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[\"acid\"],\"languages\":[\"understands Draconic but can't speak it\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The guard drake can breathe air and water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The drake attacks twice, once with its bite and once with its tail.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage.\"]}],\"environment\":[\"swamp\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/guard-drake.mp3\"},\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"DR\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Blackguard\",\"source\":\"VGM\",\"page\":211,\"otherSources\":[{\"source\":\"DC\"},{\"source\":\"DIP\"},{\"source\":\"SDW\"},{\"source\":\"MOT\"}],\"reprintedAs\":[\"Blackguard|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"L\",\"NX\",\"C\",\"NY\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|phb}\"]}],\"hp\":{\"average\":153,\"formula\":\"18d8 + 72\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":11,\"con\":18,\"int\":11,\"wis\":14,\"cha\":15,\"save\":{\"wis\":\"+5\",\"cha\":\"+5\"},\"skill\":{\"athletics\":\"+7\",\"deception\":\"+5\",\"intimidation\":\"+5\"},\"passive\":12,\"languages\":[\"any one language (usually Common)\"],\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The blackguard is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It has the following paladin spells prepared:\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell command}\",\"{@spell protection from evil and good}\",\"{@spell thunderous smite}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell branding smite}\",\"{@spell find steed}\"]},\"3\":{\"slots\":2,\"spells\":[\"{@spell blinding smite}\",\"{@spell dispel magic}\"]}},\"ability\":\"cha\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The blackguard makes three attacks with its glaive or its shortbow.\"]},{\"name\":\"Glaive\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d10 + 4}) slashing damage.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 3} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Dreadful Aspect (Recharges after a Short or Long Rest)\",\"entries\":[\"The blackguard exudes magical menace. Each enemy within 30 feet of the blackguard must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} for 1 minute. If a {@condition frightened} target ends its turn more than 30 feet away from the blackguard, the target can repeat the saving throw, ending the effect on itself on a success.\"]}],\"environment\":[\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/blackguard.mp3\"},\"attachedItems\":[\"glaive|phb\",\"shortbow|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"P\",\"S\"],\"damageTagsSpell\":[\"R\",\"T\"],\"spellcastingTags\":[\"CP\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RNG\",\"RW\"],\"conditionInflict\":[\"frightened\"],\"conditionInflictSpell\":[\"blinded\",\"prone\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"constitution\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Blue Guard Drake\",\"source\":\"VGM\",\"page\":158,\"reprintedAs\":[\"Guard Drake|MPMM\"],\"size\":[\"M\"],\"type\":\"dragon\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"7d8 + 21\"},\"speed\":{\"walk\":30,\"burrow\":20},\"str\":16,\"dex\":11,\"con\":16,\"int\":4,\"wis\":10,\"cha\":7,\"skill\":{\"perception\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[\"lightning\"],\"languages\":[\"understands Draconic but can't speak it\"],\"cr\":\"2\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The drake attacks twice, once with its bite and once with its tail.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage.\"]}],\"environment\":[\"desert\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/guard-drake.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"DR\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bodak\",\"source\":\"VGM\",\"page\":127,\"otherSources\":[{\"source\":\"ToA\"},{\"source\":\"GoS\"}],\"reprintedAs\":[\"Bodak|MPMM\"],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":58,\"formula\":\"9d8 + 18\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":16,\"con\":15,\"int\":7,\"wis\":12,\"cha\":12,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":14,\"resist\":[\"cold\",\"fire\",\"necrotic\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"lightning\",\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Abyssal\",\"the languages it knew in life\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Aura of Annihilation\",\"entries\":[\"The bodak can activate or deactivate this feature as a bonus action. While active, the aura deals 5 necrotic damage to any creature that ends its turn within 30 feet of the bodak. Undead and fiends ignore this effect.\"]},{\"name\":\"Death Gaze\",\"entries\":[\"When a creature that can see the bodak's eyes starts its turn within 30 feet of the bodak, the bodak can force it to make a {@dc 13} Constitution saving throw if the bodak isn't {@condition incapacitated} and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points, unless it is immune to the {@condition frightened} condition. Otherwise, a creature takes 16 ({@damage 3d10}) psychic damage on a failed save.\",\"Unless {@status surprised}, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the bodak until the start of its next turn. If the creature looks at the bodak in the meantime, it must immediately make the saving throw.\"]},{\"name\":\"Sunlight Hypersensitivity\",\"entries\":[\"The bodak takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.\"]}],\"action\":[{\"name\":\"Fist\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage plus 9 ({@damage 2d8}) necrotic damage.\"]},{\"name\":\"Withering Gaze\",\"entries\":[\"One creature that the bodak can see within 60 feet of it must make a {@dc 13} Constitution saving throw, taking 22 ({@damage 4d10}) necrotic damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"underdark\",\"swamp\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/bodak.mp3\"},\"traitTags\":[\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"AB\",\"LF\"],\"damageTags\":[\"B\",\"N\",\"R\",\"Y\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Boggle\",\"source\":\"VGM\",\"page\":128,\"otherSources\":[{\"source\":\"IMR\"},{\"source\":\"WBtW\"}],\"reprintedAs\":[\"Boggle|MPMM\"],\"size\":[\"S\"],\"type\":\"fey\",\"alignment\":[\"C\",\"N\"],\"alignmentPrefix\":\"typically \",\"ac\":[14],\"hp\":{\"average\":18,\"formula\":\"4d6 + 4\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":8,\"dex\":18,\"con\":13,\"int\":6,\"wis\":12,\"cha\":7,\"skill\":{\"perception\":\"+3\",\"sleight of hand\":\"+6\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"fire\"],\"languages\":[\"Sylvan\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Boggle Oil\",\"entries\":[\"The boggle excretes nonflammable oil from its pores. The boggle chooses whether the oil is slippery or sticky and can change the oil on its skin from one consistency to another as a bonus action.\",\"Slippery Oil: While coated in slippery oil, the boggle gains advantage on Dexterity ({@skill Acrobatics}) checks made to escape bonds, squeeze through narrow spaces, and end grapples.\",\"Sticky Oil: While coated in sticky oil, the boggle gains advantage on Strength ({@skill Athletics}) checks made to grapple and any ability check made to maintain a hold on another creature, a surface, or an object. The boggle can also climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Dimensional Rift\",\"entries\":[\"As a bonus action, the boggle can create an {@condition invisible} and immobile rift within an opening or frame it can see within 5 feet of it, provided that the space is no bigger than 10 feet on any side. The dimensional rift bridges the distance between that space and any point within 30 feet of it that the boggle can see or specify by distance and direction (such as \\\"30 feet straight up\\\"). While next to the rift, the boggle can see through it and is considered to be next to the destination as well, and anything the boggle puts through the rift (including a portion of its body) emerges at the destination. Only the boggle can use the rift, and it lasts until the end of the boggle's next turn.\"]},{\"name\":\"Uncanny Smell\",\"entries\":[\"The boggle has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]}],\"action\":[{\"name\":\"Pummel\",\"entries\":[\"{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage.\"]},{\"name\":\"Oil Puddle\",\"entries\":[\"The boggle creates a puddle of oil that is either slippery or sticky (boggle's choice). The puddle is 1 inch deep and covers the ground in the boggle's space. The puddle is {@quickref difficult terrain||3} For all creatures except boggles and lasts for 1 hour.\",\"If the oil is slippery, any creature that enters the puddle's area or starts its turn there must succeed on a {@dc 11} Dexterity saving throw or fall {@condition prone}.\",\"If the oil is sticky, any creature that enters the puddle's area or starts its turn there must succeed on a {@dc 11} Strength saving throw or be {@condition restrained}. On its turn. a creature can use an action to try to extricate itself from the sticky puddle, ending the effect and moving into the nearest safe unoccupied space with a successful {@dc 11} Strength check.\"]}],\"environment\":[\"underdark\",\"forest\",\"hill\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/boggle.mp3\"},\"senseTags\":[\"D\"],\"languageTags\":[\"S\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\",\"restrained\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Booyahg Booyahg Booyahg\",\"shortName\":\"Goblin\",\"source\":\"VGM\",\"page\":43,\"_copy\":{\"name\":\"Mage\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Goblin\",\"source\":\"DMG\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"(^| )mage\",\"with\":\"$1goblin\"},\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Wild Magic\",\"entries\":[\"Each time the goblin casts a spell (including cantrips), there is an accompanying surge of wild magic; roll on the {@table Wild Magic Surge|PHB} table in the {@book Player's Handbook|PHB} to determine the wild magic effect.\"]}}}},\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Booyahg Caster\",\"source\":\"VGM\",\"page\":42,\"_copy\":{\"name\":\"Goblin\",\"source\":\"MM\"},\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The goblin can cast a randomly determined {@filter 1st-level wizard spell|spells|level=1|class=wizard} once per day. Intelligence is its spellcasting ability (spell save {@dc 10}, {@hit 2} to hit with spell attacks).\"],\"ability\":\"int\"}],\"spellcastingTags\":[\"CW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Booyahg Slave of the Archfey\",\"shortName\":\"Goblin\",\"source\":\"VGM\",\"page\":42,\"_copy\":{\"name\":\"Warlock of the Archfey\",\"source\":\"VGM\",\"_templates\":[{\"name\":\"Goblin\",\"source\":\"DMG\"}],\"_mod\":{\"*\":[{\"mode\":\"replaceTxt\",\"replace\":\"The warlock\",\"with\":\"The goblin\"},{\"mode\":\"replaceTxt\",\"replace\":\"the warlock\",\"with\":\"the goblin\"}]}},\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Booyahg Slave of the Fiend\",\"shortName\":\"Goblin\",\"source\":\"VGM\",\"page\":42,\"_copy\":{\"name\":\"Warlock of the Fiend\",\"source\":\"VGM\",\"_templates\":[{\"name\":\"Goblin\",\"source\":\"DMG\"}],\"_mod\":{\"*\":[{\"mode\":\"replaceTxt\",\"replace\":\"The warlock\",\"with\":\"The goblin\"},{\"mode\":\"replaceTxt\",\"replace\":\"the warlock\",\"with\":\"the goblin\"}]}},\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Booyahg Slave of the Great Old One\",\"shortName\":\"Goblin\",\"source\":\"VGM\",\"page\":42,\"_copy\":{\"name\":\"Warlock of the Great Old One\",\"source\":\"VGM\",\"_templates\":[{\"name\":\"Goblin\",\"source\":\"DMG\"}],\"_mod\":{\"*\":[{\"mode\":\"replaceTxt\",\"replace\":\"The warlock\",\"with\":\"The goblin\"},{\"mode\":\"replaceTxt\",\"replace\":\"the warlock\",\"with\":\"the goblin\"}]}},\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Booyahg Whip\",\"source\":\"VGM\",\"page\":42,\"_copy\":{\"name\":\"Goblin\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Khurgorbaeyag's Gift\",\"entries\":[\"Khurgorbaeyag saw fit to gift this goblin with powers that enable it to dominate others. The goblin has {@dice 1d3} other {@creature goblin||goblins} that slavishly obey its orders.\"]}}}},\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Booyahg Wielder\",\"source\":\"VGM\",\"page\":42,\"_copy\":{\"name\":\"Goblin\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Special Equipment\",\"entries\":[\"The goblin found a magic item (a {@item necklace of fireballs}, a {@item circlet of blasting}, or the like) and learned how to use it.\"]}}}},\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Brontosaurus\",\"group\":[\"Dinosaurs\"],\"source\":\"VGM\",\"page\":139,\"otherSources\":[{\"source\":\"ToA\"}],\"reprintedAs\":[\"Brontosaurus|MPMM\"],\"size\":[\"G\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":121,\"formula\":\"9d20 + 27\"},\"speed\":{\"walk\":30},\"str\":21,\"dex\":9,\"con\":17,\"int\":2,\"wis\":10,\"cha\":7,\"save\":{\"con\":\"+6\"},\"passive\":10,\"cr\":\"5\",\"action\":[{\"name\":\"Stomp\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 20 ft., one target. {@h}27 ({@damage 5d8 + 5}) bludgeoning damage, and the target must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 20 ft., one target. {@h}32 ({@damage 6d8 + 5}) bludgeoning damage.\"]}],\"environment\":[\"grassland\",\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/brontosaurus.mp3\"},\"damageTags\":[\"B\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Catoblepas\",\"source\":\"VGM\",\"page\":129,\"otherSources\":[{\"source\":\"MOT\"}],\"reprintedAs\":[\"Catoblepas|MPMM\"],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":84,\"formula\":\"8d10 + 40\"},\"speed\":{\"walk\":30},\"str\":19,\"dex\":12,\"con\":21,\"int\":3,\"wis\":14,\"cha\":8,\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"cr\":\"5\",\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The catoblepas has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Stench\",\"entries\":[\"Any creature other than a catoblepas that starts its turn within 10 feet of the catoblepas must succeed on a {@dc 16} Constitution saving throw or be {@condition poisoned} until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of any catoblepas for 1 hour.\"]}],\"action\":[{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}21 ({@damage 5d6 + 4}) bludgeoning damage, and the target must succeed on a {@dc 16} Constitution saving throw or be {@condition stunned} until the start of the catoblepas's next turn.\"]},{\"name\":\"Death Ray {@recharge 5}\",\"entries\":[\"The catoblepas targets a creature that it can see within 30 feet of it. The target must make a {@dc 16} Constitution saving throw, taking 36 ({@damage 8d8}) necrotic damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target instead takes 64 necrotic damage. The target dies if reduced to 0 hit points by this ray.\"]}],\"environment\":[\"swamp\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/catoblepas.mp3\"},\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"D\"],\"damageTags\":[\"B\",\"N\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"poisoned\",\"stunned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cave Fisher\",\"source\":\"VGM\",\"page\":130,\"reprintedAs\":[\"Cave Fisher|MPMM\"],\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":58,\"formula\":\"9d8 + 18\"},\"speed\":{\"walk\":20,\"climb\":20},\"str\":16,\"dex\":13,\"con\":14,\"int\":3,\"wis\":10,\"cha\":3,\"skill\":{\"perception\":\"+2\",\"stealth\":\"+5\"},\"senses\":[\"blindsight 60 ft.\"],\"passive\":12,\"cr\":\"3\",\"trait\":[{\"name\":\"Adhesive Filament\",\"entries\":[\"The cave fisher can use its action to extend a sticky filament up to 60 feet, and the filament adheres to anything that touches it. A creature adhered to the filament is {@condition grappled} by the cave fisher (escape {@dc 13}), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 15; 5 hit points; immunity to poison and psychic damage), but a weapon that fails to sever it becomes stuck to it, requiring an action and a successful {@dc 13} Strength check to pull free. Destroying the filament causes no damage to the cave fisher, which can extrude a replacement filament on its next turn\"]},{\"name\":\"Flammable Blood\",\"entries\":[\"If the cave fisher drops to half its hit points or fewer, it gains vulnerability to fire damage.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The cave fisher can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The cave fisher makes two attacks with its claws.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage.\"]},{\"name\":\"Filament\",\"entries\":[\"One creature {@condition grappled} by the cave fisher's adhesive filament must make a {@dc 13} Strength saving throw, provided that the target weighs 200 pounds or less. On a failure, the target is pulled into an unoccupied space within 5 feet of the cave fisher, and the cave fisher makes a claw attack against it as a bonus action. Reeling up the target releases anyone else who was attached to the filament. Until the grapple ends on the target, the cave fisher can't extrude another filament.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/cave-fisher.mp3\"},\"traitTags\":[\"Spider Climb\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Champion\",\"source\":\"VGM\",\"page\":212,\"otherSources\":[{\"source\":\"WDMM\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"}],\"reprintedAs\":[\"Champion|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|phb}\"]}],\"hp\":{\"average\":143,\"formula\":\"22d8 + 44\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":15,\"con\":14,\"int\":10,\"wis\":14,\"cha\":12,\"save\":{\"str\":\"+9\",\"con\":\"+6\"},\"skill\":{\"athletics\":\"+9\",\"intimidation\":\"+5\",\"perception\":\"+6\"},\"passive\":16,\"languages\":[\"any one language (usually Common)\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Indomitable (2/Day)\",\"entries\":[\"The champion rerolls a failed saving throw.\"]},{\"name\":\"Second Wind (Recharges after a Short or Long Rest)\",\"entries\":[\"As a bonus action, the champion can regain 20 hit points.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The champion makes three attacks with its greatsword or its shortbow.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage, plus 7 ({@damage 2d6}) slashing damage if the champion has more than half of its total hit points remaining.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, plus 7 ({@damage 2d6}) piercing damage if the champion has more than half of its total hit points remaining.\"]}],\"environment\":[\"desert\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/champion.mp3\"},\"attachedItems\":[\"greatsword|phb\",\"shortbow|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Chitine\",\"source\":\"VGM\",\"page\":131,\"reprintedAs\":[\"Chitine|MPMM\"],\"size\":[\"S\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item hide armor|phb}\"]}],\"hp\":{\"average\":18,\"formula\":\"4d6 + 4\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":10,\"dex\":14,\"con\":12,\"int\":10,\"wis\":10,\"cha\":7,\"skill\":{\"athletics\":\"+4\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Undercommon\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"The chitine has advantage on saving throws against being {@condition charmed}, and magic can't put the chitine to sleep.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the chitine has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]},{\"name\":\"Web Sense\",\"entries\":[\"While in contact with a web, the chitine knows the exact location of any other creature in contact with the same web.\"]},{\"name\":\"Web Walker\",\"entries\":[\"The chitine ignores movement restrictions caused by webbing.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The chitine makes three attacks with its daggers.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/chitine.mp3\"},\"attachedItems\":[\"dagger|phb\"],\"traitTags\":[\"Fey Ancestry\",\"Sunlight Sensitivity\",\"Web Sense\",\"Web Walker\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"U\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Choldrith\",\"source\":\"VGM\",\"page\":132,\"reprintedAs\":[\"Choldrith|MPMM\"],\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item studded leather armor|phb|studded leather}\"]}],\"hp\":{\"average\":66,\"formula\":\"12d8 + 12\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":12,\"dex\":16,\"con\":12,\"int\":11,\"wis\":14,\"cha\":10,\"skill\":{\"athletics\":\"+5\",\"religion\":\"+2\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"languages\":[\"Undercommon\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The choldrith is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). The choldrith has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell guidance}\",\"{@spell mending}\",\"{@spell resistance}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell bane}\",\"{@spell healing word}\",\"{@spell sanctuary}\",\"{@spell shield of faith}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell hold person}\",\"{@spell spiritual weapon} (dagger)\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"The choldrith has advantage on saving throws against being {@condition charmed}, and magic can't put the choldrith to sleep.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The choldrith can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the choldrith has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]},{\"name\":\"Web Sense\",\"entries\":[\"While in contact with a web, the choldrith knows the exact location of any other creature in contact with the same web.\"]},{\"name\":\"Web Walker\",\"entries\":[\"The choldrith ignores movement restrictions caused by webbing.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 10 ({@damage 3d6}) poison damage.\"]},{\"name\":\"Web {@recharge 5}\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 30/60 ft., one Large or smaller creature. {@h}The target is {@condition restrained} by webbing. As an action, the {@condition restrained} target can make a {@dc 11} Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; 5 hit points; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/choldrith.mp3\"},\"attachedItems\":[\"dagger|phb\"],\"traitTags\":[\"Fey Ancestry\",\"Spider Climb\",\"Sunlight Sensitivity\",\"Web Sense\",\"Web Walker\"],\"senseTags\":[\"D\"],\"languageTags\":[\"U\"],\"damageTags\":[\"I\",\"P\"],\"damageTagsSpell\":[\"O\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"restrained\"],\"conditionInflictSpell\":[\"paralyzed\"],\"savingThrowForcedSpell\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cloud Giant Smiling One\",\"source\":\"VGM\",\"page\":146,\"reprintedAs\":[\"Cloud Giant Smiling One|MPMM\"],\"size\":[\"H\"],\"type\":{\"type\":\"giant\",\"tags\":[\"cloud giant\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":262,\"formula\":\"21d12 + 128\"},\"speed\":{\"walk\":40},\"str\":26,\"dex\":12,\"con\":22,\"int\":15,\"wis\":16,\"cha\":17,\"save\":{\"con\":\"+10\",\"int\":\"+6\",\"wis\":\"+7\"},\"skill\":{\"deception\":\"+11\",\"insight\":\"+7\",\"perception\":\"+7\",\"sleight of hand\":\"+9\"},\"passive\":17,\"languages\":[\"Common\",\"Giant\"],\"cr\":\"11\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The giant's innate spellcasting ability is Charisma (spell save {@dc 15}). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell detect magic}\",\"{@spell fog cloud}\",\"{@spell light}\"],\"daily\":{\"3e\":[\"{@spell feather fall}\",\"{@spell fly}\",\"{@spell misty step}\",\"{@spell telekinesis}\"],\"1e\":[\"{@spell control weather}\",\"{@spell gaseous form}\"]},\"ability\":\"cha\"},{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The giant is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 15}, {@hit 7} to hit with spell attacks). The giant has the following bard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell minor illusion}\",\"{@spell prestidigitation}\",\"{@spell vicious mockery}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell cure wounds}\",\"{@spell disguise self}\",\"{@spell silent image}\",\"{@spell Tasha's hideous laughter}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell invisibility}\",\"{@spell suggestion}\"]},\"3\":{\"slots\":2,\"spells\":[\"{@spell major image}\",\"{@spell tongues}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The giant has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giant makes two attacks with its morningstar.\"]},{\"name\":\"Morningstar\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d8 + 8}) bludgeoning damage. The attack deals an extra 14 ({@dice 4d6}) damage if the giant has advantage on the attack roll.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 12} to hit, range 60/240 ft., one target. {@h}30 ({@damage 4d10 + 8}) bludgeoning damage. The attack deals an extra 14 ({@dice 4d6}) damage if the giant has advantage on the attack roll.\"]},{\"name\":\"Change Shape\",\"entries\":[\"The giant magically polymorphs into a beast or humanoid it has seen, or back into its true form. Any equipment the giant is wearing or carrying is absorbed by the new form. Its statistics, other than its size, are the same in each form. It reverts to its true form if it dies.\"]}],\"environment\":[\"mountain\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/cloud-giant-smiling-one.mp3\"},\"attachedItems\":[\"morningstar|phb\"],\"traitTags\":[\"Keen Senses\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"Y\"],\"spellcastingTags\":[\"CB\",\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RW\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Conjurer\",\"source\":\"VGM\",\"page\":212,\"otherSources\":[{\"source\":\"TftYP\"}],\"reprintedAs\":[\"Conjurer Wizard|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"A\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":40,\"formula\":\"9d8\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":14,\"con\":11,\"int\":17,\"wis\":12,\"cha\":11,\"save\":{\"int\":\"+6\",\"wis\":\"+4\"},\"skill\":{\"arcana\":\"+6\",\"history\":\"+6\"},\"passive\":11,\"languages\":[\"any four languages\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The conjurer is a 9th-level spellcaster. Its spellcasting ability is intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The conjurer has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell acid splash}\",\"{@spell mage hand}\",\"{@spell poison spray}\",\"{@spell prestidigitation}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell mage armor}\",\"{@spell magic missile}\",\"{@spell unseen servant}*\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell cloud of daggers}*\",\"{@spell misty step}*\",\"{@spell web}*\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell fireball}\",\"{@spell stinking cloud}*\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell Evard's black tentacles}*\",\"{@spell stoneskin}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell cloudkill}*\",\"{@spell conjure elemental}*\"]}},\"footerEntries\":[\"*Conjuration spell of 1st level or higher\"],\"ability\":\"int\"}],\"trait\":[{\"name\":\"Benign Transportation (Recharges after the Conjurer Casts a Conjuration Spell of 1st Level or Higher)\",\"entries\":[\"As a bonus action, the conjurer teleports up to 30 feet to an unoccupied space that it can see. If it instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/conjurer.mp3\"},\"attachedItems\":[\"dagger|phb\"],\"languageTags\":[\"X\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"A\",\"B\",\"F\",\"I\",\"O\",\"S\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Cow\",\"source\":\"VGM\",\"page\":207,\"otherSources\":[{\"source\":\"DIP\"}],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[10],\"hp\":{\"average\":15,\"formula\":\"2d10 + 4\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":10,\"con\":14,\"int\":2,\"wis\":10,\"cha\":4,\"passive\":10,\"cr\":\"1/4\",\"trait\":[{\"name\":\"Charge\",\"entries\":[\"If the cow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 ({@damage 2d6}) piercing damage.\"]}],\"action\":[{\"name\":\"Gore\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]}],\"environment\":[\"grassland\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/cow.mp3\"},\"traitTags\":[\"Charge\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Cranium Rat\",\"source\":\"VGM\",\"page\":133,\"reprintedAs\":[\"Cranium Rat|MPMM\"],\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"L\",\"E\"],\"ac\":[12],\"hp\":{\"average\":2,\"formula\":\"1d4\"},\"speed\":{\"walk\":30},\"str\":2,\"dex\":14,\"con\":10,\"int\":4,\"wis\":11,\"cha\":8,\"senses\":[\"darkvision 30 ft.\"],\"passive\":10,\"languages\":[\"telepathy 30 ft.\"],\"cr\":\"0\",\"trait\":[{\"name\":\"Illumination\",\"entries\":[\"As a bonus action, the cranium rat can shed dim light from its brain in a 5-foot radius or extinguish the light.\"]},{\"name\":\"Telepathic Shroud\",\"entries\":[\"The cranium rat is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}1 piercing damage.\"]}],\"environment\":[\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/cranium-rat.mp3\"},\"traitTags\":[\"Illumination\"],\"senseTags\":[\"D\"],\"languageTags\":[\"TP\"],\"damageTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Darkling\",\"source\":\"VGM\",\"page\":134,\"otherSources\":[{\"source\":\"WBtW\"}],\"reprintedAs\":[\"Darkling|MPMM\"],\"size\":[\"S\"],\"type\":\"fey\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":13,\"formula\":\"3d6 + 3\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":16,\"con\":12,\"int\":10,\"wis\":12,\"cha\":10,\"skill\":{\"acrobatics\":\"+5\",\"deception\":\"+2\",\"perception\":\"+5\",\"stealth\":\"+7\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":15,\"languages\":[\"Elvish\",\"Sylvan\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Death Flash\",\"entries\":[\"When the darkling dies, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area and able to see the bright light must succeed on a {@dc 10} Constitution saving throw or be {@condition blinded} until the end of the creature's next turn.\"]},{\"name\":\"Light Sensitivity\",\"entries\":[\"While in bright light, the darkling has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage. If the darkling has advantage on the attack roll, the attack deals an extra 7 ({@damage 2d6}) piercing damage.\"]}],\"environment\":[\"underdark\",\"forest\",\"swamp\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/darkling.mp3\"},\"attachedItems\":[\"dagger|phb\"],\"traitTags\":[\"Light Sensitivity\"],\"senseTags\":[\"B\",\"SD\"],\"languageTags\":[\"E\",\"S\"],\"damageTags\":[\"P\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"blinded\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Darkling Elder\",\"source\":\"VGM\",\"page\":134,\"otherSources\":[{\"source\":\"WBtW\"}],\"reprintedAs\":[\"Darkling Elder|MPMM\"],\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item studded leather armor|phb|studded leather}\"]}],\"hp\":{\"average\":27,\"formula\":\"5d8 + 5\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":17,\"con\":12,\"int\":10,\"wis\":14,\"cha\":13,\"skill\":{\"acrobatics\":\"+5\",\"deception\":\"+3\",\"perception\":\"+6\",\"stealth\":\"+7\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":16,\"languages\":[\"Elvish\",\"Sylvan\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Death Burn\",\"entries\":[\"When the darkling elder dies, magical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must make a {@dc 11} Constitution saving throw. On a failure, the creature takes 7 ({@damage 2d6}) radiant damage and, if the creature can see the light, is {@condition blinded} until the end of its next turn. If the saving throw is successful, the creature takes half the damage and isn't {@condition blinded}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The darkling elder makes two melee attacks.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage. If the darkling elder had advantage on the attack roll, the attack deals as: extra 10 ({@damage 3d6}) piercing damage.\"]},{\"name\":\"Darkness (Recharges after a Short or Long Rest)\",\"entries\":[\"The darkling elder casts {@spell darkness} without any components. Wisdom is its spellcasting ability.\"]}],\"environment\":[\"underdark\",\"forest\",\"swamp\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/darkling-elder.mp3\"},\"attachedItems\":[\"shortsword|phb\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"E\",\"S\"],\"damageTags\":[\"P\",\"R\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"conditionInflict\":[\"blinded\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Death Kiss\",\"group\":[\"Beholders\"],\"source\":\"VGM\",\"page\":124,\"reprintedAs\":[\"Death Kiss|MPMM\"],\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":161,\"formula\":\"17d10 + 68\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":18,\"dex\":14,\"con\":18,\"int\":10,\"wis\":12,\"cha\":10,\"save\":{\"con\":\"+8\",\"wis\":\"+5\"},\"skill\":{\"perception\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":15,\"immune\":[\"lightning\"],\"conditionImmune\":[\"prone\"],\"languages\":[\"Deep Speech\",\"Undercommon\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Lightning Blood\",\"entries\":[\"A creature within 5 feet of the death kiss takes 5 ({@damage 1d10}) lightning damage whenever it hits the death kiss with a melee attack that deals piercing or slashing damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The death kiss makes three tentacle attacks. Up to three of these attacks can be replaced by Blood Drain, one replacement per tentacle grappling a creature\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 20 ft., one target. {@h}14 ({@damage 3d6 + 4}) piercing damage, and the target is {@condition grappled} (escape {@dc 14}) if it is a Huge or smaller creature. Until this grapple ends, the target is {@condition restrained}, and the death kiss can't use the same tentacle on another target. The death kiss has ten tentacles.\"]},{\"name\":\"Blood Drain\",\"entries\":[\"One creature {@condition grappled} by a tentacle of the death kiss must make a {@dc 16} Constitution saving throw. On a failed save, the target takes 22 ({@damage 4d10}) lightning damage, and the death kiss regains half as many hit points.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/death-kiss.mp3\"},\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"DS\",\"U\"],\"damageTags\":[\"L\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Deep Rothé\",\"source\":\"VGM\",\"page\":208,\"reprintedAs\":[\"Deep Rothé|MPMM\"],\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[10],\"hp\":{\"average\":13,\"formula\":\"2d8 + 4\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":10,\"con\":14,\"int\":2,\"wis\":10,\"cha\":4,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"cr\":\"1/4\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The deep rothé's spellcasting ability is Charisma. It can innately cast {@spell dancing lights} at will, requiring no components.\"],\"will\":[\"{@spell dancing lights}\"],\"ability\":\"cha\",\"hidden\":[\"will\"]}],\"trait\":[{\"name\":\"Charge\",\"entries\":[\"If the rothé moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 ({@damage 2d6}) piercing damage.\"]}],\"action\":[{\"name\":\"Gore\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/rothe.mp3\"},\"traitTags\":[\"Charge\"],\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Deep Scion\",\"source\":\"VGM\",\"page\":135,\"otherSources\":[{\"source\":\"GoS\"}],\"reprintedAs\":[\"Deep Scion|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"shapechanger\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[11],\"hp\":{\"average\":67,\"formula\":\"9d8 + 27\"},\"speed\":{\"walk\":{\"number\":30,\"condition\":\"(20 ft. and swim 40 ft. in hybrid form)\"}},\"str\":18,\"dex\":13,\"con\":16,\"int\":10,\"wis\":12,\"cha\":14,\"save\":{\"wis\":\"+3\",\"cha\":\"+4\"},\"skill\":{\"deception\":\"+6\",\"insight\":\"+3\",\"sleight of hand\":\"+3\",\"stealth\":\"+3\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":11,\"languages\":[\"Aquan\",\"Common\",\"Thieves' cant\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Shapechanger\",\"entries\":[\"The deep scion can use its action to polymorph into a humanoid-piscine hybrid form, or back into its true form. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. The deep scion reverts to its true form if it dies.\"]},{\"name\":\"Amphibious (Hybrid Form Only)\",\"entries\":[\"The deep scion can breathe air and water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"In humanoid form, the deep scion makes two melee attacks. In hybrid form, the deep scion makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Battleaxe (Humanoid Form Only)\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands.\"]},{\"name\":\"Bite (Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d4 + 4}) piercing damage.\"]},{\"name\":\"Claw (Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage.\"]},{\"name\":\"Psychic Screech (Hybrid Form Only; Recharges after a Short or Long Rest)\",\"entries\":[\"The deep scion emits a terrible scream audible within 300 feet. Creatures within 30 feet of the deep scion must succeed on a {@dc 13} Wisdom saving throw or be {@condition stunned} until the end of the deep scion's next turn. In water, the psychic screech also telepathically transmits the deep scion's memories of the last 24 hours to its master, regardless of distance, so long as it and its master are in the same body of water.\"]}],\"environment\":[\"underwater\",\"coastal\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/deep-scion.mp3\"},\"attachedItems\":[\"battleaxe|phb\"],\"traitTags\":[\"Amphibious\",\"Shapechanger\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AQ\",\"C\",\"TC\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"stunned\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Deinonychus\",\"group\":[\"Dinosaurs\"],\"source\":\"VGM\",\"page\":139,\"otherSources\":[{\"source\":\"ToA\"},{\"source\":\"PSX\",\"page\":30}],\"reprintedAs\":[\"Deinonychus|MPMM\"],\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":26,\"formula\":\"4d8 + 8\"},\"speed\":{\"walk\":40},\"str\":15,\"dex\":15,\"con\":14,\"int\":4,\"wis\":12,\"cha\":6,\"skill\":{\"perception\":\"+3\"},\"passive\":13,\"cr\":\"1\",\"trait\":[{\"name\":\"Pounce\",\"entries\":[\"If the deinonychus moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a {@dc 12} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the deinonychus can make one bite attack against it as a bonus action.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The deinonychus makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage.\"]}],\"environment\":[\"grassland\",\"forest\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/deinonychus.mp3\"},\"traitTags\":[\"Pounce\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Devourer\",\"source\":\"VGM\",\"page\":138,\"reprintedAs\":[\"Devourer|MPMM\"],\"size\":[\"L\"],\"type\":\"fiend\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":178,\"formula\":\"17d10 + 85\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":12,\"con\":20,\"int\":13,\"wis\":10,\"cha\":16,\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"telepathy 120 ft.\"],\"cr\":\"13\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The devourer makes two claw attacks and can use either Imprison Soul or Soul Rend.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage plus 21 ({@damage 6d6}) necrotic damage.\"]},{\"name\":\"Imprison Soul\",\"entries\":[\"The devourer chooses a living humanoid with 0 hit points that it can see within 30 feet of it. That creature is teleported inside the devourer's ribcage and imprisoned there. A creature imprisoned in this manner has disadvantage on death saving throws. If it dies while imprisoned, the devourer regains 25 hit points, immediately recharges Soul Rend, and gains an additional action on its next turn. Additionally, at the start of its next turn, the devourer regurgitates the slain creature as a bonus action, and the creature becomes an undead. If the victim had 2 or fewer Hit Dice, it becomes a zombie. if it had 3 to 5 Hit Dice, it becomes a ghoul. Otherwise, it becomes a wight. A devourer can imprison only one creature at a time.\"]},{\"name\":\"Soul Rend {@recharge}\",\"entries\":[\"The devourer creates a vortex of life-draining energy in a 20-foot radius centered on itself. Each humanoid in that area must make a {@dc 18} Constitution saving throw, taking 44 ({@damage 8d10}) necrotic damage on a failed save, or half as much damage on a successful one. Increase the damage by 10 for each living humanoid with 0 hit points in that area.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/devourer.mp3\"},\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"TP\"],\"damageTags\":[\"N\",\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dimetrodon\",\"group\":[\"Dinosaurs\"],\"source\":\"VGM\",\"page\":139,\"otherSources\":[{\"source\":\"ToA\"}],\"reprintedAs\":[\"Dimetrodon|MPMM\"],\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":19,\"formula\":\"3d8 + 6\"},\"speed\":{\"walk\":30,\"swim\":20},\"str\":14,\"dex\":10,\"con\":15,\"int\":2,\"wis\":10,\"cha\":5,\"skill\":{\"perception\":\"+2\"},\"passive\":12,\"cr\":\"1/4\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) piercing damage.\"]}],\"environment\":[\"swamp\",\"coastal\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/dimetrodon.mp3\"},\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Diviner\",\"source\":\"VGM\",\"page\":213,\"reprintedAs\":[\"Diviner Wizard|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"A\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":67,\"formula\":\"15d8\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":14,\"con\":11,\"int\":18,\"wis\":12,\"cha\":11,\"save\":{\"int\":\"+7\",\"wis\":\"+4\"},\"skill\":{\"arcana\":\"+7\",\"history\":\"+7\"},\"passive\":11,\"languages\":[\"any four languages\"],\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The diviner is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 15}, {@hit 7} to hit with spell attacks). The diviner has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell light}\",\"{@spell mage hand}\",\"{@spell message}\",\"{@spell true strike}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}*\",\"{@spell feather fall}\",\"{@spell mage armor}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell detect thoughts}*\",\"{@spell locate object}*\",\"{@spell scorching ray}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell clairvoyance}*\",\"{@spell fly}\",\"{@spell fireball}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell arcane eye}*\",\"{@spell ice storm}\",\"{@spell stoneskin}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell Rary's telepathic bond}*\",\"{@spell seeming}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell mass suggestion}\",\"{@spell true seeing}*\"]},\"7\":{\"slots\":1,\"spells\":[\"{@spell delayed blast fireball}\",\"{@spell teleport}\"]},\"8\":{\"slots\":1,\"spells\":[\"{@spell maze}\"]}},\"footerEntries\":[\"* Divination spell of 1st level or higher\"],\"ability\":\"int\"}],\"trait\":[{\"name\":\"Portent (Recharges after the Diviner Casts a Divination Spell of 1st Level or Higher)\",\"entries\":[\"When the diviner or a creature it can see makes an attack roll, a saving throw, or an ability check, the diviner can roll a {@dice d20} and choose to use this roll in place of the attack roll, saving throw, or ability check.\"]}],\"action\":[{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage, or 3 ({@damage 1d8 - 1}) bludgeoning damage if used with two hands.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/diviner.mp3\"},\"attachedItems\":[\"quarterstaff|phb\"],\"languageTags\":[\"X\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"B\",\"C\",\"F\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Dolphin\",\"source\":\"VGM\",\"page\":208,\"otherSources\":[{\"source\":\"GoS\"}],\"reprintedAs\":[\"Dolphin|MPMM\"],\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":11,\"formula\":\"2d8 + 2\"},\"speed\":{\"walk\":0,\"swim\":60},\"str\":14,\"dex\":13,\"con\":13,\"int\":6,\"wis\":12,\"cha\":7,\"skill\":{\"perception\":\"+3\"},\"senses\":[\"blindsight 60 ft.\"],\"passive\":13,\"cr\":\"1/8\",\"trait\":[{\"name\":\"Charge\",\"entries\":[\"If the dolphin moves at least 30 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 3 ({@damage 1d6}) bludgeoning damage.\"]},{\"name\":\"Hold Breath\",\"entries\":[\"The dolphin can hold its breath for 20 minutes.\"]}],\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage.\"]}],\"environment\":[\"underwater\",\"coastal\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/dolphin.mp3\"},\"traitTags\":[\"Charge\",\"Hold Breath\"],\"senseTags\":[\"B\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Draegloth\",\"source\":\"VGM\",\"page\":141,\"reprintedAs\":[\"Draegloth|MPMM\"],\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":123,\"formula\":\"13d10 + 52\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":15,\"con\":18,\"int\":13,\"wis\":11,\"cha\":11,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":13,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Elvish\",\"Undercommon\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The draegloth's innate spellcasting ability is Charisma (spell save {@dc 11}). The draegloth can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell darkness}\"],\"daily\":{\"1e\":[\"{@spell confusion}\",\"{@spell dancing lights}\",\"{@spell faerie fire}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"The draegloth has advantage on saving throws against being {@condition charmed}, and magic can't put it to sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The draegloth makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}16 ({@damage 2d10 + 5}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) slashing damage.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/draegloth.mp3\"},\"traitTags\":[\"Fey Ancestry\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"E\",\"U\"],\"damageTags\":[\"P\",\"S\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Elder Brain\",\"source\":\"VGM\",\"page\":173,\"reprintedAs\":[\"Elder Brain|MPMM\"],\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"L\",\"E\"],\"ac\":[10],\"hp\":{\"average\":210,\"formula\":\"20d10 + 100\"},\"speed\":{\"walk\":5,\"swim\":10},\"str\":15,\"dex\":10,\"con\":20,\"int\":21,\"wis\":19,\"cha\":24,\"save\":{\"int\":\"+10\",\"wis\":\"+9\",\"cha\":\"+12\"},\"skill\":{\"arcana\":\"+10\",\"deception\":\"+12\",\"insight\":\"+14\",\"intimidation\":\"+12\",\"persuasion\":\"+12\"},\"senses\":[\"blindsight 120 ft.\"],\"passive\":14,\"languages\":[\"understands Common\",\"Deep Speech\",\"and Undercommon but can't speak\",\"telepathy 5 miles\"],\"cr\":\"14\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The elder brain's innate spellcasting ability is Intelligence (spell save {@dc 18}). It can innately cast the following spells, requiring no components:\"],\"will\":[\"{@spell detect thoughts}\",\"{@spell levitate}\"],\"daily\":{\"1e\":[\"{@spell dominate monster}\",\"{@spell plane shift} (self only)\"]},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Creature Sense\",\"entries\":[\"The elder brain is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one's intelligence score, but can't sense anything else about it. A creature protected by a {@spell mind blank} spell, a {@spell nondetection} spell, or similar magic can't be perceived in this manner.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the elder brain fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The elder brain has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Telepathic Hub\",\"entries\":[\"The elder brain can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The elder brain can let those creatures telepathically hear each other while connected in this way.\"]}],\"action\":[{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 30 ft., one target. {@h}20 ({@damage 4d8 + 2}) bludgeoning damage. If the target is a Huge or smaller creature, it is {@condition grappled} (escape {@dc 15}) and takes 9 ({@damage 1d8 + 5}) psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to four targets {@condition grappled} at a time.\"]},{\"name\":\"Mind Blast {@recharge 5}\",\"entries\":[\"The elder brain magically emits psychic energy. Creatures of the elder brain's choice within 60 feet of it must succeed on a {@dc 18} Intelligence saving throw or take 32 ({@damage 5d10 + 5}) psychic damage and be {@condition stunned} for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Psychic Link\",\"entries\":[\"The elder brain targets one {@condition incapacitated} creature it can perceive with its Creature Sense trait and establishes a psychic link with that creature. Until the psychic link ends, the elder brain can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer {@condition incapacitated}, and the elder brain can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the psychic link, doing so with a successful {@dc 18} Charisma saving throw. On a successful save, the target takes 10 ({@damage 3d6}) psychic damage. The psychic link also ends if the target and the elder brain are more than 5 miles apart, with no consequences to the target. The elder brain can form psychic links with up to ten creatures at a time.\"]},{\"name\":\"Sense Thoughts\",\"entries\":[\"The elder brain targets a creature with which it has a psychic link. The elder brain gains insight into the target's reasoning, its emotional state, and thoughts that loom large in its mind (including things the target worries about, loves, or hates). The elder brain can also make a Charisma ({@skill Deception}) check with advantage to deceive the target's mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom ({@skill Insight}) check. If the elder brain succeeds, the mind believes the deception for 1 hour or until evidence of the lie is presented to the target.\"]}],\"legendary\":[{\"name\":\"Tentacle\",\"entries\":[\"The elder brain makes a tentacle attack.\"]},{\"name\":\"Break Concentration\",\"entries\":[\"The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain breaks the creature's {@status concentration} on a spell it has cast. The creature also takes {@dice 1d4} psychic damage per level of the spell.\"]},{\"name\":\"Psychic Pulse\",\"entries\":[\"The elder brain targets a creature within 120 feet of it with which it has a psychic link. Enemies of the elder brain within 10 feet of that creature take 10 ({@damage 3d6}) psychic damage.\"]},{\"name\":\"Sever Psychic Link\",\"entries\":[\"The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature's next turn.\"]}],\"legendaryGroup\":{\"name\":\"Elder Brain\",\"source\":\"VGM\"},\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/elder-brain.mp3\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Tentacles\"],\"languageTags\":[\"C\",\"CS\",\"DS\",\"TP\",\"U\"],\"damageTags\":[\"B\",\"Y\"],\"spellcastingTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"stunned\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForced\":[\"charisma\",\"intelligence\"],\"savingThrowForcedLegendary\":[\"charisma\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Enchanter\",\"source\":\"VGM\",\"page\":213,\"otherSources\":[{\"source\":\"TftYP\"}],\"reprintedAs\":[\"Enchanter Wizard|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"A\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":40,\"formula\":\"9d8\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":14,\"con\":11,\"int\":17,\"wis\":12,\"cha\":11,\"save\":{\"int\":\"+6\",\"wis\":\"+4\"},\"skill\":{\"arcana\":\"+6\",\"history\":\"+6\"},\"passive\":11,\"languages\":[\"any four languages\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The enchanter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The enchanter has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell friends}\",\"{@spell mage hand}\",\"{@spell mending}\",\"{@spell message}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell charm person}*\",\"{@spell mage armor}\",\"{@spell magic missile}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell hold person}*\",\"{@spell invisibility}\",\"{@spell suggestion}*\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell fireball}\",\"{@spell haste}\",\"{@spell tongues}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell dominate beast}*\",\"{@spell stoneskin}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell hold monster}*\"]}},\"footerEntries\":[\"*Enchantment spell of 1st level or higher\"],\"ability\":\"int\"}],\"action\":[{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage, or 3 ({@damage 1d8 - 1}) bludgeoning damage if used with two hands.\"]}],\"reaction\":[{\"name\":\"Instinctive Charm (Recharges after the Enchanter Casts an Enchantment Spell of 1st level or Higher)\",\"entries\":[\"The enchanter tries to magically divert an attack made against it, provided that the attacker is within 30 feet of it and visible to it. The enchanter must decide to do so before the attack hits or misses.\",\"The attacker must make a {@dc 14} Wisdom saving throw. On a failed save, the attacker targets the creature closest to it, other than the enchanter or itself. If multiple creatures are closest, the attacker chooses which one to target.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/enchanter.mp3\"},\"attachedItems\":[\"quarterstaff|phb\"],\"languageTags\":[\"X\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"F\",\"O\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Evoker\",\"source\":\"VGM\",\"page\":214,\"otherSources\":[{\"source\":\"TftYP\"},{\"source\":\"DIP\"},{\"source\":\"SLW\"},{\"source\":\"ERLW\"}],\"reprintedAs\":[\"Evoker Wizard|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"A\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":66,\"formula\":\"12d8 + 12\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":14,\"con\":12,\"int\":17,\"wis\":12,\"cha\":11,\"save\":{\"int\":\"+7\",\"wis\":\"+5\"},\"skill\":{\"arcana\":\"+7\",\"history\":\"+7\"},\"passive\":11,\"languages\":[\"any four languages\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The evoker is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 15}, {@hit 7} to hit with spell attacks). The evoker has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}*\",\"{@spell light}*\",\"{@spell prestidigitation}\",\"{@spell ray of frost}*\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell burning hands}*\",\"{@spell mage armor}\",\"{@spell magic missile}*\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell mirror image}\",\"{@spell misty step}\",\"{@spell shatter}*\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell counterspell}\",\"{@spell fireball}*\",\"{@spell lightning bolt}*\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell ice storm}*\",\"{@spell stoneskin}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell Bigby's hand}*\",\"{@spell cone of cold}*\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell chain lightning}*\",\"{@spell wall of ice}*\"]}},\"footerEntries\":[\"*Evocation spell\"],\"ability\":\"int\"}],\"trait\":[{\"name\":\"Sculpt Spells\",\"entries\":[\"When the evoker casts an evocation spell that forces other creatures it can see to make a saving throw, it can choose a number of them equal to 1 + the spell's level. These creatures automatically succeed on their saving throws against the spell. If a successful save means a chosen creature would take half damage from the spell, it instead takes no damage from it.\"]}],\"action\":[{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage, or 3 ({@damage 1d8 - 1}) bludgeoning damage if used with two hands.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/evoker.mp3\"},\"attachedItems\":[\"quarterstaff|phb\"],\"languageTags\":[\"X\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"B\",\"C\",\"F\",\"L\",\"O\",\"T\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Fire Giant Dreadnought\",\"source\":\"VGM\",\"page\":147,\"reprintedAs\":[\"Fire Giant Dreadnought|MPMM\"],\"size\":[\"H\"],\"type\":{\"type\":\"giant\",\"tags\":[\"fire giant\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":21,\"from\":[\"{@item plate armor|phb}\",\"{@item shield|phb|shields}\"]}],\"hp\":{\"average\":187,\"formula\":\"15d12 + 90\"},\"speed\":{\"walk\":30},\"str\":27,\"dex\":9,\"con\":23,\"int\":8,\"wis\":10,\"cha\":11,\"save\":{\"dex\":\"+4\",\"con\":\"+11\",\"cha\":\"+5\"},\"skill\":{\"athletics\":\"+13\",\"perception\":\"+5\"},\"passive\":15,\"immune\":[\"fire\"],\"languages\":[\"Giant\"],\"cr\":\"14\",\"trait\":[{\"name\":\"Dual Shields\",\"entries\":[\"The giant carries two shields, each of which is accounted for in the giant's AC. The giant must stow or drop one of its shields to hurl rocks.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giant makes two fireshield attacks.\"]},{\"name\":\"Fireshield\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}22 ({@damage 4d6 + 8}) bludgeoning damage plus 7 ({@damage 2d6}) fire damage plus 7 ({@damage 2d6}) piercing damage.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 13} to hit, range 60/240 ft., one target. {@h}30 ({@damage 4d10 + 8}) bludgeoning damage.\"]},{\"name\":\"Shield Charge\",\"entries\":[\"The giant moves up to 30 feet in a straight line and can move through the space of any creature smaller than Huge. The first time it enters a creature's space during this move, it makes a fireshield attack against that creature. If the attack hits, the target must also succeed on a {@dc 21} Strength saving throw or be pushed ahead of the giant for the rest of this move. If a creature fails the save by 5 or more, it is also knocked {@condition prone} and takes 18 ({@damage 3d6 + 8}) bludgeoning damage, or 29 ({@damage 6d6 + 8}) bludgeoning damage if it was already {@condition prone}.\"]}],\"environment\":[\"underdark\",\"mountain\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/fire-giant-dreadnought.mp3\"},\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\"],\"damageTags\":[\"B\",\"F\",\"P\"],\"miscTags\":[\"MW\",\"RW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Firenewt Warlock of Imix\",\"source\":\"VGM\",\"page\":143,\"otherSources\":[{\"source\":\"ToA\"}],\"reprintedAs\":[\"Firenewt Warlock of Imix|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"firenewt\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[10,{\"ac\":13,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":11,\"con\":12,\"int\":9,\"wis\":11,\"cha\":14,\"senses\":[\"darkvision 120 ft. (penetrates magical darkness)\"],\"passive\":10,\"immune\":[\"fire\"],\"languages\":[\"Draconic\",\"Ignan\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The firenewt's innate spellcasting ability is Charisma. It can innately cast {@spell mage armor} (self only) at will, requiring no material components.\"],\"will\":[\"{@spell mage armor}\"],\"ability\":\"cha\",\"hidden\":[\"will\"]},{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The firenewt is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell guidance}\",\"{@spell light}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\"]},\"2\":{\"lower\":1,\"slots\":2,\"spells\":[\"{@spell burning hands}\",\"{@spell flaming sphere}\",\"{@spell hellish rebuke}\",\"{@spell scorching ray}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The firenewt can breathe air and water.\"]},{\"name\":\"Imix's Blessing\",\"entries\":[\"When the firenewt reduces an enemy to 0 hit points, the firenewt gains 5 temporary hit points.\"]}],\"action\":[{\"name\":\"Morningstar\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage.\"]}],\"environment\":[\"underdark\",\"mountain\",\"hill\",\"desert\"],\"attachedItems\":[\"morningstar|phb\"],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"DR\",\"IG\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"CL\",\"I\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Firenewt Warrior\",\"source\":\"VGM\",\"page\":142,\"otherSources\":[{\"source\":\"ToA\"}],\"reprintedAs\":[\"Firenewt Warrior|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"firenewt\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item chain shirt|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":22,\"formula\":\"4d8 + 4\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":13,\"con\":12,\"int\":7,\"wis\":11,\"cha\":8,\"passive\":10,\"immune\":[\"fire\"],\"languages\":[\"Draconic\",\"Ignan\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The firenewt can breathe air and water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The firenewt makes two attacks with its scimitar.\"]},{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) slashing damage.\"]},{\"name\":\"Spit Fire (Recharges after a Short or Long Rest)\",\"entries\":[\"The firenewt spits fire at a creature within 10 feet of it. The creature must make a {@dc 11} Dexterity saving throw, taking 9 ({@damage 2d8}) fire damage on a failed save, or half as much damage on a successful one\"]}],\"environment\":[\"underdark\",\"mountain\",\"hill\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/firenewt-warrior.mp3\"},\"attachedItems\":[\"scimitar|phb\"],\"traitTags\":[\"Amphibious\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DR\",\"IG\"],\"damageTags\":[\"F\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Flail Snail\",\"source\":\"VGM\",\"page\":144,\"otherSources\":[{\"source\":\"ToA\"},{\"source\":\"DIP\"},{\"source\":\"SLW\"}],\"reprintedAs\":[\"Flail Snail|MPMM\"],\"size\":[\"L\"],\"type\":\"elemental\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"5d10 + 25\"},\"speed\":{\"walk\":10},\"str\":17,\"dex\":5,\"con\":20,\"int\":3,\"wis\":10,\"cha\":5,\"senses\":[\"darkvision 60 ft.\",\"tremorsense 60 ft.\"],\"passive\":10,\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Antimagic Shell\",\"entries\":[\"The snail has advantage on saving throws against spells, and any creature making a spell attack against the snail has disadvantage on the attack roll. If the snail succeeds on its saving throw against a spell or a spell attack misses it, an additional effect might occur, as determined by rolling a {@dice d6}:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"1–2\",\"style\":\"italic\",\"entry\":\"If the spell affects an area or has multiple targets, it fails and has no effect. If the spell targets only the snail, it has no effect on the snail and is reflected back at the caster, using the spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster.\"},{\"type\":\"item\",\"name\":\"3–4\",\"style\":\"italic\",\"entry\":\"No additional effect.\"},{\"type\":\"item\",\"name\":\"5–6\",\"style\":\"italic\",\"entry\":\"The snail's shell converts some of the spell's energy into a burst of destructive force. Each creature within 30 feet of the snail must make a {@dc 15} Constitution saving throw, taking {@dice 1d6} force damage per level of the spell on a failed save, or half as much damage on a successful one.\"}]}]},{\"name\":\"Flail Tentacles\",\"entries\":[\"The flail snail has five flail tentacles. Whenever the snail takes 10 damage or more on a single turn, one of its tentacles dies. If even one tentacle remains, the snail regrows all dead ones within {@dice 1d4} days. If all its tentacles die, the snail retracts into its shell, gaining {@quickref Cover||3||total cover}, and it begins wailing, a sound that can be heard for 600 feet, stopping only when it dies {@dice 5d6} minutes later. Healing magic that restores limbs, such as the {@spell regenerate} spell, can halt this dying process.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The flail snail makes as many flail tentacle attacks as it has flail tentacles, all against the same target.\"]},{\"name\":\"Flail Tentacle\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage.\"]},{\"name\":\"Scintillating Shell (Recharges after a Short or Long Rest)\",\"entries\":[\"The snail's shell emits dazzling, colored light until the end of the snail's next turn. During this time, the shell sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the snail have disadvantage on attack rolls against it. In addition, any creature within the bright light and able to see the snail when this power is activated must succeed on a {@dc 15} Wisdom saving throw or be {@condition stunned} until the light ends.\"]},{\"name\":\"Shell Defense\",\"entries\":[\"The flail snail withdraws into its shell, gaining a +4 bonus to AC until it emerges. It can emerge from its shell as a bonus action on its turn.\"]}],\"environment\":[\"underdark\",\"forest\",\"swamp\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/flail-snail.mp3\"},\"senseTags\":[\"D\",\"T\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"stunned\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Flind\",\"source\":\"VGM\",\"page\":153,\"reprintedAs\":[\"Flind|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"gnoll\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item chain mail|phb}\"]}],\"hp\":{\"average\":127,\"formula\":\"15d8 + 60\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":10,\"con\":19,\"int\":11,\"wis\":13,\"cha\":12,\"save\":{\"con\":\"+8\",\"wis\":\"+5\"},\"skill\":{\"intimidation\":\"+5\",\"perception\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"languages\":[\"Abyssal\",\"Gnoll\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Aura of Blood Thirst\",\"entries\":[\"If the flind isn't {@condition incapacitated}, any creature with the Rampage trait can make a bite attack as a bonus action while within 10 feet of the flind.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The flind makes three attacks: one with each of its different flail attacks or three with its longbow.\"]},{\"name\":\"Flail of Madness\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d10 + 5}) bludgeoning damage, and the target must make a {@dc 16} Wisdom saving throw. On a failed save, the target must make a melee attack against a random target within its reach on its next turn. If it has no targets within its reach even after moving, it loses its action on that turn.\"]},{\"name\":\"Flail of Pain\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d10 + 5}) bludgeoning damage plus 22 ({@damage 4d10}) psychic damage.\"]},{\"name\":\"Flail of Paralysis\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d10 + 5}) bludgeoning damage, and the target must succeed on a {@dc 16} Constitution saving throw or be {@condition paralyzed} until the end of its next turn.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}4 ({@damage 1d8}) piercing damage.\"]}],\"environment\":[\"grassland\",\"forest\",\"hill\",\"arctic\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/flind.mp3\"},\"attachedItems\":[\"longbow|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"OTH\"],\"damageTags\":[\"B\",\"P\",\"Y\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"conditionInflict\":[\"paralyzed\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Froghemoth\",\"source\":\"VGM\",\"page\":145,\"otherSources\":[{\"source\":\"ToA\"}],\"reprintedAs\":[\"Froghemoth|MPMM\"],\"size\":[\"H\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":184,\"formula\":\"16d12 + 80\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":23,\"dex\":13,\"con\":20,\"int\":2,\"wis\":12,\"cha\":5,\"save\":{\"con\":\"+9\",\"wis\":\"+5\"},\"skill\":{\"perception\":\"+9\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":19,\"resist\":[\"fire\",\"lightning\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The froghemoth can breathe air and water.\"]},{\"name\":\"Shock Susceptibility\",\"entries\":[\"If the froghemoth takes lightning damage, it suffers several effects until the end of its next turn: its speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, it can't use reactions or Multiattack, and on its turn, it can use either an action or a bonus action, not both.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The froghemoth makes two attacks with its tentacles. It can also use its tongue or bite.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 20 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 16}) if it is a Huge or smaller creature. Until the grapple ends, the froghemoth can't use this tentacle on another target. The froghemoth has four tentacles.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}22 ({@damage 3d10 + 6}) piercing damage, and the target is swallowed if it is a Medium or smaller creature. A swallowed creature is {@condition blinded} and {@condition restrained}, has {@quickref Cover||3||total cover} against attacks and other effects outside the froghemoth, and takes 10 ({@damage 3d6}) acid damage at the start of each of the froghemoth's turns.\",\"The froghemoth's gullet can hold up to two creatures at a time. If the Froghemoth takes 20 damage or more on a single turn from a creature inside it, the Froghemoth must succeed on a {@dc 20} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls {@condition prone} in a space within 10 feet of the froghemoth. If the froghemoth dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse using 10 feet of movement, exiting {@condition prone}.\"]},{\"name\":\"Tongue\",\"entries\":[\"The Froghemoth targets one Medium or smaller creature that it can see within 20 feet of it. The target must make a {@dc 18} Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the froghemoth, and the froghemoth can make a bite attack against it as a bonus action.\"]}],\"environment\":[\"underdark\",\"swamp\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/froghemoth.mp3\"},\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Swallow\",\"Tentacles\"],\"damageTags\":[\"A\",\"B\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"grappled\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Frost Giant Everlasting One\",\"source\":\"VGM\",\"page\":148,\"reprintedAs\":[\"Frost Giant Everlasting One|MPMM\"],\"size\":[\"H\"],\"type\":{\"type\":\"giant\",\"tags\":[\"frost giant\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"patchwork armor\"]}],\"hp\":{\"average\":189,\"formula\":\"14d12 + 98\"},\"speed\":{\"walk\":40},\"str\":25,\"dex\":9,\"con\":24,\"int\":9,\"wis\":10,\"cha\":12,\"save\":{\"str\":\"+11\",\"con\":\"+11\",\"wis\":\"+4\"},\"skill\":{\"athletics\":\"+11\",\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"immune\":[\"cold\"],\"languages\":[\"Giant\"],\"cr\":\"12\",\"trait\":[{\"name\":\"Extra Heads\",\"entries\":[\"The giant has a {@chance 25} chance of having more than one head. If it has more than one, it has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, or knocked {@condition unconscious}.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The giant regains 10 hit points at the start of its turn. If the giant takes acid or fire damage, this trait doesn't function at the start of its next turn. The giant dies only if it starts its turn with 0 hit points and doesn't regenerate.\"]},{\"name\":\"Vaprak's Rage (Recharges after a Short or Long Rest)\",\"entries\":[\"As a bonus action, the giant can enter a rage at the start of its turn. The rage lasts for 1 minute or until the giant is {@condition incapacitated}. While raging, the giant gains the following benefits:\",\"- The giant has advantage on Strength checks and Strength saving throws\",\"- When it makes a melee weapon attack, the giant gains a +4 bonus to the damage roll.\",\"- The giant has resistance to bludgeoning, piercing, and slashing damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giant makes two attacks with its greataxe.\"]},{\"name\":\"Greataxe\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}26 ({@damage 3d12 + 7}) slashing damage, or 30 ({@damage 3d12 + 11}) slashing damage while raging.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 11} to hit, range 60/240 ft., one target. {@h}29 ({@damage 4d10 + 7}) bludgeoning damage.\"]}],\"environment\":[\"coastal\",\"arctic\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/frost-giant-everlasting-one.mp3\"},\"attachedItems\":[\"greataxe|phb\"],\"traitTags\":[\"Regeneration\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"GI\"],\"damageTags\":[\"B\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gauth\",\"group\":[\"Beholders\"],\"source\":\"VGM\",\"page\":125,\"reprintedAs\":[\"Gauth|MPMM\"],\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":67,\"formula\":\"9d8 + 27\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":20,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":10,\"dex\":14,\"con\":16,\"int\":15,\"wis\":15,\"cha\":13,\"save\":{\"int\":\"+5\",\"wis\":\"+5\",\"cha\":\"+4\"},\"skill\":{\"perception\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":15,\"conditionImmune\":[\"prone\"],\"languages\":[\"Deep Speech\",\"Undercommon\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Stunning Gaze\",\"entries\":[\"When a creature that can see the gauth's central eye starts its turn within 30 feet of the gauth, the gauth can force it to make a {@dc 14} Wisdom saving throw if the gauth isn't {@condition incapacitated} and can see the creature. A creature that fails the save is {@condition stunned} until the start of its next turn, when it can avert its eyes again. If the creature looks at the gauth in the meantime, it must immediately make the save.\"]},{\"name\":\"Death Throes\",\"entries\":[\"When the gauth dies, the magical energy within it explodes, and each creature within 10 feet of it must make a {@dc 14} Dexterity saving throw, taking 13 ({@damage 3d8}) force damage on a failed save, or half as much damage on a successful one.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d8}) piercing damage.\"]},{\"name\":\"Eye Rays\",\"entries\":[\"The gauth shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"1. Devour Magic Ray\",\"style\":\"italic\",\"entry\":\"The targeted creature must succeed on a {@dc 14} Dexterity saving throw or have one of its magic items lose all magical properties until the start of the gauth's next turn. If the object is a charged item, it also loses {@dice 1d4} charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls.\"},{\"type\":\"item\",\"name\":\"2. Enervation Ray\",\"style\":\"italic\",\"entry\":\"The targeted creature must make a {@dc 14} Constitution saving throw, taking 18 ({@damage 4d8}) necrotic damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"3. Pushing Ray\",\"style\":\"italic\",\"entry\":\"The targeted creature must succeed on a {@dc 14} Strength saving throw or be pushed up to 15 feet directly away from the gauth and have its speed halved until the start of the gauth's next turn.\"},{\"type\":\"item\",\"name\":\"4. Fire Ray\",\"style\":\"italic\",\"entry\":\"The targeted creature must succeed on a {@dc 14} Dexterity saving throw or take 22 ({@damage 4d10}) fire damage.\"},{\"type\":\"item\",\"name\":\"5. Paralyzing Ray\",\"style\":\"italic\",\"entry\":\"The targeted creature must succeed on a {@dc 14} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"},{\"type\":\"item\",\"name\":\"6. Sleep Ray\",\"style\":\"italic\",\"entry\":\"The targeted creature must succeed on a {@dc 14} Wisdom saving throw or fall asleep and remain {@condition unconscious} for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.\"}]}]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/gauth.mp3\"},\"traitTags\":[\"Death Burst\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"DS\",\"U\"],\"damageTags\":[\"F\",\"N\",\"O\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"paralyzed\",\"stunned\",\"unconscious\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gazer\",\"group\":[\"Beholders\"],\"source\":\"VGM\",\"page\":126,\"otherSources\":[{\"source\":\"WDH\"}],\"reprintedAs\":[\"Gazer|MPMM\"],\"size\":[\"T\"],\"type\":\"aberration\",\"alignment\":[\"N\",\"E\"],\"ac\":[13],\"hp\":{\"average\":13,\"formula\":\"3d4 + 6\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":3,\"dex\":17,\"con\":14,\"int\":3,\"wis\":10,\"cha\":7,\"save\":{\"wis\":\"+2\"},\"skill\":{\"perception\":\"+4\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"conditionImmune\":[\"prone\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Aggressive\",\"entries\":[\"As a bonus action, the gazer can move up to its speed toward a hostile creature that it can see.\"]},{\"name\":\"Mimicry\",\"entries\":[\"The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful {@dc 10} Wisdom ({@skill Insight}) check.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}1 piercing damage.\"]},{\"name\":\"Eye Rays\",\"entries\":[\"The gazer shoots two of the following magical eye rays at random (reroll duplicates), choosing one or two targets it can see within 60 feet of it:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"1. Dazing Ray\",\"style\":\"italic\",\"entry\":\"The targeted creature must succeed on a {@dc 12} Wisdom saving throw or be {@condition charmed} until the start of the gazer's next turn. While the target is {@condition charmed} in this way, its speed is halved, and it has disadvantage on attack rolls.\"},{\"type\":\"item\",\"name\":\"2. Fear Ray\",\"style\":\"italic\",\"entry\":\"The targeted creature must succeed on a {@dc 12} Wisdom saving throw or be {@condition frightened} until the start of the gazer's next turn.\"},{\"type\":\"item\",\"name\":\"3. Frost Ray\",\"style\":\"italic\",\"entry\":\"The targeted creature must succeed on a {@dc 12} Dexterity saving throw or take 10 ({@damage 3d6}) cold damage.\"},{\"type\":\"item\",\"name\":\"4. Telekinetic Ray\",\"style\":\"italic\",\"entries\":[\"If the target is a creature that is Medium or smaller, it must succeed on a {@dc 12} Strength saving throw or be moved up to 30 feet directly away from the gazer.\",\"If the target is an object weighing 10 pounds or less that isn't being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.\"]}]}]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Gazer Familiar\",\"entries\":[\"Spellcasters who are interested in unusual familiars find that gazers are eager to serve someone who has magical power, especially those who make a point of bullying and harassing others. The gazer behaves aggressively toward creatures smaller than itself, and it tends to randomly attack house pets, farm animals, and even children in town unless its master is very strict. A gazer serving as a familiar has the following trait.\",{\"type\":\"entries\",\"name\":\"Familiar\",\"entries\":[\"The gazer can serve another creature as a familiar, forming a telepathic bond with its willing master, provided that the master is at least a 3rd-level spellcaster. While the two are bonded, the master can sense what the gazer senses as long as they are within 1 mile of each other. If its master causes it physical harm, the gazer will end its service as a familiar, breaking the telepathic bond.\"]}],\"_version\":{\"addHeadersAs\":\"trait\"}}],\"environment\":[\"underdark\"],\"familiar\":true,\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/gazer.mp3\"},\"traitTags\":[\"Aggressive\",\"Mimicry\"],\"senseTags\":[\"D\"],\"damageTags\":[\"C\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"charmed\",\"frightened\"],\"savingThrowForced\":[\"dexterity\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Giant Strider\",\"source\":\"VGM\",\"page\":143,\"otherSources\":[{\"source\":\"ToA\"}],\"reprintedAs\":[\"Giant Strider|MPMM\"],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":22,\"formula\":\"3d10 + 6\"},\"speed\":{\"walk\":50},\"str\":18,\"dex\":13,\"con\":14,\"int\":4,\"wis\":12,\"cha\":6,\"passive\":11,\"immune\":[\"fire\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Fire Absorption\",\"entries\":[\"Whenever the giant strider is subjected to fire damage, it takes no damage and regains a number of hit points equal to half the fire damage dealt.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage.\"]},{\"name\":\"Fire Burst {@recharge 5}\",\"entries\":[\"The giant strider hurls a gout of flame at a point it can see within 60 feet of it. Each creature in a 10-foot-radius sphere centered on that point must make a {@dc 12} Dexterity saving throw, taking 14 ({@damage 4d6}) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, and it ignites flammable objects in that area that aren't being worn or carried.\"]}],\"environment\":[\"underdark\",\"mountain\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/giant-strider.mp3\"},\"traitTags\":[\"Damage Absorption\"],\"damageTags\":[\"F\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Girallon\",\"source\":\"VGM\",\"page\":152,\"otherSources\":[{\"source\":\"ToA\"},{\"source\":\"IMR\"}],\"reprintedAs\":[\"Girallon|MPMM\"],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[13],\"hp\":{\"average\":59,\"formula\":\"7d10 + 21\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":18,\"dex\":16,\"con\":16,\"int\":5,\"wis\":12,\"cha\":7,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"cr\":\"4\",\"trait\":[{\"name\":\"Aggressive\",\"entries\":[\"As a bonus action, the girallon can move up to its speed toward a hostile creature that it can see.\"]},{\"name\":\"Keen Smell\",\"entries\":[\"The girallon has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The girallon makes five attacks: one with its bite and four with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit. reach 10 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage.\"]}],\"environment\":[\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/girallon.mp3\"},\"traitTags\":[\"Aggressive\",\"Keen Senses\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gnoll Flesh Gnawer\",\"source\":\"VGM\",\"page\":154,\"reprintedAs\":[\"Gnoll Flesh Gnawer|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"gnoll\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item studded leather armor|phb|studded leather}\"]}],\"hp\":{\"average\":22,\"formula\":\"4d8 + 4\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":14,\"con\":12,\"int\":8,\"wis\":10,\"cha\":8,\"save\":{\"dex\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Gnoll\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Rampage\",\"entries\":[\"When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The gnoll makes three attacks: one with its bite and two with its shortsword.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Sudden Rush\",\"entries\":[\"Until the end of the turn, the gnoll's speed increases by 60 feet and it doesn't provoke opportunity attacks.\"]}],\"environment\":[\"grassland\",\"forest\",\"hill\",\"arctic\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/gnoll-flesh-gnawer.mp3\"},\"attachedItems\":[\"shortsword|phb\"],\"traitTags\":[\"Rampage\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gnoll Hunter\",\"source\":\"VGM\",\"page\":154,\"reprintedAs\":[\"Gnoll Hunter|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"gnoll\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":22,\"formula\":\"4d8 + 4\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":14,\"con\":12,\"int\":8,\"wis\":12,\"cha\":8,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Gnoll\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Rampage\",\"entries\":[\"When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The gnoll makes two melee attacks with its spear or two ranged attacks with its longbow.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage when used with two hands to make a melee attack.\"]},{\"name\":\"Longbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage, and the target's speed is reduced by 10 feet until the end of its next turn.\"]}],\"environment\":[\"grassland\",\"forest\",\"hill\",\"arctic\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/gnoll-hunter.mp3\"},\"attachedItems\":[\"longbow|phb\",\"spear|phb\"],\"traitTags\":[\"Rampage\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Gnoll Witherling\",\"source\":\"VGM\",\"page\":155,\"reprintedAs\":[\"Gnoll Witherling|MPMM\"],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":11,\"formula\":\"2d8 + 2\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":8,\"con\":12,\"int\":5,\"wis\":5,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":7,\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"understands Gnoll but can't speak\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Rampage\",\"entries\":[\"When the witherling reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a bite attack.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The witherling makes two attacks: one with its bite and one with its club, or two with its club.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Club\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage.\"]}],\"reaction\":[{\"name\":\"Vengeful Strike\",\"entries\":[\"In response to a gnoll being reduced to 0 hit points within 30 feet of the witherling, the witherling makes a melee attack.\"]}],\"environment\":[\"grassland\",\"forest\",\"hill\",\"arctic\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/gnoll-witherling.mp3\"},\"attachedItems\":[\"club|phb\"],\"traitTags\":[\"Rampage\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"OTH\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Green Guard Drake\",\"source\":\"VGM\",\"page\":158,\"reprintedAs\":[\"Guard Drake|MPMM\"],\"size\":[\"M\"],\"type\":\"dragon\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"7d8 + 21\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":16,\"dex\":11,\"con\":16,\"int\":4,\"wis\":10,\"cha\":7,\"skill\":{\"perception\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[\"poison\"],\"languages\":[\"understands Draconic but can't speak it\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The guard drake can breathe air and water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The drake attacks twice, once with its bite and once with its tail.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage.\"]}],\"environment\":[\"forest\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/guard-drake.mp3\"},\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"DR\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Grung\",\"source\":\"VGM\",\"page\":156,\"otherSources\":[{\"source\":\"ToA\"}],\"reprintedAs\":[\"Grung|MPMM\"],\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"grung\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[12],\"hp\":{\"average\":11,\"formula\":\"2d6 + 4\"},\"speed\":{\"walk\":25,\"climb\":25},\"str\":7,\"dex\":14,\"con\":15,\"int\":10,\"wis\":11,\"cha\":10,\"save\":{\"dex\":\"+4\"},\"skill\":{\"athletics\":\"+2\",\"perception\":\"+2\",\"stealth\":\"+4\",\"survival\":\"+2\"},\"passive\":12,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Grung\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The grung can breathe air and water.\"]},{\"name\":\"Poisonous Skin\",\"entries\":[\"Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A {@condition poisoned} creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Standing Leap\",\"entries\":[\"The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage, and the target must succeed on a {@dc 12} Constitution saving throw or take 5 ({@damage 2d4}) poison damage.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Grung Poison\",\"entries\":[\"Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature {@condition poisoned} by a grung can suffer an additional effect that varies depending on the grung's skin color. This effect lasts until the creature is no longer {@condition poisoned} by the grung.\",{\"type\":\"entries\",\"name\":\"Green\",\"entries\":[\"The {@condition poisoned} creature can't move except to climb or make standing jumps. If the creature is flying, it can't take any actions or reactions unless it lands.\"]},{\"type\":\"entries\",\"name\":\"Blue\",\"entries\":[\"The {@condition poisoned} creature must shout loudly or otherwise make a loud noise at the start and end of its turn.\"]},{\"type\":\"entries\",\"name\":\"Purple\",\"entries\":[\"The {@condition poisoned} creature feels a desperate need to soak itself in liquid or mud. It can't take actions or move except to do so or to reach a body of liquid or mud.\"]},{\"type\":\"entries\",\"name\":\"Red\",\"entries\":[\"The {@condition poisoned} creature must use its action to eat if food is within reach.\"]},{\"type\":\"entries\",\"name\":\"Orange\",\"entries\":[\"The {@condition poisoned} creature is {@condition frightened} of its allies.\"]},{\"type\":\"entries\",\"name\":\"Gold\",\"entries\":[\"The {@condition poisoned} creature is {@condition charmed} and can speak Grung.\"]}]}],\"environment\":[\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/grung.mp3\"},\"attachedItems\":[\"dagger|phb\"],\"traitTags\":[\"Amphibious\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"charmed\",\"frightened\",\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Grung (Blue)\",\"source\":\"VGM\",\"_mod\":{\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Poisonous Skin\",\"items\":{\"name\":\"Poisonous Skin\",\"entries\":[\"Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A {@condition poisoned} creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The {@condition poisoned} creature must shout loudly or otherwise make a loud noise at the start and end of its turn.\"]}}},\"variant\":null},{\"name\":\"Grung (Gold)\",\"source\":\"VGM\",\"_mod\":{\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Poisonous Skin\",\"items\":{\"name\":\"Poisonous Skin\",\"entries\":[\"Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A {@condition poisoned} creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The {@condition poisoned} creature is {@condition charmed} and can speak Grung.\"]}}},\"variant\":null},{\"name\":\"Grung (Green)\",\"source\":\"VGM\",\"_mod\":{\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Poisonous Skin\",\"items\":{\"name\":\"Poisonous Skin\",\"entries\":[\"Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A {@condition poisoned} creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The {@condition poisoned} creature can't move except to climb or make standing jumps. If the creature is flying, it can't take any actions or reactions unless it lands.\"]}}},\"variant\":null},{\"name\":\"Grung (Orange)\",\"source\":\"VGM\",\"_mod\":{\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Poisonous Skin\",\"items\":{\"name\":\"Poisonous Skin\",\"entries\":[\"Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A {@condition poisoned} creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The {@condition poisoned} creature is {@condition frightened} of its allies.\"]}}},\"variant\":null},{\"name\":\"Grung (Purple)\",\"source\":\"VGM\",\"_mod\":{\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Poisonous Skin\",\"items\":{\"name\":\"Poisonous Skin\",\"entries\":[\"Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A {@condition poisoned} creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The {@condition poisoned} creature feels a desperate need to soak itself in liquid or mud. It can't take actions or move except to do so or to reach a body of liquid or mud.\"]}}},\"variant\":null},{\"name\":\"Grung (Red)\",\"source\":\"VGM\",\"_mod\":{\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Poisonous Skin\",\"items\":{\"name\":\"Poisonous Skin\",\"entries\":[\"Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A {@condition poisoned} creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The {@condition poisoned} creature must use its action to eat if food is within reach.\"]}}},\"variant\":null}]},{\"name\":\"Grung Elite Warrior\",\"source\":\"VGM\",\"page\":157,\"otherSources\":[{\"source\":\"ToA\"}],\"reprintedAs\":[\"Grung Elite Warrior|MPMM\"],\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"grung\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[13],\"hp\":{\"average\":49,\"formula\":\"9d6 + 18\"},\"speed\":{\"walk\":25,\"climb\":25},\"str\":7,\"dex\":16,\"con\":15,\"int\":10,\"wis\":11,\"cha\":12,\"save\":{\"dex\":\"+5\"},\"skill\":{\"athletics\":\"+2\",\"perception\":\"+2\",\"stealth\":\"+5\",\"survival\":\"+2\"},\"passive\":12,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Grung\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The grung can breathe air and water.\"]},{\"name\":\"Poisonous Skin\",\"entries\":[\"Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A {@condition poisoned} creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Standing Leap\",\"entries\":[\"The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage, and the target must succeed on a {@dc 12} Constitution saving throw or take 5 ({@damage 2d4}) poison damage.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must succeed on a {@dc 12} Constitution saving throw or take 5 ({@damage 2d4}) poison damage.\"]},{\"name\":\"Mesmerizing Chirr {@recharge}\",\"entries\":[\"The grung makes a chirring noise to which grungs are immune. Each humanoid or beast that is within 15 feet of the grung and able to hear it must succeed on a {@dc 12} Wisdom saving throw or be {@condition stunned} until the end of the grung's next turn.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Grung Poison\",\"entries\":[\"Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature {@condition poisoned} by a grung can suffer an additional effect that varies depending on the grung's skin color. This effect lasts until the creature is no longer {@condition poisoned} by the grung.\",{\"type\":\"entries\",\"name\":\"Green\",\"entries\":[\"The {@condition poisoned} creature can't move except to climb or make standing jumps. If the creature is flying, it can't take any actions or reactions unless it lands.\"]},{\"type\":\"entries\",\"name\":\"Blue\",\"entries\":[\"The {@condition poisoned} creature must shout loudly or otherwise make a loud noise at the start and end of its turn.\"]},{\"type\":\"entries\",\"name\":\"Purple\",\"entries\":[\"The {@condition poisoned} creature feels a desperate need to soak itself in liquid or mud. It can't take actions or move except to do so or to reach a body of liquid or mud.\"]},{\"type\":\"entries\",\"name\":\"Red\",\"entries\":[\"The {@condition poisoned} creature must use its action to eat if food is within reach.\"]},{\"type\":\"entries\",\"name\":\"Orange\",\"entries\":[\"The {@condition poisoned} creature is {@condition frightened} of its allies.\"]},{\"type\":\"entries\",\"name\":\"Gold\",\"entries\":[\"The {@condition poisoned} creature is {@condition charmed} and can speak Grung.\"]}]}],\"environment\":[\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/grung-elite-warrior.mp3\"},\"attachedItems\":[\"dagger|phb\",\"shortbow|phb\"],\"traitTags\":[\"Amphibious\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\",\"THW\"],\"conditionInflict\":[\"charmed\",\"frightened\",\"poisoned\",\"stunned\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Grung Elite Warrior (Blue)\",\"source\":\"VGM\",\"_mod\":{\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Poisonous Skin\",\"items\":{\"name\":\"Poisonous Skin\",\"entries\":[\"Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A {@condition poisoned} creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The {@condition poisoned} creature must shout loudly or otherwise make a loud noise at the start and end of its turn.\"]}}},\"variant\":null},{\"name\":\"Grung Elite Warrior (Gold)\",\"source\":\"VGM\",\"_mod\":{\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Poisonous Skin\",\"items\":{\"name\":\"Poisonous Skin\",\"entries\":[\"Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A {@condition poisoned} creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The {@condition poisoned} creature is {@condition charmed} and can speak Grung.\"]}}},\"variant\":null},{\"name\":\"Grung Elite Warrior (Green)\",\"source\":\"VGM\",\"_mod\":{\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Poisonous Skin\",\"items\":{\"name\":\"Poisonous Skin\",\"entries\":[\"Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A {@condition poisoned} creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The {@condition poisoned} creature can't move except to climb or make standing jumps. If the creature is flying, it can't take any actions or reactions unless it lands.\"]}}},\"variant\":null},{\"name\":\"Grung Elite Warrior (Orange)\",\"source\":\"VGM\",\"_mod\":{\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Poisonous Skin\",\"items\":{\"name\":\"Poisonous Skin\",\"entries\":[\"Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A {@condition poisoned} creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The {@condition poisoned} creature is {@condition frightened} of its allies.\"]}}},\"variant\":null},{\"name\":\"Grung Elite Warrior (Purple)\",\"source\":\"VGM\",\"_mod\":{\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Poisonous Skin\",\"items\":{\"name\":\"Poisonous Skin\",\"entries\":[\"Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A {@condition poisoned} creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The {@condition poisoned} creature feels a desperate need to soak itself in liquid or mud. It can't take actions or move except to do so or to reach a body of liquid or mud.\"]}}},\"variant\":null},{\"name\":\"Grung Elite Warrior (Red)\",\"source\":\"VGM\",\"_mod\":{\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Poisonous Skin\",\"items\":{\"name\":\"Poisonous Skin\",\"entries\":[\"Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A {@condition poisoned} creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The {@condition poisoned} creature must use its action to eat if food is within reach.\"]}}},\"variant\":null}]},{\"name\":\"Grung Wildling\",\"source\":\"VGM\",\"page\":157,\"otherSources\":[{\"source\":\"ToA\"}],\"reprintedAs\":[\"Grung Wildling|MPMM\"],\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"grung\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[13,{\"ac\":16,\"condition\":\"with {@spell barkskin}\",\"braces\":true}],\"hp\":{\"average\":27,\"formula\":\"5d6 + 10\"},\"speed\":{\"walk\":25,\"climb\":25},\"str\":7,\"dex\":16,\"con\":15,\"int\":10,\"wis\":15,\"cha\":11,\"save\":{\"dex\":\"+5\"},\"skill\":{\"athletics\":\"+2\",\"perception\":\"+4\",\"stealth\":\"+5\",\"survival\":\"+4\"},\"passive\":14,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Grung\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The grung is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It knows the following ranger spells:\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell cure wounds}\",\"{@spell jump}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell barkskin}\",\"{@spell spike growth}\"]},\"3\":{\"slots\":2,\"spells\":[\"{@spell plant growth}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The grung can breathe air and water.\"]},{\"name\":\"Poisonous Skin\",\"entries\":[\"Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A {@condition poisoned} creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Standing Leap\",\"entries\":[\"The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage, and the target must succeed on a {@dc 12} Constitution saving throw or take 5 ({@damage 2d4}) poison damage.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must succeed on a {@dc 12} Constitution saving throw or take 5 ({@damage 2d4}) poison damage.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Grung Poison\",\"entries\":[\"Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature {@condition poisoned} by a grung can suffer an additional effect that varies depending on the grung's skin color. This effect lasts until the creature is no longer {@condition poisoned} by the grung.\",{\"type\":\"entries\",\"name\":\"Green\",\"entries\":[\"The {@condition poisoned} creature can't move except to climb or make standing jumps. If the creature is flying, it can't take any actions or reactions unless it lands.\"]},{\"type\":\"entries\",\"name\":\"Blue\",\"entries\":[\"The {@condition poisoned} creature must shout loudly or otherwise make a loud noise at the start and end of its turn.\"]},{\"type\":\"entries\",\"name\":\"Purple\",\"entries\":[\"The {@condition poisoned} creature feels a desperate need to soak itself in liquid or mud. It can't take actions or move except to do so or to reach a body of liquid or mud.\"]},{\"type\":\"entries\",\"name\":\"Red\",\"entries\":[\"The {@condition poisoned} creature must use its action to eat if food is within reach.\"]},{\"type\":\"entries\",\"name\":\"Orange\",\"entries\":[\"The {@condition poisoned} creature is {@condition frightened} of its allies.\"]},{\"type\":\"entries\",\"name\":\"Gold\",\"entries\":[\"The {@condition poisoned} creature is {@condition charmed} and can speak Grung.\"]}]}],\"environment\":[\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/grung-wildling.mp3\"},\"attachedItems\":[\"dagger|phb\",\"shortbow|phb\"],\"traitTags\":[\"Amphibious\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"I\",\"P\"],\"damageTagsSpell\":[\"P\"],\"spellcastingTags\":[\"CR\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\",\"THW\"],\"conditionInflict\":[\"charmed\",\"frightened\",\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Grung Wildling (Blue)\",\"source\":\"VGM\",\"_mod\":{\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Poisonous Skin\",\"items\":{\"name\":\"Poisonous Skin\",\"entries\":[\"Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A {@condition poisoned} creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The {@condition poisoned} creature must shout loudly or otherwise make a loud noise at the start and end of its turn.\"]}}},\"variant\":null},{\"name\":\"Grung Wildling (Gold)\",\"source\":\"VGM\",\"_mod\":{\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Poisonous Skin\",\"items\":{\"name\":\"Poisonous Skin\",\"entries\":[\"Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A {@condition poisoned} creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The {@condition poisoned} creature is {@condition charmed} and can speak Grung.\"]}}},\"variant\":null},{\"name\":\"Grung Wildling (Green)\",\"source\":\"VGM\",\"_mod\":{\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Poisonous Skin\",\"items\":{\"name\":\"Poisonous Skin\",\"entries\":[\"Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A {@condition poisoned} creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The {@condition poisoned} creature can't move except to climb or make standing jumps. If the creature is flying, it can't take any actions or reactions unless it lands.\"]}}},\"variant\":null},{\"name\":\"Grung Wildling (Orange)\",\"source\":\"VGM\",\"_mod\":{\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Poisonous Skin\",\"items\":{\"name\":\"Poisonous Skin\",\"entries\":[\"Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A {@condition poisoned} creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The {@condition poisoned} creature is {@condition frightened} of its allies.\"]}}},\"variant\":null},{\"name\":\"Grung Wildling (Purple)\",\"source\":\"VGM\",\"_mod\":{\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Poisonous Skin\",\"items\":{\"name\":\"Poisonous Skin\",\"entries\":[\"Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A {@condition poisoned} creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The {@condition poisoned} creature feels a desperate need to soak itself in liquid or mud. It can't take actions or move except to do so or to reach a body of liquid or mud.\"]}}},\"variant\":null},{\"name\":\"Grung Wildling (Red)\",\"source\":\"VGM\",\"_mod\":{\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Poisonous Skin\",\"items\":{\"name\":\"Poisonous Skin\",\"entries\":[\"Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A {@condition poisoned} creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The {@condition poisoned} creature must use its action to eat if food is within reach.\"]}}},\"variant\":null}]},{\"name\":\"Hadrosaurus\",\"group\":[\"Dinosaurs\"],\"source\":\"VGM\",\"page\":140,\"otherSources\":[{\"source\":\"ToA\"},{\"source\":\"PSX\",\"page\":29}],\"reprintedAs\":[\"Hadrosaurus|MPMM\"],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":11,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":19,\"formula\":\"3d10 + 3\"},\"speed\":{\"walk\":40},\"str\":15,\"dex\":10,\"con\":13,\"int\":2,\"wis\":10,\"cha\":5,\"skill\":{\"perception\":\"+2\"},\"passive\":12,\"cr\":\"1/4\",\"action\":[{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) bludgeoning damage.\"]}],\"environment\":[\"grassland\",\"swamp\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/hadrosaurus.mp3\"},\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Hobgoblin Devastator\",\"source\":\"VGM\",\"page\":161,\"reprintedAs\":[\"Hobgoblin Devastator|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"goblinoid\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item studded leather armor|phb|studded leather}\"]}],\"hp\":{\"average\":45,\"formula\":\"7d8 + 14\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":12,\"con\":14,\"int\":16,\"wis\":13,\"cha\":11,\"skill\":{\"arcana\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"languages\":[\"Common\",\"Goblin\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The hobgoblin is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell acid splash}\",\"{@spell fire bolt}\",\"{@spell ray of frost}\",\"{@spell shocking grasp}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell fog cloud}\",\"{@spell magic missile}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell gust of wind}\",\"{@spell Melf's acid arrow}\",\"{@spell scorching ray}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell fireball}\",\"{@spell fly}\",\"{@spell lightning bolt}\"]},\"4\":{\"slots\":1,\"spells\":[\"{@spell ice storm}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Arcane Advantage\",\"entries\":[\"Once per turn, the hobgoblin can deal an extra 7 ({@dice 2d6}) damage to a creature it hits with a damaging spell attack if that target is within 5 feet of an ally of the hobgoblin and that ally isn't {@condition incapacitated}.\"]},{\"name\":\"Army Arcana\",\"entries\":[\"When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw.\"]}],\"action\":[{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage, or 5 ({@damage 1d8 + 1}) bludgeoning damage if used with two hands.\"]}],\"environment\":[\"grassland\",\"forest\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/hobgoblin-devastator.mp3\"},\"attachedItems\":[\"quarterstaff|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"GO\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"A\",\"B\",\"C\",\"F\",\"L\",\"O\",\"T\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hobgoblin Iron Shadow\",\"source\":\"VGM\",\"page\":162,\"reprintedAs\":[\"Hobgoblin Iron Shadow|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"goblinoid\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[15],\"hp\":{\"average\":32,\"formula\":\"5d8 + 10\"},\"speed\":{\"walk\":40},\"str\":14,\"dex\":16,\"con\":15,\"int\":14,\"wis\":15,\"cha\":11,\"skill\":{\"acrobatics\":\"+5\",\"athletics\":\"+4\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"languages\":[\"Common\",\"Goblin\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The hobgoblin is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell minor illusion}\",\"{@spell prestidigitation}\",\"{@spell true strike}\"]},\"1\":{\"slots\":3,\"spells\":[\"{@spell charm person}\",\"{@spell disguise self}\",\"{@spell expeditious retreat}\",\"{@spell silent image}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Unarmored Defense\",\"entries\":[\"While the hobgoblin is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The hobgoblin makes four attacks, each of which can be an unarmed strike or a dart attack. It can also use Shadow Jaunt once, either before or after one of the attacks.\"]},{\"name\":\"Unarmed Strike\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage.\"]},{\"name\":\"Dart\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage.\"]},{\"name\":\"Shadow Jaunt\",\"entries\":[\"The hobgoblin magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Both the space it is leaving and its destination must be in dim light or darkness.\"]}],\"environment\":[\"grassland\",\"forest\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/hobgoblin-iron-shadow.mp3\"},\"attachedItems\":[\"dart|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GO\"],\"damageTags\":[\"B\",\"P\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MW\",\"RW\",\"THW\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Illithilich\",\"alias\":[\"Mind Flayer Lich\"],\"source\":\"VGM\",\"page\":172,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"NX\",\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":135,\"formula\":\"18d8 + 54\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":16,\"con\":16,\"int\":20,\"wis\":14,\"cha\":16,\"save\":{\"con\":\"+10\",\"int\":\"+12\",\"wis\":\"+9\"},\"skill\":{\"arcana\":\"+19\",\"history\":\"+12\",\"insight\":\"+9\",\"perception\":\"+9\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":19,\"resist\":[\"cold\",\"lightning\",\"necrotic\"],\"immune\":[\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"Deep Speech\",\"Undercommon\",\"telepathy 120 ft.\"],\"cr\":\"22\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The illithilich's innate spellcasting ability is Intelligence (spell save {@dc 20}). It can innately cast the following spells, requiring no components.\"],\"will\":[\"{@spell detect thoughts}\",\"{@spell levitate}\"],\"daily\":{\"1e\":[\"{@spell dominate monster}\",\"{@spell plane shift} (self only)\"]},\"ability\":\"int\"},{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The illithilich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 20}, {@hit 12} to hit with spell attacks). The lich has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell mage hand}\",\"{@spell prestidigitation}\",\"{@spell ray of frost}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell magic missile}\",\"{@spell shield}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell detect thoughts}\",\"{@spell invisibility}\",\"{@spell Melf's acid arrow}\",\"{@spell mirror image}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell animate dead}\",\"{@spell counterspell}\",\"{@spell dispel magic}\",\"{@spell fireball}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell blight}\",\"{@spell dimension door}\"]},\"5\":{\"slots\":3,\"spells\":[\"{@spell cloudkill}\",\"{@spell scrying}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell disintegrate}\",\"{@spell globe of invulnerability}\"]},\"7\":{\"slots\":1,\"spells\":[\"{@spell finger of death}\",\"{@spell plane shift}\"]},\"8\":{\"slots\":1,\"spells\":[\"{@spell dominate monster}\",\"{@spell power word stun}\"]},\"9\":{\"slots\":1,\"spells\":[\"{@spell power word kill}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the illithilich fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Rejuvenation\",\"entries\":[\"If it has a phylactery, a destroyed illithilich gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.\"]},{\"name\":\"Turn Resistance\",\"entries\":[\"The illithilich has advantage on saving throws against any effect that turns undead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The illithilich has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Paralyzing Touch\",\"entries\":[\"{@atk ms} {@hit 12} to hit, reach 5 ft., one creature. {@h}10 ({@damage 3d6}) cold damage. The target must succeed on a {@dc 18} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Tentacles\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one creature. {@h}21 ({@damage 3d10 + 5}) psychic damage. If the target is Large or smaller, it is {@condition grappled} (escape {@dc 15}) and must succeed on a {@dc 20} Intelligence saving throw or be {@condition stunned} until this grapple ends.\"]},{\"name\":\"Extract Brain\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one {@condition incapacitated} humanoid {@condition grappled} by the lich. {@h}55 ({@damage 10d10}) piercing damage. If this damage reduces the target to 0 hit points, the lich kills the target by extracting and devouring its brain.\"]},{\"name\":\"Mind Blast {@recharge 5}\",\"entries\":[\"The illithilich magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a {@dc 18} Intelligence saving throw or take 27 ({@damage 5d8 + 5}) psychic damage and be {@condition stunned} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"legendary\":[{\"name\":\"Tentacles\",\"entries\":[\"The illithilich makes one attack with its tentacles.\"]},{\"name\":\"Extract Brain (Costs 2 Actions)\",\"entries\":[\"The illithilich uses Extract Brain.\"]},{\"name\":\"Mind Blast (Costs 3 Actions)\",\"entries\":[\"The illithilich recharges its Mind Blast and uses it.\"]},{\"name\":\"Cast Spell (Costs 1–3 Actions)\",\"entries\":[\"The illithilich uses a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that it has prepared. Doing so costs 1 legendary action per level of the spell.\"]}],\"legendaryGroup\":{\"name\":\"Illithilich\",\"source\":\"VGM\"},\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/mind-flayer-lich-illithilich.mp3\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Rejuvenation\",\"Turn Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Tentacles\"],\"languageTags\":[\"DS\",\"TP\",\"U\"],\"damageTags\":[\"C\",\"P\",\"Y\"],\"damageTagsLegendary\":[\"N\"],\"damageTagsSpell\":[\"A\",\"C\",\"F\",\"I\",\"N\",\"O\",\"T\"],\"spellcastingTags\":[\"CW\",\"I\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"grappled\",\"paralyzed\",\"stunned\"],\"conditionInflictSpell\":[\"charmed\",\"invisible\",\"stunned\"],\"savingThrowForced\":[\"constitution\",\"intelligence\"],\"savingThrowForcedLegendary\":[\"constitution\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Illusionist\",\"source\":\"VGM\",\"page\":214,\"otherSources\":[{\"source\":\"TftYP\"}],\"reprintedAs\":[\"Illusionist Wizard|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"A\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":38,\"formula\":\"7d8 + 7\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":14,\"con\":13,\"int\":16,\"wis\":11,\"cha\":12,\"save\":{\"int\":\"+5\",\"wis\":\"+2\"},\"skill\":{\"arcana\":\"+5\",\"history\":\"+5\"},\"passive\":10,\"languages\":[\"any four languages\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The illusionist is a 7th-level spellcaster. its spellcasting ability is Intelligence (spell save {@dc 13}, {@hit 5} to hit with spell attacks). The illusionist has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell dancing lights}\",\"{@spell mage hand}\",\"{@spell minor illusion}\",\"{@spell poison spray}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell color spray}*\",\"{@spell disguise self}*\",\"{@spell mage armor}\",\"{@spell magic missile}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell invisibility}*\",\"{@spell mirror image}*\",\"{@spell phantasmal force}*\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell major image}*\",\"{@spell phantom steed}*\"]},\"4\":{\"slots\":1,\"spells\":[\"{@spell phantasmal killer}*\"]}},\"footerEntries\":[\"*Illusion spell of 1st level or higher\"],\"ability\":\"int\"}],\"trait\":[{\"name\":\"Displacement (Recharges after the Illusionist Casts an Illusion Spell of 1st Level or Higher)\",\"entries\":[\"As a bonus action, the illusionist projects an illusion that makes the illusionist appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the illusionist. The effect ends if the illusionist takes damage, it is {@condition incapacitated}, or its speed becomes 0.\"]}],\"action\":[{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage, or 3 ({@damage 1d8 - 1}) bludgeoning damage if used with two hands.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/illusionist.mp3\"},\"attachedItems\":[\"quarterstaff|phb\"],\"languageTags\":[\"X\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"I\",\"O\",\"Y\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"blinded\",\"frightened\",\"invisible\"],\"savingThrowForcedSpell\":[\"constitution\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ki-rin\",\"source\":\"VGM\",\"page\":163,\"reprintedAs\":[\"Ki-rin|MPMM\"],\"size\":[\"H\"],\"type\":\"celestial\",\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":20,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":152,\"formula\":\"16d12 + 48\"},\"speed\":{\"walk\":60,\"fly\":{\"number\":120,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":21,\"dex\":16,\"con\":16,\"int\":19,\"wis\":20,\"cha\":20,\"skill\":{\"insight\":\"+9\",\"perception\":\"+9\",\"religion\":\"+8\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":19,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"all\",\"telepathy 120 ft.\"],\"cr\":\"12\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The ki-rin's innate spellcasting ability is Charisma (spell save {@dc 17}). The ki-rin can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell gaseous form}\",\"{@spell major image} (6th-level version)\",\"{@spell wind walk}\"],\"daily\":{\"1\":[\"{@spell create food and water}\"]},\"ability\":\"cha\"},{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The ki-rin is a 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 17}, {@hit 9} to hit with spell attacks). It has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell light}\",\"{@spell mending}\",\"{@spell sacred flame}\",\"{@spell spare the dying}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell command}\",\"{@spell cure wounds}\",\"{@spell detect evil and good}\",\"{@spell protection from evil and good}\",\"{@spell sanctuary}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell calm emotions}\",\"{@spell lesser restoration}\",\"{@spell silence}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell dispel magic}\",\"{@spell remove curse}\",\"{@spell sending}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell banishment}\",\"{@spell freedom of movement}\",\"{@spell guardian of faith}\"]},\"5\":{\"slots\":3,\"spells\":[\"{@spell greater restoration}\",\"{@spell mass cure wounds}\",\"{@spell scrying}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell heroes' feast}\",\"{@spell true seeing}\"]},\"7\":{\"slots\":1,\"spells\":[\"{@spell etherealness}\",\"{@spell plane shift}\"]},\"8\":{\"slots\":1,\"spells\":[\"{@spell control weather}\"]},\"9\":{\"slots\":1,\"spells\":[\"{@spell true resurrection}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the ki-rin fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The ki-rin has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The ki-rin's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The ki-rin makes three attacks: two with its hooves and one with its horn.\"]},{\"name\":\"Hoof\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}10 ({@damage 2d4 + 5}) bludgeoning damage.\"]},{\"name\":\"Horn\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage.\"]}],\"legendary\":[{\"name\":\"Detect\",\"entries\":[\"The ki-rin makes a Wisdom ({@skill Perception}) check or a Wisdom ({@skill Insight}) check.\"]},{\"name\":\"Smite\",\"entries\":[\"The ki-rin makes a hoof attack or casts {@spell sacred flame}.\"]},{\"name\":\"Move\",\"entries\":[\"The ki-rin moves up to its half its speed without provoking opportunity attacks.\"]}],\"legendaryGroup\":{\"name\":\"Ki-rin\",\"source\":\"VGM\"},\"environment\":[\"mountain\",\"grassland\",\"desert\",\"coastal\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/ki-rin.mp3\"},\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"B\",\"P\"],\"damageTagsSpell\":[\"O\",\"R\"],\"spellcastingTags\":[\"CC\",\"I\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kobold Dragonshield\",\"source\":\"VGM\",\"page\":165,\"otherSources\":[{\"source\":\"DIP\"},{\"source\":\"SLW\"}],\"reprintedAs\":[\"Kobold Dragonshield|MPMM\"],\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"kobold\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item leather armor|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":44,\"formula\":\"8d6 + 16\"},\"speed\":{\"walk\":20},\"str\":12,\"dex\":15,\"con\":14,\"int\":8,\"wis\":9,\"cha\":10,\"skill\":{\"perception\":\"+1\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Dragon's Resistance\",\"entries\":[\"The kobold has resistance to a type of damage based on the color of dragon that invested it with power (choose or roll a {@dice d10}): 1–2, acid (black); 3–4, cold (white); 5–6, fire (red); 7–8, lightning (blue); 9–10, poison (green).\"]},{\"name\":\"Heart of the Dragon\",\"entries\":[\"If the kobold is {@condition frightened} or {@condition paralyzed} by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all kobolds within 30 feet of it. Any kobold that benefits from this trait (including the dragonshield) has advantage on its next attack roll.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The kobold makes two melee attacks.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage, or 5 ({@damage 1d8 + 1}) piercing damage if used with two hands to make a melee attack.\"]}],\"environment\":[\"underdark\",\"mountain\",\"forest\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/kobold-dragonshield.mp3\"},\"attachedItems\":[\"spear|phb\"],\"traitTags\":[\"Pack Tactics\",\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kobold Inventor\",\"source\":\"VGM\",\"page\":166,\"otherSources\":[{\"source\":\"ToA\"}],\"reprintedAs\":[\"Kobold Inventor|MPMM\"],\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"kobold\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[12],\"hp\":{\"average\":13,\"formula\":\"3d6 + 3\"},\"speed\":{\"walk\":30},\"str\":7,\"dex\":15,\"con\":12,\"int\":8,\"wis\":7,\"cha\":8,\"skill\":{\"perception\":\"+0\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Sling\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage.\"]},{\"name\":\"Weapon Invention\",\"entries\":[\"The kobold uses one of the following options (roll a {@dice d8} or choose one); the kobold can use each one no more than once per day:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"1. Acid\",\"style\":\"italic\",\"entry\":\"The kobold hurls a flask of {@item Acid (vial)|phb|acid}. {@atk rw} {@hit 4} to hit, range 5/20 ft., one target. {@h}7 ({@damage 2d6}) acid damage.\"},{\"type\":\"item\",\"name\":\"2. Alchemist's fire\",\"style\":\"italic\",\"entry\":\"The kobold throws a flask of {@item Alchemist's Fire (flask)|phb|alchemist's fire}. {@atk rw} {@hit 4} to hit, range 5/20 ft., one target. {@h}2 ({@damage 1d4}) fire damage at the start of each of the target's turns. A creature can end this damage by using its action to make a {@dc 10} Dexterity check to extinguish the flames.\"},{\"type\":\"item\",\"name\":\"3. Basket of Centipedes\",\"style\":\"italic\",\"entry\":\"The kobold throws a small basket into a 5-foot-square space within 20 feet of it. A {@creature swarm of centipedes||swarm of insects (centipedes)} with 11 hit points emerges from the basket and rolls initiative. At the end of each of the swarm's turns, there's a {@chance 50} chance that the swarm disperses.\"},{\"type\":\"item\",\"name\":\"4. Green Slime Pot\",\"style\":\"italic\",\"entry\":\"The kobold throws a clay pot full of green slime at the target, and it breaks open on impact. {@atk rw} {@hit 4} to hit, range 5/20 ft., one target. {@h}The target is covered in a patch of {@hazard green slime} (see chapter 5 of the Dungeon Master's Guide). Miss: A patch of green slime covers a randomly determined 5-foot-square section of wall or floor within 5 feet of the target.\"},{\"type\":\"item\",\"name\":\"5. Rot Grub Pot\",\"style\":\"italic\",\"entry\":\"The kobold throws a clay pot into a 5-foot-square space within 20 feet of it, and it breaks open on impact. A {@creature swarm of rot grubs|vgm} (see appendix A) emerges from the shattered pot and remains a hazard in that square.\"},{\"type\":\"item\",\"name\":\"6. Scorpion on a Stick\",\"style\":\"italic\",\"entry\":\"The kobold makes a melee attack with a scorpion tied to the end of a 5-foot-long pole. {@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}1 piercing damage, and the target must make a {@dc 9} Constitution saving throw, taking 4 ({@damage 1d8}) poison damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"7. Skunk in a Cage\",\"style\":\"italic\",\"entry\":\"The kobold releases a skunk into an unoccupied space within 5 feet of it. The skunk has a walking speed of 20 feet, AC 10, 1 hit point, and no effective attacks. It rolls initiative and, on its turn, uses its action to spray musk at a random creature within 5 feet of it. The target must make a {@dc 9} Constitution saving throw. On a failed save, the target retches and can't take actions for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that doesn't need to breathe or is immune to poison automatically succeeds on the saving throw. Once the skunk has sprayed its musk, it can't do so again until it finishes a short or long rest.\"},{\"type\":\"item\",\"name\":\"8. Wasp Nest in a Bag\",\"style\":\"italic\",\"entry\":\"The kobold throws a small bag into a 5-foot-square space within 20 feet of it. A {@creature swarm of wasps||swarm of insects (wasps)} with 11 hit points emerges from the bag and rolls initiative. At the end of each of the swarm's turns, there's a {@chance 50} chance that the swarm disperses.\"}]}]}],\"environment\":[\"underdark\",\"mountain\",\"forest\",\"hill\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/kobold-inventor.mp3\"},\"attachedItems\":[\"dagger|phb\",\"sling|phb\"],\"traitTags\":[\"Pack Tactics\",\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"A\",\"B\",\"F\",\"I\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\",\"THW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kobold Scale Sorcerer\",\"source\":\"VGM\",\"page\":167,\"otherSources\":[{\"source\":\"ToA\"}],\"reprintedAs\":[\"Kobold Scale Sorcerer|MPMM\"],\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"kobold\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":27,\"formula\":\"5d6 + 10\"},\"speed\":{\"walk\":30},\"str\":7,\"dex\":15,\"con\":14,\"int\":10,\"wis\":9,\"cha\":14,\"skill\":{\"arcana\":\"+2\",\"medicine\":\"+1\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The kobold is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It has the following sorcerer spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell mage hand}\",\"{@spell mending}\",\"{@spell poison spray}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell charm person}\",\"{@spell chromatic orb}\",\"{@spell expeditious retreat}\"]},\"2\":{\"slots\":2,\"spells\":[\"{@spell scorching ray}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Sorcery Points\",\"entries\":[\"The kobold has 3 sorcery points. It regains all its spent sorcery points when it finishes a long rest. It can spend its sorcery points on the following options:\",\"Heightened Spell: When it casts a spell that forces a creature to a saving throw to resist the spell's effects, the kobold can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell.\",\"Subtle Spell: When the kobold casts a spell, it can spend 1 sorcery point to cast the spell without any somatic or verbal components.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"The kobold has advantage on an attack roll against a creature it at least one of the kobold's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"environment\":[\"underdark\",\"mountain\",\"forest\",\"hill\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/kobold-scale-sorcerer.mp3\"},\"attachedItems\":[\"dagger|phb\"],\"traitTags\":[\"Pack Tactics\",\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"A\",\"C\",\"F\",\"I\",\"L\",\"T\"],\"spellcastingTags\":[\"CS\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Korred\",\"source\":\"VGM\",\"page\":168,\"otherSources\":[{\"source\":\"WBtW\"}],\"reprintedAs\":[\"Korred|MPMM\"],\"size\":[\"S\"],\"type\":\"fey\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":102,\"formula\":\"12d6 + 60\"},\"speed\":{\"walk\":30,\"burrow\":30},\"str\":23,\"dex\":14,\"con\":20,\"int\":10,\"wis\":15,\"cha\":9,\"skill\":{\"athletics\":\"+9\",\"perception\":\"+5\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 120 ft.\",\"tremorsense 120 ft.\"],\"passive\":15,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"languages\":[\"Dwarvish\",\"Gnomish\",\"Sylvan\",\"Terran\",\"Undercommon\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The korred's innate spellcasting ability is Wisdom (save {@dc 13}). It can innately cast the following spells, requiring no components:\"],\"will\":[\"{@spell commune with nature}\",\"{@spell meld into stone}\",\"{@spell stone shape}\"],\"daily\":{\"1e\":[\"{@spell conjure elemental} (as 6th-level spell; {@creature galeb duhr}, {@creature gargoyle}, {@creature earth elemental}, or {@creature xorn} only)\",\"{@spell Otto's irresistible dance}\"]},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Command Hair\",\"entries\":[\"The korred has at least one 50-foot-long rope woven out of its hair. As a bonus action, the korred commands one such rope within 30 feet of it to move up to 20 feet and entangle a Large or smaller creature that the korred can see. The target must succeed on a {@dc 13} Dexterity saving throw or become {@condition grappled} by the rope (escape {@dc 13}). Until this grapple ends. the target is {@condition restrained}. The korred can use a bonus action to release the target, which is also freed if the korred dies or becomes {@condition incapacitated}.\",\"A rope of korred hair has AC 20 and 20 hit points. It regains 1 hit point at the start of each of the korred's turns while it has at least 1 hit point and the korred is alive. If the rope drops to 0 hit points, it is destroyed.\"]},{\"name\":\"Stone Camouflage\",\"entries\":[\"The korred has advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain.\"]},{\"name\":\"Stone's Strength\",\"entries\":[\"While on the ground, the korred deals 2 extra dice of damage with any weapon attack (included in its attacks).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The korred makes two attacks with its greatclub or hurls two rocks.\"]},{\"name\":\"Greatclub\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d8 + 6}) bludgeoning damage, or 19 ({@damage 3d8 + 6}) bludgeoning damage if the korred is on the ground.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 9} to hit, range 60/120 ft., one target. {@h}15 ({@damage 2d8 + 6}) bludgeoning damage, or 24 ({@damage 4d8 + 6}) bludgeoning damage if the korred is on the ground.\"]}],\"environment\":[\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/korred.mp3\"},\"attachedItems\":[\"greatclub|phb\"],\"traitTags\":[\"Camouflage\"],\"senseTags\":[\"SD\",\"T\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"D\",\"G\",\"S\",\"T\",\"U\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"B\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"conditionInflictSpell\":[\"prone\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kraken Priest\",\"source\":\"VGM\",\"page\":215,\"otherSources\":[{\"source\":\"GoS\"},{\"source\":\"DIP\"},{\"source\":\"SLW\"},{\"source\":\"LR\"}],\"reprintedAs\":[\"Kraken Priest|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"L\",\"NX\",\"C\",\"E\"],\"ac\":[10],\"hp\":{\"average\":75,\"formula\":\"10d8 + 30\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":12,\"dex\":10,\"con\":16,\"int\":10,\"wis\":15,\"cha\":14,\"skill\":{\"perception\":\"+5\"},\"passive\":15,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"languages\":[\"any two languages\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The priest's spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell command}\",\"{@spell create or destroy water}\"],\"daily\":{\"3e\":[\"{@spell control water}\",\"{@spell darkness}\",\"{@spell water breathing}\",\"{@spell water walk}\"],\"1e\":[\"{@spell call lightning}\",\"{@spell Evard's black tentacles}\"]},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The priest can breathe air and water.\"]}],\"action\":[{\"name\":\"Thunderous Touch\",\"entries\":[\"{@atk ms} {@hit 5} to hit, reach 5 ft., one creature. {@h}27 ({@damage 5d10}) thunder damage.\"]},{\"name\":\"Voice of the Kraken (Recharges after a Short or Long Rest)\",\"entries\":[\"A kraken speaks through the priest with a thunderous voice audible within 300 feet. Creatures of the priest's choice that can hear the kraken's words (which are spoken in Abyssal, Infernal, or Primordial) must succeed on a {@dc 14} Charisma saving throw or be {@condition frightened} for 1 minute. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"coastal\",\"underwater\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/kraken-priest.mp3\"},\"traitTags\":[\"Amphibious\"],\"languageTags\":[\"X\"],\"damageTags\":[\"T\"],\"damageTagsSpell\":[\"B\",\"L\"],\"spellcastingTags\":[\"I\"],\"conditionInflict\":[\"frightened\"],\"conditionInflictSpell\":[\"prone\",\"restrained\"],\"savingThrowForced\":[\"charisma\"],\"savingThrowForcedSpell\":[\"dexterity\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Leucrotta\",\"source\":\"VGM\",\"page\":169,\"otherSources\":[{\"source\":\"TftYP\"},{\"source\":\"MOT\"}],\"reprintedAs\":[\"Leucrotta|MPMM\"],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":67,\"formula\":\"9d10 + 18\"},\"speed\":{\"walk\":50},\"str\":18,\"dex\":14,\"con\":15,\"int\":9,\"wis\":12,\"cha\":6,\"skill\":{\"deception\":\"+2\",\"perception\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Abyssal\",\"Gnoll\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The leucrotta has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Kicking Retreat\",\"entries\":[\"If the leucrotta attacks with its hooves, it can take the Disengage action as a bonus action.\"]},{\"name\":\"Mimicry\",\"entries\":[\"The leucrotta can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 14} Wisdom ({@skill Insight}) check.\"]},{\"name\":\"Rampage\",\"entries\":[\"When the leucrotta reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make an attack with its hooves.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The leucrotta makes two attacks: one with its bite and one with its hooves.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage. If the leucrotta scores a critical hit, it rolls the damage dice three times, instead of twice.\"]},{\"name\":\"Hooves\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage.\"]}],\"environment\":[\"grassland\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/leucrotta.mp3\"},\"traitTags\":[\"Keen Senses\",\"Mimicry\",\"Rampage\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"OTH\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Martial Arts Adept\",\"source\":\"VGM\",\"page\":216,\"otherSources\":[{\"source\":\"WDH\"},{\"source\":\"TftYP\"},{\"source\":\"ToA\"}],\"reprintedAs\":[\"Martial Arts Adept|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"A\"],\"ac\":[16],\"hp\":{\"average\":60,\"formula\":\"11d8 + 11\"},\"speed\":{\"walk\":40},\"str\":11,\"dex\":17,\"con\":13,\"int\":11,\"wis\":16,\"cha\":10,\"skill\":{\"acrobatics\":\"+5\",\"insight\":\"+5\",\"stealth\":\"+5\"},\"passive\":13,\"languages\":[\"any one language (usually Common)\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Unarmored Defense\",\"entries\":[\"While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The adept makes three unarmed strikes or three dart attacks.\"]},{\"name\":\"Unarmed Strike\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage. If the target is a creature, the adept can choose one of the following additional effects:\",{\"type\":\"list\",\"items\":[\"The target must succeed on a {@dc 13} Strength saving throw or drop one item it is holding (adept's choice).\",\"The target must succeed on a {@dc 13} Dexterity saving throw or be knocked {@condition prone}.\",\"The target must succeed on a {@dc 13} Constitution saving throw or be {@condition stunned} until the end of the adept's next turn.\"]}]},{\"name\":\"Dart\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Deflect Missile\",\"entries\":[\"In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the attack is reduced by {@dice 1d10 + 3}. If the damage is reduced to 0, the adept catches the missile if it's small enough to hold in one hand and the adept has a hand free.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/martial-arts-adept.mp3\"},\"attachedItems\":[\"dart|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"prone\",\"stunned\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Master Thief\",\"source\":\"VGM\",\"page\":216,\"otherSources\":[{\"source\":\"DIP\"},{\"source\":\"SLW\"},{\"source\":\"SDW\"},{\"source\":\"IMR\",\"page\":216},{\"source\":\"MOT\"}],\"reprintedAs\":[\"Master Thief|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item studded leather armor|phb|studded leather}\"]}],\"hp\":{\"average\":83,\"formula\":\"13d8 + 26\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":18,\"con\":14,\"int\":11,\"wis\":11,\"cha\":12,\"save\":{\"dex\":\"+7\",\"int\":\"+3\"},\"skill\":{\"acrobatics\":\"+7\",\"athletics\":\"+3\",\"perception\":\"+3\",\"sleight of hand\":\"+7\",\"stealth\":\"+7\"},\"passive\":13,\"languages\":[\"any one language (usually Common) plus Thieves' cant\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Cunning Action\",\"entries\":[\"On each of its turns, the thief can use a bonus action to take the Dash, Disengage, or Hide action.\"]},{\"name\":\"Evasion\",\"entries\":[\"If the thief is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the thief instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.\"]},{\"name\":\"Sneak Attack (1/Turn)\",\"entries\":[\"The thief deals an extra 14 ({@dice 4d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the thief that isn't {@condition incapacitated} and the thief doesn't have disadvantage on the attack roll.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The thief makes three attacks with its shortsword.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]},{\"name\":\"Light Crossbow\",\"entries\":[\"{@atk rw} {@hit 7} to hit, range 80/320 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Uncanny Dodge\",\"entries\":[\"The thief halves the damage that it takes from an attack that hits it. The thief must be able to see the attacker.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/master-thief.mp3\"},\"attachedItems\":[\"light crossbow|phb\",\"shortsword|phb\"],\"traitTags\":[\"Sneak Attack\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"TC\",\"X\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Maw Demon\",\"source\":\"VGM\",\"page\":137,\"otherSources\":[{\"source\":\"GoS\"}],\"reprintedAs\":[\"Maw Demon|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":8,\"con\":13,\"int\":5,\"wis\":8,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"understands Abyssal but can't speak\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Rampage\",\"entries\":[\"When it reduces a creature to 0 hit points with a melee attack on its turn, the maw demon can take a bonus action to move up to half its speed and make a bite attack.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d8 + 2}) piercing damage.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/maw-demon.mp3\"},\"traitTags\":[\"Rampage\"],\"senseTags\":[\"D\"],\"languageTags\":[\"AB\",\"CS\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Meenlock\",\"source\":\"VGM\",\"page\":170,\"otherSources\":[{\"source\":\"CM\"}],\"reprintedAs\":[\"Meenlock|MPMM\"],\"size\":[\"S\"],\"type\":\"fey\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":31,\"formula\":\"7d6 + 7\"},\"speed\":{\"walk\":30},\"str\":7,\"dex\":15,\"con\":12,\"int\":11,\"wis\":10,\"cha\":8,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+6\",\"survival\":\"+2\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":14,\"conditionImmune\":[\"frightened\"],\"languages\":[\"telepathy 120 ft.\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Fear Aura\",\"entries\":[\"Any beast or humanoid that starts its turn within 10 feet of the meenlock must succeed on a {@dc 11} Wisdom saving throw or be {@condition frightened} until the start of the creature's next turn.\"]},{\"name\":\"Light Sensitivity\",\"entries\":[\"While in bright light, the meenlock has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]},{\"name\":\"Shadow Teleport {@recharge 5}\",\"entries\":[\"As a bonus action, the meenlock can teleport to an unoccupied space within 30 feet of it, provided that both the space it's teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight.\"]}],\"action\":[{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) slashing damage, and the target must succeed on a {@dc 11} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"forest\",\"swamp\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/meenlock.mp3\"},\"traitTags\":[\"Light Sensitivity\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"TP\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\",\"paralyzed\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mind Flayer Psion\",\"alias\":[\"Illithid Psion\"],\"source\":\"VGM\",\"page\":71,\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item breastplate|phb}\"]}],\"hp\":{\"average\":71,\"formula\":\"13d8 + 13\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":12,\"con\":12,\"int\":19,\"wis\":17,\"cha\":17,\"save\":{\"int\":\"+7\",\"wis\":\"+6\",\"cha\":\"+6\"},\"skill\":{\"arcana\":\"+7\",\"deception\":\"+6\",\"insight\":\"+6\",\"perception\":\"+6\",\"persuasion\":\"+6\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"languages\":[\"Deep Speech\",\"Undercommon\",\"telepathy 120 ft.\"],\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The mind flayer is a 10th-level spellcaster. Its innate spellcasting ability is Intelligence (spell save {@dc 15}; {@hit 7} to hit with spell attacks). It can innately cast the following spells, requiring no components:\"],\"will\":[\"{@spell guidance}\",\"{@spell mage hand}\",\"{@spell vicious mockery}\",\"{@spell true strike}\",\"{@spell detect thoughts}\",\"{@spell levitate}\"],\"daily\":{\"1e\":[\"{@spell dominate monster}\",\"{@spell plane shift} (self only)\"]},\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell charm person}\",\"{@spell command}\",\"{@spell comprehend languages}\",\"{@spell sanctuary}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell crown of madness}\",\"{@spell phantasmal force}\",\"{@spell see invisibility}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell clairvoyance}\",\"{@spell fear}\",\"{@spell meld into stone}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell confusion}\",\"{@spell stone shape}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell scrying}\",\"{@spell telekinesis}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The mind flayer has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Tentacles\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}15 ({@damage 2d10 + 4}) psychic damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 15}) and must succeed on a {@dc 15} Intelligence saving throw or be {@condition stunned} until this grapple ends.\"]},{\"name\":\"Extract Brain\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one {@condition incapacitated} humanoid {@condition grappled} by the mind flayer. {@h}The target takes 55 ({@damage 10d10}) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.\"]},{\"name\":\"Mind Blast {@recharge 5}\",\"entries\":[\"The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a {@dc 15} Intelligence saving throw or take 22 ({@damage 4d8 + 4}) psychic damage and be {@condition stunned} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"underdark\"],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Tentacles\"],\"languageTags\":[\"DS\",\"TP\",\"U\"],\"damageTags\":[\"P\",\"Y\"],\"damageTagsSpell\":[\"B\",\"Y\"],\"spellcastingTags\":[\"I\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"grappled\",\"stunned\"],\"conditionInflictSpell\":[\"charmed\",\"frightened\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"intelligence\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mindwitness\",\"source\":\"VGM\",\"page\":176,\"reprintedAs\":[\"Mindwitness|MPMM\"],\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":75,\"formula\":\"10d10 + 20\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":20,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":10,\"dex\":14,\"con\":14,\"int\":15,\"wis\":15,\"cha\":10,\"save\":{\"int\":\"+5\",\"wis\":\"+5\"},\"skill\":{\"perception\":\"+8\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":18,\"conditionImmune\":[\"prone\"],\"languages\":[\"Deep Speech\",\"Undercommon\",\"telepathy 600 ft.\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Telepathic Hub\",\"entries\":[\"When the mindwitness receives a telepathic message, it can telepathically share that message with up to seven other creatures within 600 feet of it that it can see.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The mindwitness makes two attacks: one with its tentacles and one with its bite.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}16 ({@damage 4d6 + 2}) piercing damage.\"]},{\"name\":\"Tentacles\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}20 ({@damage 4d8 + 2}) psychic damage. if the target is Large or smaller, it is {@condition grappled} (escape {@dc 13}) and must succeed on a {@dc 13} Intelligence saving throw or be {@condition stunned} until this grapple ends.\"]},{\"name\":\"Eye Rays\",\"entries\":[\"The mindwitness shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"1. Aversion Ray\",\"style\":\"italic\",\"entry\":\"The targeted creature must make a {@dc 13} Charisma saving throw. On a failed save, the target has disadvantage on attack rolls for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"},{\"type\":\"item\",\"name\":\"2. Fear Ray\",\"style\":\"italic\",\"entry\":\"The targeted creature must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"},{\"type\":\"item\",\"name\":\"3. Psychic Ray\",\"style\":\"italic\",\"entry\":\"The target must succeed on a {@dc 13} Intelligence saving throw or take 27 ({@damage 6d8}) psychic damage.\"},{\"type\":\"item\",\"name\":\"4. Slowing Ray\",\"style\":\"italic\",\"entry\":\"The targeted creature must make a {@dc 13} Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn but not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"},{\"type\":\"item\",\"name\":\"5. Stunning Ray\",\"style\":\"italic\",\"entry\":\"The targeted creature must succeed on a {@dc 13} Constitution saving throw or be {@condition stunned} for 1 minute. The target can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success.\"},{\"type\":\"item\",\"name\":\"6. Telekinetic Ray\",\"style\":\"italic\",\"entries\":[\"If the target is a creature, it must make a {@dc 13} Strength saving throw. On a failed save, the mindwitness moves it up to 30 feet in any direction, and it is {@condition restrained} by the ray's telekinetic grip until the start of the mindwitness's next turn or until the mindwitness is {@condition incapacitated}.\",\"If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is telekinetically moved up to 30 feet in any direction. The mindwitness can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.\"]}]}]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/mindwitness.mp3\"},\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"DS\",\"TP\",\"U\"],\"damageTags\":[\"P\",\"Y\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\",\"grappled\",\"restrained\",\"stunned\"],\"savingThrowForced\":[\"charisma\",\"constitution\",\"dexterity\",\"intelligence\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Morkoth\",\"source\":\"VGM\",\"page\":177,\"reprintedAs\":[\"Morkoth|MPMM\"],\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":130,\"formula\":\"20d8 + 40\"},\"speed\":{\"walk\":25,\"swim\":50},\"str\":14,\"dex\":14,\"con\":14,\"int\":20,\"wis\":15,\"cha\":13,\"save\":{\"dex\":\"+6\",\"int\":\"+9\",\"wis\":\"+6\"},\"skill\":{\"arcana\":\"+9\",\"history\":\"+9\",\"perception\":\"+10\",\"stealth\":\"+6\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 120 ft.\"],\"passive\":20,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"languages\":[\"telepathy 120 ft.\"],\"cr\":{\"cr\":\"11\",\"lair\":\"12\"},\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The morkoth is an 11th-level spellcaster. Its spellcasting ability is Intelligence (save {@dc 17}, {@hit 9} to hit with spell attacks). The morkoth has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell acid splash}\",\"{@spell mage hand}\",\"{@spell mending}\",\"{@spell ray of frost}\",\"{@spell shocking grasp}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell identify}\",\"{@spell shield}\",\"{@spell witch bolt}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell darkness}\",\"{@spell detect thoughts}\",\"{@spell shatter}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell dispel magic}\",\"{@spell lightning bolt}\",\"{@spell sending}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell dimension door}\",\"{@spell Evard's black tentacles}\"]},\"5\":{\"slots\":3,\"spells\":[\"{@spell geas}\",\"{@spell scrying}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell chain lightning}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The morkoth can breathe air and water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The morkoth makes three attacks: two with its bite and one with its tentacles or three with its bite.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) slashing damage.\"]},{\"name\":\"Tentacles\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 15 ft., one target. {@h}15 ({@damage 3d8 + 2}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 14}) if it is a Large or smaller creature. Until this grapple ends. the target is {@condition restrained} and takes 15 ({@damage 3d8 + 2}) bludgeoning damage at the start of each of the morkoth's turns. and the morkoth can't use its tentacles on another target.\"]},{\"name\":\"Hypnosis\",\"entries\":[\"The morkoth projects a 30-foot cone of magical energy. Each creature in that area must make a {@dc 17} Wisdom saving throw. On a failed save, the creature is {@condition charmed} by the morkoth for 1 minute. While {@condition charmed} in this way, the target tries to get as close to the morkoth as possible, using its actions to Dash until it is within 5 feet of the morkoth. A {@condition charmed} target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature has advantage on saving throws against the morkoth's Hypnosis for 24 hours.\"]}],\"reaction\":[{\"name\":\"Spell Reflection\",\"entries\":[\"If the morkoth makes a successful saving throw against a spell, or a spell attack misses it, the morkoth can choose another creature (including the spellcaster) it can see within 120 feet of it. The spell targets the chosen creature instead of the morkoth. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.\"]}],\"legendaryGroup\":{\"name\":\"Morkoth\",\"source\":\"VGM\"},\"environment\":[\"underwater\",\"coastal\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/morkoth.mp3\"},\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"B\",\"SD\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"TP\"],\"damageTags\":[\"B\",\"S\"],\"damageTagsSpell\":[\"A\",\"B\",\"C\",\"L\",\"O\",\"T\",\"Y\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"charmed\",\"grappled\",\"restrained\"],\"conditionInflictSpell\":[\"charmed\",\"restrained\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedLegendary\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mouth of Grolantor\",\"source\":\"VGM\",\"page\":149,\"reprintedAs\":[\"Mouth of Grolantor|MPMM\"],\"size\":[\"H\"],\"type\":{\"type\":\"giant\",\"tags\":[\"hill giant\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":105,\"formula\":\"10d12 + 40\"},\"speed\":{\"walk\":50},\"str\":21,\"dex\":10,\"con\":18,\"int\":5,\"wis\":7,\"cha\":5,\"skill\":{\"perception\":\"+1\"},\"passive\":11,\"conditionImmune\":[\"frightened\"],\"languages\":[\"Giant\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Mouth of Madness\",\"entries\":[\"The giant is immune to {@spell confusion} spells and similar magic.\",\"On each of its turns, the giant uses all its movement to move toward the nearest creature or whatever else it might perceive as food. Roll a {@dice d10} at the start of each of the giant's turns to determine its action for that turn:\",\"1–3. The giant makes three attacks with its fists against one random target within its reach. If no other creatures are within its reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn.\",\"4–5. The giant makes one attack with its fist against every creature within its reach. If no other creatures are within its reach, the giant makes one fist attack against itself.\",\"6–7. The giant makes one attack with its bite against one random target within its reach. If no other creatures are within its reach, its eyes glaze over and it becomes {@condition stunned} until the start of its next turn.\",\"8–10. The giant makes three attacks against one random target within its reach: one attack with its bite and two with its fists. If no other creatures are within its reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}15 ({@damage 3d6 + 5}) piercing damage, and the giant magically regains hit points equal to the damage dealt.\"]},{\"name\":\"Fist\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}18 ({@damage 3d8 + 5}) bludgeoning damage.\"]}],\"environment\":[\"grassland\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/mouth-of-grolantor.mp3\"},\"languageTags\":[\"GI\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Necromancer\",\"source\":\"VGM\",\"page\":217,\"otherSources\":[{\"source\":\"TftYP\"},{\"source\":\"DC\"},{\"source\":\"DIP\"}],\"reprintedAs\":[\"Necromancer Wizard|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"A\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":66,\"formula\":\"12d8 + 12\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":14,\"con\":12,\"int\":17,\"wis\":12,\"cha\":11,\"save\":{\"int\":\"+7\",\"wis\":\"+5\"},\"skill\":{\"arcana\":\"+7\",\"history\":\"+7\"},\"passive\":11,\"resist\":[\"necrotic\"],\"languages\":[\"any four languages\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The necromancer is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 15}, {@hit 7} to hit with spell attacks). The necromancer has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell chill touch}\",\"{@spell dancing lights}\",\"{@spell mage hand}\",\"{@spell mending}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell false life}*\",\"{@spell mage armor}\",\"{@spell ray of sickness}*\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell blindness/deafness}*\",\"{@spell ray of enfeeblement}*\",\"{@spell web}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell animate dead}*\",\"{@spell bestow curse}*\",\"{@spell vampiric touch}*\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell blight}*\",\"{@spell dimension door}\",\"{@spell stoneskin}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell Bigby's hand}\",\"{@spell cloudkill}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell circle of death}*\"]}},\"footerEntries\":[\"*Necromancy spell of 1st level or higher\"],\"ability\":\"int\"}],\"trait\":[{\"name\":\"Grim Harvest (1/Turn)\",\"entries\":[\"When necromancer kills a creature that is neither a construct nor undead with a spell of 1st level or higher, the necromancer regains hit points equal to twice the spell's level, or three times if it is a necromancy spell.\"]}],\"action\":[{\"name\":\"Withering Touch\",\"entries\":[\"{@atk ms} {@hit 7} to hit, reach 5 ft., one creature. {@h}5 ({@damage 2d4}) necrotic damage.\"]}],\"environment\":[\"desert\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/necromancer.mp3\"},\"languageTags\":[\"X\"],\"damageTags\":[\"N\"],\"damageTagsSpell\":[\"B\",\"F\",\"I\",\"N\",\"O\"],\"spellcastingTags\":[\"CW\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Neogi\",\"source\":\"VGM\",\"page\":180,\"reprintedAs\":[\"Neogi|MPMM\"],\"size\":[\"S\"],\"type\":\"aberration\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":33,\"formula\":\"6d6 + 12\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":6,\"dex\":16,\"con\":14,\"int\":13,\"wis\":12,\"cha\":15,\"skill\":{\"intimidation\":\"+4\",\"perception\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Common\",\"Deep Speech\",\"Undercommon\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Mental Fortitude\",\"entries\":[\"The neogi has advantage on saving throws against being {@condition charmed} or {@condition frightened}, and magic can't put the neogi to sleep.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The neogi makes two attacks: one with its bite and one with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 14 ({@damage 4d6}) poison damage, and the target must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) slashing damage.\"]},{\"name\":\"Enslave (Recharges after a Short or Long Rest)\",\"entries\":[\"The neogi targets one creature it can see within 30 feet of it. The target must succeed on a {@dc 14} Wisdom saving throw or be magically {@condition charmed} by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The {@condition charmed} target obeys the neogi's commands and can't take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the {@condition charmed} target takes damage, it can repeat the saving throw, ending the effect on itself on a success.\"]}],\"environment\":[\"underdark\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/neogi.mp3\"},\"traitTags\":[\"Spider Climb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DS\",\"U\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"charmed\",\"poisoned\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Neogi Hatchling\",\"source\":\"VGM\",\"page\":179,\"reprintedAs\":[\"Neogi Hatchling|MPMM\"],\"size\":[\"T\"],\"type\":\"aberration\",\"alignment\":[\"L\",\"E\"],\"ac\":[11],\"hp\":{\"average\":7,\"formula\":\"3d4\"},\"speed\":{\"walk\":20,\"climb\":20},\"str\":3,\"dex\":13,\"con\":10,\"int\":6,\"wis\":10,\"cha\":9,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"cr\":\"1/8\",\"trait\":[{\"name\":\"Mental Fortitude\",\"entries\":[\"The hatchling has advantage on saving throws against being {@condition charmed} or {@condition frightened}, and magic can't put the hatchling to sleep.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The hatchling can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage plus 7 ({@damage 2d6}) poison damage, and the target must succeed on a {@dc 10} Constitution saving throw or become {@condition poisoned} for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"underdark\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/neogi-hatchling.mp3\"},\"traitTags\":[\"Spider Climb\"],\"senseTags\":[\"D\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Neogi Master\",\"source\":\"VGM\",\"page\":180,\"reprintedAs\":[\"Neogi Master|MPMM\"],\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":71,\"formula\":\"11d8 + 22\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":6,\"dex\":16,\"con\":14,\"int\":16,\"wis\":12,\"cha\":18,\"save\":{\"wis\":\"+3\"},\"skill\":{\"arcana\":\"+5\",\"deception\":\"+6\",\"intimidation\":\"+6\",\"perception\":\"+3\",\"persuasion\":\"+6\"},\"senses\":[\"darkvision 120 ft. (penetrates magical darkness)\"],\"passive\":13,\"languages\":[\"Common\",\"Deep Speech\",\"Undercommon\",\"telepathy 30 ft.\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The neogi is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 14}, {@hit 6} to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell eldritch blast} (range 300 ft., +4 bonus to each damage roll)\",\"{@spell guidance}\",\"{@spell mage hand}\",\"{@spell minor illusion}\",\"{@spell prestidigitation}\",\"{@spell vicious mockery}\"]},\"4\":{\"lower\":1,\"slots\":2,\"spells\":[\"{@spell arms of Hadar}\",\"{@spell counterspell}\",\"{@spell dimension door}\",\"{@spell fear}\",\"{@spell hold person}\",\"{@spell hunger of Hadar}\",\"{@spell invisibility}\",\"{@spell unseen servant}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Mental Fortitude\",\"entries\":[\"The neogi has advantage on saving throws against being {@condition charmed} or {@condition frightened}, and magic can't put the neogi to sleep.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The neogi makes two attacks: one with its bite and one with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 14 ({@damage 4d6}) poison damage, and the target must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) slashing damage.\"]},{\"name\":\"Enslave (Recharges after a Short or Long Rest)\",\"entries\":[\"The neogi targets one creature it can see within 30 feet of it. The target must succeed on a {@dc 14} Wisdom saving throw or be magically {@condition charmed} by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The {@condition charmed} target obeys the neogi's commands and can't take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the {@condition charmed} target takes damage, it can repeat the saving throw, ending the effect on itself on a success.\"]}],\"environment\":[\"underdark\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/neogi-master.mp3\"},\"traitTags\":[\"Spider Climb\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DS\",\"TP\",\"U\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"damageTagsSpell\":[\"A\",\"C\",\"N\",\"O\",\"Y\"],\"spellcastingTags\":[\"CL\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"charmed\",\"poisoned\"],\"conditionInflictSpell\":[\"blinded\",\"frightened\",\"invisible\",\"paralyzed\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"savingThrowForcedSpell\":[\"dexterity\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Neothelid\",\"source\":\"VGM\",\"page\":181,\"otherSources\":[{\"source\":\"WDMM\"}],\"reprintedAs\":[\"Neothelid|MPMM\"],\"size\":[\"G\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":325,\"formula\":\"21d20 + 105\"},\"speed\":{\"walk\":30},\"str\":27,\"dex\":7,\"con\":21,\"int\":3,\"wis\":16,\"cha\":12,\"save\":{\"int\":\"+1\",\"wis\":\"+8\",\"cha\":\"+6\"},\"senses\":[\"blindsight 120 ft.\"],\"passive\":13,\"cr\":\"13\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The neothelid's innate spellcasting ability is Wisdom (spell save {@dc 16}). It can innately cast the following spells, requiring no components:\"],\"will\":[\"{@spell levitate}\"],\"daily\":{\"1e\":[\"{@spell confusion}\",\"{@spell feeblemind}\",\"{@spell telekinesis}\"]},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Creature Sense\",\"entries\":[\"The neothelid is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature's Intelligence score, but can't sense anything else about it. A creature protected by a {@spell mind blank} spell, a {@spell nondetection} spell, or similar magic can't be perceived in this manner.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The neothelid has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Tentacles\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}21 ({@damage 3d8 + 8}) bludgeoning damage plus 13 ({@damage 3d8}) psychic damage. If the target is a Large or smaller creature, it must succeed on a {@dc 18} Strength saving throw or be swallowed by the neothelid. A swallowed creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the neothelid, and it takes 35 ({@damage 10d6}) acid damage at the start of each of the neothelid's turns.\",\"If the neothelid takes 30 damage or more on a single turn from a creature inside it, the neothelid must succeed on a {@dc 18} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the neothelid. If the neothelid dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 20 feet of movement, exiting {@condition prone}.\"]},{\"name\":\"Acid Breath {@recharge 5}\",\"entries\":[\"The neothelid exhales acid in a 60-foot cone. Each creature in that area must make a {@dc 18} Dexterity saving throw, taking 35 ({@damage 10d6}) acid damage on a failed save, or half as much damage on a successful one.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/neothelid.mp3\"},\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Breath Weapon\",\"Swallow\",\"Tentacles\"],\"damageTags\":[\"A\",\"B\",\"Y\"],\"damageTagsSpell\":[\"Y\"],\"spellcastingTags\":[\"I\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"blinded\",\"restrained\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"strength\"],\"savingThrowForcedSpell\":[\"constitution\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Nilbog\",\"source\":\"VGM\",\"page\":182,\"reprintedAs\":[\"Nilbog|MPMM\"],\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"goblinoid\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":7,\"formula\":\"2d6\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":14,\"con\":10,\"int\":10,\"wis\":8,\"cha\":15,\"skill\":{\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"languages\":[\"Common\",\"Goblin\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The nilbog's innate spellcasting ability is Charisma (spell save {@dc 12}). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell mage hand}\",\"{@spell Tasha's hideous laughter}\",\"{@spell vicious mockery}\"],\"daily\":{\"1\":[\"{@spell confusion}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Nilbogism\",\"entries\":[\"Any creature that attempts to damage the nilbog must first succeed on a {@dc 12} Charisma saving throw or be {@condition charmed} until the end of the creature's next turn. A creature {@condition charmed} in this way must use its action praising the nilbog. The nilbog can't regain hit points, including through magical healing, except through its Reversal of Fortune reaction.\"]},{\"name\":\"Nimble Escape\",\"entries\":[\"The nilbog can take the Disengage or Hide action as a bonus action on each of its turns.\"]}],\"action\":[{\"name\":\"Fool's Scepter\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Reversal of Fortune\",\"entries\":[\"In response to another creature dealing damage to the nilbog, the nilbog reduces the damage to 0 and regains {@dice 1d6} hit points.\"]}],\"environment\":[\"underdark\",\"forest\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/nilbog.mp3\"},\"attachedItems\":[\"shortbow|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"GO\"],\"damageTags\":[\"B\",\"P\"],\"damageTagsSpell\":[\"Y\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\",\"RNG\",\"RW\"],\"conditionInflict\":[\"charmed\"],\"conditionInflictSpell\":[\"incapacitated\",\"prone\"],\"savingThrowForced\":[\"charisma\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Orc Blade of Ilneval\",\"source\":\"VGM\",\"page\":183,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"orc\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item chain mail|phb}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":60,\"formula\":\"8d8 + 24\"},\"speed\":{\"walk\":30},\"str\":17,\"dex\":11,\"con\":17,\"int\":10,\"wis\":12,\"cha\":14,\"save\":{\"wis\":\"+3\"},\"skill\":{\"insight\":\"+3\",\"intimidation\":\"+4\",\"perception\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Common\",\"Orc\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Aggressive\",\"entries\":[\"As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.\"]},{\"name\":\"Foe Smiter of Ilneval\",\"entries\":[\"The orc deals an extra die of damage when it hits with a longsword attack (included in the attack).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The orc makes two melee attacks with its longsword or two ranged attacks with its javelins. If Ilneval's Command is available to use, the orc can use it after these attacks.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) slashing damage, or 14 ({@damage 2d10 + 3}) slashing damage when used with two hands.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Ilneval's Command {@recharge 4}\",\"entries\":[\"Up to three allied orcs within 120 feet of this orc that can hear it can use their reactions to each make one weapon attack.\"]}],\"environment\":[\"underdark\",\"mountain\",\"grassland\",\"forest\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/orc-blade-of-ilneval.mp3\"},\"attachedItems\":[\"javelin|phb\",\"longsword|phb\"],\"traitTags\":[\"Aggressive\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"O\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Orc Claw of Luthic\",\"source\":\"VGM\",\"page\":183,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"orc\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item hide armor|phb}\"]}],\"hp\":{\"average\":45,\"formula\":\"6d8 + 18\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":15,\"con\":16,\"int\":10,\"wis\":15,\"cha\":11,\"skill\":{\"intimidation\":\"+2\",\"medicine\":\"+4\",\"survival\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"languages\":[\"Common\",\"Orc\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The orc is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). The orc has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell guidance}\",\"{@spell mending}\",\"{@spell resistance}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell bane}\",\"{@spell cure wounds}\",\"{@spell guiding bolt}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell augury}\",\"{@spell warding bond}\"]},\"3\":{\"slots\":2,\"spells\":[\"{@spell bestow curse}\",\"{@spell create food and water}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Aggressive\",\"entries\":[\"As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The orc makes two claw attacks, or four claw attacks if it has fewer than half of its hit points remaining.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage.\"]}],\"environment\":[\"underdark\",\"mountain\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/orc-claw-of-luthic.mp3\"},\"traitTags\":[\"Aggressive\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"O\"],\"damageTags\":[\"S\"],\"damageTagsSpell\":[\"N\",\"R\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MW\"],\"savingThrowForcedSpell\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Orc Hand of Yurtrus\",\"source\":\"VGM\",\"page\":184,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"orc\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":12,\"from\":[\"{@item hide armor|phb}\"]}],\"hp\":{\"average\":30,\"formula\":\"4d8 + 12\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":11,\"con\":16,\"int\":11,\"wis\":14,\"cha\":9,\"skill\":{\"arcana\":\"+2\",\"intimidation\":\"+1\",\"medicine\":\"+4\",\"religion\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"languages\":[\"understands Common and Orc but can't speak\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The orc is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It requires no verbal components to cast its spells. The orc has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell guidance}\",\"{@spell mending}\",\"{@spell resistance}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell bane}\",\"{@spell detect magic}\",\"{@spell inflict wounds}\",\"{@spell protection from evil and good}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell blindness/deafness}\",\"{@spell silence}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Aggressive\",\"entries\":[\"As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.\"]}],\"action\":[{\"name\":\"Touch of the White Hand\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d8}) necrotic damage.\"]}],\"environment\":[\"underdark\",\"mountain\",\"grassland\",\"forest\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/orc-hand-of-yurtrus.mp3\"},\"traitTags\":[\"Aggressive\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"CS\",\"O\"],\"damageTags\":[\"N\"],\"damageTagsSpell\":[\"N\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MW\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Orc Nurtured One of Yurtrus\",\"source\":\"VGM\",\"page\":184,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"orc\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[9],\"hp\":{\"average\":30,\"formula\":\"4d8 + 12\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":8,\"con\":16,\"int\":7,\"wis\":11,\"cha\":7,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Common\",\"Orc\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Aggressive\",\"entries\":[\"As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.\"]},{\"name\":\"Corrupted Carrier\",\"entries\":[\"When the orc is reduced to 0 hit points, it explodes, and any creature within 10 feet of it must make a {@dc 13} Constitution saving throw. On a failed save, the creature takes 14 ({@damage 4d6}) poison damage and becomes {@condition poisoned}. On a success, the creature takes half as much damage and isn't {@condition poisoned}. A creature {@condition poisoned} by this effect can repeat the save at the end of each of its turn, ending the effect on itself on a success. While {@condition poisoned} by this effect, a creature can't regain hit points.\"]},{\"name\":\"Nurtured One of Yurtrus\",\"entries\":[\"The orc has advantage on saving throws against poison and disease.\"]}],\"action\":[{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage plus 2 ({@damage 1d4}) necrotic damage.\"]},{\"name\":\"Corrupted Vengeance\",\"entries\":[\"The orc reduces itself to 0 hit points, triggering its Corrupted Carrier trait.\"]}],\"environment\":[\"underdark\",\"mountain\",\"grassland\",\"forest\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/orc-nurtured-one-of-yurtrus.mp3\"},\"traitTags\":[\"Aggressive\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"O\"],\"damageTags\":[\"I\",\"N\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Orc Red Fang of Shargaas\",\"source\":\"VGM\",\"page\":185,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"orc\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item studded leather armor|phb|studded leather}\"]}],\"hp\":{\"average\":52,\"formula\":\"8d8 + 16\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":16,\"con\":15,\"int\":9,\"wis\":11,\"cha\":9,\"skill\":{\"intimidation\":\"+1\",\"perception\":\"+2\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"languages\":[\"Common\",\"Orc\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Cunning Action\",\"entries\":[\"On each of its turns, the orc can use a bonus action to take the Dash, Disengage, or Hide action.\"]},{\"name\":\"Hand of Shargaas\",\"entries\":[\"The orc deals 2 extra dice of damage when it hits a target with a weapon attack (included in its attacks).\"]},{\"name\":\"Shargaas's Sight\",\"entries\":[\"Magical darkness doesn't impede the orc's darkvision.\"]},{\"name\":\"Slayer\",\"entries\":[\"In the first round of a combat, the orc has advantage on attack rolls against any creature that hasn't taken a turn yet. If the orc hits a creature that round who was {@status surprised}, the hit is automatically a critical hit.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The orc makes two scimitar or dart attacks.\"]},{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}13 ({@damage 3d6 + 3}) slashing damage.\"]},{\"name\":\"Dart\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 20/60 ft., one target. {@h}10 ({@damage 3d4 + 3}) piercing damage.\"]},{\"name\":\"Veil of Shargaas (Recharges after a Short or Long Rest)\",\"entries\":[\"The orc casts {@spell darkness} without any components. Wisdom is its spellcasting ability.\"]}],\"environment\":[\"underdark\",\"mountain\",\"forest\",\"hill\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/orc-red-fang.mp3\"},\"attachedItems\":[\"dart|phb\",\"scimitar|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"O\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ox\",\"source\":\"VGM\",\"page\":208,\"otherSources\":[{\"source\":\"PotA\"}],\"reprintedAs\":[\"Ox|MPMM\"],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[10],\"hp\":{\"average\":15,\"formula\":\"2d10 + 4\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":10,\"con\":14,\"int\":2,\"wis\":10,\"cha\":4,\"passive\":10,\"cr\":\"1/4\",\"trait\":[{\"name\":\"Charge\",\"entries\":[\"If the ox moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 ({@damage 2d6}) piercing damage.\"]},{\"name\":\"Beast of Burden\",\"entries\":[\"The oxen is considered to be a Huge animal for the purposes of determining its carrying capacity.\"]}],\"action\":[{\"name\":\"Gore\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]}],\"environment\":[\"grassland\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/ox.mp3\"},\"traitTags\":[\"Beast of Burden\",\"Charge\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Quetzalcoatlus\",\"group\":[\"Dinosaurs\"],\"source\":\"VGM\",\"page\":140,\"otherSources\":[{\"source\":\"ToA\"}],\"reprintedAs\":[\"Quetzalcoatlus|MPMM\"],\"size\":[\"H\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":30,\"formula\":\"4d12 + 4\"},\"speed\":{\"walk\":10,\"fly\":80},\"str\":15,\"dex\":13,\"con\":13,\"int\":2,\"wis\":10,\"cha\":5,\"skill\":{\"perception\":\"+2\"},\"passive\":12,\"cr\":\"2\",\"trait\":[{\"name\":\"Dive Attack\",\"entries\":[\"If the quetzalcoatlus is flying and dives at least 30 feet toward a target and then hits with a bite attack, the attack deals an extra 10 ({@dice 3d6}) damage to the target.\"]},{\"name\":\"Flyby\",\"entries\":[\"The quetzalcoatlus doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 10 ft., one creature. {@h}12 ({@damage 3d6 + 2}) piercing damage.\"]}],\"environment\":[\"mountain\",\"hill\",\"coastal\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/quetzalcoatlus.mp3\"},\"traitTags\":[\"Flyby\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Quickling\",\"source\":\"VGM\",\"page\":187,\"otherSources\":[{\"source\":\"WBtW\"}],\"reprintedAs\":[\"Quickling|MPMM\"],\"size\":[\"T\"],\"type\":\"fey\",\"alignment\":[\"C\",\"E\"],\"ac\":[16],\"hp\":{\"average\":10,\"formula\":\"3d4 + 3\"},\"speed\":{\"walk\":120},\"str\":4,\"dex\":23,\"con\":13,\"int\":10,\"wis\":12,\"cha\":7,\"skill\":{\"acrobatics\":\"+8\",\"perception\":\"+5\",\"sleight of hand\":\"+8\",\"stealth\":\"+8\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"languages\":[\"Common\",\"Sylvan\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Blurred Movement\",\"entries\":[\"Attack rolls against the quickling have disadvantage unless the quickling is {@condition incapacitated} or {@condition restrained}.\"]},{\"name\":\"Evasion\",\"entries\":[\"If the quickling is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The quickling makes three dagger attacks.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 8} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}8 ({@damage 1d4 + 6}) piercing damage.\"]}],\"environment\":[\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/quickling.mp3\"},\"attachedItems\":[\"dagger|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Red Guard Drake\",\"source\":\"VGM\",\"page\":158,\"reprintedAs\":[\"Guard Drake|MPMM\"],\"size\":[\"M\"],\"type\":\"dragon\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"7d8 + 21\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":16,\"dex\":11,\"con\":16,\"int\":4,\"wis\":10,\"cha\":7,\"skill\":{\"perception\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[\"fire\"],\"languages\":[\"understands Draconic but can't speak it\"],\"cr\":\"2\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The drake attacks twice, once with its bite and once with its tail.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage.\"]}],\"environment\":[\"mountain\",\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/guard-drake.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"DR\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Redcap\",\"source\":\"VGM\",\"page\":188,\"otherSources\":[{\"source\":\"ToA\"},{\"source\":\"BGDIA\"},{\"source\":\"IMR\"},{\"source\":\"WBtW\"}],\"reprintedAs\":[\"Redcap|MPMM\"],\"size\":[\"S\"],\"type\":\"fey\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":45,\"formula\":\"6d6 + 24\"},\"speed\":{\"walk\":25},\"str\":18,\"dex\":13,\"con\":18,\"int\":10,\"wis\":12,\"cha\":9,\"skill\":{\"athletics\":\"+6\",\"perception\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Common\",\"Sylvan\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Iron Boots\",\"entries\":[\"While moving, the redcap has disadvantage on Dexterity ({@skill Stealth}) checks.\"]},{\"name\":\"Outsize Strength\",\"entries\":[\"While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn't impose disadvantage on its attack rolls.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The redcap makes three attacks with its wicked sickle.\"]},{\"name\":\"Wicked Sickle\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) slashing damage.\"]},{\"name\":\"Ironbound Pursuit\",\"entries\":[\"The redcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a {@dc 14} Dexterity saving throw or take 20 ({@damage 3d10 + 4}) bludgeoning damage and be knocked {@condition prone}.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Madcap\",\"entries\":[\"A madcap is a redcap that soaks its hat in demon ichor instead of blood. Contact with demon ichor makes the creature even more psychotic, causing it to brood over irrational hatreds. A group of madcaps will sometimes band together over a shared hatred of something, such as music, creatures with curly hair, the word \\\"cool,\\\" or the color blue.\",\"When a madcap drops to 0 hit points, its hateful existence comes to an end in spectacular fashion as it bursts into flames, reducing itself, its ichor-soaked hat, and its pants to ashes instantly while leaving behind its weapon and smoldering iron boots.\"],\"_version\":{\"name\":\"Madcap\",\"addAs\":\"trait\"},\"source\":\"BGDIA\",\"page\":240}],\"environment\":[\"forest\",\"swamp\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/redcap.mp3\"},\"altArt\":[{\"name\":\"Madcap\",\"source\":\"BGDIA\"}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"B\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Rothé\",\"source\":\"VGM\",\"page\":208,\"otherSources\":[{\"source\":\"CoA\",\"page\":48}],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[10],\"hp\":{\"average\":15,\"formula\":\"2d10 + 4\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":10,\"con\":14,\"int\":2,\"wis\":10,\"cha\":4,\"senses\":[\"darkvision 30 ft.\"],\"passive\":10,\"cr\":\"1/4\",\"trait\":[{\"name\":\"Charge\",\"entries\":[\"If the rothé moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 ({@damage 2d6}) piercing damage.\"]}],\"action\":[{\"name\":\"Gore\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]}],\"environment\":[\"grassland\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/rothe.mp3\"},\"traitTags\":[\"Charge\"],\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Sea Spawn\",\"source\":\"VGM\",\"page\":189,\"reprintedAs\":[\"Sea Spawn|MPMM\"],\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":11,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":32,\"formula\":\"5d8 + 10\"},\"speed\":{\"walk\":20,\"swim\":30},\"str\":15,\"dex\":8,\"con\":15,\"int\":6,\"wis\":10,\"cha\":8,\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"languages\":[\"understands Aquan and Common but can't speak\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Limited Amphibiousness\",\"entries\":[\"The sea spawn can breathe air and water, but needs to be submerged in the sea at least once a day for 1 minute to avoid suffocating.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The sea spawn makes three attacks: two unarmed strikes and one with its Piscine Anatomy.\"]},{\"name\":\"Unarmed Strike\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage.\"]},{\"name\":\"Piscine Anatomy\",\"entries\":[\"The sea spawn has one or more of the following attack options, provided it has the appropriate anatomy:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Bite\",\"entry\":\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"},{\"type\":\"item\",\"name\":\"Poison Quills\",\"entry\":\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}3 ({@damage 1d6}) poison damage, and the target must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"},{\"type\":\"item\",\"name\":\"Tentacle\",\"entry\":\"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 12}) if it is a Medium or smaller creature. Until this grapple ends, the sea spawn can't use this tentacle on another target.\"}]}]}],\"environment\":[\"underwater\",\"coastal\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/sea-spawn.mp3\"},\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AQ\",\"C\",\"CS\"],\"damageTags\":[\"B\",\"I\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Shadow Mastiff\",\"source\":\"VGM\",\"page\":190,\"reprintedAs\":[\"Shadow Mastiff Alpha|MPMM\"],\"size\":[\"M\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"ac\":[12],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":40},\"str\":16,\"dex\":14,\"con\":13,\"int\":5,\"wis\":12,\"cha\":5,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks while in dim light or darkness\",\"cond\":true}],\"cr\":\"2\",\"trait\":[{\"name\":\"Ethereal Awareness\",\"entries\":[\"The shadow mastiff can see ethereal creatures and objects.\"]},{\"name\":\"Keen Hearing and Smell\",\"entries\":[\"The shadow mastiff has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell.\"]},{\"name\":\"Shadow Blend\",\"entries\":[\"While in dim light or darkness, the shadow mastiff can use a bonus action to become {@condition invisible}, along with anything it is wearing or carrying. The invisibility lasts until the shadow mastiff uses a bonus action to end it or until the shadow mastiff attacks, is in bright light, or is {@condition incapacitated}.\"]},{\"name\":\"Sunlight Weakness\",\"entries\":[\"While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls, ability checks, and saving throws.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Shadow Mastiff Alpha\",\"entries\":[\"A shadow mastiff alpha has the statistics of a normal shadow mastiff, with the following modifications:\",{\"type\":\"list\",\"items\":[\"The alpha has above average (42–54) hit points.\",\"It has an Intelligence of 6 (-2).\",\"It has the Terrifying Howl action option described below.\"]},{\"type\":\"entries\",\"name\":\"Terrifying Howl\",\"entries\":[\"The shadow mastiff howls. Any beast or humanoid within 300 feet of the mastiff and able to hear its howl must succeed on a {@dc 11} Wisdom saving throw or be {@condition frightened} for 1 minute. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to any shadow mastiff's Terrifying Howl for the next 24 hours.\"]}]}],\"environment\":[\"forest\",\"swamp\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/shadow-mastiff.mp3\"},\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\",\"prone\"],\"savingThrowForced\":[\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Shadow Mastiff Alpha\",\"source\":\"VGM\",\"_mod\":{\"action\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Terrifying Howl\",\"entries\":[\"The shadow mastiff howls. Any beast or humanoid within 300 feet of the mastiff and able to hear its howl must succeed on a {@dc 11} Wisdom saving throw or be {@condition frightened} for 1 minute. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to any shadow mastiff's Terrifying Howl for the next 24 hours.\"]}}},\"hp\":{\"average\":48,\"formula\":\"6d8 + 6\"},\"int\":6,\"variant\":null}]},{\"name\":\"Shoosuva\",\"source\":\"VGM\",\"page\":137,\"reprintedAs\":[\"Shoosuva|MPMM\"],\"size\":[\"L\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":110,\"formula\":\"13d10 + 39\"},\"speed\":{\"walk\":40},\"str\":18,\"dex\":13,\"con\":17,\"int\":7,\"wis\":14,\"cha\":9,\"save\":{\"dex\":\"+4\",\"con\":\"+6\",\"wis\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[\"cold\",\"fire\",\"lightning\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Abyssal\",\"Gnoll\",\"telepathy 120 ft.\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Rampage\",\"entries\":[\"When it reduces a creature to 0 hit points with a melee attack on its turn, the shoosuva can take a bonus action to move up to half its speed and make a bite attack.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The shoosuva makes two attacks: one with its bite and one with its tail stinger.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}26 ({@damage 4d10 + 4}) piercing damage.\"]},{\"name\":\"Tail Stinger\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 15 ft., one creature. {@h}13 ({@damage 2d8 + 4}) piercing damage, and the target must succeed on a {@dc 14} Constitution saving throw or become {@condition poisoned}. While {@condition poisoned}, the target is also {@condition paralyzed}. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"grassland\",\"forest\",\"hill\",\"arctic\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/shoosuva.mp3\"},\"traitTags\":[\"Rampage\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"OTH\",\"TP\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"paralyzed\",\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Slithering Tracker\",\"source\":\"VGM\",\"page\":191,\"otherSources\":[{\"source\":\"ToA\"},{\"source\":\"IMR\"},{\"source\":\"MOT\"}],\"reprintedAs\":[\"Slithering Tracker|MPMM\"],\"size\":[\"M\"],\"type\":\"ooze\",\"alignment\":[\"C\",\"E\"],\"ac\":[14],\"hp\":{\"average\":32,\"formula\":\"5d8 + 10\"},\"speed\":{\"walk\":30,\"climb\":30,\"swim\":30},\"str\":16,\"dex\":19,\"con\":15,\"int\":10,\"wis\":14,\"cha\":11,\"skill\":{\"stealth\":\"+8\"},\"senses\":[\"blindsight 120 ft.\"],\"passive\":12,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"vulnerable\":[\"cold\",\"fire\"],\"conditionImmune\":[\"blinded\",\"deafened\",\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"prone\",\"restrained\",\"unconscious\"],\"languages\":[\"understands languages it knew in its previous form but can't speak\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Ambusher\",\"entries\":[\"In the first round of a combat, the slithering tracker has advantage on attack rolls against any creature it {@status surprised}.\"]},{\"name\":\"Damage Transfer\",\"entries\":[\"While grappling a creature, the slithering tracker takes only haIf the damage dealt to it, and the creature it is grappling takes the other half.\"]},{\"name\":\"False Appearance\",\"entries\":[\"While the slithering tracker remains motionless, it is indistinguishable from a puddle, unless an observer succeeds on a {@dc 18} Intelligence ({@skill Investigation}) check.\"]},{\"name\":\"Keen Tracker\",\"entries\":[\"The slithering tracker has advantage on Wisdom checks to track prey.\"]},{\"name\":\"Liquid Form\",\"entries\":[\"The slithering tracker can enter an enemy's space and stop there. It can also move through a space as narrow as 1 inch wide without squeezing.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The slithering tracker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Watery Stealth\",\"entries\":[\"While underwater, the slithering tracker has advantage on Dexterity ({@skill Stealth}) checks made to hide, and it can take the Hide action as a bonus action.\"]}],\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) bludgeoning damage.\"]},{\"name\":\"Life Leech\",\"entries\":[\"One Large or smaller creature that the slithering tracker can see within 5 feet of it must succeed on a {@dc 13} Dexterity saving throw or be {@condition grappled} (escape {@dc 13}). Until this grapple ends, the target is {@condition restrained} and unable to breathe unless it can breathe water. In addition, the {@condition grappled} target takes 16 ({@damage 3d10}) necrotic damage at the start of each of its turns. The slithering tracker can grapple only one target at a time.\"]}],\"environment\":[\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/slithering-tracker.mp3\"},\"traitTags\":[\"Ambusher\",\"False Appearance\",\"Keen Senses\",\"Spider Climb\"],\"senseTags\":[\"B\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"B\",\"N\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Spawn of Kyuss\",\"source\":\"VGM\",\"page\":192,\"reprintedAs\":[\"Spawn of Kyuss|MPMM\"],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"ac\":[10],\"hp\":{\"average\":76,\"formula\":\"9d8 + 36\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":11,\"con\":18,\"int\":5,\"wis\":7,\"cha\":3,\"save\":{\"wis\":\"+1\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"understands the languages it knew in life but can't speak\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Regeneration\",\"entries\":[\"The spawn of Kyuss regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or a body of running water. If the spawn takes acid, fire, or radiant damage, this trait doesn't function at the start of the spawn's next turn. The spawn is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.\"]},{\"name\":\"Worms\",\"entries\":[\"If the spawn of Kyuss is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away, and it loses its Burrowing Worm action.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The spawn of Kyuss makes two attacks with its claws and uses Burrowing Worm.\"]},{\"name\":\"Burrowing Worm\",\"entries\":[\"A worm launches from the spawn of Kyuss at one humanoid that the spawn can see within 10 feet of it. The worm latches onto the target's skin unless the target succeeds on a {@dc 11} Dexterity saving throw. The worm is a Tiny undead with AC 6, 1 hit point, a 2 (-4) in every ability score, and a speed of 1 foot. While on the target's skin, the worm can be killed by normal means or scraped off using an action (the spawn can use this action to launch a scraped-off worm at a humanoid it can see within 10 feet of the worm). Otherwise, the worm burrows under the target's skin at the end of the target's next turn, dealing 1 piercing damage to it. At the end of each of its turns thereafter, the target takes 7 ({@damage 2d6}) necrotic damage per worm infesting it (maximum of {@dice 10d6}). A worm-infested target dies if it drops to 0 hit points, then rises 10 minutes later as a spawn of Kyuss. If a worm-infested creature is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage plus 7 ({@damage 2d6}) necrotic damage.\"]}],\"environment\":[\"underdark\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/spawn-of-kyuss.mp3\"},\"traitTags\":[\"Regeneration\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"LF\"],\"damageTags\":[\"N\",\"P\",\"S\"],\"miscTags\":[\"DIS\",\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Stegosaurus\",\"group\":[\"Dinosaurs\"],\"source\":\"VGM\",\"page\":140,\"otherSources\":[{\"source\":\"ToA\"}],\"reprintedAs\":[\"Stegosaurus|MPMM\"],\"size\":[\"H\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":76,\"formula\":\"8d12 + 24\"},\"speed\":{\"walk\":40},\"str\":20,\"dex\":9,\"con\":17,\"int\":2,\"wis\":11,\"cha\":5,\"passive\":10,\"cr\":\"4\",\"action\":[{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}26 ({@damage 6d6 + 5}) piercing damage.\"]}],\"environment\":[\"grassland\",\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/stegosaurus.mp3\"},\"damageTags\":[\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Stench Kow\",\"source\":\"VGM\",\"page\":208,\"reprintedAs\":[\"Stench Kow|MPMM\"],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[10],\"hp\":{\"average\":15,\"formula\":\"2d10 + 4\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":10,\"con\":14,\"int\":2,\"wis\":10,\"cha\":4,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"cold\",\"fire\",\"poison\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Charge\",\"entries\":[\"If the kow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 ({@damage 2d6}) piercing damage.\"]},{\"name\":\"Stench\",\"entries\":[\"Any creature other than a stench kow that starts its turn within 5 feet of the stench kow must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all stench kows for 1 hour.\"]}],\"action\":[{\"name\":\"Gore\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/stench-cow.mp3\"},\"traitTags\":[\"Charge\"],\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Stone Giant Dreamwalker\",\"source\":\"VGM\",\"page\":150,\"reprintedAs\":[\"Stone Giant Dreamwalker|MPMM\"],\"size\":[\"H\"],\"type\":{\"type\":\"giant\",\"tags\":[\"stone giant\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":161,\"formula\":\"14d12 + 70\"},\"speed\":{\"walk\":40},\"str\":23,\"dex\":14,\"con\":21,\"int\":10,\"wis\":8,\"cha\":12,\"save\":{\"dex\":\"+6\",\"con\":\"+9\",\"wis\":\"+3\"},\"skill\":{\"athletics\":\"+14\",\"perception\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common\",\"Giant\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Dreamwalker's Charm\",\"entries\":[\"An enemy that starts its turn within 30 feet of the giant must make a {@dc 13} Charisma saving throw, provided that the giant isn't {@condition incapacitated}. On a failed save, the creature is {@condition charmed} by the giant. A creature {@condition charmed} in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, the creature is immune to this giant's Dreamwalker's Charm for 24 hours.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giant makes two attacks with its greatclub.\"]},{\"name\":\"Greatclub\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 15 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage.\"]},{\"name\":\"Petrifying Touch\",\"entries\":[\"The giant touches one Medium or smaller creature within 10 feet of it that is {@condition charmed} by it. The target must make a {@dc 17} Constitution saving throw. On a failed save, the target becomes {@condition petrified}, and the giant can adhere the target to its stony body. {@spell Greater restoration} spells and other magic that can undo petrification have no effect on a {@condition petrified} creature on the giant unless the giant is dead, in which case the magic works normally, freeing the {@condition petrified} creature as well as ending the {@condition petrified} condition on it.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 10} to hit, range 60/240 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 17} Strength saving throw or be knocked {@condition prone}.\"]}],\"environment\":[\"mountain\",\"hill\",\"coastal\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/stone-giant-dreamwalker.mp3\"},\"attachedItems\":[\"greatclub|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\",\"RW\"],\"conditionInflict\":[\"charmed\",\"petrified\",\"prone\"],\"savingThrowForced\":[\"charisma\",\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Storm Giant Quintessent\",\"source\":\"VGM\",\"page\":151,\"otherSources\":[{\"source\":\"GoS\"}],\"reprintedAs\":[\"Storm Giant Quintessent|MPMM\"],\"size\":[\"H\"],\"type\":{\"type\":\"giant\",\"tags\":[\"storm giant\"]},\"alignment\":[\"C\",\"G\"],\"ac\":[12],\"hp\":{\"average\":230,\"formula\":\"20d12 + 100\"},\"speed\":{\"walk\":50,\"fly\":{\"number\":50,\"condition\":\"(hover)\"},\"swim\":50,\"canHover\":true},\"str\":29,\"dex\":14,\"con\":20,\"int\":17,\"wis\":20,\"cha\":19,\"save\":{\"str\":\"+14\",\"con\":\"+10\",\"wis\":\"+10\",\"cha\":\"+9\"},\"skill\":{\"arcana\":\"+8\",\"history\":\"+8\"},\"senses\":[\"truesight 60 ft.\"],\"passive\":20,\"resist\":[\"cold\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"lightning\",\"thunder\"],\"languages\":[\"Common\",\"Giant\"],\"cr\":\"16\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The giant can breathe air and water.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The giant makes two Lightning Sword attacks or uses Wind Javelin twice.\"]},{\"name\":\"Lightning Sword\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 15 ft., one target. {@h}40 ({@damage 9d6 + 9}) lightning damage.\"]},{\"name\":\"Windjavelin\",\"entries\":[\"The giant coalesces wind into a javelin-like form and hurls it at a creature it can see within 600 feet of it. The javelin is considered a magic weapon and deals 19 ({@damage 3d6 + 9}) piercing damage to the target, striking unerringly. The javelin disappears after it hits.\"]}],\"legendary\":[{\"name\":\"Gust\",\"entries\":[\"The giant targets a creature it can see within 60 feet of it and creates a magical gust of wind around it. The target must succeed on a {@dc 18} Strength saving throw or be pushed up to 20 feet in any horizontal direction the giant chooses.\"]},{\"name\":\"Thunderbolt (2 Actions)\",\"entries\":[\"The giant hurls a thunderbolt at a creature it can see within 600 feet of it. The target must make a {@dc 18} Dexterity saving throw, taking 22 ({@damage 4d10}) thunder damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"One with the Storm (3 Actions)\",\"entries\":[\"The giant vanishes, dispersing itself into the storm surrounding its lair. The giant can end this effect at the start of any of its turns, becoming a giant once more and appearing in any location it chooses within its lair. While dispersed, the giant can't take any actions other than lair actions, and it can't be targeted by attacks, spells, or other effects. The giant can't use this ability outside its lair, nor can it use this ability if another creature is using a {@spell control weather} spell or similar magic to quell the storm.\"]}],\"legendaryGroup\":{\"name\":\"Storm Giant Quintessent\",\"source\":\"VGM\"},\"environment\":[\"underwater\",\"mountain\",\"desert\",\"coastal\",\"arctic\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/storm-giant-quintessent.mp3\"},\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"L\",\"P\",\"T\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"savingThrowForcedLegendary\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Swarm of Cranium Rats\",\"source\":\"VGM\",\"page\":133,\"reprintedAs\":[\"Swarm of Cranium Rats|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"beast\",\"swarmSize\":\"T\"},\"alignment\":[\"L\",\"E\"],\"ac\":[12],\"hp\":{\"average\":36,\"formula\":\"8d8\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":14,\"con\":10,\"int\":15,\"wis\":11,\"cha\":14,\"senses\":[\"darkvision 30 ft.\"],\"passive\":10,\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"prone\",\"restrained\",\"stunned\"],\"languages\":[\"telepathy 30 ft.\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The swarm's innate spellcasting ability is Intelligence (spell save {@dc 13}). As long as it has more than half of its hit points, it can innately cast the following spells, requiring no components:\"],\"will\":[\"{@spell command}\",\"{@spell comprehend languages}\",\"{@spell detect thoughts}\"],\"daily\":{\"1e\":[\"{@spell confusion}\",\"{@spell dominate monster}\"]},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Illumination\",\"entries\":[\"As a bonus action, the swarm can shed dim light from its brains in a 5-foot radius, increase the illumination to bright light in a 5 to 20-foot radius (and dim light for an additional number of feet equal to the chosen radius), or extinguish the light.\"]},{\"name\":\"Swarm\",\"entries\":[\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.\"]},{\"name\":\"Telepathic Shroud\",\"entries\":[\"The swarm is immune to any effect that would sense its emotions or read its thoughts. as well as to all divination spells.\"]}],\"action\":[{\"name\":\"Bites\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 0 ft., one target in the swarm's space. {@h}14 ({@damage 4d6}) piercing damage, or 7 ({@damage 2d6}) piercing damage if the swarm has half of its hit points or fewer.\"]}],\"environment\":[\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/swarm-of-cranium-rats.mp3\"},\"traitTags\":[\"Illumination\"],\"senseTags\":[\"D\"],\"languageTags\":[\"TP\"],\"damageTags\":[\"P\"],\"spellcastingTags\":[\"I\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Swarm of Rot Grubs\",\"source\":\"VGM\",\"page\":208,\"otherSources\":[{\"source\":\"GoS\"}],\"reprintedAs\":[\"Swarm of Rot Grubs|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"beast\",\"swarmSize\":\"T\"},\"alignment\":[\"U\"],\"ac\":[8],\"hp\":{\"average\":22,\"formula\":\"5d8\"},\"speed\":{\"walk\":5,\"climb\":5},\"str\":2,\"dex\":7,\"con\":10,\"int\":1,\"wis\":2,\"cha\":1,\"senses\":[\"blindsight 10 ft.\"],\"passive\":6,\"resist\":[\"piercing\",\"slashing\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"prone\",\"restrained\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Swarm\",\"entries\":[\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny maggot. The swarm can't regain hit points or gain temporary hit points.\"]}],\"action\":[{\"name\":\"Bites\",\"entries\":[\"{@atk mw} {@hit 0} to hit, reach 0 ft., one creature in the swarm's space. {@h}The target is infested by {@dice 1d4} rot grubs. At the start of each of the target's turns, the target takes {@dice 1d6} piercing damage per rot grub infesting it. Applying fire to the bite wound before the end of the target's next turn deals 1 fire damage to the target and kills these rot grubs. After this time, these rot grubs are too far under the skin to be burned. If a target infested by rot grubs ends its turn with 0 hit points, it dies as the rot grubs burrow into its heart and kill it. Any effect that cures disease kills all rot grubs infesting the target.\"]}],\"environment\":[\"underdark\",\"swamp\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/swarm-of-rot-grubs.mp3\"},\"senseTags\":[\"B\"],\"damageTags\":[\"F\",\"P\"],\"miscTags\":[\"DIS\",\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Swashbuckler\",\"source\":\"VGM\",\"page\":217,\"otherSources\":[{\"source\":\"WDH\"},{\"source\":\"ToA\"},{\"source\":\"DIP\"},{\"source\":\"SLW\"},{\"source\":\"SDW\"}],\"reprintedAs\":[\"Swashbuckler|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"NX\",\"C\",\"G\",\"NY\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":66,\"formula\":\"12d8 + 12\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":18,\"con\":12,\"int\":14,\"wis\":11,\"cha\":15,\"skill\":{\"acrobatics\":\"+8\",\"athletics\":\"+5\",\"persuasion\":\"+6\"},\"passive\":10,\"languages\":[\"any one language (usually Common)\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Lightfooted\",\"entries\":[\"The swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns.\"]},{\"name\":\"Suave Defense\",\"entries\":[\"While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The swashbuckler makes three attacks: one with a dagger and two with its rapier.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage.\"]},{\"name\":\"Rapier\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage.\"]}],\"environment\":[\"coastal\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/swashbuckler.mp3\"},\"attachedItems\":[\"dagger|phb\",\"rapier|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tanarukk\",\"source\":\"VGM\",\"page\":186,\"reprintedAs\":[\"Tanarukk|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\",\"orc\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":95,\"formula\":\"10d8 + 50\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":13,\"con\":20,\"int\":9,\"wis\":9,\"cha\":9,\"skill\":{\"intimidation\":\"+2\",\"perception\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[\"fire\",\"poison\"],\"languages\":[\"Abyssal\",\"Common\",\"Orc\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Aggressive\",\"entries\":[\"As a bonus action, the tanarukk can move up to its speed toward a hostile creature that it can see.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The tanarukk has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The tanarukk makes two attacks: one with its bite and one with its greatsword.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage.\"]}],\"reaction\":[{\"name\":\"Unbridled Fury\",\"entries\":[\"In response to being hit by a melee attack, the tanarukk can make one melee weapon attack with advantage against the attacker.\"]}],\"environment\":[\"underdark\",\"mountain\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/tanarukk.mp3\"},\"attachedItems\":[\"greatsword|phb\"],\"traitTags\":[\"Aggressive\",\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"O\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Thorny\",\"source\":\"VGM\",\"page\":197,\"otherSources\":[{\"source\":\"ToA\"}],\"reprintedAs\":[\"Thorny Vegepygmy|MPMM\"],\"size\":[\"M\"],\"type\":\"plant\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":27,\"formula\":\"5d8 + 5\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":12,\"con\":13,\"int\":2,\"wis\":10,\"cha\":6,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[\"lightning\",\"piercing\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Plant Camouflage\",\"entries\":[\"The thorny has advantage on Dexterity ({@skill Stealth}) checks it makes in any terrain with ample obscuring plant life.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The thorny regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the thorny's next turn. The thorny dies only if it starts its turn with 0 hit points and doesn't regenerate.\"]},{\"name\":\"Thorny Body\",\"entries\":[\"At the start of its turn, the thorny deals 2 ({@damage 1d4}) piercing damage to any creature grappling it.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d6 + 1}) piercing damage.\"]}],\"environment\":[\"forest\",\"swamp\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/thorny.mp3\"},\"traitTags\":[\"Camouflage\",\"Regeneration\"],\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tlincalli\",\"source\":\"VGM\",\"page\":193,\"reprintedAs\":[\"Tlincalli|MPMM\"],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":85,\"formula\":\"10d10 + 30\"},\"speed\":{\"walk\":40},\"str\":16,\"dex\":13,\"con\":16,\"int\":8,\"wis\":12,\"cha\":8,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+4\",\"survival\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Tlincalli\"],\"cr\":\"5\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The tlincalli makes two attacks: one with its longsword or spiked chain, and one with its sting.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands.\"]},{\"name\":\"Spiked Chain\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target is {@condition grappled} (escape {@dc 11}) if it is a Large or smaller creature. Until this grapple ends, the target is {@condition restrained}, and the tlincalli can't use the spiked chain against another target.\"]},{\"name\":\"Sting\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 14 ({@damage 4d6}) poison damage, and the target must succeed on a {@dc 14} Constitution saving throw or be {@condition poisoned} for 1 minute. If it fails the saving throw by 5 or more, the target is also {@condition paralyzed} while {@condition poisoned}. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/tlincalli.mp3\"},\"attachedItems\":[\"longsword|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"paralyzed\",\"poisoned\",\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Transmuter\",\"source\":\"VGM\",\"page\":218,\"otherSources\":[{\"source\":\"TftYP\"}],\"reprintedAs\":[\"Transmuter Wizard|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"A\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":40,\"formula\":\"9d8\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":14,\"con\":11,\"int\":17,\"wis\":12,\"cha\":11,\"save\":{\"int\":\"+6\",\"wis\":\"+4\"},\"skill\":{\"arcana\":\"+6\",\"history\":\"+6\"},\"passive\":11,\"languages\":[\"any four languages\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The transmuter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The transmuter has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell light}\",\"{@spell mending}\",\"{@spell prestidigitation}\",\"{@spell ray of frost}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell chromatic orb}\",\"{@spell expeditious retreat}*\",\"{@spell mage armor}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell alter self}*\",\"{@spell hold person}\",\"{@spell knock}*\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell blink}*\",\"{@spell fireball}\",\"{@spell slow}*\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell polymorph}*\",\"{@spell stoneskin}\"]},\"5\":{\"slots\":1,\"spells\":[\"{@spell telekinesis}*\"]}},\"footerEntries\":[\"*Transmutation spell of 1st level or higher\"],\"ability\":\"int\"}],\"trait\":[{\"name\":\"Transmuter's Stone\",\"entries\":[\"The transmuter carries a magic stone it crafted that grants its bearer one of the following effects:\",\"Darkvision out to a range of 60 feet\",\"An extra 10 feet of speed while the bearer is unencumbered\",\"Proficiency with Constitution saving throws\",\"Resistance to acid, cold, fire, lightning, or thunder damage (transmuter's choice whenever the transmuter chooses this benefit)\",\"If the transmuter has the stone and casts a transmutation spell of 1st level or higher, it can change the effect of the stone.\"]}],\"action\":[{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage, or 3 ({@damage 1d8 - 1}) bludgeoning damage if used with two hands.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/transmuter.mp3\"},\"attachedItems\":[\"quarterstaff|phb\"],\"languageTags\":[\"X\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"A\",\"B\",\"C\",\"F\",\"I\",\"L\",\"P\",\"S\",\"T\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Trapper\",\"source\":\"VGM\",\"page\":194,\"otherSources\":[{\"source\":\"IMR\"}],\"reprintedAs\":[\"Trapper|MPMM\"],\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":85,\"formula\":\"10d10 + 30\"},\"speed\":{\"walk\":10,\"climb\":10},\"str\":17,\"dex\":10,\"con\":17,\"int\":2,\"wis\":13,\"cha\":4,\"skill\":{\"stealth\":\"+2\"},\"senses\":[\"blindsight 30 ft.\",\"darkvision 60 ft.\"],\"passive\":11,\"cr\":\"3\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"While the trapper is attached to a ceiling, floor, or wall and remains motionless, it is almost indistinguishable from an ordinary section of ceiling, floor, or wall. A creature that can see it and succeeds on a {@dc 20} Intelligence ({@skill Investigation}) or Intelligence ({@skill Nature}) check can discern its presence.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The trapper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Smother\",\"entries\":[\"One Large or smaller creature within 5 feet of the trapper must succeed on a {@dc 14} Dexterity saving throw or be {@condition grappled} (escape {@dc 14}). Until the grapple ends, the target takes 17 ({@damage 4d6 + 3}) bludgeoning damage plus 3 ({@damage 1d6}) acid damage at the start of each of its turns. While {@condition grappled} in this way, the target is {@condition restrained}, {@condition blinded}, and at risk of suffocating. The trapper can smother only one creature at a time.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/trapper.mp3\"},\"traitTags\":[\"False Appearance\",\"Spider Climb\"],\"senseTags\":[\"B\",\"D\"],\"damageTags\":[\"A\",\"B\"],\"conditionInflict\":[\"blinded\",\"grappled\",\"restrained\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ulitharid\",\"source\":\"VGM\",\"page\":175,\"otherSources\":[{\"source\":\"WDMM\"}],\"reprintedAs\":[\"Ulitharid|MPMM\"],\"size\":[\"L\"],\"type\":\"aberration\",\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item breastplate|phb}\"]}],\"hp\":{\"average\":127,\"formula\":\"17d10 + 14\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":12,\"con\":15,\"int\":21,\"wis\":19,\"cha\":21,\"save\":{\"int\":\"+9\",\"wis\":\"+8\",\"cha\":\"+9\"},\"skill\":{\"arcana\":\"+9\",\"insight\":\"+8\",\"perception\":\"+8\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":18,\"languages\":[\"Deep Speech\",\"Undercommon\",\"telepathy 2 miles\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The ulitharid's innate spellcasting ability is Intelligence (spell save {@dc 17}). It can innately cast the following spells, requiring no components:\"],\"will\":[\"{@spell detect thoughts}\",\"{@spell levitate}\"],\"daily\":{\"1e\":[\"{@spell confusion}\",\"{@spell dominate monster}\",\"{@spell eyebite}\",\"{@spell feeblemind}\",\"{@spell mass suggestion}\",\"{@spell plane shift} (self only)\",\"{@spell project image}\",\"{@spell scrying}\",\"{@spell telekinesis}\"]},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Creature Sense\",\"entries\":[\"The ulitharid is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature's intelligence score, but can't sense anything else about it. A creature protected by a {@spell mind blank} spell, a {@spell nondetection} spell, or similar magic can't be perceived in this manner.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The ulitharid has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Psionic Hub\",\"entries\":[\"If an elder brain establishes a psychic link with the ulitharid, the elder brain can form a psychic link with any other creature the ulitharid can detect using its Creature Sense. Any such link ends if the creature falls outside the telepathy ranges of both the ulitharid and the elder brain. The ulitharid can maintain its psychic link with the elder brain regardless of the distance between them, so long as they are both on the same plane of existence. If the ulitharid is more than 5 miles away from the elder brain, it can end the psychic link at any time (no action required).\"]}],\"action\":[{\"name\":\"Tentacles\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one creature. {@h}27 ({@damage 4d10 + 5}) psychic damage. If the target is Large or smaller, it is {@condition grappled} (escape {@dc 14}) and must succeed on a {@dc 17} Intelligence saving throw or be {@condition stunned} until this grapple ends.\"]},{\"name\":\"Extract Brain\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one {@condition incapacitated} humanoid {@condition grappled} by the ulitharid. {@h}55 ({@damage 10d10}) piercing damage. If this damage reduces the target to 0 hit points, the ulitharid kills the target by extracting and devouring its brain.\"]},{\"name\":\"Mind Blast {@recharge 5}\",\"entries\":[\"The ulitharid magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a {@dc 17} Intelligence saving throw or take 31 ({@damage 4d12 + 5}) psychic damage and be {@condition stunned} for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"underdark\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/ulitharid.mp3\"},\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Tentacles\"],\"languageTags\":[\"DS\",\"TP\",\"U\"],\"damageTags\":[\"P\",\"Y\"],\"damageTagsSpell\":[\"Y\"],\"spellcastingTags\":[\"I\",\"P\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"stunned\"],\"conditionInflictSpell\":[\"blinded\",\"charmed\",\"deafened\",\"frightened\",\"restrained\",\"unconscious\"],\"savingThrowForced\":[\"intelligence\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Vargouille\",\"source\":\"VGM\",\"page\":195,\"reprintedAs\":[\"Vargouille|MPMM\"],\"size\":[\"T\"],\"type\":\"fiend\",\"alignment\":[\"C\",\"E\"],\"ac\":[12],\"hp\":{\"average\":13,\"formula\":\"3d4 + 6\"},\"speed\":{\"walk\":5,\"fly\":40},\"str\":6,\"dex\":14,\"con\":14,\"int\":4,\"wis\":7,\"cha\":2,\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"understands Abyssal\",\"Infernal\",\"and any languages it knew before becoming a vargouille but can't speak\"],\"cr\":\"1\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage plus 10 ({@damage 3d6}) poison damage.\"]},{\"name\":\"Kiss\",\"entries\":[\"The vargouille kisses one {@condition incapacitated} humanoid within 5 feet of it. The target must succeed on a {@dc 12} Charisma saving throw or become cursed. The cursed target loses 1 point of Charisma after each hour, as its head takes on fiendish aspects. The curse doesn't advance while the target is in sunlight or the area of a {@spell daylight} spell; don't count that time. When the cursed target's Charisma becomes 2, it dies, and its head tears from its body and becomes a new vargouille. Casting {@spell remove curse}, {@spell greater restoration}, or a similar spell on the target before the transformation is complete can end the curse. Doing so undoes the changes made to the target by the curse.\"]},{\"name\":\"Stunning Shriek\",\"entries\":[\"The vargouille shrieks. Each humanoid and beast within 30 feet of the vargouille and able to hear it must succeed on a {@dc 12} Wisdom saving throw or be {@condition frightened} until the end of the vargouille's next turn. While {@condition frightened} in this way, a target is {@condition stunned}. If a target's saving throw is successful or the effect ends for it, the target is immune to the Stunning Shriek of all vargouilles for 1 hour.\"]}],\"environment\":[\"underdark\",\"swamp\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/vargouille.mp3\"},\"senseTags\":[\"D\"],\"languageTags\":[\"AB\",\"CS\",\"I\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"CUR\",\"MW\"],\"conditionInflict\":[\"frightened\",\"stunned\"],\"savingThrowForced\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Vegepygmy\",\"source\":\"VGM\",\"page\":196,\"otherSources\":[{\"source\":\"ToA\"}],\"reprintedAs\":[\"Vegepygmy|MPMM\"],\"size\":[\"S\"],\"type\":\"plant\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":9,\"formula\":\"2d6 + 2\"},\"speed\":{\"walk\":30},\"str\":7,\"dex\":14,\"con\":13,\"int\":6,\"wis\":11,\"cha\":7,\"skill\":{\"perception\":\"+2\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[\"lightning\",\"piercing\"],\"languages\":[\"Vegepygmy\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Plant Camouflage\",\"entries\":[\"The vegepygmy has advantage on Dexterity ({@skill Stealth}) checks it makes in any terrain with ample obscuring plant life.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The vegepygmy regains 3 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the vegepygmy's next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn't regenerate.\"]}],\"action\":[{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage.\"]},{\"name\":\"Sling\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage.\"]}],\"environment\":[\"forest\",\"swamp\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/vegepygmy.mp3\"},\"attachedItems\":[\"sling|phb\"],\"traitTags\":[\"Camouflage\",\"Regeneration\"],\"senseTags\":[\"D\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"B\",\"S\"],\"miscTags\":[\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Vegepygmy Chief\",\"source\":\"VGM\",\"page\":197,\"otherSources\":[{\"source\":\"ToA\"}],\"reprintedAs\":[\"Vegepygmy Chief|MPMM\"],\"size\":[\"S\"],\"type\":\"plant\",\"alignment\":[\"N\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":33,\"formula\":\"6d6 + 12\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":14,\"con\":14,\"int\":7,\"wis\":12,\"cha\":9,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"lightning\",\"piercing\"],\"languages\":[\"Vegepygmy\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Plant Camouflage\",\"entries\":[\"The vegepygmy has advantage on Dexterity ({@skill Stealth}) checks it makes in any terrain with ample obscuring plant life.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The vegepygmy regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the vegepygmy's next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn't regenerate.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The vegepygmy makes two attacks with its claws or two melee attacks with its spear.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage.\"]},{\"name\":\"Spear\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack.\"]},{\"name\":\"Spores (1/Day)\",\"entries\":[\"A 15-foot-radius cloud of toxic spores extends out from the vegepygmy. The spores spread around corners. Each creature in that area that isn't a plant must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned}. While {@condition poisoned} in this way, a target takes 9 ({@damage 2d8}) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"environment\":[\"forest\",\"swamp\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/vegepygmy-chief.mp3\"},\"attachedItems\":[\"spear|phb\"],\"traitTags\":[\"Camouflage\",\"Regeneration\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"OTH\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Velociraptor\",\"group\":[\"Dinosaurs\"],\"source\":\"VGM\",\"page\":140,\"otherSources\":[{\"source\":\"ToA\"},{\"source\":\"PSX\",\"page\":30}],\"reprintedAs\":[\"Velociraptor|MPMM\"],\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":10,\"formula\":\"3d4 + 3\"},\"speed\":{\"walk\":30},\"str\":6,\"dex\":14,\"con\":13,\"int\":4,\"wis\":12,\"cha\":6,\"skill\":{\"perception\":\"+3\"},\"passive\":13,\"cr\":\"1/4\",\"trait\":[{\"name\":\"Pack Tactics\",\"entries\":[\"The velociraptor has advantage on an attack roll against a creature if at least one of the velociraptor's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The velociraptor makes two attacks: one with its bite and one with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage.\"]}],\"environment\":[\"grassland\",\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/velociraptor.mp3\"},\"traitTags\":[\"Pack Tactics\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"War Priest\",\"source\":\"VGM\",\"page\":218,\"otherSources\":[{\"source\":\"DC\"},{\"source\":\"DIP\"},{\"source\":\"SDW\"},{\"source\":\"MOT\"}],\"reprintedAs\":[\"War Priest|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|phb}\"]}],\"hp\":{\"average\":117,\"formula\":\"18d8 + 36\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":10,\"con\":14,\"int\":11,\"wis\":17,\"cha\":13,\"save\":{\"con\":\"+6\",\"wis\":\"+7\"},\"skill\":{\"intimidation\":\"+5\",\"religion\":\"+4\"},\"passive\":13,\"languages\":[\"any two languages\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The priest is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 15}, {@hit 7} to hit with spell attacks). It has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell light}\",\"{@spell mending}\",\"{@spell sacred flame}\",\"{@spell spare the dying}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell divine favor}\",\"{@spell guiding bolt}\",\"{@spell healing word}\",\"{@spell shield of faith}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell lesser restoration}\",\"{@spell magic weapon}\",\"{@spell prayer of healing}\",\"{@spell silence}\",\"{@spell spiritual weapon}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell beacon of hope}\",\"{@spell crusader's mantle}\",\"{@spell dispel magic}\",\"{@spell revivify}\",\"{@spell spirit guardians}\",\"{@spell water walk}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell banishment}\",\"{@spell freedom of movement}\",\"{@spell guardian of faith}\",\"{@spell stoneskin}\"]},\"5\":{\"slots\":1,\"spells\":[\"{@spell flame strike}\",\"{@spell mass cure wounds}\",\"{@spell hold monster}\"]}},\"ability\":\"wis\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The priest makes two melee attacks.\"]},{\"name\":\"Maul\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage.\"]}],\"reaction\":[{\"name\":\"Guided Strike (Recharges after a Short or Long Rest)\",\"entries\":[\"The priest grants a +10 bonus to an attack roll made by itself or another creature within 30 feet of it. The priest can make this choice after the roll is made but before it hits or misses.\"]}],\"environment\":[\"desert\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/war-priest.mp3\"},\"attachedItems\":[\"maul|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"X\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"F\",\"N\",\"O\",\"R\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Warlock of the Archfey\",\"source\":\"VGM\",\"page\":219,\"reprintedAs\":[\"Warlock of the Archfey|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"A\"],\"ac\":[11,{\"ac\":14,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":49,\"formula\":\"11d8\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":13,\"con\":11,\"int\":11,\"wis\":12,\"cha\":18,\"save\":{\"wis\":\"+3\",\"cha\":\"+6\"},\"skill\":{\"arcana\":\"+2\",\"deception\":\"+6\",\"nature\":\"+2\",\"persuasion\":\"+6\"},\"passive\":11,\"conditionImmune\":[\"charmed\"],\"languages\":[\"any two languages (usually Sylvan)\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save {@dc 15}), requiring no material components:\"],\"will\":[\"{@spell disguise self}\",\"{@spell mage armor} (self only)\",\"{@spell silent image}\",\"{@spell speak with animals}\"],\"daily\":{\"1\":[\"{@spell conjure fey}\"]},\"ability\":\"cha\"},{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The warlock is an 11th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 14}, {@hit 6} to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell dancing lights}\",\"{@spell eldritch blast}\",\"{@spell friends}\",\"{@spell mage hand}\",\"{@spell minor illusion}\",\"{@spell prestidigitation}\",\"{@spell vicious mockery}\"]},\"5\":{\"lower\":1,\"slots\":3,\"spells\":[\"{@spell blink}\",\"{@spell charm person}\",\"{@spell dimension door}\",\"{@spell dominate beast}\",\"{@spell faerie fire}\",\"{@spell fear}\",\"{@spell hold monster}\",\"{@spell misty step}\",\"{@spell phantasmal force}\",\"{@spell seeming}\",\"{@spell sleep}\"]}},\"ability\":\"cha\"}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Misty Escape (Recharges after a Short or Long Rest)\",\"entries\":[\"In response to taking damage, the warlock turns {@condition invisible} and teleports up to 60 feet to an unoccupied space it can see. It remains {@condition invisible} until the start of its next turn or until it attacks, makes a damage roll, or casts a spell.\"]}],\"environment\":[\"arctic\",\"forest\",\"mountain\",\"swamp\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/warlock-of-the-archfey.mp3\"},\"attachedItems\":[\"dagger|phb\"],\"languageTags\":[\"S\",\"X\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"O\",\"Y\"],\"spellcastingTags\":[\"CL\",\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflictSpell\":[\"charmed\",\"frightened\",\"paralyzed\",\"unconscious\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Warlock of the Fiend\",\"source\":\"VGM\",\"page\":219,\"otherSources\":[{\"source\":\"IMR\"}],\"reprintedAs\":[\"Warlock of the Fiend|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"A\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":78,\"formula\":\"12d8 + 24\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":15,\"int\":12,\"wis\":12,\"cha\":18,\"save\":{\"wis\":\"+4\",\"cha\":\"+7\"},\"skill\":{\"arcana\":\"+4\",\"deception\":\"+7\",\"persuasion\":\"+7\",\"religion\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[{\"resist\":[\"slashing\"],\"note\":\"from nonmagical attacks not made with silvered weapons\",\"cond\":true}],\"languages\":[\"any two languages (usually Abyssal or Infernal)\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save {@dc 15}), requiring no material components:\"],\"will\":[\"{@spell alter self}\",\"{@spell false life}\",\"{@spell levitate} (self only)\",\"{@spell mage armor} (self only)\",\"{@spell silent image}\"],\"daily\":{\"1e\":[\"{@spell feeblemind}\",\"{@spell finger of death}\",\"{@spell plane shift}\"]},\"ability\":\"cha\"},{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The warlock is a 17th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 15}, {@hit 7} to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell eldritch blast}\",\"{@spell fire bolt}\",\"{@spell friends}\",\"{@spell mage hand}\",\"{@spell minor illusion}\",\"{@spell prestidigitation}\",\"{@spell shocking grasp}\"]},\"5\":{\"lower\":1,\"slots\":4,\"spells\":[\"{@spell banishment}\",\"{@spell burning hands}\",\"{@spell flame strike}\",\"{@spell hellish rebuke}\",\"{@spell magic circle}\",\"{@spell scorching ray}\",\"{@spell scrying}\",\"{@spell stinking cloud}\",\"{@spell suggestion}\",\"{@spell wall of fire}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Dark One's Own Luck (Recharges after a Short or Long Rest)\",\"entries\":[\"When the warlock makes an ability check or saving throw, it can add a {@dice d10} to the roll. It can do this after the roll is made but before any of the roll's effects occur.\"]}],\"action\":[{\"name\":\"Mace\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage plus 10 ({@damage 3d6}) fire damage.\"]}],\"environment\":[\"arctic\",\"desert\",\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/warlock-of-the-fiend.mp3\"},\"attachedItems\":[\"mace|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"AB\",\"I\",\"X\"],\"damageTags\":[\"B\",\"F\"],\"damageTagsSpell\":[\"B\",\"F\",\"L\",\"N\",\"O\",\"P\",\"R\",\"S\",\"Y\"],\"spellcastingTags\":[\"CL\",\"I\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Warlock of the Great Old One\",\"source\":\"VGM\",\"page\":220,\"otherSources\":[{\"source\":\"IMR\"}],\"reprintedAs\":[\"Warlock of the Great Old One|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"A\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":91,\"formula\":\"14d8 + 28\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":14,\"con\":15,\"int\":12,\"wis\":12,\"cha\":18,\"save\":{\"wis\":\"+4\",\"cha\":\"+7\"},\"skill\":{\"arcana\":\"+4\",\"history\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"psychic\"],\"languages\":[\"any two languages\",\"telepathy 30 ft.\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save {@dc 15}), requiring no material components:\"],\"will\":[\"{@spell detect magic}\",\"{@spell jump}\",\"{@spell levitate}\",\"{@spell mage armor} (self only)\",\"{@spell speak with dead}\"],\"daily\":{\"1e\":[\"{@spell arcane gate}\",\"{@spell true seeing}\"]},\"ability\":\"cha\"},{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The warlock is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 15}, {@hit 7} to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell chill touch}\",\"{@spell eldritch blast}\",\"{@spell guidance}\",\"{@spell mage hand}\",\"{@spell minor illusion}\",\"{@spell prestidigitation}\",\"{@spell shocking grasp}\"]},\"5\":{\"lower\":1,\"slots\":3,\"spells\":[\"{@spell armor of Agathys}\",\"{@spell arms of Hadar}\",\"{@spell crown of madness}\",\"{@spell clairvoyance}\",\"{@spell contact other plane}\",\"{@spell detect thoughts}\",\"{@spell dimension door}\",\"{@spell dissonant whispers}\",\"{@spell dominate beast}\",\"{@spell telekinesis}\",\"{@spell vampiric touch}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Whispering Aura\",\"entries\":[\"At the start of each of the warlock's turns, each creature of its choice within 5 feet of it must succeed on a {@dc 15} Wisdom saving throw or take 10 ({@damage 3d6}) psychic damage, provided that the warlock isn't {@condition incapacitated}.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"environment\":[\"desert\",\"hill\",\"mountain\",\"underdark\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/warlock-of-the-great-old-one.mp3\"},\"attachedItems\":[\"dagger|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"TP\",\"X\"],\"damageTags\":[\"P\",\"Y\"],\"damageTagsSpell\":[\"C\",\"L\",\"N\",\"O\",\"Y\"],\"spellcastingTags\":[\"CL\",\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflictSpell\":[\"charmed\",\"restrained\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"constitution\",\"intelligence\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Warlord\",\"source\":\"VGM\",\"page\":220,\"otherSources\":[{\"source\":\"IMR\"}],\"reprintedAs\":[\"Warlord|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|phb}\"]}],\"hp\":{\"average\":229,\"formula\":\"27d8 + 108\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":16,\"con\":18,\"int\":12,\"wis\":12,\"cha\":18,\"save\":{\"str\":\"+9\",\"dex\":\"+7\",\"con\":\"+8\"},\"skill\":{\"athletics\":\"+9\",\"intimidation\":\"+8\",\"perception\":\"+5\",\"persuasion\":\"+8\"},\"passive\":15,\"languages\":[\"any two languages\"],\"cr\":\"12\",\"trait\":[{\"name\":\"Indomitable (3/Day)\",\"entries\":[\"The warlord can reroll a saving throw it fails. It must use the new roll.\"]},{\"name\":\"Survivor\",\"entries\":[\"The warlord regains 10 hit points at the start of its turn if it has at least 1 hit point but fewer hit points than half its hit point maximum.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The warlord makes two weapon attacks.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 7} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]}],\"legendary\":[{\"name\":\"Weapon Attack\",\"entries\":[\"The warlord makes a weapon attack.\"]},{\"name\":\"Command Ally\",\"entries\":[\"The warlord targets one ally it can see within 30 feet of it. if the target can see and hear the warlord, the target can make one weapon attack as a reaction and gains advantage on the attack roll.\"]},{\"name\":\"Frighten Foe (Costs 2 Actions)\",\"entries\":[\"The warlord targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a {@dc 16} Wisdom saving throw or be {@condition frightened} until the end of warlord's next turn.\"]}],\"environment\":[\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/warlord.mp3\"},\"attachedItems\":[\"greatsword|phb\",\"shortbow|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"X\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"White Guard Drake\",\"source\":\"VGM\",\"page\":158,\"reprintedAs\":[\"Guard Drake|MPMM\"],\"size\":[\"M\"],\"type\":\"dragon\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"7d8 + 21\"},\"speed\":{\"walk\":30,\"burrow\":20,\"climb\":30},\"str\":16,\"dex\":11,\"con\":16,\"int\":4,\"wis\":10,\"cha\":7,\"skill\":{\"perception\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[\"cold\"],\"languages\":[\"understands Draconic but can't speak it\"],\"cr\":\"2\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The drake attacks twice, once with its bite and once with its tail.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage.\"]}],\"environment\":[\"arctic\",\"urban\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/guard-drake.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"DR\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Wood Woad\",\"source\":\"VGM\",\"page\":198,\"otherSources\":[{\"source\":\"DIP\"},{\"source\":\"SDW\"}],\"reprintedAs\":[\"Wood Woad|MPMM\"],\"size\":[\"M\"],\"type\":\"plant\",\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":75,\"formula\":\"10d8 + 30\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":18,\"dex\":12,\"con\":16,\"int\":10,\"wis\":13,\"cha\":8,\"skill\":{\"athletics\":\"+7\",\"perception\":\"+4\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[\"bludgeoning\",\"piercing\"],\"vulnerable\":[\"fire\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Sylvan\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Magic Club\",\"entries\":[\"In the wood woad's hand, its club is magical and deals 7 ({@damage 3d4}) extra damage (included in its attacks).\"]},{\"name\":\"Plant Camouflage\",\"entries\":[\"The wood woad has advantage on Dexterity ({@skill Stealth}) checks it makes in any terrain with ample obscuring plant life.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The wood woad regains 10 hit points at the start of its turn if it is in contact with the ground. If the wood woad takes fire damage, this trait doesn't function at the start of the wood woad's next turn. The wood woad dies only if it starts its turn with 0 hit points and doesn't regenerate.\"]},{\"name\":\"Tree Stride\",\"entries\":[\"Once on each of its turns, the wood woad can use 10 feet of its movement to step magically into one living tree within 5 feet of it and emerge from a second living tree within 60 feet of it that it can see, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The wood woad makes two attacks with its club.\"]},{\"name\":\"Club\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 4d4 + 4}) bludgeoning damage.\"]}],\"environment\":[\"forest\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/wood-woad.mp3\"},\"attachedItems\":[\"club|phb\"],\"traitTags\":[\"Camouflage\",\"Regeneration\",\"Tree Stride\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"S\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Xvart\",\"source\":\"VGM\",\"page\":200,\"reprintedAs\":[\"Xvart|MPMM\"],\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"xvart\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":7,\"formula\":\"2d6\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":14,\"con\":10,\"int\":8,\"wis\":7,\"cha\":7,\"skill\":{\"stealth\":\"+4\"},\"senses\":[\"darkvision 30 ft.\"],\"passive\":8,\"languages\":[\"Abyssal\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Low Cunning\",\"entries\":[\"The xvart can take the Disengage action as a bonus action on each of its turns.\"]},{\"name\":\"Overbearing Pack\",\"entries\":[\"The xvart has advantage on Strength ({@skill Athletics}) checks to shove a creature if at least one of the xvart's allies is within 5 feet of the target and the ally isn't {@condition incapacitated}.\"]},{\"name\":\"Raxivort's Tongue\",\"entries\":[\"The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats.\"]}],\"action\":[{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Sling\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage.\"]}],\"environment\":[\"underdark\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/xvart.mp3\"},\"attachedItems\":[\"shortsword|phb\",\"sling|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"AB\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Xvart Speaker\",\"source\":\"VGM\",\"page\":200,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"xvart\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":7,\"formula\":\"2d6\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":14,\"con\":10,\"int\":13,\"wis\":7,\"cha\":7,\"skill\":{\"stealth\":\"+4\"},\"senses\":[\"darkvision 30 ft.\"],\"passive\":8,\"languages\":[\"Abyssal and one additional language (usually Common or Goblin)\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Low Cunning\",\"entries\":[\"The xvart can take the Disengage action as a bonus action on each of its turns.\"]},{\"name\":\"Overbearing Pack\",\"entries\":[\"The xvart has advantage on Strength ({@skill Athletics}) checks to shove a creature if at least one of the xvart's allies is within 5 feet of the target and the ally isn't {@condition incapacitated}.\"]},{\"name\":\"Raxivort's Tongue\",\"entries\":[\"The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats.\"]}],\"action\":[{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Sling\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage.\"]}],\"environment\":[\"underdark\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/xvart-speaker.mp3\"},\"attachedItems\":[\"shortsword|phb\",\"sling|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"AB\",\"C\",\"GO\",\"X\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Xvart Warlock of Raxivort\",\"source\":\"VGM\",\"page\":200,\"reprintedAs\":[\"Xvart Warlock of Raxivort|MPMM\"],\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"xvart\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":22,\"formula\":\"5d6 + 5\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":14,\"con\":12,\"int\":8,\"wis\":11,\"cha\":12,\"skill\":{\"stealth\":\"+4\"},\"senses\":[\"darkvision 30 ft.\"],\"passive\":10,\"languages\":[\"Abyssal\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The xvart's innate spellcasting ability is Charisma. it can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell detect magic}\",\"{@spell mage armor} (self only)\"],\"ability\":\"cha\"},{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The xvart is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 11}, {@hit 3} to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell eldritch blast}\",\"{@spell mage hand}\",\"{@spell minor illusion}\",\"{@spell poison spray}\",\"{@spell prestidigitation}\"]},\"2\":{\"lower\":1,\"slots\":2,\"spells\":[\"{@spell burning hands}\",\"{@spell expeditious retreat}\",\"{@spell invisibility}\",\"{@spell scorching ray}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Low Cunning\",\"entries\":[\"The xvart can take the Disengage action as a bonus action on each of its turns.\"]},{\"name\":\"Overbearing Pack\",\"entries\":[\"The xvart has advantage on Strength ({@skill Athletics}) checks to shove a creature if at least one of the xvart's allies is within 5 feet of the target and the ally isn't {@condition incapacitated}.\"]},{\"name\":\"Raxivort's Tongue\",\"entries\":[\"The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats.\"]}],\"action\":[{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage.\"]}],\"environment\":[\"underdark\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/xvart-warlock-of-raxivort.mp3\"},\"attachedItems\":[\"scimitar|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"AB\"],\"damageTags\":[\"S\"],\"damageTagsSpell\":[\"F\",\"I\",\"O\"],\"spellcastingTags\":[\"CL\",\"I\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Yeth Hound\",\"source\":\"VGM\",\"page\":201,\"reprintedAs\":[\"Yeth Hound|MPMM\"],\"size\":[\"L\"],\"type\":\"fey\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":51,\"formula\":\"6d10 + 18\"},\"speed\":{\"walk\":40,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":18,\"dex\":17,\"con\":16,\"int\":5,\"wis\":12,\"cha\":7,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"immune\":[{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks not made with silvered weapons\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\"],\"languages\":[\"understands Common\",\"Elvish\",\"and Sylvan but can't speak\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Keen Hearing and Smell\",\"entries\":[\"The yeth hound has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell.\"]},{\"name\":\"Sunlight Banishment\",\"entries\":[\"If the yeth hound starts its turn in sunlight, it is transported to the Ethereal Plane. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot, whereupon it typically sets out to find its pack or its master. The hound is visible on the Material Plane while it is in the Border Ethereal, and vice versa, but it can't affect or be affected by anything on the other plane. Once it is adjacent to its master or a pack mate that is on the Material Plane, a yeth hound in the Border Ethereal can return to the Material Plane as an action.\"]},{\"name\":\"Telepathic Bond\",\"entries\":[\"While the yeth hound is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically with each other.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage, plus 14 ({@damage 4d6}) psychic damage if the target is {@condition frightened}.\"]},{\"name\":\"Baleful Baying\",\"entries\":[\"The yeth hound bays magically. Every enemy within 300 feet of the hound that can hear it must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} until the end of the hound's next turn or until the hound is {@condition incapacitated}. A {@condition frightened} target that starts its turn within 30 feet of the hound must use all its movement on that turn to get as far from the hound as possible, must finish the move before taking an action, and must take the most direct route, even if hazards lie that way. A target that successfully saves is immune to the baying of all yeth hounds for the next 24 hours.\"]}],\"environment\":[\"grassland\",\"forest\",\"hill\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/yeth-hound.mp3\"},\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"CS\",\"E\",\"S\"],\"damageTags\":[\"P\",\"Y\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Yuan-ti Anathema\",\"source\":\"VGM\",\"page\":202,\"reprintedAs\":[\"Yuan-ti Anathema|MPMM\"],\"size\":[\"H\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"shapechanger\",\"yuan-ti\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":189,\"formula\":\"18d12 + 72\"},\"speed\":{\"walk\":40,\"climb\":30,\"swim\":30},\"str\":23,\"dex\":13,\"con\":19,\"int\":19,\"wis\":17,\"cha\":20,\"skill\":{\"perception\":\"+7\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\",\"blindsight 30 ft.\"],\"passive\":17,\"resist\":[\"acid\",\"fire\",\"lightning\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\",\"Draconic\"],\"cr\":\"12\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Anathema Form Only)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The anathema's innate spellcasting ability is Charisma (spell save {@dc 17}). It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell animal friendship} (snakes only)\"],\"daily\":{\"1\":[\"{@spell divine word}\"],\"3e\":[\"{@spell darkness}\",\"{@spell entangle}\",\"{@spell fear}\",\"{@spell haste}\",\"{@spell suggestion}\",\"{@spell polymorph}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The anathema has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Ophidiophobia Aura\",\"entries\":[\"Any creature of the anathema's choice, other than a snake or a yuan-ti, that starts its turn within 30 feet of the anathema and can see or hear it must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} of snakes and yuan-ti. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this aura for the next 24 hours.\"]},{\"name\":\"Shapechanger\",\"entries\":[\"The anathema can use its action to polymorph into a Huge giant constrictor snake, or back into its true form. its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed.\"]},{\"name\":\"Six Heads\",\"entries\":[\"The anathema has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}. {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, or knocked {@condition unconscious}.\"]}],\"action\":[{\"name\":\"Multiattack (Anathema Form Only)\",\"entries\":[\"The anathema makes two claw attacks, one constrict attack, and one Flurry of Bites attack.\"]},{\"name\":\"Claw (Anathema Form Only)\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage.\"]},{\"name\":\"Constrict\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 15 ft., one Large or smaller creature. {@h}16 ({@damage 3d6 + 6}) bludgeoning damage plus 7 ({@damage 2d6}) acid damage, and the target is {@condition grappled} (escape {@dc 16}). Until this grapple ends, the target is {@condition restrained} and takes 16 ({@damage 3d6 + 6}) bludgeoning damage plus 7 ({@damage 2d6}) acid damage at the start of each of its turns, and the anathema can't constrict another target.\"]},{\"name\":\"Flurry of Bites\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one creature. {@h}27 ({@damage 6d6 + 6}) piercing damage plus 14 ({@damage 4d6}) poison damage.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Acid Slime\",\"entries\":[\"As a bonus action, the yuan-ti can coat its body in a slimy acid that lasts for 1 minute. A creature that touches the yuan-ti, hits it with a melee attack while within 5 feet of it, or is hit by its constrict attack takes 5 ({@damage 1d10}) acid damage.\"],\"_version\":{\"name\":\"Yuan-ti Anathema (Acid Slime)\",\"addAs\":\"bonus\"}},{\"type\":\"variant\",\"name\":\"Chameleon Skin\",\"entries\":[\"The yuan-ti has advantage on Dexterity ({@skill Stealth}) checks made to hide.\"],\"_version\":{\"name\":\"Yuan-ti Anathema (Chameleon Skin)\",\"addAs\":\"trait\"}},{\"type\":\"variant\",\"name\":\"Shed Skin (1/Day)\",\"entries\":[\"The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum.\"],\"_version\":{\"name\":\"Yuan-ti Anathema (Shed Skin)\",\"addAs\":\"bonus\"}}],\"environment\":[\"underdark\",\"forest\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/yuan-ti-anathema.mp3\"},\"traitTags\":[\"Magic Resistance\",\"Shapechanger\"],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"DR\"],\"damageTags\":[\"A\",\"B\",\"I\",\"P\",\"S\"],\"spellcastingTags\":[\"F\",\"I\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"grappled\",\"restrained\"],\"conditionInflictSpell\":[\"blinded\",\"charmed\",\"deafened\",\"frightened\",\"restrained\",\"stunned\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Yuan-ti Broodguard\",\"source\":\"VGM\",\"page\":203,\"otherSources\":[{\"source\":\"ToA\"}],\"reprintedAs\":[\"Yuan-ti Broodguard|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"yuan-ti\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":45,\"formula\":\"7d8 + 14\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":14,\"con\":14,\"int\":6,\"wis\":11,\"cha\":4,\"save\":{\"str\":\"+4\",\"dex\":\"+4\",\"wis\":\"+2\"},\"skill\":{\"perception\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\",\"Draconic\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Mental Resistance\",\"entries\":[\"The broodguard has advantage on saving throws against being {@condition charmed}, and magic can't paralyze it.\"]},{\"name\":\"Reckless\",\"entries\":[\"At the start of its turn, the broodguard can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The broodguard makes three attacks: one with its bite and two with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Chameleon Skin\",\"entries\":[\"The yuan-ti has advantage on Dexterity ({@skill Stealth}) checks made to hide.\"],\"_version\":{\"name\":\"Yuan-ti Broodguard (Chameleon Skin)\",\"addAs\":\"trait\"}},{\"type\":\"variant\",\"name\":\"Shed Skin (1/Day)\",\"entries\":[\"The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum.\"],\"_version\":{\"name\":\"Yuan-ti Broodguard (Shed Skin)\",\"addAs\":\"bonus\"}}],\"environment\":[\"underdark\",\"forest\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/yuan-ti-broodguard.mp3\"},\"traitTags\":[\"Reckless\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"DR\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Yuan-ti Malison (Type 4)\",\"source\":\"VGM\",\"page\":96,\"otherSources\":[{\"source\":\"ToA\"}],\"size\":[\"M\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"shapechanger\",\"yuan-ti\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[12],\"hp\":{\"average\":66,\"formula\":\"12d8 + 12\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":14,\"con\":13,\"int\":14,\"wis\":12,\"cha\":16,\"skill\":{\"deception\":\"+5\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\",\"Draconic\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Yuan-ti Form Only)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The yuan-ti's innate spellcasting ability is Charisma (spell save {@dc 13}). The yuan-ti can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell animal friendship} (snakes only)\"],\"daily\":{\"3\":[\"{@spell suggestion}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Shapechanger\",\"entries\":[\"The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The yuan-ti has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Malison Type\",\"entries\":[\"The yuan-ti has one of the following types:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Type 4:\",\"entry\":\"Human form with one or more serpentine tails\"},{\"type\":\"item\",\"name\":\"Type 5:\",\"entry\":\"Human form covered in scales\"}]}]}],\"action\":[{\"name\":\"Multiattack (Yuan-ti Form Only)\",\"entries\":[\"The yuan-ti makes two ranged attacks or two melee attacks.\"]},{\"name\":\"Bite (Snake Form Only)\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage.\"]},{\"name\":\"Scimitar (Yuan-ti Form Only)\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]},{\"name\":\"Longbow (Yuan-ti Form Only)\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]}],\"environment\":[\"forest\",\"swamp\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/yuan-ti-malison.mp3\"},\"attachedItems\":[\"longbow|phb\",\"scimitar|phb\"],\"traitTags\":[\"Magic Resistance\",\"Shapechanger\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"DR\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"spellcastingTags\":[\"F\",\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Yuan-ti Malison (Type 5)\",\"source\":\"VGM\",\"page\":96,\"otherSources\":[{\"source\":\"ToA\"}],\"size\":[\"M\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"shapechanger\",\"yuan-ti\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[12],\"hp\":{\"average\":66,\"formula\":\"12d8 + 12\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":14,\"con\":13,\"int\":14,\"wis\":12,\"cha\":16,\"skill\":{\"deception\":\"+5\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\",\"Draconic\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Yuan-ti Form Only)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The yuan-ti's innate spellcasting ability is Charisma (spell save {@dc 13}). The yuan-ti can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell animal friendship} (snakes only)\"],\"daily\":{\"3\":[\"{@spell suggestion}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Shapechanger\",\"entries\":[\"The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The yuan-ti has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Malison Type\",\"entries\":[\"The yuan-ti has one of the following types:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Type 4:\",\"entry\":\"Human form with one or more serpentine tails\"},{\"type\":\"item\",\"name\":\"Type 5:\",\"entry\":\"Human form covered in scales\"}]}]}],\"action\":[{\"name\":\"Multiattack (Yuan-ti Form Only)\",\"entries\":[\"The yuan-ti makes two ranged attacks or two melee attacks.\"]},{\"name\":\"Bite (Snake Form Only)\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage.\"]},{\"name\":\"Scimitar (Yuan-ti Form Only)\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]},{\"name\":\"Longbow (Yuan-ti Form Only)\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]}],\"environment\":[\"forest\",\"swamp\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/yuan-ti-malison.mp3\"},\"attachedItems\":[\"longbow|phb\",\"scimitar|phb\"],\"traitTags\":[\"Magic Resistance\",\"Shapechanger\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"DR\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"spellcastingTags\":[\"F\",\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Yuan-ti Mind Whisperer\",\"source\":\"VGM\",\"page\":204,\"reprintedAs\":[\"Yuan-ti Mind Whisperer|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"shapechanger\",\"yuan-ti\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":71,\"formula\":\"13d8 + 13\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":14,\"con\":13,\"int\":14,\"wis\":14,\"cha\":16,\"save\":{\"wis\":\"+4\",\"cha\":\"+5\"},\"skill\":{\"deception\":\"+5\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 120 ft. (penetrates magical darkness)\"],\"passive\":12,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\",\"Draconic\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Yuan-ti Form Only)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The yuan-ti's innate spellcasting ability is Charisma (spell save {@dc 13}). The yuan-ti can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell animal friendship} (snakes only)\"],\"daily\":{\"3\":[\"{@spell suggestion}\"]},\"ability\":\"cha\"},{\"name\":\"Spellcasting (Yuan-ti Form Only)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell eldritch blast} (range 300 ft., +3 bonus to each damage roll)\",\"{@spell friends}\",\"{@spell message}\",\"{@spell minor illusion}\",\"{@spell poison spray}\",\"{@spell prestidigitation}\"]},\"3\":{\"lower\":1,\"slots\":2,\"spells\":[\"{@spell charm person}\",\"{@spell crown of madness}\",\"{@spell detect thoughts}\",\"{@spell expeditious retreat}\",\"{@spell fly}\",\"{@spell hypnotic pattern}\",\"{@spell illusory script}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Shapechanger\",\"entries\":[\"The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. If it dies, it stays in its current form.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The yuan-ti has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Mind Fangs (2/Day)\",\"entries\":[\"The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 ({@damage 3d10}) psychic damage to the target.\"]},{\"name\":\"Sseth's Blessing\",\"entries\":[\"When the yuan-ti reduces an enemy to 0 hit points, the yuan-ti gains 9 temporary hit points.\"]}],\"action\":[{\"name\":\"Multiattack (Yuan-ti Form Only)\",\"entries\":[\"The yuan-ti makes one bite attack and one scimitar attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage.\"]},{\"name\":\"Scimitar (Yuan-ti Form Only)\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Chameleon Skin\",\"entries\":[\"The yuan-ti has advantage on Dexterity ({@skill Stealth}) checks made to hide.\"],\"_version\":{\"name\":\"Yuan-ti Mind Whisperer (Chameleon Skin)\",\"addAs\":\"trait\"}},{\"type\":\"variant\",\"name\":\"Shed Skin (1/Day)\",\"entries\":[\"The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum.\"],\"_version\":{\"name\":\"Yuan-ti Mind Whisperer (Shed Skin)\",\"addAs\":\"bonus\"}}],\"environment\":[\"underdark\",\"forest\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/yuan-ti-mind-whisperer.mp3\"},\"attachedItems\":[\"scimitar|phb\"],\"traitTags\":[\"Magic Resistance\",\"Shapechanger\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"DR\"],\"damageTags\":[\"I\",\"P\",\"S\",\"Y\"],\"damageTagsSpell\":[\"I\",\"O\"],\"spellcastingTags\":[\"CL\",\"F\",\"I\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Yuan-ti Nightmare Speaker\",\"source\":\"VGM\",\"page\":205,\"otherSources\":[{\"source\":\"ToA\"}],\"reprintedAs\":[\"Yuan-ti Nightmare Speaker|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"shapechanger\",\"yuan-ti\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":71,\"formula\":\"13d8 + 13\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":14,\"con\":13,\"int\":14,\"wis\":12,\"cha\":16,\"save\":{\"wis\":\"+3\",\"cha\":\"+5\"},\"skill\":{\"deception\":\"+5\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 120 ft. (penetrates magical darkness)\"],\"passive\":11,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\",\"Draconic\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Yuan-ti Form Only)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The yuan-ti's innate spellcasting ability is Charisma (spell save {@dc 13}). The yuan-ti can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell animal friendship} (snakes only)\"],\"daily\":{\"3\":[\"{@spell suggestion}\"]},\"ability\":\"cha\"},{\"name\":\"Spellcasting (Yuan-ti Form Only)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell chill touch}\",\"{@spell eldritch blast} (range 300 ft., +3 bonus to each damage roll)\",\"{@spell mage hand}\",\"{@spell message}\",\"{@spell poison spray}\",\"{@spell prestidigitation}\"]},\"3\":{\"lower\":1,\"slots\":2,\"spells\":[\"{@spell arms of Hadar}\",\"{@spell darkness}\",\"{@spell fear}\",\"{@spell hex}\",\"{@spell hold person}\",\"{@spell hunger of Hadar}\",\"{@spell witch bolt}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Shapechanger\",\"entries\":[\"The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. If it dies, it stays in its current form.\"]},{\"name\":\"Death Fangs (2/Day)\",\"entries\":[\"The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 ({@damage 3d10}) necrotic damage to the target.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The yuan-ti has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack (Yuan-ti Form Only)\",\"entries\":[\"The yuan-ti makes one constrict attack and one scimitar attack.\"]},{\"name\":\"Constrict\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 14}) if it is a Large or smaller creature. Until this grapple ends, the target is {@condition restrained}, and the yuan-ti can't constrict another target.\"]},{\"name\":\"Scimitar (Yuan-ti Form Only)\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]},{\"name\":\"Invoke Nightmare (Recharges after a Short or Long Rest)\",\"entries\":[\"The yuan-ti taps into the nightmares of a creature it can see within 60 feet of it and creates an illusory, immobile manifestation of the creature's deepest fears, visible only to that creature. The target must make a {@dc 13} Intelligence saving throw. On a failed save, the target takes 11 ({@damage 2d10}) psychic damage and is {@condition frightened} of the manifestation, believing it to be real. The yuan-ti must concentrate to maintain the illusion (as if {@status concentration||concentrating} on a spell), which lasts for up to 1 minute and can't be harmed. The target can repeat the saving throw at the end of each of its turns, ending the illusion on a success, or taking 11 ({@damage 2d10}) psychic damage on a failure.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Chameleon Skin\",\"entries\":[\"The yuan-ti has advantage on Dexterity ({@skill Stealth}) checks made to hide.\"],\"_version\":{\"name\":\"Yuan-ti Nightmare Speaker (Chameleon Skin)\",\"addAs\":\"trait\"}},{\"type\":\"variant\",\"name\":\"Shed Skin (1/Day)\",\"entries\":[\"The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum.\"],\"_version\":{\"name\":\"Yuan-ti Nightmare Speaker (Shed Skin)\",\"addAs\":\"bonus\"}}],\"environment\":[\"underdark\",\"forest\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/yuan-ti-nightmare-speaker.mp3\"},\"attachedItems\":[\"scimitar|phb\"],\"traitTags\":[\"Magic Resistance\",\"Shapechanger\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"DR\"],\"damageTags\":[\"B\",\"N\",\"S\",\"Y\"],\"damageTagsSpell\":[\"A\",\"C\",\"I\",\"L\",\"N\",\"O\"],\"spellcastingTags\":[\"CL\",\"F\",\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"frightened\",\"grappled\",\"restrained\"],\"conditionInflictSpell\":[\"blinded\",\"charmed\",\"frightened\",\"paralyzed\"],\"savingThrowForced\":[\"intelligence\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Yuan-ti Pit Master\",\"source\":\"VGM\",\"page\":206,\"reprintedAs\":[\"Yuan-ti Pit Master|MPMM\"],\"size\":[\"M\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"shapechanger\",\"yuan-ti\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":88,\"formula\":\"16d8 + 16\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":14,\"con\":13,\"int\":14,\"wis\":12,\"cha\":16,\"save\":{\"wis\":\"+4\",\"cha\":\"+6\"},\"skill\":{\"deception\":\"+6\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 120 ft. (penetrates magical darkness)\"],\"passive\":11,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\",\"Draconic\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Yuan-ti Form Only)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The yuan-ti's innate spellcasting ability is Charisma (spell save {@dc 13}). The yuan-ti can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell animal friendship} (snakes only)\"],\"daily\":{\"3\":[\"{@spell suggestion}\"]},\"ability\":\"cha\"},{\"name\":\"Spellcasting (Yuan-ti Form Only)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell eldritch blast} (range 300 ft., +3 bonus to each damage roll)\",\"{@spell friends}\",\"{@spell guidance}\",\"{@spell mage hand}\",\"{@spell message}\",\"{@spell poison spray}\"]},\"3\":{\"lower\":1,\"slots\":2,\"spells\":[\"{@spell command}\",\"{@spell counterspell}\",\"{@spell hellish rebuke}\",\"{@spell invisibility}\",\"{@spell misty step}\",\"{@spell unseen servant}\",\"{@spell vampiric touch}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Shapechanger\",\"entries\":[\"The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The yuan-ti has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Poison's Disciple (2/Day)\",\"entries\":[\"The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 ({@damage 3d10}) poison damage to the target.\"]}],\"action\":[{\"name\":\"Multiattack (Yuan-ti Form Only)\",\"entries\":[\"The yuan-ti makes two bite attacks using its snake arms.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage.\"]},{\"name\":\"Merrshaulk's Slumber (1/Day)\",\"entries\":[\"The yuan-ti targets up to five creatures that it can see within 60 feet of it. Each target must succeed on a {@dc 13} Constitution saving throw or fall into a magical sleep and be {@condition unconscious} for 10 minutes. A sleeping target awakens if it takes damage or if someone uses an action to shake or slap it awake. This magical sleep has no effect on a creature immune to being {@condition charmed}.\"]}],\"variant\":[{\"type\":\"variant\",\"name\":\"Chameleon Skin\",\"entries\":[\"The yuan-ti has advantage on Dexterity ({@skill Stealth}) checks made to hide.\"],\"_version\":{\"name\":\"Yuan-ti Pit Master (Chameleon Skin)\",\"addAs\":\"trait\"}},{\"type\":\"variant\",\"name\":\"Shed Skin (1/Day)\",\"entries\":[\"The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum.\"],\"_version\":{\"name\":\"Yuan-ti Pit Master (Shed Skin)\",\"addAs\":\"bonus\"}}],\"environment\":[\"underdark\",\"forest\",\"desert\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/yuan-ti-pit-master.mp3\"},\"traitTags\":[\"Magic Resistance\",\"Shapechanger\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"DR\"],\"damageTags\":[\"I\",\"P\"],\"damageTagsSpell\":[\"F\",\"I\",\"N\",\"O\"],\"spellcastingTags\":[\"CL\",\"F\",\"I\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"unconscious\"],\"conditionInflictSpell\":[\"charmed\",\"invisible\",\"prone\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-vrgr.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\"]}},\"monster\":[{\"name\":\"Bodytaker Plant\",\"source\":\"VRGR\",\"page\":226,\"size\":[\"H\"],\"type\":\"plant\",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":92,\"formula\":\"8d12 + 40\"},\"speed\":{\"walk\":10,\"climb\":10,\"swim\":10},\"str\":18,\"dex\":8,\"con\":20,\"int\":14,\"wis\":14,\"cha\":18,\"senses\":[\"blindsight 120 ft. (blind beyond this radius)\"],\"passive\":12,\"vulnerable\":[\"poison\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"frightened\",\"prone\"],\"languages\":[\"Deep Speech\",\"telepathy 120 ft.\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Podling Link\",\"entries\":[\"The plant can see through and communicate telepathically with any of its podlings within 10 miles of it.\"]},{\"name\":\"Rejuvenation\",\"entries\":[\"When the plant dies, it returns to life in the place where it died {@dice 1d12} months later, unless the ground where it took root is sown with salt or soaked with poison.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The plant doesn't require sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The plant makes three Vine Lash attacks.\"]},{\"name\":\"Vine Lash\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 20 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage. If the target is a creature, it is {@condition grappled} (escape {@dc 15}). Until the grapple ends, the target is {@condition restrained}. The plant has four vines, each of which can grapple one target.\"]},{\"name\":\"Entrapping Pod\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one Medium or smaller creature {@condition grappled} by the plant. {@h}22 ({@damage 4d8 + 4}) acid damage, and the target is pulled into the plant's space and enveloped by the pod, and the grapple ends. While enveloped, the target is {@condition restrained}, and it has {@quickref Cover||3||total cover} against attacks and effects originating outside the pod. The enveloped target must also immediately succeed on a {@dc 16} Constitution saving throw or be {@condition stunned} by the plant's sapping enzymes until it is removed from the pod or the plant dies. The enveloped target doesn't require air and gains 1 level of {@condition exhaustion} for each hour it spends in the pod. If the target dies while enveloped, it immediately emerges from the pod as a living podling, wearing or carrying all of the original creature's equipment.\",\"As an action, a creature within 5 feet of the bodytaker plant that is outside the pod can open the pod and pull the target free with a successful {@dc 15} Strength check. If the plant dies, the target is no longer {@condition restrained} and can escape from the pod by spending 10 feet of movement, exiting {@condition prone}. The plant has one pod, which can envelop one creature at a time.\"]}],\"traitTags\":[\"Rejuvenation\",\"Unusual Nature\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DS\",\"TP\"],\"damageTags\":[\"A\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\",\"restrained\",\"stunned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Boneless\",\"source\":\"VRGR\",\"page\":228,\"size\":[\"M\"],\"type\":\"undead\",\"ac\":[12],\"hp\":{\"average\":26,\"formula\":\"4d8 + 8\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":14,\"con\":15,\"int\":1,\"wis\":10,\"cha\":1,\"skill\":{\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"bludgeoning\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\"],\"languages\":[\"understands the languages it knew in life but can't speak\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Compression\",\"entries\":[\"The boneless can move through any opening at least 1 inch wide without squeezing. It can also squeeze to fit into a space that a Tiny creature could fit in.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The boneless doesn't require sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The boneless makes two Slam attacks. If both attacks hit a Large or smaller creature, the creature is {@condition grappled} (escape {@dc 13}), and the boneless can use Crushing Embrace.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage.\"]},{\"name\":\"Crushing Embrace\",\"entries\":[\"The boneless wraps its body around a Large or smaller creature {@condition grappled} by it. While the boneless is attached, the target is {@condition blinded} and is unable to breathe. The target must succeed on a {@dc 13} Strength saving throw at the start of each of the boneless' turns or take 5 ({@damage 1d4 + 3}) bludgeoning damage. If something moves the target, the boneless moves with it. The boneless can detach itself by spending 5 feet of its movement. A creature, including the target, can use its action to try to detach the boneless and force it to move into the nearest unoccupied space, doing so with a successful {@dc 13} Strength check. When the boneless dies, it detaches from any creature it is attached to.\"]}],\"traitTags\":[\"Unusual Nature\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"LF\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"blinded\",\"grappled\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Brain in a Jar\",\"source\":\"VRGR\",\"page\":278,\"otherSources\":[{\"source\":\"IDRotF\",\"page\":278}],\"size\":[\"S\"],\"type\":\"undead\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":11,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":55,\"formula\":\"10d6 + 20\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":10,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":1,\"dex\":3,\"con\":15,\"int\":19,\"wis\":10,\"cha\":15,\"save\":{\"int\":\"+6\",\"cha\":\"+4\"},\"senses\":[\"blindsight 120 ft. (blind beyond this radius); see also \\\"detect sentience\\\" below\"],\"passive\":10,\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"paralyzed\",\"poisoned\",\"prone\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The brain's innate spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). It can innately cast the following spells, requiring no components:\"],\"will\":[\"{@spell chill touch} (see \\\"Actions\\\" below)\",\"{@spell detect thoughts}\",\"{@spell mage hand}\",\"{@spell zone of truth}\"],\"daily\":{\"3e\":[\"{@spell charm person}\",\"{@spell hold person}\"],\"1e\":[\"{@spell compulsion}\",\"{@spell hold monster}\",\"{@spell sleep} (3rd-level version)\",\"{@spell Tasha's hideous laughter}\"]},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Detect Sentience\",\"entries\":[\"The brain can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a {@spell mind blank} spell.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The brain has advantage on saving throws against spells and other magic effects.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The brain doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Chill Touch (Cantrip)\",\"entries\":[\"{@atk rs} {@hit 6} to hit, range 120 ft., one creature. {@h}13 ({@damage 3d8}) necrotic damage, and the target can't regain hit points until the start of the brain's next turn. If the target is undead, it also has disadvantage on attack rolls against the brain until the end of the brain's next turn.\"]},{\"name\":\"Mind Blast {@recharge 5}\",\"entries\":[\"The brain magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a {@dc 14} Intelligence saving throw or take 17 ({@damage 3d8 + 4}) psychic damage and be {@condition stunned} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"traitTags\":[\"Magic Resistance\",\"Unusual Nature\"],\"senseTags\":[\"B\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"N\",\"Y\"],\"damageTagsSpell\":[\"N\"],\"spellcastingTags\":[\"I\",\"P\"],\"miscTags\":[\"AOE\"],\"conditionInflict\":[\"stunned\"],\"conditionInflictSpell\":[\"charmed\",\"incapacitated\",\"paralyzed\",\"prone\",\"unconscious\"],\"savingThrowForced\":[\"intelligence\"],\"savingThrowForcedSpell\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Carrion Stalker\",\"source\":\"VRGR\",\"page\":230,\"size\":[\"T\"],\"type\":\"monstrosity\",\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":35,\"formula\":\"10d4 + 10\"},\"speed\":{\"walk\":30,\"burrow\":30},\"str\":6,\"dex\":16,\"con\":12,\"int\":2,\"wis\":13,\"cha\":6,\"skill\":{\"stealth\":\"+7\"},\"senses\":[\"tremorsense 60 ft.\"],\"passive\":11,\"conditionImmune\":[\"blinded\"],\"cr\":\"3\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The carrion stalker makes three Tentacle attacks. If it is attached to a creature, it can replace one Tentacle attack with Larval Burst, if available.\"]},{\"name\":\"Tentacle\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d4 + 3}) piercing damage, and the carrion stalker attaches to the target and pulls itself into the target's space. While attached, the carrion stalker moves with the target and has advantage on attack rolls against it.\",\"A creature can use its action to try to detach the carrion stalker and force it to move into the nearest unoccupied space, doing so with a successful {@dc 11} Strength check. On its turn, the carrion stalker can detach itself from the target by using 5 feet of movement. When it dies, the carrion stalker detaches from any creature it is attached to.\"]},{\"name\":\"Larval Burst (1/Day)\",\"entries\":[\"The carrion stalker releases a burst of larvae in a 10-foot-radius sphere centered on itself. Each creature in that area must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned}. A creature {@condition poisoned} in this way takes 7 ({@damage 2d6}) poison damage at the start of each of its turns as larvae infest its body. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any effect that cures disease or removes the {@condition poisoned} condition instantly kills the larvae in the creature, ending the effect on it.\",\"If a creature is reduced to 0 hit points by the infestation, it dies. The larvae remain in the corpse, and one survives to become a fully grown carrion stalker in {@dice 1d4} weeks. Any effect that cures diseases or removes the {@condition poisoned} condition that targets the corpse instantly kills the larvae.\"]}],\"senseTags\":[\"T\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"AOE\",\"DIS\",\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Carrionette\",\"source\":\"VRGR\",\"page\":231,\"size\":[\"S\"],\"type\":\"construct\",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":27,\"formula\":\"6d6 + 6\"},\"speed\":{\"walk\":25},\"str\":10,\"dex\":15,\"con\":12,\"int\":8,\"wis\":14,\"cha\":14,\"passive\":12,\"resist\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"understands the languages of its creator\"],\"cr\":\"1\",\"trait\":[{\"name\":\"False Object\",\"entries\":[\"If the carrionette is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the carrionette move or act, that creature must succeed on a {@dc 15} Wisdom ({@skill Perception}) check to discern that the carrionette is animate.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The carrionette doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Silver Needle\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}1 piercing damage plus 3 ({@damage 1d6}) necrotic damage, and the target must succeed on a {@dc 12} Charisma saving throw or become cursed for 1 minute. While cursed in this way, the target's speed is reduced by 10 feet, and it must roll a {@dice 1d4} and subtract the number rolled from each ability check or attack roll it makes.\"]},{\"name\":\"Soul Swap\",\"entries\":[\"The carrionette targets a creature it can see within 15 feet of it that is cursed by its Silver Needle. Unless the target is protected by a {@spell protection from evil and good} spell, it must succeed on a {@dc 12} Charisma saving throw or have its consciousness swapped with the carrionette. The carrionette gains control of the target's body, and the target is {@condition unconscious} for 1 hour, after which it gains control of the carrionette's body. While controlling the target's body, the carrionette retains its Intelligence, Wisdom, and Charisma scores. It otherwise uses the controlled body's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.\",\"If the carrionette's body is destroyed, both the carrionette and the target die. A {@spell protection from evil and good} spell cast on the controlled body drives the carrionette out and returns the consciousness of both creatures to their original bodies. The swap is also undone if the controlled body takes damage from the carrionette's Silver Needle.\"]}],\"traitTags\":[\"Unusual Nature\"],\"damageTags\":[\"N\",\"P\"],\"miscTags\":[\"CUR\",\"MW\"],\"conditionInflict\":[\"unconscious\"],\"savingThrowForced\":[\"charisma\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Death's Head\",\"source\":\"VRGR\",\"page\":232,\"size\":[\"T\"],\"type\":\"undead\",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":17,\"formula\":\"5d4 + 5\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":8,\"dex\":13,\"con\":12,\"int\":5,\"wis\":14,\"cha\":3,\"passive\":12,\"resist\":[\"necrotic\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Beheaded Form\",\"entries\":[\"When created, a death's head takes one of three forms: Aberrant Head, Gnashing Head, or Petrifying Head. This form determines the creature's attack.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The death's head doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Gnashing Bite (Gnashing Head Only)\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage plus 7 ({@damage 2d6}) necrotic damage.\"]},{\"name\":\"Mind-Bending Bite (Aberrant Head Only)\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage plus 5 ({@damage 1d10}) necrotic damage, and the target must succeed on a {@dc 10} Intelligence saving throw or it can't take a reaction until the end of its next turn. Moreover, on its next turn, the target must choose whether it gets a move, an action, or a bonus action; it gets only one of the three.\"]},{\"name\":\"Petrifying Bite (Petrifying Head Only)\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage, and the target must succeed on a {@dc 10} Constitution saving throw or be {@condition restrained} as it begins to turn to stone. The target must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the target is {@condition petrified} for 10 minutes.\"]}],\"traitTags\":[\"Unusual Nature\"],\"damageTags\":[\"N\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"petrified\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"intelligence\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dullahan\",\"source\":\"VRGR\",\"page\":233,\"size\":[\"M\"],\"type\":\"undead\",\"ac\":[{\"ac\":16,\"from\":[\"{@item breastplate|PHB}\"]}],\"hp\":{\"average\":135,\"formula\":\"18d8 + 54\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":14,\"con\":16,\"int\":11,\"wis\":15,\"cha\":16,\"save\":{\"con\":\"+7\"},\"skill\":{\"perception\":\"+6\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":16,\"resist\":[\"cold\",\"lightning\",\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"understands the languages it knew in life but can't speak\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Headless Summoning (Recharges after a Short or Long Rest)\",\"entries\":[\"If the dullahan is reduced to 0 hit points, it doesn't die or fall {@condition unconscious}. Instead, it regains 97 hit points. In addition, it summons three {@creature death's head|VRGR|death's heads}, one of each type, in unoccupied spaces within 5 feet of it. The death's heads are under the dullahan's control and act immediately after the dullahan in the initiative order. Additionally, the dullahan can now use the options in the \\\"Mythic Actions\\\" section. Award a party an additional 5,900 XP (11,800 XP total) for defeating the dullahan after it uses Headless Summoning.\"]},{\"name\":\"Legendary Resistance (2/Day)\",\"entries\":[\"If the dullahan fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The dullahan doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The dullahan makes two attacks.\"]},{\"name\":\"Battleaxe\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands, plus 11 ({@damage 2d10}) necrotic damage. If the dullahan scores a critical hit against a creature, the target must succeed on a {@dc 15} Constitution saving throw or the dullahan cuts off the target's head. The target dies if it can't survive without the lost head. A creature that doesn't have or need a head, or has legendary actions, instead takes an extra 27 ({@damage 6d8}) slashing damage.\"]},{\"name\":\"Fiery Skull\",\"entries\":[\"{@atk rs} {@hit 7} to hit, range 120 ft., one target. {@h}14 ({@damage 2d10 + 3}) fire damage.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"The dullahan makes one attack.\"]},{\"name\":\"Frightful Presence (Costs 2 Actions)\",\"entries\":[\"Each creature of the dullahan's choice within 30 feet of it must succeed on a {@dc 15} Wisdom saving throw or become {@condition frightened} of the dullahan until the end of its next turn.\"]},{\"name\":\"Head Hunt (Costs 3 Actions)\",\"entries\":[\"The dullahan moves up to its speed without provoking opportunity attacks and makes one Battleaxe attack with advantage. If the attack hits, but is not a critical hit, the attack deals an extra 27 ({@damage 6d8}) necrotic damage.\"]}],\"mythicHeader\":[\"If the dullahan's Headless Summoning trait is active, it can use the options below as legendary actions.\"],\"mythic\":[{\"name\":\"Coordinated Assault\",\"entries\":[\"The dullahan makes a Battleaxe attack, and then one {@creature death's head|VRGR} the dullahan can see within 30 feet of it can use its reaction to make a melee attack.\"]},{\"name\":\"Headless Wail (Costs 2 Actions)\",\"entries\":[\"An echoing shriek issues from the dullahan's headless stump. Each creature of the dullahan's choice within 10 feet of it must make a {@dc 15} Wisdom saving throw. Each creature takes 16 ({@damage 3d10}) psychic damage on a failed save, or half as much damage on a successful one. If one or more creatures fail the saving throw, the dullahan gains 10 temporary hit points.\"]}],\"attachedItems\":[\"battleaxe|phb\"],\"traitTags\":[\"Legendary Resistances\",\"Unusual Nature\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"LF\"],\"damageTags\":[\"F\",\"N\",\"S\",\"Y\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Elise\",\"isNamedCreature\":true,\"source\":\"VRGR\",\"page\":143,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"N\"],\"ac\":[9],\"hp\":{\"average\":93,\"formula\":\"11d8 + 44\"},\"speed\":{\"walk\":30},\"str\":19,\"dex\":9,\"con\":18,\"int\":6,\"wis\":10,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"cold\",\"lightning\",\"poison\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't adamantine\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands the languages of its creator but can't speak\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Immutable Form\",\"entries\":[\"Elise is immune to any spell or effect that would alter her form.\"]},{\"name\":\"Lightning Absorption\",\"entries\":[\"Whenever Elise is subjected to lightning damage, she takes no damage and instead regains a number of hit points equal to the lightning damage dealt.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Elise has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"Elise's weapon attacks are magical.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Elise makes two slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage.\"]}],\"traitTags\":[\"Damage Absorption\",\"Immutable Form\",\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gallows Speaker\",\"source\":\"VRGR\",\"page\":234,\"size\":[\"M\"],\"type\":\"undead\",\"ac\":[12],\"hp\":{\"average\":85,\"formula\":\"19d8\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":8,\"dex\":14,\"con\":10,\"int\":10,\"wis\":12,\"cha\":18,\"save\":{\"wis\":\"+4\"},\"skill\":{\"perception\":\"+7\"},\"senses\":[\"truesight 60 ft.\"],\"passive\":17,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"any languages its component spirits knew in life\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Divination Senses\",\"entries\":[\"The gallows speaker can see 60 feet into the Ethereal Plane when it is on the Material Plane and vice versa.\"]},{\"name\":\"Incorporeal Movement\",\"entries\":[\"The gallows speaker can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends it turn inside an object.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The gallows speaker doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Foretelling Touch\",\"entries\":[\"{@atk ms} {@hit 7} to hit, reach 5 ft., one creature. {@h}15 ({@damage 2d10 + 4}) psychic damage, and the target must roll a {@dice d4} and subtract the number rolled from the next attack roll or saving throw it makes before the start of the gallows speaker's next turn.\"]},{\"name\":\"Suffering Echoes\",\"entries\":[\"The gallows speaker targets a creature it can see within 30 feet of it. The target must make a {@dc 15} Wisdom saving throw. On a failed save, the target takes 19 ({@damage 3d12}) psychic damage, and waves of painful memories leap from the target to up to three other creatures of the gallows speaker's choice that are within 30 feet of the target, each of which takes 13 ({@damage 3d8}) psychic damage.\"]}],\"traitTags\":[\"Incorporeal Movement\",\"Unusual Nature\"],\"senseTags\":[\"U\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"O\",\"Y\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Greater Star Spawn Emissary\",\"source\":\"VRGR\",\"page\":245,\"size\":[\"H\"],\"type\":\"aberration\",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":290,\"formula\":\"20d12 + 160\"},\"speed\":{\"walk\":40,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":24,\"dex\":13,\"con\":26,\"int\":27,\"wis\":22,\"cha\":25,\"save\":{\"con\":\"+15\",\"int\":\"+15\",\"wis\":\"+13\",\"cha\":\"+14\"},\"skill\":{\"arcana\":\"+22\",\"perception\":\"+13\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":23,\"resist\":[\"acid\",\"force\",\"necrotic\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"all\",\"telepathy 1,000 ft.\"],\"cr\":\"21\",\"trait\":[{\"name\":\"Legendary Resistance (4/Day)\",\"entries\":[\"If the emissary fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The emissary doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The emissary makes three attacks.\"]},{\"name\":\"Lashing Maw\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 15 ft., one target. {@h}20 ({@damage 2d10 + 7}) piercing damage plus 13 ({@damage 3d8}) acid damage.\"]},{\"name\":\"Psychic Orb\",\"entries\":[\"{@atk rs} {@hit 15} to hit, range 120 ft., one creature. {@h}27 ({@damage 3d12 + 8}) psychic damage.\"]},{\"name\":\"Unearthly Bile {@recharge 5}\",\"entries\":[\"The emissary expels bile that splashes all creatures in a 30-foot-radius sphere centered on a point within 120 feet of the emissary. Each creature in that area must make a {@dc 23} Dexterity saving throw, taking 55 ({@damage 10d10}) acid damage on a failed save, or half as much damage on a successful one. For each creature that fails the saving throw, a {@creature gibbering mouther} (see its entry in the Monster Manual) appears in an unoccupied space on a surface that can support it within 30 feet of that creature. The gibbering mouthers act right after the emissary on the same initiative count, gaining a +7 bonus to their attack and damage rolls, and fighting until they are destroyed. They disappear when the emissary dies.\"]}],\"legendary\":[{\"name\":\"Attack\",\"entries\":[\"The emissary teleports up to 30 feet to an unoccupied space it can see and makes one attack.\"]},{\"name\":\"Warp Space (Costs 2 Actions)\",\"entries\":[\"The emissary causes the ground in a 20-foot square that it can see within 90 feet of it to turn into teeth and maws until the start of its next turn. The area becomes {@quickref difficult terrain||3} for the duration. Any creature takes 10 ({@damage 3d6}) piercing damage for each 5 feet it moves on this terrain.\"]},{\"name\":\"Mind Cloud (Costs 3 Actions)\",\"entries\":[\"The emissary unleashes a psychic wave. Each creature within 30 feet of the emissary must succeed on a {@dc 23} Wisdom saving throw or take 32 ({@damage 5d12}) psychic damage. In addition, every spell ends on creatures and objects of the emissary's choice in that area.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Unusual Nature\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"A\",\"P\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gremishka\",\"source\":\"VRGR\",\"page\":235,\"size\":[\"T\"],\"type\":\"monstrosity\",\"ac\":[12],\"hp\":{\"average\":10,\"formula\":\"4d4\"},\"speed\":{\"walk\":30},\"str\":6,\"dex\":14,\"con\":10,\"int\":12,\"wis\":11,\"cha\":4,\"senses\":[\"darkvision 30 ft.\"],\"passive\":10,\"languages\":[\"understands Common but can't speak\"],\"cr\":\"1/8\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4 + 2}) piercing damage plus 3 ({@damage 1d6}) force damage.\"]}],\"reaction\":[{\"name\":\"Magic Allergy (1/Day)\",\"entries\":[\"Immediately after a creature within 30 feet of the gremishka casts a spell, the gremishka can spontaneously react to the magic. Roll a {@dice d6} to determine the effect:\",{\"type\":\"item\",\"name\":\"1-2\",\"entry\":\"The gremishka emanates magical energy. Each creature within 30 feet of the gremishka must succeed on a {@dc 10} Constitution saving throw or take 3 ({@damage 1d6}) force damage.\"},{\"type\":\"item\",\"name\":\"3-4\",\"entry\":\"The gremishka surges with magical energy and regains 3 ({@dice 1d6}) hit points.\"},{\"type\":\"item\",\"name\":\"5-6\",\"entry\":\"The gremishka explodes and dies, and one swarm of gremishkas instantly appears in the space where this gremishka died. The swarm uses the gremishka's initiative.\"}]}],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"O\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Inquisitor of the Mind Fire\",\"source\":\"VRGR\",\"page\":248,\"size\":[\"M\"],\"type\":\"humanoid\",\"ac\":[{\"ac\":16,\"from\":[\"{@item breastplate|PHB}\"]}],\"hp\":{\"average\":77,\"formula\":\"14d8 + 14\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":12,\"int\":17,\"wis\":16,\"cha\":19,\"save\":{\"int\":\"+6\",\"wis\":\"+6\",\"cha\":\"+7\"},\"skill\":{\"insight\":\"+6\",\"perception\":\"+6\"},\"senses\":[\"truesight 30 ft.\"],\"passive\":16,\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"any three languages\",\"telepathy 120 ft.\"],\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The inquisitor casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell arcane eye}\",\"{@spell calm emotions}\",\"{@spell detect magic}\",\"{@spell detect thoughts}\",\"{@spell dispel magic}\",\"{@spell sending}\",\"{@spell suggestion}\"],\"daily\":{\"1e\":[\"{@spell mass suggestion}\",\"{@spell modify memory}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The inquisitor attacks twice with its Silver Longsword or uses Mind Fire twice.\"]},{\"name\":\"Silver Longsword\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@dice 1d10 + 4}) if used with two hands, plus 18 ({@damage 4d8}) force damage.\"]},{\"name\":\"Mind Fire\",\"entries\":[\"The inquisitor targets one creature it can see within 120 feet of it. The target must succeed on a {@dc 15} Intelligence saving throw or take 17 ({@damage 3d8 + 4}) psychic damage and be {@condition stunned} until the start of the inquisitor's next turn.\"]},{\"name\":\"Inquisitor's Command {@recharge 5}\",\"entries\":[\"Each creature of the inquisitor's choice that it can see within 60 feet of it must succeed on a {@dc 15} Wisdom saving throw or be {@condition charmed} until the start of the inquisitor's next turn. On the {@condition charmed} target's turn, the inquisitor can telepathically control the target's move, action, or both. When controlled in this way, the target can take only the Attack (inquisitor chooses the target) or Dash action.\"]}],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"X\"],\"damageTags\":[\"O\",\"S\",\"Y\"],\"spellcastingTags\":[\"I\",\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"charmed\",\"stunned\"],\"conditionInflictSpell\":[\"charmed\",\"incapacitated\"],\"savingThrowForced\":[\"intelligence\",\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Inquisitor of the Sword\",\"source\":\"VRGR\",\"page\":249,\"size\":[\"M\"],\"type\":\"humanoid\",\"ac\":[{\"ac\":16,\"from\":[\"{@item breastplate|PHB}\"]}],\"hp\":{\"average\":91,\"formula\":\"14d8 + 28\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":14,\"con\":14,\"int\":15,\"wis\":18,\"cha\":16,\"save\":{\"int\":\"+5\",\"wis\":\"+7\",\"cha\":\"+6\"},\"skill\":{\"acrobatics\":\"+5\",\"athletics\":\"+4\",\"insight\":\"+7\",\"perception\":\"+7\"},\"senses\":[\"truesight 30 ft.\"],\"passive\":17,\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"any two languages\",\"telepathy 120 ft.\"],\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The inquisitor casts one of the following spells, requiring no components and using Wisdom as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell detect magic}\",\"{@spell detect thoughts}\",\"{@spell dispel magic}\",\"{@spell sending}\"],\"daily\":{\"1e\":[\"{@spell dimension door}\",\"{@spell fly}\",\"{@spell greater invisibility}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Metabolic Control\",\"entries\":[\"At the start of each of its turns, the inquisitor regains 10 hit points and can end one condition on itself, provided the inquisitor has at least 1 hit point.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The inquisitor attacks twice with its Silver Longsword. After it hits or misses with an attack, the inquisitor can teleport up to 30 feet to an unoccupied space it can see.\"]},{\"name\":\"Silver Longsword\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@dice 1d10 + 4}) if used with two hands, plus 18 ({@damage 4d8}) force damage.\"]}],\"bonus\":[{\"name\":\"Blink Step\",\"entries\":[\"The inquisitor teleports up to 60 feet to an unoccupied space it can see.\"]}],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"X\"],\"damageTags\":[\"O\",\"S\"],\"damageTagsSpell\":[\"O\"],\"spellcastingTags\":[\"I\",\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Inquisitor of the Tome\",\"source\":\"VRGR\",\"page\":249,\"otherSources\":[{\"source\":\"VEoR\"}],\"size\":[\"M\"],\"type\":\"humanoid\",\"ac\":[11],\"hp\":{\"average\":77,\"formula\":\"14d8 + 14\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":12,\"con\":12,\"int\":19,\"wis\":16,\"cha\":15,\"save\":{\"int\":\"+7\",\"wis\":\"+6\",\"cha\":\"+5\"},\"skill\":{\"arcana\":\"+10\",\"history\":\"+7\",\"nature\":\"+7\",\"religion\":\"+10\"},\"senses\":[\"truesight 30 ft.\"],\"passive\":13,\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"any four languages\",\"telepathy 120 ft.\"],\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Innate Spellcasting (Psionics)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The inquisitor casts one of the following spells, requiring no components and using Intelligence as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell detect magic}\",\"{@spell dispel magic}\",\"{@spell levitate}\",\"{@spell mage armor}\",\"{@spell mage hand}\",\"{@spell sending}\"],\"daily\":{\"1e\":[\"{@spell Otiluke's resilient sphere}\",\"{@spell telekinesis}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The inquisitor attacks twice.\"]},{\"name\":\"Force Bolt\",\"entries\":[\"{@atk rs} {@hit 7} to hit, range 120 ft., one target. {@h}22 ({@damage 4d8 + 4}) force damage, and if the target is a Large or smaller creature, the inquisitor can push it up to 10 feet away.\"]},{\"name\":\"Silver Longsword\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@dice 1d10 + 4}) if used with two hands, plus 18 ({@damage 4d8}) force damage.\"]},{\"name\":\"Implode {@recharge 4}\",\"entries\":[\"Each creature in a 20-foot-radius sphere centered on a point the inquisitor can see within 120 feet of it must succeed on a {@dc 15} Constitution saving throw or take 31 ({@damage 6d8 + 4}) force damage and be knocked {@condition prone} and moved to the unoccupied space closest to the sphere's center. Large and smaller objects that aren't being worn or carried in the sphere automatically take the damage and are similarly moved.\"]}],\"reaction\":[{\"name\":\"Telekinetic Deflection\",\"entries\":[\"In response to being hit by an attack roll, the inquisitor increases its AC by 4 against the attack. If this causes the attack to miss, the attacker is hit by the attack instead.\"]}],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"X\"],\"damageTags\":[\"O\",\"S\"],\"spellcastingTags\":[\"I\",\"P\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"conditionInflict\":[\"prone\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Isolde\",\"isNamedCreature\":true,\"source\":\"VRGR\",\"page\":86,\"size\":[\"M\"],\"type\":{\"type\":\"fey\",\"tags\":[\"elf\"]},\"alignment\":[\"L\",\"NX\",\"C\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"{@item scale mail|PHB}\"]}],\"hp\":{\"average\":82,\"formula\":\"11d8 + 33\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":18,\"dex\":18,\"con\":16,\"int\":14,\"wis\":12,\"cha\":16,\"save\":{\"str\":\"+7\",\"con\":\"+6\",\"int\":\"+5\",\"cha\":\"+6\"},\"skill\":{\"deception\":\"+6\",\"intimidation\":\"+6\",\"perception\":\"+4\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"resist\":[\"cold\",\"fire\",\"lightning\",\"poison\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"languages\":[\"Abyssal\",\"Common\",\"Infernal\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Isolde's spellcasting ability is Charisma (spell save {@dc 14}). Isolde can innately cast the following spells, requiring no material components:\"],\"daily\":{\"1\":[\"{@spell plane shift} (self only)\"],\"3e\":[\"{@spell alter self}\",\"{@spell command}\",\"{@spell detect magic}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Fiendish Blessing\",\"entries\":[\"The AC of Isolde includes her Charisma bonus.\"]},{\"name\":\"Magic Resistance Aura\",\"entries\":[\"While holding {@item Nepenthe|VRGR}, Isolde creates an aura in a 10-foot radius around her. While this aura is active, Isolde and all creatures friendly to her in the aura have advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Isolde makes two melee attacks or uses its Fire Ray twice.\"]},{\"name\":\"Nepenthe\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft.., one target. {@h}11 ({@damage 1d8 + 7}) slashing damage, or 12 ({@damage 1d10 + 7}) slashing damage if used with two hands to make a melee attack. If the target is a fiend or an undead, it takes an extra 11 ({@damage 2d10}) radiant damage.\"]},{\"name\":\"Fire Ray\",\"entries\":[\"{@atk rs} {@hit 7} to hit, range 120 ft., one target. {@h}10 ({@damage 3d6}) fire damage.\"]},{\"name\":\"Fiendish Charm\",\"entries\":[\"One humanoid Isolde can see within 30 feet of it must succeed on a {@dc 14} Wisdom saving throw or be magically {@condition charmed} for 1 day. The {@condition charmed} target obeys Isolde's spoken commands. If the target suffers any harm from Isolde or another creature or receives a suicidal command from Isolde, the target can repeat the saving throw, ending the effect on itself on a success. If a target's saving throw is successful, or if the effect ends for it, the creature is immune to Isolde's Fiendish Charm for the next 24 hours.\"]}],\"attachedItems\":[\"nepenthe|vrgr\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"I\"],\"damageTags\":[\"F\",\"R\",\"S\"],\"damageTagsSpell\":[\"B\",\"P\",\"S\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"charmed\"],\"conditionInflictSpell\":[\"prone\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Jiangshi\",\"source\":\"VRGR\",\"page\":236,\"size\":[\"M\"],\"type\":\"undead\",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":119,\"formula\":\"14d8 + 56\"},\"speed\":{\"walk\":20},\"str\":18,\"dex\":3,\"con\":18,\"int\":17,\"wis\":14,\"cha\":12,\"save\":{\"con\":\"+8\",\"int\":\"+7\",\"wis\":\"+6\",\"cha\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":12,\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"any languages it knew in life\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Jiangshi Weaknesses\",\"entries\":[\"The jiangshi has the following flaws:\",\"{@i Fear of Its Own Reflection.} If the jiangshi sees its own reflection, it immediately uses its reaction, if available, to move as far away from the reflection as possible.\",\"{@i Susceptible to Holy Symbols.} While the jiangshi is wearing or touching a holy symbol, it automatically fails saving throws against effects that turn Undead.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The jiangshi doesn't require air.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The jiangshi makes three Slam attacks and uses Consume Energy.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage.\"]},{\"name\":\"Consume Energy\",\"entries\":[\"The jiangshi draws energy from a creature it can see within 30 feet of it. The target makes a {@dc 16} Constitution saving throw, taking 18 ({@damage 4d8}) necrotic damage on a failed save, or half as much damage on a successful one. The jiangshi regains hit points equal to the amount of necrotic damage dealt. After regaining hit points from this action, the jiangshi gains the following benefits for 7 days: its walking speed increases to 40 feet, and it gains a flying speed equal to its walking speed and can hover.\",\"A Humanoid slain by this necrotic damage rises as a wight (see its entry in the Monster Manual) at the end of the jiangshi's turn. The wight acts immediately after the jiangshi in the initiative order. If this wight slays a Humanoid with its Life Drain, the wight transforms into a jiangshi 5 days later.\"]},{\"name\":\"Change Shape\",\"entries\":[\"The jiangshi polymorphs into a Beast, a Humanoid, or an Undead that is Medium or Small or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying is absorbed or borne by the new form (the jiangshi's choice). It reverts to its true form if it dies.\"]}],\"traitTags\":[\"Unusual Nature\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"B\",\"N\"],\"miscTags\":[\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lesser Star Spawn Emissary\",\"source\":\"VRGR\",\"page\":245,\"size\":[\"M\"],\"type\":\"aberration\",\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":241,\"formula\":\"21d8 + 147\"},\"speed\":{\"walk\":40,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":21,\"dex\":18,\"con\":24,\"int\":25,\"wis\":20,\"cha\":23,\"save\":{\"int\":\"+13\",\"wis\":\"+11\",\"cha\":\"+12\"},\"skill\":{\"arcana\":\"+19\",\"deception\":\"+18\",\"perception\":\"+11\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":21,\"resist\":[\"acid\",\"force\",\"necrotic\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"all\",\"telepathy 1,000 ft.\"],\"cr\":\"19\",\"trait\":[{\"name\":\"Aberrant Rejuvenation\",\"entries\":[\"When the emissary drops to 0 hit points, its body melts away. A greater star spawn emissary instantly appears in an unoccupied space within 60 feet of where the lesser emissary disappeared. The greater emissary uses the lesser emissary's initiative count.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the emissary fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The emissary doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The emissary makes three attacks.\"]},{\"name\":\"Lashing Maw\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 15 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage plus 13 ({@damage 3d8}) acid damage.\"]},{\"name\":\"Psychic Orb\",\"entries\":[\"{@atk rs} {@hit 13} to hit, range 120 ft., one creature. {@h}18 ({@damage 2d10 + 7}) psychic damage.\"]},{\"name\":\"Change Shape\",\"entries\":[\"The emissary polymorphs into a Small or Medium creature of its choice or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed.\"]}],\"legendary\":[{\"name\":\"Psychic Orb\",\"entries\":[\"The emissary makes a Psychic Orb attack.\"]},{\"name\":\"Teleportation Maw (Costs 2 Actions)\",\"entries\":[\"The emissary teleports to an unoccupied space it can see within 30 feet of it and can make a Lashing Maw attack.\"]},{\"name\":\"Psychic Lash (Costs 3 Actions)\",\"entries\":[\"The emissary targets a creature it can see within 30 feet of it and psychically lashes at that creature's mind. The target must succeed on a {@dc 21} Wisdom saving throw or take 36 ({@damage 8d8}) psychic damage and be {@condition stunned} until the start of its next turn.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Unusual Nature\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"TP\",\"XX\"],\"damageTags\":[\"A\",\"P\",\"Y\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"stunned\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Loup Garou\",\"group\":[\"Lycanthropes\"],\"source\":\"VRGR\",\"page\":237,\"size\":[\"M\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"shapechanger\"]},\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":170,\"formula\":\"20d8 + 80\"},\"speed\":{\"walk\":{\"number\":30,\"condition\":\"(40 ft. in hybrid form, 50 ft. in dire wolf form)\"}},\"str\":18,\"dex\":18,\"con\":18,\"int\":14,\"wis\":16,\"cha\":16,\"save\":{\"dex\":\"+9\",\"con\":\"+9\",\"cha\":\"+8\"},\"skill\":{\"perception\":\"+13\",\"stealth\":\"+9\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":23,\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common (can't speak in wolf form)\"],\"cr\":\"13\",\"trait\":[{\"name\":\"Blood Frenzy\",\"entries\":[\"The loup garou has advantage on attack rolls against a creature that doesn't have all its hit points.\"]},{\"name\":\"Legendary Resistance (2/Day)\",\"entries\":[\"When the loup garou fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The loup garou regains 10 hit points at the start of each of its turns. If the loup garou takes damage from a silver weapon, this trait doesn't function at the start of the loup garou's next turn. The loup garou dies only if it starts its turn with 0 hit points and doesn't regenerate.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The loup garou makes two attacks: two with its Longsword (humanoid form) or one with its Bite and one with its Claws (dire wolf or hybrid form).\"]},{\"name\":\"Bite (Dire Wolf or Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage plus 14 ({@damage 4d6}) necrotic damage. If the target is a Humanoid, it must succeed on a {@dc 17} Constitution saving throw or be cursed with loup garou lycanthropy.\"]},{\"name\":\"Claws (Dire Wolf or Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage. If the target is a creature, it must succeed on a {@dc 17} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Longsword (Humanoid Form Only)\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage, or 15 ({@damage 2d10 + 4}) slashing damage if used with two hands.\"]}],\"bonus\":[{\"name\":\"Change Shape\",\"entries\":[\"The loup garou polymorphs into a Large wolf-humanoid hybrid or into a Large dire wolf, or back into its true form, which appears humanoid. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"]}],\"legendary\":[{\"name\":\"Swipe\",\"entries\":[\"The loup garou makes one Claws attack (dire wolf or hybrid form only) or one Longsword attack (humanoid form only).\"]},{\"name\":\"Mauling Pounce (Costs 2 Actions)\",\"entries\":[\"The loup garou moves up to its speed without provoking opportunity attacks, and it can make one Claws attack (dire wolf or hybrid form only) or one Longsword attack (humanoid form only) against each creature it moves past.\"]},{\"name\":\"Bite (Costs 3 Actions)\",\"entries\":[\"The loup garou changes into hybrid or dire wolf form and then makes one Bite attack.\"]}],\"attachedItems\":[\"longsword|phb\"],\"traitTags\":[\"Legendary Resistances\",\"Regeneration\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"N\",\"P\",\"S\"],\"miscTags\":[\"CUR\",\"MLW\",\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Necrichor\",\"source\":\"VRGR\",\"page\":238,\"otherSources\":[{\"source\":\"AATM\"}],\"size\":[\"M\"],\"type\":\"undead\",\"ac\":[12],\"hp\":{\"average\":67,\"formula\":\"9d8 + 27\"},\"speed\":{\"walk\":20,\"climb\":20},\"str\":8,\"dex\":15,\"con\":17,\"int\":17,\"wis\":13,\"cha\":10,\"save\":{\"con\":\"+6\",\"int\":\"+6\",\"wis\":\"+4\"},\"skill\":{\"arcana\":\"+9\"},\"senses\":[\"blindsight 120 ft. (blind beyond this radius)\"],\"passive\":11,\"resist\":[\"acid\",\"necrotic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"any three languages\",\"telepathy 120 ft.\"],\"cr\":\"7\",\"trait\":[{\"name\":\"Legendary Resistance (2/Day)\",\"entries\":[\"If the necrichor fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Rejuvenation\",\"entries\":[\"Unless its lifeless remains are splashed with holy water or placed in a vessel under the effects of the {@spell hallow} spell, the destroyed necrichor re-forms in {@dice 1d10} days, regaining all its hits points and appearing in the place it died or in the nearest unoccupied space.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The necrichor can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The necrichor doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The necrichor makes two attacks.\"]},{\"name\":\"Pseudopod\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}5 ({@damage 1d6 + 2}) necrotic damage, and the target must succeed on a {@dc 14} Constitution saving throw or be {@condition paralyzed} until the start of the necrichor's next turn.\"]},{\"name\":\"Necrotic Bolt\",\"entries\":[\"{@atk rs} {@hit 6} to hit, range 120 ft., one creature. {@h}12 ({@damage 2d8 + 3}) necrotic damage, and the target can't regain hit points until the start of the necrichor's next turn.\"]},{\"name\":\"Blood Puppeteering {@recharge}\",\"entries\":[\"The necrichor targets a creature it can see within 5 feet of it that is missing any of its hit points. If the target isn't a Construct or an Undead, it must succeed on a {@dc 14} Constitution saving throw or the necrichor enters the target's space and attaches itself to the target for 1 minute. While attached, the necrichor takes only half damage dealt to it (round down), and the target takes the remaining damage. The necrichor can attach to only one creature at a time.\",\"The attached necrichor can telepathically control the target's move, action, or both. When controlled this way, the target can take only the Attack action (necrichor chooses the target) or the Dash action. The attached target can repeat the saving throw at the end of each of its turns, detaching from the necrichor and forcing it to move into the nearest unoccupied space on a success.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Rejuvenation\",\"Spider Climb\",\"Unusual Nature\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"TP\",\"X\"],\"damageTags\":[\"N\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"paralyzed\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Nosferatu\",\"source\":\"VRGR\",\"page\":239,\"size\":[\"M\"],\"type\":\"undead\",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":85,\"formula\":\"9d8 + 45\"},\"speed\":{\"walk\":40},\"str\":20,\"dex\":18,\"con\":21,\"int\":6,\"wis\":17,\"cha\":14,\"save\":{\"dex\":\"+7\",\"con\":\"+8\",\"wis\":\"+6\"},\"skill\":{\"perception\":\"+6\",\"stealth\":\"+10\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"resist\":[\"necrotic\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"the languages it knew in life\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Regeneration\",\"entries\":[\"The nosferatu regains 10 hit points at the start of each of its turns if it has at least 1 hit point and isn't in sunlight. If the nosferatu takes radiant damage, this trait doesn't function until the start of the nosferatu's next turn.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The nosferatu can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Sunlight Hypersensitivity\",\"entries\":[\"The nosferatu takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The nosferatu doesn't require air.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The nosferatu makes two Claw attacks followed by one Bite attack. If both Claw attacks hit the same creature, the Bite attack is made with advantage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}9 ({@damage 1d8 + 5}) piercing damage plus 7 ({@damage 2d6}) necrotic damage. If the target is missing any of its hit points, it instead takes 11 ({@damage 2d10}) necrotic damage.\",\"The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the nosferatu regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A Humanoid slain in this way and then buried in the ground rises as a nosferatu after {@dice 1d10} days.\"]},{\"name\":\"Blood Disgorge {@recharge 5}\",\"entries\":[\"The nosferatu vomits blood in a 15-foot cone. Each creature in that area must make a {@dc 16} Constitution saving throw. On a failed save, a creature takes 18 ({@damage 4d8}) necrotic damage, and it can't regain hit points for 1 minute. On a successful save, the creature takes half as much damage with no additional effects.\"]}],\"traitTags\":[\"Regeneration\",\"Spider Climb\",\"Sunlight Sensitivity\",\"Unusual Nature\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"LF\"],\"damageTags\":[\"N\",\"P\",\"R\",\"S\"],\"miscTags\":[\"AOE\",\"HPR\",\"MW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Podling\",\"source\":\"VRGR\",\"page\":227,\"size\":[\"M\"],\"type\":\"plant\",\"ac\":[10],\"hp\":{\"average\":26,\"formula\":\"4d8 + 8\"},\"speed\":{\"walk\":20},\"str\":15,\"dex\":11,\"con\":14,\"int\":10,\"wis\":10,\"cha\":10,\"senses\":[\"blindsight 30 ft.\"],\"passive\":10,\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Deep Speech\",\"the languages the creature knew in life\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Semblance of Life\",\"entries\":[\"The podling is a physical copy of a creature digested by a bodytaker plant. The podling has the digested creature's memories and behaves like that creature, but with occasional lapses. An observer familiar with the digested creature can recognize the discrepancies with a successful {@dc 20} Wisdom ({@skill Insight}) check, or automatically if the podling does something in direct contradiction to the digested creature's established beliefs or behavior. The podling melts into a slurry when it dies, when the bodytaker plant that created it dies, or when the bodytaker plant dismisses it (no action required).\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The podling doesn't require sleep.\"]}],\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage.\"]}],\"traitTags\":[\"Unusual Nature\"],\"senseTags\":[\"B\"],\"languageTags\":[\"DS\",\"LF\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Priest of Osybus\",\"source\":\"VRGR\",\"page\":241,\"otherSources\":[{\"source\":\"VEoR\"}],\"size\":[\"M\"],\"type\":\"humanoid\",\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":60,\"formula\":\"8d8 + 24\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":16,\"int\":18,\"wis\":17,\"cha\":11,\"save\":{\"int\":\"+7\",\"wis\":\"+6\",\"cha\":\"+3\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":13,\"conditionImmune\":[\"frightened\"],\"languages\":[\"any three languages\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Tattoo of Osybus\",\"entries\":[\"If the priest drops to 0 hit points, roll on the Boons of Undeath table for the boon the priest receives. The priest dies if it receives a boon it already has. If it receives a new boon, it revives at the start of its next turn with half its hit points restored, and its creature type is now Undead.\",\"To prevent this revival, the Tattoo of Osybus on the priest's body must be destroyed. The tattoo is invulnerable while the priest has at least 1 hit point. The tattoo is otherwise an object with AC 15, and it is immune to poison and psychic damage. It has 15 hit points, but it regains all its hit points at the end of every combatant's turn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The priest attacks twice.\"]},{\"name\":\"Soul Blade\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) piercing damage, and if the target is a creature, it is {@condition paralyzed} until the start of the priest's next turn. If this damage reduces a Medium or smaller creature to 0 hit points, the creature dies, and its soul is trapped in the priest's body, manifesting as a shadowy Soul Tattoo on the priest. The soul is freed if the priest dies.\"]},{\"name\":\"Necrotic Bolt\",\"entries\":[\"{@atk rs} {@hit 7} to hit, range 120 ft., one target. {@h}17 ({@damage 3d8 + 4}) necrotic damage, and the target can't regain hit points until the start of the priest's next turn.\"]}],\"bonus\":[{\"name\":\"Soul Tattoo {@recharge 5}\",\"entries\":[\"The priest touches one of the Soul Tattoos on its body. The tattoo vanishes as the trapped soul manifests as a shadowy creature that appears in an unoccupied space the priest can see within 30 feet of it. The creature has the size and silhouette of its original body, but it otherwise uses the stat block of a shadow.\",\"The shadow obeys the priest's mental commands (no action required) and takes its turn immediately after the priest. If the creature is within 5 feet of the priest, it can turn back into a tattoo as an action, reappearing on the priest's flesh and regaining all its hit points.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Boons of Undeath\",\"entries\":[\"When a priest of Osybus drops to 0 hit points, the priest might revive with a benefit from the Boons of Undeath table. You can give a priest one or more of these boons of your choice before the priest faces adventurers. If you do so, the priest is Undead, rather than Humanoid, and a priest can receive each boon only once.\",{\"type\":\"table\",\"caption\":\"Boons of Undeath\",\"colLabels\":[\"d6\",\"Boon\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",{\"type\":\"entries\",\"name\":\"Dread\",\"entries\":[\"Eerie whispers can now be heard around the priest. Any non-Undead creature that starts its turn within 30 feet of the priest must succeed on a DC 15 Wisdom saving throw or be {@condition frightened} of the priest until the start of the creature's next turn.\"]}],[\"2\",{\"type\":\"entries\",\"name\":\"Ectoplasmic\",\"entries\":[\"An otherworldly slime drips off the priest and fades away moments later, leaving a greenish stain. When any creature starts its turn within 10 feet of the priest, the priest can reduce that creature's speed by 10 feet until the start of the creature's next turn, until which the creature is covered by ectoplasm. In addition, as an action, the priest can use the slime to make itself look and feel like any creature that is Medium or Small, while retaining its game statistics. This transformation lasts for 8 hours or until the priest drops to 0 hit points.\"]}],[\"3\",{\"type\":\"entries\",\"name\":\"Vampiric\",\"entries\":[\"When the priest deals necrotic damage to any creature, the priest gains a number of temporary hit points equal to half that necrotic damage. The priest's speed also increases by 10 feet.\"]}],[\"4\",{\"type\":\"entries\",\"name\":\"Blazing\",\"entries\":[\"The priest sloughs off its flesh, and its skeleton crumbles away, leaving only its skull. Its stat block is replaced by that of a {@creature flameskull}, but it retains its Tattoo of Osybus trait, and all fire damage it deals becomes necrotic damage. The Tattoo of Osybus now appears carved into the skull's forehead.\"]}],[\"5\",{\"type\":\"entries\",\"name\":\"Spectral\",\"entries\":[\"The priest now appears wraithlike, and its challenge rating increases by 1. It gains resistance to all damage but force, radiant, and psychic, and it is vulnerable to radiant damage. It can also move through creatures and objects as if they were {@quickref difficult terrain||3}, but it takes 5 ({@dice 1d10}) force damage if it ends its turn inside a creature or an object.\"]}],[\"6\",{\"type\":\"entries\",\"name\":\"Deathly\",\"entries\":[\"The priest's visage becomes bone white, and its challenge rating increases by 1. It can cast {@spell animate dead} and {@spell create undead} once per day each, using Intelligence as the spellcasting ability, and it gains the following action:\",{\"type\":\"entries\",\"name\":\"Circle of Death (Spell; {@recharge 5|m})\",\"entries\":[\"Each creature in a 60-foot-radius sphere centered on a point the priest can see within 150 feet of it must make a DC 15 Constitution saving throw, taking 28 ({@dice 8d6}) necrotic damage on a failed save, or half as much damage on a successful one.)\"]}]}]]}]}],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"X\"],\"damageTags\":[\"N\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\",\"paralyzed\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Priest of Osybus (Blazing Boon)\",\"source\":\"VRGR\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Blazing Boon\",\"entries\":[\"The priest sloughs off its flesh, and its skeleton crumbles away, leaving only its skull. Its stat block is replaced by that of a {@creature flameskull}, but it retains its Tattoo of Osybus trait, and all fire damage it deals becomes necrotic damage. The Tattoo of Osybus now appears carved into the skull's forehead.\"]}}},\"type\":\"undead\",\"variant\":null},{\"name\":\"Priest of Osybus (Deathly Boon)\",\"source\":\"VRGR\",\"_mod\":{\"action\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Circle of Death (Spell; {@recharge 5|m})\",\"entries\":[\"Each creature in a 60-foot-radius sphere centered on a point the priest can see within 150 feet of it must make a DC 15 Constitution saving throw, taking 28 ({@dice 8d6}) necrotic damage on a failed save, or half as much damage on a successful one.)\"]}}},\"type\":\"undead\",\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"headerEntries\":[\"The priest casts one of the following spells, requiring no components and using Intelligence as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[{\"entry\":\"{@spell circle of death}\",\"hidden\":true}],\"daily\":{\"1e\":[\"{@spell animate dead}\",\"{@spell create undead}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"variant\":null},{\"name\":\"Priest of Osybus (Dread Boon)\",\"source\":\"VRGR\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Dread Boon\",\"entries\":[\"Eerie whispers can now be heard around the priest. Any non-Undead creature that starts its turn within 30 feet of the priest must succeed on a DC 15 Wisdom saving throw or be {@condition frightened} of the priest until the start of the creature's next turn.\"]}}},\"type\":\"undead\",\"variant\":null},{\"name\":\"Priest of Osybus (Ectoplasmic Boon)\",\"source\":\"VRGR\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Ectoplasmic Boon\",\"entries\":[\"An otherworldly slime drips off the priest and fades away moments later, leaving a greenish stain. When any creature starts its turn within 10 feet of the priest, the priest can reduce that creature's speed by 10 feet until the start of the creature's next turn, until which the creature is covered by ectoplasm. In addition, as an action, the priest can use the slime to make itself look and feel like any creature that is Medium or Small, while retaining its game statistics. This transformation lasts for 8 hours or until the priest drops to 0 hit points.\"]}}},\"type\":\"undead\",\"variant\":null},{\"name\":\"Priest of Osybus (Spectral Boon)\",\"source\":\"VRGR\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Spectral Boon\",\"entries\":[\"The priest now appears wraithlike, and its challenge rating increases by 1. It gains resistance to all damage but force, radiant, and psychic, and it is vulnerable to radiant damage. It can also move through creatures and objects as if they were {@quickref difficult terrain||3}, but it takes 5 ({@dice 1d10}) force damage if it ends its turn inside a creature or an object.\"]}}},\"type\":\"undead\",\"variant\":null},{\"name\":\"Priest of Osybus (Vampiric Boon)\",\"source\":\"VRGR\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Vampiric Boon\",\"entries\":[\"When the priest deals necrotic damage to any creature, the priest gains a number of temporary hit points equal to half that necrotic damage. The priest's speed also increases by 10 feet.\"]}}},\"type\":\"undead\",\"variant\":null}]},{\"name\":\"Relentless Juggernaut\",\"source\":\"VRGR\",\"page\":243,\"size\":[\"L\"],\"type\":\"fiend\",\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":161,\"formula\":\"14d10 + 84\"},\"speed\":{\"walk\":30},\"str\":22,\"dex\":12,\"con\":22,\"int\":8,\"wis\":15,\"cha\":16,\"save\":{\"dex\":\"+5\",\"wis\":\"+6\",\"cha\":\"+7\"},\"skill\":{\"perception\":\"+6\",\"survival\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\"],\"languages\":[\"understands all languages but can't speak\"],\"cr\":\"12\",\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the juggernaut fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The juggernaut regains 20 hit points at the start of its turn. If the juggernaut takes radiant damage, this trait doesn't function at the start of its next turn. The juggernaut dies only if it starts its turn with 0 hit points and doesn't regenerate.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The juggernaut doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The juggernaut makes two attacks. It can replace one attack with Deadly Shaping if it is ready.\"]},{\"name\":\"Executioner's Pick\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage, and if the target is a creature, its speed is reduced by 10 feet until the start of the juggernaut's next turn.\"]},{\"name\":\"Fist\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}11 ({@damage 1d10 + 6}) bludgeoning damage, and if the target is a Large or smaller creature, it must succeed on a {@dc 18} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Deadly Shaping {@recharge 5}\",\"entries\":[\"The juggernaut magically shapes a feature of its surroundings into a deadly implement. A creature the juggernaut can see within 60 feet of it must make a {@dc 18} Dexterity saving throw. If the saving throw fails, the targeted creature is struck by one of the following (juggernaut's choice):\"]},{\"name\":\"Flying Stone\",\"entries\":[\"The target takes 22 ({@damage 5d8}) bludgeoning damage and is {@condition incapacitated} until the start of the juggernaut's next turn, and the implement vanishes.\"]},{\"name\":\"Scything Shrapnel\",\"entries\":[\"The target takes 14 ({@damage 4d6}) slashing damage, and the implement vanishes. At the start of each of its turns, the target takes 10 ({@damage 3d6}) necrotic damage from the wound left by the shrapnel. The wound ends if the target regains any hit points or if a creature uses an action to stanch the wound, which requires a successful {@dc 15} Wisdom ({@skill Medicine}) check.\"]}],\"legendary\":[{\"name\":\"Implacable Advance\",\"entries\":[\"The juggernaut moves up to its speed, ignoring {@quickref difficult terrain||3}. Any object in its path takes 55 ({@damage 10d10}) bludgeoning damage if it isn't being worn or carried.\"]},{\"name\":\"Rapid Shaping (Costs 3 Actions)\",\"entries\":[\"The juggernaut recharges Deadly Shaping and uses it.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Regeneration\",\"Unusual Nature\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"XX\"],\"damageTags\":[\"B\",\"N\",\"P\",\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"incapacitated\",\"prone\"],\"savingThrowForced\":[\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Relentless Slasher\",\"source\":\"VRGR\",\"page\":242,\"size\":[\"M\"],\"type\":\"fiend\",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":84,\"formula\":\"13d8 + 26\"},\"speed\":{\"walk\":40},\"str\":12,\"dex\":18,\"con\":14,\"int\":14,\"wis\":15,\"cha\":16,\"save\":{\"str\":\"+4\",\"dex\":\"+7\",\"con\":\"+5\",\"wis\":\"+5\"},\"skill\":{\"athletics\":\"+7\",\"perception\":\"+5\",\"survival\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":15,\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"understands all languages but can't speak\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Legendary Resistance (1/Day)\",\"entries\":[\"If the slasher fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Shrouded Presence\",\"entries\":[\"The slasher is immune to any effect that would sense its emotions or read its thoughts, and it can't be detected by abilities that sense Fiends.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The slasher makes two Slasher's Knife attacks.\"]},{\"name\":\"Slasher's Knife\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 30/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) slashing damage plus 21 ({@damage 6d6}) necrotic damage. If the target is a creature, it suffers a lingering wound that causes it to take 7 ({@damage 2d6}) necrotic damage at the start of each of its turns. Each time the slasher hits the wounded target with this attack, the damage dealt by the wound increases by 3 ({@dice 1d6}). The wound ends if the target regains hit points or if a creature uses an action to stanch the wound, which requires a successful {@dc 15} Wisdom ({@skill Medicine}) check.\"]}],\"legendary\":[{\"name\":\"Slice\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 30/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage.\"]},{\"name\":\"Vanishing Strike (Costs 3 Actions)\",\"entries\":[\"The slasher makes one Slasher's Knife attack. After the attack hits or misses, the slasher can teleport up to 30 feet to an unoccupied space it can see.\"]}],\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"XX\"],\"damageTags\":[\"N\",\"S\"],\"miscTags\":[\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Strigoi\",\"source\":\"VRGR\",\"page\":246,\"size\":[\"M\"],\"type\":\"monstrosity\",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"7d8 + 21\"},\"speed\":{\"walk\":30,\"fly\":40},\"str\":17,\"dex\":14,\"con\":16,\"int\":11,\"wis\":17,\"cha\":10,\"save\":{\"str\":\"+5\",\"dex\":\"+4\",\"wis\":\"+5\"},\"skill\":{\"perception\":\"+5\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":15,\"resist\":[\"necrotic\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Common\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Stirge Telepathy\",\"entries\":[\"The strigoi can magically command any {@creature stirge} within 120 feet of it, using a limited form of telepathy.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The strigoi makes one Claw attack and makes one Proboscis attack.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage plus 6 ({@damage 1d12}) acid damage.\"]},{\"name\":\"Proboscis\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}8 ({@damage 1d10 + 3}) piercing damage plus 10 ({@damage 3d6}) necrotic damage, and the strigoi regains hit points equal to the amount of necrotic damage dealt. A creature reduced to 0 hit points from this attack dies and leaves nothing behind except its skin and its equipment.\"]},{\"name\":\"Ravenous Children (1/Day)\",\"entries\":[\"The strigoi magically summons {@dice 1d4 + 2} {@creature stirge||stirges} (see their entry in the Monster Manual) in unoccupied spaces it can see within 30 feet of it. The stirges are under the strigoi's control and act immediately after the strigoi in the initiative order. The stirges disappear after 1 hour, when the strigoi dies, or when the strigoi dismisses them (no action required).\"]}],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"A\",\"N\",\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Swarm of Gremishkas\",\"source\":\"VRGR\",\"page\":235,\"size\":[\"M\"],\"type\":{\"type\":\"monstrosity\",\"swarmSize\":\"T\"},\"ac\":[12],\"hp\":{\"average\":24,\"formula\":\"7d6\"},\"speed\":{\"walk\":25},\"str\":12,\"dex\":14,\"con\":10,\"int\":12,\"wis\":14,\"cha\":4,\"skill\":{\"perception\":\"+4\"},\"senses\":[\"darkvision 30 ft.\"],\"passive\":14,\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"prone\",\"restrained\",\"stunned\"],\"languages\":[\"understands Common but can't speak\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Limited Spell Immunity\",\"entries\":[\"The swarm automatically succeeds on saving throws against spells of 3rd level or lower, and the attack rolls of such spells always miss it.\"]},{\"name\":\"Swarm\",\"entries\":[\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny gremishka. The swarm can't regain hit points or gain temporary hit points.\"]}],\"action\":[{\"name\":\"Bites\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 0 ft., one target in the swarm's space. {@h}12 ({@damage 3d6 + 2}) piercing damage, or 5 ({@damage 1d6 + 2}) piercing damage if the swarm has half of its hit points or fewer, plus 7 ({@damage 2d6}) force damage.\"]}],\"reaction\":[{\"name\":\"Spell Redirection\",\"entries\":[\"In response to a spell attack roll missing the swarm, the swarm causes that spell to hit another creature of its choice within 30 feet of it that it can see.\"]}],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"O\",\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Swarm of Maggots\",\"source\":\"VRGR\",\"page\":247,\"size\":[\"M\"],\"type\":{\"type\":\"beast\",\"swarmSize\":\"T\"},\"ac\":[11],\"hp\":{\"average\":22,\"formula\":\"5d8\"},\"speed\":{\"walk\":20,\"swim\":20},\"str\":3,\"dex\":12,\"con\":10,\"int\":1,\"wis\":7,\"cha\":1,\"senses\":[\"blindsight 10 ft.\"],\"passive\":8,\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"prone\",\"restrained\",\"stunned\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Swarm\",\"entries\":[\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny maggot. The swarm can't regain hit points or gain temporary hit points.\"]}],\"action\":[{\"name\":\"Infestation\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 0 ft., one target in the swarm's space. {@h}10 ({@damage 4d4}) piercing damage, or 5 ({@damage 2d4}) piercing damage if the swarm has half of its hit points or fewer. A creature damaged by the swarm must succeed on a {@dc 12} Constitution saving throw or contract a disease.\",\"Each time the diseased creature finishes a long rest, roll a {@dice d6} to determine the disease's effect:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"1-2\",\"entries\":[\"The creature is {@condition blinded} until it finishes a long rest.\"]},{\"type\":\"item\",\"name\":\"3-4\",\"entries\":[\"The creature's hit point maximum decreases by 5 ({@dice 2d4}), and the reduction can't be removed until the disease ends. The creature dies if its hit point maximum drops to 0.\"]},{\"type\":\"item\",\"name\":\"5-6\",\"entries\":[\"The creature has disadvantage on ability checks and attack rolls until it finishes its next long rest.\",\"The disease lasts until it's removed by magic or until the creature rolls the same random effect for the disease two long rests in a row.\"]}]}]}],\"senseTags\":[\"B\"],\"damageTags\":[\"P\"],\"miscTags\":[\"DIS\",\"MW\"],\"conditionInflict\":[\"blinded\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Swarm of Scarabs\",\"source\":\"VRGR\",\"page\":247,\"size\":[\"M\"],\"type\":{\"type\":\"beast\",\"swarmSize\":\"T\"},\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":27,\"formula\":\"5d8 + 5\"},\"speed\":{\"walk\":30,\"burrow\":30,\"climb\":30},\"str\":3,\"dex\":14,\"con\":13,\"int\":1,\"wis\":12,\"cha\":1,\"senses\":[\"tremorsense 60 ft.\"],\"passive\":11,\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"prone\",\"restrained\",\"stunned\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Swarm\",\"entries\":[\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny scarab. The swarm can't regain hit points or gain temporary hit points.\"]},{\"name\":\"Skeletonize\",\"entries\":[\"If the swarm starts its turn in the same space as a dead creature that is Large or smaller, the corpse is destroyed, leaving behind only equipment and bones (or exoskeleton).\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Ravenous Bites\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 0 ft., one target in the swarm's space. {@h}14 ({@damage 4d6}) piercing damage, or 7 ({@damage 2d6}) piercing damage if the swarm has half of its hit points or fewer. If the target is a creature, scarabs burrow into its body, and the creature takes 3 ({@damage 1d6}) piercing damage at the start of each of its turns. Any creature can use an action to kill or remove the scarabs with fire or a weapon that deals piercing damage, causing 1 damage of the appropriate type to the target. A creature reduced to 0 hit points by the swarm's piercing damage dies.\"]}],\"traitTags\":[\"Spider Climb\"],\"senseTags\":[\"T\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Swarm of Zombie Limbs\",\"source\":\"VRGR\",\"page\":254,\"size\":[\"M\"],\"type\":{\"type\":\"undead\",\"swarmSize\":\"T\"},\"ac\":[10],\"hp\":{\"average\":22,\"formula\":\"5d8\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":14,\"dex\":10,\"con\":10,\"int\":3,\"wis\":8,\"cha\":5,\"senses\":[\"blindsight 30 ft. (blind beyond this radius)\"],\"passive\":9,\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"stunned\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Swarm\",\"entries\":[\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny limb. The swarm can't regain hit points or gain temporary hit points.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The swarm doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The swarm makes one Undead Mass attack and one Grasping Limbs attack.\"]},{\"name\":\"Undead Mass\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 0 ft., one target in the swarm's space. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage, or 4 ({@damage 1d4 + 2}) bludgeoning damage if the swarm has half of its hit points or fewer.\"]},{\"name\":\"Grasping Limbs\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 0 ft., one creature in the swarm's space. {@h}7 ({@damage 2d6}) necrotic damage, and the creature must succeed on a {@dc 12} Strength saving throw or be {@condition restrained}. The creature can repeat the saving throw at the end of each of its turns, taking 7 ({@damage 2d6}) necrotic damage on a failed save. The creature is freed if it succeeds on this saving throw, the swarm moves out of the creature's space, or the swarm dies.\"]}],\"traitTags\":[\"Unusual Nature\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"N\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"restrained\"],\"savingThrowForced\":[\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"The Bagman\",\"source\":\"VRGR\",\"page\":225,\"_copy\":{\"name\":\"Troll\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"troll\",\"with\":\"Bagman\",\"flags\":\"i\"},\"trait\":[{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Grappler\",\"entries\":[\"The Bagman has advantage on attack rolls against any creature {@condition grappled} by it.\"]},{\"name\":\"Amorphous\",\"entries\":[\"The Bagman can move through a space as narrow as 1 inch wide without squeezing.\"]},{\"name\":\"Alien Mind\",\"entries\":[\"If a creature tries to read the Bagman's thoughts, that creature must succeed on a {@dc 8} Intelligence saving throw or be {@condition stunned} for 1 minute. The {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}]}]}},\"traitTags\":[\"Amorphous\",\"Keen Senses\",\"Regeneration\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Unspeakable Horror\",\"source\":\"VRGR\",\"page\":250,\"size\":[\"H\"],\"type\":\"monstrosity\",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]},{\"ac\":17,\"from\":[\"Aberrant Armor Only\"]}],\"hp\":{\"average\":95,\"formula\":\"10d10 + 40\"},\"speed\":{\"walk\":40},\"str\":21,\"dex\":13,\"con\":19,\"int\":3,\"wis\":14,\"cha\":17,\"save\":{\"con\":\"+7\",\"wis\":\"+5\"},\"skill\":{\"perception\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"cr\":\"8\",\"trait\":[{\"name\":\"Formed by the Mists\",\"entries\":[\"When created, the horror's body composition takes one of four forms: Aberrant Armor, Loathsome Limbs, Malleable Mass, or Oozing Organs. This form determines certain traits in this stat block.\"]},{\"name\":\"Amorphous (Malleable Mass Only)\",\"entries\":[\"The horror can move through any opening at least 1 inch wide without squeezing.\"]},{\"name\":\"Bile Body (Oozing Organs Only)\",\"entries\":[\"Any creature that touches the horror or hits it with a melee attack takes 5 ({@damage 1d10}) acid damage.\"]},{\"name\":\"Relentless Stride (Loathsome Limbs Only)\",\"entries\":[\"The horror can move through the space of another creature. The first time on a turn that the horror enters a creature's space during this move, the creature must succeed on a {@dc 16} Strength saving throw or be knocked {@condition prone}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The horror makes two Limbs attacks.\"]},{\"name\":\"Limbs\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}21 ({@damage 3d10 + 5}) bludgeoning damage.\"]},{\"name\":\"Hex Blast {@recharge 5}\",\"entries\":[\"The horror expels necrotic energy in a 30-foot cone. Each creature in that area must make a {@dc 15} Constitution saving throw, taking 45 ({@damage 7d12}) necrotic damage on a failed save, or half as much damage on a successful one.\"]}],\"variant\":[{\"type\":\"inset\",\"name\":\"Customizing a Horror\",\"entries\":[\"An unspeakable horror has one of four body compositions, determined by rolling on the Body Composition table. You can roll on the Limbs to customize it further, while results from the Hex Blast table replace that action in the stat block. If the results of multiple tables conflict, chose your preferred result.\",\"The results of these tables are meant to be broad, so feel free to describe the details of an unspeakable horror's form and the interplay between its parts however you desire. The more discordant and unexpected a horror's parts, the more unsettling it might be.\",{\"type\":\"table\",\"caption\":\"Body Composition\",\"colLabels\":[\"d4\",\"Body\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",{\"type\":\"entries\",\"name\":\"Aberrant Armor\",\"entries\":[\"The horror's body is armored in petrified wood, alien crystal, rusted mechanisms, sculpted stone, or an exoskeleton.\"]}],[\"2\",{\"type\":\"entries\",\"name\":\"Loathsome Limbs\",\"entries\":[\"The horror's body boasts spider like legs, many-jointed appendages, or thrashing tentacles.\"]}],[\"3\",{\"type\":\"entries\",\"name\":\"Malleable Mass\",\"entries\":[\"The horror's body is composed of a clot of boneless flesh, shadowy tendrils, or mist.\"]}],[\"4\",{\"type\":\"entries\",\"name\":\"Oozing Organs\",\"entries\":[\"The horror's body boasts exposed entrails, bloated parasites, or a gelatinous shroud, perhaps because it is inside out.\"]}]]},{\"type\":\"table\",\"caption\":\"Hex Blast\",\"colLabels\":[\"d4\",\"Hex\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",{\"type\":\"entries\",\"name\":\"Beguiling Hex {@recharge 5}\",\"entries\":[\"The horror expels a wave of mind-altering magic. Each creature within 30 feet of the horror must make a DC 15 Wisdom saving throw, taking 33 ({@dice 6d10}) psychic damage and being {@condition incapacitated} until the end of the creature's next turn on a failed save, or taking half as much damage on a successful one.\"]}],[\"2\",{\"type\":\"entries\",\"name\":\"Bile Hex {@recharge 5}\",\"entries\":[\"The horror expels acidic bile in a 60-foot line that is 5 feet wide. Each creature in that line must succeed on a DC 15 Dexterity saving throw or be covered in bile. A creature covered in bile takes 31 ({@dice 7d8}) acid damage at the start of each of its turns until it or another creature uses its action to scrape or wash off the bile that covers it.\"]}],[\"3\",{\"type\":\"entries\",\"name\":\"Petrifying Hex {@recharge 5}\",\"entries\":[\"The horror expels petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 15 Constitution saving throw or take 14 ({@dice 4d6}) necrotic damage and be {@condition restrained} as it begins to turn to stone. A {@condition restrained} creature must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is {@condition petrified} until freed by the {@spell greater restoration} spell or other magic.\"]}],[\"4\",{\"type\":\"entries\",\"name\":\"Reality-Stealing Hex {@recharge 5}\",\"entries\":[\"The horror expels a wave of perception-distorting energy. Each creature within 30 feet of the horror must make a DC 15 Wisdom saving throw. On a failed save, the target takes 22 ({@dice 5d8}) psychic damage and is {@condition deafened} until the end of its next turn. If the saving throw fails by 5 or more, the target is also {@condition blinded} until the end of its next turn.\"]}]]},{\"type\":\"table\",\"caption\":\"Limbs\",\"colLabels\":[\"d4\",\"Attack\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",{\"type\":\"entries\",\"name\":\"Bone Blade\",\"entries\":[\"The horror's limb ends in a blade made of bone, which deals slashing damage instead of bludgeoning damage. In addition, it scores a critical hit on a roll of 19 or 20 and rolls the damage dice of a crit three times, instead of twice.\"]}],[\"2\",{\"type\":\"entries\",\"name\":\"Corrosive Pseudopod\",\"entries\":[\"The horror's limb attack deals an extra 9 ({@dice 2d8}) acid damage.\"]}],[\"3\",{\"type\":\"entries\",\"name\":\"Grasping Tentacle\",\"entries\":[\"The horror's limb is a grasping tentacle. When the horror hits a creature with this limb, the creature is also {@condition grappled} (escape DC 16). The limb can have only one creature {@condition grappled} at a time.\"]}],[\"4\",{\"type\":\"entries\",\"name\":\"Poisonous Limb\",\"entries\":[\"The horror's limb deals piercing damage instead of bludgeoning damage. In addition, when the horror hits a creature with this limb, the creature must succeed on a DC 15 Constitution saving throw or take 7 ({@dice 2d6}) poison damage and be {@condition poisoned} until the end of its next turn.\"]}]]}],\"_version\":{\"name\":\"Unspeakable Horror (Customized)\",\"addAs\":\"trait\"}}],\"traitTags\":[\"Amorphous\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"A\",\"B\",\"I\",\"N\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"blinded\",\"deafened\",\"grappled\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Vampiric Mind Flayer\",\"source\":\"VRGR\",\"page\":252,\"size\":[\"M\"],\"type\":\"undead\",\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":85,\"formula\":\"10d8 + 40\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":18,\"dex\":18,\"con\":18,\"int\":5,\"wis\":15,\"cha\":18,\"save\":{\"dex\":\"+7\",\"int\":\"+0\",\"wis\":\"+5\",\"cha\":\"+7\"},\"skill\":{\"perception\":\"+5\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":15,\"resist\":[\"necrotic\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\"],\"languages\":[\"telepathy 120 ft. but can only project emotions\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Spider Climb\",\"entries\":[\"The mind flayer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the mind flayer has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The mind flayer doesn't require air, food, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The mind flayer makes two Claw attacks or one Claw attack and one Tentacles attack.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage plus 10 ({@damage 3d6}) necrotic damage.\"]},{\"name\":\"Tentacles\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d6 + 4}) piercing damage, and if the target is a creature, it is {@condition grappled} (escape {@dc 15}).\"]},{\"name\":\"Drink Sapience\",\"entries\":[\"The mind flayer targets one creature it is grappling. The target must succeed on a {@dc 15} Wisdom saving throw or take 14 ({@damage 4d6}) psychic damage and gain 1 level of {@condition exhaustion}. The mind flayer regains a number of hit points equal to the psychic damage dealt. A creature reduced to 0 hit points by the psychic damage dies.\"]}],\"bonus\":[{\"name\":\"Disrupt Psyche {@recharge 5}\",\"entries\":[\"The mind flayer magically emits psionic energy in a 30-foot-radius sphere centered on itself. Each creature in that area must succeed on a {@dc 15} Intelligence saving throw or be {@condition incapacitated} for 1 minute. The {@condition incapacitated} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"traitTags\":[\"Spider Climb\",\"Sunlight Sensitivity\",\"Unusual Nature\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[\"TP\"],\"damageTags\":[\"N\",\"P\",\"S\",\"Y\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"exhaustion\",\"grappled\",\"incapacitated\"],\"savingThrowForced\":[\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Wereraven\",\"group\":[\"Lycanthropes\"],\"source\":\"VRGR\",\"page\":253,\"otherSources\":[{\"source\":\"CM\"},{\"source\":\"CoS\",\"page\":242}],\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\",\"shapechanger\"]},\"ac\":[12],\"hp\":{\"average\":31,\"formula\":\"7d8\"},\"speed\":{\"walk\":{\"number\":30,\"condition\":\"(fly 50 ft. in raven and hybrid forms)\"}},\"str\":10,\"dex\":15,\"con\":11,\"int\":13,\"wis\":15,\"cha\":14,\"skill\":{\"insight\":\"+4\",\"perception\":\"+6\"},\"passive\":16,\"languages\":[\"Common (can't speak in raven form)\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Shapechanger\",\"entries\":[\"The wereraven can use its action to polymorph into a raven-humanoid hybrid or into a raven, or back into its human form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its human form if it dies.\"]},{\"name\":\"Mimicry\",\"entries\":[\"The wereraven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful {@dc 10} Wisdom ({@skill Insight}) check.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The wereraven regains 10 hit points at the start of its turn. If the wereraven takes damage from a silvered weapon or a spell, this trait doesn't function at the start of the wereraven's next turn. The wereraven dies only if it starts its turn with 0 hit points and doesn't regenerate.\"]}],\"action\":[{\"name\":\"Multiattack (Human or Hybrid Form Only)\",\"entries\":[\"The wereraven makes two weapon attacks, one of which can be with its hand crossbow.\"]},{\"name\":\"Beak (Raven or Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}1 piercing damage in raven form, or 4 ({@damage 1d4 + 2}) piercing damage in hybrid form. If the target is humanoid, it must succeed on a {@dc 10} Constitution saving throw or be cursed with wereraven lycanthropy.\"]},{\"name\":\"Shortsword (Human or Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Hand Crossbow (Human or Hybrid Form Only)\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]}],\"attachedItems\":[\"hand crossbow|phb\",\"shortsword|phb\"],\"traitTags\":[\"Mimicry\",\"Regeneration\",\"Shapechanger\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"P\"],\"miscTags\":[\"CUR\",\"MLW\",\"MW\",\"RNG\",\"RW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Zombie Clot\",\"source\":\"VRGR\",\"page\":255,\"size\":[\"H\"],\"type\":\"undead\",\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":104,\"formula\":\"11d12 + 33\"},\"speed\":{\"walk\":40},\"str\":20,\"dex\":10,\"con\":16,\"int\":3,\"wis\":8,\"cha\":10,\"save\":{\"con\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"paralyzed\",\"petrified\",\"poisoned\",\"stunned\"],\"languages\":[\"understands the languages it knew in life but can't speak\"],\"cr\":\"6\",\"trait\":[{\"name\":\"Deathly Stench\",\"entries\":[\"Any creature that starts its turn within 10 feet of the zombie must succeed on a {@dc 14} Constitution saving throw or take 9 ({@damage 2d8}) poison damage and be {@condition poisoned} until the start of the creature's next turn.\"]},{\"name\":\"Undead Fortitude\",\"entries\":[\"If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The zombie doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The zombie makes two Slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}18 ({@damage 3d8 + 5}) bludgeoning damage.\"]},{\"name\":\"Flesh Entomb {@recharge 5}\",\"entries\":[\"The zombie flings a detached clump of corpses at a creature it can see within 30 feet of it. The target must succeed on a {@dc 16} Strength saving throw or take 16 ({@damage 3d10}) bludgeoning damage, and if the target is a Large or smaller creature, it becomes entombed in dead flesh.\",\"A creature entombed in the dead flesh is {@condition restrained}, has {@quickref Cover||3||total cover} against attacks and other effects outside the dead flesh, and takes 10 ({@damage 3d6}) necrotic damage at the start of each of its turns. The creature can be freed if the dead flesh is destroyed. The dead flesh is a Large object with AC 10, 25 hit points, and immunity to poison and psychic damage.\"]}],\"traitTags\":[\"Undead Fortitude\",\"Unusual Nature\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"LF\"],\"damageTags\":[\"B\",\"I\",\"N\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Zombie Plague Spreader\",\"source\":\"VRGR\",\"page\":255,\"size\":[\"M\"],\"type\":\"undead\",\"ac\":[10],\"hp\":{\"average\":78,\"formula\":\"12d8 + 24\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":10,\"con\":15,\"int\":3,\"wis\":5,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":7,\"resist\":[\"necrotic\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"poisoned\"],\"languages\":[\"understands the languages it knew in life but can't speak\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Undead Fortitude\",\"entries\":[\"If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The zombie doesn't require air, food, drink, or sleep.\"]},{\"name\":\"Viral Aura\",\"entries\":[\"Any creature that starts its turn within 10 feet of the plague spreader must make a {@dc 12} Constitution saving throw. On a failed save, the creature is {@condition poisoned} and can't regain hit points until the end of its next turn. On a successful save, the creature is immune to this plague spreader's Viral Aura for 24 hours.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The plague spreader makes two Slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage plus 9 ({@damage 2d8}) necrotic damage.\"]},{\"name\":\"Virulent Miasma (1/Day)\",\"entries\":[\"The plague spreader releases toxic gas in a 30-foot-radius sphere centered on itself. Each creature in that area must make a {@dc 12} Constitution saving throw, taking 14 ({@damage 4d6}) poison damage on a failed save, or half as much damage on a successful one. A Humanoid reduced to 0 hit points by this damage dies and rises as a zombie (see its stat block in the Monster Manual) 1 minute later. The zombie acts immediately after the plague spreader in the initiative count.\"]}],\"traitTags\":[\"Undead Fortitude\",\"Unusual Nature\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"LF\"],\"damageTags\":[\"B\",\"I\",\"N\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true}]}"); JSON_DATA[`data/bestiary/bestiary-wbtw.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\"]},\"internalCopies\":[\"monster\"],\"otherSources\":{\"monster\":{\"MM\":\"WBtW\",\"VGM\":\"WBtW\",\"GoS\":\"WBtW\",\"CoS\":\"WBtW\"}}},\"monster\":[{\"name\":\"Agdon Longscarf\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WBtW\",\"page\":73,\"size\":[\"M\"],\"type\":{\"type\":\"fey\",\"tags\":[\"harengon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"{@item studded leather armor|PHB|studded leather}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":36,\"formula\":\"8d8\"},\"speed\":{\"walk\":35,\"alternate\":{\"walk\":[{\"number\":70,\"condition\":\"while wearing his scarf\"}]}},\"str\":11,\"dex\":20,\"con\":11,\"int\":11,\"wis\":14,\"cha\":16,\"save\":{\"dex\":\"+7\",\"wis\":\"+4\"},\"skill\":{\"acrobatics\":\"+7\",\"perception\":\"+6\",\"sleight of hand\":\"+7\",\"stealth\":\"+7\"},\"passive\":16,\"languages\":[\"Common\",\"Sylvan\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Evasion\",\"entries\":[\"If Agdon is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw and only half damage if he fails, provided he isn't {@condition incapacitated}.\"]},{\"name\":\"Standing Leap\",\"entries\":[\"Agdon's long jump is up to 20 feet and his high jump is up to 10 feet, with or without a running start.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Agdon makes two Branding Iron or Dagger attacks.\"]},{\"name\":\"Branding Iron\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}10 ({@damage 3d6}) fire damage, and the target is magically branded. Agdon is {@condition invisible} to creatures branded in this way. The brand disappears after 24 hours, or it can be removed from a creature or object by any spell that ends a curse.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d4 + 5}) piercing damage.\"]}],\"bonus\":[{\"name\":\"Quick Fingers\",\"entries\":[\"Agdon targets one creature within 5 feet of him that he can see and makes a Dexterity ({@skill Sleight of Hand}) check, with a DC equal to 1 + the target's passive Wisdom ({@skill Perception}) score. On a successful check, Agdon pilfers one object weighing 1 pound or less that the target has in its possession but not in its grasp, without the target noticing the theft.\"]}],\"reaction\":[{\"name\":\"Uncanny Dodge\",\"entries\":[\"Agdon halves the damage that he takes from an attack that hits him. He must be able to see the attacker.\"]}],\"attachedItems\":[\"dagger|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"F\",\"P\"],\"miscTags\":[\"CUR\",\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Alagarthas\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WBtW\",\"page\":144,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"C\",\"G\"],\"ac\":[10],\"hp\":{\"average\":52,\"formula\":\"8d8 + 16\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":11,\"con\":14,\"int\":11,\"wis\":11,\"cha\":15,\"save\":{\"con\":\"+4\",\"wis\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Common\",\"Elvish\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Brave\",\"entries\":[\"Alagarthas has advantage on saving throws against being {@condition frightened}.\"]},{\"name\":\"Fey Ancestry\",\"entries\":[\"Alagarthas has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Alagarthas makes two melee attacks.\"]},{\"name\":\"Unarmed Strike\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}4 bludgeoning damage.\"]},{\"name\":\"Leadership (Recharges after a Short or Long Rest)\",\"entries\":[\"For 1 minute, Alagarthas can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a {@dice d4} to its roll provided it can hear and understand him. A creature can benefit from only one Leadership die at a time. This effect ends if Alagarthas is {@condition incapacitated}.\"]}],\"traitTags\":[\"Fey Ancestry\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Amidor the Dandelion\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WBtW\",\"page\":135,\"size\":[\"S\"],\"type\":\"plant\",\"alignment\":[\"N\",\"G\"],\"ac\":[12],\"hp\":{\"average\":28,\"formula\":\"8d6\"},\"speed\":{\"walk\":30},\"str\":6,\"dex\":15,\"con\":10,\"int\":13,\"wis\":12,\"cha\":17,\"save\":{\"str\":\"+0\",\"dex\":\"+4\",\"con\":\"+2\",\"wis\":\"+3\"},\"skill\":{\"perception\":\"+3\",\"persuasion\":\"+5\",\"stealth\":\"+4\"},\"passive\":13,\"languages\":[\"Common\",\"Sylvan\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Speak with Beasts and Plants\",\"entries\":[\"Amidor can communicate with Beasts and Plants as if it shared a language with them.\"]}],\"action\":[{\"name\":\"Rapier\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]},{\"name\":\"Seed Sling\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"Amidor adds 2 to its AC against one melee attack that would hit it. To do so, Amidor must see the attacker and be wielding a melee weapon.\"]}],\"attachedItems\":[\"rapier|phb\"],\"actionTags\":[\"Parry\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bavlorna Blightstraw\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WBtW\",\"page\":216,\"size\":[\"M\"],\"type\":{\"type\":\"fey\",\"tags\":[\"hag\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":110,\"formula\":\"13d8 + 52\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":22,\"dex\":11,\"con\":18,\"int\":16,\"wis\":12,\"cha\":15,\"save\":{\"con\":\"+7\",\"int\":\"+6\",\"wis\":\"+4\",\"cha\":\"+5\"},\"skill\":{\"arcana\":\"+9\",\"deception\":\"+5\",\"perception\":\"+4\",\"stealth\":\"+3\"},\"senses\":[\"truesight 60 ft.\"],\"passive\":14,\"languages\":[\"Common\",\"Elvish\",\"Sylvan\"],\"cr\":\"7\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Bavlorna casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 14}):\"],\"will\":[\"{@spell detect magic}\"],\"daily\":{\"1\":[\"{@spell plane shift} (self only)\"],\"2e\":[\"{@spell create food and water}\",\"{@spell polymorph}\",\"{@spell remove curse}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"Bavlorna can breathe air and water.\"]},{\"name\":\"Boon of Immortality\",\"entries\":[\"Bavlorna is immune to any effect that would age her, and she can't die from old age.\"]},{\"name\":\"Widdershins Allergy\",\"entries\":[\"If a creature within 10 feet of Bavlorna uses at least 10 feet of movement to run in place counterclockwise, Bavlorna is overcome by a fit of sneezing and can't cast spells until the end of her next turn. In addition, any creature Bavlorna has swallowed is immediately expelled and falls {@condition prone} in an unoccupied space within 5 feet of her.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Bavlorna makes one Bite attack and one Withering Ray attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) piercing damage, and the target is {@condition grappled} (escape {@dc 16}) if it is a Medium or smaller creature. Until the grapple ends, the target is {@condition restrained}, and Bavlorna can't use her Bite attack on another target.\"]},{\"name\":\"Withering Ray\",\"entries\":[\"{@atk rs} {@hit 6} to hit, range 60 ft., one target. {@h}17 ({@damage 4d6 + 3}) necrotic damage.\"]},{\"name\":\"Create Lornlings {@recharge 5}\",\"entries\":[\"Bavlorna creates one or two 1-foot-tall duplicates of herself, called lornlings (use the Quickling stat block in appendix C). Each lornling appears in an unoccupied space within 5 feet of Bavlorna, obeys her commands, and takes its turn immediately after hers. A lornling lasts for 1 hour, until it or Bavlorna dies, or until Bavlorna dismisses it as an action. Bavlorna can have no more than eight lornlings in existence at a time.\"]}],\"bonus\":[{\"name\":\"Swallow\",\"entries\":[\"Bavlorna swallows a Small or smaller creature she is grappling, ending the grapple on it. The swallowed creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside Bavlorna, and it takes 10 ({@damage 3d6}) acid damage at the start of each of its turns. If the swallowed creature is one of Bavlorna's lornlings, Bavlorna gains all the lornling's memories when the acid damage reduces it to 0 hit points.\",\"Bavlorna can have only one creature swallowed at a time. If Bavlorna dies, a swallowed creature is no longer {@condition restrained} and can escape from the corpse using 5 feet of movement, exiting {@condition prone}.\"]}],\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\",\"S\"],\"damageTags\":[\"A\",\"N\",\"P\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"blinded\",\"grappled\",\"restrained\"],\"savingThrowForcedSpell\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Brigganock\",\"source\":\"WBtW\",\"page\":230,\"size\":[\"T\"],\"type\":\"fey\",\"alignment\":[\"N\",\"G\"],\"alignmentPrefix\":\"typically \",\"ac\":[12],\"hp\":{\"average\":9,\"formula\":\"2d4 + 4\"},\"speed\":{\"walk\":15},\"str\":4,\"dex\":15,\"con\":14,\"int\":10,\"wis\":11,\"cha\":13,\"save\":{\"dex\":\"+4\",\"con\":\"+4\"},\"passive\":10,\"conditionImmune\":[\"exhaustion\"],\"languages\":[\"Common\",\"Sylvan\"],\"cr\":\"1/8\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The brigganock casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 11}):\"],\"will\":[\"{@spell minor illusion}\",\"{@spell spare the dying}\"],\"daily\":{\"1e\":[\"{@spell animal friendship}\",\"{@spell faerie fire}\",\"{@spell meld into stone}\",\"{@spell silence}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"The brigganock has advantage on saving throws against being {@condition charmed}, and magic can't put it to sleep.\"]},{\"name\":\"Soul Light\",\"entries\":[\"The brigganock is accompanied by an insubstantial, invulnerable ball of light that contains its soul. The brigganock can't turn off the light or control its brightness. The soul light sheds bright light in a 10-foot radius and dim light for an additional 10 feet. If the brigganock dies, its soul light fades away.\"]},{\"name\":\"Tunneler\",\"entries\":[\"Using a pickaxe or similar tool, a brigganock can burrow through solid rock at a speed of 5 feet, leaving a 6-inch-diameter tunnel in its wake.\"]}],\"action\":[{\"name\":\"Pickaxe\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Time Lapse (Recharges after a Short or Long Rest)\",\"entries\":[\"The brigganock accelerates the passage of time around itself, enabling it to accomplish up to 1 hour of work in a matter of seconds. This work can't affect any creature other than the brigganock, or any object being worn or carried by another creature, and the activity must take place within a 10-foot cube. For example, the brigganock could use this action to rapidly carve a pumpkin, cook and eat dinner, move a pile of stones, or tie a dozen knots in a length of rope.\"]}],\"bonus\":[{\"name\":\"Move Soul Light\",\"entries\":[\"The brigganock moves its soul light up to 30 feet in any direction to an unoccupied space it can see. At the end of the current turn, the light returns to the brigganock.\"]}],\"traitTags\":[\"Fey Ancestry\",\"Tunneler\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"B\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflictSpell\":[\"charmed\",\"deafened\",\"prone\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bullywug Knight\",\"source\":\"WBtW\",\"page\":231,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"L\",\"G\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|PHB|plate}\"]}],\"hp\":{\"average\":66,\"formula\":\"12d8 + 12\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":16,\"dex\":12,\"con\":13,\"int\":9,\"wis\":11,\"cha\":14,\"save\":{\"con\":\"+3\",\"wis\":\"+2\"},\"passive\":10,\"languages\":[\"Bullywug\",\"Common\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The knight can breathe air and water.\"]},{\"name\":\"Speak with Frogs and Toads\",\"entries\":[\"The knight can communicate simple concepts to frogs and toads when it speaks in Bullywug.\"]},{\"name\":\"Standing Leap\",\"entries\":[\"The knight's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The knight makes two Glaive attacks.\"]},{\"name\":\"Glaive\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d10 + 3}) slashing damage.\"]}],\"bonus\":[{\"name\":\"Croak of Charming (Recharges after a Short or Long Rest)\",\"entries\":[\"The knight makes a loud croak while targeting one creature it can see within 30 feet of it. The target must succeed on a {@dc 12} Wisdom saving throw or be {@condition charmed} until the end of its next turn.\"]}],\"attachedItems\":[\"glaive|phb\"],\"traitTags\":[\"Amphibious\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"OTH\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"conditionInflict\":[\"charmed\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Campestri\",\"source\":\"WBtW\",\"page\":232,\"size\":[\"T\"],\"type\":\"plant\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":2,\"formula\":\"1d4\"},\"speed\":{\"walk\":5},\"str\":1,\"dex\":7,\"con\":10,\"int\":4,\"wis\":10,\"cha\":8,\"skill\":{\"perception\":\"+4\"},\"senses\":[\"tremorsense 30 ft.\"],\"passive\":14,\"languages\":[\"understands Common but speaks only through the use of its Mimicry trait\"],\"cr\":\"0\",\"trait\":[{\"name\":\"Mimicry\",\"entries\":[\"The campestri can mimic any voice or song it has heard, albeit in a nasal falsetto.\"]}],\"action\":[{\"name\":\"Head Butt\",\"entries\":[\"{@atk mw} {@hit 0} to hit, reach 5 ft., one target. {@h}1 bludgeoning damage.\"]},{\"name\":\"Spores (1/Day)\",\"entries\":[\"A 5-foot radius of spores extends from the campestri. These spores can go around corners, and they have no effect on Constructs, Elementals, Plants, or Undead. Each other creature in the area must make a {@dc 10} Wisdom saving throw. On a failed save, the creature is {@condition incapacitated} and its speed is halved, both for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"traitTags\":[\"Mimicry\"],\"senseTags\":[\"T\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"incapacitated\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Clapperclaw the Scarecrow\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WBtW\",\"page\":78,\"size\":[\"S\"],\"type\":\"construct\",\"alignment\":[\"L\",\"N\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":14,\"formula\":\"4d6\"},\"speed\":{\"walk\":25},\"str\":14,\"dex\":13,\"con\":11,\"int\":7,\"wis\":10,\"cha\":10,\"skill\":{\"stealth\":\"+3\",\"survival\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"poison\"],\"vulnerable\":[\"fire\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\",\"unconscious\"],\"languages\":[\"Common\",\"Sylvan\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Unusual Nature\",\"entries\":[\"Clapperclaw doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) slashing damage.\"]},{\"name\":\"Stuffing\",\"entries\":[\"Clapperclaw stuffs straw or other dead plant matter into itself and regains {@dice 2d4 + 2} hit points. Roll a {@dice d6}; on a 1 or 2, Clapperclaw runs out of stuffing and must spend 8 hours foraging for more before it can use this action again.\"]}],\"bonus\":[{\"name\":\"Unsettling Presence {@recharge}\",\"entries\":[\"Clapperclaw targets one creature it can see within 15 feet of it. The target must succeed on a {@dc 11} Wisdom saving throw or be magically {@condition frightened} until the end of Clapperclaw's next turn.\"]}],\"traitTags\":[\"Unusual Nature\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"frightened\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Detached Shadow\",\"source\":\"WBtW\",\"page\":213,\"_copy\":{\"name\":\"Shadow\",\"source\":\"MM\"},\"type\":\"fey\",\"action\":[{\"name\":\"Strength Drain\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}9 ({@damage 2d6 + 2}) necrotic damage, and the target's Strength score is reduced by {@dice 1d4}. The target falls {@condition unconscious} if this reduces its Strength to 0. The creature regains consciousness and the reduction to its Strength score disappears after it finishes a short or long rest.\"]}],\"hasToken\":true},{\"name\":\"Displacer Beast Kitten\",\"source\":\"WBtW\",\"page\":108,\"otherSources\":[{\"source\":\"BMT\"}],\"size\":[\"S\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":9,\"formula\":\"2d6 + 2\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":13,\"con\":12,\"int\":4,\"wis\":10,\"cha\":6,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"cr\":\"1/8\",\"trait\":[{\"name\":\"Displacement\",\"entries\":[\"The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is {@condition incapacitated} or has a speed of 0.\"]}],\"action\":[{\"name\":\"Tentacles\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}2 bludgeoning damage plus 2 piercing damage.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Tentacles\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Elkhorn\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WBtW\",\"page\":224,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dwarf\"]},\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item chain mail|PHB}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":52,\"formula\":\"7d8 + 21\"},\"speed\":{\"walk\":25},\"str\":9,\"dex\":13,\"con\":16,\"int\":9,\"wis\":10,\"cha\":11,\"save\":{\"str\":\"+1\",\"con\":\"+5\"},\"skill\":{\"perception\":\"+2\",\"survival\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[\"poison\"],\"languages\":[\"Common\",\"Dwarvish\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Elkhorn wields a {@item +1 longsword}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Elkhorn makes two Dagger or +1 Longsword attacks.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage. If the target is a creature that is Large or bigger, it takes an extra 5 ({@damage 1d10}) piercing damage.\"]},{\"name\":\"+1 Longsword\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d8}) slashing damage, or 5 ({@damage 1d10}) slashing damage when used with two hands. If the target is a creature that is Large or bigger, it takes an extra 5 ({@damage 1d10}) slashing damage.\"]}],\"bonus\":[{\"name\":\"Feint {@recharge 5}\",\"entries\":[\"Elkhorn targets one creature that he can see within 5 feet of him. Elkhorn has advantage on the next attack roll he makes against that target before the end of his turn. If that attack hits, the target takes an extra 7 ({@damage 2d6}) damage of the weapon's type.\"]},{\"name\":\"Second Wind (Recharges after a Short or Long Rest)\",\"entries\":[\"Elkhorn regains 12 hit points.\"]}],\"attachedItems\":[\"+1 longsword|dmg\",\"dagger|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"D\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Endelyn Moongrave\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WBtW\",\"page\":217,\"size\":[\"M\"],\"type\":{\"type\":\"fey\",\"tags\":[\"hag\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":114,\"formula\":\"12d8 + 60\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":20,\"dex\":13,\"con\":20,\"int\":13,\"wis\":10,\"cha\":17,\"save\":{\"con\":\"+8\",\"int\":\"+4\",\"wis\":\"+3\",\"cha\":\"+6\"},\"skill\":{\"arcana\":\"+7\",\"deception\":\"+6\",\"perception\":\"+3\",\"stealth\":\"+4\"},\"senses\":[\"truesight 60 ft.\"],\"passive\":13,\"languages\":[\"Common\",\"Elvish\",\"Sylvan\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Endelyn casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 14}):\"],\"will\":[\"{@spell detect magic}\",\"{@spell mage hand}\"],\"daily\":{\"1\":[\"{@spell plane shift} (self only)\"],\"2e\":[\"{@spell augury}\",\"{@spell polymorph}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Boon of Immortality\",\"entries\":[\"Endelyn is immune to any effect that would age her, and she can't die from old age.\"]},{\"name\":\"Eclipsed Doom\",\"entries\":[\"Endelyn can be killed only if she is reduced to 0 hit points during a solar eclipse or while she is within 60 feet of a symbolic representation of one. Otherwise, Endelyn disappears in a cloud of inky smoke when she drops to 0 hit points, along with anything she was wearing or carrying, and reappears 24 hours later in the same location or the nearest unoccupied space.\"]},{\"name\":\"Uncanny Awareness\",\"entries\":[\"Endelyn can't be {@status surprised}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Endelyn makes two Puppeteer's Lash attacks\"]},{\"name\":\"Puppeteer's Lash\",\"entries\":[\"{@atk ms,rs} {@hit 6} to hit, reach 5 ft. or range 60 ft., one creature. {@h}17 ({@damage 4d6 + 3}) psychic damage, and if the target is Large or smaller, Endelyn telekinetically moves it up to 10 feet in any direction horizontally.\"]}],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\",\"S\"],\"damageTags\":[\"Y\"],\"spellcastingTags\":[\"O\"],\"savingThrowForcedSpell\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Envy\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WBtW\",\"page\":178,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":114,\"formula\":\"12d10 + 48\"},\"speed\":{\"walk\":40},\"str\":20,\"dex\":11,\"con\":18,\"int\":2,\"wis\":12,\"cha\":7,\"skill\":{\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"conditionImmune\":[\"petrified\"],\"languages\":[\"Common\",\"Sylvan\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Trampling Charge\",\"entries\":[\"If Envy moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a {@dc 16} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, Envy can make one attack with its claws against it as a bonus action.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}18 ({@damage 2d12 + 5}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) bludgeoning damage.\"]},{\"name\":\"Petrifying Breath {@recharge 5}\",\"entries\":[\"Envy exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a {@dc 13} Constitution saving throw. On a failed save, a target begins to turn to stone and is {@condition restrained}. The {@condition restrained} target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is {@condition petrified} until freed by the {@spell greater restoration} spell or other magic.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"petrified\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Flying Rocking Horse\",\"source\":\"WBtW\",\"page\":121,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":22,\"formula\":\"4d8 + 4\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":40,\"condition\":\"(only while mounted; hover)\"},\"canHover\":true},\"str\":10,\"dex\":10,\"con\":13,\"int\":1,\"wis\":3,\"cha\":1,\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":6,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"If the rocking horse is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the rocking horse move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the rocking horse is animate.\"]},{\"name\":\"Flying Mount\",\"entries\":[\"The rocking horse can serve as a mount for a Medium or smaller creature and can fly only while mounted.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The rocking horse doesn't require air, food, drink, or sleep, and it regains no hit points or Hit Dice at the end of a long rest.\"]}],\"action\":[{\"name\":\"Head Butt\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage.\"]}],\"traitTags\":[\"False Appearance\",\"Unusual Nature\"],\"senseTags\":[\"B\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Giant Dragonfly\",\"source\":\"WBtW\",\"page\":234,\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":22,\"formula\":\"4d10\"},\"speed\":{\"walk\":10,\"fly\":60},\"str\":15,\"dex\":18,\"con\":11,\"int\":3,\"wis\":10,\"cha\":3,\"passive\":10,\"cr\":\"1/2\",\"trait\":[{\"name\":\"Drone\",\"entries\":[\"When it beats its wings, the dragonfly emits a loud droning sound that can be heard out to a range of 120 feet.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Uncanny Dodge\",\"entries\":[\"The dragonfly halves the damage it takes from an attack made against it, provided it can see the attacker.\"]}],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Giant Snail\",\"source\":\"WBtW\",\"page\":234,\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":11,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":22,\"formula\":\"4d10\"},\"speed\":{\"walk\":10,\"climb\":10},\"str\":15,\"dex\":3,\"con\":11,\"int\":3,\"wis\":10,\"cha\":3,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"cr\":\"1/4\",\"trait\":[{\"name\":\"Salt Osmosis\",\"entries\":[\"Whenever the snail starts its turn in contact with a pound or more of salt, it takes {@damage 1d4} necrotic damage. Using an action to sprinkle a pound of salt on the snail deals {@damage 1d4} necrotic damage to it immediately and another {@damage 1d4} necrotic damage to it at the start of its next turn (after which the salt rubs off), provided the snail has not withdrawn into its shell.\"]}],\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage.\"]},{\"name\":\"Shell Defense\",\"entries\":[\"The snail withdraws into its shell, gaining a +4 bonus to its AC until it emerges. It can emerge from its shell as a bonus action on its turn.\"]}],\"senseTags\":[\"D\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Giant Swan\",\"source\":\"WBtW\",\"page\":38,\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"N\",\"G\"],\"ac\":[13],\"hp\":{\"average\":26,\"formula\":\"4d10 + 4\"},\"speed\":{\"walk\":10,\"fly\":80},\"str\":16,\"dex\":17,\"con\":13,\"int\":8,\"wis\":14,\"cha\":10,\"skill\":{\"perception\":\"+4\"},\"passive\":14,\"languages\":[\"Auran\",\"Common\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Keen Sight\",\"entries\":[\"The swan has advantage on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The swan makes two attacks with its beak.\"]},{\"name\":\"Beak\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]}],\"traitTags\":[\"Keen Senses\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AU\",\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Glass Pegasus\",\"source\":\"WBtW\",\"page\":181,\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":15,\"condition\":\"while animated and 13 otherwise\"}],\"hp\":{\"average\":59,\"formula\":\"7d10 + 21\"},\"speed\":{\"walk\":60,\"fly\":90},\"str\":18,\"dex\":15,\"con\":16,\"int\":10,\"wis\":15,\"cha\":13,\"save\":{\"dex\":\"+4\",\"wis\":\"+4\",\"cha\":\"+3\"},\"skill\":{\"perception\":\"+6\"},\"passive\":16,\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\"],\"languages\":[\"Celestial\",\"Common\",\"Elvish and Sylvan but can't speak\"],\"cr\":\"2\",\"action\":[{\"name\":\"Hooves\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage.\"]}],\"languageTags\":[\"C\",\"CE\",\"CS\",\"E\",\"S\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Glasswork Golem\",\"source\":\"WBtW\",\"page\":193,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":36,\"formula\":\"8d8\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":10,\"con\":10,\"int\":1,\"wis\":10,\"cha\":1,\"save\":{\"dex\":\"+2\",\"con\":\"+2\",\"wis\":\"+2\"},\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":10,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"cr\":\"2\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"If the golem is embedded in a window and motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the golem move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the golem is animate.\"]},{\"name\":\"Immutable Form\",\"entries\":[\"The golem is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The golem regains 10 hit points at the start of its turn. If the golem takes bludgeoning or thunder damage, this trait doesn't function at the start of the golem's next turn. The golem is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The golem doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The golem makes two Glass Sword attacks.\"]},{\"name\":\"Glass Sword\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) slashing damage.\"]}],\"bonus\":[{\"name\":\"Dazzling Light {@recharge 5}\",\"entries\":[\"Magical, colored light springs from the golem in a 15-foot cone. Each creature in the cone must succeed on a {@dc 10} Constitution saving throw or be {@condition blinded} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"traitTags\":[\"False Appearance\",\"Immutable Form\",\"Regeneration\",\"Unusual Nature\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"S\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"blinded\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Gloam\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WBtW\",\"page\":93,\"size\":[\"T\"],\"type\":\"undead\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":2,\"formula\":\"1d4\"},\"speed\":{\"walk\":40,\"climb\":30},\"str\":3,\"dex\":15,\"con\":10,\"int\":3,\"wis\":12,\"cha\":7,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+4\"},\"passive\":13,\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"cr\":\"0\",\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The cat has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]}],\"action\":[{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 0} to hit, reach 5 ft., one target. {@h}1 slashing damage.\"]},{\"name\":\"Cloud of Dust\",\"entries\":[\"On its first turn in combat or when it is reduced to 0 hit points, the cat expels a cloud of dust that acts as dust of sneezing and choking\"]}],\"traitTags\":[\"Keen Senses\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Harengon Brigand\",\"source\":\"WBtW\",\"page\":235,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":9,\"formula\":\"2d8\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":17,\"con\":11,\"int\":10,\"wis\":11,\"cha\":10,\"save\":{\"dex\":\"+5\"},\"skill\":{\"acrobatics\":\"+5\",\"perception\":\"+4\"},\"passive\":14,\"languages\":[\"Common\",\"Sylvan\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Pack Tactics\",\"entries\":[\"The harengon has advantage on an attack roll against a creature if at least one of the harengon's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]},{\"name\":\"Standing Leap\",\"entries\":[\"The harengon's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.\"]}],\"action\":[{\"name\":\"Club\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage.\"]},{\"name\":\"Sling\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage.\"]}],\"attachedItems\":[\"club|phb\",\"sling|phb\"],\"traitTags\":[\"Pack Tactics\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Harengon Sniper\",\"source\":\"WBtW\",\"page\":235,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":9,\"formula\":\"2d8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":17,\"con\":11,\"int\":10,\"wis\":13,\"cha\":10,\"save\":{\"dex\":\"+5\"},\"skill\":{\"athletics\":\"+2\",\"perception\":\"+5\",\"stealth\":\"+5\"},\"passive\":15,\"languages\":[\"Common\",\"Sylvan\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Standing Leap\",\"entries\":[\"The harengon's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.\"]}],\"action\":[{\"name\":\"Club\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage.\"]},{\"name\":\"Light Crossbow\",\"entries\":[\"{@atk rw} {@hit 5} to hit (the target gains no benefit from less than {@quickref Cover||3||total cover}), range 320 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage. Hit or Miss: Immediately after making this attack, the harengon can use the Hide action.\"]}],\"attachedItems\":[\"club|phb\",\"light crossbow|phb\"],\"languageTags\":[\"C\",\"S\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Iggwilv the Witch Queen\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WBtW\",\"page\":205,\"otherSources\":[{\"source\":\"VEoR\"}],\"size\":[\"M\"],\"type\":{\"type\":\"fey\",\"tags\":[\"wizard\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":19,\"from\":[\"{@item robe of the archmagi}\"]}],\"hp\":{\"average\":255,\"formula\":\"30d8 + 120\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":18,\"con\":18,\"int\":27,\"wis\":12,\"cha\":23,\"save\":{\"int\":\"+14\",\"wis\":\"+7\",\"cha\":\"+12\"},\"skill\":{\"arcana\":\"+20\",\"history\":\"+14\",\"nature\":\"+14\"},\"senses\":[\"truesight 60 ft.\"],\"passive\":11,\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Abyssal\",\"Celestial\",\"Common\",\"Draconic\",\"Elvish\",\"Infernal\",\"Sylvan\"],\"cr\":\"20\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Iggwilv casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 24}, {@hit 16} to hit with spell attacks):\"],\"will\":[\"{@spell detect magic}\",\"{@spell disguise self}\",\"{@spell invisibility}\",\"{@spell light}\",\"{@spell mage hand}\",\"{@spell message}\",\"{@spell prestidigitation}\",\"{@spell Tasha's hideous laughter}\"],\"daily\":{\"3e\":[\"{@spell dispel magic}\",\"{@spell fly}\",\"{@spell polymorph}\"],\"1e\":[\"{@spell maze}\",\"{@spell telekinesis}\",\"{@spell teleport}\",\"{@spell wish}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Boon of Immortality\",\"entries\":[\"Iggwilv is immune to any effect that would age her, and she can't die from old age.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Iggwilv fails a saving throw, she can choose to succeed instead.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Iggwilv has advantage on saving throws against spells and other magical effects. (This trait is bestowed by her robe of the archmagi.)\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Iggwilv wears an {@item amulet of the planes} and a {@item robe of the archmagi}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Iggwilv makes two Bewitching Bolt attacks.\"]},{\"name\":\"Bewitching Bolt\",\"entries\":[\"{@atk ms,rs} {@hit 16} to hit, reach 5 ft. or range 120 ft., one target. {@h}25 ({@damage 5d6 + 8}) lightning damage, and if the target is a creature, it must succeed on a {@dc 22} Wisdom saving throw or be {@condition charmed} by Iggwilv until the start of her next turn.\"]},{\"name\":\"Abyssal Rift {@recharge 5}\",\"entries\":[\"Iggwilv opens a momentary Abyssal rift within 120 feet of her. The rift is a 20-foot-radius sphere. Each creature in that area must make a {@dc 22} Constitution saving throw, taking 40 ({@damage 9d8}) necrotic damage on a failed save, or half as much damage on a successful one. In addition, there is a 50 percent chance that 3 {@creature hezrou||hezrous} then appear in unoccupied spaces in the sphere. They act as Iggwilv's allies, take their turns immediately after hers, and can't summon other demons. They remain until they die or until Iggwilv dismisses them as an action.\"]}],\"bonus\":[{\"name\":\"Fey Step\",\"entries\":[\"Iggwilv teleports, along with any equipment she is wearing or carrying, to an unoccupied space she can see within 30 feet of her.\"]}],\"reaction\":[{\"name\":\"Negate Spell (2/Day)\",\"entries\":[\"When Iggwilv sees a creature within 60 feet of her casting a spell, she tries to interrupt it. If the creature is casting a spell using a spell slot of 8th level or lower, its spell fails and has no effect. If it is casting a 9th-level spell, it must succeed on a {@dc 22} Intelligence saving throw, or the spells fails and has no effect.\"]}],\"legendary\":[{\"name\":\"Witchcraft\",\"entries\":[\"Iggwilv uses Spellcasting or Fey Step.\"]},{\"name\":\"Dark Speech (Costs 2 Actions)\",\"entries\":[\"Iggwilv utters a phrase in a forbidden language and targets one or two creatures she can see within 60 feet of her. Each target must succeed on a {@dc 22} Wisdom saving throw or take 11 ({@damage 2d10}) psychic damage and be {@condition frightened} of Iggwilv for 1 minute. A target can repeat the save at the end of each of its turns, ending the effect on itself on a success and thereby becoming immune to Iggwilv's Dark Speech for 24 hours.\"]},{\"name\":\"Fey Beguilement (Costs 3 Actions)\",\"entries\":[\"Iggwilv targets one creature she can see within 60 feet of her. The target must succeed on a {@dc 22} Charisma saving throw or be possessed by a fey spirit. While possessed, the target must obey Iggwilv's commands. The target can repeat the saving throw at the end of each of its turns, banishing the fey spirit and ending the effect on itself on a success.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"CE\",\"DR\",\"E\",\"I\",\"S\"],\"damageTags\":[\"L\",\"N\",\"Y\"],\"damageTagsSpell\":[\"N\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\"],\"conditionInflict\":[\"charmed\",\"frightened\"],\"conditionInflictSpell\":[\"incapacitated\",\"invisible\",\"prone\",\"restrained\"],\"savingThrowForced\":[\"charisma\",\"constitution\",\"intelligence\",\"wisdom\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Jabberwock\",\"source\":\"WBtW\",\"page\":236,\"size\":[\"H\"],\"type\":\"dragon\",\"alignment\":[\"C\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":115,\"formula\":\"10d12 + 50\"},\"speed\":{\"walk\":30,\"climb\":30,\"fly\":60,\"swim\":30},\"str\":20,\"dex\":12,\"con\":20,\"int\":4,\"wis\":7,\"cha\":11,\"save\":{\"str\":\"+10\",\"dex\":\"+6\",\"con\":\"+10\",\"int\":\"+2\",\"wis\":\"+3\",\"cha\":\"+5\"},\"skill\":{\"perception\":\"+8\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":18,\"immune\":[\"poison\"],\"vulnerable\":[{\"vulnerable\":[\"slashing\"],\"note\":\"from a vorpal sword\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"cr\":\"13\",\"trait\":[{\"name\":\"Confusing Burble\",\"entries\":[\"The jabberwock burbles to itself unless it is {@condition incapacitated}. Any creature that starts its turn within 30 feet of the jabberwock and is able to hear its burbling must make a {@dc 18} Charisma saving throw. On a failed saving throw, the creature can't take reactions until the start of its next turn, and it rolls a {@dice d4} to determine what it does during its current turn:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"1-2\",\"entry\":\"The creature does nothing.\"},{\"type\":\"item\",\"name\":\"3\",\"entry\":\"The creature does nothing except use all its movement to move in a random direction.\"},{\"type\":\"item\",\"name\":\"4\",\"entry\":\"The creature either makes one melee attack against a random creature it can see or does nothing if no visible creature is within its reach.\"}]}]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If the jabberwock fails a saving throw, it can choose to succeed instead.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The jabberwock regains 10 hit points at the start of its turn. If the jabberwock takes slashing damage, this trait doesn't function at the start of its next turn. The jabberwock dies only if it starts its turn with 0 hit points and doesn't regenerate.\"]},{\"name\":\"Uncanny Tracker\",\"entries\":[\"The jabberwock can unerringly track any creature it has wounded in the last 24 hours, and it knows the distance and direction to its quarry as long as the two of them are on the same plane of existence.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The jabberwock makes two Rend attacks.\"]},{\"name\":\"Rend\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d10 + 5}) slashing damage.\"]},{\"name\":\"Tail\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 15 ft., one target. {@h}10 ({@damage 1d10 + 5}) bludgeoning damage.\"]},{\"name\":\"Fiery Gaze {@recharge 5}\",\"entries\":[\"Unless it is {@condition blinded}, the jabberwock emits a 120-foot-long, 5-foot-wide line of fire from its eyes. Each creature in that line must make a {@dc 18} Dexterity saving throw, taking 31 ({@damage 7d8}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"legendary\":[{\"name\":\"Tail Attack\",\"entries\":[\"The jabberwock makes one Tail attack.\"]},{\"name\":\"Rend Attack (2 Actions)\",\"entries\":[\"The jabberwock makes one Rend attack.\"]},{\"name\":\"Wing Attack (3 Actions)\",\"entries\":[\"The jabberwock beats its wings. Each creature within 10 feet of the jabberwock must succeed on a {@dc 18} Dexterity saving throw or take 8 ({@damage 1d6 + 5}) bludgeoning damage and be knocked {@condition prone}.\"]}],\"traitTags\":[\"Legendary Resistances\",\"Regeneration\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"F\",\"S\"],\"miscTags\":[\"AOE\",\"MW\",\"RCH\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"charisma\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Jingle Jangle\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WBtW\",\"page\":70,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"goblinoid\"]},\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item leather armor|PHB}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":7,\"formula\":\"2d6\"},\"speed\":{\"walk\":30},\"str\":8,\"dex\":14,\"con\":10,\"int\":10,\"wis\":8,\"cha\":8,\"skill\":{\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"languages\":[\"Common\",\"Goblin\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Nimble Escape\",\"entries\":[\"Jingle Jangle can take the Disengage or Hide action as a bonus action on each of her turns.\"]}],\"action\":[{\"name\":\"Flail of Locks\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 3d4}) bludgeoning damage.\"]}],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"GO\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kelek\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WBtW\",\"page\":219,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\",\"sorcerer\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":12,\"from\":[\"{@item bracers of defense}\"]}],\"hp\":{\"average\":45,\"formula\":\"7d8 + 14\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":10,\"con\":14,\"int\":15,\"wis\":13,\"cha\":17,\"save\":{\"con\":\"+5\",\"cha\":\"+6\"},\"skill\":{\"deception\":\"+6\",\"intimidation\":\"+6\"},\"passive\":11,\"languages\":[\"Common\",\"Draconic\",\"Elvish\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Kelek casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 14}):\"],\"will\":[\"{@spell light}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\"],\"daily\":{\"1e\":[\"{@spell dominate beast}\",\"{@spell fly}\",\"{@spell mirror image}\",\"{@spell web}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Kelek wears {@item bracers of defense} and carries a {@item staff of striking} with 10 charges. The staff regains {@dice 1d6 + 4} expended charges daily at dawn. If its last charge is expended, roll a {@dice d20}; on a 1, the staff becomes a nonmagical quarterstaff.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Kelek makes three attacks using Sorcerer's Bolt, Staff of Striking, or a combination of them. He can replace one of the attacks with a use of Spellcasting.\"]},{\"name\":\"Sorcerer's Bolt\",\"entries\":[\"{@atk ms,rs} {@hit 6} to hit, reach 5 ft. or range 60 ft., one target. {@h}13 ({@damage 2d12}) force damage.\"]},{\"name\":\"Staff of Striking\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) bludgeoning damage, or 9 ({@damage 1d8 + 5}) bludgeoning damage when used with two hands, and Kelek can expend up to 3 of the staff's charges, dealing an extra 3 ({@damage 1d6}) force damage for each expended charge.\"]},{\"name\":\"Fiery Explosion {@recharge 4}\",\"entries\":[\"Kelek creates a magical explosion of fire centered on a point he can see within 120 feet of him. Each creature in a 20-foot-radius sphere centered on that point must make a {@dc 14} Dexterity saving throw, taking 35 ({@damage 10d6}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"reaction\":[{\"name\":\"Arcane Defense (3/Day)\",\"entries\":[\"When he is hit by an attack, Kelek protects himself with an {@condition invisible} barrier of magical force. Until the end of his next turn, he gains a +5 bonus to AC, including against the triggering attack.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"E\"],\"damageTags\":[\"B\",\"F\",\"O\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflictSpell\":[\"charmed\",\"restrained\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kettlesteam the Kenku\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WBtW\",\"page\":52,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"kenku\",\"warlock\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[13],\"hp\":{\"average\":22,\"formula\":\"5d8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":16,\"con\":10,\"int\":11,\"wis\":10,\"cha\":16,\"save\":{\"wis\":\"+2\",\"cha\":\"+5\"},\"skill\":{\"arcana\":\"+2\",\"deception\":\"+5\",\"investigation\":\"+2\",\"perception\":\"+2\",\"persuasion\":\"+5\",\"stealth\":\"+5\"},\"passive\":12,\"languages\":[\"understands Auran and Common but speaks only through the use of her Mimicry trait\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Kettlesteam casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell disguise self}\",\"{@spell friends}\",\"{@spell mage hand}\",\"{@spell minor illusion}\"],\"daily\":{\"1e\":[\"{@spell bestow curse}\",\"{@spell faerie fire}\",\"{@spell speak with animals}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Mimicry\",\"entries\":[\"Kettlesteam can mimic any sounds she has heard, including voices. A creature that hears the sounds can tell they are imitations only with a successful {@dc 13} Wisdom ({@skill Insight}) check.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Kettlesteam makes two Dagger attacks.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage.\"]},{\"name\":\"Twilight Sleep (2/Day)\",\"entries\":[\"Kettlesteam targets one creature she can see within 10 feet of her. The target is engulfed in a cloud of magical, sleep-inducing gas and must succeed on a {@dc 13} Constitution saving throw or fall {@condition unconscious} for 1 minute. A creature put to sleep by this gas awakens instantly if it takes damage, or if someone uses an action to shake or slap the sleeper awake.\"]}],\"attachedItems\":[\"dagger|phb\"],\"traitTags\":[\"Mimicry\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AU\",\"C\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"N\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"unconscious\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Living Doll\",\"source\":\"WBtW\",\"page\":238,\"size\":[\"T\"],\"type\":\"construct\",\"alignment\":[\"N\",\"E\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":11,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":28,\"formula\":\"8d4 + 8\"},\"speed\":{\"walk\":30},\"str\":3,\"dex\":11,\"con\":13,\"int\":10,\"wis\":10,\"cha\":7,\"save\":{\"int\":\"+2\",\"wis\":\"+2\",\"cha\":\"+0\"},\"senses\":[\"darkvision 30 ft.\"],\"passive\":10,\"immune\":[\"poison\"],\"conditionImmune\":[\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"Common\"],\"cr\":\"2\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"If the doll is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the doll move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the doll is animate.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The doll regains 5 hit points at the start of its turn. If the doll takes fire or psychic damage, this trait doesn't function at the start of the doll's next turn. The doll is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"The doll doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Grabby Hands\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one creature. {@h}The target is {@condition grappled} (escape {@dc 6}) and takes 11 ({@damage 2d10}) psychic damage at the start of each of its turns until this grapple ends. The doll can grapple only one creature at a time.\"]}],\"bonus\":[{\"name\":\"Cackle {@recharge 4}\",\"entries\":[\"The doll cackles as it targets one or two creatures it can see within 30 feet of it. Each target that can hear the doll's cackling must make a {@dc 11} Wisdom saving throw, succeeding automatically if it has an Intelligence of 4 or lower. On a failed saving throw, the creature takes 5 ({@damage 2d4}) psychic damage and is {@condition incapacitated} for 1 minute as it is overcome by a fit of laughter. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on itself on a success. A creature that succeeds on this saving throw is immune to this doll's Cackle for 24 hours.\"]}],\"traitTags\":[\"False Appearance\",\"Regeneration\",\"Unusual Nature\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\"],\"damageTags\":[\"Y\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\",\"incapacitated\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mercion\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WBtW\",\"page\":224,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"cleric\",\"human\"]},\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":19,\"from\":[\"{@item plate armor|PHB}\"]}],\"hp\":{\"average\":31,\"formula\":\"9d8 - 9\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":10,\"con\":9,\"int\":12,\"wis\":17,\"cha\":17,\"save\":{\"wis\":\"+5\",\"cha\":\"+5\"},\"skill\":{\"insight\":\"+5\",\"medicine\":\"+5\"},\"passive\":13,\"languages\":[\"Common\",\"Dwarvish\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Mercion casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell light}\",\"{@spell spare the dying}\"],\"daily\":{\"1\":[\"{@spell death ward}\"],\"2e\":[\"{@spell command}\",\"{@spell create food and water}\",\"{@spell cure wounds}\",\"{@spell faerie fire}\",\"{@spell hold person}\",\"{@spell revivify}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Mercion wields a +1 quarterstaff.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Mercion makes one Divine Radiance attack and one +1 Quarterstaff attack. She can replace one of these attacks with a use of Spellcasting.\"]},{\"name\":\"Divine Radiance\",\"entries\":[\"{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 60 ft., one target. {@h}13 ({@damage 3d8}) radiant damage.\"]},{\"name\":\"+1 Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage, or 7 ({@damage 1d8 + 3}) bludgeoning damage when used with two hands.\"]},{\"name\":\"Radiant Fire {@recharge 5}\",\"entries\":[\"Mercion creates a magical explosion of fiery radiance centered on a point she can see within 120 feet of her. Each creature in a 20-foot-radius sphere centered on that point must make a {@dc 13} Dexterity saving throw, taking 28 ({@damage 8d6}) radiant damage on a failed save, or half as much damage on a successful one.\"]}],\"attachedItems\":[\"+1 quarterstaff|dmg\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"D\"],\"damageTags\":[\"B\",\"R\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"paralyzed\",\"prone\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mister Light\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WBtW\",\"page\":26,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\",\"shadar-kai\"]},\"alignment\":[\"C\",\"G\"],\"ac\":[13],\"hp\":{\"average\":77,\"formula\":\"14d8 + 14\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":16,\"con\":12,\"int\":12,\"wis\":13,\"cha\":17,\"save\":{\"dex\":\"+5\",\"cha\":\"+5\"},\"skill\":{\"perception\":\"+3\",\"performance\":\"+5\",\"sleight of hand\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"necrotic\"],\"vulnerable\":[\"lightning\"],\"conditionImmune\":[\"blinded\",\"deafened\",\"petrified\",\"stunned\"],\"languages\":[\"Common\",\"Elvish\",\"Sylvan\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"While carrying the {@item Witchlight vane|WbtW}, Light casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save {@dc 13}, {@hit 5} to hit with spell attacks):\"],\"will\":[\"{@spell dancing lights}\",\"{@spell polymorph} (after casting, roll a {@dice d8}; on a roll of 3 or 8, Light can't cast the spell again until the next dawn)\",\"{@spell ray of frost}\"],\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"Light has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Light carries and is attuned to the {@item Witchlight vane|WbtW}. In Light's hands, the vane is a finesse weapon.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Light makes two {@item Witchlight vane|WbtW} attacks.\"]},{\"name\":\"Witchlight Vane\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage plus 4 ({@damage 1d8}) radiant damage.\"]}],\"bonus\":[{\"name\":\"Blessing of the Raven Queen (1/Day)\",\"entries\":[\"Light magically teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see. Until the start of his next turn, he appears ghostly and gains resistance to all damage.\"]}],\"traitTags\":[\"Fey Ancestry\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\",\"S\"],\"damageTags\":[\"B\",\"R\"],\"damageTagsSpell\":[\"C\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mister Witch\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WBtW\",\"page\":25,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\",\"shadar-kai\"]},\"alignment\":[\"C\",\"G\"],\"ac\":[10],\"hp\":{\"average\":82,\"formula\":\"11d8 + 33\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":11,\"con\":16,\"int\":16,\"wis\":13,\"cha\":14,\"save\":{\"int\":\"+5\",\"wis\":\"+3\"},\"skill\":{\"arcana\":\"+5\",\"deception\":\"+4\",\"perception\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"necrotic\"],\"languages\":[\"Common\",\"Elvish\",\"Sylvan\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"While carrying the {@item Witchlight watch|WbtW}, Witch casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 13}, {@hit 5} to hit with spell attacks):\"],\"will\":[\"{@spell fire bolt}\",\"{@spell invisibility} (after casting, roll a {@dice d8}; on a roll of 3 or 8, Witch can't cast the spell again until the next dawn)\",\"{@spell message}\"],\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"Witch has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Witch carries and is attuned to the {@item Witchlight watch|WbtW}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Witch makes two Cane attacks.\"]},{\"name\":\"Cane\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage plus 6 ({@damage 1d12}) necrotic damage.\"]}],\"bonus\":[{\"name\":\"Blessing of the Raven Queen (1/Day)\",\"entries\":[\"Witch magically teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see. Until the start of his next turn, he appears ghostly and gains resistance to all damage.\"]}],\"traitTags\":[\"Fey Ancestry\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\",\"S\"],\"damageTags\":[\"B\",\"N\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"invisible\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Molliver\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WBtW\",\"page\":226,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item +1 leather armor}\"]}],\"hp\":{\"average\":60,\"formula\":\"8d8 + 24\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":17,\"con\":16,\"int\":10,\"wis\":9,\"cha\":16,\"save\":{\"dex\":\"+5\",\"int\":\"+2\"},\"skill\":{\"acrobatics\":\"+7\",\"sleight of hand\":\"+7\",\"stealth\":\"+7\"},\"passive\":9,\"languages\":[\"Common\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Evasion\",\"entries\":[\"When subjected to an effect that allows a Dexterity saving throw to take only half damage, Molliver takes no damage on a successful save or half damage on a failed one, provided Molliver is not {@condition incapacitated}.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Molliver wears +1 leather armor and {@item boots of levitation}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Molliver makes two Dagger or Shortsword attacks, or one of each.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage. The attack deals an extra 7 ({@damage 2d6}) piercing damage if Molliver has advantage on the attack roll or if the target is within 5 feet of one of Molliver's allies.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d6 + 3}) piercing damage. The attack deals an extra 7 ({@damage 2d6}) piercing damage if Molliver has advantage on the attack roll or if the target is within 5 feet of one of Molliver's allies.\"]},{\"name\":\"Levitate\",\"entries\":[\"While wearing boots of levitation, Molliver casts {@spell levitate} (self only).\"]}],\"reaction\":[{\"name\":\"Uncanny Dodge\",\"entries\":[\"Molliver halves the damage they take from an attack made against them, provided they can see the attacker.\"]}],\"attachedItems\":[\"dagger|phb\",\"shortsword|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Paper Bird\",\"source\":\"WBtW\",\"page\":166,\"size\":[\"T\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[13],\"hp\":{\"average\":1,\"formula\":\"1d4 - 1\"},\"speed\":{\"walk\":10,\"fly\":60},\"str\":5,\"dex\":16,\"con\":8,\"int\":2,\"wis\":14,\"cha\":6,\"skill\":{\"perception\":\"+4\"},\"passive\":14,\"immune\":[\"poison\",\"psychic\"],\"vulnerable\":[\"fire\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"poisoned\"],\"cr\":\"0\",\"trait\":[{\"name\":\"Keen Sight\",\"entries\":[\"The paper bird has advantage on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Sharp Edges\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}1 slashing damage.\"]}],\"traitTags\":[\"Keen Senses\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Pollenella the Honeybee\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WBtW\",\"page\":135,\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[13],\"hp\":{\"average\":1,\"formula\":\"1d4 - 1\"},\"speed\":{\"walk\":5,\"fly\":30},\"str\":1,\"dex\":16,\"con\":8,\"int\":1,\"wis\":10,\"cha\":1,\"passive\":10,\"cr\":\"0\",\"action\":[{\"name\":\"Sting\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}3 piercing damage.\"]}],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Raezil\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WBtW\",\"page\":193,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[{\"alignment\":[\"N\"]},{\"alignment\":[\"NX\",\"NY\",\"N\"]}],\"ac\":[12],\"hp\":{\"average\":27,\"formula\":\"6d8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":15,\"con\":10,\"int\":12,\"wis\":14,\"cha\":16,\"skill\":{\"deception\":\"+5\",\"insight\":\"+4\",\"investigation\":\"+5\",\"perception\":\"+6\",\"persuasion\":\"+5\",\"sleight of hand\":\"+4\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":16,\"languages\":[\"Common\",\"Elvish\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Cunning Action\",\"entries\":[\"On each of her turns, Raezil can use a bonus action to take the Dash, Disengage, or Hide action.\"]},{\"name\":\"Fey Ancestry\",\"entries\":[\"Raezil has advantage on saving throws against being {@condition charmed}, and magic can't put her to sleep.\"]},{\"name\":\"Sneak Attack (1/Turn)\",\"entries\":[\"Raezil deals an extra 7 ({@damage 2d6}) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of hers that isn't incapacitated and Raezil doesn't have disadvantage on the attack roll.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Raezil makes two melee attacks.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Hand Crossbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]}],\"attachedItems\":[\"hand crossbow|phb\",\"shortsword|phb\"],\"traitTags\":[\"Fey Ancestry\",\"Sneak Attack\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Ringlerun\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WBtW\",\"page\":227,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\",\"wizard\"]},\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":12,\"from\":[\"{@item staff of power}\"]}],\"hp\":{\"average\":42,\"formula\":\"12d8 - 12\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":10,\"con\":9,\"int\":17,\"wis\":13,\"cha\":11,\"save\":{\"str\":\"+2\",\"dex\":\"+3\",\"con\":\"+2\",\"int\":\"+6\",\"wis\":\"+4\",\"cha\":\"+3\"},\"skill\":{\"arcana\":\"+6\",\"history\":\"+6\"},\"passive\":11,\"languages\":[\"Common\",\"Draconic\",\"Dwarvish\",\"Elvish\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Ringlerun casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 14}):\"],\"will\":[\"{@spell light}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\"],\"daily\":{\"3e\":[\"{@spell charm person}\",\"{@spell detect magic}\",\"{@spell sleep}\"],\"1e\":[\"{@spell banishment}\",\"{@spell dispel magic}\",\"{@spell fly}\",\"{@spell knock}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Ringlerun wields a {@item staff of power}. It has 20 charges when fully charged and regains {@dice 2d8 + 4} expended charges daily at dawn. If its last charge is expended, roll a {@dice d20}. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses its other properties; on a 20, it regains {@dice 1d8 + 2} charges.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Ringlerun makes three {@item staff of power} or Freezing Ray attacks. He can replace one of those attacks with a use of Spellcasting.\"]},{\"name\":\"Staff of Power\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage, or 5 ({@damage 1d8 + 1}) bludgeoning damage when used with two hands, and Ringlerun can expend 1 of the staff's charges to deal an extra 3 ({@damage 1d6}) force damage.\"]},{\"name\":\"Freezing Ray\",\"entries\":[\"{@atk rs} {@hit 8} to hit, range 120 ft., one creature. {@h}27 ({@damage 6d8}) cold damage.\"]},{\"name\":\"Staff Spell\",\"entries\":[\"While holding his {@item staff of power}, Ringlerun can expend 1 or more of its charges to cast one of the following spells from it (spell save {@dc 14}, {@hit 8} to hit with spell attacks): cone of cold ({@damage 8d8} cold damage; 5 charges), fireball ({@damage 10d6} fire damage; 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt ({@damage 10d6} lightning damage; 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"D\",\"DR\",\"E\"],\"damageTags\":[\"B\",\"C\",\"O\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"charmed\",\"incapacitated\",\"unconscious\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Selenelion Twin\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WBtW\",\"page\":241,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"C\",\"G\"],\"ac\":[14],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":30},\"str\":7,\"dex\":18,\"con\":13,\"int\":12,\"wis\":10,\"cha\":17,\"save\":{\"dex\":\"+6\",\"cha\":\"+5\"},\"skill\":{\"acrobatics\":\"+8\",\"sleight of hand\":\"+6\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Common\",\"Elvish\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"The Selenelion twins, Gleam and Glister, have advantage on saving throws against being {@condition charmed}, and magic can't put them to sleep.\"]},{\"name\":\"Regeneration\",\"entries\":[\"A Selenelion twin regains 5 hit points at the start of her turn as long as both twins are alive and within 60 feet of each other. A twin dies only if she starts her turn with 0 hit points and doesn't regenerate.\"]},{\"name\":\"Twin Bond\",\"entries\":[\"While both Selenelion twins are alive and on the same plane of existence, each is aware of the other's emotions.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage.\"]},{\"name\":\"Moon Ray (Gleam Only; 3/Day)\",\"entries\":[\"{@atk rs} {@hit 5} to hit, range 60 ft., one creature. {@h}12 ({@damage 2d8 + 3}) radiant damage, and the target must succeed on a {@dc 13} Wisdom saving throw or be transformed into a bat for 1 minute, as though affected by a {@spell polymorph} spell. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Sun Ray (Glister Only; 3/Day)\",\"entries\":[\"{@atk rs} {@hit 5} to hit, range 60 ft., one creature. {@h}12 ({@damage 2d8 + 3}) radiant damage, and the target must succeed on a {@dc 13} Wisdom saving throw or be {@condition blinded} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Twin Sight (Recharges after a Short or Long Rest)\",\"entries\":[\"In her mind's eye, a Selenelion twin can see what the other twin sees for up to 1 minute, provided both twins are alive and on the same plane of existence. Maintaining this effect requires {@status concentration} (as if {@status concentration||concentrating} on a spell).\"]}],\"attachedItems\":[\"dagger|phb\"],\"traitTags\":[\"Fey Ancestry\",\"Regeneration\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"P\",\"R\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"blinded\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sir Talavar\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WBtW\",\"page\":69,\"size\":[\"T\"],\"type\":\"dragon\",\"alignment\":[\"L\",\"G\"],\"ac\":[15],\"hp\":{\"average\":14,\"formula\":\"4d4 + 4\"},\"speed\":{\"walk\":10,\"fly\":60},\"str\":3,\"dex\":20,\"con\":13,\"int\":14,\"wis\":12,\"cha\":16,\"skill\":{\"arcana\":\"+4\",\"perception\":\"+3\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"Common\",\"Draconic\",\"Elvish\",\"Sylvan\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Sir Talavar's innate spellcasting ability is Charisma (spell save {@dc 13}). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below.\"],\"daily\":{\"1\":[\"{@spell color spray} (Orange)\",\"{@spell mirror image} (Yellow)\",\"{@spell suggestion} (Green)\",\"{@spell major image} (Blue)\",\"{@spell hallucinatory terrain} (Indigo)\",\"{@spell polymorph} (Violet)\"],\"1e\":[\"{@spell dancing lights}\",\"{@spell mage hand}\",\"{@spell minor illusion}\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Superior Invisibility\",\"entries\":[\"As a bonus action, Sir Talavar can magically turn {@condition invisible} until his {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment Sir Talavar wears or carries is {@condition invisible} with him.\"]},{\"name\":\"Limited Telepathy\",\"entries\":[\"Using telepathy, Sir Talavar can magically communicate with any other faerie dragon within 60 feet of him.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Sir Talavar has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"+1 Tiny Sword\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d4 + 6}) piercing damage.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}1 piercing damage.\"]},{\"name\":\"Euphoria Breath {@recharge 5}\",\"entries\":[\"Sir Talavar exhales a puff of euphoria gas at one creature within 5 feet of him. The target must succeed on a {@dc 11} Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a {@dice d6} at the start of each of its turns to determine its behavior during the turn:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"1-4\",\"entries\":[\"The target takes no action or bonus action and uses all of its movement to move in a random direction.\"]},{\"type\":\"item\",\"name\":\"5-6\",\"entries\":[\"The target doesn't move, and the only thing it can do on its turn is make a {@dc 11} Wisdom saving throw, ending the effect on itself on a success.\"]}]}]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"C\",\"DR\",\"E\",\"S\"],\"damageTags\":[\"P\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"invisible\"],\"conditionInflictSpell\":[\"blinded\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Skabatha Nightshade\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WBtW\",\"page\":218,\"size\":[\"M\"],\"type\":{\"type\":\"fey\",\"tags\":[\"hag\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":150,\"formula\":\"20d8 + 60\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":9,\"con\":16,\"int\":12,\"wis\":16,\"cha\":15,\"save\":{\"con\":\"+6\",\"int\":\"+4\",\"wis\":\"+6\",\"cha\":\"+5\"},\"skill\":{\"arcana\":\"+7\",\"deception\":\"+5\",\"perception\":\"+6\",\"stealth\":\"+2\"},\"senses\":[\"truesight 60 ft.\"],\"passive\":16,\"languages\":[\"Common\",\"Elvish\",\"Infernal\",\"Sylvan\"],\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Skabatha casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 14}):\"],\"will\":[\"{@spell detect magic}\",\"{@spell druidcraft}\",\"{@spell speak with animals}\"],\"daily\":{\"1\":[\"{@spell awaken} (as an action)\",\"{@spell plane shift} (self only)\"],\"2e\":[\"{@spell polymorph}\",\"{@spell remove curse}\",\"{@spell speak with plants}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Boon of Immortality\",\"entries\":[\"Skabatha is immune to any effect that would age her, and she can't die from old age.\"]},{\"name\":\"Forgetfulness\",\"entries\":[\"The first creature that Skabatha sees after she finishes a long rest is {@condition invisible} to her. She can't remember seeing the creature or perceive it using her truesight until the end of her next long rest.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Skabatha makes two Claw attacks.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}25 ({@damage 6d6 + 4}) poison damage.\"]}],\"bonus\":[{\"name\":\"Alter Size\",\"entries\":[\"Skabatha magically shrinks herself to Tiny size (between 4 and 8 inches tall) or returns to her normal size. If Skabatha lacks the room to return to her normal size, she attains the maximum size possible in the space available. Anything she is wearing or carrying changes size along with her.\",\"As a Tiny creature, Skabatha deals 2 ({@damage 1d4}) poison damage when she hits with a Claw attack. She has advantage on Dexterity ({@skill Stealth}) checks, and disadvantage on Strength checks and Strength saving throws. Her statistics otherwise remain unchanged.\"]}],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\",\"I\",\"S\"],\"damageTags\":[\"I\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"invisible\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForcedSpell\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Skylla\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WBtW\",\"page\":220,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\",\"warlock\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[10],\"hp\":{\"average\":39,\"formula\":\"6d8 + 12\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":11,\"con\":14,\"int\":12,\"wis\":15,\"cha\":17,\"save\":{\"wis\":\"+4\",\"cha\":\"+5\"},\"skill\":{\"deception\":\"+5\",\"intimidation\":\"+5\",\"nature\":\"+3\",\"persuasion\":\"+5\"},\"passive\":12,\"languages\":[\"Common\",\"Elvish\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Skylla casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 13}):\"],\"daily\":{\"1e\":[\"{@spell detect magic}\",\"{@spell disguise self}\",\"{@spell faerie fire}\",\"{@spell fly}\",\"{@spell hypnotic pattern}\",\"{@spell invisibility}\",\"{@spell mage armor}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Skylla carries an eldritch staff (see appendix A) with 10 charges. The staff regains {@dice 1d6 + 4} expended charges daily at dawn. If its last charge is expended, roll a {@dice d20}; on a 1, the staff is destroyed.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Skylla makes two Eldritch Staff attacks. She can replace one of the attacks with a use of Spellcasting.\"]},{\"name\":\"Eldritch Staff\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, or 4 ({@damage 1d8}) bludgeoning damage when used with two hands, and Skylla can expend up to 3 of the staff's charges, dealing an extra 4 ({@damage 1d8}) lightning damage for each expended charge.\"]}],\"reaction\":[{\"name\":\"Eldritch Escape\",\"entries\":[\"When Skylla takes damage, she can expend 3 charges of her eldritch staff to turn {@condition invisible} and teleport, along with any equipment she's wearing or carrying, up to 60 feet to an unoccupied space she can see. She remains {@condition invisible} until the start of her next turn or until she attacks or casts a spell.\"]}],\"attachedItems\":[\"eldritch staff|wbtw\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"B\",\"L\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflictSpell\":[\"charmed\",\"incapacitated\",\"invisible\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Squirt the Oilcan\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WBtW\",\"page\":110,\"size\":[\"T\"],\"type\":\"construct\",\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":17,\"formula\":\"7d4\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":3,\"dex\":15,\"con\":10,\"int\":11,\"wis\":8,\"cha\":15,\"passive\":9,\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"paralyzed\",\"poisoned\",\"unconscious\"],\"languages\":[\"Common\",\"Dwarvish\",\"Sylvan\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"If Squirt is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed Squirt move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that Squirt is animate.\"]},{\"name\":\"Unusual Nature\",\"entries\":[\"Squirt doesn't require air, food, drink, or sleep.\"]}],\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage.\"]},{\"name\":\"Boggle Oil (3 Applications)\",\"entries\":[\"Squirt expends 1 application of boggle oil to create a 10-foot-square puddle of slippery, non-flammable oil on the ground within 5 feet of it. The puddle is {@quickref difficult terrain||3} and lasts for 1 hour. Each creature that enters the puddle's area or starts its turn there must succeed on a {@dc 11} Dexterity saving throw or fall {@condition prone}. Boggles are unaffected by the oil. After it expends all 3 applications, Squirt can't use this action again until its supply of boggle oil is replenished.\"]}],\"traitTags\":[\"False Appearance\",\"Unusual Nature\"],\"languageTags\":[\"C\",\"D\",\"S\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"prone\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Strongheart\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WBtW\",\"page\":228,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\",\"paladin\"]},\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":20,\"from\":[\"{@item plate armor|PHB}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":55,\"formula\":\"10d8 + 10\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":12,\"con\":13,\"int\":12,\"wis\":13,\"cha\":17,\"save\":{\"wis\":\"+3\",\"cha\":\"+5\"},\"skill\":{\"insight\":\"+3\",\"persuasion\":\"+5\"},\"passive\":11,\"conditionImmune\":[\"frightened\"],\"languages\":[\"Common\",\"Dwarvish\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Strongheart casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 13}):\"],\"daily\":{\"3e\":[\"{@spell command}\",\"{@spell detect evil and good}\",\"{@spell protection from evil and good}\"],\"1e\":[\"{@spell lesser restoration}\",\"{@spell remove curse}\",\"{@spell zone of truth}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Strongheart wields Steel, a sentient, lawful good longsword (see appendix A).\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Strongheart makes three Steel attacks.\"]},{\"name\":\"Steel\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage when used with two hands. Once on each of his turns, Strongheart can also cause the blade to gleam with holy light. If he does so, the target is {@condition blinded} until the start of Strongheart's next turn.\"]},{\"name\":\"Revivify (Recharges at the Next Dawn)\",\"entries\":[\"While holding Steel, Strongheart casts {@spell revivify}.\"]}],\"reaction\":[{\"name\":\"Protect Another\",\"entries\":[\"When a creature Strongheart can see attacks another creature that is within 5 feet of him, Strongheart can use his reaction to impose disadvantage on the attack roll, provided he is carrying a shield.\"]}],\"attachedItems\":[\"steel|wbtw\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"D\"],\"damageTags\":[\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"blinded\"],\"conditionInflictSpell\":[\"prone\"],\"savingThrowForcedSpell\":[\"charisma\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Swarm of Campestris\",\"source\":\"WBtW\",\"page\":232,\"size\":[\"M\"],\"type\":{\"type\":\"plant\",\"swarmSize\":\"T\"},\"alignment\":[\"U\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":27,\"formula\":\"6d8\"},\"speed\":{\"walk\":5},\"str\":3,\"dex\":7,\"con\":10,\"int\":4,\"wis\":10,\"cha\":8,\"skill\":{\"perception\":\"+4\"},\"senses\":[\"tremorsense 30 ft.\"],\"passive\":14,\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"conditionImmune\":[\"charmed\",\"grappled\",\"paralyzed\",\"petrified\",\"prone\",\"restrained\",\"stunned\"],\"languages\":[\"understands Common but speaks only through the use of its Mimicry trait\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Mimicry\",\"entries\":[\"Each campestri in the swarm can mimic any voice or song it has heard, albeit in a nasal falsetto.\"]},{\"name\":\"Swarm\",\"entries\":[\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough to accommodate an individual campestri. The swarm can't regain hit points or gain temporary hit points.\"]}],\"action\":[{\"name\":\"Head Butts\",\"entries\":[\"{@atk mw} {@hit 0} to hit, reach 5 ft., one target. {@h}10 ({@damage 4d4}) bludgeoning damage, or 5 ({@damage 2d4}) bludgeoning damage if the swarm has half its hit points or fewer.\"]},{\"name\":\"Spores (1/Day)\",\"entries\":[\"A 20-foot radius of spores extends from the swarm. These spores can go around corners, and they have no effect on Constructs, Elementals, Plants, or Undead. Each other creature in the area must make a {@dc 10} Wisdom saving throw. On a failed save, the creature is {@condition incapacitated} and its speed is halved, both for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"traitTags\":[\"Mimicry\"],\"senseTags\":[\"T\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"incapacitated\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Thinnings\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WBtW\",\"page\":15,\"_copy\":{\"name\":\"Spy\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the spy\",\"with\":\"Thinnings\",\"flags\":\"i\"},\"action\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Change Shape\",\"entries\":[\"Thinnings can make himself as flat as a piece of parchment or revert to his normal thickness. In his flattened form, he can slide under doors, roll himself up, or even fold himself into the pages of a book.\"]}}}},\"type\":\"fey\",\"alignment\":[\"N\"],\"languages\":[\"Common\",\"Elvish\",\"Sylvan\"],\"actionTags\":[\"Multiattack\",\"Shapechanger\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Tin Soldier\",\"source\":\"WBtW\",\"page\":115,\"size\":[\"S\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":27,\"formula\":\"6d6 + 6\"},\"speed\":{\"walk\":25},\"str\":14,\"dex\":11,\"con\":13,\"int\":1,\"wis\":3,\"cha\":1,\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":6,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Antimagic Susceptibility\",\"entries\":[\"The tin soldier is incapacitated while in the area of an {@spell antimagic field}. If targeted by {@spell dispel magic}, the tin soldier must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.\"]},{\"name\":\"False Appearance\",\"entries\":[\"While the tin soldier remains motionless, it is indistinguishable from a normal suit of armor.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The tin soldier makes two melee attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage.\"]}],\"traitTags\":[\"Antimagic Susceptibility\",\"False Appearance\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Treant Sapling\",\"source\":\"WBtW\",\"page\":36,\"size\":[\"L\"],\"type\":\"plant\",\"alignment\":[\"C\",\"G\"],\"alignmentPrefix\":\"typically \",\"ac\":[{\"ac\":14,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":45,\"formula\":\"6d10 + 12\"},\"speed\":{\"walk\":30},\"str\":17,\"dex\":8,\"con\":15,\"int\":12,\"wis\":12,\"cha\":10,\"passive\":11,\"resist\":[\"bludgeoning\",\"piercing\"],\"vulnerable\":[\"fire\"],\"languages\":[\"Common\",\"Druidic\",\"Elvish\",\"Sylvan\"],\"cr\":\"2\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"If the treant is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the treant move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the treant is animate.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The treant makes two Slam attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) bludgeoning damage.\"]},{\"name\":\"Rock\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 20/60 ft., one target. {@h}14 ({@damage 2d10 + 3}) bludgeoning damage.\"]},{\"name\":\"Animate Trees (1/Day)\",\"entries\":[\"The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as an awakened tree (see the Monster Manual), except they can't speak. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies, until the treant dies or is more than 120 feet from the tree, or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.\"]}],\"traitTags\":[\"False Appearance\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DU\",\"E\",\"S\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\",\"RW\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Warduke\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WBtW\",\"page\":221,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item half plate armor|PHB|half plate}\",\"{@item shield|PHB}\"]}],\"hp\":{\"average\":78,\"formula\":\"12d8 + 24\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":11,\"con\":14,\"int\":9,\"wis\":11,\"cha\":11,\"save\":{\"str\":\"+6\",\"con\":\"+5\"},\"skill\":{\"athletics\":\"+6\",\"intimidation\":\"+3\"},\"passive\":10,\"languages\":[\"Common\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Warduke wears a dread helm (see appendix A) and wields a {@item flame tongue} longsword.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Warduke makes three Flame Tongue or Dagger attacks.\"]},{\"name\":\"Flame Tongue\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage when used with two hands, plus 7 ({@damage 2d6}) fire damage if the weapon is aflame.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage.\"]}],\"bonus\":[{\"name\":\"Flaming Blade\",\"entries\":[\"Warduke ignites or extinguishes his flame tongue longsword. While aflame, it sheds bright light in a 40-foot radius and dim light for an additional 40 feet.\"]},{\"name\":\"Second Wind (Recharges after a Short or Long Rest)\",\"entries\":[\"Warduke regains 13 hit points.\"]}],\"attachedItems\":[\"dagger|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"F\",\"P\",\"S\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Will-o'-Wells\",\"source\":\"WBtW\",\"page\":61,\"_copy\":{\"name\":\"Will-o'-Wisp\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"will-o'-wisp\",\"with\":\"will-o'-wells\"},\"action\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Magic Boon (Recharges after a Long Rest)\",\"entries\":[\"The will-o'-wells grants a boon to one creature it can see within 5 feet of it that isn't an Undead. The boon's recipient gains a {@dice d4} and can, at any time within the next 24 hours, roll this die and add the number rolled to one ability check, attack roll, or saving throw made by it. No creature can have more than one of these magic boons at a time.\"]}}}},\"alignment\":[\"C\",\"G\"],\"hasToken\":true},{\"name\":\"Witchlight Hand (Medium)\",\"source\":\"WBtW\",\"page\":27,\"size\":[\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[12],\"hp\":{\"average\":9,\"formula\":\"2d8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":11,\"int\":12,\"wis\":13,\"cha\":12,\"skill\":{\"sleight of hand\":\"+6\"},\"passive\":11,\"languages\":[\"Common plus any one language\"],\"cr\":\"1/8\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The hand casts one of the following spells, using Charisma as the spellcasting ability:\"],\"will\":[\"{@spell dancing lights}\",\"{@spell message}\",\"{@spell prestidigitation}\"],\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Secret Expertise\",\"entries\":[\"The hand has one of these additional skills: {@skill Acrobatics} {@skillCheck acrobatics 6}, {@skill Animal Handling} {@skillCheck animal_handling 5}, {@skill Arcana} {@skillCheck arcana 5}, {@skill Athletics} {@skillCheck athletics 4}, {@skill Medicine} {@skillCheck medicine 5}, or {@skill Performance} {@skillCheck performance 5}.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Pixie Dust (1/Day)\",\"entries\":[\"The hand sprinkles a pinch of pixie dust on itself or another creature it can see within 5 feet of it. The recipient gains a flying speed of 30 feet for 1 minute. If the creature is airborne when this effect ends, it falls safely to the ground, taking no damage and landing on its feet.\"]}],\"attachedItems\":[\"dagger|phb\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"P\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Witchlight Hand (Small)\",\"source\":\"WBtW\",\"_copy\":{\"name\":\"Witchlight Hand (Medium)\",\"source\":\"WBtW\",\"_preserve\":{\"page\":true,\"hasFluff\":true,\"hasFluffImages\":true}},\"size\":[\"S\"],\"hp\":{\"average\":7,\"formula\":\"2d6\"},\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Zarak\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WBtW\",\"page\":222,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"orc\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":14,\"from\":[\"{@item leather armor|PHB}\"]}],\"hp\":{\"average\":37,\"formula\":\"5d8 + 15\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":16,\"con\":16,\"int\":11,\"wis\":15,\"cha\":6,\"save\":{\"dex\":\"+5\",\"int\":\"+2\"},\"skill\":{\"acrobatics\":\"+7\",\"insight\":\"+6\",\"perception\":\"+6\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60\"],\"passive\":16,\"languages\":[\"Common\",\"Orc\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Zarak carries a {@item potion of invisibility}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Zarak makes two Dagger attacks.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage, plus an extra 5 ({@damage 2d4}) piercing damage if the target is a creature and Zarak has at least 18 hit points.\"]},{\"name\":\"Garrote\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one Humanoid. {@h}8 ({@damage 2d4 + 3}) slashing damage, and the target is {@condition grappled} (escape {@dc 11}). Until this grapple ends, the target takes 8 ({@damage 2d4 + 3}) slashing damage at the start of each of its turns, and Zarak can't grapple another creature or use Assassin's Whim.\"]}],\"bonus\":[{\"name\":\"Assassin's Whim\",\"entries\":[\"Zarak takes the Dash, Disengage, or Hide action.\"]}],\"reaction\":[{\"name\":\"Uncanny Dodge\",\"entries\":[\"Zarak halves the damage he takes from an attack made against him, provided he can see the attacker.\"]}],\"attachedItems\":[\"dagger|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"O\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Zargash\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WBtW\",\"page\":223,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"cleric\",\"human\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item chain shirt|phb}\"]}],\"hp\":{\"average\":45,\"formula\":\"7d8 + 14\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":10,\"con\":14,\"int\":12,\"wis\":16,\"cha\":15,\"save\":{\"wis\":\"+5\",\"cha\":\"+4\"},\"skill\":{\"deception\":\"+6\",\"insight\":\"+5\"},\"passive\":13,\"languages\":[\"Common\"],\"cr\":\"3\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Zargash casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell light}\",\"{@spell thaumaturgy}\"],\"daily\":{\"1e\":[\"{@spell command}\",\"{@spell gaseous form}\",\"{@spell hold person}\",\"{@spell silence}\",\"{@spell speak with dead}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Cling to Life (Recharges after a Long Rest)\",\"entries\":[\"The first time Zargash would drop to 0 hit points as a result of taking damage, he instead drops to 1 hit point.\"]},{\"name\":\"Special Equipment\",\"entries\":[\"Zargash wears a bat-shaped amulet that has the properties of a {@item ring of feather falling}.\"]}],\"action\":[{\"name\":\"Warhammer\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage, or 7 ({@damage 1d10 + 2}) bludgeoning damage when used with two hands.\"]},{\"name\":\"Deathly Ray\",\"entries\":[\"{@atk rs} {@hit 5} to hit, range 60 ft., one creature. {@h}25 ({@damage 4d10 + 3}) necrotic damage.\"]}],\"bonus\":[{\"name\":\"Animate Corpse (1/Day)\",\"entries\":[\"Zargash targets the lifeless corpse of one Humanoid he can see within 30 feet of him and commands it to rise, transforming it into a zombie under his control. The zombie takes its turn immediately after Zargash. Animating the zombie requires Zargash's {@status concentration} (as if {@status concentration||concentrating} on a spell). The zombie reverts to an inanimate corpse after 10 minutes, when it drops to 0 hit points, or when Zargash's {@status concentration} ends.\"]}],\"attachedItems\":[\"warhammer|phb\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\",\"N\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"deafened\",\"paralyzed\",\"prone\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-wdh.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\",\"VGM\"]},\"internalCopies\":[\"monster\"],\"otherSources\":{\"monster\":{\"MM\":\"WDH\",\"VGM\":\"WDH\"}}},\"monster\":[{\"name\":\"Ahmaergo\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":193,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dwarf\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|phb}\"]}],\"hp\":{\"average\":143,\"formula\":\"22d8 + 44\"},\"speed\":{\"walk\":25},\"str\":20,\"dex\":15,\"con\":14,\"int\":15,\"wis\":14,\"cha\":12,\"save\":{\"str\":\"+9\",\"con\":\"+6\"},\"skill\":{\"athletics\":\"+9\",\"intimidation\":\"+5\",\"perception\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":16,\"resist\":[\"poison\"],\"languages\":[\"Common\",\"Dwarvish\",\"Undercommon\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Dwarven Resilience\",\"entries\":[\"Ahmaergo has advantage on saving throws against being {@condition poisoned}.\"]},{\"name\":\"Indomitable (2/Day)\",\"entries\":[\"Ahmaergo can reroll a saving throw that he fails. He must use the new roll.\"]},{\"name\":\"Second Wind (Recharges after a Short or Long Rest)\",\"entries\":[\"As a bonus action, Ahmaergo can regain 20 hit points.\"]},{\"name\":\"Extra Damage\",\"entries\":[\"If Ahmaergo has more than half his hit points remaining he deals an extra 7 ({@damage 2d6}) slashing damage on every hit.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Ahmaergo makes three attacks with his greataxe.\"]},{\"name\":\"Greataxe\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}11 ({@damage 1d12 + 5}) slashing damage\"]},{\"name\":\"Heavy Crossbow\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 100/400 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage.\"]}],\"attachedItems\":[\"greataxe|phb\",\"heavy crossbow|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"D\",\"U\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ammalia Cassalanter\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":193,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":45,\"formula\":\"10d8\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":14,\"con\":11,\"int\":17,\"wis\":12,\"cha\":15,\"save\":{\"int\":\"+6\",\"wis\":\"+4\"},\"skill\":{\"arcana\":\"+6\",\"history\":\"+6\",\"insight\":\"+4\",\"persuasion\":\"+5\"},\"passive\":11,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Common\",\"Draconic\",\"Elvish\",\"Infernal\"],\"cr\":\"5\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Ammalia is a 9th-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). She has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell friends}\",\"{@spell mage hand}\",\"{@spell mending}\",\"{@spell message}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell charm person}\",\"{@spell mage armor}\",\"{@spell magic missile}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell hold person}\",\"{@spell invisibility}\",\"{@spell suggestion}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell fireball}\",\"{@spell haste}\",\"{@spell tongues}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell confusion}\",\"{@spell stoneskin}\"]},\"5\":{\"slots\":1,\"spells\":[\"{@spell hold monster}\"]}},\"ability\":\"int\"}],\"action\":[{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage, or 3 ({@damage 1d8 - 1}) bludgeoning damage if used with two hands.\"]}],\"attachedItems\":[\"quarterstaff|phb\"],\"languageTags\":[\"C\",\"DR\",\"E\",\"I\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"F\",\"O\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Aurinax\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":194,\"_copy\":{\"name\":\"Adult Gold Dragon\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the dragon\",\"with\":\"Aurinax\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Avi\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":32,\"_copy\":{\"name\":\"Priest\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the priest\",\"with\":\"Avi\",\"flags\":\"i\"},\"trait\":{\"mode\":\"prependArr\",\"items\":{\"name\":\"Control Water\",\"entries\":[\"At will, Avi can control the flow and shape of water in a 5-foot cube, or cause the water to freeze for up to 1 hour.\"]}}}},\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"genasi\",\"prefix\":\"Water\"}]},\"alignment\":[\"N\",\"G\"],\"speed\":{\"walk\":30,\"swim\":30},\"resist\":[\"acid\"],\"languages\":[\"Common\",\"Primordial\"],\"languageTags\":[\"C\",\"P\"],\"miscTags\":[\"AOE\",\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Awakened Rat\",\"source\":\"WDH\",\"page\":102,\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[10],\"hp\":{\"average\":1,\"formula\":\"1d4 - 1\"},\"speed\":{\"walk\":20},\"str\":2,\"dex\":11,\"con\":9,\"int\":10,\"wis\":10,\"cha\":4,\"senses\":[\"darkvision 30 ft.\"],\"passive\":10,\"languages\":[\"Common\"],\"cr\":\"0\",\"trait\":[{\"name\":\"Keen Smell\",\"entries\":[\"The rat has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 0} to hit, reach 5 ft., one target. {@h}1 piercing damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/rat.mp3\"},\"traitTags\":[\"Keen Senses\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Barnibus Blastwind\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":195,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"G\"],\"ac\":[10,{\"ac\":13,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":24,\"formula\":\"7d8 - 7\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":10,\"con\":9,\"int\":17,\"wis\":15,\"cha\":11,\"save\":{\"int\":\"+5\",\"wis\":\"+4\"},\"skill\":{\"arcana\":\"+5\",\"insight\":\"+6\",\"investigation\":\"+7\",\"perception\":\"+4\"},\"passive\":14,\"languages\":[\"Common\",\"Draconic\",\"Dwarvish\",\"Halfling\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Barnibus is a 7th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 13}, {@hit 5} to hit with spell attacks) He has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell blade ward}\",\"{@spell light}\",\"{@spell mage hand}\",\"{@spell message}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell comprehend languages}\",\"{@spell identify}\",\"{@spell detect magic}\",\"{@spell mage armor}\",\"{@spell shield}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell detect thoughts}\",\"{@spell suggestion}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell clairvoyance}\",\"{@spell sending}\"]},\"4\":{\"slots\":1,\"spells\":[\"{@spell locate creature}\",\"{@spell Otiluke's resilient sphere}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Barnibus carries a {@item wand of magic detection}. (spell included in spell list below but does not use a slot when cast from the wand)\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw,rw} {@hit 2} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}2 ({@damage 1d4}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"languageTags\":[\"C\",\"D\",\"DR\",\"H\"],\"damageTags\":[\"P\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bepis Honeymaker\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":112,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"halfling\",\"prefix\":\"Strongheart\"}]},\"alignment\":[\"L\",\"G\"],\"ac\":[10],\"hp\":{\"average\":4,\"formula\":\"1d8\"},\"speed\":{\"walk\":25},\"str\":10,\"dex\":10,\"con\":10,\"int\":10,\"wis\":10,\"cha\":10,\"passive\":10,\"languages\":[\"Common\",\"Halfling\"],\"cr\":\"0\",\"trait\":[{\"name\":\"Halfling Nimbleness\",\"entries\":[\"Bepis can move through a space occupied by a creature of a size larger than him\"]},{\"name\":\"Brave\",\"entries\":[\"Bepis has advantage on saving throws against being {@condition frightened}.\"]}],\"languageTags\":[\"C\",\"H\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Black Viper\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":196,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item studded leather armor|phb|studded leather}\"]}],\"hp\":{\"average\":84,\"formula\":\"13d8 + 26\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":18,\"con\":14,\"int\":11,\"wis\":11,\"cha\":12,\"save\":{\"dex\":\"+7\",\"int\":\"+3\"},\"skill\":{\"acrobatics\":\"+7\",\"athletics\":\"+3\",\"perception\":\"+3\",\"sleight of hand\":\"+7\",\"stealth\":\"+7\"},\"passive\":13,\"languages\":[\"Common\",\"Thieves' cant\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Cunning Action\",\"entries\":[\"On each of her turns, the Black Viper can use a bonus action to take the Dash, Disengage, or Hide action.\"]},{\"name\":\"Evasion\",\"entries\":[\"If the Black Viper is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. She can't use this trait if she's {@condition incapacitated}.\"]},{\"name\":\"Sneak Attack (1/Turn)\",\"entries\":[\"The Black Viper deals an extra 14 ({@dice 4d6}) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Black Viper that isn't {@condition incapacitated} and the Black Viper doesn't have disadvantage on the attack roll.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The Black Viper makes three attacks with her rapier.\"]},{\"name\":\"Rapier\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 4}) piercing damage.\"]},{\"name\":\"Hand Crossbow\",\"entries\":[\"{@atk rw} {@hit 7} to hit, range 30/120 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Uncanny Dodge\",\"entries\":[\"The Black Viper halves the damage that she takes from an attack that hits her. She must be able to see the attacker.\"]}],\"attachedItems\":[\"hand crossbow|phb\",\"rapier|phb\"],\"traitTags\":[\"Sneak Attack\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"TC\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Blinded Troll\",\"isNpc\":true,\"source\":\"WDH\",\"page\":114,\"_copy\":{\"name\":\"Troll\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"prependArr\",\"items\":{\"name\":\"Blinded\",\"entries\":[\"The troll is wearing an eyeless helm, and is {@condition blinded}.\"]}}}},\"speed\":{\"walk\":20},\"cr\":\"4\",\"hasToken\":true},{\"name\":\"Bonnie\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":20,\"_copy\":{\"name\":\"Doppelganger\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the doppelganger\",\"with\":\"Bonnie\",\"flags\":\"i\"}}},\"speed\":{\"walk\":20},\"cr\":\"4\",\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Davil Starsong\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":199,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"N\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item chain shirt|phb}\"]}],\"hp\":{\"average\":82,\"formula\":\"15d8 + 15\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":12,\"int\":16,\"wis\":12,\"cha\":17,\"save\":{\"dex\":\"+5\",\"cha\":\"+6\"},\"skill\":{\"arcana\":\"+6\",\"history\":\"+6\",\"insight\":\"+4\",\"perception\":\"+4\",\"performance\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Common\",\"Draconic\",\"Dwarvish\",\"Elvish\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Davil is a 12th-level spellcaster. His spellcasting ability is Charisma (spell save {@dc 14}, {@hit 6} to hit with spell attacks) He has the following bard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell mage hand}\",\"{@spell mending}\",\"{@spell minor illusion}\",\"{@spell vicious mockery}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell cure wounds}\",\"{@spell disguise self}\",\"{@spell sleep}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell crown of madness}\",\"{@spell invisibility}\",\"{@spell suggestion}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell nondetection}\",\"{@spell sending}\",\"{@spell tongues}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell compulsion}\",\"{@spell freedom of movement}\",\"{@spell polymorph}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell dominate person}\",\"{@spell greater restoration}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell Otto's irresistible dance}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"Davil has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage. Or Ranged Weapon Attack: {@hit 5} to hit, range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"traitTags\":[\"Fey Ancestry\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"D\",\"DR\",\"E\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"Y\"],\"spellcastingTags\":[\"CB\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"charmed\",\"invisible\",\"unconscious\"],\"savingThrowForcedSpell\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Diatryma\",\"source\":\"WDH\",\"page\":191,\"_copy\":{\"name\":\"Axe Beak\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"axe beak\",\"with\":\"diatryma\"}}},\"action\":[{\"name\":\"Beak\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage.\"]}],\"damageTags\":[\"P\"],\"hasToken\":true},{\"name\":\"Dining Table Mimic\",\"source\":\"WDH\",\"page\":122,\"size\":[\"L\"],\"type\":{\"type\":\"monstrosity\",\"tags\":[\"shapechanger\"]},\"alignment\":[\"N\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":75,\"formula\":\"10d10 + 20\"},\"speed\":{\"walk\":15},\"str\":17,\"dex\":12,\"con\":15,\"int\":5,\"wis\":13,\"cha\":8,\"skill\":{\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"immune\":[\"acid\"],\"conditionImmune\":[\"prone\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Shapechanger\",\"entries\":[\"The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"]},{\"name\":\"Adhesive (Object Form Only)\",\"entries\":[\"The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also {@condition grappled} by it (escape {@dc 13}). Ability checks made to escape this grapple have disadvantage.\"]},{\"name\":\"False Appearance (Object Form Only)\",\"entries\":[\"While the mimic remains motionless, it is indistinguishable from an ordinary object.\"]},{\"name\":\"Grappler\",\"entries\":[\"The mimic has advantage on attack rolls against any creature {@condition grappled} by it.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The mimic can make three attacks; two with its pseudopods and one with its bite\"]},{\"name\":\"Pseudopod\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 4 ({@damage 1d8}) acid damage.\"]}],\"traitTags\":[\"False Appearance\",\"Shapechanger\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"A\",\"B\",\"P\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true},{\"name\":\"Drow Gunslinger\",\"source\":\"WDH\",\"page\":201,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item studded leather armor|phb|studded leather}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":84,\"formula\":\"13d8 + 26\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":18,\"con\":14,\"int\":11,\"wis\":13,\"cha\":14,\"save\":{\"dex\":\"+6\",\"con\":\"+4\",\"wis\":\"+3\"},\"skill\":{\"perception\":\"+3\",\"stealth\":\"+8\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":13,\"languages\":[\"Elvish\",\"Undercommon\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The drow's spellcasting ability is Charisma (spell save {@dc 12}) It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell dancing lights}\"],\"daily\":{\"1e\":[\"{@spell darkness}\",\"{@spell faerie fire}\",\"{@spell levitate} (self only)\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"The drow has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep.\"]},{\"name\":\"Gunslinger\",\"entries\":[\"Being within 5 feet of a hostile creature or attacking at long range doesn't impose disadvantage on the drow's ranged attack rolls with a pistol. In addition, the drow ignores {@quickref Cover||3||half cover} and {@quickref Cover||3||three-quarters cover} when making ranged attacks with a pistol.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The drow makes two shortsword attacks.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage.\"]},{\"name\":\"Poisonous Pistol\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 30/90 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage plus 11 ({@damage 2d10}) poison damage.\"]}],\"attachedItems\":[\"shortsword|phb\"],\"traitTags\":[\"Fey Ancestry\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"E\",\"U\"],\"damageTags\":[\"I\",\"P\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Durnan\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":203,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item elven chain}\"]}],\"hp\":{\"average\":144,\"formula\":\"17d8 + 68\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":15,\"con\":18,\"int\":13,\"wis\":12,\"cha\":10,\"save\":{\"str\":\"+8\",\"con\":\"+8\"},\"skill\":{\"athletics\":\"+8\",\"perception\":\"+5\"},\"passive\":15,\"languages\":[\"Common\",\"Dwarvish\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Durnan wields a {@item Greatsword of Sharpness||sword of sharpness (greatsword)} called Grimvault. He wears {@item boots of striding and springing}, {@item elven chain}, and a {@item ring of spell turning}.\"]},{\"name\":\"Indomitable (Recharges after a Long Rest)\",\"entries\":[\"Durnan can reroll a saving throw that he fails. He must use the new roll.\"]},{\"name\":\"Spell Turning\",\"entries\":[\"While wearing his ring of spell turning, Durnan has advantage on saving throws against any spell that targets only him (not in an area of effect). If Durnan rolls a 20 for the save and the spell is 7th level or lower, the spell has no effect on him and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Durnan makes four melee weapon attacks.\"]},{\"name\":\"Grimvault\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage. If the target is an object, the hit instead deals 16 slashing damage. If the target is a creature and Durnan rolls a 20 on the {@dice d20} for the attack roll, the target takes an extra 14 slashing damage, and Durnan rolls another {@dice d20}. On a roll of 20, he lops off one of the target's limbs, or some other part of its body if it is limbless.\"]},{\"name\":\"Double Crossbow\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 60/240 ft., one target. {@h}13 ({@damage 2d10 + 2}) piercing damage.\"]}],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"D\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Elzerina Cassalanter\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":115,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Embric\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":32,\"_copy\":{\"name\":\"Bandit Captain\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the captain\",\"with\":\"Embric\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"genasi\",\"prefix\":\"Fire\"}]},\"alignment\":[\"N\",\"G\"],\"senses\":[\"darkvision 60 ft.\"],\"languages\":[\"Common\",\"Primordial\"],\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Embric's spellcasting ability is Constitution ({@hit 4} to hit with spell attacks). He can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell produce flame}\"],\"ability\":\"con\"}],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"P\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"I\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Emmek Frewn\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":42,\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\"},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"hasToken\":true},{\"name\":\"Engineer\",\"source\":\"WDH\",\"page\":141,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"gnome\",\"prefix\":\"Rock\"}]},\"alignment\":[\"N\",\"G\"],\"ac\":[10],\"hp\":{\"average\":7,\"formula\":\"2d6\"},\"speed\":{\"walk\":25},\"str\":10,\"dex\":10,\"con\":10,\"int\":14,\"wis\":10,\"cha\":11,\"skill\":{\"arcana\":\"+4\",\"history\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Common\",\"Gnomish\"],\"cr\":\"1/4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The gnome is a 1st-level spellcaster. Its spellcasting ability is Intelligence. It has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell mending}\",\"{@spell prestidigitation}\"]},\"1\":{\"slots\":2,\"spells\":[\"{@spell burning hands}\",\"{@spell disguise self}\",\"{@spell shield}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Gnome Cunning\",\"entries\":[\"The gnome has advantage on all Intelligence, Wisdom and Charisma saving throws against magic.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) piercing damage. Or Ranged Weapon Attack: {@hit 2} to hit, range 20/60 ft., one target. {@h}2 ({@damage 1d4}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"G\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Fala Lefaliir\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":32,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"elf\",\"prefix\":\"Wood\"}]},\"alignment\":[\"C\",\"G\"],\"ac\":[11,{\"ac\":16,\"condition\":\"with {@spell barkskin}\",\"braces\":true}],\"hp\":{\"average\":27,\"formula\":\"5d8 + 5\"},\"speed\":{\"walk\":35},\"str\":10,\"dex\":12,\"con\":13,\"int\":12,\"wis\":15,\"cha\":11,\"skill\":{\"medicine\":\"+4\",\"nature\":\"+3\",\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Druidic\",\"Common\",\"Elvish\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Fala is a 4th-level spellcaster. Their spellcasting ability is Wisdom. They have the following druid spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell druidcraft}\",\"{@spell produce flame}\",\"{@spell shillelagh}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell entangle}\",\"{@spell longstrider}\",\"{@spell speak with animals}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell animal messenger}\",\"{@spell barkskin}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"Fala has advantage on saving throws against being {@condition charmed}, and magic can't put them to sleep.\"]}],\"action\":[{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 2} to hit or Melee Weapon Attack {@hit 4} to hit with shillelagh, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, or 6 ({@damage 1d8 + 2}) bludgeoning damage with shillelagh or if wielded with two hands.\"]}],\"attachedItems\":[\"quarterstaff|phb\"],\"traitTags\":[\"Fey Ancestry\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"DU\",\"E\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"F\",\"T\"],\"spellcastingTags\":[\"CD\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForcedSpell\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Falcon\",\"source\":\"WDH\",\"page\":53,\"_copy\":{\"name\":\"Hawk\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"hawk\",\"with\":\"falcon\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Fel'rekt Lafeen\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":67,\"_copy\":{\"name\":\"Drow Gunslinger\",\"source\":\"WDH\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the drow\",\"with\":\"Fel'rekt\",\"flags\":\"i\"}}},\"alignment\":[\"N\",\"G\"],\"hasToken\":true},{\"name\":\"Floon Blagmaar\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":202,\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\"},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"G\"],\"int\":7,\"cha\":13,\"hasToken\":true},{\"name\":\"Flying Staff\",\"group\":[\"Animated Objects\"],\"source\":\"WDH\",\"page\":152,\"size\":[\"S\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":17,\"formula\":\"5d6\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":50,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":12,\"dex\":15,\"con\":11,\"int\":1,\"wis\":5,\"cha\":1,\"save\":{\"dex\":\"+4\"},\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":7,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Antimagic Susceptibility\",\"entries\":[\"The staff is {@condition incapacitated} while in the area of an {@spell antimagic field}. If targeted by {@spell dispel magic}, the staff must succeed on a Constitution saving throw against the caster's spell save DC or fall {@condition unconscious} for 1 minute.\"]},{\"name\":\"False Appearance\",\"entries\":[\"While the staff remains motionless and isn't flying, it is indistinguishable from a normal staff.\"]}],\"action\":[{\"name\":\"Knife\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage.\"]}],\"traitTags\":[\"Antimagic Susceptibility\",\"False Appearance\"],\"senseTags\":[\"B\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Griffon Cavalry Rider\",\"source\":\"WDH\",\"page\":197,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"any race\"]},\"alignment\":[\"A\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item half plate armor|phb}\"]}],\"hp\":{\"average\":58,\"formula\":\"9d8 + 18\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":15,\"con\":14,\"int\":10,\"wis\":12,\"cha\":10,\"skill\":{\"animal handling\":\"+3\",\"athletics\":\"+4\",\"perception\":\"+3\"},\"passive\":13,\"languages\":[\"any one language (usually Common)\"],\"cr\":\"2\",\"action\":[{\"name\":\"Lance\",\"entries\":[\"{@atk mw} {@hit 4} to hit (with disadvantage against a target within 5 ft.), reach 10 ft., one target. {@h}8 ({@damage 1d12 + 2}) piercing damage, or 11 ({@damage 1d12 + 5}) piercing damage while mounted.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage. Or Ranged Weapon Attack: {@hit 4} to hit, range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]},{\"name\":\"Feather Fall\",\"entries\":[\"The rider wears a magic ring with which it can cast the {@spell feather fall} spell on itself once as a reaction to falling. After the spell is cast, the ring becomes nonmagical.\"]}],\"attachedItems\":[\"dagger|phb\",\"lance|phb\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Grinda Garloth\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":65,\"_copy\":{\"name\":\"Mage\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the mage\",\"with\":\"Grinda\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"N\"],\"languages\":[\"Common\",\"Dwarvish\",\"Halfling\",\"Undercommon\"],\"languageTags\":[\"C\",\"D\",\"H\",\"U\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Grum'shar\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":29,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"half-orc\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[10],\"hp\":{\"average\":9,\"formula\":\"2d8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":10,\"con\":10,\"int\":14,\"wis\":10,\"cha\":11,\"skill\":{\"arcana\":\"+4\",\"history\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Common\",\"Orc\"],\"cr\":\"1/4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Grum'shar is a 1st-level spellcaster. His spellcasting ability is Intelligence. He has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell mending}\",\"{@spell prestidigitation}\"]},\"1\":{\"slots\":2,\"spells\":[\"{@spell burning hands}\",\"{@spell disguise self}\",\"{@spell shield}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Relentless Endurance\",\"entries\":[\"When reduced to 0 hit points, Grum'shar drops to 1 hit point instead. He can only do this once per long rest.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) piercing damage. Or Ranged Weapon Attack: {@hit 2} to hit, range 20/60 ft., one target. {@h}2 ({@damage 1d4}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"O\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Hester Barch\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":83,\"_copy\":{\"name\":\"Acolyte\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the acolyte\",\"with\":\"Hester\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"G\"],\"skill\":{\"medicine\":\"+4\",\"religion\":\"+2\",\"insight\":\"+4\"},\"hasToken\":true},{\"name\":\"Hlam\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":204,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":22,\"from\":[\"Unarmored Defense\"]}],\"hp\":{\"average\":137,\"formula\":\"25d8 + 25\"},\"speed\":{\"walk\":60},\"str\":11,\"dex\":24,\"con\":13,\"int\":14,\"wis\":21,\"cha\":14,\"save\":{\"str\":\"+5\",\"dex\":\"+12\"},\"skill\":{\"athletics\":\"+5\",\"religion\":\"+7\"},\"passive\":15,\"immune\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\",\"disease\"],\"languages\":[\"all spoken languages\"],\"cr\":\"16\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Hlam is a 5th-level spellcaster. His spellcasting ability is Wisdom (spell save {@dc 18}, {@hit 10} to hit with spell attacks) He has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell guidance}\",\"{@spell light}\",\"{@spell sacred flame}\",\"{@spell spare the dying}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect evil and good}\",\"{@spell healing word}\",\"{@spell sanctuary}\",\"{@spell shield of faith}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell calm emotions}\",\"{@spell prayer of healing}\",\"{@spell silence}\"]},\"3\":{\"slots\":2,\"spells\":[\"{@spell protection from energy}\",\"{@spell remove curse}\",\"{@spell sending}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Evasion\",\"entries\":[\"If Hlam is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. He can't use this trait if he's {@condition incapacitated}.\"]},{\"name\":\"Magic Attacks\",\"entries\":[\"Hlam's unarmed strikes are magical.\"]},{\"name\":\"Unarmored Defense\",\"entries\":[\"While Hlam is wearing no armor and wielding no shield, his AC includes his Wisdom modifier.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Hlam attacks three times using his unarmed strike, darts, or both.\"]},{\"name\":\"Unarmed Strike\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}12 ({@dice 1d10 + 7}) bludgeoning, magic damage. If the target is a creature, Hlam can choose one of the following additional effects:\",\"The target must succeed on a {@dc 18} Strength saving throw or drop one item it is holding (Hlam's choice).\",\"The target must succeed on a {@dc 18} Dexterity saving throw or be knocked {@condition prone}.\",\"The target must succeed on a {@dc 18} Constitution saving throw or be {@condition stunned} until the end of Hlam's next turn.\"]},{\"name\":\"Dart\",\"entries\":[\"{@atk rw} {@hit 12} to hit, range 20/60 ft., one target. {@h}9 ({@damage 1d4 + 7}) piercing damage.\"]},{\"name\":\"Quivering Palm {@recharge}\",\"entries\":[\"{@atk mw} {@hit 12} to hit, reach 5 ft., one creature. {@h}The target must make a {@dc 18} Constitution saving throw. On a failed save, the target is reduced to 0 hit points. On a successful save, the target takes 55 ({@damage 10d10}) necrotic damage.\"]},{\"name\":\"Wholeness of Body (Recharges after a Long Rest)\",\"entries\":[\"Hlam regains 60 hit points.\"]}],\"reaction\":[{\"name\":\"Deflect Missile\",\"entries\":[\"In response to being hit by a ranged weapon attack, Hlam deflects the missile. The damage he takes from the attack is reduced by {@dice 1d10 + 27}. If the damage is reduced to 0, Hlam catches the missile if it's small enough to hold in one hand and he has a hand free.\"]},{\"name\":\"Slow Fall\",\"entries\":[\"Hlam reduces the bludgeoning damage he takes from a fall by 100.\"]}],\"legendary\":[{\"name\":\"Quick Step\",\"entries\":[\"Hlam moves up to his speed without provoking opportunity attacks.\"]},{\"name\":\"Unarmed Strike (Costs 2 Actions)\",\"entries\":[\"Hlam makes one unarmed strike.\"]},{\"name\":\"Invisibility (Costs 3 Actions)\",\"entries\":[\"Hlam becomes {@condition invisible} until the end of his next turn. The effect ends if Hlam attacks or casts a spell.\"]}],\"attachedItems\":[\"dart|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"XX\"],\"damageTags\":[\"N\",\"P\"],\"damageTagsSpell\":[\"R\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"prone\",\"stunned\"],\"conditionInflictSpell\":[\"deafened\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"strength\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hrabbaz\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":205,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"half-orc\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[12],\"hp\":{\"average\":112,\"formula\":\"15d8 + 45\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":15,\"con\":17,\"int\":10,\"wis\":14,\"cha\":12,\"save\":{\"str\":\"+8\",\"con\":\"+6\"},\"skill\":{\"athletics\":\"+8\",\"intimidation\":\"+4\",\"perception\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"languages\":[\"Common\",\"Orc\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Indomitable (2/Day)\",\"entries\":[\"Hrabbaz can reroll a saving throw that he fails. He must use the new roll.\"]},{\"name\":\"Relentless Endurance (Recharges after a Long Rest)\",\"entries\":[\"When Hrabbaz is reduced to 0 hit points but not killed outright, he drops to 1 hit point instead.\"]},{\"name\":\"Extra Damage\",\"entries\":[\"As long as Hrabbaz has more than half his hit points left he deals an extra 3 ({@dice 1d6}) damage on all hits.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Hrabbaz makes three attacks with his morningstar.\"]},{\"name\":\"Morningstar\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage.\"]}],\"attachedItems\":[\"morningstar|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"O\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Istrid Horn\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":199,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dwarf\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|phb}\"]}],\"hp\":{\"average\":117,\"formula\":\"18d8 + 36\"},\"speed\":{\"walk\":25},\"str\":12,\"dex\":10,\"con\":14,\"int\":11,\"wis\":17,\"cha\":13,\"save\":{\"con\":\"+5\",\"wis\":\"+6\"},\"skill\":{\"intimidation\":\"+4\",\"religion\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"poison\"],\"languages\":[\"Common\",\"Dwarvish\"],\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Istrid is a 9th-level spellcaster. Her spellcasting ability is Wisdom (spell save {@dc 14}, {@hit 6} to hit with spell attacks) She has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell light}\",\"{@spell mending}\",\"{@spell sacred flame}\",\"{@spell spare the dying}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell divine favor}\",\"{@spell guiding bolt}\",\"{@spell healing word}\",\"{@spell shield of faith}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell lesser restoration}\",\"{@spell magic weapon}\",\"{@spell hold person}\",\"{@spell silence}\",\"{@spell spiritual weapon}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell beacon of hope}\",\"{@spell crusader's mantle}\",\"{@spell dispel magic}\",\"{@spell revivify}\",\"{@spell spirit guardians}\",\"{@spell water walk}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell banishment}\",\"{@spell freedom of movement}\",\"{@spell guardian of faith}\",\"{@spell stoneskin}\"]},\"5\":{\"slots\":1,\"spells\":[\"{@spell flame strike}\",\"{@spell mass cure wounds}\",\"{@spell hold monster}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Dwarven Resilience\",\"entries\":[\"Istrid has advantage on saving throws against being {@condition poisoned}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Istrid makes two melee attacks.\"]},{\"name\":\"Maul\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d6 + 1}) bludgeoning damage.\"]},{\"name\":\"Treasure Sense (3/Day)\",\"entries\":[\"Istrid magically pinpoints precious metals and stones, such as coins and gems, within 60 feet of her.\"]}],\"attachedItems\":[\"maul|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"D\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"F\",\"N\",\"O\",\"R\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"deafened\",\"incapacitated\",\"paralyzed\"],\"savingThrowForcedSpell\":[\"charisma\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Jalester Silvermane\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":205,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item chain mail|phb}\",\"{@item Badge of the Watch|wdh}\"]}],\"hp\":{\"average\":71,\"formula\":\"13d8 + 13\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":14,\"con\":13,\"int\":12,\"wis\":14,\"cha\":13,\"save\":{\"str\":\"+4\",\"con\":\"+3\"},\"skill\":{\"athletics\":\"+4\",\"survival\":\"+4\"},\"passive\":12,\"languages\":[\"Common\",\"Elvish\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Jalester carries a {@item badge of the Watch|wdh}.\"]},{\"name\":\"Second Wind (Recharges after a Short or Long Rest)\",\"entries\":[\"As a bonus action, Jalester can regain 16 ({@dice 1d10 + 11}) hit points.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Jalester makes two weapon attacks.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage, or 7 ({@damage 1d10 + 2}) slashing damage when used with two hands.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage. Or Ranged Weapon Attack: {@hit 4} to hit, range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Riposte\",\"entries\":[\"When a creature that Jalester can see misses him with a melee attack, he can use his reaction to make a melee weapon attack against that creature. On a hit, the target takes an extra 4 damage from the weapon.\"]}],\"attachedItems\":[\"dagger|phb\",\"longsword|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Jandar Chergoba\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":116,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"tiefling\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":14,\"con\":12,\"int\":10,\"wis\":13,\"cha\":14,\"skill\":{\"deception\":\"+4\",\"persuasion\":\"+4\",\"religion\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"fire\"],\"languages\":[\"Common\",\"Infernal\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Jandar's spellcasting ability is Charisma. He can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell thaumaturgy}\"],\"ability\":\"cha\"},{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Jandar is a 4th-level spellcaster. His spellcasting ability is Wisdom. Jandar has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell light}\",\"{@spell sacred flame}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell command}\",\"{@spell inflict wounds}\",\"{@spell shield of faith}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell hold person}\",\"{@spell spiritual weapon}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Dark Devotion\",\"entries\":[\"Jandar has advantage on saving throws against being {@condition charmed} or {@condition frightened}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Jandar makes two melee attacks.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage. Or Ranged Weapon Attack: {@hit 4} to hit, range 20/60 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"I\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"N\",\"O\",\"R\"],\"spellcastingTags\":[\"CC\",\"I\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"paralyzed\",\"prone\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Jarlaxle Baenre\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":206,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"C\",\"N\"],\"ac\":[{\"ac\":24,\"from\":[\"{@item +3 leather armor}\",\"Suave Defense\"]}],\"hp\":{\"average\":123,\"formula\":\"19d8 + 38\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":22,\"con\":14,\"int\":20,\"wis\":16,\"cha\":19,\"save\":{\"dex\":\"+11\",\"wis\":\"+8\"},\"skill\":{\"acrobatics\":\"+11\",\"athletics\":\"+6\",\"deception\":\"+14\",\"perception\":\"+8\",\"sleight of hand\":\"+11\",\"stealth\":\"+16\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":18,\"languages\":[\"Abyssal\",\"Common\",\"Draconic\",\"Dwarvish\",\"Elvish\",\"Undercommon\"],\"cr\":\"15\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Jarlaxle's innate spellcasting ability is Charisma (spell save {@dc 17}, {@hit 9} to hit with spell attacks) He can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell dancing lights}\"],\"daily\":{\"1e\":[\"{@spell darkness}\",\"{@spell faerie fire}\",\"{@spell levitate} (self only)\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Jarlaxle wears {@item +3 leather armor}, a {@item hat of disguise}, a {@item bracer of flying daggers|wdh}, a {@item cloak of invisibility}, a {@item knave's eye patch|wdh}, and a {@item ring of truth telling|wdh}. He wields a {@item +3 rapier} and carries a {@item portable hole} and a {@item wand of web}. His hat is adorned with a {@item feather of diatryma summoning|wdh}.\"]},{\"name\":\"Evasion\",\"entries\":[\"If he is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Jarlaxle instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. He can't use this trait if he's {@condition incapacitated}.\"]},{\"name\":\"Fey Ancestry\",\"entries\":[\"Jarlaxle has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep.\"]},{\"name\":\"Legendary Resistance (1/Day)\",\"entries\":[\"If Jarlaxle fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Master Attuner\",\"entries\":[\"Jarlaxle can attune to up to five magic items, and he can attune to magic items that normally require attunement by a sorcerer, warlock, or wizard.\"]},{\"name\":\"Sneak Attack (1/Turn)\",\"entries\":[\"Jarlaxle deals an extra 24 ({@dice 7d6}) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Jarlaxle's that isn't {@condition incapacitated} and Jarlaxle doesn't have disadvantage on the attack roll.\"]},{\"name\":\"Suave Defense\",\"entries\":[\"While Jarlaxle is wearing light or no armor and wielding no shield, his AC includes his Charisma modifier.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"When not wearing his knave's eye patch, Jarlaxle has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Jarlaxle makes three attacks with his +3 rapier or two attacks with daggers created by his bracer of flying daggers.\"]},{\"name\":\"+3 Rapier\",\"entries\":[\"{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h}13 ({@damage 1d8 + 9}) piercing damage.\"]},{\"name\":\"Flying Dagger\",\"entries\":[\"{@atk rw} {@hit 11} to hit, range 20/60 ft., one target. {@h}8 ({@damage 1d4 + 6}) piercing damage.\"]}],\"legendary\":[{\"name\":\"Quick Step\",\"entries\":[\"Jarlaxle moves up to his speed without provoking opportunity attacks.\"]},{\"name\":\"Attack (Costs 2 Actions)\",\"entries\":[\"Jarlaxle makes one attack with his +3 rapier or two attacks with daggers created by his bracer of flying daggers.\"]}],\"attachedItems\":[\"+3 rapier|dmg\"],\"traitTags\":[\"Fey Ancestry\",\"Legendary Resistances\",\"Sneak Attack\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"D\",\"DR\",\"E\",\"U\"],\"damageTags\":[\"P\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\",\"THW\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Jenks\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":63,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Kaevja Cynavern\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":158,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"human\",\"prefix\":\"Mulan\"}]},\"alignment\":[\"L\",\"E\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":40,\"formula\":\"9d8\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":14,\"con\":11,\"int\":17,\"wis\":12,\"cha\":11,\"save\":{\"int\":\"+6\",\"wis\":\"+4\"},\"skill\":{\"arcana\":\"+6\",\"history\":\"+6\"},\"passive\":11,\"languages\":[\"Common\",\"Draconic\",\"Dwarvish\",\"Elvish\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Kaevja is a 9th-level spellcaster. Her spellcasting ability is Intelligence. Kaevja has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell light}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell mage armor}\",\"{@spell magic missile}\",\"{@spell shield}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell misty step}\",\"{@spell suggestion}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell counterspell}\",\"{@spell fireball}\",\"{@spell sending}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell greater invisibility}\",\"{@spell ice storm}\"]},\"5\":{\"slots\":1,\"spells\":[\"{@spell cone of cold}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Kaevja carries a yellow {@item elemental gem}. As an action she can break the gem releasing an earth elemental under her command.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage. Or Ranged Weapon Attack: {@hit 5} to hit, range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"languageTags\":[\"C\",\"D\",\"DR\",\"E\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"B\",\"C\",\"F\",\"O\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Kalain\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":89,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"half-elf\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item chain shirt|phb}\"]}],\"hp\":{\"average\":44,\"formula\":\"8d8 + 8\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":14,\"con\":12,\"int\":10,\"wis\":13,\"cha\":14,\"save\":{\"dex\":\"+4\",\"wis\":\"+3\"},\"skill\":{\"acrobatics\":\"+4\",\"perception\":\"+5\",\"performance\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"languages\":[\"Common\",\"Elvish\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Kalain is a 4th-level spellcaster. Her spellcasting ability is Charisma. She has the following bard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell friends}\",\"{@spell mage hand}\",\"{@spell vicious mockery}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell charm person}\",\"{@spell healing word}\",\"{@spell heroism}\",\"{@spell sleep}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell invisibility}\",\"{@spell shatter}\"]}},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"Kalain has advantage on saving throws against being {@condition charmed} and magic can't put her to sleep.\"]},{\"name\":\"Art Imitates Life (3/Day)\",\"entries\":[\"Kalain touches one of her paintings and causes its subject to spring forth, becoming a creature of that kind provided its CR is 3 or lower. The creature appears in an unoccupied space within 5 feet of the painting, which becomes blank. The creature is friendly toward Kalain and hostile toward all others. It rolls initiative to determine when it acts. It disappears after 1 minute, when it is reduced to 0 hit points, or when Kalain dies or falls {@condition unconscious}.\"]},{\"name\":\"Taunt (2/Day)\",\"entries\":[\"Kalain can use a bonus action on her turn to target one creature within 30 feet of it. If the target can hear Kalain, the target must succeed on a {@dc 12} Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of Kalain's next turn.\"]}],\"action\":[{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]}],\"attachedItems\":[\"shortbow|phb\",\"shortsword|phb\"],\"traitTags\":[\"Fey Ancestry\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"T\",\"Y\"],\"spellcastingTags\":[\"CB\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"conditionInflictSpell\":[\"charmed\",\"invisible\",\"unconscious\"],\"savingThrowForced\":[\"charisma\"],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Krebbyg Masq'il'yr\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":67,\"_copy\":{\"name\":\"Drow Gunslinger\",\"source\":\"WDH\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the drow\",\"with\":\"Krebbyg\",\"flags\":\"i\"}}},\"alignment\":[\"C\",\"N\"],\"hasToken\":true},{\"name\":\"Lady Gondafrey\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":152,\"size\":[\"M\"],\"type\":\"elemental\",\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":52,\"formula\":\"7d8 + 21\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":15,\"dex\":11,\"con\":16,\"int\":10,\"wis\":11,\"cha\":7,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't adamantine\",\"cond\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"petrified\",\"poisoned\"],\"languages\":[\"Common\"],\"cr\":\"2\",\"trait\":[{\"name\":\"False Appearance\",\"entries\":[\"While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The gargoyle makes two attacks: one with its bite and one with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage.\"]}],\"traitTags\":[\"False Appearance\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Laeral Silverhand\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":207,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item robe of the archmagi}\"]}],\"hp\":{\"average\":228,\"formula\":\"24d8 + 120\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":17,\"con\":20,\"int\":20,\"wis\":20,\"cha\":19,\"save\":{\"int\":\"+11\",\"wis\":\"+11\"},\"skill\":{\"arcana\":\"+17\",\"history\":\"+17\",\"insight\":\"+11\",\"perception\":\"+11\",\"persuasion\":\"+10\"},\"senses\":[\"truesight 60 ft.\"],\"passive\":21,\"resist\":[\"fire\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Common\",\"Draconic\",\"Dwarvish\",\"Elvish\",\"Giant\",\"Infernal\"],\"cr\":\"17\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Laeral is a 19th-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 21}, {@hit 13} to hit with spell attacks). Laeral has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell light}\",\"{@spell mage hand}\",\"{@spell minor illusion}\",\"{@spell prestidigitation}\",\"{@spell ray of frost}\"]},\"1\":{\"spells\":[\"{@spell detect magic}\",\"{@spell disguise self}\",\"{@spell magic missile}\",\"{@spell shield}\"]},\"2\":{\"spells\":[\"{@spell detect thoughts}\",\"{@spell invisibility}\",\"{@spell misty step}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell counterspell}\",\"{@spell fly}\",\"{@spell sending}\",\"{@spell tongues}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell banishment}\",\"{@spell greater invisibility}\",\"{@spell Otiluke's resilient sphere}\"]},\"5\":{\"slots\":3,\"spells\":[\"{@spell cone of cold}\",\"{@spell geas}\",\"{@spell Rary's telepathic bond}\"]},\"6\":{\"slots\":2,\"spells\":[\"{@spell globe of invulnerability}\",\"{@spell mass suggestion}\"]},\"7\":{\"slots\":1,\"spells\":[\"{@spell prismatic spray}\",\"{@spell teleport}\"]},\"8\":{\"slots\":1,\"spells\":[\"{@spell feeblemind}\",\"{@spell power word stun}\"]},\"9\":{\"slots\":1,\"spells\":[\"{@spell time stop}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Laeral wears a white {@item robe of the archmagi} (accounted for in her statistics). She wields a {@item flame tongue longsword}.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"While wearing her robe of the archmagi, Laeral has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Laeral makes three attacks with her silver hair and flame tongue, in any combination. She can cast one of her cantrips or 1st-level spells before or after making these attacks.\"]},{\"name\":\"Silver Hair\",\"entries\":[\"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d6}) force damage, and the target must succeed on a {@dc 19} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Flame Tongue\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) slashing damage plus 7 ({@damage 2d6}) fire damage, or 6 ({@damage 1d10 + 1}) slashing damage plus 7 ({@damage 2d6}) fire damage when used with two hands.\"]},{\"name\":\"Spellfire (Recharges after a Long Rest)\",\"entries\":[\"Magical, heatless, silver fire harmlessly erupts from Laeral and surrounds her until she is {@condition incapacitated} or until she uses an action to quench it. She gains one of the following benefits of her choice, which lasts until the silver fire ends:\",{\"type\":\"list\",\"items\":[\"She can breathe underwater.\",\"She can survive without food and water.\",\"She is immune to magic that would ascertain her thoughts, truthfulness, alignment, or creature type.\",\"She gains resistance to cold damage, and she is unharmed by temperatures as low as -50 degrees Fahrenheit.\"]},\"While the silver fire is present, she has the following additional action options:\",{\"type\":\"list\",\"items\":[\"Cast the {@spell cure wounds} spell. The target regains {@dice 1d8 + 5} hit points. After Laeral takes this action, roll a {@dice d6}. On a roll of 1, the silver fire disappears.\",\"Cast the {@spell revivify} spell without material components. After Laeral takes this action, roll a {@dice d6}. On a roll of 1-2, the silver fire disappears.\",\"Release a 60-foot line of silver fire that is 5 feet wide or a 30-foot cone of silver fire. Objects in the area that aren't being worn or carried take 26 ({@damage 4d12}) fire damage. Each creature in the area must succeed on a {@dc 21} Dexterity saving throw, taking 26 ({@damage 4d12}) fire damage on a failed save, or half as much damage on a successful one. After Laeral takes this action, roll a {@dice d6}. On a roll of 1-3, the silver fire disappears.\"]}]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"D\",\"DR\",\"E\",\"GI\",\"I\"],\"damageTags\":[\"F\",\"O\",\"S\"],\"damageTagsSpell\":[\"A\",\"C\",\"F\",\"I\",\"L\",\"O\",\"Y\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"AOE\",\"MW\"],\"conditionInflict\":[\"paralyzed\"],\"conditionInflictSpell\":[\"blinded\",\"charmed\",\"incapacitated\",\"invisible\",\"petrified\",\"restrained\",\"stunned\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Laiba \\\"Nana\\\" Rosse\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":116,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"tiefling\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":14,\"con\":12,\"int\":10,\"wis\":13,\"cha\":14,\"skill\":{\"deception\":\"+4\",\"persuasion\":\"+4\",\"religion\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"fire\"],\"languages\":[\"Common\",\"Infernal\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Laiba's spellcasting ability is Charisma. She can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell thaumaturgy}\"],\"ability\":\"cha\"},{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Laiba is a 4th-level spellcaster. Her spellcasting ability is Wisdom. Laiba has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell light}\",\"{@spell sacred flame}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell command}\",\"{@spell inflict wounds}\",\"{@spell shield of faith}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell hold person}\",\"{@spell spiritual weapon}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Dark Devotion\",\"entries\":[\"Laiba has advantage on saving throws against being {@condition charmed} or {@condition frightened}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Laiba makes two melee attacks.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage. Or Ranged Weapon Attack: {@hit 4} to hit, range 20/60 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"I\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"N\",\"O\",\"R\"],\"spellcastingTags\":[\"CC\",\"I\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"paralyzed\",\"prone\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Losser Mirklav\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":85,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"halfling\",\"prefix\":\"Lightfoot\"}]},\"alignment\":[\"C\",\"E\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":31,\"formula\":\"9d6\"},\"speed\":{\"walk\":25},\"str\":9,\"dex\":14,\"con\":11,\"int\":17,\"wis\":12,\"cha\":11,\"save\":{\"int\":\"+6\",\"wis\":\"+4\"},\"skill\":{\"arcana\":\"+6\",\"history\":\"+6\"},\"passive\":11,\"languages\":[\"Common\",\"Halfling\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence. The mage has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell light}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell mage armor}\",\"{@spell magic missile}\",\"{@spell shield}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell misty step}\",\"{@spell suggestion}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell animate dead}\",\"{@spell fireball}\",\"{@spell fly}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell blight}\",\"{@spell ice storm}\"]},\"5\":{\"slots\":1,\"spells\":[\"{@spell cone of cold}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Halfling Nimbleness\",\"entries\":[\"Losser can move through the space of a creature that is a size bigger than him.\"]},{\"name\":\"Brave\",\"entries\":[\"Losser has advantage on saving throws against being {@condition frightened}.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage. Or Ranged Weapon Attack: {@hit 5} to hit, range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"languageTags\":[\"C\",\"H\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"B\",\"C\",\"F\",\"N\",\"O\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Magister Umbero Zastro\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":82,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"half-elf\"]},\"alignment\":[\"L\",\"N\"],\"ac\":[11],\"hp\":{\"average\":9,\"formula\":\"2d8\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":12,\"con\":11,\"int\":12,\"wis\":14,\"cha\":16,\"skill\":{\"deception\":\"+5\",\"insight\":\"+4\",\"persuasion\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"languages\":[\"Common\",\"Elvish\"],\"cr\":\"0\",\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"Umbero has advantage on saving throws against being {@condition charmed} and magic can't put him to sleep.\"]}],\"action\":[{\"name\":\"Rapier\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.\"]}],\"attachedItems\":[\"rapier|phb\"],\"traitTags\":[\"Fey Ancestry\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Parry\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Manafret Cherryport\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":149,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"halfling\",\"prefix\":\"Lightfoot\"}]},\"alignment\":[\"L\",\"E\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":31,\"formula\":\"9d6\"},\"speed\":{\"walk\":25},\"str\":9,\"dex\":14,\"con\":11,\"int\":17,\"wis\":12,\"cha\":11,\"save\":{\"int\":\"+6\",\"wis\":\"+4\"},\"skill\":{\"arcana\":\"+6\",\"history\":\"+6\"},\"passive\":11,\"languages\":[\"Common\",\"Halfling\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence. The mage has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell light}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell mage armor}\",\"{@spell magic missile}\",\"{@spell shield}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell misty step}\",\"{@spell suggestion}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell counterspell}\",\"{@spell fireball}\",\"{@spell fly}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell greater invisibility}\",\"{@spell ice storm}\"]},\"5\":{\"slots\":1,\"spells\":[\"{@spell cone of cold}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Halfling Nimbleness\",\"entries\":[\"Manafret can move through a space of a Medium or larger creature.\"]},{\"name\":\"Brave\",\"entries\":[\"Manafret has advantage on saving throws against being {@condition frightened}.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage. Or Ranged Weapon Attack: {@hit 5} to hit, range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"languageTags\":[\"C\",\"H\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"B\",\"C\",\"F\",\"O\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"invisible\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Manshoon\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":209,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":19,\"from\":[\"{@item robe of the archmagi}\",\"{@item staff of power}\"]}],\"hp\":{\"average\":126,\"formula\":\"23d8 + 23\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":12,\"int\":23,\"wis\":15,\"cha\":16,\"save\":{\"str\":\"+2\",\"dex\":\"+4\",\"con\":\"+3\",\"int\":\"+13\",\"wis\":\"+9\",\"cha\":\"+5\"},\"skill\":{\"arcana\":\"+11\",\"history\":\"+11\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"languages\":[\"Common\",\"Draconic\",\"Goblin\",\"Infernal\",\"Orc\",\"Undercommon\"],\"cr\":\"13\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Manshoon is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 21}, {@hit 15} to hit with spell attacks). He has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell light}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\",\"{@spell shocking grasp}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell mage armor}\",\"{@spell magic missile}\",\"{@spell shield}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell detect thoughts}\",\"{@spell mirror image}\",\"{@spell misty step}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell counterspell}\",\"{@spell lightning bolt}\",\"{@spell sending}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell fire shield}\",\"{@spell greater invisibility}\",\"{@spell polymorph}\"]},\"5\":{\"slots\":3,\"spells\":[\"{@spell Bigby's hand}\",\"{@spell scrying}\",\"{@spell wall of force}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell flesh to stone}\",\"{@spell globe of invulnerability}\"]},\"7\":{\"slots\":1,\"spells\":[\"{@spell finger of death}\",\"{@spell simulacrum}\"]},\"8\":{\"slots\":1,\"spells\":[\"{@spell feeblemind}\",\"{@spell mind blank}\"]},\"9\":{\"slots\":1,\"spells\":[\"{@spell imprisonment}\",\"{@spell power word kill}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Manshoon wears a black {@item robe of the archmagi} and wields a {@item staff of power} (both accounted for in his statistics). Roll {@dice 2d10} to determine how many charges the staff has remaining.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"While wearing his robe of the archmagi, Manshoon has advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Metal Fist\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage.\"]},{\"name\":\"Staff of Power\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage, or 6 ({@damage 1d8 + 2}) bludgeoning damage when used with two hands. Manshoon can expend 1 of the staff's charges to deal an extra 3 ({@damage 1d6}) force damage on a hit.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"DR\",\"GO\",\"I\",\"O\",\"U\"],\"damageTags\":[\"B\",\"O\"],\"damageTagsSpell\":[\"B\",\"C\",\"F\",\"L\",\"N\",\"O\",\"Y\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MW\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Manshoon Simulacrum\",\"isNpc\":true,\"source\":\"WDH\",\"page\":208,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[12],\"hp\":{\"average\":126,\"formula\":\"23d8 + 23\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":12,\"int\":23,\"wis\":15,\"cha\":16,\"save\":{\"int\":\"+11\",\"wis\":\"+7\"},\"skill\":{\"arcana\":\"+12\",\"history\":\"+12\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"languages\":[\"Common\",\"Draconic\",\"Goblin\",\"Infernal\",\"Orc\",\"Undercommon\"],\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Manshoon is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 19}, {@hit 11} to hit with spell attacks). He has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell light}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\",\"{@spell shocking grasp}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell mage armor}\",\"{@spell magic missile}\",\"{@spell shield}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell detect thoughts}\",\"{@spell mirror image}\",\"{@spell misty step}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell counterspell}\",\"{@spell lightning bolt}\",\"{@spell sending}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell fire shield}\",\"{@spell greater invisibility}\",\"{@spell polymorph}\"]},\"5\":{\"slots\":3,\"spells\":[\"{@spell Bigby's hand}\",\"{@spell scrying}\",\"{@spell wall of force}\"]}},\"ability\":\"int\"}],\"action\":[{\"name\":\"Metal Fist\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage.\"]}],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"DR\",\"GO\",\"I\",\"O\",\"U\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"B\",\"C\",\"F\",\"L\",\"O\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MW\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mattrim \\\"Threestrings\\\" Mereg\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":20,\"_copy\":{\"name\":\"Bard\",\"source\":\"VGM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the bard\",\"with\":\"Mattrim\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"G\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Maxeene\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":37,\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[10],\"hp\":{\"average\":19,\"formula\":\"3d10 + 3\"},\"speed\":{\"walk\":40},\"str\":18,\"dex\":10,\"con\":12,\"int\":10,\"wis\":11,\"cha\":7,\"passive\":10,\"languages\":[\"Common\"],\"cr\":\"1/4\",\"action\":[{\"name\":\"Hooves\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage.\"]}],\"languageTags\":[\"C\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Mechanical Bird\",\"source\":\"WDH\",\"page\":46,\"size\":[\"T\"],\"type\":\"construct\",\"alignment\":[\"N\"],\"ac\":[15],\"hp\":{\"special\":\"1\"},\"speed\":{\"fly\":60},\"str\":10,\"dex\":10,\"con\":10,\"int\":10,\"wis\":10,\"cha\":10,\"passive\":10,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"cr\":\"Unknown\",\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 0} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d3}) piercing damage, and the bird is destroyed by the impact.\"]}],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Melannor Fellbranch\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":36,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"half-elf\"]},\"alignment\":[\"C\",\"G\"],\"ac\":[11,{\"ac\":16,\"condition\":\"with {@spell barkskin}\",\"braces\":true}],\"hp\":{\"average\":27,\"formula\":\"5d8 + 5\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":12,\"con\":13,\"int\":12,\"wis\":15,\"cha\":11,\"skill\":{\"medicine\":\"+4\",\"nature\":\"+3\",\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Common\",\"Elvish\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Melannor is a 4th-level spellcaster. His spellcasting ability is Wisdom. He has the following druid spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell druidcraft}\",\"{@spell produce flame}\",\"{@spell shillelagh}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell entangle}\",\"{@spell longstrider}\",\"{@spell speak with animals}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell animal messenger}\",\"{@spell barkskin}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"Melannor has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep.\"]}],\"action\":[{\"name\":\"Quarterstaff\",\"entries\":[\"{@atk mw} {@hit 2} to hit or Melee Weapon Attack {@hit 4} to hit with shillelagh, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, or 6 ({@damage 1d8 + 2}) bludgeoning damage with shillelagh or if wielded with two hands.\"]}],\"attachedItems\":[\"quarterstaff|phb\"],\"traitTags\":[\"Fey Ancestry\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"B\"],\"damageTagsSpell\":[\"F\",\"T\"],\"spellcastingTags\":[\"CD\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"restrained\"],\"savingThrowForcedSpell\":[\"constitution\",\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Meloon Wardragon\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":210,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|phb}\"]}],\"hp\":{\"average\":143,\"formula\":\"22d8 + 44\"},\"speed\":{\"walk\":30},\"str\":20,\"dex\":15,\"con\":14,\"int\":10,\"wis\":14,\"cha\":15,\"save\":{\"str\":\"+9\",\"con\":\"+6\"},\"skill\":{\"athletics\":\"+9\",\"survival\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"languages\":[\"Common\",\"Deep Speech\",\"telepathy 60 ft.\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Meloon wields {@item Azuredge|wdh} but can't attune to it, and thus gains none of its benefits.\"]},{\"name\":\"Indomitable (2/Day)\",\"entries\":[\"Meloon can reroll a saving throw that he fails. He must use the new roll.\"]},{\"name\":\"Second Wind (Recharges after a Short or Long Rest)\",\"entries\":[\"As a bonus action, Meloon can regain 20 hit points.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Meloon makes four attacks with Azuredge.\"]},{\"name\":\"Azuredge\",\"entries\":[\"{@atk m} {@hit 9} to hit, reach 5 ft., one target. {@h}11 ({@damage 1d12 + 5}) slashing damage.\"]}],\"attachedItems\":[\"azuredge|wdh\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DS\",\"TP\"],\"damageTags\":[\"S\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mirt\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":211,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":16,\"from\":[\"{@item bracers of defense}\"]}],\"hp\":{\"average\":153,\"formula\":\"18d8 + 72\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":18,\"con\":18,\"int\":15,\"wis\":12,\"cha\":15,\"save\":{\"dex\":\"+8\",\"wis\":\"+5\"},\"skill\":{\"acrobatics\":\"+8\",\"athletics\":\"+8\",\"perception\":\"+5\",\"persuasion\":\"+6\",\"stealth\":\"+8\"},\"passive\":15,\"languages\":[\"Common\",\"Dwarvish\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Mirt wears {@item bracers of defense} and a {@item ring of regeneration}. He wields a {@item +1 longsword} and a {@item +1 dagger}.\"]},{\"name\":\"Brute\",\"entries\":[\"A melee weapon deals one extra die of its damage when Mirt hits with it (included in the attacks below).\"]},{\"name\":\"Evasion\",\"entries\":[\"If he is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Mirt instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. He can't use this trait if he's {@condition incapacitated}.\"]},{\"name\":\"Sneak Attack (1/Turn)\",\"entries\":[\"Mirt deals an extra 14 ({@dice 4d6}) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Mirt's that isn't {@condition incapacitated} and Mirt doesn't have disadvantage on the attack roll.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Mirt makes three attacks: two with his +1 longsword and one with his +1 dagger.\"]},{\"name\":\"+1 Longsword\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage, or 16 ({@damage 2d10 + 5}) slashing damage when used with two hands.\"]},{\"name\":\"+1 Dagger\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d4 + 5}) piercing damage. Or Ranged Weapon Attack: {@hit 9} to hit, range 20/60 ft., one target. {@h}7 ({@damage 1d4 + 5}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"Mirt adds 2 to his AC against one melee attack that would hit him. To do so, Mirt must see the attacker and be wielding a melee weapon.\"]}],\"attachedItems\":[\"+1 dagger|dmg\",\"+1 longsword|dmg\"],\"traitTags\":[\"Brute\",\"Sneak Attack\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"C\",\"D\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Nar'l Xibrindas\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":211,\"_copy\":{\"name\":\"Drow Mage\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"\\\\bthe drow\\\\b\",\"with\":\"Nar'l\",\"flags\":\"i\"},\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Special Equipment\",\"entries\":[\"Nar'l carries a vial containing three doses of eyescratch, a contact poison. A creature that comes into contact with the poison must succeed on a {@dc 14} Constitution saving throw or be {@condition poisoned} for 1 hour and {@condition blinded} while {@condition poisoned} in this way. A {@spell lesser restoration} spell or similar magic ends the effect.\"]}}}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Nat\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":63,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Nihiloor\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":212,\"_copy\":{\"name\":\"Mind Flayer\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the mind flayer\",\"with\":\"Nihiloor\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Nimblewright\",\"source\":\"WDH\",\"page\":212,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":45,\"formula\":\"6d8 + 18\"},\"speed\":{\"walk\":60},\"str\":12,\"dex\":18,\"con\":17,\"int\":8,\"wis\":10,\"cha\":6,\"save\":{\"dex\":\"+6\"},\"skill\":{\"acrobatics\":\"+8\",\"perception\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"conditionImmune\":[\"exhaustion\",\"frightened\",\"petrified\",\"poisoned\"],\"languages\":[\"understands one language known to its creator but can't speak\"],\"cr\":\"4\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The nimblewright has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The nimblewright's weapon attacks are magical.\"]},{\"name\":\"Repairable\",\"entries\":[\"As long as it has at least 1 hit point remaining, the nimblewright regains 1 hit point when a {@spell mending} spell is cast on it.\"]},{\"name\":\"Sure-Footed\",\"entries\":[\"The nimblewright has advantage on Strength and Dexterity saving throws made against effects that would knock it {@condition prone}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The nimblewright makes three attacks: two with its rapier and one with its dagger.\"]},{\"name\":\"Rapier\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage. Or Ranged Weapon Attack: {@hit 6} to hit, range 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"The nimblewright adds 2 to its AC against one melee attack that would hit it. To do so, the nimblewright must see the attacker and be wielding a melee weapon.\"]}],\"attachedItems\":[\"dagger|phb\",\"rapier|phb\"],\"traitTags\":[\"Magic Resistance\",\"Magic Weapons\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"CS\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Noska Ur'gray\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":213,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dwarf\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":11,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":32,\"formula\":\"5d8 + 10\"},\"speed\":{\"walk\":25},\"str\":15,\"dex\":11,\"con\":14,\"int\":10,\"wis\":10,\"cha\":11,\"skill\":{\"intimidation\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"poison\"],\"languages\":[\"Common\",\"Dwarvish\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Pack Tactics\",\"entries\":[\"Noska has advantage on an attack roll against a creature if at least one of Noska's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]},{\"name\":\"Dwarven Resilience\",\"entries\":[\"Noska has advantage on saving throws against poison and resistance to poison damage.\"]},{\"name\":\"Difficult Climber\",\"entries\":[\"Noska has disadvantage on Strength checks made to climb, due to his disability.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Noska makes two melee attacks.\"]},{\"name\":\"Mace\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage.\"]},{\"name\":\"Heavy Crossbow\",\"entries\":[\"{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage.\"]}],\"attachedItems\":[\"heavy crossbow|phb\",\"mace|phb\"],\"traitTags\":[\"Pack Tactics\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"D\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Obaya Uday\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":20,\"_copy\":{\"name\":\"Priest\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the priest\",\"with\":\"Obaya\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"G\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Obliteros\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":66,\"size\":[\"H\"],\"type\":\"beast\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":126,\"formula\":\"11d12 + 55\"},\"speed\":{\"walk\":0,\"swim\":50},\"str\":23,\"dex\":11,\"con\":21,\"int\":10,\"wis\":10,\"cha\":5,\"skill\":{\"perception\":\"+3\"},\"senses\":[\"blindsight 60 ft.\"],\"passive\":13,\"languages\":[\"Aquan\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Blood Frenzy\",\"entries\":[\"Obliteros has advantage on melee attack rolls against any creature that doesn't have all its hit points.\"]},{\"name\":\"Water Breathing\",\"entries\":[\"Obliteros can breathe only underwater.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}22 ({@damage 3d10 + 6}) piercing damage.\"]}],\"traitTags\":[\"Water Breathing\"],\"senseTags\":[\"B\"],\"languageTags\":[\"AQ\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Orond Gralhund\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":213,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"human\",\"prefix\":\"Tethyrian\"}]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item breastplate|phb}\"]}],\"hp\":{\"average\":9,\"formula\":\"2d8\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":12,\"con\":11,\"int\":9,\"wis\":14,\"cha\":16,\"skill\":{\"deception\":\"+5\",\"insight\":\"+4\",\"persuasion\":\"+5\"},\"passive\":12,\"languages\":[\"Common\"],\"cr\":\"1/8\",\"action\":[{\"name\":\"Rapier\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"Orond adds 2 to its AC against one melee attack that would hit it. To do so, Orond must see the attacker and be wielding a melee weapon.\"]}],\"attachedItems\":[\"rapier|phb\"],\"actionTags\":[\"Parry\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Osvaldo Cassalanter\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":124,\"_copy\":{\"name\":\"Chain Devil\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the devil\",\"with\":\"Osvaldo\",\"flags\":\"i\"}}},\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Ott Steeltoes\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":214,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dwarf\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":12,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":9,\"formula\":\"2d8\"},\"speed\":{\"walk\":25},\"str\":11,\"dex\":12,\"con\":10,\"int\":6,\"wis\":11,\"cha\":10,\"skill\":{\"deception\":\"+2\",\"religion\":\"+0\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"poison\"],\"languages\":[\"Common\",\"Dwarvish\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Dwarven Resilience\",\"entries\":[\"Ott has advantage on saving throws against poison and resistance to poison damage.\"]},{\"name\":\"Dark Devotion\",\"entries\":[\"The cultist has advantage on saving throws against being {@condition charmed} or {@condition frightened}.\"]}],\"action\":[{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d6 + 1}) slashing damage.\"]}],\"attachedItems\":[\"scimitar|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"D\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Panopticus Wizard\",\"source\":\"WDH\",\"page\":106,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dwarf\"]},\"alignment\":[\"N\"],\"ac\":[10],\"hp\":{\"average\":9,\"formula\":\"2d8\"},\"speed\":{\"walk\":25},\"str\":10,\"dex\":10,\"con\":10,\"int\":14,\"wis\":10,\"cha\":11,\"skill\":{\"arcana\":\"+4\",\"history\":\"+4\"},\"passive\":10,\"resist\":[\"poison\"],\"languages\":[\"Common\",\"Dwarvish\"],\"cr\":\"1/4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The Dwarf is a 1st-level spellcaster. Its spellcasting ability is Intelligence. It has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell mending}\",\"{@spell prestidigitation}\"]},\"1\":{\"slots\":2,\"spells\":[\"{@spell burning hands}\",\"{@spell disguise self}\",\"{@spell shield}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Dwarven Resilience\",\"entries\":[\"The dwarf has advantage on saving throws against poison and resistance to poison damage.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) piercing damage. Or Ranged Weapon Attack: {@hit 2} to hit, range 20/60 ft., one target. {@h}2 ({@damage 1d4}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"languageTags\":[\"C\",\"D\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"F\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Remallia Haventree\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":214,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"C\",\"G\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":66,\"formula\":\"12d8 + 12\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":13,\"int\":18,\"wis\":15,\"cha\":17,\"save\":{\"int\":\"+8\",\"wis\":\"+6\"},\"skill\":{\"arcana\":\"+8\",\"deception\":\"+7\",\"history\":\"+8\",\"persuasion\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"languages\":[\"Common\",\"Draconic\",\"Dwarvish\",\"Elvish\",\"Halfling\"],\"cr\":\"9\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Remallia is a 13th-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 16}, {@hit 8} to hit with spell attacks). She has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell dancing lights}\",\"{@spell mage hand}\",\"{@spell mending}\",\"{@spell message}\",\"{@spell ray of frost}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell alarm}\",\"{@spell mage armor}\",\"{@spell magic missile}\",\"{@spell shield}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell arcane lock}\",\"{@spell invisibility}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell counterspell}\",\"{@spell dispel magic}\",\"{@spell fireball}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell banishment}\",\"{@spell stoneskin}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell cone of cold}\",\"{@spell wall of force}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell flesh to stone}\",\"{@spell globe of invulnerability}\"]},\"7\":{\"slots\":1,\"spells\":[\"{@spell symbol}\",\"{@spell teleport}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Remallia has a {@item Figurine of Wondrous Power, Silver Raven||figurine of wondrous power (silver raven)}.\"]},{\"name\":\"Fey Ancestry\",\"entries\":[\"Remallia has advantage on saving throws against being {@condition charmed}, and magic can't put her to sleep.\"]},{\"name\":\"Arcane Ward\",\"entries\":[\"Remallia has a magical ward that has 30 hit points. Whenever she takes damage, the ward takes the damage instead. If the ward is reduced to 0 hit points, Remallia takes any remaining damage. When Remallia casts an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. This applies to any of the following spells she casts: {@spell alarm}, {@spell mage armor}, {@spell shield}, {@spell arcane lock}, {@spell counterspell}, {@spell dispel magic}, {@spell banishment}, {@spell stoneskin}, {@spell globe of invulnerability} and {@spell symbol}.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"traitTags\":[\"Fey Ancestry\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"D\",\"DR\",\"E\",\"H\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"C\",\"F\",\"N\",\"O\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"frightened\",\"incapacitated\",\"invisible\",\"petrified\",\"restrained\",\"stunned\",\"unconscious\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Renaer Neverember\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":215,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"human\",\"prefix\":\"Illuskan\"}]},\"alignment\":[\"C\",\"G\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":66,\"formula\":\"12d8 + 12\"},\"speed\":{\"walk\":30},\"str\":12,\"dex\":18,\"con\":12,\"int\":14,\"wis\":11,\"cha\":15,\"skill\":{\"acrobatics\":\"+8\",\"athletics\":\"+5\",\"persuasion\":\"+6\"},\"passive\":10,\"languages\":[\"Common\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Lightfooted\",\"entries\":[\"The swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns.\"]},{\"name\":\"Suave Defense\",\"entries\":[\"While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The swashbuckler makes three attacks: one with a dagger and two with its rapier.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage. Or Ranged Weapon Attack: {@hit 6} to hit, range 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage.\"]},{\"name\":\"Rapier\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\",\"rapier|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Rishaal the Page-Turner\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":33,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dragonborn\"]},\"alignment\":[\"N\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":40,\"formula\":\"9d8\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":14,\"con\":11,\"int\":17,\"wis\":12,\"cha\":11,\"save\":{\"int\":\"+6\",\"wis\":\"+4\"},\"skill\":{\"arcana\":\"+6\",\"history\":\"+6\"},\"passive\":11,\"resist\":[\"fire\"],\"languages\":[\"Common\",\"Draconic\",\"Dwarvish\",\"Elvish\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Rishaal is a 9th-level spellcaster. His spellcasting ability is Intelligence. Rishaal has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell light}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell mage armor}\",\"{@spell magic missile}\",\"{@spell shield}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell misty step}\",\"{@spell suggestion}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell counterspell}\",\"{@spell fireball}\",\"{@spell fly}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell greater invisibility}\",\"{@spell ice storm}\"]},\"5\":{\"slots\":1,\"spells\":[\"{@spell cone of cold}\"]}},\"ability\":\"int\"}],\"action\":[{\"name\":\"Breath Weapon\",\"entries\":[\"Rishaal can use his action to exhale a 15-foot cone of fire (but can't do this again until he finishes a short or long rest); each creature in the cone must make a {@dc 10} Dexterity saving throw, taking {@dice 2d6} fire damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage. Or Ranged Weapon Attack: {@hit 5} to hit, range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"C\",\"D\",\"DR\",\"E\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"B\",\"C\",\"F\",\"O\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Saeth Cromley\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":216,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"human\",\"prefix\":\"Illuskan\"}]},\"alignment\":[\"L\",\"G\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item splint armor|phb}\"]}],\"hp\":{\"average\":58,\"formula\":\"9d8 + 18\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":13,\"con\":14,\"int\":10,\"wis\":11,\"cha\":14,\"skill\":{\"athletics\":\"+5\",\"perception\":\"+2\",\"intimidation\":\"+4\"},\"passive\":12,\"languages\":[\"Common\"],\"cr\":\"3\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Saeth makes two longsword attacks. If he has a shortsword drawn, he can also make a shortsword attack.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]},{\"name\":\"Heavy Crossbow\",\"entries\":[\"{@atk rw} {@hit 3} to hit, range 100/400 ft., one target. {@h}6 ({@damage 1d10 + 1}) piercing damage.\"]}],\"attachedItems\":[\"heavy crossbow|phb\",\"longsword|phb\",\"shortsword|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Samara Strongbones\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":104,\"_copy\":{\"name\":\"Spy\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Stout Halfling\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the spy\",\"with\":\"Samara\",\"flags\":\"i\"}}},\"languageTags\":[\"H\",\"X\"],\"hasToken\":true},{\"name\":\"Sergeant\",\"source\":\"WDH\",\"page\":197,\"_copy\":{\"name\":\"Guard\",\"source\":\"MM\"},\"hasToken\":true},{\"name\":\"Shard Shunner\",\"source\":\"WDH\",\"page\":42,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"halfling\",\"shapechanger\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[12],\"hp\":{\"average\":27,\"formula\":\"6d6 + 6\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":15,\"con\":12,\"int\":11,\"wis\":10,\"cha\":8,\"skill\":{\"perception\":\"+2\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft. (rat form only)\"],\"passive\":12,\"immune\":[{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"languages\":[\"Common\",\"Halfling\",\"Thieves' cant\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Shapechanger\",\"entries\":[\"The Shard Shunner can use their action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into their true form, which is humanoid. Their statistics, other than their size, are the same in each form. Any equipment they are wearing or carrying isn't transformed. They revert to their true form if they die.\"]},{\"name\":\"Keen Smell\",\"entries\":[\"The Shard Shunner has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"name\":\"Halfling Nimbleness\",\"entries\":[\"The Shard Shunner can move through the space of creatures that is of a size larger than them.\"]},{\"name\":\"Brave\",\"entries\":[\"The Shard Shunner has advantage on saving throws against being {@condition frightened}.\"]}],\"action\":[{\"name\":\"Multiattack (Humanoid or Hybrid Form Only)\",\"entries\":[\"The Shard Shunner makes two attacks, only one of which can be a bite.\"]},{\"name\":\"Bite (Rat or Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage. If the target is a humanoid, it must succeed on a {@dc 11} Constitution saving throw or be cursed with wererat lycanthropy.\"]},{\"name\":\"Shortsword (Humanoid or Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]},{\"name\":\"Hand Crossbow (Humanoid or Hybrid Form Only)\",\"entries\":[\"{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]}],\"attachedItems\":[\"hand crossbow|phb\",\"shortsword|phb\"],\"traitTags\":[\"Keen Senses\",\"Shapechanger\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"H\",\"TC\"],\"damageTags\":[\"P\"],\"miscTags\":[\"CUR\",\"MLW\",\"MW\",\"RNG\",\"RW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Skeemo Weirdbottle\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":200,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"gnome\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[12,{\"ac\":15,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":72,\"formula\":\"16d6 + 16\"},\"speed\":{\"walk\":25},\"str\":9,\"dex\":14,\"con\":12,\"int\":17,\"wis\":12,\"cha\":15,\"save\":{\"int\":\"+6\",\"wis\":\"+4\"},\"skill\":{\"arcana\":\"+6\",\"history\":\"+6\",\"perception\":\"+4\",\"performance\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Abyssal\",\"Common\",\"Gnomish\",\"Undercommon\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Skeemo is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks) He has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell light}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell mage armor}\",\"{@spell magic missile}\",\"{@spell shield}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell misty step}\",\"{@spell suggestion}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell counterspell}\",\"{@spell fireball}\",\"{@spell fly}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell greater invisibility}\",\"{@spell ice storm}\"]},\"5\":{\"slots\":1,\"spells\":[\"{@spell cone of cold}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Gnome Cunning\",\"entries\":[\"Skeemo has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.\"]}],\"action\":[{\"name\":\"Dagger\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage. Or Ranged Weapon Attack: {@hit 5} to hit, range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"AB\",\"C\",\"G\",\"U\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"B\",\"C\",\"F\",\"O\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Soluun Xibrindas\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":202,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"elf\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item studded leather armor|phb|studded leather}\",\"{@item shield|phb}\"]}],\"hp\":{\"average\":84,\"formula\":\"13d8 + 26\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":18,\"con\":14,\"int\":11,\"wis\":13,\"cha\":14,\"save\":{\"dex\":\"+6\",\"con\":\"+4\",\"wis\":\"+3\"},\"skill\":{\"perception\":\"+3\",\"stealth\":\"+8\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":13,\"languages\":[\"Elvish\",\"Undercommon\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Soluun's spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell dancing lights}\"],\"daily\":{\"1e\":[\"{@spell darkness}\",\"{@spell faerie fire}\",\"{@spell levitate} (self only)\"]},\"ability\":\"cha\"}],\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"Soluun has advantage on saving throws against being {@condition charmed}, and magic can't put Soluun to sleep.\"]},{\"name\":\"Gunslinger\",\"entries\":[\"Being within 5 feet of a hostile creature or attacking at long range doesn't impose disadvantage on Soluun's ranged attack rolls with a pistol. In addition, Soluun ignores {@quickref Cover||3||half cover} and {@quickref Cover||3||three-quarters cover} when making ranged attacks with a pistol.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, Soluun has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]},{\"name\":\"Equipment\",\"entries\":[\"Four packets of smokepowder and a pouch containing 20 pistol bullets\"]},{\"name\":\"Boots of Elvenkind\",\"entries\":[\"Whilst wearing these boots Soluun's steps make no sound and he has advantage on any Dexterity ({@skill Stealth}) checks that rely on moving silently.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Soluun makes two scimitar attacks.\"]},{\"name\":\"Scimitar\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage.\"]},{\"name\":\"Poisonous Pistol\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 30/90 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage plus 11 ({@damage 2d10}) poison damage.\"]}],\"attachedItems\":[\"scimitar|phb\"],\"traitTags\":[\"Fey Ancestry\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"E\",\"U\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"spellcastingTags\":[\"I\"],\"miscTags\":[\"MLW\",\"MW\",\"RW\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Squiddly\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":63,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"tiefling\"]},\"senses\":[\"darkvision 60 ft.\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Swarm of Books\",\"source\":\"WDH\",\"page\":156,\"size\":[\"M\"],\"type\":{\"type\":\"construct\",\"swarmSize\":\"T\"},\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":22,\"formula\":\"5d8\"},\"speed\":{\"walk\":0,\"fly\":30},\"str\":5,\"dex\":15,\"con\":10,\"int\":2,\"wis\":12,\"cha\":4,\"senses\":[\"blindsight 60 ft.\"],\"passive\":11,\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"paralyzed\",\"petrified\",\"prone\",\"restrained\",\"stunned\",\"grappled\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Swarm\",\"entries\":[\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny book. The swarm can't regain hit points or gain temporary hit points.\"]}],\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 0 ft., one creature in the swarm's space. {@h}5 ({@damage 2d4}) bludgeoning damage, or 2 ({@damage 1d4}) bludgeoning damage if the swarm has half of its hit points or fewer.\"]}],\"senseTags\":[\"B\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Swarm of Mechanical Spiders\",\"source\":\"WDH\",\"page\":143,\"size\":[\"M\"],\"type\":{\"type\":\"construct\",\"swarmSize\":\"T\"},\"alignment\":[\"U\"],\"ac\":[{\"ac\":12,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":22,\"formula\":\"5d8\"},\"speed\":{\"walk\":20,\"climb\":20},\"str\":3,\"dex\":13,\"con\":10,\"int\":1,\"wis\":7,\"cha\":1,\"senses\":[\"blindsight 10 ft.\"],\"passive\":8,\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"vulnerable\":[\"lightning\"],\"conditionImmune\":[\"exhaustion\",\"charmed\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"prone\",\"restrained\",\"stunned\",\"poisoned\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Constructed Nature\",\"entries\":[\"The swarm doesn't require air, food, drink, or sleep.\"]},{\"name\":\"Swarm\",\"entries\":[\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Web Sense\",\"entries\":[\"While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web.\"]},{\"name\":\"Web Walker\",\"entries\":[\"The swarm ignores movement restrictions caused by webbing.\"]}],\"action\":[{\"name\":\"Bites\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 0 ft., one target in the swarm's space. {@h}10 ({@damage 4d4}) piercing damage, or 5 ({@damage 2d4}) piercing damage if the swarm has half of its hit points or fewer.\"]}],\"traitTags\":[\"Spider Climb\",\"Web Sense\",\"Web Walker\"],\"senseTags\":[\"B\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Sylgar\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":220,\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[13],\"hp\":{\"average\":1,\"formula\":\"1d4 - 1\"},\"speed\":{\"walk\":0,\"swim\":40},\"str\":2,\"dex\":16,\"con\":9,\"int\":1,\"wis\":7,\"cha\":2,\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"cr\":\"0\",\"trait\":[{\"name\":\"Water Breathing\",\"entries\":[\"Sylgar can breathe only underwater.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}1 piercing damage.\"]}],\"traitTags\":[\"Water Breathing\"],\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Talisolvanar \\\"Tally\\\" Fellbranch\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":32,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"half-elf\"]},\"alignment\":[\"C\",\"G\"],\"ac\":[10],\"hp\":{\"average\":4,\"formula\":\"1d8\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":10,\"con\":10,\"int\":10,\"wis\":10,\"cha\":10,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Common\",\"Elvish\"],\"cr\":\"0\",\"trait\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"Tally has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep.\"]}],\"action\":[{\"name\":\"Club\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage.\"]}],\"attachedItems\":[\"club|phb\"],\"traitTags\":[\"Fey Ancestry\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"E\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Tashlyn Yafeera\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":200,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\"],\"ac\":[{\"ac\":18,\"from\":[\"{@item plate armor|phb}\"]}],\"hp\":{\"average\":149,\"formula\":\"23d8 + 46\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":15,\"con\":14,\"int\":10,\"wis\":14,\"cha\":12,\"save\":{\"str\":\"+8\",\"con\":\"+6\"},\"skill\":{\"athletics\":\"+8\",\"intimidation\":\"+5\",\"perception\":\"+6\"},\"passive\":16,\"languages\":[\"Common\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Indomitable (2/Day)\",\"entries\":[\"Tashlyn can reroll a saving throw that she fails. She must use the new roll.\"]},{\"name\":\"Second Wind (Recharges after a Short or Long Rest)\",\"entries\":[\"As a bonus action, Tashlyn can regain 20 hit points.\"]},{\"name\":\"Extra Damage\",\"entries\":[\"Tashlyn deals an extra 7 ({@dice 2d6}) damage to every hit if she has more than half her hit points remaining.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Tashlyn makes three attacks with her greatsword or her shortbow.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.\"]}],\"attachedItems\":[\"greatsword|phb\",\"shortbow|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Terenzio Cassalanter\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":115,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"hasToken\":true},{\"name\":\"Thorvin Twinbeard\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":216,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dwarf\"]},\"alignment\":[\"L\",\"N\"],\"ac\":[10],\"hp\":{\"average\":4,\"formula\":\"1d8\"},\"speed\":{\"walk\":25},\"str\":10,\"dex\":10,\"con\":10,\"int\":10,\"wis\":16,\"cha\":10,\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"poison\"],\"languages\":[\"Common\",\"Dwarvish\"],\"cr\":\"0\",\"trait\":[{\"name\":\"Dwarven Resilience\",\"entries\":[\"Thorvin has advantage on saving throws against poison and resistance to poison damage.\"]}],\"action\":[{\"name\":\"Club\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage.\"]}],\"attachedItems\":[\"club|phb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"D\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Thrakkus\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":89,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dragonborn\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item hide armor|phb}\"]}],\"hp\":{\"average\":67,\"formula\":\"9d8 + 27\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":12,\"con\":17,\"int\":9,\"wis\":11,\"cha\":9,\"passive\":10,\"resist\":[\"fire\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Reckless\",\"entries\":[\"At the start of his turn, Thrakkus can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.\"]}],\"action\":[{\"name\":\"Greataxe\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d12 + 3}) slashing damage.\"]},{\"name\":\"Breath Weapon (1/Day)\",\"entries\":[\"Thrakkus can use his action to exhale a 15-foot cone of fire. Each creature in the cone must make a {@dc 13} Dexterity saving throw, taking 6 ({@damage 2d6}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"attachedItems\":[\"greataxe|phb\"],\"traitTags\":[\"Reckless\"],\"actionTags\":[\"Breath Weapon\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"F\",\"S\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Tissina Khyret\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":116,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"tiefling\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":14,\"con\":12,\"int\":10,\"wis\":13,\"cha\":14,\"skill\":{\"deception\":\"+4\",\"persuasion\":\"+4\",\"religion\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"fire\"],\"languages\":[\"Common\",\"Infernal\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Tissina's spellcasting ability is Charisma. She can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell thaumaturgy}\"],\"ability\":\"cha\"},{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Tissina is a 4th-level spellcaster. Her spellcasting ability is Wisdom. Tissina has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell light}\",\"{@spell sacred flame}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell command}\",\"{@spell inflict wounds}\",\"{@spell shield of faith}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell hold person}\",\"{@spell spiritual weapon}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Dark Devotion\",\"entries\":[\"Tissina has advantage on saving throws against being {@condition charmed} or {@condition frightened}.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Tissina makes two melee attacks.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage. Or Ranged Weapon Attack: {@hit 4} to hit, range 20/60 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage.\"]}],\"attachedItems\":[\"dagger|phb\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"I\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"N\",\"O\",\"R\"],\"spellcastingTags\":[\"CC\",\"I\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflictSpell\":[\"paralyzed\",\"prone\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Urstul Floxin\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":216,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"human\",\"prefix\":\"Illuskan\"}]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item studded leather armor|phb|studded leather}\"]}],\"hp\":{\"average\":78,\"formula\":\"12d8 + 24\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":16,\"con\":14,\"int\":13,\"wis\":11,\"cha\":10,\"save\":{\"dex\":\"+6\",\"int\":\"+4\"},\"skill\":{\"acrobatics\":\"+6\",\"deception\":\"+3\",\"perception\":\"+3\",\"stealth\":\"+9\"},\"passive\":13,\"resist\":[\"poison\"],\"languages\":[\"Common\",\"Orc\",\"Thieves' cant\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Assassinate\",\"entries\":[\"During its first turn, Urstul has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Urstul scores against a {@status surprised} creature is a critical hit.\"]},{\"name\":\"Evasion\",\"entries\":[\"If Urstul is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Urstul instead takes no damage if he succeeds on the saving throw, and only half damage if it fails.\"]},{\"name\":\"Sneak Attack (1/Turn)\",\"entries\":[\"Urstul deals an extra 14 ({@dice 4d6}) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Urstul that isn't {@condition incapacitated} and Urstul doesn't have disadvantage on the attack roll.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Urstul makes two shortsword attacks.\"]},{\"name\":\"Shortsword\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Light Crossbow\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one.\"]}],\"attachedItems\":[\"light crossbow|phb\",\"shortsword|phb\"],\"traitTags\":[\"Sneak Attack\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"O\",\"TC\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Vajra Safahr\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":217,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"L\",\"N\"],\"ac\":[14,{\"ac\":17,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":126,\"formula\":\"23d8 + 23\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":14,\"con\":12,\"int\":20,\"wis\":11,\"cha\":16,\"save\":{\"str\":\"+2\",\"dex\":\"+4\",\"con\":\"+3\",\"int\":\"+12\",\"wis\":\"+7\",\"cha\":\"+5\"},\"skill\":{\"arcana\":\"+10\",\"history\":\"+10\"},\"passive\":10,\"languages\":[\"Common\",\"Dwarvish\",\"Elvish\",\"Giant\",\"Halfling\",\"Undercommon\"],\"cr\":\"13\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Vajra is an 18th-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 18}, {@hit 12} to hit with spell attacks). She has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell light}\",\"{@spell mage hand}\",\"{@spell message}\",\"{@spell prestidigitation}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell identify}\",\"{@spell mage armor}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell invisibility}\",\"{@spell misty step}\",\"{@spell web}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell counterspell}\",\"{@spell fly}\",\"{@spell sending}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell banishment}\",\"{@spell fire shield}\",\"{@spell stoneskin}\"]},\"5\":{\"slots\":3,\"spells\":[\"{@spell Bigby's hand}\",\"{@spell geas}\",\"{@spell telekinesis}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell chain lightning}\",\"{@spell globe of invulnerability}\"]},\"7\":{\"slots\":1,\"spells\":[\"{@spell forcecage}\",\"{@spell prismatic spray}\"]},\"8\":{\"slots\":1,\"spells\":[\"{@spell antimagic field}\",\"{@spell power word stun}\"]},\"9\":{\"slots\":1,\"spells\":[\"{@spell imprisonment}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Vajra wields the {@item Blackstaff|wdh}, accounted for in her statistics. Roll {@dice 2d10} to determine how many charges the staff has remaining.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"Vajra has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Staff Spells\",\"entries\":[\"While holding the blackstaff, Vajra can use an action to expend 1 or more of its charges to cast one of the following spells from it, using her spell save DC and spell attack bonus: {@spell cone of cold} (5 charges), {@spell fireball} (5th-level version, 5 charges), {@spell globe of invulnerability} (6 charges), {@spell hold monster} (5 charges), {@spell levitate} (2 charges), {@spell lightning bolt} (5th-level version, 5 charges), {@spell magic missile} (1 charge), {@spell ray of enfeeblement} (1 charge), or {@spell wall of force} (5 charges).\"]}],\"action\":[{\"name\":\"Blackstaff\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}5 ({@dice 1d6 + 2}) bludgeoning, magic damage, or 6 ({@dice 1d8 + 2}) bludgeoning, magic damage when used with two hands. Vajra can expend 1 of the staff's charges to deal an extra 3 ({@damage 1d6}) force damage on a hit.\"]}],\"traitTags\":[\"Magic Resistance\"],\"languageTags\":[\"C\",\"D\",\"E\",\"GI\",\"H\",\"U\"],\"damageTags\":[\"O\"],\"damageTagsSpell\":[\"A\",\"B\",\"C\",\"F\",\"I\",\"L\",\"O\",\"T\",\"Y\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MW\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Valetta\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":47,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dragonborn\"]},\"alignment\":[\"N\"],\"ac\":[{\"ac\":13,\"from\":[\"{@item chain shirt|phb}\"]}],\"hp\":{\"average\":27,\"formula\":\"5d8 + 5\"},\"speed\":{\"walk\":25},\"str\":10,\"dex\":10,\"con\":12,\"int\":13,\"wis\":16,\"cha\":13,\"skill\":{\"medicine\":\"+7\",\"persuasion\":\"+3\",\"religion\":\"+5\"},\"passive\":13,\"resist\":[\"lightning\"],\"languages\":[\"Common\",\"Draconic\"],\"cr\":\"2\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Valetta is a 5th-level spellcaster. Her spellcasting ability is Wisdom. Valetta has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell light}\",\"{@spell sacred flame}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell cure wounds}\",\"{@spell guiding bolt}\",\"{@spell sanctuary}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell lesser restoration}\",\"{@spell spiritual weapon}\"]},\"3\":{\"slots\":2,\"spells\":[\"{@spell dispel magic}\",\"{@spell spirit guardians}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Divine Eminence\",\"entries\":[\"As a bonus action, Valetta can expend a spell slot to cause her melee weapon attacks to magically deal an extra 10 ({@damage 3d6}) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If Valetta expends a spell slot of 2nd level or higher, the extra damage increases by {@dice 1d6} for each level above 1st.\"]}],\"action\":[{\"name\":\"Breathe Weapon\",\"entries\":[\"Valetta can use her action to exhale a 5-foot-wide, 30-foot line of lightning (but can't do this again until she finishes a short or long rest); each creature in the line must make a {@dc 11} Dexterity saving throw, taking {@dice 2d6} lightning damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Mace\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage.\"]}],\"attachedItems\":[\"mace|phb\"],\"languageTags\":[\"C\",\"DR\"],\"damageTags\":[\"B\",\"R\"],\"damageTagsSpell\":[\"N\",\"O\",\"R\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"AOE\",\"MLW\",\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"savingThrowForcedSpell\":[\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Victoro Cassalanter\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":218,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"half-elf\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item glamoured studded leather}\",\"{@item ring of protection}\"]}],\"hp\":{\"average\":97,\"formula\":\"15d8 + 30\"},\"speed\":{\"walk\":30},\"str\":13,\"dex\":13,\"con\":14,\"int\":16,\"wis\":17,\"cha\":18,\"save\":{\"con\":\"+6\",\"wis\":\"+7\"},\"skill\":{\"history\":\"+7\",\"insight\":\"+7\",\"persuasion\":\"+8\",\"religion\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Common\",\"Draconic\",\"Elvish\",\"Infernal\"],\"cr\":\"10\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Victoro is a 15th-level spellcaster. His spellcasting ability is Wisdom (spell save {@dc 15}, {@hit 7} to hit with spell attacks). Victoro has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell guidance}\",\"{@spell light}\",\"{@spell mending}\",\"{@spell spare the dying}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell charm person}\",\"{@spell command}\",\"{@spell detect magic}\",\"{@spell disguise self}\",\"{@spell protection from evil and good}\",\"{@spell sanctuary}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell augury}\",\"{@spell lesser restoration}\",\"{@spell mirror image}\",\"{@spell pass without trace}\",\"{@spell spiritual weapon}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell blink}\",\"{@spell clairvoyance}\",\"{@spell dispel magic}\",\"{@spell magic circle}\",\"{@spell protection from energy}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell banishment}\",\"{@spell dimension door}\",\"{@spell divination}\",\"{@spell freedom of movement}\",\"{@spell polymorph}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell dominate person}\",\"{@spell flame strike}\",\"{@spell modify memory}\",\"{@spell insect plague}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell heal}\"]},\"7\":{\"slots\":1,\"spells\":[\"{@spell divine word}\"]},\"8\":{\"slots\":1,\"spells\":[\"{@spell earthquake}\"]}},\"ability\":\"wis\"}],\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Victoro wears a {@item ring of protection} and {@item glamoured studded leather} disguised to look like fine clothing. He carries a {@item rod of rulership} shaped like a ruby-tipped cane.\"]},{\"name\":\"Fey Ancestry\",\"entries\":[\"Victoro has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep.\"]},{\"name\":\"Rod of Rulership\",\"entries\":[\"Victoro can use an action to present the rod and command obedience from each creature of his choice that he can see within 120 feet of him. Each target must succeed on a {@dc 15} Wisdom saving throw or be {@condition charmed} for 8 hours by Victoro. While {@condition charmed} in this way, the creature regards Victoro as its trusted leader. If harmed by Victoro or his companions, or commanded to do something contrary to its nature, a target ceases to be {@condition charmed} in this way. The rod can't be used again until the next dawn.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Victoro makes two attacks with his rapier.\"]},{\"name\":\"Rapier\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage.\"]},{\"name\":\"Cloak of Shadows (2/Day)\",\"entries\":[\"Victoro becomes {@condition invisible} until the end of his next turn. He becomes visible early immediately after he attacks or casts a spell.\"]},{\"name\":\"Summon Devil (Recharges after 9 Days)\",\"entries\":[\"Victoro summons a {@creature barbed devil}. The devil appears in an unoccupied space within 30 feet of Victoro, acts as Victoro's ally, and can't summon other devils. It remains for 1 minute, until it or Victoro dies, or until Victoro dismisses it as an action.\"]}],\"attachedItems\":[\"rapier|phb\"],\"traitTags\":[\"Fey Ancestry\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"DR\",\"E\",\"I\"],\"damageTags\":[\"P\"],\"damageTagsSpell\":[\"B\",\"F\",\"O\",\"P\",\"R\"],\"spellcastingTags\":[\"CC\"],\"miscTags\":[\"MLW\",\"MW\"],\"conditionInflict\":[\"charmed\"],\"conditionInflictSpell\":[\"blinded\",\"charmed\",\"deafened\",\"incapacitated\",\"prone\",\"stunned\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Vincent Trench\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":32,\"_copy\":{\"name\":\"Rakshasa\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the rakshasa\",\"with\":\"Vincent\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Walking Statue of Waterdeep\",\"source\":\"WDH\",\"page\":219,\"size\":[\"G\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":314,\"formula\":\"17d20 + 136\"},\"speed\":{\"walk\":60},\"str\":30,\"dex\":8,\"con\":27,\"int\":1,\"wis\":10,\"cha\":1,\"save\":{\"con\":\"+14\"},\"senses\":[\"truesight 120 ft.\"],\"passive\":10,\"immune\":[\"cold\",\"fire\",\"poison\",\"psychic\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks not made with adamantine weapons\",\"cond\":true}],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"stunned\"],\"cr\":\"18\",\"trait\":[{\"name\":\"Crumbling Colossus\",\"entries\":[\"When the statue drops to 0 hit points, it crumbles and is destroyed. Any creature on the ground within 30 feet of the crumbling statue must make a {@dc 22} Dexterity saving throw, taking 22 ({@damage 4d10}) bludgeoning damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Immutable Form\",\"entries\":[\"The statue is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The statue has advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Siege Monster\",\"entries\":[\"The statue deals double damage to objects and structures.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The statue makes two melee attacks.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 16} to hit, reach 5 ft., one target. {@h}29 ({@damage 3d12 + 10}) bludgeoning damage.\"]},{\"name\":\"Hurled Stone\",\"entries\":[\"{@atk rw} {@hit 16} to hit, range 200/800 ft., one target. {@h}43 ({@damage 6d10 + 10}) bludgeoning damage.\"]}],\"traitTags\":[\"Immutable Form\",\"Magic Resistance\",\"Siege Monster\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\",\"RW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Willifort Crowelle\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":62,\"_copy\":{\"name\":\"Doppelganger\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the doppelganger\",\"with\":\"Willifort\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Xanathar\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":220,\"_copy\":{\"name\":\"Beholder\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the beholder\",\"with\":\"Xanathar\",\"flags\":\"i\"},\"trait\":{\"mode\":\"prependArr\",\"items\":{\"name\":\"Special Equipment\",\"entries\":[\"Xanathar wears a {@item ring of invisibility}, a {@item ring of mind shielding}, and a {@item ring of force resistance||ring of resistance (force)}.\"]}}},\"_preserve\":{\"legendaryGroup\":true}},\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Yagra Stonefist\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":20,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"half-orc\"]},\"alignment\":[\"N\"],\"ac\":[{\"ac\":11,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":32,\"formula\":\"5d8 + 10\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":11,\"con\":14,\"int\":10,\"wis\":10,\"cha\":11,\"skill\":{\"intimidation\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Common\",\"Orc\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Relentless Endurance\",\"entries\":[\"When reduced to 0 hit points, Yagra drops to 1 hit point instead (but can't do this again until she finishes a long rest).\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"Yagra has advantage on an attack roll against a creature if at least one of her allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]},{\"name\":\"Savage Attacks\",\"entries\":[\"When she scores a critical hit Yagra can roll one of the weapon's damage dice and add it to the extra damage of the critical hit.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Yagra makes two melee attacks.\"]},{\"name\":\"Mace\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage.\"]},{\"name\":\"Heavy Crossbow\",\"entries\":[\"{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage.\"]}],\"attachedItems\":[\"heavy crossbow|phb\",\"mace|phb\"],\"traitTags\":[\"Pack Tactics\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"O\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Yalah Gralhund\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":220,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"human\",\"prefix\":\"Tethyrian\"}]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":15,\"from\":[\"{@item breastplate|phb}\"]}],\"hp\":{\"average\":9,\"formula\":\"2d8\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":12,\"con\":11,\"int\":12,\"wis\":16,\"cha\":16,\"skill\":{\"deception\":\"+5\",\"insight\":\"+5\",\"persuasion\":\"+5\"},\"passive\":13,\"languages\":[\"Common\",\"Infernal\"],\"cr\":\"1/8\",\"action\":[{\"name\":\"Rapier\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"Yalah adds 2 to its AC against one melee attack that would hit it. To do so, Yalah must see the attacker and be wielding a melee weapon.\"]}],\"attachedItems\":[\"rapier|phb\"],\"actionTags\":[\"Parry\"],\"languageTags\":[\"C\",\"I\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MLW\",\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Yorn\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":150,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"half-orc\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":11,\"from\":[\"{@item leather armor|phb}\"]}],\"hp\":{\"average\":32,\"formula\":\"5d8 + 10\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":11,\"con\":14,\"int\":10,\"wis\":10,\"cha\":11,\"skill\":{\"intimidation\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Common\",\"Orc\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Pack Tactics\",\"entries\":[\"The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]},{\"name\":\"Relentless Endurance (1/Day)\",\"entries\":[\"When reduced to 0 hit points Yorn drops to 1 hit point instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The thug makes two melee attacks.\"]},{\"name\":\"Mace\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage.\"]},{\"name\":\"Heavy Crossbow\",\"entries\":[\"{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage.\"]}],\"attachedItems\":[\"heavy crossbow|phb\",\"mace|phb\"],\"traitTags\":[\"Pack Tactics\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"O\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Zhent Martial Arts Adept\",\"source\":\"WDH\",\"page\":160,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"halfling\",\"prefix\":\"Lightfoot\"}]},\"alignment\":[\"L\",\"E\"],\"ac\":[16],\"hp\":{\"average\":49,\"formula\":\"11d6 + 11\"},\"speed\":{\"walk\":25},\"str\":11,\"dex\":17,\"con\":13,\"int\":11,\"wis\":16,\"cha\":10,\"skill\":{\"acrobatics\":\"+5\",\"insight\":\"+5\",\"stealth\":\"+5\"},\"passive\":13,\"languages\":[\"Common\",\"Halfling\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Halfling Nimbleness\",\"entries\":[\"The adept can move through the space of a medium of larger creature.\"]},{\"name\":\"Brave\",\"entries\":[\"The adept has advantage on any saving throws against being {@condition frightened}.\"]},{\"name\":\"Unarmored Defense\",\"entries\":[\"While the adept is wearing no armor and wielding no shield, their AC includes their Wisdom modifier.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The adept makes three unarmed strikes or three dart attacks.\"]},{\"name\":\"Unarmed Strike\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage. If the target is a creature, the adept can choose one of the following additional effects:\",{\"type\":\"list\",\"items\":[\"The target must succeed on a {@dc 13} Strength saving throw or drop one item it is holding (adept's choice).\",\"The target must succeed on a {@dc 13} Dexterity saving throw or be knocked {@condition prone}.\",\"The target must succeed on a {@dc 13} Constitution saving throw or be {@condition stunned} until the end of the adept's next turn.\"]}]},{\"name\":\"Dart\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage.\"]}],\"reaction\":[{\"name\":\"Deflect Missile\",\"entries\":[\"In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the attack is reduced by {@dice 1d10 + 3}. If the damage is reduced to 0, the adept catches the missile if it's small enough to hold in one hand and the adept has a hand free.\"]}],\"attachedItems\":[\"dart|phb\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"H\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MW\",\"RW\",\"THW\"],\"conditionInflict\":[\"prone\",\"stunned\"],\"savingThrowForced\":[\"constitution\",\"dexterity\",\"strength\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Ziraj the Hunter\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDH\",\"page\":201,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"half-orc\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"{@item +2 leather armor}\"]}],\"hp\":{\"average\":153,\"formula\":\"18d8 + 72\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":18,\"con\":18,\"int\":11,\"wis\":14,\"cha\":15,\"save\":{\"wis\":\"+5\",\"cha\":\"+5\"},\"skill\":{\"athletics\":\"+7\",\"intimidation\":\"+5\",\"stealth\":\"+7\",\"survival\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"languages\":[\"Common\",\"Orc\"],\"cr\":\"8\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Ziraj is a 10th-level spellcaster. His spellcasting ability is Charisma. He has the following paladin spells prepared:\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell command}\",\"{@spell protection from evil and good}\",\"{@spell thunderous smite}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell branding smite}\",\"{@spell find steed}\"]},\"3\":{\"slots\":2,\"spells\":[\"{@spell blinding smite}\",\"{@spell dispel magic}\"]}},\"ability\":\"cha\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Ziraj makes three attacks with his glaive or with his oversized longbow.\"]},{\"name\":\"Glaive\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) slashing damage.\"]},{\"name\":\"Oversized Longbow\",\"entries\":[\"{@atk rw} {@hit 7} to hit, range 150/600 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage.\"]},{\"name\":\"Dreadful Aspect (Recharges after a Short or Long Rest)\",\"entries\":[\"Ziraj exudes magical menace. Each enemy within 30 feet of him must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} for 1 minute of Ziraj. If a {@condition frightened} enemy ends its turn more than 30 feet away from Ziraj, the enemy can repeat the saving throw, ending the effect on itself on a success.\"]}],\"attachedItems\":[\"glaive|phb\",\"oversized longbow|wdh\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"O\"],\"damageTags\":[\"P\",\"S\"],\"damageTagsSpell\":[\"R\",\"T\"],\"spellcastingTags\":[\"CP\"],\"miscTags\":[\"MLW\",\"MW\",\"RNG\",\"RW\"],\"conditionInflict\":[\"frightened\"],\"conditionInflictSpell\":[\"blinded\",\"prone\"],\"savingThrowForced\":[\"wisdom\"],\"savingThrowForcedSpell\":[\"constitution\",\"strength\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/bestiary-wdmm.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\",\"VGM\",\"PHB\",\"MTF\"]},\"internalCopies\":[\"monster\"],\"otherSources\":{\"monster\":{\"MM\":\"WDMM\",\"VGM\":\"WDMM\",\"MTF\":\"WDMM\"}}},\"monster\":[{\"name\":\"Al'chaia\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":218,\"_copy\":{\"name\":\"Githyanki Knight\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the githyanki\",\"with\":\"Al'chaia\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Animated Ballista\",\"source\":\"WDMM\",\"page\":39,\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[15],\"hp\":{\"average\":50,\"formula\":\"50d1\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":10,\"con\":10,\"int\":3,\"wis\":3,\"cha\":1,\"senses\":[\"blindsight 120 ft. (blind beyond this radius)\"],\"passive\":6,\"immune\":[\"poison\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"cr\":\"2\",\"action\":[{\"name\":\"Magic Bolt\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 120 ft., one target. {@h}16 ({@damage 3d10}) fire damage\"]}],\"senseTags\":[\"B\"],\"damageTags\":[\"F\"],\"miscTags\":[\"RW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Animated Jade Serpent\",\"source\":\"WDMM\",\"page\":92,\"_copy\":{\"name\":\"Giant Poisonous Snake\",\"source\":\"MM\"},\"type\":\"construct\",\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"hasToken\":true},{\"name\":\"Animated Staff\",\"source\":\"WDMM\",\"page\":262,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"N\",\"E\"],\"ac\":[{\"ac\":17,\"from\":[\"natural armor\"]}],\"hp\":{\"special\":\"40\"},\"speed\":{\"walk\":0,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":12,\"dex\":12,\"con\":10,\"int\":18,\"wis\":14,\"cha\":10,\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":12,\"resist\":[\"cold\"],\"immune\":[\"poison\"],\"languages\":[\"Common\"],\"trait\":[{\"name\":\"Wielder Domination\",\"entries\":[\"A creature can grab the staff out of the air with a successful grapple check against the staff, and grappling the staff does not reduce the creature's speed. Any creature that successfully grapples the staff must succeed on a {@dc 12} Charisma saving throw or be {@condition charmed} by the staff until the staff is no longer in its grasp. While the creature is {@condition charmed}, the staff can issue commands to it, which the creature does its best to obey. The creature can repeat the saving throw each time it takes damage, ending the effect on itself on a success. A creature that successfully resists the staff's control can't be {@condition charmed} by it for 24 hours.\",\"A creature holding the staff that isn't {@condition charmed} by it can use an action to attempt to break the staff over a knee or against a solid surface, doing so with a successful {@dc 17} Strength ({@skill Athletics}) check. Breaking the staff in this manner destroys it.\"]}],\"action\":[{\"name\":\"Staff of Frost\",\"entries\":[\"The staff has 10 charges. It can expend 1 or more of its charges to cast one of the following spells (save {@dc 12}): {@spell cone of cold} (5 charges), {@spell fog cloud} (1 charge), {@spell ice storm} (4 charges), or {@spell wall of ice} (4 charges). It regains {@dice 1d6 + 4} expended charges daily at dawn. If the staff expends its last charge, roll a {@dice d20}. On a 1, the staff turns to water and is destroyed.\"]},{\"name\":\"Staff\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d6}) bludgeoning damage plus 1 cold damage.\"]}],\"senseTags\":[\"B\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\",\"C\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"charmed\"],\"savingThrowForced\":[\"charisma\"],\"hasToken\":true},{\"name\":\"Animated Statue of Lolth\",\"source\":\"WDMM\",\"page\":142,\"_copy\":{\"name\":\"Stone Golem\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"golem\",\"with\":\"statue\"},\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Spider Climb\",\"entries\":[\"The statue can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}}}},\"size\":[\"H\"],\"hp\":{\"average\":230,\"formula\":\"20d12 + 100\"},\"languages\":[\"understands Abyssal but can't speak\"],\"cr\":\"11\",\"traitTags\":[\"Immutable Form\",\"Magic Resistance\",\"Magic Weapons\",\"Spider Climb\"],\"languageTags\":[\"AB\",\"CS\"],\"hasToken\":true},{\"name\":\"Animated Stove\",\"source\":\"WDMM\",\"page\":186,\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[17],\"hp\":{\"average\":50,\"formula\":\"50d1\"},\"speed\":{\"walk\":30},\"str\":14,\"dex\":10,\"con\":10,\"int\":3,\"wis\":3,\"cha\":1,\"senses\":[\"blindsight 30 ft. (blind beyond this radius)\"],\"passive\":6,\"cr\":\"3\",\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d8 + 2}) bludgeoning damage.\"]},{\"name\":\"Belch Fire {@recharge 4}\",\"entries\":[\"The stove belches fire in a 15-foot cone. Each creature in the area must make a {@dc 10} Dexterity saving throw, taking 22 ({@damage 4d10}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"senseTags\":[\"B\"],\"damageTags\":[\"B\",\"F\"],\"miscTags\":[\"AOE\",\"MW\"],\"savingThrowForced\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Animated Wand\",\"source\":\"WDMM\",\"page\":299,\"_copy\":{\"name\":\"Animated Object (Tiny)\",\"source\":\"PHB\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"object\",\"with\":\"wand\",\"flags\":\"i\"},\"action\":{\"mode\":\"prependArr\",\"items\":{\"name\":\"Wand of Wonder\",\"entries\":[\"The animated wand can expend 1 of its charges and target a random creature with one of its {@item wand of wonder||randomly determined effects}. Any such effect that would target the wand's user targets the wand instead. If reduced to 0 hit points, the wand crumbles into dust and is destroyed.\"]}}}},\"hasToken\":true},{\"name\":\"Arcturia\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":296,\"_copy\":{\"name\":\"Lich\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the lich\",\"with\":\"Arcturia\",\"flags\":\"i\"}}},\"speed\":{\"walk\":30,\"fly\":{\"number\":60,\"condition\":\"(hover)\"},\"canHover\":true},\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Arcturia is an 18th-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 20}, {@hit 12} to hit with spell attacks). Arcturia can cast {@spell alter self} at will and has the following wizard spells prepared:\"],\"will\":[\"{@spell alter self}\"],\"spells\":{\"0\":{\"spells\":[\"{@spell mage hand}\",\"{@spell prestidigitation}\",\"{@spell ray of frost}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell magic missile}\",\"{@spell shield}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell detect thoughts}\",\"{@spell enlarge/reduce}\",\"{@spell Melf's acid arrow}\",\"{@spell mirror image}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell counterspell}\",\"{@spell dispel magic}\",\"{@spell fireball}\",\"{@spell slow}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell blight}\",\"{@spell polymorph}\"]},\"5\":{\"slots\":3,\"spells\":[\"{@spell animate objects}\",\"{@spell telekinesis}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell disintegrate}\",\"{@spell flesh to stone}\"]},\"7\":{\"slots\":1,\"spells\":[\"{@spell reverse gravity}\",\"{@spell teleport}\"]},\"8\":{\"slots\":1,\"spells\":[\"{@spell feeblemind}\",\"{@spell maze}\"]},\"9\":{\"slots\":1,\"spells\":[\"{@spell true polymorph}\"]}},\"ability\":\"int\",\"hidden\":[\"will\"]}],\"damageTagsLegendary\":[],\"damageTagsSpell\":[\"A\",\"B\",\"C\",\"F\",\"N\",\"O\",\"P\",\"S\",\"T\",\"Y\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ashtyrranthor\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":210,\"_copy\":{\"name\":\"Adult Red Dragon\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the dragon\",\"with\":\"Ashtyrranthor\",\"flags\":\"i\"}}},\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Ashtyrranthor's spellcasting ability is Charisma. She can innately cast the following spells, requiring no material components:\"],\"daily\":{\"1e\":[\"{@spell alarm}\",\"{@spell detect magic}\",\"{@spell gaseous form}\",\"{@spell misty step}\",\"{@spell passwall}\",\"{@spell see invisibility}\"]},\"ability\":\"cha\"}],\"damageTagsLegendary\":[],\"spellcastingTags\":[\"I\"],\"hasToken\":true},{\"name\":\"Awakened Brown Bear\",\"source\":\"WDMM\",\"page\":72,\"_copy\":{\"name\":\"Brown Bear\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Awakened\",\"source\":\"PHB\"}]},\"hasToken\":true},{\"name\":\"Awakened Elk\",\"source\":\"WDMM\",\"page\":72,\"_copy\":{\"name\":\"Elk\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Awakened\",\"source\":\"PHB\"}]},\"hasToken\":true},{\"name\":\"Awakened Giant Wasp\",\"source\":\"WDMM\",\"page\":72,\"_copy\":{\"name\":\"Giant Wasp\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Awakened\",\"source\":\"PHB\"}]},\"hasToken\":true},{\"name\":\"Berlain Shadowdusk\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":283,\"_copy\":{\"name\":\"Archmage\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the archmage\",\"with\":\"Berlain\",\"flags\":\"i\"},\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Extra Parts\",\"entries\":[\"As a bonus action, Berlain can use her extra mouth and arms to cast any cantrip she has prepared.\"]}}}},\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"languages\":[\"Common\",\"Deep Speech\",\"Grell\",\"Undercommon\"],\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Berlain is an 18th-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 17}, {@hit 9} to hit with spell attacks). Berlain can cast {@spell disguise self} and invisibility at will and has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell light}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\",\"{@spell shocking grasp}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell identify}\",\"{@spell mage armor}*\",\"{@spell magic missile}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell detect thoughts}\",\"{@spell mirror image}\",\"{@spell misty step}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell counterspell}\",\"{@spell fly}\",\"{@spell lightning bolt}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell polymorph}\",\"{@spell fire shield}\",\"{@spell stoneskin}*\"]},\"5\":{\"slots\":3,\"spells\":[\"{@spell cone of cold}\",\"{@spell scrying}\",\"{@spell wall of force}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell globe of invulnerability}\"]},\"7\":{\"slots\":1,\"spells\":[\"{@spell teleport}\"]},\"8\":{\"slots\":1,\"spells\":[\"{@spell mind blank}*\"]},\"9\":{\"slots\":1,\"spells\":[\"{@spell time stop}\"]}},\"footerEntries\":[\"*Berlain casts these spells on herself before combat.\"],\"ability\":\"int\"}],\"languageTags\":[\"C\",\"DS\",\"OTH\",\"U\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Big Xorn\",\"source\":\"WDMM\",\"page\":51,\"_copy\":{\"name\":\"Xorn\",\"source\":\"MM\"},\"size\":[\"L\"],\"hp\":{\"formula\":\"9d10 + 54\",\"average\":103},\"str\":20,\"cr\":\"8\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The xorn makes three claw attacks and one bite attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}22 ({@damage 5d6 + 5}) piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage.\"]}],\"miscTags\":[\"MW\",\"RCH\"],\"hasToken\":true},{\"name\":\"Bore Worm\",\"source\":\"WDMM\",\"page\":171,\"size\":[\"G\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":18,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":247,\"formula\":\"15d20 + 90\"},\"speed\":{\"walk\":50,\"burrow\":30},\"str\":28,\"dex\":7,\"con\":22,\"int\":1,\"wis\":8,\"cha\":4,\"save\":{\"con\":\"+11\",\"wis\":\"+4\"},\"senses\":[\"blindsight 30 ft.\",\"tremorsense 60 ft.\"],\"passive\":9,\"immune\":[\"poison\",\"psychic\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't adamantine\",\"cond\":true}],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\"],\"cr\":\"16\",\"trait\":[{\"name\":\"Tunneler\",\"entries\":[\"The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.\"]},{\"name\":\"Regeneration\",\"entries\":[\"The worm regains 10 hit points at the start of each of its turns if it has at least 1 hit point.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The worm makes two attacks: one with its grinding jaws and one with its stinger.\"]},{\"name\":\"Grinding Jaws\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d8 + 9}) slashing damage.\"]},{\"name\":\"Tail Stinger\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one creature. {@h}19 ({@damage 3d6 + 9}) piercing damage, and the target must make a {@dc 19} Constitution saving throw, taking 42 ({@damage 12d6}) poison damage on a failed save, or half as much damage on a successful one.\"]}],\"traitTags\":[\"Regeneration\",\"Tunneler\"],\"senseTags\":[\"B\",\"T\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Captain N'ghathrod\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":250,\"_copy\":{\"name\":\"Mind Flayer Arcanist\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the mind flayer\",\"with\":\"Captain N'ghathrod\",\"flags\":\"i\"}}},\"hp\":{\"average\":111,\"formula\":\"13d8 + 13\"},\"legendaryGroup\":{\"name\":\"Captain N'ghathrod\",\"source\":\"WDMM\"},\"savingThrowForcedLegendary\":[\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Carrion Ogre\",\"source\":\"WDMM\",\"page\":189,\"_copy\":{\"name\":\"Ogre\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"type\":\"entries\",\"name\":\"Tied Down\",\"entries\":[\"While lashed to the floor, the creature is {@condition prone} and {@condition restrained}. It also suffers from two levels of {@condition exhaustion}.\"]}}}},\"int\":1,\"languages\":null,\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The creature makes two attacks: one with its tentacles and one with its bite.\"]},{\"name\":\"Tentacles\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one creature. {@h}4 ({@damage 1d4 + 2}) poison damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 minute. Until this poison ends, the target is {@condition paralyzed}. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) piercing damage.\"]}],\"actionTags\":[\"Multiattack\",\"Tentacles\"],\"languageTags\":[],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"paralyzed\",\"poisoned\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Cassiok Shadowdusk\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":287,\"_copy\":{\"name\":\"Archmage\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the archmage\",\"with\":\"Cassiok\",\"flags\":\"i\"},\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Special Equipment\",\"entries\":[\"Cassiok carries a {@item staff of power} that grants him a +2 bonus to Armor Class, spell attack rolls, and saving throws. His insectoid physiology prevents him from making melee attacks with the staff. If reduced to 20 hit points or fewer, Cassiok uses his next action to break his staff in a retributive strike.\"]}},\"action\":\"remove\"}},\"type\":\"aberration\",\"alignment\":[\"C\",\"E\"],\"ac\":[14,{\"ac\":17,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"save\":{\"str\":\"+2\",\"dex\":\"+4\",\"con\":\"+3\",\"int\":\"+11\",\"wis\":\"+8\",\"cha\":\"+5\"},\"languages\":[\"Common\",\"Deep Speech\",\"Infernal\",\"Undercommon\"],\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Cassiok is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 19}, {@hit 11} to hit with spell attacks). Cassiok can cast {@spell disguise self} and invisibility at will and has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell light}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\",\"{@spell shocking grasp}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell identify}\",\"{@spell mage armor}*\",\"{@spell magic missile}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell detect thoughts}\",\"{@spell mirror image}\",\"{@spell misty step}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell counterspell}\",\"{@spell fly}\",\"{@spell lightning bolt}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell phantasmal killer}\",\"{@spell fire shield}\",\"{@spell stoneskin}*\"]},\"5\":{\"slots\":3,\"spells\":[\"{@spell cone of cold}\",\"{@spell scrying}\",\"{@spell wall of force}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell globe of invulnerability}\"]},\"7\":{\"slots\":1,\"spells\":[\"{@spell teleport}\"]},\"8\":{\"slots\":1,\"spells\":[\"{@spell mind blank}*\"]},\"9\":{\"slots\":1,\"spells\":[\"{@spell time stop}\"]}},\"footerEntries\":[\"*Cassiok casts these spells on himself before combat.\"],\"ability\":\"int\"}],\"languageTags\":[\"C\",\"DS\",\"I\",\"U\"],\"damageTagsSpell\":[\"C\",\"F\",\"L\",\"O\",\"Y\"],\"miscTags\":[],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Copper Stormforge\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":30,\"_copy\":{\"name\":\"Scout\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Shield Dwarf\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the scout\",\"with\":\"Copper\",\"flags\":\"i\"}}},\"alignment\":[\"N\",\"E\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"D\",\"X\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Crow\",\"source\":\"WDMM\",\"page\":302,\"_copy\":{\"name\":\"Raven\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"raven\",\"with\":\"crow\",\"flags\":\"i\"}}},\"hasToken\":true},{\"name\":\"Crystal Battleaxe\",\"source\":\"WDMM\",\"page\":89,\"_copy\":{\"name\":\"Flying Sword\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"sword\",\"with\":\"battleaxe\",\"flags\":\"i\"}}},\"action\":[{\"name\":\"Battleaxe\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) slashing damage.\"]}],\"attachedItems\":[\"battleaxe|phb\"],\"miscTags\":[\"MLW\"],\"hasToken\":true},{\"name\":\"Crystal Golem\",\"source\":\"WDMM\",\"page\":210,\"_copy\":{\"name\":\"Stone Golem\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Illumination\",\"entries\":[\"The golem magically sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light goes out when the golem is destroyed.\"]},{\"name\":\"Light Intensity\",\"entries\":[\"Any creature that starts its turn within 10 feet of the illuminated golem and can see the golem must succeed on a DC 17 Wisdom saving throw or be {@condition blinded} until the start of the creature's next turn.\",\"A creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the golem until the start of its next turn, when it can avert its eyes again. If the creature looks at the golem in the meantime, it must immediately make the save.\"]}]}}},\"traitTags\":[\"Illumination\",\"Immutable Form\",\"Magic Resistance\",\"Magic Weapons\"],\"miscTags\":[\"AOE\",\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Deformed Duergar\",\"isNpc\":true,\"source\":\"WDMM\",\"page\":180,\"_copy\":{\"name\":\"Duergar\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"prependArr\",\"items\":[{\"name\":\"Third Arm\",\"entries\":[\"The duergar can make an attack with its javelin as a bonus action.\"]},{\"name\":\"Merged Heads\",\"entries\":[\"The duergar has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition charmed}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}.\"]}]}}},\"hp\":{\"average\":40,\"formula\":\"4d8 + 4\"},\"miscTags\":[\"MW\",\"RCH\",\"RW\",\"THW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Dezmyr Shadowdusk\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":287,\"_copy\":{\"name\":\"Death Knight\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the death knight\",\"with\":\"Dezmyr\",\"flags\":\"i\"},\"trait\":{\"mode\":\"prependArr\",\"items\":[{\"name\":\"Warp Reality\",\"entries\":[\"As a bonus action on her turn, Dezmyr can warp reality, undoing damage dealt to herself or another creature that she can see within 20 feet of her. The beneficiary of this warped reality instantly regains 10 hit points.\"]}]}}},\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Dezmyr is a 19th-level spellcaster. Her spellcasting ability is Charisma (spell save {@dc 18}, {@hit 10} to hit with spell attacks). She has the following paladin spells prepared:\"],\"spells\":{\"1\":{\"slots\":4,\"spells\":[\"{@spell command}\",\"{@spell compelled duel}\",\"{@spell searing smite}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell hold person}\",\"{@spell magic weapon}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell dispel magic}\",\"{@spell elemental weapon}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell locate creature}\",\"{@spell staggering smite}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell destructive wave} (necrotic)\"]}},\"ability\":\"cha\"}],\"savingThrowForcedSpell\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Drivvin Freth\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":169,\"_copy\":{\"name\":\"Archmage\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Drow\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the archmage\",\"with\":\"Drivvin\",\"flags\":\"i\"},\"action\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Summon Demon (1/Day)\",\"entries\":[\"Drivvin magically summons a {@filter demon of challenge rating 6 or lower|bestiary|challenge rating=[&0;&6]|tag=demon|miscellaneous=!swarm}. The summoned demon appears in an unoccupied space within 60 feet of him, acts as his ally, and can't summon other demons. The summoned demon remains until Drivvin dismisses it as an action or until the demon is reduced to 0 hit points.\"]}}}},\"languages\":[\"Abyssal\",\"Common\",\"Dwarvish\",\"Elvish\",\"Goblin\",\"Undercommon\"],\"traitTags\":[\"Fey Ancestry\",\"Magic Resistance\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"AB\",\"C\",\"D\",\"E\",\"GO\",\"U\"],\"spellcastingTags\":[\"CW\",\"I\"],\"hasToken\":true},{\"name\":\"Emberosa\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":185,\"_copy\":{\"name\":\"Fire Giant\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the giant\",\"with\":\"Emberosa\",\"flags\":\"i\"},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Rock\",\"items\":{\"name\":\"Hurl Fire\",\"entries\":[\"{@atk rw} {@hit 11} to hit, range 60/240 ft., one target. {@h}29 ({@damage 4d10 + 7}) fire damage.\"]}}}},\"damageTags\":[\"F\",\"S\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Ezzat\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":262,\"_copy\":{\"name\":\"Lich\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the lich\",\"with\":\"Ezzat\",\"flags\":\"i\"},\"trait\":{\"mode\":\"prependArr\",\"items\":{\"name\":\"Special Equipment\",\"entries\":[\"Ezzat wears an {@item amulet of proof against detection and location}.\"]}}}},\"languages\":[\"Common\",\"Dwarvish\",\"Draconic\",\"Elvish\",\"Sylvan\",\"Undercommon\"],\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Ezzat is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 20}, {@hit 12} to hit with spell attacks). He has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell mage hand}\",\"{@spell prestidigitation}\",\"{@spell ray of frost}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell magic missile}\",\"{@spell shield}\",\"{@spell thunderwave}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell detect thoughts}\",\"{@spell invisibility}\",\"{@spell Melf's acid arrow}\",\"{@spell mirror image}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell animate dead}\",\"{@spell counterspell}\",\"{@spell dispel magic}\",\"{@spell fireball}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell blight}\",\"{@spell dimension door}\"]},\"5\":{\"slots\":3,\"spells\":[\"{@spell cloudkill}\",\"{@spell scrying}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell disintegrate}\",\"{@spell globe of invulnerability}\"]},\"7\":{\"slots\":1,\"spells\":[\"{@spell finger of death}\",\"{@spell forcecage}\"]},\"8\":{\"slots\":1,\"spells\":[\"{@spell dominate monster}\",\"{@spell power word stun}\"]},\"9\":{\"slots\":1,\"spells\":[\"{@spell power word kill}\"]}},\"ability\":\"int\"}],\"languageTags\":[\"C\",\"D\",\"DR\",\"E\",\"S\",\"U\"],\"damageTagsLegendary\":[],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true},{\"name\":\"Fazrian\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":275,\"_copy\":{\"name\":\"Planetar\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the planetar\",\"with\":\"Fazrian\",\"flags\":\"i\"},\"action\":{\"mode\":\"removeArr\",\"names\":\"Healing Touch (4/Day)\"}}},\"alignment\":[\"L\",\"E\"],\"legendaryGroup\":{\"name\":\"Fazrian\",\"source\":\"WDMM\"},\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForcedLegendary\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Fidelio\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":197,\"_copy\":{\"name\":\"Ghost\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the ghost\",\"with\":\"Fidelio\",\"flags\":\"i\"}}},\"hp\":{\"average\":80,\"formula\":\"10d8\"},\"hasToken\":true},{\"name\":\"Five-Armed Troll\",\"source\":\"WDMM\",\"page\":154,\"_copy\":{\"name\":\"Troll\",\"source\":\"MM\",\"_mod\":{\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Multiattack\",\"items\":{\"name\":\"Multiattack\",\"entries\":[\"The troll makes six attacks: one with its bite and five with its claws.\"]}}}},\"cr\":\"8\",\"hasToken\":true},{\"name\":\"Flying Trident\",\"source\":\"WDMM\",\"page\":106,\"_copy\":{\"name\":\"Flying Sword\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"sword\",\"with\":\"trident\",\"flags\":\"i\"},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Longsword\",\"items\":{\"name\":\"Trident\",\"entries\":[\"{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage.\"]}}}},\"damageTags\":[\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Giant Flying Spider\",\"source\":\"WDMM\",\"page\":150,\"_copy\":{\"name\":\"Giant Spider\",\"source\":\"MM\"},\"speed\":{\"walk\":30,\"climb\":30,\"fly\":40},\"hasToken\":true},{\"name\":\"Giant Mutated Drow\",\"source\":\"WDMM\",\"page\":143,\"_copy\":{\"name\":\"Cloud Giant\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"giant\",\"with\":\"drow\",\"flags\":\"i\"},\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}]}}},\"type\":\"giant\",\"alignment\":[\"N\",\"E\"],\"senses\":[\"darkvision 120 ft.\"],\"languages\":[\"Elvish\",\"Undercommon\"],\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The drow's innate spellcasting ability is Charisma (spell save DC 15). The drow can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell dancing lights}\"],\"daily\":{\"1e\":[\"{@spell darkness}\",\"{@spell faerie fire}\"]},\"ability\":\"cha\"}],\"traitTags\":[\"Fey Ancestry\",\"Keen Senses\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"C\",\"E\",\"GI\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true},{\"name\":\"Glyster\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":241,\"_copy\":{\"name\":\"Adult Bronze Dragon\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the dragon\",\"with\":\"Glyster\",\"flags\":\"i\"}}},\"alignment\":[\"L\",\"G\"],\"damageTagsLegendary\":[],\"hasToken\":true},{\"name\":\"Gorka Tharn\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":257,\"_copy\":{\"name\":\"Mummy Lord\",\"source\":\"MM\",\"_mod\":{\"action\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Enlarge (Recharges after a Short or Long Rest)\",\"entries\":[\"For 1 minute, the mummy lord magically increases in size, along with anything it is wearing or carrying. While enlarged, the mummy lord is Large, doubles its damage dice with its Rotting Fist attack, and makes Strength checks and Strength saving throws with advantage. If the mummy lord lacks the room to become Large, it attains the maximum size possible in the space available.\"]},{\"name\":\"Invisibility (Recharges after a Short or Long Rest)\",\"entries\":[\"The mummy lord magically turns {@condition invisible} for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its {@status concentration} is broken (as if {@status concentration||concentrating} on a spell). Any equipment the mummy lord wears or carries is {@condition invisible} with it.\",\"The stalagmite in the northwest alcove is hollow and serves as Gorka Tharn's sarcophagus. The mummy lord is lodged inside the stalagmite's funnel-shaped interior. When it awakens, the mummy lord uses a {@spell stone shape} spell to create an opening large enough for it to emerge. It destroys any intruders in its lair, then returns to its sarcophagus and its slumber.\",\"At the bottom of the stalagmite's hollow cavity, four 1-foot-tall clay urns contain Gorka Tharn's preserved internal organs, including the mummy lord's shriveled heart. Only by destroying the heart can the characters prevent the mummy lord from rejuvenating. The heart is a Tiny object with AC 5, 25 hit points, and immunity to all damage except fire.\"]}]}}},\"languages\":[\"Dwarvish\",\"Undercommon\"],\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 17}, {@hit 9} to hit with spell attacks). The mummy lord has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell sacred flame}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell command}\",\"{@spell guiding bolt}\",\"{@spell shield of faith}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell hold person}\",\"{@spell silence}\",\"{@spell spiritual weapon}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell animate dead}\",\"{@spell dispel magic}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell stone shape}\",\"{@spell guardian of faith}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell contagion}\",\"{@spell insect plague}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell harm}\"]}},\"ability\":\"wis\"}],\"languageTags\":[\"D\",\"U\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Gorzil's Gang Troglodyte\",\"source\":\"WDMM\",\"page\":150,\"_copy\":{\"name\":\"Troglodyte\",\"source\":\"MM\",\"_mod\":{\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Multiattack\",\"items\":{\"name\":\"Multiattack\",\"entries\":[\"The troglodyte makes three attacks: one with its bite and two with its longsword.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Claw\",\"items\":{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage, or 7 ({@damage 1d10 + 2}) slashing damage if used with two hands.\"]}}]}},\"ac\":[{\"ac\":14,\"from\":[\"{@item breastplate|phb}\"]}],\"languages\":[\"understands Undercommon but can't speak\"],\"languageTags\":[\"CS\",\"U\"],\"hasToken\":true},{\"name\":\"Halaster Blackcloak\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":310,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[14,{\"ac\":17,\"condition\":\"with {@spell mage armor}\",\"braces\":true}],\"hp\":{\"average\":246,\"formula\":\"29d8 + 116\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":18,\"con\":18,\"int\":24,\"wis\":18,\"cha\":18,\"save\":{\"int\":\"+14\",\"wis\":\"+11\"},\"skill\":{\"arcana\":\"+21\",\"history\":\"+21\",\"perception\":\"+11\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":21,\"resist\":[\"fire\",{\"resist\":[\"lightning\"],\"note\":\"(granted by the blast scepter, see \\\"Special Equipment\\\" below)\"}],\"languages\":[\"Abyssal\",\"Celestial\",\"Common\",\"Draconic\",\"Dwarvish\",\"Elvish\",\"Infernal\",\"Undercommon\"],\"cr\":\"23\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Halaster is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 22}, {@hit 14} to hit with spell attacks). He can cast {@spell disguise self} and {@spell invisibility} at will. He can cast {@spell fly} and {@spell lightning bolt} once each without expending a spell slot, but can't do so again until he finishes a short or long rest. Halaster has the following wizard spells prepared:\"],\"will\":[\"{@spell disguise self}\",\"{@spell invisibility}\"],\"daily\":{\"1\":[\"{@spell fly}\",\"{@spell lightning bolt}\"]},\"spells\":{\"0\":{\"spells\":[\"{@spell dancing lights}\",\"{@spell fire bolt}\",\"{@spell light}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell mage armor}\",\"{@spell magic missile}\",\"{@spell shield}\",\"{@spell silent image}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell arcane lock}\",\"{@spell cloud of daggers}\",\"{@spell darkvision}\",\"{@spell knock}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell counterspell}\",\"{@spell dispel magic}\",\"{@spell fireball}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell confusion}\",\"{@spell hallucinatory terrain}\",\"{@spell polymorph}\"]},\"5\":{\"slots\":3,\"spells\":[\"{@spell Bigby's hand}\",\"{@spell geas}\",\"{@spell wall of force}\"]},\"6\":{\"slots\":2,\"spells\":[\"{@spell chain lightning}\",\"{@spell globe of invulnerability}\",\"{@spell programmed illusion}\"]},\"7\":{\"slots\":2,\"spells\":[\"{@spell finger of death}\",\"{@spell symbol}\",\"{@spell teleport}\"]},\"8\":{\"slots\":1,\"spells\":[\"{@spell maze}\",\"{@spell mind blank}\"]},\"9\":{\"slots\":1,\"spells\":[\"{@spell meteor swarm}\",\"{@spell wish}\"]}},\"ability\":\"int\",\"hidden\":[\"will\",\"daily\"]}],\"trait\":[{\"name\":\"Special Equipment\",\"entries\":[\"Halaster wears a {@item robe of eyes} that lets him see in all directions, gives him darkvision out to a range of 120 feet, grants advantage on Wisdom ({@skill Perception}) checks that rely on sight, and allows him to see {@condition invisible} creatures and objects, as well as into the Ethereal Plane, out to a range of 120 feet.\",\"Halaster wields a blast scepter (a very rare magic item that requires attunement). It can be used as an arcane focus. Whoever is attuned to the blast scepter gains resistance to fire and lightning damage and can, as an action, use it to cast {@spell thunderwave} as a 4th-level spell (save {@dc 16}) without expending a spell slot.\",\"Halaster also wears a horned ring (a very rare magic item that requires attunement), which allows an attuned wearer to ignore Undermountain's magical restrictions (see \\\"Alterations to Magic\\\").\"]},{\"name\":\"Arcane Recovery (1/Day)\",\"entries\":[\"When he finishes a short rest, Halaster recovers all his spell slots of 5th level and lower.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Halaster fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Rejuvenation\",\"entries\":[\"If Halaster dies in Undermountain, he revives after {@dice 1d10} days, with all his hit points and any missing body parts restored. His new body appears in a random safe location in Undermountain.\"]}],\"action\":[{\"name\":\"Blast Scepter\",\"entries\":[\"Halaster uses his blast scepter to cast {@spell thunderwave} as a 4th-level spell. Each creature in a 15-foot cube originating from him must make a {@dc 16} Constitution saving throw. On a failed save, a creature takes {@dice 5d8} thunder damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn't pushed\"]}],\"legendary\":[{\"name\":\"Cast Spell\",\"entries\":[\"Halaster casts a spell of 3rd level or lower.\"]},{\"name\":\"Spell Ward (Costs 2 Actions)\",\"entries\":[\"Halaster expends a spell slot of 4th level or lower and gains 5 temporary hit points per level of the slot.\"]}],\"legendaryGroup\":{\"name\":\"Halaster Blackcloak\",\"source\":\"WDMM\"},\"traitTags\":[\"Legendary Resistances\",\"Rejuvenation\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"AB\",\"C\",\"CE\",\"D\",\"DR\",\"E\",\"I\",\"U\"],\"damageTags\":[\"T\"],\"damageTagsSpell\":[\"B\",\"F\",\"L\",\"N\",\"O\",\"S\",\"Y\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"AOE\"],\"conditionInflictSpell\":[\"charmed\",\"frightened\",\"incapacitated\",\"invisible\",\"stunned\",\"unconscious\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"intelligence\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Halaster Horror\",\"source\":\"WDMM\",\"page\":129,\"_copy\":{\"name\":\"Helmed Horror\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"helmed\",\"with\":\"Halaster\"},\"trait\":{\"mode\":\"replaceArr\",\"replace\":\"Spell Immunity\",\"items\":{\"name\":\"Spell Immunity\",\"entries\":[\"The Halaster horror is immune to the {@spell cone of cold}, {@spell disintegrate}, and {@spell fireball} spells.\"]}}}},\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The Halaster horror makes two staff attacks.\"]},{\"name\":\"Staff\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage.\"]}],\"damageTags\":[\"B\"],\"hasToken\":true},{\"name\":\"Halaster Puppet\",\"isNpc\":true,\"source\":\"WDMM\",\"page\":31,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"N\"],\"ac\":[10],\"hp\":{\"special\":\"8\"},\"speed\":{\"walk\":20},\"str\":10,\"dex\":10,\"con\":10,\"int\":10,\"wis\":10,\"cha\":10,\"passive\":10,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"frightened\",\"exhaustion\"],\"languages\":[\"Common\"],\"trait\":[{\"name\":\"Antimagic Susceptibility\",\"entries\":[\"The puppet is destroyed if a successful {@spell dispel magic} spell ({@dc 15}) is cast on it\"]}],\"traitTags\":[\"Antimagic Susceptibility\"],\"languageTags\":[\"C\"],\"hasToken\":true},{\"name\":\"Haungharassk\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":258,\"size\":[\"H\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[6],\"hp\":{\"average\":52,\"formula\":\"7d12 + 7\"},\"speed\":{\"walk\":10,\"climb\":10},\"str\":20,\"dex\":3,\"con\":13,\"int\":3,\"wis\":10,\"cha\":3,\"passive\":10,\"cr\":\"0\",\"trait\":[{\"name\":\"Salt Sensitivity\",\"entries\":[\"A pound of salt thrown onto the snail's skin deals {@dice 1d6} acid damage to the creature.\"]},{\"name\":\"Magical Properties\",\"entries\":[\"A creature that uses an action to touch the living snail gains 6 temporary hit points that last for 24 hours. Any creature or object that touches the living snail also gains the benefit of a {@spell remove curse} spell. The snail loses these magical properties if it dies.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"The snail can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}],\"traitTags\":[\"Spider Climb\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Horned Sister\",\"shortName\":\"the horned sister\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":118,\"_copy\":{\"name\":\"Mage\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Tiefling\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"(^| )mage\",\"with\":\"$1horned sister\"}}},\"alignment\":[\"L\",\"E\"],\"languages\":[\"Common\",\"Draconic\",\"Infernal\",\"Undercommon\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"DR\",\"I\",\"U\"],\"spellcastingTags\":[\"CW\",\"I\"],\"hasToken\":true},{\"name\":\"Huge Gray Ooze\",\"source\":\"WDMM\",\"page\":243,\"_copy\":{\"name\":\"Gray Ooze\",\"source\":\"MM\"},\"size\":[\"H\"],\"hp\":{\"average\":152,\"formula\":\"16d12 + 48\"},\"str\":18,\"cr\":\"8\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"As an action, it can make two attacks with its pseudopods.\"]},{\"name\":\"Pseudopod\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}21 ({@damage 6d6}) acid damage, or 42 ({@damage 12d6}) acid damage while the ooze is enlarged. If the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.\"]},{\"name\":\"Enlarge (Recharges after a Short or Long Rest)\",\"entries\":[\"For 1 minute, the ooze magically increases in size. While enlarged, the ooze is Gargantuan, doubles its damage dice with its pseudopod attack, and makes Strength checks and Strength saving throws with advantage.\"]},{\"name\":\"Invisibility (Recharges after a Short or Long Rest)\",\"entries\":[\"The ooze magically turns {@condition invisible} for up to 1 hour until it attacks, it uses its Enlarge, or its {@status concentration} is broken (as if {@status concentration||concentrating} on a spell).\"]}],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"A\"],\"conditionInflict\":[\"invisible\"],\"hasToken\":true},{\"name\":\"Intelligent Black Pudding\",\"source\":\"WDMM\",\"page\":244,\"_copy\":{\"name\":\"Black Pudding\",\"source\":\"MM\"},\"int\":14,\"languages\":[\"Elvish and Undercommon but can't speak\"],\"spellcasting\":[{\"name\":\"Innate Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The pudding's spellcasting ability is Intelligence (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It can cast the following spells, requiring no components:\"],\"will\":[\"{@spell dancing lights}\",\"{@spell mage hand}\"],\"daily\":{\"1\":[\"{@spell Melf's acid arrow}\"],\"3e\":[\"{@spell darkness}\",\"{@spell faerie fire}\",\"{@spell shield}\"]},\"ability\":\"int\"}],\"languageTags\":[\"CS\",\"E\",\"U\"],\"damageTagsSpell\":[\"A\"],\"spellcastingTags\":[\"I\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true},{\"name\":\"Iron Spider\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":165,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[19],\"hp\":{\"special\":\"80\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":18,\"dex\":10,\"con\":10,\"int\":3,\"wis\":3,\"cha\":1,\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":6,\"immune\":[\"poison\",\"psychic\"],\"action\":[{\"name\":\"Web Cable\",\"entries\":[\"The iron spider shoots out a 6-inch-thick web cable up to 50 feet long, attaching the far end of the cable to a solid surface up to 50 feet away from it. As a bonus action, it can detach the other end of the cable from itself and attach it to a solid surface within 10 feet of it. Once it creates 200 feet of web cable, the spider can't produce any more cable until the next dawn.\"]}],\"senseTags\":[\"B\"],\"hasToken\":true},{\"name\":\"Junior Drow Priestess of Lolth\",\"source\":\"WDMM\",\"page\":149,\"_copy\":{\"name\":\"Priest\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Drow\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"priest\",\"with\":\"priestess\"}}},\"alignment\":[\"N\",\"E\"],\"traitTags\":[\"Fey Ancestry\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"E\",\"X\"],\"spellcastingTags\":[\"CC\",\"I\"],\"hasToken\":true},{\"name\":\"Kavil\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":205,\"_copy\":{\"name\":\"Mage\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the mage\",\"with\":\"Kavil\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\",\"E\"],\"languages\":[\"Dwarvish\",\"Common\",\"Giant\",\"Undercommon\"],\"languageTags\":[\"C\",\"D\",\"GI\",\"U\"],\"hasToken\":true},{\"name\":\"Keresta Delvingstone\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":232,\"_copy\":{\"name\":\"Vampire\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the vampire\",\"with\":\"Keresta\",\"flags\":\"i\"},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Children of the Night (1/Day)\",\"items\":{\"name\":\"Children of the Night (1/Day)\",\"entries\":[\"The vampire magically calls {@dice 2d4} swarms of {@creature swarm of bats||bats} or {@creature swarm of rats||rats}, provided that the sun isn't up. While outdoors, the vampire can call {@dice 3d6} {@creature giant centipede||giant centipedes} instead. The called creatures arrive in {@dice 1d4} rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.\"]}}}},\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Keresta is a 9th-level spellcaster. Her spellcasting ability is Wisdom (spell save {@dc 15}, {@hit 7} to hit with spell attacks). She has the following cleric spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell guidance}\",\"{@spell mending}\",\"{@spell resistance}\",\"{@spell thaumaturgy}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell bane}\",\"{@spell command}\",\"{@spell inflict wounds}\",\"{@spell ray of sickness}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell blindness/deafness}\",\"{@spell ray of enfeeblement}\",\"{@spell spiritual weapon}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell animate dead}\",\"{@spell bestow curse}\",\"{@spell dispel magic}\",\"{@spell spirit guardians}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell blight}\",\"{@spell death ward}\",\"{@spell divination}\"]},\"5\":{\"slots\":1,\"spells\":[\"{@spell antilife shell}\",\"{@spell destructive wave}\"]}},\"ability\":\"int\"}],\"legendaryGroup\":{\"name\":\"Keresta Delvingstone\",\"source\":\"WDMM\"},\"damageTagsSpell\":[\"I\",\"N\",\"O\",\"R\",\"T\"],\"spellcastingTags\":[\"CC\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Kol'daan\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":155,\"_copy\":{\"name\":\"Troglodyte\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the troglodyte\",\"with\":\"Kol'daan\",\"flags\":\"i\"},\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Multiattack\",\"items\":{\"name\":\"Multiattack\",\"entries\":[\"Kol'daan makes three attacks: one with its bite and two with its claws or sparring sword.\"]}},{\"mode\":\"appendArr\",\"items\":{\"name\":\"Sparring Sword\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 2}) bludgeoning damage.\"]}}]}},\"hp\":{\"average\":20,\"formula\":\"2d8 + 4\"},\"damageTags\":[\"B\",\"P\",\"S\"],\"hasToken\":true},{\"name\":\"Large Mimic\",\"source\":\"WDMM\",\"page\":76,\"_copy\":{\"name\":\"Mimic\",\"source\":\"MM\"},\"size\":[\"L\"],\"hp\":{\"average\":67,\"formula\":\"9d10 + 18\"},\"hasToken\":true},{\"name\":\"Lava Child\",\"source\":\"WDMM\",\"page\":313,\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"lava child\"]},\"alignment\":[\"N\"],\"ac\":[11],\"hp\":{\"average\":60,\"formula\":\"8d8 + 24\"},\"speed\":{\"walk\":25,\"climb\":20},\"str\":18,\"dex\":13,\"con\":16,\"int\":11,\"wis\":10,\"cha\":10,\"skill\":{\"athletics\":\"+6\",\"survival\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"fire\",{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from metal weapons\",\"cond\":true}],\"languages\":[\"Common\",\"Ignan\"],\"cr\":\"3\",\"trait\":[{\"name\":\"Metal Immunity\",\"entries\":[\"The lava child can move through metal without hindrance, and it has advantage on attack rolls against any creature wearing metal armor or using a metal shield.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The lava child makes two attacks: one with its bite and one with its claws.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage.\"]},{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage.\"]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"IG\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Left Hand of Manshoon\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":119,\"_copy\":{\"name\":\"Archmage\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"archmage\",\"with\":\"hand\",\"flags\":\"i\"},\"_\":{\"mode\":\"replaceSpells\",\"spells\":{\"4\":[{\"replace\":\"{@spell banishment}\",\"with\":\"{@spell blight}\"}]}}}},\"size\":[\"T\"],\"type\":{\"type\":\"undead\"},\"alignment\":[\"U\"],\"hp\":{\"average\":63,\"formula\":\"18d4 + 18\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"conditionImmune\":[\"blinded\",\"deafened\"],\"hasToken\":true},{\"name\":\"Living Unseen Servant\",\"source\":\"WDMM\",\"page\":313,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[10],\"hp\":{\"average\":4,\"formula\":\"1d8\"},\"speed\":{\"walk\":30},\"str\":2,\"dex\":10,\"con\":11,\"int\":1,\"wis\":10,\"cha\":1,\"skill\":{\"perception\":\"+2\",\"stealth\":\"+4\"},\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":12,\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"paralyzed\",\"petrified\",\"poisoned\",\"unconscious\"],\"languages\":[\"understands one language (usually Common) but can't speak\"],\"cr\":\"0\",\"trait\":[{\"name\":\"Invisibility\",\"entries\":[\"The unseen servant is {@condition invisible}.\"]}],\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}1 bludgeoning damage.\"]}],\"senseTags\":[\"B\"],\"languageTags\":[\"C\",\"CS\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"conditionInflict\":[\"invisible\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Mad Golem\",\"source\":\"WDMM\",\"page\":254,\"_copy\":{\"name\":\"Stone Golem\",\"source\":\"MM\",\"_mod\":{\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Slam\",\"items\":{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}24 ({@damage 4d8 + 6}) bludgeoning damage.\"]}}}},\"size\":[\"H\"],\"hp\":{\"average\":264,\"formula\":\"23d12 + 115\"},\"int\":9,\"cha\":9,\"languages\":[\"understands Abyssal\",\"Celestial\",\"Common\",\"Draconic\",\"Dwarvish\",\"Elvish\",\"Infernal\",\"and Undercommon but can't speak\"],\"cr\":\"12\",\"languageTags\":[\"AB\",\"C\",\"CE\",\"CS\",\"D\",\"DR\",\"E\",\"I\",\"U\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Maddgoth's Homunculus\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":96,\"_copy\":{\"name\":\"Homunculus\",\"source\":\"MM\",\"_mod\":{\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Bite\",\"items\":{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}{@damage 2d6 + 2} piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be {@condition poisoned} for 1 minute. If the saving throw fails by 5 or more, the target is instead {@condition poisoned} for 5 ({@dice 1d10}) minutes and {@condition unconscious} while {@condition poisoned} in this way.\"]}}}},\"size\":[\"L\"],\"hp\":{\"average\":55,\"formula\":\"10d10\"},\"str\":15,\"languages\":[\"Abyssal\",\"Common\",\"Draconic\",\"Gnomish but can't speak\"],\"cr\":\"2\",\"languageTags\":[\"AB\",\"C\",\"CS\",\"DR\",\"G\"],\"damageTags\":[\"P\"],\"hasToken\":true},{\"name\":\"Marta Moonshadow\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":46,\"_copy\":{\"name\":\"Mage\",\"source\":\"MM\",\"_templates\":[{\"name\":\"High Elf\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the mage\",\"with\":\"Marta\",\"flags\":\"i\"},\"_\":{\"mode\":\"addSpells\",\"spells\":{\"0\":{\"spells\":[\"{@spell ray of frost}\"]}}},\"trait\":{\"mode\":\"prependArr\",\"items\":{\"name\":\"Fey Ancestry\",\"entries\":[\"Marta has advantage on saving throws against being {@condition charmed}, and magic can't put her to sleep.\"]}}}},\"alignment\":[\"N\",\"E\"],\"languages\":[\"Common\",\"Draconic\",\"Dwarvish\",\"Elvish\",\"Undercommon\"],\"traitTags\":[\"Fey Ancestry\"],\"languageTags\":[\"C\",\"D\",\"DR\",\"E\",\"U\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Melissara Shadowdusk\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":281,\"_copy\":{\"name\":\"Archmage\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the archmage\",\"with\":\"Melissara\",\"flags\":\"i\"},\"_\":{\"mode\":\"replaceSpells\",\"spells\":{\"4\":[{\"replace\":\"{@spell banishment}\",\"with\":\"{@spell dimension door}\"}]}}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"N\"],\"languages\":[\"Common\",\"Deep Speech\",\"Draconic\",\"Dwarvish\"],\"languageTags\":[\"C\",\"D\",\"DR\",\"DS\"],\"hasToken\":true},{\"name\":\"Metal Wasp\",\"source\":\"WDMM\",\"page\":174,\"_copy\":{\"name\":\"Giant Wasp\",\"source\":\"MM\"},\"type\":\"construct\",\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"senses\":[\"darkvision 60 ft.\"],\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"senseTags\":[\"D\"],\"hasToken\":true},{\"name\":\"Mobar\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":77,\"_copy\":{\"name\":\"Werebat\",\"source\":\"WDMM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the werebat\",\"with\":\"Mobar\",\"flags\":\"i\"},\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Blind Eye\",\"entries\":[\"Due to poor depth perception, Mobar has disadvantage on any attack roll against a target more than 30 feet away.\"]}}}},\"hp\":{\"average\":42,\"formula\":\"7d6\"},\"hasToken\":true},{\"name\":\"Muiral\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":314,\"size\":[\"L\"],\"type\":\"monstrosity\",\"alignment\":[\"C\",\"E\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":195,\"formula\":\"23d10 + 69\"},\"speed\":{\"walk\":50},\"str\":19,\"dex\":11,\"con\":16,\"int\":18,\"wis\":13,\"cha\":18,\"save\":{\"con\":\"+8\",\"int\":\"+9\"},\"skill\":{\"arcana\":\"+9\",\"athletics\":\"+9\",\"perception\":\"+6\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":16,\"languages\":[\"Common\",\"Dwarvish\",\"Elvish\",\"Goblin\",\"Undercommon\"],\"cr\":\"13\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Muiral is a 13th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 17}, {@hit 9} to hit with spell attacks). He has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell dancing lights}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\",\"{@spell ray of frost}\",\"{@spell shocking grasp}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell expeditious retreat}\",\"{@spell fog cloud}\",\"{@spell magic missile}\",\"{@spell shield}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell darkness}\",\"{@spell knock}\",\"{@spell see invisibility}\",\"{@spell spider climb}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell animate dead}\",\"{@spell counterspell}\",\"{@spell lightning bolt}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell greater invisibility}\",\"{@spell polymorph}\"]},\"5\":{\"slots\":2,\"spells\":[\"{@spell animate objects}\",\"{@spell wall of force}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell create undead}\",\"{@spell flesh to stone}\"]},\"7\":{\"slots\":1,\"spells\":[\"{@spell finger of death}\"]}},\"ability\":\"int\"}],\"trait\":[{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Muiral fails a saving throw, he can choose to succeed instead.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Muiral makes three attacks: two with his longsword and one with his sting.\"]},{\"name\":\"Longsword\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage, or 15 ({@damage 2d10 + 4}) slashing damage if used with two hands.\"]},{\"name\":\"Sting\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 10 ft., one creature. {@h}9 ({@damage 1d10 + 4}) piercing damage. The target must make a {@dc 16} Constitution saving throw, taking 27 ({@damage 6d8}) poison damage on a failed save, or half as much damage on a successful one.\"]}],\"legendary\":[{\"name\":\"Cast Cantrip\",\"entries\":[\"Muiral casts a cantrip.\"]},{\"name\":\"Lunging Attack (Costs 2 Actions)\",\"entries\":[\"Muiral makes one longsword attack that has a reach of 10 feet.\"]},{\"name\":\"Retreating Strike (Costs 3 Actions)\",\"entries\":[\"Muiral moves up to his speed without provoking opportunity attacks. Before the move, he can make one longsword attack.\"]}],\"attachedItems\":[\"longsword|phb\"],\"traitTags\":[\"Legendary Resistances\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"D\",\"E\",\"GO\",\"U\"],\"damageTags\":[\"I\",\"P\",\"S\"],\"damageTagsSpell\":[\"B\",\"C\",\"L\",\"N\",\"O\",\"P\",\"S\"],\"spellcastingTags\":[\"CW\"],\"miscTags\":[\"MLW\",\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Nerozar the Defeated\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":52,\"_copy\":{\"name\":\"Beholder Zombie\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the zombie\",\"with\":\"Nerozar\",\"flags\":\"i\"},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Eye Ray\",\"items\":{\"name\":\"Eye Ray\",\"entries\":[\"The zombie uses a random magical eye ray, choosing a target that it can see within 60 feet of it.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"1. Paralyzing Ray\",\"style\":\"italic\",\"entry\":\"The targeted creature must succeed on a {@dc 14} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"},{\"type\":\"item\",\"name\":\"2. Fear Ray\",\"style\":\"italic\",\"entry\":\"The targeted creature must succeed on a {@dc 14} Wisdom saving throw or be {@condition frightened} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"},{\"type\":\"item\",\"name\":\"3. Enervation Ray\",\"style\":\"italic\",\"entry\":\"The targeted creature must make a {@dc 14} Constitution saving throw, taking 36 ({@damage 8d8}) necrotic damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"4. Telekinetic Ray\",\"style\":\"italic\",\"entry\":\"If the target is a creature, it must succeed on a DC 14 Strength saving throw, or the zombie moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the zombie's next turn or until the zombie is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The zombie can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or container.\"}]}]}}}},\"damageTags\":[\"N\",\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Nester\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":131,\"_copy\":{\"name\":\"Archmage\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the archmage\",\"with\":\"Nester\",\"flags\":\"i\"},\"_\":{\"mode\":\"replaceSpells\",\"spells\":{\"3\":[{\"replace\":\"{@spell fly}\",\"with\":\"{@spell animate dead}\"}],\"4\":[{\"replace\":\"{@spell banishment}\",\"with\":\"{@spell blight}\"}],\"5\":[{\"replace\":\"{@spell scrying}\",\"with\":\"{@spell Rary's telepathic bond}\"}]}}}},\"type\":\"undead\",\"senses\":[\"darkvision 60 ft.\"],\"languages\":[\"Auran\",\"Common\",\"Draconic\",\"Dwarvish\",\"Giant\",\"Terran\"],\"senseTags\":[\"D\"],\"languageTags\":[\"AU\",\"C\",\"D\",\"DR\",\"GI\",\"T\"],\"damageTagsSpell\":[\"C\",\"F\",\"L\",\"N\",\"O\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Old Troglodyte\",\"source\":\"WDMM\",\"page\":155,\"_copy\":{\"name\":\"Troglodyte\",\"source\":\"MM\",\"_mod\":{\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Multiattack\",\"items\":{\"name\":\"Multiattack\",\"entries\":[\"The troglodyte makes two claw attacks.\"]}},{\"mode\":\"removeArr\",\"names\":\"Bite\"}]}},\"cr\":\"1/8\",\"damageTags\":[\"S\"],\"hasToken\":true},{\"name\":\"Otto\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":96,\"_copy\":{\"name\":\"Faerie Dragon (Violet)\",\"source\":\"MM\",\"_mod\":{\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Bite\",\"items\":{\"name\":\"Bite\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}{@damage 2d6 + 4} piercing damage.\"]}}}},\"size\":[\"L\"],\"hp\":{\"average\":104,\"formula\":\"16d10 + 16\"},\"str\":18,\"cr\":\"3\",\"damageTags\":[\"P\"],\"hasToken\":true},{\"name\":\"Play-by-Play Generator\",\"isNpc\":true,\"source\":\"WDMM\",\"page\":205,\"_copy\":{\"name\":\"Quadrone\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the quadrone\",\"with\":\"the generator\",\"flags\":\"i\"},\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Multiattack\",\"items\":{\"name\":\"Multiattack\",\"entries\":[\"The generator makes two fist attacks or four dart attacks.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Shortbow\",\"items\":{\"name\":\"Magic Dart\",\"entries\":[\"The generator hurls a magic dart at a target it can see up to 60 feet away from it. The dart hits its target automatically (no attack roll required) for 5 ({@damage 2d4}) force damage.\"]}}]}},\"alignment\":[\"C\",\"E\"],\"languages\":[\"Common\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\",\"O\"],\"miscTags\":[\"MW\"],\"hasToken\":true},{\"name\":\"Poison Weird\",\"source\":\"WDMM\",\"page\":127,\"_copy\":{\"name\":\"Water Weird\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"water weird\",\"with\":\"poison weird\"}}},\"cr\":\"4\",\"trait\":[{\"name\":\"Invisible in Water\",\"entries\":[\"The weird is {@condition invisible} while fully immersed in toxic brew.\"]},{\"name\":\"Brew Bound\",\"entries\":[\"The weird dies if forced to leave the basin of toxic brew it inhabits, or if a {@spell purify food and drink} spell is cast on the brew.\"]},{\"name\":\"Poisonous Body\",\"entries\":[\"A creature takes 10 ({@damage 3d6}) poison damage at the start of each of its turns while {@condition grappled} by a poison weird.\"]}],\"damageTags\":[\"B\",\"I\"],\"conditionInflict\":[\"invisible\"],\"hasToken\":true},{\"name\":\"Portia Dzuth\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":239,\"_copy\":{\"name\":\"Champion\",\"source\":\"VGM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the champion\",\"with\":\"Portia\",\"flags\":\"i\"},\"trait\":[{\"mode\":\"appendArr\",\"items\":{\"name\":\"Shadowfell Despair\",\"entries\":[\"Portia suffers from Shadowfell despair manifesting as unshakable dread. Until the despair ends, she has disadvantage on all saving throws and gains the following flaw: \\\"I'm convinced that I'm going to die in Vanrakdoom.\\\" Portia can attempt to end her despair each time she finishes a long rest, doing so with a successful DC 15 Wisdom saving throw. A {@spell calm emotions} spell also ends her despair, as does any spell or other magical effect that removes a curse.\"]}}]}},\"alignment\":[\"L\",\"N\"],\"languages\":[\"Common\"],\"languageTags\":[\"C\"],\"hasToken\":true},{\"name\":\"Preeta Kreepa\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":56,\"_copy\":{\"name\":\"Mage\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the mage\",\"with\":\"Preeta\",\"flags\":\"i\"}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"N\"],\"senses\":[\"darkvision 120 ft.\"],\"languages\":[\"Common\",\"Dwarvish\",\"Goblin\",\"Undercommon\"],\"reaction\":[{\"name\":\"Eye Rays\",\"entries\":[\"As a bonus action or a reaction, Preeta can shoot one of the following eye rays at one target she can see within 120 feet of her:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Fear Ray\",\"entry\":\"The target must succeed on a {@dc 15} Wisdom saving throw or be {@condition frightened} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"},{\"type\":\"item\",\"name\":\"Paralyzing Ray\",\"entry\":\"The target must succeed on a {@dc 15} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"}]}]}],\"senseTags\":[\"SD\"],\"languageTags\":[\"C\",\"D\",\"GO\",\"U\"],\"conditionInflict\":[\"frightened\",\"paralyzed\"],\"savingThrowForced\":[\"constitution\",\"wisdom\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Rabbithead\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":295,\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\"},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"U\"],\"languages\":null,\"cr\":\"0\",\"action\":null,\"languageTags\":[],\"hasToken\":true},{\"name\":\"Rowboat Mimic\",\"source\":\"WDMM\",\"page\":76,\"_copy\":{\"name\":\"Mimic\",\"source\":\"MM\"},\"size\":[\"L\"],\"hp\":{\"average\":67,\"formula\":\"9d10 + 18\"},\"hasToken\":true},{\"name\":\"Runed Behir\",\"source\":\"WDMM\",\"page\":158,\"_copy\":{\"name\":\"Behir\",\"source\":\"MM\"},\"legendary\":[{\"name\":\"Lesser Magic\",\"entries\":[\"The behir casts {@spell color spray} or {@spell sleep}, requiring no components.\"]},{\"name\":\"Greater Magic (Costs 2 Actions)\",\"entries\":[\"The behir casts {@spell invisibility} or {@spell misty step}, requiring no components.\"]}],\"hasToken\":true},{\"name\":\"Scaladar\",\"source\":\"WDMM\",\"page\":315,\"size\":[\"H\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":19,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":94,\"formula\":\"7d12 + 49\"},\"speed\":{\"walk\":30,\"climb\":20},\"str\":19,\"dex\":10,\"con\":25,\"int\":1,\"wis\":12,\"cha\":1,\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"fire\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"force\",\"lightning\",\"poison\"],\"conditionImmune\":[\"charmed\",\"paralyzed\",\"poisoned\"],\"cr\":\"8\",\"trait\":[{\"name\":\"Lightning Absorption\",\"entries\":[\"Whenever the scaladar is subjected to lightning damage, it takes no damage, and its sting deals an extra 11 ({@damage 2d10}) lightning damage until the end of its next turn.\"]},{\"name\":\"Scaladar Link\",\"entries\":[\"The scaladar knows the location of other scaladar within 100 feet of it, and it can sense when any of them take damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The scaladar makes three attacks: two with its claws and one with its sting.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d12 + 4}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 15}). The scaladar has two claws, each of which can grapple one target.\"]},{\"name\":\"Sting\",\"entries\":[\"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage plus 11 ({@damage 2d10}) lightning damage.\"]}],\"traitTags\":[\"Damage Absorption\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"L\",\"P\"],\"miscTags\":[\"MW\",\"RCH\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Shadow Assassin\",\"source\":\"WDMM\",\"page\":316,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"C\",\"E\"],\"ac\":[14],\"hp\":{\"average\":78,\"formula\":\"12d8 + 24\"},\"speed\":{\"walk\":40},\"str\":6,\"dex\":19,\"con\":14,\"int\":13,\"wis\":12,\"cha\":14,\"save\":{\"dex\":\"+8\",\"int\":\"+5\"},\"skill\":{\"perception\":\"+9\",\"stealth\":\"+12\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":19,\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"thunder\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"immune\":[\"necrotic\",\"poison\"],\"vulnerable\":[\"radiant\"],\"conditionImmune\":[\"exhaustion\",\"frightened\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\"],\"languages\":[\"understands the languages it knew in life but can't speak\"],\"cr\":\"9\",\"trait\":[{\"name\":\"Amorphous\",\"entries\":[\"The assassin can move through a space as narrow as 1 inch wide without squeezing.\"]},{\"name\":\"Shadow Stealth\",\"entries\":[\"While in dim light or darkness, the assassin can take the Hide action as a bonus action.\"]},{\"name\":\"Sunlight Weakness\",\"entries\":[\"While in sunlight, the assassin has disadvantage on attack rolls, ability checks, and saving throws.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The assassin makes two Shadow Blade attacks.\"]},{\"name\":\"Shadow Blade\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 10 ({@damage 3d6}) necrotic damage. Unless the target is immune to necrotic damage, the target's Strength score is reduced by {@dice 1d4} each time it is hit by this attack. The target dies if its Strength is reduced to 0. The reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a shadow (see the Monster Manual) rises from the corpse {@dice 1d4} hours later.\"]}],\"traitTags\":[\"Amorphous\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"LF\"],\"damageTags\":[\"N\",\"P\"],\"miscTags\":[\"MW\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Shapechanged Roper\",\"source\":\"WDMM\",\"page\":106,\"_copy\":{\"name\":\"Roper\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Shapechanger\",\"entries\":[\"The roper can use its action to polymorph into a stone object or back to its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"]}}}},\"traitTags\":[\"False Appearance\",\"Shapechanger\",\"Spider Climb\"],\"hasToken\":true},{\"name\":\"Shockerstomper\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":174,\"size\":[\"G\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[18],\"hp\":{\"average\":300,\"formula\":\"300d1\"},\"speed\":{\"walk\":40},\"str\":23,\"dex\":10,\"con\":20,\"int\":1,\"wis\":1,\"cha\":1,\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":5,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"blinded\",\"deafened\",\"charmed\",\"frightened\",\"paralyzed\",\"poisoned\"],\"cr\":\"14\",\"trait\":[{\"name\":\"Disable\",\"entries\":[\"When a leg drops to 0 hit points, it is disabled, and Shockerstomper can use a reaction to detach it from its main body. Whenever one of its legs is disabled, Shockerstomper's walking speed is reduced by 10 feet. The whole contraption topples over and shuts down if four of its seven legs are disabled.\"]},{\"name\":\"Electrified Surface\",\"entries\":[\"A creature that ends its turn in contact with Shockerstomper's body (saucer or turrets) must make a {@dc 15} Constitution saving throw, taking 22 ({@damage 4d10}) lightning damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Immutable Form\",\"entries\":[\"Shockerstomper is immune to any spell or effect that would alter its form.\"]},{\"name\":\"Control Module\",\"entries\":[\"A creature atop or above Shockerstomper's platform can locate its control module with a successful {@dc 15} Intelligence ({@skill Investigation}) check or Wisdom ({@skill Perception}) check. As an action, a character can try to open the control module's access panel, either by tearing it off with a successful {@dc 25} Strength ({@skill Athletics}) check or by dislodging it with thieves' tools and a successful {@dc 25} Dexterity check. Behind the panel, embedded in the floor of the control module, is a 5-foot-diameter pulsating crystal hemisphere with AC 10, 25 hit points, and immunity to poison and psychic damage. Destroying the crystal hemisphere shuts down Shockerstomper.\"]},{\"name\":\"Lightning Turret\",\"entries\":[\"A character can try to plug the nozzle of a lightning turret with a 10-pound rock or similar object, doing so with a successful {@dc 15} Strength ({@skill Athletics}) check. A plugged turret can't shoot lightning until a creature uses an action to try to clear the obstruction, which requires another successful {@dc 15} Strength ({@skill Athletics}) check. Shockerstomper has no ability to clear an obstruction itself.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Shockerstomper makes three Lightning Turret attacks and two Stomp attacks.\"]},{\"name\":\"Lightning Turret\",\"entries\":[\"The turret shoots a magical lightning bolt at one creature within 60 feet of Shockerstomper. The target must make a {@dc 15} Dexterity saving throw, taking 44 ({@damage 8d10}) lightning damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Stomp\",\"entries\":[\"{@atk mw} {@hit 8} to hit, reach 10 ft., one creature. {@h}22 ({@damage 3d10 + 6}) bludgeoning damage.\"]}],\"traitTags\":[\"Immutable Form\"],\"senseTags\":[\"B\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"L\"],\"miscTags\":[\"MW\",\"RCH\"],\"savingThrowForced\":[\"constitution\",\"dexterity\"],\"hasToken\":true},{\"name\":\"Shunn Shurreth\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":33,\"_copy\":{\"name\":\"Drow Elite Warrior\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the drow\",\"with\":\"Shunn\",\"flags\":\"i\"},\"trait\":{\"mode\":\"prependArr\",\"items\":{\"name\":\"Spider Features\",\"entries\":[\"While cursed with spider features, Shunn can climb difficult surfaces, even across ceilings, without needing to make an ability check.\"]}}}},\"alignment\":[\"L\",\"E\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Sing-Along\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":148,\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Stout Halfling\",\"source\":\"PHB\"}]},\"alignment\":[\"L\",\"G\"],\"cha\":14,\"skill\":{\"performance\":\"+4\"},\"languages\":[\"Common\",\"Halfling\"],\"languageTags\":[\"C\",\"H\"],\"hasToken\":true},{\"name\":\"Space Hamster\",\"source\":\"WDMM\",\"page\":251,\"_copy\":{\"name\":\"Rat\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the rat\",\"with\":\"the hamster\",\"flags\":\"i\"}}},\"action\":null,\"damageTags\":[],\"miscTags\":[],\"hasToken\":true},{\"name\":\"Stalagma Steelshadow\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":273,\"_copy\":{\"name\":\"Adult Silver Dragon\",\"source\":\"MM\",\"_mod\":{\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Breath Weapons {@recharge 5}\",\"items\":{\"name\":\"Breath Weapons {@recharge 5}\",\"entries\":[\"The dragon uses one of the following breath weapons.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Acid Breath\",\"entry\":\"The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 58 ({@damage 13d8}) acid damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"Paralyzing Breath\",\"entry\":\"The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be {@condition paralyzed} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"}]}]}}}},\"alignment\":[\"L\",\"E\"],\"languages\":[\"Draconic\",\"Dwarvish\",\"Terran\"],\"languageTags\":[\"D\",\"DR\",\"T\"],\"damageTags\":[\"A\",\"B\",\"P\",\"S\"],\"damageTagsLegendary\":[],\"hasToken\":true},{\"name\":\"Statue of Vergadain\",\"source\":\"WDMM\",\"page\":202,\"_copy\":{\"name\":\"Stone Golem\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"golem\",\"with\":\"statue\",\"flags\":\"i\"},\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Magic Theft\",\"entries\":[\"As a bonus action, the golem targets one creature it can see within 30 feet of it. The target must succeed on a DC 17 Charisma saving throw, or all magic items in its possession are teleported to the bottom of the pit in {@adventure area 31|WDMM|15|31. Hall of Embers}.\"]}}}},\"hasToken\":true},{\"name\":\"Stonecloak\",\"source\":\"WDMM\",\"page\":253,\"_copy\":{\"name\":\"Stone Golem\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"golem\",\"with\":\"stonecloak\",\"flags\":\"i\"}}},\"int\":9,\"cha\":9,\"languages\":[\"understands Abyssal\",\"Celestial\",\"Common\",\"Draconic\",\"Dwarvish\",\"Elvish\",\"Infernal\",\"and Undercommon but can't speak\"],\"languageTags\":[\"AB\",\"C\",\"CE\",\"CS\",\"D\",\"DR\",\"E\",\"I\",\"U\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Sundeth\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":304,\"_copy\":{\"name\":\"Champion\",\"source\":\"VGM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the champion\",\"with\":\"Sundeth\",\"flags\":\"i\"}}},\"size\":[\"L\"],\"type\":\"giant\",\"alignment\":[\"C\",\"E\"],\"senses\":[\"darkvision 60 ft.\"],\"languages\":[\"Common\",\"Giant\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"GI\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Thwad Underbrew\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":204,\"_copy\":{\"name\":\"Champion\",\"source\":\"VGM\",\"_templates\":[{\"name\":\"Shield Dwarf\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the champion\",\"with\":\"Thwad\",\"flags\":\"i\"},\"action\":[{\"mode\":\"replaceArr\",\"replace\":\"Multiattack\",\"items\":{\"name\":\"Multiattack\",\"entries\":[\"Thwad makes three attacks with his maul or his shortbow.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Greatsword\",\"items\":{\"name\":\"Maul\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage, plus 7 ({@damage 2d6}) bludgeoning damage if Thwad has more than half of his total hit points remaining.\"]}}]}},\"alignment\":[\"N\",\"E\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"D\",\"X\"],\"damageTags\":[\"B\",\"P\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Torbit\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":115,\"_copy\":{\"name\":\"Assassin\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Bullywug\",\"source\":\"DMG\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the assassin\",\"with\":\"Torbit\",\"flags\":\"i\"}}},\"alignment\":[\"C\",\"E\"],\"traitTags\":[\"Amphibious\",\"Sneak Attack\"],\"languageTags\":[\"OTH\",\"TC\",\"X\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Trenzia\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":32,\"_copy\":{\"name\":\"Flameskull\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the flameskull\",\"with\":\"Trenzia\",\"flags\":\"i\"}}},\"resist\":[\"fire\",\"necrotic\",\"piercing\"],\"immune\":[\"lightning\",\"cold\",\"poison\"],\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Trenzia is a 5th-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 13}, {@hit 5} to hit with spell attacks). She requires no somatic or material components to cast its spells. Trenzia has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell mage hand}\"]},\"1\":{\"slots\":3,\"spells\":[\"{@spell magic missile}\",\"{@spell shield}\"]},\"2\":{\"slots\":2,\"spells\":[\"{@spell blur}\",\"{@spell flaming sphere}\"]},\"3\":{\"slots\":1,\"spells\":[\"{@spell lightning bolt}\"]}},\"ability\":\"int\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Trenzia uses Lightning Ray twice.\"]},{\"name\":\"Fire Ray\",\"entries\":[\"{@atk rs} {@hit 5} to hit, range 30 ft., one target. {@h}10 ({@damage 3d6}) lightning damage.\"]}],\"damageTags\":[\"L\"],\"damageTagsSpell\":[\"F\",\"L\",\"O\"],\"savingThrowForcedSpell\":[\"dexterity\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Trobriand\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":294,\"_copy\":{\"name\":\"Iron Golem\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the golem\",\"with\":\"Trobriand\",\"flags\":\"i\"}}},\"int\":20,\"cr\":\"22\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"Trobriand is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 20}, {@hit 12} to hit with spell attacks). He has the following wizard spells prepared:\"],\"spells\":{\"0\":{\"spells\":[\"{@spell fire bolt}\",\"{@spell mage hand}\",\"{@spell prestidigitation}\"]},\"1\":{\"slots\":4,\"spells\":[\"{@spell detect magic}\",\"{@spell magic missile}\",\"{@spell shield}\"]},\"2\":{\"slots\":3,\"spells\":[\"{@spell blur}\",\"{@spell detect thoughts}\",\"{@spell misty step}\",\"{@spell shatter}\"]},\"3\":{\"slots\":3,\"spells\":[\"{@spell counterspell}\",\"{@spell dispel magic}\",\"{@spell fireball}\",\"{@spell haste}\"]},\"4\":{\"slots\":3,\"spells\":[\"{@spell blight}\",\"{@spell greater invisibility}\"]},\"5\":{\"slots\":3,\"spells\":[\"{@spell animate objects}\",\"{@spell Bigby's hand}\",\"{@spell scrying}\"]},\"6\":{\"slots\":1,\"spells\":[\"{@spell chain lightning}\",\"{@spell globe of invulnerability}\"]},\"7\":{\"slots\":1,\"spells\":[\"{@spell finger of death}\",\"{@spell forcecage}\"]},\"8\":{\"slots\":1,\"spells\":[\"{@spell incendiary cloud}\",\"{@spell power word stun}\"]},\"9\":{\"slots\":1,\"spells\":[\"{@spell power word kill}\"]}},\"ability\":\"int\"}],\"damageTagsSpell\":[\"B\",\"F\",\"L\",\"N\",\"O\",\"P\",\"S\",\"T\"],\"spellcastingTags\":[\"CW\"],\"savingThrowForcedSpell\":[\"charisma\",\"constitution\",\"dexterity\",\"wisdom\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Umbraxakar\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":241,\"_copy\":{\"name\":\"Adult Bronze Dragon\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Legendary Shadow Dragon\",\"source\":\"MM\"}]},\"alignment\":[\"N\",\"E\"],\"traitTags\":[\"Amphibious\",\"Legendary Resistances\",\"Sunlight Sensitivity\"],\"damageTags\":[\"B\",\"N\",\"P\",\"S\"],\"damageTagsLegendary\":[],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Undead Bulette\",\"source\":\"WDMM\",\"page\":90,\"_copy\":{\"name\":\"Bulette\",\"source\":\"MM\"},\"type\":\"undead\",\"hp\":{\"average\":125,\"formula\":\"9d10 + 45\"},\"resist\":[\"necrotic\"],\"immune\":[\"poison\"],\"vulnerable\":[\"radiant\"],\"conditionImmune\":[\"poisoned\"],\"hasToken\":true},{\"name\":\"Undead Shambling Mound\",\"source\":\"WDMM\",\"page\":142,\"_copy\":{\"name\":\"Shambling Mound\",\"source\":\"MM\"},\"type\":\"undead\",\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"blinded\",\"deafened\",\"exhaustion\",\"poisoned\"],\"trait\":[{\"name\":\"Necrotic Absorption\",\"entries\":[\"Whenever the shambling mound is subjected to necrotic damage, it takes no damage and regains a number of hit points equal to the necrotic damage dealt.\"]}],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Valtagar Steelshadow\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":271,\"_copy\":{\"name\":\"Archmage\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Duergar\",\"source\":\"MTF\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the archmage\",\"with\":\"Valtagar\",\"flags\":\"i\"},\"_\":{\"mode\":\"replaceSpells\",\"spells\":{\"4\":[{\"replace\":\"{@spell banishment}\",\"with\":\"{@spell Otiluke's Resilient Sphere}\"}]}}}},\"alignment\":[\"L\",\"E\"],\"languages\":[\"Common\",\"Dwarvish\",\"Infernal\",\"Terran\",\"Troglodyte\",\"Undercommon\"],\"senseTags\":[\"SD\"],\"languageTags\":[\"C\",\"D\",\"I\",\"OTH\",\"T\",\"U\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Vertrand Shadowdusk\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":282,\"_copy\":{\"name\":\"Archmage\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the archmage\",\"with\":\"Vertrand\",\"flags\":\"i\"},\"_\":{\"mode\":\"replaceSpells\",\"spells\":{\"4\":[{\"replace\":\"{@spell banishment}\",\"with\":\"{@spell confusion}\"}]}}}},\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]},\"alignment\":[\"C\",\"E\"],\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"languages\":[\"Abyssal\",\"Common\",\"Deep Speech\",\"Undercommon\"],\"senseTags\":[\"B\"],\"languageTags\":[\"AB\",\"C\",\"DS\",\"U\"],\"hasToken\":true},{\"name\":\"Werebat\",\"group\":[\"Lycanthropes\"],\"source\":\"WDMM\",\"page\":317,\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"goblinoid\",\"shapechanger\"]},\"alignment\":[\"N\",\"E\"],\"ac\":[13],\"hp\":{\"average\":24,\"formula\":\"7d6\"},\"speed\":{\"walk\":{\"number\":30,\"condition\":\"(climb 30 ft. fly 60 ft. in bat or hybrid form)\"}},\"str\":8,\"dex\":17,\"con\":10,\"int\":10,\"wis\":12,\"cha\":8,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"immune\":[{\"immune\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks that aren't silvered\",\"cond\":true}],\"languages\":[\"Goblin (can't speak in bat form)\"],\"cr\":\"2\",\"trait\":[{\"name\":\"Shapechanger\",\"entries\":[\"The werebat can use its action to polymorph into a Medium bat-humanoid hybrid, or into a Large giant bat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"]},{\"name\":\"Echolocation (Bat or Hybrid Form Only)\",\"entries\":[\"The werebat has blindsight out to a range of 60 feet as long as it's not {@condition deafened}.\"]},{\"name\":\"Keen Hearing\",\"entries\":[\"The werebat has advantage on Wisdom ({@skill Perception}) checks that rely on hearing.\"]},{\"name\":\"Nimble Escape (Humanoid Form Only)\",\"entries\":[\"The werebat can take the Disengage or Hide action as a bonus action on each of its turns.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the werebat has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"action\":[{\"name\":\"Multiattack (Humanoid or Hybrid Form Only)\",\"entries\":[\"In humanoid form, the werebat makes two scimitar attacks or two shortbow attacks. In hybrid form, it can make one bite attack and one scimitar attack.\"]},{\"name\":\"Bite (Bat or Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the werebat gains temporary hit points equal to the damage dealt. If the target is a humanoid, it must succeed on a {@dc 10} Constitution saving throw or be cursed with werebat lycanthropy.\"]},{\"name\":\"Scimitar (Humanoid or Hybrid Form Only)\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.\"]},{\"name\":\"Shortbow (Humanoid or Hybrid Form Only)\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage.\"]}],\"attachedItems\":[\"scimitar|phb\",\"shortbow|phb\"],\"traitTags\":[\"Keen Senses\",\"Shapechanger\",\"Sunlight Sensitivity\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"CS\",\"GO\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"CUR\",\"MLW\",\"MW\",\"RNG\",\"RW\"],\"savingThrowForced\":[\"constitution\"],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Wooden Donkey\",\"source\":\"WDMM\",\"page\":84,\"_copy\":{\"name\":\"Mule\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"mule\",\"with\":\"donkey\",\"flags\":\"i\"}}},\"type\":\"construct\",\"senses\":[\"blindsight 30 ft. (blind beyond this radius)\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"senseTags\":[\"B\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Wyllow\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":70,\"_copy\":{\"name\":\"Archdruid\",\"source\":\"VGM\",\"_templates\":[{\"name\":\"Wood Elf\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the archdruid\",\"with\":\"Wyllow\",\"flags\":\"i\"}}},\"alignment\":[\"C\",\"N\"],\"languages\":[\"Common\",\"Druidic\",\"Elvish\"],\"traitTags\":[\"Fey Ancestry\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"DU\",\"E\"],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Zalthar Shadowdusk\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":286,\"_copy\":{\"name\":\"Death Knight\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the death knight\",\"with\":\"Zalthar\",\"flags\":\"i\"},\"_\":{\"mode\":\"replaceSpells\",\"spells\":{\"4\":[{\"replace\":\"{@spell banishment}\",\"with\":\"{@spell locate creature}\"}]}},\"trait\":{\"mode\":\"prependArr\",\"items\":{\"name\":\"Special Equipment\",\"entries\":[\"Zalthar wields a {@item nine lives stealer} longsword with 5 charges remaining.\"]}},\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Longsword\",\"items\":{\"name\":\"Nine Lives Stealer Longsword\",\"entries\":[\"{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}11 ({@damage 1d8 + 7}) slashing damage, or 12 ({@damage 1d10 + 7}) slashing damage if used with two hands, plus 18 ({@damage 4d8}) necrotic damage.\"]}}}},\"languages\":[\"Abyssal\",\"Common\",\"Deep Speech\"],\"languageTags\":[\"AB\",\"C\",\"DS\"],\"hasToken\":true},{\"name\":\"Zorak Lightdrinker\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":204,\"size\":[\"M\"],\"type\":{\"type\":\"undead\",\"tags\":[\"shapechanger\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[{\"ac\":18,\"from\":[\"plate armor\"]}],\"hp\":{\"average\":144,\"formula\":\"17d8 + 68\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":18,\"con\":18,\"int\":17,\"wis\":15,\"cha\":18,\"save\":{\"dex\":\"+9\",\"wis\":\"+7\",\"cha\":\"+9\"},\"skill\":{\"perception\":\"+7\",\"stealth\":\"+9\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":17,\"resist\":[\"necrotic\",\"poison\",{\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"note\":\"from nonmagical attacks\",\"cond\":true}],\"languages\":[\"Common\",\"Dwarvish\"],\"cr\":\"13\",\"trait\":[{\"name\":\"Dwarven Resilience\",\"entries\":[\"Augrek has advantage on saving throws against poison.\"]},{\"name\":\"Shapechanger\",\"entries\":[\"If Zorak isn't in sunlight or running water, he can use his action to polymorph into a Tiny bat or a Medium cloud of mist, or back into his true form.\",\"While in bat form, Zorak can't speak, his walking speed is 5 feet, and he has a flying speed of 30 feet. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with it, but nothing he is carrying does. He reverts to his true form if he dies.\",\"While in mist form, Zorak can't take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and he can't pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage, except the damage he takes from sunlight.\"]},{\"name\":\"Legendary Resistance (3/Day)\",\"entries\":[\"If Zorak fails a saving throw, he can choose to succeed instead.\"]},{\"name\":\"Misty Escape\",\"entries\":[\"When he drops to 0 hit points outside his resting place, Zorak transforms into a cloud of mist (as in the Shapechanger trait) instead of falling {@condition unconscious}, provided that he isn't in sunlight or running water. If he can't transform, he is destroyed.\",\"While he has 0 hit points in mist form, he can't revert to his vampire form, and he must reach his resting place within 2 hours or be destroyed. Once in his resting place, he reverts to his vampire form. He is then {@condition paralyzed} until he regains at least 1 hit point. After spending 1 hour in his resting place with 0 hit points, he regains 1 hit point.\"]},{\"name\":\"Regeneration\",\"entries\":[\"Zorak regains 20 hit points at the start of his turn if he has at least 1 hit point and isn't in sunlight or running water. If Zorak takes radiant damage or damage from holy water, this trait doesn't function at the start of Zorak's next turn.\"]},{\"name\":\"Spider Climb\",\"entries\":[\"Zorak can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]},{\"name\":\"Vampire Weaknesses\",\"entries\":[\"Zorak has the following flaws:\",\"{@i Forbiddance.} Zorak can't enter a residence without an invitation from one of the occupants.\",\"{@i Harmed by Running Water.} Zorak takes 20 acid damage if he ends his turn in running water.\",\"{@i Stake to the Heart.} If a piercing weapon made of wood is driven into Zorak's heart while Zorak is {@condition incapacitated} in his resting place, Zorak is {@condition paralyzed} until the stake is removed.\",\"{@i Sunlight Hypersensitivity.} Zorak takes 20 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"Zorak makes two attacks with his {@item dwarven thrower}, only one of which can be a ranged attack.\"]},{\"name\":\"Dwarven Thrower\",\"entries\":[\"{@atk mw,rw} {@hit 12} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}11 ({@damage 1d8 + 7}) bludgeoning damage, or 12 ({@damage 1d10 + 7}) bludgeoning damage when used with two hands to make a melee attack. On a ranged attack that hits, the hammer deals an extra {@dice 1d8} bludgeoning damage ({@dice 2d8} if the target is a giant). {@i Hit or Miss:} If thrown, the weapon flies back to Zorak's hand after the attack.\"]},{\"name\":\"Multiattack (Vampire Form Only)\",\"entries\":[\"Zorak makes two attacks, only one of which can be a bite attack.\"]},{\"name\":\"Unarmed Strike (Vampire Form Only)\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one creature. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage. Instead of dealing damage, Zorak can grapple the target (escape {@dc 18}).\"]},{\"name\":\"Bite (Bat or Vampire Form Only)\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one willing creature, or a creature that is {@condition grappled} by Zorak, {@condition incapacitated}, or {@condition restrained}. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 10 ({@damage 3d6}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Zorak regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces his hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a {@creature vampire spawn} under Zorak's control.\"]},{\"name\":\"Charm\",\"entries\":[\"Zorak targets one humanoid he can see within 30 feet of it. If the target can see Zorak, the target must succeed on a {@dc 17} Wisdom saving throw against this magic or be {@condition charmed} by Zorak. The {@condition charmed} target regards Zorak as a trusted friend to be heeded and protected. Although the target isn't under Zorak's control, it takes Zorak's requests or actions in the most favorable way it can, and it is a willing target for Zorak's bite attack.\",\"Each time Zorak or Zorak's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Zorak is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.\"]},{\"name\":\"Children of the Night (1/Day)\",\"entries\":[\"Zorak magically calls {@dice 2d4} swarms of {@creature swarm of bats||bats} or {@creature swarm of rats||rats}, provided that the sun isn't up. While outdoors, Zorak can call {@dice 3d6} {@creature wolf||wolves} instead. The called creatures arrive in {@dice 1d4} rounds, acting as allies of Zorak and obeying his spoken commands. The beasts remain for 1 hour, until Zorak dies, or until Zorak dismisses them as a bonus action.\"]}],\"legendary\":[{\"name\":\"Move\",\"entries\":[\"Zorak moves up to his speed without provoking opportunity attacks.\"]},{\"name\":\"Unarmed Strike\",\"entries\":[\"Zorak makes one unarmed strike.\"]},{\"name\":\"Bite (Costs 2 Actions)\",\"entries\":[\"Zorak makes one bite attack.\"]}],\"legendaryGroup\":{\"name\":\"Vampire\",\"source\":\"MM\"},\"attachedItems\":[\"dwarven thrower|dmg\"],\"traitTags\":[\"Legendary Resistances\",\"Regeneration\",\"Shapechanger\",\"Spider Climb\",\"Sunlight Sensitivity\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"D\"],\"damageTags\":[\"B\",\"N\",\"P\"],\"miscTags\":[\"HPR\",\"MW\",\"RW\"],\"conditionInflict\":[\"charmed\"],\"savingThrowForced\":[\"wisdom\"],\"hasToken\":true},{\"name\":\"Zox Clammersham\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":176,\"_copy\":{\"name\":\"Archmage\",\"source\":\"MM\",\"_templates\":[{\"name\":\"Rock Gnome\",\"source\":\"PHB\"}],\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the archmage\",\"with\":\"Zox\",\"flags\":\"i\"},\"_\":{\"mode\":\"replaceSpells\",\"spells\":{\"4\":[{\"replace\":\"{@spell banishment}\",\"with\":\"{@spell confusion}\"}]}}}},\"languages\":[\"Aquan\",\"Auran\",\"Common\",\"Gnomish\",\"Ignan\",\"Terran\"],\"senseTags\":[\"D\"],\"languageTags\":[\"AQ\",\"AU\",\"C\",\"G\",\"IG\",\"T\"],\"hasToken\":true},{\"name\":\"Zress Orlezziir\",\"isNpc\":true,\"isNamedCreature\":true,\"source\":\"WDMM\",\"page\":136,\"_copy\":{\"name\":\"Drow House Captain\",\"source\":\"MTF\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"the drow\",\"with\":\"Zress\",\"flags\":\"i\"}}},\"hasToken\":true}]}"); JSON_DATA[`data/bestiary/bestiary-xdmg.json`] = JSON.parse("{\"monster\":[{\"name\":\"Avatar of Death\",\"source\":\"XDMG\",\"page\":252,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[20],\"hp\":{\"special\":\"Half the HP maximum of its summoner\"},\"speed\":{\"walk\":60,\"fly\":{\"number\":60,\"condition\":\"(hover)\"},\"canHover\":true},\"str\":16,\"dex\":16,\"con\":16,\"int\":16,\"wis\":16,\"cha\":16,\"senses\":[\"truesight 60 ft.\"],\"passive\":13,\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"unconscious\"],\"languages\":[\"all languages known to its summoner\"],\"pbNote\":\"equals its summoner's\",\"trait\":[{\"name\":\"Incorporeal Movement\",\"entries\":[\"The avatar can move through other creatures and objects as if they were Difficult Terrain. It takes 5 ({@damage 1d10}) Force damage if it ends its turn inside an object.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The avatar makes a number of Reaping Scythe attacks equal to half the summoner's Proficiency Bonus (rounded up).\"]},{\"name\":\"Reaping Scythe\",\"entries\":[\"{@atkr m} Automatic hit, reach 5 ft. {@h}7 ({@damage 1d8 + 3}) Slashing damage plus 4 ({@damage 1d8}) Necrotic damage.\"]}],\"traitTags\":[\"Incorporeal Movement\"],\"senseTags\":[\"U\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"XX\"],\"damageTags\":[\"N\",\"O\",\"S\"],\"miscTags\":[\"MA\"],\"hasToken\":true},{\"name\":\"Giant Fly\",\"source\":\"XDMG\",\"page\":261,\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[11],\"hp\":{\"average\":19,\"formula\":\"3d10 + 3\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":14,\"dex\":13,\"con\":13,\"int\":2,\"wis\":10,\"cha\":3,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"cr\":{\"cr\":\"0\",\"xp\":0},\"senseTags\":[\"D\"],\"hasToken\":true}]}"); JSON_DATA[`data/bestiary/bestiary-xge.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\"]}},\"monster\":[{\"name\":\"Hound of Ill Omen\",\"source\":\"XGE\",\"page\":50,\"summonedByClass\":\"Sorcerer|PHB\",\"_copy\":{\"name\":\"Dire Wolf\",\"source\":\"MM\",\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"\\\\bwolf\\\\b\",\"with\":\"hound\"},\"trait\":[{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Cloak of Shadows\",\"entries\":[\"The hound appears with a number of temporary hit points equal to half your sorcerer level.\"]},{\"name\":\"Incorporeal Movement\",\"entries\":[\"The hound can move through other creatures and objects as if they were {@quickref difficult terrain||3}. The hound takes 5 force damage if it ends its turn inside an object.\"]},{\"name\":\"Omen Sight\",\"entries\":[\"At the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound.\"]},{\"name\":\"Ever at Your Heels\",\"entries\":[\"On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.\"]}]}]}},\"size\":[\"M\"],\"type\":\"monstrosity\",\"traitTags\":[\"Incorporeal Movement\",\"Keen Senses\",\"Pack Tactics\"],\"hasToken\":true},{\"name\":\"Tiny Servant\",\"source\":\"XGE\",\"page\":169,\"size\":[\"T\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[{\"ac\":15,\"from\":[\"natural armor\"]}],\"hp\":{\"average\":10,\"formula\":\"4d4\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":4,\"dex\":16,\"con\":10,\"int\":2,\"wis\":10,\"cha\":1,\"senses\":[\"blindsight 60 ft. (blind beyond this radius)\"],\"passive\":10,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage.\"]}],\"senseTags\":[\"B\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MW\"],\"hasToken\":true}]}"); JSON_DATA[`data/bestiary/bestiary-xmm.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monster\":[\"MM\",\"DMG\",\"MPMM\",\"PHB\",\"DoSI\"]}},\"monster\":[{\"name\":\"Adult Copper Dragon\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Adult Copper Dragon\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Adult Copper Dragon\",\"source\":\"MM\"}},{\"name\":\"Adult Red Dragon\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Adult Red Dragon\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Adult Red Dragon\",\"source\":\"MM\"}},{\"name\":\"Air Elemental\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Air Elemental\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Air Elemental\",\"source\":\"MM\"}},{\"name\":\"Allosaurus\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Allosaurus\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Allosaurus\",\"source\":\"MM\"}},{\"name\":\"Ancient Black Dragon\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Ancient Black Dragon\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Ancient Black Dragon\",\"source\":\"MM\"}},{\"name\":\"Animal Lord\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Cat\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder. An Animal Lord is a CR 20 Celestial.}\"]}}}},\"token\":{\"name\":\"Cat\",\"source\":\"MM\"}},{\"name\":\"Animated Broom\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Animated Object (Small)\",\"source\":\"PHB\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder. An Animated Broom is a CR 1/4 Construct.}\"]}}}},\"token\":{\"name\":\"Animated Object (Small)\",\"source\":\"PHB\"}},{\"name\":\"Ankylosaurus\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Ankylosaurus\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Ankylosaurus\",\"source\":\"MM\"}},{\"name\":\"Arcanaloth\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Arcanaloth\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Arcanaloth\",\"source\":\"MM\"}},{\"name\":\"Archmage\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Archmage\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Archmage\",\"source\":\"MM\"}},{\"name\":\"Assassin\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Assassin\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Assassin\",\"source\":\"MM\"}},{\"name\":\"Awakened Shrub\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Awakened Shrub\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Awakened Shrub\",\"source\":\"MM\"}},{\"name\":\"Awakened Tree\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Awakened Tree\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Awakened Tree\",\"source\":\"MM\"}},{\"name\":\"Axe Beak\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Axe Beak\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Axe Beak\",\"source\":\"MM\"}},{\"name\":\"Baboon\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Baboon\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Baboon\",\"source\":\"MM\"}},{\"name\":\"Bandit Captain\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Bandit Captain\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Bandit Captain\",\"source\":\"MM\"}},{\"name\":\"Barbed Devil\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Barbed Devil\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Barbed Devil\",\"source\":\"MM\"}},{\"name\":\"Bearded Devil\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Bearded Devil\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Bearded Devil\",\"source\":\"MM\"}},{\"name\":\"Beholder\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Beholder\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Beholder\",\"source\":\"MM\"}},{\"name\":\"Berserker\",\"source\":\"XMM\",\"otherSources\":[{\"source\":\"ScoEE\"}],\"size\":[\"S\",\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[13],\"hp\":{\"average\":67,\"formula\":\"9d8 + 27\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":12,\"con\":17,\"int\":9,\"wis\":11,\"cha\":9,\"passive\":10,\"languages\":[\"Common\"],\"cr\":\"2\",\"gear\":[\"greataxe|xphb\",\"hide armor|xphb\"],\"action\":[{\"name\":\"Greataxe\",\"entries\":[\"{@atkr m} +5 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. {@h}9 ({@damage 1d12 + 3}) Slashing damage.\"]}],\"token\":{\"name\":\"Berserker\",\"source\":\"MM\"},\"languageTags\":[\"C\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MA\",\"MLW\"]},{\"name\":\"Black Pudding\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Black Pudding\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Black Pudding\",\"source\":\"MM\"}},{\"name\":\"Blink Dog\",\"source\":\"XMM\",\"otherSources\":[{\"source\":\"UtHftLH\"}],\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"L\",\"G\"],\"ac\":[13],\"hp\":{\"average\":16,\"formula\":\"3d8 + 3\"},\"speed\":{\"walk\":40},\"str\":12,\"dex\":17,\"con\":12,\"int\":10,\"wis\":13,\"cha\":11,\"skill\":{\"perception\":\"+5\",\"stealth\":\"+5\"},\"passive\":15,\"languages\":[\"Blink Dog\",\"understands Sylvan but can't speak it\"],\"cr\":\"1/4\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atkr m} {@hit 5}, reach 5 ft. {@h}5 ({@damage 1d4 + 3}) Piercing damage.\"]}],\"bonus\":[{\"name\":\"Teleport {@recharge 4}\",\"entries\":[\"The dog teleports up to 40 feet to an unoccupied space it can see.\"]}],\"token\":{\"name\":\"Blink Dog\",\"source\":\"MM\"},\"languageTags\":[\"CS\",\"OTH\",\"S\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MA\"]},{\"name\":\"Blob of Annihilation\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Elder Oblex\",\"source\":\"MPMM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder. A Blob of Annihilation is a CR 23 Ooze.}\"]}}}},\"token\":{\"name\":\"Elder Oblex\",\"source\":\"MPMM\"}},{\"name\":\"Bone Devil\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Bone Devil\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Bone Devil\",\"source\":\"MM\"}},{\"name\":\"Bugbear\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Bugbear\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Bugbear\",\"source\":\"MM\"}},{\"name\":\"Bugbear Warrior\",\"source\":\"XMM\",\"otherSources\":[{\"source\":\"UtHftLH\"}],\"size\":[\"M\"],\"type\":{\"type\":\"fey\",\"tags\":[\"goblinoid\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[14],\"hp\":{\"average\":33,\"formula\":\"6d8 + 6\"},\"speed\":{\"walk\":30},\"str\":15,\"dex\":14,\"con\":13,\"int\":8,\"wis\":11,\"cha\":9,\"skill\":{\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Common\",\"Goblin\"],\"cr\":\"1\",\"gear\":[\"hide armor|xphb\",{\"item\":\"light hammer|xphb\",\"quantity\":3}],\"trait\":[{\"name\":\"Abduct\",\"entries\":[\"The bugbear's Speed isn't halved when it moves a creature {@condition Grappled|XPHB} by it.\"]}],\"action\":[{\"name\":\"Unarmed Strike\",\"entries\":[\"{@atkr m} {@hit 4}, Reach 10 ft. {@h}6 ({@damage 1d8 + 2}) Bludgeoning damage, and if the target is a Medium or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 12}). Until this {@condition Grappled|XPHB} ends, the bugbear can't make an Unarmed Strike against another target.\"]},{\"name\":\"Light Hammer\",\"entries\":[\"{@atkr m,r} +4 (with Advantage if the target is {@condition Grappled|XPHB} by the bugbear), reach 10 ft. or range 20/60 ft. {@h}9 ({@damage 3d4 + 2}) Bludgeoning damage.\"]}],\"token\":{\"name\":\"Bugbear\",\"source\":\"MM\"},\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"GO\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MA\",\"MLW\",\"RA\",\"RCH\",\"THW\"],\"conditionInflict\":[\"grappled\"]},{\"name\":\"Bulette\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Bulette\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Bulette\",\"source\":\"MM\"}},{\"name\":\"Bullywug Bog Sage\",\"source\":\"XMM\",\"otherSources\":[{\"source\":\"UtHftLH\"}],\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"A\"],\"ac\":[16],\"hp\":{\"average\":52,\"formula\":\"8d8 + 16\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":8,\"dex\":16,\"con\":14,\"int\":10,\"wis\":12,\"cha\":16,\"save\":{\"con\":\"+4\",\"cha\":\"+5\"},\"skill\":{\"stealth\":\"+5\"},\"passive\":11,\"languages\":[\"Bullywug\",\"Common\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting (Sorcerer)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The bullywug casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 13}):\"],\"will\":[\"{@spell Dancing Lights|XPHB}\",\"{@spell Ray of Sickness|XPHB} (level 2 version)\"],\"daily\":{\"1\":[\"{@spell Vitriolic Sphere|XPHB}\"],\"2e\":[\"{@spell Fog Cloud|XPHB}\",\"{@spell Grease|XPHB}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The bullywug can breathe air and water.\"]},{\"name\":\"Speak with Frogs and Toads\",\"entries\":[\"The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The bullywug makes two Putrid Staff attacks.\"]},{\"name\":\"Putrid Staff\",\"entries\":[\"{@atkr m} {@hit 5}, reach 5 ft. {@h}7 ({@damage 1d8 + 3}) Bludgeoning damage plus 10 ({@damage 3d6}) Poison damage.\"]}],\"bonus\":[{\"name\":\"Leap\",\"entries\":[\"The bullywug can jump up to 30 feet by spending 10 feet of movement.\"]}],\"token\":{\"name\":\"Bullywug\",\"source\":\"MM\"},\"traitTags\":[\"Amphibious\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"OTH\"],\"damageTags\":[\"B\",\"I\"],\"damageTagsSpell\":[\"A\",\"I\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MA\"],\"conditionInflictSpell\":[\"poisoned\",\"prone\"],\"savingThrowForcedSpell\":[\"dexterity\"]},{\"name\":\"Bullywug Warrior\",\"source\":\"XMM\",\"otherSources\":[{\"source\":\"UtHftLH\"}],\"size\":[\"M\"],\"type\":\"fey\",\"alignment\":[\"A\"],\"ac\":[15],\"hp\":{\"average\":11,\"formula\":\"2d8 + 2\"},\"speed\":{\"walk\":30,\"swim\":40},\"str\":12,\"dex\":14,\"con\":13,\"int\":7,\"wis\":10,\"cha\":7,\"skill\":{\"stealth\":\"+4\"},\"passive\":10,\"languages\":[\"Bullywug\",\"Common\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The bullywug can breathe air and water.\"]},{\"name\":\"Speak with Frogs and Toads\",\"entries\":[\"The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug.\"]}],\"action\":[{\"name\":\"Insectile Rapier\",\"entries\":[\"{@atkr m} {@hit 4}, reach 5 ft. {@h}6 ({@damage 1d8 + 2}) Piercing damage plus 2 ({@damage 1d4}) Poison damage.\"]}],\"bonus\":[{\"name\":\"Leap\",\"entries\":[\"The bullywug can jump up to 30 feet by spending 10 feet of movement.\"]}],\"token\":{\"name\":\"Bullywug\",\"source\":\"MM\"},\"traitTags\":[\"Amphibious\"],\"languageTags\":[\"C\",\"OTH\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MA\",\"MLW\"]},{\"name\":\"Cambion\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Cambion\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Cambion\",\"source\":\"MM\"}},{\"name\":\"Chain Devil\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Chain Devil\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Chain Devil\",\"source\":\"MM\"}},{\"name\":\"Clay Golem\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Clay Golem\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Clay Golem\",\"source\":\"MM\"}},{\"name\":\"Cloud Giant\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Cloud Giant\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Cloud Giant\",\"source\":\"MM\"}},{\"name\":\"Colossus\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Animated Object (Huge)\",\"source\":\"PHB\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder. A Colossus is a CR 25 Construct.}\"]}}}},\"token\":{\"name\":\"Animated Object (Huge)\",\"source\":\"PHB\"}},{\"name\":\"Commoner\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Commoner\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Commoner\",\"source\":\"MM\"}},{\"name\":\"Cultist\",\"source\":\"XMM\",\"otherSources\":[{\"source\":\"ScoEE\"}],\"size\":[\"S\",\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[12],\"hp\":{\"average\":9,\"formula\":\"2d8\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":12,\"con\":10,\"int\":10,\"wis\":11,\"cha\":10,\"skill\":{\"deception\":\"+2\"},\"passive\":10,\"languages\":[\"Common\"],\"cr\":\"1/8\",\"gear\":[\"leather armor|xphb\",\"sickle|xphb\"],\"action\":[{\"name\":\"Ritual Sickle\",\"entries\":[\"{@atkr m} {@hit 3}, reach 5 ft. {@h}3 ({@damage 1d4 + 1}) Slashing damage plus 1 Necrotic damage.\"]}],\"token\":{\"name\":\"Cultist\",\"source\":\"MM\"},\"languageTags\":[\"C\"],\"damageTags\":[\"N\",\"S\"],\"miscTags\":[\"MA\",\"MLW\"]},{\"name\":\"Cultist Fanatic\",\"source\":\"XMM\",\"otherSources\":[{\"source\":\"ScoEE\"}],\"size\":[\"S\",\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[13],\"hp\":{\"average\":44,\"formula\":\"8d8 + 8\"},\"speed\":{\"walk\":30},\"str\":11,\"dex\":14,\"con\":12,\"int\":10,\"wis\":14,\"cha\":13,\"save\":{\"wis\":\"+4\"},\"skill\":{\"deception\":\"+3\",\"persuasion\":\"+3\"},\"passive\":12,\"languages\":[\"Common\"],\"cr\":\"2\",\"gear\":[\"leather armor|xphb\"],\"spellcasting\":[{\"name\":\"Spellcasting (Cleric)\",\"type\":\"spellcasting\",\"headerEntries\":[\"The fanatic casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 12}):\"],\"will\":[\"{@spell Light|XPHB}\",\"{@spell Thaumaturgy|XPHB}\"],\"daily\":{\"1\":[\"{@spell Hold Person|XPHB}\"],\"2\":[\"{@spell Command|XPHB}\"]},\"ability\":\"wis\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Pact Blade\",\"entries\":[\"{@atkr m} {@hit 4}, reach 5 ft. {@h}6 ({@damage 1d8 + 2}) Slashing damage plus 3 ({@damage 1d6}) Necrotic damage.\"]}],\"bonus\":[{\"name\":\"Spiritual Weapon (2/Day)\",\"entries\":[\"The fanatic casts the {@spell Spiritual Weapon|XPHB} spell: +4, reach 5 feet of the spectral weapon. {@h}6 ({@damage 1d8 + 2}) Force damage.\"]}],\"token\":{\"name\":\"Cult Fanatic\",\"source\":\"MM\"},\"languageTags\":[\"C\"],\"damageTags\":[\"N\",\"O\",\"S\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MA\"],\"conditionInflictSpell\":[\"paralyzed\",\"prone\"],\"savingThrowForcedSpell\":[\"wisdom\"]},{\"name\":\"Dao\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Dao\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Dao\",\"source\":\"MM\"}},{\"name\":\"Darkmantle\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Darkmantle\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Darkmantle\",\"source\":\"MM\"}},{\"name\":\"Death Slaad\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Death Slaad\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Death Slaad\",\"source\":\"MM\"}},{\"name\":\"Deva\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Deva\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Deva\",\"source\":\"MM\"}},{\"name\":\"Djinni\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Djinni\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Djinni\",\"source\":\"MM\"}},{\"name\":\"Dragon Turtle\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Dragon Turtle\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Dragon Turtle\",\"source\":\"MM\"}},{\"name\":\"Druid\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Druid\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Druid\",\"source\":\"MM\"}},{\"name\":\"Dryad\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Dryad\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Dryad\",\"source\":\"MM\"}},{\"name\":\"Earth Elemental\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Earth Elemental\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Earth Elemental\",\"source\":\"MM\"}},{\"name\":\"Efreeti\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Efreeti\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Efreeti\",\"source\":\"MM\"}},{\"name\":\"Elemental Cataclysm\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Elder Tempest\",\"source\":\"MPMM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder. An Elemental Cataclysm is a CR 23 Elemental.}\"]}}}},\"token\":{\"name\":\"Elder Tempest\",\"source\":\"MPMM\"}},{\"name\":\"Empyrean\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Empyrean\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Empyrean\",\"source\":\"MM\"}},{\"name\":\"Erinyes\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Erinyes\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Erinyes\",\"source\":\"MM\"}},{\"name\":\"Ettin\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Ettin\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Ettin\",\"source\":\"MM\"}},{\"name\":\"Fiend Cultist\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Drow Priestess of Lolth\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Drow Priestess of Lolth\",\"source\":\"MM\"}},{\"name\":\"Fire Elemental\",\"source\":\"XMM\",\"otherSources\":[{\"source\":\"ScoEE\"}],\"size\":[\"L\"],\"type\":\"elemental\",\"alignment\":[\"N\"],\"ac\":[13],\"hp\":{\"average\":93,\"formula\":\"11d10 + 33\"},\"speed\":{\"walk\":50},\"str\":10,\"dex\":17,\"con\":16,\"int\":6,\"wis\":10,\"cha\":7,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"immune\":[\"fire\",\"poison\"],\"vulnerable\":[\"cold\"],\"conditionImmune\":[\"exhaustion\",\"grappled\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"unconscious\"],\"languages\":[\"Primordial (Ignan)\"],\"cr\":\"5\",\"trait\":[{\"name\":\"Fiery Aura\",\"entries\":[\"At the end of each of the elemental's turns, each creature in a 10-foot Emanation originating from the elemental takes 5 ({@damage 1d10}) Fire damage. Creatures and flammable objects in the Emanation start burning.\"]},{\"name\":\"Fire Form\",\"entries\":[\"The elemental can move through a space as narrow as 1 inch wide without expending extra movement to do so, and it can enter a creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 ({@damage 1d10}) Fire damage.\"]},{\"name\":\"Illumination\",\"entries\":[\"The elemental sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet.\"]},{\"name\":\"Water Susceptibility\",\"entries\":[\"The elemental takes 3 ({@damage 1d6}) Cold damage for every 5 feet the elemental moves in water or for every gallon of water splashed on it.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The elemental makes two Burn attacks.\"]},{\"name\":\"Burn\",\"entries\":[\"{@atkr m} {@hit 6}, reach 5 ft. {@h}10 ({@damage 2d6 + 3}) Fire damage. If the target is a creature or a flammable object, it starts burning.\"]}],\"token\":{\"name\":\"Fire Elemental\",\"source\":\"MM\"},\"traitTags\":[\"Illumination\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"IG\",\"P\"],\"damageTags\":[\"C\",\"F\"],\"miscTags\":[\"AOE\",\"MA\"]},{\"name\":\"Fire Giant\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Fire Giant\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Fire Giant\",\"source\":\"MM\"}},{\"name\":\"Flesh Golem\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Flesh Golem\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Flesh Golem\",\"source\":\"MM\"}},{\"name\":\"Fomorian\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Fomorian\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Fomorian\",\"source\":\"MM\"}},{\"name\":\"Frost Giant\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Frost Giant\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Frost Giant\",\"source\":\"MM\"}},{\"name\":\"Gelatinous Cube\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Gelatinous Cube\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Gelatinous Cube\",\"source\":\"MM\"}},{\"name\":\"Ghast\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Ghast\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Ghast\",\"source\":\"MM\"}},{\"name\":\"Ghoul\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Ghoul\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Ghoul\",\"source\":\"MM\"}},{\"name\":\"Giant Ape\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Giant Ape\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Giant Ape\",\"source\":\"MM\"}},{\"name\":\"Giant Boar\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Giant Boar\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Giant Boar\",\"source\":\"MM\"}},{\"name\":\"Giant Constrictor Snake\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Giant Constrictor Snake\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Giant Constrictor Snake\",\"source\":\"MM\"}},{\"name\":\"Giant Crocodile\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Giant Crocodile\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Giant Crocodile\",\"source\":\"MM\"}},{\"name\":\"Giant Elk\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Giant Elk\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Giant Elk\",\"source\":\"MM\"}},{\"name\":\"Giant Hyena\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Giant Hyena\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Giant Hyena\",\"source\":\"MM\"}},{\"name\":\"Giant Owl\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Giant Owl\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Giant Owl\",\"source\":\"MM\"}},{\"name\":\"Giant Rat\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Giant Rat\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Giant Rat\",\"source\":\"MM\"}},{\"name\":\"Giant Vulture\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Giant Vulture\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Giant Vulture\",\"source\":\"MM\"}},{\"name\":\"Giant Wasp\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Giant Wasp\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Giant Wasp\",\"source\":\"MM\"}},{\"name\":\"Gibbering Mouther\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Gibbering Mouther\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Gibbering Mouther\",\"source\":\"MM\"}},{\"name\":\"Githyanki Knight\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Githyanki Knight\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Githyanki Knight\",\"source\":\"MM\"}},{\"name\":\"Githzerai Zerth\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Githzerai Zerth\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Githzerai Zerth\",\"source\":\"MM\"}},{\"name\":\"Glabrezu\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Glabrezu\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Glabrezu\",\"source\":\"MM\"}},{\"name\":\"Gnoll Warrior\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Gnoll\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Gnoll\",\"source\":\"MM\"}},{\"name\":\"Goblin Warrior\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Goblin\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Goblin\",\"source\":\"MM\"}},{\"name\":\"Gray Ooze\",\"source\":\"XMM\",\"otherSources\":[{\"source\":\"ScoEE\"}],\"size\":[\"M\"],\"type\":\"ooze\",\"alignment\":[\"U\"],\"ac\":[8],\"hp\":{\"average\":22,\"formula\":\"3d8 + 9\"},\"speed\":{\"walk\":10,\"climb\":10},\"str\":12,\"dex\":6,\"con\":16,\"int\":1,\"wis\":6,\"cha\":2,\"skill\":{\"stealth\":\"+2\"},\"senses\":[\"blindsight 60 ft.\"],\"passive\":8,\"resist\":[\"acid\",\"cold\",\"fire\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"prone\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Amorphous\",\"entries\":[\"The ooze can move through a space as narrow as 1 inch without expending extra movement to do so.\"]},{\"name\":\"Corrosive Form\",\"entries\":[\"A creature that hits the ooze with a melee attack roll takes 4 ({@damage 1d8}) Acid damage. The ooze eats through 2-inch-thick nonmagical wood or metal in 1 round.\"]}],\"action\":[{\"name\":\"Pseudopod\",\"entries\":[\"{@atkr m} {@hit 3}, reach 5 ft. {@h}8 ({@damage 2d6 + 1}) Acid damage. Nonmagical armor worn by the target takes a -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. The penalty can be removed by a creature who takes the Utilize action and succeeds on a {@dc 15} Dexterity check using Tinker's Tools to repair the armor.\"]}],\"token\":{\"name\":\"Gray Ooze\",\"source\":\"MM\"},\"traitTags\":[\"Amorphous\"],\"senseTags\":[\"B\"],\"damageTags\":[\"A\"],\"miscTags\":[\"MA\"]},{\"name\":\"Green Hag\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Green Hag\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Green Hag\",\"source\":\"MM\"}},{\"name\":\"Griffon\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Griffon\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Griffon\",\"source\":\"MM\"}},{\"name\":\"Guard\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Guard\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Guard\",\"source\":\"MM\"}},{\"name\":\"Guardian Naga\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Guardian Naga\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Guardian Naga\",\"source\":\"MM\"}},{\"name\":\"Hezrou\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Hezrou\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Hezrou\",\"source\":\"MM\"}},{\"name\":\"Hill Giant\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Hill Giant\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Hill Giant\",\"source\":\"MM\"}},{\"name\":\"Hobgoblin Captain\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Hobgoblin Captain\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Hobgoblin Captain\",\"source\":\"MM\"}},{\"name\":\"Hobgoblin Warlord\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Hobgoblin Warlord\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Hobgoblin Warlord\",\"source\":\"MM\"}},{\"name\":\"Hobgoblin Warrior\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Hobgoblin\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Hobgoblin\",\"source\":\"MM\"}},{\"name\":\"Hook Horror\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Hook Horror\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Hook Horror\",\"source\":\"MM\"}},{\"name\":\"Horned Devil\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Horned Devil\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Horned Devil\",\"source\":\"MM\"}},{\"name\":\"Hyena\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Hyena\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Hyena\",\"source\":\"MM\"}},{\"name\":\"Ice Devil\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Ice Devil\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Ice Devil\",\"source\":\"MM\"}},{\"name\":\"Incubus\",\"source\":\"XMM\",\"otherSources\":[{\"source\":\"ScoEE\"}],\"size\":[\"M\"],\"type\":\"fiend\",\"alignment\":[\"N\",\"E\"],\"ac\":[15],\"hp\":{\"average\":66,\"formula\":\"12d8 + 12\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":8,\"dex\":17,\"con\":13,\"int\":15,\"wis\":12,\"cha\":20,\"skill\":{\"deception\":\"+9\",\"perception\":\"+5\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"resist\":[\"cold\",\"fire\",\"poison\",\"psychic\"],\"languages\":[\"Abyssal\",\"Common\",\"Infernal\",\"telepathy 60 ft.\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The incubus casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell Charm Person|XPHB}\",\"{@spell Disguise Self|XPHB}\",\"{@spell Etherealness|XPHB}\"],\"daily\":{\"1e\":[\"{@spell Dream|XPHB}\",\"{@spell Hypnotic Pattern|XPHB}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Succubus Form\",\"entries\":[\"When the incubus finishes a Long Rest, it can shape-shift into a {@creature Succubus|XMM}, using that stat block instead of this one. Any equipment it's wearing or carrying isn't transformed.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The incubus makes two Nightmare Touch attacks.\"]},{\"name\":\"Nightmare Touch\",\"entries\":[\"{@atkr m} {@hit 7}, reach 5 ft. {@h}15 ({@damage 3d6 + 5}) Psychic damage, and the target is cursed for 24 hours or until the incubus dies. Until the curse ends, the target gains no benefit from finishing Short Rests.\"]}],\"bonus\":[{\"name\":\"Nightmare {@recharge}\",\"entries\":[\"{@actSave wis} {@dc 15}, one creature the incubus can see within 60 feet. {@actSaveFail} If the target has 20 Hit Points or fewer, it has the {@condition Unconscious|XPHB} condition for 1 hour, until it takes damage, or until a creature within 5 feet of it takes an action to wake it. Otherwise, the target takes 18 ({@damage 4d8}) Psychic damage.\"]}],\"token\":{\"name\":\"Incubus\",\"source\":\"MM\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"I\",\"TP\"],\"damageTags\":[\"Y\"],\"damageTagsSpell\":[\"O\",\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"CUR\",\"MA\"],\"conditionInflict\":[\"unconscious\"],\"conditionInflictSpell\":[\"charmed\",\"incapacitated\"],\"savingThrowForcedSpell\":[\"wisdom\"]},{\"name\":\"Invisible Stalker\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Invisible Stalker\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Invisible Stalker\",\"source\":\"MM\"}},{\"name\":\"Iron Golem\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Iron Golem\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Iron Golem\",\"source\":\"MM\"}},{\"name\":\"Jackal\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Jackal\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Jackal\",\"source\":\"MM\"}},{\"name\":\"Knight\",\"source\":\"XMM\",\"otherSources\":[{\"source\":\"ScoEE\"}],\"size\":[\"S\",\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[18],\"hp\":{\"average\":52,\"formula\":\"8d8 + 16\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":11,\"con\":14,\"int\":11,\"wis\":11,\"cha\":15,\"save\":{\"wis\":\"+2\"},\"passive\":10,\"languages\":[\"Common plus one other language\"],\"cr\":\"3\",\"gear\":[\"greatsword|xphb\",\"heavy crossbow|xphb\",\"plate armor|xphb\"],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The knight makes two attacks, using Greatsword or Heavy Crossbow in any combination.\"]},{\"name\":\"Greatsword\",\"entries\":[\"{@atkr m} {@hit 5}, reach 5 ft. {@h}10 ({@damage 2d6 + 3}) Slashing damage plus 4 ({@damage 1d8}) Radiant damage.\"]},{\"name\":\"Heavy Crossbow\",\"entries\":[\"{@atkr r} {@hit 2}, range 100/400 ft. {@h}11 ({@damage 2d10}) Piercing damage plus 4 ({@damage 1d8}) Radiant damage.\"]}],\"reaction\":[{\"name\":\"Parry\",\"entries\":[\"{@actTrigger} The knight is hit by a melee attack roll while holding a weapon. {@actResponse} The knight adds 2 to its AC against that attack, possibly causing it to miss.\"]}],\"token\":{\"name\":\"Knight\",\"source\":\"MM\"},\"actionTags\":[\"Multiattack\",\"Parry\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"P\",\"R\",\"S\"],\"miscTags\":[\"MA\",\"MLW\",\"RA\",\"RNG\"]},{\"name\":\"Kobold Warrior\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Kobold\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Kobold\",\"source\":\"MM\"}},{\"name\":\"Kraken\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Kraken\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Kraken\",\"source\":\"MM\"}},{\"name\":\"Larva\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Larva\",\"source\":\"DMG\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Larva\",\"source\":\"DMG\"}},{\"name\":\"Lemure\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Lemure\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Lemure\",\"source\":\"MM\"}},{\"name\":\"Lich\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Lich\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Lich\",\"source\":\"MM\"}},{\"name\":\"Mage\",\"source\":\"XMM\",\"otherSources\":[{\"source\":\"UtHftLH\"}],\"size\":[\"S\",\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[15],\"hp\":{\"average\":81,\"formula\":\"18d8\"},\"speed\":{\"walk\":30},\"str\":9,\"dex\":14,\"con\":11,\"int\":17,\"wis\":12,\"cha\":11,\"save\":{\"int\":\"+6\",\"wis\":\"+4\"},\"skill\":{\"arcana\":\"+6\",\"history\":\"+6\"},\"passive\":11,\"languages\":[\"Common and any three languages\"],\"cr\":\"6\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The mage casts one of the following spells using Intelligence as the spellcasting ability (spell save {@dc 14}):\"],\"will\":[\"{@spell Detect Magic|XPHB}\",\"{@spell Light|XPHB}\",\"{@spell Mage Armor|XPHB} (included above)\",\"{@spell Mage Hand|XPHB}\",\"{@spell Prestidigitation|XPHB}\"],\"daily\":{\"1\":[\"{@spell Cone of Cold|XPHB}\"],\"2e\":[\"{@spell Fireball|XPHB}\",\"{@spell Fly|XPHB}\",\"{@spell Suggestion|XPHB}\"]},\"ability\":\"int\",\"displayAs\":\"action\"}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The mage makes three Arcane Burst attacks.\"]},{\"name\":\"Arcane Burst\",\"entries\":[\"{@atkr m,r} {@hit 6}, reach 5 ft. or range 120 ft. {@h}16 ({@damage 3d10}) Force damage.\"]}],\"reaction\":[{\"name\":\"Counterspell (1/Day)\",\"entries\":[\"The mage casts {@spell Counterspell|XPHB} in response to that spell's trigger, using the same spellcasting ability in Spellcasting.\"]},{\"name\":\"Shield (2/Day)\",\"entries\":[\"The mage casts {@spell Shield|XPHB} in response to that spell's trigger, using the same spellcasting ability in Spellcasting.\"]}],\"token\":{\"name\":\"Mage\",\"source\":\"MM\"},\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"O\"],\"damageTagsSpell\":[\"C\",\"F\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"MA\",\"RA\"],\"conditionInflictSpell\":[\"charmed\"],\"savingThrowForcedSpell\":[\"constitution\",\"dexterity\",\"wisdom\"]},{\"name\":\"Mage Apprentice\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Apprentice Wizard\",\"source\":\"MPMM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder. A Mage Apprentice is a CR 2 Humanoid.}\"]}}}},\"token\":{\"name\":\"Apprentice Wizard\",\"source\":\"MPMM\"}},{\"name\":\"Magma Mephit\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Magma Mephit\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Magma Mephit\",\"source\":\"MM\"}},{\"name\":\"Marid\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Marid\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Marid\",\"source\":\"MM\"}},{\"name\":\"Marilith\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Marilith\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Marilith\",\"source\":\"MM\"}},{\"name\":\"Medusa\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Medusa\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Medusa\",\"source\":\"MM\"}},{\"name\":\"Merrow\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Merrow\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Merrow\",\"source\":\"MM\"}},{\"name\":\"Mezzoloth\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Mezzoloth\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Mezzoloth\",\"source\":\"MM\"}},{\"name\":\"Minotaur of Baphomet\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Minotaur\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Minotaur\",\"source\":\"MM\"}},{\"name\":\"Mummy\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Mummy\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Mummy\",\"source\":\"MM\"}},{\"name\":\"Mummy Lord\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Mummy Lord\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Mummy Lord\",\"source\":\"MM\"}},{\"name\":\"Nalfeshnee\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Nalfeshnee\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Nalfeshnee\",\"source\":\"MM\"}},{\"name\":\"Night Hag\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Night Hag\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Night Hag\",\"source\":\"MM\"}},{\"name\":\"Nightmare\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Nightmare\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Nightmare\",\"source\":\"MM\"}},{\"name\":\"Nothic\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Nothic\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Nothic\",\"source\":\"MM\"}},{\"name\":\"Nycaloth\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Nycaloth\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Nycaloth\",\"source\":\"MM\"}},{\"name\":\"Ochre Jelly\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Ochre Jelly\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Ochre Jelly\",\"source\":\"MM\"}},{\"name\":\"Ogre\",\"source\":\"XMM\",\"otherSources\":[{\"source\":\"ScoEE\"}],\"size\":[\"L\"],\"type\":\"giant\",\"alignment\":[\"C\",\"E\"],\"ac\":[11],\"hp\":{\"average\":68,\"formula\":\"8d10 + 24\"},\"speed\":{\"walk\":40},\"str\":19,\"dex\":8,\"con\":16,\"int\":5,\"wis\":7,\"cha\":7,\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"languages\":[\"Common\",\"Giant\"],\"cr\":\"2\",\"gear\":[\"greatclub|xphb\",{\"item\":\"javelin|xphb\",\"quantity\":3}],\"action\":[{\"name\":\"Greatclub\",\"entries\":[\"{@atkr m} {@hit 6}, reach 5 ft. {@h}13 ({@damage 2d8 + 4}) Bludgeoning damage.\"]},{\"name\":\"Javelin\",\"entries\":[\"{@atkr m,r} {@hit 6}, reach 5 ft. or range 30/120 ft. {@h}11 ({@damage 2d6 + 4}) Piercing damage.\"]}],\"token\":{\"name\":\"Ogre\",\"source\":\"MM\"},\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"GI\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MA\",\"MLW\",\"RA\",\"THW\"]},{\"name\":\"Oni\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Oni\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Oni\",\"source\":\"MM\"}},{\"name\":\"Owlbear\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Owlbear\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Owlbear\",\"source\":\"MM\"}},{\"name\":\"Piercer\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Piercer\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Piercer\",\"source\":\"MM\"}},{\"name\":\"Pirate\",\"source\":\"XMM\",\"otherSources\":[{\"source\":\"ScoEE\"}],\"size\":[\"S\",\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[14],\"hp\":{\"average\":27,\"formula\":\"5d8 + 5\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":16,\"con\":12,\"int\":8,\"wis\":12,\"cha\":14,\"save\":{\"dex\":\"+5\",\"cha\":\"+4\"},\"passive\":11,\"languages\":[\"Common plus one other language\"],\"cr\":\"1\",\"gear\":[{\"item\":\"dagger|xphb\",\"quantity\":6},\"leather armor|xphb\"],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The pirate makes two Dagger attacks. It can replace one of these attacks with a use of Enthralling Panache.\"]},{\"name\":\"Dagger\",\"entries\":[\"{@atkr m,r} {@hit 5}, reach 5 ft. or range 20/60 ft. {@h}5 ({@damage 1d4 + 3}) Piercing damage.\"]},{\"name\":\"Enthralling Panache\",\"entries\":[\"{@actSave wis} {@dc 12}, one creature the pirate can see within 30 feet. {@actSaveFail} The target has the {@condition Charmed|XPHB} condition until the start of the pirate's next turn.\"]}],\"token\":{\"name\":\"Pirate Bosun\",\"source\":\"GoS\"},\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MA\",\"MLW\",\"RA\",\"THW\"],\"conditionInflict\":[\"charmed\"]},{\"name\":\"Pirate Captain\",\"source\":\"XMM\",\"otherSources\":[{\"source\":\"ScoEE\"}],\"size\":[\"S\",\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[17],\"hp\":{\"average\":78,\"formula\":\"12d8 + 24\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":18,\"con\":14,\"int\":10,\"wis\":14,\"cha\":17,\"save\":{\"str\":\"+3\",\"dex\":\"+7\",\"wis\":\"+5\",\"cha\":\"+6\"},\"skill\":{\"acrobatics\":\"+7\",\"perception\":\"+5\"},\"passive\":15,\"languages\":[\"Common plus one other language\"],\"cr\":\"6\",\"gear\":[\"pistol|xphb\",\"rapier|xphb\"],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The pirate makes three attacks, using Rapier or Pistol in any combination.\"]},{\"name\":\"Rapier\",\"entries\":[\"{@atkr m} {@hit 7}, reach 5 ft. {@h}13 ({@damage 2d8 + 4}) Piercing damage, and the pirate has Advantage on the next attack roll it makes before the end of this turn.\"]},{\"name\":\"Pistol\",\"entries\":[\"{@atkr r} {@hit 7}, range 30/90 ft. {@h}15 ({@damage 2d10 + 4}) Piercing damage.\"]}],\"bonus\":[{\"name\":\"Captain's Charm\",\"entries\":[\"{@actSave wis} {@dc 14}, one creature the pirate can see within 30 feet. {@actSaveFail} The target has the {@condition Charmed|XPHB} condition until the start of the pirate's next turn.\"]}],\"reaction\":[{\"name\":\"Riposte\",\"entries\":[\"{@actTrigger} The pirate is hit by a melee attack roll while holding a weapon. {@actResponse} The pirate adds 3 to its AC against that attack, possibly causing the attack to miss. On a miss, the pirate makes one Rapier attack against the triggering creature.\"]}],\"token\":{\"name\":\"Pirate Captain\",\"source\":\"GoS\"},\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"X\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MA\",\"MLW\",\"RA\",\"RNG\"],\"conditionInflict\":[\"charmed\"]},{\"name\":\"Pit Fiend\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Pit Fiend\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Pit Fiend\",\"source\":\"MM\"}},{\"name\":\"Pixie\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Pixie\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Pixie\",\"source\":\"MM\"}},{\"name\":\"Planetar\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Planetar\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Planetar\",\"source\":\"MM\"}},{\"name\":\"Priest\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Priest\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Priest\",\"source\":\"MM\"}},{\"name\":\"Red Dragon Wyrmling\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Red Dragon Wyrmling\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Red Dragon Wyrmling\",\"source\":\"MM\"}},{\"name\":\"Red Slaad\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Red Slaad\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Red Slaad\",\"source\":\"MM\"}},{\"name\":\"Rhinoceros\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Rhinoceros\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Rhinoceros\",\"source\":\"MM\"}},{\"name\":\"Roc\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Roc\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Roc\",\"source\":\"MM\"}},{\"name\":\"Rust Monster\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Rust Monster\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Rust Monster\",\"source\":\"MM\"}},{\"name\":\"Sahuagin\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Sahuagin\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Sahuagin\",\"source\":\"MM\"}},{\"name\":\"Sahuagin Priest\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Sahuagin Priestess\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Sahuagin Priestess\",\"source\":\"MM\"}},{\"name\":\"Sahuagin Warrior\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Sahuagin\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Sahuagin\",\"source\":\"MM\"}},{\"name\":\"Salamander\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Salamander\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Salamander\",\"source\":\"MM\"}},{\"name\":\"Satyr Revelmaster\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Satyr\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder. A Satyr Revelmaster is a CR 6 Fey.}\"]}}}},\"token\":{\"name\":\"Satyr\",\"source\":\"MM\"}},{\"name\":\"Shadow\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Shadow\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Shadow\",\"source\":\"MM\"}},{\"name\":\"Shield Guardian\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Shield Guardian\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Shield Guardian\",\"source\":\"MM\"}},{\"name\":\"Shrieker Fungus\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Shrieker\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Shrieker\",\"source\":\"MM\"}},{\"name\":\"Smoke Mephit\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Smoke Mephit\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Smoke Mephit\",\"source\":\"MM\"}},{\"name\":\"Solar\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Solar\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Solar\",\"source\":\"MM\"}},{\"name\":\"Spined Devil\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Spined Devil\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Spined Devil\",\"source\":\"MM\"}},{\"name\":\"Spy\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Spy\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Spy\",\"source\":\"MM\"}},{\"name\":\"Spy Master\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Spy\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder. A Spy Master is a CR 10 Humanoid.}\"]}}}},\"token\":{\"name\":\"Spy\",\"source\":\"MM\"}},{\"name\":\"Stirge\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Stirge\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Stirge\",\"source\":\"MM\"}},{\"name\":\"Stone Golem\",\"source\":\"XMM\",\"otherSources\":[{\"source\":\"ScoEE\"}],\"size\":[\"L\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[18],\"hp\":{\"average\":252,\"formula\":\"24d10 + 120\"},\"speed\":{\"walk\":30},\"str\":22,\"dex\":9,\"con\":20,\"int\":3,\"wis\":11,\"cha\":1,\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"understands Common plus two other languages but can't speak\"],\"cr\":\"10\",\"trait\":[{\"name\":\"Immutable Form\",\"entries\":[\"The golem can't shape-shift.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The golem has Advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The golem makes two attacks, using Slam or Force Bolt in any combination.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atkr m} {@hit 10}, reach 5 ft. {@h}15 ({@damage 2d8 + 6}) Bludgeoning damage plus 9 ({@damage 2d8}) Force damage.\"]},{\"name\":\"Force Bolt\",\"entries\":[\"{@atkr r} {@hit 9}, range 90 ft. {@h}26 ({@damage 4d12}) Force damage.\"]},{\"name\":\"Slow {@recharge 5}\",\"entries\":[\"The golem casts {@spell Slow|XPHB} (spell save {@dc 17}), requiring no spell components and using Constitution as the spellcasting ability.\"]}],\"token\":{\"name\":\"Stone Golem\",\"source\":\"MM\"},\"traitTags\":[\"Immutable Form\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CS\",\"X\"],\"damageTags\":[\"B\",\"O\"],\"miscTags\":[\"MA\",\"RA\"]},{\"name\":\"Storm Giant\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Storm Giant\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Storm Giant\",\"source\":\"MM\"}},{\"name\":\"Succubus\",\"source\":\"XMM\",\"otherSources\":[{\"source\":\"ScoEE\"}],\"size\":[\"M\"],\"type\":\"fiend\",\"alignment\":[\"N\",\"E\"],\"ac\":[15],\"hp\":{\"average\":66,\"formula\":\"12d8 + 12\"},\"speed\":{\"walk\":30,\"fly\":60},\"str\":8,\"dex\":17,\"con\":13,\"int\":15,\"wis\":12,\"cha\":20,\"skill\":{\"deception\":\"+9\",\"perception\":\"+5\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"resist\":[\"cold\",\"fire\",\"poison\",\"psychic\"],\"languages\":[\"Abyssal\",\"Common\",\"Infernal\",\"telepathy 60 ft.\"],\"cr\":\"4\",\"spellcasting\":[{\"name\":\"Spellcasting\",\"type\":\"spellcasting\",\"headerEntries\":[\"The succubus casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 15}):\"],\"will\":[\"{@spell Dominate Person|XPHB} (level 8 version)\"],\"daily\":{\"1\":[\"{@spell Hypnotic Pattern|XPHB}\"]},\"ability\":\"cha\",\"displayAs\":\"action\"}],\"trait\":[{\"name\":\"Incubus Form\",\"entries\":[\"When the succubus finishes a Long Rest, it can shape-shift into an {@creature Incubus|XMM}, using that stat block instead of this one.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The succubus makes two Fiendish Touch attacks and can use Spellcasting to cast {@spell Dominate Person|XPHB}. It can replace one attack with a use of Draining Kiss.\"]},{\"name\":\"Fiendish Touch\",\"entries\":[\"{@atkr m} {@hit 5}, reach 5 ft. {@h}6 ({@damage 1d6 + 3}) Psychic damage.\"]},{\"name\":\"Draining Kiss\",\"entries\":[\"{@actSave con} {@dc 15}, one creature {@condition Charmed|XPHB} by the succubus within 5 feet. {@actSaveFail} 13 ({@damage 3d8}) Psychic damage. {@actSaveSuccess} Half damage. {@actSaveSuccessOrFail} The target's Hit Point maximum is reduced by an amount equal to the damage taken.\"]}],\"bonus\":[{\"name\":\"Shape-Shift\",\"entries\":[\"The succubus shape-shifts to resemble a Medium or Small Humanoid or back into its true form. Its game statistics are the same in each form, except its Fly Speed is available only in its true form. Any equipment it's wearing or carrying isn't transformed.\"]}],\"token\":{\"name\":\"Succubus\",\"source\":\"MM\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"AB\",\"C\",\"I\",\"TP\"],\"damageTags\":[\"Y\"],\"spellcastingTags\":[\"O\"],\"miscTags\":[\"HPR\",\"MA\"],\"conditionInflictSpell\":[\"charmed\",\"incapacitated\"],\"savingThrowForcedSpell\":[\"wisdom\"]},{\"name\":\"Swarm of Bats\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Swarm of Bats\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Swarm of Bats\",\"source\":\"MM\"}},{\"name\":\"Swarm of Insects\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Swarm of Insects\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Swarm of Insects\",\"source\":\"MM\"}},{\"name\":\"Swarm of Rats\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Swarm of Rats\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Swarm of Rats\",\"source\":\"MM\"}},{\"name\":\"Tarrasque\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Tarrasque\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Tarrasque\",\"source\":\"MM\"}},{\"name\":\"Tough\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Thug\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Thug\",\"source\":\"MM\"}},{\"name\":\"Tough Boss\",\"source\":\"XMM\",\"otherSources\":[{\"source\":\"ScoEE\"}],\"size\":[\"S\",\"M\"],\"type\":\"humanoid\",\"alignment\":[\"A\"],\"ac\":[16],\"hp\":{\"average\":82,\"formula\":\"11d8 + 33\"},\"speed\":{\"walk\":30},\"str\":17,\"dex\":14,\"con\":16,\"int\":11,\"wis\":10,\"cha\":11,\"save\":{\"str\":\"+5\",\"con\":\"+5\",\"cha\":\"+2\"},\"passive\":10,\"languages\":[\"Common\"],\"cr\":\"4\",\"gear\":[\"chain mail|xphb\",\"heavy crossbow|xphb\",\"warhammer|xphb\"],\"trait\":[{\"name\":\"Pack Tactics\",\"entries\":[\"The tough has Advantage on an attack roll against a creature if at least one of the tough's allies is within 5 feet of the creature and the ally doesn't have the {@condition Incapacitated|XPHB} condition.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The tough makes two attacks, using Warhammer or Heavy Crossbow in any combination.\"]},{\"name\":\"Warhammer\",\"entries\":[\"{@atkr m} {@hit 5}, reach 5 ft. {@h}12 ({@damage 2d8 + 3}) Bludgeoning damage, and if the target is Large or smaller, the tough can push the target up to 10 feet straight away from itself.\"]},{\"name\":\"Heavy Crossbow\",\"entries\":[\"{@atkr r} {@hit 4}, range 100/400 ft. {@h}13 ({@damage 2d10 + 2}) Piercing damage.\"]}],\"traitTags\":[\"Pack Tactics\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MA\",\"MLW\",\"RA\",\"RNG\"],\"hasToken\":true},{\"name\":\"Treant\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Treant\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Treant\",\"source\":\"MM\"}},{\"name\":\"Troll\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Troll\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Troll\",\"source\":\"MM\"}},{\"name\":\"Twig Blight\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Twig Blight\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Twig Blight\",\"source\":\"MM\"}},{\"name\":\"Tyrannosaurus Rex\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Tyrannosaurus Rex\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Tyrannosaurus Rex\",\"source\":\"MM\"}},{\"name\":\"Ultroloth\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Ultroloth\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Ultroloth\",\"source\":\"MM\"}},{\"name\":\"Vampire\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Vampire\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Vampire\",\"source\":\"MM\"}},{\"name\":\"Violet Fungus\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Violet Fungus\",\"source\":\"DoSI\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Violet Fungus\",\"source\":\"DoSI\"}},{\"name\":\"Vrock\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Vrock\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Vrock\",\"source\":\"MM\"}},{\"name\":\"Warhorse Skeleton\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Warhorse Skeleton\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Warhorse Skeleton\",\"source\":\"MM\"}},{\"name\":\"Warrior Infantry\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Tribal Warrior\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Tribal Warrior\",\"source\":\"MM\"}},{\"name\":\"Warrior Veteran\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Veteran\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Veteran\",\"source\":\"MM\"}},{\"name\":\"Water Elemental\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Water Elemental\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Water Elemental\",\"source\":\"MM\"}},{\"name\":\"Water Weird\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Water Weird\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Water Weird\",\"source\":\"MM\"}},{\"name\":\"Wight\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Wight\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Wight\",\"source\":\"MM\"}},{\"name\":\"Will-o'-Wisp\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Will-o'-Wisp\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Will-o'-Wisp\",\"source\":\"MM\"}},{\"name\":\"Winged Kobold\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Winged Kobold\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Winged Kobold\",\"source\":\"MM\"}},{\"name\":\"Worg\",\"source\":\"XMM\",\"otherSources\":[{\"source\":\"UtHftLH\"}],\"size\":[\"L\"],\"type\":\"fey\",\"alignment\":[\"N\",\"E\"],\"ac\":[13],\"hp\":{\"average\":26,\"formula\":\"4d10 + 4\"},\"speed\":{\"walk\":50},\"str\":16,\"dex\":13,\"con\":13,\"int\":7,\"wis\":11,\"cha\":8,\"skill\":{\"perception\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"Goblin\",\"Worg\"],\"cr\":\"1/2\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atkr m} {@hit 5}, reach 5 ft. {@h}7 ({@damage 1d8 + 3}) Piercing damage, and the next attack roll made against the target before the start of the worg's next turn has Advantage.\"]}],\"token\":{\"name\":\"Worg\",\"source\":\"MM\"},\"senseTags\":[\"D\"],\"languageTags\":[\"GO\",\"OTH\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MA\"]},{\"name\":\"Wyvern\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Wyvern\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Wyvern\",\"source\":\"MM\"}},{\"name\":\"Xorn\",\"source\":\"XMM\",\"_copy\":{\"name\":\"Xorn\",\"source\":\"MM\",\"_mod\":{\"trait\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Temporary Statblock\",\"entries\":[\"{@note This statblock is a placeholder.}\"]}}}},\"token\":{\"name\":\"Xorn\",\"source\":\"MM\"}}]}"); JSON_DATA[`data/bestiary/bestiary-xphb.json`] = JSON.parse("{\"monster\":[{\"name\":\"Aberrant Spirit\",\"source\":\"XPHB\",\"page\":322,\"summonedBySpell\":\"Summon Aberration|XPHB\",\"summonedBySpellLevel\":4,\"size\":[\"M\"],\"type\":\"aberration\",\"alignment\":[\"N\"],\"ac\":[{\"special\":\"11 + the spell's level\"}],\"hp\":{\"special\":\"40 + 10 for each spell level above 4\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(hover; Beholderkin only)\"},\"canHover\":true},\"str\":16,\"dex\":10,\"con\":15,\"int\":16,\"wis\":10,\"cha\":6,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"languages\":[\"Deep Speech\",\"understands the languages you know\"],\"pbNote\":\"equals your Proficiency Bonus\",\"trait\":[{\"name\":\"Regeneration (Slaad Only)\",\"entries\":[\"The spirit regains 5 Hit Points at the start of its turn if it has at least 1 Hit Point.\"]},{\"name\":\"Whispering Aura (Mind Flayer Only)\",\"entries\":[\"At the start of each of the spirit's turns, the spirit emits psionic energy if it doesn't have the {@condition Incapacitated|XPHB} condition. Wisdom Saving Throw: DC equals your spell save DC, each creature (other than you) within 5 feet of the spirit. {@actSaveFail} {@damage 2d6} Psychic damage.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The spirit makes a number of attacks equal to half this spell's level (round down).\"]},{\"name\":\"Claw (Slaad Only)\",\"entries\":[\"{@atkr m} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 5 ft. {@h}{@damage 1d10 + 3 + summonSpellLevel} Slashing damage, and the target can't regain Hit Points until the start of the spirit's next turn.\"]},{\"name\":\"Eye Ray (Beholderkin Only)\",\"entries\":[\"{@atkr r} {@hitYourSpellAttack Bonus equals your spell attack modifier}, range 150 ft. {@h}{@damage 1d8 + 3 + summonSpellLevel} Psychic damage.\"]},{\"name\":\"Psychic Slam (Mind Flayer Only)\",\"entries\":[\"{@atkr m} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 5 ft. {@h}{@damage 1d8 + 3 + summonSpellLevel} Psychic damage.\"]}],\"traitTags\":[\"Regeneration\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"DS\"],\"damageTags\":[\"S\",\"Y\"],\"miscTags\":[\"MA\",\"RA\"],\"hasToken\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Aberrant Spirit (Beholderkin)\",\"source\":\"XPHB\",\"_mod\":{\"action\":[{\"mode\":\"removeArr\",\"names\":[\"Claw (Slaad Only)\",\"Psychic Slam (Mind Flayer Only)\"]},{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Eye Ray (Beholderkin Only)\",\"with\":\"Eye Ray\"}}]},\"speed\":{\"walk\":30,\"fly\":{\"number\":30,\"condition\":\"(hover)\"},\"canHover\":true},\"trait\":null,\"traitTags\":null,\"damageTags\":[\"Y\"],\"miscTags\":[\"RA\"]},{\"name\":\"Aberrant Spirit (Slaad)\",\"source\":\"XPHB\",\"_mod\":{\"trait\":[{\"mode\":\"removeArr\",\"names\":[\"Whispering Aura (Mind Flayer Only)\"]},{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Regeneration (Slaad Only)\",\"with\":\"Regeneration\"}}],\"action\":[{\"mode\":\"removeArr\",\"names\":[\"Eye Ray (Beholderkin Only)\",\"Psychic Slam (Mind Flayer Only)\"]},{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Claw (Slaad Only)\",\"with\":\"Claw\"}}]},\"speed\":{\"walk\":30},\"traitTags\":[\"Regeneration\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MA\"]},{\"name\":\"Aberrant Spirit (Star Spawn)\",\"source\":\"XPHB\",\"_mod\":{\"trait\":[{\"mode\":\"removeArr\",\"names\":[\"Regeneration (Slaad Only)\"]},{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Whispering Aura (Mind Flayer Only)\",\"with\":\"Whispering Aura\"}}],\"action\":[{\"mode\":\"removeArr\",\"names\":[\"Eye Ray (Beholderkin Only)\",\"Claw (Slaad Only)\"]},{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Psychic Slam (Mind Flayer Only)\",\"with\":\"Psychic Slam\"}}]},\"speed\":{\"walk\":30},\"traitTags\":[\"Regeneration\"],\"damageTags\":[\"Y\"],\"miscTags\":[\"RA\"]}]},{\"name\":\"Animated Object\",\"source\":\"XPHB\",\"page\":240,\"summonedBySpell\":\"Animate Objects|XPHB\",\"summonedBySpellLevel\":5,\"size\":[\"T\",\"S\",\"M\",\"L\",\"H\"],\"type\":\"construct\",\"alignment\":[\"U\"],\"ac\":[15],\"hp\":{\"special\":\"10 (Medium or smaller), 20 (Large), 40 (Huge)\"},\"speed\":{\"walk\":30},\"str\":16,\"dex\":10,\"con\":10,\"int\":3,\"wis\":3,\"cha\":1,\"senses\":[\"blindsight 30 ft.\"],\"passive\":6,\"languages\":[\"understands the languages you know\"],\"pbNote\":\"equals your Proficiency Bonus\",\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atkr m} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 5 ft. {@h}Force damage equal to {@damage 1d4 + 3} + your spellcasting ability modifier (Medium or smaller), {@damage 2d6 + 3} + your spellcasting ability modifier (Large), or {@damage 2d12 + 3} + your spellcasting ability modifier (Huge).\"]}],\"senseTags\":[\"B\"],\"miscTags\":[\"MA\"],\"hasToken\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Animated Object (Huge)\",\"source\":\"XPHB\",\"hp\":{\"special\":\"40\"},\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atkr m} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 5 ft. {@h}Force damage equal to {@damage 2d12 + 3} + your spellcasting ability modifier.\"]}]},{\"name\":\"Animated Object (Large)\",\"source\":\"XPHB\",\"hp\":{\"special\":\"20\"},\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atkr m} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 5 ft. {@h}Force damage equal to {@damage 2d6 + 3} + your spellcasting ability modifier.\"]}]},{\"name\":\"Animated Object (Medium or Smaller)\",\"source\":\"XPHB\",\"hp\":{\"special\":\"10\"},\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atkr m} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 5 ft. {@h}Force damage equal to {@damage 1d4 + 3} + your spellcasting ability modifier.\"]}]}]},{\"name\":\"Ape\",\"source\":\"XPHB\",\"page\":346,\"otherSources\":[{\"source\":\"XMM\",\"page\":348}],\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":19,\"formula\":\"3d8 + 6\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":16,\"dex\":14,\"con\":14,\"int\":6,\"wis\":12,\"cha\":7,\"skill\":{\"athletics\":\"+5\",\"perception\":\"+3\"},\"passive\":13,\"cr\":\"1/2\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The ape makes two Fist attacks.\"]},{\"name\":\"Fist\",\"entries\":[\"{@atkr m} {@hit 5}, reach 5 ft. {@h}5 ({@damage 1d4 + 3}) Bludgeoning damage.\"]},{\"name\":\"Rock {@recharge}\",\"entries\":[\"{@atkr r} {@hit 5}, range 25/50 ft. {@h}10 ({@damage 2d6 + 3}) Bludgeoning damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/ape.mp3\"},\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MA\",\"RA\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Badger\",\"source\":\"XPHB\",\"page\":346,\"otherSources\":[{\"source\":\"XMM\",\"page\":349}],\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[11],\"hp\":{\"average\":5,\"formula\":\"1d4 + 3\"},\"speed\":{\"walk\":20,\"burrow\":5},\"str\":10,\"dex\":11,\"con\":16,\"int\":2,\"wis\":12,\"cha\":5,\"skill\":{\"perception\":\"+3\"},\"senses\":[\"darkvision 30 ft.\"],\"passive\":13,\"resist\":[\"poison\"],\"languages\":[\"None\"],\"cr\":\"0\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atkr m} {@hit 2}, reach 5 ft. {@h}1 Piercing damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/badger.mp3\"},\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MA\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Bat\",\"source\":\"XPHB\",\"page\":346,\"otherSources\":[{\"source\":\"XMM\",\"page\":349}],\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":1,\"formula\":\"1d4 - 1\"},\"speed\":{\"walk\":5,\"fly\":30},\"str\":2,\"dex\":15,\"con\":8,\"int\":2,\"wis\":12,\"cha\":4,\"senses\":[\"blindsight 60 ft.\"],\"passive\":11,\"cr\":\"0\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atkr m} {@hit 4} to hit, reach 5 ft. {@h}1 Piercing damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/bat.mp3\"},\"senseTags\":[\"B\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MA\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Beast of the Land\",\"source\":\"XPHB\",\"page\":123,\"summonedByClass\":\"Ranger|XPHB\",\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"N\"],\"ac\":[{\"special\":\"13 plus your Wisdom modifier\"}],\"hp\":{\"special\":\"5 plus five times your Ranger level (the beast has a number of Hit Dice [d8s] equal to your Ranger level)\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":14,\"dex\":14,\"con\":15,\"int\":8,\"wis\":14,\"cha\":11,\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"languages\":[\"understands the languages you know\"],\"pbNote\":\"equals your Proficiency Bonus\",\"trait\":[{\"name\":\"Primal Bond\",\"entries\":[\"Add your Proficiency Bonus to any ability check or saving throw the beast makes.\"]}],\"action\":[{\"name\":\"Beast's Strike\",\"entries\":[\"{@atkr m} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 5 ft. {@h}{@dice 1d8 + 2} plus your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (your choice when you summon the beast). If the beast moved at least 20 feet straight toward the target before the hit, the target takes an extra {@damage 1d6} damage of the same type, and the target has the {@condition Prone|XPHB} condition if it is a Large or smaller creature.\"]}],\"miscTags\":[\"MA\"],\"conditionInflict\":[\"prone\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Beast of the Sea\",\"source\":\"XPHB\",\"page\":124,\"summonedByClass\":\"Ranger|XPHB\",\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"N\"],\"ac\":[{\"special\":\"13 plus your Wisdom modifier\"}],\"hp\":{\"special\":\"5 plus five times your Ranger level (the beast has a number of Hit Dice [d8s] equal to your Ranger level)\"},\"speed\":{\"walk\":5,\"swim\":60},\"str\":14,\"dex\":14,\"con\":15,\"int\":8,\"wis\":14,\"cha\":11,\"senses\":[\"darkvision 90 ft.\"],\"passive\":12,\"languages\":[\"understands the languages you know\"],\"pbNote\":\"equals your Proficiency Bonus\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The beast can breathe air and water.\"]},{\"name\":\"Primal Bond\",\"entries\":[\"Add your Proficiency Bonus to any ability check or saving throw the beast makes.\"]}],\"action\":[{\"name\":\"Beast's Strike\",\"entries\":[\"{@atkr m} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 5 ft. {@h}{@dice 1d6 + 2} plus your Wisdom modifier Bludgeoning or Piercing damage (your choice when you summon the beast), and the target has the {@condition Grappled|XPHB} condition (escape DC equals your spell save DC).\"]}],\"traitTags\":[\"Amphibious\"],\"miscTags\":[\"MA\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Beast of the Sky\",\"source\":\"XPHB\",\"page\":124,\"summonedByClass\":\"Ranger|XPHB\",\"size\":[\"S\"],\"type\":\"beast\",\"alignment\":[\"N\"],\"ac\":[{\"special\":\"13 plus your Wisdom modifier\"}],\"hp\":{\"special\":\"4 plus four times your Ranger level (the beast has a number of Hit Dice [d6s] equal to your Ranger level)\"},\"speed\":{\"walk\":10,\"fly\":60},\"str\":6,\"dex\":16,\"con\":13,\"int\":8,\"wis\":14,\"cha\":11,\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"languages\":[\"understands the languages you know\"],\"pbNote\":\"equals your Proficiency Bonus\",\"trait\":[{\"name\":\"Flyby\",\"entries\":[\"The beast doesn't provoke Opportunity Attacks when it flies out of an enemy's reach.\"]},{\"name\":\"Primal Bond\",\"entries\":[\"Add your Proficiency Bonus to any ability check or saving throw the beast makes.\"]}],\"action\":[{\"name\":\"Beast's Strike\",\"entries\":[\"{@atkr m} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 5 ft. {@h}{@dice 1d4 + 3} plus your Wisdom modifier Slashing damage.\"]}],\"traitTags\":[\"Flyby\"],\"miscTags\":[\"MA\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Bestial Spirit\",\"source\":\"XPHB\",\"page\":323,\"summonedBySpell\":\"Summon Beast|XPHB\",\"summonedBySpellLevel\":2,\"size\":[\"S\"],\"type\":\"beast\",\"alignment\":[\"N\"],\"ac\":[{\"special\":\"11 + the spell's level\"}],\"hp\":{\"special\":\"20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2\"},\"speed\":{\"walk\":30,\"climb\":{\"number\":30,\"condition\":\"(Land only)\"},\"fly\":{\"number\":60,\"condition\":\"(Air only)\"},\"swim\":{\"number\":30,\"condition\":\"(Water only)\"}},\"str\":18,\"dex\":11,\"con\":16,\"int\":4,\"wis\":14,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"languages\":[\"understands the languages you know\"],\"pbNote\":\"equals your Proficiency Bonus\",\"trait\":[{\"name\":\"Flyby (Air Only)\",\"entries\":[\"The spirit doesn't provoke Opportunity Attacks when it flies out of an enemy's reach.\"]},{\"name\":\"Pack Tactics (Land and Water Only)\",\"entries\":[\"The spirit has Advantage on an attack roll against a creature if at least one of the spirit's allies is within 5 feet of the creature and the ally doesn't have the {@condition Incapacitated|XPHB} condition.\"]},{\"name\":\"Water Breathing (Water Only)\",\"entries\":[\"The spirit can breathe only underwater.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The spirit makes a number of Rend attacks equal to half this spell's level (round down).\"]},{\"name\":\"Rend\",\"entries\":[\"{@atkr m} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 5 ft. {@h}{@damage 1d8 + 4 + summonSpellLevel} Piercing damage.\"]}],\"traitTags\":[\"Flyby\",\"Pack Tactics\",\"Water Breathing\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MA\"],\"hasToken\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Bestial Spirit (Air)\",\"source\":\"XPHB\",\"_mod\":{\"trait\":[{\"mode\":\"removeArr\",\"names\":[\"Water Breathing (Water Only)\",\"Pack Tactics (Land and Water Only)\"]},{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Flyby (Air Only)\",\"with\":\"Flyby\"}}]},\"hp\":{\"special\":\"20 + 5 for each spell level above 2\"},\"speed\":{\"walk\":30,\"fly\":60},\"traitTags\":[\"Flyby\"]},{\"name\":\"Bestial Spirit (Land)\",\"source\":\"XPHB\",\"_mod\":{\"trait\":[{\"mode\":\"removeArr\",\"names\":[\"Water Breathing (Water Only)\",\"Flyby (Air Only)\"]},{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Pack Tactics (Land and Water Only)\",\"with\":\"Pack Tactics\"}}]},\"hp\":{\"special\":\"30 + 5 for each spell level above 2\"},\"speed\":{\"walk\":30,\"climb\":30},\"traitTags\":[\"Pack Tactics\"]},{\"name\":\"Bestial Spirit (Water)\",\"source\":\"XPHB\",\"_mod\":{\"trait\":[{\"mode\":\"removeArr\",\"names\":[\"Flyby (Air Only)\"]},{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Pack Tactics (Land and Water Only)\",\"with\":\"Pack Tactics\"}}]},\"hp\":{\"special\":\"30 + 5 for each spell level above 2\"},\"speed\":{\"walk\":30,\"swim\":30},\"traitTags\":[\"Pack Tactics\",\"Water Breathing\"]}]},{\"name\":\"Black Bear\",\"source\":\"XPHB\",\"page\":346,\"otherSources\":[{\"source\":\"XMM\",\"page\":349}],\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[11],\"hp\":{\"average\":19,\"formula\":\"3d8 + 6\"},\"speed\":{\"walk\":30,\"climb\":30,\"swim\":30},\"str\":15,\"dex\":12,\"con\":14,\"int\":2,\"wis\":12,\"cha\":7,\"skill\":{\"perception\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"cr\":\"1/2\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The bear makes two Rend attacks.\"]},{\"name\":\"Rend\",\"entries\":[\"{@atkr m} {@hit 4}, reach 5 ft. {@h}5 ({@damage 1d6 + 2}) Slashing damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/black-bear.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MA\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Boar\",\"source\":\"XPHB\",\"page\":347,\"otherSources\":[{\"source\":\"XMM\",\"page\":350}],\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[11],\"hp\":{\"average\":13,\"formula\":\"2d8 + 4\"},\"speed\":{\"walk\":40},\"str\":13,\"dex\":11,\"con\":14,\"int\":2,\"wis\":9,\"cha\":5,\"passive\":9,\"cr\":\"1/4\",\"trait\":[{\"name\":\"Bloodied Fury\",\"entries\":[\"While Bloodied, the boar has Advantage on attack rolls.\"]}],\"action\":[{\"name\":\"Gore\",\"entries\":[\"{@atkr m} {@hit 3}, reach 5 ft. {@h}4 ({@damage 1d6 + 1}) Piercing damage. If the boar moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 3 ({@damage 1d6}) Piercing damage and, if it is Large or smaller, has the {@condition Prone|XPHB} condition.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/boar.mp3\"},\"damageTags\":[\"P\"],\"miscTags\":[\"MA\"],\"conditionInflict\":[\"prone\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Brown Bear\",\"source\":\"XPHB\",\"page\":347,\"otherSources\":[{\"source\":\"XMM\",\"page\":350}],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[11],\"hp\":{\"average\":22,\"formula\":\"3d10 + 6\"},\"speed\":{\"walk\":40,\"climb\":30},\"str\":17,\"dex\":12,\"con\":15,\"int\":2,\"wis\":13,\"cha\":7,\"skill\":{\"perception\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"None\"],\"cr\":\"1\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The bear makes one Bite attack and one Claw attack.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atkr m} {@hit 5}, reach 5 ft. {@h}7 ({@damage 1d8 + 3}) Piercing damage.\"]},{\"name\":\"Claw\",\"entries\":[\"{@atkr m} {@hit 5}, reach 5 ft. {@h}5 ({@damage 1d4 + 3}) Slashing damage, and the target has the {@condition Prone|XPHB} condition if it is Huge or smaller.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/brown-bear.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"P\",\"S\"],\"miscTags\":[\"MA\"],\"conditionInflict\":[\"prone\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Camel\",\"source\":\"XPHB\",\"page\":347,\"otherSources\":[{\"source\":\"XMM\",\"page\":351}],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[10],\"hp\":{\"average\":17,\"formula\":\"2d10 + 6\"},\"speed\":{\"walk\":50},\"str\":15,\"dex\":8,\"con\":17,\"int\":2,\"wis\":11,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"cr\":\"1/8\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atkr m} {@hit 4}, reach 5 ft. {@h}4 ({@damage 1d4 + 2}) Bludgeoning damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/camel.mp3\"},\"senseTags\":[\"D\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MA\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Cat\",\"source\":\"XPHB\",\"page\":347,\"otherSources\":[{\"source\":\"XMM\",\"page\":351}],\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":2,\"formula\":\"1d4\"},\"speed\":{\"walk\":40,\"climb\":40},\"str\":3,\"dex\":15,\"con\":10,\"int\":3,\"wis\":12,\"cha\":7,\"save\":{\"dex\":\"+4\"},\"skill\":{\"perception\":\"+3\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"cr\":\"0\",\"trait\":[{\"name\":\"Jumper\",\"entries\":[\"The cat's jump distance is determined using its Dexterity rather than its Strength.\"]}],\"action\":[{\"name\":\"Scratch\",\"entries\":[\"{@atkr m} {@hit 4}, reach 5 ft. {@h}1 Slashing damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/cat.mp3\"},\"senseTags\":[\"D\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MA\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Celestial Spirit\",\"source\":\"XPHB\",\"page\":323,\"summonedBySpell\":\"Summon Celestial|XPHB\",\"summonedBySpellLevel\":5,\"size\":[\"L\"],\"type\":\"celestial\",\"alignment\":[\"N\"],\"ac\":[{\"special\":\"11 + the spell's level + 2 (Defender only)\"}],\"hp\":{\"special\":\"40 + 10 for each spell level above 5\"},\"speed\":{\"walk\":30,\"fly\":40},\"str\":16,\"dex\":14,\"con\":16,\"int\":10,\"wis\":14,\"cha\":16,\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[\"radiant\"],\"conditionImmune\":[\"charmed\",\"frightened\"],\"languages\":[\"Celestial\",\"understands the languages you know\"],\"pbNote\":\"equals your Proficiency Bonus\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The spirit makes a number of attacks equal to half this spell's level (round down).\"]},{\"name\":\"Radiant Bow (Avenger Only)\",\"entries\":[\"{@atkr r} {@hitYourSpellAttack Bonus equals your spell attack modifier}, range 600 ft. {@h}{@damage 2d6 + 2 + summonSpellLevel} Radiant damage.\"]},{\"name\":\"Radiant Mace (Defender Only)\",\"entries\":[\"{@atkr m} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 5 ft. {@h}{@damage 1d10 + 3 + summonSpellLevel} Radiant damage, and the spirit can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains {@dice 1d10} Temporary Hit Points.\"]},{\"name\":\"Healing Touch (1/Day)\",\"entries\":[\"The spirit touches another creature. The target regains Hit Points equal to {@dice 2d8 + summonSpellLevel}.\"]}],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"R\"],\"miscTags\":[\"MA\",\"MLW\",\"RA\"],\"hasToken\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Celestial Spirit (Avenger)\",\"source\":\"XPHB\",\"_mod\":{\"action\":[{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Radiant Bow (Avenger Only)\",\"with\":\"Radiant Bow\"}},{\"mode\":\"removeArr\",\"names\":\"Radiant Mace (Defender Only)\"}]},\"ac\":[{\"special\":\"11 + the spell's level\"}],\"miscTags\":[\"RA\",\"RW\"]},{\"name\":\"Celestial Spirit (Defender)\",\"source\":\"XPHB\",\"_mod\":{\"action\":[{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Radiant Mace (Defender Only)\",\"with\":\"Radiant Mace\"}},{\"mode\":\"removeArr\",\"names\":\"Radiant Bow (Avenger Only)\"}]},\"ac\":[{\"special\":\"13 + the spell's level\"}],\"miscTags\":[\"MA\",\"MLW\"]}]},{\"name\":\"Constrictor Snake\",\"source\":\"XPHB\",\"page\":348,\"otherSources\":[{\"source\":\"XMM\",\"page\":351}],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[13],\"hp\":{\"average\":13,\"formula\":\"2d10 + 2\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":15,\"dex\":14,\"con\":12,\"int\":1,\"wis\":10,\"cha\":3,\"skill\":{\"perception\":\"+2\",\"stealth\":\"+4\"},\"senses\":[\"blindsight 10 ft.\"],\"passive\":12,\"cr\":\"1/4\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atkr m} {@hit 4}, reach 5 ft. {@h}6 ({@damage 1d8 + 2}) Piercing damage.\"]},{\"name\":\"Constrict\",\"entries\":[\"{@actSave str} {@dc 12}, one Medium or smaller creature the snake can see within 5 feet. {@actSaveFail} 7 ({@damage 3d4}) Bludgeoning damage, and the target has the {@condition Grappled|XPHB} condition (escape {@dc 12}).\"]}],\"token\":{\"name\":\"Constrictor Snake\",\"source\":\"MM\"},\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/constrictor-snake.mp3\"},\"senseTags\":[\"B\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MA\"],\"conditionInflict\":[\"grappled\"]},{\"name\":\"Construct Spirit\",\"source\":\"XPHB\",\"page\":324,\"summonedBySpell\":\"Summon Construct|XPHB\",\"summonedBySpellLevel\":4,\"size\":[\"M\"],\"type\":\"construct\",\"alignment\":[\"N\"],\"ac\":[{\"special\":\"13 + the spell's level\"}],\"hp\":{\"special\":\"40 + 15 for each spell level above 4\"},\"speed\":{\"walk\":30},\"str\":18,\"dex\":10,\"con\":18,\"int\":14,\"wis\":11,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"poison\"],\"conditionImmune\":[\"charmed\",\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"Understands the languages you know\"],\"pbNote\":\"equals your Proficiency Bonus\",\"trait\":[{\"name\":\"Heated Body (Metal Only)\",\"entries\":[\"A creature that hits the spirit with a melee attack or that starts its turn in a grapple with the spirit takes {@damage 1d10} Fire damage.\"]},{\"name\":\"Stony Lethargy (Stone Only)\",\"entries\":[\"When a creature starts its turn within 10 feet of the spirit, the spirit can target it with magical energy if the spirit can see it. Wisdom Saving Throw: DC equals your spell save DC, the target. {@actSaveFail} Until the start of its next turn, the target can't make Opportunity Attacks, and its Speed is halved.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The spirit makes a number of Slam attacks equal to half this spell's level (round down).\"]},{\"name\":\"Slam\",\"entries\":[\"{@atkr m} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 5 ft. {@h}{@damage 1d8 + 4 + summonSpellLevel} Bludgeoning damage.\"]}],\"reaction\":[{\"name\":\"Berserk Lashing (Clay Only)\",\"entries\":[\"{@actTrigger} The spirit takes damage from a creature. {@actResponse} The spirit makes a Slam attack against that creature if possible, or the spirit moves up to half its Speed toward that creature without provoking Opportunity Attacks.\"]}],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"F\"],\"miscTags\":[\"MA\"],\"hasToken\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Construct Spirit (Clay)\",\"source\":\"XPHB\",\"_mod\":{\"reaction\":[{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Berserk Lashing (Clay Only)\",\"with\":\"Berserk Lashing\"}}]},\"trait\":null,\"damageTags\":[\"B\"]},{\"name\":\"Construct Spirit (Metal)\",\"source\":\"XPHB\",\"_mod\":{\"trait\":[{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Heated Body (Metal Only)\",\"with\":\"Heated Body\"}},{\"mode\":\"removeArr\",\"names\":\"Stony Lethargy (Stone Only)\"}]},\"reaction\":null},{\"name\":\"Construct Spirit (Stone)\",\"source\":\"XPHB\",\"_mod\":{\"trait\":[{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Stony Lethargy (Stone Only)\",\"with\":\"Stony Lethargy\"}},{\"mode\":\"removeArr\",\"names\":\"Heated Body (Metal Only)\"}]},\"reaction\":null,\"damageTags\":[\"B\"]}]},{\"name\":\"Crab\",\"source\":\"XPHB\",\"page\":348,\"otherSources\":[{\"source\":\"XMM\",\"page\":351}],\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[11],\"hp\":{\"average\":3,\"formula\":\"1d4 + 1\"},\"speed\":{\"walk\":20,\"swim\":20},\"str\":6,\"dex\":11,\"con\":12,\"int\":1,\"wis\":8,\"cha\":2,\"skill\":{\"stealth\":\"+2\"},\"senses\":[\"blindsight 30 ft.\"],\"passive\":9,\"cr\":\"0\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The crab can breathe air and water.\"]}],\"action\":[{\"name\":\"Claw\",\"entries\":[\"{@atkr m} {@hit 2}, reach 5 ft. {@h}1 Bludgeoning damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/crab.mp3\"},\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"B\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MA\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Crocodile\",\"source\":\"XPHB\",\"page\":348,\"otherSources\":[{\"source\":\"XMM\",\"page\":352}],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":13,\"formula\":\"2d10 + 2\"},\"speed\":{\"walk\":20,\"swim\":30},\"str\":15,\"dex\":10,\"con\":13,\"int\":2,\"wis\":10,\"cha\":5,\"skill\":{\"stealth\":\"+2\"},\"passive\":10,\"cr\":\"1/2\",\"trait\":[{\"name\":\"Hold Breath\",\"entries\":[\"The crocodile can hold its breath for 1 hour.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atkr m} {@hit 4}, reach 5 ft. {@h}6 ({@damage 1d8 + 2}) Piercing damage. If the target is Medium or smaller, it has the {@condition Grappled|XPHB} condition (escape {@dc 12}). While {@condition Grappled|XPHB}, the target has the {@condition Restrained|XPHB} condition.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/crocodile.mp3\"},\"traitTags\":[\"Hold Breath\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MA\"],\"conditionInflict\":[\"grappled\",\"restrained\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Dire Wolf\",\"source\":\"XPHB\",\"page\":348,\"otherSources\":[{\"source\":\"XMM\",\"page\":352}],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[14],\"hp\":{\"average\":22,\"formula\":\"3d10 + 6\"},\"speed\":{\"walk\":50},\"str\":17,\"dex\":15,\"con\":15,\"int\":3,\"wis\":12,\"cha\":7,\"skill\":{\"perception\":\"+5\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"languages\":[\"None\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Pack Tactics\",\"entries\":[\"The wolf has Advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally doesn't have the {@condition Incapacitated|XPHB} condition.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atkr m} {@hit 5}, reach 5 ft. {@h}8 ({@damage 1d10 + 3}) Piercing damage, and the target has the {@condition Prone|XPHB} condition if it is Huge or smaller.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/dire-wolf.mp3\"},\"traitTags\":[\"Pack Tactics\"],\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MA\"],\"conditionInflict\":[\"prone\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Draconic Spirit\",\"source\":\"XPHB\",\"page\":325,\"summonedBySpell\":\"Summon Dragon|XPHB\",\"summonedBySpellLevel\":5,\"size\":[\"L\"],\"type\":\"dragon\",\"alignment\":[\"N\"],\"ac\":[{\"special\":\"14 + the spell's level\"}],\"hp\":{\"special\":\"50 + 10 for each spell level above 5\"},\"speed\":{\"walk\":30,\"fly\":60,\"swim\":30},\"str\":19,\"dex\":14,\"con\":17,\"int\":10,\"wis\":14,\"cha\":14,\"senses\":[\"blindsight 30 ft.\",\"darkvision 60 ft.\"],\"passive\":12,\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"poison\"],\"conditionImmune\":[\"charmed\",\"frightened\",\"poisoned\"],\"languages\":[\"Draconic\",\"understands the languages you know\"],\"pbNote\":\"equals your Proficiency Bonus\",\"trait\":[{\"name\":\"Shared Resistances\",\"entries\":[\"When you summon the spirit, choose one of its Resistances. You have Resistance to the chosen damage type until the spell ends.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The spirit makes a number of Rend attacks equal to half the spell's level (round down), and it uses Breath Weapon.\"]},{\"name\":\"Rend\",\"entries\":[\"{@atk m} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 10 feet. {@h}{@damage 1d6 + 4 + summonSpellLevel} Piercing damage.\"]},{\"name\":\"Breath Weapon\",\"entries\":[\"{@actSave dex} DC equals your spell save DC, each creature in a 30-foot Cone. {@actSaveFail} {@damage 2d6} damage of a type this spirit has Resistance to (your choice when you cast the spell). {@actSaveSuccess} Half damage.\"]}],\"actionTags\":[\"Breath Weapon\",\"Multiattack\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MA\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Draft Horse\",\"source\":\"XPHB\",\"page\":349,\"otherSources\":[{\"source\":\"XMM\",\"page\":352}],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[10],\"hp\":{\"average\":15,\"formula\":\"2d10 + 4\"},\"speed\":{\"walk\":40},\"str\":18,\"dex\":10,\"con\":15,\"int\":2,\"wis\":11,\"cha\":7,\"passive\":10,\"cr\":\"1/4\",\"action\":[{\"name\":\"Hooves\",\"entries\":[\"{@atkr m} {@hit 6}, reach 5 ft. {@h}6 ({@damage 1d4 + 4}) Bludgeoning damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/draft-horse.mp3\"},\"damageTags\":[\"B\"],\"miscTags\":[\"MA\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Elemental Spirit\",\"source\":\"XPHB\",\"page\":325,\"summonedBySpell\":\"Summon Elemental|XPHB\",\"summonedBySpellLevel\":4,\"size\":[\"M\"],\"type\":\"elemental\",\"alignment\":[\"N\"],\"ac\":[{\"special\":\"11 + the spell's level\"}],\"hp\":{\"special\":\"50 + 10 for each spell level above 4\"},\"speed\":{\"walk\":40,\"burrow\":{\"number\":40,\"condition\":\"(Earth only)\"},\"fly\":{\"number\":40,\"condition\":\"(hover; Air only)\"},\"swim\":{\"number\":40,\"condition\":\"(Water only)\"},\"canHover\":true},\"str\":18,\"dex\":15,\"con\":17,\"int\":4,\"wis\":10,\"cha\":16,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[{\"resist\":[\"lightning\",\"thunder\"],\"cond\":true,\"note\":\"(Air only)\"},{\"resist\":[\"piercing\",\"slashing\"],\"cond\":true,\"note\":\"(Earth only)\"},{\"resist\":[\"acid\"],\"cond\":true,\"note\":\"(Water only)\"}],\"immune\":[\"poison\",{\"immune\":[\"fire\"],\"cond\":true,\"note\":\"(Fire only)\"}],\"conditionImmune\":[\"exhaustion\",\"paralyzed\",\"petrified\",\"poisoned\"],\"languages\":[\"Primordial\",\"understands the languages you know\"],\"pbNote\":\"equals your Proficiency Bonus\",\"trait\":[{\"name\":\"Amorphous Form (Air, Fire, and Water Only)\",\"entries\":[\"The spirit can move through a space as narrow as 1 inch wide without it counting as Difficult Terrain.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The spirit makes a number of Slam attacks equal to half this spell's level (round down).\"]},{\"name\":\"Slam\",\"entries\":[\"{@atkr m} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 5 ft. {@h}{@dice 1d10 + 4 + summonSpellLevel} Bludgeoning (Earth only), Cold (Water only), Lightning (Air only), or Fire (Fire only) damage.\"]}],\"traitTags\":[\"Amorphous\"],\"actionTags\":[\"Multiattack\"],\"miscTags\":[\"MA\"],\"hasToken\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Elemental Spirit (Air)\",\"source\":\"XPHB\",\"_mod\":{\"trait\":[{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Amorphous Form (Air, Fire, and Water Only)\",\"with\":\"Amorphous Form\"}}],\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Slam\",\"items\":{\"name\":\"Slam\",\"entries\":[\"{@atk m} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 5 ft.. {@h}{@damage 1d10 + 4 + summonSpellLevel} Bludgeoning damage.\"]}}},\"speed\":{\"walk\":40,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"resist\":[\"lightning\",\"thunder\"],\"immune\":[\"poison\"],\"damageTags\":[\"B\"]},{\"name\":\"Elemental Spirit (Earth)\",\"source\":\"XPHB\",\"_mod\":{\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Slam\",\"items\":{\"name\":\"Slam\",\"entries\":[\"{@atk m} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 5 ft.. {@h}{@damage 1d10 + 4 + summonSpellLevel} Bludgeoning damage.\"]}}},\"speed\":{\"walk\":40,\"burrow\":40},\"resist\":[\"piercing\",\"slashing\"],\"immune\":[\"poison\"],\"trait\":null,\"damageTags\":[\"B\"]},{\"name\":\"Elemental Spirit (Fire)\",\"source\":\"XPHB\",\"_mod\":{\"trait\":[{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Amorphous Form (Air, Fire, and Water Only)\",\"with\":\"Amorphous Form\"}}],\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Slam\",\"items\":{\"name\":\"Slam\",\"entries\":[\"{@atk m} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 5 ft.. {@h}{@damage 1d10 + 4 + summonSpellLevel} Fire damage.\"]}}},\"speed\":{\"walk\":40},\"immune\":[\"poison\",\"fire\"],\"damageTags\":[\"F\"]},{\"name\":\"Elemental Spirit (Water)\",\"source\":\"XPHB\",\"_mod\":{\"trait\":[{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Amorphous Form (Air, Fire, and Water Only)\",\"with\":\"Amorphous Form\"}}],\"action\":{\"mode\":\"replaceArr\",\"replace\":\"Slam\",\"items\":{\"name\":\"Slam\",\"entries\":[\"{@atk m} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 5 ft.. {@h}{@damage 1d10 + 4 + summonSpellLevel} Bludgeoning damage.\"]}}},\"speed\":{\"walk\":40,\"swim\":40},\"resist\":[\"acid\"],\"immune\":[\"poison\"],\"damageTags\":[\"B\"]}]},{\"name\":\"Elephant\",\"source\":\"XPHB\",\"page\":349,\"otherSources\":[{\"source\":\"XMM\",\"page\":353}],\"size\":[\"H\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":76,\"formula\":\"8d12 + 24\"},\"speed\":{\"walk\":40},\"str\":22,\"dex\":9,\"con\":17,\"int\":3,\"wis\":11,\"cha\":6,\"passive\":10,\"languages\":[\"None\"],\"cr\":\"4\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The elephant makes two Gore attacks.\"]},{\"name\":\"Gore\",\"entries\":[\"{@atkr m} {@hit 8}, reach 5 ft. {@h}15 ({@damage 2d8 + 6}) Piercing damage. If the elephant moved at least 20 feet straight toward the target immediately before the hit, the target also has the {@condition Prone|XPHB} condition.\"]}],\"bonus\":[{\"name\":\"Trample\",\"entries\":[\"{@actSave dex} {@dc 16}, one creature within 5 feet that has the {@condition Prone|XPHB} condition. {@actSaveFail} 17 ({@damage 2d10 + 6}) Bludgeoning damage. {@actSaveSuccess} Half damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/elephant.mp3\"},\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"B\",\"P\"],\"miscTags\":[\"MA\"],\"conditionInflict\":[\"prone\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Elk\",\"source\":\"XPHB\",\"page\":349,\"otherSources\":[{\"source\":\"XMM\",\"page\":353}],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[10],\"hp\":{\"average\":11,\"formula\":\"2d10\"},\"speed\":{\"walk\":50},\"str\":16,\"dex\":10,\"con\":11,\"int\":2,\"wis\":10,\"cha\":6,\"skill\":{\"perception\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"cr\":\"1/4\",\"action\":[{\"name\":\"Ram\",\"entries\":[\"{@atkr m} {@hit 5}, reach 5 ft. {@h}6 ({@damage 1d6 + 3}) Bludgeoning damage. If the elk moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 3 ({@damage 1d6}) Bludgeoning damage and, if it is Huge or smaller, has the {@condition Prone|XPHB} condition.\"]}],\"token\":{\"name\":\"Elk\",\"source\":\"MM\"},\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/elk.mp3\"},\"senseTags\":[\"D\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MA\"],\"conditionInflict\":[\"prone\"]},{\"name\":\"Fey Spirit\",\"source\":\"XPHB\",\"page\":326,\"summonedBySpell\":\"Summon Fey|XPHB\",\"summonedBySpellLevel\":3,\"size\":[\"S\"],\"type\":\"fey\",\"alignment\":[\"N\"],\"ac\":[{\"special\":\"12 + the spell's level\"}],\"hp\":{\"special\":\"30 + 10 for each spell level above 3\"},\"speed\":{\"walk\":30,\"fly\":30},\"str\":13,\"dex\":16,\"con\":14,\"int\":14,\"wis\":11,\"cha\":16,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"conditionImmune\":[\"charmed\"],\"languages\":[\"Sylvan\",\"understands the languages you know\"],\"pbNote\":\"equals your Proficiency Bonus\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The spirit makes a number of Fey Blade attacks equal to half this spell's level (round down).\"]},{\"name\":\"Fey Blade\",\"entries\":[\"{@atkr m} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 5 ft. {@h}{@damage 2d6 + 3 + summonSpellLevel} Force damage.\"]}],\"bonus\":[{\"name\":\"Fey Step\",\"entries\":[\"The spirit magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the spirit's chosen mood:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Fuming\",\"type\":\"item\",\"entries\":[\"The spirit has Advantage on the next attack roll it makes before the end of this turn.\"]},{\"name\":\"Mirthful\",\"type\":\"item\",\"entries\":[\"{@actSave wis} DC equals your spell save DC, one creature the spirit can see within 10 feet of itself. {@actSaveFail} The target is {@condition Charmed|XPHB} by you and the spirit for 1 minute or until the target takes any damage.\"]},{\"name\":\"Tricksy\",\"type\":\"item\",\"entries\":[\"The spirit fills a 10-foot Cube within 5 feet of it with magical Darkness, which lasts until the end of its next turn.\"]}]}]}],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"S\"],\"damageTags\":[\"O\"],\"miscTags\":[\"MA\"],\"conditionInflict\":[\"charmed\"],\"hasToken\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Fey Spirit (Fuming)\",\"source\":\"XPHB\",\"bonus\":[{\"name\":\"Fey Step\",\"entries\":[\"The spirit magically teleports up to 30 feet to an unoccupied space it can see. The spirit has Advantage on the next attack roll it makes before the end of this turn.\"]}]},{\"name\":\"Fey Spirit (Mirthful)\",\"source\":\"XPHB\",\"bonus\":[{\"name\":\"Fey Step\",\"entries\":[\"The spirit magically teleports up to 30 feet to an unoccupied space it can see. {@actSave wis} DC equals your spell save DC, one creature the spirit can see within 10 feet of itself. {@actSaveFail} The target is {@condition Charmed|XPHB} by you and the spirit for 1 minute or until the target takes any damage.\"]}]},{\"name\":\"Fey Spirit (Tricksy)\",\"source\":\"XPHB\",\"bonus\":[{\"name\":\"Fey Step\",\"entries\":[\"The spirit magically teleports up to 30 feet to an unoccupied space it can see. The spirit fills a 10-foot Cube within 5 feet of it with magical Darkness, which lasts until the end of its next turn.\"]}]}]},{\"name\":\"Fiendish Spirit\",\"source\":\"XPHB\",\"page\":327,\"summonedBySpell\":\"Summon Fiend|XPHB\",\"summonedBySpellLevel\":6,\"size\":[\"L\"],\"type\":\"fiend\",\"alignment\":[\"N\"],\"ac\":[{\"special\":\"12 + the spell's level\"}],\"hp\":{\"special\":\"50 (Demon only) or 40 (Devil only) or 60 (Yugoloth only) + 15 for each spell level above 6\"},\"speed\":{\"walk\":40,\"climb\":{\"number\":40,\"condition\":\"(Demon only)\"},\"fly\":{\"number\":60,\"condition\":\"(Devil only)\"}},\"str\":13,\"dex\":16,\"con\":15,\"int\":10,\"wis\":10,\"cha\":16,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"resist\":[\"fire\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Infernal\",\"Telepathy 60 ft.\"],\"pbNote\":\"equals your Proficiency Bonus\",\"trait\":[{\"name\":\"Death Throes (Demon Only)\",\"entries\":[\"When the spirit drops to 0 Hit Points or the spell ends, the spirit explodes. Dexterity Saving Throw: DC equals your spell save DC, each creature in a 10-foot Emanation originating from the spirit. {@actSaveFail} {@dice 2d10} plus this spell's level Fire damage. {@actSaveSuccess} Half damage.\"]},{\"name\":\"Devil's Sight (Devil Only)\",\"entries\":[\"Magical Darkness doesn't impede the spirit's Darkvision.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The spirit has Advantage on saving throws against spells and other magical eff ects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The spirit makes a number of attacks equal to half this spell's level (round down).\"]},{\"name\":\"Bite (Demon Only)\",\"entries\":[\"{@atkr m} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 5 ft. {@h}{@damage 1d12 + 3 + summonSpellLevel} Necrotic damage.\"]},{\"name\":\"Claws (Yugoloth Only)\",\"entries\":[\"{@atkr m} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 5 ft. {@h}{@damage 1d8 + 3 + summonSpellLevel} Slashing damage. Immediately after the attack hits or misses, the spirit can teleport up to 30 feet to an unoccupied space it can see.\"]},{\"name\":\"Fiery Strike (Devil Only)\",\"entries\":[\"{@atkr m,r} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 5 ft. or range 150 ft. {@h}{@damage 2d6 + 3 + summonSpellLevel} Fire damage.\"]}],\"traitTags\":[\"Death Burst\",\"Devil's Sight\",\"Magic Resistance\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"F\",\"N\",\"S\"],\"miscTags\":[\"MA\",\"RA\"],\"hasToken\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Fiendish Spirit (Demon)\",\"source\":\"XPHB\",\"_mod\":{\"trait\":[{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Death Throes (Demon Only)\",\"with\":\"Death Throes\"}},{\"mode\":\"removeArr\",\"names\":\"Devil's Sight (Devil Only)\"}],\"action\":[{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Bite (Demon Only)\",\"with\":\"Bite\"}},{\"mode\":\"removeArr\",\"names\":[\"Claws (Yugoloth Only)\",\"Fiery Strike (Devil Only)\"]}]},\"hp\":{\"special\":\"50 + 15 for each spell level above 6\"},\"speed\":{\"walk\":40,\"climb\":40},\"traitTags\":[\"Death Burst\",\"Magic Resistance\"],\"damageTags\":[\"F\"]},{\"name\":\"Fiendish Spirit (Devil)\",\"source\":\"XPHB\",\"_mod\":{\"trait\":[{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Devil's Sight (Devil Only)\",\"with\":\"Devil's Sight\"}},{\"mode\":\"removeArr\",\"names\":\"Death Throes (Demon Only)\"}],\"action\":[{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Fiery Strike (Devil Only)\",\"with\":\"Fiery Strike\"}},{\"mode\":\"removeArr\",\"names\":[\"Bite (Demon Only)\",\"Claws (Yugoloth Only)\"]}]},\"hp\":{\"special\":\"40 + 15 for each spell level above 6\"},\"speed\":{\"walk\":40,\"fly\":60},\"traitTags\":[\"Devil's Sight\",\"Magic Resistance\"],\"damageTags\":[\"N\"]},{\"name\":\"Fiendish Spirit (Yugoloth)\",\"source\":\"XPHB\",\"_mod\":{\"trait\":[{\"mode\":\"removeArr\",\"names\":[\"Death Throes (Demon Only)\",\"Devil's Sight (Devil Only)\"]}],\"action\":[{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Claws (Yugoloth Only)\",\"with\":\"Claws\"}},{\"mode\":\"removeArr\",\"names\":[\"Bite (Demon Only)\",\"Fiery Strike (Devil Only)\"]}]},\"hp\":{\"special\":\"60 + 15 for each spell level above 6\"},\"speed\":{\"walk\":40},\"traitTags\":[\"Magic Resistance\"],\"damageTags\":[\"F\"]}]},{\"name\":\"Frog\",\"source\":\"XPHB\",\"page\":349,\"otherSources\":[{\"source\":\"XMM\",\"page\":354}],\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[11],\"hp\":{\"average\":1,\"formula\":\"1d4 - 1\"},\"speed\":{\"walk\":20,\"swim\":20},\"str\":1,\"dex\":13,\"con\":8,\"int\":1,\"wis\":8,\"cha\":3,\"skill\":{\"perception\":\"+1\",\"stealth\":\"+3\"},\"senses\":[\"darkvision 30 ft.\"],\"passive\":11,\"cr\":\"0\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The frog can breathe air and water.\"]},{\"name\":\"Standing Leap\",\"entries\":[\"The frog's Long Jump is up to 10 feet and its High Jump is up to 5 feet with or without a running start.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atkr m} {@hit 3}, reach 5 ft. {@h}1 Piercing damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/frog.mp3\"},\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MA\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Giant Badger\",\"source\":\"XPHB\",\"page\":350,\"otherSources\":[{\"source\":\"XMM\",\"page\":354}],\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[13],\"hp\":{\"average\":15,\"formula\":\"2d8 + 6\"},\"speed\":{\"walk\":30,\"burrow\":10},\"str\":13,\"dex\":10,\"con\":17,\"int\":2,\"wis\":12,\"cha\":5,\"skill\":{\"perception\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"resist\":[\"poison\"],\"cr\":\"1/4\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atkr m} {@hit 3}, reach 5 ft. {@h}6 ({@damage 2d4 + 1}) Piercing damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/giant-badger.mp3\"},\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MA\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Giant Crab\",\"source\":\"XPHB\",\"page\":350,\"otherSources\":[{\"source\":\"XMM\",\"page\":356}],\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[15],\"hp\":{\"average\":13,\"formula\":\"3d8\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":13,\"dex\":13,\"con\":11,\"int\":1,\"wis\":9,\"cha\":3,\"skill\":{\"stealth\":\"+3\"},\"senses\":[\"blindsight 30 ft.\"],\"passive\":9,\"cr\":\"1/8\",\"trait\":[{\"name\":\"Amphibious\",\"entries\":[\"The crab can breathe air and water.\"]}],\"action\":[{\"name\":\"Claw\",\"entries\":[\"{@atkr m} {@hit 3}, reach 5 ft. {@h}4 ({@damage 1d6 + 1}) Bludgeoning damage. If the target is Medium or smaller, it has the {@condition Grappled|XPHB} condition (escape {@dc 11}). The crab has two claws, each of which can grapple one target.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/giant-crab.mp3\"},\"traitTags\":[\"Amphibious\"],\"senseTags\":[\"B\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MA\"],\"conditionInflict\":[\"grappled\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Giant Goat\",\"source\":\"XPHB\",\"page\":350,\"otherSources\":[{\"source\":\"XMM\",\"page\":357}],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[11],\"hp\":{\"average\":19,\"formula\":\"3d10 + 3\"},\"speed\":{\"walk\":40,\"climb\":30},\"str\":17,\"dex\":13,\"con\":12,\"int\":3,\"wis\":12,\"cha\":6,\"skill\":{\"perception\":\"+3\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"cr\":\"1/2\",\"action\":[{\"name\":\"Ram\",\"entries\":[\"{@atkr m} {@hit 5}, reach 5 ft. {@h}6 ({@damage 1d6 + 3}) Bludgeoning damage. If the goat moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 5 ({@damage 2d4}) Bludgeoning damage and, if it is Huge or smaller, has the {@condition Prone|XPHB} condition.\"]}],\"token\":{\"name\":\"Giant Goat\",\"source\":\"MM\"},\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/giant-goat.mp3\"},\"senseTags\":[\"D\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MA\"],\"conditionInflict\":[\"prone\"]},{\"name\":\"Giant Insect\",\"source\":\"XPHB\",\"page\":279,\"summonedBySpell\":\"Giant Insect|XPHB\",\"summonedBySpellLevel\":4,\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[{\"special\":\"11 + the spell's level\"}],\"hp\":{\"special\":\"30 + 10 for each spell level above 4\"},\"speed\":{\"walk\":40,\"climb\":40,\"fly\":{\"number\":40,\"condition\":\"(Wasp only)\"}},\"str\":17,\"dex\":13,\"con\":15,\"int\":4,\"wis\":14,\"cha\":3,\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"languages\":[\"understands the languages you know\"],\"pbNote\":\"equals your Proficiency Bonus\",\"trait\":[{\"name\":\"Spider Climb\",\"entries\":[\"The insect can climb difficult surfaces, including along ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The insect makes a number of attacks equal to half this spell's level (round down).\"]},{\"name\":\"Poison Jab\",\"entries\":[\"{@atkr m} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 10 ft. {@h}{@dice 1d6 + 3 + summonSpellLevel} Piercing damage plus {@damage 1d4} Poison damage.\"]},{\"name\":\"Web Bolt (Spider Only)\",\"entries\":[\"{@atkr r} {@hitYourSpellAttack Bonus equals your spell attack modifier}, range 60 ft. {@h}{@dice 1d10 + 3 + summonSpellLevel} Bludgeoning damage, and the target's Speed is reduced to 0 until the start of the insect's next turn.\"]}],\"bonus\":[{\"name\":\"Venomous Spew (Centipede Only)\",\"entries\":[\"{@actSave con} Your spell save DC, one creature the insect can see within 10 feet. {@actSaveFail} The target has the {@condition Poisoned|XPHB} condition until the start of the insect's next turn.\"]}],\"traitTags\":[\"Spider Climb\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MA\",\"RA\",\"RCH\"],\"conditionInflict\":[\"poisoned\"],\"hasToken\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Giant Insect (Centipede)\",\"source\":\"XPHB\",\"_mod\":{\"action\":[{\"mode\":\"removeArr\",\"names\":[\"Web Bolt (Spider Only)\"]}]},\"speed\":{\"walk\":40,\"climb\":40}},{\"name\":\"Giant Insect (Spider)\",\"source\":\"XPHB\",\"_mod\":{\"action\":[{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Web Bolt (Spider Only)\",\"with\":\"Web Bolt\"}}]},\"speed\":{\"walk\":40,\"climb\":40},\"bonus\":null},{\"name\":\"Giant Insect (Wasp)\",\"source\":\"XPHB\",\"_mod\":{\"action\":[{\"mode\":\"removeArr\",\"names\":[\"Web Bolt (Spider Only)\"]}]},\"speed\":{\"walk\":40,\"climb\":40,\"fly\":40},\"bonus\":null}]},{\"name\":\"Giant Seahorse\",\"source\":\"XPHB\",\"page\":350,\"otherSources\":[{\"source\":\"XMM\",\"page\":359}],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[14],\"hp\":{\"average\":16,\"formula\":\"3d10\"},\"speed\":{\"walk\":5,\"swim\":40},\"str\":15,\"dex\":12,\"con\":11,\"int\":2,\"wis\":12,\"cha\":5,\"passive\":11,\"cr\":\"1/2\",\"trait\":[{\"name\":\"Water Breathing\",\"entries\":[\"The seahorse can breathe only underwater.\"]}],\"action\":[{\"name\":\"Ram\",\"entries\":[\"{@atkr m} {@hit 4}, reach 5 ft. {@h}9 ({@damage 2d6 + 2}) Bludgeoning damage, or the seahorse deals 11 ({@damage 2d8 + 2}) Bludgeoning damage if it moved at least 20 feet straight toward the target immediately before the hit.\"]}],\"bonus\":[{\"name\":\"Bubble Dash\",\"entries\":[\"While underwater, the seahorse moves up to half its Swim Speed without provoking Opportunity Attacks.\"]}],\"traitTags\":[\"Water Breathing\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MA\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Giant Spider\",\"source\":\"XPHB\",\"page\":351,\"otherSources\":[{\"source\":\"XMM\",\"page\":359}],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[14],\"hp\":{\"average\":26,\"formula\":\"4d10 + 4\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":14,\"dex\":16,\"con\":12,\"int\":2,\"wis\":11,\"cha\":4,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"languages\":[\"None\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Spider Climb\",\"entries\":[\"The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check.\"]},{\"name\":\"Web Walker\",\"entries\":[\"The spider ignores movement restrictions caused by webs, and it knows the location of any other creature in contact with the same web.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atkr m} +5 , reach 5 ft. {@h}7 ({@damage 1d8 + 3}) Piercing damage plus 7 ({@damage 2d6}) Poison damage.\"]},{\"name\":\"Web {@recharge 5}\",\"entries\":[\"{@actSave dex} {@dc 13}, one creature the spider can see within 60 feet. {@actSaveFail} The target has the {@condition Restrained|XPHB} condition until the web is destroyed (AC 10; HP 5; Vulnerability to Fire damage; Immunity to Poison and Psychic damage).\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/giant-spider.mp3\"},\"traitTags\":[\"Spider Climb\",\"Web Walker\"],\"senseTags\":[\"D\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MA\"],\"conditionInflict\":[\"restrained\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Giant Weasel\",\"source\":\"XPHB\",\"page\":351,\"otherSources\":[{\"source\":\"XMM\",\"page\":361}],\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[13],\"hp\":{\"average\":9,\"formula\":\"2d8\"},\"speed\":{\"walk\":40,\"climb\":30},\"str\":11,\"dex\":17,\"con\":10,\"int\":4,\"wis\":12,\"cha\":5,\"skill\":{\"acrobatics\":\"+5\",\"perception\":\"+3\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"cr\":\"1/8\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atkr m} {@hit 5}, reach 5 ft. {@h}5 ({@damage 1d4 + 3}) Piercing damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/giant-weasel.mp3\"},\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MA\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Goat\",\"source\":\"XPHB\",\"page\":351,\"otherSources\":[{\"source\":\"XMM\",\"page\":362}],\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[10],\"hp\":{\"average\":4,\"formula\":\"1d8\"},\"speed\":{\"walk\":40,\"climb\":30},\"str\":11,\"dex\":10,\"con\":11,\"int\":2,\"wis\":10,\"cha\":5,\"skill\":{\"perception\":\"+2\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":12,\"cr\":\"0\",\"action\":[{\"name\":\"Ram\",\"entries\":[\"{@atkr m} {@hit 2} to hit, reach 5 ft. {@h}1 Bludgeoning damage, or the goat deals 2 ({@damage 1d4}) Bludgeoning damage if it moved at least 20 feet straight toward the target immediately before the hit.\"]}],\"token\":{\"name\":\"Goat\",\"source\":\"MM\"},\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/goat.mp3\"},\"senseTags\":[\"D\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MA\"],\"hasFluffImages\":true},{\"name\":\"Hawk\",\"source\":\"XPHB\",\"page\":352,\"otherSources\":[{\"source\":\"XMM\",\"page\":362}],\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[13],\"hp\":{\"average\":1,\"formula\":\"1d4 - 1\"},\"speed\":{\"walk\":10,\"fly\":60},\"str\":5,\"dex\":16,\"con\":8,\"int\":2,\"wis\":14,\"cha\":6,\"skill\":{\"perception\":\"+6\"},\"passive\":16,\"cr\":\"0\",\"action\":[{\"name\":\"Talons\",\"entries\":[\"{@atkr m} {@hit 5}, reach 5 ft. {@h}1 Slashing damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/hawk.mp3\"},\"damageTags\":[\"S\"],\"miscTags\":[\"MA\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Imp\",\"source\":\"XPHB\",\"page\":352,\"otherSources\":[{\"source\":\"XMM\",\"page\":177}],\"size\":[\"T\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"devil\"]},\"alignment\":[\"L\",\"E\"],\"ac\":[13],\"hp\":{\"average\":21,\"formula\":\"6d4 + 6\"},\"speed\":{\"walk\":20,\"fly\":40},\"str\":6,\"dex\":17,\"con\":13,\"int\":11,\"wis\":12,\"cha\":14,\"skill\":{\"deception\":\"+4\",\"insight\":\"+3\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":11,\"resist\":[\"cold\"],\"immune\":[\"fire\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Common\",\"Infernal\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Invisibility\",\"type\":\"spellcasting\",\"headerEntries\":[\"The imp casts {@spell Invisibility|XPHB} on itself, requiring no spell components and using Charisma as the spellcasting ability.\"],\"will\":[\"{@spell Invisibility|XPHB}\"],\"ability\":\"cha\",\"displayAs\":\"action\",\"hidden\":[\"will\"]}],\"trait\":[{\"name\":\"Devil's Sight\",\"entries\":[\"Magical Darkness doesn't impede the imp's Darkvision.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The imp has Advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Sting\",\"entries\":[\"{@atkr m} {@hit 5}, reach 5 ft. {@h}6 ({@damage 1d6 + 3}) Piercing damage plus 7 ({@damage 2d6}) Poison damage.\"]},{\"name\":\"Change Shape\",\"entries\":[\"The imp changes into a form that resembles a rat (Speed 20 ft.), a raven (20 ft., Fly 60 ft.), or a spider (20 ft., Climb 20 ft.), or it returns to its true form. Its statistics are the same in each form, except for its Speed. Any equipment it's wearing or carrying isn't transformed. The imp reverts to its true form if it dies.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/imp.mp3\"},\"traitTags\":[\"Devil's Sight\",\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Shapechanger\"],\"languageTags\":[\"C\",\"I\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MA\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Lion\",\"source\":\"XPHB\",\"page\":352,\"otherSources\":[{\"source\":\"XMM\",\"page\":364}],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":22,\"formula\":\"4d10\"},\"speed\":{\"walk\":50},\"str\":17,\"dex\":15,\"con\":11,\"int\":3,\"wis\":12,\"cha\":8,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"cr\":\"1\",\"trait\":[{\"name\":\"Pack Tactics\",\"entries\":[\"The lion has Advantage on an attack roll against a creature if at least one of the lion's allies is within 5 feet of the creature and the ally doesn't have the {@condition Incapacitated|XPHB} condition.\"]},{\"name\":\"Running Leap\",\"entries\":[\"With a 10-foot running start, the lion can Long Jump up to 25 feet.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The lion makes two Rend attacks. It can replace one of these attacks with a use of Roar.\"]},{\"name\":\"Rend\",\"entries\":[\"{@atkr m} {@hit 5}, reach 5 ft. {@h}7 ({@damage 1d8 + 3}) Slashing damage.\"]},{\"name\":\"Roar\",\"entries\":[\"{@actSave wis} {@dc 11}, one creature within 15 feet. {@actSaveFail} The target has the {@condition Frightened|XPHB} condition until the start of the lion's next turn.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/lion.mp3\"},\"traitTags\":[\"Pack Tactics\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MA\"],\"conditionInflict\":[\"frightened\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Lizard\",\"source\":\"XPHB\",\"page\":353,\"otherSources\":[{\"source\":\"XMM\",\"page\":364}],\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[10],\"hp\":{\"average\":2,\"formula\":\"1d4\"},\"speed\":{\"walk\":20,\"climb\":20},\"str\":2,\"dex\":11,\"con\":10,\"int\":1,\"wis\":8,\"cha\":3,\"senses\":[\"darkvision 30 ft.\"],\"passive\":9,\"cr\":\"0\",\"trait\":[{\"name\":\"Spider Climb\",\"entries\":[\"The lizard can climb difficult surfaces, including along ceilings, without needing to make an ability check.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atkr m} {@hit 2}, reach 5 ft. {@h}1 Piercing damage.\"]}],\"token\":{\"name\":\"Lizard\",\"source\":\"MM\"},\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/lizard.mp3\"},\"traitTags\":[\"Spider Climb\"],\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MA\"]},{\"name\":\"Mastiff\",\"source\":\"XPHB\",\"page\":353,\"otherSources\":[{\"source\":\"XMM\",\"page\":365}],\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":5,\"formula\":\"1d8 + 1\"},\"speed\":{\"walk\":40},\"str\":13,\"dex\":14,\"con\":12,\"int\":3,\"wis\":12,\"cha\":7,\"skill\":{\"perception\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"cr\":\"1/8\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atkr m} {@hit 3}, reach 5 ft. {@h}4 ({@damage 1d6 + 1}) Piercing damage, and the target has the {@condition Prone|XPHB} condition if it is Large or smaller.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/mastiff.mp3\"},\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MA\"],\"conditionInflict\":[\"prone\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Mule\",\"source\":\"XPHB\",\"page\":353,\"otherSources\":[{\"source\":\"XMM\",\"page\":365}],\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[10],\"hp\":{\"average\":11,\"formula\":\"2d8 + 2\"},\"speed\":{\"walk\":40},\"str\":14,\"dex\":10,\"con\":13,\"int\":2,\"wis\":10,\"cha\":5,\"passive\":10,\"cr\":\"1/8\",\"trait\":[{\"name\":\"Beast of Burden\",\"entries\":[\"The mule counts as one size larger for the purpose of determining its carrying capacity.\"]}],\"action\":[{\"name\":\"Hooves\",\"entries\":[\"{@atkr m} {@hit 4}, reach 5 ft. {@h}4 ({@damage 1d4 + 2}) Bludgeoning damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/mule.mp3\"},\"traitTags\":[\"Beast of Burden\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MA\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Octopus\",\"source\":\"XPHB\",\"page\":353,\"otherSources\":[{\"source\":\"XMM\",\"page\":365}],\"size\":[\"S\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":3,\"formula\":\"1d6\"},\"speed\":{\"walk\":5,\"swim\":30},\"str\":4,\"dex\":15,\"con\":11,\"int\":3,\"wis\":10,\"cha\":4,\"skill\":{\"perception\":\"+2\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 30 ft.\"],\"passive\":12,\"languages\":[\"None\"],\"cr\":\"0\",\"trait\":[{\"name\":\"Compression\",\"entries\":[\"The octopus can move through a space as narrow as 1 inch without spending extra movement to do so.\"]},{\"name\":\"Water Breathing\",\"entries\":[\"The octopus can breathe only underwater.\"]}],\"action\":[{\"name\":\"Tentacles\",\"entries\":[\"{@atkr m} {@hit 4}, reach 5 ft. {@h}1 Bludgeoning damage.\"]}],\"reaction\":[{\"name\":\"Ink Cloud (1/Day)\",\"entries\":[\"{@actTrigger} A creature ends its turn within 5 feet of the octopus while underwater. {@actResponse} The octopus releases ink that fills a 5-foot Cube centered on itself, and the octopus moves up to its Swim Speed. The Cube is Heavily Obscured for 1 minute or until a strong current or similar effect disperses the ink.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/octopus.mp3\"},\"traitTags\":[\"Water Breathing\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Tentacles\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MA\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Otherworldly Steed\",\"source\":\"XPHB\",\"page\":273,\"summonedBySpell\":\"Find Steed|XPHB\",\"summonedBySpellLevel\":2,\"size\":[\"L\"],\"type\":{\"type\":{\"choose\":[\"celestial\",\"fey\",\"fiend\"]}},\"alignment\":[\"N\"],\"ac\":[{\"special\":\"10 + 1 per spell level\"}],\"hp\":{\"special\":\"5 + 10 per spell level (the steed has a number of Hit Dice [d10s] equal to the spell's level)\"},\"speed\":{\"walk\":60,\"fly\":{\"number\":60,\"condition\":\"(requires level 4+ spell)\"}},\"str\":18,\"dex\":12,\"con\":14,\"int\":6,\"wis\":12,\"cha\":8,\"passive\":11,\"languages\":[\"telepathy 1 mile (works only with you)\"],\"pbNote\":\"equals your Proficiency Bonus\",\"trait\":[{\"name\":\"Life Bond\",\"entries\":[\"When you regain Hit Points from a level 1+ spell, the steed regains the same number of Hit Points if you're within 5 feet of it.\"]}],\"action\":[{\"name\":\"Otherworldly Slam\",\"entries\":[\"{@atkr m} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 5 ft. {@h}{@dice 1d8 + summonSpellLevel} of Radiant (Celestial), Psychic (Fey), or Necrotic (Fiend) damage.\"]}],\"bonus\":[{\"name\":\"Fell Glare (Fiend Only; Recharges after a Long Rest)\",\"entries\":[\"{@actSave wis} DC equals your spell save DC, one creature within 60 feet the steed can see. {@actSaveFail} The target has the {@condition Frightened|XPHB} condition until the end of your next turn.\"]},{\"name\":\"Fey Step (Fey Only; Recharges after a Long Rest)\",\"entries\":[\"The steed teleports, along with its rider, to an unoccupied space of your choice up to 60 feet away from itself.\"]},{\"name\":\"Healing Touch (Celestial Only; Recharges after a Long Rest)\",\"entries\":[\"One creature within 5 feet of the steed regains a number of Hit Points equal to {@dice 2d8 + summonSpellLevel}.\"]}],\"languageTags\":[\"TP\"],\"miscTags\":[\"MA\"],\"conditionInflict\":[\"frightened\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Owl\",\"source\":\"XPHB\",\"page\":354,\"otherSources\":[{\"source\":\"XMM\",\"page\":366}],\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[11],\"hp\":{\"average\":1,\"formula\":\"1d4 - 1\"},\"speed\":{\"walk\":5,\"fly\":60},\"str\":3,\"dex\":13,\"con\":8,\"int\":2,\"wis\":12,\"cha\":7,\"skill\":{\"perception\":\"+5\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":15,\"cr\":\"0\",\"trait\":[{\"name\":\"Flyby\",\"entries\":[\"The owl doesn't provoke Opportunity Attacks when it flies out of an enemy's reach.\"]}],\"action\":[{\"name\":\"Talons\",\"entries\":[\"{@atkr m} {@hit 3}, reach 5 ft. {@h}1 Slashing damage.\"]}],\"token\":{\"name\":\"Owl\",\"source\":\"MM\"},\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/owl.mp3\"},\"traitTags\":[\"Flyby\"],\"senseTags\":[\"SD\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MA\"],\"hasFluffImages\":true},{\"name\":\"Panther\",\"source\":\"XPHB\",\"page\":354,\"otherSources\":[{\"source\":\"XMM\",\"page\":366}],\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":13,\"formula\":\"3d8\"},\"speed\":{\"walk\":50,\"climb\":40},\"str\":14,\"dex\":15,\"con\":10,\"int\":3,\"wis\":14,\"cha\":7,\"skill\":{\"perception\":\"+4\",\"stealth\":\"+6\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":14,\"cr\":\"1/4\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The panther makes one Pounce attack and uses Prowl.\"]},{\"name\":\"Pounce\",\"entries\":[\"{@atkr m} {@hit 4}, reach 5 ft. {@h}4 ({@damage 1d4 + 2}) Slashing damage, or the panther deals 7 ({@damage 2d4 + 2}) Slashing damage if it had Advantage on the attack roll.\"]},{\"name\":\"Prowl\",\"entries\":[\"The panther moves up to half its Speed without provoking Opportunity Attacks. At the end of this movement, the panther can take the Hide action.\"]}],\"token\":{\"name\":\"Panther\",\"source\":\"MM\"},\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/panther.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MA\"]},{\"name\":\"Pony\",\"source\":\"XPHB\",\"page\":354,\"otherSources\":[{\"source\":\"XMM\",\"page\":367}],\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[10],\"hp\":{\"average\":11,\"formula\":\"2d8 + 2\"},\"speed\":{\"walk\":40},\"str\":15,\"dex\":10,\"con\":13,\"int\":2,\"wis\":11,\"cha\":7,\"passive\":10,\"cr\":\"1/8\",\"action\":[{\"name\":\"Hooves\",\"entries\":[\"{@atkr m} {@hit 4}, reach 5 ft. {@h}4 ({@damage 1d4 + 2}) Bludgeoning damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/pony.mp3\"},\"damageTags\":[\"B\"],\"miscTags\":[\"MA\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Pseudodragon\",\"source\":\"XPHB\",\"page\":354,\"otherSources\":[{\"source\":\"XMM\",\"page\":249}],\"size\":[\"T\"],\"type\":\"dragon\",\"alignment\":[\"N\",\"G\"],\"ac\":[14],\"hp\":{\"average\":10,\"formula\":\"3d4 + 3\"},\"speed\":{\"walk\":15,\"fly\":60},\"str\":6,\"dex\":15,\"con\":13,\"int\":10,\"wis\":12,\"cha\":10,\"skill\":{\"perception\":\"+5\",\"stealth\":\"+4\"},\"senses\":[\"blindsight 10 ft.\",\"darkvision 60 ft.\"],\"passive\":15,\"languages\":[\"understands Common and Draconic but can't speak\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The pseudodragon has Advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The pseudodragon makes two Bite attacks.\"]},{\"name\":\"Bite\",\"entries\":[\"{@atkr m} {@hit 4}, reach 5 ft. {@h}4 ({@damage 1d4 + 2}) Piercing damage.\"]},{\"name\":\"Sting\",\"entries\":[\"{@actSave con} {@dc 12}, one creature the pseudodragon can see within 5 feet. {@actSaveFail} 5 ({@damage 2d4}) Poison damage, and the target has the {@condition Poisoned|XPHB} condition for 1 hour. Failure by 5 or More: The {@condition Poisoned|XPHB} target also has the {@condition Unconscious|XPHB} condition until it takes damage or another creature takes an action to shake it awake.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/pseudodragon.mp3\"},\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"B\",\"D\"],\"actionTags\":[\"Multiattack\"],\"languageTags\":[\"C\",\"CS\",\"DR\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MA\"],\"conditionInflict\":[\"poisoned\",\"unconscious\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Quasit\",\"source\":\"XPHB\",\"page\":355,\"otherSources\":[{\"source\":\"XMM\",\"page\":252}],\"size\":[\"T\"],\"type\":{\"type\":\"fiend\",\"tags\":[\"demon\"]},\"alignment\":[\"C\",\"E\"],\"ac\":[13],\"hp\":{\"average\":25,\"formula\":\"10d4\"},\"speed\":{\"walk\":40},\"str\":5,\"dex\":17,\"con\":10,\"int\":7,\"wis\":10,\"cha\":10,\"skill\":{\"stealth\":\"+5\"},\"senses\":[\"darkvision 120 ft.\"],\"passive\":10,\"resist\":[\"cold\",\"fire\",\"lightning\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"languages\":[\"Abyssal\",\"Common\"],\"cr\":\"1\",\"spellcasting\":[{\"name\":\"Invisibility\",\"type\":\"spellcasting\",\"headerEntries\":[\"The quasit casts {@spell Invisibility|XPHB} on itself, requiring no spell components and using Charisma as the spellcasting ability.\"],\"will\":[\"{@spell Invisibility|XPHB}\"],\"ability\":\"cha\",\"displayAs\":\"action\",\"hidden\":[\"will\"]}],\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The quasit has Advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Rend\",\"entries\":[\"{@atkr m} {@hit 5}, reach 5 ft. {@h}5 ({@damage 1d4 + 3}) Slashing damage, and the target has the {@condition Poisoned|XPHB} condition until the start of the quasit's next turn.\"]},{\"name\":\"Change Shape\",\"entries\":[\"The quasit changes into a form that resembles a bat (Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 ft.), or a toad (40 ft., Swim 40 ft.), or it returns to its true form. Its statistics are the same in each form, except for its Speed. Any equipment it's wearing or carrying isn't transformed. The quasit reverts to its true form if it dies.\"]},{\"name\":\"Scare (1/Day)\",\"entries\":[\"{@actSave wis} {@dc 10}, one creature within 20 feet. {@actSaveFail} The target has the {@condition Frightened|XPHB} condition. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/quasit.mp3\"},\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"SD\"],\"actionTags\":[\"Shapechanger\"],\"languageTags\":[\"AB\",\"C\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MA\"],\"conditionInflict\":[\"frightened\",\"poisoned\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Rat\",\"source\":\"XPHB\",\"page\":355,\"otherSources\":[{\"source\":\"XMM\",\"page\":367}],\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[10],\"hp\":{\"average\":1,\"formula\":\"1d4 - 1\"},\"speed\":{\"walk\":20,\"climb\":20},\"str\":2,\"dex\":11,\"con\":9,\"int\":2,\"wis\":10,\"cha\":4,\"skill\":{\"perception\":\"+2\"},\"senses\":[\"darkvision 30 ft.\"],\"passive\":12,\"cr\":\"0\",\"trait\":[{\"name\":\"Agile\",\"entries\":[\"The rat doesn't provoke Opportunity Attacks when it moves out of an enemy's reach.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atkr m} {@hit 2}, reach 5 ft. {@h}1 Piercing damage.\"]}],\"token\":{\"name\":\"Rat\",\"source\":\"MM\"},\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/rat.mp3\"},\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MA\"],\"hasFluffImages\":true},{\"name\":\"Raven\",\"source\":\"XPHB\",\"page\":355,\"otherSources\":[{\"source\":\"XMM\",\"page\":368}],\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":2,\"formula\":\"1d4\"},\"speed\":{\"walk\":10,\"fly\":50},\"str\":2,\"dex\":14,\"con\":10,\"int\":5,\"wis\":13,\"cha\":6,\"skill\":{\"perception\":\"+3\"},\"passive\":13,\"cr\":\"0\",\"trait\":[{\"name\":\"Mimicry\",\"entries\":[\"The raven can mimic simple sounds it has heard, such as a whisper or chitter. A hearer can discern the sounds are imitations with a successful {@dc 10} Wisdom ({@skill Insight|XPHB}) check.\"]}],\"action\":[{\"name\":\"Beak\",\"entries\":[\"{@atkr m} {@hit 4}, reach 5 ft. {@h}1 Piercing damage.\"]}],\"token\":{\"name\":\"Raven\",\"source\":\"MM\"},\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/raven.mp3\"},\"traitTags\":[\"Mimicry\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MA\"]},{\"name\":\"Reef Shark\",\"source\":\"XPHB\",\"page\":356,\"otherSources\":[{\"source\":\"XMM\",\"page\":368}],\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":22,\"formula\":\"4d8 + 4\"},\"speed\":{\"walk\":5,\"swim\":30},\"str\":14,\"dex\":15,\"con\":13,\"int\":1,\"wis\":10,\"cha\":4,\"skill\":{\"perception\":\"+2\"},\"senses\":[\"blindsight 30 ft.\"],\"passive\":12,\"languages\":[\"None\"],\"cr\":\"1/2\",\"trait\":[{\"name\":\"Pack Tactics\",\"entries\":[\"The shark has Advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally doesn't have the {@condition Incapacitated|XPHB} condition.\"]},{\"name\":\"Water Breathing\",\"entries\":[\"The shark can breathe only underwater.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atkr m} {@hit 4}, reach 5 ft. {@h}7 ({@damage 2d4 + 2}) Piercing damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/reef-shark.mp3\"},\"traitTags\":[\"Pack Tactics\",\"Water Breathing\"],\"senseTags\":[\"B\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MA\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Riding Horse\",\"source\":\"XPHB\",\"page\":356,\"otherSources\":[{\"source\":\"XMM\",\"page\":368}],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[11],\"hp\":{\"average\":13,\"formula\":\"2d10 + 2\"},\"speed\":{\"walk\":60},\"str\":16,\"dex\":13,\"con\":12,\"int\":2,\"wis\":11,\"cha\":7,\"passive\":10,\"cr\":\"1/4\",\"action\":[{\"name\":\"Hooves\",\"entries\":[\"{@atkr m} {@hit 5}, reach 5 ft. {@h}7 ({@damage 1d8 + 3}) Bludgeoning damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/riding-horse.mp3\"},\"damageTags\":[\"B\"],\"miscTags\":[\"MA\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Scorpion\",\"source\":\"XPHB\",\"page\":356,\"otherSources\":[{\"source\":\"XMM\",\"page\":369}],\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[11],\"hp\":{\"average\":1,\"formula\":\"1d4 - 1\"},\"speed\":{\"walk\":10},\"str\":2,\"dex\":11,\"con\":8,\"int\":1,\"wis\":8,\"cha\":2,\"senses\":[\"blindsight 10 ft.\"],\"passive\":9,\"languages\":[\"None\"],\"cr\":\"0\",\"action\":[{\"name\":\"Sting\",\"entries\":[\"{@atkr m} {@hit 2}, reach 5 ft. {@h}1 Piercing damage plus 3 ({@damage 1d6}) Poison damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/scorpion.mp3\"},\"senseTags\":[\"B\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MA\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Skeleton\",\"source\":\"XPHB\",\"page\":356,\"otherSources\":[{\"source\":\"XMM\",\"page\":282}],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"L\",\"E\"],\"ac\":[13],\"hp\":{\"average\":13,\"formula\":\"2d8 + 4\"},\"speed\":{\"walk\":30},\"str\":10,\"dex\":16,\"con\":15,\"int\":6,\"wis\":8,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":9,\"immune\":[\"poison\"],\"vulnerable\":[\"bludgeoning\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"understands the languages it knew in life but can't speak\"],\"cr\":\"1/4\",\"action\":[{\"name\":\"Shortsword\",\"entries\":[\"{@atkr m} {@hit 5}, reach 5 ft. {@h}6 ({@damage 1d6 + 3}) Piercing damage.\"]},{\"name\":\"Shortbow\",\"entries\":[\"{@atkr r} {@hit 5}, range 80/320 ft. {@h}6 ({@damage 1d6 + 3}) Piercing damage.\"]}],\"token\":{\"name\":\"Skeleton\",\"source\":\"MM\"},\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/skeleton.mp3\"},\"attachedItems\":[\"shortbow|xphb\",\"shortsword|xphb\"],\"senseTags\":[\"D\"],\"languageTags\":[\"CS\",\"LF\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MA\",\"MLW\",\"RA\",\"RNG\"],\"hasFluffImages\":true},{\"name\":\"Slaad Tadpole\",\"source\":\"XPHB\",\"page\":357,\"otherSources\":[{\"source\":\"XMM\",\"page\":284}],\"size\":[\"T\"],\"type\":\"aberration\",\"alignment\":[\"C\",\"N\"],\"ac\":[12],\"hp\":{\"average\":7,\"formula\":\"3d4\"},\"speed\":{\"walk\":30,\"burrow\":10},\"str\":7,\"dex\":15,\"con\":10,\"int\":3,\"wis\":5,\"cha\":3,\"skill\":{\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":7,\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"thunder\"],\"languages\":[\"understands Slaad but can't speak\"],\"cr\":\"1/8\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The slaad has Advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atkr m} {@hit 4}, reach 5 ft. {@h}5 ({@damage 1d6 + 2}) Piercing damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/slaad-tadpole.mp3\"},\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"languageTags\":[\"CS\",\"OTH\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MA\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Sphinx of Wonder\",\"source\":\"XPHB\",\"page\":357,\"otherSources\":[{\"source\":\"XMM\",\"page\":291}],\"size\":[\"T\"],\"type\":\"celestial\",\"alignment\":[\"L\",\"G\"],\"ac\":[13],\"hp\":{\"average\":24,\"formula\":\"7d4 + 7\"},\"speed\":{\"walk\":20,\"fly\":40},\"str\":6,\"dex\":17,\"con\":13,\"int\":15,\"wis\":12,\"cha\":11,\"skill\":{\"arcana\":\"+4\",\"religion\":\"+4\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":11,\"resist\":[\"necrotic\",\"psychic\",\"radiant\"],\"languages\":[\"Celestial\",\"Common\"],\"cr\":\"1\",\"trait\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The sphinx has Advantage on saving throws against spells and other magical effects.\"]}],\"action\":[{\"name\":\"Rend\",\"entries\":[\"{@atkr m} {@hit 5}, reach 5 ft. {@h}5 ({@damage 1d4 + 3}) Slashing damage plus 7 ({@damage 2d6}) Radiant damage.\"]}],\"reaction\":[{\"name\":\"Burst of Ingenuity (2/Day)\",\"entries\":[\"{@actTrigger} The sphinx or another creature within 30 feet makes an ability check or a saving throw. {@actResponse} The sphinx adds 2 to the roll.\"]}],\"traitTags\":[\"Magic Resistance\"],\"senseTags\":[\"D\"],\"languageTags\":[\"C\",\"CE\"],\"damageTags\":[\"R\",\"S\"],\"miscTags\":[\"MA\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Spider\",\"source\":\"XPHB\",\"page\":357,\"otherSources\":[{\"source\":\"XMM\",\"page\":369}],\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":1,\"formula\":\"1d4 - 1\"},\"speed\":{\"walk\":20,\"climb\":20},\"str\":2,\"dex\":14,\"con\":8,\"int\":1,\"wis\":10,\"cha\":2,\"skill\":{\"stealth\":\"+4\"},\"senses\":[\"darkvision 30 ft.\"],\"passive\":10,\"cr\":\"0\",\"trait\":[{\"name\":\"Spider Climb\",\"entries\":[\"The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check.\"]},{\"name\":\"Web Walker\",\"entries\":[\"The spider ignores movement restrictions caused by webs, and the spider knows the location of any other creature in contact with the same web.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atkr m} {@hit 4}, reach 5 ft. {@h}1 Piercing damage plus 2 ({@damage 1d4}) Poison damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/spider.mp3\"},\"traitTags\":[\"Spider Climb\",\"Web Walker\"],\"senseTags\":[\"D\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MA\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Sprite\",\"source\":\"XPHB\",\"page\":358,\"otherSources\":[{\"source\":\"UtHftLH\"},{\"source\":\"XMM\",\"page\":298}],\"size\":[\"T\"],\"type\":\"fey\",\"alignment\":[\"N\",\"G\"],\"ac\":[15],\"hp\":{\"average\":10,\"formula\":\"4d4\"},\"speed\":{\"walk\":10,\"fly\":40},\"str\":3,\"dex\":18,\"con\":10,\"int\":14,\"wis\":13,\"cha\":11,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+8\"},\"passive\":13,\"languages\":[\"Common\",\"Elvish\",\"Sylvan\"],\"cr\":\"1/4\",\"spellcasting\":[{\"name\":\"Invisibility\",\"type\":\"spellcasting\",\"headerEntries\":[\"The sprite casts {@spell Invisibility|XPHB} on itself, requiring no spell components and using Charisma as the spellcasting ability.\"],\"will\":[\"{@spell Invisibility|XPHB}\"],\"ability\":\"cha\",\"displayAs\":\"action\",\"hidden\":[\"will\"]}],\"action\":[{\"name\":\"Needle Sword\",\"entries\":[\"{@atkr m} {@hit 6}, reach 5 ft. {@h}6 ({@damage 1d4 + 4}) Piercing damage.\"]},{\"name\":\"Enchanting Bow\",\"entries\":[\"{@atkr r} {@hit 6}, range 40/160 ft. {@h}1 Piercing damage, and the target has the {@condition Charmed|XPHB} condition until the start of the sprite's next turn.\"]},{\"name\":\"Heart Sight\",\"entries\":[\"{@actSave cha} {@dc 10}, one creature within 5 feet the sprite can see. Celestials, Fiends, and Undead automatically fail the save. {@actSaveFail} The sprite knows the target's emotions and alignment.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/sprite.mp3\"},\"languageTags\":[\"C\",\"E\",\"S\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MA\",\"RA\"],\"conditionInflict\":[\"charmed\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Tiger\",\"source\":\"XPHB\",\"page\":358,\"otherSources\":[{\"source\":\"XMM\",\"page\":371}],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[13],\"hp\":{\"average\":22,\"formula\":\"3d10 + 6\"},\"speed\":{\"walk\":40},\"str\":17,\"dex\":16,\"con\":14,\"int\":3,\"wis\":12,\"cha\":8,\"skill\":{\"perception\":\"+3\",\"stealth\":\"+7\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"cr\":\"1\",\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The tiger makes one Pounce attack and uses Prowl.\"]},{\"name\":\"Pounce\",\"entries\":[\"{@atkr m} {@hit 5}, reach 5 ft. {@h}6 ({@damage 1d6 + 3}) Slashing damage. If the tiger had Advantage on the attack roll, the target takes an extra 3 ({@damage 1d6}) Slashing damage and, if it is Huge or smaller, has the {@condition Prone|XPHB} condition.\"]},{\"name\":\"Prowl\",\"entries\":[\"The tiger moves up to half its Speed without provoking Opportunity Attacks. At the end of this movement, the tiger can take the Hide action.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/tiger.mp3\"},\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"S\"],\"miscTags\":[\"MA\"],\"conditionInflict\":[\"prone\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Undead Spirit\",\"source\":\"XPHB\",\"page\":328,\"summonedBySpell\":\"Summon Undead|XPHB\",\"summonedBySpellLevel\":3,\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\"],\"ac\":[{\"special\":\"11 + the spell's level\"}],\"hp\":{\"special\":\"30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each spell level above 3\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":40,\"condition\":\"(hover; Ghostly only)\"},\"canHover\":true},\"str\":12,\"dex\":16,\"con\":15,\"int\":4,\"wis\":10,\"cha\":9,\"senses\":[\"darkvision 60 ft.\"],\"passive\":10,\"immune\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"exhaustion\",\"frightened\",\"paralyzed\",\"poisoned\"],\"languages\":[\"understands the languages you know\"],\"pbNote\":\"equals your Proficiency Bonus\",\"trait\":[{\"name\":\"Festering Aura (Putrid Only)\",\"entries\":[\"{@actSave con} DC equals your spell save DC, any creature (other than you) that starts its turn within a 5-foot Emanation originating from the spirit. {@actSaveFail} The creature has the {@condition Poisoned|XPHB} condition until the start of its next turn.\"]},{\"name\":\"Incorporeal Passage (Ghostly Only)\",\"entries\":[\"The spirit can move through other creatures and objects as if they were Difficult Terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes {@damage 1d10} Force damage for every 5 feet traveled.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The spirit makes a number of attacks equal to half this spell's level (round down).\"]},{\"name\":\"Deathly Touch (Ghostly Only)\",\"entries\":[\"{@atkr m} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 5 ft. {@h}{@damage 1d8 + 3 + summonSpellLevel} Necrotic damage, and the target has the {@condition Frightened|XPHB} condition until the end of its next turn.\"]},{\"name\":\"Grave Bolt (Skeletal Only)\",\"entries\":[\"{@atkr r} {@hitYourSpellAttack Bonus equals your spell attack modifier}, range 150 ft. {@h}{@damage 2d4 + 3 + summonSpellLevel} Necrotic damage.\"]},{\"name\":\"Rotting Claw (Putrid Only)\",\"entries\":[\"{@atkr m} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 5 ft. {@h}{@damage 1d6 + 3 + summonSpellLevel} Slashing damage. If the target has the {@condition Poisoned|XPHB} condition, it has the {@condition Paralyzed|XPHB} condition until the end of its next turn.\"]}],\"traitTags\":[\"Incorporeal Movement\"],\"senseTags\":[\"D\"],\"actionTags\":[\"Multiattack\"],\"damageTags\":[\"N\",\"O\",\"S\"],\"miscTags\":[\"MA\",\"RA\"],\"conditionInflict\":[\"frightened\",\"paralyzed\",\"poisoned\"],\"hasToken\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Undead Spirit (Ghostly)\",\"source\":\"XPHB\",\"_mod\":{\"trait\":[{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Incorporeal Passage (Ghostly Only)\",\"with\":\"Incorporeal Passage\"}},{\"mode\":\"removeArr\",\"names\":\"Festering Aura (Putrid Only)\"}],\"action\":[{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Deathly Touch (Ghostly Only)\",\"with\":\"Deathly Touch\"}},{\"mode\":\"removeArr\",\"names\":[\"Grave Bolt (Skeletal Only)\",\"Rotting Claw (Putrid Only)\"]}]},\"hp\":{\"special\":\"30 + 10 for each spell level above 3\"},\"speed\":{\"walk\":30,\"fly\":{\"number\":40,\"condition\":\"(hover)\"},\"canHover\":true},\"damageTags\":[\"N\"],\"conditionInflict\":[\"frightened\"]},{\"name\":\"Undead Spirit (Putrid)\",\"source\":\"XPHB\",\"_mod\":{\"trait\":[{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Festering Aura (Putrid Only)\",\"with\":\"Festering Aura\"}},{\"mode\":\"removeArr\",\"names\":\"Incorporeal Passage (Ghostly Only)\"}],\"action\":[{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Rotting Claw (Putrid Only)\",\"with\":\"Rotting Claw\"}},{\"mode\":\"removeArr\",\"names\":[\"Deathly Touch (Ghostly Only)\",\"Grave Bolt (Skeletal Only)\"]}]},\"hp\":{\"special\":\"30 + 10 for each spell level above 3\"},\"speed\":{\"walk\":30},\"traitTags\":null,\"damageTags\":[\"O\",\"S\"],\"conditionInflict\":[\"paralyzed\",\"poisoned\"]},{\"name\":\"Undead Spirit (Skeletal)\",\"source\":\"XPHB\",\"_mod\":{\"action\":[{\"mode\":\"renameArr\",\"renames\":{\"rename\":\"Grave Bolt (Skeletal Only)\",\"with\":\"Grave Bolt\"}},{\"mode\":\"removeArr\",\"names\":[\"Deathly Touch (Ghostly Only)\",\"Rotting Claw (Putrid Only)\"]}]},\"hp\":{\"special\":\"20 + 10 for each spell level above 3\"},\"speed\":{\"walk\":30},\"trait\":null,\"traitTags\":null,\"damageTags\":[\"N\"],\"conditionInflict\":null}]},{\"name\":\"Venomous Snake\",\"source\":\"XPHB\",\"page\":358,\"otherSources\":[{\"source\":\"XMM\",\"page\":372}],\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":5,\"formula\":\"2d4\"},\"speed\":{\"walk\":30,\"swim\":30},\"str\":2,\"dex\":15,\"con\":11,\"int\":1,\"wis\":10,\"cha\":3,\"senses\":[\"blindsight 10 ft.\"],\"passive\":10,\"cr\":\"1/8\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atkr m} {@hit 4}, reach 5 ft. {@h}4 ({@damage 1d4 + 2}) Piercing damage plus 3 ({@damage 1d6}) Poison damage.\"]}],\"token\":{\"name\":\"Poisonous Snake\",\"source\":\"MM\"},\"senseTags\":[\"B\"],\"damageTags\":[\"I\",\"P\"],\"miscTags\":[\"MA\"]},{\"name\":\"Warhorse\",\"source\":\"XPHB\",\"page\":359,\"otherSources\":[{\"source\":\"UtHftLH\"},{\"source\":\"XMM\",\"page\":373}],\"size\":[\"L\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[11],\"hp\":{\"average\":19,\"formula\":\"3d10 + 3\"},\"speed\":{\"walk\":60},\"str\":18,\"dex\":12,\"con\":13,\"int\":2,\"wis\":12,\"cha\":7,\"passive\":11,\"cr\":\"1/2\",\"action\":[{\"name\":\"Hooves\",\"entries\":[\"{@atkr m} {@hit 6}, reach 5 ft. {@h}9 ({@damage 2d4 + 4}) Bludgeoning damage. If the horse moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 5 ({@damage 2d4}) Bludgeoning damage and, if it is Huge or smaller, has the {@condition Prone|XPHB} condition.\"]}],\"damageTags\":[\"B\"],\"miscTags\":[\"MA\"],\"conditionInflict\":[\"prone\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Weasel\",\"source\":\"XPHB\",\"page\":359,\"otherSources\":[{\"source\":\"XMM\",\"page\":373}],\"size\":[\"T\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[13],\"hp\":{\"average\":1,\"formula\":\"1d4 - 1\"},\"speed\":{\"walk\":30,\"climb\":30},\"str\":3,\"dex\":16,\"con\":8,\"int\":2,\"wis\":12,\"cha\":3,\"skill\":{\"acrobatics\":\"+5\",\"perception\":\"+3\",\"stealth\":\"+5\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":13,\"languages\":[\"None\"],\"cr\":\"0\",\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atkr m} {@hit 5}, reach 5 ft. {@h}1 Piercing damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/weasel.mp3\"},\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MA\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Wolf\",\"source\":\"XPHB\",\"page\":359,\"otherSources\":[{\"source\":\"XMM\",\"page\":373}],\"size\":[\"M\"],\"type\":\"beast\",\"alignment\":[\"U\"],\"ac\":[12],\"hp\":{\"average\":11,\"formula\":\"2d8 + 2\"},\"speed\":{\"walk\":40},\"str\":14,\"dex\":15,\"con\":12,\"int\":3,\"wis\":12,\"cha\":6,\"skill\":{\"perception\":\"+5\",\"stealth\":\"+4\"},\"senses\":[\"darkvision 60 ft.\"],\"passive\":15,\"cr\":\"1/4\",\"trait\":[{\"name\":\"Pack Tactics\",\"entries\":[\"The wolf has Advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally doesn't have the {@condition Incapacitated|XPHB} condition.\"]}],\"action\":[{\"name\":\"Bite\",\"entries\":[\"{@atkr m} {@hit 4}, reach 5 ft. {@h}5 ({@damage 1d6 + 2}) Piercing damage, and the target has the {@condition Prone|XPHB} condition if it is Medium or smaller.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/wolf.mp3\"},\"traitTags\":[\"Pack Tactics\"],\"senseTags\":[\"D\"],\"damageTags\":[\"P\"],\"miscTags\":[\"MA\"],\"conditionInflict\":[\"prone\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Zombie\",\"source\":\"XPHB\",\"page\":359,\"otherSources\":[{\"source\":\"XMM\",\"page\":346}],\"size\":[\"M\"],\"type\":\"undead\",\"alignment\":[\"N\",\"E\"],\"ac\":[8],\"hp\":{\"average\":15,\"formula\":\"2d8 + 6\"},\"speed\":{\"walk\":20},\"str\":13,\"dex\":6,\"con\":16,\"int\":3,\"wis\":6,\"cha\":5,\"senses\":[\"darkvision 60 ft.\"],\"passive\":8,\"immune\":[\"poison\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"languages\":[\"understands the languages it knew in life but can't speak\"],\"cr\":\"1/4\",\"trait\":[{\"name\":\"Undead Fortitude\",\"entries\":[\"If damage reduces the zombie to 0 Hit Points, it must make a Constitution saving throw with a DC of 5 plus the damage taken unless the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead.\"]}],\"action\":[{\"name\":\"Slam\",\"entries\":[\"{@atkr m} {@hit 3}, reach 5 ft. {@h}4 ({@damage 1d6 + 1}) Bludgeoning damage.\"]}],\"soundClip\":{\"type\":\"internal\",\"path\":\"bestiary/zombie.mp3\"},\"traitTags\":[\"Undead Fortitude\"],\"senseTags\":[\"D\"],\"languageTags\":[\"CS\",\"LF\"],\"damageTags\":[\"B\"],\"miscTags\":[\"MA\"],\"hasToken\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-aatm.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Animated Coffin\",\"source\":\"AATM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Animated coffins are heavy, macabre Constructs designed to ferry the dead to places of rest. They waddle the Mortuary's halls unbothered, scooping up corpses and carrying them to the next stage of the funerary process.\",\"An animated coffin has an array of spidery metal legs it uses to skitter along steep inclines, walls, and ceilings, and the coffin's spacious interior bristles with retractable spikes. Like their inanimate counterparts, animated coffins range from plain wooden boxes with simple fittings to elaborate, gilded sarcophagi and reverent, fabric-lined caskets.\",\"Beyond the City of Doors, animated coffins serve similar—albeit less industrial—roles. Natural ambushers and tireless sentries, animated coffins guard ancient necropolises, family crypts, and the lairs of powerful Undead. A cautious vampire might sleep in an animated coffin to evade hunters during the day, while a necromancer might enlist animated coffins to conscript corpses from faraway settlements into an Undead army.\",\"Animated coffins are rarely empty. The Animated Coffin Contents table presents some contents an animated coffin might contain when encountered.\",{\"type\":\"table\",\"colLabels\":[\"d6\",\"Contents\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@dice 1d4} swarm of bats\"],[\"2\",\"{@dice 1d4} skeletons packed like sardines\"],[\"3\",\"A groaning mummy\"],[\"4\",\"A patch of {@hazard yellow mold|DMG} (see the {@book Dungeon Master's Guide|DMG})\"],[\"5\",\"A slumbering vampire spawn\"],[\"6\",\"A portal to the Path of Graves (detailed in Adventure Atlas: The Mortuary)\"]]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/AATM/Animated Coffin.webp\"}}]},{\"name\":\"Factol Skall\",\"source\":\"AATM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Skall is the current factol of the Heralds of Dust and the only leader the faction has ever had. A popular Duster legend holds that other than the Lady of Pain herself, Skall is Sigil's oldest resident, the first creature to live and die in the City of Doors. The Heralds of Dust idolize their ageless factol, whose stoic visage has become the faction's emblem. Skall can usually be found examining his orrery of souls (detailed in {@i Adventure Atlas: The Mortuary}).\",\"After eons of existence, Skall is in an advanced state of deterioration. Once a spry lich with a wrinkled frame, he now drifts listlessly through the Mortuary's forlorn halls, rasping to himself. Skall appears as little more than a floating, disembodied head and two hands, his tattered cloak fluttering behind them. Notorious among the factols of Sigil but rarely seen in the flesh, Skall often delegates his bureaucratic responsibilities to Undead proxies or—on rare occasions—appears as an illusory duplicate. Subtle social cues are lost on the factol, whose eternal nature has eroded any memory of mortal life.\",\"As a result of his decay, Skall's power has waned considerably, but challenging him in combat is as much a death sentence as ever. Factol Skall imparts a lasting oblivion to his enemies. Caretaker, custodian, and grave keeper, the factol ushers allies and foes alike from this false existence toward the path to True Death.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/AATM/Factol Skall.webp\"}}]},{\"name\":\"Heralds of Dust Exorcist\",\"source\":\"AATM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Dauntless in the face of death, exorcists in the Heralds of Dust cleanse hapless creatures and resting places haunted by ghosts, specters, and other malign entities that prevent the dead from being interred or jeopardize those already in repose. Though most Duster exorcists conduct their operations in the Mortuary, many heed calls throughout Sigil and the planes beyond.\",\"The vagaries of undeath make spirits difficult to predict. Nevertheless, exorcists are well equipped for their work. Molded by experiences with apparitions and their ilk, exorcists channel the forces of death to preserve the living, commune with the dead, and drive evil spirits back to their graves. They can also fire versatile bolts of necrotic or radiant energy from their staves to repel a host of supernatural entities.\",\"An exorcist's senses pierce the veil of death to perceive wandering ghosts on the Ethereal Plane as well as shadow demons, wraiths, and other incorporeal entities hiding in palls of darkness. With a brief reboant chant, an exorcist can expunge a harmful entity from a possessed creature—or make that creature vulnerable to a painful spiritual inhabitation.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/AATM/Heralds of Dust Exorcist.webp\"}}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-ai.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Ancient Deep Crow\",\"source\":\"AI\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"So little is known of the deep crows that even less is known of their monstrous leviathan cousins, the ancient deep crows. Whether these gargantuan specimens are elder deep crows grown to great size or some higher form that holds lesser deep crows in thrall remains to be determined. Ideally by someone else. Seriously, stay away from these things.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/AI/Deep Crow.webp\"},\"credit\":\"Leesha Hannigan\"}]},{\"name\":\"Auspicia Dran\",\"source\":\"AI\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The youngest sister of Omin Dran, the half-elf Auspicia Dran had her life torn apart as a child when she was seized by a mysterious creature called the Wandering Crypt. Having spent long years in a kind of dark dream within the crypt, she was saved in the end by her brother Omin's tireless efforts and the valor of his handpicked \\\"C\\\" Team. Now returned safely to the world-and with the false Auspicia of the crypt's creation slain-she focuses on trying to discover her own identity and to work through the ongoing complications arising from her ordeal.\",\"When Auspicia emerged from the Wandering Crypt, she carried within her a growing level of psionic power. She can't help but read others' minds, but finds that wearing a diamond earring helps tamp that unwitting ability down. This magic has also left her connected to the crypt in a way she doesn't understand, even as it grants her occasional memories of others still trapped there and an awareness of faraway places. In combat, she manifests an instinctive knowledge of events before they happen, often making use of this ability to bring a fight to a standstill that encourages parley. But she has only just begun to explore her full precognitive potential.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/AI/House Dran.webp\"},\"credit\":\"Nurse Normal\"}]},{\"name\":\"Brahma Lutier\",\"source\":\"AI\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Formally a former member of the \\\"B\\\" Team, Brahma Lutier is a gifted cartographer, spy, and troubadour. Tutored in at least the latter of those vocations by Audra Courtier (wife of Propha Dran and co-owner of the Dran & Courtier inn of Red Larch), Brahma's specialty is a song of domination that is legendarily difficult to resist.\",\"Her retirement is said to be connected to a falling out with husband Oak Truestrike, and Brahma has been operating as a solo agent for some time now. Known for a personality that is murderous and cheery in equal part, she utilizes an instrument of dragonborn design in combat. Known as a war lute, this unique item comes replete with hidden storage and powerful weaponry.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/AI/The B Team.webp\"},\"credit\":\"Chris Walton\"}]},{\"name\":\"Chaos Quadrapod\",\"source\":\"AI\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A cluster of four suckered tentacles with a pulsing mass of ethereal light as its central body, the chaos quadrapod is a creature of the Far Realm, and it channels the anarchic power of that plane as it destroys all in its path. The quadrapod ambulates by flinging its mucus-covered tentacles out and dragging itself along, creating a horrid slurping sound as it advances relentlessly toward its prey.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/AI/Chaos Quadrapod.webp\"},\"credit\":\"Darren M. A. Calvert\"}]},{\"name\":\"Clockwork Dragon\",\"source\":\"AI\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"These intricately crafted constructs are typically made to reflect the forms of the metallic dragons. Plated in brass, bronze, copper, or faux gold and silver, they are often taken for fine draconic statues at first glance. A clockwork dragon makes a formidable guardian or defender, with its advanced intellect allowing it to be programmed with a wide range of orders, as well as being capable of wholly independent reactions to potential threats.\",\"Though most clockwork dragons have a breath weapon that deals fire damage, some might be constructed to deal acid, cold, or lightning damage, depending on their makers' whims.\"]}]}]}]},{\"name\":\"Deep Crow\",\"source\":\"AI\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The only warning you'll get is that fearsome, far-off caw, echoing from the darkness like a death knell. For by the time those glowing red eyes fix on you, it's far too late to run...\",\"Some adventurers and sages whisper that deep crows were first spawned as the familiars of evil arcane casters, abandoned in the subterranean depths and left to grow to enormous size. Others claim these creatures were once normal crows transmuted by vile essence and viler powers. But one thing all agree on is that ending up a meal for one of these monstrosities is a too-real threat for those who stumble into their deadly lairs.\",\"Though the deep crow most immediately resembles a massive version of its namesake bird, this creature is a unique form of avian insect. Seen up close, it can easily be discerned from any other giant bird by its insectoid maw, its four-clawed feet, and the cluster of red eyes that are the most unsettling part of its appearance.\",{\"type\":\"entries\",\"name\":\"Terror from Above\",\"entries\":[\"The deep crow's most fearsome attack is the bite of its mandibles, which can seize and hold almost any creature. Their preferred attack is a snatch-and-grab that sees a deep crow flying off with a living victim before its companions have any chance of counterattack. Provided the doomed prey doesn't struggle, the deep crow takes it back to its lair to be devoured at leisure. Creatures that do struggle might be repeatedly dropped from a height to soften them up a bit.\"]},{\"name\":\"Family Ties\",\"type\":\"entries\",\"entries\":[\"Deep crows live alone for an unknown length of years, emerging from the lair only to hunt, to look for potential threats, and to mate. Mating is a once-in-a-lifetime urge that sees each deep crow involved in the pairing produce a cluster of four to eight eggs. Incubation lasts a year, followed by a year during which the fledgling deep crows stay close by their parent's side. The young then set out to establish lairs of their own.\"]},{\"name\":\"Unknown and Inscrutable\",\"type\":\"entries\",\"entries\":[\"The mindset of these intelligent yet alien creatures is a mystery, but some who have encountered them relate that they are quick to hold a grudge. For years. Of even greater importance, they can teach their chicks to harbor the same resentments, instilling a cross-generational hatred of chosen foes that can last for centuries.\"]}]},{\"type\":\"entries\",\"name\":\"A Deep Crow's Lair\",\"entries\":[\"Deep crows and ancient deep crows roost in places both deep and warm, favoring sites with access to exposed lava. The spires of volcanic rock the creatures prize as roosts are common in such places, whose ambient warmth provides constant temperature regulation for the creature's eggs.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/AI/Deep Crow.webp\"},\"credit\":\"Leesha Hannigan\"}]},{\"name\":\"Donaar Blit'zen\",\"source\":\"AI\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Everybody cooooool out!\"]},\"The hulking dragonborn decisionist of the \\\"C\\\" Team, Donaar Blit'zen is an icon of brash confidence and warrior chill. He is known for his furious skill in battle, and for his propensity to fall asleep as soon as a fight is done (as well as countless other inopportune times). More immediately notable is the unique physical trait that all members of his clan bear-a stylish tail that is rare and often considered a deformity among dragonborn.\",\"As with his tail, an odd quirk of heritage makes Donaar's acid breath more of a signature vomiting, giving rise to a driving paranoia that this regurgitation might damage his teeth. As testaments to his obsession with dental hygiene, Donaar named his greatsword Toothbrush and calls his whip Floss. He carries an actual toothbrush (named Percival) and actual floss at all times.\",\"Those who know Donaar quickly come to recognize that the braggadocio that defines him involves a certain amount of artifice. When the young dragonborn left his clan and family to adventure in foreign climes, he realized that doing so provided the perfect opportunity to reinvent himself for folk who had no idea what he was once like. As such, Donaar has learned that no amount of bravado and compensation is too much-provided he leaves no openings for strangers to call him on it. By the same token, strangers quickly come to realize that reinforcing Donaar's self-congratulating sense of draconic entitlement makes it remarkably easy to win his favor.\",\"Despite his easily massaged vanity, the dragonborn sometimes shows the occasional streak of selflessness. Most notably, Donaar serves in his off-hours as parttime godfather to a young dragonborn named Chronaar, who had inadvertently imprinted on Donaar as a parental figure while he watched over her while she was in her egg.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/AI/Donaar Blitzen.webp\"},\"credit\":\"Nurse Normal\"}]},{\"name\":\"Flabbergast\",\"source\":\"AI\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Not much is known of the mysterious and aloof majordomo of Acquisitions Incorporated Head Office, the mage known as Flabbergast. It's said that he hails from Neverwinter, and that his wealthy family helped erect and carve the famous Dolphin Bridge in that city. Although he detests physical labor, Flabbergast is a bit of a bridge builder in his own way, always striving to bring people together and flexing his diplomatic muscles. A pacifist bureaucrat, he abhors violence, and rarely puts his magical prowess on display.\",\"One thing that is known (though it's seldom spoken of) is that Flabbergast once worked for Dran Enterprises, and specifically for Portentia Dran. He carries a certain amount of guilt around being complicit in certain Dran Enterprises' dealings, and helped Acquisitions Incorporated on the side even before taking up an official role with the company. Though Head Office certainly trusts him, others might wonder where his true loyalties lie.\",\"Flabbergast's familiar, Mister Snibbly, uses the cat stat block.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/AI/Flabbergast.webp\"},\"credit\":\"Nurse Normal\"}]},{\"name\":\"Jim Darkmagic\",\"source\":\"AI\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Have a magical day!\"]},\"James Winifred Darkmagic III is the scion of a mysterious, multiplanar wizarding family. Jim's arcane pedigree has long preceded him, incorporating equally healthy amounts of magical training and innate eldritch prowess. However, despite a natural talent that could have allowed him to make a name for himself as a court wizard, or perhaps \\\"that strange old man in the village,\\\" Jim's original penchant was not for the magic of scroll or spell, but for the stage.\",\"As an entertainer and purveyor of the \\\"Jim Darkmagic Experience,\\\" the legendary mage can often be found in markets and town squares, performing feats of mundane legerdemain. The renown he has earned for these feats is nearly equaled by the reputation that follows him as chief arcanist (and occasional arsonist) for Acquisitions Incorporated. And although his skills as an adventurer and real wizard remain highly sought after, Jim looks forward to a well-earned retirement, at which point he hopes to become a \\\"real wizard\\\"-by which he means a fake wizard-full time.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/AI/Jim Darkmagic.webp\"},\"credit\":\"Mike Krahulik\"}]},{\"name\":\"K'thriss Drow'b\",\"source\":\"AI\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"All things are divided into meat and mouths-but even a mouth is just meat.\"]},\"The drow warlock K'thriss Drow'b cuts a dashing figure as the worldly representative of the Ur-a ravenous, inscrutable, and largely indifferent elder entity from beyond reality. Tapped into this dark power, the \\\"C\\\" Team's hoards person sees all existence as a puzzle to unlock, and he is obsessed by the essential lack of meaning and purpose in the structures of so-called \\\"reality.\\\" Still, all things considered, he is most often polite and affable. Because after a long adventuring career, he understands that he can't afford to make more enemies.\",\"Given his blue skin tone, rumors suggest that K'thriss is of mixed heritage, but no one knows for sure. As a young and doubting adherent of Lolth, he stumbled upon fragments of a relic known as the Black Altar, exposing him to their infinite truths and shocking the drow's hair jet-black. His matching \\\"beard\\\" is actually a slow-growing colony of inert spores that K'thriss believes makes him look distinguished. Possessed of alarming and asymmetric crystalline eyes, he often wears a blindfold to spare others his visage, seeing through the eyes of his familiar while he does.\",\"Tentacles play a big part in K'thriss's spellcasting, whether wrenching him through the sky when he uses magic to fly, or manifesting in dark, suckered form when he casts spells such as thorn whip. And when enemies hear K'thriss whisper the deep truths of the Ur-typically something about how on a geologic time scale, everyone's desires are meaningless-they remember it.\",\"K'thriss's familiar, Ligotti, is a semisapient remnant of a tentacle attack, spawned by the warlock's intercessor patron god. Though entirely alien to the material plane (and often appearing in the form of a staff), Ligotti uses the stat block of a poisonous snake with these changes:\",{\"type\":\"list\",\"items\":[\"It has an Intelligence score of 12 (+2).\",\"It has telepathy out to a range of 30 feet.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/AI/Kthriss Drowb.webp\"},\"credit\":\"Nurse Normal\"}]},{\"name\":\"Keg Robot\",\"source\":\"AI\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"This beer is delicious. But did the spigot really have to be placed in that spot?\"]},\"A keg robot is a stout wood-and-metal construct, vaguely reminiscent of a dwarf wearing a horned helm and possessing a barrel for a body. These constructs are another achievement of the Heuristic Arcane Research and Development (HARD) department of Acquisitions Incorporated. These devices have a number of practical purposes, including the ability to be filled with a variety of substances of use to an adventuring party. Specific models are nominally named for their primary function, including \\\"ambulatory fermenter,\\\" \\\"mobile alchemical dispensary,\\\" and so forth. But their prominent use as portable beer dispensers has placed the name \\\"keg robot\\\" firmly into public consciousness.\",\"A keg robot can hold up to three different kinds of liquid in its body cavity, from water and other potables to alchemical substances and lamp oil. Its individual storage compartments can leak, providing drinkable liquids with a unique but mostly safe flavor. These constructs have a rudimentary intellect that allows them to operate independently and discern friend from foe-and which sometimes causes them to operate with a crass sense of humor that has never been fully explained.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/AI/Keg Robot.webp\"},\"credit\":\"Chris Walton\"}]},{\"name\":\"Môrgæn\",\"source\":\"AI\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"If I had wanted to kill, I would have killed.\"]},\"The ranger Môrgæn is a renowned tracker and hunter, able to pinpoint-target foes at any range, then vanish into the woods with no one the wiser. Her legendary ability with the longbow and the custom arrows she crafts instills fear into the hearts of her many enemies-and more than a few of her coworkers. Famously, she is the only member of Acquisitions Incorporated known to be paid in advance, lest a missed invoice lead to dire repercussions.\",\"A child of the forest, Môrgæn defends the natural world with singular ferocity and an impressive rate of sustained fire. Her core philosophy is that one should shoot first and then ask no questions later. Because what's the point of asking questions when the person you've shot first is already dead? Still, when the situation calls for it, this protector of the woodlands is equally at home on missions of subterfuge and social interaction in the big city, provided her well-known love of ale, wine, and other intoxicants doesn't get the better of her.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/AI/Morgaen.webp\"},\"credit\":\"Nurse Normal\"}]},{\"name\":\"Oak Truestrike\",\"source\":\"AI\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Oak Truestrike is the \\\"B\\\" Team's decisionist-and, depending on who you talk to, a reincarnated demigod. (It's a long story.) Those who know him acknowledge his confidence, his arrogance, and his odd ability to engage with others by somehow saying exactly what each listener wants to hear. Whether this is some subtle magical ability or simply grifter's charm, he makes good use of it either way.\",\"Oak becomes a radically different person with each of his reincarnations, flipping between neutral good and neutral evil. His memories of past lives have been fractured by his many deaths, but he spends each new life accounting for the previous life in a karmic-ledger kind of way. His current incarnation embraces the good side. Mostly. Except for that occasional toxic bitterness. Oh, and the misanthropy. Actually, if you end up hating this guy, it's probably not your fault.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/AI/The B Team.webp\"},\"credit\":\"Chris Walton\"}]},{\"name\":\"Omin Dran\",\"source\":\"AI\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"My duty, first and foremost, is to my shareholders. And I am the only shareholder.\"]},\"Ominifis Hereward Dran spent his formative years in the small waystop of Red Larch, where his mother, Prophetess, ran a popular inn and restaurant. In the brief periods of respite afforded by working the family business, Omin and his sisters, Auspicia and Portentia, were wont to wander the hills and trails around town, dreaming of adventure. But adventure of the wrong kind came calling for the trio one day, when an underground ruin they had often explored-actually a creature called the Wandering Crypt-took Auspicia from the world.\",\"Omin Dran built the organization called Acquisitions Incorporated to facilitate and expand his quest to find his true sister, at least in part. For despite his unprecedented success in establishing the market for franchised adventuring across the Sword Coast and beyond, Omin's full measure eludes most people. He is known to be a worshiper of Tymora, ruthless in matters of business, feckless in matters of love, and hopeless in games of chance. Omin is also often accused of being one of the Masked Lords of Waterdeep, though this bit of fancy earns little more than a chuckle in response. And even if the rumor were true, Omin would never leverage such a position for greater financial gain and power. Because that would be wrong...\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/AI/Omin Dran.webp\"},\"credit\":\"Mike Krahulik\"}]},{\"name\":\"Pendragon Beestinger\",\"source\":\"AI\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Able arcanist Pendragon Beestinger took over as \\\"B\\\" Team cartographer after Brahma Lutier left the group. In fact, his first assignment was to assist in the team's attempts to apprehend the wandering bard. An adopted child of the \\\"C\\\" Team's Rosie Beestinger, Pendragon is his mother's foil in almost every way-including his goal of wanting to mainstream some of the family's rumored criminal interests. Pendragon has, in fact, attempted to kill his mother-and been killed himself in the process. Despite his having been resurrected at Rosie's request, things remain cool between the two.\",\"Pendragon was kicked out of wizarding school as a result of the dark rumors following the Beestinger clan. Now a self-taught mage, he specializes in making use of the dangerous spells and weird trinkets he often comes across in his role as a kind of arcane archaeologist. Seeking out the family feeling that an adventuring group provides keeps him in the \\\"B\\\" Team, even if that unfortunately comes with Oak Truestrike as a kind of father figure.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/AI/The B Team.webp\"},\"credit\":\"Chris Walton\"}]},{\"name\":\"Phoenix Anvil\",\"source\":\"AI\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The \\\"B\\\" Team hoards person, Phoenix Anvil is a servant of Waukeen and a soft-spoken sort. Really soft. Like, he talks so infrequently that even he might not recognize his own voice. Phoenix comes from the streets, where he grew up a fighter until a job sweeping the steps of a small temple of Waukeen showed him a new path. His hunger for coin as an adventurer is thus guided by his knowledge of what it is to do without.\",\"More of an object individual than a people person, Phoenix is obsessively dedicated to the franchise's assets and accounts. Thankfully, he includes his fellow members among those assets, making him fiercely loyal. However, Oak Truestrike is the only team member he's ever really warmed to, which doesn't do either of them any good.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/AI/The B Team.webp\"},\"credit\":\"Chris Walton\"}]},{\"name\":\"Portentia Dran\",\"source\":\"AI\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Now the owner and driving force behind Dran Enterprises-perhaps Acquisitions Incorporated's most notable rival in the adventuring-for-profit-and-power biz—Portentia Dran is more than she appears to be. Quite literally. The person known as Portentia is actually a changeling, who took the place of the real Portentia before her fifth year.\",\"The changeling Portentia can affect a range of dis guises, and has spent long years engaged in a mission of manipulating the members of the Dran family. Years ago, it was Portentia who tricked her sister Auspicia into exploring the depths of the Wandering Crypt. And she would have been successful in arranging for Omin to be claimed by that creature as well if he hadn't fled immediately in search of a weapon to aid his captured sister.\",\"Whether in combat or social encounters, Portentia shifts frequently between different forms and mindsets, only some of which are fully humanoid. She fights to maim, with a cruel combat style that emphasizes surprise and painful instruction. She is willing to affect any appearance or attitude to achieve her goals. But what those goals are-for herself and Dran Enterprises alike-remain a secret known only to her.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/AI/House Dran.webp\"},\"credit\":\"Nurse Normal\"}]},{\"name\":\"Rosie Beestinger\",\"source\":\"AI\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Well, I have this jar of eyeballs...\"]},\"Weighing in at just under 30 pounds and with a grandmotherly demeanor befitting her advanced age, Rosie Beestinger is easily mistaken for someone on the wrong side of the \\\"aggressor/victim\\\" relationship. But this is a mix-up that few people make more than once. Patient and studious, Rosie has schooled more than one malcontent with what the halfling refers to as \\\"the sauce\\\"-a whirlwind of kicks and punches to one or the other haunches that can inspire even the toughest half-orc to sprint toward anyplace Rosie isn't. As an increasing number of folk hear the tales of her prowess, the \\\"C\\\" Team cartographer's fame among her fellow halflings has become nothing short of legendary. Still, this adoration might be augmented by the sheer number of halflings related to Rosie. She has a daunting number of natural and adopted children, many of whom have followed their mother along the adventuring career track.\",\"Rosie's goals have always been more complex than merely seeking after adventure. She has long sought for ultimate meaning in the stars, and to seek justification for her belief that her bonds to her expansive family are reflected in the endless movements and intricate patterns of the sky. However, the Beestinger clan has a less metaphysical reputation in the eyes of many people, as constantly swirling rumors attempt to connect the family to various and nefarious halfling criminal enter prises. Naturally, Rosie knows nothing about any of that. Sure, her nickname is \\\"Grandmother Night,\\\" but that probably doesn't mean anything.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/AI/Rosie Beestinger.webp\"},\"credit\":\"Nurse Normal\"}]},{\"name\":\"Splugoth the Returned\",\"source\":\"AI\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"I'm going to give you a piece of advice. Don't trust Acquisitions Incorporated. And never, ever, ever trust Omin Dran. Wait, that's two pieces of advice. You owe me.\"]},\"Sometimes a goblin can't catch a break. First, you fall in with a cult that works for the release of a death god. Then you get taken prisoner by a group of sociopathic adventurers who end up letting you die after you save their sorry lives. One minute, you're a dead goblin named Splug. And then you're alive again, and it seems like a really good idea to play up the drama of resurrection with a cool new name-and a master plan for cold, cold revenge against those who betrayed you.\",\"Every once in a while, the (accidentally) capricious and (totally unintentionally) self-centered nature of an Acquisitions Incorporated franchise might incur some collateral damage among followers, hirelings, and staff. When that happens, the collateral damage sometimes inspires some collateral damage of its own. No one is entirely sure how many times Splugoth the Returned has actually returned from the dead. But as the point goblin for the group known as the Six (see \\\"Factions and Rivals\\\" in chapter 3), he's made vengeance against Acq Inc and Omin Dran his life's work. And then the work of his next life. And the one after that.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/AI/Splugoth the Returned.webp\"},\"credit\":\"Nurse Normal\"}]},{\"name\":\"Viari\",\"source\":\"AI\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"I know a story about that...\"]},\"A product of life on a small-town farm, the rogue known as Viari carries fond memories of those childhood days and his loving family. (Well, except for that thing where his parents insist on thinking of his older brother as the successful one.) But he can be quick to show self-consciousness when talking of where he came from, and he never speaks of the name he bore in that former life After quickly rising in the ranks of Acquisitions Incorporated since joining that august team, Viari has come to head what's known as the organization's Stabbing Department. A potent threat in both dueling and earnest debate, he demonstrates an equal flair for planning and forethought, mad combat moves (involving leaping off high places whenever possible), and dark vengeance.\",\"Viari's career as an adventurer was nearly cut short during a battle of which the bards still sing. Unleashing a devastating attack with the aptly named Apocalypse Dagger, the rogue destroyed a giant single-handedly—and lost his arm in the process. Although Viari was made bodily whole again in an equally dramatic magical fashion, some of those closest to him have noticed that those miraculous events weigh on him still, perhaps suggesting consequences that only he foresees.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/AI/Viari.webp\"},\"credit\":\"Mike Krahulik\"}]},{\"name\":\"Walnut Dankgrass\",\"source\":\"AI\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"The war ever rages.\"]},\"Growing up in an all-female clan of druids, healers, and rangers, Walnut Dankgrass was drawn to the role of protector from her earliest years. Dedicated to Mielikki, the matriarchal clan known as the Enclave Panax Anima defended the unspoiled wild by word and blade (with the latter option more prevalent by far). But when tragedy struck the enclave, Walnut's clan was destroyed to the last-leaving her with nothing but the all-consuming desire to seek out and destroy those responsible.\",\"As a guardian of the wild, Walnut has long held an antipathy toward civilization and anything urban. However, understanding that civilization was the source of the evil that destroyed her people, she makes the city her home now. She embraces her role as the \\\"C\\\" Team's documancer, knowing that the city's power-and its weaknesses-can be fully gleaned only from within.\",\"Walnut distrusts most folk she meets, except for those whose bearing reflects the matriarchal structure she was once part of. No matter what shape her struggles take, she knows instinctively that her beliefs are right and true-and that she will follow those beliefs to the bitter end.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/AI/Walnut Dankgrass.webp\"},\"credit\":\"Nurse Normal\"}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-aitfr-dn.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Giant Zombie Constrictor Snake\",\"source\":\"AitFR-DN\",\"entries\":[\"These enormous, rotten husks were living, Medium-sized constrictors when the yuan-ti brought them to honor and entice Kyrilla to share her knowledge and powers. They grew to their full, Huge size on a diet of supplicants and prisoners, many of whose bones can be found elsewhere in the lair. When the yuan-ti turned against Kyrilla, they fought and slew these snakes—only to find them slithering again through cursed, ambient magic in Kyrilla's lair.\",\"The constrictors die if they leave the lair.\"]},{\"name\":\"Hamish Hewland\",\"source\":\"AitFR-DN\",\"entries\":[\"A gentle giant with a ferocious laugh, Hamish hails from the city of Waterdeep. He was never one for the wilderness in his younger days, but he wanted adventure. He joined his friends, Sylvene and Artura, on their journey into the wilds of the Sword Coast, all those years ago, and was part of their adventuring party with a human from Secomber named Waltarn Everlake. That Hamish would be willing to risk his life to protect his friends was never in doubt.\",\"Hamish has brown skin, great posture, and wears his long hair in three tidy braids. He is the sort of fellow who overpacks for an adventure. His pockets usually teem with snacks or rations. Being a giant, he brought both a dungeoneer's pack and an explorer's pack in his knapsack. He carries a big axe, suitable for his size. He also carried a round, wooden shield, made just for him by Artura, but it has rotted to bits.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Personality Traits\",\"entries\":[\"\\\"I am curious about the road not taken, sometimes to a fault. I try to always have food with me.\\\"\"]},{\"type\":\"entries\",\"name\":\"Ideal\",\"entries\":[\"\\\"Bravery. I would risk my life for true friends. In fact, I have!\\\"\"]},{\"type\":\"entries\",\"name\":\"Bond\",\"entries\":[\"\\\"Friendships you choose can mean more than family. A friend made is an enemy defeated.\\\"\"]},{\"type\":\"entries\",\"name\":\"Flaw\",\"entries\":[\"\\\"I often believe in people to the point of being naive.\\\"\"]}]}]}]},{\"name\":\"Kyrilla, Accursed Gorgon\",\"source\":\"AitFR-DN\",\"entries\":[\"Some small part of Kyrilla hopes she might be pardoned from her immortal curse one day, but her ire and spite have overtaken her heart, and the only way she can imagine escaping eternity is by impressing the gods with her tenacity. She doesn't want pity nor compassion. She wants to be feared and loathed and to press on with existence despite it all. And now that Kathikon is dead and she is alone, she cannot remember mercy.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Personality Trait\",\"entries\":[\"\\\"I am quick to judge others and find them wanting.\\\"\"]},{\"type\":\"entries\",\"name\":\"Ideal\",\"entries\":[\"\\\"Spite. I survive despite a curse from the gods—I'm not about to go out into the world where fools will try to kill me.\\\"\"]},{\"type\":\"entries\",\"name\":\"Bond\",\"entries\":[\"\\\"Kathikon was the love of my life. No one else matters to me.\\\"\"]},{\"type\":\"entries\",\"name\":\"Flaw\",\"entries\":[\"\\\"I never admit when I am wrong.\\\"\"]},{\"type\":\"entries\",\"name\":\"Horrific Appearance\",\"entries\":[\"Once, Kyrilla looked much like other gorgons of her world. Now, with her curse upon her, Kyrilla's healthy greenish skin has grown sickly pale, and the segmented cables she wore like hair have gone from shiny black to matte gray and green. Her legs became a long, segmented tail. Her eyes now glow green, bright enough to create dim light in front of her. She has grown four needle-like fangs in her mouth, and her hands have become slicing claws.\",\"She reverts to her original appearance when she dies.\"]},{\"type\":\"entries\",\"name\":\"Bestowed Power\",\"entries\":[\"The malevolent powers bestowed to Kyrilla by her curse, as well as those given to her by the yuan-ti cult, are hardly of interest to her. She doesn't relish power but instead has taken to wallowing in misery and dwelling in her hatred for the beings that cursed her so long ago that she can hardly remember them.\"]},{\"type\":\"entries\",\"name\":\"Magic Ring\",\"entries\":[\"Kyrilla wears a ring of water walking that she was given by an emissary from the Serpent Kingdoms long ago. It is made of a bluish jade and does not reflect light.\"]},{\"type\":\"entries\",\"name\":\"Immortal Curse\",\"entries\":[\"Kyrilla does not require food or drink but does breathe and sleep.\"]}]}]}]},{\"name\":\"Skeletal Horror\",\"source\":\"AitFR-DN\",\"entries\":[\"This horrid mass of bones clambers along on a dozen hands and feet without maintaining any consistent shape. One moment it moves like a centipede, the next it rears back to claw like a bear. The only consistent feature is a weird absence: no matter how many skulls make up its mass, this strange horror always seems to be headless.\",\"The skeletal horrors in Kyrilla's lair are made from the bones of yuan-ti supplicants and cultists who came to learn her powers or, later, to steal them. She spared none of these intruders' lives, and in death their remains do her bidding.\"]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-aitfr-fcd.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Mercenary Envoy\",\"source\":\"AitFR-FCD\",\"entries\":[\"These mercenaries stand for the Banner of Blades and the Iron Lions at Tyreus's fortress, but they might not be representative of those armies. These are rank-and-file warriors capable of demonstrating coordinated attacks and formations. They are neither the most capable lieutenants nor the rough-andtumble masses of these small armies.\",\"For the purposes of their Inspired Courage feature, the mercenaries of both companies consider each other allies while at the fortress—unless the adventurers do something to drive them apart.\"]},{\"name\":\"Tyreus, Illusionist\",\"source\":\"AitFR-FCD\",\"entries\":[\"When he was young, living in the vast, internecine planar city of Ravnica, Tyreus's parents, Tyberio and Ayraea, forbade him from pursuing any study of magic or wizardry. They didn't want Tyreus embroiled in a life of danger and skullduggery—as was common in Ravnica. But Tyreus came to understand that at least part of his father's motive for forbidding magic was Tyberio's own rebellion against his adventurous parents. When he learned that his grandmother had once been a powerful mage, Tyreus wanted to follow in her footsteps.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Power Hungry\",\"entries\":[\"Tyreus has always wanted to be distinctive, admired, and powerful. He saw magic as a way to achieve a greatness he felt Tyberio had tried to deny him. In secret, Tyreus sought out ways to learn magic, but as he was forced to hide his ambition and his studies, he found cohorts in the worst places. Evil mages stoked his hunger for power and eroded his conscience.\"]},{\"type\":\"entries\",\"name\":\"Mundane Fury\",\"entries\":[\"Tyreus went months without speaking to his parents. Before he even knew they were sick, Tyberio and Ayraea passed away. Furious at his inability to help them—and their silent stubbornness—Tyreus sought the kind of power that would help him create places he could control. First, he studied the magic of illusions. He thought he could create illusions so real that he could live within them, fool others, and thus control his own destiny. Then he found another possibility.\"]},{\"type\":\"entries\",\"name\":\"Selfish Pursuits\",\"entries\":[\"In journals Tyberio had hidden from him, written by Tyberio's mother, the wizard Sylvene, Tyreus found tales of the Stone of Creation, an artifact capable of creating places and structures seemingly from the imagination alone. Tyreus thus sought out everything he could learn about Sylvene and the Stone, leading him to another world—Faerûn—and the remote Highstar Lake, where the Stone was lost long ago.\"]}]},{\"type\":\"entries\",\"name\":\"Lost to Ambition\",\"entries\":[\"It may be too late for Tyreus. He has devoted himself to his own grandeur now and lost sight of why he wanted power in the first place. He doesn't want to help anyone but himself. He sees those who would help him or share in his ambitions as threats to his own power. He doesn't want approval or alliances; he wants subservience. Whether he realizes it or not, he doesn't care whom he hurts to get what he wants.\"]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Personality Traits\",\"entries\":[\"\\\"I laugh to buy myself time to think, even though my gut instincts are often better than most people's calculated efforts.\\\"\"]},{\"type\":\"entries\",\"name\":\"Ideals\",\"entries\":[\"\\\"Power. People try to take things from me, to limit or deny me, but I don't allow it. Real power is deciding other people's fates.\\\"\"]},{\"type\":\"entries\",\"name\":\"Bonds\",\"entries\":[\"\\\"I'll make time for other people when I have a kingdom to call my own. Then I'll know who I can trust: the people who don't get in my way.\\\"\"]},{\"type\":\"entries\",\"name\":\"Flaws\",\"entries\":[\"\\\"I have a bad temper. Why can't people see I know what I'm doing?\\\"\"]}]}]}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-aitfr-isf.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Exul\",\"source\":\"AitFR-ISF\",\"entries\":[\"With his skin aglow like searing coal, a beard like sheafs of burnt paper, and hair billowing like smoke, Exul's physical form does nothing to hide his elemental nature. He was born as a spirit of earth and flame. This physical manifestation is a dalliance of mere decades, he hopes.\",\"Exul serves Tyreus not out of loyalty, but due to a geas. Exul bears Tyreus only a little ill will, however, as occasional \\\"arrangements\\\" with mortal wizards are no great hassle. Exul resents and avoids the pain of the geas, ideally, but has no intention of dying for Tyreus's petty, mortal ambitions.\"]},{\"name\":\"Malivar\",\"source\":\"AitFR-ISF\",\"entries\":[\"Malivar Kresk is a Red Wizard of Thay, a conjurer, and recent apprentice to the treacherous Red Wizard named Morwena. Young, pale white, plain, and slender, Malivar usually hates his own appearance but hopes his red robes and smooth scalp give him a \\\"lean and mean\\\" look.\",\"Now alone on his mission, Malivar doesn't hesitate to use or abuse the trust of others if it means he can get revenge, return to Thay alive, and report on Morwena's betrayal.\"]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-aitfr-thp.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Greater Shadow Horror\",\"source\":\"AitFR-THP\",\"entries\":[\"This shadowy horror was conjured by Tyreus. It is a powerful example of the terrifying evils that stalk the dark corners of Ravnica. This one is an amorphous creature of living shadow with dim reason and preternatural cunning, left here to keep trespassers from plundering the refuge without Tyreus's permission.\"]},{\"name\":\"Morwena Veilmist\",\"source\":\"AitFR-THP\",\"entries\":[\"Morwena Veilmist was a Red Wizard of Thay, but she was never loyal. She saw the Thayan wizards as a means to acquire power. When she met Tyreus, she thought she saw a new opportunity. She abandoned her old apprentice, Malivar, and joined Tyreus. She hoped she'd found a peer in the pursuit of power. She regrets her choice but remains devoted to her own success and no one else's. The lesson she chose to learn was never to trust anyone.\",\"She is a tall, slender Chondathan woman with a severe hairstyle, kept short for simplicity's sake. She wears her fingernails short but sharp. She is a skilled, even cunning, player of dragonchess.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Personality\",\"entries\":[\"\\\"I read anything I can get my hands on. Most creatures aren't as smart as I am, so I talk down to people when I need them to keep up.\\\"\"]},{\"type\":\"entries\",\"name\":\"Ideal\",\"entries\":[\"\\\"Power. All things flow from personal power, and although I have little of it right now, I shall find new ways to attain and use power for the only person that matters to me: myself.\\\"\"]},{\"type\":\"entries\",\"name\":\"Bond\",\"entries\":[\"\\\"I've learned a valuable lesson about trusting people: don't. Other people may be of use to me, but I'm not putting myself in a position to be used again.\\\"\"]},{\"type\":\"entries\",\"name\":\"Flaw\",\"entries\":[\"\\\"I've let myself be fooled into trusting people, but no one is worth that risk. Only fools tell the whole truth.\\\"\"]}]}]}]},{\"name\":\"Usagt\",\"source\":\"AitFR-THP\",\"entries\":[\"These peculiar creatures originate on a tranquil, lawful plane where they lead gentle, languid existences. They enjoy the experiences of life—in memory and in practice—but have curiously few ambitions. Their natural lifespan is centuries long, and they give little thought to the passage of time.\",\"Some scholars of the planes believe usagt are not organisms in any traditional sense but a kind of intelligent being made of notions and psychic matter.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Curiously Shy\",\"entries\":[\"An usagt's true form is amorphous and {@condition invisible}. They change shape based on the thoughts and memories they observe in other creatures' memories. Each usagt thus has a peculiar sense of itself and its peers, based on what shapes it can take in what order, rather than any visual cues of its own.\"]},{\"type\":\"entries\",\"name\":\"Cunning Observers\",\"entries\":[\"The favorite pastime of most usagt is putting on little improvised plays with others of its kind, changing shapes throughout. Usagt observe other creatures and detect their thoughts to broaden the catalog of characters they can portray.\"]},{\"type\":\"entries\",\"name\":\"Strange Nature\",\"entries\":[\"Usagt do not reproduce. An usagt requires no food, drink, or sleep, but enjoys them when it can. It does require air.\"]}]}]}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-awm.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Big Water Slurpent\",\"source\":\"AWM\",\"entries\":[\"The Big Water Slurpent is a magical creature that has lived within the Big Water for centuries. It was created by a wizard to guard the tower that has long since sunk into the Big Water. Many goblins have seen the slurpent and have run away. Many goblins believe that it likes to eat goblins.\",\"The Big Water Slurpent is dangerous if goblins go snooping around the Big Water. But there are ways to get around it if you do one of the following:\",{\"type\":\"list\",\"items\":[\"Sing it a song (gotta really sing your goblin heart out!)\",\"Feed it some tasty goblin pie (it better be a good one!)\",\"Hold up a mirror and show it its reflection (it is a lonely slurpent)\"]}]},{\"name\":\"Birdsquirrel\",\"source\":\"AWM\",\"entries\":[\"Birdsquirrel is a plucky, little critter who loves Muk with all its heart. Some say that Birdsquirrel was created by Doonwaggle the wizard, and that it is the only birdsquirrel in the Dankwood (and maybe the whole world) but who knows?\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/AWM/Birdsquirrel.webp\"}}]},{\"name\":\"Boontu Monkey\",\"source\":\"AWM\",\"entries\":[\"Boontu monkeys are skittish and furtive creatures that are greedy and are always on the lookout for food. Although they are greedy, they never eat the sacred golden nuts from the boontu tree in which they live.\",\"Some say that they were once greedy thieves that were turned to monkeys by a powerful dryad who caught them stealing the nuts from her sacred tree.\"]},{\"name\":\"Crystal Cave Merfolk\",\"source\":\"AWM\",\"entries\":[\"The Crystal Cave merfolk have long, flowing fins and silvery scales. They have lovely, melodic voices that are enhanced by the vibrating crystals of the cave in which they dwell.\",\"They love anything silver and are willing to trade pearls and bits of gold treasure that they have found on their hunts under the waters. They also have magical potions that can help a surface dweller breathe underwater.\"]},{\"name\":\"Dankwood Hag\",\"source\":\"AWM\",\"entries\":[\"Dankwood hags are the worst kind of hags in the world. They are creepy and grumpy with long fingers that end in iron claws. They are known to eat small goblins and other warm-blooded creatures, but Dankwood hags are especially fond of sparkleberry tarts.\",\"Since sparkleberries grow only where dryads have their sacred groves, Dankwood hags don't dare enter lest they anger the dryads and suffer their wrath. Dankwood hags are also very greedy and this can be used against them to lure them into a trap or trick them into eating something they shouldn't.\"]},{\"name\":\"Dum-Dum Goblin\",\"source\":\"AWM\",\"entries\":[\"Dum Dum goblins are your average run-of-the-mill goblins that live in the Dankwood. They are led by their chief, Grobble, who loves to eat mushroom pie and send out his gang of goblin thieves to steal stuff. He loves to be flattered and thinks he's the toughest goblin in the Dankwood.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/AWM/Dum-Dum Goblin.webp\"}}]},{\"name\":\"Dwarf\",\"source\":\"AWM\",\"entries\":[\"Although there are no dwarves that live in the actual Dankwood, they will sometime pass through in travel or explore the forest for coveted materials and magical stones. They pride themselves in their skills and can create beautiful artifacts from the objects they find in nature.\",\"The dwarves in the area are natrually cautious towards goblins. They will go out of their way to avoid contact and rarely stay for long periods in the Dankwood.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/AWM/Dwarf.webp\"}}]},{\"name\":\"Great Kroom, Purple Worm\",\"source\":\"AWM\",\"entries\":[\" Great Kroom is a purple worm that comes to the Dankwood every twenty years to feed on all kinds of stuff that grows under the forest.\",\"The Great Kroom is a terrifying and dangerous monster that could easily destroy Gob-Town but there are ways to stop it:\",{\"type\":\"list\",\"items\":[\"You need to find a tickling stick. This magical stick can be used on a purple worm to tickle it into a docile state. Then it can be led away from the Dankwood.\",\"You need to have it eat a rare mushroom called a Pun derpuff. This mushroom grows deep in the Dankwood and has a powerful chemical that can put a purple worm to sleep.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/AWM/Great Kroom, Purple Worm.webp\"}}]},{\"name\":\"Hangry Otyugh\",\"source\":\"AWM\",\"entries\":[\"Otyughs are really stinky and ugly monsters that dine on offal, garbage, and dung. They are generally grumpy and aggressive. Most people don't like otyughs at all.\",\"This otyugh can be dealt with in a few ways:\",{\"type\":\"list\",\"items\":[\"You can get it to dance by playing music and dancing. Who knew that otyughs liked to dance? It will follow you anywhere now.\",\"If you feed an otyugh a magical pie made with the nectar of a fairy fob lily, mixed with spit nettles, and gobnobs, it will be your best friend. (But it will still be stinky.)\",\"Otyughs are scared of vampires. If you dress up as one, you might be able to scare it away. You better do a good job of scaring it!\"]}]},{\"name\":\"Hill Giant, Blorbo\",\"source\":\"AWM\",\"entries\":[\"The hill giant, Blorbo, is an ill-tempered brute who has a taste for goblin flesh. Goblins tell their children horror stories of Blorbo around the campfire at night to keep them from wandering too far into the Dankwood.\",\"Blorbo is not aware that there is a shiny stone deep and a lost dwarven king deep within his cave but he's not interested in those things. He wants to eat stuff.\",\"Blorbo is too powerful to defeat in combat but he can be tricked with food. Poison from a pooka toad on a well-aimed arrow might do the trick, but you better be a good shot!\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/AWM/Hill Giant, Blorbo.webp\"}}]},{\"name\":\"Saleeth the Couatl\",\"source\":\"AWM\",\"entries\":[\"Saleeth is a wise and beautiful couatl that is very kind to polite and well-mannered goblins. If she is approached by adventurers, she may have a noble quest for them to undertake if they are ready to help her defend the world against the forces of evil.\"]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-bam.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"monsterFluff\"]},\"monsterFluff\":[{\"name\":\"Aartuk Elder\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Aartuks are intelligent plant creatures that live to wage war. Beholders destroyed their original home world and scattered the survivors across the Material Plane. These survivors formed small nomadic cells.\",\"Aartuk cells can be found throughout Wildspace, including aboard spelljamming ships whose former crews were either murdered or forcibly ejected by a band of aartuks.\",\"An aartuk's body is shaped like a five-pointed star and is covered with thick, flexible bark. The tips of its branch-like extremities end in suction cups that allow the creature to climb on vertical surfaces and along ceilings. Each suction cup houses three retractable pseudopods that are used to manipulate small objects.\",\"The head of an aartuk surmounts a 6-foot-tall stalk that can be extruded from the center of the star. The head contains the aartuk's sensory organs, including a long tongue that the creature uses as a weapon.\",\"An aartuk's preferred method of attack is to shoot forth its gooey tongue and use it to drag enemies toward the center of its body so that it can batter them with its powerful branches. It can also spit pellets of radiant energy.\",\"The Aartuk language is made up of rustling sounds, snaps, pops, and hisses. It has no written form.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Aartuk Elder.webp\"},\"credit\":\"Christopher Burdett\"}]},{\"name\":\"Aartuk Starhorror\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Aartuks are intelligent plant creatures that live to wage war. Beholders destroyed their original home world and scattered the survivors across the Material Plane. These survivors formed small nomadic cells.\",\"Aartuk cells can be found throughout Wildspace, including aboard spelljamming ships whose former crews were either murdered or forcibly ejected by a band of aartuks.\",\"An aartuk's body is shaped like a five-pointed star and is covered with thick, flexible bark. The tips of its branch-like extremities end in suction cups that allow the creature to climb on vertical surfaces and along ceilings. Each suction cup houses three retractable pseudopods that are used to manipulate small objects.\",\"The head of an aartuk surmounts a 6-foot-tall stalk that can be extruded from the center of the star. The head contains the aartuk's sensory organs, including a long tongue that the creature uses as a weapon.\",\"An aartuk's preferred method of attack is to shoot forth its gooey tongue and use it to drag enemies toward the center of its body so that it can batter them with its powerful branches. It can also spit pellets of radiant energy.\",\"The Aartuk language is made up of rustling sounds, snaps, pops, and hisses. It has no written form.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Aartuk Starhorror.webp\"},\"credit\":\"Matt Stewart\"}]},{\"name\":\"Aartuk Weedling\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Aartuks are intelligent plant creatures that live to wage war. Beholders destroyed their original home world and scattered the survivors across the Material Plane. These survivors formed small nomadic cells.\",\"Aartuk cells can be found throughout Wildspace, including aboard spelljamming ships whose former crews were either murdered or forcibly ejected by a band of aartuks.\",\"An aartuk's body is shaped like a five-pointed star and is covered with thick, flexible bark. The tips of its branch-like extremities end in suction cups that allow the creature to climb on vertical surfaces and along ceilings. Each suction cup houses three retractable pseudopods that are used to manipulate small objects.\",\"The head of an aartuk surmounts a 6-foot-tall stalk that can be extruded from the center of the star. The head contains the aartuk's sensory organs, including a long tongue that the creature uses as a weapon.\",\"An aartuk's preferred method of attack is to shoot forth its gooey tongue and use it to drag enemies toward the center of its body so that it can batter them with its powerful branches. It can also spit pellets of radiant energy.\",\"The Aartuk language is made up of rustling sounds, snaps, pops, and hisses. It has no written form.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Aartuk Weedling.webp\"},\"credit\":\"Christopher Burdett\"}]},{\"name\":\"Adult Lunar Dragon\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Lunar dragons (also known as moon dragons or phase dragons) are capricious, xenophobic creatures that make their lairs inside desolate moons by burrowing through the rock.\",\"Before laying eggs, a female lunar dragon stocks her lair with food; she won't leave the lair again until the eggs hatch and the offspring are old enough to fend for themselves. Lunar dragon eggs have stony shells that are pale white to light gray in color. Lunar dragons are alabaster white when they hatch and gradually turn darker as they age. Ancient moon dragons are the color of slate.\",\"Lunar dragons enjoy depriving other creatures of treasure more than acquiring the treasure themselves. Often found among the treasures in a lunar dragon's hoard are one or more spelljamming helms (see the {@i Astral Adventurer's Guide}) taken from vessels that dared to invade the dragon's territory.\",\"A lunar dragon can become incorporeal, but not to the extent that it can pass through other creatures or solid objects. In this semi-incorporeal state, roughly half of the dragon's body has a dark, indistinctly spectral form.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"A Lunar Dragon's Lair\",\"entries\":[\"The cave complex where a lunar dragon makes its lair contains ample space for food, as well as one or more hidden chambers where the dragon keeps its treasure. Depending on the composition and features of the moon, the lair might contain natural springs and heat vents, wild gardens, crystal formations, magical phenomena, or an ecosystem of lesser life forms that have adapted to living with the dragon.\"]}]}]},{\"name\":\"Adult Solar Dragon\",\"source\":\"BAM\",\"_copy\":{\"name\":\"Solar Dragon\",\"source\":\"BAM\"}},{\"name\":\"Ancient Lunar Dragon\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Lunar dragons (also known as moon dragons or phase dragons) are capricious, xenophobic creatures that make their lairs inside desolate moons by burrowing through the rock.\",\"Before laying eggs, a female lunar dragon stocks her lair with food; she won't leave the lair again until the eggs hatch and the offspring are old enough to fend for themselves. Lunar dragon eggs have stony shells that are pale white to light gray in color. Lunar dragons are alabaster white when they hatch and gradually turn darker as they age. Ancient moon dragons are the color of slate.\",\"Lunar dragons enjoy depriving other creatures of treasure more than acquiring the treasure themselves. Often found among the treasures in a lunar dragon's hoard are one or more spelljamming helms (see the {@i Astral Adventurer's Guide}) taken from vessels that dared to invade the dragon's territory.\",\"A lunar dragon can become incorporeal, but not to the extent that it can pass through other creatures or solid objects. In this semi-incorporeal state, roughly half of the dragon's body has a dark, indistinctly spectral form.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"A Lunar Dragon's Lair\",\"entries\":[\"The cave complex where a lunar dragon makes its lair contains ample space for food, as well as one or more hidden chambers where the dragon keeps its treasure. Depending on the composition and features of the moon, the lair might contain natural springs and heat vents, wild gardens, crystal formations, magical phenomena, or an ecosystem of lesser life forms that have adapted to living with the dragon.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Ancient Lunar Dragon.webp\"},\"credit\":\"Svetlin Velinov\"}]},{\"name\":\"Ancient Solar Dragon\",\"source\":\"BAM\",\"_copy\":{\"name\":\"Solar Dragon\",\"source\":\"BAM\",\"_mod\":{\"images\":{\"mode\":\"prependArr\",\"items\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Ancient Solar Dragon.webp\"},\"credit\":\"Zoltan Boros\"}]}}}},{\"name\":\"Astral Elf Aristocrat\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"An astral elf aristocrat is a brilliant, highborn leader gifted with magical abilities, including the power to channel sunlight and summon a solar dragon.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Astral Elves\",\"entries\":[\"Long ago, some elves ventured to the Astral Plane to be closer to their gods. There, they ceased to age and could exist indefinitely without sustenance.\",\"Astral elves were among the first creatures to dwell in the Silver Void. As other explorers have reached for the stars, astral elves have had to reckon with violent neighbors and strange visitors. Over the eons, astral elves have clashed with numerous invaders, including psurlons, mind flayers, and githyanki. When dealing with others, astral elves customarily cover their faces with ornate visors, becoming faceless extensions of their gods. Their fierce devotion to the pantheon of elven deities is repaid with divine power. For example, the gods invest astral elf warriors with the power to channel the radiant energy of starlight through their weapons, just as they empower astral elf leaders with the ability to cast spells and summon solar dragons.\",\"Astral elves ply the Astral Sea and Wildspace in ships of their own design. These ships are fashioned from crystals harvested from Wildspace systems and bound together with an organic, plant-based material that hardens like ceramic. The elves sculpt these substances in various configurations to create star moths (see the {@i Astral Adventurer's Guide}) and other vessels. The elves also reshape the petrified bodies of dead gods found adrift in the Silver Void, transforming them into floating cities and citadels.\",\"Although the Silver Void is their home, astral elves often venture into Wildspace systems and place their ships and citadels in orbit around stars. Astral elves do this for several reasons. Proximity to a star allows the astral elves to forge pacts with solar dragons and to collect starlight, which the elves use to grow crystals and repair their ships. Most important, astral elves use their time outside the Deep Astral to replenish their numbers by having and raising children.\",\"Many astral elves are thousands (in some cases tens of thousands) of years old. Whatever their disposition, their longevity gives astral elves a perspective on time that few other kinds of creatures can appreciate. Whether they choose to live in quiet contemplation or strike out to explore the far reaches of the multiverse, astral elves tend to see events happening elsewhere as having little or no meaning to them.\",{\"type\":\"inset\",\"name\":\"Astral Elves of Xaryxis\",\"entries\":[\"The adventure,{@i Light of Xaryxis}features an amoral astral elf society called the Xaryxian Empire. This empire is based in Xaryxispace, a Wildspace system illuminated by an enormous radiant sun named Xaryxis.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Astral Elf Aristocrat.webp\"},\"credit\":\"Randy Vargas\"}]},{\"name\":\"Astral Elf Commander\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"An astral elf commander leads warriors into battle and usually has one or more spelljamming ships under their command. A commander channels the radiant energy of starlight through their weapons, and they can rescue warriors from a perilous situation by using their gods-given power of teleportation.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Astral Elves\",\"entries\":[\"Long ago, some elves ventured to the Astral Plane to be closer to their gods. There, they ceased to age and could exist indefinitely without sustenance.\",\"Astral elves were among the first creatures to dwell in the Silver Void. As other explorers have reached for the stars, astral elves have had to reckon with violent neighbors and strange visitors. Over the eons, astral elves have clashed with numerous invaders, including psurlons, mind flayers, and githyanki. When dealing with others, astral elves customarily cover their faces with ornate visors, becoming faceless extensions of their gods. Their fierce devotion to the pantheon of elven deities is repaid with divine power. For example, the gods invest astral elf warriors with the power to channel the radiant energy of starlight through their weapons, just as they empower astral elf leaders with the ability to cast spells and summon solar dragons.\",\"Astral elves ply the Astral Sea and Wildspace in ships of their own design. These ships are fashioned from crystals harvested from Wildspace systems and bound together with an organic, plant-based material that hardens like ceramic. The elves sculpt these substances in various configurations to create star moths (see the {@i Astral Adventurer's Guide}) and other vessels. The elves also reshape the petrified bodies of dead gods found adrift in the Silver Void, transforming them into floating cities and citadels.\",\"Although the Silver Void is their home, astral elves often venture into Wildspace systems and place their ships and citadels in orbit around stars. Astral elves do this for several reasons. Proximity to a star allows the astral elves to forge pacts with solar dragons and to collect starlight, which the elves use to grow crystals and repair their ships. Most important, astral elves use their time outside the Deep Astral to replenish their numbers by having and raising children.\",\"Many astral elves are thousands (in some cases tens of thousands) of years old. Whatever their disposition, their longevity gives astral elves a perspective on time that few other kinds of creatures can appreciate. Whether they choose to live in quiet contemplation or strike out to explore the far reaches of the multiverse, astral elves tend to see events happening elsewhere as having little or no meaning to them.\",{\"type\":\"inset\",\"name\":\"Astral Elves of Xaryxis\",\"entries\":[\"The adventure,{@i Light of Xaryxis}features an amoral astral elf society called the Xaryxian Empire. This empire is based in Xaryxispace, a Wildspace system illuminated by an enormous radiant sun named Xaryxis.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Astral Elf Commander.webp\"},\"credit\":\"Julio Reyna\"}]},{\"name\":\"Astral Elf Honor Guard\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The safety of important individuals and locations is entrusted to astral elf honor guards, highly trained warriors who are more than capable of holding their own in combat.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Astral Elves\",\"entries\":[\"Long ago, some elves ventured to the Astral Plane to be closer to their gods. There, they ceased to age and could exist indefinitely without sustenance.\",\"Astral elves were among the first creatures to dwell in the Silver Void. As other explorers have reached for the stars, astral elves have had to reckon with violent neighbors and strange visitors. Over the eons, astral elves have clashed with numerous invaders, including psurlons, mind flayers, and githyanki. When dealing with others, astral elves customarily cover their faces with ornate visors, becoming faceless extensions of their gods. Their fierce devotion to the pantheon of elven deities is repaid with divine power. For example, the gods invest astral elf warriors with the power to channel the radiant energy of starlight through their weapons, just as they empower astral elf leaders with the ability to cast spells and summon solar dragons.\",\"Astral elves ply the Astral Sea and Wildspace in ships of their own design. These ships are fashioned from crystals harvested from Wildspace systems and bound together with an organic, plant-based material that hardens like ceramic. The elves sculpt these substances in various configurations to create star moths (see the {@i Astral Adventurer's Guide}) and other vessels. The elves also reshape the petrified bodies of dead gods found adrift in the Silver Void, transforming them into floating cities and citadels.\",\"Although the Silver Void is their home, astral elves often venture into Wildspace systems and place their ships and citadels in orbit around stars. Astral elves do this for several reasons. Proximity to a star allows the astral elves to forge pacts with solar dragons and to collect starlight, which the elves use to grow crystals and repair their ships. Most important, astral elves use their time outside the Deep Astral to replenish their numbers by having and raising children.\",\"Many astral elves are thousands (in some cases tens of thousands) of years old. Whatever their disposition, their longevity gives astral elves a perspective on time that few other kinds of creatures can appreciate. Whether they choose to live in quiet contemplation or strike out to explore the far reaches of the multiverse, astral elves tend to see events happening elsewhere as having little or no meaning to them.\",{\"type\":\"inset\",\"name\":\"Astral Elves of Xaryxis\",\"entries\":[\"The adventure,{@i Light of Xaryxis}features an amoral astral elf society called the Xaryxian Empire. This empire is based in Xaryxispace, a Wildspace system illuminated by an enormous radiant sun named Xaryxis.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Astral Elf Honor Guard.webp\"},\"credit\":\"Marta Nael\"}]},{\"name\":\"Astral Elf Star Priest\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Star priests draw their strength from the pantheon of elven gods and oversee religious practices in astral elf society. It's common for them to serve aboard spelljamming ships, not only as emissaries of the gods but also as spelljammers.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Astral Elves\",\"entries\":[\"Long ago, some elves ventured to the Astral Plane to be closer to their gods. There, they ceased to age and could exist indefinitely without sustenance.\",\"Astral elves were among the first creatures to dwell in the Silver Void. As other explorers have reached for the stars, astral elves have had to reckon with violent neighbors and strange visitors. Over the eons, astral elves have clashed with numerous invaders, including psurlons, mind flayers, and githyanki. When dealing with others, astral elves customarily cover their faces with ornate visors, becoming faceless extensions of their gods. Their fierce devotion to the pantheon of elven deities is repaid with divine power. For example, the gods invest astral elf warriors with the power to channel the radiant energy of starlight through their weapons, just as they empower astral elf leaders with the ability to cast spells and summon solar dragons.\",\"Astral elves ply the Astral Sea and Wildspace in ships of their own design. These ships are fashioned from crystals harvested from Wildspace systems and bound together with an organic, plant-based material that hardens like ceramic. The elves sculpt these substances in various configurations to create star moths (see the {@i Astral Adventurer's Guide}) and other vessels. The elves also reshape the petrified bodies of dead gods found adrift in the Silver Void, transforming them into floating cities and citadels.\",\"Although the Silver Void is their home, astral elves often venture into Wildspace systems and place their ships and citadels in orbit around stars. Astral elves do this for several reasons. Proximity to a star allows the astral elves to forge pacts with solar dragons and to collect starlight, which the elves use to grow crystals and repair their ships. Most important, astral elves use their time outside the Deep Astral to replenish their numbers by having and raising children.\",\"Many astral elves are thousands (in some cases tens of thousands) of years old. Whatever their disposition, their longevity gives astral elves a perspective on time that few other kinds of creatures can appreciate. Whether they choose to live in quiet contemplation or strike out to explore the far reaches of the multiverse, astral elves tend to see events happening elsewhere as having little or no meaning to them.\",{\"type\":\"inset\",\"name\":\"Astral Elves of Xaryxis\",\"entries\":[\"The adventure,{@i Light of Xaryxis}features an amoral astral elf society called the Xaryxian Empire. This empire is based in Xaryxispace, a Wildspace system illuminated by an enormous radiant sun named Xaryxis.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Astral Elf Star Priest.webp\"},\"credit\":\"Merlin G. G.\"}]},{\"name\":\"Astral Elf Warrior\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Astral elf warriors operate elven spelljamming ships and defend elven strongholds throughout the Astral Plane.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Astral Elves\",\"entries\":[\"Long ago, some elves ventured to the Astral Plane to be closer to their gods. There, they ceased to age and could exist indefinitely without sustenance.\",\"Astral elves were among the first creatures to dwell in the Silver Void. As other explorers have reached for the stars, astral elves have had to reckon with violent neighbors and strange visitors. Over the eons, astral elves have clashed with numerous invaders, including psurlons, mind flayers, and githyanki. When dealing with others, astral elves customarily cover their faces with ornate visors, becoming faceless extensions of their gods. Their fierce devotion to the pantheon of elven deities is repaid with divine power. For example, the gods invest astral elf warriors with the power to channel the radiant energy of starlight through their weapons, just as they empower astral elf leaders with the ability to cast spells and summon solar dragons.\",\"Astral elves ply the Astral Sea and Wildspace in ships of their own design. These ships are fashioned from crystals harvested from Wildspace systems and bound together with an organic, plant-based material that hardens like ceramic. The elves sculpt these substances in various configurations to create star moths (see the {@i Astral Adventurer's Guide}) and other vessels. The elves also reshape the petrified bodies of dead gods found adrift in the Silver Void, transforming them into floating cities and citadels.\",\"Although the Silver Void is their home, astral elves often venture into Wildspace systems and place their ships and citadels in orbit around stars. Astral elves do this for several reasons. Proximity to a star allows the astral elves to forge pacts with solar dragons and to collect starlight, which the elves use to grow crystals and repair their ships. Most important, astral elves use their time outside the Deep Astral to replenish their numbers by having and raising children.\",\"Many astral elves are thousands (in some cases tens of thousands) of years old. Whatever their disposition, their longevity gives astral elves a perspective on time that few other kinds of creatures can appreciate. Whether they choose to live in quiet contemplation or strike out to explore the far reaches of the multiverse, astral elves tend to see events happening elsewhere as having little or no meaning to them.\",{\"type\":\"inset\",\"name\":\"Astral Elves of Xaryxis\",\"entries\":[\"The adventure,{@i Light of Xaryxis}features an amoral astral elf society called the Xaryxian Empire. This empire is based in Xaryxispace, a Wildspace system illuminated by an enormous radiant sun named Xaryxis.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Astral Elf Warrior.webp\"},\"credit\":\"Zuzanna Wuzyk\"}]},{\"name\":\"Autognome\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"An autognome is a mechanical gnome that resembles the rock gnome who created it, though it could never be mistaken for a gnome. Regardless of what its insides are made of, it has a metallic outer casing painted with gnomish features. It walks with a stiff gait, clanking, wheezing, whirring, and buzzing wherever it goes.\",\"An autognome obeys its creator's commands when it is functioning properly, but a design flaw can cause an autognome to go rogue, forget its orders, and wander Wildspace doing anything except what it was designed for.\",\"No two autognomes are necessarily made of the same materials; magic is what gives them their intelligence. Most autognomes are programmed to obey the following three directives: defend gnomes who are being attacked by non-gnomes, defend yourself if you are attacked, and protect infants and youngsters from harm. The last directive arose from the best intentions, but it doesn't distinguish between species; if an autognome sees a group of adults battling a lunar dragon wyrmling, for instance, it would come to the wyrmling's defense.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Autognome.webp\"},\"credit\":\"Zuzanna Wuzyk\"}]},{\"name\":\"B'rohg\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"B'rohgs are broad-shouldered, four-armed Giants, 15 feet tall, with burnt-orange skin. They have flat noses, pointed ears, and long hair that grows down the backs and sides of their otherwise bald heads. They wear simple garb and like to hurl heavy rocks. A b'rohg can wield a weapon with each of its four arms, but it prefers to pound enemies with its fists and rip smaller creatures apart with its bare hands.\",\"B'rohgs communicate with one another using grunts and basic hand signals; they have no spoken or written language. They prefer to be left alone and for that reason don't normally pose a threat to smaller creatures. Because of their size and strength, they are popular attractions in gladiatorial arenas, where they are coerced into fighting for food.\",\"B'rohgs are accustomed to eking out a meager existence in their natural habitat, and they rarely bond with other kinds of creatures. A b'rohg that benefits from a stranger's act of kindness is at first puzzled by the effort, then wary. If this kindness is sufficient to earn the creature's trust, the b'rohg will try to repay the stranger, perhaps by carrying their gear or helping them navigate perilous terrain. A solitary b'rohg that is befriended by a group of adventurers might follow them around for a while, but it will soon tire of their company and once again seek out others of its own kind.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Brohg.webp\"},\"credit\":\"Kai Carpenter\"}]},{\"name\":\"Braxat\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A braxat is a towering, warm-blooded carnivore with a thick, articulated shell covering its back, a squarish head topped with horny protrusions, and thick arms ending in large hands with opposable thumbs. The creature walks upright on two legs and speaks in a voice similar to that of a human.\",\"Braxats hunt alone or in pairs, prowling deserts, dry canyons, desolate wastelands, and lonely asteroids in search of prey. Braxats also spew acid, though they tend to do so only as a last resort, since the acid dissolves and ruins the flesh they crave.\",\"A braxat projects an invisible psychic barrier around itself that enhances its natural armor, and it can amplify this magical energy to create shields of rippling force that deflect incoming attacks and absorb magic missile spells.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Braxat.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Brown Scavver\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Brown scavvers are 10 feet long and range in color from sun-dappled brownish gold to dark umber. It takes them days to digest a meal, during which time they attack only in self-defense.\",\"A brown scavver likes to swallow its prey whole. The creature's stomach is filled with poisonous gas, which kills off anything that survives being swallowed.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Brown Scavver.webp\"},\"credit\":\"Jessica Nguyen\"}]},{\"name\":\"Chwinga Astronaut\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Chwingas that live in Wildspace usually dwell on habitable moons and asteroids, though they occasionally stow away on spelljamming ships or ride around on space guppies. Using its Magical Gift ability, a chwinga astronaut can bestow one of the following charms in place of those described in the {@book chapter 7|DMG|7|Other Rewards}.\",{\"type\":\"list\",\"items\":[\"{@reward Charm of Air Bubbles|BAM}\",\"{@reward Charm of Instant Tools|BAM}\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Chwinga Astronaut.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Cosmic Horror\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Cosmic horrors are colossal, malevolent entities that occasionally slip the bonds of the Far Realm and find themselves adrift on the Astral Plane. Drawn to the light of distant stars, these creatures invade Wildspace systems and lay waste to worlds. After feeding on the minds and bodies of a world's inhabitants until it is sated, a cosmic horror usually returns to the void, where it falls into a deep sleep, drifting aimlessly until hunger or some other stimulus awakens it.\",\"Cosmic horrors are among the most powerful creatures spawned by the Far Realm. No two of them have the same appearance, but they have certain qualities in common. Each one is roughly 100 feet long or tall, and its physical form is a seemingly impossible conglomeration of eyes, mouths, wings, tentacles, and less recognizable organs and appendages.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Cosmic Horror.webp\"},\"credit\":\"Simon Dominic\"}]},{\"name\":\"Dohwar\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Dohwars are short, pudgy, flightless avians that look and move like penguins. Dohwars migrate from the Feywild to Wildspace, where they are typically encountered. They conduct their affairs in secrecy, preferring to meet in dark alleys and out-of-the-way places even when their business isn't illegal or dangerous. They tend to dress in a garish mishmash of clothing, but many of them also shroud themselves in hooded cloaks.\",\"The average dohwar stands 3 feet tall and has bright plumage matching a particular color in the rainbow spectrum. This color can change at unpredictable times in the dohwar's life, often in response to the dohwar experiencing an overwhelming emotion. Instead of wings, it has arms and tiny hands.\",\"Dohwars prefer to communicate through a form of telepathy they call merging, in which two dohwars stay in mental contact while both are telepathically linked with a third creature.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Dohwar.webp\"},\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Esthetic\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"An esthetic is a biological, symbiotic creation of a reigar. It is essentially an organic ship with only the barest hint of awareness. Without its reigar to guide it, an esthetic becomes a nearly mindless entity with an instinct for self-preservation.\",\"Reigar use their esthetics as spelljamming warships. When a hostile reigar in its esthetic encounters another spacefaring vessel, it uses a magical vibration to disable the ship's spelljamming helm. The reigar then commands the esthetic to grapple members of the ship's crew and dissolve their flesh with its acid-secreting tentacles.\",\"Each esthetic is unique in appearance. One might be bilaterally symmetrical (two matching halves, like a humanoid body along its vertical axis), radially symmetrical (like a starfish), or have no definable shape. From a distance, an esthetic is easily mistaken for a giant, space-dwelling jellyfish or cephalopod. Its outer shell is made of bioluminescent resin.\",\"An esthetic contains enough interior space to comfortably accommodate its reigar host and up to six Medium passengers. Access is gained through a hatch that the reigar (and no one else) can open or close with a touch.\",\"An esthetic can survive indefinitely on the Astral Plane, provided its creator is alive. If the esthetic's creator dies, the esthetic sickens over a period of {@dice 1d12} days and then expires.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Esthetic.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Eye Monger\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"When its large eye and mouth are closed, an eye monger looks like nothing more than a 12-foot-diameter asteroid. When it senses vibrations in the space around it, the eye monger opens its eye and reveals its true, menacing nature.\",\"An eye monger has no use for treasure, but its belly might hold a fair amount of incidental valuables that it can't digest, including coins, metal weapons, gemstones, and magic items that belonged to the creatures it swallowed.\",\"Although an eye monger doesn't project an antimagic cone from its eye as a beholder does, magic is suppressed inside its gullet, which prevents a swallowed creature from using magic to escape.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Eye Monger.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Feyr\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A feyr (pronounced \\\"fear\\\") is a tentacled horror that feeds quietly on strong emotions. To minimize the chance of harm to itself, it prefers to devour the nightmares of other creatures while they sleep.\",\"Feyrs shun bright light but aren't harmed by it. Consequently, they are as much at home in the void of Wildspace as they are in dark alleys and dungeons. A feyr that comes across a spelljamming ship tries to enter the ship's air envelope and stow away, remaining secluded and invisible until it finds a sleeping victim it can attack. It retreats rather than allows itself to perish in a confrontation.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Feyr.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Gaj\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Gaj are hideous hunters that prey on other intelligent life forms. They crawl on six insectile legs and attack with their mandibles. They ambush prey by burying themselves under sand or silt and lying in wait, lurking in dark caves, or perching on natural stone ledges, where they blend in with their surroundings. Gaj have no language, but they have the magical ability to understand the speech of other creatures.\",\"A gaj's head is a spongy globe about 2 feet in diameter, with three feathery antennae protruding from the top. Spaced around the head are six compound eyes, and six finger-like appendages hang over its mouth. A gaj can try to read the thoughts of another intelligent creature by wrapping its antennae around the creature's head. Regardless of whether the attempt succeeds, this mental probe is painful and takes a toll on the victim's well-being.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Gaj.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Giant Space Hamster\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Giant space hamsters are cute, plant-eating rodents as big as brown bears. They tend to avoid other creatures, especially threatening ones, but they can be trained to serve as mounts and beasts of burden. Gnomes have tried to build spelljamming ships powered by giant space hamster wheels, so far without success.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Giant Space Hamster.webp\"},\"credit\":\"Zoltan Boros\"}]},{\"name\":\"Giff Shipmate\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Giff shipmates, who make up the bulk of the crew on most giff vessels, are disciplined sailors.\"]}]},{\"name\":\"Giff Shock Trooper\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A giff shock trooper is trained to mount assaults on enemy strongholds. Each one is adept at softening up the enemy from a distance with firearms before charging into melee to mop up the foes that remain standing.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Giff Shock Trooper.webp\"},\"credit\":\"Robson Michel\"}]},{\"name\":\"Giff Warlord\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A high-ranking giff who takes up the life of an independent mercenary might amass enough power and influence to become a warlord.\",\"A giff warlord usually commands a small fleet of spelljamming ships and operates out of a heavily defended stronghold. Anyone who shares the warlord's ideology—whatever it might be—is eligible to join the ranks of the warlord's army, which is mainly made up of mages who helm the ships of the fleet and provide magical firepower, sellswords of various species, and guns for hire in the form of giff shock troopers.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Giff Warlord.webp\"},\"credit\":\"Robson Michel\"}]},{\"name\":\"Githyanki Buccaneer\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Githyanki buccaneers ply the Astral Plane for riches, which they haul back to their hidden fortresses in the Deep Astral. Many of them are warriors who lost the will to serve the Lich-Queen Vlaakith; they prefer to live by their own code or revel in their unbridled freedom.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Githyanki Buccaneer.webp\"},\"credit\":\"Andrew Mar\"}]},{\"name\":\"Githyanki Star Seer\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Githyanki star seers believe that the stars are the eyes of the multiverse. They use their magic to contact ancient stellar entities such as Acamar, Caiphon, and Hadar, hoping to learn their secrets, then record these secrets in journals. They scour Wildspace in search of new entities as well, hoping to be the first to contact them.\",\"Some of the secrets learned are so cryptic that they require years of research to decipher, but time is of little concern to a star seer, who resides mainly on the Astral Plane.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Githyanki Star Seer.webp\"},\"credit\":\"Andrew Mar\"}]},{\"name\":\"Githyanki Xenomancer\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A githyanki xenomancer travels to the farthest reaches of Wildspace and the Astral Sea, even visiting worlds of the Material Plane from time to time, to study and catalog creatures it has never encountered before. Friendly contact with sapient creatures can bring the xenomancer's diplomatic skills to the forefront, while hostile contact becomes a test of the xenomancer's survival skills.\",\"Sometimes a xenomancer's research requires that a specimen be captured and imprisoned (to study its behavior) or killed and dissected (to study or harvest its insides). Many xenomancers prefer to do this work in their laboratories on the Astral Plane.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Githyanki Xenomancer.webp\"},\"credit\":\"Andrew Mar\"}]},{\"name\":\"Gray Scavver\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Gray scavvers are 6 feet long and travel in packs. The scent of blood sends them into a feeding frenzy, but wounding one usually weakens it enough to make it break off its attack.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Gray Scavver.webp\"},\"credit\":\"Jessica Nguyen\"}]},{\"name\":\"Hadozee Explorer\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Hadozee explorers scour Wildspace systems for riches and adventure. They often serve as navigators aboard spelljamming ships. To them, the Astral Plane is a mostly uncharted expanse worthy of further exploration.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Hadozee Explorer.webp\"},\"credit\":\"Zuzanna Wuzyk\"}]},{\"name\":\"Hadozee Shipmate\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Hadozee shipmates make up much of the crew aboard some spelljamming ships.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Hadozee Shipmate.webp\"},\"credit\":\"Claudio Pozas\"}]},{\"name\":\"Hadozee Warrior\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Hadozee warriors make their living as mercenaries, sometimes in the company of pirates. Squads of warriors often adopt colorful names, such as the Soaring Hadozees, the Jammin' Wingbats, and the Night Howlers.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Hadozee Warrior.webp\"},\"credit\":\"David Auden Nash\"}]},{\"name\":\"Jammer Leech\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A jammer leech is a barnacle-like creature that begins life as a space-dwelling spore that attaches to the hull of a spelljamming ship, with the leech inside in larval form. A spore that remains attached to a ship for a few days punctures the hull and begins to develop a hard shell that roughly matches the color of the hull. The shell is affixed to the ship by a glue-like substance secreted by the leech. The shell grows until it's about 1 foot in diameter. The leech inside is reddish-purple in color, with a body resembling that of a snail. It has a single watery eye at one end and a spiked tentacle protruding from just below the eye, which it uses to defend itself.\",\"A mated pair of leeches produces {@dice 1d6} spores every month. Some of these spores might join their parents on the hull of the ship, while others float off, waiting to attach themselves to another unwary vessel.\",\"A jammer leech damages the hull of the ship to which it is attached and absorbs magic from the ship's spelljamming helm. It can discharge this magic from time to time as a defensive measure. If the crew of a ship becomes aware of leeches that have become attached, it's customary for them to try to scrape the leeches off the hull rather than attack them with weapons. Killing a leech while it is attached to the ship is dangerous, because the trauma of its death can be felt by the ship's spelljammer, who is weakened and incapacitated by the shock.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Jammer Leech.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Kindori\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A kindori lacks a noticeable mouth. The leading edge of its body is dotted with small eyes that can emit bright beams of light, which the creature uses to blind predators before making its escape. Kindori communicate with one another over long distances by sending flashes of light from their eyes and draw their nourishment from the light of suns and stars.\",\"A kindori is large enough to have its own gravity plane and air envelope, enabling smaller creatures to live and travel on its body. Mosses, molds, and other parasitic organisms grow on its surface, which in turn attract predators to clean them off. A kindori might have scavvers feeding on these parasites, which it doesn't mind. An extremely old or sick kindori can be identified by the overgrowth of vines and vegetation on it.\",\"The bones and cartilage of a dead kindori do not deteriorate after parasites devour the creature's flesh. A kindori skeleton can be transformed into a spelljamming ship by placing a spelljamming helm inside it.\",\"Kindori are peaceful creatures but have many natural enemies, including lunar dragons, solar dragons, and various peoples that inhabit Wildspace.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Kindori.webp\"},\"credit\":\"Jessica Nguyen\"}]},{\"name\":\"Lunar Dragon Wyrmling\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Lunar dragons (also known as moon dragons or phase dragons) are capricious, xenophobic creatures that make their lairs inside desolate moons by burrowing through the rock.\",\"Before laying eggs, a female lunar dragon stocks her lair with food; she won't leave the lair again until the eggs hatch and the offspring are old enough to fend for themselves. Lunar dragon eggs have stony shells that are pale white to light gray in color. Lunar dragons are alabaster white when they hatch and gradually turn darker as they age. Ancient moon dragons are the color of slate.\",\"Lunar dragons enjoy depriving other creatures of treasure more than acquiring the treasure themselves. Often found among the treasures in a lunar dragon's hoard are one or more spelljamming helms (see the {@i Astral Adventurer's Guide}) taken from vessels that dared to invade the dragon's territory.\",\"A lunar dragon can become incorporeal, but not to the extent that it can pass through other creatures or solid objects. In this semi-incorporeal state, roughly half of the dragon's body has a dark, indistinctly spectral form.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Lunar Dragon Wyrmling.webp\"},\"credit\":\"Lars Grant-West\"}]},{\"name\":\"Megapede\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Megapedes are enormous centipedes that can be as much as 150 feet long, though most specimens top out at between 100 and 120 feet. Their dozens of legs are each 5 feet long and tipped with flexible claws, and they have fur-covered carapaces. A megapede that lives in a sandy environment often buries itself in the sand and waits for prey to wander nearby, but megapedes also nest in cavernous underground chambers.\",\"A megapede's bite is poisonous. In addition, the creature has magical abilities that make it a superior predator. It can exude an invisible aura of life-draining energy, or it can fix its gaze on one creature and implant a psychic bomb in that creature's mind.\",\"After a megapede lays eggs, it attaches the eggs to its body using sticky saliva and carries them on its back until the eggs hatch. Newly hatched megapedes grow to full size within weeks by consuming as much as they can, possibly including one another if food is scarce.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Megapede.webp\"},\"credit\":\"Craig J Spearing\"}]},{\"name\":\"Mercane\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Mercanes are the mysterious, magical creations of one or more deities whose portfolios revolve around fair commerce. Standing 12 feet tall, they are lanky blue beings who dress in elegant robes and have elongated heads and long, spindly fingers.\",\"Mercanes conduct most of their business in Wildspace and the Astral Sea. To a mercane, commerce can take many forms, from the trading of goods and services to the trading of ideas and information. Mercanes are best known, however, for procuring and selling magic items, including artifacts and spelljamming helms. It's rare to see more than one mercane at a time, though it's common for a mercane to be accompanied by underlings or bodyguards.\",\"Mercanes will conduct business with anyone, fairly and reliably, provided the other party has neither harmed nor swindled another mercane in the past. Mercanes have a special form of telepathy that enables them to communicate with one another across the multiverse. A mercane often uses this ability to warn another mercanes about individuals who are dangerous or unreliable. Once a mercane has been offended by someone, getting back into their good graces is next to impossible.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Mercane.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Murder Comet\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Evil spellcasters create murder comets by combining the essence of earth elementals with that of fire elementals. A murder comet looks like a screaming stone head wreathed in flame. It trails fire behind it as it flies through Wildspace, either singly or in a posse with other murder comets, looking for ships, crews, and other unsuspecting targets to destroy.\",\"A murder comet's creator can bind their spirit to the comet. In this form, the comet's creator becomes ageless and immortal, free to race across Wildspace without need for air, sleep, or sustenance. The murder comet's face takes on the appearance of its creator's, and its statistics change as follows:\",{\"type\":\"list\",\"items\":[\"Replace the comet's Intelligence, Wisdom, and Charisma scores with those of its creator.\",\"Replace the comet's alignment and languages with those of its creator.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Murder Comet.webp\"},\"credit\":\"Titus Lunter\"}]},{\"name\":\"Neh-thalggu\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Known throughout the multiverse as brain collectors, neh-thalggu consume the brains of Humanoids and use them as receptacles to enhance their magical abilities.\",\"Neh-thalggu are born in the nightmarish Far Realm, but they spread across the Astral Plane and find their way onto the various worlds of the Material Plane, where brains are much more abundant. A neh-thalggu has a bulbous body and six legs resembling those of a crustacean. Four bulging eyes and a tooth-filled maw dominate its hideous visage. Behind and above these features, one or more lumps protrude from its body, each one containing a brain the neh-thalggu has consumed.\",\"After a neh-thalggu kills a victim, it uses its pincers to cut open the victim's head and remove the brain. It then swallows the brain whole. The collected brain is stored inside one of several pockets in the neh-thalggu's head. Once it has collected twelve brains in this fashion, it is overcome by an urge to return to the Far Realm and begins devoting all its energy to finding a way home.\",\"In an encounter with a neh-thalggu, roll a {@dice d12} to determine how many brains it has already collected.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Neh-thalggu.webp\"},\"credit\":\"April Prime\"}]},{\"name\":\"Neogi Hatchling Swarm\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A neogi lives about a century. When an individual is rendered weak by advanced age, the other neogi in the group overpower it and inject it with a special poison. The toxin transforms the old neogi into a bloated mass of flesh. Younger neogi lay their eggs atop it, and when the hatchlings emerge, they devour the old neogi and one another until only a few of the strongest newborns are left. Sometimes the newborns, united by a singular evil purpose, coalesce into a skittering swarm instead.\"]}]},{\"name\":\"Neogi Pirate\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Neogi pirates are adult neogi that serve as crew members aboard nightspiders (see the {@i Astral Adventurer's Guide}) and other neogi-controlled vessels.\",\"Neogi society makes no distinction between individuals, aside from the ability that a given creature has to control others, and they don't comprehend the emotional aspects of existence that humans and similar beings experience. To a neogi, hatred is as foreign a sensation as love, and showing loyalty in the absence of authority is foolishness.\",\"Neogi pirates (and adult neogi in general) mark themselves and those they capture through the use of dyes, transformational magic, and other markings intended to signify rank, achievements, and the identity of the individual's leader. By these signs, neogi can identify each other's place in the hierarchy—and they must defer to those of higher station or risk harsh punishment.\"]}]},{\"name\":\"Neogi Void Hunter\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A neogi void hunter is bigger than a typical adult neogi and often fills the role of captain aboard a nightspider (see the {@i Astral Adventurer's Guide}). The void hunter pledges fealty to one or more stellar entities in exchange for a taste of their immense power. These entities—known by such names as Acamar, Caiphon, Gibbeth, and Hadar—resemble stars and embody the essence of evil.\"]}]},{\"name\":\"Night Scavver\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Night scavvers are 15 feet long. Their coloration resembles that of Wildspace itself: white spots (representing stars) sprinkled amid dark patches and patterns of color. They fearlessly invade the air envelopes of spelljamming ships and attack crew members on deck.\",\"Cooked night scavver meat is a popular offering in taverns across Wildspace.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Night Scavver.webp\"},\"credit\":\"Jessica Nguyen\"}]},{\"name\":\"Plasmoid Boss\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"On occasion, due to some biological anomaly, a plasmoid balloons in size upon reaching adulthood (around the age of twenty years). Plasmoids who use their increased size and strength to boss around smaller, weaker creatures can easily end up in positions of power, surrounded by loyal underlings, sycophants, and would-be usurpers. A plasmoid boss might be the master of a guild, the leader of a criminal enterprise, the lord of a plasmoid community, or the captain of a spelljamming ship. Regardless of the roles they secure for themselves, plasmoid bosses need no small amount of charm and wit, in addition to their strength and size, to stay in power for long.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Plasmoid Boss.webp\"},\"credit\":\"Cory Trego-Erdner\"}]},{\"name\":\"Plasmoid Explorer\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Wanderlust compels some plasmoids to explore the Astral Plane and visit different worlds of the Material Plane. Such an explorer usually travels light, keeping its possessions in a backpack or similar container.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Plasmoid Explorer.webp\"},\"credit\":\"Brian Valeza\"}]},{\"name\":\"Plasmoid Warrior\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"These battle-hardened plasmoids can toughen their outer surfaces, giving themselves protection comparable to light armor.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Plasmoid Warrior.webp\"},\"credit\":\"Irina Nordsol\"}]},{\"name\":\"Psurlon\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Psurlons are malevolent, wormlike creatures that live on the Astral Plane. A fully grown specimen is 7 feet long. They have legs that end in hooves and arms that end in hands with three long fingers. A psurlon's eyeless head resembles that of an earthworm, capped by a maw ringed with teeth. Psurlons adorn themselves in richly colored robes and rarely wear armor or carry weapons.\",\"Psurlons live for thousands of years because they spend most of their time in the Deep Astral. Every hundred years or so, psurlons leave their astral strongholds, invade Wildspace systems, and indulge in a seven-year-long ceremony called the Feast of Worlds, during which they consume as many sentient life-forms as they can before returning to the Astral Plane. Psurlons prefer the flesh of humans and halflings but don't mind feasting on other folk. They use their spellcasting abilities to infiltrate the settlements of their intended victims.\",\"On the Material Plane, psurlons have been known to work with mind flayers. Together, they collect victims to feed on; the illithids devour the victims' brains while the psurlons consume the rest of the prey. Githyanki despise psurlons because of this alliance and attack psurlon strongholds in the Deep Astral wherever they are found.\",\"When a psurlon dies, other psurlons store the corpse in a safe place. As the corpse decays, the psurlons lay one or more eggs inside it. These eggs hatch 24 hours later, each one producing a Tiny worm. For the next seven days, the worms feed on the corpse and on each other until only one remains. This worm crawls out of the putrescent remains of its dead host as an adult psurlon.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Psurlon.webp\"},\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Psurlon Leader\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"One out of every hundred psurlons is a mutant with two heads, one at each end of its body, and a superior intellect. Other psurlons look to the two-headed ones for leadership.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Psurlon Leader.webp\"},\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Psurlon Ringer\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A psurlon can use magic to assume the form of a specific Medium Humanoid. First, the psurlon must consume the creature it wants to imitate. It then enters a psionic trance for 8 hours, at the end of which it takes on the appearance of the creature it ate. The psurlon gains that creature's memories and languages, but none of its class features or other abilities. The transformation is permanent and can be undone only by a wish spell. Despite appearances, the psurlon ringer is still an Aberration, and other psurlons recognize it for what it is.\"]}]},{\"name\":\"Reigar\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Reigar were once cephalopods similar to octopi. They inhabited the stormy seas of Ysgard until the gods of that plane transformed them. They have bioluminescent freckles and the ability to change the coloration of their skin. A glory (or halo) surrounds each of them. This magical display is a cloud of twinkling, glittering motes that changes color randomly and repels attacks.\",\"Gifted with audacious hearts, reigar emerged from the Ysgardian seas to test their mettle on land. When the endless battles there grew tiresome, some reigar ventured to the Astral Sea and Wildspace in search of glory. Many are driven by artistic pursuits, but each reigar has their own notion of what constitutes art. For some, warfare is the highest form of artistic endeavor. Other reigar create art of a more benign nature.\",\"Reigar wander Wildspace and the Astral Sea in search of artistic inspiration, traveling in symbiotic organic ships that they create (see \\\"Esthetic\\\"). Each reigar possesses a magic item called a talarith, which the reigar created and to which they alone can attune. If this object is lost or destroyed, it takes {@dice 1d10 + 20} days for the reigar to craft another one.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Reigar.webp\"},\"credit\":\"Shawn Wood\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Reigar-2.webp\"},\"credit\":\"Simon Dominic\"}]},{\"name\":\"Solar Dragon\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A solar dragon (also known as a radiant dragon or a sun dragon) is born in the heart of a star. It divides its time outside its lair between patrolling its territory and hunting for food. The dragon has a serpentine body, a pair of ventral limbs ending in long fins, nebulous wings that give off light, and gleaming, multicolored scales. It can see clearly even in blindingly bright light.\",\"Solar dragons are fond of treasure just as all dragons are, but in the airless void of Wildspace, they value food even more. Solar dragons typically feed on kindori, scavvers, and other forms of space-dwelling wildlife. A solar dragon might mistake a distant spelljamming ship for possible prey and come within range of the vessel's weapons before realizing its error and veering away. A wise or experienced captain won't take the dragon's approach as a sign of hostility. Solar dragons that are fired upon have been known to batter the offending ships to flinders.\",\"Solar dragons are territorial carnivores, and they behave accordingly. A young solar dragon might lay claim to an asteroid belt, where food is relatively plentiful, while an ancient solar dragon might consider an entire Wildspace system its hunting ground. They tend to give a wide berth to Humanoid folk, whom they find violent and tiresome. Trespassers who are detected in a solar dragon's lair can expect to be met with resistance, followed by hostility, especially if the lair contains eggs.\",\"A solar dragon egg has an obsidian shell, shiny black and opaque. When an egg is close to hatching, the shell becomes translucent, allowing the light from the unborn wyrmling's wings to shine through.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Solar Dragon Eggs.webp\"},\"credit\":\"Olga Drebas\"}]},{\"name\":\"Solar Dragon Wyrmling\",\"source\":\"BAM\",\"_copy\":{\"name\":\"Solar Dragon\",\"source\":\"BAM\",\"_mod\":{\"images\":{\"mode\":\"prependArr\",\"items\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Solar Dragon Wyrmling.webp\"},\"credit\":\"Lars Grant-West\"}]}}}},{\"name\":\"Space Clown\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Space clowns are the inhabitants of a Wildspace system known as Clownspace. The humans who once inhabited the system's three ring-shaped worlds placed their faith in a god of revelry. Their worship ceremonies were centered on festivals and frivolity. Over time, the people's happiness hinged on the ever-increasing consumption of an elixir called Thrill Joy. Only after they became addicted did they discover that the priests of their faith had distilled the elixir from demonic ichor and the nectar of the bozo flower. Eventually, Thrill Joy transformed the faithful into fiendish creatures and \\\"blessed\\\" them with clown-like appearances.\",\"Space clowns acquired their first spelljamming helms from dohwar merchants (see \\\" Dohwar \\\"). Subsequent visits to other Wildspace systems led to contact with a multitude of other folk. In the wake of these encounters, love and fear of clowns has spread to all corners of the multiverse, just as the space clowns have done themselves.\",\"Marauding space clowns feed on Humanoid flesh. They travel through space in garishly decorated ships and sometimes take up residence on populated worlds, where they set up carnival tents to lure curious onlookers into their clutches. They are armed with colorfully painted ray guns that work only for them; these toys are harmless in the hands of anyone else.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Space Clown.webp\"},\"credit\":\"Scott Murphy\"}]},{\"name\":\"Space Eel\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Space eels avoid confrontations with larger creatures unless the eels are starving. These 5-foot-long scavengers might trail a spelljamming ship and feed on barnacles they detach from the ship's hull. Wildspace hunters try to catch and kill the eels for their meat—a task easier to describe than to accomplish.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Space Eel.webp\"},\"credit\":\"Matt Stewart\"}]},{\"name\":\"Space Guppy\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Space guppies are 2- to 3-foot-long, fish-like creatures that glide through Wildspace and the Astral Sea. Chwinga astronauts, sprites, and other Tiny creatures occasionally use space guppies as mounts.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Space Guppy.webp\"},\"credit\":\"Alayna Danner\"}]},{\"name\":\"Space Hamster\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The first space hamsters were created by wizards who used magic to shrink giant space hamsters to wee size, leading their creators to refer to them as miniature giant space hamsters. The magic also made the space hamsters smarter and telepathic.\",\"These benign rodents are native to Wildspace, though countless numbers of them have found their way to worlds throughout the Material Plane, where they are known simply as hamsters. They keep their telepathic ability hidden from most other creatures they come near.\"]}]},{\"name\":\"Space Mollymawk\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Space mollymawks are as common in Wildspace as albatrosses are on the Material Plane. They perch on the hulls of spelljamming ships and move from one ship's air envelope to another's when they need to.\",\"A fully grown specimen is 3 feet tall with a 10-foot wingspan, and it eats whatever it can scavenge. If it finds a reliable food source, it lingers in the area (usually around a ship) until the food becomes scarce. Superstitious Wildspace voyagers consider it bad luck to kill a space mollymawk.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Space Mollymawk.webp\"},\"credit\":\"Olga Drebas\"}]},{\"name\":\"Space Swine\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Space swine are a species of winged boar bred by dohwars for a variety of uses. They can serve as mounts for Small creatures, and they also make fine trackers and capable beasts of burden. Space swine that are trained for battle are typically outfitted with half-plate barding and are referred to as death squealers.\",\"A fully grown specimen stands 3 feet high at the shoulder and is 5 to 6 feet long. Space swine eat just about anything, but they prefer truffles. A space swine also tastes delicious when roasted and served with applesauce.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Space Swine.webp\"},\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Ssurran Defiler\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Ssurran defilers can lay waste to the plant life around them and draw vital energy at the same time from other creatures that are caught in the area.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Ssurran Defiler.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Ssurran Poisoner\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Ssurran poisoners coat their weapons with toxin and hurl bombs that release poisonous gas.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Ssurran Poisoner.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Starlight Apparition\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The transparent projections of unfortunate souls who perished in Wildspace or in the Astral Sea are known as starlight apparitions. Each one has a luminous, incorporeal appearance that resembles its former self, but with eyes that glow.\",\"A starlight apparition is different from a ghost. While a ghost is doomed to haunt the place where it died until some promise or goal it couldn't achieve in life is fulfilled, the goal of a starlight apparition is to help someone else avoid or overcome a perilous obstacle or accomplish a difficult task. A starlight apparition comes into being when the soul of a deceased individual, from its resting place in the afterlife, projects a spectral copy of itself across a vast distance with the help of a deity or another powerful celestial entity. The apparition lasts only as long as its services are needed to complete the task at hand; then it fades away, never to return.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Starlight Apparition.webp\"},\"credit\":\"Nikki Dawes\"}]},{\"name\":\"Thri-kreen Gladiator\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Thri-kreen gladiators relish opportunities to test their mettle in combat and often paint their carapaces with the blood of their enemies.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Thri-kreen Gladiator.webp\"},\"credit\":\"Cory Trego-Erdner\"}]},{\"name\":\"Thri-kreen Hunter\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Thri-kreen hunters are skilled foragers and stalkers. A thri-kreen hunter encountered in Wildspace might be on the trail of a fugitive or leading a gang of pirates.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Thri-kreen Hunter.webp\"},\"credit\":\"Brian Valeza\"}]},{\"name\":\"Thri-kreen Mystic\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Thri-kreen mystics use psionics to navigate difficult terrain in Wildspace, turn invisible, and drain life from their prey. They often serve as spelljammers aboard thri-kreen ships.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Thri-kreen Mystic.webp\"},\"credit\":\"Claudio Pozas\"}]},{\"name\":\"Vampirate\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Vampirates are the walking, talking husks of dead pirates who refused to go quietly into the afterlife. They ply the void in their ships, plundering unsuspecting vessels and feeding on the life energy of those unlucky enough to cross their path.\",\"A vampirate appears as a gaunt figure with milky-white eyes and skin as dry as parchment. Some have a peg leg or a hook in place of a hand—mementos of a life of misadventure. A vampirate has fangs like a vampire's but doesn't use them to draw vital fluids from prey, which vampirates consider an unsavory act. Rather, a vampirate drains life energy from another creature by touching it or by siphoning off its energy from a short distance away. As it feeds on the energy of other creatures, its appearance becomes more robust, although it never truly looks alive.\",\"Vampirates eat, drink, and sleep because they like to, not because they must. They rest in wooden coffins or crates full of grave dirt. In the absence of such containers, they can treat their ship's hold as one big coffin and sleep amid their cargo. When they're not sleeping or marauding, a crew of vampirates whiles away the hours by drinking rum and singing grim chanteys.\",\"A ship crewed by vampirates usually has one or more shadows aboard—the Undead remains of some of the vampirates' victims.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Vampirate.webp\"},\"credit\":\"Julio Reyna\"}]},{\"name\":\"Vampirate Captain\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"How a crew of vampirates conducts itself depends entirely on the mood and disposition of the captain. The crew of one ship might behave like a murderous mob, while another might abide by an ancient code of chivalry. One captain might allow the crew of a plundered ship to live, while another might leave only flotsam and jetsam in the pirates' wake.\",\"The captain is often accompanied by an undying companion, such as a crawling claw or a will-o'-wisp.\"]}]},{\"name\":\"Vampirate Mage\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A ship of vampirates needs a spellcaster to operate the spelljamming helm. A vampirate mage rarely, if ever, leaves the helm.\"]}]},{\"name\":\"Void Scavver\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Void scavvers are 20 feet long. Each one is a solitary menace with a pitch-black hide. While most other scavvers are content to feed on kitchen scraps, a void scavver goes after the cook.\",\"A void scavver can emit an invisible ray from its eye that causes its target to feel fear even more intense than what it might normally experience given the creature's size and nature.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Void Scavver.webp\"}}]},{\"name\":\"Young Lunar Dragon\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Lunar dragons (also known as moon dragons or phase dragons) are capricious, xenophobic creatures that make their lairs inside desolate moons by burrowing through the rock.\",\"Before laying eggs, a female lunar dragon stocks her lair with food; she won't leave the lair again until the eggs hatch and the offspring are old enough to fend for themselves. Lunar dragon eggs have stony shells that are pale white to light gray in color. Lunar dragons are alabaster white when they hatch and gradually turn darker as they age. Ancient moon dragons are the color of slate.\",\"Lunar dragons enjoy depriving other creatures of treasure more than acquiring the treasure themselves. Often found among the treasures in a lunar dragon's hoard are one or more spelljamming helms (see the {@i Astral Adventurer's Guide}) taken from vessels that dared to invade the dragon's territory.\",\"A lunar dragon can become incorporeal, but not to the extent that it can pass through other creatures or solid objects. In this semi-incorporeal state, roughly half of the dragon's body has a dark, indistinctly spectral form.\"]}]},{\"name\":\"Young Solar Dragon\",\"source\":\"BAM\",\"_copy\":{\"name\":\"Solar Dragon\",\"source\":\"BAM\"}},{\"name\":\"Zodar\",\"source\":\"BAM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A zodar is a bipedal entity whose body is encased in an obsidian exoskeleton. It has no facial features aside from two narrow, vertical slits that resemble eyes, and its countenance betrays no hint of pain or emotion. Underneath its armored exterior, a zodar's body is composed of tightly knit muscle fibers that make it incredibly strong and heavy. A zodar weighs 1,500 pounds.\",\"No one knows how many zodars exist or where they came from, but the most popular hypothesis is that they are the creations of some long-forgotten god. Zodars interact with other sapient creatures in a manner that goes beyond mere aloofness. They simply hover in silence. When a zodar finally performs some significant action, the reasons for that action aren't always clear.\",\"One interpretation of this behavior posits that each zodar has a specific mission and is relentless in its pursuit of the goal, but it reacts oddly to situations that don't involve its mission because it doesn't know what else to do. Another theory is that all zodars are working in concert to achieve some master objective. A third, less ominous idea is that zodars lost their sense of purpose when their creator vanished, and they are struggling to find their new role.\",\"A zodar can cause speech to issue from the air around it on three occasions in its lifetime. When it feels compelled to speak, it chooses its words wisely. It can also warp the fabric of the multiverse to cast the wish spell as its final act—it is destroyed once the spell is cast.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BAM/Zodar.webp\"},\"credit\":\"Shawn Wood\"}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-bgdia.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Abyssal Chicken\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Abyssal chickens are carnivorous, temperamental, tasty bottom-feeders native to the Abyss. They beat their leathery wings to scare predators and to help them run faster, and they taste like fatty chicken.\",\"With your permission, a character who casts the {@spell find familiar} spell can henceforth choose to conjure an abyssal chicken instead of a raven.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGDIA/Abyssal Chicken.webp\"}}]},{\"name\":\"Amrik Vanthampur\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Second son of Duke Thalamra Vanthampur of Baldur's Gate. Amrik loves to exchange pleasantries over drinks before conducting business. He has trained Laraelra's staff to recognize a variety of innocuous hand gestures that signal them to deliver drinks to the table. If he wants poison added to his clients' drinks, he has a secret sign for that. Hidden behind the bar is a small bottle containing four doses of torpor (see \\\"Poisons\\\" in chapter 8 of the Dungeon Master's Guide), which the kenku bartender can use to spike drinks when Amrik gives the signal.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGDIA/Amrik Vanthampur.webp\"}}]},{\"name\":\"Archduke Zariel of Avernus\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Once a mighty angel charged with watching the tides of the Blood War, Zariel succumbed to the corrupting influence of the Nine Hells and fell from grace. Asmodeus admired Zariel's passion for war and offered her rulership of Avernus. She accepted his offer and was transformed by Asmodeus into an archdevil.\",\"Zariel's \\\"rise\\\" came at the expense of Bel, her pit fiend predecessor. Zariel and Bel hate each other. To keep Bel busy and out of her sight, Zariel tasks him with forging weapons, armor, and gruesome demon-slaying machines.\",\"To replenish her legions, Zariel needs the souls of mortals to create lemures, which she can then promote to higher forms of devils. Only by tempting mortals with power on the Material Plane and striking bargains with them can she bind them to her in the afterlife.\",{\"type\":\"entries\",\"name\":\"Matalotok\",\"entries\":[\"Zariel recently defeated the demon lord Kostchtchie and took his hammer, Matalotok, which grants Zariel immunity to cold damage. Without this hammer, Zariel has resistance to cold damage instead.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGDIA/Archduke Zariel of Avernus.webp\"}}]},{\"name\":\"Arkhan the Cruel\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Arkhan the Cruel is an evil dragonborn champion of Tiamat. Arkhan believes he can use the Hand of Vecna to unlock the means of freeing Tiamat from her prison in the Nine Hells, but only if the hand doesn't kill him first. The hand is slowly corrupting Arkhan's flesh and decomposing his body on one side.\",\"In battle, Arkhan uses branding smite to channel the radiant power of Tiamat into his weapon attacks. If a fight turns against him, he uses the teleport power of the Hand of Vecna to return to his tower with as many allies as possible. Should one or more of his comrades fall in battle, Arkhan uses {@spell revivify} and {@spell raise dead} spells to bring them back to life as soon as possible.\",\"If Arkhan finds himself overwhelmed with opposition, he orders the abishai to attack. Arkhan can also use a bonus action to call forth Asojano, a chimera lairing in the depths of the colossal dragon skull.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGDIA/Arkhan the Cruel.webp\"}}]},{\"name\":\"Bel\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"From his bastion, Zariel's second-in-command and the former lord of Avernus oversees the forges that furnish weapons and armor for the Blood War. Though Asmodeus has instructed Zariel to accept Bel as her advisor, Bel and Zariel loathe each other and invent distractions to keep them apart.\",\"Bel outwardly plays the role of Zariel's loyal vassal. However, Bel rankles at Zariel's rulership of the layer of the Nine Hells that was once his, but he won't challenge her directly as long as he thinks Asmodeus supports Zariel.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGDIA/Bel.webp\"}}]},{\"name\":\"Bitter Breath\",\"source\":\"BGDIA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGDIA/057-u4jqy-03-09.webp\"}}]},{\"name\":\"Black Gauntlet of Bane\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Bane's devoted followers are warriors who seek to rule through martial strength and intimidation, cruel tyrants who use threats and gifts as needed to ensure loyalty. They enslave those too weak to resist them and shower the strong with gifts and promises of power to turn them into loyal vassals.\",{\"type\":\"entries\",\"name\":\"Cruel Tyrants\",\"entries\":[\"Whenever Bane's followers gain power, they institute draconian measures to ensure that their rule is unquestioned. They stamp out all opposition while richly rewarding those who swear fealty.\"]},{\"type\":\"entries\",\"name\":\"Warrior Cult\",\"entries\":[\"Cultists of Bane are warriors who wear heavy armor and wield maces, swords, spears, and crossbows. They paint the right gauntlet of their armor black in honor of their patron. Bane's clerics wield black maces with heads shaped to look like a closed fist.\"]},{\"type\":\"entries\",\"name\":\"Cult Ranks\",\"entries\":[\"Bane's cultists operate according to strict military hierarchies. The lowest rank consists of the fists of Bane, foot soldiers who obey all orders without hesitation. They are led by iron consuls, cunning field officers who excel at coordinating the fists in combat. The black gauntlets are the priests who command the consuls.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGDIA/Black Gauntlet of Bane.webp\"}}]},{\"name\":\"Bone Whelk\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Bone whelks are large mollusks that excrete an adhesive to attach skulls, bones, and other detritus to their bodies for protection.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGDIA/Bone Whelk.webp\"}}]},{\"name\":\"Chukka\",\"source\":\"BGDIA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGDIA/053-p0ex0-03-05.webp\"}}]},{\"name\":\"Clonk\",\"source\":\"BGDIA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGDIA/053-p0ex0-03-05.webp\"}}]},{\"name\":\"Crokek'toeck\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Crokek'toeck is Yeenoghu's demonic pet. Resembling a giant mudskipper with the teeth, fur, ears, and laugh of a hyena, this unique demon can hold smaller demons in its gullet and disgorge them anywhere Yeenoghu wishes. Immune to the mind-shattering effects of the River Styx, Crokek'toeck is often used to transport smaller demons (and sometimes Yeenoghu himself) through the Styx's terrible waters.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGDIA/Crokek'toeck.webp\"}}]},{\"name\":\"Death's Head of Bhaal\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Bhaal's cultists emulate their deity, carrying out gruesome murders to spread fear and horror. They are charming and disarming when they wish, but in combat their true, bloodthirsty nature comes to the fore.\",{\"type\":\"entries\",\"name\":\"Bloodletters\",\"entries\":[\"All cultists of Bhaal learn to call upon their god's power to leave their victims vulnerable to their long-bladed knives. When Bhaal's magic works its power, stab wounds erupt in terrible gouts of blood. Seemingly minor wounds plunge deep into a victim's body and cause terrible pain and bleeding.\"]},{\"type\":\"entries\",\"name\":\"Killers from the Shadows\",\"entries\":[\"Bhaal's followers are cunning murderers who kill to strike fear and thrive on sowing terror in the cities they inhabit. They can call upon their god's power to blend into the shadows with ease, or even turn {@condition invisible} for a crucial moment.\"]},{\"type\":\"entries\",\"name\":\"Cult Ranks\",\"entries\":[\"Low-ranking cultists of Bhaal are called night blades, whom Bhaal blesses with {@sense darkvision} and superior stealth. Reapers are the next rank up. They gain the ability to turn {@condition invisible} and can use Bhaal's magic to evade suspicion. The highest rank are the death's heads, who can take on the skull-faced guise of their deity to terrify their prey. In combat, they intimidate foes by shrugging off the deadliest attacks with ease, showing that resisting Bhaal's schemes is futile.\"]}]}]}]},{\"name\":\"Duke Thalamra Vanthampur\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Acid-tongued, shrewd, and aggressive, Duke Thalamra Vanthampur is the matriarch of the Vanthampur family. Born with nothing, she spent years wallowing in obscurity, repairing and renovating the city's ancient sewer system. One promotion after another followed until she was named Master of Drains and Underways. By then, she had been married three times and given birth to three sons. Her lifelong goal has been to lift herself and her family out of the sewers and into high society.\",\"Years of political dealing, blame shuffling, and bribery paid off when Thalamra was elected to the Council of Four. Although she has served on the council for the shortest amount of time, Duke Vanthampur is easily the most politically savvy council member. She speaks little during meetings of the council, preferring to further her political agenda through meetings in her private offices and at her family estate. When she does choose to debate, she speaks with a strength beyond what it seems like her age should allow, and is known for leveling insults that land unsettlingly close to (supposedly) hidden truths.\",\"Thalamra Vanthampur is a cunning, devil-worshiping beast of a woman in her late sixties who can stare down a hell hound without flinching. She is barrel-bodied, with strong hands and forearms that speak to her beginnings as a manual laborer. Her youth was spent in the cellars and sewers of Baldur's Gate, repairing pipes and clearing out the city's filth. Thalamra rose from such lowly work to become the minister of the city's sewers and waterworks. Now she dresses in the finery that suits her station as a duke of Baldur's Gate.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGDIA/Duke Thalamra Vanthampur.webp\"}}]},{\"name\":\"Feonor\",\"source\":\"BGDIA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGDIA/058-gyhxw-03-10.webp\"}}]},{\"name\":\"Fiendish Flesh Golem\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A fiendish flesh golem is a particularly big flesh golem made of stitched-together body parts from devils, demons, yugoloths, and other fiends. As these parts can come from different creatures and be combined in different ways, no two fiendish flesh golems look exactly alike. Night hags guard the secret to making such golems, rarely sharing it with anyone else.\",\"Some fiendish flesh golems have wings. However, the magic used to create these golems allows them to fly and hover even without wings.\"]}]}]},{\"name\":\"Fist of Bane\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Bane's devoted followers are warriors who seek to rule through martial strength and intimidation, cruel tyrants who use threats and gifts as needed to ensure loyalty. They enslave those too weak to resist them and shower the strong with gifts and promises of power to turn them into loyal vassals.\",{\"type\":\"entries\",\"name\":\"Cruel Tyrants\",\"entries\":[\"Whenever Bane's followers gain power, they institute draconian measures to ensure that their rule is unquestioned. They stamp out all opposition while richly rewarding those who swear fealty.\"]},{\"type\":\"entries\",\"name\":\"Warrior Cult\",\"entries\":[\"Cultists of Bane are warriors who wear heavy armor and wield maces, swords, spears, and crossbows. They paint the right gauntlet of their armor black in honor of their patron. Bane's clerics wield black maces with heads shaped to look like a closed fist.\"]},{\"type\":\"entries\",\"name\":\"Cult Ranks\",\"entries\":[\"Bane's cultists operate according to strict military hierarchies. The lowest rank consists of the fists of Bane, foot soldiers who obey all orders without hesitation. They are led by iron consuls, cunning field officers who excel at coordinating the fists in combat. The black gauntlets are the priests who command the consuls.\"]}]}]}]},{\"name\":\"Gideon Lightward\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Gideon Lightward was a priest of Lathander who served Elturel and his deity proudly. Zariel saw that his fervor could be an asset to her, so she sent devils to corrupt him in the months leading up to the fall of Elturel. The devils posed as angels, offering Gideon increased power if he would dedicate himself to fighting the ever-present threat of demons.\",\"Gideon slowly gave up his sanity and free will to the devils, leaving him corrupted by Zariel and fully serving her in the months leading up to Elturel's fall. He died during the destruction wrought as the city was drawn to Avernus, but the priest rose as an undead creature. Even as an undead, Gideon remains his mistress's most loyal servant in Elturel. He sees his cause as a noble one—fighting the demons whose chaos marks the end of all things. But his mind is broken and filled with hatred for those who refuse to follow his commands.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGDIA/Gideon Lightward.webp\"}}]},{\"name\":\"Hellwasp\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A hellwasp is an intelligent, malevolent insect native to the Nine Hells. It has a thick protective carapace, thin metallic wings, and strong legs ending in swordlike talons. It uses its stinger to inject a chemical admixture similar to alchemist's fire into its victims. This same solution carries a paralytic enzyme that renders the victim helpless long enough for the hellwasp to grab its prey and flee.\",\"Hellwasps thrive in hot weather, but extreme cold causes their shells to crack and their metabolisms to shut down. Consequently, they avoid the icy layers of the Nine Hells (Stygia and Cania).\",{\"type\":\"entries\",\"name\":\"Nests\",\"entries\":[\"Hellwasps spew a golden bile similar to amber, which they use to craft enormous nests riddled with chambers and passages. The hellwasps use these nests as communal shelters and food storage. A typical nest is large enough to support a commune of {@dice 1d10 + 10} hellwasps, with each hellwasp having an equal voice and role in the society.\"]},{\"type\":\"entries\",\"name\":\"Hellwasp Telepathy\",\"entries\":[\"Hellwasps communicate with one another via a form of telepathy perceptible only to their kind.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGDIA/Hellwasp.webp\"}}]},{\"name\":\"Hollyphant\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Hollyphants are gentle, stalwart creatures native to the Upper Planes. Good-aligned deities and angels use them as messengers and helpers. Hollyphants treasure friendship and honesty.\",\"A hollyphant looks like a miniature elephant with luminous gold fur and small, rapidly fluttering wings that not only hold it aloft but also propel it at great speed. Although kind, a hollyphant won't bear witness to an evil act without punishing the malefactor. Its pearlescent tusks are far from formidable, but it can unleash trumpet blasts from its trunk that can deafen creatures or engulf evildoers in radiant sparkles of positive energy. A hollyphant is also blessed with powerful innate magic to help it combat evil and protect its friends.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGDIA/Hollyphant.webp\"}}]},{\"name\":\"Iron Consul\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Bane's devoted followers are warriors who seek to rule through martial strength and intimidation, cruel tyrants who use threats and gifts as needed to ensure loyalty. They enslave those too weak to resist them and shower the strong with gifts and promises of power to turn them into loyal vassals.\",{\"type\":\"entries\",\"name\":\"Cruel Tyrants\",\"entries\":[\"Whenever Bane's followers gain power, they institute draconian measures to ensure that their rule is unquestioned. They stamp out all opposition while richly rewarding those who swear fealty.\"]},{\"type\":\"entries\",\"name\":\"Warrior Cult\",\"entries\":[\"Cultists of Bane are warriors who wear heavy armor and wield maces, swords, spears, and crossbows. They paint the right gauntlet of their armor black in honor of their patron. Bane's clerics wield black maces with heads shaped to look like a closed fist.\"]},{\"type\":\"entries\",\"name\":\"Cult Ranks\",\"entries\":[\"Bane's cultists operate according to strict military hierarchies. The lowest rank consists of the fists of Bane, foot soldiers who obey all orders without hesitation. They are led by iron consuls, cunning field officers who excel at coordinating the fists in combat. The black gauntlets are the priests who command the consuls.\"]}]}]}]},{\"name\":\"Kostchtchie\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The demon lord Kostchtchie resembles a squat hill giant with short, bandy legs and a grossly shaped head.\",\"Frost giants who forsake their gods and turn to demon worship can summon Kostchtchie with bloody offerings left on altars of hewn ice. If the demon lord chooses to answer the giants' call, he hunts and fights alongside them for a time, infecting the frost giants with savage madness and bloodlust before disappearing back to the Abyss.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGDIA/Kostchtchie.webp\"}}]},{\"name\":\"Krull\",\"source\":\"BGDIA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGDIA/Krull.webp\"}}]},{\"name\":\"Lulu\",\"source\":\"BGDIA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGDIA/101-efblf-05-01.webp\"}}]},{\"name\":\"Mad Maggie\",\"source\":\"BGDIA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGDIA/052-vhatr-03-04.webp\"}}]},{\"name\":\"Mahadi the Rakshasa\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Mahadi appears as a wealthy merchant lord. Though extremely powerful, Mahadi doesn't believe in taking unnecessary risks, particularly in the Nine Hells where he can be permanently slain. Mahadi acts as the eyes and ears of Asmodeus in Avernus. As a deal broker and moderator, he's privy to all manner of dealings that might otherwise escape the attention of his patron.\",\"In his role as the master of the Wandering Emporium, Mahadi has received special dispensation from Asmodeus to travel freely between the Material Plane and the Nine Hells to operate his business, as well as to pursue information and broker contracts and other such arrangements as needed.\",\"In addition to managing the Wandering Emporium, Mahadi is also the proprietor and host of Infernal Rapture, a restaurant and spa. Since the establishment exists within a demiplane, patrons can comfortably visit it at any time, even while the caravan is on the move. As long as they can pay for services rendered, guests need not fear being trapped within, since Mahadi is very serious about maintaining the contract between host and guest. Each guest must agree to this formal arrangement prior to gaining entrance.\",\"Mahadi presents himself as a charismatic and gracious host. He makes each guest of Infernal Rapture feel as though they're the most important person in all the planes of existence, catering to their every whim and desire. While he is equally cordial to all guests of the Wandering Emporium, those entering his establishment fall under a special contract and therefore rank most highly in his esteem.\",\"Of course, guests leaving Infernal Rapture are expected to pay their bills in full prior to departure. If a guest cannot pay for whatever reason, the contract they signed on entry clearly stipulates their soul is forfeit. They're required to pay off their debt through service. All such individuals fall under the effect of a geas cast as a 9th-level spell, which cannot be willingly broken by the affected individual until their debt is paid in full. What Mahadi does with such defaulters depends on their capabilities. Some become indentured servants, working at Infernal Rapture. If they possess a talent for sales, they might eventually obtain a business to run within the Wandering Emporium.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGDIA/Mahadi the Rakshasa.webp\"}}]},{\"name\":\"Master of Souls\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Those who follow Myrkul are either wizards or those who seek to master the necromantic arts.\",{\"type\":\"entries\",\"name\":\"Delvers into Lore\",\"entries\":[\"Cultists of Myrkul study rituals that allow them to force the souls of the dead into service, compelling them to answer questions and share forgotten lore. They seek out arcane secrets in ancient ruins, and attempt to steal spellbooks and other tomes from wizards outside of the cult.\"]},{\"type\":\"entries\",\"name\":\"Cult Ranks\",\"entries\":[\"A follower of Myrkul wields a flail that has a skull replacing the normal flail's striking head. Necromites are initiates who have not yet mastered arcane magic and rely on their flails in battle. Skull lashers are spellcasters who use magic to augment their combat abilities. The Masters of Souls delve deep into Myrkul's secrets, allowing them to animate the dead and perform other grave magic.\"]}]}]}]},{\"name\":\"Mortlock Vanthampur\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Mortlock is tolerated by his mother, Duke Thalamra Vanthampur, and despised by his older brothers, Thurstwell and Amrik, who view him as a simpleton and an abomination. Half of Mortlock's face was scarred by fire when he was a child, and his disfigurement gives him a fearsome countenance.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGDIA/Mortlock Vanthampur.webp\"}}]},{\"name\":\"Necromite of Myrkul\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Those who follow Myrkul are either wizards or those who seek to master the necromantic arts.\",{\"type\":\"entries\",\"name\":\"Delvers into Lore\",\"entries\":[\"Cultists of Myrkul study rituals that allow them to force the souls of the dead into service, compelling them to answer questions and share forgotten lore. They seek out arcane secrets in ancient ruins, and attempt to steal spellbooks and other tomes from wizards outside of the cult.\"]},{\"type\":\"entries\",\"name\":\"Cult Ranks\",\"entries\":[\"A follower of Myrkul wields a flail that has a skull replacing the normal flail's striking head. Necromites are initiates who have not yet mastered arcane magic and rely on their flails in battle. Skull lashers are spellcasters who use magic to augment their combat abilities. The Masters of Souls delve deep into Myrkul's secrets, allowing them to animate the dead and perform other grave magic.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGDIA/Necromite of Myrkul.webp\"}}]},{\"name\":\"Night Blade\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Bhaal's cultists emulate their deity, carrying out gruesome murders to spread fear and horror. They are charming and disarming when they wish, but in combat their true, bloodthirsty nature comes to the fore.\",{\"type\":\"entries\",\"name\":\"Bloodletters\",\"entries\":[\"All cultists of Bhaal learn to call upon their god's power to leave their victims vulnerable to their long-bladed knives. When Bhaal's magic works its power, stab wounds erupt in terrible gouts of blood. Seemingly minor wounds plunge deep into a victim's body and cause terrible pain and bleeding.\"]},{\"type\":\"entries\",\"name\":\"Killers from the Shadows\",\"entries\":[\"Bhaal's followers are cunning murderers who kill to strike fear and thrive on sowing terror in the cities they inhabit. They can call upon their god's power to blend into the shadows with ease, or even turn {@condition invisible} for a crucial moment.\"]},{\"type\":\"entries\",\"name\":\"Cult Ranks\",\"entries\":[\"Low-ranking cultists of Bhaal are called night blades, whom Bhaal blesses with {@sense darkvision} and superior stealth. Reapers are the next rank up. They gain the ability to turn {@condition invisible} and can use Bhaal's magic to evade suspicion. The highest rank are the death's heads, who can take on the skull-faced guise of their deity to terrify their prey. In combat, they intimidate foes by shrugging off the deadliest attacks with ease, showing that resisting Bhaal's schemes is futile.\"]}]}]}]},{\"name\":\"Nine-Fingers Keene\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The current leader of the Guild, Nine-Fingers Keene, disdains flashy garb and illusion magic. She appears to the world as she is: an unassuming woman of middling age and build. Her forgettable looks have proven her greatest asset as a thief, as her victims have trouble recognizing her even when they meet her again face-to-face. Keene's leadership over the years earned her a reputation of thoughtful pragmatism. When necessary, she seeks revenge for offenses against the Guild—provided doing so is profitable. Her methods are vicious when necessary, and she is as feared as she is respected.\",\"Keene has become increasingly intolerant of the populous tide turning against her organization. While the occasional rabble-rouser has always impeded criminal business, the rise of organized crews and vigilantes is interfering with Guild operations. After a carefully coordinated attack on a patriar's estate fell to pieces when a vigilante clumsily alerted the estate guards, Keene declared open season on do-gooders of all stripes.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGDIA/Nine-Fingers Keene.webp\"}}]},{\"name\":\"Princeps Kovik\",\"source\":\"BGDIA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGDIA/059-kyqim-03-11.webp\"}}]},{\"name\":\"Raggadragga\",\"source\":\"BGDIA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGDIA/055-1ivlr-03-07.webp\"}}]},{\"name\":\"Reaper of Bhaal\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Bhaal's cultists emulate their deity, carrying out gruesome murders to spread fear and horror. They are charming and disarming when they wish, but in combat their true, bloodthirsty nature comes to the fore.\",{\"type\":\"entries\",\"name\":\"Bloodletters\",\"entries\":[\"All cultists of Bhaal learn to call upon their god's power to leave their victims vulnerable to their long-bladed knives. When Bhaal's magic works its power, stab wounds erupt in terrible gouts of blood. Seemingly minor wounds plunge deep into a victim's body and cause terrible pain and bleeding.\"]},{\"type\":\"entries\",\"name\":\"Killers from the Shadows\",\"entries\":[\"Bhaal's followers are cunning murderers who kill to strike fear and thrive on sowing terror in the cities they inhabit. They can call upon their god's power to blend into the shadows with ease, or even turn {@condition invisible} for a crucial moment.\"]},{\"type\":\"entries\",\"name\":\"Cult Ranks\",\"entries\":[\"Low-ranking cultists of Bhaal are called night blades, whom Bhaal blesses with {@sense darkvision} and superior stealth. Reapers are the next rank up. They gain the ability to turn {@condition invisible} and can use Bhaal's magic to evade suspicion. The highest rank are the death's heads, who can take on the skull-faced guise of their deity to terrify their prey. In combat, they intimidate foes by shrugging off the deadliest attacks with ease, showing that resisting Bhaal's schemes is futile.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGDIA/Reaper of Bhaal.webp\"}}]},{\"name\":\"Rilsa Rael\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The Guild kingpin of Little Calimshan. Among Little Calimshan's most notorious locations is the Calim Jewel Emporium, widely regarded as the best jeweler in the city—and the best place to fence stolen gems, as it's also the local Guild headquarters. In addition to hosting regular public forums in her shop, Rael tacitly oversees the Garden of Whispers, a maze of wood-and-paper screens where people from across the city can buy and sell secrets with Guild agents and each other, speaking through the barriers so as to maintain anonymity.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGDIA/Rilsa Rael.webp\"}}]},{\"name\":\"Skull Lasher of Myrkul\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Those who follow Myrkul are either wizards or those who seek to master the necromantic arts.\",{\"type\":\"entries\",\"name\":\"Delvers into Lore\",\"entries\":[\"Cultists of Myrkul study rituals that allow them to force the souls of the dead into service, compelling them to answer questions and share forgotten lore. They seek out arcane secrets in ancient ruins, and attempt to steal spellbooks and other tomes from wizards outside of the cult.\"]},{\"type\":\"entries\",\"name\":\"Cult Ranks\",\"entries\":[\"A follower of Myrkul wields a flail that has a skull replacing the normal flail's striking head. Necromites are initiates who have not yet mastered arcane magic and rely on their flails in battle. Skull lashers are spellcasters who use magic to augment their combat abilities. The Masters of Souls delve deep into Myrkul's secrets, allowing them to animate the dead and perform other grave magic.\"]}]}]}]},{\"name\":\"Smiler the Defiler\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Smiler has an unnerving smile—hence his name.\",\"A more apt name for this eladrin would be Smiler the Beguiler, as he's constantly trying to intoxicate others with his relentless optimism and shocking recklessness. Smiler thinks he can accomplish anything with a positive attitude and some death-defying stunt. Although he admits others might end up getting killed by his actions, he believes he can bend the multiverse to his whims if he tries hard enough. He's really quite insane.\",\"One of Smiler's favorite antics is to use a {@spell hallucinatory terrain} spell to create a little bit of the Feywild in Avernus: a beautiful woodland glade in which to lose himself for a few hours while he meditates and plots.\",\"This eladrin adventurer from the Feywild became stranded in Avernus after his companions abandoned him. He has spent the past seventy years roaming Avernus, making deals with fiends to survive. Smiler eventually sold his soul to a pit fiend, who gave him the means to topple a nycaloth warlord named Yarrasto. Smiler took control of the nycaloth's warband and their infernal war machines. Smiler's gang came to be known as Smiler's Defilers, and their ferocity terrified the other warlords of Avernus for a while.\",\"Three of Smiler's rivals—Bitter Breath, Feonor, and Princeps Kovik—joined forces to wipe out Smiler's Defilers. Smiler escaped and tears around Avernus on a Devil's Ride, looking for adventurers willing to help him get revenge on the warlords who ganged up on him. Mad Maggie remains his only ally, though he refuses to join her gang.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGDIA/Smiler the Defiler.webp\"}}]},{\"name\":\"Thavius Kreeg\",\"source\":\"BGDIA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGDIA/001-ud5xx-00-01.webp\"}},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGDIA/089-zbxl3-03-20.webp\"}}]},{\"name\":\"Thurstwell Vanthampur\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Thurstwell is a pale and sullen recluse in his forties. A veritable shut-in, he uses imps to spy on his brothers, Amrik and Mortlock. Thurstwell resents both of them—Amrik for being their mother's favorite, and Mortlock for being a monstrous dolt.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGDIA/Thurstwell Vanthampur.webp\"}}]},{\"name\":\"Torogar Steelfist\",\"source\":\"BGDIA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGDIA/Torogar Steelfist.webp\"}}]},{\"name\":\"Tressym\",\"source\":\"BGDIA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGDIA/Tressym.webp\"},\"title\":\"Slobberchops the Tressym\"}]},{\"name\":\"Ulder Ravengard\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Ulder Ravengard is a fearless soldier who rose up through the ranks of the Flaming Fist to become its supreme marshal. Ravengard used his military position and influence to secure for himself a seat on the Council of Four. Following the deaths of two council members amid a cloud of corruption and scandal, he persuaded the Parliament of Peers to back his election to grand duke.\",\"Upon ascending to the highest position in the city government, Ravengard refused to relinquish command of the Flaming Fist, making him the most powerful figure in the city by far. This decision has not endeared him to anyone, but Ravengard could care less about his popularity. His only concerns are the stability and prosperity of Baldur's Gate, and he doesn't trust any of the other dukes or anyone in the Parliament of Peers to put the city's interests before their own.\",\"Ravengard rose to grand duke on a platform largely backed by idealistic commoners and enemies of the other established dukes. While he won election handily, Ravengard has struggled in performing his duties, finding his hands tied at every turn by both overt and {@condition invisible} bureaucracy. Despite this, he's been a voice of reason and common sense on the Council of Four—if not the egalitarianism some hoped. He's also proven largely resistant to scandal and corruption, though many of his fellow dukes and those in the Parliament of Peers still regularly outmaneuver him politically. One of his only obvious pleasures remains the surprise inspections he regularly visits upon the troops at Wyrm's Rock.\",\"Ravengard was recently tricked into attending a diplomatic summit in Elturel, unaware that his political enemies in Baldur's Gate orchestrated this meeting in a fiendish plot to remove him from power. In his absence, the Flaming Fist is leaderless, the council rudderless.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGDIA/Ulder Ravengard.webp\"}}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-bgg.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"monsterFluff\"]},\"monsterFluff\":[{\"name\":\"Aerosaur\",\"source\":\"BGG\",\"_copy\":{\"name\":\"Dinosaurs\",\"source\":\"BGG\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A pterosaur the size of the most ancient dragons, an aerosaur boasts a wingspan of nearly 200 feet. Elemental energy traces patterns like lightning across its scales, giving additional thunderous power to the beating of its enormous wings.\"]}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Aerosaur.webp\"}}]},{\"name\":\"Altisaur\",\"source\":\"BGG\",\"_copy\":{\"name\":\"Dinosaurs\",\"source\":\"BGG\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The altisaur is a titanic sauropod often likened to a walking mountain, with craggy spines, patterns of elemental energy that glow in its hide like streams of lava, and eight massive legs the size of ancient trees. It creates gullies where its tail drags along the ground. Clouds often seem to gather around its head, which can reach as high as 150 feet off the ground.\"]}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Altisaur.webp\"},\"credit\":\"Claudio Pozas\"}]},{\"name\":\"Bag Jelly\",\"source\":\"BGG\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"A Dwarvish saga claims bag jellies are the result of a curse laid by Durgrid Bladeforge, who was beaten to death while hiding inside a giant's bag.\"],\"by\":\"Bigby\"},{\"type\":\"entries\",\"entries\":[\"Bag jellies are olive-hued oozes similar to the dungeon scavengers described in the{@i Monster Manual}. As their name suggests, though, these creatures are most often found in the bags carried by giants, where they feed on whatever organic material they find. Bag jellies are resistant to squishing, which helps them survive when a giant throws the bag, sits on it, or uses it as a makeshift bludgeon.\",\"Some giants keep their bags scrupulously clean to avoid attracting bag jellies, but others actually use these scavengers to hinder thieves. Many would-be thieves who rummage through a sleeping giant's bag find themselves stuck to a bag jelly's adhesive surface and unable to flee as the sound of their struggle wakes the giant.\"]},{\"type\":\"quote\",\"entries\":[\"I'm not one to discount Dwarvish sagas as a rule, but everyone knows that food left in a bag too long sometimes comes alive. \\\"Eat it before it eats you.\\\" That's my motto.\"],\"by\":\"Diancastra\"}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Bag Jelly.webp\"}}]},{\"name\":\"Barrowghast\",\"source\":\"BGG\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A hill giant who dies with an empty stomach, full of rage and regret, might become suffused with energy from the Negative Plane and rise as a barrowghast. Though it looks like little more than an animated corpse, a barrowghast is filled with necrotic energy and driven by spite and malice. Its blood is a thick and toxic ichor that gives the barrowghast a noxious stench.\",\"Barrowghasts no longer hunger for physical food and instead crave life energy drained from living creatures. They often target former family members and allies, but they feast indiscriminately on any creatures they encounter. When barrowghasts drain Humanoids' life energy, those Humanoids rise as zombies.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Barrowghast.webp\"}}]},{\"name\":\"Cairnwight\",\"source\":\"BGG\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Stone giants believe the god Skoraeus Stonebones inspires artists to create their finest stone carvings. Sometimes a giant pursues this divine inspiration to the exclusion of all other tasks, retreating into a spacious cavern and blocking out all distractions. Creating a masterwork can become such a driving obsession that death can't stop it: a giant who dies while creating art might rise as a cairnwight and continue the work. Once the artwork is completed, the cairnwight remains as its undying guardian.\",\"A cairnwight looks much like an emaciated stone giant. Its form is caked with lichens and mineral deposits, which help it blend with its cavern tomb. Should a creature attempt to interfere with the completion of the cairnwight's project, damage the art, or steal from the cairnwight, the giant petrifies the creature, places the resulting statue outside as a warning, then reseals its cavern vault.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Cairnwight.webp\"}}]},{\"name\":\"Ceratops\",\"source\":\"BGG\",\"_copy\":{\"name\":\"Dinosaurs\",\"source\":\"BGG\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Stretching over 200 feet from the tip of its enormous nose horn to the end of its spiky tail, a ceratops gleams with lines of vibrant green energy in its thickly scaled hide. Its horn alone is larger than most giants, and the ceratops can trample ancient forests under its feet when it becomes enraged.\"]}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Ceratops.webp\"}}]},{\"name\":\"Cinder Hulk\",\"source\":\"BGG\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Cinder hulks are distant descendants of fire giants who isolated themselves from the world and steeped themselves in the energy of the Elemental Planes. Over the course of centuries, these giants were transformed into Elementals made of smoke and cinders. Half the size of their giant ancestors, cinder hulks maintain the basic physical shape of fire giants, but ash and embers billow around their barely cohesive physical forms.\",\"Cinder hulks live in isolated enclaves in fiery locations on the Material Plane, in the Elemental Planes of Air and Fire, and especially in the Great Conflagration, the border region between those two planes. They retain none of the skills and motivation of their giant ancestors; they simply want to burn as much as they can until their own flames are extinguished. When a cinder hulk dies, it collapses into a billowing cloud of searing smoke.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Cinder Hulk.webp\"}}]},{\"name\":\"Cloud Giant Destiny Gambler\",\"source\":\"BGG\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Cloud giants rise in the ordning by amassing valuable and beautiful treasures—often by gambling. While many cloud giants are content with risking their wealth in games with each other, those who aim for the top of their ordning challenge all manner of beings in games of chance and wit. A destiny gambler is a cloud giant who has won increasingly high-stakes wagers against other giants, smaller folk, and even beings from the Outer Planes.\",\"Destiny gamblers wear half masks that cover their eyes. The masks' runic magic allows these giants not only to see normally, but also to see through illusions, invisibility, darkness, and other forms of magical trickery.\",\"Years of successful wagers make destiny gamblers so confident in their ability to win any challenge that they invite potential rivals to name the terms of a wager. Those who are foolish enough to issue a combat challenge quickly find these giants' magical prowess is nearly unmatched.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Cloud Giant Destiny Gambler.webp\"}}]},{\"name\":\"Cloud Giant of Evil Air\",\"source\":\"BGG\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Given their inherent link to elemental air, cloud giants who turn from the gods of the Ordning often gravitate to the service of Yan-C-Bin, Prince of Evil Air. These giants' cunning, charisma, and sheer physical and magical might make them well suited to leadership positions in the cults of Elemental Evil. A cult with a cloud giant at its head can be a formidable force of corruption and destruction in the world. As if that weren't enough, cloud giants often bring tremendous wealth with them, swelling the cult's coffers to finance more far-reaching operations.\",\"A cloud giant dedicated to Evil Air wears a magic vest adorned with wings made from roc feathers and enchanted with elemental air, allowing the giant to fly. The vest functions only for the giant who wears it.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Cloud Giant of Evil Air.webp\"}}]},{\"name\":\"Cradle of the Cloud Scion\",\"source\":\"BGG\",\"_copy\":{\"name\":\"Scions of Giants' Gods\",\"source\":\"BGG\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A slumbering scion of Memnor appears as a dense, slowly drifting tower of clouds that never dissipates. Often, this cloud lingers over a remote valley, creating a constantly overcast sky. Sapient creatures who live beneath this cloud often display superstitious and duplicitous behavior, almost unconsciously leaving gifts for \\\"rain spirits\\\" while playing mischievous pranks on each other.\",\"When roused, a cradle of the cloud scion manifests as a titanic air elemental made of fierce winds and wisps of cloud. It wields air and thunder to knock enemies from the sky.\",\"If the cradle is destroyed, the scion of Memnor emerges from the dissipating cloud, often laughing as if it just heard a great joke. Incredibly tall and lanky, the scion towers 75 feet tall and wields a morningstar made from magically dense clouds.\",\"It tends to regard other creatures as toys rather than serious threats, and it uses its illusion magic to manipulate creatures into fighting each other. If seriously threatened, it wields thunder and wind to demolish its enemies.\"]}]}}}}},{\"name\":\"Cradle of the Fire Scion\",\"source\":\"BGG\",\"_copy\":{\"name\":\"Scions of Giants' Gods\",\"source\":\"BGG\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A scion of Surtur slumbering at the peak of a volcano causes an unending plume of smoke to rise, sometimes lit from below by fiery bursts of lava. As the scion dreams of battle—perhaps a battle to rouse Annam from seclusion by uniting the giants or a war to conquer all in Surtur's name—the volcano rumbles and spews molten rage.\",\"If intruders disturb its resting place, the fire scion's cradle rises as a bipedal juggernaut of molten rock. Sometimes miners risk their lives to find rich veins of ore in a scion's volcano, or misguided fire cultists offer sacrifices meant to appease or awaken the volcano, and the awakened cradle defies all their expectations. Like a living volcano, the cradle hurls balls of magma at intruders, exhales fiery gases, and causes molten stone to erupt from the ground around it.\",\"If the cradle is destroyed, the scion of Surtur inside it awakens. Standing 60 feet tall, the scion's form is shrouded in a continual cloud of billowing ash and smoke. The awakened scion forms a blade of lava in its mighty hand and schemes to resume its ancient campaigns of conquest, preferably at the head of a fire giant army.\"]}]}}}}},{\"name\":\"Cradle of the Frost Scion\",\"source\":\"BGG\",\"_copy\":{\"name\":\"Scions of Giants' Gods\",\"source\":\"BGG\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A slumbering scion of Thrym encased in its cradle is functionally identical to a glacier or iceberg, nestled in an alpine valley or drifting in a polar sea. In its wintry seclusion, the scion dreams of battle and glory.\",\"If it is disturbed, the scion's cradle animates as a bipedal figure formed of ice and snow. It smashes intruders with its icy fists or hurls shards of its own icy substance at them, and it can exhale a blast of frigid air to freeze foes in place.\",\"If the cradle is destroyed, its icy body shatters to reveal the awakened scion of Thrym inside it. Forming a double-bladed axe in its hand, the 70-foot-tall scion rushes at any foe that dares to challenge it. Emulating sagas of Thrym, the scion can achieve a tremendous feat of strength: creating a glacier in the ground and hurling it skyward, along with any creatures standing on it.\"]}]}}}}},{\"name\":\"Cradle of the Hill Scion\",\"source\":\"BGG\",\"_copy\":{\"name\":\"Scions of Giants' Gods\",\"source\":\"BGG\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A slumbering scion of Grolantor is often mistaken for a hill, and sometimes people erect standing stones, a village, or a city on a scion's back, unaware of the mighty power beneath them. Such settlements can thrive for centuries, as the scion's magic causes crops to flourish and livestock to thrive in the surrounding region. An ancient tree towers from the crest of the hill.\",\"When roused, a cradle of the hill scion rises as a mass of dirt, stone, and roots with two massive arms. The cradle uses tree roots and waves of dirt to entangle and entomb foes.\",\"If the cradle is destroyed, the scion of Grolantor inside it awakens. Standing 50 feet tall, the scion devours everything within reach to satiate its hunger. Its powerful lungs can suck food straight into its gullet. The scion uses a great tree to bat foes far into the distance.\"]}]}}}}},{\"name\":\"Cradle of the Stone Scion\",\"source\":\"BGG\",\"_copy\":{\"name\":\"Scions of Giants' Gods\",\"source\":\"BGG\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A scion of Skoraeus typically slumbers deep in the heart of a towering mountain, almost becoming one with the earth. While the scion dreams, the mountain's minerals are transformed into fine carving stones and brilliant gems.\",\"If a miner tunnels too close to the heart of the mountain, the cradle awakens as a bipedal mass of stone and crystals. It brings the weight of the mountain down on the intruder's head and unleashes an earsplitting roar that can collapse mine tunnels.\",\"If the cradle is destroyed, the scion of Skoraeus inside it awakens. At nearly 70 feet tall, it towers over most other creatures and wields a mass of crystal as a club. Once awakened, the scion continues to pursue the art that ornamented its dreams, seeking to mold and shape stone into beautiful elegance. If it needs more raw materials, the scion can transform a living creature in its palm into stone.\"]}]}}}}},{\"name\":\"Cradle of the Storm Scion\",\"source\":\"BGG\",\"_copy\":{\"name\":\"Scions of Giants' Gods\",\"source\":\"BGG\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A scion of Stronmaus often slumbers high in the sky or deep in the ocean, where the tumult caused by the scion's restless sleep has little effect on the world. If it drifts too near the ground or the ocean surface, it causes mighty storms or fierce maelstroms. A scion's slumber is filled with dreams ranging from inspiring visions of Annam's return to melancholy prophecies of inevitable decline, from joyful glimpses of an idyllic past to horrific nightmares of torment and devastation.\",\"A cradle of the storm scion stirs into action not only when the scion is threatened but also if the scion's sleep is troubled by nightmares. When roused, the cradle takes on a vaguely giant-shaped form consisting of air, water, and ice whirling in fury.\",\"If the cradle is destroyed, the scion of Stronmaus inside it awakens. Among the mightiest creatures of all giantkind, the scion stands 80 feet tall. It often finds some relief in waking and being freed from its troubling dreams, so it doesn't necessarily lash out in violence when emerging from its cradle. But it's not particularly interested in Humanoids or other little creatures—either in conversing with them or in protecting them from harm it might cause.\",\"If the scion is threatened, it unleashes elemental might like few other forces in the multiverse can muster: blades of lightning, boulder-sized hailstones, and a storm of churning elements.\"]}]}}}}},{\"name\":\"Death Giant Reaper\",\"source\":\"BGG\",\"_copy\":{\"name\":\"Death Giants\",\"source\":\"BGG\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Death giant reapers wield massive scythes and wear armor that resembles the carapaces of giant insects. They wield the magic of shadow, which lets them take on a ghastly appearance and disappear, as well as twist shadow into terrifying bolts of energy that drain the vigor of their victims.\"]}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Death Giant Reaper.webp\"}}]},{\"name\":\"Death Giant Shrouded One\",\"source\":\"BGG\",\"_copy\":{\"name\":\"Death Giants\",\"source\":\"BGG\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A death giant shrouded one has learned the secrets of death magic—some say from the Raven Queen herself. A shrouded one collects the skulls of fallen kin and inscribes the death rune on a prized skull from this grisly collection. Abandoning armor in favor of gloomy robes, the shrouded one uses rune magic to create a shadowy scythe blade at the end of a staff and to conjure an aura of tormented souls for protection.\"]}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Death Giant Shrouded One.webp\"}}]},{\"name\":\"Death Giants\",\"source\":\"BGG\",\"entries\":[{\"type\":\"section\",\"name\":\"Death Giants\",\"entries\":[\"Long ago, a large band of cloud giants traveled to the Shadowfell in search of a way to preserve their collapsing empire. Desperate to save themselves and their way of life, they collectively made a bet with the Raven Queen, a mysterious god of death and memory who dwells on that plane. Accounts of that bet and its outcome vary: some say the Raven Queen answered every riddle the giants posed until the giants collapsed from exhaustion, while others describe a series of increasingly improbable events favoring the Raven Queen in every wager. What is certain is that the giants severely underestimated the Raven Queen. When they lost their wager, the Shadowfell became their home, and they have grudgingly served the Raven Queen ever since.\",\"Over time, the Shadowfell transformed these giants; their bodies shriveled, and their complexions took on a deep-purple hue. They became the first death giants, and their descendants haunt the Shadowfell to this day, searching both that plane and the Material Plane for souls that might please their divine queen.\",{\"type\":\"quote\",\"entries\":[\"Most giants know better than to make regular use of the death rune.\"],\"by\":\"Diancastra\"},{\"type\":\"quote\",\"entries\":[\"\\\"Know better\\\"? Perhaps, but there's no denying that death giants can make excellent use of it.\"],\"by\":\"Bigby\"}]}]},{\"name\":\"Dinosaurs\",\"source\":\"BGG\",\"entries\":[{\"type\":\"section\",\"name\":\"Dinosaurs\",\"entries\":[\"When Annam's children first began to populate the worlds of the Material Plane, the All-Father created behemoth dinosaurs to live alongside them as companions. The primeval magic used to create the dinosaurs still thrums through their being and manifests in colorful, scar-like lines on their towering bodies. Some of these ancient dinosaurs persist in timeless jungles, hidden enclaves, and other lands untouched by the rest of the world.\"]}]},{\"name\":\"Dust Hulk\",\"source\":\"BGG\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Dust hulks are descended from enclaves of stone giants who lived in extreme environments, isolated from others. Elemental energy from the Plane of Air eroded their physical forms and slowly transformed them into Elementals. They are little more than clouds of gravel and dust, barely maintaining a cohesive form. When a dust hulk dies, it disperses into a cloud of dust.\",\"Dust hulks retain their ancestors' passion for artistry, but instead of carving stone, they view their bodies as living works of art. As they fly, coursing along wind currents or blowing through underground tunnels like living sandstorms, they create mesmerizing dances with their ever-shifting forms.\"]},{\"type\":\"quote\",\"entries\":[\"It's tempting to view the various hulks as symbols of the long, slow decline of the giants as a people. But that's hardly fair to the giants who still survive and thrive in the world, heirs of tremendous glory.\"],\"by\":\"Bigby\"}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Dust Hulk.webp\"}}]},{\"name\":\"Echo of Demogorgon\",\"source\":\"BGG\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"No transformation wrought by the hand (or tentacle, whatever) of a demon lord is rightly understood as a \\\"blessing.\\\"\"],\"by\":\"Bigby\"},{\"type\":\"entries\",\"entries\":[\"Some legends claim the first ettins were orcs transformed by Demogorgon, the Prince of Demons, while others tie their origin to Grolantor or another god of the Ordning. Whatever the truth of their origin, ettins sometimes recognize a kindred soul in the two-headed Demogorgon and devote themselves to his service. Those who prove exceptionally valuable to Demogorgon's purposes in the Material Plane are rewarded with a \\\"blessing\\\" that transforms them into monstrous echoes of their demon patron.\",\"The arms of an echo of Demogorgon transform into powerful tentacles, and the heads take on a more bestial appearance. The transformation leaves the echo frenzied with rage; the two heads shout and howl at each other with a fury that resounds with demonic magic, sowing discord and confusion around them. As the echo's monstrous heads roar and bite at each other, nearby creatures are racked with psychic pain or join in the ruckus, attacking their allies.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Echo of Demogorgon.webp\"}}]},{\"name\":\"Ettin Ceremorph\",\"source\":\"BGG\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Mind flayers, which are described in the{@i Monster Manual}, are created through ceremorphosis, a process that begins with the implantation of an illithid tadpole in the brain of a Humanoid host. Mind flayers have subjected giants to this process in an effort to create larger, stronger mind flayers, but those experiments all ended in failure: a giant's body is simply too large for a single tadpole to take over. Ettins, however, proved to be perfect subjects. An ettin's two brains provide sufficient food for two tadpoles, and the two tadpoles are able to transform the entirety of the ettin's body, creating an ettin ceremorph. As part of the transformation process, one of the ettin's heads sinks into the body, with that brain focused on controlling the body. The other head focuses on cogitation and psionic power, though its power is not as great as a mind flayer's.\",\"Ettin ceremorphs serve mind flayer colonies, protecting the elder brains that rule the communities and guarding their treasures. They retain no memory of their previous existence as ettins.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Ettin Ceremorph.webp\"}}]},{\"name\":\"Fensir Devourer\",\"source\":\"BGG\",\"_copy\":{\"name\":\"Fensirs\",\"source\":\"BGG\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Some fensirs undergo a transformation after living in Ysgard for at least a thousand years. They grow rapidly to a height of 25 feet, fueled by an insatiable hunger. These fensir devourers use their great size and strength to overwhelm foes. They can also issue a baleful curse in their final moments.\"]}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Fensir Devourer.webp\"}}]},{\"name\":\"Fensir Skirmisher\",\"source\":\"BGG\",\"_copy\":{\"name\":\"Fensirs\",\"source\":\"BGG\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Fensir skirmishers boast great skill in battle, honed over centuries of endless conflict on the battlefields of Ysgard. They also wield elemental magic of earth and stone. True to their giant heritage, they can transform even a pinch of mud or gravel into a boulder suitable for hurling, and the thrown stone grows in flight to knock its target flat on impact.\"]}]}}}}},{\"name\":\"Fensirs\",\"source\":\"BGG\",\"entries\":[{\"type\":\"section\",\"name\":\"Fensirs\",\"entries\":[\"Long ago, a band of frost giants led trolls in a campaign to win Annam's favor by conquering the outer plane of Ysgard. The campaign's aspirations of conquest quickly failed, but the raiders discovered a key feature of Ysgard: creatures slain on that plane return to life the next dawn. Thus, the giants' incursion became a part of the eternal battle that rages across the plane. The trolls, whose fundamental nature was altered by constant regeneration and rebirth amid the energy of Ysgard, slowly changed into entirely new creatures: fensirs.\",\"Fensirs' troll ancestry is hardly apparent in their appearance. They retain prominent noses and a hint of green in their skin but otherwise resemble relatively small frost or stone giants. They use armor and weapons similar to what other combatants on Ysgard use in the eternal battle.\",\"The transformation that created fensirs left them with an odd quirk to their regenerative powers: their regeneration doesn't function in sunlight, and in fact, sunlight can turn these creatures to stone.\",{\"type\":\"quote\",\"entries\":[\"Bringing trolls to a place where nothing ever truly dies seems like a transparently bad idea. What were those giants thinking?\"],\"by\":\"Bigby\"},{\"type\":\"quote\",\"entries\":[\"And yet, can we fairly say that the existence of fensirs is \\\"transparently bad\\\"? Some might argue they are a significant improvement over trolls. At the very least, the diversity of life in the multiverse increased, and new wonders were revealed. That's only bad if you think a small universe that fits within your narrow understanding is good.\"],\"by\":\"Diancastra\"}]}]},{\"name\":\"Firbolg Primeval Warden\",\"source\":\"BGG\",\"_copy\":{\"name\":\"Firbolgs\",\"source\":\"BGG\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Like giant priests of Hiatea, firbolgs who serve her fall into two distinct roles that parallel Hiatea's dual nature. At home, primeval wardens tend the hearths and tutor the young. Primeval wardens who patrol the borders of firbolg communities are fierce hunters who guard against external threats and incursions.\"]}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Firbolg Primeval Warden.webp\"}}]},{\"name\":\"Firbolg Wanderer\",\"source\":\"BGG\",\"_copy\":{\"name\":\"Firbolgs\",\"source\":\"BGG\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Firbolgs inspired by the saga of Diancastra embark on adventures to create their own legends. These wanderers use their magic for trickery and disguise to emulate Diancastra.\"]}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Firbolg Wanderer.webp\"}}]},{\"name\":\"Firbolgs\",\"source\":\"BGG\",\"entries\":[{\"type\":\"section\",\"name\":\"Firbolgs\",\"entries\":[\"Distant cousins of giants, the first firbolgs wandered the primeval forests of the multiverse, and the magic of those forests entwined itself with the firbolgs' souls. Ages later, that magic still thrums inside firbolgs.\",\"Firbolgs are often drawn to the service or emulation of the gods Diancastra and Hiatea. Firbolgs' innate magic of obscurement and trickery resonates with Diancastra's wily resourcefulness. A traditional emphasis on community and harmony leads many firbolgs to pledge themselves to Hiatea's service.\"]}]},{\"name\":\"Fire Giant Forgecaller\",\"source\":\"BGG\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A fire giant who masters traditional rune magic can control the heat of a volcanic environment and conjure raw elemental energy of fire and magma. In a fire giant community, these forgecallers oversee both forges and the community's defense, often in Surtur's name. Some forgecallers prefer to live and work in isolation, seeking the hottest fires in volcanoes' hearts or the Elemental Plane of Fire to pursue their own crafts and studies.\",\"A forgecaller is a walking furnace, clad head to toe in plate armor that seems to barely contain intense heat and billowing smoke. They conjure waves of magma and can fly by jetting magical fire from their legs and body.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Fire Giant Forgecaller.webp\"}}]},{\"name\":\"Fire Giant of Evil Fire\",\"source\":\"BGG\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A fire giant is born around flame, works with flame, and lives among flames, but a fire giant who gazes into flames too deeply may see the Prince of Evil Fire, Imix, gazing back. Giants who fall to Imix's corruption might leave their homes to join with likeminded cultists, but others remain within their communities to pursue Imix's destructive agenda.\",\"A fire giant of Evil Fire forges a set of armor and weapons in flames blessed by Imix. The giant can then call on these magical flames to strike the foes of the Eternal Flame. The armor forged in these flames welds to the flesh, so while the giant isn't burned, the armor can't be removed once donned. When the giant dies, the armor explodes as a final gift from the All-Consuming Fire.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Fire Giant of Evil Fire.webp\"}}]},{\"name\":\"Fire Hellion\",\"source\":\"BGG\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"To my mind, the fire hellion perfectly illustrates the difference between natural fire and the corrupt flames of the Nine Hells.\"],\"by\":\"Bigby\"},{\"type\":\"entries\",\"entries\":[\"Fire giants study war in its many forms across the multiverse, which sometimes leads the giants to a fascination with the Blood War—the endless conflict between demons and devils across the Lower Planes. Such a giant might enter into a pact with a powerful devil, hoping to learn tactics the devils have fine-tuned over millennia and to acquire magical gifts to help the giant rise in the ordning.\",\"Over time, the giant is corrupted, becoming a Fiend in its own right. The devil teaches the giant how to forge with infernal iron and hellfire, enabling the giant to craft weapons that can funnel the souls of the slain to Avernus, the first layer of the Nine Hells. In this way, the devil stands to gain a constant supply of souls from the giant's enemies, as well as the promise that the giant will serve the devil as a smith in the Nine Hells after death.\",\"The corrupted fire giant takes on fiendish features, including horns, cloven hooves for feet, and a forked tail.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Fire Hellion.webp\"}}]},{\"name\":\"Firegaunt\",\"source\":\"BGG\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A fire giant whose burning hatred prevents it from moving on to the afterlife rises as a firegaunt. Spawned from deep rancor, the firegaunt seeks out living creatures to destroy. Like a specter, it doesn't seek redemption; it just hopes to cause as much destruction as possible before attaining its final oblivion.\",\"A firegaunt looks like a severely burned corpse. Supernatural crimson flames flow through its veins, erupting from its wounds and its mouth.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Firegaunt.webp\"}}]},{\"name\":\"Flesh Colossus\",\"source\":\"BGG\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"During the dawn of the giants' empires, twisted minds sought to make their fallen comrades continue their service. Wizard giants stitched and wove the flesh of various giants over an adamantine skeleton, creating a grisly colossal construct. Inside the flesh colossus's chest is a stone sphere infused with spirits from each elemental plane acting as its core.\",\"To this day, some of these ancient flesh colossi guard abandoned ruins, sites sacred to giants, and lost treasures—and possibly the procedure to create new examples of their kind.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Flesh Colossus.webp\"}}]},{\"name\":\"Fomorian Deep Crawler\",\"source\":\"BGG\",\"_copy\":{\"name\":\"Fomorians\",\"source\":\"BGG\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Deep crawlers are fomorians whose bodies are adapted to crawling through the tunnels of the Underdark, perhaps in imitation or in honor of Karontor, \\\"the king that crawls.\\\" Their limbs are long and sinuous, and their grip is strong enough for them to climb walls and ceilings.\"]}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Fomorian Deep Crawler.webp\"}}]},{\"name\":\"Fomorian Noble\",\"source\":\"BGG\",\"_copy\":{\"name\":\"Fomorians\",\"source\":\"BGG\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Before their banishment to the Underdark, fomorians ordered themselves based on achievements of knowledge and magical power. Before Karontor urged his descendants into an ill-fated assault against the Feywild, some of the most ambitious, inquisitive, and power-hungry fomorians felt they had already learned all they could from the Material Plane, and they departed to the Inner Planes, where they could continue their journeys of knowledge unopposed.\",\"In their arrogance, these fomorian nobles unknowingly escaped the dreadful fate of their kin, and they remain unchanged in their remote enclaves. Occasionally they return to the Material Plane to survey the world they left. With angular features and apparently ageless faces, these fomorians resemble gigantic elves.\",{\"type\":\"quote\",\"entries\":[\"The fomorian nobles I have met are so utterly unrepentant and so unmoved by the plight of their cursed kindred that I struggle to embrace them as my cousins.\"],\"by\":\"Diancastra\"}]}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Fomorian Noble.webp\"}}]},{\"name\":\"Fomorian Warlock of the Dark\",\"source\":\"BGG\",\"_copy\":{\"name\":\"Fomorians\",\"source\":\"BGG\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Some fomorians search for the arcane glory their kind possessed before their banishment into the Underdark. They forge magical pacts with entities of the dark—perhaps powerful Fey of the Gloaming Court or eldritch entities buried deep in the Underdark. Their pacts give these fomorians power over shadows, allowing them to mold and shape darkness like clay.\"]}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Fomorian Warlock of the Dark.webp\"}}]},{\"name\":\"Fomorians\",\"source\":\"BGG\",\"entries\":[{\"type\":\"section\",\"name\":\"Fomorians\",\"entries\":[\"Descended from Annam's son Karontor, fomorians once occupied a place in the giants' ordning between hill and stone giants. In ancient times, they were scholars of magic known for their keen intellect—but also for their inflated egos and sense of entitlement. Karontor exploited these qualities, tempting them with promises of higher standing in the ordning, and incited his descendants to launch an assault on the Feywild. When the assault failed, the fomorians were banished to the Underdark and their god was consigned to a subterranean prison. Subjected to the strange magic of the Underdark, the fomorians' bodies and souls twisted until they became the fomorians of today.\"]}]},{\"name\":\"Frost Giant Ice Shaper\",\"source\":\"BGG\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Frost giants who master rune magic are known as ice shapers, and their sheer power typically contributes to a meteoric rise in the giants' ordning. Many of them end up as jarls, leading their communities, or as advisers to jarls—often the true power behind the throne. They are usually devoted to Thrym.\",\"True to their name, these ice shapers manipulate the raw elemental energy of air and water to wield ice in both offense and defense. They summon ice elementals in the shape of wolves, cloak themselves in icy armor, and just as quickly turn that armor into a hail of deadly ice shards.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Frost Giant Ice Shaper.webp\"}}]},{\"name\":\"Frost Giant of Evil Water\",\"source\":\"BGG\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"I learned enough about the Temple of Elemental Evil in my studies with Mordenkainen that I regard giants connected to the cult with a healthy amount of respect. When you combine a cultist's fanatical devotion with a giant's sheer power, the result can be horrifying.\"],\"by\":\"Bigby\"},\"Though primordials of frost and ice do exist (most notably Cryonax, who is sometimes considered almost the equal of the four Princes of Elemental Evil), frost giants who turn from the gods of the Ordning to embrace Elemental Evil are more likely to serve Olhydra, the Princess of Evil Water. To these giants, water is a cruel and destructive force that finds its ultimate expression in ice. These cultists of Evil Water often hide their allegiance as long as possible while urging their communities to everincreasing depths of cruelty and violence, but if the cultists' apostasy is revealed and they are exiled, they often end up as leaders of Olhydra's cults in colder regions.\",\"Olhydra grants these frost giants the ability to breathe underwater, and they wield armor and weapons that reflect their commitment to the cult. Their armor is outfitted with enormous crossbows that can launch barbed harpoons, which the giants use to drag enemies into or through the water.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Frost Giant of Evil Water.webp\"}}]},{\"name\":\"Frostmourn\",\"source\":\"BGG\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"When a frost giant is murdered in a dishonorable manner—perhaps poisoned, stabbed in the back, or killed while sleeping—the slain giant can rise as a frostmourn. Driven by its desire for vengeance, the frostmourn can turn the living into frozen statues with a touch or blast enemies with frigid wind. Achieving vengeance is not always enough to grant these creatures rest; often, their hatred and loathing of the living is sufficient to keep them roaming the wilds for years after their murderers are slain.\",\"A frostmourn looks like a desiccated corpse mummified by exposure to bitter cold. It carries the marks of its death on its body: a wound that seeps frosty vapor or vibrant, purple veins showing the ravages of poison. It can momentarily dissolve its body into a swirling blizzard to avoid harm, reforming at a distance to continue its assault.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Frostmourn.webp\"},\"credit\":\"Daneen Wilkerson\"}]},{\"name\":\"Fury of Kostchtchie\",\"source\":\"BGG\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Frost giants who struggle to rise in their ordning, along with those who reject Annam and his children, sometimes turn to the worship of the demon lord Kostchtchie. In the myths of these giants, Kostchtchie was once a frost giant of such tremendous might that he slew a demon lord in single combat, claimed its Abyssal realm for himself, and now waits for other frost giants to join him in conquering the rest of the Abyss.\",\"When Kostchtchie answers the pleas of giants, he gives them supernatural strength and ferocious bloodlust. The giants' muscles expand, their arms extend past their knees, and bitter cold surrounds them. The demon lord's gifts come at a cost, though, as the giants' souls slowly burn away to fuel these newfound powers. Over time, the sensation of burning in the chest intensifies, driving these giants into a frenzy. The newly transformed Fiends quickly find that only combat can numb the burning.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Fury of Kostchtchie.webp\"}}]},{\"name\":\"Gargantua\",\"source\":\"BGG\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"From time to time—perhaps once a generation, under a particular configuration of stars and planets, or at the whim of some malicious god—a gargantua is born to giant parents. Though the child appears like any other of its kind, the creature's true nature manifests upon reaching adulthood: its complexion turns purplish and horns sprout from its head. The gargantua grows rapidly, eventually towering over other giants at a height of 40 feet or more.\",\"Most gargantuas do not feel at home in giant communities and end up searching for homes large enough to hold their enormous frames. They might find a suitable home in an ancient forest, a deep canyon, or an immense cavern in the Underdark. Some gargantuas seek only peace and solitude, while others lash out fiercely at a world that fears them.\",\"Giants tell a variety of stories to explain the existence of gargantuas. One tale connects their origin to an ancient enclave's pact with an entity from the Far Realm. Another claims that Karontor, \\\"the banished son\\\" of Annam, creates gargantuas in retaliation for his imprisonment. A third blames Annam, claiming the All-Father of the giants is disgusted with his descendants and seeks to destroy them.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Gargantua.webp\"}}]},{\"name\":\"Giant Goose\",\"source\":\"BGG\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Giants keep geese as livestock for eggs and because geese make excellent sentries, protecting the giants' property with their keen senses and loud voices. Not only are giant geese from fey stock significantly larger than ordinary geese, but they also have two magical properties that make them even more valuable: their honk is a powerful defense against intruders, and they can lay eggs with shells of pure gold.\",\"When commanded by its keeper, a giant goose lays a golden egg—a hollow shell of gold, 1 foot long and weighing 2 pounds. The shell is worth 100 gp. Sometimes, the egg inexplicably contains some kind of small trinket or minor magic item. Once it lays a golden egg, a giant goose can't do so again for a year and a day.\",\"You can use the {@item Goose Egg Trinket|BGG} table to determine the contents of a golden egg. A giant goose's egg can be a great way to give characters an item that's important to the story of an adventure or your campaign.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Giant Goose.webp\"}}]},{\"name\":\"Giant Lynx\",\"source\":\"BGG\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Though they're often mistaken for mundane cats, giant lynxes are magical creatures with origins in the snowy woodlands of the Feywild. Their coats grow lighter in winter, helping to camouflage them in their favored habitats even when the landscape is draped in snow.\",\"Giant lynxes are crafty hunters, cooperating in small groups to trap prey and occasionally using a magical gift to scout likely hunting locations. They're also smart enough to outwit many of the hunters who seek to trap them for their fur, and they're fond of disabling any trappers' snares they find in their territories.\",\"Frost and cloud giants sometimes befriend giant lynxes and treat them as beloved pets. As long as the lynxes' intelligence and independence are respected, the creatures are happy to share their divination magic with their giant companions.\",{\"type\":\"quote\",\"entries\":[\"Shortly before encountering the frost giant whose well-placed boulder ended my human existence, Mordenkainen and I saw a giant lynx. It was just staring into space, in that oh-so-feline way. Mordenkainen wanted to talk to it, to find out what it was looking at, but I successfully dissuaded him.\"],\"by\":\"Bigby\"},{\"type\":\"quote\",\"entries\":[\"When you see a giant lynx staring into space, you can be quite sure it's looking at something that isn't there. Or at a ghost.\"],\"by\":\"Diancastra\"}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Giant Lynx.webp\"}}]},{\"name\":\"Giant Ox\",\"source\":\"BGG\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Giant oxen labor as beasts of burden for giants of all kinds, pulling plows, hauling oversized carts, and performing similar tasks well suited to their tremendous strength. These cattle are covered in thick, shaggy hide, often in vibrant colors, such as sky blue or deep violet.\",{\"type\":\"quote\",\"entries\":[\"It's easy to get caught up in the wonders of giant-sized wildlife when you're wandering some pocket of a primeval world tucked away in a remote valley or demiplane somewhere. \\\"Look, that goose laid a golden egg!\\\" \\\"Look, that ox is blue!\\\" \\\"Look, this ram's magic fleece is so soft!\\\" Then a tick that's bigger than you tries to drain every drop of blood from your body. Nope, nope, nope. Time to go home.\"],\"by\":\"Bigby\"}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Giant Ox.webp\"}}]},{\"name\":\"Giant Ram\",\"source\":\"BGG\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Giant rams are prized livestock among giants. The rams' fleece stores magical energy by absorbing ambient magic and drawing power from spells. While a ram is alive and unshorn, it uses its fleece's magic for self-defense, channeling the power it absorbs into a magical blast to drive off predators.\",\"If the fleece is shorn from the ram without damaging the creature, it can be made into a protective magical garment. When woven into cloth, the fleece serves as a cloak of protection. It can also be woven into the lining of armor to make armor of resistance that protects against cold, fire, or lightning damage.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Giant Ram.webp\"}}]},{\"name\":\"Giant Tick\",\"source\":\"BGG\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Ticks the size of boars have feasted on the blood of giants for countless ages. Though these parasites are painful nuisances to giants, they can be terrible threats to smaller folk, since a hungry tick will consume the blood of any creature it can catch.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Giant Tick.webp\"}}]},{\"name\":\"Gigant\",\"source\":\"BGG\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A gigant is a towering insectile creature variously regarded as a harbinger of doom, a defender of nature, and a divine messenger of mysterious purpose. Giants regard them as a plague, since gigants prefer giants over other food. Some giants claim gigants are created by the weird magical aura that surrounds a gargantua.\",\"A gigant resembles an enormous beetle with legs ending in sharp talons. It uses its talons to bring creatures to its enormous mandibles, which are strong enough to carry a giant to the gigant's nest to be devoured.\",\"A gigant's wings are usually folded under its carapace, but the speedy flier can also beat its wings to create a horrible sound or to spread a toxic dust.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Gigant.webp\"}}]},{\"name\":\"Goliath Giant-Kin\",\"source\":\"BGG\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Goliaths are Humanoids distantly related to giants. Infused with the supernatural essence of their ancestors' mountainous home, goliaths have the strength and fortitude to garner a giant's respect. Communities of goliaths who live in close relationship with giants emulate them and are recognized by the giants as kin. These goliath giant-kin often act as liaisons between giant clans and other Humanoids.\",\"Though they rarely stand more than 8 feet tall, goliaths can hold their own in contests of strength with ogres. Goliath giant-kin can also channel the magic of their giant relatives into mighty melee attacks.\",\"Though they are not part of the ordning, goliath giant-kin often revere the divine ancestors of the giants, with a particular affinity for Annam's daughters: Diancastra, Hiatea, and Iallanis. They also tend to extol the same virtues as the giants they live alongside, so goliath giant-kin dwelling near frost giants boast of their might, while those dwelling with stone giants cherish artistry.\",{\"type\":\"quote\",\"entries\":[\"Few things bring me as much delight as goliaths who strive to celebrate their connection to the magnificent history of giants. When they sing me hymns, their voices are sweetest.\"],\"by\":\"Diancastra\"}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Goliath Giant-Kin.webp\"}}]},{\"name\":\"Grinning Cat\",\"source\":\"BGG\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Grinning cats are mischievous Fey who delight in pestering and misleading travelers. They resemble oversized domestic cats with long, needlelike claws, but they're distinguished by the wide, toothy smiles that give them their name.\",\"Grinning cats often dwell in or near giants' enclaves. They spend much of their time invisible, lounging on tree branches until prey—or a potential conversation partner—wanders by. While trading riddles or witticisms, a cat often decides to reveal its grin, its tail, or sometimes its whole head to confuse or intimidate the creature it's talking to.\",\"A grinning cat can be persuaded to bestow one of its whiskers as a gift. A creature holding a whisker can use it to cast the misty step spell once, then the whisker turns to smoke and is destroyed. If a grinning cat is slain, {@dice 2d12} of its whiskers can be retrieved for this purpose.\",{\"type\":\"quote\",\"entries\":[\"My one and only interaction with a grinning cat made me want to wipe the smirk off that thing's face with a great big clenched fist, if you get my meaning.\"],\"by\":\"Bigby\"},{\"type\":\"quote\",\"entries\":[\"Trust me when I tell you that the cat was every bit as annoyed as you were, my friend.\"],\"by\":\"Diancastra\"}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Grinning Cat.webp\"}}]},{\"name\":\"Hill Giant Avalancher\",\"source\":\"BGG\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Hill giants who master rune magic discover a close connection to the natural forces of earth and stone. Their magic, combined with their size and strength, helps them quickly rise to positions of leadership.\",\"These hill giants drape themselves in rocks attached to chains or ropes, then use their magic to knock down and pummel their foes with these stones. This magic, combined with their ability to defeat and devour their prey as quickly as a torrent of boulders cascades down a mountain, leads other giants to call them avalanchers.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Hill Giant Avalancher.webp\"}}]},{\"name\":\"Lightning Hulk\",\"source\":\"BGG\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"At least the lightning hulk and the dust hulk seem satisfied with their lot in life. There's a grace to their existence, as fractured as it seems.\"],\"by\":\"Bigby\"},\"Lightning hulks are the descendants of storm giants who retreated from the world in ages past. Over the course of centuries, the elemental nature of these giants—aided by infusions of energy from the Elemental Planes—grew to dominate these giants, eventually freeing them from the limitations of flesh.\",\"A lightning hulk is essentially a living bolt of lightning, with the one lasting vestige of its former nature being a vague face that appears at the head of the bolt as it streams through the air. In rare moments, the hulk coalesces into a bipedal shape resembling a storm giant, but these moments are as fleeting as a lightning strike. At other times, particularly when near metal or solid earth, the hulk seems on the verge of dispersing entirely, losing its last shreds of cohesion as a single entity. Its mental state is similarly incoherent: a lightning hulk rushes from one place to another with little sense of purpose and no hint of the contemplation that occupies its distant cousin giants.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Lightning Hulk.webp\"}}]},{\"name\":\"Maw of Yeenoghu\",\"source\":\"BGG\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Hill giants are known for their voracious appetites, which can attract the attention of the demon lord Yeenoghu, known as the Beast of Butchery. A cruel hill giant sometimes turns to Yeenoghu for help in expanding the reach of its malevolence. Occasionally a hill giant consumes an evil artifact that transforms the giant into a fiendish form. Once in a while, Yeenoghu whispers promises of power in the dreams of a giant whose hunger surpasses other giants'. In any case, the result is a ravenous monster called a maw of Yeenoghu, which is wholly devoted to the demon lord.\",\"A maw of Yeenoghu grows a mane of hair and hunches over like a gnoll. Its jaw grows and widens, and its mouth fills with multiple rows of sharp teeth. These teeth constantly grow, driving the maw to bite and chew on anything within reach. Some maws desperately rip the teeth from their mouth for relief, but the teeth quickly regrow. Cunning maws use this phenomenon as a ready supply of weaponry, throwing clusters of teeth at their foes.\",\"A maw of Yeenoghu charges at its prey on all fours with its mouth wide open, scraping the ground like a plow.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Maw of Yeenoghu.webp\"},\"credit\":\"Daarken\"}]},{\"name\":\"Mist Hulk\",\"source\":\"BGG\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"I mourn for the hulks, all of them. The sight of a mist hulk, in particular, fills me with a melancholy that is hard to shake off.\"],\"by\":\"Diancastra\"},\"Descended from ancient cloud giants, mist hulks are Elementals that embody their ancestors' mixed elemental nature of Air and Water. After countless ages of isolation—often on one of the Elemental Planes or some hidden demiplane—they retain the barest hint of their ancestors' physical form, and even less of the giants' culture.\",\"A mist hulk resembles a bipedal figure made of dark rain clouds. Parts of its body seem more solid than others, but these parts are transparent enough that the churning vapors of the hulk's substance are visible inside. Wisps of cloud constantly leak from the creature, as if it might dissolve completely at any time. When it is slain, its misty form condenses into a torrent of water.\",\"A mist hulk's mood is always gloomy, and when threatened, it often howls in infectious misery. All who hear this wail are magically reminded of past regrets, real or imagined.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Mist Hulk.webp\"}}]},{\"name\":\"Mud Hulk\",\"source\":\"BGG\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The ancestors of mud hulks were hill giants who, living in isolation, ate everything within reach until they were forced to subsist on the earth itself. The giants' elemental nature asserted itself and transformed them into creatures of living mud.\",\"A mud hulk vaguely resembles its ancestors, but its body consists of wet mud that constantly sloughs off around it, creating thick pools of the stuff everywhere the creature goes. It retains the hunger of a hill giant, enveloping anything even vaguely edible and directly absorbing it into its body. When threatened, it hurls masses of mud at its enemies to make sure they stay in place long enough for the mud hulk to consume them.\",{\"type\":\"quote\",\"entries\":[\"Well, while you're mourning, that thing is trying to engulf me in mud! Pardon me while I interpose a hand to keep it away from me.\"],\"by\":\"Bigby\"}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Mud Hulk.webp\"}}]},{\"name\":\"Regisaur\",\"source\":\"BGG\",\"_copy\":{\"name\":\"Dinosaurs\",\"source\":\"BGG\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Aptly called \\\"the ruler of dinosaurs,\\\" a regisaur is an enormous predator large enough to swallow a giant whole. Fiery veins of elemental energy course through its skin and glow in its eyes and nostrils.\"]}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Regisaur.webp\"},\"credit\":\"Quintin Gleim\"}]},{\"name\":\"Rime Hulk\",\"source\":\"BGG\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Rime hulks are a withered branch of the frost giant family tree, descended from ancient giants who withdrew from the world and succumbed to their elemental nature. Most rime hulks dwell in the Frostfell, the \\\"plane of ice\\\" that forms the border between the Elemental Planes of Air and Water. Others lurk in isolated rifts in enormous polar glaciers.\",\"Smaller and weaker than their ancestors, rime hulks are roughly formed masses of frost and ice. Their vaguely giant-shaped physical forms are unstable, constantly breaking apart and reforming as clouds of frost billow off them. As a rime hulk moves, it leaves a trail of ice that can freeze enemies in place. When it dies, a rime hulk explodes in a burst of frost.\",{\"type\":\"quote\",\"entries\":[\"In all seriousness, though, it's best not to get caught up in what these hulks were or might have become had things gone differently for them. They're dangerous, and most of them do not wish you well. Act accordingly.\"],\"by\":\"Bigby\"}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Rime Hulk.webp\"},\"credit\":\"Linda Lithén\"}]},{\"name\":\"Runic Colossus\",\"source\":\"BGG\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"According to{@i The Saga of the Dragon Queller}, told by giants on some worlds, a disparate group of giants combined their efforts to protect their ancient empire from a particularly vicious dragon. Stone and hill giants hewed a mighty form from living stone. Cloud and frost giants gathered rare metals, and fire giants shaped them into flexible joints and plated armor. Storm giants inscribed runes into the inert form to give it the semblance of life. The fruit of these labors was an everlasting guardian: the first runic colossus.\",\"A runic colossus stands 30 feet tall. It regards all non-giants as a threat, and unless it has other orders, it attacks such creatures on sight.\",\"The art of crafting a runic colossus is lost to modern giants, but many tales suggest the instructions might be buried deep in ruins from ancient giants' empires.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Runic Colossus.webp\"}}]},{\"name\":\"Scion of Grolantor\",\"source\":\"BGG\",\"_copy\":{\"name\":\"Scions of Giants' Gods\",\"source\":\"BGG\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A slumbering scion of Grolantor is often mistaken for a hill, and sometimes people erect standing stones, a village, or a city on a scion's back, unaware of the mighty power beneath them. Such settlements can thrive for centuries, as the scion's magic causes crops to flourish and livestock to thrive in the surrounding region. An ancient tree towers from the crest of the hill.\",\"When roused, a cradle of the hill scion rises as a mass of dirt, stone, and roots with two massive arms. The cradle uses tree roots and waves of dirt to entangle and entomb foes.\",\"If the cradle is destroyed, the scion of Grolantor inside it awakens. Standing 50 feet tall, the scion devours everything within reach to satiate its hunger. Its powerful lungs can suck food straight into its gullet. The scion uses a great tree to bat foes far into the distance.\"]}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Scion of Grolantor.webp\"}}]},{\"name\":\"Scion of Memnor\",\"source\":\"BGG\",\"_copy\":{\"name\":\"Scions of Giants' Gods\",\"source\":\"BGG\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A slumbering scion of Memnor appears as a dense, slowly drifting tower of clouds that never dissipates. Often, this cloud lingers over a remote valley, creating a constantly overcast sky. Sapient creatures who live beneath this cloud often display superstitious and duplicitous behavior, almost unconsciously leaving gifts for \\\"rain spirits\\\" while playing mischievous pranks on each other.\",\"When roused, a cradle of the cloud scion manifests as a titanic air elemental made of fierce winds and wisps of cloud. It wields air and thunder to knock enemies from the sky.\",\"If the cradle is destroyed, the scion of Memnor emerges from the dissipating cloud, often laughing as if it just heard a great joke. Incredibly tall and lanky, the scion towers 75 feet tall and wields a morningstar made from magically dense clouds.\",\"It tends to regard other creatures as toys rather than serious threats, and it uses its illusion magic to manipulate creatures into fighting each other. If seriously threatened, it wields thunder and wind to demolish its enemies.\"]}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Scion of Memnor.webp\"}}]},{\"name\":\"Scion of Skoraeus\",\"source\":\"BGG\",\"_copy\":{\"name\":\"Scions of Giants' Gods\",\"source\":\"BGG\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A scion of Skoraeus typically slumbers deep in the heart of a towering mountain, almost becoming one with the earth. While the scion dreams, the mountain's minerals are transformed into fine carving stones and brilliant gems.\",\"If a miner tunnels too close to the heart of the mountain, the cradle awakens as a bipedal mass of stone and crystals. It brings the weight of the mountain down on the intruder's head and unleashes an earsplitting roar that can collapse mine tunnels.\",\"If the cradle is destroyed, the scion of Skoraeus inside it awakens. At nearly 70 feet tall, it towers over most other creatures and wields a mass of crystal as a club. Once awakened, the scion continues to pursue the art that ornamented its dreams, seeking to mold and shape stone into beautiful elegance. If it needs more raw materials, the scion can transform a living creature in its palm into stone.\",{\"type\":\"quote\",\"entries\":[\"One time Diancastra and I were exploring deep underground, and suddenly an eye opened in the wall of the cave and a rumbling voice said, \\\"Auntie D, is that you?\\\" I nearly... well, let's just say I was startled.\"],\"by\":\"Bigby\"},{\"type\":\"quote\",\"entries\":[\"Don't forget who I am, dear Bigby.\"],\"by\":\"Diancastra\"}]}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Scion of Skoraeus.webp\"}}]},{\"name\":\"Scion of Stronmaus\",\"source\":\"BGG\",\"_copy\":{\"name\":\"Scions of Giants' Gods\",\"source\":\"BGG\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A scion of Stronmaus often slumbers high in the sky or deep in the ocean, where the tumult caused by the scion's restless sleep has little effect on the world. If it drifts too near the ground or the ocean surface, it causes mighty storms or fierce maelstroms. A scion's slumber is filled with dreams ranging from inspiring visions of Annam's return to melancholy prophecies of inevitable decline, from joyful glimpses of an idyllic past to horrific nightmares of torment and devastation.\",\"A cradle of the storm scion stirs into action not only when the scion is threatened but also if the scion's sleep is troubled by nightmares. When roused, the cradle takes on a vaguely giant-shaped form consisting of air, water, and ice whirling in fury.\",\"If the cradle is destroyed, the scion of Stronmaus inside it awakens. Among the mightiest creatures of all giantkind, the scion stands 80 feet tall. It often finds some relief in waking and being freed from its troubling dreams, so it doesn't necessarily lash out in violence when emerging from its cradle. But it's not particularly interested in Humanoids or other little creatures—either in conversing with them or in protecting them from harm it might cause.\",\"If the scion is threatened, it unleashes elemental might like few other forces in the multiverse can muster: blades of lightning, boulder-sized hailstones, and a storm of churning elements.\"]}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Scion of Stronmaus.webp\"}}]},{\"name\":\"Scion of Surtur\",\"source\":\"BGG\",\"_copy\":{\"name\":\"Scions of Giants' Gods\",\"source\":\"BGG\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A scion of Surtur slumbering at the peak of a volcano causes an unending plume of smoke to rise, sometimes lit from below by fiery bursts of lava. As the scion dreams of battle—perhaps a battle to rouse Annam from seclusion by uniting the giants or a war to conquer all in Surtur's name—the volcano rumbles and spews molten rage.\",\"If intruders disturb its resting place, the fire scion's cradle rises as a bipedal juggernaut of molten rock. Sometimes miners risk their lives to find rich veins of ore in a scion's volcano, or misguided fire cultists offer sacrifices meant to appease or awaken the volcano, and the awakened cradle defies all their expectations. Like a living volcano, the cradle hurls balls of magma at intruders, exhales fiery gases, and causes molten stone to erupt from the ground around it.\",\"If the cradle is destroyed, the scion of Surtur inside it awakens. Standing 60 feet tall, the scion's form is shrouded in a continual cloud of billowing ash and smoke. The awakened scion forms a blade of lava in its mighty hand and schemes to resume its ancient campaigns of conquest, preferably at the head of a fire giant army.\",{\"type\":\"quote\",\"entries\":[\"When a volcanic eruption makes me concerned, not just for the fate of settlements and wildlife nearby, but that there might be a much more personal sort of violence heading my way, I begin to question my life choices.\"],\"by\":\"Bigby\"}]}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Scion of Surtur.webp\"}}]},{\"name\":\"Scion of Thrym\",\"source\":\"BGG\",\"_copy\":{\"name\":\"Scions of Giants' Gods\",\"source\":\"BGG\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A slumbering scion of Thrym encased in its cradle is functionally identical to a glacier or iceberg, nestled in an alpine valley or drifting in a polar sea. In its wintry seclusion, the scion dreams of battle and glory.\",\"If it is disturbed, the scion's cradle animates as a bipedal figure formed of ice and snow. It smashes intruders with its icy fists or hurls shards of its own icy substance at them, and it can exhale a blast of frigid air to freeze foes in place.\",\"If the cradle is destroyed, its icy body shatters to reveal the awakened scion of Thrym inside it. Forming a double-bladed axe in its hand, the 70-foot-tall scion rushes at any foe that dares to challenge it. Emulating sagas of Thrym, the scion can achieve a tremendous feat of strength: creating a glacier in the ground and hurling it skyward, along with any creatures standing on it.\"]}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Scion of Thrym.webp\"}}]},{\"name\":\"Scions of Giants' Gods\",\"source\":\"BGG\",\"entries\":[{\"type\":\"section\",\"name\":\"Scions of Giants' Gods\",\"entries\":[\"Giants are descended from the All-Father, Annam, and his children. But scions of giants' gods boast a greater claim: they are Annam's grandchildren, and they occupy a privileged place among giants. On some worlds, these scions ruled the first empires of giants until Annam retreated into seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See \\\" Giants of Myth \\\" in chapter 3 for additional inspiration.)\",\"Scions of giants' gods are enormously powerful beings who infuse the world around them with primeval magic. In many worlds, they slumber and have become part of the landscape. In this case, each scion is enclosed in stasis inside a powerful Elemental called a cradle. The cradle protects the slumbering scion and follows its subconscious wishes, including driving off intruders. But if the cradle dies, the scion within fully awakens.\"]}]},{\"name\":\"Spectral Cloud\",\"source\":\"BGG\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A cloud giant that dies through an act of betrayal or an ill-fated wager sometimes returns as a spectral cloud. While this Undead seems to be merely a thick cloud or fog bank, observers can sometimes spot a shadowy bipedal figure lurking within. At the heart of the cloud, the figure's appearance becomes clear: a skeletal cloud giant corpse.\",\"Tales suggest cloud giants sometimes seek this fate rather than accept the end of their naturally long lives. In such stories, a cloud giant undergoes a ritual in which its heart is transplanted into a cloud, causing the giant's body to dissolve and its spirit to animate the cloud.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Spectral Cloud.webp\"}}]},{\"name\":\"Spotted Lion\",\"source\":\"BGG\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"When it comes to infiltrating giant steadings, I must admit that spotted lions are in some ways preferable to, say, dire wolves or cave bears. Namely, if they're well fed, they're more likely to stretch and yawn than they are to raise an alarm when they spot you.\"],\"by\":\"Bigby\"},\"Roughly twice the size of a common lion, a spotted lion has a dusky coat and mane, both speckled with charcoal-colored spots. Spotted lions gather in prides to hunt enormous prey ranging from giant elk to mammoths. Stone and cloud giants often keep these massive beasts as pets and hunting companions.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Spotted Lion.webp\"},\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Stalker of Baphomet\",\"source\":\"BGG\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Demon worship is rare among stone giants; the destructive tendency of demons is the antithesis of the artistry that drives the stone giant's ordning. The Horned King, Baphomet, is an exception. Though he is a merciless hunter, the Prince of Beasts also crafts complex mazes as his hunting grounds. Stone giants can become mesmerized by the demon lord's mazes and enter his service. These giants can continue pursuing art by crafting mazes, while satiating their bloodlust by hunting in them.\",\"Baphomet rewards his most faithful cultists with transformation into demonic stalkers. Such a giant grows an elaborate crown of six horns, and Baphomet gives the stone giant a magic glaive and the ability to call up horns of stone from the earth.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Stalker of Baphomet.webp\"},\"credit\":\"Suzanne Helmigh\"}]},{\"name\":\"Stone Giant of Evil Earth\",\"source\":\"BGG\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Stone giants with a bent toward cruelty and destruction might reject the gods of the Ordning and turn to the worship of Ogrémoch, the Prince of Evil Earth. These giants view the surface world not as a realm of dream but as a nightmare worthy only of destruction, so they lend their strength to cults that plan to reduce the world to rubble.\",\"Outfitted in heavy armor crafted to resemble the cult's patron, stone giants of Evil Earth wield weapons that pulse with thunderous energy. These giants serve as the muscle for the cult, wielding their might to destroy the surface world in the name of Ogrémoch.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Stone Giant of Evil Earth.webp\"}}]},{\"name\":\"Stone Giant Rockspeaker\",\"source\":\"BGG\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Stone giants practice rune magic more than other giants do, perhaps because of these giants' interest in and aptitude for carving stone. Stone giants who combine this magic with prodigious artistic skill are called rockspeakers. Within their communities, they act as leaders and oracles.\",\"Rockspeakers incorporate crystals and stones into their clothing and embed them in their skin. By invoking the power of their stone runes, these giants can turn these crystals into scintillating works of art. In combat, rockspeakers can use this same magic to cause their crystals to emit brilliantly colored, intense beams of light than can sear flesh and inhibit enemies.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Stone Giant Rockspeaker.webp\"}}]},{\"name\":\"Storm Crab\",\"source\":\"BGG\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Storm crabs are colossal crustaceans with four monstrous claws and a poisonous stinger. Equally adept underwater or on shore, they can exhale a jet of pressurized water to crush foes.\",\"Giants on some worlds claim Stronmaus or one of his children created storm crabs in the early years of an ancient empire. Just as behirs were created to fight dragons on land and rocs to challenge dragons' mastery of the sky, storm crabs were meant to battle dragon turtles, bronze dragons, and other aquatic foes. On many worlds, these creatures fiercely guard the underwater strongholds of storm giants, as well as the ruined keeps giants have abandoned.\",{\"type\":\"quote\",\"entries\":[\"Given all the weird things that swim in the deep ocean, who am I to complain about a colossal crab with a poison stinger that can knock you away with a high-speed jet of water?\"],\"by\":\"Bigby\"}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Storm Crab.webp\"}}]},{\"name\":\"Storm Giant Tempest Caller\",\"source\":\"BGG\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"While most storm giants care little for the intricate details of ranking in the ordning, tempest callers proudly claim a position at the pinnacle of that ranking—and few dare to challenge them. Wielding the power of rune magic in addition to the innate magic that courses through them, these storm giants are highly respected. If any giant can draw Annam's attention to the world, it would likely be a tempest caller.\",\"Tempest callers implant crystal balls inscribed with the storm rune into their foreheads or eye sockets, allowing them to see through magical deception. They can also create a momentary vortex of freezing winds and storm clouds around themselves, engulfing their foes in elemental fury.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Storm Giant Tempest Caller.webp\"}}]},{\"name\":\"Storm Herald\",\"source\":\"BGG\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Ancient and alien beings dwell or slumber in ocean depths, awaiting some cosmic circumstance that signals their time to rise. In their retreat from the world, storm giants sometimes stray into the orbit of such creatures, perhaps while seeking insight into some omen, vision, or prophecy. Krakens, aboleths, and Great Old Ones delight in corrupting storm giants to their service, transforming them into storm heralds.\",\"A storm herald grows fins and tentacles, giving it a monstrous appearance. Its mind is wholly under its master's sway, and the herald gains fearsome psychic powers to use in advancing its master's plans. When the herald dies, it reverts to its previous appearance.\",\"A storm herald might try to sway other storm giants to its master's service, while others gather devoted cults of lesser creatures to serve the monsters of the deep.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Storm Herald.webp\"}}]},{\"name\":\"Tempest Spirit\",\"source\":\"BGG\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A storm giant can escape death through a mystical ritual that transforms the giant into a semiconscious storm. However, if the giant performs the ritual in a place where the barrier between the Material Plane and the Shadowfell is thin, the seeping negative energy drastically alters the ritual's outcome. The giant's soul becomes infused with negative energy and doesn't disperse into the elements. Rather, it absorbs the elemental energy around it, and its lower body becomes a storm cloud. The resulting tempest spirit is similar in appearance to a djinni and is sometimes mistaken for one by adventurers.\",\"Some tempest spirits cannot accept their new form and seek to undo the transformation in solitude. Others are overcome with rage and hew a path of destruction. Massive hailstones and lightning infused with necrotic energy rain from tempest spirits on those that get too close to them.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Tempest Spirit.webp\"}}]},{\"name\":\"Titanothere\",\"source\":\"BGG\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Titanotheres are a family of enormous mammals related to rhinoceroses. Some of them lack any horns on the face, while others have one, two, or more horns of various shapes and sizes. Some have rough, almost stony skin; some have horny plates; and some have thick, shaggy fur. These creatures are united by their tremendous stature, their herding behavior, and their irritable disposition.\",{\"type\":\"quote\",\"entries\":[\"I have fond memories of riding across an ice sheet on the back of a trusty, thick-furred titanothere I called Woolly. But that was thousands of years ago and many worlds away...\"],\"by\":\"Diancastra\"}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Titanothere.webp\"},\"credit\":\"Brian Valeza\"}]},{\"name\":\"Troll Amalgam\",\"source\":\"BGG\",\"_copy\":{\"name\":\"Trolls\",\"source\":\"BGG\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A troll amalgam forms when multiple trolls fuse together during regeneration. This sometimes occurs when many trolls are slain in a single battle, when troll parts are thrown into charnel pits or mass graves, or through twisted rituals of wicked spellcasters. Sometimes troll worshipers of Vaprak hear a call to gather in the Underdark and perform a gruesome rite that fuses them into an amalgam that is regarded as an avatar of their fearsome god.\",\"A troll amalgam is a misshapen mass of rubbery flesh, claws, and faces. If a creature tries to attack it from beyond its reach or to escape through a small tunnel, the troll amalgam tears off a piece of its own body and hurls it at the creature. These body parts eventually regenerate into full trolls, and sometimes they regather and combine into a new troll amalgam.\"]}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Troll Amalgam.webp\"}}]},{\"name\":\"Troll Mutate\",\"source\":\"BGG\",\"_copy\":{\"name\":\"Trolls\",\"source\":\"BGG\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"When exposed to corrupting alien energy, such as that found near a gate to the Far Realm or the strange magic that emanates through the Underdark, a regenerating troll undergoes strange mutations. Among the most common mutations are wings, stretchable bodies, resistance to magic, and a strange reflective psychic property. Many troll mutates also have small additional limbs and eyes, externalized organs, and other variations.\"]}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGG/Troll Mutate.webp\"}}]},{\"name\":\"Trolls\",\"source\":\"BGG\",\"entries\":[{\"type\":\"section\",\"name\":\"Trolls\",\"entries\":[\"The dwarven tale titled{@i The Saga of Gnarldan Steelshield}claims the god Vaprak the Destroyer came into being when Annam was injured and his blood spilled on the ground. The saga further claims that trolls were born similarly when Vaprak's blood was spilled. Whatever the truth of their origin, trolls embody life's steadfast determination to grow and thrive despite all obstacles.\",\"Trolls' rapid healing makes them subject to bizarre mutations, particularly when they regenerate in unusual environments or heal from extraordinary magical wounds. Troll amalgams and troll mutates are two examples of such strangely mutated forms.\",{\"type\":\"quote\",\"entries\":[\"I'll just keep reminding myself that the gods delight in the variety of their creations, new wonders are revealed every day, and the multiverse is much larger than I can imagine. And that's a good thing!\"],\"by\":\"Bigby\"},{\"type\":\"quote\",\"entries\":[\"Excellent. But these trolls are loathsome.\"],\"by\":\"Diancastra\"}]}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-bmt.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Advanced Detention Drone\",\"source\":\"BMT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Detention drones vary in size, strength, and shape, though most are shaped like some kind of mechanical animal or plant.\",\"This Construct doesn't have a control amulet and can't be controlled like other shield guardians.\"]}]},{\"name\":\"Ambitious Assassin\",\"source\":\"BMT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Appropriate for tier 1 play (levels 1 to 4), the ambitious assassin is a Humanoid who might be a charming manipulator or a ruthless killer.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"The Rogue's Lair\",\"entries\":[\"This villain resides in a place of power and safety, whether that's a hidden thieves' guildhall or a lavish manse. The lair is filled with clever defenses to disorient, weaken, and kill intruders.\",\"The villain's challenge rating increases while the villain is in this lair:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Ambitious Assassin\",\"entry\":\"Challenge 6 (2,300 XP)\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BMT/Ambitious Assassin.webp\"}}]},{\"name\":\"Animated Armor Detention Drone\",\"source\":\"BMT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Detention drones vary in size, strength, and shape, though most are shaped like some kind of mechanical animal or plant.\"]}]},{\"name\":\"Aspirant of the Comet\",\"source\":\"BMT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Aspirants aren't yet initiated into the mysteries of the Heralds of the Comet, but they are firmly in the group's clutches, both socially and metaphysically. If an aspirant is killed, the hapless individual is drawn into the Void and devoured, body and soul.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BMT/Aspirant of the Comet.webp\"}}]},{\"name\":\"Asteria\",\"source\":\"BMT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Though she now travels alone, Asteria still draws much of her power from her bond with Euryale. Asteria is foremost a protector and warrior, traveling the multiverse to uproot injustice, defend innocents, and inspire hope. She believes everyone deserves a chance to write their own story on their own terms, and her deeds have inspired countless heroic tales.\",\"Even after so many years, Asteria maintains a joyous wanderlust and passion for discovery. She's as likely to be found climbing trees or poring over arcane texts as she is brandishing her sword in battle. Anyone who engages Asteria in conversation about her interests finds her an overflowing font of information. But she also retains her stubborn streak and quickly repudiates anyone who tries to order her around.\",\"Asteria hasn't aged since Istus drew her future from the first Deck of Many Things. She doesn't know why this is but surmises her life is tied to that deck; so long as it continues to exist, so will she. She has no way to prove this hypothesis, but she nevertheless opposes groups like the Grim Harrow (see chapter 19) that seek to destroy the{@i Deck of Many Things}.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BMT/Asteria.webp\"}}]},{\"name\":\"Aurnozci\",\"source\":\"BMT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The demon lord Aurnozci is a wormlike horror of fiery flesh and toxic seepage. In its present form, Aurnozci can't leave Xulregg, the Abyssal layer that's both its fiefdom and its prison. It lairs within a grotesque hive dangling from a mountain-size tree of tar and flame called Gorewood.\",\"Aurnozci relies on demonic proxies and mortal worshipers to enact its will beyond the Abyss. The exact nature of the curse that binds Aurnozci to Xulregg is its cult's most closely guarded secret, fully known only to the faith's enigmatic leader, a masked archmage called the Eye of Aurnozci.\",\"Aurnozci's followers believe the demon lord's imprisonment is coming to an end, and soon the Caged Worm will shed its current form and transform into an even more powerful shape. Once it attains this new form, Aurnozci can escape Xulregg and wreak havoc across the multiverse. To accelerate this terrible transformation, cultists hunt down mortal souls for violent ritual sacrifice to their god.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Cultists of Aurnozci\",\"entries\":[\"Aurnozci grants its cultists the following trait:\",{\"type\":\"inset\",\"entries\":[{\"type\":\"entries\",\"name\":\"Burning Corpse\",\"entries\":[\"When the creature dies, its body is reduced to a pile of smoldering embers in the space where it fell. The ashes take 1 minute to cool. Until then, a creature takes 3 ({@dice 1d6}) fire damage when it enters the ashes' space for the first time on a turn or starts its turn there.\"]}]}]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Aurnozci's Lair\",\"entries\":[\"Aurnozci's lair is a layer of the Abyss called Xulregg. See chapter 20 for details about this realm.\",\"The challenge rating of Aurnozci is 23 (50,000 XP) when it's encountered in its lair.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BMT/Aurnozci.webp\"}}]},{\"name\":\"Boss Augustus\",\"source\":\"BMT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Augustus is a hulking human werewolf of few words. He shares leadership of the guild with Boss Delour and has a knack for planning heists. Guild members consider him a brutal but fair leader. Some perceptive guild members—like Kathra Bitterwind—have noticed he's become more reclusive recently, and when he does appear, he's restless.\",\"Augustus is a natural-born lycanthrope, born to werewolf parents. His parents were slain by monster hunters when he was young, and he traveled from town to town for most of his life, fleeing whenever townsfolk discovered his true nature.\",\"Delour and Pyrite accepted Augustus in a way he'd never experienced before. When the three of them created the Moonstalkers guild, Augustus relished his new life of crime. But over time, his passion has faded. The riches they gathered mean nothing to him now. The violence grates on him, and he no longer empathizes with Delour's fantasies of revenge. Instead, Augustus secretly longs to end his curse and integrate into society.\",\"Only a Wish spell can end Augustus's curse. He has ordered Wanewort, a night hag, to find anyone with access to that spell and plans to offer anything in his power in exchange for undoing his curse. And if bargaining doesn't work, there's always blackmail. (See the \\\" Using the Moonstalkers in Your Campaign \\\" section in chapter 11 for more details.)\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BMT/Boss Augustus.webp\"}}]},{\"name\":\"Boss Delour\",\"source\":\"BMT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Delour the wererat is a sly trickster and consummate thief who rules the Moonstalkers alongside his friend Augustus. Delour's honeyed words and calculating mind make him dangerous. He can smile and shake someone's hand while simultaneously plotting to ruin that person.\",\"Expanding the guild's activities beyond thievery was Delour's idea. He studies other criminal syndicates and their methods of getting rich. He considers protection rackets, smuggling, and arson to be low-hanging fruit, with extortion, kidnapping, and murder for hire being more complex challenges the guild can take on as it grows in power. His only real fear is exposure; the bigger and more active the Moonstalkers become, the more likely they are to attract the attention of law enforcement or adventurous do-gooders. The sting of the guild's flight from its first home is still fresh in Delour's mind.\",\"Indeed, Delour never forgets a slight. He is obsessed with getting revenge on the officials who raided the original guildhall and killed Pyrite, who was like a brother to Delour. Though Delour is perfectly willing to backstab most people, he treats Augustus with utmost respect. If he discovers Augustus's plot to become human and leave the Moonstalkers, he would consider it the ultimate betrayal.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BMT/Boss Delour.webp\"}}]},{\"name\":\"Breath Drinker\",\"source\":\"BMT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Breath drinkers are Aberrations that invade the multiverse from the Far Realm. They drift through reality like living voids, remaining unseen while searching for souls to consume. When they strike, breath drinkers consume a victim's personality and identity, ultimately drawing out and devouring the unfortunate being's soul. Breath drinkers avoid necrotic energy because it amplifies the void at the core of their existence, rapidly causing the creatures to devour themselves.\",\"Cunning stalkers, breath drinkers are usually solitary. Occasionally they serve powerful Far Realm entities or Elder Evils, consuming life and souls for their masters. The first breath drinker manifested in the multiverse when the Void card was first drawn from the original Deck of Many Things.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BMT/Breath Drinker.webp\"}}]},{\"name\":\"Deck Defender\",\"source\":\"BMT\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BMT/Deck Defender.webp\"},\"credit\":\"Nikki Dawes\"}]},{\"name\":\"Enchanting Infiltrator\",\"source\":\"BMT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"An antagonist for tier 2 play (levels 5 to 10), the enchanting infiltrator is a Fey that beguiles and misdirects.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"The Rogue's Lair\",\"entries\":[\"This villain resides in a place of power and safety, whether that's a hidden thieves' guildhall or a lavish manse. The lair is filled with clever defenses to disorient, weaken, and kill intruders.\",\"The villain's challenge rating increases while the villain is in this lair:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Enchanting Infiltrator\",\"entry\":\"Challenge 12 (8,400 XP)\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BMT/Enchanting Infiltrator.webp\"}}]},{\"name\":\"Euryale\",\"source\":\"BMT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"When she retired from adventuring, Euryale relocated to Cair Ophidian, a small hideaway in the Outlands detailed later in chapter 22. There, Euryale embraced the quiet life of a gardener, and she spends her time tending to the plants she's cultivated around her home. However, should Asteria call for her aid, Euryale would venture across the multiverse without hesitation, battling tooth and nail to protect her sister.\",\"Euryale has the petrifying gaze and venomous snaky hair of other medusas. But as an ancient and powerful druid, Euryale often adopts the form of a hulking serpent when threatened. She has attained precise control over her petrifying gaze, rendering her immune to its effects and allowing her to use it while not in her medusa guise. Despite her alarming appearance in serpent form, Euryale remains a healer and caretaker at heart.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BMT/Euryale.webp\"}}]},{\"name\":\"Fate Hag\",\"source\":\"BMT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Fate hags are servants of destiny that mostly reside in the Feywild and Shadowfell or near crossings to those realms from the Material Plane. The aspects of fate to which a fate hag is most attuned depends on the plane where the hag dwells—hopeful and prosperous in the Feywild or dire and doomed in the Shadowfell.\",\"Fate hags carry gleaming magical shears they use to snip strands of fate. These shears are frightful weapons, severing a foe's destiny as well as its flesh. Fate hags often glimpse others' destinies when truths are revealed to them, when they lay curses, and when they offer divinations; they delight in such glimpses and are compelled to speak of what they see. Those who dare harm a fate hag find silvery threads of destiny winding around their bodies, tightening and slicing deeper as fate turns against the hag's foes.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BMT/Fate Hag.webp\"}}]},{\"name\":\"Gremorly's Ghost\",\"source\":\"BMT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Years ago, a wizard named Gremorly drew the Throne card from a Deck of Many Things, gaining ownership of a small castle called Sovereign's Keep. Gremorly was a necromancer and misanthrope who had little patience for the living; he resolved to use the keep to create and house a ghostly army he would use to seize power. Gremorly performed a ritual that turned Sovereign Keep into a ghost trap: anyone who dies within the castle walls rises as an incorporeal spirit, trapped within the castle. Then, he waited. When adventurers came to investigate the seemingly abandoned keep, Gremorly murdered them and trapped their ghosts. But fortune recently turned against Gremorly when a behir entered the keep seeking a nest. It slew Gremorly, who became a victim of his own ritual.\",\"Gremorly is now one of the many ghosts that haunt the keep. Locals have renamed the keep Harrowhall, as they dread the spectral figures moving through the fog there and the fierce lightning storms that erupt without warning.\"]}]},{\"name\":\"Grim Champion of Bloodshed\",\"source\":\"BMT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Wynemar Brack was once a farmer, but mercenaries in a local war razed her fields and sacked her village. In desperation, she yielded to the clever patter of a traveling fortune teller and drew from a Deck of Many Things. The avatar of death slew her in a flash. That was many centuries ago, and Wynemar is now a powerful and bloodthirsty Undead commander of the Grim Harrow.\",\"Wreathed in searing fire, Wynemar embodies the havoc of violence and war. She rides a flaming steed that uses the nightmare stat block but is an Undead instead of a Fiend.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"The Grim Champions\",\"entries\":[\"The Grim Harrow is led by three powerful entities with the title of grim champion. Each champion embodies a terrible facet of death. Jyn Corvis, Grim Champion of Desolation, is the oldest and most powerful of the three and embodies all-consuming nothingness. She led the Grim Harrow to the Gardens of Delight long ago and is the nominal leader of all the Undead in the demiplane. The other two champions—Wynemar Brack, Grim Champion of Bloodshed, and Aleron, Grim Champion of Pestilence—rival Jyn for power and together can oppose her. The fact that the three champions rarely agree on anything is a major check on the group's power. Instead of the Grim Harrow acting as a unified force, each of the three champions usually pursues their own interests, seldom cooperating or sharing intelligence or resources.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BMT/Grim Champion of Bloodshed.webp\"}}]},{\"name\":\"Grim Champion of Desolation\",\"source\":\"BMT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Jyn Corvis, a former adventurer, might have been the first person to draw the Skull card from a Deck of Many Things and be slain by the avatar of death. Even Jyn doesn't know for sure, as that was so long ago that she's forgotten almost everything about her former life. Jyn's existence over so many centuries has left her in tortured misery, and now nihilism is all that drives her. More than any other member of the Grim Harrow, Jyn is desperate to destroy the deck and end her painful existence. If she could, she'd take the entire multiverse with her.\",\"The Grim Champion of Desolation rides a malevolent draconic beast with pale, leathery wings and emaciated skin; this mount uses the wyvern stat block, but it is an Undead instead of a Dragon. An eerie, hollow silence heralds the champion's arrival.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"The Grim Champions\",\"entries\":[\"The Grim Harrow is led by three powerful entities with the title of grim champion. Each champion embodies a terrible facet of death. Jyn Corvis, Grim Champion of Desolation, is the oldest and most powerful of the three and embodies all-consuming nothingness. She led the Grim Harrow to the Gardens of Delight long ago and is the nominal leader of all the Undead in the demiplane. The other two champions—Wynemar Brack, Grim Champion of Bloodshed, and Aleron, Grim Champion of Pestilence—rival Jyn for power and together can oppose her. The fact that the three champions rarely agree on anything is a major check on the group's power. Instead of the Grim Harrow acting as a unified force, each of the three champions usually pursues their own interests, seldom cooperating or sharing intelligence or resources.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BMT/Grim Champion of Desolation.webp\"},\"credit\":\"Domenico Cava\"}]},{\"name\":\"Grim Champion of Pestilence\",\"source\":\"BMT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Aleron was once a tiefling adventurer, but unlike so many victims of the Deck of Many Things, he never drew the Skull card. Instead, when one of his allies drew the card and faced the avatar of death, Aleron came to his ally's aid. A second avatar of death appeared, and Aleron was slain; soon after, his Undead corpse crawled from Withered Vineyard, tainted with plague. Aleron resents his fellow Undead in the Grim Harrow, considering himself better than all of them and unjustly condemned to the Gardens of Decay for an act of altruism.\",\"Though the weakest of the Harrow's three leaders, the Grim Champion of Pestilence is nonetheless a fearsome entity of sickness and blight. A swarm of insects surrounds him in a mockery of a halo, and debilitating plagues flow from his fingertips. Aleron rides a warhorse skeleton with flies buzzing in its gaping eye sockets.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"The Grim Champions\",\"entries\":[\"The Grim Harrow is led by three powerful entities with the title of grim champion. Each champion embodies a terrible facet of death. Jyn Corvis, Grim Champion of Desolation, is the oldest and most powerful of the three and embodies all-consuming nothingness. She led the Grim Harrow to the Gardens of Delight long ago and is the nominal leader of all the Undead in the demiplane. The other two champions—Wynemar Brack, Grim Champion of Bloodshed, and Aleron, Grim Champion of Pestilence—rival Jyn for power and together can oppose her. The fact that the three champions rarely agree on anything is a major check on the group's power. Instead of the Grim Harrow acting as a unified force, each of the three champions usually pursues their own interests, seldom cooperating or sharing intelligence or resources.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BMT/Grim Champion of Pestilence.webp\"}}]},{\"name\":\"Harrow Hawk\",\"source\":\"BMT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"When a beloved animal companion dies traumatically alongside its master, the beast might rise again as an Undead. Falcons, ravens, and other birds of prey that suffer this fate are known as harrow hawks, and they prowl abandoned battlefields and cemeteries, looking for corpses to eat and living creatures to hunt. A harrow hawk can even travel the multiverse, flying magically from one world to another.\",\"The Grim Harrow—a band of Undead beings created by the Deck of Many Things (see chapter 19)—seeks out harrow hawks, capturing them and training them as hunting animals. The Grim Harrow dispatches these Undead companions from the Gardens of Decay to search for Decks of Many Things. On harrowing hunts, harrow hawks scout for the prey and accompany the Grim Harrow in battle.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BMT/Harrow Hawk.webp\"}}]},{\"name\":\"Harrow Hound\",\"source\":\"BMT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"When the Grim Harrow first found the faerie realm known as the Gardens of Delight, that place was home to a large population of blink dogs. The Undead invaders slaughtered the blink dogs and settled in the gardens, transforming the demiplane forever. In time, the necrotic magic of the Grim Harrow animated the corpses of the blink dogs as the first harrow hounds.\",\"The Grim Harrow employs harrow hounds as trackers and companions. Harrow hounds are especially useful when investigating possible sightings of a Deck of Many Things. If a harrow hound catches the scent of its prey, it never loses it, even if the hound and its fellow hunters return to the Gardens of Decay with the hunt incomplete. Powerful Undead, such as vampires and death knights, might be accompanied by packs of harrow hounds.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BMT/Harrow Hound.webp\"}}]},{\"name\":\"Helmed Horror Detention Drone\",\"source\":\"BMT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Detention drones vary in size, strength, and shape, though most are shaped like some kind of mechanical animal or plant.\"]}]},{\"name\":\"Hierophant Medusa\",\"source\":\"BMT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Sometimes deeply devout people, usually either Humanoids or medusas, dedicate themselves to a cause and are transformed by a deity or magic into hierophant medusas—beings with powerful snakelike tails for their lower body, snakes for hair, and a petrifying gaze. The first hierophant medusa was transformed by the power of the Euryale card when that individual was inspired by Euryale's story and unwavering conviction.\",\"These medusas are divinely empowered champions, drawing their power from a cosmic truth, the will of a deity, or the primal forces of nature. They gather and inspire followers, protecting their people and guiding them to fulfill the medusa's divine purpose. The Divine Purpose table offers suggestions for motivations. Roll on the table, or use the entries as inspiration to create your own.\",{\"type\":\"table\",\"colLabels\":[\"d6\",\"Purpose\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Protect a sanctuary that hides martyrs' remains until the martyrs are called back to life to oppose a world-changing foe.\"],[\"2\",\"Gather the lost shards of a dead god's petrified body, and reunite them on the altar in the medusa's lair.\"],[\"3\",\"Maintain a planar crossing from which great power flows while also curtailing the effects of that power as it infuses the world.\"],[\"4\",\"Seek out a new generation of champions, and train them to fight in a war.\"],[\"5\",\"Tend a sacred beacon fed by the Outer Planes, sending embers of that beacon to the corners of the world to maintain a divine shroud.\"],[\"6\",\"Watch the entrance to a slumbering titan's tomb for any sign the titan might awaken, and repel the forces that seek to break the tomb's seal.\"]]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"A Medusa's Lair\",\"entries\":[\"A medusa's lair is often decorated with the petrified bodies of creatures that raised arms against the medusa or its followers. The lair is typically a rich repository of knowledge, with lore both worldly and esoteric filling books, scrolls, tablets, or stranger archives—such as magical crystals that hold captured memories or the voices of those long dead. You can use this lair and the lair actions described for any medusa, including the hierophant medusa or the medusa in the Monster Manual.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BMT/Hierophant Medusa.webp\"}}]},{\"name\":\"Hierophant of the Comet\",\"source\":\"BMT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The number of hierophants is fixed at twenty-two on any one world, one for each card in a Deck of Many Things. As a group, hierophants are sometimes called Sages, but each hierophant is also identified with a particular card. When a hierophant dies, the remaining leaders choose an initiate to fill the position, preferring initiates from the oldest broods.\",\"A new hierophant undergoes a rite similar to the rite of initiation, but only the other hierophants are present. As the cosmic narrative unfolds, the new hierophant is inducted into the esoteric secrets of the group's leadership. The rite concludes with a mind-shattering vision of the Void, which hierophants understand to be the formless nothingness that preceded the creation of the cosmos and will endure past its destruction.\",\"The leaders of the Heralds of the Comet, hierophants are powerful warlocks with mighty spells at their disposal. They can commune with the alien mind of the All-Consuming Star, blast enemies with beams of eldritch energy, and conjure manifestations of this entity to devour their foes.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BMT/Hierophant of the Comet.webp\"}}]},{\"name\":\"Hulgaz\",\"source\":\"BMT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Hulgaz is a devil who hails from the stinking swamps of Minauros, the third layer of the Nine Hells. The self-styled Tempter corrupts mortals' souls by offering them tantalizing but ruinous boons. To do so, she directs her entourage of loyal succubi and incubi to the Material Plane in search of vulnerable mortals. When they find a particularly pitiful soul, Hulgaz might visit herself, offering even greater \\\"gifts\\\" to her victims.\",\"As befits a duchess from boggy Minauros, Hulgaz appears regal yet perpetually sodden, her matted hair tangled with her soggy garments. For all her majesty, Hulgaz's fiendish nature is apparent in her monstrous features: bestial claws, glossy black eyes, and a snakelike tail tipped with a poisonous spike. On the rare occasion when her social graces fail to achieve the desired result, Hulgaz turns her natural weapons on her victims.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BMT/Hulgaz.webp\"}}]},{\"name\":\"Initiate of the Comet\",\"source\":\"BMT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Once initiated into the Heralds of the Comet, members learn magical divination practices that give them glimpses into the future.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BMT/Initiate of the Comet.webp\"}}]},{\"name\":\"Living Portent\",\"source\":\"BMT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Living portents are embodiments of prophecy sent by deities or other cosmic forces. These Celestials descend to Material Plane worlds in the form of falling stars. When the living portents impact the earth, they carve great craters, yet miraculously, none who live in the impact zone are harmed. These beings of light then assume Humanoid forms to blend in with the inhabitants of the world.\",\"Living portents seek out beings who will play a part in the prophecies they serve, and as the living portents search, they relate fragments of the prophecies to those they encounter.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BMT/Living Portent.webp\"}}]},{\"name\":\"Malaxxix\",\"source\":\"BMT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Legends describe the dread being Malaxxix as the child of one of the night hags who created the first yugoloths. Malaxxix is often lumped in with such Fiends, perhaps because it too has a grand intellect and self-centered agenda.\",\"Malaxxix's machinations are many, but it is most infamous for crafting cursed armaments and distributing them throughout the multiverse in the hope that they'll be found by mortals who are desperate for power and ripe for corruption.\",\"Malaxxix seeks the{@i Books of Keeping}: ancient tomes that contain the true names of all yugoloths. To this end, it patrols the vilest swaths of the multiverse from atop its unholy vehicle, the Unborn Palanquin. This shambling collective is made up of thousands of mezzoloths devoted to their liege, who roams the Lower Planes as a tyrannical marauder.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Curse of Malaxxix\",\"entries\":[\"A creature that attunes to one of Malaxxix's cursed items becomes afflicted with the curse of Malaxxix. The curse enables Malaxxix to interact with the cursed creature in special ways:\",{\"type\":\"entries\",\"name\":\"Scrying\",\"entries\":[\"Malaxxix can cast the Scrying spell on the cursed creature without material components or a spell slot. Malaxxix doesn't need to be on the same plane of existence as the creature to use this ability, and the creature automatically fails the saving throw against the spell.\",{\"type\":\"entries\",\"name\":\"Teleport\",\"entries\":[\"As an action, Malaxxix can teleport, along with any equipment it is wearing or carrying, to an unoccupied space within 60 feet of the cursed creature, regardless of the creature's location in the multiverse.\",\"The curse of Malaxxix lasts until ended with a Remove Curse spell, a Greater Restoration spell, or similar magic.\"]}]}]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Malaxxix's Lair\",\"entries\":[\"The Unborn Palanquin—a monstrous, centipedal vehicle—serves as both Malaxxix's primary conveyance and the Fiend's lair.\",\"Malaxxix can take lair actions (see below) while astride the palanquin. When encountered on the palanquin, Malaxxix's challenge rating is 19 (22,000 XP).\",{\"type\":\"entries\",\"name\":\"The Unborn Palanquin\",\"entries\":[\"The {@object Unborn Palanquin|BMT} is a wormlike leviathan of screeching gears made up of hundreds of tireless mezzoloths. It is a unique vehicle and Gargantuan object.\",\"Only Malaxxix can pilot this vehicle. If Malaxxix is slain, the palanquin crumbles in seconds.\"]},{\"type\":\"quote\",\"entries\":[\"Too many legs. Too loud. Makes my mind feel like it's melting.\"],\"by\":\"Asteria\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BMT/Malaxxix.webp\"},\"credit\":\"Katerina Ladon\"}]},{\"name\":\"Minotaur Archaeologist\",\"source\":\"BMT\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BMT/Minotaur Archaeologist.webp\"}}]},{\"name\":\"Oddlewin\",\"source\":\"BMT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Oddlewin is a nilbog, a goblin possessed by a trickster spirit.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BMT/Oddlewin.webp\"},\"credit\":\"Craig J spearing\"}]},{\"name\":\"Otherworldly Corrupter\",\"source\":\"BMT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A challenge for tier 3 play (levels 11 to 16), the otherworldly corrupter is a horrific Aberration that infects or impersonates a host.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"The Rogue's Lair\",\"entries\":[\"This villain resides in a place of power and safety, whether that's a hidden thieves' guildhall or a lavish manse. The lair is filled with clever defenses to disorient, weaken, and kill intruders.\",\"The villain's challenge rating increases while the villain is in this lair:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Otherworldly Corrupter\",\"entry\":\"Challenge 18 (20,000 XP)\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BMT/Otherworldly Corrupter.webp\"}}]},{\"name\":\"Pazrodine\",\"source\":\"BMT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Pazrodine, a moonstone dragon with a peaceful demeanor, oversees Seelie Market. A consummate traveler, she is always searching for fey crossings, which she uses to travel between the Feywild and the Material Plane. Moonstone dragons are detailed further in Fizban's Treasury of Dragons.\",\"Pazrodine never stays in one place for long, and she wants to see all the wonders the Feywild and Material Plane have to offer. Curious Fey asked to join her caravan, and before long, she had a menagerie of merchants accompanying her on her travels. Pazrodine came to view these Fey merchants as her children. Their eager joy helps the dragon see the multiverse from new perspectives.\",\"When Seelie Market lands, its vendors gather rocks, leaves, and sticks to make an enormous nest for Pazrodine. She rests here while the market operates.\",\"Pazrodine senses when theft occurs in Seelie Market. She makes her way to the perpetrators and neutralizes the situation nonviolently, usually by using her Dream Breath. Once troublemakers come to, Pazrodine politely but firmly asks them to leave the market. Those who object are flown out in her clutches.\",\"If anyone comes to visit Pazrodine at her refuge, she greets them and happily answers their questions about the market. The dragon has a soothing voice and demeanor.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BMT/Pazrodine.webp\"}}]},{\"name\":\"Quadrone Detention Drone\",\"source\":\"BMT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Detention drones vary in size, strength, and shape, though most are shaped like some kind of mechanical animal or plant.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BMT/Quadrone Detention Drone.webp\"}}]},{\"name\":\"Riffler\",\"source\":\"BMT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Rifflers are diminutive Fey reminiscent of gnomes and obsessed with destiny and fate. The oldest stories of rifflers suggest these dangerously curious spirits manifested as physical beings when the Deck of Many Things was shuffled for the first time. The rifflers were so enraptured with the soft sound made by the whispering cards that they made physical bodies for themselves in order to possess and understand this new instrument of destiny.\",\"Rifflers wander the Feywild and Material Plane, searching for Decks of Many Things. They collect the cards, trade them, hoard them, and scatter them across worlds, all in service of an incomprehensible agenda to manipulate the fate of the multiverse. Rifflers are as likely to give a deck to adventurers in dire need as they are to wrest cards from an innocent person by any means necessary.\",\"Both the Solar Bastion (see chapter 10) and the Grim Harrow (see chapter 19) know of rifflers and their obsession with Decks of Many Things, and these organizations stay alert for signs of these Fey creatures, since that usually means a deck is nearby.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BMT/Riffler.webp\"}}]},{\"name\":\"Ruin Spider\",\"source\":\"BMT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The potent magic of a Deck of Many Things can have unpredictable effects on its environment, especially when the deck remains in one place for a long time.\",\"Ruin spiders arise when the magic of the deck transforms giant spiders into even more dangerous monsters whose acidic venom disintegrates everything it touches. A ruin spider is easily recognizable by anyone familiar with the Deck of Many Things because the pattern on the back of the cards is duplicated on the spider's carapace.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BMT/Ruin Spider.webp\"}}]},{\"name\":\"Sir Jared\",\"source\":\"BMT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Jared is a wandering knight who makes an excellent contact for groups that have Solar Bastion patronage. A former mercenary, Jared credits Hilarion with helping him change his ways and use his skills for good instead of gold, but he feels unworthy of the organization and has grown lonely after so long away from the Solar Bastion.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BMT/Sir Jared.webp\"}}]},{\"name\":\"Solar Bastion Knight\",\"source\":\"BMT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Knights of the Solar Bastion are battle-hardened veterans who operate independently across the multiverse. When word reaches the organization that a Deck of Many Things has appeared, the nearest knight investigates, but every knight has the magical means to contact the Solar Bastion's headquarters and request help. Even so, it's rare for knights to work together outside their headquarters.\",\"The Solar Bastion knight presented here is an example member of the organization.\",\"Customize this stat block to suit individual knights and differentiate them from each other. For example, knights who track the Grim Harrow through the multiverse might resemble rangers instead of paladins.\",\"In addition, Sir Jared, detailed at the end of chapter 10, can serve as a model for knights with a lower challenge rating.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BMT/Solar Bastion Knight.webp\"},\"credit\":\"Zuzanna Wuzyk\"}]},{\"name\":\"Talon Beast\",\"source\":\"BMT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Talon beasts are hairless quadrupeds that have vulturelike heads and talons. They can sense the presence of magic and feed on it, absorbing spells and the power of magic items. But magic isn't enough to sustain them, so they also hunt other living things. A talon beast thrives in the wilderness, but in its search for magic, it often prowls settlements, ruins, catacombs, or the Underdark.\",\"Many scholars agree there's a link between talon beasts, the constellation of the Talons (see chapter 13), and the Talons card found in a Deck of Many Things, but it's not clear which came first. The card—which destroys all magic items possessed by anyone who draws it—might have been named after the beast, or vice versa.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BMT/Talon Beast.webp\"}}]},{\"name\":\"Veiled Presence\",\"source\":\"BMT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The ultimate threat created by the Rogue card, the veiled presence is a Celestial for tier 4 play (levels 17 to 20). This being descends from an Outer Plane to bring cosmic wrath upon the characters.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"The Rogue's Lair\",\"entries\":[\"This villain resides in a place of power and safety, whether that's a hidden thieves' guildhall or a lavish manse. The lair is filled with clever defenses to disorient, weaken, and kill intruders.\",\"The villain's challenge rating increases while the villain is in this lair:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Veiled Presence\",\"entry\":\"Challenge 22 (41,000 XP)\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BMT/Veiled Presence.webp\"}}]},{\"name\":\"Werevulture\",\"source\":\"BMT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Scholars believe the curse of the werevulture is related to vrocks, vulturelike demons known for their covetousness and their capricious violence. According to these scholars, a flock of vrocks descended on a Material Plane world through a planar rupture, leaving plagues and other afflictions in their wake. Many of those who were injured by the demons survived, and the survivors gratefully thanked their gods for their apparent good fortune. But during the next full moon, they transformed into the first werevultures: hideous, birdlike creatures who hungered for the flesh of the dead. In the years since, the curse has spread far and wide.\",\"Werevultures appear perfectly ordinary when in humanoid shape. But by the light of the full moon—or at other times when they give in to the curse—they change. Foul wings burst painfully from their backs, and the hair falls from their heads, leaving their beaked faces bare and wrinkled. Werevultures feed on carrion, as ordinary vultures do, and they have a covetous nature, like vrocks. They follow travelers from high in the air, and when a pretty bauble catches their eye, they descend rapidly to slay the travelers and take their victims' treasures.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BMT/Werevulture.webp\"}}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-cm.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monsterFluff\":[\"MOT\"]}},\"monsterFluff\":[{\"name\":\"Animated Chained Library\",\"source\":\"CM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The three shelves are filled with books bound in iron covers, which are attached to chains that secure them to the shelves—a chained library. The reading desk is used to support the chained books while they are being read.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CM/Animated Chained Library.webp\"},\"credit\":\"Kieran Yanner\"}]},{\"name\":\"Arrant Quill\",\"source\":\"CM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Quill is a charismatic bard who carries himself with a quiet confidence that doesn't hint at the full extent of his skills or powers. His handsome features are marred by a scar that curves from the top of his left cheekbone down to his jaw, though he doesn't consider the scar disfiguring. If asked about the scar, he explains that he got it years ago when the man who burned down his home village slashed his face with a dagger. It serves as a grim reminder of his past.\",\"Although outwardly friendly, Quill is driven by three selfish desires: to preserve his well-being, to alleviate his boredom, and to escape Wisteria Vale. He holds a grudge against the Harpers and Ryllia for imprisoning him in a place that reminds him of the people he lost in his childhood, though he also takes some comfort in being able to live out the life he could've had. His time spent alone with his thoughts in Wisteria Vale has led him to suspect that the Harpers were never going to find a cure, and that they were simply biding their time until he became complacent enough that they could kill him without his being a threat. Quill's corruption has convinced him that the Harpers have become a powerful force that must be taken down; he trusts only himself to identify and eliminate agents of tyranny.\",\"As long as Quill remains in Wisteria Vale, he is immune to all damage and automatically succeeds on all saving throws. This feature is suppressed if Quill wills it (no action required) or while he is within 15 feet of Renekor the beholder.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CM/Arrant Quill.webp\"},\"credit\":\"Zuzanna Wuzyk\"}]},{\"name\":\"Bak Mei\",\"source\":\"CM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Bak Mei was once an agile and skilled Shou monk famous for upholding justice and helping the needy in his distant homeland to the east of Faerûn. As he grew older, learned more about the world, and began to feel the weight of old age, his worldview changed dramatically. Motivated by his growing fear of death, Bak Mei became obsessed with living an unending life. He began collecting texts on the subject, consulting with practitioners of the necromantic arts, and seeking audiences with dark forces.\",\"The abbots of his temple confronted Bak Mei about his radical pursuits and demanded that he cease his activities. In response, he tried to stage a revolt at the temple, a traitorous action that resulted in the excommunication of Bak Mei and his followers, who christened themselves the Order of the Immortal Lotus. The small group eventually settled in the forest near Baldur's Gate, where they recruit new members. Under Bak Mei's cruel tutelage and eccentric training methods, the order has grown in power and numbers, living in seclusion while he planned his revenge on his former superiors.\",\"Bak Mei is notorious among the monks of Faerûn. Some see him as a vagabond, exiled from his order for traitorous acts and disregard for tradition. Others see him as a radical seeker of knowledge.\",\"Bak Mei is an old man with a long white beard and bushy eyebrows. Like the other members of his order, Bak Mei is clad in snow-white robes secured by a black sash over a form-fitting black shirt and trousers.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CM/Bak Mei.webp\"},\"credit\":\"Nikki Dawes\"}]},{\"name\":\"Canopic Golem\",\"source\":\"CM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A mummy lord's organs, normally stored in sacred canopic jars during mummification, can be magically preserved and transplanted into living humanoids. The transplant recipients come under the control of the mummy lord, either as living supplicants or mindless golems through which the mummy lord can see and speak.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CM/Canopic Golem.webp\"},\"credit\":\"Tyler Walpole\"}]},{\"name\":\"Chwinga\",\"source\":\"CM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A chwinga is a tiny elemental spirit that lives in plants, rocks, and rivers far from civilization. Those found in cold climates also live in ice and snow. Painfully shy, chwingas prefer to move about unseen.\",\"Chwingas resemble 6-inch-tall animated dolls with mask-like faces, spindly limbs, and wild hair. Their appearance is sometimes foreshadowed by gentle breezes, the sweet smell of flowers, dancing fireflies, or snowflakes. They don't have names and cannot speak.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Humanoid Fascination\",\"entries\":[\"Chwingas find the trappings of civilization fascinating. They puzzle over creatures that wear armor, carry weapons, use tools, and cook food. When a chwinga encounters one or more humanoids, its curiosity sometimes gets the better of it, and it follows them for a short time to observe them. If it takes a liking to a humanoid, a chwinga might use its cantrips to aid the creature, or it might bestow a magical gift before departing. The aspect that attracts a chwinga to a humanoid can take any form. In some cases, a chwinga might simply like the way a humanoid walks or the way it combs its hair. Other times, it might be smitten by a humanoid's ability to play music or to eat copious amounts of food.\"]}]},\"Chwingas that live in the desert can bestow the following additional supernatural charms:\",{\"type\":\"list\",\"columns\":2,\"items\":[\"{@reward Charm of the Mirage|CM}\",\"{@reward Charm of the Water Bearer|CM}\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CM/Chwinga.webp\"},\"credit\":\"Irina Nordsol\"}]},{\"name\":\"Cloud Giant Ghost\",\"source\":\"CM\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CM/Cloud Giant Ghost.webp\"},\"credit\":\"Andrew Mar\"}]},{\"name\":\"Constructed Commoner\",\"source\":\"CM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"To populate the demiplane without endangering any innocents, the Harpers created constructs out of wooden mannequins to act as villagers. Magic makes them look like flesh-and-blood people, and the constructs conduct themselves as convincingly real humanoids who are simply living their lives in Wisteria Vale. {@spell Detect magic} spells do not reveal their true nature, as each construct is shielded by a spell that makes it seem nonmagical.\",\"Though these constructed villagers can physically interact with the environment around them and hold lengthy conversations, a few clues to their true nature exist. A character who observes one or more of the commoners closely and succeeds on a DC 15 Wisdom (Perception) check notices a faint clicking sound whenever a villager touches a hard surface. The villagers are also cold to the touch, which can be ascertained only through physical contact. A character who succeeds on a DC 15 Wisdom (Insight) check notices that if the villagers are asked about anything outside Wisteria Vale or their individual talents, they quickly change subjects to small talk about the weather or gossip, and always in Common regardless of their apparent origin.\",\"Constructed commoners don't bleed or feel pain like flesh-and-blood humanoids. If a villager's hit points drop to 0, its true form is revealed: that of a lifeless wooden mannequin. Overnight, the mannequin disappears, and a replacement villager is generated by the demiplane to take over the \\\"slain\\\" villager's place and role in the village a few days later. If the mannequin is disintegrated or reduced to ashes, it is not replaced and the population of the village permanently decreases by one.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CM/Constructed Commoner.webp\"},\"credit\":\"Zuzanna Wuzyk\"}]},{\"name\":\"Corrupted Avatar of Lurue\",\"source\":\"CM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"In normal circumstances, the avatar of Lurue is a breathtaking sight; her silver, stardust-like mane, her shimmering hooves, and her perfectly formed spiral horn elicit awe from even the most hardened souls. As powerful and striking as she is in her true form, she's just as wicked in her alternative state. With necrotic energy twisting and dancing at the tip of her black horn, this corrupted avatar of Lurue is instead a nightmare come to life.\",\"While tainted by the influence of Malar, the avatar of Lurue carries out the Beast Lord's will: to slaughter anything that dares to cross its path.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CM/Corrupted Avatar of Lurue.webp\"},\"credit\":\"Katerina Ladon\"}]},{\"name\":\"Dragon Tortoise\",\"source\":\"CM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Ogruhl has been trapped here for millennia, restrained by magic chains. Ogruhl was the prisoner of a cruel Netherese wizard. When the city around the tortoise was abandoned, Ogruhl was left to die. A band of chwingas found the tortoise and brought it food and water little by little to keep it alive. Over time, the chwingas and Ogruhl developed a symbiotic relationship—it defended them and provided a home for them, and they helped it to survive.\"]}]},{\"name\":\"Faerl\",\"source\":\"CM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Faerl, a neutral evil wood elf, is proud and cruel. He believes that he must be in control at all times. He dresses in pompous finery and an oversized red hat. He speaks precisely, but in a volume so low that it forces people to pay close attention to him.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CM/Faerl.webp\"},\"credit\":\"Nikki Dawes\"}]},{\"name\":\"Gingwatzim\",\"source\":\"CM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A gingwatzim is a peculiar form of life created by a spell or a ritual. The magic that brings it into being draws on spirit energy from the Ethereal Plane to give the gingwatzim its true form—that of a luminous (but not too bright) sphere of ectoplasm roughly 3 feet in diameter. A newly formed gingwatzim appears as near to its creator as possible and follows its creator's commands without question, using telepathy to communicate.\",\"A gingwatzim can assume two other forms that are determined by its creator at the time the gingwatzim comes into being. One is an exact duplicate of a Tiny nonmagical object that its creator is wearing or carrying. The gingwatzim's other form is that of a specific Tiny beast.\"]}]},{\"name\":\"Grippli Warrior\",\"source\":\"CM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"At first glance or from a distance, a grippli looks like a large frog. Its head and body are indeed those of a frog, but its front extremities end in hands with fingers that enable it to manipulate weapons and other objects, and its rear legs have similar digits that it can use for grasping and climbing. A grippli can move as quickly on all fours as it can on two legs.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CM/Grippli Warrior.webp\"},\"credit\":\"April Prime\"}]},{\"name\":\"Hag of the Fetid Gaze\",\"source\":\"CM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Three green hags named Dread Morgan, Vile Sazha, and Auntie Greenbones were once rivals who dwelled in an area of the Feywild coterminous with the High Forest. A decade ago, during a time when the boundaries between the planes thinned, the hags became aware of the magic spring controlled by Sylvarie—and decided to control and corrupt it for their own purposes. The covetous hags each knew part of a ritual for crafting magic paintings that could bind mortal creatures with a terrible curse. After agreeing to share their knowledge and work together, they formed a coven dedicated to claiming Sylvarie's temple and making it a base for their nefarious plans.\",\"The hags use their powers of illusion to pose as three elf sisters named Morganna, Azirssa, and Greensong. They are typically found in the bathhouse by day and in their tower lair at night. Each hag carries a master key that opens all the doors in the bathhouse and the tower.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CM/Hag of the Fetid Gaze.webp\"},\"title\":\"Azirssa, Greensong, and Morganna\",\"credit\":\"Caroline Gariba\"}]},{\"name\":\"Jade Tigress\",\"source\":\"CM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Jade Tigress is a powerfully built woman whose body has been honed by intense physical training. She is rugged in appearance, with jet-black hair, hazel eyes, and a long, thin scar running across her right cheek. She matches the description of one of the thieves who infiltrated Candlekeep.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CM/Jade Tigress.webp\"},\"credit\":\"Nikki Dawes\"}]},{\"name\":\"K'Tulah\",\"source\":\"CM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"K'Tulah is a gregarious tabaxi, a catlike humanoid. She arrived at Candlekeep six days ago and received permission to use the library to conduct her research on regional forms of folk magic.\",\"She is an animated talker whose exaggerated gesticulations while chatting annoy Varnyr, but the elf appreciates her academic expertise.\"]}]},{\"name\":\"Kiddywidget\",\"source\":\"CM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A skitterwidget that gives birth to a kiddywidget can't procreate for {@dice 3d6} days afterward. Still, given that skitterwidgets are constructs with no natural life span, there is no telling how many kiddywidgets a pair of skitterwidgets can produce.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CM/Kiddywidget.webp\"},\"credit\":\"Christopher Burdett\"}]},{\"name\":\"Lichen Lich\",\"source\":\"CM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Lichen liches are undead remnants of powerful druids.\",\"A lichen lich looks like a skeleton covered with fungi and bark-like lichen. A lichen lich has vines within its chest cavity. These vines exude viscid and poisonous black fluid.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CM/Lichen Lich.webp\"},\"credit\":\"April Prime\"}]},{\"name\":\"Lightning Golem\",\"source\":\"CM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Lightning golems resemble humans made of crackling lightning. Powerful enchantments protect it, deflecting spells and all but the most potent weapons.\"]}]},{\"name\":\"Master Sage\",\"source\":\"CM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Candlekeep's resident lore experts are master sages and sages who dedicate themselves to scholarship above all.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CM/Master Sage.webp\"},\"credit\":\"Brian Valeza\"}]},{\"name\":\"Miirym\",\"source\":\"CM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Well over 1,500 years ago, the silver dragon Miirym broke into Candlekeep, intent on adding its riches to her hoard. She devoured scholars and destroyed a score of irreplaceable books before she was confronted by an archmage and bound into service to protect Candlekeep as penance for her misdeeds. The wizard passed away before Miirym's sentence had been served, and other spellcasters were unable to break the enchantment that bound her.\",\"Time passed and so did Miirym, whose corpse has long since crumbled into dust. Unfortunately for Miirym, the enchantment remains in effect on her spirit. The spectral dragon—what's left of her—dwells in the catacombs and caves under the library. Those who have visited the depths describe Miirym as a set of immense spectral jaws whose essence roils with the promise of breath weapons and spells of destruction.\",\"Adventurers who explore the passages beneath Candlekeep might encounter Miirym, who's more interested in news of present-day Faerûn than in fighting. Indeed, Miirym is an engaging conversationalist if one has the inclination to chat with her.\",\"Miirym doesn't have a treasure hoard. Instead, she protects the books and scrolls kept in her subterranean domain. The Sentinel Wyrm can be summoned by the Keeper of Tomes and called upon to defend Candlekeep from invaders who would plunder or destroy it. In her role as Candlekeep's defender, Miirym can move anywhere within the library fortress, passing through walls and other solid barriers. She can't enter extradimensional spaces, since they are not on the same plane of existence as Candlekeep.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CM/Miirym.webp\"},\"credit\":\"Mark Behm\"}]},{\"name\":\"Naiad\",\"source\":\"CM\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CM/Naiad.webp\"},\"credit\":\"Caroline Gariba\"}]},{\"name\":\"Nintra Siotta\",\"source\":\"CM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Nintra Siotta, a chaotic evil archfey who was exiled from the Gloaming Court by the Queen of Air and Darkness long ago, is known in Faerûn by three titles: Princess of the Shadow Glass, Lady of Dread Omens, and Seeker of the Three Crowns. She appears as a 9-foot-tall humanoid made of smoky gray glass, wrapped in a cloak-like darkness that appears to devour the light.\",\"Nintra's eyes burn with green fire, and she speaks in a high, musical voice. Deception comes naturally to her, but imprisonment in {@i The Scrivener's Tale}has made her impatient and prone to telepathic outbursts that betray her cruel nature.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CM/Nintra Siotta.webp\"},\"credit\":\"Ernanda Souza\"}]},{\"name\":\"Parasite-infested Behir\",\"source\":\"CM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"When a parasite-infested behir roars or discharges their lightning breath, thousands of gray, parasitic blood worms can be seen writhing inside their mouths. Targeting the behir with magic that removes a disease kills off its blood parasites.\"]}]},{\"name\":\"Ram Sugar\",\"source\":\"CM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Fanatics are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else.\"]}]},{\"name\":\"Sage\",\"source\":\"CM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Candlekeep's resident lore experts are master sages and sages who dedicate themselves to scholarship above all.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CM/Sage.webp\"},\"credit\":\"Brian Valeza\"}]},{\"name\":\"Sapphire Sentinel\",\"source\":\"CM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Stone golems are magical constructs cut and chiseled from stone to appear as tall, impressive statues. Like other golems, they are nearly impervious to spells and ordinary weapons. The golem remains a noncombatant unless it is directly attacked.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"The Sapphire\",\"entries\":[\"The sapphire is inside the golem's chest, hidden behind an 9-inch-diameter stone disk. The outer surface of the disk is inscribed with a blue circle that has eight golden beams radiating from it like the rays of the sun.\",\"The disk can be removed to reveal the glowing sapphire only when the golem receives a command to use its power from someone whose commands it obeys. Otherwise, the sapphire remains hidden. The gemstone is 6 inches in diameter and has the following properties:\",{\"type\":\"list\",\"items\":[\"It is indestructible until the golem completes its mission.\",\"The sapphire has 3 charges. As an action, the golem can expend 1 charge to cast {@spell dispel magic} (as a 9th-level spell) from the sapphire using Constitution as its spellcasting ability. The sapphire ceases to glow if all its charges are expended, but it regains {@dice 1d3} expended charges daily at dawn and glows again once it has 1 or more charges.\",\"The golem attacks anyone who tries to remove the sapphire, which is worth 25,000 gp.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CM/Sapphire Sentinel.webp\"},\"credit\":\"Irina Nordsol\"}]},{\"name\":\"Shemshime\",\"source\":\"CM\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CM/Shemshime.webp\"},\"credit\":\"Tyler Walpole\"}]},{\"name\":\"Skitterwidget\",\"source\":\"CM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A skitterwidget is made of metal and bears a passing resemblance to a giant dog-headed cockroach. No two skitterwidgets look exactly alike, but all are surprisingly cute.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CM/Skitterwidget.webp\"},\"credit\":\"Christopher Burdett\"}]},{\"name\":\"Steel Crane\",\"source\":\"CM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Steel Crane is tall and slender. He is exceptionally handsome, with neat silver hair and deep green eyes, and carries himself with the grace of a dancer.\",\"A strip of cloth was torn from the left sleeve of Steel Crane's white robe during the raid on Candlekeep, and Steel Crane hasn't yet bothered to mend the garment. The robe's damage is clearly visible—evidence of Steel Crane's role in the theft.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CM/Steel Crane.webp\"},\"credit\":\"Nikki Dawes\"}]},{\"name\":\"Swarm of Animated Books\",\"source\":\"CM\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CM/Swarm of Animated Books.webp\"},\"credit\":\"Kieran Yanner\"}]},{\"name\":\"Valin Sarnaster\",\"source\":\"CM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Valin Sarnaster has been thoroughly corrupted by visions of a future in which she sees herself as the immortal heir of Savras's realm.{@i The Canopic Being}came into her possession years ago, and an obsession with the dark rituals therein set the oracle on her present course.\",\"Valin has become a powerful undead as the first step on her path to godhood, and is now a mummy lord.\",\"Valin can use her lair actions in any area of the tomb.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Valin Sarnaster's Lair\",\"entries\":[\"Valin can use her lair actions in any area of the tomb.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CM/Valin Sarnaster.webp\"},\"credit\":\"Nikki Dawes\"}]},{\"name\":\"Varnyr\",\"source\":\"CM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Varnyr is a senior scribe who has spent centuries at Candlekeep. She loves the books, which she cares for as though they were her grandchildren. She has little ambition to rise in the ranks of the Avowed, perfectly content as a senior scribe. She is hardworking and expects others to be as well.\"]}]},{\"name\":\"Zikran\",\"source\":\"CM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Genasi have strong ties to the Inner Planes and the blood of genies flowing through their veins. Like the marids of the Elemental Plane of Water, Zikran is turbulent and unpredictable.\",\"He carries a handheld magic device that controls the elemental cannon. This device, shown in the accompanying illustration, looks like a metal rod with a tip shaped like a bird's head.\"]},{\"type\":\"entries\",\"entries\":[\"On initiative count 20 (losing initiative ties), Zikran uses his handheld device to fire the cannon at one creature he can see, provided the creature is in the basement or on the staircase. Zikran's target must make a DC 17 Dexterity saving throw, taking 24 ({@dice 7d6}) cold damage on a failed save, or half as much damage on a successful one. The basement furnishings provide {@quickref Cover||3||half cover}, should a creature wish to hide behind them.\",\"The cannon is a Large object with AC 16, 80 hit points, and immunity to poison and psychic damage. It is mounted atop a swivel and bolted to the dais. The cannon draws power from the crystal in the middle of the room. This crystal sparks with elemental power whenever the cannon is about to fire. If the crystal is destroyed, both Zikran's handheld device and the cannon become powerless. The crystal is a Large object with AC 13, 40 hit points, and immunity to poison and psychic damage.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CM/Zikran.webp\"},\"credit\":\"Andrew Mar\"}]},{\"name\":\"Zikzokrishka\",\"source\":\"CM\",\"entries\":[{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Zikzokrishka's Phylactery\",\"entries\":[\"Zikzokrishka hid her phylactery deep within the Scimitar Spires, a mountain range to the east of the necropolis of Azumar. If the characters defeat her, Zikzokrishka uses her phylactery to rematerialize, having long ago prepared a dragon's corpse to house her spirit upon its return to the phylactery.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CM/Zikzokrishka.webp\"}}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-coa.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"monsterFluff\"]},\"monsterFluff\":[{\"name\":\"Abigor\",\"source\":\"CoA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoA/Abigor.webp\"}},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoA/Abigoralt.webp\"}}]},{\"name\":\"Aeshma\",\"source\":\"CoA\",\"entries\":[\"Aeshma is a tiefling who was born into a rich and affluent family with ties to powerful families within the city of Waterdeep. Aeshma has learned that everything in life comes easy, free, and without consequence. Aeshma is a jack of no trades and master of none, he has ceremoniously failed himself out of magic studies, countless bard colleges, church studies, and military training. Aeshma excels at one thing: convincing and manipulating others to gamble. He doesn't really care for the stakes or the outcome of a bet, rather he gets enjoyment out of the consternation of others. Aeshma is a chronic gambler who always pushes the stakes to their limits.\",\"Aeshma was content to a life pursuing pleasure and with no responsibilities, but his infernal heritage has entangled him with something he could have never expected. He is the soul that the Halruuans call the Unmaker (Aeshma is unaware that he is the Unmaker). Asmodeus has plans for Aeshma and had one of his archdevils, Abigor, kidnap him.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoA/Aeshma.webp\"},\"credit\":\"Lius Lasahido\"}]},{\"name\":\"Affliction Devil (Kocrachon)\",\"source\":\"CoA\",\"entries\":[\"Masters of torture and pain, kocrachons are some of the most respected lesser devils in the Nine Hells. Each is driven to break the greatest number of creatures during their lifespan—the bigger and more dangerous their charges, the better. The most effective kocrachons study under other torturers, or in infernal schools, to best understand the physiologies of any victim they might come across. Perhaps due to their nature as clandestine torturers, kocrachons abhor direct conflict, choosing instead to flee if given the option.\",{\"type\":\"entries\",\"name\":\"Devils with Purpose\",\"page\":236,\"entries\":[\"They're insect-like and have a brightly colored carapace, with retractable wings, multiple arms and legs, and pincer-like hands. Even their heads appear strangely insectoid, often with multiple proboscises, eyes and false eyes, and waving antennae. Kocrachon inject a lethal poison into victims and, if they acquire the information they needed, may cure said poison.\"]},{\"type\":\"entries\",\"name\":\"Flame and Ice\",\"page\":236,\"entries\":[\"Though they are just as comfortable in the fires of the Nine Hells as any other devil, unlike many other of their peers, kocrachons are also resilient to the cold. This makes them useful in Stygia and Cania, where they are often employed by the archdevils of those layers to wring information from recalcitrant opponents. Their affinity to the cold also provides kocrachons with other, more interesting avenues of torture.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoA/Affliction Devil (Kocrachon).webp\"},\"credit\":\"Sebastian Kowoll\"}]},{\"name\":\"Anagwendol\",\"source\":\"CoA\",\"entries\":[\"A fierce warrior of the Heavens, Anagwendol's career is a trail of slain Fiends. She has never turned from a fight against evil, and though she has taken countless wounds in the fray, she has never lost. And now she is in the Nine Hells.\",\"She owes her captivity to an all-too-common fault among angels. Of all sins, they must beware of pride. Knowing that you're the very instrument of the divine and having carved your way through the inferior mettle of a thousand infernal combatants, makes it hard to hold onto humility. This pride led her into a trap and unable to leave the fourth layer—Phlegethos.\",\"The mastermind behind the entrapment of Anagwendol was the archdevil Kordichai, whose chief interest is a grand game preserve of fiery Elemental monsters in Phlegethos. Kordichai, a canny old hunter, was able to lure her into his preserve, and there at its heart she remains, a prisoner within a blazing stone labyrinth. Occasionally Kordichai sends parties of devils (especially underlings who have disappointed him) to hunt her, and enjoys watching their failures.\",\"Anagwendol is no longer the angel she once was. Whilst the inner warrior of the divine remains, her connection to her surroundings is twisted by an infernal curse so that she believes she is forever fighting an endless swarm of enemies. Everything she encounters is perceived as a loathsome devil, fit only for cutting down.\",\"This constant one-angel war on the infernal is gradually taking its toll. Anagwendol is growing to live for it. The ferocity of shedding infernal blood is becoming an end in itself for her, rather than an unfortunate but necessary means to virtue.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoA/Anagwendol.webp\"},\"credit\":\"Lius Lasahido\"}]},{\"name\":\"Asmodeus\",\"source\":\"CoA\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"You mortals should take pride in how you can make a hell out of any heaven.\"],\"by\":\"Asmodeus\"},\"Various myths claim that Asmodeus, has existed since the dawn of time. Perhaps most intriguing among the myths is the Serpent of Law. In it, Asmodeus was initially named Ahriman and, together with his rival Jazirian, created the outer realms. Their conflict led both deities to become severely wounded, and Asmodeus lost the exchange by landing in the Nine Hells. Here, he used his allies and own strength to banish the previous inhabitants and become what he remains today—Overlord of the Nine Hells.\",\"Since his time as ruler, Asmodeus has seen much upset: a trial by gods, the Blood War, and the Reckoning. Despite many attempts to oust him, Asmodeus has never left his throne—none have even gotten close. Helping cement his power are the Dark Eight, a group of pit fiends sworn to absolute loyalty that rule his armies.\",\"Those that know Asmodeus would describe him as arrogant, extremely intelligent, strategic, and honorable. Whenever possible, he follows the laws and regulations (that he himself created), and rarely loses his temper. Some of his plots have taken thousands of years to come to fruition, with countless others continuing to this day. Whether his persona is genuine, or simply another tool in his plans, only Asmodeus himself knows.\",\"Many groups pledge allegiance to Asmodeus, and being the ruler of the Nine Hells, he has a large quantity of followers and worshippers. His biggest goal, largely unknown by mortals, is the opposite—encourage disbelief in deities altogether. According to legend, instead of going to the god they refuse worship, atheists go directly to the Nine Hells. Asmodeus feeds on these souls, which give him the necessary nourishment to lick his wounds. To this end, worshippers and cults dedicated to Asmodeus frequently experience fluctuations in presence, in an attempt to push them to disbelief.\",\"Some claim that his true form is that of a colossal serpent, with gaping wounds and a missing tail. However, no living creature has seen the true Asmodeus. He prefers to do business using one of his ten avatars, each a perfect gentleman, and handsome to boot. They can be identified by the Ruby Rod they each carry, an icon representative of the Dark Lord himself.\",{\"type\":\"entries\",\"name\":\"Asmodeus's Lair\",\"page\":216,\"entries\":[\"The master of the Nine Hells makes his lair in his citadel of Malsheem. Within its confines linger millions of devils, and all of them are subject to Asmodeus's will and whims.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoA/Asmodeus.webp\"},\"credit\":\"Aaron Sims\"}]},{\"name\":\"Avatar of Baalzebul\",\"source\":\"CoA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoA/Avatar of Baalzebul.webp\"},\"credit\":\"Sergey Musin\"}]},{\"name\":\"Ayperobo Swarm\",\"source\":\"CoA\",\"entries\":[\"An individual ayperobo is practically harmless, and often eaten by larger devils as a delicacy. Recognizing their weakness, ayperobos gather together and create colonies that communicate using telepathy. These swarms are much stronger, capable of holding their own even against some of the greater devils.\",{\"type\":\"entries\",\"name\":\"Something to Prove\",\"page\":238,\"entries\":[\"Their perfect communication and collective strength, coupled with their ability for flight, allow the ayperobos to easily complete tasks with which larger devils struggle. They're happy to do so, as their goal is to prove their worth and, when possible, get revenge for their abusive treatment at the hands of larger devils.\"]},{\"type\":\"entries\",\"name\":\"Small but Deadly\",\"page\":238,\"entries\":[\"Each member of the swarm appears as a small, devilish being, with oversized heads and sparrow-like wings. Their teeth are razor sharp, and when working together in a swarm, they can devour a Humanoid in a matter of seconds. While swarming, ayperobos appear as a thick cloud of mosquitoes or a cloud of blood—and are known to hide among such phenomena. Some swarms have the power to control a \\\"host\\\" by burrowing under its skin and manipulating it from the inside—these hosts can even be other devils.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoA/Ayperobo Swarm.webp\"},\"credit\":\"Sebastian Kowoll\"}]},{\"name\":\"Baalzebul\",\"source\":\"CoA\",\"entries\":[\"Baalzebul, is an archdevil and the lord of Maladomini, the seventh layer of the Nine Hells. He is known as both the Lord of Lies and the Lord of the Flies because his tightly woven web of intrigue traps even the smallest fly. In recent centuries he was cursed with a new hideous form by Asmodeus. This form earned him a new title—The Slug Archduke.\",\"Baalzebul was originally known as Triel, one of the most powerful and beautiful angels to be found in Celestia. Triel's selfish acts in the name of achieving his perfection resulted in his corruption and exile from Celestia. After his fall, Asmodeus, perhaps out of some lingering sense of sympathy, quickly promoted Baalzebul to the ranks of devilish nobility. Baalzebul's ruthless lust for power served him well and before long he not only displaced the ancient, original Lord of Maladomini but managed to become the only archdevil to rule two layers of the Nine Hells, although he ruled Malbolge through the devil Moloch.\",\"However, Baalzebul's pride continued to be his undoing. When he attempted to take Asmodeus's throne, his schemes were discovered and thwarted.\",\"Asmodeus inflicted a series of bizarre penalties upon Baalzebul. He was cursed to appear as a slug for one year per lie he had told to a devil, and any deal he struck with a mortal would result in a disaster for the participant. His castle was turned to excrement and filled with filth and his dominion of Malbolge was stripped from him.\",\"Despite his punishments, Baalzebul is still dangerously cunning and charismatic. Even while trapped in the form of a slug, he remained the Lord of Lies, whose every deception was made with ease. Every one of his untruths is told with a specific purpose in mind, and only other devils are safe from his lies.\",{\"type\":\"inset\",\"name\":\"Baalzebul's Two Forms\",\"page\":218,\"entries\":[\"When dealing with enemies or unfortunate subordinates, Baalzebul generally manifests as a powerful winged creature. However, the characters are most likely to encounter this archdevil in his slug form after he has incurred Asmodeus's wrath again. The accompanying stat block works for both forms except that Baalzebul's movement in his slug form is replaced with: 20 ft., burrow 20 ft., climb 20 ft.\"]},{\"type\":\"entries\",\"name\":\"Baalzebul's Lair\",\"page\":219,\"entries\":[\"Baalzebul's lair resides within whichever city is the newest he has constructed.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoA/Baalzebul.webp\"},\"credit\":\"Aaron Sims\"}]},{\"name\":\"Barachiel\",\"source\":\"CoA\",\"entries\":[\"Barachiel is an aasimar that was born in the city of Elturel; a bastion of justice and symbol of good in the Forgotten Realms. His mother was the angel Zariel, the patron of Elturel. Barachiel grew up to become a Hellrider—the holy warriors that defend the city of Elturel. However, he gave up his freedom to become an agent of Mount Celestia so that he could try and save his mother. Zariel had been seduced and corrupted by Asmodeus. Now, as an archdevil, she rules the first layer of the Nine Hells.\",\"Barachiel believes in justice, mercy, virtue, and compassion. Since his transformation into an angelic being, his memories of his former life have faded. However, the Hellrider Ramius was his beloved companion, and that memory has stayed with him.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoA/Barachiel.webp\"},\"credit\":\"Paul Adam, Lius Lasahido\"}]},{\"name\":\"Bel\",\"source\":\"CoA\",\"entries\":[\"From his bastion, Zariel's second-in-command and the former lord of Avernus oversees the forges that furnish weapons and armor for the Blood War. Though Asmodeus has instructed Zariel to accept Bel as her advisor, Bel and Zariel loathe each other and invent distractions to keep them apart.\",\"Bel outwardly plays the role of Zariel's loyal vassal. However, Bel rankles at Zariel's rulership of the layer of the Nine Hells that was once his, but he won't challenge her directly as long as he thinks Asmodeus supports Zariel.\",{\"type\":\"inset\",\"name\":\"Previous Adventures in Avernus: Bel\",\"page\":234,\"entries\":[\"If you have run {@adventure Baldur's Gate: Descent into Avernus|BGDIA}, then Bel might have replaced Zariel as the ruler of Avernus. If so, his lair is the Bronze Citadel instead of the Forge.\"]},{\"type\":\"entries\",\"name\":\"Bel's Lair\",\"page\":234,\"entries\":[\"Bel makes his lair in an ancient volcano known as the Forge.\"]}]},{\"name\":\"Belial\",\"source\":\"CoA\",\"entries\":[\"Belial maintains his image as the most carnal of all archdevils, and enjoys inflicting pain as much as experiencing pleasure. Despite his indulgences, Belial demonstrates charisma, passion, and intelligence, and is almost always scheming. He is confident to a fault, with vanity and desire being his greatest weaknesses.\",\"Phlegethos has been ruled by Belial, together with his daughter, Fierna, for almost as long as Dispater has ruled his Iron City. Belial considers himself an \\\"old school\\\" devil, alongside his friendly rivals Levistus and Dispater. Glasya's recent rise to power has him concerned for his continued relevance in the political landscape, forcing him to direct his scheming inwards.\",\"During the Reckoning, Belial remained relatively neutral, until the end, when he allied with Baalzebul. Some argue that his alliance was just another scheme meant to misdirect Asmodeus—an idea further cemented when, instead of being deposed, Belial was forced to cede the throne to his daughter. For a time, he continued to rule from the shadows, but influence from Glasya on Fierna has encouraged the fiery lord to rule in tandem. Belial manages much of the political and official sides of the realm, including maintaining the infernal court. He occasionally sends avatars to other planes, which quickly seek out pleasure before continuing their assigned task.\",\"Similar to his daughter, Belial remains one of the most attractive archdevils. His rugged good looks and masculine physique serve to compliment his devilish features, of which he has many. Sharp horns and glowing eyes adorn his face, with midnight-black wings and a tail decorating the rest of his body. Depending on his mood, Belial's skin either takes on an ashy-grey complexion, or smolders red like dying coal. Priding himself on his sensual appearance, Belial dresses provocatively while maintaining high fashion, truly embodying his carnal desires.\",{\"type\":\"entries\",\"name\":\"Belial's Lair\",\"page\":221,\"entries\":[\"This fierce archdevil currently makes his lair in an obsidian palace built within the confines of Abriymoch, but his reach extends throughout the entirety of the city.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoA/Belial.webp\"},\"credit\":\"Aaron Sims\"}]},{\"name\":\"Brother Adramalech\",\"source\":\"CoA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoA/Brother Adramalech.webp\"},\"credit\":\"Aaron Sims\"}]},{\"name\":\"Brother Morax\",\"source\":\"CoA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoA/Brother Morax.webp\"},\"credit\":\"Aaron Sims\"}]},{\"name\":\"Buer\",\"source\":\"CoA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoA/Buer.webp\"},\"credit\":\"Aaron Sims\"}]},{\"name\":\"Corruption Devil (Paeliryon)\",\"source\":\"CoA\",\"entries\":[\"One of the stronger greater devils, the paeliryon focus on corruption and obtaining mortal souls. While they can be found on almost every layer of the Nine Hells, paeliryons are particularly prominent in Dis and Malbolge, where they hold positions of power. Their duties include managing lesser devils, directing and manipulating the soul trade, and infernal politics. They're particularly talented at blackmailing and spying—abilities used both within and without the Nine Hells.\",{\"type\":\"entries\",\"name\":\"Imposing Devils\",\"page\":239,\"entries\":[\"As greater devils, paeliryons are particularly large, often weighing more than 4000 pounds. Like hags, their skin is covered in boils and warts of varying colors, and they have massive bellies and leathery wings. Despite their physical drawbacks, corruption devils are quite formidable in combat. Rather than fight themselves, however, they use followers and lesser devils as fodder.\"]},{\"type\":\"entries\",\"name\":\"Sire of Corruption\",\"page\":239,\"entries\":[\"Occasionally a paeliryon becomes more powerful than their sisters and takes on the mantle of a sire of corruption. These sires can be counted among the strongest infernals, aside from archdevils, and usually direct their power to other planes of existence. Befitting their name, sires of corruption only seek one goal: to corrupt. To this end, their plans often involve the decay of empires or corruption of religious groups. Sires are few and far between, and a new sire usually rises only once every few centuries. Though they usually operate alone, some sires have served archdevils whose plans involved enough corruption to encourage cooperation.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoA/Corruption Devil (Paeliryon).webp\"},\"credit\":\"Sebastian Kowoll\"}]},{\"name\":\"Dispater\",\"source\":\"CoA\",\"entries\":[\"Despite frequent shifts in leadership among other archdevils, Dispater has maintained his position as the ruler of Dis since its creation. Known for his vigilance and caution, he rarely leaves his tower, and even less frequently leaves the Iron City. Those who know his plans, including Asmodeus, know that he hopes to one day rule each layer of the Nine Hells.\",\"Dispater remains one of the foremost suppliers of weapons across all the planes, which helps keep his position in Dis secure. As well, his advisors are carefully chosen and he maintains very few friendships.\",\"Those that attempt battle with the Iron Lord find victory nigh impossible. In addition to his stratagem and defense, Dispater maintains extremely powerful abilities and a legion of minions. Outwitting him can't be done, and anyone unfortunate enough to catch him off guard is quickly disposed of.\",\"Dispater remains calm and controlled in conversation. He prefers wherever possible to engage in gentlemanly debates rather than aggressive arguments. Unlike other archdevils, he almost never forces an individual into doing something, preferring to persuade or deceive instead. Fittingly, his skin is an iron-black color and his signature staff, wrought from the same iron as the tower he lives in, is always in hand.\",{\"type\":\"entries\",\"name\":\"Dispater's Lair\",\"page\":223,\"entries\":[\"The ruler of Dis makes his lair inside the Iron Tower. Within these confines he is vastly more protected.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoA/Dispater.webp\"},\"credit\":\"Aaron Sims\"}]},{\"name\":\"Displacer Fiend\",\"source\":\"CoA\",\"entries\":[\"Long ago a Fey lord led his hunt into the Nine Hells to settle a score with an archfiend over mortals claimed by both. What fate the lord met is unknown, but of all his expedition, one particular faerie breed prospered in its new environment. A particularly vicious strain of displacer beast has become an entrenched new threat across many layers of the Nine Hells, prowling about the edges of fiendish communities and attacking mortal and infernal travelers alike.\",{\"type\":\"entries\",\"name\":\"Stalking Horrors\",\"page\":240,\"entries\":[\"Long ages in the Nine Hells have warped the original beasts into something more fiendish. Whilst still feline in shape, the displacer fiend's shoulders sprout with an explosion of writhing tentacles each tipped with a lamprey-like mouth. These tooth-lined maws drain life essence or infernal strength from their prey, providing the fiends with their sustenance. The mouths drip with a vitriol that causes agony to mortals, but acts as a tranquilizing balm to devils, permitting the Fiends to feast on them without waking their prey if they get the chance. Displacer fiends retain the innate stealth of their progenitors and slip from shadow to shadow across all but the most barren of infernal landscapes. Packs of them will follow travelers for long distances, waiting until the terrain most favors an ambush.\"]},{\"type\":\"entries\",\"name\":\"Corruptors of Perception\",\"page\":240,\"entries\":[\"Like their base stock, displacer fiends bend light around themselves, the visible monster always slightly shifted from its true location. These natural gifts have been fortified by the deceptive influence of the lower planes. The monsters also possess the ability to shift the perceived location of their victim and affect their prey's grasp of relative distance and place. Fighting them can be a nightmare of confusion, as allies, enemies and landscape features appear randomly close or far, huge or small—or the fighters find themselves viewing the battlefield from outside their own heads, trying to control their bodies like puppets. Even basic functions like proprioception—the knowledge of where one's limbs are when not directly observed—can be lost. This can lead to a complete loss of coordination, accidentally striking friends or falling into bogs or crevasses that seemed far distant.\"]},{\"type\":\"entries\",\"name\":\"Monstrous Pets\",\"page\":240,\"entries\":[\"Many large cities in the Nine Hells have feral populations of displacer fiends predating off the lowliest devils and breeding in hidden corners. Much of the time they're considered pests, but they do keep down populations of various infernal vermin, like halogs, that would otherwise be more troubling in their proliferation. Some devils actively cultivate their presence, encouraging them by staking out a lemure or imp every so often, as a human might leave a bowl of scraps for a cat. Devils aren't sentimental, but some find the viciousness and skulking cruelty of the displacer fiends oddly endearing.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoA/Displacer Fiend.webp\"},\"credit\":\"Sebastian Kowoll\"}]},{\"name\":\"Eriflamme\",\"source\":\"CoA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoA/Eriflamme.webp\"},\"credit\":\"Sergei Sarichev\"}]},{\"name\":\"Fierna\",\"source\":\"CoA\",\"entries\":[\"Fierna rules Phlegethos alongside her father, Belial. She is emotionally intelligent, and her charisma has earned her many allies and few enemies in the Nine Hells. Although some view her as incompetent, Fierna's true intentions are hidden behind a smokescreen of brashness.\",\"Her father, Belial, was a key player in the Reckoning, and due to his actions, Fierna was granted primary leadership of Phlegethos. Despite this political appearance, Fierna and Belial rule together, often meeting in secret to discuss strategy and upcoming plans. Some of the more ignorant archdevils view the relationship between Belial and Fierna as something to be exploited or broken. In reality, Fierna deeply respects her father, and the feeling is mutual.\",\"Laying eyes on Fierna, one can immediately see the reasons she is so admired: she is impossibly beautiful. Her beauty is a strength, complementing her strategic mind and ingenuity.\",{\"type\":\"entries\",\"name\":\"Fierna's Lair\",\"page\":225,\"entries\":[\"Fierna's lair is a palace, a tower of crystalline stone wreathed in blue flame.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoA/Fierna.webp\"},\"credit\":\"Aaron Sims\"}]},{\"name\":\"Fire Kraken\",\"source\":\"CoA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoA/Fire Kraken.webp\"},\"credit\":\"Sergei Sarichev\"}]},{\"name\":\"Glasya\",\"source\":\"CoA\",\"entries\":[\"Glasya is known by many names: the Dark Prodigy, the Princess of the Nine Hells, and Lord of Malbolge. She maintains control over the erinyes and has a massive following within the downtrodden and the neglected royalty of the other planes. For a long time, she was simply a lesser archdevil, jumping between various courts as she saw fit. It wasn't until the Reckoning, which she helped instigate, that she claimed true power and became ruler of one of the nine layers.\",\"Asmodeus, her father, and Glasya share much in common—particularly their cunning, ambition, and \\\"dedication\\\" to laws. Because of this, despite some of the hatred Glasya has towards her father, the two share a relationship of respect and support.\",\"Even though she busies herself with many important undertakings to further cement her power, being surrounded by beautiful things is also important to Glasya. Similarly, she detests the ugly, punishing those she sees as disgusting. During her brief relationship with Mammon, she was rarely found in his swampy domain, choosing instead to roam other layers. Almost everything that interacts with Glasya either deeply loves or loathes her. She maintains a charming persona, often even converting spies from other archdevils to her side.\",\"Perhaps contributing to her obsession with beauty, Glasya herself is considered stunning. Her jet-black hair and copper skin hide her infernal nature, though her large, leathery wings and small horns give it away. Due to her ability to polymorph at will, she can meet various other standards of beauty as well, always maintaining an outward charm—which helps conceal her foul core.\",{\"type\":\"entries\",\"name\":\"Glasya's Lair\",\"page\":227,\"entries\":[\"Glasya built her fortress lair, Ossiea, from the grotesquely enlarged and distorted skull of Malagard. Behind the walls of the skull, there are numerous opulent levels, within which Glasya conducts the business of ruling her realm or indulges her other interests.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoA/Glasya.webp\"},\"credit\":\"Aaron Sims\"}]},{\"name\":\"Greater Tyrant Shadow\",\"source\":\"CoA\",\"_copy\":{\"name\":\"Tyrant Shadows\",\"source\":\"CoA\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":{\"type\":\"entries\",\"name\":\"Greater Tyrant Shadow's Lair\",\"entries\":[\"A greater tyrant shadow's lair is always within a few miles of the devil that spawned it, which means that the tyrant shadow itself may often relocate, following the movements of its progenitor, even across the layers of the Nine Hells themselves. Of the lair specifically, the tyrant shadow generally selects a suitably cavernous locale, with deep shadows, perfect for skulking and ambushes. Eroded canyons, abandoned dwellings, and even deep forests, though rare in the Nine Hells, are also suitable locations.\"]}}}}},{\"name\":\"Halog\",\"source\":\"CoA\",\"entries\":[\"There are few places more inhospitable than the Nine Hells, yet denizens from other places make a home even here. Not only the evil whose philosophy aligns with the devils, but simple creatures whose endurance and appetites permit them to survive the infernal realms. Often this means huge monsters strong enough to fight the native denizens, but some intruders pose a different kind of problem to the devils. Halogs seem small and weak compared to almost everything in the Nine Hells, yet they're becoming a serious nuisance across all the lower planes.\",{\"type\":\"entries\",\"name\":\"Swarming Vermin\",\"page\":242,\"entries\":[\"Halogs are around the size of a dog, and somewhere between a rat and a dog in appearance. Individually they're unprepossessing, often bearing burns, festering pustules, scars and other marks of a harsh environment that never seems able to quite kill them. They breed with formidable speed. Pairs of halogs raise litters of twenty which can mature in just a handful of days if sufficient food is on hand. And halogs eat anything. Their digestive juices alter in composition to permit them to devour infernal flesh as easily as that of mortal creatures, along with any kind of plant matter and even minerals. Only regions that are nothing but barren rock and dust offer nothing to them.\"]},{\"type\":\"entries\",\"name\":\"Extraplanar Adaptations\",\"page\":242,\"entries\":[\"Individually, halogs are weak, but as a species they're fearsomely hardy. Halogs seldom thrive in regions not requiring their unique adaptability, because of greater competition from other creatures. The hostile conditions of the lower planes mean that regular vermin and predators are lacking, leaving them their niche. The secret of the halogs' success is that the harsher their environment, the more they prosper. Whether heat, cold, acid, poison, or even pure necrotic energy—if it doesn't kill them outright then they swiftly adapt to feed off it. Halogs live among the flames of Phlegethos, the icy wastes of Stygia and the swamps of Minauros equally, and no devil city is free of their swarming presence no matter how the Fiends try to exterminate them. They even swim rat-like in the waters of the Styx. The vermin have a powerful defense mechanism. Their saliva and blood adapts swiftly in response to the vulnerabilities of their antagonists so that their bites inflict the worst harm, and anything trying to eat their flesh suffers for it. The remarkable upshot of this is that the halogs of the Nine Hells most often have teeth blazing with radiant divine energy, enough to make short work of unwary minor devils.\"]},{\"type\":\"entries\",\"name\":\"Unexpected Allies\",\"page\":242,\"entries\":[\"Despite their remarkable abilities and most common habitats, halogs are basically just animals. They're smart, but in the same way as a bright dog or a monkey. Druids, rangers, and other guardians of nature luckless enough to find themselves in the Nine Hells have been able to forge bonds with the creatures, and even muster them as impromptu scouts and sentries when travelling in the lower planes.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoA/Halog.webp\"},\"credit\":\"Sebastian Kowoll\"}]},{\"name\":\"Hellcat (Bezekira)\",\"source\":\"CoA\",\"entries\":[\"Possessing a unique ability to detect both the alignment and strength of an individual telepathically, bezekiras, otherwise known as hellcats, search for the most powerful master of lawful evil alignment. Once they've found a master, they're extremely loyal and follow all commands, until a stronger master comes along. When not serving a master, hellcats are fiercely independent, secretive, and intelligent.\",{\"type\":\"entries\",\"name\":\"Hard to See\",\"page\":244,\"entries\":[\"When visible, hellcats take on the appearance of larger cats, including lions and tigers. However, they have an innate invisibility when in any source of light, preventing their corporeal form from appearing anywhere outside of total darkness. They appear wraith-like, with the wispy outline of their body composed of ethereal light and devilish fire. Though they rarely hunt creatures of evil alignment, good creatures are slaughtered on sight, sometimes even against their master's orders. Bezekiras propagate through natural means, though petitioners and devils are sometimes given their form.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoA/Hellcat (Bezekira).webp\"},\"credit\":\"Sebastian Kowoll\"}]},{\"name\":\"Jenevere\",\"source\":\"CoA\",\"entries\":[\"It was Jenevere's role to watch the mortal planes for individuals of particular virtue. Forbidden to intervene, she would record their struggles and deeds, to be brought in evidence when their souls migrated to their final reward. After centuries of meek observation, she petitioned for more active divine involvement in the fates of those she watched. She was refused. It was too much for her. Against the strictures of her role, she visited the mortal realms to interfere. No grand drawing of flaming swords, just calm words, a timely reminder of morality at the fulcrum point of someone's moral struggle. In time, the Nine Hells became aware of her influence and set a trap for her. After her capture she passed through various hands. Jenevere isn't fierce and combative, but open, honest, and infinitely merciful. She forgives the Fiends that torment her, knowing it is their nature, and her forgiveness burns them more than they can burn her. Possession of Jenevere became something of a poisoned chalice, so that she fell through their hierarchy, possessed by meaner and meaner masters, until she was acquired by Vaness and Fling of the Eye Market.\",\"Jenevere's eyes are remarkable things, fashioned by gods to see all the virtues of the mortal realms. Vaness and Fling removed her eyes easily enough, but implanting them into a Fiend, or any of the evil things that come cap in hand to them, proved problematic. The eyes are a gateway to all the virtue and goodness of the planes. To Vaness and Fling's patrons, the experience proved unendurable. Vaness and Fling continue to experiment, but they're beginning to feel that in acquiring Jenevere they've taken on more than they can handle.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoA/Jenevere.webp\"},\"credit\":\"Lius Lasahido\"}]},{\"name\":\"Koh Tam\",\"source\":\"CoA\",\"entries\":[\"Koh Tam is the powerful head priest of Kelemvor, god of death and the dead, at the Waterdeep cathedral. Seeking to know all the secrets of the realms of the dead, Koh Tam petitioned his god for permission to explore the Nine Hells. The young priest set forth into the infernal realm where he bore witness to horrors beyond mortal imagination and encountered fiendish creatures whose power greatly outmatched his own. The experience forever changed the priest. Rather than sate his curiosity, the journey only served to further incite Koh Tam's fascination with the infernal. He devoted himself to the study of arcane books concerning the subject and collected an impressive number of infernal relics.\",\"In the many years since, the head priest has made several expeditions into the Nine Hells and has had many more encounters with fearsome devils. Koh Tam can thus be considered the expert authority on the infernal realm. He has advised many adventurers who seek to venture into the Nine Hells and has also prevented a fair number of foul creatures from fleeing that realm into mortal worlds. Though he remains devoted to the laws of Kelemvor, so much exposure to the infernal has changed Koh Tam in mind and body. The head priest has many habits and mannerisms that might seem strange to other mortals, and he has a unique perspective colored by his experience with the Nine Hells.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoA/Koh Tam.webp\"},\"credit\":\"Paul Adam, Lius Lasahido\"}]},{\"name\":\"Lesser Tyrant Shadow\",\"source\":\"CoA\",\"_copy\":{\"name\":\"Tyrant Shadows\",\"source\":\"CoA\"}},{\"name\":\"Levistus\",\"source\":\"CoA\",\"entries\":[\"No archdevil is more hated than the Frozen Prince, Levistus, despite his reputation as an honorable and chivalrous archdevil. Rivaling Asmodeus and Dis in their ability to plan and strategize, Levistus is generally considered one of the most plausible archdevils for overthrowing the throne. His ambition was somewhat stifled when he committed an unspeakable betrayal and was imprisoned by Asmodeus deep within the ice of Stygia.\",\"Even while imprisoned, Levistus continues to plot, choosing to force his rage inward and reflect. Divination and communication magic helps aid this effort, and even from within his icy tomb Levistus manages legions. Levistus is known to make many deals with adventurers, provided they can aid his search for freedom.\",\"When the Reckoning happened. Asmodeus, noticing that Levistus played no part in the war, chose to reinstate him as ruler of Stygia. While Levistus still desired revenge on his jailor, he recognized the opportunity and pledged temporary allegiance to Asmodeus. Publicly, Levistus completely supports Asmodeus and his plans, though from beneath the ice he continues to plot his revenge.\",\"Other archdevils describe Levistus as clever, charming, and observant, if not also traitorous. He was often known to engage adversaries in single combat, only calling upon his magic and followers if someone or something intervened. For this reason, he is often worshipped by honorable thieves and charlatans—rogues with a code.\",\"Levistus is described as an attractive humanoid male, with dark hair, an impeccable goatee, and pale-white skin.\",{\"type\":\"entries\",\"name\":\"Levistus' Lair\",\"page\":229,\"entries\":[\"The ruler of Stygia's lair is within his floating prison. This great glacier moves ponderously over the ages, carrying with it Levistus, and the effects of his lair.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoA/Levistus.webp\"},\"credit\":\"Aaron Sims\"}]},{\"name\":\"Maelephant Nomad\",\"source\":\"CoA\",\"entries\":[\"Created with the sole purpose of protection, maelephants are the most loyal of the devils. They eschew personal possessions, dreams, and goals, and find happiness in the completion of their duty. While other devils may view them as simple and unintelligent, many recognize the importance and utility of maelephants. Infernal and common are often spoken languages, but maelephants also maintain their own unique language, which they use exclusively in communication with others of their kind.\",{\"type\":\"entries\",\"name\":\"Elephantine Warriors\",\"page\":245,\"entries\":[\"As their name would suggest, maelephants share many physical features with elephants. They stand on two legs, but have an elephant-like head and legs. Their trunk usually ends in a sharp spike, and their hands and feet are both clawed. When threatened, maelephants emit a cloud of toxins that cause brain damage and memory loss.\"]},{\"type\":\"entries\",\"name\":\"Driven by Duty\",\"page\":245,\"entries\":[\"Despite them being lower-ranked devils, their position as trustworthy guardians makes other lower devils respect maelephants. When not under active duty or protecting something, a maelephant might aimlessly wander the layers searching for a new charge. Some of these nomads wander many years before finally ending their search.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoA/Maelephant Nomad.webp\"},\"credit\":\"Sebastian Kowoll\"}]},{\"name\":\"Mammon\",\"source\":\"CoA\",\"entries\":[\"Perhaps the richest being in all the realms, there is nothing that Mammon loves more than wealth. Where other devils obsess over souls and power, Mammon is perfectly content to continually increase his material possessions. Interestingly, he is one of the only archdevils willing to make deals with mortals over strictly monetary terms. Whether he maintains his end of the deal, however, is a completely different story. Anyone that interacts with Mammon immediately recognizes his two-faced approach—the devil will say or do anything, if he thinks it will benefit him in the end.\",\"Aside from hunting for coin, Mammon also enjoys hunting for sport. If anger strikes him (and it does so often), he will frequently summon up a steed and hounds to partake in a trophy hunt.\",\"Anything he has designated as prey rarely escapes his fervor, though he quickly grows bored once his quarry is caught.\",\"Scheming and betrayal are like breathing for Mammon, and conversely so is bootlicking. Some argue that his punishment after the Reckoning was severely reduced due to his shameless groveling before Asmodeus. In fact, he was the first of all archdevils to surrender during the coup, even selling out some of his co-conspirators.\",\"Despite all his faults, one thing Mammon has mastered is the soul trade. Even Asmodeus recognizes that no archdevil can manage and distribute souls as well as Mammon. Perhaps his expertise comes from the massive profit that can be made from managing souls, or perhaps he wanted to find somewhere to belong—nobody knows for sure.\",{\"type\":\"entries\",\"name\":\"Mammon's Lair\",\"page\":231,\"entries\":[\"Mammon's lair is in a tomb-like palace, within Minauros, and like most structures in the city is in a perpetual state of sinking into the swamp.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoA/Mammon.webp\"},\"credit\":\"Aaron Sims\"}]},{\"name\":\"Mephistopheles\",\"source\":\"CoA\",\"entries\":[\"Mephistopheles is the lord of Cania, the eighth level of the Nine Hells, and the most formidable archdevil next to Asmodeus himself. He is famed as Hell's most powerful spellcaster and the wielder of a power known as Hellfire.\",\"An ancient entity, rivaling Asmodeus in age, Mephistopheles has been responsible for many schemes to try and unseat the Lord of the Nine Hells. One of his most infamous was an alliance between himself, Dispater, Mammon, and Geryon. They conspired to take power from the other archdevils, Baalzebul, Zariel, Belial, and Moloch. With this increased power, Mephistopheles believed he could challenge Asmodeus himself. But he was betrayed by Geryon, who had secretly sided with Asmodeus. Despite the blatancy of his rebellion, Mephistopheles was the archdevil that suffered the least: not cursed like Mammon or Baalzebul; not cast down like Belial, Moloch or Geryon. This has led many to believe that there is some ancient secret to the relationship between Asmodeus and Mephistopheles, though what it could be is a mystery none have discovered.\",\"As the foremost spellcaster of the Nine Hells, Mephistopheles often resorts to magic when forced to defend himself. But his greatest power comes from the ability to wield Hellfire itself. Created by tapping into the profane essence of the Nine Hells, Hellfire is unimaginably, unbearably hot. Mephistopheles can also shape Hellfire however he wishes, making it his most potent weapon.\",{\"type\":\"entries\",\"name\":\"Mephistopheles' Lair\",\"page\":232,\"entries\":[\"This archdevil's lair is the Citadel of Mephistar, located within the glacier of Nargus. This an elegantly carved ice palace and is home to Mephistopheles' private manor, along with living accommodations for numerous other devils.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoA/Mephistopheles.webp\"},\"credit\":\"Aaron Sims\"}]},{\"name\":\"Miasmorne\",\"source\":\"CoA\",\"entries\":[\"Avernus is a bleak wasteland of jagged mountains and metal-studded hills, but the true ugliness to a devil's eyes is in the scars of war where demonic corpses, arms, and armor pile, infecting the plane with their chaotic ichor and breeding fresh monsters to trouble the order of the Nine Hells. The miasmorne were bred to clean up after Abyssal invasion: great lumbering Monstrosities able to devour demonic flesh, armor, weapons, and ruined war engines and return the plane to its pristine starkness. The monsters prospered beyond anyone's reckoning and now drag their bellies across many layers of the Nine Hells.\",{\"type\":\"entries\",\"name\":\"Voracious Detritovores\",\"page\":246,\"entries\":[\"Miasmorne resemble bulky, wingless dragons, their broad heads flanked with great fans that they spread when challenged. While they will gorge themselves on dead flesh—or create fresh corpses with their impressive teeth and jaws—their preferred meal is mineral. Where their populations have grown, they seek out concentrations of metal. Iron and steel are their staple fare, but they will take gold, silver, adamantine or mithril if available. As infernal cities and fortresses are often constructed of iron this leads to literal holes in the Fiends' security.\"]},{\"type\":\"entries\",\"name\":\"Armored in Rust\",\"page\":246,\"entries\":[\"As well as sustaining the monsters, the metals they devour go towards fortifying their hides, bones, and jaws. Miasmorne are formidably heavy and strong, proof against mundane blades and as resistant to heat as most denizens of the Nine Hells. Not naturally aggressive, the dull-witted brutes are hard to dissuade once they decide to feed. Miasmorne saliva corrodes metal efficiently, and they frequently pause mid-fight to slobber down the brittle flakes of whatever they've just destroyed. Under threat, their head fans bristle with thousands of extruded metal spines which they launch in a cloud of flechettes at foes, scouring the air both with sharp-edged missiles and a great spray of their rusting spittle. When injured, those that have devoured magic weapons or defenses manifest those same effects in their hide and claws, expending their internal store of swallowed arcana to drive away those who disturb their feasting.\"]},{\"type\":\"entries\",\"name\":\"Pests and War-beasts\",\"page\":246,\"entries\":[\"Miasmorne are a serious problem in some regions, chewing at the walls of castles and cities, swallowing whole armories, and tearing the armaments off the hosts of the Nine Hells. Mortal intruders who can lure the creatures with meals of enchanted or high-quality metal can even use them as siege engines to get past infernal walls. In other parts of the Nine Hells, the creatures are kept as semi-domesticated guards or waste disposal monsters. In Avernus, where they were first bred, Zariel maintains a crack corps of handlers who goad the beasts into wallowing through hosts of invading demons, chewing on Abyssal mail, and eating the prized magic blades of demon princes.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoA/Miasmorne.webp\"},\"credit\":\"Sebastian Kowoll\"}]},{\"name\":\"Oneirovore\",\"source\":\"CoA\",\"entries\":[\"The ancestors of these Fiends were servants of the divine and Fey which devoured the nightmares of mortals, bringing restful sleep. Imported into the Nine Hells and cultivated by devils, dream eaters, as they're also known, became a powerful weapon in subtly corrupting mortal minds. They can be found grazing wherever the toxic foliage of the Nine Hells grows, often guarded by low-status devils and hell hounds. When brought to weak points between the planes, their spirits seep into the mortal world. There they browse the dreaming minds of mortals. Often, they devour the hope and wonder that might inspire people to improve their lives.\",{\"type\":\"entries\",\"name\":\"Placid Herds\",\"page\":248,\"entries\":[\"Despite their fearsome-looking appearance, dream eaters are oddly passive for a denizen of the Nine Hells. When attacked, their first instinct is to lumber away at their sluggish pace, sending out high, mournful cries that attract every devil and infernal monster within earshot. Their angry herdsmen usually arrive in short order to see off the threat.\"]},{\"type\":\"entries\",\"name\":\"Storehouses of Phantasms\",\"page\":248,\"entries\":[\"Forced to fight, dream eaters' most potent defense is a release of their stored phantasmagoria. This can affect attackers in several ways. A release of nightmares taints the way that non-devils view the world around them, transforming everything—including allies—into hideous sources of fear and threat, whilst the dream eaters themselves fade into the infernal landscape. On the other hand, a release of hope and wonder leaves mortal attackers in a dazed and euphoric state, suddenly taken by wild fancies to accomplish impossible and reckless feats that see them charging off across the hellish landscape, the fight forgotten. The same expulsion of positive dream imagery has a powerful caustic effect against infernal creatures, affecting devils much as a skunk's blast against regular predators.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoA/Oneirovore.webp\"},\"credit\":\"Sebastian Kowoll\"}]},{\"name\":\"Pain Devil (Excruciarch)\",\"source\":\"CoA\",\"entries\":[\"Another type of devil devoted to torture, excruciarchs are also competent fighters and mercenaries. Due to their reputation as torturers of devils, they're often looked down upon by other devils, occasionally even beaten or killed, and as a result they frequently travel together. Their cruelty is known across the Nine Hells, and their revelry in pain gives them their name. Another defining feature of pain devils is their greed: they serve no particular master, their loyalty must be purchased.\",{\"type\":\"entries\",\"name\":\"Masked Devils\",\"page\":249,\"entries\":[\"Excruciarchs appear almost humanoid in size and shape. Their skin is usually pale shades of white or red, and hair doesn't grow anywhere on their body. To conceal their identity and lend themselves some form of protection, almost all pain devils wear masks made from various types of leather, often adorned with spikes, horns, or ridges.\"]},{\"type\":\"entries\",\"name\":\"Devoted to Pain\",\"page\":249,\"entries\":[\"When an excruciarch enters battle, they activate a unique ability to inflict pain upon their adversaries. Excruciarchs thrive on even their own pain and they almost always fight to the death.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoA/Pain Devil (Excruciarch).webp\"},\"credit\":\"Sebastian Kowoll\"}]},{\"name\":\"Ramius\",\"source\":\"CoA\",\"entries\":[\"Ramius Dangremond is the commander of the Hellriders of Elturel. He never wanted the position, but because of the many deaths within the ranks of the order, he had to step up. His friend and fellow Hellrider, Barachiel, was the main reason he was able to grow into a capable commander. The loss of his friend saddens Ramius, and the news of his imprisonment within the Nine Hells gnaws at his soul.\",\"Ramius is a natural horseman and a gifted athlete. The soldiers he leads often say that there isn't anything that Ramius can't mount or ride. He's ridden horses, mammoths, and machines into battle. Loyalty, honor, and duty are virtues that Ramius upholds. He fears nothing other than losing those he cares for.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoA/Ramius.webp\"},\"credit\":\"Lius Lasahido\"}]},{\"name\":\"Rimmon\",\"source\":\"CoA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoA/Rimmon.webp\"},\"credit\":\"Aaron Sims\"}]},{\"name\":\"Sarevok\",\"source\":\"CoA\",\"entries\":[\"Sarevok Anchev is a powerful Deathstalker. He is also one of the Bhaalspawn, the mortal offspring of the dead god Bhaal. Sarevok attempted to reclaim the divine seat of the Lord of Murder vacated by his immortal father's demise, but his plans were thwarted when he was slain by his half-brother, Abdel Adrian, who rejected his heritage and fought against his Bhaalspawn siblings.\",\"Sarevok's spirit was sent to the Abyss as punishment. There he eventually crossed paths with Abdel a second time when his noble-hearted brother ventured into the lower realms on a dangerous quest to stop another Bhaalspawn named Melissan. Sarevok agreed to help Abdel kill Melissan, on the condition that Abdel helped him escape the eternal torments of the Abyss.\",\"Abdel agreed, and Sarevok was reborn into the mortal world. After his rebirth, Sarevok was true to his word, and the two brothers fought side by side against their half-sister. Ultimately Melissan was defeated, and Sarevok was granted a second chance at life.\",\"With his prodigious strength, his legendary skill in battle, and the Sword of Chaos—a life-stealing, enchanted blade—Sarevok became a famous (and feared) mercenary. Yet his many accomplishments brought him no joy. He felt no thrill at victory in battle, no delight in the routing of his enemies. The power he accumulated was bitter as ashes on his tongue, and he became a man haunted by his former life. The realization that no earthly achievements could ever compare to what he once almost had—immortality and godhood—left him broken and empty.\",\"Sarevok plunged into a deep despair. To numb his pain, he indulged in every vice imaginable, squandering his wealth and health on alcohol, drugs, and fleeting comforts. While his divine heritage slowed his aging, it did not stop it entirely, and after decades of self-abuse he was eventually reduced to an old man begging in the streets of Baldur's Gate.\",\"This was how his father—Bhaal, the reborn god of murder—found him. Bhaal recognized his own divine spark in the pathetic old man, and he sensed Sarevok still had potential. Bhaal recruited him to become the high priest of his fledgling clergy, giving Sarevok new purpose... and another chance to become an agent of death and destruction.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoA/Sarevok.webp\"},\"credit\":\"Lius Lasahido\"}]},{\"name\":\"Shredwing\",\"source\":\"CoA\",\"entries\":[\"Tearing through the skies of the Nine Hells, shredwings aren't only a constant menace to mortal and fiendish travelers, but a reminder of the cruelties of one of Hell's worst overlords. Though Malagard was cast down from the throne of Malbolge and her bloated body shattered, her wickedness remains in the spite and cruelty of her creations.\",{\"type\":\"entries\",\"name\":\"Born from Bitterness\",\"page\":250,\"entries\":[\"At first glance, shredwings appear to be bats or pterodactyls, with a spined body between two great veined wings terminating in a jagged head. They seem to have an ever-open beak, but upon closer scrutiny this shows to be a pair of vicious spikes. Although they seem like horrific flying creatures, the actual truth of their origins makes them even more terrible. Malagard was earthbound and one of the many things she was furiously envious of was the ability of others to fly. One of her pastimes was to tear the wings from Fiends who had displeased her and give them a vile and unnatural life of their own, discarding the mutilated devils and shaping their amputated parts into something new and ghastly. Shredwings are the results of her hobby, now feral and endemic to many parts of the Nine Hells.\"]},{\"type\":\"entries\",\"name\":\"Hideous Appetites\",\"page\":250,\"entries\":[\"Shredwings are driven by a desire to inflict pain, still possessed by the malice of their original creator. They patrol the skies of the Nine Hells and descend in shrieking flocks on anything weak enough to torment. When they have winged creatures at their mercy, they mob their victim in the air until they can tear away their target's wings. They carry the trophies to their high roosts, where the tattered vanes are transformed into a new shredwing under the caustic ministrations of the 'parents'. For wingless prey, they have other practices. Whilst they harry with claws and beak, they look out for a chance to latch onto the backs of their prey. Driving the spikes of their heads between the shoulders of their victims they enact a terrible merging, becoming a set of wings attached to the creature and carrying them off. They slowly absorb the life-force of their victim, delighting in their pain and fear. Over time they take over their prey's limbs and body, returning to attack any leftover companions, delighting in the distress their puppeteering causes. Most often they leave the head until last, enjoying the screams and pleas of the luckless creature they've usurped.\"]},{\"type\":\"entries\",\"name\":\"Raised to the Whip\",\"page\":250,\"entries\":[\"There is little bad in the Nine Hells that devils can't make worse. Shredwings are unruly and vicious creatures but determined devils can trap them and break them into a form of domestication. Particularly ingenious hunting Fiends, aided by the souls of evil rangers, have trained packs of shredwings to do their bidding, tracking prey across the hostile plains of the Nine Hells and attacking on command. The creatures remain mutinous at best, and woe betide any handler who shows weakness or lets prey get the better of them.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoA/Shredwing.webp\"},\"credit\":\"Sebastian Kowoll\"}]},{\"name\":\"Styx Dragon\",\"source\":\"CoA\",\"entries\":[\"One of the only draconic beings that makes its home in the Nine Hells, the Styx dragon is an aquatic creature that lives within the River Styx. The waters of the Styx have no effect on its mental faculties or memories, and their breath weapon replicates the effects of the Styx. Their diet consists mostly of devils foolish enough to wander close to the banks of the Styx, though they prefer mortals and corpses over Fiends. Occasional Styx dragons have been spotted in non-infernal planes, possibly by traveling the Styx to their destination.\",{\"type\":\"entries\",\"name\":\"Unusual Dragons\",\"page\":252,\"entries\":[\"Unlike other Dragons, the scales of the Styx dragon have no effect on their capabilities, and range from darker hues all the way up to chromatic scales, though they always appear muddied. They have no wings and very small limbs, relying primarily on their tails for mobility and combat. Their serpentine body lends itself to muddy nests along the banks of the Styx and quick underwater travel. Good captains know where Styx dragon clutches are along the river, and steer their boats specifically to avoid the creatures.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoA/Styx Dragon.webp\"},\"credit\":\"Sebastian Kowoll\"}]},{\"name\":\"Tiax\",\"source\":\"CoA\",\"entries\":[\"A long-serving cleric of Cyric, the god of lies, Tiax is absolutely certain of many things—most of them entirely untrue. After twenty years in Cyric's clergy, Tiax's mind has been twisted by the god's many tricks. Still, even so flavored by fantasy and deception, the favor of a god often proves a very powerful boon indeed. Whatever dire trouble Tiax finds himself in, even if it be the flames of the Nine Hells, his god will devise means of delivering him to safety—though often just by the skin of his teeth.\",\"All of these near misses and improbable escapes have only solidified Tiax's delusions of grandeur. Though he is well aware that it is Cyric's divine interference which saves him, Tiax tells everyone he encounters that he is actually a powerful sorcerer and thus hides his piety to Cyric and the divine power he has been granted in return.\",\"As one might expect, Tiax's foremost attributes are exaggeration and deceit. Unfortunately, for the unsuspecting, Tiax's unthreatening and absurd demeanor can grant the illusion of harmlessness. His many lies appear outlandish and easily dismissed, and his erratic behavior borders on complete buffoonery. Some might even find his colorful, chaotic personality to be charming. Certainly, Koh Tam seems to tolerate him for one reason or another. But make no mistake, Tiax is dangerous. The wise should be wary.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoA/Tiax.webp\"},\"credit\":\"Lius Lasahido\"}]},{\"name\":\"Tyrant Shadow\",\"source\":\"CoA\",\"_copy\":{\"name\":\"Tyrant Shadows\",\"source\":\"CoA\"}},{\"name\":\"Tyrant Shadows\",\"source\":\"CoA\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"The nine hells can only dream of the perfect oppression which mortals bring upon each other.\"],\"by\":\"Unknown\"},\"Alongside devils and monsters, the Nine Hells have given birth to more nebulous threats. Even raw negative emotion can be personified in the darkest reaches of the lower planes. Congealing into a shape that knows only hunger and the need to hunt. It stalks those filled with fears and insecurities that they refuse to acknowledge.\",{\"type\":\"entries\",\"name\":\"Bred from Denial\",\"page\":254,\"entries\":[\"Tyrant shadows are a threat unique to the Nine Hells. Mortals in the Nine Hells dwell in agony and terror by definition. However, the life of a devil is seldom happier. The infernal hierarchy is harsh and those above constantly abuse the Fiends beneath them whilst fearing usurpation at every turn. In contrast to the unruly hosts of the Abyss, devils are never permitted to give vent to the bitterness that is their lot, bound to a show of discipline and obedience. This festering misery, given no other outlet, manifests as an independent creature that breaks from the devil who generated it to pursue its own malevolent life. Tyrant shadows most often appear as huge-mawed stalking reptiles made from writhing shadows, unless they take on specific forms to exploit the fears of their prey.\"]},{\"type\":\"entries\",\"name\":\"Shifting Stalkers\",\"page\":254,\"entries\":[\"Tyrant shadows are strongly attracted to the kind of suppressed negative emotions that gave rise to them. The minds of strong mortals valiantly enduring the horrors of the Nine Hells without complaint draw them from far away, and they hunger both for the flesh and the fear such prey generate. A truly satisfying feast for the tyrants must be prepared properly. They stalk their targets over long hours, telepathically sensing what is most feared and shifting their forms to provide glimpses and hints of terror wherever their target looks. Mortals who break easily, giving swift vent to their fear or flying into berserk rages, are of little interest to them. A fear that slowly erodes through its host's iron discipline is savored like a well-aged wine. For the same reason, they gleefully prey on middling and lesser devils whose lives are a constant battle between bitterness and discipline. Those few mortals who are so confident in themselves as to know no fear at all—the most focused of monks or blessed of paladins perhaps—are effectively invisible to tyrant shadows.\"]},{\"type\":\"entries\",\"name\":\"Personal Nemeses\",\"page\":254,\"entries\":[\"Every tyrant shadow was spawned from the resentful core of a particular devil before taking up its own existence, and the presence of \\\"their\\\" devil continues to sustain the tyrant. As the devil rises in the internal hierarchy, so the tyrant grows stronger. As the tyrant hunts and feasts, so the devil's inner bitterness grows, driving them to greater acts of evil, and thus leading to their advancement. Much as they might deny it, even the greatest of devils are consumed with negative emotions. Archdevils command whole planes yet hate and envy the gods. Somewhere perhaps even Asmodeus has a stalking shadow feeding his malice even as his great status empowers it.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoA/Tyrant Shadows.webp\"},\"credit\":\"Sebastian Kowoll\"}]},{\"name\":\"Vorvolaka\",\"source\":\"CoA\",\"entries\":[\"There are always mortals who believe they can outwit the powers of the Nine Hells. One strategy is for a powerful evil creature to pledge its soul to the inferno, then seek the eternal unlife of a vampire to cheat the devils of their prize. The devils, of course, have seen it all before. Specialist teams hunt down the offenders and haul them to the Nine Hells where they're reshaped into vorvolakas, forever hungry for mortal blood in an underworld where such a commodity is vanishingly rare.\",{\"type\":\"entries\",\"name\":\"The Ever-Hungry\",\"page\":258,\"entries\":[\"A mockery of their original form, vorvolakas appear like vast tusked bats with a humanoid twist to their forms. Some faint semblance of their original features can just be discerned in their new bestial visage, just as an echo of their memories and personality persists in their fractured minds. They're almost never still or silent, shrieking out their gnawing hunger in their keening voices, jittering and clawing at one another, or circling like vultures across the brazen skies of the Nine Hells. Even as normal vampires are driven by their appetites, transformation into a vorvolaka increases that appetite a hundredfold, but the blood of mortals remains the only meal that sates them for even a moment. Seeing haughty vampires turned into ravenous monsters by their constant unfulfillable hunger is a torment that devils find highly amusing.\"]},{\"type\":\"entries\",\"name\":\"Hell's Sentries\",\"page\":258,\"entries\":[\"Many powerful devils—especially in the upper layers of Avernus and Dis—keep dovecotes of starving vorvolakas, tolerating their noise and squabbling in exchange for the chief service they provide. The creatures can scent the blood of mortals from miles away, flying into a frenzy at the first hint of a living being. Sometimes the monsters are kept caged, simply serving as a warning system so devils know that mortals are about. More often they're released into the skies to track down the intruders, with infernal huntsmen following in their wake to pick up the pieces.\"]},{\"type\":\"entries\",\"name\":\"Frenzied Hunters\",\"page\":258,\"entries\":[\"When they find living prey the vorvolakas descend in great squalling flocks, desperate to rend the mortals open and glut themselves on blood. They use their hooked claws and tusks to rip away armor and open up their prey, attacking with utter disregard for their own safety. Their flesh regenerates from most wounds—or else they would tear one another to pieces in their agony—and their hunger is such that only those of strongest faith can hold them back with prayer and holy symbol. Their screaming cries rend the ears of listeners, not only physically painful but imprinting the creatures' deep misery on all who hear. So evident is the despair of the creatures, their horror at their own tormented state, that those who have fought them and survived find themselves more moved to pity than any other emotion.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoA/Vorvolaka.webp\"},\"credit\":\"Sebastian Kowoll\"}]},{\"name\":\"War Devil\",\"source\":\"CoA\",\"entries\":[\"Created through the sacrifice of other devils, both alive and dead, war devils vary in size and shape, but not personality. They crave combat and are highly aggressive, often commanding legions of lesser devils in wars. While they greatly enjoy bullying weaker creatures and exerting their dominance, they're highly submissive towards more powerful creatures and higher ranked devils.\",{\"type\":\"entries\",\"name\":\"Battle Commanders\",\"page\":260,\"entries\":[\"War devils are also extremely loyal to their creators, following practically any order given to them. When not taking orders, war devils are clever enough to command and make decisions on their own, making them extremely talented generals.\"]},{\"type\":\"entries\",\"name\":\"Mighty Devils\",\"page\":260,\"entries\":[\"Because of their construction, the appearance of war devils varies. That said, there are a few features that are common among most of their kind. Almost all war devils have thick, leathery wings, as well as massive, curved horns and sharpened teeth. They're also usually massive in size, having been created from multiple other devils, with the larger ones usually having higher-ranked positions. Though they prefer to use polearms of all kinds, war devils are also fully capable unarmed.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoA/War Devil.webp\"},\"credit\":\"Sebastian Kowoll\"}]},{\"name\":\"Zagum\",\"source\":\"CoA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoA/Zagum.webp\"},\"credit\":\"Aaron Sims\"}]},{\"name\":\"Zariel\",\"source\":\"CoA\",\"entries\":[\"Once a mighty angel charged with watching the tides of the Blood War, Zariel succumbed to the corrupting influence of the Nine Hells and fell from grace. Asmodeus admired Zariel's passion for war and offered her rulership of Avernus. She accepted his offer and was transformed by Asmodeus into an archdevil.\",\"Zariel's rise came at the expense of Bel, her pit fiend predecessor. Zariel and Bel hate each other. To keep Bel busy and out of her sight, Zariel tasks him with forging weapons, armor, and gruesome demon-slaying machines.\",{\"type\":\"entries\",\"name\":\"Zariel's Lair\",\"page\":235,\"entries\":[\"Zariel makes her lair in a basalt citadel that rises up in Avernus. The stronghold, covering five square miles, is surrounded by walls reinforced with high turrets.\"]}]},{\"name\":\"Zythan\",\"source\":\"CoA\",\"entries\":[\"Zythan, like many other Halruaans, spent his early years studying the arcane arts. His talent in Divination magic made him particularly useful to the Conclave, and they quickly sought him out. Under their tutelage, his skill flourished, and he became a powerful mage. Those that know him personally recount his matter-of-fact personality, his green hair, and his third eye that seems to open when he performs magic. He rarely speaks of himself, however, choosing instead to focus his attention on the future.\",\"When he first received an official position within the Conclave, Zythan wanted to prove himself. He spent countless hours peering into the future and examining potential outcomes. One fateful night, he just barely caught sight of a forbidden ritual being prepared—a ritual that could cost the lives of many Halruaans. Because of his sight, the Conclave was able to intervene in time, and he was quickly promoted and showered with praise.\",\"For the past few months, Zythan has felt like something was off: at first, he suspected another ritual within Halruaa. He requisitioned the help of the other diviners, as well as a powerful Crystal Ball, and together they were able to piece together a vision. The dark lord of the Nine Hells, Asmodeus, will unleash a great evil very soon. Though the Conclave often stays out of non-Halruaan affairs, they had no choice but to act. It is for this reason that the adventurers were called to Halruaa.\",\"Zythan's skill in arcane magic, while particularly focused on Divination, extends to every school. While he lacks proficiency in martial combat, he can wield both offensive and defensive magic effectively. Outside of his magical talent, he is also known to be highly intelligent, though his social skills could use work. Much of his time is spent viewing alternate futures and preparing for potential dangers, leaving little for himself. He often goes without meals until he starts to feel weak, and if he had friends, they might be concerned about how much time he spends working.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoA/Zythan.webp\"},\"credit\":\"Lius Lasahido\"}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-cos.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Amber Golem\",\"source\":\"CoS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Amber Golem.webp\"}}]},{\"name\":\"Anastrasya Karelova\",\"source\":\"CoS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Anastrasya Karelova.webp\"}}]},{\"name\":\"Arrigal\",\"source\":\"CoS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Arrigal.webp\"}}]},{\"name\":\"Baba Lysaga\",\"source\":\"CoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Two women gave life to Strahd von Zarovich. The first was Queen Ravenovia van Roeyen, Strahd's biological mother. The second was the queen's midwife, a devout follower of Mother Night named Baba Lysaga. Although it was the former who raised Strahd and enabled him to follow in his father's footsteps, it was the latter who sensed a potential for greatness and darkness in Strahd surpassing that of any other mortal. Lysaga believed then, as she believes now, that she is Strahd's true mother.\",{\"name\":\"Other Mother\",\"type\":\"entries\",\"entries\":[\"When Strahd was still a baby in his crib, Baba Lysaga cast protective spells on him and crept into his nursery on stormy nights to sing magical rhymes to him. She also placed the \\\"spark of magic\\\" in him, ensuring that he would become a spellcaster.\",\"Baba Lysaga's unhealthy attachment to the baby Strahd did not go unnoticed. After she received several disturbing reports, Queen Ravenovia was forced to banish the midwife from the kingdom. Lysaga never saw Strahd again, but she has succeeded in staying alive to witness the triumphs of her beloved boy, who, in her mind, is eternally blessed. Despite the horrors Strahd has wrought, Lysaga still envisions him as the perfect child she delivered into the world. Strahd is the only thing in her life that matters to her.\"]},{\"name\":\"Mother Nearest\",\"type\":\"entries\",\"entries\":[\"During her exile, Baba Lysaga made countless sacrifices to Mother Night, pleading with the goddess to afflict Queen Ravenovia with ill health and visit death upon her. Lysaga eventually got her wish, and after Strahd settled in the valley of Barovia, Lysaga moved as close to him as she dared to.\",\"In the filth-ridden depths of her heart, Lysaga knows that Strahd would never accept her as his true mother, nor could she bear his rejection. As a result, she has never confronted him. She would rather exist in perpetual denial, whiling away the days, months, and years practicing fell magic and looking for ways to help her \\\"son.\\\"\"]},{\"name\":\"Raven Bane\",\"type\":\"entries\",\"entries\":[\"Baba Lysaga has allies in Castle Ravenloft - a coven of witches. Through the aid of these witches, Lysaga recently uncovered a potential threat to Strahd: a secret society of wereravens called the Keepers of the Feather, a group that uses ordinary ravens as their spies.\",\"Strahd doesn't consider the wereravens a serious threat, but Lysaga has chosen to make them the bane of her existence. After much searching and scrying, she discovered a wereraven refuge at the Wizard of Wines winery (chapter 12), and she has begun to wage war against it. In addition, she has forged an alliance with the mad druids that haunt Yester Hill (chapter 14), convincing them that she gave birth to Strahd, whom the druids consider a god. With the druids on her side, she expects to rid Barovia of its wereraven menace.\"]},{\"name\":\"Gifts of Mother Night\",\"type\":\"entries\",\"entries\":[\"The goddess Mother Night has bestowed magical gifts on Baba Lysaga as rewards for her ceaseless devotion to Strahd. Her skin has the resilience of stone, she is resistant to harmful magic, and she is shielded against divination magic. Mother Night has also imparted to Lysaga the secret of longevity, which requires her to bathe in the blood of beasts on nights of the new moon. Failure to do so causes Lysaga to age rapidly, becoming mere dust and bones in a matter of seconds.\"]}]},{\"type\":\"entries\",\"name\":\"Baba Lysaga's Traits\",\"entries\":[{\"name\":\"Ideal\",\"type\":\"entries\",\"entries\":[\"\\\"No love is greater than a mother's love for her son.\\\"\"]},{\"name\":\"Bond\",\"type\":\"entries\",\"entries\":[\"\\\"I am the mother of Strahd. Anyone who disputes this fact can rot.\\\"\"]},{\"name\":\"Flaw\",\"type\":\"entries\",\"entries\":[\"\\\"I will not rest until the last of my son's enemies are destroyed.\\\"\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Baba Lysaga.webp\"}}]},{\"name\":\"Baba Lysaga's Creeping Hut\",\"source\":\"CoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Baba Lysaga built a hut atop the rotting stump of a giant tree that was felled long ago. It was only after she embedded a magic gemstone in the hut that the whole thing was imbued with a semblance of life. When she wills it to do so, the hut pulls its gigantic roots free of the earth and shambles around like a spidery behemoth, shaking the ground with every step. The hut attacks with its flailing and stomping roots. It can also use its roots to fling large rocks.\",{\"name\":\"Hut Interior\",\"type\":\"entries\",\"entries\":[\"The hut is a 15-foot-square, ramshackle wooden building with a gently sloping thatch roof. Its furnishings have been bolted to the floor, since the hut lurches from side to side when it walks.\"]},{\"name\":\"Heart of the Hut\",\"type\":\"entries\",\"entries\":[\"The gemstone that has given life to Baba Lysaga's hut was previously buried in the Wizard of Wines vineyard. The gem was one of three imbued with life-giving magic that made the grapevines in the vineyard healthier, guaranteeing the finest wines. Baba Lysaga stole one of the gems and perverted its magic, using it instead to animate her wooden hut.\",\"Removing the gem from the hut renders the hut {@condition incapacitated}. That task is easier said than done, however. The glowing green gem is contained in a cavity in the stump, beneath the rotted floorboards of the hut. The floorboards can be ripped up with a successful DC 14 Strength check or smashed by dealing 10 damage to them. Once the floorboards are out of the way, a creature can reach into the cavity and snatch the gem. But if someone attempts this while the hut is alive, the cavity sprouts wooden teeth, becoming a mouth that bites anything that tries to remove the gem; a creature trying to remove the gem must make a DC 20 Dexterity saving throw. On a successful save, the creature claims the stone without getting bitten. On a failed save, the creature is bitten for 10 ({@damage 3d6}) piercing damage and fails to obtain the gem.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Baba Lysaga's Creeping Hut.webp\"}}]},{\"name\":\"Baron Vargas Vallakovich\",\"source\":\"CoS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Baron Vargas Vallakovich.webp\"}}]},{\"name\":\"Barovian Witch\",\"source\":\"CoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The mad women and men known as Barovian witches forge pacts with Strahd and the Dark Powers of Ravenloft in exchange for magic and longevity. They prefer to live in the shadows and can see in the dark. When traveling in the open, they use {@spell alter self} spells to assume less conspicuous forms. They also use these spells to grow long, sharp claws with which they can attack.\",{\"name\":\"Brothers and Sisters of Strahd\",\"type\":\"entries\",\"entries\":[\"Barovian witches have no scruples. They will deal with anyone in return for power. They will also betray anyone for the same reason. The only thing they fear is Strahd, and his wish is their command. Barovian witches sometimes refer to themselves as the brothers and sisters of Strahd, though never to Strahd's face.\",{\"name\":\"Pack Rats with Cats\",\"entries\":[\" Barovian witches are obsessive collectors, each believing that almost anything found - a piece of broken bone, a dead rodent, a handful of dust, or some other worthless item or substance - could be valuable or useful as a spell component, a ritual object, or a potion ingredient.\",\"Barovian witches use the {@spell find familiar} spell to call forth familiars. They are particularly fond of cats, though snakes and toads are also common. These animals lurk amid the clutter of the witches' lairs, seldom wandering far from their vile masters.\"],\"type\":\"entries\"}]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Barovian Witch.webp\"}}]},{\"name\":\"Beucephalus\",\"source\":\"CoS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Beucephalus.webp\"}}]},{\"name\":\"Bray Martikov\",\"source\":\"CoS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Bray Martikov.webp\"}}]},{\"name\":\"Brom Martikov\",\"source\":\"CoS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Brom Martikov.webp\"}}]},{\"name\":\"Broom of Animated Attack\",\"source\":\"CoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A broom of animated attack is easily mistaken for a broom of flying. It attacks any creature that grabs it or tries to ride it.\",{\"name\":\"Flying Broom\",\"type\":\"entries\",\"entries\":[\"Some brooms of animated attack allow their creators to ride them, in which case they behave like typical brooms of flying. A broom of animated attack, however, can carry only half the weight that a broom of flying can (see chapter 7, \\\"Treasure,\\\" of the Dungeon Master's Guide).\"]}]}]}]},{\"name\":\"Clovin Belview\",\"source\":\"CoS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Clovin Belview.webp\"}}]},{\"name\":\"Cyrus Belview\",\"source\":\"CoS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Cyrus Belview.webp\"}}]},{\"name\":\"Danika Dorakova\",\"source\":\"CoS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Danika Dorakova.webp\"}}]},{\"name\":\"Davian Martikov\",\"source\":\"CoS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Davian Martikov.webp\"}}]},{\"name\":\"Donavich\",\"source\":\"CoS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Donavich.webp\"}}]},{\"name\":\"Doru\",\"source\":\"CoS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Doru.webp\"}}]},{\"name\":\"Emil Toranescu\",\"source\":\"CoS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Emil Toranescu.webp\"}}]},{\"name\":\"Escher\",\"source\":\"CoS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Escher.webp\"}}]},{\"name\":\"Ezmerelda d'Avenir\",\"source\":\"CoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Ezmerelda d'Avenir, a Vistana, is the protégé of Rudolph van Richten - despite the fact that her first encounter with the vampire hunter was anything but pleasant.\",{\"name\":\"Witness to Tragedy\",\"type\":\"entries\",\"entries\":[\"When Ezmerelda was a little girl, her family kidnapped van Richten's teenage son, Erasmus, and delivered him into the clutches of a vampire. Even today, years later, she can still hear Erasmus's pleas for mercy. That event haunted her childhood.\",\"Van Richten tracked down Ezmerelda's family soon after the kidnapping, but not before the Vistani had sold the boy. Though van Richten could have done them harm, he instead interrogated Ezmerelda's mother and father on the whereabouts of his missing son. Satisfied with their answers, he spared their lives before departing with the information they had given him. Ezmerelda witnessed van Richten's act of mercy and was deeply moved by it.\"]},{\"name\":\"Van Richten's Tragic Tale\",\"type\":\"entries\",\"entries\":[\"At the age of fifteen, Ezmerelda, still troubled by what her family had done to van Richten, ran away from home. After many harrowing adventures, she tracked down van Richten two years later. Thinking she was a Vistana assassin, he put a sword to her throat and threatened to spill her blood. Ezmerelda convinced him that she genuinely wanted to help him find his missing son, whereupon van Richten told her the saddest of tales. He had found his son, who had been transformed into a vampire spawn. When Erasmus pleaded to his father for salvation, van Richten granted his request by ending his existence.\"]},{\"name\":\"Farewell\",\"type\":\"entries\",\"entries\":[\"Ezmerelda remained by van Richten's side for two years, helping him track down and slay many creatures of the night. But because van Richten could never bring himself to fully trust a Vistana, he kept secrets from her. The two vampire hunters got on each other's nerves, and their arguments became more frequent. At last, Ezmerelda suggested that they part company with some shred of their friendship still intact, and van Richten agreed.\"]},{\"name\":\"Ezmerelda's Secret\",\"type\":\"entries\",\"entries\":[\"Since bidding farewell to van Richten, Ezmerelda has amassed a sizable personal fortune, some of which she used to buy a wagon to carry her vampire-slaying paraphernalia. On one of her less successful adventures, a werewolf bit off her right leg below the knee, and although she avoided being afflicted with lycanthropy, Ezmerelda was sidelined for months. She commissioned a master artisan to craft a prosthetic lower leg and foot. After several tries, he delivered a prosthesis that restored her mobility. She has since adapted well to the false appendage.\"]},{\"name\":\"The Great Vampire Hunt\",\"type\":\"entries\",\"entries\":[\"While in the company of a Vistani caravan, Ezmerelda heard a rumor that Rudolph van Richten had gone to Barovia to slay the most powerful vampire of them all. She decided that he might need help and traveled for months to reach Strahd's domain. She rode her wagon to Vallaki and learned about an old tower that seemed the sort of place van Richten would use as a base. When she arrived there, she found some of van Richten's belongings, but of the vampire hunter there was no sign. Although she is anxious to learn the whereabouts of her mentor, she is also eager to earn his trust and respect. To that end, she has been poring over van Richten's research and learning about Strahd and Castle Ravenloft, with every intention of dispatching the vampire herself.\"]},{\"name\":\"Tarokka Deck\",\"type\":\"entries\",\"entries\":[\"Ezmerelda keeps a {@deck Tarokka Deck|CoS|deck of tarokka cards} in her wagon (chapter 11, area V1). Although the cards aren't magical, Ezmerelda can use them to perform a card reading for the characters (see chapter 1), like the one that can be performed by Madam Eva.\"]}]},{\"type\":\"entries\",\"name\":\"Ezmerelda d'Avenir's Traits\",\"entries\":[{\"name\":\"Ideal\",\"type\":\"entries\",\"entries\":[\"\\\"Evil that feeds on the innocent is the worst of all evils and must be destroyed.\\\"\"]},{\"name\":\"Bond\",\"type\":\"entries\",\"entries\":[\"\\\"My mentor and teacher, Dr. Rudolph van Richten, is like a father to me.\\\"\"]},{\"name\":\"Flaw\",\"type\":\"entries\",\"entries\":[\"\\\"I go where angels fear to tread.\\\"\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Ezmerelda d'Avenir.webp\"}}]},{\"name\":\"Gadof Blinsky\",\"source\":\"CoS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Gadof Blinsky.webp\"}}]},{\"name\":\"Gertruda\",\"source\":\"CoS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Gertruda.webp\"}}]},{\"name\":\"Guardian Portrait\",\"source\":\"CoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A guardian portrait looks like a finely rendered and beautifully framed work of art, usually depicting someone important in a realistic manner. The picture and its frame are bound with powerful magic and are inseparable.\",{\"name\":\"Living Image\",\"type\":\"entries\",\"entries\":[\"The eyes of the figure depicted in the painting are imbued with {@sense darkvision}, and they appear to follow creatures that move in front of them.\"]},{\"name\":\"Innate Spells\",\"type\":\"entries\",\"entries\":[\"When a guardian portrait attacks, the figure in the painting animates and moves as though alive (albeit in two dimensions). The guardian portrait has no effective melee attacks, but it has a repertoire of innate spells that it can cast. When it casts a spell, the figure painted on the canvas makes all the appropriate somatic gestures and verbal incantations for the spell.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Guardian Portrait.webp\"}}]},{\"name\":\"Henrik van der Voort\",\"source\":\"CoS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Henrik van der Voort.webp\"}}]},{\"name\":\"Ireena Kolyana\",\"source\":\"CoS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Ireena Kolyana.webp\"}}]},{\"name\":\"Ismark Kolyanovich\",\"source\":\"CoS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Ismark Kolyanovich.webp\"}}]},{\"name\":\"Izek Strazni\",\"source\":\"CoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Izek and his sister were born in Vallaki. One morning, their father and their uncle took them fishing on Lake Zarovich. On the way back to town, a dire wolf attacked Izek and bit off his right arm. His father carried Izek back to town while his uncle distracted the beast. His sister ran and hid in the woods and was never seen again.\",\"Unlike his sister, Izek was born without a soul. As time wore on, he forgot his lost sister and learned to cope with his disability.\",{\"name\":\"Orphaned Killer\",\"type\":\"entries\",\"entries\":[\"Izek's parents succumbed to their grief, leaving him an orphan. He became a sociopath. Other children ruthlessly mocked him because of his dead family and his missing arm, but he was a large boy and had no trouble killing them and disposing of their bodies. He was eventually caught in the act and brought to the burgomaster. Instead of punishing the boy for his crimes, Baron Vallakovich pardoned Izek and took him into his home. Izek has been loyal to the burgomaster ever since, enjoying the power of his position and the comforts of his master's mansion. When he isn't enforcing the burgomaster's will, Izek drinks copious amounts of wine.\"]},{\"name\":\"Fiendish Gift\",\"type\":\"entries\",\"entries\":[\"After years of doing Baron Vallakovich's dirty work, Izek awakened from a drunken stupor one morning to find that he had grown a new arm to replace the one he had lost.\",\"The new appendage has barbed spines, elongated fingers, and long nails. He can create fire with the snap of his fiendish fingers and has used the flames to put the fear of the devil in every Vallakian.\"]},{\"name\":\"Doll Collector\",\"type\":\"entries\",\"entries\":[\"Perhaps more disturbing than his fiendish arm and his murderous nature is Izek's collection of dolls, which he keeps in his bedroom in the burgomaster's mansion. Izek often has dreams of a beautiful young woman, and for years he has forced a local toymaker named Gadof Blinsky to craft dolls in her likeness. The woman is Ireena Kolyana, although Izek doesn't know her name.\"]},{\"name\":\"Family Is Forever\",\"type\":\"entries\",\"entries\":[\"Izek has dreams of Ireena. If he spots her, he tries to take her by force to the burgomaster's mansion. If he succeeds, he holds her captive in his bedroom (chapter 5, area N3j). Unknown to Izek and Ireena, they are brother and sister. Ireena fled after Izek was attacked by the dire wolf and became lost in the woods. She wandered for days in shock until she was found and adopted by Kolyan Indirovich in the village of Barovia. Izek covets her in an unwholesome way and won't allow anyone or anything to come between them.\"]}]},{\"type\":\"entries\",\"name\":\"Izek Strazni's Traits\",\"entries\":[{\"name\":\"Ideal\",\"type\":\"entries\",\"entries\":[\"\\\"Fear is a powerful weapon. I use it to get what I want.\\\"\"]},{\"name\":\"Bond\",\"type\":\"entries\",\"entries\":[\"\\\"I am loyal to my master, Baron Vallakovich, for he brought me into his home. I owe him my life, but he isn't family.\\\"\"]},{\"name\":\"Flaw\",\"type\":\"entries\",\"entries\":[\"\\\"I would do anything, kill anything, to find my sister.\\\"\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Izek Strazni.webp\"}}]},{\"name\":\"Kasimir Velikov\",\"source\":\"CoS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Kasimir Velikov.webp\"}}]},{\"name\":\"Kiril Stoyanovich\",\"source\":\"CoS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Kiril Stoyanovich.webp\"}}]},{\"name\":\"Luvash\",\"source\":\"CoS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Luvash.webp\"}}]},{\"name\":\"Mad Mary\",\"source\":\"CoS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/016-cos03-04.webp\"}}]},{\"name\":\"Madam Eva\",\"source\":\"CoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The fortune-teller Madam Eva lives among the Vistani but isn't truly one of them. She appears to be in her seventies, but she is, in fact, much older.\",{\"name\":\"Royal Blood\",\"type\":\"entries\",\"entries\":[\"Madam Eva is Strahd's half-sister, though Strahd is unaware of this fact. Her real name is Katarina, and she is the daughter of a Vistani woman whom King Barov, Strahd's father, took to his bed during one of his many crusades. Madam Eva knows she is Strahd's half-sister but has told no one of the royal blood flowing through her veins.\"]},{\"name\":\"Mother Night\",\"type\":\"entries\",\"entries\":[\"Over four hundred years ago, Katarina came to Barovia and insinuated herself into Strahd's court, working as a maid in Castle Ravenloft. She came to know the castle like the back of her hand, and she was present for the wedding of Sergei and Tatyana. After Strahd went mad and murdered his brother, she fled the castle and took refuge with the Vistani. Later, she forged a pact with the goddess Mother Night, trading her youth for the power to undo the evil that Strahd had wrought. Mother Night transformed Katarina into an ageless crone gifted with the power of magical foresight. In the guise of Madam Eva, she uses this ability to help Strahd. She can send her Vistani out in their wagons to visit other worlds and bring adventurers to Strahd's domain, in hopes that they will find a way to destroy the vampire or set Strahd free.\"]},{\"name\":\"For the Love of Strahd\",\"type\":\"entries\",\"entries\":[\"The Dark Powers of Ravenloft would consider Madam Eva a worthy choice to replace Strahd as the master of Ravenloft, but she has all the power she desires and doesn't seek to supplant him. She would rather help Strahd find someone else to succeed him, although she has grave doubts about her ability to locate such an individual.\",\"None of Madam Eva's Vistani kin know her true identity or purpose. They puzzle over her desire to remain in Barovia.\"]}]},{\"type\":\"entries\",\"name\":\"Madam Eva's Traits\",\"entries\":[{\"name\":\"Ideal\",\"type\":\"entries\",\"entries\":[\"\\\"I wish Strahd to be free of his curse.\\\"\"]},{\"name\":\"Bond\",\"type\":\"entries\",\"entries\":[\"\\\"The Vistani are my people now.\\\"\"]},{\"name\":\"Flaw\",\"type\":\"entries\",\"entries\":[\"\\\"The people whose fates I divine aren't important. They are but the means to an end.\\\"\"]}]}]}]}]},{\"name\":\"Majesto\",\"source\":\"CoS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/060-cos05-11.webp\"}}]},{\"name\":\"Milivoj\",\"source\":\"CoS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Milivoj.webp\"}}]},{\"name\":\"Mongrelfolk\",\"source\":\"CoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Mongrelfolk are humanoids that have undergone, or whose ancestors underwent, horrific magical transformations, to the extent that they retain only a fraction of their original being. Their humanoid bodies incorporate the features of various beasts. For example, one mongrelfolk might have the basic body shape of a dwarf with a head that combines the features of a cat and a lizard, one arm that ends in a crab's pincer, and one leg that ends in a cloven hoof. Another might have the skin and horns of a cow, the eyes of a spider, frog's legs, and a scaly lizard's tail. Each mongrelfolk's mad combination of humanoid and animal forms results in its having a slow, awkward gait.\",{\"name\":\"Sound Mimicry\",\"type\":\"entries\",\"entries\":[\"Mongrelfolk have misshapen mouths and vocal cords. They speak fragmented Common mixed with various animal cries and nonsense. They can effectively imitate sounds made by beasts and humanoids that they've heard. Mongrelfolk aren't sophisticated enough to use these sounds as a covert form of communication, but they can use the sounds to lure enemies into a trap or otherwise distract them.\"]},{\"name\":\"Outcasts\",\"type\":\"entries\",\"entries\":[\"Mongrelfolk are seldom welcome in other humanoid societies, where they are abused, enslaved, or shunned. They typically live on the fringes of civilization in ruins, deserted buildings, or other places that other humanoid races once lived in or built. They tend to be timid and skittish outside their homes and fiercely territorial within their lairs.\"]},{\"name\":\"Camouflage Experts\",\"type\":\"entries\",\"entries\":[\"Mongrelfolk often hide their deformities under cloaks and cowls. In this way, they can sometimes pass as stout humans or thin dwarves. They are fond of camouflage, attaching leaves and twigs to their cloaks, making brown paint to cover their skin, and weaving grass nets under which they can hide. They use such camouflage while hunting in the wild or while standing guard outside their lairs. Until it is seen, a camouflaged mongrelfolk has advantage on {@skill Stealth} checks made to hide.\"]},{\"name\":\"Horrific Offspring\",\"type\":\"entries\",\"entries\":[\"It's possible to restore a mongrel-folk to its original form using a {@spell greater restoration} spell, but the same can't be said for a mongrelfolk's offspring. Only mongrelfolk that are made by magic can be restored to their original forms. Mongrelfolk that are born are true mongrelfolk and not the subjects of a spell or an effect that can be undone.\",\"Mongrelfolk can breed with other humanoids, but nearly all children born to such parents are mongrelfolk. (About one child in every hundred is born looking like its non-mongrelfolk parent.)\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Mongrelfolk.webp\"}}]},{\"name\":\"Otto Belview\",\"source\":\"CoS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Otto Belview.webp\"}}]},{\"name\":\"Patrina Velikovna\",\"source\":\"CoS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Patrina Velikovna.webp\"}}]},{\"name\":\"Phantom Warrior\",\"source\":\"CoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A phantom warrior is the spectral remnant of a willful soldier or knight who perished on the battlefield or died performing its sworn duty. It appears like a translucent version of its living self.\",{\"name\":\"Task Driven\",\"type\":\"entries\",\"entries\":[\"Although one is often mistaken for a ghost, a phantom warrior isn't bound by a yearning to complete some unresolved goal. It can choose to end its undead existence at any time. Its spirit lingers willingly, either out of loyalty to its former master or because it believes it must perform a task to satisfy its honor or sense of duty. For example, a guard who dies defending a wall might return as a phantom warrior and continue guarding the wall, then disappear forever once a new guard assumes its post or the wall is destroyed. The period between the time it died and the time it rises as a phantom warrior is usually 24 hours.\"]},{\"name\":\"Faded Memories\",\"type\":\"entries\",\"entries\":[\"A phantom warrior retains the alignment and personality it had before it died, and it remembers how it died. Memories of its life from shortly before it died are hazy, and older memories are forgotten. A phantom warrior can usually remember the last {@dice 1d10 + 10} days of its life; everything that happened before that is an impenetrable fog.\"]},{\"name\":\"Forceful Presence\",\"type\":\"entries\",\"entries\":[\"Although they are incorporeal, phantom warriors can harness the energy around them to deflect incoming attacks and strike with great force. An {@condition invisible} sheath of energy surrounds a phantom warrior's ghostly armor, shields, and weapons, which become as hard as steel yet don't impede the warrior's ability to move through walls and other solid objects.\"]},{\"name\":\"Undead Nature\",\"type\":\"entries\",\"entries\":[\"A phantom warrior doesn't require air, food, drink, or sleep.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Phantom Warrior.webp\"}}]},{\"name\":\"Piccolo\",\"source\":\"CoS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Piccolo.webp\"}}]},{\"name\":\"Pidlwick II\",\"source\":\"CoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"After her husband died in battle, Duchess Dorfniya Dilisnya set her sights on becoming Count Strahd von Zarovich's bride, but she failed to win his love. Her visits to the castle were nonetheless frequent, and she never traveled without her fool, the delightful Pidlwick. The little man was like a ray of sunshine in Castle Ravenloft, and though he failed to amuse Strahd, he delighted Tatyana and Sergei with his jokes and gambols. As a result, Strahd didn't object whenever Pidlwick and the duchess came to visit.\",\"Eager to please and desiring to return the courtesy, the duchess commissioned the legendary toymaker Fritz von Weerg to build a clockwork effigy of Pidlwick as a gift for Strahd's family. Although the duchess's heart was in the right place, the effigy didn't have Pidlwick's abilities, and it failed to entertain anyone. Even though Pidlwick himself had spent months training it, the effigy couldn't speak, and its movements were more awkward than amusing.\",\"A harsh winter trapped the duchess, her fool, and her fool's effigy in Castle Ravenloft for several months. The duchess subsequently succumbed to illness, after which Tatyana asked Pidlwick to remain at Castle Ravenloft.\",{\"name\":\"One Pidlwick Too Many\",\"type\":\"entries\",\"entries\":[\"Von Weerg was no ordinary toymaker, and he put a little of himself into all his creations, which is to say his works had a touch of their creator's madness. Pidlwick II knew that it had no purpose as long as Pidlwick remained in Castle Ravenloft, so it pushed Pidlwick down a long flight of stairs, killing him. Everyone else thought it was an accident. In the days that followed, Pidlwick II tried its best to fill its namesake's shoes, but the effigy's mere presence was upsetting to Tatyana, and it was never called on to perform. Eventually, it was shut away like a discarded toy.\"]},{\"name\":\"Evil Toy\",\"type\":\"entries\",\"entries\":[\"Pidlwick II was kept in a small closet adjacent to one of the guest bedrooms. On rare occasions when someone stayed there, Pidlwick would sneak out of the closet in the middle of the night, smother the guest with a pillow, and then retreat back to the closet. The castle staff never considered that the effigy might be responsible, instead assuming that the guests had died in their sleep.\",\"But Strahd was not fooled. He came to realize fairly quickly that the clockwork effigy had begun to display a murderous nature. Rather than have Pidlwick II destroyed, Strahd kept the fool around to dispose of irksome guests from time to time.\",\"After the deaths of Sergei and Tatyana, the castle became virtually abandoned, and there were no more guests for Pidlwick II to \\\"entertain.\\\" The clockwork effigy emerged from its closet and found new places to hide. It fears Strahd and eagerly follows anyone who gives it the attention it craves.\",\"Pidlwick II is basically an oversized toy - a 4-foot-tall mechanism stuffed with gears, springs, and other components expertly fitted together to impart a semblance of life to it. Its skin is made of stitched leather pulled taut over an articulated wooden frame. Pidlwick II has rubbed soot around its eyes and mouth, giving it the triangular eyes and jagged grin of a jack-o'-lantern.\"]}]},{\"type\":\"entries\",\"name\":\"Pidlwick II's Traits\",\"entries\":[{\"name\":\"Ideal\",\"type\":\"entries\",\"entries\":[\"\\\"I wish I could make people happy.\\\"\"]},{\"name\":\"Bond\",\"type\":\"entries\",\"entries\":[\"\\\"I would like to find someone - anyone - who isn't afraid of me and who enjoys my company.\\\"\"]},{\"name\":\"Flaw\",\"type\":\"entries\",\"entries\":[\"\\\"When I'm upset, I do bad things.\\\"\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Pidlwick II.webp\"}}]},{\"name\":\"Rahadin\",\"source\":\"CoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Rahadin, the dusk elf chamberlain of Castle Ravenloft, has served Strahd's family faithfully for nearly five hundred years. He is Strahd's eternal servant, a longtime comrade-in-arms, and a ruthless warrior who has killed thousands in his lifetime.\",{\"name\":\"Exile\",\"type\":\"entries\",\"entries\":[\"Rahadin was exiled for refusing to bow down to a dusk elf prince whom he considered weak and corrupt. When the dusk elves later declined to pay fealty to King Barov, Rahadin helped Barov conquer them. The elf kingdom's royal line was obliterated, the dusk elves hunted like rabbits. The few that survived were either subjugated or forced to live among the Vistani. So pleased was Barov with Rahadin that the king made the dusk elf an honorary member of his family.\"]},{\"name\":\"Chamberlain\",\"type\":\"entries\",\"entries\":[\"After Barov died, Rahadin continued to fight as one of Strahd's generals. When the wars ended and Strahd turned his attention to building Castle Ravenloft, Rahadin saw to it that wizards and artisans were brought to Barovia. Years later, Strahd appointed Rahadin his castle chamberlain. Rahadin was pleased to do whatever Strahd asked of him, and he instilled terror in the castle staff by routinely flogging those who didn't perform their duties to his exacting standards.\",\"When a dusk elf named Patrina Velikovna came knocking on Strahd's door, Rahadin could see that she intrigued Strahd, but Rahadin was suspicious of her motives. Patrina tried to seduce Strahd with the prospect of immortality - something Strahd desired above all. She told him of a vault of forbidden lore called the Amber Temple, where the secret of gaining immortality was hidden. While Strahd was off exploring the temple, Rahadin handled all of his master's affairs and began searching for a woman who could tear Strahd away from Patrina Velikovna. In this task, he failed. His goal was fulfilled, however, when Sergei, Strahd's brother, found Tatyana.\",\"Tatyana was Strahd's type - a woman of exquisite beauty and gentle manner. When Strahd returned to Ravenloft, the young woman instantly caught his eye, and Rahadin had the pleasure of informing Patrina that her presence at the castle was no longer desired.\",\"Rahadin's loyalty didn't waver after Tatyana died and Strahd became a vampire. Rahadin continued to do his master's bidding. Eager to put Tatyana out of his mind, Strahd lured more women to the castle, taking several of them as brides before draining their lives and turning them into vampire spawn. Rahadin would see to it that these women were lavished with jewels and fine clothes, and made comfortable during their stay in Ravenloft.\"]},{\"name\":\"Executioner\",\"type\":\"entries\",\"entries\":[\"Patrina Velikovna and her people were living among the Vistani when they heard of Tatyana's death and Strahd's curse. The ageless Patrina returned to Ravenloft in the hope of winning Strahd's love. This time, it was clear that Patrina craved Strahd's power and that Strahd would never love her. Rahadin assumed that Patrina would suffer the same fate as those women who had come before her. He was proven wrong when Patrina's own people stoned her to death to keep Strahd from claiming her as his wife.\",\"Strahd was upset that the dusk elves had taken Patrina from him. After securing her body and entombing it in the catacombs of Ravenloft, Strahd sent Rahadin to punish the dusk elves. Rahadin slew the female elves so that the males couldn't breed. He also sliced off the ears of Patrina's brother, Kasimir, who had orchestrated the stoning.\"]},{\"name\":\"Screams of the Dead\",\"type\":\"entries\",\"entries\":[\"So dreadful a creature is Rahadin that anyone who stands within 10 feet of him can hear the howling screams of the countless men and women he has killed in his lifetime. Rahadin can't hear them, nor would he be haunted by them if he could. The only thing he cares about is Strahd von Zarovich, for whom he would gladly give his life.\"]}]},{\"type\":\"entries\",\"name\":\"Rahadin's Traits\",\"entries\":[{\"name\":\"Ideal\",\"type\":\"entries\",\"entries\":[\"\\\"Loyalty is everything.\\\"\"]},{\"name\":\"Bond\",\"type\":\"entries\",\"entries\":[\"\\\"I am a son of King Barov von Zarovich, and I will serve his son - my brother and lord - forever.\\\"\"]},{\"name\":\"Flaw\",\"type\":\"entries\",\"entries\":[\"\\\"I have slain thousands of men. I will slaughter thousands more to preserve the von Zarovich legacy.\\\"\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Rahadin.webp\"}}]},{\"name\":\"Rictavio\",\"source\":\"CoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Several months ago, a colorfully dressed half-elf bard came to Barovia in a carnival wagon, with a pet monkey on his shoulder. He took over an abandoned tower on Lake Baratok before rolling into the town of Vallaki several months later. Claiming to be a carnival ringmaster in search of new actors, he began regaling locals with tales of distant lands.\",{\"name\":\"Monster Hunter\",\"type\":\"entries\",\"entries\":[\"The half-elf ringmaster is, in fact, a legendary human vampire hunter named Rudolph van Richten. Van Richten's tale is a sad one. A scholar and doctor from a land called Darkon, he married his childhood sweetheart, Ingrid, and together they had a son, Erasmus. When he was fourteen, Erasmus was stolen away by Vistani and sold to a vampire named Baron Metus to be used as a companion. By the time van Richten found his son, it was too late: the baron had already transformed Erasmus into a vampire spawn. Erasmus begged his father to end his suffering, which van Richten did by pounding a wooden stake through his son's chest. Baron Metus avenged that deed by killing van Richten's wife, and van Richten has lived with the horror of his family's destruction ever since. After destroying Baron Metus in turn, van Richten sought revenge against the Vistani and took up a life of hunting evil monsters.\"]},{\"name\":\"The Waiting Game\",\"type\":\"entries\",\"entries\":[\"Van Richten isn't a young man anymore. He knows his road is coming to an end, but his work isn't done. He has come to Barovia to kill Strahd von Zarovich, the greatest vampire of them all. Van Richten has studied Strahd for years and knows he can't hope to best the vampire in a straight-up confrontation: he must wait for the right moment to strike. He has good evidence to suggest that Strahd periodically hibernates in his coffin, sometimes for years, when all is quiet in the realm. While he bides his time, van Richten hides in plain sight with the aid of a hat of disguise, his thoughts protected by a ring of mind shielding. He is trying to learn more about the Keepers of the Feather - a society of wereravens that oppose Strahd - while trying not to expose the secret society to their mutual enemy. He thinks the wereravens might prove helpful when the time comes. Van Richten also wants to take out as many of Strahd's spies as he can, starting with evil Vistani.\",{\"name\":\"Man with a Plan\",\"entries\":[\" Van Richten doesn't know that his former protégé, a good-aligned Vistana named Ezmerelda d'Avenir, has come to Barovia looking for him. He taught her many of his monster-hunting techniques, but she doesn't know all of his tricks and disguises. So far, their paths haven't crossed. In the event that van Richten becomes aware of Ezmerelda's presence, he does his utmost to protect her without putting his own plans in jeopardy. If he can manipulate a party of adventurers into keeping an eye on her, he will do so.\",\"Van Richten works alone. A curse placed on him long ago by a Vistani seer brings doom to those he befriends. Furthermore, he believes too much is at stake to risk exposure. Consequently, if he thinks he's in danger of being unmasked, he retreats to his tower (see chapter 11) or some other quiet corner of Strahd's domain.\"],\"type\":\"entries\"}]}]},{\"type\":\"entries\",\"name\":\"Rictavio's Traits\",\"entries\":[{\"name\":\"Ideal\",\"type\":\"entries\",\"entries\":[\"\\\"Evil cannot go unchallenged.\\\"\"]},{\"name\":\"Bond\",\"type\":\"entries\",\"entries\":[\"\\\"To protect those I love, I must keep them distant and hidden from my enemies.\\\"\"]},{\"name\":\"Flaw\",\"type\":\"entries\",\"entries\":[\"\\\"I am cursed. Thus, I will never have peace.\\\"\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Rictavio.webp\"}}]},{\"name\":\"Rosavalda \\\"Rose\\\" Durst\",\"source\":\"CoS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Rosavalda Rose Durst.webp\"}}]},{\"name\":\"Sir Godfrey Gwilym\",\"source\":\"CoS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Sir Godfrey Gwilym.webp\"}}]},{\"name\":\"Strahd von Zarovich\",\"source\":\"CoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"With his mind sharp and his heart dark, Strahd von Zarovich is a formidable foe. Courage and lives beyond measure have been lost to him. Reread chapter 1, \\\"Into the Mists,\\\" to understand his personality and goals.\",\"Although Strahd can be encountered almost anywhere in his domain, the vampire is always encountered in the place indicated by the card reading in chapter 1, unless he has been forced into his tomb in the catacombs of Castle Ravenloft.\"]},{\"type\":\"entries\",\"name\":\"Strahd's Tactics\",\"entries\":[\"Because the entire adventure revolves around Strahd, you must play him intelligently and do everything you can to make him a terrifying and cunning adversary for the player characters.\",\"When you run an encounter with Strahd, keep the following facts in mind:\",{\"type\":\"list\",\"items\":[\"Strahd attacks at the most advantageous moment and from the most advantageous position.\",\"Strahd knows when he's in over his head. If he begins taking more damage than he can regenerate, he moves beyond the reach of melee combatants and spellcasters, or he flies away (using summoned wolves or swarms of bats or rats to guard his retreat).\",\"Strahd observes the characters to see who among them are most easily swayed, then tries to charm characters who have low Wisdom scores and use them as thralls. At the very least, he can order a {@condition charmed} character to guard him against other members of the adventuring party.\"]}]},{\"type\":\"entries\",\"name\":\"The Vampire's Minions\",\"entries\":[\"Whenever Strahd appears in a location other than his tomb or the place indicated by the card reading, roll a {@dice d20} and consult the Strahd's Minions table to determine what creatures he brings with him, if any.\"]},{\"type\":\"entries\",\"name\":\"Strahd's Minions\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d20\",\"Creatures\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"1–3\",\"{@dice 1d4 + 2} {@creature dire wolf||dire wolves}\"],[\"4–6\",\"{@dice 1d6 + 3} {@creature ghoul||ghouls}\"],[\"7–9\",\"{@dice 1d4 + 2} {@creature Strahd zombie|CoS|Strahd zombies} (in this appendix)\"],[\"10–12\",\"{@dice 2d4} {@creature swarm of bats||swarms of bats}\"],[\"13–15\",\"{@dice 1d4 + 1} {@creature vampire spawn}\"],[\"16–18\",\"{@dice 3d6} {@creature wolf||wolves}\"],[\"19–20\",\"None\"]]},\"If the characters are in a residence, Strahd's creatures break through doors and windows to reach them, or crawl up through the earth, or swoop down the chimney. The vampire spawn (all that's left of a party of adventurers that Strahd defeated long ago) can't enter the characters' location unless invited.\"]},{\"type\":\"entries\",\"name\":\"Heart of Sorrow\",\"entries\":[\"Strahd can afford to be bold in his tactics, for he has additional protection in the form of a giant crystal heart hidden inside Castle Ravenloft.\",\"Any damage that Strahd takes is transferred to the Heart of Sorrow (see chapter 4, area K20). If the heart absorbs damage that reduces it to 0 hit points, it is destroyed, and Strahd takes any leftover damage. The Heart of Sorrow has 50 hit points and is restored to that number of hit points each dawn, provided it has at least 1 hit point remaining. Strahd can, as a bonus action on his turn, break his link to the Heart of Sorrow so that it no longer absorbs damage dealt to him. Strahd can reestablish his link to the Heart of Sorrow as a bonus action on his turn, but only while in Castle Ravenloft.\",\"The effect of the protection afforded by the Heart of Sorrow can be chilling to behold, as damage to Strahd is quickly undone. For example, a critical hit might dislocate Strahd's jaw, but only for a moment; then the vampire's jaw quickly resets itself.\",\"The ability of the Heart of Sorrow to absorb damage is suppressed if it or Strahd is fully within an {@spell antimagic field}.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/153-636988936829621698.webp\"}}]},{\"name\":\"Strahd Zombie\",\"source\":\"CoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Strahd zombies are undead that serve the vampire Strahd von Zarovich. Created from the long-dead guards of Castle Ravenloft, they were called into being through dark magic by Strahd himself.\",{\"name\":\"Loathsome Limbs\",\"type\":\"entries\",\"entries\":[\"A Strahd zombie's gray-green flesh looks soft, and its bones seem brittle. Any good hit from a bludgeoning or slashing weapon severs part of the zombie's body. Strahd zombies are suffused with horrible necromantic magic that allows their severed body parts to continue to attack. All parts of a Strahd zombie are considered one and the same creature, so damage to any part damages the whole creature.\"]},{\"name\":\"Undead Nature\",\"type\":\"entries\",\"entries\":[\"A Strahd zombie doesn't require air or sleep.\"]}]}]}]}]},{\"name\":\"Strahd's Animated Armor\",\"source\":\"CoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The armor that Strahd wore into battle when he was alive lives on today as a headless, animated suit of plate armor. The armor is painted burgundy and adorned with golden angelic motifs.\",{\"name\":\"Thing of Evil\",\"type\":\"entries\",\"entries\":[\"Strahd imbued his automaton with a sliver of his being, bequeathing unto his armor a malevolence not found in most animated objects. He also fortified his armor and placed a number of permanent spell effects on it to make the armor a better castle defender.\",\"The armor understands Common but obeys only the commands of its master.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Strahd's Animated Armor.webp\"}}]},{\"name\":\"Szoldar Szoldarovich\",\"source\":\"CoS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/052-cos05-05.webp\"}}]},{\"name\":\"Thornboldt \\\"Thorn\\\" Durst\",\"source\":\"CoS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Thornboldt Thorn Durst.webp\"}}]},{\"name\":\"Tree Blight\",\"source\":\"CoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Blights (as described in the Monster Manual) are evil, ambulatory plant creatures, and a tree blight is a particularly enormous variety. It looks like a dead tree or treant, 30 feet tall, with spongy wooden flesh, thorny branches, and rubbery roots that trail behind it. It has blood for sap and is so saturated with blood that it doesn't catch fire easily.\",{\"name\":\"Vicious Carnivore\",\"type\":\"entries\",\"entries\":[\"A tree blight feeds on warm-blooded prey and takes perverse delight in causing carnage. It strikes with its heavy branches and crushes prey to death with its roots. It can open its gaping, tooth-filled mouth and bite a creature caught in its roots. The roots of a tree blight can be severed, though cutting them causes the blight no harm.\"]},{\"name\":\"Blight Animosity\",\"type\":\"entries\",\"entries\":[\"A tree blight will often fight alongside other kinds of blights, but it hates other tree blights and will attack them given the chance. Tree blights also hate treants, and the feeling is mutual.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Tree Blight.webp\"}}]},{\"name\":\"Victor Vallakovich\",\"source\":\"CoS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/005-cos02-02.webp\"}}]},{\"name\":\"Vilnius\",\"source\":\"CoS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Vilnius.webp\"}}]},{\"name\":\"Vistana Commoner\",\"source\":\"CoS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Vistana Commoner.webp\"}}]},{\"name\":\"Vladimir Horngaard\",\"source\":\"CoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Vladimir Horngaard joined the Order of the Silver Dragon at a young age and quickly earned the friendship of its founder, the silver dragon Argynvost. When he became a knight of the order, he traveled to distant lands to wage war against the forces of evil. The dragon stayed home and, in the guise of a human noble named Lord Argynvost, brought new initiates into the order.\",{\"name\":\"Enemies of Strahd\",\"type\":\"entries\",\"entries\":[\"Vladimir found himself fighting Strahd's armies time and again as they swept across the land. When it became clear that Strahd couldn't be stopped, the knights of the order led hundreds of refugees to Argynvost's valley, but Strahd tracked them to their sanctuary and overwhelmed them with a vast force. Vladimir, whom Argynvost had made a field commander, couldn't hold back the evil tide and was killed, only after the heartbreak of witnessing Strahd himself slay Vladimir's beloved, his fellow knight Sir Godfrey Gwilym. With the battle won, Strahd surrounded Argynvostholt. Rather than cower in his lair, Argynvost emerged and battled Strahd's armies to the bitter end.\"]},{\"name\":\"Deadly Vengeance\",\"type\":\"entries\",\"entries\":[\"Unwilling to accept his failure, Vladimir returned as a revenant. So great was his hatred of Strahd and his thirst for vengeance that those feelings fueled the spirits of many of his fellow knights - including Godfrey - to come back as revenants as well. Vladimir continued to wage the hopeless war, even as Strahd tightened his grip on the valley.\",\"When Strahd became a vampire, Vladimir and his revenants should have gone to their eternal rest. But Strahd's deeds were so heinous that Barovia and the knight's spirits became trapped behind curtains of mist.\",{\"name\":\"Blinded by Hatred\",\"entries\":[\" Vladimir hates Strahd but doesn't want to see the vampire given his final rest. Vladimir wants Strahd to suffer forever for the deaths of Godfrey and Argynvost, the destruction of their order, and all the other crimes of which the vampire is guilty. Vladimir believes that all of Barovia has been swept into hell, and he wants to make sure that Strahd stays trapped in it forever. It angers Vladimir that he and his fellow knights are also trapped, but in Vladimir's mind, such is the price of keeping the vampire confined. Even his love for Godfrey is now just a dim memory shrouded by his hate.\",\"Were Vladimir to let go of his hatred, his spirit would find peace and could remember the warmth of love. Were Strahd to be defeated, even temporarily, the mists surrounding Barovia would fade, allowing the spirits of Vladimir and his knights to enter the afterlife. Nevertheless, Vladimir would rather savor Strahd's torment than bring peace to his fallen order or peace to the land of Barovia. Gone are the days of honor and valor.\"],\"type\":\"entries\"}]},{\"name\":\"Statistics\",\"type\":\"entries\",\"entries\":[\"Vladimir Horngaard has the statistics of a revenant with the following modifications:\"]},{\"type\":\"list\",\"items\":[\"Vladimir's alignment is lawful evil.\",\"His Armor Class is 17 (half plate).\",\"He has 192 hit points.\",\"He speaks Common and Draconic.\",\"Vladimir wields a +2 greatsword with a hilt sculpted to resemble silver dragon wings and a pommel shaped like a silver dragon's head clutching a black opal between its teeth. As an action, he can make two attacks with the sword (+9 to hit). It deals 20 ({@damage 4d6 + 6}) slashing damage on a hit. Against Strahd, Vladimir deals an extra 14 ({@damage 4d6}) slashing damage with the weapon.\",\"Vladimir has a challenge rating of 7 (2,900 XP).\"]}]},{\"type\":\"entries\",\"name\":\"Vladimir Horngaard's Traits\",\"entries\":[{\"name\":\"Ideal\",\"type\":\"entries\",\"entries\":[\"\\\"Vengeance is all I have left.\\\"\"]},{\"name\":\"Bond\",\"type\":\"entries\",\"entries\":[\"\\\"I have sworn oaths of allegiance to the Order of the Silver Dragon. Broken though the order may be, my allegiance never dies.\\\"\"]},{\"name\":\"Flaw\",\"type\":\"entries\",\"entries\":[\"\\\"Destroying Strahd would end the vampire's torment, and that is something I will never allow.\\\"\"]}]},{\"type\":\"entries\",\"name\":\"Revenant\",\"entries\":[\"A revenant forms from the soul of a mortal who met a cruel and undeserving fate. It claws its way back into the world to seek revenge against the one who wronged it. The revenant reclaims its mortal body and superficially resembles a zombie. However, instead of lifeless eyes, a revenant's eyes burn with resolve and flare in the presence of its adversary. If the revenant's original body was destroyed or is otherwise unavailable, the spirit of the revenant enters another humanoid corpse. Regardless of the body the revenant uses as a vessel, its adversary always recognizes the revenant for what it truly is.\",{\"type\":\"entries\",\"name\":\"Hunger for Revenge\",\"entries\":[\"A revenant has only one year to exact revenge. When its adversary dies, or if the revenant fails to kill its adversary before its time runs out, it crumbles to dust and its soul fades into the afterlife. If its foe is too powerful for the revenant to destroy on its own, it seeks worthy allies to help it fulfill its quest.\"]},{\"name\":\"Divine Justice\",\"type\":\"entries\",\"entries\":[\"No magic can hide a creature pursued by a revenant, which always knows the direction and distance between it and the target of its vengeance. In cases where the revenant seeks revenge against more than one adversary, it pursues them one at a time, starting with the creature that dealt it the killing blow. If the revenant's body is destroyed, its soul flies forth to seek out a new corpse in which to resume its hunt.\"]},{\"name\":\"Undead Nature\",\"type\":\"entries\",\"entries\":[\"A revenant doesn't require air, food, drink, or sleep.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Vladimir Horngaard.webp\"}}]},{\"name\":\"Yevgeni Krushkin\",\"source\":\"CoS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/053-cos05-06.webp\"}}]},{\"name\":\"Zuleika Toranescu\",\"source\":\"CoS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Zuleika Toranescu.webp\"}}]},{\"name\":\"Zygfrek Belview\",\"source\":\"CoS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CoS/Zygfrek Belview.webp\"}}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-crcotn.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Aboleth Spawn\",\"source\":\"CRCotN\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/Aboleth Spawn.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Agathe Silverspoon\",\"source\":\"CRCotN\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/011-01-002.agathe-silverspoon.webp\"},\"credit\":\"Zoltan Boros\"}]},{\"name\":\"Aloysia Telfan\",\"source\":\"CRCotN\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/031-03-004.aloysia-prolix.webp\"},\"credit\":\"Isabel Gibney\"}]},{\"name\":\"Alyxian Aboleth\",\"source\":\"CRCotN\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The Alyxian Aboleth is a unique creature that believes it carries the soul of the Apotheon within its body, trapped in this aberrant form as divine punishment for his failure to save the world during the Calamity. Veins of ruidium crisscross the aboleth's body, and a secondary face has emerged from its pale green hide. The second face is a mutation that has no effect on the creature's game statistics.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/Alyxian Aboleth.webp\"},\"credit\":\"Irina Nordsol\"}]},{\"name\":\"Alyxian the Absolved\",\"source\":\"CRCotN\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/Alyxian the Absolved.webp\"},\"credit\":\"Nikki Dawes\"}]},{\"name\":\"Alyxian the Callous\",\"source\":\"CRCotN\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/Alyxian the Callous.webp\"},\"credit\":\"Zuzanna Wuzyk\"}]},{\"name\":\"Alyxian the Dispossessed\",\"source\":\"CRCotN\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/Alyxian the Dispossessed.webp\"},\"credit\":\"Tyler Walpole\"}]},{\"name\":\"Alyxian the Hunter\",\"source\":\"CRCotN\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"This ruidium golem resembles Alyxian the Apotheon. It remains as rigid as a statue until the characters attack it or until Theo vanishes from the Netherdeep.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/Alyxian the Hunter.webp\"},\"credit\":\"Linda Lithén\"}]},{\"name\":\"Alyxian the Tormented\",\"source\":\"CRCotN\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/Alyxian the Tormented.webp\"},\"credit\":\"Axel Defois\"}]},{\"name\":\"Aradrine the Owl\",\"source\":\"CRCotN\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/057-04-013.master-aradrine-the-owl.webp\"},\"credit\":\"David Sladek\"}]},{\"name\":\"Ashann\",\"source\":\"CRCotN\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/060-04-014.ashann.webp\"},\"credit\":\"Anna Veltkamp\"}]},{\"name\":\"Ayo Jabe (Tier 1)\",\"source\":\"CRCotN\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"As the de facto leader of a new, unnamed adventuring party, Ayo Jabe has a lot of responsibility on her shoulders. She and her companions have worked odd jobs around the town of Jigow for a few weeks now, and she's starting to feel confident that they're ready for real adventure.\",\"Ayo is a water genasi who was born to orc parents during a terrible storm in the Emerald Gulch. Her family has lived in Jigow for generations, and she's eager to leave home and see the world.\",\"Ayo picked up her combat skills while working as a hunter for the town of Jigow. She recently joined up with her childhood friend Dermot, as well as Maggie Keeneyes, a mercenary who came to town several weeks ago. Despite Maggie's brusque demeanor, she became a loyal friend of Ayo and Dermot, and the three of them have become inseparable, even as more adventurers have joined their party.\",\"Ayo is hotheaded and appreciates people who make decisions as impulsively as she does. Nevertheless, she respects Dermot's even-tempered advice and dutifully plays the role of the wise leader. She has no patience for people who are indecisive, and she is infuriated by people who don't say what they really mean.\",{\"type\":\"inset\",\"name\":\"Battle Chatter Sample Quotes\",\"entries\":[\"\\\"Okay team, they're off-balance. Rally!\\\" \\\"Have you had enough?\\\" \\\"Yeah, just give up. You're finished.\\\"\"]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Rival Stat Blocks\",\"entries\":[\"Stat blocks for the rivals can be found in appendix A. Each of the rivals has three stat blocks; like the characters, they become more powerful as the adventure progresses. The Rival Stat Blocks table shows you which stat blocks to use based on the chapter you are running.\",{\"type\":\"entries\",\"name\":\"Rival Stat Blocks\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"Chapters\",\"Stat Blocks\"],\"colStyles\":[\"col-5\",\"col-7\"],\"rows\":[[\"1 and 2\",\"Ayo Jabe (Tier 1)\"],[\"3 and 4\",\"Ayo Jabe (Tier 2)\"],[\"5, 6, and 7\",\"Ayo Jabe (Tier 3)\"]]},\"The tier 1 rivals are fledgling adventurers who have gained a modicum of power through their individual exploits before the beginning of this story. They are seeking to write a grand tale of their own.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/Ayo Jabe (Tier 1).webp\"},\"credit\":\"Nikki Dawes\"}]},{\"name\":\"Ayo Jabe (Tier 2)\",\"source\":\"CRCotN\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"As the de facto leader of a new, unnamed adventuring party, Ayo Jabe has a lot of responsibility on her shoulders. She and her companions have worked odd jobs around the town of Jigow for a few weeks now, and she's starting to feel confident that they're ready for real adventure.\",\"Ayo is a water genasi who was born to orc parents during a terrible storm in the Emerald Gulch. Her family has lived in Jigow for generations, and she's eager to leave home and see the world.\",\"Ayo picked up her combat skills while working as a hunter for the town of Jigow. She recently joined up with her childhood friend Dermot, as well as Maggie Keeneyes, a mercenary who came to town several weeks ago. Despite Maggie's brusque demeanor, she became a loyal friend of Ayo and Dermot, and the three of them have become inseparable, even as more adventurers have joined their party.\",\"Ayo is hotheaded and appreciates people who make decisions as impulsively as she does. Nevertheless, she respects Dermot's even-tempered advice and dutifully plays the role of the wise leader. She has no patience for people who are indecisive, and she is infuriated by people who don't say what they really mean.\",{\"type\":\"inset\",\"name\":\"Battle Chatter Sample Quotes\",\"entries\":[\"\\\"Okay team, they're off-balance. Rally!\\\" \\\"Have you had enough?\\\" \\\"Yeah, just give up. You're finished.\\\"\"]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Rival Stat Blocks\",\"entries\":[\"Stat blocks for the rivals can be found in appendix A. Each of the rivals has three stat blocks; like the characters, they become more powerful as the adventure progresses. The Rival Stat Blocks table shows you which stat blocks to use based on the chapter you are running.\",{\"type\":\"entries\",\"name\":\"Rival Stat Blocks\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"Chapters\",\"Stat Blocks\"],\"colStyles\":[\"col-5\",\"col-7\"],\"rows\":[[\"1 and 2\",\"Ayo Jabe (Tier 1)\"],[\"3 and 4\",\"Ayo Jabe (Tier 2)\"],[\"5, 6, and 7\",\"Ayo Jabe (Tier 3)\"]]},\"The tier 2 rivals are learning that their adventures take them into horrific places that will test their mettle, but they face these challenges with heads held high.\"]}]}]}]},{\"name\":\"Ayo Jabe (Tier 3)\",\"source\":\"CRCotN\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"As the de facto leader of a new, unnamed adventuring party, Ayo Jabe has a lot of responsibility on her shoulders. She and her companions have worked odd jobs around the town of Jigow for a few weeks now, and she's starting to feel confident that they're ready for real adventure.\",\"Ayo is a water genasi who was born to orc parents during a terrible storm in the Emerald Gulch. Her family has lived in Jigow for generations, and she's eager to leave home and see the world.\",\"Ayo picked up her combat skills while working as a hunter for the town of Jigow. She recently joined up with her childhood friend Dermot, as well as Maggie Keeneyes, a mercenary who came to town several weeks ago. Despite Maggie's brusque demeanor, she became a loyal friend of Ayo and Dermot, and the three of them have become inseparable, even as more adventurers have joined their party.\",\"Ayo is hotheaded and appreciates people who make decisions as impulsively as she does. Nevertheless, she respects Dermot's even-tempered advice and dutifully plays the role of the wise leader. She has no patience for people who are indecisive, and she is infuriated by people who don't say what they really mean.\",{\"type\":\"inset\",\"name\":\"Battle Chatter Sample Quotes\",\"entries\":[\"\\\"Okay team, they're off-balance. Rally!\\\" \\\"Have you had enough?\\\" \\\"Yeah, just give up. You're finished.\\\"\"]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Rival Stat Blocks\",\"entries\":[\"Stat blocks for the rivals can be found in appendix A. Each of the rivals has three stat blocks; like the characters, they become more powerful as the adventure progresses. The Rival Stat Blocks table shows you which stat blocks to use based on the chapter you are running.\",{\"type\":\"entries\",\"name\":\"Rival Stat Blocks\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"Chapters\",\"Stat Blocks\"],\"colStyles\":[\"col-5\",\"col-7\"],\"rows\":[[\"1 and 2\",\"Ayo Jabe (Tier 1)\"],[\"3 and 4\",\"Ayo Jabe (Tier 2)\"],[\"5, 6, and 7\",\"Ayo Jabe (Tier 3)\"]]},\"Their journey has forced the tier 3 rivals to make decisions, sometimes out of grim necessity, that they might have not made earlier. All five suffer from ruidium corruption (see \\\"Ruidium \\\"in the introduction). When the characters encounter them, assume that the rivals have removed all levels of exhaustion from themselves through rest or magic, but the other effects of ruidium corruption remain.\",\"If instead you want to weaken the rivals to make them less of a physical threat or reinforce the danger of ruidium corruption, you can give one or more of the rivals {@dice 1d4} levels of exhaustion each. In this case, you'll need to keep track of each rival's exhaustion level and the condition's corresponding effects (see \\\"Exhaustion \\\"in the {@i Player's Handbook}).\",{\"type\":\"entries\",\"name\":\"Useful Magic\",\"entries\":[\"To facilitate their efforts, Galsariad has learned the water breathing spell. Additionally, all the rivals have acquired ruidium equipment to protect them from the effects of underwater pressure.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/Ayo Jabe (Tier 3).webp\"},\"credit\":\"Nikki Dawes\"}]},{\"name\":\"Celeste\",\"source\":\"CRCotN\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/075-06-004.three-ghosts.webp\"},\"credit\":\"Maria Zolotukhina\"}]},{\"name\":\"Corrupted Giant Shark\",\"source\":\"CRCotN\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"In addition to its vicious bite, this giant shark projects a psychic aura that causes painful mental distress in other creatures nearby. The crystals that corrupt the shark's body enable it to regenerate, and only radiant energy or particularly devastating attacks can overcome this unnatural defense.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/Corrupted Giant Shark.webp\"},\"credit\":\"Jessica Nguyen\"}]},{\"name\":\"Death Embrace\",\"source\":\"CRCotN\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Drifting through the dark waters of the Netherdeep, the death embrace is an ominous sight. Beneath its bell hangs a lacy, tendrilous mass that thrums with magic, surrounded by six 60-foot-long, barbed tentacles. The death embrace uses these tentacles to grasp and petrify its prey.\",\"Despite its foreboding name, the death embrace is not an overly aggressive creature. It prefers to bide its time, using creatures it has caught in its tentacles as shields to absorb attacks.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/Death Embrace.webp\"},\"credit\":\"Crystal Sully\"}]},{\"name\":\"Dermot Wurder (Tier 1)\",\"source\":\"CRCotN\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"When you're the twelfth son of a poor goblin family in Jigow, the only way to make a name for yourself is to become a great champion—someone who can win bragging contests in the local taverns night after night. Young Dermot Wurder, however, wasn't interested in performing feats of strength or agility that would win him a boast-worthy epithet. Fame wasn't for him, nor was the aggressiveness that becoming famous required. He was more interested in cooking, planting flowers, and sewing clothes—doing the work that kept his family together while his carefree siblings dove off waterfalls and wrestled stray dogs.\",\"Dermot and Ayo Jabe have known each other long enough that their first meeting has vanished into the haze of youthful pre-memory. Dermot accompanied Ayo whenever he could, packing herbs and medicines when they went exploring in the woods. When Ayo recently told him of her dream to form an adventuring party, he started training to wear heavy armor and threw himself into studying the faith of the Luxon so he could wield the blessings of the light to protect those he cares about.\",\"Dermot is fiercely protective of his friends and furiously rebukes anyone who disparages or threatens them. His deepest need—one even he doesn't know he has—is to make a friend who will help him realize what he wants for himself.\",{\"type\":\"inset\",\"name\":\"Battle Chatter Sample Quotes\",\"entries\":[\"\\\"I'm here to make sure no one dies. Back off!\\\" \\\"The Luxon will protect me.\\\" \\\"Ayo, Maggie, I could use a little help here!\\\"\"]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Rival Stat Blocks\",\"entries\":[\"Stat blocks for the rivals can be found in appendix A. Each of the rivals has three stat blocks; like the characters, they become more powerful as the adventure progresses. The Rival Stat Blocks table shows you which stat blocks to use based on the chapter you are running.\",{\"type\":\"entries\",\"name\":\"Rival Stat Blocks\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"Chapters\",\"Stat Blocks\"],\"colStyles\":[\"col-4\",\"col-8\"],\"rows\":[[\"1 and 2\",\"Dermot Wurder (Tier 1)\"],[\"3 and 4\",\"Dermot Wurder (Tier 2)\"],[\"5, 6, and 7\",\"Dermot Wurder (Tier 3)\"]]},\"The tier 1 rivals are fledgling adventurers who have gained a modicum of power through their individual exploits before the beginning of this story. They are seeking to write a grand tale of their own.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/Dermot Wurder (Tier 1).webp\"},\"credit\":\"Nikki Dawes\"}]},{\"name\":\"Dermot Wurder (Tier 2)\",\"source\":\"CRCotN\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"When you're the twelfth son of a poor goblin family in Jigow, the only way to make a name for yourself is to become a great champion—someone who can win bragging contests in the local taverns night after night. Young Dermot Wurder, however, wasn't interested in performing feats of strength or agility that would win him a boast-worthy epithet. Fame wasn't for him, nor was the aggressiveness that becoming famous required. He was more interested in cooking, planting flowers, and sewing clothes—doing the work that kept his family together while his carefree siblings dove off waterfalls and wrestled stray dogs.\",\"Dermot and Ayo Jabe have known each other long enough that their first meeting has vanished into the haze of youthful pre-memory. Dermot accompanied Ayo whenever he could, packing herbs and medicines when they went exploring in the woods. When Ayo recently told him of her dream to form an adventuring party, he started training to wear heavy armor and threw himself into studying the faith of the Luxon so he could wield the blessings of the light to protect those he cares about.\",\"Dermot is fiercely protective of his friends and furiously rebukes anyone who disparages or threatens them. His deepest need—one even he doesn't know he has—is to make a friend who will help him realize what he wants for himself.\",{\"type\":\"inset\",\"name\":\"Battle Chatter Sample Quotes\",\"entries\":[\"\\\"I'm here to make sure no one dies. Back off!\\\" \\\"The Luxon will protect me.\\\" \\\"Ayo, Maggie, I could use a little help here!\\\"\"]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Rival Stat Blocks\",\"entries\":[\"Stat blocks for the rivals can be found in appendix A. Each of the rivals has three stat blocks; like the characters, they become more powerful as the adventure progresses. The Rival Stat Blocks table shows you which stat blocks to use based on the chapter you are running.\",{\"type\":\"entries\",\"name\":\"Rival Stat Blocks\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"Chapters\",\"Stat Blocks\"],\"colStyles\":[\"col-4\",\"col-8\"],\"rows\":[[\"1 and 2\",\"Dermot Wurder (Tier 1)\"],[\"3 and 4\",\"Dermot Wurder (Tier 2)\"],[\"5, 6, and 7\",\"Dermot Wurder (Tier 3)\"]]},\"The tier 2 rivals are learning that their adventures take them into horrific places that will test their mettle, but they face these challenges with heads held high.\"]}]}]}]},{\"name\":\"Dermot Wurder (Tier 3)\",\"source\":\"CRCotN\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"When you're the twelfth son of a poor goblin family in Jigow, the only way to make a name for yourself is to become a great champion—someone who can win bragging contests in the local taverns night after night. Young Dermot Wurder, however, wasn't interested in performing feats of strength or agility that would win him a boast-worthy epithet. Fame wasn't for him, nor was the aggressiveness that becoming famous required. He was more interested in cooking, planting flowers, and sewing clothes—doing the work that kept his family together while his carefree siblings dove off waterfalls and wrestled stray dogs.\",\"Dermot and Ayo Jabe have known each other long enough that their first meeting has vanished into the haze of youthful pre-memory. Dermot accompanied Ayo whenever he could, packing herbs and medicines when they went exploring in the woods. When Ayo recently told him of her dream to form an adventuring party, he started training to wear heavy armor and threw himself into studying the faith of the Luxon so he could wield the blessings of the light to protect those he cares about.\",\"Dermot is fiercely protective of his friends and furiously rebukes anyone who disparages or threatens them. His deepest need—one even he doesn't know he has—is to make a friend who will help him realize what he wants for himself.\",{\"type\":\"inset\",\"name\":\"Battle Chatter Sample Quotes\",\"entries\":[\"\\\"I'm here to make sure no one dies. Back off!\\\" \\\"The Luxon will protect me.\\\" \\\"Ayo, Maggie, I could use a little help here!\\\"\"]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Rival Stat Blocks\",\"entries\":[\"Stat blocks for the rivals can be found in appendix A. Each of the rivals has three stat blocks; like the characters, they become more powerful as the adventure progresses. The Rival Stat Blocks table shows you which stat blocks to use based on the chapter you are running.\",{\"type\":\"entries\",\"name\":\"Rival Stat Blocks\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"Chapters\",\"Stat Blocks\"],\"colStyles\":[\"col-4\",\"col-8\"],\"rows\":[[\"1 and 2\",\"Dermot Wurder (Tier 1)\"],[\"3 and 4\",\"Dermot Wurder (Tier 2)\"],[\"5, 6, and 7\",\"Dermot Wurder (Tier 3)\"]]},\"Their journey has forced the tier 3 rivals to make decisions, sometimes out of grim necessity, that they might have not made earlier. All five suffer from ruidium corruption (see \\\"Ruidium \\\"in the introduction). When the characters encounter them, assume that the rivals have removed all levels of exhaustion from themselves through rest or magic, but the other effects of ruidium corruption remain.\",\"If instead you want to weaken the rivals to make them less of a physical threat or reinforce the danger of ruidium corruption, you can give one or more of the rivals {@dice 1d4} levels of exhaustion each. In this case, you'll need to keep track of each rival's exhaustion level and the condition's corresponding effects (see \\\"Exhaustion \\\"in the {@i Player's Handbook}).\",{\"type\":\"entries\",\"name\":\"Useful Magic\",\"entries\":[\"To facilitate their efforts, Galsariad has learned the water breathing spell. Additionally, all the rivals have acquired ruidium equipment to protect them from the effects of underwater pressure.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/Dermot Wurder (Tier 3).webp\"},\"credit\":\"Nikki Dawes\"}]},{\"name\":\"Foghome\",\"source\":\"CRCotN\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/032-03-005.foghome-the-firbolg.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Galeokaerda\",\"source\":\"CRCotN\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Galeokaerda has long posed as a professor of the Allegiance of Allsight and has become Insight's friend.\",\"Unknown to Professor Acuere, Galeokaerda is the Consortium spy.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Occultists of the Vermilion Dream\",\"entries\":[\"The Consortium of the Vermilion Dream is viewed as an esoteric, profit-driven, but ultimately harmless cabal of ghost hunters and perpetuators of urban legends. This perception isn't inaccurate, but the consortium's leadership is obsessed with one set of legends in particular: those involving the Moon of Ill Omen, Ruidus, and the ancient figures cursed by exposure to its alien influence.\",\"The cruelest desires and predilections of the consortium's most obsessive agents have been enhanced by contact with ruidium-tainted items.\",{\"type\":\"entries\",\"name\":\"Occult Extollant\",\"entries\":[\"Occult extollants delve deep into ancient legends and seek to solve mysteries that have led other investigators to their doom, driven by an unquenchable yearning to know the unknown.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/Galeokaerda.webp\"},\"credit\":\"Jessica Mahon\"}]},{\"name\":\"Galsariad Ardyth (Tier 1)\",\"source\":\"CRCotN\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Beautiful, ethereal, deathly, shadowy—all accurately describe Galsariad Ardyth, a drow in his two-hundredth year of life. He's recently taken up the study of arcane magic, and he's pursuing the life of an adventurer in hopes of improving his reputation within the Kryn Dynasty. Loquacious, snarky, and sarcastic to a fault, he's ready with a barb for any occasion—usually to mask his own insecurities.\",\"A city-dweller from the Kryn capital of Rosohna, Galsariad is blessed with sharp aesthetic sensibilities and an interest in ancient lore, especially history concerning the Age of Arcanum, Exandria's long-lost magical golden age. He's also the newest member of the rival party, and both Ayo and Irvan are impressed by his ethereal elegance—and have a bit of a crush on him, even if he does talk too much.\",\"Galsariad appreciates people who share his interests and are willing to spend time studying with him, though he also likes it when people treat him with respect even if they don't care about magic. He dislikes people who keep secrets from him, and hates when people judge him for being a novice at magic even though he's centuries old.\",{\"type\":\"inset\",\"name\":\"Battle Chatter Sample Quotes\",\"entries\":[\"\\\"You have much to learn.\\\" \\\"And here I thought you possessed some talent.\\\" \\\"With this next incantation, I shall pluck any hope of victory from your mind.\\\"\"]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Rival Stat Blocks\",\"entries\":[\"Stat blocks for the rivals can be found in appendix A. Each of the rivals has three stat blocks; like the characters, they become more powerful as the adventure progresses. The Rival Stat Blocks table shows you which stat blocks to use based on the chapter you are running.\",{\"type\":\"entries\",\"name\":\"Rival Stat Blocks\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"Chapters\",\"Stat Blocks\"],\"colStyles\":[\"col-4\",\"col-8\"],\"rows\":[[\"1 and 2\",\"Galsariad Ardyth (Tier 1)\"],[\"3 and 4\",\"Galsariad Ardyth (Tier 2)\"],[\"5, 6, and 7\",\"Galsariad Ardyth (Tier 3)\"]]},\"The tier 1 rivals are fledgling adventurers who have gained a modicum of power through their individual exploits before the beginning of this story. They are seeking to write a grand tale of their own.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/Galsariad Ardyth (Tier 1).webp\"},\"credit\":\"Nikki Dawes\"}]},{\"name\":\"Galsariad Ardyth (Tier 2)\",\"source\":\"CRCotN\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Beautiful, ethereal, deathly, shadowy—all accurately describe Galsariad Ardyth, a drow in his two-hundredth year of life. He's recently taken up the study of arcane magic, and he's pursuing the life of an adventurer in hopes of improving his reputation within the Kryn Dynasty. Loquacious, snarky, and sarcastic to a fault, he's ready with a barb for any occasion—usually to mask his own insecurities.\",\"A city-dweller from the Kryn capital of Rosohna, Galsariad is blessed with sharp aesthetic sensibilities and an interest in ancient lore, especially history concerning the Age of Arcanum, Exandria's long-lost magical golden age. He's also the newest member of the rival party, and both Ayo and Irvan are impressed by his ethereal elegance—and have a bit of a crush on him, even if he does talk too much.\",\"Galsariad appreciates people who share his interests and are willing to spend time studying with him, though he also likes it when people treat him with respect even if they don't care about magic. He dislikes people who keep secrets from him, and hates when people judge him for being a novice at magic even though he's centuries old.\",{\"type\":\"inset\",\"name\":\"Battle Chatter Sample Quotes\",\"entries\":[\"\\\"You have much to learn.\\\" \\\"And here I thought you possessed some talent.\\\" \\\"With this next incantation, I shall pluck any hope of victory from your mind.\\\"\"]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Rival Stat Blocks\",\"entries\":[\"Stat blocks for the rivals can be found in appendix A. Each of the rivals has three stat blocks; like the characters, they become more powerful as the adventure progresses. The Rival Stat Blocks table shows you which stat blocks to use based on the chapter you are running.\",{\"type\":\"entries\",\"name\":\"Rival Stat Blocks\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"Chapters\",\"Stat Blocks\"],\"colStyles\":[\"col-4\",\"col-8\"],\"rows\":[[\"1 and 2\",\"Galsariad Ardyth (Tier 1)\"],[\"3 and 4\",\"Galsariad Ardyth (Tier 2)\"],[\"5, 6, and 7\",\"Galsariad Ardyth (Tier 3)\"]]},\"The tier 2 rivals are learning that their adventures take them into horrific places that will test their mettle, but they face these challenges with heads held high.\"]}]}]}]},{\"name\":\"Galsariad Ardyth (Tier 3)\",\"source\":\"CRCotN\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Beautiful, ethereal, deathly, shadowy—all accurately describe Galsariad Ardyth, a drow in his two-hundredth year of life. He's recently taken up the study of arcane magic, and he's pursuing the life of an adventurer in hopes of improving his reputation within the Kryn Dynasty. Loquacious, snarky, and sarcastic to a fault, he's ready with a barb for any occasion—usually to mask his own insecurities.\",\"A city-dweller from the Kryn capital of Rosohna, Galsariad is blessed with sharp aesthetic sensibilities and an interest in ancient lore, especially history concerning the Age of Arcanum, Exandria's long-lost magical golden age. He's also the newest member of the rival party, and both Ayo and Irvan are impressed by his ethereal elegance—and have a bit of a crush on him, even if he does talk too much.\",\"Galsariad appreciates people who share his interests and are willing to spend time studying with him, though he also likes it when people treat him with respect even if they don't care about magic. He dislikes people who keep secrets from him, and hates when people judge him for being a novice at magic even though he's centuries old.\",{\"type\":\"inset\",\"name\":\"Battle Chatter Sample Quotes\",\"entries\":[\"\\\"You have much to learn.\\\" \\\"And here I thought you possessed some talent.\\\" \\\"With this next incantation, I shall pluck any hope of victory from your mind.\\\"\"]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Rival Stat Blocks\",\"entries\":[\"Stat blocks for the rivals can be found in appendix A. Each of the rivals has three stat blocks; like the characters, they become more powerful as the adventure progresses. The Rival Stat Blocks table shows you which stat blocks to use based on the chapter you are running.\",{\"type\":\"entries\",\"name\":\"Rival Stat Blocks\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"Chapters\",\"Stat Blocks\"],\"colStyles\":[\"col-4\",\"col-8\"],\"rows\":[[\"1 and 2\",\"Galsariad Ardyth (Tier 1)\"],[\"3 and 4\",\"Galsariad Ardyth (Tier 2)\"],[\"5, 6, and 7\",\"Galsariad Ardyth (Tier 3)\"]]},\"Their journey has forced the tier 3 rivals to make decisions, sometimes out of grim necessity, that they might have not made earlier. All five suffer from ruidium corruption (see \\\"Ruidium \\\"in the introduction). When the characters encounter them, assume that the rivals have removed all levels of exhaustion from themselves through rest or magic, but the other effects of ruidium corruption remain.\",\"If instead you want to weaken the rivals to make them less of a physical threat or reinforce the danger of ruidium corruption, you can give one or more of the rivals {@dice 1d4} levels of exhaustion each. In this case, you'll need to keep track of each rival's exhaustion level and the condition's corresponding effects (see \\\"Exhaustion \\\"in the {@i Player's Handbook}).\",{\"type\":\"entries\",\"name\":\"Useful Magic\",\"entries\":[\"To facilitate their efforts, Galsariad has learned the water breathing spell. Additionally, all the rivals have acquired ruidium equipment to protect them from the effects of underwater pressure.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/Galsariad Ardyth (Tier 3).webp\"},\"credit\":\"Nikki Dawes\"}]},{\"name\":\"Gryz Alakritos\",\"source\":\"CRCotN\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/042-04-002.headmasters-allsight.webp\"},\"credit\":\"Tyler Walpole\"}]},{\"name\":\"Insight Acuere\",\"source\":\"CRCotN\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Insight is the primary archivist for the Cael Morrow archaeological project and would put her life on the line to ensure its success. She is willing to share the results of her research with fellow Allegiance members.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Scholars of Allsight\",\"entries\":[\"The Allegiance of Allsight is a scholarly faction that operates primarily within the Marquesian metropolis of Ank'Harel. Though most members of the allegiance are academics unfamiliar with combat, the faction's field agents are skilled archaeologists who are also trained to contend with and overcome the threats that lurk in the depths of Exandria.\",{\"type\":\"entries\",\"name\":\"Scholarly Mastermind\",\"entries\":[\"Scholarly masterminds are the formidable leaders of academic research organizations, responsible for planning and carrying out operations that delve into the secrets of the past. Some masterminds are headmasters at academies or universities. Others operate individually and in secret, pursuing agendas that might diverge wildly from those of the rest of their organization.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/Insight Acuere.webp\"},\"credit\":\"Lauren Walsh\"}]},{\"name\":\"Irvan Wastewalker (Tier 1)\",\"source\":\"CRCotN\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The name \\\"Wastewalker\\\" conjures fear on the plains of Xhorhas, as the name of a clan of Xhorhasian nomads. Irvan—Irv to his friends—was born into that clan, but he hates the name. He left his family when he was a teenager, struck out on his own across the wastes, and made his way to the city of Asarius. Even though the \\\"City of Beasts\\\" is renowned for danger, Irv felt at home there in a way he'd never felt with his clan.\",\"He earned a reputation for being a party animal who could put down a dozen drinks in a night and still dance with the vigor and elegance of an archfey. Irv is young—just a few weeks past his nineteenth birthday—and he is secretly ashamed of his patchy beard and scrawny, human body. He has a bigger secret related to that feeling: he was consecuted in another life. The act of consecution is a sacred Kryn ritual of rebirth through the mystical power of the Luxon. Irvan has memories of his previous life as a bugbear of Den Hythenos, and he hopes to prove to himself that he can do great things without the aid of his powerful \\\"family\\\" in the Kryn Dynasty.\",\"He met Ayo and her friends when he traveled to Jigow to experience its contests of strength and skill. He sticks with the group in part because he's interested in what adventures they'll get into, and also because he's smitten with the group's newest addition, a drow arcanist named Galsariad.\",{\"type\":\"inset\",\"name\":\"Battle Chatter Sample Quotes\",\"entries\":[\"\\\"Heh, that was a good hit, wasn't it?\\\" \\\"Come on, come on! Eyes on me!\\\" \\\"Can I have this dance? No?\\\"\"]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Rival Stat Blocks\",\"entries\":[\"Stat blocks for the rivals can be found in appendix A. Each of the rivals has three stat blocks; like the characters, they become more powerful as the adventure progresses. The Rival Stat Blocks table shows you which stat blocks to use based on the chapter you are running.\",{\"type\":\"entries\",\"name\":\"Rival Stat Blocks\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"Chapters\",\"Stat Blocks\"],\"colStyles\":[\"col-4\",\"col-8\"],\"rows\":[[\"1 and 2\",\"Irvan Wastewalker (Tier 1)\"],[\"3 and 4\",\"Irvan Wastewalker (Tier 2)\"],[\"5, 6, and 7\",\"Irvan Wastewalker (Tier 3)\"]]},\"The tier 1 rivals are fledgling adventurers who have gained a modicum of power through their individual exploits before the beginning of this story. They are seeking to write a grand tale of their own.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/Irvan Wastewalker (Tier 1).webp\"},\"credit\":\"Nikki Dawes\"}]},{\"name\":\"Irvan Wastewalker (Tier 2)\",\"source\":\"CRCotN\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The name \\\"Wastewalker\\\" conjures fear on the plains of Xhorhas, as the name of a clan of Xhorhasian nomads. Irvan—Irv to his friends—was born into that clan, but he hates the name. He left his family when he was a teenager, struck out on his own across the wastes, and made his way to the city of Asarius. Even though the \\\"City of Beasts\\\" is renowned for danger, Irv felt at home there in a way he'd never felt with his clan.\",\"He earned a reputation for being a party animal who could put down a dozen drinks in a night and still dance with the vigor and elegance of an archfey. Irv is young—just a few weeks past his nineteenth birthday—and he is secretly ashamed of his patchy beard and scrawny, human body. He has a bigger secret related to that feeling: he was consecuted in another life. The act of consecution is a sacred Kryn ritual of rebirth through the mystical power of the Luxon. Irvan has memories of his previous life as a bugbear of Den Hythenos, and he hopes to prove to himself that he can do great things without the aid of his powerful \\\"family\\\" in the Kryn Dynasty.\",\"He met Ayo and her friends when he traveled to Jigow to experience its contests of strength and skill. He sticks with the group in part because he's interested in what adventures they'll get into, and also because he's smitten with the group's newest addition, a drow arcanist named Galsariad.\",{\"type\":\"inset\",\"name\":\"Battle Chatter Sample Quotes\",\"entries\":[\"\\\"Heh, that was a good hit, wasn't it?\\\" \\\"Come on, come on! Eyes on me!\\\" \\\"Can I have this dance? No?\\\"\"]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Rival Stat Blocks\",\"entries\":[\"Stat blocks for the rivals can be found in appendix A. Each of the rivals has three stat blocks; like the characters, they become more powerful as the adventure progresses. The Rival Stat Blocks table shows you which stat blocks to use based on the chapter you are running.\",{\"type\":\"entries\",\"name\":\"Rival Stat Blocks\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"Chapters\",\"Stat Blocks\"],\"colStyles\":[\"col-4\",\"col-8\"],\"rows\":[[\"1 and 2\",\"Irvan Wastewalker (Tier 1)\"],[\"3 and 4\",\"Irvan Wastewalker (Tier 2)\"],[\"5, 6, and 7\",\"Irvan Wastewalker (Tier 3)\"]]},\"The tier 2 rivals are learning that their adventures take them into horrific places that will test their mettle, but they face these challenges with heads held high.\"]}]}]}]},{\"name\":\"Irvan Wastewalker (Tier 3)\",\"source\":\"CRCotN\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The name \\\"Wastewalker\\\" conjures fear on the plains of Xhorhas, as the name of a clan of Xhorhasian nomads. Irvan—Irv to his friends—was born into that clan, but he hates the name. He left his family when he was a teenager, struck out on his own across the wastes, and made his way to the city of Asarius. Even though the \\\"City of Beasts\\\" is renowned for danger, Irv felt at home there in a way he'd never felt with his clan.\",\"He earned a reputation for being a party animal who could put down a dozen drinks in a night and still dance with the vigor and elegance of an archfey. Irv is young—just a few weeks past his nineteenth birthday—and he is secretly ashamed of his patchy beard and scrawny, human body. He has a bigger secret related to that feeling: he was consecuted in another life. The act of consecution is a sacred Kryn ritual of rebirth through the mystical power of the Luxon. Irvan has memories of his previous life as a bugbear of Den Hythenos, and he hopes to prove to himself that he can do great things without the aid of his powerful \\\"family\\\" in the Kryn Dynasty.\",\"He met Ayo and her friends when he traveled to Jigow to experience its contests of strength and skill. He sticks with the group in part because he's interested in what adventures they'll get into, and also because he's smitten with the group's newest addition, a drow arcanist named Galsariad.\",{\"type\":\"inset\",\"name\":\"Battle Chatter Sample Quotes\",\"entries\":[\"\\\"Heh, that was a good hit, wasn't it?\\\" \\\"Come on, come on! Eyes on me!\\\" \\\"Can I have this dance? No?\\\"\"]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Rival Stat Blocks\",\"entries\":[\"Stat blocks for the rivals can be found in appendix A. Each of the rivals has three stat blocks; like the characters, they become more powerful as the adventure progresses. The Rival Stat Blocks table shows you which stat blocks to use based on the chapter you are running.\",{\"type\":\"entries\",\"name\":\"Rival Stat Blocks\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"Chapters\",\"Stat Blocks\"],\"colStyles\":[\"col-4\",\"col-8\"],\"rows\":[[\"1 and 2\",\"Irvan Wastewalker (Tier 1)\"],[\"3 and 4\",\"Irvan Wastewalker (Tier 2)\"],[\"5, 6, and 7\",\"Irvan Wastewalker (Tier 3)\"]]},\"Their journey has forced the tier 3 rivals to make decisions, sometimes out of grim necessity, that they might have not made earlier. All five suffer from ruidium corruption (see \\\"Ruidium \\\"in the introduction). When the characters encounter them, assume that the rivals have removed all levels of exhaustion from themselves through rest or magic, but the other effects of ruidium corruption remain.\",\"If instead you want to weaken the rivals to make them less of a physical threat or reinforce the danger of ruidium corruption, you can give one or more of the rivals {@dice 1d4} levels of exhaustion each. In this case, you'll need to keep track of each rival's exhaustion level and the condition's corresponding effects (see \\\"Exhaustion \\\"in the {@i Player's Handbook}).\",{\"type\":\"entries\",\"name\":\"Useful Magic\",\"entries\":[\"To facilitate their efforts, Galsariad has learned the water breathing spell. Additionally, all the rivals have acquired ruidium equipment to protect them from the effects of underwater pressure.\"]},{\"type\":\"entries\",\"name\":\"Irvan's Prosthetic Arm\",\"entries\":[\"During a misadventure that unfolded while the rivals were apart from the characters, Irvan Wastewalker lost an arm and gained an arcane prosthetic. This magic item functions for no one else.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/Irvan Wastewalker (Tier 3).webp\"},\"credit\":\"Nikki Dawes\"}]},{\"name\":\"James Cryon\",\"source\":\"CRCotN\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/042-04-002.headmasters-allsight.webp\"},\"credit\":\"Tyler Walpole\"}]},{\"name\":\"Jamil A'alithiya\",\"source\":\"CRCotN\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/043-04-003.high-curator-jamil.webp\"},\"credit\":\"Anna Veltkamp\"}]},{\"name\":\"Koris\",\"source\":\"CRCotN\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/056-04-012.koris-flees.webp\"},\"credit\":\"Goñi Montes\"}]},{\"name\":\"Laurin Ophidas\",\"source\":\"CRCotN\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Laurin Ophidas is a disgraced member of the Cerberus Assembly, an organization of spellcasters in the Dwendalian Empire in Wildemount. He fled from that organization after stealing a staff of the adder from a superior.\"]}]},{\"name\":\"Light Devourer\",\"source\":\"CRCotN\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The light devourer gets its name from its ability to absorb bright light, whether natural or magical, in its immediate environment. After doing so, the creature begins to glow, the spines lining its back and the numerous needle-like teeth in its maw burning brightly as it converts that stolen light into searing energy, which rips into its prey.\",\"When not illuminated, the light devourer lurks in darkness, stalking the ocean depths for its next meal.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/Light Devourer.webp\"},\"credit\":\"Crystal Sully\"}]},{\"name\":\"Maggie Keeneyes (Tier 1)\",\"source\":\"CRCotN\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"People might laugh when a 12-foot-tall ogre orders a drink at a bar and says her name is Maggie, but they don't laugh for long. Some people fixate on her name, her enormous size, her muscles, or the weapon at her side. Wiser folk take notice of Maggie's bright blue eyes. All her life, people have considered Maggie a stupid meathead because of her size, but her eyes betray her intelligence. She can read others with a glance, whether in conversation or in a duel. When her eyes dart back and forth across a battlefield, they take in enough information to give her allies an advantage in the fight.\",\"Things changed for Maggie when she first arrived in Jigow and met Ayo Jabe three weeks ago. She came looking for mercenary work to make ends meet but found a true friend instead. Ayo saw the intelligence in Maggie's eyes and was keen to hear Maggie's thoughts. They became fast friends, and Maggie would sooner die than let harm come to her new companion.\",\"Maggie loves poetry and music with profound lyrics, as well as matching wits with people as clever as she is. She hates being stereotyped and has a dim view of those who are too quick to judge others.\",{\"type\":\"inset\",\"name\":\"Battle Chatter Sample Quotes\",\"entries\":[\"\\\"That was quite a blunder.\\\" \\\"You're lucky I'm feeling merciful.\\\" \\\"Fight smarter—and harder.\\\" \\\"People don't win fights by fighting fair.\\\"\"]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Rival Stat Blocks\",\"entries\":[\"Stat blocks for the rivals can be found in appendix A. Each of the rivals has three stat blocks; like the characters, they become more powerful as the adventure progresses. The Rival Stat Blocks table shows you which stat blocks to use based on the chapter you are running.\",{\"type\":\"entries\",\"name\":\"Rival Stat Blocks\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"Chapters\",\"Stat Blocks\"],\"colStyles\":[\"col-4\",\"col-8\"],\"rows\":[[\"1 and 2\",\"Maggie Keeneyes (Tier 1)\"],[\"3 and 4\",\"Maggie Keeneyes (Tier 2)\"],[\"5, 6, and 7\",\"Maggie Keeneyes (Tier 3)\"]]},\"The tier 1 rivals are fledgling adventurers who have gained a modicum of power through their individual exploits before the beginning of this story. They are seeking to write a grand tale of their own.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/Maggie Keeneyes (Tier 1).webp\"},\"credit\":\"Nikki Dawes\"}]},{\"name\":\"Maggie Keeneyes (Tier 2)\",\"source\":\"CRCotN\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"People might laugh when a 12-foot-tall ogre orders a drink at a bar and says her name is Maggie, but they don't laugh for long. Some people fixate on her name, her enormous size, her muscles, or the weapon at her side. Wiser folk take notice of Maggie's bright blue eyes. All her life, people have considered Maggie a stupid meathead because of her size, but her eyes betray her intelligence. She can read others with a glance, whether in conversation or in a duel. When her eyes dart back and forth across a battlefield, they take in enough information to give her allies an advantage in the fight.\",\"Things changed for Maggie when she first arrived in Jigow and met Ayo Jabe three weeks ago. She came looking for mercenary work to make ends meet but found a true friend instead. Ayo saw the intelligence in Maggie's eyes and was keen to hear Maggie's thoughts. They became fast friends, and Maggie would sooner die than let harm come to her new companion.\",\"Maggie loves poetry and music with profound lyrics, as well as matching wits with people as clever as she is. She hates being stereotyped and has a dim view of those who are too quick to judge others.\",{\"type\":\"inset\",\"name\":\"Battle Chatter Sample Quotes\",\"entries\":[\"\\\"That was quite a blunder.\\\" \\\"You're lucky I'm feeling merciful.\\\" \\\"Fight smarter—and harder.\\\" \\\"People don't win fights by fighting fair.\\\"\"]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Rival Stat Blocks\",\"entries\":[\"Stat blocks for the rivals can be found in appendix A. Each of the rivals has three stat blocks; like the characters, they become more powerful as the adventure progresses. The Rival Stat Blocks table shows you which stat blocks to use based on the chapter you are running.\",{\"type\":\"entries\",\"name\":\"Rival Stat Blocks\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"Chapters\",\"Stat Blocks\"],\"colStyles\":[\"col-4\",\"col-8\"],\"rows\":[[\"1 and 2\",\"Maggie Keeneyes (Tier 1)\"],[\"3 and 4\",\"Maggie Keeneyes (Tier 2)\"],[\"5, 6, and 7\",\"Maggie Keeneyes (Tier 3)\"]]},\"The tier 2 rivals are learning that their adventures take them into horrific places that will test their mettle, but they face these challenges with heads held high.\"]}]}]}]},{\"name\":\"Maggie Keeneyes (Tier 3)\",\"source\":\"CRCotN\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"People might laugh when a 12-foot-tall ogre orders a drink at a bar and says her name is Maggie, but they don't laugh for long. Some people fixate on her name, her enormous size, her muscles, or the weapon at her side. Wiser folk take notice of Maggie's bright blue eyes. All her life, people have considered Maggie a stupid meathead because of her size, but her eyes betray her intelligence. She can read others with a glance, whether in conversation or in a duel. When her eyes dart back and forth across a battlefield, they take in enough information to give her allies an advantage in the fight.\",\"Things changed for Maggie when she first arrived in Jigow and met Ayo Jabe three weeks ago. She came looking for mercenary work to make ends meet but found a true friend instead. Ayo saw the intelligence in Maggie's eyes and was keen to hear Maggie's thoughts. They became fast friends, and Maggie would sooner die than let harm come to her new companion.\",\"Maggie loves poetry and music with profound lyrics, as well as matching wits with people as clever as she is. She hates being stereotyped and has a dim view of those who are too quick to judge others.\",{\"type\":\"inset\",\"name\":\"Battle Chatter Sample Quotes\",\"entries\":[\"\\\"That was quite a blunder.\\\" \\\"You're lucky I'm feeling merciful.\\\" \\\"Fight smarter—and harder.\\\" \\\"People don't win fights by fighting fair.\\\"\"]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Rival Stat Blocks\",\"entries\":[\"Stat blocks for the rivals can be found in appendix A. Each of the rivals has three stat blocks; like the characters, they become more powerful as the adventure progresses. The Rival Stat Blocks table shows you which stat blocks to use based on the chapter you are running.\",{\"type\":\"entries\",\"name\":\"Rival Stat Blocks\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"Chapters\",\"Stat Blocks\"],\"colStyles\":[\"col-4\",\"col-8\"],\"rows\":[[\"1 and 2\",\"Maggie Keeneyes (Tier 1)\"],[\"3 and 4\",\"Maggie Keeneyes (Tier 2)\"],[\"5, 6, and 7\",\"Maggie Keeneyes (Tier 3)\"]]},\"Their journey has forced the tier 3 rivals to make decisions, sometimes out of grim necessity, that they might have not made earlier. All five suffer from ruidium corruption (see \\\"Ruidium \\\"in the introduction). When the characters encounter them, assume that the rivals have removed all levels of exhaustion from themselves through rest or magic, but the other effects of ruidium corruption remain.\",\"If instead you want to weaken the rivals to make them less of a physical threat or reinforce the danger of ruidium corruption, you can give one or more of the rivals {@dice 1d4} levels of exhaustion each. In this case, you'll need to keep track of each rival's exhaustion level and the condition's corresponding effects (see \\\"Exhaustion \\\"in the {@i Player's Handbook}).\",{\"type\":\"entries\",\"name\":\"Useful Magic\",\"entries\":[\"To facilitate their efforts, Galsariad has learned the water breathing spell. Additionally, all the rivals have acquired ruidium equipment to protect them from the effects of underwater pressure.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/Maggie Keeneyes (Tier 3).webp\"},\"credit\":\"Nikki Dawes\"}]},{\"name\":\"Marisa\",\"source\":\"CRCotN\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/075-06-004.three-ghosts.webp\"},\"credit\":\"Maria Zolotukhina\"}]},{\"name\":\"Meri\",\"source\":\"CRCotN\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/075-06-004.three-ghosts.webp\"},\"credit\":\"Maria Zolotukhina\"}]},{\"name\":\"Monastic High Curator\",\"source\":\"CRCotN\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"High curators collect knowledge and disseminate truth. They tackle puzzling mysteries and spy on members of other power structures to manipulate or destabilize them, and provide the oppressed with opportunities to escape their plight. High curators are privy to their organizations' deepest secrets and the activities of lesser agents. Their expertise enables them to manipulate energy to defend themselves and disrupt enemies' ability to act.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Monastics of the Cobalt Soul\",\"entries\":[\"Scholars, priests, and ascetics who have been drawn to the cause of truth and knowledge spend their lives in support of the Library of the Cobalt Soul, united by the teachings of Ioun the Knowing Mentor. The Cobalt Soul is guided by a central belief that true strength comes from understanding the world around you. Beyond its efforts in knowledge-seeking, each branch of the Cobalt Soul strives to expose lies, unveil propaganda, and fight corruption in whatever society their chapter, referred to as an archive, calls home.\",\"The Library of the Cobalt Soul is headquartered in Rexxentrum, the capital of the Dwendalian Empire on the continent of Wildemount. The organization has archives across Exandria. The Ank'Hareli branch of the Cobalt Soul is based in the Temple of the Mentor. Like many of the archives, the Temple of the Mentor is both a vast library and a shrine to Ioun. This Marquesian archive is led by High Curator Jamil A'alithiya.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/Monastic High Curator.webp\"},\"credit\":\"Anna Veltkamp\"}]},{\"name\":\"Monastic Infiltrator\",\"source\":\"CRCotN\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Infiltrators act as spies, saboteurs, and perpetrators of other clandestine activities. They study magical techniques that enhance their prowess in battle and help them complete their assignments.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Monastics of the Cobalt Soul\",\"entries\":[\"Scholars, priests, and ascetics who have been drawn to the cause of truth and knowledge spend their lives in support of the Library of the Cobalt Soul, united by the teachings of Ioun the Knowing Mentor. The Cobalt Soul is guided by a central belief that true strength comes from understanding the world around you. Beyond its efforts in knowledge-seeking, each branch of the Cobalt Soul strives to expose lies, unveil propaganda, and fight corruption in whatever society their chapter, referred to as an archive, calls home.\",\"The Library of the Cobalt Soul is headquartered in Rexxentrum, the capital of the Dwendalian Empire on the continent of Wildemount. The organization has archives across Exandria. The Ank'Hareli branch of the Cobalt Soul is based in the Temple of the Mentor. Like many of the archives, the Temple of the Mentor is both a vast library and a shrine to Ioun. This Marquesian archive is led by High Curator Jamil A'alithiya.\"]}]}]},{\"name\":\"Monastic Operative\",\"source\":\"CRCotN\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Operatives are agents of organizations that engage in espionage. The best among them are often considered for filling vacancies in higher positions.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Monastics of the Cobalt Soul\",\"entries\":[\"Scholars, priests, and ascetics who have been drawn to the cause of truth and knowledge spend their lives in support of the Library of the Cobalt Soul, united by the teachings of Ioun the Knowing Mentor. The Cobalt Soul is guided by a central belief that true strength comes from understanding the world around you. Beyond its efforts in knowledge-seeking, each branch of the Cobalt Soul strives to expose lies, unveil propaganda, and fight corruption in whatever society their chapter, referred to as an archive, calls home.\",\"The Library of the Cobalt Soul is headquartered in Rexxentrum, the capital of the Dwendalian Empire on the continent of Wildemount. The organization has archives across Exandria. The Ank'Hareli branch of the Cobalt Soul is based in the Temple of the Mentor. Like many of the archives, the Temple of the Mentor is both a vast library and a shrine to Ioun. This Marquesian archive is led by High Curator Jamil A'alithiya.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/Monastic Operative.webp\"},\"credit\":\"Anna Veltkamp\"}]},{\"name\":\"Moonshark\",\"source\":\"CRCotN\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The silver spear lodged in the shark's hide has been enchanted by the divine power of Sehanine the Moon Weaver.\"]}]},{\"name\":\"Occult Extollant\",\"source\":\"CRCotN\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Occult extollants delve deep into ancient legends and seek to solve mysteries that have led other investigators to their doom, driven by an unquenchable yearning to know the unknown.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Occultists of the Vermilion Dream\",\"entries\":[\"The Consortium of the Vermilion Dream is viewed as an esoteric, profit-driven, but ultimately harmless cabal of ghost hunters and perpetuators of urban legends. This perception isn't inaccurate, but the consortium's leadership is obsessed with one set of legends in particular: those involving the Moon of Ill Omen, Ruidus, and the ancient figures cursed by exposure to its alien influence.\",\"The cruelest desires and predilections of the consortium's most obsessive agents have been enhanced by contact with ruidium-tainted items.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/Occult Extollant.webp\"},\"credit\":\"Anna Veltkamp\"}]},{\"name\":\"Occult Initiate\",\"source\":\"CRCotN\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Occult initiates are the most recent inductees into their organization and the members of the organization most often encountered by outsiders.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Occultists of the Vermilion Dream\",\"entries\":[\"The Consortium of the Vermilion Dream is viewed as an esoteric, profit-driven, but ultimately harmless cabal of ghost hunters and perpetuators of urban legends. This perception isn't inaccurate, but the consortium's leadership is obsessed with one set of legends in particular: those involving the Moon of Ill Omen, Ruidus, and the ancient figures cursed by exposure to its alien influence.\",\"The cruelest desires and predilections of the consortium's most obsessive agents have been enhanced by contact with ruidium-tainted items.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/Occult Initiate.webp\"},\"credit\":\"Anna Veltkamp\"}]},{\"name\":\"Occult Silvertongue\",\"source\":\"CRCotN\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Occult silvertongues are charismatic leaders. The alien mysteries to which they expose themselves can leave them feeling restless, paranoid, and suspicious. They begin to see things that aren't there and imagine conspiracies brought on by fears that others are trying to supplant them.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Occultists of the Vermilion Dream\",\"entries\":[\"The Consortium of the Vermilion Dream is viewed as an esoteric, profit-driven, but ultimately harmless cabal of ghost hunters and perpetuators of urban legends. This perception isn't inaccurate, but the consortium's leadership is obsessed with one set of legends in particular: those involving the Moon of Ill Omen, Ruidus, and the ancient figures cursed by exposure to its alien influence.\",\"The cruelest desires and predilections of the consortium's most obsessive agents have been enhanced by contact with ruidium-tainted items.\"]}]}]},{\"name\":\"Olara\",\"source\":\"CRCotN\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Olara speaks an ancient dialect that formed the basis for both Elvish and Orc, and any character who speaks and understands either of those languages can converse with her. This is a trait she shares with some of the ghosts of her kinfolk that still haunt the ruins of Cael Morrow, but Olara is no ghost; she is one of the few mortals who survived Gruumsh's attack centuries ago. She subsists on the kelp growing throughout the Drowned City.\"]}]},{\"name\":\"Perigee\",\"source\":\"CRCotN\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/083-06-012.perigree-the-deva.webp\"},\"credit\":\"Nikki Dawes\"}]},{\"name\":\"Prolix Yusaf\",\"source\":\"CRCotN\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/031-03-004.aloysia-prolix.webp\"},\"credit\":\"Isabel Gibney\"}]},{\"name\":\"Ruidium Elephant\",\"source\":\"CRCotN\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Unknown to anyone who has come into contact with it, the elephant figurine was infected with ruidium during its time in Cael Morrow, and that substance has warped its magical properties.\",\"When a character tries to retrieve the figurine, it reacts as if it had been activated, transforming into a crystalline version of the creature it was meant to become. This creature can't be controlled.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/Ruidium Elephant.webp\"},\"credit\":\"CoupleOfKooks\"}]},{\"name\":\"Scholarly Agent\",\"source\":\"CRCotN\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Scholarly agents are low-ranking members of an academic organization. They know a few tricks to help them avoid danger, and they study magic that enables them to decipher secrets of the past and identify magical relics.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Scholars of Allsight\",\"entries\":[\"The Allegiance of Allsight is a scholarly faction that operates primarily within the Marquesian metropolis of Ank'Harel. Though most members of the allegiance are academics unfamiliar with combat, the faction's field agents are skilled archaeologists who are also trained to contend with and overcome the threats that lurk in the depths of Exandria.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/Scholarly Agent.webp\"},\"credit\":\"Tyler Walpole\"}]},{\"name\":\"Scholarly Excavator\",\"source\":\"CRCotN\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Field research is often dangerous work, especially when it involves ancient magic and monster-infested ruins. Scholarly excavators are trained to deal with those dangers, adept at protecting their allies and clearing obstacles from their path.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Scholars of Allsight\",\"entries\":[\"The Allegiance of Allsight is a scholarly faction that operates primarily within the Marquesian metropolis of Ank'Harel. Though most members of the allegiance are academics unfamiliar with combat, the faction's field agents are skilled archaeologists who are also trained to contend with and overcome the threats that lurk in the depths of Exandria.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/Scholarly Excavator.webp\"},\"credit\":\"Tyler Walpole\"}]},{\"name\":\"Scholarly Mastermind\",\"source\":\"CRCotN\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Scholarly masterminds are the formidable leaders of academic research organizations, responsible for planning and carrying out operations that delve into the secrets of the past. Some masterminds are headmasters at academies or universities. Others operate individually and in secret, pursuing agendas that might diverge wildly from those of the rest of their organization.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Scholars of Allsight\",\"entries\":[\"The Allegiance of Allsight is a scholarly faction that operates primarily within the Marquesian metropolis of Ank'Harel. Though most members of the allegiance are academics unfamiliar with combat, the faction's field agents are skilled archaeologists who are also trained to contend with and overcome the threats that lurk in the depths of Exandria.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/Scholarly Mastermind.webp\"},\"credit\":\"Tyler Walpole\"}]},{\"name\":\"Scribble\",\"source\":\"CRCotN\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/064-05-002.allsight-base-camp.webp\"},\"credit\":\"Linda Lithén\"}]},{\"name\":\"Scuttling Serpentmaw\",\"source\":\"CRCotN\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A scuttling serpentmaw looks like an unusually large crab with a sleek black shell. It lurks in crevasses and deep underwater canyons. Once spotted, it scuttles toward its prey and reveals its most formidable feature: an armored maw concealed on the back of its shell. This serpentine appendage can extend out from the shell to tear into prey.\",\"Though they inhabit water, serpentmaws can't swim. They move along the sea floor in small mobs, working together to tear apart much larger creatures they come across.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/Scuttling Serpentmaw.webp\"},\"credit\":\"Crystal Sully\"}]},{\"name\":\"Shira\",\"source\":\"CRCotN\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A shy, anxious 15-year-old human with innate spellcasting ability. Fearing for the safety of those around her as she learns to control her powers, Shira has taken to using the shrine to the Wild Mother in the Sigil District as a nighttime hiding place. She mimics the behavior of a spirit to frighten away others. Shira uses her spells to drive away intruders.\"]}]},{\"name\":\"Skeletal Bloodfin\",\"source\":\"CRCotN\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Covered in vicious-looking crimson spines and sleek scales, the slithering bloodfin flashes through the lightless waters of the Netherdeep. As it swims closer, its toothed maw comes into view—just before it unhinges its jaw, clamps down on its prey, and swallows it whole.\",\"A slithering bloodfin looks like a giant eel with a head like a shark's. It magically siphons life energy from swallowed prey and uses that energy to repair damage to its own body.\",\"When a bloodfin dies, its body bursts. The resulting gore is toxic, threatening to infect nearby creatures, until it is dissipated by currents.\"]}]},{\"name\":\"Slithering Bloodfin\",\"source\":\"CRCotN\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Covered in vicious-looking crimson spines and sleek scales, the slithering bloodfin flashes through the lightless waters of the Netherdeep. As it swims closer, its toothed maw comes into view—just before it unhinges its jaw, clamps down on its prey, and swallows it whole.\",\"A slithering bloodfin looks like a giant eel with a head like a shark's. It magically siphons life energy from swallowed prey and uses that energy to repair damage to its own body.\",\"When a bloodfin dies, its body bursts. The resulting gore is toxic, threatening to infect nearby creatures, until it is dissipated by currents.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/Slithering Bloodfin.webp\"},\"credit\":\"Crystal Sully\"}]},{\"name\":\"Sorrowfish\",\"source\":\"CRCotN\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Sorrowfish dwell in deep underwater trenches and thus are rarely encountered by surface-dwelling creatures. Some say sorrowfish get their name from their flavor, which is distasteful enough to put the creatures that eat them in a dismal mood. The true sorrow for other creatures comes when the sorrowfish gather in swarms. The malevolent presences that lurk in the abysses of the ocean exert their influence on these fish, transforming their swarms into vicious hordes.\"]}]},{\"name\":\"Swarm of Sorrowfish\",\"source\":\"CRCotN\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A swarm of sorrowfish attacks out of hunger. Although sorrowfish have no sense of fear, they often adopt the tactic of lurking among the petrifying tendrils of a death embrace, using the tendrils for protection against other predators.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Sorrowfish\",\"entries\":[\"Sorrowfish dwell in deep underwater trenches and thus are rarely encountered by surface-dwelling creatures. Some say sorrowfish get their name from their flavor, which is distasteful enough to put the creatures that eat them in a dismal mood. The true sorrow for other creatures comes when the sorrowfish gather in swarms. The malevolent presences that lurk in the abysses of the ocean exert their influence on these fish, transforming their swarms into vicious hordes.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/Swarm of Sorrowfish.webp\"},\"credit\":\"Jessica Nguyen\"}]},{\"name\":\"Verin Thelyss\",\"source\":\"CRCotN\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"To the people of Bazzoxan, Verin is a beacon of hope amid the darkness that shrouds the town. But the weight of responsibility colors Verin's otherwise bright and youthful demeanor with melancholy. He cares about the town he has sworn to protect, but he is weary of the incessant threat posed by the denizens of the Betrayers' Rise.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/Verin Thelyss.webp\"},\"credit\":\"Hunter S. Bonyun\"}]},{\"name\":\"Xot\",\"source\":\"CRCotN\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/CRCotN/064-05-002.allsight-base-camp.webp\"},\"credit\":\"Linda Lithén\"}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-dc.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Ebondeath\",\"source\":\"DC\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Over a thousand years ago, the black dragon Chardansearavitriol, commonly known as Ebondeath, settled in the Mere of Dead Men, making his lair in the ruined citadel of Uthtower. Ebondeath became a dracolich and was worshiped by the Cult of the Dragon until the death god Myrkul's influence waned across Faerûn and the dragon's bones turned to dust.\"]}]}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-dip.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Anchorite of Talos\",\"source\":\"DIP\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"These religious recluses are granted spellcasting power by Talos, the god of storms. Their human ancestors bred with orcs, and now all anchorites of Talos are half-orcs.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DIP/Anchorite of Talos.webp\"},\"credit\":\"Claudio Pozas\"}]},{\"name\":\"Don-Jon Raskin\",\"source\":\"DIP\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Adventurers who undertake the Mountain's Toe Quest meet Don-Jon Raskin, a fearless troubleshooter who has experienced more than his fair share of adventures.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DIP/Don-Jon Raskin.webp\"},\"credit\":\"Olga Drebas\"}]},{\"name\":\"Falcon the Hunter\",\"source\":\"DIP\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Adventurers encounter Falcon the Hunter if they visit his hunting lodge in Neverwinter Wood.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DIP/Falcon the Hunter.webp\"},\"credit\":\"Claudio Pozas\"}]},{\"name\":\"Gorthok the Thunder Boar\",\"source\":\"DIP\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Gorthok is a primal nature spirit that takes the form of a boar as big as an elephant, with lightning that dances along its tusks. Gorthok serves the will of Talos, god of storms, and can be summoned during stormy weather to do the bidding of Talos's evil followers. Like its patron deity, Gorthok revels in destruction.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DIP/Gorthok the Thunder Boar.webp\"},\"credit\":\"Claudio Pozas\"}]},{\"name\":\"Rock Gnome Recluse\",\"source\":\"DIP\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Rock gnome recluses are skilled in the arcane arts. They use their magical talents to create all kinds of wondrous inventions, very few of which work as intended.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DIP/Rock Gnome Recluse.webp\"},\"credit\":\"Olga Drebas\"}]},{\"name\":\"Skeletal Riding Horse\",\"source\":\"DIP\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DIP/Skeletal Riding Horse.webp\"},\"credit\":\"Brynn Metheney\"}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-ditlcot.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Pech\",\"source\":\"DitLCoT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Pechs are slight, bipedal diggers from the Elemental Plane of Earth. They have a knack for finding weak points in buildings, objects, and raw materials, making them phenomenal excavators—and, if the occasion calls for it, sappers and saboteurs. Pechs enjoy sculpting and carving vast networks of tunnels and warrens, where they live in clans and mine precious metals and gems.\",\"Small and lithe, pechs have long, thin limbs and broad feet. Their large, pupilless eyes are sensitive to bright light, which they avoid, and they find sunlight nauseating. Their skin displays a spectrum of color and texture as varied as that of clay, earth, and stone.\",\"A single pech can draw on the magic of the Elemental Plane of Earth to shape stone to its will, but pechs are stronger together than alone. When in groups, pechs can combine their magic to conjure great curtains of stone and infuse creatures with the fortitude of elemental earth.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DitLCoT/Pech.webp\"}}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-dmg.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Avatar of Death\",\"source\":\"DMG\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Summoned by the \\\"Skull\\\" card from the {@item Deck of Many Things}.\"]}]}]}]},{\"name\":\"Giant Fly\",\"source\":\"DMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DMG/Giant Fly.webp\"}}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-dod.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Yarnspinner\",\"source\":\"DoD\",\"entries\":[{\"type\":\"entries\",\"name\":\"Yarnspinner\",\"entries\":[\"Yarnspinner has a monstrous form resembling that of an enormous spider. However, he has a benevolent personality and is obsessed with stories. In fact, he has amassed quite a collection of storybooks, which he keeps in silk sacks for easy transport. When Yarnspinner dreams, he projects a harmless, ghost-like version of himself that wanders his domain. In this form, he can talk to strangers and steer them one direction or another without fear of being harmed. If a visitor needs a safe haven, Yarnspinner is more than happy to fashion a hut made of spider silk for his guest to inhabit. The visitor is free to remain there as long as they wish, provided they do no harm to the other denizens of Fablerise.\",\"Yarnspinner's favorite activity is to read stories aloud to the animals that occupy his domain, all of which benefit from having had {@spell awaken} spells cast on them. The archfey's stories attract quite a gathering and are the talk of Fablerise's awakened animal kingdom.\"]},{\"type\":\"entries\",\"name\":\"Fablerise\",\"entries\":[\"Fablerise is a vast thicket of thick roots, thorny vines, and sinuous creepers that weave together to form long tunnels, grand hallways, and enormous domes. It's a gloomy realm. A mushroom circle in the heart of the domain serves as a fey crossing, and one can travel more quickly through the thicket by whistling a tune while walking backward.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DoD/Yarnspinner.webp\"},\"title\":\"Yarnspinner is an archfey who loves to tell stories.\",\"credit\":\"Magali Villeneuve\"}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-dodk.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Amalgamation\",\"source\":\"DoDk\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Formed only in places where dimensional rifts are torn open, this blasphemous abomination is a conduit by which beings from realms of chaos untold can enter our world. It is an interdimensional cancer which infects our earth.\"],\"by\":\"Eldrick Runeweaver\"}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DoDk/Amalgamation.webp\"}}]},{\"name\":\"Animated Delerium Sludge\",\"source\":\"DoDk\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Contaminated Elementals can be found all over Drakkenheim, often in areas where the eldritch magics are especially concentrated. Many who have encountered these elementals have spoken of the city itself coming to life to attack them. Reports of ruins reaching out and crushing adventurers, burning flames moving and hunting with minds of their own, or contaminated pools lurching to engulf passersby have been heard. Even the blowing air itself has mustered parts of the Haze into shifting clouds that stalk adventurers through the streets. These magical creatures are a constant reminder that nothing in the city can be trusted, and that nowhere is truly safe.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DoDk/Animated Delerium Sludge.webp\"}}]},{\"name\":\"Arcane Wraith\",\"source\":\"DoDk\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Many spellcasters who died in Drakkenheim have become disembodied and corrupt undead spirits, still flowing with arcane power but twisted into evil, shadowy forms. They drift through the ruins, hungering for magical essence as much as living life force.\"]}]},{\"name\":\"Big Linda\",\"source\":\"DoDk\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Big Linda has proven well worth the lives I spent to capture her. She is the prize champion of my fighting pit, and a loyal friend. I am very much excited for you to meet her. Also, before you ask, yes she bites\"],\"by\":\"The Queen Of Thieves\"},\"Big Linda resembles a dragon without wings, and has knobbly flesh accented by shimmering scales that stretch along its back. The monstrous beast has a gaping maw of razor-sharp teeth and a tail of razor-sharp spines, but dishevelled and useless forearms. Big Linda has been permanently charmed by the Queen of Thieves and (usually) obeys her spoken commands. The creature emerges from its den in response to the Queen's whistle call.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DoDk/Big Linda.webp\"}}]},{\"name\":\"Cavalier\",\"source\":\"DoDk\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"These righteous knights take to battle upon heavily armoured steeds or winged griffons.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DoDk/Cavalier.webp\"}}]},{\"name\":\"Chaplain\",\"source\":\"DoDk\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Ordained with prayer beads and holy symbols, a chaplain is a faithful warrior-priest who accompanies questing knights and military regiments on campaign. During moments of peace, some will prepare continual flame, sending, speak with dead, remove curse, greater restoration, scrying, and raise dead as the need requires. Other chaplains are fiery zealots who can prepare faerie fire, burning hands, scorching ray, flaming sphere, fireball, and wall of fire.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DoDk/Chaplain.webp\"}}]},{\"name\":\"Crater Wurm\",\"source\":\"DoDk\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Found only in the Crater Basin, these massive burrowing monsters have petal-like mouths lined with razor-sharp teeth. Their thick hides of midnight purple are covered in spines and octarine slime. Those who have survived an encounter with one have spoken of the earth shaking moments before the beast emerges from below, devouring helpless victims caught in its path.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DoDk/Crater Wurm.webp\"}}]},{\"name\":\"Crimson Countess\",\"source\":\"DoDk\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The Crimson Countess is a powerful harpy matriarch. Recognizable by her red-feathered wings and deep crimson hair, she is clad in black and gold armour and carries with her a spear that crackles with electrical energies.\",{\"type\":\"list\",\"items\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Personality Trait\",\"entry\":\"I screech blood-curdling war cries and perform aerial stunts as intimidation.\"}]},{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Ideal\",\"entry\":\"Any who walk the earth are prey for those who soar the sky.\"}]},{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Bond\",\"entry\":\"I collect trophies from my kills to remind my flock who is the mightiest.\"}]},{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Flaw\",\"entry\":\"I am aggressively territorial, envious of my rivals, and covetous of my trinkets.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DoDk/Crimson Countess.webp\"}}]},{\"name\":\"Delerium Dreg\",\"source\":\"DoDk\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Who knows how many of these twisted abominations were once our steadfast comrades, friends, and loved ones. When you see these lost souls, you must not hesitate.\"],\"by\":\"Elias Drexel\"},\"Many who succumb to {@adventure contamination|DoDk|12} become grotesque mockeries of their former selves. They suffer a wretched and loathsome fate, aimlessly wandering the ruins following half-forgotten memories. Most are gripped by despair, fear, and madness which drive them to act violently, though a rare few experience lucidity and a gruesome awareness of their miserable state. Their distorted and emaciated bodies are sustained by the magic of the Haze.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DoDk/Delerium Dreg.webp\"},\"title\":\"Delerium Dreg\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DoDk/Delerium Mind Dreg.webp\"},\"title\":\"Delerium Mind Dreg\"}]},{\"name\":\"Eldrick Runeweaver\",\"source\":\"DoDk\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"One of the finest professors in the Amethyst Academy, Eldrick Runeweaver has personally instructed a generation of talented arcane spellcasters. He is the foremost living expert on abjuration magic, but is also highly regarded within the Academy as a dedicated administrator and calculating leader. If Eldrick Runeweaver successfully retakes the Inscrutable Tower, he will likely take up the vacant spot in the Academy Directorate and assume the mantle of Archmage of Drakkenheim.\",\"Eldrick Runeweaver is a towering and broad-shouldered man in his mid-sixties. His amber eyes glow softly behind his circular glasses, and he has a square-cut, greying black beard. He wears nine rings of silver, gold, and electrum: one on each finger except his left thumb. He wears flowing purple garb with golden embroidery, and carries an obsidian staff tipped with a delerium crystal.\",{\"type\":\"list\",\"items\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Personality Trait\",\"entry\":\"I carefully calculate my every action, and I speak using a few well-chosen words. I'm a teacher at heart, so I often phrase my responses in the form of a pointed question.\"}]},{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Ideal\",\"entry\":\"I will seek out more information whenever I encounter an unknown situation or problem. Through reason and logic, the facts always bear out the truth of the matter.\"}]},{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Bond\",\"entry\":\"I hold a position of responsibility and authority within the Amethyst Academy, and it is my duty to protect the Academy's interests, carry out its agenda, and keep its many secrets.\"}]},{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Flaw\",\"entry\":\"I care deeply for my students, but tend to overlook their faults and failures. I've had several wayward apprentices over the years, and I've often had to cover up their mistakes.\"}]}]},\"Eldrick Runeweaver has a cat familiar, and travels with an iron golem bodyguard and a homunculus servant. He most often communicates via sending, telepathic bond, and project image spells, or by sending his simulacrum instead. Eldrick always has a contingency spell in place, and has a clone kept in a distant stronghold with extra equipment should the unthinkable occur.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DoDk/Eldrick Runeweaver.webp\"}}]},{\"name\":\"Entropic Flame\",\"source\":\"DoDk\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Contaminated Elementals can be found all over Drakkenheim, often in areas where the eldritch magics are especially concentrated. Many who have encountered these elementals have spoken of the city itself coming to life to attack them. Reports of ruins reaching out and crushing adventurers, burning flames moving and hunting with minds of their own, or contaminated pools lurching to engulf passersby have been heard. Even the blowing air itself has mustered parts of the Haze into shifting clouds that stalk adventurers through the streets. These magical creatures are a constant reminder that nothing in the city can be trusted, and that nowhere is truly safe.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DoDk/Entropic Flame.webp\"}}]},{\"name\":\"Eoghan Ghostweaver\",\"source\":\"DoDk\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"This ancient elvish hermit tends the shrine. Eoghan Ghostweaver is a priest of Morrigan, and keeps the old faith of his goddess. He has a sallow face with skin stretched thin over his cheekbones, is garbed in black feathered robes, and wields a staff of the woodlands.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DoDk/Eoghan Ghostweaver.webp\"}}]},{\"name\":\"Executioner\",\"source\":\"DoDk\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"...and that's why we don't go to Slaughterstone Square.\"],\"by\":\"Lieutenant Petra Lang\"}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DoDk/Executioner.webp\"}}]},{\"name\":\"Garmyr\",\"source\":\"DoDk\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Once thought to be related to gnolls, garmyr are bipedal canids unique to the Haze-ridden ruins of Drakkenheim. Often covered in thick fur, their colouration and features vary from hound-like to wolf-like, but all bear sharp teeth and claws. They form hyper-aggressive and predatory warpacks equipped with weapons taken from the many failed military attempts to reclaim the city. These beasts revel in their countless battles with adventurers and the Hooded Lanterns. The garmyr warpacks have made the Inner City their hunting ground, but have been sighted roving the countryside with increasing frequency. They live for the thrill of the hunt, and mock and taunt their prey as they chase them down. Though the warpacks are prone to infighting, a massive beast known as the {@creature Lord of the Feast|DoDk} rules the garmyr as their overlord, master, and god.\"]}]},{\"name\":\"Gravekeeper\",\"source\":\"DoDk\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"The Royal Crypts below Castle Drakken housed the bodies of kings and queens, dukes and nobles of generations gone. They were tended by the many gravekeepers who worked diligently to light the lanterns below so the dead could have safe passage to the light. I shudder to think what has become of those crypts, and their keepers, in these dark times.\"],\"by\":\"Overheard from a party of nobles in the Red Lion Hotel\"},\"The Gravekeeper is a hovering mass of writhing appendages. Amongst its horrid and grotesque form one can make out the many faces of long lost gravekeepers of Castle Drakken, but their expressions are twisted in horror of their last moments, and their eyes are hollow with a dim octarine light emanating from within. Covering the floating mass are hundreds of arms, several of them holding softly glowing lanterns. The lanterns glow with octarine flames that cast flickering shadows across the crypt. The Gravekeeper wanders amongst the dead, awakening them into grasping souls, clawing their way out of the many graves amongst the lordly tombs of the castle.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[]}]}]},{\"name\":\"Grotesque Gargant\",\"source\":\"DoDk\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"These mutated human monstrosities have grown to tremendous size. Delerium shards are merged into their disfigured bodies, and their muscles pulse with arcane energies as they lumber forward. Furiously territorial, these creatures are occasionally sighted hauling massive delerium crystals from the crater and placing them like obelisks in the ruins.\"]}]},{\"name\":\"Haze Hulk\",\"source\":\"DoDk\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Delerium dregs continue to be wracked with new mutations. Eventually, many simply collapse into a mewling mass of flesh and organs and become gibbering mouthers. Others grow into much larger and twisted forms.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DoDk/Haze Hulk.webp\"}}]},{\"name\":\"Haze Husk\",\"source\":\"DoDk\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Those who die in the ruins find no respite. The Haze reanimates their remains to wander the streets as shells forever stuck in the terror of their final moments. Billowing eldritch energies emanate from their eyes, mouth, and wounds and delerium fragments are fused into their flesh.\"]}]},{\"name\":\"Haze Wight\",\"source\":\"DoDk\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A haze wight is more sentient than their haze husk minions, but has still been stripped of their former life. Many were former adventurers, military officers, or mighty warriors who died in the Haze. Many still believe themselves to be great heroes rallying the common folk of Drakkenheim against invaders, but in their madness they see all humanoids as monsters.\"]}]},{\"name\":\"Hedge Mage\",\"source\":\"DoDk\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Not every graduate of the Amethyst Academy remains a part of the institution. A few depart to find their own way in life, quietly using their magical talents pursuing their own interests. So long as they keep the edicts and laws, they may practice magic undisturbed.\"],\"by\":\"Eldrick Runeweaver\"}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DoDk/Hedge Mage.webp\"}}]},{\"name\":\"Hypnotic Eldritch Blossom\",\"source\":\"DoDk\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Strange new life germinates in the Haze. These multicoloured flowers emit a hallucination-inducing pollen and overflow with contaminated nectar. They are often fatally mistaken for an eldritch lily.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DoDk/Hypnotic Eldritch Blossom.webp\"}}]},{\"name\":\"Knight-Captain Theodore Marshal\",\"source\":\"DoDk\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Knight-Captain Theodore Marshal is a man in his prime. He is athletic and tall with boldly sculpted features, bronzed skin, and unkempt sandy brown hair. Unshaven stubble has grown into a beard over the criss-cross of scars on his face. A leather patch covers his right eye. He wears gleaming silver plate armour etched with golden trim, and carries a shimmering sword and a broad shield engraved with the symbol of the Sacred Flame.\",{\"type\":\"list\",\"items\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Personality Trait\",\"entry\":\"I act with determined calm and respect. Little rouses my anger, instead I respond with disappointment when others incite my ire.\"}]},{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Ideal\",\"entry\":\"I believe that good-hearted people can set aside their differences to work together.\"}]},{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Bond\",\"entry\":\"I am willing to lay down my life for a just and righteous cause.\"}]},{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Flaw\",\"entry\":\"I will never give up on my comrades. I do not trade lives.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DoDk/Knight-Captain Theodore Marshal.webp\"}}]},{\"name\":\"Lenore von Kessel\",\"source\":\"DoDk\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Transformed by the Haze, Lenore is a mockery of her former self and abhorrently reacts to her own appearance. She dimly remembers seeking shelter in her grotto, but has no recollection of how she escaped the castle.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Personality Trait\",\"entry\":\"I speak softly in a perpetual daydream, rhapsodically imagining myself to be in a tragic fairytale while casting others in fictional roles.\"},{\"type\":\"item\",\"name\":\"Ideal\",\"entry\":\"The world is a mirror held up to my own glorious reflection.\"},{\"type\":\"item\",\"name\":\"Bond\",\"entry\":\"I obsessively crave beauty, decadence, and relish in art of all kinds, and especially love my garden and my lilies. They are all I have left.\"},{\"type\":\"item\",\"name\":\"Flaw\",\"entry\":\"I fly into an enraged fury at the sight of my own likeness or the names of my lost family members.\"}]},\"Any character proficient in\",\"{@skill History}\",\"can instantly recognize Lenore despite her mutations. Before her transformation, Lenore was extraordinarily vain and narcissistic, though was uncharastically kind and gentle to her servants. She wore outrageously ornamented gowns, hats, makeup, and jewelry, including a famous golden necklace set with eleven emeralds. She loved her children only as extensions of herself, and absolutely despised her husband.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DoDk/Lenore von Kessel.webp\"}}]},{\"name\":\"Living Deep Haze\",\"source\":\"DoDk\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Contaminated Elementals can be found all over Drakkenheim, often in areas where the eldritch magics are especially concentrated. Many who have encountered these elementals have spoken of the city itself coming to life to attack them. Reports of ruins reaching out and crushing adventurers, burning flames moving and hunting with minds of their own, or contaminated pools lurching to engulf passersby have been heard. Even the blowing air itself has mustered parts of the Haze into shifting clouds that stalk adventurers through the streets. These magical creatures are a constant reminder that nothing in the city can be trusted, and that nowhere is truly safe.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DoDk/Living Deep Haze.webp\"}}]},{\"name\":\"Lord Commander Elias Drexel\",\"source\":\"DoDk\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Lord Commander Elias Drexel is a man in his early fifties. He is stocky and imposing with a furrowed brow and a grim frown on his wide and angular face. His harsh features are framed with a thick moustache, side chops, and a mane of long braided brown hair. He is garbed in chainmail armour with heavy leather gloves and boots, worn under a fur-lined dark green cloak and iron pauldrons. He wears a pinned brooch - the Lord Commander's Badge, the symbol of his office. A quiver, a longbow, and two longswords are strung on his back.\",{\"type\":\"list\",\"items\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Personality Trait\",\"entry\":\"I am blunt and direct, and expect my soldiers to obey my commands and deliver results promptly. I find no humor in anything.\"}]},{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Ideal\",\"entry\":\"Loyalty and trust are priceless. They must be carefully given, but staunchly held. There is nothing worse than betrayal and treason.\"}]},{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Bond\",\"entry\":\"During the Civil War, I switched sides and killed several scions of House von Kessel who could have claimed the throne. I once believed it was for the right cause, but now I feel personally responsible for breaking the royal line. My mission in Drakkenheim is penance and redemption.\"}]},{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Flaw\",\"entry\":\"I'm filled with rage and conflict because of my contradictory actions and beliefs, and I don't take defeat, setbacks, or even missteps lightly.\"}]}]},\"Lord Commander Elias Drexel was appointed to the office of Lord Commander before the fall of Drakkenheim, and was outside the city leading training drills when the meteor fell. Afterwards, he took part in three military expeditions to reclaim Drakkenheim, and saw firsthand their horrors. He then went on to fight in the Westemär Civil War alongside Mannfred von Kessel. However, the idea that his soldiers died for nothing in Drakkenheim festered in his mind, and made him doubt Mannfred's ability to be a good ruler. He secretly participated in a successful conspiracy to assassinate Mannfred von Kessel. Little did he know that shortly thereafter, tragedy would soon befall Cecilia von Kessel. He isn't exactly proud of his choice to betray Mannfred, and that causes him considerable guilt, regret, and internal self-loathing.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DoDk/Lord Commander Elias Drexel.webp\"}}]},{\"name\":\"Lord of the Feast\",\"source\":\"DoDk\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"This horrific albino garmyr stands well over twelve feet tall. He is covered in a mass of yellowish-white mangy fur, bloodstained and scarred from countless battles, and clad in a patchwork armour of leather, chain, and bladed plate with trophies—mummified heads—hanging from his belt. A mane of bony spines and tufts of barbed grey hair jut out from his head and down his back to a long white tail braided with skulls and bone fragments. His snarling visage is filled with long, razor-sharp fangs and smouldering red eyes. The Lord of The Feast holds an oversized longbow, strung with thick sinew. A quiver on his back holds enormous arrows, some bristling with barbed snares, others connected to coils of chains around the beast's wrists, while others are tipped with delerium shards.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DoDk/Lord of the Feast.webp\"}}]},{\"name\":\"Lucretia Mathias\",\"source\":\"DoDk\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Lucretia Mathias is a willowy and wizened woman with piercing eyes and pursed lips. She is in her early nineties, and keeps her greying black hair in a coiled bun beneath a linen shawl. She wears simple grey robes, and clutches a heavy leather-bound tome. A glowing golden crystal dangles from a silver chain around her neck. Her garb lightly conceals the delerium shard embedded in her heart.\",{\"type\":\"list\",\"items\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Personality Trait\",\"entry\":\"I speak in proverbs and quote scripture when I speak, inspiring others to interpret my cryptic words and come to their own revelations.\"}]},{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Ideal\",\"entry\":\"The brightest lights shine in the darkest of places. None are beyond redemption, and all may find their inner truth and purpose by following the Falling Fire.\"}]},{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Bond\",\"entry\":\"I have foreseen the inevitable end of our world, but through our sacred self-sacrifice we shall set alight the Sacred Flame to bring enlightenment and salvation to the universe.\"}]},{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Flaw\",\"entry\":\"I only reveal the greatest truths I have seen to those I am certain can grasp them fully, and will understand them as I do.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DoDk/Lucretia Mathias.webp\"}}]},{\"name\":\"Minazorond\",\"source\":\"DoDk\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Minazorond is eternally bound to serve as the guardian of Castle Drakken. He roosts atop the Stair Tower of the royal palace with his mind awash in nightmares. The dragon now believes the monstrous creatures dwelling in the castle to be its proper inhabitants, and perceives humanoid creatures as trespassers to be destroyed. Minazorond awakes with a thunderous roar that can be heard for miles away, and attacks if intruders approach within one hundred fifty feet of the royal palace by any means. The dragon does not speak, nor respond to reason or parley. He does not pursue his quarry beyond the castle grounds. However, Minazorond is too large to enter buildings or the palace, and cannot pursue creatures who flee inside.\",\"Minazorond may be rebuked by a creature bearing a{@i Seal of Drakkenheim}. Only a wish spell can cure his madness: he interacts as a dutiful, stoic, and wise protector thereafter.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DoDk/Minazorond.webp\"}}]},{\"name\":\"Oscar Yoren\",\"source\":\"DoDk\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"This malfeasant wizard fled the Amethyst Academy ten years ago. Oscar Yoren has since taken up residence on the north side of Drakkenheim in Reed Manor, and survived on the outskirts of the city through his grim intellect, ruthless self-interest, and willingness to practice unsavoury forms of alchemy and necromancy. Several other outcast mages have since joined him as apprentices.\",\"Oscar Yoren is a short, wide man in his mid-fifties. He wears slovenly leather breeches and a filthy black overcoat. He has shoulder-length greasy black hair and a thick beard of wiry unshaven hair creeping down his flabby neck. His skin is covered in sores and pasty blotches, with bulging blood veins under his neck. His sunken bloodshot eyes glare with a purple-green light. He has yellow teeth and fingernails.\",{\"type\":\"list\",\"items\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Personality Trait\",\"entry\":\"I talk down to anyone who isn't as intelligent as I am - which is everyone. I demand attention when I'm speaking, and make thinly-veiled threats when I don't get my way.\"}]},{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Ideal\",\"entry\":\"The Amethyst Academy doesn't understand my methods, but I cannot unlock the secrets of delerium if I am hindered by petty morality and useless ethics. If I had proper facilities and resources, unimaginable power would be mine.\"}]},{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Bond\",\"entry\":\"My apprentices are useful as long as they are loyal and don't question me, but disposable the moment they aren't. Only my own survival matters.\"}]},{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Flaw\",\"entry\":\"I hold vindictive grudges against everyone who ever wronged me. I'll have my revenge someday, but I fear acting against those with more power or resources than me. I must hide for now, as I'm terrified the Academy will send assassins to kill me and steal my brilliant research.\"}]}]},\"Oscar Yoren's spellbook contains all the spells he has prepared, plus alarm, find familiar, glyph of warding, contact other plane, dispel magic, dimension door, magic circle, and planar binding.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DoDk/Oscar Yoren.webp\"}}]},{\"name\":\"Pale Man\",\"source\":\"DoDk\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Friedrich Von Lichten ambitiously explored the mutagenic effects of delerium after Drakkenheim's destruction, and was among the first to fully describe the effects of eldritch {@adventure contamination|DoDk|12} upon the human body. He was ejected from the Amethyst Academy when it was discovered he was using apprentices as test subjects. So grave was his trespass, that the Academy notified the Silver Order of his existence, putting a death bounty on his head. Both The Silver Order and the Amethyst Academy have been searching for him since.\",{\"type\":\"list\",\"items\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Personality Trait\",\"entry\":\"Witness my power, understand that I am the future. Some may call me a god, and I would not correct them.\"}]},{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Ideal\",\"entry\":\"We must embrace the Haze, and allow {@adventure contamination|DoDk|12} to change us, make us better.\"}]},{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Bonds\",\"entry\":\"The Amethyst Academy lacks vision. I will show them the true power of delerium.\"}]},{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Flaw\",\"entry\":\"It is not enough that I merely outsmart my foes, they must be shown their weakness and failure.\"}]}]},\"Friedrich von Lichten has fully embraced {@adventure contamination|DoDk|12} and transformed into a monster, and is now the Pale Man (see Appendix A of{@i Dungeons of Drakkenheim}for game statistics). He has maintained his intellect, and drapes his hunched and withered figure in a black cloak. Beneath his paper-thin skin are wriggling and writhing things. His lidless eyes are sunken, his teeth are prominent, yellowing and decaying. One can just make out a sickly green tongue that darts out when he speaks. He talks in a stunted, almost exasperated tone.\",\"He presents his estate as a safehouse for the lost and forgotten.\",\"The Pale Man sows the rumours that he can help contaminated people so he can use them as test subjects for his experiments. When he meets a transformed or contaminated creature, he presents himself as a helpful expert, offering to treat any individual left in his care. He never actually cures {@adventure contamination|DoDk|12}, but sometimes helps other transformed monsters become somewhat lucid so he can make better use of them as minions. The Pale Man spends most of his time in the repurposed master bedroom of the estate he uses as his laboratory, and gives orders only to his most trusted thralls.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DoDk/Pale Man.webp\"}}]},{\"name\":\"Protean Abomination\",\"source\":\"DoDk\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Occasionally, a creature's rapid mutations become too much for its body to withstand. In a horrific shower of gore, such wretches explode into a quivering mass of cancerous tumors, babbling mouths, shifting eyes, and grasping limbs that twist, expand, and retract in grotesque and bizarre ways.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DoDk/Protean Abomination.webp\"}}]},{\"name\":\"Queen of Thieves\",\"source\":\"DoDk\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Who I am is not as important as what I am. I am quicker than thought, more silent than contemplation, more slippery than a fading memory, and more unshakable than a guilty conscience. I deal in secrets and mendacity as lesser thieves deal in coins and larceny. I can fulfil your wildest dreams, or I can be your worst nightmare.\"],\"by\":\"The Queen of Thieves.\"},\"The Queen of Thieves is a scheming mastermind who controls the Drakkenheim underworld. She has transformed a hundred squabbling bands of brigands and outlaws into a burgeoning criminal empire. However, none know her true identity or origin, for she wears many faces. Though she is most infamously encountered as a lithe masked woman garbed in swashbuckling attire with a wide-brimmed hat and jewelled rapier, the Queen of Thieves adopts a variety of costumes, facial features, skin and hair colours, body shapes, ages, and genders depending on her mood and circumstances. As such, she typically confirms her identity by revealing some secret about whoever she is speaking with or demonstrating her uncanny ability to change appearance seemingly at-will.\",{\"type\":\"list\",\"items\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Personality Trait\",\"entry\":\"I am never caught unprepared, and have contingencies for my contingencies. I speak with rakish confidence while casually exposing everything I know about others, and flaunt my ability to be anybody or anywhere.\"}]},{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Ideal\",\"entry\":\"I indulge in playing mind games and manipulating people with the promise of profit. Instead of spilling blood, I spill secrets. My enemies are worthless as corpses. When I have to steal lives, I spend them dearly first.\"}]},{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Bond\",\"entry\":\"Law is powerless in the chaos of the ruins. As long as anarchy reigns, so shall I.\"}]},{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Flaw\",\"entry\":\"Anyone who trusts me is a terrible fool. Double-crossing is my nature. I expect everyone to betray me, and I'll relish the opportunity to defeat them when they try.\"}]}]},\"Few amongst the Queen's Men have met the Queen of Thieves in person, and even fewer have attended the Court of Thieves. Most only know if they get a note attached to a Queen of Diamonds playing card, you better do what it says.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DoDk/Queen of Thieves.webp\"}}]},{\"name\":\"Rat Prince\",\"source\":\"DoDk\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"This ratling stands head-and-shoulders over the others, and has black-brown fur and a wicked grin - some of his frontmost teeth are delerium crystals. He wears scavenged bits of light armour, tattered dark blue rags, and a gold crown which is slightly too small for his head.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DoDk/Rat Prince.webp\"}}]},{\"name\":\"Ratling\",\"source\":\"DoDk\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"A pair of glinting yellow-purple eyes appear down the dark tunnel ahead, then another, then more. A scurrying mass of furry bodies bound up in mud-spattered cloth and greasy leather surge forward. Their rodent-like claws brandish rust-caked blades as many squeaking voices erupt into a cacophony of chittering, chirping, screeching, and finally a howl of \\\"Kill! Kill! Kill!\\\"\"]},\"Ratlings are oversized mutated rats imbued with malevolent cunning and driven by a mad compulsion to consume and multiply. These wretched monsters suffer from a constant internal struggle between cowardly survival instincts and violent impulsive urges. Ratlings dream of eating everything, and will eat anything, but love eating people. They especially love eating babies. While they will subsist on carrion, ratlings take captives back to their lairs so they can have fresh food later. Thousands of ratlings dwell in the city. They form warring colonies that dig maze-like burrows featuring multiple entrances and tight looping passages. Successful colonies grow in number quickly, as ratlings mature in a matter of weeks when ample food and delerium are available.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DoDk/Ratling.webp\"}}]},{\"name\":\"Saint Gresha\",\"source\":\"DoDk\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Gresha was called back in spirit by Lucretia Mathias to tend her namesake chapel. If Saint Gresha is destroyed, Lucretia Mathias calls her spirit back again as soon as possible.\"]}]},{\"name\":\"Scoundrel\",\"source\":\"DoDk\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"When you've been around the beat as long as me, you learn to pick up a trick or two. Take anything you can get, it might mean you win the next big score, or just live another day.\"],\"by\":\"Blackjack Mel\"}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DoDk/Scoundrel.webp\"}}]},{\"name\":\"Tower Dragon\",\"source\":\"DoDk\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"These young bronze dragons perch upon the towers and parapets of the city and Castle Drakken. Once noble protectors of the city, they are now controlled by the will of the Haze.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DoDk/Tower Dragon.webp\"}}]},{\"name\":\"Urban Ranger\",\"source\":\"DoDk\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"We train day after day to survive the horrors of the city. More than just your own life is riding on you. A missed shot, a wrong turn, a split-second delay in noticing a lurking monster ahead could be the mistake that costs you everything in these dangerous ruins.\"],\"by\":\"Petra Lang of the Hooded Lanterns\"},\"Grizzled and grim urban rangers stalk city streets and rooftops like their natural counterparts hunt forest paths and treetops, leaping between buildings and scaling walls with ease.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DoDk/Urban Ranger.webp\"}}]},{\"name\":\"Walking Delerium Geode\",\"source\":\"DoDk\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Contaminated Elementals can be found all over Drakkenheim, often in areas where the eldritch magics are especially concentrated. Many who have encountered these elementals have spoken of the city itself coming to life to attack them. Reports of ruins reaching out and crushing adventurers, burning flames moving and hunting with minds of their own, or contaminated pools lurching to engulf passersby have been heard. Even the blowing air itself has mustered parts of the Haze into shifting clouds that stalk adventurers through the streets. These magical creatures are a constant reminder that nothing in the city can be trusted, and that nowhere is truly safe.\"]}]},{\"name\":\"Wall Gargoyle\",\"source\":\"DoDk\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"These gargoyles defend the walls of Drakkenheim.\"]}]},{\"name\":\"Warlock of the Rat God\",\"source\":\"DoDk\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Once we have all the shiny, the Rat God will come and help us! We'll get food! We will eat! Lots of food! All the food! We will eat the whole world! All the earth! Yes yes yes!\"]},\"Many ratlings worship a fiendish entity they call the Rat God. They construct crude effigies to the Rat God, who whispers to the most cunning and intelligent ratlings, granting them magic through eldritch pacts. Ratlings understand surprisingly little about the Rat God, and make up stories and fables about the Rat God's exploits.\"]}]},{\"name\":\"Warp Witch\",\"source\":\"DoDk\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"These ethereal phantoms haunt the places where they died, grasping for any memory of their former identities. Their mental anguish breaks the minds of those who hear their wails, and they induce rapid mutations when they possess humanoid bodies.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DoDk/Warp Witch.webp\"}}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-dosi.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monsterFluff\":[\"MM\"]}},\"monsterFluff\":[{\"name\":\"Fume Drake\",\"source\":\"DoSI\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Fume drakes are mischievous creatures that arise from the lingering magical energy of a dead dragon. They resemble small, legless dragons formed from clouds of greenish smoke. They delight in causing pain and confusion in other creatures.\"]}]},{\"name\":\"Kobold Tinkerer\",\"source\":\"DoSI\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Kobolds are reptilian Humanoids that often revere dragons. Physically weak, they find strength in numbers.\",\"A few kobolds are born with leathery wings and can fly, which is often seen as a gift from dragon gods.\"]}]},{\"name\":\"Merrow Extortionist\",\"source\":\"DoSI\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DoSI/Merrow Extortionist.webp\"},\"credit\":\"Linda Lithén\"}]},{\"name\":\"Runara\",\"source\":\"DoSI\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Despite her innocuous disguise and her commitment to peace, the leader of Dragon's Rest is an adult bronze dragon—a fearsome opponent or a powerful ally. Her capabilities go beyond what is presented here.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Bronze Dragons\",\"entries\":[\"Many bronze dragons are friendly coastal dwellers who enjoy watching ships and sailors.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DoSI/Runara.webp\"},\"credit\":\"David Auden Nash\"}]},{\"name\":\"Sinensa\",\"source\":\"DoSI\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Myconids are intelligent, mobile fungi that live in caves, seek enlightenment, and dislike violence. Adult myconids live and work together in colonies and practice a form of communal meditation called a meld, in which they seek to transcend mundane reality through shared hallucination.\",\"Myconid leaders like Sinensa use their Hallucination Spores to help myconids create melds.\"]}]},{\"name\":\"Spore Servant Octopus\",\"source\":\"DoSI\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Spore servants are dead creatures reanimated by the magical spores of a myconid leader. The final act of the myconid leader in Seagrow Caves before lapsing into its current comatose state was creating a spore servant from a dead giant octopus to protect the caves while the leader could not. Unlike a living octopus, this guardian has only basic control over its tentacles. Rather than coiling around intruders to immobilize them, the spore servant simply bludgeons them.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DoSI/Spore Servant Octopus.webp\"},\"credit\":\"Linda Lithén\"}]},{\"name\":\"Tarak\",\"source\":\"DoSI\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Before coming to Dragon's Rest, Tarak was a criminal, but he has since devoted himself to the study of herbs and medicine. He is usually unarmed, but he keeps several daggers hidden in his cell (in area A1 of Dragon's Rest).\"]}]},{\"name\":\"Varnoth\",\"source\":\"DoSI\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A hardened mercenary captain, Varnoth Wender is an experienced professional fighter. She is usually unarmed, but she keeps her old sword beneath the mattress in her cell (in area A1 in Dragon's Rest).\"]}]},{\"name\":\"Violet Fungus\",\"source\":\"DoSI\",\"_copy\":{\"name\":\"Violet Fungus\",\"source\":\"MM\"}}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-dsotdq.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Andir Valmakos\",\"source\":\"DSotDQ\",\"entries\":[\"Despite his aptitude for magic and his parents' being wizards themselves, {@creature Andir Valmakos|DSotDQ|Andir} completed his apprenticeship and chose not to immediately seek out other Mages of High Sorcery. Instead, he took to the life of an adventuring wizard, seeking to see the world and what magic exists beyond dusty tomes. Although his travels have only just begun, Andir knows that one day his road will lead him to the Tower of High Sorcery at Wayreth, where he hopes to be tested and learn what his future holds.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/Andir Valmakos.webp\"},\"credit\":\"Zuzanna Wuzyk\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/Andir Valmakos Sketch.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Anhkolox\",\"source\":\"DSotDQ\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Anhkoloxes are vicious undead creatures created from the bones of bears and other beasts. Their barbed bones grind and crack, often moving in seemingly impossible ways. Anhkoloxes are driven by territorial instinct and a predatory urge to hunt and devour living prey. They run on all fours and rear up onto their hind legs when they corner their quarry. When they strike, they wallop foes about with their claws—they delight in knocking foes into pits full of jagged bones—and their barbed rib cage cracks open like a hunting trap to snap closed around a victim.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/Anhkolox.webp\"},\"credit\":\"Mark Behm\"}]},{\"name\":\"Aurak Draconian\",\"source\":\"DSotDQ\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Created from the eggs of gold dragons, aurak draconians are the most powerful of draconians, their entire being thrumming with eldritch power. Unlike other draconians, auraks are wingless. This might lull foes into a false sense of security, until the auraks exhale noxious fumes resembling those of their dragon progenitors. Auraks are masterminds and strategists that serve as commanders in the Dragon Armies. They often lead contingents of less powerful draconians. When slain, aurak draconians unleash their inherent magic in a deadly burst of lightning.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Draconians\",\"entries\":[\"Draconians are bipedal monsters born from metallic dragon eggs that have been corrupted by a combination of warped alchemy and the Dragon Queen's foul magic. The Dragon Armies closely guard the secret of the draconians' creation, allowing Krynn's metallic dragons to continue to think their eggs are being held hostage so they don't oppose the Dragon Queen's conquests.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/Aurak Draconian.webp\"},\"credit\":\"Robson Michel\"}]},{\"name\":\"Ayik Ur\",\"source\":\"DSotDQ\",\"entries\":[\"The youthful archer {@creature Ayik Ur|DSotDQ|Ayik} is the consummate survivor. As the Dragon Armies swarmed over his homeland of Khur, he became a refugee, but not before his leg was injured by a charging warhorse. Even as he fled, he swore to lend his bow in the fight against the Dragon Armies. He is defiant and cocky to the point of recklessness, challenging his enemies to finish what the Dragon Armies started back in Khur.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/Ayik Ur.webp\"},\"credit\":\"Zuzanna Wuzyk\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/Ayik Ur Sketch.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Baaz Draconian\",\"source\":\"DSotDQ\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Baaz draconians are fanatical foot soldiers that emerge from the eggs of brass dragons. They are the smallest of the draconians, and their slight wings are incapable of flight, though they do afford the draconians some control when falling. These wings are small enough to be hidden beneath a cloak or robe, and baaz draconians disguise themselves to spy for the Dragon Armies. The sight of dragons drives baaz draconians into a deadly furor. When baaz draconians die, their bodies turn to stone and unleash clouds of petrifying gas that turn their corpses and any nearby creatures into stone.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Draconians\",\"entries\":[\"Draconians are bipedal monsters born from metallic dragon eggs that have been corrupted by a combination of warped alchemy and the Dragon Queen's foul magic. The Dragon Armies closely guard the secret of the draconians' creation, allowing Krynn's metallic dragons to continue to think their eggs are being held hostage so they don't oppose the Dragon Queen's conquests.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/Baaz Draconian.webp\"},\"credit\":\"Robson Michel\"}]},{\"name\":\"Bakaris the Younger\",\"source\":\"DSotDQ\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/041-03-004.bakaris-the-younger.webp\"},\"credit\":\"Robson Michel\"}]},{\"name\":\"Bakaris Uth Estide\",\"source\":\"DSotDQ\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/056-04-002.bakaris.webp\"},\"credit\":\"Caio E Santos\"}]},{\"name\":\"Becklin Uth Viharin\",\"source\":\"DSotDQ\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/039-03-002.berklin-uth-viharin.webp\"},\"credit\":\"Lauren Walsh\"}]},{\"name\":\"Belephaion\",\"source\":\"DSotDQ\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/109-06-007.belephaion-true-form.webp\"},\"title\":\"At the Threshold of the Heavens, Belephaion reveals his true form\",\"credit\":\"Bruce Brenneise\"}]},{\"name\":\"Bozak Draconian\",\"source\":\"DSotDQ\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Bozak draconians are born from bronze dragon eggs and wield magic to aid their allies in battle. Their wings aren't strong enough for full flight, but bozaks can use them to glide during a fall. When bozaks die, their flesh shrivels away before their bones explode, sending a shower of magical splinters in all directions.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Draconians\",\"entries\":[\"Draconians are bipedal monsters born from metallic dragon eggs that have been corrupted by a combination of warped alchemy and the Dragon Queen's foul magic. The Dragon Armies closely guard the secret of the draconians' creation, allowing Krynn's metallic dragons to continue to think their eggs are being held hostage so they don't oppose the Dragon Queen's conquests.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/Bozak Draconian.webp\"},\"credit\":\"Robson Michel\"}]},{\"name\":\"Captain Hask\",\"source\":\"DSotDQ\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/102-06-004.captain-hask.webp\"},\"credit\":\"David Sladek\"}]},{\"name\":\"Caradoc\",\"source\":\"DSotDQ\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Seneschal of Lord Soth and a former Knight of Solamnia, Caradoc burned when Dargaard Keep was consumed in the fires of the Cataclysm. As with many of Soth's retainers, Caradoc was cursed with undeath. Being duplicitous and cowardly at his core, the seneschal didn't return as a skeletal knight but rather as an intangible spirit. Caradoc's Undead form suits him well, allowing him to possess the living and use unwilling tongues to spread his lies. However, Caradoc is tethered to his scorched bones, which collect dust in Dargaard Keep. He can leave the accursed castle while possessing the body of a Humanoid, but he's swiftly pulled back if caught beyond its walls without a host.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/Caradoc.webp\"},\"credit\":\"Nikki Dawes\"}]},{\"name\":\"Clystran\",\"source\":\"DSotDQ\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/085-05-007.clystran.webp\"},\"credit\":\"Olivier Bernard\"}]},{\"name\":\"Cudgel Ironsmile\",\"source\":\"DSotDQ\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/040-03-003.cudgel-and-becklin.webp\"},\"title\":\"Cudgel Ironsmile and Becklin Uth Viharin send off their friend Ispin Greenshield\",\"credit\":\"Lauren Walsh\"}]},{\"name\":\"Dalamar\",\"source\":\"DSotDQ\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/073-05-003.dalamar.webp\"},\"title\":\"Dalamar provides a glimpse of lost, ancient ruins\",\"credit\":\"Svetlin Velinov\"}]},{\"name\":\"Darrett Highwater\",\"source\":\"DSotDQ\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/042-03-005.darrett-highwater.webp\"},\"credit\":\"Dawn Carlos\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/112-07-002.darrett-highwater.webp\"},\"title\":\"Darrett Highwater Wearing Solamnic Armor\",\"credit\":\"Dawn Carlos\"}]},{\"name\":\"Demelin\",\"source\":\"DSotDQ\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/096-06-002.demelin.webp\"},\"credit\":\"Ekaterina Burmak\"}]},{\"name\":\"Dracophage Subject\",\"source\":\"DSotDQ\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Kapak draconians are created using copper dragon eggs. These cunning opponents relish striking foes who are distracted or unaware. Kapaks often coat their weapons with their paralytic saliva, making them formidable assassins as well. Their small wings don't allow kapaks to fly, but they do help the draconians turn a fall into a rough glide. When they die, kapaks dissolve into acid that can splash onto nearby creatures.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Draconians\",\"entries\":[\"Draconians are bipedal monsters born from metallic dragon eggs that have been corrupted by a combination of warped alchemy and the Dragon Queen's foul magic. The Dragon Armies closely guard the secret of the draconians' creation, allowing Krynn's metallic dragons to continue to think their eggs are being held hostage so they don't oppose the Dragon Queen's conquests.\"]}]}]},{\"name\":\"Dragon Army Dragonnel\",\"source\":\"DSotDQ\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Dragonnels from the volcanic mountains surrounding Sanction are closely related to red dragons, resembling them in scale coloration and general shape. They are cruel and selfish creatures trained by the Dragon Armies to serve as mounts for trusted officers. While they lack a red dragon's destructive breath, these dragonnels are inured to fire, and their vicious teeth and claws flare with embers.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Dragonnels\",\"entries\":[\"Dragonnels are distantly related to chromatic and metallic dragons and resemble them in basic form. Intelligent enough to understand speech but incapable of speaking themselves, they are willful creatures largely motivated by the desire for food.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/Dragon Army Dragonnel.webp\"},\"credit\":\"Crystal Sully\"}]},{\"name\":\"Dragon Army Officer\",\"source\":\"DSotDQ\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The Dragon Armies gather fanatical followers to their ranks. Recruits are indoctrinated to revere the Dragon Queen and view dragons as her favored servants. Troops in the Dragon Army wield weapons blessed by Takhisis to strike with the power of the dragons they fight alongside.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Dragon Army Weapons\",\"entries\":[\"The weapons of Dragon Army troops are blessed with an infusion of dragon breath. The type of damage these weapons deal depends on the specific army. The stat blocks presented here represent Red Dragon Army troops with weapons infused by the fire of red dragons. You can represent followers of other chromatic dragons by changing the fire damage to match the damage type associated with those dragons' breath weapons.\"]}]}]},{\"name\":\"Dragon Army Soldier\",\"source\":\"DSotDQ\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The Dragon Armies gather fanatical followers to their ranks. Recruits are indoctrinated to revere the Dragon Queen and view dragons as her favored servants. Troops in the Dragon Army wield weapons blessed by Takhisis to strike with the power of the dragons they fight alongside.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Dragon Army Weapons\",\"entries\":[\"The weapons of Dragon Army troops are blessed with an infusion of dragon breath. The type of damage these weapons deal depends on the specific army. The stat blocks presented here represent Red Dragon Army troops with weapons infused by the fire of red dragons. You can represent followers of other chromatic dragons by changing the fire damage to match the damage type associated with those dragons' breath weapons.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/Dragon Army Soldier.webp\"},\"credit\":\"Andrew Mar\"}]},{\"name\":\"Durstan Rial\",\"source\":\"DSotDQ\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/064-04-006.caradoc.webp\"},\"title\":\"Knight Caradoc carries a message to Kalaman's leaders\",\"credit\":\"Nikki Dawes\"}]},{\"name\":\"Duskwalker\",\"source\":\"DSotDQ\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/105-06-005.duskwalker.webp\"},\"credit\":\"Jessica Nguyen\"}]},{\"name\":\"Fewmaster Gholcag\",\"source\":\"DSotDQ\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Fewmaster Gholcag is a low-ranking commander in the Red Dragon Army and the leader of the raid on Vogler.\",\"Ogres are hulking giants notorious for their quick tempers. When its rage is incited, an ogre lashes out in a frustrated tantrum until it runs out of objects or creatures to smash.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/Fewmaster Gholcag.webp\"},\"credit\":\"Alexandre Honoré\"}]},{\"name\":\"Greater Death Dragon\",\"source\":\"DSotDQ\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Some death dragons manage to retain almost all of their former selves, albeit twisted by their state of being. These greater death dragons scheme to achieve their ends, all the while amassing and jealously guarding treasure hoards as they did in life. In battle, they are deadly foes, channeling the Cataclysmic fire that limns their bones and fuels their breath. They take cruel delight in snatching foes in their jaws, rushing into the air, then dropping the snared creatures to their doom.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Death Dragons\",\"entries\":[\"Death dragons are the Undead skeletal remains of metallic or chromatic dragons, infused with the lingering fires of the Cataclysm by foul magic. Rarely, death dragons arise when a dragon meets its end in a way that torments its soul and consumes it with a need for vengeance. Regardless of how it arose, a death dragon retains a shadow of its former personality. The stronger the death dragon, the more it fights the hate consuming it, holding on to some vestige of its memories.\",\"A death dragon's bones burn with violet Cataclysmic fire, which it can unleash in a horrific mockery of the breath weapon it possessed in life. The breath snuffs out life force and infuses undeath into corpses it touches. These zombies burn with Cataclysmic fire and serve the death dragon's will, typically going on rampages to destroy all living creatures in sight.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/Greater Death Dragon.webp\"},\"credit\":\"Olivier Bernard\"}]},{\"name\":\"Hrigg Roundrook\",\"source\":\"DSotDQ\",\"entries\":[\"{@creature Hrigg Roundrook|DSotDQ|Hrigg} is a gregarious dwarf who laughs heartily and lives to feast on the finest food and fight the vilest evil. He is one of five siblings, each of whom were chosen by Kiri-Jolith, the god of war, to receive his divine power. From their homeland of Kayolin, the five siblings each set out on their own path to bring Kiri-Jolith's message directly to the Dragon Armies. Hrigg's path brought him to Kalaman, where he happily finds himself on the front line of an invasion.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/Hrigg Roundrook.webp\"},\"credit\":\"Zuzanna Wuzyk\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/Hrigg Roundrook Sketch.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Ignia\",\"source\":\"DSotDQ\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/129-07-011.dragon-highmaster-kansaldi.webp\"},\"title\":\"Dragon Highmaster Kansaldi Fire-Eyes scours the battlefield astride the red dragon Ignia\",\"credit\":\"Katerina Ladon\"}]},{\"name\":\"Iriad\",\"source\":\"DSotDQ\",\"entries\":[\"{@creature Iriad|DSotDQ} is a Kagonesti elf from the lush woodlands of Southern Ergoth, where she learned to move undetected across the terrain. When Silvanesti elves began arriving at Southern Ergoth as refugees, she decided to lend her skills in the fight against the Dragon Armies before they can invade her homeland. She is a talented spy and scout who isn't afraid to bring her blades to bear if the situation demands it.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/Iriad.webp\"},\"credit\":\"Zuzanna Wuzyk\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/Iriad Sketch.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Ishvern\",\"source\":\"DSotDQ\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/074-05-004.ishvern.webp\"},\"credit\":\"Alexandre Honoré\"}]},{\"name\":\"Istarian Drone\",\"source\":\"DSotDQ\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Istarian drones are ancient Constructs made of marble and gleaming metal inlaid with crystals that flash with sparks of electricity. Created to build the fantastic structures that once marked the glory of Istar, these drones resemble short, stout mantises. They have four scuttling insectile legs and barbed, scythe-shaped arms for carrying and placing building materials. The drones create a viscous gel that hardens into crystalline mortar, which they can repurpose to restrain attackers.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/Istarian Drone.webp\"},\"credit\":\"Mark Behm\"}]},{\"name\":\"Jeyev Veldrews\",\"source\":\"DSotDQ\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/047-03-008.jeyev-veldrews.webp\"},\"credit\":\"Dawn Carlos\"}]},{\"name\":\"Kalaman Soldier\",\"source\":\"DSotDQ\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Kalaman soldiers are the rank-and-file troops of the army of Kalaman. They are trained to fight defensively, bolstering one another in battle.\"]}]},{\"name\":\"Kansaldi Fire-Eyes\",\"source\":\"DSotDQ\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"High Master Kansaldi Fire-Eyes leads the Red Dragon Army's offensive in Solamnia. A fanatical adherent of the Dragon Queen, Kansaldi was indoctrinated into the god's worship by Dragon High Lord Verminaard. During a test of faith from her mentor, Kansaldi replaced her left eye with a gem of seeing. This gem smolders and glows red whenever Kansaldi uses her magic, and her followers claim it allows her to see through any lie.\",\"Highlord Verminaard follows visions from the Dragon Queen on a campaign south. In his absence, he left a powerful contingent of the Red Dragon Army under Kansaldi's command and ordered her to claim the Kalaman region in the Dragon Queen's name. Kansaldi pursues these orders with a fanatic's zeal. For her, there is no possibility of defeat—there is only the Dragon Queen's will.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/Kansaldi Fire-Eyes.webp\"},\"credit\":\"Katerina Ladon\"}]},{\"name\":\"Kapak Draconian\",\"source\":\"DSotDQ\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Kapak draconians are created using copper dragon eggs. These cunning opponents relish striking foes who are distracted or unaware. Kapaks often coat their weapons with their paralytic saliva, making them formidable assassins as well. Their small wings don't allow kapaks to fly, but they do help the draconians turn a fall into a rough glide. When they die, kapaks dissolve into acid that can splash onto nearby creatures.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Draconians\",\"entries\":[\"Draconians are bipedal monsters born from metallic dragon eggs that have been corrupted by a combination of warped alchemy and the Dragon Queen's foul magic. The Dragon Armies closely guard the secret of the draconians' creation, allowing Krynn's metallic dragons to continue to think their eggs are being held hostage so they don't oppose the Dragon Queen's conquests.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/Kapak Draconian.webp\"},\"credit\":\"Robson Michel\"}]},{\"name\":\"Karavarix\",\"source\":\"DSotDQ\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/128-07-010.karavarix.webp\"},\"credit\":\"Olivier Bernard\"}]},{\"name\":\"Kender Skirmisher\",\"source\":\"DSotDQ\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Kender skirmishers are fearless fighters who use stealth and wiliness to defend their friends and homes. They excel at disrupting their enemies by sabotaging crucial equipment or by taunting opponents into making rash decisions. They wield the signature kender weapon: the hoopak, a combination spear and sling staff.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Kender Taunts\",\"entries\":[\"Roll on or choose an entry from the Kender Taunts table to determine how a kender skirmisher infuriates an opponent in battle.\",{\"type\":\"table\",\"colLabels\":[\"d4\",\"Taunt\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"\\\"Should I pretend to be scared? You seem like you really need this.\\\"\"],[\"2\",\"\\\"I wish I could be like you and just not care how I look... or smell... or dress. So brave.\\\"\"],[\"3\",\"\\\"Did the Cataclysm have a face? Because I think you might be twins!\\\"\"],[\"4\",\"Energetically points at their foe with both hands and loudly repeats the word \\\"bonk.\\\"\"]]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/Kender Skirmisher.webp\"},\"credit\":\"Nikki Dawes\"}]},{\"name\":\"Leedara\",\"source\":\"DSotDQ\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Leedara died during the Cataclysm over three hundred years ago. Once an elven priest, Leedara witnessed her companion and fellow priest, Isolde, drawn into the grim fate of the wicked Knight of Solamnia, Lord Loren Soth. When Soth failed his gods-given quest to prevent the Cataclysm, he became cursed to exist forever as a death knight. As part of his curse, Leedara and several of her companions returned as deathless spirits devoted to ensuring Soth never finds peace.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/Leedara.webp\"},\"credit\":\"Robson Michel\"}]},{\"name\":\"Lesser Death Dragon\",\"source\":\"DSotDQ\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Most death dragons are pale imitations of their former selves. They remember flashes and echoes, and sometimes things or creatures they encounter painfully remind them of what they once had. These fleeting moments of lucidity quickly burn away in rage and anguish, driving the dragons to destroy the would-be memento.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Death Dragons\",\"entries\":[\"Death dragons are the Undead skeletal remains of metallic or chromatic dragons, infused with the lingering fires of the Cataclysm by foul magic. Rarely, death dragons arise when a dragon meets its end in a way that torments its soul and consumes it with a need for vengeance. Regardless of how it arose, a death dragon retains a shadow of its former personality. The stronger the death dragon, the more it fights the hate consuming it, holding on to some vestige of its memories.\",\"A death dragon's bones burn with violet Cataclysmic fire, which it can unleash in a horrific mockery of the breath weapon it possessed in life. The breath snuffs out life force and infuses undeath into corpses it touches. These zombies burn with Cataclysmic fire and serve the death dragon's will, typically going on rampages to destroy all living creatures in sight.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/Lesser Death Dragon.webp\"},\"credit\":\"Jessica Nguyen (Full) & Shawn Wood (Head)\"}]},{\"name\":\"Levna Drakehorn\",\"source\":\"DSotDQ\",\"entries\":[\"Though a recent inductee into the Order of the Rose, {@creature Levna Drakehorn|DSotDQ|Levna} is a confident, experienced Solamnic knight. She is brave, decisive, and deadly with her two-handed sword. After a chance encounter with agents of the Blue Dragon Army, Levna was left with a distinctive, branching scar. She claims it came from the breath of a blue dragon, but few of her fellow Knights of Solamnia believe her.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/Levna Drakehorn.webp\"},\"credit\":\"Zuzanna Wuzyk\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/Levna Drakehorn Sketch.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Lohezet\",\"source\":\"DSotDQ\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A black-robed member of the Mages of High Sorcery, Lohezet is a scholar obsessed with extinct creatures and fallen empires. He views the Dragon Army as a way to recreate the glories of Ansalon's past. During the Dragon Armies' invasions of Khur and Kendermore, Lohezet's investigations of Istarian ruins revealed the location of the flying city of Onyari. He now travels with the Red Dragon Army, intent on finding the City of Lost Names and restoring it to the skies.\",\"Lohezet employs the strategies of extinct poisonous predators in battle. His magical toxins wear down even the strongest foes, providing him with the opportunity to escape or reducing his enemies to discolored corpses.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/Lohezet.webp\"},\"credit\":\"Nikki Dawes\"}]},{\"name\":\"Lord Soth\",\"source\":\"DSotDQ\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Lord Soth is the most powerful death knight on Krynn. Once a Solamnic Knight of the Order of the Rose, Soth was a paragon of virtue and justice who allowed his pride to lead him down an evil path. The gods gave Soth a chance at redemption, charging him with confronting the Kingpriest of Istar and averting the Cataclysm. However, he was undone by his pride, abandoned his quest, and allowed the Cataclysm to devastate Krynn. Soth perished during the Cataclysm but then rose from the ashes as an Undead horror. In his cursed castle, Dargaard Keep, Soth long ignored the ruined world, but the Dragon Queen's summons has called his evil forth once more.\",\"In battle, Soth is a terror, wielding the last remnant of the Cataclysm's fires to devastating effect. He usually uses his spellcasting ability only as part of his legendary actions.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/Lord Soth.webp\"},\"credit\":\"Kieran Yanner\"}]},{\"name\":\"Lorry Wanwillow\",\"source\":\"DSotDQ\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/121-07-007.lorry-wanwillow.webp\"},\"credit\":\"Dawn Carlos\"}]},{\"name\":\"Raven Uth Vogler\",\"source\":\"DSotDQ\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/044-03-007.raven-uth-vogler.webp\"},\"credit\":\"Robson Michel\"}]},{\"name\":\"Red Ruin\",\"source\":\"DSotDQ\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Known for her incredible awareness and reflexes, the dragonnel-flying ace Red Ruin leads the Red Dragon Army's airborne forces. Her actual name is unknown, leading her allies to refer to her merely as \\\"commander\\\" or \\\"Red Ruin\\\"—a sobriquet earned after razing numerous targets from the air. She rarely removes her distinctive dragonnel-shaped helmet, leading to speculation about her actual identity. She also speaks little, relying on sharp hand gestures to direct dragonnel-riders in flight.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/Red Ruin.webp\"},\"title\":\"The Dragon Army's ace dragonnel rider, Red Ruin, soars toward her target\",\"credit\":\"Crystal Sully\"}]},{\"name\":\"Sarlamir\",\"source\":\"DSotDQ\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/068-04-008.knight-sarlamir.webp\"},\"credit\":\"Olivier Bernard\"}]},{\"name\":\"Sea Elf Scout\",\"source\":\"DSotDQ\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/Sea Elf Scout.webp\"},\"credit\":\"Alexandre Honoré\"}]},{\"name\":\"Sivak Draconian\",\"source\":\"DSotDQ\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Sivak draconians are fearsome brutes created from the eggs of silver dragons. They fly on mighty wings over battlefields wherever the fighting is the fiercest, making them effective shock troops. Sivaks can magically change their features to mimic the appearance of those they've slain. This allows these cunning soldiers to sow confusion and despair among their enemies. When sivaks are killed, their crumbling bodies mimic the form of their killers and shriek in agony.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Draconians\",\"entries\":[\"Draconians are bipedal monsters born from metallic dragon eggs that have been corrupted by a combination of warped alchemy and the Dragon Queen's foul magic. The Dragon Armies closely guard the secret of the draconians' creation, allowing Krynn's metallic dragons to continue to think their eggs are being held hostage so they don't oppose the Dragon Queen's conquests.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/Sivak Draconian.webp\"},\"credit\":\"Robson Michel\"}]},{\"name\":\"Skeletal Knight\",\"source\":\"DSotDQ\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Skeletal knights are powerful Undead that arise to serve even more wicked beings—often death knights. Those who become skeletal knights were typically virtuous in life but betrayed their oaths and died in disgrace. Unable to rest, they are now unswervingly loyal to the villains they serve. Should a skeletal knight's master be destroyed, the knight regains its will and is free to pursue its own ends.\",\"Skeletal knights are relentless in battle and difficult to destroy. They cling to the sins that curse them, and they fight until their skulls are reduced to shards. Their blades deal lingering wounds that sap their victims' life force and leave blackened scars even after magical healing.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/Skeletal Knight.webp\"},\"credit\":\"Svetlin Velinov\"}]},{\"name\":\"Tatina Rookledust\",\"source\":\"DSotDQ\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/058-04-004.tatina-defense.webp\"},\"title\":\"The inventor Tatina Rookledust defends her home from Dragon Army goblins\",\"credit\":\"Ralph Horsley\"}]},{\"name\":\"Tem Temble\",\"source\":\"DSotDQ\",\"entries\":[\"{@creature Tem Temble|DSotDQ|Tem} has the soul of a wanderer, though her feet most often take her deep into the wild and forgotten places of the world. Early in her travels, she befriended a winged lizard she named Melon, and the two have become inseparable. She fights the Dragon Armies' advance, channeling the rejuvenating magic of nature through her trusty hoopak to bolster her allies. Tem's mannerisms are similar to a cat's, as she disregards personal space and forever seeks to curl up in warm spots.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/Tem Temble.webp\"},\"credit\":\"Zuzanna Wuzyk\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/Tem Temble Sketch.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Virruza\",\"source\":\"DSotDQ\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Changed by days of strange experiments involving draconian blood and exposure to the Spawning Shard, Virruza now looks like a tumescent draconian with warty green skin and an overly large mouth.\"]}]},{\"name\":\"Wasteland Dragonnel\",\"source\":\"DSotDQ\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The Northern Wastes of Ansalon are home to wasteland dragonnels, draconic creatures closely related to copper dragons. Wasteland dragonnels are lithe and quick, with scales the color of dull copper. These playful creatures defend their territory by flying out of a foe's reach and spitting potent acid, in an approximation of their copper dragon relatives.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Dragonnels\",\"entries\":[\"Dragonnels are distantly related to chromatic and metallic dragons and resemble them in basic form. Intelligent enough to understand speech but incapable of speaking themselves, they are willful creatures largely motivated by the desire for food.\"]}]}]},{\"name\":\"Wersten Kern\",\"source\":\"DSotDQ\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Wersten Kern is Lord Soth's standard bearer and champion. As with many of Soth's knights, she died alongside her liege during the Cataclysm and was cursed with undeath. In battle, she wields a wicked pike that flies Soth's black rose standard, and her cries can stop mighty warriors' hearts. Wersten staunchly follows Soth's commands, and she will serve him until she faces a second doom.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/Wersten Kern.webp\"},\"credit\":\"Caroline Gariba\"}]},{\"name\":\"Wyhan\",\"source\":\"DSotDQ\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/DSotDQ/057-04-003.wyhan.webp\"},\"credit\":\"Olga Drebas\"}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-egw.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Aeorian Absorber\",\"source\":\"EGW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Resembling some sort of canine or feline quadruped at a distance, the absorber's monstrous nature becomes quickly apparent as it closes in. Named for its ability to draw magical energy into its body, the absorber can release that energy in devastating blasts through its tail, whose eye is constantly on the lookout for prey.\"]},{\"type\":\"section\",\"entries\":[\"Brought to life by mages in the flying city of Aeor during the Age of Arcanum, Aeorian hunters were created to take on angels, demons, devils, fey, and the gods themselves. When Aeor crashed into Eiselcross, many of these magically mutated monstrosities survived, and they now stalk Aeor's ruins and the islands' icy wastes.\",{\"type\":\"entries\",\"name\":\"Created by Experimentation\",\"entries\":[\"Aeorian hunters were created through arcane experimentation on beasts and humanoids—both captives and volunteers. These experiments resulted in monstrosities with brightly colored flesh and the power to resist and destroy Aeor's enemies. It is theorized that the mages of Aeor must have possessed some means of controlling their monstrous soldiers, but no such device has yet been found in the wastes of Eiselcross. Draconic was the language used by these mages to train and bind the Aeorian hunters, and the hunters retain an understanding of this language even though they can't speak it.\",{\"type\":\"entries\",\"name\":\"Madness through Immortality\",\"entries\":[\"Aeorian hunters do not age. As such, the lust for violence their creators instilled in their minds has grown ravenous after centuries without war. Most immediately attack any creature they see.\",{\"type\":\"entries\",\"name\":\"Never Harm Another Hunter\",\"entries\":[\"Though they crave violence, Aeorian hunters have never been seen attacking each other. Most scholars believe that Aeor's mages must have enchanted this behavior into them, given the cost in gold and magic required to create each hunter. Some adventurers in Eiselcross boast about sneaking past Aeorian hunters using disguises or illusions to mimic a hunter's form, but these are most likely tall tales.\"]},{\"type\":\"entries\",\"name\":\"Ageless Memories\",\"entries\":[\"Each Aeorian hunter has perfect recall of every experience since the moment of its creation. Their limited intellects and desire for violence prevent them from effectively communicating, but each hunter holds a wealth of knowledge—often including the location of rare Aeorian relics—inside its mind.\"]},{\"type\":\"entries\",\"name\":\"Perfect Soldiers\",\"entries\":[\"Aeorian hunters don't require food or drink.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/EGW/Aeorian Absorber.webp\"},\"credit\":\"David Rene Christensen\"}]},{\"name\":\"Aeorian Nullifier\",\"source\":\"EGW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Nullifiers are the bane of all magic users, with their physical forms and innate powers shaped specifically to resist and cancel magical effects. Against other foes, a nullifier is no less fearsome for the grotesque mouths filled with razor-sharp teeth that cover its torso—and which set up a cacophony of gnashing that can drive other creatures mad.\"]},{\"type\":\"section\",\"entries\":[\"Brought to life by mages in the flying city of Aeor during the Age of Arcanum, Aeorian hunters were created to take on angels, demons, devils, fey, and the gods themselves. When Aeor crashed into Eiselcross, many of these magically mutated monstrosities survived, and they now stalk Aeor's ruins and the islands' icy wastes.\",{\"type\":\"entries\",\"name\":\"Created by Experimentation\",\"entries\":[\"Aeorian hunters were created through arcane experimentation on beasts and humanoids—both captives and volunteers. These experiments resulted in monstrosities with brightly colored flesh and the power to resist and destroy Aeor's enemies. It is theorized that the mages of Aeor must have possessed some means of controlling their monstrous soldiers, but no such device has yet been found in the wastes of Eiselcross. Draconic was the language used by these mages to train and bind the Aeorian hunters, and the hunters retain an understanding of this language even though they can't speak it.\",{\"type\":\"entries\",\"name\":\"Madness through Immortality\",\"entries\":[\"Aeorian hunters do not age. As such, the lust for violence their creators instilled in their minds has grown ravenous after centuries without war. Most immediately attack any creature they see.\",{\"type\":\"entries\",\"name\":\"Never Harm Another Hunter\",\"entries\":[\"Though they crave violence, Aeorian hunters have never been seen attacking each other. Most scholars believe that Aeor's mages must have enchanted this behavior into them, given the cost in gold and magic required to create each hunter. Some adventurers in Eiselcross boast about sneaking past Aeorian hunters using disguises or illusions to mimic a hunter's form, but these are most likely tall tales.\"]},{\"type\":\"entries\",\"name\":\"Ageless Memories\",\"entries\":[\"Each Aeorian hunter has perfect recall of every experience since the moment of its creation. Their limited intellects and desire for violence prevent them from effectively communicating, but each hunter holds a wealth of knowledge—often including the location of rare Aeorian relics—inside its mind.\"]},{\"type\":\"entries\",\"name\":\"Perfect Soldiers\",\"entries\":[\"Aeorian hunters don't require food or drink.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/EGW/Aeorian Nullifier.webp\"},\"credit\":\"David Rene Christensen\"}]},{\"name\":\"Aeorian Reverser\",\"source\":\"EGW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A reverser is a terrible foe in melee, laying into other creatures with teeth and claw. But the chaos it imposes is more fearful by far, as its enemies' healing magic are unraveled and turned against them.\"]},{\"type\":\"section\",\"entries\":[\"Brought to life by mages in the flying city of Aeor during the Age of Arcanum, Aeorian hunters were created to take on angels, demons, devils, fey, and the gods themselves. When Aeor crashed into Eiselcross, many of these magically mutated monstrosities survived, and they now stalk Aeor's ruins and the islands' icy wastes.\",{\"type\":\"entries\",\"name\":\"Created by Experimentation\",\"entries\":[\"Aeorian hunters were created through arcane experimentation on beasts and humanoids—both captives and volunteers. These experiments resulted in monstrosities with brightly colored flesh and the power to resist and destroy Aeor's enemies. It is theorized that the mages of Aeor must have possessed some means of controlling their monstrous soldiers, but no such device has yet been found in the wastes of Eiselcross. Draconic was the language used by these mages to train and bind the Aeorian hunters, and the hunters retain an understanding of this language even though they can't speak it.\",{\"type\":\"entries\",\"name\":\"Madness through Immortality\",\"entries\":[\"Aeorian hunters do not age. As such, the lust for violence their creators instilled in their minds has grown ravenous after centuries without war. Most immediately attack any creature they see.\",{\"type\":\"entries\",\"name\":\"Never Harm Another Hunter\",\"entries\":[\"Though they crave violence, Aeorian hunters have never been seen attacking each other. Most scholars believe that Aeor's mages must have enchanted this behavior into them, given the cost in gold and magic required to create each hunter. Some adventurers in Eiselcross boast about sneaking past Aeorian hunters using disguises or illusions to mimic a hunter's form, but these are most likely tall tales.\"]},{\"type\":\"entries\",\"name\":\"Ageless Memories\",\"entries\":[\"Each Aeorian hunter has perfect recall of every experience since the moment of its creation. Their limited intellects and desire for violence prevent them from effectively communicating, but each hunter holds a wealth of knowledge—often including the location of rare Aeorian relics—inside its mind.\"]},{\"type\":\"entries\",\"name\":\"Perfect Soldiers\",\"entries\":[\"Aeorian hunters don't require food or drink.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/EGW/Aeorian Reverser.webp\"},\"credit\":\"David Rene Christensen\"}]},{\"name\":\"Allowak Abominable Yeti\",\"source\":\"EGW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A yeti's windborne howl sounds out across remote mountains, striking fear into the hearts of the scattered miners and herders that dwell there. These hulking creatures stalk alpine peaks in a ceaseless hunt for food. Their snow-white fur lets them move like ghosts against the frozen landscape. A yeti's icy simian eyes can freeze its prey in place.\"]},{\"type\":\"section\",\"entries\":[\"When Aeor fell into Foren, the impact threw a monolithic, purple crystal miles away from the crash site. The stone pierced the body of an abominable yeti named Allowak, but the crystal's magic preserved the yeti's corpse and absorbed Allowak's soul. When other yetis touched the crystal, their intellect increased and their innate desire to slaughter faded away. A society of the monstrosities living in huts and keeping mammoths for food sprung up around the crystal. These peaceful yetis abhor their more savage kin.\",{\"type\":\"entries\",\"name\":\"A Secret Place\",\"entries\":[\"The yetis of Allowak's Sanctuary keep their home a secret, for they worry that outsiders might try to steal the crystal. Although the crystal's effects seem permanent, the yetis fear that if it were removed from Allowak's remains, they would lose their newfound intelligence. If outsiders get close to the village, the yetis patrolling the village's borders approach and act like the more common and savage members of their species. The yetis of Allowak's Sanctuary do not kill unless forced to, but they will cause injury to guard their secret.\",\"In recent years, the yetis have acquired books and journals from explorers who died close to their camp. The tomes gave the yetis an understanding of the world beyond Eiselcross.\"]}]}]},{\"name\":\"Blood Hunter\",\"source\":\"EGW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"To mortals and monsters alike, the blood hunter is a legendary figure—a humanoid stalker said to embrace monstrous power. Long years ago, a group of mortals undertook dark rituals and alchemical experiments to gain the power of the deadliest monsters, allowing them to better hunt those monsters.\",\"Blood hunters are steely on the surface, but roiling emotion lies beneath that impassive mask. Bestial fury and fathomless sorrow drive every stroke of a blood hunter's blade. Humanoids who draw the ire of a blood hunter are often in league with monsters—or the victims of a terrible misunderstanding. Such misunderstandings are tough to clear up, for blood hunters are the kind of folk to slay first and ask questions later.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/EGW/Blood Hunter.webp\"},\"credit\":\"Joma Cueto\"}]},{\"name\":\"Bristled Moorbounder\",\"source\":\"EGW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A weird and deadly offshoot of the moorbounder has rows of long, bladelike bristles covering its sleek body. The creature weaponizes these blades, using them to slash nearby creatures to ribbons. However, these blades make the bristled moorbounder less suitable as a mount.\"]},{\"type\":\"section\",\"entries\":[\"One of the many predators to stalk the marshlands and muddy foothills of Xhorhas, moorbounders are known as dangerous killers to those who try to avoid them on their travels—and as prized mounts for those willing to capture and train them. Though the process of domesticating a moorbounder is fraught with peril, these creatures can become favored hunting companions and powerful war mounts.\",{\"type\":\"entries\",\"name\":\"Natural Hunters\",\"entries\":[\"Moorbounders hunt with elongated tusks and retractable claws. With a vague resemblance to large hunting cats, their muscular bodies are built for combat, granting them incredible prowess at leaping and a running speed that makes them dominant carnivores.\"]}]}]},{\"name\":\"Core Spawn Crawler\",\"source\":\"EGW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The smallest and most numerous of the core spawn, these eyeless creatures scurry through the subterranean darkness with the help of their four irregular, gangly arms and hooked prehensile tails. Core spawn crawlers rarely travel alone, and a group of these agile predators is known as a vein of crawlers. Their clattering taloned limbs warn of their presence as they scuttle through the shadow-haunted depths of the earth.\"]},{\"type\":\"section\",\"entries\":[\"The Elder Evils assault the multiverse in strange and calamitous ways. Sometimes they breach the Material Plane by exploiting the unfathomable energy and darkness found in the world's depths. These terrestrial manifestations of loathsome alien agendas are known as core spawn, and they are as varied in their physiology as they are horrific.\",\"Their concentration in the desolate lands of Blightshore makes the core spawn a challenge to research, and many who have sought to observe or study these nightmarish entities rarely return. Those who do return are often shells of their former selves who speak of horrifying underground labyrinths of twisting caverns and malevolent nests where other denizens of the Miskath Strand are dragged below to some infernal purpose.\",{\"type\":\"entries\",\"name\":\"Offspring of Calamity\",\"entries\":[\"The aberrant creatures known as core spawn are a subterranean breed of heralds, servants, foot soldiers, and lieutenants of the Elder Evils, awakened in the depths by the cataclysmic actions of the Betrayer Gods and their minions. They often appear on the surface world in the wake of seismic events, such as that which created the bottomless Miskath Pit of Eastern Wynandir. Warlocks and cultists sometimes gather together to hasten the arrival of core spawn to the Material Plane, focusing their arcane power on areas of natural seismic instability when the signs and stars are right.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/EGW/Core Spawn Crawler.webp\"},\"credit\":\"Stephen Oakley\"}]},{\"name\":\"Core Spawn Emissary\",\"source\":\"EGW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"These airborne predators serve as assassins and sentinels for the core spawn. The terrible thrum of its insectoid wings and a chittering of mandibles announces an emissary's arrival.\",\"The core spawn emissary can expel clouds of crystalline spores from tubes in its head. These spores act like a contact poison and can be deadly if inhaled.\"]},{\"type\":\"section\",\"entries\":[\"The Elder Evils assault the multiverse in strange and calamitous ways. Sometimes they breach the Material Plane by exploiting the unfathomable energy and darkness found in the world's depths. These terrestrial manifestations of loathsome alien agendas are known as core spawn, and they are as varied in their physiology as they are horrific.\",\"Their concentration in the desolate lands of Blightshore makes the core spawn a challenge to research, and many who have sought to observe or study these nightmarish entities rarely return. Those who do return are often shells of their former selves who speak of horrifying underground labyrinths of twisting caverns and malevolent nests where other denizens of the Miskath Strand are dragged below to some infernal purpose.\",{\"type\":\"entries\",\"name\":\"Offspring of Calamity\",\"entries\":[\"The aberrant creatures known as core spawn are a subterranean breed of heralds, servants, foot soldiers, and lieutenants of the Elder Evils, awakened in the depths by the cataclysmic actions of the Betrayer Gods and their minions. They often appear on the surface world in the wake of seismic events, such as that which created the bottomless Miskath Pit of Eastern Wynandir. Warlocks and cultists sometimes gather together to hasten the arrival of core spawn to the Material Plane, focusing their arcane power on areas of natural seismic instability when the signs and stars are right.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/EGW/Core Spawn Emissary.webp\"},\"credit\":\"Stephen Oakley\"}]},{\"name\":\"Core Spawn Seer\",\"source\":\"EGW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Core spawn seers are humanoid arcanists corrupted by the eldritch power of the Elder Evils through blasphemous rites or accursed encounters. Ravaged by otherworldly radiation and disease, their bodies are covered in horrible protrusions of fluorescent crystals, which emit a psychedelic glow from beneath the tattered folds of their robes.\"]},{\"type\":\"section\",\"entries\":[\"The Elder Evils assault the multiverse in strange and calamitous ways. Sometimes they breach the Material Plane by exploiting the unfathomable energy and darkness found in the world's depths. These terrestrial manifestations of loathsome alien agendas are known as core spawn, and they are as varied in their physiology as they are horrific.\",\"Their concentration in the desolate lands of Blightshore makes the core spawn a challenge to research, and many who have sought to observe or study these nightmarish entities rarely return. Those who do return are often shells of their former selves who speak of horrifying underground labyrinths of twisting caverns and malevolent nests where other denizens of the Miskath Strand are dragged below to some infernal purpose.\",{\"type\":\"entries\",\"name\":\"Offspring of Calamity\",\"entries\":[\"The aberrant creatures known as core spawn are a subterranean breed of heralds, servants, foot soldiers, and lieutenants of the Elder Evils, awakened in the depths by the cataclysmic actions of the Betrayer Gods and their minions. They often appear on the surface world in the wake of seismic events, such as that which created the bottomless Miskath Pit of Eastern Wynandir. Warlocks and cultists sometimes gather together to hasten the arrival of core spawn to the Material Plane, focusing their arcane power on areas of natural seismic instability when the signs and stars are right.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/EGW/Core Spawn Seer.webp\"},\"credit\":\"Stephen Oakley\"}]},{\"name\":\"Core Spawn Worm\",\"source\":\"EGW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"This invertebrate horror has quivering, barbed tentacles set around its massive, toothy maw. The worm's cracked and stony hide pulses with a dull orange glow, as if it might be composed of primordial lava perpetually on the verge of hardening into solid rock.\"]},{\"type\":\"section\",\"entries\":[\"The Elder Evils assault the multiverse in strange and calamitous ways. Sometimes they breach the Material Plane by exploiting the unfathomable energy and darkness found in the world's depths. These terrestrial manifestations of loathsome alien agendas are known as core spawn, and they are as varied in their physiology as they are horrific.\",\"Their concentration in the desolate lands of Blightshore makes the core spawn a challenge to research, and many who have sought to observe or study these nightmarish entities rarely return. Those who do return are often shells of their former selves who speak of horrifying underground labyrinths of twisting caverns and malevolent nests where other denizens of the Miskath Strand are dragged below to some infernal purpose.\",{\"type\":\"entries\",\"name\":\"Offspring of Calamity\",\"entries\":[\"The aberrant creatures known as core spawn are a subterranean breed of heralds, servants, foot soldiers, and lieutenants of the Elder Evils, awakened in the depths by the cataclysmic actions of the Betrayer Gods and their minions. They often appear on the surface world in the wake of seismic events, such as that which created the bottomless Miskath Pit of Eastern Wynandir. Warlocks and cultists sometimes gather together to hasten the arrival of core spawn to the Material Plane, focusing their arcane power on areas of natural seismic instability when the signs and stars are right.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/EGW/Core Spawn Worm.webp\"},\"credit\":\"Stephen Oakley\"}]},{\"name\":\"Frost Giant Zombie\",\"source\":\"EGW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"An unknown Aeorian object of immense power and mystery was uncovered and brought to the Fortress of the Dead Jarl in Eiselcross to please the ruling frost giant, Conessa Berg. The object's unstable nature unleashed a burst of corroding arcane power, ravaging the denizens of the stronghold with twisting necromantic energies, transforming them into monstrous, rime-infused undead. These hulking brutes now wander the ruined landscape surrounding their cursed home, hunting and destroying all living things with a frightening ferocity.\",\"The battered, butchered, and frozen remains of would-be heroes litter battle sites where these undead giants have been encountered. Underestimating these towering horrors has been the folly of numerous expeditions to the northern reaches of Eiselcross, with only rumors often finding their way back as proof that these frigid monsters even exist.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/EGW/Frost Giant Zombie.webp\"},\"credit\":\"David Sladek\"}]},{\"name\":\"Frost Worm\",\"source\":\"EGW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Frost worms burrow through the snow, dirt, ice, and rock of Wildemount's Biting North. These enormous monstrosities eagerly consume any living creature they can wrap their jaws around.\",\"A frost worm spends most of its time beneath the frozen ground, conserving energy while it waits for prey to pass overhead. Smart travelers can identify a frost worm's hunting grounds by looking for recently iced-over tunnels. When the worm senses vibrations above, it bursts forth through dirt, ice, and snow. Those who escape its initial assault must still contend with the worm's haunting trill—a hypnotizing call that stops creatures in their tracks to make them easy prey.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/EGW/Frost Worm.webp\"},\"credit\":\"Brian Valeza\"}]},{\"name\":\"Gearkeeper Construct\",\"source\":\"EGW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Rolling, deadly whirlwinds of metal plates and curving blades, these clockwork automatons were initially designed by tinkerers and mage engineers to be sentries and guardians in the deepest of vaults during the Age of Arcanum. While most of these majestic and deadly curiosities have fallen to rust and ruin, forgotten along with their long-destroyed and buried societies, some continue to patrol the tunnels and pathways of forgotten tombs and dungeons, following their original operations and directives to protect the contents of their domain.\",\"Resembling a rolling ball of shield-like plates, a gearkeeper construct can rapidly travel through corridors to seek intruders. Upon discovering an unrecognized creature, the shields expand to reveal gaps where numerous metallic legs emerge for precision movement. Bladed appendages whir around the construct, threatening any unlucky delvers who wander too close, while heavy spears of steel can be fired from within the construct's core, impaling unwanted guests. If overwhelmed, the construct can discharge a spray of heated, jagged metal fragments to subdue groups of intruders.\",\"Reverse engineering from the recovered shells and scraps of excavated gearkeeper constructs, a number of modern tinkerers have developed updated variations of these sentinels. Such designs are only recently seeing use in select prisons, or by wealthy collectors seeking to keep their collections safe.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/EGW/Gearkeeper Construct.webp\"},\"credit\":\"Stephen Oakley\"}]},{\"name\":\"Gloomstalker\",\"source\":\"EGW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A gloomstalker is a terrifying, winged predator resembling a wyvern composed of twisting shadows, with glowing eyes and dagger-like teeth.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/EGW/Gloomstalker.webp\"},\"credit\":\"Zoltan Boros\"}]},{\"name\":\"Horizonback Tortoise\",\"source\":\"EGW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Desolate badlands and soggy marshes are home to the ancient and massive horizonback tortoises of Eastern Wynandir. Nearly fifty feet from nose to tail, and with a habit of remaining stationary for long periods, a horizonback tortoise is easy to mistake for a low hill at a distance. But when these impressive creatures rise to begin their march, the sight inspires fear and awe in equal parts. An omnivore of incredible size, these scavengers prefer to feed on dead vegetation, but make use of whatever edible matter they come across.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/EGW/Horizonback Tortoise.webp\"},\"credit\":\"Kent Davis\"}]},{\"name\":\"Husk Zombie\",\"source\":\"EGW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The wastes of Eastern Wynandir retain many curses and corruptions from the time of the Calamity, the worst of which pervert the sanctity of death. One such curse manifests as a terrible roving fog that draws the corpses of the fallen to rise as husk zombies—resilient undead of frightening speed and bloodlust. As well, some of the more heinous fiends that walk these scarred lands feed on the life force of the living, leaving these terrible undead in their wake.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/EGW/Husk Zombie.webp\"},\"credit\":\"David Sladek\"}]},{\"name\":\"Ishel\",\"source\":\"EGW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Ishel—a drow ambassador from the Kryn Dynasty.\"]}]},{\"name\":\"Kobold Underling\",\"source\":\"EGW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Kobolds are craven reptilian humanoids that commonly infest dungeons. They make up for their physical ineptitude with a cleverness for trap making.\"]}]},{\"name\":\"Merrow Shallowpriest\",\"source\":\"EGW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Some of the many merrow that dwell in the watery shadows of the Menagerie Coast learn to harness the magical aspects of the elements. Often working as guides leading merrow hunting parties, some of these shallowpriests rise to become powerful leaders, inspiring their clans to terrorize coastal communities and passing ships.\",\"Rumors speak of underground waterways and lakes carved into the rock beneath Wildemount, where shallowpriests hold court over huge subterranean communities of merrow. These evil creatures are thought to seek the means of flooding the surface world, allowing them to steal away who and what they will to the dark waters below.\",\"While most shallowpriests do not bind themselves in the service of a specific deity, some are drawn to the worship of entities that reign over regions of the Elemental Plane of Water, hoping to find means of expanding their dominion into the seas of Exandria. These merrow often spearhead the construction of intricate shrines and temples along the bottom of the ocean, preparing a sacred space for planar doorways to their master's realm to be opened and maintained.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/EGW/Merrow Shallowpriest.webp\"},\"credit\":\"Andrew Mar\"}]},{\"name\":\"Moorbounder\",\"source\":\"EGW\",\"entries\":[{\"type\":\"section\",\"entries\":[\"One of the many predators to stalk the marshlands and muddy foothills of Xhorhas, moorbounders are known as dangerous killers to those who try to avoid them on their travels—and as prized mounts for those willing to capture and train them. Though the process of domesticating a moorbounder is fraught with peril, these creatures can become favored hunting companions and powerful war mounts.\",{\"type\":\"entries\",\"name\":\"Natural Hunters\",\"entries\":[\"Moorbounders hunt with elongated tusks and retractable claws. With a vague resemblance to large hunting cats, their muscular bodies are built for combat, granting them incredible prowess at leaping and a running speed that makes them dominant carnivores.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/EGW/Moorbounder.webp\"},\"credit\":\"Marcela Medeiros\"}]},{\"name\":\"Mossback Steward\",\"source\":\"EGW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Desolate badlands and soggy marshes are home to the ancient and massive horizonback tortoises of Eastern Wynandir. Nearly fifty feet from nose to tail, and with a habit of remaining stationary for long periods, a horizonback tortoise is easy to mistake for a low hill at a distance. But when these impressive creatures rise to begin their march, the sight inspires fear and awe in equal parts. An omnivore of incredible size, these scavengers prefer to feed on dead vegetation, but make use of whatever edible matter they come across.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/EGW/Mossback Steward.webp\"},\"credit\":\"Kent Davis\"}]},{\"name\":\"Nergaliid\",\"source\":\"EGW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Corpulent, scaled, and utterly repulsive, these vicious devils stalk the dark edges of society away from prying eyes, subsisting on the life force of unsuspecting humanoids. Creatures that die to the nergaliid's feeding leave a corrupted undead corpse behind known as a husk zombie (see earlier in this chapter).\",\"The nergaliid favors feeding on the life force of sleeping humanoids, feasting on the same prey nightly—so long as its victim remains unaware. This ensures a lasting source of nourishment, with the victim beset by terrible nightmares as long as the feeding continues. When a nergaliid is discovered, it tries to strike a deal with the one who uncovered it. It might offer material wealth in exchange for freedom and silence. Only when an accord seems unlikely does the nergaliid attack.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/EGW/Nergaliid.webp\"},\"credit\":\"Stephen Oakley\"}]},{\"name\":\"Ogre Lord Buhfal II\",\"source\":\"EGW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"In the political absence of the champion chief of Urzin, Sunbreaker Olomon, the village's proud and protective acting leader is Ogre Lord Buhfal II.\"]}]},{\"name\":\"Parson Pellinost\",\"source\":\"EGW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Commander Struther Felmont and the Dwendalian soldiers at the fort have grown callous and cruel under the leadership of Imperial Inquisitor Parson Pellinost, who conducts deranged experiments on the humanoids of the marsh with an unsavory and sadistic application of divine magic. The guards of Fort Venture engage in defense, training, and patrol work in eight-hour shifts. Few of those guards respect Pellinost, but all obey him for fear of strict retribution.\",\"Pellinost has a prosthetic limb (right hand).\"]}]},{\"name\":\"Sahuagin Warlock of Uk'otoa\",\"source\":\"EGW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The slumbering leviathan Uk'otoa preys on the fears and ambitions of humanoids that brave the depths of the Lucidian Ocean. Countless communities of sahuagin inhabit uncharted pockets of water along the Menagerie Coast, and the most ambitious among them often hear the call of the leviathan in their dreams, urging them to take his power and use it to achieve their bloodsoaked dreams.\",\"Sahuagin who answer the call of Uk'otoa tend to have one ambition in common: vengeance against the land dwellers of the Clovis Concord for daring to sail oceans that do not belong to them. As these devotees receive dark boons from their leviathan lord, other sahuagin begin to gather to their side, drawn to their displays of power and seeking their own pathway to power. Over time, these warlocks eventually become empty husks, mere receptacles for Uk'otoa's power, and puppets that the slumbering leviathan can control as he pleases.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/EGW/Sahuagin Warlock of Ukotoa.webp\"},\"credit\":\"Eric Belisle\"}]},{\"name\":\"Sea Fury\",\"source\":\"EGW\",\"entries\":[{\"type\":\"section\",\"entries\":[\"In times of great danger, sea hags form massive covens to channel powerful magic against outside threats. But when the threat is vanquished, these covens often destroy themselves from within. One sea hag grows more powerful than the others, killing its kin one by one and siphoning their magical power as it does so.\",\"Driven to madness by the power it claims—and by the loneliness that is the cost of its killing spree—the hag becomes a sea fury, which hoards treasure, spreads rumors, and does everything within its power to lure sailors and explorers to its lair. By doing so, it hopes to break its loneliness for a time—and then to destroy its new playthings when they have outlived their usefulness.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/EGW/Sea Fury.webp\"},\"credit\":\"Andrew Mar\"}]},{\"name\":\"Shadowghast\",\"source\":\"EGW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A shadowghast is an undead assassin. Leaping out from the shadows and trailing tendrils of darkness, it closes in on its prey with nary a sound, then tears into a victim with its paralyzing claws and furious bite.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/EGW/Shadowghast.webp\"},\"credit\":\"Eric Belisle\"}]},{\"name\":\"Sharkbody Abomination\",\"source\":\"EGW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The sahuagin shaman Selachai tapped into Uk'otoa's magic to wreak vengeance on the shark hunters of Palma Flora. The unfortunate hunters who failed to escape were transformed into monstrosities with coarse grayish skin, the head of a shark, and a muscular, humanoid physique. These creatures possess all their previous intelligence and personality, but they respond to the control of their sahuagin masters' Shark Telepathy.\",\"The true horror of the sharkbody abominations is that they might be people the characters met and left behind in the first part of this adventure. If you want to sting your players' emotions as they fight these monsters, describe how the sharkbody abomination resembles a specific NPC the characters failed to save.\",\"The curse that transformed it into an abomination can be undone only by a {@spell remove curse} spell or similar magic.\"]}]},{\"name\":\"Skr'a S'orsk\",\"source\":\"EGW\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/EGW/Skra Sorsk.webp\"},\"credit\":\"Eric Belisle\"}]},{\"name\":\"Swavain Basilisk\",\"source\":\"EGW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Pearl divers and seafloor scavengers sometimes tell tales of mysterious ocean gardens filled with statues of sea creatures and sailors—the underwater grottoes of the deadly Swavain basilisk. Though named for the Swavain Islands where they are most commonly found, these dangerous hunters have been known to wander inland waterways, and have even been spotted in subterranean sewer systems.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/EGW/Swavain Basilisk.webp\"},\"credit\":\"Mark Behm\"}]},{\"name\":\"Three Earrings\",\"source\":\"EGW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"This pale, spotted, Tabaxi bandit captain is a low-ranking member of the Revelry pirates. She brought her vessel to the village of Palma Flora because she was informed that a local sahuagin tribe had uncovered an unusual treasure. Three Earrings rightly assumed that they were going to attack the village, and she intended to be there to plunder the ruins after the attack. She didn't anticipate Flora Isle sinking.\"]}]},{\"name\":\"Udaak\",\"source\":\"EGW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Known commonly as the brutes of Xhorhas, these enormous creatures resemble an immense, demonic cross between ox and gorilla. Udaaks are solitary wanderers, found most commonly along the edges of settled lands in the barrens of Eastern Wynandir. Though they often scavenge for food, a hungry udaak will attack almost any prey, its four sets of red eyes and its tangle of teeth and tusks striking fear into the heart of any creature.\",\"Living Siege Engine. Originally brought to Exandria from the Abyss, udaaks lost their connection to that realm after the Divergence and have roamed the world freely ever since. In recent years, the warmasters of the Kryn Dynasty have developed arcane collars that can keep an udaak under control, and they have begun using these dread creatures in the war against the Dwendalian Empire.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/EGW/Udaak.webp\"},\"credit\":\"Kent Davis\"}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-erlw.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"monsterFluff\"]},\"monsterFluff\":[{\"name\":\"Belashyrra\",\"source\":\"ERLW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Belashyrra is the Lord of Eyes, also known to its cultists as the All-Seer or the Glorious Eye. Stories told of Belashyrra in the Shadow Marches whisper that the Lord of Eyes can see every evil deed a person commits, and that those touched by this daelkyr suffer terrible hallucinations that inevitably drive them to violence or death.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Dreadful Visions\",\"entries\":[\"The madness of Belashyrra is tied to sight: images that can't be unseen, horrific hallucinations, the fear of blindness and of being watched—or realizing that something else is using your eyes. Belashyrra can force its victims to question whether what they perceive is real, or can fill their world with such terrors that they willingly blind themselves to escape.\",\"Belashyrra sees mortals as raw materials to be exploited or insects to be exterminated. However, the Lord of Eyes has been known to take an interest in specific mortals. Belashyrra's warlocks serve as its envoys in the world and are often directed to seek out creatures and sites that the daelkyr wishes to see through their eyes.\"]},{\"type\":\"entries\",\"name\":\"Belashyrra's Cults\",\"entries\":[\"The Lord of Eyes has followers across Khorvaire, and its cults are typically driven by mad visions. Devoted cultists can grow eyes in unusual locations, and might have {@sense darkvision} or other supernatural abilities when they view the world through those eyes. Beholderkin often advise or lead Belashyrra's cults, and cultists typically treat these aberrations as divine beings.\"]}]},{\"type\":\"entries\",\"name\":\"Belashyrra's Lair\",\"entries\":[\"Belashyrra makes its lair in the Citadel of Lidless Eyes deep in Khyber, a site that appears to have been molded from molten stone, chitin, and flesh. Across its warped and liquid expanses, thousands of eyes of every size and shape peer into the endless darkness. Beholders, dolgrims, and stranger aberrations dwell within the halls of the citadel, which is one of the few places where such creatures are willing to live side by side.\",\"Some beholderkin serve Belashyrra as guards and agents, while others spend their lives in deep meditation, pursuing inner visions known only to the Lord of Eyes. It's rumored that anyone who sits on the citadel's throne can see through the eyes of any sentient creature on Eberron or in Khyber. If encountered in its lair, Belashyrra has a challenge rating of 23 (50,000 XP).\"]},{\"type\":\"entries\",\"name\":\"Madness of Belashyrra\",\"entries\":[\"If a creature goes mad in Belashyrra's lair or while it can see the daelkyr, it gains a form of indefinite madness. Roll on the Madness of Belashyrra table to determine the nature of this madness, which takes the form of a character flaw that lasts until cured. Chapter 8 of the {@book Dungeon Master's Guide|DMG} has more information on madness.\",{\"type\":\"table\",\"caption\":\"Madness of Belashyrra\",\"colLabels\":[\"d6\",\"Flaw (lasts until cured)\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"\\\"I constantly see shapes moving in the shadows.\\\"\"],[\"2\",\"\\\"I perceive certain types of people—vocations or entire societies—as hideous monsters.\\\"\"],[\"3\",\"\\\"Someone is watching everything I do.\\\"\"],[\"4\",\"\\\"When I close my eyes, I see my past misdeeds.\\\"\"],[\"5\",\"\\\"I don't trust my sight. I have no idea what's real and what's a hallucination.\\\"\"],[\"6\",\"\\\"Something watches the world through my eyes. To thwart them, I keep my eyes closed or covered.\\\"\"]]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ERLW/Belashyrra.webp\"},\"credit\":\"Cory Trego-Erdner\"}]},{\"name\":\"Bone Knight\",\"source\":\"ERLW\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Bone knights are the champions of the Order of the Emerald Claw. Clad in distinctive bonecraft armor—heavy armor adorned with the bones of fallen enemies—these fearsome warriors command squads of undead soldiers as they pursue the sinister goals of Lady Illmarrow.\",{\"type\":\"entries\",\"name\":\"Karrnathi Patriots\",\"entries\":[\"Early in the Last War, Karrnath turned to the necromancers of the Blood of Vol to bolster the nation's army with undead forces. The skeletons and zombies created by the necromancers were mindless creatures that required guidance. The first bone knights were appointed to provide this control.\",\"Devoted paladins of the Blood of Vol were fused into suits of bonecraft armor, whose magic focused their divine gifts, allowing them to command units of mindless undead. Bonecraft armor can't be removed without killing the knight who wears it, and when donning it, each bone knight understood that their former life was over.\"]},{\"type\":\"entries\",\"name\":\"The Fall of the Emerald Claw\",\"entries\":[\"During the Last War, many bone knights took service with the Order of the Emerald Claw, helping that name strike fear into the enemies of Karrnath. In the last decade, King Kaius III of Karrnath has done much to ensure a peaceful end to the Last War. Under the terms of the Treaty of Thronehold, Kaius sealed most of Karrnath's undead in deep vaults, and the Order of the Emerald Claw was disbanded. A few bone knights remained in service to the crown, but most were cast aside—still bound to their bonecraft armor and still convinced of Karrnathi supremacy. These bone knights felt that Kaius had betrayed both them and their nation, leading their once-proud order to find a new purpose in the service of Lady Illmarrow.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ERLW/Bone Knight.webp\"},\"credit\":\"Tomas Giorello\"}]},{\"name\":\"Changeling\",\"source\":\"ERLW\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Changelings are a humanoid race of shapechangers who conceal their true identities behind false faces. Their gifts of mimicry allow them to appear as members of any humanoid culture, playing the part of a dwarf one day and a dragonborn the next. Although changelings can adopt any guise, most rely on a few established personas, each with a developed history and a network of friends and acquaintances.\"]}]}]},{\"name\":\"Clawfoot\",\"source\":\"ERLW\",\"_copy\":{\"name\":\"Dinosaurs\",\"source\":\"ERLW\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Clawfoot dinosaurs are two-legged saurians with sharp teeth and toe claws that resemble deadly sickles. They are imposing creatures, about the size of a tall human, and are fierce enough to take down even larger prey.\",\"In the wild, an untrained clawfoot can easily hold its own in combat, but they are even fiercer when hunting in packs. Their instinct for pack structure has made these dinosaurs a traditional war mount for the halflings of the Talenta Plains, with clawfoots quickly and eagerly responding to training and control.\"]}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ERLW/Clawfoot.webp\"},\"credit\":\"Art from Wayfinder's Guide to Eberron\"}]},{\"name\":\"Dinosaurs\",\"source\":\"ERLW\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Dinosaurs are widespread on Eberron, particularly in Q'barra, the Talenta Plains, Xen'drik, and Argonnessen. Smaller dinosaurs are the rule in Q'barra and the Talenta Plains, including varieties commonly used by Talenta halflings as mounts.\"]}]}]},{\"name\":\"Dolgaunt\",\"source\":\"ERLW\",\"entries\":[\"Dolgaunts are emaciated hobgoblins with disease-hued flesh. Their eye sockets gape open and empty above a mouth with a wormlike tongue. Writhing cilia cover their bodies, with longer tendrils around their heads and two wiry tentacles protruding from their bare shoulders. A dolgaunt is blind but can perceive its surroundings through the sensitive cilia that cover its skin. It can also absorb life through its tentacles, allowing it to drain the vitality out of any creature it touches.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Warped by Chaos\",\"entries\":[\"When the daelkyr emerged from Xoriat to conquer Khorvaire, they captured and transformed that land's indigenous creatures to create armies of hideous warriors. Dyrrn the Corruptor shaped dolgaunts from hobgoblin stock, turning them into intelligent, cold, and efficient killers.\",\"When the daelkyr were defeated, the dolgaunts descended into the depths of Khyber with their masters. There, they study in cavernous monasteries, forging their bodies into living weapons dedicated to the missions given them by those masters. Dolgaunts are often found commanding squads of dolgrims, and can also be found working with the Cults of the Dragon Below—particularly those devoted to Dyrrn the Corruptor.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ERLW/Dolgaunt.webp\"},\"credit\":\"Dave Allsop\"}]},{\"name\":\"Dolgrim\",\"source\":\"ERLW\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Dolgrims are squat, deformed things. Warped by the daelkyr, a dolgrim is essentially two goblins crushed into one creature, their misshapen body boasting four arms and a pair of twisted mouths that gibber and slather at the front of a headless torso. The two mouths of a dolgrim sometimes carry on demented conversations with one another. However, a dolgrim has only a single personality—sadistic, bloodthirsty, and brutally dedicated to serving itself.\",\"Small numbers of these creatures sometimes make their way to the surface, often under the command of dolgaunts, and undertaking missions advancing the inscrutable schemes of their malevolent masters. But great hordes of dolgrims remain clustered in Khyber with the daelkyr, dreaming of the day when they will be released into Eberron to feast and destroy.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ERLW/Dolgrim.webp\"},\"credit\":\"Dave Allsop\"}]},{\"name\":\"Dusk Hag\",\"source\":\"ERLW\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Dusk hags resemble gnarled crones with shriveled orange skin, tangled gray hair, and eyes that burn like hot coals. They see visions of the future in their dreams, and their dark magic allows them to influence the dreams of others, sending messages or inflicting nightmares with a touch. Tales talk of ambitious wizards, frantic monarchs, and desperate heroes undertaking quests or making bargains with a dusk hag in exchange for its prophecies and visions of the future. But the information gained from a dusk hag often has a way of causing more pain than joy. Like all hags, dusk hags enjoy causing strife to those who bargain with them, and find ways to twist and turn promises to their own advantage. The Dusk Hag Prophecies table provides examples of the sort of dreams dusk hags might share with unsuspecting sleepers.\",{\"type\":\"table\",\"caption\":\"Dusk Hag Prophecies\",\"colLabels\":[\"d10\",\"Prophecy\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"\\\"A red hat approaches with ill intent. Be wary.\\\"\"],[\"2\",\"\\\"A ship comes on a sea of bones, but treasure waits behind a silver skull.\\\"\"],[\"3\",\"\\\"Three days, three deaths, three eyes, three breaths.\\\"\"],[\"4\",\"\\\"Doom falls on the peacock and the sparrow alike. Best be a raven.\\\"\"],[\"5\",\"\\\"A white hand on a black field holds the golden key.\\\"\"],[\"6\",\"\\\"Beware the black horse.\\\"\"],[\"7\",\"\\\"The fish is your friend.\\\"\"],[\"8\",\"\\\"The stairs downward lead to that which you seek.\\\"\"],[\"9\",\"\\\"Look for two crossed swords. There your goal lies.\\\"\"],[\"10\",\"\\\"If you see two crows, turn back. Beyond is death.\\\"\"]]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ERLW/Dusk Hag.webp\"},\"credit\":\"Colin Boyer\"}]},{\"name\":\"Dyrrn\",\"source\":\"ERLW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Dyrrn is known to its followers as the Corruptor, the Stealer of Thoughts, the Slithering Lord, and the Foul Labyrinth. In the lore of the Gatekeepers, it is said that Dyrrn plants thoughts in the weak minded—the seeds of terrible ideas that fester and grow. Those who are particularly brilliant often draw the attention of the Foul Labyrinth, which hungers to consume unique minds.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Twisting Flesh and Thought\",\"entries\":[\"The mind flayers of Eberron know Dyrrn as the Overmind, and it serves as the cornerstone of their collective consciousness. Of all the daelkyr, the Corruptor is the most adept at twisting minds and bodies to create monsters. It was Dyrrn who turned goblinoid prisoners into the first dolgaunts and dolgrims, creating the legions that would savage the nations of Khorvaire. Dyrrn is also a prolific creator of symbionts—treasures that tempt people to bind alien entities to their flesh.\"]},{\"type\":\"entries\",\"name\":\"Dyrrn's Cults\",\"entries\":[\"Dyrrn's lair touches the Eldeen Reaches, and the druids of the Towering Wood are always watching for Dyrrn's influence. At the start of the Last War, the dwarves of the Mror Holds discovered passages to the daelkyr's realm below their halls, and Dyrrn's cults have spread from there.\",\"Mind flayers often work with Dyrrn's cults, many of which are obsessed with evolution—through the use of symbionts or by becoming an aberration. Those who worship the Stealer of Thoughts believe that Dyrrn will consume all sentient beings, except for its servants.\",\"Dyrrn most often appears as a tall humanoid male with pale skin, clad in a heavy cassock of interwoven black leather that slithers unsettlingly around the daelkyr's form. Dyrrn can extend tentacles from its body, using them to extract the brains of others.\"]}]},{\"type\":\"entries\",\"name\":\"Dyrrn's Lair\",\"entries\":[\"Dyrrn makes its lair in the Palace of Sinew, a horrid site shaped from the leftover flesh and bones of the daelkyr's sculpting. The walls of the palace undulate as air flows through them, as if the space were breathing.\"]},{\"type\":\"entries\",\"name\":\"Madness of Dyrrn\",\"entries\":[\"If a creature goes mad in Dyrrn's lair or while it can see the daelkyr, it gains a form of indefinite madness. Roll on the Madness of Dyrrn table to determine the nature of this madness, which takes the form of a character flaw that lasts until cured. Chapter 8 of the {@book Dungeon Master's Guide|DMG} has more information on madness.\",{\"type\":\"table\",\"caption\":\"Madness of Dyrrn\",\"colLabels\":[\"d6\",\"Flaw (lasts until cured)\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"\\\"There's an illithid parasite living in my brain!\\\"\"],[\"2\",\"\\\"I can feel myself evolving into an aberration.\\\"\"],[\"3\",\"\\\"Aberrations are the only natural things.\\\"\"],[\"4\",\"\\\"A part of me has become a conscious entity.\\\"\"],[\"5\",\"\\\"My opponents must bow down to a mind flayer!\\\"\"],[\"6\",\"\\\"Dyrrn and the mind flayers simply want to unite all sentient creatures in collective consciousness. And I receive messages from the group mind!\\\"\"]]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ERLW/Dyrrn.webp\"},\"credit\":\"Brian Valeza\"}]},{\"name\":\"Expeditious Messenger\",\"source\":\"ERLW\",\"_copy\":{\"name\":\"Homunculi\",\"source\":\"ERLW\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"An expeditious messenger is a speedy flier, designed to quickly carry messages for its creator. Their speedy and efficient attitude makes expeditious messengers quite chatty, and they natter on as fast as they move.\",\"These messengers come in a variety of forms, often looking like mechanical birds or sprites.\"]}]}}}}},{\"name\":\"Fastieth\",\"source\":\"ERLW\",\"_copy\":{\"name\":\"Dinosaurs\",\"source\":\"ERLW\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Fastieth are human-sized, two-legged saurians with large eyes, brightly colored and patterned scales, and strong legs. They are the most common mounts of the halflings of the Talenta Plains, bred for speed. Although too small to bear larger riders, a fastieth can carry a halfling with light gear easily and at a good pace. Fastieths are typically stubborn creatures, so specimens with an even temperament are prized among the Talenta tribes.\",\"Being herbivores, fastieths prefer to flee rather than fight. However, even though not trained for battle, they can deliver a vicious bite if pressed.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ERLW/Fastieth.webp\"},\"credit\":\"Olga Drebas\"}}}}},{\"name\":\"Hashalaq Quori\",\"source\":\"ERLW\",\"_copy\":{\"name\":\"Quori\",\"source\":\"ERLW\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Hashalaq quori are loremasters and judges, and are commonly known as dreamstealers. In their natural form, hashalaqs are composed of hundreds of translucent tendrils. They can compress and configure these tendrils to form a wide range of simple shapes. A point of blue light suspended within its tendrils serves as the hashalaq's sensory organ, which can be moved around to suit the creature's current shape.\",{\"type\":\"entries\",\"name\":\"The Power of Pleasure\",\"entries\":[\"Hashalaq quori have studied their mortal prey for centuries. Inhabiting human bodies as Inspired has granted the hashalaq a deep understanding of the hedonistic urges of humanity. As a result, they have developed numerous ways to control humanoids through pleasure—even as they have developed a taste for such things themselves.\"]},{\"type\":\"entries\",\"name\":\"The Learned of Dal Quor\",\"entries\":[\"Hashalaq quori are the loremasters of Dal Quor. Even those hashalaqs who don't make use of Inspired vessels dedicate themselves to studying Eberron and the planes, and they are among the few quori castes whose members understand the ways of magic. In Dal Quor, the hashalaq quori are typically found as advisors to the kalaraq. They also serve as judges, policing the quori and ensuring that the rivalries of the tsucora never threaten the greater plans of the Dreaming Dark.\"]}]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ERLW/Hashalaq Quori.webp\"},\"credit\":\"Cory Trego-Erdner\"}}}}},{\"name\":\"Homunculi\",\"source\":\"ERLW\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Constructed Nature\",\"entries\":[\"A homunculus doesn't require air, food, drink, or sleep.\"]}]}]},\"A homunculus is a construct servant created for certain tasks. Artificers and wizards are responsible for most of the homunculi in existence.\",\"Each kind of homunculus has a body constructed from different kinds of materials, including clay, iron, and bits of hair and feathers. The process that creates a homunculus sees those materials mixed with the creator's blood and animated through an extended magical ritual.\"]}]}]},{\"name\":\"Inspired\",\"source\":\"ERLW\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The rulers of distant Sarlona are known as the Inspired. These noble families are said to be bound to celestial spirits that guide and empower them, but the truth is far darker. The Inspired are the mortal hosts of the nightmare spirits of Dal Quor, and they carry out the foul agenda of the Dreaming Dark.\",\"Any humanoid who can dream can volunteer to serve as a quori vessel. But the Inspired of Sarlona are humans bred to be such vessels. They have no choice in this destiny, since they can't resist quori possession. Physically, Inspired resemble the kalashtar, possessing an almost supernatural beauty.\",\"Most of the people of the Five Nations have heard of the Inspired lords in Riedra—never realizing that Inspired are spread throughout Khorvaire as well. Beggars and generals, mayors and merchants might all be secret servants of the Dreaming Dark. Such Inspired have to willingly accept quori possession, but the Dreaming Dark has long experience in weaving dreams that can convince mortals to surrender their bodies.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ERLW/Inspired.webp\"},\"credit\":\"Lake Hurwitz\"}]},{\"name\":\"Iron Defender\",\"source\":\"ERLW\",\"_copy\":{\"name\":\"Homunculi\",\"source\":\"ERLW\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"An iron defender fights for its creator. They come in many shapes and are often crafted in the form of animals. More creative artificers craft iron defenders in the shape of hybrid animals or other fantastical creatures.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ERLW/Iron Defender.webp\"},\"credit\":\"Ron Lemen\"}}}}},{\"name\":\"Kalaraq Quori\",\"source\":\"ERLW\",\"_copy\":{\"name\":\"Quori\",\"source\":\"ERLW\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The most powerful quori are the kalaraqs, also known as eyebinders—entities formed of pure shadow that is outlined by a nimbus of energy. A host of disembodied eyes whirl around a kalaraq, each reflecting a consciousness the creature has consumed.\",\"Kalaraq quori guide the quori race, and the Devourer of Dreams—the personal emissary of the Dreaming Dark—is of this order. Although the kalaraqs never fight one another overtly, each has its own agenda, and each hopes to someday seize the throne of the Devourer of Dreams. Because of this internal conflict, it is unusual for a kalaraq to leave Dal Quor to inhabit a mortal vessel and become one of the Inspired.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ERLW/Kalaraq Quori.webp\"},\"credit\":\"Christopher Burdett\"}}}}},{\"name\":\"Kalashtar\",\"source\":\"ERLW\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The kalashtar have bonded with good-aligned quori spirits, which communicate with their hosts through dreams and visions. Descended from monks who offered their bodies as sanctuaries to those quori escaping the evil of Dal Quor, the kalashtar now fight to herald in a new age of light and balance.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ERLW/Kalashtar.webp\"},\"credit\":\"Efflam Mercier\"}]},{\"name\":\"Karrnathi Undead Soldier\",\"source\":\"ERLW\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Undead soldiers form the elite core of the army of Karrnath. Fearless and tireless, they are a terrifying sight on the battlefield. With the end of the Last War, most Karrnathi undead have been sealed in vaults below the city of Atur. However, the Karrnathi army keeps numerous undead in its service, while others have been commandeered by the malevolent Order of the Emerald Claw.\",{\"type\":\"entries\",\"name\":\"The Odakyr Rites\",\"entries\":[\"The nation of Karrnath has a proud martial heritage, and its soldiers are unmatched in discipline. But in the early years of the Last War, Karrnath was crippled by famine and plague. In desperation, King Kaius I embraced the Blood of Vol, whose priests bolstered the armies of Karrnath with undead.\",\"Initially, those skeletons and zombies required constant control and served as cannon fodder. Over decades, a high priest named Malevanor worked with the necromancers of the Blood of Vol to develop the Odakyr Rites, which grant Karrnathi undead the ability to make tactical decisions and operate without direct guidance.\",\"The Odakyr Rites work only when performed on the remains of a soldier slain in battle, and only in manifest zones tied to the plane of Mabar. The most significant such zones in Karrnath exist in the cities of Atur and Odakyr (now called Fort Bones). The number of Karrnathi undead soldiers steadily increased over the course of the war, with the losses of Karrnath's living troops offset by the recovery and raising of their remains.\",\"Malevanor claimed that Karrnathi undead are animated and granted intelligence by the patriotic spirit of Karrnath. However, many Karrns fear that the undead are vessels for a darker power—and that Lady Illmarrow or someone else will turn the undead against the living.\"]},{\"type\":\"entries\",\"name\":\"Intelligent and Inhuman\",\"entries\":[\"Karrnathi undead bear little resemblance to the people they were in life. These undead are content to stand motionless and silent for days. They show no emotion, and certainly no mercy or compassion. Undead soldiers kill any opposing forces—including civilians among those forces—unless given explicit instructions to the contrary.\",\"A few exceptional Karrnathi undead retain their individuality and the memories of their former lives. Such undead are often found as champions of the Blood of Vol or agents of the Order of the Emerald Claw.\"]},{\"type\":\"entries\",\"name\":\"Undead Nature\",\"entries\":[\"A Karrnathi undead soldier doesn't require air, food, drink, or sleep.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ERLW/Karrnathi Undead Soldier.webp\"},\"credit\":\"Andrew Jones\"}]},{\"name\":\"Lady Illmarrow\",\"source\":\"ERLW\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Lady Illmarrow is a legend—an ancient lich said to dwell in a castle of bone and ice in the coldest regions of the Lhazaar Principalities. Some stories say that she is served by a legion of undead and that she maintains a court of vampires and ghosts in her palace of ice. Other tales claim that when anyone dies in Lhazaar, Illmarrow chooses whether to take their soul before it passes on to the Keeper and Dolurrh.\",\"But Lady Illmarrow is no folk tale. She is the greatest necromancer in Eberron, and after centuries of silence, she is setting ancient plots into motion at last. She is the power behind the Order of the Emerald Claw, but her motives for founding the order are buried in her past. Lady Illmarrow has no interest in ruling the living. Rather, she seeks to become Queen of the Dead.\",{\"type\":\"entries\",\"name\":\"The Mark of Death\",\"entries\":[\"Illmarrow is a fiefdom on the isle of Farlnen—home to a community of elves exiled from Aerenal, who have practiced necromancy for centuries. But Lady Illmarrow's roots extend far beyond her island domain.\",\"Long ago, it was revealed that the elven line of Vol—a house that practiced the art of necromancy and bore the Dragonmark of Death—was engaged in secret blood rites with a clan of dragons. The discovery of this pact triggered an unprecedented alliance between the Sibling Kings of Aerenal and the dragons of Argonnessen. The Sibling Kings proclaimed that House Vol would be exterminated to the last member, and the Mark of Death would be eliminated from the world.\",\"The line of Vol had long been rivals of the Undying Court, and many whisper even today that the attack on House Vol was nothing more than an excuse to eliminate a political rival. But others believe that what the Undying Court truly feared was a path shown in the Draconic Prophecy—that a child born of dragon and elf could become a godlike avatar of death.\"]},{\"type\":\"entries\",\"name\":\"Illmarrow Rises\",\"entries\":[\"Even as dragons and elves fought to destroy the line of Vol, a child was born to the house: Erandis. A scion of elf and dragon, Erandis bore a Mark of Death unlike any other. In time, it might have been her gateway to immortality and unrivaled power, but she was hunted down and killed long before she could master the mark's magic. Her mother, Minara Vol, escaped with her daughter's body to the icy reaches of Farlnen, far from the conflict. There, Minara unleashed all her necromantic power to raise Erandis as a lich.\",\"As an undead being, Erandis lost the use of her dragonmark. Thus, when the diviners of Aerenal asked if the line of Vol had been exterminated and the Mark of Death destroyed, they received a vision affirming that the bloodline of Vol was no more. To the world, the last survivor of that bloodline is known as Lady Illmarrow. But in truth, she is Erandis Vol, heir to the Mark of Death.\"]},{\"type\":\"entries\",\"name\":\"Trapped in Undeath\",\"entries\":[\"When Minara restored Erandis as a lich, she hid her daughter's phylactery, weaving enchantments into it that cause Erandis to be reborn in a random safe haven after she is destroyed. Thus, even Erandis herself doesn't know the location or form of her phylactery.\"]},{\"type\":\"entries\",\"name\":\"Restoring the Mark\",\"entries\":[\"Though she takes great pleasure in fighting the dragons and elves who destroyed her ancestors, Lady Illmarrow has a more important goal: restoring her dragonmark and unlocking godlike powers. The agents of the Emerald Claw who serve her fight either for the good of Karrnath or for personal gain, but Illmarrow cares for nothing except increasing her necromantic knowledge and finding a way to restore her lost mark.\",{\"type\":\"inset\",\"name\":\"Lady Illmarrow and the Blood of Vol\",\"entries\":[\"The Blood of Vol and Lady Illmarrow are both legacies of the line of Vol, but they aren't one and the same. As far as the world knows, the line of Vol was exterminated. Followers of the Blood of Vol who have heard of Lady Illmarrow believe that she's a champion of their faith, but they don't worship or serve her. And the powers of priests of the Blood of Vol don't come from Lady Illmarrow.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ERLW/Lady Illmarrow.webp\"},\"credit\":\"Lake Hurwitz\"}]},{\"name\":\"Living Burning Hands\",\"source\":\"ERLW\",\"_copy\":{\"name\":\"Living Spells\",\"source\":\"ERLW\",\"_mod\":{\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ERLW/Living Burning Hands.webp\"},\"credit\":\"Claudio Pozas\"}}}}},{\"name\":\"Living Cloudkill\",\"source\":\"ERLW\",\"_copy\":{\"name\":\"Living Spells\",\"source\":\"ERLW\",\"_mod\":{\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ERLW/Living Cloudkill.webp\"},\"credit\":\"Claudio Pozas\"}}}}},{\"name\":\"Living Lightning Bolt\",\"source\":\"ERLW\",\"_copy\":{\"name\":\"Living Spells\",\"source\":\"ERLW\",\"_mod\":{\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ERLW/Living Lightning Bolt.webp\"},\"credit\":\"Claudio Pozas\"}}}}},{\"name\":\"Living Spells\",\"source\":\"ERLW\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Constructed Nature\",\"entries\":[\"A living spell doesn't require air, food, drink, or sleep.\"]}]}]},\"Of all the anomalies that emerged from the magical cataclysm that created the Mournland, the appearance of living spells might be the most mysterious. In some unknown fashion, the magical energy unleashed during the Last War caused spell effects to take on sentience. A living spell appears much like a normal spell effect, except that its magical energy endures indefinitely.\",\"Living spells haunt the Mournland and other areas blasted by the Last War, somehow subsisting on ambient magical energy as they writhe and across the landscape. Though they have no need for sustenance, they attack any creatures they come into contact with, lashing out indiscriminately with their corrupted magic.\",{\"type\":\"entries\",\"name\":\"Customizing a Living Spell\",\"entries\":[\"Living spells come in many varieties; the stat blocks here are three examples. Living spells most often manifest from evocation and conjuration spells. To make a living spell from a different spell, choose a damage-dealing evocation or conjuration spell from the wizard spell list of up to 5th level. Then consult the Living Spell Customization table to see which stat block to customize, based on the chosen spell's level.\",{\"type\":\"table\",\"caption\":\"Living Spell Customization\",\"colLabels\":[\"Spell Level\",\"Stat Block to Customize\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1–2\",\"Living burning hands\"],[\"3–4\",\"Living lightning bolt\"],[\"5\",\"Living cloudkill\"]]},\"Now make the following changes to that stat block:\",\"{@b Damage Immunity}. Replace the living spell's damage immunity with immunity to the type (or types) of damage dealt by the chosen spell.\",\"{@b Magical Strike}. Replace the damage that Magical Strike deals with one type of damage dealt by the chosen spell.\",\"{@b Spell Mimicry}. Replace the effect of Spell Mimicry with the effect of the chosen spell. If that spell requires a saving throw, use spell save DC from the replaced spell, and if the spell involves an attack roll, use the attack bonus from the living spell's Magical Strike.\",\"For example, if you turn {@spell fireball} (a 3rd-level spell) into a living spell, customize the {@creature living lightning bolt|ERLW}. The living fireball has immunity to fire damage, instead of lightning damage; deals fire damage with its Magical Strike; and replicates {@spell fireball} with Spell Mimicry.\"]}]}]}]},{\"name\":\"Magewright\",\"source\":\"ERLW\",\"entries\":[\"In Khorvaire, magic is part of everyday life. A chef might use {@spell prestidigitation} to heat and season food, while a blacksmith uses {@spell mending} to perform minor repairs and {@spell guidance} to help inspire their work. Those who work minor magic into their labors are called magewrights.\",\"Far more limited in magical power than a typical spellcaster, a magewright is dedicated to learning a handful of spells, and magewrights cast their non-cantrip spells as rituals—even spells that can't normally be cast in this way. Most magewright rituals take 10 minutes to perform, but certain complex rituals can take up to 1 hour. However long the ritual takes, it requires extra material components, usually in the form of dragonshards.\",{\"type\":\"entries\",\"name\":\"Creating a Magewright\",\"entries\":[\"The magewright stat block provides the baseline statistics for a magewright. You then add to that baseline by choosing a specialty from the Magewright Specialties table, or roll for one. The specialty determines additional spells the magewright knows, including ones that can be cast only as rituals. The specialty also gives the magewright more proficiencies.\",{\"type\":\"table\",\"caption\":\"Magewright Specialties\",\"colLabels\":[\"d8\",\"Specialty\",\"Spells\",\"Proficiencies\"],\"colStyles\":[\"col-1 text-center\",\"col-1 text-center\",\"col-6\",\"col-4 text-center\"],\"rows\":[[\"1\",\"Artisan\",\"{@spell Guidance}, {@spell mending}\",\"One type of artisan's tools\"],[\"2\",\"Entertainer\",\"{@spell Minor illusion}, {@spell thaumaturgy}. Ritual only: {@spell disguise self}.\",\"{@skill Performance} (+3)\"],[\"3\",\"Healer\",\"{@spell Resistance}, {@spell spare the dying}. Ritual only: {@spell detect poison and disease}, {@spell lesser restoration} (1 hour).\",\"{@skill Medicine} (+4), {@item herbalism kit|PHB}\"],[\"4\",\"Lamplighter\",\"{@spell Light}. Ritual only: {@spell continual flame} (1 hour).\",\"{@item Tinker's tools|PHB}\"],[\"5\",\"Locksmith\",\"{@spell Mending}. Ritual only: {@spell arcane lock} (1 hour), {@spell knock}.\",\"{@item Thieves' tools|PHB}, {@item tinker's tools|PHB}\"],[\"6\",\"Mediator\",\"{@spell Guidance}. Ritual only: {@spell comprehend languages}, {@spell zone of truth}.\",\"{@skill Insight} (+4), {@skill Persuasion} (+3)\"],[\"7\",\"Medium\",\"{@spell Minor illusion}. Ritual only: {@spell speak with dead}.\",\"{@skill Deception} (+3), {@skill Religion} (+4)\"],[\"8\",\"Oracle\",\"{@spell Guidance}. Ritual only: {@spell augury}, {@spell divination} (1 hour).\",\"{@skill History} (+4), {@skill Religion} (+4)\"]]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ERLW/Magewright.webp\"},\"credit\":\"Sam Keiser\"}]},{\"name\":\"Mordakhesh\",\"source\":\"ERLW\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"In the age when fiends and dragons waged war across Eberron, rakshasas served the fiendish lords as strategists and generals. A rakshasa named Mordakhesh rose up through the ranks to become one of the greatest commanders of his age, and a dragon-slaying specialist. For this, he earned the nickname Shadowsword, along with a legendary reputation for leaving death in his wake.\",\"Mordakhesh serves as the prakhutu or \\\"speaker\\\" of his imprisoned master, Rak Tulkhesh, and he seeks to free his lord by bathing the world in blood. Like a spider with multiple webs, he has agents and pawns (which he calls his \\\"claws\\\") established in armies across Khorvaire. The most significant of those is the barbarian horde he amasses in the Demon Wastes—warriors who threaten to sweep into Aundair on a tide of blood.\",\"Many of the horrors of the Last War were instigated—or at least encouraged—by Mordakhesh's operatives, and his claws are known to have perpetrated some of the most brutal massacres of that conflict. No one knows how far the Shadowsword's reach extends, or which commanders in the armies of Khorvaire serve him.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ERLW/Mordakhesh.webp\"},\"credit\":\"Zack Stella\"}]},{\"name\":\"Overlords\",\"source\":\"ERLW\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Immortal Nature\",\"entries\":[\"An overlord doesn't require air, food, drink or sleep. It also can't die permanently. Upon its death, it reforms elsewhere in the multiverse and becomes active again at a time set by the DM.\"]}]}]},\"In the first days of the world, the children of Khyber rose from the darkness to reign over Eberron. The greatest among them were the overlords, who held dominion over a world of fear, war, and death until the children of Eberron and Siberys rose up against them. Armies of dragons fought against the fiends of Khyber. And though the overlords couldn't be destroyed, the couatl sacrificed their lives to build a prison of celestial light: a silver flame that bound the overlords in Khyber once more. These bonds have held for countless generations, but the overlords still yearn to break free and reclaim the world above.\",\"As long as the overlords are bound by the Silver Flame, they can't physically manifest in the world. But each overlord embodies a particular aspect of evil, which grows in strength as their servants—the fiends known as the Lords of Dust—scheme to unleash their ancient masters. The overlords gain strength when mortals embrace the dark paths laid down for them. And as they grow stronger, they gain more influence.\",\"Some thirty overlords are bound in Khyber. Two are described here: Rak Tulkhesh and Sul Khatesh, both of whom remain imprisoned and can't take physical form. The stat blocks provided here reflect the powers they would wield if they were ever unleashed upon the world.\"]}]}]},{\"name\":\"Quori\",\"source\":\"ERLW\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Dal Quor is the plane of dreams and is currently dominated by a dark power known as il-Lashtavar, or the Dreaming Dark. Il-Lashtavar is served by a host of aberrations that are the embodiments of dreams and nightmares—the quori. Because it is difficult for anything to physically travel to or from Dal Quor, quori in Eberron are typically encountered while possessing a host body. The Inspired are the most common type of willing host for the quori and are described earlier in this chapter.\"]}]}]},{\"name\":\"Radiant Idol\",\"source\":\"ERLW\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A radiant idol was an angel that was banished from the celestial realm of Syrania and cast down to the Material Plane. One sin led to their fall: the desire to be worshiped by mortals. Now in the mortal realm, most radiant idols gather cults of devoted followers.\",{\"type\":\"entries\",\"name\":\"Fallen Angels\",\"entries\":[\"The insatiable hunger to be adored can transform a fallen angel, physically and mentally. In its true form, a radiant idol appears to be a warped angel. It might have bloody stumps in place of its wings, or its wings could be weighted down with chains representing its pride. A radiant idol uses {@spell disguise self} to hide its corruption, presenting an image of celestial glory.\"]},{\"type\":\"entries\",\"name\":\"The Weight of Corruption\",\"entries\":[\"When a radiant idol achieves a sizable following through silvered words and demonstrations of power, its facade begins to crack, and a downward spiral ensues. As the radiant idol sinks deeper into the realm of material power, it begins twisting its followers, leading them ever deeper into ominous ritualism, hedonistic folly, and fanatical doom.\"]},{\"type\":\"entries\",\"name\":\"Immortal Nature\",\"entries\":[\"A radiant idol doesn't require food, drink, or sleep.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ERLW/Radiant Idol.webp\"},\"credit\":\"Craig J Spearing\"}]},{\"name\":\"Rak Tulkhesh\",\"source\":\"ERLW\",\"_copy\":{\"name\":\"Overlords\",\"source\":\"ERLW\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Called the Rage of War, Rak Tulkhesh is the incarnation of impulses that drives many mortals to battle. Fear, greed, hatred—these are seeds that the Rage of War sows in the hopes of producing a bloody harvest.\",\"Rak Tulkhesh typically takes the form of a vaguely draconic creature twisted by demonic rage. Covered in iron spikes protruding from his bleeding flesh, this overlord looms fifteen feet high at the shoulders, and his wings span over forty feet. While in combat, Rak Tulkhesh roars in rage as new weapons are spawned from his body, called forth by the Rage of War to slaughter all who dare stand before him.\",{\"type\":\"entries\",\"name\":\"Khyber Shards\",\"entries\":[\"Rak Tulkhesh's soul is divided among a group of Khyber shards spread through the underworld and is confined to those shards by the light of the Silver Flame. While shattered and bound, the Rage of War can't bring his full power to bear on the world. But he can influence events in the vicinity of any of his shards, drawing power from acts of violence.\",\"The Last War was a boon that allowed Rak Tulkhesh to darken the hearts of soldiers and civilians alike, whose actions then weakened the overlord's bonds to give him even greater sway over the regions surrounding his shards. The violence seen in Thaliost and other occupied cities, the hatred against warforged and Cyran refugees, the calls for a return to war—all these things bear the mark of Rak Tulkhesh's malign influence.\"]},{\"type\":\"entries\",\"name\":\"Minions of Rak Tulkhesh\",\"entries\":[\"Any organization that fosters hatred unwittingly serves Rak Tulkhesh, and countless soldiers in the Five Nations are devoted to the Rage of War. Many of the Carrion Tribes of the Demon Wastes likewise serve Rak Tulkhesh and yearn to carry his bloody banner into the soft lands of the south. The minotaurs of Droaam revere Rak Tulkhesh as the Horned Prince. But the most powerful of the overlord's follower's is the rakshasa Mordakhesh the Shadowsword—Rak Tulkhesh's exarch among the Lords of Dust, who commands a host of fiends exerting the overlord's will across Khorvaire.\"]}]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ERLW/Rak Tulkhesh.webp\"},\"credit\":\"Shawn Wood\"}}}}},{\"name\":\"Shifter\",\"source\":\"ERLW\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Shifters are tied to primal spirits, which most of them refer to as the beast within. They are lithe of form and have bestial features: large eyes, flat noses, pointed ears, and light fur over much of their bodies. When a shifter fully embraces the beast within by \\\"shifting,\\\" these features become even more pronounced.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ERLW/Shifter.webp\"},\"credit\":\"Cory Trego-Erdner\"}]},{\"name\":\"Sul Khatesh\",\"source\":\"ERLW\",\"_copy\":{\"name\":\"Overlords\",\"source\":\"ERLW\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Sul Khatesh is known as the Keeper of Secrets and the Queen of Shadows. She embodies the fears and superstitions surrounding magic, from malevolent warlocks to mad wizards, from deadly curses to magical power that draws those who wield it deeper into darkness.\",\"Sul Khatesh is subtler than the Rage of War. She empowers warlocks and whispers secrets into the minds of wizards and artificers, helping them master spells and create relics they could never shape on their own. But few of those inspired by Sul Khatesh understand what forces they are dealing with, or recognize the danger inherent in her gifts.\",{\"type\":\"entries\",\"name\":\"The Queen of Shadows\",\"entries\":[\"An entity of shadow, Sul Khatesh can assume any form. Her favored shape is a twelve-foot-tall humanoid figure draped in a flowing, hooded robe formed of swirling mist and clinging shadow.\"]},{\"type\":\"entries\",\"name\":\"Minions\",\"entries\":[\"Most of Sul Khatesh's followers are wizards and warlocks, and she is one of the primary patrons for warlocks in Khorvaire. Covens devoted to the Queen of Shadows use dark magic and fear to dominate whole communities, while isolated warlocks make pacts with Sul Khatesh to pursue power and revenge. By sharing her power in this way, the overlord perpetuates the image of the evil warlock, inciting fear that strengthens the Keeper of Secrets even more.\",\"Sul Khatesh's chief agent among the Lords of Dust is the rakshasa Hektula, who serves as the librarian in the demonic citadel of Ashtakala. Known as the First Scribe, Hektula presides over an immense trove of arcane knowledge and artifacts.\"]}]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ERLW/Sul Khatesh.webp\"},\"credit\":\"Matt Stewart\"}}}}},{\"name\":\"Tarkanan Assassin\",\"source\":\"ERLW\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Tarkanan assassins are the elite killers, spies, and thieves who work for House Tarkanan, a criminal organization specializing in theft and assassination. In addition to their deadly skill, a Tarkanan assassin possesses an aberrant dragonmark—a twisted sigil that provides them with magical power. House Tarkanan actively seeks and recruits people with aberrant dragonmarks.\",{\"type\":\"inset\",\"name\":\"Aberrant Dragonmark Innate Spells\",\"entries\":[\"The power granted by an aberrant dragonmark is unpredictable. When running a Tarkanan assassin, you can roll on the Aberrant Dragonmark Innate Spells table to determine the spells gained from that NPC's aberrant mark, replacing the spells in the stat block's Innate Spellcasting trait.\",{\"type\":\"table\",\"colLabels\":[\"d6\",\"At Will\",\"1/Day\"],\"colStyles\":[\"col-2 text-center\",\"col-5\",\"col-5\"],\"rows\":[[\"1\",\"{@spell Fire bolt} ({@dice 2d10})\",\"{@spell Burning hands} ({@dice 3d6})\"],[\"2\",\"{@spell Shocking grasp} ({@dice 2d8})\",\"{@spell Chromatic orb} ({@dice 4d8})\"],[\"3\",\"{@spell Poison spray} ({@dice 2d12})\",\"{@spell Ray of sickness} ({@dice 3d8})\"],[\"4\",\"{@spell Friends}\",\"{@spell Charm person} (two creatures)\"],[\"5\",\"{@spell Minor illusion}\",\"{@spell Thunderwave} ({@dice 2d8})\"],[\"6\",\"{@spell Dancing lights}\",\"{@spell Sleep} ({@dice 7d8})\"]]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ERLW/Tarkanan Assassin.webp\"},\"credit\":\"Efflam Mercier\"}]},{\"name\":\"The Lord of Blades\",\"source\":\"ERLW\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The Lord of Blades is a warforged warlord who has broken all ties with his former masters. He has established a nation for his people deep in the Mournland, centered in a great fortress where warforged from all over Khorvaire can come and feel a sense of belonging. No one knows what the Lord of Blades plans for his followers, but many fear that he intends to build a legion of warforged zealots, primed to march from the Mournland to unleash destruction on their former masters.\",\"Some tales assert that the Lord of Blades led the warforged armies of Cyre in the Last War. Others cast him as a newer warforged, perhaps the last to come out of the Cannith creation forges before the Thronehold Accords led to their dismantling. One story claims the Lord of Blades caused the destruction of Cyre and warns that he plans to repeat the Day of Mourning in each of the remaining Five Nations. Whatever the truth, he has become a beacon for warforged everywhere.\",{\"type\":\"entries\",\"name\":\"Warforged Nature\",\"entries\":[\"The Lord of Blades doesn't require air, food, drink, or sleep.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ERLW/The Lord of Blades.webp\"},\"credit\":\"Steve Prescott\"}]},{\"name\":\"Tsucora Quori\",\"source\":\"ERLW\",\"_copy\":{\"name\":\"Quori\",\"source\":\"ERLW\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Tsucora quori are nightmarish creatures. Their headless torsos are covered with eyes and twitching limbs, including two massive arms that end in powerful pincers, and a serpentine tail tipped with a vicious stinger. They are cruel and calculating, enjoying the power they wield over others as they concoct elaborate schemes to advance their own positions and discredit their rivals.\",{\"type\":\"entries\",\"name\":\"Relentless Schemers\",\"entries\":[\"Constantly jockeying for position, each tsucora hopes to be reincarnated as a more powerful servant of the Dreaming Dark. As such, their plans are as often focused on the ruination of competitors as they are on the furthering of il-Lashtavar's plans. When they aren't serving in the cities of their nightmare realm, they hunt the dreaming spirits of mortals.\"]},{\"type\":\"entries\",\"name\":\"Fearmongers\",\"entries\":[\"Their ability to manipulate the fears of mortals sees tsucoras often sent to Eberron as Inspired. Nothing keeps humanoid chattel in line like fear, and the tsucoras are the masters of manipulating the uncertainty of mobs and high-ranking officials alike. The effectiveness of tsucora Inspired keeps the members of this order in the good graces of the kalaraq quori.\"]}]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ERLW/Tsucora Quori.webp\"},\"credit\":\"Dave Allsop\"}}}}},{\"name\":\"Undying\",\"source\":\"ERLW\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The undying are undead creatures sustained by positive energy or the devotion of mortal beings. Where strong negative emotions can trap a spirit as a ghost or wraith, the undying are spirits who linger because they are cherished and who in turn seek to protect and guide the people of their community.\",\"Though it's possible for undying to appear anywhere, it is rare for them to manifest naturally. The only place where they are found in significant numbers is the island of Aerenal, a land whose close ties to the plane of Irian suffuse it with positive energy. The elves of Aerenal spent thousands of years working to develop rituals that tap into this energy, allowing them to preserve their greatest citizens as undying.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"The Face of Death\",\"entries\":[\"The light of Irian sustains the spirit, but it doesn't preserve the physical body. The undying appear as desiccated corpses, their flesh withering away over centuries. At the same time, the spirit of the undying surrounds the body—an aura of light forming a spectral shadow of the soul. The light shed by an undying doesn't generate heat, but it provides a sense of warmth and comfort.\",\"The most powerful of the undying can separate their spirits from their physical forms, existing as beings of pure light. This state is the ultimate goal of the elves of Aerenal, and such beings are known as ascendant councilors.\"]},{\"type\":\"entries\",\"name\":\"Bound by Love and Light\",\"entries\":[\"Undying are sustained by positive energy, whether found in manifest zones tied to Irian—such as in Shae Mordai, the Aereni City of the Dead—or freely given by the devotion of mortal beings. The worship of the Undying Court is what sustains the undying of Aerenal, but devotion is a finite resource. As such, each elf that becomes an undying must earn their afterlife. If an undying elf leaves Aerenal, they require a community of elves or another source of positive energy to sustain them. Failing this, their light fades and they eventually die.\"]},{\"type\":\"entries\",\"name\":\"The Undying Court\",\"entries\":[\"The honored undead of Aerenal are united in the Undying Court. Based in the city of Shae Mordai, the members of the Undying Court spend their time meditating, engaging in research, or continuing to perfect the arts they practiced in life. They serve as guides and advisors to the living, and members of the noble lines of Aerenal can exercise the rite of counsel to consult with ancestors in Shae Mordai.\",\"The greatest members of the Undying Court are the ascendant councilors. These beings of pure light are focused on contemplating the mysteries of life and the planes, and can work together to wield godlike power that allows them to shield Aerenal from almost any threat. However, the ascendant councilors can exercise power beyond Aerenal only by acting through devoted mortals—paladins and clerics of the Undying Court.\"]},{\"type\":\"entries\",\"name\":\"Undead Nature\",\"entries\":[\"An undying doesn't require air, food, drink, or sleep.\"]}]}]}]}]}]},{\"name\":\"Undying Councilor\",\"source\":\"ERLW\",\"_copy\":{\"name\":\"Undying\",\"source\":\"ERLW\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Undying councilors guide and protect the people of Aerenal. They are the most powerful members of the Undying Court who still maintain their physical forms. While many undying councilors spend their days advising the living, some devote years projecting their consciousness into the Astral Plane, seeking new knowledge to share with their people. Still, not all minds are capable of assimilating immortality, and undying councilors sometimes buckle under the strain and go mad.\"]}]}}}}},{\"name\":\"Undying Soldier\",\"source\":\"ERLW\",\"_copy\":{\"name\":\"Undying\",\"source\":\"ERLW\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Undying soldiers make up the army of Aerenal's City of the Dead. They guard the temples of the Undying Court and the mansions of the noble lines of Aerenal, and Aereni ambassadors are often accompanied by undead bodyguards. Undying soldiers wear heirloom armor and wield ornate weaponry.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ERLW/Undying Soldier.webp\"},\"credit\":\"James Zhang\"}}}}},{\"name\":\"Valenar Animals\",\"source\":\"ERLW\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The elves of Valenar say that when their ancestors fought the giants of Xen'drik, elf druids took the forms of animals on the battlefield. The cruel and mighty Emperor Cul'sir of the giants laid a curse upon the druids and trapped them in the forms of animals. Just as the ancestors of the Valenar guide their warriors in battle, the spirits of these druids can awaken power in an animal to create a companion worthy of a champion.\",\"Valenar animals are awakened to advanced intelligence and power by the touch of an ancestral spirit. Traditionally, Valenar animals choose Valenar elves as companions, reflecting a bond between the ancestors of elf and animal. To be chosen by a Valenar animal is a great honor, and any such elf is treated with respect and reverence. Still, on the rare occasions when a Valenar animal chooses an adventurer of a different ancestry as a companion, it is universally accepted.\",\"The Valenar animals presented here—hawk, hound, and steed—are but examples, for the ancestral spirits can take on many animal forms.\",{\"type\":\"entries\",\"name\":\"Variant: Ancestral Traits\",\"entries\":[\"Each Valenar animal can be customized with an ancestral gift, a supernatural trait granted by its ancestral spirit. Choose a trait or roll on the Ancestral Traits table for each Valenar animal.\",{\"type\":\"table\",\"caption\":\"Ancestral Traits\",\"colLabels\":[\"d8\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Bestow Luck (1/Day). As a bonus action, the animal chooses one creature it can see within 30 feet of it. The next ability check, attack roll, or saving throw the target makes in the next hour has advantage.\"],[\"2\",\"Burst of Speed {@recharge}. The animal can take the {@action Dash} action as a bonus action.\"],[\"3\",\"Camouflage. The animal has advantage on Dexterity ({@skill Stealth}) checks it makes while outdoors.\"],[\"4\",\"Lie Detector. The animal knows when a creature within 15 feet of it tells a lie.\"],[\"5\",\"Fey Ancestry. The animal has advantage on saving throws against being {@condition charmed} or {@condition frightened}, and magic can't put it to sleep.\"],[\"6\",\"Fey Step (1/Day). The animal, along with anything it is wearing or carrying, teleports up to 30 feet to an unoccupied space it can see.\"],[\"7\",\"Quickness {@recharge}. The animal can take the {@action Dodge} action as a bonus action.\"],[\"8\",\"Shrouded Step. The animal can't be tracked except by magical means, and it leaves behind no tracks or other traces of its passage.\"]]}]}]}]}]},{\"name\":\"Valenar Hawk\",\"source\":\"ERLW\",\"_copy\":{\"name\":\"Valenar Animals\",\"source\":\"ERLW\"}},{\"name\":\"Valenar Hound\",\"source\":\"ERLW\",\"_copy\":{\"name\":\"Valenar Animals\",\"source\":\"ERLW\",\"_mod\":{\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ERLW/Valenar Hound.webp\"},\"credit\":\"Olga Drebas\"}}}}},{\"name\":\"Valenar Steed\",\"source\":\"ERLW\",\"_copy\":{\"name\":\"Valenar Animals\",\"source\":\"ERLW\",\"_mod\":{\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ERLW/Valenar Steed.webp\"},\"credit\":\"Leesha Hannigan\"}}}}},{\"name\":\"Warforged Colossus\",\"source\":\"ERLW\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"In the final days of the Last War, House Cannith unleashed its mightiest creations: the warforged colossi. These enormous mechanical warriors thundered across Cyre, crushing everything in their paths and leaving ruin behind them. Meant to end the war decisively, the colossi pulverized hundreds of soldiers beneath their feet and incinerated whole legions with beams of fiery light that shot from their mouths. This rampage was cut short on the Day of Mourning. The arcane cataclysm that engulfed Cyre destroyed most of the warforged colossi, causing them to collapse into lifeless heaps.\",{\"type\":\"entries\",\"name\":\"Colossal Survivors\",\"entries\":[\"Some warforged colossi survived the Day of Mourning more or less intact and are thought to only be in stasis, waiting to be awakened. Cannith artificers are eager to track them down and determine whether they can be awakened or, at the very least, salvaged for {@i docents} and other magic items. Here are locations where operational warforged colossi are rumored to dwell:\",{\"type\":\"list\",\"items\":[\"\\\"Arkus\\\" (Colossus WX-11) lies {@condition prone} at the bottom of the Glowing Chasm in the northern part of the Mournland, with one of its arms torn off.\",\"\\\"Artorok\\\" (Colossus WX-73) sits at the bottom of Lake Cyre amid the scaffolding of a sunken House Cannith workshop, flooded but otherwise intact.\",\"\\\"Hanamar\\\" (Colossus WX-42) stands at the bottom of Kraken Bay, near the coast of Valenar, buried up to its knees in sand and flooded, but it is otherwise intact.\",\"\\\"Karrnslayer\\\" (Colossus WX-31) lost its legs but crawls through the Mournland, using its arms to drag its great bulk across the ground. It is always {@condition prone} and can't use its Stomp action, but makes three extra turret attacks when it takes the Multiattack action option.\",\"\\\"Landro\\\" (Colossus WX-33) is partially phased into a mountainside on the border of Cyre and Breland, but still explorable and potentially salvageable.\",\"\\\"Norr\\\" (Colossus WX-5) is slumped amid the ruins of Metrol, the former capital of Cyre.\",\"\\\"Tymber\\\" (Colossus WX-12) squats in the Crawling Swamp, in the northwest corner of the Shadow Marches. How it got there, no one knows.\"]}]},{\"type\":\"entries\",\"name\":\"Hollow Structure\",\"entries\":[\"Although it can operate without a crew, a warforged colossus is built to carry wizards, artificers, magewrights, and elite troops. For this reason, these constructs are largely hollow on the inside, with tunnels, ladders, storage areas, and observation decks.\",\"A colossus might be filled with monsters and secrets, in addition to the corpses of those who died inside it. In chapter 4, map 4.8 illustrates an inactive warforged colossus, and the text that accompanies it explains how the colossus might serve as an adventure location.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ERLW/124-4-07.webp\"},\"credit\":\"Titus Lunter\"}]},{\"name\":\"Warforged Soldier\",\"source\":\"ERLW\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Warforged soldiers are humanoids formed from wood and steel, then magically imbued with life and sentience. The warforged were created to fight in the Last War, and in the aftermath of that conflict, they struggle to understand their place in the world.\",\"Most warforged soldiers still serve their former masters, often guarding dragonmarked houses or merchant caravans. Many warforged find it difficult to separate themselves from the soldiers they were made to be, seeking work as bouncers, bailiffs, and bodyguards. Others put their tireless strength to work as laborers, committed to the reconstruction of the towns and cities they defended or destroyed in the war.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ERLW/Warforged Soldier.webp\"},\"credit\":\"Claudio Pozas\"}]},{\"name\":\"Warforged Titan\",\"source\":\"ERLW\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Warforged titans are hulking constructs built to wreak paths of destruction through enemy armies. Some of the most feared combatants of the Last War, warforged titans are barely sentient, with just enough intelligence to follow commands.\",{\"type\":\"entries\",\"name\":\"Legacy of Giants\",\"entries\":[\"In the Age of Giants, giant artificers built mindless war golems to aid them in their war against the quori. Millennia later, some of these golems were unearthed by adventurers searching for the secrets of that age, then turned over to artificers working for the dragonmarked houses during the Last War. House Cannith studied these designs, and in the course of uncovering the secrets of the golems and the giant artificers who made them, House Cannith created the first warforged titans.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ERLW/Warforged Titan.webp\"},\"credit\":\"Wayne Reynolds\"}]},{\"name\":\"Zakya Rakshasa\",\"source\":\"ERLW\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Millions of years before the rise of the humanoid races, the rakshasas of Eberron ruled a civilization that spanned Khorvaire. Masters of combat, the rakshasas of Eberron wield their weapons with demonic fury, rushing into battle seeking vengeance against those who bound their fiendish masters.\",\"Rakshasas are described in the {@book Monster Manual|MM}. A martial variant—the zakya rakshasa—is presented here.\",\"Zakya rakshasas are the bloodthirsty foot soldiers of the rakshasa horde. They are driven to free their fiendish rulers, seeking vengeance against the dragons and those who revere the couatls. Unlike other rakshasas with their luxurious robes and fineries, zakya rakshasas are almost always clad in battle gear: well-worn scale mail, a razor-sharp longsword, and a heavy shield bearing the emblem of their demonic master.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ERLW/Zakya Rakshasa.webp\"},\"credit\":\"Zack Stella\"}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-ftd.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"monsterFluff\"]},\"monsterFluff\":[{\"name\":\"Adult Amethyst Dragon\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Amethyst dragons, the mightiest of the gem dragons, study and psionically manipulate the fundamental principles of the multiverse, from the force of gravity to the emanations of the Outer Planes. Their innate psionics give them a measure of control over how physical laws affect them. They defy gravity with flight that doesn't rely solely upon their great wings, and gravitational force empowers both their devastating breath weapon and the exploding amethyst crystals they spit at their foes.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Royal Purple\",\"entries\":[\"When first hatched, an amethyst dragon has scales of dull, opaque purple. As the dragon grows, their scales, horns, and wing membranes become more vibrant and translucent. When the dragon is fully mature, their scales resemble rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of an ancient dragon resemble glowing white or pale lavender orbs. Crystalline horns reminiscent of amethyst chunks hover behind their heads, held there by telekinetic force and shifting with their moods.\"]},{\"type\":\"entries\",\"name\":\"Cosmological Study\",\"entries\":[\"Many amethyst dragons are fascinated by the existence of other worlds in the Material Plane, and especially the way individual dragons manifest unique echoes across those worlds. They also prize understanding of the cosmic forces that emanate from the Outer Planes, studying the opposing tides of good and evil, chaos and order, so they can offer counsel to those with the wisdom to accept it.\",\"Amethyst dragons pay particular attention to intrusions of the Far Realm into the Material Plane. They loathe the corruption that accompanies such intrusions into the world, making them fierce opponents of the Far Realm and any creatures warped by its touch. Strangely, though, they are intrigued by and fond of flumphs. These Aberrations, which oppose the depredations of mind flayers and other wicked Aberrations, remind amethyst dragons that allies can be found in the strangest places.\"]},{\"type\":\"entries\",\"name\":\"Hoarded Arcana\",\"entries\":[\"In addition to material wealth, amethyst dragons delight in collecting knowledge and magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane, especially magic items and artworks that highlight the unique nature of different worlds. Magic items that allow teleportation or travel between planes, spellbooks filled with similar magic, and treatises examining the nature of the multiverse form the centerpiece of an amethyst dragon's hoard.\"]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"An Amethyst Dragon's Lair\",\"entries\":[\"Amethyst dragons make their lairs in caves next to or under secluded pools and lakes, preferring caverns with at least one entrance submerged underwater. They prize locations with a combination of open space, connecting tunnels, and dead ends to make the most of their natural and magical mobility, using flight and teleportation to navigate obstacles in their lairs.\",\"The challenge rating of a legendary amethyst dragon increases by 1 when it's encountered in its lair.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Adult Amethyst Dragon.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Adult Crystal Dragon\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Shimmering with radiant energy and brimming with life, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Inner Glow\",\"entries\":[\"When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline points, allowing the wyrmlings to blend in to rocky terrain in the face of danger. As they age, their scales turn snow white, then slowly fade to transparency. The oldest crystal dragons have scales of perfect clarity that bend and refract light, sometimes making them difficult to see clearly.\",\"The radiant energy of the Positive Plane shimmers in crystal dragons' scales. It glows like starlight between their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon's mood: bristling with anger, lying back with fear or suspicion, and rippling in side-to-side waves with amusement or joy.\"]},{\"type\":\"entries\",\"name\":\"Visions in Starlight\",\"entries\":[\"Many crystal dragons study the stars, recording their observations of the night sky and tracking the signs written in starlight. They read these signs as omens, giving them glimpses of what is to come, and they eagerly examine the potential futures of any creatures who come to them in peace.\",\"Crystal dragons' connection to the radiant forces of the Positive Plane fosters a nurturing, optimistic attitude in most of these dragons. They sometimes adopt the abandoned eggs or hatchlings of other dragons; many a white wyrmling has been raised in the caring environment of a crystal dragon's lair. But they fiercely oppose destructive forces in their home territories, which sometimes leads nearby frost giants and white dragons to put aside their mutual enmity to hunt them.\"]},{\"type\":\"entries\",\"name\":\"Glittering Hoards\",\"entries\":[\"For their treasure hoards, crystal dragons prize diamonds and baubles that refract light, collections of prophecy, works on astronomy, and star charts. When it comes to magical treasure, they seek items and spells that predict the future, create or manipulate light, or channel positive energy for healing and nurturing.\"]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"A Crystal Dragon's Lair\",\"entries\":[\"Crystal dragons dwell in cold regions, where they construct ice and snow structures reminiscent of castles but open to the sky. Glittering crystals scattered about their lairs glow with gathered starlight, and caves or tunnels beneath the ice and snow provide protected areas for their hoards. They use their burrowing ability to dig blinds and secret passages throughout their lairs, allowing them to move easily—and potentially unnoticed.\",\"The challenge rating of a legendary crystal dragon increases by 1 when it's encountered in its lair.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Adult Crystal Dragon.webp\"},\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Adult Deep Dragon\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Making their lairs in the depths of the Underdark, deep dragons are nightmarish cousins of chromatic dragons. The warped magical energy of their subterranean realm gives them the ability to exhale magical spores that instill fear and scar the mind.\",\"Deep dragons' black-and-gray hide is smooth like a salamander's, and their eyes are pale. As they age, their spore breath causes fungi to bloom across their skin, especially around the head and neck. Their wings are attached to their front legs and can fold in close to the body, allowing deep dragons to easily maneuver through relatively narrow tunnels.\",\"Deep dragons often hoard secrets, delighting in knowledge of far-off lands. Many seek out new insights and tricks that they can use against other denizens of the Underdark, preferring social manipulation and crafty dealmaking to exerting themselves in combat. Deep dragons look down on any creature that isn't useful to them, though they are willing to bargain for knowledge they lack.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"A Deep Dragon's Lair\",\"entries\":[\"Deep dragons make their lairs in well-hidden caves or sunless beaches in the Underdark, and these sites are often inaccessible without the ability to fly or dive underwater. They fill their lairs with secret passages and hiding places that allow them to escape or ambush visitors if the need arises. A well-cultivated lair abounds with Underdark fungi and plants, with the floor, walls, and ceiling covered in carpets of mold and moss, or featuring larger mushrooms and plants in neatly organized displays.\",\"The challenge rating of a legendary deep dragon increases by 1 when it's encountered in its lair.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Adult Deep Dragon.webp\"},\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Adult Emerald Dragon\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Emerald dragons are the most curious, cunning, and manipulative of the gem dragons, wielding psionic power to weave illusions to deceive and disorient. They cloak their own presence so they can observe other creatures without being discovered as they collect information on everything from local cultural practices to supernatural occurrences.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Shimmering Green\",\"entries\":[\"A wyrmling emerald dragon's scales are a dull, pale green, but they develop into richer and more varied shades of green as the dragon ages. Eventually, the scales become translucent and shimmer in the light, rippling as the dragon moves. The dragon's horns and spines hover above the body, moving and shifting along the back and tail to mirror the dragon's mood.\"]},{\"type\":\"entries\",\"name\":\"Clever Concealment\",\"entries\":[\"The shyest of the gem dragons, emerald dragons are also the most curious. They love to observe local settlements and peoples, using their psionic abilities to cloak themselves and watch from afar. When an emerald dragon is old enough, the dragon might take on the guise of a creature that can blend in with the local population, or at least get close without arousing suspicion. Once in a position to observe, the dragon studies the day-to-day life of local folk, with a keen interest in any magical phenomena.\",\"Emerald dragons' attentiveness to unusual events makes them particularly useful to their sapphire dragon cousins, who hunt down Aberrations and seek evidence of Far Realm incursions into the Material Plane. These gem dragons often work together, with emerald dragons tracking the source of an incursion while sapphire dragons plan and execute a decisive purge—or recruit agents to do it for them.\",\"Emerald dragons' preference for volcanic lairs often puts them in conflict with fire giants. Despite their reluctance to reveal themselves to strangers, emerald dragons might approach experienced adventurers in the hopes of pitting them against fire giant rivals.\"]},{\"type\":\"entries\",\"name\":\"Hoarded Histories\",\"entries\":[\"Emerald dragons prize knowledge, particularly local histories that focus on magical events and individuals. They usually know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create illusions, allowing them to better conceal their treasures from prying eyes and divinations.\"]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"An Emerald Dragon's Lair\",\"entries\":[\"Emerald dragons dwell in enormous caverns, lava tubes, and tunnel networks deep within the earth. They favor warm spaces, particularly in volcanic regions. Over time, their psychic presence seeps into the land surrounding their lairs, expanding their awareness and subconsciously luring their favorite food—giant lizards—to settle and thrive in the region.\",\"Emerald dragons use the features of their lairs to confuse and imperil intruders. They dig additional tunnels that allow them to move through their lairs in multiple ways and set traps leading to yawning chasms or pools and flows of lava.\",\"Emerald dragons take great pains to hide the chambers that house their hoards and collected lore, often using illusion magic and subtle construction around the natural features of their lairs to conceal their central hoard chambers from mundane and magical sight.\",\"The challenge rating of a legendary emerald dragon increases by 1 when it's encountered in its lair.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Adult Emerald Dragon.webp\"},\"credit\":\"Julian Kok\"}]},{\"name\":\"Adult Moonstone Dragon\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Ancient legends suggest that when the gods came to the First World and tried to populate it with their Humanoid followers, a clever dragon fled to the Feywild to hide a clutch of eggs. The magic of that faerie realm suffused the eggs, which hatched into the first moonstone dragons. Their descendants are now found throughout the Feywild.\",\"Moonstone dragons are graceful and elegant creatures with opalescent scales and ruffs of emerald-green fur running down their chins, chests, backs, and tails. One horn arcs from the back of a moonstone dragon's skull and another at the tip of the nose; the two horns together form a shape that's reminiscent of a slender crescent moon. Moonstone dragons are playful and impetuous forces of mischief in their early years, but the best of them mature into wise teachers and storytellers who anchor Feywild communities. The worst of them are pompous and ill behaved, but even those remain gentle by nature and curious about all things—especially travelers from faraway places.\",\"Moonstone dragons can project themselves into the realm of dreams to communicate with the creatures that sleep near their lairs. In this way, they inspire artists and poets, encourage great thinkers, and spur adventurers to heroic deeds. They sometimes give guidance to those in need or request help from adventurers to encourage them to greatness.\",\"As a rule, moonstone dragons are not particularly interested in gold or copper, but they love silver, platinum, and mithral. They also cherish treasures whose value can't be easily quantified—a song sung from the heart, a lock of a loved one's hair, or a painting of a favorite place. A story of happy times fondly remembered is more precious to a moonstone dragon than a sack of gold.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"A Moonstone Dragon's Lair\",\"entries\":[\"For their lairs, moonstone dragons look for places kissed by the moon; lonely peaks, forest clearings, and placid lakes are among their favorite sites. Their whimsical nature makes them more likely than other dragons to establish multiple lairs even at a young age. They link their scattered sites with magic portals, often splitting their time between the Feywild, the Material Plane, and the Ethereal Plane.\",\"The challenge rating of a legendary moonstone dragon increases by 1 when it's encountered in its lair.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Adult Moonstone Dragon.webp\"},\"credit\":\"Irina Nordsol\"}]},{\"name\":\"Adult Sapphire Dragon\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The thunderous clash of conflict is part of the very nature of sapphire dragons. Militant and territorial, they defend their lairs fiercely, ambushing intruders and plotting assaults against their rivals. The sonic pulse of their breath weapon sows weakness, leaving the victims unable to fight back.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Luminous Blue\",\"entries\":[\"Sapphire dragons' scales and wing membranes show varied shades of blue, ranging from the light tones of a spring sky to the rich, crystalline azure of sapphire gems and compressed glacial ice. In the light, the scales glitter and shine like luminous starbursts. The dragons' psionic nature is evident in the horn and bone structures of their bodies. Their tail barbs and horn tips are all separate pieces, but they float in place, held aloft by psychic energy while the dragons live. These levitating horns and spines shift slightly with the dragons' moods, bobbing in amusement or flaring with anger.\"]},{\"type\":\"entries\",\"name\":\"Art of War\",\"entries\":[\"The warlike sapphire dragons devise strategies and ambushes based on their ability to maneuver underground. A sapphire dragon often refrains from striking immediately, preferring to assess intruders first in order to devise the most advantageous approach to dealing with them.\",\"Sapphire dragons watch for signs of Aberrations and other creatures corrupted by the Far Realm. They frequently ally with emerald dragons, drawing on their kin's knowledge of occult phenomena to track the influence of the Far Realm. Armed with that knowledge, sapphire dragons stamp out alien influence before it spreads.\",\"People who dwell or delve deep beneath the earth can easily find themselves at odds with a sapphire dragon if they cross into the dragon's territory. But sapphire dragons sometimes forge peaceful relationships with rock gnomes or deep gnomes, relying on these folk to help protect the territory surrounding their lairs.\"]},{\"type\":\"entries\",\"name\":\"Martial Hoards\",\"entries\":[\"Sapphire dragons' favorite prizes are weapons and armor, records of military history and tactics, and magic items that protect against psychic damage or mental intrusion. The centerpiece of a sapphire dragon's hoard is usually a cataloged, orderly collection of war gear, which can contain ancient relics of immense power.\"]},{\"type\":\"entries\",\"name\":\"Creating a Sapphire Dragon\",\"entries\":[\"Use the Sapphire Dragon Personality Traits and Sapphire Dragon Ideals tables to inspire your portrayal of distinctive sapphire dragon characters.\",{\"type\":\"entries\",\"name\":\"Sapphire Dragon Personality Traits\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I often fixate on specific historical battles or wars and won't rest until my hoard contains that conflict's most significant artifacts.\"],[\"2\",\"I am constantly aware of a call from beyond this world. I must prepare to answer that call by amassing powerful arms and armor.\"],[\"3\",\"I secretly look forward to adventurers trying to infiltrate my lair. How else could I try out new defenses?\"],[\"4\",\"Give me a storied helmet or scimitar over a pile of gold any day.\"],[\"5\",\"No creature can outsmart my defenses—if they do, they obviously cheated.\"],[\"6\",\"Any creature that can hold their own against me must teach me how—whether they want to or not.\"],[\"7\",\"I cannot resist a game of dragonchess—which, I will have you know, my ancestors probably invented.\"],[\"8\",\"The sight of blood makes me queasy.\"]]}]},{\"type\":\"entries\",\"name\":\"Sapphire Dragon Ideals\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Solitude. A stranger is just an intruder I haven't dealt with yet. (Neutral)\"],[\"2\",\"Preservation. Most creatures cannot be trusted to properly safeguard historically significant artifacts. I can. (Lawful)\"],[\"3\",\"Knowledge. The stories surrounding every piece in my collection are as important as the treasures themselves. (Any)\"],[\"4\",\"Order. An organized hoard makes me happy—and you don't want to see me unhappy. (Lawful)\"],[\"5\",\"Preparation. Justice and righteousness do not guarantee victory. Planning and tactics do. (Lawful)\"],[\"6\",\"Companionship. Sure, my hoard brings me great joy. But the real treasures are the guests who stop by to see it. (Good)\"]]}]}]},{\"type\":\"entries\",\"name\":\"Sapphire Dragon Adventures\",\"entries\":[\"The Sapphire Dragon Adventure Hooks table offers suggestions for stories and adventures involving sapphire dragons.\",{\"type\":\"entries\",\"name\":\"Sapphire Dragon Adventure Hooks\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Posing as an avatar of an evil earth elemental-god, a sapphire dragon serves as general to a fanatical cult—and claims the spoils of the cult's victories.\"],[\"2\",\"A sapphire dragon is bound by an ancient pact to advise a monarchy on matters of defense—until someone bests the dragon's security measures.\"],[\"3\",\"A sapphire dragon seeks adventurers to lead into battle against the mind flayers that usurped the dragon's lair.\"],[\"4\",\"Powerful infernal creatures have opened a portal in the middle of a city square. The key to closing the portal is a mythical holy weapon that happens to be the pride and joy of a sapphire dragon's hoard.\"],[\"5\",\"A sapphire dragon threatens to sink a town into the Underdark unless the authorities find and turn over a thief who stole from the dragon.\"],[\"6\",\"A village is beset by swarms of giant spiders drawn to the area when a sapphire dragon took up residence nearby. Ridding the village of the spiders means tampering with the dragon's food supply.\"],[\"7\",\"A sapphire dragon invites warriors to vie for the honor of studying military tactics under the dragon. The front-runner is an infamous bandit leader who will undoubtedly terrorize the area if they win.\"],[\"8\",\"A sapphire dragon's lair is so well protected that its inner defenses have never been tested. The dragon spreads rumors of the treasures within to attract adventurers who can put the traps to the test.\"]]}]},{\"type\":\"entries\",\"name\":\"Connected Creatures\",\"entries\":[\"Sapphire dragons are generally solitary creatures. On the rare occasion that one forms nonhostile relationships with other beings, it is almost always to bolster the defenses of the dragon's lair and hoard.\"]},{\"type\":\"entries\",\"name\":\"Adult Sapphire Dragon Connections\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An adult sapphire dragon lives adjacent to active purple worm tunnels, hoping the threat of the worm will deter treasure hunters.\"],[\"2\",\"An adult sapphire dragon employs a dao to help shape and defend the dragon's lair, and the dao maintains a portal to the Elemental Plane of Earth there.\"],[\"3\",\"An adult sapphire dragon regularly confers with a plane-hopping archmage regarding the dragon's ongoing dreams of other worlds and other lives.\"],[\"4\",\"A drow priestess of Lolth and several yochlol demons have been ordered by their goddess to deal with the adult sapphire dragon who has been hunting her holy spiders.\"],[\"5\",\"A forgetful and nearsighted adult sapphire dragon believes a blue dragon wyrmling is actually the sapphire wyrmling who left home months before.\"],[\"6\",\"An adult sapphire dragon and a squadron of githyanki have joined forces to locate and destroy a mind flayer colony.\"],[\"7\",\"A group of stone giants believes a young sapphire dragon to be an emissary of their god, Skoraeus Stonebones. The dragon considers the notion ridiculous but loves having an audience who will listen to lectures on military history without complaint.\"],[\"8\",\"An adult sapphire dragon and an aboleth psychically face off for control of an area of the Underdark. The constant bombardment of psychic forces has begun to affect the local fauna in strange ways.\"]]}]}]},{\"type\":\"entries\",\"name\":\"Sapphire Dragon Lairs\",\"entries\":[\"Sapphire dragons make their lairs in enormous caverns and complex tunnel systems. As they grow older, they continually renovate their lairs, using their tunneling abilities and command over stone.\",\"Sapphire dragons eventually create dizzying honeycombs of hidden passages, deceptively thin walls, and secret chambers that allow them to traverse the entire lair without ever being seen by intruders. The best-defended sapphire dragon lairs have no easily accessible entrances or exits at all, and trespassers who do find their way inside must then contend with a maze of corridors, dead ends, and steep inclines.\",{\"type\":\"entries\",\"name\":\"Sapphire Dragon Lair Features\",\"entries\":[\"The sapphire dragon lair shown in map 5.12 is a series of natural tunnels and chambers the dragon has adapted to serve as a lair. The lair has few natural entrances, so whole sections are inaccessible without excavation or magic, as the dragon can simply open doorways in walls whenever necessary.\",\"The lair has the following features:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Disguised Entrances\",\"entry\":\"An otherwise unremarkable cave (shown at the top of the map) provides the main access to the lair by way of two sections of relatively thin crystal walls. The dragon can use a lair action to open or close passages through these walls throughout the lair.\"},{\"type\":\"item\",\"name\":\"Cobweb-Choked Tunnels\",\"entry\":\"Adventurers who manage to access the other side of the cave's crystal walls discover a network of dark, cobweb-choked tunnels extending deep into the earth, set with natural steps and shelves throughout. The dragon spends little time in this part of the lair, visiting only when the spiders there need tending—or when the dragon needs a snack.\"},{\"type\":\"item\",\"name\":\"Underground River\",\"entry\":\"A river flows along the right and bottom edges of the map, providing the dragon with fresh water and an alternative entrance. Originating on the surface, the river descends through narrow tunnels that eventually lead to the Underdark.\"},{\"type\":\"item\",\"name\":\"Hoard Caverns\",\"entry\":\"The bulk of the lair, filling most of the lower half of the map, comprises chambers the dragon uses to host guests and visitors. These caverns hold the bulk of the dragon's hoard, particularly art objects that are impressive but not irreplaceable.\"},{\"type\":\"item\",\"name\":\"Sleeping Chamber\",\"entry\":\"At the heart of the lair, protected behind more thin crystal walls, the largest cavern serves as the dragon's sleeping chamber. A raised section studded with sapphire crystals offers a vantage from which the dragon can keep an eye on the chamber's access points. The dragon's most valuable treasures are stored here and in adjoining caves, and the walls of this central chamber are covered in art depicting various battles—many of which the dragon took part in.\"}]}]}]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"A Sapphire Dragon's Lair\",\"entries\":[\"Sapphire dragons make their homes in extensive cave systems. As they grow older, they make increasingly complex renovations to their lairs, using their inherent magic and natural tunneling abilities to great effect. Eventually, a sapphire dragon's lair is a dizzying honeycomb of hidden passages, deceptively thin walls, and secret chambers that allow the dragon to travel from one end to the other unseen by intruders. The most secure lairs might feature no accessible entrances or exits at all, with the dragon relying on tunneling or shaping stone to come and go.\",\"The challenge rating of a legendary sapphire dragon increases by 1 when it's encountered in its lair.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Adult Sapphire Dragon.webp\"},\"credit\":\"Chris Rallis\"}]},{\"name\":\"Adult Topaz Dragon\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Decay and despair are bound up in the nature of topaz dragons, thanks to the necrotic energy of the Negative Plane that suffuses them. Their psionic power manifests the fundamental entropic principle that mortal beings and their creations are ultimately doomed to death and decomposition, and the dragons' demeanor is typically morbid and curmudgeonly as a result.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Gleaming Gold\",\"entries\":[\"Upon hatching, topaz dragon wyrmlings' scales are dull yellow-orange and have a cloudy or filmy look. As they age, their scales harden and clarify, becoming translucent and faceted, and ranging from bright yellow to rich amber in color. Their bodies are wider at the haunches, tapering in a wedge shape toward the head, and their wings are shaped to propel them through both air and water. A topaz dragon's psionic power manifests visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon's back, dancing and shifting with the dragon's mood.\"]},{\"type\":\"entries\",\"name\":\"Embodiment of Decay\",\"entries\":[\"While generally not malicious, topaz dragons embody decay. They view destruction as a natural means of clearing the way for new creation and growth, much as a forest fire clears dead wood, replenishes the soil, and allows the forest to regrow even healthier than before. To this end, topaz dragons use their power to reduce crumbling structures and diseased plants to dust, clearing the way for new growth and construction.\",\"Despite being competent swimmers and making their lairs on seacoasts and in brackish marshes, topaz dragons hate the water. Unfortunately, their favorite food is giant squid, so these dragons have ample opportunity to complain bitterly about being wet after diving deep into the ocean in search of prey.\",\"Topaz dragons often come into conflict with bronze dragons when their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw the ire of druids and other nature protectors who don't understand the dragons' proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow irritated when disturbed. But anyone who can endure their abrasive demeanor, caustic observations, and morbid interests can form a lasting bond with a powerful ally.\"]},{\"type\":\"entries\",\"name\":\"Entropic Hoards\",\"entries\":[\"Topaz dragons prize information on destruction and creation, whether abstract or dedicated to practical applications. They are fascinated by magic that creates objects from nothing, animates Undead, destroys matter, or manipulates negative energy. And they are particularly intrigued by Undead, sometimes keeping them in their hoards as curios.\"]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"A Topaz Dragon's Lair\",\"entries\":[\"Topaz dragons dwell where the sea meets the land, favoring sites where the constant action of the waves and tides is slowly reducing the land to gravel. They make their lairs in caves set into sea cliffs, or beneath salt marshes where fresh water and sea water mingle, constantly grappling with their dislike of water to use flooded tunnels as secure entrances into their homes. They keep the interior chambers of their lairs meticulously dry.\",\"The challenge rating of a legendary topaz dragon increases by 1 when it's encountered in its lair.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Adult Topaz Dragon.webp\"},\"credit\":\"Alex Stone\"}]},{\"name\":\"Amethyst Dragon Wyrmling\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Amethyst dragons, the mightiest of the gem dragons, study and psionically manipulate the fundamental principles of the multiverse, from the force of gravity to the emanations of the Outer Planes. Their innate psionics give them a measure of control over how physical laws affect them. They defy gravity with flight that doesn't rely solely upon their great wings, and gravitational force empowers both their devastating breath weapon and the exploding amethyst crystals they spit at their foes.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Royal Purple\",\"entries\":[\"When first hatched, an amethyst dragon has scales of dull, opaque purple. As the dragon grows, their scales, horns, and wing membranes become more vibrant and translucent. When the dragon is fully mature, their scales resemble rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of an ancient dragon resemble glowing white or pale lavender orbs. Crystalline horns reminiscent of amethyst chunks hover behind their heads, held there by telekinetic force and shifting with their moods.\"]},{\"type\":\"entries\",\"name\":\"Cosmological Study\",\"entries\":[\"Many amethyst dragons are fascinated by the existence of other worlds in the Material Plane, and especially the way individual dragons manifest unique echoes across those worlds. They also prize understanding of the cosmic forces that emanate from the Outer Planes, studying the opposing tides of good and evil, chaos and order, so they can offer counsel to those with the wisdom to accept it.\",\"Amethyst dragons pay particular attention to intrusions of the Far Realm into the Material Plane. They loathe the corruption that accompanies such intrusions into the world, making them fierce opponents of the Far Realm and any creatures warped by its touch. Strangely, though, they are intrigued by and fond of flumphs. These Aberrations, which oppose the depredations of mind flayers and other wicked Aberrations, remind amethyst dragons that allies can be found in the strangest places.\"]},{\"type\":\"entries\",\"name\":\"Hoarded Arcana\",\"entries\":[\"In addition to material wealth, amethyst dragons delight in collecting knowledge and magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane, especially magic items and artworks that highlight the unique nature of different worlds. Magic items that allow teleportation or travel between planes, spellbooks filled with similar magic, and treatises examining the nature of the multiverse form the centerpiece of an amethyst dragon's hoard.\"]},{\"type\":\"entries\",\"name\":\"Creating an Amethyst Dragon\",\"entries\":[\"Use the Amethyst Dragon Personality Traits and Amethyst Dragon Ideals tables to inspire your portrayal of distinctive amethyst dragon characters.\",{\"type\":\"entries\",\"name\":\"Amethyst Dragon Personality Traits\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I am never so content as when contemplating the beauty and wonders of the multiverse.\"],[\"2\",\"I am a sworn protector against the depredations of the Far Realm, and I will root out its corruption wherever it may arise.\"],[\"3\",\"What use is vast knowledge or insight if it is not shared with those who can appreciate it?\"],[\"4\",\"Although some are fascinated by words, I think numbers are the true foundations of creation.\"],[\"5\",\"To experience a thing is to truly understand it. Direct and personal experience is the most valuable form of knowledge.\"],[\"6\",\"I see a far more kaleidoscopic reality than you do... or than any of your selves do, really.\"],[\"7\",\"It is not my place to interfere. I merely seek to observe, learn, and understand.\"],[\"8\",\"With a true understanding of metaphysics, anything is possible—including the creation of a more orderly and perfect cosmos than this one.\"]]}]},{\"type\":\"entries\",\"name\":\"Amethyst Dragon Ideals\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Balance. Everything is a complex interaction of forces that must be kept in a delicate and carefully maintained balance. (Neutral)\"],[\"2\",\"Knowledge. We are the whole of creation, seeking to understand itself. (Any)\"],[\"3\",\"Self-Improvement. I am a complex gem, and I constantly polish and refine my many facets to make the whole that much more perfect. (Any)\"],[\"4\",\"Responsibility. Having knowledge and power gives one a responsibility to those who have less of either. (Lawful)\"],[\"5\",\"Noble Obligation. My superior experience, intellect, and insight give me a duty to mediate disputes when I can. (Good)\"],[\"6\",\"Power. Knowledge is power, power must be used, and I use it. Your concerns are irrelevant. (Evil)\"]]}]}]},{\"type\":\"entries\",\"name\":\"Amethyst Dragon Adventures\",\"entries\":[\"The Amethyst Dragon Adventure Hooks table offers suggestions for stories and adventures involving amethyst dragons.\",{\"type\":\"entries\",\"name\":\"Amethyst Dragon Adventure Hooks\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An amethyst dragon seeks a rare type of crystal found in the domain of a territorial stone giant clan.\"],[\"2\",\"A coven of hags seeks to reclaim its hag eye, which rests within an amethyst dragon's hoard.\"],[\"3\",\"An amethyst dragon magically disables all teleportation within a thousand miles of their lair. Governments within that area seek emissaries who can negotiate an end to the restriction.\"],[\"4\",\"An amethyst dragon recruits a group of adventurers to psychically trade bodies with adventurers from another world, so that each can carry out certain tasks before swapping back.\"],[\"5\",\"A cult devoted to a Great Old One of the Far Realm seeks an alien monolith that can summon its master, but the site is guarded by an amethyst dragon.\"],[\"6\",\"An amethyst dragon wyrmling is actually the temporally displaced form of an ancient amethyst dragon who already exists in the same time line.\"],[\"7\",\"An amethyst dragon seeks the means to plant special crystals that will allow the dragon to magically coexist in multiple places at once across the world during a rare celestial alignment.\"],[\"8\",\"An amethyst dragon is fusing with their echoes on other worlds. They all hope to ascend to godhood, perhaps recreating or replacing Sardior.\"]]}]},{\"type\":\"entries\",\"name\":\"Connected Creatures\",\"entries\":[\"Amethyst dragons are generally aloof creatures, dwelling in isolation for long periods of time and rarely cultivating connections with other creatures. When they do connect with others, it is most often for intellectual and philosophical pursuits or to fulfill some arcane purpose involving the dragons' echoes across the worlds.\"]},{\"type\":\"entries\",\"name\":\"Amethyst Dragon Wyrmling Connections\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An amethyst dragon wyrmling is in the care of a cloistered religious order of scribes.\"],[\"2\",\"A half-amethyst dragon cares for an amethyst dragon wyrmling sibling after the disappearance of their dragon parent.\"],[\"3\",\"A violet faerie dragon is the playmate and guardian of an amethyst dragon wyrmling.\"],[\"4\",\"An amethyst dragon wyrmling lives alone in a lair, cared for by a cadre of animated objects.\"],[\"5\",\"A cloister of flumphs protects an amethyst dragon wyrmling while feeding on the wyrmling's excess psionic energy.\"],[\"6\",\"A circle of druids looks after an amethyst dragon wyrmling lairing in the circle's mountain tarn.\"]]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Amethyst Dragon Wyrmling.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Amethyst Greatwyrm\",\"source\":\"FTD\",\"_copy\":{\"name\":\"Gem Greatwyrm\",\"source\":\"FTD\"}},{\"name\":\"Ancient Amethyst Dragon\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Amethyst dragons, the mightiest of the gem dragons, study and psionically manipulate the fundamental principles of the multiverse, from the force of gravity to the emanations of the Outer Planes. Their innate psionics give them a measure of control over how physical laws affect them. They defy gravity with flight that doesn't rely solely upon their great wings, and gravitational force empowers both their devastating breath weapon and the exploding amethyst crystals they spit at their foes.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Royal Purple\",\"entries\":[\"When first hatched, an amethyst dragon has scales of dull, opaque purple. As the dragon grows, their scales, horns, and wing membranes become more vibrant and translucent. When the dragon is fully mature, their scales resemble rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of an ancient dragon resemble glowing white or pale lavender orbs. Crystalline horns reminiscent of amethyst chunks hover behind their heads, held there by telekinetic force and shifting with their moods.\"]},{\"type\":\"entries\",\"name\":\"Cosmological Study\",\"entries\":[\"Many amethyst dragons are fascinated by the existence of other worlds in the Material Plane, and especially the way individual dragons manifest unique echoes across those worlds. They also prize understanding of the cosmic forces that emanate from the Outer Planes, studying the opposing tides of good and evil, chaos and order, so they can offer counsel to those with the wisdom to accept it.\",\"Amethyst dragons pay particular attention to intrusions of the Far Realm into the Material Plane. They loathe the corruption that accompanies such intrusions into the world, making them fierce opponents of the Far Realm and any creatures warped by its touch. Strangely, though, they are intrigued by and fond of flumphs. These Aberrations, which oppose the depredations of mind flayers and other wicked Aberrations, remind amethyst dragons that allies can be found in the strangest places.\"]},{\"type\":\"entries\",\"name\":\"Hoarded Arcana\",\"entries\":[\"In addition to material wealth, amethyst dragons delight in collecting knowledge and magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane, especially magic items and artworks that highlight the unique nature of different worlds. Magic items that allow teleportation or travel between planes, spellbooks filled with similar magic, and treatises examining the nature of the multiverse form the centerpiece of an amethyst dragon's hoard.\"]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"An Amethyst Dragon's Lair\",\"entries\":[\"Amethyst dragons make their lairs in caves next to or under secluded pools and lakes, preferring caverns with at least one entrance submerged underwater. They prize locations with a combination of open space, connecting tunnels, and dead ends to make the most of their natural and magical mobility, using flight and teleportation to navigate obstacles in their lairs.\",\"The challenge rating of a legendary amethyst dragon increases by 1 when it's encountered in its lair.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Ancient Amethyst Dragon.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Ancient Crystal Dragon\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Shimmering with radiant energy and brimming with life, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Inner Glow\",\"entries\":[\"When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline points, allowing the wyrmlings to blend in to rocky terrain in the face of danger. As they age, their scales turn snow white, then slowly fade to transparency. The oldest crystal dragons have scales of perfect clarity that bend and refract light, sometimes making them difficult to see clearly.\",\"The radiant energy of the Positive Plane shimmers in crystal dragons' scales. It glows like starlight between their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon's mood: bristling with anger, lying back with fear or suspicion, and rippling in side-to-side waves with amusement or joy.\"]},{\"type\":\"entries\",\"name\":\"Visions in Starlight\",\"entries\":[\"Many crystal dragons study the stars, recording their observations of the night sky and tracking the signs written in starlight. They read these signs as omens, giving them glimpses of what is to come, and they eagerly examine the potential futures of any creatures who come to them in peace.\",\"Crystal dragons' connection to the radiant forces of the Positive Plane fosters a nurturing, optimistic attitude in most of these dragons. They sometimes adopt the abandoned eggs or hatchlings of other dragons; many a white wyrmling has been raised in the caring environment of a crystal dragon's lair. But they fiercely oppose destructive forces in their home territories, which sometimes leads nearby frost giants and white dragons to put aside their mutual enmity to hunt them.\"]},{\"type\":\"entries\",\"name\":\"Glittering Hoards\",\"entries\":[\"For their treasure hoards, crystal dragons prize diamonds and baubles that refract light, collections of prophecy, works on astronomy, and star charts. When it comes to magical treasure, they seek items and spells that predict the future, create or manipulate light, or channel positive energy for healing and nurturing.\"]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"A Crystal Dragon's Lair\",\"entries\":[\"Crystal dragons dwell in cold regions, where they construct ice and snow structures reminiscent of castles but open to the sky. Glittering crystals scattered about their lairs glow with gathered starlight, and caves or tunnels beneath the ice and snow provide protected areas for their hoards. They use their burrowing ability to dig blinds and secret passages throughout their lairs, allowing them to move easily—and potentially unnoticed.\",\"The challenge rating of a legendary crystal dragon increases by 1 when it's encountered in its lair.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Ancient Crystal Dragon.webp\"},\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Ancient Deep Dragon\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Making their lairs in the depths of the Underdark, deep dragons are nightmarish cousins of chromatic dragons. The warped magical energy of their subterranean realm gives them the ability to exhale magical spores that instill fear and scar the mind.\",\"Deep dragons' black-and-gray hide is smooth like a salamander's, and their eyes are pale. As they age, their spore breath causes fungi to bloom across their skin, especially around the head and neck. Their wings are attached to their front legs and can fold in close to the body, allowing deep dragons to easily maneuver through relatively narrow tunnels.\",\"Deep dragons often hoard secrets, delighting in knowledge of far-off lands. Many seek out new insights and tricks that they can use against other denizens of the Underdark, preferring social manipulation and crafty dealmaking to exerting themselves in combat. Deep dragons look down on any creature that isn't useful to them, though they are willing to bargain for knowledge they lack.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"A Deep Dragon's Lair\",\"entries\":[\"Deep dragons make their lairs in well-hidden caves or sunless beaches in the Underdark, and these sites are often inaccessible without the ability to fly or dive underwater. They fill their lairs with secret passages and hiding places that allow them to escape or ambush visitors if the need arises. A well-cultivated lair abounds with Underdark fungi and plants, with the floor, walls, and ceiling covered in carpets of mold and moss, or featuring larger mushrooms and plants in neatly organized displays.\",\"The challenge rating of a legendary deep dragon increases by 1 when it's encountered in its lair.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Ancient Deep Dragon.webp\"},\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Ancient Dragon Turtle\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Dragon turtles are mighty creatures whose inherent magic is intimately linked with the oceans of the Material Plane. The dragon turtle presented in the {@i Monster Manual} is a typical adult, at least a century old and boasting a valuable hoard. You can use the stat blocks in this section for older or younger dragon turtles. In addition, chapter 5 includes lair actions and regional effects that can be used for adult or ancient dragon turtles. An ancient dragon turtle is a mythic creature akin to a greatwyrm, combining the power of multiple echoes from across the worlds of the Material Plane. Such a creature can be as large as an island—and indeed, legends suggest that many unwitting sailors wrecked at sea have mistaken slumbering dragon turtles for solid ground.\",\"Ancient dragon turtles might sleep for years or decades while floating along the surface of the ocean, enjoying the warmth of the sun and letting vegetation take root on their shells. An angry ancient dragon turtle is terrible to behold, radiating heat from the shell to boil the surrounding water—and any creatures in it. And even if an enemy wears down the dragon turtle's defenses, magical storms manifest to shield the dragon turtle and strike at foes.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Creating a Dragon Turtle\",\"entries\":[\"Use the Dragon Turtle Personality Traits and Dragon Turtle Ideals tables to inspire your portrayal of distinctive dragon turtle characters, and use the Dragon Turtle Spellcasting table to help select spells for a spellcasting dragon. (Though the {@i Monster Manual}doesn't explicitly include dragon turtles in the variant rules for making a dragon a spellcaster, you can apply those rules to these aquatic dragons.)\",{\"type\":\"entries\",\"name\":\"Dragon Turtle Personality Traits\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I speak slowly and deliberately, pausing to reflect after (or sometimes in the middle of) each utterance.\"],[\"2\",\"I am more interested in the shiny baubles people carry than in anything they have to say.\"],[\"3\",\"I think of ships as kindred spirits and like to rub affectionately against their keels.\"],[\"4\",\"I like to show visitors the vastness of my domain, so they appreciate how insignificant they are.\"],[\"5\",\"I attack anyone I notice taking from the sea's bounty without offering something in return.\"],[\"6\",\"I think of sailors' songs as their \\\"water speech\\\" and try to converse with them by humming snippets of tunes I have overheard.\"],[\"7\",\"I swim alongside ships sailing through my domain, just out of arrow range, so they know I am watching.\"],[\"8\",\"I am fascinated by the politics of surface realms and talk endlessly with sailors and adventurers to stay current on the latest happenings on land.\"]]}]},{\"type\":\"entries\",\"name\":\"Dragon Turtle Ideals\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Endurance. We who dwell beneath the waves can weather all storms. (Any)\"],[\"2\",\"Indifference. What do I care for the fleeting concerns of those who crawl upon the land? (Any)\"],[\"3\",\"Curiosity. I want to know about everything that enters my domain, especially oddities from the surface world. (Any)\"],[\"4\",\"Supremacy. Creatures who refuse to recognize my rule over these waters suffer my displeasure. (Lawful or Evil)\"],[\"5\",\"Preservation. I am the ocean's steward, tending reefs and waters to ensure that they remain unspoiled. (Lawful)\"],[\"6\",\"Eradication. The peoples of the surface world were a mistake of creation. I will correct that error. (Evil)\"]]}]},{\"type\":\"entries\",\"name\":\"Dragon Turtle Spellcasting\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"Age\",\"Spell Save Dc\",\"Spells Known\"],\"colStyles\":[\"col-1\",\"col-3 text-right\",\"col-8\"],\"rows\":[[\"Ancient\",\"17\",\"control water, control weather,* fog cloud\"]],\"footnotes\":[\"*This spell's casting time is longer than 1 action.\"]}]}]},{\"type\":\"entries\",\"name\":\"Dragon Turtle Adventures\",\"entries\":[\"The Dragon Turtle Adventure Hooks table offers suggestions for stories and adventures involving dragon turtles.\",{\"type\":\"entries\",\"name\":\"Dragon Turtle Adventure Hooks\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A ruthless shipping magnate has bribed a dragon turtle to attack competitors' vessels and drive them out of business.\"],[\"2\",\"A curious dragon turtle swam upriver from the sea and is now stuck beneath a bridge on a major trade road, terrifying travelers.\"],[\"3\",\"After an unwise attack from a whaling ship, a dragon turtle pursued the ship back to harbor and now attacks any ship that tries to leave.\"],[\"4\",\"The sea around a wizard's tower is too stormy for ships to sail through, but a resident dragon turtle might be convinced to ferry the characters across.\"],[\"5\",\"A royal bathhouse was renowned for its sauna, until the dragon turtle supplying the steam escaped and started rampaging through the palace.\"],[\"6\",\"A millennium ago, a fabled sword was buried at sea with its wielder. Now the sword must be found, and only a dragon turtle remembers where it is.\"],[\"7\",\"A dragon turtle has taken up residence in a subterranean lake, and the steam has been driving other creatures up out of their tunnels toward the surface.\"],[\"8\",\"A sea god has sent a dragon turtle to unleash devastation along a populated coast.\"]]}]},{\"type\":\"entries\",\"name\":\"Connected Creatures\",\"entries\":[\"Dragon turtles are stolid and slow to anger. This temperament, combined with their disinterest in moral quandaries, allows them to get along with—or at least abide—most creatures they encounter. They frequently enter symbiotic relationships with other sea creatures that can bring them food or treasure, and they sometimes agree to work for creatures who ply them with generous sums of wealth.\"]},{\"type\":\"entries\",\"name\":\"Ancient Dragon Turtle Connections\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d4\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An ancient dragon turtle and an ancient gold dragon meet once a year to trade moves in a game of dragonchess that has been going on for centuries.\"],[\"2\",\"An ancient dragon turtle serves as counsel to an empyrean court, tempering the Celestials' passions with the dragon turtle's endless patience.\"],[\"3\",\"A {@spell geas} spell forces an ancient dragon turtle to carry a lich's tower.\"],[\"4\",\"An ancient dragon turtle is responsible for ensuring that a kraken is never woken from its slumber.\"]]}]}]},{\"type\":\"entries\",\"name\":\"Dragon Turtle Lairs\",\"entries\":[\"Dragon turtles make their lairs in underwater caves and coral reefs. Most such lairs are situated deep beneath the waves near the ocean's floor, though some dragon turtles prefer coastal lairs with easier access to settlements they can trade with—or prey upon. Particularly reclusive dragon turtles seek lairs in even more remote locales, including deep-sea trenches or underwater volcanoes.\",\"Dragon turtles are largely unconcerned with the design of their lairs and seldom work to improve them. A dragon turtle's primary concern when selecting a lair is ensuring that the site is large enough to accommodate the creature's prodigious size as the centuries wear on. After that, proximity to shipping lanes and freedom from irksome neighbors take precedence.\",{\"type\":\"entries\",\"name\":\"Dragon Turtle Lair Features\",\"entries\":[\"The underwater caves inhabited by dragon turtles are structurally similar to the seaside caverns where bronze and topaz dragons lair. When constructing a dragon turtle's lair, you can simply take a coastal map and translate it to an underwater environment or use the map as-is if the dragon turtle is content to lair near the surface.\",\"As an example, map 5.14 depicts a topaz dragon's lair in a seaside cavern, but it could be reimagined as a grotto in the side of a coral reef rising from a shelf on the ocean floor, with the following features:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Shelf Floor\",\"entry\":\"The sandy beaches represent the ocean floor at a depth of 100 feet, which is coated in a soft layer of fine sediment. The water around the lair is clear but dimly lit. The water's edge on the map represents the lip of the shelf, which descends to a dark plain twelve hundred feet below.\"},{\"type\":\"item\",\"name\":\"Coral Reef\",\"entry\":\"The rocky cliff side depicts the contours of a coral reef that rises 80 feet above the shelf. The exterior face of the reef is covered with stinging corals.\"},{\"type\":\"item\",\"name\":\"Reef Hollow\",\"entry\":\"The dragon turtle's lair lies in a hollow in the reef's interior that was bored out by a giant sea worm the dragon turtle killed. The original entrance at the level of the shelf floor ascends through a weed-choked tube that opens into the main chamber. Here, the dragon turtle nests in a recessed shelf along the back wall, where the creature can gaze down at the hoard scattered across the chamber floor. Although the lair is mostly flooded with seawater, a layer of breathable air is trapped in the top 3 feet of the main chamber.\"},{\"type\":\"item\",\"name\":\"Coral Shelf\",\"entry\":\"A secondary entrance grants access to a coral shelf 40 feet above the shelf floor and illuminates the lair for a few hours each day with a shaft of dim sunlight.\"}]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Ancient Dragon Turtle.webp\"},\"credit\":\"David Auden Nash\"}]},{\"name\":\"Ancient Emerald Dragon\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Emerald dragons are the most curious, cunning, and manipulative of the gem dragons, wielding psionic power to weave illusions to deceive and disorient. They cloak their own presence so they can observe other creatures without being discovered as they collect information on everything from local cultural practices to supernatural occurrences.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Shimmering Green\",\"entries\":[\"A wyrmling emerald dragon's scales are a dull, pale green, but they develop into richer and more varied shades of green as the dragon ages. Eventually, the scales become translucent and shimmer in the light, rippling as the dragon moves. The dragon's horns and spines hover above the body, moving and shifting along the back and tail to mirror the dragon's mood.\"]},{\"type\":\"entries\",\"name\":\"Clever Concealment\",\"entries\":[\"The shyest of the gem dragons, emerald dragons are also the most curious. They love to observe local settlements and peoples, using their psionic abilities to cloak themselves and watch from afar. When an emerald dragon is old enough, the dragon might take on the guise of a creature that can blend in with the local population, or at least get close without arousing suspicion. Once in a position to observe, the dragon studies the day-to-day life of local folk, with a keen interest in any magical phenomena.\",\"Emerald dragons' attentiveness to unusual events makes them particularly useful to their sapphire dragon cousins, who hunt down Aberrations and seek evidence of Far Realm incursions into the Material Plane. These gem dragons often work together, with emerald dragons tracking the source of an incursion while sapphire dragons plan and execute a decisive purge—or recruit agents to do it for them.\",\"Emerald dragons' preference for volcanic lairs often puts them in conflict with fire giants. Despite their reluctance to reveal themselves to strangers, emerald dragons might approach experienced adventurers in the hopes of pitting them against fire giant rivals.\"]},{\"type\":\"entries\",\"name\":\"Hoarded Histories\",\"entries\":[\"Emerald dragons prize knowledge, particularly local histories that focus on magical events and individuals. They usually know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create illusions, allowing them to better conceal their treasures from prying eyes and divinations.\"]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"An Emerald Dragon's Lair\",\"entries\":[\"Emerald dragons dwell in enormous caverns, lava tubes, and tunnel networks deep within the earth. They favor warm spaces, particularly in volcanic regions. Over time, their psychic presence seeps into the land surrounding their lairs, expanding their awareness and subconsciously luring their favorite food—giant lizards—to settle and thrive in the region.\",\"Emerald dragons use the features of their lairs to confuse and imperil intruders. They dig additional tunnels that allow them to move through their lairs in multiple ways and set traps leading to yawning chasms or pools and flows of lava.\",\"Emerald dragons take great pains to hide the chambers that house their hoards and collected lore, often using illusion magic and subtle construction around the natural features of their lairs to conceal their central hoard chambers from mundane and magical sight.\",\"The challenge rating of a legendary emerald dragon increases by 1 when it's encountered in its lair.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Ancient Emerald Dragon.webp\"},\"credit\":\"Julian Kok\"}]},{\"name\":\"Ancient Moonstone Dragon\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Ancient legends suggest that when the gods came to the First World and tried to populate it with their Humanoid followers, a clever dragon fled to the Feywild to hide a clutch of eggs. The magic of that faerie realm suffused the eggs, which hatched into the first moonstone dragons. Their descendants are now found throughout the Feywild.\",\"Moonstone dragons are graceful and elegant creatures with opalescent scales and ruffs of emerald-green fur running down their chins, chests, backs, and tails. One horn arcs from the back of a moonstone dragon's skull and another at the tip of the nose; the two horns together form a shape that's reminiscent of a slender crescent moon. Moonstone dragons are playful and impetuous forces of mischief in their early years, but the best of them mature into wise teachers and storytellers who anchor Feywild communities. The worst of them are pompous and ill behaved, but even those remain gentle by nature and curious about all things—especially travelers from faraway places.\",\"Moonstone dragons can project themselves into the realm of dreams to communicate with the creatures that sleep near their lairs. In this way, they inspire artists and poets, encourage great thinkers, and spur adventurers to heroic deeds. They sometimes give guidance to those in need or request help from adventurers to encourage them to greatness.\",\"As a rule, moonstone dragons are not particularly interested in gold or copper, but they love silver, platinum, and mithral. They also cherish treasures whose value can't be easily quantified—a song sung from the heart, a lock of a loved one's hair, or a painting of a favorite place. A story of happy times fondly remembered is more precious to a moonstone dragon than a sack of gold.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"A Moonstone Dragon's Lair\",\"entries\":[\"For their lairs, moonstone dragons look for places kissed by the moon; lonely peaks, forest clearings, and placid lakes are among their favorite sites. Their whimsical nature makes them more likely than other dragons to establish multiple lairs even at a young age. They link their scattered sites with magic portals, often splitting their time between the Feywild, the Material Plane, and the Ethereal Plane.\",\"The challenge rating of a legendary moonstone dragon increases by 1 when it's encountered in its lair.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Ancient Moonstone Dragon.webp\"},\"credit\":\"Irina Nordsol\"}]},{\"name\":\"Ancient Sapphire Dragon\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The thunderous clash of conflict is part of the very nature of sapphire dragons. Militant and territorial, they defend their lairs fiercely, ambushing intruders and plotting assaults against their rivals. The sonic pulse of their breath weapon sows weakness, leaving the victims unable to fight back.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Luminous Blue\",\"entries\":[\"Sapphire dragons' scales and wing membranes show varied shades of blue, ranging from the light tones of a spring sky to the rich, crystalline azure of sapphire gems and compressed glacial ice. In the light, the scales glitter and shine like luminous starbursts. The dragons' psionic nature is evident in the horn and bone structures of their bodies. Their tail barbs and horn tips are all separate pieces, but they float in place, held aloft by psychic energy while the dragons live. These levitating horns and spines shift slightly with the dragons' moods, bobbing in amusement or flaring with anger.\"]},{\"type\":\"entries\",\"name\":\"Art of War\",\"entries\":[\"The warlike sapphire dragons devise strategies and ambushes based on their ability to maneuver underground. A sapphire dragon often refrains from striking immediately, preferring to assess intruders first in order to devise the most advantageous approach to dealing with them.\",\"Sapphire dragons watch for signs of Aberrations and other creatures corrupted by the Far Realm. They frequently ally with emerald dragons, drawing on their kin's knowledge of occult phenomena to track the influence of the Far Realm. Armed with that knowledge, sapphire dragons stamp out alien influence before it spreads.\",\"People who dwell or delve deep beneath the earth can easily find themselves at odds with a sapphire dragon if they cross into the dragon's territory. But sapphire dragons sometimes forge peaceful relationships with rock gnomes or deep gnomes, relying on these folk to help protect the territory surrounding their lairs.\"]},{\"type\":\"entries\",\"name\":\"Martial Hoards\",\"entries\":[\"Sapphire dragons' favorite prizes are weapons and armor, records of military history and tactics, and magic items that protect against psychic damage or mental intrusion. The centerpiece of a sapphire dragon's hoard is usually a cataloged, orderly collection of war gear, which can contain ancient relics of immense power.\"]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"A Sapphire Dragon's Lair\",\"entries\":[\"Sapphire dragons make their homes in extensive cave systems. As they grow older, they make increasingly complex renovations to their lairs, using their inherent magic and natural tunneling abilities to great effect. Eventually, a sapphire dragon's lair is a dizzying honeycomb of hidden passages, deceptively thin walls, and secret chambers that allow the dragon to travel from one end to the other unseen by intruders. The most secure lairs might feature no accessible entrances or exits at all, with the dragon relying on tunneling or shaping stone to come and go.\",\"The challenge rating of a legendary sapphire dragon increases by 1 when it's encountered in its lair.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Ancient Sapphire Dragon.webp\"},\"credit\":\"Chris Rallis\"}]},{\"name\":\"Ancient Sea Serpent\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Sea serpents rank alongside dragon turtles as some of the most feared predators of the deep and inspire many sailors' worst nightmares. Their strong fins propel them through the water at great speed.\",\"Young sea serpents are agile hunters. They use reefs and natural camouflage to hide before they strike, picking off members of a ship's crew one by one. Ancient sea serpents grow large enough to demolish whole ships, then feed at leisure on helpless sailors in the water. At any age, a sea serpent attacks with terrible bites, a lashing tail, a constricting grip, and a frigid breath weapon that can leave sailors' corpses floating frozen amid the wreckage of their ships.\",\"Sea serpents are as fiercely territorial as any other dragons, and they do not take kindly to ships passing over their domains without permission. Some can be appeased by offerings of treasure, but most demand that a ship's crew sacrifice one or more of their own.\",\"Living amid the wreckage of sunken ships or in deep sea caves, sea serpents collect the cargo of the craft they sink, amassing great hoards of trade goods, sailors' trinkets, and pirates' booty.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Ancient Sea Serpent.webp\"},\"credit\":\"Mark Behm\"}]},{\"name\":\"Ancient Topaz Dragon\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Decay and despair are bound up in the nature of topaz dragons, thanks to the necrotic energy of the Negative Plane that suffuses them. Their psionic power manifests the fundamental entropic principle that mortal beings and their creations are ultimately doomed to death and decomposition, and the dragons' demeanor is typically morbid and curmudgeonly as a result.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Gleaming Gold\",\"entries\":[\"Upon hatching, topaz dragon wyrmlings' scales are dull yellow-orange and have a cloudy or filmy look. As they age, their scales harden and clarify, becoming translucent and faceted, and ranging from bright yellow to rich amber in color. Their bodies are wider at the haunches, tapering in a wedge shape toward the head, and their wings are shaped to propel them through both air and water. A topaz dragon's psionic power manifests visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon's back, dancing and shifting with the dragon's mood.\"]},{\"type\":\"entries\",\"name\":\"Embodiment of Decay\",\"entries\":[\"While generally not malicious, topaz dragons embody decay. They view destruction as a natural means of clearing the way for new creation and growth, much as a forest fire clears dead wood, replenishes the soil, and allows the forest to regrow even healthier than before. To this end, topaz dragons use their power to reduce crumbling structures and diseased plants to dust, clearing the way for new growth and construction.\",\"Despite being competent swimmers and making their lairs on seacoasts and in brackish marshes, topaz dragons hate the water. Unfortunately, their favorite food is giant squid, so these dragons have ample opportunity to complain bitterly about being wet after diving deep into the ocean in search of prey.\",\"Topaz dragons often come into conflict with bronze dragons when their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw the ire of druids and other nature protectors who don't understand the dragons' proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow irritated when disturbed. But anyone who can endure their abrasive demeanor, caustic observations, and morbid interests can form a lasting bond with a powerful ally.\"]},{\"type\":\"entries\",\"name\":\"Entropic Hoards\",\"entries\":[\"Topaz dragons prize information on destruction and creation, whether abstract or dedicated to practical applications. They are fascinated by magic that creates objects from nothing, animates Undead, destroys matter, or manipulates negative energy. And they are particularly intrigued by Undead, sometimes keeping them in their hoards as curios.\"]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"A Topaz Dragon's Lair\",\"entries\":[\"Topaz dragons dwell where the sea meets the land, favoring sites where the constant action of the waves and tides is slowly reducing the land to gravel. They make their lairs in caves set into sea cliffs, or beneath salt marshes where fresh water and sea water mingle, constantly grappling with their dislike of water to use flooded tunnels as secure entrances into their homes. They keep the interior chambers of their lairs meticulously dry.\",\"The challenge rating of a legendary topaz dragon increases by 1 when it's encountered in its lair.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Ancient Topaz Dragon.webp\"},\"credit\":\"Alex Stone\"}]},{\"name\":\"Animated Breath\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A chromatic dragon's breath weapon is a manifestation of the energy that suffuses the dragon. With sufficient practice, dragons can learn to draw on magic from the Elemental Planes to shape their breath weapons into bipedal form, creating Elemental creatures called animated breaths. Chromatic dragons often use these creatures as guardians for their hoards or send them out to gather treasure from the territory around their lairs.\",\"An animated breath is a bipedal creature formed from the same energy as the breath weapon of the dragon that created it. A red dragon's creation strongly resembles a fire elemental, while a black dragon's is similar to a water elemental, but viscous and foul-looking. A green dragon's animated poison breath looks like billowing clouds of green gas, while a white dragon's animated cold breath looks like a walking ice sculpture with frigid air whirling around it. A blue dragon's animated lightning breath is a constantly shifting form of crackling lightning, and it can suddenly vanish from one place to reappear in another, striking like a bolt from the blue.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Animated Breath.webp\"},\"credit\":\"Alex Stone\"}]},{\"name\":\"Aspect of Bahamut\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Known as the Platinum Dragon, Bahamut is the patron and progenitor of metallic dragons. Since fleeing the First World, he has made his home in the Seven Heavens of Mount Celestia and is often numbered among the gods of that plane. Adventurers and dragons alike pray to Bahamut to uphold honor and justice, or when they need courage to face a great threat. In the most dire situations, a powerful follower of Bahamut who makes a tremendous sacrifice—a vast hoard or even the follower's own life—might convince the god to send aid to the world in the form of a divine aspect. This aspect is a physical manifestation of the Platinum Dragon, carrying his memories and will—and a significant portion of his formidable strength.\",\"Bahamut's aspect displays the full glory of the Platinum Dragon, towering over even ancient dragons. Covered in platinum scales, his physical features combine various elements of the five kinds of metallic dragons—according to some scholars, combining them in different ways with each manifestation of the aspect. But Bahamut is also fond of traveling the Material Plane in disguise, so his aspect might appear as a wizened old sage, a young monk, or a songbird. In any form, Bahamut's aspect is often accompanied by seven ancient gold dragons who favor disguising themselves as canaries.\",\"In combat, Bahamut's enemies experience the full force of his justice, while his allies enjoy the full benefit of his mercy. His breath can wreak monumental destruction and work miraculous healing, and few things in the mortal world can cause him lasting harm.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Aspect of Bahamut.webp\"},\"credit\":\"Conceptopolis\"}]},{\"name\":\"Aspect of Tiamat\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The five-headed progenitor of chromatic dragons, Tiamat embodies the vices of evil dragons. Since the destruction of the First World, she has dwelled in the Nine Hells—some say by choice. But others claim that she is imprisoned there to punish her for the evils she perpetrated when the gods sought to colonize the First World with their followers.\",\"Mortals who hunger for power and wealth often swear fealty to Tiamat in pursuit of those goals. Many of her followers have attempted to break her out of Avernus—and failed—but even while she remains in the Nine Hells, Tiamat can send her aspect to manifest in the Material Plane. A follower with enough power and anger, and with a hoard worthy of ancient dragons, can sacrifice it all to unleash the wrath of the dragon queen on a world.\",\"The aspect of Tiamat has the body of a titanic dragon with five heads, each the shape and hue of a different chromatic dragon. Each head might speak separately and have different mannerisms, but they are all Tiamat. Once unleashed, the aspect of Tiamat rampages across the world, acquiring any treasure she can find and destroying any creature that dares to cross her path.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Aspect of Tiamat.webp\"},\"credit\":\"Tyler Jacobson\"}]},{\"name\":\"Black Greatwyrm\",\"source\":\"FTD\",\"_copy\":{\"name\":\"Chromatic Greatwyrm\",\"source\":\"FTD\"}},{\"name\":\"Blue Greatwyrm\",\"source\":\"FTD\",\"_copy\":{\"name\":\"Chromatic Greatwyrm\",\"source\":\"FTD\"}},{\"name\":\"Brass Greatwyrm\",\"source\":\"FTD\",\"_copy\":{\"name\":\"Metallic Greatwyrm\",\"source\":\"FTD\"}},{\"name\":\"Bronze Greatwyrm\",\"source\":\"FTD\",\"_copy\":{\"name\":\"Metallic Greatwyrm\",\"source\":\"FTD\"}},{\"name\":\"Chromatic Greatwyrm\",\"source\":\"FTD\",\"entries\":[\"The most ancient chromatic dragons, who have survived over twelve hundred years of mortal life and acquired vast hoards worth millions of gold pieces, can achieve a form of apotheosis, reaching a level of power approaching that of Tiamat's mighty aspect. The competitive avarice of dragonkind and the interference of adventurers prevent most dragons from attaining this level of power. But a chromatic dragon who can outwit all rivals and overcome all potential thieves can rise to become one of the mightiest of dragons.\",\"Often a chromatic greatwyrm's ascension involves fusing the power of a single dragon's echoes across different worlds of the Material Plane. The black greatwyrm Chronepsis, for example, is said to have stalked multiple worlds and devoured many of his echoes before withdrawing to a planar lair in the Outlands. The red greatwyrm Ashardalon worked with a balor to ritually drain the power of his echoes, then infused their power into himself by implanting the balor where his heart had been.\",\"In both size and power, chromatic greatwyrms exceed even ancient dragons. The energy of their breath weapons courses over their bodies and glows under their scales, and elemental forces rage around them when they exert their wrath. They no longer need to eat or drink, as their vast hoards magically sustain them. And their power can raze a city to the ground, destroying buildings and defenders alike.\"]},{\"name\":\"Copper Greatwyrm\",\"source\":\"FTD\",\"_copy\":{\"name\":\"Metallic Greatwyrm\",\"source\":\"FTD\"}},{\"name\":\"Crystal Dragon Wyrmling\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Shimmering with radiant energy and brimming with life, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Inner Glow\",\"entries\":[\"When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline points, allowing the wyrmlings to blend in to rocky terrain in the face of danger. As they age, their scales turn snow white, then slowly fade to transparency. The oldest crystal dragons have scales of perfect clarity that bend and refract light, sometimes making them difficult to see clearly.\",\"The radiant energy of the Positive Plane shimmers in crystal dragons' scales. It glows like starlight between their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon's mood: bristling with anger, lying back with fear or suspicion, and rippling in side-to-side waves with amusement or joy.\"]},{\"type\":\"entries\",\"name\":\"Visions in Starlight\",\"entries\":[\"Many crystal dragons study the stars, recording their observations of the night sky and tracking the signs written in starlight. They read these signs as omens, giving them glimpses of what is to come, and they eagerly examine the potential futures of any creatures who come to them in peace.\",\"Crystal dragons' connection to the radiant forces of the Positive Plane fosters a nurturing, optimistic attitude in most of these dragons. They sometimes adopt the abandoned eggs or hatchlings of other dragons; many a white wyrmling has been raised in the caring environment of a crystal dragon's lair. But they fiercely oppose destructive forces in their home territories, which sometimes leads nearby frost giants and white dragons to put aside their mutual enmity to hunt them.\"]},{\"type\":\"entries\",\"name\":\"Glittering Hoards\",\"entries\":[\"For their treasure hoards, crystal dragons prize diamonds and baubles that refract light, collections of prophecy, works on astronomy, and star charts. When it comes to magical treasure, they seek items and spells that predict the future, create or manipulate light, or channel positive energy for healing and nurturing.\"]},{\"type\":\"entries\",\"name\":\"Creating a Crystal Dragon\",\"entries\":[\"Use the Crystal Dragon Personality Traits and Crystal Dragon Ideals tables to inspire your portrayal of distinctive crystal dragon characters.\",{\"type\":\"entries\",\"name\":\"Crystal Dragon Personality Traits\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"If you're not a thief or a frost giant, let's talk!\"],[\"2\",\"Are you comfortable? Can I tell your future for you? Just let me know what I can do for you, okay?\"],[\"3\",\"Jokes are as valuable as any gemstone and more fun to share.\"],[\"4\",\"My empathy is a bottomless well. I can't help but lose myself in the emotions of others.\"],[\"5\",\"The stars have much to tell us, and folk need me to interpret what the stars say.\"],[\"6\",\"All play and no work—those are the words I live by.\"],[\"7\",\"I am always the first to offer a compliment.\"],[\"8\",\"Get off my snowfield, you immature bipeds! When I was a wyrmling, people respected their elders!\"]]}]},{\"type\":\"entries\",\"name\":\"Crystal Dragon Ideals\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Exploration. Yesterday is already known. Today is for something new. (Chaotic)\"],[\"2\",\"Empathy. It's a gift to share in another's joy, even if sometimes you must bear their pain, too. (Good)\"],[\"3\",\"Hospitality. We all live beautiful lives—it would be a shame not to share our lives with others. (Neutral)\"],[\"4\",\"Determinism. Our destinies may already be written, but the way we achieve them still matters. (Any)\"],[\"5\",\"Fun and Games. Play is learning, but without the boredom. (Chaotic)\"],[\"6\",\"Control. Everyone is welcome, as long as they follow my rules. (Lawful)\"]]}]}]},{\"type\":\"entries\",\"name\":\"Crystal Dragon Adventures\",\"entries\":[\"The Crystal Dragon Adventure Hooks table offers suggestions for stories and adventures involving crystal dragons.\",{\"type\":\"entries\",\"name\":\"Crystal Dragon Adventure Hooks\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A towering palace of ice and quartz that was once the abode of an ancient crystal dragon is found deserted, with no clue as to whether its master will return or whether some other creature has claimed it.\"],[\"2\",\"Prismatic shards rain from the sky in a beautiful but dangerous display. Rumors quickly spread that a crystal dragon is responsible.\"],[\"3\",\"A crystal dragon invites the greatest bards and philosophers to partake in \\\"the Great Dialogue\\\" in the dragon's mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can leave the lair once it has begun.\"],[\"4\",\"A crystal dragon intent on exploring a new world of the Material Plane has acquired a magic ship for the journey and now just needs a brave crew.\"],[\"5\",\"A crystal dragon who has guarded a mountain pass for decades unexpectedly retires to the Elemental Plane of Air. Monstrous forces immediately move into the area—and might take control of the pass unless the dragon can be convinced to return.\"],[\"6\",\"A royal heir goes missing while secretly visiting a crystal dragon. The heir's family, the heir's friends, and the dragon all want to find the heir, but no faction trusts the others.\"],[\"7\",\"A crystal dragon seeks bold adventurers to steal an egg from an ancient white dragon who is infamous for abject cruelty and utter remorselessness.\"],[\"8\",\"A crystal dragon has ripped open holes to the Elemental Planes of Air and Water, creating flash glaciation that encroaches upon inhabited lands.\"]]}]},{\"type\":\"entries\",\"name\":\"Connected Creatures\",\"entries\":[\"Crystal dragons are among the most social and hospitable of dragons. They are equal parts mysterious, contemplative, and mischievous, making it difficult to know what to expect of them.\"]},{\"type\":\"entries\",\"name\":\"Crystal Dragon Wyrmling Connections\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A crystal dragon wyrmling rides a sled pulled by a trained pack of wolves and frets about outgrowing this favorite pastime.\"],[\"2\",\"A crystal dragon wyrmling has foreseen an untimely end for the bandits who raided the wyrmling's lair and follows the bandits to keep them safe.\"],[\"3\",\"A crystal dragon wyrmling has befriended a white dragon wyrmling. The wyrmlings' parents, who are ancient rivals, regard the relationship with concern.\"],[\"4\",\"A crystal dragon wyrmling encourages nearby farmers to go on dangerous excursions so they'll return with interesting stories to tell the dragon.\"],[\"5\",\"A crystal dragon wyrmling finds ice mephits to be the perfect household servants—if only they would stop trying to kill the dragon's guests.\"],[\"6\",\"A crystal dragon wyrmling is placed in a monastery to learn the teachings of the monks before returning home in three years. The monks don't appreciate the wyrmling's pranks.\"]]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Crystal Dragon Wyrmling.webp\"},\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Crystal Greatwyrm\",\"source\":\"FTD\",\"_copy\":{\"name\":\"Gem Greatwyrm\",\"source\":\"FTD\"}},{\"name\":\"Deep Dragon Wyrmling\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Making their lairs in the depths of the Underdark, deep dragons are nightmarish cousins of chromatic dragons. The warped magical energy of their subterranean realm gives them the ability to exhale magical spores that instill fear and scar the mind.\",\"Deep dragons' black-and-gray hide is smooth like a salamander's, and their eyes are pale. As they age, their spore breath causes fungi to bloom across their skin, especially around the head and neck. Their wings are attached to their front legs and can fold in close to the body, allowing deep dragons to easily maneuver through relatively narrow tunnels.\",\"Deep dragons often hoard secrets, delighting in knowledge of far-off lands. Many seek out new insights and tricks that they can use against other denizens of the Underdark, preferring social manipulation and crafty dealmaking to exerting themselves in combat. Deep dragons look down on any creature that isn't useful to them, though they are willing to bargain for knowledge they lack.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Creating a Deep Dragon\",\"entries\":[\"Use the Deep Dragon Personality Traits and Deep Dragon Ideals tables to inspire your portrayal of distinctive deep dragon characters, and use the Deep Dragon Spellcasting table to help select spells for a spellcasting dragon.\",{\"type\":\"entries\",\"name\":\"Deep Dragon Personality Traits\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I will not risk injury at the hands of weaker creatures—especially while I can turn them against one another and have them fight in my stead.\"],[\"2\",\"It is difficult for anyone not of dragonkind to penetrate the twisting labyrinth of my thoughts.\"],[\"3\",\"I might disagree with other dragons, but we are superior beings and should not lower ourselves to direct conflict.\"],[\"4\",\"I have no interest in going to the surface world. It's where one sends one's servants.\"],[\"5\",\"While the petty squabbles of other creatures bore and irritate me, I might hear out those who demonstrate an appreciation for the finer things in life by bringing me delicacies like clams or aboleth flesh.\"],[\"6\",\"I might be willing to exert myself to take out a mind flayer. Those disgusting creatures must be stopped.\"],[\"7\",\"I dream of seeing the deepest places in the ocean.\"],[\"8\",\"I find I rather enjoy the company of people—as long as they remain unaware of my true nature.\"]]}]},{\"type\":\"entries\",\"name\":\"Deep Dragon Ideals\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Understanding. True power comes from the ability to discern other creatures' motivations better than they can discern yours. (Any)\"],[\"2\",\"Kindred. All dragons are kin to one another, and we would all do well to prioritize that kinship. (Any)\"],[\"3\",\"Mystery. I appreciate a question I cannot answer, so I strive to be an enigma for other creatures. (Any)\"],[\"4\",\"Adaptability. Whether taking on a new form, making new allies, or trying a new strategy, flexibility keeps one youthful. (Chaotic)\"],[\"5\",\"Superiority. Weaker creatures cannot be trusted, so I constantly remind my servants of my power. (Evil)\"],[\"6\",\"Patience. All creatures might teach me something, and I'm willing to wait and find out what that might be rather than acting in haste. (Good)\"]]}]}]},{\"type\":\"entries\",\"name\":\"Deep Dragon Adventures\",\"entries\":[\"The Deep Dragon Adventure Hooks table offers suggestions for stories and adventures involving deep dragons.\",{\"type\":\"entries\",\"name\":\"Deep Dragon Adventure Hooks\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Unfamiliar drow adventurers have been prowling a city's streets at night and have been overheard talking about the dragon they serve.\"],[\"2\",\"Svirfneblin hire the characters to deliver tribute to their deep dragon neighbor.\"],[\"3\",\"A disguised deep dragon offers access to rare artifacts—to a party who is willing to partner up on a seafood shipping business.\"],[\"4\",\"A talented young ranger is kidnapped by a deep dragon who wants a hunting partner.\"],[\"5\",\"A friendly young copper dragon seeks an entourage, hoping to impress the deep dragon holding the copper dragon's inheritance in trust.\"],[\"6\",\"A deep dragon wants to know if rumors of a sea monster in an Underdark lake are true, so the dragon hires adventurers to investigate.\"],[\"7\",\"Two Underdark settlements are about to go to war, having been carefully manipulated by a deep dragon. A desperate ruler offers a reward to anyone who can uncover the true cause of the hostility.\"],[\"8\",\"A deep dragon wants someone to manufacture a scenario that will get the dragon out of an old commitment to protect a city.\"]]}]},{\"type\":\"entries\",\"name\":\"Connected Creatures\",\"entries\":[\"Deep dragons appreciate the company of other dragons. Although they view most other species as inferior to dragonkind, having worth only as servants or tools, the rare individuals who impress them can sometimes earn respect as partners—albeit junior ones.\"]},{\"type\":\"entries\",\"name\":\"Deep Dragon Wyrmling Connections\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An ogre has acquired a deep dragon wyrmling as a pet, ignoring the fact that the dragon is an intelligent creature who will grow extremely large.\"],[\"2\",\"An inquisitive deep dragon wyrmling has made it to the surface world. Lost and confused, the wyrmling has been captured by a group of cruel adventurers.\"],[\"3\",\"A deep dragon wyrmling whimsically rules over a worshipful group of kobolds, sending them to the surface to fetch delicacies the wyrmling craves.\"],[\"4\",\"An exclusive auction in an enclave of Lolth-worshipers features a deep dragon egg just about to hatch.\"],[\"5\",\"A deep dragon wyrmling with an experimental bent has created a \\\"garden\\\" of gray oozes.\"],[\"6\",\"An orphaned deep dragon wyrmling is cared for by a giant constrictor snake that is the recipient of a druid's {@spell awaken} spell.\"]]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Deep Dragon Wyrmling.webp\"},\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Dracohydra\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The dracohydra is the result of arcane experimentation dedicated to recreating Tiamat's power. Amalgamating the magic of chromatic dragons with the blood of a hydra resulted in a many-headed draconic monster with wings and multiple snakelike tails. The dracohydra's breath weapon is a multicolored mass of energy that contains the essence of a chromatic dragon's elemental power.\",\"These gluttonous creatures' appearance heralds disaster for any region they settle in, as they feed relentlessly—with each head demanding a feast of its own. If left alone, they hunt the local fauna almost to extinction, then move on to threatening the folk of nearby settlements.\",\"A dracohydra can sometimes be found in the service of the spellcaster who created it, kept obedient by the rituals of their creation.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Dracohydra.webp\"},\"credit\":\"Lars Grant-West\"}]},{\"name\":\"Draconian Dreadnought\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The largest of the draconians are the dreadnoughts, who are born from the eggs of silver, blue, or sapphire dragons. They fly on mighty wings over the battlefield to wherever the fighting is the thickest. Their magical ability to change their appearance to mimic those they've slain allows them to sow confusion and despair among their enemies. When dreadnoughts are killed, their bodies burst into flames, scorching everything around them.\",\"On the world of Krynn, draconian dreadnoughts formed from silver dragon eggs are called sivak draconians.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Draconians\",\"entries\":[\"Draconians are bipedal monsters born from dragon eggs that have been corrupted or warped by powerful magic. Most often, this corruption is a deliberate act, the work of an aspiring tyrant seeking to transform stolen eggs into a draconian army. A single corrupted egg yields several draconians of the same kind. A draconian might be taken for a dragonborn at first glance, though most kinds of draconians have wings.\",\"When draconians die, they do not go quietly. Instead, their lifeless bodies unleash a last act of magical violence.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Draconian Dreadnought.webp\"},\"credit\":\"David Sladek\"}]},{\"name\":\"Draconian Foot Soldier\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The most numerous draconians are the foot soldiers, who are born from brass, white, or crystal dragon eggs. They are the smallest of their kind, and their slight wings are incapable of flight—though they do afford the draconians some control when falling. These wings are small enough to be hidden beneath a cloak or robe, so foot soldiers sometimes disguise themselves to get close to enemies before springing an ambush. When draconian foot soldiers die, they unleash clouds of petrifying gas, turning their corpses—and any creatures within the clouds—to stone.\",\"On the world of Krynn, draconian foot soldiers formed from brass dragon eggs are called baaz draconians.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Draconians\",\"entries\":[\"Draconians are bipedal monsters born from dragon eggs that have been corrupted or warped by powerful magic. Most often, this corruption is a deliberate act, the work of an aspiring tyrant seeking to transform stolen eggs into a draconian army. A single corrupted egg yields several draconians of the same kind. A draconian might be taken for a dragonborn at first glance, though most kinds of draconians have wings.\",\"When draconians die, they do not go quietly. Instead, their lifeless bodies unleash a last act of magical violence.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Draconian Foot Soldier.webp\"},\"credit\":\"David Auden Nash\"}]},{\"name\":\"Draconian Infiltrator\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Copper, black, and topaz dragon eggs yield these sly and stealthy draconians, who often serve their creators as scouts and spies. They use the paralytic venom of their saliva to coat their weapons, making them formidable assassins as well. Their wings allow them to turn a fall into a rough glide. When draconian infiltrators die, their bodies dissolve into pools of acid.\",\"On the world of Krynn, draconian infiltrators formed from copper dragon eggs are called kapak draconians.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Draconians\",\"entries\":[\"Draconians are bipedal monsters born from dragon eggs that have been corrupted or warped by powerful magic. Most often, this corruption is a deliberate act, the work of an aspiring tyrant seeking to transform stolen eggs into a draconian army. A single corrupted egg yields several draconians of the same kind. A draconian might be taken for a dragonborn at first glance, though most kinds of draconians have wings.\",\"When draconians die, they do not go quietly. Instead, their lifeless bodies unleash a last act of magical violence.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Draconian Infiltrator.webp\"},\"credit\":\"Mark Behm\"}]},{\"name\":\"Draconian Mage\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Draconians born from the eggs of bronze, green, and emerald dragons have some ability to wield magic. They often lead small groups of draconian foot soldiers, using their magic to snipe across the battlefield or aid their allies' incursions and attacks. They have wings that allow them to glide during a fall.\",\"When draconian mages die, their flesh shrivels away before their bones explode, sending a shower of magical splinters in all directions.\",\"On the world of Krynn, draconian mages formed from bronze dragon eggs are called bozak draconians.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Draconians\",\"entries\":[\"Draconians are bipedal monsters born from dragon eggs that have been corrupted or warped by powerful magic. Most often, this corruption is a deliberate act, the work of an aspiring tyrant seeking to transform stolen eggs into a draconian army. A single corrupted egg yields several draconians of the same kind. A draconian might be taken for a dragonborn at first glance, though most kinds of draconians have wings.\",\"When draconians die, they do not go quietly. Instead, their lifeless bodies unleash a last act of magical violence.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Draconian Mage.webp\"},\"credit\":\"Clint Cearley\"}]},{\"name\":\"Draconian Mastermind\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The rarest and most powerful of the draconians are the masterminds—spellcasters and strategists who most often serve as military commanders or as advisors to those who created them. They emerge from gold, red, or amethyst dragon eggs, wingless but possessed of an arsenal of eldritch power. Like their dragon progenitors, masterminds have a breath weapon—a billowing cloud of poisonous gas. They also have formidable claws and teeth they use to rend foes in close combat.\",\"Dying draconian masterminds are a sight to behold, as their magical essence coalesces as a ball of lightning that arcs out at those nearby.\",\"On the world of Krynn, draconian masterminds formed from gold dragon eggs are called aurak draconians.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Draconians\",\"entries\":[\"Draconians are bipedal monsters born from dragon eggs that have been corrupted or warped by powerful magic. Most often, this corruption is a deliberate act, the work of an aspiring tyrant seeking to transform stolen eggs into a draconian army. A single corrupted egg yields several draconians of the same kind. A draconian might be taken for a dragonborn at first glance, though most kinds of draconians have wings.\",\"When draconians die, they do not go quietly. Instead, their lifeless bodies unleash a last act of magical violence.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Draconian Mastermind.webp\"},\"credit\":\"Svetlin Velinov\"}]},{\"name\":\"Draconic Shard\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Gem dragons wield psionic power, and when a powerful gem dragon perishes, the force of the dragon's will and mind sometimes refuses to pass on. This essence lingers in the form of a psychic remnant called a draconic shard.\",\"A draconic shard in its true form resembles a shimmering, spectral image of the dragon. More often, though, a shard inhabits an object the gem dragon poured psionic power into—typically a weapon or other item from the dragon's hoard. In this vessel, a draconic shard continues to pursue the interests and struggles that drove the dragon, perhaps even accompanying adventurers in the guise of an intelligent magic item and steering them to fulfill the dragon's designs.\",\"A draconic shard is difficult to destroy. Destroying the shard's spectral form or an object the shard inhabits forces the spirit into the form of a cracked gemstone while the spirit slowly regains strength. Only if that stone is destroyed can the shard be put to rest.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Draconic Shard.webp\"},\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Dragon Blessed\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Dragon blessed are the acolytes of dragons, whom they revere as gods. They wield magic to heal and support those who have earned their dragon masters' favor—and scourge those who incur the dragons' wrath. Dragon blessed view their lives and magical abilities as gifts bestowed by their dragon, and they give life energy to save those they deem important to their masters' work.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Dragon Followers\",\"entries\":[\"Dragons boast many minions, students, employees, acolytes, and thralls. Dragon followers are those servitors whose devotion to a dragon approaches fanatical reverence and who receive magical power from the dragon in return.\",\"Dragon followers might serve and revere any kind of dragon, and their behavior and beliefs reflect the ethos of the dragon they follow. Many dragon followers have personal stories of benevolent dragons sharing great knowledge, protecting their towns, or sparing their lives during some foolhardy adventure. Other followers seek to uncover the mysteries of draconic nature and live a life worthy of their dragon's reward, and they dream of a world where dragons can live among them as their rulers.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Dragon Blessed.webp\"},\"credit\":\"Zuzanna Wuzyk\"}]},{\"name\":\"Dragon Chosen\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Dragon chosen are mighty warriors who offer their bodies as vessels for a dragon's might. They serve as enforcers of their masters' will; they often accompany dragon speakers—and are quick to defend them if they sense any ill intent. Dragon chosen are skilled in close combat, using two weapons to tear at their foes.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Dragon Followers\",\"entries\":[\"Dragons boast many minions, students, employees, acolytes, and thralls. Dragon followers are those servitors whose devotion to a dragon approaches fanatical reverence and who receive magical power from the dragon in return.\",\"Dragon followers might serve and revere any kind of dragon, and their behavior and beliefs reflect the ethos of the dragon they follow. Many dragon followers have personal stories of benevolent dragons sharing great knowledge, protecting their towns, or sparing their lives during some foolhardy adventure. Other followers seek to uncover the mysteries of draconic nature and live a life worthy of their dragon's reward, and they dream of a world where dragons can live among them as their rulers.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Dragon Chosen.webp\"},\"credit\":\"Zuzanna Wuzyk\"}]},{\"name\":\"Dragon Speaker\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Dragon speakers are charismatic and persuasive orators who serve as a dragon's ambassadors among other folk. Dragon speakers have loud and authoritative voices, which they use to gain valuable resources, diplomatic connections, and donations of treasure and magic for their dragons—as well as to weave magic both subtle and thundering. They use their commanding presence to instill awe and fear into the hearts of friends and foes alike.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Dragon Followers\",\"entries\":[\"Dragons boast many minions, students, employees, acolytes, and thralls. Dragon followers are those servitors whose devotion to a dragon approaches fanatical reverence and who receive magical power from the dragon in return.\",\"Dragon followers might serve and revere any kind of dragon, and their behavior and beliefs reflect the ethos of the dragon they follow. Many dragon followers have personal stories of benevolent dragons sharing great knowledge, protecting their towns, or sparing their lives during some foolhardy adventure. Other followers seek to uncover the mysteries of draconic nature and live a life worthy of their dragon's reward, and they dream of a world where dragons can live among them as their rulers.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Dragon Speaker.webp\"},\"credit\":\"Zuzanna Wuzyk\"}]},{\"name\":\"Dragon Turtle Wyrmling\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Dragon turtles are mighty creatures whose inherent magic is intimately linked with the oceans of the Material Plane. The dragon turtle presented in the {@i Monster Manual} is a typical adult, at least a century old and boasting a valuable hoard. You can use the stat blocks in this section for older or younger dragon turtles. In addition, chapter 5 includes lair actions and regional effects that can be used for adult or ancient dragon turtles. An ancient dragon turtle is a mythic creature akin to a greatwyrm, combining the power of multiple echoes from across the worlds of the Material Plane. Such a creature can be as large as an island—and indeed, legends suggest that many unwitting sailors wrecked at sea have mistaken slumbering dragon turtles for solid ground.\",\"Ancient dragon turtles might sleep for years or decades while floating along the surface of the ocean, enjoying the warmth of the sun and letting vegetation take root on their shells. An angry ancient dragon turtle is terrible to behold, radiating heat from the shell to boil the surrounding water—and any creatures in it. And even if an enemy wears down the dragon turtle's defenses, magical storms manifest to shield the dragon turtle and strike at foes.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Creating a Dragon Turtle\",\"entries\":[\"Use the Dragon Turtle Personality Traits and Dragon Turtle Ideals tables to inspire your portrayal of distinctive dragon turtle characters, and use the Dragon Turtle Spellcasting table to help select spells for a spellcasting dragon. (Though the {@i Monster Manual}doesn't explicitly include dragon turtles in the variant rules for making a dragon a spellcaster, you can apply those rules to these aquatic dragons.)\",{\"type\":\"entries\",\"name\":\"Dragon Turtle Personality Traits\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I speak slowly and deliberately, pausing to reflect after (or sometimes in the middle of) each utterance.\"],[\"2\",\"I am more interested in the shiny baubles people carry than in anything they have to say.\"],[\"3\",\"I think of ships as kindred spirits and like to rub affectionately against their keels.\"],[\"4\",\"I like to show visitors the vastness of my domain, so they appreciate how insignificant they are.\"],[\"5\",\"I attack anyone I notice taking from the sea's bounty without offering something in return.\"],[\"6\",\"I think of sailors' songs as their \\\"water speech\\\" and try to converse with them by humming snippets of tunes I have overheard.\"],[\"7\",\"I swim alongside ships sailing through my domain, just out of arrow range, so they know I am watching.\"],[\"8\",\"I am fascinated by the politics of surface realms and talk endlessly with sailors and adventurers to stay current on the latest happenings on land.\"]]}]},{\"type\":\"entries\",\"name\":\"Dragon Turtle Ideals\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Endurance. We who dwell beneath the waves can weather all storms. (Any)\"],[\"2\",\"Indifference. What do I care for the fleeting concerns of those who crawl upon the land? (Any)\"],[\"3\",\"Curiosity. I want to know about everything that enters my domain, especially oddities from the surface world. (Any)\"],[\"4\",\"Supremacy. Creatures who refuse to recognize my rule over these waters suffer my displeasure. (Lawful or Evil)\"],[\"5\",\"Preservation. I am the ocean's steward, tending reefs and waters to ensure that they remain unspoiled. (Lawful)\"],[\"6\",\"Eradication. The peoples of the surface world were a mistake of creation. I will correct that error. (Evil)\"]]}]}]},{\"type\":\"entries\",\"name\":\"Dragon Turtle Adventures\",\"entries\":[\"The Dragon Turtle Adventure Hooks table offers suggestions for stories and adventures involving dragon turtles.\",{\"type\":\"entries\",\"name\":\"Dragon Turtle Adventure Hooks\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A ruthless shipping magnate has bribed a dragon turtle to attack competitors' vessels and drive them out of business.\"],[\"2\",\"A curious dragon turtle swam upriver from the sea and is now stuck beneath a bridge on a major trade road, terrifying travelers.\"],[\"3\",\"After an unwise attack from a whaling ship, a dragon turtle pursued the ship back to harbor and now attacks any ship that tries to leave.\"],[\"4\",\"The sea around a wizard's tower is too stormy for ships to sail through, but a resident dragon turtle might be convinced to ferry the characters across.\"],[\"5\",\"A royal bathhouse was renowned for its sauna, until the dragon turtle supplying the steam escaped and started rampaging through the palace.\"],[\"6\",\"A millennium ago, a fabled sword was buried at sea with its wielder. Now the sword must be found, and only a dragon turtle remembers where it is.\"],[\"7\",\"A dragon turtle has taken up residence in a subterranean lake, and the steam has been driving other creatures up out of their tunnels toward the surface.\"],[\"8\",\"A sea god has sent a dragon turtle to unleash devastation along a populated coast.\"]]}]},{\"type\":\"entries\",\"name\":\"Connected Creatures\",\"entries\":[\"Dragon turtles are stolid and slow to anger. This temperament, combined with their disinterest in moral quandaries, allows them to get along with—or at least abide—most creatures they encounter. They frequently enter symbiotic relationships with other sea creatures that can bring them food or treasure, and they sometimes agree to work for creatures who ply them with generous sums of wealth.\"]},{\"type\":\"entries\",\"name\":\"Dragon Turtle Wyrmling Connections\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A sea hag has promised treasure to a dragon turtle wyrmling if the wyrmling brings the hag \\\"visitors\\\" by capsizing fishing boats.\"],[\"2\",\"A school of hunter sharks try to drive a dragon turtle wyrmling out of their waters.\"],[\"3\",\"A dragon turtle wyrmling shares food with a giant octopus in exchange for the octopus pilfering baubles from passing ships.\"],[\"4\",\"A dragon turtle wyrmling lairs in a geyser inhabited by steam mephits, believing the creatures to be dragon turtle spirits.\"],[\"5\",\"A dragon turtle wyrmling is blamed for attacks on sea traffic being made by a plesiosaurus.\"],[\"6\",\"A dragon turtle wyrmling plays with a pod of killer whales, leaping into the air and blowing clouds of steam each time the whales breach.\"]]}]}]}]}]},{\"name\":\"Dragonblood Ooze\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Magic-minded artisans have long incorporated parts of dragons' bodies into magic items, crafting dragon hide into armor and forging weapons from claws and teeth. Alchemists have found beneficial uses for dragon blood, but ill-advised experiments have also given rise to dragonblood oozes.\",\"The congealed blood of a dragon given mobility and hunger, the ooze tries to shape itself into a draconic form. It cannot hold a coherent shape for long and soon collapses into an amorphous heap. Similarly, it tries to manifest a breath weapon but manages only to spew forth part of its own body that it then reels back in.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Dragonblood Ooze.webp\"},\"credit\":\"Irina Nordsol\"}]},{\"name\":\"Dragonbone Golem\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A dragonbone golem is composed of dragon bones linked together with adamantine wire into the form of a dragon, animated by drawing on the bones' inherent magic. Most dragon bone golems are created by powerful dragons from the bones of vanquished rivals. Each bone is etched with intricate glyphs that allow animating power to flow through the golem's form.\",\"Dragonbone golems' resilience and obedience make them excellent lair guardians for their dragon creators, and their supernaturally fearsome presence is a strong deterrent against intrusion.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Dragonbone Golem.webp\"},\"credit\":\"David Sladek\"}]},{\"name\":\"Dragonborn of Bahamut\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Often called platinum knights, dragonborn champions of Bahamut might belong to an order that exists to protect the world from evil—and especially from evil dragons. A champion of Bahamut has a distinctive pair of platinum wings and a breath weapon suffused with radiant energy.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Dragonborn Champions\",\"entries\":[\"The connection between dragonborn and their draconic ancestors manifests in a variety of ways. Some dragonborn identify with a particular kind of dragon and attempt to emulate such dragons' attitudes and behavior. Others consider their draconic heritage—chromatic, metallic, or gem—something like a large extended family. But for dragonborn champions, this bond is spiritual as much as biological, and they devote themselves to their divine ancestor. Dragonborn champions advance the cause of their dragon god among draconic creatures and other folk alike.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Dragonborn of Bahamut.webp\"},\"credit\":\"Nikki Dawes\"}]},{\"name\":\"Dragonborn of Sardior\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Sardior is said to have died in the destruction of the First World. But many believe that Sardior's divine essence survives within every gem dragon. This philosophy is central to the teachings of Sardior's dragonborn champions, who wield psionic power in the service of their mysterious cause. Many of these champions are associated with the Inheritors of the First World (see chapter 3).\",\"Sardior's champions use telekinetic power to move their foes and even carry themselves through the air. Their breath weapon, a blast of heat, is believed to be an echo of long-lost Sardior's breath.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Dragonborn Champions\",\"entries\":[\"The connection between dragonborn and their draconic ancestors manifests in a variety of ways. Some dragonborn identify with a particular kind of dragon and attempt to emulate such dragons' attitudes and behavior. Others consider their draconic heritage—chromatic, metallic, or gem—something like a large extended family. But for dragonborn champions, this bond is spiritual as much as biological, and they devote themselves to their divine ancestor. Dragonborn champions advance the cause of their dragon god among draconic creatures and other folk alike.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Dragonborn of Sardior.webp\"},\"credit\":\"Mark Behm\"}]},{\"name\":\"Dragonborn of Tiamat\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Champions of the dragon queen are often called Talons of Tiamat. They work tirelessly to free their master from her imprisonment in Avernus, and Tiamat grants these pawns immense strength and a devastating breath weapon. Champions of Tiamat are sometimes associated with the Cult of the Dragon (described in chapter 3).\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Dragonborn Champions\",\"entries\":[\"The connection between dragonborn and their draconic ancestors manifests in a variety of ways. Some dragonborn identify with a particular kind of dragon and attempt to emulate such dragons' attitudes and behavior. Others consider their draconic heritage—chromatic, metallic, or gem—something like a large extended family. But for dragonborn champions, this bond is spiritual as much as biological, and they devote themselves to their divine ancestor. Dragonborn champions advance the cause of their dragon god among draconic creatures and other folk alike.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Dragonborn of Tiamat.webp\"},\"credit\":\"Sam Keiser\"}]},{\"name\":\"Dragonflesh Abomination\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A dragonflesh abomination is the final stage of a grafter's transformation—a hulking monster whose corrupted brain is ablaze with desire for treasure. Its abhorrent transformation erases the last vestiges of its previous life. It sprouts a tail and clumsy wings and grows to enormous size, barely retaining a bipedal shape. Its stomach churns with acid, causing noxious fumes to waft from its mouth and providing it with a caustic breath weapon. Its body is in a constant state of growth and change, allowing it to quickly heal from its wounds.\",\"These creatures are most often found in abandoned dragon lairs, temples to Tiamat, or other sites associated with the dragons they love.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Dragonflesh Grafters\",\"entries\":[\"Dragonflesh grafters practice forbidden rituals and risky experiments on themselves, modifying their bodies and minds to emulate the dragons they revere. They collect dragon parts—scales, teeth, skin, flesh, wings, and bones—that they scavenge from around dragon lairs, take from dragon corpses, or buy from merchants and adventurers. They stitch on, implant, or ingest these dragon parts, attempting to incorporate them into their own bodies and absorb the latent magic that lingers in a draconic corpse.\",\"While most would-be grafters wind up hideously scarred or dead, a few survive as wretched horrors. Their minds become twisted by magical malevolence, with only a shadow of their former selves remaining. In the most extreme cases, the resulting abomination holds no remnant of the person it once was and is utterly ruled by a dragon's lust for treasure.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Dragonflesh Abomination.webp\"},\"credit\":\"Andrew Mar\"}]},{\"name\":\"Dragonflesh Grafter\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"An ordinary dragonflesh grafter is a hulking fusion of draconic and bipedal characteristics, standing between 8 and 12 feet tall. As its original nature wanes, its draconic powers grow, giving it a thick layer of dragon scale armor that covers the grafted areas of its body. A dragonflesh grafter can belch forth a gout of corrosive acid in a mockery of dragon breath.\",\"As a universal effect of their experimentation, grafters become obsessed with treasure. Their greed compels them to gather any gold or gems they can. After taking this treasure back to their lairs, they gaze for hours on end at their glittering trinkets and golden baubles.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Dragonflesh Grafters\",\"entries\":[\"Dragonflesh grafters practice forbidden rituals and risky experiments on themselves, modifying their bodies and minds to emulate the dragons they revere. They collect dragon parts—scales, teeth, skin, flesh, wings, and bones—that they scavenge from around dragon lairs, take from dragon corpses, or buy from merchants and adventurers. They stitch on, implant, or ingest these dragon parts, attempting to incorporate them into their own bodies and absorb the latent magic that lingers in a draconic corpse.\",\"While most would-be grafters wind up hideously scarred or dead, a few survive as wretched horrors. Their minds become twisted by magical malevolence, with only a shadow of their former selves remaining. In the most extreme cases, the resulting abomination holds no remnant of the person it once was and is utterly ruled by a dragon's lust for treasure.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Dragonflesh Grafter.webp\"},\"credit\":\"Andrew Mar\"}]},{\"name\":\"Dragonnel\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Dragonnels are distantly related to chromatic, gem, and metallic dragons and resemble them in basic form. Intelligent enough to understand speech but incapable of speaking themselves, they are willful creatures motivated by the desire for food and entertainment. In the wild, they are picky eaters with mercurial moods, inclined to toy with their prey before going in for the kill.\",\"In some regions, dragonnels are raised from eggs to be used as aerial mounts. These domesticated dragonnels are loyal to the point of being overly protective of their riders. However, efforts to break wild dragonnels to the saddle are perilous, as these creatures often feign compliance before throwing their would-be riders from great heights.\",\"A dragonnel is an agile mount and naturally inclined to flyby tactics, swooping in to make attacks with its beak and claws before flying out of reach.\",{\"type\":\"inset\",\"name\":\"Dragonnel Steeds\",\"entries\":[\"With the DM's permission, a paladin can summon a spirit in the form of a dragonnel using the {@spell find greater steed|XGE} spell, which appears in {@book Xanathar's Guide to Everything|XGE}.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Dragonnel.webp\"},\"credit\":\"Nikki Dawes\"}]},{\"name\":\"Egg Hunter Adult\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The salamander-like adult of the species can inflate its bulbous tail so that it takes on the shape and texture of a dragon egg. It uses this mimicry to establish itself in a nest tended by a dragon or other creatures. If an egg hunter is discovered, it releases spores that make other creatures lethargic, allowing it to scurry to safety. If things turn dire, the egg hunter's physical form can magically harden, reducing the harm it suffers from even a dragon's wrath.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Egg Hunters\",\"entries\":[\"Egg hunters are parasites that seek out dragon eggs and feed on the contents. They deposit their own eggs into the empty shells, hiding the eggs from unsuspecting dragon parents or guardians.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Egg Hunter Adult.webp\"},\"credit\":\"Irina Nordsol\"}]},{\"name\":\"Egg Hunter Hatchling\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A dragon egg drained by an egg hunter is filled with {@dice 1d6} new eggs, which hatch inside the dragon egg's shell in {@dice 1d6} days. The egg hunter hatchlings burst forth {@dice 1d4} days later, using the needlelike egg tooth that extends from their heads. They are voracious, consuming any other dragon eggs in the vicinity if they can. A hatchling matures into an adult about twenty days after breaking free from its dragon egg.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Egg Hunters\",\"entries\":[\"Egg hunters are parasites that seek out dragon eggs and feed on the contents. They deposit their own eggs into the empty shells, hiding the eggs from unsuspecting dragon parents or guardians.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Egg Hunter Hatchling.webp\"},\"credit\":\"Irina Nordsol\"}]},{\"name\":\"Elder Brain Dragon\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"One of the few consolations available to those who must contend with a mind flayer colony is the limit of its reach, which spreads only as far as the influence of the colony's elder brain. But this small solace withers away when a colony manages to capture a dragon. Teams of mind flayers bind the dragon, which is subject to a gruesome transformation as the elder brain latches onto the dragon's back and digs its tentacles into the dragon's brain. An elder brain dragon is the nightmarish result.\",\"Using the mobility of the dragon's body, the elder brain can now serve as a powerful general to illithid armies, free from the confines of its brine pool. The elder brain dragon becomes a psychic threat in addition to a physical one, its body rife with aberrant influence and pulsing with psionic power. Even the elder brain dragon's breath weapon mutates during its transformation, becoming a stream of briny liquid roiling with illithid tadpoles. These tadpoles can swiftly slay victims and transform them into mind flayers, allowing the elder brain dragon to grow its own roving colony.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Elder Brain Dragon.webp\"},\"credit\":\"Julian Kok\"}]},{\"name\":\"Emerald Dragon Wyrmling\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Emerald dragons are the most curious, cunning, and manipulative of the gem dragons, wielding psionic power to weave illusions to deceive and disorient. They cloak their own presence so they can observe other creatures without being discovered as they collect information on everything from local cultural practices to supernatural occurrences.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Shimmering Green\",\"entries\":[\"A wyrmling emerald dragon's scales are a dull, pale green, but they develop into richer and more varied shades of green as the dragon ages. Eventually, the scales become translucent and shimmer in the light, rippling as the dragon moves. The dragon's horns and spines hover above the body, moving and shifting along the back and tail to mirror the dragon's mood.\"]},{\"type\":\"entries\",\"name\":\"Clever Concealment\",\"entries\":[\"The shyest of the gem dragons, emerald dragons are also the most curious. They love to observe local settlements and peoples, using their psionic abilities to cloak themselves and watch from afar. When an emerald dragon is old enough, the dragon might take on the guise of a creature that can blend in with the local population, or at least get close without arousing suspicion. Once in a position to observe, the dragon studies the day-to-day life of local folk, with a keen interest in any magical phenomena.\",\"Emerald dragons' attentiveness to unusual events makes them particularly useful to their sapphire dragon cousins, who hunt down Aberrations and seek evidence of Far Realm incursions into the Material Plane. These gem dragons often work together, with emerald dragons tracking the source of an incursion while sapphire dragons plan and execute a decisive purge—or recruit agents to do it for them.\",\"Emerald dragons' preference for volcanic lairs often puts them in conflict with fire giants. Despite their reluctance to reveal themselves to strangers, emerald dragons might approach experienced adventurers in the hopes of pitting them against fire giant rivals.\"]},{\"type\":\"entries\",\"name\":\"Hoarded Histories\",\"entries\":[\"Emerald dragons prize knowledge, particularly local histories that focus on magical events and individuals. They usually know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create illusions, allowing them to better conceal their treasures from prying eyes and divinations.\"]},{\"type\":\"entries\",\"name\":\"Creating an Emerald Dragon\",\"entries\":[\"Use the Emerald Dragon Personality Traits and Emerald Dragon Ideals tables to inspire your portrayal of distinctive emerald dragon characters.\",{\"type\":\"entries\",\"name\":\"Emerald Dragon Personality Traits\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I repeat what others have said back to them to make sure I have remembered it correctly.\"],[\"2\",\"I might not like you, but I will endeavor to treat you with respect, if not kindness.\"],[\"3\",\"I like to impress visitors by reciting epic poetry.\"],[\"4\",\"The only people I'm interested in are those who know history and those who make history.\"],[\"5\",\"I like to adopt the personas of characters from legend.\"],[\"6\",\"I studiously mimic the mannerisms of my guests.\"],[\"7\",\"I prefer to get others talking, then fade into the background. Sometimes literally.\"],[\"8\",\"I seek out audiences and like to be the center of attention.\"]]}]},{\"type\":\"entries\",\"name\":\"Emerald Dragon Ideals\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Seclusion. It's safer if others don't know I'm here—safer for me and safer for them. (Any)\"],[\"2\",\"Observation. People lie. Histories lie. Even dragons lie. But actions always ring true. (Lawful)\"],[\"3\",\"Storytelling. There is a magic in the retelling of stories. Each new teller adds a bit of themself to the spell. (Any)\"],[\"4\",\"Nurture. Rearing a child is our best chance to make sure our own stories are passed on. (Any)\"],[\"5\",\"Inquisitiveness. Even the smallest village contains myriad stories of love, loss, triumph, and betrayal. There is always more to learn about people. (Any)\"],[\"6\",\"Espionage. Once I get paid for the information I glean, I don't care what others do with it. (Evil)\"]]}]}]},{\"type\":\"entries\",\"name\":\"Emerald Dragon Adventures\",\"entries\":[\"The Emerald Dragon Adventure Hooks table offers suggestions for stories and adventures involving emerald dragons.\",{\"type\":\"entries\",\"name\":\"Emerald Dragon Adventure Hooks\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An emerald dragon is the only witness to a murder but doesn't want to be found or identified.\"],[\"2\",\"An emerald dragon seeks heroes to participate in a dramatic reenactment of a legendary battle involving dragon riders.\"],[\"3\",\"An emerald dragon's assault on a fire giant has attracted the attention of the giant's clan, and now the dragon seeks aid.\"],[\"4\",\"Villagers have been going missing, and then are found weeks later roaming the forest. They have no memory of the emerald dragon who charmed them for wandering too close to the dragon's lair.\"],[\"5\",\"Giant lizards drawn to the lair of a legendary emerald dragon are terrorizing a nearby halfling settlement. One solution is to get rid of the dragon.\"],[\"6\",\"An emerald dragon is the headmaster in absentia of a bardic college and must be convinced to defend the school in a contest against a rival college.\"],[\"7\",\"An emerald dragon invisibly tails a party of adventurers, causing trouble for the heroes so the dragon can watch how they respond.\"],[\"8\",\"An emerald dragon has been spying for a villainous cabal, ensuring the villains remain one step ahead of the adventurers.\"]]}]},{\"type\":\"entries\",\"name\":\"Connected Creatures\",\"entries\":[\"Emerald dragons generally go out of their way to avoid interacting with other intelligent creatures. However, their interest in history and culture occasionally gets the better of them, prompting them to seek some engagement with the folk of the world.\"]},{\"type\":\"entries\",\"name\":\"Emerald Dragon Wyrmling Connections\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Blood hawks routinely accost an emerald dragon wyrmling who lairs near the hawks' nest.\"],[\"2\",\"An emerald dragon wyrmling is being hunted by a fire giant's pet hell hound.\"],[\"3\",\"An emerald dragon wyrmling follows a berserker to observe the berserker's life. The berserker believes the dragon is a spirit companion.\"],[\"4\",\"A flattering orog plies an emerald dragon wyrmling with gems in exchange for information about a settlement the wyrmling has been observing.\"],[\"5\",\"An emerald dragon wyrmling keeps trying to play with a pair of newly hatched fire snakes.\"],[\"6\",\"An emerald dragon wyrmling has been captured by scheming duergar, who plan to use the wyrmling as bait to lure the wyrmling's parents out of their lair.\"]]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Emerald Dragon Wyrmling.webp\"},\"credit\":\"Julian Kok\"}]},{\"name\":\"Emerald Greatwyrm\",\"source\":\"FTD\",\"_copy\":{\"name\":\"Gem Greatwyrm\",\"source\":\"FTD\"}},{\"name\":\"Eyedrake\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"When a beholder contends with a dragon for power and wealth, its thoughts of its dragon rival can become deeply obsessive, eventually pervading the beholder's dreams. If the rivalry lasts long enough, these fevered dreams can manifest as an eyedrake—a beholder-like creature with draconic features.\",\"An eyedrake resembles a winged draconic creature with no true limbs and a perpetually open mouth. Inside that mouth is a large eye that emits a breath-like wave of antimagic energy. The creature's wings are formed from multiple eyestalks, each of which can fire magical rays that combine aspects of a dragon's breath weapon attacks and a beholder's eye rays.\",\"An eyedrake left to its own devices exhibits much of the stereotypical behavior of a young dragon, attempting to establish a lair and a hoard. Driven by instinct to jealously defend its hoard, an eyedrake fights to the death if anything threatens even the smallest trinket it claims as its own.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Eyedrake.webp\"},\"credit\":\"Dawn Carlos\"}]},{\"name\":\"Gem Greatwyrm\",\"source\":\"FTD\",\"entries\":[\"More so even than their chromatic and metallic kin, gem dragons are fascinated with cultivating their dragonsight and fusing the awareness of their echoes across the Material Plane. Some of them believe that, by doing so, they are taking steps toward reuniting the shattered consciousness of Sardior the Ruby Dragon, and they pursue this awakening as an act of near-religious devotion. Others seek to exploit their knowledge of the many worlds of the Material Plane as a source of power—and indeed, a gem dragon who becomes a greatwyrm has access to almost unimaginable power.\",\"Gem greatwyrms' ascension transforms their bodies to appear as crystal, their scales sparkling like diamonds. Their breath weapons become powerful waves of crushing force that can stop almost any creature in its tracks. But the greatwyrms' most powerful ability is telekinesis on an unparalleled scale—a gem greatwyrm can telekinetically seize an entire crowd, then carry those helpless folk off to the dragon's lair.\",{\"type\":\"inset\",\"name\":\"Sardior's Greatwyrms\",\"source\":\"FTD\",\"entries\":[\"Five gem greatwyrms call themselves the thanes of Sardior and believe themselves responsible for preserving the memory of their long-lost progenitor. These greatwyrms are named Aleithilithos (an amethyst greatwyrm), Hrodel (a crystal greatwyrm), Smargad (an emerald greatwyrm), Charsima (a sapphire greatwyrm), and Tithonnas (a topaz greatwyrm). Each thane is actively seeking out their echoes across the worlds of the Material Plane, hoping to merge with these other dragons, with the goal of eventually uniting themselves to re-form the great Ruby Dragon.\"]},{\"type\":\"quote\",\"entries\":[\"The thing I miss most about Sardior is the thing no gem greatwyrm will ever reproduce: the witty anecdotes. Which were, I grant you, mostly about me.\"],\"by\":\"Fizban\"}]},{\"name\":\"Gem Stalker\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"When a gem dragon kills an aberrant creature from the Far Realm, the dragon sometimes reshapes the alien corpse into a gem stalker—a cunning predator capable of traversing the Underdark, hunting Aberrations, and guarding its creator's lair. A gem stalker is imbued with life, sapience, and purpose by the mystical energy of the gem dragon's breath, and it is dedicated to its mission.\",\"A gem stalker has a four-legged body resembling that of a wingless dragon, but with a vaguely humanlike torso, head, and arms in place of the dragon's head. Its eyes are milk white, it has no mouth, and its skin is studded with bright crystals that pulse with psychic energy. These crystals give the gem stalker its telepathy, as well as its ability to fling crystal darts and create a protective link that can ward other creatures against harm.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Gem Stalker.webp\"},\"credit\":\"Svetlin Velinov\"}]},{\"name\":\"Ghost Dragon\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A dragon's attachment to a hoard can be strong enough to bind the dragon's spirit to existence after death. Such a ghost dragon haunts the hoard, often forming an attachment to a single priceless object that becomes the focus of the ghost dragon's Undead existence.\",\"A ghost dragon is a translucent and incorporeal version of the original dragon. Though its breath weapon resembles ghostly flames, lightning, or acid, it carries an otherworldly curse. The breath's shadowy mist can induce waking nightmares.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Ghost Dragon.webp\"},\"credit\":\"Andrew Mar\"}]},{\"name\":\"Gold Greatwyrm\",\"source\":\"FTD\",\"_copy\":{\"name\":\"Metallic Greatwyrm\",\"source\":\"FTD\"}},{\"name\":\"Green Greatwyrm\",\"source\":\"FTD\",\"_copy\":{\"name\":\"Chromatic Greatwyrm\",\"source\":\"FTD\"}},{\"name\":\"Hoard Mimic\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Kin to the common mimic described in the {@i Monster Manual}, hoard mimics are among the oldest and most cunning of their kind. A hoard mimic's massive, amorphous form and shape-shifting prowess allow it to take on the semblance of a vast trove of treasures, not just a single object. Like smaller mimics, hoard mimics exude adhesive goo to trap prey. They can also vent a fine, caustic mist from their pores that burns and blinds creatures caught in it.\",\"Hoard mimics are so named because many enter into partnerships with dragons, each one serving as a false hoard in a dragon's lair to draw unwitting intruders away from the real riches—and into the mimic's maw. If faced with unexpectedly fierce opposition, though, a hoard mimic might offer information about the true hoard in exchange for its life.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Hoard Mimic.webp\"},\"credit\":\"Sam Keiser\"}]},{\"name\":\"Hoard Scarab\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Hoard scarabs are beetle-like creatures that, through some feat of natural adaptation or alchemical ingenuity, blend in perfectly among piles of gold coins. They feed on tiny mites that infest a dragon's scales and lair, and their painful bite can be a strong deterrent to would-be treasure thieves.\",\"Hoard scarabs also produce a glittering metallic dust from their wings that coats intruders who get too close to them. The magic of this dust allows the lair's draconic owner to sense intruders' location as they move about the lair.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Hoard Scarab.webp\"},\"credit\":\"Clint Cearley\"}]},{\"name\":\"Hollow Dragon\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Unlike dragons who explore the magic of undeath for power, some metallic dragons see undeath as a means to pursue a noble purpose. For the sake of protecting an artifact or fulfilling an oath, a dragon might transform into a hollow dragon, accepting undeath until that purpose is fulfilled.\",\"As the name suggests, a hollow dragon is the husk of a metallic dragon's hide, filled with radiant energy. Depending on the dragon's original kind, that energy might take the appearance of flames, lightning, or misty vapors.\",\"Hollow dragons don't suffer distractions from their undying purpose. So powerful is their drive that their bodies reconstitute if destroyed.\",\"When they fulfill their purpose, most hollow dragons embrace the death they have staved off for so long. But others seek new tasks to sustain themselves—or cling to undeath out of sheer stubbornness or habit.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Hollow Dragon.webp\"},\"credit\":\"Svetlin Velinov\"}]},{\"name\":\"Liondrake\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A liondrake is a solitary and territorial predator with the long neck and wings of a brass dragon and the head and body of a lion (including a luxurious mane on males). Sometimes known as dragonnes, liondrakes rely on their ferocity and their frightful roar to overcome prey and drive off rivals.\",\"Liondrakes are voracious hunters that range across well-established territories. They don't typically seek out people as prey, but those folk who encroach into liondrake territory are fair game—which feeds the creature's reputation as hungering for Humanoid flesh.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Liondrake.webp\"},\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Metallic Greatwyrm\",\"source\":\"FTD\",\"entries\":[\"Some of the oldest and wisest metallic dragons undergo a miraculous metamorphosis to become greatwyrms. This transformation is often wrought by Bahamut, who takes pride in elevating his worthiest children to a status approaching his own greatness.\",\"A metallic greatwyrm's transformation often involves fusing the consciousness, the magic, and sometimes even the physical forms of multiple echoes of the same dragon across the worlds of the Material Plane. Several of the dragons identified as dragon gods—including Aasterinian (described in the \\\"Brass Dragons\\\" section of chapter 5), Lendys, and Tamara—are metallic greatwyrms who have combined the essences of multiple forms to achieve this godlike status.\",\"Metallic greatwyrms are among the largest creatures in the multiverse, overshadowing most other dragons. Mighty elemental forces swirl around them in response to their wishes, and their breath weapons can sap the strength from armies—or lay waste to whole regions.\",{\"type\":\"inset\",\"name\":\"Justice and Mercy\",\"source\":\"FTD\",\"entries\":[\"Lendys and Tamara are both silver greatwyrms, but they could not be more different from each other.\",\"Lendys is renowned as an impartial judge who is equally ready to serve as jury and executioner when dragons commit grave injustices against dragonkind. He is lawful neutral, and he is said to be incapable of mercy or forgiveness.\",\"Tamara, by contrast, embodies the ideal of mercy. She heals the sick, tends the injured, and delivers a peaceful departure to dragons nearing the end of their natural lives. She has a particular loathing for dracoliches and other draconic Undead.\"]},{\"type\":\"quote\",\"entries\":[\"Call me biased, but the \\\"great\\\" part of \\\"metallic greatwyrm\\\" feels a little redundant. It goes without saying.\"],\"by\":\"Fizban\"}]},{\"name\":\"Metallic Peacekeeper\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"When a metallic dragon grows attached to a settlement of smaller folk—often after dwelling there for a time in Humanoid form—the dragon might decide to create a metallic peacekeeper to protect the place. The peacekeeper can ward a community for centuries, standing in the place of its dragon creator and maintaining peace and order.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Metallic Sentinels\",\"entries\":[\"A metallic sentinel is a guardian created by a metallic dragon, forged from the metal associated with its creator and powered by the energy of the dragon's breath. An artificial being sculpted in elegant filigree, it is dedicated to defusing tensions that could spiral into violence.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Metallic Peacekeeper.webp\"},\"credit\":\"Nikki Dawes\"}]},{\"name\":\"Metallic Warbler\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Metallic warblers resemble songbirds and serve as clandestine agents of their creators, keeping watch over communities without directly intervening. Their telepathic bond lets them summon their dragon creators in case of dire need.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Metallic Sentinels\",\"entries\":[\"A metallic sentinel is a guardian created by a metallic dragon, forged from the metal associated with its creator and powered by the energy of the dragon's breath. An artificial being sculpted in elegant filigree, it is dedicated to defusing tensions that could spiral into violence.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Metallic Warbler.webp\"},\"credit\":\"Nikki Dawes\"}]},{\"name\":\"Moonstone Dragon Wyrmling\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Ancient legends suggest that when the gods came to the First World and tried to populate it with their Humanoid followers, a clever dragon fled to the Feywild to hide a clutch of eggs. The magic of that faerie realm suffused the eggs, which hatched into the first moonstone dragons. Their descendants are now found throughout the Feywild.\",\"Moonstone dragons are graceful and elegant creatures with opalescent scales and ruffs of emerald-green fur running down their chins, chests, backs, and tails. One horn arcs from the back of a moonstone dragon's skull and another at the tip of the nose; the two horns together form a shape that's reminiscent of a slender crescent moon. Moonstone dragons are playful and impetuous forces of mischief in their early years, but the best of them mature into wise teachers and storytellers who anchor Feywild communities. The worst of them are pompous and ill behaved, but even those remain gentle by nature and curious about all things—especially travelers from faraway places.\",\"Moonstone dragons can project themselves into the realm of dreams to communicate with the creatures that sleep near their lairs. In this way, they inspire artists and poets, encourage great thinkers, and spur adventurers to heroic deeds. They sometimes give guidance to those in need or request help from adventurers to encourage them to greatness.\",\"As a rule, moonstone dragons are not particularly interested in gold or copper, but they love silver, platinum, and mithral. They also cherish treasures whose value can't be easily quantified—a song sung from the heart, a lock of a loved one's hair, or a painting of a favorite place. A story of happy times fondly remembered is more precious to a moonstone dragon than a sack of gold.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Creating a Moonstone Dragon\",\"entries\":[\"Use the Moonstone Dragon Personality Traits and Moonstone Dragon Ideals tables to inspire your portrayal of distinctive moonstone dragon characters.\",{\"type\":\"entries\",\"name\":\"Moonstone Dragon Personality Traits\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I often lose track of whether I'm in the Feywild or on the Material Plane.\"],[\"2\",\"I have been known to throw caution to the wind when in pursuit of new items for my hoard.\"],[\"3\",\"No matter how old I get, I always delight in harmless pranks and tricks.\"],[\"4\",\"I've always been mature for my age, and I can't wait for the day I can retire to my lair to be taken care of by doting fey.\"],[\"5\",\"I look down upon any being who resorts to violence to solve a problem.\"],[\"6\",\"Conversing with others is often difficult because I'm so easily distr... oh my goodness, is that circlet made of silver?\"],[\"7\",\"I find the waking world tedious and mundane and would much rather spend my time asleep, in the realm of dreams.\"],[\"8\",\"I find the whimsy of fey, and whimsy in general, to be exasperating and exhausting.\"]]}]},{\"type\":\"entries\",\"name\":\"Moonstone Dragon Ideals\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Curiosity. I might never be able to experience everything in the multiverse—but it doesn't hurt to try. (Any)\"],[\"2\",\"Nonviolence. Violence need never be the answer in a multiverse of infinite possibilities. (Neutral)\"],[\"3\",\"Whimsy. Why waste time on boring, ordinary concerns when the world is filled with fantastic and ludicrous wonders? (Chaotic)\"],[\"4\",\"Beauty. There is beauty to be found in even the simplest things if you look hard enough. (Good)\"],[\"5\",\"Inspiration. Great are history's artists and creators. But greater still are those who inspire them. (Any)\"],[\"6\",\"Power. Creatures are at their most vulnerable in their dreams, and I am the master of dreams. (Evil)\"]]}]}]},{\"type\":\"entries\",\"name\":\"Moonstone Dragon Adventures\",\"entries\":[\"The Moonstone Dragon Adventure Hooks table offers suggestions for stories and adventures involving moonstone dragons.\",{\"type\":\"entries\",\"name\":\"Moonstone Dragon Adventure Hooks\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A wealthy and well-known artist's muse—a moonstone dragon—has stopped appearing in their dreams. The artist is desperate to hire adventurers to find the dragon.\"],[\"2\",\"A clutch of moonstone dragons has discovered a portal to the Material Plane and is wreaking havoc on nearby villages, pilfering every bit of silver the locals own.\"],[\"3\",\"A moonstone dragon seeks the platinum crown of a Fey prince—and will do anything to get it.\"],[\"4\",\"A gluttonous moonstone dragon is consuming all the moonlight in a small forest, making the darkened path through the woods ideal for banditry.\"],[\"5\",\"A moonstone dragon hosts a storytelling competition in the Feywild, and the winner gets to claim any one item on display in the dragon's lair.\"],[\"6\",\"A moonstone dragon, offended by gifts of gold, is causing nightmares among the local nobility.\"],[\"7\",\"A powerful spellcaster is forcing a captive moonstone dragon to invade the dreams of adventurers, sending parties on quests to assist the spellcaster's nefarious schemes.\"],[\"8\",\"A moonstone dragon that accidentally stumbled through a portal to the Material Plane can't find a way back home to the Feywild.\"]]}]},{\"type\":\"entries\",\"name\":\"Connected Creatures\",\"entries\":[\"In the Feywild, moonstone dragons interact mostly with pixies, sprites, and other Fey creatures who revere and serve the dragon. Outside the Feywild, they often prefer to communicate with other creatures through dreams.\"]},{\"type\":\"entries\",\"name\":\"Moonstone Dragon Wyrmling Connections\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An abandoned moonstone dragon wyrmling is being raised by a family of faerie dragons, who eagerly encourage the wyrmling's mischievous habits.\"],[\"2\",\"A moonstone dragon wyrmling searches for whoever made the dragon's friend—a suit of animated armor able to make witty, if limited, conversation.\"],[\"3\",\"A moonstone dragon wyrmling has convinced a lost white dragon wyrmling that the latter is also a moonstone dragon, cursed by an archfey of winter. The two travel together, causing trouble in the name of lifting the \\\"curse.\\\"\"],[\"4\",\"Ettercaps captured a moonstone dragon wyrmling, who has so far avoided becoming dinner by teaching the ettercaps to create wild, impossible sculptures with their webs.\"],[\"5\",\"A moonstone dragon wyrmling torments a group of lost modrons by tricking them into performing chaotic acts.\"],[\"6\",\"A moonstone dragon wyrmling has volunteered to be a spy in a conflict between a group of pixies and a group of quicklings. Both sides believe the wyrmling is working exclusively for them.\"]]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Moonstone Dragon Wyrmling.webp\"},\"credit\":\"Irina Nordsol\"}]},{\"name\":\"Red Greatwyrm\",\"source\":\"FTD\",\"_copy\":{\"name\":\"Chromatic Greatwyrm\",\"source\":\"FTD\"},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Red Greatwyrm.webp\"},\"credit\":\"Svetlin Velinov\"}]},{\"name\":\"Sapphire Dragon Wyrmling\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The thunderous clash of conflict is part of the very nature of sapphire dragons. Militant and territorial, they defend their lairs fiercely, ambushing intruders and plotting assaults against their rivals. The sonic pulse of their breath weapon sows weakness, leaving the victims unable to fight back.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Luminous Blue\",\"entries\":[\"Sapphire dragons' scales and wing membranes show varied shades of blue, ranging from the light tones of a spring sky to the rich, crystalline azure of sapphire gems and compressed glacial ice. In the light, the scales glitter and shine like luminous starbursts. The dragons' psionic nature is evident in the horn and bone structures of their bodies. Their tail barbs and horn tips are all separate pieces, but they float in place, held aloft by psychic energy while the dragons live. These levitating horns and spines shift slightly with the dragons' moods, bobbing in amusement or flaring with anger.\"]},{\"type\":\"entries\",\"name\":\"Art of War\",\"entries\":[\"The warlike sapphire dragons devise strategies and ambushes based on their ability to maneuver underground. A sapphire dragon often refrains from striking immediately, preferring to assess intruders first in order to devise the most advantageous approach to dealing with them.\",\"Sapphire dragons watch for signs of Aberrations and other creatures corrupted by the Far Realm. They frequently ally with emerald dragons, drawing on their kin's knowledge of occult phenomena to track the influence of the Far Realm. Armed with that knowledge, sapphire dragons stamp out alien influence before it spreads.\",\"People who dwell or delve deep beneath the earth can easily find themselves at odds with a sapphire dragon if they cross into the dragon's territory. But sapphire dragons sometimes forge peaceful relationships with rock gnomes or deep gnomes, relying on these folk to help protect the territory surrounding their lairs.\"]},{\"type\":\"entries\",\"name\":\"Martial Hoards\",\"entries\":[\"Sapphire dragons' favorite prizes are weapons and armor, records of military history and tactics, and magic items that protect against psychic damage or mental intrusion. The centerpiece of a sapphire dragon's hoard is usually a cataloged, orderly collection of war gear, which can contain ancient relics of immense power.\"]},{\"type\":\"entries\",\"name\":\"Creating a Sapphire Dragon\",\"entries\":[\"Use the Sapphire Dragon Personality Traits and Sapphire Dragon Ideals tables to inspire your portrayal of distinctive sapphire dragon characters.\",{\"type\":\"entries\",\"name\":\"Sapphire Dragon Personality Traits\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I often fixate on specific historical battles or wars and won't rest until my hoard contains that conflict's most significant artifacts.\"],[\"2\",\"I am constantly aware of a call from beyond this world. I must prepare to answer that call by amassing powerful arms and armor.\"],[\"3\",\"I secretly look forward to adventurers trying to infiltrate my lair. How else could I try out new defenses?\"],[\"4\",\"Give me a storied helmet or scimitar over a pile of gold any day.\"],[\"5\",\"No creature can outsmart my defenses—if they do, they obviously cheated.\"],[\"6\",\"Any creature that can hold their own against me must teach me how—whether they want to or not.\"],[\"7\",\"I cannot resist a game of dragonchess—which, I will have you know, my ancestors probably invented.\"],[\"8\",\"The sight of blood makes me queasy.\"]]}]},{\"type\":\"entries\",\"name\":\"Sapphire Dragon Ideals\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Solitude. A stranger is just an intruder I haven't dealt with yet. (Neutral)\"],[\"2\",\"Preservation. Most creatures cannot be trusted to properly safeguard historically significant artifacts. I can. (Lawful)\"],[\"3\",\"Knowledge. The stories surrounding every piece in my collection are as important as the treasures themselves. (Any)\"],[\"4\",\"Order. An organized hoard makes me happy—and you don't want to see me unhappy. (Lawful)\"],[\"5\",\"Preparation. Justice and righteousness do not guarantee victory. Planning and tactics do. (Lawful)\"],[\"6\",\"Companionship. Sure, my hoard brings me great joy. But the real treasures are the guests who stop by to see it. (Good)\"]]}]}]},{\"type\":\"entries\",\"name\":\"Sapphire Dragon Adventures\",\"entries\":[\"The Sapphire Dragon Adventure Hooks table offers suggestions for stories and adventures involving sapphire dragons.\",{\"type\":\"entries\",\"name\":\"Sapphire Dragon Adventure Hooks\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Posing as an avatar of an evil earth elemental-god, a sapphire dragon serves as general to a fanatical cult—and claims the spoils of the cult's victories.\"],[\"2\",\"A sapphire dragon is bound by an ancient pact to advise a monarchy on matters of defense—until someone bests the dragon's security measures.\"],[\"3\",\"A sapphire dragon seeks adventurers to lead into battle against the mind flayers that usurped the dragon's lair.\"],[\"4\",\"Powerful infernal creatures have opened a portal in the middle of a city square. The key to closing the portal is a mythical holy weapon that happens to be the pride and joy of a sapphire dragon's hoard.\"],[\"5\",\"A sapphire dragon threatens to sink a town into the Underdark unless the authorities find and turn over a thief who stole from the dragon.\"],[\"6\",\"A village is beset by swarms of giant spiders drawn to the area when a sapphire dragon took up residence nearby. Ridding the village of the spiders means tampering with the dragon's food supply.\"],[\"7\",\"A sapphire dragon invites warriors to vie for the honor of studying military tactics under the dragon. The front-runner is an infamous bandit leader who will undoubtedly terrorize the area if they win.\"],[\"8\",\"A sapphire dragon's lair is so well protected that its inner defenses have never been tested. The dragon spreads rumors of the treasures within to attract adventurers who can put the traps to the test.\"]]}]},{\"type\":\"entries\",\"name\":\"Connected Creatures\",\"entries\":[\"Sapphire dragons are generally solitary creatures. On the rare occasion that one forms nonhostile relationships with other beings, it is almost always to bolster the defenses of the dragon's lair and hoard.\"]},{\"type\":\"entries\",\"name\":\"Sapphire Dragon Wyrmling Connections\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"After being robbed by gnomes who had pledged to protect the hoard, a sapphire dragon wyrmling installs new guardians that have no interest in material riches: gelatinous cubes and ochre jellies.\"],[\"2\",\"A band of minotaurs in service to Baphomet has captured a sapphire dragon wyrmling to learn from the wyrmling's strategies.\"],[\"3\",\"Two sapphire dragon wyrmlings vie for the same territory. Their primary battle tactic involves luring grells into each other's lairs.\"],[\"4\",\"A group of Lolth-worshiping drow warriors were sent to kill a sapphire dragon wyrmling who has been making meals of their goddess's holy spiders.\"],[\"5\",\"A sapphire dragon wyrmling is on the verge of starvation after incorrectly identifying a nearby phase spider nest as an easy food source.\"],[\"6\",\"A sapphire dragon wyrmling's hoard contains a cursed item, which has attracted specters and wraiths to the area around the dragon's lair.\"]]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Sapphire Dragon Wyrmling.webp\"},\"credit\":\"Chris Rallis\"}]},{\"name\":\"Sapphire Greatwyrm\",\"source\":\"FTD\",\"_copy\":{\"name\":\"Gem Greatwyrm\",\"source\":\"FTD\"},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Sapphire Greatwyrm.webp\"},\"credit\":\"Sam Keiser\"}]},{\"name\":\"Silver Greatwyrm\",\"source\":\"FTD\",\"_copy\":{\"name\":\"Metallic Greatwyrm\",\"source\":\"FTD\"},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Silver Greatwyrm.webp\"},\"credit\":\"Crystal Sully\"}]},{\"name\":\"Swarm of Hoard Scarabs\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Hoard scarabs are beetle-like creatures that, through some feat of natural adaptation or alchemical ingenuity, blend in perfectly among piles of gold coins. They feed on tiny mites that infest a dragon's scales and lair, and their painful bite can be a strong deterrent to would-be treasure thieves.\",\"Hoard scarabs also produce a glittering metallic dust from their wings that coats intruders who get too close to them. The magic of this dust allows the lair's draconic owner to sense intruders' location as they move about the lair.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Swarm of Hoard Scarabs.webp\"},\"credit\":\"Clint Cearley\"}]},{\"name\":\"Topaz Dragon Wyrmling\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Decay and despair are bound up in the nature of topaz dragons, thanks to the necrotic energy of the Negative Plane that suffuses them. Their psionic power manifests the fundamental entropic principle that mortal beings and their creations are ultimately doomed to death and decomposition, and the dragons' demeanor is typically morbid and curmudgeonly as a result.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Gleaming Gold\",\"entries\":[\"Upon hatching, topaz dragon wyrmlings' scales are dull yellow-orange and have a cloudy or filmy look. As they age, their scales harden and clarify, becoming translucent and faceted, and ranging from bright yellow to rich amber in color. Their bodies are wider at the haunches, tapering in a wedge shape toward the head, and their wings are shaped to propel them through both air and water. A topaz dragon's psionic power manifests visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon's back, dancing and shifting with the dragon's mood.\"]},{\"type\":\"entries\",\"name\":\"Embodiment of Decay\",\"entries\":[\"While generally not malicious, topaz dragons embody decay. They view destruction as a natural means of clearing the way for new creation and growth, much as a forest fire clears dead wood, replenishes the soil, and allows the forest to regrow even healthier than before. To this end, topaz dragons use their power to reduce crumbling structures and diseased plants to dust, clearing the way for new growth and construction.\",\"Despite being competent swimmers and making their lairs on seacoasts and in brackish marshes, topaz dragons hate the water. Unfortunately, their favorite food is giant squid, so these dragons have ample opportunity to complain bitterly about being wet after diving deep into the ocean in search of prey.\",\"Topaz dragons often come into conflict with bronze dragons when their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw the ire of druids and other nature protectors who don't understand the dragons' proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow irritated when disturbed. But anyone who can endure their abrasive demeanor, caustic observations, and morbid interests can form a lasting bond with a powerful ally.\"]},{\"type\":\"entries\",\"name\":\"Entropic Hoards\",\"entries\":[\"Topaz dragons prize information on destruction and creation, whether abstract or dedicated to practical applications. They are fascinated by magic that creates objects from nothing, animates Undead, destroys matter, or manipulates negative energy. And they are particularly intrigued by Undead, sometimes keeping them in their hoards as curios.\"]},{\"type\":\"entries\",\"name\":\"Creating a Topaz Dragon\",\"entries\":[\"Use the Topaz Dragon Personality Traits and Topaz Dragon Ideals tables to inspire your portrayal of distinctive topaz dragon characters.\",{\"type\":\"entries\",\"name\":\"Topaz Dragon Personality Traits\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I seek no company other than my own, for no one else can compete with me.\"],[\"2\",\"If my offspring can't care for themselves, I'm not sure they're worthy of my attention.\"],[\"3\",\"The sea is beautiful and I love gazing upon it, but I abhor being wet.\"],[\"4\",\"Why should I risk damaging my splendid physique when I can fight with the power of my mind?\"],[\"5\",\"I am predictable only in my unpredictability.\"],[\"6\",\"It takes true artistry to maintain a warm, desert-like dwelling under the water.\"],[\"7\",\"I soothe myself to sleep by imagining the perfect insults for bronze dragons; while I wait to meet one, I hone them on other creatures.\"],[\"8\",\"I secretly enjoy conversing with lesser beings, although I usually do so only to find their weaknesses.\"]]}]},{\"type\":\"entries\",\"name\":\"Topaz Dragon Ideals\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Solitude. My own company obviates the need for others in my life, whether they are dragons or lesser creatures. (Any)\"],[\"2\",\"Change. Consistency is stagnation. (Chaotic)\"],[\"3\",\"Mental Superiority. I hone my mental powers so I can confuse, control, or kill any who annoy me. (Evil)\"],[\"4\",\"Territoriality. Any creature that comes into my territory has forfeited its right to be upset by anything I do to it. (Evil)\"],[\"5\",\"Wonder. Though I don't wish to spend time in it, my soul sings at the sight of the vast beauty of the ocean. (Good)\"],[\"6\",\"Code of Combat. I despise most other dragons, but I meet them face to face without resorting to the base trickery I use on lesser creatures. (Lawful)\"]]}]}]},{\"type\":\"entries\",\"name\":\"Topaz Dragon Adventures\",\"entries\":[\"The Topaz Dragon Adventure Hooks table offers suggestions for stories and adventures involving topaz dragons.\",{\"type\":\"entries\",\"name\":\"Topaz Dragon Adventure Hooks\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A pirate ship is found floating on the open sea, the bodies of the crew completely desiccated. The only clue to what happened is a single topaz dragon scale on the deck.\"],[\"2\",\"A topaz dragon has claimed a stretch of coastline and ordered the residents of a seaside town to vacate the area or suffer the dragon's wrath.\"],[\"3\",\"A fishery that specializes in a type of eel favored by a local topaz dragon is \\\"haunted,\\\" and shipments of the eel vanish every time the ghost appears.\"],[\"4\",\"Legends claim that a gauntlet imbued with divine power rests in a temple beneath the waves. Unfortunately, that temple is now the lair of an especially tricky topaz dragon.\"],[\"5\",\"A topaz dragon is injured and stranded far from the sea, but the dragon is too proud to ask for help getting home.\"],[\"6\",\"A topaz dragon is building a tableau of desiccated creatures and has grown obsessed with catching one treasure hunter who escaped the dragon's clutches.\"],[\"7\",\"A topaz dragon has developed a taste for merfolk, and the merfolk community near the dragon's lair is desperate for help.\"],[\"8\",\"A topaz dragon is intent on destroying the homes of all intelligent creatures in the dragon's territory, and desperate locals seek to find out what's behind the dragon's wrath.\"]]}]},{\"type\":\"entries\",\"name\":\"Connected Creatures\",\"entries\":[\"Topaz dragons rarely tolerate any company but their own, and they are usually indifferent at best even toward their own kind. Moreover, their unpredictability means that even if a creature proves itself useful to a topaz dragon, it shouldn't count on being safe from the dragon the next time they meet. Topaz dragons rarely go out of their way to fight other creatures, however, with the exception of bronze dragons, for whom they bear an inexplicably intense hatred.\"]},{\"type\":\"entries\",\"name\":\"Topaz Dragon Wyrmling Connections\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Moved by pity, a giant eagle continues bringing food to an abandoned topaz dragon wyrmling, despite the wyrmling's attempts to eat the eagle.\"],[\"2\",\"A pseudodragon who is fanatical about the kinship of all dragonkind is trying to win a topaz dragon wyrmling's friendship.\"],[\"3\",\"A topaz dragon wyrmling has developed a taste for crab meat and persistently hunts a giant crab that always manages to evade the wyrmling. (The crab might have been the recipient of a druid's {@spell awaken} spell.)\"],[\"4\",\"A mated pair of griffons found a topaz dragon egg, and they care for it as if it were their own.\"],[\"5\",\"A sea hag is on the hunt for a topaz dragon wyrmling, to be used as a component in a fell ritual.\"],[\"6\",\"A pirate crew keeps a curmudgeonly topaz dragon wyrmling as a beloved mascot.\"]]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Topaz Dragon Wyrmling.webp\"},\"credit\":\"Alex Stone\"}]},{\"name\":\"Topaz Greatwyrm\",\"source\":\"FTD\",\"_copy\":{\"name\":\"Gem Greatwyrm\",\"source\":\"FTD\"}},{\"name\":\"White Greatwyrm\",\"source\":\"FTD\",\"_copy\":{\"name\":\"Chromatic Greatwyrm\",\"source\":\"FTD\"}},{\"name\":\"Young Amethyst Dragon\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Amethyst dragons, the mightiest of the gem dragons, study and psionically manipulate the fundamental principles of the multiverse, from the force of gravity to the emanations of the Outer Planes. Their innate psionics give them a measure of control over how physical laws affect them. They defy gravity with flight that doesn't rely solely upon their great wings, and gravitational force empowers both their devastating breath weapon and the exploding amethyst crystals they spit at their foes.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Royal Purple\",\"entries\":[\"When first hatched, an amethyst dragon has scales of dull, opaque purple. As the dragon grows, their scales, horns, and wing membranes become more vibrant and translucent. When the dragon is fully mature, their scales resemble rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of an ancient dragon resemble glowing white or pale lavender orbs. Crystalline horns reminiscent of amethyst chunks hover behind their heads, held there by telekinetic force and shifting with their moods.\"]},{\"type\":\"entries\",\"name\":\"Cosmological Study\",\"entries\":[\"Many amethyst dragons are fascinated by the existence of other worlds in the Material Plane, and especially the way individual dragons manifest unique echoes across those worlds. They also prize understanding of the cosmic forces that emanate from the Outer Planes, studying the opposing tides of good and evil, chaos and order, so they can offer counsel to those with the wisdom to accept it.\",\"Amethyst dragons pay particular attention to intrusions of the Far Realm into the Material Plane. They loathe the corruption that accompanies such intrusions into the world, making them fierce opponents of the Far Realm and any creatures warped by its touch. Strangely, though, they are intrigued by and fond of flumphs. These Aberrations, which oppose the depredations of mind flayers and other wicked Aberrations, remind amethyst dragons that allies can be found in the strangest places.\"]},{\"type\":\"entries\",\"name\":\"Hoarded Arcana\",\"entries\":[\"In addition to material wealth, amethyst dragons delight in collecting knowledge and magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane, especially magic items and artworks that highlight the unique nature of different worlds. Magic items that allow teleportation or travel between planes, spellbooks filled with similar magic, and treatises examining the nature of the multiverse form the centerpiece of an amethyst dragon's hoard.\"]},{\"type\":\"entries\",\"name\":\"Creating an Amethyst Dragon\",\"entries\":[\"Use the Amethyst Dragon Personality Traits and Amethyst Dragon Ideals tables to inspire your portrayal of distinctive amethyst dragon characters.\",{\"type\":\"entries\",\"name\":\"Amethyst Dragon Personality Traits\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I am never so content as when contemplating the beauty and wonders of the multiverse.\"],[\"2\",\"I am a sworn protector against the depredations of the Far Realm, and I will root out its corruption wherever it may arise.\"],[\"3\",\"What use is vast knowledge or insight if it is not shared with those who can appreciate it?\"],[\"4\",\"Although some are fascinated by words, I think numbers are the true foundations of creation.\"],[\"5\",\"To experience a thing is to truly understand it. Direct and personal experience is the most valuable form of knowledge.\"],[\"6\",\"I see a far more kaleidoscopic reality than you do... or than any of your selves do, really.\"],[\"7\",\"It is not my place to interfere. I merely seek to observe, learn, and understand.\"],[\"8\",\"With a true understanding of metaphysics, anything is possible—including the creation of a more orderly and perfect cosmos than this one.\"]]}]},{\"type\":\"entries\",\"name\":\"Amethyst Dragon Ideals\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Balance. Everything is a complex interaction of forces that must be kept in a delicate and carefully maintained balance. (Neutral)\"],[\"2\",\"Knowledge. We are the whole of creation, seeking to understand itself. (Any)\"],[\"3\",\"Self-Improvement. I am a complex gem, and I constantly polish and refine my many facets to make the whole that much more perfect. (Any)\"],[\"4\",\"Responsibility. Having knowledge and power gives one a responsibility to those who have less of either. (Lawful)\"],[\"5\",\"Noble Obligation. My superior experience, intellect, and insight give me a duty to mediate disputes when I can. (Good)\"],[\"6\",\"Power. Knowledge is power, power must be used, and I use it. Your concerns are irrelevant. (Evil)\"]]}]}]},{\"type\":\"entries\",\"name\":\"Amethyst Dragon Adventures\",\"entries\":[\"The Amethyst Dragon Adventure Hooks table offers suggestions for stories and adventures involving amethyst dragons.\",{\"type\":\"entries\",\"name\":\"Amethyst Dragon Adventure Hooks\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An amethyst dragon seeks a rare type of crystal found in the domain of a territorial stone giant clan.\"],[\"2\",\"A coven of hags seeks to reclaim its hag eye, which rests within an amethyst dragon's hoard.\"],[\"3\",\"An amethyst dragon magically disables all teleportation within a thousand miles of their lair. Governments within that area seek emissaries who can negotiate an end to the restriction.\"],[\"4\",\"An amethyst dragon recruits a group of adventurers to psychically trade bodies with adventurers from another world, so that each can carry out certain tasks before swapping back.\"],[\"5\",\"A cult devoted to a Great Old One of the Far Realm seeks an alien monolith that can summon its master, but the site is guarded by an amethyst dragon.\"],[\"6\",\"An amethyst dragon wyrmling is actually the temporally displaced form of an ancient amethyst dragon who already exists in the same time line.\"],[\"7\",\"An amethyst dragon seeks the means to plant special crystals that will allow the dragon to magically coexist in multiple places at once across the world during a rare celestial alignment.\"],[\"8\",\"An amethyst dragon is fusing with their echoes on other worlds. They all hope to ascend to godhood, perhaps recreating or replacing Sardior.\"]]}]},{\"type\":\"entries\",\"name\":\"Connected Creatures\",\"entries\":[\"Amethyst dragons are generally aloof creatures, dwelling in isolation for long periods of time and rarely cultivating connections with other creatures. When they do connect with others, it is most often for intellectual and philosophical pursuits or to fulfill some arcane purpose involving the dragons' echoes across the worlds.\"]},{\"type\":\"entries\",\"name\":\"Young Amethyst Dragon Connections\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A myconid community dwells in tunnels near a young amethyst dragon's lair, and its members telepathically commune with the dragon and any visitors in the lair from time to time.\"],[\"2\",\"A young amethyst dragon and a githzerai zerth travel together, learning about the multiverse.\"],[\"3\",\"A young amethyst dragon wants to take over the cavern lair of a hydra.\"],[\"4\",\"A deep pool in a young amethyst dragon's lair leads to the underground domain of an aboleth the dragon has been seeking to eliminate.\"],[\"5\",\"A young amethyst dragon and a cloud giant regularly host each other to play strategy games.\"],[\"6\",\"Pegasi nesting in the mountain heights are under the protection of a young amethyst dragon.\"]]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Young Amethyst Dragon.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Young Crystal Dragon\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Shimmering with radiant energy and brimming with life, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Inner Glow\",\"entries\":[\"When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline points, allowing the wyrmlings to blend in to rocky terrain in the face of danger. As they age, their scales turn snow white, then slowly fade to transparency. The oldest crystal dragons have scales of perfect clarity that bend and refract light, sometimes making them difficult to see clearly.\",\"The radiant energy of the Positive Plane shimmers in crystal dragons' scales. It glows like starlight between their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon's mood: bristling with anger, lying back with fear or suspicion, and rippling in side-to-side waves with amusement or joy.\"]},{\"type\":\"entries\",\"name\":\"Visions in Starlight\",\"entries\":[\"Many crystal dragons study the stars, recording their observations of the night sky and tracking the signs written in starlight. They read these signs as omens, giving them glimpses of what is to come, and they eagerly examine the potential futures of any creatures who come to them in peace.\",\"Crystal dragons' connection to the radiant forces of the Positive Plane fosters a nurturing, optimistic attitude in most of these dragons. They sometimes adopt the abandoned eggs or hatchlings of other dragons; many a white wyrmling has been raised in the caring environment of a crystal dragon's lair. But they fiercely oppose destructive forces in their home territories, which sometimes leads nearby frost giants and white dragons to put aside their mutual enmity to hunt them.\"]},{\"type\":\"entries\",\"name\":\"Glittering Hoards\",\"entries\":[\"For their treasure hoards, crystal dragons prize diamonds and baubles that refract light, collections of prophecy, works on astronomy, and star charts. When it comes to magical treasure, they seek items and spells that predict the future, create or manipulate light, or channel positive energy for healing and nurturing.\"]},{\"type\":\"entries\",\"name\":\"Creating a Crystal Dragon\",\"entries\":[\"Use the Crystal Dragon Personality Traits and Crystal Dragon Ideals tables to inspire your portrayal of distinctive crystal dragon characters.\",{\"type\":\"entries\",\"name\":\"Crystal Dragon Personality Traits\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"If you're not a thief or a frost giant, let's talk!\"],[\"2\",\"Are you comfortable? Can I tell your future for you? Just let me know what I can do for you, okay?\"],[\"3\",\"Jokes are as valuable as any gemstone and more fun to share.\"],[\"4\",\"My empathy is a bottomless well. I can't help but lose myself in the emotions of others.\"],[\"5\",\"The stars have much to tell us, and folk need me to interpret what the stars say.\"],[\"6\",\"All play and no work—those are the words I live by.\"],[\"7\",\"I am always the first to offer a compliment.\"],[\"8\",\"Get off my snowfield, you immature bipeds! When I was a wyrmling, people respected their elders!\"]]}]},{\"type\":\"entries\",\"name\":\"Crystal Dragon Ideals\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Exploration. Yesterday is already known. Today is for something new. (Chaotic)\"],[\"2\",\"Empathy. It's a gift to share in another's joy, even if sometimes you must bear their pain, too. (Good)\"],[\"3\",\"Hospitality. We all live beautiful lives—it would be a shame not to share our lives with others. (Neutral)\"],[\"4\",\"Determinism. Our destinies may already be written, but the way we achieve them still matters. (Any)\"],[\"5\",\"Fun and Games. Play is learning, but without the boredom. (Chaotic)\"],[\"6\",\"Control. Everyone is welcome, as long as they follow my rules. (Lawful)\"]]}]}]},{\"type\":\"entries\",\"name\":\"Crystal Dragon Adventures\",\"entries\":[\"The Crystal Dragon Adventure Hooks table offers suggestions for stories and adventures involving crystal dragons.\",{\"type\":\"entries\",\"name\":\"Crystal Dragon Adventure Hooks\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A towering palace of ice and quartz that was once the abode of an ancient crystal dragon is found deserted, with no clue as to whether its master will return or whether some other creature has claimed it.\"],[\"2\",\"Prismatic shards rain from the sky in a beautiful but dangerous display. Rumors quickly spread that a crystal dragon is responsible.\"],[\"3\",\"A crystal dragon invites the greatest bards and philosophers to partake in \\\"the Great Dialogue\\\" in the dragon's mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can leave the lair once it has begun.\"],[\"4\",\"A crystal dragon intent on exploring a new world of the Material Plane has acquired a magic ship for the journey and now just needs a brave crew.\"],[\"5\",\"A crystal dragon who has guarded a mountain pass for decades unexpectedly retires to the Elemental Plane of Air. Monstrous forces immediately move into the area—and might take control of the pass unless the dragon can be convinced to return.\"],[\"6\",\"A royal heir goes missing while secretly visiting a crystal dragon. The heir's family, the heir's friends, and the dragon all want to find the heir, but no faction trusts the others.\"],[\"7\",\"A crystal dragon seeks bold adventurers to steal an egg from an ancient white dragon who is infamous for abject cruelty and utter remorselessness.\"],[\"8\",\"A crystal dragon has ripped open holes to the Elemental Planes of Air and Water, creating flash glaciation that encroaches upon inhabited lands.\"]]}]},{\"type\":\"entries\",\"name\":\"Connected Creatures\",\"entries\":[\"Crystal dragons are among the most social and hospitable of dragons. They are equal parts mysterious, contemplative, and mischievous, making it difficult to know what to expect of them.\"]},{\"type\":\"entries\",\"name\":\"Young Crystal Dragon Connections\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A young crystal dragon tries to protect a local population of rare snowy owlbears from poachers and hunters.\"],[\"2\",\"A young crystal dragon has adopted a group of kobolds and is trying to teach them the value of a good practical joke.\"],[\"3\",\"A young crystal dragon has captured a pack of winter wolves loyal to a frost giant, intent on convincing the wolves to change their evil ways.\"],[\"4\",\"A lonely werebear enjoys long conversations with a young crystal dragon but doesn't always appreciate the dragon's sense of humor.\"],[\"5\",\"A young crystal dragon finds some manticores' bluster hilarious and befriends them despite their fear. But the dragon is having trouble overcoming the manticores' predatory nature.\"],[\"6\",\"A young crystal dragon uses dancing lights and hypnotic pattern to give an air of authenticity to a charlatan fortuneteller's act, in exchange for a portion of the take from the charlatan's clients.\"]]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Young Crystal Dragon.webp\"},\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Young Deep Dragon\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Making their lairs in the depths of the Underdark, deep dragons are nightmarish cousins of chromatic dragons. The warped magical energy of their subterranean realm gives them the ability to exhale magical spores that instill fear and scar the mind.\",\"Deep dragons' black-and-gray hide is smooth like a salamander's, and their eyes are pale. As they age, their spore breath causes fungi to bloom across their skin, especially around the head and neck. Their wings are attached to their front legs and can fold in close to the body, allowing deep dragons to easily maneuver through relatively narrow tunnels.\",\"Deep dragons often hoard secrets, delighting in knowledge of far-off lands. Many seek out new insights and tricks that they can use against other denizens of the Underdark, preferring social manipulation and crafty dealmaking to exerting themselves in combat. Deep dragons look down on any creature that isn't useful to them, though they are willing to bargain for knowledge they lack.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Creating a Deep Dragon\",\"entries\":[\"Use the Deep Dragon Personality Traits and Deep Dragon Ideals tables to inspire your portrayal of distinctive deep dragon characters, and use the Deep Dragon Spellcasting table to help select spells for a spellcasting dragon.\",{\"type\":\"entries\",\"name\":\"Deep Dragon Personality Traits\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I will not risk injury at the hands of weaker creatures—especially while I can turn them against one another and have them fight in my stead.\"],[\"2\",\"It is difficult for anyone not of dragonkind to penetrate the twisting labyrinth of my thoughts.\"],[\"3\",\"I might disagree with other dragons, but we are superior beings and should not lower ourselves to direct conflict.\"],[\"4\",\"I have no interest in going to the surface world. It's where one sends one's servants.\"],[\"5\",\"While the petty squabbles of other creatures bore and irritate me, I might hear out those who demonstrate an appreciation for the finer things in life by bringing me delicacies like clams or aboleth flesh.\"],[\"6\",\"I might be willing to exert myself to take out a mind flayer. Those disgusting creatures must be stopped.\"],[\"7\",\"I dream of seeing the deepest places in the ocean.\"],[\"8\",\"I find I rather enjoy the company of people—as long as they remain unaware of my true nature.\"]]}]},{\"type\":\"entries\",\"name\":\"Deep Dragon Ideals\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Understanding. True power comes from the ability to discern other creatures' motivations better than they can discern yours. (Any)\"],[\"2\",\"Kindred. All dragons are kin to one another, and we would all do well to prioritize that kinship. (Any)\"],[\"3\",\"Mystery. I appreciate a question I cannot answer, so I strive to be an enigma for other creatures. (Any)\"],[\"4\",\"Adaptability. Whether taking on a new form, making new allies, or trying a new strategy, flexibility keeps one youthful. (Chaotic)\"],[\"5\",\"Superiority. Weaker creatures cannot be trusted, so I constantly remind my servants of my power. (Evil)\"],[\"6\",\"Patience. All creatures might teach me something, and I'm willing to wait and find out what that might be rather than acting in haste. (Good)\"]]}]},{\"type\":\"entries\",\"name\":\"Deep Dragon Spellcasting\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"Age\",\"Spell Save Dc\",\"Spells Known\"],\"colStyles\":[\"col-1\",\"col-3 text-right\",\"col-8\"],\"rows\":[[\"Young\",\"14\",\"command, dissonant whispers, faerie fire\"]]}]}]},{\"type\":\"entries\",\"name\":\"Deep Dragon Adventures\",\"entries\":[\"The Deep Dragon Adventure Hooks table offers suggestions for stories and adventures involving deep dragons.\",{\"type\":\"entries\",\"name\":\"Deep Dragon Adventure Hooks\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Unfamiliar drow adventurers have been prowling a city's streets at night and have been overheard talking about the dragon they serve.\"],[\"2\",\"Svirfneblin hire the characters to deliver tribute to their deep dragon neighbor.\"],[\"3\",\"A disguised deep dragon offers access to rare artifacts—to a party who is willing to partner up on a seafood shipping business.\"],[\"4\",\"A talented young ranger is kidnapped by a deep dragon who wants a hunting partner.\"],[\"5\",\"A friendly young copper dragon seeks an entourage, hoping to impress the deep dragon holding the copper dragon's inheritance in trust.\"],[\"6\",\"A deep dragon wants to know if rumors of a sea monster in an Underdark lake are true, so the dragon hires adventurers to investigate.\"],[\"7\",\"Two Underdark settlements are about to go to war, having been carefully manipulated by a deep dragon. A desperate ruler offers a reward to anyone who can uncover the true cause of the hostility.\"],[\"8\",\"A deep dragon wants someone to manufacture a scenario that will get the dragon out of an old commitment to protect a city.\"]]}]},{\"type\":\"entries\",\"name\":\"Connected Creatures\",\"entries\":[\"Deep dragons appreciate the company of other dragons. Although they view most other species as inferior to dragonkind, having worth only as servants or tools, the rare individuals who impress them can sometimes earn respect as partners—albeit junior ones.\"]},{\"type\":\"entries\",\"name\":\"Young Deep Dragon Connections\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A young deep dragon has captured a number of kuo-toa and has decided to try them out as servants instead of eating them.\"],[\"2\",\"A young deep dragon maintains the guise of a handsome Humanoid artist so as to maintain an adoring cult of drow and duergar admirers.\"],[\"3\",\"A rather snooty bone naga serves as a young deep dragon's loyal butler, as it did for the dragon's parent.\"],[\"4\",\"A young deep dragon has organized a society of hobgoblin explorers, whose members seek out new places in the Underdark for the dragon to visit.\"],[\"5\",\"A doppelganger mimics a young deep dragon's Humanoid form while committing a string of murders, hoping to turn local Underdark settlements against the dragon.\"],[\"6\",\"Despite repeated mind flayer attacks, a young deep dragon refuses to leave the cave where the dragon's best friend—an adventurer who won the dragon's respect and affection—lingers as a ghost.\"]]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Young Deep Dragon.webp\"},\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Young Dragon Turtle\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Dragon turtles are mighty creatures whose inherent magic is intimately linked with the oceans of the Material Plane. The dragon turtle presented in the {@i Monster Manual} is a typical adult, at least a century old and boasting a valuable hoard. You can use the stat blocks in this section for older or younger dragon turtles. In addition, chapter 5 includes lair actions and regional effects that can be used for adult or ancient dragon turtles. An ancient dragon turtle is a mythic creature akin to a greatwyrm, combining the power of multiple echoes from across the worlds of the Material Plane. Such a creature can be as large as an island—and indeed, legends suggest that many unwitting sailors wrecked at sea have mistaken slumbering dragon turtles for solid ground.\",\"Ancient dragon turtles might sleep for years or decades while floating along the surface of the ocean, enjoying the warmth of the sun and letting vegetation take root on their shells. An angry ancient dragon turtle is terrible to behold, radiating heat from the shell to boil the surrounding water—and any creatures in it. And even if an enemy wears down the dragon turtle's defenses, magical storms manifest to shield the dragon turtle and strike at foes.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Creating a Dragon Turtle\",\"entries\":[\"Use the Dragon Turtle Personality Traits and Dragon Turtle Ideals tables to inspire your portrayal of distinctive dragon turtle characters, and use the Dragon Turtle Spellcasting table to help select spells for a spellcasting dragon. (Though the {@i Monster Manual}doesn't explicitly include dragon turtles in the variant rules for making a dragon a spellcaster, you can apply those rules to these aquatic dragons.)\",{\"type\":\"entries\",\"name\":\"Dragon Turtle Personality Traits\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I speak slowly and deliberately, pausing to reflect after (or sometimes in the middle of) each utterance.\"],[\"2\",\"I am more interested in the shiny baubles people carry than in anything they have to say.\"],[\"3\",\"I think of ships as kindred spirits and like to rub affectionately against their keels.\"],[\"4\",\"I like to show visitors the vastness of my domain, so they appreciate how insignificant they are.\"],[\"5\",\"I attack anyone I notice taking from the sea's bounty without offering something in return.\"],[\"6\",\"I think of sailors' songs as their \\\"water speech\\\" and try to converse with them by humming snippets of tunes I have overheard.\"],[\"7\",\"I swim alongside ships sailing through my domain, just out of arrow range, so they know I am watching.\"],[\"8\",\"I am fascinated by the politics of surface realms and talk endlessly with sailors and adventurers to stay current on the latest happenings on land.\"]]}]},{\"type\":\"entries\",\"name\":\"Dragon Turtle Ideals\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Endurance. We who dwell beneath the waves can weather all storms. (Any)\"],[\"2\",\"Indifference. What do I care for the fleeting concerns of those who crawl upon the land? (Any)\"],[\"3\",\"Curiosity. I want to know about everything that enters my domain, especially oddities from the surface world. (Any)\"],[\"4\",\"Supremacy. Creatures who refuse to recognize my rule over these waters suffer my displeasure. (Lawful or Evil)\"],[\"5\",\"Preservation. I am the ocean's steward, tending reefs and waters to ensure that they remain unspoiled. (Lawful)\"],[\"6\",\"Eradication. The peoples of the surface world were a mistake of creation. I will correct that error. (Evil)\"]]}]},{\"type\":\"entries\",\"name\":\"Dragon Turtle Spellcasting\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"Age\",\"Spell Save Dc\",\"Spells Known\"],\"colStyles\":[\"col-2\",\"col-5 text-right\",\"col-5 text-center\"],\"rows\":[[\"Young\",\"13\",\"fog cloud\"]]}]}]},{\"type\":\"entries\",\"name\":\"Dragon Turtle Adventures\",\"entries\":[\"The Dragon Turtle Adventure Hooks table offers suggestions for stories and adventures involving dragon turtles.\",{\"type\":\"entries\",\"name\":\"Dragon Turtle Adventure Hooks\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A ruthless shipping magnate has bribed a dragon turtle to attack competitors' vessels and drive them out of business.\"],[\"2\",\"A curious dragon turtle swam upriver from the sea and is now stuck beneath a bridge on a major trade road, terrifying travelers.\"],[\"3\",\"After an unwise attack from a whaling ship, a dragon turtle pursued the ship back to harbor and now attacks any ship that tries to leave.\"],[\"4\",\"The sea around a wizard's tower is too stormy for ships to sail through, but a resident dragon turtle might be convinced to ferry the characters across.\"],[\"5\",\"A royal bathhouse was renowned for its sauna, until the dragon turtle supplying the steam escaped and started rampaging through the palace.\"],[\"6\",\"A millennium ago, a fabled sword was buried at sea with its wielder. Now the sword must be found, and only a dragon turtle remembers where it is.\"],[\"7\",\"A dragon turtle has taken up residence in a subterranean lake, and the steam has been driving other creatures up out of their tunnels toward the surface.\"],[\"8\",\"A sea god has sent a dragon turtle to unleash devastation along a populated coast.\"]]}]},{\"type\":\"entries\",\"name\":\"Connected Creatures\",\"entries\":[\"Dragon turtles are stolid and slow to anger. This temperament, combined with their disinterest in moral quandaries, allows them to get along with—or at least abide—most creatures they encounter. They frequently enter symbiotic relationships with other sea creatures that can bring them food or treasure, and they sometimes agree to work for creatures who ply them with generous sums of wealth.\"]},{\"type\":\"entries\",\"name\":\"Young Dragon Turtle Connections\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A young dragon turtle serves as a mount for a sahuagin baron in exchange for plunder.\"],[\"2\",\"A young blue dragon is teaching a young dragon turtle to terrorize nearby settlements so the inhabitants will propitiate the dragon turtle with gold.\"],[\"3\",\"A young dragon turtle serves as a mobile rookery for a flock of pteranodons and eats fish they drop.\"],[\"4\",\"A young dragon turtle has been enslaved by an aboleth and forced to guard the creature's lair.\"],[\"5\",\"A clan of gnomes pays a young dragon turtle to serve as a mobile refueling platform for their fleet of steamboats.\"],[\"6\",\"A young dragon turtle likes to feast on giant crocodiles' eggs.\"]]}]}]}]}]},{\"name\":\"Young Emerald Dragon\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Emerald dragons are the most curious, cunning, and manipulative of the gem dragons, wielding psionic power to weave illusions to deceive and disorient. They cloak their own presence so they can observe other creatures without being discovered as they collect information on everything from local cultural practices to supernatural occurrences.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Shimmering Green\",\"entries\":[\"A wyrmling emerald dragon's scales are a dull, pale green, but they develop into richer and more varied shades of green as the dragon ages. Eventually, the scales become translucent and shimmer in the light, rippling as the dragon moves. The dragon's horns and spines hover above the body, moving and shifting along the back and tail to mirror the dragon's mood.\"]},{\"type\":\"entries\",\"name\":\"Clever Concealment\",\"entries\":[\"The shyest of the gem dragons, emerald dragons are also the most curious. They love to observe local settlements and peoples, using their psionic abilities to cloak themselves and watch from afar. When an emerald dragon is old enough, the dragon might take on the guise of a creature that can blend in with the local population, or at least get close without arousing suspicion. Once in a position to observe, the dragon studies the day-to-day life of local folk, with a keen interest in any magical phenomena.\",\"Emerald dragons' attentiveness to unusual events makes them particularly useful to their sapphire dragon cousins, who hunt down Aberrations and seek evidence of Far Realm incursions into the Material Plane. These gem dragons often work together, with emerald dragons tracking the source of an incursion while sapphire dragons plan and execute a decisive purge—or recruit agents to do it for them.\",\"Emerald dragons' preference for volcanic lairs often puts them in conflict with fire giants. Despite their reluctance to reveal themselves to strangers, emerald dragons might approach experienced adventurers in the hopes of pitting them against fire giant rivals.\"]},{\"type\":\"entries\",\"name\":\"Hoarded Histories\",\"entries\":[\"Emerald dragons prize knowledge, particularly local histories that focus on magical events and individuals. They usually know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create illusions, allowing them to better conceal their treasures from prying eyes and divinations.\"]},{\"type\":\"entries\",\"name\":\"Creating an Emerald Dragon\",\"entries\":[\"Use the Emerald Dragon Personality Traits and Emerald Dragon Ideals tables to inspire your portrayal of distinctive emerald dragon characters.\",{\"type\":\"entries\",\"name\":\"Emerald Dragon Personality Traits\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I repeat what others have said back to them to make sure I have remembered it correctly.\"],[\"2\",\"I might not like you, but I will endeavor to treat you with respect, if not kindness.\"],[\"3\",\"I like to impress visitors by reciting epic poetry.\"],[\"4\",\"The only people I'm interested in are those who know history and those who make history.\"],[\"5\",\"I like to adopt the personas of characters from legend.\"],[\"6\",\"I studiously mimic the mannerisms of my guests.\"],[\"7\",\"I prefer to get others talking, then fade into the background. Sometimes literally.\"],[\"8\",\"I seek out audiences and like to be the center of attention.\"]]}]},{\"type\":\"entries\",\"name\":\"Emerald Dragon Ideals\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Seclusion. It's safer if others don't know I'm here—safer for me and safer for them. (Any)\"],[\"2\",\"Observation. People lie. Histories lie. Even dragons lie. But actions always ring true. (Lawful)\"],[\"3\",\"Storytelling. There is a magic in the retelling of stories. Each new teller adds a bit of themself to the spell. (Any)\"],[\"4\",\"Nurture. Rearing a child is our best chance to make sure our own stories are passed on. (Any)\"],[\"5\",\"Inquisitiveness. Even the smallest village contains myriad stories of love, loss, triumph, and betrayal. There is always more to learn about people. (Any)\"],[\"6\",\"Espionage. Once I get paid for the information I glean, I don't care what others do with it. (Evil)\"]]}]}]},{\"type\":\"entries\",\"name\":\"Emerald Dragon Adventures\",\"entries\":[\"The Emerald Dragon Adventure Hooks table offers suggestions for stories and adventures involving emerald dragons.\",{\"type\":\"entries\",\"name\":\"Emerald Dragon Adventure Hooks\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An emerald dragon is the only witness to a murder but doesn't want to be found or identified.\"],[\"2\",\"An emerald dragon seeks heroes to participate in a dramatic reenactment of a legendary battle involving dragon riders.\"],[\"3\",\"An emerald dragon's assault on a fire giant has attracted the attention of the giant's clan, and now the dragon seeks aid.\"],[\"4\",\"Villagers have been going missing, and then are found weeks later roaming the forest. They have no memory of the emerald dragon who charmed them for wandering too close to the dragon's lair.\"],[\"5\",\"Giant lizards drawn to the lair of a legendary emerald dragon are terrorizing a nearby halfling settlement. One solution is to get rid of the dragon.\"],[\"6\",\"An emerald dragon is the headmaster in absentia of a bardic college and must be convinced to defend the school in a contest against a rival college.\"],[\"7\",\"An emerald dragon invisibly tails a party of adventurers, causing trouble for the heroes so the dragon can watch how they respond.\"],[\"8\",\"An emerald dragon has been spying for a villainous cabal, ensuring the villains remain one step ahead of the adventurers.\"]]}]},{\"type\":\"entries\",\"name\":\"Connected Creatures\",\"entries\":[\"Emerald dragons generally go out of their way to avoid interacting with other intelligent creatures. However, their interest in history and culture occasionally gets the better of them, prompting them to seek some engagement with the folk of the world.\"]},{\"type\":\"entries\",\"name\":\"Young Emerald Dragon Connections\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A young emerald dragon has befriended a stone giant, who is teaching the dragon giant folklore.\"],[\"2\",\"A young emerald dragon lairs in abandoned bandit caverns also occupied by a friendly earth elemental, which hunts for buried coins for the dragon's hoard.\"],[\"3\",\"A galeb duhr acts as a door guard to a young emerald dragon's lair.\"],[\"4\",\"A young emerald dragon invites repeated visits from a drow mage who corrects what the dragon has learned about the history of the elven schism.\"],[\"5\",\"A young emerald dragon attempts to drive off a clan of cyclopes who have taken up residence in a nearby cave, attacking the clan's herd of giant goats.\"],[\"6\",\"An assassin and a young emerald dragon train together to master the art of stealth.\"]]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Young Emerald Dragon.webp\"},\"credit\":\"Julian Kok\"}]},{\"name\":\"Young Moonstone Dragon\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Ancient legends suggest that when the gods came to the First World and tried to populate it with their Humanoid followers, a clever dragon fled to the Feywild to hide a clutch of eggs. The magic of that faerie realm suffused the eggs, which hatched into the first moonstone dragons. Their descendants are now found throughout the Feywild.\",\"Moonstone dragons are graceful and elegant creatures with opalescent scales and ruffs of emerald-green fur running down their chins, chests, backs, and tails. One horn arcs from the back of a moonstone dragon's skull and another at the tip of the nose; the two horns together form a shape that's reminiscent of a slender crescent moon. Moonstone dragons are playful and impetuous forces of mischief in their early years, but the best of them mature into wise teachers and storytellers who anchor Feywild communities. The worst of them are pompous and ill behaved, but even those remain gentle by nature and curious about all things—especially travelers from faraway places.\",\"Moonstone dragons can project themselves into the realm of dreams to communicate with the creatures that sleep near their lairs. In this way, they inspire artists and poets, encourage great thinkers, and spur adventurers to heroic deeds. They sometimes give guidance to those in need or request help from adventurers to encourage them to greatness.\",\"As a rule, moonstone dragons are not particularly interested in gold or copper, but they love silver, platinum, and mithral. They also cherish treasures whose value can't be easily quantified—a song sung from the heart, a lock of a loved one's hair, or a painting of a favorite place. A story of happy times fondly remembered is more precious to a moonstone dragon than a sack of gold.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Creating a Moonstone Dragon\",\"entries\":[\"Use the Moonstone Dragon Personality Traits and Moonstone Dragon Ideals tables to inspire your portrayal of distinctive moonstone dragon characters.\",{\"type\":\"entries\",\"name\":\"Moonstone Dragon Personality Traits\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I often lose track of whether I'm in the Feywild or on the Material Plane.\"],[\"2\",\"I have been known to throw caution to the wind when in pursuit of new items for my hoard.\"],[\"3\",\"No matter how old I get, I always delight in harmless pranks and tricks.\"],[\"4\",\"I've always been mature for my age, and I can't wait for the day I can retire to my lair to be taken care of by doting fey.\"],[\"5\",\"I look down upon any being who resorts to violence to solve a problem.\"],[\"6\",\"Conversing with others is often difficult because I'm so easily distr... oh my goodness, is that circlet made of silver?\"],[\"7\",\"I find the waking world tedious and mundane and would much rather spend my time asleep, in the realm of dreams.\"],[\"8\",\"I find the whimsy of fey, and whimsy in general, to be exasperating and exhausting.\"]]}]},{\"type\":\"entries\",\"name\":\"Moonstone Dragon Ideals\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Curiosity. I might never be able to experience everything in the multiverse—but it doesn't hurt to try. (Any)\"],[\"2\",\"Nonviolence. Violence need never be the answer in a multiverse of infinite possibilities. (Neutral)\"],[\"3\",\"Whimsy. Why waste time on boring, ordinary concerns when the world is filled with fantastic and ludicrous wonders? (Chaotic)\"],[\"4\",\"Beauty. There is beauty to be found in even the simplest things if you look hard enough. (Good)\"],[\"5\",\"Inspiration. Great are history's artists and creators. But greater still are those who inspire them. (Any)\"],[\"6\",\"Power. Creatures are at their most vulnerable in their dreams, and I am the master of dreams. (Evil)\"]]}]}]},{\"type\":\"entries\",\"name\":\"Moonstone Dragon Adventures\",\"entries\":[\"The Moonstone Dragon Adventure Hooks table offers suggestions for stories and adventures involving moonstone dragons.\",{\"type\":\"entries\",\"name\":\"Moonstone Dragon Adventure Hooks\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A wealthy and well-known artist's muse—a moonstone dragon—has stopped appearing in their dreams. The artist is desperate to hire adventurers to find the dragon.\"],[\"2\",\"A clutch of moonstone dragons has discovered a portal to the Material Plane and is wreaking havoc on nearby villages, pilfering every bit of silver the locals own.\"],[\"3\",\"A moonstone dragon seeks the platinum crown of a Fey prince—and will do anything to get it.\"],[\"4\",\"A gluttonous moonstone dragon is consuming all the moonlight in a small forest, making the darkened path through the woods ideal for banditry.\"],[\"5\",\"A moonstone dragon hosts a storytelling competition in the Feywild, and the winner gets to claim any one item on display in the dragon's lair.\"],[\"6\",\"A moonstone dragon, offended by gifts of gold, is causing nightmares among the local nobility.\"],[\"7\",\"A powerful spellcaster is forcing a captive moonstone dragon to invade the dreams of adventurers, sending parties on quests to assist the spellcaster's nefarious schemes.\"],[\"8\",\"A moonstone dragon that accidentally stumbled through a portal to the Material Plane can't find a way back home to the Feywild.\"]]}]},{\"type\":\"entries\",\"name\":\"Connected Creatures\",\"entries\":[\"In the Feywild, moonstone dragons interact mostly with pixies, sprites, and other Fey creatures who revere and serve the dragon. Outside the Feywild, they often prefer to communicate with other creatures through dreams.\"]},{\"type\":\"entries\",\"name\":\"Young Moonstone Dragon Connections\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A young moonstone dragon on the cusp of adulthood refuses to settle down and build a lair. To protect the local populace from the dragon's chaotic activities, a minor deity sends a deva to temper the dragon's mischievous spirit.\"],[\"2\",\"A young moonstone dragon fell victim to a fomorian's curse and has elected to stay with the Giant rather than reveal this magical affliction.\"],[\"3\",\"A treant and a young moonstone dragon love to meet and share stories. While the dragon speaks of travels and adventures, the treant tells tales of the tiny moments that make up a forest's life.\"],[\"4\",\"A young moonstone dragon has acquired a powerful magic item belonging to one of the fey courts and is leading the assassin sent to retrieve the item on a chase through the Feywild.\"],[\"5\",\"A young moonstone dragon has joined a pack of blink dogs for a year and a day. The dragon pretends to be a blink dog and refuses to admit otherwise until this time with the pack expires.\"],[\"6\",\"A young moonstone dragon and a night hag repeatedly encounter each other in the dream realm, but they have never met in the flesh.\"]]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Young Moonstone Dragon.webp\"},\"credit\":\"Irina Nordsol\"}]},{\"name\":\"Young Sapphire Dragon\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The thunderous clash of conflict is part of the very nature of sapphire dragons. Militant and territorial, they defend their lairs fiercely, ambushing intruders and plotting assaults against their rivals. The sonic pulse of their breath weapon sows weakness, leaving the victims unable to fight back.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Luminous Blue\",\"entries\":[\"Sapphire dragons' scales and wing membranes show varied shades of blue, ranging from the light tones of a spring sky to the rich, crystalline azure of sapphire gems and compressed glacial ice. In the light, the scales glitter and shine like luminous starbursts. The dragons' psionic nature is evident in the horn and bone structures of their bodies. Their tail barbs and horn tips are all separate pieces, but they float in place, held aloft by psychic energy while the dragons live. These levitating horns and spines shift slightly with the dragons' moods, bobbing in amusement or flaring with anger.\"]},{\"type\":\"entries\",\"name\":\"Art of War\",\"entries\":[\"The warlike sapphire dragons devise strategies and ambushes based on their ability to maneuver underground. A sapphire dragon often refrains from striking immediately, preferring to assess intruders first in order to devise the most advantageous approach to dealing with them.\",\"Sapphire dragons watch for signs of Aberrations and other creatures corrupted by the Far Realm. They frequently ally with emerald dragons, drawing on their kin's knowledge of occult phenomena to track the influence of the Far Realm. Armed with that knowledge, sapphire dragons stamp out alien influence before it spreads.\",\"People who dwell or delve deep beneath the earth can easily find themselves at odds with a sapphire dragon if they cross into the dragon's territory. But sapphire dragons sometimes forge peaceful relationships with rock gnomes or deep gnomes, relying on these folk to help protect the territory surrounding their lairs.\"]},{\"type\":\"entries\",\"name\":\"Martial Hoards\",\"entries\":[\"Sapphire dragons' favorite prizes are weapons and armor, records of military history and tactics, and magic items that protect against psychic damage or mental intrusion. The centerpiece of a sapphire dragon's hoard is usually a cataloged, orderly collection of war gear, which can contain ancient relics of immense power.\"]},{\"type\":\"entries\",\"name\":\"Creating a Sapphire Dragon\",\"entries\":[\"Use the Sapphire Dragon Personality Traits and Sapphire Dragon Ideals tables to inspire your portrayal of distinctive sapphire dragon characters.\",{\"type\":\"entries\",\"name\":\"Sapphire Dragon Personality Traits\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I often fixate on specific historical battles or wars and won't rest until my hoard contains that conflict's most significant artifacts.\"],[\"2\",\"I am constantly aware of a call from beyond this world. I must prepare to answer that call by amassing powerful arms and armor.\"],[\"3\",\"I secretly look forward to adventurers trying to infiltrate my lair. How else could I try out new defenses?\"],[\"4\",\"Give me a storied helmet or scimitar over a pile of gold any day.\"],[\"5\",\"No creature can outsmart my defenses—if they do, they obviously cheated.\"],[\"6\",\"Any creature that can hold their own against me must teach me how—whether they want to or not.\"],[\"7\",\"I cannot resist a game of dragonchess—which, I will have you know, my ancestors probably invented.\"],[\"8\",\"The sight of blood makes me queasy.\"]]}]},{\"type\":\"entries\",\"name\":\"Sapphire Dragon Ideals\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Solitude. A stranger is just an intruder I haven't dealt with yet. (Neutral)\"],[\"2\",\"Preservation. Most creatures cannot be trusted to properly safeguard historically significant artifacts. I can. (Lawful)\"],[\"3\",\"Knowledge. The stories surrounding every piece in my collection are as important as the treasures themselves. (Any)\"],[\"4\",\"Order. An organized hoard makes me happy—and you don't want to see me unhappy. (Lawful)\"],[\"5\",\"Preparation. Justice and righteousness do not guarantee victory. Planning and tactics do. (Lawful)\"],[\"6\",\"Companionship. Sure, my hoard brings me great joy. But the real treasures are the guests who stop by to see it. (Good)\"]]}]}]},{\"type\":\"entries\",\"name\":\"Sapphire Dragon Adventures\",\"entries\":[\"The Sapphire Dragon Adventure Hooks table offers suggestions for stories and adventures involving sapphire dragons.\",{\"type\":\"entries\",\"name\":\"Sapphire Dragon Adventure Hooks\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Posing as an avatar of an evil earth elemental-god, a sapphire dragon serves as general to a fanatical cult—and claims the spoils of the cult's victories.\"],[\"2\",\"A sapphire dragon is bound by an ancient pact to advise a monarchy on matters of defense—until someone bests the dragon's security measures.\"],[\"3\",\"A sapphire dragon seeks adventurers to lead into battle against the mind flayers that usurped the dragon's lair.\"],[\"4\",\"Powerful infernal creatures have opened a portal in the middle of a city square. The key to closing the portal is a mythical holy weapon that happens to be the pride and joy of a sapphire dragon's hoard.\"],[\"5\",\"A sapphire dragon threatens to sink a town into the Underdark unless the authorities find and turn over a thief who stole from the dragon.\"],[\"6\",\"A village is beset by swarms of giant spiders drawn to the area when a sapphire dragon took up residence nearby. Ridding the village of the spiders means tampering with the dragon's food supply.\"],[\"7\",\"A sapphire dragon invites warriors to vie for the honor of studying military tactics under the dragon. The front-runner is an infamous bandit leader who will undoubtedly terrorize the area if they win.\"],[\"8\",\"A sapphire dragon's lair is so well protected that its inner defenses have never been tested. The dragon spreads rumors of the treasures within to attract adventurers who can put the traps to the test.\"]]}]},{\"type\":\"entries\",\"name\":\"Connected Creatures\",\"entries\":[\"Sapphire dragons are generally solitary creatures. On the rare occasion that one forms nonhostile relationships with other beings, it is almost always to bolster the defenses of the dragon's lair and hoard.\"]},{\"type\":\"entries\",\"name\":\"Young Sapphire Dragon Connections\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A young sapphire dragon practices martial skills by regularly using a horn of Valhalla to summon berserker spirits to fight.\"],[\"2\",\"A young sapphire dragon has found a collection of long-forgotten clay golems and is trying to teach them military tactics.\"],[\"3\",\"A druid summoned galeb duhr to guard a young sapphire dragon's hoard in exchange for the dragon controlling the giant spider population, but the galeb duhr are causing trouble for local miners.\"],[\"4\",\"Two Lolth cultists seek a magical relic that attracts giant spiders, but the relic's resting place has become a young sapphire dragon's feeding ground.\"],[\"5\",\"A young sapphire dragon and a hobgoblin warlord have become friends. The hobgoblin visits regularly to trade war stories and tactics with the dragon.\"],[\"6\",\"A kuo-toa archpriest believes a young sapphire dragon is a god named Sliploopdreegoo, and calls on other kuo-toa to worship the dragon.\"]]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Young Sapphire Dragon.webp\"},\"credit\":\"Chris Rallis\"}]},{\"name\":\"Young Sea Serpent\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Sea serpents rank alongside dragon turtles as some of the most feared predators of the deep and inspire many sailors' worst nightmares. Their strong fins propel them through the water at great speed.\",\"Young sea serpents are agile hunters. They use reefs and natural camouflage to hide before they strike, picking off members of a ship's crew one by one. Ancient sea serpents grow large enough to demolish whole ships, then feed at leisure on helpless sailors in the water. At any age, a sea serpent attacks with terrible bites, a lashing tail, a constricting grip, and a frigid breath weapon that can leave sailors' corpses floating frozen amid the wreckage of their ships.\",\"Sea serpents are as fiercely territorial as any other dragons, and they do not take kindly to ships passing over their domains without permission. Some can be appeased by offerings of treasure, but most demand that a ship's crew sacrifice one or more of their own.\",\"Living amid the wreckage of sunken ships or in deep sea caves, sea serpents collect the cargo of the craft they sink, amassing great hoards of trade goods, sailors' trinkets, and pirates' booty.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Young Sea Serpent.webp\"},\"credit\":\"Mark Behm\"}]},{\"name\":\"Young Topaz Dragon\",\"source\":\"FTD\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Decay and despair are bound up in the nature of topaz dragons, thanks to the necrotic energy of the Negative Plane that suffuses them. Their psionic power manifests the fundamental entropic principle that mortal beings and their creations are ultimately doomed to death and decomposition, and the dragons' demeanor is typically morbid and curmudgeonly as a result.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Gleaming Gold\",\"entries\":[\"Upon hatching, topaz dragon wyrmlings' scales are dull yellow-orange and have a cloudy or filmy look. As they age, their scales harden and clarify, becoming translucent and faceted, and ranging from bright yellow to rich amber in color. Their bodies are wider at the haunches, tapering in a wedge shape toward the head, and their wings are shaped to propel them through both air and water. A topaz dragon's psionic power manifests visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon's back, dancing and shifting with the dragon's mood.\"]},{\"type\":\"entries\",\"name\":\"Embodiment of Decay\",\"entries\":[\"While generally not malicious, topaz dragons embody decay. They view destruction as a natural means of clearing the way for new creation and growth, much as a forest fire clears dead wood, replenishes the soil, and allows the forest to regrow even healthier than before. To this end, topaz dragons use their power to reduce crumbling structures and diseased plants to dust, clearing the way for new growth and construction.\",\"Despite being competent swimmers and making their lairs on seacoasts and in brackish marshes, topaz dragons hate the water. Unfortunately, their favorite food is giant squid, so these dragons have ample opportunity to complain bitterly about being wet after diving deep into the ocean in search of prey.\",\"Topaz dragons often come into conflict with bronze dragons when their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw the ire of druids and other nature protectors who don't understand the dragons' proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow irritated when disturbed. But anyone who can endure their abrasive demeanor, caustic observations, and morbid interests can form a lasting bond with a powerful ally.\"]},{\"type\":\"entries\",\"name\":\"Entropic Hoards\",\"entries\":[\"Topaz dragons prize information on destruction and creation, whether abstract or dedicated to practical applications. They are fascinated by magic that creates objects from nothing, animates Undead, destroys matter, or manipulates negative energy. And they are particularly intrigued by Undead, sometimes keeping them in their hoards as curios.\"]},{\"type\":\"entries\",\"name\":\"Creating a Topaz Dragon\",\"entries\":[\"Use the Topaz Dragon Personality Traits and Topaz Dragon Ideals tables to inspire your portrayal of distinctive topaz dragon characters.\",{\"type\":\"entries\",\"name\":\"Topaz Dragon Personality Traits\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I seek no company other than my own, for no one else can compete with me.\"],[\"2\",\"If my offspring can't care for themselves, I'm not sure they're worthy of my attention.\"],[\"3\",\"The sea is beautiful and I love gazing upon it, but I abhor being wet.\"],[\"4\",\"Why should I risk damaging my splendid physique when I can fight with the power of my mind?\"],[\"5\",\"I am predictable only in my unpredictability.\"],[\"6\",\"It takes true artistry to maintain a warm, desert-like dwelling under the water.\"],[\"7\",\"I soothe myself to sleep by imagining the perfect insults for bronze dragons; while I wait to meet one, I hone them on other creatures.\"],[\"8\",\"I secretly enjoy conversing with lesser beings, although I usually do so only to find their weaknesses.\"]]}]},{\"type\":\"entries\",\"name\":\"Topaz Dragon Ideals\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Solitude. My own company obviates the need for others in my life, whether they are dragons or lesser creatures. (Any)\"],[\"2\",\"Change. Consistency is stagnation. (Chaotic)\"],[\"3\",\"Mental Superiority. I hone my mental powers so I can confuse, control, or kill any who annoy me. (Evil)\"],[\"4\",\"Territoriality. Any creature that comes into my territory has forfeited its right to be upset by anything I do to it. (Evil)\"],[\"5\",\"Wonder. Though I don't wish to spend time in it, my soul sings at the sight of the vast beauty of the ocean. (Good)\"],[\"6\",\"Code of Combat. I despise most other dragons, but I meet them face to face without resorting to the base trickery I use on lesser creatures. (Lawful)\"]]}]}]},{\"type\":\"entries\",\"name\":\"Topaz Dragon Adventures\",\"entries\":[\"The Topaz Dragon Adventure Hooks table offers suggestions for stories and adventures involving topaz dragons.\",{\"type\":\"entries\",\"name\":\"Topaz Dragon Adventure Hooks\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A pirate ship is found floating on the open sea, the bodies of the crew completely desiccated. The only clue to what happened is a single topaz dragon scale on the deck.\"],[\"2\",\"A topaz dragon has claimed a stretch of coastline and ordered the residents of a seaside town to vacate the area or suffer the dragon's wrath.\"],[\"3\",\"A fishery that specializes in a type of eel favored by a local topaz dragon is \\\"haunted,\\\" and shipments of the eel vanish every time the ghost appears.\"],[\"4\",\"Legends claim that a gauntlet imbued with divine power rests in a temple beneath the waves. Unfortunately, that temple is now the lair of an especially tricky topaz dragon.\"],[\"5\",\"A topaz dragon is injured and stranded far from the sea, but the dragon is too proud to ask for help getting home.\"],[\"6\",\"A topaz dragon is building a tableau of desiccated creatures and has grown obsessed with catching one treasure hunter who escaped the dragon's clutches.\"],[\"7\",\"A topaz dragon has developed a taste for merfolk, and the merfolk community near the dragon's lair is desperate for help.\"],[\"8\",\"A topaz dragon is intent on destroying the homes of all intelligent creatures in the dragon's territory, and desperate locals seek to find out what's behind the dragon's wrath.\"]]}]},{\"type\":\"entries\",\"name\":\"Connected Creatures\",\"entries\":[\"Topaz dragons rarely tolerate any company but their own, and they are usually indifferent at best even toward their own kind. Moreover, their unpredictability means that even if a creature proves itself useful to a topaz dragon, it shouldn't count on being safe from the dragon the next time they meet. Topaz dragons rarely go out of their way to fight other creatures, however, with the exception of bronze dragons, for whom they bear an inexplicably intense hatred.\"]},{\"type\":\"entries\",\"name\":\"Young Topaz Dragon Connections\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A young topaz dragon engages in repeated aerial battles with a young gynosphinx to determine territory. Both of them are secretly starting to enjoy the bouts.\"],[\"2\",\"A young topaz dragon found and ate a dead sahuagin on the beach, unwittingly incurring the wrath of the sahuagin's community.\"],[\"3\",\"A flock of harpies enjoy taunting a young topaz dragon who has moved into their territory. The dragon adds a feather to a necklace for each harpy slain.\"],[\"4\",\"A curious water elemental supplies a young topaz dragon with aquatic delicacies so as to learn more about the dragon.\"],[\"5\",\"A young topaz dragon continually attempts to steal eggs from a roc nest, despite having nearly been killed by the roc parents multiple times.\"],[\"6\",\"A clan of winged kobolds consider a young topaz dragon their monarch, despite the dragon's complete lack of interest and growing annoyance toward them.\"]]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/FTD/Young Topaz Dragon.webp\"},\"credit\":\"Alex Stone\"}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-ggr.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"monsterFluff\"]},\"monsterFluff\":[{\"name\":\"Anarch\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The rank-and-file members of the Gruul Clans, called anarchs, despise civilization and have sworn to tear down both its physical structures and its institutions. Anarchs scavenge everything, from the hide armor they wear to the weapons they wield. As they pick through the refuse of the rubblebelts, they sometimes come across magic items and other valuable treasures.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Anarch.webp\"},\"credit\":\"Wayne Reynolds\"}]},{\"name\":\"Archon of the Triumvirate\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Archons are enigmatic, supernatural embodiments of the harshest aspects of law and order. They espouse a rigid sense of justice and deal ruthless punishment to those who break the law. This nature often aligns them with the Azorius Senate, and they are commonly seen circling above the Azorius guildhall astride their winged felidar mounts, soaring alongside griffon-mounted hussars.\",\"An archon appears as an armored humanoid figure, nearly always mounted. Its face is usually shadowed beneath a large hood; those who have seen beneath the hood describe a face of celestial beauty with a stern expression and blank white eyes.\",{\"name\":\"Eternal Riders\",\"type\":\"entries\",\"entries\":[\"The bond between an archon and its winged felidar mount is so close that the two are sometimes considered a single being, acting with a single mind. If an archon is ever thrown from its saddle, it can magically return to its place astride its mount in an instant.\"]},{\"name\":\"Immortal Nature\",\"type\":\"entries\",\"entries\":[\"An archon doesn't require food, drink, or sleep.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Archon of the Triumvirate.webp\"},\"credit\":\"David Rapoza\"}]},{\"name\":\"Arclight Phoenix\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"An arclight phoenix is variously said to be a byproduct of a lightning strike on an aviary, a mishap in an effort to create a translocation device, or a successful attempt to create an elemental creature in the form of a majestic bird.\",\"Whatever its origin, an arclight phoenix looks like a bird of prey formed entirely of electrical energy. Lightning fans out behind it as it bolts from place to place through the sky, making up in speed what it lacks in grace and majesty. It seems happiest during natural thunderstorms, as it darts among the clouds, gliding alongside thunderbolts.\",{\"name\":\"Elemental Nature\",\"type\":\"entries\",\"entries\":[\"An arclight phoenix doesn't require air, food, drink, or sleep.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Arclight Phoenix.webp\"},\"credit\":\"Slawomir Maniak\"}]},{\"name\":\"Aurelia\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The angel Aurelia leads the Boros Legion. During the years of her leadership, she has shown a strong appreciation for the ordinary citizens who are often caught in the middle of interguild violence.\",\"True justice, Aurelia argues, isn't merely the enforcement of the letter of existing laws (let the Azorius fret over that), but the establishment of equitable and compassionate relationships among all of Ravnica's people. That means protecting the weak from the depredations of the strong, sheltering the innocents who are threatened by war, and ensuring that enforcement of the law doesn't become oppressive. Aurelia actively supports efforts to establish a lasting peace among the guilds in the absence of the Guildpact.\",\"Aurelia prefers to lead the Boros Legion from the front. She brings swift and unrelenting punishment to the wicked, and her temper is legendary.\",{\"name\":\"Immortal Nature\",\"type\":\"entries\",\"entries\":[\"Aurelia doesn't require food, drink, or sleep.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Aurelia.webp\"},\"credit\":\"Chris Rahn\"}]},{\"name\":\"Battleforce Angel\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Battleforce angels are the radiant hosts that soar into combat, bathed in the light of Boros zeal. They lead companies of mortal soldiers from above or fly ahead of roc-mounted skyknights. They don't shy away from the blood, pain, and confusion of combat; rather, they immerse themselves in the shifting tides of battle. Only by wading into the battle can they fulfill their responsibility to carry out the commands of the warleaders by adapting their tactics to the shifting situation on the ground.\"]},{\"type\":\"entries\",\"name\":\"Boros Angels\",\"entries\":[\"Angels of the Boros Legion view themselves as the embodiments of what their creator intended. They are fierce warriors devoted to justice and dedicated to protecting the weak against evil and oppression. They are commanders, advisors, strategists, and soldiers. Their presence in battle inspires the mortal soldiers of the legion with righteous zeal.\",\"Most Boros soldiers assume that angels are paragons of goodness, wisdom, and mercy. The reality is that angels aren't immune to the temptations of corruption, and the necessities of political machination can compromise the best of them.\",{\"name\":\"Warleaders\",\"type\":\"entries\",\"entries\":[\"The wisest, most visionary angels are responsible for forming and implementing the military strategy of the Boros Legion. Since they are immortal, their plans might span centuries, and they have been known to accept decades of losses as a reasonable cost for a more significant victory many years later. These warleaders have the statistics of planetars or solars (as presented in the Monster Manual), but their appearance is similar to other Boros angels.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Battleforce Angel.webp\"},\"credit\":\"Alex Konstad\"}]},{\"name\":\"Biomancer\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Nearly all the innovation and advancement in Simic bioengineering comes from the work of biomancers. Specialists in hybridizing and altering creatures through a mixture of science and magic, they have spawned countless hybrids and krasis in search of the perfect union between nature and civilization.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Biomancer.webp\"},\"credit\":\"Mike Bierek\"}]},{\"name\":\"Blistercoil Weird\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A blistercoil weird is an anthropomorphic brute formed from water and molten rock. It absorbs energy from magical fire, causing its oozelike body to increase in size. During one disastrous experiment, Izzet researchers observed a blistercoil weird expanding to fill a six-story workshop before it released all its excess energy in an enormous explosion and returned to its original size.\"]},{\"type\":\"entries\",\"name\":\"Izzet Weirds\",\"entries\":[\"Weirds are the products of Izzet League experiments intended to combine two opposing elemental types in the hope of creating elementals that were more stable than the norm and easier to control. As commonly happens with Izzet experiments, the outcome was the exact opposite. Weirds are even wilder and more unpredictable than elementals of either of their component elements. Nevertheless, they can make potent guardian creatures and can be urged into fighting on behalf of their creators.\",{\"name\":\"Elemental Nature\",\"type\":\"entries\",\"entries\":[\"An Izzet weird doesn't require air, food, drink, or sleep.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Blistercoil Weird.webp\"},\"credit\":\"Dan Scott\"}]},{\"name\":\"Blood Drinker Vampire\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Plenty of blood drinkers haunt Ravnica's alleys and sewers, preying on those who are foolish enough to leave the relative safety of the crowds.\",{\"name\":\"Orzhov Vampires\",\"type\":\"entries\",\"entries\":[\"Vampires thrive in the Orzhov Syndicate, where they can collect tithes and payments from their debtors in the form of blood. Their undead nature gives them the same immortality enjoyed by the oligarch spirits, but they remain capable of experiencing all the delights of their corporeal forms. In contrast to Orzhov spirits, they also retain their personalities, which are almost uniformly cruel.\"]},{\"type\":\"entries\",\"name\":\"Blood Bond\",\"entries\":[\"Consuming a creature's blood creates a sort of empathic bond that allows the blood drinker vampire to exert some magical influence over its victim.\"]}]},{\"type\":\"entries\",\"name\":\"Vampires\",\"entries\":[\"Creatures of the night, vampires are ageless undead beings who subsist on the blood of the living. They are fierce predators who mask their ravenous thirst behind a facade of sophistication and sensuality. Those who sip blood from golden chalices are no less voracious than those who tear out their victims' throats with their fangs; they just hide it better.\",\"The vampires of Ravnica differ from those in the Monster Manual in important ways. They lack the traits and abilities that those other vampires boast, but also lack the weaknesses that hinder such vampires. What they have in common is an unquenchable thirst for the blood that sustains their undead existence.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Blood Drinker Vampire.webp\"},\"credit\":\"Winona Nelson\"}]},{\"name\":\"Blood Witch\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Blood witches imagine themselves to be the intermediaries between Rakdos and his cult-the pinnacle of his priesthood, his trusted advisors, and the messengers who communicate his will to the scattered troupes and ringmasters. The Cult of Rakdos recognizes no authority but Rakdos, and the demon lord requires no advisors. Nonetheless, the blood witches are smart, charismatic, and powerful, so their voices do carry some weight.\",\"Blood witches strive both to protect the cult from external interference and to punish those who bring harm to the guild. They claim grandiose titles, such as Tormentor of the Wojek, as a way of mocking their intended victims.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Blood Witch.webp\"},\"credit\":\"Michael C. Hayes\"}]},{\"name\":\"Bloodfray Giant\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Giants in the Cult of Rakdos act as enforcers, bouncers, and sometimes even pillars, holding the mobile platforms that serve as stages for Rakdos performances. Like other members of the cult, giants thrill to the violence of those shows. Though they can seem entranced by the horror unfolding on the stage, they react quickly and brutally to any interruption of the performance.\"]},{\"type\":\"entries\",\"name\":\"Giants\",\"entries\":[\"Giants use their tremendous size and strength to advance the cause of no less than four guilds. In the Boros Legion and the Orzhov Syndicate, they are cunning soldiers. The giants of the Cult of Rakdos and the Gruul Clans are no less effective but lack discipline.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Bloodfray Giant.webp\"},\"credit\":\"Steve Argyle\"}]},{\"name\":\"Borborygmos\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"For decades, the enormous cyclops Borborygmos has commanded the respect and obedience of the Gruul Clans by defeating all who challenged him. He embodies the raging fire that the Gruul believe burns in their bellies, and his wrath toward the civilization of Ravnica knows no bounds.\",{\"name\":\"Mightiest of the Mighty\",\"type\":\"entries\",\"entries\":[\"Borborygmos leads the Burning Tree clan, which is the largest and most diverse of the Gruul Clans. He is almost always accompanied by other members of his clan-not because he needs their protection, but because they might need his. His companions include creatures ranging from burly giants to cowering goblins.\",\"The Gruul follow strength, and Borborygmos holds his position only because he has proved stronger than any challenger.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Borborygmos.webp\"},\"credit\":\"Todd Lockwood\"}]},{\"name\":\"Cackler\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Cacklers are small, jabbering jesters that spice up Rakdos performances with their chaotic antics. Their incessant cackling can inspire uncontrollable laughter by making everything—even the most horrifying spectacles—seem hilarious. Some cacklers excel at vocal mimicry and perform as impressionists; others put their sadistic bent to use by lurking in shadows and terrifying passersby. Rakdos performers enjoy dressing cacklers in a variety of masks, hats, and costumes to lampoon public figures.\"]},{\"type\":\"entries\",\"name\":\"Demons\",\"entries\":[\"Just as angels are incarnations of the ideals of justice, demons embody depraved impulses: selfishness, cruelty, hatred, greed, and lust for power. Demons are strongly associated with the Cult of Rakdos; in fact, the demons of Ravnica might have been created by Rakdos in the same way that angels were created by the Boros Legion's founder. As a demon lord who has chosen to live in Ravnica, Rakdos claims authority over all the demons of this world-even if some of them, ambitious and headstrong as demons are, rebel against his authority.\",\"Demons are agents of destruction that work their acts of terror in plain sight under the auspices of the Cult of Rakdos. They exhibit their cruelty in dramatic performances that leave the audience members blood-soaked but ecstatic. They incite mob riots that raze entire city blocks. The only thing demons fear is Rakdos himself, who doesn't tolerate rivals and hates to be upstaged.\",{\"name\":\"Demonic \\\"Devils\\\"\",\"entries\":[\"The creatures called \\\"devils\\\" in Ravnica are minor demons akin to {@creature quasit||quasits}. While the larger demons embody evil qualities such as blood lust and torment, these lesser demons reflect the whimsical and chaotic side of Rakdos and his cult. Their mischievous antics cause disorder and destruction out of proportion to the demons' small size.\"],\"type\":\"entries\"},{\"name\":\"Diabolic Demons\",\"type\":\"entries\",\"entries\":[\"Many of the demons of Ravnica are monstrous, winged creatures of human-like form. They are best represented by the statistics of the {@creature nalfeshnee}, the {@creature shadow demon}, or the {@creature vrock} in the Monster Manual. Demons associated with the Cult of Rakdos often have fiery attacks that make them similar to barbed devils or horned devils, except that they are demons. (They are chaotic evil, they speak Abyssal and not Infernal, and they lack Devil's Sight.)\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Cackler.webp\"},\"credit\":\"Ryan Barger\"}]},{\"name\":\"Category 1 Krasis\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Krasis\",\"entries\":[\"In the deep sinkholes that serve as laboratories and guildhalls for the Simic Combine, biomancers employ a combination of magic and scientific method to create novel life forms. They coax new morphologies from existing creatures or combine traits from multiple organisms into one, producing the creatures known as krasis. Some krasis are unique creatures that can't reproduce. A few multiply and become part of the guild's standard menagerie.\"]},{\"type\":\"entries\",\"name\":\"Creating a Krasis\",\"entries\":[\"To create a krasis, choose the appropriate stat block: category 1 (Medium), category 2 (Large), or category 3 (Huge). Then roll once on the Major Adaptations table and once on the Minor Adaptations table (or choose an option from each table) to determine its additional characteristics. The potency of some adaptations varies based on the category of the krasis, as indicated in the descriptions of those adaptations.\",\"Just a few examples of krasis are the battering krasis (a fusion of hammerhead shark and a powerfully built beast), the crocanura (a crocodile-frog), the drakewing krasis (a lizard-drake), the teratosuchus (a crocodile-crab), the shambleshark (a shark-crab), and the sharktocrab (an improved shambleshark that includes octopus elements as well).\",{\"type\":\"table\",\"caption\":\"Major Adaptations\",\"colLabels\":[\"d8\",\"Major Adaptation\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Acidic Skin. Any creature that touches the krasis or hits it with a melee attack while within 5 feet of it takes 2 ({@damage 1d4}) acid damage (category 1), 4 ({@damage 1d8}) acid damage (category 2), or 6 ({@damage 1d12}) acid damage (category 3).\"],[\"2\",\"Armored Hide. The krasis has better natural armor afforded by a shell or thick scales, increasing its Armor Class by 4.\"],[\"3\",\"Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving throws against spells and other magical effects.\"],[\"4\",\"Flight. The krasis has wings and gains a flying speed equal to its walking speed.\"],[\"5\",\"Grabber. When the krasis hits a creature with its claws, the target is {@condition grappled} (escape DC 13 for category 1, DC 15 for category 2, and DC 19 for category 3) by a specialized grasping appendage on the krasis. It can have only one creature {@condition grappled} in this way at a time.\"],[\"6\",\"Hypnotic Display {@recharge 5}. As an action, the krasis creates mesmerizing colors and shapes around itself. Each creature within 15 feet of it that can see it must succeed on a Wisdom saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category 3) or be {@condition stunned} for 1 minute. The {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this effect becomes immune to the Hypnotic Display of all krasis for 24 hours.\"],[\"7\",\"Venomous Sting. When the krasis hits a creature with its claws, the creature must succeed on a Constitution saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category 3) or be {@condition poisoned} for 1 minute. If the krasis is a category 2 or 3, the creature is {@condition paralyzed} while {@condition poisoned} in this way. The {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"],[\"8\",\"Regeneration. The krasis regains hit points (2 for a category 1, 5 for a category 2, and 10 for a category 3) at the start of each of its turns if it has at least 1 hit point.\"]]},{\"type\":\"table\",\"caption\":\"Minor Adaptations\",\"colLabels\":[\"d8\",\"Minor Adaptation\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Amorphous Structure. The krasis can move through a space as narrow as 1 inch wide without squeezing.\"],[\"2\",\"Aquatic. The krasis gains a swimming speed equal to its walking speed.\"],[\"3\",\"Climbing Speed. The krasis gains a climbing speed equal to its walking speed.\"],[\"4\",\"Cryptic Skin. The krasis can change color to match its surroundings. It has advantage on Dexterity ({@skill Stealth}) checks made to hide.\"],[\"5\",\"Heightened Awareness. The krasis can't be {@status surprised}, as a result of having sensitive barbels like a catfish, stereoscopic vision like a chameleon, a tongue like a snake, eye stalks like a lobster, or an array of several eyes.\"],[\"6\",\"Ink Cloud (Recharges after a Short or Long Rest). While underwater, the krasis can use a bonus action to expel a cloud of ink and then move up to its speed. The ink cloud is stationary and fills a 20-foot-radius sphere centered on a point in the krasis's space before it moves. The sphere is heavily obscured until the ink disperses after 1 minute. A strong current also disperses the ink cloud.\"],[\"7\",\"Leaping Legs. With or without a running start, the krasis's long jump is 20 feet (category 1), 30 feet (category 2), or 40 feet (category 3). Its high jump is 10 feet (category 1), 20 feet (category 2), or 30 feet (category 3).\"],[\"8\",\"Stabilizing Legs. The krasis has several crablike legs. As a result, it has advantage on Strength and Dexterity saving throws made against effects that would knock it {@condition prone}.\"]]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Category 1 Krasis.webp\"},\"credit\":\"Wesley Burt\"}]},{\"name\":\"Category 2 Krasis\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Krasis\",\"entries\":[\"In the deep sinkholes that serve as laboratories and guildhalls for the Simic Combine, biomancers employ a combination of magic and scientific method to create novel life forms. They coax new morphologies from existing creatures or combine traits from multiple organisms into one, producing the creatures known as krasis. Some krasis are unique creatures that can't reproduce. A few multiply and become part of the guild's standard menagerie.\"]},{\"type\":\"entries\",\"name\":\"Creating a Krasis\",\"entries\":[\"To create a krasis, choose the appropriate stat block: category 1 (Medium), category 2 (Large), or category 3 (Huge). Then roll once on the Major Adaptations table and once on the Minor Adaptations table (or choose an option from each table) to determine its additional characteristics. The potency of some adaptations varies based on the category of the krasis, as indicated in the descriptions of those adaptations.\",\"Just a few examples of krasis are the battering krasis (a fusion of hammerhead shark and a powerfully built beast), the crocanura (a crocodile-frog), the drakewing krasis (a lizard-drake), the teratosuchus (a crocodile-crab), the shambleshark (a shark-crab), and the sharktocrab (an improved shambleshark that includes octopus elements as well).\",{\"type\":\"table\",\"caption\":\"Major Adaptations\",\"colLabels\":[\"d8\",\"Major Adaptation\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Acidic Skin. Any creature that touches the krasis or hits it with a melee attack while within 5 feet of it takes 2 ({@damage 1d4}) acid damage (category 1), 4 ({@damage 1d8}) acid damage (category 2), or 6 ({@damage 1d12}) acid damage (category 3).\"],[\"2\",\"Armored Hide. The krasis has better natural armor afforded by a shell or thick scales, increasing its Armor Class by 4.\"],[\"3\",\"Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving throws against spells and other magical effects.\"],[\"4\",\"Flight. The krasis has wings and gains a flying speed equal to its walking speed.\"],[\"5\",\"Grabber. When the krasis hits a creature with its claws, the target is {@condition grappled} (escape DC 13 for category 1, DC 15 for category 2, and DC 19 for category 3) by a specialized grasping appendage on the krasis. It can have only one creature {@condition grappled} in this way at a time.\"],[\"6\",\"Hypnotic Display {@recharge 5}. As an action, the krasis creates mesmerizing colors and shapes around itself. Each creature within 15 feet of it that can see it must succeed on a Wisdom saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category 3) or be {@condition stunned} for 1 minute. The {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this effect becomes immune to the Hypnotic Display of all krasis for 24 hours.\"],[\"7\",\"Venomous Sting. When the krasis hits a creature with its claws, the creature must succeed on a Constitution saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category 3) or be {@condition poisoned} for 1 minute. If the krasis is a category 2 or 3, the creature is {@condition paralyzed} while {@condition poisoned} in this way. The {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"],[\"8\",\"Regeneration. The krasis regains hit points (2 for a category 1, 5 for a category 2, and 10 for a category 3) at the start of each of its turns if it has at least 1 hit point.\"]]},{\"type\":\"table\",\"caption\":\"Minor Adaptations\",\"colLabels\":[\"d8\",\"Minor Adaptation\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Amorphous Structure. The krasis can move through a space as narrow as 1 inch wide without squeezing.\"],[\"2\",\"Aquatic. The krasis gains a swimming speed equal to its walking speed.\"],[\"3\",\"Climbing Speed. The krasis gains a climbing speed equal to its walking speed.\"],[\"4\",\"Cryptic Skin. The krasis can change color to match its surroundings. It has advantage on Dexterity ({@skill Stealth}) checks made to hide.\"],[\"5\",\"Heightened Awareness. The krasis can't be {@status surprised}, as a result of having sensitive barbels like a catfish, stereoscopic vision like a chameleon, a tongue like a snake, eye stalks like a lobster, or an array of several eyes.\"],[\"6\",\"Ink Cloud (Recharges after a Short or Long Rest). While underwater, the krasis can use a bonus action to expel a cloud of ink and then move up to its speed. The ink cloud is stationary and fills a 20-foot-radius sphere centered on a point in the krasis's space before it moves. The sphere is heavily obscured until the ink disperses after 1 minute. A strong current also disperses the ink cloud.\"],[\"7\",\"Leaping Legs. With or without a running start, the krasis's long jump is 20 feet (category 1), 30 feet (category 2), or 40 feet (category 3). Its high jump is 10 feet (category 1), 20 feet (category 2), or 30 feet (category 3).\"],[\"8\",\"Stabilizing Legs. The krasis has several crablike legs. As a result, it has advantage on Strength and Dexterity saving throws made against effects that would knock it {@condition prone}.\"]]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Category 2 Krasis.webp\"},\"credit\":\"Lius Lasahido\"}]},{\"name\":\"Category 3 Krasis\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Krasis\",\"entries\":[\"In the deep sinkholes that serve as laboratories and guildhalls for the Simic Combine, biomancers employ a combination of magic and scientific method to create novel life forms. They coax new morphologies from existing creatures or combine traits from multiple organisms into one, producing the creatures known as krasis. Some krasis are unique creatures that can't reproduce. A few multiply and become part of the guild's standard menagerie.\"]},{\"type\":\"entries\",\"name\":\"Creating a Krasis\",\"entries\":[\"To create a krasis, choose the appropriate stat block: category 1 (Medium), category 2 (Large), or category 3 (Huge). Then roll once on the Major Adaptations table and once on the Minor Adaptations table (or choose an option from each table) to determine its additional characteristics. The potency of some adaptations varies based on the category of the krasis, as indicated in the descriptions of those adaptations.\",\"Just a few examples of krasis are the battering krasis (a fusion of hammerhead shark and a powerfully built beast), the crocanura (a crocodile-frog), the drakewing krasis (a lizard-drake), the teratosuchus (a crocodile-crab), the shambleshark (a shark-crab), and the sharktocrab (an improved shambleshark that includes octopus elements as well).\",{\"type\":\"table\",\"caption\":\"Major Adaptations\",\"colLabels\":[\"d8\",\"Major Adaptation\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Acidic Skin. Any creature that touches the krasis or hits it with a melee attack while within 5 feet of it takes 2 ({@damage 1d4}) acid damage (category 1), 4 ({@damage 1d8}) acid damage (category 2), or 6 ({@damage 1d12}) acid damage (category 3).\"],[\"2\",\"Armored Hide. The krasis has better natural armor afforded by a shell or thick scales, increasing its Armor Class by 4.\"],[\"3\",\"Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving throws against spells and other magical effects.\"],[\"4\",\"Flight. The krasis has wings and gains a flying speed equal to its walking speed.\"],[\"5\",\"Grabber. When the krasis hits a creature with its claws, the target is {@condition grappled} (escape DC 13 for category 1, DC 15 for category 2, and DC 19 for category 3) by a specialized grasping appendage on the krasis. It can have only one creature {@condition grappled} in this way at a time.\"],[\"6\",\"Hypnotic Display {@recharge 5}. As an action, the krasis creates mesmerizing colors and shapes around itself. Each creature within 15 feet of it that can see it must succeed on a Wisdom saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category 3) or be {@condition stunned} for 1 minute. The {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this effect becomes immune to the Hypnotic Display of all krasis for 24 hours.\"],[\"7\",\"Venomous Sting. When the krasis hits a creature with its claws, the creature must succeed on a Constitution saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category 3) or be {@condition poisoned} for 1 minute. If the krasis is a category 2 or 3, the creature is {@condition paralyzed} while {@condition poisoned} in this way. The {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"],[\"8\",\"Regeneration. The krasis regains hit points (2 for a category 1, 5 for a category 2, and 10 for a category 3) at the start of each of its turns if it has at least 1 hit point.\"]]},{\"type\":\"table\",\"caption\":\"Minor Adaptations\",\"colLabels\":[\"d8\",\"Minor Adaptation\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Amorphous Structure. The krasis can move through a space as narrow as 1 inch wide without squeezing.\"],[\"2\",\"Aquatic. The krasis gains a swimming speed equal to its walking speed.\"],[\"3\",\"Climbing Speed. The krasis gains a climbing speed equal to its walking speed.\"],[\"4\",\"Cryptic Skin. The krasis can change color to match its surroundings. It has advantage on Dexterity ({@skill Stealth}) checks made to hide.\"],[\"5\",\"Heightened Awareness. The krasis can't be {@status surprised}, as a result of having sensitive barbels like a catfish, stereoscopic vision like a chameleon, a tongue like a snake, eye stalks like a lobster, or an array of several eyes.\"],[\"6\",\"Ink Cloud (Recharges after a Short or Long Rest). While underwater, the krasis can use a bonus action to expel a cloud of ink and then move up to its speed. The ink cloud is stationary and fills a 20-foot-radius sphere centered on a point in the krasis's space before it moves. The sphere is heavily obscured until the ink disperses after 1 minute. A strong current also disperses the ink cloud.\"],[\"7\",\"Leaping Legs. With or without a running start, the krasis's long jump is 20 feet (category 1), 30 feet (category 2), or 40 feet (category 3). Its high jump is 10 feet (category 1), 20 feet (category 2), or 30 feet (category 3).\"],[\"8\",\"Stabilizing Legs. The krasis has several crablike legs. As a result, it has advantage on Strength and Dexterity saving throws made against effects that would knock it {@condition prone}.\"]]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Category 3 Krasis.webp\"},\"credit\":\"Jehan Choo\"}]},{\"name\":\"Conclave Dryad\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The lush forests that once grew on Ravnica are gone, but the dryads remain, striving to bring the sprawling city and the verdant green of nature into harmony. Dryads believe that their efforts are the will of Mat'Selesnya, the soul of the world, and they spread their teachings through every Selesnya enclave.\",\"Thanks to their attunement to Mat'Selesnya, dryads serve as visionaries and spiritual intermediaries for the Selesnya Conclave. They hold positions of great respect as spiritual leaders, and also share their vision of harmonious construction as architects, working with stonemasons and woodshapers to create Selesnya enclaves.\",{\"name\":\"Summoned Mount\",\"type\":\"entries\",\"entries\":[\"When leading its guild into battle, a dryad rides a magically summoned creature woven of living branches, vines, and grasses and imbued with a fey spirit.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Conclave Dryad.webp\"},\"credit\":\"Ryan Pancoast\"}]},{\"name\":\"Cosmotronic Blastseeker\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"While chemisters focus on inventing new tools, weapons, and other devices for the guild to use, the role of a blastseeker is to put those devices to work. Despite the name, not all such devices produce explosions, but all the most interesting ones (from the Izzet perspective) do.\"]}]}]}]},{\"name\":\"Counterflux Blastseeker\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"While chemisters focus on inventing new tools, weapons, and other devices for the guild to use, the role of a blastseeker is to put those devices to work. Despite the name, not all such devices produce explosions, but all the most interesting ones (from the Izzet perspective) do.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Counterflux Blastseeker.webp\"},\"credit\":\"Peter Mohrbacher\"}]},{\"name\":\"Deathpact Angel\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Deathpact angels dwell in the grandest of Orzhov cathedrals, where they surround themselves with wealth and wretched vassals that are utterly in their thrall.\",{\"name\":\"Gift Givers\",\"type\":\"entries\",\"entries\":[\"Posing as a beneficent god, a deathpact angel attracts petitioners who beg the angel for blessings: wealth, prestige, health, revenge, and the like. Imagining itself generous and merciful, the angel usually tries to grant the petitioners what they seek by using its abilities, drawing from its hoard of riches, or extorting favors from other members of the guild. True to the spirit of the Orzhov, though, the angel doesn't bestow these gifts out of kindness, but for the sake of gaining fanatical followers who owe it life debts.\"]},{\"name\":\"Debt and Indenture\",\"type\":\"entries\",\"entries\":[\"Those who receive favors from a deathpact angel incur a debt that they carry with fervent devotion. They regularly bring trinkets and offerings to the angel, no longer asking or expecting anything in return, and even willingly offer up their mortal lives for their angelic patron. Even after death, these debtors continue to serve the angel and the Orzhov Syndicate as indentured spirits (described later in this chapter).\",\"Debts Paid\"]}]},{\"type\":\"entries\",\"name\":\"Orzhov Angels\",\"entries\":[\"Few angels find anything appealing in the corruption and decadence embodied by the Orzhov Syndicate, since such a society is fundamentally antithetical to their natures, but disillusionment can seduce even immortal beings. When cynicism takes root in an angel's heart, when questions undermine devotion to the cause of justice, when strength becomes a tool to lord over the weak, the Orzhov Syndicate is there to welcome the angel with open arms, offering status, respect, and power.\",\"Orzhov angels might claim positions as executioners, commanders, or power brokers, but more often they carve out their own place in the guild, standing apart from the otherwise rigid hierarchy of the Orzhov.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Deathpact Angel.webp\"},\"credit\":\"Jason Chan\"}]},{\"name\":\"Devkarin Lich\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Powerful spellcasters of the Devkarin elves, steeped in Golgari magic, can transcend death to become liches. For them, life and death don't merely chase each other in an inevitable cycle; the two can intersect, and at that nexus the liches find immense power, which commands the awe, envy, and fear of other Golgari.\",\"Unlike the shambling zombies they command, liches retain their memories, their personalities, and especially their ambition. They also retain the grace and stature of living elves, but their bodies are in a constant state of slow decay. Various forms of fungus grow in and over the rotting flesh to hold the body together.\",{\"name\":\"Undead Nature\",\"type\":\"entries\",\"entries\":[\"The lich doesn't require air, food, drink, or sleep.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Devkarin Lich.webp\"},\"credit\":\"Anna Steinbauer\"}]},{\"name\":\"Druid of the Old Ways\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The druids of the Old Ways are the keepers of ancient Gruul traditions devoted to the primal ferocity of animal gods such as Ilharg the Raze-Boar and Kashath the Stalker.\",{\"type\":\"entries\",\"name\":\"The End-Raze\",\"entries\":[\"The druids of the Old Ways believe that civilization will never be eradicated by scattered raids and petty skirmishes. They cling to the idea of a coming apocalypse, the End-Raze, when Ilharg's hoofs will trample every brick and stone of Ravnica's soaring skylines to rubble. The world will return to a state of nature in which the lawless code of muscle and savagery will reign once again.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Druid of the Old Ways.webp\"},\"credit\":\"Daarken\"}]},{\"name\":\"Felidar\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A felidar is a celestial creature whose nature reflects an inherent devotion to law and order. It resembles an enormous cat with two pairs of downward-sloping horns and prominent teeth. Its blue-gray hide has a silvery, geometric pattern, and its thick white mane falls in an orderly fashion around its shoulders.\",\"Nearly every felidar forms a close bond with one other creature. Winged felidars almost always bond with archons, joining in their relentless pursuit of justice. Other felidars ally with members of the Azorius Senate and form bonds with high-ranking justiciars and ministers, aiding them in enforcing the law and tracking down criminals. Some Azorius felidars form bonds with important prisoners in Azorius custody, ensuring that the felidars can track down the felons if they escape custody.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Felidar.webp\"},\"credit\":\"Chris Rallis\"}]},{\"name\":\"Firefist\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Boros firefists combine potent magic with peerless fighting ability, inspiring all who serve alongside them. They often act as the point of contact between the Boros Legion and the angelic leaders.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Firefist.webp\"},\"credit\":\"James Ryman\"}]},{\"name\":\"Firemane Angel\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Firemane angels are holy champions and paragons of war who specialize in single combat. They are powerful warriors who seek out the mightiest foes in any conflict, trusting lesser soldiers to handle lesser opponents.\",\"Like many other Boros angels, firemanes typically have red hair. In the heat of battle, a firemane's hair can ignite, transforming into a mane of flames cascading over its shoulders and down its back.\"]},{\"type\":\"entries\",\"name\":\"Boros Angels\",\"entries\":[\"Angels of the Boros Legion view themselves as the embodiments of what their creator intended. They are fierce warriors devoted to justice and dedicated to protecting the weak against evil and oppression. They are commanders, advisors, strategists, and soldiers. Their presence in battle inspires the mortal soldiers of the legion with righteous zeal.\",\"Most Boros soldiers assume that angels are paragons of goodness, wisdom, and mercy. The reality is that angels aren't immune to the temptations of corruption, and the necessities of political machination can compromise the best of them.\",{\"name\":\"Warleaders\",\"type\":\"entries\",\"entries\":[\"The wisest, most visionary angels are responsible for forming and implementing the military strategy of the Boros Legion. Since they are immortal, their plans might span centuries, and they have been known to accept decades of losses as a reasonable cost for a more significant victory many years later. These warleaders have the statistics of planetars or solars (as presented in the Monster Manual), but their appearance is similar to other Boros angels.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Firemane Angel.webp\"},\"credit\":\"Clint Cearley\"}]},{\"name\":\"Flux Blastseeker\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"While chemisters focus on inventing new tools, weapons, and other devices for the guild to use, the role of a blastseeker is to put those devices to work. Despite the name, not all such devices produce explosions, but all the most interesting ones (from the Izzet perspective) do.\"]}]}]}]},{\"name\":\"Fluxcharger\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"In an effort to create a weird that could be more easily controlled, Izzet mages tried binding elemental lightning, fire, and smoke into a framework made of the magical alloy mizzium. The experiment was partly successful: the resulting weird, a fluxcharger, doesn't explode like some other weirds do, but it is more intelligent and more headstrong than other weirds.\",\"A fluxcharger's mizzium frame is suggestive of an angel. A faceplate is meant to give it some personality, but most people find its solemn expression and unblinking stare more unnerving than relatable.\"]},{\"type\":\"entries\",\"name\":\"Izzet Weirds\",\"entries\":[\"Weirds are the products of Izzet League experiments intended to combine two opposing elemental types in the hope of creating elementals that were more stable than the norm and easier to control. As commonly happens with Izzet experiments, the outcome was the exact opposite. Weirds are even wilder and more unpredictable than elementals of either of their component elements. Nevertheless, they can make potent guardian creatures and can be urged into fighting on behalf of their creators.\",{\"name\":\"Elemental Nature\",\"type\":\"entries\",\"entries\":[\"An Izzet weird doesn't require air, food, drink, or sleep.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Fluxcharger.webp\"},\"credit\":\"Willian Murai\"}]},{\"name\":\"Flying Horror\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Horrors and Madness\",\"entries\":[\"Horrors on Ravnica are terror and madness personified. You can represent this reality by using the madness rules in the Dungeon Master's Guide.\",\"Whenever a character fails a saving throw against the flying horror's Frightening Screech, the shadow horror's claw attack, or the skittering horror's Maddening Presence, note that fact. At the end of the encounter, have each character who failed at least one of those saving throws make a DC 13 Wisdom saving throw. On a successful save, nothing happens. On a failed save, a character gains a form of madness from the Dungeon Master's Guide, with the severity depending on how many of the saving throws that character failed during the encounter, as shown on the Madness Severity table.\"]},{\"type\":\"entries\",\"entries\":[{\"type\":\"table\",\"caption\":\"Madness Severity\",\"colLabels\":[\"Failed Saves\",\"Madness\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Short-term\"],[\"2-3\",\"Long-term\"],[\"4+\",\"Indefinite\"]]}]},{\"type\":\"entries\",\"name\":\"Horrors\",\"entries\":[\"Terrifying evils stalk, fly, and scuttle in the dark corners of Ravnica, from the depths of the undercity to the blackest parts of the night sky. Collectively, these creatures are called horrors-a variety of things that lurk in the dark and embody the deepest fears of Ravnica's people. All are evil creatures with dim reason and preternatural cunning.\",\"At least three guilds have been known to compel horrors into service. For House Dimir, horrors spread fear and despair in the citizenry and carry out assassinations or kidnappings against well-protected targets. For the Cult of Rakdos, horrors are simply one more weapon in an arsenal of terrifying and shock-inspiring creatures that might appear on stage. For the Golgari Swarm, horrors scavenge the sewers and protect the guild's territory.\",\"House Dimir uses all three base kinds of horrors. The Cult of Rakdos prefers shadow horrors, and the Golgari Swarm uses skittering horrors.\"]},{\"type\":\"entries\",\"name\":\"Customizing a Horror\",\"entries\":[\"Horrors share some common body types but vary wildly in other characteristics. A particular horror's form might incorporate elements that resemble fiendish, insectile, or reptilian features. To customize a horror, choose a base creature (flying horror, shadow horror, or skittering horror), then roll once on the Primary Features table and once on the Secondary Features table (or choose an option from each table). Add those features to the base creature.\",\"\",{\"type\":\"table\",\"caption\":\"Primary Features\",\"colLabels\":[\"d4\",\"Feature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Avoidance. If the horror is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.\"],[\"2\",\"Damage Resistances. The horror has resistance to necrotic and psychic damage.\"],[\"3\",\"Innate Spellcasting. The horror's innate spellcasting ability is Charisma (spell save DC 13 for flying horror, DC 16 for shadow horror, and DC 17 for skittering horror). It can innately cast the following spells, requiring no material components: 3/day: {@spell darkness} 1/day each: {@spell fear} (shadow horror and skittering horror only), {@spell phantasmal killer} (skittering horror only)\"],[\"4\",\"Psychic Rebuke. When the horror takes damage from a melee attack, it can use its reaction to emit psychic energy within a 5-foot radius. Each creature in that area takes 3 ({@damage 1d6}) psychic damage (flying horror), 7 ({@damage 2d6}) psychic damage (shadow horror), or 10 ({@damage 3d6}) psychic damage (skittering horror).\"]]},{\"type\":\"table\",\"caption\":\"Secondary Features\",\"colLabels\":[\"d4\",\"Feature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Grasping Tendrils. The horror has four tendrils. Each tendril can be attacked (AC 12, 10 hit points). Destroying one deals no damage to the horror. As a bonus action, the horror can target one creature it can see within 10 feet of it. The target must succeed on a Dexterity saving throw or be {@condition grappled} by the horror. The DC of the saving throw and the DC to escape the grapple are the same: 9 for the flying horror, 13 for the shadow horror, and 19 for the skittering horror. Until the grapple ends, the horror can't use the same tendril to grapple another target.\"],[\"2\",\"Indomitable Mind. The horror is immune to the {@condition charmed} condition.\"],[\"3\",\"Keen Senses. The horror has advantage on Wisdom ({@skill Perception}) checks that rely on sight, sound, or smell.\"],[\"4\",\"Mind Sight. Magical darkness doesn't impede the horror's {@sense darkvision}.\"]]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Flying Horror.webp\"},\"credit\":\"Adam Paquette\"}]},{\"name\":\"Frontline Medic\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The soldiers of the Boros Legion depend on skilled healers to keep them on their feet. Frontline medics use a mix of magical healing and mundane medicine to keep their compatriots alive.\"]}]}]}]},{\"name\":\"Galvanic Blastseeker\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"While chemisters focus on inventing new tools, weapons, and other devices for the guild to use, the role of a blastseeker is to put those devices to work. Despite the name, not all such devices produce explosions, but all the most interesting ones (from the Izzet perspective) do.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/041-228.webp\"},\"credit\":\"Chris Rallis\"}]},{\"name\":\"Galvanice Weird\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Galvanice weirds seem to be the epitome of weird technology. Indeed, they serve willingly, with cheerful stupidity, as guardians and laborers in Izzet workshops. They combine a rigid body of elemental ice with a core of lightning that animates them. If a galvanice weird is destroyed, the ice shatters and lightning crackles outward in a dangerous explosion. Still, most Izzet researchers find that their usefulness outweighs this risk.\"]},{\"type\":\"entries\",\"name\":\"Izzet Weirds\",\"entries\":[\"Weirds are the products of Izzet League experiments intended to combine two opposing elemental types in the hope of creating elementals that were more stable than the norm and easier to control. As commonly happens with Izzet experiments, the outcome was the exact opposite. Weirds are even wilder and more unpredictable than elementals of either of their component elements. Nevertheless, they can make potent guardian creatures and can be urged into fighting on behalf of their creators.\",{\"name\":\"Elemental Nature\",\"type\":\"entries\",\"entries\":[\"An Izzet weird doesn't require air, food, drink, or sleep.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Galvanice Weird.webp\"},\"credit\":\"Chris Rallis\"}]},{\"name\":\"Gloamwing\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A gloamwing's head is almost ratlike, with prominent teeth, and its leathery skin is stretched tight over its skull, where its eyes are empty sockets. Its body is mottled with bony plates, and great wings stretch from its shoulders.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Gloamwing.webp\"},\"credit\":\"Steven Belledin\"}]},{\"name\":\"Golgari Shaman\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Golgari shamans are the spiritual leaders of the Golgari Swarm. They teach the guild's beliefs about the cycles of nature, using their necromantic magic to show how life sprouts from death.\",\"Golgari shamans paint their faces so they appear to have extra eyes on their cheeks and chins. They sometimes use magical moodmark paint (described in chapter 5) to allow them to communicate by means of these marks. They wear clothing adorned with beetle carapaces, spiderwebs, or shelf fungus.\"]},{\"type\":\"entries\",\"name\":\"Golgari Lairs\",\"entries\":[\"Members of the Golgari Swarm have an intimate connection to their territory. When at least six Golgari defend their territory together, they can call on the environment to aid them. The group must include Jarad Vod Savo or at least one Golgari shaman, kraul death priest, undercity medusa, or Devkarin lich. When determining the difficulty of such an encounter, consider the lair to be one additional creature of challenge rating 1.\"]}]}]}]},{\"name\":\"Guardian Giant\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Most of the giants in the Boros Legion come from a single clan, the Skorskal, that has long been at odds with the Gruul Clans. These giants are guards and gatekeepers, well represented in the Sunhome Guard, as well as powerful muscle supporting Boros missions.\",\"Giants of the Skorskal clan are often assigned to protect Boros garrisons and forts throughout Ravnica. They are excellent sentinels, keen-eyed and vigilant, and serve as living walls to protect smaller soldiers fighting alongside them. Skorskal giants look much like enormous humans with huge muscles and comparatively small heads.\"]},{\"type\":\"entries\",\"name\":\"Giants\",\"entries\":[\"Giants use their tremendous size and strength to advance the cause of no less than four guilds. In the Boros Legion and the Orzhov Syndicate, they are cunning soldiers. The giants of the Cult of Rakdos and the Gruul Clans are no less effective but lack discipline.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Guardian Giant.webp\"},\"credit\":\"Aaron Miller\"}]},{\"name\":\"Horncaller\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Specialized shamans called horncallers use their magic to call wild beasts to fight alongside Selesnya troops. In quieter times, they tend the animals associated with Selesnya enclaves and parks.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Horncaller.webp\"},\"credit\":\"Howard Lyon\"}]},{\"name\":\"Hybrid Brute\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Simic Hybrids\",\"entries\":[\"The Guardian Project is a consequence of increasing tension within the Simic Combine as the threat of interguild conflict looms. Believing that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also called guardians, after the name of the project) are created from human, vedalken, and elf guild members who volunteer to be transformed.\"]}]}]}]},{\"name\":\"Hybrid Flier\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Simic Hybrids\",\"entries\":[\"The Guardian Project is a consequence of increasing tension within the Simic Combine as the threat of interguild conflict looms. Believing that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also called guardians, after the name of the project) are created from human, vedalken, and elf guild members who volunteer to be transformed.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Hybrid Flier.webp\"},\"credit\":\"Grzegorz Rutkowski\"}]},{\"name\":\"Hybrid Poisoner\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Simic Hybrids\",\"entries\":[\"The Guardian Project is a consequence of increasing tension within the Simic Combine as the threat of interguild conflict looms. Believing that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also called guardians, after the name of the project) are created from human, vedalken, and elf guild members who volunteer to be transformed.\"]}]}]}]},{\"name\":\"Hybrid Shocker\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Simic Hybrids\",\"entries\":[\"The Guardian Project is a consequence of increasing tension within the Simic Combine as the threat of interguild conflict looms. Believing that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also called guardians, after the name of the project) are created from human, vedalken, and elf guild members who volunteer to be transformed.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Hybrid Shocker.webp\"},\"credit\":\"Simon Dominic\"}]},{\"name\":\"Hybrid Spy\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Simic Hybrids\",\"entries\":[\"The Guardian Project is a consequence of increasing tension within the Simic Combine as the threat of interguild conflict looms. Believing that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also called guardians, after the name of the project) are created from human, vedalken, and elf guild members who volunteer to be transformed.\"]}]}]}]},{\"name\":\"Indentured Spirit\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Those who die with unpaid debts to the Orzhov Syndicate don't get a reprieve. Instead, their spirits serve the syndicate until they have worked off their obligation. Sometimes that means existing as an indentured spirit for years or even millennia.\",\"An indentured spirit is an incorporeal being draped in ghostly black robes and a hood that hides whatever face it might have. Chains are hung around its chest and arms as a perpetual marker of its servitude.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Indentured Spirit.webp\"},\"credit\":\"Josh Hass\"}]},{\"name\":\"Isperia\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Isperia is the current guildmaster of the Azorius Senate. As a sphinx, she is aloof and values solitude above all. However, she has been forced to give up her privacy to deal with the increased crime and chaos on Ravnica.\",\"Isperia is devoted to her guild's belief that law is the ultimate bulwark against chaos, and it is her steady hand that guides the Azorius through these uncertain times. As guildmaster, Isperia serves as the supreme judge, a role that takes advantage of her encyclopedic knowledge of Ravnica's labyrinthine legal system.\",\"If an encounter turns violent, Isperia refrains from using lethal force if possible, preferring to subdue a wrongdoing so that the legal system can mete out justice.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Isperia.webp\"},\"credit\":\"Scott M. Fischer\"}]},{\"name\":\"Jarad Vod Savo\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The Golgari guildmaster is a Devkarin necromancer and lich named Jarad Vod Savo. In life, Jarad was an archer and accomplished hunter, as well as the brother of the previous guildmaster, the ambitious Savra. Jarad mastered the ways of necromancy so he could rise as a lich after he sacrificed himself to save his son from the demon Rakdos.\",\"As head of the Golgari Swarm, Jarad commands elf and medusa assassins, legions of kraul, brutish trolls, and masses of undercity-dwelling creatures. Thanks to the necromantic power he wields-and with the support of his loyal guards and soldiers-he has survived a number of assassination attempts from various upstarts.\",{\"name\":\"Undead Nature\",\"type\":\"entries\",\"entries\":[\"Jarad doesn't require air, food, drink, or sleep.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Jarad Vod Savo.webp\"},\"credit\":\"Eric Deschamps\"}]},{\"name\":\"Kraul Death Priest\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The death priests occupy the highest roles in kraul society. They lead the buzzing chants of the kraul rites. Their inscrutable clicks and buzzing can summon crippling necromantic magic, and the presence of death seems to fortify them. They draw power from the defeat of their enemies and channel it to their followers, ensuring the continuation of the cycle.\",\"The current leader of the kraul is a death priest named Mazirek.\"]},{\"type\":\"entries\",\"name\":\"Kraul\",\"entries\":[\"The kraul are an ascendant power group within the Golgari Swarm, long content to linger at the margins of the undercity but now increasingly making their buzzing voices heard in the subterranean Golgari guildhall. These six-legged, insectile beings are hard-headed and literal-minded, with little grasp of metaphor or nuance.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Kraul Death Priest.webp\"},\"credit\":\"Mathias Kollros\"}]},{\"name\":\"Kraul Warrior\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Kraul society is organized into well-defined roles and castes. The vast majority of the kraul occupy various tiers of soldiery, from commanders and elite troops down to the lowliest infantry.\"]},{\"type\":\"entries\",\"name\":\"Kraul\",\"entries\":[\"The kraul are an ascendant power group within the Golgari Swarm, long content to linger at the margins of the undercity but now increasingly making their buzzing voices heard in the subterranean Golgari guildhall. These six-legged, insectile beings are hard-headed and literal-minded, with little grasp of metaphor or nuance.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Kraul Warrior.webp\"},\"credit\":\"Kev Walker\"}]},{\"name\":\"Lawmage\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The Azorius Senate has spellcasters who are trained to capture lawbreakers and bring them to justice. A lawmage's magic is focused on restraining criminals and on protecting bystanders from becoming casualties when arresters are pursuing malefactors. A significant proportion of the guild's vedalken are lawmages.\"]}]}]}]},{\"name\":\"Lazav\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Lazav is uniquely qualified to be the Dimir guildmaster: he is a shapechanger whose mysterious genius is informed by agents from the entire Dimir network. He takes on a tremendous variety of guises as his needs and plans require. He might step out into the Ravnican streets as an elderly widow to eavesdrop at the bazaar, become a vedalken hussar of the Azorius Senate to sidestep a checkpoint, or transform into a Tin Street merchant to deceive a passing noble. His true form might be that of a doppelganger or some other creature; no one has ever seen it.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Lazav.webp\"},\"credit\":\"Yongjae Choi\"}]},{\"name\":\"Master of Cruelties\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"When a master of cruelties steps up as ringleader of a Rakdos show, the audience can be assured of a performance they will remember for the rest of their lives—however brief that might be.\",\"The mesmerizing presence of a master of cruelties draws every eye to the demon and commands an audience's full attention. With every act of depraved torment the demon performs, onlookers are drawn more and more into the blood lust. Audiences clamor for more violence, and those who get too caught up in the revelry feel compelled to partake in the indiscriminate killing.\"]},{\"type\":\"entries\",\"name\":\"Demons\",\"entries\":[\"Just as angels are incarnations of the ideals of justice, demons embody depraved impulses: selfishness, cruelty, hatred, greed, and lust for power. Demons are strongly associated with the Cult of Rakdos; in fact, the demons of Ravnica might have been created by Rakdos in the same way that angels were created by the Boros Legion's founder. As a demon lord who has chosen to live in Ravnica, Rakdos claims authority over all the demons of this world-even if some of them, ambitious and headstrong as demons are, rebel against his authority.\",\"Demons are agents of destruction that work their acts of terror in plain sight under the auspices of the Cult of Rakdos. They exhibit their cruelty in dramatic performances that leave the audience members blood-soaked but ecstatic. They incite mob riots that raze entire city blocks. The only thing demons fear is Rakdos himself, who doesn't tolerate rivals and hates to be upstaged.\",{\"name\":\"Demonic \\\"Devils.\\\"\",\"type\":\"entries\",\"entries\":[\"The creatures called \\\"devils\\\" in Ravnica are minor demons akin to {@creature quasit||quasits}. While the larger demons embody evil qualities such as blood lust and torment, these lesser demons reflect the whimsical and chaotic side of Rakdos and his cult. Their mischievous antics cause disorder and destruction out of proportion to the demons' small size.\"]},{\"name\":\"Diabolic Demons\",\"type\":\"entries\",\"entries\":[\"Many of the demons of Ravnica are monstrous, winged creatures of human-like form. They are best represented by the statistics of the {@creature nalfeshnee}, the {@creature shadow demon}, or the {@creature vrock} in the Monster Manual. Demons associated with the Cult of Rakdos often have fiery attacks that make them similar to barbed devils or horned devils, except that they are demons. (They are chaotic evil, they speak Abyssal and not Infernal, and they lack Devil's Sight.)\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Master of Cruelties.webp\"},\"credit\":\"Chase Stone\"}]},{\"name\":\"Mind Drinker Vampire\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"When vampires join House Dimir, they can learn to siphon mental energy and memories along with the blood of their victims. They also study the magic favored by Dimir mind mages, giving them a powerful combination of abilities ideal for espionage and infiltration.\",{\"name\":\"Szadek's Heirs\",\"type\":\"entries\",\"entries\":[\"The founder of House Dimir, Szadek, was the first of the so-called mind drinkers. His secrets are passed on only to other members of his guild, and mind drinkers who leave House Dimir become enemies of the guild-the only exceptions to a rule that prohibits mind drinkers from feeding on others of their kind.\"]},{\"name\":\"Cell Leaders\",\"type\":\"entries\",\"entries\":[\"Thanks to their particular gifts, mind drinkers are often placed as leaders of small cells of covert Dimir operatives. They rarely trust their own agents, though, and often follow their cell members to make sure those members carry out missions as ordered. The most suspicious vampires might even siphon thoughts from their subordinates to detect any hint of betrayal.\"]}]},{\"type\":\"entries\",\"name\":\"Vampires\",\"entries\":[\"Creatures of the night, vampires are ageless undead beings who subsist on the blood of the living. They are fierce predators who mask their ravenous thirst behind a facade of sophistication and sensuality. Those who sip blood from golden chalices are no less voracious than those who tear out their victims' throats with their fangs; they just hide it better.\",\"The vampires of Ravnica differ from those in the Monster Manual in important ways. They lack the traits and abilities that those other vampires boast, but also lack the weaknesses that hinder such vampires. What they have in common is an unquenchable thirst for the blood that sustains their undead existence.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Mind Drinker Vampire.webp\"},\"credit\":\"Darek Zabrocki\"}]},{\"name\":\"Mind Mage\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Dimir mind mages are among the most feared spellcasters in Ravnica, thanks in large part to the aura of mystery that shrouds them and their work. Their ability to read and alter memories commands respect from the other members of House Dimir and makes them useful in the full spectrum of the guild's activities. Many mind mages lead cells of their own.\"]}]}]}]},{\"name\":\"Nightveil Specter\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The Nightveil specters of Ravnica are hooded, undead guardians that ride flying creatures called gloamwings. They are fearsome agents of House Dimir, protecting the territory and interests of that guild-particularly the neighborhood of Nightveil, from which the specters get their name. Their work can include driving off people who accidentally wander too close to a secret rooftop meeting, killing those who knowingly infiltrate Dimir property, and tracking those who have stolen guild secrets, then wiping those secrets from their victims' minds to ensure that they are never shared.\",{\"name\":\"Limited Sentience\",\"type\":\"entries\",\"entries\":[\"A Nightveil specter is created when the mind magic of House Dimir erases a person's identity, leaving a mind so broken it can no longer live. Thus, Nightveil specters have no memory of their previous lives, and they are just clever enough to follow their orders with some amount of creativity. They pursue their assigned tasks with fearless determination.\"]},{\"name\":\"Gloamwing Mount\",\"type\":\"entries\",\"entries\":[\"If a gloamwing is killed, its specter becomes fixated on destroying those responsible. If the specter survives, it can create a new gloamwing over the course of a month, during which time the specter is {@condition incapacitated}.\",\"A gloamwing's head is almost ratlike, with prominent teeth, and its leathery skin is stretched tight over its skull, where its eyes are empty sockets. Its body is mottled with bony plates, and great wings stretch from its shoulders.\"]},{\"name\":\"Undead Nature\",\"type\":\"entries\",\"entries\":[\"A Nightveil specter and its gloamwing mount don't require air, food, drink, or sleep.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Nightveil Specter.webp\"},\"credit\":\"Min Yum\"}]},{\"name\":\"Niv-Mizzet\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Possessed of arrogance and vanity that matches his vast intellect and tremendous power, Niv-Mizzet is the ancient dragon who founded and continues to control the Izzet League. From his private laboratory at the top of the Izzet guildhall, Niv-Mizzet directs the research and experiments of his countless underlings. He coordinates a tremendous number of apparently unrelated projects, working toward some mysterious end.\",\"There can be little doubt that this ancient dragon is one of the most intelligent beings on Ravnica and one of the world's most powerful spellcasters. He is just as acquisitive as any dragon, but his treasure is scientific and magical knowledge. His ambition is a looming threat in the minds of all the other guildmasters, but confronting him directly is almost unthinkable thanks to the combination of his awesome magical power and the sheer physical threat of a fire-breathing, swordtoothed dragon.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Niv-Mizzet.webp\"},\"credit\":\"Todd Lockwood\"}]},{\"name\":\"Nivix Cyclops\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Cyclopes like those described in the Monster Manual are found primarily among the Gruul Clans. They are forces of nature, and even though they have occasionally been recruited into the Boros Legion, they can never truly be tamed.\",\"Cyclopes serve the Izzet league as workshop guardians, personal protectors, and heavy laborers. They wear mizzium armor plating to minimize injuries from laboratory mishaps, piston gauntlets to increase their strength for lifting and punching, and telescopic helmets to minimize the shortcomings of their monocular vision. They are sometimes called monoclons or Nivix cyclopes, after the name of the Izzet guildhall.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Nivix Cyclops.webp\"},\"credit\":\"Wayne Reynolds\"}]},{\"name\":\"Obzedat Ghost\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The ghosts who make up the Obzedat are traditionally called patriarchs, though they can be male or female. They are the oldest, wealthiest, and most influential oligarchs of the Orzhov Syndicate. They have been dead for centuries, but they refuse to let go of the fortunes they amassed in life. Addicted to power and prestige, these patriarchs continue to dominate the guild and accumulate even larger fortunes.\",{\"name\":\"Mostly Unanimous\",\"type\":\"entries\",\"entries\":[\"The ghosts of the Obzedat function as a unit, driven by their shared desire to accumulate ever more wealth for the guild. In times of disagreement, the eldest of the council exerts his seniority to bend the council to his will.\"]},{\"name\":\"Grandfather Karlov\",\"type\":\"entries\",\"entries\":[\"The head of the council, who gives final approval to its decisions and breaks ties within the group, is Karlov, known as Grandfather. In life, Karlov was the greediest of Orzhov oligarchs, and his many centuries as a spirit have not diminished his hunger for more wealth.\"]},{\"name\":\"Undead Nature\",\"type\":\"entries\",\"entries\":[\"An Obzedat ghost doesn't require air, food, drink, or sleep.\",\"The Ghost Council's Traits\",\"Ideal: \\\"Influence is measured in power, status, and money, but mostly money.\\\"\",\"Bond: \\\"Gather as much as you can while you can, for when you die, you will take it with you.\\\"\",\"Flaw: \\\"Everyone has a price.\\\"\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Obzedat Ghost.webp\"},\"credit\":\"Svetlin Velinov\"}]},{\"name\":\"Orzhov Giant\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A few giants join the ranks of the Orzhov Syndicate and serve as guards, executioners, and thugs-the muscle of the guild. The presence of Orzhov giants in markets and streets serves as an effective reminder for business owners to keep their payments up to date.\"]},{\"type\":\"entries\",\"name\":\"Giants\",\"entries\":[\"Giants use their tremendous size and strength to advance the cause of no less than four guilds. In the Boros Legion and the Orzhov Syndicate, they are cunning soldiers. The giants of the Cult of Rakdos and the Gruul Clans are no less effective but lack discipline.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Orzhov Giant.webp\"},\"credit\":\"Karl Kopinski\"}]},{\"name\":\"Precognitive Mage\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Precognitive mages, a rarity among Azorius spellcasters, are capable of capturing glimpses of the future. They are typically employed to anticipate the actions of wanted criminals, thus aiding in their capture.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Precognitive Mage.webp\"},\"credit\":\"Chris Rallis\"}]},{\"name\":\"Rakdos\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Rakdos, the demon for whom his cult is named, embodies hedonism. He is also the consummate entertainer, whose mere appearance is an act of grisly performance art. A monstrous figure standing thirty feet tall, spreading enormous wings, crowned with fire and swinging a flaming scythe, Rakdos demands the spotlight. His every entrance is a showstopper.\",\"Sometimes after his grand entrance, Rakdos crouches to witness the performances of those who adore him. To them, his opinion is the only one that matters, but he is a demanding spectator. He has seen thousands of years of circus tricks and has no patience for performers who don't give their all. His flaming scythe has brought more than one tepid show to a sudden and spectacular close. Jaded as he is, Rakdos attends his cult's performances only rarely. He often retreats into his lair below the cult's guildhall for months or years at a time, but his followers know that he might emerge at any time to witness the latest spectacle.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Rakdos.webp\"},\"credit\":\"Randy Vargas\"}]},{\"name\":\"Rakdos Lampooner\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"One of the most effective weapons in the Rakdos cult's arsenal is satire, and a Rakdos lampooner is a virtuoso of that art. Lampooners generally reserve their mockery for people and guilds that have seized an outsized measure of power, those who need to be taken down a peg, rather than piling further humiliation onto those who are already struggling. They use masks, marionettes, or effigies to caricature public figures, or sometimes play pranks on those individuals directly in the streets.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Rakdos Lampooner.webp\"},\"credit\":\"Viktor Adame Minguez\"}]},{\"name\":\"Rakdos Performer, Blade Juggler\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"By offering a place for those of many different talents, the Cult of Rakdos has seen its numbers swell with performing artists, including blade jugglers, fire eaters, and high wire acrobats. Performers carry the message of Rakdos out into the streets: cut loose, free yourself from the bonds of society's mores and expectations, and indulge your desires.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Rakdos Performer.webp\"},\"credit\":\"Eric Deschamps\"}]},{\"name\":\"Rakdos Performer, Fire Eater\",\"source\":\"GGR\",\"_copy\":{\"name\":\"Rakdos Performer, Blade Juggler\",\"source\":\"GGR\"}},{\"name\":\"Rakdos Performer, High-Wire Acrobat\",\"source\":\"GGR\",\"_copy\":{\"name\":\"Rakdos Performer, Blade Juggler\",\"source\":\"GGR\"}},{\"name\":\"Reckoner\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Boros reckoners combine physical power and magical prowess, serving as the shock troops of the legion. They are adept at breaking up mobs and organized lines of defense. Sometimes described as living thunderstorms, reckoners charge their bodies with lightning that bursts forth in their spells and lashes out at enemies who harm them. Many reckoners are minotaurs.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Reckoner.webp\"},\"credit\":\"Howard Lyon\"}]},{\"name\":\"Rubblebelt Stalker\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Rubblebelt stalkers are scouts and skirmishers for the Gruul Clans. They excel at moving over challenging terrain, whether they're picking their way through treacherous ruins or clambering across rooftops. They favor ambush tactics and avoid confrontations with stronger forces, relying on their superior mobility to make their escape.\"]}]}]}]},{\"name\":\"Scorchbringer Guard\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"While chemisters focus on inventing new tools, weapons, and other devices for the guild to use, the role of a blastseeker is to put those devices to work. Despite the name, not all such devices produce explosions, but all the most interesting ones (from the Izzet perspective) do.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Scorchbringer Guard.webp\"},\"credit\":\"Jack Wang\"}]},{\"name\":\"Servitor Thrull\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The most wretched of thrulls are the servitors, small and slender, that serve as playthings for their Orzhov masters. They run trivial errands, transport small items, caper and dance, and keep their masters' expensive robes from trailing on the dirty street. They are utterly loyal, lacking any concept of thinking for themselves.\"]},{\"type\":\"entries\",\"name\":\"Thrulls\",\"entries\":[\"When the Orzhov Syndicate rips a soul from its body to create a spirit, the cast-off remains go to the fleshmages, who use their necromantic magic to liquefy the corpse and transform it into something useful. These creations become thrulls, obedient slaves that serve in a variety of menial roles: laborers, messengers, beasts of burden, and even fashion accessories for the elite. Whatever tasks they perform, they wear faceplates forged from devalued coinage to conceal their ghastly features.\",{\"name\":\"Construct Nature\",\"type\":\"entries\",\"entries\":[\"A thrull doesn't require air, food, drink, or sleep.\"]}]}]}]}]},{\"name\":\"Shadow Horror\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Horrors and Madness\",\"entries\":[\"Horrors on Ravnica are terror and madness personified. You can represent this reality by using the madness rules in the Dungeon Master's Guide.\",\"Whenever a character fails a saving throw against the flying horror's Frightening Screech, the shadow horror's claw attack, or the skittering horror's Maddening Presence, note that fact. At the end of the encounter, have each character who failed at least one of those saving throws make a DC 13 Wisdom saving throw. On a successful save, nothing happens. On a failed save, a character gains a form of madness from the Dungeon Master's Guide, with the severity depending on how many of the saving throws that character failed during the encounter, as shown on the Madness Severity table.\"]},{\"type\":\"entries\",\"entries\":[{\"type\":\"table\",\"caption\":\"Madness Severity\",\"colLabels\":[\"Failed Saves\",\"Madness\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Short-term\"],[\"2-3\",\"Long-term\"],[\"4+\",\"Indefinite\"]]}]},{\"type\":\"entries\",\"name\":\"Horrors\",\"entries\":[\"Terrifying evils stalk, fly, and scuttle in the dark corners of Ravnica, from the depths of the undercity to the blackest parts of the night sky. Collectively, these creatures are called horrors-a variety of things that lurk in the dark and embody the deepest fears of Ravnica's people. All are evil creatures with dim reason and preternatural cunning.\",\"At least three guilds have been known to compel horrors into service. For House Dimir, horrors spread fear and despair in the citizenry and carry out assassinations or kidnappings against well-protected targets. For the Cult of Rakdos, horrors are simply one more weapon in an arsenal of terrifying and shock-inspiring creatures that might appear on stage. For the Golgari Swarm, horrors scavenge the sewers and protect the guild's territory.\",\"House Dimir uses all three base kinds of horrors. The Cult of Rakdos prefers shadow horrors, and the Golgari Swarm uses skittering horrors.\"]},{\"type\":\"entries\",\"name\":\"Customizing a Horror\",\"entries\":[\"Horrors share some common body types but vary wildly in other characteristics. A particular horror's form might incorporate elements that resemble fiendish, insectile, or reptilian features. To customize a horror, choose a base creature (flying horror, shadow horror, or skittering horror), then roll once on the Primary Features table and once on the Secondary Features table (or choose an option from each table). Add those features to the base creature.\",{\"type\":\"table\",\"caption\":\"Primary Features\",\"colLabels\":[\"d4\",\"Feature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Avoidance. If the horror is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.\"],[\"2\",\"Damage Resistances. The horror has resistance to necrotic and psychic damage.\"],[\"3\",\"Innate Spellcasting. The horror's innate spellcasting ability is Charisma (spell save DC 13 for flying horror, DC 16 for shadow horror, and DC 17 for skittering horror). It can innately cast the following spells, requiring no material components: 3/day: {@spell darkness} 1/day each: {@spell fear} (shadow horror and skittering horror only), {@spell phantasmal killer} (skittering horror only)\"],[\"4\",\"Psychic Rebuke. When the horror takes damage from a melee attack, it can use its reaction to emit psychic energy within a 5-foot radius. Each creature in that area takes 3 ({@damage 1d6}) psychic damage (flying horror), 7 ({@damage 2d6}) psychic damage (shadow horror), or 10 ({@damage 3d6}) psychic damage (skittering horror).\"]]},{\"type\":\"table\",\"caption\":\"Secondary Features\",\"colLabels\":[\"d4\",\"Feature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Grasping Tendrils. The horror has four tendrils. Each tendril can be attacked (AC 12, 10 hit points). Destroying one deals no damage to the horror. As a bonus action, the horror can target one creature it can see within 10 feet of it. The target must succeed on a Dexterity saving throw or be {@condition grappled} by the horror. The DC of the saving throw and the DC to escape the grapple are the same: 9 for the flying horror, 13 for the shadow horror, and 19 for the skittering horror. Until the grapple ends, the horror can't use the same tendril to grapple another target.\"],[\"2\",\"Indomitable Mind. The horror is immune to the {@condition charmed} condition.\"],[\"3\",\"Keen Senses. The horror has advantage on Wisdom ({@skill Perception}) checks that rely on sight, sound, or smell.\"],[\"4\",\"Mind Sight. Magical darkness doesn't impede the horror's {@sense darkvision}.\"]]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Shadow Horror.webp\"},\"credit\":\"Igor Kieryluk\"}]},{\"name\":\"Sire of Insanity\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Rakdos nightclubs, where visitors can indulge any dark desire and revel in sadistic spectacle, are the favored haunts of the demons known as sires of insanity. Lurking in an underground vault beneath a Rakdos operation, a sire of insanity feasts on the violence, torment, and depravity unfolding above. Occasionally, cultists bring would-be recruits to the demon's presence, and—true to its name—the sire of insanity breaks the new cultist's mind.\",\"A sire of insanity is a bloated demon resembling a bipedal lizard. It stands some thirty feet tall and weighs many thousands of pounds, so it tends to keep hidden away in its subterranean lair, working its evil from the shadows.\"]},{\"type\":\"entries\",\"name\":\"Demons\",\"entries\":[\"Just as angels are incarnations of the ideals of justice, demons embody depraved impulses: selfishness, cruelty, hatred, greed, and lust for power. Demons are strongly associated with the Cult of Rakdos; in fact, the demons of Ravnica might have been created by Rakdos in the same way that angels were created by the Boros Legion's founder. As a demon lord who has chosen to live in Ravnica, Rakdos claims authority over all the demons of this world-even if some of them, ambitious and headstrong as demons are, rebel against his authority.\",\"Demons are agents of destruction that work their acts of terror in plain sight under the auspices of the Cult of Rakdos. They exhibit their cruelty in dramatic performances that leave the audience members blood-soaked but ecstatic. They incite mob riots that raze entire city blocks. The only thing demons fear is Rakdos himself, who doesn't tolerate rivals and hates to be upstaged.\",{\"name\":\"Demonic \\\"Devils\\\"\",\"entries\":[\"The creatures called \\\"devils\\\" in Ravnica are minor demons akin to {@creature quasit||quasits}. While the larger demons embody evil qualities such as blood lust and torment, these lesser demons reflect the whimsical and chaotic side of Rakdos and his cult. Their mischievous antics cause disorder and destruction out of proportion to the demons' small size.\"],\"type\":\"entries\"},{\"name\":\"Diabolic Demons\",\"type\":\"entries\",\"entries\":[\"Many of the demons of Ravnica are monstrous, winged creatures of human-like form. They are best represented by the statistics of the {@creature nalfeshnee}, the {@creature shadow demon}, or the {@creature vrock} in the Monster Manual. Demons associated with the Cult of Rakdos often have fiery attacks that make them similar to barbed devils or horned devils, except that they are demons. (They are chaotic evil, they speak Abyssal and not Infernal, and they lack Devil's Sight.)\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Sire of Insanity.webp\"},\"credit\":\"Johann Bodin\"}]},{\"name\":\"Skittering Horror\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Horrors and Madness\",\"entries\":[\"Horrors on Ravnica are terror and madness personified. You can represent this reality by using the madness rules in the Dungeon Master's Guide.\",\"Whenever a character fails a saving throw against the flying horror's Frightening Screech, the shadow horror's claw attack, or the skittering horror's Maddening Presence, note that fact. At the end of the encounter, have each character who failed at least one of those saving throws make a DC 13 Wisdom saving throw. On a successful save, nothing happens. On a failed save, a character gains a form of madness from the Dungeon Master's Guide, with the severity depending on how many of the saving throws that character failed during the encounter, as shown on the Madness Severity table.\"]},{\"type\":\"entries\",\"entries\":[{\"type\":\"table\",\"caption\":\"Madness Severity\",\"colLabels\":[\"Failed Saves\",\"Madness\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Short-term\"],[\"2-3\",\"Long-term\"],[\"4+\",\"Indefinite\"]]}]},{\"type\":\"entries\",\"name\":\"Horrors\",\"entries\":[\"Terrifying evils stalk, fly, and scuttle in the dark corners of Ravnica, from the depths of the undercity to the blackest parts of the night sky. Collectively, these creatures are called horrors-a variety of things that lurk in the dark and embody the deepest fears of Ravnica's people. All are evil creatures with dim reason and preternatural cunning.\",\"At least three guilds have been known to compel horrors into service. For House Dimir, horrors spread fear and despair in the citizenry and carry out assassinations or kidnappings against well-protected targets. For the Cult of Rakdos, horrors are simply one more weapon in an arsenal of terrifying and shock-inspiring creatures that might appear on stage. For the Golgari Swarm, horrors scavenge the sewers and protect the guild's territory.\",\"House Dimir uses all three base kinds of horrors. The Cult of Rakdos prefers shadow horrors, and the Golgari Swarm uses skittering horrors.\"]},{\"type\":\"entries\",\"name\":\"Customizing a Horror\",\"entries\":[\"Horrors share some common body types but vary wildly in other characteristics. A particular horror's form might incorporate elements that resemble fiendish, insectile, or reptilian features. To customize a horror, choose a base creature (flying horror, shadow horror, or skittering horror), then roll once on the Primary Features table and once on the Secondary Features table (or choose an option from each table). Add those features to the base creature.\",{\"type\":\"table\",\"caption\":\"Primary Features\",\"colLabels\":[\"d4\",\"Feature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Avoidance. If the horror is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.\"],[\"2\",\"Damage Resistances. The horror has resistance to necrotic and psychic damage.\"],[\"3\",\"Innate Spellcasting. The horror's innate spellcasting ability is Charisma (spell save DC 13 for flying horror, DC 16 for shadow horror, and DC 17 for skittering horror). It can innately cast the following spells, requiring no material components: 3/day: {@spell darkness} 1/day each: {@spell fear} (shadow horror and skittering horror only), {@spell phantasmal killer} (skittering horror only)\"],[\"4\",\"Psychic Rebuke. When the horror takes damage from a melee attack, it can use its reaction to emit psychic energy within a 5-foot radius. Each creature in that area takes 3 ({@damage 1d6}) psychic damage (flying horror), 7 ({@damage 2d6}) psychic damage (shadow horror), or 10 ({@damage 3d6}) psychic damage (skittering horror).\"]]},{\"type\":\"table\",\"caption\":\"Secondary Features\",\"colLabels\":[\"d4\",\"Feature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Grasping Tendrils. The horror has four tendrils. Each tendril can be attacked (AC 12, 10 hit points). Destroying one deals no damage to the horror. As a bonus action, the horror can target one creature it can see within 10 feet of it. The target must succeed on a Dexterity saving throw or be {@condition grappled} by the horror. The DC of the saving throw and the DC to escape the grapple are the same: 9 for the flying horror, 13 for the shadow horror, and 19 for the skittering horror. Until the grapple ends, the horror can't use the same tendril to grapple another target.\"],[\"2\",\"Indomitable Mind. The horror is immune to the {@condition charmed} condition.\"],[\"3\",\"Keen Senses. The horror has advantage on Wisdom ({@skill Perception}) checks that rely on sight, sound, or smell.\"],[\"4\",\"Mind Sight. Magical darkness doesn't impede the horror's {@sense darkvision}.\"]]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Skittering Horror.webp\"},\"credit\":\"Karl Kopinski\"}]},{\"name\":\"Skyjek Roc\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The aerial forces of the Boros Legion-skyknights who fly alongside the angels-take to the air mounted on Skyjek rocs. These avians are named for the skyknights who are also part of the Wojek League, called Skyjeks. From the backs of their rocs, these mounted soldiers carry out reconnaissance missions, bombard enemies on the ground, and engage flying foes.\",\"The shape of a Skyjek roc's body makes it relatively easy to saddle and ride, and it is typically equipped with armor plating on its head and chest.\",\"Skyjek rocs are headstrong and impulsive, but their bravery makes them ideal mounts for the Boros knights.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Skyjek Roc.webp\"},\"credit\":\"Titus Lunter\"}]},{\"name\":\"Skyswimmer\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Skyswimmers are enormous, predatory leviathans that feed on drakes, rocs, griffins, and anything else they encounter as they soar through the clouds above Ravnica.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Skyswimmer.webp\"},\"credit\":\"Rk Post\"}]},{\"name\":\"Soldier\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Soldiers are found in many of Ravnica's guilds. The soldier stat block represents a typical member of the rank and file, though weaponry and armor can vary.\"]}]}]}]},{\"name\":\"Sunder Shaman\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Gruul sunder shamans are angry giants that channel their rage into brutal attacks that deal overwhelming damage to foes and structures alike.\",\"These shamans sometimes lead hill giants and stone giants that also live among the Gruul Clans. They are occasionally joined by cyclopes, ettins, fomorians, and ogres. Like the rest of the Gruul, they hate the urban development that encroaches on the wilds where they once lived-not least because they have so much difficulty fitting inside the small structures. They delight in destroying such edifices, and in the heat of their rage, they walk through buildings, trample people underfoot, and generally cause as much chaos as possible. They often armor themselves with pieces of buildings and wield columns or other architectural elements as clubs.\"]},{\"type\":\"entries\",\"name\":\"Giants\",\"entries\":[\"Giants use their tremendous size and strength to advance the cause of no less than four guilds. In the Boros Legion and the Orzhov Syndicate, they are cunning soldiers. The giants of the Cult of Rakdos and the Gruul Clans are no less effective but lack discipline.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Sunder Shaman.webp\"},\"credit\":\"Jason Rainville\"}]},{\"name\":\"Thought Spy\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Thought spies form the backbone of House Dimir's covert operations. They are trained in stealth and infiltration, tactics that they supplement with rigorously developed mental abilities. To ensure that no secrets slip through Dimir's fingers, they infiltrate rival guilds. In addition to traditional means of gathering intelligence, thought spies use their magic to spy on the thoughts of their targets.\"]}]}]}]},{\"name\":\"Trostani\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The Selesnya guildmaster is an amalgamation of three dryads in body, will, and soul. Each dryad's body extends from a central trunk, so while they possess independent minds, they share a single name-Trostani and a single life force. Usually Trostani communicates the will of the Worldsoul with one voice, but she retains three distinct personalities that embody the three parts of the Selesnyan ideal: order, life, and harmony. In the midst of increasing tensions on Ravnica, the three personalities have recently been at odds over how best to navigate the conclave through such difficult times.\",\"Trostani spends most of her time in the towering tree of Vitu-Ghazi, the Selesnya guildhall. There she communes with Mat'Selesnya and with the dryads who lead individual Selesnya communities across Ravnica.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Trostani.webp\"},\"credit\":\"Chippy\"}]},{\"name\":\"Undercity Medusa\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The medusas of Ravnica, often called gorgons, are a monstrous race of creatures that appear superficially similar to human women. In place of hair, a gorgon has a writhing mass of black, serpentine cables, and its hands are scaly claws.\",\"The gaze of a medusa's glowing eyes causes living tissue to petrify. The transformation is rapid, leaving the victim as a stone statue, usually frozen in a position of abject fear or agony-a fine trophy for the medusa's macabre collection. The medusa must exert its will to effect this transformation, so the gaze of a surprised or friendly Ravnican medusa is harmless.\",\"This deadly gaze attack gives medusas a degree of power among the Golgari that is out of proportion with their small numbers. Medusas command a significant share of the guild's smaller cells around Ravnica, and at least one medusa is thought to be angling for control of the entire guild at the moment.\",\"Not all gorgons are so ambitious; some prefer to simply stalk the endless shadows of the undercity like hungry predators.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Undercity Medusa.webp\"},\"credit\":\"Alex Konstad\"}]},{\"name\":\"Winged Thrull\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Winged thrulls are at once the most intelligent of Orzhov thrulls (which isn't saying much), as well as the smallest, most unobtrusive, and most mobile. They act as messengers and spies for their Orzhov masters and tend to mimic the mannerisms and movements of the oligarchs they serve.\"]},{\"type\":\"entries\",\"name\":\"Thrulls\",\"entries\":[\"When the Orzhov Syndicate rips a soul from its body to create a spirit, the cast-off remains go to the fleshmages, who use their necromantic magic to liquefy the corpse and transform it into something useful. These creations become thrulls, obedient slaves that serve in a variety of menial roles: laborers, messengers, beasts of burden, and even fashion accessories for the elite. Whatever tasks they perform, they wear faceplates forged from devalued coinage to conceal their ghastly features.\",{\"name\":\"Construct Nature\",\"type\":\"entries\",\"entries\":[\"A thrull doesn't require air, food, drink, or sleep.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Winged Thrull.webp\"},\"credit\":\"Mark Zug\"}]},{\"name\":\"Wurm\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Wurms are huge creatures that resemble limbless, wingless dragons. They burrow through the earth and eat virtually anything they come across, and their movement accounts for much of the destruction in the rubblebelt regions of Ravnica. A wurm burrows through loose earth by using deep sonic vibrations to liquefy the earth in front of it and swim through the area. The soil resolidifies and closes behind it. Moving through rock is slower and more difficult, and the wurm leaves a tunnel in its wake. The Gruul Clans appreciate the devastation wurms can create, and the clans sometimes lure them into civilized areas where the destruction can be vast.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Wurm.webp\"},\"credit\":\"Filip Burburan\"}]},{\"name\":\"Zegana\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The regal and reticent Prime Speaker Zegana is the merfolk guildmaster of the Simic Combine. She upholds the traditional ways of the guild and its utopian philosophy, which espouses a vision of an ideal world in which nature and civilization coexist in perfect balance. Some people in the guild-members of the Adaptationist faction in particular-argue that her ways are outdated and the guild requires more practical leadership. In response, Zegana maintains that she serves as prime speaker only at the sufferance of the Speakers' Chamber, and if the other speakers wish to replace her, they are certainly within their rights to do so.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GGR/Zegana.webp\"},\"credit\":\"Willian Murai\"}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-ghloe.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Ancient Corpse Walker\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"They rose from their graves, some by force of magic, others cursed through their life's misdeeds. Whatever the reason, we can't let them walk among the living.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"Someone who has proficiency with alchemist's supplies can mix the mold from a corpse walker's skin with other materials worth 500 gp to produce a potion that grants all the corpse walker's damage resistances for 10 minutes. The skin from an ancient corpse walker can produce two doses of this potion. A humanoid that dies while under the effects of this potion rises as a corpse walker 24 hours later. Creating this rare potion requires a successful DC 15 Intelligence ({@skill Religion}) check and 8 hours of brewing.\",\"Someone who has proficiency with smith's tools can fashion the femur of an ancient corpse walker into a one-handed melee weapon. Both femurs can make a two-handed weapon. Creating the weapon takes 10 days and extra materials worth 500 gp, and it's a magic weapon when complete. Someone you hit with an attack using the weapon can't regain hit points until the start of your next turn. If someone casts vampiric touch and inflict wounds on the weapon once per day while it's being made, and materials worth 1,000 more gp are added to the process, the weapon also takes on the properties of a sword of life stealing but need not be a sword.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill History}):\",\"entry\":\"It's bad luck for the living to set eyes upon a corpse walker. The returned gaze imparts a curse. Like a zombie, a corpse walker can take significant wounds and remain standing.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Religion}):\",\"entry\":\"The corpse walker has a severe vulnerability to sunlight, which burns and distracts it. Radiant damage is a sure way to ensure the corpse walker stays down when slain.\"},{\"type\":\"item\",\"name\":\"DC 20 Intelligence ({@skill Arcana}):\",\"entry\":\"An ancient corpse walker can release spores that call loyal undead to it, although wind can disperse these spores. The ancient walker can also become a cloud of deadly spores that can animate corpses. If terribly wounded, the ancient corpse walker turns into this mist and has 2 hours to return to its lair or perish forever.\"}]},{\"type\":\"inset\",\"name\":\"GM Advice\",\"entries\":[\"An ancient corpse walker can lair in ruins and create a legion of humanoid and beast zombies, as well as corpse walkers. Greater undead beings and necromancers might also use these creatures as lieutenants.\"]}]}]}]},{\"name\":\"Angel of Empyreus\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"I am that which can cleanse temptation from the land and restore it once more to divinity. What a weak creature of flesh you are, blessed with free will and fickle fancy. I will reveal your weakness, wretched mortal.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"The Angel of Empyreus wields a holy avenger. Upon its death, its intelligence inhabits the sword. To attune to it, a paladin character must agree to carry on the angel's mission to cleanse the land of immorality.\",\"A cup of its blood can be made into a {@item potion of supreme healing} with a DC 10 Intelligence ({@skill Religion}) check from someone proficient with alchemist's supplies. Six cups of blood can be taken from the Angel of Empyreus.\",\"Its bones can be used in place of diamonds for use in raise dead and similar magic, up to the equivalent of 10,000 gp worth.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Religion}):\",\"entry\":\"The Arch Seraphs are attended by mighty angels who act as their lieutenants and execute the divine remnants' orders.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill History}):\",\"entry\":\"Empyreus went into battle surrounded by an honor guard of fearsome celestials honed by aeons of divine war. Many of them remained at Empyreus' side at the end of the Four Divines' War, but not all remained loyal.\"},{\"type\":\"item\",\"name\":\"DC 20 Intelligence ({@skill History}):\",\"entry\":\"Peasant revolts and religious zealotry are on the rise in the Altenheim hinterland. Most say it's the usual grievances, but some whisper that a commander of the celestial hosts leads the revolt, and its ranks swell by the day.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Angel of Empyreus.webp\"}}]},{\"name\":\"Avarice Seraph\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Don't go to the temple. Something sinister has claimed it. Seek shelter elsewhere.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"An avarice seraph's metal-tipped feathers can be sold. Those of the lesser seraph are worth 250 gp, while those of the seraph are worth 1,000 gp.\",\"Someone who has proficiency with alchemist's supplies can melt the metal on the feathers of an avarice seraph and use some feathers as fletching to make one arrow of celestial slaying for a lesser seraph, or four such arrows from the seraph. Making one arrow takes 7 days of work, reagents worth 1,000 gp, and a successful DC 17 Intelligence or Wisdom check.\",\"The saliva of a gluttony seraph functions as antitoxin—three doses can be collected from a lesser seraph, while ten can be gathered from a seraph. Someone who has proficiency with alchemist's supplies or an herbalism kit can mix two doses of this saliva with reagents worth 50 gp and brew the mixture for 4 hours. The resulting elixir affects the imbiber as a protection from poison spell, curing a random poison in the drinker's system.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill History}):\",\"entry\":\"The disavowed are seraphs fallen to evil. Each still retains a measure of its celestial power.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Religion}):\",\"entry\":\"From their celestial heritage, disavowed retain magic resistance and resistance to nonmagical attacks, as well as immunity to being charmed, exhausted, and frightened. Even in a fallen state, the seraph imparts magic and radiant damage to its attacks. Gluttony seraphs are also immune to poison.\"},{\"type\":\"item\",\"name\":\"DC 20 Intelligence ({@skill Arcana}):\",\"entry\":\"Avarice seraphs can rouse the greed in any creature. Huge gluttony seraphs can swallow and digest people, although their lesser kin can't.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Avarice Seraph.webp\"}}]},{\"name\":\"Awakened Chapped Brute\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"The callused skin of the merchant's hulking bodyguard ripples as if something beneath is trying to wriggle free.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"Chapped brutes rarely carry treasure or equipment unless doing so as instructed by their master. An accomplished leatherworker can fashion the callused skin of a chapped brute into+1 armor—leather, studded leather, or hide—that grants the wearer resistance to necrotic damage and doesn't require attunement. This armor takes 10 extra days of work to fashion, and magical components worth 100 gp must be expended in its creation.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Arcana}):\",\"entry\":\"The magical and alchemical process that creates these brutes leaves them resistant to necrotic damage.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Nature}):\",\"entry\":\"These beings are so volatile because of their creation process that when they are killed, they have a chance to transform into larger, deadlier forms.\"},{\"type\":\"item\",\"name\":\"DC 20 Wisdom ({@skill Medicine}):\",\"entry\":\"The final form of the chapped brute has a life force that fluctuates, so that it randomly gains and loses life force every few seconds.\"}]},{\"type\":\"inset\",\"name\":\"GM Advice\",\"entries\":[\"You can use any chapped brute form as part of an encounter. You can also build encounters in which one chapped brute transforms into one or both of its larger forms. To do so, treat each form as a separate monster. Transformation can take up to 1 minute, allowing you to stagger the encounters, but it can occur as quickly as you need it to for your game.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Awakened Chapped Brute.webp\"}}]},{\"name\":\"Beast Gnoll\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"I never believed the rumors about the Beast and how it could change people. Then I saw how everyone at the logging camp had been transformed. It had to be a power even greater than a god's.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"The spine spikes of a venomous gnoll can be fashioned into four arrows, bolts, or darts. Someone who has proficiency with smith's tools or tinker's tools can make these projectiles in 4 hours. Each time one of these projectiles hits a target, the target takes an extra ({@dice 1d4}) poison damage, but if the {@dice d20} on the attack roll is a 1 or an even number other than 20, the projectile ceases to be poisonous.\",\"Someone who has proficiency with alchemist's supplies can use the saliva glands from two gnoll brutes or one rampage gnoll to create a potion of growth. The glands must be harvested by someone who has proficiency in the Medicine skill, and doing so requires a successful DC 13 Wisdom ({@skill Medicine}) check. These glands must be used within 3 days or they go bad, although a gentle repose spell cast on the glands makes them last for that spell's duration. Making the potion requires 1 day of work and reagents worth 25 gp.\",\"The wings of a rampage gnoll can be used to fashion bat wings of flying. Someone who has proficiency in leatherworker's tools can make this cloak in 5 days, using reagents worth 500 gp. Somebody must cast fly on the cloak on three out of the five days of its making. These wings give you a fly speed of only 40 feet, but they can be used once every {@dice 1d8} hours.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Arcana}):\",\"entry\":\"Gnolls were once normal humanoids, but they have been mutated by the power of the Beast.\"},{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Nature}):\",\"entry\":\"Some gnolls use spikes that grow from their bones, usually the spine, as projectiles. Different gnolls have different mutations, though, and some of these spikes are poisonous. The strongest mutants develop wings and infect the minds of those nearby with bloodthirsty fury.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill History}):\",\"entry\":\"Gnolls form bands along with other mutated creatures to rampage across their region. The gnolls eat the flesh and drink the blood of any living things they kill. They speak to each other in their own language of howls, snarls, and grunts.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Beast Gnoll.webp\"}}]},{\"name\":\"Bloodbonded\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Those who've turned their back on both the Seraphs and the Daemons? That way lies madness.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"Bloodbonded still possess the damaged and scarred remnants of their past devotions. When a bloodbonded dies, its blood still pulses and gives off light as it did when it was alive. One vial of this blood can be harvested from a single bloodbonded with a successful DC 10 Wisdom ({@skill Medicine}) check. Drinking it within one day causes the user to be affected by a bless spell. When the spell ends, the user suffers one level of exhaustion.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill History}):\",\"entry\":\"Bloodbonded are victims of their own foolish choices, worshipping false gods and then being driven mad by the ruse.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Arcana}):\",\"entry\":\"Bloodbonded use their followers as weapons, even causing them to explode in a wave of fiery blood, which damages nearby creatures.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Bloodbonded.webp\"}}]},{\"name\":\"Bone Trader\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"\\\"Do you really need all of your bones? Are you sure I couldn't just snack on a few? I'll gladly pay you for them.\\\"\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"Bone trader lairs have many, many bones. Depending on how successful and powerful the bone trader is, it may also have the equipment and belongings of people it has killed or of the minions it employs. Its bone armor is infused with a peculiar magic.\",\"Smashing the armor into a paste and mixing it with appropriate amounts of coagulant from a herbalism kit allows it to be applied it to a shield or weapon. This paste, called {@item ready gunk|GHLoE} (see Appendix A of {@adventure Lairs of Etharis|GHLoE|21}), can be completed with a successful Wisdom check (DC 10) by someone proficient with a herbalism kit. This process takes 10 minutes.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill History}):\",\"entry\":\"A bone trader is most dangerous in its lair, where it can use its collection of bones to defend itself.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Arcana}):\",\"entry\":\"A bone trader can charm its opponents and is often defended by a small gang of intimidated or charmed creatures.\"},{\"type\":\"item\",\"name\":\"DC 20 Intelligence ({@skill Nature}):\",\"entry\":\"Like other fey, bone traders can be tantalized by a deal and may be willing to negotiate rather than fight, even if it seems to have the upper hand or is actively winning a battle\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Bone Trader.webp\"}}]},{\"name\":\"Candlelight Daemon\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"A candlelight daemon remains for the duration of a cursed candle's flame. That's long enough for a host of sinister deeds.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"The melted leavings of a candlelight daemon's candle act as oil of sharpness against aberrations, celestials, fey, and fiends, as well as against the creature that created the candle.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Religion}):\",\"entry\":\"Candlelight daemons return to the Netherworld if their candle goes out.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Arcana}):\",\"entry\":\"Candlelight daemons have immunities and resistances typical of fiends, including immunity to poison and resistance to cold, fire, lightning, and nonmagical weapon attacks. The daemon is also resistant to magic and capable of countering spells.\"},{\"type\":\"item\",\"name\":\"DC 20 Intelligence ({@skill Arcana}):\",\"entry\":\"A candlelight daemon is most effective in shadows or darkness, which allow the fiend to hide easily and bring its murderous talents to bear.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Candlelight Daemon.webp\"}}]},{\"name\":\"Caprathorn\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"The temptation to aid a lost lamb should be tamped down when a thornlamm appears. Where there is one, there are many. And all lead back to a creature far more terrifying than any big, bad wolf.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"The sphere of annihilation a caprathorn leaves behind can be controlled and taken. At the start of each day there is a 2% chance the sphere disappears forever.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Arcana}):\",\"entry\":\"A caprathorn can detach a thornlamm to fight as its ally or consume one to heal.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Arcana}):\",\"entry\":\"The caprathorn can entomb a fallen foe and unleash a field of disintegrating force. This annihilation field recharges if a creature the caprathorn has entombed dies.\"},{\"type\":\"item\",\"name\":\"DC 20 Intelligence ({@skill Arcana}):\",\"entry\":\"When a caprathorn dies, it implodes into a sphere of annihilation, which pulls nearby creatures toward it.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Caprathorn.webp\"}}]},{\"name\":\"Chapped Brute\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"The callused skin of the merchant's hulking bodyguard ripples as if something beneath is trying to wriggle free.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"Chapped brutes rarely carry treasure or equipment unless doing so as instructed by their master. An accomplished leatherworker can fashion the callused skin of a chapped brute into+1 armor—leather, studded leather, or hide—that grants the wearer resistance to necrotic damage and doesn't require attunement. This armor takes 10 extra days of work to fashion, and magical components worth 100 gp must be expended in its creation.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Arcana}):\",\"entry\":\"The magical and alchemical process that creates these brutes leaves them resistant to necrotic damage.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Nature}):\",\"entry\":\"These beings are so volatile because of their creation process that when they are killed, they have a chance to transform into larger, deadlier forms.\"},{\"type\":\"item\",\"name\":\"DC 20 Wisdom ({@skill Medicine}):\",\"entry\":\"The final form of the chapped brute has a life force that fluctuates, so that it randomly gains and loses life force every few seconds.\"}]},{\"type\":\"inset\",\"name\":\"GM Advice\",\"entries\":[\"You can use any chapped brute form as part of an encounter. You can also build encounters in which one chapped brute transforms into one or both of its larger forms. To do so, treat each form as a separate monster. Transformation can take up to 1 minute, allowing you to stagger the encounters, but it can occur as quickly as you need it to for your game.\"]}]}]}]},{\"name\":\"Chapped Brute Abomination\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"The callused skin of the merchant's hulking bodyguard ripples as if something beneath is trying to wriggle free.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"Chapped brutes rarely carry treasure or equipment unless doing so as instructed by their master. An accomplished leatherworker can fashion the callused skin of a chapped brute into+1 armor—leather, studded leather, or hide—that grants the wearer resistance to necrotic damage and doesn't require attunement. This armor takes 10 extra days of work to fashion, and magical components worth 100 gp must be expended in its creation.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Arcana}):\",\"entry\":\"The magical and alchemical process that creates these brutes leaves them resistant to necrotic damage.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Nature}):\",\"entry\":\"These beings are so volatile because of their creation process that when they are killed, they have a chance to transform into larger, deadlier forms.\"},{\"type\":\"item\",\"name\":\"DC 20 Wisdom ({@skill Medicine}):\",\"entry\":\"The final form of the chapped brute has a life force that fluctuates, so that it randomly gains and loses life force every few seconds.\"}]},{\"type\":\"inset\",\"name\":\"GM Advice\",\"entries\":[\"You can use any chapped brute form as part of an encounter. You can also build encounters in which one chapped brute transforms into one or both of its larger forms. To do so, treat each form as a separate monster. Transformation can take up to 1 minute, allowing you to stagger the encounters, but it can occur as quickly as you need it to for your game.\"]}]}]}]},{\"name\":\"Corpse Walker\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"They rose from their graves, some by force of magic, others cursed through their life's misdeeds. Whatever the reason, we can't let them walk among the living.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"Someone who has proficiency with alchemist's supplies can mix the mold from a corpse walker's skin with other materials worth 500 gp to produce a potion that grants all the corpse walker's damage resistances for 10 minutes. The skin from an ancient corpse walker can produce two doses of this potion. A humanoid that dies while under the effects of this potion rises as a corpse walker 24 hours later. Creating this rare potion requires a successful DC 15 Intelligence ({@skill Religion}) check and 8 hours of brewing.\",\"Someone who has proficiency with smith's tools can fashion the femur of an ancient corpse walker into a one-handed melee weapon. Both femurs can make a two-handed weapon. Creating the weapon takes 10 days and extra materials worth 500 gp, and it's a magic weapon when complete. Someone you hit with an attack using the weapon can't regain hit points until the start of your next turn. If someone casts vampiric touch and inflict wounds on the weapon once per day while it's being made, and materials worth 1,000 more gp are added to the process, the weapon also takes on the properties of a sword of life stealing but need not be a sword.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill History}):\",\"entry\":\"It's bad luck for the living to set eyes upon a corpse walker. The returned gaze imparts a curse. Like a zombie, a corpse walker can take significant wounds and remain standing.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Religion}):\",\"entry\":\"The corpse walker has a severe vulnerability to sunlight, which burns and distracts it. Radiant damage is a sure way to ensure the corpse walker stays down when slain.\"},{\"type\":\"item\",\"name\":\"DC 20 Intelligence ({@skill Arcana}):\",\"entry\":\"An ancient corpse walker can release spores that call loyal undead to it, although wind can disperse these spores. The ancient walker can also become a cloud of deadly spores that can animate corpses. If terribly wounded, the ancient corpse walker turns into this mist and has 2 hours to return to its lair or perish forever.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Corpse Walker.webp\"}}]},{\"name\":\"Corpsejaw\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Cousins to mountain lions, corpsejaws are battlefield scavengers. Their powerful jaws allow them to tear through most armor, so they can eat carrion other scavengers leave behind. Military organizations such as the Free Swords issue bounties on corpsejaws to prevent damage to valuable salvage.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Corpsejaw.webp\"}}]},{\"name\":\"Dawndrinker\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Sometimes it's darkest after the dawn.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"Dawndrinkers have a special organ that stores and processes light the way that other creatures digest food. Most of the creature's body disintegrates after it dies, but this light stomach remains. Someone who has proficiency with alchemist's supplies, cook's utensils, or an herbalism kit can prepare the stomach with other ingredients worth 25 gp. If the preparer succeeds on a DC 13 Wisdom or Intelligence check, the organ makes a tasty, sweet meal for up to four creatures. After partaking, those creatures add 60 feet to their darkvision range for 24 hours, those that lack darkvision gain it to a range of 60 feet. All partakers also gain blindsight to a range of 10 feet for the same duration.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill History}):\",\"entry\":\"A dawndrinker is a cunning predator that can easily hide and move in shadow. It greatly lessens and even extinguishes light sources.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Arcana}):\",\"entry\":\"A dawndrinker can sense light, its food, at a great distance. The monster is also resistant to fire, absorbing some of its energy, and immune to radiant damage, which is a source of quick nourishment for the dawndrinker.\"},{\"type\":\"item\",\"name\":\"DC 20 Intelligence ({@skill Arcana}):\",\"entry\":\"A dawndrinker's attacks can temporarily take away the victim's ability to perceive light.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Dawndrinker.webp\"}}]},{\"name\":\"Doomcaller\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Despair, the end is nigh!\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"When slain, the eyes of a doomcaller harden into gems worth 2000 gp each.\",\"When a creature holding one of these gems makes an attack roll, ability check, or saving throw, they can consume it to improve their fortunes. After the roll has been made, but before the GM has announced the result of the roll, the player can expend one gem and reroll the roll. Once done, the player must use the new result, the gem shatters and becomes worthless.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Religion}):\",\"entry\":\"Doomcallers are powerful spellcasting fiends.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill History}):\",\"entry\":\"A doomcaller can summon succubi or barbed devils.\"},{\"type\":\"item\",\"name\":\"DC 20 Intelligence ({@skill Arcana}):\",\"entry\":\"Doomcallers are resistant to cold, fire, lightning, and nonmagical weapons. They are immune to acid and poison.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Doomcaller.webp\"}}]},{\"name\":\"Downcast Apostate\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"To assume the downcast are good at heart is foolish. Many still cling to delusions of grandeur and do anything to maintain them.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"The recently deceased body of a downcast can be used in a ritual to unlock magical power. This ritual takes 16 hours to complete and requires candles, chalk, incense, silver, and other reagents worth 2,000 gp. Upon completion of this ritual, the downcast's body disintegrates, and the ritualist can choose one benefit.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Life Force:\",\"entry\":\"The ritualist's maximum hit points increase by 2 per level (or Hit Die) the ritualist has. Each time the ritualist gains a level (or Hit Die), the ritualist's hit point maximum increases by 2. Also, the ritualist's natural lifespan increases by 250 years.\"},{\"type\":\"item\",\"name\":\"Magic Power:\",\"entries\":[\"The ritualist learns the thaumaturgy cantrip and gains additional benefits based on the type of downcast sacrificed, as follows.\",\"{@i Aurelian}: The ritualist's Charisma score increases by 1, to a maximum of 20. Once per day, the ritualist can cast cure wounds as a 1st level spell.\",\"{@i Galiant}: The ritualist's Constitution score increases by 1, to a maximum of 20. Once per day, the ritualist can cast shield of faith as a 1st level spell.\",\"{@i Maliganti}: The ritualist's Strength score increases by 1, to a maximum of 20. Once per day, the ritualist can cast branding smite as a 1st level spell.\",\"{@i Ulmyrite}: The ritualist's Intelligence score increases by 1, to a maximum of 20. Once per day, the ritualist can cast detect magic.\"]},{\"type\":\"item\",\"name\":\"Resurrection:\",\"entry\":\"Upon finishing the ritual, the ritualist can cast resurrection without expending a spell slot or providing any other components.\"}]}]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill History}):\",\"entry\":\"The downcast were once immortal celestial servants to the gods. Each has inclinations and aptitudes based on the god they once served.\"},{\"type\":\"item\",\"name\":\"DC 13 Intelligence ({@skill Religion}):\",\"entry\":\"As a result of their divine nature, fallen though it might be, downcast have resistance to necrotic damage and limited access to innate magic.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Arcana}):\",\"entry\":\"The physical form of a downcast contains significant power from before their fallen state. A ritual requiring the sacrifice or corpse of a downcast can draw out this power.\"}]}]}]}]},{\"name\":\"Downcast Mercenary\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"To assume the downcast are good at heart is foolish. Many still cling to delusions of grandeur and do anything to maintain them.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"The recently deceased body of a downcast can be used in a ritual to unlock magical power. This ritual takes 16 hours to complete and requires candles, chalk, incense, silver, and other reagents worth 2,000 gp. Upon completion of this ritual, the downcast's body disintegrates, and the ritualist can choose one benefit.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Life Force:\",\"entry\":\"The ritualist's maximum hit points increase by 2 per level (or Hit Die) the ritualist has. Each time the ritualist gains a level (or Hit Die), the ritualist's hit point maximum increases by 2. Also, the ritualist's natural lifespan increases by 250 years.\"},{\"type\":\"item\",\"name\":\"Magic Power:\",\"entries\":[\"The ritualist learns the thaumaturgy cantrip and gains additional benefits based on the type of downcast sacrificed, as follows.\",\"{@i Aurelian}: The ritualist's Charisma score increases by 1, to a maximum of 20. Once per day, the ritualist can cast cure wounds as a 1st level spell.\",\"{@i Galiant}: The ritualist's Constitution score increases by 1, to a maximum of 20. Once per day, the ritualist can cast shield of faith as a 1st level spell.\",\"{@i Maliganti}: The ritualist's Strength score increases by 1, to a maximum of 20. Once per day, the ritualist can cast branding smite as a 1st level spell.\",\"{@i Ulmyrite}: The ritualist's Intelligence score increases by 1, to a maximum of 20. Once per day, the ritualist can cast detect magic.\"]},{\"type\":\"item\",\"name\":\"Resurrection:\",\"entry\":\"Upon finishing the ritual, the ritualist can cast resurrection without expending a spell slot or providing any other components.\"}]}]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill History}):\",\"entry\":\"The downcast were once immortal celestial servants to the gods. Each has inclinations and aptitudes based on the god they once served.\"},{\"type\":\"item\",\"name\":\"DC 13 Intelligence ({@skill Religion}):\",\"entry\":\"As a result of their divine nature, fallen though it might be, downcast have resistance to necrotic damage and limited access to innate magic.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Arcana}):\",\"entry\":\"The physical form of a downcast contains significant power from before their fallen state. A ritual requiring the sacrifice or corpse of a downcast can draw out this power.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Downcast Mercenary.webp\"}}]},{\"name\":\"Eldritch Herald\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"First she spoke of a power greater than the gods. Then there was this ringing in my ears. I don't remember what happened after that, but the nightmares were terrible.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"The touch of an Aether Kindred's dreams can taint objects with an unstable nature, particularly potions. Any potion found on the servants of these beings has a 50 percent chance to be tainted, making the potion's effects unpredictable. Someone inspecting such a potion must succeed on a DC 17 Intelligence ({@skill Arcana}) check to identify the instability. Otherwise, the potion appears to be a normal potion of its type.\",\"When an unstable potion is consumed, roll on the Eldritch Effects table to determine the effect of the instability, which is in addition to the potion's normal effects and can last as long as the potion does or 1 minute, whichever is longer. However, a creature can attempt a DC 13 Wisdom saving throw at the end of each of its turns, ending the instability effect on itself on a success.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill History}):\",\"entry\":\"In the wake of the gods' disappearance, some turned to other ancient entities for power. Those that succeed are known as eldritch priests.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Arcana}):\",\"entry\":\"These priests draw their power from maddening entities known as the Aether Kindred, which some arcane scholars point to as the cause of the gods' disappearance. The power granted by such creatures can produce bizarre and unpredictable effects.\"},{\"type\":\"item\",\"name\":\"DC 20 Intelligence ({@skill Religion}):\",\"entry\":\"Some eldritch priests seek to awaken their new \\\"gods\\\" by spreading the story of the demise of members the Etharis pantheon. As more people tap into the dreams of the slumbering Kindred, the creatures begin to rouse. If they wake, the world is doomed.\"}]}]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Eldritch Effects\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Effect\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The creature can't speak.\"],[\"2\",\"The creature takes 4 ({@dice 1d8}) psychic damage at the start of each of its turns.\"],[\"3\",\"The creature is disoriented. It falls prone and does so again at the end of each turn it moves 5 feet or more.\"],[\"4\",\"The creature is distracted by visions and voices and has disadvantage on attack rolls and Wisdom ({@skill Perception}) checks.\"],[\"5\",\"The creature is unsure of itself. It can move or take an action on its turn, but not both, and it can't use reactions.\"],[\"6\",\"The creature is reckless. It has advantage on attack rolls and attack rolls against it have advantage.\"],[\"7\",\"The creature is deafened and can't see more than 30 feet away.\"],[\"8\",\"The creature is frightened of the source of this effect. If that source can't be sensed, the creature is frightened of one other random creature it can sense.\"]]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Eldritch Herald.webp\"}}]},{\"name\":\"Eldritch Priest\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"First she spoke of a power greater than the gods. Then there was this ringing in my ears. I don't remember what happened after that, but the nightmares were terrible.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"The touch of an Aether Kindred's dreams can taint objects with an unstable nature, particularly potions. Any potion found on the servants of these beings has a 50 percent chance to be tainted, making the potion's effects unpredictable. Someone inspecting such a potion must succeed on a DC 17 Intelligence ({@skill Arcana}) check to identify the instability. Otherwise, the potion appears to be a normal potion of its type.\",\"When an unstable potion is consumed, roll on the Eldritch Effects table to determine the effect of the instability, which is in addition to the potion's normal effects and can last as long as the potion does or 1 minute, whichever is longer. However, a creature can attempt a DC 13 Wisdom saving throw at the end of each of its turns, ending the instability effect on itself on a success.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill History}):\",\"entry\":\"In the wake of the gods' disappearance, some turned to other ancient entities for power. Those that succeed are known as eldritch priests.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Arcana}):\",\"entry\":\"These priests draw their power from maddening entities known as the Aether Kindred, which some arcane scholars point to as the cause of the gods' disappearance. The power granted by such creatures can produce bizarre and unpredictable effects.\"},{\"type\":\"item\",\"name\":\"DC 20 Intelligence ({@skill Religion}):\",\"entry\":\"Some eldritch priests seek to awaken their new \\\"gods\\\" by spreading the story of the demise of members the Etharis pantheon. As more people tap into the dreams of the slumbering Kindred, the creatures begin to rouse. If they wake, the world is doomed.\"}]}]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Eldritch Effects\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Effect\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The creature can't speak.\"],[\"2\",\"The creature takes 4 ({@dice 1d8}) psychic damage at the start of each of its turns.\"],[\"3\",\"The creature is disoriented. It falls prone and does so again at the end of each turn it moves 5 feet or more.\"],[\"4\",\"The creature is distracted by visions and voices and has disadvantage on attack rolls and Wisdom ({@skill Perception}) checks.\"],[\"5\",\"The creature is unsure of itself. It can move or take an action on its turn, but not both, and it can't use reactions.\"],[\"6\",\"The creature is reckless. It has advantage on attack rolls and attack rolls against it have advantage.\"],[\"7\",\"The creature is deafened and can't see more than 30 feet away.\"],[\"8\",\"The creature is frightened of the source of this effect. If that source can't be sensed, the creature is frightened of one other random creature it can sense.\"]]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Eldritch Priest.webp\"}}]},{\"name\":\"Elf Vampire (Ancient)\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"She was ancient, tall and gaunt, imperious and fierce. Her skin was translucent and slightly luminous with the crimson fluid beneath lending it a bizarre, vibrating flush. Her anger and sorrow reached from her, sharing the sense of a time before my people cut and burned the forest. I wept.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Elf Vampire Customization\",\"entries\":[\"As shown in the following stats, young and older elf vampires gain Turn Resistance and immunity to being charmed or rendered unconscious. Although some wood elves are an exception, most elf vampires do not take on animal form and, therefore, lack the Beast Form action. Young and older elf vampires also gain the Fey Majesty action, but until the vampire is ancient, as is the one in the stat block, they can affect only humanoids and beasts with this power.\"]},{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"An elf vampire's flesh turns to glittering powder when the vampire dies. This powder can still be used to make the ointment rendered vampire flesh can make. However, this dust can also be used as a material component for any enchantment spell or spell that deals necrotic damage. If a spellcaster uses the dust in this way, the spell save DC for the spell increases by 2. If the spell requires an attack roll, the caster scores a critical hit on a roll of 19 or 20, and any damage die for necrotic damage that rolls a 1 is treated as a 2. One vampire produces enough dust for two uses, plus one use per age category of the vampire beyond spawn.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill History}):\",\"entry\":\"Elf vampires don't sleep, so they are aware all the time. And they can't be charmed or knocked unconscious.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Religion}):\",\"entry\":\"Fey ancestry combines with vampirism to render elf vampires resistant to effects that turn undead.\"},{\"type\":\"item\",\"name\":\"DC 20 Intelligence ({@skill Arcana}):\",\"entry\":\"Elf vampires can manipulate the minds of beasts and people. Legend says that ancient elf vampires can sway the minds of other creatures.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Elf Vampire (Ancient).webp\"}}]},{\"name\":\"Empyrean Brazen Bull\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"The smell of smoke and incense consumed the castle walls, and we heard the furious and gleeful bellows of the most immense bull we'd ever seen. As our battlements burned and crumbled, we knew all was lost.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"The exploded metal hide of the Empyrean brazen bull can be harvested to make gleaming and radiant {@item brazen armor|GHLoE} (see Appendix A of Lairs of Etharis). A proficient armor smith can make a suit of {@item brazen armor|GHLoE} by succeeding on a DC 20 Strength ({@skill Athletics}) check and using 2500 gp of components. This process takes 20 days to complete.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Nature}):\",\"entry\":\"Wildfires that seem to begin with hoofprints are sometimes found during the dry season in farmland, and bright spots on the horizon that look like a massive cow are often reported at the same time.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Religion}):\",\"entry\":\"The Empyrean brazen bull is a beast of burden for angels, used for besieging enemies.\"},{\"type\":\"item\",\"name\":\"DC 20 Intelligence ({@skill Arcana}):\",\"entry\":\"The Empyrean brazen bull explodes when it dies, and luck be with all in the wake of the blast.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Empyrean Brazen Bull.webp\"}}]},{\"name\":\"Eye Crawler\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"An eye crawler is an ambulatory eye that observes everything. It might be spying for something else. An eye crawler has no effective attacks. Mages theorize eye crawlers derive sustenance from light or ambient magical energy.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Eye Crawler.webp\"}}]},{\"name\":\"Eye Crow\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Eye crows are big corvids plentiful throughout Etharis. They mimic sounds and voices, and they're extremely clever, remembering faces, locations, and how other creatures treat them. People keep eye crows as pets and often use their iridescent black feathers, which have a deep-green sheen, to decorate.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"The nest of an eye crow contains glittering baubles, coins, gems, or jewelry worth at least 5 gp. Feathers of one eye crow can fetch a similar amount of money.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Wisdom ({@skill Nature}):\",\"entry\":\"Eye crows can be tamed and trained for simple tasks. Unscrupulous trainers teach the crow to attack others, going for the eyes.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Eye Crow.webp\"}}]},{\"name\":\"Faevlin\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Never make a deal with the fey. Never make a deal with a goblin. And if you ever meet a faevlin, you'll know why.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"Faevlins love to collect objects that increase their personal prestige and power. Every faevlin is likely to have a few personal trinkets like this, along with the occasional item of real worth.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Nature}):\",\"entry\":\"A faevlin can teleport away from attackers but does so in a manner even the faevlin can't predict.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill History}):\",\"entry\":\"Faevlins are goblins cursed by powerful fey magic\"},{\"type\":\"item\",\"name\":\"DC 20 Intelligence ({@skill Nature}):\",\"entry\":\"A faevlin can't be charmed by nonfey, but they have been known to pretend to be charmed to trick the enchanter.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Faevlin.webp\"}}]},{\"name\":\"Fzeg\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"We've been led to believe that vampires and werewolves are natural enemies. Convenient that two fearsome creatures would be so opposed to the other. Never did we imagine, nor prepare, for a time when they might unite.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"Someone who has proficiency with alchemist's supplies can use 1 pint of blood from a fzeg and mix it with silver and other reagents worth 50 gp to create a {@item lycanthropy antidote|GHLoE} (see Appendix A of Lairs of Etharis). A slain fzeg has 10 ({@dice 1d4 + 2}) usable pints of blood. The blood of a fzeglaich can be used, but it takes five times as much blood and twice as long to brew. Creating the antidote takes 4 hours of work and a successful DC 15 Intelligence ({@skill Religion}) check.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Arcana}):\",\"entry\":\"A fzeg is a mix of werewolf and vampire but has fewer weaknesses. The creature is resistant to nonmagical attacks.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Nature}):\",\"entry\":\"With its bite, a fzeg can drain life force and curse a person with werewolf lycanthropy. Someone who dies from a fzeg's bite becomes a fzeglaich, a creature like the fzeg and loyal to it.\"},{\"type\":\"item\",\"name\":\"DC 20 Intelligence ({@skill Arcana}):\",\"entry\":\"A fzeg can transform into humanoid form. It's natural form, however, is that of a wolf-human hybrid. This vampiric monster isn't vulnerable to sunlight, but radiant damage prevents it from regenerating.\"}]},{\"type\":\"inset\",\"name\":\"GM Advice\",\"entries\":[\"An ambitious DM could imagine a fzeg at the lead of a force including other werewolf-undead hybrids. Combined with a ghoul or ghast, the creature would paralyze, or combined with a wight, it would drain the life and lower the maximum hit points of a target. Similarly, other kinds of lycanthropes could become undead and wield hybrid powers.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Fzeg.webp\"}}]},{\"name\":\"Fzeglaich\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"We've been led to believe that vampires and werewolves are natural enemies. Convenient that two fearsome creatures would be so opposed to the other. Never did we imagine, nor prepare, for a time when they might unite.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"Someone who has proficiency with alchemist's supplies can use 1 pint of blood from a fzeg and mix it with silver and other reagents worth 50 gp to create a {@item lycanthropy antidote|GHLoE} (see Appendix A of {@adventure Lairs of Etharis|GHLoE|21}). A slain fzeg has 10 ({@dice 1d4 + 2}) usable pints of blood. The blood of a fzeglaich can be used, but it takes five times as much blood and twice as long to brew. Creating the antidote takes 4 hours of work and a successful DC 15 Intelligence ({@skill Religion}) check.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Arcana}):\",\"entry\":\"A fzeg is a mix of werewolf and vampire but has fewer weaknesses. The creature is resistant to nonmagical attacks.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Nature}):\",\"entry\":\"With its bite, a fzeg can drain life force and curse a person with werewolf lycanthropy. Someone who dies from a fzeg's bite becomes a fzeglaich, a creature like the fzeg and loyal to it.\"},{\"type\":\"item\",\"name\":\"DC 20 Intelligence ({@skill Arcana}):\",\"entry\":\"A fzeg can transform into humanoid form. It's natural form, however, is that of a wolf-human hybrid. This vampiric monster isn't vulnerable to sunlight, but radiant damage prevents it from regenerating.\"}]},{\"type\":\"inset\",\"name\":\"GM Advice\",\"entries\":[\"An ambitious DM could imagine a fzeg at the lead of a force including other werewolf-undead hybrids. Combined with a ghoul or ghast, the creature would paralyze, or combined with a wight, it would drain the life and lower the maximum hit points of a target. Similarly, other kinds of lycanthropes could become undead and wield hybrid powers.\"]}]}]}]},{\"name\":\"Gegazol\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"The Scourge of the North is an undead dragon named Gegazol. If I hear her name, I get the hell out of there. She's powerful, cunning, and treacherous. And she's rarely alone—she always has one army or another behind her.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"Gegazol's lair holds a hoard gathered over the centuries. She has spread this loot among various vaults and chambers, and her Immortals guard these treasures. Her treasurers—a trio of compulsive vampires—keep careful records of the hoard in a library within the lair's inner vaults. Each record contains a great deal of knowledge about the fates of various objects, and sometimes the vampires track a treasure beyond its gifting and engage in occasional quests to regain a lost valuable. Each historic tome from the library is worth at least 100 gp to the right collector. Enterprising adventurers could use any of these books as a guide to searches for lost treasures.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill History}):\",\"entry\":\"Gegazol, Scourge of the North, is an ancient dragon transformed into an undead horror millennia ago. Tales as old as creation tell of her infrequent but violent assaults on lands south of her lair, and all lands of Etharis are south of her lair.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Religion}):\",\"entry\":\"Not only possessing great physical power, defenses against magic, and an undead army at her back, Gegazol, like a lich, has a soul vessel that harbors her undead soul and can rejuvenate her body when Gegazol is destroyed. It's said that this vessel is a massive daemon skull, and that the dragon keeps it hidden in her lair.\"},{\"type\":\"item\",\"name\":\"DC 20 Intelligence ({@skill History}):\",\"entry\":\"Gegazol calls the undead who serve her Immortals'. Among them are vampires, ghouls, and undead that are even more powerful. Given many of these undead have fallen in her wars and powerplays, the Immortal title is aspirational.\"}]},{\"type\":\"inset\",\"name\":\"Daemon Skull Soul Vessel\",\"entries\":[\"The ancient daemon skull that serves as Gegazol's soul vessel possesses infernal power, giving it the means for mischief and self-preservation. It has AC 6, but it's immune to bludgeoning, piercing, and slashing damage from nonmagical attacks, as well as cold, fire, necrotic, and psychic damage. It's immune to all conditions, and it has a +7 bonus to all saving throws, making saves against spells and magical effects with advantage. The skull has 200 hit points.\",\"When harmed, the skull sends out a psychic alarm. Gegazol and her Immortals can sense this alarm, provided they are on the same plane of existence. Also, when a creature deals the skull damage, that creature must succeed on a DC 21 Wisdom saving throw or take psychic damage equal to half the damage the creature dealt.\",\"If her soul vessel is destroyed, Gegazol can't rejuvenate. When her body is destroyed again, she dies.\"]}]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Gegazol's Lair\",\"entries\":[\"The Scourge's lair is the sinkhole cave on an island off the northernmost shores of Etharis, north of even the raging coldfire. In this cave, the daemon's skull sits. It rests at the bottom of a deep, wet cavern upon a pedestal carved into the earth. Magic wards protect the crack above the skull. Gegazol's Immortals, a brutal cadre of undead warriors the dragon created or conquered, guard the expanded catacombs around the shrine. Gegazol needs no rest, but between campaigns, she lounges within the shrine, curled around the skull's pedestal. The whole place stinks of decay, making the site nauseating. While in her lair, Gegazol's Stench radius increases to 120 feet.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Gegazol.webp\"}}]},{\"name\":\"Gluttony Seraph\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Don't go to the temple. Something sinister has claimed it. Seek shelter elsewhere.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"An avarice seraph's metal-tipped feathers can be sold. Those of the lesser seraph are worth 250 gp, while those of the seraph are worth 1,000 gp.\",\"Someone who has proficiency with alchemist's supplies can melt the metal on the feathers of an avarice seraph and use some feathers as fletching to make one arrow of celestial slaying for a lesser seraph, or four such arrows from the seraph. Making one arrow takes 7 days of work, reagents worth 1,000 gp, and a successful DC 17 Intelligence or Wisdom check.\",\"The saliva of a gluttony seraph functions as antitoxin—three doses can be collected from a lesser seraph, while ten can be gathered from a seraph. Someone who has proficiency with alchemist's supplies or an herbalism kit can mix two doses of this saliva with reagents worth 50 gp and brew the mixture for 4 hours. The resulting elixir affects the imbiber as a protection from poison spell, curing a random poison in the drinker's system.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill History}):\",\"entry\":\"The disavowed are seraphs fallen to evil. Each still retains a measure of its celestial power.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Religion}):\",\"entry\":\"From their celestial heritage, disavowed retain magic resistance and resistance to nonmagical attacks, as well as immunity to being charmed, exhausted, and frightened. Even in a fallen state, the seraph imparts magic and radiant damage to its attacks. Gluttony seraphs are also immune to poison.\"},{\"type\":\"item\",\"name\":\"DC 20 Intelligence ({@skill Arcana}):\",\"entry\":\"Avarice seraphs can rouse the greed in any creature. Huge gluttony seraphs can swallow and digest people, although their lesser kin can't.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Gluttony Seraph.webp\"}}]},{\"name\":\"Gnoll Brute\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"I never believed the rumors about the Beast and how it could change people. Then I saw how everyone at the logging camp had been transformed. It had to be a power even greater than a god's.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"The spine spikes of a venomous gnoll can be fashioned into four arrows, bolts, or darts. Someone who has proficiency with smith's tools or tinker's tools can make these projectiles in 4 hours. Each time one of these projectiles hits a target, the target takes an extra ({@dice 1d4}) poison damage, but if the {@dice d20} on the attack roll is a 1 or an even number other than 20, the projectile ceases to be poisonous.\",\"Someone who has proficiency with alchemist's supplies can use the saliva glands from two gnoll brutes or one rampage gnoll to create a potion of growth. The glands must be harvested by someone who has proficiency in the Medicine skill, and doing so requires a successful DC 13 Wisdom ({@skill Medicine}) check. These glands must be used within 3 days or they go bad, although a gentle repose spell cast on the glands makes them last for that spell's duration. Making the potion requires 1 day of work and reagents worth 25 gp.\",\"The wings of a rampage gnoll can be used to fashion bat wings of flying. Someone who has proficiency in leatherworker's tools can make this cloak in 5 days, using reagents worth 500 gp. Somebody must cast fly on the cloak on three out of the five days of its making. These wings give you a fly speed of only 40 feet, but they can be used once every {@dice 1d8} hours.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Arcana}):\",\"entry\":\"Gnolls were once normal humanoids, but they have been mutated by the power of the Beast.\"},{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Nature}):\",\"entry\":\"Some gnolls use spikes that grow from their bones, usually the spine, as projectiles. Different gnolls have different mutations, though, and some of these spikes are poisonous. The strongest mutants develop wings and infect the minds of those nearby with bloodthirsty fury.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill History}):\",\"entry\":\"Gnolls form bands along with other mutated creatures to rampage across their region. The gnolls eat the flesh and drink the blood of any living things they kill. They speak to each other in their own language of howls, snarls, and grunts.\"}]}]}]}]},{\"name\":\"Harvester of Lies\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Don't lie to me, or the harvester will steal your tongue!\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"If defeated, the harvester's {@item coat of lies|GHLoE} (see Appendix A of {@adventure Lairs of Etharis|GHLoE|21}) can be claimed.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill History}):\",\"entry\":\"Harvesters of lies can detect when a lie is uttered from 1 mile away. They are attracted to lies, the more frequent the lies and the more outlandish, the greater the attraction.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Arcana}):\",\"entry\":\"Harvesters are resistant to nonmagical weapons and necrotic damage, and immune to poison.\"},{\"type\":\"item\",\"name\":\"DC 20 Intelligence ({@skill Arcana}):\",\"entry\":\"The harvester wears a coat made of the severed tongues of its victims that allow it to cast several spells.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Harvester of Lies.webp\"}}]},{\"name\":\"Horror Flit Hunter\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"If you see fast movement in the trees, run. It might not be enough, but it could be all you can do.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"The reaction of most folks who have encountered a horror flit is, \\\"Burn it with fire!\\\" But a handful of naturalists seek out these creatures for a variety of purposes, paying handsomely for samples. Bounties for these creatures in urban areas range from 10 to 100 gp.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Nature}):\",\"entry\":\"A horror flit has no eyes, but they sense their prey by means of vibrations in the air or in the water. They breed by infesting the flesh of their prey.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Arcana}):\",\"entry\":\"The largest of these creatures, called \\\"breeders\\\" by most, can spit out swarms of their young, especially when the breeder instinctively feels it might die. The creature normally reproduces more slowly, vomiting a new swarm every few days.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Horror Flit Hunter.webp\"}}]},{\"name\":\"Hourglass Widow\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"When the clock stops, your time has run out.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"When the sand from the widow's hourglass is mixed with wine, it creates an elixir that when consumed prevents the creature from aging for {@dice 2d6 + 10} years. There is enough sand in the hourglass to create an elixir for two creatures. A creature cannot benefit from the sand of an hourglass widow more than once. The sand can be sold for 5,000 gp.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Religion}):\",\"entry\":\"Hourglass widows are undead who can control time to act more than once a round.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Arcana}):\",\"entry\":\"Hourglass widows are resistant to cold, force, lightning, and necrotic. They are immune to poison and nonmagical attacks.\"},{\"type\":\"item\",\"name\":\"DC 20 Intelligence ({@skill Arcana}):\",\"entry\":\"Inexplicably, an hourglass widow can affect those trapped in a time stop, imprisonment, or other stasis effect.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Hourglass Widow.webp\"}}]},{\"name\":\"Hraptnon\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"The magic our wizard used just bounced off the gigantic creature, and as our fighter slashed at it with her sword, the creature's blood spawned even more monsters.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"A central spike growing from the hraptnon can be fashioned into a spear or lance by a proficient weaponsmith succeeding on a DC 20 Intelligence ({@skill Arcana}) check. This takes 10 days of work and 1000 gp of components. The spear or lance acts as a+3 weapon that does an additional 7 ({@dice 2d6}) force damage on a successful hit. This magical weapon can affect the hraptnon, unlike other magical weapons.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill History}):\",\"entry\":\"The hraptnon lives in the Stillborn Forest, and it has never been seen outside of the forest bounds.\"},{\"type\":\"item\",\"name\":\"DC 20 Intelligence ({@skill Arcana}):\",\"entry\":\"No magical spells or weapons can hurt the hraptnon, and its blood can spawn creatures known as xakalonus.\"},{\"type\":\"item\",\"name\":\"DC 25 Intelligence ({@skill History}):\",\"entry\":\"The hraptnon cannot be permanently killed unless its heart, which rests in a magical pool in a grove at the center of the Stillborn Forest, is found and destroyed. This heart, known as the Stillborn Heart, could be sold to a sage for a large sum of gold.\"}]},{\"type\":\"inset\",\"name\":\"GM Advice\",\"entries\":[\"The hraptnon is a great example of a \\\"puzzle monster,\\\" a beast that cannot be defeated until its secrets are revealed. Puzzle monsters can be a great deal of fun, especially to challenge extremely powerful parties. Just when the players think they've scored a potentially easy victory, they find that the threat remains.\",\"The key to maximizing the impact of puzzle monsters like the hraptnon is to make sure not to reveal too much information too soon. Make the characters puzzle out the reality behind the monster, using resources and taking time to do so. When they are finally able to fully defeat the creature, their victory will be all the sweeter.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Hraptnon.webp\"}}]},{\"name\":\"Infernal Tormentor\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"I knew when she pulled out a gold pen reeking of brimstone that I was making a mistake.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"Aspiring fiends often possess special materials used in the drafting of infernal contracts. These include special inks and parchment worth up to 200 gp. These materials can also be used for scribing new spells into a spell book or crafting magic scrolls. Any existing contracts on the fiend's person burst into flames upon its death, which might damage other items.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill History}):\",\"entry\":\"Fiends, or mortals taking on fiendish traits, can be found in every corner of Etharis, working their wiles on those foolish enough to sign one of their contracts. They are clever, deceitful, and evil to the core.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Religion}):\",\"entry\":\"A fiend's power and status are directly tied to the number and quality of mortal souls bound to it by contracts. Sometimes, the terms of such an agreement involve the mortal becoming a fiend itself, so a powerful fiend might have any number of lesser devils serving under it via contract.\"},{\"type\":\"item\",\"name\":\"DC 20 Intelligence ({@skill Arcana}):\",\"entry\":\"Fiends are natives of the Netherworld, and any fiend slain returns to that plane to reconstitute itself. Only powerful divine magic can banish a fiend permanently. Uttering a devil's true name, however, grants the speaker power over it.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Infernal Tormentor.webp\"}}]},{\"name\":\"Ithjar\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"It takes mere moments for an ithjar to transform from a kite-like swirl of gray and red in the distance to a menace of snapping teeth.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"Ithjar teeth and hide can fetch a fair price in larger markets. Necklaces and other decorations can be made from the teeth, and clothing can be fashioned from the skin and scales. Popular superstition says wearing ithjar teeth or hide imparts some of the creature's nimbleness to the wearer. This belief isn't wholly true, but someone who has proficiency with leatherworker's tools can make hide armor from the hide that has a base AC of 13 and allows a wearer to apply their full Dexterity bonus to AC. Creating this armor takes 10 days. Such hide armor fashioned from a stormborn ithjar is armor of resistance (lightning and thunder). This armor takes no longer to make, but it requires other materials worth 2,000 gp\",\"The central fang of a stormborn ithjar can be fashioned into a javelin of lightning that deals {@dice 2d8} lightning damage and {@dice 2d8} thunder damage instead of only {@dice 4d6} lightning damage. A creature hit by the javelin must also succeed on a DC 13 Strength saving throw or fall prone. Someone who has proficiency with smith's tools can make this weapon with 10 days of work and other materials worth 250 gp. Somebody must also cast thunderwave on the weapon three times during its creation.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Nature}):\",\"entry\":\"Ithjars are fast-moving ferocious fliers, but the more powerful of these flying serpents are imbued with the power of storms and can exhale lightning and thunder.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill History}):\",\"entry\":\"It's difficult to capture an ithjar. They slither out of an enemy's clutches and other restraints quickly and easily.\"},{\"type\":\"item\",\"name\":\"DC 20 Intelligence ({@skill Arcana}):\",\"entry\":\"The stormborn ithjar is immune to lightning and thunder, allowing it to travel within storm clouds.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Ithjar.webp\"}}]},{\"name\":\"Knifewing\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A knifewing is a gliding lizard about the size of a small dog. Its gliding flaps have hard edges that are sharp while stretched taut when the lizard glides.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"The skin of a knifewing is prized for making a {@item knifewing cape|GHLoE} (see Appendix A of {@adventure Lairs of Etharis|GHLoE|21}).\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Knifewing.webp\"}}]},{\"name\":\"Lenchtahg\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"The smoky, fiery form hisses and shrieks in a cacophony of anger and confusion. There's something almost holy in the sound.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"The severed head of a lenchtahg is a potent magic object. To the right buyer—a necromancer, a daemon cultist, an evil alchemist, and the like—a lenchtahg head is worth 750 gp. The servants of the Arch Daemon Malikir guard the secrets of binding a lenchtahg, but hags and other wicked creatures with magical skills possess knowledge to convert a lenchtahg head into a construct with similar unholy power.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Religion}):\",\"entry\":\"Radiant damage heals a lenchtahg, which still has the flesh of a Seraph.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Religion}):\",\"entry\":\"Dowsing a Lenchtahg with a lot of water or any holy water can temporarily weaken it.\"},{\"type\":\"item\",\"name\":\"DC 20 Intelligence ({@skill Arcana}):\",\"entry\":\"The lenchtahg's head must be consecrated in a holy ceremony or otherwise rid of its evil to avoid the lenchtahg's rejuvenation. But those with the right knowledge can use the head to craft a magical servitor.\"}]},{\"type\":\"inset\",\"name\":\"GM Advice\",\"entries\":[\"Those who use lenchtahg as troops in battle will use radiant magic to damage foes while at the same time healing the lenchtahg. This greatly heightens the strength of these monsters.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Lenchtahg.webp\"}}]},{\"name\":\"Lesser Avarice Seraph\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Don't go to the temple. Something sinister has claimed it. Seek shelter elsewhere.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"An avarice seraph's metal-tipped feathers can be sold. Those of the lesser seraph are worth 250 gp, while those of the seraph are worth 1,000 gp.\",\"Someone who has proficiency with alchemist's supplies can melt the metal on the feathers of an avarice seraph and use some feathers as fletching to make one arrow of celestial slaying for a lesser seraph, or four such arrows from the seraph. Making one arrow takes 7 days of work, reagents worth 1,000 gp, and a successful DC 17 Intelligence or Wisdom check.\",\"The saliva of a gluttony seraph functions as antitoxin—three doses can be collected from a lesser seraph, while ten can be gathered from a seraph. Someone who has proficiency with alchemist's supplies or an herbalism kit can mix two doses of this saliva with reagents worth 50 gp and brew the mixture for 4 hours. The resulting elixir affects the imbiber as a protection from poison spell, curing a random poison in the drinker's system.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill History}):\",\"entry\":\"The disavowed are seraphs fallen to evil. Each still retains a measure of its celestial power.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Religion}):\",\"entry\":\"From their celestial heritage, disavowed retain magic resistance and resistance to nonmagical attacks, as well as immunity to being charmed, exhausted, and frightened. Even in a fallen state, the seraph imparts magic and radiant damage to its attacks. Gluttony seraphs are also immune to poison.\"},{\"type\":\"item\",\"name\":\"DC 20 Intelligence ({@skill Arcana}):\",\"entry\":\"Avarice seraphs can rouse the greed in any creature. Huge gluttony seraphs can swallow and digest people, although their lesser kin can't.\"}]}]}]}]},{\"name\":\"Lesser Gluttony Seraph\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Don't go to the temple. Something sinister has claimed it. Seek shelter elsewhere.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"An avarice seraph's metal-tipped feathers can be sold. Those of the lesser seraph are worth 250 gp, while those of the seraph are worth 1,000 gp.\",\"Someone who has proficiency with alchemist's supplies can melt the metal on the feathers of an avarice seraph and use some feathers as fletching to make one arrow of celestial slaying for a lesser seraph, or four such arrows from the seraph. Making one arrow takes 7 days of work, reagents worth 1,000 gp, and a successful DC 17 Intelligence or Wisdom check.\",\"The saliva of a gluttony seraph functions as antitoxin—three doses can be collected from a lesser seraph, while ten can be gathered from a seraph. Someone who has proficiency with alchemist's supplies or an herbalism kit can mix two doses of this saliva with reagents worth 50 gp and brew the mixture for 4 hours. The resulting elixir affects the imbiber as a protection from poison spell, curing a random poison in the drinker's system.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill History}):\",\"entry\":\"The disavowed are seraphs fallen to evil. Each still retains a measure of its celestial power.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Religion}):\",\"entry\":\"From their celestial heritage, disavowed retain magic resistance and resistance to nonmagical attacks, as well as immunity to being charmed, exhausted, and frightened. Even in a fallen state, the seraph imparts magic and radiant damage to its attacks. Gluttony seraphs are also immune to poison.\"},{\"type\":\"item\",\"name\":\"DC 20 Intelligence ({@skill Arcana}):\",\"entry\":\"Avarice seraphs can rouse the greed in any creature. Huge gluttony seraphs can swallow and digest people, although their lesser kin can't.\"}]}]}]}]},{\"name\":\"Lich Troll\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Running away from a troll is smart. Running away from a troll that casts spells is wishful thinking.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"Someone who has proficiency with jeweler's tools or woodcarver's tools can fashion the skull of a lich troll into a ring of regeneration. Doing so takes materials worth 5,000 gp, 10 days of work, and a successful DC 15 Intelligence or Wisdom check. Somebody must also cast greater restoration on the ring each day during the process. If the ring's wearer dies while wearing the ring, the soul of the lich has a 25 percent chance to take over the corpse and use it as a new body. But if the ring is created entirely in the area of a hallow spell with the everlasting rest effect, the tie to the lich's soul is broken\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill History}):\",\"entry\":\"The lich troll is remnants of early attempts of powerful spellcasters to transfer their souls into trolls.\"},{\"type\":\"item\",\"name\":\"DC 20 Intelligence ({@skill Arcana}):\",\"entry\":\"The lich troll is immune to poison and resistant to necrotic damage. It regenerates and can be killed only by acid, fire, or radiant damage\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Lich Troll.webp\"}}]},{\"name\":\"Lindwyrm\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"My great grandfather spoke of the lindwyrm terrorizing the countryside and devouring whole villages. But it's been so long since anyone has seen the beast, it's likely the creature is long dead. Thank Miklas!\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"A dose of {@item lindwyrm venom|GHLoE} (see Appendix A of {@adventure Lairs of Etharis|GHLoE|21}) can be harvested by someone proficient with a poisoner's kit and succeeds on a DC 18 Dexterity ({@skill Sleight of Hand}) check, but this must be done within 1 hour of the lindwyrm's death. If the check fails by 5 or more, the harvester instead poisons themselves. This injury poison is worth 1,000 gp.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill History}):\",\"entry\":\"Lindwyrms sleep for 100 years and when they waken are devastating to communities in its hunting area.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Nature}):\",\"entry\":\"Lindwyrms have a poisonous bite and may swallow creatures they bite.\"},{\"type\":\"item\",\"name\":\"DC 20 Intelligence ({@skill Nature}):\",\"entry\":\"Lindwyrms can sense vibrations in the ground from as far away as 120 ft.\"}]},{\"type\":\"inset\",\"name\":\"GM Advice\",\"entries\":[\"One exciting adventure seed could find a powerful enemy of the adventurers looking to waken and control a lindwyrm. Whether that plot succeeds or not is up to you, but a three-way battle between involving a lindwyrm and other foes should be memorable as the action ebbs and flows.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Lindwyrm.webp\"}}]},{\"name\":\"Lupilisk\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"If you find a statue in the wild with its mouth open in a scream, flee. Best case, it's an artist working out their twisted ideas. Worst case, you'll be a statue soon.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"Someone who has proficiency with alchemist's supplies can take four lupilisk venom fangs, or just the two fangs of one lupilisk elder, and treat them with reagents worth 250 gp per tooth for 3 days. A successful treatment requires the alchemist to succeed on a DC 15 Intelligence or Wisdom check. During the treatment time, somebody must also cast lesser restoration on the fangs. After a successful treatment, someone who has proficiency with jeweler's tools can fashion the fangs, now blackened, into a necklace, creating a periapt of proof against poison. If the wearer attunes to the periapt, the amulet also provides that wearer immunity to being petrified.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Arcana}):\",\"entry\":\"A lupilisk's bite imparts a petrifying venom to prey. This magic toxin grows more potent as the lupilisk ages.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill History}):\",\"entry\":\"Lupilisks live in packs with an elder couple in the lead. This couple are the parents of most other pack members.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Lupilisk.webp\"}}]},{\"name\":\"Lupilisk Elder\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"If you find a statue in the wild with its mouth open in a scream, flee. Best case, it's an artist working out their twisted ideas. Worst case, you'll be a statue soon.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"Someone who has proficiency with alchemist's supplies can take four lupilisk venom fangs, or just the two fangs of one lupilisk elder, and treat them with reagents worth 250 gp per tooth for 3 days. A successful treatment requires the alchemist to succeed on a DC 15 Intelligence or Wisdom check. During the treatment time, somebody must also cast lesser restoration on the fangs. After a successful treatment, someone who has proficiency with jeweler's tools can fashion the fangs, now blackened, into a necklace, creating a periapt of proof against poison. If the wearer attunes to the periapt, the amulet also provides that wearer immunity to being petrified.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Arcana}):\",\"entry\":\"A lupilisk's bite imparts a petrifying venom to prey. This magic toxin grows more potent as the lupilisk ages.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill History}):\",\"entry\":\"Lupilisks live in packs with an elder couple in the lead. This couple are the parents of most other pack members.\"}]}]}]}]},{\"name\":\"Lupilisk Whelp\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"If you find a statue in the wild with its mouth open in a scream, flee. Best case, it's an artist working out their twisted ideas. Worst case, you'll be a statue soon.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"Someone who has proficiency with alchemist's supplies can take four lupilisk venom fangs, or just the two fangs of one lupilisk elder, and treat them with reagents worth 250 gp per tooth for 3 days. A successful treatment requires the alchemist to succeed on a DC 15 Intelligence or Wisdom check. During the treatment time, somebody must also cast lesser restoration on the fangs. After a successful treatment, someone who has proficiency with jeweler's tools can fashion the fangs, now blackened, into a necklace, creating a periapt of proof against poison. If the wearer attunes to the periapt, the amulet also provides that wearer immunity to being petrified.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Arcana}):\",\"entry\":\"A lupilisk's bite imparts a petrifying venom to prey. This magic toxin grows more potent as the lupilisk ages.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill History}):\",\"entry\":\"Lupilisks live in packs with an elder couple in the lead. This couple are the parents of most other pack members.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Lupilisk Whelp.webp\"}}]},{\"name\":\"Malikirian Imp\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"I can give you anything, mortal. Riches? Accolades? To be important, for once? Whisper your secrets to me. I will tell you the secrets of your rivals. They all dance with me.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"If caught alone with a hostile foe, the imp pleads for its life and pledges to serve its new master. It gives its name, which a caster can use when casting find familiar to summon and bind the imp as their familiar.\",\"An imp's scales and bones can be used to create a potion of fire resistance with a DC 15 Intelligence ({@skill Arcana}) ability check from a character proficient in alchemist's supplies. This takes 2 hours and 10 gp of materials. However, there's a 10% chance that the person taking the potion will be vulnerable to all other damage.\",\"Eating the Malikirian imp's heart grants the ability to cast suggestion once without using a spell slot. The DC to resist this spell is 10.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Religion}):\",\"entry\":\"Beware the multitudinous throngs of Malikir's progeny, for they can corrupt even the most pure-hearted and spur them to acts of sin and moral decay.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill History}):\",\"entry\":\"Many a foolish warlock thought they had the upper hand when they received such a pathetic creature as their familiar, but they underestimated the imp at their peril.\"},{\"type\":\"item\",\"name\":\"DC 20 Intelligence ({@skill Arcana}):\",\"entry\":\"Despite archmages' divinations, no one quite knows how the Angel of Empyreus came to hold the chains of a Malikirian imp. This cannot be good news.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Malikirian Imp.webp\"}}]},{\"name\":\"Mjork\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Is it just me, or does the darkness seem thicker? And did it just get really warm in here?\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"Within every mjork is a heart of ash hardened into smoky crystal. This crystal might already be broken in the remains of a slain mjork, making it useless. An intact crystal can be broken or hurled at a point up to 60 feet away as an action. When it breaks, which it does upon landing if hurled, the crystal releases a 20-foot-radius sphere of sooty smoke, centered on a point in the breaker's space or on the point where the crystal landed. The smoke spreads around corners, and its area is heavily obscured. It lasts for 1 minute, but a moderate wind (at least 10 miles per hour) disperses it in 4 rounds. A strong wind (20 or more miles per hour) disperses the smoke in 1 round. These crystals sell for 15 gp or more each.\",\"The smaller crystals from sootlings or broken mjork crystals are like smoky quartz. These gems can be worth from 1 sp to 1 gp each, or more to collectors who believe they are mjork crystals. Someone who polishes them using jeweler's tools can increase their value as semiprecious stones.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Nature}):\",\"entry\":\"Mjorks are made from earth and fire clashing together. These elementals often dwell near volcanoes.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Arcana}):\",\"entry\":\"Mjorks are vulnerable to thunder damage, which cracks their rocky skin. They can also sense through smoke as if the haze provided them blindsight.\"}]}]}]}]},{\"name\":\"Mjork Asher\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Is it just me, or does the darkness seem thicker? And did it just get really warm in here?\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"Within every mjork is a heart of ash hardened into smoky crystal. This crystal might already be broken in the remains of a slain mjork, making it useless. An intact crystal can be broken or hurled at a point up to 60 feet away as an action. When it breaks, which it does upon landing if hurled, the crystal releases a 20-foot-radius sphere of sooty smoke, centered on a point in the breaker's space or on the point where the crystal landed. The smoke spreads around corners, and its area is heavily obscured. It lasts for 1 minute, but a moderate wind (at least 10 miles per hour) disperses it in 4 rounds. A strong wind (20 or more miles per hour) disperses the smoke in 1 round. These crystals sell for 15 gp or more each.\",\"The smaller crystals from sootlings or broken mjork crystals are like smoky quartz. These gems can be worth from 1 sp to 1 gp each, or more to collectors who believe they are mjork crystals. Someone who polishes them using jeweler's tools can increase their value as semiprecious stones.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Nature}):\",\"entry\":\"Mjorks are made from earth and fire clashing together. These elementals often dwell near volcanoes.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Arcana}):\",\"entry\":\"Mjorks are vulnerable to thunder damage, which cracks their rocky skin. They can also sense through smoke as if the haze provided them blindsight.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Mjork Asher.webp\"}}]},{\"name\":\"Mjork Burner\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Is it just me, or does the darkness seem thicker? And did it just get really warm in here?\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"Within every mjork is a heart of ash hardened into smoky crystal. This crystal might already be broken in the remains of a slain mjork, making it useless. An intact crystal can be broken or hurled at a point up to 60 feet away as an action. When it breaks, which it does upon landing if hurled, the crystal releases a 20-foot-radius sphere of sooty smoke, centered on a point in the breaker's space or on the point where the crystal landed. The smoke spreads around corners, and its area is heavily obscured. It lasts for 1 minute, but a moderate wind (at least 10 miles per hour) disperses it in 4 rounds. A strong wind (20 or more miles per hour) disperses the smoke in 1 round. These crystals sell for 15 gp or more each.\",\"The smaller crystals from sootlings or broken mjork crystals are like smoky quartz. These gems can be worth from 1 sp to 1 gp each, or more to collectors who believe they are mjork crystals. Someone who polishes them using jeweler's tools can increase their value as semiprecious stones.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Nature}):\",\"entry\":\"Mjorks are made from earth and fire clashing together. These elementals often dwell near volcanoes.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Arcana}):\",\"entry\":\"Mjorks are vulnerable to thunder damage, which cracks their rocky skin. They can also sense through smoke as if the haze provided them blindsight.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Mjork Burner.webp\"}}]},{\"name\":\"Mjork Charger\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Is it just me, or does the darkness seem thicker? And did it just get really warm in here?\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"Within every mjork is a heart of ash hardened into smoky crystal. This crystal might already be broken in the remains of a slain mjork, making it useless. An intact crystal can be broken or hurled at a point up to 60 feet away as an action. When it breaks, which it does upon landing if hurled, the crystal releases a 20-foot-radius sphere of sooty smoke, centered on a point in the breaker's space or on the point where the crystal landed. The smoke spreads around corners, and its area is heavily obscured. It lasts for 1 minute, but a moderate wind (at least 10 miles per hour) disperses it in 4 rounds. A strong wind (20 or more miles per hour) disperses the smoke in 1 round. These crystals sell for 15 gp or more each.\",\"The smaller crystals from sootlings or broken mjork crystals are like smoky quartz. These gems can be worth from 1 sp to 1 gp each, or more to collectors who believe they are mjork crystals. Someone who polishes them using jeweler's tools can increase their value as semiprecious stones.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Nature}):\",\"entry\":\"Mjorks are made from earth and fire clashing together. These elementals often dwell near volcanoes.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Arcana}):\",\"entry\":\"Mjorks are vulnerable to thunder damage, which cracks their rocky skin. They can also sense through smoke as if the haze provided them blindsight.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Mjork Charger.webp\"}}]},{\"name\":\"Mjork Sootling\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Is it just me, or does the darkness seem thicker? And did it just get really warm in here?\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"Within every mjork is a heart of ash hardened into smoky crystal. This crystal might already be broken in the remains of a slain mjork, making it useless. An intact crystal can be broken or hurled at a point up to 60 feet away as an action. When it breaks, which it does upon landing if hurled, the crystal releases a 20-foot-radius sphere of sooty smoke, centered on a point in the breaker's space or on the point where the crystal landed. The smoke spreads around corners, and its area is heavily obscured. It lasts for 1 minute, but a moderate wind (at least 10 miles per hour) disperses it in 4 rounds. A strong wind (20 or more miles per hour) disperses the smoke in 1 round. These crystals sell for 15 gp or more each.\",\"The smaller crystals from sootlings or broken mjork crystals are like smoky quartz. These gems can be worth from 1 sp to 1 gp each, or more to collectors who believe they are mjork crystals. Someone who polishes them using jeweler's tools can increase their value as semiprecious stones.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Nature}):\",\"entry\":\"Mjorks are made from earth and fire clashing together. These elementals often dwell near volcanoes.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Arcana}):\",\"entry\":\"Mjorks are vulnerable to thunder damage, which cracks their rocky skin. They can also sense through smoke as if the haze provided them blindsight.\"}]}]}]}]},{\"name\":\"Mjork Sootling Swarm\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Is it just me, or does the darkness seem thicker? And did it just get really warm in here?\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"Within every mjork is a heart of ash hardened into smoky crystal. This crystal might already be broken in the remains of a slain mjork, making it useless. An intact crystal can be broken or hurled at a point up to 60 feet away as an action. When it breaks, which it does upon landing if hurled, the crystal releases a 20-foot-radius sphere of sooty smoke, centered on a point in the breaker's space or on the point where the crystal landed. The smoke spreads around corners, and its area is heavily obscured. It lasts for 1 minute, but a moderate wind (at least 10 miles per hour) disperses it in 4 rounds. A strong wind (20 or more miles per hour) disperses the smoke in 1 round. These crystals sell for 15 gp or more each.\",\"The smaller crystals from sootlings or broken mjork crystals are like smoky quartz. These gems can be worth from 1 sp to 1 gp each, or more to collectors who believe they are mjork crystals. Someone who polishes them using jeweler's tools can increase their value as semiprecious stones.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Nature}):\",\"entry\":\"Mjorks are made from earth and fire clashing together. These elementals often dwell near volcanoes.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Arcana}):\",\"entry\":\"Mjorks are vulnerable to thunder damage, which cracks their rocky skin. They can also sense through smoke as if the haze provided them blindsight.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Mjork Sootling Swarm.webp\"}}]},{\"name\":\"Mold Spider\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Mold spiders are twisted bits of plant matter that forage in dark caves and ruins for rotting matter to settle on and \\\"eat.\\\"\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Mold Spider.webp\"}}]},{\"name\":\"Morbus Kobold\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"If a group of lions is called a pride, a group of morbus kobolds is called an infection.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"Someone who has proficiency with Medicine can attempt a DC 13 Wisdom ({@skill Medicine}) check to extract the largest tumor from a morbus kobold elder. If this check succeeds, someone who has proficiency with alchemist's supplies or an herbalism kit can wrap the tumor with herbs and reagents worth 200 gp. The wrapped tumor must be left in open air so it receives daily sunlight for 7 days. Someone must cast lesser restoration on the tumor during this time. At the end of the process, the tumor can be polished and set in a necklace, making a periapt of health.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 13 Intelligence ({@skill Nature}):\",\"entry\":\"Morbus kobolds are a known for spreading disease. Despite their role in propagating contagions, they are immune to the effects of all known diseases.\"},{\"type\":\"item\",\"name\":\"DC 13 Intelligence ({@skill History}):\",\"entry\":\"The first documented record of an encounter with a morbus kobold was in the city of Liesech during the early days of the Weeping Pox. Shortly after this encounter, the Weeping Pox began spreading in nearby regions.\"},{\"type\":\"item\",\"name\":\"DC 16 Wisdom ({@skill Medicine}):\",\"entry\":\"The largest tumors in morbus kobold elders can be treated then dried in sunlight to create a ward against diseases.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Morbus Kobold.webp\"}}]},{\"name\":\"Oblivion Brute\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"If you hear the strange, low whistling in the darkness, run! They whistle before they strike, striding out of the darkness, hungry for the souls of the living.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"There is a 25% chance that an oblivion stalker leaves behind a gemstone when it is defeated. These stones are worth between 10 and 500 gp, depending on the size of the creature. There is a 10% chance that one of these stones acts as a magnet to additional oblivion stalkers, which appear and attack the holder of the gem at midnight during a new moon. A remove curse makes the gemstone safe.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill History}):\",\"entry\":\"An oblivion stalker is at disadvantage in daylight.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Arcana}):\",\"entry\":\"An oblivion stalker is vulnerable to radiant damage and resistant to nonmagical weapons.\"},{\"type\":\"item\",\"name\":\"DC 20 Intelligence ({@skill Religion}):\",\"entry\":\"If an oblivion stalker kills a mortal, it's believed that mortal joins their shadowy ranks.\"}]},{\"type\":\"inset\",\"name\":\"Customizing Oblivion Stalkers\",\"entries\":[\"Since oblivion stalkers can drain almost any living creature's energy, they can take just about any form. Some oblivion stalkers retain the natural abilities of their original form. For instance, an oblivion stalker that was once a wolf might retain the Pack Tactics trait. Similarly, a boar could possess a version of Charge, draining its prey while adding slashing damage and the possibility of knocking their victim prone.\",\"Keep one special ability that makes sense for a creature of the stalker's former form without affecting the Challenge of the stalker. Avoid bestowing an oblivion stalker any ability that is magical, grants the stalker a ranged attack, or expands its resistances or immunities.\"]}]}]}]},{\"name\":\"Oblivion Juggernaut\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"If you hear the strange, low whistling in the darkness, run! They whistle before they strike, striding out of the darkness, hungry for the souls of the living.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"There is a 25% chance that an oblivion stalker leaves behind a gemstone when it is defeated. These stones are worth between 10 and 500 gp, depending on the size of the creature. There is a 10% chance that one of these stones acts as a magnet to additional oblivion stalkers, which appear and attack the holder of the gem at midnight during a new moon. A remove curse makes the gemstone safe.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill History}):\",\"entry\":\"An oblivion stalker is at disadvantage in daylight.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Arcana}):\",\"entry\":\"An oblivion stalker is vulnerable to radiant damage and resistant to nonmagical weapons.\"},{\"type\":\"item\",\"name\":\"DC 20 Intelligence ({@skill Religion}):\",\"entry\":\"If an oblivion stalker kills a mortal, it's believed that mortal joins their shadowy ranks.\"}]},{\"type\":\"inset\",\"name\":\"Customizing Oblivion Stalkers\",\"entries\":[\"Since oblivion stalkers can drain almost any living creature's energy, they can take just about any form. Some oblivion stalkers retain the natural abilities of their original form. For instance, an oblivion stalker that was once a wolf might retain the Pack Tactics trait. Similarly, a boar could possess a version of Charge, draining its prey while adding slashing damage and the possibility of knocking their victim prone.\",\"Keep one special ability that makes sense for a creature of the stalker's former form without affecting the Challenge of the stalker. Avoid bestowing an oblivion stalker any ability that is magical, grants the stalker a ranged attack, or expands its resistances or immunities.\"]}]}]}]},{\"name\":\"Oblivion Leaper\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"If you hear the strange, low whistling in the darkness, run! They whistle before they strike, striding out of the darkness, hungry for the souls of the living.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"There is a 25% chance that an oblivion stalker leaves behind a gemstone when it is defeated. These stones are worth between 10 and 500 gp, depending on the size of the creature. There is a 10% chance that one of these stones acts as a magnet to additional oblivion stalkers, which appear and attack the holder of the gem at midnight during a new moon. A remove curse makes the gemstone safe.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill History}):\",\"entry\":\"An oblivion stalker is at disadvantage in daylight.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Arcana}):\",\"entry\":\"An oblivion stalker is vulnerable to radiant damage and resistant to nonmagical weapons.\"},{\"type\":\"item\",\"name\":\"DC 20 Intelligence ({@skill Religion}):\",\"entry\":\"If an oblivion stalker kills a mortal, it's believed that mortal joins their shadowy ranks.\"}]},{\"type\":\"inset\",\"name\":\"Customizing Oblivion Stalkers\",\"entries\":[\"Since oblivion stalkers can drain almost any living creature's energy, they can take just about any form. Some oblivion stalkers retain the natural abilities of their original form. For instance, an oblivion stalker that was once a wolf might retain the Pack Tactics trait. Similarly, a boar could possess a version of Charge, draining its prey while adding slashing damage and the possibility of knocking their victim prone.\",\"Keep one special ability that makes sense for a creature of the stalker's former form without affecting the Challenge of the stalker. Avoid bestowing an oblivion stalker any ability that is magical, grants the stalker a ranged attack, or expands its resistances or immunities.\"]}]}]}]},{\"name\":\"Oblivion Whistler\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"If you hear the strange, low whistling in the darkness, run! They whistle before they strike, striding out of the darkness, hungry for the souls of the living.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"There is a 25% chance that an oblivion stalker leaves behind a gemstone when it is defeated. These stones are worth between 10 and 500 gp, depending on the size of the creature. There is a 10% chance that one of these stones acts as a magnet to additional oblivion stalkers, which appear and attack the holder of the gem at midnight during a new moon. A remove curse makes the gemstone safe.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill History}):\",\"entry\":\"An oblivion stalker is at disadvantage in daylight.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Arcana}):\",\"entry\":\"An oblivion stalker is vulnerable to radiant damage and resistant to nonmagical weapons.\"},{\"type\":\"item\",\"name\":\"DC 20 Intelligence ({@skill Religion}):\",\"entry\":\"If an oblivion stalker kills a mortal, it's believed that mortal joins their shadowy ranks.\"}]},{\"type\":\"inset\",\"name\":\"Customizing Oblivion Stalkers\",\"entries\":[\"Since oblivion stalkers can drain almost any living creature's energy, they can take just about any form. Some oblivion stalkers retain the natural abilities of their original form. For instance, an oblivion stalker that was once a wolf might retain the Pack Tactics trait. Similarly, a boar could possess a version of Charge, draining its prey while adding slashing damage and the possibility of knocking their victim prone.\",\"Keep one special ability that makes sense for a creature of the stalker's former form without affecting the Challenge of the stalker. Avoid bestowing an oblivion stalker any ability that is magical, grants the stalker a ranged attack, or expands its resistances or immunities.\"]}]}]}]},{\"name\":\"Oozing Vulture\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"The squawking and flapping of wings didn't cause me to flee. The blood-dripping feathers and gnarled beak? A whole different story.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"An oozing vulture's feathers are prized by tailors and arcanists alike. A character can collect {@dice 2d10} feathers with a successful DC 10 Dexterity ({@skill Nature}) check. Each feather is worth 3 gp.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Nature}):\",\"entry\":\"Oozing vultures have a vicious bite that can knock their victims prone.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Nature}):\",\"entry\":\"Oozing vultures can track the smell of blood over great distances.\"},{\"type\":\"item\",\"name\":\"DC 20 Intelligence ({@skill Arcana}):\",\"entry\":\"An oozing vulture is enraged by the smell of blood and gains advantage on attacks against wounded prey.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Oozing Vulture.webp\"}}]},{\"name\":\"Ordeal Tree\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"In the primeval wood rises the ordeal tree. Should you hang from this hoary pillar of begone time for seven moons, you will gain power of the ancients.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"The heartwood of an ordeal tree can be turned into an incense that, when inhaled, acts as a cure for removing powerful curses. Obtaining the wood requires a successful DC 15 Dexterity ({@skill Sleight of Hand}) check.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Nature}):\",\"entry\":\"Lashing yourself to an ordeal tree for 7 days can grant a petitioner power based on their heart's desire.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill History}):\",\"entry\":\"The blessings of the ordeal tree often come with curses.\"},{\"type\":\"item\",\"name\":\"DC 20 Intelligence ({@skill Arcana}):\",\"entry\":\"Ordeal trees only grant their blessings to those whose hearts are evil.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Ordeal Tree.webp\"}}]},{\"name\":\"Panjaian Ilharan\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Instilled with the power of the Primordials, panjaians are literal forces of nature.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"Someone who has proficiency in {@skill Medicine} can attempt a DC 13 Wisdom ({@skill Medicine}) check to remove a panjaian's heart intact. Somebody who has proficiency with alchemist's supplies can treat the heart with reagents worth 100 gp in a process that takes 3 days and a successful DC 13 Intelligence or Wisdom check. This process, if successful, hardens the heart into an elemental gem: blue sapphire for ilharan, yellow diamond for citrolachi, red corundum for morakeshi, and emerald for alondon. What this process creates when used on the heart of a panjaian gormadraugon is unknown. History records no such act. (A gem of brightness is a good possibility, however.)\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 13 Intelligence ({@skill Religion}):\",\"entry\":\"Panjaians first appeared near the end of the Primordial's war with the gods. Some scholars believe if panjaians had been created earlier, it might have changed the conflict's outcome.\"},{\"type\":\"item\",\"name\":\"DC 13 Intelligence ({@skill Nature}):\",\"entry\":\"Every panjaian has an affinity for the element of their Primordial patron. This affinity manifests in resistances, control over the element, and the ability to wield that element as a weapon.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Panjaian Ilharan.webp\"}}]},{\"name\":\"Psychic Fragment\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"It appeared from the darkness: a faceless wraith whose outstretched arms sought purchase on my mortal frame. In desperation, I cried to my companions for aid, but my voice was silent. When it stole my words, I knew my doom was at hand.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"The bones of a mortal transformed into a scream thief remain imbued with its undead aura. A skilled magic item crafter using 200 gp of magical regents, and spending at least 5 days of effort, can create a {@item wand of silence|GHLoE} (see Appendix A of {@adventure Lairs of Etharis|GHLoE|21}) if they succeed on a DC 15 Intelligence ({@skill Arcana}) check.\",\"A spellcaster can capture a psychic fragment's essence before it dissipates after death. The spellcaster requires a container worth at least 100 gp. Anyone who succeeds on a DC 13 Intelligence ({@skill Arcana}) check can capture a portion of the defeated psychic fragment. The container can store up to 10 hit die worth of undead essence for 8 hours before they dissipate.\",\"As an action, a container holding this spiritual essence can be thrown up to 20 feet, shattering on impact. All creatures within 5 feet of the broken container must make a DC 12 Constitution saving throw. A failed saving throw results in {@dice 1d4} necrotic damage per hit die of essence stored, while a success deals half as much damage.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Religion}):\",\"entry\":\"The scream thief is immune to necrotic and poison. The incorporeal nature of psychic fragments makes them resistant to nonmagical weapons.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Religion}):\",\"entry\":\"The touch of a scream thief drains life that magic cannot heal; only time and rest can.\"}]},\"A scream thief remains trapped in its place of death, often accompanied by spirit fragments of the creatures it has killed.\"]}]}]},{\"name\":\"Psychic Fragment Swarm\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"It appeared from the darkness: a faceless wraith whose outstretched arms sought purchase on my mortal frame. In desperation, I cried to my companions for aid, but my voice was silent. When it stole my words, I knew my doom was at hand.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"The bones of a mortal transformed into a scream thief remain imbued with its undead aura. A skilled magic item crafter using 200 gp of magical regents, and spending at least 5 days of effort, can create a {@item wand of silence|GHLoE} (see Appendix A of {@adventure Lairs of Etharis|GHLoE|21}) if they succeed on a DC 15 Intelligence ({@skill Arcana}) check.\",\"A spellcaster can capture a psychic fragment's essence before it dissipates after death. The spellcaster requires a container worth at least 100 gp. Anyone who succeeds on a DC 13 Intelligence ({@skill Arcana}) check can capture a portion of the defeated psychic fragment. The container can store up to 10 hit die worth of undead essence for 8 hours before they dissipate.\",\"As an action, a container holding this spiritual essence can be thrown up to 20 feet, shattering on impact. All creatures within 5 feet of the broken container must make a DC 12 Constitution saving throw. A failed saving throw results in {@dice 1d4} necrotic damage per hit die of essence stored, while a success deals half as much damage.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Religion}):\",\"entry\":\"The scream thief is immune to necrotic and poison. The incorporeal nature of psychic fragments makes them resistant to nonmagical weapons.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Religion}):\",\"entry\":\"The touch of a scream thief drains life that magic cannot heal; only time and rest can.\"}]},\"A scream thief remains trapped in its place of death, often accompanied by spirit fragments of the creatures it has killed.\"]}]}]},{\"name\":\"Scream Thief\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"It appeared from the darkness: a faceless wraith whose outstretched arms sought purchase on my mortal frame. In desperation, I cried to my companions for aid, but my voice was silent. When it stole my words, I knew my doom was at hand.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"The bones of a mortal transformed into a scream thief remain imbued with its undead aura. A skilled magic item crafter using 200 gp of magical regents, and spending at least 5 days of effort, can create a {@item wand of silence|GHLoE} (see Appendix A of {@adventure Lairs of Etharis|GHLoE|21}) if they succeed on a DC 15 Intelligence ({@skill Arcana}) check.\",\"A spellcaster can capture a psychic fragment's essence before it dissipates after death. The spellcaster requires a container worth at least 100 gp. Anyone who succeeds on a DC 13 Intelligence ({@skill Arcana}) check can capture a portion of the defeated psychic fragment. The container can store up to 10 hit die worth of undead essence for 8 hours before they dissipate.\",\"As an action, a container holding this spiritual essence can be thrown up to 20 feet, shattering on impact. All creatures within 5 feet of the broken container must make a DC 12 Constitution saving throw. A failed saving throw results in {@dice 1d4} necrotic damage per hit die of essence stored, while a success deals half as much damage.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Religion}):\",\"entry\":\"The scream thief is immune to necrotic and poison. The incorporeal nature of psychic fragments makes them resistant to nonmagical weapons.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Religion}):\",\"entry\":\"The touch of a scream thief drains life that magic cannot heal; only time and rest can.\"}]},\"A scream thief remains trapped in its place of death, often accompanied by spirit fragments of the creatures it has killed.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Scream Thief.webp\"}}]},{\"name\":\"Sea Drake\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Descendants of the great dragons of the mythic past still roam Etharis. They have little of the majesty of their ancestors, but they're still frightening.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"Dragons are rare on Etharis, so materials from their corpses fetch a good price. A dragon's corpse can be sold for at least 100 gp times the Challenge of the monster.\",\"Someone who has proficiency with alchemist's supplies can reduce the brain of a prismatic drake into an oil that can be used to fashion one arrow of dragon slaying. Brewing the oil takes 5 days of work, reagents worth 2,000 gp, and a successful DC 17 Intelligence or Wisdom check. Making the arrow is a trivial task, but treating it properly with the oil takes 5 more days of work.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Nature}):\",\"entry\":\"Sea drakes are cunning grapplers resistant to cold, sky drakes are adept fliers and have a bite charged with lightning, and blight drakes collect diseases that don't kill them but make for a toxic bite.\"},{\"type\":\"item\",\"name\":\"DC 20 Intelligence ({@skill Arcana}):\",\"entry\":\"Prismatic drakes are the rarest drakes, rumored to be sorcerers transformed into dragons after they foolishly connected their minds to Gormadraug, the slumbering Prismatic Dragon. These drakes can cast spells.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Sea Drake.webp\"}}]},{\"name\":\"Shadowsteel Ghast\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Shards of dark metal pierce the skin of the foul creature. The metal pushes out from within the abomination rather than the other way.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"Taking 1 hour to extract the shards of Shadowsteel from a Shadowsteel ghoul, someone can collect an amount worth 250 gp. A Shadowsteel ghast yields a quantity worth 500 gp.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Religion}):\",\"entry\":\"Those who use Shadowsteel to power curses can become Shadowsteel ghouls upon death. These undead creatures seek out more of the metal. As the creature ages, it can regain a semblance of the arcane power it had in life, empowering similar creatures and cursing nearby foes.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Shadowsteel Ghast.webp\"}}]},{\"name\":\"Shadowsteel Ghoul\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Shards of dark metal pierce the skin of the foul creature. The metal pushes out from within the abomination rather than the other way.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"Taking 1 hour to extract the shards of Shadowsteel from a Shadowsteel ghoul, someone can collect an amount worth 250 gp. A Shadowsteel ghast yields a quantity worth 500 gp.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Religion}):\",\"entry\":\"Those who use Shadowsteel to power curses can become Shadowsteel ghouls upon death. These undead creatures seek out more of the metal. As the creature ages, it can regain a semblance of the arcane power it had in life, empowering similar creatures and cursing nearby foes.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Shadowsteel Ghoul.webp\"}}]},{\"name\":\"Shatter Corpse\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"The sound of breaking glass startles most, but think twice before going to see what caused it if it is followed by the sound of moaning.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"The glass from ten shatter corpses can be used to create a suit of {@item glass-studded armor|GHLoE} (see Appendix A of {@adventure Lairs of Etharis|GHLoE|21}) with a successful DC 10 Dexterity ({@skill Sleight of Hand}) check by someone proficient with jeweler's tools. Crafting this item takes 10 days and costs 1000 gp.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Religion}):\",\"entry\":\"Shatter corpses are a stronger kind of zombie that arises when someone dies from being impaled on broken glass.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill History}):\",\"entry\":\"Those that attempt to use a melee attack against a shatter corpse are likely to cut themselves unless they attack with carefully.\"},{\"type\":\"item\",\"name\":\"DC 20 Intelligence ({@skill Arcana}):\",\"entry\":\"Shatter corpses can launch volleys of broken glass.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Shatter Corpse.webp\"}}]},{\"name\":\"Shieldhead\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A shieldhead has a broad bone faceplate to protect itself and to ram foes. An expert rider can also use the bone like a shield. People have domesticated shieldheads for riding.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Shieldhead.webp\"}}]},{\"name\":\"Sitri Cat\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Disease is no stranger to the people of Etharis. The virulent Weeping Pox has devastated towns and families, and the Tears of the Hungerer is rumored to be a poison designed by necromancers. Other afflictions, such as the Seven Shades of Sitri and the Faith Cough, are not deadly but can impede even the strongest body. These diseases can be carried by animals, breaking their normal method of transmission. A twist of nature or foul magic has created carriers, some intentionally and some aggressively, that spread sickness quickly.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Sitri Cat.webp\"}}]},{\"name\":\"Skeleton Cannoneer\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"A line of skeletons marches into the town square with military precision. They raise rifles and take aim at the temple in unison.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"Firearms recovered from skeleton troopers are nonfunctional, but parts of them might be useful. Each firearm recovered can reduce the cost of making a similar firearm by 10 percent, up to 50 percent.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Religion}):\",\"entry\":\"Necromancers with advanced training and hefty resources can make skeletons that are linked in death to their firearms.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Religion}):\",\"entry\":\"A commander leads some platoons of skeleton troopers. This skeleton directs the attacks and enhances the efficiency of its undead underlings.\"}]},{\"type\":\"inset\",\"name\":\"GM Advice\",\"entries\":[\"Skeletal troopers are effective when used as minions in the army of a higher-level threat. Cinematic battles focused on sieges or large battles are perfect for troopers. In these cases, having the troopers immune to turning until their powerful leader is defeated prevents anticlimactic encounters.\"]}]}]}]},{\"name\":\"Skeleton Commander\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"A line of skeletons marches into the town square with military precision. They raise rifles and take aim at the temple in unison.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"Firearms recovered from skeleton troopers are nonfunctional, but parts of them might be useful. Each firearm recovered can reduce the cost of making a similar firearm by 10 percent, up to 50 percent.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Religion}):\",\"entry\":\"Necromancers with advanced training and hefty resources can make skeletons that are linked in death to their firearms.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Religion}):\",\"entry\":\"A commander leads some platoons of skeleton troopers. This skeleton directs the attacks and enhances the efficiency of its undead underlings.\"}]},{\"type\":\"inset\",\"name\":\"GM Advice\",\"entries\":[\"Skeletal troopers are effective when used as minions in the army of a higher-level threat. Cinematic battles focused on sieges or large battles are perfect for troopers. In these cases, having the troopers immune to turning until their powerful leader is defeated prevents anticlimactic encounters.\"]}]}]}]},{\"name\":\"Skeleton Rifler\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"A line of skeletons marches into the town square with military precision. They raise rifles and take aim at the temple in unison.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"Firearms recovered from skeleton troopers are nonfunctional, but parts of them might be useful. Each firearm recovered can reduce the cost of making a similar firearm by 10 percent, up to 50 percent.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Religion}):\",\"entry\":\"Necromancers with advanced training and hefty resources can make skeletons that are linked in death to their firearms.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Religion}):\",\"entry\":\"A commander leads some platoons of skeleton troopers. This skeleton directs the attacks and enhances the efficiency of its undead underlings.\"}]},{\"type\":\"inset\",\"name\":\"GM Advice\",\"entries\":[\"Skeletal troopers are effective when used as minions in the army of a higher-level threat. Cinematic battles focused on sieges or large battles are perfect for troopers. In these cases, having the troopers immune to turning until their powerful leader is defeated prevents anticlimactic encounters.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Skeleton Rifler.webp\"}}]},{\"name\":\"Skinweaver\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"I don't brook with tanners no longer. If ya' know what's good for you, ya' won't ask me why.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"Skinweavers collect valuable artwork and other items that display their erudition and refinement. They're never without their custom-made suits of bespoke leather armor. This leather is so finely crafted that a suit of armor stitched from a skinweaver's own suit is better than almost any other tanner's creations.\",\"If a proficient armorer or leather worker uses a skinweaver's suit to create a humanoid suit of light armor and succeeds on a successful DC 15 Dexterity ({@skill Nature}) check, the armor acts as {@item +1 leather armor} and can be donned or doffed as a standard action. This process takes 24 hours and requires 250 gp of other components.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Arcana}):\",\"entry\":\"A skinweaver is resistant to fire damage because of its leathery skin and armor.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill History}):\",\"entry\":\"A skinweaver's terrifying appearance can scare an opponent multiple times in the same fight.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Skinweaver.webp\"}}]},{\"name\":\"Sky Drake\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Descendants of the great dragons of the mythic past still roam Etharis. They have little of the majesty of their ancestors, but they're still frightening.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"Dragons are rare on Etharis, so materials from their corpses fetch a good price. A dragon's corpse can be sold for at least 100 gp times the Challenge of the monster.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Nature}):\",\"entry\":\"Sea drakes are cunning grapplers resistant to cold, sky drakes are adept fliers and have a bite charged with lightning, and blight drakes collect diseases that don't kill them but make for a toxic bite.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Sky Drake.webp\"}}]},{\"name\":\"Sloth Galloper\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A sloth galloper is a hybrid sloth-ape that is an agile climber and fast sprinter. The beast's four apelike hands are sensitive, so it hesitates to move rapidly over rough terrain.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Sloth Galloper.webp\"}}]},{\"name\":\"Spythronar Sac\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Armored corpses in the cavern, resting among thick strands of webbing, have sparks of lightning playing off them.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"Spythronar silk is prized, although it's worthless if acid or fire touched the web. One web can be used to make silk rope or fine clothing. A proficient alchemist can use the same amount of silk to produce a {@item potion of lightning resistance} or a dose of an oil that allows a metal weapon to deal {@dice 1d6} extra lightning damage for 1 hour. Producing either concoction takes 4 hours of work and a successful DC 13 Intelligence check.\",\"A proficient weaver can turn three spythronar webs into a rope of entanglement or 10 webs into leather armor of lightning resistance. Doing either requires other materials worth 500 gp, 5 days of work, and a successful DC 15 Intelligence ({@skill Arcana}) check.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Nature}):\",\"entry\":\"Spythronar swarms can weave dangerous webbing, making egg sacs quickly. It takes them some time to weave a sentient web.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Arcana}):\",\"entry\":\"The sentient spythronar webs adhere to you if you touch them, and they charge their silken strands with lightning. Crushing spythronar egg sacs sets off a lightning discharge, but hitting them with lightning releases a new spythronar swarm.\"}]}]}]}]},{\"name\":\"Spythronar Swarm\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Armored corpses in the cavern, resting among thick strands of webbing, have sparks of lightning playing off them.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"Spythronar silk is prized, although it's worthless if acid or fire touched the web. One web can be used to make silk rope or fine clothing. A proficient alchemist can use the same amount of silk to produce a {@item potion of lightning resistance} or a dose of an oil that allows a metal weapon to deal {@dice 1d6} extra lightning damage for 1 hour. Producing either concoction takes 4 hours of work and a successful DC 13 Intelligence check.\",\"A proficient weaver can turn three spythronar webs into a rope of entanglement or 10 webs into leather armor of lightning resistance. Doing either requires other materials worth 500 gp, 5 days of work, and a successful DC 15 Intelligence ({@skill Arcana}) check.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Nature}):\",\"entry\":\"Spythronar swarms can weave dangerous webbing, making egg sacs quickly. It takes them some time to weave a sentient web.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Arcana}):\",\"entry\":\"The sentient spythronar webs adhere to you if you touch them, and they charge their silken strands with lightning. Crushing spythronar egg sacs sets off a lightning discharge, but hitting them with lightning releases a new spythronar swarm.\"}]}]}]}]},{\"name\":\"Spythronar Web\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Armored corpses in the cavern, resting among thick strands of webbing, have sparks of lightning playing off them.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"Spythronar silk is prized, although it's worthless if acid or fire touched the web. One web can be used to make silk rope or fine clothing. A proficient alchemist can use the same amount of silk to produce a {@item potion of lightning resistance} or a dose of an oil that allows a metal weapon to deal {@dice 1d6} extra lightning damage for 1 hour. Producing either concoction takes 4 hours of work and a successful DC 13 Intelligence check.\",\"A proficient weaver can turn three spythronar webs into a rope of entanglement or 10 webs into leather armor of lightning resistance. Doing either requires other materials worth 500 gp, 5 days of work, and a successful DC 15 Intelligence ({@skill Arcana}) check.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Nature}):\",\"entry\":\"Spythronar swarms can weave dangerous webbing, making egg sacs quickly. It takes them some time to weave a sentient web.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Arcana}):\",\"entry\":\"The sentient spythronar webs adhere to you if you touch them, and they charge their silken strands with lightning. Crushing spythronar egg sacs sets off a lightning discharge, but hitting them with lightning releases a new spythronar swarm.\"}]}]}]}]},{\"name\":\"Stormborn Ithjar\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"It takes mere moments for an ithjar to transform from a kite-like swirl of gray and red in the distance to a menace of snapping teeth.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"Ithjar teeth and hide can fetch a fair price in larger markets. Necklaces and other decorations can be made from the teeth, and clothing can be fashioned from the skin and scales. Popular superstition says wearing ithjar teeth or hide imparts some of the creature's nimbleness to the wearer. This belief isn't wholly true, but someone who has proficiency with leatherworker's tools can make hide armor from the hide that has a base AC of 13 and allows a wearer to apply their full Dexterity bonus to AC. Creating this armor takes 10 days. Such hide armor fashioned from a stormborn ithjar is armor of resistance (lightning and thunder). This armor takes no longer to make, but it requires other materials worth 2,000 gp\",\"The central fang of a stormborn ithjar can be fashioned into a javelin of lightning that deals {@dice 2d8} lightning damage and {@dice 2d8} thunder damage instead of only {@dice 4d6} lightning damage. A creature hit by the javelin must also succeed on a DC 13 Strength saving throw or fall prone. Someone who has proficiency with smith's tools can make this weapon with 10 days of work and other materials worth 250 gp. Somebody must also cast thunderwave on the weapon three times during its creation.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Nature}):\",\"entry\":\"Ithjars are fast-moving ferocious fliers, but the more powerful of these flying serpents are imbued with the power of storms and can exhale lightning and thunder.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill History}):\",\"entry\":\"It's difficult to capture an ithjar. They slither out of an enemy's clutches and other restraints quickly and easily.\"},{\"type\":\"item\",\"name\":\"DC 20 Intelligence ({@skill Arcana}):\",\"entry\":\"The stormborn ithjar is immune to lightning and thunder, allowing it to travel within storm clouds.\"}]}]}]}]},{\"name\":\"Thornlamm\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"The temptation to aid a lost lamb should be tamped down when a thornlamm appears. Where there is one, there are many. And all lead back to a creature far more terrifying than any big, bad wolf.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"The sphere of annihilation a caprathorn leaves behind can be controlled and taken. At the start of each day there is a 2% chance the sphere disappears forever.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Arcana}):\",\"entry\":\"A caprathorn can detach a thornlamm to fight as its ally or consume one to heal.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Arcana}):\",\"entry\":\"The caprathorn can entomb a fallen foe and unleash a field of disintegrating force. This annihilation field recharges if a creature the caprathorn has entombed dies.\"},{\"type\":\"item\",\"name\":\"DC 20 Intelligence ({@skill Arcana}):\",\"entry\":\"When a caprathorn dies, it implodes into a sphere of annihilation, which pulls nearby creatures toward it.\"}]}]}]}]},{\"name\":\"Torcheater\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Torcheaters are small batlike creatures that feed on fire, swooping down to douse torches and campfires.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Torcheater.webp\"}}]},{\"name\":\"Venomous Gnoll\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"I never believed the rumors about the Beast and how it could change people. Then I saw how everyone at the logging camp had been transformed. It had to be a power even greater than a god's.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"The spine spikes of a venomous gnoll can be fashioned into four arrows, bolts, or darts. Someone who has proficiency with smith's tools or tinker's tools can make these projectiles in 4 hours. Each time one of these projectiles hits a target, the target takes an extra ({@dice 1d4}) poison damage, but if the {@dice d20} on the attack roll is a 1 or an even number other than 20, the projectile ceases to be poisonous.\",\"Someone who has proficiency with alchemist's supplies can use the saliva glands from two gnoll brutes or one rampage gnoll to create a potion of growth. The glands must be harvested by someone who has proficiency in the Medicine skill, and doing so requires a successful DC 13 Wisdom ({@skill Medicine}) check. These glands must be used within 3 days or they go bad, although a gentle repose spell cast on the glands makes them last for that spell's duration. Making the potion requires 1 day of work and reagents worth 25 gp.\",\"The wings of a rampage gnoll can be used to fashion bat wings of flying. Someone who has proficiency in leatherworker's tools can make this cloak in 5 days, using reagents worth 500 gp. Somebody must cast fly on the cloak on three out of the five days of its making. These wings give you a fly speed of only 40 feet, but they can be used once every {@dice 1d8} hours.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Arcana}):\",\"entry\":\"Gnolls were once normal humanoids, but they have been mutated by the power of the Beast.\"},{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Nature}):\",\"entry\":\"Some gnolls use spikes that grow from their bones, usually the spine, as projectiles. Different gnolls have different mutations, though, and some of these spikes are poisonous. The strongest mutants develop wings and infect the minds of those nearby with bloodthirsty fury.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill History}):\",\"entry\":\"Gnolls form bands along with other mutated creatures to rampage across their region. The gnolls eat the flesh and drink the blood of any living things they kill. They speak to each other in their own language of howls, snarls, and grunts.\"}]}]}]}]},{\"name\":\"Vitebriate\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"I swear I've seen that kid before, years ago, when I was just a kid myself! But she hasn't aged a day.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"When a vitebriate dies, it crumbles into a swarm of harmless crawling roaches.\",\"If these roaches are mixed with seawater, a {@i potion of false life} results. The creation of this potion can be completed with a successful DC 10 Intelligence ({@skill Arcana}) check by someone proficient with an herbalism kit. This process takes 1 hour.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill History}):\",\"entry\":\"A vitebriate can only have a single thrall at a time and can transfer some of its damage to its thrall.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Arcana}):\",\"entry\":\"Vitebriates are immune to poison and disease, and they require a thrall to stay alive.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Vitebriate.webp\"}}]},{\"name\":\"Werebear Ascetic\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"During full moons, inhabitants of Etharis stay inside with the doors barred and windows tightly shut. Even then, they look at those indoors with them with a suspicious eye. One never knows.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"Lycanthropes exist in a state of perpetual mental turmoil, and over time their memories fragment. As a result, many carry keepsakes of their past lives to strengthen the memories they do not want to lose. The pelt of a lycanthrope is prized by certain mages for the crafting of magical cloaks, particularly cloaks that allow a person to change their form such as the cloak of the bat or the cloak of the manta ray.\",\"Weapons made from the fangs or claws of deceased lycanthropes have special properties and are known as {@item lycan weapon|GHLoE|lycan weapons} (see Appendix A of {@adventure Lairs of Etharis|GHLoE|21}). These weapons require a successful DC 15 Intelligence ({@skill Arcana}) check by a proficient weaponsmith, consuming 500 gp worth of components, and requiring 10 days of work.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Nature}):\",\"entry\":\"Lycanthropy is a common affliction in Etharis. The source is a curse that twists mind and body into that of a savage beast. Though they can change at will, the light of the full moon triggers the transformation no matter what.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Nature}):\",\"entry\":\"In addition to the normal transmission of the curse through the bite of a lycanthrope, certain druidic sects also perform rituals to create new lycanthropes. This ritual is known as the Lunar Sacrament, used as a tool to protect druid groves from invasion.\"},{\"type\":\"item\",\"name\":\"DC 20 Intelligence ({@skill Nature}):\",\"entry\":\"While the nature of the transformation tends to override the senses with bestial fury, some can control themselves. By finding a balance between man and beast, they gain greater control over the curse, gaining the ability to turn into a full animal and retain their mental faculties.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Werebear Ascetic.webp\"}}]},{\"name\":\"Werewolf Ravager\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"During full moons, inhabitants of Etharis stay inside with the doors barred and windows tightly shut. Even then, they look at those indoors with them with a suspicious eye. One never knows.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"Lycanthropes exist in a state of perpetual mental turmoil, and over time their memories fragment. As a result, many carry keepsakes of their past lives to strengthen the memories they do not want to lose. The pelt of a lycanthrope is prized by certain mages for the crafting of magical cloaks, particularly cloaks that allow a person to change their form such as the cloak of the bat or the cloak of the manta ray.\",\"Weapons made from the fangs or claws of deceased lycanthropes have special properties and are known as {@item lycan weapon|GHLoE|lycan weapons} (see Appendix A of {@adventure Lairs of Etharis|GHLoE|21}). These weapons require a successful DC 15 Intelligence ({@skill Arcana}) check by a proficient weaponsmith, consuming 500 gp worth of components, and requiring 10 days of work.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 10 Intelligence ({@skill Nature}):\",\"entry\":\"Lycanthropy is a common affliction in Etharis. The source is a curse that twists mind and body into that of a savage beast. Though they can change at will, the light of the full moon triggers the transformation no matter what.\"},{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill Nature}):\",\"entry\":\"In addition to the normal transmission of the curse through the bite of a lycanthrope, certain druidic sects also perform rituals to create new lycanthropes. This ritual is known as the Lunar Sacrament, used as a tool to protect druid groves from invasion.\"},{\"type\":\"item\",\"name\":\"DC 20 Intelligence ({@skill Nature}):\",\"entry\":\"While the nature of the transformation tends to override the senses with bestial fury, some can control themselves. By finding a balance between man and beast, they gain greater control over the curse, gaining the ability to turn into a full animal and retain their mental faculties.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Werewolf Ravager.webp\"}}]},{\"name\":\"Xakalonus\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"The Stillborn Forest crawls with these beasts, and their howls foretell even larger monsters approaching.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"A xakalonus brain is encased in a viscous jelly which can be turned into a substance called {@item arcane oil|GHLoE} (see Appendix A of {@adventure Lairs of Etharis|GHLoE|21}). This oil's creation requires a proficient alchemist to spend 8 hours and 200 gp of components. They must succeed on a DC 15 Intelligence ({@skill Arcana}) check to create the substance.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill History}):\",\"entry\":\"Xakalonus are created from wounds to the hraptnon. These creatures, though always originating in the Stillborn Forest, can be found anywhere in Etharis. They feed on the brains of creatures that use magic, then return to offer up the brain to the hraptnon.\"},{\"type\":\"item\",\"name\":\"DC 20 Intelligence ({@skill Arcana}):\",\"entry\":\"If magic effects but does not harm a xakalonus, the magic might heal them or power their attacks instead.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Xakalonus.webp\"}}]},{\"name\":\"Young Blightscale Dragon\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Dragons are rare, so seeing one is terrifying. Seeing one rotting before your eyes as it approaches? Mind-shattering!\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"A claw from a young or older blightscale dragon can be fashioned into a dagger of venom. Doing so requires proficiency with smith's tools or woodcarver's tools, 5 days of work, and other materials worth 1,000 gp.\",\"Blood and other fluids of a blightscale dragon can be harvested and used to offset the shadowsteel component when bestowing a curse of foul blight. A wyrmling is worth 250 gp, a young dragon 750 gp, an adult 1,500 gp, and an ancient dragon 3,000 gp.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 15 Wisdom ({@skill History}):\",\"entry\":\"A blightscale dragon is a dragon that has been subjected to a powerful curse.\"},{\"type\":\"item\",\"name\":\"DC 15 Wisdom ({@skill Medicine}):\",\"entry\":\"A blightscale dragon is immune to necrotic damage and poison. Its breath weapon is a swarm of poisonous insects and gas.\"},{\"type\":\"item\",\"name\":\"DC 20 Intelligence ({@skill Arcana}):\",\"entry\":\"The curse on the blightscale dragon makes it exude a toxic, cursed gas when it dies, possibly passing on a portion of the curse.\"}]}]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"A Blightscale Dragon's Lair\",\"entries\":[\"Blightscale dragons create temporary lairs in which they suffer the curse in rage and despair. Whether a cave or a building, the dragon pulls easy entrances down so that none can view it in its agonized state. The air inside is rank, and those who draw a full breath become nauseated. The curse attracts insects that construct colonies resembling yellow, congealed lumps.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Young Blightscale Dragon.webp\"}}]},{\"name\":\"Zombie Troll\",\"source\":\"GHLoE\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Running away from a troll is smart. Running away from a troll that casts spells is wishful thinking.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salvage\",\"entries\":[\"Someone who has proficiency with jeweler's tools or woodcarver's tools can fashion the skull of a lich troll into a ring of regeneration. Doing so takes materials worth 5,000 gp, 10 days of work, and a successful DC 15 Intelligence or Wisdom check. Somebody must also cast greater restoration on the ring each day during the process. If the ring's wearer dies while wearing the ring, the soul of the lich has a 25 percent chance to take over the corpse and use it as a new body. But if the ring is created entirely in the area of a hallow spell with the everlasting rest effect, the tie to the lich's soul is broken.\"]},{\"type\":\"entries\",\"name\":\"Lore\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"DC 15 Intelligence ({@skill History}):\",\"entry\":\"The lich troll is remnants of early attempts of powerful spellcasters to transfer their souls into trolls.\"},{\"type\":\"item\",\"name\":\"DC 20 Intelligence ({@skill Arcana}):\",\"entry\":\"The lich troll is immune to poison and resistant to necrotic damage. It regenerates and can be killed only by acid, fire, or radiant damage.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GHLoE/Zombie Troll.webp\"}}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-gos.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Amphisbaena\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Found in Danger at Dunwater, these strange reptiles have a head at either end of their serpentine bodies, each one equipped with venomous fangs. To move, an amphisbaena uses one head to grip the neck of its other head, forming a hoop that rolls over the ground.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MOT/Amphisbaena.webp\"},\"credit\":\"Alex Horley-Orlandelli\"}]},{\"name\":\"Bullywug Croaker\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Some bullywugs are born with the ability to weave magic into their songs. These rare specimens are raised in protected enclaves where they are taught to use their magic to both heal and harm. As demonstrated in Danger at Dunwater, they are among the most pompous of bullywugs.\"]}]}]}]},{\"name\":\"Bullywug Royal\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The largest and most intelligent bullywugs invariably end up leading their kind. These sneering specimens dress in robes made from leather, rough cloth, and bits of marsh plants. As seen in Danger at Dunwater, a bullywug royal is often accompanied by and mounted astride a giant toad.\"]}]}]}]},{\"name\":\"Captain Xendros\",\"source\":\"GoS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GoS/004-01-04.webp\"},\"credit\":\"Leesha Hannigan\"}]},{\"name\":\"Drowned Ascetic\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Dressed in tattered robes, its fists wrapped in long rib bons of rotting cloth, the drowned ascetic moves with alarming speed for an undead creature. This martial artist, rising from the ocean in Tammeraut's Fate, retains its fighting reflexes despite its rotting flesh.\"]},{\"type\":\"entries\",\"name\":\"Bluerot\",\"entries\":[\"This disease targets humanoids. While afflicted with bluerot, a victim grows grotesque blue boils on their face and back. This disease is carried by undead (including the drowned ones in Tammeraut's Fate), and victims most often acquire it through wounds caused by infected creatures. The disease's boils manifest in {@dice 1d4} hours, causing the victim's Constitution and Charisma scores to decrease by {@dice 1d4} each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. An infected creature is vulnerable to radiant damage and gains the ability to breathe underwater.\",\"At the end of each long rest, an infected creature makes a DC 12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim's ability scores do not cure the disease. On a failed saving throw, the victim takes 18 ({@damage 4d8}) necrotic damage as the boils burst and spread. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GoS/Drowned One.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Drowned Assassin\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The drowned assassin stalks and kills in a grim pantomime of its former occupation. Sneaking from shadow to shadow, and appearing in the undead assault of Tammeraut's Fate, it aims its barnacle-encrusted hand crossbow with deadly precision. Hidden behind a simple driftwood mask, this creature's face causes terror in mortal hearts when exposed.\"]},{\"type\":\"entries\",\"name\":\"Bluerot\",\"entries\":[\"This disease targets humanoids. While afflicted with bluerot, a victim grows grotesque blue boils on their face and back. This disease is carried by undead (including the drowned ones in Tammeraut's Fate), and victims most often acquire it through wounds caused by infected creatures. The disease's boils manifest in {@dice 1d4} hours, causing the victim's Constitution and Charisma scores to decrease by {@dice 1d4} each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. An infected creature is vulnerable to radiant damage and gains the ability to breathe underwater.\",\"At the end of each long rest, an infected creature makes a DC 12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim's ability scores do not cure the disease. On a failed saving throw, the victim takes 18 ({@damage 4d8}) necrotic damage as the boils burst and spread. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GoS/Drowned One.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Drowned Blade\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Assaulting the hermitage in Tammeraut's Fate, this barnacle-encrusted undead warrior fights with surprising cunning. Starfish cling to its wispy beard, and its evil rage is visible in its bloated gray eyes.\"]},{\"type\":\"entries\",\"name\":\"Bluerot\",\"entries\":[\"This disease targets humanoids. While afflicted with bluerot, a victim grows grotesque blue boils on their face and back. This disease is carried by undead (including the drowned ones in Tammeraut's Fate), and victims most often acquire it through wounds caused by infected creatures. The disease's boils manifest in {@dice 1d4} hours, causing the victim's Constitution and Charisma scores to decrease by {@dice 1d4} each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. An infected creature is vulnerable to radiant damage and gains the ability to breathe underwater.\",\"At the end of each long rest, an infected creature makes a DC 12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim's ability scores do not cure the disease. On a failed saving throw, the victim takes 18 ({@damage 4d8}) necrotic damage as the boils burst and spread. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GoS/Drowned One.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Drowned Master\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"This waterlogged undead, bound to the Pit of Hatred in Tammeraut's Fate, hovers menacingly over the bones of its victims. Its torso, arms, and head retain their former shapes, but its legs have split into shadowy tentacles. The drowned master is tethered to a source of powerful magic that prevents it from traveling far. It commands other drowned ones, compelling them to serve as agents in its dark plots.\"]},{\"type\":\"entries\",\"name\":\"Bluerot\",\"entries\":[\"This disease targets humanoids. While afflicted with bluerot, a victim grows grotesque blue boils on their face and back. This disease is carried by undead (including the drowned ones in Tammeraut's Fate), and victims most often acquire it through wounds caused by infected creatures. The disease's boils manifest in {@dice 1d4} hours, causing the victim's Constitution and Charisma scores to decrease by {@dice 1d4} each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. An infected creature is vulnerable to radiant damage and gains the ability to breathe underwater.\",\"At the end of each long rest, an infected creature makes a DC 12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim's ability scores do not cure the disease. On a failed saving throw, the victim takes 18 ({@damage 4d8}) necrotic damage as the boils burst and spread. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GoS/Drowned One.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Giant Coral Snake\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Comfortable on land or in water, these brilliantly colored snakes are renowned for their potent and hallucinogenic venom. They are most often found in coastal caves. In the abandoned chambers of the hermitage in Tammeraut's Fate, these giant serpents feed on any creature that crosses their path.\"]}]}]}]},{\"name\":\"Giant Sea Eel\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Snaking predators lurking in the dark waters of the ocean, these kelp-colored beasts serve as guards and mounts for the locathah (including those found in Danger at Dunwater).\"]}]}]}]},{\"name\":\"Harpy Matriarch\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Happy to watch its flock squabble over carrion in Tammeraut's Fate, this gray-feathered matron of the harpies is surrounded by a cloud of magical spirits resembling skeletal seabirds.\"]}]}]}]},{\"name\":\"Juvenile Kraken\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Hidden in a deep, dark underwater pit near the Styes, this creature bears the mark of the dark god Tharizdun's madness. Becoming more independent every day, it dreams of freeing itself from its aboleth tenders and wreaking its own foul will upon the seas.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GoS/Juvenile Kraken.webp\"},\"credit\":\"Joachim Barrum\"}]},{\"name\":\"Koalinth\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The koalinth, found in Danger at Dunwater, are martial and aggressive aquatic hobgoblins, with brightly colored faces and functional gills. They are known for their ferocity, and for their hatred of elves.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GoS/Koalinth.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Koalinth Sergeant\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"These fierce koalinths lead special missions for their people, such as the diplomatic envoy encountered in Danger at Dunwater. A koalinth sergeant focuses its ire on the most significant threats on the battlefield, then eliminates those threats one by one.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GoS/Koalinth Sergeant.webp\"},\"credit\":\"Olga Drebas\"}]},{\"name\":\"Krell Grohlg\",\"source\":\"GoS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GoS/034-04-04-unholy-shrine-p92.webp\"},\"credit\":\"Sam Keiser\"}]},{\"name\":\"Kysh\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A prisoner of the sahuagin in The Final Enemy, Kysh is a defender of the deep sea realms who is ready to join the party in their struggle. Tritons are folk of the Elemental Plane of Water who journeyed to the Material Plane to watch over the dark places of the ocean depths. They stand guard over portals, deep sea chasms, and other places where foul monsters might emerge. When such threats appear, the tritons take up arms to drive them from the world.\"]}]}]}]},{\"name\":\"Living Iron Statue\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"This squat, solid-looking statue, currently guarding the evil cult's treasure in Isle of the Abbey, is made from pure iron. Its hands are shaped into deadly weapons.\"]}]}]}]},{\"name\":\"Lizardfolk Commoner\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"These lizardfolk, found wandering the halls in Danger at Dunwater, are just as fierce as their armed kin, and can equip themselves with weapons and shields if such are available.\"]}]}]}]},{\"name\":\"Lizardfolk Render\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Filled with the primal magic of Semuanya, the lizardfolk render undergoes terrifying changes during a dayslong ritual performed by a shaman. As seen in Danger at Dunwater, the render's claws grow long and hard as steel, its frame enlarges, and its temperament becomes even more ferocious.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GoS/Lizardfolk Render.webp\"},\"credit\":\"Scott Murphy\"}]},{\"name\":\"Lizardfolk Scaleshield\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Serving as the elite warriors and officers of a lizardfolk clan, these robust creatures wear thick armor made from crocodile scales and metal. Trained in martial weapons and advanced combat tactics, they are found protecting lizardfolk lairs such as the one in Danger at Dunwater.\"]}]}]}]},{\"name\":\"Lizardfolk Subchief\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The lizardfolk subchief (seen in Danger at Dunwater) is a devout priest of Semuanya, pursuing the worship of its god in a manner similar to a cleric. It wields a dagger crafted of a massive crocodile tooth blessed by Semuanya, representing the subchief's prowess in both battle and piety.\"]}]}]}]},{\"name\":\"Locathah\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"These resilient and proud fish-folk (found in Danger at Dunwater) have endured war, slavery, and mistreatment at the hands of other aquatic creatures. They dwell in submerged tribal communities along seacoasts, and hunt both above and below the water.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GoS/Locathah.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Locathah Hunter\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The far-ranging locathah hunter is trained in tracking and stalking prey on land and in water. They often serve as leaders to small bands of locathah or emissaries for their people (such as the hunter found in Danger at Dunwater). Their colorful, {@condition poisoned}, and fast-loading crossbows rarely miss a target.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GoS/Locathah.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Master Refrum\",\"source\":\"GoS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GoS/Master Refrum.webp\"},\"credit\":\"Joachim Barrum\"}]},{\"name\":\"Maw of Sekolah\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Summoned from the shadowy depths of the ocean through ritual and tidal magic, the Maw of Sekolah appears in The Final Enemy as the avatar of the hungry sahuagin god. This huge, two-headed shark is fed a steady diet of sentient creatures, captured by the sahuagin and offered up as tribute. Sahuagin priestesses adorn the fins of the maw of Sekolah with gemmed bands and polished skulls.\"]}]}]}]},{\"name\":\"Merfolk Salvager\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Veterans of scouring the wrecks and ruins found in the deepest waters, these skilled warriors help defend their kin with rapier-like weapons of living coral. The salvagers escort other merfolk on scavenging missions, using their keen senses to detect danger. They are found allying with the lizardfolk in Danger at Dunwater.\"]}]}]}]},{\"name\":\"Minotaur Living Crystal Statue\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Given life through powerful magic, a large, crudely carved crystal minotaur guards the tunnels in Isle of the Abbey.\"]}]}]}]},{\"name\":\"Monstrous Peryton\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The terror of the coast and the recent scourge of Firewatch Island in Tammeraut's Fate, this large peryton preys on ships and coastal communities alike. It has built numerous nests to mark its territory.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GoS/Monstrous Peryton.webp\"},\"credit\":\"Eric Belisle\"}]},{\"name\":\"Mr. Dory\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"One of the four councillors who rule the Styes, Mr. Dory hides his cursed nature in plain sight. His rare, liquid-sensitive \\\"skin condition\\\" is actually a form of the same aboleth affliction that creates skum, though Dory's condition is not as severe, and he has managed to retain his free will.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GoS/Mr. Dory.webp\"},\"credit\":\"Joachim Barrum\"}]},{\"name\":\"Oceanus\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Before being captured, this sea elf had been tasked with investigating the Sea Ghost's movements in The Sinister Secret of Saltmarsh. Oceanus is a smart and resourceful elf who is more than willing to join adventurers who have brave hearts and good intentions.\"]}]}]}]},{\"name\":\"Pirate Bosun\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The bosun (or boatswain) is tasked with organizing the cargo and crew aboard a ship. Bosuns are capable fighters whose experience with hauling cargo and delivering beatings make them tough opponents. Foul Frithoff in The Sinister Secret of Saltmarsh is the bosun who protects the cargo aboard the smugglers' ship. Ever since a bad accident, he has worn a hook at the end of one arm in place of a hand.\"]}]}]}]},{\"name\":\"Pirate Captain\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Pirate captains spend their lives at sea, earning and keeping command through blood and daring. A captain's impressive sword work and biting words inspire both confidence and fear in a ship's crew. Sigurd \\\"Snake Eyes\\\" is the pirate captain who leads a gang of smugglers in The Sinister Secret of Saltmarsh.\"]}]}]}]},{\"name\":\"Pirate Deck Wizard\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"These salt-encrusted practitioners of magic are at once learned and superstitious. The crews of pirate ships generally give their deck wizards a wide berth, as they magically step from place to place and unleash their briny magic against attackers. The ship Sea Ghost in The Sinister Secret of Saltmarsh is home to a pirate deck wizard named Punketah.\"]}]}]}]},{\"name\":\"Pirate First Mate\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"These no-nonsense sailors are the trusted allies of a pirate ship's captain. Ex-soldiers and trained mercenaries often find employment as mates aboard pirate ships. In The Sinister Secret of Saltmarsh, Bloody Bjorn serves as the first mate aboard Sea Ghost.\"]}]}]}]},{\"name\":\"Rip Tide Priest\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Priests of the Rip Tide cult gather in secret cabals to perform dark rituals that glorify Olhydra, the elemental Princess of Evil Water, as the embodiment of water's destructiveness. They believe that using water to kill their enemies, such as through ritual drowning, earns them Olhydra's favor.\"]}]}]}]},{\"name\":\"Sahuagin Blademaster\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A cunning veteran of countless campaigns, the sahuagin blademaster decorates its armor with the bones of its defeated foes. As demonstrated in The Final Enemy, sahuagin blademasters often serve as officers in the sa huagin army.\"]}]}]}]},{\"name\":\"Sahuagin Champion\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Those sahuagin warriors who prove themselves through heroic acts are given both title and status. Sahuagin champions often serve as lieutenants in the sahuagin army, as they do in The Final Enemy.\"]}]}]}]},{\"name\":\"Sahuagin Coral Smasher\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Employed as frontline brutes in The Final Enemy, coral smashers are drawn from the ranks of the strongest sahuagin warriors. Their physical strength overcomes the resistance of the water as they swing their hammers at structures and foes with equal zeal.\"]}]}]}]},{\"name\":\"Sahuagin Deep Diver\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"These mighty sahuagin, found in The Final Enemy, are transformed by the divine magic of Sekolah to enable them to better explore the darkest depths of the ocean. Out of the water, they cling to shadows and serve as hunters and assassins. A long, scaly lure that can be illuminated extends from a deep diver's forehead.\"]}]}]}]},{\"name\":\"Sahuagin Hatchling Swarm\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Roiling through the waters in The Final Enemy, these swarms of sahuagin hatchlings are dangerous to any creatures they encounter. Other sahuagin avoid the swarms, while the individual members devour one another until only the strongest hatchlings are left alive to grow to maturity.\"]}]}]}]},{\"name\":\"Sahuagin High Priestess\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A sahuagin high priestess is the most devout and ferocious of all Sekolah's worshipers. Armed with a staff studded with jagged shark's teeth, she can be seen leading dark rituals in The Final Enemy.\"]}]}]}]},{\"name\":\"Sahuagin Wave Shaper\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"These hunched and twisted sahuagin sacrifice their bodies to the mutating magic of Sekolah. Wave shapers add elemental magic to sahuagin armed forces (as seen in The Final Enemy) and delight in creating destructive whirlpools.\"]}]}]}]},{\"name\":\"Sanbalet\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"In The Sinister Secret of Saltmarsh, Sanbalet is the leader of the land-based half of a smuggling ring. He is a cunning narcissist with an interest in illusion and mind control. He defends the contraband stored in the caves under the haunted house.\"]}]}]}]},{\"name\":\"Sauriv\",\"source\":\"GoS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GoS/Sauriv.webp\"},\"credit\":\"Olga Drebas\"}]},{\"name\":\"Shell Shark\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"These impressive creatures, swimming through the sahuagin stronghold in The Final Enemy, are chosen by priestesses of Sekolah to serve as protectors and messengers. The sharks are blessed in a ritual during which plates of shell and coral are permanently affixed to their bodies.\"]}]}]}]},{\"name\":\"Skeletal Alchemist\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"This undead retains enough of its former self to continue its alchemical work, often on behalf of necromancers or other sinister patrons. It toils in a dark laboratory (such as the one found in The Sinister Secret of Saltmarsh), often falling dormant for long periods of time.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GoS/Skeletal Alchemist.webp\"},\"credit\":\"Leesha Hannigan\"}]},{\"name\":\"Skeletal Juggernaut\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"As seen lumbering across the beaches in Isle of the Abbey, a skeletal juggernaut is an oversized, bipedal assembly of bones that loses a portion of its mass with each step. These skeletal guardians hold together for only a short time before disassembling into a gang of individual undead.\"]}]}]}]},{\"name\":\"Skeletal Swarm\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"This swarm of bones found rising out of the sand in Isle of the Abbey is made from the remains of several animated skeletons. A skeletal swarm alternates its appearance between partially formed humanoid shapes and a chaotic, swirling mass.\"]}]}]}]},{\"name\":\"Skum\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Several poor souls around the Styes have succumbed to an aboleth's magic through its disease-bearing touch. Transformed into creatures called skum, they barely resemble their past forms, their skin turning slimy and translucent while their limbs warp to resemble those of deep-sea oddities. The change makes them dependent on water, which they must immerse themselves in regularly lest they experience painful-and potentially lethal-skin eruptions. Skum are bound to their aboleth master not just by their cursed state, but by a psychic bond that compels them to serve its every sinister whim.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GoS/Skum.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Thousand Teeth\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Thousand Teeth is an ancient crocodilian nightmare that has served as the apex predator in the swamps near Saltmarsh for as long as anyone can remember. This monster recently fought a number of lizardfolk and lost one of its teeth. Angered and hungry, it sulks in its lair, lost in primal dreams of rending and tearing. It is found in the deep marshes in Danger at Dunwater.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/GoS/Thousand Teeth.webp\"},\"credit\":\"Leesha Hannigan\"}]},{\"name\":\"Vampiric Jade Statue\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A large, exquisitely carved jade statue of a vampire guards the tunnels in Isle of the Abbey, having been brought to life by dark magic. Its stone fangs draw blood that it then uses to work a curse on its victims.\"]}]}]}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-hat-tg.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Doric\",\"source\":\"HAT-TG\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The tiefling Doric was taken in by a wood elf enclave in Neverwinter Wood after being abandoned as a child, and she guards her adoptive community with nature's ferocity. The Circle of the Moon has taught her to heed her primal instincts, which rarely lead her astray. She can be brusque, but she will fight tooth and nail for a cause she believes in.\",\"Doric has joined the Emerald Enclave, a network of survivalists who tend to the balance between civilization and nature. When the Lord of Neverwinter targeted her woodland home for its resources, Doric rallied the resistance.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HAT-TG/Doric.webp\"}}]},{\"name\":\"Edgin Darvis\",\"source\":\"HAT-TG\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Edgin Darvis has a talent for improvisation and strategy. He's a musician and tale-teller who relies on charisma first—rather than magic or muscle—to escape trouble. Once a member of the Harpers, a spy organization dedicated to protecting Faerûn's common folk, Edgin has forsworn his oath and turned to thievery to support his family. Edgin's strong moral compass compels him to steal only from people he believes deserve to lose both coin and face.\",\"Edgin's confidence and rakish demeanor make him a natural leader. With carefully chosen words, he inspires the members of his thieves' crew to greatness. But when his past mistakes come calling, Edgin must face the music. He now seeks to make amends to those he's wronged and to confront those who have wronged him.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HAT-TG/Edgin Darvis.webp\"}}]},{\"name\":\"Forge Fitzwilliam\",\"source\":\"HAT-TG\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Forge Fitzwilliam is a con artist who manipulates others with lies and flattery. The audacious criminal has left a trail of broken promises and false identities along the Sword Coast. He conceals flexible morals and a ready dagger behind his winning smile.\",\"Forge enjoys the finer things in life, particularly when they result from his own cleverness. Decades of heists and cons haven't slaked his thirst—in fact, his ambitions only grow grander with time.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HAT-TG/Forge Fitzwilliam.webp\"}}]},{\"name\":\"Holga Kilgore\",\"source\":\"HAT-TG\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Holga Kilgore is a member of the Uthgardt Elk Tribe, and her strength and scowl conceal a generous heart. She's a woman of few words who lets her actions (and punches) speak for her. A fearsome combatant when her ire is up, Holga wields anything that comes to hand—from weapons to snacks. Her unwavering loyalty makes her a fierce defender of allies, particularly her best friend, Edgin.\",\"After Holga was exiled from her clan, she wandered unmoored and craving connection. Now that she has forged a new home with Edgin and his band of thieves, she won't lose another family without a fight.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HAT-TG/Holga Kilgore.webp\"}}]},{\"name\":\"Simon Aumar\",\"source\":\"HAT-TG\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Simon Aumar suffers under the weight of his family name. Though he is a descendent of an elf and the legendary wizard Elminster Aumar, Simon's own sorcerous wild magic runs uncontrolled through his veins. Simon has not yet developed the ability to harness his power, and his spells explode or fizzle seemingly at random.\",\"Though he's dogged by doubt, the brave young mage has earned his place in Edgin's crew. He performs best under pressure, instinctively unleashing his magic in dire moments. How he will continue to unlock his potential and what he will do with his volatile gift are yet to be seen.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HAT-TG/Simon Aumar.webp\"}}]},{\"name\":\"Sofina\",\"source\":\"HAT-TG\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Sofina is a Red Wizard of Thay, an elite practitioner of magic with ties to Thay's tyrannical magocracy. Sofina specializes in necromancy. Death magic and fear are both tools in her arsenal.\",\"As Red Wizards are shunned outside Thay, Sofina conceals her affiliations and coldly rebuffs any who seek her friendship. A canny operator, she has patiently moved her pieces into place, and her grand designs now begin to take shape.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HAT-TG/Sofina.webp\"}}]},{\"name\":\"Xenk Yendar\",\"source\":\"HAT-TG\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Raised in the nation of Thay, Xenk Yendar has sworn an oath of devotion to aid the innocent. Every inch the knight in shining armor, he thrives when inspiring goodness in his allies. The words \\\"Neither virtue nor blade shall break\\\" are etched in Celestial on the blade of his daggersword.\",\"Xenk ages more slowly than a normal human, and with this gift comes the burden of perspective. His longevity has something to do with Szass Tam's nightmarish rise to power and Xenk's narrow escape from the lich.\",\"Now based in Mornbryn's Shield, Xenk travels Faerûn in search of evil to thwart. He approaches problems with absolute seriousness of purpose—an outlook that clashes with Edgin's nonchalance.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HAT-TG/Xenk Yendar.webp\"}}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-hftt.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Demogorgon\",\"source\":\"HftT\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A predator of the Upside Down, the demogorgon hunts the dimension looking for unfortunate creatures that find their way there. The size and shape of an adult humanoid, the demogorgon's mouth encompasses its face and unfolds like a blossoming flower\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HftT/Demogorgon.webp\"}}]},{\"name\":\"Evil Mage\",\"source\":\"HftT\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Evil mages hunger for arcane power and dwell in isolated places, where they can perform terrible magical experiments without interference.\"]}]}]},{\"name\":\"Thessalhydra\",\"source\":\"HftT\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The thessalhydra is a strange and terrible creature with eight heads surrounding a large, circular mouth rimmed with jagged teeth. Its maw drips with acid, and its tail ends with a pair of sharp pincers. The thessalhydra is gluttonous and damaging to any environment.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HftT/Thessalhydra.webp\"}}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-hotdq.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"monsterFluff\"]},\"monsterFluff\":[{\"name\":\"Ambush Drake\",\"source\":\"HotDQ\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HotDQ/Ambush Drake.webp\"}}]},{\"name\":\"Azbara Jos\",\"source\":\"HotDQ\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HotDQ/Azbara Jos.webp\"}}]},{\"name\":\"Blagothkus\",\"source\":\"HotDQ\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HotDQ/Blagothkus.webp\"}}]},{\"name\":\"Captain Othelstan\",\"source\":\"HotDQ\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HotDQ/Captain Othelstan.webp\"}}]},{\"name\":\"Dragonclaw\",\"source\":\"HotDQ\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HotDQ/Dragonclaw.webp\"}}]},{\"name\":\"Dralmorrer Borngray\",\"source\":\"HotDQ\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HotDQ/Dralmorrer Borngray.webp\"}}]},{\"name\":\"Four-Armed Troll\",\"source\":\"HotDQ\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Sometimes when a troll loses a limb, it regenerates two limbs to replace the one it lost. This can result in trolls with multiple arms. A four-armed troll uses the troll stat block, except that it is a Challenge Rating 6 monster (2,300 XP) and has alternate action options to suit.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HotDQ/Four-Armed Troll.webp\"}}]},{\"name\":\"Frulam Mondath\",\"source\":\"HotDQ\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HotDQ/Frulam Mondath.webp\"}}]},{\"name\":\"Jamna Gleamsilver\",\"source\":\"HotDQ\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HotDQ/Jamna Gleamsilver.webp\"}}]},{\"name\":\"Langdedrosa Cyanwrath\",\"source\":\"HotDQ\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HotDQ/Langdedrosa Cyanwrath.webp\"}}]},{\"name\":\"Leosin Erlanthar\",\"source\":\"HotDQ\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HotDQ/015-tod-02-04.webp\"}}]},{\"name\":\"Ontharr Frume\",\"source\":\"HotDQ\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HotDQ/021-tod-04-02.webp\"}}]},{\"name\":\"Pharblex Spattergoo\",\"source\":\"HotDQ\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HotDQ/Pharblex Spattergoo.webp\"}}]},{\"name\":\"Rath Modar\",\"source\":\"HotDQ\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HotDQ/Rath Modar.webp\"}}]},{\"name\":\"Rezmir\",\"source\":\"HotDQ\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HotDQ/Rezmir.webp\"}}]},{\"name\":\"Sandesyl Morgia\",\"source\":\"HotDQ\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HotDQ/053-tod-08-05.webp\"}}]},{\"name\":\"Talis the White\",\"source\":\"HotDQ\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HotDQ/Talis the White.webp\"}}]},{\"name\":\"Trepsin\",\"source\":\"HotDQ\",\"_copy\":{\"name\":\"Four-Armed Troll\",\"source\":\"HotDQ\"}}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-hwcs.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Ardwyn, Elder of Meadowfen\",\"source\":\"HWCS\",\"entries\":[\"A venerable huden gallus with rounded grouse-like proportions and feathers that have long since lost the sheen of youth. As the village Elder, Ardwyn is a figure of authority within Meadowfen. She and her late husband kept the village running until his death, after which she took on the role alone. Elder Ardwyn is a kind and perceptive woman who exudes leadership. The villagers look to her for guidance. Ardwyn uses the {@creature priest} stat block, adjusted with the racial traits of a huden gallus. She is neutral good.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Ardwyn.webp\"}}]},{\"name\":\"Ashsnake\",\"source\":\"HWCS\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"\\\"Beneath the ash it lies in wait. A hiss, a snap, and it's too late.\\\"\"],\"by\":\"From The Epic of Fire, a centuries old poem\"},\"Ashsnakes are huge monstrosities which resemble snakes molded from volcanic magma. Their bodies seeth with an internal heat below the charcoal-gray scales that cover their forms. While the blazing light emanating from their empty eye sockets makes it appear as though ashsnakes can see, they rely entirely on vibrations to assess their surroundings.\",{\"type\":\"entries\",\"name\":\"Mysterious Origins\",\"entries\":[\"Little is known about the origins of the ashsnake. They recently emerged from beneath the ashen plains of the Scorched Grove and appear to have an insatiable hunger. Ashnakes use the mounds of ash and dust in the Grove to conceal their presence, allowing them to close in on unwary prey and ambush them. While not particularly intelligent, ashsnakes possess predatorial cunning and survival instincts eerily reminiscent of the fauna that inhabited the Grove before its burning.\"]},{\"type\":\"entries\",\"name\":\"Sightless Worms\",\"entries\":[\"Ashsnakes have no ability to detect sights and sounds in a traditional sense. They are, however, adept at sensing even the smallest vibration, and the slightest footfall is enough to draw their attention. Some scholars believe it may be possible to \\\"disappear\\\" from an ashsnakes \\\"vision\\\" by standing perfectly still, but finding volunteers to confirm this theory has under-standably proven difficult.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Ashsnake.webp\"}}]},{\"name\":\"Aspect of Fire\",\"source\":\"HWCS\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"\\\"It flared so brightly as it consumed the trees... leaving naught but ashes in its wake.\\\"\"],\"by\":\"Witness account of The Great Calamity\"},\"The aspect of fire is an elemental creature of fire and molten rock, whose gargantuan frame could easily be mistaken for a small mountain. The aspect is not only a creature of heat and energy, but also of destruction and rage, and it appears to draw strength from the forests its flames consume.\",{\"type\":\"entries\",\"name\":\"Primal Incarnation\",\"entries\":[\"A creature of legend, it is believed by some that this was the \\\"being of fire and destruction\\\" said to have caused the Great Calamity that created the Scorched Grove many centuries ago. The aspect possesses frightening power, enough to cause serious harm to the Wood and all those who inhabit it. Long has it been forgotten that the creature was conjured in a lost ritual. Shortly afterwards, it was sealed away beneath the Scorched Grove where its presence has continued to affect the region. Centuries of dormancy have weakened the aspect, as its essence has seeped into the surrounding land. Since being released, it has begun to amass power for itself by consuming plants, trees, and other living beings in flame. Once it attains enough energy to completely break the mystical fetters that tie it to the Scorched Grove, it will be an unstoppable force that could very well bring fiery ruin to all of Humblewood.\"]},{\"type\":\"entries\",\"name\":\"Stirring in its Slumber\",\"entries\":[\"The strange occurrences of late have many prominent scholars baffled: unusually aggressive emberbats, the appearance of ashsnakes, the increased frequency of forest fires, and many other phenomena which have never been seen before in Humblewood. More than mere legend, the aspect is the reason for all of these. As a creature of primordial fire, it is inextricably bound to the plane of its element. Even as it slumbered beneath the Grove for generations, the aspect has stirred, its presence causing a weakening in the barrier which keeps the material plane separate from the plane of fire, allowing for weaker creatures to slip through.\",\"The aspect's essence has also seeped into the Scorched Grove, causing the landscape to take on far stronger elemental properties than before. The fundamental shift in the Grove's nature has effectively thwarted the efforts of the Tenders, who have for so long sought to heal this burned land. As the aspect continues to grow in power, more of this harmful elemental energy will be released, and even more powerful creatures will arise from the flames. If this otherworldly power spreads across the forest unchecked, all of Humblewood might suffer the fate of the Scorched Grove.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Aspect-of-Fire.webp\"}}]},{\"name\":\"Benna Seridan\",\"source\":\"HWCS\",\"entries\":[\"Benna is a tall, scarred grove cervan, who wears a red bandana over her lost left eye. The leader of the Bandit Coalition, she is an idealist who believes that Alderheart's canopy, the symbol of birdfolk power in the region, should be burned and its resources looted to help those displaced by the flames. Benna lived a tranquil village life until her mother, a respected village elder and seer, foretold that the flames would come. Word was sent to Alderheart's Council, asking for supplies and aid, both of which were denied because the Council didn't believe in the power of the seer's visions. When the flames had all but consumed the village, birdfolk support arrived, but it was too late. Benna lost her family. She also lost her left eye and left ear due to the burns she sustained while helping others escape from the blaze. She fell in with the bandits and quickly rose through their ranks, thanks to her passion and purpose. She is a seasoned veteran who has been building the bandit forces, and utilizing the organization to care for humblefolk left homeless by the spreading fires. Benna Seridan uses the {@creature cervan bandit general|HWCS} stat block, but the {@item scimitar|phb} in her main hand is a {@item blade of the wood|HWCS} *(+1 to attack and damage rolls, see {@book Appendix D: New Magic Items|HWCS|8}), and a {@item shortsword|phb} ({@damage 1d6 + 3} piercing damage) in her offhand.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Cervan-Bandit-General.webp\"}}]},{\"name\":\"Birdfolk Dockmaster\",\"source\":\"HWCS\",\"entries\":[\"It may be odd to see birdfolk working the docks and ships of Saltar's Port, but the sea is a way of life for some folk. Jobs in the seafaring industry are as lucrative as they are tough. For the birdfolk that choose to ply their trade on the water, life is about order and efficiency. One improperly stowed barrel or poorly lashed line can spell disaster on the sea. Dockmasters take their marine jobs very seriously.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Birdfolk-Dockmaster.webp\"}}]},{\"name\":\"Birdfolk Farmer\",\"source\":\"HWCS\",\"entries\":[\"Simple farmers can be found across the Wood, providing necessary food and supplies to the cities. There are many places in Humblewood where digging up large heaps of soil would either be impractical or damaging to the forest. While traditional farms exists in Humblewood, the majority of farms are built in the canopies in or around cities. Farming in the canopy consists of growing flowering\",\"moss gardens or fruit-bearing vines on the branches of perch trees. Canopy farms can also include the raising of large insects for food, or silkworms for clothing.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Birdfolk-Farmer.webp\"}}]},{\"name\":\"Birdfolk Guard\",\"source\":\"HWCS\",\"entries\":[\"Aspiring recruits from all over the Wood flock to the Perch Guard headquarters in the capital of Alderheart to join their ranks. After successful training, these newly sworn guards return to their home perch. They serve with pride, acting as the perch's first line of defense. Under the Humblefolk Treaty, members of the Perch Guard are tasked to aid nearby villages on the forest floor whenever necessary. In larger cities like Alderheart, the Perch Guard are also responsible for dealing with inner city issues such as robbery, bar fights, and investi-gating and arresting criminals.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Birdfolk-Guard.webp\"}}]},{\"name\":\"Birdfolk Militia\",\"source\":\"HWCS\",\"entries\":[\"In smaller perches, where a guard force may be minimal or nonexistent, town security consists of a locally-organized militia. Anyone can enlist in these groups, provided they are upstanding citizens. They can be called upon by the Perch Guard to perform duties ranging from policing streets to supplementing military efforts.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Birdfolk-Militia.webp\"}}]},{\"name\":\"Birdfolk Sailor\",\"source\":\"HWCS\",\"entries\":[\"For birdfolk who take up the seafaring trade, their home is as much on the ocean as it is at port. They relish the salt spray and stiff winds, finding the closed spaces of forest life to be stifling compared to the wide-open expanse of the sea.\",{\"type\":\"inset\",\"name\":\"Peculiar Design\",\"entries\":[\"Birdfolk ship design often causes confusion among other seafaring races due to the relative absence of rigging. While cordage is needed to keep sails in place and cargo stored, nets and climbing ropes prove less necessary when the crew is capable of limited flight. A birdfolk sailor can simply lash a rope to their leg, open their wings, and let the ocean breeze carry them up to the sails or to a lookout post on the main mast.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Birdfolk-Sailor.webp\"}}]},{\"name\":\"Birdfolk Skeleton\",\"source\":\"HWCS\",\"entries\":[\"Deceased birdfolk granted a semblance of life through necromantic spells don't have memory per se, but their skeletal bodies retain familiarity with tasks they performed in life. They also remain skilled with weapons they wielded in life, making them useful guards or servants.\",{\"type\":\"entries\",\"name\":\"Unnatural Life\",\"entries\":[\"Animated skeletons are common among the practitioners of the necromantic arts. Even at the Avium, where necromancy is forbidden in practice, it is taught in theory. A common exception is the use of animated skeletons for menial tasks around the college. The reanimation of birdfolk who did not give their express consent in life is seen as a violation of their memory, so these skeletons usually consist of former college staff who desired to stay and help long past their own time. Not all scholars agree that even this relatively benign form of necromancy should be allowed, while others don't see why permission from the dead should be necessary, believing that \\\"dead is dead\\\". Though the consent policy remains in place, heady debates over the ethics of certain forms of necromancy have resulted in the shunning of more morally flexible scholars.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Birdfolk-Skeleton.webp\"}}]},{\"name\":\"Birdfolk Skirmisher\",\"source\":\"HWCS\",\"entries\":[\"The bulk of the Perch Guard's military force are a light infantry called \\\"The Spears.\\\" They train relentlessly with polearm weapons perfectly suited for branch-to-branch combat. Many are also skilled at ranged attacks with these weapons, as well as performing special diving maneuvers, making them an even greater threat to enemies below. In times of peace, skirmishers often serve as skilled hunters, following the direction of trackers to collect enough food for entire villages.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Birdfolk-Skirmisher.webp\"}}]},{\"name\":\"Bita, the Council Speaker\",\"source\":\"HWCS\",\"entries\":[\"Bita is a bright gallus whose elegant white plumage resembles that of a peacock. As the Birdfolk Council's Speaker, she is always first to address those who have been granted an audience with the Council. She takes her duties as the Speaker and as a Council member very seriously. Despite her profound affection for Humblewood and its citizens, she often comes off as severe and cold. Bita believes in doing what's best for the folks of the Wood, and sometimes this means making level-headed, tough decisions. Bita uses the {@creature noble} stat block, adjusted with the racial traits of a bright gallus. She is lawful good.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Bita.webp\"}}]},{\"name\":\"Cara Stormsinger\",\"source\":\"HWCS\",\"entries\":[\"A tawny-feathered swift strig woman from Meadowfen, Cara is the captain of the village militia. She was responsible for assembling the team of villagers who went out to investigate the black plume of smoke that appeared over Meadowfen's horizon. She endured a harrowing journey to return home and relay Ashbarrow's fate to Elder Ardwynn. Cara uses the birdfolk militia stat block adjusted with the racial traits of a swift strig. She is lawful good.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Birdfolk-Militia.webp\"}}]},{\"name\":\"Caustic Slime\",\"source\":\"HWCS\",\"entries\":[\"Deep in the murky marshes of the Mokk Fields, where water lays stagnant and the stench of decay permeates all, the worlds of life and death intertwine. Within this ominous mire lurk some of the most unusual natural predators in Humblewood. Collectively known as \\\"slimes\\\", these oozes move slowly through the muck, well-camouflaged by the dark and pungent waters, waiting to devour any hapless being that wanders within reach.\",\"Slimes are easily provoked, and while it isn't difficult to outrun one, some who have strayed into a slime's territory only find out too late that they have been detected. Fortunately for many swampland travelers, slimes have a slow metabolism, and can go without feeding for long periods.\",\"In addition to being an important part of the ecosystem, many slimes are either naturally magical, or yield organic materials which are in high demand among mages, scholars, and researchers. While slime hunting is a dangerous undertaking, the perch of Winnowing Reach was built on the labor of so-called \\\"slime-wranglers\\\", whose skill collecting valuable residue from live slimes is directly responsible for transforming the once minor outpost into a thriving site for scholarly innovation.\",\"Three main types of slimes have been classified, but as magical creatures with strange properties, it's speculated that more elusive slime species might exist somewhere in the remote swamps. The three documented types are: {@creature caustic slime|HWCS|caustic slimes}, {@creature shifting slime|HWCS|shifting slimes}, and {@creature sticky slime|HWCS|sticky slimes}.\",{\"type\":\"section\",\"name\":\"Caustic Slime\",\"entries\":[\"These pale green oozes have an astringent chemical odor, which mixes with the smell of liquefied flesh from their latest meal. Owing to the slow speed at which they digest their victims, the bones of partially-digested meals can be seen through their transparent exterior. Dissolving remnants move within the slimes in a macabre semblance of motion. This phenomena has earned them the nickname \\\"green puppeteers\\\".\",{\"type\":\"entries\",\"name\":\"Natural Defenses\",\"entries\":[\"Capable of producing a lethal acid that can eat away at stone and metal, caustic slimes are especially deadly. Even the slightest touch on exposed fur or feathers can be dangerous. Many would-be heroes have met a slow, grim demise after being engulfed by these strange creatures.\"]},{\"type\":\"entries\",\"name\":\"Scientific Interest\",\"entries\":[\"Though hazardous, the acid produced by these slimes is also valued for its potential uses as a powerful sorcery reagent and an ingredient in potent potions. Some claim it can be distilled into practical applications, like a solvent for metallurgists and builders.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Caustic-Slime.webp\"}}]},{\"name\":\"Cervan Bandit General\",\"source\":\"HWCS\",\"entries\":[\"Bandit clans are commanded by generals. Serving as both a battle-tested warrior and master strategist, they alone coordinate the disparate band of thieves and outlaws that make up the collective. While military monikers are used to refer to bandit leadership, more than combat prowess is needed to maintain order in these volatile organizations. A dominating personality and charismatic voice are as necessary as a swift blade and a sharp mind. Cervans don't typically take to brigandry, but their practical skills and ability to survive in even the most adverse situations make those with loose morals and dubious ambitions a natural fit.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Cervan-Bandit-General.webp\"}}]},{\"name\":\"Cervan Priest\",\"source\":\"HWCS\",\"entries\":[\"Cervan villages are typically led by a community elder who is wise both in politics as well as the ways of the Amaranthine. Priests provide guidance to the community, ensuring that rituals are properly observed and customs upheld. As storytellers and keepers of a village's history, they are trusted with the myths and folktales used to impart knowledge necessary for survival in the forest.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Cervan-Priest.webp\"}}]},{\"name\":\"Cobblefright\",\"source\":\"HWCS\",\"entries\":[\"Cobblefrights are undead monstrosities created through dark necromancy. Rumored to have been orig-inally devised by the mad necromancer Lathrus of the Night's Call, cobblefrights are made by linking several birdfolk skeletons together to form one frightening creature with enhanced physical properties. Among those who have studied Lathrus' research, only the most reckless have tried to create a cobblefright of their own, often to disastrous effect.\",{\"type\":\"entries\",\"name\":\"Horror of Horrors\",\"entries\":[\"Cobblefrights are generally pieced together from the skeletons of five or six birdfolk. The combination of multiple bodies allows not only for a larger and more robust design, but also vastly increases the quantity of necromantic energies cobblefrights contain. This increased capacity for power provides cobblefrights with tremendous strength, as much as a dozen birdfolk combined. It also grants cobblefright bones greater durability. Their remarkable power and resilience is somewhat of a double-edged sword, as cobblefrights also require a large amount of necromantic energy to be sustained. The surviving records of cobblefright creators note that, quite unexpectedly, the creatures developed the ability to drain the life force of other living beings, replenishing their own energy in the process. This makes cobblefrights useful as independent sentries, so long as they have a steady supply of living beings to fuel them.\"]},{\"type\":\"entries\",\"name\":\"Chaotic Psyche\",\"entries\":[\"The discordant parts that comprise cobblefrights exert tremendous strain on the bodies of these creatures. The source of this strain is rooted in the same magic that allows birdfolk skeletons to recall skills they once knew in life: the bones remember. Remnants of the soul such as memories, desires, fears, skills, and certain forms of knowledge are imprinted on the bones of the departed. When activated by necromantic energy, these conflicting impressions swirl chaotically within cobblefrights. Since cobblefrights are composed of multiple bodies, often originating from differing times, places, and walks of life, the impressions contained within the creatures are particularly volatile and chaotic. This constant internal conflict requires large and regular supplies of energy to keep cobblefrights stable, but it also grants them a surprising degree of resistance against those who would seek to wrest control of the creatures away from their creator. However, necromancers must be careful to maintain control over these dangerous creatures. Damaged cobblefrights will readily harvest their maker as an immediate source of life energy.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Cobblefright.webp\"}}]},{\"name\":\"Corvax Revayne\",\"source\":\"HWCS\",\"entries\":[\"This slender dusk corvum's plumage resembles that of a black-billed magpie. A professor of divination at the Avium, his brilliant mind is often held back by paranoia, an unfortunate side-effect of the diviner's line of work. This has led faculty to view his predictions cautiously, and has earned him a reputation as a bit of an oddbird around campus. He is smart and capable, however, and can be a useful ally to the party in the last two parts of the adventure. Corvax shouldn't ever be in combat.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Corvum-Diviner.webp\"}}]},{\"name\":\"Corvum Assassin\",\"source\":\"HWCS\",\"entries\":[\"Frequently members of criminal organizations, contract killers can be found in the Wood's largest and most politically complex perches. They serve powerful figures with a lack of scruples and an abundance of coin. Assassins are trained from a young age to become deadly masters of their craft, learning how to skulk the branchroads and keep hidden in the canopy to time the perfect ambush. Corvums, with their natural intelligence and cunning, make the best assassins.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Corvum-Assassin.webp\"}}]},{\"name\":\"Corvum Diviner\",\"source\":\"HWCS\",\"entries\":[\"Diviners specialize in esoteric spells and rituals, which can be used to see the threads of fate that move the world. Even when such predictions fail, they usually reveal useful information in the process. Corvums prize knowledge in all its forms, often dealing in secrets the way others deal in goods, and so many are drawn to practice the diviner's art.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Corvum-Diviner.webp\"}}]},{\"name\":\"Corvum Necromancer\",\"source\":\"HWCS\",\"entries\":[\"Every sentient being is susceptible to the lure of necromancy. The promise of seeing lost loved ones again, or raising an army of powerful minions, can sometimes be difficult to resist. The birdfolk of Humblewood are not immune to that lure. To help curb this curiosity, professors at The Avium teach necromantic theory only. But some intrepid students have been known to pursue the practical applications in secret. Sure of their intellect, corvums in particular are often willing to challenge traditions for the sake of knowledge. As a result, more than one corvum has wandered down the path of the dark arts.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Corvum-Necromancer.webp\"}}]},{\"name\":\"Eliza Pennygleam\",\"source\":\"HWCS\",\"entries\":[\"Eliza Pennygleam is an eluran, a group of cat-like people from the west. While not native to Humblewood, elurans are commonly seen along the roads as part of merchant caravans, and behind merchant stalls in the capital. Eliza is a savvy merchant, on her way to Alderheart to take over her late sister's shop. She is a natural bargainer, but she is also charitable to those who have faced hardships. Eliza uses the {@creature commoner} stat block. She is neutral good.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Eliza-Pennygleam.webp\"}}]},{\"name\":\"Emberbat\",\"source\":\"HWCS\",\"entries\":[\"Curious and gentle creatures, these tiny bats have ashen fur and noses which sport a small candle-sized flame.\",{\"type\":\"entries\",\"name\":\"Winged Fire\",\"entries\":[\"Emberbats only started appearing in Humblewood after the calamity that befell the Scorched Grove, and scholars nearly all agree that the emergence of the creatures had something to do with the elemental magics present in the Grove. The flames that give the bats their name are lit through an internal combustion process that issues fuel from their nostrils as they exhale. Emberbats appear able to start and stop this process at will. The bats obviously do not need the flames to see, but it is hypothesized that the small candle serves to attract moths or other insects into their waiting mouths, greatly facilitating hunting.\"]},{\"type\":\"entries\",\"name\":\"Colonies of Combustion\",\"entries\":[\"Emberbats are most often seen flying in clouds consisting of many different families acting in unison. The bats perform virtually every task as a cohesive unit, from flying to hunting to nesting. The real threat they pose lies in the remarkable coordination of their colonies.\",\"Alone, an emberbat is no more dangerous than a candle. But together they have the potential to burn like a pit of hot embers, and can easily set dry tinder ablaze. When a colony of emberbats attacks a target, it is usually for defensive purposes. The air temperature within the cloud rises dangerously fast, and it has to potential to cook the victim alive. When encountering a colony in the wild, it is best not to engage them. However, recently colonies of emberbats are acting aggressively towards travelers, harassing any who approach their expanding territories. Some swear they have seen emberbat supercolonies whose heat could be felt from yards away.\"]},{\"type\":\"entries\",\"name\":\"Fine Familiars\",\"entries\":[\"Throughout Humblewood's history, the docile nature of the emberbats have made them ideal familiars or animal companions, especially to masters who journey into dark places.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Emberbat.webp\"}}]},{\"name\":\"Figory Figgins\",\"source\":\"HWCS\",\"entries\":[\"A slender, blond-furred jerbeen with an affable nature and an unfortunate reputation. Figory has been studying for two years at the Avium, but anxiety about the professors expectations and the complicated schedule needed for featherless students to navigate campus have held him back a full year compared to other students. He has been bullied by his classmates at the Avium, and his recent encounter with the cobblefright has left him deeply unnerved. He desperately wants someone to believe his story and take action against the creature lurking around campus. Figory uses the {@creature commoner} stat block, adjusted with the racial traits of a jerbeen. He is neutral.\"]},{\"name\":\"Forest Prowler\",\"source\":\"HWCS\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"\\\"Did you see that? Was it just the wind in the leaves, or has a prowler come calling...\\\"\"]},\"Forest prowlers feature prominently throughout folktales in Humblewood, notably as monsters in frightful stories. These cat-like beasts have the unique ability to grow leaves and moss on their spotted fur, allowing them to camouflage perfectly within the forest canopy.\",{\"type\":\"entries\",\"name\":\"Fable and Folklore\",\"entries\":[\"One of the reasons forest prowlers have attained such mythic status is due to their elusive nature. They are adept at moving unseen through the canopy where they hunt, and their skills as ambush predators means that few who see them live to tell the tale. In some communities the killing of a forest prowler is considered a rite of passage among beast hunters. The large fangs seen adorning the necks of Humblewood's greatest hunters and warriors, and cloaks made from prowler fur, are trophies that showcase one's prowess and skill.\"]},{\"type\":\"entries\",\"name\":\"Fierce Hunter\",\"entries\":[\"Forest prowlers are apex predators. They can claim virtually any prey they desire, but usually target deer, elk, and other large herbivores. Prowlers use their powerful bodies and gripping claws to drag their kill up into their tree nests, where it can be consumed at their leisure. These felines are known to travel long and winding paths through the forest, residing in temporary shelters throughout the seasons. Although nomadic, the prowlers are quite territorial of whatever area they currently inhabit. Relatively passive in the winter, they are most active in the spring and summer during peak hunting and breeding seasons.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Forest-Prowler.webp\"}}]},{\"name\":\"Fray Merridan\",\"source\":\"HWCS\",\"entries\":[\"Fray is a dashing red-furred vulpin with sharp eyes and a quick wit. A highly skilled swordswoman, she was left without a home when forest fires spreading from the Scorched Grove burned her village. She saw joining the bandits as an opportunity to use her skills to provide for herself and those she cares for. She is astute and talented, but also competitive and unwilling to forget even the smallest slight against her. Fray uses the {@creature vulpin captain|HWCS} stat block.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Vulpin-Captain.webp\"}}]},{\"name\":\"Gabe Windsworth\",\"source\":\"HWCS\",\"entries\":[\"Gabe is a middle-aged sable luma with a large plume of iridescent feathers that surround his nape like a cowl. The Dean of the Avium, Gabe always appears as though he is deep in thought. Though his amiability and kooky behavior cause people to underestimate him, beneath the quirky exterior lies a keen mind that carefully evaluates all possibilities before taking action. He is a good-natured scholar who is just as concerned with the wellbeing of his staff and students as he is with the quality of research and education within the Avium. Dean Windsworth uses the {@creature luma wizard|HWCS} stat block. His alignment is neutral good.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Luma-Wizard.webp\"}}]},{\"name\":\"Gallus Druid\",\"source\":\"HWCS\",\"entries\":[\"The gallus of Humblewood have an especially deep connection with nature. Hanera teaches them to see the world from the forest floor, instead of the canopy. This is a message many gallus have taken to heart. Out of this reverence for nature, some gallus dedicate themselves to the study and preservation of the Wood, becoming wardens of the forest, or acting as guides. A select few with a unique connection to flora and fauna develop incredible powers and abilities. These druids can sprout trees and mend injured animals with a touch. They are revered among birdfolk and humblefolk alike as spiritual leaders and wise advisors.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Gallus-Druid.webp\"}}]},{\"name\":\"Gallus Monk\",\"source\":\"HWCS\",\"entries\":[\"Gallus who are not content to settle into everyday life in small communities venture out to secluded monasteries and learn the way of the monk. There, a disciplined routine of physical rigours and spiritual contemplation is overseen by wizened masters. After years of training, initiates are deemed ready to journey the land and put their learning to the test. The majority return to the monastery after having had a revelation during their travels. Other continue to wander, sometimes with a few trusted companions, forever finding new meaning.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Gallus-Monk.webp\"}}]},{\"name\":\"Gallus Necromancer\",\"source\":\"HWCS\",\"entries\":[\"Gallus aren't typically drawn down the path of necromancy, but a few mavericks with arcane talent and the inclination to study the darker side of magic have found success in The Avium. More commonly, such necromancers study the art theoretically, learning how it disrupts the balance of life and death so that their students can be taught how to effectively counter such vile spells.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Gallus-Necromancer.webp\"}}]},{\"name\":\"Glinda Nightseed\",\"source\":\"HWCS\",\"entries\":[\"This huden gallus' plumage resembles a ptarmigan, and she usually wears a pince-nez on her beak. A professor of advanced theoretical necromancy, Glinda is known for having strange opinions about her field of study. Unlike most birdfolk, she sees necromancy as a manipulation of life energies on par with druidic magic. She is a kind soul, and only practices the lighter forms of necromancy. However, she has been performing secret experiments on the servitor skeletons in the Avium, hoping to develop a cutting-edge resurrection spell. This violates campus policies, which ban practical necromancy, and could cause her to lose her job. Glinda uses the gallus necromancer stat block. Her alignment is chaotic good.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Gallus-Necromancer.webp\"}}]},{\"name\":\"Gregor Thornspur, Magistrate of Alderheart\",\"source\":\"HWCS\",\"entries\":[\"Gregor is a dull-looking sable luma with a single errant feather that sticks out oddly from his brow. Gregor is the Magistrate of Alderheart, and though he appears to be a tired bureaucrat, his demeanour hides a shrewd businessman eager to turn any situation to his advantage. He is not above taking bribes in exchange for expediting requests to see the Birdfolk Council. Gregor uses the {@creature noble} stat block, adjusted with the racial traits of sable luma. He is chaotic neutral.\"]},{\"name\":\"Havel of the Autumn Moon\",\"source\":\"HWCS\",\"entries\":[\"Havel is a frail but courageous huden gallus, with pheasant-like plumage. He is a dear friend of Tevor, and the two have fallen for each other during their time together in Alderheart. Havel is a Summerblossom, a rank given to experienced members of the Tenders. He has been working at the Tenders' headquarters in the Trunk district, where he provides aid to the refugees. He is also skilled in the use of natural magic, and while normally too sickly to adventure, could still assist the party with his talents.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Havel.webp\"}}]},{\"name\":\"Hedge Bard\",\"source\":\"HWCS\",\"entries\":[\"Recognized for being excellent diplomats and mediators, hedges are less well known for their love of music. Those who turn their natural charm towards the talent of entertaining can find great success. Some of the most gifted performers are blessed with magical talents. While most hedges use these powers for good, others choose a more sinister path, using their bardic talents to cheat, dupe, or steal from common folk.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Hedge-Bard.webp\"}}]},{\"name\":\"Hedge Witch\",\"source\":\"HWCS\",\"entries\":[\"Many who apply to study at the Avium are turned away by the prestigious institution. Spurred by their desire for knowledge, rejected candidates sometimes start on a path to become self-taught masters of arcana. Notably in tune with the magic of the forest, hedges pursuing an individualistic path often leverage their connection to these natural forces to make pacts with powerful fey or elemental beings, learning secrets inaccessible to traditional students.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Hedge-Witch.webp\"}}]},{\"name\":\"Jell Platena\",\"source\":\"HWCS\",\"entries\":[\"Jell is a bespectacled sera luma with bright red plumage resembling a cardinal. Jell has studied at the Avium for three years now, and is well on her way to becoming a graduate. She is bright and studious, and serious about everything she does in life. Jell uses the commoner stat block, adjusted with the racial traits of a sera luma. She is neutral good.\"]},{\"name\":\"Jerbeen Swashbuckler\",\"source\":\"HWCS\",\"entries\":[\"A common figure in many jerbeen folktales, a swashbuckler is a champion who fights with finesse and daring. Natural leaders, swashbucklers keep their wits about them during a duel, pressing small advantages to win the day. Jerbeen swashbucklers often train in the tradition of their Amaranthine, Gaspard. Each year swashbucklers participate in fencing matches held in Gaspard's honor. Not all swashbucklers follow this path, with some using their talents for brigandry.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Jerbeen-Swashbuckler.webp\"}}]},{\"name\":\"Jerbeen Thief\",\"source\":\"HWCS\",\"entries\":[\"While criminals can often be found picking pockets in large perch cities, only the most successful end up recruited by the Bandit Coalition. Small of stature, jerbeens can easily move about unnoticed; their swiftness is responsible for the expression \\\"quick as a jerbeen.\\\" This, coupled with their natural charm, makes jerbeens perfectly suited for the thieving arts.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Jerbeen-Thief.webp\"}}]},{\"name\":\"Kenna Brightspark\",\"source\":\"HWCS\",\"entries\":[\"An energetic and curious young dusk corvum scholar who is currently working on a dissertation in Winnowing Reach. Kenna's research focuses on the properties of various slimes around the region. She is a student of the Avium, and hopes her findings will earn her a grant to fund yet more study of these fascinating creatures. Kenna is a native of Winnowing Reach, and knows the village well. She is a little precocious and takes risks for her work. Kenna uses the {@creature commoner} stat block, adjusted with the racial traits of a dusk corvum. She is chaotic good.\"]},{\"name\":\"Krall, the Scavenger King\",\"source\":\"HWCS\",\"entries\":[\"Krall is an imposing mapach, standing nearly 6 feet tall with a solid build and matted fur that is missing in patches. He was close friends with Benna, although he didn't share her altruism and instead believed that those who couldn't carry their weight should be left behind. He expects complete loyalty from his followers, and favors hit-and-run tactics. He and his troops exact tolls on poorly-defended caravans for passage along the roads, which many pay to avoid his wrath. Krall uses the {@creature mapach brute|HWCS} stat block.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Mapach-Brute.webp\"}}]},{\"name\":\"Lesser Demon\",\"source\":\"HWCS\",\"entries\":[\"For those still new to the art of summoning, a fumbled attempt to conjure forth an entity of great power often results in the appearance of a lesser demon in its place. These beings are lowly, vexing creatures, eager to sow discord wherever they have been called.\",{\"type\":\"entries\",\"name\":\"Vile and Malicious\",\"entries\":[\"While there are all manner of devils and demons that seek to terrorize the good folk of the world, others are more off-putting and disgusting—an embarrassing blunder for the fledgling witch or wizard whose invocation went awry. Although not particularly powerful, lesser demons can still pose a serious threat to inexperienced conjurors and unsuspecting civilians.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Lesser-Demon.webp\"}}]},{\"name\":\"Luma Cleric of Ardea\",\"source\":\"HWCS\",\"entries\":[\"Clerics of Ardea travel the Wood on holy pilgrimages to sacred groves resplendent with life fostered by the Dawnmother. They spread Ardea's message of kindness wherever they go, taking it upon themselves to protect all life, great and small. Clerics serve the communities they pass through as healers, mediators, and occasionally as valiant defenders. Lumas who heed the call of the Amaranthine find their natural charisma and mystic talents to be of great help as they walk the cleric's path.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Luma-Cleric-of-Ardea.webp\"}}]},{\"name\":\"Luma Wizard\",\"source\":\"HWCS\",\"entries\":[\"It is widely believed among the birdfolk that only those with focused minds can master the subtle art of magic. For unknown reasons, perhaps their inherent connection to fate or particular manner of engaging with the world, lumas are able to tap into the mystical and magical forces with ease.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Luma-Wizard.webp\"}}]},{\"name\":\"Mapach Bandit\",\"source\":\"HWCS\",\"entries\":[\"Mapachs are particularly distrusted among birdfolk because of their eccentricities and willingness to break with commonly held customs. Often judged on sight to be crooked, some mapachs find it hard to integrate into birdfolk society and turn to crime to survive. Local bandit forces are happy to exploit this, offering the displaced mapachs shelter and a share of the spoils in exchange for their service.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Mapach-Bandit.webp\"}}]},{\"name\":\"Mapach Brute\",\"source\":\"HWCS\",\"entries\":[\"Although many in the bandit coalition follow noble ideals, there have always been a handful of unreliable members, only concerned with their own advancement. These ruthless brutes are scoundrels through and through, willing to seize power within the coalition by any means necessary. Mapachs don't have more knaves among them as a matter of course, but the infamy of a few such villains has further sullied their reputation in the eyes of perch-dwellers.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Mapach-Brute.webp\"}}]},{\"name\":\"Mapach Tinkerer\",\"source\":\"HWCS\",\"entries\":[\"Unlike those who are content to stay within the boundaries of their established craft, tinkerers have a passion for innovation that is unfettered by tradition. Mapach craftspeople who constantly look for ways to improve upon past creations find themselves branded as eccentrics. Their methods are unconventional, but eminently practical. Designs are often carefully considered, and some of their innovations eventually find widespread use around the Wood.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Mapach-Tinkerer.webp\"}}]},{\"name\":\"Mordane Swiftgale\",\"source\":\"HWCS\",\"entries\":[\"Mordane is a prim-and-proper elderly swift strig, who keeps his gray and white feathers preened, and his librarian robes freshly pressed. He is wise but old fashioned, and prefers to read in solitude when off shift, rather than fraternize with his peers. Despite his social shortcomings, he's an experienced librarian, and has incredible knowledge of even the oldest parts of the lower library. Mordane uses the {@creature commoner} stat block, adjusted with the racial traits of a swift strig. He is neutral.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Mordane-Swiftgale.webp\"}}]},{\"name\":\"Mountain Lion\",\"source\":\"HWCS\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"\\\"The results of their roar can have quite an impact on adventurers.\\\"\"]},\"The mountain lions of Humblewood's Crest Mountains are more than the mere beasts travelers may mistake them for. Covered in rocky protrusions that serve to protect as well as camouflage them, mountain lions possess special powers as a result of their ties to the elemental earth of their territory.\",{\"type\":\"entries\",\"name\":\"Mountain Stalker\",\"entries\":[\"Mountain lions live and hunt in their craggy mountain homes. They are natural climbers and prefer to ambush unsuspecting prey rather than engage in prolonged chases across the treacherous cliffs. A pride of mountain lions is led and protected by a large female. Males compete for the right to mate, and work together as a hunting party. While not as adept at pack hunting as wolves, a few mountain lions working in tandem can take down dangerous creatures of unusual size, including basilisks and griffons.\"]},{\"type\":\"entries\",\"name\":\"Roar of the Earth\",\"entries\":[\"Owing to the magic of the elemental earth, mountain lions can gain limited control over nearby rocks with their roar. Using this ability, they can cause rockslides to hinder their prey's escape or inflict critical damage. The ability takes a great deal of energy, so many mountain lions use it sparingly, knowing it will be some time before they can call upon it again. \"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Mountain-Lion.webp\"}}]},{\"name\":\"Oakheart\",\"source\":\"HWCS\",\"entries\":[\"Oakheart is a huge tree-shaped creature with charred bark that smolders in places, and many small flames which burn on his branches, giving the impression of leaves. Once a treant, he bathed in the primal energies of the Scorched Grove, transforming into an entity so thoroughly possessed of the element of flame that he's capable of serving as {@item Borealus|HWCS|The Borealus'} keeper. He is the artifact's guardian, and will not relinquish the staff until he has been convinced that whoever has disturbed him can control the staff's considerable power, and that they mean to maintain the natural balance he sacrificed himself to protect.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Cinder-Tree.webp\"}}]},{\"name\":\"Odwald Ebonhart\",\"source\":\"HWCS\",\"entries\":[\"Odwald is a haggard old kindled corvum, resembling a thick billed raven with coarse, hoary feathers, ruffled from years of adventuring. Odwald has a sharp mind but a faint heart. A member of the illustrious Ebonhart family, a noble house that dates back to the founding of Alderheart, Odwald was an arcane prodigy who grew up in a world which expected him to be brilliant. While magic always came naturally to him, the pressure of his family's expectations weighed heavily upon him, and filled him with a deep-seated fear of failure. Months ago, he was tricked by an unknown entity into weakening the seal that held the aspect of fire beneath the Scorched Grove. Ever since he has blamed himself for the worsening conditions in the Wood. He has no solution for stopping the aspect, and this terrifies him. Shortly after saving his friend Riffin, desperation drove him back to his alma mater, the Avium, where he has since worked with forbidden magics in secrecy. Using a secret door he discovered during his time as a student, Odwald converted several inaccessible and defunct classrooms into a makeshift laboratory where he toils tirelessly, experimenting with dark and dangerous magics in the hopes of discovering a way to stop the aspect. Odwald uses the {@creature corvum necromancer|HWCS} stat block. His alignment is chaotic neutral.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Corvum-Necromancer.webp\"}}]},{\"name\":\"Raptor Explorer\",\"source\":\"HWCS\",\"entries\":[\"Whether drawn by tales of treasure or the allure of faraway lands, some residents of Humblewood journey to seek out distant ruins or remote vistas to satisfy their wanderlust. Explorers are common among raptors, many of whom do so out of veneration for the Amaranthine Reya, the guide and protector of travelers. Numerous explorers embark on such adventures for the sake of self-discovery and personal growth. Those who have made a life out of exploring often find their service as guides in high demand.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Raptor-Explorer.webp\"}}]},{\"name\":\"Raptor Ranger\",\"source\":\"HWCS\",\"entries\":[\"The ranger is an iconic figure in raptor stories and myths, and has inspired many to follow in their legendary footsteps. Outfitted for rough living in the wilds, these rangers are consummate archers and exceptional hunters. With supernatural eyesight and quick reflexes, raptors are ideally suited to the life of a hunter. Many who chose this path find themselves the inspiration for new tales.\",\"The raptor ranger listed is outfitted with a {@item red-feather bow|HWCS} (see {@book Appendix D: New Magic Items|HWCS|8}).\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Raptor-Ranger.webp\"}}]},{\"name\":\"Rhys Birchwalker\",\"source\":\"HWCS\",\"entries\":[\"An associate professor of conjuration at the Avium, this middle-aged mistral raptor has little in the way of mystic talent, but she makes up for it with an enthusiasm for learning and a wealth of knowledge on her chosen subject. She is well-versed in conjuratory theory, and can provide characters with any of the information they would otherwise find in {@b Conjuration Magic} (see {@adventure Into the Library|HWAitW|4|Into the Library}) if she is asked about the subject directly. Professor Birchwalker can also help a character perform the calculations to find the location of the conjuration circle within the Grove. Rhys uses the {@creature commoner} stat block, adjusted with the racial traits of a mistral raptor. She is neutral good.\"]},{\"name\":\"Riffin, the Ash-Knight\",\"source\":\"HWCS\",\"entries\":[\"Riffin is a small stout strig, standing a few inches over three feet, whose plumage and proportions resemble a little owl. A traveling knight of the realm, Riffin lived in Ashbarrow before its destruction, and was carried to Alderheart by his friend Odwald, who saved him from the fire. Being one of the only knights to hail from Ashbarrow, folk began calling him the \\\"Ash-Knight,\\\" a title which he now uses to keep the memory of his home alive. Riffin is a simple strig with a charming way of viewing the world. He is also a steadfast warrior who strongly believes in doing what is right, helping those in need, and honoring his debts. Riffin uses the {@creature strig knight|HWCS} stat block. His alignment is lawful good.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Strig-Knight.webp\"}}]},{\"name\":\"Shifting Slime\",\"source\":\"HWCS\",\"entries\":[\"Deep in the murky marshes of the Mokk Fields, where water lays stagnant and the stench of decay permeates all, the worlds of life and death intertwine. Within this ominous mire lurk some of the most unusual natural predators in Humblewood. Collectively known as \\\"slimes\\\", these oozes move slowly through the muck, well-camouflaged by the dark and pungent waters, waiting to devour any hapless being that wanders within reach.\",\"Slimes are easily provoked, and while it isn't difficult to outrun one, some who have strayed into a slime's territory only find out too late that they have been detected. Fortunately for many swampland travelers, slimes have a slow metabolism, and can go without feeding for long periods.\",\"In addition to being an important part of the ecosystem, many slimes are either naturally magical, or yield organic materials which are in high demand among mages, scholars, and researchers. While slime hunting is a dangerous undertaking, the perch of Winnowing Reach was built on the labor of so-called \\\"slime-wranglers\\\", whose skill collecting valuable residue from live slimes is directly responsible for transforming the once minor outpost into a thriving site for scholarly innovation.\",\"Three main types of slimes have been classified, but as magical creatures with strange properties, it's speculated that more elusive slime species might exist somewhere in the remote swamps. The three documented types are: {@creature caustic slime|HWCS|caustic slimes}, {@creature shifting slime|HWCS|shifting slimes}, and {@creature sticky slime|HWCS|sticky slimes}.\",{\"type\":\"section\",\"name\":\"Shifting Slime\",\"entries\":[\"A type of large and fluid ooze, shifting slimes have an iridescent hue to them which seems to shift as they move. According to slime-wranglers, they can use magical energy to create an eerie bioluminescence. Shifting slime residue is a highly sought after potent reagent, but it is hard to come by. Despite their size, these slimes are elusive and generally spend their time below ground where visibility is low. They can be quite difficult to locate when they conceal themselves in the subterranean darkness, though these strange creatures are known to leave trails of bioluminescent residue to lure in prey.\",{\"type\":\"entries\",\"name\":\"Adaptive Defenses\",\"entries\":[\"This type of slime can harness magical energy within its form. Shifting slimes absorb and store magic passively over time, but are also capable of absorbing magical jolts from spells. It is unclear exactly how much energy they can store, or for how long.\",\"Shifting slimes can develop a temporary immunity to various types of magic after exposure. This immunity in turn makes it exceptionally difficult to destroy the slimes with a single type of magical energy. Luckily for slime-wranglers, shifting slimes are only capable of containing one energy type at a time.\"]},{\"type\":\"entries\",\"name\":\"Manifestation of Stored Power\",\"entries\":[\"After absorbing magical energy, these slimes will change color based on the type of power absorbed. Because of the rarity of shifting slimes, only a handful of people have witnessed these changes. But, over generations, skilled slime-wranglers have managed to record which color a shifting slime will turn in response to different types of magic.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Shifting-Slime.webp\"}}]},{\"name\":\"Shyla Denn\",\"source\":\"HWCS\",\"entries\":[\"A scarred, gray-and-russet-furred vulpin cleric of Kren, Shyla serves as Krall's lieutenant. Krall saved her life when she was a child, orphaned in the Wood, and she has been grateful to him ever since. Her loyalty to Krall is absolute, and she believes that Krall will only cut loose those who can't pull their weight. Shyla uses the {@creature vulpin priest of kren|HWCS} stat block.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Vulpin-Priest-of-Kren.webp\"}}]},{\"name\":\"Sticky Slime\",\"source\":\"HWCS\",\"entries\":[\"Deep in the murky marshes of the Mokk Fields, where water lays stagnant and the stench of decay permeates all, the worlds of life and death intertwine. Within this ominous mire lurk some of the most unusual natural predators in Humblewood. Collectively known as \\\"slimes\\\", these oozes move slowly through the muck, well-camouflaged by the dark and pungent waters, waiting to devour any hapless being that wanders within reach.\",\"Slimes are easily provoked, and while it isn't difficult to outrun one, some who have strayed into a slime's territory only find out too late that they have been detected. Fortunately for many swampland travelers, slimes have a slow metabolism, and can go without feeding for long periods.\",\"In addition to being an important part of the ecosystem, many slimes are either naturally magical, or yield organic materials which are in high demand among mages, scholars, and researchers. While slime hunting is a dangerous undertaking, the perch of Winnowing Reach was built on the labor of so-called \\\"slime-wranglers\\\", whose skill collecting valuable residue from live slimes is directly responsible for transforming the once minor outpost into a thriving site for scholarly innovation.\",\"Three main types of slimes have been classified, but as magical creatures with strange properties, it's speculated that more elusive slime species might exist somewhere in the remote swamps. The three documented types are: {@creature caustic slime|HWCS|caustic slimes}, {@creature shifting slime|HWCS|shifting slimes}, and {@creature sticky slime|HWCS|sticky slimes}.\",{\"type\":\"section\",\"name\":\"Sticky Slime\",\"entries\":[\"A semi-solid type of ooze, sticky slimes are far more robust than their cousins. Experienced slime wranglers know never to attack them directly with weapons. The rubbery bodies of sticky slimes can suck a blade out of a wielder's hands, leaving the attacker unarmed.\",{\"type\":\"entries\",\"name\":\"True to Form\",\"entries\":[\"Sticky slimes are wholly described by their name. They leave a trail of extremely thick adhesive residue in their wake. While the residue itself is harmless, it can trap adventurers where they stand, and sticky slimes tend to live in proximity of far more threatening monsters.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Sticky-Slime.webp\"}}]},{\"name\":\"Strig Knight\",\"source\":\"HWCS\",\"entries\":[\"The Perch Guard produces many skilled soldiers, but only those who possess a great degree of talent are trained to become knights. The knights of Alderheart's Perch Guard are taught how to protect others by creating opportunities for allies to regroup or retreat as necessary. Experts in sword-and-shield fighting, the knight's heavily-armoured fighting style allows them to hold the line against even the fiercest of enemies. The strig knight listed is equipped with a {@item wing crest shield|HWCS} (see {@book Appendix D: New Magic Items|HWCS|8}).\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Strig-Knight.webp\"}}]},{\"name\":\"Strig Tracker\",\"source\":\"HWCS\",\"entries\":[\"Capable of moving swiftly through the wilderness, trackers help find those who have lost their way in the forest. Accomplished survivalists, they are familiar with hidden pathways throughout the Wood. Often found alongside woodland beasts, many have formed bonds with these creatures, and find their aid useful in locating lost travelers. For Strigs, known for being at ease even in the harshest environments, becoming a tracker can prove a satisfying challenge. Some use their skills to double as bounty hunters, which can provide for an even more thrilling chase.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Strig-Tracker.webp\"}}]},{\"name\":\"Susan of the Swamp\",\"source\":\"HWCS\",\"entries\":[\"Susan is an eccentric hedge whose magical aptitude has always been outclassed by her hunger for knowledge. She studied at the Avium for a short time, but left of her own accord to experiment with magics the Avium found unsavory. Susan recently settled in the swamp in the hopes of pursuing her arcane curiosities in peace. She shares her modest home with her beetle familiar, Normal, and spends her time foraging for ingredients, testing spells, and reading mystery novels in addition to tomes of eldritch lore. Though she performs her rituals a safe distance away from the cities and towns, her presence in the region has made the Magistrate of Winnowing Reach uneasy, and he wants her gone. Susan uses the {@creature hedge witch|HWCS} stat block. Her alignment is chaotic good.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Hedge-Witch.webp\"}}]},{\"name\":\"Swarm of Emberbats\",\"source\":\"HWCS\",\"entries\":[\"Curious and gentle creatures, these tiny bats have ashen fur and noses which sport a small candle-sized flame.\",{\"type\":\"entries\",\"name\":\"Winged Fire\",\"entries\":[\"Emberbats only started appearing in Humblewood after the calamity that befell the Scorched Grove, and scholars nearly all agree that the emergence of the creatures had something to do with the elemental magics present in the Grove. The flames that give the bats their name are lit through an internal combustion process that issues fuel from their nostrils as they exhale. Emberbats appear able to start and stop this process at will. The bats obviously do not need the flames to see, but it is hypothesized that the small candle serves to attract moths or other insects into their waiting mouths, greatly facilitating hunting.\"]},{\"type\":\"entries\",\"name\":\"Colonies of Combustion\",\"entries\":[\"Emberbats are most often seen flying in clouds consisting of many different families acting in unison. The bats perform virtually every task as a cohesive unit, from flying to hunting to nesting. The real threat they pose lies in the remarkable coordination of their colonies.\",\"Alone, an emberbat is no more dangerous than a candle. But together they have the potential to burn like a pit of hot embers, and can easily set dry tinder ablaze. When a colony of emberbats attacks a target, it is usually for defensive purposes. The air temperature within the cloud rises dangerously fast, and it has to potential to cook the victim alive. When encountering a colony in the wild, it is best not to engage them. However, recently colonies of emberbats are acting aggressively towards travelers, harassing any who approach their expanding territories. Some swear they have seen emberbat supercolonies whose heat could be felt from yards away.\"]},{\"type\":\"entries\",\"name\":\"Fine Familiars\",\"entries\":[\"Throughout Humblewood's history, the docile nature of the emberbats have made them ideal familiars or animal companions, especially to masters who journey into dark places.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Emberbat.webp\"}}]},{\"name\":\"Tevor of the Spring Path\",\"source\":\"HWCS\",\"entries\":[\"Tevor is a timid sable luma, with ruddy gray feathers and a short beak. He is a good friend of Havel, and has begun to feel affection for the gallus since their time working together. Tevor is a Sapling, a low ranking member of the Tenders, who barely escaped from an ashsnake attack that killed his mentor. While he has agreed to give his report of events in the Scorched Grove, he is not prepared to do much beyond this. He possesses conviction in the beliefs of his order, but the traumatic event has left him feeling frightened and helpless. If only he could find the courage to match his ideals, he would be destined for greatness. Tevor is generally averse to combat now, but before joining the Tenders he trained as a perch guard recruit.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Tevor.webp\"}}]},{\"name\":\"Vulpin Captain\",\"source\":\"HWCS\",\"entries\":[\"Captains are respected among the bandit forces, leading units on raids and ambushes, and sometimes running the operations of an entire camp. While captains are among the more skilled warriors in the coalition, involvement with day-to-day operations grants them a certain rapport with even the low-ranking bandits. This leadership, coupled with their prowess, allows them to rally or kowtow those foolish enough to consider desertion. Vulpins, with their natural ambition, cunning, and force of personality, can readily be found climbing to the rank of captain.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Vulpin-Captain.webp\"}}]},{\"name\":\"Vulpin Noble\",\"source\":\"HWCS\",\"entries\":[\"Although founded by birdfolk, Alderheart is home to several noble families of influential humblefolk. Among them are vulpins, who find both their charms and wiles perfectly suited to the political intrigue of Alderheart's high society. Some vulpin nobles can trace their lineage back to ancient royalty.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Vulpin-Noble.webp\"}}]},{\"name\":\"Vulpin Priest of Kren\",\"source\":\"HWCS\",\"entries\":[\"Priests of the Amaranthine Kren tend shrines in her honor, and share stories of her guile and cunning with visitors. These tales emphasize humility, wariness, and teach listeners to keep their wits about them at all times. In rare cases, these priests are given divine gifts by their Amaranthine. Conferred a portion of Kren's supernatural slyness, they often seek to humble those who have grown too proud.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Vulpin-Priest-of-Kren.webp\"}}]},{\"name\":\"Wakewyrm\",\"source\":\"HWCS\",\"entries\":[\"Wakewyrms are massive reptiles that have aspects of both snakes and eels. On rare occasions they've been spotted close to the shores of the Talongrip Coast, though many are quick to dismiss these accounts. Their name originates from the powerful tidal waves their bodies cause, which pose a considerable threat to nearby vessels.\",{\"type\":\"entries\",\"name\":\"Ocean Tales\",\"entries\":[\"Despite their size, wakewyrms are elusive, able to hide within the vast expanse of the ocean. The rarity of this creature has bred many rumors about the exact nature of wakewyrms. All sailors know at least a few stories about bizarre creatures of the sea, including fantastical accounts of wakewyrms that lurk in the ocean's gloomy depths, able to sink an entire fleet of ships. Such tales are more often fabrications than not, as few have actually encountered these creatures.\"]},{\"type\":\"entries\",\"name\":\"Devourer from the Deeps\",\"entries\":[\"Wakewyrms are more than a 100 feet long and weigh over 1000 tons. Their lashing tails, snapping jaws, and huge bodies can deal significant damage to a ship's hull, though they prefer to swallow sailors whole, swiftly pulling them into the fathoms below with hardly more than a splash. Filling their gullet with as many creatures as possible, wakewyrms let their strong stomachs take care of their meals. While a fine tactic for devouring fish or other large marine creatures, wakewyrms that swallow adventurers whole sometimes find the snack too much to handle.\",\"Though wakewyrms rarely encounter sailing vessels as they cross the ocean looking for food, the results are often violent. Afterwards, all that remains is nothing but a derelict phantom ship, found wrecked against the rocks of distant shores.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/HWCS/Wakewyrm.webp\"}}]},{\"name\":\"Walden Krane, Magistrate of Winnowing Reach\",\"source\":\"HWCS\",\"entries\":[\"A fastidious, easily agitated, middle-aged kindled corvum with drab black feathers. As the Magistrate of Winnowing Reach, he is a prominent political figure in the region. Walden isn't a particularly good or kind man, but he tries to be a reasonable and honorable one. He will not break his bargains, and likewise won't tolerate anything on the party's part which could be conceived as oath-breaking, dishonesty, or actions that might bring harm to the Reach. He cares deeply for his citizens, but that sometimes fails to come across as his political ambitions tend to get in the way. Walden has known Kenna Brightspark since she was but a fledgeling. Walden uses the {@creature noble} stat block, adjusted with the racial traits of a kindled corvum. He is lawful neutral.\"]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-idrotf.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"monsterFluff\"]},\"monsterFluff\":[{\"name\":\"Aruk Thundercaller Thuunlakalaga\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Goliaths inhabit the Spine of the World, where their mettle is tested against orcs, ogres, frost giants, remorhazes, ice trolls, young white dragons, the treacherous mountain terrain, and the cruel indifference of nature.\"]}]},{\"name\":\"Auril (First Form)\",\"source\":\"IDRotF\",\"_copy\":{\"name\":\"Auril the Frostmaiden\",\"source\":\"IDRotF\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"In her first form, Auril appears as a hunched, 7-foot-tall biped with the head of a snowy owl, black talons, cloven hooves, and grayish-white wolf fur covering her body from the neck down. Protruding from her feathery owl's head is a pair of curved goat horns. A cloak and cowl made of pristine white snow conceals much of her tripartite form, which her worshipers refer to as the Cold Crone. This cloak can transform into a pair of owl's wings when Auril sees fit.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Auril (First Form).webp\"}}}}}},{\"name\":\"Auril (Second Form)\",\"source\":\"IDRotF\",\"_copy\":{\"name\":\"Auril the Frostmaiden\",\"source\":\"IDRotF\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Auril's second form, known to her worshipers as Lady Icekiss or the Brittle Maiden, is that of a 10-foot-tall woman of fearsome aspect made entirely of ice and frost. Her eyes burn with a cold blue light, and a thin cloak of mist forms around her. Blades of ice grow out of her body at odd angles, breaking off before they get too long. When she moves, her body crackles.\",\"In this form, Auril creates weapons of ice with which to combat foes. These weapons are supernaturally resilient until Auril discards them, whereupon they break and melt like normal ice.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Auril (Second Form).webp\"}}}}}},{\"name\":\"Auril (Third Form)\",\"source\":\"IDRotF\",\"_copy\":{\"name\":\"Auril the Frostmaiden\",\"source\":\"IDRotF\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Auril's third form, called Winter's Womb or the Queen of Frozen Tears by her most ardent followers, is a 3-foot-diameter ice diamond containing the god's divine spark. The diamond has facets and a sharp point at the bottom. It hovers in the air, radiating intense cold all around it. When Auril speaks, her voice seems to emanate from the heart of the diamond.\",\"If Auril is killed in her third and final form, she is dead until the next winter solstice. While she is dead, her mortal worshipers lose their god-granted spells and abilities.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Auril (Third Form).webp\"}}}}}},{\"name\":\"Auril the Frostmaiden\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"section\",\"name\":\"Auril the Frostmaiden\",\"entries\":[\"Auril the Frostmaiden is a neutral evil lesser god of cold indifference who embodies winter's cruelty. (For information on what defines a lesser god, see the \\\"{@book Divine Rank|DMG|1|Divine Rank}\\\" sidebar in the {@book Dungeon Master's Guide|DMG}.) Auril's beloved ice grasps all things in her clutches, preserving them against the ravages of time. She hoards beauty in all forms, from art objects and flowers to skilled artisans and their wondrous works, freezing them in magical ice for her pleasure alone.\",\"Auril was aligned with the gods Talos, Umberlee, and Malar. Together they wrought terrible destruction, inspiring fear that compelled tribute to hold their power at bay. Umberlee, queen of the wrathful sea, grew to despise the enduring nature of the ice and snow Auril created. Umberlee seethed when Auril's frigid cold transformed her chaotic, unpredictable tides into rigid, motionless sheets of ice. Umberlee brought Talos and Malar into an alliance against Auril, who retreated to the coldest corner of Toril to escape their fury.\",\"After a world-shaking event known as the Sundering, most of the gods withdrew from Toril, leaving mortals to govern their own fates without the gods' meddling, but the Frostmaiden could not stay away for long. Auril returned to her icy realm in the far north and, after a time, plunged it into frigid darkness using her magic.\",\"Casting such great magic night after night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined to be cautious and avoid contact with other creatures that can harm her.\",\"Auril's worshipers know better than to disturb her self-imposed isolation. Terrible blizzards have cut off Icewind Dale from the rest of the world, and a shroud of mist conceals her island in the Sea of Moving Ice.\",{\"type\":\"entries\",\"name\":\"Roleplaying Auril\",\"entries\":[\"Portraying a deity, even a lesser god such as Auril the Frostmaiden, can be daunting. For roleplaying purposes, the following suggestions might prove helpful:\",{\"type\":\"list\",\"items\":[\"So long as she has mortal worshipers, Auril can't truly die (although the characters can rid the world of her for a time). Thus, she has no reason to capitulate to mortals' demands. As the embodiment of winter's cruelty, she is incapable of showing mercy or compassion. Play her as a supremely cold and unfeeling entity.\",\"Have Auril speak only when necessary. The less she talks, the less risk you have of unintentionally demystifying her in the eyes of your players. Let her actions, not her words, define her.\",\"Lesser gods in the D&D multiverse are extremely powerful and arrogant, but also fallible and blind to their own flaws. It's appropriate for Auril to act as though she's invincible while underestimating her mortal enemies, even in her current weakened state.\"]}]},{\"type\":\"entries\",\"name\":\"Lair Actions\",\"entries\":[\"Auril dwells on Solstice, a frozen island hidden among the titanic icebergs in the Sea of Moving Ice. Few creatures know of this island, let alone how to reach it. See {@adventure chapter 5|IDRotF|15} for information about the {@area regional effects|534|x} that encompass the island.\",\"While she's on the island, the Frostmaiden can take one of the following lair actions on initiative count 20 (losing initiative ties):\",{\"type\":\"list\",\"items\":[\"Auril instantly knows the locations and health of all other creatures on the island. She knows how much damage each of these creatures has taken, how many levels of {@condition exhaustion} they have, and what conditions are affecting them currently.\",\"Auril instantly teleports to any location on the island. If the space she chooses as her destination is already occupied, Auril appears in the closest unoccupied space to it instead.\",\"Auril telepathically communicates with any number of creatures at once, provided they're all on the island. This effect lasts until Auril stops concentrating on it (as if concentrating on a spell) or until she leaves the island or uses a different lair action.\"]}]},{\"type\":\"entries\",\"name\":\"Auril's Three Forms\",\"entries\":[\"In her current weakened state, Auril can assume three different forms. To destroy her, heroes must reduce each of her forms to 0 hit points one after another. After she's defeated in her third and final form, Auril dies. As long as she has mortal followers who worship her, however, Auril is reborn at full strength during the next winter solstice, with divine power far beyond what is reflected in the stat blocks presented here.\",\"After finishing a long rest, Auril regains any of her forms that were destroyed, provided at least one form survives. When she transitions from one form to another, she loses all the traits and actions of the old form and gains those of the new form.\",\"A stat block is given for each of Auril's three forms. These descriptions do not reflect Auril at full power, but rather Auril as she is encountered in this adventure.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Auril the Frostmaiden.webp\"}}]},{\"name\":\"Avarice\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Avarice is a cruel and vindictive tiefling trained in the arcane tradition of evocation. She likes using her magic to destroy things, and her hunger for magic items knows no bounds. Her supreme confidence means that she never backs down from a challenge, even when the odds are clearly stacked against her. Seeing other wizards as a threat, paranoia rules her life.\",\"Avarice has been a member of the Arcane Brotherhood for almost two years. She fantasizes about rising to fame and prominence in record time and hopes that plundering the lost Netherese city of Ythryn will turn her fantasies into reality.\",\"The tiefling has the secret support of the archdevil Levistus, having traded her soul years ago for her first taste of magical power. Levistus speaks to her in dreams and guides her path. Shortly after Avarice arrived in Ten-Towns, Levistus urged her to seek out the Black Sword. Avarice didn't know who or what the Black Sword was until she was approached by cultists of Levistus bearing swordlike shards of chardalyn worn as pendants around their necks. These self-styled Knights of the Black Sword offered her sanctuary in the keep of Caer-Dineval, where they are based. Although she doesn't trust the cultists, they treat her with more respect than anyone else does, and the keep is a safer location than most other places in Ten-Towns.\",{\"type\":\"entries\",\"name\":\"Companions\",\"entries\":[\"Avarice has a pair of loyal {@creature Gargoyle||gargoyles} named Gargle and Gurgle who serve her as bodyguards and scouts. Avarice uses her {@spell Rary's telepathic bond} spell to stay in telepathic contact with her gargoyles before sending them off on any mission. Avarice also has the support of the Knights of the Black Sword, if she needs to call on their talents.\"]},{\"type\":\"entries\",\"name\":\"Familiar\",\"entries\":[\"Avarice's familiar throughout the adventure is a squawking raven named Skelm. It uses the {@creature raven} stat block in the {@book Monster Manual|MM} but is a fiend instead of a beast.\"]},{\"type\":\"entries\",\"name\":\"Spellbook\",\"entries\":[\"Avarice's spellbook has white leather covers and vellum pages. The tiefling's personal sigil is burned into the front cover. The book contains the spells Avarice has prepared plus the following additional spells: {@spell burning hands}, {@spell cone of cold}, {@spell find familiar}, {@spell ice storm}, {@spell lightning bolt}, {@spell rope trick}, {@spell thunderwave}, {@spell tongues}, {@spell wall of fire}, and {@spell wall of force}.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Avarice.webp\"},\"title\":\"Avarice, her raven familiar, and her gargoyles\"}]},{\"name\":\"Awakened White Moose\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A white moose is attacking loggers in the forest near Lonelywood. The town's logging industry is essential to the growth and survival of Ten-Towns, and Speaker Nimsy Huddle has assured the other speakers that Lonelywood's \\\"moose problem\\\" will be dealt with in short order. Hunters have been dispatched to kill the moose, but it has eluded them so far. From what the hunters have seen, their prey is smarter than the average moose, and its white hide makes it hard to spot in the snow. What they don't know is that the moose is using a magic mirror as a scrying device to show it where its enemies are.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Awakened White Moose.webp\"}}]},{\"name\":\"Bjornhild Solvigsdottir\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"It's unusual for a woman to lead a Reghed tribe, but Bjornhild is a most extraordinary woman. The fearless wife of the late King Korold, she fought alongside him in many battles. After a frost giant's mammoth companion slew Korold, the formidable Bjornhild took his place.\",\"Bjornhild worships the Frostmaiden and is so ruthless that her enemies believe she has actual ice flowing through her veins. She has no living children that she knows of, but with Auril's blessing, she won't need any heirs to preserve her legacy. Bjornhild intends to live forever by demonstrating her unwavering faith in the Frostmaiden and becoming the Chosen of Auril.\",\"As if she weren't fearsome enough, Bjornhild has a pet saber-toothed tiger named Grava.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Bjornhild Solvigsdottir.webp\"}}]},{\"name\":\"Chardalyn Berserker\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Chardalyn berserkers are Reghed nomads who wield weapons made of chardalyn, specifically ones suffused with demonic magic (see the {@adventure sidebar on Chardalyn|IDRotF|0|Chardalyn}). This exposure has transformed them into fiends. They shed their heavier protective clothing and embrace the frigid cold, allowing frostbite to ravage the exposed parts of their bodies, with only their faith in the Frostmaiden keeping them alive.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Chardalyn Weapons\",\"entries\":[\"A chardalyn berserker wields one or more weapons made wholly or partly out of chardalyn that has been tainted by demonic magic. Battleaxes, flails, javelins, and spears are favored weapons, though other weapons are possible.\",\"A character who claims one or more of these weapons can be corrupted by them. Each day at dawn, roll a {@dice d6} for each such weapon in the character's possession. On a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM's control, unless the character is evil already. This alignment change can be undone by any magic that ends a curse, but after ten days, it can be reversed only by a {@spell wish} spell or divine intervention.\",\"A creature wounded by one of these chardalyn weapons can feel a sudden sickness creep over them, but it passes quickly.\"]},{\"type\":\"entries\",\"name\":\"Chardalyn Madness\",\"entries\":[\"Prolonged contact with the demonic magic imprinted on the chardalyn has afflicted the berserker with a form of madness, causing the berserker to believe that its weapons are conduits through which it can speak to a demon lord or other dark power, as well as channel its rage. If the berserker's madness is cured using magic that removes the effects of madness, the berserker loses its Chardalyn Madness trait but retains its chaotic evil alignment and other qualities. Further exposure to the demonic magic causes the berserker's madness to return, however.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Chardalyn Berserker.webp\"}}]},{\"name\":\"Chardalyn Dragon\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"This construct is fashioned from pieces of chardalyn (see the {@adventure sidebar on Chardalyn|IDRotF|0|Chardalyn}) that have been assembled in the form of a dragon. The only parts of the dragon not forged from chardalyn are its wing flaps, which are made of an oily film as tough as rubber, and its heart, which is an orb of pulsating, radiant energy. Demonic magic suffusing the chardalyn imbues the construct with malevolence, allowing it to enjoy the terror it causes. This effect extends outward from it, corrupting other creatures who get too close to the dragon. Those affected by the dragon's presence turn their efforts to helping the dragon inflict suffering on others.\",\"A chardalyn dragon serves the tyrannical will of its evil creator—a tireless drive devotion that exceeds its own instinct of self-preservation. Thus, the dragon will destroy itself in pursuit of its master's desires if necessary. The dragon likes to tear foes apart, as well as knock down doors and other structures. Against enemies it can't reach, it fires a beam of destructive radiance from its grill-like maw.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Chardalyn Dragon.webp\"}}]},{\"name\":\"Chimeric Cat\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The chimeric cat has antennae that grant it blindsight and tremorsense out to a range of 60 feet\"]}]},{\"name\":\"Chimeric Fox\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The white arctic foxes of Icewind Dale live in burrows and are acclimated to cold weather. They prowl the outskirts of Ten-Towns and nearby forests for food, hunting hares or stealing fish. These timid creatures avoid contact with humanoids, but they are sometimes used as mounts by chwingas.\"]}]},{\"name\":\"Chimeric Hare\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Snowshoe hares are gentle herbivores that live in burrows throughout Icewind Dale. They have shorter ears than other hares and are acclimated to cold weather. Chimeric hares have feathered wings.\"]}]},{\"name\":\"Chwinga\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A chwinga is a tiny elemental spirit that lives in plants, rocks, and rivers far from civilization. Those found in cold climates also live in ice and snow. Painfully shy, chwingas prefer to move about unseen.\",\"Chwingas resemble 6-inch-tall animated dolls with mask-like faces, spindly limbs, and wild hair. Their appearance is sometimes foreshadowed by gentle breezes, the sweet smell of flowers, dancing fireflies, or snowflakes. They don't have names and cannot speak.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Humanoid Fascination\",\"entries\":[\"Chwingas find the trappings of civilization fascinating. They puzzle over creatures that wear armor, carry weapons, use tools, and cook food. When a chwinga encounters one or more humanoids, its curiosity sometimes gets the better of it, and it follows them for a short time to observe them. If it takes a liking to a humanoid, a chwinga might use its cantrips to aid the creature, or it might bestow a magical gift before departing. The aspect that attracts a chwinga to a humanoid can take any form. In some cases, a chwinga might simply like the way a humanoid walks or the way it combs its hair. Other times, it might be smitten by a humanoid's ability to play music or to eat copious amounts of food.\"]}]},{\"type\":\"entries\",\"name\":\"Chwingas in Icewind Dale\",\"entries\":[\"Chwingas first appeared in the published adventure {@adventure Tomb of Annihilation|ToA} as creatures indigenous to the tropical peninsula of Chult. As spirits of the elements, however, they range far and wide. Large numbers of them came to Icewind Dale with immigrants from Chult and made new homes for themselves in and around Ten-Towns. Those that remained near civilization adopted the garb of their humanoid neighbors, creating miniature coats for themselves. They can sometimes be seen riding on arctic foxes or snowshoe hares. Others wandered into the tundra, changing their coloration to blend in with their surroundings.\",\"Exposure to Auril's nightly aurora and the unnatural blizzards she creates can cause chwingas to behave unpredictably, even insanely.\"]},{\"type\":\"entries\",\"name\":\"New Chwinga Charms\",\"entries\":[\"This section describes several new charms that chwingas living in Icewind Dale or other cold regions can bestow using their Magical Gift action.\",{\"type\":\"list\",\"columns\":2,\"items\":[\"{@reward Charm of Biting Cold|IDRotF}\",\"{@reward Charm of Bounty|IDRotF}\",\"{@reward Charm of Cold Resistance|IDRotF}\",\"{@reward Charm of Snowball Strike|IDRotF}\",\"{@reward Charm of the Ice Troll|IDRotF}\",\"{@reward Charm of the Snow Walker|IDRotF}\",\"{@reward Charm of the Traveler's Haven|IDRotF}\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Chwinga.webp\"}},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Chwinga-2.webp\"}},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Chwinga-3.webp\"}}]},{\"name\":\"Coldlight Walker\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Some humanoids who died from extreme cold but whose spirits languish in the mortal world become coldlight walkers, burning with frigid fury at the meaninglessness of life. Their frostbitten corpses emit a spectral light so intense that mortal eyes can barely stand to look at them. They typically wear the clothing in which they died.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"God-Spawned Horrors\",\"entries\":[\"Gods that personify winter create coldlight walkers as embodiments of winter's wrath. These hateful spirits that were denied passage to the afterlife are preserved in their current forms to remind the living how fragile life can be.\",\"When a coldlight walker dies, its light goes out, leaving behind a frozen, inanimate corpse that can never be raised from the dead.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Coldlight Walker.webp\"}}]},{\"name\":\"Demos Magen\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Demos magen wear armor, wield weapons, and typically serve as guards.\",\"Magen are magical, humanlike beings created by a wizard spell (see the {@spell create magen|idrotf} spell in appendix D) or by other arcane methods.\",\"Though magen look like humanoids with green skin, they are constructs. When one is wounded, its blood is seen to have the color and consistency of mercury. They exist purely through magical means. When one is killed, its body disappears in a burst of harmless fire and a cloud of smoke that quickly dissipates.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Demos Magen.webp\"}}]},{\"name\":\"Dzaan\",\"source\":\"IDRotF\",\"_copy\":{\"name\":\"Dzaan's Simulacrum\",\"source\":\"IDRotF\"},\"entries\":[\"Dzaan was a Red Wizard of Thay who studied the arcane tradition of illusion. The leaders of the Arcane Brotherhood welcomed him with open arms, eager to count a Red Wizard among their ranks. Dzaan might have become a force to reckon with in the brotherhood had his quest for power not led him to Icewind Dale, where he was killed by the people of Easthaven after making a few too many enemies.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Dzaan's Demise\",\"entries\":[\"Dzaan's trouble started after he broke away from his fellow wizards and hired adventurers to scour Icewind Dale for Netherese ruins. One group of them uncovered a buried tower in the tundra (see \\\"Lost Spire of Netheril\\\"), and Dzaan went out of his way to eliminate anyone who knew of it, including the adventurers who found it and several Ten-Towners with whom they had spoken. After turning the tower into his secret base, Dzaan visited Easthaven to gather supplies. Although he took the precaution of adopting a magical disguise, members of the local militia recognized Dzaan by the way he walked and spoke. They captured him, gagged him, confiscated his spellbook, and condemned him to death.\"]},{\"type\":\"entries\",\"name\":\"Companion\",\"entries\":[\"Because they're so despised throughout Faerûn, Red Wizards often adopt disguises and rarely travel abroad without an escort. They generally favor undead servants and bodyguards, since they find that undead tend to be more obedient than the living. Dzaan's bodyguard is a Thayan {@creature wight} named Krintaas. When Dzaan returned to Easthaven, he ordered his companion to stay with the simulacrum and watch over it and the buried Netherese spire.\"]}]}]}]},{\"name\":\"Dzaan's Simulacrum\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Unbeknownst to his executioners, Dzaan had used a spell scroll of simulacrum to create a copy of himself. This simulacrum dwells in the sunken Netherese spire, waiting for its creator to return.\",\"The simulacrum, which looks and acts like Dzaan, has half of Dzaan's hit points and can't regain expended spell slots. It has wasted its 3rd-level spell slots trying to reach Dzaan with {@spell sending} spells, to no avail, and has expended other spell slots to help it survive the perils of the spire. It uses its remaining spell slots sparingly.\",\"The sunken Netherese tower contains a special room that can transform the simulacrum into a real person—or any magical illusion into the real thing, for that matter. If this change occurs, the simulacrum effectively becomes a clone of Dzaan, authentic in every way.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Dzaans Simulacrum.webp\"}}]},{\"name\":\"Fox\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The white arctic foxes of Icewind Dale live in burrows and are acclimated to cold weather. They prowl the outskirts of Ten-Towns and nearby forests for food, hunting hares or stealing fish. These timid creatures avoid contact with humanoids, but they are sometimes used as mounts by {@creature Chwinga|ToA|chwingas}.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Fox.webp\"}}]},{\"name\":\"Frost Druid\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Frost druids are solitary defenders of nature and the natural enemies of civilization in the North. They seek to preserve the arctic wilderness by destroying outsiders who cross their path. Each patrols its territory in the guise of an arctic fox, a mountain goat, a snowy owl, or a wolf, reverting to human form only when it attacks. Clever ambushers, they use {@spell hallucinatory terrain} spells to create illusory snowdrifts under which they can hide, or to obscure pools covered by thin ice through which others might fall.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Awakened Companions\",\"entries\":[\"A frost druid is often accompanied by one or more beasts, shrubs, or evergreen trees that it has made sentient using the {@spell awaken} spell. These druids favor polar bears and reindeer (use the {@creature elk} stat block in the {@book Monster Manual|MM}) as companions, and such creatures typically share the druid's disposition.\"]},{\"type\":\"entries\",\"name\":\"Ice Sickle\",\"entries\":[\"A frost druid can carve a sickle out of ice, requiring a total of 24 hours for the work. Bitter cold courses through this weapon while it's in the druid's hands. If the druid dies, the ice sickle melts away. The weapon is otherwise identical to a normal sickle.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Frost Druid.webp\"}}]},{\"name\":\"Frost Giant Skeleton\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Necromancers can transform the inanimate bones of long-dead frost giants into malevolent juggernauts that love to harm the living.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Frost Giant Skeleton.webp\"}}]},{\"name\":\"Galvan Magen\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Galvan magen can fly. They also store static electricity, which they discharge as lightning bolts.\",\"Magen are magical, humanlike beings created by a wizard spell (see the {@spell create magen|idrotf} spell in appendix D) or by other arcane methods.\",\"Though magen look like humanoids with green skin, they are constructs. When one is wounded, its blood is seen to have the color and consistency of mercury. They exist purely through magical means. When one is killed, its body disappears in a burst of harmless fire and a cloud of smoke that quickly dissipates.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Galvan Magen.webp\"}}]},{\"name\":\"Giant Walrus\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Giant walruses are enormous, ill-tempered creatures as big as elephants. A typical adult specimen weighs at least 12,000 pounds.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Giant Walrus.webp\"}}]},{\"name\":\"Gnoll Vampire\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"When a gnoll's ravenous hunger is so great that it craves flesh and blood even after death, it can rise as a vampire to continue its feeding frenzy.\",\"A gnoll vampire is a savage predator that feeds on the blood of the living. It cackles maniacally when it catches the scent of its prey and quickly moves in for the kill, tearing away flesh with its claws, gorging on meat and blood, and leaving nothing behind but bones, gristle, and the victim's blood-spattered belongings.\",\"Gnoll vampires are indiscriminate feeders that prefer the flesh and blood of humanoids, including other gnolls. Their noses can't stand the scent of perfumes, and their ears can't abide words spoken aloud in Celestial. They don't cast reflections in mirrors unless they want to.\",\"Unlike normal vampires, gnoll vampires don't have coffins where they rest, and they have no such places to return to when their corporeal bodies are destroyed. They are undeterred by running water, and they can enter residences without invitation. When a gnoll vampire needs to travel quickly, it adopts the form of a giant, emaciated hyena. When it wants to catch its prey by surprise, it takes the form of a cloud of mist. After it feeds on a victim's blood, its mist form takes on a crimson hue for an hour or so before its colorlessness returns.\",{\"type\":\"inset\",\"name\":\"Tekeli-Li and the Caves of Hunger\",\"entries\":[\"Tekeli-li was a {@creature Gnoll Fang of Yeenoghu||fang of Yeenoghu}, a powerful gnoll whose pack invaded Icewind Dale more than a century ago. When the gnolls' wanton slaughter of reindeer herds threatened the survival of the Reghed tribes, the tribes banded together against the gnolls and routed them in the autumn of 1333 DR. Tekeli-li and his surviving kin fled across the tundra with the Reghed tribes in pursuit.\",\"The wounded gnolls found an icy cleft on the edge of the Reghed Glacier and hid there for the winter. To keep their leader alive, the other gnolls allowed Tekeli-li to eat them one by one, yet his hunger would not abate. Auril came upon the starving, half-frozen creature and flung Tekeli-li into an icy tomb deep within the glacier. In doing so, the Frostmaiden sought to preserve what the gnoll had become—the embodiment of winter's remorseless consumption.\",\"Tekeli-li exists today as a gnoll vampire that hasn't fed in decades. Adventurers who use the \\\"{@adventure Rime of the Frostmaiden|IDRotF|23}\\\" to create a passage through the glacier unknowingly release the starving gnoll vampire from its icy sepulcher. For more information about Tekeli-li's lair, the Caves of Hunger, see {@adventure chapter 6|IDRotF|16}.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Gnoll Vampire.webp\"}}]},{\"name\":\"Gnome Ceremorph\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Mind flayers, which are described in the Monster Manual, are created through ceremorphosis, a process that begins with the implantation of an illithid tadpole in the brain of a humanoid host. After about seven days in its new home, the tadpole transforms its host into a mind flayer. The new creation typically retains no memory of its previous existence.\",\"For reasons unknown, ceremorphosis can go awry when an illithid tadpole is implanted in the brain of a gnome. This deviation might be due to the quasi-magical nature of gnomes, or simply a facet of how their minds work. When the process is warped only slightly, the mind flayer remains gnome-sized and is called a gnome ceremorph. It retains its knowledge of the Gnomish language while becoming able to speak Deep Speech and Undercommon. It retains fragmented memories of its previous life and previous alignment, not to mention a propensity for invention.\",{\"type\":\"entries\",\"name\":\"Laser Pistol\",\"entries\":[\"A gnome ceremorph often carries a home-built device that functions as a {@item laser pistol} (see \\\"{@book Firearms|DMG|9|Firearms}\\\" in the {@book Dungeon Master's Guide|DMG}). This weapon is powered by an {@item energy cell}, which enables the weapon to fire 50 shots. After its last shot is expended, the device becomes inoperable. The {@item energy cell} can't be removed without destroying the weapon.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Gnome Ceremorph.webp\"}}]},{\"name\":\"Gnome Squidling\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Mind flayers, which are described in the Monster Manual, are created through ceremorphosis, a process that begins with the implantation of an illithid tadpole in the brain of a humanoid host. After about seven days in its new home, the tadpole transforms its host into a mind flayer. The new creation typically retains no memory of its previous existence.\",\"When the process of turning a gnome into a mind flayer goes horribly awry, the result is a gnome squidling—a deformed mind flayer with weak, spindly limbs and oversized tentacles. It relies on levitation to keep its body aloft and uses its tentacles like legs, to propel it along whatever surface it's floating above. Most mind flayers destroy squidlings on sight, so it's rare to see one or more of these creatures.\",\"Squidlings eat brains for sustenance, just like other mind flayers do, and they don't care where the brains come from.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Gnome Squidling.webp\"}}]},{\"name\":\"Goliath Warrior\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Goliaths inhabit the Spine of the World, where their mettle is tested against orcs, ogres, frost giants, remorhazes, ice trolls, young white dragons, the treacherous mountain terrain, and the cruel indifference of nature.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Goliath Warrior.webp\"}}]},{\"name\":\"Goliath Werebear\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Goliath legends speak of a creature that prowls the far reaches of Icewind Dale, known as Oyaminartok the Winter Walker. She can take the form of either a polar bear or a hulking, bipedal shape obscured by wind and blowing snow. Elders invoke her name to keep young goliaths from wandering too far from home before they're ready. Adult goliaths sometimes encounter this legendary individual in their travels to the far-flung corners of the dale. If they flee like cowards, Oyaminartok laughs and lets them go to wander in obscurity. If they challenge Oyaminartok to a fight, the Winter Walker smiles and tests their mettle. Those who impress her with their fighting skills are bitten and become goliath werebears themselves—goliaths who carry Oyaminartok's curse of lycanthropy. Contrary to myth, Oyaminartok is not a monster but a force of good in the region, and she passes her curse only to goliaths whose hearts are pure.\",\"Oyaminartok and others of her kind try to help creatures they come across, for the weather and the geography of Icewind Dale can be brutal. They know the safest routes across the tundra, and they can help guide travelers through the Sea of Moving Ice and across its ever-shifting ice floes. These polar werebears attack evil in the wilderness, but they steer clear of camps and settlements. Fire is Oyaminartok's bane, and thus she and her kind are wary around hearths and open flames.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Goliath Werebear.webp\"}}]},{\"name\":\"Grandolpha Muzgardt\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Grandolpha Muzgardt, the grand dame of the Muzgardt duergar clan, has recently arrived at the fortress after being invited here by Xardorok. The Muzgardts are based in Gracklstugh, a duergar city in the Underdark. They mass-produce and distribute a filthy duergar ale made from mushrooms. Xardorok has been eager to take a fourth wife and has had his eye on Grandolpha Muzgardt for many years. He asked Grandolpha to his fortress to give her a gift—a pseudodragon made of chardalyn (a pseudo-pseudodragon, if you will)—and make her an offer she can't refuse. Once he conquers Icewind Dale, he wants the Muzgardts to control the ale trade throughout his sunless surface kingdom.\",\"Grandolpha, for her part, is too canny and jaded to fall for Xardorok's blunt attempt at seduction. She has begun plotting with disenfranchised advisors and warriors in his ranks to overthrow him when the moment is right. Ironically, despite his paranoia, Xardorok is too blinded by his admiration for Grandolpha to foresee her treachery.\",\"Before entering combat, Grandolpha casts {@spell stoneskin} on herself. Once her guards come to her rescue, she withdraws from combat and uses her {@spell faerie fire} spell to make enemies easier for her guards to hit. The chardalyn pseudodragon defends Grandolpha to the death.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Grandolpha Muzgardt.webp\"}}]},{\"name\":\"Gunvald Halraggson\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The thirty-year-old Bear King cuts an impressive figure and is renowned for his size and strength. He tries to be honorable, but he is often merciless and doesn't change his mind easily. He has trouble relating to Ten-Towners, so he avoids them. His perspective on townsfolk might change if they helped him destroy the chardalyn berserkers who have turned against their own.\",\"Gunvald has had three wives in six years, each of whom died while she was pregnant. His advisors fear that the gods have cursed Gunvald and the entire tribe. In truth, the king's doting shaman, Ulkora, lusts for him and surreptitiously poisoned his wives. In time, Ulkora hopes Gunvald will turn his loving eye toward her and allow her to bear his true heir. If Gunvald were to learn the truth, he would put Ulkora to death.\"]}]},{\"name\":\"Hare\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Snowshoe hares are gentle herbivores that live in burrows throughout Icewind Dale. They have shorter ears than other hares and are acclimated to cold weather.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Hare.webp\"}}]},{\"name\":\"Headless Iron Golem\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The mightiest of the golems, the iron golem is a massive, towering giant wrought of heavy metal. An iron golem's shape can be worked into any form, though most are fashioned to look like giant suits of armor. Its fist can destroy creatures with a single blow, and its clanging steps shake the earth beneath its feet. Iron golems wield enormous blades to extend their reach, and all can belch clouds of deadly poison.\",\"An iron golem's body is smelted with rare tinctures and admixtures. Though other golems bear weaknesses inherent in their materials or the power of the elemental spirit bound within them, iron golems were designed to be nearly invulnerable. Their iron bodies imprison the spirits that drive them, and are susceptible only to weapons imbued with magic or the strength of adamantine.\"]}]},{\"name\":\"Hengar Aesnvaard\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Human champion of the Reghed Tribe of the Elk.\"]}]},{\"name\":\"Hypnos Magen\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Hypnos magen are telepathic and use their power of suggestion to control others. Their creators use them to force enemies to withdraw or surrender.\",\"A hypnos magen carries no weapons, relying entirely on its psychic abilities to manipulate and harm other creatures.\",\"Magen are magical, humanlike beings created by a wizard spell (see the {@spell create magen|idrotf} spell in appendix D) or by other arcane methods.\",\"Though magen look like humanoids with green skin, they are constructs. When one is wounded, its blood is seen to have the color and consistency of mercury. They exist purely through magical means. When one is killed, its body disappears in a burst of harmless fire and a cloud of smoke that quickly dissipates.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Hypnos Magen.webp\"}}]},{\"name\":\"Ice Piercer\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Auril the Frostmaiden has transformed icicles into creatures that resemble piercers.\",\"Clinging to the ceilings of caverns and large subterranean passages, piercers blend in perfectly with natural rock, dropping in silence to impale unsuspecting foes on the ground below.\",\"A piercer is the larval form of a roper, and the two creatures often attack in tandem. A rock-like shell encases a piercer's body, giving it the look and texture of a stalactite. That shell protects a soft, slug-like upper body that lets the piercer move across cavern walls and ceilings to position itself for prey. With its eye and mouth closed, the piercer is difficult to distinguish from ordinary rock formations.\"]}]},{\"name\":\"Ice Troll\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Ice trolls have all the meanness and hunger of common trolls. Their hearts radiate extreme cold, to the detriment of other nearby creatures.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Ice Troll Hearts\",\"entries\":[\"An ice troll's heart remains cold even after the troll's destruction. As long as the troll can't regenerate, its heart can be safely removed from its remains, handled, and kept. An ice troll's heart, once removed, becomes a harmless Tiny object with AC 13, 4 hit points, and immunity to all damage except fire damage. For the next 24 hours, the heart has the following magical properties:\",{\"type\":\"list\",\"items\":[\"A creature that eats the heart gains the ability to regenerate for the next 24 hours, regaining 5 hit points at the start of each of its turns. If the creature takes acid or fire damage, this trait doesn't function at the start of its next turn. The creature dies only if it starts its turn with 0 hit points and doesn't regenerate.\",\"If buried in the ground under a foot or more of earth, the heart melts away and summons a blizzard like that created by the {@spell control weather} spell. It takes 10 minutes for the heart to melt and the blizzard to form. The blizzard lasts for 8 hours.\",\"A hag or similar creature can perform a ritual that turns the heart into a magical talisman that acts like a patch of brown mold (see \\\"{@hazard Brown Mold}\\\" in the {@book Dungeon Master's Guide|DMG}). This effect lasts until the heart is destroyed.\",\"A creature proficient with alchemist's supplies can squeeze enough residual fluid out of the heart to mix with other alchemical ingredients, creating one {@item Potion of Cold Resistance||potion of resistance (cold)}. It takes 1 hour to create this potion. \"]}]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Ice Troll.webp\"}}]},{\"name\":\"Icewind Kobold\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Kobolds can be found anywhere dragons are known to dwell, and those that live in the mountains and hills of Icewind Dale are among the hardiest of their kind. Drawn to the north by a desire to find and serve white dragons, these kobolds adapted as best they can to the hostile climate. Their sensitive eyes appreciate sunless days and long, dark nights. They use wooden javelins as tools to test the snow ahead of them.\",\"Kobolds native to Icewind Dale frequently wander into Ten-Towns to escape the dreadful cold, hoping to trade what few skills they have for some warm soup and shelter. The people of Ten-Towns, accustomed to the presence of strange outlanders, allow these kobolds to dwell among them for the most part. When the kobolds don't feel safe, they acquire heavy winter clothing and disguise themselves as humans by standing on one another's shoulders. Three kobolds in cold weather gear can pass themselves off as a clumsy human with a successful group Charisma (Deception) check, the DC of which equals the onlooker's Wisdom (Insight) check result.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Icewind Kobold.webp\"}}]},{\"name\":\"Icewind Kobold Zombie\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The necromancer Vellynne Harpell has Icewind kobold guides in her employ, including a pair that died and were turned into zombies using {@spell animate dead} spells. The cold climate helps to preserve their dead flesh.\"]}]},{\"name\":\"Isarr Kronenstrom\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The Wolf Tribe has been without a king or queen for years. Its most powerful chieftain, Isarr Kronenstrom, is a psychotic brute who worships Malar the Beast Lord. He hunts Ten-Towners for sport, bathes in their blood, and strikes fear into the hearts of his enemies. Several members of Isarr's clan have deserted him or been killed off, but the few that remain are fiercely loyal. They believe, incorrectly, that he's the Chosen of Malar.\",\"Although Isarr calls himself the Wolf King, few others in the Wolf Tribe support him in that claim, but the other Wolf clan chieftains are too weak and disorganized to challenge him.\"]}]},{\"name\":\"Jarund Elkhardt\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The Elk King is Jarund Elkhardt, a terse yet thoughtful giant of a man who is nearly fifty years old—ancient by tribal standards. He has led the Elk Tribe for over half his life, and age has made him cautious. He has seen other kings and queens rise and fall, has made war with friends and peace with his enemies, and has led warriors he knew as babes to their deaths in battle. The strain of his long years of rule is etched on his weather-worn face.\",\"Jarund's late son, Jarund Twice-Born, was killed almost a decade ago while trying to bring down a cave bear, leaving Jarund without an heir. He has failed to produce another child with his wife, Wynneth, and his mistress, Froya, so the future of his royal line remains uncertain.\",\"Auril's unyielding winter concerns Jarund deeply, and he often turns to his shaman, Mjenir, for guidance. The king respects the shaman's understanding of gods and spirits, and the fact that both men have lost their sons serves to strengthen the bond between them. Mjenir believes that the only way to break Auril's spell is to slay the goddess in her home, but Jarund believes that his warriors aren't strong enough to accomplish that task alone.\"]}]},{\"name\":\"Kadroth\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"From this usurped office, he coordinates all cult activities in Ten-Towns. It's a role he carved out for himself by asserting that he's tight with Levistus. He rules the roost by sheer force of personality, though it chafes him that Hethyl Arkorran has more respect and influence within the cult. Kadroth doesn't involve Avarice in cult affairs because he fears her spellcasting ability and her connection to the Arcane Brotherhood. She could take over the cult anytime she wanted, and Kadroth doesn't want to give her any reason to do so.\",\"For all his political machinations, Kadroth is a visionary who has so far made the cult stronger through his actions and decisions. He spends hours behind his desk, staring into the burning fireplace and drawing inspiration from its crackling flames. The slightest disturbance upsets him.\",\"Kadroth appreciates the wisdom of maintaining the illusion that Speaker Crannoc Siever is still in charge, if only to keep Caer-Dineval's townsfolk from becoming restless. Thus, when necessary, Kadroth has the town speaker brought to his office to sign official documents.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Kadroth.webp\"}}]},{\"name\":\"Kingsport\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Scrivenscry is an arcanaloth who always refers to itself in the third person. It has a fondness for black licorice, strips of which it keeps in the pockets of its robe. The fiend is attended by Kingsport, a blind, albino giant penguin under the effect of an {@spell awaken} spell.\",\"Scrivenscry's anxious penguin servant, Kingsport, was promised a life of enlightenment. The truth is that Kingsport was turned into Scrivenscry's lackey, who lives in fear of his cruel, unpredictable master. The blind giant penguin hopes to be free of the arcanaloth one day.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Kingsport.webp\"}}]},{\"name\":\"Knight of the Black Sword\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Fanatics are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else.\"]}]},{\"name\":\"Knucklehead Trout\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The tasty and tenacious knucklehead trout can't easily be caught in nets. Moreover, using a line to reel in such a strong fish is a significant undertaking. Incautious fishers who get pulled into freezing water can quickly die, particularly if they're weighed down by heavy furs and cloaks.\",\"A male knucklehead trout can weigh 70 pounds or more. The females tend to be smaller, weighing about 50 pounds. Both are prized for their ivory-like bones.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Knucklehead Trout.webp\"}}]},{\"name\":\"Kobold Vampire Spawn\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The gnoll vampire Tekeli-li has a small number of kobold vampire spawn minions to keep it company in the Caves of Hunger (see chapter 6). The vampiric kobolds are terrified of the gnoll vampire and can't understand its commands, so they give Tekeli-li a wide berth. These ravenous undead kobolds thirst for blood and tend to swarm one foe at a time.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Kobold Vampire Spawn.webp\"}}]},{\"name\":\"Living Bigby's Hand\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A living Bigby's hand is a Large, hovering hand of shimmering, translucent force. It often serves as a guardian, attacking creatures that cross its path while remaining loyal to its caster.\",\"Areas of wild magic and sites that have been ravaged by powerful eldritch forces can give rise to spell effects that become living beings. These so-called living spells haunt the places where they were created, subsisting on ambient magical energy.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Living Bigbys Hand.webp\"}}]},{\"name\":\"Living Blade of Disaster\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A living blade of disaster is a {@spell blade of disaster|TCE} spell (see appendix D) with a wicked will of its own. It looks like a floating, black planar rift in the shape of a sword. Like a demon, it craves destruction.\",\"Areas of wild magic and sites that have been ravaged by powerful eldritch forces can give rise to spell effects that become living beings. These so-called living spells haunt the places where they were created, subsisting on ambient magical energy.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Living Blade of Disaster.webp\"}}]},{\"name\":\"Living Demiplane\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A living demiplane is a {@spell demiplane} spell that has become vaguely self-aware. It is a shadowy rectangle, 5 feet wide and 10 feet high, which creeps along flat, solid surfaces and groans softly when it moves.\",\"When a living demiplane encounters a creature small enough to fit through its doorway, it tries to pull that creature into itself, then deposits the victim in an extradimensional chamber.\",\"Areas of wild magic and sites that have been ravaged by powerful eldritch forces can give rise to spell effects that become living beings. These so-called living spells haunt the places where they were created, subsisting on ambient magical energy.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Living Demiplane.webp\"}}]},{\"name\":\"Lonelywood Banshee\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"This banshee is the spectral remnant of a female elf warrior who was banished for a selfish, evil act. It wields a spectral longbow that shoots phantom arrows. There is only one banshee haunting the forest. If it's destroyed, it re-forms after 24 hours in a random location in the forest, damned to its eternal exile.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Lonelywood Banshee.webp\"},\"credit\":\"Tomas Giorello\"}]},{\"name\":\"Mjenir\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"With grand events having been set in motion, those sensitive to prophecy have begun to experience dreams and visions. One such person is Mjenir, a fifty-year-old shaman of the Reghed Elk Tribe, who received a vision about the characters' journey to the Reghed Glacier.\",\"Druids dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance.\"]}]},{\"name\":\"Mountain Goat\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Mountain goats are found throughout the Spine of the World and on the slopes of Kelvin's Cairn, their thick fur and layers of body fat protecting them from the extreme cold. They are expert climbers, able to leap and bound up sheer slopes.\",\"Mountain goats are territorial but easily placated with offerings of food. Their stubbornness makes them difficult to domesticate.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Mountain Goat.webp\"}}]},{\"name\":\"Nass Lantomir's Ghost\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Nass Lantomir was an apprentice of Zelenn the White, one of five archmages who oversee the Arcane Brotherhood. Nass and Zelenn's relationship started off well, but in recent years it has become painfully obvious to Zelenn that Nass has been slow to master the arcane tradition of divination. Zelenn's suggestion that Nass leave the Hosttower of the Arcane and gain experience abroad left Nass feeling unwanted. After much thought, however, Nass came around to the idea. She could put her magic to the test and carve out a name for herself.\",\"As she was preparing to leave the Hosttower, Nass overheard her master talking to another wizard about a covert expedition to Icewind Dale being undertaken to seek out long-lost magic from a bygone empire. Rather than carry out her original plan, Nass followed her fellow wizards to Icewind Dale. She caught up to them in Bryn Shander and made her presence known, claiming she was sent by her master to aid the expedition with her divinations. Egos and frayed nerves caused the group to split up shortly thereafter, with each wizard determined to succeed alone.\",\"One night while the others slept, Nass stole a {@item Professor Skant|IDRotF|professor orb} (see {@adventure appendix D|IDRotF|22}) from one of her fellow wizards, Vellynne Harpell. Two of Vellynne's kobold companions witnessed the theft, and Nass killed them with {@spell Melf's acid arrow} spells before fleeing with the orb.\",\"Nass fled Ten-Towns and headed toward the Sea of Moving Ice, hoping to find a tome called {@item The Codicil of White|IDRotF}, a book of magic and lore composed by servants of Auril the Frostmaiden. The Arcane Brotherhood believes that this book tells how to reach a lost city of magic entombed in the ice. Before she could obtain the book, Nass perished. She now exists as a ghost, unable to rest until she finds the book. Characters who come upon Nass's frozen remains also find her spellbook and the orb she stole from Vellynne.\",{\"type\":\"entries\",\"name\":\"Familiar\",\"entries\":[\"Nass's magical familiar, a white arctic weasel acclimated to cold weather named Zelennor, watches over the wizard's frozen remains. It uses the {@creature weasel} stat block in the {@book Monster Manual|MM} but is a fey instead of a beast. If Zelennor is reduced to 0 hit points, Nass's ghost is unable to cast the {@spell find familiar} spell in order to get it back.\"]},{\"type\":\"entries\",\"name\":\"Spellcasting\",\"entries\":[\"As a ghost, Nass can cast the spells she prepared prior to her death—except that the ghost can't cast spells that require material components, which limits its options. Its list of prepared spells shows only those spells it can cast. Although it has no 2nd-level spells available, the ghost can use its 2nd-level spell slots to cast upgraded versions of the {@spell thunderwave} spell.\"]},{\"type\":\"entries\",\"name\":\"Spellbook\",\"entries\":[\"The wooden covers of Nass's spellbook are bound in nothic hide, and silver clasps hold the book shut. Nass's personal sigil is inscribed on the spine, which also bears the title Lantomir's Traveling Libram. The tome contains the following spells: {@spell clairvoyance}, {@spell cloud of daggers}, {@spell counterspell}, {@spell detect magic}, {@spell detect thoughts}, {@spell find familiar}, {@spell Melf's acid arrow}, {@spell Tenser's floating disk}, and {@spell thunderwave}.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Nass Lantomirs Ghost.webp\"}}]},{\"name\":\"Prisoner 237\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Vaelish Gant, Prisoner 237 within the walls of Revel's End, is a member of the Arcane Brotherhood who first engaged in criminal activity by insinuating himself into the trade network of Ten-Towns. He hoped that his work would help the Arcane Brotherhood gain control of the region. A few years ago, shortly after his arrival in Ten-Towns, Gant established a protection racket in Bryn Shander and tried to turn the town against its speaker, Duvessa Shane, with the goal of supplanting her. He also tried to destabilize the economy of Ten-Towns. A party of adventurers thwarted his criminal ventures by capturing him.\",\"Rather than put Gant to death for his crimes in Icewind Dale, the Council of Speakers in Ten-Towns made a deal with representatives of the Lords' Alliance to have Gant serve a life sentence in Revel's End, so as not to incur the Arcane Brotherhood's wrath. The Council of Speakers did this not realizing that Gant's scheme wasn't sanctioned by the Arcane Brotherhood but rather hatched by Gant himself, who intended to impress his superiors by pulling it off.\",\"For a long time, Gant held out hope that the Arcane Brotherhood would apply pressure to secure his release, and that the Lords' Alliance would acquiesce to the brotherhood's demands rather than risk an all-out attack on Revel's End. But by now, Gant has been incarcerated long enough to reasonably conclude that no such rescue is forthcoming. His failed scheme was an embarrassment to the Arcane Brotherhood, which has clearly forsaken him.\",\"Vaelish Gant is a mage who specializes in the arcane tradition of abjuration. Pompous and conniving, he never doubts that he's the smartest person in the room, and he makes sure everyone around him knows how he feels.\",\"Gant has neither a spellbook nor material components for spellcasting, and he can't avail himself of his magic while locked in his cell due to the {@spell antimagic field} that encompasses it.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Prisoner 237.webp\"}}]},{\"name\":\"Reghed Chieftain\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Reghed Nomads\",\"entries\":[\"Reghed nomads are the children of the Reghed Glacier, as suggested by their name. They are people of the wild, as revealed by their tribal names—the Elk, the Tiger, the Wolf, the Bear. They are the tribes of Icewind Dale, proud and strong, bound to ancient traditions that have kept them alive through countless harsh winters. The Reghed wear heavy furs as well as gloves, boots, and masks made of animal hide, to protect themselves from the bitter cold.\",\"Although they originally descended from humans who were predominantly blue-eyed and fair-haired, the Reghed tribes have assimilated other folk, adding new blood to their dwindling ranks. There used to be more than four Reghed tribes, but the others have all disbanded over the past century, with many of their former members settling in Ten-Towns and abandoning their traditional ways.\",\"The Reghed tribes rely on a nomadic lifestyle to survive, as they follow herds of reindeer along the route of the animals' annual migration. When they make camp, the tribesfolk live in large, round tents made of deerskin and supported by wooden shafts.\",\"Reghed tribe camps are scattered throughout Icewind Dale. None of them appear on maps because they don't stay in one place for long.\",\"Each Reghed tribe is made up of smaller clans, each with its own chieftain (the most powerful of whom often carries the title of king or queen). A clan might set up its camp for a tenday or two, then dismantle it and go back on the move, allowing the clan to stay close to a migrating herd of reindeer as it travels across the tundra.\"]}]}]}]},{\"name\":\"Reghed Great Warrior\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Reghed Nomads\",\"entries\":[\"Reghed nomads are the children of the Reghed Glacier, as suggested by their name. They are people of the wild, as revealed by their tribal names—the Elk, the Tiger, the Wolf, the Bear. They are the tribes of Icewind Dale, proud and strong, bound to ancient traditions that have kept them alive through countless harsh winters. The Reghed wear heavy furs as well as gloves, boots, and masks made of animal hide, to protect themselves from the bitter cold.\",\"Although they originally descended from humans who were predominantly blue-eyed and fair-haired, the Reghed tribes have assimilated other folk, adding new blood to their dwindling ranks. There used to be more than four Reghed tribes, but the others have all disbanded over the past century, with many of their former members settling in Ten-Towns and abandoning their traditional ways.\",\"The Reghed tribes rely on a nomadic lifestyle to survive, as they follow herds of reindeer along the route of the animals' annual migration. When they make camp, the tribesfolk live in large, round tents made of deerskin and supported by wooden shafts.\",\"Reghed tribe camps are scattered throughout Icewind Dale. None of them appear on maps because they don't stay in one place for long.\",\"Each Reghed tribe is made up of smaller clans, each with its own chieftain (the most powerful of whom often carries the title of king or queen). A clan might set up its camp for a tenday or two, then dismantle it and go back on the move, allowing the clan to stay close to a migrating herd of reindeer as it travels across the tundra.\",\"This great warrior is often the chieftain's spouse, sibling, offspring, or childhood friend—someone the chieftain trusts.\"]}]}]}]},{\"name\":\"Reghed Shaman\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"In public, the shaman dons a wooden mask carved in the likeness of a bear, an elk, a tiger, or a wolf, as befits the tribe.\"]}]},{\"name\":\"Reghed Warrior\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Tribal warriors live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods.\"]}]},{\"name\":\"Reindeer\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"To ensure that they don't starve in the winter, the Reghed nomads of Icewind Dale follow the migration routes of reindeer herds and are mindful not to deplete the herds to the point where the beasts can no longer flourish or defend themselves against other natural predators.\",\"The average adult reindeer is 5 feet tall at the shoulder and weighs 250 pounds. Both male and female reindeer have antlers, though a male's antlers are larger.\"]}]},{\"name\":\"Seal\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The seals native to the Sea of Moving Ice often beach themselves on ice floes and rocky shores. They are acclimated to the cold weather and feed primarily on small fish, squid, and clams. Seal pups have yellowish-white fur, which turns silvery gray as they enter adulthood.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Seal.webp\"}}]},{\"name\":\"Sephek Kaltro\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Sephek Kaltro is a well-built man in his thirties. He has an olive complexion, dark hair pulled back in a ponytail, and no facial or body hair. He is dressed in a stylish vest with matching pants and boots, similar in style to those worn by mariners of the southern Sword Coast, but wears no armor or cold weather clothing and doesn't appear to be armed. His most striking feature is his eyes, which are as blue as a frozen lake.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Sephek Kaltro.webp\"}}]},{\"name\":\"Snow Golem\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A snow golem is a mass of snow brought to life through magic. Nonmagical weapons pass through its snowy form without dealing any appreciable damage to it, though heat is its doom.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Snow Golem.webp\"}}]},{\"name\":\"Snowy Owlbear\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A snowy owlbear combines the physical features of a snowy owl and a polar bear. When not asleep or hibernating, it galumphs across the icy tundra in search of food.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Snowy Owlbear.webp\"}}]},{\"name\":\"Spellix Romwod\",\"source\":\"IDRotF\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Spellix Romwod.webp\"}}]},{\"name\":\"Sperm Whale\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Sperm whales are toothed aquatic mammals that can grow to be up to 70 feet long. Their natural predators include whalers and fellow leviathans, such as dragon turtles and krakens.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Sperm Whale.webp\"}}]},{\"name\":\"Spitting Mimic\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Mimics are shape-shifting monsters described in the {@i Monster Manual}. The variant presented here is a particularly large and voracious specimen—the result of Netherese experiments on ordinary mimics—that spits acid.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Spitting Mimic.webp\"}}]},{\"name\":\"Telepathic Pentacle\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Months before Ythryn's fall, a circle of mages known as the Telepathic Pentacle tried to fuse their minds together to become a conjoined telepathic force. The procedure went terribly wrong, and their bodies and minds melded into a single monstrosity. Iriolarthas imprisoned the thing in this empty well so that its latent telepathic powers could be tapped by the city's elite. A short obituary is engraved around the lip of the well in Draconic: \\\"Herein lie the immortal remains of the Telepathic Pentacle. Sit, meditate, and learn.\\\"\"]}]},{\"name\":\"Tomb Tapper\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The Netherese arcanists who created these creatures called them \\\"thaluud,\\\" which means \\\"faceless.\\\" Wrought from the fusion of magic and elemental earth, each of these sexless, hairless warriors stands 15 to 21 feet tall and possesses a lust for magic, an inherited memory (composed of recollections from the souls sacrificed in their creation), and an insane hatred for nonhuman spellcasting creatures. Tomb tappers can dig through earth and rock with their claws or use their metal sledgehammers to shatter rock when needed. They absorb water through their skin and crush rock with their jaws to extract mineral sustenance. They can also digest iron from blood and marrow, if mineral-rich rock is unavailable.\",\"The Netherese sent the thaluud into the Underdark to exterminate their enemies, most notably the magic-devouring, funnel-shaped creatures known as phaerimm. Other creatures targeted by the thaluud include mind flayers, derro, drow, and duergar. Tomb tappers communicate with one another by means of a humming sound created by skin vibrations.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Seekers of Magic\",\"entries\":[\"Tomb tappers received their colloquial name from their habit of burrowing into the depths to plunder tombs, temples, and caves in search of magic items, which they bear off. They usually try to seize magic from beings that they encounter.\",\"Magic is sacred to tomb tappers. They don't use any magic items they acquire, instead choosing to protect and venerate such items. Tappers spend their long lives in the search for the source of all magic, which they believe to be hidden deep in the Underdark. They are in awe of earth elementals, believing that they come directly from this source, and are reluctant to attack them.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Tomb Tapper.webp\"}}]},{\"name\":\"Vellynne Harpell\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Vellynne Harpell is a member of the prestigious Harpell family, based in the town of Longsaddle. Cold and dispassionate, she took to magic only a decade ago in her late forties and is skilled in the arcane tradition of necromancy. She has a lifelong struggle—a nervous disorder that manifests as trembling. It can affect her balance and her stride, but she has learned to cast her spells unimpeded by it.\",\"Despite her firm grasp of the dark arts, she would not have been admitted into the Arcane Brotherhood without her family connections—a fact that sticks in her craw.\",\"Vellynne brought a family heirloom with her to Icewind Dale: a {@item professor orb|WDMM} (see {@adventure appendix D|IDRotF|22}) that she refers to by its proper name, {@item Professor Skant|IDRotF}. This orb has knowledge about Netheril that could be important if Vellynne locates the lost Netherese city buried under the Reghed Glacier. The orb was recently stolen by Nass Lantomir, one of Vellynne's rivals in the Arcane Brotherhood. Vellynne intends to get it back before resuming her quest to find Ythryn.\",{\"type\":\"entries\",\"name\":\"Companions\",\"entries\":[\"Since arriving in Icewind Dale, Vellynne has secured the services of six {@creature Icewind Kobold|IDRotF|Icewind kobolds} that act as her valets and guides. Two of them were killed by a {@spell Melf's acid arrow} spell (cast by Vellynne's rival, Nass Lantomir), but Vellynne animated their corpses, turning them into zombies.\",\"If she is wounded, Vellynne can cast {@spell vampiric touch} and use the spell to regain hit points at the kobolds' expense.\"]},{\"type\":\"entries\",\"name\":\"Familiar\",\"entries\":[\"Vellynne's familiar is a snowy owl, which the wizard uses as a scout. It uses the {@creature owl} stat block in the {@book Monster Manual|MM} but is a celestial instead of a beast.\"]},{\"type\":\"entries\",\"name\":\"Spellbook\",\"entries\":[\"Vellynne's spellbook has black leather covers around pages of ragged parchment, all wrapped in a crimson sash. The necromancer's personal sigil is written in goat's blood on the title page. The tome contains the spells Vellynne has prepared plus the following additional spells: {@spell bestow curse}, {@spell blindness/deafness}, {@spell false life}, {@spell find familiar}, {@spell magic weapon}, {@spell polymorph}, {@spell protection from evil and good}, {@spell remove curse}, {@spell shield}, and {@spell Tenser's floating disk}.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Vellynne Harpell.webp\"},\"title\":\"Vellynne Harpell and her kobold minions\"}]},{\"name\":\"Verbeeg Longstrider\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Verbeeg are giants that resemble oversized humans with gangly limbs and elongated faces. Some have other features that give them a fearsome aspect.\",\"Verbeeg craft their own armor and weapons. They prefer thrown spears above all other weapons, and a verbeeg usually has several spears for that purpose.\",{\"type\":\"entries\",\"name\":\"Longstriders\",\"entries\":[\"Some verbeeg worship gods of nature and help defend the natural world. These even-tempered verbeeg are called longstriders and are blessed with innate spellcasting abilities.\"]}]}]},{\"name\":\"Verbeeg Marauder\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Verbeeg are giants that resemble oversized humans with gangly limbs and elongated faces. Some have other features that give them a fearsome aspect.\",\"Verbeeg craft their own armor and weapons. They prefer thrown spears above all other weapons, and a verbeeg usually has several spears for that purpose.\",{\"type\":\"entries\",\"name\":\"Marauders\",\"entries\":[\"Verbeeg conduct themselves like brigands, robbing people they come across in the wild. If food is scarce, they kill those same people and eat them. They prefer to dwell in forlorn places, often sharing territory with hill giants and ogres. It's not unusual to find a gang of hill giants and ogres led by a verbeeg, since verbeeg are much smarter than their brutish cousins. Verbeeg also enjoy the company of mammalian beasts and allow bears, wolves, worgs, and other predators to lair with them. They catch and keep horses, mules, sheep, goats, and cattle for food and trade.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Verbeeg Marauder.webp\"}}]},{\"name\":\"Walrus\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Walruses are bulky marine mammals that favor arctic climates and communicate by grunting and roaring. A typical adult specimen weighs at least 2,000 pounds. Humans hunt them for their meat, fat, skin, bones, and tusks.\"]}]},{\"name\":\"Xardorok Sunblight\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Xardorok Sunblight leads the Sunblight clan of duergar which, until recently, dwelled in the subterranean depths beneath the Spine of the World. In the guise of Deep Duerra, the duergar god of conquest, the archdevil Asmodeus visited Xardorok and urged him to conquer Icewind Dale, beginning with Ten-Towns.\",{\"type\":\"entries\",\"name\":\"Dark Obsession\",\"entries\":[\"Xardorok is obsessed with chardalyn and can't stand the thought of anyone else possessing it. He must have all the chardalyn that Icewind Dale has to offer and is using his ample supply to forge a dragon, which he plans to unleash upon Ten-Towns. See the {@adventure sidebar|IDRotF|0|Chardalyn} for more information about chardalyn.\"]},{\"type\":\"entries\",\"name\":\"Father of Nine\",\"entries\":[\"Xardorok has been married three times and has sired nine children. He killed his first wife, Thizrun, for plotting to assassinate him. His second wife, Yrraska, was killed in a tunnel collapse along with two of their daughters. His third wife, Marral, was killed during a raid against a mind flayer enclave, along with another daughter and three sons. Xardorok killed his eldest son, Ulthoon, son of Thizrun, for plotting to overthrow him. His surviving offspring are two sons given to him by Marral, named Durth and Nildar.\"]},{\"type\":\"entries\",\"name\":\"Clad in Chardalyn\",\"entries\":[\"Xardorok wears the following nonmagical items fashioned from chardalyn: a nine-spired crown (two intact spires representing his two surviving sons, and seven partially broken-off spires representing his seven dead children), a suit of chain mail, and a spiked gauntlet.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Xardorok Sunblight.webp\"}}]},{\"name\":\"Yeti Tyke\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Yeti tykes are as volatile and mean as their parents, their fearsomeness diminished only by their size. Standing 3 feet tall on average, they like to bully creatures of their height or smaller. But they are easily intimidated by bigger and stronger creatures. A cowed yeti tyke can be controlled, at least for a while, but raising one to be anything other than a savage, flesh-eating predator is incredibly difficult (though not impossible).\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Yeti Tyke.webp\"}}]},{\"name\":\"Young Griffon (Medium)\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A griffon is a ferocious avian carnivore with the muscular body of a lion and the head, forelegs, and wings of an eagle.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Young Griffon (Medium).webp\"}}]},{\"name\":\"Young Griffon (Small)\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A griffon is a ferocious avian carnivore with the muscular body of a lion and the head, forelegs, and wings of an eagle.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Young Griffon (Small).webp\"}}]},{\"name\":\"Young Griffon (Tiny)\",\"source\":\"IDRotF\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A griffon is a ferocious avian carnivore with the muscular body of a lion and the head, forelegs, and wings of an eagle.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IDRotF/Young Griffon (Tiny).webp\"}}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-imr.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"\\\"The Demogorgon\\\"\",\"source\":\"IMR\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IMR/The Demogorgon.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Banrion\",\"source\":\"IMR\",\"entries\":[\"Unrelated to the horses it resembles, a unicorn is a celestial creature that wanders sylvan realms, its white form glimmering like starlight. They allow good-hearted creatures to enter their woods to hunt or gather food, but they hold evil ever at bay.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IMR/Banrion.webp\"},\"title\":\"Banrion the unicorn under green hag illusion\",\"credit\":\"Jeff Carpenter\"}]},{\"name\":\"Lynx Creatlach\",\"source\":\"IMR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"inset\",\"name\":\"Out on Loan\",\"entries\":[\"The powerful relics possessed by Lynx Creatlach and Sir Ursas (see the \\\"Special Equipment\\\" section of their stat blocks) have been granted to them by their diabolical masters, and are not meant to be claimed as treasure. If either agent is killed in the course of the adventure, their special equipment vanishes, returning to Bel or Zariel.\"]}]}]}]}]},{\"name\":\"Moghadam\",\"source\":\"IMR\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IMR/Moghadam.webp\"},\"credit\":\"Maxx Marshall\"}]},{\"name\":\"Neo-Otyugh\",\"source\":\"IMR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A neo-otyugh is a stronger, more intelligent version of an otyugh—a grotesque aberration sporting three legs, snake-like tentacles, and a perpetually ravenous maw. Like an otyugh, a neo-otyugh buries itself under mounds of offal and carrion to ambush prey. Their improved intellect and innate spellcasting makes them especially effective against humanoid targets, as they use their powers of control to split off a straggler from a party, then attack.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IMR/Neo-Otyugh.webp\"},\"credit\":\"Arnie Swekel\"}]},{\"name\":\"Sir Ursas\",\"source\":\"IMR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"inset\",\"name\":\"Out on Loan\",\"entries\":[\"The powerful relics possessed by Lynx Creatlach and Sir Ursas (see the \\\"Special Equipment\\\" section of their stat blocks) have been granted to them by their diabolical masters, and are not meant to be claimed as treasure. If either agent is killed in the course of the adventure, their special equipment vanishes, returning to Bel or Zariel.\"]}]}]}]}]},{\"name\":\"Thessalar\",\"source\":\"IMR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Thessalar was a master alchemist and creator of monsters, whose own blood was said to possess dire magical properties.\",\"He is vainglorious, egotistical, and utterly ruthless in furthering his research. His career began as a priest in the service of Moloch, where he rose through the ranks before eventually taking over the temple as a working laboratory. Most of his experiments have involved the pursuit of new forms of life, resulting in such creatures as the thessalhydra and the owlbear. In recent years, he has also researched the prolonging of life—namely his own. Thessalar hopes that by becoming a lich, his research and experiments can continue indefinitely.\",\"Over time, Thessalar has subjected himself to so many of his own experiments that his blood has taken on alchemical and magical properties. He regularly uses it as the basis for many of the reagents used throughout his labs.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IMR/Thessalar.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Thessalar's Homunculus\",\"source\":\"IMR\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IMR/Thessalar's Homunculus.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Thessalheart Construct\",\"source\":\"IMR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A thessalheart construct is created with a connection to the life energy of another creature, allowing that creature to regenerate back from the dead as long as the construct is not destroyed. The artificer Thessalar created this crafty construct, and uses it to imbue his greater monstrous creations with even more power.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IMR/Thessalheart Construct.webp\"},\"credit\":\"Ralph Horsley\"}]},{\"name\":\"Thessalkraken\",\"source\":\"IMR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The alchemist Thessalar created unknown numbers of misshapen magical creatures, including his many thessalbeasts. Among the largest was the thessalkraken—a slightly smaller variant of the legendary kraken, resembling that great tentacled titan but with a jagged-toothed maw that drips constantly with acid.\",\"A thessalkraken lives in the dark depths, usually a sunken rift or a cavern filled with detritus, treasure, and the remains of sacrificial victims.\"]}]}]}]},{\"name\":\"Two-Headed Owlbear\",\"source\":\"IMR\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/IMR/Two-Headed Owlbear.webp\"},\"credit\":\"Shawn Wood\"}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-jttrc.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"monsterFluff\"]},\"monsterFluff\":[{\"name\":\"Afsoun Ghorbani\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/109-11-005.afsoun-ghorbani.webp\"},\"title\":\"Afsoun Ghorbani, Imprisoned in Crystal\",\"credit\":\"Thabiso Mhlaba\"}]},{\"name\":\"Amanisha Manivarshi\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/080-09-002.amanisha-manivarshi.webp\"},\"credit\":\"Nikki Dawes\"}]},{\"name\":\"Ameyali\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/069-08-001.salamander-raiders.webp\"},\"title\":\"Salamander raiders ambush Ameyali's caravan on the road near Etizalan\",\"credit\":\"Tom Babbey\"}]},{\"name\":\"Ashen Heir Anarchist\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/099-11-001.ashen-heir-plans.webp\"},\"title\":\"The plans of Ashen Heir anarchists go awry when a purple worm erupts into Three Suns Square\",\"credit\":\"Dmitry Burmak\"}]},{\"name\":\"Ashen Heir Mage\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/102-11-002.ashen-carpet.webp\"},\"credit\":\"Brian Valeza\"}]},{\"name\":\"Atash\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/110-11-006.atash.webp\"},\"title\":\"Atash, Ruler of Akharin Sangar\",\"credit\":\"Claudio Pozas\"}]},{\"name\":\"Atiba-Pa\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/115-12-002.regent-atiba-pa.webp\"},\"title\":\"Regent Atiba-Pa\",\"credit\":\"Mia Araujo\"}]},{\"name\":\"Aunt Dellie\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/021-03-001.enchanted-farmers-attack.webp\"},\"title\":\"Enchanted farmers attack Aunt Dellie on the streets of Promise\",\"credit\":\"Mia Araujo\"}]},{\"name\":\"Aurumvorax\",\"source\":\"JttRC\",\"_copy\":{\"name\":\"Aurumvoraxes\",\"source\":\"JttRC\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":[{\"type\":\"entries\",\"entries\":[\"Early in life, aurumvoraxes cooperate with siblings and their den leader parents, digging tunnels in search of metal and other burrowing prey. As they grow to adulthood, aurumvoraxes hunt on their own, carving out territories they viciously defend.\"]}]}}}},{\"name\":\"Aurumvorax Den Leader\",\"source\":\"JttRC\",\"_copy\":{\"name\":\"Aurumvoraxes\",\"source\":\"JttRC\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":[{\"type\":\"entries\",\"entries\":[\"Aurumvoraxes that feed on a steady supply of precious metals gradually grow in size. These aurumvoraxes are faster and deadlier than others of their kind.\"]}]}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/Aurumvorax Den Leader.webp\"},\"credit\":\"Brian Valeza\"}]},{\"name\":\"Aurumvoraxes\",\"source\":\"JttRC\",\"entries\":[{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Aurumvorax\",\"entries\":[\"An aurumvorax is an eight-legged, badger-like hunter. These aggressive omnivores attack any prey they think they can best, ambushing even creatures double their size. They supplement their diets with metal, whether it's worked or ore, and they have a particular taste for gold. This diet lends aurumvorax fur its golden sheen.\",\"Alone or in small groups, aurumvoraxes dig deep in search of precious metals. Such exploration often leads them into conflict with subterranean settlements. As defenders of such communities often wear metal armor, aurumvoraxes prioritize attacking armored foes—whether that armor is metal or not.\"]}]}]},{\"name\":\"Awa\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/064-07-004.ambushed-aurumvorax.webp\"},\"title\":\"Awa is ambushed by an aurumvorax in the depths of the Goldwarren\",\"credit\":\"Vicki Pangestu\"}]},{\"name\":\"Azra Nir\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/041-05-001.march-of-vice-festivities.webp\"},\"title\":\"Prince of Vice, Azra Nir, leads Zinda's annual March of Vice festivities—unaware he's just one target of a killer\",\"credit\":\"Ejiwa 'Edge' Ebenebe\"}]},{\"name\":\"Bakunawa\",\"source\":\"JttRC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Worshiped as draconic avatars of storm and tide, bakunawa soar over the archipelagos they call home. Iridescent scales crackling with lightning cover a bakunawa's fearsome serpentine body, and the sharp movements of its mighty wings echo with thunderous winds. Known for their mercilessness in battle, bakunawa swallow whole any who challenge them.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/Bakunawa.webp\"},\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Brother Broumane\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/119-12-006.brother-broumane.webp\"},\"credit\":\"Andrew Mar\"}]},{\"name\":\"Dinosaur Skeleton\",\"source\":\"JttRC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"These giant skeletons were unearthed shortly before the silver in the mine ran out, inspiring talk that the mine was cursed. When Teocín first joined Itzmin here, she drew on the power of Pazuzu to turn these skeletons into guardians.\"]}]},{\"name\":\"Diva\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/045-05-005.divas-attack.webp\"},\"title\":\"Divas attack the crowd at the Thornapple during their March of Vice performance\",\"credit\":\"Ejiwa 'Edge' Ebenebe\"}]},{\"name\":\"Diva Luma\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/045-05-005.divas-attack.webp\"},\"title\":\"Divas attack the crowd at the Thornapple during their March of Vice performance\",\"credit\":\"Ejiwa 'Edge' Ebenebe\"}]},{\"name\":\"Djeneba\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/116-12-003.djeneba.webp\"},\"credit\":\"Julio Reyna\"}]},{\"name\":\"Dragon Hunter\",\"source\":\"JttRC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"They were raised together and share conviction that they must slay the bakunawa as vengeance for wrongs done to their clan.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/Dragon Hunter.webp\"},\"title\":\"Paolo Maykapal\",\"credit\":\"Hinchel Or\"}]},{\"name\":\"Dukha Bhatiyali\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/081-09-003.dukha-bhatiyali.webp\"},\"credit\":\"Nikki Dawes\"}]},{\"name\":\"Farmer\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/021-03-001.enchanted-farmers-attack.webp\"},\"title\":\"Enchanted farmers attack Aunt Dellie on the streets of Promise\",\"credit\":\"Mia Araujo\"}]},{\"name\":\"Gammon Xungoon\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/009-02-001.tyenmo-rivalry-xungoon.webp\"},\"title\":\"The rivalry between the Xungoon and Tyenmo families disrupts the peace in the Dyn Singh Night Market\",\"credit\":\"Vicki Pangestu\"}]},{\"name\":\"Haint\",\"source\":\"JttRC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Rising from the sorrowful dead, haints are spirits that change their shape in tragic imitation of what they once were. A haint can shift from its spectral form to appear as the corporeal Humanoid it was in life, passing as a living creature. These spirits might mistakenly view innocents as those who killed them or entreat mortals to exact revenge on their behalf.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/Haint.webp\"},\"credit\":\"Claudio Pozas\"}]},{\"name\":\"Jade Statue\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/130-13-004.ancient-jade-statues.webp\"},\"title\":\"Ancient jade statues animate to defend the secret ruins beneath Yongjing\",\"credit\":\"Julian Kok\"}]},{\"name\":\"Jijibisha Manivarshi\",\"source\":\"JttRC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Jijibisha Manivarshi, a vicious soul from the land's past, lurks in the nearby forest. Long ago she made a deal with wicked otherworldly forces that gave her longevity and fiendish powers, a bargain that ultimately resulted in the ruin of Manivarsha.\",\"Despite her fiendish powers, she looks like an ancient, withered human.\"]}]},{\"name\":\"Kala Mabarin\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/043-05-003.kala-mabarin.webp\"},\"credit\":\"Kniio\"}]},{\"name\":\"Kasem Aroon\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/013-02-003.kasem-vi-aroon.webp\"},\"title\":\"Kasem and Vi Aroon\",\"credit\":\"Zuzanna Wuzyk\"}]},{\"name\":\"Kedjou Kamal\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/061-07-003.high-priest-kedjou.webp\"},\"title\":\"High Priest Kedjou\",\"credit\":\"Kniio\"}]},{\"name\":\"Kianna\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/027-03-005.kianna.webp\"},\"credit\":\"Jabari Weathers\"}]},{\"name\":\"Koi Prawn\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/014-02-004.jagged-koi-prawns.webp\"},\"title\":\"Jagged Koi Prawns are just one unexpected danger of the games at the Dyn Singh Night market\",\"credit\":\"Vicki Pangestu\"}]},{\"name\":\"Kun Ahn-Jun\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/051-06-002.magistrate-kun-ahn-jun.webp\"},\"title\":\"Magistrate Kun Ahn-Jun\",\"credit\":\"Nikki Dawes\"}]},{\"name\":\"Kusa Xungoon\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/010-02-002.kusa-xungoon.webp\"},\"credit\":\"April Prime\"}]},{\"name\":\"Lady Dre\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/022-03-002.lady-dre.webp\"},\"credit\":\"Jabari Weathers\"}]},{\"name\":\"Laleh Ghorbani\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/103-11-003.laleh-ghorbani.webp\"},\"credit\":\"Ekaterina Burmak\"}]},{\"name\":\"Lamai Tyenmo\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/009-02-001.tyenmo-rivalry-xungoon.webp\"},\"title\":\"The rivalry between the Xungoon and Tyenmo families disrupts the peace in the Dyn Singh Night Market\",\"credit\":\"Vicki Pangestu\"}]},{\"name\":\"Lu Zhong Yin\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/125-13-003.lu-zhong-yin.webp\"}}]},{\"name\":\"Lungtian\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/090-10-002.lungtian.webp\"},\"title\":\"Lu Zhong Yin in Their Imperial Ghost Uniform\",\"credit\":\"Ryan Alexander Lee\"}]},{\"name\":\"Madam Kulp\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/017-02-005.madam-kulp.webp\"},\"credit\":\"Zuzanna Wuzyk\"}]},{\"name\":\"Myx Nargis Ruba\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/044-05-004.myx-nargis-ruba.webp\"},\"credit\":\"Kniio\"}]},{\"name\":\"Navid\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/106-11-004.navid-the-efreeti.webp\"},\"title\":\"Navid the efreeti in his human disguise\",\"credit\":\"Thabiso Mhlaba\"}]},{\"name\":\"Nene\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/135-14-002.yarana-and-nene.webp\"},\"title\":\"Yarana and Nene\",\"credit\":\"Nikki Dawes\"}]},{\"name\":\"Nightsea chil-liren\",\"source\":\"JttRC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Janya is populated by descendants of Djaynai who escaped into the sea during the Passage of Vultures. The magic of Djaynaian transmuters and that of the Nightsea itself gave these people the ability to live beneath the waves. Now known as Nightsea chil-liren, the people of Janya look similar to the humans of Djaynai, but their brown skin is often tinged shades of gray, and eel-like fins run along their arms and legs.\"]}]},{\"name\":\"Nimuel\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/089-10-001.storyteller-nimuel.webp\"},\"title\":\"The Storyteller Nimuel reveals the chaos caused by a rampaging bakunawa\",\"credit\":\"Claudio Pozas\"}]},{\"name\":\"Ollin\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/070-08-002.ollin.webp\"},\"credit\":\"Merlin G. G.\"}]},{\"name\":\"Paloma\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/030-04-002.paloma.webp\"},\"credit\":\"Adrián Ibarra Lugo\"}]},{\"name\":\"Paolo Maykapal\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/091-10-003.paolo-maykapal.webp\"},\"credit\":\"Hinchel Or\"}]},{\"name\":\"Pari\",\"source\":\"JttRC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A pari is an angelic harbinger gifted with foresight. A visit from a pari is often a prophetic warning or portent of an event yet to come. Pari have pastel blue skin, wear robes and armor, and have two sets of wings with vivid red feathers sprouting from their back.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/Pari.webp\"},\"credit\":\"Ekaterina Burmak\"}]},{\"name\":\"Prince Kirina\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/059-07-001.twilight-dune-scorpions.webp\"},\"title\":\"Prince Kirina fends off an attack by twilight dune scorpions\",\"credit\":\"Brian Valeza\"}]},{\"name\":\"Prince Simbon\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/067-07-005.prince-simon.webp\"},\"credit\":\"Kniio\"}]},{\"name\":\"Riverine\",\"source\":\"JttRC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"More than mere waterway guardians, riverines are embodiments of particular rivers. These spirits of nature take shape to defend their waters and interact with those who travel along their currents. From the waist up, riverines have skin the color of the waters they protect but are otherwise humanlike in appearance. From the waist down, they can manifest either humanlike legs or churning gouts of water. A riverine's personality reflects the nature of the river it arises from—some are lethargic while others are wild and reckless.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"A Riverine's Lair\",\"entries\":[\"Some riverines enjoy reverence akin to worship. Their likenesses are cast as statues and housed in temples, and worshipers act as agents between the river spirits and the people who revere them. These temples often become the home of the riverine itself, serving as its lair, though other nexuses of power along the river's path—such as its source or a significant waterfall—can also be used as lairs by a riverine.\",\"A riverine encountered in its lair has a challenge rating of 13 (10,000 XP).\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/Riverine.webp\"},\"credit\":\"Claudio Pozas\"}]},{\"name\":\"Samira Arah\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/042-05-002.madame-samira-arah.webp\"},\"title\":\"Madame Samira Arah\",\"credit\":\"Kniio\"}]},{\"name\":\"Serapio\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/031-04-003.serapio.webp\"},\"credit\":\"Adrián Ibarra Lugo\"}]},{\"name\":\"Sholeh\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/007-01-006.speaker-sholeh.webp\"},\"title\":\"Speaker Sholeh\",\"credit\":\"Claudio Pozas\"}]},{\"name\":\"Soul Shaker\",\"source\":\"JttRC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A grasping mass of Humanoid limbs, a soul shaker is an obsessive claimer of corpses and collector of body parts. These nightmarish creatures arise from ghoulish collections of severed limbs exposed to necromantic energies or when numerous crawling claws form a cooperative relationship.\",\"Most of a soul shaker's victims have their vitality drained and their flesh pulverized by its many arms. However, should a soul shaker encounter someone with an impressionable mind, the creature attempts to charm the individual, using them as a lure to tempt others into its hunting grounds.\",\"If defeated, a soul shaker disperses into several skittering, animate limbs. The terror can only truly be vanquished by destroying these disembodied appendages. If more than one of these pieces escape, the soul shaker reforms over the course of days and begins hunting once more.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/Soul Shaker.webp\"},\"credit\":\"Tom Babbey\"}]},{\"name\":\"Tlacatecolo\",\"source\":\"JttRC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Appearing as plague-stricken, bipedal owls, tlacatecolo sow sickness and feed on the suffering of mortals. These fiends spread an affliction that leaches heat and life from the living, dispersing it upon winds that rattle like a gasp from a frozen body. Sunlight staves off the disease, but those affected rarely survive the dark of night.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/Tlacatecolo.webp\"},\"credit\":\"Brian Valeza\"}]},{\"name\":\"Tlexolotl\",\"source\":\"JttRC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Tlexolotls are gigantic, salamander-like creatures that slumber deep in the magma of dormant volcanoes. A tlexolotl drowses amid the molten depths for centuries, rising only rarely to gorge itself on massive amounts of animal and plant life before returning to its slumber. Should a tlexolotl's sleep be disturbed—whether by intruders in its volcanic lair or the eruption of its molten home—the lava-drenched brute emerges in a rage, rampaging forth until its belly is full and its volcano is quiet once more.\",\"Despite a tlexolotl's destructive prowess, the land around its volcano is often naturally abundant. It's common for those who live nearby to honor the tlexolotl as a protector of the land, as the ash it creates rejuvenates the soil and encourages life to flourish.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/Tlexolotl.webp\"},\"credit\":\"Brian Valeza\"}]},{\"name\":\"Tonalli\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/071-08-003.tonalli.webp\"},\"credit\":\"Olga Drebas\"}]},{\"name\":\"Tungsten Ward\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/023-03-003.proclaimer-tungsten-ward.webp\"},\"title\":\"Proclaimer Tungsten Ward\",\"credit\":\"Jabari Weathers\"}]},{\"name\":\"Uzoma Baten\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/060-07-002.overseer-uzoma.webp\"},\"title\":\"Overseer Uzoma\",\"credit\":\"Hinchel Or\"}]},{\"name\":\"Vi Aroon\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/013-02-003.kasem-vi-aroon.webp\"},\"title\":\"Kasem and Vi Aroon\",\"credit\":\"Zuzanna Wuzyk\"}]},{\"name\":\"Wei Feng Ying\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/124-13-001.grand-secretary-wei-feng-ying.webp\"},\"title\":\"Grand Secretary Wei Feng Ying\",\"credit\":\"Ryan Alexander Lee\"}]},{\"name\":\"Whistler\",\"source\":\"JttRC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Whistlers are inscrutable stalkers hailing from airy, screeching reaches of the Far Realm. They are difficult to see as they're not tethered to one point in space, blurring in a state of perpetual physical uncertainty. A dead whistler appears as a gray, featureless, humanlike biped with long limbs and thin fingers. Those stalked by a whistler can't shut out its soundless, seven-note tune, an otherworldly melody that invades and scourges the mind. Few creatures that encounter a whistler escape; those that do are forever haunted by the stalker's frightful tune.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/Whistler.webp\"},\"credit\":\"April Prime\"}]},{\"name\":\"White Jade Emperor\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/131-13-005.the-white-jade-emperor.webp\"},\"title\":\"The White Jade Emperor\",\"credit\":\"Ryan Alexander Lee\"}]},{\"name\":\"Wynling\",\"source\":\"JttRC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Playful and mischievous, wynlings defend mountain heights and alpine vales against trespassers. A wynling rarely engages a threat directly, preferring to deter intruders by harassing them with thefts and pranks. Many travelers return from lands protected by wynlings with stories of vanishing equipment and curious eyes staring from the shadows.\",\"Wynlings typically live on the mountains they protect, but they often venture into nearby settlements, lured by high-spirited music and sweet foods. Away from their open, wild homes, wynlings cause all manner of mysterious accidents.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/Wynling.webp\"},\"credit\":\"Vicki Pangestu\"}]},{\"name\":\"Xocopol\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/073-08-005.xocopol.webp\"},\"credit\":\"Merlin G. G.\"}]},{\"name\":\"Yarana\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/135-14-002.yarana-and-nene.webp\"},\"title\":\"Yarana and Nene\",\"credit\":\"Nikki Dawes\"}]},{\"name\":\"Young-Gi\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/054-06-003.young-gi.webp\"},\"credit\":\"Nikki Dawes\"}]},{\"name\":\"Zisatta\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/JttRC/118-12-005.zisatta.webp\"},\"credit\":\"Andrew Mar\"}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-kftgv.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Animatronic Allosaurus\",\"source\":\"KftGV\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The allosaurus is a predatory dinosaur of great size, strength, and speed. It can run down almost any prey over open ground, pouncing to pull creatures down with its wicked claws.\"]}]},{\"name\":\"Ashen Animated Armor\",\"source\":\"KftGV\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"This suit of magically animated plate armor clamors as it moves, banging and grinding like the vengeful spirit of a fallen knight.\"]}]},{\"name\":\"Ashen Flying Sword\",\"source\":\"KftGV\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A magically animated flying sword dances through the air, fighting like a warrior that can't be injured.\"]}]},{\"name\":\"Ashen Knight\",\"source\":\"KftGV\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners.\"]}]},{\"name\":\"Ashen Veteran\",\"source\":\"KftGV\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Veterans are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves.\"]}]},{\"name\":\"Charmayne Daymore\",\"source\":\"KftGV\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A powerful spellcaster, Charmayne had become jealous of the king's passion and warmth. Longing to possess those qualities, she painstakingly created rituals to drain Jhaeros's vitality and charm, and to funnel these qualities into herself. However, the magic only enhanced her greed and jealousy; the more she took from Jhaeros, the hungrier for power Charmayne became, going so far as to murder her fellow councilor, Regine, while she slept.\",\"As she came to realize the people of Ghalasine didn't love her as they did the king, Charmayne became filled with rage. She used magic to tear out Jhaeros's heart while keeping it alive. She then used the still-beating heart as the focus of a ritual to destroy Ghalasine.\"]}]},{\"name\":\"Clockwork Defender\",\"source\":\"KftGV\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A clockwork defender is a mechanical quadruped that vaguely resembles a hound. Its eyes glow and can project intense but harmless beams of light. It tirelessly protects whatever its creator wants, and it can be programmed by its creator not to attack certain kinds of creatures.\"]}]},{\"name\":\"Clockwork Observer\",\"source\":\"KftGV\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A clockwork observer serves as an aerial spy for its creator. It looks like a mechanical, grapefruit-sized orb suspended under softly humming propeller blades. Embedded in the orb are keenly perceptive crystal eyes that enable the observer to see in multiple directions at once. When it perceives something troubling, the observer sounds the alarm by emitting a shriek that can be heard within a range of 300 feet. The observer can also telepathically relay what it has discovered to its creator, provided the two are within 1 mile of each other.\"]}]},{\"name\":\"Dr. Cassee Dannell\",\"source\":\"KftGV\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/KftGV/006-01-003.dr-cassee-dannell.webp\"},\"credit\":\"Nikki Dawes\"}]},{\"name\":\"Eliphas Adulare\",\"source\":\"KftGV\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Eliphas is a gentleman and a tinkerer. For years, he offered his services to the Golden Vault, an organization dedicated to preserving historical relics and keeping powerful items out of evil hands. Eliphas designed the magical music boxes that the Golden Vault uses to communicate with its field operatives.\",\"Eliphas is a neutral good, human werebear who can adopt the form of a polar bear.\"]}]},{\"name\":\"Fragment of Krokulmar\",\"source\":\"KftGV\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/KftGV/Fragment of Krokulmar.webp\"},\"credit\":\"Olivier Bernard\"}]},{\"name\":\"Ignatius Inkblot\",\"source\":\"KftGV\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/KftGV/086-11-004.ignatius-inkblot.webp\"},\"credit\":\"Andrew Mar\"}]},{\"name\":\"Jarazoun\",\"source\":\"KftGV\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/KftGV/104-13-005.jarazoun-the-efreeti.webp\"},\"credit\":\"Olivier Bernard\"}]},{\"name\":\"Joster Mareet\",\"source\":\"KftGV\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/KftGV/056-07-004.quasit-conspiracy.webp\"},\"credit\":\"Kai Carpenter\"}]},{\"name\":\"King Jhaeros\",\"source\":\"KftGV\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Known for its exquisite glasswork, Ghalasine was a prosperous city ruled by King Jhaeros Astolko. Governing from Castle Cinis, Jhaeros was advised by two councilors, Regine LaVerne and Charmayne Daymore, and a guard captain named Naevys Tharesso. Jhaeros's rule was compassionate, just, and kind. Over the last year, however, Naevys watched with growing concern as Jhaeros became more withdrawn and secretive, closing Ghalasine to trade and failing to honor his alliances.\",\"Jhaeros has been transformed into a heartless puppet under Charmayne's command.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/KftGV/King Jhaeros.webp\"},\"credit\":\"David Auden Nash\"}]},{\"name\":\"Markos Delphi\",\"source\":\"KftGV\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Markos Delphi grew up with an insatiable curiosity. Eventually, he had his fill of worldly knowledge and began delving into the arcane, eager to understand the secrets of the planes of existence. Raised in a family of scholars and academics, Markos wished to make a breakthrough discovery that would propel himself and his family to new heights.\",\"This quest for understanding became Markos's obsession. He sequestered himself and his fellow researchers in the remote Delphi Mansion. Markos used astrology-based magic to attempt to contact other planes, and something finally answered him: an entity that called itself Krokulmar. This entity made a pact with Markos, granting insight into the multiverse in exchange for influence on the Material Plane. Markos assumed Krokulmar's intentions were benign.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/KftGV/Markos Delphi.webp\"},\"credit\":\"Olivier Bernard\"}]},{\"name\":\"Meera Raheer\",\"source\":\"KftGV\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/KftGV/001-00-002.meera-raheer.webp\"},\"credit\":\"Katerina Ladon\"}]},{\"name\":\"Nixylanna Vidorant\",\"source\":\"KftGV\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/KftGV/065-08-005.nixylanna-vidorant.webp\"},\"credit\":\"Evyn Fong\"}]},{\"name\":\"Prisoner 13\",\"source\":\"KftGV\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Prisoner 13 is a dwarf named Korda Glintstone. Prior to her incarceration years ago, Korda was an ally and agent of Clan Axebreaker, a moderately influential dwarf clan in a stronghold called Gauntlgrym. Korda built a network of informants and agents, ostensibly all to the benefit of Clan Axebreaker. With each success, she paid tattooists to inscribe a memorial of her triumph onto her skin. Using ancient rituals, Korda infused many of these artful etchings with the magic of Gauntlgrym's forges, granting her wondrous gifts.\",\"Korda grew too ambitious for her role as an agent, so she devised a plan to take power for herself. Over five years she took careful stock of Clan Axebreaker's wealth and, in one fell swoop, used her network of lieutenants to steal away most of the clan's gold, leaving only a pittance.\",\"Prisoner 13 is a cunning schemer, ruthless and patient. She listens and watches, absorbing every detail she can, and shares as little as she can get away with.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Prisoner 13's Tattoos\",\"entries\":[\"Most of Prisoner 13's inkwork is covered by her uniform. Her tattoos include the following:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Dwarven Poetry.\",\"entry\":\"An excerpt from a poem in Dwarvish script on her neck and across her shoulder blades reads, \\\"Endless dreams entombed in stone.\\\"\"},{\"type\":\"item\",\"name\":\"Flames.\",\"entry\":\"A roiling storm of brilliant flames covers her back and ribs.\"},{\"type\":\"item\",\"name\":\"Shroud.\",\"entry\":\"Black and gray smoke and shadows coil down her left arm, ending in runes on the fingers of her left hand.\"},{\"type\":\"item\",\"name\":\"Knotwork.\",\"entry\":\"Purple and blue knotwork and runes run down her right arm, across the back of her right hand, and down the length of each finger. The runes on her fingers, known as the keystone tattoo, form the key to the vault in Gauntlgrym.\"},{\"type\":\"item\",\"name\":\"Mountain.\",\"entry\":\"Silver and brown mountain peaks cover her chest, the tips following the angles of her collarbones.\"},{\"type\":\"item\",\"name\":\"River.\",\"entry\":\"Swirling green and blue waters form a cascading river across her stomach, with scaly creatures leering from the water.\"},{\"type\":\"item\",\"name\":\"Power and Plunder.\",\"entry\":\"Dwarvish script on her hips reads \\\"Power\\\" and \\\"Plunder.\"}]},\"Traced among Prisoner 13's tattoos are tiny magical sigils, each one matching a twin tattooed on one of her agents. A character who examines any visible tattoos and succeeds on a DC 15 Intelligence (Investigation) check notices some of the hidden marks.\",\"A character who succeeds on a DC 15 Intelligence (Arcana) check determines that the sigils have something to do with minds or telepathy.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/KftGV/Prisoner 13.webp\"},\"credit\":\"Katerina Ladon\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/KftGV/035-p13-006.prisoner-13-closeup.webp\"},\"credit\":\"Katerina Ladon\"}]},{\"name\":\"Rilago\",\"source\":\"KftGV\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/KftGV/073-09-006.rilagos-ghost.webp\"},\"credit\":\"Nikki Dawes\"}]},{\"name\":\"Sythian Skalderang\",\"source\":\"KftGV\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Sythian Skalderang has been blessed by the demon lord Graz'zt. Graz'zt's gift to Sythian manifests in several ways, including Sythian's ability to conjure demonic whispers that can fray enemy minds.\",\"When he was a young boy, Sythian went on a hunting trip with his father. A giant toad attacked them and swallowed Sythian. Although Sythian escaped after his father slew the monster, the attack left Sythian with an acute fear of frogs and toads.\",\"Sythian's parents hoped his interest in music would lead Sythian to become an extraordinary musician; he became a mediocre one instead, despite the help of several renowned tutors. Years later, Sythian resents their efforts, as the money his parents lavished on his education left him with many unpaid debts. Now that his parents are dead, he is determined to hold on to his estate and will do whatever it takes to keep what he has left.\",\"Sythian has attuned to Golden Axe so that he can learn and exercise the Canaith mandolin's properties. Although he hopes Golden Axe will earn him the good graces and financial support of the van Timmels, Sythian would sooner lose the instrument than see any harm befall his students, as his reputation and financial success hinge on their well-being. He gladly gives up the instrument to save himself.\",\"Sythian is an impatient and demanding teacher who holds his students to a rigorous schedule. His bone conductor's wand doubles as a spellcasting focus.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/KftGV/Sythian Skalderang.webp\"},\"credit\":\"Kai Carpenter\"}]},{\"name\":\"The Stranger\",\"source\":\"KftGV\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/KftGV/087-11-005.the-stranger.webp\"},\"credit\":\"Olivier Bernard\"}]},{\"name\":\"Tixie Tockworth\",\"source\":\"KftGV\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Using magic and mechanical know-how, Tixie Tockworth has transformed most of herself into a machine. What was once her torso is now a steel carapace that can discharge jets of scalding steam. Her left arm ends in a humming blade. Her right arm ends in a metal shield. Her eyes are shiny, metallic red orbs that can see through illusions.\",\"In her current form, Tockworth ruthlessly seeks to destroy anyone and anything that stands in the way of her ultimate goal, which is to become a Construct. If she's allowed to continue her work, she will achieve this apotheosis in a matter of weeks, after which her creature type changes to Construct. She also gains immunity to poison damage, as well as immunity to the paralyzed, petrified, and poisoned conditions. Her statistics are otherwise unchanged.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/KftGV/Tixie Tockworth.webp\"},\"credit\":\"Julian Kok\"}]},{\"name\":\"Zala Morphus\",\"source\":\"KftGV\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/KftGV/023-03-004.zala-morphius.webp\"},\"credit\":\"Irina Nordsol\"}]},{\"name\":\"Zorhanna Adulare\",\"source\":\"KftGV\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/KftGV/096-12-009.trapped-in-space.webp\"},\"credit\":\"Nikki Dawes\"}]},{\"name\":\"Zorhanna's Simulacrum\",\"source\":\"KftGV\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.\"]}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-kkw.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Krenko\",\"source\":\"KKW\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/KKW/109-429.webp\"}}]},{\"name\":\"Loading Rig\",\"source\":\"KKW\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/KKW/Loading Rig.webp\"}}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-llk.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Ctenmiir the Vampire\",\"source\":\"LLK\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/LLK/Ctenmiir the Vampire.webp\"},\"credit\":\"Maxx Marshall\"}]},{\"name\":\"Garret Levistusson\",\"source\":\"LLK\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/LLK/Garret Levistusson.webp\"},\"credit\":\"Stan!\"}]},{\"name\":\"Gearbox\",\"source\":\"LLK\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/LLK/Gearbox.webp\"},\"credit\":\"Stan!\"}]},{\"name\":\"Gloine Nathair-Nathair\",\"source\":\"LLK\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/LLK/Gloine Nathair-Nathair.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Mary Greymalkin\",\"source\":\"LLK\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/LLK/Mary Greymalkin.webp\"},\"credit\":\"Maxx Marshall\"}]},{\"name\":\"Monastery of the Distressed Body Grand Master\",\"source\":\"LLK\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/LLK/Monastery of the Distressed Body Grand Master.webp\"}}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-lmop.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Ash Zombie\",\"source\":\"LMoP\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"From somewhere in the darkness, a gurgling moan is heard. A form lurches into view, dragging one foot as it raises bloated arms and broken hands. The zombie advances, driven to kill anyone too slow to escape its grasp.\"]},{\"type\":\"entries\",\"name\":\"Ash Zombies\",\"entries\":[\"These zombies were created by the magical devastation when Mount Hotenow erupted thirty years ago. They use the zombie stat block, with the following additional trait.\",{\"name\":\"Ash Puff\",\"type\":\"entries\",\"entries\":[\"The first time the zombie takes damage, any living creature within 5 feet of the zombie must succeed on a DC 10 Constitution saving throw or gain disadvantage on attack rolls, saving throws, and ability checks for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on it early with a successful save.\"]}]}]}]}]},{\"name\":\"Evil Mage\",\"source\":\"LMoP\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Evil mages (such as Iarno Albrek and Hamun Kost) hunger for arcane power and dwell in isolated places, where they can perform terrible magical experiments without interference.\"]}]}]},{\"name\":\"Mormesk the Wraith\",\"source\":\"LMoP\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A wraith is the incorporeal remnant of a particularly hateful being. Most wraiths can transform those they have slain into spectral undead servitors. Mormesk chooses not to, preferring to let the dead stay dead.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/LMoP/Mormesk the Wraith.webp\"}}]},{\"name\":\"Nezznar the Black Spider\",\"source\":\"LMoP\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Drow (dark elves) are a devious, scheming subterranean race that worships Lolth, the Demon Queen of Spiders.\",\"Drow society is strictly matriarchal. Male drow are relegated to servitor roles, and while most train as warriors, a few, such as Nezznar, become skilled wizards.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/LMoP/Nezznar the Black Spider.webp\"}}]},{\"name\":\"Redbrand Ruffian\",\"source\":\"LMoP\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Redbrand ruffians are petty thugs and ruthless enforcers skilled at intimidation and violence. They work for money and have no scruples.\"]}]}]},{\"name\":\"Sildar Hallwinter\",\"source\":\"LMoP\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Sildar Hallwinter is a retired soldier and sellsword who hails from the city of Neverwinter. He is a loyal member of the Lords' Alliance, a political organization that unites the various free cities and towns of the North.\"]}]}]},{\"name\":\"Venomfang\",\"source\":\"LMoP\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/LMoP/Venomfang.webp\"}}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-lox.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Astral Blight\",\"source\":\"LoX\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/LoX/Astral Blight.webp\"},\"credit\":\"Irina Nordsol\"}]},{\"name\":\"Big Momma\",\"source\":\"LoX\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/LoX/024-10-006.big-momma.webp\"},\"credit\":\"Ralph Horsley\"}]},{\"name\":\"Commodore Krux\",\"source\":\"LoX\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/LoX/016-10-002.commodore-krux.webp\"},\"credit\":\"Mark Behm\"}]},{\"name\":\"Elaina Sartell\",\"source\":\"LoX\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/LoX/006-09-002.captain-elaina-sartell.webp\"},\"credit\":\"Andrew Mar\"}]},{\"name\":\"Fel Ardra\",\"source\":\"LoX\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/LoX/019-10-003.fel-ardra.webp\"},\"credit\":\"Zuzanna Wuzyk\"}]},{\"name\":\"Flapjack\",\"source\":\"LoX\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"One crew member stayed aboard the Moondancer while it was in port: a flumph named Flapjack, who serves as the ship's spelljammer.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/LoX/Flapjack the Flumph.webp\"},\"credit\":\"Suzanne Helmigh\"}]},{\"name\":\"Grimzod Gargenhale\",\"source\":\"LoX\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/LoX/025-10-007.grimzod-gargenhale.webp\"},\"credit\":\"Irina Nordsol\"}]},{\"name\":\"Hastain\",\"source\":\"LoX\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/LoX/020-10-004.hastain.webp\"},\"credit\":\"Nikki Dawes\"}]},{\"name\":\"Prince Xeleth\",\"source\":\"LoX\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/LoX/038-11-007.prince-xeteth.webp\"},\"credit\":\"Robson Michel\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/LoX/000-08-000.prince-xeleth-splash.webp\"},\"credit\":\"Merlin G.G.\"}]},{\"name\":\"Princess Xedalli\",\"source\":\"LoX\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/LoX/029-11-001.part-three-splash.webp\"},\"credit\":\"Katerina Ladon\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/LoX/003-08-003.princess-xedalli.webp\"},\"credit\":\"Robson Michel\"}]},{\"name\":\"Topolah\",\"source\":\"LoX\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/LoX/023-10-005.topolah-and-her-birds.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Vocath\",\"source\":\"LoX\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/LoX/034-11-005.vocath.webp\"},\"credit\":\"Olivier Bernard\"}]},{\"name\":\"Warwyck Blastimoff\",\"source\":\"LoX\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/LoX/030-11-002.major-warwyck-blastimoff.webp\"},\"credit\":\"Zuzanna Wuzyk\"}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-lr.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Gar Shatterkeel\",\"source\":\"LR\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/LR/Gar Shatterkeel.webp\"},\"credit\":\"Raymond Swanland\"}]},{\"name\":\"Young Kraken\",\"source\":\"LR\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/LR/Young Kraken.webp\"},\"credit\":\"Joachim Barrum\"}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-lrdt.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Alax Jadescales\",\"source\":\"LRDT\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/LRDT/Alax Jadescales.webp\"}}]},{\"name\":\"Ervan Soulfallen\",\"source\":\"LRDT\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/LRDT/Ervan Soulfallen.webp\"}}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-mabjov.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"monsterFluff\"]},\"monsterFluff\":[{\"name\":\"Achaierai\",\"source\":\"MaBJoV\",\"entries\":[\"Dwelling mostly in the Underdark, achaierai are cunning avian quadrupeds originally from the plane of Acheron. Tribalistic and organized, they possess a strong—if skewed—sense of justice and will often band together to seek bloody vengeance against those who have wronged their kin. They are highly intelligent, with a strong streak of sadistic cruelty, compelling them to devise new and inventive strategies of torture for their victims.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Deadly Foes\",\"entries\":[\"Achaierai have razor sharp beaks, and each of their four legs are tipped with savage talons that can rip an opponent to shreds. They typically hunt in flocks, using coordinated strategy to maximize the efficiency of their attacks. If an achaierai is threatened, it can expel a toxic cloud to distract its enemies and flee... only to resume the fight again later under more favorable conditions.\"]},{\"type\":\"entries\",\"name\":\"A Community of Cruelty\",\"entries\":[\"Social creatures by nature, the achaierai typically form small flocks of up to a half-dozen members. However, these flocks are not family. The leader is simply the largest and strongest member, and in times of food scarcity the weakest members are routinely cannibalized. Achaierai can only breed on their home plane. To increase their numbers in the Underdark, they capture wizards and torture them until they summon more of their kind from Acheron. Because of this, wizards are the only captives the carnivorous achaierai don't eventually eat.\"]},{\"type\":\"entries\",\"name\":\"A Cycle of Vengeance\",\"entries\":[\"Flocks of achaierai have been known to band together to wage war upon a svirfneblin village or drow outpost. These attacks come with little warning, and there are typically no survivors as the ravenous achaierai devour everything in sight. For this reason, the other Underdark races despise the achaierai, and will even work together to wipe out a flock whenever one is discovered. Inevitably, this triggers retaliation from other achaierai, leading to an endless cycle of vicious and bloody reprisals.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Achaierai.webp\"}}]},{\"name\":\"Aribeth de Tylmarande\",\"source\":\"MaBJoV\",\"entries\":[\"Aribeth was once an elven paladin of Tyr, the Blind God of Justice. Renowned for her beauty and beloved for her kindness, she was the personal guard of Nasher Alagonder, the lord of the city of Neverwinter. But when her fiancé, Fenthick Moss, was unjustly hanged for treason, grief and a desire for vengeance corrupted her once noble spirit. She started down a path of revenge against her lord, her people, and even her god that ultimately ended with her own death.\",\"After she was killed, the arch devil Mephistopheles sought out Aribeth's spirit in Hell. He made a bargain with the fallen paladin, offering her a chance to mete out justice once again as she had done when she served Tyr. Aribeth accepted and was returned to the world of the living.\",\"The decades Aribeth had spent in hell, along with the betrayals she had experienced in her first life, had transformed her into a shell of a person. Devoid of conscience, remorse, and compassion, Mephistopheles made her into a hunter of those who had broken pacts made with the powers of Hell.\",\"But despite his efforts to completely break her, Mephistopheles soon recognized that a tiny spark of Aribeth's former kindness and compassion remained, buried deep within her. In acknowledgement of this, he bestowed upon Aribeth an unholy sword called Void that would eat the souls of its victims, sparing them from being damned to the eternal suffering of the Nine Hells. However, Mephistopheles only granted Aribeth permission to use this sword to spare one out of every nine victims, knowing that choosing who to save and who to let suffer would be a constant burden that would eventually corrupt the last noble vestiges of Aribeth's soul.\",\"But Aribeth was smart enough to understand her overlord's true plan. Instead of actively selecting who Void will spare, she makes the choice by using a simple, but extremely precise, scale that resembles the holy symbol she once carried as a priest of Tyr. When she encounters her victims, she asks them for a gold piece. If they give it to her, she places it on the scale, measuring the weight to the thousandth of an ounce. If the scale comes to balance on the last digit of \\\"9\\\", she will slay them with Void, sparing her the emotional burden of personally deciding who will be cast down and who will be spared.\",\"Even now, though she still serves as an avatar of Mephistopheles, Aribeth is not evil in the strict sense. Her victims are never the innocent, and she only unleashes her savage justice upon those who deserve it through their own choices and actions. And she takes no pleasure in her duties; no cruel revelry in the suffering she inflicts. In this way she is more akin to a relentless force of nature—unstoppable and uncaring, but unbiased in her dispensation of dark justice.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Aribeth de Tylmarande.webp\"}}]},{\"name\":\"Baalzebul\",\"source\":\"MaBJoV\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"I have no idea how the big dolt and his hamster scrounged up information on so many dangerous entities, but it's foolish to write about them if you ask me. There's a reason I've never written a book about the Nine Hells.\"],\"by\":\"Volo\"},\"Baalzebul, is an archdevil and the lord of Maladomini, the seventh layer of the Nine Hells. He is known as the Lord of the Flies because his tightly woven web of intrigue traps even the smallest fly. In recent centuries he has been cursed with a new hideous form by the Lord of the Nine Hells—Asmodeus. This form has earned him a new title—The Slug Archduke.\",\"Baalzebul was originally known as Triel, one of the most powerful and beautiful angels to be found in Celestia. Triel's selfish acts in the name of achieving his perfection resulted in his corruption and exile from Celestia. After his fall, Asmodeus, perhaps out of some lingering sense of sympathy, quickly promoted Baalzebul to the ranks of devilish nobility. Baalzebul's ruthless lust for power served him well and before long he not only displaced the ancient, original Lord of Maladomini but managed to become the only archdevil to rule two layers of the Nine Hells, although he ruled Malbolge through the devil Moloch.\",\"However, Baalzebul's pride continued to be his undoing. When he attempted to take Asmodeus's throne, his schemes were discovered and thwarted. Asmodeus inflicted a series of bizarre penalties upon Baalzebul. He was cursed to appear as a slug for one year per lie he had told to a devil. Any deal he struck with a mortal would result in a disaster for the participant. His castle was turned to excrement and filled with filth and his dominion of Malbolge was stripped from him.\",\"Despite his punishments, Baalzebul is still dangerously cunning and charismatic. Even if trapped in the form of a slug, he is still the Lord of Lies, whose every deception is made with ease. Every one of his untruths is told with a specific purpose in mind. Only other devils are safe from his lies, as Baalzebul wishes to return to his original beautiful form.\",\"If forced into combat Baalzebul's first tactic is to belch out gargantuan clouds of flesh-devouring flies. Baalzebul's stench is so putrid that simply trying to get anywhere close to him is sickening. Despite his bloated form, he can still burrow underground and easily scale surfaces. He is easy to track, since he always leaves a thick layer of putrid slime in his wake.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Baalzebul.webp\"}}]},{\"name\":\"Bebilith\",\"source\":\"MaBJoV\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"It is said that the drow can imprison a Bebilith in a metal shell. This new creation is called a Retriever and is used by the dark elves to track down and exterminate their enemies.\"],\"by\":\"Volo\"},\"Bebiliths, or Creepers of the Abyss, are arachnoid demons that prey upon other demons... though whether they do so out of hunger, cruelty, or a strange compulsion to inflict justice on their chaotic evil kin is unknown. Other demons typically leave the bebilith alone and killing them is considered a great taboo. Further adding to the intrigue of their strange mystique, it is believed several greater demonic beings pay homage to the bebiliths.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Barbed Horrors\",\"entries\":[\"Massive, hulking hunters, bebiliths possess foreleg claws that can carve through the thickest armor like warm butter. They can cast webs imbued with searing green fire, and the venom from their bite causes victims to ignite with green flames that burn them alive from the inside out. While their spiderlike appearance suggests the demon queen Lolth created them, most Abyssal scholars have refuted that theory. Their origins are seemingly lost in time, though most suspect the bebilith are natural predators that roamed the Abyss long before other demons spread across it in their teeming hordes.\"]},{\"type\":\"entries\",\"name\":\"Relentless Hunters\",\"entries\":[\"Though they typically feed upon other demons, a bebilith will attack any creature it encounters without hesitation. During the initial strike, they mark their prey using a combination of pheromones and demonic magic. Once marked, a bebilith can track its victim across any distance—the only way to escape pursuit is by killing the bebilith or fleeing the Abyss. Fortunately, bebiliths cannot be summoned to the prime material plane. However, the drow discovered a way to draw their spirits into mechanical, spider-like constructs called retrievers, which they use to hunt or track their enemies.\"]},{\"type\":\"inset\",\"name\":\"Carcerus Prison\",\"entries\":[\"The demodands of the Carcerus prison in Ust Natha have tortured a small number of bebilith into doing their bidding. These bebilith can use their relentless hunter ability on anyone ever imprisoned in Carcerus.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Bebilith.webp\"}}]},{\"name\":\"Bhaal\",\"source\":\"MaBJoV\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"When evil knocks on your door, don't ask who's there. Let your SWORD do the talking! But when you knock on evil's door, give it a good, hard KICK. And when evil asks, Who's there? tell them Boo sent you!\"],\"by\":\"MINSC & BOO!\"},\"A wholly evil, debased and sadistic god, Bhaal—the God of Murder—is reviled by a majority of Faerûn's pantheon; his divine foes include Chauntea, Helm, Ilmater, Lathander, Lliira and Tyr.\",\"Before his ascension to godhood, Bhaal was a power-hungry adventurer on Toril. Along with his companions Bane and Myrkul, he sought to attain the portfolio of Jergal, God of the Dead. Jergal willingly offered his realm to the Dark Three, though they couldn't decide amongst themselves who would rule. Upon Jergal's suggestion, the three divided his power, deciding how to divide it based on the outcome of a game. The three played a game of knucklebones, and Bane emerged as the victor. He claimed the domains of hatred, strife and tyranny as his own. Myrkul, coming second, chose rule over the dead. Finally, Bhaal chose the divine province of death and murder.\",\"A century ago, Bhaal foresaw that he would die in the Time of Troubles and enacted a plan that would allow him to return to life by creating the Bhaalspawn—mortal children imbued with a fraction of his divine essence. While that plan took more than a century to come to fruition, Bhaal has indeed been reborn. Having been dead for more than a century, he now works to rebuild his following, which will augment his divine power. Some of his most powerful and devout followers include his Bhaalspawn son Sarevok and the famous sky captain Pelyious.\",\"Bhaal has two avatar forms: a corpse-like male humanoid called the Slayer, and a huge beast known as the Ravager. He hunts victims at night in his Slayer form. When he has killed, it gives him the power to transform into the Ravager.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Bhaal.webp\"}}]},{\"name\":\"Bhaal, Ravager\",\"source\":\"MaBJoV\",\"_copy\":{\"name\":\"Bhaal\",\"source\":\"MaBJoV\"}},{\"name\":\"Bhaal, Slayer\",\"source\":\"MaBJoV\",\"_copy\":{\"name\":\"Bhaal\",\"source\":\"MaBJoV\"}},{\"name\":\"Bodhi Irenicus\",\"source\":\"MaBJoV\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Van Richten might think he has the market cornered on books about the undead, but he'd be wrong. I've done a great deal of research on vampires, which you can read about in my upcoming book \\\"Volo's Guide to Spirits and Specters\\\". Then you can judge who is the expert about undead.\"],\"by\":\"Volo\"},\"Bodhi was born in the elven city of Suldanessellar. She was the sister of the city's greatest mage, Joneleth Icarus, and shared his interest in the arcane arts, even if she didn't have his talent for it. Jealous of her brother's prestige, she left Suldanessellar, searching for secrets that might make her the equal of Jon. During her journeys she came across the wandering folk known as the Vistani.\",\"The Vistani showed her paths into the foul regions of the Shadowfell, where Bodhi encountered the sinister Dark Powers. Bodhi made a pact with these enigmatic beings and they showed her secrets that would allow her to draw power directly from the elven gods.\",\"Returning to Suldanessellar, Bodhi shared the secrets she had discovered with Joneleth. Her whispers enflamed his desire to gain even greater power. She and her brother embarked on a plot to achieve godhood by draining Suldanessellar's Tree of Life of its magical essence. The ritual would have killed most of the elves in the city, but the pair were thwarted by Ellesime, the city's queen.\",\"For their crimes, the siblings were cursed—stripped of their elven longevity and exiled from their home. Bodhi was enraged at what had happened to her. Despite her brother's protests, she returned to Suldanessellar to try and murder the queen. She slaughtered dozens of her kin before Ellesime finally killed her. But Bodhi did not stay dead. Instead, the Dark Powers of the Shadowfell brought her back as a vampire so that she could continue to corrupt her brother and bring about his final downfall as well.\",\"With her newfound powers, Bodhi helped her brother capture dozens of powerful individuals from across the nation of Amn. One of the victims she brought to her brother for torture and experimentation was the Bhaalspawn named Abdel Adrian, mortal son of the God of Murder. Abdel and his half-sister Imoen escaped and sought vengeance against Bodhi. Eventually they tracked her down and staked her in the heart while she slept in her sarcophagus.\",\"But that wasn't the end of Bodhi's story. Her brother suffered his final downfall shortly after her death, completing the pact Bodhi had originally made with the Dark Powers of the Shadowfell. As a result, she and her brother were drawn into a dark reflection of the treetop city in the Domain of Dread. Despite being trapped there, Bodhi and her brother still find ways to torment the elves of Suldanessellar, even as they seek to escape their prison.\",\"Bodhi is exceptionally cruel, sadistic, and evil, delighting in playing with her prey before their destruction. Like her brother, she holds a deep hatred for the elven community she was born into and was later exiled from.\",{\"type\":\"entries\",\"name\":\"Bodhi Irenicus as a Contact\",\"entries\":[\"Bodhi is the primary contact for members of the Order of Icarus at low levels. Bodhi is willing to allow those that she favors to drink from her blood. Doing so grants you one of the supernatural gifts below. You can only ever have one gift from Bodhi.\",{\"type\":\"table\",\"caption\":\"Supernatural Gifts from Bodhi Irenicus\",\"colLabels\":[\"Supernatural Gift\",\"Benefits\",\"Required Level\"],\"colStyles\":[\"col-2\",\"col-10\",\"col-1 text-right\"],\"rows\":[[\"Death's gift\",\"You have the benefits of a periapt of wound closure\",\"1\"],[\"Nightmare's gift\",\"You have the benefits of a ring of feather falling\",\"1\"],[\"Lich's gift\",\"You have advantage on saving throws against spells and other magical effects\",\"5\"],[\"Spider's gift\",\"You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check\",\"5\"],[\"Panther's gift\",\"You can cast the {@spell polymorph} spell once per day without using any verbal or somatic components You can only cast it on yourself and it must be a panther\",\"7\"],[\"Vampire's gift\",\"You can cast the {@spell dominate person} spell once per day without using any verbal or somatic components\",\"9\"]]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Bodhi Irenicus.webp\"}}]},{\"name\":\"Borivik Windheim\",\"source\":\"MaBJoV\",\"entries\":[\"Borovik Windheim is a skilled ranger and undead hunter originally from the distant lands of Oerth. He was a scout for the ancient Order of the Heart. Long ago, Borovik was leading a small band of the Order of the Heart when a strange mist rose and carried them to the Shadowfell. One by one, the horrors of that land took Borovik's companions, until Borovik was the lone survivor. Borovik blamed himself for the deaths of so many of his close friends, but he never succumbed to despair.\",\"Borovik's will to survive allowed him to cease being the hunted and instead become the hunter. He learned everything he could in a land overrun with undead and aberrations of nature. During his time in the Shadowfell he became a master at hunting and killing undead. He even was mentored by the famous vampire hunter, Rudolph Van Richten. He also forged a friendship with two men who would become his closest companions, Lothar an Uthgardt barbarian and Viktor a holy warrior.\",\"Borovik comes across as eccentric and strange to those that don't know him well. At times, Borovik will have one sided conversations with his long dead companions from the Order of the Heart. It is a coping mechanism that he learned during his time in the Shadowfell and also a way for him to keep their memory alive.\",\"With the help of his companion Lothar, Borivik escaped the Shadowfell to the world of Faerûn. There he came into contact with the Flaming Fist. They helped him recover from the horrors he had endured in the Shadowfell and in recompense, Borivik became one of their most ardent supporters.\",\"Borivik's weapon of choice is a heavy crossbow. He carries with him a wide array of ammunition and other paraphernalia designed to kill all kinds of monsters with a focus on items that can be used on denizens of the Shadowfell. He is willing to share his experience in fighting the undead with any who express interest.\",{\"type\":\"entries\",\"name\":\"Borivik as a Contact\",\"entries\":[\"Borivik becomes available as a contact for the Flaming Fist at 7th level.\",{\"type\":\"table\",\"caption\":\"Ammunition Available from Nauk\",\"colLabels\":[\"Ammunition\",\"Required Level\",\"Cost\"],\"colStyles\":[\"col-5\",\"col-3 text-right\",\"col-4\"],\"rows\":[[\"Ammunition, +1\",\"1\",\"50 gp per ammunition\"],[\"Antitoxin\",\"1\",\"30 gp\"],[\"Holy water\",\"1\",\"10 gp\"],[\"Ammunition, +2\",\"9\",\"200 gp per ammunition\"],[\"Oil of slipperiness\",\"9\",\"250 gp\"],[\"Dust of disappearance\",\"9\",\"300 gp\"],[\"Dust of dryness\",\"9\",\"200 gp\"],[\"Ring of resistance—necrotic\",\"9\",\"1000 gp\"],[\"Ammunition, +3\",\"12\",\"1000 gp per ammunition\"],[\"Arrow/bolt of undead slaying\",\"14\",\"5000 gp per ammunition\"]]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Borivik Windheim.webp\"}}]},{\"name\":\"Cornelius Watson\",\"source\":\"MaBJoV\",\"entries\":[\"Doc Watson (only his mother calls him Cornelius) is the consummate academic. He has an eclectic collection of interests and rarely stays focused on a single subject for longer than a few months. He calls himself a doctor, though strangely, medicine has never been one of his interests. Supposedly the term comes from his time with a man who claimed the highest accolade one could achieve in the study of a single subject was called a \\\"doctorate\\\". The one interest that Doc Watson has consistently kept up with is magic and that is mainly because it remains the best tool to help him continue to learn.\",\"Doc Watson was born to a minor noble family in Waterdeep. While he was a studious child who loved reading, he was a little aimless and his family despaired of him finding a trade. Luckily, after spending time with his eccentric uncle (who happened to be a minor wizard), Doc Watson discovered that he had a knack for magic.\",\"To the disappointment of his family, Doc Watson didn't apply this magical skill to a respectable profession such as the Watchful Order of Magists and Protectors, the clergy of Mystra or the Academy of Stargazers. Instead, he tried his hand at an increasingly strange number of jobs, some of which his exasperated mother was certain he had invented entirely on his own. This included being a weather forecaster for the Waterdeep Port Authority and a columnist for the Weekly Waterdeep Gazette. The final straw was when Doc Watson tried his hand as an executive chef at the Inn of Barmy Blowhards. During his time there he claimed to have achieved the optimal Maillard reaction with a localized pyromance (getting the perfect sear on a steak using fire magic). It was at this point that his family cut off his monthly allowance.\",\"Forced to find a new source of income, Doc Watson was convinced by a friend of his, Flimp Shagglecran, that he should try his hand at the age-old profession of adventuring. Adventuring turned out to be quite lucrative and exposed Doc Watson to all sorts of interesting people, places and monsters. Eventually, he and Flimp had accumulated enough wealth that they were able to found a new guild which they gave a descriptive, but exceedingly unoriginal, name: The Adventurer's Guild.\",{\"type\":\"entries\",\"name\":\"Watson as a Contact\",\"entries\":[\"Watson becomes available as a contact for the Adventurer's Guild at 9th level. Doc Watson has maps to some of the most dangerous monster lairs in Faerûn. These lairs are also the location of fantastic troves of treasure.\",{\"type\":\"table\",\"caption\":\"Monster Lair Maps Available from Watson\",\"colLabels\":[\"Monster Lair\",\"Treasure Trove\",\"Map Cost\"],\"colStyles\":[\"col-4\",\"col-4\",\"col-4\"],\"rows\":[[\"Gynosphinx\",\"Roll on Treasure Hoard: Challenge 11-16 in DMG\",\"250 gp\"],[\"Beholder\",\"Roll on Treasure Hoard: Challenge 11-16 in DMG\",\"500 gp\"],[\"Mummy lord\",\"Roll on Treasure Hoard: Challenge 11-16 in DMG\",\"500 gp\"],[\"Adult green dragon\",\"Roll on Treasure Hoard: Challenge 11-16 in DMG\",\"750 gp\"],[\"Adult red dragon\",\"Roll on Treasure Hoard: Challenge 17+ in DMG\",\"1000 gp\"],[\"Ancient black dragon\",\"Roll twice on Treasure Hoard: Challenge 17+ in DMG\",\"5000 gp\"],[\"Kraken\",\"Roll twice on Treasure Hoard: Challenge 17+ in DMG\",\"5000 gp\"]]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Cornelius Watson.webp\"}}]},{\"name\":\"Cryonax\",\"source\":\"MaBJoV\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"By all the gods! How the ranger hasn't gotten himself killed is beyond my understanding.\"],\"by\":\"Volo\"},{\"type\":\"quote\",\"entries\":[\"Some fish people told Boo about a dread beast called Leemooggoogoon. We eventually found it on the icy glaciers to the north, but it didn't go so well. Sometimes when you dare to kick the butt of evil, your feet get frozen into icicles..\"],\"by\":\"MINSC\"},\"Cryonax, the Prince of Evil Ice Creatures, is an elemental prince of evil from the Plane of Ice. Cryonax appears as a hulking simian beast that stands about fifteen feet tall. Shaggy white fur covers his powerfullybuilt humanoid body. Instead of arms, he has a pair of long, suckered, tentacles. The air around him is frigid and cold as death itself.\",\"The elemental princes of evil are ancient elemental beings that wield immense power. Each one of them commands countless twisted and evil elementals and is worshipped by insane cultists on the mortal world. Unlike the princes that are embodiments of the four base elements, Cryonax draws power from multiple elements. For this reason, some feel that Cryonax is the favorite prince of the Elder Elemental Eye. The Eye is a dark, primordial god that corrupted the elements in the beginning of the world, giving rise to each of the princes.\",\"Cryonax seeks to turn the multiverse into ice. To this end, he strives to unleash eternal winter upon entire worlds. When he comes to a realm, he schemes to prevent the coming of summer, dim the light of a world's sun, and extend the glaciers of a world's polar regions through weather control magic.\",\"Cryonax rules the Frostfell, also known as the Plane of Ice. It is a place of pure, bone-chilling cold. Cryonax resides in the Chiseled Estate; a massive fortress constructed of ice, rock, crystal, and glass that rises a mile above the surface of Frostfell's glaciers.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Cryonax.webp\"}}]},{\"name\":\"Dagryn\",\"source\":\"MaBJoV\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"I've long pursued the story of the dwarf who could change into a dragon. That Minsc and his ridiculous pet could track him down first is infuriating!\"],\"by\":\"Volo\"},\"Dagryn appears as an old, stooped dwarf, crippled with age and afflictions. Long ago, however, he went by another name... and another form.\",\"Originally, Dagryn was a powerful black dragon that hunted the Underdark, feasting on everything from beholders to drow to illithid. But he was particularly fond of dwarves, whom he considered a delicacy. Supremely arrogant, Dagryn believe no denizens of the Underdark could challenge his power, until he had the misfortune of angering a coven of hags.\",\"The hags trapped and killed the great wyrm, but instead of leaving him for dead, they reincarnated him in the form of a dwarf—a twisted joke on the once fearsome creature. In a final mockery of his former glory, they branded him with the name Dagryn—a bastardized echo of the mighty beast he once had been. Dagryn has now lived so many years as a dwarf that the memories of his life before the reincarnation have mostly faded. In addition to forgetting his true name, he no longer remembers his origin world, though he knows that Faerûn is not where he was born.\",\"In the early years after his transformation, Dagryn discovered another cruel quirk of the hag's curse. After several years his wretched existence as a lowly dwarf became unbearable, and Dagryn was driven to suicide. But upon his death, he woke to discover his body had been restored to its original dragon form. However, his joy was short lived—after 24 hours he once again shifted back into his dwarven shape... but now he had a malformed leg, giving him a painful limp.\",\"Over the next decades, the true scope of the horror inflicted upon him became apparent. Each time his dwarven body was killed, he would be reborn as a dragon for a single day. And each time he turned back into a dwarf he would find himself afflicted with some new infirmity: arthritic joints; rotting teeth; punishing migraines; constant ulcers.\",\"Dagryn now dreads adding new ailments to the relentless, crippling pain of his dwarven body. Whenever he is killed—a somewhat frequent occurrence, as a frail, old dwarf is an easy target—he spends his time as a dragon unleashing mad vengeance upon the world in an orgy of death, destruction, and mayhem. As a result, he has developed two very distinct and contrasting personalities: the timid, subservient dwarf and the raging, hate-filled dragon.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Dagryn.webp\"}}]},{\"name\":\"Darien\",\"source\":\"MaBJoV\",\"entries\":[\"Typically appearing as a beautiful, young elven woman clad in golden jewelry, Darien is usually accompanied by several scantily clad and equally beautiful \\\"bodyguards\\\", all of whom seem to be comfortable in any climate, no matter how cold. However, in reality Darien is a powerful half-ogre illusionist and the golden jewelry aren't simply valuable trinkets, but the soul circlets of skeleton warriors—the magically disguised bodyguards that accompany her. Worst of all, Darien is driven by a disturbing obsession for those who call themselves adventurers.\",\"Born to a human mother who died at birth, Darien was rescued by an elven adventurer from Evereska named Vail. Vail tried to keep Darien's nature a secret from the elves of Evereska, knowing that they would never accept a half-ogre. When Darien was in her teens, Vail taught her illusion magic which she could use to change her appearance and create an entirely different identity. Darien modeled her looks and behavior off an elven girl named Shirri—a young elven princess that Darien idolized to the point of obsession. But Darien lacked the grace and refinement of a true elf and despite looking the part, she was never accepted by the elven youth of Evereska.\",\"One spring, when Vail was away on a campaign, Darien kidnapped Shirri. She kept her a prisoner for weeks, obsessively studying her in order to learn how to mimic her poise and speech. She both loved and hated Shirri, and her moods would constantly shift between fawning adoration and bitter resentment. She would often shower her prisoner with gifts, like rich cakes and beautiful clothes, but even the smallest, seemingly insignificant thing could trigger a sudden bout of rage, causing Darien to lock Shirri for days in the cellar, naked, cold, and starving.\",\"When Vail returned, he was horrified to discover what Darien had done and cast her out of Evereska. Banished, Darien wandered the Greycloak Hills that protect Evereska, hoping to die in the snows of an early winter. Instead, she was found by a force of Elemental Evil: Cryonax, Prince of Ice. A pact was made, and Darien survived the winter to make her way down into the civilized lands of the Sword Coast.\",\"Darien's natural talent with illusion magic, coupled with the power that Cryonax provided, allowed her to thrive. In her travels, she became obsessed with the men and women that called themselves adventurers. These bands of treasure hunting thrill seekers seemed to exist outside of the normal order of the world. They did what they liked and became rich and powerful doing so. They also reminded her of the one man who had ever showed her love—Vail.\",\"Darien is parasitic in nature. The smallest word or act—or even seeing them across a crowded room—will cause her to become obsessed with an individual. From that point on she will use all her powers to insert herself into their life, typically by hiring her victim for a high-paying adventuring job. If her machinations fail, however, she is not averse to resorting to brute force such as enchantment magic or taking loved ones as hostages to compel compliance.\",\"Ultimately, she wants the targets of her obsessive infatuation to come to love and respect her. If she is not shown the love that she craves, then she will lash out. Often this means that she will wait for an opportune time to \\\"rescue\\\" them from a battle not going their way. These adventurers might wake to find themselves hostages of Darien, where they must endure her erratic emotional outbursts and cruel mind games until they either escape, are rescued, or are driven into total madness.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Darien.webp\"}}]},{\"name\":\"Deep Spider\",\"source\":\"MaBJoV\",\"_copy\":{\"name\":\"Sword Spider\",\"source\":\"MaBJoV\"}},{\"name\":\"Demodand\",\"source\":\"MaBJoV\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Me and Boo like many sticky things, most especially donuts and Boo's favorite, candied pecans. But some sticky things belong on the pointy end of a sword.\"],\"by\":\"MINSC & BOO!\"},{\"type\":\"quote\",\"entries\":[\"Demodands are difficult to study since they usually never leave their native plane of Carceri. However, the prison in Ust Natha presents a unique opportunity to view them up close. Not that I enjoyed the experience.\"],\"by\":\"Volo\"},\"Demodands are primal creations of evil and implacable agents of destruction. Exiled to Carceri for their chaotic taint, they are also known as gehreleths or leths.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Wardens of the Damned\",\"entries\":[\"Though they are trapped in Carceri, the demodands do not consider themselves prisoners. Instead, they are the self-appointed wardens and jailors of the Tarterian Depths. They derive pleasure from tormenting and terrorizing their fellow captives through acts of brutality, cruelly taunting them the entire time. However, they make no distinction between those actually condemned to Carceri, and planar travelers just passing through. As far as the demodand are concerned, all must be prevented from escaping at any cost.\"]},{\"type\":\"entries\",\"name\":\"A Trio of the Grotesque\",\"entries\":[\"Demodands have three castes, each with a form so repulsive even other denizens of the Lower Planes view them with disgust. The farastu are forced to do the most menial tasks, under orders from their kelubar and shator superiors. When around weaker creatures they are vicious bullies; around more powerful beings they become whimpering cowards. The kelubars are the bureaucrats of the demodands, acting as intermediaries between the lowly farastu and their shator overlords. The kelubar decide which prisoners are rewarded, and which should be punished with extra torments. The shators make up the ruling caste, effectively serving as prison wardens to the lower-ranked guards.\"]},{\"type\":\"entries\",\"name\":\"The Memory of Eons\",\"entries\":[\"Each shator possesses an obsidian triangle. These powerful magical artifacts grant the demodands access to the collective memory of their kind; a shared recollection stretching back to the very dawn of time. The shators primarily use the triangles to track the identity of every being that has ever escaped Carceri, concocting elaborate, generation-spanning strategies to recapture these fugitive souls.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Demodand.webp\"}}]},{\"name\":\"Dread Doppelganger\",\"source\":\"MaBJoV\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Let me borrow your face... You won't be needing it anymore.\"],\"by\":\"Doppelganger\"},\"The dread doppelganger is an ancient member of that race. It has lived for centuries adopting the forms of hundreds or even thousands of different creatures. The long years of impersonating others has drained these elder beings of any kind of empathy. Most dread doppelgangers work alone, though sometimes they will lead a band of younger members of their kind.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Emotionless\",\"entries\":[\"Dread doppelgangers have impersonated the feelings and emotions of so many others that they find it difficult to feel emotions of their own. Because of this they make excellent spies and assassins, for they don't experience remorse for anything that they might have to do. Dread doppelgangers seek out increasingly risky and bizarre behavior in order to instill any kind of emotion. Often this means they will take on dangerous jobs that could bring about their own death.\"]},{\"type\":\"entries\",\"name\":\"Unnatural Gait\",\"entries\":[\"In their natural form dread doppelgangers move about in a disturbing fashion. They are so used to mimicking the movements of others that their own manner of moving seems broken and chaotic. While they might seem ungainly and clumsy when they move, they can lash out at speeds that often surprise their victims.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Dread Doppelganger.webp\"}}]},{\"name\":\"Edwin Odesseiron\",\"source\":\"MaBJoV\",\"entries\":[\"In many ways an archetypal Red Wizard, Edwin Odesseiron is an exceedingly arrogant conjuration mage hailing from the eastern nation of Thay. He originally traveled west to the Sword Coast on a mission to kill the Rashemi Wychlaran Dynaheir, both as part of a personal rivalry and under orders from his superior Red Wizards. Once his mission was accomplished, and Dynaheir was dead, Edwin remained on the Sword Coast in order to build up his own personal power without the oversight of the Zulkirs of Thay.\",\"While Edwin had a falling out with the Red Wizards of Thay some time ago, he managed to repair the relationship by delivering one of the Nether Scrolls to the ruler of Thay—Szass Tam. His short time studying the Nether Scroll resulted in some calamitous results, but one of the spells he learned imparted him with the longevity of an elf.\",\"While Edwin will often return to his homeland of Thay, he can most often be found in the city of Baldur's Gate. He has recently taken over Ramazith's Tower and adopted the identity of Lorroakan, the young mage who formerly lived in the tower (now dead by Edwin's hand).\",\"Despite his inarguably high intelligence, Edwin seems to lack common sense. As a result, his grand schemes and power grabs are typically undone by his own hubris and oversights. Edwin almost universally treats others with disdain, openly insulting his \\\"lessers.\\\" As much as Edwin detests those he views as his inferiors, he gets along no better with his betters. (His envy of the legendary wizard Elminster Aumar is particularly venomous.) Edwin has a simulacrum of himself that he uses to augment his power or send into dangerous situations. Since he doesn't respect the intelligence of anyone other than himself, he often finds himself engaged in conversation with his simulacrum.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Edwin Odesseiron.webp\"}}]},{\"name\":\"Eo Ashmajiir\",\"source\":\"MaBJoV\",\"entries\":[\"Born from the experiments of Belic Haphrat, a Red Wizard from the lands of Thay, Eo is a powerful tiefling sorceress. The offspring of a half-dragon and a succubus, Eo was raised by Belic as his own child, and showed an early affinity for magical gifts. As she grew older, Eo became increasingly useful to the Haphrat's families plans and schemes, eventually becoming a key cog in their complex machinations. Only then did Belic realize his daughter had been carefully manipulating him her entire life, working herself into a position of power and influence in his affairs so she could betray him. By then, however, it was too late, and Eo used her power to take control of Belic's mind, his family, and his wealth before ultimately discarding her adopted father when he ceased to be useful.\",\"Eo is obsessed with her lineage, believing her bloodline makes her inherently superior to other beings. Her infatuation with her kinfolk—demons, devils, and dragons—has led her to walk the Nine Hells, playing dice games with demon lords and signing contracts with archdevils. She has sought audience with dragons of all kinds, including several of the most ancient wyrms in all of Faerûn. There are even rumors she possess a dragon orb, one of the most rare and powerful magical items.\",\"The other driving influence in her life is the unbridled pursuit of hedonistic pleasure. Eo believes that the promise of the afterlife is a conspiracy by the gods to trick mortals into living lives of conformity, preparing them to be consigned to an eternity of sheer boredom after they die. In this way, Eo believes, the status quo of the Heavens and the Hells can be more easily maintained. Eo rebels against this status quo by pursuing earthly pleasures in all their forms, regardless of the long-term costs. She lives almost exclusively in the moment, relying on her wealth, fame, and privilege to protect her against any serious consequences of her actions.\",\"Eo is a narcissist of the highest order, desiring attention, adulation, and unbridled praise at all times. Eager to be recognized as the most beautiful and the most powerful woman in history, she has spent much of her ill-gotten Thayvian fortune in a campaign to be elected Duke of Baldur's Gate. In her pursuit of political power, she continually tries to buy the love and loyalty of the populace with extravagant festivals where wine and illicit drugs are freely available in virtually unlimited quantities. While winning many of the ordinary citizens to her side, these public orgies have put her at odds with the reigning political establishment and various religious figures championing a more traditional morality.\",\"Eo's only weakness is her children. Her son, Aeshma, has gone missing recently. Rumor has it that Eo gambled his soul away in a drunken game of cards with some fiendish lord, though there is no proof as to his fate. Whatever the truth may be, one thing is certain—Eo is desperate to find him... though whether for his sake or simply to protect her own reputation is up for debate.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Eo Ashmajiir.webp\"}}]},{\"name\":\"Faldorn\",\"source\":\"MaBJoV\",\"entries\":[\"Faldorn is a human druid who is secretly a Shadow Master, one of the leaders of a militant sect of druids called the Shadow Druids. She is a devout follower of the beliefs of the Shadow Druids, believing that civilization is a cancer that threatens to make all the mortal races into weaklings.\",\"Faldorn was born into the Black Raven Uthgardt tribe of the North. Her tribe resided within the Spine of the World, an icy mountain range in far northwest Faerûn. As an infant, Faldorn was offered to a Shadow Druid enclave and was later inducted into their ranks. Never knowing any other family, she grew to become a fervent worshipper of nature and the Shadow Druid's tenets. Over the decades, Faldorn rose through the ranks of her order until she eventually claimed leadership in a battle with the former Shadow Master. She returned to her Uthgardt tribe for a few years to take a husband, but abandoned him and the son that they had together after a few years.\",\"Recently, Faldorn has taken it upon herself to infiltrate the Emerald Enclave. She joined the order and quickly rose through the ranks to become a Hierophant. She now is biding her time for one of the three members of the Elder Circle to die, so that she can take their place. Once she is a member of the Elder Circle, it will be easy for her to subvert the Emerald Enclave to do the bidding of the Shadow Druids. Her only worry is one of her former henchmen, an elven ranger named Kivan. He knows of her connections to the Shadow Druids and could potentially out her to the Elder Circle.\",\"Faldorn is usually accompanied by corrupted fey creatures known as hamadryads. She claims that she is the only one willing to take in these sad creatures cast aside by nature.\",{\"type\":\"entries\",\"name\":\"Faldorn as a Contact\",\"entries\":[\"Faldorn becomes available as a contact for the Emerald Enclave at 7th level. Faldorn can give you a small magic item that can be used to summon a powerful ally that will help you for 24 hours. You must use the item as described below to summon the ally. When the ally is summoned you must use an action and succeed at a {@skill Persuasion} check to convince it to help you. Faldorn gives these items for free, but she only grants each item once.\",{\"type\":\"table\",\"caption\":\"Summoning Allies with Faldorn\",\"colLabels\":[\"Item Required\",\"Required Level\",\"Activation\",\"Summoned Ally\",\"Persuasion Check DC\"],\"colStyles\":[\"col-1\",\"col-1 text-right\",\"col-6\",\"col-4\",\"col-1 text-right\"],\"rows\":[[\"Magical acorn\",\"7\",\"Plant it in the ground with an action\",\"In one round the acorn grows into an awakened tree\",\"10\"],[\"Apple\",\"8\",\"Eat the apply and spit out the seeds with an action\",\"The seeds transform into {@dice 1d4} hamadryads\",\"10\"],[\"Decanter of oil\",\"9\",\"Use an action to burn the body of a beast killed only 1 minute earlier with the oil from the decanter\",\"A salamander bursts from the body\",\"15\"],[\"Crown of thorns\",\"10\",\"Succeed with an attack roll to place the crown of thorns on a humanoid of CR 5 or less\",\"The humanoid permanently transforms into a shambling mound\",\"15\"],[\"Bone Knife\",\"11\",\"Use the knife to cut out the heart of a dragon slain within 8 hours\",\"The heart transforms into a wyvern\",\"10\"],[\"Vial of tree sap\",\"12\",\"Succeed with an attack roll to pour the sap on a Plant creature of CR 5 or less\",\"The plant creature transforms into a treant with an evil alignment\",\"15\"]]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Faldorn.webp\"}}]},{\"name\":\"Farastu Stalker\",\"source\":\"MaBJoV\",\"_copy\":{\"name\":\"Demodand\",\"source\":\"MaBJoV\"}},{\"name\":\"Flimp Shagglecran\",\"source\":\"MaBJoV\",\"entries\":[\"Flimpius Theodore Shagglecran (known to his friends as Flimp) is a gnome artificer who hails from the island nation of Lantan. Flimp has an appearance unlike any other gnome on Faerûn. Dressed in plate armor with hooks and pouches for keeping his many inventions, Flimp is always accompanied by his ornery, but entirely mechanical, dog named Metallison.\",\"Flimp spent his youth as many gnomes in Lantan do—studying with hopes to one day join the Gnomish Academy of Engineering. While he easily qualified to study at the Academy, Flimp quickly found that such a life was too boring for his tastes. To the consternation of his family and teachers, Flimp set off on a merchant ship headed north to the fabled city of Waterdeep. Halfway into the voyage, his ship was struck by misfortune and swamped during a powerful storm. Flimp found himself shipwrecked on a strange land with only a few other survivors with him. This turned out to be a blessing in disguise, for it was how he met his great friend and ally, the Waterhavian scholar Doc Watson.\",\"Together the two of them were able to rebuild and modify the wrecked ship which they named the Kraken's Folly. The name was inspired by the ship's most unique addition, a magical steering wheel (stolen from the lair of a kraken) that allows the ship to sail between worlds. After convincing Doc Watson to give up academic life, the two new friends used the ship to launch an adventuring career. This career turned out to be so lucrative, that eventually they founded a joint venture they named \\\"The Adventurer's Guild\\\".\",{\"type\":\"entries\",\"name\":\"Flimp as a Contact\",\"entries\":[\"Flimp is the primary contact for members of the Adventurer's Guild at low levels. Flimp can use his planar ship, the Kraken's Folly, to take adventurers to many exotic locations.\",{\"type\":\"table\",\"caption\":\"Flimp's Planar Ship Transportation Costs\",\"colLabels\":[\"Location\",\"Required Level\",\"Cost\"],\"colStyles\":[\"col-4\",\"col-4 text-center\",\"col-4 text-right\"],\"rows\":[[\"Waterdeep\",\"1\",\"10 gp per passenger\"],[\"Baldur's Gate\",\"1\",\"10 gp per passenger\"],[\"Neverwinter\",\"1\",\"10 gp per passenger\"],[\"Athkatla\",\"1\",\"10 gp per passenger\"],[\"Lantan\",\"5\",\"25 gp per passenger\"],[\"Ust Natha\",\"5\",\"50 gp per passenger\"],[\"Icewind Dale\",\"5\",\"50 gp per passenger\"],[\"Port Nyanzaru\",\"5\",\"25 gp per passenger\"],[\"Abyss\",\"10\",\"500 gp per passenger\"],[\"Avernus\",\"10\",\"500 gp per passenger\"],[\"Githyanki City\",\"10\",\"400 gp per passenger\"],[\"City Of Greyhawk\",\"10\",\"250 gp per passenger\"]]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Flimp Shagglecran.webp\"}}]},{\"name\":\"Gibberling\",\"source\":\"MaBJoV\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Gibberlings are appropriately named, for they babble, or should I say gibber, incessantly. They are unpredictable and thus barely worthy of any kind of research. Thus, why I didn't include them in my book \\\"Volo's Guide to Monsters\\\".\"],\"by\":\"Volo\"},{\"type\":\"quote\",\"entries\":[\"SKREEEEEEEEGLURKLGLURKL! blarkblarkblarkblark. JagAjaGaJaGaJagAjAga!?\"],\"by\":\"Gibberling\"},\"Gibberlings are small, feral humanoids believed to have originally come from the Far Realm, a distant plane characterized by chaos and madness. However, just how these creatures reached the Prime Material Plane and Faerûn is unknown. Regardless, these deadly, wild creatures have become an increasingly common sight for unfortunate travelers along the Sword Coast who stray from major roads at night. Luckily, the gibberlings' intense fear of all sources of light, including fire, make safeguarding camps and settlements a simple task.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Madness Made Flesh\",\"entries\":[\"Gibberlings are short, squat creatures roughly the same height as the average gnome, though their hunched posture makes them appear to be even smaller. Thick black fur covers most of their muscular bodies, though bare patches of sickly gray skin are found on their faces, arms, and legs. Jetblack eyes and a perpetual deranged grin adorn the bestial face of a gibberling, which is framed by pointed ears topped with hairy tufts.\"]},{\"type\":\"entries\",\"name\":\"Chattering Hunger\",\"entries\":[\"Gibberlings roam the wilderness in large groups, largely preferring to stay within dense forests and caverns. They are exclusively carnivorous and do not hesitate to eat the flesh of their fallen kin. Gibberlings are rarely able to surprise their prey, as they constantly shriek, howl, and chatter. Although these vocalizations appear to be a form communication, the few linguists who study these creatures have concluded that these noises are not a language.\"]},{\"type\":\"entries\",\"name\":\"Unpredictable Combatants\",\"entries\":[\"Even a novice adventurer could make short work of a single gibberling, though they always travel in packs. If left unchecked, these groups swell to vast hordes that devour everything in their path. Despite their animalistic behavior, gibberlings are intelligent enough to wield weapons, albeit ones stolen from victims rather than forged themselves. When such arms are unavailable, gibberlings improvise using rocks, bones, and large sticks. Gibberlings lack any sense of self-preservation; with no concept of retreat, a gibberling always fights to the death.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Gibberling.webp\"}}]},{\"name\":\"Hamadryad\",\"source\":\"MaBJoV\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"I cannot drink the water. My roots grow black and rotten. I cannot drink the water. My leaves wither and die. I cannot drink...\"],\"by\":\"Hamadryad\"},{\"type\":\"quote\",\"entries\":[\"It is a sad thing when one of nature's most beautiful fey is corrupted into a hamadryad. Be careful about feeling too much sympathy for them, for they are fearsome when someone trespasses into their territory.\"],\"by\":\"Volo\"},\"These fey come into being when the home tree of a dryad is destroyed or becomes corrupted by foul magic. If the dryad isn't killed she slowly wastes away and over the course of several months becomes a hamadryad. Hamadryads are mad creatures that seek vengeance against any non-fey that wanders into the deep places of the wood that is their home.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Beauty Lost\",\"entries\":[\"Hamadryads do not retain the beauty that they had before whatever tragedy befell them. Their mouths have vanished and their laughter is forever gone. The beautiful feminine forms dryads are famed for have become twisted. Their emerald skin is grey and sickly and their very touch is corrupt and poisonous.\"]},{\"type\":\"entries\",\"name\":\"Madness\",\"entries\":[\"Hamadryads rarely behave in a manner that seems rational. They might viciously attack an intruder and then vanish, only to return later when their mood changes. Sometimes they might help a group of adventurers against evil creatures only to turn on the adventurers once their mutual foe is vanquished.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Hamadryad.webp\"}}]},{\"name\":\"Imoen\",\"source\":\"MaBJoV\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Boo has always liked Imoen. She's like his big sister. Though not as furry and a lot smaller.\"],\"by\":\"MINSC\"},\"Imoen is a Bhaalspawn and the half-sister of Abdel Adrian. She was his first companion when he set out from Candlekeep after witnessing the murder of his mentor. Imoen is naturally inquisitive and her expertise in lockpicking and stealth ensures that no secret is ever safe from her.\",\"During her adventures with Abdel, Imoen was captured by the wizard Jon Irenicus who experimented on her, hoping to unlock the powers she unknowingly had as a Bhaalspawn. Irenicus managed to extract Imoen's divine blood and transfuse it with his sibling Bodhi. While Imoen escaped her brush with death, she no longer had the powers of a Bhaalspawn and her blood was contaminated with a vampire's.\",\"This contamination made several changes in Imoen. She has elongated incisors that she takes pains to conceal. Her aging process has slowed down, extending her life by centuries. Despite learning of her heritage and becoming infected with the blood of a vampire, Imoen has managed to retain a sunny outlook. However, her reputation in Baldur's Gate as the child of a god of murder eventually forced her to relocate south to the city of Athkatla, where she joined the Shadow Thieves.\",\"In her new home city Imoen has embraced the fact that she is a fusion of god, human and vampire. She has become an expert in all of those who struggle with their identity. Imoen is friendly and easygoing but has no patience for wickedness—and she's not afraid to show it.\",{\"type\":\"entries\",\"name\":\"Imoen as a Contact\",\"entries\":[\"Imoen becomes available as a contact for members of the Shadow Thieves at 7th level. Imoen has uncovered secrets of transformation that she is willing to share if asked. Imoen does require a donation for the poor and downtrodden of Athkatla and Baldur's Gate. She will cure someone already infected with lycanthropy for free, but this is not the same as showing them how to better control their changes.\",{\"type\":\"table\",\"caption\":\"Transformation Secrets from Imoen\",\"colLabels\":[\"Transformation\",\"Required Level\",\"Prerequisites\",\"Cost\"],\"colStyles\":[\"col-5\",\"col-2 text-right\",\"col-3\",\"col-1 text-right\"],\"rows\":[[\"Blessing of Corellon (gender change)\",\"1\",\"–\",\"25 gp\"],[\"Druidic reincarnation (race change)\",\"1\",\"–\",\"100 gp\"],[\"Controlled lycanthropy—werewolf\",\"7\",\"Infected by a werewolf\",\"1000 gp\"],[\"Controlled lycanthropy—weretiger\",\"9\",\"Infected by a weretiger\",\"2000 gp\"],[\"Controlled lycanthropy—werebear\",\"9\",\"Infected by a werebear\",\"2000 gp\"]]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Imoen.webp\"}}]},{\"name\":\"Jaheira\",\"source\":\"MaBJoV\",\"entries\":[\"Jaheira is a half-elf druid and an experienced leader within the organization known as the Harpers. She originally traveled to the Sword Coast with Khalid, her husband and fellow Harper, to investigate the Iron Crisis of 1368 DR on behalf of the secretive organization. Khalid was killed during the mission and Jaheira has never remarried. Although harsh and somewhat abrasive, Jaheira is fiercely loyal to the Harpers.\",\"Born to a noble Tethyrian family loyal to King Alemander, Jaheira lost her parents at a young age at the hands of a mob during the country's violent civil war. She would have met the same fate, had a servant not saved her by smuggling her out of the castle. Chance led the pair to find a group of druids in the nearby forest, which took Jaheira in and raised her.\",\"Jaheira believes that true balance and protection of nature can only come through action. When given no other choice, however, Jaheira strongly prefers to facilitate good over evil.\",\"Jaheira has been a member of the Harpers for more than a century, though her elven blood gives her an appearance that is still relatively youthful. However, her age means that she is no longer an active Harper agent. Instead she seeks out those that she feels might help with the Harper cause and tries to recruit them. Jaheira is always on the lookout for an excuse to go back out on to the field and use her magic to destroy those who would harm the natural world or oppose the goals of the Harpers.\",{\"type\":\"entries\",\"name\":\"Jaheira as a Contact\",\"entries\":[\"Jaheira becomes available as a contact for the Harpers at 9th level. Jaheira can put you in contact with a powerful Harper ally. These allies can come to your aid in a time of need. The cost is a magic item that Jaheira enchants. When you require assistance, you may read the magical rune and your item will vanish to be replaced by a powerful ally who will fight by your side for one hour.\",{\"type\":\"table\",\"caption\":\"Allies via Jaheira\",\"colLabels\":[\"Ally\",\"Required Level\",\"Magic Item Sacrifice\"],\"colStyles\":[\"col-5\",\"col-1 text-right\",\"col-6\"],\"rows\":[[\"Mage, unicorn or Vellin (see entry in on next page)\",\"9\",\"Uncommon Boots, Cloak, Ring, Rod, Staff, Wand or Weapon\"],[\"Assassin (named Arylin Moonblade), young silver dragon or deva\",\"12\",\"Uncommon Boots, Cloak, Ring, Rod, Staff, Wand or Weapon\"],[\"Archmage (named either alustriel silverhand, Elminster Aumar or laeral silverhand), adult brass dragon or Jaheira\",\"14\",\"Rare Boots, Cloak, Ring, Rod, Staff, Wand or Weapon\"],[\"Planetar\",\"16\",\"Rare Boots, Cloak, Ring, Rod, Staff, Wand or Weapon\"]]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Jaheira.webp\"}}]},{\"name\":\"Jon Irenicus\",\"source\":\"MaBJoV\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Me and Boo have traveled far and wide and wide and far. Over mountains and under mountains and beside mountains. In all these places we have fought evil...for evil is everywhere. We have fought evil that is as evil as a green dragon that assaults your senses with tremendously loud and stinky belches. But never have we fought evil quite like Jon and Bodhi.\"],\"by\":\"MINSC & BOO!\"},\"Joneleth of the house of Icarus was at one time the most powerful wizard in the elven city of Suldanessellar, and the favorite of the city's queen, Ellesime. Despite his esteemed position, Jon was led astray by the madness of his sister, Bodhi. She convinced Jon that he shouldn't be content with the power he possessed; that he deserved more.\",\"To seduce her brother, Bodhi shared magical secrets with Jon that she had learned from the Dark Powers of the Shadowfell. Using one of these secrets, Jon attempted to steal the life force from Suldanessellar's Tree of Life, believing it would grant him power on the level of the elven gods. The ritual failed and many elves nearly died as a result. For their crimes, Queen Ellesime cursed Jon and Bodhi, stripping them of their elven longevity and exiling them from the city. The elven people no longer recognized the siblings as their own kind and so the exiled siblings took new names. Joneleth Icarus became Jon Irenicus (an elven word meaning \\\"unclean\\\").\",\"Following his exile, Irenicus became obsessed with regaining the longevity that he had lost. He spent much of his time researching forbidden magic and engaging in horrific experimentation. Within his subterranean lair beneath the city of Athkatla, he tortured and studied mortal captives by means of twisted magic. One of those captives was the Bhaalspawn Abdel Adrian, mortal son of the God of Murder. Jon sought to draw the divine spark out of Abdel and take it for himself. But Abdel escaped imprisonment and eventually hunted down and killed Jon, bringing his existence to a seemingly ignominious end.\",\"But that was not to be Jon's final fate. Due to a pact with the Dark Powers of the Shadowfell, Jon and Bodhi were drawn into a dark reflection of the treetop city in the Domain of Dread. Trapped and unable to escape the prison of his own making, Jon is still able to inflict misery on the elves of Suldanessellar with the help of his sister and their loyal followers.\",{\"type\":\"entries\",\"name\":\"Jon Irenicus as a Contact\",\"entries\":[\"Jon Irenicus becomes available as a contact at 11th level. Jon has researched the path to become a lich. He is only willing to share the secret of lichdom with a wizard who is at least 17th level and swears lifelong fealty to him.\",{\"type\":\"list\",\"items\":[\"Mastering the Ritual: You must read the books that Jon provides you. This takes 10 weeks of downtime.\",\"Building a Phylactery: You must build a phylactery. It can be a small box or any other item that has an interior space where arcane sigils can be drawn. It must be crafted from precious metals worth at least 50,000 gp in total. You must then scribe the arcane sigils of naming, binding, immortality, and dark magic in silver. This process takes 10 weeks of downtime.\",\"The First Soul: You must capture a living humanoid or fiend. This humanoid or fiend must have a CR of 8 or greater.\",\"Brewing the Potion: You must brew the potion of transformation. The blood of the first soul must be poured into this concoction. Brewing the potion takes 1 week and 20,000 gp worth of ingredients.\",\"Performing the Ritual: Performing the final ritual requires an additional 30,000 gp in precious metals, rare herbs and incenses and various other components. The ritual takes 8 hours. At the end of it you must cast the {@spell imprisonment} spell on the first soul. Then you must drink the potion of transformation. If you succeed at a DC 15 Constitution saving throw you rise up as a lich. If you fail the saving throw you are struck dead. You cannot be raised except with a {@spell wish} spell.\",\"Lichdom: It is up to your DM whether or not you can continue play as a lich. If your DM does allow you to continue play as a lich, it is recommended that you receive no legendary actions, no lair actions, no paralyzing touch and no legendary resistance. Instead, your race becomes undead and you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"Resistance to damage from Cold, Lightning and Necrotic.\",\"Immunity to Poison damage and Bludgeoning, Piercing, and Slashing from Nonmagical Attacks.\",\"Immunity to the Charmed, Exhaustion, Frightened, Paralyzed and Poisoned conditions.\",\"If you are destroyed you gain a new body in {@dice 1d10} days, regaining all of your hit points and becoming active again. The new body appears within 5 feet of your phylactery.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Jon Irenicus.webp\"}}]},{\"name\":\"Kagain\",\"source\":\"MaBJoV\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"The dwarf knew how to live by the axe, but Boo always thought that he needed a swift kick in the morals!\"],\"by\":\"MINSC\"},\"Kagain is an infamous dwarven mercenary, known as much for his sadistic cruelty and naked greed as his prodigious skill in battle. He is known by many nick names including \\\"the Headhunter\\\", \\\"the Blood Dwarf\\\" and most famously the \\\"the Scream Hunter\\\". This last name comes from his supposed love for the screams of his dying victims. Head of a small but elite mercenary company, Kagain is willing to take on unscrupulous contracts that most rivals would never stomach. His band is based out of Baldur's Gate, where he most often takes on jobs from the Flaming Fist.\",\"Largely indifferent to the suffering of others, Kagain's sole motivations seem to be gold and unleashing death and bloodshed upon the world. This has led Kagain to indulge in increasingly depraved acts in order to get the gold that he craves, and there is no moral or ethical line he will not cross. He has been known to pass off the bones of Uthgardt tribespeople as a substitute for orc fingers in the hopes of claiming outstanding bounties, and he once slaughtered an entire village of innocent gnomes, then tried to pass off their scalps as goblin heads. No act is too despicable for the dwarf if it makes his pursuit of gold easier.\",\"The return of Bhaal has given Kagain a unique opportunity to apply his skills. In his younger years he traveled with one of the Bhaalspawn, Abdel Adrian. This early exposure to the mythology of the Lord of Murder intrigued Kagain, but nothing ever came from it. However, one drunken night in Baldur's Gate, Kagain and several of his mercenaries were set upon by Bhaal while they stumbled home. Despite murdering all his companions, the god spared Kagain on the condition that he become one of his devout followers. Given his love for killing, his lust for gold, and his utter lack of loyalty to his slain brothers-in-arms, it was an easy choice for the black-hearted dwarf\",\"Kagain employs a band of mercenaries that are equally unscrupulous. He has little care for their wellbeing, so membership changes on a regular basis. Current members include the tasloi poisoner named Gixis; a gnoll tracker that goes by the name \\\"Hungry\\\" and a dread doppelganger Kagain refers to as the \\\"Face Peeler\\\".\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Kagain.webp\"}}]},{\"name\":\"Kelubar Consul\",\"source\":\"MaBJoV\",\"_copy\":{\"name\":\"Demodand\",\"source\":\"MaBJoV\"}},{\"name\":\"Kivan\",\"source\":\"MaBJoV\",\"entries\":[\"Kivan is a highly skilled elven ranger, equally proficient in archery and melee combat. In his youth, Kivan was driven to avenge the death of his wife, Deheriana. He channeled that anger by serving the shadow druid Faldorn in various raids against towns and villages on the borders of civilization. But this anger was quelled when he met his future husband, the druid Cernd of the Emerald Enclave. He left Faldorn and joined the Emerald Enclave.\",\"While life was good for many decades, his past eventually caught up with him. Faldorn joined the Emerald Enclave and quickly rose through the ranks to become one of the Enclave's Hierophants. She has been positioning herself to take one of the three spots in the Elder Circle—the three highest members of the Emerald Enclave.\",\"Kivan is torn on what to do. He knows that Faldorn is secretly a shadow druid, but if he were to expose her, she would expose him as well. He would lose everything—the friends he has made, his position in the Enclave, but most of all the love of his husband, Cernd. Cernd has long battled against what he views as the corruption of the shadow druids.\",\"Kivan is a blunt and taciturn elf who values bravery and skill in battle above all other qualities. He tirelessly hones his skills as a tracker and warrior.\",{\"type\":\"entries\",\"name\":\"Kivan as a Contact\",\"entries\":[\"Kivan is the primary contact for members of the Emerald Enclave at low levels. Kivan can connect you with an animal or plant companion for a short duration. Your group can only have one of these companions at a time. Once the companion has helped you for a 24-hour period you can make an {@skill Animal Handling}, {@skill Nature} or {@skill Persuasion} check (depending on the creature) to convince them to stay with you for another 24 hours. Each time you make this check it increases by 1. If the companion dies while helping you, you can never gain the aid of that type of creature again. If the companion leaves your service without dying, then you can ask Kivan for another companion after one month has passed.\",{\"type\":\"table\",\"caption\":\"Animal and Plant Companions via Kivan\",\"colLabels\":[\"Magical Plant and Animal Companion\",\"Required Level\",\"Skill Check\"],\"colStyles\":[\"col-6\",\"col-2 text-right\",\"col-4 text-center\"],\"rows\":[[\"Overly enthusiastic blink dog\",\"1\",\"DC 15 {@skill Animal Handling}\"],[\"Sulky needle blight\",\"1\",\"DC 15 {@skill Nature}\"],[\"Air headed satyr\",\"3\",\"DC 15 {@skill Persuasion}\"],[\"Prankster vine blight\",\"3\",\"DC 15 {@skill Nature}\"],[\"Sarcastic dryad\",\"5\",\"DC 15 {@skill Persuasion}\"],[\"Awakened tree with confusing wisdom\",\"7\",\"DC 20 {@skill Nature}\"],[\"Doom and gloom hamadryad\",\"7\",\"DC 20 {@skill Persuasion}\"]]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Kivan.webp\"}}]},{\"name\":\"Lothar\",\"source\":\"MaBJoV\",\"entries\":[\"Lothar is an Uthgardt barbarian and priest of the Raven Queen. He was born to the Uthgardt tribe of the Black Raven. His mother left him to be raised by her Uthgardt husband when Lothar was still young. Lothar was struck with wanderlust an early age, both because of a desire to see the world and a chance to escape the superstition of his people. Lothar can sense paths that are {@condition invisible} to mortal senses. He can walk into a forest glade and emerge in the Feywild or track a stag through the snow to appear on the glacial fields of Elysium.\",\"Eventually the wanderings of his youth took him into the Shadowfell. Unlike most, Lothar felt an affinity for the dread realm and had no desire to leave. In the years he spent there, he met his lifelong friend Borivik as well as coming into the service of the Raven Queen.\",\"Unlike most faithful, Lothar's devotion to the Raven Queen was not something that came willingly. Lothar was infected with lycanthropy when he stayed with a family of wereravens disguised as simple merchants. Initially he searched for a cure to the supernatural affliction, but soon began to hear the whisperings of the Raven Queen. At first, she only spoke to him in his dreams, but her voice became more insistent as time went on. It was not long before her voice would encroach upon his thoughts day and night. Lothar realized that he could swear fealty to the enigmatic ruler of the Shadowfell or he could descend into madness. He chose the former.\",\"Much like most who follow the Raven Queen, Lothar rarely understands her motivations or goals. It is his duty to find those he has seen in the visions that she sends him.\",{\"type\":\"entries\",\"name\":\"Lothar as a Contact\",\"entries\":[\"Lothar is the primary contact for the Raven Circle at low levels. Lothar can take companions with him when he walks the paths between worlds. He will only take members of the Raven Circle on each unique journey once and he waits for one week before returning to Faerûn.\",{\"type\":\"table\",\"caption\":\"Journeys with Lothar\",\"colLabels\":[\"Journey\",\"Required Level\"],\"colStyles\":[\"col-7\",\"col-5 text-right\"],\"rows\":[[\"Barovia\",\"1\"],[\"Suldanessellar\",\"1\"],[\"Other domain of dread\",\"3\"],[\"Shadowfell—evernight\",\"3\"],[\"Feywild\",\"5\"],[\"Elysium\",\"5\"],[\"Beastlands\",\"7\"],[\"The Outlands\",\"7\"]]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Lothar.webp\"}}]},{\"name\":\"Mephistopheles\",\"source\":\"MaBJoV\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"If there were ever a subject I would never dare to write about it's the lord of Cania. I don't know the real reason of how the ranger came into information on this lord of Hell, but he claims it has something to do with his hamster. His hamster! How did I ever get bamboozled into editing this tome.\"],\"by\":\"Volo\"},\"Mephistopheles is the lord of Cania, the eighth level of the Nine Hells, and the most powerful archdevil next to Asmodeus himself. He is famed as Hell's most powerful wizard and the wielder of a power known as Hellfire.\",\"Mephistopheles is an ancient entity, a being rivaling even Asmodeus in terms of age. During his time as an archdevil he had been responsible for many schemes to try and unseat the Lord of the Nine. One of his infamous schemes was an alliance between himself, Dispater, Mammon, and Geryon. They conspired to take power from the other archdevils, Baalzebul, Zariel, Belial and Moloch. With this increased power, Mephistopheles would then be able to challenge Asmodeus himself. But he was betrayed by Geryon, who had been secretly siding with Asmodeus. Despite the blatancy of his rebellion, he was the archdevil that suffered the least: not cursed like Mammon or Baalzebul; not cast down like Belial, Moloch or Geryon. This has led many to believe that there is some ancient secret to the relationship between the Asmodeus and Mephistopheles, though what it could be is a mystery none have discovered.\",\"Mephistopheles is a brilliant tactician and strategist, and he has an unparalleled understanding of Hell's political machinations and the potential pitfalls of every scheme and alliance. He is courteous and charming when he speaks, demonstrating a wry wit while projecting an image of self-restraint and composure. But beneath this civil persona lurks a savage, barely controlled temper, and he often flies into uncontrollable rages when alone in his palace. In addition to his barely contained anger, Mephistopheles suffers from obsessive envy, and he is bitterly resentful that he is \\\"merely\\\" the second most powerful archdevil.\",\"As the foremost wizard of the Nine Hells, Mephistopheles often resorts to magic when forced to defend himself. But his greatest power comes from the ability to wield Hellfire itself. Created by tapping into the profane essence of Hell, Hellfire is unimaginably, unbearably hot. Unless he chooses to suppress it, his body emanates dark flames, causing anyone who touches him to be scorched by the unholy energy. Mephistopheles can also shape Hellfire any way he wishes, making it his most potent weapon.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Mephistopheles.webp\"}}]},{\"name\":\"Minsc and Boo!\",\"source\":\"MaBJoV\",\"entries\":[\"Minsc is a berserker warrior from the nation of Rasheman in the utter east, though his affinity for animals speaks to his skill as a hunter and tracker as well. He originally came to the Sword Coast on a dejemma, a ritual journey to manhood, as the bodyguard of a young Wychalarn of Rasheman named Dynaheir. But Dynaheir was killed while Minsc was adventuring with the Bhaalspawn known as Abdel Adrian.\",\"Minsc continued his adventures with Abdel until he had the misfortune of being {@condition petrified} by an evil wizard. He remained a {@condition petrified} statue for nearly a century before another wizard released him. Everyone and everything that he had known had passed on, so Minsc decided not to return to Rasheman, but continue his adventures on the Sword Coast. During those adventures he met Suldil. He felt an affinity for the woman due to the fact that they both lost centuries of their lives to magic. When he has time away from his other adventures, Minsc helps track down prospective heroes who Suldil thinks might make good members of the Knights of Bahamut. Minsc secretly hopes that she will one day think that Boo will make a good member of the Knights of Bahamut.\",\"Minsc does not have a strong hold on reality, as evidenced by his continued dependence on his animal companion Boo, a creature that he claims is a miniature giant space hamster. Apparently such things do exist somewhere in the Realms, but Minsc has surely taken too many blows to the head. Minsc has a very simplistic view of the world and is often quick to decide whether or not someone is evil and should be attacked. Fortunately, he is also kind by nature and determined to be a hero. He is somewhat unstable and is prone to flying into a rage.\",{\"type\":\"entries\",\"name\":\"Minsc as a Contact\",\"entries\":[\"Minsc is the primary contact for members of the Knights of Bahamut at low levels. He is able to convince strange companions to join you in your adventures. Your group can only have one such companion at a time.\",{\"type\":\"table\",\"caption\":\"Strange Companions via Minsc\",\"colLabels\":[\"Companion\",\"Required Level\",\"Stat Block\"],\"colStyles\":[\"col-4\",\"col-1 text-right\",\"col-7\"],\"rows\":[[\"Goo—Boo's miniature space hamster cousin\",\"1\",\"Rat\"],[\"Murderoid—the living moon\",\"3\",\"A large point of light in the night sky. Also, a voice that speaks in your head at night... about murdering your enemies\"],[\"Delphinid—the space dolphin\",\"3\",\"Dolphin with fly speed of 30 ft.\"],[\"Backpack guy—the space mimic\",\"7\",\"Mimic that can only assume the form of a backpack. Refuses to fight unless worn\"],[\"Basharin—a blind beholder\",\"7\",\"Beholder that does not have the antimagic cone trait and whose only action is bite\"]]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Minsc and Boo!.webp\"}}]},{\"name\":\"Montaron and the Laughing Skull\",\"source\":\"MaBJoV\",\"entries\":[\"Possibly the most ornery halfling in all of Toril, Montaron is aggressive, bloodthirsty, and absolutely ruthless. He puts his natural nimbleness to use as a skilled assassin working for the Shadow Thieves. He used to work for a rival criminal organization known as the Zhentarim until he was killed during a mission. He despises his old organization, but not nearly as much as he does socalled \\\"goody-goodies.\\\" He was eventually brought back to life by the Shadow Thieves because of his relationship with his old partner, a necromancer named Xzar.\",\"Xzar was already known for his erratic and bizarre behavior before he decided to attempt the magical ritual that would turn him into a lich. While successful at achieving this goal, once he embraced undeath he quickly descended into insanity. Xzar lost track of his phylactery and thus didn't feed it the souls required to fuel his undead state. Several decades later his body had crumbled to dust and Xzar had devolved into a demilich.\",\"Montaron was brought back by the Shadow Thieves to utilize the demilich. The halfling keeps Xzar's skull in a bag of holding, only bringing it out during a mission. When Xzar is active, he will sometimes affectionately refer to the halfling as \\\"Monty\\\". Most of the time he will just berate Montaron for being an insufferable idiot.\",\"Montaron is motivated by two things: amassing coin and finding outlets for his hot temper. He secretly despises his old partner Xzar, but knows that the demilich makes him a much more effective assassin.\",{\"type\":\"entries\",\"name\":\"Montaron as a Contact\",\"entries\":[\"Montaron is the primary contact for members of the Shadow Thieves at low levels. Montaron has access to fences in all of the major cities of the Sword Coast. He can exchange magic items of equal value for a small cost.\",{\"type\":\"table\",\"caption\":\"Items Available from Montaron\",\"colLabels\":[\"Magic Item\",\"Required Trade\",\"Cost\"],\"colStyles\":[\"col-9\",\"col-2 text-center\",\"col-1 text-right\"],\"rows\":[[\"Armor, +1 of your choice\",\"Armor +1\",\"200 gp\"],[\"Ring of jumping, ring of mind shielding, ring of swimming, ring of warmth, ring of water walking\",\"Uncommon magic ring\",\"100 gp\"],[\"Ring of evasion, ring of feather falling, ring of free action, ring of protection, ring of x-ray vision\",\"Rare magic ring\",\"300 gp\"],[\"Rod of rulership, staff of the adder, staff of charming, staff of the python, staff of swarming insects\",\"Rare magic rod or staff\",\"500 gp\"],[\"Wand of magic detection, wand of magic missiles, wand of secrets, wand of web\",\"Uncommon magic wand\",\"150 gp\"],[\"Wand of binding, wand of enemy detection, wand of fear, wand of paralysis, wand of wonder\",\"Rare magic wand\",\"300 gp\"],[\"Weapon, +1 of your choice\",\"Weapon +1\",\"100 gp\"]]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Montaron and the Laughing Skull.webp\"}}]},{\"name\":\"Naes Inuus\",\"source\":\"MaBJoV\",\"entries\":[\"Naes Inuus is the high priest of Sune and also known as the First Heartwarder. He believes that Sune is a goddess for all beings of the realms, and his ultimate dream is to have a temple devoted to Sune in every city and village from the Sword Coast to the Sea of Fallen Stars and beyond.\",\"Naes and his twin, Tiberius, were born in the city of Waterdeep to one of the city's most powerful noblemen. He abandoned the twins when their mother, a cleric of Sune, died during childbirth and so the children were taken in by the Church of Sune. They were raised in the Temple of Beauty in Waterdeep and grew into pious men who were favored by the goddess of love.\",\"When they came of age, the twins set out to spread the love and beauty of Sune across the Realms. In the history of the church, none of Sune's faithful have ever been responsible for establishing as many new temples as has Naes. From Neverwinter in the North to Port Nyanzaru on the Chultan peninsula, it is difficult to find a community that doesn't have at least a shrine devoted to the goddess of beauty.\",\"Naes's devotion to Sune leads him to be intolerant of other faiths. He believes that Sune represents civilization's best chance to survive in a world that is filled with monsters, evil and ugliness. His sermons on the virtues of Sune can come across as condescending to those whose faiths differ. Naes is self-aware enough to recognize how he can be perceived and tones down his rhetoric when dealing with potential allies.\",\"As the high priest of Sune's faith on Faerûn, Naes leaves most of the evangelizing work to his twin brother, Tiberius. However, if there is an opportunity to convert a significant number of people to Sune's faith, Naes will leave his offices in the Temple of Beauty. He relishes these few chances to return to the road. Naes falls in love easily and if he meets a man or woman that he takes a fancy to, then he will strike up a friendship with the hope of it leading to something more.\",{\"type\":\"entries\",\"name\":\"Naes as a Contact\",\"entries\":[\"Once members of the Church of Sune reach 9th level they gain access to Naes as a contact. Naes has connections with some of the most powerful noble families, dynasties and kingdoms. Because of this he is able to arrange marriages, adoptions, titles and other such things. He requires a donation to the Church of Sune before he begins work on the arrangement. The donation is significantly less for those who worship Sune. You can only be married once and you can have noble status in one city.\",{\"type\":\"table\",\"caption\":\"Special Arrangements Through Naes\",\"colLabels\":[\"Arrangement\",\"Benefit\",\"Cost\",\"Cost For Sune Faithful\"],\"colStyles\":[\"col-5\",\"col-4\",\"col-1 text-right\",\"col-2 text-right\"],\"rows\":[[\"Adoption or marriage to Baldur's Gate duke/duchess\",\"You can change your subclass\",\"1,000 gp\",\"750 gp\"],[\"Adoption or marriage to Waterdeep Hidden Lord\",\"Gain proficiency in a skill of your choice\",\"500 gp\",\"250 gp\"],[\"Adoption or marriage to member of Athkatla's Council of Six\",\"Gain an uncommon magic item of your choice\",\"1500 gp\",\"1000 gp\"],[\"Elevated to Mithral Lordship in Athkatla\",\"Gain a rare magic item of your choice\",\"5,000 gp\",\"3,000 gp\"],[\"Granted ownership of vacated noble estate in Baldur's Gate\",\"Gain a feat of your choice\",\"10,000 gp\",\"7,500 gp\"],[\"Granted noble status in Waterdeep\",\"Gain expertise in a skill of your choice\",\"10,000 gp\",\"7,500 gp\"]]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Naes Inuus.webp\"}}]},{\"name\":\"Nauk\",\"source\":\"MaBJoV\",\"entries\":[\"Nauk is a half-orc warrior and senior member of the Flaming Fist in Baldur's Gate. He is also one of Faerûn's most notorious arms dealers. Nauk feeds the flames of civil strife in other nations, usually by providing assassins, mercenaries or magic. When outright war breaks out, the Flaming Fist is ready to offer their services for a hefty profit.\",\"Nauk is one of the most well-connected members of the Flaming Fist. He has contacts and friends in almost every nation and city state in western Faerûn. Some of these come from his younger years as an adventurer, while others have been made through his arms deals.\",\"Nauk is not above getting his hands dirty and has earned his nickname—the Bag Man. Sometimes his customers renege on a deal or are unable to pay for the services that he has provided. When this happens, Nauk enjoys making an object lesson out of the poor fool. Depending on who needs to be punished, Nauk either shows up with a small band of the Flaming Fist's hardest veterans or with a small army. No matter who he arrives with, Nauk always takes the lead.\",\"Nauk dresses in full battle gear, even when just sitting down for a discussion with a possible client. This is because what he wears and wields are examples of what he can provide to a potential customer. This includes adamantine plate armor, multiple enchanted weapons and a dozen potions and other minor magic items. If he needs to convince a client of the effectiveness of what he has to sell, he will offer to fight the best warrior they can send at him.\",{\"type\":\"entries\",\"name\":\"Nauk as a Contact\",\"entries\":[\"Nauk is the primary contact for members of the Flaming Fist at low levels. Magic items can be purchased from Nauk. He specializes in selling potions.\",{\"type\":\"table\",\"caption\":\"Potions Available from Nauk\",\"colLabels\":[\"Potions\",\"Required Level\",\"Cost\"],\"colStyles\":[\"col-7\",\"col-3 text-right\",\"col-1 text-right\"],\"rows\":[[\"Potion of healing\",\"1\",\"40 gp\"],[\"Potion of climbing\",\"1\",\"40 gp\"],[\"Potion of healing—greater\",\"3\",\"250 gp\"],[\"Potion of fire breath\",\"3\",\"250 gp\"],[\"Potion of resistance\",\"3\",\"250 gp\"],[\"Potion of hill giant strength\",\"3\",\"250 gp\"],[\"Potion of water breathing\",\"3\",\"200 gp\"],[\"Potion of frost giant strength\",\"5\",\"750 gp\"],[\"Potion of heroism\",\"5\",\"750 gp\"]]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Nauk.webp\"}}]},{\"name\":\"Pazuzu\",\"source\":\"MaBJoV\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Boo once heard words coming from a flask made of iron. If I know anything, its that a flask is meant for drinking, not talking.\"],\"by\":\"MINSC\"},{\"type\":\"quote\",\"entries\":[\"The rumors that Pazuzu corrupted Asmodeus, presupposes that Asmodeus was originally an angel. This has never been proven! The numerous origins attributed to the lord of the Nine include that he was the first god of Law or that he served such a god and murdered her. We will likely never know the truth.\"],\"by\":\"Volo\"},\"Pazuzu is a powerful demon lord, one of the eldest and most reprehensible of his ilk. He is also called the Dark Angel of the Four Winds, and the Prince of the Lower Aerial Kingdoms. He holds sway over all evil flying creatures, even among the different layers of the Abyss.\",\"Pazuzu's home is the first layer of the Abyss, called Pazunia, known as the Plain of Infinite Portals or the Palace of 1,001 Closets. It is a harsh place with many pits and chasms marring its surface. The pits are portals that not only lead to all of the planes of the Abyss, but to other planes of existence and even mortal worlds. Only Pazuzu knows where each leads.\",\"Unlike most demon lords, Pazuzu is not interested in the conquest of the Abyss. His passion is for corruption. He is fond of corrupting mortals, especially the innocent and honest. Some believe that Pazuzu is the entity responsible for the ultimate corruption—that of the angel Asmodeus.\",\"Pazuzu is often credited with bringing the Blood War between Demons and Devils to fruition. Some believe he was capable of this as he is the only demon lord who has good relations with the Archdevils of Hell. Strangely, the demon lord that hates Pazuzu the most is Grazz't, supposedly a Lord of Hell before becoming an Abyssal Lord.\",\"When he visits the mortal world, Pazuzu often uses the names Pazrael, Imdugud, or Typhon. Whichever name he uses, he passes himself off in the guise of a benevolent entity that grants protections against pestilence and blesses childbirth. Those who use his protections are corrupted into committing vile acts, and children blessed by him are cursed to grow up with evil in their hearts.\",\"The first and most ancient demon lord. He has been trapped in an iron flask and must be kept imprisoned until a way is found to destroy him.\",{\"type\":\"inset\",\"name\":\"The Iron Flask\",\"entries\":[\"One way to use Pazuzu is to have him imprisoned in an iron flask magic item. In this scenario, the group patron gives the players the iron flask at some early point in their career and tasks them with keeping Pazuzu trapped inside until they find a way to destroy the demon lord so that he is sent screaming back to the Abyss for a century. Many different powerful entities will seek to take the iron flask from the players over the course of the campaign.\",\"The henchmen Edwin Odeisserron and Eo Ashmajir are powerful magic users who want to possess the iron flask to augment their own power. They might compete against each other in their attempts to wrest the flask away from the players.\",\"Archdevils such as Baalzebul and Mephistopheles also actively pursue the flask, wanting to gain favor with Asmodeus by presenting him the demon lord who supposedly led to his downfall. The players might be able to play the archdevils against each other in order to survive.\",\"The demodands of Ust Natha's Carcerus prison might send bebilith in search of the flask. They seek to imprison the demon lord in Carceri for reasons only known to their shator overlords.\",\"Jon Irenicus might seek to steal the iron flask, believing that Pazuzu holds the secret to escaping the dread domain of Suldanessellar. He might send members of the Order of Icarus, or the players might be tricked into summoning Jon's sister—Bodhi Irenicus.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Pazuzu.webp\"}}]},{\"name\":\"Pelyious Avhoste\",\"source\":\"MaBJoV\",\"entries\":[\"Pelyious is a Halruaan sky captain who hires out his services to those with a desperate need to get somewhere quickly. His skyship is one of the fastest in all Faerûn, designed by his uncle, Zythan Oolorius Avhoste, the famed Halruaan designer.\",\"Charismatic, cultured and sophisticated, Pelyious is a lover of ancient art and music. He professes an admiration for the extinct Netherese—precursors to the Halruaan people—and the ancient kingdom of Mezro. His skyship is decorated with artifacts and paintings from these cultures, and he enjoys showing off his impressive collection to his guests. He is also an excellent musician and delights in playing complex compositions from the \\\"lost ages\\\" that haven't been heard in centuries.\",\"Though a bit pretentious, Pelyious is unfailingly courteous and polite. He has utter disdain for those who do not share his refinement, viewing them as barbarous, rude, or just plain uncouth.\",\"Pelyious is a skilled ship captain and an excellent swordsman. He has also been mentored in the magical arts by his uncle Zythan. This combination of skills makes him an unpredictable and dangerous opponent; someone who can engage in close melee combat or use magical spells from range.\",\"However, unbeknown to most, Pelyious and his crew are also faithful servants of Bhaal, the God of Murder. Beneath his cultured veneer lurks a bloodthirsty monster (a lycanthropic form he learned through an ancient Mezro ritual), and he occasionally plans \\\"murder rituals\\\" where he turns his entire Halruaan skyship into a slaughterhouse. Victims in these massacres are not merely killed, but often tortured, mutilated, and eventually skinned. While most of the remains are tossed over the side of the airship when it crosses the oceans, the hearts and other vital organs of his victims are used for ritual feasts to celebrate the slaughter.\",\"Pelyious prefers to reserve these ritual killing sprees for those that have insulted him, tried to cheat him, or offended his honor in some manner. However, if no suitable candidates have made themselves available, Pelyious sometimes has to settle on victims that he genuinely likes, for the Lord of Murder can only wait so long for his sacrifices. Pelyious shows no remorse when forced to slaughter those he considers friends, as his devotion to Bhaal supersedes all other loyalties.\",\"Pelyious crews his airship with a family of wolfweres. Most stay in their human forms when there are passengers on board, though the alpha, who is also the wife of Pelyious, likes to take the role of a wolf that Pelyious has tamed.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Pelyious Avhoste.webp\"}}]},{\"name\":\"Phaerimm\",\"source\":\"MaBJoV\",\"entries\":[\"Highly intelligent, phaerimms are malevolent aberrations that dwell deep beneath the surface of the world. Natural spellcasters, they delight in bringing pain and suffering to others. It is said phaerimms would willingly wipe every other being from existence, save for the fact they would then lack slaves to torture for sport.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Monstrous Horrors\",\"entries\":[\"Phaerimms are hideous looking creatures—bulbous bodies with spindly arms and legs, topped by a gaping maw filled with row upon row of razor-sharp teeth. Their evil magic drains life and moisture from the natural world, and the Anauroch Desert was created through extensive use of their powers.\"]},{\"type\":\"entries\",\"name\":\"Mental Enslavement\",\"entries\":[\"A phaerimm's mind-controlling abilities rival those of any mind flayer or beholder. Extremely solitary beings, they surround themselves with a retinue of mentally dominated creatures that serve as bodyguards, soldiers, and hunters. When these thralls cease to be useful, they are slaughtered and devoured by their phaerimm master. The phaerimm language is incomprehensible to humanoids, even with the use of magical assistance. However, a phaerimm can use telepathic magic to communicate with other beings through its slaves, though due to their solitary existence they seldom have need to communicate at all. The only real exception occurs on those rare occasions when several phaerimm will work together to defeat an enemy that is too strong for them to face individually.\"]},{\"type\":\"entries\",\"name\":\"An Endangered Species\",\"entries\":[\"Phaerimms were pushed to the edge of extinction thousands of years ago by the ancient Netherese wizards. Only a few isolated pockets still exist, typically sealed away in deep chambers by their enemies. Phaerimms still have a particular hatred for tomb tappers, a Netherese construct that is immune to their mind control. Their population has been slow to recover from this purge, as a phaerimm is only capable of producing a single egg every century. This egg must be injected into a host through a stinger on the phaerimm's tail, which paralyzes the victim. The larva then consumes the host—still alive—from the inside.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Phaerimm.webp\"}}]},{\"name\":\"Saemon Havarian\",\"source\":\"MaBJoV\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Fool me once, shame on you; fool me twice, watch it! Fool me three times and you're a pirate! Never trust a pirate! This is something me and Boo agree wholeheartedly on.\"],\"by\":\"MINSC\"},\"Saemon Havarian is a flamboyant and opportunistic sea-captain and a wizard with a knack for getting out of trouble, often by putting others in it in his stead. He has been sailing the Sea of Swords for decades. During this time, he has amassed a huge fortune, mostly through double crosses, unsavory business deals, and piracy.\",\"Saemon is almost always accompanied by a small band of sirenes. These beautiful fey creatures are not only famed for their haunting song, but also as deadly warriors. How Saemon managed to earn their loyalty is a topic of discussion in seaports up and down the Sword Coast.\",\"On the surface, Saemon's life looks truly blessed. With his vast fortune he has managed to buy his way into Athkatla's Council of Six, rising from a simple ship's captain, to merchant lord, to the head of one of the most powerful families in the nation of Amn. But there is a dark secret that haunts him; a looming shadow even he has not been able to connive his way out from under.\",\"While Saemon appears to be 60 years old, he is actually almost double that age. Seven decades ago, years ago, he had a heart attack during a pirate raid against Calishite merchant ships. While it looked like fate had finally caught up with him, one of his Calishite prisoners offered him a way out in exchange for his freedom. The merchant, a follower of the Archdevil Baalzebul, granted Saemon another century of life if he signed over his soul.\",\"Now the clock is ticking for the sea captain. While he still has almost a quarter of a century left before his bargain ends, he has no intention of spending eternity in Hell. He is desperate for a way out of his deal, and recently Baalzebul gave Saemon the impression that he could buy his way out of the contract by giving the Archdevil access to political power in Athkatla. But since joining the Council of Six, it has become increasingly clear to Saemon that Baalzebul will never rip up his soul contract; the sea captain has been on the other side of enough double crosses to see one coming his way.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Saemon Havarian.webp\"}}]},{\"name\":\"Sarevok\",\"source\":\"MaBJoV\",\"entries\":[\"Sarevok Anchev is a powerful Deathbringer, an elite group of warriors trained to kill their enemies with a single, seemingly random strike in combat. He is also one of the Bhaalspawn, the mortal offspring of the dead god Bhaal. Sarevok attempted to reclaim the divine seat of the Lord of Murder vacated by his immortal father's demise, but his plans were thwarted when he was slain by his half-brother, Abdel Adrian, who rejected his heritage and fought against his Bhaalspawn siblings.\",\"Sarevok's spirit was sent to the Abyss as punishment. There he eventually crossed paths with Abdel a second time when his noble-hearted brother ventured into the lower realms on a dangerous quest to stop another Bhaalspawn named Melissan. Sarevok agreed to help Abdel kill Melissan, on the condition that Abdel helped him escape the eternal torments of the Abyss.\",\"Abdel agreed, and Sarevok was reborn into the mortal world. After his rebirth, Sarevok was true to his word, and the two brothers fought side-by-side against their half-sister. Ultimately Melissan was defeated, and Sarevok was granted a second chance at life.\",\"With his prodigious strength, his legendary skill in battle, and the Sword of Chaos—a life-stealing, enchanted blade—Sarevok became one of the most famous mercenaries in Faerûn. Yet his many accomplishments brought him no joy. He felt no thrill at victory in battle, no delight in the routing of his enemies. The power he accumulated was bitter as ashes on his tongue, and he became a man haunted by his former life. The realization that no earthly achievements could ever compare to what he once almost had—immortality and godhood—left him broken and empty.\",\"Sarevok plunged into a deep despair. To numb his pain, he indulged in every vice imaginable, squandering his wealth and health on alcohol and drugs. While his divine heritage slowed his aging, it did not stop it entirely, and after decades of self-abuse he was eventually reduced to an old man begging in the streets of Baldur's Gate.\",\"This was how his father—Bhaal, the reborn god of murder—found him. But even though it was dimmed, Bhaal recognized his own divine spark in the pathetic old man, and he sensed Sarevok still had potential. Bhaal recruited him to become the high priest of his fledgling clergy, giving Sarevok new purpose... and another chance to become an agent of death and destruction.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Sarevok.webp\"}}]},{\"name\":\"Shator Warden\",\"source\":\"MaBJoV\",\"_copy\":{\"name\":\"Demodand\",\"source\":\"MaBJoV\"}},{\"name\":\"Sirene\",\"source\":\"MaBJoV\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Sirenes are seen in only a few places in Faerûn. Obviously, the Sword Coast region is one such place. Sirenes have also been sighted in the Sea of Fallen Stars and the Moonsea lake. There are rumors that sirenes can be found at the courts of storm giant lords.\"],\"by\":\"Volo\"},{\"type\":\"quote\",\"entries\":[\"Come no closer, mortal. We sing for our sisters and we sing for the ocean. We sing not for you.\"],\"by\":\"Sirene\"},\"Sirenes are fey creatures that live along the cliffs and jagged rocks of the Sword Coast. Equally comfortable on land or beneath the waves, sirenes prefer to keep close to shore and rarely go out into deep water. They are famed for their beautiful singing that often lures sailors to steer their ships to disaster on the coast.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Territorial\",\"entries\":[\"Sirenes live together in small bands. They are extremely territorial and try to drive out any other humanoid that trespasses in their domain. They initially use non-deadly means to convince intruders to leave, but if that is not successful, they are willing to kill.\"]},{\"type\":\"entries\",\"name\":\"Beautiful Song\",\"entries\":[\"Sirenes love to sing and use their music to communicate amongst themselves. Their songs are beautiful and haunting, but usually not magical in nature. Only when they are in danger will they weave magic into their songs.\"]},{\"type\":\"entries\",\"name\":\"Skilled Warriors\",\"entries\":[\"Sirenes are deadly warriors who use their skills to hunt for food and to kill those who trespass on their territory. Their wicked daggers are made from bone and are their primary weapon when they travel beneath the water. They store their bows close to shore, ready to be retrieved if needed.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Sirene.webp\"}}]},{\"name\":\"Skeleton Lord\",\"source\":\"MaBJoV\",\"_copy\":{\"name\":\"Skeleton Warrior\",\"source\":\"MaBJoV\"}},{\"name\":\"Skeleton Warrior\",\"source\":\"MaBJoV\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Walking skeletons are a sure sign that some EVIL wizard is getting up to no good. Minsc is quite certain that skeletons should be sleeping in their graves-not ambulating around as if in search of midnight snacks! And now you say they have crowns and platemail and magic swords?! Are there no depths to which evil will not sink? And what does evil find down there, anyway? Boo would like to know!\"],\"by\":\"MINSC & BOO!\"},\"Held together by necromantic energy, skeleton warriors are distinguished by their high intelligence and considerable battle prowess. All skeleton warriors retain the ability to understand languages they knew in life and most are capable of speech, standing in stark contrast to the mindless and far more common skeletons faced by most adventurers. Only the most skilled necromancers are able to raise a skeleton warrior, which are prized for use as bodyguards and sentinels. Necromancers must use the remains of powerful warriors in order to create a skeleton warrior. Even if a mage succeeds in their task, however, the creatures are difficult to control unless the mage has the golden circlet that contains the undead warrior's soul. Like other skeletons, skeleton warriors are resistant to most forms of damage but vulnerable to bludgeoning; blunt trauma is required to knock dry bones out of place. In addition, skeleton warriors are highly resistant to magical effects.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Battle Beyond Death\",\"entries\":[\"Skeleton warriors are created from the remains of great fighters and retain their skills in undeath. Many are former adventurers or prominent lords who died in battle. Skeleton warriors wield fearsome two-handed greatswords and wear heavy, often ornate, armor that has tarnished with age.\"]},{\"type\":\"entries\",\"name\":\"Undead Commanders\",\"entries\":[\"Skeleton warriors are typically solitary guardians and do not usually associate with other undead unless under the active control of a necromancer. In such cases, a skeleton warrior may lead a detachment of more dim-witted skeletons, directing them to use tactics normally out of reach.\"]},{\"type\":\"entries\",\"name\":\"Skeleton Lords\",\"entries\":[\"Some skeleton warriors are created using the remains and souls of powerful lords such as kings or other nobility. These skeleton warriors are more powerful than others of their kind and radiate an aura of cold and fear that can chill the heart of even the bravest champion.\"]},{\"type\":\"entries\",\"name\":\"Soul Circlets\",\"entries\":[\"When a skeleton warrior is created, its soul is trapped within a magical gold circlet, which is used to control the creature. This artifact is what binds a skeleton warrior to the Prime Material plane. Skeleton warriors are driven to recover their circlets and most that succeed choose to destroy the items, ending their ghoulish existence.\"]},{\"type\":\"inset\",\"name\":\"Controlling Skeleton Warriors\",\"entries\":[\"Someone wearing a skeleton warrior or skeleton lord's golden circlet can use an action to take control of the undead creature if it is within 100 ft. There is no saving throw allowed against this control. This control is complete and allows the wearer of the golden circlet to issue commands through a telepathic link. The skeleton warrior or lord will do its best to obey simple commands such as \\\"attack that creature\\\" or \\\"move over there\\\". If the skeleton warrior or lord does not receive any orders it will defend itself as best as it is able.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Skeleton Warrior.webp\"}}]},{\"name\":\"Ssendam, Lord of Madness\",\"source\":\"MaBJoV\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"The lord of insanity is a difficult subject to find accurate information on. Mainly because most that encounter the primal slaad are left either catatonic, incoherent or psychotic. Ssendam is one of the two known slaadi lords, the other being Ygorl, lord of entropy. There are rumors of other slaadi that may rival the power of Ssendam and Ygorl. Netherese texts refer to them as void slaad and chronal slaad.\"],\"by\":\"Volo\"},\"Ssendam is the Slaad Lord of Madness. She was born in the ancient days, when Primus, Lord of the Modrons, came to Limbo to bring order to chaos with his Spawning Stone. A shard of the Spawning Stone broke off in the god's hand and worked its way into his divine body. The wound made him feverish and clouded his thoughts; this was the first instance of what is now known as the chaos phage or \\\"slaad fever\\\".\",\"Not wanting to bring the illness to his home plane of Mechanus, Primus purged himself before leaving Limbo. Not only did he expel the shard, but all the chaos that had touched his body, in a pile of vile excrement. Through the power of the Spawning Stone, this excrement transformed itself into the first slaad—Ssendam.\",\"Ssendam is not interested in the realm of Limbo. Her only desire is to spread sickness and madness. To this end she travels to different mortal worlds, bringing with her the chaos phage. She has two forms, that of a golden amoeba or alternatively that of a golden slaad. As an amoeba, Ssendam moves through the waters of a mortal world, looking for a perfect host. When she finds that host, she allows her target to consume her by drinking water or wine. She then infects her host's mind and slowly turns them toward madness. This madness leads to an obsession with the slaad, the chaos phage, and Limbo.\",\"Eventually, the host will find a way to bring slaad into their world. When there are enough of her kind, Ssendam completes her corruption of the host and transforms into her golden slaad form, utterly consuming her unfortunate living vessel. Her only goal after this transformation is spread the chaos phage to all corners of the world she now inhabits.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Ssendam, Lord of Madness.webp\"}}]},{\"name\":\"Suldil Baldoriel\",\"source\":\"MaBJoV\",\"entries\":[\"More than a thousand years ago, Suldil was born to a human boatswain and his sea-elf bride. Her innate magical prowess brought her to the attention of the fledgling order of the Knights of Bahamut. The Knights of Bahamut were an order of dragon riders that worshipped Bahamut and bonded to young metallic dragons.\",\"The rise of the Knights of Bahamut was meteoric in its speed, but so was their fall. They vanished from the history books in 250 DR, victims of their own success. Fearful of the rising power of the Knights of Bahamut, their enemies formed an alliance that struck quickly and brutally. When the final days came, Suldil was a veteran dragon rider bonded to a beautiful bronze dragon. She was happily married and the proud mother to a son. In a single night Suldil lost everything. She survived only through the intervention of a nymph of the Feywild. The nymph took Suldil into her sylvan realm at night when the enemies of the Knights of Bahamut were killing the other riders, dragons and their families.\",\"Suldil would stay in the Feywild for a decade. Not out of her own choice, but because of the obsession of the nymph. The fey creature was enamored with Suldil and had no desire to let her go. It was only through years of Suldil's pleas that the nymph finally allowed the former knight to return to her world. When Suldil was finally released from the Feywild, a decade had passed for her, but a millennium had passed in the mortal world. It was the harshest way to learn that time flows differently in the Feywild.\",\"Suldil is disheartened that the Knights of Bahamut have vanished from history. She prayed to Bahamut and was surprised when she was given a vision. The vision led her to the lair of a bronze dragon killed by fortune hunters. One of the dragon's eggs was hidden beneath a pile of copper that the hunters had left behind. Suldil bonded with the bronze wyrmling that hatched from the egg a few months later.\",\"Suldil wants to bring the Order of Bahamut back and searches for candidates that she thinks are worthy of joining her resurrected order.\",{\"type\":\"entries\",\"name\":\"Suldil as a Contact\",\"entries\":[\"Suldil becomes a contact for members of the Knights of Bahamut at 9th level. Suldil has access to the scrolls and texts of the ancient Knights of Bahamut. This includes the formula for transforming certain magic items into more powerful items. A successful {@skill History} check is required to hunt down all of the appropriate scrolls and texts.\",{\"type\":\"table\",\"caption\":\"Enhancing Magic Items via Suldil\",\"colLabels\":[\"Magic Item\",\"Magic Item Needed As A Component\",\"History Check DC\",\"Material Cost\"],\"colStyles\":[\"col-4\",\"col-4\",\"col-2 text-right\",\"col-2 text-right\"],\"rows\":[[\"Bead of force\",\"Uncommon wondrous item\",\"20\",\"100 gp\"],[\"Horn of blasting\",\"Uncommon wondrous item\",\"15\",\"100 gp\"],[\"Javelin of lightning\",\"Uncommon magical weapon\",\"10\",\"50 gp\"],[\"Ring of feather falling\",\"Uncommon ring\",\"10\",\"100 gp\"],[\"Ring of resistance—lightning\",\"Uncommon ring\",\"15\",\"150 gp\"],[\"Ring of the ram\",\"Uncommon ring\",\"15\",\"150 gp\"],[\"Staff of thunder and lightning\",\"Rare rod, staff or wand\",\"20\",\"500 gp\"],[\"Wand of lightning bolts\",\"Uncommon rod, staff or wand\",\"15\",\"300 gp\"]]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Suldil Baldoriel.webp\"}}]},{\"name\":\"Sword Spider\",\"source\":\"MaBJoV\",\"entries\":[\"Sword spiders are a type of giant arachnid that stalk the forests and caverns of Faerûn, walking on legs that resemble razor-sharp blades. These solitary predators move incredibly fast and with great stealth for their large size. The sword spider's sleek, 12-foot-long body is encased in a durable black exoskeleton covered in fine dark hairs. Although their eyesight is poor, sword spiders locate their prey using {@sense tremorsense|MM} to feel for minute vibrations in the ground.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Natural Weapons\",\"entries\":[\"All eight legs of a sword spider end in thick chitinous plates with serrated ridges. However, its primary weapons are its front two legs, which look like a pair of massive curved swords. Its victims are impaled upon these limbs and brought close enough for the spider to deliver its poisonous bite. Once slain, its prey is then chopped up into manageable morsels that can be fed into its cavernous maw lined with multiple rows of crooked fangs.\"]},{\"type\":\"entries\",\"name\":\"Death From Above\",\"entries\":[\"Rather than trapping its food within a pre-constructed web, sword spiders prefer to wait for prey high up in tree branches and on cavern walls. (Despite their large frames, sword spiders retain the ability to cling to most surfaces, making them adept climbers.) Once it spots its prey, the spider sprays the creature with a restraining web and drops down with all eight of its lethal legs extended to impale its meal. When hunting in areas not conducive to this strategy, sword spiders instead stalk and chase their prey like big cats and are able to leap forward up to 30 feet, lashing out with their forelimbs.\"]},{\"type\":\"entries\",\"name\":\"Deep Spiders\",\"entries\":[\"Sword spiders are native to the jungles of Mhair on the Chultan Peninsula in southwest Faerûn. Drow traders brought them to the Underdark where they were bred for use in battle under the control of Lolthite priestesses. These variants are called deep spiders and many have since escaped their pens and, with the ability to tolerate a wide range of climates, adapted quickly to their new subterranean homes. These creatures soon spread throughout the Underdark with many finding their way to the surface.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Sword Spider.webp\"}}]},{\"name\":\"Tasloi\",\"source\":\"MaBJoV\",\"entries\":[\"Lanky but small goblin-like creatures, tasloi largely dwell in the dense tropical forests of southern Faerûn. However, groups of tasloi have made their way northwards to the Sword Coast, with a notable enclave within the Cloakwood. With vibrant green skin covered by a thin layer of coarse black hair, tasloi can perfectly blend in with their surroundings with only the faint glow of their golden, almost feline eyes betraying their presence. Although generally less intelligent than humans, tasloi can be quite clever, using superior numbers and pack tactics to make them surprisingly formidable foes.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Tree Dwellers\",\"entries\":[\"Tasloi prefer the low-light conditions of jungle canopies and avoid direct sunlight altogether. In more temperate areas where foliage is sparse, such as the forests of the Sword Coast, they largely limit their activities to dawn and dusk. Expert climbers, the tasloi's long arms allow them to rapidly move among treetops by leaping from branches and swinging from vines. Tasloi are less at home on the ground, where they knuckle-walk by adopting a crouched position similar to that of an ape.\"]},{\"type\":\"entries\",\"name\":\"Social Creatures\",\"entries\":[\"Tasloi live in a loosely structured tribal society together in bands that consist of multiple individual families. Most tasloi communities build homes in trees surrounded by interconnected platforms high off the ground. Tasloi have a deep fear of being alone, which is reinforced by their culture's many superstitions. They practice a form of husbandry, raising giant rats and other large vermin as livestock, both for food and use as mounts. Tasloi mostly speak a language unique to their kind, but some have learned to speak a broken form of Common. Although vicious, these opportunists can be reasoned with under the right circumstances.\"]},{\"type\":\"entries\",\"name\":\"Ambush Predators\",\"entries\":[\"Although tasloi can and will eat almost anything, they have a strong preference for fresh meat, especially that of humans, elves, and other humanoids. They are known take advantage of much more fearsome monsters by staking out escape routes from their lairs and luring already-injured adventurers into a trap. Tasloi also use hit-and-run tactics and other techniques that take advantage of their familiarity with their forest homes.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Tasloi.webp\"}}]},{\"name\":\"Tasloi Sniper\",\"source\":\"MaBJoV\",\"_copy\":{\"name\":\"Tasloi\",\"source\":\"MaBJoV\"}},{\"name\":\"Tiberius Inuus\",\"source\":\"MaBJoV\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"The Inuus brothers have agreed to be patrons for a new book that I intend to title \\\"Volo's Guide to Faerûn's Faiths\\\". The Church of Sune is to have the largest chapter of course.\"],\"by\":\"Volo\"},\"Tiberius Inuus is a powerful paladin of Sune and head of the Sisters and Brothers of the Ruby Rose, a holy order of warriors and paladins sworn to the service of the goddess of beauty. He is devoted to spreading the love and beauty of Sune to every corner of Faerûn.\",\"Tiberius and his twin, Naes, were born in the city of Waterdeep. Their father abandoned them when their mother, a cleric of Sune, died during childbirth and thus they were raised in the Temple of Beauty. Naes grew up to become a cleric and man of peace, but Tiberius was too filled with anger to follow that path. While his twin was able to forgive their father, Tiberius has used the anger from that abandonment to fuel his drive to destroy anything that threatens the Church of Sune.\",\"Tiberius dreams of building the Sisters and Brothers of the Ruby Rose into the greatest military force for good in all Faerûn, free from the corruption of city state politics. When he finds a warrior whose ability he respects, Tiberius can be an extremely convincing evangelizer. Tiberius often leverages the large number of faithful amongst the nobility of the Lord's Alliance. He is able to ensure that the Ruby Rose are included in important battles against threats to the cities of the Sword Coast. While the veterans of the Order of the Gauntlet might view clerics of Sune as soft, they respect the Ruby Rose because of the efforts of Tiberius.\",{\"type\":\"entries\",\"name\":\"Tiberius as a Contact\",\"entries\":[\"Tiberius is the primary contact for members of the Church of Sune at low levels. Items can be purchased from Tiberius. It takes a day for him to acquire the item from the church.\",{\"type\":\"table\",\"caption\":\"Magic Items Available from Tiberius\",\"colLabels\":[\"Minor Magic Item\",\"Required Level\",\"Cost\"],\"colStyles\":[\"col-10\",\"col-1 text-center\",\"col-1 text-right\"],\"rows\":[[\"Decanter of endless water\",\"–\",\"100 gp\"],[\"Keoghtom's ointment\",\"–\",\"100 gp\"],[\"Philter of love\",\"–\",\"50 gp\"],[\"Potion of healing\",\"–\",\"40 gp\"],[\"Periapt of health\",\"–\",\"100 gp\"],[\"Sending stones\",\"–\",\"100 gp\"],[\"Spell scroll (1)—charm person, disguise self, guiding bolt, shield of faith, sleep\",\"–\",\"25 gp\"],[\"Spell scroll (2)—prayer of healing, suggestion\",\"–\",\"250 gp\"],[\"Spell scroll (3)—beacon of hope, leomund's tiny hut, revivify\",\"–\",\"500 gp\"],[\"Potion of greater healing\",\"5\",\"250 gp\"],[\"Elixir of health\",\"5\",\"100 gp\"],[\"Spell scroll (4)—death ward, fabricate, guardian of faith, mordenkainen's private sanctum\",\"5\",\"2,500 gp\"],[\"Spell scroll (5)—commune, creation, hallow, raise dead, seeming\",\"5\",\"5,000 gp\"]]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Tiberius Inuus.webp\"}}]},{\"name\":\"Valygar\",\"source\":\"MaBJoV\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Valygar is a grumpy one, but me and him agree on most things, including that Red Wizards need to have their big, stupid brains kicked right up their backsides.\"],\"by\":\"MINSC & BOO!\"},\"Valygar Corthola is a ranger who was born into a wealthy family of powerful wizards. Many members of the Corthala bloodline have demonstrated magical aptitude and skill throughout its generations, and his ancestors include Lavok Corthala, a legendary necromancer.\",\"Valygar's own mother was a mage who suffered from mental health issues, like many in her family. Valygar believed this affliction to be the result of her arcane practices. She spent much of the family's wealth on magical items to the point of obsession and wholly neglected her son and husband.\",\"When Valygar's father died his mother was distraught. In her despair, she raised her partner as a zombie and underwent the process of becoming undead herself. Ultimately, Valygar slew both of his parents, a deed he felt he was compelled to carry out.\",\"Convinced the family's obsessive pursuit of the arcane arts had corrupted and destroyed all he loved, Valygar grew to hate and despise those who used magic. Turning his back on his family legacy, he now specializes in hunting wizards and other magic users to rid the world of their evil practices.\",\"He found that his skills and values were a good match for the monks of Candlekeep. Candlekeep's pursuit of ancient texts means that Valygar often comes into conflict with evil magic users.\",\"While Valygar appears to be a man in his 50s, he is over a century in age. Normally Valygar turns his back on magical items, but he has made an exception for potions of longevity in order to reduce his physical age and continue his obsessive hunt of evil wizards. While the potions make his body younger, they have no effect on his lifespan and thus Valygar knows that death could come for him at any moment.\",{\"type\":\"entries\",\"name\":\"Valygar as a Contact\",\"entries\":[\"Valygar is the primary contact for Candlekeep at low levels. Valygar can provide you with basic training for new languages and skills (this time is considered downtime), along with books that you can utilize to continue the training on your own.\",{\"type\":\"table\",\"caption\":\"Basic Training with Valygar\",\"colLabels\":[\"Training\",\"Downtime\",\"Total Time\",\"Cost\"],\"colStyles\":[\"col-3\",\"col-3 text-center\",\"col-3 text-center\",\"col-3 text-right\"],\"rows\":[[\"Switching a skill\",\"1 day\",\"10 days\",\"100 gp\"],[\"New tool proficiency\",\"5 days\",\"40 days\",\"400 gp\"],[\"New language\",\"5 days\",\"40 days\",\"250 gp\"]]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Valygar.webp\"}}]},{\"name\":\"Vellin Farstride\",\"source\":\"MaBJoV\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"COURAGE, FRIENDSHIP, AND the sound of steel on steel! These are the stuff of all great adventures. The fight for justice is hard, sweaty work, but when the times get tough, the tough get hamsters!\"],\"by\":\"MINSC\"},\"Vellin Farstride has earned his last name with a travelogue that would be the envy of any would-be explorer. Vellin specializes in hunting fiendish enemies and other extra planar threats. Vellin is almost always accompanied by his faithful wolf, Akela, and often rides the beast into battle.\",\"Originally from the world of Oerth, Vellin arrived in Faerûn several years ago. Between those two worlds Vellin traveled the Astral Sea, hunted demons in the Blood War, dealt with hags in the Gray Waste and assassinated Infernal Dukes on Avernus. Vellin quickly fell in love with the vast and beautiful wilds of Faerûn and decided that it would be his home. In order to protect his new home, Vellin wanted to band together with formidable allies that could protect it from outer planar threats. He discovered that the Harpers had values that were closest to his own.\",\"Vellin is adept at diplomacy and deception, out of necessity from having to deal with Fiendish powers. Though not physically intimidating, his quiet intensity and well-earned confidence can be very convincing. He prefers simple and direct language, even when dealing with nobles and royalty, but can employ eloquence and flattery when the need arises.\",{\"type\":\"entries\",\"name\":\"Vellin as a Contact\",\"entries\":[\"Vellin is the primary contact for members of the Harpers at low levels. Vellin is an expert at obtaining mounts on short notice for those who need to get somewhere quickly. Each member of your group gets access to the type of mount requested. If any of the mounts die while under your control (or a member of your group), you can never use that type of mount again. Otherwise, you can use the mount as long as needed.\",{\"type\":\"table\",\"caption\":\"Mounts via Vellin\",\"colLabels\":[\"Mount\",\"Required Level\",\"Terrain\"],\"colStyles\":[\"col-5\",\"col-5 text-right\",\"col-2 text-center\"],\"rows\":[[\"Riding horses\",\"1\",\"Land\"],[\"Camels\",\"1\",\"Desert\"],[\"Dolphins\",\"3\",\"Water\"],[\"Hippogriffons\",\"3\",\"Air\"],[\"Giant striders\",\"7\",\"Fire\"],[\"Polar bears\",\"7\",\"Cold\"]]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Vellin Farstride.webp\"}}]},{\"name\":\"Viconia DeVir\",\"source\":\"MaBJoV\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Me and Boo can attest that Viconia never helped us write the chapter about Ust Natha.\"],\"by\":\"MINSC & BOO!\"},\"Viconia DeVir is an exiled drow cleric in the service of Shar, goddess of darkness and loss. Once a loyal priestess of Lolth in the great drow city of Menzoberranzan, Viconia and House DeVir first lost the Spider Queen's favor when she refused to sacrifice an infant, an act she saw as pointless. In a desperate attempt to appease Lolth, her own mother arranged for Viconia to be sacrificed herself. She was saved by her devoted brother, Valas, who freed her and slew their mother in the process. For this crime, Valas was transformed into a drider, a monstrous centaur-like creature with a drow torso grafted onto the body of an immense spider. These events contributed to the once great House DeVir's destruction at the hands of House Do'Urden nearly a century ago.\",\"Viconia fled Menzoberranzan and soon left the Underdark altogether to evade retribution from Lolth's minions. Stripped of most of her spellcasting abilities, she eventually found solace and newfound power in the worship of Shar, an ancient deity outside the Dark Seldarine. Like Lolth, Shar is a cruel goddess who values strength and duplicity.\",\"Viconia has now lived apart from drow society for almost a century. During that time, she traveled with the Bhaalspawn Abdel Adrian, but eventually their relationship soured. In recent years, Shar has directed her to work with elemental cults that worship the Elder Elemental Eye. Viconia has faithfully carried out her goddesses wishes, which has often put her into conflict with surface organizations such as the Lord's Alliance or the Harpers.\",\"When not working with cults of elemental evil, Viconia travels the Underdark looking for fellow outcasts. She has put together a motely band including a pair of driders named Cackle and Backle and a deep spider that she has raised since she saved it from being eaten by its mother. She also rides an achaierai that lost the rest of its flock to a war band of dwarves.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Viconia DeVir.webp\"}}]},{\"name\":\"Viktor\",\"source\":\"MaBJoV\",\"entries\":[\"Viktor was born into a large family of simple farmers harvesting cabbage, beets, and potatoes. His family's farmstead sits on the northern reaches of a village called Barovia. At an early age he learned about the dread master of Barovia ruling from atop Castle Ravenloft. It was his fate and the fate of every other Barovian to never leave the mist shrouded valley. The lord of Ravenloft and first vampire, Strahd Von Zarovich, would never allow that.\",\"But Viktor's fate turned out to be different from the rest of his people. Viktor prayed to the Morninglord every day, promising to serve the Morninglord as a holy warrior against Strahd's evil. In his early 20s, when his family was pressuring him to settle down and marry, Viktor's prayers were finally answered, but not by the god that he had been praying to. Two strangers arrived in the village of Barovia. One, named Borivik, would become Viktor's most beloved friend. The other, Lothar, would introduce Viktor to a goddess who would listen to his pleas—the Raven Queen.\",\"The three managed to escape Barovia with the help of the Raven Queen. They adventured together for many years, forming a strong bond of friendship. The Raven Queen felt her hold over Viktor slipping, as his friends provided him with love and companionship. So, she sent Viktor a gift: a gold dragon named Thraxis that would be his mount and partner. But Thraxis wasn't a normal dragon; he had been corrupted by the Shadowfell.\",\"The whisperings of this new friend began to turn Viktor down a dark path, one that his friends were helpless to prevent. One night he convinced Lothar to return with him to the Shadowfell. Borivik refused to accompany them and so their friendship came to an end.\",\"Viktor is sullen and without humor. His farmer's upbringing means he has no concept of formalities or subtleties. Viktor is distrustful of arcane magic and hates hags, witches, or undead entities that harness magical power.\",{\"type\":\"entries\",\"name\":\"Viktor as a Contact\",\"entries\":[\"Viktor becomes a contact for the Raven Circle at 7th level. Viktor can grant memory amulets to members of the Raven Circle in exchange for a devotion token. These amulets are shaped as the face of the person that they came from. When the memory is used, you are transformed into the creature as the {@spell polymorph} spell for 10 rounds. Every round that you stay in the form you must make a successful Wisdom saving throw to avoid being possessed by the memories. The possessing entity will lash out at your friends to try and inflict as much harm as possible in vengeance for utilizing its memories in such a manner. Once the 10 rounds are complete, the possessing entity departs.\",{\"type\":\"table\",\"caption\":\"Memory Amulets from Viktor\",\"colLabels\":[\"Polymorph Form\",\"Devotion Token\",\"Required Level\",\"Possession DC\"],\"colStyles\":[\"col-3\",\"col-3 text-center\",\"col-3 text-right\",\"col-3 text-right\"],\"rows\":[[\"Wolfwere\",\"Feather\",\"7\",\"10\"],[\"Skeleton warrior\",\"Gold\",\"7\",\"10\"],[\"Wolfwere alpha\",\"Feather\",\"9\",\"15\"],[\"Skeleton lord\",\"Gold\",\"9\",\"15\"],[\"Death knight\",\"Gem\",\"12\",\"20\"]]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Viktor.webp\"}}]},{\"name\":\"Wolfwere\",\"source\":\"MaBJoV\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"I remember being told that wolfweres were nature's perfect predator. Boo disagreed with this though. There is nothing more fearsome than a pissed off space hamster!\"],\"by\":\"MINSC\"},{\"type\":\"quote\",\"entries\":[\"Shhhh... close your eyes.\",\"Dream of starlight, dream of sights unseen, and I shall join you soon.\"],\"by\":\"Wolfwere\"},\"Wolfweres are shapeshifters that have the natural form of a large wolf but can transform at will into both humanoid and bipedal hybrid shapes. These hateful creatures are much more intelligent than a normal wolf and use this preternatural cunning to hunt their favorite prey: humans. Although some believe them to be the offspring of werewolves and normal wolves—and this may very well be their origin—wolfweres are their own species and their form of lycanthropy is not a transmissible curse or disease. Like werewolves, wolfweres are repelled by wolfsbane but are vulnerable to iron rather than silver weapons.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Strange Packs\",\"entries\":[\"Although some wolfweres are solitary, others choose to stay in familial bands. However, they most often run in packs of normal wolves or worgs. Wolfweres are able to influence and command these beasts, making them much more vicious and bolder. Rarely, a wolfwere may choose to blend in with human society. Wolfweres never associate with werewolves, as the two share a mutual hatred and will attack each other unprovoked.\"]},{\"type\":\"entries\",\"name\":\"Myriad Forms\",\"entries\":[\"A wolfwere's natural form is similar in size and appearance to that of a dire wolf. In combat, they usually shift into a hybrid form, which is able to both bite and use weapons with its human-like hands. To trick stronger prey, a wolfwere dons a charismatic human shape. Unlike werewolves, wolfweres have no single humanoid form to revert to. Instead, a wolfwere can transform into any humanoid shape it desires, though they almost universally choose ones with great physical beauty. Wolfweres have the ability to sense what their particular prey would find attractive and assume a seductive disguise. Wolfweres have less control over their appearance when they involuntarily transform under a new moon, though they usually assume a shape they have taken on recently.\"]},{\"type\":\"entries\",\"name\":\"A Sedating Melody\",\"entries\":[\"While in their humanoid forms, wolfweres have the ability to sing a song that induces a lethargy in their prey that is similar to a {@spell slow} spell. Many wolfweres play stringed instruments and pose as bards to avoid arousing suspicion while they work their charms.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Wolfwere.webp\"}}]},{\"name\":\"Wolfwere Alpha\",\"source\":\"MaBJoV\",\"_copy\":{\"name\":\"Wolfwere\",\"source\":\"MaBJoV\"}},{\"name\":\"Xan Moonblade\",\"source\":\"MaBJoV\",\"entries\":[\"Xan is an elven bladesinger raised in the city of Evereska, one of the largest elven enclaves left in Faerûn, its population size second only to that of the island nation of Evermeet. With its name meaning \\\"fortress home\\\" in elvish, Evereska has remained hidden within the Western Heartlands for millennia. This secrecy is the major reason why the city remains as one of the last major elven enclaves in the North, whereas most others have fallen to outsiders. Because of this, Evereska is sometimes called the Last City.\",\"Xan splits his time between his home city and the fortress library of Candlekeep. He originally encountered the monks of Candlekeep when he traveled with the Bhaalspawn, Abdel Adrian. Since then, he has found the library a comfortable second home with aims that are often aligned with that of Evereska.\",\"Xan is one of the Blessed of Corellon and has changed gender many times over his life. His ability to change gender after an elven trance is something that he uses often, and it is usually his mercurial moods that will determine his choice.\",\"Xan wields a moonblade forged by the smiths of Myth Drannor. Each moonblade is unique, with Xan's taking the form of a longsword wreathed in magical blue flames. Although such weapons are normally passed along elven bloodlines, Xan's sword appears specifically bound to him. Xan desires to eventually leave the mortal world and journey to Evermeet, but before he does that, he wants to find a worthy heir to his moonblade.\",{\"type\":\"entries\",\"name\":\"Xan as a Contact\",\"entries\":[\"Xan is available as a contact at 9th level. Xan is able to give you access to the rarest books in Candlekeep. It is important to note that the cost of obtaining a Manual of Golems does not cover the cost of constructing the golem.\",{\"type\":\"table\",\"caption\":\"Xan's Books and Scrolls for Sale\",\"colLabels\":[\"Books and Scrolls\",\"Required Level\",\"Cost\"],\"colStyles\":[\"col-8\",\"col-2 text-center\",\"col-2 text-right\"],\"rows\":[[\"Spell scroll—5th level spells from wizard list\",\"9\",\"2,000 gp\"],[\"Spell scroll—6th level spells from wizard list\",\"12\",\"4,000 gp\"],[\"Spell scroll—7th level spells from wizard list\",\"12\",\"7,500 gp\"],[\"Manual of bodily health\",\"15\",\"30,000 gp\"],[\"Manual of gainful exercise\",\"15\",\"30,000 gp\"],[\"Manual of golems—clay\",\"12\",\"5,000 gp\"],[\"Manual of golems—flesh\",\"9\",\"5,000 gp\"],[\"Manual of golems—iron\",\"16\",\"10,000 gp\"],[\"Manual of golems—stone\",\"14\",\"10,000 gp\"],[\"Manual of quickness of action\",\"15\",\"30,000 gp\"],[\"Tome of clear thought\",\"15\",\"30,000 gp\"],[\"Tome of leadership and influence\",\"15\",\"30,000 gp\"],[\"Tome of understanding\",\"15\",\"30,000 gp\"]]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Xan Moonblade.webp\"}}]},{\"name\":\"Xzar the Chaos Clone\",\"source\":\"MaBJoV\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"I have long wondered what a creature without a soul would be like. It is unfortunate that the first example is also insane.\"],\"by\":\"Volo\"},\"Xzar was a talented necromancer known for his erratic and bizarre behavior. He worked with the Zhentarim for a number of years with a halfling partner named Montaron or \\\"Monty,\\\" as Xzar called him. The two of them got involved in the Bhaalspawn incident more than a century ago and their partnership dissolved soon after.\",\"Xzar decided to attempt a magical ritual that would turn him into a lich. While successful at achieving this goal, once he embraced undeath he quickly descended into insanity. Xzar lost track of his phylactery and thus didn't feed it the souls required to fuel his undead state. Several decades later his body had crumbled to dust and Xzar had devolved into a demilich.\",\"Before becoming a lich, Xzar had created a clone as a contingency against death. A clone usually remains inert until a soul reanimates the body. But the Slaad Lord Ssendam was able to animate the clone body by using the power of the Chaos Phage. The animated clone has the base personality of Xzar, along with his magical skills with necromancy.\",\"This reanimated Xzar is missing a soul and because of this he does not feel whole. This has made him even more erratic than the original Xzar. Xzar is desperate to create a new soul for himself and everything he does is in pursuit of that goal. He does revere his Slaad creator, but mostly because Ssendam has promised to aid him in his quest to create a soul.\",\"Xzar is pragmatic and manipulative enough to appear amicable while sizing up potential allies (or victims). Many of Xzar's casual observations come out as gibberish, though they can often have cryptic meanings.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MaBJoV/Xzar the Chaos Clone.webp\"}}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-mcv1sc.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Asteroid Spider\",\"source\":\"MCV1SC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"An asteroid spider is a menace native to Wildspace and the Astral Sea. A full-grown specimen has a body 30 feet in diameter and legs that are at least 30 feet long. When it wraps its legs tightly around its body and closes its eyes, the asteroid spider resembles nothing so much as a giant, lifeless rock in space—hence its name.\",\"An asteroid spider has its own gravity plane and air envelope, as well as multiple spinnerets with which it can create web strands. Its living brain functions like a {@i spelljamming helm}, allowing the spider to travel through Wildspace without a ship. It often haunts asteroid belts, lurking among normal asteroids until a spelljamming ship comes close enough to be detected. The spider then snares the ship before using web strands to catch crew members and reel them toward its snapping jaws.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV1SC/Asteroid Spider.webp\"}}]},{\"name\":\"Clockwork Horror\",\"source\":\"MCV1SC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Clockwork horrors are ruthless insectile automatons—eldritch machines encased in adamantine or some other precious metal. They roam Wildspace in commandeered spelljamming ships, gathering the precious metals and crystals they need to build more of their kind. Clockwork horrors have no goal beyond replication and will stop at nothing to create new clockwork horrors. The time it takes for a clockwork horror to build another of its kind, assuming it has the requisite materials, is approximately ten days.\",\"The body of a clockwork horror is about two feet in diameter, but the legs give it an overall diameter of four feet. Embedded in the front of its head is a crystal that enables the clockwork horror to see.\",\"Clockwork horrors communicate with each other by means of clicks, whirs, and similar mechanical sounds that imitate the Thri-kreen language perfectly, leading some to speculate the first clockwork horror was the brainchild of a thri-kreen artificer. A horror can also emit light from its crystal eye, issuing dot-and-dash messages to other creatures that can see the light. Creatures besides clockwork horrors can learn this blinking light code, which is called Ziklight.\",\"When another creature gets in its way, a clockwork horror attacks that creature with its razor-sharp mandibles and two tiny rotating saws mounted at the tips of its forelimbs. A horror can also discharge bolts of lightning from a short lightning rod embedded in its body.\",\"When a clockwork horror dies, the magic that created it consumes it over a period of 1 minute. Its metallic body and crystal eye degrade rapidly until nothing is left but a small heap of glittering dust.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV1SC/Clockwork Horror.webp\"}}]},{\"name\":\"Eldritch Lich\",\"source\":\"MCV1SC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"From beyond the stars, a Great Old One whispers promises of reality-defying knowledge and world-bending power. When a wizard or a warlock hears that whisper and listens too intently, they might set foot on the twisting path toward becoming an eldritch lich.\",\"Like other liches, eldritch liches are spellcasters who have cheated death, but an eldritch lich does so by allowing a Great Old One to implant a Far Realm parasite in the lich. That parasite bestows undeath upon the spellcaster and causes strange tentacles to sprout from the body. The parasite's mouth is visible on the lich's torso, and the parasite guards the lich against destruction, reviving the lich a few days after death. Canny foes can sabotage an eldritch lich's revival by slaying the lich in a magic circle, thereby forcing the lich to return in a distorted form, robbed of most of its power.\",\"An eldritch lich constantly hears bizarre whispers from the Far Realm, to which the lich nods and mutters. Occasionally, the lich uses its telepathy to share those whispers with the minds around it.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Form of the Great Old One\",\"entries\":[\"Multiple entities bear the title Great Old One. You may roll on the Great Old Ones table to determine which entity gave an eldritch lich its parasite.\",{\"type\":\"entries\",\"name\":\"Great Old Ones\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d6\",\"Form\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Cthulhu\"],[\"2\",\"Tharizdun, the Chained God\"],[\"3\",\"Dendar, the Night Serpent\"],[\"4\",\"Ghaunadaur\"],[\"5\",\"Zargon, the Returner\"],[\"6\",\"That Which Lurks\"]]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV1SC/Eldritch Lich.webp\"}}]},{\"name\":\"Fractine\",\"source\":\"MCV1SC\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"I've encountered a creature unlike any other in the multiverse: a flickering mirror tumbling across the Astral Sea toward some unknown destination, with a beholder's distorted reflection in its surface. Initially, I feared it was some kind of vessel. Now I believe the beholder was the mirror's prisoner.\",\"As the flickering mirror approached me, I grew fearful. Would it imprison me as well? Luckily, it didn't. As it hovered next to me, I felt a curious tingling sensation. When I tried to touch it, the mirror withdrew slightly, as though it feared some harm might befall it or me. I remember casting a spell or two, hoping to communicate with the creature. A few seconds later, it stopped flickering and flew away. I think it feeds on magical energy.\",\"This entity has piqued my curiosity. I must learn more. To the library at Starhold!\"],\"by\":\"Emilou the Charismatic, Warlock and Scion of Acamar\"},\"A fractine is a bizarre, two-dimensional creature that flies through Wildspace and the Astral Sea, folding and refolding like a piece of origami. When it encounters another creature, it flattens into a plane that resembles a trapezoidal mirror between 9 and 13 feet tall.\",\"Astral explorers who have encountered fractines attest that the creatures are intelligent and often allow themselves to be used as scrying sensors, their reflective surfaces substituting for the mirror needed to cast certain divination spells. While being used in this way, the fractine siphons magical energy from the spellcaster—not enough to cause harm, but enough to make the caster take notice.\",\"A fractine needs light and magical energy to survive. It can draw sustenance from a nearby light source, spellcaster, magic item, or magical effect without causing harm to anyone or anything. A fractine that doesn't consume light or magical energy for ten days begins to flicker. A day later, it folds in on itself and self-destructs, leaving no trace of itself behind. The destruction of a fractine is accompanied by a loud sound reminiscent of shattering glass.\",\"A fractine attacks by falling on its targets, dealing damage as it passes through them. A fractine can also imprison a creature inside a demiplane contained within its two-dimensional form, the prisoner's distorted reflection visible in the fractine's glassy surface.\",\"Bludgeoning, piercing, slashing, and thunder damage can cause a fractine to break into two smaller fractines, each one autonomous and capable of imprisoning creatures. When a fractine dies, it folds in on itself and disappears, releasing any creature trapped inside it.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV1SC/Fractine.webp\"}}]},{\"name\":\"Gadabout\",\"source\":\"MCV1SC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Gadabouts are gentle, winged creatures that can be used as personal conveyances for short-distance travel across the airless void of Wildspace. A gadabout wraps its branches around a Humanoid creature, spreads its butterfly wings, and allows its wearer to fly through space in a continuously refreshed air envelope. The gadabout's leaves even provide a nourishing syrup that its wearer can consume in the absence of other food and water. One Humanoid can survive on these leaves for up to sixty days.\",\"Gadabouts require sunlight and water to survive. A healthy specimen can live for 25 years. Although its preferred mode of travel is flight, a gadabout can creep slowly along the ground as well.\",\"Elves are the only Humanoids to date who know how to grow gadabouts. Since gadabouts don't generate seeds, each one is a valuable commodity. Mercane and dohwar merchants who come into possession of a healthy gadabout might sell it for 2,500 gp or more.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV1SC/Gadabout.webp\"}}]},{\"name\":\"Goon Balloon\",\"source\":\"MCV1SC\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"We found several of the creatures in an astral diamond mine at the edge of Greyspace. The miners wanted us to eliminate them. Our warlock, who was fluent in Deep Speech, managed to convince the bulbous creatures to relocate peacefully. They insisted we take them to a small, misshapen moon that doesn't appear on our charts. A horrible fear grips me. What if they're leading us into a trap?\"],\"by\":\"Final log entry of Arquebus Graves, giff first mate of the wasp ship Lightning Bolt\"},\"A goon balloon looks like a 5-foot-diameter beach ball with clawed feet. Unblinking eyes on the outer surface of its spherical air sac enable the creature to see in all directions at once. These eyes can produce kaleidoscopic light that tears at the minds of the goon balloon's foes.\",\"A goon balloon speaks by pumping air through a hidden orifice on its underside. When the goon balloon dies, the air in its sac transforms into a noxious gas that bursts from the corpse, potentially poisoning other creatures nearby.\",\"Although they can seem playful and harmless, goon balloons are quite mean-spirited. They like to observe the suffering of other creatures and orchestrate that suffering, given half a chance.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV1SC/Goon Balloon.webp\"}}]},{\"name\":\"Nightmare Beast\",\"source\":\"MCV1SC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Nightmare beasts are enormous quadrupeds that stand 20 feet tall, or 40 feet tall when rearing on their hind legs.\",\"A nightmare beast's legs end in claws, enabling it to climb well despite its size. Its skin is thick and tough, and its teeth are long and sharp. A pair of long, curved tusks jut from the sides of the beast's mouth, and its large red eyes glow in the dark. The creature smashes through structures and fortifications with ease, and it doesn't hesitate to rend foes with its claws and gore them with its tusks, but its most devastating attack is its magical ability to disintegrate foes with its terrible gaze.\",\"Powerful spellcasters create nightmare beasts to serve as living siege engines. A single beast can lay waste to entire cities and armies.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV1SC/Nightmare Beast.webp\"}}]},{\"name\":\"Puppeteer Parasite\",\"source\":\"MCV1SC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A puppeteer parasite looks like a rubbery amoeba the size of a dinner plate. Its dorsal surface is soft and glossy, while its ventral surface is lined with bony hooks. The parasite uses its hooks to attach to a wall or ceiling until suitable prey passes nearby.\",\"A parasite that comes in physical contact with a Humanoid uses its hooks to latch onto it. The parasite can then drain life energy from that creature or use it as transportation. The parasite can also impose its will on a nearby creature, forcing the creature to comply with its wishes. Puppeteer parasites like to use Humanoid thralls as bodyguards and transports.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV1SC/Puppeteer Parasite.webp\"}}]},{\"name\":\"Star Lancer\",\"source\":\"MCV1SC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Drifting in the Astral Sea are the petrified husks of dead gods, their colossal bodies riddled with natural tunnels and caverns. While exploring the innards of one of these dead gods, githyanki xenomancers found a vast cavern containing scores of winged creatures they had never encountered before. The cavern's denizens used telepathy to question the githyanki interlopers, who promptly suggested an alliance. The winged creatures quickly developed a fondness for the githyanki.\",\"The githyanki refer to the winged creatures as star lancers (\\\"vah'k'rel\\\" in the Gith tongue) and came to realize star lancers are reincarnations of the dead god's most ardent worshipers. When a star lancer dies, its soul instantly returns to the Great Cavern that forms the hollow heart of the dead god. There, the soul becomes housed in the body of a new, fully grown star lancer that rises magically from the cavern floor. As long as the dead god and its Great Cavern remain intact, the number of star lancers in the multiverse is finite and never-changing.\",\"A star lancer resembles a shark, albeit one that has four wings and a long tail. Its head bears a sharp protuberance that the creature uses to impale enemies.\",\"Githyanki are fond of using star lancers as mounts, riding them across the Astral Sea in small flocks. A star lancer has the innate ability to turn itself and its rider invisible, making it ideal for stealth missions and ambushes.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV1SC/Star Lancer.webp\"}}]},{\"name\":\"Yggdrasti\",\"source\":\"MCV1SC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Thought to be cast-off splinters of Yggdrasil, the World Tree, yggdrasti look like gigantic, dead trees covered with barnacles. They fly through Wildspace and the Astral Sea with their topmost branches leading the way and their withered roots trailing behind them. Each one has its own gravity plane and air envelope.\",\"Creatures sometimes try to hitch a ride on an yggdrasti to take advantage of its air envelope. A typical yggdrasti specimen has cavities inside its trunk in which Medium or smaller creatures can lurk.\",\"Yggdrasti attack any settlements or spelljamming ships they come across without provocation. By using a speak with plants spell or similar magic, someone might be able to convince an yggdrasti to break off its attack, but the monster's innate hatred of other living things is extremely difficult for it to suppress.\",\"Yggdrasti sometimes make landfall and disguise themselves as ordinary trees, burying their roots in the ground to pull off the deception. They can uproot themselves at any time and use their roots to shamble awkwardly across the ground, but flying is their preferred mode of travel.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV1SC/Yggdrasti.webp\"}}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-mcv2dc.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Dream Eater\",\"source\":\"MCV2DC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Originating from the dream-warped elven realm of Silvanesti, dream eaters are violent manifestations of nightmares and subconscious terrors. The true appearance of a dream eater is obscured, as the dream eater twists its hazy form into surreal illusions of its foes' greatest fears. However, all dream eaters share one thing: a gaping, always-smiling mouth, which it reveals before engulfing its prey in a phantasmagorical nightmare.\",\"The key to defeating a dream eater lies not in brute force but in the ability to pierce its illusions and wrest others from its terrors. As such, bards and other persuasive adventurers find themselves uniquely poised to confront a hungering dream eater.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV2DC/Dream Eater.webp\"}}]},{\"name\":\"Ember\",\"source\":\"MCV2DC\",\"entries\":[{\"type\":\"section\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Emperor Ariakas,\",\"Glory to the Dragon Queen's name! Our designs on Abanasinia unfold according to your plans. This is no thanks to the so-called \\\"adviser\\\" I've been saddled with, the dragon Ember. The beast is terrifying, both in might and cunning, but it undermines my every design and terrorizes my forces. It's too canny to be caught, but I'm certain some portion of the troops we've lost to Qualinesti ambushes in fact smolder in the wyrm's gut. It thinks I don't hear, but it whispers curses in reply to my every command. Were it not one of our queen's favored children, I would have replaced my bed linens with its hide.\",\"I will complete our queen's work with the troops at my disposal, but when I return to Neraka, I would have this viper reassigned. I recommend to Icewall.\",\"By Her Will, Verminaard\",\"Highlord of the Red Dragon Army\"]}]},{\"type\":\"section\",\"entries\":[\"Also known as Pyros, Ember is an imperious and ruthless red dragon who serves the Dragon Queen Takhisis. In his service to the Dragon Queen, Ember has taken on many roles at her behest—including that of a black-robed human member of the Mages of High Sorcery—but he is best known as the adviser of Dragon Highlord Verminaard, leader of the Red Dragon Army.\",\"Empowered by Takhisis herself, Ember's innate fire can sear those nearby, and his breath weapon is a molten storm of ash and flame. In combat, Ember wears a set of magic plate armor that bolsters his already-impressive might, allowing him to annihilate entire cohorts with terrifying ease.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV2DC/Ember.webp\"}}]},{\"name\":\"Forest Master\",\"source\":\"MCV2DC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Said to be older than the trees themselves, the Forest Master is a wise and powerful unicorn who rules over the creatures of Darken Wood in Krynn. The ancient being's body is wreathed in protective briars, and moonlight dances around the unicorn's horn. Those who threaten the Forest Master's lands find themselves beguiled by magical mist and nigh-impregnable thorny thickets, but those who gain the Forest Master's favor are blessed with healing and protected as they traverse the woods.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV2DC/Forest Master.webp\"}}]},{\"name\":\"Foresworn\",\"source\":\"MCV2DC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Foresworn are the spirits of fallen Solamnic knights who attend to their duty long after death. Armed with spectral armor and weaponry, a foresworn maintains the martial prowess it had in life and can call on magic and its fallen brethren for aid.\",\"Like revenants, foresworn fixate on a singular purpose, and they refuse to abandon their undead state until the duty they had in life is fulfilled. For example, a foresworn might be pledged to protect a family's bloodline from harm or guard a dangerous artifact against thieves. If a foresworn is destroyed before it can complete its duty, it returns within a few days, its strength and purpose renewed.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV2DC/Foresworn.webp\"}}]},{\"name\":\"Irda Seeker\",\"source\":\"MCV2DC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Irda seekers are skilled spies who use their magic to disguise themselves and gather intelligence for their allies. In combat, irda seekers can momentarily cloak themselves as they dart around the battlefield.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Irda\",\"entries\":[\"The Dragon Queen created the irda long ago. While most irda embraced their wicked creator's teachings, some of them adopted the philosophies of other deities. Those irda who don't serve the Dragon Queen live in hidden communities across Krynn, avoiding the eyes of their creator and her minions.\",\"Distantly related to oni, ogres, and other giant folk, irda have shimmering skin that ranges through shades of indigo and sea green. Their innate magic provides them with limited shape-shifting abilities and the power to create illusions.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV2DC/Irda Seeker.webp\"}}]},{\"name\":\"Irda Veil Keeper\",\"source\":\"MCV2DC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Masters of their innate illusory powers, irda veil keepers protect their companions by weaving magical mirages that disorient foes. Rumors say that the most skilled irda veil keepers can keep entire enclaves hidden, guarding a community's inhabitants from the outside world for centuries.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Irda\",\"entries\":[\"The Dragon Queen created the irda long ago. While most irda embraced their wicked creator's teachings, some of them adopted the philosophies of other deities. Those irda who don't serve the Dragon Queen live in hidden communities across Krynn, avoiding the eyes of their creator and her minions.\",\"Distantly related to oni, ogres, and other giant folk, irda have shimmering skin that ranges through shades of indigo and sea green. Their innate magic provides them with limited shape-shifting abilities and the power to create illusions.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV2DC/Irda Veil Keeper.webp\"}}]},{\"name\":\"Nevermind Gnome Inventor\",\"source\":\"MCV2DC\",\"entries\":[{\"type\":\"section\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Who among us hasn't marveled at a majestic bird soaring high above and thought, \\\"I can do better\\\"?\",\"First, thanks to the work of esteemed elavationist, Rirordinees Thrump, we created lifts to climb the heights of Mount Nevermind. Then, with the gnomeflinger, we brushed the heavens as gracefully as skipping stones. Now, let me present the next stage in automated ascendancy: the cloud clinger!\",\"Where is it, you ask? You're seated in it! And in just three... two... one...\"],\"from\":\"Last words of inventor Meeka Mallowswain prior to her disappearance\"}]},{\"type\":\"section\",\"entries\":[\"Brimming with innovative ideas and reckless enthusiasm, the inventors of Mount Nevermind love any chance to showcase their creations. These talented inventors use their cleverness and technological know-how to outwit foes.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Nevermind Gnomes\",\"entries\":[\"Mount Nevermind is a hollow, dormant volcano on the island of Sancrist in Krynn. Within the mountain, a vibrant community of rock gnome tinkerers and other inventors relentlessly study various scientific pursuits to create mechanical marvels.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV2DC/Nevermind Gnome Inventor.webp\"}}]},{\"name\":\"Nevermind Gnome Mastermind\",\"source\":\"MCV2DC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The gnome masterminds of Mount Nevermind temper their creativity with years of experience. While they still create wild inventions on a whim, these masterminds also wield at least one more stable clockwork invention—typically something that affords the mastermind more movement, extends their reach with extra appendages, or both.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Nevermind Gnomes\",\"entries\":[\"Mount Nevermind is a hollow, dormant volcano on the island of Sancrist in Krynn. Within the mountain, a vibrant community of rock gnome tinkerers and other inventors relentlessly study various scientific pursuits to create mechanical marvels.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV2DC/Nevermind Gnome Mastermind.webp\"}}]},{\"name\":\"Thanoi Hunter\",\"source\":\"MCV2DC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Thanoi are walrus-like beings who dwell in the frozen wastelands of Krynn. They sport thick, ivory tusks, which they use both to defend themselves and to poke breathing holes in sea ice as they swim.\",\"Often at odds with the monstrous creatures that live in the frozen wastes, thanoi are adept hunters. In addition to their tusks, they use harpoons on long ropes that they can quickly reel back. Groups of thanoi hunters work together to take down monsters far larger than themselves, including remorhazes and white dragons.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV2DC/Thanoi Hunter.webp\"}}]},{\"name\":\"Traag Draconian\",\"source\":\"MCV2DC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"In their experimentation with corrupting dragon eggs, the Dragon Armies created traag draconians, the precursor to what would become baaz draconian foot soldiers. Unlike their draconian brethren, traag draconians are little more than bloodthirsty engines of carnage. Few commanders have successfully used a traag draconian's reckless violence to their advantage in battle; for most, a traag draconian is as much of a danger to its allies as it is to its enemies. Even magic cannot tame a traag draconian's thirst for violence.\",\"A traag draconian's vestigial wings lack the strength to support its hulking body in true flight, and they only minimally help to slow a falling traag's descent. Its metallic scales are coated in a sickly patina. In battle, the draconian can charge its body with vicious fire, burning all in its wake. When a traag draconian dies, its body explodes in a thick, disgusting sludge.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV2DC/Traag Draconian.webp\"}}]},{\"name\":\"Verminaard\",\"source\":\"MCV2DC\",\"entries\":[{\"type\":\"section\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Ariakas,\",\"As the Dragon Queen wills me to obey, here is my assessment of your servant, Verminaard of Nidus: Unchanged. The man remains a blustering dastard awash in blessings earned by his blood rather than his brains. He glories in Takhisis's favor and wields her power in manners both frivolous and brutal. In their bunks, his troops whisper of his zealotry and claim that those missing from their ranks have been sacrificed on his secret altar. I don't dismiss this possibility.\",\"While his work progresses, it is the effort of an instrument as blunt as the mace he wields.\",\"Verminaard thinks himself invincible, and I pray to her majesty that I'm present when she divests him of that delusion.\",\"I hope you find these reports illuminating.\",\"Ember\"]}]},{\"type\":\"section\",\"entries\":[\"Dragon Highlord Verminaard leads the Red Dragon Army—the largest and most powerful of the Dragon Queen's forces—with fanatic zeal and ruthless might. Though prophesied to banish evil forces from the lands of Krynn, Verminaard was tempted by Takhisis and her promises of glory. Corrupted by the Dragon Queen, Verminaard rose to become one of her champions, claiming command of the fiercest among the Dragon Armies.\",\"Verminaard's extreme devotion to Takhisis allows him to channel her unholy power on the battlefield, bolstering those under his command while raining cursed fire on his foes. His towering silhouette is often wreathed in the fire of Ember, his red dragon companion and adviser.\"]},{\"type\":\"inset\",\"name\":\"Draconic Devotion\",\"entries\":[\"Verminaard's stat block references the Draconic Devotion monster trait. Though this trait does not appear in any of the creatures in this compendium, you will find several monsters with the Draconic Devotion trait terrorizing the lands of Krynn in the book {@adventure Dragonlance: Shadow of the Dragon Queen|DSotDQ}.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV2DC/Verminaard.webp\"}}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-mcv3mc.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Blaze\",\"source\":\"MCV3MC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Blazes are elemental beings that congregate at Nether fortresses. They float a short distance above the ground, and each one is orbited by three sets of glowing rods. When a blaze is destroyed, it sometimes leaves one of these rods behind. Blaze rods are a source of great energy that, when carefully crushed into powder, can be used to brew potions and craft other magic items.\",\"A blaze attacks by launching three fireballs from its fiery core. This fire ignites creatures and flammable objects. If necessary, a blaze levitates into the air to better see and more easily target its enemies.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV3MC/Blaze.webp\"}}]},{\"name\":\"Creeper\",\"source\":\"MCV3MC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A creeper is a green, armless creature that emerges in darkness and silently prowls the Overworld on its four short legs. Its peculiar face bears no clue of its motives, but its destructiveness makes it one of the greatest threats to both life and property in the Overworld.\",\"A creeper quietly shuffles toward Humanoid prey. When it gets close enough, it halts and begins to hiss like a burning fuse. Unless the creeper is defeated or its target gets far enough away that the creeper defuses itself, the creeper explodes a few short moments later, leaving a crater where it once stood.\",\"Creepers have an uncanny ability to appear when least expected, and few places are safe from their explosive nature. Yet creepers have one strange weakness: they fear cats and do all they can to avoid them.\",\"If a creeper is struck by lightning, rather than being harmed, it becomes charged with electrical power. In this charged state, the creeper gains a bluish aura and can explode with even greater power.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV3MC/Creeper.webp\"}}]},{\"name\":\"Ender Dragon\",\"source\":\"MCV3MC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The mighty Ender Dragon is one of a kind—a vast, flying creature with void-black scales and purple eyes. It soars above the central island of the End. No one can say whether it is a guardian or a prisoner of the End, but either way, the Ender Dragon challenges anyone who enters its domain.\",\"The Ender Dragon buffets enemies with great wings, engulfs foes with its gaseous breath weapon, and delivers crushing bites with its powerful jaws. Its hide is strong enough to deflect all but the deadliest weapons.\",{\"type\":\"inset\",\"name\":\"End Crystals\",\"entries\":[\"The Ender Dragon has a special relationship with the ten 40-foot-tall obsidian towers scattered around the central island of the End. At the top of each tower is an End crystal that sends a beam of healing energy to the Ender Dragon when it flies nearby. If slain, the Ender Dragon can be brought back to life by placing four End crystals on the portal that leads back to the Overworld.\",{\"type\":\"entries\",\"name\":\"Crystal Healing\",\"entries\":[\"When the Ender Dragon ends its turn within 60 feet of an End crystal, the crystal emits a healing beam that causes the dragon to regain 20 hit points. The dragon can benefit from such healing only once per turn.\"]},{\"type\":\"entries\",\"name\":\"Crystal Statistics\",\"entries\":[\"An End crystal is a Large object that has Armor Class 11; 30 hit points; vulnerability to bludgeoning and thunder damage; resistance to piercing and slashing damage; and immunity to poison and psychic damage. When a crystal is destroyed, it explodes in a 20-foot-radius sphere of destructive energy. Any creature in that area must make a {@dc 15} Dexterity saving throw, taking 21 ({@damage 6d6}) force damage on a failed save, or half as much damage on a successful one.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV3MC/Ender Dragon.webp\"}}]},{\"name\":\"Enderman\",\"source\":\"MCV3MC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Endermen are tall, black, bipedal creatures with long, thin limbs and piercing, purple eyes. Violet particles flicker in and out of existence around them. Endermen are unnerving and enigmatic, acting in a manner that is all but impossible to interpret.\",\"Endermen seem particularly drawn to the End, where they gather in large groups. They are uncommon visitors to other dimensions, although they appear more often in pairs in such peculiar places as the warped forests of the Nether. They shun sunlight and are hurt by water, including rain. When an Enderman becomes the target of a ranged weapon or takes damage, it teleports to a safer location nearby and makes a distinctive \\\"voop\\\" sound at its destination.\",\"Endermen have no known predators. When a Humanoid looks directly at an Enderman, the Enderman becomes enraged, opens its mouth horrifyingly wide, and rushes to attack with its long arms. A defeated Enderman implodes and sometimes leaves behind an Ender pearl, which, when thrown, teleports the thrower to the place it lands.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV3MC/Enderman.webp\"}}]},{\"name\":\"Wolf of the Overworld\",\"source\":\"MCV3MC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Running through the forests of the Overworld on four legs, this gray-furred hunter is at home in the cold of the taiga.\",\"Wolves hunt in packs, roaming their territories and chasing sheep, rabbits, and foxes. Wild wolves are typically indifferent to Humanoids, neither running from nor attacking them, but a pack of wolves becomes hostile toward any creature that hurts one of the pack's members. Wolves can be tamed by adventurers who feed and look after them. Tamed wolves follow their masters everywhere they go.\",\"Wolves instinctively regard animated skeletons as enemies and attack them without hesitation. Even tamed wolves, which obediently hold themselves back from attacking their natural prey, freely charge at skeletons unless they are commanded to sit.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV3MC/Wolf of the Overworld.webp\"}}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-mcv4ec.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"monsterFluff\"]},\"monsterFluff\":[{\"name\":\"Archon of Boundaries\",\"source\":\"MCV4EC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The archons of Eldraine are enigmatic beings who fly over the perimeter where the realm meets the wilds, marking the boundary between safety (for the people of the realm) and danger. The sight of an archon overhead is a clear signal that one is entering the wilds.\",\"An archon appears as a hooded, spectral rider mounted on a winged elk with glowing antlers and gleaming eyes. Despite this appearance, rider and mount are a single creature that can't be separated. Tales say that archons are ascended spirits of paladins fused with the celestial spirits of their steeds, returned from the celestial realms to watch over the boundary of the wilds and protect those who dare to cross it.\",\"Sometimes knights of the realm get the idea that they can expand the borders of their land and keep the wilds at bay simply by driving archons deeper into the wilds. Such efforts are futile; not only are archons difficult to kill, but they don't create the boundaries, merely mark them.\",{\"type\":\"quote\",\"entries\":[\"A winged dawn dispels the terror of night.\"],\"by\":\"Chulane, Teller of Tales\"}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV4EC/Archon of Boundaries.webp\"},\"credit\":\"Chris Rahn\"}]},{\"name\":\"Beanstalk Wurm\",\"source\":\"MCV4EC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Wurms are enormous creatures that resemble limbless, wingless dragons, though they lack a dragon's breath weapons and keen intelligence. On the world of Eldraine, many wurms have adapted to life among the world's skyscraping beanstalks. These beanstalk wurms sport leafy growths, sustaining themselves on a mixture of natural photosynthesis and a carnivorous diet.\",\"Cloud-dwelling giants often use beanstalk wurms as a first line of defense against those who would ascend massive beanstalks—also known as Everstalks—to intrude on their lofty palaces. Beanstalk wurms lie coiled along the length of an Everstalk with their eyes closed and their stomach flattened against the stalk, appearing to be just another enormous vine until a tasty intruder attempts to climb them.\",{\"type\":\"quote\",\"entries\":[\"When giants' prized pets escape Stormkeld, villages fall and new Everstalks rise.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV4EC/Beanstalk Wurm.webp\"},\"credit\":\"Aldo Domínguez\"}]},{\"name\":\"Deathless Rider\",\"source\":\"MCV4EC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Legends told in the courts of Eldraine suggest that the deathless riders serve a warlock-queen, known simply as the Shadow Queen, who rules from a castle called Dynnistan. It isn't known whether these legends are based on any true experience or are simply the result of imagination trying to account for a terrifying and unexplained phenomenon.\",\"In either case, deathless riders are undeniably real. They are undead knights, once human, who ride undead steeds through the remotest parts of the wilds. They are sometimes called lich-knights or fell horsemen.\",\"In stark contrast to the knights of Eldraine, the deathless riders are without virtue of any kind. They are few in number—unless many more lurk in the dark heart of the forest than anyone is aware. But when mortal knights meet them in the wilds, the encounter rarely ends well for the living. The deathless riders fight with superhuman strength, heedless of wounds and relentless in their assault.\",\"A typical deathless rider's mount is a warhorse skeleton, though some lich-knights ride equine spirits like nightmares.\",{\"type\":\"quote\",\"entries\":[\"Headed to the wilds? Beware the dead riders who serve the Shadow Queen.\"],\"by\":\"Scalan, Edgewall innkeeper\"}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV4EC/Deathless Rider.webp\"},\"credit\":\"Igor Krstic\"}]},{\"name\":\"Dunbarrow Witch\",\"source\":\"MCV4EC\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"\\\"Taste the sweetness, breath for breath.\",\"Keep the balance, death for death.\\\"\"],\"skipMarks\":true,\"by\":\"Dunbarrow witch incantation\"},\"In the misty marsh of Dunbarrow, the witches of the Eldraine wilds scheme. They crave power by any means, and they aren't above cheating, sacrificing, or allying with whatever they believe will get them closer to that power.\",\"Much of a Dunbarrow witch's magic is performed at cauldrons and delivered as a poison or potion. The most aggressive witch spells take the form of shattering mirrors.\",{\"type\":\"inset\",\"name\":\"Companion Creatures\",\"entries\":[\"Various creatures serve the witches of Dunbarrow. It's not uncommon to see ravens and bats flitting through the canopy, or cats or otters scurrying through the undergrowth, to deliver messages to allies or rivals across the marsh. Some witches animate bundles of sticks and roots to do their errands about the marsh for them, while others animate furniture, weapons, or other objects.\",\"Feel free to build encounters with witches that include additional creatures such as animated armor, a flying sword, a rug of smothering, or a Tiny Beast acting as a spy.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV4EC/Dunbarrow Witch.webp\"},\"credit\":\"Anna Pavleeva\"}]},{\"name\":\"Faerie Borrower\",\"source\":\"MCV4EC\",\"_copy\":{\"name\":\"Faeries\",\"source\":\"MCV4EC\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Faerie borrowers are tiny thieves who steal whatever they can lay their hands on to cause confusion and consternation. A faerie borrower stands less than six inches tall, with blue or blue-gray skin and wings resembling shards of broken glass.\",\"Faerie borrowers often adorn themselves with purloined trophies: stolen keys and needles filed into swords, and buttons and scraps of paper fashioned into clothing. Though they are often boastful and love to mock their victims, faerie borrowers are quick to dart away from losing battles on their nimble wings.\",{\"type\":\"quote\",\"entries\":[\"The throng of faeries flitted from castle to castle, leaving a trail of star-crossed love, damaging rumors, and missing heirlooms in their wake.\"],\"from\":\"Tales of the Fae\"}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV4EC/Faerie Borrower.webp\"},\"credit\":\"Eric Deschamps\"}]},{\"name\":\"Faerie Pathlighter\",\"source\":\"MCV4EC\",\"_copy\":{\"name\":\"Faeries\",\"source\":\"MCV4EC\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Faerie pathlighters pry into human lives, sometimes to help (like a classic fairy godparent) and sometimes to harm. In the wilds of Eldraine, faerie pathlighters often serve as protectors for the lost, the glow of their guiding lanterns leading weary travelers to respite.\",\"A faerie pathlighter has an almost angelic appearance. Their large, white wings become more translucent toward the edges. Motes of magical light drift around their heads, and a faint white aura surrounds their bodies.\",{\"type\":\"quote\",\"entries\":[\"For good or ill, most fae can't resist meddling in the adventures of any knight they meet.\"]}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV4EC/Faerie Pathlighter.webp\"},\"credit\":\"Anastasia Ovchinnikova\"}]},{\"name\":\"Faerie Pest\",\"source\":\"MCV4EC\",\"_copy\":{\"name\":\"Faeries\",\"source\":\"MCV4EC\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Faerie pests love to cause annoyance, fear, and pain. They are perhaps the most mercurial of the faeries and are happy to follow anyone who promises the opportunity to menace someone new.\",\"A faerie pest could be mistaken for a human toddler, except for the black-feathered wings sprouting from the faerie's shoulders. When engaged in combat, faerie pests wield thought-manipulating magic alongside sharp blades coated in stinging poison.\",{\"type\":\"quote\",\"entries\":[\"Tarry not in Tuinvale,\",\"Ignore the flowers' heady scents.\",\"Take no thing, stay to the trail,\",\"Lest the fae seek recompense.\"],\"from\":\"To Walk the Wilds\"}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV4EC/Faerie Pest.webp\"},\"credit\":\"Jodie Muir\"}]},{\"name\":\"Faeries\",\"source\":\"MCV4EC\",\"entries\":[{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Faeries\",\"entries\":[\"The faeries of Eldraine are winged, elfin creatures similar to sprites or pixies. Unpredictable, unreliable, and amoral, they lurk in the wilds and harass travelers they perceive as intruders.\",{\"type\":\"inset\",\"name\":\"Ouphes\",\"entries\":[\"Ouphes are curious creatures found throughout the wilds of Eldraine. While often seen as foolish, ouphes are magically connected to the natural world and know more about the secret lives of trees, mushrooms, and moss than most mortals. While ouphes are related to Eldraine's faeries, the faeries treat them like distant (and somewhat embarrassing) cousins. Ouphes can be represented with the stat blocks for pixies or sprites.\"]}]}]}]},{\"name\":\"Gingerbrute\",\"source\":\"MCV4EC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Gingerbread cookies baked in the wilds of Eldraine—or made from ingredients grown there—have a habit of developing a life of their own. Known as gingerbrutes, these cookie Constructs are notoriously difficult to pin down.\",\"When an unfortunate baker accidentally creates a gingerbrute, the cookie causes mayhem throughout the kitchen before running back to the wilds where its ingredients originated. Many witches of Dunbarrow craft gingerbrutes intentionally, whipping them into shape (sometimes with actual whipped cream) as soldiers to defend their wicked cauldrons.\",\"The same magic that animates a gingerbrute also makes it extra scrumptious. Those who have eaten a gingerbrute report feeling a burst of energy like a long-lasting sugar rush.\",{\"type\":\"quote\",\"entries\":[\"The unlabeled vial was not vanilla extract after all.\"],\"by\":\"Todwin Mallow, now-destitute baker\"}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV4EC/Gingerbrute.webp\"},\"credit\":\"Vincent Proce\"}]},{\"name\":\"Goose Mother\",\"source\":\"MCV4EC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Astonishingly aggressive geese populate the marshes of Eldraine. Legends tell that these geese descend from a monstrous many-headed bird that dwells deep within the wilds. Though the knights of Eldraine consider its existence a myth, the folk of the wilds know that the Goose Mother is real.\",\"Centuries ago, an enterprising witch created a frothy stew composed of hydra's blood and goose feathers. It is from this noxious slurry that the Goose Mother was born. Within days, the Goose Mother grew to prodigious size, and the witch grew fearful. One night, while the Goose Mother slept, the witch took to its neck with a cleaver, but to her horror, two more heads sprouted in place of the first. Enraged, the Goose Mother devoured the witch and rampaged deep into the wilds where it lives to this day.\",\"The Goose Mother lays one golden egg every hour, precisely on the hour. Sometimes these eggs hatch into clutches of young geese that grow up to terrorize the marshes of Eldraine. Other times, the eggs contain trinkets or valuables. The fae folk of Eldraine's wilds have developed a symbiotic relationship with the Goose Mother, often bringing it fresh meat in exchange for the treasures inside its golden eggs.\",\"If you have {@book Bigby Presents: Glory of the Giants|BGG}, you can use the {@item Goose Egg Trinket|BGG} table to determine the contents of one of the Goose Mother's eggs that isn't destined to hatch into a goose or a giant goose (also described in that book).\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV4EC/Goose Mother.webp\"},\"credit\":\"Jesper Ejsing\"}]},{\"name\":\"High Fae\",\"source\":\"MCV4EC\",\"entries\":[{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"High Fae\",\"entries\":[\"Ageless and inhuman, high fae are the oldest creatures in Eldraine, embodying the natural splendor and danger of the wilderness. High fae have no regard for mortal values of honor and law, but they nonetheless operate under inviolable rules of their own: gifts must always be repaid, promises must be honored, and outright lies must never be spoken (though misdirection and riddles are always welcome). To amuse themselves over the long centuries of their lives, high fae frequently engage in deceptions and other complex games of wits against one another.\",\"Most high fae remain secluded deep within the wilds of Eldraine. They draw power from motes of light found throughout the wilds, and they use their innate illusory magic to power and embellish their various weapons.\",\"The high fae are ruled by Talion, the Kindly Lord. Talion is as strange, ancient, and fickle as the wilds of Eldraine, and the Kindly Lord demands fealty and respect from followers. Despite having an austere demeanor, the Kindly Lord is also known for following mysterious whims, journeying to the farthest reaches of Eldraine out of an insatiable curiosity.\"]}]}]},{\"name\":\"High Fae Impostor\",\"source\":\"MCV4EC\",\"_copy\":{\"name\":\"High Fae\",\"source\":\"MCV4EC\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"High fae impostors are sly and mischievous manipulators who delight in disguising themselves with magic to vex other creatures. Their reasons for deception vary, ranging from harmless pranks to malicious infiltration. When a high fae impostor takes on the identity of another creature, the impostor magically gains access to a small portion of that creature's mind—any information that the creature might share with a casual acquaintance. Though not comprehensive, this information helps high fae impostors impersonate their targets effectively.\",{\"type\":\"quote\",\"entries\":[\"Though unable to tell outright lies, the high fae of Eldraine have many other means of deception at their disposal.\"]}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV4EC/High Fae Impostor.webp\"},\"credit\":\"John Stanko\"}]},{\"name\":\"High Fae Kindguard\",\"source\":\"MCV4EC\",\"_copy\":{\"name\":\"High Fae\",\"source\":\"MCV4EC\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"High fae kindguards have spent centuries perfecting their martial prowess, moving with a speed and grace others can only imagine. Their tall stature, large wings, elaborate horns, and massive weapons give them a truly intimidating silhouette.\",\"The most trusted high fae kindguards are in direct service to Talion, the Kindly Lord. Nine times nine have these high fae sworn a binding oath to protect the Kindly Lord, each time pricking their hand on a hawthorn branch to seal the promise.\",{\"type\":\"quote\",\"entries\":[\"The Kindly Lord does not issue invitations to their court lightly. I suggest you accept.\"],\"by\":\"Gwyddion, messenger of Talion\"}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV4EC/High Fae Kindguard.webp\"},\"credit\":\"Marta Nael\"}]},{\"name\":\"High Fae Mage\",\"source\":\"MCV4EC\",\"_copy\":{\"name\":\"High Fae\",\"source\":\"MCV4EC\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"High fae mages are some of the mightiest magic users among the faeries of Eldraine. These skilled spellcasters have mastered the arcane art of dealmaking among the fae, magically negotiating themselves advantages in battle.\",\"Like many high fae, these mages draw power from the latent energy found throughout the wilds of Eldraine. However, high fae mages also form strong bonds with the elemental powers of Eldraine, allowing the mages to call on forces like the eastern wind or the fiery hearth.\",{\"type\":\"quote\",\"entries\":[\"The high fae are capable of magic that would make even the great Gadwick himself seem little more than a clumsy apprentice.\"],\"by\":\"Chulane, Teller of Tales\"}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV4EC/High Fae Mage.webp\"},\"credit\":\"John Stanko\"}]},{\"name\":\"High Fae Noble\",\"source\":\"MCV4EC\",\"_copy\":{\"name\":\"High Fae\",\"source\":\"MCV4EC\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"High fae nobles regard themselves as the natural and obvious superiors of all in Eldraine. Many have been given dominion over a small aspect of the natural world; there are dukes and duchesses for each of the seasons, and noble archivists track every promise made and broken within the borders of Eldraine.\",\"High fae nobles use their illusions and innate magic to impress their peers and express their capricious natures. Many adorn themselves with auras of magic that dazzle others, while uttering mocking phrases that magically stun and ridicule their opponents. High fae nobles will spend countless years in mind-bendingly complicated games of political calculus, their alliances ever-shifting as they jockey for favors and status in the Kindly Lord's court.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV4EC/High Fae Noble.webp\"},\"credit\":\"Joshua Raphael\"}]},{\"name\":\"Knight of Eldraine\",\"source\":\"MCV4EC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The realm of Eldraine once consisted of five knightly courts: Ardenvale, Embereth, Garenbrig, Locthwain, and Vantress. In ancient times, the courts were established around five relics of tremendous magical power and unknown origin. Each relic is a magical embodiment of one of the five virtues the knights of the realm hold as standards of excellence.\",\"The recent invasion of nightmarish creatures called Phyrexians devastated the courts, with much of the surviving populace fleeing into the wilds. A young prince, Will Kenrith, does his best to reunite the shattered realm, but a return to its former glory seems far off.\",\"Even in the shattered remnants of the realm, knighthood is among the highest honors one can receive. Knights of the realm, who are all addressed with the honorific \\\"Syr,\\\" are revered as champions, heroes, and paragons of virtue. They have many responsibilities, from protecting townsfolk to embarking on adventures in the wilds. Knights are often equipped with fine armor and weapons, and they ride noble steeds of various species—including griffons in Ardenvale, giant owls in Vantress, and giant ravens (use the giant vulture stat block) in Locthwain. Some knights also wield powerful magic drawn from the relics of their respective courts.\",\"In the wake of the Phyrexian invasion, whole orders of knights have journeyed deep into the wilds, searching for a magical remedy to restore the kingdom to its former glory, or seeking to help travelers and remote communities beset by troubles.\",\"Achieving knighthood in one of the courts requires a quest that proves one's excellence in that court's virtue. In some courts, the final step to becoming a knight involves being judged by that court's relic. Each court believes the virtue associated with its own relic is paramount, though not in lieu of the others. A knight of Embereth admires courage above all else but still looks down on the disloyal or ignorant, even though loyalty and knowledge are virtues championed by other courts.\",\"Knights of Eldraine channel their devotion to the virtues of the realm into magical power that infuses their attacks. Most knights deal extra radiant damage with these attacks, but some knights might deal damage of a different type, such as fire (for knights of Embereth) or necrotic (for knights of Locthwain).\",{\"type\":\"inset\",\"name\":\"The Verdant Order\",\"entries\":[\"In the wake of the Phyrexian invasion, knights from all five courts of Eldraine have joined to form a new organization, the Verdant Order. These knights renounced their oaths in favor of a new one, swearing to protect the last part of their world untouched by war: the wildest parts of Eldraine. To that end, they patrol the forests along the Boundary Lands, turning back loggers and hunters—by force if necessary.\",\"Though they've renounced their former oaths, the knights of the Verdant Order retain their focus on the five virtues of the courts, so their Knightly Virtue trait remains unchanged.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV4EC/Knight of Eldraine.webp\"},\"credit\":\"Jason Rainville\"}]},{\"name\":\"Nightmare Haunt\",\"source\":\"MCV4EC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Nightmare haunts are terrors from the minds of Eldraine's sleeping citizens, made tangible by the planeswalker Ashiok. These creatures can hurt the body and also attack the minds of dreamers afflicted by the Wicked Slumber.\",\"Nightmare haunts appear as horrifying shadow creatures with forms evocative of their victims' deepest fears. Due to the collective trauma experienced by the people of Eldraine during the Phyrexian invasion, many nightmare haunts take the shape of those terrifying invaders, having multiple limbs and inhuman visages. Smoky purplish energy wafts from their forms, suggesting their connection to the Wicked Slumber.\",{\"type\":\"inset\",\"name\":\"The Wicked Slumber\",\"entries\":[\"During the Phyrexian invasion of Eldraine, the high fae monarch Talion, the Kindly Lord, and a trio of witch sisters performed a grand ritual to create a sleeping curse. Even with the Phyrexians defeated, the curse remains and spreads unchecked through Eldraine due to interference from the planeswalker Ashiok and Eriette, one of the witches who helped create the curse. The Wicked Slumber affects rich and poor alike, causing them to fall into an endless sleep or roam as sleepwalkers. Animals are also affected, and even tree boughs droop as if exhausted in areas where the Wicked Slumber is prominent. Purple tendrils of wispy nightmares spread like vines across those areas and surround the bodies of those who sleep.\",\"Heroes throughout Eldraine have ventured out to find a cure for the Wicked Slumber, but no one has yet discovered how to break the enchantment. It has even affected one of the Kindly Lord's daughters, the famed duelist Obyra. Meanwhile, Eriette and Ashiok conspire to build a nightmare realm in the ruins of Castle Ardenvale at the heart of the Wicked Slumber, replacing the virtuous court with one composed of sleepwalkers and dreamers guarded by nightmare haunts.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV4EC/Nightmare Haunt.webp\"},\"credit\":\"Nicholas Gregory\"}]},{\"name\":\"Ogre Chitterlord\",\"source\":\"MCV4EC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"When ogres first moved into the wilds of Eldraine, they encountered all manner of unfamiliar creatures: spellcasting witches, tricksy faeries, and talking beasts. Over generations, these ogres adapted to their new environs, passing down a spellcasting tradition of their own to help their kin wreak havoc in the wilds and beyond.\",\"An ogre chitterlord exercises control over the rats that infest Dunbarrow and countless other regions in the wilds of Eldraine. When ogres venture from the wilds to raid nearby settlements, an ogre chitterlord often leads the way, calling rats from the alleys and sewers to harry townsfolk from within the city while the ogres lay siege to the outer walls. Should their rodent allies fail them, chitterlords can also turn the tide of any battle with their prodigious strength and druidic magic.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV4EC/Ogre Chitterlord.webp\"},\"credit\":\"Nereida\"}]},{\"name\":\"Redtooth Werefox\",\"source\":\"MCV4EC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"By day, the elves of Redtooth Keep are agile and adept rangers, expertly patrolling the lands around one of the last elven citadels in Eldraine. But at night, terrifying howls echo from the keep's halls as its inhabitants transform into ruthless werefoxes.\",\"Unlike other forms of lycanthropy, the werefox curse isn't contagious and is limited to the elves of Redtooth Keep. Legends say that long ago, the garrison at Redtooth Keep turned away a group of travelers seeking shelter. Before departing, one of the travelers was revealed to be a powerful witch and cursed the elves, declaring that their bodies would forever transform to match their hearts' selfish and bestial natures.\",{\"type\":\"quote\",\"entries\":[\"My people are both bloom and thorn. Our ferocious impulses are as much a part of us as our skills, our beauty, and our history.\"],\"by\":\"Yenna, Redtooth regent\"}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV4EC/Redtooth Werefox.webp\"},\"credit\":\"Nestor Ossandon Leal\"}]},{\"name\":\"Sewer King\",\"source\":\"MCV4EC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Sewer kings are hulking, monstrous rats empowered by fiendish blood. This unholy influence gives sewer kings their enormous size, supernatural strength, wicked cunning, and ability to speak.\",\"Deep in the bowels of towns and cities, sewer kings reign over underground vermin, dreaming of the day when rats will overthrow surface dwellers. Rancid saliva drips from a sewer king's maw, and swarms of vermin skitter at the monstrous rat's beck and call.\",{\"type\":\"quote\",\"entries\":[\"'The human world will fall,' whispered the monstrous rat. 'You have but one choice to make: Will you fall with it?'\"],\"from\":\"Song of the Vermin\"},{\"type\":\"inset\",\"name\":\"Lord Skitter of Edgewall\",\"entries\":[\"Lord Skitter is a sewer king who lives deep in the ancient dwarven ruins beneath the town of Edgewall, situated in the lands between the realm and the wilds of Eldraine. Deep within these ruins, a human minstrel named Totentanz encountered Lord Skitter and struck a vile bargain. Lord Skitter promised the piper wicked and wondrous powers in exchange for Totentanz luring the townsfolk of Edgewall into the sewer king's subterranean domain to become food for his rat minions.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV4EC/Sewer King.webp\"},\"credit\":\"Jesper Ejsing\"}]},{\"name\":\"Snapping Hydra\",\"source\":\"MCV4EC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A rare variety of hydra native to the wilds of Eldraine, snapping hydras resemble giant, many-headed turtles. Snapping hydras dwell at the bottom of the wild's largest lakes, or along shorelines where the wilds meet the ocean. These monstrous creatures are aptly named; their bites are known to snap giants' arms cleanly in half.\",\"Snapping hydras have naturally long life spans and strong instincts of self-preservation. When a snapping hydra feels a battle's odds tipping out of its favor, the hydra lets out a raspy screech and retracts into its shell. In the wilds of Eldraine, it's never long before a hungry or curious creature arrives to investigate, leaping into battle with the hydra's foes while the hydra makes an opportune exit.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV4EC/Snapping Hydra.webp\"},\"credit\":\"Nicholas Gregory\"}]},{\"name\":\"Specter of Night\",\"source\":\"MCV4EC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Like dark mirrors of Eldraine's archons (see \\\" Archon of Boundaries \\\"), specters appear as shrouded figures mounted on horrific flying beasts. It is easy to look at a specter and imagine the rider in command of the mount, but the truth is the opposite; the flying horror is an Undead monster that scours the wilds for a knightly corpse. On finding one, the horror binds its essence to the dead body, giving the corpse the semblance of life as a rider. The two function as a single creature, more powerful for their unnatural union.\",\"Humans of Eldraine view specters as heralds of death. Specters are said to utter a keening wail, mournful beyond all other sounds and audible only to those who are about to die.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV4EC/Specter of Night.webp\"},\"credit\":\"Jeff Simpson\"}]},{\"name\":\"Sweettooth Horror\",\"source\":\"MCV4EC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"No one is certain of the true origin of Sweettooth Village. This eerie, abandoned town constructed of gingerbread and frosting lies deep in the wilds of Eldraine. Some say the fiendish candy monsters that prowl its butterscotch-lined streets were once servants of a powerful witch, and the entire place was a trap created to lure hungry travelers. But if the sugary horrors of Sweettooth Village were ever under someone's control, that time has long since passed.\",{\"type\":\"quote\",\"entries\":[\"I smell frosting. Ready your weapons!\"],\"by\":\"Greta, scourge of Sweettooth\"},{\"type\":\"inset\",\"name\":\"Horrors of Sweettooth Village\",\"entries\":[\"In addition to the Sweettooth horror described here, creatures found in and around Sweettooth Village might include gingerbrutes as well as variations of oozes from the{@i Monster Manual}. For example, a black pudding might have a delicious chocolatey flavor, a gelatinous cube might have a more decorative shape and taste fruity, and an ochre jelly could smell like butterscotch.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV4EC/Sweettooth Horror.webp\"},\"credit\":\"Slawomir Maniak\"}]},{\"name\":\"Tempest Hart\",\"source\":\"MCV4EC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Storm giants live high above Eldraine in a cloudy landscape known as Stormkeld. Massive cottages, keeps, and towers dot this magical realm, scattered between expanses of cloudy wilderness marked by tangles of giant beanstalks and raging storms. Various enormous creatures dwell in these wilds, with the tempest hart being among the most majestic.\",\"A colossal elk with antlers made of living lightning, a tempest hart has a long mane of fine hair that waves as if tossed by a strong wind. Its patterned hide resembles the twisting beanstalks that also coil around its legs, shoulders, and haunches.\",\"Storm giant hunters consider tempest harts to be the worthiest prey, desirable for their meat and the raw lightning of their antlers. However, these creatures wield mighty elemental power to defend themselves.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV4EC/Tempest Hart.webp\"},\"credit\":\"Aldo Domínguez\"}]},{\"name\":\"Treefolk\",\"source\":\"MCV4EC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The wise and ancient treefolk thrive in the depths of Eldraine's forested wilds. Though many treefolk rival members of the high fae in age, they rarely interfere with the goings-on of the faerie court. Instead, treefolk serve as guardians and shepherds of their wild groves, dispensing wisdom and blessings to travelers who wander under their branches.\",{\"type\":\"quote\",\"entries\":[\"Right now, you are a feeble stick, but I will help you grow some rings.\"],\"by\":\"Borogrove, Tuinvale treefolk\"}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV4EC/Treefolk.webp\"},\"credit\":\"Raoul Vitale\"}]},{\"name\":\"Witchkite\",\"source\":\"MCV4EC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"While many dragons of Eldraine hoard wealth and material goods, witchkites prefer hoarding forbidden and dangerous magical secrets. The arcane nature of a witchkite's hoard seeps into the dragon's core, granting it spellcasting abilities and twisting its fiery breath into malevolent motes of magical flame.\",{\"type\":\"quote\",\"entries\":[\"I heard there's an especially fearsome witch around here. Or was it a particularly cruel dragon? The tales were very confu—\"],\"by\":\"Last words of the mostly forgotten adventurer Osval\"},{\"type\":\"inset\",\"name\":\"Dragons of Eldraine\",\"entries\":[\"The dragons of Eldraine, are much like those of other D&D worlds. You can use any dragon stat block for a dragon of Eldraine. On Magic cards, there are red dragons ({@link Opportunistic Dragon|https://gatherer.wizards.com/pages/card/details.aspx?multiverseid=532521}, {@link Decadent Dragon|https://gatherer.wizards.com/pages/card/details.aspx?multiverseid=629724}, and {@link Realm-Scorcher Hellkite|https://gatherer.wizards.com/pages/card/details.aspx?multiverseid=629646}), bronze dragons ({@link Loch Dragon|https://gatherer.wizards.com/pages/card/details.aspx?multiverseid=473173}), and moonstone dragons ({@link Shimmer Dragon|https://gatherer.wizards.com/pages/card/details.aspx?multiverseid=612484} and {@link Archive Dragon|https://gatherer.wizards.com/pages/card/details.aspx?multiverseid=629542}). {@filter Moonstone dragons|bestiary|source=FTD|search=moonstone} are described in {@book Fizban's Treasury of Dragons.|FTD}\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV4EC/Witchkite.webp\"},\"credit\":\"Donato Giancola\"}]},{\"name\":\"Witchstalker\",\"source\":\"MCV4EC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Twice the size of their ordinary kin, witchstalkers are giant wolves drawn to sources of magic by their supernatural sense of smell. As a result, the moors and forests of Dunbarrow make for good hunting grounds. The greater the source of magic, the more witchstalkers are drawn to the area. To their dismay, witches have drawn as many as a dozen witchstalkers.\",\"Witchstalkers resemble monstrous wolves with enormous jaws and ridged spines. By feeding on spellcasters and other sources of magic, witchstalkers developed their own magical abilities, including a supernatural howl and the ability to teleport next to unsuspecting prey.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MCV4EC/Witchstalker.webp\"},\"credit\":\"Nicholas Gregory\"}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-mff.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"monsterFluff\"]},\"monsterFluff\":[{\"name\":\"Assassin Bug\",\"source\":\"MFF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Assassin bugs plague the frontier and the wilderness, where they seek to hatch their voracious maggots within {@condition incapacitated} hosts. Resembling giant bluebottle flies, these insectile terrors bear stunted humanoid limbs hinting at the bizarre ceremonies that created them.\",{\"type\":\"entries\",\"name\":\"Dangerous Cultivation\",\"entries\":[\"While the exact origins of the assassin bug are uncertain, rumors speak of an ancient sect of druids (possibly in service to Malar or Talos) who cultivated the first of these creatures. However, it remains unknown whether their intent was to create a benign means of breaking down monstrous corpses or a more insidious means of ridding the wilderness of growing humanoid populations. Little information survives regarding this sect, but the assassin bugs' unsettling humanoid-like limbs and limited language ability suggests that the druids might have engaged in self-sacrifice to achieve their creation.\"]},{\"type\":\"entries\",\"name\":\"Horrific Egg Layers\",\"entries\":[\"An assassin bug attacks with a paralytic bite to first incapacitate its prey, making it easy to infect that {@condition paralyzed} victim with eggs. However, they are able to infest any target as needed, and will do so to eliminate threats. Given their need to lay eggs in a living host, assassin bugs generally flee from constructs and undead. Once deposited within a living host, assassin bug eggs immediately hatch into assassin bug maggots that burrow toward their victim's heart, consuming it and killing the host unless they are quickly destroyed. After gorging themselves on the host's body over several days, the maggots emerge as juvenile assassin bugs, ready to continue their horrid life cycle.\"]},{\"type\":\"entries\",\"name\":\"An Unnatural Plague\",\"entries\":[\"Whole settlements along the frontier have been wiped out by plagues of assassin bugs. Without a quickly organized defense, even a single bug can infest and overwhelm an unprepared population. Desperate rulers discovering that settlements are at risk often order entire neighborhoods or whole villages burned at the first sign of infestation. Within infested areas, guards patrol with burning brands and flaming swords, ready to set suspect dwellings ablaze. Fire is an effective destroyer of assassin bug maggots, and wild creatures observed running headfirst into wildfires often reveal an infestation of assassin bugs, as they immolate themselves in an instinctive effort to rid themselves of this scourge.\"]},{\"type\":\"entries\",\"name\":\"Monstrous Interactions\",\"entries\":[\"Few creatures are able to survive an assassin bug's infestation without immediately being treated with magic or fire. Incredibly hardy monsters such as catoblepas and gorgons have sometimes been observed with deep pockmarks showing where juvenile assassin bugs have emerged from their bodies. Vile creatures such as hags sometimes cultivate assassin bugs to use their maggots in horrid recipes. And trolls have been known to intentionally allow assassin bugs to infest their bodies, which heal against the wounds of a maggot infestation and allow those maggots to be pulled out and consumed.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MFF/Assassin Bug.webp\"}}]},{\"name\":\"Blindheim\",\"source\":\"MFF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"These frog-like humanoids have the ability to project intense, blinding light from their eyes. Dwelling on the fringes of the Underdark, blindheims are opportunistic ambushers who can be swayed into service with payment of fresh food and metal weapons. A blindheim's radiant eyes make these creatures a unique source of light in the Underdark depths, and are bright enough to hinder creatures that suffer in the presence of bright light—or to destroy their foes.\",{\"type\":\"entries\",\"name\":\"Searing Eyes\",\"entries\":[\"A blindheim projects searing light in a cone from its leering, bulging eyes. The intensity of this light is equivalent to natural sunlight, and can disturb or disrupt many creatures acclimated to the lightless depths. If a blindheim chooses to focus its gaze, this energy can even char flesh and bone.\"]},{\"type\":\"entries\",\"name\":\"Opportunistic Mercenaries\",\"entries\":[\"Blindheims have a fascination with tales and objects from the surface world, particularly plants and other natural items. They gather in the depths of the Underdark near routes used by merchants and other brave travelers. They typically make a cautious approach to stronger creatures, speaking in halting, croaking Undercommon to offer their services in return for fresh food, metal weapons, and trinkets from the surface world. But when they have superior numbers or engage creatures that appear weak, blindheims will often ambush to take what they want.\"]},{\"type\":\"entries\",\"name\":\"Strange Outcasts\",\"entries\":[\"The blindheims speak of an ancient era when their folk dwelled upon the surface. According to their tales, their ancestors stole a piece of the sun, then fled to the Underdark before devouring it and gaining the ability to project radiant energy from their eyes.\",\"Blindheims fear that some day the sun will venture underground and have its revenge upon them. When dealing with surface dwellers, they insist that visitors swear to never tell the sun about them, and ask endless questions about the sun's actions, its anger, and its attitudes. But surface folk who attempt to soothe the blindheims' fears often cause these creatures great offense. In the minds of the blindheims, the sun could not possibly have forgotten their great and heroic theft, and anything said to dispel the belief that they remain infamous and feared by all folk of the surface rouses their anger.\"]},{\"type\":\"entries\",\"name\":\"Pitiable Slaves\",\"entries\":[\"Some Underdark creatures, particularly the drow and kuo-toa, raid blindheim settlements in search of slaves. Although the light from these creatures' eyes is a formidable threat to these raiders, a captured blindheim is a useful living weapon.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MFF/Blindheim.webp\"}}]},{\"name\":\"Crab Folk\",\"source\":\"MFF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The crab folk are the result of a magical ritual used long ago by a mighty green hag to transform her ogre minions into more useful servants. All crab folk that now exist are descended from those original creations, with most living in small, isolated clutches. Though they are content to lead peaceful lives as hunters and gatherers, the magic that created the crab folk sometimes compels them to lash out in fearsome raids when the conditions are right.\",{\"type\":\"entries\",\"name\":\"Aquatic Vassals\",\"entries\":[\"Long ago, a green hag gathered a small army of ogres to serve as her enforcers along the desolate coast she had claimed. The hag found the ogres' simple minds and brutal strength useful, but too often, their lack of cunning foiled her plans. Many tumbled into the sea and drowned, too simpleminded and impatient to learn how to swim. Others smashed caravans and crushed their defenders most effectively, but looted cheap, bulky trade goods while leaving valuable smaller treasures behind.\",\"Frustrated by her servants, the hag wove a spell to adapt them to the coastal terrain while planting in their minds a few simple commands to help them with their tasks. She gave them the tenacity and toughness of a crab to augment their strength, grasping claws to help them claim the treasures she loved, and a deeply embedded magical compulsion to obedience.\"]},{\"type\":\"entries\",\"name\":\"Treasure Hungry\",\"entries\":[\"The hag had a particular love of silver, and was loath to allow even the smallest bit of that metal to slip through her grasp. Her spell gave the crab folk an insatiable love for silver. When they see it, all crab folk feel an irresistible urge to seize it and carry it back to their lairs. If necessary, they resort to violence to claim the metal.\"]},{\"type\":\"entries\",\"name\":\"Brutal Raiders\",\"entries\":[\"Each year, when the warm summer gives way to the chill of autumn, the crab folk look to the sky for omens. In ancient days, the green hag kept close watch on the fishing villages and towns near her domain. If those settlements grew too strong, she sent her familiar, a cruel seagull, to harangue the crab folk with its cries and drive them to war. Today, by a stroke of bad luck a gull might happen to land near a crab folk lair and utter the right combination of cries to summon up this ancient compulsion. Driven to action, the crab folk rampage along the coast, looting and smashing any settlements they know of or encounter. After six days exactly, their rampage ends, and they return to their humble lives.\"]},{\"type\":\"entries\",\"name\":\"Deep-Seated Memories\",\"entries\":[\"When a coastal raid or a theft of silver is done, crab folk gather the treasures they have won and place them at the feet of a simple effigy of their hag creator, made from driftwood and other scrap and kept in their communal lair. The crab folk have little sense of what drives them, but they understand that the effigy represents a mother and creator who must be obeyed.\",\"Legend holds that the green hag preferred to travel in the guise of a regal hobgoblin queen. If the crab folk ever encounter someone who bears a strong resemblance to that form, their magical compulsion might force them to worship that creature, obeying their every command.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MFF/Crab Folk.webp\"}}]},{\"name\":\"Dire Corby\",\"source\":\"MFF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Heralded by the ominous, deep rumbling of their strange song, great packs of dire corbies range across the Underdark, stripping the tunnels and caverns they traverse of all living things. Even the mightiest creatures of the Underdark hide within fortified lairs or step aside from a dire corby flock, knowing of how these creatures' bizarre song disrupts, disorients, and ultimately overwhelms their prey.\",{\"type\":\"entries\",\"name\":\"Flocks of Doom\",\"entries\":[\"Dire corbies wander the Underdark in vast flocks, following predictable patterns of movement like migrating birds. They strip a region bare of the lichens, fungus, and vermin that comprise their diet before moving on to a fresh feeding ground. Underdark travelers prize accurate charts illustrating the movements of these flocks, since trailing a day behind them all but guarantees that the dire corbies will have cleared out many monsters and other threats.\",\"Horrid Songs The denizens of the Underdark hear an approaching flock of dire corbies long before it comes into view. As these creatures travel, they hoot, chirp, and howl in maddening cacophony. Their song has a strange magical current to it, causing those who hear it to suffer a stomach-churning vertigo that makes it impossible to move at speed or climb cave walls. Spellcasters suffer as their minds swim, leaving them unable to use anything but their simplest magic. The dire corbies' disorienting song has left countless Underdark creatures and travelers unable to flee as these monsters fall upon them.\"]},{\"type\":\"entries\",\"name\":\"Strange Escort\",\"entries\":[\"Certain Underdark explorers—judged inventive by some and lunatics by others—have learned to travel among the dire corbies. After blocking their ears to avoid the effect of a flock's song, these travelers attempt to mimic the strange hooting and chirping of a dire corby, with these creatures' simple minds making success surprisingly easy. Accepted as part of the flock, a traveler can range across the Underdark escorted by hundreds of humanoid creatures that the other predators of the depths take pains to avoid.\"]},{\"type\":\"entries\",\"name\":\"Unwitting Explorers\",\"entries\":[\"As old pathways become impassable or a flock sustains heavy losses in a particular area, dire corbies will sometimes chart a new migratory course. Depending on their new route, a mob of these creatures might emerge in a dungeon connecting the Underdark and the surface world. Rampaging through such a dungeon, the flock often forces its monstrous inhabitants to flee for safer lairs. When they inevitably emerge on the surface, the dire corbies' voracious appetites cause them to quickly strip their new environment—including any nearby settlements—of life.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MFF/Dire Corby.webp\"}}]},{\"name\":\"Eye of Fear and Flame\",\"source\":\"MFF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"An eye of fear and flame stalks the world of the living, commanding individuals to perform evil deeds of the undead's choosing or be destroyed. If its commands are not obeyed, an eye of fear and flame throws back its hood to reveal its skull—set with gems of red and black in each eye socket—then attacks.\",{\"type\":\"entries\",\"name\":\"Spectral Visage\",\"entries\":[\"An eye of fear and flame resembles a hooded, skeletal humanoid figure. The interior of its hood cannot be seen except as an opaque black void. Ominous tales speak of these creatures prowling city streets in the darkest nights and during times of unease and unrest. It is said that eyes of fear and flame were created by chaotic gods to foment the destruction of lawful creatures, or by lawful gods for the testing of their followers. Rumors state that only twenty of these creatures exist, but much of the truth about them remains unknown.\"]},{\"type\":\"entries\",\"name\":\"Cruel Puppet Masters\",\"entries\":[\"An eye of fear and flame often chooses to appear during times of uncertainty, such as after a group's devastating defeat or when an individual contemplates some momentous decision. The undead seeks to corrupt vulnerable individuals, especially those of lawful or good alignments, by setting tasks that test its targets' moral foundations. A paladin might be ordered to murder an innocent, with the argument that not doing so will result in some greater evil taking place. Ultimately, the success or failure of the task is of less interest to the eye of fear and flame than the instigation of the evil act—and the general spread of chaos and misery that comes with it.\"]},{\"type\":\"entries\",\"name\":\"Mystic Gemstones\",\"entries\":[\"An eye of fear and flame casts its magic powers through its gemstone eyes. In combat, it targets not only its opponents but also innocent bystanders, seeking to cause the greatest amount of confusion and destruction. If the creature is destroyed, these gems can be recovered, though they are treated as dangerous, cursed trophies akin to a demilich's soul gems. Still, they might be sold to certain discerning—and brazen—collectors.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MFF/Eye of Fear and Flame.webp\"}}]},{\"name\":\"Fog Giant\",\"source\":\"MFF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The place of cloud giants in the ordning—the set of values and expectations that determines their rank in giant society—is driven by wealth. Those cloud giants foolish or unlucky enough to have their treasure plundered fall to the bottom of the ordning, becoming outcasts known as fog giants. Cut off from their proper place in society, they become raiders and marauders who seek to reclaim their treasure or start a new hoard—by any means possible.\",{\"type\":\"entries\",\"name\":\"Beleaguered Moguls\",\"entries\":[\"Though they live as ruthless raiders, fog giants remain tasteful and refined in their desires. They remember their former wealth and power with a bitter mix of longing, regret, and shame, seeking always to replace the grandest treasures they once possessed. Simple coins, gems, or trade goods do nothing to satisfy the giant's desires. Instead, they seek out grand works of art, wondrous jewelry, and beautiful sculptures.\"]},{\"type\":\"entries\",\"name\":\"Reasonable Offers\",\"entries\":[\"Fog giants are powerful warriors, but they prefer to use threats and intimidation to get their way. A fog giant seeks out news and rumors of treasures that appeal to its sense of refinement, then tracks down and treats owners of those treasures to a show of force. Kicking down the gate of a backwater duke's castle, slaying a dozen or more guards, then calling for parley is a typical fog giant strategy—followed by an offer to leave the duke alive in return for a treasure or two.\"]},{\"type\":\"entries\",\"name\":\"Bandit Kings\",\"entries\":[\"Forced to dwell in exile in the lands of the small folk, many fog giants develop an interest in those folk. Using a combination of threats and the promise of vast reward once they return to their proper station, a fog giant lures desperate criminals, cunning bandits, and other raiders into their service in the dismal wilds they inhabit. These giants prefer to work with ambitious humans, renegade elves, and greedy dwarves—all folk they see as properly civilized. They treat orcs, goblinoids, and other \\\"barbarian\\\" types as pesky vermin, best killed or driven away.\"]},{\"type\":\"entries\",\"name\":\"Calculating Masters\",\"entries\":[\"When a fog giant accumulates followers, it sets them to the task of rebuilding the giant's collection of wondrous, expensive treasures. Its favored servants are civilized folk who can mingle among the rich and refined. These agents take note of treasures that might interest the fog giant, who then plots heists, raids, and other stratagems to seize the chosen prize. A giant might undertake a carefully planned robbery, making extensive use of magic to cover their presence. Or it might engage in a brute-force raid that involves tearing off the roof of a merchant's home, seizing what they seek, and stalking away before the town watch can rally.\"]},{\"type\":\"entries\",\"name\":\"Intricate Networks\",\"entries\":[\"Clever, ambitious, and greedy, many fog giants build up whole networks of bandits, raiders, spies, and criminals. In some cases, such a network might grow large enough that minions in the lower ranks are ignorant of their leader's true nature. Fog giants who amass such organizations think of themselves as exiled nobles, and often take on such fanciful titles as Duke of Robbery, Baron of Bandits, or Lord of Larceny.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MFF/Fog Giant.webp\"}}]},{\"name\":\"Forlarren\",\"source\":\"MFF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The descendants of satyrs corrupted by infernal power, forlarren are miserable creatures—an unhappy union between the rigid demands of the Nine Hells and the impulsive hedonism of the Feywild. Driven by dramatic and unpredictable emotions, these feral creatures wreak havoc wherever they go.\",{\"type\":\"entries\",\"name\":\"Corrupted Essence\",\"entries\":[\"The devils of Avernus attempted an expedition to the Feywild long ago, and the forlarren are the bitter reminder of that doomed excursion. The archdevil Fierna—co-ruler of Phlegethos, the fourth layer of the Nine Hells—courted a mighty fey in hopes of luring him into trading away his soul. The attempt failed, but not before a troop of satyrs were corrupted by the dark delights of Phlegethos. The satyrs were bound to their fey lord and unable to bargain away their souls. So rather than claim them, Fierna warped and twisted them before returning them to the Feywild, content that the corruption of the satyrs would be adequate compensation for her failure.\"]},{\"type\":\"entries\",\"name\":\"Bifurcated Souls\",\"entries\":[\"The divided nature of the forlarren reflects their origin, marking each one as two entities trapped in a single form. One forlarren might present itself as a friendly, agreeable guide that helps travelers survive the Nine Hells. Another is a howling beast that attempts to destroy all in its path. One will show mercy and empathy peppered with a parental attitude toward strangers. Another is a mirthful sybarite with an unfettered love of food, drink, and romance. When dealing with the forlarren, the only constant is the malleable, chaotic, and temperamental nature they all share.\",\"When its diabolical aspect shines through, a forlarren is a cunning, calculating, and brutal enemy. It might use its natural charm to worm its way into earning trust from those it encounters, casting itself as a helpless creature pleading for aid even as it looks for the opportunity to betray and overpower. Or it might seek to dominate the weak, set itself up as a petty lord, and rule over all those who fall into its grasp.\"]},{\"type\":\"entries\",\"name\":\"A Sinister Cycle\",\"entries\":[\"A forlarren in its fey aspect demonstrates self-destructive urges that reflect the inherent tension in its nature. That aspect might drive it to drink itself nearly to death, or to throw itself into caring for others with such relentless energy that it eventually collapses from {@condition exhaustion}. Unfortunately, when it reaches that breaking point, its diabolical nature asserts itself, and it remains in this scheming, dominating mindset until its plans are foiled and it faces defeat. Then, overwhelmed with fear and shame, the forlarren's diabolical nature fades and its fey aspect emerges once again.\",\"Several ballads of the Feywild recount the dramatic fall of valiant forlarren. In all these tales, the hero achieves some great deed only to see their sinister, diabolical side surface. Deceiving their companions during their most daunting trials, the forlarren then betrays those companions at the worst moment possible.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MFF/Forlarren.webp\"}}]},{\"name\":\"Jermlaine\",\"source\":\"MFF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Jermlaine prove that terrible things can come in tiny packages. Their tiny, foot-tall forms can barely contain the cruelty and malevolence that courses through them. Deep in the Underdark, the jermlaine lurk among the tunnels, dungeons, and caverns inhabited by much larger, more dangerous folk. The jermlaine huddle in their small tunnels, avoiding contact with all other creatures unless they can marshal overwhelming numbers. When the odds are in their favor, they strike with a vicious determination that can overwhelm even a heavily armed drow patrol or duergar war party.\",{\"type\":\"entries\",\"name\":\"Hateful Ambushers\",\"entries\":[\"Jermlaine hate and resent all larger creatures. They are acutely aware that their small size and weakness in combat makes them prey for countless Underdark creatures. This anger and resentment is channeled into vengeful scheming against creatures that enter their domain. The jermlaine keep careful watch, waiting for just the right moment to fall upon their enemies. When they strike, they emerge from their tunnels to attack in overwhelming waves. In the heat of battle, individual jermlaine gladly throw themselves on their enemies' weapons to clear the way for their allies' attacks.\"]},{\"type\":\"entries\",\"name\":\"Hidden Threat\",\"entries\":[\"The jermlaine's skin is rough, leathery, and textured like stone. Whether by the design of some sympathetic god or through sheer luck, their hide makes them appear {@condition invisible} to {@sense darkvision}. Part of the jermlaine's anger comes from attempts to hunt them down and fashion cloaks and other material from their skin. Such experiments have yet to yield a functional magic item, and the jermlaine's hatred of outsiders is driven in part by their assumption that any who meet them seek to harvest them for such experiments.\"]},{\"type\":\"entries\",\"name\":\"Secret Lairs\",\"entries\":[\"Because they are hunted for food or for their skin, jermlaine take care to hide their lairs away from prying eyes. They dig tunnels barely large enough to fit their 1-foot tall frames, making it almost impossible for their enemies to pursue them. Jermlaine dig their tunnels along dungeon hallways and Underdark passages, hiding the entrances to keep intruders out and set up their ambushes. The jermlaine create passages in the floor, along the walls, and in the upper part of the ceiling. When they attack, they spill upon their enemies from every direction in a bid to overwhelm them with sheer numbers.\"]},{\"type\":\"entries\",\"name\":\"Allied Rodents\",\"entries\":[\"The jermlaine can decipher the chitters and squeaks of rats, and in turn can communicate with such rodents. Underdark explorers know to keep a careful watch when encountering signs of a rat infestation. Those rodents, as creatures of the surface world, are rare in the deep Underdark. Their presence invariably signals the presence of a jermlaine colony.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MFF/Jermlaine.webp\"}}]},{\"name\":\"Khargra\",\"source\":\"MFF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The bizarre khargra is a flying creature from the Elemental Plane of Earth that devours any metals it encounters. Though normally content to eat raw veins of ore, this creature considers refined and crafted metals to be particularly delectable.\",{\"type\":\"entries\",\"name\":\"Vexing Scavengers\",\"entries\":[\"Khargras are native to the Elemental Plane of Earth, where they are considered annoying pests. They arrive in the Material Plane by accident, usually by following an earth elemental or other creature that has been summoned into the world.\",\"Khargras can eat and digest most metals, though they prefer iron, copper, and tin above others. They find gold bland and mushy, akin to a flavorless gruel. Though khargras digest metal with ease, organic matter and gems are repugnant to them. If a khargra eats such morsels for whatever reason, they remain lodged in its gullet for a few days of indigestion before the offending material is coughed up.\"]},{\"type\":\"entries\",\"name\":\"Reluctant Predators\",\"entries\":[\"Khargras find living flesh disgusting, and they attack creatures only when driven by hunger and a lack of safer options. After securing a meal of whatever tasty, refined metal their victim carries, they quickly flee—and will flee before that rather than risk death.\"]},{\"type\":\"entries\",\"name\":\"Stealthy Couriers\",\"entries\":[\"A number of clans among the dwarves, duergar, and azers have trained khargras as couriers. Making use of these creatures' odd digestive systems, their masters sprinkle iron dust on a scroll or other organic item that bears a message. The khargra devours the missive, digesting the dust but leaving the message lodged in its digestive tract. Trained over long years and with plentiful treats to learn the direction to different underground strongholds and outposts, the khargra carries its burden to its destination, then coughs up the message on command.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MFF/Khargra.webp\"}}]},{\"name\":\"Killmoulis\",\"source\":\"MFF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A killmoulis can be either a bane or boon to an adventuring party. When kept well fed with tasty treats, this creature is a helpful assistant that mends armor, collects herbs that make the blandest rations into a feast, and turns a dull, uncomfortable campsite into a welcoming refuge. But if a party abuses or neglects a killmoulis, the creature's mean-spirited thirst for revenge can turn even the simplest expedition into a draining ordeal that leaves adventurers tired, dispirited, and sullen.\",{\"type\":\"entries\",\"name\":\"Traveling Fey\",\"entries\":[\"A killmoulis arises spontaneously in the Feywild whenever someone commits an act of charity to help a tired or lost traveler. Emerging from the shadows near the site of the deed, the creature takes to the road, wandering to seek out travelers who might have food it can sneak away with in return for the benefits of its magic.\",\"Shy and solitary by nature, a killmoulis enjoys watching and listening to folk from distant places that it knows little about. Whether fierce raiders, enterprising merchants, or bold adventurers, all travelers have something interesting to offer a killmoulis.\"]},{\"type\":\"entries\",\"name\":\"Hungry Helpers\",\"entries\":[\"Despite their odd appearance and origins, killmoulis crave the same creature comforts as many folk of the world. They adore sweet candies, fresh fruit, and other delicacies. When a killmoulis encounters a party of travelers, it hides and keeps a careful watch on them. At night, it sneaks into the travelers' camp and looks through their supplies for tasty treats, but will settle for rations, nuts, and other snacks. If it finds them, it quickly snuffles up a single day's worth of food with its long nose. In return, it then uses its magic to enhance the travelers' comfort as they rest.\"]},{\"type\":\"entries\",\"name\":\"A Bitter Reproach\",\"entries\":[\"A killmoulis will follow after any party that has provided it with a tasty snack, slipping into camp each night to gorge itself and pay for its feast with its beneficial magic. But if the travelers attack, interfere with, or try to trap the killmoulis, it places a minor curse on the group and attempts to flee. For the rest of the characters' journey, their rations taste like ash and any camping spots are infested with lice and biting insects. Each character in the party wakes up sore and cramped, as rocks or sharp sticks somehow end up under their bedrolls.\",\"Once a killmoulis is angered, it continues to tail a group and visit its curse upon them. Only an offering of fine food and an earnest apology can sooth an angry killmoulis. Without that, these creatures hold a grudge against a group's rude behavior that can last for days.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MFF/Killmoulis.webp\"}}]},{\"name\":\"Mite\",\"source\":\"MFF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Mites are vexing fey creatures that delight in causing minor havoc and playing irritating pranks, making even the coolest, most experienced adventurers prone to outbursts of destructive frustration. When mites are about, even the simplest task can turn into a disaster, and a mild disagreement can quickly become a brawl.\",{\"type\":\"entries\",\"name\":\"Heralds of Frustration\",\"entries\":[\"Mites are natives of the Feywild that arise when a creature becomes so irritated with a situation or event that it lashes out in violence. That creature experiences strange dreams the next time it sleeps, then sleepwalks to the nearest tree or other large plant, digs a small hole, screams into the depression, and refills the hole. When it awakes the next morning, the creature feels strangely refreshed. Then on the night of the next new moon, the dug-up earth stirs and a pack of mites emerges. Born of frustration and anger, these creatures exist only to replicate in others the emotions that created them.\"]},{\"type\":\"entries\",\"name\":\"Nettlesome Pranksters\",\"entries\":[\"Mites prefer to live underground, seeking out dungeons and cave warrens where they dig a network of hidden burrows that wrap around existing passages and chambers. They use these hiding spots to watch the comings and goings of monsters and adventurers, setting traps to vex and annoy whenever possible. A trip wire might be set at the top of a flight of stairs to send creatures crashing down. Locks might be jammed with debris, gems replaced with fakes, and prized treasures stolen away. Mites aim to kill only if threatened with direct violence, content to otherwise take joy in watching mundane or simple tasks become frustrating, painful experiences.\"]},{\"type\":\"entries\",\"name\":\"Fey Influence\",\"entries\":[\"When mites are about, creatures become irritable and easily frustrated to the point of violence. For such creatures, every minor failure feels like gross incompetence. Simple tasks become increasingly difficult. Those who undertake those tasks become overwhelmed with a sense of unresolved anger and frustration that demands an outlet—usually violence and destruction. The mites' influence can thus turn even the most orderly group into a mob of surly brawlers. Within even the most tight-knit adventuring party, morale plummets, arguments boil over into fights, and discipline becomes spotty at best.\"]},{\"type\":\"entries\",\"name\":\"Chaotic Battlegrounds\",\"entries\":[\"Dungeons infested with mites for a long period of time devolve into chaotic battlegrounds. Even under the control of a strong leader, any faction in such a dungeon can see its members turn against each other as their frustration and antipathy build. When adventurers enter the dungeon, the mites go to work to exploit the added chaos. They use their magic to drag visitors into their web of anger and frustration, luring explorers deeper into the site and into situations and locations that promise to yield up the most havoc.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MFF/Mite.webp\"}}]},{\"name\":\"Needle Lord\",\"source\":\"MFF\",\"_copy\":{\"name\":\"Needle Spawn\",\"source\":\"MFF\"}},{\"name\":\"Needle Spawn\",\"source\":\"MFF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A wise ranger knows that the sight of a needle spawn is an ill omen, for it heralds the rise of a dreaded needle lord and a war for the soul of a forest.\",{\"type\":\"entries\",\"name\":\"Roving Corpses\",\"entries\":[\"Needle spawn are created by needle lords—hulking plant creatures that hail from fey domains wracked by wanton violence. When a needle lord enters a worldly forest, it spreads seed pods wherever it roams. A pod remains dormant until a humanoid dies near it or a humanoid corpse is dragged close by, whereupon the pod burrows into the corpse's decaying flesh and sprouts ropey vines covered in long, sharp needles. The vines wrap around the corpse to animate it, causing it to rise and lurch about like a zombie.\"]},{\"type\":\"entries\",\"name\":\"Invasive Species\",\"entries\":[\"When a great battle is fought in a fey woodland, the plants of the wood sometimes take on the thirst for violence and conquest that propels the fey to war. These plants become needle lords—ogre-shaped masses of thorny vines covered with long, cruel needles that pierce flesh.\",\"A needle lord fancies itself a conquering general, wandering in search of a forest to conquer and claim. When it sets its sights on a forest, it first focuses on spreading the seed pods that give rise to its needle spawn vassals. It then prowls the wood in search of weak or defenseless humanoids to kill, converting their corpses into needle spawn to begin growing its army.\"]},{\"type\":\"entries\",\"name\":\"Unnatural Ally\",\"entries\":[\"A needle lord is an implacable foe. Driven only by a desire to conquer and rule, it wages endless war with its army of mobile dead against all creatures it views as a threat to its domination. It might even forge treaties with hobgoblins, kobolds, and other creatures willing to obey it, but it sees any alliance that casts it as a lesser partner as only a temporary measure. The needle lord betrays any allies at the first opportunity, as it believes that only one creature can claim dominion over a forest.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MFF/Needle Spawn.webp\"}}]},{\"name\":\"Norker\",\"source\":\"MFF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Cruel, vicious, and lazy even by the standards of goblinoids, norkers are tough humanoids whose long, sharp fangs and thick, bony exoskeletons make them well-suited to the ranks of hobgoblin armies. Unfortunately for their would-be masters, norkers are rebellious, truculent, and prone to indolence unless watched with a keen eye and a hand that is quick to snap a whip.\",{\"type\":\"entries\",\"name\":\"Denizens of the Deep Earth\",\"entries\":[\"In the ancient days, norkers were found deep within the earth. They were always few in number, and their god was a cruel, merciless tyrant who kept his children close and the outside world at a distance. This long-lost god may have been Maglubiyet's first conquest and his followers the initial, unwilling recruits into his crusade. Today, hobgoblins chafe at the suggestion that creatures as lazy and untamed as norkers could claim such an honor. For that reason alone, hobgoblin warlords are loath to use these creatures, preferring to keep them around as disposable labor in mines and quarries.\"]},{\"type\":\"entries\",\"name\":\"Nasty, Brutish, and Short\",\"entries\":[\"Even goblins bully and harass norkers, as hobgoblins place the norkers at the bottom of the goblinoid ranks, yet the norkers' ferocity, tough hides, and sharp fangs allow them to rise up and defeat goblinoids that underestimate the norkers' strength and ferocity.. For this reason, norkers are likely encountered away from their brethren. Their natural armor and weapons make them dangerous foes even when relegated to menial labor. Only the dictates of Maglubiyet have prevented the hobgoblins from hunting down and exterminating these creatures.\"]},{\"type\":\"entries\",\"name\":\"A Legacy of Hatred\",\"entries\":[\"Given their ancient defeat and terrible treatment at the hands of other goblinoids, the norkers have developed a peculiar sect of Maglubiyet worshipper. They call him the Great Scourge and believe that mortal life is a cruel test. Those norkers whose skin can withstand any blow and whose fangs sink deep into their enemies will be shepherded to paradise. To the norkers, all other creatures are enemies. Strong creatures can be mollified with servitude and obsequious begging, while weaker ones are victims for their fangs and clubs.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MFF/Norker.webp\"}}]},{\"name\":\"Norker War Leader\",\"source\":\"MFF\",\"_copy\":{\"name\":\"Norker\",\"source\":\"MFF\"}},{\"name\":\"Screaming Devilkin\",\"source\":\"MFF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The ferocious screaming devilkin are bizarre fey creatures spawned by overwhelming moments of panic. Despite their diabolic appearance and name, are denizens of the Feywild. Sages believe that their appearance derives from the primal fear inspired by fiendish creatures, while bards assert that panic, being such a repulsive emotion, is embodied by an equally ugly creature.\",{\"type\":\"entries\",\"name\":\"Screaming Terrors\",\"entries\":[\"A screaming devilkin sometimes arises when a creature in the Feywild is overcome with panic to the point that it screams, babbles, and otherwise loses control of its faculties. When such an event occurs, the creature's scream echoes through the Feywild. If it echoes at just the right angle between a rocky outcropping in the dead of night, the scream gains intensity and volume until it reaches a piercing crescendo. At that moment, the stone of the outcropping shatters as a small flock of screaming devilkins erupts from the earth and take to the air.\"]},{\"type\":\"entries\",\"name\":\"Wicked Tormentors\",\"entries\":[\"As befits creatures born from a moment of panic, screaming devilkins love to spread fear and confusion across the world. They gather in small flocks, lurking along lonely forest roads and mountain passes. When their victims approach, the devilkins swoop down upon them to lash them with their long, barbed tails. Their horrid shrieking overwhelms a creature's senses, inspiring a combination of panic, sensory overload, and confusion that leaves creatures reeling. Despite their evil nature, screaming devilkins rarely attack to kill. They much prefer to leave their victims badly injured and shorn of all hope. The devilkin steal treasures, weapons, and supplies, dooming an expedition to a slow death. The devilkin fly near their victims, taunting them with the items they stole. Predators in the area learn that the devilkin's screeching is a sure sign that easy prey draws near.\"]},{\"type\":\"entries\",\"name\":\"Opportunistic Alliances\",\"entries\":[\"A flock of screaming devilkins can appreciate vicious cruelty in other creatures. If they see signs of an evil presence in the land, such as a cruel overlord or a vicious necromancer, they may offer an alliance if the villain offers plenty of opportunities for them to engage in wanton destruction and torment. These creatures serve as horrid mascots of a sort, capering about their new master and following orders to torment those who displease their leader with glee.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MFF/Screaming Devilkin.webp\"}}]},{\"name\":\"Xill\",\"source\":\"MFF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Deep within the Ethereal Plane are the demiplanes, miniatures worlds built by powerful archmages and other mighty entities to serve as a private domain. Each demiplane is a designed realm, built for a specific purpose. Some are fortresses, designed to keep wanderers from the material world away. Others are far more sinister, dark realms where evil dreams take root and become ghastly realities. Such is the realm that spawned the xill, horrific, insectoid creatures created long ago to serve an ancient, evil master.\",{\"type\":\"entries\",\"name\":\"Gruesome Collectors\",\"entries\":[\"Xills are horrid, four-armed creatures that seem to be a cross between a lizard and insect. They emerge from the Ethereal Plane to fall upon their victims with their vicious claws, but their aim is no to kill. Instead, a xill injects its victim with a paralytic poison. When their the poison overwhelms their target, the xill snatches the victim and returns to the Ethereal. The ultimate fate of unfortunates carried off in this manner is not known, but plenty of speculation surrounds the xills' true nature and the demiplane that spawned them.\"]},{\"type\":\"entries\",\"name\":\"An Ancient Remnant\",\"entries\":[\"A variety of theories attempt to explain the xills and their origin. The one found most plausible by scholars of the planes concerns the enigmatic wizard Keraptis. Supposedly, Keraptis long ago crafted a demiplane to serve as personal domain from which he could dispatch his servitors to collect the powerful artifacts he longed to stockpile. The xills were his creation, servitors who could slip to and from the Ethereal plane and steal any artifact or kidnap any person he wished to collect.\"]},{\"type\":\"entries\",\"name\":\"A Mysterious Task\",\"entries\":[\"Little has been heard of Kerpatis. Save for the recent theft of three mighty items in the World of Greyhawk, he has remained primarily a figure of myth, rumor, and legend. As an inveterate collector of magic items, though, his demiplane is likely filled with powerful artifacts long thought lost to the multiverse. If the story is true, his demiplane is undoubtedly guarded by strange traps and logic-defying puzzles, along with a legion of brainwashed servitors and countless xills. As to the fate of the individuals seized by the xills, they perhaps form the bulk of Kerpatis's followers. Brainwashed by his magic and set to guard his many dungeons, these fanatics are among his most dangerous followers. It is telling that the xills rarely kidnap commoners. Instead, they target young but promising adventurers, those whose natural talent and aptitude point to a bright future but whose skills have not yet grown sharp enough to repel a dedicated assault.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MFF/Xill.webp\"}}]},{\"name\":\"Ygorl, Lord of Entropy\",\"source\":\"MFF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The enigmatic being known as Ygorl was one of the first slaadi created after Primus unleashed the Spawning Stone upon Limbo. A powerful being suffused with entropic power, Ygorl delights in the act of unmaking and bringing chaos to any ecosystem it visits. Lesser slaadi follow close behind the lord of entropy, delighting and furthering the destruction it brings.\",{\"type\":\"entries\",\"name\":\"Cycles of Chaos\",\"entries\":[\"As a personification of entropy, Ygorl is cursed to see things as they will become—broken and consumed by the march of eternity. It has no sense of empathy or compassion, driven only to unmake so that the resulting base elements of reality can fuel the multiverse's endless cycles of creation and destruction.\",\"Speaking to Ygorl is a taxing endeavor, as the lord of entropy channels its thoughts as a stream of consciousness that is both disturbing and difficult to follow. Mortal creatures that have attempted to parley with Ygorl are known to have been driven to madness in the process.\"]},{\"type\":\"entries\",\"name\":\"Death and Destruction\",\"entries\":[\"Ygorl's most notable possession is an adamantine scythe with the slaad word for death inscribed across the blade, which can reduce living creatures to ash. The lord of entropy also bears a set of obsidian tablets slung about its waist, upon which it inscribes destructive runes. Living creatures wither and rot within the entropic energy emanated by Ygorl's magic.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MFF/Ygorl, Lord of Entropy.webp\"}}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-mgelft.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Dankwood Duergar\",\"source\":\"MGELFT\",\"entries\":[\"Dankwood duergar live in the deep caves below and are constantly on the search for treasure and magical discoveries they can claim as their own. Like their dwarven relatives, the Dankwood duergar are masters at crafting, but never seem to be happy or satisfied with their creations.\",\"Some say that their constant pouting is what allows them the magical ability to double in size and strength for short moments. Now that's a temper tantrum!\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MGELFT/Dankwood Duergar.webp\"}}]},{\"name\":\"Dankwood Grung\",\"source\":\"MGELFT\",\"entries\":[\"Dankwood grungs come in a variety of colors and play different roles in their community:\",{\"type\":\"list\",\"items\":[\"Green: Warriors, hunters and workers\",\"Blue: Crafters and cooks\",\"Purple: Leaders and commanders\",\"Red: Scholars and magic users\",\"Orange: Super elite warriors\",\"Gold: The big boss\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MGELFT/Dankwood Grung.webp\"}}]},{\"name\":\"King Robbit the Slimy\",\"source\":\"MGELFT\",\"entries\":[\"King Robbit has a tiny pet snail whom he adores. Maybe if you bring the snail their favorite snack or toy, King Robbit will be willing to help!\"]},{\"name\":\"Sludge Hag\",\"source\":\"MGELFT\",\"entries\":[\"You can smell a sludge hag long before you see one. A super stinky smell like rotten eggs mixed with old flower water lingers whenever a sludge hag is around. Sludge hags also tend to leave oily, dark trails of goop around the locations they inhabit. Small critters who venture too close will become covered in the oily goop and require the help of another creature to get clean.\",\"There are rumors that sludge hags were once pristine, fey creatures who became encased in gooey sludge after mistreating their environment. Another rumor is that sludge hags just have really itchy skin and the goop makes them feel relaxed.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MGELFT/Sludge Hag.webp\"}}]},{\"name\":\"Spiderfrog\",\"source\":\"MGELFT\",\"entries\":[\"Spiderfrogs are unique to the Dankwood and may or may not have been created by the eccentric gnome wizard, Doonwaggle. Either way, their high-pitched squeaking sounds indicate that they are thriving in large numbers, despite being difficult to catch.\",\"If you are lucky enough to come across an abandoned spiderfrog egg, raising one kindly will gift you the most helpful house-mate. Spiderfrogs are excellent at getting rid of pests and neatly pack away their webs at night, as they prefer to sleep under the shelter of a big, juicy leaf.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MGELFT/Spiderfrog.webp\"}}]},{\"name\":\"Yeti Tyke\",\"source\":\"MGELFT\",\"entries\":[\"This family of yetis don't normally venture down to the Dankwood. Their home is in the frosty, Snowy Hills up north, where the air is cool and their fluffy-white fur makes for perfect camouflage.\",\"A yeti tyke who has been separated from its family is scared, hungry and looking for a friendly face. Its loud, sorrowful howls will be a sure-fire way to locate where it's currently hiding.\",\"To coax the scared yeti tyke out, you might try the following:\",{\"type\":\"list\",\"items\":[\"Yetis have an amazing sense of smell and a smelly snack might do the trick!\",\"You might not speak the same language, but some well-pitched yeti howls and yeti hand motions are sure to show that you mean no harm. (Make sure you show how it's done!)\",\"This yeti tyke is missing its family, is there a way to disguise yourself as a long-lost yeti relative?\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MGELFT/Yeti Tyke.webp\"}}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-mismv1.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Coral\",\"source\":\"MisMV1\",\"entries\":[{\"type\":\"section\",\"entries\":[\"{@note Created by Kenzie C.}\",\"Coral lives in the ocean and in the clouds. Cookies are her favorite snack. She has the power to bolster other creatures, and she can bestow upon animals the ability to speak for a short time. When she is upset, her rainbow tail lights up. If she smacks her tail on the ground, magical force spreads outward to engulf an enemy, potentially turning it to dust. When Coral has the hiccups, bubbles shoot from her horn. These bubbles transform into tasty cookies, bursts of glitter, and protective clouds of stinky gas.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MisMV1/Coral.webp\"}},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MisMV1/Coral (Original).webp\"}}]},{\"name\":\"Dandylion\",\"source\":\"MisMV1\",\"entries\":[{\"type\":\"section\",\"entries\":[\"{@note Created by Jones D.-D.}\",\"Dandylions are herbivorous farmers who cultivate beautiful gardens of flowers and fields of crops in the Feywild. If treated with respect, dandylions are glad to share their wealth of knowledge about farming with those who show interest in the subject. They give great gardening advice, and their fruits and vegetables are healthy and delicious. Some of their crops also have magical properties, making them valuable as potion ingredients and spell components. Dandylions protect their farms ferociously, and anyone who tramples on or steals from a dandylion's bounty is likely to incur the creature's fury. The surest way to entice a dandylion to give up some of its beloved produce or flowers is to flatter it.\",\"A dandylion has soft green fur woven with small leaves. A small, fluffy seed head at the end of the dandylion's tail contains seed pods. These seed pods enrich soil, giving rise to healthy plants and bountiful harvests. Often, dandylions weave necklaces with petals from their flower gardens and brag about the fertility of their soil. Dandylions love to boast about the fullness of their sunny yellow manes.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MisMV1/Dandylion.webp\"}},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MisMV1/Dandylion (Original).webp\"}}]},{\"name\":\"Rain\",\"source\":\"MisMV1\",\"entries\":[{\"type\":\"section\",\"entries\":[\"{@note Created by Kenzie C.}\",\"Rain lives in happy meadows atop clouds, away from all the evil of the world. She loves cupcakes and readily accepts them as gifts. She has fiery wings and a tiny halo around the tip of her horn. When confronted by bullies or evildoers, she can emit rainbow-colored positive energy from her haloed horn. Rain uses her rainbows to heal friendly creatures and punish evildoers, transforming the latter into glittering flowers.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MisMV1/Rain.webp\"}},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MisMV1/Rain (Original).webp\"}}]},{\"name\":\"Scrapper\",\"source\":\"MisMV1\",\"entries\":[{\"type\":\"section\",\"entries\":[\"{@note Created by Jake F.}\",\"Scrappers are tall, broad-shouldered automatons usually found in scrap yards. Sparks erupt from the loose wires that protrude from their hulking frames. Their quasi-mechanical minds are shielded with lead, protecting them from psychic damage.\",\"A scrapper feeds on scrap metal and uses its electrified wires to grapple and reel in foes. It zaps enemies it can't reach with an energy beam fired from an extended eye.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MisMV1/Scrapper.webp\"}},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MisMV1/Scrapper (Original).webp\"}}]},{\"name\":\"Seth the Shapeshifting Dragon\",\"source\":\"MisMV1\",\"entries\":[{\"type\":\"section\",\"entries\":[\"{@note Created by Reese P.}\",\"Seth the Shapeshifting Dragon is a vegetarian who likes to hide in the brush near waterfalls, rivers, and lakes. Invisible while immersed in water, Seth is capable of great bursts of speed, and his breath weapon is a blast of frigid water.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MisMV1/Seth the Shapeshifting Dragon.webp\"}},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MisMV1/Seth the Shapeshifting Dragon (Original).webp\"}}]},{\"name\":\"Sheldon the Blueberry Dragon\",\"source\":\"MisMV1\",\"entries\":[{\"type\":\"section\",\"entries\":[\"{@note Created by Samuel B.}\",\"Sheldon is a friendly, good-natured dragon who collects and eats blueberries. When he's not attending parties, he lives in Wildspace. His body magically produces air, allowing him to thrive in a vacuum and create powerful gusts of wind. Sheldon uses the wind to knock down foes and propel himself farther than his wings can take him on their own.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MisMV1/Sheldon the Blueberry Dragon.webp\"}},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MisMV1/Sheldon the Blueberry Dragon (Original).webp\"}}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-mm.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"monsterFluff\"]},\"monsterFluff\":[{\"name\":\"Aarakocra\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Aarakocra range the Howling Gyre, an endless storm of mighty winds and lashing rains that surrounds the tranquil realm of Aaqa in the Elemental Plane of Air. Making aerial patrols, these birdlike humanoids guard the windy borders of their home against invaders from the Elemental Plane of Earth, such as gargoyles, their sworn enemies.\",{\"type\":\"entries\",\"name\":\"Enemies of Elemental Evil\",\"entries\":[\"In service to the Wind Dukes of Aaqa, aarakocra scout the planes in search of temples of Elemental Evil. They spy on malign elemental creatures and then either take the fight to those creatures or report back to the Wind Dukes.\",\"On the Material Plane, aarakocra create aeries atop the highest mountains, especially peaks near portals to the Elemental Plane of Air. From such heights, aarakocra watch for signs of elemental incursions, as well as for nascent threats to their home plane. Aarakocra prefer to live their lives like the wind-unburdened and ever moving-yet they watch over a region for years if that's what it takes to guard against the incursions of Elemental Evil.\",\"Aarakocra have no concept of political borders or property ownership, and the value of gems, gold, and other precious materials means little to aarakocra. In their eyes, a creature should use what is necessary and then cast what is left on the wind for others to use.\",{\"name\":\"Search for the Seven Shards\",\"entries\":[\"The Wind Dukes of Aaqa come from a race of elemental beings called the vaati, which once ruled many worlds. A creature known as the Queen of Chaos arose and initiated an interplanar war against vaati rule. To combat the threat, seven vaati heroes combined their powers to create the mighty {@i Rod of Law}. In a battle against the queen's greatest general, Mishka the Wolf Spider, a vaati killed Mishka by thrusting the rod into him like a spear. The rod shattered into seven shards that scattered across the multiverse. Aaracokra seek signs of the pieces' locations in order to rebuild what is now known as the {@i Rod of Seven Parts}.\"],\"type\":\"entries\"}]},{\"type\":\"inset\",\"name\":\"Summoning Air Elementals\",\"entries\":[\"Five aarakocra within 30 feet of each other can magically summon an air elemental. Each of the five must use its action and movement on three consecutive turns to perform an aerial dance and must maintain concentration while doing so (as if concentrating on a spell). When all five have finished their third turn of the dance, the elemental appears in an unoccupied space within 60 feet of them. It is friendly toward them and obeys their spoken commands. It remains for 1 hour, until it or all its summoners die, or until any of its summoners dismisses it as a bonus action. A summoner can't perform the dance again until it finishes a short rest. When the elemental returns to the Elemental Plane of Air, any aarakocra within 5 feet of it can return with it.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Aarakocra.webp\"}}]},{\"name\":\"Aboleth\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Before the coming of the gods, aboleths lurked in primordial oceans and underground lakes. They reached out with their minds and seized control of the burgeoning life-forms of the mortal realm, making those creatures their slaves. Their dominance made them like gods. Then the true gods appeared, smashing the aboleths' empire and freeing their slaves. Aboleths have never forgotten.\",{\"name\":\"Eternal Memories\",\"type\":\"entries\",\"entries\":[\"Aboleths have flawless memories. They pass on their knowledge and experience from generation to generation. Thus, the injury of their defeat by the gods remains perfectly preserved in their minds.\",\"Aboleths' minds are treasure troves of ancient lore, recalling moments from prehistory with perfect clarity. They plot patiently and intricately across eons. Few creatures can conceive of the extent of an aboleth's plan.\",{\"name\":\"Gods in the Lake\",\"entries\":[\"Aboleths dwell in watery environments, including ocean abysses, deep lakes, and the Elemental Plane of Water. In these domains and the lands that adjoin them, aboleths are like gods, demanding worship and obedience from their subjects. When they consume other creatures, aboleths add the knowledge and experiences of their prey to their eternal memories. Aboleths use their telepathic powers to read the minds of creatures and know their desires. An aboleth uses this knowledge to gain a creature's loyalty, promising to fulfill such wants in exchange for obedience. Within its lair, the aboleth can further use its powers to override senses, granting creatures, such as its followers, the illusion of promised rewards.\"],\"type\":\"entries\"}]},{\"name\":\"Enemies of the Gods\",\"type\":\"entries\",\"entries\":[\"The aboleths' fall from power is written in stark clarity on their flawless memories, for aboleths never truly die. If an aboleth's body is destroyed, its spirit returns to the Elemental Plane of Water, where a new body coalesces for it over days or months.\",\"Ultimately, aboleths dream of overthrowing the gods and regaining control of the world. Aboleths have had untold eons to plot and to prepare their plans for perfect execution.\"]}]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Could it be that the aboleths are older than the gods... that before the divine ones came to be, such horrors shaped the multiverse? Now there's a chilling thought.\"],\"by\":\"Vaqir Zekh'r, githzerai philosopher and author of {@style The Far Realm: Real Yet Unreal|small-caps}\"}]},{\"type\":\"entries\",\"name\":\"An Aboleth's Lair\",\"entries\":[\"Aboleths lair in subterranean lakes or the rocky depths of the ocean, often surrounded by the ruins of an ancient, fallen aboleth city. An aboleth spends most of its existence underwater, surfacing occasionally to treat with visitors or deranged worshipers.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Aboleth.webp\"}}]},{\"name\":\"Abominable Yeti\",\"source\":\"MM\",\"_copy\":{\"name\":\"Yeti\",\"source\":\"MM\"}},{\"name\":\"Acolyte\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Acolytes are junior members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities.\"]}]}]},{\"name\":\"Adult Black Dragon\",\"source\":\"MM\",\"_copy\":{\"name\":\"Black Dragon\",\"source\":\"MM\"}},{\"name\":\"Adult Blue Dracolich\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Even as long-lived as they are, all dragons must eventually die. This thought doesn't sit well with many dragons, some of which allow themselves to be transformed by necromantic energy and ancient rituals into powerful undead dracoliches. Only the most narcissistic dragons choose this path, knowing that by doing so, they sever all ties to their kin and the dragon gods.\",{\"name\":\"Beyond Death\",\"type\":\"entries\",\"entries\":[\"A dracolich retains its shape and size upon transforming, its skin and scales drawing tight to its bones or sloughing away to leave a skeletal form behind. Its eyes appear as glowing points of light floating in shadowy sockets, hinting at the malevolence of its undead mind.\",\"Though many dragons pursue vain goals of destruction and dominance, dracoliches are more nefarious than the most evil dragons, driven to rule over all. A dracolich is a fiendishly intelligent tyrant that crafts complex webs of foul schemes, attracting servants motivated by greed and a lust for power. Acting from the shadows and actively plotting to keep its existence a secret, a dracolich is a cunning and challenging foe.\"]},{\"name\":\"Dracolich Phylacteries\",\"type\":\"entries\",\"entries\":[\"Creating a dracolich requires the cooperation of the dragon and a group of mages or cultists that can perform the proper ritual. During the ritual, the dragon consumes a toxic brew that slays it instantly. The attendant spellcasters then ensnare its spirit and transfer it to a special gemstone that functions like a lich's phylactery. As the dragon's flesh rots away, the spirit inside the gem returns to animate the dragon's bones.\",\"If a dracolich's physical form is ever destroyed, its spirit returns to the gem as long as the two are on the same plane. If the gem comes into contact with another dragon's corpse, the dracolich's spirit can take possession of that corpse to become a new dracolich. If the dracolich's spirit gem is taken to another plane, the dracolich's spirit has nowhere to go when its undead body is destroyed and simply passes into the afterlife.\"]},{\"type\":\"entries\",\"name\":\"Dracolich Template\",\"entries\":[\"Only an ancient or adult true dragon can be transformed into a dracolich. Younger dragons that attempt to undergo the transformation die, as do other creatures that aren't true dragons but possess the dragon type, such as pseudodragons and wyverns. A shadow dragon can't be transformed into a dracolich, for it has already lost too much of its physical form.\",\"When a dragon becomes a dracolich, it retains its statistics except as described below. The dragon loses any trait, such as Amphibious, that assumes a living physiology. The dracolich might retain or lose any or all of its lair actions or inherit new ones, as the DM sees fit.\",{\"name\":\"Type\",\"entries\":[\"The dracolich's type changes from dragon to undead, and it no longer requires air, food, drink, or sleep.\"],\"type\":\"entries\"},{\"name\":\"Damage Resistance\",\"entries\":[\"The dracolich has resistance to necrotic damage.\"],\"type\":\"entries\"},{\"name\":\"Damage Immunities\",\"entries\":[\"The dracolich has immunity to poison. It also retains any immunities it had prior to becoming a dracolich.\"],\"type\":\"entries\"},{\"name\":\"Condition Immunities\",\"entries\":[\"The dracolich can't be {@condition charmed}, {@condition frightened}, {@condition paralyzed}, or {@condition poisoned}. It also doesn't suffer from {@condition exhaustion}.\"],\"type\":\"entries\"},{\"name\":\"Magic Resistance\",\"entries\":[\"The dracolich has advantage on saving throws against spells and other magical effects.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Blue Dracolich.webp\"}}]},{\"name\":\"Adult Blue Dragon\",\"source\":\"MM\",\"_copy\":{\"name\":\"Blue Dragon\",\"source\":\"MM\"},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Adult Blue Dragon.webp\"}}]},{\"name\":\"Adult Brass Dragon\",\"source\":\"MM\",\"_copy\":{\"name\":\"Brass Dragon\",\"source\":\"MM\"}},{\"name\":\"Adult Bronze Dragon\",\"source\":\"MM\",\"_copy\":{\"name\":\"Bronze Dragon\",\"source\":\"MM\"}},{\"name\":\"Adult Copper Dragon\",\"source\":\"MM\",\"_copy\":{\"name\":\"Copper Dragon\",\"source\":\"MM\"}},{\"name\":\"Adult Gold Dragon\",\"source\":\"MM\",\"_copy\":{\"name\":\"Gold Dragon\",\"source\":\"MM\"}},{\"name\":\"Adult Green Dragon\",\"source\":\"MM\",\"_copy\":{\"name\":\"Green Dragon\",\"source\":\"MM\"}},{\"name\":\"Adult Red Dragon\",\"source\":\"MM\",\"_copy\":{\"name\":\"Red Dragon\",\"source\":\"MM\"},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Adult Red Dragon.webp\"}}]},{\"name\":\"Adult Silver Dragon\",\"source\":\"MM\",\"_copy\":{\"name\":\"Silver Dragon\",\"source\":\"MM\"}},{\"name\":\"Adult White Dragon\",\"source\":\"MM\",\"_copy\":{\"name\":\"White Dragon\",\"source\":\"MM\"}},{\"name\":\"Air Elemental\",\"source\":\"MM\",\"_copy\":{\"name\":\"Elementals\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"An air elemental is a funneling cloud of whirling air with a vague semblance of a face. Although it likes to race across the ground, picking up dust and debris as it goes, it can also fly and attack from above.\",\"An air elemental can turn itself into a screaming cyclone, creating a whirlwind that batters creatures even as it flings them away.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Air Elemental.webp\"}}}}}},{\"name\":\"Allosaurus\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The allosaurus is a predator possessing great size, strength, and speed. It can run down almost any prey over open ground, pouncing to pull creatures down with its wicked claws.\",{\"type\":\"entries\",\"name\":\"Dinosaurs\",\"entries\":[\"Dinosaurs, or behemoths, are among the oldest reptiles in the world. Predatory dinosaurs are savage, territorial hunters. Herbivorous dinosaurs are less aggressive, but they might attack to defend their young, or if startled or harassed.\",\"Dinosaurs come in many sizes and shapes. Larger varieties often have drab coloration, while smaller dinosaurs have colorful markings akin to birds. Dinosaurs roam rugged and isolated areas that humanoids seldom visit, including remote mountain valleys, inaccessible plateaus, tropical islands, and deep fens.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Dinosaurs.webp\"}}]},{\"name\":\"Ancient Black Dragon\",\"source\":\"MM\",\"_copy\":{\"name\":\"Black Dragon\",\"source\":\"MM\"}},{\"name\":\"Ancient Blue Dragon\",\"source\":\"MM\",\"_copy\":{\"name\":\"Blue Dragon\",\"source\":\"MM\"},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Ancient Blue Dragon.webp\"}}]},{\"name\":\"Ancient Brass Dragon\",\"source\":\"MM\",\"_copy\":{\"name\":\"Brass Dragon\",\"source\":\"MM\"}},{\"name\":\"Ancient Bronze Dragon\",\"source\":\"MM\",\"_copy\":{\"name\":\"Bronze Dragon\",\"source\":\"MM\"}},{\"name\":\"Ancient Copper Dragon\",\"source\":\"MM\",\"_copy\":{\"name\":\"Copper Dragon\",\"source\":\"MM\"}},{\"name\":\"Ancient Gold Dragon\",\"source\":\"MM\",\"_copy\":{\"name\":\"Gold Dragon\",\"source\":\"MM\"}},{\"name\":\"Ancient Green Dragon\",\"source\":\"MM\",\"_copy\":{\"name\":\"Green Dragon\",\"source\":\"MM\"}},{\"name\":\"Ancient Red Dragon\",\"source\":\"MM\",\"_copy\":{\"name\":\"Red Dragon\",\"source\":\"MM\"}},{\"name\":\"Ancient Silver Dragon\",\"source\":\"MM\",\"_copy\":{\"name\":\"Silver Dragon\",\"source\":\"MM\"}},{\"name\":\"Ancient White Dragon\",\"source\":\"MM\",\"_copy\":{\"name\":\"White Dragon\",\"source\":\"MM\"}},{\"name\":\"Androsphinx\",\"source\":\"MM\",\"_copy\":{\"name\":\"Sphinxes\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":[\"An androsphinx bears the head of a humanoid male on its lion's body. Outwardly gruff and downcast, it often begins conversations with insults or negative observations. Beneath this gruff exterior, however, an androsphinx has a noble heart. It has no wish to lie or deceive, but it doesn't give away information readily, choosing its words as wisely as it guards its secrets.\",\"An androsphinx tests the courage and valor of supplicants, not only by forcing them to complete quests but also with its terrible roar, which echoes for miles as it terrifies and deafens nearby creatures. Those who pass its tests may be rewarded with a heroes' feast.\"]}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Androsphinx.webp\"}}]},{\"name\":\"Animated Armor\",\"source\":\"MM\",\"_copy\":{\"name\":\"Animated Objects\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":[\"This empty steel shell clamors as it moves, heavy plates banging and grinding against one another like the vengeful spirit of a fallen knight. Ponderous but persistent, this magical guardian is almost always a suit of plate armor.\",\"To add to its menace, animated armor is frequently enchanted with scripted speech, so the armor can utter warnings, demand passwords, or deliver riddles. Rare suits of animated armor are able to carry on an actual conversation.\"]}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Animated Armor.webp\"}}]},{\"name\":\"Animated Objects\",\"source\":\"MM\",\"entries\":[{\"type\":\"section\",\"name\":\"Animated Objects\",\"entries\":[\"Animated objects are crafted with potent magic to follow the commands of their creators. When not commanded, they follow the last order they received to the best of their ability, and can act independently to fulfill simple instructions. Some animated objects (including many of those created in the Feywild) might converse fluently or adopt a persona, but most are simple automatons.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"name\":\"Constructed Nature\",\"type\":\"entries\",\"entries\":[\"An animated object doesn't require air, food, drink, or sleep. The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.\"]}]}]}]}]},{\"name\":\"Ankheg\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"An ankheg resembles an enormous many-legged insect, its long antennae twitching in response to any movement around it. Its legs end in sharp hooks adapted for burrowing and grasping its prey, and its powerful mandibles can snap a small tree in half.\",{\"type\":\"entries\",\"name\":\"Lurkers in the Earth\",\"entries\":[\"The ankheg uses its powerful mandibles to dig winding tunnels deep beneath the ground. When it hunts, an ankheg burrows upward, waiting below the surface until its antennae detect movement from above. Then it bursts from the earth and seizes prey in its mandibles, crushing and grinding while it secretes acidic digestive enzymes. These enzymes help dissolve a victim for easy swallowing, but the ankheg can also squirt acid to take down foes.\"]},{\"name\":\"Bane of Field and Forest\",\"type\":\"entries\",\"entries\":[\"Although ankhegs receive a certain portion of their nutrients from the soil through which they burrow, they must supplement their diet with fresh meat. Pastures teeming with grazing livestock and forests rife with game are an ankheg's prime hunting grounds. Ankhegs are thus the bane of farmers and rangers everywhere.\"]},{\"name\":\"Earthen Tunnels\",\"type\":\"entries\",\"entries\":[\"As it burrows through earth, the ankheg leaves a narrow, partially collapsed tunnel in its wake. In these tunnels, one might find the remnants of molted ankheg chitin, hatched ankheg eggs, or the grisly remains of ankheg victims, including coins or other treasures scattered during the creature's attack.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Ankheg.webp\"},\"credit\":\"Christopher Burdett\"}]},{\"name\":\"Ankylosaurus\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Thick armor plating covers the body of the plant-eating ankylosaurus, which defends itself against predators with a knobbed tail that delivers a devastating strike. Some varieties of ankylosaurus have spiked tails that deal piercing damage instead of bludgeoning damage.\",{\"type\":\"entries\",\"name\":\"Dinosaurs\",\"entries\":[\"Dinosaurs, or behemoths, are among the oldest reptiles in the world. Predatory dinosaurs are savage, territorial hunters. Herbivorous dinosaurs are less aggressive, but they might attack to defend their young, or if startled or harassed.\",\"Dinosaurs come in many sizes and shapes. Larger varieties often have drab coloration, while smaller dinosaurs have colorful markings akin to birds. Dinosaurs roam rugged and isolated areas that humanoids seldom visit, including remote mountain valleys, inaccessible plateaus, tropical islands, and deep fens.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Dinosaurs.webp\"}}]},{\"name\":\"Arcanaloth\",\"source\":\"MM\",\"_copy\":{\"name\":\"Yugoloths\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Arcanaloths are sly, jackal-headed beings with humanoid bodies, but they can employ magic to take any humanoid form. They do so to gain the trust of creatures with whom they negotiate, replacing jackal snarls with winsome smiles. Regardless of its chosen form, an arcanaloth appears well groomed, clothing itself in fine robes. Highly intelligent spellcasters who hunger for knowledge and power, arcanaloths command units of lesser yugoloths and maintain the contracts, records, and accounts of their kind.\",\"Arcanaloths speak and write all languages, making them cunning diplomats and negotiators. An arcanaloth properly paid can broker treaties or alliances with subtlety and finesse, just as an arcanaloth who changes sides can easily turn the best-laid peace talks into all-out war. What the fiend demands in exchange for its time and talent is information, as well as powerful magic items that it can trade for even more information.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Arcanaloth.webp\"}}}}}},{\"name\":\"Archmage\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption.\",\"An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Archmage.webp\"}}]},{\"name\":\"Assassin\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Assassin.webp\"}}]},{\"name\":\"Awakened Shrub\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"An awakened shrub is an ordinary shrub given sentience and mobility by the {@spell awaken} spell or similar magic.\"]}]}]},{\"name\":\"Awakened Tree\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"An awakened tree is an ordinary tree given sentience and mobility by the {@spell awaken} spell or similar magic.\"]}]}]},{\"name\":\"Axe Beak\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"An axe beak is a tall flightless bird with strong legs and a heavy, wedge-shaped beak. It has a nasty disposition and tends to attack any unfamiliar creature that wanders too close.\"]}]}]},{\"name\":\"Azer\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Natives of the Elemental Plane of Fire, azers are master crafters, expert miners, and sworn foes of the efreet. In appearance and manner, an azer resembles a male dwarf, but this is a facade. Beneath its metallic looking skin, an azer is a being of fire, which outwardly manifests in its fiery hair and beard.\",{\"name\":\"Made, Not Born\",\"entries\":[\"Azers don't reproduce. They are each crafted from bronze by another azer and imbued with a portion of the crafter's inner flame. Each azer is sculpted with unique features. This crafting process limits the growth of the azer population and is the primary reason that these creatures remain rare.\"],\"type\":\"entries\"},{\"name\":\"Volcanic Dwellers\",\"type\":\"entries\",\"entries\":[\"Azers dwell in a kingdom on the border between the Elemental Plane of Earth and the Elemental Plane of Fire-a range of mountains and volcanoes whose spires rise as a series of fortresses. Beneath mountain peaks, under volcanic calderas, and amid rivers of magma, azers extract gleaming metals and glittering gems from the earth. Squads of azer patrol the passes and tunnels of their realm, fending off the salamander raiders whose efreet masters order strikes against the azer kingdom.\"]},{\"name\":\"Enemies of the Efreet\",\"type\":\"entries\",\"entries\":[\"Long ago, the efreet and the azers were allies. Azers helped create the City of Brass, forging that home of the efreet into one of the most wondrous places in creation. When the azers had finished their work, the efreet betrayed them, making a failed attempt to enslave the azers so as to protect the secrets of the city. Despite occasional raids and skirmishes, however, the two sides have so far refrained from all-out conflict. The azers believe that only the threat of them revealing the hidden ways into the City of Brass keeps the efreet in check.\"]},{\"name\":\"Masters of Metal and Gems\",\"type\":\"entries\",\"entries\":[\"Azers are masterful artisans, and create beautiful works from the gems and precious metals found in their volcanic habitat. They rate the value of such treasures above all other things, sometimes dispatching parties across the planes to seek out rare metals and gemstones.\",\"When azers are called by magic to the Material Plane, it is typically to help forge an elaborate magic item or work of art, for it is said that their skill in such craft knows no equal.\"]},{\"name\":\"Living Fire\",\"type\":\"entries\",\"entries\":[\"An azer doesn't require food, drink, or sleep.\"]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Give me a hundred azer slaves, and I can forge an empire that would make the gods tremble.\"],\"by\":\"Arakses al-Saqar, efreeti pasha\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Azer.webp\"}}]},{\"name\":\"Badger\",\"source\":\"MM\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Badger.webp\"}}]},{\"name\":\"Balor\",\"source\":\"MM\",\"_copy\":{\"name\":\"Demons\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Figures of ancient and terrible evil, balors rule as generals over demonic armies, yearning to seize power while destroying any creatures that oppose them.\",\"Wielding a flaming whip and a longsword that channels the power of the storm, a balor's battle prowess is fueled by hatred and rage. It channels this demonic fury in its death throes, falling within a blast of fire that can destroy even the hardiest foes.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Balor.webp\"}}}}}},{\"name\":\"Bandit\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Bandits rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry.\",\"Pirates are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation's vessels.\"]}]}]},{\"name\":\"Bandit Captain\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit captain has these qualities in spades.\",\"In addition to managing a crew of selfish malcontents, the pirate captain is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis.\",\"More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Bandit Captain.webp\"}}]},{\"name\":\"Banshee\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"When night falls, unlucky travelers hear the faint cries of the forlorn dead. This woeful spirit is a banshee, a spiteful creature formed from the spirit of a female elf. Banshees appear as luminous, wispy forms that vaguely recall their mortal features. A banshee's face is wreathed in a wild tangle of hair, its body clad in wispy rags that flutter and stream around it.\",{\"name\":\"Divine Wrath\",\"type\":\"entries\",\"entries\":[\"Banshees are the undead remnants of elves who, blessed with great beauty, failed to use their gift to bring joy to the world. Instead, they used their beauty to corrupt and control others. Elves afflicted by the banshee's curse experience no gladness, feeling only distress in the presence of the living. As the curse takes its toll, their minds and bodies decay, until death completes their transformation into undead monsters.\"]},{\"name\":\"Sorrow Bound\",\"type\":\"entries\",\"entries\":[\"A banshee becomes forever bound to the place of its demise, unable to venture more than five miles from there. It is forced to relive every moment of its life with perfect recall, yet always refuses to accept responsibility for its doom.\"]},{\"name\":\"Beauty Hoarders\",\"type\":\"entries\",\"entries\":[\"The vanity that inspired the banshee's cursed creation persists in undeath. These creatures covet beautiful objects: fine jewelery, paintings, statues, and other objects of art. At the same time, a banshee abhors any mirrored surface, for it can't bear to see the horror of its own existence. A single glimpse of itself is enough to send a banshee into a rage.\"]},{\"name\":\"Undead Nature\",\"type\":\"entries\",\"entries\":[\"A banshee doesn't require air, food, drink, or sleep.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Banshee.webp\"},\"credit\":\"Tomas Giorello\"}]},{\"name\":\"Barbed Devil\",\"source\":\"MM\",\"_copy\":{\"name\":\"Devils\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Creatures of unbridled greed and desire, barbed devils act as guards to the more powerful denizens of the Nine Hells and their vaults. Resembling a tall humanoid covered in sharp barbs, spines, and hooks, a barbed devil has gleaming eyes that are ever watchful for objects and creatures it might claim for itself. These fiends welcome any chance to fight when victory promises reward.\",\"Barbed devils are known for an alertness that makes them difficult to surprise, and they attend to their duties without boredom or distraction. They use their sharp claws as weapons or hurl balls of flame at foes that try to flee them.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Barbed Devil.webp\"}}}}}},{\"name\":\"Barlgura\",\"source\":\"MM\",\"_copy\":{\"name\":\"Demons\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The barlgura represents the savagery and brutality of the Abyss. Barlguras gather in packs to take down tougher foes, keep gruesome trophies from their victories, and decorate their territory with such objects.\",\"A barlgura looks like a hulking orangutan with a gruesome, drooping visage and tusks jutting from its jaw. Standing just under 8 feet tall, it has broad shoulders and weighs 650 pounds. It moves apishly along the ground, but it climbs with great speed and agility.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Barlgura.webp\"}}}}}},{\"name\":\"Basilisk\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Travelers sometimes find objects that look like pieces of remarkably lifelike stone carvings of wildlife. Missing parts appear to have been bitten off. Seasoned explorers regard such relics as warnings, knowing that the basilisk that created them is likely to be nearby.\",{\"name\":\"Adaptable Predators\",\"type\":\"entries\",\"entries\":[\"Basilisks thrive in arid, temperate, or tropical climates. They lair in caves or other sheltered sites. Most often, basilisks are encountered underground.\",\"A basilisk born and raised in captivity can be domesticated and trained. Such a trained basilisk knows how to avoid meeting the eyes of those its master wishes to protect from its gaze, but it makes a daunting guardian beast. Because of this use, basilisk eggs are highly prized.\"]},{\"name\":\"Gaze of Stone\",\"type\":\"entries\",\"entries\":[\"Basilisks are ponderous for hunting creatures, but they needn't chase prey. Meeting a basilisk's supernatural gaze can be enough to affect a rapid transformation, transforming a victim into porous stone. Basilisks, with their strong jaws, are able to consume the stone. The stone returns to organic form in the basilisk's gullet.\",\"Some alchemists are said to know how to process the basilisk's gullet and the fluids contained within. Properly handled, the gullet produces an oil that can return {@condition petrified} creatures to flesh and life. Unfortunately for such a victim, any parts lost in stone form remain absent if the creature revives. Revivification using the oil is impossible if a vital part of the {@condition petrified} creature, such as its head, is detached.\"]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"No one carves statues of frightened warriors. If you see one, keep your eyes closed and your ears open.\"],\"by\":\"X the Mystic's 4th rule of dungeon survival\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Basilisk.webp\"}}]},{\"name\":\"Bat\",\"source\":\"MM\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Bat.webp\"}}]},{\"name\":\"Bearded Devil\",\"source\":\"MM\",\"_copy\":{\"name\":\"Devils\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Bearded devils serve archdevils as shock troops, fighting shoulder-to-shoulder and reveling in the glory of battle. They respond with violence to any slight, real or imagined, gorging themselves on violence as their infernal saw-toothed glaives carve a path through their foes.\",\"A bearded devil is humanoid in form, with pointed ears, scaly skin, a long tail, and claws that clearly show its fiendish nature. These devils take their names from the snakelike growths that adorn their chins, which they use to lash and poison enemies, weakening them with their virulent venom.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Bearded Devil.webp\"}}}}}},{\"name\":\"Behir\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The serpentine behir crawls along floors and clambers up walls to reach its prey. Its lightning breath can incinerate most creatures, even as more powerful foes are constricted in its coils and eaten alive.\",\"A behir's monstrous form resembles a combination of centipede and crocodile. Its scaled hide ranges from ultramarine to deep blue in color, fading to pale blue on its underside.\",{\"name\":\"Cavern Predators\",\"type\":\"entries\",\"entries\":[\"Behirs lair in places inaccessible to other creatures, favoring locations where would-be intruders must make a harrowing climb to reach them. Deep pits, high caves in cliff walls, and caverns reached only by narrow, twisting tunnels are prime sites for a behir ambush. A behir's dozen legs allow it to scramble through its lair site with ease. When not climbing, it moves even faster by folding its legs beside its body and slithering like a snake.\",\"Behirs swallow their prey whole, after which they enter a period of dormancy while they digest. While dormant, a behir chooses a hiding place where intruders in its lair might overlook it.\"]},{\"name\":\"Foes of the Dragons\",\"type\":\"entries\",\"entries\":[\"In times long forgotten, giants and dragons engaged in seemingly endless war. Storm giants created the first behirs as weapons against the dragons, and behirs retain a natural hatred for dragonkind.\",\"A behir never makes its lair in an area it knows to be inhabited by a dragon. If a dragon attempts to establish a lair within a few dozen miles of a behir's lair, the behir is compelled to kill the dragon or drive it off. Only if the dragon proves too powerful to fight does a behir back down, seeking out a new lair site a great distance away.\"]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"I've already eaten three giant bats, six troglodytes, and a mind flayer today, but that's okay. Plenty of room in my belly for you and your friends.\"],\"by\":\"Lludd the behir, confronting adventurers in the Lost Caverns of Tsojcanth\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Behir.webp\"}}]},{\"name\":\"Beholder\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"One glance at a beholder is enough to assess its foul and otherworldly nature. Aggressive, hateful, and greedy, these aberrations dismiss all other creatures as lesser beings, toying with them or destroying them as they choose.\",\"A beholder's spheroid body levitates at all times, and its great bulging eye sits above a wide, toothy maw, while the smaller eyestalks that crown its body twist and turn to keep its foes in sight. When a beholder sleeps, it closes its central eye but leaves its smaller eyes open and alert.\",{\"name\":\"Xenophobic Isolationists\",\"type\":\"entries\",\"entries\":[\"Enemies abound, or so every beholder believes. Beholders are convinced that other creatures resent them for their brilliance and magical power, even as they dismiss those lesser creatures as crude and disgusting. Beholders always suspect others of plotting against them, even when no other creatures are around.\",\"The disdain a beholder has for other creatures extends to other beholders. Each beholder believes its form to be an ideal, and that any deviation from that form is a flaw in the racial purity of its kind. Beholders vary greatly in their physical forms, making conflict between them inevitable. Some beholders are protected by overlapping chitinous plates. Some have smooth hides. Some have eyestalks that writhe like tentacles, while others' stalks bear crustacean-like joints. Even slight differences of coloration in hide can turn two beholders into lifelong enemies.\"]},{\"name\":\"Eye Tyrant\",\"type\":\"entries\",\"entries\":[\"Some beholders manage to channel their xenophobic tendencies into a terrible despotism. Rather than live in isolation, the aptly named eye tyrants enslave those other creatures, founding and controlling vast empires. An eye tyrant sometimes carves out a domain within or under a major city, commanding networks of agents that operate on their master's behalf.\"]},{\"name\":\"Alien Lairs\",\"type\":\"entries\",\"entries\":[\"Because they refuse to share territory with others, most beholders withdraw to frigid hills, abandoned ruins, and deep caverns to scheme. A beholder's lair is carved out by its disintegration eye ray, emphasizing vertical passages connecting chambers stacked on top of each other. Such an environment allows a beholder to move freely, even as it prevents intruders from easily creeping about. When intruders do break in, the height of its open ceilings allows a beholder to float up and harry foes on the floor.\",\"As alien as their creator, the rooms in a beholder's lair reflect the creature's arrogance. It festoons its chambers with trophies from the battles it has won, including {@condition petrified} adventurers standing frozen in their horrified final moments, pieces of other beholders, and magic items wrested from powerful foes. A beholder judges its own worth by its acquisitions, and it never willingly parts with its treasures.\"]}]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Every beholder thinks it is the epitome of beholderkind, and the only thing it fears is that it might be wrong.\"],\"by\":\"Valkara Ironfeel, dwarf sage\"}]},{\"type\":\"entries\",\"name\":\"A Beholder's Lair\",\"entries\":[\"A beholder's central lair is typically a large, spacious cavern with high ceilings, where it can attack without fear of closing to melee range. A beholder encountered in its lair has a challenge rating of 14 (11,500 XP).\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Beholder.webp\"}}]},{\"name\":\"Beholder Zombie\",\"source\":\"MM\",\"_copy\":{\"name\":\"Zombie\",\"source\":\"MM\"},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Beholder Zombie.webp\"}}]},{\"name\":\"Berserker\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Hailing from uncivilized lands, unpredictable berserkers come together in war parties and seek conflict wherever they can find it.\"]}]}]},{\"name\":\"Black Dragon\",\"source\":\"MM\",\"_copy\":{\"name\":\"Chromatic Dragons\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The most evil-tempered and vile of the chromatic dragons, black dragons collect the wreckage and treasures of fallen peoples. These dragons loathe seeing the weak prosper and revel in the collapse of humanoid kingdoms. They make their homes in fetid swamps and crumbling ruins where kingdoms once stood.\",\"With deep-socketed eyes and broad nasal openings, a black dragon's face resembles a skull. Its curving, segmented horns are bone-colored near the base and darken to dead black at the tips. As a black dragon ages, the flesh around its horns and cheekbones deteriorates as though eaten by acid, leaving thin layers of hide that enhance its skeletal appearance. A black dragon's head is marked by spikes and horns. Its tongue is flat with a forked tip, drooling slime whose acidic scent adds to the dragon's reek of rotting vegetation and foul water.\",\"When it hatches, a black dragon has glossy black scale. As it ages, its scales become thicker and duller, helping it blend in to the marshes and blasted ruins that are its home.\",{\"name\":\"Brutal and Cruel\",\"type\":\"entries\",\"entries\":[\"All chromatic dragons are evil, but black dragons stand apart for their sadistic nature. A black dragon lives to watch its prey beg for mercy, and will often offer the illusion of respite or escape before finishing off its enemies.\",\"A black dragon strikes at its weakest enemies first, ensuring a quick and brutal victory, which bolsters its ego as it terrifies its remaining foes. On the verge of defeat, a black dragon does anything it can to save itself, but it accepts death before allowing any other creature to claim mastery over it.\"]},{\"name\":\"Foes and Servants\",\"type\":\"entries\",\"entries\":[\"Black dragons hate and fear other dragons. They spy on draconic rivals from afar, looking for opportunities to slay weaker dragons and avoid stronger ones. If a stronger dragon threatens it, a black dragon abandons its lair and seeks out new territory.\",\"Evil lizardfolk venerate and serve black dragons, raiding humanoid settlements for treasure and food to give as tribute and building crude draconic effigies along the borders of their dragon master's domain.\",\"A black dragon's malevolent influence might also cause the spontaneous creation of evil shambling mounds that seek out and slay good creatures approaching the dragon's lair.\",\"Kobolds infest the lairs of many black dragons like vermin. They become as cruel as their dark masters, often torturing and weakening captives with centipede bites and scorpion stings before delivering them to sate the dragon's hunger.\"]},{\"name\":\"Wealth of the Ancients\",\"type\":\"entries\",\"entries\":[\"Black dragons hoard the treasures and magic items of crumbled empires and conquered kingdoms to remind themselves of their greatness. The more civilizations a dragon outlasts, the more entitled it feels to claim the wealth of current civilizations for itself.\"]}]}]},{\"type\":\"entries\",\"name\":\"A Black Dragon's Lair\",\"entries\":[\"Black dragons dwell in swamps on the frayed edges of civilization. A black dragon's lair is a dismal cave, grotto, or ruin that is at least partially flooded, providing pools where the dragon rests, and where its victims can ferment. The lair is littered with the acid-pitted bones of previous victims and the fly-ridden carcasses of fresh kills, watched over by crumbling statues. Centipedes, scorpions, and snakes infest the lair, which is filled with the stench of death and decay.\"]}]},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Black Dragon.webp\"}}}}}},{\"name\":\"Black Dragon Wyrmling\",\"source\":\"MM\",\"_copy\":{\"name\":\"Black Dragon\",\"source\":\"MM\"},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Black Dragon Wyrmling.webp\"}}]},{\"name\":\"Black Pudding\",\"source\":\"MM\",\"_copy\":{\"name\":\"Oozes\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":[\"A black pudding resembles a heaving mound of sticky black sludge. In dim passageways, the pudding appears to be little more than a blot of shadow.\",\"Flesh, wood, metal, and bone dissolve when the pudding ebbs over them. Stone remains behind, wiped clean.\"]}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Black Pudding.webp\"}}]},{\"name\":\"Blights\",\"source\":\"MM\",\"entries\":[{\"type\":\"section\",\"name\":\"Blights\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Awakened plants gifted with the powers of intelligence and mobility, blights plague lands contaminated by darkness. Drinking that darkness from the soil, a blight carries out the will of ancient evil and attempts to spread that evil wherever it can.\",{\"type\":\"entries\",\"entries\":[{\"name\":\"Roots of the Gulthias Tree\",\"type\":\"entries\",\"entries\":[\"Legends tell of a vampire named Gulthias who worked terrible magic and raised up an abominable tower called Nightfang Spire. Gulthias was undone when a hero plunged a wooden stake through his heart, but as the vampire was destroyed, his blood infused the stake with a dreadful power. In time, tendrils of new growth sprouted from the wood, growing into a sapling infused with the vampire's evil essence. It is said that a mad druid discovered the sapling, transplanting it to an underground grotto where it could grow. From this Gulthias tree came the seeds from which the first blights were sown.\"]},{\"name\":\"Dark Conquest\",\"type\":\"entries\",\"entries\":[\"Wherever a tree or plant is contaminated by a fragment of an evil mind or power, a Gulthias tree can rise to infest and corrupt the surrounding forest. Its evil spreads through root and soil to other plants, which perish or transform into blights. As those blights spread, they poison and uproot healthy plants, replacing them with brambles, toxic weeds, and others of their kind. In time, an infestation of blights can turn any land or forest into a place of corruption.\",\"In forests infested with blights, trees and plants grow with supernatural speed. Vines and undergrowth rapidly spread through buildings and overrun trails and roads. After blights have killed or driven off their inhabitants, whole villages can disappear in the space of days.\"]},{\"name\":\"Controlled by Evil\",\"entries\":[\"Blights are independent creatures, but most act under a Gulthias tree's control, often displaying the habits and traits of the life force or spirit that spawned them. By attacking their progenitor's old foes or seeking out treasures valuable to it, they carry on the legacy of long-lost evil.\"],\"type\":\"entries\"}]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Behold the legacy of Gulthias the vampire: plants with a taste for blood.\"]}]}]}]},{\"name\":\"Blink Dog\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A blink dog takes its name from its ability to blink in and out of existence, a talent it uses to aid its attacks and to avoid harm. Blink dogs harbor a long-standing hatred for displacer beasts and attack them on sight.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Blink Dog.webp\"}}]},{\"name\":\"Blood Hawk\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Taking its name from its crimson feathers and aggressive nature, the blood hawk fearlessly attacks almost any animal, stabbing it with its daggerlike beak. Blood hawks flock together in large numbers, attacking as a pack to take down prey.\"]}]}]},{\"name\":\"Blue Dragon\",\"source\":\"MM\",\"_copy\":{\"name\":\"Chromatic Dragons\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Vain and territorial, blue dragons soar through the skies over deserts, preying on caravans and plundering herds and settlements in the verdant lands beyond the desert's reach. These dragons can also be found in dry steppes, searing badlands, and rocky coasts. They guard their territories against all potential competitors, especially brass dragons.\",\"A blue dragon is recognized by its dramatic frilled ears and the massive ridged horn atop its blunt head. Rows of spikes extend back from its nostrils to line its brow, and cluster on its jutting lower jaw.\",\"A blue dragon's scales vary in color from an iridescent azure to a deep indigo, polished to a glossy finish by the desert sands. As the dragon ages, its scales become thicker and harder, and its hide hums and crackles with static electricity. These effects intensify when the dragon is angry or about to attack, giving off an odor of ozone and dusty air.\",{\"name\":\"Vain and Deadly\",\"type\":\"entries\",\"entries\":[\"A blue dragon will not stand for any remark or insinuation that it is weak or inferior, taking great pleasure in lording its power over humanoids and other lesser creatures.\",\"A blue dragon is a patient and methodical combatant. When fighting on its own terms, it turns combat into an extended affair of hours or even days, attacking from a distance with volleys of lightning, then flying well out of harm's reach as it waits to attack again.\"]},{\"name\":\"Desert Predators\",\"type\":\"entries\",\"entries\":[\"Though they sometimes eat cacti and other desert plants to sate their great hunger, blue dragons are carnivores. They prefer to dine on herd animals, cooking those creatures with their lightning breath before gorging themselves. Their dining habits make blue dragons an enormous threat to desert caravans and nomadic tribes, which become convenient collections of food and treasure to a dragon's eye.\",\"When it hunts, a blue dragon buries itself in the desert sand so that only the horn on its nose pokes above the surface, appearing to be an outcropping of stone. When prey draws near, the dragon rises up, sand pouring from its wings like an avalanche as it attacks.\"]},{\"name\":\"Overlords and Minions\",\"type\":\"entries\",\"entries\":[\"Blue dragons covet valuable and talented creatures whose service reinforces their sense of superiority. Bards, sages, artists, wizards, and assassins can become valuable agents for a blue dragon, which rewards loyal service handsomely.\",\"A blue dragon keeps its lair secret and well protected, and even its most trusted servants are rarely allowed within. It encourages ankhegs, giant scorpions, and other creatures of the desert to dwell near its lair for additional security. Older blue dragons sometimes attract air elementals and other creatures to serve them.\"]},{\"name\":\"Hoarders of Gems\",\"type\":\"entries\",\"entries\":[\"Though blue dragons collect anything that looks valuable, they are especially fond of gems. Considering blue to be the most noble and beautiful of colors, they covet sapphires, favoring jewelery and magic items adorned with those gems.\",\"A blue dragon buries its most valuable treasures deep in the sand, while scattering a few less valuable trinkets in plainer sight over hidden sinkholes to punish and eliminate would-be thieves.\"]}]}]},{\"type\":\"entries\",\"name\":\"A Blue Dragon's Lair\",\"entries\":[\"Blue dragons make their lairs in barren places, using their lightning breath and their burrowing ability to carve out crystallized caverns and tunnels beneath the sands.\",\"Thunderstorms rage around a legendary blue dragon's lair, and narrow tubes lined with glassy sand ventilate the lair, all the while avoiding the deadly sinkholes that are the dragon's first line of defense.\",\"A blue dragon will collapse the caverns that make up its lair if that lair is invaded. The dragon then burrows out, leaving its attackers to be crushed and suffocated. When it returns later, it collects its possessions-along with the wealth of the dead intruders.\"]}]},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Blue Dragon.webp\"}}}}}},{\"name\":\"Blue Dragon Wyrmling\",\"source\":\"MM\",\"_copy\":{\"name\":\"Blue Dragon\",\"source\":\"MM\"},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Blue Dragon Wyrmling.webp\"}}]},{\"name\":\"Blue Slaad\",\"source\":\"MM\",\"_copy\":{\"name\":\"Slaadi\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The bone hooks that protrude from the back of a blue slaad's hands inflict a terrible transformative disease on humanoids wounded by them. This infection, called chaos phage, transforms its victim into a fully grown red slaad—or green slaad if the host was a spellcaster able to cast 3rd level spells or higher.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Blue Slaad.webp\"}}}}}},{\"name\":\"Bone Devil\",\"source\":\"MM\",\"_copy\":{\"name\":\"Devils\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Driven by hate, lust, and envy, bone devils act as the cruel taskmasters of the Nine Hells. They set weaker devils to work, taking special delight in seeing fiends that defy them demoted. At the same time, they long for promotion and are bitterly envious of their superiors, attempting to curry favor though it irks them to do so.\",\"A bone devil appears as a humanoid husk, with dried skin stretched tight across its skeletal frame. It bears a fearsome skull-like head and the tail of a scorpion, and a foul odor of decay hangs in the air around it. Though they are devastating in combat with their claws, bone devils also wield hooked polearms made of bone, which they use to subdue enemies before striking with their venomous tails.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Bone Devil.webp\"}}}}}},{\"name\":\"Bone Naga\",\"source\":\"MM\",\"_copy\":{\"name\":\"Nagas\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":\"In response to the long history of conflict between the yuan-ti and the nagas, yuan-ti created a necromantic ritual that could halt a naga's resurrection by transforming the living naga into a skeletal undead servitor. A bone naga retains only a few of the spells it knew in life.\"}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Bone Naga.webp\"}}]},{\"name\":\"Bone Naga (Guardian)\",\"source\":\"MM\",\"_copy\":{\"name\":\"Bone Naga\",\"source\":\"MM\"}},{\"name\":\"Bone Naga (Spirit)\",\"source\":\"MM\",\"_copy\":{\"name\":\"Bone Naga\",\"source\":\"MM\"}},{\"name\":\"Brass Dragon\",\"source\":\"MM\",\"_copy\":{\"name\":\"Metallic Dragons\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The most gregarious of the true dragons, brass dragons crave conversation, sunlight, and hot, dry climates.\",\"A brass dragon's head is defined by the broad protective plate that expands from its forehead and the spikes protruding from its chin. A frill runs the length of its neck, and its tapering wings extend down the length of its tail. A brass dragon wyrmling's scales are a dull, mottled brown. As it ages, the dragon's scales begin to shine, eventually taking on a warm, burnished luster. Its wings and frills are mottled green toward the edges, darkening with age. As a brass dragon grows older, its pupils fade until its eyes resemble molten metal orbs.\",{\"name\":\"Boldly Talkative\",\"type\":\"entries\",\"entries\":[\"A brass dragon engages in conversations with thousands of creatures throughout its long life, accumulating useful information which it will gladly share for gifts of treasure. If an intelligent creature tries to leave a brass dragon's presence without engaging in conversation, the dragon follows it. If the creature attempts to escape by magic or force, the dragon might respond with a fit of pique, using its sleep gas to incapacitate the creature. When it wakes, the creature finds itself pinned to the ground by giant claws or buried up to its neck in the sand while the dragon's thirst for small talk is slaked.\",\"A brass dragon is trusting of creatures that appear to enjoy conversation as much as it does, but is smart enough to know when it is being manipulated. When that happens, the dragon often responds in kind, treating a bout of mutual trickery as a game.\"]},{\"name\":\"Prized Treasures\",\"type\":\"entries\",\"entries\":[\"Brass dragons covet magic items that allow them to converse with interesting personalities. An intelligent telepathic weapon or a magic lamp with a djinni bound inside it are among the greatest treasures a brass dragon can possess.\",\"Brass dragons conceal their hoards under mounds of sand or in secret places far from their primary lairs. They have no trouble remembering where their treasure is buried, and therefore have no need for maps. Adventurers and wanderers should be wary if they happen across a chest hidden in an oasis or a treasure cache tucked away in a half-buried desert ruin, for these might be parts of a brass dragon's hoard.\"]}]}]},{\"type\":\"entries\",\"name\":\"A Brass Dragon's Lair\",\"entries\":[\"A brass dragon's desert lair is typically a ruin, canyon, or cave network with ceiling holes to allow for sunlight.\"]}]},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Brass Dragon.webp\"}}}}}},{\"name\":\"Brass Dragon Wyrmling\",\"source\":\"MM\",\"_copy\":{\"name\":\"Brass Dragon\",\"source\":\"MM\"}},{\"name\":\"Bronze Dragon\",\"source\":\"MM\",\"_copy\":{\"name\":\"Metallic Dragons\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Bronze dragons are coastal dwellers that feed primarily on aquatic plants and fish. They take the forms of friendly animals to observe other creatures of interest. They are also fascinated by warfare and eagerly join armies fighting for a just cause.\",\"A ribbed and fluted crest defines the shape of a bronze dragon's head. Curving horns extend out from the crest, echoed by spines on its lower jaw and chin. To help them swim, bronze dragons have webbed feet and smooth scales. A bronze wyrmling's scales are yellow tinged with green; only as the dragon approaches adulthood does its color deepen to a darker, rich bronze tone. The pupils of a bronze dragon's eyes fade as the dragon ages, until they resemble glowing green orbs.\",{\"type\":\"entries\",\"entries\":[{\"name\":\"Dragons of the Coast\",\"type\":\"entries\",\"entries\":[\"Bronze dragons love to watch ships traveling up and down the coastlines near their lairs, sometimes taking the forms of dolphins or seagulls to inspect those ships and their crews more closely. A daring bronze dragon might slip aboard a ship in the guise of a bird or rat, inspecting the hold for treasure. If the dragon finds a worthy addition to its hoard, it barters with the ship's captain for the item.\"]},{\"name\":\"War Machines\",\"type\":\"entries\",\"entries\":[\"Bronze dragons actively oppose tyranny, and many bronze dragons yearn to test their mettle by putting their size and strength to good use. When a conflict unfolds near its lair, a bronze dragon ascertains the underlying cause, then offers its services to any side that fights for good. Once a bronze dragon commits to a cause, it remains a staunch ally.\",{\"name\":\"Well-Organized Wealth\",\"entries\":[\"Bronze dragons loot sunken ships and also collect colorful coral and pearls from the reefs and seabeds near their lairs. When a bronze dragon pledges to help an army wage war against tyranny, it asks for nominal payment. If such a request is beyond its allies' means, it might settle for a collection of old books on military history or a ceremonial item commemorating the alliance. A bronze dragon might also lay claim to a treasure held by the enemy that it feels would be safer under its protection.\"],\"type\":\"entries\"}]}]}]}]},{\"type\":\"entries\",\"name\":\"A Bronze Dragon's Lair\",\"entries\":[\"A bronze dragon lairs in coastal caves. It might salvage a wrecked ship, reconstruct it within the confines of its lair, and use it as a treasure vault or nest for its eggs.\"]}]},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Bronze Dragon.webp\"}}}}}},{\"name\":\"Bronze Dragon Wyrmling\",\"source\":\"MM\",\"_copy\":{\"name\":\"Bronze Dragon\",\"source\":\"MM\"},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Bronze Dragon Wyrmling.webp\"}}]},{\"name\":\"Bugbear\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Bugbears are born for battle and mayhem. Surviving by raiding and hunting, they bully the weak and despise being bossed around, but their love of carnage means they will fight for powerful masters if bloodshed and treasure are assured.\",{\"name\":\"Goblinoids\",\"type\":\"entries\",\"entries\":[\"Bugbears are often found in the company of their cousins, hobgoblins and goblins. Bugbears usually enslave goblins they encounter, and they bully hobgoblins into giving them gold and food in return for serving as scouts and shock troops. Even when paid, bugbears are at best unreliable allies, yet goblins and hobgoblins understand that no matter how much bugbears might drain a tribe of resources, these creatures are a potent force.\"]},{\"name\":\"Followers of Hruggek\",\"type\":\"entries\",\"entries\":[\"Bugbears worship Hruggek, a lesser god who dwells on the plane of Acheron. In the absence of their goblinoid kin, bugbears form loose war bands, each one led by its fiercest member. Bugbears believe that when they die, their spirits have a chance to fight at Hruggek's side. They try to prove themselves worthy by defeating as many foes as possible.\"]},{\"name\":\"Venal Ambushers\",\"type\":\"entries\",\"entries\":[\"Despite their intimidating builds, bugbears move with surprising stealth. They are fond of setting ambushes and flee when outmatched. They are dependable mercenaries as long as they are supplied food, drink, and treasure, but a bugbear forgets any bond when its life is on the line. A wounded member of a bugbear band might be left behind to help the rest of the band escape. Afterward, that bugbear might help pursuers track down its former companions if doing so saves its life.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Bugbear.webp\"},\"credit\":\"Steve Prescott\"}]},{\"name\":\"Bugbear Chief\",\"source\":\"MM\",\"_copy\":{\"name\":\"Bugbear\",\"source\":\"MM\"}},{\"name\":\"Bulette\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A bulette is a massive predator that terrorizes any lands it inhabits. Also called a \\\"land shark,\\\" it lives only to feed. Irascible and rapacious, bulettes fear no other creature, and they attack with no regard for superior numbers or strength.\",{\"name\":\"Underground Hunters\",\"type\":\"entries\",\"entries\":[\"Bulettes use their powerful claws to tunnel through the earth when they hunt. Heedless of obstruction, they uproot trees, cause landslides in loose slopes, and leave sinkholes behind them. When vibrations in the soil and rock alert a bulette to movement, it shoots to the surface, its jaws spread wide as it attacks.\"]},{\"name\":\"Wandering Monster\",\"type\":\"entries\",\"entries\":[\"A bulette ranges across temperate lands, feeding on any animals and humanoids it comes across. These creatures dislike dwarf and elf flesh, although they often kill them before realizing what they are. A bulette loves halfling meat the most, and it is never happier than when chasing plump halflings across an open field.\",\"A bulette has no lair, but roams a hunting territory up to thirty miles wide. Its sole criterion for territory is availability of food, and when it has eaten everything in an area, a bulette moves on. These creatures often home in on humanoid settlements, terrorizing them until their panicked residents have fled, or until the bulette is slain.\",\"All creatures shun bulettes, which treat anything that moves as food-even other predators and bulettes. Bulettes come together only to mate, resulting in a bloody act of claws and teeth that usually ends with the male's death and consumption.\"]},{\"name\":\"Arcane Creation\",\"type\":\"entries\",\"entries\":[\"Some sages believe the bulette is the result of a mad wizard's experiments at crossbreeding snapping turtles and armadillos, within fusions of demon ichor. Bulettes have been thought to be extinct at different times, but after years without a sighting, the creatures inevitably reappear. Because their young are almost never seen, some sages suspect that bulettes maintain secret nesting grounds from which adults strike out into the world.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Bulette.webp\"}}]},{\"name\":\"Bullywug\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Life as a bullywug is nasty, brutish, and wet. These frog-headed amphibious humanoids must stay constantly moist, dwelling in rainy forests, marshes, and damp caves. Always hungry and thoroughly evil, bullywugs overwhelm opponents with superior numbers when they can, but they flee from serious threats to search for easier prey.\",\"Bullywugs have green, gray, or mottled yellow skin that shifts through shades of gray, green, and brown, allowing them to blend in with their surroundings. They wear crude armor and wield simple weapons, and can deliver a powerful bite to foes that press too close.\",{\"name\":\"Foul Aristocracy\",\"type\":\"entries\",\"entries\":[\"Bullywugs consider themselves the right and proper rulers of the swamps. They follow an etiquette of sorts when dealing with outsiders and each other, subject to the whims and fancies of their leader-a self-styled lord of the muck. Bullywugs introduce themselves with grand-sounding titles, make great shows of bowing and debasing themselves before their superiors, and endlessly vie to win their superiors' favor.\",\"A bullywug has two ways to advance among its kind. It can either murder its rivals, though it must take pains to keep its criminal deeds secret, or it can find a treasure or magic item and present it as tribute or a token of obeisance to its liege. A bullywug that murders its rivals without cunning is likely to be executed, so it's more common for bullywugs to stage raids against caravans and settlements, with the goal of securing precious baubles to impress their lords and win their good graces. Invariably, such fine goods are reduced to filthy tatters through abuse and neglect. Once a gift loses its sheen, a bullywug lord invariably demands that its subjects bring it more treasure as tribute.\"]},{\"name\":\"Unruly Diplomacy\",\"type\":\"entries\",\"entries\":[\"Bullywugs love nothing more than lording over those who trespass on their territories. Their warriors attempt to capture intruders rather than simply slaying them.\",\"Captives are dragged before the king or queen-a bullywug of unusually large size-and forced to beg for mercy. Bribes, treasure, and flattery can trick the bullywug ruler into letting its captives go, but not before it tries to impress its \\\"guests\\\" with the majesty of its treasure and its realm. Struck with a deep inferiority complex, bullywug lords fancy themselves as kings and queens, but desperately crave the fear and respect of outsiders.\"]},{\"name\":\"Amphibian Allies\",\"type\":\"entries\",\"entries\":[\"Bullywugs speak a language that allows them to communicate over large areas by croaking like frogs. News of intruders or other events in the swamp spread within minutes across this crude communication system.\",\"Simple concepts in the language are understandable to frogs and toads. Bullywugs use this capability to form strong bonds with giant frogs, which they train as guardians and hunters. Larger specimens are sometimes used as mounts as well. The frogs' ability to swallow creatures whole provides a bullywug hunting band an easy means of carrying prey back to their villages.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Bullywug.webp\"}}]},{\"name\":\"Cambion\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A cambion is the offspring of a fiend (usually a succubus or incubus) and a humanoid (usually a human). Cambions inherit aspects of both parents, but their horns, leathery wings, and sinewy tails are hallmarks of their otherworldly parentage.\",{\"name\":\"Born to Be Bad\",\"type\":\"entries\",\"entries\":[\"Cambions grow into ruthless adults whose wickedness and perversion horrifies even the most devoted mortal parent. Even as a youth, a cambion identifies its rightful place as an overlord of mortals. It might orchestrate uprisings in towns and cities, gathering gangs of humanoids and lesser devils to serve it.\"]},{\"name\":\"Pawns of the Mighty\",\"type\":\"entries\",\"entries\":[\"A cambion forced to serve its fiendish parent does so out of admiration and dread, but also with the expectation that it will one day rise to a place of prominence. Cambions raised in the Nine Hells serve as soldiers, envoys, and personal attendants to greater devils. In the Abyss, a cambion carries only as much authority as it can muster through sheer strength and force of will.\"]},{\"name\":\"Spawn of Graz'zt\",\"type\":\"entries\",\"entries\":[\"The demon lord Graz'zt is fond of procreating with humanoids who have made pacts with fiends, and he has sired many cambions who help him sow chaos across the multiverse. These cambions are characterized by charcoal-black skin, cloven hooves, six-fingered hands, and unearthly beauty.\"]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"They crawl from their mother's wombs to spread corruption throughout the multiverse. What's not to love?\"],\"by\":\"Baba Yaga\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Cambion.webp\"}}]},{\"name\":\"Carrion Crawler\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Carrion crawlers scour putrid flesh from carcasses and gobble the slimy bones that remain. They aggressively attack any creature that trespasses on their territory or disturbs their feasting.\",{\"name\":\"Carrion Eaters\",\"type\":\"entries\",\"entries\":[\"A carrion crawler follows the scent of death to its food, but it prefers not to compete with other scavengers. These foul creatures thus hunker down in territories where death is plentiful and other carrion eaters have limited mobility. Caves, sewers, dungeons, and forested marshes are their favored lairs, but carrion crawlers are also drawn to battlefields and cemeteries. A carrion crawler roams on the hunt, its tentacles probing the air for the scent of blood or decay. In tunnels or ruins, carrion crawlers scurry across the ceiling as they move toward food. In this way, they avoid contact with oozes, otyughs, and other dangerous inhabitants of the darkness, even as they surprise potential meals that don't think to look up.\"]},{\"name\":\"Patient Predators\",\"type\":\"entries\",\"entries\":[\"Whether in subterranean darkness or while hunting at night, light signals a potential meal. A carrion crawler might follow a light source from a distance for hours, hoping to pick up the scent of blood. Despite their great size, carrion crawlers can also easily set up ambushes by waiting around blind corners for prey to come to them. When facing potential prey or intruders, a carrion crawler lets its poison do the work. Once a victim goes rigid with paralysis, the carrion crawler wraps it with its tentacles and drags it away to a high ledge or isolated passageway, where it can be killed safely. The monster then resumes patrolling its territory while waiting for its meal to ripen.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Carrion Crawler.webp\"},\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Centaur\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"I hear centaurs make excellent mounts!\"],\"by\":\"Batley Summerfoot, a halfling adventurer who never read HOOVES OF FURY, by Iryil Grayborn of Sundown\"},\"Reclusive wanderers and omen-readers of the wild, centaurs avoid conflict but fight fiercely when pressed. They roam the vast wilderness, keeping far from borders, laws, and the company of other creatures.\",{\"name\":\"Wilderness Nomads\",\"type\":\"entries\",\"entries\":[\"Centaur tribes range across lands with mild to hot climates, where a centaur requires only light furs or oiled skins to deal with inclement weather. They are hunter-gatherers and rarely build shelters or even use tents.\",\"Centaur migrations span continents and take decades to repeat, so that a centaur tribe might not retread the same path for generations. These long-ranging patterns can lead to conflict when centaurs encounter settlements of other creatures built along their traditional routes.\"]},{\"name\":\"Reluctant Settlers\",\"type\":\"entries\",\"entries\":[\"A centaur that can't keep pace with the rest of its tribe is left behind. Some such centaurs vanish into the wilderness and are never seen again. Those that can bear the loss of their tribe might take up residence among other races. Frontier settlements value the nature knowledge of their centaur residents. Many such communities owe their survival to the insight and acumen of a centaur.\",\"Despite their reclusive nature, centaurs trade with elves and with the caravans of other benevolent humanoids they meet during their wanderings. A trader might save the life of a wounded or an elderly centaur unfit for long travel, escorting it to a settlement where it can peacefully live out the rest of its days.\"]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"I hear centaurs make excellent mounts!\"],\"by\":\"Batley Summerfoot, a halfling adventurer who never read {@style Hooves of Fury|small-caps} by Irvil Grayborn of Sundown\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Centaur.webp\"},\"credit\":\"Wesley Burt\"}]},{\"name\":\"Chain Devil\",\"source\":\"MM\",\"_copy\":{\"name\":\"Devils\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"This ominous fiend wears chains like a shroud. Driving lesser creatures before it with its fearsome gaze, a chain devil animates the chains that cover its body as well as inanimate chains nearby, which sprout hooks, blades, and spikes to eviscerate enemies.\",\"Chain devils act as sadistic jailers and torturers in the infernal realms, relishing pain and living to inflict it on others. They are called on to torment mortal souls trapped in the Nine Hells, inflicting their sadistic fury on the horrid lemures in which those souls manifest.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Chain Devil.webp\"}}}}}},{\"name\":\"Chasme\",\"source\":\"MM\",\"_copy\":{\"name\":\"Demons\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"This loathsome demon resembles an unspeakable crossing of humanoid and fly. A chasme shuffles about on four spindly legs that can find purchase on walls and ceilings. A droning sound precedes the approach of a chasme, inflicting foes with a terrible lethargy that leaves them open to attack.\",\"The lowly chasmes serve more powerful masters as interrogators or taskmasters. A chasme lives to dole out torture as punishment, and has a knack for spotting demons that have deserted their lords. Capturing and returning such traitors allows a chasme to torment the victim without fear of reprisal.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Chasme.webp\"}}}}}},{\"name\":\"Chimera\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Chimeras were created after mortals summoned Demogorgon to the world. The Prince of Demons, unimpressed with the creatures that surrounded it, transformed them into horrific, multi-headed monstrosities. This act gave rise to the first chimeras.\",\"Gifted with demonic cruelty, a chimera serves as a grim reminder of what happens when demon princes find their way to the Material Plane. A typical specimen has the hindquarters of a large goat, the forequarters of a lion, and the leathery wings of a dragon, along with the heads of all three of those creatures. The monster likes to surprise its victims, swooping down from the sky and engulfing prey with its fiery breath before landing.\",{\"name\":\"Conflicted Creature\",\"type\":\"entries\",\"entries\":[\"A chimera combines the worst aspects of its three parts. Its dragon head drives it to raid, plunder, and accumulate a great hoard. Its leonine nature compels it to hunt and kill powerful creatures that threaten its territory. Its goat head grants it a vicious, stubborn streak that compels it to fight to the death. These three aspects drive a chimera to stake out a territory that is as large as 10 miles wide. It preys on wild game, viewing more powerful creatures as rivals to be humiliated and defeated. Its greatest rivals are dragons, griffons, manticores, perytons, and wyverns. When it hunts, the chimera looks for easy ways to amuse itself. It enjoys the fear and suffering of weaker creatures. The monster often toys with its prey, breaking off an attack prematurely and leaving a creature wounded and terrified before returning to finish it off.\"]},{\"name\":\"Servant of Evil\",\"type\":\"entries\",\"entries\":[\"Though chimeras are far from cunning, their draconic ego makes them susceptible to flattery and gifts. If offered food and treasure, a chimera might spare a traveler. A villain can lure a chimera into service by keeping it well fed and its treasure hoard well stocked.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Chimera.webp\"}}]},{\"name\":\"Chromatic Dragons\",\"source\":\"MM\",\"_copy\":{\"name\":\"Dragons\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"name\":\"Chromatic Dragons\",\"entries\":[\"The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures-including each other.\",{\"type\":\"entries\",\"entries\":[{\"name\":\"Driven by Greed\",\"entries\":[\"Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world's wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have \\\"stolen\\\" it. With its piles of coins, gleaming gems, and magic items, a dragon's hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it.\"],\"type\":\"entries\"},{\"name\":\"Creatures of Ego\",\"type\":\"entries\",\"entries\":[\"Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon's personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect.\"]},{\"name\":\"Dangerous Lairs\",\"type\":\"entries\",\"entries\":[\"A dragon's lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard.\",\"Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures.\"]},{\"name\":\"Queen of Evil Dragons\",\"type\":\"entries\",\"entries\":[\"Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone.\",\"Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her-black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws.\",\"Tiamat's most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen's power.\"]}]}]}}}}},{\"name\":\"Chuul\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Survivors of the ancient aboleth empire, chuuls are crustaceans the aboleths modified and endowed with sentience. They follow the ingrained directives of their creators, as they have done since the dawn of time.\",{\"name\":\"Primeval Relics\",\"type\":\"entries\",\"entries\":[\"In the primeval ages, aboleths ruled a vast empire that spanned the oceans of the world. In those days, the aboleths used mighty magic and bent the minds of the nascent creatures of the mortal realm. However, they were bound to the water and could not enforce their will beyond it without servants. Therefore, they created chuuls.\",\"Perfectly obedient, the chuuls collected sentient creatures and magic at the aboleths' command. Chuuls were designed to endure the ages of the world, growing in size and strength as the eons passed. When the aboleths' empire crumbled with the rise of the gods, the chuuls were cast adrift. However, these creatures continue to do what they did for the aboleths, slowly collecting humanoids, gathering treasure, amassing magic, and consolidating power.\"]},{\"name\":\"Tireless Guardians\",\"type\":\"entries\",\"entries\":[\"Chuul still guard the ruins of the ancient aboleth empire. They linger in silent observance of eons-old commands. Rumors and ancient maps sometimes lure treasure seekers to these ruins, but the reward for their boldness is death.\",\"Whatever riches that the explorers bring with them adds to the hoard guarded by the chuuls. Chuuls can sense magic at a distance. This sense couples with an innate drive that leads them to slay explorers, take their gear, and bury it in secret locales aboleths dictated eons ago.\"]},{\"name\":\"Waiting Servants\",\"type\":\"entries\",\"entries\":[\"Although the aboleths' ancient empire fell long ago, the psychic bonds between them and their created servants remain intact. Chuuls that come into contact with aboleths immediately assume their old roles. Such chuuls redirect their compulsions to the service of the aboleths' sinister purposes.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Chuul.webp\"}}]},{\"name\":\"Clay Golem\",\"source\":\"MM\",\"_copy\":{\"name\":\"Golems\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":[\"Sculpted from clay, this bulky golem stands head and shoulders taller than most human-sized creatures. It is human shaped, but its proportions are off.\",\"Clay golems are often divinely endowed with purpose by priests of great faith. However, clay is a weak vessel for life force. If the golem is damaged, the elemental spirit bound into it can break free. Such a golem runs amok, smashing everything around it until it is destroyed or completely repaired.\",{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"The more rigid its physical form, the less likely the golem is to lose its sense of purpose. The clay ones can be a bit twitchy.\"],\"by\":\"Words of warning in the {@style Manual of Clay Golems|small-caps}\"}]}]}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Clay Golem.webp\"}}]},{\"name\":\"Cloaker\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Cloakers earned their names for the resemblance they bear to dark leathery cloaks. Lurking in remote dungeons and caves, these stealthy predators wait to slay lone or injured prey stumbling through the darkness.\",{\"name\":\"Camouflaged Lurkers\",\"type\":\"entries\",\"entries\":[\"Like a stingray, a cloaker's body is composed of cartilage and muscle. With its tail and fins unfurled, it flies through darkness and lurks among the shadows of caverns the same way a stingray glides through water and hides on the ocean floor. Parallel rows of round, black eyespots run along its back like buttons, and the ivory-colored claws on its cowl resemble bone clasps.\",\"When a cloaker unfurls and moves to attack, it reveals its pale underside and makes its true nature evident. Red eyes glow above rows of sharp teeth, and a long pendulous tail whips behind it.\"]},{\"name\":\"Opportunistic Predators\",\"type\":\"entries\",\"entries\":[\"When hunting, cloakers glide through the shadows at a safe distance behind groups of other creatures traversing the Underdark. They follow parties of humanoids to prey on the wounded after a battle, or pursue herds of Underdark beasts, attacking the sick, the weak, or the straggling.\",\"Cloakers strike quickly and consume their meals as swiftly as possible, enveloping and devouring their victims. While it feeds, a cloaker uses its swift, whiplike tail for defense, although it rarely takes a stand against dangerous foes or groups of creatures. As an added defense, cloakers can create illusory duplicates of themselves.\"]},{\"name\":\"Haunting Moan\",\"type\":\"entries\",\"entries\":[\"Cloakers' thoughts are alien to other life-forms, and they communicate with one another through subsonic moans inaudible to most creatures. At higher intensities, a cloaker's haunting moan becomes audible, evoking sensations of doom and dread in creatures that hear it.\"]},{\"name\":\"Cloaker Conclaves\",\"type\":\"entries\",\"entries\":[\"Cloakers prefer isolation, but they sometimes convene with other cloakers for defense or to exchange information about new dangers, suitable hunting grounds, or developments that might affect their habitats. When this convergence is complete, the cloakers separate again.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Cloaker.webp\"},\"credit\":\"Mark Behm\"}]},{\"name\":\"Cloud Giant\",\"source\":\"MM\",\"_copy\":{\"name\":\"Giants\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Cloud giants live extravagant lives high above the world, showing little concern for the plights of other races except as amusement. They are muscular with light skin and have hair of silver or blue.\",{\"type\":\"entries\",\"name\":\"High and Mighty\",\"entries\":[\"Cloud giants are spread to the winds, encompassing vast areas of the world. In times of need, scattered cloud giant families band together as a unified clan. However, they can seldom do so quickly.\",\"Attuned to the magic of their airy domains, cloud giants are able to turn into mist and create clouds of billowing fog. They dwell in castles on high mountain peaks, or on the solid clouds that once held their fiefs.\",\"Still gracing the skies on occasion, these magic clouds are a lasting remnant of the giants' lost empires. Better spellcasters than most other giants, some cloud giants can control weather, bring storms, and steer the wind almost as well as their cousins, the storm giants.\"]},{\"type\":\"entries\",\"name\":\"Affluent Princes\",\"entries\":[\"Although cloud giants are lower in the ordning than storm giants, the reclusive storm giants rarely engage with the rest of giantkind. As a result, many cloud giants see themselves as having the highest status and power among the giant races.\",\"They order lesser giants to seek out wealth and art on their behalf, employing fire giants as smiths and crafters, and using frost giants as reavers, raiders, and plunderers. Dimwitted hill giants serve them as brutes and combat fodder-sometimes fighting for the cloud giants' amusement. A cloud giant might order hill or frost giants to steal from nearby humanoid lands, which it considers to be a fair tax for its continued beneficence. On their mountain summits and solid clouds, cloud giants keep extraordinary gardens. Grapes as big as apples grow there, along with apples the size of pumpkins, and pumpkins the size of wagons. From the errant seeds of these gardens, tales of cottage sized produce and magic beans are spread in the mortal realm.\",\"As humanoid nobles keep an aerie for hunting hawks, so do cloud giants keep griffons, perytons, and wyverns as their own flying beasts of prey. Such creatures also patrol the cloud giants' gardens by night, along with trained predators such as owlbears and lions.\"]},{\"type\":\"entries\",\"name\":\"Children of the Trickster\",\"entries\":[\"The patron god and father of the cloud giants is Memnor the Trickster, the cleverest and slyest of the giant deities. Cloud giants align themselves according to the aspects and exploits of Memnor that they most admire, with evil cloud giants emulating his deceitfulness and self-interest and good cloud giants emulating his intellect and silver-tongued speech. Family members usually align in the same direction.\"]},{\"type\":\"entries\",\"name\":\"Wealth and Power\",\"entries\":[\"A cloud giant earns its place in the ordning by the treasure it accumulates, the wealth it wears, and the gifts it bestows on other cloud giants.\",\"However, value is only one part of the assessment. The extravagances a cloud giant wears or places about its home must also be beautiful or wondrous. Sacks of gold or gems are worth less to a cloud giant than the jewelry that might be crafted from those materials, creating treasures that bring esteem to a cloud giant's household.\",\"Rather than steal from one another or fight over treasures, cloud giants are inveterate gamblers with a hunger for high risks and high rewards. They frequently bet on the outcome of events nominally outside their control, such as the lives of lesser creatures. Ordning ranks and kings' ransoms can be won and lost in bets over the military triumphs of humanoid nations. Fixing wagers by interfering in the conflict causes the loss of the bet, but such deceit is considered to be cheating only if it is discovered. Otherwise, it is cleverness honoring Memnor.\"]}]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Cloud Giant.webp\"}}}}}},{\"name\":\"Cockatrice\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The cockatrice looks like a hideous hybrid of lizard, bird, and bat, and it is infamous for its ability to turn flesh to stone. These omnivores have a diet that consists of berries, nuts, flowers, and small animals such as insects, mice, and frogs-things they can swallow whole. They would be no threat to anything else if not for their fierce and frenzied response to even a hint of danger. A cockatrice flies into the face of any threat, squawking and madly beating its wings as its head darts out to peck. The smallest scratch from a cockatrice's beak can spell doom as its victim slowly turns to stone from the injury.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Cockatrice.webp\"}}]},{\"name\":\"Commoner\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.\"]}]}]},{\"name\":\"Copper Dragon\",\"source\":\"MM\",\"_copy\":{\"name\":\"Metallic Dragons\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Copper dragons are incorrigible pranksters, joke tellers, and riddlers that live in hills and rocky uplands. Despite their gregarious and even-tempered natures, they possess a covetous, miserly streak, and can become dangerous when their hoards are threatened.\",\"A copper dragon has brow plates jutting over its eyes, extending back to long horns that grow as a series of overlapping segments. Its backswept cheek ridges and jaw frills give it a pensive look. At birth, a copper dragon's scales are a ruddy brown with a metallic tint. As the dragon ages, its scales become more coppery in color, later taking on a green tint as it ages. A copper dragon's pupils fade with age, and the eyes of the oldest copper dragons resemble glowing turquoise orbs.\",{\"type\":\"entries\",\"entries\":[{\"name\":\"Good Hosts\",\"type\":\"entries\",\"entries\":[\"A copper dragon appreciates wit, a good joke, humorous story, or riddle. A copper dragon becomes annoyed with any creature that doesn't laugh at its jokes or accept its tricks with good humor.\",\"Copper dragons are particularly fond of bards. A dragon might carve out part of its lair as a temporary abode for a bard willing to regale it with stories, riddles, and music. To a copper dragon, such companionship is a treasure to be coveted.\"]},{\"name\":\"Cautious and Crafty\",\"type\":\"entries\",\"entries\":[\"When building its hoard, a copper dragon prefers treasures from the earth. Metals and precious stones are favorites of these creatures.\",\"A copper dragon is wary when it comes to showing off its possessions. If it knows that other creatures seek a specific item in its hoard, a copper dragon will not admit to possessing the item. Instead, it might send curious treasure hunters on a wild goose chase to search for the object while it watches from afar for its own pleasure.\"]}]}]}]},{\"type\":\"entries\",\"name\":\"A Copper Dragon's Lair\",\"entries\":[\"Copper dragons dwell in dry uplands and on hilltops, where they make their lairs in narrow caves. False walls in the lair hide secret antechambers where the dragon stores valuable ores, art objects, and other oddities it has collected over its lifetime. Worthless items are put on display in open caves to tantalize treasure seekers and distract them from where the real treasure is hidden.\"]}]},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Copper Dragon.webp\"}}}}}},{\"name\":\"Copper Dragon Wyrmling\",\"source\":\"MM\",\"_copy\":{\"name\":\"Copper Dragon\",\"source\":\"MM\"}},{\"name\":\"Couatl\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Couatls are benevolent serpentine beings of great intellect and insight. Their brilliantly colored wings and gentle manner speak to their celestial origins.\",{\"name\":\"Divine Caretakers\",\"type\":\"entries\",\"entries\":[\"Couatls were created as guardians and caretakers by a benevolent god not worshiped since the dawn of time, and which is forgotten now by all but the couatls themselves. Most of the divine mandates given to these beings are long since fulfilled or failed. However, a number of couatls still watch over ancient power, await fulfillment of prophecy, or safeguard the heirs of creatures they once guided and protected. Regardless of a couatl's task, it prefers to remain hidden, revealing itself only as a last resort.\"]},{\"type\":\"entries\",\"name\":\"Truth Tellers\",\"entries\":[\"A couatl can't lie, but it can withhold information, answer questions vaguely, or allow others to jump to the wrong conclusions if doing so is necessary to protect something, to keep promises, or to hide the secret of its existence.\"]},{\"name\":\"Ancient and Few\",\"type\":\"entries\",\"entries\":[\"A couatl can live for ages without sustenance, even surviving without air, but these creatures can die of disease or the passage of time. A couatl can sense its end up to a century beforehand, but it has no insight into the manner of its demise. If a couatl has already accomplished what it set out to do, it accepts its fate. However, if its imminent death endangers the completion of its goals, it actively seeks out another couatl with which to produce offspring.\",\"The mating ritual of couatls is a beautiful and elaborate dance of magic and light, which results in a gem-like egg from which a new couatl hatches. The parent that sought out the mate raises the newborn couatl and instructs it as to its duties, so that it can complete whatever task the parent leaves unfinished.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Couatl.webp\"}}]},{\"name\":\"Crawling Claw\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Crawling claws are the severed hands of murderers animated by dark magic so that they can go on killing. Wizards and warlocks of a dark bent use crawling claws as extra hands in their labors.\",{\"name\":\"Magical Origins\",\"type\":\"entries\",\"entries\":[\"Through dark necromantic rituals, the life force of a murderer is bound to its severed hand, haunting and animating it. If a dead murderer's spirit already manifests as another undead creature, if the murderer is raised from death, or if the spirit has long passed on to another plane, the ritual fails.\",\"The ritual invoked to create a crawling claw works best with a hand recently severed from a murderer. To this end, ritualists and their servants frequent public executions to gain possession of suitable hands, or make bargains with assassins and torturers.\"]},{\"name\":\"Creator's Control\",\"type\":\"entries\",\"entries\":[\"A crawling claw can't be turned, nor can it be controlled by spells that control undead. These foul monsters are entirely bound to the will of their creator, which can concentrate on a claw in sight to mentally command its every action. If the crawling claw's creator doesn't command it, the claw follows its last command to the best of its ability.\",\"Commands given to a crawling claw must be simple. A claw can't be tasked with finding and killing a particular person, because its limited senses and intelligence prevent it from tracking and picking out specific individuals. However, a command to kill all creatures in a particular locale works. A crawling claw can easily feel out the contours of keys and doorknobs, crawling from room to room on a blind killing spree.\"]},{\"name\":\"Malign Intelligence\",\"type\":\"entries\",\"entries\":[\"A crawling claw possesses little of the intellect and memories of the individual of which it was once a living part. The hate, jealousy, or greed that drove that person to murder lingers on, however, amplified by the claw's torturous fragmented state. Left to its own devices, a crawling claw imitates and recreates the same murderous acts it committed in life.\"]},{\"name\":\"Living Claws\",\"type\":\"entries\",\"entries\":[\"If a crawling claw is animated from the severed hand of a still-living murderer, the ritual binds the claw to the murderer's soul. The disembodied hand can then return to its former limb, its undead flesh knitting to the living arm from which it was severed.\",\"Made whole again, the murderer acts as though the hand had never been severed and the ritual had never taken place. When the crawling claw separates again, the living body falls into a coma. Destroying the crawling claw while it is away from the body kills the murderer. However, killing the murderer has no effect on the crawling claw.\"]},{\"name\":\"Undead Nature\",\"type\":\"entries\",\"entries\":[\"A crawling claw doesn't require air, food, drink, or sleep.\"]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Makes you wonder what can be done with all those other murderer parts, doesn't it?\"],\"by\":\"Evangeliza Lavain, necromancer\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Crawling Claw.webp\"},\"credit\":\"Jim Pavelec\"}]},{\"name\":\"Cult Fanatic\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Fanatics are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Cult Fanatic.webp\"}}]},{\"name\":\"Cultist\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Cultist.webp\"}}]},{\"name\":\"Cyclops\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Cyclopes are one-eyed giants that eke out a meager existence in wild lands. Isolationists by nature, they avoid contact with other races and try to drive away strangers in their territory.\",{\"name\":\"Nonreligious\",\"type\":\"entries\",\"entries\":[\"Legends claim that the cyclopes are the spawn of one of the gods of the giants, but these creatures pay little heed to any deities. They see little benefit in prayer and dislike ritual, which they perceive as complex and foreign. However, a cyclops that gains direct benefit from some site of divine power, or which is threatened by a supernatural force or creature, will pay homage as long as the benefit or threat remains.\"]},{\"name\":\"Unsophisticated\",\"type\":\"entries\",\"entries\":[\"Though they are reasonably intelligent, cyclopes live simple, reclusive lives, keeping herds of animals for food. They prefer to dwell alone or in small family groups, lairing in caves, ruins, or rough structures of dry stone construction they build themselves. A cyclops keeps its herd animals with it at night, sealing the entrance to its home with boulders to let it serve double duty as a barn.\",\"A cyclops lairs within a day's journey of other cyclopes, so that they can meet to trade goods or seek mates. They craft weapons and tools of wood and stone, but will use metal when they can find it. Although cyclopes understand the Giant tongue, they write nothing and speak little, using grunts and gestures for their interactions with each other. Cyclopes don't use money for trade, but they value gold, shells, and other glittering and colorful objects as jewelry. A cyclops might wear a necklace strung with feathers and silver coins, but also with pewter goblets, cutlery, and other bits of ruined metal.\"]},{\"name\":\"Unwise\",\"type\":\"entries\",\"entries\":[\"Cyclopes aren't great thinkers or strategists. Slow to learn and bound to their traditional ways, they find innovation difficult. Although they are a terrifying threat in combat due to their size and strength, they can often be tricked by clever foes. Cyclopes can be cowed and awed by obvious displays of magic. Rustics with little exposure to magic, they can be deceived into mistaking a warlock, cleric, or other caster for a powerful divine figure. However, their sense of pride causes them to react with vengeful, bloodthirsty violence once they learn that the individual they assumed was a \\\"god\\\" is a mere mortal.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Cyclops.webp\"}}]},{\"name\":\"Dao\",\"source\":\"MM\",\"_copy\":{\"name\":\"Genies\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":[\"Dao are greedy, malicious genies from the Elemental Plane of Earth. They adorn themselves with jewelry crafted from precious gems and rare metals, and when they fly, their lower bodies become columns of swirling sand. A dao isn't happy unless it is the envy of other dao.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"name\":\"All That Glitters\",\"type\":\"entries\",\"entries\":[\"The dao dwell in complexes of twisting tunnels and glittering ore-veined caverns on the Elemental Plane of Earth. These maze works are continually expanding as the dao delve into and reshape the rock around them. Dao care nothing for the poverty or misfortune of others. A dao might grind powdered gems and gold dust over its food to heighten the experience of eating, devouring its wealth as mortals consume a precious spice.\"]},{\"name\":\"Lords of the Earth\",\"type\":\"entries\",\"entries\":[\"A dao never assists a mortal unless the genie has something to gain, preferably treasure. Among the genies, dao are on speaking and trading terms with the efreet, but they have nothing but scorn for djinn and marids. Other races native to the Elemental Plane of Earth avoid the dao, which are always seeking new slaves to mine the maze works of their floating earth islands.\"]},{\"name\":\"Proud Slavers\",\"type\":\"entries\",\"entries\":[\"The dao trade for the finest slaves that money can buy, forcing them to work in dangerous subterranean realms that rumble with earthquakes. As much as they enjoy enslaving others, the dao hate being enslaved. Powerful wizards have been known to lure dao to the Material Plane and trap them in the confines of magic gemstones or iron flasks. Unfortunately for the dao, their greed makes it relatively easy for mages to cozen them into service.\"]}]}]}]}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Dao.webp\"}}]},{\"name\":\"Darkmantle\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A darkmantle clings to cavern ceilings, remaining perfectly still as it waits for creatures to pass beneath it. From a distance, it can pass itself off as a stalactite or a lump of stone. Then it drops from the ceiling and unfurls, surrounding itself with magical darkness as it engulfs and crushes its prey.\",\"Darkmantles are found throughout the Underdark, but they are equally common on the Shadowfell. Thriving in that dark realm, they fill an ecological niche similar to bats on the Material Plane. Intelligent creatures of the Shadowfell sometimes train darkmantles as guardians or companions.\"]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Remind me again why we're on this quest?\"],\"by\":\"Ethelrede the fighter, after his first darkmantle encounter\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Darkmantle.webp\"}}]},{\"name\":\"Death Dog\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A death dog is an ugly two-headed hound that roams plains, deserts, and the Underdark. Hate burns in a death dog's heart, and a taste for humanoid flesh drives it to attack travelers and explorers. Death dog saliva carries a foul disease that causes a victim's flesh to slowly rot off the bone.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Death Dog.webp\"}}]},{\"name\":\"Death Knight\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"When a paladin that falls from grace dies without seeking atonement, dark powers can transform the once-mortal knight into a hateful undead creature. A death knight is a skeletal warrior clad in fearsome plate armor. Beneath its helmet, one can see the knight's skull with malevolent pinpoints of light burning in its eye sockets.\",{\"name\":\"Eldritch Power\",\"type\":\"entries\",\"entries\":[\"The death knight retains the ability to cast divine spells. However, no death knight can use its magic to heal. A death knight also attracts and commands lesser undead, although death knights that serve powerful fiends might have fiendish followers instead. Death knights often use warhorse skeletons and nightmares as mounts.\"]},{\"name\":\"Immortal Until Redeemed\",\"type\":\"entries\",\"entries\":[\"A death knight can arise anew even after it has been destroyed. Only when it atones for a life of wickedness or finds redemption can it finally escape its undead purgatory and truly perish.\"]},{\"name\":\"Undead Nature\",\"type\":\"entries\",\"entries\":[\"A death knight doesn't require air, food, drink, or sleep.\"]},{\"type\":\"inset\",\"name\":\"Lord Soth\",\"entries\":[\"Lord Soth began his fall from grace with an act of heroism, saving an elf named Isolde from an ogre. Soth and Isolde fell in love, but Soth was already married. He had a servant dispose of his wife and was charged with murder, but fled with Isolde. When his castle fell under siege, he prayed for guidance and was told that he must atone for his misdeeds by completing a quest, but growing fears about Isolde's fidelity caused him to abandon his quest. Because his mission was not accomplished, a great cataclysm swept the land. When Isolde gave birth to a son, Soth refused to believe that the child was his and slew them both. All were incinerated in a fire that swept through the castle, yet Soth would find no rest in death, becoming a death knight.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Death Knight.webp\"}}]},{\"name\":\"Death Slaad\",\"source\":\"MM\",\"_copy\":{\"name\":\"Slaadi\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Death slaadi are suffused with energy from the Negative Energy Plane and exemplify evil's corruption of chaos, and they take sadistic pleasure in bringing harm to others. They propagate their race by dragooning mobs of red and blue slaadi and invading other planes. Humanoids who survive the incursion become incubators for new slaadi.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Death Slaad.webp\"}}}}}},{\"name\":\"Death Tyrant\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"On rare occasions, a beholder's sleeping mind drifts to places beyond its normal madness, imagining a reality in which it exists beyond death. When such dreams take hold, a beholder can transform, its flesh sloughing away to leave a death tyrant behind. This monster possesses the cunning and much of the magic it had in life, but it is fueled by the power of undeath. A death tyrant appears as a massive, naked skull, with a pinpoint of red light gleaming in its hollow eye socket. With its eyestalks rotted away, ten spectral eyes hover above the creature and glare in all directions.\",{\"name\":\"Deathly Despot\",\"type\":\"entries\",\"entries\":[\"As they did when they were beholders, death tyrants lord their power over other creatures. Moreover, a beholder's ability to quash magical energy with its central eye gives way to a more sinister power in a death tyrant, which can transform former slaves and enemies into undead servants.\",\"Zombies created by a death tyrant are used and discarded as needed. They stand guard at the entrances to the death tyrant's lair or guard its treasure vaults.\",\"Acting as bait for traps or as combat fodder, zombies keep powerful enemies distracted while the death tyrant moves into position and prepares to destroy them.\"]},{\"name\":\"Armies of the Dead\",\"type\":\"entries\",\"entries\":[\"A death tyrant that embraces undeath becomes an engine of destruction. Driven by a hunger for power and security, it advances against humanoid settlements, using its eye rays to destroy every creature it encounters, then building an army of undead. If left unchecked, a death tyrant might wipe out the population of a city in weeks, then set its undead eye on wider conquest. As each settlement falls, the death tyrant's zombie forces build to overwhelming numbers.\"]},{\"name\":\"Undead Nature\",\"type\":\"entries\",\"entries\":[\"A death tyrant doesn't require air, food, drink, or sleep.\"]}]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"A cluster of tiny lights descended from a dark crevice in the ceiling. These motes cast an eerie glow on the great, alien skull that hung beneath them.\"],\"by\":\"From the Journal of Jastus Hollowquill, explorer of Undermountain\"}]},{\"type\":\"entries\",\"name\":\"A Death Tyrant's Lair\",\"entries\":[\"A death tyrant's lair is usually the same site it held as a beholder, but it contains more trappings of death and decay. A death tyrant encountered in its lair has a challenge rating of 15 (13,000 XP).\",\"The death tyrant can't repeat an effect until all three have been used, and it can't use the same effect on consecutive rounds.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Death Tyrant.webp\"}}]},{\"name\":\"Deep Gnome (Svirfneblin)\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Deep gnomes, or svirfneblin, live far below the world's surface in twisting warrens and sculpted caverns. They survive by virtue of their stealth, cleverness, and tenacity. Their gray skin allows them to blend in with surrounding stonework. They are also surprisingly heavy and strong for their size. An average adult weighs 100 to 120 pounds and stands 3 feet tall.\",\"A typical svirfneblin enclave contains several hundred deep gnomes and is strongly fortified. Secret tunnels lead to and from the settlement, and the deep gnomes use these as evacuation routes when the enclave comes under attack.\",{\"name\":\"Established Gender Roles\",\"type\":\"entries\",\"entries\":[\"Male svirfneblin are bald, while females have stringy gray hair. Traditionally, females run the enclaves while males scour the outskirts in search of enemies and deposits of precious gemstones.\"]},{\"name\":\"Gemstone Harvesters\",\"type\":\"entries\",\"entries\":[\"Svirfneblin cherish fine gemstones, especially rubies, which they harvest from mines deep in the Underdark. The hunt for gems often brings them into conflict with beholders, drow, kuo-toa, duergar, and mind flayers. Of all their natural enemies, deep gnomes fear and despise the murderous, demon worshiping drow the most.\"]},{\"name\":\"Earth Friends\",\"type\":\"entries\",\"entries\":[\"Deep gnomes are often encountered in the company of creatures from the Elemental Plane of Earth. Some svirfneblin can summon such creatures. Earth creatures guard svirfneblin settlements, especially xorn enticed to service with the promise of gems to feed on.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Deep Gnome (Svirfneblin).webp\"}}]},{\"name\":\"Demilich\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The immortality granted to a lich lasts only as long as it feeds mortal souls to its phylactery. If it falters or fails in that task, its bones turn to dust until only its skull remains. This \\\"demilich\\\" contains only a fragment of the lich's malevolent life force-just enough so that if it is disturbed, these remains rise into the air and assume a wraith-like form. The skull then emits a terrifying howl that can slay the weak-hearted and leave others trembling with fear. Left alone, it sinks back down and returns to the empty peace of its existence.\",\"Few liches seek to become demiliches, for it means an end to the existence they hoped to preserve by becoming undead. However, time can erode the lich's reason and memory, causing it to retreat into its ancient tomb and forget to feed on souls. The spells it once knew fade from its mind, and it no longer channels the arcane energy it wielded as a lich. However, even as a mere skull it remains a deadly and vexing enemy.\",{\"name\":\"Enduring Existence\",\"type\":\"entries\",\"entries\":[\"Even after a lich is reduced to a demilich state, its phylactery survives. As long as its phylactery is intact, the demilich can't be permanently destroyed. Its skull reforms after {@dice 1d10} days, restoring the creature to its wretched state. If it has the presence of mind to do so, a demilich can reclaim its former power by feeding just one soul to its phylactery. Doing so restores the demilich to lich form, reconstituting its undead body.\"]},{\"name\":\"Undead Nature\",\"type\":\"entries\",\"entries\":[\"A demilich doesn't require air, food, drink, or sleep. So great is a demilich's will to survive that it always has the maximum number of hit points for its Hit Dice, instead of average hit points.\"]},{\"type\":\"entries\",\"name\":\"A Demilich's Lair\",\"entries\":[\"A demilich hides its earthly remains and treasures in a labyrinthine tomb guarded by monsters and traps. At the heart of this labyrinth rests the demilich's skull and the dust from its other bones. In its crypt, a demilich has access to lair actions and additional uses for its legendary actions. Its whole lair also has unique traits. A demilich in its lair has a challenge rating of 20 (24,500 XP).\"]},{\"type\":\"entries\",\"name\":\"Acererak and His Disciples\",\"entries\":[\"The transformation into a demilich isn't a bitter end for all liches that experience it. Made as a conscious choice, the path of the demilich becomes the next step in a dark evolution. The lich Acererak-a powerful wizard and demonologist and the infamous master of the Tomb of Horrors-anticipated his own transformation, preparing for it by setting enchanted gemstones into his skull's eye sockets and teeth. Each of these soul gems possessed the power to capture the souls on which his phylactery would feed.\",\"Acererak abandoned his physical body, accepting that it would molder and dissolve to dust while he traveled the planes as a disembodied consciousness. If the skull that was his last physical remains was ever disturbed, its gems would claim the souls of the insolent intruders to his tomb, magically transferring them to his phylactery.\",\"Liches who follow Acererak's path believe that by becoming free of their bodies, they can continue their quest for power beyond the mortal world. As their patron did, they secure their remains within well-guarded vaults, using soul gems to maintain their phylacteries and destroy the adventurers who disturb their lairs.\",\"Acererak or another demilich like him has a challenge rating of 21 (33,000 XP), or 23 (50,000 XP) in its lair, and gains the following additional action option.\",{\"name\":\"Trap Soul\",\"entries\":[\"The demilich targets one creature that it can see within 30 feet of it. The target must make a DC 19 Charisma saving throw. On a failed save, the target's soul is magically trapped inside one of the demilich's gems. While the soul is trapped, the target's body and all the equipment it is carrying cease to exist. On a successful save, the target takes 24 ({@damage 7d6}) necrotic damage, and if this damage reduces the target to 0 hit points, its soul is trapped as if it failed the saving throw. A soul trapped in a gem for 24 hours is devoured and ceases to exist.\",\"If the demilich drops to 0 hit points, it is destroyed and turns to powder, leaving behind its gems. Crushing a gem releases any soul trapped within, at which point the target's body re-forms in an unoccupied space nearest to the gem and in the same state as when it was trapped.\"],\"type\":\"entries\"}]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"I, Achererak the Eternal, beckon you to your doom. Come, foolish ones, plunger my treasures, if you dare! Others have tried. All have failed! From your skin, tapestries shall be woven, and your bones will carpet my tomb. Only I am beyond Death's reach. Only I know the secret to true immortality!\"],\"by\":\"Epitaph of a demilich\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Demilich.webp\"}}]},{\"name\":\"Demons\",\"source\":\"MM\",\"entries\":[{\"type\":\"section\",\"name\":\"Demons\",\"entries\":[\"Spawned in the Infinite Layers of the Abyss, demons are the embodiment of chaos and evil-engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or mercy, they exist only to destroy.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Spawn of Chaos\",\"entries\":[\"The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss.\"]}]}]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Capricious Elevation\",\"entries\":[\"Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes.\",\"A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring.\",\"By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power.\"]}]}]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Abyssal Invasions\",\"entries\":[\"Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin.\",\"Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free.\"]}]}]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Signs of Corruption\",\"entries\":[\"Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered.\"]}]}]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Eternal Evil\",\"entries\":[\"Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed.\",\"The only way to truly destroy a demon is to seek it in the Abyss and kill it there.\"]}]}]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Protected Essence\",\"entries\":[\"A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing.\",\"Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day.\"]}]}]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Demonic Cults\",\"entries\":[\"Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss.\"]}]}]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Demon Summoning\",\"entries\":[\"Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release.\",\"Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath.\"]}]}]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Bound Demons\",\"entries\":[\"The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss.\",\"An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder.\"]}]}]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Demonic Possession\",\"entries\":[\"No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form.\",\"As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host.\"]}]}]},{\"type\":\"entries\",\"name\":\"Demon Lords\",\"entries\":[\"The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Reward for Outsiders\",\"entries\":[\"Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord.\"]}]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Power and Control\",\"entries\":[\"The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it.\",\"As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate.\"]}]},{\"type\":\"entries\",\"name\":\"Baphomet\",\"entries\":[\"The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery.\",\"The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves.\"]},{\"type\":\"entries\",\"name\":\"Demogorgon\",\"entries\":[\"The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords.\",\"Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check.\"]},{\"type\":\"entries\",\"name\":\"Graz'zt\",\"entries\":[\"The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart.\",\"Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites.\"]},{\"type\":\"entries\",\"name\":\"Juiblex\",\"entries\":[\"The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self.\",\"In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach.\"]},{\"type\":\"entries\",\"name\":\"Lolth\",\"entries\":[\"The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control.\",\"Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart.\"]},{\"type\":\"entries\",\"name\":\"Orcus\",\"entries\":[\"Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will.\",\"The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves.\",\"Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him.\"]},{\"type\":\"entries\",\"name\":\"Yeenoghu\",\"entries\":[\"Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead.\",\"Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws.\"]},{\"type\":\"entries\",\"name\":\"Other Demon Lords\",\"entries\":[\"No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi.\"]},{\"type\":\"entries\",\"name\":\"Demon Types\",\"entries\":[\"Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords.\"]},{\"type\":\"table\",\"caption\":\"Demons by Type\",\"colLabels\":[\"Type\",\"Examples\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"barlgura, shadow demon, vrock\"],[\"2\",\"chasme, hezrou\"],[\"3\",\"glabrezu, yochlol\"],[\"4\",\"nalfeshnee\"],[\"5\",\"marilith\"],[\"6\",\"balor, goristro\"]]},{\"type\":\"inset\",\"name\":\"Demon True Names\",\"entries\":[\"Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if {@condition charmed}, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons.\",\"A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife.\"]},{\"type\":\"inset\",\"name\":\"Variant: Demon Summoning\",\"entries\":[\"Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.\",{\"type\":\"list\",\"items\":[\"A balor has a {@chance 50} chance of summoning {@dice 1d8} vrocks, {@dice 1d6} hezrous, {@dice 1d4} glabrezus, {@dice 1d3} nalfeshnees, {@dice 1d2} mariliths, or one goristro.\",\"A barlgura has a {@chance 30} chance of summoning one barlgura.\",\"A chasme has a {@chance 30} chance of summoning one chasme.\",\"A glabrezu has a {@chance 30} chance of summoning {@dice 1d3} vrocks, {@dice 1d2} hezrous, or one glabrezu.\",\"A hezrou has a {@chance 30} chance of summoning {@dice 2d6} dretches or one hezrou.\",\"A marilith has a {@chance 50} chance of summoning {@dice 1d6} vrocks, {@dice 1d4} hezrous, {@dice 1d3} glabrezus, {@dice 1d2} nalfeshnees, or one marilith.\",\"A nalfeshnee has a {@chance 50} chance of summoning {@dice 1d4} vrocks, {@dice 1d3} hezrous, {@dice 1d2} glabrezus, or one nalfeshnee.\",\"A vrock has a {@chance 30} chance of summoning {@dice 2d4} dretches or one vrock.\",\"A yochlol has a {@chance 50} chance of summoning one yochlol.\"]},\"A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.\"]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Demons are painfully difficult to summon and control. It is not a burden for the weak of heart or the weak of spirit.\"],\"by\":\"From the {@style Demonomicon of Iggwilv|small-caps}\"}]}]}]},{\"name\":\"Deva\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"An angel is a celestial agent sent forth into the planes to further its god's agenda for weal or woe. Its sublime beauty and presence can drive awestruck onlookers to their knees. Yet angels are destroyers too, and their appearance portends doom as often as it signals hope.\",{\"name\":\"Shards of the Divine\",\"type\":\"entries\",\"entries\":[\"Angels are formed from the astral essence of benevolent gods and are thus divine beings of great power and foresight.\",\"Angels act out the will of their gods with tireless devotion. Even chaotic good deities command lawful good angels, knowing that the angels' dedication to order best allows them to fulfill divine commands. An angel follows a single driving purpose, as decreed by its deity. However, an angel is incapable of following commands that stray from the path of law and good.\",\"An angel slays evil creatures without remorse. As the embodiment of law and good, an angel is almost never mistaken in its judgments. This quality can create a sense of superiority in an angel, a sense that comes to the fore when an angel's task conflicts with the goals of another creature. The angel never acquiesces or gives way. When an angel is sent to aid mortals, it is sent not to serve but to command. The gods of good therefore send their angels among mortals only in response to the most dire circumstances.\"]},{\"name\":\"Fallen Angels\",\"type\":\"entries\",\"entries\":[\"An angel's moral compass grants it a sense of infallibility that can sometimes spell its undoing. Angels are usually too wise to fall for a simple deception, but sometimes pride can lead one to commit an evil act. Whether intentional or accidental, such an act is a permanent stain that marks the angel as an outcast. Fallen angels retain their power but lose their connection to the deities from which they were made. Most fallen angels take their banishment personally, rebelling against the powers they served by seeking rulership over a section of the Abyss or a place among other fallen in the hierarchy of the Nine Hells. Zariel, the ruler of the first layer of the Nine Hells, is such a creature. Rather than rebel, some fallen angels resign themselves to an isolated existence on the Material Plane, living in disguise as simple hermits. If they are redeemed, they can become powerful allies dedicated to justice and compassionate service.\"]},{\"name\":\"Immortal Nature\",\"type\":\"entries\",\"entries\":[\"An angel doesn't require food, drink, or sleep.\"]},{\"type\":\"entries\",\"name\":\"Deva\",\"entries\":[\"Devas are angels that act as divine messengers or agents to the Material Plane, the Shadowfell, and the Feywild and that can assume a form appropriate to the realm they are sent to.\",\"Legend tells of angels that take mortal form for years, lending aid, hope, and courage to goodhearted folk. A deva can take any shape, although it prefers to appear to mortals as an innocuous humanoid or animal. When circumstances require that it cast off its guise, a deva is a beautiful humanoid-like creature with silvery skin. Its hair and eyes gleam with an unearthly luster, and large feathery wings unfurl from its shoulder blades.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Deva.webp\"}}]},{\"name\":\"Devils\",\"source\":\"MM\",\"entries\":[{\"type\":\"section\",\"name\":\"Devils\",\"entries\":[\"Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Lords of Tyranny\",\"entries\":[\"Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power.\",\"Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions.\"]},{\"type\":\"entries\",\"name\":\"Obedience and Ambition\",\"entries\":[\"In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss.\",\"At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia.\"]},{\"type\":\"entries\",\"name\":\"Dark Dealers and Soul Mongers\",\"entries\":[\"Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells.\",\"To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it.\"]}]}]},{\"type\":\"entries\",\"name\":\"The Infernal Hierarchy\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates.\",\"A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes.\",\"If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears.\",{\"type\":\"entries\",\"name\":\"Archdevils\",\"entries\":[\"The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature.\"]},{\"type\":\"entries\",\"name\":\"Greater Devils\",\"entries\":[\"The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils.\"]},{\"type\":\"entries\",\"name\":\"Lesser Devils\",\"entries\":[\"The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils.\"]},{\"type\":\"entries\",\"name\":\"Lemures\",\"entries\":[\"The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life.\"]},{\"type\":\"entries\",\"name\":\"Promotion and Demotion\",\"entries\":[\"When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next.\",\"Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms.\",\"Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive.\",\"No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires.\",{\"type\":\"table\",\"caption\":\"Infernal Hierarchy\",\"colLabels\":[\"Rank\",\"Devil(s)\"],\"colStyles\":[\"col-4\",\"col-8\"],\"rows\":[[\"1.\",\"lemure\"],[\"2. (Lesser devils)\",\"imp\"],[\"3.\",\"spined devil\"],[\"4.\",\"bearded devil\"],[\"5.\",\"barbed devil\"],[\"6.\",\"chain devil\"],[\"7.\",\"bone devil\"],[\"8. (Greater devils)\",\"horned devil\"],[\"9.\",\"erinyes\"],[\"10.\",\"ice devil\"],[\"11.\",\"pit fiend\"],[\"12. (Archdevils)\",\"duke or duchess\"],[\"13.\",\"archduke or archduchess\"]]}]}]},{\"type\":\"entries\",\"name\":\"The Nine Hells\",\"entries\":[\"The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey.\",{\"type\":\"table\",\"caption\":\"Layers and Lords of the Nine Hells Layer\",\"colLabels\":[\"Layer\",\"Layer Name\",\"Archduke or Archduchess\",\"Previous Rulers\",\"Primary Inhabitants\"],\"colStyles\":[\"col-1\",\"col-2\",\"col-3\",\"col-3\",\"col-3\"],\"rows\":[[\"1\",\"Avernus\",\"Zariel\",\"Bel, Tiamat\",\"Erinyes, imps, spined devils\"],[\"2\",\"Dis\",\"Dispater\",\"—\",\"Bearded devils, erinyes, imps, spined devils\"],[\"3\",\"Minauros\",\"Mammon\",\"—\",\"Bearded devils, chain devils, imps, spined devils\"],[\"4\",\"Phlegethos\",\"Belial and Fierna\",\"—\",\"Barbed devils, bone devils, imps, spined devils\"],[\"5\",\"Stygia\",\"Levistus\",\"Geryon\",\"Bone devils, erinyes, ice devils, imps\"],[\"6\",\"Malbolge\",\"Glasya\",\"Malagard, Moloch\",\"Barbed devils, bone devils, horned devils, imps\"],[\"7\",\"Maladomini\",\"Baalzebul\",\"—\",\"Barbed devils, bone devils, horned devils, imps\"],[\"8\",\"Cania\",\"Mephistopheles\",\"—\",\"Horned devils, ice devils, imps, pit fiends\"],[\"9\",\"Nessus\",\"Asmodeus\",\"—\",\"All devils\"]]}]}]},{\"type\":\"inset\",\"name\":\"Devil True Names and Talismans\",\"entries\":[\"Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if {@condition charmed}, and ancient scrolls and tomes are said to exist that list the true names of certain devils.\",\"A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted.\",\"However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them.\"]},{\"type\":\"inset\",\"name\":\"Variant: Devil Summoning\",\"entries\":[\"Some devils can have an action option that allows them to summon other devils.\",{\"name\":\"Summon Devil (1/Day)\",\"entries\":[\"The devil chooses what to summon and attempts a magical summoning.\"],\"type\":\"entries\"},{\"type\":\"list\",\"items\":[\"A barbed devil has a {@chance 30} chance of summoning one barbed devil.\",\"A bearded devil has a {@chance 30} chance of summoning one bearded devil.\",\"A bone devil has a {@chance 40} chance of summoning {@dice 2d6} spined devils or one bone devil.\",\"An erinyes has a {@chance 50} chance of summoning {@dice 3d6} spined devils, {@dice 1d6} bearded devils, or one erinyes.\",\"A horned devil has a {@chance 30} chance of summoning one horned devil.\",\"An ice devil has a {@chance 60} chance of summoning one ice devil.\",\"A pit fiend summons {@dice 2d4} bearded devils, {@dice 1d4} barbed devils, or one erinyes with no chance of failure.\"]},\"A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.\"]}]}]},{\"name\":\"Dire Wolf\",\"source\":\"MM\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Dire Wolf.webp\"}}]},{\"name\":\"Displacer Beast\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"This monstrous predator takes its name from its ability to displace light so that it appears to be several feet away from its actual location. A displacer beast resembles a sleek great cat covered in blue-black fur.\",\"However, its otherworldly origins are clear in its six legs and the two tentacles sprouting from its shoulders, both ending in pads tipped with spiky protrusions. A displacer beast's eyes glow with an awful malevolence that persists even in death.\",{\"name\":\"Unseelie Origins\",\"type\":\"entries\",\"entries\":[\"Displacer beasts roamed the twilight lands of the Feywild for ages, until they were captured and trained by the Unseelie Court. The warriors of the court selectively bred the beasts to reinforce their ferocious and predatory nature, using them to hunt unicorns, pegasi, and other wondrous prey. However, it didn't take long for the displacer beasts to use their malevolent intelligence to escape their masters.\",\"Running and breeding freely in the Feywild, the displacer beasts soon came to the attention of the Seelie Court. With blink dog companions at their side, fey hunters drove these predators to the fringes of the Feywild, where many crossed over to the Material Plane. To this day, displacer beasts and blink dogs attack each other on sight.\"]},{\"name\":\"Love of the Kill\",\"type\":\"entries\",\"entries\":[\"Displacer beasts kill not just for food but also for sport. They target prey even when not hungry, often toying with their victims to entertain themselves until they are ready to eat. After killing its prey using its tentacles, a displacer beast drags the corpse to a quiet place where it can feed without distraction.\",\"Displacer beasts hunt alone or in small prides that demonstrate skill at setting ambushes. A single beast will strike and withdraw, luring prey into a densely wooded area where its pack mates wait. Packs of displacer beasts hunting near trade roads recall the frequency and schedule of regular caravans, laying down ambushes to pick off those caravans.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Displacer Beast.webp\"}}]},{\"name\":\"Djinni\",\"source\":\"MM\",\"_copy\":{\"name\":\"Genies\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":[\"Proud, sensuous genies from the Elemental Plane of Air, the djinn are attractive, tall, well-muscled humanoids with blue skin and dark eyes. They dress in airy, shimmering silks, designed as much for comfort as to flaunt their musculature.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"name\":\"Airy Aesthetes\",\"type\":\"entries\",\"entries\":[\"Djinn rule floating islands of cloud stuff covered with enormous pavilions, or topped with wondrous buildings, courtyards, fountains, and gardens. Creatures of comfort and ease, djinn enjoy succulent fruits, pungent wines, fine perfumes, and beautiful music.\",\"Djinn are known for their sense of mischief and their favorable attitude toward mortals. Among genies, djinn deal coolly with efreet and marids, whom they view as haughty. They openly despise dao and strike against them with little provocation.\"]},{\"name\":\"Masters of the Wind\",\"type\":\"entries\",\"entries\":[\"Masters of the air, the djinn ride powerful whirlwinds that they create and direct on a whim, and which can even carry passengers. Creatures that stand against a djinni are assaulted by wind and thunder, even as the djinni spins away on that wind if outmatched in combat. When a djinni flies, its lower body transforms into a column of swirling air.\"]},{\"name\":\"Accepting Servitors\",\"type\":\"entries\",\"entries\":[\"The djinn believe that servitude is a matter of fate, and that no being can contest the hand of fate. As a result, of all the genies, djinn are the ones most amenable to servitude, though they never enjoy it. Djinn treat their slaves more like servants deserving of kindness and protection, and they part with them reluctantly.\",\"A mortal who desires the brief service of a djinni can entreat it with fine gifts, or use flattery to bribe it into compliance. Powerful wizards are able to forgo such niceties, however, if they can summon, bind into service, or imprison a djinni using magic. Long-term service displeases a djinni, and imprisonment is inexcusable. Djinn resent the cruel wizards that have imprisoned their kind in bottles, iron flasks, and wind instruments throughout the ages. Betrayal, particularly by a mortal whom a djinni trusted, is a vile deed that only deadly vengeance can amend.\"]}]}]}]}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Djinni.webp\"}}]},{\"name\":\"Doppelganger\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Doppelgangers are devious shapeshifters that take on the appearance of other humanoids, throwing off pursuit or luring victims to their doom with misdirection and disguise. Few creatures spread fear, suspicion, and deceit better than doppelgangers. Found in every land and culture, they can take on the guise of any individual of any race.\",{\"name\":\"Stealing Secrets\",\"type\":\"entries\",\"entries\":[\"A doppelganger's adopted form allows it to blend into almost any group or community, but its transformation doesn't impart languages, mannerisms, memory, or personality. Doppelgangers often follow or capture creatures they intend to impersonate, studying them and probing their minds for secrets. A doppelganger can read a creature's surface thoughts, allowing it to glean that creature's name, desires, and fears, along with a few scattered memories. A doppelganger impersonating a specific creature as part of a long-term plot might keep its double alive and close at hand for weeks, probing the victim's mind daily to learn how to behave and speak authentically.\"]},{\"name\":\"Hedonistic Swindlers\",\"type\":\"entries\",\"entries\":[\"Doppelgangers work alone or in small groups, with group roles shifting from con to con. While one doppelganger takes the place of a murdered merchant or noble, the others take on a number of identities as circumstances warrant, playing the parts of family or servants while they live off the victim's riches.\"]},{\"name\":\"Changelings\",\"type\":\"entries\",\"entries\":[\"Doppelgangers are too lazy or self-interested to raise their young. They assume attractive male forms and seduce women, leaving them to raise their progeny. A doppelganger child appears to be a normal member of its mother's species until it reaches adolescence, at which point it discovers its true nature and is driven to seek out its kind to join them.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Doppelganger.webp\"}}]},{\"name\":\"Dragon Turtle\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Dragon turtles are among the most fearsome creatures of the oceans. As large and voracious as the oldest of its land-based dragon kin, a dragon turtle strikes with its deadly jaws, steaming breath, and crushing tail.\",\"A dragon turtle's rough shell is the same dark green color as the deep water where this monster dwells. Silver highlights lining the shell resemble light dancing on open water, and a surfacing dragon turtle is sometimes mistaken for the reflection of the sun or moon on the waves.\",{\"type\":\"entries\",\"name\":\"Dragons of the Deep\",\"entries\":[\"Like true dragons, dragon turtles collect treasure, first by sinking ships and then by sifting through the wreckage for coins and other precious items. A dragon turtle swallows treasure for transport, then regurgitates it when it reaches its lair.\",\"Dragon turtles dwell in caves hidden in coral reefs or beneath the seafloor, or along rugged stretches of coastline. If a choice cave is already inhabited, a dragon turtle attacks its current residents in an attempt to take over.\"]},{\"name\":\"Mercenary Monsters\",\"type\":\"entries\",\"entries\":[\"A dragon turtle is smart enough to be bribed, and pirates sailing seas patrolled by these creatures quickly learn to offer them treasure in exchange for safe passage. Clever sahuagin sometimes ally with dragon turtles, enticing them with treasure to use their blistering breath weapons in sahuagin raids against ships and coastal settlements.\"]},{\"name\":\"Elemental Might\",\"type\":\"entries\",\"entries\":[\"Dragon turtles sometimes find their way through sunken planar rifts to the Elemental Plane of Water. Those monstrous specimens can often be found in the service of marids, which strap magnificent coral thrones to the backs of dragon turtles and ride them as mounts.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Dragon Turtle.webp\"}}]},{\"name\":\"Dragons\",\"source\":\"MM\",\"entries\":[{\"type\":\"section\",\"name\":\"Dragons\",\"entries\":[\"True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.\",\"Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.\",\"Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.\",\"True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.\",{\"type\":\"table\",\"caption\":\"Dragon Age Categories\",\"colLabels\":[\"Category\",\"Size\",\"Age Range\"],\"colStyles\":[\"col-4\",\"col-4\",\"col-4\"],\"rows\":[[\"Wyrmling\",\"Medium\",\"5 years or less\"],[\"Young\",\"Large\",\"6–100 years\"],[\"Adult\",\"Huge\",\"101–800 years\"],[\"Ancient\",\"Gargantuan\",\"801 years or more\"]]}]}]},{\"name\":\"Dretch\",\"source\":\"MM\",\"_copy\":{\"name\":\"Demons\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Dretches are among the weakest of demons-repulsive, self-loathing creatures doomed to spend eternity in a state of perpetual discontent. Their low intelligence makes dretches unsuitable for anything but the simplest tasks. However, what they lack in potential, they make up for in sheer malice. Dretches mill about in mobs, voicing their displeasure as an unsettling din of hoots, snarls, and grunts.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Dretch.webp\"}}}}}},{\"name\":\"Drider\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"When a drow shows great promise, Lolth summons it to the Demonweb Pits for a test of faith and strength. Those that pass the test rise higher in the Spider Queen's favor. Those that fail are transformed into driders-a horrid hybrid of a drow and a giant spider that serves as a living reminder of Lolth's power. Only drow can be turned into driders, and the power to create these creatures resides with Lolth alone.\",{\"type\":\"entries\",\"name\":\"Scarred for Life\",\"entries\":[\"Drow transformed into driders return to the Material Plane as twisted and debased creatures. Driven by madness, they disappear into the Underdark to become hermits and hunters, either wandering alone or leading packs of giant spiders.\",\"On rare occasion, a drider returns to the fringes of drow society despite its curse, most often to fulfill some longstanding vow or vendetta from its former life. Drow fear and shun the driders, holding them in lower esteem than slaves. However, they tolerate the presence of these creatures as living representatives of Lolth's will, and a reminder of the fate that awaits all who fail the Spider Queen.\"]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"I failed the Spider Queen once. Never again.\"],\"by\":\"Pellanistra the drider\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Drider.webp\"}}]},{\"name\":\"Drow\",\"source\":\"MM\",\"entries\":[{\"name\":\"Drow\",\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Tens of thousands of years ago, the elves were divided, with those of benevolent disposition battling those that were selfish and cruel. The war among elvenkind ended when the good elves banished their malevolent kin to the subterranean depths. Here, in the lightless caverns and endless warrens of twisting passages, the dark elves-the drow-found refuge. They also found leadership in the only elven deity who had not forsaken them. At her command, the dark elves built an empire in the underworld.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Children of Lolth\",\"entries\":[\"The drow worship Lolth, a deity who resides in the Abyss. Known as the Spider Queen or the Demon Queen of Spiders, she is the figure around which the dark elves have built their subterranean civilization. Whatever she demands, the drow do. The wickedest of elves, drow are seldom seen by the surface world. Though they plot to destroy the elves that banished them, they no longer see themselves as exiles. They are the destined rulers of the darkness, and when Lolth commands them to rise up and destroy their surface-dwelling kin, they will.\"]},{\"type\":\"entries\",\"name\":\"Creatures of Darkness\",\"entries\":[\"The drow have lived underground for so long that they have evolved to their surroundings and can see in the dark. However, they can no longer stand sunlight. When slaves are in short supply in the Underdark, the drow send raiding parties to the surface to capture humanoids under cover of darkness, bringing them back to their cities to be tortured into submission. Beyond those occasional excursions, the drow are content to remain in their subterranean realm, where they feel secure and in control.\"]},{\"type\":\"entries\",\"name\":\"Underdark Cities\",\"entries\":[\"The dark elves build fantastic cities in enormous caverns where food and water are abundant. Their ability to sculpt stone rivals that of the greatest dwarf artisans, yet their structures retain a decidedly elven aesthetic. Though appearing delicate, drow settlements are structurally sound and remarkably resilient. The drow like to hollow out enormous stalagmites and stalactites, creating populated spires that rise from the floors and ceilings. A drow city is a sprawling metropolis enclosed by high walls. Non-drow visitors must conduct their business outside the walls under watchful eyes. The drow raise and keep giant spiders to help protect their cities against intruders, even as they drape those cities in beautiful webbing, creating a gossamer snare to catch flying enemies that would otherwise soar over the walls.\"]},{\"type\":\"entries\",\"name\":\"Drow Magic\",\"entries\":[\"Just as the drow have adapted to underground life, so too has their magic. In addition to using that magic to carve their cities from stone, they empower their weapons, create dangerous new magic items, and summon demons from the Abyss. Drow spellcasters are supremely arrogant and never hesitate to use their magic in the most abhorrent ways.\"]},{\"type\":\"entries\",\"name\":\"Arms and Armor\",\"entries\":[\"Drow craft weapons made of adamantine, a dark and supernaturally hard metal. Drow artisans adorn their weapons and armor with web-like filigree and spider motifs, and mages sometimes imbue items with magic to enhance their effectiveness. However, such magic fades when exposed to sunlight, so that magical drow weapons and armor rarely retain their enhancement bonuses and magical properties when brought to the surface.\"]},{\"type\":\"entries\",\"name\":\"Cutthroat Politics\",\"entries\":[\"Drow politics are cutthroat and rife with intrigue. When drow work together, it is typically to destroy a common foe and ensure their own survival, and such alliances are short lived and fraught with peril.\",\"Drow society is divided into noble houses, each ruled by a matron who seeks to raise the prestige and power of her house above all others. Other high-ranking members of the house are blood relatives, while the middling ranks are flush with drow from weaker families that have sworn fealty to the greater house. Clinging precariously to the bottom rung of a house's social ladder are the house slaves, made up of drow of low birth and the occasional non-drow captive.\"]},{\"type\":\"entries\",\"name\":\"Matriarchal Rule\",\"entries\":[\"Lolth, through her faithful priestesses, dictates the rules of drow society, ensuring that her orders and plots are carried out. Since Lolth is prone to manifesting on the Material Plane and directly punishing those that disobey her, the drow have learned to heed what she says and do as her priestesses command.\",\"In drow society, males are subservient to females. A male drow might lead an Underdark patrol or a raiding party to the surface, but he reports to a female drow-either the matron of his house or one of her hand-picked female subordinates. Although male drow can fill almost any function in drow society, they can't be priests, nor can they rule a house.\"]},{\"type\":\"entries\",\"name\":\"Poison Predilection\",\"entries\":[\"Distilled from spider venom and the flora of the Underdark, poison can be found in abundance among the drow, and it plays an important part in their culture and politics. Drow mages concoct a viscid toxin that leaves enemies {@condition unconscious}. Drow warriors coat their blades and crossbow bolts with this venom, looking forward to the interrogation and torture that follows combat.\"]},{\"type\":\"inset\",\"name\":\"Variant: Drow Magic Armor and Weapons\",\"entries\":[\"Drow often wear magic armor and carry magic weapons that lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer.\",{\"type\":\"list\",\"items\":[\"A drow wearing a +1 chain shirt and carrying a +1 shortsword has AC 16 and a +1 bonus on attack and damage rolls with shortsword attacks.\",\"A drow elite warrior wearing +2 studded leather and carrying a +2 shortsword has AC 20 and a +2 bonus on attack and damage rolls with shortsword attacks.\",\"A drow priestess of Lolth wearing +3 scale mail has AC 19.\"]}]}]}]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Such depravity. Such terrifying cruelty. They are the vile poison that plagues all elvenkind.\"],\"by\":\"Nelar Autumnwell, elf cleric of Corellon Larethian\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Drow.webp\"},\"title\":\"Drow\"}]},{\"name\":\"Drow Elite Warrior\",\"source\":\"MM\",\"_copy\":{\"name\":\"Drow\",\"source\":\"MM\"}},{\"name\":\"Drow Mage\",\"source\":\"MM\",\"_copy\":{\"name\":\"Drow\",\"source\":\"MM\"},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Drow Mage.webp\"}}]},{\"name\":\"Drow Priestess of Lolth\",\"source\":\"MM\",\"_copy\":{\"name\":\"Drow\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Female drow with blood ties to a noble house are molded and trained from birth to become priestesses of Lolth. The Spider Queen doesn't allow male drow to hold such positions.\",\"Such priestesses execute the will of the Spider Queen, and as a result, they wield tremendous power and influence in drow society. The matron mothers who rule the drow houses are the most powerful of Lolth's priestesses, but they must constantly balance their devotion to the Spider Queen with their devotion to their families.\"]}]}}}}},{\"name\":\"Druid\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Druids dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Druid.webp\"}}]},{\"name\":\"Dryad\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Travelers entering a forest might catch a glimpse of a feminine form flitting through the trees. Warm laughter hangs on the air, drawing those who hear it deeper into the emerald shadows.\",{\"type\":\"entries\",\"name\":\"Treebound\",\"entries\":[\"Powerful fey will sometimes bind lesser fey spirits to trees, transforming them into dryads. This is sometimes done as a punishment when the fey spirit falls in love with a mortal and that love is forbidden.\",\"A dryad can emerge from the tree and travel the lands around it, but the tree remains her home and roots her to the world. As long as the tree remains healthy and unharmed, the dryad stays forever youthful and alluring. If the tree is harmed, she suffers. If the tree is ever destroyed, the dryad descends into madness.\"]},{\"name\":\"Reclusive Fey\",\"type\":\"entries\",\"entries\":[\"Dryads act as guardians of their woodland demesnes. Shy and reclusive, they watch interlopers from the trees. A dryad struck by the beauty of a stranger might investigate more closely, perhaps even try to lure the individual away to be {@condition charmed}.\",\"Dryads work with other sylvan creatures to defend their forests. Unicorns, treants, and satyrs live alongside them, in addition to druids that share the dryads' devotion to the woods they call home.\"]},{\"name\":\"Woodland Magic\",\"type\":\"entries\",\"entries\":[\"Dryads can speak with plants and animals. They can teleport from one tree to another, luring interlopers away from their groves. If pressed, a dryad can beguile humanoids with her enchantments, turning enemies into friends. They also know a handful of useful spells.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Dryad.webp\"}}]},{\"name\":\"Duergar\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The tyrannical duergar, also known as gray dwarves, dwell in fantastic cities deep in the Underdark. Using ancient dwarven knowledge and myriad slaves, they work tirelessly to expand their subterranean kingdoms.\",\"Most duergar (including females) are bald and have ashen gray skin. They wear drab clothing designed to blend in with stone, along with simple jewelry that reflects their severe and utilitarian demeanor.\",{\"name\":\"Slaves to Slavers\",\"type\":\"entries\",\"entries\":[\"The duergar were once dwarves, before their greed and endless delving beneath the earth brought them into contact with the mind flayers. Held in captivity for generations by the illithids, the dwarves eventually won their independence with the aid of the evil god Laduguer. Slavery had forever changed them, however, darkening their spirits to make the duergar as evil as the tyrants they had escaped. Despite winning their freedom, duergar are dour, pessimistic, untrusting creatures, always toiling and complaining, with no memory of what it means to be happy or proud. Their craftsmanship and accomplishments endure, yet they are bereft of warmth or artistry.\",\"Duergar make war against their dwarven kin and all other subterranean races. They forge alliances when it is convenient, then break those alliances when they have nothing more to gain. They take and hold slaves to toil in the Underdark, regarding them as free labor and crude currency.\"]},{\"name\":\"Tough as Stone\",\"type\":\"entries\",\"entries\":[\"Like dwarves, duergar have strong constitutions. Adding to their physical stamina is an incredible mental fortitude resulting from their time as slaves of the illithids. A duergar's mind is a fortress, able to shrug off charms, illusions, and other spells.\"]},{\"name\":\"Born of Darkness\",\"type\":\"entries\",\"entries\":[\"The Underdark is saturated with strange magical power, which the duergar absorbed over generations of imprisonment. A duergar can increase its size and strength for a short time, becoming a powerful ogre-sized warrior. If it faces a foe it can't fight, or when spying on creatures approaching its territory, it can just as easily become {@condition invisible} to slip away into the darkness. Eons spent in the Underdark also sharpened their {@sense darkvision}, allowing them to see twice as far as other dwarves. This keen eyesight comes at a cost, however, as a duergar's vision is compromised by sunlight.\"]},{\"name\":\"Infernal Master\",\"type\":\"entries\",\"entries\":[\"Asmodeus, Lord of the Nine Hells, has been known to impersonate duergar gods in order to cultivate the evil brimming in the hearts of the gray dwarves. He offers them divine guidance and vengeance against their enemies while urging them on toward greater acts of tyranny, all the while concealing his true identity.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Duergar.webp\"},\"credit\":\"Jasper Sandner\"}]},{\"name\":\"Duodrone\",\"source\":\"MM\",\"_copy\":{\"name\":\"Modrons\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":\"The blocky duodrones supervise units of monodrones and can perform up to two tasks at a time.\"}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Duodrone.webp\"}}]},{\"name\":\"Dust Mephit\",\"source\":\"MM\",\"_copy\":{\"name\":\"Mephits\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Dust Mephit\",\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Composed of earth and air, dust mephits are drawn to catacombs and find death morbidly fascinating.\"]}]}},\"images\":{\"mode\":\"appendArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Dust Mephit.webp\"}}}}}},{\"name\":\"Eagle\",\"source\":\"MM\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Eagle.webp\"}}]},{\"name\":\"Earth Elemental\",\"source\":\"MM\",\"_copy\":{\"name\":\"Elementals\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"An earth elemental plods forward like a walking hill, club-like arms of jagged stone swinging at its sides. Its head and body consist of dirt and stone, occasionally set with chunks of metal, gems, and bright minerals.\",\"Earth elementals glide through rock and earth as though they were liquid. Earthbound creatures have much to fear from an earth elemental, since the elemental can pinpoint the precise location of any foe that stands on solid ground in its vicinity.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Earth Elemental.webp\"}}}}}},{\"name\":\"Efreeti\",\"source\":\"MM\",\"_copy\":{\"name\":\"Genies\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":[\"Hulking genies of the Elemental Plane of Fire, the efreet are masters of flame, immune to fire and able to create it on a whim. Fine silk caftans and damask robes drape their magma-red or coal-black skin, and they bedeck themselves in brass and gold torcs, chains, and rings, all glittering with jewels. When an efreeti flies, its lower body transforms into a column of smoke and embers.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"name\":\"Haughty and Cruel\",\"type\":\"entries\",\"entries\":[\"The efreet are deceptive, cunning, and cruel to the point of ruthlessness. They despise being forced into servitude and are relentless in pursuit of vengeance against creatures that have wronged them. Efreet don't see themselves in this light, naturally, and regard their race as fair and orderly, even as they admit to an enlightened sense of self-interest.\"]},{\"name\":\"Spiteful Slavers\",\"type\":\"entries\",\"entries\":[\"Efreet view all other creatures as enemies or potential serfs. They raid the Material Plane and the elemental planes for slaves, which they capture and bring back to their homes on the Elemental Plane of Fire. The efreet rule as oppressive tyrants, promoting only the cruelest among their slaves. Those overseers are given whips to help keep the rank-and-file slaves in line.\"]},{\"name\":\"Planar Raiders\",\"type\":\"entries\",\"entries\":[\"Most efreet reside on the Elemental Plane of Fire, either in great domed fortresses of black glass and basalt surrounded by churning lakes of fire, or in the fabled City of Brass. Additionally, efreet military outposts thronging with their minions and slaves can be found scattered throughout the planes.\",\"On the Material Plane, efreet dwell in fiery regions such as volcanoes and the burning expanses of the world's deserts. Their love of the desert brings them into conflict with the djinn that ride the desert whirlwinds, and with the earthbound dao. Efreet utterly despise marids, with whom they have maintained a passionate conflict throughout the history of both races.\"]}]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"The armies of the Grand Sultan are bolstered by legions of devils, his palace warded by spells of a thousand archmagi. No one has plundered the efreeti's fabled vaults and lived to tell the tale. By the grace of a thousand winds, you could be the first.\"],\"by\":\"A djinni enticing adventurers to free her caliph from a magic lamp in the Charcoal Palace of the City of Brass\"}]}]}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Efreeti.webp\"}}]},{\"name\":\"Elementals\",\"source\":\"MM\",\"entries\":[{\"type\":\"section\",\"name\":\"Elementals\",\"entries\":[\"Elementals are incarnations of the elements that make up the universe: air, earth, fire, and water. Though little more than animated energy on their own planes of existence, they can be called on by spellcasters and powerful beings to take shape and perform tasks.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Living Elements\",\"entries\":[\"On its home plane, an elemental is a bodiless life force. Its dim consciousness manifests as a physical shape only when focused by the power of magic. A wild spirit of elemental force has no desire except to course through the element of its native plane. Like beasts of the Material Plane, these elemental spirits have no society or culture, and little sense of being.\"]},{\"type\":\"entries\",\"name\":\"Conjured by Magic\",\"entries\":[\"Certain spells and magic items can conjure an elemental, summoning it from the Inner Planes to the Material Plane. Elementals instinctively resent being pulled from their native planes and bound into service. A creature that summons an elemental must assert force of will to control it.\"]},{\"type\":\"entries\",\"name\":\"Bound and Shaped\",\"entries\":[\"Powerful magic can bind an elemental spirit into a material template that defines a specific use and function. Invisible stalkers are air elementals bound to a specific form, in the same way that water elementals can be shaped into water weirds.\"]},{\"type\":\"entries\",\"name\":\"Elemental Nature\",\"entries\":[\"An elemental doesn't require air, food, drink, or sleep.\"]}]}]}]}]},{\"name\":\"Empyrean\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Empyreans are the celestial children of the gods of the Upper Planes. They are universally beautiful, statuesque, and self-assured.\",{\"name\":\"Manifest Emotion\",\"type\":\"entries\",\"entries\":[\"An empyrean can experience deity-like fits of serenity or rage. It can affect the environment around it by its mood. When an empyrean is unhappy, the clouds might cry tears of salt water, the wildflowers in surrounding meadows might wilt, dead fish might wash ashore in lakes or rivers, or a nearby forest might lose the leaves from its trees. When an empyrean is jubilant, sunlight follows it everywhere, small animals frolic in its footsteps, and birds fill the sky with their pleasing songs.\"]},{\"name\":\"Evil Empyreans\",\"type\":\"entries\",\"entries\":[\"A few empyreans have turned to evil after venturing to the Lower Planes and becoming corrupted, or as the result of being cursed by evil gods. An evil empyrean can't survive long on the Upper Planes and usually retreats to the Material Plane, where it can rule over a kingdom of mortals as an indomitable tyrant.\"]},{\"name\":\"Immortal Titans\",\"type\":\"entries\",\"entries\":[\"Empyreans don't age but can be slain. Because few empyreans can imagine their own demise, they fight fearlessly when drawn into battle, refusing to believe that the end is upon them even when standing at death's door. When an empyrean dies, its spirit returns to its home plane. There, one of the fallen empyrean's parents resurrects the empyrean unless he or she has a good reason not to.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Empyrean.webp\"}}]},{\"name\":\"Erinyes\",\"source\":\"MM\",\"_copy\":{\"name\":\"Devils\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The most beautiful and striking of all lesser and greater devils, the erinyes are fierce and disciplined warriors. Sweeping down from the skies, they bring swift death to creatures that have wronged their masters or defied the edicts of Asmodeus. The erinyes appear as male or female humanoids with statuesque builds and large feathery wings. Most wear stylized armor and horned helms, and carry exquisite swords and bows. A few also use ropes of entanglement to ensnare powerful foes.\",\"Legends tell that the first erinyes were angels that fell from the Upper Planes because of temptation or misdeed. Erinyes are always willing to take advantage of being mistaken for celestials in their missions of conquest and corruption.\",{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"They live by the sword and kill by the sword. Their beauty is nothing compared to their wrath.\"],\"by\":\"From {@style The Book of Vile Darkness|small-caps}\"}]},{\"type\":\"inset\",\"name\":\"Variant: Rope of Entanglement\",\"entries\":[\"Some erinyes carry a {@item rope of entanglement} (detailed in the Dungeon Master's Guide). When such an erinyes uses its Multiattack, the erinyes can use the rope in place of two of the attacks.\"]}]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Erinyes.webp\"}}}}}},{\"name\":\"Ettercap\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Ettercaps are humanoid spiders that tend, feed, and watch over spiders the way a shepherd oversees a flock of sheep. They lair deep in remote forests.\",\"Fine strands of silk stream from glands in an ettercap's abdomen, letting it shoot sticky strands of webbing to bind, entrap, or strangle its victims. It can also use its webbing to fashion elaborate snares and nets, which often festoon its lair.\",{\"name\":\"Quiet Killers\",\"type\":\"entries\",\"entries\":[\"When travelers and explorers venture into an ettercap's territory, the ettercap stalks them. Some meet their end wandering blindly into traps or sections of forest enclosed by webs. Others, the ettercap garrotes with strands of web or envenoms with its poisonous bite.\"]},{\"name\":\"Sylvan Despoilers\",\"type\":\"entries\",\"entries\":[\"Though they dwell in the wilds, ettercaps have no desire to live in harmony with nature. A forest infested with ettercaps transforms into a gloomy place, choked with webs and infested with giant spiders, giant insects, and other sinister predators. Creatures that wander too far into such a wood are soon lost in a maze of webs that dangle with the bones and lost treasures of the ettercaps' victims.\"]},{\"name\":\"Enemies of the Fey\",\"type\":\"entries\",\"entries\":[\"Ettercaps are natural enemies of fey creatures. The foul creatures set web snares to catch sprites and pixies, which they hungrily devour, and will encase a dryad's tree in webbing in a vain attempt to trap the dryad. Otherwise timid fey will sometimes approach outsiders for help in dealing with an ettercap infestation, being ill-equipped to deal with the malevolent creatures themselves.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Ettercap.webp\"}}]},{\"name\":\"Ettin\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"An ettin is a foul, two-headed giant with the crude characteristics of an orc. It never bathes if it can help it, and its thick skin is usually encrusted with a thick layer of dirt and grime beneath the stinking hides it wears. Its long stringy hair hangs in an unkempt mess about its faces, and its breath reeks from mouths filled with crooked teeth and tusks.\",{\"name\":\"Dual Personality\",\"type\":\"entries\",\"entries\":[\"The twin heads of an ettin are two individuals trapped in the same brutish body. Each head has its own mind, personality, and name, and possesses unique preferences and quirks. Bound from birth, both minds only rarely experience privacy or solitude. This familiarity breeds contempt, and an ettin bullies and argues with itself constantly, its two heads each taking constant offense at the other's slights.\",\"When other creatures refer to an ettin, they combine its double names to form a single compound name that applies to the creature as a whole. If an ettin has one head named Hargle and another named Vargle, other creatures call the ettin Harglevargle.\"]},{\"name\":\"Solitary Lives\",\"type\":\"entries\",\"entries\":[\"As much as an ettin argues with itself, it is even less tolerant of other ettins, since a conversation between two ettins almost always amounts to a shouting match between a crowd of four belligerent heads. Most ettins are solitary creatures as a result, tolerating one another only to reproduce.\",\"An ettin's twin heads are always the same gender, with a body to match.\",\"Females are the dominant gender among ettins, and they initiate the ettins' mating rituals. After finding a suitable den, a female ettin hunts and conquers a male, which cares for and feeds her during her six-month pregnancy. Once the child is born, the male ettin is released from servitude. When the child is old enough to hunt for itself, the mother sends it away and abandons the den.\"]},{\"name\":\"Two Heads are Better than One\",\"type\":\"entries\",\"entries\":[\"When focused on a mutually beneficial purpose or united by a common threat, an ettin can resolve its personality differences and dedicate itself fully to a task. An ettin fights with a weapon in each hand, making twin attacks directed by its respective heads. When an ettin sleeps, one of its heads remains ever alert, gaining its only moments of privacy and keeping two eyes open for any creature that disturbs its precious solitude.\"]},{\"name\":\"Orcish Ties\",\"type\":\"entries\",\"entries\":[\"In ancient dialects of Common, the word \\\"ettin\\\" translates as \\\"ugly giant.\\\" Legends tell of orcs that once stumbled upon a temple to Demogorgon, the magic of which transformed them into giant mockeries of the twin-headed Prince of Demons. Driven to near madness, these creatures scattered into the wilderness to become the first ettins.\",\"Whatever the truth of the ettins' origin, orcs treat them as distant cousins, and orc tribes often entice ettins to serve as guards, scouts, and marauders. An ettin isn't particularly loyal to its orc handlers, but the orcs can win it over with the promise of food and loot.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Ettin.webp\"}}]},{\"name\":\"Faerie Dragon\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A faerie dragon is a cat-sized dragon with butterfly wings. It wears a sharp-toothed grin and expresses its delight by the twitching of its tail, its merriment fading only if it is attacked.\",{\"name\":\"Invisible Tricksters\",\"type\":\"entries\",\"entries\":[\"The only warning of a faerie dragon's presence is a stifled giggle. The dragon stays out of sight, watching invisibly as its victims contend with its pranks. When its fun is done, the dragon might reveal itself, depending on the disposition of its \\\"prey.\\\"\"]},{\"name\":\"Friendly and Bright\",\"type\":\"entries\",\"entries\":[\"A faerie dragon has a sharp mind, a fondness for treasure and good company, and a puckish sense of humor. Travelers can play to a faerie dragon's draconic nature by offering it \\\"treasure\\\" in the form of sweets, baked goods, and baubles in exchange for information or safe passage through its territory.\"]},{\"name\":\"The Colors of Age\",\"type\":\"entries\",\"entries\":[\"A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.\"]},{\"type\":\"table\",\"colLabels\":[\"Dragon Color\",\"Age Range\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"Red\",\"5 years or less\"],[\"Orange\",\"6–10 years\"],[\"Yellow\",\"11–20 years\"],[\"Green\",\"21–30 years\"],[\"Blue\",\"31–40 years\"],[\"Indigo\",\"41–50 years\"],[\"Violet\",\"51 years or more\"]]},\"CR 1 (200 XP) For a red, orange, or yellow faerie dragon; 2 (450 XP) for a green, blue, indigo, or violet faerie dragon\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Faerie Dragon.webp\"}}]},{\"name\":\"Faerie Dragon (Blue)\",\"source\":\"MM\",\"_copy\":{\"name\":\"Faerie Dragon\",\"source\":\"MM\"}},{\"name\":\"Faerie Dragon (Green)\",\"source\":\"MM\",\"_copy\":{\"name\":\"Faerie Dragon\",\"source\":\"MM\"}},{\"name\":\"Faerie Dragon (Indigo)\",\"source\":\"MM\",\"_copy\":{\"name\":\"Faerie Dragon\",\"source\":\"MM\"}},{\"name\":\"Faerie Dragon (Orange)\",\"source\":\"MM\",\"_copy\":{\"name\":\"Faerie Dragon\",\"source\":\"MM\"}},{\"name\":\"Faerie Dragon (Red)\",\"source\":\"MM\",\"_copy\":{\"name\":\"Faerie Dragon\",\"source\":\"MM\"}},{\"name\":\"Faerie Dragon (Violet)\",\"source\":\"MM\",\"_copy\":{\"name\":\"Faerie Dragon\",\"source\":\"MM\"}},{\"name\":\"Faerie Dragon (Yellow)\",\"source\":\"MM\",\"_copy\":{\"name\":\"Faerie Dragon\",\"source\":\"MM\"}},{\"name\":\"Fire Elemental\",\"source\":\"MM\",\"_copy\":{\"name\":\"Elementals\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A faint humanoid shape threads through the core of this wild, moving flame. A fire elemental is a force of capricious devastation. Wherever it moves, it sets its surroundings ablaze, turning the world to ash, smoke, and cinders. Water can halt its destructive progress, causing the fire elemental to shrink back, hissing and smoking in pain and rage.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Fire Elemental.webp\"}}}}}},{\"name\":\"Fire Giant\",\"source\":\"MM\",\"_copy\":{\"name\":\"Giants\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Master crafters and organized warriors, fire giants dwell among volcanoes, lava floes, and rocky mountains. They are ruthless militaristic brutes whose mastery of metalwork is legendary.\",{\"type\":\"entries\",\"name\":\"Fire Forged\",\"entries\":[\"Fire giant fortresses are built around and inside volcanoes or near magma-filled caverns. The blistering heat of their homes fuels the fire giants' forges, and causes the iron of their fortress walls to glow a comforting orange. In lands far removed from volcanic heat, fire giants mine coal to burn. Traditional smithies occupy places of honor in their demesnes, and the giants' stony fortresses constantly belch plumes of sooty smoke. In more remote outposts, fire giants burn wood to keep their forge fires lit, deforesting leagues of land in all directions.\",\"Fire giants shun cold as much as their cousins the frost giants hate heat. They can adapt to cold environments with effort, though, keeping their hearth fires burning bright and wearing heavy woolen clothing and furs to stay warm.\"]},{\"type\":\"entries\",\"name\":\"Martial Experts\",\"entries\":[\"From birth, a fire giant is taught to embrace a legacy of war. At the cradle, its parents chant songs of battle. As children, fire giants play at war, hurling igneous rocks at one another across the banks of magma rivers. In later years, formal martial training becomes an integral part of life in the giants' fortresses and underground realms of smoke and ash.\",\"The fire giants' songs are odes of battles lost and won, while their dances are martial formations of pounding feet that resound like smiths' hammers throughout their smoky halls.\",\"Just as fire giants pass down their knowledge of crafting from generation to generation, their renowned fighting prowess comes not from wild fury but from endless discipline and training. Enemies make the mistake of underestimating fire giants based on their brutish manner, learning too late that these giants live for combat and can be shrewd tacticians.\"]},{\"type\":\"entries\",\"name\":\"Feudal Lords\",\"entries\":[\"Humanoids conquered in war become serfs to the fire giants. The serfs work the farms and fields on the outskirts of fire giant halls and fortresses, raising livestock and harvesting fields whose bounty is almost entirely tithed to the fire giant kings.\",\"Fire giant crafters work through insight and experience rather than writing or arithmetic. Though most fire giants place little worth on such frivolousness, they sometimes keep slaves at court who are versed in such skills. Serfs not destined for court or the fields (especially dwarves) are taken to the fire giants' mountainous realms to mine ore and gemstones from deep within the earth.\",\"Fire giants low in the ordning manage the mine tunnels and the slaves that toil there, few of which survive the difficult and dangerous work for long. Though fire giants are skilled in the engineering of mine tunnels and the gathering of ore, they place less importance on the safety of their slaves than on smelting and working the bounty those slaves produce.\"]},{\"type\":\"entries\",\"name\":\"Skilled Artisans\",\"entries\":[\"Fire giants have a fearsome reputation as soldiers and conquerors, and for their ability to burn, plunder, and destroy. Yet among the giants, fire giants produce the greatest crafters and artists. They excel at smelting and smith work, as they do at the engineering of metal and stone, and the quality of their artistry shows even in their implements of destruction and their weapons of war.\",\"Fire giants strive to build the strongest fortresses and most potent siege weapons. They experiment with alloys to create the hardest armor, then forge the swords that can pierce it. Such work requires brawn and brains in equal measure, and fire giants high in the ordning tend to be the smartest and strongest of their kind.\"]}]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Fire Giant.webp\"}}}}}},{\"name\":\"Fire Snake\",\"source\":\"MM\",\"_copy\":{\"name\":\"Salamander\",\"source\":\"MM\"},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Fire Snake.webp\"},\"credit\":\"Christopher Burdett\"}]},{\"name\":\"Flameskull\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Blazing green flames and mad, echoing laughter follow a disembodied skull as it patrols its demesne. When the undead flameskull discovers trespassers, it blasts the intruders with fiery rays from its eyes and dreadful spells called up from the dark recesses of its memory.\",\"Dark spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation.\",{\"name\":\"Legacy of Life\",\"type\":\"entries\",\"entries\":[\"A flameskull only dimly recalls its former life. Though it might speak in its old voice and recount key events from its past, it is but an echo of its former self. However, its undead transformation grants it full access to the magic it wielded in life, letting it cast spells while ignoring the material and somatic components it can no longer employ.\"]},{\"name\":\"Eternally Bound\",\"type\":\"entries\",\"entries\":[\"Intelligent and vigilant, a flameskull serves its creator by protecting a hidden treasure hoard, a secret chamber, or a specific individual. A flameskull carries out the directives given to it when it was created, and it interprets those commands to the letter. A flameskull's master must craft its instructions with care to ensure that the creature carries out its tasks properly.\",{\"name\":\"Wreathed in Flame\",\"entries\":[\"The fire wreathing a flameskull burns continually, giving off bright light that the creature controls. It uses those flames as a weapon, focusing them to loose them as fiery rays from its eye sockets.\"],\"type\":\"entries\"}]},{\"name\":\"Eldritch Rejuvenation\",\"type\":\"entries\",\"entries\":[\"A flameskull's shattered fragments reform unless they are splashed with holy water or subjected to a {@spell dispel magic} or {@spell remove curse} spell. If it can no longer fulfill its intended purpose, the re-formed flameskull is beholden to no one and becomes autonomous.\"]},{\"name\":\"Undead Nature\",\"type\":\"entries\",\"entries\":[\"A flameskull doesn't require air, food, drink, or sleep\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Flameskull.webp\"},\"credit\":\"Conceptopolis\"}]},{\"name\":\"Flesh Golem\",\"source\":\"MM\",\"_copy\":{\"name\":\"Golems\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":[\"A flesh golem is a grisly assortment of humanoid body parts stitched and bolted together into a muscled brute imbued with formidable strength. Its brain is capable of simple reason, though its thoughts are no more sophisticated than those of a young child. The golem's muscle tissue responds to the power of lightning, invigorating the creature with vitality and strength. Powerful enchantments protect the golem's skin, deflecting spells and all but the most potent weapons.\",\"A flesh golem lurches with a stiff-jointed gait, as if not in complete control of its body. Its dead flesh isn't an ideal container for an elemental spirit, which sometimes howls incoherently to vent its outrage. If the spirit breaks free of its creator's will, the golem goes berserk until calmed, or until its shell of flesh is destroyed or completely healed.\",{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Two of my gravediggers were caught and hanged yesterday. The other two are understandably reluctant to meet a similar fate, but I shan't let their concerns stall my progress. I need fresh corpses, and if those bumpkins can't get them for me, I'll use theirs instead.\"],\"by\":\"From the diary of Evangeliza Lavain, necromancer\"}]}]}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Flesh Golem.webp\"}}]},{\"name\":\"Flumph\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The mysterious flumphs drift through the Underdark, propelled through the air by the jets whose sound gives them their name. A flumph glows faintly, reflecting its moods in its color. Soft pink means it is amused, deep blue is sadness, green expresses curiosity, and crimson is anger.\",{\"name\":\"Intelligent and Wise\",\"type\":\"entries\",\"entries\":[\"Flumphs communicate telepathically. Though they resemble jellyfish, flumphs are sentient beings of great intelligence and wisdom, possessing advanced knowledge of religion, philosophy, mathematics, and countless other subjects.\",\"Flumphs are sensitive to the emotional states of nearby creatures. If a creature's thoughts suggest goodness, a flumph seeks that creature out. When facing creatures that exude evil, a flumph flees.\"]},{\"name\":\"Psionic Siphons\",\"type\":\"entries\",\"entries\":[\"Flumphs feed by siphoning mental energy from psionic creatures, and they can be found lurking near communities of mind flayers, aboleths, githyanki, and githzerai. As passive parasites, they take only the mental energy they need, and most creatures feel no loss or discomfort from such feeding.\",\"Consuming psionic energy reveals the thoughts and emotions of the creatures on which the flumphs feed. Since so many of those creatures are evil, flumphs are often subjected to thoughts, emotions, and hungers that sicken their pure nature. When flumphs encounter good-hearted adventurers, they eagerly share the dark secrets they have learned in the hopes of casting down their evil sources of energy, even if doing so means they must seek out new sources of nourishment.\"]},{\"name\":\"Flumph Society\",\"type\":\"entries\",\"entries\":[\"Flumphs live in complex and organized groups called cloisters, within which each flumph has a place and purpose. These harmonious groupings have no need for leaders, since all flumphs contribute in their own way\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Flumph.webp\"}}]},{\"name\":\"Flying Snake\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A flying snake is a brightly colored, winged serpent found in remote jungles. Tribespeople and cultists sometimes domesticate flying snakes to serve as messengers that deliver scrolls wrapped in their coils.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Flying Snake.webp\"}}]},{\"name\":\"Flying Sword\",\"source\":\"MM\",\"_copy\":{\"name\":\"Animated Objects\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":[\"A flying sword dances through the air, fighting with the confidence of a warrior that can't be injured. Swords are the most common weapons animated with magic. Axes, clubs, daggers, maces, spears, and even self-loading crossbows are also known to exist in animated object form.\",{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Lyin' next to the chest were the bones of {@style Cap'n Scornblade|small-caps} himself, still clutchin' his rusty sword. Imagine my surprise when the blade flew from his bony grasp! Still go the scar.\"],\"by\":\"Levity Quickstitch, halfling rogue\"}]}]}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Flying Sword.webp\"}}]},{\"name\":\"Fomorian\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The most hideous and wicked of all giantkind are the godless fomorians, whose deformed bodies reflect their vile demeanors. Some have facial features randomly distributed around their misshapen, warty heads. Others have limbs of grossly different sizes and shapes, or emit terrible howls each time they draw breath through misshapen mouths. Their wretched appearance rarely evokes sympathy, however, for the fomorians brought their doom upon themselves with the evil that rules their hearts and minds.\",{\"name\":\"Fey Curse\",\"type\":\"entries\",\"entries\":[\"The elves remember when the fomorians were among the most handsome of races, possessed of brilliant minds and unrivaled magical ability. That physical perfection did not extend to their hearts, however, as a lust for magic and power consumed them. The fomorians sought to conquer the Feywild and enslave its inhabitants, claiming those creatures' magic for themselves. When the fey united to defend their realm, the fomorians fought them and were subjected to a terrible curse.\",\"One by one, the giants fell as their bodies were warped to reflect the evil in their hearts. Stripped of their grace and magical power, the wretched horrors fled from the light, delving deep beneath the world to nurse their hatred. Cursing their fate, they have ever after plotted vengeance against the fey that wronged them.\"]},{\"name\":\"Giants of the Underdark\",\"type\":\"entries\",\"entries\":[\"The fomorians dwell in eerily beautiful caverns in the Underdark, rarely venturing to the surface. Their lairs feature abundant access to water, fish, and mushroom forests, as well as to the creatures whose slave labor keeps the fomorians fed. When those slaves can no longer toil, they are slain and devoured. Wickedness and depravity are the cornerstones of fomorian society, in which the strongest and cruelest giants rule. Fomorians mark their territories with the corpses of their enemies, painting their cavern walls with blood or stitching together limbs and body parts to make mockeries of the creatures they have killed.\",{\"name\":\"Ruined Flesh, Evil Minds\",\"entries\":[\"The deformities visited on the fomorians prevent them from hurling rocks like their giant kin, or wearing anything more than scraps of cloth. However, the grotesque positioning of their eyes, noses, and ears gives fomorians keen perceptive abilities, making it hard to surprise or ambush them. The greed and evil of the fomorians lies at the heart of their degeneration and fall, and continues to plague them. Fomorians make alliances with other creatures when it suits them, but they are disloyal by nature and betray their allies on a whim.\"],\"type\":\"entries\"}]},{\"name\":\"Curse of the Evil Eye\",\"type\":\"entries\",\"entries\":[\"Fomorians can pass their curse onto others using a power called the evil eye-a last vestige of the giants' once-remarkable spellcasting ability. A creature cursed by a fomorian's evil eye is magically twisted and deformed, gaining a glimpse into the pain and malice that has consumed this evil race.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Fomorian.webp\"}}]},{\"name\":\"Frog\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A frog has no effective attacks. It feeds on small insects and typically dwells near water, in trees, or underground. The frog's statistics can also be used to represent a toad.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Frog.webp\"}}]},{\"name\":\"Frost Giant\",\"source\":\"MM\",\"_copy\":{\"name\":\"Giants\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Gigantic reavers from the freezing lands beyond civilization, frost giants are fierce, hardy warriors that survive on the spoils of their raids and pillaging. They respect only brute strength and skill in battle, demonstrating both with their scars and the grisly trophies they take from their enemies.\",{\"type\":\"entries\",\"name\":\"Hearts of Ice\",\"entries\":[\"Frost giants are creatures of ice and snow. Their hair and beards are pale white or light blue, matted with frost and clattering with icicles. Their flesh is as blue as glacial ice.\",\"Frost giants dwell in high peaks and glacial rifts where the sun hides its golden head by winter. Crops don't grow in their frozen homelands, and they keep little livestock beyond what they capture in their raids against civilized lands. They hunt the wild game of the tundra and mountains but don't cook it, since meat from a fresh kill tastes sufficiently hot to their palate.\"]},{\"type\":\"entries\",\"name\":\"Reavers of the Storm\",\"entries\":[\"The war horns of the frost giants howl as they march from their ice fortresses and glacial rifts amid the howling blizzard. When that storm clears, villages and steadings lay in ruins, ravens descending to feed on the corpses of any creatures foolish or unlucky enough to stand in the giants' path.\",\"Inns and taverns suffer the brunt of the damage, their cellars gutted and their casks of ale and mead gone. Smithies are likewise toppled, their iron and steel claimed. Curiously undisturbed are the houses of moneylenders and wealthy citizens, for the reavers have little use for coins or baubles. Frost giants prize gems and jewelry large enough to be worn and noticed. However, even those treasures are most often saved for trading opportunities with other giants more adept at crafting metal weapons and armor.\"]},{\"type\":\"entries\",\"name\":\"Rulers by Might\",\"entries\":[\"Frost giants respect brute strength above all else, and a frost giant's place in the ordning depends on evidence of physical might, such as superior musculature, scars from battles of renown, or trophies fashioned from the bodies of slain enemies. Tasks such as hunting, childrearing, and crafting are given to giants based on their physical strength and hardiness.\",\"When frost giants of different clans meet and their status is unclear, they wrestle for dominance. Such meetings might resemble festivals where giants cheer on their champions, making bold boasts and challenges. At other times, the informal ceremony can become a chaotic free-for-all where both clans rush into a melee that fells trees, shatters the ice on frozen lakes, and causes avalanches on the snowy mountainsides.\"]},{\"type\":\"entries\",\"name\":\"Make War, Not Goods\",\"entries\":[\"Though frost giants consider the menial crafting of goods beneath them, carving and leatherwork are valued skills. They make their clothing from the skins and bones of beasts, and carve bone or ivory into jewelry and the handles of weapons and tools. They reuse the weapons and armor of their smaller foes, stringing shields into scale armor and lashing sword blades to wooden hafts to make giant-sized spears. The greatest battle trophies come from conquered dragons, and the greatest frost giant jarls wear armor of dragon scales or wield picks and mauls made of a dragon's teeth or claws.\"]}]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Frost Giant.webp\"}}}}}},{\"name\":\"Fungi\",\"source\":\"MM\",\"entries\":[{\"type\":\"section\",\"name\":\"Fungi\",\"entries\":[\"With its sky of jagged stone and perpetual night, the Underdark is home to all manner of fungi. Taking the place of plants in the subterranean realm, fungi are vital to the survival of many underground species, providing nourishment and shelter in the unforgiving darkness.\",\"Fungi spawn in organic matter, then break that matter down to consume it, feeding on filth and corpses. As they mature, fungi eject spores that drift on the lightest breeze to spawn new fungi.\",\"Not needing sunlight or warmth to grow, fungi thrive in every corner and crevice of the Underdark. Transformed by the magic that permeates that underground realm, Underdark fungi often develop potent defensive mechanisms or abilities of mimicry and attack. The largest specimens can spread to create vast subterranean forests in which countless creatures live and feed.\"]}]},{\"name\":\"Galeb Duhr\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The galeb duhr is a boulder-like creature with stumpy appendages that act as arms and legs. It has the ability to animate the rocks and boulders around it, and is thus usually encountered in rocky terrain.\",\"Powerful magic allows a spellcaster to summon a galeb duhr from the Plane of Earth. Some galeb duhr also form naturally in places touched by that plane. The galeb duhr is imbued with greater intelligence than most elementals, allowing it to better assess threats and to communicate with creatures entering its guarded area.\",{\"name\":\"Stone Guardian\",\"type\":\"entries\",\"entries\":[\"A galeb duhr doesn't age or require sustenance, making it an excellent sentinel. A powerful druid might charge a galeb duhr with protecting a stone circle or sacred hilltop. Another galeb duhr might be created to guard an underground tomb or a wizard's tower. When it chooses to, the galeb duhr can make itself look like an ordinary boulder, remaining perfectly still for years at a time.\",\"A galeb duhr is permanently bound to the Material Plane, so that when it dies, it doesn't return to the Plane of Earth. It has an excellent memory and is more than happy to share information regarding its environment with creatures it doesn't regard as threats.\"]},{\"name\":\"Stone Connection\",\"type\":\"entries\",\"entries\":[\"A galeb duhr can become one with the earth around it, allowing it to imbue nearby rocks and boulders with a semblance of life. The galeb duhr uses its animated boulders to frighten away interlopers and defend whatever it has been charged to protect. When it needs to move close to those intruders, it presses its limbs tight to its body and rolls forward at a furious pace.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Galeb Duhr.webp\"},\"credit\":\"Aaron Hübrich\"}]},{\"name\":\"Gargoyle\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The inanimate gargoyles that perch atop great buildings are inspired by these malevolent creatures of elemental earth that resemble grotesque, fiendish statues. A gargoyle lurks among masonry and ruins, as still as any stone sculpture, and delights in the terror it creates when it breaks from its suspended pose, as well as the pain it inflicts on its victims.\",{\"name\":\"Animate Stone\",\"type\":\"entries\",\"entries\":[\"Gargoyles cling to rocky cliffs and mountains, or roost on ledges in underground caves. They haunt city rooftops, perching vulture-like among the high stone arches and buttresses of castles and cathedrals, and they can hold themselves so still that they appear inanimate. Able to maintain this state for years, a gargoyle makes an ideal sentry.\"]},{\"name\":\"Deadly Reputation\",\"type\":\"entries\",\"entries\":[\"Gargoyles have a reputation for cruelty. Statues carved into the likenesses of gargoyles appear in the architecture of countless cultures to frighten away trespassers. Although such sculptures are only decorative, real gargoyles can hide among them to ambush unsuspecting victims. A gargoyle might alleviate the tedium of its watch by catching and tormenting birds or rodents, but its long wait only increases its craving for harming sentient creatures.\"]},{\"name\":\"Cruel Servants\",\"type\":\"entries\",\"entries\":[\"Gargoyles are easily inspired by the cunning of an intelligent master. They enjoy simple tasks such as guarding a master's home, torturing and killing interlopers, and anything else that involves minimum effort and maximum pain and carnage.\",\"Gargoyles sometimes serve demons for their propensity for wanton chaos and destruction. Powerful spellcasters can also easily enlist gargoyle guardians to keep watch over their gates and walls. Gargoyles have the patience and fortitude of stone, and will serve even the cruelest master for years without complaint.\"]},{\"type\":\"entries\",\"name\":\"Elemental Nature\",\"entries\":[\"A gargoyle doesn't require air, food, drink, or sleep.\"]},{\"type\":\"inset\",\"name\":\"Shards of Elemental Evil\",\"entries\":[\"As Ogrémoch, the evil Prince of Elemental Earth, treads his stony realm, it leaves shards of broken rock in his wake. Imbued with slivers of sentience, these shards thrum with the essence of the elemental prince, growing over long years into vaguely humanoid rock formations that resolve at last into the hard, cruel shapes of gargoyles.\",\"Ogrémoch doesn't create gargoyles deliberately, but they are a physical manifestation of his evil. Gargoyles are mockeries of the elemental air that Ogrémoch despises. They are heavy creatures of living stone, yet capable of flight. Like their creator, they possess a fundamental hatred for beings of elemental air, aarakocra in particular, and relish every opportunity to destroy such creatures.\",\"On their home plane, gargoyles carve out earth motes that Ogrémoch hurtles into Aaqa, the domain of the aarakocra and the benevolent Wind Dukes the bird folk serve in the Elemental Plane of Air.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Gargoyle.webp\"}}]},{\"name\":\"Gas Spore\",\"source\":\"MM\",\"_copy\":{\"name\":\"Fungi\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":[\"The first gas spores are thought to have been spawned from dead beholders, whose moldering corpses fed a parasitic fungus with aberrant magic. Having long since adapted into a unique plant creature, a gas spore grows quickly and purposefully out of any corpse, creating a malevolent-looking mockery of the most feared denizen of the Underdark.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Eye Tyrant's Form\",\"entries\":[\"A gas spore is a spherical, balloon-like fungus that resembles a beholder from a distance, though its true nature becomes increasingly obvious as one approaches it. The monster possesses a blind central \\\"eye\\\" and rhizome growths sprouting from its upper surface, superficially resembling a beholder's eyestalks.\"]},{\"type\":\"entries\",\"name\":\"Death Burst\",\"entries\":[\"A gas spore is a hollow shell filled with a lighter-than-air gas that enables it to float as a beholder does. Piercing the shell with even the weakest attack causes the creature to burst apart, releasing a cloud of deadly spores. A creature that inhales the spores becomes host to them, and is often dead within a day. Its corpse then becomes the spawning ground from which new gas spores arise.\"]},{\"type\":\"entries\",\"name\":\"Beholder Memories\",\"entries\":[\"A gas spore that sprouts from a beholder's corpse sometimes carries within it memories of its deceased parent. When the gas spore explodes, its deadly spores cast those memories adrift. Any creature that inhales the spores and survives inherits one or more of the beholder's fragmented memories, and might gain useful information about the beholder's former lair and other nearby places and creatures of interest.\"]}]}]}]}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Gas Spore.webp\"}}]},{\"name\":\"Gelatinous Cube\",\"source\":\"MM\",\"entries\":[\"Gelatinous cubes scour dungeon passages in silent, predictable patterns, leaving perfectly clean paths in their wake. They consume living tissue while leaving bones and other materials undissolved.\",\"A gelatinous cube is all but transparent, making it hard to spot until it attacks. A cube that is well fed can be easier to spot, since its victims' bones, coins, and other objects can be seen suspended inside the creature.\",{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"The dungeon's floors were spotless. That should have been our first clue.\"],\"by\":\"From the journal of Jaster Hollowquill, on his first exploration of Undermountain\"}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Gelatinous Cube.webp\"}}]},{\"name\":\"Generic Swarm\",\"source\":\"MM\",\"entries\":[{\"type\":\"inset\",\"name\":\"The Nature of Swarms\",\"entries\":[\"The swarms presented here aren't ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a {@creature yuan-ti abomination} might have {@creature swarm of poisonous snakes||swarms of poisonous snakes} slithering in its wake. Even druids can't charm these swarms, and their aggressiveness is borderline unnatural.\"]}]},{\"name\":\"Genies\",\"source\":\"MM\",\"entries\":[{\"type\":\"section\",\"name\":\"Genies\",\"entries\":[\"Genies are rare elemental creatures out of story and legend. Only a few can be found on the Material Plane. The rest reside on the Elemental Planes, where they rule from lavish palaces and are attended by worshipful slaves.\",\"Genies are as brilliant as they are mighty, as proud as they are majestic. Haughty and decadent, they have a profound sense of entitlement that stems from the knowledge that few creatures except the gods and other genies can challenge their power.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"name\":\"Creatures of the Elements\",\"entries\":[\"A genie is born when the soul of a sentient living creature melds with the primordial matter of an elemental plane. Only under rare circumstances does such an elemental-infused soul coalesce into a manifest form and create a genie.\",\"A genie usually retains no connection to the soul that gave it form. That life force is a building block that determines the genie's form and apparent gender, as well as one or two key personality traits. Although they resemble humanoid beings, genies are elemental spirits given physical form. They don't mate with other genies or produce genie offspring, as all new genies are born out of the same mysterious fusion of spirit energy and elemental power. A genie with a stronger connection to its mortal soul might choose to sire a child with a mortal, although such offspring are rare.\",\"When a genie perishes, it leaves nothing behind except what it was wearing or carrying, along with a small trace of its native element: a pile of dust, a gust of wind, a flash of fire and smoke, or a burst of water and foam.\",\"In contrast to their love of slaves, most genies loathe being bound to service themselves. A genie obeys the will of another only when bribed or compelled by magic. All genies command the power of their native element, but a rare few also possess the power to grant wishes. For both these reasons, mortal mages often seek to bind genies into service.\",\"Noble genies cultivate the jealousy and envy of other genies, asserting their superiority at every opportunity. Other genies respect the influence of the noble genies, knowing how unwise it is to defy a creature that can alter reality at a whim. A genie isn't beholden to any noble genie, however, and will sometimes choose to defy a noble genie's will and risk the consequences.\",\"Their miraculous powers, the grandeur of their abodes, and the numbers of their slaves allow some genies to deceive themselves into believing they are as powerful as the gods. Some go so far as to demand that mortals of other realms-even whole continents or worlds-bow down before them.\"],\"type\":\"entries\"},{\"name\":\"Rule or Be Ruled\",\"entries\":[\"Mortal slaves serve to validate a genie's power and high self-opinion. A hundred flattering voices are music to a genie's ears, while two hundred mortal slaves prostrated at its feet are proof that it is lord and master. Genies view slaves as living property, and a genie without property amounts to nothing among its own kind. As a result, many genies treasure their slaves, treating them as honored members of their households. Evil genies freely threaten and abuse their slaves, but never to the extent that the slaves are no longer of use.\"],\"type\":\"entries\"},{\"name\":\"Decadent Nobility\",\"entries\":[\"Noble genies are the rarest of their kind. They are used to getting what they want, and have learned to trade their ability to grant wishes to attain the objects of their desire. This constant indulgence has made them decadent, while their supreme power over reality makes them haughty and arrogant. Their vast palaces overflow with wonders and sensory delights beyond imagination.\"],\"type\":\"entries\"},{\"name\":\"The Power of Worship\",\"entries\":[\"Genies acknowledge the gods as powerful entities but have no desire to court or worship them. They find the endless fawning and mewling of religious devotees tiresome-except as it is directed toward them by their worshipful slaves.\"],\"type\":\"entries\"}]}]}]}]},{\"name\":\"Ghast\",\"source\":\"MM\",\"_copy\":{\"name\":\"Ghoul\",\"source\":\"MM\"},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Ghast.webp\"},\"credit\":\"Ryan Pancoast\"}]},{\"name\":\"Ghost\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A ghost is the soul of a once-living creature, bound to haunt a specific location, creature, or object that held significance to it in its life.\",{\"name\":\"Unfinished Business\",\"type\":\"entries\",\"entries\":[\"A ghost yearns to complete some unresolved task from its life. It might seek to avenge its own death, fulfill an oath, or relay a message to a loved one. A ghost might not realize that it has died and continue the everyday routine of its life. Others are driven by wickedness or spite, as with a ghost that refuses to rest until every member of a certain family or organization is dead.\",\"The surest way to rid an area of a ghost is to resolve its unfinished business. A ghost can be destroyed more easily by invoking a weakness tied to its former life. The ghost of a person tortured to death might be killed again by the implements of that torture. The ghost of a gardener might become more vulnerable when exposed to a potent floral fragrance.\"]},{\"name\":\"Ghostly Manifestations\",\"type\":\"entries\",\"entries\":[\"Sensations of profound sadness, loneliness, and unfulfilled yearning emanate from places where ghostly hauntings occur. Strange sounds or unnatural silences create an unsettling atmosphere. Cold spots settle in rooms that have roaring fires. A choking stench might seep into the area, inanimate objects might move of their own accord, and corpses might rise from the grave. The ghost has no control over these manifestations; they simply occur.\"]},{\"name\":\"Undead Nature\",\"type\":\"entries\",\"entries\":[\"A ghost doesn't require air, food, drink, or sleep.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Ghost.webp\"}}]},{\"name\":\"Ghoul\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Ghouls roam the night in packs, driven by an insatiable hunger for humanoid flesh.\",{\"name\":\"Devourers of Flesh\",\"type\":\"entries\",\"entries\":[\"Like maggots or carrion beetles, ghouls thrive in places rank with decay and death. A ghoul haunts a place where it can gorge on dead flesh and decomposing organs. When it can't feed on the dead, it pursues living creatures and attempts to make corpses of them. Though they gain no nourishment from the corpses they devour, ghouls are driven by an unending hunger that compels them to consume. A ghoul's undead flesh never rots, and this monster can persist in a crypt or tomb for untold ages without feeding.\"]},{\"name\":\"Abyssal Origins\",\"type\":\"entries\",\"entries\":[\"Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord's other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls' paralytic touch.\"]},{\"name\":\"Ghasts\",\"type\":\"entries\",\"entries\":[\"Orcus sometimes infuses a ghoul with a stronger dose of abyssal energy, making a ghast. Whereas ghouls are little more than savage beasts, a ghast is cunning and can inspire a pack of ghouls to follow its commands.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Ghoul.webp\"}}]},{\"name\":\"Giant Badger\",\"source\":\"MM\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Giant Badger.webp\"}}]},{\"name\":\"Giant Eagle\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A giant eagle is a noble creature that speaks its own language and understands speech in the Common tongue. A mated pair of giant eagles typically has up to four eggs or young in their nest (treat the young as normal eagles).\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Giant Eagle.webp\"}}]},{\"name\":\"Giant Elk\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The majestic giant elk is rare to the point that its appearance is often taken as a foreshadowing of an important event, such as the birth of a king. Legends tell of gods that take the form of giant elk when visiting the Material Plane. Many cultures therefore believe that to hunt these creatures is to invite divine wrath.\"]}]}]},{\"name\":\"Giant Fire Beetle\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A giant fire beetle is a nocturnal creature that takes its name from a pair of glowing glands that give off light. Miners and adventurers prize these creatures, for a giant fire beetle's glands continue to shed light for {@dice 1d6} days after the beetle dies. Giant fire beetles are most commonly found underground and in dark forests.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Giant Fire Beetle.webp\"}}]},{\"name\":\"Giant Frog\",\"source\":\"MM\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Giant Frog.webp\"}}]},{\"name\":\"Giant Lizard\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A giant lizard can be ridden or used as a draft animal. Lizardfolk also keep them as pets, and subterranean giant lizards are used as mounts and pack animals by drow, duergar, and other Underdark dwellers.\",{\"type\":\"inset\",\"name\":\"Variant: Giant Lizard Traits\",\"entries\":[\"Some giant lizards have one or both of the following traits.\",{\"type\":\"entries\",\"name\":\"Hold Breath\",\"entries\":[\"The lizard can hold its breath for 15 minutes. (A lizard that has this trait also has a swimming speed of 30 feet.)\"]},{\"name\":\"Spider Climb\",\"type\":\"entries\",\"entries\":[\"The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}]}]}]}]},{\"name\":\"Giant Octopus\",\"source\":\"MM\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Giant Octopus.webp\"}}]},{\"name\":\"Giant Owl\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Giant owls often befriend fey and other sylvan creatures and are guardians of their woodland realms.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Giant Owl.webp\"}}]},{\"name\":\"Giant Rat\",\"source\":\"MM\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Giant Rat.webp\"}}]},{\"name\":\"Giant Sea Horse\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Like their smaller kin, giant sea horses are shy, colorful fish with elongated bodies and curled tails. Aquatic elves train them as mounts.\"]}]}]},{\"name\":\"Giant Shark\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A giant shark is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships.\"]}]}]},{\"name\":\"Giant Spider\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"To snare its prey, a giant spider spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Giant Spider.webp\"},\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Giant Vulture\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A giant vulture has advanced intelligence and a malevolent bent. Unlike its smaller kin, it will attack a wounded creature to hasten its end. Giant vultures have been known to haunt a thirsty, starving creature for days to enjoy its suffering.\"]}]}]},{\"name\":\"Giant Wolf Spider\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Smaller than a giant spider, a giant wolf spider hunts prey across open ground or hides in a burrow or crevice, or in a hidden cavity beneath debris.\"]}]}]},{\"name\":\"Giants\",\"source\":\"MM\",\"entries\":[{\"type\":\"section\",\"name\":\"Giants\",\"entries\":[\"Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old.\",{\"name\":\"Old as Legend\",\"type\":\"entries\",\"entries\":[\"In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.\",\"Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight.\"]},{\"type\":\"entries\",\"name\":\"The Ordning\",\"entries\":[\"Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.\",\"Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.\",\"At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.\",\"Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude.\"]},{\"type\":\"inset\",\"name\":\"Giant Gods\",\"entries\":[\"When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.\",\"Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.\",\"Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast.\"]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Boulders assailed our walls and cast them down, leavin' gaps through which the giants strode, weapons in hand.\"],\"by\":\"Captain Dwern Addlestone's partial account of the Siege of Sterngate\"}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"And here is where Angerroth the barbarian fell against the giant horde. His bones are under that boulder over there.\"],\"by\":\"Elder Zelane of Istivin, recounting the Giant Wars\"}]}]}]},{\"name\":\"Gibbering Mouther\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Of all the terrors created by foul sorcery, gibbering mouthers are among the most wicked and depraved. This creature is the composite eyes, mouths, and liquefied matter of its former victims. Driven to insanity by the destruction of their bodies and absorption into the mouther, those victims gibber incoherent madness, forced to consume everything in reach.\",{\"name\":\"Amoeboid Form\",\"type\":\"entries\",\"entries\":[\"The gibbering mouther's body is an amorphous mass of mouths and eyes that propels itself by oozing forward, fastening several mouths to the ground and pulling its bulk behind. Though it moves slowly, it swims through water, mud, and quicksand with ease.\"]},{\"name\":\"Mouths of Madness\",\"type\":\"entries\",\"entries\":[\"When a gibbering mouther senses prey, its mouths begin to murmur and chatter, each with a different voice: deep or shrill, wailing or ululating, crying out in agony or ecstasy. This cacophonous gibbering overcomes the senses of any creature that hears it, causing most to flee in terror. Others are overcome with madness or stand {@condition paralyzed}, fixated on the horrific creature as it oozes forward to consume them.\",{\"name\":\"All-Consuming\",\"entries\":[\"Driven to devour any creature it can reach, a gibbering mouther flows over victims transfixed by its mad ranting, its multitudinous voices temporarily silenced as it gnaws and swallows living flesh. The monster liquefies stone with which it comes into contact, hindering creatures that overcome its gibbering and attempt to flee.\",\"A gibbering mouther leaves nothing of its prey behind. However, even as the last of a victim's body is consumed, its eyes and mouth boil to the surface, ready to join the chorus of tormented gibbering that welcomes the monster's next meal.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Gibbering Mouther.webp\"}}]},{\"name\":\"Gith\",\"source\":\"MM\",\"entries\":[{\"type\":\"section\",\"name\":\"Gith\",\"entries\":[\"The warlike githyanki and the contemplative githzerai are a sundered people-two cultures that utterly despise one another. Before there were githyanki or githzerai, these creatures were a single race enslaved by the {@creature mind flayer||mind flayers}. Although they attempted to overthrow their masters many times, their rebellions were repeatedly crushed until a great leader named Gith arose.\",\"After much bloodshed, Gith and her followers threw off the yoke of their illithid masters, but another leader named Zerthimon emerged in the aftermath of battle.\",\"Zerthimon challenged Gith's motives, claiming that her strict martial leadership and desire for vengeance amounted to little more than another form of slavery for her people. A rift erupted between followers of each leader, and they eventually became the two races whose enmity endures to this day.\",\"Whether these tall, gaunt creatures were peaceful or savage, cultured or primitive before the {@creature mind flayer||mind flayers} enslaved and changed them, none can say. Not even the original name of their race remains from that distant time.\",{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"The githyanki and the githzerai were so profoundly scarred by their enslavement to the mind flayers that they forget they were one race, united. Having won their freedom, they wage war against each other with a hatred none can fully comprehend.\"],\"by\":\"Aristul the Yellow, master of planar lore\"}]}]}]},{\"name\":\"Githyanki\",\"source\":\"MM\",\"_copy\":{\"name\":\"Gith\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The githyanki plunder countless worlds from the decks of their astral vessels and the backs of red dragons. Feathers, beads, gems, and precious metals decorate their armor and weapons-the legendary silver swords with which they cut through their foes. Since winning their freedom from the mind flayers, the githyanki have become ruthless conquerors under the rulership of their dread lich-queen, Vlaakith.\",{\"name\":\"Astral Raiders\",\"type\":\"entries\",\"entries\":[\"The githyanki despise all other races, undertaking devastating raids that take them from their strongholds in the Astral Plane to the far flung corners of the multiverse. War is the ultimate expression of githyanki culture, and their pitiless black eyes know no mercy. After a raid, they leave shattered survivors enough food and resources to weakly endure. Later, the githyanki return to their conquered foes, plundering them again and again.\"]},{\"name\":\"Followers of Gith\",\"type\":\"entries\",\"entries\":[\"In their own language, githyanki means \\\"followers of Gith.\\\" Under the guidance of Gith, the githyanki stratified into a militaristic society, with a strict caste system, dedicated to the ongoing fight against the victims and sworn enemies of their race. When their leader Gith perished, she was replaced by her undead adviser, Vlaakith. The lich-queen forbade worship of all beings except herself.\",\"Of all their enemies, the githyanki most hate their former masters, the mind flayers. Their close kin, the githzerai, are second in their enmity. All other creatures are treated with simple contempt by the githyanki, whose xenophobic pride defines their view of inferior races.\"]},{\"type\":\"entries\",\"name\":\"Silver Swords\",\"entries\":[\"In ancient times, gith knights created special weapons to combat their mind flayer masters.\",\"These silver swords channel the force of the wielder's will, dealing psychic as well as physical damage. A githyanki can't become a knight until it masters the singular discipline needed to will such a blade into existence. A silver sword is equivalent to a {@item greatsword|phb}, and takes on the properties of a {@item +3 greatsword} in the hands of its creator.\",\"In the eyes of the githyanki, each silver sword is a priceless relic and a work of art. Githyanki knights will hunt down and destroy any non-githyanki that dares to carry or wield a silver sword, reclaiming it for their people.\"]},{\"name\":\"Red Dragon Riders\",\"type\":\"entries\",\"entries\":[\"In the uprising against the illithids, Gith sought allies. Her adviser Vlaakith appealed to {@deity Tiamat|dawn war|DMG}, the goddess of evil dragonkind, and Gith ventured into the Nine Hells to meet with her. Only Tiamat now knows what passed between them, but Vlaakith returned to the Astral Plane with the Dragon Queen's red dragon consort Ephelomon, who proclaimed that his kind would forever act as allies to the githyanki. Not all red dragons honor the alliance kindled so long ago, but most at least don't consider the githyanki their enemies.\",{\"name\":\"Outposts in the Mortal Realm\",\"entries\":[\"Since creatures that dwell on the Astral Plane don't age, the githyanki establish creches in remote areas of the Material Plane to raise their young. Doubling as military academies, these creches train young githyanki to harness their psychic and combat abilities. When a githyanki grows to adulthood and slays a mind flayer as part of a sacred rite of passage, it is permitted to rejoin its people on the Astral Plane.\"],\"type\":\"entries\"}]}]}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Githyanki.webp\"}}]},{\"name\":\"Githyanki Knight\",\"source\":\"MM\",\"_copy\":{\"name\":\"Githyanki\",\"source\":\"MM\"}},{\"name\":\"Githyanki Warrior\",\"source\":\"MM\",\"_copy\":{\"name\":\"Githyanki\",\"source\":\"MM\"}},{\"name\":\"Githzerai\",\"source\":\"MM\",\"_copy\":{\"name\":\"Gith\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Focused philosophers and austere ascetics, the githzerai pursue lives of rigid order. Lean and muscular, they wear unadorned clothing free of ornamentation, keeping their own counsel and trusting few creatures outside of their own kind. Having turned their backs on their warlike githyanki kin, the githzerai maintain a strict monastic lifestyle, dwelling on islands of order in the vast sea of chaos that is the plane of Limbo.\",{\"name\":\"Psionic Adepts\",\"type\":\"entries\",\"entries\":[\"The progenitors of the githzerai adapted to—and were transformed by—the psychic environment imposed on them by their illithid overlords. Under the teachings of Zerthimon, who called on his people to abandon the warlike ambitions of Gith, the githzerai focused their mental energy on creating physical and psychic barriers to protect them from attack, psychic or otherwise. Fighting is personal to a githzerai, which uses its mind to daze and incapacitate opponents, leaving them vulnerable to physical punishment.\"]},{\"name\":\"Order amid Chaos\",\"type\":\"entries\",\"entries\":[\"The githzerai willingly dwell in the heart of utter chaos in Limbo—a twisting, mercurial plane prone to manipulation and subjugation by githzerai minds strong enough to master it. Limbo is a maelstrom of primal matter and energy, its terrain a storm of rock and earth swept up in torrents of murky liquid, buffeted by strong winds, blasted by fire, and chilled by crushing walls of ice.\",\"The forces of Limbo react to sentience, however. Using the power of their minds, the githzerai tame the plane's chaotic elements, causing them to settle into fixed and survivable forms and creating oases and sanctuaries within the maelstrom.\",\"Githzerai fortress-monasteries stand resolute against the chaos that surrounds them, virtually impervious to the turmoil of their surroundings, because the githzerai will it. Each monastery is overseen by monks that impose a strict schedule of chants, meals, martial arts training, and devotions according to their own philosophy. Behind their psionically fortified walls, the githzerai embrace thought, learning, psionic power, order, and discipline above all other things.\",\"The social hierarchy of the githzerai is based on merit, and those githzerai who are the wisest teachers and the most skilled at physical and mental combat become leaders. The githzerai revere great heroes and teachers of the past, emulating those figures' virtues in their everyday lives.\"]},{\"name\":\"Disciples of Zerthimon\",\"type\":\"entries\",\"entries\":[\"Githzerai revere Zerthimon, the founder of their race. Although Gith won their people's freedom, Zerthimon saw her as unfit to lead. He believed that her warmongering would soon make her a tyrant no better than the {@creature mind flayer||mind flayers}.\",\"Skilled githzerai monks that best exemplify the teachings and principles of Zerthimon are called zerths.\",\"These powerful and disciplined monks can shift their bodies from one plane to another using only the power of their minds.\"]},{\"name\":\"Beyond Limbo\",\"type\":\"entries\",\"entries\":[\"Though githzerai rarely deal with the realms beyond Limbo, advanced monks of other races sometimes seek out a githzerai monastery and attempt to gain admittance as students. More rarely, a githzerai master establishes a hidden monastery on the Material Plane to train young githzerai or to spread the philosophy and teachings of Zerthimon.\",\"As disciplined as they are, the githzerai have never forgotten their long imprisonment by the mind flayers.\",\"As a special devotion, they organize a rrakkma—an illithid hunting party—to other planes, not returning to their monasteries until they slay at least as many illithids as there are hunters in the party.\"]}]}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Githzerai.webp\"}}]},{\"name\":\"Githzerai Monk\",\"source\":\"MM\",\"_copy\":{\"name\":\"Githzerai\",\"source\":\"MM\"}},{\"name\":\"Githzerai Zerth\",\"source\":\"MM\",\"_copy\":{\"name\":\"Githzerai\",\"source\":\"MM\"}},{\"name\":\"Glabrezu\",\"source\":\"MM\",\"_copy\":{\"name\":\"Demons\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A glabrezu takes great pleasure in destroying mortals through temptation, and these creatures are among the few demons to offer their service to creatures foolish enough to summon them.\",\"Although glabrezus are devastating in combat, they prefer to tempt victims into ruin, using power or wealth as a lure. Engaging in guile, trickery, and evil bargains, a glabrezu hoards riches that it uses to fulfill promises to shortsighted summoners and weak-willed mortals. However, if its attempts to entice or deceive fail, a glabrezu has the strength to fight and win.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Glabrezu.webp\"}}}}}},{\"name\":\"Gladiator\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Gladiators battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death.\"]}]}]},{\"name\":\"Gnoll\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Gnolls are feral humanoids that attack settlements along the frontiers and borderlands of civilization without warning, slaughtering their victims and devouring their flesh.\",{\"name\":\"Demonic Origin\",\"type\":\"entries\",\"entries\":[\"The origin of the gnolls traces back to a time when the demon lord Yeenoghu found his way to the Material Plane and ran amok. Packs of ordinary hyenas followed in his wake, scavenging the demon lord's kills. Those hyenas were transformed into the first gnolls, parading after Yeenoghu until he was banished back to the Abyss. The gnolls then scattered across the face of the world, a dire reminder of demonic power.\"]},{\"name\":\"Nomadic Destroyers\",\"type\":\"entries\",\"entries\":[\"Gnolls are dangerous because they strike at random. They emerge from the wilderness, plunder and slaughter, then move elsewhere. They attack like a plague of locusts, pillaging settlements and leaving little behind but razed buildings, gnawed corpses, and befouled land. Gnolls choose easy targets for their raids. Armored warriors holed up in a fortified castle will survive a rampaging gnoll horde unscathed, even as the towns, villages, and farms that surround the castle are ablaze, their people slaughtered and devoured.\",\"Gnolls rarely build permanent structures or craft anything of lasting value. They don't make weapons or armor, but scavenge such items from the corpses of their fallen victims, stringing ears, teeth, scalps, and other trophies from their foes onto their patchwork armor.\",{\"name\":\"Thirst for Blood\",\"entries\":[\"No goodness or compassion resides in the heart of a gnoll. Like a demon, it lacks anything resembling a conscience, and can't be taught or coerced to put aside its destructive tendencies. The gnolls' frenzied bloodlust makes them an enemy to all, and when they lack a common foe, they fight among themselves. Even the most savage orcs avoid allying with gnolls.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Gnoll.webp\"}}]},{\"name\":\"Gnoll Fang of Yeenoghu\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Gnolls celebrate their victories by performing demonic rituals and making blood offerings to Yeenoghu.\",\"Sometimes the demon lord rewards his worshipers by allowing one of them to be possessed by a demonic spirit. Marked as Yeenoghu's favorite, the lucky recipient becomes a fang of Yeenoghu, the chosen of the Gnoll Lord. In much the same way Yeenoghu created the first gnolls, a hyena that feasts on a fang's slain foe undergoes a horrible transformation, becoming a full-grown adult gnoll. Depending on the number of hyenas in a region, a fang of Yeenoghu can lead to a startling increase in the gnoll population. Finding and killing the fang is the only way to keep that population in check.\",{\"type\":\"entries\",\"name\":\"Gnolls\",\"entries\":[\"Gnolls are feral humanoids that attack settlements along the frontiers and borderlands of civilization without warning, slaughtering their victims and devouring their flesh.\",{\"name\":\"Demonic Origin\",\"entries\":[\"The origin of the gnolls traces back to a time when the demon lord Yeenoghu found his way to the Material Plane and ran amok. Packs of ordinary hyenas followed in his wake, scavenging the demon lord's kills. Those hyenas were transformed into the first gnolls, parading after Yeenoghu until he was banished back to the Abyss. The gnolls then scattered across the face of the world, a dire reminder of demonic power.\",\"Gnolls rarely build permanent structures or craft anything of lasting value. They don't make weapons or armor, but scavenge such items from the corpses of their fallen victims, stringing ears, teeth, scalps, and other trophies from their foes onto their patchwork armor.\"],\"type\":\"entries\"},{\"name\":\"Nomadic Destroyers\",\"entries\":[\"Gnolls are dangerous because they strike at random. They emerge from the wilderness, plunder and slaughter, then move elsewhere. They attack like a plague of locusts, pillaging settlements and leaving little behind but razed buildings, gnawed corpses, and befouled land. Gnolls choose easy targets for their raids. Armored warriors holed up in a fortified castle will survive a rampaging gnoll horde unscathed, even as the towns, villages, and farms that surround the castle are ablaze, their people slaughtered and devoured.\"],\"type\":\"entries\"},{\"name\":\"Thirst for Blood\",\"entries\":[\"No goodness or compassion resides in the heart of a gnoll. Like a demon, it lacks anything resembling a conscience, and can't be taught or coerced to put aside its destructive tendencies. The gnolls' frenzied bloodlust makes them an enemy to all, and when they lack a common foe, they fight among themselves. Even the most savage orcs avoid allying with gnolls.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Gnoll Fang of Yeenoghu.webp\"}}]},{\"name\":\"Gnoll Pack Lord\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The alpha of a gnoll pack is the pack lord, ruling by might and cunning. A pack lord earns the best of a gnoll pack's spoils, food, valuable trinkets, and magic items. It ornaments its body with brutal piercings and grotesque trophies, dyeing its fur with demonic sigils, hoping Yeenoghu will make it invulnerable.\",{\"type\":\"entries\",\"name\":\"Gnolls\",\"entries\":[\"Gnolls are feral humanoids that attack settlements along the frontiers and borderlands of civilization without warning, slaughtering their victims and devouring their flesh.\",{\"name\":\"Demonic Origin\",\"entries\":[\"The origin of the gnolls traces back to a time when the demon lord Yeenoghu found his way to the Material Plane and ran amok. Packs of ordinary hyenas followed in his wake, scavenging the demon lord's kills. Those hyenas were transformed into the first gnolls, parading after Yeenoghu until he was banished back to the Abyss. The gnolls then scattered across the face of the world, a dire reminder of demonic power.\",\"Gnolls rarely build permanent structures or craft anything of lasting value. They don't make weapons or armor, but scavenge such items from the corpses of their fallen victims, stringing ears, teeth, scalps, and other trophies from their foes onto their patchwork armor.\"],\"type\":\"entries\"},{\"name\":\"Nomadic Destroyers\",\"entries\":[\"Gnolls are dangerous because they strike at random. They emerge from the wilderness, plunder and slaughter, then move elsewhere. They attack like a plague of locusts, pillaging settlements and leaving little behind but razed buildings, gnawed corpses, and befouled land. Gnolls choose easy targets for their raids. Armored warriors holed up in a fortified castle will survive a rampaging gnoll horde unscathed, even as the towns, villages, and farms that surround the castle are ablaze, their people slaughtered and devoured.\"],\"type\":\"entries\"},{\"name\":\"Thirst for Blood\",\"entries\":[\"No goodness or compassion resides in the heart of a gnoll. Like a demon, it lacks anything resembling a conscience, and can't be taught or coerced to put aside its destructive tendencies. The gnolls' frenzied bloodlust makes them an enemy to all, and when they lack a common foe, they fight among themselves. Even the most savage orcs avoid allying with gnolls.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Gnoll.webp\"}}]},{\"name\":\"Goblin\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Goblins are small, black-hearted, selfish humanoids that lair in caves, abandoned mines, despoiled dungeons, and other dismal settings. Individually weak, goblins gather in large-sometimes overwhelming-numbers. They crave power and regularly abuse whatever authority they obtain.\",{\"name\":\"Goblinoids\",\"type\":\"entries\",\"entries\":[\"Goblins belong to a family of creatures called goblinoids. Their larger cousins, hobgoblins and bugbears, like to bully goblins into submission. Goblins are lazy and undisciplined, making them poor servants, laborers, and guards.\"]},{\"name\":\"Malicious Glee\",\"type\":\"entries\",\"entries\":[\"Motivated by greed and malice, goblins can't help but celebrate the few times they have the upper hand. They dance, caper with sheer joy when victory is theirs. Once their revels have ended, goblins delight in the torment of other creatures and embrace all manner of wickedness.\"]},{\"name\":\"Leaders and Followers\",\"type\":\"entries\",\"entries\":[\"Goblins are ruled by the strongest or smartest among them. A goblin boss might command a single lair, while a goblin king or queen (who is nothing more than a glorified goblin boss) rules hundreds of goblins, spread out among multiple lairs to ensure the tribe's survival. Goblin bosses are easily ousted, and many goblin tribes are taken over by hobgoblin warlords or bugbear chiefs.\"]},{\"name\":\"Challenging Lairs\",\"type\":\"entries\",\"entries\":[\"Goblins festoon their lairs with alarms designed to signal the arrival of intruders. Those lairs are also riddled with narrow tunnels and bolt-holes that human-sized creatures can't navigate, but which goblins can crawl through with ease, allowing them to flee or to circle around and surprise their enemies. Rat Keepers and Wolf Riders. Goblins have an affinity for rats and wolves, raising them to serve as companions and mounts, respectively. Like rats, goblins shun sunlight and sleep underground during the day. Like wolves, they are pack hunters, made bolder by their numbers. When they hunt from the backs of wolves, goblins use hit-and-run attacks.\"]},{\"name\":\"Worshipers of Maglubiyet\",\"type\":\"entries\",\"entries\":[\"Maglubiyet the Mighty One, the Lord of Depths and Darkness, is the greater god of goblinoids. Envisioned by most goblins as an eleven-foot-tall battle-scarred goblin with black skin and fire erupting from his eyes, he is worshiped not out of adoration but fear. Goblins believe that when they die in battle, their spirits join the ranks of Maglubiyet's army on the plane of Acheron. This is a \\\"privilege\\\" that most goblins dread, fearing the Mighty One's eternal tyranny even more than death.\"]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"If you want soldiers or thugs, hire hobgoblins. If you want someone clubbed to death in their sleep, hire bugbears. If you want mean little fools, hire goblins.\"],\"by\":\"Stalman Kilm, Slave Lord\"}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"{@b {@style Bree-Yark!|small-caps}}\"],\"by\":\"Goblin for \\\"We surrender!\\\" (or so they say)\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Goblin.webp\"}}]},{\"name\":\"Goblin Boss\",\"source\":\"MM\",\"_copy\":{\"name\":\"Goblin\",\"source\":\"MM\"}},{\"name\":\"Gold Dragon\",\"source\":\"MM\",\"_copy\":{\"name\":\"Metallic Dragons\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The most powerful and majestic of the metallic dragons, gold dragons are dedicated foes of evil.\",\"A gold dragon has a sagacious face anointed with flexible spines that resemble whiskers. Its horns sweep back from its nose and brow, echoing twin frills that adorn its long neck. A gold dragon's sail-like wings start at its shoulders and trace down to the tip of its tail, letting it fly with a distinctive rippling motion as if swimming through the air. A gold dragon wyrmling has scales of dark yellow with metallic flecks. Those flecks grow larger as the dragon matures. As a gold dragon ages, its pupils fade until its eyes resemble pools of molten gold.\",{\"name\":\"Devourer of Wealth\",\"type\":\"entries\",\"entries\":[\"Gold dragons can eat just about anything, but their preferred diet consists of pearls and gems. Thankfully, a gold dragon doesn't need to gorge itself on such wealth to feel satisfied. Gifts of treasure that it can consume are well received by a gold dragon, as long as they aren't bribes.\"]},{\"name\":\"Reserved Shapeshifters\",\"type\":\"entries\",\"entries\":[\"Gold dragons are respected by the other metallic dragons for their wisdom and fairness, but they are the most aloof and grim of the good-aligned dragons. They value their privacy to the extent that they rarely fraternize with other dragons except their own mates and offspring.\",\"Older gold dragons can assume animal and humanoid forms. Rarely does a gold dragon in disguise reveal its true form. In the guise of a peddler, it might regularly visit a town to catch up on local gossip, patronize honest businesses, and lend a helping hand in unseen ways. In the guise of an animal, the dragon might befriend a lost child, a wandering minstrel, or an innkeeper, serving as a companion for days or weeks on end.\"]},{\"name\":\"Master Hoarders\",\"type\":\"entries\",\"entries\":[\"A gold dragon keeps its hoard in a well-guarded vault deep within its lair. Magical wards placed on the vault make it all but impossible to remove any treasures without the dragon knowing about it.\"]}]}]},{\"type\":\"entries\",\"name\":\"A Gold Dragon's Lair\",\"entries\":[\"Gold dragons make their homes in out-of-the-way places, where they can do as they please without arousing suspicion or fear. Most dwell near idyllic lakes and rivers, mist-shrouded islands, cave complexes hidden behind sparkling waterfalls, or ancient ruins.\"]}]},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Gold Dragon.webp\"}}}}}},{\"name\":\"Gold Dragon Wyrmling\",\"source\":\"MM\",\"_copy\":{\"name\":\"Gold Dragon\",\"source\":\"MM\"}},{\"name\":\"Golems\",\"source\":\"MM\",\"entries\":[{\"type\":\"section\",\"name\":\"Golems\",\"entries\":[\"Golems are made from humble materials-clay, flesh and bones, iron, or stone-but they possess astonishing power and durability. A golem has no ambitions, needs no sustenance, feels no pain, and knows no remorse. An unstoppable juggernaut, it exists to follow its creator's orders, and it protects or attacks as that creator demands.\",\"To create a golem, one requires a {@item manual of golems}. The comprehensive illustrations and instructions in a manual detail the process for creating a golem of a particular type.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"name\":\"Elemental Spirit in Material Form\",\"entries\":[\"The construction of a golem begins with the building of its body, requiring great command of the craft of sculpting, stonecutting, ironworking, or surgery. Sometimes a golem's creator is the master of the art, but often the individual who desires a golem must enlist master artisans to do the work.\",\"After constructing the body from clay, flesh, iron, or stone, the golem's creator infuses it with a spirit from the Elemental Plane of Earth. This tiny spark of life has no memory, personality, or history. It is simply the impetus to move and obey. This process binds the spirit to the artificial body and subjects it to the will of the golem's creator.\",\"A golem can be created with a special amulet or other item that allows the possessor of the item to control the golem. Golems whose creators are long dead can thus be harnessed to serve a new master.\",\"A golem can't think or act for itself. Though it understands its commands perfectly, it has no grasp of language beyond that understanding, and can't be reasoned with or tricked with words.\"],\"type\":\"entries\"},{\"name\":\"Ageless Guardians\",\"entries\":[\"Golems can guard sacred sites, tombs, and treasure vaults long after the deaths of their creators, carrying out their appointed tasks for all eternity while brushing off physical damage and ignoring all but the most potent spells.\"],\"type\":\"entries\"},{\"name\":\"Blind Obedience\",\"entries\":[\"When its creator or possessor is on hand to command it, a golem performs flawlessly. If the golem is left without instructions or is {@condition incapacitated}, it continues to follow its last orders to the best of its ability. When it can't fulfill its orders, a golem might react violently-or stand and do nothing. A golem that has been given conflicting orders sometimes alternates between them.\"],\"type\":\"entries\"},{\"name\":\"Constructed Nature\",\"entries\":[\"A golem doesn't require air, food, drink, or sleep.\"],\"type\":\"entries\"}]}]}]}]},{\"name\":\"Gorgon\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Few creatures that encounter a gorgon live to tell about it. Its body is covered in iron plates, and its nostrils fume with green vapor.\",{\"name\":\"Horrific Structure\",\"type\":\"entries\",\"entries\":[\"A gorgon's iron plates range from steely black to gleaming silver, but this natural armor in no way hinders its movement or mobility. The oils of its body lubricate the armor. A sick or inactive gorgon gathers rust like fungus or mange. When a rusty gorgon moves, its plates squeal as they rub together.\"]},{\"name\":\"Monstrous Predator\",\"type\":\"entries\",\"entries\":[\"When a gorgon spots potential prey, it charges with a hideous clamor of metal on metal. When the gorgon hits, it pulverizes the foe and sends its sprawling, then tramples it to death with its cruel hooves. Faced with multiple foes, the gorgon exhales its deadly vapor to overcome the creatures it touches by turning them to stone. When it grows hungry, it smashes its {@condition petrified} prey to rubble and uses its strong teeth to grind the stone into a powder that provides nourishment. The crisscrossing network of trampled trails and splintered trees that surrounds a gorgon lair is strewn with the uneaten fragments of its shattered foes.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Gorgon.webp\"}}]},{\"name\":\"Goristro\",\"source\":\"MM\",\"_copy\":{\"name\":\"Demons\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The goristro resembles a fiendish minotaur towering more than twenty feet tall. When controlled by a demon lord, goristros make formidable living siege engines and prized pets. Goristros possess preternatural cunning when navigating labyrinthine passages and shifting corridors, pursuing foes in a terrifying hunt.\",\"A hulking goristro sometimes bears a palanquin, carrying smaller demons on its broad shoulders, much like an elephant carries riders on its back.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Goristro.webp\"}}}}}},{\"name\":\"Gray Ooze\",\"source\":\"MM\",\"_copy\":{\"name\":\"Oozes\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":\"A gray ooze is stone turned to liquid by chaos. When it moves, it slithers like a liquid snake, rising to strike.\"}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Gray Ooze.webp\"}}]},{\"name\":\"Gray Slaad\",\"source\":\"MM\",\"_copy\":{\"name\":\"Slaadi\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Outside of Limbo, gray slaadi act as living extensions of the will of their masters, the death slaadi. A gray slaad journeys to the Material Plane on errands of doom, often taking humanoid form. A gray slaad learns how to master the use of a greatsword and imbue it with its own innate magic.\",\"A gray slaad that eats the entire corpse of a dead death slaad instantly transforms into a death slaad.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Gray Slaad.webp\"}}}}}},{\"name\":\"Green Dragon\",\"source\":\"MM\",\"_copy\":{\"name\":\"Chromatic Dragons\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The most cunning and treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies. Nasty tempered and thoroughly evil, they take special pleasure in subverting and corrupting the good-hearted. In the ancient forests they roam, green dragons demonstrate an aggression that is often less about territory than it is about gaining power and wealth with as little effort as possible.\",\"A green dragon is recognized by its curved jawline and the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull. A green dragon has no external ears, but bears leathery spiked plates that run down the sides of its neck.\",\"A wyrmling green dragon's thin scales are a shade of green so dark as to appear nearly black. As a green dragon ages, its scales grow larger and lighter, turning shades of forest, emerald, and olive green to help it blend in with its wooded surroundings. Its wings have a dappled pattern, darker near the leading edges and lighter toward the trailing edges.\",\"A green dragon's legs are longer in relation to its body than with any other dragon, enabling it to easily pass over underbrush and forest debris when it walks. With its equally long neck, an older green dragon can peer over the tops of trees without rearing up.\",{\"name\":\"Capricious Hunters\",\"type\":\"entries\",\"entries\":[\"A green dragon hunts by patrolling its forest territory from the air and the ground. It eats any creature it can see, and will consume shrubs and small trees when hungry enough, but its favorite prey is elves.\",\"Green dragons are consummate liars and masters of double talk. They favor intimidation of lesser creatures, but employ more subtle manipulations when dealing with other dragons. A green dragon attacks animals and monsters with no provocation, especially when dealing with potential threats to its territory. When dealing with sentient creatures, a green dragon demonstrates a lust for power that rivals its draconic desire for treasure, and it is always on the lookout for creatures that can help it further its ambitions.\",\"A green dragon stalks its victims as it plans its assault, sometimes shadowing creatures for days. If a target is weak, the dragon enjoys the terror its appearance evokes before it attacks. It never slays all its foes, preferring to use intimidation to establish control over survivors. It then learns what it can about other creatures' activities near its territory, and about any treasure to be found nearby. Green dragons occasionally release prisoners if they can be ransomed. Otherwise, a creature must prove its value to the dragon daily or die.\"]},{\"name\":\"Manipulative Schemers\",\"type\":\"entries\",\"entries\":[\"A wily and subtle creature, a green dragon bends other creatures to its will by assessing and playing off their deepest desires. Any creature foolish enough to attempt to subdue a green dragon eventually realizes that the creature is only pretending to serve while it assesses its would-be master.\",\"When manipulating other creatures, green dragons are honey-tongued, smooth, and sophisticated. Among their own kind, they are loud, crass, and rude, especially when dealing with dragons of the same age and status.\"]},{\"name\":\"Conflict and Corruption\",\"type\":\"entries\",\"entries\":[\"Green dragons sometimes clash with other dragons over territory where forest crosses over into other terrain. A green dragon typically pretends to back down, only to wait and watch-sometimes for decades-for the chance to slay the other dragon, then claim its lair and hoard.\",\"Green dragons accept the servitude of sentient creatures such as goblinoids, ettercaps, ettins, kobolds, orcs, and yuan-ti. They also delight in corrupting and bending elves to their will. A green dragon sometimes wracks its minions' minds with fear to the point of insanity, with the fog that spreads throughout its forest reflecting those minions' tortured dreams.\"]},{\"name\":\"Living Treasures\",\"type\":\"entries\",\"entries\":[\"A green dragon's favored treasures are the sentient creatures it bends to its will, including significant figures such as popular heroes, well-known sages, and renowned bards. Among material treasures, a green dragon favors emeralds, wood carvings, musical instruments, and sculptures of humanoid subjects.\"]}]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"I see an ancient elf king, his majesty long since faded, slumped and half asleep in his throne. A green dragon whispers in the king's ear, corrupting and twisting the king's dreams. This dragon's name is Cyan Bloodbane, and he means the destruction of us all.\"],\"by\":\"Pelios of Ergoth, Silvanesti seer\"}]},{\"type\":\"entries\",\"name\":\"A Green Dragon's Lair\",\"entries\":[\"The forest-loving green dragons sometimes compete for territory with black dragons in marshy woods and with white dragons in subarctic taiga. However, a forest controlled by a green dragon is easy to spot. A perpetual fog hangs in the air in a legendary green dragon's wood, carrying an acrid whiff of the creature's poison breath.\",\"The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald green cast, and every sound seems muffled.\",\"At the center of its forest, a green dragon chooses a cave in a sheer cliff or hillside for its lair, preferring an entrance hidden from prying eyes. Some seek out cave mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to their lairs with vegetation.\"]}]},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Green Dragon.webp\"}}}}}},{\"name\":\"Green Dragon Wyrmling\",\"source\":\"MM\",\"_copy\":{\"name\":\"Green Dragon\",\"source\":\"MM\"}},{\"name\":\"Green Hag\",\"source\":\"MM\",\"_copy\":{\"name\":\"Hags\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The wretched and hateful green hags dwell in dying forests, lonely swamps, and misty moors, making their homes in caves. Green hags love to manipulate other creatures into doing their bidding, masking their intentions behind layers of deception. They lure victims to them by mimicking voices calling out for help, or drive unwanted visitors away by imitating the cries of fierce beasts.\",{\"type\":\"entries\",\"name\":\"Obsession with Tragedy\",\"entries\":[\"Green hags revel in the failings and tragedies of other creatures. They derive joy from bringing people low and seeing hope turn into despair, not just for individuals but also for whole nations.\"]},{\"type\":\"entries\",\"name\":\"Covens\",\"entries\":[\"A green hag that is part of a coven (see the \\\"Hag Covens\\\" sidebar) has a challenge rating of 5 (1,800 XP).\"]}]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Green Hag.webp\"},\"credit\":\"Conceptopolis\"}}}}},{\"name\":\"Green Slaad\",\"source\":\"MM\",\"_copy\":{\"name\":\"Slaadi\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Green slaadi are surprisingly intelligent and possess innate spellcasting ability. A green slaad can change its shape to appear as a humanoid. If it was born of a humanoid host, the slaad usually adopts its host's form.\",\"At some unpredictable point in its existence, a green slaad unlocks the means to magically, instantly, and permanently transform itself into a gray slaad. Unlocking this knowledge can take years, even decades.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Green Slaad.webp\"}}}}}},{\"name\":\"Grell\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A grell resembles a bulbous floating brain with a wide, sharp beak. Its ten long tentacles are made of hundreds of ring-shaped muscles sheathed in tough fibrous hide. Sharp barbs line the tip each tentacle and inject paralytic venom. The grell can partially retract its barbs into its tentacles to handle or manipulate objects it doesn't want to pierce or tear.\",\"Grells have no eyes and floats by means of a sort of levitation. They have keen hearing, however, and their skin is sensitive to vibrations and electrical fields, allowing them to detect the presence of creatures and objects in their immediate vicinity. The creature's ability to manipulate electricity to sense and move also allow it to absorb lightning without harm.\",\"Although solitary by nature, grells sometimes gather in small groups called covens.\",{\"name\":\"Floating Ambushers\",\"type\":\"entries\",\"entries\":[\"A grell prefers to ambush lone creatures or stragglers, hovering silently near the ceiling of a passage or cavern until a suitable target passes below, whereupon it descends quickly and wraps its tentacles around its prey. It then floats away to its lair with the {@condition paralyzed} creature in its clutches.\"]},{\"name\":\"Alien Devourers\",\"type\":\"entries\",\"entries\":[\"Grell are alien predators that group other creatures into three categories: edibles, inedibles, and Great Eaters (those rare creatures that might prey on a grell). Grells have no compunction about attacking creatures they classify as edible, including humanoids. They tend to avoid bigger creatures that they have little hope of carrying away.\",\"A grell will sometimes allow adventurers to wage war on the other monstrous inhabitants of the dungeon complex it calls home, staying out of the adventurers' way as they dispose of larger threats while waiting for the right time to strike.\"]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Our intrepid rogue climbed up the shaft to secure a rope. There was a gasp, and the rope fell. We never saw her again.\"],\"by\":\"An adventurer's account of a grell attack in Khyber, published in {@style The Korranberg Chronicle|small-caps}\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Grell.webp\"},\"credit\":\"Daniel Landerman\"}]},{\"name\":\"Grick\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The wormlike grick waits unseen, blending in with the rock of the caves and caverns it haunts. Only when prey comes near does it rear up, its four barbed tentacles unfurling to reveal its hungry, snapping beak.\",{\"name\":\"Passive Predators\",\"type\":\"entries\",\"entries\":[\"Gricks rarely hunt. Instead, they drag their rubbery bodies to places where creatures regularly pass, lurking out of sight amid rocky rubble and debris, squeezing into burrows, holes, or crevices, climbing up to ledges, or coiling around stalactites to drop on unwary prey. A grick consumes virtually anything that moves except for other gricks. It targets the nearest prey, grabbing a fallen creature with its tentacles and dragging it off to eat alone.\"]},{\"name\":\"Roving Ambushers\",\"type\":\"entries\",\"entries\":[\"Gricks remain in an area until the food supply dwindles, often because sentient creatures become aware of their presence and plot alternate routes around their lairs. When prey is scarce in the Underdark, gricks venture aboveground to hunt in the wilderness, lurking in trees or on cliff-side ledges. A grick pack is often led by a single well-fed, oversized alpha around which the others congregate.\"]},{\"name\":\"Spoils of Slaughter\",\"type\":\"entries\",\"entries\":[\"Over time, grick lairs accumulate the cast-off possessions of intelligent prey, and expert guides know to look out for these tell-tale signs. Underdark explorers sometimes seal off the routes leading to and from a grick lair to starve them, then claim the wealth of the foul creatures' victims.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Grick.webp\"}}]},{\"name\":\"Grick Alpha\",\"source\":\"MM\",\"_copy\":{\"name\":\"Grick\",\"source\":\"MM\"}},{\"name\":\"Griffon\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Griffons are ferocious avian carnivores with the muscular bodies of lions and the head, forelegs, and wings of eagles. When they attack, griffons are as swift and deadly as eagles, even as they strike with a lion's savage might and grace.\",{\"name\":\"Horse Eaters\",\"type\":\"entries\",\"entries\":[\"Griffons hunt in small prides, flying high over plains and forests near their rocky cliff-side aeries. Herd animals and horses are the prey they crave above all others, though they also hunt and kill hippogriffs. When it spots horses, a griffon screeches to alert its pride mates, which descend quickly toward their prey.\",\"Those riding or herding horses dread the griffon's piercing cry, preparing themselves for the bloody fight that inevitably follows. A griffon ignores a horse's rider when possible, and a rider that abandons its mount, or a herder that releases one or two horses, can escape unharmed while the griffon targets its chosen prey. Riders who attempt to protect their horses attract the full fury of an attacking griffon.\"]},{\"name\":\"Sky Dwellers\",\"type\":\"entries\",\"entries\":[\"Griffons lair in high rocky clifftop aeries, building their nests from sticks, leaves, and the bones of their prey. Once griffons establish a territory, they remain in that area until the food supply has been exhausted.\",\"Aggressive and territorial, griffons engage in brutal aerial combat to defend their aeries, tearing and shredding the wings of flying intruders to send them spiraling to the ground. Creatures that climb to a griffon's lair are plucked from the cliffs and eaten, or are knocked from the heights to go tumbling to their deaths.\"]},{\"name\":\"Trained Mounts\",\"type\":\"entries\",\"entries\":[\"A griffon raised from an egg can be trained to serve as a mount. However, such training is time consuming, expensive (mostly for the ample food the creature requires), and dangerous. Expert trainers well versed in the griffon's legendary ferocity are typically the only ones able to raise these creatures safely.\",\"Once trained, a griffon is a fierce and loyal steed. It bonds with one master for life, fighting to the death to protect that rider. A griffon mount retains its ravenous appetite for horseflesh, and a wise master ensures that a griffon remains satiated with other prey when passing through civilized lands.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Griffon.webp\"}}]},{\"name\":\"Grimlock\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The degenerate subterranean grimlocks were once human, but their worship of the mind flayers over generations of prowling the Underdark transformed them into blind, monstrous cannibals long ago.\",{\"type\":\"entries\",\"name\":\"Debased Cultists\",\"entries\":[\"The empire of the mind flayers once spread across many worlds, enslaving countless races. Among those were human cultures whose high priests the mind flayers subverted using their insidious powers of thought control. Those leaders gradually turned the faiths of their followers toward the illithids, which they worshiped as blasphemous deities.\",\"Over time, the rituals of these enslaved humans created fervent cannibal cults that regarded the brain eating of the mind flayers as a holy sacrament. The illithids commanded their worshipers to abduct other sentient creatures to be sacrificed. After the victims' brains had been consumed, the mind flayers gave the lifeless bodies to the cultists.\"]},{\"name\":\"Blind Hunters\",\"type\":\"entries\",\"entries\":[\"When the rule of the mind flayers crumbled, their cults faced constant warfare from their enemies, the same creatures that had once been their victims. The cults fled into the Underdark domains of their illithid gods. Over generations in that lightless realm, the cultists learned to rely on their other senses for survival. In time, their eyes withered away and eyelids sealed, leaving only covered eye sockets behind.\",\"A grimlock's ears prick up at the faintest footfall or whisper echoing down stone passageways. It can speak in tones too low for most other humanoids to hear. The odors of sweat, flesh, and blood awaken its hunger, and it can track by such scents like a bloodhound. To enhance their senses, grimlocks leave trails of blood, piles of dung, or the viscera of slain prey in places far from their lairs. When intruders pass through those areas, they carry the foul scents with them, warning the grimlocks of their approach.\",\"For most creatures, blindness is an enormous hindrance. For a grimlock with its other heightened senses, sightlessness is a boon. A grimlock isn't fooled by visual illusions or misperceptions. It is fearless as it stalks prey.\"]},{\"name\":\"Endless War\",\"type\":\"entries\",\"entries\":[\"Grimlocks still venerate the mind flayers, serving them whenever possible. Grimlocks also recall the war in which they were driven underground. To them, it has never ended. They continue to return to the surface world to abduct captives for their illithid masters.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Grimlock.webp\"}}]},{\"name\":\"Guard\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles.\"]}]}]},{\"name\":\"Guardian Naga\",\"source\":\"MM\",\"_copy\":{\"name\":\"Nagas\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":[\"Wise and good, the beautiful guardian nagas protect sacred places and items of magical power from falling into evil hands. In their hidden redoubts, they research spells and hatch convoluted plots to thwart the evil designs of their enemies.\",\"A guardian naga doesn't seek out violence, warning off intruders rather than attacking. Only if its foes persist does the naga attack, accosting enemies with its spells and poisonous spittle.\"]}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Guardian Naga.webp\"}}]},{\"name\":\"Gynosphinx\",\"source\":\"MM\",\"_copy\":{\"name\":\"Sphinxes\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":[\"A gynosphinx bears the head of a humanoid female. Many have the regal countenances of worldly queens, but some are marked with wild, leonine features. A gynosphinx's eyes see beyond the present time and place, and penetrate veils of invisibility and magic.\",\"Supplicants who look deep into those eyes might find themselves magically displaced, banished to some far flung plane where a difficult trial awaits them.\",\"Gynosphinxes are virtual libraries of knowledge and lore. They ask riddles and present puzzles to test the wit of supplicants that come to learn their secrets. Some are willing to bargain with such supplicants for treasure or service.\"]}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Gynosphinx.webp\"}}]},{\"name\":\"Hags\",\"source\":\"MM\",\"entries\":[{\"type\":\"section\",\"name\":\"Hags\",\"entries\":[\"Hags represent all that is evil and cruel. Though they resemble withered crones, there is nothing mortal about these monstrous creatures, whose forms reflect only the wickedness in their hearts.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Faces of Evil\",\"entries\":[\"Ancient beings with origins in the Feywild, hags are cankers on the mortal world. Their withered faces are framed by long, frayed hair, horrid moles and warts dot their blotchy skin, and their long, skinny fingers are tipped by claws that can slice open flesh with a touch. Their simple clothes are always tattered and filthy.\",\"All hags possess magical powers, and some have an affinity for spellcasting. They can alter their forms or curse their foes, and their arrogance inspires them to view their magic as a challenge to the magic of the gods, whom they blaspheme at every opportunity.\",\"Hags name themselves in darkly whimsical ways, claiming monikers such as Black Morwen, Peggy Pigknuckle, Grandmother Titchwillow, Nanna Shug, Rotten Ethel, or Auntie Wormtooth.\"]},{\"type\":\"entries\",\"name\":\"Monstrous Motherhood\",\"entries\":[\"Hags propagate by snatching and devouring human infants. After stealing a baby from its cradle or its mother's womb, the hag consumes the poor child. A week later, the hag gives birth to a daughter who looks human until her thirteenth birthday, whereupon the child transforms into the spitting image of her hag mother.\",\"Hags sometimes raise the daughters they spawn, creating covens. A hag might also return the child to its grieving parents, only to watch from the shadows as the child grows up to become a horror.\"]},{\"type\":\"entries\",\"name\":\"Dark Bargains\",\"entries\":[\"Arrogant to a fault, hags believe themselves to be the most cunning of creatures, and they treat all others as inferior. Even so, a hag is open to dealing with mortals as long as those mortals show the proper respect and deference. Over their long lives, hags accumulate much knowledge of local lore, dark creatures, and magic, which they are pleased to sell.\",\"Hags enjoy watching mortals bring about their own downfall, and a bargain with a hag is always dangerous. The terms of such bargains typically involve demands to compromise principles or give up something dear-especially if the thing lost diminishes or negates the knowledge gained through the bargain.\"]},{\"type\":\"entries\",\"name\":\"A Foul Nature\",\"entries\":[\"Hags love the macabre and festoon their garb with dead things and accentuate their appearance with bones, bits of flesh, and filth. They nurture blemishes and pick at wounds to produce weeping, suppurating flesh. Attractive creatures evoke disgust in a hag, which might \\\"help\\\" such creatures by disfiguring or transforming them.\",\"This embrace of the disturbing and unpleasant extends to all aspects of a hag's life. A hag might fly in a magical giant's skull, landing it on a tree shaped to resemble an enormous headless body. Another might travel with a menagerie of monsters and slaves kept in cages, and disguised by illusions to lure unwary creatures close. Hags sharpen their teeth on millstones and spin cloth from the intestines of their victims, reacting with glee to the horror their actions invoke.\"]},{\"type\":\"entries\",\"name\":\"Dark Sorority\",\"entries\":[\"Hags maintain contact with each other and share knowledge. Through such contacts, it is likely that any given hag knows of every other hag in existence. Hags don't like each other, but they abide by an ageless code of conduct. Hags announce their presence before crossing into another hag's territory, bring gifts when entering another hag's dwelling, and break no oaths given to other hags-as long as the oath isn't given with the fingers crossed.\",\"Some humanoids make the mistake of thinking that the hags' rules of conduct apply to all creatures. When confronted by such an individual, a hag might find it amusing to string the fool along for a while before teaching it a permanent lesson.\"]},{\"type\":\"entries\",\"name\":\"Dark Lairs\",\"entries\":[\"Hags dwell in dark and twisted woods, bleak moors, storm-lashed seacoasts, and gloomy swamps. In time, the landscape around a hag's lair reflects the creature's noxiousness, such that the land itself can attack and kill trespassers. Trees twisted by darkness attack passersby, while vines snake through the undergrowth to snare and drag off creatures one at a time. Foul stinking fogs turn the air to poison, and conceal pools of quicksand and sinkholes that consume unwary wanderers.\"]},{\"type\":\"inset\",\"name\":\"Hag Covens\",\"entries\":[\"When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.\",\"A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.\",{\"type\":\"entries\",\"name\":\"Shared Spellcasting\",\"entries\":[\"While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:\",{\"type\":\"list\",\"style\":\"list-no-bullets\",\"items\":[\"1st level (4 slots): {@spell identify}, {@spell ray of sickness}\",\"2nd level (3 slots): {@spell hold person}, {@spell locate object}\",\"3rd level (3 slots): {@spell bestow curse}, {@spell counterspell}, {@spell lightning bolt}\",\"4th level (3 slots): {@spell phantasmal killer}, {@spell polymorph}\",\"5th level (2 slots): {@spell contact other plane}, {@spell scrying}\",\"6th level (1 slot): {@spell eyebite}\"]},\"For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag's Intelligence modifier, and the spell attack bonus is 4 + the hag's Intelligence modifier.\"]},{\"type\":\"entries\",\"name\":\"Hag Eye\",\"entries\":[\"A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and {@sense darkvision} with a radius of 60 feet. If it is destroyed, each coven member takes {@damage 3d10} psychic damage and is {@condition blinded} for 24 hours.\",\"A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while {@condition blinded}. During the ritual, if the hags take any action other than performing the ritual, they must start over.\"]}]}]}]}]}]},{\"name\":\"Half-Ogre (Ogrillon)\",\"source\":\"MM\",\"_copy\":{\"name\":\"Ogre\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":{\"type\":\"entries\",\"name\":\"Half-Ogre (Ogrillon)\",\"entries\":[\"When an ogre mates with a human, hobgoblin, bugbear, or orc, the result is always a half-ogre. (Ogres don't mate with dwarves, halflings, or elves. They eat them.) Human mothers rarely survive the birth of a half-ogre offspring.\",\"The half-ogre offspring of an ogre and an orc is also called an ogrillon. An adult half-ogre or ogrillon stands 8 feet tall and weighs 450 pounds on average.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Half-Ogre (Ogrillon).webp\"}}]},{\"name\":\"Half-Red Dragon Veteran\",\"source\":\"MM\",\"entries\":[\"When a dragon in polymorphed form mates with another creature, the union sometimes produces half dragon offspring. A creature might also transform into a half-dragon as a result of a mad wizard's spell or a ritual bath in dragon's blood. In all these cases, the result is a creature that combines the essence of a dragon with the form of its original race. Regardless of their origins, all half-dragons have similar features and appearance, gaining special senses, resistance to destructive energy, and a breath weapon.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"name\":\"Draconic Nature\",\"type\":\"entries\",\"entries\":[\"Half-dragons are incapable of having natural born offspring. Those that wish to propagate must find other ways to do so, almost always involving magic. By way of compensation, half dragons are blessed with long life. Barring unforeseen misfortune, a typical half-dragon's life expectancy is twice that of its no draconic line, so that a half-dragon human might live more than a century and a half.\",\"Half-dragons inherit personality traits common to their draconic heritage, so that half-gold dragons are often shy and secretive, while half-copper dragons are impish and playful. Half-green dragons are deceitful, while half-white dragons are often dim-witted brutes. These traits are tempered by a half-dragon's other lineage, but greed, arrogance, and paranoia are qualities that even good-aligned half-dragons often possess.\"]}]}]},{\"type\":\"entries\",\"name\":\"Half-Dragon Template\",\"entries\":[\"A beast, humanoid, giant, or monstrosity can become a half-dragon. When a creature becomes a half-dragon, it retains all its statistics except as noted below.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Challenge\",\"entries\":[\"To avoid recalculating the creature's challenge rating, apply the template only to a creature that meets the optional prerequisite in the Breath Weapon table below. Otherwise, use the guidelines in the Dungeon Master's Guide to recalculate the rating after you apply the template.\"]},{\"type\":\"entries\",\"name\":\"Senses\",\"entries\":[\"The half-dragon gains {@sense blindsight} with a radius of 10 feet and {@sense darkvision} with a radius of 60 feet.\"]},{\"type\":\"entries\",\"name\":\"Resistances\",\"entries\":[\"The half-dragon gains resistance to a type of damage based on its color.\",{\"type\":\"table\",\"colLabels\":[\"Color\",\"Damage Resistance\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"Black or copper\",\"Acid\"],[\"Blue or bronze\",\"Lightning\"],[\"Brass, gold, or red\",\"Fire\"],[\"Green\",\"Poison\"],[\"Silver or white\",\"Cold\"]]}]},{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"The half-dragon speaks Draconic in addition to any other languages it knows.\"]},{\"type\":\"entries\",\"name\":\"New Action: Breath Weapon\",\"entries\":[\"The half-dragon has the breath weapon of its dragon half. The half-dragon's size determines how this action functions.\",{\"type\":\"table\",\"colLabels\":[\"Size\",\"Breath Weapon\",\"Optional Prerequisite\"],\"colStyles\":[\"col-4\",\"col-4\",\"col-4\"],\"rows\":[[\"Large or smaller\",\"As a wyrmling\",\"Challenge 2 or higher\"],[\"Huge\",\"As a young dragon\",\"Challenge 7 or higher\"],[\"Gargantuan\",\"As an adult dragon\",\"Challenge 8 or higher\"]]}]}]},{\"type\":\"entries\",\"name\":\"Sample Half-Dragon\",\"entries\":[\"Here the half-dragon template has been applied to a human {@creature veteran} to create a half-red dragon veteran. {@item Splint armor|phb} has been replaced with {@item plate armor|phb|plate}.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Half-Red Dragon Veteran.webp\"}}]},{\"name\":\"Harpy\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Taking glee in suffering and death, the sadistic harpy is always on the hunt for prey. Its sweet song has lured countless adventurers to their deaths, drawing them in close for the harpy to kill and then consume.\",\"A harpy combines the body, legs, and wings of a vulture with the torso, arms, and head of a human. Its wicked talons and bone club make it a formidable threat in combat, and its eyes reflect the absolute evil of its soul.\",{\"name\":\"Divine Curse\",\"type\":\"entries\",\"entries\":[\"Long ago, an elf wandering a forest heard birdsong so pure and wholesome that she was moved to tears. Following the music, she came upon a clearing where stood a handsome elf youth who had also paused to hear the bird's song. This was Fenmarel Mestarine, a reclusive elf god. His divine presence stole her heart as he fled, vanishing into the woods as if he was never there.\",\"Though the elf searched the woods and called for her stranger, she found no sign of his passage. Driven to despair by her longing, she begged the gods to help her. Aerdrie Faenya, elf goddess of the sky, heard the elf's cries and was moved to her aid. She appeared as the bird whose song had entranced the outcast god, then taught that song of beauty and seduction to the elf.\",\"When her singing failed to draw Fenmarel Mestarine to her side, the elf cursed the gods, invoking a dreadful power and transforming her into the first harpy. The curse worked its magic on the elf's spirit as well as her body, turning her desire for love into a hunger for flesh, even as her beautiful song continued to draw creatures to her deadly embrace.\"]},{\"name\":\"Harpy Song\",\"type\":\"entries\",\"entries\":[\"To hear a harpy's song is to hear music more beautiful than anything else in the world. A traveler that succumbs to the entrancing effect of that singing is compelled to blunder toward its source. A harpy sometimes charms victims before it attacks, but a more effective use of its song is to lure prey over cliffs, into bogs and quicksand, or into deadly pits. Creatures trapped or incapacitated then become easy targets for the harpy's wrath.\"]},{\"name\":\"Sadistic Cowards\",\"type\":\"entries\",\"entries\":[\"Harpies haunt bleak coastal cliffs and other places hazardous to non-flying creatures. Harpies have no interest in a fair fight, and they never attack unless they have a clear advantage. If a fight turns against a harpy, it lacks the cunning to adapt and will flee and go hungry rather than risk straight-up combat.\",\"When they attack, harpies play with their food, delighting in the \\\"music\\\" their victims make as they scream. A harpy takes its time dismembering a helpless foe and can spend days torturing a victim before the merciful end.\"]},{\"name\":\"Gruesome Collectors\",\"type\":\"entries\",\"entries\":[\"Harpies take shiny baubles, valuable objects, and other trophies from their victims, sometimes fighting with each other for the right to claim the choicest prizes. When no valuable objects can be found, a harpy takes hair, bones, or body parts to line its nest. A harpy's lair is usually hidden in remote ruins, where adventurers can discover valuable treasure and magic hidden beneath foul piles of offal.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Harpy.webp\"},\"credit\":\"Jesper Ejsing\"}]},{\"name\":\"Hawk\",\"source\":\"MM\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Hawk.webp\"}}]},{\"name\":\"Hell Hound\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Monstrous, fire-breathing fiends that take the form of powerful dogs, hell hounds are found on the battlefields of Acheron and throughout the Lower Planes. On the Material Plane, hell hounds are most commonly seen in service to devils, fire giants, and other evil creatures that use them as guard animals and companions.\",{\"name\":\"Burning Hunger\",\"type\":\"entries\",\"entries\":[\"Hell hounds hunt in packs, feeding on any creature that appears edible. They avoid potentially dangerous foes in favor of targeting the weakest prey with their savage bite and fiery breath, demonstrating a relentless determination as they pursue that prey to the bitter end.\",\"When hell hounds feed, the flesh they consume stokes the infernal fires that burn within them. When a hell hound dies, that fire consumes the creature's remains in a billowing eruption of smoke and blazing embers, leaving nothing behind but scorched tufts of black fur.\"]},{\"name\":\"Evil to the Core\",\"type\":\"entries\",\"entries\":[\"Hell hounds are smarter than mundane beasts, and their lawful nature makes them good at following orders. However, a hell hound's evil disposition means that the creature can't be trained to be anything other than a ruthless killer. If a hell hound isn't allowed to indulge its malevolent hunger, it quickly abandons or turns against its master.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Hell Hound.webp\"},\"credit\":\"Conceptopolis\"}]},{\"name\":\"Helmed Horror\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"This construct possesses intelligence, the ability to reason and adjust its tactics, and an unswerving devotion to its maker that persists even after its maker's demise. Resembling an animated suit of empty plate armor, a helmed horror serves without ambition or emotion.\",{\"name\":\"Magical Purpose\",\"type\":\"entries\",\"entries\":[\"Though it takes more magical resources to create a helmed horror than a lesser suit of animated armor, the helmed horror requires less direction and maintenance as it carries out its appointed tasks. A helmed horror follows its orders with complete loyalty, and is intelligent enough to understand the difference between an order's intent and its exact wording. Unlike many constructs, it seeks to fulfill the former rather than slavishly follow the latter.\"]},{\"name\":\"Tactical Cunning\",\"type\":\"entries\",\"entries\":[\"A helmed horror fights with the cunning of a skilled warrior, taking to the air as it attacks weaker characters and spellcasters first. However, a helmed horror lacks the insight to change its environment, fortify it, or otherwise take active measures to improve its defensive position.\"]},{\"name\":\"Constructed Nature\",\"type\":\"entries\",\"entries\":[\"A helmed horror doesn't require air, food, drink, or sleep.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Helmed Horror.webp\"}}]},{\"name\":\"Hezrou\",\"source\":\"MM\",\"_copy\":{\"name\":\"Demons\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Hezrous serve as foot soldiers in the demonic hordes of the Abyss. Although physically powerful, they are weak-minded and hezrous can easily be duped into sacrificing themselves by more powerful demons. As they press their attacks into the heart of an enemy's forces, their foul stench can sicken even the toughest foes.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Hezrou.webp\"}}}}}},{\"name\":\"Hill Giant\",\"source\":\"MM\",\"_copy\":{\"name\":\"Giants\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Hill giants are selfish, dimwitted brutes that hunt, forage, and raid in constant search of food. They blunder through hills and forests devouring what they can, bullying smaller creatures into feeding them. Their laziness and dullness would long ago have spelled their end if not for their formidable size and strength.\",{\"type\":\"entries\",\"name\":\"Primitive\",\"entries\":[\"Hill giants dwell in hills and mountain valleys across the world, congregating in steadings built of rough timber or in clusters of well-defended mud-and-wattle huts. Their skins are tan from lives spent lumbering up and down the hilly slopes and dozing beneath the sun. Their weapons are uprooted trees and rocks pulled from the earth. The sweat of their bodies adds to the reek of the crude animal skins they wear, poorly stitched together with hair and leather thongs.\"]},{\"type\":\"entries\",\"name\":\"Bigger Means Better\",\"entries\":[\"In a hill giant's world, humanoids and animals are easy prey that can be hunted with impunity. Creatures such as dragons and other giants are tough adversaries. Hill giants equate size with power.\",\"Hill giants don't realize they follow an ordning. They know only that other giants are larger and stronger than they are, which means they are to be obeyed. A hill giant tribe's chief is usually the tallest and fattest giant that can still move about. Only on rare occasion does a hill giant with more brains than bulk use its cunning to gain the favor of giants of higher status, cleverly subverting the social order.\"]},{\"type\":\"entries\",\"name\":\"Voracious Eaters\",\"entries\":[\"With nothing else to occupy them, hill giants eat as often as possible. A hill giant hunts and forages alone or with a dire wolf companion, so as to not have to share with other tribe members. The giant eats anything that isn't obviously deadly, such as creatures known to be poisonous. Rotten meat is fair game, though, as are decaying plants and even mud.\",\"Farmers fear and loathe hill giants. Where a predator such as an ankheg might burrow through fields and consume a cow or two before being driven off, a hill giant will consume a whole herd of cattle before moving on to sheep, goats, and chickens, then tearing into fruits, vegetables, and grain. If a farm family is at hand, the giant might snack on them too.\"]},{\"type\":\"entries\",\"name\":\"Stupid and Deadly\",\"entries\":[\"The hill giants' ability to digest nearly anything has allowed them to survive for eons as savages, eating and breeding in the hills like animals. They have never needed to adapt and change, so their minds and emotions remain simple and undeveloped.\",\"With no culture of their own, hill giants ape the traditions of creatures they manage to observe for a time before eating them. They don't think about their own size and strength, however. Tribes of hill giants attempting to imitate elves have been known to topple entire forests by trying to live in trees. Others attempting to take over humanoid towns or villages get only as far as the doors and windows of a building, taking out its walls and roof as they attempt to enter.\",\"In conversation, hill giants are blunt and direct, and they have little concept of deception. A hill giant might be fooled into running from another giant if a number of villagers cover themselves in blankets and stand on one another's shoulders holding a giant-painted pumpkin head. Reasoning with a hill giant is futile, although clever creatures can sometimes encourage a giant to take actions that benefit them.\"]},{\"type\":\"entries\",\"name\":\"Raging Bullies\",\"entries\":[\"A hill giant that feels as though it has been deceived, insulted, or made into a fool vents its terrible wrath on anything it encounters. Even after smashing those who offended it into pulp, the giant rampages until its rage abates, it notices something more interesting, or it grows hungry.\",\"If a hill giant proclaims itself king over a territory where other humanoids live, it rules strictly by terror and tyranny. Its decisions shift with its mood, and if it forgets the title it bestowed upon itself, it might eat its subjects on a whim.\"]}]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Hill Giant.webp\"}}}}}},{\"name\":\"Hippogriff\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A beast whose magical origins are lost to history, a hippogriff possesses the wings and forelimbs of an eagle, the hindquarters of a horse, and a head that combines the features of both animals.\",\"Reclusive and omnivorous, hippogriffs mate for life and seldom venture more than a few miles from their nest. When defending its mate or its young, a hippogriff fights to the death. Hippogriffs don't lay eggs but give birth to live young.\",\"Dragons, griffons, and wyverns have a taste for hippogriff meat and frequently prey on these creatures.\",{\"name\":\"Flying Mounts\",\"type\":\"entries\",\"entries\":[\"A hippogriff raised in captivity can be trained to be a faithful companion and mount. Of all the creatures that can serve as flying mounts, hippogriffs are among the easiest to train and the most loyal once trained properly.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Hippogriff.webp\"}}]},{\"name\":\"Hobgoblin\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"War horns sound, stones fly from catapults, and the thunder of a thousand booted feet echoes across the land as hobgoblins march to battle. Across the borderlands of civilization, settlements and settlers must contend with these aggressive humanoids, whose thirst for conquest is never satisfied.\",\"Hobgoblins have dark orange or red-orange skin, and hair ranging from dark red-brown to dark gray. Yellow or dark brown eyes peer out beneath their beetling brows, and their wide mouths sport sharp and yellowed teeth. A male hobgoblin might have a large blue or red nose, which symbolizes virility and power among goblinkin. Hobgoblins can live as long as humans, though their love of warfare and battle means that few do.\",{\"name\":\"Goblinoids\",\"type\":\"entries\",\"entries\":[\"Hobgoblins belong to a family of creatures called goblinoids. They are often found lording over their cousins, the smaller goblins and the ferocious bugbears.\"]},{\"name\":\"Martial Might\",\"type\":\"entries\",\"entries\":[\"A hobgoblin measures virtue by physical strength and martial prowess, caring about nothing except the opportunity to demonstrate skill and cunning in battle. Hobgoblins of high military rank attain their positions by force, then hold those positions by imposing their authority through draconian measures.\",\"Hobgoblins train to fight with a variety of weapons, and have great skill at crafting arms, armor, siege engines, and other military devices. Organized and disciplined, they take exceptional care of their weapons, armor, and personal possessions. They favor the bold colors associated with their tribes, and trim their often-elaborate uniforms with blood-red piping and leather dyed black.\"]},{\"name\":\"Military Legions\",\"type\":\"entries\",\"entries\":[\"Hobgoblins organize themselves into tribal bands known as legions. In their martial society, every hobgoblin has a rank, from the powerful leaders and champions, to the rank-and-file foot soldiers, to the goblins that find themselves driven into the front lines at spear point. A legion is headed by a warlord with several captains serving under its command. A hobgoblin warlord is a ruthless tyrant more interested in strategy, victory, glory, reputation, and dominion than leading troops into battle.\",\"As loyal and disciplined as hobgoblins are in their own legion, rival legions compete constantly for reputation and status. Meetings between legions erupt in violence if troops aren't restrained, and only exceptionally powerful leaders can force legions to cooperate on the battlefield.\"]},{\"name\":\"Strategic Thinkers\",\"type\":\"entries\",\"entries\":[\"Hobgoblins have a strong grasp of tactics and discipline, and can carry out sophisticated battle plans under the direction of a strategically minded leader. However, they hate elves and attack them first in battle over any other opponents, even if doing so would be a tactical error.\",\"Legions often supplement their ranks with less reliable and more expendable troops, including goblins, bugbears, orcs, evil humans, ogres, and giants.\"]},{\"name\":\"Beast Trainers\",\"type\":\"entries\",\"entries\":[\"Hobgoblins have a long history of training animals to service. Like the more civilized races, they use oxen and horses to transport goods and weaponry over long distances. They communicate with each other using trained ravens, and keep vicious wolves to guard prisoners and protect hobgoblin camps. Hobgoblin cavalry use trained worgs as steeds, in the same way that goblins ride wolves. Some tribes even keep carnivorous apes as fighting beasts.\"]},{\"name\":\"Conquer and Control\",\"type\":\"entries\",\"entries\":[\"Hobgoblins claim lands with abundant resources, and they can be found in forests and mountains, near mines and humanoid settlements, and anywhere else that wood, metal, and potential slaves can be found. They build and conquer strongholds in strategically advantageous locations, which they then use as staging areas to expand their territory.\",\"Hobgoblin warlords never tire of combat, but they don't take up arms lightly. Before they attack, hobgoblins conduct thorough reconnaissance to gauge the strengths and weaknesses of their foes. When assaulting a stronghold, they surround it first to cut off escape routes and supply lines, then slowly starve their enemies out.\",\"Hobgoblins fortify their own holdings, bolstering existing defenses with innovations of their own. Whether they lair in cavern complexes, dungeons, ruins, or forests, they protect their strongholds with ditches, fences, gates, guard towers, pit traps, and crude catapults or ballistas.\"]},{\"name\":\"Legion of Maglubiyet\",\"type\":\"entries\",\"entries\":[\"Hobgoblins worship Maglubiyet the Mighty One, the greater god of goblinoids. As terrifying as this figure is, hobgoblins don't fear death, believing that when they die in battle, their spirits join the honored ranks of Maglubiyet's army on the plane of Acheron.\"]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"They break before our shields,\",\"They fall beneath our blades;\",\"Their home is ours to conquer,\",\"Their children our slaves.\",\"Acheron! Acheron!\",\"Victory is ours!\"],\"by\":\"Translation of a Hobgoblin War Chant\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Hobgoblin.webp\"}}]},{\"name\":\"Hobgoblin Captain\",\"source\":\"MM\",\"_copy\":{\"name\":\"Hobgoblin\",\"source\":\"MM\"}},{\"name\":\"Hobgoblin Warlord\",\"source\":\"MM\",\"_copy\":{\"name\":\"Hobgoblin\",\"source\":\"MM\"}},{\"name\":\"Homunculus\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Shaping a mixture of clay, ash, mandrake root, and blood, one can channel rare ritual magic to create a faithful, squirrel-sized companion.\",\"A homunculus is a construct that acts as an extension of its creator, with the two sharing thoughts, senses, and language through a mystical bond. A master can have only one homunculus at a time (attempts to create another one always fail), and when its master dies, the homunculus also dies.\",{\"name\":\"Shared Mind\",\"type\":\"entries\",\"entries\":[\"A homunculus knows everything its creator knows, including all the languages the creator can speak and read. Likewise, everything the construct senses is known to its master, even over great distances, provided both are on the same plane. Functioning as a spy, a scout, an emissary, or a messenger, a homunculus is an invaluable servant for a spellcaster engaged in secret experimentation or adventuring.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Homunculus.webp\"}}]},{\"name\":\"Hook Horror\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A fierce predator of the Underdark, the hook horror aggressively defends its hunting grounds. The subterranean caverns where these creatures dwell echo with the constant clacking and scraping of their hooks as they wend their way up cliffs and along cavern walls. The monstrous hook horror has a head resembling a vulture's and the torso of an enormous beetle, with an exoskeleton studded by sharp, bony protuberances. It gains its name from its long, powerfully built arms and legs, which end in wickedly curved hooked claws.\",{\"name\":\"Echoes in the Dark\",\"entries\":[\"Hook horrors communicate by striking their hooks against their exoskeletons or the stone surfaces around them. What sounds to others like random clacking noise is actually a complex language that only hook horrors understand, and which carries for miles through the echoing Underdark.\"],\"type\":\"entries\"},{\"name\":\"Pack Predators\",\"type\":\"entries\",\"entries\":[\"The omnivorous hook horrors eat lichens, fungi, plants, and any creature they can catch. A hook horror's hooked limbs give it excellent purchase on rock surfaces, and these creatures use their climbing skills to ambush prey from above. They hunt in packs, working together against the largest and most dangerous opponents. If a battle goes poorly, a hook horror quickly climbs a cavern wall to flee.\"]},{\"name\":\"Dedicated Clans\",\"type\":\"entries\",\"entries\":[\"Hook horrors live in extended family groups or clans. Each clan is ruled by the eldest female, who typically places her mate in charge of the clan's hunters. Hook horrors lay eggs, which are clustered in a central, well-defended area of a clan's home caverns.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Hook Horror.webp\"}}]},{\"name\":\"Horned Devil\",\"source\":\"MM\",\"_copy\":{\"name\":\"Devils\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Horned devils are lazy to the point of belligerence and reluctant to put themselves in harm's way. Moreover, they hate and fear any creature stronger than themselves. When they are sufficiently provoked or antagonized, the fury of these fiends can be terrifying.\",\"A malebranche stands as tall as an ogre and is sheathed in scales as tough as iron. The flying infantry of the hellish legions, horned devils follow orders to the letter. Their huge wings and sweeping horns create an intimidating presence as they drop from the sky and strike with deadly forks and lashing tails.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Horned Devil.webp\"},\"credit\":\"Jim Pavelec\"}}}}},{\"name\":\"Hunter Shark\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Smaller than a giant shark but larger and fiercer than a reef shark, a hunter shark haunts deep waters. It usually hunts alone, but multiple hunter sharks might feed in the same area. A fully grown hunter shark is 15 to 20 feet long.\"]}]}]},{\"name\":\"Hydra\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The hydra is a reptilian horror with a crocodilian body and multiple heads on long, serpentine necks. Although its heads can be severed, the hydra magically regrows them in short order. A typical specimen has five heads. At the dawn of time, Tiamat, the Queen of Evil Dragons, slew a rival dragon god named Lernaea and cast her blood across the multiverse. Each drop that fell upon a world spawned a multi-headed hydra consumed by a hunger as great as the fallen god's hatred. Great champions are known to test their mettle against these fearsome creatures.\",{\"name\":\"Everlasting Hunger\",\"type\":\"entries\",\"entries\":[\"A rapacious and gluttonous monster, a hydra snatches and tears apart its prey in a frenzy of feeding. When a hydra has cleared a territory of food and driven off any creatures smart enough to avoid it, it moves on to seek its meals elsewhere. A hydra's hunger is so great that if it can't feed, it might turn against itself, its heads attacking each other as the creature eats itself alive.\"]},{\"name\":\"Hardy Water Dwellers\",\"type\":\"entries\",\"entries\":[\"Hydras are natural swimmers, dwelling in rivers, along lakeshores, in ocean shallows, and in wetland bogs. A hydra rarely requires shelter from the elements, so it doesn't normally have a lair. Only in colder climes are hydras drawn to the protection of sheltered caverns and ruins. When a hydra sleeps, at least one of its heads remains awake and alert, making the creature difficult to catch by surprise.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Hydra.webp\"}}]},{\"name\":\"Hyena\",\"source\":\"MM\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Hyena.webp\"}}]},{\"name\":\"Ice Devil\",\"source\":\"MM\",\"_copy\":{\"name\":\"Devils\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Found most commonly on the cold layers of Stygia and Cania, ice devils serve as commanders of the infernal armies of the Nine Hells, tormenting lesser devils as an outlet for their anger and resentment. Coveting the power of their pit fiend superiors, ice devils work ceaselessly toward promotion, slaughtering the enemies of the Nine Hells and claiming as many souls as they can for their archdevil masters.\",\"Resembling a giant bipedal insect, an ice devil has clawed hands and feet, powerful mandibles, and a long tail covered in razor-sharp spikes. Some carry barbed spears whose icy touch can render a foe all but helpless in combat.\",{\"type\":\"inset\",\"name\":\"Variant: Ice Devil Spear\",\"entries\":[\"Some ice devils have the following action options.\",{\"name\":\"Multiattack\",\"type\":\"entries\",\"entries\":[\"The devil makes two attacks: one with its spear and one with its tail.\"]},{\"name\":\"Ice Spear\",\"type\":\"entries\",\"entries\":[\"{@atk mw} {@hit +10} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage + 10 ({@damage 3d6}) cold damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw, or for 1 minute, its speed is reduced by 10 feet; it can take either an action or a bonus action on each of its turns, not both; and it can't take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}]}]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Ice Devil.webp\"}}}}}},{\"name\":\"Ice Mephit\",\"source\":\"MM\",\"_copy\":{\"name\":\"Mephits\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Ice Mephit\",\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Comprising frigid air and water, ice mephits are aloof and cold, surpassing all other mephits in pitiless cruelty\"]}]}},\"images\":{\"mode\":\"appendArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Ice Mephit.webp\"}}}}}},{\"name\":\"Imp\",\"source\":\"MM\",\"_copy\":{\"name\":\"Devils\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Imps are found throughout the Lower Planes, either running errands for their infernal masters, spying on rivals, or misleading and waylaying mortals. An imp will proudly serve an evil master of any kind, but it can't be relied on to carry out tasks with any speed or efficiency.\",\"An imp can assume animal form at will, but in its natural state it resembles a diminutive red-skinned humanoid with a barbed tail, small horns, and leathery wings. It strikes while {@condition invisible}, attacking with its poison stinger.\",{\"type\":\"inset\",\"name\":\"Variant: Imp Familiar\",\"entries\":[\"Imps can be found in the service to mortal spellcasters, acting as advisors, spies, and familiars. An imp urges its master to acts of evil, knowing the mortal's soul is a prize the imp might ultimately claim. Imps display an unusual loyalty to their masters, and an imp can be quite dangerous if its master is threatened. Some such imps have the following trait.\",{\"name\":\"Familiar\",\"type\":\"entries\",\"entries\":[\"The imp can enter into a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the imp senses as long as they are within 1 mile of each other. While the imp is within 10 feet of its master, the master shares the imp's Magic Resistance trait. If its master violates the terms of the contract, the imp can end its service as a familiar, ending the telepathic bond.\"]}]}]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Imp.webp\"}}}}}},{\"name\":\"Incubus\",\"source\":\"MM\",\"_copy\":{\"name\":\"Succubus/Incubus\",\"source\":\"MM\"},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Incubus.webp\"}}]},{\"name\":\"Intellect Devourer\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"An intellect devourer resembles a walking brain protected by a crusty covering and set on bestial clawed legs. This foul aberration feeds on the intelligence of sentient creatures, taking over a victim's body on behalf of its mind flayer masters.\",{\"name\":\"Illithid Creations\",\"type\":\"entries\",\"entries\":[\"Mind flayers breed intellect devourers to serve as roaming hunters of the Underdark, creating an intellect devourer by taking the brain of a thrall and subjecting it to a horrible ritual. As it sprouts legs, the brain becomes an intelligent predator as twisted and evil as its masters.\"]},{\"name\":\"Deadly Puppet Masters\",\"type\":\"entries\",\"entries\":[\"An intellect devourer consumes a creature's mind and memories, then turns the host body into a puppet under its control. An intellect devourer typically uses its puppet host to lure others into the domain of the mind flayers to be enthralled or consumed.\"]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Don't cry. We have no intention of eating your brain. In fact, your brain is going on a wonderful journey!\"],\"by\":\"Qorik el-Slurrk, mind flayer\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Intellect Devourer.webp\"}}]},{\"name\":\"Invisible Stalker\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"An invisible stalker is an air elemental that has been summoned from its native plane and transformed by powerful magic. Its sole purpose is to hunt down creatures and retrieve objects for its summoner. When it is defeated or the magic that binds it expires, an invisible stalker vanishes in a gust of wind.\",{\"name\":\"Directed Hunter\",\"type\":\"entries\",\"entries\":[\"When an invisible stalker is created, it stays at its summoner's side until it is given a task to perform. If an assignment doesn't involve hunting down and slaying a specific creature or recovering an object, the magic that created the invisible stalker ends and the elemental is released. Otherwise, it completes the task, then returns to its summoner for more commands, forced to serve until the magic that binds it expires. If its summoner dies in the interim, the invisible stalker vanishes after completing its task.\",\"An invisible stalker is an unwilling servant at best. It resents any undertaking assigned to it. A mission that requires significant time might drive the invisible stalker to pervert the intent of a command unless it is worded carefully.\"]},{\"name\":\"Unseen Threat\",\"type\":\"entries\",\"entries\":[\"Invisible stalkers are composed of air and are naturally invisible. A creature might hear and feel an invisible stalker in passing, but the elemental remains invisible even when it attacks. A spell that allows someone to see the invisible reveals only the invisible stalker's vague outline.\"]},{\"name\":\"Elemental Nature\",\"type\":\"entries\",\"entries\":[\"An invisible stalker requires no air, food, drink, or sleep.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Invisible Stalker.webp\"}}]},{\"name\":\"Iron Golem\",\"source\":\"MM\",\"_copy\":{\"name\":\"Golems\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":[\"The mightiest of the golems, the iron golem is a massive, towering giant wrought of heavy metal. An iron golem's shape can be worked into any form, though most are fashioned to look like giant suits of armor. Its fist can destroy creatures with a single blow, and its clanging steps shake the earth beneath its feet. Iron golems wield enormous blades to extend their reach, and all can belch clouds of deadly poison.\",\"An iron golem's body is smelted with rare tinctures and admixtures. Though other golems bear weaknesses inherent in their materials or the power of the elemental spirit bound within them, iron golems were designed to be nearly invulnerable. Their iron bodies imprison the spirits that drive them, and are susceptible only to weapons imbued with magic or the strength of adamantine.\",{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Beyond the unopenable doors lay a grand hall ending before a towering stone throne, upon which sat an iron statue taller and wider than two men. In one and it clutched an iron sword, in the other, a feather whip. We should have turned back then.\"],\"by\":\"Mordenkainen the Archmage\",\"from\":\"chronicling his party's harrowing exploits in the dungeons below Maure Castle\"}]}]}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Iron Golem.webp\"}}]},{\"name\":\"Jackalwere\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Ordinary jackals tainted by demonic power, jackalweres haunt roads and trails, waylaying and murdering those they meet.\",\"A jackalwere has three physical forms that it shifts between. In its true form, it is indistinguishable from a normal jackal. It can take human form, often appearing gaunt and affecting a wretched demeanor to beg goodwill from strangers. When travelers welcome a jackalwere into their midst, the monster adopts its human-sized hybrid form, with the fur and head of a jackal but standing on two legs as it attacks.\",{\"name\":\"Beguilers and Cowards\",\"type\":\"entries\",\"entries\":[\"The demon lord Graz'zt created jackalweres to serve his devoted servants, the lamias. Reaching out from the Abyss, he bestowed jackals with the gift of speech and the ability to assume humanoid forms. A jackalwere is born to lie, and perceptive creatures might notice it wincing in pain when it speaks the truth.\",\"A jackalwere prefers to fight alongside jackals and others of its kind. Under the direction of jackalweres, jackals are fierce and loyal companions.\"]},{\"name\":\"Supernatural Servants\",\"type\":\"entries\",\"entries\":[\"Jackalweres kidnap humanoids for their lamia masters, condemning victims to a lifetime of slavery or an agonizing death. A jackalwere's magical gaze renders a foe {@condition unconscious}, allowing the monster to bind a creature or drag it away.\",\"A jackalwere might also use its gaze to incapacitate a deadly enemy long enough to make good its escape.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Jackalwere.webp\"}}]},{\"name\":\"Kenku\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Kenku are feathered humanoids that wander the world as vagabonds, driven by greed. They can perfectly imitate any sound they hear.\",{\"name\":\"Fallen Flocks\",\"type\":\"entries\",\"entries\":[\"Kenku wear ill-fitting cloaks, robes, and rags. These garments cover the soft, sleek feathers of their bodies, shrouding their bare arms and legs. They tread lightly when they walk, on talons made for grasping the branches of trees and seizing prey from the lofty skies. Soft as the wind they move, so as not to draw attention to their shameful forms.\",\"Once, the kenku held the wind in their wings, embracing the gusty sky and singing the sweet language of birdsong. Serving a master whose identity is now lost to their memory, the kenku coveted the glittering baubles of his household, and longed to speak so that they could cajole and swindle others out of such treasures. Stealing the secret of speech from a volume in their master's library, they disguised themselves in rags to beg for pretty things. When their master learned of their greed, he stripped away their wings as punishment, forcing them to beg forever.\",{\"name\":\"Speech in Pantomime\",\"entries\":[\"Kenku can mimic the sound of anything they hear. A kenku asking for money might make the sound of coins clinking together, and a kenku referring to a busy marketplace can reproduce the cacophony of hawking vendors, barking dogs, bleating sheep, and the cries of street urchins. When mimicking voices, they can only repeat words and phrases they have heard, not create new sentences. To converse with a kenku is to witness a performance of imitated sounds and almost nonsensical verse.\",\"Kenku speak to one another in much the same way. Because they are adept at interpreting one another's glances and gestures, the sounds they make to communicate complex ideas or emotions can be succinct. Groups of kenku also develop secret codes. For example, a cat's meow might be the secret code for \\\"Prepare to attack!\\\" or \\\"Flee for your lives!\\\" Their talent for mimicry extends to handwriting, and criminal organizations often employ kenku to forge documents. When a kenku commits a crime, it might forge evidence to implicate another creature.\"],\"type\":\"entries\"}]},{\"name\":\"The Wistful Wingless\",\"type\":\"entries\",\"entries\":[\"All kenku pine for the ability to fly, and thus the punishments they mete out to one another often involve false wings, such as heavy wings of wood borne as a mark of shame. As a final, tragic reminder of the wings they once had, kenku carry out executions by hurling their condemned from tall buildings or cliffs.\"]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"If you hear a baby crying in an alley, walk the other way. That's my advice to you.\"],\"by\":\"Endroth Knag, City Watch corporal in Waterdeep\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Kenku.webp\"},\"credit\":\"Zoltan Boros\"}]},{\"name\":\"Knight\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners.\"]}]}]},{\"name\":\"Kobold\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Kobolds are craven reptilian humanoids that worship evil dragons as demigods and serve them as minions and toadies. Kobolds inhabit dragons' lairs when they can but more commonly infest dungeons, gathering treasures and trinkets to add to their own tiny hoards.\",{\"name\":\"Strength in Numbers\",\"entries\":[\"Kobolds are egg-laying creatures. They mature quickly and can live to be \\\"great wyrms\\\" more than a century old. However, many kobolds perish before they reach the end of their first decade. Physically weak, they are easy prey for predators. This vulnerability forces them to band together. Their superior numbers can win battles against powerful adversaries, but often with massive casualties on the kobold side.\"],\"type\":\"entries\"},{\"name\":\"Tunnelers and Builders\",\"type\":\"entries\",\"entries\":[\"Kobolds make up for their physical ineptitude with a cleverness for trap making and tunneling. Their lairs consist of low tunnels through which they move easily but which hinder larger humanoids. Kobolds also riddle their lairs with traps. The most insidious kobold traps make use of natural hazards and other creatures. A trip wire might connect to a spring-loaded trap that hurls clay pots of flesh-eating green slime or flings crates of venomous giant centipedes at intruders.\"]},{\"name\":\"The Lost God\",\"type\":\"entries\",\"entries\":[\"In addition to the dragons they revere, kobolds worship a lesser god named Kurtulmak. Legends speak of how Kurtulmak served as Tiamat's vassal in the Nine Hells until Garl Glittergold, the god of gnomes, stole a trinket from the Dragon Queen's hoard. Tiamat sent Kurtulmak to retrieve the trinket, but Garl Glittergold played a trick on him, collapsing the earth and trapping the kobold god in an underground maze for eternity. For this reason, kobolds hate gnomes and pranks of any kind. Kurtulmak's most devoted worshipers dedicate themselves to finding and releasing their lost god from his prison-maze.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Kobold.webp\"},\"credit\":\"Conceptopolis\"}]},{\"name\":\"Kraken\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Beneath the waves, the kraken sleeps for untold ages, awaiting some fell sign or calling. Land-born mortals who sail the open sea forget the reasons their ancestors dreaded the ocean, even as the races of the deep ignore strange gaps in their histories when their civilizations nearly vanished after the appearance of the tentacled horror.\",{\"name\":\"Leviathans of Legend\",\"type\":\"entries\",\"entries\":[\"At the beginning of time, krakens served as fierce warriors of the gods. When the gods' wars ended, the krakens shrugged free of their servitude, never again to be bound by other beings. Whole nations quake in fear when the kraken emerges from its dark demesne, and even in the middle of the deepest oceans, storms rise or abate according to its will. The kraken is a primeval force that obliterates the greatest achievements of civilization as if they were castles in the sand. Its devastating attacks can destroy ocean trade and halt communication between coastal cities.\",\"An ominous darkness presages a kraken's attack, and a cloud of inky poison colors the water around it. Galleons and warships vanish when its tentacles uncoil from the deep, the kraken breaking their masts like kindling before drawing down ships and crew. Not even landlocked surface dwellers are safe from a kraken's wrath. Krakens can breathe air as easily as water, and some crawl up rivers to nest in freshwater lakes, destroying cities and towns along the way. Adventurers tell of these monsters lairing in the ruins of lakeside citadels, their tentacles twined around leaning towers of disintegrating stone.\"]},{\"name\":\"Mortal Foes\",\"type\":\"entries\",\"entries\":[\"Some krakens are virtual gods, with cults and minions spread across sea and land. Others are allied with Olhydra, the evil Princess of Elemental Water, and use her cultists to enforce their will on land and sea. A kraken pleased with its worshipers can becalm rough seas and bring a bounteous harvest of fish to the faithful. However, the devious mind of a kraken is ancient beyond reckoning, and is ultimately bent to the ruination of all things.\"]}]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"A kraken dreams of casting its tentacles into the heavens and strangling that which birthed it, and when its dream exceeds its reach, it settles for the occasional passing ship.\"],\"by\":\"From {@style Night of the Kraken Cult|small-caps} by Malfeore Serrang, pirate-mage of Tethyr\"}]},{\"type\":\"entries\",\"name\":\"A Kraken's Lair\",\"entries\":[\"A kraken lives in dark depths, usually a sunken rift or a cavern filled with detritus, treasure, and wrecked ships.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Kraken.webp\"}}]},{\"name\":\"Kuo-toa\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Kuo-toa are degenerate fishlike humanoids that once inhabited the shores and islands of the surface world. Long ago humans and their ilk drove the kuo-toa underground, where they dwell in madness and everlasting night. Kuo-toa can no longer abide daylight.\",{\"name\":\"Mad Slaves\",\"type\":\"entries\",\"entries\":[\"At the height of the illithid empire, the mind flayers captured kuo-toa by the thousands and forced them into bondage. The kuo-toa were simple creatures, never meant to endure the oppressive mental force the illithids unleashed against them. By the time the mind flayers abandoned them, the prolonged psychic subjugation endured by the kuo-toa had driven them mad.\",\"Their minds shattered beyond repair, the kuo-toa adopted a religious fervor, inventing gods to protect them against threats. Most notable of these threats are the drow, which have slain the kuo-toa on sight since the days when the two races first met.\"]},{\"name\":\"God Makers\",\"type\":\"entries\",\"entries\":[\"Kuo-toa worship gods of their own insane creation, but if enough kuo-toa believe that a god is real, the energy of their collective subconscious can cause that god to manifest as a physical entity. The form a kuo-toa god takes depends on the inspiration for its divine image, and is usually random or nonsensical.\",\"One of the most revered gods of the kuo-toa is Blibdoolpoolp the Sea Mother, who takes the form of a female human with a crayfish head, a crayfish's claws, and an articulated shell covering her shoulders. Blibdoolpoolp was likely invented by a kuo-toa that improved on a broken human statue by adding the limbs and head of a crustacean. In sudden awe of its handiwork, it then named the resulting form a god.\",\"Kuo-toa that cross paths with an aboleth often find themselves worshiping it as a god, their madness blinding them to the fact that the aboleth is merely using them for its own nefarious ends.\"]},{\"name\":\"Theocratic Rulers\",\"type\":\"entries\",\"entries\":[\"Kuo-toa archpriests are surrounded by fanatical devotees of their faith. The archpriest of a kuo-toa domain demands that all its subjects worship a specific god. An archpriest's mad belief in its god is so fervent that it manifests the powers of a high cleric. The archpriest can also bestow spells to devout underlings called whips. One or more of these whips are also the archpriest's children, and their primary role in kuo-toan society is to fight to the death to claim the throne when the archpriest dies. If a whip displeases the archpriest, the archpriest can strip it of its spellcasting ability, if not its life.\",\"The archpriest's decrees are enforced by monitors, devout kuo-toa that act as the archpriest's eyes and ears. Monitors are deadly hand-to-hand combatants, and lesser kuo-toa live in fear of them.\",\"Kuo-toa Gear. Many weapons of the kuo-toa are designed to capture rather than kill. Nets are common, though some carry pincer staffs (also called mancatchers) designed to trap and immobilize foes. Kuo-toa warriors also treat their shields with a sticky goo that catches incoming weapons.\",\"In general, kuo-toa don't like the weight of armor on their slippery bodies and rely on their natural rubbery hides for protection. However, they like to wear jewelry made from scavenged bones, shells, pearls, gems, and carapace fragments.\"]},{\"type\":\"inset\",\"name\":\"Variant: Kuo-toa Monitor\",\"entries\":[\"A kuo-toa monitor has a challenge rating of 3 (700 XP). It has the same statistics as a kuo-toa whip except that it adds its Wisdom modifier to its Armor Class (AC 13), loses the Spellcaster trait, and replaces the whip's action options with the following action options.\",{\"name\":\"Multiattack\",\"entries\":[\"The kuo-toa makes one bite attack and two unarmed strikes.\"],\"type\":\"entries\"},{\"name\":\"Bite\",\"entries\":[\"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 ({@damage 1d4 + 2}) piercing damage.\"],\"type\":\"entries\"},{\"name\":\"Unarmed Strike\",\"entries\":[\"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 ({@damage 1d6 + 2}) bludgeoning damage + 3 ({@damage 1d6}) lightning damage, and the target can't take reactions until the end of the kuo-toa's next turn.\"],\"type\":\"entries\"}]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"They invent their own gods... the very definition of insanity.\"],\"by\":\"Sabal Mizzrym of Menzoberranzan\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Kuo-toa.webp\"}}]},{\"name\":\"Kuo-toa Archpriest\",\"source\":\"MM\",\"_copy\":{\"name\":\"Kuo-toa\",\"source\":\"MM\"},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Kuo-toa Archpriest.webp\"}}]},{\"name\":\"Kuo-toa Monitor\",\"source\":\"MM\",\"_copy\":{\"name\":\"Kuo-toa\",\"source\":\"MM\"}},{\"name\":\"Kuo-toa Whip\",\"source\":\"MM\",\"_copy\":{\"name\":\"Kuo-toa\",\"source\":\"MM\"},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Kuo-toa Whip.webp\"}}]},{\"name\":\"Lamia\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Ruined desert cities and the tombs of forgotten monarchs make perfect lairs for the wicked lamias. These decadent monsters take what has been forgotten and make it the seat of their hedonistic rule, surrounding themselves with sycophants. Lamias rely on {@creature Jackalwere||jackalweres} to perform various tasks, sending them across the wastes to capture slaves or steal treasures from caravans, encampments, or villages, concealed by the lamia's magic as they attack.\",\"A lamia has a beautiful humanoid upper body that merges into a powerful four-legged leonine form. Its vicious black claws speak to its predatory nature, as does its hunger for torture and humanoid flesh.\",{\"name\":\"Tyrants of Pleasure\",\"type\":\"entries\",\"entries\":[\"Lamias adorn their crumbling havens with finery stolen from passing caravans, then use magic to further accentuate their lairs, masking decay with illusion. A lair's breathtaking gardens, finely decorated apartments, and numerous slaves seem at odds with its remoteness and state of ruin.\",\"Using its intoxicating touch, a lamia weakens the minds of its enemies, making them more susceptible to its enchantment spells and turning them into its slaves. Those it beguiles with {@spell geas} spells are pitted against each other in elaborate contests for the lamia's amusement.\"]},{\"name\":\"Vain Predators\",\"type\":\"entries\",\"entries\":[\"Always anxious to gain more wealth and slaves, a lamia uses a pool of water or a mirror in conjunction with a {@spell scrying} spell to view its domain. A lamia uses this power to watch over trade routes and nearby settlements, or to seek out objects and creatures it fancies.\",\"Lamias are particularly fond of seeking out adventurers with pure hearts to seduce and corrupt to evil, savoring the destruction of their virtue. They use their magic to lure potential victims to their lairs, relying on illusion and their thralls to capture hapless foes. Lamias prize beauty and strength above all else, however. Any prisoner that falls short of their esteem becomes the main course in a horrible feast, or is set free to die while wandering the wastes.\",\"As long as they have slaves to face their enemies, lamias fight from the fringes, beguiling foes with magic if they can. A lamia pressed into melee never stays there for long, shredding flesh with claw and dagger before springing away to safety.\"]},{\"name\":\"Minions of Graz'zt\",\"type\":\"entries\",\"entries\":[\"The demon lord Graz'zt creates lamias from his mortal servants, granting them immortality in return for monstrous power and an oath of fealty. Graz'zt sometimes tasks lamias with guarding locations important to him, but lamias in his service remain free to spread their evil as they see fit.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Lamia.webp\"}}]},{\"name\":\"Lemure\",\"source\":\"MM\",\"_copy\":{\"name\":\"Devils\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A lemure arises when a mortal soul is twisted by evil and banished to the Nine Hells for eternity. The lowest type of devil, lemures are repugnant, shapeless creatures doomed to suffer torment until they are promoted to a higher form of devil, most commonly an imp.\",\"A lemure resembles a molten mass of flesh with a vaguely humanoid head and torso. A permanent expression of anguish twists across its face, its feeble mouth babbling even though it can't speak.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Lemure.webp\"}}}}}},{\"name\":\"Lich\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Liches are the remains of great wizards who embrace undeath as a means of preserving themselves. They further their own power at any cost, having no interest in the affairs of the living except where those affairs interfere with their own. Scheming and insane, they hunger for long-forgotten knowledge and the most terrible secrets. Because the shadow of death doesn't hang over them, they can conceive plans that take years, decades, or centuries to come to fruition.\",\"A lich is a gaunt and skeletal humanoid with withered flesh stretched tight across its bones. Its eyes succumbed to decay long ago, but points of light burn in its empty sockets. It is often garbed in the moldering remains of fine clothing and jewelry worn and dulled by the passage of time.\",{\"name\":\"Secrets of Undeath\",\"type\":\"entries\",\"entries\":[\"No wizard takes up the path to lichdom on a whim, and the process of becoming a lich is a well-guarded secret. Wizards that seek lichdom must make bargains with fiends, evil gods, or other foul entities. Many turn to Orcus, Demon Prince of Undeath, whose power has created countless liches. However, those that control the power of lichdom always demand fealty and service for their knowledge.\",\"A lich is created by an arcane ritual that traps the wizard's soul within a phylactery. Doing so binds the soul to the mortal world, preventing it from traveling to the Outer Planes after death. A phylactery is traditionally an amulet in the shape of a small box, but it can take the form of any item possessing an interior space into which arcane sigils of naming, binding, immortality, and dark magic are scribed in silver.\",\"With its phylactery prepared, the future lich drinks a potion of transformation-a vile concoction of poison mixed with the blood of a sentient creature whose soul is sacrificed to the phylactery. The wizard falls dead, then rises as a lich as its soul is drawn into the phylactery, where it forever remains.\"]},{\"name\":\"Soul Sacrifices\",\"type\":\"entries\",\"entries\":[\"A lich must periodically feed souls to its phylactery to sustain the magic preserving its body and consciousness. It does this using the {@spell imprisonment} spell. Instead of choosing one of the normal options of the spell, the lich uses the spell to magically trap the target's body and soul inside its phylactery. The phylactery must be on the same plane as the lich for the spell to work. A lich's phylactery can hold only one creature at a time, and a {@spell dispel magic} cast as a 9th-level spell upon the phylactery releases any creature imprisoned within it. A creature imprisoned in the phylactery for 24 hours is consumed and destroyed utterly, whereupon nothing short of divine intervention can restore it to life.\",\"A lich that fails or forgets to maintain its body with sacrificed souls begins to physically fall apart, and might eventually become a demilich.\"]},{\"name\":\"Death and Restoration\",\"type\":\"entries\",\"entries\":[\"When a lich's body is broken by accident or assault, the will and mind of the lich drains from it, leaving only a lifeless corpse behind. Within days, a new body reforms next to the lich's phylactery, coalescing out of glowing smoke that issues from the device. Because the destruction of its phylactery means the possibility of eternal death, a lich usually keeps its phylactery in a hidden, well-guarded location.\",\"Destroying a lich's phylactery is no easy task and often requires a special ritual, item, or weapon. Every phylactery is unique, and discovering the key to its destruction can be a quest in and of itself.\"]},{\"name\":\"Lonely Existence\",\"type\":\"entries\",\"entries\":[\"From time to time, a lich might be stirred from its single-minded pursuit of power to take an interest in the world around it, most often when some great event reminds it of the life it once led. It otherwise lives in isolation, engaging only with those creatures whose service helps secure its lair.\",\"Few liches call themselves by their former names, instead adopting monikers such as the Black Hand or the Forgotten King.\"]},{\"name\":\"Magic Collectors\",\"type\":\"entries\",\"entries\":[\"Liches collect spells and magic items. In addition to its spell repertoire, a lich has ready access to potions, scrolls, libraries of spellbooks, one or more wands, and perhaps a staff or two. It has no qualms about putting these treasures to use whenever its lair comes under attack.\"]},{\"name\":\"Undead Nature\",\"type\":\"entries\",\"entries\":[\"A lich doesn't require air, food, drink, or sleep.\"]},{\"type\":\"entries\",\"name\":\"A Lich's Lair\",\"entries\":[\"A lich often haunts the abode it favored in life, such as a lonely tower, a haunted ruin, or an academy of black magic. Alternatively, some liches construct secret tombs filled with powerful guardians and traps. Everything about a lich's lair reflects its keen mind and wicked cunning, including the magic and mundane traps that secure it. Undead, constructs, and bound demons lurk in shadowy recesses, emerging to destroy those who dare to disturb the lich's work.\",\"A lich encountered in its lair has a challenge rating of 22 (41,000 XP).\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Lich.webp\"}}]},{\"name\":\"Lizard King\",\"source\":\"MM\",\"_copy\":{\"name\":\"Lizardfolk\",\"source\":\"MM\"}},{\"name\":\"Lizard Queen\",\"source\":\"MM\",\"_copy\":{\"name\":\"Lizardfolk\",\"source\":\"MM\"}},{\"name\":\"Lizardfolk\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Lizardfolk are primitive reptilian humanoids that lurk in the swamps and jungles of the world. Their hut villages thrive in forbidding grottos, half-sunken ruins, and watery caverns.\",{\"name\":\"Territorial Xenophobes\",\"type\":\"entries\",\"entries\":[\"Lizardfolk deal and trade with other races only rarely. Fiercely territorial, they use camouflaged scouts to guard the perimeter of their domain. When unwelcome visitors are detected, a tribe sends a hunting band to harass or drive the trespassers off, or tricks them into blundering into the lairs of crocodiles and other dangerous creatures.\",\"Lizardfolk have no notion of traditional morality, and they find the concepts of good and evil utterly alien. Truly neutral creatures, they kill when it is expedient and do whatever it takes to survive.\",\"Lizardfolk rarely stray beyond their claimed hunting grounds. Any creature that enters their territory is fair game to be stalked, killed, and devoured. They make no distinction between humanoids, beasts, and monsters. Similarly, lizardfolk don't like reaching too far beyond their borders, where they could easily become the hunted instead of the hunters.\",\"Occasions might arise when lizardfolk will form alliances with their neighbors. These lizardfolk usually learn firsthand that humans, dwarves, halflings, and elves can sometimes prove helpful or trustworthy. Once lizardfolk forge ties with outsiders, they are steadfast and fierce allies.\"]},{\"name\":\"Great Feasts and Sacrifices\",\"type\":\"entries\",\"entries\":[\"Lizardfolk are omnivorous, but they have a taste for humanoid flesh. Prisoners are often taken back to their camps to become the centerpieces of great feasts and rites involving dancing, storytelling, and ritual combat.\",\"Victims are either cooked and eaten by the tribe, or are sacrificed to Semuanya, the lizardfolk god.\"]},{\"name\":\"Canny Crafters\",\"type\":\"entries\",\"entries\":[\"Though they aren't skilled artisans, lizardfolk craft tools and ornamental jewelry out of the bones of their kills, and they use the hides and shells of dead monsters to create shields.\"]},{\"name\":\"Lizardfolk Leaders\",\"type\":\"entries\",\"entries\":[\"Lizardfolk respect and fear magic with a religious awe. Lizardfolk shamans lead their tribes, overseeing rites and ceremonies performed to honor Semuanya. From time to time, however, a lizardfolk tribe produces a powerful figure touched not by Semuanya but by Sess'inek-a reptilian demon lord who seeks to corrupt and control the lizardfolk.\",\"Lizardfolk born in Sess'inek's image are larger and more cunning than other lizardfolk, and are thoroughly evil. These lizard kings and queens dominate lizardfolk tribes, usurping a shaman's authority and inspiring uncharacteristic aggression among their subjects.\"]},{\"name\":\"Dragon Worshipers\",\"type\":\"entries\",\"entries\":[\"Lizardfolk speak Draconic, which they are thought to have learned from dragons in ancient times. A tribe that wanders into the territory of a dragon will offer it tribute to win its favor. An evil dragon might exploit lizardfolk for its own vile ends, turning them into raiders and plunderers.\"]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"In all my dealings with the lizardfolk, I was never able to tell what they were thinking. Their reptilian eyes belied no hint of their intentions. I gave them supplies. They gave me the willies.\"],\"by\":\"A merchant's account of his experience with the lizardfolk tribes of the Lizard Marsh\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Lizardfolk.webp\"}}]},{\"name\":\"Lizardfolk Shaman\",\"source\":\"MM\",\"_copy\":{\"name\":\"Lizardfolk\",\"source\":\"MM\"}},{\"name\":\"Lycanthropes\",\"source\":\"MM\",\"entries\":[{\"type\":\"section\",\"name\":\"Lycanthropes\",\"entries\":[\"One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a creature cursed by lycanthropy appears as its normal self. Over time, however, many lycanthropes acquire features suggestive of their animal form. In that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red in the dark.\",\"Evil lycanthropes hide among normal folk, emerging in animal form at night to spread terror and bloodshed, especially under a full moon. Good lycanthropes are reclusive and uncomfortable around other civilized creatures, often living alone in wilderness areas far from villages and towns.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Curse of Lycanthropy\",\"entries\":[\"A humanoid creature can be afflicted with the curse of lycanthropy after being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. A {@spell remove curse} spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish.\",\"A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form-or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams.\",\"Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Most lycanthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak.\"]}]},{\"type\":\"inset\",\"name\":\"Player Characters as Lycanthropes\",\"entries\":[\"A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope's speeds in non-humanoid form, damage immunities, traits, and actions that don't involve equipment. The character is proficient with the lycanthrope's natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope's statistics. The character can't speak while in animal form.\",\"A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the lycanthrope's proficiency bonus + the lycanthrope's Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed.\",\"The following information applies to specific lycanthropes.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"{@creature Werebear}\",\"entries\":[\"The character gains a Strength of 19 if his or her score isn't already higher, and a +1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.\"]},{\"type\":\"entries\",\"name\":\"{@creature Wereboar}\",\"entries\":[\"The character gains a Strength of 17 if his or her score isn't already higher, and a +1 bonus to AC while in boar or hybrid form (from natural armor). Attack and damage rolls for the tusks are based on Strength. For the Charge trait, the DC is 8 + the character's proficiency bonus + Strength modifier.\"]},{\"type\":\"entries\",\"name\":\"{@creature Wererat}\",\"entries\":[\"The character gains a Dexterity of 15 if his or her score isn't already higher. Attack and damage rolls for the bite are based on whichever is higher of the character's Strength and Dexterity.\"]},{\"type\":\"entries\",\"name\":\"{@creature Weretiger}\",\"entries\":[\"The character gains a Strength of 17 if his or her score isn't already higher. Attack and damage rolls for the natural weapons are based on Strength. For the Pounce trait, the DC is 8 + the character's proficiency bonus + Strength modifier.\"]},{\"type\":\"entries\",\"name\":\"{@creature Werewolf}\",\"entries\":[\"The character gains a Strength of 15 if his or her score isn't already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.\"]}]}]}]}]},{\"name\":\"Mage\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.\"]}]}]},{\"name\":\"Magma Mephit\",\"source\":\"MM\",\"_copy\":{\"name\":\"Mephits\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Magma Mephit\",\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Composed of earth and fire, magma mephits glow a dull red color as they perspire beads of molten lava. They are slow to comprehend the meaning of others' words and actions.\"]}]}},\"images\":{\"mode\":\"appendArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Magma Mephit.webp\"}}}}}},{\"name\":\"Magmin\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A grinning, mischievous magmin resembles a stumpy humanoid sculpted from a black shell of magma. Even when it isn't ablaze and radiating heat like a bonfire, small jets of flame erupt from its porous skin.\",{\"name\":\"Summoned Pyromaniacs\",\"type\":\"entries\",\"entries\":[\"Magmins are fire elemental spirits bound into physical forms by magic, and they appear in the Material Plane only when summoned. They view flammable objects as kindling for a grand conflagration, and only the magical control exerted by their summoners keeps them from setting everything they touch ablaze. Their propensity for fire and havoc makes them ideal for spreading chaos and destruction. A mob of magmins summoned inside a castle can reduce it to a burning shell within minutes.\",{\"type\":\"entries\",\"name\":\"Fiery Destruction\",\"entries\":[\"Although its flame is potent, the magmin's hard magma shell prevents it from instantly igniting everything it comes into contact with. However, like the fires inside them, magmins are capricious and unpredictable. Moreover, as simple elemental creations, they are oblivious to the harm their native element causes creatures of the Material Plane.\",\"If it has the opportunity while in service to its master, a magmin seeks out areas of great heat, such as forest fires or the bubbling magma of an active volcano. At other times, a magmin compulsively looses fire from its fingertips, delighting in setting objects ablaze.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Magmin.webp\"}}]},{\"name\":\"Mammoth\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A mammoth is an elephantine creature with thick fur and long tusks. Stockier and fiercer than normal elephants, mammoths inhabit a wide range of climes, from subarctic to subtropical.\"]}]}]},{\"name\":\"Manes\",\"source\":\"MM\",\"_copy\":{\"name\":\"Demons\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Souls of evil creatures that descend to the Lower Planes are transformed into manes-the lowest form of demonkind. These wretched fiends attack any non-demon they see, and they are called to the Material Plane by those seeking to sow death and chaos.\",\"Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows. Other demon lords feed on manes, destroying them utterly. Otherwise, killing a manes causes it to dissipate into a cloud of reeking vapor that reforms into another manes after one day.\"]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Have no pity for this damnable wretch. Bloody thing could grow up to be a demon lord one day.\"],\"by\":\"Emirikol the Chaotic\"}]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Manes.webp\"}}}}}},{\"name\":\"Manticore\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A monster in every sense of the word, a manticore has a vaguely humanoid head, the body of a lion, and the wings of a dragon. A bristling mane stretches down the creature's back, and its long tail ends in a cluster of deadly spikes that can impale prey at impressive range.\",{\"name\":\"Evil Predators\",\"type\":\"entries\",\"entries\":[\"Manticores are fierce killers that hunt far and wide for prey. They work together to take down particularly large or dangerous creatures, sharing the meal once a kill is made. A manticore begins its attack with a volley of tail spikes, then lands and uses its claws and bite. When outdoors and outnumbered, it uses its wings to stay aloft, attacking from a distance until its spikes are depleted.\",\"A manticore isn't particularly bright, but it possesses a malevolent nature and the ability to converse. In the course of attacking, it denigrates its foes and offers to kill them swiftly if they beg for their lives. If a manticore sees an advantage to be gained by sparing a creature's life, it does so, asking for a tribute or sacrifice equal to its loss of food.\"]},{\"name\":\"Monstrous Relationships\",\"type\":\"entries\",\"entries\":[\"Manticores serve wicked masters that treat them well and provide regular prey. A manticore might provide aerial support for an orc horde or a hobgoblin army. Another could serve as a hunting companion for a hill giant chief, or guard the entrance to a lamia's lair.\",\"The manticores' greatest territorial rivals include chimeras, griffons, perytons, and wyverns. Manticores hunting as a pack often have the advantage of greater numbers. In addition to these creatures, manticores fear dragons and avoid them.\"]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Manticores love the taste of human flesh. That's why, on trips through the mountains, I always travel with human guards.\"],\"by\":\"Marthok Uldarr, dwarf copper merchant\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Manticore.webp\"},\"credit\":\"Zack Stella\"}]},{\"name\":\"Marid\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Hailing from the Elemental Plane of Water, the marids are the most wondrous of genie-kind. Although all genies wield great power, even the lowliest marid sees itself as clearly superior to the flighty djinn, the ground-hugging dao, and the fuming efreet. Large and piscine, marids are a strange sight to behold, particularly when clad in the finely stitched vests and colorful pantaloons they favor. They speak in voices as soft as the sea breeze or as sonorous as storm waves breaking against a rocky cliff. In flight, their lower bodies transform into columns of foamy water.\",{\"name\":\"Water Lords\",\"type\":\"entries\",\"entries\":[\"Water is a marid's native element, and the genie can manipulate water in virtually any way it desires. A marid can walk on water and breathe naturally beneath its surface. It can create water or shape clouds of fog and mist from the vapor in the air. It can even transform itself into mist, or use water as a weapon to bludgeon its foes.\"]},{\"name\":\"Marid Homes\",\"type\":\"entries\",\"entries\":[\"Marids are rare on the Material Plane. They inhabit mighty and majestic coral fortresses located in the Elemental Plane of Water. These citadels float in the depths of the plane and contain opulent, air-filled chambers where slaves and guests reside.\",\"A marid doesn't expect much from its slaves, simply wanting to have them for the status of ownership. Marids go out of their way to obtain skilled slaves, and aren't above kidnapping mortal artists, entertainers, or storytellers for use in their courts.\"]},{\"name\":\"Egotistical Hierarchs\",\"type\":\"entries\",\"entries\":[\"All marids claim a title of nobility, and the race is awash in shahs, sultans, muftis, and khedives. Most of these titles are mere pretense on the part of the self-important marids.\",\"Marids treat all others-including other genies-as inferiors of various grades, ranging from poor cousins to petty annoyances. They tolerate djinn, dislike dao, and despise efreet.\",\"Humanoids are among the lowest of the creatures that marids must tolerate, although they sometimes deal with powerful wizards and exceptional leaders on an almost-equal footing. Doing so has sometimes proven to be a mistake, since wizards have managed to imprison marids in conch shells, flasks, and decanters over the ages. Bribery and flattery are the best means of dealing with marids, to which an obsequious mortal is a creature that knows its place.\"]},{\"name\":\"Whimsical Storytellers\",\"type\":\"entries\",\"entries\":[\"Marids are champion tale-tellers, whose favorite legends emphasize the prowess of marids in general and of the speaker in particular. Fanciful genies, they lie often and creatively. They aren't always malicious in their deception, but embellishments suit their fancy. Marids consider it a crime for a lesser being to interrupt one of their tales, and offending a marid is a sure way to invoke its wrath.\"]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"The marid poured out of the flask like water and said, 'Your wish is my command.' The halfling, overjoyed, wished for immortality, so the marid polymorphed him into a fish that flopped around humorously until, finally, it expired. It's a cautionary tale that has survived through the ages, so I suppose the halfling got his wish.\"],\"by\":\"Kesto Brighteyes, Gnome Proprietor of the Parted Veil, a bookshop in Sigil\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Marid.webp\"}}]},{\"name\":\"Marilith\",\"source\":\"MM\",\"_copy\":{\"name\":\"Demons\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Terrible to behold, a marilith has the lower body of a great serpent and the upper torso of a humanoid female with six arms. Wielding a wicked blade in each of its six hands, a marilith is a devastating foe that few can match in battle.\",\"These demons possess keen minds and a finely honed sense of tactics, and they are able to lead and unite other demons in common cause. Mariliths are often encountered as captains at the head of a demonic horde, where they embrace any opportunity to rush headlong into battle.\"]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"The temple was strewn with body parts. We concluded that the cultists had summoned a powerful demon and not lived to regret it. Not wanting to get hacked to pieces ourselves, we cut short our expedition and returned to the village of Hommlet with our tails between our legs. Rufus and Burne had a good laugh at our expense, let me tell you.\"],\"by\":\"Nelumé, a young half-elf wizard, chronicling her one and only visit to the Temple of Elemental Evil\"}]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Marilith.webp\"}}}}}},{\"name\":\"Mastiff\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Mastiffs are impressive hounds prized by humanoids for their loyalty and keen senses. Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small humanoids ride them as mounts.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Mastiff.webp\"}}]},{\"name\":\"Medusa\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"As deadly as they are ravishing, the serpent-haired medusas suffer an immortal curse brought on by their vanity. They lurk in quiet exile among the tumbled ruins of their former lives, surrounded by the petrified remains of past admirers and would-be heroes.\",{\"name\":\"Immortal Splendor\",\"type\":\"entries\",\"entries\":[\"Men and women who desire eternal youth, beauty, and adoration might pray to malicious gods, beg dragons for ancient magic, or seek out powerful archmages to fulfill their wishes. Others make sacrifices to demon lords or archdevils, offering all in exchange for this gift, oblivious to the curse that accompanies it. Those who strike such bargains gain physical beauty, restored youth, immortality, and the adoration of all who behold them, granting them the influence and power they so desire. However, after years of the living like a demigod among mortals, the price for their vanity and hubris is exacted, and they are forever transformed into medusas. A medusa's hair turns into a nest of venomous serpents, and all who gaze upon the medusa are {@condition petrified}, becoming stone monuments to its corruption.\"]},{\"name\":\"Medusa Lairs\",\"type\":\"entries\",\"entries\":[\"Medusas live forever in seclusion, alienated from the world around them by their monstrous form and caprice. Their homes gradually fall into disrepair until they are little more than shadowy ruins covered with thorns and creepers, riddled with obstructions and hiding places. Foolhardy looters and adventurers who enter are often unaware of the medusa's presence until the creature is among them.\",\"A medusa is subject to its own curse. By looking vainly on its reflection, it turns to stone as surely as any living mortal. As a result, a medusa destroys or removes any mirrors or reflective surfaces in its lair.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Medusa.webp\"}}]},{\"name\":\"Mephits\",\"source\":\"MM\",\"entries\":[{\"type\":\"section\",\"name\":\"Mephits\",\"entries\":[\"Mephits are capricious, imp-like creatures native to the elemental planes. They come in six varieties, each one representing the mixture of two elements.\",\"Ageless tricksters, mephits gather in large numbers on the Elemental Planes and in the Elemental Chaos. They also find their way to the Material Plane, where they prefer to dwell in places where their base elements are abundant. For example, a magma mephit is composed of earth and fire, and it favors volcanic lairs, while an ice mephit, which is composed of air and water, favors frigid locales.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Elemental Nature\",\"entries\":[\"A mephit doesn't require food, drink, or sleep.\"]}]}]}]}]},{\"name\":\"Merfolk\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Aquatic humanoids with the upper body of a human and the lower body of a fish, merfolk adorn their skin and scales with shell decorations.\",\"Merfolk tribes and kingdoms span the world, and their people are as varied in color, culture, and outlook as the human races of the surface. Land folk and merfolk rarely meet except by chance, though starry-eyed mariners tell tales of romance with these creatures along the shoals of faraway islands.\",\"Merfolk lack the materials and practical means to forge weapons beneath the waves, to write books and keep lore, or to shape stone to raise buildings and cities. As a result, most live in small hunter-gatherer tribes, each of which holds unique values and creeds. Only occasionally do merfolk unite under the rule of a single leader. They do so to face a common threat or to complete a conquest. Such unifications can be the beginning of undersea kingdoms with dynasties lasting hundreds of years.\",{\"name\":\"Merfolk Settlements\",\"type\":\"entries\",\"entries\":[\"Merfolk build their settlements in vast undersea caverns, mazes of coral, the ruins of sunken cities, or structures they carve from the rocky seabed. They live in water shallow enough that the passage of time can be marked by the gleam and fade of sunlight through the water. In the reefs and trenches near their settlements, merfolk harvest coral and farm the seabed, shepherding schools of fish as land-based farmers tend sheep. Only rarely do merfolk venture into the darkest depths of the ocean. In such depths and in their undersea caverns, merfolk rely on the light of bioluminescent flora and fauna, such as jellyfish, whose slow pulsing movements lend merfolk settlements an otherworldly aesthetic.\",\"Merfolk defend their communities with spears crafted from whatever materials they can salvage from shipwrecks, beaches, and dead undersea creatures.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Merfolk.webp\"}}]},{\"name\":\"Merrow\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Merrow haunt coastal waters, preying on fisherfolk, merfolk, and any other edible creature that crosses their path. These savage monsters snatch and devour unwary prey, hauling drowned corpses back to their underwater grottoes to feed.\",{\"name\":\"Transformed Merfolk\",\"type\":\"entries\",\"entries\":[\"Long ago, a tribe of merfolk found an idol of Demogorgon at the bottom of the sea.\",\"Not knowing what it was, they brought the artifact to their king. Everyone who touched the idol became afflicted with madness, including the king, who decreed that a sacrificial ritual be performed to open a gateway to the Abyss. The ocean turned red with the blood of slaughtered merfolk, but the ritual worked, and the king led the survivors through the underwater gate to Demogorgon's layer of the Abyss. The merfolk remained there for generations, fighting for their lives as the Abyss warped them completely, transforming them into hulking, evil monstrosities. Thus, the first merrow were born.\"]},{\"name\":\"Coastal Bullies\",\"type\":\"entries\",\"entries\":[\"Whenever an opportunity presents itself, the Prince of Demons sends merrow back to the Material Plane to wreak havoc in the oceans. The merrow are bullies, attacking all creatures smaller and weaker than themselves.\",\"Merrow dwell in undersea caves filled with treasures and trophies, taken from their victims and sunken ships. They tie the rotting corpses of dead enemies and drowned sailors to strands of kelp to mark the borders of their territory.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Merrow.webp\"}}]},{\"name\":\"Metallic Dragons\",\"source\":\"MM\",\"_copy\":{\"name\":\"Dragons\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"name\":\"Metallic Dragons\",\"entries\":[\"Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world.\",{\"type\":\"entries\",\"entries\":[{\"name\":\"Noble Curiosity\",\"type\":\"entries\",\"entries\":[\"Metallic dragons covet treasure as do their evil chromatic kin, but they aren't driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon's treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon's hoard.\",\"A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature's need for or right to the item is often unclear from the dragon's point of view. A metallic dragon must be bribed or otherwise convinced to part with the item.\"]},{\"name\":\"Solitary Shapeshifters\",\"type\":\"entries\",\"entries\":[\"At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live.\",\"Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events.\"]},{\"name\":\"The Persistence of Memory\",\"type\":\"entries\",\"entries\":[\"Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon's hoard three centuries before.\"]},{\"name\":\"King of Good Dragons\",\"type\":\"entries\",\"entries\":[\"The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries-actually seven ancient gold dragons in polymorphed form.\",\"Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells.\"]}]}]}}}}},{\"name\":\"Mezzoloth\",\"source\":\"MM\",\"_copy\":{\"name\":\"Yugoloths\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The bulk of the yugoloth population is made up of mezzoloths, which are human-sized insect creatures covered in dense chitinous plates. Mezzoloths serve as foot soldiers in yugoloth armies, their wide-set eyes glowing red as the mezzoloths bear down on their foes.\",\"Violence and reward are the fundamental drives of a mezzoloth, and powerful beings that promise one or the other can easily attract them into service. Although it has lethal claws on its four arms, a mezzoloth typically wields a trident in two of them. If surrounded by enemies, a mezzoloth exhales toxic fumes that can choke and kill whole groups of creatures.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Mezzoloth.webp\"}}}}}},{\"name\":\"Mimic\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Mimics are shapeshifting predators able to take on the form of inanimate objects to lure creatures to their doom. In dungeons, these cunning creatures most often take the form of doors and chests, having learned that such forms attract a steady stream of prey.\",{\"name\":\"Imitative Predators\",\"type\":\"entries\",\"entries\":[\"Mimics can alter their outward texture to resemble wood, stone, and other basic materials, and they have evolved to assume the appearance of objects that other creatures are likely to come into contact with. A mimic in its altered form is nearly unrecognizable until potential prey blunders into its reach, whereupon the monster sprouts pseudopods and attacks.\",\"When it changes shape, a mimic excretes an adhesive that helps it seize prey and weapons that touch it. The adhesive is absorbed when the mimic assumes its amorphous form and on parts the mimic uses to move itself.\"]},{\"name\":\"Cunning Hunters\",\"type\":\"entries\",\"entries\":[\"Mimics live and hunt alone, though they occasionally share their feeding grounds with other creatures. Although most mimics have only predatory intelligence, a rare few evolve greater cunning and the ability to carry on simple conversations in Common or Undercommon. Such mimics might allow safe passage through their domains or provide useful information in exchange for food.\"]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Sometimes a chest is just a chest, but don't bet on it.\"],\"by\":\"X the Mystic's 3rd rule of dungeon survival\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Mimic.webp\"},\"credit\":\"Eric Belisle\"}]},{\"name\":\"Mind Flayer\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Mind flayers, also called illithids, are the scourge of sentient creatures across countless worlds. Psionic tyrants, slavers, and interdimensional voyagers, they are insidious masterminds that harvest entire races for their own twisted ends. Four tentacles snake from their octopus-like heads, flexing in hungry anticipation when sentient creatures come near.\",\"In eons past, illithids controlled empires that spanned many worlds. They subjugated and consequently warped whole races of humanoid slaves, including the githyanki and githzerai, the grimlocks, and the kuo-toa. Conjoined by a collective consciousness, the illithids hatch plots as far-reaching and evil as their fathomless minds can conceive.\",\"Since the fall of their empires, illithid collectives on the Material Plane have resided in the Underdark.\",{\"type\":\"entries\",\"name\":\"Psionic Commanders\",\"entries\":[\"Mind flayers possess psionic powers that enable them to control the minds of creatures such as troglodytes, grimlocks, quaggoths, and ogres. Illithids prefer to communicate via telepathy and use their telepathy when issuing commands to their thralls.\",\"When an illithid meets strong resistance, it avoids initial combat as it orders its thralls to attack. Like physical extensions of the illithid's thoughts, these thralls interpose themselves between the mind flayer and its foes, sacrificing their lives so that their master can escape.\"]},{\"name\":\"Hive Mind Colonies\",\"type\":\"entries\",\"entries\":[\"Solitary mind flayers are likely rogues and outcasts. Most illithids belong to a colony of sibling mind flayers devoted to an elder brain-a massive brain-like being that resides in a briny pool near the center of a mind flayer community. From its pool, an elder brain telepathically dictates its desires to each individual mind flayer within 5 miles of it, for it is able to hold multiple mental conversations at once.\"]},{\"name\":\"Hunger of the Mind\",\"type\":\"entries\",\"entries\":[\"Illithids subsist on the brains of humanoids. The brains provide enzymes, hormones, and psychic energy necessary for their survival. An illithid healthy from a brain-rich diet secretes a thin glaze of mucus that coats its mauve skin.\",\"An illithid experiences euphoria as it devours the brain of a humanoid, along with its memories, personality, and innermost fears. Mind flayers will sometimes harvest a brain rather than devour it, using it as part of some alien experiment or transforming it into an intellect devourer.\"]},{\"type\":\"inset\",\"name\":\"Qualith\",\"entries\":[\"On the rare occasion that mind flayers need to write something down, they do so in Qualith. This system of tactile writing (similar to braille) is read by an illithid's tentacles. Qualith is written in four-line stanzas and is so alien in construction that non-illithids must resort to magic to discern its meaning. Though Qualith can be used to keep records, illithids most often use it to mark portals or other surfaces with warnings or instructions.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Mind Flayer.webp\"}}]},{\"name\":\"Mind Flayer Arcanist\",\"source\":\"MM\",\"_copy\":{\"name\":\"Mind Flayer\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A few mind flayers supplement their psionic power with arcane spells. However, they are regarded as deviants by their illithid peers and usually shunned.\"]}]}}}}},{\"name\":\"Minotaur\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A minotaur's roar is a savage battle cry that most civilized creatures fear. Born into the mortal realm by demonic rites, minotaurs are savage conquerors and carnivores that live for the hunt. Their brown or black fur is stained with the blood of fallen foes, and they carry the stench of death.\",{\"name\":\"The Beast Within\",\"type\":\"entries\",\"entries\":[\"Most minotaurs are solitary carnivores that roam labyrinthine dungeons, twisting caves, primeval woods, and the maze-like streets and passages of desolate ruins. A minotaur can visualize every route it might take to close the distance to its prey.\",\"The scent of blood, the tearing of flesh, and the cracking of bones spur a minotaur's lust for carnage, overwhelming all thought and reason. In a blood rage, a minotaur charges anything it sees, butting and goring like a battering ram, then chopping the fallen in twain.\",\"Apart from ambushing creatures that wander into its labyrinth, a minotaur cares little for strategy or tactics. Minotaurs seldom organize, they don't respect authority or hierarchy, and they are notoriously difficult to enslave, let alone control.\"]},{\"name\":\"Cults of the Horned King\",\"type\":\"entries\",\"entries\":[\"Minotaurs are the dark descendants of humanoids transformed by the rituals of cults that reject the oppression of authority by returning to nature. Inductees often mistake these cults for druidic circles or totemic religions whose ceremonies involve entering a labyrinth while wearing a ceremonial animal mask.\",\"Within these bounded environments, cultists hunt, kill, and eat wild beasts, indulging their basest primal urges. In the end, however, sacrificial animals are exchanged for humanoid sacrifice-sometimes an inductee that tried to escape the cult after learning its secrets. These labyrinths become blood-soaked halls of slaughter, echoing to the cultists' savagery.\",\"Unknown to all but their highest-ranking leaders, these mystery cults are creations of the demon lord Baphomet, the Horned King, whose layer of the Abyss is a gigantic labyrinth. Some of his followers are fervent supplicants that plead for strength and power. Others come to the cult seeking a life free from authority's chains-and are liberated of their humanity instead as Baphomet transforms them into the minotaurs that echo his own savage form.\",\"Although they begin as creations of the Horned King, minotaurs can breed true with one another, giving rise to an independent race of Baphomet's savage children in the world.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Minotaur.webp\"}}]},{\"name\":\"Minotaur Skeleton\",\"source\":\"MM\",\"_copy\":{\"name\":\"Skeleton\",\"source\":\"MM\"},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Minotaur Skeleton.webp\"}}]},{\"name\":\"Modrons\",\"source\":\"MM\",\"entries\":[{\"type\":\"section\",\"name\":\"Modrons\",\"entries\":[\"Modrons are beings of absolute law that adhere to a hive-like hierarchy. They inhabit the plane of Mechanus and tend its eternally revolving gears, their existence a clockwork routine of perfect order.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"name\":\"Absolute Law and Order\",\"entries\":[\"Under the direction of their leader, Primus, modrons increase order in the multiverse in accordance with laws beyond the comprehension of mortal minds. Their own minds are networked in a hierarchal pyramid, in which each modron receives commands from superiors and delegates orders to underlings. A modron carries out commands with total obedience, utmost efficiency, and an absence of morality or ego. Modrons have no sense of self beyond what is necessary to fulfill their duties. They exist as a unified collective, divided by ranks, yet they always refer to themselves collectively. To a modron, there is no \\\"I,\\\" but only \\\"we\\\" or \\\"us.\\\"\",{\"type\":\"inset\",\"name\":\"Variant: Rogue Modrons\",\"entries\":[\"A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don't act in accordance with Primus's wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues.\",\"A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank.\"]}],\"type\":\"entries\"},{\"name\":\"Absolute Hierarchy\",\"entries\":[\"Modrons communicate only with their own rank and the ranks immediately above and below them. Modrons more than one rank away are either too advanced or too simple to understand.\"],\"type\":\"entries\"},{\"name\":\"Cogs of the Great Machine\",\"entries\":[\"If a modron is destroyed, its remains disintegrate. A replacement from the next lowest rank then transforms in a flash of light, gaining the physical form of its new rank. The promoted modron is replaced by one of its underlings in the same manner, all the way to the lowest levels of the hierarchy. There, a new modron is created by Primus, with a steady stream of monodrones leaving the Great Modron Cathedral on Mechanus as a result.\"],\"type\":\"entries\"},{\"name\":\"The Great Modron March\",\"entries\":[\"When the gears of Mechanus complete seventeen cycles once every 289 years, Primus sends a vast army of modrons across the Outer Planes, ostensibly on a reconnaissance mission. The march is long and dangerous, and only a small number of modrons returns to Mechanus.\"],\"type\":\"entries\"}]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Every 289 years, the entire multiverse goes mad. Like clockwork.\"],\"by\":\"Kwint Stormbellow, rock gnome adventurer\"}]}]}]},{\"name\":\"Monodrone\",\"source\":\"MM\",\"_copy\":{\"name\":\"Modrons\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":\"A monodrone can perform one simple task at a time and can relay a single message of up to forty-eight words.\"}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Monodrone.webp\"}}]},{\"name\":\"Mud Mephit\",\"source\":\"MM\",\"_copy\":{\"name\":\"Mephits\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Mud Mephit\",\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Mud mephits are slow, unctuous creatures of earth and water. They drone their complaints to all who will listen, and beg incessantly for attention and treasure.\"]}]}},\"images\":{\"mode\":\"appendArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Mud Mephit.webp\"}}}}}},{\"name\":\"Mummy\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Raised by dark funerary rituals, a mummy shambles from the shrouded stillness of a time-lost temple or tomb. Having been awoken from its rest, it punishes transgressors with the power of its unholy curse.\",{\"name\":\"Preserved Wrath\",\"type\":\"entries\",\"entries\":[\"The long burial rituals that accompany a mummy's entombment help protect its body from rot. In the embalming process, the newly dead creature's organs are removed and placed in special jars, and its corpse is treated with preserving oils, herbs, and wrappings. After the body has been prepared, the corpse is typically wrapped in linen bandages.\"]},{\"name\":\"The Will of Dark Gods\",\"type\":\"entries\",\"entries\":[\"An undead mummy is created when the priest of a death god or other dark deity ritually imbues a prepared corpse with necromantic magic. The mummy's linen wrappings are inscribed with necromantic markings before the burial ritual concludes with an invocation to darkness. As a mummy endures in undeath, it animates in response to conditions specified by the ritual. Most commonly, a transgression against its tomb, treasures, lands, or former loved ones will cause a mummy to rise.\"]},{\"name\":\"The Punished\",\"type\":\"entries\",\"entries\":[\"Once deceased, an individual has no say in whether or not its body is made into a mummy. Some mummies were powerful individuals who displeased a high priest or pharaoh, or who committed crimes of treason, adultery, or murder. As punishment, they were cursed with eternal undeath, embalmed, mummified, and sealed away. Other times, mummies acting as tomb guardians are created from slaves put to death specifically to serve a greater purpose.\"]},{\"name\":\"Creature of Ritual\",\"type\":\"entries\",\"entries\":[\"A mummy obeys the conditions and parameters laid down by the rituals that created it, driven only to punish transgressors. The overwhelming terror that foreshadows a mummy's attack can leave the intended victim paralyzed with fright. In the days following a mummy's touch, a victim's body rots from the outside in, until nothing but dust remains.\"]},{\"name\":\"Ending a Mummy's Curse\",\"type\":\"entries\",\"entries\":[\"Rare magic can undo or dispel the ritual that gave rise to a mummy, allowing it to truly die. More commonly, a mummy can be sent back to its endless rest by undoing the transgression that caused it to rise. A sacred idol might be replaced in its niche, a stolen treasure could be returned to its tomb, or a temple might be purified of despoiling bloodshed.\",\"More ephemeral or permanent offenses, such as revealing a secret the mummy wished kept or killing an individual the mummy loved, can't be so easily remedied. In such cases, a mummy might slaughter all the creatures responsible and still not sate its wrath.\"]},{\"name\":\"Undead Archives\",\"type\":\"entries\",\"entries\":[\"Though they seldom bother to do so, mummies can speak. As a result, some serve as undead repositories of lost lore, and can be consulted by the descendants of those who created them. Powerful individuals sometimes intentionally sequester mummies away for occasional consultation.\"]},{\"name\":\"Undead Nature\",\"type\":\"entries\",\"entries\":[\"A mummy doesn't require air, food, drink, or sleep.\"]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Before opening a sarcophagus, light a torch.\"],\"by\":\"X the Mystic's 7th rule of dungeon survival\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Mummy.webp\"}}]},{\"name\":\"Mummy Lord\",\"source\":\"MM\",\"_copy\":{\"name\":\"Mummy\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":[{\"type\":\"entries\",\"name\":\"Mummy Lord\",\"entries\":[\"In the tombs of the ancients, tyrannical monarchs and the high priests of dark gods lie in dreamless rest, waiting for the time when they might reclaim their thrones and reforge their ancient empires. The regalia of their terrible rule still adorns their linen-wrapped bodies, their moldering robes stitched with evil symbols and bronze armor etched with devices of dynasties that fell a thousand years before.\",\"Under the direction of the most powerful priests, the ritual that creates a mummy can be increased in potency. The mummy lord that rises from such a ritual retains the memories and personality of its former life, and is gifted with supernatural resilience. Dead emperors wield the same infamous rune-marked blades that they did in legend. Sorcerer lords work the forbidden magic that once controlled a terrified populace, and the dark gods reward dead priest-kings' prayers by imparting divine spells.\",{\"type\":\"entries\",\"entries\":[{\"name\":\"Heart of the Mummy Lord\",\"type\":\"entries\",\"entries\":[\"As part of the ritual that creates a mummy lord, the creature's heart and viscera are removed from the corpse and placed in canopic jars. These jars are usually carved from limestone or made of pottery, etched or painted with religious hieroglyphs.\",\"As long as its shriveled heart remains intact, a mummy lord can't be permanently destroyed. When it drops to 0 hit points, the mummy lord turns to dust and re-forms at full strength 24 hours later, rising out of dust in close proximity to the canopic jar containing its heart. A mummy lord can be destroyed or prevented from re-forming by burning its heart to ashes. For this reason, a mummy lord usually keeps its heart and viscera in a hidden tomb or vault.\",\"The mummy lord's heart has AC 5, 25 hit points, and immunity to all damage except fire.\"]}]}]},{\"type\":\"entries\",\"name\":\"A Mummy Lord's Lair\",\"entries\":[\"A mummy lord watches over an ancient temple or tomb that is protected by lesser undead and rigged with traps. Hidden in this temple is the sarcophagus where a mummy lord keeps its greatest treasures. A mummy lord encountered in its lair has a challenge rating of 16 (15,000 XP).\"]}]}}}},{\"name\":\"Myconid\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Myconids are intelligent, ambulatory fungi that live in the Underdark, seek enlightenment, and deplore violence. If approached peacefully, myconids gladly provide shelter or allow safe passage through their colonies.\",{\"name\":\"Circles and Melds\",\"type\":\"entries\",\"entries\":[\"The largest myconid in a colony is its sovereign, which presides over one or more social groups called circles. A circle consists of twenty or more myconids that work, live, and meld together.\",\"A meld is a form of communal meditation that allows myconids to transcend their dull subterranean existence. The myconids' rapport spores bind the participants into a group consciousness. Hallucination spores then induce a shared dream that provides entertainment and social interaction. Myconids consider melding to be the purpose of their existence. They use it in the pursuit of higher consciousness, collective union, and spiritual apotheosis. Myconids also use their rapport spores to communicate telepathically with other sentient creatures.\"]},{\"name\":\"Myconid Reproduction\",\"type\":\"entries\",\"entries\":[\"Like other fungi, myconids reproduce by mundane sporing. They carefully control their spores' release to avoid overpopulation.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Myconids.webp\"},\"credit\":\"Hector Ortiz\"}]},{\"name\":\"Myconid Adult\",\"source\":\"MM\",\"_copy\":{\"name\":\"Myconid\",\"source\":\"MM\"}},{\"name\":\"Myconid Sovereign\",\"source\":\"MM\",\"_copy\":{\"name\":\"Myconid\",\"source\":\"MM\"}},{\"name\":\"Myconid Sprout\",\"source\":\"MM\",\"_copy\":{\"name\":\"Myconid\",\"source\":\"MM\"}},{\"name\":\"Nagas\",\"source\":\"MM\",\"entries\":[{\"type\":\"section\",\"name\":\"Nagas\",\"entries\":[\"Nagas are intelligent serpents that inhabit the ruins of the past, amassing arcane treasures and knowledge.\",\"The first nagas were created as immortal guardians by a humanoid race long lost to history. When this race died out, the nagas deemed themselves the rightful inheritors of their masters' treasures and magical lore. Industrious and driven, nagas occasionally venture out from their lairs to track down magic items or rare spellbooks.\",\"Nagas never feel the ravages of time or succumb to sickness. Even if it is struck down, a naga's immortal spirit reforms in a new body in a matter of days, ready to continue its eternal work.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"name\":\"Benevolent Dictators and Brutal Tyrants\",\"entries\":[\"A naga rules its domain with absolute authority. Whether it rules with compassion or by terrorizing its subjects, the naga believes itself the master of all other creatures that inhabit its domain.\"],\"type\":\"entries\"},{\"name\":\"Rivalry\",\"entries\":[\"Nagas have a long-standing enmity with the yuan-ti, with each race seeing itself as the epitome of serpentine evolution. Though cooperation between them is rare, nagas and yuan-ti sometimes set aside their differences to work toward common objectives. However, yuan-ti always chafe under a naga's authority.\"],\"type\":\"entries\"},{\"name\":\"Immortal Nature\",\"entries\":[\"A naga doesn't require air, food, drink, or sleep.\"],\"type\":\"entries\"}]}]}]}]},{\"name\":\"Nalfeshnee\",\"source\":\"MM\",\"_copy\":{\"name\":\"Demons\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The nalfeshnee is one of the most grotesque demons-a corpulent mockery of ape and boar standing twice the height of a human, with feathered wings that seem too small for its bloated body. These brutish features conceal a remarkable intelligence and cunning.\",\"Nalfeshnees are devastating in combat, using their wings to soar above the front ranks and reach vulnerable adversaries that can be dispatched with little effort. From the thick of battle, they telepathically bellow commands to lesser demons, even as they inspire a sense of dread that forces their foes to scatter and run. Nalfeshnees feed on hatred and despair, but they crave humanoid flesh above all else. They keep their larders filled with humanoids abducted from the Material Plane, then eat those creatures alive during elaborate feasts. Thinking of themselves as refined and cultured, nalfeshnees employ stained and rusted cutlery when they dine.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Nalfeshnee.webp\"}}}}}},{\"name\":\"Needle Blight\",\"source\":\"MM\",\"_copy\":{\"name\":\"Blights\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":[\"In the shadows of a forest, needle blights might be taken at a distance for shuffling, hunched humanoids. Up close, these creatures reveal themselves as horrid plants whose conifer-like needles grow across their bodies in quivering clumps. A needle blight lashes out with these needles or launches them as an aerial assault that can punch through armor and flesh.\",\"When needle blights detect a threat, they loose a pollen that the wind carries to other needle blights throughout the forest. Alerted to their foes' location, needle blights converge from all sides to drench their roots in blood.\"]}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Needle Blight.webp\"}}]},{\"name\":\"Night Hag\",\"source\":\"MM\",\"_copy\":{\"name\":\"Hags\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Sly and subversive, night hags want to see the virtuous turn to villainy: love turned into obsession, kindness turned to hate, devotion to disregard, and generosity to selfishness. Night hags take perverse joy in corrupting mortals.\",\"Night hags were once creatures of the Feywild, but their foulness saw them exiled to Hades long ago, where they degenerated into fiends. The night hags have long since spread across the Lower Planes.\",{\"type\":\"entries\",\"name\":\"Soulmongers\",\"entries\":[\"While a humanoid sleeps, a night hag can straddle the person ethereally and intrude upon its dreams. Any creature with {@sense truesight} can see the hag's spectral form straddling its prey. The ethereal hag fills her victim's head with doubts and fears, in the hope of tricking it into performing evil acts in the waking world. The hag continues her nightly visitations until the victim finally expires in its sleep. If the hag has driven her victim to commit evil deeds, she traps its corrupted soul in her soul bag (see the \\\"Night Hag Items\\\" sidebar) for transport to Hades.\"]},{\"type\":\"entries\",\"name\":\"Covens\",\"entries\":[\"A night hag that is part of a coven (see the \\\"Hag Covens\\\" sidebar) has a challenge rating of 7 (2,900 XP).\"]},{\"type\":\"inset\",\"name\":\"Night Hag Items\",\"entries\":[\"A night hag carries two very rare magic items that she must craft for herself. If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort.\",{\"type\":\"entries\",\"name\":\"Heartstone\",\"entries\":[\"This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days.\"]},{\"type\":\"entries\",\"name\":\"Soul Bag\",\"entries\":[\"When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag).\"]}]}]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Night Hag.webp\"}}}}}},{\"name\":\"Nightmare\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A nightmare appears in a cloud of roiling smoke, its mane, tail, and hooves wreathed in flame. The creature's unearthly black form moves with supernatural speed, vanishing in a cloud of brimstone as quickly as it appeared.\",{\"name\":\"Dread Steed\",\"type\":\"entries\",\"entries\":[\"Also called a \\\"demon horse\\\" or \\\"hell horse,\\\" the nightmare serves as a steed for creatures of exceptional evil, carrying demons, devils, death knights, liches, night hags, and other vile monsters. It resembles a fiendish horse, and a nightmare's fiery red eyes betray its malevolent intelligence. A nightmare can be summoned from the Lower Planes, but unless a worthy sacrifice is offered to it as food upon its arrival, the nightmare displays no special loyalty to the creature it serves.\"]},{\"name\":\"Creating a Nightmare\",\"type\":\"entries\",\"entries\":[\"Nightmares don't appear naturally in the multiverse. They must be created from pegasi. The ritual that creates a nightmare requires the torturous removal of a pegasus's wings, driving that noble creature to evil as it is transformed by dark magic.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Nightmare.webp\"}}]},{\"name\":\"Noble\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Nobles wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners.\",\"The noble's statistics can also be used to represent courtiers who aren't of noble birth.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Noble.webp\"},\"credit\":\"Daniel Landerman\"}]},{\"name\":\"Nothic\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A baleful eye peers out from the darkness, its gleam hinting at a weird intelligence and unnerving malevolence. Most times, a nothic is content to watch, weighing and assessing the creatures it encounters. When driven to violence, it uses its horrific gaze to rot the flesh from its enemies' bones.\",{\"name\":\"Cursed Arcanists\",\"type\":\"entries\",\"entries\":[\"Rather than gaining the godlike supremacy they crave, some wizards who devote their lives to unearthing arcane secrets are reduced to creeping, tormented monsters by a dark curse left behind by Vecna, a powerful lich who, in some worlds, has transcended his undead existence to become a god of secrets. Nothics retain no awareness of their former selves, skulking amid the shadows and haunting places rich in magical knowledge, drawn by memories and impulses they can't quite understand.\"]},{\"name\":\"Dark Oracles\",\"type\":\"entries\",\"entries\":[\"Nothics possess a strange magical insight that allows them to extract knowledge from other creatures. This grants them unique understanding of secret and forbidden lore, which they share for a price. A nothic covets magic items, greedily accepting such gifts from creatures that seek out its knowledge.\",{\"name\":\"Lurkers in Magical Places\",\"entries\":[\"Nothics are notorious for infiltrating arcane academies and other places rich in magical learning. They are driven by the vague knowledge that there exists a method to reverse their condition. This isn't a clear sense of purpose, but rather an obsessive tug at the end of the mind. Some nothics are clever enough to realize that this is merely part of the strange lesson for their folly, a false hope to drive them to seek out more arcane secrets.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Nothic.webp\"},\"credit\":\"Ilya Shkipin\"}]},{\"name\":\"Nycaloth\",\"source\":\"MM\",\"_copy\":{\"name\":\"Yugoloths\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The elite airborne shock troops of the yugoloths, nycaloths look like muscular gargoyles. Powerful bat wings bear them swiftly aloft in battle, and the razorsharp claws of their hands and feet cut through flesh and bone with ease. A nightmarish foe, a nycaloth strikes hard and fast without warning, then teleports away. It uses its innate magic to turn {@condition invisible} or create illusory doubles of itself, further confounding its enemies.\",\"Nycaloths are the most loyal of the yugoloths. When they find an evil master that treats them well, they are unlikely to break their agreement unless the reward for doing so is extreme.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Nycaloth.webp\"}}}}}},{\"name\":\"Ochre Jelly\",\"source\":\"MM\",\"_copy\":{\"name\":\"Oozes\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":[\"Ochre jellies are yellowish blobs that can slide under doors and through narrow cracks in pursuit of creatures to devour. They have enough bestial cunning to avoid large groups of enemies.\",\"An ochre jelly follows at a safe distance as it pursues its meal. Its digestive enzymes dissolve flesh quickly but have no effect on other substances such as bone, wood, and metal.\"]}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Ochre Jelly.webp\"},\"credit\":\"Conceptopolis\"}]},{\"name\":\"Octopus\",\"source\":\"MM\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Octopus.webp\"}}]},{\"name\":\"Ogre\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Ogres are as lazy of mind as they are strong of body. They live by raiding, scavenging, and killing for food and pleasure. The average adult specimen stands between 9 and 10 feet tall and weighs close to a thousand pounds.\",{\"name\":\"Furious Tempers\",\"type\":\"entries\",\"entries\":[\"Ogres are notorious for their quick tempers, which flare at the smallest perceived offense. Insults and name-calling can rouse an ogre's wrath in an instant-as can stealing from it, bumping, jabbing, or prodding it, laughing, making faces, or simply looking at it the wrong way. When its rage is incited, an ogre lashes out in a frustrated tantrum until it runs out of objects or creatures to smash.\"]},{\"name\":\"Gruesome Gluttons\",\"type\":\"entries\",\"entries\":[\"Ogres eat almost anything, but they especially enjoy the taste of dwarves, halflings, and elves. When they can, they combine dinner with pleasure, chasing scurrying victims around before eating them raw. If enough of its victim remains after the ogre has gorged itself, it might make a loincloth from its quarry's skin and a necklace from its leftover bones. This macabre crafting is the height of ogre culture.\"]},{\"name\":\"Greedy Collectors\",\"type\":\"entries\",\"entries\":[\"An ogre's eyes glitter with avarice when it sees the possessions of others. Ogres carry rough sacks on their raids, which they fill with fabulous \\\"treasure\\\" taken from their victims. This might include a collection of battered helmets, a moldy wheel of cheese, a rough patch of animal fur fastened like a cloak, or a squealing, mud-spattered pig. Ogres also delight in the gleam of gold and silver, and they will fight one another over small handfuls of coins. Smarter creatures can earn an ogre's trust by offering it gold or a weapon forged for a creature of its size.\"]},{\"name\":\"Legendary Stupidity\",\"type\":\"entries\",\"entries\":[\"Few ogres can count to ten, even with their fingers in front of them. Most speak only a rudimentary form of Giant and know a smattering of Common words. Ogres believe what they are told and are easy to fool or confuse, but they break things they don't understand. Silver-tongued tricksters who test their talents on these savages typically end up eating their eloquent words-and then being eaten in turn.\"]},{\"name\":\"Primitive Wanderers\",\"type\":\"entries\",\"entries\":[\"Ogres clothe themselves in animal pelts and uproot trees for use as crude tools and weapons. They create stone-tipped javelins for hunting. When they establish lairs, they settle near the rural edges of civilized lands, taking advantage of poorly protected livestock, undefended larders, and unwary farmers.\",\"An ogre sleeps in caves, animal dens, or under trees until it finds a cabin or isolated farmhouse, whereupon it kills the inhabitants and lairs there. Whenever it is bored or hungry, an ogre ventures out from its lair, attacking anything that crosses its path. Only after an ogre has depleted an area of food does it move on.\"]},{\"name\":\"Ogre Gangs\",\"type\":\"entries\",\"entries\":[\"Ogres sometimes band together in small, nomadic groups, but they lack a true sense of tribalism. When bands of ogres meet, one might attempt to capture the members of the other group to increase its numbers. However, ogre bands are just as likely to trade members freely, especially if the welcoming band is temporarily flush with food and weapons.\",\"Whenever possible, ogres gang up with other monsters to bully or prey on creatures weaker than themselves. They associate freely with goblinoids, orcs, and trolls, and practically worship giants. In the giants' complex social structure (known as the ordning), ogres rank beneath the lowest giants in status. As a result, an ogre will do nearly anything a giant asks.\"]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Worst. Dancers. Ever.\"],\"by\":\"Riddlefiddle the Satyr, on ogres\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Ogre.webp\"},\"credit\":\"Mark Behm\"}]},{\"name\":\"Ogre Zombie\",\"source\":\"MM\",\"_copy\":{\"name\":\"Zombie\",\"source\":\"MM\"},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Ogre Zombie.webp\"}}]},{\"name\":\"Oni\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"In nursery rhymes, oni are fearsome bogeymen that haunt the nightmares of children and adults alike, yet they are very real and always hungry. They find human babies especially delicious. Oni look like demonic ogres with blue or green skin, dark hair, and a pair of short ivory horns protruding from their foreheads. Their eyes are dark with strikingly white pupils, and their teeth and claws are jet black.\",{\"name\":\"Night Haunters\",\"type\":\"entries\",\"entries\":[\"By the light of day, an oni hides its true form with magic, gaining the trust of those it intends to betray when darkness descends. These creatures can change their size as well as their shape, appearing as humanoids as they pass through towns, pretending to be travelers, woodcutters, or frontier folk. In such a form, an oni takes stock of the selection of humanoids in a settlement and devises ways to abduct and devour some of them.\"]},{\"name\":\"Magical Ogres\",\"type\":\"entries\",\"entries\":[\"Oni are sometimes called ogre mages because of their innate magical ability. Though they are only distantly related to true ogres, they share the ogres' habit of joining forces with other evil creatures. An oni serves a master if doing so proves lucrative or provides it with a luxurious, well-defended home. Oni covet magic, and they work for evil wizards and hags in exchange for useful magic items.\"]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Lock the door, blow out the light;\",\"The hungry oni haunts the night.\",\"Hide and tremble, little one;\",\"The oni wants to have some fun.\",\"Hear it scratching on the door;\",\"See its shadow cross the floor.\",\"The sun won't rise for quite a while;\",\"Till then, beware the oni's smile.\"],\"by\":\"Children's rhyme\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Oni.webp\"}}]},{\"name\":\"Oozes\",\"source\":\"MM\",\"entries\":[{\"type\":\"section\",\"name\":\"Oozes\",\"entries\":[\"Oozes thrive in the dark, shunning areas of bright light and extreme temperatures. They flow through the damp underground, feeding on any creature or object that can be dissolved, slinking along the ground, dripping from walls and ceilings, spreading across the edges of underground pools, and squeezing through cracks.\",\"The first warning an adventurer receives of an ooze's presence is often the searing pain of its acidic touch. Oozes are drawn to movement and warmth. Organic material nourishes them, and when prey is scarce they feed on grime, fungus, and offal. Veteran explorers know that an immaculately clean passageway is a likely sign that an ooze lairs nearby.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"name\":\"Slow Death\",\"entries\":[\"An ooze kills its prey slowly. Some varieties, such as black puddings and gelatinous cubes, engulf creatures to prevent escape. The only upside of this torturous death is that a victim's comrades can come to the rescue before it is too late.\",\"Since not every ooze digests every type of substance, some have coins, metal gear, bones, and other debris suspended within their quivering bodies. A slain ooze can be a rich source of treasure for its killers.\",\"Whether this is true or not, the Faceless Lord is one of the few beings that can control oozes and imbue them with a modicum of intelligence. Most of the time, oozes have no sense of tactics or self-preservation. They are direct and predictable, attacking and eating without cunning. Under the control of Juiblex, they exhibit glimmers of sentience and malevolent intent.\"],\"type\":\"entries\"},{\"name\":\"Unwitting Servants\",\"entries\":[\"Although an ooze lacks the intelligence to ally itself with other creatures, others that understand an ooze's need to feed might lure it into a location where it can be of use to them. Clever monsters keep oozes around to defend passageways or consume refuse. Likewise, an ooze can be enticed into a pit trap, where its captors feed it often enough to prevent it from coming after them. Crafty creatures place torches and flaming braziers in strategic areas to dissuade an ooze from leaving a particular tunnel or room.\"],\"type\":\"entries\"},{\"name\":\"Spawn of Juiblex\",\"entries\":[\"According to the Demonomicon of Iggwilv and other sources, oozes are scattered fragments or offspring of the demon lord Juiblex.\"],\"type\":\"entries\"},{\"name\":\"Ooze Nature\",\"entries\":[\"An ooze doesn't require sleep.\"],\"type\":\"entries\"}]}]}]}]},{\"name\":\"Orc\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks.\",{\"name\":\"Gruumsh One-Eye\",\"entries\":[\"Orcs worship Gruumsh, the mightiest of the orc deities and their creator. The orcs believe that in ancient days, the gods gathered to divide the world among their followers. When Gruumsh claimed the mountains, he learned they had been taken by the dwarves. He laid claim to the forests, but those had been settled by the elves. Each place that Gruumsh wanted had already been claimed. The other gods laughed at Gruumsh, but he responded with a furious bellow. Grasping his mighty spear, he laid waste to the mountains, set the forests aflame, and carved great furrows in the fields. Such was the role of the orcs, he proclaimed, to take and destroy all that the other races would deny them. To this day, the orcs wage an endless war on humans, elves, dwarves, and other folk.\",\"Orcs hold a particular hatred for elves. The elven god Corellon Larethian half-blinded Gruumsh with a well-placed arrow to the orc god's eye. Since then, the orcs have taken particular joy in slaughtering elves. Turning his injury into a baleful gift, Gruumsh grants divine might to any champion who willingly plucks out one of its eyes in his honor.\"],\"type\":\"entries\"},{\"type\":\"entries\",\"name\":\"Tribes like Plagues\",\"entries\":[\"Orcs gather in tribes that exert their dominance and satisfy their bloodlust by plundering villages, devouring or driving off roaming herds, and slaying any humanoids that stand against them. After savaging a settlement, orcs pick it clean of wealth and items usable in their own lands. They set the remains of villages and camps ablaze, then retreat whence they came, their bloodlust satisfied.\"]},{\"name\":\"Ranging Scavengers\",\"type\":\"entries\",\"entries\":[\"Their lust for slaughter demands that orcs dwell always within striking distance of new targets. As such, they seldom settle permanently, instead converting ruins, cavern complexes, and defeated foes' villages into fortified camps and strongholds. Orcs build only for defense, making no innovation or improvement to their lairs beyond mounting the severed body parts of their victims on spiked stockade walls or pikes jutting up from moats and trenches.\",\"When an existing territory is depleted of food, an orc tribe divides into roving bands that scout for choice hunting grounds. When each party returns, it brings back trophies and news of targets ripe for attack, the richest of which is chosen. The tribe then sets out en masse to carve a bloody path to its new territory.\",\"On rare occasions, a tribe's leader chooses to hold onto a particularly defensible lair for decades. The orcs of such a tribe must range far across the countryside to sate their appetites.\"]},{\"name\":\"Leadership and Might\",\"type\":\"entries\",\"entries\":[\"Orc tribes are mostly patriarchal, flaunting such vivid or grotesque titles as Many-Arrows, Screaming Eye, and Elf Ripper. Occasionally, a powerful war chief unites scattered orc tribes into a single rampaging horde, which runs roughshod over other orc tribes and humanoid settlements from a position of overwhelming strength.\",\"Strength and power are the greatest of orcish virtues, and orcs embrace all manner of mighty creatures in their tribes. Rejecting notions of racial purity, they proudly welcome ogres, trolls, half-orcs, and orogs into their ranks. As well, orcs respect and fear the size and power of evil giants, and often serve them as guards and soldiers.\"]},{\"name\":\"Orc Crossbreeds\",\"type\":\"entries\",\"entries\":[\"Luthic, the orc goddess of fertility and wife of Gruumsh, demands that orcs procreate often and indiscriminately so that orc hordes swell generation after generation. The orcs' drive to reproduce runs stronger than any other humanoid race, and they readily crossbreed with other races. When an orc procreates with a non-orc humanoid of similar size and stature (such as a human or a dwarf), the resulting child is either an orc or a half-orc. When an orc produces young with an ogre, the child is a half-ogre of intimidating strength and brutish features called an ogrillon.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Orc.webp\"},\"credit\":\"Conceptopolis\"}]},{\"name\":\"Orc Eye of Gruumsh\",\"source\":\"MM\",\"_copy\":{\"name\":\"Orc\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":{\"type\":\"entries\",\"name\":\"Orc Eye of Gruumsh\",\"entries\":[\"When an orc slays an elf in Gruumsh's name and offers the corpse of its foe as a sacrifice to the god of slaughter, an aspect of the god might appear. This aspect demands an additional sacrifice: one of the orc's eyes, symbolizing the loss Gruumsh suffered at the hands of his greatest enemy, Corellon Larethian.\",\"If the orc plucks out one of its eyes, Gruumsh might grant the orc spellcasting ability and special favor, along with the right to call itself an Eye of Gruumsh. When not using their auguries to advise their war chiefs, these savage devotees of the god of slaughter hurl themselves into battle, their weapons stained with blood.\"]}}}}},{\"name\":\"Orc War Chief\",\"source\":\"MM\",\"_copy\":{\"name\":\"Orc\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":{\"type\":\"entries\",\"name\":\"Orc War Chief\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The war chief of an orc tribe is its strongest and most cunning member. The reign of a war chief lasts only as long as it commands the fear and respect of other tribe members, whose bloodlust must be regularly satisfied lest the chief appear weak.\",{\"type\":\"entries\",\"name\":\"Scions of Slaughter\",\"entries\":[\"Gruumsh bestows special blessings upon war chiefs who prove themselves in battle time and again, imbuing them with slivers of his savagery. A war chief so blessed finds that his weapons cut deeper into his enemies, allowing him to inflict more carnage.\"]}]},{\"type\":\"inset\",\"name\":\"King Obould Many-Arrows\",\"entries\":[\"King Obould of the Many-Arrows tribe is a legend among the orc war chiefs of the Forgotten Realms, and he is the most famous orc chief in the history of the D&D game.\",\"Smarter and more intuitive than most of his kind, Obould slew his chieftain to take control of his tribe. Skilled in the arts of war and renowned for his violent temper, Obould proved himself a fierce opponent in battle time and again. Over the years, he subsumed other orc tribes into his own, until he commanded a horde of thousands.\",\"Obould leveraged his strength and influence to carve out a kingdom for himself in the Spine of the World, a mountain range overlooking numerous dwarven, human, and elven strongholds.\",\"After years of bloody conflict with his more civilized neighbors, Obould did the unthinkable and brokered a peace treaty with his enemies. This treaty confused many of the orcs under Obould's command. It was either a clever ploy by Obould to buy time while he strengthened his army for a final, decisive sweep across the Savage Frontier, or it was a troubling sign that Obould had forsaken the ways of Gruumsh and needed to be destroyed.\"]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"He worked his serrated long knife savagely, tearing out the king's throat to the howls of approval from his legions .The ferocious orc didn't stop there, digging and ripping the blade back and forth unrelentingly until he took the head off the dwarf king's shoulders.\"],\"by\":\"An account of War Chief Hartusk's brutality in the aftermath of the Battle of the Cold Vale\"}]}]}}}}},{\"name\":\"Orog\",\"source\":\"MM\",\"_copy\":{\"name\":\"Orc\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":{\"type\":\"entries\",\"name\":\"Orog\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Orogs are orcs blessed with a surprisingly keen intellect that ordinary orcs believe is a gift from the orc goddess Luthic. Like Luthic, orogs prefer to live underground, although the scarcity of food often brings them to the surface to hunt. Orcs respect an orog's strength and cunning, and a lone orog might command an orc war band.\",{\"name\":\"Stronger and Smarter\",\"type\":\"entries\",\"entries\":[\"An orog uses its strength to bully other orcs and its intelligence to surprise enemies on the battlefield. Many an overconfident elf, human, or dwarf commander has watched a \\\"simple\\\" orc warlord execute a clever maneuver to outflank and destroy an opposing force, not realizing the orc is an orog.\",\"When encountered in great numbers, orogs form their own detachments within much larger orc hordes, and they are always at the forefront of any attack, relying on their superior strength and tactical insight to overcome anything that stands in their way.\",\"Few orc tribes actively seek out orogs to bolster their ranks. The orogs' superiority makes them ideal leaders, and thus deadly rivals to orc war chiefs, who must be wary of orog treachery.\"]},{\"name\":\"Detached Killers\",\"type\":\"entries\",\"entries\":[\"Wanting nothing more than to hack their enemies to pieces, orogs are a terrifying presence on the battlefield. They form no attachments, even to their parents and siblings, and have no concept of love or dedication. They worship the orc pantheon of gods-Gruumsh and Luthic foremost-because they believe that the gods have strength beyond reason, and physical might is all they respect.\"]},{\"name\":\"Servants of Darkness\",\"type\":\"entries\",\"entries\":[\"Mistrusted by orcs, some orogs form independent mercenary war bands that sell themselves to the highest bidder. As long as they are rewarded, orog mercenaries gladly serve as elite warriors and shock troops for evil wizards, depraved giants, and other villains.\"]}]}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Orog.webp\"}}]},{\"name\":\"Otyugh\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"An otyugh is a grotesque, bulbous creature borne along on three sturdy legs, its eyes and nose set along a vine-like stalk that snakes from the top of its bloated body. Two rubbery tentacles end in spiky, leaf-like appendages that the otyugh uses to shovel food into its gaping maw.\",\"An otyugh buries itself under mounds of offal and carrion, leaving only its sensory stalk exposed. When an edible creature happens by, the otyugh's tentacles erupt from the filth and grab hold of it.\",\"Otyughs make the most of any opportunity to ambush and devour prey. They use a limited form of telepathy to urge sentient creatures toward their lairs, sometimes by pretending to be something else.\",{\"name\":\"Dwellers in Darkness\",\"entries\":[\"Otyughs tolerate bright light only when considerable stores of carrion or garbage lie within reach. In the wilderness, they dwell in stagnant swamps, scum-filled ponds, and damp forest dells. The scent of graveyards, city sewers, village middens, and manure-filled animal pens attracts them to civilized areas.\",\"Since otyughs lack concern for anything but food, their nests sometimes accumulate a variety of treasures shed from their victims and mixed among the junk.\"],\"type\":\"entries\"},{\"name\":\"Symbiotic Guardians\",\"type\":\"entries\",\"entries\":[\"Sentient subterranean beings can coexist with otyughs, employing them as garbage disposals. With such plentiful sustenance, otyughs grow fat in their wallows, unmoved by any other drive or desire. This sedentary gluttony makes them reliable guardians. As long as it is fed, an otyugh refrains from attacking other creatures. However, would-be otyugh masters can easily underestimate the quantity of waste, carrion, and meat necessary to keep an otyugh from wandering off in search of food. More than one \\\"trained\\\" otyugh has eaten its keeper after devouring all the waste in its wallow.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Otyugh.webp\"}}]},{\"name\":\"Owlbear\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"An owlbear's screech echoes through dark valleys and benighted forests, piercing the quiet night to announce the death of its prey. Feathers cover the thick, shaggy coat of its bearlike body, and the limpid pupils of its great round eyes stare furiously from its owlish head.\",{\"name\":\"Deadly Ferocity\",\"type\":\"entries\",\"entries\":[\"The owlbear's reputation for ferocity, aggression, stubbornness, and sheer ill temper makes it one of the most feared predators of the wild. There is little, if anything, that a hungry owlbear fears. Even monsters that outmatch an owlbear in size and strength avoid tangling with it, for this creature cares nothing about a foe's superior strength as it attacks without provocation.\"]},{\"name\":\"Consummate Predators\",\"type\":\"entries\",\"entries\":[\"An owlbear emerges from its den around sunset and hunts into the darkest hours of the night, hooting or screeching to declare its territory, to search for a mate, or to flush prey into its hunting grounds. These are typically forests familiar to the owlbear, and dense enough to limit its quarry's escape routes.\",\"An owlbear makes its den in a cave or ruin littered with the bones of its prey. It drags partially devoured kills back to its den, storing portions of the carcass among the surrounding rocks, bushes, and trees. The scent of blood and rotting flesh hangs heavy near an owlbear's lair, attracting scavengers and thus luring more prey.\",\"Owlbears hunt alone or in mated pairs. If quarry is plentiful, a family of owlbears might remain together for longer than is required to rear offspring. Otherwise, they part ways as soon as the young are ready to hunt.\"]},{\"name\":\"Savage Companions\",\"type\":\"entries\",\"entries\":[\"Although they are more intelligent than most animals, owlbears are difficult to tame. However, with enough time, food, and luck, an intelligent creature can train an owlbear to recognize it as a master, making it an unflinching guard or a fast and hardy mount. People of remote frontier settlements have even succeeded at racing owlbears, but spectators bet as often on which owlbear will attack its handler as they do on which will reach the finish line first.\",\"Elven communities encourage owlbears to den beneath their treetop villages, using the beasts as a natural defense during the night. Hobgoblins favor owlbears as war beasts, and hill giants and frost giants sometimes keep owlbears as pets. A starved owlbear might show up in a gladiatorial arena, ruthlessly eviscerating and devouring its foes before a bloodthirsty audience.\"]},{\"name\":\"Owlbear Origins\",\"type\":\"entries\",\"entries\":[\"Scholars have long debated the origins of the owlbear. The most common theory is that a demented wizard created the first specimen by crossing a giant owl with a bear. However, venerable elves claim to have known these creatures for thousands of years, and some fey insist that owlbears have always existed in the Feywild.\"]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"The only good thing about owlbears is that the wizard who created them is probably dead.\"],\"by\":\"Xarshel Ravenshadow, Gnome Professor of Transmutative Science at Morgrave University\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Owlbear.webp\"},\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Pegasus\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The white winged horses known as pegasi soar through the skies, a vision of grace and majesty. When they touch down on solid ground, they linger only for a moment, drinking from mountain springs and pristine lakes. Any sound or sign of another creature startles them, sending them off to fly once more among the clouds.\",{\"name\":\"Noble Mounts\",\"type\":\"entries\",\"entries\":[\"Pegasi are highly prized as swift and reliable steeds, being faster and less temperamental than griffons, hippogriffs, and wyverns. However, these wild and shy creatures are as intelligent as humanoids, and so can't be traditionally broken and tamed. A pegasus must be persuaded to serve a good-aligned creature as a mount, but when it does so, it forges a lifelong bond with its new companion.\"]},{\"name\":\"Born of the Planes\",\"type\":\"entries\",\"entries\":[\"Pegasi trace their origins to the Olympian Glades of Arborea, where they soar through the skies of that plane and serve as faithful mounts to the Seldarine, the pantheon of elven gods. These gods have been known to send pegasi to the Material Plane to aid those in need.\"]},{\"name\":\"Pegasi Nests\",\"type\":\"entries\",\"entries\":[\"Pegasi mate for life, build their nests in hard-to-reach locations, and give birth to live young.\"]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Behold, the pegasus. It can outrace a dragon in the open sky, and only the best among us can ever hope to ride one. A fitting emblem for our great house, don't you think?\"],\"by\":\"Tyllenvane d'Orien, dragonmarked scion arguing to change the symbol of House Orien from the unicorn to the pegasus\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Pegasus.webp\"}}]},{\"name\":\"Pentadrone\",\"source\":\"MM\",\"_copy\":{\"name\":\"Modrons\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":\"Pentadrones oversee Mechanus's worker populace and can improvise in response to new situations.\"}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Pentadrone.webp\"}}]},{\"name\":\"Peryton\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Although this monstrous carnivore feeds on any creature, it prefers humanoids, especially elves, half-elves, and humans. When it kills a humanoid, a peryton rips out its prey's heart and takes it back to its nest to be devoured.\",\"The peryton is a bizarre creature that blends the body and wings of a bird of prey with the head of a stag. Its strangest feature is its shadow, which appears humanoid rather than reflecting the creature's physical form. Sages postulate that the first perytons were humans transformed by a hideous curse or magical experiment, but bards tell a different tale of a man whose infidelity caused his scorned wife to cut out the heart of her younger, more beautiful rival and consume it in a ritual intended to forever win her husband's heart. The ritual succeeded until the woman's villainy was exposed. She was hanged for her crime, but the lingering magic of her foul ritual caused the carrion birds that feasted on her corpse to transform into the first perytons.\",{\"name\":\"Unnatural Hunger\",\"type\":\"entries\",\"entries\":[\"A peryton's reproductive cycle depends on the heart of a freshly killed humanoid. The organ must be consumed by a female peryton before she can reproduce. When a peryton consumes a heart, its shadow changes for a brief time to reflect its true monstrous form. When attacking a humanoid, a peryton is single-minded and relentless, fighting until it or its prey dies.\",\"If a peryton is somehow driven away, it stalks lost prey from afar, attacking again when the opportunity arises.\"]},{\"name\":\"Bane of the Mountains\",\"type\":\"entries\",\"entries\":[\"Perytons roost atop mountain ridges and lair in high caves. They prey on creatures living or wandering in the vales below, and travelers on lonely mountain roads learn to keep a wary eye on the sky. Because normal weapons are less effective against perytons, the folk of the mountains know to avoid confrontations with these monsters at all costs.\",\"Established settlements are attractive to perytons as a renewable food source. As such, village councils and local nobles often hire adventurers to eliminate peryton nests.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Peryton.webp\"}}]},{\"name\":\"Phase Spider\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A phase spider possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Phase Spider.webp\"}}]},{\"name\":\"Piercer\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Clinging to the ceilings of caverns and large subterranean passages, piercers blend in perfectly with natural rock, dropping in silence to impale unsuspecting foes on the ground below.\",\"A piercer is the larval form of a roper, and the two creatures often attack in tandem. A rock-like shell encases a piercer's body, giving it the look and texture of a stalactite. That shell protects a soft, slug-like upper body that lets the piercer move across cavern walls and ceilings to position itself for prey. With its eye and mouth closed, the piercer is difficult to distinguish from ordinary rock formations.\",{\"name\":\"Patient Hunters\",\"type\":\"entries\",\"entries\":[\"Piercers can see, but they can also respond to noise and heat, waiting for living creatures to pass beneath them, then falling to attack. A piercer that misses its chance to kill must make its slow way back to the ceiling. A fallen piercer excretes a foul-smelling slime when attacked, making most predators think twice about eating it.\",\"Piercers gather in colonies to maximize the effectiveness of their attacks, dropping simultaneously to increase the odds of striking prey. After a piercer successfully slays a creature, the others slowly creep toward the corpse to join in the feast.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Piercer.webp\"}}]},{\"name\":\"Pit Fiend\",\"source\":\"MM\",\"_copy\":{\"name\":\"Devils\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The undisputed lords of most other devils, pit fiends attend the archdukes and archduchesses of the Nine Hells and carry out their wishes. These mighty devils are the generals of the Nine Hells, leading its infernal legions into battle.\",\"With an inflated sense of superiority and entitlement, pit fiends form a grotesque aristocracy in the infernal realm. These domineering and manipulative tyrants conspire to eliminate anything that stands between them and their desires, even as they negotiate the convoluted and dangerous politics of the Nine Hells.\",\"A pit fiend is a hulking monster with a whip-like tail and enormous wings that it wraps around itself like a cloak. Armored scales cover its body, and its fanged maw drips a venom that can lay the mightiest mortal creatures low. Fearless in battle, a pit fiend takes on the most powerful foes in single combat, demonstrating its supremacy and an arrogance that prevents it from acknowledging any chance of defeat.\"]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Your war-torn kingdom is rife with corruption, its people dying from starvation and strife. They cry out for new leadership—someone with the charisma and the courage to put an end to the turmoil and suffering. You could be that someone!\"],\"by\":\"Herobaal, the Pit Fiend\"}]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Pit Fiend.webp\"}}}}}},{\"name\":\"Pixie\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Standing barely a foot tall, pixies resemble diminutive elves with gossamer wings like those of dragonflies or butterflies, bright as the clear dawn and as luminous as the full moonrise.\",\"Curious as cats and shy as deer, pixies go where they please. They like to spy on other creatures and can barely contain their excitement around them. The urge to introduce themselves and strike up a friendship is almost overwhelming; only a pixie's fear of being captured or attacked stays its hand. Those who wander through a pixie's glade might never see the creatures, yet hear the occasional giggle, gasp, or sigh.\",\"Pixies array themselves like princes and princesses of the fey, wearing flowing gowns and doublets of silk that sparkle like moonlight on a pond. Some dress in acorns, leaves, bark, and the pelts of tiny woodland beasts. They take great pride in their regalia and beam with joy when they are complimented on their ensembles.\",{\"name\":\"Magical Faerie Folk\",\"type\":\"entries\",\"entries\":[\"With their innate power of invisibility, pixies rarely appear unless they wish to be seen. In the Feywild and on the Material Plane, pixies etch patterns of frost on winter ponds and rouse the buds in springtime. They cause flowers to sparkle with summer dew, and color the leaves with the blazing hues of autumn.\"]},{\"name\":\"Pixie Dust\",\"type\":\"entries\",\"entries\":[\"When pixies fly visibly, a shower of sparkling dust follows in their wake like the glittering tail of a shooting star. A mere sprinkle of pixie dust is said to be able to grant the power of flight, confuse a creature hopelessly, or send foes into a magical slumber.\",\"Only pixies can use their dust to its full potential, but these fey are constantly sought out by mages and monsters seeking to study or master their power.\"]},{\"name\":\"Tiny Tricksters\",\"type\":\"entries\",\"entries\":[\"While the arrival of visitors piques their curiosity, pixies are too shy to reveal themselves at first. They study the visitors from afar to gauge their temperament or play harmless tricks on them to measure their reactions. For example, pixies might tie a dwarf's boots together, create illusions of strange creatures or treasures, or use dancing lights to lead interlopers astray. If the visitors respond with hostility, the pixies give them a wide berth. If the visitors are good natured, the pixies are likely to be emboldened and more friendly. The fey might even emerge and offer to guide their \\\"guests\\\" along a safe route or invite them to a tiny yet satisfying feast prepared in their honor.\"]},{\"name\":\"Opposed to Violence\",\"type\":\"entries\",\"entries\":[\"Unlike their fey cousins, the sprites, pixies abhor weapons and would sooner flee than get into a physical altercation with any enemy.\"]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Petal gowns and acorn caps are so last summer!\"],\"by\":\"Rivergleam, pixie fashionista\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Pixie.webp\"},\"credit\":\"Annie Stegg\"}]},{\"name\":\"Planetar\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"An angel is a celestial agent sent forth into the planes to further its god's agenda for weal or woe. Its sublime beauty and presence can drive awestruck onlookers to their knees. Yet angels are destroyers too, and their appearance portends doom as often as it signals hope.\",{\"name\":\"Shards of the Divine\",\"type\":\"entries\",\"entries\":[\"Angels are formed from the astral essence of benevolent gods and are thus divine beings of great power and foresight.\",\"Angels act out the will of their gods with tireless devotion. Even chaotic good deities command lawful good angels, knowing that the angels' dedication to order best allows them to fulfill divine commands. An angel follows a single driving purpose, as decreed by its deity. However, an angel is incapable of following commands that stray from the path of law and good.\",\"An angel slays evil creatures without remorse. As the embodiment of law and good, an angel is almost never mistaken in its judgments. This quality can create a sense of superiority in an angel, a sense that comes to the fore when an angel's task conflicts with the goals of another creature. The angel never acquiesces or gives way. When an angel is sent to aid mortals, it is sent not to serve but to command. The gods of good therefore send their angels among mortals only in response to the most dire circumstances.\"]},{\"name\":\"Fallen Angels\",\"type\":\"entries\",\"entries\":[\"An angel's moral compass grants it a sense of infallibility that can sometimes spell its undoing. Angels are usually too wise to fall for a simple deception, but sometimes pride can lead one to commit an evil act. Whether intentional or accidental, such an act is a permanent stain that marks the angel as an outcast. Fallen angels retain their power but lose their connection to the deities from which they were made. Most fallen angels take their banishment personally, rebelling against the powers they served by seeking rulership over a section of the Abyss or a place among other fallen in the hierarchy of the Nine Hells. Zariel, the ruler of the first layer of the Nine Hells, is such a creature. Rather than rebel, some fallen angels resign themselves to an isolated existence on the Material Plane, living in disguise as simple hermits. If they are redeemed, they can become powerful allies dedicated to justice and compassionate service.\"]},{\"name\":\"Immortal Nature\",\"type\":\"entries\",\"entries\":[\"An angel doesn't require food, drink, or sleep.\"]},{\"type\":\"entries\",\"name\":\"Planetar\",\"entries\":[\"Planetars act as the weapons of the gods they serve, presenting a tangible representation of their deities' might. A planetar can call down rain to relieve a drought, or can loose an insect plague to devour crops. A planetar's celestial ears detect every falsehood, and its radiant eyes see through every deception.\",\"Planetars are muscular and hairless and have opalescent green skin and white-feathered wings. They tower over most humanoids, brandishing immense swords with grace. Sometimes sent to aid powerful mortals on important tasks for good, planetars are especially fond of missions that involve battling fiends.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Planetar.webp\"}}]},{\"name\":\"Plesiosaurus\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A plesiosaurus is a marine dinosaur whose compact body is driven by powerful flippers. Predatory and aggressive, it attacks any creature it encounters. Its flexible neck accounts for a third of its total length, letting it twist in any direction to deliver a powerful bite.\",{\"type\":\"entries\",\"name\":\"Dinosaurs\",\"entries\":[\"Dinosaurs, or behemoths, are among the oldest reptiles in the world. Predatory dinosaurs are savage, territorial hunters. Herbivorous dinosaurs are less aggressive, but they might attack to defend their young, or if startled or harassed.\",\"Dinosaurs come in many sizes and shapes. Larger varieties often have drab coloration, while smaller dinosaurs have colorful markings akin to birds. Dinosaurs roam rugged and isolated areas that humanoids seldom visit, including remote mountain valleys, inaccessible plateaus, tropical islands, and deep fens.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Plesiosaurus.webp\"}}]},{\"name\":\"Poltergeist\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A poltergeist is the confused, invisible spirit of an individual with no sense of how he or she died. A poltergeist expresses its rage by hurling creatures and objects using the power of its shattered psyche.\"]}]}]},{\"name\":\"Priest\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites. A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties.\"]}]}]},{\"name\":\"Pseudodragon\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The elusive pseudodragon dwells in the quiet places of the world, making its home in the hollows of trees and small caves. With its red-brown scales, horns, and a maw filled with sharp teeth, a pseudodragon resembles a tiny red dragon but its disposition is playful.\",{\"name\":\"Quiet and Defensive\",\"type\":\"entries\",\"entries\":[\"Pseudodragons have little interest in other creatures, and they avoid them whenever possible. If it is attacked, a pseudodragon fights back using the poisonous stinger at the tip of its tail, one jab of which can put a creature into a catatonic state that can last for hours.\"]},{\"name\":\"Draconic Familiars\",\"type\":\"entries\",\"entries\":[\"Mages often seek out pseudodragons, whose agreeable disposition, telepathic ability, and resistance to magic make them superior familiars. Pseudodragons are selective when it comes to choosing companions, but they can sometimes be won over with gifts of food or treasure. When a pseudodragon finds an agreeable companion, it bonds with that person as long as it is treated fairly.\",\"A pseudodragon puts up with no ill treatment, and it abandons a manipulative or abusive companion without warning.\"]},{\"name\":\"Language of Emotion\",\"type\":\"entries\",\"entries\":[\"Pseudodragons can't speak, but they communicate using a limited form of telepathy that allows them to share basic ideas such as hunger, curiosity, or affection. When it bonds with a companion, a pseudodragon can communicate what it sees and hears even over long distances.\",\"A pseudodragon often vocalizes animal noises. A rasping purr indicates pleasure, while a hiss means unpleasant surprise. A bird-like chirping represents desire, and a growl always means anger or discontent.\",{\"type\":\"inset\",\"name\":\"Variant: Pseudodragon Familiar\",\"entries\":[\"Some pseudodragons are willing to serve spellcasters as a familiar. Such pseudodragons have the following trait.\"]}]},{\"name\":\"Familiar\",\"type\":\"entries\",\"entries\":[\"The pseudodragon can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the pseudodragon senses as long as they are within 1 mile of each other. While the pseudodragon is within 10 feet of its companion, the companion shares the pseudodragon's Magic Resistance trait. At any time and for any reason, the pseudodragon can end its service as a familiar, ending the telepathic bond.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Pseudodragon.webp\"},\"credit\":\"Tom Babbey\"}]},{\"name\":\"Pteranodon\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"These flying reptiles have wingspans of 15 to 20 feet and typically dive for small marine prey, though they are opportunists and will attack any creature that appears edible. A pteranodon has no teeth, instead using its sharp beak to stab prey too large to swallow with one gulp.\",{\"type\":\"entries\",\"name\":\"Dinosaurs\",\"entries\":[\"Dinosaurs, or behemoths, are among the oldest reptiles in the world. Predatory dinosaurs are savage, territorial hunters. Herbivorous dinosaurs are less aggressive, but they might attack to defend their young, or if startled or harassed.\",\"Dinosaurs come in many sizes and shapes. Larger varieties often have drab coloration, while smaller dinosaurs have colorful markings akin to birds. Dinosaurs roam rugged and isolated areas that humanoids seldom visit, including remote mountain valleys, inaccessible plateaus, tropical islands, and deep fens.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Dinosaurs.webp\"}}]},{\"name\":\"Purple Worm\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The massive burrowing monster known as the purple worm terrorizes the creatures of the Underdark as it chews through solid rock in pursuit of prey. A dimwitted, ravenous force of nature, this creature regards anything it encounters as food.\",{\"name\":\"Ravenous Hunters\",\"type\":\"entries\",\"entries\":[\"Loud noise attracts purple worms, which have been known to interrupt underground battles and tear through subterranean cities seeking prey. The underground civilizations of the drow, the duergar, and the mind flayers maintain special wards around their settlements to deter these monsters.\",\"Though most common in the Underdark, purple worms are frequently seen on the surface world in rocky and mountainous lands. The maw of a purple worm is large enough to swallow a horse whole, and no creature is safe from its hunger. It lunges forward by rhythmically compressing and expanding its body, catching other Underdark dwellers by surprise with the speed of its advance.\"]},{\"name\":\"Boons of the Worm\",\"type\":\"entries\",\"entries\":[\"When a purple worm burrows through the ground, it consumes earth and rock, which it breaks down and constantly excretes. Precious metals and gems can thus be found within the bodies of purple worms, which are targeted by particularly brave and foolhardy treasure hunters.\",\"A burrowing purple worm constantly creates new tunnels throughout the Underdark, which are quickly made use of by other creatures as corridors and highways. Because a purple worm rarely returns to its own tunnels, such passageways are a good place to avoid these monsters. Areas rich in prey quickly become interlaced with complex tunnel systems resulting from several worms hunting together.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Purple Worm.webp\"}}]},{\"name\":\"Quadrone\",\"source\":\"MM\",\"_copy\":{\"name\":\"Modrons\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":\"Astute combatants, quadrones serve as artillery and field officers in the regiments of modron armies.\"}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Quadrone.webp\"}}]},{\"name\":\"Quaggoth\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Savage and territorial, quaggoths climb the chasms of the Underdark. They maul their foes in a frenzy, becoming even more murderous in the face of death.\",{\"name\":\"Quaggoth Origins\",\"type\":\"entries\",\"entries\":[\"Quaggoths were never an enlightened species, but they were not always the brutal Underdark denizens they are today. In a distant age, quaggoth tribes dwelled upon the surface as nocturnal arboreal hunters, possessing their own language and culture. When elves appeared in the mortal realm, they clashed with the quaggoths, eventually driving them to near extinction. Only by fleeing deep into the Underdark did the quaggoths survive.\",\"As they passed the ages deep beneath the world, the quaggoths' fur lost its color and their vision adapted to the darkness, even as the constant danger and weird magic of their new realm transformed them. Turning increasingly brutal and savage, they ate whatever food they could find-and when they could not find it, they preyed on each other. As cannibalism became part of their culture, their past was abandoned.\"]},{\"name\":\"Servants of the Drow\",\"type\":\"entries\",\"entries\":[\"The ancient enmity between quaggoths and surface elves makes them easy converts to the dark elf cause. In recent years, the drow have taken an interest in breeding quaggoths, encouraging their ferocity while strengthening their obedience. Wealthy drow houses have legions of quaggoths at their command. Even worse, the drow cultivate the quaggoths' hatred of the elves by leading them on surface raids against known elven enclaves.\"]},{\"name\":\"Thonots\",\"type\":\"entries\",\"entries\":[\"Some quaggoths absorb psionic energy that suffuses certain parts of the Underdark. When a tribe discovers that one of its own has inherited such powers, they press it into the role of tribal shaman, or thonot.\",\"A thonots keep a tribe's lore and ensures its superiority against enemies. A thonot that fails the tribe is slain and devoured in a cannibalistic ritual, in the hope that its power passes to another more worthy quaggoth.\"]},{\"name\":\"Poison Immunity\",\"type\":\"entries\",\"entries\":[\"Generations of hunting venomous subterranean creatures and perpetual exposure to the molds and fungi that grow in the depths have forced quaggoths to adapt immunities to poisons of all kinds.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Quaggoth.webp\"}}]},{\"name\":\"Quaggoth Spore Servant\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A spore servant is any Large or smaller creature brought back to life by the animating spores of a myconid sovereign. A creature that was never flesh and blood to begin with (such as a construct, elemental, ooze, plant, or undead) can't be turned into a spore servant.\",{\"type\":\"entries\",\"name\":\"Retained Characteristics\",\"entries\":[\"The servant retains its Armor Class, hit points, Hit Dice, Strength, Dexterity, Constitution, vulnerabilities, resistances, and immunities.\"]},{\"type\":\"entries\",\"name\":\"Lost Characteristics\",\"entries\":[\"The servant loses its original saving throw and skill bonuses, special senses, and special traits. It loses any action that isn't Multiattack or a melee weapon attack that deals bludgeoning, piercing, or slashing damage. If it has an action or a melee weapon attack that deals some other type of damage, it loses the ability to deal damage of that type, unless the damage comes from a piece of equipment, such as a magic item.\"]},{\"type\":\"entries\",\"name\":\"Type\",\"entries\":[\"The servant's type is plant, and it loses any tags.\"]},{\"type\":\"entries\",\"name\":\"Alignment\",\"entries\":[\"The servant is unaligned.\"]},{\"type\":\"entries\",\"name\":\"Speed\",\"entries\":[\"Reduce all the servant's speeds by 10 feet, to a minimum of 5 feet.\"]},{\"type\":\"entries\",\"name\":\"Ability Scores\",\"entries\":[\"The servant's ability scores change as follows: Int 2 (-4), Wis 6 (-2), Cha 1 (-5).\"]},{\"type\":\"entries\",\"name\":\"Senses\",\"entries\":[\"The servant has {@sense blindsight} with a radius of 30 feet, and it is blind beyond this radius.\"]},{\"type\":\"entries\",\"name\":\"Condition Immunities\",\"entries\":[\"The servant can't be {@condition blinded}, {@condition charmed}, {@condition frightened}, or {@condition paralyzed}.\"]},{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"The servant loses all known languages, but it responds to orders given to it by myconids using rapport spores. The servant gives highest priority to orders received from the most powerful myconid.\"]},{\"type\":\"entries\",\"name\":\"Attacks\",\"entries\":[\"If the servant has no other means of dealing damage, it can use its fists or limbs to make unarmed strikes. On a hit, an unarmed strike deals bludgeoning damage equal to {@dice 1d4} + the servant's Strength modifier, or, if the servant is Large, {@dice 2d4} + its Strength modifier.\"]}]}]}]},{\"name\":\"Quaggoth Thonot\",\"source\":\"MM\",\"_copy\":{\"name\":\"Quaggoth\",\"source\":\"MM\"}},{\"name\":\"Quasit\",\"source\":\"MM\",\"_copy\":{\"name\":\"Demons\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Quasits infest the Lower Planes. Physically weak, they keep to the shadows to plot mischief and wickedness. More powerful demons use quasits as spies and messengers when they aren't devouring them or pulling them apart to pass the time.\",\"A quasit can assume animal forms, but in its true form it looks like a 2-foot-tall green humanoid with a barbed tail and horns. The quasit has clawed fingers and toes, and these claws can deliver an irritating poison. It prefers to be invisible when it attacks.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Quasit.webp\"}}}}}},{\"name\":\"Quipper\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A quipper is a carnivorous fish with sharp teeth.\",\"Quippers can adapt to any aquatic environment, including cold subterranean lakes. They frequently gather in swarms; the statistics for a swarm of quippers appear later in this appendix.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Quipper.webp\"}}]},{\"name\":\"Rakshasa\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The rakshasa employs delicacy and misdirection in its pursuit of dominion over others. Few creatures ever see the fiend in its true form, for it can take on any guise it wants, although it prefers to masquerade as someone powerful or influential: a noble, cardinal, or rich merchant, for example. A rakshasa's true form combines the features of a human and a tiger, with one noteworthy deformity: its palms are where the backs of the hands would be on a human.\",{\"name\":\"Evil Spirits in Mortal Flesh\",\"entries\":[\"Rakshasas originated long ago in the Nine Hells, when powerful devils created a dark ritual to free their essence from their fiendish bodies in order to escape the Lower Planes. A rakshasa enters the Material Plane to feed its appetite for humanoid flesh and evil schemes. It selects its prey with care, taking pains to keep its presence in the world a secret.\"],\"type\":\"entries\"},{\"name\":\"Evil Reborn\",\"type\":\"entries\",\"entries\":[\"For a rakshasa, death on the Material Plane means an agonizing and torturous return to the Nine Hells, where its essence remains trapped until its body reforms-a process that can take months or years.\",\"When the rakshasa is reborn, it has all the memories and knowledge of its former life, and it seeks retribution against the one who slew it. If the target has somehow slipped through its grasp, the rakshasa might punish its killer's family, friends, or descendants.\",\"Like devils, rakshasas killed in the Nine Hells are forever destroyed.\"]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Slay me once, shame on you.\",\"Slay me twice, shame on me.\"],\"by\":\"Rakshasa maxim\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Rakshasa.webp\"}}]},{\"name\":\"Rat\",\"source\":\"MM\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Rat.webp\"}}]},{\"name\":\"Raven\",\"source\":\"MM\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Raven.webp\"}}]},{\"name\":\"Red Dragon\",\"source\":\"MM\",\"_copy\":{\"name\":\"Chromatic Dragons\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":[{\"type\":\"entries\",\"entries\":[\"The most covetous of the true dragons, red dragons tirelessly seek to increase their treasure hoards. They are exceptionally vain, even for dragons, and their conceit is reflected in their proud bearing and their disdain for other creatures. The odor of sulfur and pumice surrounds a red dragon, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry. Its wings are the longest of any chromatic dragon, and have a blue-black tint along the trailing edge that resembles metal burned blue by fire.\",\"The scales of a red dragon wyrmling are a bright glossy scarlet, turning a dull, deeper red and becoming as thick and strong as metal as the dragon ages. Its pupils also fade as it ages, and the oldest red dragons have eyes that resemble molten lava orbs.\",{\"type\":\"entries\",\"entries\":[{\"name\":\"Mountain Masters\",\"type\":\"entries\",\"entries\":[\"Red dragons prefer mountainous terrain, badlands, and any other locale where they can perch high and survey their domain. Their preference for mountains brings them into conflict with the hill-dwelling copper dragons from time to time.\"]},{\"name\":\"Arrogant Tyrants\",\"type\":\"entries\",\"entries\":[\"Red dragons fly into destructive rages and act on impulse when angered. They are so ferocious and vengeful that they are regarded as the archetypical evil dragon by many cultures.\",\"No other dragon comes close to the arrogance of the red dragon. These creatures see themselves as kings and emperors, and view the rest of dragonkind as inferior. Believing that they are chosen by Tiamat to rule in her name, red dragons consider the world and every creature in it as theirs to command.\"]},{\"name\":\"Status and Slaves\",\"type\":\"entries\",\"entries\":[\"Red dragons are fiercely territorial and isolationist. However, they yearn to know about events in the wider world, and they make use of lesser creatures as informants, messengers, and spies. They are most interested in news about other red dragons, with which they compete constantly for status.\",\"When it requires servants, a red dragon demands fealty from chaotic evil humanoids. If allegiance isn't forthcoming, it slaughters a tribe's leaders and claims lordship over the survivors. Creatures serving a red dragon live in constant terror of being roasted and eaten for displeasing it. They spend most of their time fawning over the creature in an attempt to stay alive.\"]},{\"name\":\"Obsessive Collectors\",\"type\":\"entries\",\"entries\":[\"Red dragons value wealth above all else, and their treasure hoards are legendary. They covet anything of monetary value, and can often judge the worth of a bauble to within a copper piece at a glance. A red dragon has a special affection for treasure claimed from powerful enemies it has slain, exhibiting that treasure to prove its superiority.\",\"A red dragon knows the value and provenance of every item in its hoard, along with each item's exact location. It might notice the absence of a single coin, igniting its rage as it tracks down and slays the thief without mercy. If the thief can't be found, the dragon goes on a rampage, laying waste to towns and villages in an attempt to sate its wrath.\"]}]}]},{\"type\":\"entries\",\"name\":\"A Red Dragon's Lair\",\"entries\":[\"Red dragons lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with volcanic or geothermal activity are the most highly prized red dragon lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a dragon as it sleeps. With its hoard well protected deep within the lair, a red dragon spends as much of its time outside the mountain as in it. For a red dragon, the great heights of the world are the throne from which it can look out to survey all it controls-and the wider world it seeks to control.\",\"Throughout the lair complex, servants erect monuments to the dragon's power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered.\"]}]},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Red Dragon.webp\"}}}}}},{\"name\":\"Red Dragon Wyrmling\",\"source\":\"MM\",\"_copy\":{\"name\":\"Red Dragon\",\"source\":\"MM\"}},{\"name\":\"Red Slaad\",\"source\":\"MM\",\"_copy\":{\"name\":\"Slaadi\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"When a red slaad claws a humanoid creature, it can inject an egg from a gland under one of its claws. The egg works its way into its host and gestates, eventually forming a slaad tadpole. Such a tadpole then eats its way out of the host's body, feeds on the host's remains, and then seeks any other fresh meat it can find. The tadpole transforms into a fully grown blue slaad-or green slaad if the host had the ability to cast 3rd level spells or higher-within {@dice 2d12} hours.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Red Slaad.webp\"},\"credit\":\"Aaron Hübrich\"}}}}},{\"name\":\"Reef Shark\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Smaller than giant sharks and hunter sharks, reef sharks inhabit shallow waters and coral reefs, gathering in small packs to hunt. A full-grown specimen measures 6 to 10 feet long.\"]}]}]},{\"name\":\"Remorhaz\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"From beneath the snow and ice bursts a remorhaz in a cloud of steam, its body pulsing with internal fire. Wing like fins flare from the back of the creature's head, and its wide mouth brims with jagged teeth.\",{\"name\":\"Arctic Predators\",\"type\":\"entries\",\"entries\":[\"Remorhazes live in arctic climes, preying on elk, polar bears, and other creatures sharing their territory. They can't tolerate warm weather, having adapted to the cold by generating a furnace-like heat within their bodies. When hunting, a remorhaz burrows deep below the snow and ice and lies in wait for the faint vibrations created by a creature moving above it. While hidden under the ice and snow, it can lower its body temperature so that it doesn't melt its cover.\"]},{\"name\":\"Young Ones\",\"type\":\"entries\",\"entries\":[\"Frost giant hunters scour the icy wastes for remorhaz nests and eggs. The giants prize young remorhazes, which can be trained from hatching to obey commands and guard the giants' icy citadels. Unlike fully grown specimens, young remorhazes gnaw on their victims instead of swallowing them whole.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Remorhaz.webp\"}}]},{\"name\":\"Revenant\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A revenant forms from the soul of a mortal who met a cruel and undeserving fate. It claws its way back into the world to seek revenge against the one who wronged it. The revenant reclaims its mortal body and superficially resembles a zombie. However, instead of lifeless eyes, a revenant's eyes burn with resolve and flare in the presence of its adversary. If the revenant's original body was destroyed or is otherwise unavailable, the spirit of the revenant enters another humanoid corpse. Regardless of the body the revenant uses as a vessel, its adversary always recognizes the revenant for what it truly is.\",{\"type\":\"entries\",\"name\":\"Hunger for Revenge\",\"entries\":[\"A revenant has only one year to exact revenge. When its adversary dies, or if the revenant fails to kill its adversary before its time runs out, it crumbles to dust and its soul fades into the afterlife. If its foe is too powerful for the revenant to destroy on its own, it seeks worthy allies to help it fulfill its quest.\"]},{\"name\":\"Divine Justice\",\"type\":\"entries\",\"entries\":[\"No magic can hide a creature pursued by a revenant, which always knows the direction and distance between it and the target of its vengeance. In cases where the revenant seeks revenge against more than one adversary, it pursues them one at a time, starting with the creature that dealt it the killing blow. If the revenant's body is destroyed, its soul flies forth to seek out a new corpse in which to resume its hunt.\"]},{\"name\":\"Undead Nature\",\"type\":\"entries\",\"entries\":[\"A revenant doesn't require air, food, drink, or sleep.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Revenant.webp\"}}]},{\"name\":\"Riding Horse\",\"source\":\"MM\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Riding Horse.webp\"}}]},{\"name\":\"Roc\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"At first sight, a roc's silhouette looks much like any other bird of prey. As it descends, however, its unearthly size becomes terrifyingly clear. In flight, a roc's wingspan spreads two hundred feet or more. At rest, perched upon the mountain peaks that are its home, this monstrous bird rivals the oldest dragons in size.\",{\"name\":\"Sky Titans\",\"type\":\"entries\",\"entries\":[\"In the ancient days when giants battled dragons for control of the world, Annam, the father of the giant gods, created the rocs so that his worshipers might challenge the dragons' dominance of the air.\",\"When the war ended, the rocs were freed from giant domination and spread throughout the world.\",\"Though cloud giants and storm giants sometimes tame these great birds, rocs treat even giants as potential prey. They fly great distances in search of food, soaring high above the clouds to reach their favored hunting grounds. A roc seldom hunts swift or small creatures, and it ignores towns and forests where prey can easily take cover. When it locates a large and slow-moving target such as a giant, a whale, or an elephant, a roc dives down to snatch its prey in its massive talons.\"]},{\"name\":\"Remote and Alone\",\"type\":\"entries\",\"entries\":[\"Rocs are solitary creatures that can live for centuries. They lair in nests made from trees, tents, broken ships, and the remains of caravans they carry off, placing these massive tangles in mountain clefts out of the reach of lesser creatures.\",\"Sometimes a roc's nest contains treasures from the caravans or ships they raid, but these creatures are heedless of such baubles. More rarely, a nest holds eggs that are taller than a human, produced by the rocs' infrequent mating.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Roc.webp\"}}]},{\"name\":\"Roper\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Living in caves and caverns throughout the Underdark, voracious ropers feast on whatever they can catch and seize. A roper eats any creature, from Underdark beasts to adventurers and their gear.\",\"A roper has the appearance of a stalagmite or stalactite, which often allows it to attack with surprise. The creature can move slowly using thousands of sticky cilia beneath its base. It creeps up cave walls and along stone ceilings, finding the best position from which to attack.\",{\"name\":\"Underdark Hunters\",\"type\":\"entries\",\"entries\":[\"The roper is an evolved, mature form of piercer, with which it shares its rock-like appearance and hunting tactics. A roper can hold still for long hours, shutting its single eye to look like nothing more than a mundane formation of rock. Creatures that come too close are surprised when that eye snaps open and sticky tendrils shoot out to seize them. The roper then makes horrible guttural sounds as it reels in its struggling victims, drawing them close for the fatal bite of its stony teeth.\",\"A roper can digest anything it eats with the exception of platinum, gemstones, and magic items, which can sometimes be retrieved from the creature's gizzard after death. A roper's digestive juices are also valuable, fetching a high price from alchemists who use them as a solvent.\"]},{\"name\":\"Weakening Tendrils\",\"type\":\"entries\",\"entries\":[\"A roper has six nubs set along its body, through which it extrudes sticky tendrils that bond to whatever they touch. Each tendril sends out hair-like growths that penetrate a creature's flesh and sap its strength, so the victim can struggle only weakly as the roper reels it in. If a tendril is cut through or broken, the roper produces a new one to replace it.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Roper.webp\"}}]},{\"name\":\"Rug of Smothering\",\"source\":\"MM\",\"_copy\":{\"name\":\"Animated Objects\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":[\"Would-be thieves and careless heroes arrive at the doorsteps of an enemy's abode, eyes and ears alert for traps, only to end their quest prematurely as the rugs beneath their feet animate and smother them to death.\",\"A rug of smothering can be made in many different forms, from a finely woven carpet fit for a queen to a coarse mat in a peasant's hovel. Creatures with the ability to sense magic detect the rug's false magical aura.\",\"In some cases, a rug of smothering is disguised as a {@item carpet of flying} or another beneficial magic item. However, a character who stands or sits on the rug, or who attempts to utter a word of command, is quickly trapped as the rug of smothering rolls itself tightly around its victim.\"]}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Rug of Smothering.webp\"}}]},{\"name\":\"Rust Monster\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Most dwarves would rather face a squad of orcs than confront a single rust monster. These strange, normally docile creatures corrode ferrous metals, then gobble up the rust they create. In doing so, they have ruined the armor, shields, and weapons of countless adventurers.\",\"A rust monster's body is covered in thick, lumpy armor, its long tail ends in a bony protrusion, and two feathery antennae sprout from its insectile head.\",{\"name\":\"Underground Scavengers\",\"type\":\"entries\",\"entries\":[\"Rust monsters roam subterranean passages in search of ferrous metals such as iron, steel, adamantine, and mithral to consume.\",\"They ignore creatures not carrying such metals, but can become aggressive toward those bearing steel weapons and armor. A rust monster can smell its food at a distance, immediately dashing toward the scent's source to corrode and consume the object.\",\"A rust monster doesn't care if the rust it consumes comes from a spike or a sword. Adventurers can distract the creature by dropping ferrous objects behind them.\"]},{\"name\":\"Subterranean Wanderers\",\"type\":\"entries\",\"entries\":[\"Rust monsters are rarely found in large numbers, preferring to hunt alone or in small groups. They meander along tunnels, moving from cave to cave in their tireless search for ferrous metals to consume. Their wanderings often bring them into contact with other Underdark denizens that find them harmless or unappetizing. Thus, rust monsters may be found in close proximity to other subterranean monsters. If they are well treated and well fed, they can also become friendly companions or pets.\"]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Destroyed me hammer and me axe, it did. Put me faith to the test that day, it did.\"],\"by\":\"Brawn Thunderstones, dwarf paladin of Dumathoin\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Rust Monster.webp\"}}]},{\"name\":\"Sahuagin\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Across fog-shrouded coasts or endless ocean swells, an ominous drone sounded on a conch shell chills the blood of all who hear it. This is the sound of the sahuagin hunting horn-a call to raid and battle. Coastal settlers refer to sahuagin as \\\"sea devils,\\\" for sahuagin have no compassion in them, slaughtering the crews of ships and decimating coastal villages.\",{\"name\":\"Devils of the Deep\",\"type\":\"entries\",\"entries\":[\"Sahuagin are a predatory, piscine race that ventures from the ocean's black depths to hunt the creatures of the shallows and shore. Though they dwell in the deepest trenches of the ocean, sahuagin view the entire aquatic realm as their kingdom and the creatures in it as blood sport for their hunting parties.\",\"The self-styled rulers of sahuagin ocean domains are massive mutant males that grow second sets of arms. They are terrible foes in battle, and all sahuagin bow down before these powerful barons.\"]},{\"name\":\"Way of the Shark\",\"type\":\"entries\",\"entries\":[\"Sahuagin worship the shark god Sekolah. Only female sahuagin are deemed worthy of channeling the god's power, and priestesses hold tremendous sway in sahuagin communities.\",\"Sahuagin are driven into a frenzy by the smell of fresh blood. As worshipers of Sekolah, they also have a special kinship with sharks, which they train as attack animals. Even untrained sharks recognize sahuagin as allies and don't prey on them.\"]},{\"name\":\"Elven Enmity\",\"type\":\"entries\",\"entries\":[\"The sahuagin might control the oceans if not for the presence of their mortal enemies, the aquatic elves. Wars between the two races have raged for centuries across the coasts and seas of the world, disrupting maritime trade and drawing other races into the bloody conflict.\",\"So intense is sahuagin hatred for the aquatic elves that the sea devils have adapted to combat their ancient foes. A sahuagin born near enough to an aquatic elf community can enter the world as a malenti-a sahuagin that physically resembles an aquatic elf in every way. Sahuagin are prone to mutation, but whether this rare phenomenon is a result of the wars between the sahuagin and the aquatic elves-or whether it preceded or even began the conflict-none can say.\",\"The sahuagin put the malenti to good use as spies and assassins in aquatic elf cities and the societies of other creatures that pose a threat to sahuagin. The mere shadow of the malenti threat incites paranoia and suspicion among aquatic elves, whose resilience is weakened as the prelude to an actual sahuagin invasion.\"]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"TThe village was empty, the seagulls were strangely quiet, and all we could hear was the surge of the sea.\"],\"by\":\"An account of the aftermath of a sahuagin raid\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Sahuagin.webp\"}}]},{\"name\":\"Sahuagin Baron\",\"source\":\"MM\",\"_copy\":{\"name\":\"Sahuagin\",\"source\":\"MM\"},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Sahuagin Baron.webp\"}}]},{\"name\":\"Sahuagin Priestess\",\"source\":\"MM\",\"_copy\":{\"name\":\"Sahuagin\",\"source\":\"MM\"}},{\"name\":\"Salamander\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Salamanders slither across the Sea of Ash on the Elemental Plane of Fire, their sinuous coils and jagged spines smoldering. Intense heat washes off their bodies, while their yellow eyes glow like candles in the deep-set hollows of their hawkish faces.\",\"Salamanders adore power, and they delight in setting fire to things. Outside their home plane, they play among the burning skeletons of charred trees as forest fires rage around them, or slither down the slopes of erupting volcanoes to linger in fire pits and magma floes.\",{\"name\":\"Fire Snakes\",\"type\":\"entries\",\"entries\":[\"Salamanders hatch from eggs that are two-foot-diameter spheres of smoldering obsidian. When a salamander is ready to hatch, it melts its way through the egg's thick shell and emerges as a fire snake. A fire snake matures into a salamander adult within a year.\"]},{\"name\":\"Slaves of the Efreet\",\"type\":\"entries\",\"entries\":[\"Long ago, the efreet hired azers to build the fabled City of Brass, but then failed in their attempt to enslave that mystical race when the azers' work was done. Turning instead to strike against the salamanders, the efreet had better luck in establishing a slave race, which they use to unleash war and destruction across the planes.\",\"Salamanders despise the azers, believing that if the efreet had succeeded in dominating that race of elemental crafters, the salamanders would still be free. The efreet use this enmity to their own advantage, stoking the salamanders' hatred and pitting them against the efreets' former servants.\",\"The efreet suffer salamanders to serve no other master; when efreet encounter salamanders dedicated to the cults of Elemental Evil, they slay them rather than taking them as slaves.\"]},{\"name\":\"Domineering Nobles\",\"type\":\"entries\",\"entries\":[\"Although salamanders follow the destructive impulses of their fiery nature, slavery under the efreet has impacted the culture of free salamanders. They rule their own societies according to the efreet model, in which larger and stronger salamanders claim dominion over their lesser kin.\",\"As salamanders age, they increase in size and status, rising to positions of power as cruel nobles among their kind. Nobles rule wandering bands of salamanders, which move across the Elemental Plane of Fire like desert nomads, raiding other communities for treasure.\"]},{\"name\":\"Living Forges\",\"type\":\"entries\",\"entries\":[\"Salamanders generate intense heat, and when they fight, their weapons glow red and sear the bodies of their enemies on contact. Even approaching a salamander is dangerous, since flesh blisters and burns in its proximity.\",\"This inherent heat is an asset to salamanders' skill as smiths, allowing them to soften and shape iron and steel with their bare hands. Although not as meticulous as azers, salamanders number among the greatest metalsmiths in all the planes. Powerful creatures summon them as warriors, but others enlist the salamanders for their crafting skills, or bind them to forges and ovens to generate limitless heat.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Salamander.webp\"}}]},{\"name\":\"Satyr\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Satyrs are raucous fey that frolic in wild forests, driven by curiosity and hedonism in equal measure.\",\"Satyrs resemble stout male humans with the furry lower bodies and cloven hooves of goats. Horns sprout from their heads, ranging in shape from a pair of small nubs to large, curling rams' horns. They typically sport facial hair.\",{\"name\":\"Hedonistic Revelers\",\"type\":\"entries\",\"entries\":[\"Satyrs crave the strongest drink, the most fragrant spices, and the most dizzying dances. A satyr feels starved when it can't indulge itself, and it goes to great lengths to sate its desires. It might kidnap a fine minstrel to hear lovely songs, sneak through a well-defended garden to gaze upon a beautiful lad or lass, or infiltrate a palace to taste the finest food in the land. Satyrs allow no festivity to pass them by. They partake in any holiday they've heard of. Civilizations of the world have enough festivals and holy days among them to justify nonstop celebration.\",\"Inebriated on drink and pleasure, satyrs give no thought to the consequences of the hedonism they incite in others. They leave such creatures mystified at their own behavior. Such revelers might have to scrounge for excuses to explain their disordered state to parents, employers, family, or friends.\"]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Twixt day and night the spirits goad me on\",\"They pine for ages past when hearts were pure\",\"Against all reason now they seem unsure\",\"They laugh and scream between mine ears anon.\",\"Now fill my cup not once, not twice, but thrice\",\"With flag's brim upon my lips I dance\",\"Let unseen pixies toss their gowns askance\",\"While I, the Carnal King, indulge my vice.\",\"With folded boughs, the treants take their leave\",\"As merry damsels' corsets come undone\",\"My song doth stir them like a summer breeze\",\"They fill mine empty cup without reprieve.\",\"The sun becomes the moon becomes the sun\",\"I while away the hours as I please.\"],\"by\":\"Sonnet of a Naughty Satyr\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Satyr.webp\"}}]},{\"name\":\"Scarecrow\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"At harvest time, when death revisits the twilit world and summer's blossoms bow their withered heads, eerie scarecrows loom in silent vigil over empty fields. With immortal patience, these stoic sentinels hold their posts through wind, storm, and flood, bound to their master's command, eager to terrify prey with its sackcloth visage and rend victims with its razor-sharp claws.\",{\"name\":\"Spirit-Powered Constructs\",\"entries\":[\"A scarecrow is animated by the bound spirit of a slain evil creature, granting it purpose and mobility. It is this uncanny presence from beyond death that allows a scarecrow to inspire fear in those it gazes upon. Hags and witches often bind scarecrows with the spirits of demons, but any evil spirit will do. Although aspects of the spirit's personality might surface, a scarecrow's spirit doesn't recall the memories it had as a creature, and its will is focused solely on serving its creator. If its creator dies, the spirit inhabiting a scarecrow either continues to follow its last commands, seeks revenge for its creator's death, or destroys itself.\"],\"type\":\"entries\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Scarecrow.webp\"}}]},{\"name\":\"Scout\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Scouts are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Scout.webp\"}}]},{\"name\":\"Sea Hag\",\"source\":\"MM\",\"_copy\":{\"name\":\"Hags\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Sea hags live in dismal and polluted underwater lairs, surrounded by merrow and other aquatic monsters.\",\"Beauty drives a sea hag to fits of anger. When confronted with something beautiful, the hag might simply attack it or deface it. If something beautiful gives hope, a sea hag wants it to cause despair. If it inspires courage, the sea hag wants it to cause fear.\",{\"type\":\"entries\",\"name\":\"Ugly Inside and Out\",\"entries\":[\"Sea hags are by far the ugliest of all hags, with slimy scales covering their pallid skin. A sea hag's hair resembles seaweed and covers her emaciated body, and her glassy eyes seem as lifeless as a doll's. Although a sea hag can hide her true form under a veil of illusion, the hag is cursed to forever appear ugly. Her illusory form appears haggard at best.\"]},{\"type\":\"entries\",\"name\":\"Covens\",\"entries\":[\"A sea hag that is part of a coven (see the \\\"Hag Covens\\\" sidebar) has a challenge rating of 4 (1,100 XP).\"]}]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Sea Hag.webp\"}}}}}},{\"name\":\"Shadow\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Shadows are undead that resemble dark exaggerations of humanoid shadows.\",{\"name\":\"Dark Disposition\",\"type\":\"entries\",\"entries\":[\"From the darkness, the shadow reaches out to feed on living creatures' vitality. They can consume any living creature, but they are especially drawn to creatures untainted by evil. A creature that lives a life of goodness and piety consigns its basest impulses and strongest temptations to the darkness where the shadows hunger. As a shadow drains its victim's strength and physical form, the victim's shadow darkens and begins to move of its own volition. In death, the creature's shadow breaks free, becoming a new undead shadow hungry for more life to consume.\",\"If a creature from which a shadow has been created somehow returns to life, its undead shadow senses the return. The shadow might seek its \\\"parent\\\" to vex or slay. Whether the shadow pursues its living counterpart, the creature that birthed the shadow no longer casts one until the monster is destroyed.\"]},{\"name\":\"Undead Nature\",\"type\":\"entries\",\"entries\":[\"A shadow doesn't require air, food, drink, or sleep\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Shadow.webp\"}}]},{\"name\":\"Shadow Demon\",\"source\":\"MM\",\"_copy\":{\"name\":\"Demons\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"When a demon's body is destroyed but the fiend is prevented from reforming in the Abyss, its essence sometimes takes on a vague physical form. These shadow demons exist outside the normal abyssal hierarchy, since their creation results most often from mortal magic, not from transformation or promotion.\",\"Shadow demons all but disappear in the darkness, and they can creep about without making a sound. A shadow demon uses its insubstantial claws to feast on its victim's fears, to taste its memories, and drink in its doubts. Bright light harries this fiend and shows its distinct shape, resolving it from a blur of darkness to a winged humanoid creature whose lower body trails off into nothing, and whose claws rend a victim's mind.\",{\"name\":\"Shadowy Nature\",\"type\":\"entries\",\"entries\":[\"A shadow demon doesn't require air, food, drink, or sleep.\"]}]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Shadow Demon.webp\"}}}}}},{\"name\":\"Shadow Dragon\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Shadow dragons are true dragons that were either born in the Shadowfell or transformed by years spent within its dismal confines. Some shadow dragons embrace the Shadowfell for its bleak landscapes and desolation. Others seek to return to the Material Plane, hungry to spread the darkness and evil of the Plane of Shadow.\",{\"type\":\"entries\",\"name\":\"Dark Portals\",\"entries\":[\"Portals to the Shadowfell manifest in forlorn places and the deep gloom of subterranean caverns. The dragons that lair in such places often discover these portals and find themselves transported to a new realm. Ancient dragons that sleep in their lairs for months or years at a time might find themselves spirited away, never knowing that a portal has formed without their knowledge as they dream.\"]},{\"type\":\"entries\",\"name\":\"Recast in Shadow\",\"entries\":[\"The transformation to a shadow dragon happens over a period of years, during which time a dragon's scales lose their luster and fade to a charcoal hue. Its leathery wings become translucent, its eyes paling to pools of opalescent gray. Shadow dragons find sunlight abhorrent, and they are weaker in bright light than they are in darkness. Darkness makes the dragon fade to a spectral shadow of its former self. The magical nature of dragons holds an attraction for the Shadowfell, which seems somehow to crave the might and majesty of these great reptiles. The Shadowfell also has a dispiriting effect on its denizens, such that the longer a creature remains on the plane, the more it accepts the plane's malaise. As months and years pass for a dragon on the Shadowfell, it becomes aware of the transformation being wrought upon it, and yet can do nothing to prevent it.\"]},{\"type\":\"entries\",\"name\":\"Back in the World\",\"entries\":[\"A shadow dragon is so suffused with the power of the Shadowfell that even a return to the Material Plane can't undo its transformation. Some shadow dragons attempt to lure other creatures from the mortal realm back to the Shadowfell to keep them company, at least until they tire of their guests and devour them. Others are happy to leave the Shadowfell behind forever, understanding that treasure and power are easier to come by in the Material Plane.\"]}]}]},{\"type\":\"entries\",\"name\":\"Shadow Dragon Template\",\"entries\":[\"Only a true dragon can transform into a shadow dragon, and only if it is born in the Shadowfell or remains there for several years. A dracolich can't be turned into a shadow dragon, since it loses its draconic nature when it becomes undead.\",\"When a dragon becomes a shadow dragon, it retains its statistics except as described below. The shadow dragon might retain or lose any or all of its lair actions or inherit new ones, as the DM sees fit.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Damage Resistances\",\"entries\":[\"The dragon has resistance to necrotic damage.\"]},{\"type\":\"entries\",\"name\":\"Skill Proficiency: Stealth\",\"entries\":[\"The dragon's proficiency bonus is doubled for its Dexterity ({@skill Stealth}) checks.\"]},{\"type\":\"entries\",\"name\":\"Living Shadow\",\"entries\":[\"While in dim light or darkness, the dragon has resistance to damage that isn't force, psychic, or radiant.\"]},{\"type\":\"entries\",\"name\":\"Shadow Stealth\",\"entries\":[\"While in dim light or darkness, the dragon can take the {@action Hide} action as a bonus action.\"]},{\"type\":\"entries\",\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]},{\"type\":\"entries\",\"name\":\"New Action: Bite\",\"entries\":[\"If the dragon deals acid, cold, fire, lightning, or poison damage with its bite, change that damage type to necrotic.\"]},{\"type\":\"entries\",\"name\":\"New Action: Shadow Breath\",\"entries\":[\"Any damage-dealing breath weapon possessed by the dragon deals necrotic damage instead of its original damage type. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Shadow Dragon.webp\"}}]},{\"name\":\"Shambling Mound\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A shambling mound, sometimes called a shambler, trudges ponderously through bleak swamps, dismal marshes, and rain forests, consuming any organic matter in its path. This rotting heap of animated vegetation looms up half again as tall as a human, tapering into a faceless \\\"head\\\" at its top.\",{\"name\":\"All-Consuming Devourers\",\"entries\":[\"A shambling mound feeds on any organic material, tirelessly consuming plants as it moves and devouring animals that can't escape it. Only the shambling mounds' rarity and plodding speed prevent them from overwhelming entire ecosystems. Even so, their presence leeches natural environments of plant and animal life, and an unsettling quiet pervades the swamps and woods haunted by these ever-hungry horrors.\"],\"type\":\"entries\"},{\"name\":\"Unseen Hunters\",\"type\":\"entries\",\"entries\":[\"Composed of decaying leaves, vines, roots, and other natural swamp and forest compost, shamblers can blend into their environs. Because they move slowly, they rarely attempt to pursue and catch creatures. Rather, they remain in place, sustaining themselves by absorbing nutrients from their surroundings as they wait for prey to come to them. When a creature passes near or alights upon a shambling mound, the monster comes to life, seizing and absorbing the unwary prey.\",{\"name\":\"Spawned by Lightning\",\"entries\":[\"A shambling mound results from a phenomenon in which lightning or fey magic invigorates an otherwise ordinary swamp plant. As the plant is reborn into its second life, it chokes the life from plants and animals around it, mulching their corpses in a heap around its roots. Those roots eventually give up their reliance on the soil, directing the shambling mound to seek out new sources of food.\"],\"type\":\"entries\"}]},{\"name\":\"The Weed that Walks\",\"type\":\"entries\",\"entries\":[\"The instinct that drives a shambling mound is its central root-stem, buried somewhere inside its ponderous form. The rest of a shambler consists of the rotting heap that it simultaneously accumulates and feeds on, which protects the root-stem and animates to smash and smother the life from any creature.\",\"The dense mass of a shambling mound's body shrugs off the effects of cold and fire. Lightning reinvigorates the root-stem, strengthening the shambling mound and bolstering its consumptive drive.\",\"Despite its monstrous form, the shambling mound is a living plant that requires air and nourishment. Although it doesn't sleep the way an animal does, it can lie dormant for days on end before rising to hunt for food.\",{\"name\":\"A Resurgent Menace\",\"entries\":[\"If a shambling mound faces defeat before an overwhelming foe, the root-stem can feign death, collapsing the remains of its mound. If not subsequently killed, the root-stem beds down in the shambler's remains to slowly regrow its full body, then once again sets out to consume all it can. In this way, shambling mound infestations long thought destroyed can recur time and again.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Shambling Mound.webp\"}}]},{\"name\":\"Shield Guardian\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Wizards and other spellcasters create shield guardians for protection. A shield guardian treads beside its master, absorbing damage to keep its master alive as long as possible.\",{\"name\":\"Master's Amulet\",\"type\":\"entries\",\"entries\":[\"Every shield guardian has an amulet magically linked to it. A shield guardian can have only one corresponding amulet, and if that amulet is destroyed, the shield guardian is {@condition incapacitated} until a replacement amulet is created. A shield guardian's amulet is subject to direct attack if it isn't being worn or carried. It has AC 10, 10 hit points, and immunity to poison and psychic damage. Crafting an amulet requires 1 week and costs 1,000 gp in components.\",\"A shield guardian's solitary focus is to protect the amulet's wearer. The amulet's wearer can command the guardian to attack its enemies or to guard the wielder against attack. If an attack threatens to injure the wearer, the construct can magically absorb the blow into its own body, even at a distance.\",\"A spellcaster can store a single spell within a shield guardian, which can then cast the spell on command or under specific conditions. Many a wizard has been rendered helpless by enemies, only to surprise those foes when its shield guardian unleashes potent magical power.\"]},{\"name\":\"Magnificent Treasure\",\"type\":\"entries\",\"entries\":[\"Because a shield guardian's ownership can be transferred by giving its matching amulet to another creature, some wizards collect exorbitant sums from princes, nobles, and crime lords to create shield guardians for them. At the same time, a shield guardian makes a mighty prize for anyone who slays its master and claims its amulet.\"]},{\"name\":\"Construct Nature\",\"type\":\"entries\",\"entries\":[\"A shield guardian doesn't require air, food, drink, or sleep.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Shield Guardian.webp\"},\"credit\":\"Aaron Hübrich\"}]},{\"name\":\"Shrieker\",\"source\":\"MM\",\"_copy\":{\"name\":\"Fungi\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":\"A shrieker is a human-sized mushroom that emits a piercing screech to drive off creatures that disturb it. Other creatures use the fungi as an alarm to signal the approach of prey, and various intelligent races of the Underdark cultivate shriekers on the outskirts of their communities to discourage trespassers.\"}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Shrieker.webp\"}}]},{\"name\":\"Silver Dragon\",\"source\":\"MM\",\"_copy\":{\"name\":\"Metallic Dragons\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The friendliest and most social of the metallic dragons, silver dragons cheerfully assist good creatures in need.\",\"A silver dragon shimmers as if sculpted from pure metal, its face given a noble cast by its high eyes and sweeping beard-like chin spikes. A spiny frill rises high over its head, tracing down its neck to the tip of its tail. A silver wyrmling's scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color gradually brightens until its individual scales are barely visible. As a silver dragon grows older, its pupils fade until its eyes resemble orbs of mercury.\",{\"type\":\"entries\",\"entries\":[{\"name\":\"Dragons of Virtue\",\"type\":\"entries\",\"entries\":[\"Silver dragons believe that living a moral life involves doing good deeds and ensuring that one's actions cause no undeserved harm to other sentient beings. They don't take it upon themselves to root out evil, as gold and bronze dragons do, but they will gladly oppose creatures that dare to commit evil acts or harm the innocent.\"]},{\"name\":\"Friends of the Small Races\",\"type\":\"entries\",\"entries\":[\"Silver dragons enjoy the company of other silver dragons. Their only true friendships outside their own kin arise in the company of humanoids, and many silver dragons spend as much time in humanoid form as they do in draconic form. A silver dragon adopts a benign humanoid persona such as a kindly old sage or a young wanderer, and it often has mortal companions with whom it develops strong friendships.\",\"Silver dragons must step away from their humanoid lives on a regular basis, returning to their true forms to mate and rear offspring, or to tend to their hoards and personal affairs. Because many lose track of time while away, they sometimes return to find that their companions have grown old or died. Silver dragons often end up befriending several generations of humanoids within a single family as a result.\",{\"name\":\"Respect for Humanity\",\"entries\":[\"Silver dragons befriend humanoids of all races, but shorter-lived races such as humans spark their curiosity in a way the longer-lived elves and dwarves don't. Humans have a drive and zest for life that silver dragons find fascinating.\"],\"type\":\"entries\"}]},{\"name\":\"Hoarding History\",\"type\":\"entries\",\"entries\":[\"Silver dragons love to possess relics of humanoid history. This includes the great piles of coins they covet, minted by current and fallen humanoid empires, as well as art objects and fine jewelery crafted by numerous races. Other treasures that make up their hoards can include intact ships, the remains of kings and queens, thrones, the crown jewels of ancient empires, inventions and contraptions, and monoliths carried from the ruins of fallen cities.\"]}]}]}]},{\"type\":\"entries\",\"name\":\"A Silver Dragon's Lair\",\"entries\":[\"Silver dragons dwell among the clouds, making their lairs on secluded cold mountain peaks. Though many are comfortable in natural cavern complexes or abandoned mines, silver dragons covet the lost outposts of humanoid civilization. An abandoned mountaintop citadel or a remote tower raised by a long-dead wizard is the sort of lair that every silver dragon dreams of.\"]}]},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Silver Dragon.webp\"}}}}}},{\"name\":\"Silver Dragon Wyrmling\",\"source\":\"MM\",\"_copy\":{\"name\":\"Silver Dragon\",\"source\":\"MM\"}},{\"name\":\"Skeleton\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil.\",{\"name\":\"Animated Dead\",\"type\":\"entries\",\"entries\":[\"Whatever sinister force awakens a skeleton infuses its bones with a dark vitality, adhering joint to joint and reassembling dismantled limbs. This energy motivates a skeleton to move and think in a rudimentary fashion, though only as a pale imitation of the way it behaved in life. An animated skeleton retains no connection to its past, although resurrecting a skeleton restores it body and soul, banishing the hateful undead spirit that empowers it.\",\"While most skeletons are the animated remains of dead humans and other humanoids, skeletal undead can be created from the bones of other creatures besides humanoids, giving rise to a host of terrifying and unique forms.\"]},{\"name\":\"Obedient Servants\",\"type\":\"entries\",\"entries\":[\"Skeletons raised by spell are bound to the will of their creator. They follow orders to the letter, never questioning the tasks their masters give them, regardless of the consequences. Because of their literal interpretation of commands and unwavering obedience, skeletons adapt poorly to changing circumstances. They can't read, speak, emote, or communicate in any way except to nod, shake their heads, or point. Still, skeletons are able to accomplish a variety of relatively complex tasks.\",\"A skeleton can fight with weapons and wear armor, can load and fire a catapult or trebuchet, scale a siege ladder, form a shield wall, or dump boiling oil. However, it must receive careful instructions explaining how such tasks are accomplished.\",\"Although they lack the intellect they possessed in life, skeletons aren't mindless. Rather than break its limbs attempting to batter its way through an iron door, a skeleton tries the handle first. If that doesn't work, it searches for another way through or around the obstacle.\"]},{\"name\":\"Habitual Behaviors\",\"type\":\"entries\",\"entries\":[\"Independent skeletons temporarily or permanently free of a master's control sometimes pantomime actions from their past lives, their bones echoing the rote behaviors of their former living selves. The skeleton of a miner might lift a pick and start chipping away at stone walls. The skeleton of a guard might strike up a post at a random doorway. The skeleton of a dragon might lie down on a pile of treasure, while the skeleton of a horse crops grass it can't eat. Left alone in a ballroom, the skeletons of nobles might continue an eternally unfinished dance.\",\"When skeletons encounter living creatures, the necromantic energy that drives them compels them to kill unless they are commanded by their masters to refrain from doing so. They attack without mercy and fight until destroyed, for skeletons possess little sense of self and even less sense of self-preservation.\"]},{\"name\":\"Undead Nature\",\"type\":\"entries\",\"entries\":[\"A skeleton doesn't require air, food, drink, or sleep.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Skeleton.webp\"},\"credit\":\"Autumn Rain Turkel\"}]},{\"name\":\"Slaad Tadpole\",\"source\":\"MM\",\"_copy\":{\"name\":\"Slaadi\",\"source\":\"MM\",\"_mod\":{\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Slaad Tadpole.webp\"}}}}}},{\"name\":\"Slaadi\",\"source\":\"MM\",\"entries\":[{\"type\":\"section\",\"name\":\"Slaadi\",\"entries\":[\"In the Ever-Changing Chaos of Limbo, bits of forest and meadow, ruined castles, and isolated islands drift through a tumult of fire, water, earth, and wind. The foremost inhabitants of this inhospitable plane are the toad-like slaadi. Slaadi are undisciplined and have no formal hierarchy, although weaker slaadi obey stronger ones under threat of annihilation.\",{\"type\":\"entries\",\"name\":\"The Spawning Stone\",\"entries\":[\"Long ago, Primus, overlord of the modrons, created a gigantic, geometrically complex stone imbued with the power of law. He then cast it adrift in Limbo, believing that the stone would bring order to the chaos of that plane and halt the spread of chaos to other planes. As the stone's power grew, it became possible for creatures with ordered minds, such as modrons and githzerai, to create enclaves in Limbo. However, Primus's creation had an unforeseen side effect: the chaotic energy absorbed by the stone spawned the horrors that came to be known as slaadi. Sages refer to Primus's massive creation as the Spawning Stone for this reason.\",\"The slaadi wiped out every last modron enclave in Limbo. As creatures of utter chaos, slaadi loathe modrons and attack them on sight. Nonetheless, Primus stands by his creation and either doesn't perceive the slaadi as threats or chooses to ignore them.\"]},{\"name\":\"Birth and Transformation\",\"entries\":[\"Slaadi have horrific cycles of reproduction. Slaadi reproduce either by implanting humanoid hosts with eggs or by infecting them with a transformative disease called chaos phage. Each color of slaad reproduces or transforms in a different way, with red slaadi spawning blue and green slaadi, and blue slaadi spawning red and green. Each green slaad undergoes a lifelong cycle of transformation into the more powerful gray and death slaadi. With each transformation, the slaad retains its memories.\"],\"type\":\"entries\"},{\"name\":\"Shapechangers\",\"entries\":[\"Some slaadi can transform into the humanoid creatures from which they were originally spawned. These slaadi return to the Material Plane to sow discord in the guise of their former selves.\"],\"type\":\"entries\"},{\"type\":\"inset\",\"name\":\"Variant: Slaad Control Gems\",\"entries\":[\"As a slaad emerges from the Spawning Stone, the stone magically implants a fragment of itself in the slaad's brain. This fragment takes the form of a magic gem roughly the size and shape of a human child's fist. The gem is the same color as the slaad. Another creature can use magic to draw forth a slaad's gem and use it to subjugate the slaad. The slaad must obey whoever possesses its gem. If a slaad's gem is destroyed, the slaad can no longer be controlled in this way.\",\"A slaad born from something other than the Spawning Stone has no gem in its brain, but it gains one if it ever comes into contact with the Spawning Stone. Slaadi on Limbo are attracted to the Spawning Stone, so most end up with a gem. A slaad with a control gem in its brain has the following additional trait.\",{\"type\":\"entries\",\"name\":\"Control Gem\",\"entries\":[\"Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being {@condition charmed} while so controlled.\",\"Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A {@spell wish} spell, if cast in the slaad's presence, can be worded to acquire the gem.\",\"A {@spell greater restoration} spell cast on the slaad destroys the gem without harming the slaad.\",\"Someone who is proficient in Wisdom ({@skill Medicine}) can remove the gem from an {@condition incapacitated} slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom ({@skill Medicine}) check. Each failed attempt deals 22 ({@damage 4d10}) psychic damage to the slaad.\"]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Embedded in a slaad's brain is a magic gem. Acquire it, and the slaad is yours to command.\"]}]}]}]},{\"name\":\"Smoke Mephit\",\"source\":\"MM\",\"_copy\":{\"name\":\"Mephits\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Smoke Mephit\",\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Smoke mephits are crude, lazy creatures of air and fire that billow smoke constantly. They rarely speak the truth and love to mock and mislead other creatures.\"]}]}},\"images\":{\"mode\":\"appendArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Smoke Mephit.webp\"}}}}}},{\"name\":\"Solar\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"An angel is a celestial agent sent forth into the planes to further its god's agenda for weal or woe. Its sublime beauty and presence can drive awestruck onlookers to their knees. Yet angels are destroyers too, and their appearance portends doom as often as it signals hope.\",{\"name\":\"Shards of the Divine\",\"type\":\"entries\",\"entries\":[\"Angels are formed from the astral essence of benevolent gods and are thus divine beings of great power and foresight.\",\"Angels act out the will of their gods with tireless devotion. Even chaotic good deities command lawful good angels, knowing that the angels' dedication to order best allows them to fulfill divine commands. An angel follows a single driving purpose, as decreed by its deity. However, an angel is incapable of following commands that stray from the path of law and good.\",\"An angel slays evil creatures without remorse. As the embodiment of law and good, an angel is almost never mistaken in its judgments. This quality can create a sense of superiority in an angel, a sense that comes to the fore when an angel's task conflicts with the goals of another creature. The angel never acquiesces or gives way. When an angel is sent to aid mortals, it is sent not to serve but to command. The gods of good therefore send their angels among mortals only in response to the most dire circumstances.\"]},{\"name\":\"Fallen Angels\",\"type\":\"entries\",\"entries\":[\"An angel's moral compass grants it a sense of infallibility that can sometimes spell its undoing. Angels are usually too wise to fall for a simple deception, but sometimes pride can lead one to commit an evil act. Whether intentional or accidental, such an act is a permanent stain that marks the angel as an outcast. Fallen angels retain their power but lose their connection to the deities from which they were made. Most fallen angels take their banishment personally, rebelling against the powers they served by seeking rulership over a section of the Abyss or a place among other fallen in the hierarchy of the Nine Hells. Zariel, the ruler of the first layer of the Nine Hells, is such a creature. Rather than rebel, some fallen angels resign themselves to an isolated existence on the Material Plane, living in disguise as simple hermits. If they are redeemed, they can become powerful allies dedicated to justice and compassionate service.\"]},{\"name\":\"Immortal Nature\",\"type\":\"entries\",\"entries\":[\"An angel doesn't require food, drink, or sleep.\"]},{\"type\":\"entries\",\"name\":\"Solar\",\"entries\":[\"A solar is godlike in its glory and power.\",\"On the battlefield, the solar's sword flies into the fray on its own, and a single arrow from a solar's bow can strike a target dead on contact. So great is a solar's celestial might that even demon princes shrink at its resonant commands.\",\"It is said that only twenty-four solars exist. The few solars that are known are stewards of specific deities. The others rest in a state of contemplation, waiting for the time when their services are needed to stave off some cosmic threat to the cause of good.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Solar.webp\"}}]},{\"name\":\"Spectator\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A spectator is a lesser beholder that is summoned from another plane of existence by a magical ritual, the components of which include four beholder eyestalks that are consumed by the ritual's magic. Appropriately, a spectator has four eyestalks, two on each side of the wide eye at the center of its four-foot diameter body.\",{\"name\":\"Magical Guardians\",\"type\":\"entries\",\"entries\":[\"A summoned spectator guards a location or a treasure of its summoner's choice for 101 years, allowing no creature but its summoner to enter the area or access the item, unless the summoner instructed otherwise. If the item is stolen or destroyed before the years have all passed, a summoned spectator vanishes. It otherwise never abandons its post.\"]},{\"name\":\"Glimmers of Madness\",\"type\":\"entries\",\"entries\":[\"Though it can speak, a spectator communicates primarily by way of telepathy. It is civil while on guard, openly discussing its orders and its summoner. However, even a brief conversation with a spectator is enough to reveal quirks in its personality brought on by its years of isolation. It might invent imaginary enemies, refer to itself in the third person, or try to adopt the voice of its summoner.\",\"Like any beholder, a spectator views itself as the epitome of its kind, and it has an intense hatred of other spectators. If two spectators encounter one another, they almost always fight to the death.\"]},{\"type\":\"entries\",\"name\":\"Freed from Service\",\"entries\":[\"When a spectator has fulfilled its service, it is free to do as it pleases. Many take up residence in the places they previously guarded, especially if their summoners have died. With the spectator's loss of purpose, the flickers of madness it displayed during its servitude flourish.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Spectator.webp\"},\"credit\":\"Kieran Yanner\"}]},{\"name\":\"Specter\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A specter is the angry, unfettered spirit of a humanoid that has been prevented from passing to the afterlife. Specters no longer possess connections to who or what they were, yet are condemned to walk the world forever. Some are spawned when dark magic or the touch of a wraith rips a soul from a living body.\",{\"name\":\"Beyond Redemption\",\"type\":\"entries\",\"entries\":[\"When a ghost's unfinished business is completed, it can rest at last. No such rest or redemption awaits a specter. It is doomed to the Material Plane, its only end the oblivion that comes with the destruction of its soul. Until then, it bears out its lonely life in forlorn places, carrying on forgotten through the ages of the world.\"]},{\"name\":\"Undying Hatred\",\"type\":\"entries\",\"entries\":[\"Living creatures remind the specter that life is beyond its grasp. The mere sight of the living overwhelms a specter with sorrow and wrath, which can be abated only by destroying said life. A specter kills quickly and mercilessly, for only by depriving others of life can it gain the slightest satisfaction. However, no matter how many lives it extinguishes, a specter always succumbs to its hatred and sorrow.\",{\"name\":\"Dwellers in Darkness\",\"entries\":[\"Sunlight represents a source of life that no specter can ever hope to douse, and it pains them. When night falls, they leave their final resting places in search of living creatures to slay, knowing that few weapons can harm them in return.\",\"At the first light of dawn, they retreat back into the darkness, where they remain until night falls again.\"],\"type\":\"entries\"}]},{\"name\":\"Undead Nature\",\"type\":\"entries\",\"entries\":[\"A specter doesn't require air, food, drink, or sleep.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Specter.webp\"}}]},{\"name\":\"Sphinxes\",\"source\":\"MM\",\"entries\":[{\"type\":\"section\",\"name\":\"Sphinxes\",\"entries\":[\"In sacred isolation, a sphinx guards the secrets and treasures of the gods. As it calmly regards each new party that comes before it, the bones of supplicants and quest seekers that failed to pass its tests lie scattered around its lair. Its great wings sweep along its flanks, its tawny leonine body rippling with muscle and possessed of forepaws powerful enough to tear a humanoid in half.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Divine Guardians\",\"entries\":[\"Sphinxes test the worth of those who seek the treasures of the gods, whether forgotten secrets or mighty spells, artifacts or magical gateways. Creatures that choose to face a sphinx's test are bound to that test unto death, and only those worthy will survive it. The rest the sphinx destroys.\",\"Some sphinxes are high priests of the gods that create them, but most are simply embodied spirits, brought into the mortal realm by devout prayer or direct intervention. A sphinx maintains its vigil tirelessly, not needing to sleep or eat. It rarely engages with others of its kind, knowing no other life except its sacred mission.\"]},{\"name\":\"Magical Tests\",\"entries\":[\"The secrets and treasures a sphinx guards remain under divine protection, so that when a creature fails a sphinx's test, the path to the object or knowledge it guards vanishes. Even if a sphinx is attacked and defeated, a quester will still fail to gain the secret it sought-and will make an enemy of the god that placed the sphinx as a guardian.\",\"Benign deities sometimes grant a sphinx the power to remove supplicants that fail their tests, transporting them away and ensuring that they never encounter the sphinx again. However, those who fail a sphinx's test typically meet a gruesome end beneath its claws.\"],\"type\":\"entries\"},{\"name\":\"Extraplanar Beings\",\"entries\":[\"Mortals that encounter sphinxes do so most often in ancient tombs and ruins, but some sphinxes can access extraplanar realms. A conversation with a sphinx that begins between tumbled stone walls might suddenly shift to an alien locale, such as a life-sized game board or a daunting cliff that must be climbed in a howling storm. Sometimes a sphinx must be summoned from such an extradimensional space, with supplicants calling it from its empty lair. Only those the sphinx deems worthy gain admittance to its realm.\"],\"type\":\"entries\"},{\"name\":\"Fallen Sphinxes\",\"entries\":[\"Whether through the weariness of the ages, regret at the slaughter of innocents, or dreams of worship by supplicants that attempt to bargain their way to knowledge, some sphinxes break free of their divine command. However, even if a sphinx's alignment and loyalties drift in this way, it never leaves the place it guards or grants its secrets to any except creatures it deems worthy.\"],\"type\":\"entries\"}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Round she is, yet flat as a board\",\"Altar of the Lupine Lords\",\"Jewel on black velvet, pearl in the sea\",\"Unchanged but e'erchanging, eternally.\"],\"by\":\"Riddle of the gynosphinx of White Plume Mountain\"}]},{\"type\":\"entries\",\"name\":\"A Sphinx's Lair\",\"entries\":[\"A sphinx presides over an ancient temple, sepulcher, or vault, within which are hidden divine secrets and treasures beyond the reach of mortals.\"]}]}]}]},{\"name\":\"Spider\",\"source\":\"MM\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Spider.webp\"}}]},{\"name\":\"Spined Devil\",\"source\":\"MM\",\"_copy\":{\"name\":\"Devils\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Smaller than most other devils, spinagons act as messengers and spies for greater devils and archdevils. They are the eyes and ears of the Nine Hells, and even fiends that despise a spined devil's weakness treat it with a modicum of respect. A spined devil's body and tail bristle with spines, and it can fling its tail spines as ranged weapons. The spines burst into flame on impact.\",\"When not delivering messages or gathering intelligence, spined devils serve in the infernal legions as flying artillery, making up for their relative weakness by mobbing together to overwhelm their foes. Though they crave promotion and power, spined devils are craven by nature, and they will quickly scatter if a fight goes against them.\"]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Fly, my pretties, fly! {@style Fly!|small-caps}\"],\"by\":\"Fierna, Archduchess of Phlegethos, commanding her spined devil legions\"}]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Spined Devil.webp\"}}}}}},{\"name\":\"Spirit Naga\",\"source\":\"MM\",\"_copy\":{\"name\":\"Nagas\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":[\"Spirit nagas live in gloom and spitefulness, constantly plotting vengeance against creatures that have wronged them-or that they believe have wronged them. Lairing in dismal caverns and ruins, they devote their time to developing new spells and enslaving the mortals with which they surround themselves. A spirit naga likes to charm its foes, drawing them close so that it can sink its poisonous fangs into their flesh.\",{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"If you destroy me, I will return, and everyone you care about will suffer for it.\"],\"by\":\"Explictica Defilus, spirit naga\"}]}]}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Spirit Naga.webp\"}}]},{\"name\":\"Sprite\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"In secret groves and shaded glens, tiny sprites with dragonfly wings flutter. For all their fey splendor, however, sprites lack warmth and compassion. They are aggressive and hardy warriors, taking severe measures to ward strangers away from their homes. Interlopers that come too close have their moral character judged, then are put to sleep or frightened off.\",{\"name\":\"Forest Protectors\",\"type\":\"entries\",\"entries\":[\"Sprites build little villages in the boughs of trees and willing treants, in verdant glades brightened by moss, wild flowers, and toadstools. Wild nature thrives, and the sprites allow no trespassers. When intruders are spotted, the sprites lead them astray with ominous rustling from the bushes and distant snapping twigs. Creatures foolish enough to persist in intruding on a sprite's territory are stung with poisoned arrows and lulled into a senseless sleep. While they slumber, the sprites make good their escape, retreating to an even more secluded area of the forest.\"]},{\"name\":\"Heart Seers\",\"type\":\"entries\",\"entries\":[\"Sprites can sense whether a creature is good or evil by the sound and feeling of its beating heart. Weighing the balance of a creature's past actions, a sprite can tell whether its heart beats rapidly in love or flags in sorrow, or whether it is darkened by hate or greed. The sprite's power to perceive the heart always shows the truth, because the heart can't lie.\"]},{\"name\":\"Poison Brewers\",\"type\":\"entries\",\"entries\":[\"In their forest domains, sprites brew toxins, unguents, antidotes, and poisons, including the sleep poison with which they coat their arrows. They venture far into the woods to harvest rare flowers, mosses, and fungi, sometimes crossing dangerous territory to do so. If desperate, sprites even steal their ingredients from the gardens of hags.\",{\"name\":\"Good-Hearted\",\"entries\":[\"Because they are judges of the heart and favor good creatures, sprites oppose the will of evil fey and pledge to thwart evil archfey at every turn. If they encounter adventurers on a quest to rid their forest of an evil fey creature or goblinoid menace, they will pledge their support and even come to their aid when the adventurers least expect it.\",\"Unlike pixies, sprites rarely indulge in frivolous merriment and fun. They are firm warriors, protectors, and judges, and their stern bent causes other fey to consider them overly dour and serious. However, fey that respect the sprites' territory find them staunch allies in times of trouble.\"],\"type\":\"entries\"}]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"The tree had a wee village nestled in its boughs, I swear. Next thing I knew, I was lyin' face-down in the dirt. My head was full of stars. An' when I stood up an' looked around, both the tree an' the wee village were gone.\"],\"by\":\"Tale of a half-orc ranger\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Sprite.webp\"},\"credit\":\"Carmen Sinek\"}]},{\"name\":\"Spy\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Rulers, nobles, merchants, guildmasters, and other wealthy individuals use spies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Spy.webp\"},\"credit\":\"Marcel Mercado\"}]},{\"name\":\"Steam Mephit\",\"source\":\"MM\",\"_copy\":{\"name\":\"Mephits\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Steam Mephit\",\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Composed of fire and water, steam mephits leave trails of hot water wherever they go, and they hiss with tendrils of steam. Bossy and hypersensitive, they are the self-appointed overlords of all mephits.\"]}]}},\"images\":{\"mode\":\"appendArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Steam Mephit.webp\"}}}}}},{\"name\":\"Stirge\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"This horrid flying creature looks like a cross between a large bat and an oversized mosquito. Its legs end in sharp pincers, and its long, needle-like proboscis slashes the air as it seeks its next meal.\",\"Stirges feed on the blood of living creatures, attaching and draining them slowly. Although they pose little danger in small numbers, packs of stirges can be a formidable threat, reattaching as quickly as their weakening prey can pluck them off.\",{\"name\":\"Blood Drain\",\"type\":\"entries\",\"entries\":[\"A stirge attacks by landing on a victim, finding a vulnerable spot, and plunging its proboscis into the flesh while using its pincer legs to latch on to the victim. Once the stirge has sated itself, it detaches and flies off to digest its meal.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Stirge.webp\"},\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Stone Giant\",\"source\":\"MM\",\"_copy\":{\"name\":\"Giants\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Stone giants are reclusive, quiet, and peaceful as long as they are left alone. Their granite-gray skin, gaunt features, and black, sunken eyes endow stone giants with a stern countenance. They are private creatures, hiding their lives and art away from the world.\",{\"type\":\"entries\",\"name\":\"Inhabitants of a Stone World\",\"entries\":[\"Secluded caves are the homes of the stone giants. Cavern networks are their towns, rocky tunnels their roads, and underground streams their waterways. Isolated mountain ranges are their continents, with the vast spans of land between seen as oceans that the stone giants only rarely cross.\",\"In their dark, quiet caves, stone giants wordlessly chip away at elaborate carvings, measuring time in the echoing drip of water into cavern pools. In the deepest chambers of a stone giant settlement, far from the chittering of bats or the patrols paced out by the giants' cave bear companions, are holy places where silence and darkness are complete. Stone takes on its most sacred quality in these cavern cathedrals, their buttresses and columns carved with a beauty that shames the legendary stone craft of the dwarves.\"]},{\"type\":\"entries\",\"name\":\"Carvers and Seers\",\"entries\":[\"Among stone giants, artistry ranks as the greatest virtue. They create intricate murals, paint sprawling murals across cavern walls, and indulge in a wide variety of other artistic disciplines. They esteem stone carving as the greatest of skills.\",\"Stone giants strive to draw shapes out of raw stone, which they believe reveal meaning inspired by their god, Skoraeus Stonebones. The giants appoint the tribe's best carvers as their leaders, shamans, and prophets. The holy hands of such giants become the hands of the god as they work.\"]},{\"type\":\"entries\",\"name\":\"Graceful Athletes\",\"entries\":[\"Despite their great size and musculature, stone giants are lithe and graceful. Skilled rock throwers are granted positions of high rank in the giants' ordning, testing and demonstrating their ability to hurl and catch enormous boulders. Such giants take the front ranks when a tribe has cause to defend its home or attack its enemies. However, even in combat, artistry is key. A stone giant hurling a rock performs not just a feat of brute strength but also one of stunning athleticism and poise.\"]},{\"type\":\"entries\",\"name\":\"Dreamers under Sky\",\"entries\":[\"Stone giants view the world outside their underground homes as a realm of dreams where nothing is entirely true or real. They behave in the surface world the way humanoids might behave in their own dreams, making little account for their actions and never fully trusting what they see or hear. A promise made above ground need not be kept. Insults can be made without apology. Killing prey or sentient beings is no cause for guilt in the dreaming world beneath the sky.\",\"Stone giants lacking in athletic grace or artistic skill dwell at the fringes of their society, serving as the tribe's outlying guardians and far-wandering hunters. When trespassers stray too far into the mountain territory of a stone giant clan, those guardians greet them with hurled rocks and showers of splintered stone. Survivors of such encounters spread tales of stone giant violence, never realizing how little those brutes dwelling in the unreal dreaming world resemble their quiet and artistic kin.\"]}]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Stone Giant.webp\"}}}}}},{\"name\":\"Stone Golem\",\"source\":\"MM\",\"_copy\":{\"name\":\"Golems\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":[\"Stone golems display great variety in shape and form, cut and chiseled from stone to appear as tall, impressive statues. Though most bear humanoid features, stone golems can be carved in any form the sculptor can imagine. Ancient stone golems found in sealed tombs or flanking the gates of lost cities sometimes take the forms of giant beasts.\",\"Like other golems, stone golems are nearly impervious to spells and ordinary weapons. Creatures that fight a stone golem can feel the ebb and flow of time slow down around them, almost as though they were made of stone themselves.\"]}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Stone Golem.webp\"},\"credit\":\"Conceptopolis\"}]},{\"name\":\"Storm Giant\",\"source\":\"MM\",\"_copy\":{\"name\":\"Giants\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Storm giants are contemplative seers that live in places far removed from mortal civilization. Most have pale purple-gray skin and hair, and glittering emerald eyes.\",\"Some rare storm giants are violet-skinned, with deep violet or blue-black hair and silvery gray or purple eyes. They are benevolent and wise unless angered, in response to which the fury of a storm giant can affect the fate of thousands.\",{\"type\":\"entries\",\"name\":\"Distant Prophet-Kings\",\"entries\":[\"Storm giants live in isolated refuges so far above the surface of the world or below the sea that they are beyond the reach of most other creatures. Some make their abodes in cloud-top castles so high that flying dragons appear as specks below. Others live atop mountain peaks that pierce the clouds. Some occupy palaces covered with algae and coral at the bottom of the ocean, or grim fortresses in undersea rifts.\"]},{\"type\":\"entries\",\"name\":\"Detached Oracles\",\"entries\":[\"Storm giants recall the glory of ancient giant empires forged by the god Annam. They seek to restore what was lost when those empires fell. They don't compete for status in the ordning but live out the centuries of their existence in contemplative seclusion, watching the starry heavens and the ocean's depths for signs, symbols, and omens of Annam's favor.\",\"Storm giants see the events of the world in a wide perspective. They can foretell the rise and fall of kings and empires, see the beginnings and ends of fortune and disaster, and find the patterns within seemingly unrelated events. By reading omens and prophesying, storm giants learn of vast secrets previously unknown and troves of lore utterly forgotten.\",\"Kings will rise and fall, wars will be won and lost, and good and evil will wrestle in conflict. Storm giants have watched these events in the manner of mortal gods over many lifetimes, and they know it is pointless to intervene. Even so, a storm giant might willingly disclose certain secrets to benevolent beings that visit its remote domain with specific purpose. Such creatures must speak and act respectfully, however, for a storm giant roused to anger is a force of utter destruction.\"]},{\"type\":\"entries\",\"name\":\"Solitary Lives\",\"entries\":[\"Storm giants communicate infrequently with others of their kind. They do so usually to compare signs and omens or engage in a rare courtship. Storm giant parents stay together to raise a child to maturity, then return to the solitary isolation they cherish.\",\"Some humanoid cultures worship storm giants as they would worship lesser gods, creating myths and stories around the giants' exploits and vast knowledge. A storm giant is governed by the dictates of its conscience, however, and not by any culture's laws or codes of honor. As such, a storm giant that bends its mind toward greed or gains a taste for petty power can easily become a terrible threat.\"]}]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Storm Giant.webp\"}}}}}},{\"name\":\"Succubus\",\"source\":\"MM\",\"_copy\":{\"name\":\"Succubus/Incubus\",\"source\":\"MM\"},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Succubus.webp\"}}]},{\"name\":\"Succubus/Incubus\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Succubi and incubi inhabit all of the Lower Planes, and the lascivious dark-winged fiends can be found in service to devils, demons, night hags, rakshasas, and yugoloths. Asmodeus, ruler of the Nine Hells, uses these fiends to tempt mortals to perform evil acts. The demon lord Graz'zt keeps succubi and incubi as advisers and consorts.\",\"Though legend speaks of them separately, any succubus can become an incubus, and vice versa. Most of these fiends do have a preference for one form or the other. Mortals only rarely see a succubus or incubus in its true form, however, for the fiend typically begins its corruption in veiled, insidious ways.\",{\"name\":\"Beautiful Corrupters\",\"type\":\"entries\",\"entries\":[\"A succubus or incubus first appears in ethereal form, passing through walls like a ghost to lurk next to a mortal's bedside and whisper forbidden pleasures. Sleeping victims are tempted to give in to their darkest desires, indulge in taboos, and feed forbidden appetites. As the fiend fills the victim's dreams with debauched images, the victim becomes more susceptible to temptation in everyday life.\",\"Inevitably, the fiend enters the mortal realm in tempting form to directly influence a creature's actions. Appearing in the guise of a humanoid who has previously appeared only in the victim's dreams, the succubus or incubus seduces or befriends its victim, indulging all its desires so that it performs evil acts of its own free will.\",\"A mortal bequeaths its soul to the fiend not by formal pledge or contract. Instead, when a succubus or incubus has corrupted a creature completely-some say by causing the victim to commit the three betrayals of thought, word, and deed-the victim's soul belongs to the fiend. The more virtuous the fiend's prey, the longer the corruption takes, but the more rewarding the downfall. After successfully corrupting a victim, the succubus or incubus kills it, and the tainted soul descends into the Lower Planes.\",\"The succubus or incubus resorts to charming a victim magically only when necessary, usually as a form of self-defense. A {@condition charmed} creature isn't responsible for its actions, so forcing it to behave against its will won't bring the fiend closer to the ultimate prize: the victim's soul.\"]},{\"name\":\"Deadly Kiss\",\"type\":\"entries\",\"entries\":[\"The kiss of a succubus or incubus is an echo of the emptiness that is the fiend's longing for a corrupted soul. Likewise, the recipient of the fiend's kiss gains no satisfaction from it, experiencing only pain and the profound emptiness that the fiend imparts. The kiss is nothing short of an attack, usually delivered as a final farewell before the fiend escapes.\"]},{\"name\":\"Fiendish Offspring\",\"type\":\"entries\",\"entries\":[\"Succubi and incubi can reproduce with one another to spawn more of their kind. Less commonly, a succubus or incubus reproduces with a humanoid. From this unholy union, a {@creature cambion} child is conceived. Invariably, the fiendish offspring is as wicked as its fiendish parent.\"]}]}]}]},{\"name\":\"Swarm of Bats\",\"source\":\"MM\",\"_copy\":{\"name\":\"Generic Swarm\",\"source\":\"MM\"},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Swarm of Bats.webp\"}}]},{\"name\":\"Swarm of Beetles\",\"source\":\"MM\",\"_copy\":{\"name\":\"Generic Swarm\",\"source\":\"MM\"}},{\"name\":\"Swarm of Centipedes\",\"source\":\"MM\",\"_copy\":{\"name\":\"Generic Swarm\",\"source\":\"MM\"}},{\"name\":\"Swarm of Insects\",\"source\":\"MM\",\"_copy\":{\"name\":\"Generic Swarm\",\"source\":\"MM\"}},{\"name\":\"Swarm of Poisonous Snakes\",\"source\":\"MM\",\"_copy\":{\"name\":\"Generic Swarm\",\"source\":\"MM\"}},{\"name\":\"Swarm of Quippers\",\"source\":\"MM\",\"_copy\":{\"name\":\"Generic Swarm\",\"source\":\"MM\"},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Quipper.webp\"}}]},{\"name\":\"Swarm of Rats\",\"source\":\"MM\",\"_copy\":{\"name\":\"Generic Swarm\",\"source\":\"MM\"},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Swarm of Rats.webp\"}}]},{\"name\":\"Swarm of Ravens\",\"source\":\"MM\",\"_copy\":{\"name\":\"Generic Swarm\",\"source\":\"MM\"},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Swarm of Ravens.webp\"}}]},{\"name\":\"Swarm of Spiders\",\"source\":\"MM\",\"_copy\":{\"name\":\"Generic Swarm\",\"source\":\"MM\"}},{\"name\":\"Swarm of Wasps\",\"source\":\"MM\",\"_copy\":{\"name\":\"Generic Swarm\",\"source\":\"MM\"}},{\"name\":\"Tarrasque\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The legendary tarrasque is possibly the most dreaded monster of the Material Plane. It is widely believed that only one of these creatures exists, though no one can predict where and when it will strike.\",\"A scaly biped, the tarrasque is fifty feet tall and seventy feet long, weighing hundreds of tons. It carries itself like a bird of prey, leaning forward and using its powerful lashing tail for balance. Its cavernous maw yawns wide enough to swallow all but the largest creatures, and so great is its hunger that it can devour the populations of whole towns.\",{\"name\":\"Legendary Destruction\",\"type\":\"entries\",\"entries\":[\"The destructive potential of the tarrasque is so vast that some cultures incorporate the monster into religious doctrine, weaving its sporadic appearance into stories of divine judgment and wrath.\",\"Legends tell how the tarrasque slumbers in its secret lair beneath the earth, remaining in a dormant state for decades or centuries. When it awakens in answer to some inscrutable cosmic call, it rises from the depths to obliterate everything in its path.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Tarrasque.webp\"},\"credit\":\"Cory Trego-Erdner\"}]},{\"name\":\"Thri-kreen\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Thri-kreen wander the deserts and savannas of the world, avoiding all other races.\",{\"name\":\"Thri-Kreen Communication\",\"entries\":[\"Thri-kreen employ a language without words. To show emotion and reaction, a thri-kreen clacks its mandibles and waves its antennae, giving other thri-kreen a sense of what it is thinking and feeling. Other creatures find this manner of communication difficult to interpret and impossible to duplicate.\",\"When forced to interact with creatures of other intelligent species, thri-kreen employ alternative methods of communication, such as drawing pictures in sand or making pictures out of twigs or blades of grass.\"],\"type\":\"entries\"},{\"name\":\"Limited Emotions\",\"type\":\"entries\",\"entries\":[\"Thri-kreen experience the full range of emotions but aren't as prone to emotional outbursts as humans. Thri-kreen with psionic ability often demonstrate a wider range of emotions, particularly if they live near or interact with humans or other highly emotional creatures.\"]},{\"name\":\"Isolationists and Wanderers\",\"type\":\"entries\",\"entries\":[\"Thri-kreen consider all other living creatures as potential nourishment, and they love the taste of elf flesh in particular. If a creature might be useful for something other than food, the thri-kreen aren't likely to attack it on sight. Thri-kreen kill to survive, never for sport.\"]},{\"name\":\"Sleepless\",\"type\":\"entries\",\"entries\":[\"Thri-kreen don't require sleep and can rest while remaining alert and performing light tasks. Their inability to sleep is thought to be the reason why thri-kreen have such short lifespans, the average thri-kreen life expectancy being only thirty years.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Thri-kreen.webp\"}}]},{\"name\":\"Thug\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Thug.webp\"}}]},{\"name\":\"Treant\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Treants are awakened trees that dwell in ancient forests. Although treants prefer to while away the days, months, and years in quiet contemplation, they fiercely protect their woodland demesnes from outside threats.\",{\"name\":\"The Sleeping Tree Awakens\",\"type\":\"entries\",\"entries\":[\"A tree destined to become a treant meditates through a long cycle of seasons, living normally for decades or centuries before realizing its potential. Trees that awaken do so only under special circumstances and in places steeped with nature's magic. Treants and powerful druids can sense when a tree has the spark of potential, and they protect such trees in secret groves as they draw near the moment of their awakening. During the long process of awakening, a tree acquires face-like features in its bark, a division of the lower trunk into legs, and long branches bending downward to serve as its arms. When it is ready, the tree pulls its legs free from the clutching earth and joins its fellows in protecting its woodland home.\"]},{\"name\":\"Legendary Guardians\",\"type\":\"entries\",\"entries\":[\"After a treant awakens, it continues to grow exactly as it did when it was a tree. Treants created from the mightiest trees can reach great sizes while developing an innate magical power over plants and animals. Such treants can animate plants, using them to ensnare and trap intruders. They can call wild creatures to aid them or carry messages across great distances.\"]},{\"name\":\"Protectors of the Wild\",\"type\":\"entries\",\"entries\":[\"Even after awakening, a treant spends much of its time living as a tree. While rooted in place, a treant remains aware of its surroundings, and can perceive the effects of events taking place miles away based on subtle changes nearby.\",\"Woodcutters who avoid culling healthy living trees and hunters who take only what they need of the forest's bounty are unlikely to arouse a treant's ire. Creatures careless with fire, those who poison the forest, and those who destroy great trees, especially a tree close to awakening, face the treant's wrath.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Treant.webp\"},\"credit\":\"Dave Dorman\"}]},{\"name\":\"Tribal Warrior\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Tribal warriors live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods.\"]}]}]},{\"name\":\"Triceratops\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"One of the most aggressive of the herbivorous dinosaurs, a triceratops has a skull that flares out to form a protective plate of bone. With its great horns and formidable speed, a triceratops gores and tramples would-be predators to death.\",{\"type\":\"entries\",\"name\":\"Dinosaurs\",\"entries\":[\"Dinosaurs, or behemoths, are among the oldest reptiles in the world. Predatory dinosaurs are savage, territorial hunters. Herbivorous dinosaurs are less aggressive, but they might attack to defend their young, or if startled or harassed.\",\"Dinosaurs come in many sizes and shapes. Larger varieties often have drab coloration, while smaller dinosaurs have colorful markings akin to birds. Dinosaurs roam rugged and isolated areas that humanoids seldom visit, including remote mountain valleys, inaccessible plateaus, tropical islands, and deep fens.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Dinosaurs.webp\"}}]},{\"name\":\"Tridrone\",\"source\":\"MM\",\"_copy\":{\"name\":\"Modrons\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":\"Tridrones are shaped like inverted pyramids. They lead lesser modrons in battle.\"}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Tridrone.webp\"}}]},{\"name\":\"Troglodyte\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The savage, degenerate troglodytes squat in the shallow depths of the Underdark in a constant state of war against their neighbors and one another. They mark the borders of their territories with cracked bones and skulls, or with pictographs painted in blood or dung.\",\"Perhaps the most loathsome of all humanoids, troglodytes eat anything they can stomach. They dwell in filth. The walls of their cavern homes are smeared with grime, oily secretions, and the debris of their foul feasting.\",{\"name\":\"Simpleminded Brutes\",\"type\":\"entries\",\"entries\":[\"Troglodytes have a simple, communal culture devoted almost entirely to procuring food. Too simple to plan more than a few days into the future, troglodytes rely on constant raids and hunting to survive. They take sadistic pleasure in hunting intelligent creatures weaker than themselves and show no mercy toward those they capture and drag back to their lairs to be devoured. The largest and toughest troglodytes lead the hunt and become the leaders of their tribes. However, if a leader shows any weakness or hesitation, other troglodytes attack and eat it in a frenzy.\",\"Troglodytes make little and build less, scavenging their possessions from their prey. They understand the value of metal weapons and armor, and fight among one another for the right to have such items. A troglodyte tribe might be torn apart by battles over a single longsword.\"]},{\"name\":\"Devotees of Laogzed\",\"type\":\"entries\",\"entries\":[\"Some troglodytes venerate Laogzed, a demonic, monstrously fat toad-lizard that slumbers in the Abyss. Laogzed offers the troglodytes nothing in return except aspiration, for it is the dream of his troglodyte worshipers to become as fat, well-fed, and wearily content as he seems to be.\"]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Smells liek an orc's loincloth in here!\"],\"by\":\"Last words of Arlack Hammermantle, dwarf spelunker\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Troglodyte.webp\"}}]},{\"name\":\"Troll\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Born with horrific appetites, trolls eat anything they can catch and devour. They have no society to speak of, but they do serve as mercenaries to orcs, ogres, ettins, hags, and giants. As payment, trolls demand food and treasure. Trolls are difficult to control, however, doing as they please even when working with more powerful creatures.\",{\"name\":\"Regeneration\",\"type\":\"entries\",\"entries\":[\"Smashing a troll's bones and slashing through its rubbery hide only makes it angry. A troll's wounds close quickly. If the monster loses an arm, a leg, or even its head, those dismembered parts can sometimes act with a life of their own. A troll can even reattach severed body parts, untroubled by its momentary disability. Only acid and fire can arrest the regenerative properties of a troll's flesh. The trolls, enraged, will attack individuals making acid and fire attacks against them above all other prey.\"]},{\"name\":\"Troll Freaks\",\"type\":\"entries\",\"entries\":[\"Their regenerative capabilities make trolls especially susceptible to mutation. Although uncommon, such transformations can result from what the troll has done or what has been done to it. A decapitated troll might grow two heads from the stump of its neck, while a troll that eats a fey creature might gain one or more of that creature's traits.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Troll.webp\"}}]},{\"name\":\"Twig Blight\",\"source\":\"MM\",\"_copy\":{\"name\":\"Blights\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":[\"Twig blights can root in soil, which they do when living prey are scarce. While rooted, they resemble woody shrubs. When it pulls its roots free of the ground to move, a twig blight's branches twist together to form a humanoid-looking body with a head and limbs.\",\"Twig blights seek out campsites and watering holes, rooting there to set up ambushes for potential victims coming to drink or rest. Huddled together in groups, twig blights blend in with an area's natural vegetation or with piles of debris or firewood.\",\"Given how dry they are, twig blights are particularly susceptible to fire.\"]}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Twig Blight.webp\"},\"credit\":\"Conceptopolis\"}]},{\"name\":\"Tyrannosaurus Rex\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"This enormous predator terrorizes all other creatures in its territory. Despite its size and weight, a tyrannosaurus is a swift runner. It chases anything it thinks it can eat, and there are few creatures it won't try to devour whole. While prowling for substantial prey, a tyrannosaurus subsists on carrion, and on any smaller creatures that try to dart in to steal its meal.\",{\"type\":\"entries\",\"name\":\"Dinosaurs\",\"entries\":[\"Dinosaurs, or behemoths, are among the oldest reptiles in the world. Predatory dinosaurs are savage, territorial hunters. Herbivorous dinosaurs are less aggressive, but they might attack to defend their young, or if startled or harassed.\",\"Dinosaurs come in many sizes and shapes. Larger varieties often have drab coloration, while smaller dinosaurs have colorful markings akin to birds. Dinosaurs roam rugged and isolated areas that humanoids seldom visit, including remote mountain valleys, inaccessible plateaus, tropical islands, and deep fens.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Tyrannosaurus Rex.webp\"}}]},{\"name\":\"Ultroloth\",\"source\":\"MM\",\"_copy\":{\"name\":\"Yugoloths\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Ultroloths command the yugoloth armies of the Blood War. An ultroloth looks like a slender gray-skinned humanoid with an elongated head. Its face bears no features except for two ovoid eyes. These eyes can become sparkling pools of light that can transfix other creatures and leave them reeling and helpless.\",\"Frequently at one another's throats, ultroloths continually scheme to enhance their own power. When not employed to fight in the Blood War, ultroloths lead yugoloth forces throughout the planes, acting as crime bosses or commanders of evil mercenary companies.\",\"With a reputation for cruelty, ultroloths command their minions to fight while the ultroloths stay removed from combat themselves. Lesser yugoloths know their place when facing an ultroloth and respond to its summons without demand for payment.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Ultroloth.webp\"}}}}}},{\"name\":\"Umber Hulk\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"An abominable horror from deep beneath the earth, an umber hulk burrows into cave complexes, dungeons, or Underdark settlements in search of food. Those lucky enough to survive an umber hulk attack often remember precious little of the incident, thanks to the umber hulk's mind-scrambling gaze.\",{\"name\":\"Devious Delvers\",\"type\":\"entries\",\"entries\":[\"Umber hulks can burrow through solid rock, forming new tunnels in their wake. The steel-hard chitin of its body can withstand the cave-ins, tunnel collapses, and rock falls that commonly follow it.\",\"Burrowing into the wall of a cavern or passageway, an umber hulk lies in wait for creatures to pass by on the other side, its hair-like feelers sensing any movement around it. When it explodes out in a shower of earth and rock, its unsuspecting quarry turns to face the oncoming threat-and is entranced by the umber hulk's bewildering eyes, forced to stand helpless as its mandibles snap shut.\"]},{\"name\":\"Mind Scrambler\",\"type\":\"entries\",\"entries\":[\"Many survivors of an umber hulk encounter recollect little about the attack, because the monster's confusing gaze scrambles their memory of the event. Those who have fought and killed umber hulks recognize the signs. For other denizens of the Underdark, grisly tales of vanished explorers and wanton destruction speak of an unknown foe. Umber hulks take on supernatural status in these harrowing stories, many of which convey the same warning: once an umber hulk has been spotted, it is already too late to escape it.\"]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"The wall caved in. That's the last thing I remember.\"],\"by\":\"A survivor's account of an umber hulk attack\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Umber Hulk.webp\"},\"credit\":\"Cory Trego-Erdner\"}]},{\"name\":\"Unicorn\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Unicorns dwell in enchanted forests. Unrelated to the horses it resembles, a unicorn is a celestial creature that wanders sylvan realms, its white form glimmering like starlight.\",\"A unicorn's brow sports a single spiraling horn of ivory whose magical touch can heal the sick and the injured. Its ears catch the words and whispers of the creatures that share its domain, and it knows the tongues of elves and sylvan folk. Unicorns allow good-hearted creatures to enter their woods to hunt or gather food, but they hold evil ever at bay. Foul-hearted creatures seldom leave a unicorn's domain alive.\",{\"name\":\"Divine Guardians\",\"type\":\"entries\",\"entries\":[\"Good deities placed unicorns on the Material Plane to ward away evil and preserve and protect sacred places. Most unicorns protect a bounded realm such as an enchanted forest. However, the gods sometimes send a unicorn to guard sacred artifacts or protect specific creatures. When the forces of darkness strike against an individual the gods wish to protect, they might send that individual to a unicorn's forest, where evil creatures pursue at their peril.\",\"Unicorns most often serve deities of the forest and woodlands, including the gods of benevolent fey.\",\"Although all unicorns have natural healing power, some serve the gods in greater capacities, performing miracles normally reserved for high priests.\"]},{\"name\":\"Forest Lords\",\"type\":\"entries\",\"entries\":[\"A unicorn's forest is a celestial realm where nothing that occurs beneath the sun-dappled leaves escapes the creature's notice. A unicorn hears each breathy tune sung by the elves that reside amid the treetops. It senses where every caterpillar spins its cocoon, each leaf and branch upon which a bright butterfly rests its tired wings.\",\"In a unicorn's forest, a sense of calm pervades. From wolves and foxes to birds, squirrels, and tiny insects, the creatures of a unicorn's domain seem quite tame.\",\"Pixies, sprites, satyrs, dryads, and other normally mercurial fey loyally serve a unicorn when they dwell within its woods. Under a unicorn's protection, creatures feel safe from the threat of encroaching civilization and the insidious spread of evil.\",\"A unicorn roams its domain constantly, moving ever so carefully so as not to disturb other denizens. A creature might catch a passing glimpse of the unicorn then suddenly see nothing but the wild woods.\"]},{\"name\":\"Sacred Horns\",\"type\":\"entries\",\"entries\":[\"A unicorn's horn is the focus of its power, a shard of divine magic wrought in spiraling ivory. Wands of unicorn horn channel powerful magic, while unicorn horn weapons strike with divine force.\",\"Wizards can work powdered unicorn horn into potent potions and scroll ink, or use it as a component in eldritch rituals. However, any creature that takes a role, no matter how small, in slaying a unicorn is likely to become the target of divine retribution.\"]},{\"name\":\"Blessed Mounts\",\"type\":\"entries\",\"entries\":[\"When darkness and evil threaten to overwhelm the mortal world, the gods sometimes see fit to pair a unicorn mount with a champion. A paladin astride a unicorn is a sign of the gods' direct intervention in the affairs of the mortal realm. It is a holy alliance made to cleave the heads from demons and banish devils back to the Nine Hells.\",\"As long as the troubled times of darkness persist, the unicorn stays by the champion, its horn shining brightly to drive back the night. However, if the gods' champion falls from grace or turns from the cause of righteousness and good, the unicorn departs, never to return.\"]},{\"type\":\"entries\",\"name\":\"A Unicorn's Lair\",\"entries\":[\"A unicorn's lair might be an ancient ruin overgrown with vines, a misty clearing surrounded by mighty oaks, a flower-covered hilltop alive with butterflies, or some other serene woodland location.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Unicorn.webp\"}}]},{\"name\":\"Vampire\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces.\",{\"name\":\"Dark Desires\",\"type\":\"entries\",\"entries\":[\"Whether or not a vampire retains any memories from its former life, its emotional attachments wither as once-pure feelings become twisted by undeath. Love turns into hungry obsession, while friendship becomes bitter jealousy. In place of emotion, vampires pursue physical symbols of what they crave, so that a vampire seeking love might fixate on a young beauty. A child might become an object of fascination for a vampire obsessed with youth and potential. Others surround themselves with art, books, or sinister items such as torture devices or trophies from creatures they have killed.\"]},{\"name\":\"Born from Death\",\"type\":\"entries\",\"entries\":[\"Most of a vampire's victims become vampire spawn-ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master's control. Few vampires are willing to relinquish their control in this manner. Vampire spawn become free-willed when their creator dies.\"]},{\"name\":\"Chained to the Grave\",\"type\":\"entries\",\"entries\":[\"Every vampire remains bound to its coffin, crypt, or grave site, where it must rest by day. If a vampire didn't receive a formal burial, it must lie beneath a foot of earth at the place of its transition to undeath. A vampire can move its place of burial by transporting its coffin or a significant amount of grave dirt to another location. Some vampires set up multiple resting places this way.\"]},{\"name\":\"Undead Nature\",\"type\":\"entries\",\"entries\":[\"Neither a vampire nor a vampire spawn requires air.\"]},{\"type\":\"entries\",\"name\":\"A Vampire's Lair\",\"entries\":[\"A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.\"]},{\"type\":\"inset\",\"name\":\"Player Characters as Vampires\",\"entries\":[\"The game statistics of a player character transformed into a vampire spawn and then a vampire don't change, except that the character's Strength, Dexterity, and Constitution scores become 18 if they aren't higher. In addition, the character gains the vampire's damage resistances, {@sense darkvision}, traits, and actions. Attack and damage rolls for the vampire's attacks are based on Strength.\",\"The save DC for Charm is 8 + the vampire's proficiency bonus + the vampire's Charisma modifier. The character's alignment becomes lawful evil, and the DM might take control of the character until the vampirism is reversed with a {@spell wish} spell or the character is killed and brought back to life.\"]},{\"type\":\"inset\",\"name\":\"Strahd von Zarovich\",\"entries\":[\"A brilliant thinker and capable warrior in life, Strahd von Zarovich fought in countless battles for his people. When war and killing finally stripped him of his youth and strength, he settled in the remote valley of Barovia and built a castle on a towering pinnacle, from which he could survey his lands. His brother Sergei came to live with him in Castle Ravenloft, becoming Strahd's adviser and constant companion.\",\"In his brother, Strahd saw everything he had lost. Sergei was handsome and young, while Strahd had become old and scarred. Resentment colored their relationship, eventually turning into hatred. Strahd's beloved, Tatyana, spurned him for Sergei, whom she pledged to marry.\",\"In a desperate attempt to win Tatyana's heart, Strahd forged a pact with dark powers that made him immortal. At the wedding of Sergei and Tatyana, he confronted his brother and killed him. Tatyana fled and flung herself from Ravenloft's walls. Strahd's guards, seeing him for a monster, shot him with arrows. But he did not die. He became a vampire-the first vampire, according to many sages.\",\"In the centuries since his transformation, Strahd's lust for life and youth have only grown. He broods in his dark castle, cursing the living for stealing away what he lost, and never admitting his hand in the tragedy he created.\"]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"I am The Ancient, I am The Land. My beginnings are lost in the darkness of the past. I was the warrior, I was good and just. I thundered across the land like the wrath of a just god, but the war years and the killing years wore down my soul as the wind wears down stone into sand.\"],\"by\":\"Count Strahd von Zarovich\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Vampire.webp\"}}]},{\"name\":\"Vampire Spawn\",\"source\":\"MM\",\"_copy\":{\"name\":\"Vampire\",\"source\":\"MM\"},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Vampire Spawn.webp\"}}]},{\"name\":\"Vampire Spellcaster\",\"source\":\"MM\",\"_copy\":{\"name\":\"Vampire\",\"source\":\"MM\"}},{\"name\":\"Vampire Warrior\",\"source\":\"MM\",\"_copy\":{\"name\":\"Vampire\",\"source\":\"MM\"}},{\"name\":\"Veteran\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Veterans are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves.\"]}]}]},{\"name\":\"Vine Blight\",\"source\":\"MM\",\"_copy\":{\"name\":\"Blights\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":\"Appearing as masses of slithering creepers, vine blights hide in undergrowth and wait for prey to draw near. By animating the plants around them, vine blights entangle and hinder their foes before attacking. Vine blights are the only blights capable of speech. Through its connection to the evil spirit of the Gulthias tree it serves, a vine blight speaks in a fractured version of its dead master's voice, taunting victims or bargaining with powerful foes.\"}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Vine Blight.webp\"}}]},{\"name\":\"Violet Fungus\",\"source\":\"MM\",\"_copy\":{\"name\":\"Fungi\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":\"This purplish mushroom uses root-like feelers growing from its base to creep across cavern floors. The four stalks protruding from a violet fungi's central mass are used to lash out at prey, rotting flesh with the slightest touch. Any creature killed by a violet fungus decomposes rapidly. A new violet fungus sprouts from the moldering corpse, growing to full size in {@dice 2d6} days.\"}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Violet Fungus.webp\"},\"credit\":\"Daniel Landerman\"}]},{\"name\":\"Vrock\",\"source\":\"MM\",\"_copy\":{\"name\":\"Demons\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Vrocks are dull-witted, capricious fiends that live only to create pain and carnage. A vrock resembles a giant hybrid of humanoid and vulture, its gnarled, bestial body and broad wings stinking of offal.\",\"Vrocks gobble humanoid flesh whenever they can, stunning potential prey with an ear-splitting shriek, then swooping down to attack with beak and claw. Vrocks can shake their wings, releasing clouds of toxic spores.\",\"Coveting pretty things, vrocks turn against each other for the chance to lay claim to cheap jewelry or ornamental stones. Despite their love of treasure, vrocks are difficult to bribe, seeing no reason to bargain when they can simply take what they want from a would-be bargainer's corpse.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Vrock.webp\"}}}}}},{\"name\":\"Warhorse Skeleton\",\"source\":\"MM\",\"_copy\":{\"name\":\"Skeleton\",\"source\":\"MM\"},\"images\":null},{\"name\":\"Water Elemental\",\"source\":\"MM\",\"_copy\":{\"name\":\"Elementals\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A water elemental is a cresting wave that rolls across the ground, becoming nearly invisible at it courses through a larger body of water. It engulfs creatures that stand against it, filling their mouths and lungs as easily as it smothers flame.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Water Elemental.webp\"}}}}}},{\"name\":\"Water Weird\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A water weird is an elemental guardian bound to a specific water-filled location, such as a pool or fountain.\",\"Invisible while immersed in water, its serpentine shape becomes clear only when it emerges to attack, using its coils to crush any creature other than its summoner and those its summoner declares as off limits. When slain, a water weird becomes an inanimate pool of water.\",{\"name\":\"Good and Evil Weirds\",\"type\":\"entries\",\"entries\":[\"Like most elementals, a water weird has no concept of good or evil. However, a water weird bound to a sacred or befouled source of water begins to take on the nature of that site, becoming neutral good or neutral evil.\",\"A neutral good water weird tries to frighten away interlopers rather than kill them, while a neutral evil water weird kills its victims for pleasure and might turn against its summoner. A water weird loses its evil alignment if its waters are cleansed with a {@spell purify food and drink} spell.\"]},{\"name\":\"Elemental Nature\",\"type\":\"entries\",\"entries\":[\"A water weird doesn't require air, food, drink, or sleep.\"]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Before you drink from a fountain or pool, toss a copper coin into it. It's a small price to pay for your life.\"],\"by\":\"X the Mystic's 2nd rule of dungeon survival\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Water Weird.webp\"},\"credit\":\"Ilya Shkipin\"}]},{\"name\":\"Werebear\",\"source\":\"MM\",\"_copy\":{\"name\":\"Lycanthropes\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Werebears are powerful lycanthropes with the ability to temper their monstrous natures and reject their violent impulses. In humanoid form, they are large, muscular, and covered in hair matching the color of their ursine form's fur. A werebear is a loner by nature, fearing what might happen to innocent creatures around it when its bestial nature takes over.\",\"When a werebear transforms, it grows to enormous size, lashing out with weapons or claws. It fights with the ferocity of a bear, though even in its bestial forms, it avoids biting so as to not pass on its curse. Typically, a werebear passes on its lycanthropy only to chosen companions or apprentices, spending the time that follows helping the new lycanthrope accept the curse in order to control it.\",\"Solitary creatures, werebears act as wardens over their territory, protecting flora and fauna alike from humanoid or monstrous intrusion. Though most werebears are of good alignment, some are every bit as evil as other lycanthropes.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Werebear.webp\"}}}}}},{\"name\":\"Wereboar\",\"source\":\"MM\",\"_copy\":{\"name\":\"Lycanthropes\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Wereboars are ill-tempered and vulgar brutes. As humanoids, they are stocky and muscular, with short, stiff hair. In their humanoid and hybrid forms, they use heavy weapons, while in hybrid or animal form, they gain a devastating goring attack through which their curse is spread. A wereboar infects other creatures indiscriminately, relishing the fact that the more its victims resist the curse, the more savage and bestial they become.\",\"Wereboars live in small family groups in remote forest areas, building ramshackle huts or dwelling in caves. They are suspicious of strangers but sometimes ally themselves with orcs.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Wereboar.webp\"}}}}}},{\"name\":\"Wererat\",\"source\":\"MM\",\"_copy\":{\"name\":\"Lycanthropes\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Wererats are cunning lycanthropes with sly, avaricious personalities. They are wiry and twitchy in humanoid form, with thin hair and darting eyes. In their humanoid and hybrid forms, wererats prefer light weapons and use ambush tactics rather than fighting as a pack. Although a wererat can deliver a nasty bite in its rat form, it favors that form for stealthy infiltration and escape rather than combat.\",\"A wererat clan operates much like a thieves' guild, with wererats transmitting their curse only to creatures they want to induct into the clan. Wererats that are accidentally cursed or break loose from the clan's control are quickly hunted down and killed.\",\"Wererat clans are found throughout urban civilization, often dwelling in cellars and catacombs. These creatures are common in the sewers beneath major cities, viewing those subterranean areas as their hunting grounds. Rats and giant rats are commonly found living among wererats.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Wererat.webp\"},\"credit\":\"Conceptopolis\"}}}}},{\"name\":\"Weretiger\",\"source\":\"MM\",\"_copy\":{\"name\":\"Lycanthropes\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Weretigers are ferocious hunters and warriors with a haughty and fastidious nature. Lithe and sleekly muscular in humanoid form, they are taller than average and meticulously groomed. Weretigers grow to enormous size in animal and hybrid form, but they fight in their more refined humanoid form when they can.\",\"They don't like to pass on their curse, because every new weretiger means competition for territory and prey.\",\"Weretigers live in jungles on the fringes of humanoid civilization, traveling to isolated settlements to trade or revel. They live and hunt alone or in small family groups.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Weretiger.webp\"}}}}}},{\"name\":\"Werewolf\",\"source\":\"MM\",\"_copy\":{\"name\":\"Lycanthropes\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A werewolf is a savage predator. In its humanoid form, a werewolf has heightened senses, a fiery temper, and a tendency to eat rare meat. Its wolf form is a fearsome predator, but its hybrid form is more terrifying by far-a furred and well-muscled humanoid body topped by a ravening wolf's head. A werewolf can wield weapons in hybrid form, though it prefers to tear foes apart with its powerful claws and bite.\",\"Most werewolves flee civilized lands not long after becoming afflicted. Those that reject the curse fear what will happen if they remain among their friends and family. Those that embrace the curse fear discovery and the consequences of their murderous acts. In the wild, werewolves form packs that also include wolves and dire wolves.\"]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"The Company of the Black Moon—they used to be adventurers loyal to the realm. Now they roam the woods as a pack of werewolves. The king has promised estates, titles, and gold to anyone who can undo the curse afflicting them. I, for one, have no interest in such rewards.\"],\"by\":\"Thornstaff, elf druid\"}]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Werewolf.webp\"}}}}}},{\"name\":\"White Dragon\",\"source\":\"MM\",\"_copy\":{\"name\":\"Chromatic Dragons\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The smallest, least intelligent, and most animalistic of the chromatic dragons, white dragons dwell in frigid climes, favoring arctic areas or icy mountains. They are vicious, cruel reptiles driven by hunger and greed.\",\"A white dragon has feral eyes, a sleek profile, and a spined crest. The scales of a wyrmling white dragon glisten pure white. As the dragon ages, its sheen disappears and some of its scales begin to darken, so that by the time it is old, it is mottled by patches of pale blue and light gray. This patterning helps the dragon blend into the realms of ice and stone in which it hunts, and to fade from view when it soars across a cloud-filled sky.\",{\"name\":\"Primal and Vengeful\",\"type\":\"entries\",\"entries\":[\"White dragons lack the cunning and tactics of most other dragons. However, their bestial nature makes them the best hunters among all dragonkind, singularly focused on surviving and slaughtering their enemies. A white dragon consumes only food that has been frozen, devouring creatures killed by its breath weapon while they are still stiff and frigid. It encases other kills in ice or buries them in snow near its lair, and finding such a larder is a good indication that a white dragon dwells nearby.\",\"A white dragon also keeps the bodies of its greatest enemies as trophies, freezing corpses where it can look upon them and gloat. The remains of giants, remorhazes, and other dragons are often positioned prominently within a white dragon's lair as warnings to intruders.\",\"Though only moderately intelligent, white dragons have extraordinary memories. They recall every slight and defeat, and have been known to conduct malicious vendettas against creatures that have offended them. This often includes silver dragons, which lair in the same territories as whites. White dragons can speak as all dragons can, but they rarely talk unless moved to do so.\"]},{\"name\":\"Lone Masters\",\"type\":\"entries\",\"entries\":[\"White dragons avoid all other dragons except whites of the opposite sex. Even then, when white dragons seek each other out as mates, they stay together only long enough to conceive offspring before fleeing into isolation again.\",\"White dragons can't abide rivals near their lairs. As a result, a white dragon attacks other creatures without provocation, viewing such creatures as either too weak or too powerful to live. The only creatures that typically serve a white dragon are intelligent humanoids that demonstrate enough strength to assuage the dragon's wrath, and can put up with sustaining regular losses as a result of its hunger. This includes dragon-worshiping kobolds, which are commonly found in their lairs.\",\"Powerful creatures can sometimes gain a white dragon's obedience through a demonstration of physical or magical might. Frost giants challenge white dragons to prove their own strength and improve their status in their clans, and their cracked bones litter many a white dragon's lair. However, a white dragon defeated by a frost giant often becomes its servant, accepting the mastery of a superior creature in exchange for asserting its own domination over the other creatures that serve or oppose the giant.\"]},{\"name\":\"Treasure Under Ice\",\"type\":\"entries\",\"entries\":[\"White dragons love the cold sparkle of ice and favor treasure with similar qualities, particularly diamonds. However, in their remote arctic climes, the treasure hoards of white dragons more often contain walrus and mammoth tusk ivory, whale-bone sculptures, figureheads from ships, furs, and magic items seized from overly bold adventurers.\",\"Loose coins and gems are spread across a white dragon's lair, glittering like stars when the light strikes them. Larger treasures and chests are encased in layers of rime created by the white dragon's breath, and held safe beneath layers of transparent ice. The dragon's great strength allows it to easily access its wealth, while lesser creatures must spend hours chipping away or melting the ice to reach the dragon's main hoard.\",\"A white dragon's flawless memory means that it knows how it came to possess every coin, gem, and magic item in its hoard, and it associates each item with a specific victory. White dragons are notoriously difficult to bribe, since any offers of treasure are seen as an insult to their ability to simply slay the creature making the offer and seize the treasure on their own.\"]}]}]},{\"type\":\"entries\",\"name\":\"A White Dragon's Lair\",\"entries\":[\"White dragons lair in icy caves and deep subterranean chambers far from the sun. They favor high mountain vales accessible only by flying, caverns in cliff faces, and labyrinthine ice caves in glaciers. White dragons love vertical heights in their caverns, flying up to the ceiling to latch on like bats or slithering down icy crevasses.\",\"A legendary white dragon's innate magic deepens the cold in the area around its lair. Mountain caverns are fast frozen by the white dragon's presence. A white dragon can often detect intruders by the way the keening wind in its lair changes tone.\",\"A white dragon rests on high ice shelves and cliffs in its lair, the floor around it a treacherous morass of broken ice and stone, hidden pits, and slippery slopes. As foes struggle to move toward it, the dragon flies from perch to perch and destroys them with its freezing breath.\"]}]},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/White Dragon.webp\"},\"credit\":\"Lars Grant-West\"}}}}},{\"name\":\"White Dragon Wyrmling\",\"source\":\"MM\",\"_copy\":{\"name\":\"White Dragon\",\"source\":\"MM\"}},{\"name\":\"Wight\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The word \\\"wight\\\" meant \\\"person\\\" in days of yore, but the name now refers to evil undead who were once mortals driven by dark desire and great vanity. When death stills such a creature's heart and snuffs its living breath, its spirit cries out to the demon lord Orcus or some vile god of the underworld for a reprieve: undeath in return for eternal war on the living. If a dark power answers the call, the spirit is granted undeath so that it can pursue its own malevolent agenda.\",\"Wights possess the memories and drives of their formerly living selves. They will heed the call of whatever dark entity transformed them into undead, swearing oaths to appease their new lord while retaining their autonomy. Never tiring, a wight can pursue its goals relentlessly and without distraction.\",{\"name\":\"Life Eaters\",\"type\":\"entries\",\"entries\":[\"Neither dead nor alive, a wight exists in a transitional state between one world and the next. The bright spark it possessed in life is gone, and in its place is a yearning to consume that spark in all living things.\",\"When a wight attacks, this life essence glows like white-hot embers to its dark eyes, and the wight's cold touch can drain the spark through flesh, clothing, and armor.\"]},{\"name\":\"Shadow of the Grave\",\"type\":\"entries\",\"entries\":[\"Wights flee from the world by day, away from the light of the sun, which they hate. They retreat to barrow mounds, crypts, and tombs where they dwell. Their lairs are silent, desolate places, surrounded by dead plants, noticeably blackened, and avoided by bird and beast.\",\"Humanoids slain by a wight can rise as zombies under its control. Motivated by hunger for living souls and driven by the same desire for power that awakened them in undeath, some wights serve as shock troops for evil leaders, including wraiths. As soldiers, they are able to plan but seldom do so, relying on their hunger for destruction to overwhelm any creature that stands before them.\"]},{\"name\":\"Undead Nature\",\"type\":\"entries\",\"entries\":[\"A wight doesn't require air, food, drink, or sleep.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Wight.webp\"}}]},{\"name\":\"Will-o'-Wisp\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Will-o'-wisps are malevolent, wispy balls of light that haunt lonely places and battlefields, bound by dark fate or dark magic to feed on fear and despair.\",{\"name\":\"Hope and Doom\",\"type\":\"entries\",\"entries\":[\"Will-o'-wisps look like bobbing lantern lights in the distance, although they can choose to alter their colors, or wink out completely. When they activate their lights, will-o'-wisps offer hope, hinting of safety to creatures that follow them.\",\"Will-o'-wisps lure unwary creatures into quicksand pits, monster lairs, and other dangerous places so that they can feed on the suffering of their prey and revel in their death screams. An evil being that falls prey to a will-o'-wisp might become a wisp itself, its woeful spirit coalescing above its lifeless corpse like a flickering flame.\",{\"name\":\"Consumed by Despair\",\"entries\":[\"Will-o'-wisps are the souls of evil beings that perished in anguish or misery as they wandered forsaken lands permeated with powerful magic. They thrive in swampy bogs and bone-strewn battlefields where the oppressive weight of sorrow stoops even heavier than the low-hanging mist and fog. Trapped in these desolate places of lost hope and memory, will-o'-wisps lure other creatures toward dismal fates and feed on their misery.\"],\"type\":\"entries\"}]},{\"name\":\"Agents of Evil\",\"type\":\"entries\",\"entries\":[\"Will-o'-wisps rarely speak, but when they do, their voices sound like faint or distant whispers. In the miserable domains they haunt, will-o'-wisps sometimes form symbiotic relationships with their wicked neighbors. Hags, oni, black dragons, and evil cultists work with will-o'-wisps to draw creatures into ambush. As their evil allies surround and slaughter creatures, the wisps hover above them, drinking the agony of a last breath and savoring the sensation as the light of life goes out in a creature's eyes.\"]},{\"name\":\"Undead Nature\",\"type\":\"entries\",\"entries\":[\"A will-o'-wisp doesn't require air, drink, or sleep.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Will-o'-Wisp.webp\"}}]},{\"name\":\"Winged Kobold\",\"source\":\"MM\",\"_copy\":{\"name\":\"Kobold\",\"source\":\"MM\"}},{\"name\":\"Winter Wolf\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The arctic-dwelling winter wolf is as large as a dire wolf but has snow-white fur and pale blue eyes. Frost giants use these evil creatures as guards and hunting companions, putting the wolves' deadly breath weapon to use against their foes. Winter wolves communicate with one another using growls and barks, but they speak Common and Giant well enough to follow simple conversations.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Winter Wolf.webp\"}}]},{\"name\":\"Wolf\",\"source\":\"MM\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Wolf.webp\"}}]},{\"name\":\"Worg\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A worg is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across the remote wilderness or are raised by goblins and hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own language and Goblin, and a few learn to speak Common as well.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Worg.webp\"}}]},{\"name\":\"Wraith\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A wraith is malice incarnate, concentrated into an incorporeal form that seeks to quench all life. The creature is suffused with negative energy, and its mere passage through the world leaves nearby plants blackened and withered. Animals flee from its presence. Even small fires can be extinguished by the sucking oblivion of the wraith's horrifying existence.\",{\"name\":\"Vile Oblivion\",\"type\":\"entries\",\"entries\":[\"When a mortal humanoid lives a debased life or enters into a fiendish pact, it consigns its soul to eternal damnation in the Lower Planes. However, sometimes the soul becomes so suffused with negative energy that it collapses in on itself and ceases to exist the instant before it can shuffle off to some horrible afterlife. When this occurs, the spirit becomes a soulless wraith-a malevolent void trapped on the plane where it died. Almost nothing of the wraith's former existence is preserved; in this new form, it exists only to annihilate other life.\"]},{\"name\":\"Bereft of Body\",\"type\":\"entries\",\"entries\":[\"A wraith can move through solid creatures and objects as easily as a mortal creature moves through fog.\",\"A wraith might retain a few memories of its mortal life as shadowy echoes. However, even the strongest events and emotions become little more than faint impressions, fleeting as half-remembered dreams. A wraith might pause to stare at something that fascinated it in life, or it might curb its wrath in acknowledgment of a past friendship. Such moments come rarely, however, because most wraiths despise what they were as a reminder of what they have become.\"]},{\"name\":\"Undead Commanders\",\"type\":\"entries\",\"entries\":[\"A wraith can make an undead servant from the spirit of a humanoid creature that has recently suffered a violent death. Such a fragment of woe becomes a specter, spiteful of all that lives.\",\"Wraiths sometimes rule the legions of the dead, plotting the doom of living creatures. When they emerge from their tombs to do battle, life and hope shrivel before them. Even if a wraith's armies are forced to retreat, the lands its forces occupied are so blasted and withered that those who live there often starve and die.\"]},{\"name\":\"Undead Nature\",\"type\":\"entries\",\"entries\":[\"A wraith doesn't require air, food, drink, or sleep.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Wraith.webp\"}}]},{\"name\":\"Wyvern\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Travelers in the wild sometimes look to the skies to see the dark-winged shape of a wyvern carrying its prey. These cousins to the great dragons hunt the same tangled forests and caverns as their kin. Their appearance sends ripples of alarm through the borderlands of civilization.\",\"A wyvern has two scaly legs, leathery wings, and a sinewy tail topped with its most potent weapon: a poison stinger. The poison in a wyvern's stinger can kill a creature in seconds. Extremely potent, wyvern poison burns through its victim's bloodstream, disintegrating veins and arteries on its way to the heart. As deadly as wyverns can be, however, hunters and adventurers often track them to claim the venom, which is used in alchemical compounds and to coat weapons.\",{\"name\":\"Aerial Hunters\",\"type\":\"entries\",\"entries\":[\"A wyvern doesn't fight on the ground unless it can't reach its prey by any other means, or if it has been fooled into a position from which aerial combat isn't an option. If forced into a confrontation on the ground, a wyvern crouches low, keeping its stinger poised above its head as it hisses and growls.\"]},{\"name\":\"Aggressive and Reckless\",\"type\":\"entries\",\"entries\":[\"A wyvern intent on its prey backs down only if it sustains serious injury, or if its prey eludes it long enough for another easier potential meal to wander along. If it corners a fleeing creature in an enclosure too small to enter, a wyvern guards where the quarry hides, lashing with its stinger whenever opportunity allows.\",\"Although they possess more cunning than ordinary beasts, wyverns lack the intelligence of their draconic cousins. As such, creatures that maintain their composure as a wyvern hunts them from the air can often elude or trick it. Wyverns follow a direct path to their prey, with no thought given to possible ambushes.\"]},{\"name\":\"Tamed Wyverns\",\"type\":\"entries\",\"entries\":[\"A wyvern can be tamed for use as a mount, but doing so presents a difficult and deadly challenge. Raising one as a hatchling offers the best results. However, a wyvern's violent temperament has cost the life of many a would-be master.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Wyvern.webp\"}}]},{\"name\":\"Xorn\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Bizarre creatures native to the Elemental Plane of Earth, xorn sniff out gemstones and precious metals, then tunnel through earth and rock to consume those treasures. On the Material Plane, xorn must range far and wide through the Underdark to sustain themselves, becoming aggressive toward miners and treasure hunters when the valuable minerals of their diet are scarce.\",\"A xorn's unnatural origins are suggested by its unusually heavy body and the large, powerful mouth sitting atop its head. Its three long arms are each tipped with sharp talons, and its three large, stone-lidded eyes see in all directions.\",{\"name\":\"Elemental Travelers\",\"type\":\"entries\",\"entries\":[\"Possessed of the power of elemental earth, a xorn glides through stone and dirt as easily as a fish swims through water. It doesn't displace earth or stone when it moves, but merges with and flows through it, leaving no tunnel, hole, or hint of its passage.\"]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Keep a few gems in your pocket. A hungry xorn is a helpful xorn.\"],\"by\":\"X the Mystic's 6th rule of dungeon survival\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Xorn.webp\"},\"credit\":\"Mike Burns\"}]},{\"name\":\"Yeti\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A yeti's windborne howl sounds out across remote mountains, striking fear into the hearts of the scattered miners and herders that dwell there. These hulking creatures stalk alpine peaks in a ceaseless hunt for food. Their snow-white fur lets them move like ghosts against the frozen landscape. A yeti's icy simian eyes can freeze its prey in place.\",{\"name\":\"Keen Hunters\",\"type\":\"entries\",\"entries\":[\"Folk of the high peaks travel in groups and go armed, knowing that yetis can smell living flesh from miles away. When it finds prey, a yeti moves quickly over ice and stone to claim its meal, howling to the thrill of the hunt. Even in a blizzard, the scent of its quarry draws the yeti through the cold and snow.\",\"Yetis hunt in solitude or in small family groups. When creatures flee from a yeti or engage it in battle, other yetis might catch the scent of blood and close in. The territorial yetis fight one another for the spoils of such battles, and yetis slain in the fight are also eaten, amid euphoric howls.\"]},{\"name\":\"Terrifying Howlers\",\"type\":\"entries\",\"entries\":[\"Before an avalanche, a blizzard, or a deadly frost, the yetis' howls sweep down the mountain slopes on the icy wind. Some people of the alpine peaks believe that the voices of loved ones killed in avalanches and blizzards sound out in the wails of the yetis, crying warnings of ill omen. More pragmatic folk attest that the yeti's howl is a reminder that, despite the great accomplishments of civilization, the civilized become the hunted in nature's untamed domain.\"]},{\"name\":\"Brutal Rampagers\",\"type\":\"entries\",\"entries\":[\"When mountain herds are abundant, yetis stay clear of humanoid realms. Driven by hunger, they attack humanoid settlements in waves, breaking down gates and stockade walls that once might have daunted them, then devouring the creatures within.\",\"Devious mountain folk sometimes use the yetis as unwitting weapons. A warlord might lay down slaughtered sheep or goats to draw yetis into an enemy's camp, sowing chaos and thinning the ranks before battle. Mountain clan chiefs, wanting to expand their territory, overhunt local game to diminish the yetis' food supplies, inspiring attacks on humanoid settlements that are swiftly annexed in the aftermath.\"]},{\"name\":\"Abominable Yetis\",\"type\":\"entries\",\"entries\":[\"An abominable yeti is larger than a normal yeti, standing three times as tall as a human. It typically lives and hunts alone, though a pair of abominable yetis might live together long enough to raise young. These towering yetis are highly territorial and savage, attacking and devouring any warm-blooded creatures they encounter, then scattering the bones across the ice and snow.\"]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"On your guard! That's not the wind howling!\"],\"by\":\"Kelesta Hawke of the Emerald Enclave\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Yeti.webp\"}}]},{\"name\":\"Yochlol\",\"source\":\"MM\",\"_copy\":{\"name\":\"Demons\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The yochlols are the Handmaidens of Lolth-extensions of the Spider Queen's will dedicated to acting as her spies, taskmasters, and agents of villainy. They attend their goddess in the Demonweb Pits, but Lolth sometimes dispatches yochlols to the Material Plane to guard her temples and to aid her most devout priestesses. Yochlols don't form outside Lolth's realm of the Demonweb, and they serve no demon lords except their queen.\",\"Outside the Abyss, a yochlol can assume the guise of a female drow or monstrous spider to conceal its demonic form. In its true form, the fiend appears as a pillar of yellow slime with a single malevolent eye. In its drow and true form, a yochlol's touch carries the same venomous touch as its spider form's bite.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Yochlol.webp\"}}}}}},{\"name\":\"Young Black Dragon\",\"source\":\"MM\",\"_copy\":{\"name\":\"Black Dragon\",\"source\":\"MM\"}},{\"name\":\"Young Blue Dragon\",\"source\":\"MM\",\"_copy\":{\"name\":\"Blue Dragon\",\"source\":\"MM\"},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Young Blue Dragon.webp\"}}]},{\"name\":\"Young Brass Dragon\",\"source\":\"MM\",\"_copy\":{\"name\":\"Brass Dragon\",\"source\":\"MM\"}},{\"name\":\"Young Bronze Dragon\",\"source\":\"MM\",\"_copy\":{\"name\":\"Bronze Dragon\",\"source\":\"MM\"}},{\"name\":\"Young Copper Dragon\",\"source\":\"MM\",\"_copy\":{\"name\":\"Copper Dragon\",\"source\":\"MM\"}},{\"name\":\"Young Gold Dragon\",\"source\":\"MM\",\"_copy\":{\"name\":\"Gold Dragon\",\"source\":\"MM\"}},{\"name\":\"Young Green Dragon\",\"source\":\"MM\",\"_copy\":{\"name\":\"Green Dragon\",\"source\":\"MM\"}},{\"name\":\"Young Red Dragon\",\"source\":\"MM\",\"_copy\":{\"name\":\"Red Dragon\",\"source\":\"MM\"}},{\"name\":\"Young Red Shadow Dragon\",\"source\":\"MM\",\"_copy\":{\"name\":\"Shadow Dragon\",\"source\":\"MM\"}},{\"name\":\"Young Remorhaz\",\"source\":\"MM\",\"_copy\":{\"name\":\"Remorhaz\",\"source\":\"MM\"}},{\"name\":\"Young Silver Dragon\",\"source\":\"MM\",\"_copy\":{\"name\":\"Silver Dragon\",\"source\":\"MM\"}},{\"name\":\"Young White Dragon\",\"source\":\"MM\",\"_copy\":{\"name\":\"White Dragon\",\"source\":\"MM\"}},{\"name\":\"Yuan-ti\",\"source\":\"MM\",\"entries\":[{\"type\":\"section\",\"name\":\"Yuan-ti\",\"entries\":[\"Yuan-ti are devious serpent folk devoid of compassion. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"name\":\"Forsaken Humanity\",\"entries\":[\"The yuan-ti were once humans who thrived in the earliest days of civilization and worshiped serpents as totem animals. They lauded the serpent's sinuous flexibility, its calculated poise, and its deadly strike. Their advanced philosophy taught the virtue of detachment from emotion and of clear, focused thought.\",\"Yuan-ti culture was among the richest in the mortal world. Their warriors were legendary, their empires always expanding. Yuan-ti temples stood at the centers of ancient metropolises, reaching ever higher in prayer to the gods they longed to emulate. In time, the serpent gods heard those prayers, their sibilant voices responding from the darkness as they told the yuan-ti what they must do. The yuan-ti religion grew more fanatical in its devotion. Cults bound themselves to the worship of the serpent gods and imitated their ways, indulging in cannibalism and humanoid sacrifice. Through foul sorcery, the yuan-ti bred with snakes, utterly sacrificing their humanity to become like the serpent gods in form, as well as in thought and emotion.\",\"Yuan-ti know that the world they hope to rule can't be bound for long by brute force, and that many creatures will refuse to serve. As a result, yuan-ti first influence other creatures with the promise of wealth and power. Time and again, humanoid cultures make the fatal mistake of trusting the yuan-ti. They forget that a yuan-ti that acts honorably or lends aid in a time of trouble does so only as part of a grander design.\",\"Yuan-ti leaders are cunning and ruthless tacticians who readily sacrifice lesser yuan-ti if potential victory justifies such losses. They have no sense of honorable combat and strike first in decisive ambush if they can.\"],\"type\":\"entries\"},{\"name\":\"Serpent Kings of Fallen Empires\",\"entries\":[\"The yuan-ti view their physical transformation as a transcendent moment for their race, allowing them to shed their frail humanity like dead skin. Those that did not transform eventually became slaves or food for the blessed of the serpent gods. The yuan-ti empires withered or were defeated by those who fought against their cannibalism and slavery, and the serpent folk were left in the ruins of their great capitals, far removed from other races.\"],\"type\":\"entries\"},{\"name\":\"Cold of Heart\",\"entries\":[\"Humanoid emotions are foreign to most yuan-ti, which understand sentiment only as unexploitable weakness. A yuan-ti views the world and the events of its own life with such extreme pragmatism that it is nearly impossible to manipulate, influence, or control by nonmagical means, even as it seeks to control other creatures through terror, pleasure, and awe.\"],\"type\":\"entries\"},{\"name\":\"False Worship\",\"entries\":[\"Yuan-ti life revolves around their temples, yet yuan-ti don't love the gods they worship. Instead, they see worship as a means to attain power. A yuan-ti believes an individual who attains enough power can devour and replace one of the yuan-ti gods. The yuan-ti strive for ascension and are willing to commit the darkest atrocities to achieve it.\"],\"type\":\"entries\"}]},{\"type\":\"inset\",\"name\":\"Serpent Gods\",\"entries\":[\"The yuan-ti revere a number of powerful entities as gods, including the following.\",{\"name\":\"Dendar, the Night Serpent\",\"entries\":[\"{@deity Dendar|yuan-ti|VGM|Dendar's} followers say that one day she will grow so large from feasting on the fears and nightmares of the world that she will devour it whole. Yuan-ti that serve Dendar terrorize other creatures in any way they can, growing and nurturing the fears of humanoids to feed the Night Serpent.\"],\"type\":\"entries\"},{\"name\":\"Merrshaulk, Master of the Pit\",\"entries\":[\"{@deity Merrshaulk|yuan-ti|VGM} is the long slumbering chief deity of the yuan-ti. As worship of Merrshaulk waned, he went into slumber. Merrshaulk's priests are yuan-ti abominations that maintain traditions of living sacrifice and cause suffering in the god's name. With enough vile acts, the abominations believe that Merrshaulk will reawaken and restore the yuan-ti to their rightful place.\"],\"type\":\"entries\"},{\"name\":\"Sseth, the Sibilant Death\",\"entries\":[\"{@deity Sseth|yuan-ti|VGM} appeared to the yuan-ti of antiquity in the form of a winged yuan-ti claiming to be an avatar of Merrshaulk. Speaking with Merrshaulk's voice, Sseth vowed to pull the yuan-ti out of decline and build a new empire. Many of Merrshaulk's devout turned to the worship of Sseth. Some yuan-ti have long suspected Sseth as an usurper taking advantage of Merrshaulk's slumber to make himself a god. They believe that Sseth might even have devoured Merrshaulk, and now answers the prayers of Merrshaulk's followers, as his priests convert or consume Merrshaulk's more stubborn adherents.\"],\"type\":\"entries\"}]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"The yuan-ti cast off their humanity long ago, and with it, their sanity.\"],\"by\":\"From {@style Masters of the Forbidden City|small-caps} by Codo Vidak\"}]}]}]},{\"name\":\"Yuan-ti Abomination\",\"source\":\"MM\",\"_copy\":{\"name\":\"Yuan-ti\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":\"Monstrous serpents with burly humanoid torsos and arms, abominations form the highest caste of yuan-ti society, and they most closely resemble the race as the serpent gods intended it. They mastermind elaborate schemes and perform dark rites in the hope of one day ruling the world.\"}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Yuan-ti Abomination.webp\"}}]},{\"name\":\"Yuan-ti Malison\",\"source\":\"MM\",\"_copy\":{\"name\":\"Yuan-ti\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":\"A malison is a hideous blend of human and serpentine features. Three different types of malisons are known to exist, and other types are possible. Malisons form the middle caste of yuan-ti society and hunt with arrows tipped with their own venom. They use their magical powers of suggestion to force their enemies' surrender.\"}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Yuan-ti Malison.webp\"}}]},{\"name\":\"Yuan-ti Malison (Type 1)\",\"source\":\"MM\",\"_copy\":{\"name\":\"Yuan-ti Malison\",\"source\":\"MM\"}},{\"name\":\"Yuan-ti Malison (Type 2)\",\"source\":\"MM\",\"_copy\":{\"name\":\"Yuan-ti Malison\",\"source\":\"MM\"}},{\"name\":\"Yuan-ti Malison (Type 3)\",\"source\":\"MM\",\"_copy\":{\"name\":\"Yuan-ti Malison\",\"source\":\"MM\"}},{\"name\":\"Yuan-ti Pureblood\",\"source\":\"MM\",\"_copy\":{\"name\":\"Yuan-ti\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":\"Purebloods form the lowest caste of yuan-ti society. They closely resemble humans, yet a pureblood can't pass for human under close scrutiny because there's always some hint of its true nature, such as scaly patches of skin, serpentine eyes, pointed teeth, or a forked tongue. Wearing cloaks and cowls, they masquerade as humans and infiltrate civilized lands to gather information, kidnap prisoners for interrogation and sacrifice, and trade with anyone who has something that can further their myriad plots.\"}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Yuan-ti Pureblood.webp\"}}]},{\"name\":\"Yugoloths\",\"source\":\"MM\",\"entries\":[{\"type\":\"section\",\"name\":\"Yugoloths\",\"entries\":[\"Yugoloths are fickle fiends that inhabit the planes of Acheron, Gehenna, Hades, and Carceri. They act as mercenaries and are notorious for their shifting loyalties. They are the embodiments of avarice. Before serving under anyone's banner, a yugoloth asks the only question on its mind: {@i What's in it for me?}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Spawn of Gehenna\",\"entries\":[\"The first yugoloths were created by a sisterhood of night hags on Gehenna. It is widely believed that Asmodeus, Lord of the Nine Hells, commissioned the work, in the hope of creating an army of fiends that were not bound to the Nine Hells. In the course of making this new army, the hags crafted four magic tomes and recorded the true names of every yugoloth they created, save one, the General of Gehenna. These tomes were called the Books of Keeping. Since knowing a fiend's true name grants power over it, the hags used the books to ensure the yugoloths' loyalty. They also used the books to capture the true names of other fiends that crossed them. It is rumored that the Books of Keeping contain the true names of a few demon lords and archdevils as well.\",\"Petty jealousies and endless bickering caused the sisterhood to dissolve, and in the ensuing power grab, the Books of Keeping were lost or stolen. No longer indentured to anyone, the yugoloths gained independence, and they now offer their services to the highest bidder.\"]},{\"type\":\"entries\",\"name\":\"Fiendish Mercenaries\",\"entries\":[\"Summoned yugoloths demand much for their time and loyalty. Whatever promises a yugoloth makes are quickly broken when a better opportunity presents itself. Unlike demons, yugoloths can be reasoned with, but unlike devils, they are rarely true to their word.\",\"Yugoloths can be found anywhere, but the high cost of maintaining a yugoloth army's loyalty typically exceeds what any warlord on the Material Plane can pay. Being self-serving creatures, yugoloths quarrel among themselves constantly. A yugoloth army is more organized than a ravening horde of demons, but far less orderly and regimented than a legion of devils. Without a powerful leader to keep them in line, yugoloths fight simply to indulge their violent predilections, and only as long as it benefits them to do so.\"]},{\"type\":\"entries\",\"name\":\"Back to Gehenna\",\"entries\":[\"When a yugoloth dies, it dissolves into a pool of ichor and reforms at full strength on the Bleak Eternity of Gehenna. Only on its native plane can a yugoloth be destroyed permanently. A yugoloth knows this and acts accordingly. When summoned to other planes, a yugoloth fights without concern for its own well-being. On Gehenna, it is more apt to retreat or plead for mercy if its demise seems imminent.\",\"When a yugoloth is permanently destroyed, its name vanishes from every Book of Keeping. If a yugoloth is re-created by way of an unholy ritual requiring the expenditure of souls, its name reappears in the books.\"]},{\"type\":\"entries\",\"name\":\"The Books of Keeping\",\"entries\":[\"When all four copies of the Books of Keeping disappeared, Asmodeus and the night hags lost control of their yugoloth creations. Each Book of Keeping still exists, drifting from plane to plane, where the brave and the foolish occasionally stumble upon them. A yugoloth summoned using its true name, as inscribed in the Books of Keeping, is forced to serve its summoner obediently. The yugoloth hates being controlled in this manner and isn't shy about making its displeasure known. Like a petulant child, it will follow its instructions to the letter while looking for opportunities to misinterpret them.\"]},{\"type\":\"entries\",\"name\":\"The General of Gehenna\",\"entries\":[\"Somewhere in the brimstone wastes of Gehenna, there roams an ultroloth so strong that none contests his power: the General of Gehenna. Many yugoloths search for this great general in the hope of serving with him. They believe that service with the General of Gehenna grants power and prestige among lower planar entities.\",\"Whatever the case, no fiend finds the General unless the General desires it. His personal name is unknown, and even the Books of Keeping contain no mention of this powerful, thoroughly evil entity.\"]}]}]},{\"type\":\"inset\",\"name\":\"Variant: Yugoloth Summoning\",\"entries\":[\"Some yugoloths can have an action option that allows them to summon other yugoloths.\",{\"type\":\"entries\",\"name\":\"Summon Yugoloth (1/Day)\",\"entries\":[\"The yugoloth chooses what to summon and attempts a magical summoning.\",{\"type\":\"list\",\"items\":[\"An arcanaloth has a {@chance 40} chance of summoning one arcanaloth.\",\"A mezzoloth has a {@chance 30} chance of summoning one mezzoloth.\",\"A nycaloth has a {@chance 50} chance of summoning {@dice 1d4} mezzoloths or one nycaloth.\",\"An ultroloth has a {@chance 50} chance of summoning {@dice 1d6} mezzoloths, {@dice 1d4} nycaloths, or one ultroloth.\"]},\"A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases (unless its summoner is an ultroloth, in which case it acts as an ally of its summoner), and can't summon other yugoloths. The summoned yugoloth remains for l minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it\"]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Power. We all crave it, but only a select few of us deserve it.\"],\"by\":\"Shemeshka the Marauder\",\"from\":\"arcanaloth in Sigil\"}]}]}]},{\"name\":\"Zombie\",\"source\":\"MM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"From somewhere in the darkness, a gurgling moan is heard. A form lurches into view, dragging one foot as it raises bloated arms and broken hands. The zombie advances, driven to kill anyone too slow to escape its grasp.\",{\"name\":\"Dark Servants\",\"type\":\"entries\",\"entries\":[\"Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creator's bidding without fear or hesitation. They move with a jerky, uneven gait, clad in the moldering apparel they wore when put to rest, and carrying the stench of decay.\",\"Most zombies are made from humanoid remains, though the flesh and bones of any formerly living creature can be imbued with a semblance of life. Necromantic magic, usually from spells, animates a zombie. Some zombies rise spontaneously when dark magic saturates an area. Once turned into a zombie, a creature can't be restored to life except by powerful magic, such as a {@spell resurrection} spell.\",\"A zombie retains no vestiges of its former self, its mind devoid of thought and imagination. A zombie left without orders simply stands in place and rots unless something comes along that it can kill. The magic animating a zombie imbues it with evil, so left without purpose, it attacks any living creature it encounters.\"]},{\"name\":\"Hideous Forms\",\"type\":\"entries\",\"entries\":[\"Zombies appear as they did in life, showing the wounds that killed them. However, the magic that creates these vile creatures often takes time to run its course. Dead warriors might rise from a battlefield, eviscerated and bloated after days in the sun. The muddy cadaver of a peasant could claw its way from the ground, riddled with maggots and worms. A zombie might wash ashore or rise from a marsh, swollen and reeking after weeks in the water.\"]},{\"name\":\"Mindless Soldiers\",\"type\":\"entries\",\"entries\":[\"Zombies take the most direct route to any foe, unable to comprehend obstacles, tactics, or dangerous terrain. A zombie might stumble into a fast-flowing river to reach foes on a far shore, clawing at the surface as it is battered against rocks and destroyed. To reach a foe below it, a zombie might step out of an open window. Zombies stumble through roaring infernos, into pools of acid, and across fields littered with caltrops without hesitation.\",\"A zombie can follow simple orders and distinguish friends from foes, but its ability to reason is limited to shambling in whatever direction it is pointed, pummeling any enemy in its path. A zombie armed with a weapon uses it, but the zombie won't retrieve a dropped weapon or other tool until told to do so.\"]},{\"name\":\"Undead Nature\",\"type\":\"entries\",\"entries\":[\"A zombie doesn't require air, food, drink, or sleep.\"]}]},{\"type\":\"insetReadaloud\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"After Beek died, we cast an {@spell animate dead} spell on his corpse. It was fun for a while, but the zombie started to smell real bad, so we doused it in oil and set it on fire. Beek would've found that hilarious.\"],\"by\":\"Fonkin Hoodypeak\",\"from\":\"on friendship\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Zombie.webp\"},\"credit\":\"Conceptopolis\"}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-mot.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"monsterFluff\"]},\"monsterFluff\":[{\"name\":\"Abhorrent Overlord\",\"source\":\"MOT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Abhorrent overlords are gaunt, bipedal creatures whose gray, leathery skin is in stark contrast to the gleaming jewelry made of Underworld gold that they adorn themselves with. Their appetite for pain and death is eclipsed only by their greed; these fiends delight in searching out treasure and slaughtering all who stand in their way.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MOT/Abhorrent Overlord.webp\"},\"credit\":\"Slawomir Maniak\"}]},{\"name\":\"Akroan Hoplite\",\"source\":\"MOT\",\"_copy\":{\"name\":\"Hoplite\",\"source\":\"MOT\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Akroan hoplites, also called stratians, number among the fiercest soldiers on Theros. They train relentlessly and possess unflinching resolve. In the annals of Akros, tales abound of squads of stratians that defended a key location against a much larger force or crept behind enemy lines and wreaked havoc in the opposing army.\"]}]}}}}},{\"name\":\"Alseid\",\"source\":\"MOT\",\"entries\":[{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Touched with the golden light of the sun, alseids inhabit meadows, plains, and lands of cultivated natural beauty. Many live in closer proximity to human civilization than other nymphs. Farmers are grateful for the presence of alseids on their lands and often leave them offerings of mead, honey, flowers, and dates in return for protecting their flocks and making their crops more abundant.\",{\"type\":\"entries\",\"name\":\"Nymphs\",\"entries\":[\"Divine servants that inhabit unspoiled corners of the world, nymphs protect places of natural power and infuse their surroundings with the magic of Nyx. Some are benevolent and aid those who live off the land, while others embody violent aspects of nature. In either case, nymphs generally avoid other sapient creatures, preferring to mind the cycles of nature, the daily interplay of wild animals, or other cosmic forces. Occasionally, though, groups of the same kind of nymphs congregate in a place of natural power or beauty. In times of special need, deities tied to facets of nature might employ nymphs as messengers, guardians, or scouts.\",{\"type\":\"entries\",\"name\":\"Immortal Nature\",\"entries\":[\"A nymph doesn't require food, drink, or sleep.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MOT/Alseid.webp\"},\"credit\":\"Magali Villeneuve\"}]},{\"name\":\"Anvilwrought Raptor\",\"source\":\"MOT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Prized among Meletis's thaumaturges, anvilwrought raptors are often crafted in the form of a hawk or an owl. Most serve as messengers and spies, flying over the busy streets or high over the land while carrying or seeking vital information for their masters.\",\"The first anvilwroughts were created by the god of the forge, Purphoros. He gave the secret of breathing life into these metal creatures to his most devoted followers so they could mimic his works and invent new forms at their own forges.\",\"Some anvilwroughts are vigilant guardians at holy shrines, others serve as familiars and messengers, and a few were created to emulate beauty found among the animals of the mortal world. Each exhibits abilities suited to its role, with some behaving like companionable creatures or stoic guardians.\",\"A few extremely rare and valuable anvilwroughts were crafted by the hand of Purphoros himself. A number of these magnificent creations are now heirlooms of monarchs; others are lost to the sands of time or are guarded by ancient monsters.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MOT/Anvilwrought Raptor.webp\"},\"credit\":\"James Zapata\"}]},{\"name\":\"Aphemia\",\"source\":\"MOT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The notorious Nyxborn harpy Aphemia prowls the marshy wastes around the necropolis of Asphodel. Her shrill songs enthrall the necropolis's undead inhabitants, which she leads on raids to waylay unsuspecting travelers and settlements.\",\"Cruel, corpse-eating creatures, harpies endlessly seek their next meal, careless of whether it comes from the living or the dead. With equal zeal, these vicious scavengers set upon travelers or claw open fresh graves, stripping bodies of riches and flesh. Then they carry back any treasures or appealing bones they find to reeking nests situated in cramped caves or rotten trees.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MOT/Aphemia.webp\"},\"credit\":\"Lucas Graciano\"}]},{\"name\":\"Arasta\",\"source\":\"MOT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A victim of the gods' petty rivalries, Arasta was once one of Nylea's most beloved dryad companions. Phenax's bitterness saw her transformed into an arachnid monstrosity and driven into the darkest depths of the Nessian Wood. Now she broods on her unjust fate and the fickleness of the gods who left her cursed with monstrous immortality.\",\"Arasta appears as a gigantic spiderlike creature, her few humanoid features made monstrous by cruel magic and ages of hatred. Webs fill her lair deep in the Nessian Wood, sticky strands made not of silk but of her own endless hair. In her darkened realm, Arasta broods on her hatred of the gods and their servants. She doesn't do so alone, though, as innumerable arachnids fawn over her, serving as her eyes throughout the wilderness, disposing of victims trapped within her hair, and sacrificing themselves in her defense if they must.\",\"See \\\"Myths of Nylea\\\" in chapter 2 for more details on the tragedy of Arasta.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MOT/Arasta.webp\"},\"credit\":\"Sam Rowan\"}]},{\"name\":\"Archon of Falling Stars\",\"source\":\"MOT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The epic accounting of the world's earliest histories called {@i The Cosmogony} recounts the battle between a group of the gods' champions and a mighty archon, which took place at the mysterious eastern edge of the world. Defeated, the falling archon is said to have met the rising sun. But Heliod showed mercy to the penitent archon, who swore to uphold justice and righteousness in the world's wildest places. As a sign of his mercy, Heliod gave the archon a spear that rivaled his own in its brilliance. This was the first archon of falling stars.\",\"The mysterious conquerors known as archons once ruled vast empires. These armored warlords saw themselves as champions of merciless justice, and they ruled with iron fists. But their dominance ultimately came to an end. As the archon overlords toppled, they scattered to the fringes of the world, and their holdings developed into the poleis of today.\",\"Even though the age of archons is long past, many wonder if the few surviving archons might someday attempt to reestablish their empire or if they are truly resigned to their lesser role in the world.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MOT/Archon of Falling Stars.webp\"},\"credit\":\"Victor Adame Minguez\"}]},{\"name\":\"Ashen Rider\",\"source\":\"MOT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The fall of the ancient archon empires left some archons bitter and resentful. Seeking to avoid the spread of human civilization, these archons made their way to the Underworld. The horrors of the place broke their minds, bodies, and spirits and twisted them into the terrifying archons known as ashen riders. When they ride forth upon the mortal world, terrified mortals make offerings in a desperate attempt to appease them, but the ashen riders aren't merciful, and they delight in reducing the paragons of the mortal world to ash.\",\"The mysterious conquerors known as archons once ruled vast empires. These armored warlords saw themselves as champions of merciless justice, and they ruled with iron fists. But their dominance ultimately came to an end. As the archon overlords toppled, they scattered to the fringes of the world, and their holdings developed into the poleis of today.\",\"Even though the age of archons is long past, many wonder if the few surviving archons might someday attempt to reestablish their empire or if they are truly resigned to their lesser role in the world.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MOT/Ashen Rider.webp\"},\"credit\":\"Chris Rahn\"}]},{\"name\":\"Blood-Toll Harpy\",\"source\":\"MOT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Murderous gangs of harpies collect in grim places across Theros, preying on any who pass by. Many merchants face regular losses at the harpies' claws, common casualties often referred to as a \\\"blood toll.\\\"\",\"Cruel, corpse-eating creatures, harpies endlessly seek their next meal, careless of whether it comes from the living or the dead. With equal zeal, these vicious scavengers set upon travelers or claw open fresh graves, stripping bodies of riches and flesh. Then they carry back any treasures or appealing bones they find to reeking nests situated in cramped caves or rotten trees.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MOT/Blood-Toll Harpy.webp\"},\"credit\":\"Daniel Ljunggren\"}]},{\"name\":\"Broken King Antigonos\",\"source\":\"MOT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"He is old and decrepit, garbed in ancient finery worn to tatters. A dented crown rests on his brow, and one of his horns ends in a jagged stump. He drags a rusty greataxe in the dirt, and tied to his back is a 30-pound, clay amphora painted with images of warring hoplites—all of whom have had horns crudely painted on them to make them look like minotaurs. The broad-mouthed amphora is large enough to hold roughly 55 gallons of wine.\",\"He claims that he was a great king who was cursed by Mogis after he defied his war advisors by making his sickly but beloved child his heir. He was cast out and has since become tragically obsessed with finding a worthy heir.\"]}]},{\"name\":\"Bronze Sable\",\"source\":\"MOT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The first bronze sables were presented to Karametra as a gift by Purphoros to serve primarily as guardians in Karametra's temples. But as others have been created, some have been used as nimble scouts, always on alert for danger.\",\"The first anvilwroughts were created by the god of the forge, Purphoros. He gave the secret of breathing life into these metal creatures to his most devoted followers so they could mimic his works and invent new forms at their own forges.\",\"Some anvilwroughts are vigilant guardians at holy shrines, others serve as familiars and messengers, and a few were created to emulate beauty found among the animals of the mortal world. Each exhibits abilities suited to its role, with some behaving like companionable creatures or stoic guardians.\",\"A few extremely rare and valuable anvilwroughts were crafted by the hand of Purphoros himself. A number of these magnificent creations are now heirlooms of monarchs; others are lost to the sands of time or are guarded by ancient monsters.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MOT/Bronze Sable.webp\"},\"credit\":\"Jasper Sandner\"}]},{\"name\":\"Burnished Hart\",\"source\":\"MOT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Among the first anvilwroughts to be forged by Purphoros, elegant burnished harts wander the mortal realm in search of new sights to bring back to the god of the forge. On every trip from Mount Velus, where Purphoros has his forge, they seek out the far reaches of the world so they can witness beauty in all its forms, then later reunite with their creator, their minds filled with tales of how life's splendor continues to develop.\",\"The first anvilwroughts were created by the god of the forge, Purphoros. He gave the secret of breathing life into these metal creatures to his most devoted followers so they could mimic his works and invent new forms at their own forges.\",\"Some anvilwroughts are vigilant guardians at holy shrines, others serve as familiars and messengers, and a few were created to emulate beauty found among the animals of the mortal world. Each exhibits abilities suited to its role, with some behaving like companionable creatures or stoic guardians.\",\"A few extremely rare and valuable anvilwroughts were crafted by the hand of Purphoros himself. A number of these magnificent creations are now heirlooms of monarchs; others are lost to the sands of time or are guarded by ancient monsters.\"]}]},{\"name\":\"Colossus of Akros\",\"source\":\"MOT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"An enormous golem of bronze and iron overlooks the path leading to the polis of Akros. Though it is rarely called on to defend the polis, the sight of its towering form is enough to ease the minds of the populace. In truly desperate times, priests of Purphoros work their magic to call the colossus to life, whereupon the earth rumbles as it steps down from its twin plinths to place itself before the threat.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MOT/Colossus of Akros.webp\"},\"credit\":\"Zack Stella\"}]},{\"name\":\"Doomwake Giant\",\"source\":\"MOT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Belief is a powerful force in Theros, capable of bringing about wonders and changing the world—but not always for the better. Doomwake giants arise from pernicious fears that infect a whole city or region. If enough mortals dread destruction for long enough, their terror can manifest as one of these massive Nyxborn beings. Once unleashed, a doomwake giant goes on a rampage, fulfilling the prophecy mortals believed into being. After doing so, these terrors typically roam to the edges of the world, where they either fade away over time or become legends that take on their own terrible life.\",\"A spectrum of giants claims territory across Theros, drawing strength from aspects of the world itself—from ancient stone and roiling flames to the depths of the seas and skies. Unlike many creatures of legend, most giants owe their existence not to Nyx and the dreams of mortals, but to natural forces in the land. As a result, Theran giants are typically infused with the elements they embody, which might manifest as flaming beards, frozen skin, hair crackling with lightning, or other primal incarnations.\",\"Beyond these primal giants, though, other giants fill the tales of Theros.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MOT/Doomwake Giant.webp\"},\"credit\":\"Kev Walker\"}]},{\"name\":\"Eater of Hope\",\"source\":\"MOT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"An eater of hope is bitter to the core, resentful of all forms of life and joy. Although these demons can strike down most foes, they prefer to let terror and despair overtake their victims first, letting their victims marinate in fear before the fiend devours them.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MOT/Eater of Hope.webp\"},\"credit\":\"Peter Mohrbacher\"}]},{\"name\":\"Fleecemane Lion\",\"source\":\"MOT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Twice the size of normal lions and with resplendent manes of silvery or golden hair, fleecemane lions prowl and protect sites imbued with the power of Nyx. While the specifics of these massive lions' connection to Nyx is unclear, many myths tell of the deadly predators stalking mortals and spreading fear until they're ultimately defeated by a brave hunter. As a result, overcoming a fleecemane lion is widely considered an early step on the road to becoming a true hero.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MOT/Fleecemane Lion.webp\"},\"credit\":\"Slawomir Maniak\"}]},{\"name\":\"Flitterstep Eidolon\",\"source\":\"MOT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"When a mortal soul traumatically sacrifices its identity in order to escape the Underworld as a Returned, its identity manifests as a spirit-like eidolon. While eidolons possess many of the skills and details related to their past lives, they're disconnected from those experiences, choosing to wander the world or brood in haunts they're drawn to in death. They care nothing for morbid reunions with their lost bodies or Returned remnants.\",\"Of the various types of eidolons, flitterstep eidolons are the most common and wander without purpose.\"]}]},{\"name\":\"Ghostblade Eidolon\",\"source\":\"MOT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"When a mortal soul traumatically sacrifices its identity in order to escape the Underworld as a Returned, its identity manifests as a spirit-like eidolon. While eidolons possess many of the skills and details related to their past lives, they're disconnected from those experiences, choosing to wander the world or brood in haunts they're drawn to in death. They care nothing for morbid reunions with their lost bodies or Returned remnants.\",\"Of the various types of eidolons, ghostblade eidolons typically arise from fallen warriors and believe they're endlessly embroiled in great battles.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MOT/Ghostblade Eidolon.webp\"},\"credit\":\"Ryan Yee\"}]},{\"name\":\"Gold-Forged Sentinel\",\"source\":\"MOT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The original purpose of gold-forged sentinels is a mystery, and of all Purphoros's original anvilwroughts, this construct is the most difficult to control. A sentinel often operates without a master, stalking the high places of the mortal world or waiting, still as a statue, for what could be decades before reanimating to carry out their mysterious purpose.\",\"The first anvilwroughts were created by the god of the forge, Purphoros. He gave the secret of breathing life into these metal creatures to his most devoted followers so they could mimic his works and invent new forms at their own forges.\",\"Some anvilwroughts are vigilant guardians at holy shrines, others serve as familiars and messengers, and a few were created to emulate beauty found among the animals of the mortal world. Each exhibits abilities suited to its role, with some behaving like companionable creatures or stoic guardians.\",\"A few extremely rare and valuable anvilwroughts were crafted by the hand of Purphoros himself. A number of these magnificent creations are now heirlooms of monarchs; others are lost to the sands of time or are guarded by ancient monsters.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MOT/Gold-Forged Sentinel.webp\"},\"credit\":\"James Zapata\"}]},{\"name\":\"Hippocamp\",\"source\":\"MOT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Noble steeds of the sea, hippocamps feature in countless tales as guides and mounts to tritons and other ocean-faring heroes. While these curious but cautious aquatic equines naturally travel in herds, many hold valued places in triton society. Considered to be servants of Thassa, hippocamps are often unpredictable, but their great speed and strength can prove awe-inspiring when harnessed by the god's will.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MOT/Hippocamp.webp\"},\"credit\":\"Christopher Burdett\"}]},{\"name\":\"Hoplite\",\"source\":\"MOT\",\"entries\":[\"Hoplites are highly trained warriors, versed not only in strategy and tactics but in the glorification of the warrior's spirit, the basis of an ethos that forges an unbreakable bond between members of a military unit. In combat, hoplites typically work in groups and use coordinated tactics to win victories.\",\"The three Hoplite Unit Names tables present the sorts of titles used by hoplite contingents hailing from Theros's great poleis. Consider using these names for military forces characters encounter during their adventures or that they were once a part of.\",{\"type\":\"table\",\"caption\":\"Akroan Hoplite Unit Names\",\"colLabels\":[\"D8\",\"Name\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Spears of Iroas\"],[\"2\",\"Iron Fangs\"],[\"3\",\"Arrows of Anax\"],[\"4\",\"The Unbroken\"],[\"5\",\"Anvil of Purphoros\"],[\"6\",\"Skewering Squad\"],[\"7\",\"Shield of Akros\"],[\"8\",\"Cymede's Heart\"]]},{\"type\":\"table\",\"caption\":\"Meletian Hoplite Unit Names\",\"colLabels\":[\"D8\",\"Name\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Kraken's Claw\"],[\"2\",\"Hands of Justice\"],[\"3\",\"Thassa's Spear\"],[\"4\",\"Ephara's Shield\"],[\"5\",\"Kindred of the Deep\"],[\"6\",\"Riders of Heliod\"],[\"7\",\"Keepers of Pyrgnos\"],[\"8\",\"The Skysworn\"]]},{\"type\":\"table\",\"caption\":\"Setessan Hoplite Unit Names\",\"colLabels\":[\"d8\",\"Name\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Nylea's Arrows\"],[\"2\",\"The Watchers\"],[\"3\",\"Fangs of Ophis\"],[\"4\",\"The Swiftswords\"],[\"5\",\"Karametra's Wolves\"],[\"6\",\"Defenders of the Grove\"],[\"7\",\"Bronze Blades\"],[\"8\",\"The Jackals\"]]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MOT/Hoplite.webp\"},\"credit\":\"Raymond Swanland\"}]},{\"name\":\"Hundred-Handed One\",\"source\":\"MOT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Extra pairs of arms magically orbit the bodies of the titanic, nearly forgotten artisans known as hundred-handed ones. These giants often dwell in remote mountains and seaside cliffs, where they carve their memories into the ancient stone, covering their territories with intricate reliefs and massive statues of bygone ages. Some linger near ancient temples and palaces, ruins they once raised to the gods or archons of old.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MOT/Hundred-Handed One.webp\"},\"credit\":\"Brad Rigney\"}]},{\"name\":\"Hythonia\",\"source\":\"MOT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Theros's reclusive medusas often delight in collecting and expanding their galleries of petrified victims. Unlike other medusas, Hythonia isn't merely a collector; she's an artist.\",\"When Hythonia came to the island of Skathos, the inhabitants worshiped her as an avatar of the god Pharika. The cultists eagerly offered themselves up to the medusa's petrifying gaze in hopes of gaining Pharika's favor. Seeing herself surrounded by willing devotees, Hythonia formulated a cruel plan. After encouraging them to engage in wild rituals, Hythonia began turning her followers to stone, weaving their forms to create a grisly throne made of their petrified bodies.\",\"While the medusa's victims have dwindled, tales of the medusa queen and the divine secrets she hoards have not. Hythonia eagerly trades the mysteries she knows but demands a constant price: a beautiful individual to become part of her throne.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MOT/Hythonia.webp\"},\"credit\":\"Chris Rahn\"}]},{\"name\":\"Ironscale Hydra\",\"source\":\"MOT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Five-headed ironscale hydras lurk in the wild places of the world, being common foes for heroes seeking to test their mettle against terrors worthy of the gods' notice. Most ironscale hydras inhabit lakes and boggy caverns, from which they hunt unwary creatures that come for a drink or swim.\",\"What krakens are to the sea and dragons are to the sky, hydras are to the lands of Theros. Various hydras dwell at the fringes of civilization, from the bog-dwelling hydras known across the multiverse to massive ironscale hydras that lurk in deep wildernesses. Beyond even these exist serpentine horrors born of the whims of foul gods, like the legendary hydra Polukranos.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MOT/Ironscale Hydra.webp\"},\"credit\":\"Brian Valeza\"}]},{\"name\":\"Lampad\",\"source\":\"MOT\",\"entries\":[{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Lampads guard the shadowed paths of the world, depths typically trod by souls destined for the Underworld. These rarely seen nymphs assist Athreos in guiding the dead, moving among the spirits that collect along the Tartyx River and reclaiming wayward souls that try to slip back to the mortal world. This means lampads are most often spotted in graveyards, crumbling crypts, and tunnels that bore deep into the earth, and near portals to the Underworld.\",{\"type\":\"entries\",\"name\":\"Nymphs\",\"entries\":[\"Divine servants that inhabit unspoiled corners of the world, nymphs protect places of natural power and infuse their surroundings with the magic of Nyx. Some are benevolent and aid those who live off the land, while others embody violent aspects of nature. In either case, nymphs generally avoid other sapient creatures, preferring to mind the cycles of nature, the daily interplay of wild animals, or other cosmic forces. Occasionally, though, groups of the same kind of nymphs congregate in a place of natural power or beauty. In times of special need, deities tied to facets of nature might employ nymphs as messengers, guardians, or scouts.\",{\"type\":\"entries\",\"name\":\"Immortal Nature\",\"entries\":[\"A nymph doesn't require food, drink, or sleep.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MOT/Lampad.webp\"},\"credit\":\"Jason Felix\"}]},{\"name\":\"Leonin Iconoclast\",\"source\":\"MOT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"While leonin don't deny the existence of the gods, most denounce them, believing the deities are more likely to spread doom than peace and bounty. Some leonin, known as iconoclasts, devote themselves to thwarting the gods by hunting down their followers and all things born of Nyx that impede on Oreskos and the safety of the leonin prides.\",\"Prides of leonin roam the plains of Oreskos, protecting the land and its creatures from interlopers, both mortal and immortal. As many leonin suffered at the hands of archon tyrants in ages past, today their prides largely avoid contact with other peoples and spurn the gods that ignored their plight. Since then, the leonin have flourished, finding strength in their bonds with one another and the land. Only in recent times have some leonin started guardedly looking beyond their homeland and wondering what role they might take in the wider world.\",\"Most leonin hunters are tribal warriors, but those who hunt the servants of the gods rather than game are known as leonin iconoclasts.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MOT/Leonin Iconoclast.webp\"},\"credit\":\"James Ryman\"}]},{\"name\":\"Medusa\",\"source\":\"MOT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Medusas (often called gorgons on Theros) are closely associated with Pharika, the god of poison and medicine. Pharika has charged her favored servants with guarding secrets of life, health, and immortality that are too powerful to be known by those who lack the wisdom to use them properly. Those who approach a medusa with humility and worthy offerings might receive the creature's favor. The medusa might propose a dangerous quest to fetch some rare ingredient or legendary relic, promising to reward success with a bit of Pharika's knowledge. This information might lead to a cure for a plague, an alchemical breakthrough, or a secret of the cosmos.\"]}]},{\"name\":\"Meletian Hoplite\",\"source\":\"MOT\",\"_copy\":{\"name\":\"Hoplite\",\"source\":\"MOT\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Meletian hoplites use a combination of cunning, faith, and magic to defend their coastal home. Most of these skilled soldiers serve in the Reverent Army, the defenders of Meletis, which uses an array of proven strategies and flexible troop formations to gain the advantage over foes. Bolstered by trained griffon and pegasus steeds, they strike foes where they least expect.\"]}]}}}}},{\"name\":\"Naiad\",\"source\":\"MOT\",\"entries\":[{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Naiads live in and near water. They might be spotted among rivers and lakes, on isolated shores, or amid coral labyrinths and deep sea fumaroles. Wherever rivers and seas show their variety and force, naiads gather to revel in nature's might. Individual naiads often grow fixated with a single type or body of water, potentially preferring a deep sea trench, coastline, or river system above all others. Over time, such a resident nymph often becomes connected with their aquatic home through sightings and stories, becoming a guardian of the place and, in effect, a manifestation of its personality.\",{\"type\":\"entries\",\"name\":\"Aquatic Collectors\",\"entries\":[\"Curious by nature, naiads often seek out what the seas and rivers claim. As a result, they might be found among sunken ruins and shipwrecks, sifting through the remains for whatever catches their eye. Living creatures aren't exempt from this curiosity, either. Naiads are known to befriend aquatic creatures, or even to keep modest menageries. The occasional star-crossed castaway has even been known to become part of such collections.\"]},{\"type\":\"entries\",\"name\":\"Secret Routes of the Sea\",\"entries\":[\"Sailors across the world claim that naiads know all the secret aquatic routes of Theros. Using this hidden system of currents and arteries, a ship might reach any destination in record time, be it across the sea or along a river a hundred miles inland. Naiads do nothing to dissuade sailors from this belief, and certainly numerous reports tell of charmed nymphs leading lost seafarers home. Yet, if tales of naiad-led galleys appearing amid the headwaters of mountain rivers are true, only the nymphs know for sure.\"]}]},{\"type\":\"entries\",\"name\":\"Nymphs\",\"entries\":[\"Divine servants that inhabit unspoiled corners of the world, nymphs protect places of natural power and infuse their surroundings with the magic of Nyx. Some are benevolent and aid those who live off the land, while others embody violent aspects of nature. In either case, nymphs generally avoid other sapient creatures, preferring to mind the cycles of nature, the daily interplay of wild animals, or other cosmic forces. Occasionally, though, groups of the same kind of nymphs congregate in a place of natural power or beauty. In times of special need, deities tied to facets of nature might employ nymphs as messengers, guardians, or scouts.\",{\"type\":\"entries\",\"name\":\"Immortal Nature\",\"entries\":[\"A nymph doesn't require food, drink, or sleep.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MOT/Naiad.webp\"},\"credit\":\"Kieran Yanner\"}]},{\"name\":\"Nightmare Shepherd\",\"source\":\"MOT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A nightmare shepherd is a gaunt, ashen fiend with leathery wings. It carries a shepherd's crook, which it uses to direct a flock of wandering dead that it torments and occasionally feeds upon.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MOT/Nightmare Shepherd.webp\"},\"credit\":\"Tyler Jacobson\"}]},{\"name\":\"Nyx-Fleece Ram\",\"source\":\"MOT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Touched by the gods, Nyx-fleece rams grow remarkable magical wool. This makes the beasts valuable to heroes and scoundrels alike, who would use their wool for either protection or profit. Divine servants guard the few herds of Nyx-fleece rams dwelling among Theros's loftiest peaks, assuring they don't fall into unworthy hands.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MOT/Nyx-Fleece Ram.webp\"},\"credit\":\"Terese Nielsen\"}]},{\"name\":\"Oracle\",\"source\":\"MOT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Oracles posses the ability to interpret the patterns and language of Nyx, divining from it the flow of fates and the will of the gods. Most of these gifted—or cursed—mortals communicate with a single god, interpreting their intentions for the wider world. Others aren't aligned with a god and observe the night sky, reading Nyx like a vast, cryptic scroll for insights.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MOT/Oracle.webp\"},\"credit\":\"Cynthia Sheppard\"}]},{\"name\":\"Oread\",\"source\":\"MOT\",\"entries\":[{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Aggressive oreads number among the most dangerous nymphs, as they embody the wild might of flames, volcanism, and the hidden forces of the earth. These creatures typically dwell in remote mountain crags and near volcanoes, where they caper among the forces of dissolution and rebirth. During avalanches and volcanic eruptions, groups of oreads might race ahead of the destruction, dancing, singing, and doing what they can to maximize the impending devastation.\",{\"type\":\"entries\",\"name\":\"Honor Among Fey\",\"entries\":[\"Hearkening back to some ages-old conflict, oreads refuse to knowingly destroy any land inhabited by another nymph. While they won't work to alter the natural course of destruction, neither will they make another nymph's home part of any calamity they encourage. As a result, part of what makes an alseid's field or a dryad's grove seem so blessed is that oreads go out of their way to leave such sites alone.\"]},{\"type\":\"entries\",\"name\":\"Tales of Fire\",\"entries\":[\"The followers of Purphoros regard oreads with special reverence, as myths tell of cagey smiths befriending these nymphs and convincing them to aid in creating phenomenal works. In some tales, a smith finds an oread and allows it to relish in the destruction of a novel or remarkable item. In recompense, the oread provides the smith with materials drawn from the burning heart of the world, allowing the smith to create an even greater wonder. In more tales, though, a smith pursues an oread, then later the mortal's associates find familiar tools and a heap of ashes.\"]}]},{\"type\":\"entries\",\"name\":\"Nymphs\",\"entries\":[\"Divine servants that inhabit unspoiled corners of the world, nymphs protect places of natural power and infuse their surroundings with the magic of Nyx. Some are benevolent and aid those who live off the land, while others embody violent aspects of nature. In either case, nymphs generally avoid other sapient creatures, preferring to mind the cycles of nature, the daily interplay of wild animals, or other cosmic forces. Occasionally, though, groups of the same kind of nymphs congregate in a place of natural power or beauty. In times of special need, deities tied to facets of nature might employ nymphs as messengers, guardians, or scouts.\",{\"type\":\"entries\",\"name\":\"Immortal Nature\",\"entries\":[\"A nymph doesn't require food, drink, or sleep.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MOT/Oread.webp\"},\"credit\":\"Yigit Koroglu\"}]},{\"name\":\"Phylaskia\",\"source\":\"MOT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"These armored skeletal spirits guard the borders of the Underworld and its various wards. Sleepless and merciless, they scrutinize all who would pass, and they slay those who defy them.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MOT/Phylaskia.webp\"},\"credit\":\"Vincent Proce\"}]},{\"name\":\"Polukranos\",\"source\":\"MOT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Polukranos, called the World Eater, is the mortal manifestation of the eternal ideal of a hydra. In its first incarnation, it fell from Nyx to the mortal world, and so great were its size and strength that the gods Nylea and Heliod combined their power to bind the monster deep within the Nessian Wood. That incarnation was slain, but the eternal ideal remains. A new incarnation of the World Eater is a fearsome omen, as the monster only appears when the pillars of the world tremble and terrible things are afoot in the realm of the gods. Its rampages often presage an age of menace for all civilization.\",\"What krakens are to the sea and dragons are to the sky, hydras are to the lands of Theros. Various hydras dwell at the fringes of civilization, from the bog-dwelling hydras known across the multiverse to massive ironscale hydras that lurk in deep wildernesses. Beyond even these exist serpentine horrors born of the whims of foul gods, like the legendary hydra Polukranos.\"]}]},{\"name\":\"Returned\",\"source\":\"MOT\",\"entries\":[\"Returned have escaped the Underworld and dwell among the living once more, but their second lives are rarely what they expected—not that they remember what it was they expected. As a result of having followed the Path of Phenax (see chapter 4), the Returned lose their identities, which manifest as separate beings known as eidolons. The experience of escaping the Underworld also causes them to lose their faces, which become expressionless surfaces with empty eye sockets and gaping mouths. These blank surfaces they cover with distinctive golden masks.\",\"Returned reenter the world blank and undead. No longer possessing the ability to form long-term memories, they generally can't build meaningful relationships or establish new lives. Instead, most experience fleeting emotions and follow hollow routines, their existences reduced to shadow plays without weight or substance.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MOT/Returned.webp\"},\"credit\":\"Emrah Elmasli\"}]},{\"name\":\"Returned Drifter\",\"source\":\"MOT\",\"_copy\":{\"name\":\"Returned\",\"source\":\"MOT\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Many Returned are pitiable souls who managed to escape from the Underworld only to find themselves stripped of the passions that motivated their flight. Lacking purpose and shunned by the living, these Returned typically seek places where they'll be left in peace, such as lonely tombs or the necropoleis of Asphodel and Odunos. There they go through half-hearted parodies of life, impeded by distraction and ennui. Despite this, even the most languorous Returned defend themselves if threatened and might be pressed into the service of their more willful brethren.\"]}]}}}}},{\"name\":\"Returned Kakomantis\",\"source\":\"MOT\",\"_copy\":{\"name\":\"Returned\",\"source\":\"MOT\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Although the dead typically recall little of their lives, some have an obsession with magic that survives both death and rebirth as a Returned. These Returned, called kakomanteis, use their magical prowess to control the energy that suffuses the Underworld.\"]}]}}}}},{\"name\":\"Returned Palamnite\",\"source\":\"MOT\",\"_copy\":{\"name\":\"Returned\",\"source\":\"MOT\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Even death and the loss of their identities can't erase the rage that inspires Returned palamnites. These Returned led violent lives, existences filled with such pain and hatred that violence now suffuses their deathless bodies. Such makes them exceptionally dangerous to the living, as these aimless killers know only suffering and seek to spread it whenever the opportunity arises. While palamnites might wander the world as dangerous, lone murderers, many gravitate to Odunos, where they serve the vicious will of Tymaret the Murder King (see chapter 3).\"]}]}}}}},{\"name\":\"Returned Sentry\",\"source\":\"MOT\",\"_copy\":{\"name\":\"Returned\",\"source\":\"MOT\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Most new or purposeless Returned are easily manipulated into serving their more forceful brethren. Having purpose forced upon them, these Returned perform simple, artless tasks with middling efficiency. Their one virtue is their tirelessness, which makes them exceptional guards. In the necropoleis, this sees many Returned employed as sentries, though they might also be messengers or laborers. If threatened, groups of these Returned work well together, sharing the unified goals of overcoming their foes and getting back to the task at hand.\"]}]}}}}},{\"name\":\"Satyr Reveler\",\"source\":\"MOT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Pursuing lives of endless reverie, satyr revelers eagerly participate in celebrations wherever they find them. Their boisterous natures go far toward tempting others to eat, drink, and carouse with them. Faced with stodgier individuals or outright rivals, satyr revelers don't balk at using the magic of their music, dance, or other performances to charm opponents into joining their festivities. In the aftermath, these satyrs' foes are more likely to suffer embarrassment and groggy mornings than any lasting harm.\",\"While most satyrs are known for their high spirits, love of revels, and gregarious personalities, these outgoing people are neither naive nor defenseless. Some satyrs delightedly torment stuffy individuals or pull pranks on the unwary, pastimes that can predictably lead to scuffles. If a satyr can't talk their way out of a conflict—or diffuse it with a good-natured distraction—they readily defend themselves, their friends, and their homes in the Skola Vale. With diversions aside, satyrs bend their cleverness toward tactics and methods of ending conflicts as swiftly as possible. This often means turning the same skills that make them famed celebrants toward battle, be it captivating performances or the aim developed through endless games of skill. Once a threat is overcome, though, satyrs are quick to engage in their favorite part of battle: the victory celebration.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MOT/Satyr Reveler.webp\"},\"credit\":\"Steve Argyle\"}]},{\"name\":\"Satyr Thornbearer\",\"source\":\"MOT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Not all satyrs live lives of pure whimsy. When forced to defend their friends and homes, satyr thornbearers are quick to take up their bows and strike against danger. Particularly amid the dense trees of the Skola Vale, these satyr skirmishers cooperate in loose teams, using guerrilla tactics to harass foes then melt back into the forest. The blessings of Nylea aid the satyrs in protecting their home, and a single arrow from a thornbearer's bow might rain down like a volley from a whole army.\",\"While most satyrs are known for their high spirits, love of revels, and gregarious personalities, these outgoing people are neither naive nor defenseless. Some satyrs delightedly torment stuffy individuals or pull pranks on the unwary, pastimes that can predictably lead to scuffles. If a satyr can't talk their way out of a conflict—or diffuse it with a good-natured distraction—they readily defend themselves, their friends, and their homes in the Skola Vale. With diversions aside, satyrs bend their cleverness toward tactics and methods of ending conflicts as swiftly as possible. This often means turning the same skills that make them famed celebrants toward battle, be it captivating performances or the aim developed through endless games of skill. Once a threat is overcome, though, satyrs are quick to engage in their favorite part of battle: the victory celebration.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MOT/Satyr Thornbearer.webp\"},\"credit\":\"Dan Scott\"}]},{\"name\":\"Setessan Hoplite\",\"source\":\"MOT\",\"_copy\":{\"name\":\"Hoplite\",\"source\":\"MOT\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Most Setessan hoplites begin their training as hunters, making them skilled in traversing the woods and adept at both guerrilla tactics and archery. Their strategies often emulate the favored servants of Nylea—especially wild beasts like wolves and lynxes. Typically a few soldiers harry an enemy while the rest capitalize on their foe's distraction.\"]}]}}}}},{\"name\":\"Theran Chimera\",\"source\":\"MOT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The term chimera applies to a wide variety of disparate monsters that combine the features of multiple beasts. While many artistic depictions represent chimeras as an amalgam of lion, ram, and dragon, these beasts appear with nearly endless variations.\",\"The Akroans tell a tale of the first chimera's origin, wherein the god Keranos sought to test Nylea's favorite champion, Renata of Setessa, by creating a beast so deadly that even she would balk at trying to hunt it. When Renata slayed this lion-ram-dragon creation effortlessly, Keranos created another combination of deadlier beasts to challenge her. She slayed that beast, too. Despite countless attempts, Keranos was unable to create a beast that Renata couldn't best.\",\"Chimeras typically roam the deep wilds of the world, constantly seeking a lair that would perfectly suit one of its heads, but then finding it unsatisfying to two-thirds of its being. As a result, a hungry chimera might appear out of a clear sky to pick off prey nearly anywhere. This threat grows even more significant in regions where magic runs rampant or where portals to the realm of Nyx exist, as unrestrained magical energy often causes more chimeras to appear in a region. As such chaotic magic is inherent to a chimera's being, these monsters often manage to shrug off spells cast against them.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Customizing a Chimera\",\"entries\":[\"The Theran chimera stat block presents one possible chimera configuration. You may customize these statistics to design your own unique chimera. To do so, simply roll once on one or all of the following tables. Results from the Body Composition table adjust the Theran chimera as described, while results on the Breath Weapons, Head Attacks, and Tail Attacks tables replace those respective actions in the stat block. Theran chimeras always have the Claws action. If the results of multiple tables conflict, chose your preferred result.\",{\"type\":\"table\",\"caption\":\"Body Composition\",\"colLabels\":[\"d4\",\"Attack\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",{\"type\":\"entries\",\"name\":\"Plains Creature\",\"entries\":[\"The chimera's body is that of a large lowland creature, such as a bull or a bear, and it lacks wings and a flying speed. The chimera is especially resilient, gaining resistance to cold and fire damage.\"]}],[\"2\",{\"type\":\"entries\",\"name\":\"Coast Creature\",\"entries\":[\"The chimera's body is that of a coastal or aquatic creature, such as a heron or a shark. The chimera gains a swimming speed equal to its walking speed and can breathe air and water.\"]}],[\"3\",{\"type\":\"entries\",\"name\":\"Mountain Creature\",\"entries\":[\"The chimera's body is that of a mountain-dwelling creature, such as a ram or a dragon. The chimera doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"]}],[\"4\",{\"type\":\"entries\",\"name\":\"Swamp Creature\",\"entries\":[\"The chimera's body is that of a swamp creature or a cavern-dweller, such as a giant lizard or spider. The chimera gains a climbing speed equal to its walking speed and it can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"]}]]},{\"type\":\"table\",\"caption\":\"Head Attacks\",\"colLabels\":[\"d4\",\"Attack\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",{\"type\":\"entries\",\"name\":\"Bull Horns\",\"entries\":[\"If the chimera moves at least 20 feet straight toward a target and then hits it with a head attack on the same turn, the target takes an extra 7 ({@dice 2d6}) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.\"]}],[\"2\",{\"type\":\"entries\",\"name\":\"Shark Bite\",\"entries\":[\"The chimera has advantage on a head attack roll against any creature that doesn't have all its hit points.\"]}],[\"3\",{\"type\":\"entries\",\"name\":\"Unicorn Horn\",\"entries\":[\"The chimera's head attack is magical and deals an extra 4 ({@dice 1d8}) radiant damage.\"]}],[\"4\",{\"type\":\"entries\",\"name\":\"Cockatrice Beak\",\"entries\":[\"A creature hit by the chimera's head attack must succeed on a DC 15 Constitution saving throw or be restrained as it begins to turn to stone. The restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.\"]}]]},{\"type\":\"table\",\"caption\":\"Breath Weapons\",\"colLabels\":[\"d4\",\"Attack\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",{\"type\":\"entries\",\"name\":\"Lightning Breath {@recharge 5}\",\"entries\":[\"The chimera exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 36 ({@dice 8d8}) lightning damage on a failed save, or half as much damage on a successful one.\"]}],[\"2\",{\"type\":\"entries\",\"name\":\"Tidal Wave Breath {@recharge 5}\",\"entries\":[\"The chimera has an aquatic creature's head that exhales a torrent of acidic water in a 60-foot line that is 5 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw. On failed save, a creature takes 27 ({@dice 5d10}) acid damage and is knocked prone. On a successful save, it takes half as much damage and isn't knocked prone.\"]}],[\"3\",{\"type\":\"entries\",\"name\":\"Venom Spray {@recharge 5}\",\"entries\":[\"The chimera has a venomous creature's head that exhales a spray of poison in a 15-foot cone. Each creature in that area must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, a target takes 35 ({@dice 10d6}) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],[\"4\",{\"type\":\"entries\",\"name\":\"Necrotic Breath {@recharge 5}\",\"entries\":[\"The chimera exhales necrotic energy in a 15-foot cone. Each creature in that area must succeed on a DC 15 Constitution saving throw, or it takes 31 ({@dice 7d8}) necrotic damage and is unable to regain hit points until the end of its next turn.\"]}]]},{\"type\":\"table\",\"caption\":\"Tail Attacks\",\"colLabels\":[\"d4\",\"Attack\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",{\"type\":\"entries\",\"name\":\"Venomous Tail\",\"entries\":[\"The chimera's tail ends in a snake's head or a stinger, which deals piercing damage instead of bludgeoning damage. In addition, when the chimera hits a creature with its tail, the creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. A poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],[\"2\",{\"type\":\"entries\",\"name\":\"Perplexing Tail\",\"entries\":[\"The chimera has an additional head where its tail should be. The chimera loses its tail attack and makes two head attacks when it takes the Multiattack action. Use the Head Attacks table to determine the nature of the new head.\"]}],[\"3\",{\"type\":\"entries\",\"name\":\"Shark Tail\",\"entries\":[\"The chimera's tail is a large fin. When the chimera hits a creature with its tail, the creature is also pushed up to 10 feet away.\"]}],[\"4\",{\"type\":\"entries\",\"name\":\"Constricting Tail\",\"entries\":[\"The chimera's tail can constrict prey. If the chimera hits a creature with its tail, the target is grappled (escape DC 15) if it is Large or smaller. Until this grapple ends, the target is restrained, and the chimera can't use its tail on another target.\"]}]]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MOT/Theran Chimera.webp\"},\"credit\":\"Lars Grant-West\"}]},{\"name\":\"Triton Master of Waves\",\"source\":\"MOT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Triton masters of waves sculpt storms and change the tides, bending the sea to their will. Drawing forth living currents and the icy cold of the deep, these mages make the ocean their ally, using it to defend their people or enact Thassa's wishes. While dire threats from the land might bring them to coastal shallows, most masters of waves keep to the ocean's depths.\",\"Although many masters of waves resent land-dwellers and strike out at those who trespass upon their waters, most are devoted followers of the sea god. Those who share their faith or who bear earnest offerings to Thassa might defuse the tritons' ire—that is, if they survive the deadly winds and waves that typically herald these sea guardians' appearance.\",\"Clever, far-ranging people of the sea, tritons live rich lives unknown to most land-dwelling individuals. While the waves separate most tritons from land-dwellers, occasionally the inhabitants of the surface and the deep come into conflict. In such cases, tritons prove skilled at sabotaging ocean-going vessels, employing water-based magic, and otherwise whipping up the fury of the sea. Few dare insult tritons in their home environment, but those who do and survive often learn that the tritons' wrath doesn't end at the shore.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MOT/Triton Master of Waves.webp\"},\"credit\":\"Karl Kopinski\"}]},{\"name\":\"Triton Shorestalker\",\"source\":\"MOT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Some insults don't wash away with the tides. When surface dwellers threaten the safety of triton communities, impede upon Thassa's holiest depths, or steal the treasures of the deep, triton shorestalkers seek vengeance. Using speed and poison harvested from deadly sea beasts, these triton assassins slip into shallow waters and strike when least expected. Often, surface dwellers don't even realize they've been attacked by shorestalkers, chalking disappearances and deaths up to the innumerable dangers of the sea.\",\"Clever, far-ranging people of the sea, tritons live rich lives unknown to most land-dwelling individuals. While the waves separate most tritons from land-dwellers, occasionally the inhabitants of the surface and the deep come into conflict. In such cases, tritons prove skilled at sabotaging ocean-going vessels, employing water-based magic, and otherwise whipping up the fury of the sea. Few dare insult tritons in their home environment, but those who do and survive often learn that the tritons' wrath doesn't end at the shore.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MOT/Triton Shorestalker.webp\"},\"credit\":\"Svetlin Velinov\"}]},{\"name\":\"Tromokratis\",\"source\":\"MOT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Most krakens roam the seas, shattering hulls and scattering fleets, but the kraken Tromokratis notoriously vents its wrath on coastal settlements. Whether it acts at the command of the god Thassa or to sate its own hunger, Tromokratis numbers among the most feared threats in the sea, having no fixed lair and wandering where it will. In recent memory, the massive menace rose from the waves to topple the Pyrgnos, Meletis's great repository of scholarly knowledge. Since that day, the polis keeps a watch specifically for Tromokratis.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MOT/Tromokratis.webp\"},\"credit\":\"Matt Stewart\"}]},{\"name\":\"Two-Headed Cerberus\",\"source\":\"MOT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Thought to be a lesser breed of cerberi that have interbred with mortal wolves, two-headed cerberi typically roam the mortal side of the Tartyx River. There they generally ignore—or only modestly menace—the souls of the dead. Such isn't the case for mortals, though, and they eagerly set upon those who tread too close to the Underworld's borders.\",\"Feared by the living and the dead, cerberi patrol both banks of the Tartyx River. These multiheaded hounds of the Underworld breathe gouts of molten rock that sear and imprison those who trespass upon the borders of life and death. Most cerberi have a boundless hunger for fresh meat, especially the flesh of humanoids. Villains have been known to exploit that hunger by luring cerberi away from the river and setting them loose on mortal settlements.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MOT/Two-Headed Cerberus.webp\"},\"credit\":\"Karl Kopinski\"}]},{\"name\":\"Typhon\",\"source\":\"MOT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Titanic horrors of writhing flesh and gnashing maws, typhons slither through the Underworld seeking only to consume. Once the souls of mortal warlords and cruel tyrants, typhons come into being over ages of festering bitterness and rage. Over time, these souls twist into eternally ravenous monstrosities, which rampage through the realm of the dead, consuming souls by the thousands. The Underworld remains their prison, though, and most would relish nothing more than to escape and slaughter the living once more.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MOT/Typhon.webp\"},\"credit\":\"Yongjae Choi\"}]},{\"name\":\"Underworld Cerberus\",\"source\":\"MOT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Three-headed cerberi dwell deep in the Underworld. Terrifying and cunning, they guard portals between the wards of the Underworld, Erebos's greatest treasures, and noteworthy souls who might attempt to escape the realm of the dead. Three-headed cerberi commonly serve demons, but if left to their own devices, they often herd wily souls into labyrinthine Underworld wildernesses, then hunt them for sport.\",\"Feared by the living and the dead, cerberi patrol both banks of the Tartyx River. These multiheaded hounds of the Underworld breathe gouts of molten rock that sear and imprison those who trespass upon the borders of life and death. Most cerberi have a boundless hunger for fresh meat, especially the flesh of humanoids. Villains have been known to exploit that hunger by luring cerberi away from the river and setting them loose on mortal settlements.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MOT/Underworld Cerberus.webp\"},\"credit\":\"Svetlin Velinov\"}]},{\"name\":\"Winged Bull\",\"source\":\"MOT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Archons always ride into battle on fearsome winged mounts. Some legends suggest that the mount is actually a physical manifestation of the archon's will, allowing the pair to act with a single mind. The two most common archon mounts are winged bulls and winged lions.\"]}]},{\"name\":\"Winged Lion\",\"source\":\"MOT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Archons always ride into battle on fearsome winged mounts. Some legends suggest that the mount is actually a physical manifestation of the archon's will, allowing the pair to act with a single mind. The two most common archon mounts are winged bulls and winged lions.\"]}]},{\"name\":\"Woe Strider\",\"source\":\"MOT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Woe striders form from the souls of those who've broken the bonds of destiny. Over centuries, these cosmic blasphemers transform into hunched, long-limbed horrors. Sadistic things, woe striders seek ways to reweave themselves into the tapestry of destiny. This leads them to search for answers within the bowels of other beings, performing murderous haruspicy in pursuit of their discarded cosmic purpose. When they fail to find answers, their unnatural cries cause reality to shudder, undermining magic and sane minds alike.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MOT/Woe Strider.webp\"},\"credit\":\"John Thacker\"}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-mpmm.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"monsterFluff\"]},\"monsterFluff\":[{\"name\":\"Abishais\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"section\",\"name\":\"Abishais\",\"entries\":[\"Each abishai was once a mortal who somehow won Tiamat's favor before death and, as a reward, found its soul transformed into a draconic devil to serve at her pleasure in the Nine Hells. Each type of abishai is associated with one of Tiamat's five dragon heads: black, blue, green, red, and white.\",\"Tiamat deploys abishais as her agents, sending them forth to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed.\",\"Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when he chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat's orders or Asmodeus's. There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus's plans invites certain destruction.\"]}]},{\"name\":\"Abjurer Wizard\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Wizards\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Abjurers specialize in creating protective magical wards. Monarchs, nobles, and other wealthy individuals commonly hire abjurers to provide protection.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Abjurer Wizard.webp\"},\"credit\":\"Zoltan Boros\"}]},{\"name\":\"Adult Kruthik\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Kruthiks\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"It takes six months of steady eating for a {@creature young kruthik|MPMM} to reach adult size. The natural life span of an adult kruthik is roughly seven years.\",\"Adult kruthiks grow spiky protrusions on their legs and can fling these dagger-sized spikes at enemies beyond the reach of their claws.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Adult Kruthik.webp\"},\"credit\":\"Zack Stella\"}]},{\"name\":\"Adult Oblex\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Oblexes\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Older oblexes, called adults and elders, have eaten so many memories that they can form duplicates of the creatures they have devoured from the substance of their bodies, sending these copies off to lure prey into their clutches while remaining tethered to the slime by long tendrils of goo. These duplicated creatures are indistinguishable from their victims except for a faint sulfurous smell. Oblexes use these duplicates to lead prey into danger or to infiltrate settlements so they can feed on superior victims.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Adult Oblex.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Air Elemental Myrmidon\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Elemental Myrmidons\",\"source\":\"MPMM\"},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Air Elemental Myrmidon.webp\"},\"credit\":\"Filip Burburan\"}]},{\"name\":\"Alhoon\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"There are many reasons to avoid the way of the lich. An impermanent solution is paradoxical. Take alhoons. They require souls to keep from shriveling. I fail to see the appeal.\"],\"by\":\"Mordenkainen\"},\"Mind flayers that pursue arcane magic are exiled as deviants, and for them no everlasting communion with an elder brain is possible. The road to lichdom offers an alternative way to escape the permanency of death, but that path is long and fraught with barriers. Alhoons are mind flayers who have used a shortcut to attain a lichlike state.\",\"Elder brains forbid mind flayers from pursuing magic power aside from psionics, but it isn't an interdiction they must often enforce. Illithids brook no masters but members of their own kind, so it isn't in their nature to bow to any god or otherworldly patron. However, wizardry remains a temptation. In the pages of a spellbook, an illithid sees a system to acquire authority. Through the writings of the wizard who penned it, the illithid perceives the workings of a highly intelligent mind. Most mind flayers who find a spellbook react with abhorrence or indifference, but for some, a spellbook is a gateway to a new way of thinking.\",\"For a time, the study of such forbidden texts can be hidden from other illithids and even from an elder brain. Yet eventually, mind flayer arcanists determined to pursue wizardry must flee the colony for their own safety. Once they taste freedom from the colony, some prize their privacy, others seek to commune with similar minds, and still others seek to dominate a colony by elevating themselves to the position of leadership normally held by an elder brain. Regardless, all such arcanists face the same stark fact: when they die, they will not join the host of minds in the elder brain—deviant minds are never accepted as part of the collective. For them, death means oblivion.\",\"Lichdom offers salvation and the prospect of being able to pursue knowledge indefinitely. Yet learning the secret of achieving lichdom requires an arcane spellcaster to be at the apex of power—a significant challenge for mind flayers, given the scarcity of available mentors and training.\",\"Confronting this reality, a group of nine mind flayer arcanists used their arcane magic and psionics to weave a new truth. These nine called themselves the Alhoon, and those who follow in their footsteps are referred to by the same name.\",{\"name\":\"Collaborative Undeath\",\"type\":\"entries\",\"entries\":[\"To become alhoons, mind flayer arcanists must cooperate in the creation of a periapt of mind trapping, a fist-sized container made of silver, emerald, and amethyst. The process requires at least three mind flayer arcanists and the sacrifice of an equal number of souls from living victims in a three-day-long ritual of spellcasting and psionic communion. Upon its completion, free-willed undeath is conferred on the mind flayers, turning them into alhoons.\",\"Initially, an alhoon can be difficult to distinguish from a normal mind flayer. The most obvious difference is the lack of a mind flayer's ever-present mucus coating. Without that protection, an alhoon's skin becomes dry and cracked, and its eyes might appear shriveled and sunken. Both of these clues are easily missed by someone who hasn't seen a mind flayer. However, in short order, an alhoon's flesh withers away and its empty eye sockets gleam with cold pinpricks of light like those of other liches.\",\"Unlike a true lich's phylactery, the periapt of mind trapping doesn't restore the alhoons to undeath if they are destroyed. Instead, a destroyed alhoon's mind is transferred to the periapt, where it remains in communion with any other trapped alhoon minds, as well as the souls of those sacrificed.\",\"The undeath conferred by a periapt of mind trapping lasts only so long as the life of the living victim selected. Thus an alhoon who sacrificed a 200-year-old elf looks forward to a much longer existence than one that sacrificed a 35-year-old person. Alhoons can extend their existence by repeating the ritual with new victims, effectively resetting the clocks for themselves.\",\"Destroying a periapt of mind trapping consigns those trapped within it to oblivion, and thus alhoons often work together to create elaborate protections for their periapt and their preferred ritual site. Sometimes a single alhoon is entrusted with the periapt of mind trapping, but this is a dangerous proposition. Anyone who holds the periapt gains advantage on attacks, saving throws, and checks against the alhoons associated with its creation, and those alhoons in turn suffer disadvantage on attacks, saving throws, and checks against the holder. In addition, the holder can telepathically communicate with any sacrificed soul trapped within, and alhoons within the periapt can speak telepathically with the holder. A creature carrying the periapt can't prevent communication from alhoons but can silence trapped souls.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Alhoon.webp\"},\"credit\":\"Eric Belisle\"}]},{\"name\":\"Alkilith\",\"source\":\"MPMM\",\"entries\":[\"An alkilith is easily mistaken for some kind of foul fungal growth that appears on doorways, windows, and other portals. These dripping infestations conceal the demonic nature of the alkilith, making what should be a dire warning appear strange but otherwise innocuous. Wherever alkiliths take root, they weaken the fabric of reality, creating a portal through which even nastier demons can invade.\",\"The appearance of an alkilith in the world heralds a great wrongness and an imminent catastrophe. An alkilith searches for an aperture such as a window or a door around which it can take root, stretching its body around the opening and anchoring itself with a sticky secretion. If left undisturbed, the opening becomes attuned to the Abyss and eventually becomes a portal to that plane (see \\\"Planar Portals\\\" in the Dungeon Master's Guide).\",\"Alkiliths spring from cast-off bits of the hideous, shuddering body of Juiblex. They gradually become self-aware and seek to find their way onto the Material Plane. Since most cultists consider them too risky to summon—they can, after all, create portals to the Abyss—alkiliths must find other escape routes out of their native plane.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Alkilith.webp\"},\"credit\":\"Claudio Pozas\"}]},{\"name\":\"Allip\",\"source\":\"MPMM\",\"entries\":[\"When a creature uncovers a secret that a powerful being has protected with a mighty curse, the result is often the creation of an allip. Secrets protected in this manner range in scope from a demon lord's true name to the hidden truths of the cosmic order. The creature acquires the secret, but the curse annihilates its body and leaves behind a spectral being composed of fragments from the victim's psyche and overwhelming psychic agony.\",\"Every allip is wracked with a horrifying insight that torments what remains of its mind. In the presence of other creatures, an allip seeks to relieve this burden by sharing its secret. The creature can impart only a shard of the knowledge that doomed it, but that piece is enough to wrack the recipient with temporary mental anguish and violent compulsions. The survivors of an allip's attack are sometimes left with a compulsion to learn more about what spawned this monstrosity. Strange phrases echo through their minds, and weird visions occupy their dreams. The sense that some colossal truth sits just outside their recall plagues them for days, months, and sometimes years after their fateful encounter.\",{\"name\":\"Insidious Lore\",\"type\":\"entries\",\"entries\":[\"An allip might attempt to share its lore to escape its curse and enter the afterlife. It can transfer knowledge from its mind by guiding another creature to write down what it knows. This process takes days or possibly weeks. An allip can accomplish this task by lurking in the study or workplace of a scholar. If the allip remains hidden, its victim is gradually overcome by frantic energy. A scholar, driven by sudden insights to work night and day, produces reams of text with little memory of exactly what the documents contain. If the allip succeeds, it passes from the world—and its terrible secret hides somewhere in the scholar's text, waiting to be discovered by its next victim.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Allip.webp\"},\"credit\":\"Ilya Shkipin\"}]},{\"name\":\"Amnizu\",\"source\":\"MPMM\",\"entries\":[\"Amnizus lead infernal legions into battle and command guardians at the gateways to the Hells. Amnizus are arrogant, bullying, and ruthless, but they're also highly intelligent tacticians and unfailingly loyal—qualities the hellish archdukes value.\",\"Some amnizus perform the critical task of watching over the River Styx from fortresses along the river's blighted banks, where it flows through Dis and Stygia. They collect the souls arriving in the form of {@creature lemure||lemures}. Lemures have no personalities or memories; they're driven only by the desire to commit evil. The amnizus that patrol here drill the rules of the Nine Hells into the new arrivals' minds and marshal them into legions.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Amnizu.webp\"},\"credit\":\"Tom Babbey\"}]},{\"name\":\"Angry Sorrowsworn\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Sorrowsworn\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Relying on violence to sustain their existence, angry sorrowsworn—sometimes called the Angry—grow more powerful when their foes fight back. If a creature opts not to attack, though, this sorrowsworn becomes confused, and its attacks weaken. It also has two heads, which bicker with each other incessantly.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Angry Sorrowsworn.webp\"},\"credit\":\"Cory Trego-Erdner\"}]},{\"name\":\"Annis Hag\",\"source\":\"MPMM\",\"entries\":[\"Annis hags lair in mountains or hills. These hunchbacked and hump-shouldered hags are the largest and most physically imposing of their kind, standing eight feet tall. They can easily tear a fully grown person apart, but they love hunting the young, preferring their flesh above all others.\",\"Annis hags leave tokens of their cruelty at the edges of forests and other areas they claim to provoke fear and distrust in nearby villages and settlements. To an annis hag, nothing is sweeter than making a once-vibrant community paralyzed with terror, so folk never venture out at night, strangers are met with suspicion and anger, and parents warn their children: \\\"Be good, or the annis will get you.\\\"\",\"When an annis feels especially cruel, the hag adopts the appearance of a kindly elder, approaches a child in a remote place, and gives them an iron token (described below), through which the child can magically confide in the hag. Over time, \\\"Granny\\\" or \\\"Grampy\\\" convinces the child that it's okay to do bad deeds—starting with breaking things or wandering without permission, then graduating to pushing someone down the stairs or setting a house on fire. Eventually, the child's terrified family and community face painful decisions of what to do about the seemingly remorseless child.\",\"Much as annis hags befriend children in order to corrupt them, they may adopt a group of ogres, trolls, or other creatures ({@creature ogre||ogres} and {@creature troll||trolls}), ruling them through brute strength, insults, and superstition.\",{\"name\":\"Iron Token\",\"type\":\"entries\",\"entries\":[\"An annis hag can pull out one of their iron teeth or nails and spend 1 minute shaping and polishing it into the form of a coin, a ring, or a tiny mirror.\",\"Thereafter, any creature that holds this iron token can have a whispered conversation with the hag, provided the creature and the hag are within 10 miles of each other. When the hag speaks through the token, the holder can hear the hag's whisper but not any other sounds at the hag's location. Similarly, the hag can hear the holder of the token but not the noise around it.\",\"A hag can have up to three iron tokens active at one time. As an action, the hag can discern the direction and approximate distance to those active tokens. The hag can deactivate any of those tokens at any distance (no action required), whereupon the token retains its current form but loses its magic.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Annis Hag.webp\"},\"credit\":\"Tom Babbey\"}]},{\"name\":\"Apprentice Wizard\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Wizards\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Apprentices are novice arcane spellcasters who serve more experienced wizards or attend school. They perform menial work like cooking or cleaning in exchange for education in the ways of magic.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Apprentice Wizard.webp\"},\"credit\":\"Eva Widermann\"}]},{\"name\":\"Archdruid\",\"source\":\"MPMM\",\"entries\":[\"Archdruids watch over the natural wonders of their domains. They seldom interact with folk away from their druid groves and shrines, unless there is a great threat to the natural order or to a nearby community. An archdruid typically has one or more pupils who are {@creature druid||druids}, and the archdruid's lair is usually guarded by loyal Beasts and Fey creatures.\",\"When an archdruid uses their Change Shape action, you may choose the creature they turn into, abiding by the action's restrictions. Or you may roll on the Archdruid Favored Shapes table to determine the form the archdruid adopts.\",{\"caption\":\"Archdruid Favored Shapes\",\"type\":\"table\",\"colLabels\":[\"d8\",\"Favored Shape\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"{@creature Air elemental}\"],[\"2\",\"{@creature Earth elemental}\"],[\"3\",\"{@creature Fire elemental}\"],[\"4\",\"{@creature Giant crocodile}\"],[\"5\",\"{@creature Mammoth}\"],[\"6\",\"{@creature Flail snail|MPMM}\"],[\"7\",\"{@creature Triceratops}\"],[\"8\",\"{@creature Water elemental}\"]]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Archdruid.webp\"},\"credit\":\"Nicholas Elias\"}]},{\"name\":\"Archer\",\"source\":\"MPMM\",\"entries\":[\"Archers defend castles, hunt wild game on the fringes of civilization, serve as artillery in military units, and occasionally make good coin as brigands or caravan guards.\",\"Some renowned archers and groups of archers are known for the special fletching of their arrows. You may roll on the Archer Fletching table to determine the distinctive fletching used by an individual archer or a group of them.\",{\"caption\":\"Archer Fletching\",\"type\":\"table\",\"colLabels\":[\"d12\",\"Fletching\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Feathers from an owlbear's mane\"],[\"2\",\"Cockatrice feathers\"],[\"3\",\"Axe beak feathers\"],[\"4\",\"Planetar feathers\"],[\"5\",\"Couatl feathers\"],[\"6\",\"Pegasus feathers\"],[\"7\",\"Griffon feathers\"],[\"8\",\"Vrock feathers\"],[\"9\",\"Peryton feathers\"],[\"10\",\"Dryad leaf vanes\"],[\"11\",\"Drake scale vanes\"],[\"12\",\"Stirge wing vanes\"]]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Archer.webp\"},\"credit\":\"Francisco Miyara\"}]},{\"name\":\"Armanite\",\"source\":\"MPMM\",\"entries\":[\"Great herds of armanites race across the blasted fields of the Abyss, bent on slaughter and death, driven by unrestrained bloodlust. Whether they're controlled by more powerful demons or charging into battle for the sake of it, armanites use their claws and hooves, as well as their long, whiplike tails, to tear apart foes.\",\"In the armies of demon lords, armanites perform the role of heavy cavalry, leading the charge and tearing into their enemies' flanks. Armanites fight all the time—even battling each other if they can't find another enemy. They make ideal shock troops, utterly ruthless and bold to the point of stupidity.\",\"Part of what makes armanites so fearsome is the number of weapons they have at their disposal. They possess dense hooves, claws that end in curling talons, and long tails whose serrated ridges can flense the flesh from a victim, and they use them all to carve through their foes. When they're up against tough formations, they can call on their innate magic to loose bolts of lightning and blow holes in enemy ranks.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Armanite.webp\"},\"credit\":\"Zack Stella\"}]},{\"name\":\"Astral Dreadnought\",\"source\":\"MPMM\",\"entries\":[\"Enormous and terrifying, astral dreadnoughts haunt the silvery void of the Astral Plane, causing planar travelers to shudder at the very thought of them. Dreadnoughts have been gliding through the astral mists since the dawn of the multiverse, trying to devour all other creatures they encounter.\",\"Covered from head to tail in layers of thick, spiked plates, a dreadnought has two gnarled limbs that end in magic-enhanced pincer claws. Constellations appear to swirl in the depths of its single eye, and its serpentine tail trails off into the silvery void. Anything it swallows is deposited in a unique demiplane—an enclosed space that contains eons worth of detritus, as well as the remains of travelers. The place has gravity and breathable air, and organic matter decays there. When the dreadnought dies, its demiplane vanishes, and its contents are released into the Astral Plane.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Astral Dreadnought.webp\"},\"credit\":\"Sidharth Chaturvedi\"}]},{\"name\":\"Aurochs\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Cattle\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"An aurochs is a large, fierce bovine with jutting horns. In many lands, herds of aurochs roam free, while elsewhere orcs and humans train them from an early age to carry riders into combat.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Aurochs.webp\"},\"credit\":\"Tom Babbey\"}]},{\"name\":\"Autumn Eladrin\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Eladrin\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Eladrin often enter the autumn season when they are overcome by feelings of goodwill. In this aspect, they defuse conflicts and alleviate suffering by using their magic to relieve any ailments that afflict the people who come to them for aid. They tolerate no violence in their presence and move quickly to settle disputes, to ensure that peace continues to reign.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Autumn Eladrin.webp\"},\"credit\":\"Eric Belisle\"}]},{\"name\":\"Babau\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"I'm unimpressed by most children. They are a blend of their ancestors but often more disappointing. You'd think two of the most beautiful, bloodthirsty beings of the Lower Planes would create a creature of greater potential. Instead, the ghastly babau fails to match the fiendish splendor of its parents.\"],\"by\":\"Mordenkainen\"},\"Demons and devils clash endlessly for control of the Lower Planes. One of these battles pitted the legions of the archdevil Glasya against the screaming hordes of the demon lord Graz'zt. It is said that when Glasya wounded Graz'zt with her sword, the first babaus arose where his blood struck the ground. Their sudden appearance helped rout Glasya and secured Graz'zt's place as one of the preeminent demon lords of the Abyss.\",\"A babau demon has the cunning of a devil and the bloodthirstiness of a demon. It has leathery skin pulled tight over its gaunt frame and a curved horn protruding from the back of its elongated skull. A babau's baleful glare can weaken a creature, and its talons gleam with acidic slime.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Babau.webp\"},\"credit\":\"Ben Wootten\"}]},{\"name\":\"Bael\",\"source\":\"MPMM\",\"entries\":[\"With the Blood War between devils and demons raging for eons and no end in sight, opportunities abound for ambitious archdevils to win fame, glory, and power in the ongoing struggle. Duke Bael, one of Mammon's most important vassals, has won fame and acclaim for his victories. Charged with leading sixty-six companies of {@creature barbed devil||barbed devils}, Bael has proven to be a tactical genius, earning esteem for himself and his master as a result of victory after victory over the abyssal host. Mammon relies on Bael to safeguard his holdings because of Bael's battle acumen. During a time when so many other archdevils have lost their positions, Mammon has never been ousted, which is a testament to Bael's skill on the battlefield.\",\"For his accomplishments, Bael has been granted the title of Bronze General. His accolades notwithstanding, he has had a difficult time navigating the quagmire of infernal politics. His critics call him naive, though never to his face. His primary interest has always been leading soldiers in battle, so he finds it frustrating to have his ambitions of ascending to a higher rank constantly stymied by politically shrewd rivals.\",\"Bael prefers to make servants out of his adversaries, and mortals bound to his service earn their wretched place by falling victim to his superior stratagems. Bael gladly spares the lives of those he defeats—if they pledge their souls and service to him. Demons are an exception; although he is willing to corrupt almost any other foes, he always destroys demons he defeats.\",\"Bael also welcomes mortals into his service if they can provide him with an advantage in his politicking. He recruits savvy individuals and relies on them to represent his interests at Mammon's court, which leaves him free to pursue his battle lust.\",\"Despite his lack of interest in affairs outside battle, or perhaps because of it, Bael has gained a small following of cultists. Those who worship at his altar call him the King of Hell, and the most deluded believe that he is the lord of all devils. In arcane circles, certain writings, such as the dreaded Book of Fire, say that Bael revealed the invisibility spell to the world, though some scholars of magic hotly refute such claims. Bael is sometimes depicted as a toad, a cat, a human, or some combination of these forms.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Bael.webp\"},\"credit\":\"Chris Seaman\"}]},{\"name\":\"Balhannoth\",\"source\":\"MPMM\",\"entries\":[\"Native to the Shadowfell, the vicious, predatory balhannoth alters reality in its lair to make the place appear inviting to travelers. A limited form of telepathy enables a balhannoth to identify images of places where its prey expects their needs and desires to be met, such as an inn or a temple offering healing. It then warps reality around itself, hiding itself and remaking its environment to resemble such a place. The imitation is imperfect, but it's good enough to fool greedy or desperate creatures. Once its prey enters the trap, it snatches the targets and teleports away to feed on their fear and despair.\",\"Dungeon builders and Underdark tyrants sometimes venture into the Shadowfell to capture balhannoths for use as guardians.\",{\"type\":\"entries\",\"name\":\"A Balhannoth's Lair\",\"entries\":[\"In the Shadowfell, balhannoths make their lairs near places inhabited by creatures they hunt. They typically haunt well-traveled roads and paths, snatching people who come along. A balhannoth used as a guardian in the Underdark might lair in caves near Underdark passages and guard the ways in and out of its keepers' enclave.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Balhannoth.webp\"},\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Banderhobb\",\"source\":\"MPMM\",\"entries\":[\"A banderhobb is a hybrid of shadow and flesh. Through vile magic, these components take on an enormous and horrific upright shape resembling a bipedal toad. In this form, a banderhobb temporarily serves its creator as a thug, a thief, and a kidnapper that swallows the unwary.\",\"Hags have devised a ritual for creating banderhobbs—a hag who knows the ritual might be willing to teach it for the right price. Some other wicked Fey and powerful Fiends also know of the process, as do a few mortal mages.\",\"During its brief existence, a banderhobb attempts to carry out its creator's bidding. It accomplishes its mission with no concern for the harm it suffers or causes. Its only desire is to serve and succeed. A banderhobb that is assigned to track down a target is particularly dangerous when it is provided with a lock of hair, a personal belonging, or another object connected to the target. Possession of such an item allows it to sense the creature's location from as far as a mile away.\",\"A banderhobb fulfills its duties until its existence ends. When it expires, usually several days after its birth, it leaves behind only tarry goo and wisps of shadow. Legends tell of an ominous tower in the Shadowfell where the shadows sometimes reform and banderhobbs roam.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Banderhobb.webp\"},\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Baphomet\",\"source\":\"MPMM\",\"entries\":[\"Civilization is weakness and brutality is strength in the credo of Baphomet, the Horned King and the Prince of Beasts. He is worshiped by those who want to break the confines of civility and unleash their bestial natures, for Baphomet envisions a world without restraint, where creatures live out their most bloodthirsty desires.\",\"Cults devoted to Baphomet use mazes and complex knots as their emblems. They create secret places to indulge themselves, including labyrinths of the sort their master favors. Bloodstained crowns and weapons of iron and brass decorate their profane altars.\",\"Over time, a {@cult cult of baphomet|mpmm|cultist of Baphomet} becomes tainted by his influence, gaining bloodshot eyes and coarse, thickening hair. Small horns eventually sprout from the cultist's forehead. In time, a devoted cultist might transform entirely into a minotaur, which is considered the greatest gift of the Prince of Beasts.\",\"Baphomet appears as a fearsome, 20-foot-tall minotaur with six iron horns. A fiendish light burns in his red eyes. Although he is filled with bestial blood lust, there lies within him a cruel and cunning intellect devoted to subverting all civilization.\",\"Baphomet wields a great glaive called Heartcleaver. He also charges his enemies and gores them with his horns, trampling his foes into the earth and rending them with his teeth like a beast.\",{\"name\":\"Cultists of Baphomet\",\"type\":\"entries\",\"entries\":[\"{@note See the {@cult Cult of Baphomet|MPMM} entry.}\"]},{\"type\":\"entries\",\"name\":\"Baphomet's Lair\",\"entries\":[\"Baphomet's lair is his palace, the Lyktion, which is on the layer of the Abyss called the Endless Maze. Nestled within the twisting passages of the planewide labyrinth, the Lyktion is immaculately maintained and surrounded by a moat constructed in the fashion of a three-dimensional maze. The palace is a towering structure whose interior is as labyrinthine as the plane on which it stands; it is populated by {@creature minotaur||minotaurs}, {@creature goristro||goristros}, and {@creature quasit||quasits}.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Baphomet.webp\"},\"credit\":\"Richard Whitters\"}]},{\"name\":\"Bard\",\"source\":\"MPMM\",\"entries\":[\"Bards are gifted poets, storytellers, and entertainers who travel far and wide. They're commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries, and wealthy patrons.\",\"Each bard is a master of at least one type of performance. You may choose a bard's main type, or you may roll on the Bard {@skill Performance} Types table to determine it.\",{\"type\":\"table\",\"caption\":\"Bard Performance Types\",\"colLabels\":[\"d10\",\"Performance Type\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Poetry\"],[\"2\",\"Singing\"],[\"3\",\"Bagpipe\"],[\"4\",\"Flute\"],[\"5\",\"Dancing\"],[\"6\",\"Drum\"],[\"7\",\"Lute\"],[\"8\",\"Puppetry\"],[\"9\",\"Mime\"],[\"10\",\"Acting\"]]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Bard.webp\"},\"credit\":\"Rudy Siswanto\"}]},{\"name\":\"Barghest\",\"source\":\"MPMM\",\"entries\":[\"Long ago, the god Maglubiyet—conqueror and then lord of early goblinoids—bargained with the General of Gehenna for aid. The General provided yugoloths, which then died in service to Maglubiyet. Yet when the time came to honor his part of the compact, Maglubiyet reneged on the deal. In vengeance, the General of Gehenna created the soul-devouring barghests to devour goblinoid souls.\",\"The mission of every barghest, implanted in it by the General of Gehenna, is to consume souls. It eats these souls by devouring the bodies of those it kills, preferring goblinoids.\",\"A barghest hungers for the day when it can complete its mission, return to Gehenna, and serve the General directly in his yugoloth legions, but it doesn't kill goblinoids indiscriminately. By devouring the souls of goblinoid leaders and other powerful individuals, a barghest earns elevated status in the afterlife. Barghests typically keep their true nature secret, preying on the occasional lone goblin when the opportunity arises, until they reach adulthood and are capable of seeking out stronger prey. A barghest avoids contact with large, open fires.\",\"Any conflagration larger than its body acts as a gateway to Gehenna and banishes it to that plane, where it is likely to be slain or enslaved by a yugoloth for its failure.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Barghest.webp\"},\"credit\":\"Cory Trego-Erdner\"}]},{\"name\":\"Berbalang\",\"source\":\"MPMM\",\"entries\":[\"Berbalangs creep across the {@condition petrified} remains of dead gods adrift on the Astral Plane. Obsessed with gathering secrets, both from the gods they inhabit and from the bones of dead creatures, they call forth the spirits of the dead and force them to divulge what they learned in life.\",\"Berbalangs prefer to speak only to dead things, and specifically only to the spirits they call forth in the hope of learning secrets. They record their stories on the bones that once belonged to these creatures, thus preserving the information they gain.\",\"Pursuit of knowledge drives everything berbalangs do. Although they mostly learn their secrets from the dead, they aren't above spying on the living to take knowledge from them as well. A berbalang can create a spectral duplicate of itself and send the duplicate out to gather information on other planes by watching places where the gods and their servants gather. When a berbalang is perceiving its environment through its duplicate, its actual body is {@condition unconscious} and can't protect itself. Thus, a berbalang typically uses its duplicate for only a short time before returning its consciousness to its body.\",\"The knowledge that berbalangs accumulate makes them great sources of information for powerful people traveling the planes. Berbalangs ignore petitioners, however, unless they come bearing a choice secret or the bones of a particularly interesting creature. Some githyanki have been able to strike deals with the creatures, using berbalangs to spy on their enemies and to watch over their creches on the Material Plane.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Berbalang.webp\"},\"credit\":\"Ben Wootten\"}]},{\"name\":\"Bheur Hag\",\"source\":\"MPMM\",\"entries\":[\"Bheur hags live in wintry lands, favoring snowy mountains. These hags become more active during winter, using their ice and weather magic to make life miserable for nearby settlements.\",\"A bheur hag's skin has the bluish hue of a person who has frozen to death. The hag's hair is white, and the hag is emaciated, with pale eyes surrounded by bruise-colored flesh. A bheur hag carries a twisted gray wooden staff that can be ridden like a flying broom and that augments the hag's magic.\",\"Bheur hags are attracted to selfish actions inspired by deadly cold, such as murdering a traveler for a winter coat or chopping down a dryad's grove for firewood. These actions are especially sweet to a bheur if they are unwarranted, such as a greedy merchant hoarding excess food for the winter while others starve. Bheurs use their ability to manipulate weather to batter villages with freezing cold, hoping to instill a despair that turns folk against each other.\",\"In combat, a bheur hag also strives to inspire horror. When near a recently slain foe, the hag may forgo an attack to feed on the corpse. The sight of this butchery is enough to terrify most witnesses.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Bheur Hag.webp\"},\"credit\":\"Tom Babbey\"}]},{\"name\":\"Black Abishai\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Abishais\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Expert assassins and infiltrators, black abishais can weave shadows to mask their presence, allowing them to reach a location where they can deliver a fatal strike to their targets.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Black Abishai.webp\"},\"credit\":\"Daniel Landerman\"}]},{\"name\":\"Blackguard\",\"source\":\"MPMM\",\"entries\":[\"Blackguards are paladins who broke their sacred oaths and now indulge their own villainous ambitions. They consort with Fiends and Undead, and they reject many of the goodly things from their former lives.\",\"Blackguards often adorn their armor and weapons with dread accoutrements or are marked by eerie phenomena. You may choose a blackguard's accoutrement or roll on the Blackguard Accoutrements table to determine it.\",{\"type\":\"table\",\"caption\":\"Blackguard Accoutrements\",\"colLabels\":[\"d8\",\"Accoutrement\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Armor etched with stylized depictions of gruesome battles\"],[\"2\",\"Helm wrought in the shape of a demonic boar\"],[\"3\",\"Helm wrought to resemble a death mask\"],[\"4\",\"Cloak decorated with bloody handprints\"],[\"5\",\"Curls of inky smoke seeping from armor at the joints\"],[\"6\",\"Dozens of flies buzzing about the blackguard\"],[\"7\",\"Severed hand hanging from a chain around the blackguard's neck\"],[\"8\",\"Glaive adorned with a length of cloth bearing the words \\\"I choose violence\\\"\"]]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Blackguard.webp\"},\"credit\":\"Lorenzo Mastroianni\"}]},{\"name\":\"Blue Abishai\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Abishais\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Seekers of forgotten lore and lost relics, blue abishais are the most cunning and learned of their kind. Their research into occult subjects gleaned from tomes plundered from across the multiverse enables them to become accomplished spellcasters. They use their magic to devastate Tiamat's enemies.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Blue Abishai.webp\"},\"credit\":\"Daniel Landerman\"}]},{\"name\":\"Bodak\",\"source\":\"MPMM\",\"entries\":[\"A bodak is the undying remains of someone who revered Orcus. Devoid of life and soul, it exists only to cause death.\",\"A worshiper of Orcus can take ritual vows while carving the demon lord's symbol on their chest over the heart. Orcus's power flays body, mind, and soul, leaving behind a sentient husk that consumes life energy near it. Most bodaks come into being in this way, then are unleashed to spread death in Orcus's name.\",\"Bodaks are extensions of Orcus's will outside the Abyss, serving the demon prince's aims and other minions. Orcus can recall anything a bodak sees or hears. If he so chooses, he can speak through a bodak to address his enemies and followers directly.\",\"A bodak retains vague impressions of its past life. It seeks out its former allies and enemies alike to destroy them, as its warped soul seeks to erase anything connected to its former life. Minions of Orcus are the one exception to this compulsion; a bodak recognizes them as kindred souls and spares them from its wrath. Anyone who knew the individual before its transformation into a bodak can recognize mannerisms or other subtle clues to its original identity.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Bodak.webp\"},\"credit\":\"Richard Whitters\"}]},{\"name\":\"Boggle\",\"source\":\"MPMM\",\"entries\":[\"Boggles are the little bogeys of fairy tales. They lurk in the fringes of the Feywild and are also found on the Material Plane, where they hide under beds and in closets, waiting to frighten and bedevil folk with their mischief.\",\"Boggles are born out of feelings of loneliness. They materialize when a sapient being feels isolated or abandoned near a place where the Feywild touches the world. For example, a forsaken child might unintentionally conjure a boggle and see them as a sort of imaginary friend. A boggle might also appear in the attic of a lonely widower's house or in a hermit's cave.\",\"Boggles engage in petty pranks to amuse themselves, using the oil they excrete to cause trouble. A boggle also isn't above breaking dishes, hiding tools, startling cows to decrease their milk, or hiding a baby in an attic. Although a boggle's antics might cause distress and unintentional harm, mischief—not mayhem—is usually the intent. If threatened, a boggle flees rather than stand and fight.\",\"A boggle can create magical openings to travel short distances or to pilfer items that would otherwise be beyond its reach. To create such a rift in space, a boggle must be adjacent to a space defined by a frame, such as an open window or a doorway, a gap between the bars of a cage, or the opening between the feet of a bed and the floor. The rift is {@condition invisible} and disappears after a few seconds—just enough time for the boggle to step, reach, or attack through it.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Boggle.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Boneclaw\",\"source\":\"MPMM\",\"entries\":[\"A wizard who tries to become a lich but fails might become a boneclaw instead. These hideous, cackling monsters share a few of liches' attributes, but while liches are immortal masters of the arcane, boneclaws are thralls to evil, hatred, and pain.\",\"The most important part of the transformation ritual occurs when the soul of the aspiring lich migrates to a prepared phylactery. If the wizard is too physically or magically weak to compel the soul into its new home, the soul instead seeks out a master—a person within a few miles who has a hate-filled heart. The soul bonds to that person and becomes enslaved to its new master's wishes. The boneclaw forms near its master, sometimes appearing before that individual to receive orders and other times simply seeking to fulfill its master's desires.\",\"A boneclaw can serve only an evil creature. If its master finds redemption or sincerely turns away from the path of evil, the boneclaw is destroyed. Otherwise, a boneclaw can't be destroyed while its master lives. No matter what happens to the boneclaw's body, it re-forms within hours.\",\"In service to its master, a boneclaw delights in causing horrific pain. It lurks like a spider in shadowy recesses, waiting for victims to approach within reach of its long, bony limbs. Once speared, a creature is pulled into the darkness to be sliced apart.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Boneclaw.webp\"},\"credit\":\"Eric Belisle\"}]},{\"name\":\"Brontosaurus\",\"source\":\"MPMM\",\"entries\":[\"This massive four-legged dinosaur is large enough that most predators leave it alone. Its deadly tail can drive away or kill smaller threats.\"]},{\"name\":\"Bulezau\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Some ask why the bulezau, for all its rage and violence, has the head of a goat. I always respond, have you met a goat? They're stubborn, they're vicious, and they rarely go down without bashing you several times in the shins.\",\"You might say, that's awfully specific. I say, don't pry.\"],\"by\":\"Tasha\"},\"Diseased manifestations of animalistic rage, bulezaus embody the violence of nature. Across the Abyss, these demons lurk in deep canyons and lofty crags, and many find a place in the ranks of demon lords' armies, serving as foot soldiers in the Abyss's endless warring.\",\"Bulezaus crave violence. Their eagerness to kill and willingness to die make them common members of many demon lords' entourages. When not being corralled by larger and tougher demons, bulezaus gather into scrabbling mobs, wrestling and fighting among themselves until a better target comes along or until a stronger demon bullies them into subservience.\",\"Disfiguring ailments plague bulezaus: crusted eyes, maggots wriggling in open sores, and a reek of rotten meat that follows them wherever they go.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Bulezau.webp\"},\"credit\":\"Michael Berube\"}]},{\"name\":\"Cadaver Collector\",\"source\":\"MPMM\",\"entries\":[\"The ancient war machines known as cadaver collectors lumber aimlessly across the blasted plains of Acheron until they are called upon by a necromancer to bolster the ranks of a conquering army on the Material Plane. These fearsome Constructs obey their summoners until they are dismissed back to Acheron, but if a summoner comes to a bad end, a cadaver collector might wander the Material Plane for centuries, collecting corpses while searching for a way to return home.\",\"Cadaver collectors respond to a summons from a mortal only when they are called to the scene of a great battle—either where one is in progress, where one is imminent, or where one once took place. They encase themselves in the armor and weapons of fallen warriors and impale the corpses of those warriors on the lances and other weapons embedded in their salvaged armor.\",\"Corpses that accumulate on a cadaver collector's shell aren't just grisly battle trophies. A cadaver collector can summon the spirits of these cadavers to battle against its enemies. Although these specters are individually weak, a cadaver collector can call up an almost endless supply of them, if given enough time.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Cadaver Collector.webp\"},\"credit\":\"Tom Babbey\"}]},{\"name\":\"Canoloth\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Canoloths are glorified guard dogs. If you must engage one, just find out exactly what it's been assigned to do. I've often found I can waltz right past them by taking advantage of a relevant loophole.\"],\"by\":\"Mordenkainen\"},\"A type of yugoloth, canoloths are fiendish trackers and guardians employed by evil powers. They prefer to enter into contracts to guard valuable treasures and important locations. They always do exactly as asked—never any more, never any less.\",\"With senses sharp enough to pinpoint the locations of nearby {@condition invisible} creatures, canoloths respond unfailingly to any threat to their charges. Furthermore, they emit a magical distortion field that prevents creatures close to them from teleporting. Canoloths confront intruders with swift and terrible force, projecting long, spiny tongues to grab their foes and drag them close. What happens next depends on the contract. Unless instructed to kill, a canoloth merely holds on to its prisoner, but if given the order to do so, it tears its prey limb from limb.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Canoloth.webp\"},\"credit\":\"Michael Berube\"}]},{\"name\":\"Catoblepas\",\"source\":\"MPMM\",\"entries\":[\"The catoblepas is as loathsome as the vile swamplands in which it lives, a conglomeration of bloated buffalo, dinosaur, warthog, and hippopotamus parts. Despite its ungainly physiology, a catoblepas resembles a natural animal in its behavior, ambling through its marshy home, munching choice vegetation, eating the occasional bit of carrion, and wallowing in mire. A catoblepas might be found with the one mate it chooses for life and, on occasion, with a calf. A catoblepas attacks anyone that moves too close, especially if guarding its young.\",\"A catoblepas's stink, like the stench of death mixed with swamp gas and skunk musk, gives it away as being much more ghastly than its appearance suggests. When it is on the attack, a catoblepas reveals the extent of its horrific nature. The creature's serpentine neck has trouble lifting its head, but one glare from its bloodshot eyes can rot flesh. At the end of its tail is a club that can rattle body and soul if it strikes true, leaving a victim unable to act while the catoblepas feasts on its body.\",{\"name\":\"Blighted Territory\",\"type\":\"entries\",\"entries\":[\"A catoblepas's nature as a creature of disease and decay brings out similar characteristics in the creature's swampy habitat. Such a wetland becomes gloomy, tangled, and more fetid than it was before. Beneficial qualities of the environment, such as healing herbs and clean water, become degraded, and swamp gases take on a hint of the catoblepas's foulness. Animals in the area are more aggressive and liable to be diseased. Degenerate creatures are likely to take up residence near a catoblepas's territory, as are those seeking to avoid notice.\"]},{\"name\":\"Catoblepas in Folklore\",\"type\":\"entries\",\"entries\":[\"Ordinary folk rarely see a catoblepas, but the creature has such a feared reputation that stories about it are ingrained in the popular culture. Any rumor of a catoblepas taking up residence nearby is taken to be a bad omen, even if the rumor is proven false. In some lands, the silhouette of a catoblepas, with its tail extended over its body and its head held low, is a baleful heraldic figure signifying death or doom.\",\"Sages say that gods of pestilence and rot created catoblepases as embodiments of their influence, while other stories link them to misfortune. Some such tales claim that swamp-dwelling hags tend catoblepases like cattle, drinking the monsters' milk and using them as guardians or pets. Other legends say that those of impure heart can tame a catoblepas and whisper of malevolent warlocks and wicked knights who ride them into battle.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Catoblepas.webp\"},\"credit\":\"Richard Whitters\"}]},{\"name\":\"Cattle\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"section\",\"name\":\"Cattle\",\"entries\":[\"Many kinds of cattle roam the multiverse, some of them domesticated and others feral. In many cultures, cattle are almost like family to the folk who tend to them.\"]}]},{\"name\":\"Cave Fisher\",\"source\":\"MPMM\",\"entries\":[\"A cave fisher is a subterranean arachnid with a long snout that houses spinnerets, enabling the creature to produce sticky filaments, much like the strands of a spider's webbing, which the creature uses to snag prey.\",\"A cave fisher usually hunts small animals and is particularly fond of bats, so it stretches a filament over an opening that such prey might travel through. It then climbs to a hiding spot and adheres itself to the surface to rest and wait. When prey blunders into the filament, the cave fisher reels in its meal. A group of cave fishers might work together to cover a large area with filaments, but as soon as one captures potential food, every cave fisher in the area competes for the prize. If a victim escapes from the initial ambush, a cave fisher can reclaim its prey by shooting a filament out to capture it again.\",\"Scarce food might draw a group of cave fishers up to the surface, into a shadowy canyon or a gloomy forest that features both native animal prey and creatures such as explorers or travelers occasionally moving through the area.\",{\"name\":\"Valuable Parts\",\"type\":\"entries\",\"entries\":[\"Nearly every part of a cave fisher is useful after the creature has been dispatched. Cave fisher filaments can be woven into rope that is thin, tough, and nearly invisible. The creature's shell is used in the manufacture of tools, armor, and jewelry. Its blood is alcoholic and tastes like strong liquor. Several dwarven spirits include cave fisher blood, and some dwarves, especially berserkers, drink the blood straight. Cave fisher meat is edible, tasting much like crab cooked in strong wine.\",\"While some folk hunt cave fishers to kill them to harvest their filaments, shells, and blood, others capture cave fisher eggs and rear the hatchlings, which can be trained to guard passages or serve as beasts of war. Cave fishers have a natural aversion to fire, since their blood is flammable. As such, Underdark denizens often use the threat of fire when training them.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Cave Fisher.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Champion\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Bountiful and overrated. You can't spit in this realm without hitting one. I have witnessed the birth, death, and unlife of more champions than I dare recount. Few are worth remembering.\"],\"by\":\"Mordenkainen\"},\"Champions are mighty warriors who have honed their fighting skills in wars or gladiatorial pits. To soldiers and other people who fight for a living, champions are as influential as nobles, and their presence is courted as a sign of status among rulers.\",\"A typical champion bears a coat of arms, heraldry that is associated with the champion far and wide. You may create a coat of arms for a champion or roll on the Champion's Coats of Arms table to determine it.\",{\"type\":\"table\",\"caption\":\"Champion's Coat of Arms\",\"colLabels\":[\"d12\",\"Coat of Arms\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Three lit candles on a purple field\"],[\"2\",\"Sea serpent coiled around a trident on a blue field\"],[\"3\",\"Hunting horn banded in gold on a gray field\"],[\"4\",\"Raised fist grasping an anchor on a quartered field of blue and white\"],[\"5\",\"Turtle with crenelated tower on its shell on a white field\"],[\"6\",\"Dragon skull supported on either side by dragon wings on a red field\"],[\"7\",\"Yellow chicken foot on a black field\"],[\"8\",\"Lightning bolt splitting a galley in two on a blue field\"],[\"9\",\"Two crouching displacer beasts facing each other on a yellow field\"],[\"10\",\"Knotted brambles on a green field\"],[\"11\",\"Red owlbear with a silver crown on a checkered field of black and white\"],[\"12\",\"Black anvil cracked down the middle on an orange field\"]]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Champion.webp\"},\"credit\":\"Tyler Jacobson\"}]},{\"name\":\"Chitine\",\"source\":\"MPMM\",\"entries\":[\"Dedicated to Lolth, chitines are multiarmed bipeds with arachnid qualities. Most live in colonies in the Underdark and fight the enemies of the Demon Queen of Spiders. Long ago, the cult of Lolth first subjected elf prisoners to horrible rituals that transformed them into creatures with both elven and spider traits, which their creators dubbed chitines. The intention was to create servile warriors dedicated first to the cult and then, only by association with it, to Lolth. The goddess found this arrangement unacceptable.\",\"As punishment, the Spider Queen twisted her worshipers' rituals. The process usually transformed subjects into the spindly creatures her devotees expected, but occasionally, an elf changed into a choldrith: an arachnid Monstrosity able to command and create more chitines on its own. These choldriths soon led the chitines to rebel and abandon their creators, founding free colonies elsewhere in the Underdark. On occasion, though, colonies can be found in remote, gloomy areas of the surface world, warring against Lolth's enemies.\",\"The cult of Lolth still creates chitines as the need arises. Outside the presence of a choldrith, chitines make good workers, and they can be useful if the cult finds an independent chitine colony and want to infiltrate it. If the creation process yields a choldrith, though, the cult destroys the creature.\",\"As servants of Lolth, chitines love spiders. They rear spiders and similar arachnids, such as cave fishers (also in this book). Chitine colonies erect shrines to Lolth that serve as beacons, attracting spiders and other beings that serve her. Anywhere chitines set up a colony quickly becomes a webshrouded, gloomy, and treacherous place.\",\"Chitines resemble spiders, but they behave more like social insects such as ants. They are divided into worker and warrior castes; choldriths, when present, occupy the top levels of a colony's hierarchy. Each chitine has a social position that comes with duties related to that rank, and all are expected to sacrifice themselves to protect the colony's choldriths. Every chitine has spinnerets and slowly produces webbing that is used to build floors, walls, structures, objects, and traps that benefit the colony. A warrior might be responsible for crafting web armor (which is as tough as hide or leather), while a group of workers might be tasked to dig pit traps and cover them with fragile webbing disguised with loose dirt to appear as a solid surface.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Chitine.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Choker\",\"source\":\"MPMM\",\"entries\":[\"The choker is a subterranean predator far more dangerous than its small size and spindly, rubbery limbs would suggest.\",\"Chokers have cartilage rather than a bony skeleton. This flexible internal structure enables them to easily slip into narrow fissures and niches in the walls of their cavern homes. They lurk in these spots, silent and unseen, waiting for prey to happen by.\",\"A choker's usual method for luring prey involves positioning the body of its latest catch just outside its hiding spot. Whenever it gets hungry, it tears off a few chunks of flesh to feed itself. In the meantime, the corpse serves to entice other curious folk—explorers from the surface world, drow, duergar, or the choker's favorite prey, goblins—to come within reach.\",\"When a target presents itself, the choker's starfish-shaped hands dart out of its hiding spot, wrap around the victim's throat, and pin the unfortunate creature against the cavern wall. Because its arms are so long, the choker can keep its body deep inside the crevice where it hides, beyond the reach of most normal weapons.\",\"Chokers tend to set their ambushes alone, rather than working in concert, but where one choker is found, others are likely to be nearby. They communicate through eerie, keening howls that travel long distances through caves and tunnels but are difficult to identify or locate in a typical echo-filled cavern.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Choker.webp\"},\"credit\":\"Christopher Burdett\"}]},{\"name\":\"Choldrith\",\"source\":\"MPMM\",\"entries\":[\"Choldriths are monstrous spiderlike creatures originally created to serve Lolth. They rule colonies of chitines (in this book) and lead them into battle in Lolth's war against her enemies.\",\"When devotees of Lolth created the first chitines, she watched as her followers used arcane magic and demonic powers and invoked her aid for the divine spark needed to ensure the subjects' survival, expecting to see these new abominations dedicated solely to her, but the devotees performed no such ritual. As revenge for the devotees' betrayal, the Spider Queen manipulated the creation rituals so that they sometimes created choldriths instead of chitines.\",\"At first, these devotees were unaware that the new creatures, which they dubbed choldriths, were signs of Lolth's wrath. Instead, they were pleased, because choldriths could lay eggs that birthed more chitines (and the rare choldrith) and could direct the chitines in their work. But the devotees soon realized their mistake—choldriths belonged to Lolth, body and soul. Choldriths whispered to the chitines of their adoration of the Spider Queen and their enmity against their creators, and led them in a successful revolt.\",\"Choldriths are born with a mystical connection to Lolth, which gives them divine magic. They also make up the ruling caste of most chitine colonies. A colony can support numerous choldriths, who serve as commanders, priests, and supervisors. The choldriths continually jockey for position, although they rarely confront one another in a way that puts the colony at risk. The colony is ruled by a sovereign, who determines which colony members perform which tasks, including whether a choldrith is permitted to lay eggs. Sometimes a choldrith ruler receives a vision from Lolth that inspires the entire colony into some grand, often violent, action.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Choldrith.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Clockwork Bronze Scout\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Clockworks\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"A bronze scout seldom emerges from underground. Its telescoping eyestalks observe foes at close range while most of its segmented body remains buried. If detected, it sends electrical shocks through the ground toward pursuers while it retreats.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Clockwork Bronze Scout.webp\"},\"credit\":\"Justin Gerard\"}]},{\"name\":\"Clockwork Iron Cobra\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Clockworks\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"An iron cobra is exactly what its name implies: a metal snake with a poisonous bite. Gnomes load this clockwork with alchemical concoctions that can paralyze creatures and cloud the mind.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Clockwork Iron Cobra.webp\"},\"credit\":\"Justin Gerard\"}]},{\"name\":\"Clockwork Oaken Bolter\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Clockworks\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"No ordinary ballista, an oaken bolter is a Construct capable of striking at long distances. The bolts it launches can rend flesh, destroy armor, or drag enemies toward traps or melee-oriented clockworks—and at shorter ranges, burst with explosive force.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Clockwork Oaken Bolter.webp\"},\"credit\":\"Justin Gerard\"}]},{\"name\":\"Clockwork Stone Defender\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Clockworks\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"The thick plates of stone riveted onto a stone {@item defender} give it substantial protection. Its chief role is as a bodyguard.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Clockwork Stone Defender.webp\"},\"credit\":\"Justin Gerard\"}]},{\"name\":\"Clockworks\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"section\",\"name\":\"Clockworks\",\"entries\":[\"Gnomes' tinkering with magic and mechanical devices has produced many failed Constructs but also has resulted in genuine advances, such as clockworks. The methods used to craft clockworks have been shared between gnome communities over many generations.\",{\"name\":\"Individual Designs\",\"type\":\"entries\",\"entries\":[\"Gnome artisans prefer unique clockworks over perfectly functioning ones that copy too much from other creations. A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork's builder.\",{\"type\":\"table\",\"caption\":\"Clockwork Enhancements\",\"colLabels\":[\"d10\",\"Enhancement\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"{@b Camouflaged.} The clockwork gains proficiency in {@skill Stealth} if it lacks that proficiency. While motionless, it is indistinguishable from a stopped machine.\"],[\"2\",\"{@b Sensors.} The range of the clockwork's {@sense darkvision} increases by 60 feet, and it gains proficiency in {@skill Perception} if it lacks that proficiency.\"],[\"3\",\"{@b Fortified.} The clockwork's AC increases by 2.\"],[\"4\",\"{@b Increased Speed.} The clockwork's speed increases by 10 feet.\"],[\"5\",\"{@b Reinforced Construction.} The clockwork has resistance to force, lightning, and thunder damage.\"],[\"6\",\"{@b Self-Repairing.} If the clockwork starts its turn with fewer than half its hit points but at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn't function at the start of its next turn.\"],[\"7\",\"{@b Sturdy Frame.} The clockwork's hit point maximum increases by an amount equal to its number of Hit Dice.\"],[\"8\",\"{@b Suction.} The clockwork gains a climbing speed of 30 feet.\"],[\"9\",\"{@b Vocal Resonator.} The clockwork gains the ability to speak rudimentary Common or Gnomish.\"],[\"10\",\"{@b Water Propulsion.} The clockwork gains a swimming speed of 30 feet.\"]]},{\"type\":\"table\",\"caption\":\"Clockwork Malfunctions\",\"colLabels\":[\"d8\",\"Malfunction\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"{@b Faulty Sensors.} Roll a {@dice d6} at the start of the clock work's turn. If you roll a 1, the clockwork is {@condition blinded} until the end of its turn.\"],[\"2\",\"{@b Flawed Targeting.} Roll a {@dice d6} at the start of the clock work's turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn.\"],[\"3\",\"{@b Ground Fault.} The clockwork has vulnerability to lightning damage.\"],[\"4\",\"{@b Imprinting Loop.} Roll a {@dice d6} at the start of the clock work's turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won't willingly harm that creature for 1 minute or until that creature attacks or dam ages it.\"],[\"5\",\"{@b Limited Steering.} The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn't use any of its speeds on its turn.\"],[\"6\",\"{@b Overactive Sense of Self-Preservation.} If the clock work has half its hit points or fewer at the start of its turn in combat, roll a {@dice d6}. If you roll a 1, it retreats from combat if possible. It otherwise keeps fighting.\"],[\"7\",\"{@b Overheats.} Roll a {@dice d6} at the start of the clockwork's turn. If you roll a 1, the clockwork is {@condition incapacitated} until the end of its turn.\"],[\"8\",\"{@b Rusty Gears.} The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet.\"]]}]}]}]},{\"name\":\"Cloud Giant Smiling One\",\"source\":\"MPMM\",\"entries\":[\"Smiling ones are cloud giants who honor and emulate the craftiness and deceit of the deity Memnor above all else. They are tricksters supreme who use sleight of hand, deception, misdirection, and magic in their pursuit of wealth. They also possess a flair for unpredictability and a wicked sense of humor. Smiling ones overstep all bounds of decorum with their behavior, doing and saying things that even other knavish folk consider beneath their dignity.\",\"Smiling ones take their name from the strange two-faced masks they wear. The smiling half of the face often looks more like a smirk or a triumphant sneer than a pleasant grin. The frowning half represents the displeasure smiling ones feel about cloud giants' place in the ordning—second to storm giants. The masks serve as symbols of smiling ones' devotion and also conceal their wearers' true facial expressions.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Cloud Giant Smiling One.webp\"},\"credit\":\"Eric Belisle\"}]},{\"name\":\"Conjurer Wizard\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Wizards\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Conjurers summon creatures from other planes of existence and teleport themselves and others in the blink of an eye.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Conjurer Wizard.webp\"},\"credit\":\"Campbell White\"}]},{\"name\":\"Corpse Flower\",\"source\":\"MPMM\",\"entries\":[\"A corpse flower can sprout atop the grave of an evil necromancer or the remains of powerful Undead creatures. Unless it is uprooted and burned while it is still a seedling, the corpse flower grows to enormous size over several weeks, then tears itself free of the earth and begins scavenging Humanoid corpses from battlefields and graveyards. Using its fibrous tentacles, it stuffs the remains into its body to sustain and repair itself. The plant has a malevolent bent and despises the living.\",\"With or without corpses nested in its body, a corpse flower exudes a stench of decay that can overwhelm the senses of nearby creatures, causing them to become nauseated. The stench, which serves as a defense mechanism, fades {@dice 2d4} days after the corpse flower dies.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Corpse Flower.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Cranium Rat\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"section\",\"name\":\"Cranium Rat\",\"entries\":[\"Mind flayers create cranium rats by bombarding rats with psionic energy. Cranium rats are somewhat smarter than ordinary rats and behave as such. If enough cranium rats come together to form a swarm, they merge their minds into a single intelligence with the accumulated memories of all the swarm's constituents. The rats become smarter as a result, and retain their heightened intelligence for as long as the swarm persists. The swarm also awakens latent psionic abilities implanted within each cranium rat by its mind flayer creators, bestowing upon the swarm psionic powers.\",\"A single cranium rat uses its natural telepathy to communicate hunger, fear, and other base emotions. A swarm of cranium rats communicating telepathically \\\"speaks\\\" as one creature, often referring to itself using the collective pronouns \\\"we\\\" and \\\"us.\\\" Some mind flayer colonies use cranium rats as spies. The rats invade communities and act as eyes and ears for the colony's elder brain, transmitting their thoughts when they swarm and are within range of the elder brain's telepathy.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Swarm of Cranium Rats.webp\"},\"credit\":\"Marco Nelor\"}]},{\"name\":\"Darkling\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Darklings\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"The Summer Queen's curse causes a darkling's body to absorb light, which wizens the creature, much like the effect of rapid aging. For this reason, darklings cover their entire bodies with clothing when exposure to light is a risk. The light darklings absorb over the course of their lives explodes outward when they die, incinerating the creatures and much of their possessions.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Darkling.webp\"},\"credit\":\"Brian Valeza\"}]},{\"name\":\"Darkling Elder\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Darklings\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"A wise and respected darkling can undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos, channeling away some of the darkling's absorbed light. If the ritual succeeds, the darkling grows into a taller, elf-like form. The darkling perishes if the ritual fails.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Darkling Elder.webp\"},\"credit\":\"Brian Valeza\"}]},{\"name\":\"Darklings\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"section\",\"name\":\"Darklings\",\"entries\":[\"Ancient legends speak of a seelie fey who betrayed the Summer Queen. In the Summer Queens' wrath, she cursed every member of his house. The seelie fey's true name has been stricken from history, but the stories call him Dubh Catha (\\\"Dark Crow\\\" in Common), and other Fey refer to the house's descendants as dubh sith—\\\"darklings.\\\" Darklings dwell in secluded caverns and chambers beneath the towns of other species. From such enclaves, they quietly ply their trade as thieves and assassins.\"]}]},{\"name\":\"Death Kiss\",\"source\":\"MPMM\",\"entries\":[\"A death kiss is a lesser beholder that can come into being when a true beholder has a vivid nightmare about losing blood. Its coloration and shape resemble those of the beholder that dreamed it into existence, but its hue is more muted, and instead of magical eye rays, it has ten long tentacles, each ending in a mouth full of teeth. It can speak through any of its tentacle-maws in a high-pitched, nasal voice.\",\"Death kisses fear true beholders, which can easily kill or subdue them. Lacking the egotism of their stronger kin, a death kiss usually submits to the rule of its creator or any other beholder it encounters, but it tries to escape as soon as the beholder is preoccupied.\",\"A death kiss consumes ingested blood, which it also uses to heal and generate electrical energy inside its body. Terrified of dying from starvation, it obsessively drains even little creatures such as rats, leaving behind a trail of bloodless corpses. When underground, it uses its tentacles as feelers, prodding and examining the environment in all directions. Above ground, it usually keeps its tentacles retracted when on the hunt, then lashes out with them to catch opponents off guard.\",\"A death kiss lacks the combat finesse and intelligence of a true beholder. In most cases, it simply latches on to its prey with one or more of its tentacles and drains blood until the prey collapses. If it's in a superior position and its foe poses no threat, it might toy with its food, drawing out its prey's death. A death kiss prefers to hunt alone. If it meets another of its kind, it might fight, flee, or team up, depending on its health and pride.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Death Kiss.webp\"},\"credit\":\"Cory Trego-Erdner\"}]},{\"name\":\"Deathlock\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Deathlocks\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"An overpowering urge to serve consumes the mind of a newly awakened deathlock. Any goals and ambitions it had in life that don't please its patron fall away as its master's desires become the purpose that drives it. The deathlock immediately resumes work on its patron's behalf.\",\"Whatever the goal, it always reflects the patron's interests, ranging from small-scale concerns to matters of cosmic scope. A deathlock in the thrall of a Fiend might work to destroy a specific temple dedicated to a good god, while one that serves a Great Old One might hunt for the materials needed to call forth a horrifying entity into the world. To accomplish a difficult goal, the deathlock might be forced to serve another powerful creature or might need to gather servants of its own.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Deathlock.webp\"},\"credit\":\"Cory Trego-Erdner\"}]},{\"name\":\"Deathlock Mastermind\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Deathlocks\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Though deathlocks exist to serve their patrons, they retain some freedom when it comes to devising tactics and carrying out plans. Powerful deathlocks recruit lesser creatures to help them carry out their missions, becoming the masterminds behind vast conspiracies and intrigues that culminate in the accomplishment of great acts of evil.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Deathlock Mastermind.webp\"},\"credit\":\"Cory Trego-Erdner\"}]},{\"name\":\"Deathlock Wight\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Deathlocks\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Deprived of much of its magic as a special punishment, a deathlock wight lingers between the warlock it was and the wretched existence of a wight.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Deathlock Wight.webp\"},\"credit\":\"Wayne England\"}]},{\"name\":\"Deathlocks\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"section\",\"name\":\"Deathlocks\",\"entries\":[\"The forging of a pact between a warlock and a patron is no minor occasion—at least not for the warlock. The consequences of breaking that pact can be dire and, in some cases, lethal. A warlock who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul Undead driven to serve its otherworldly patron.\",\"An powerful necromancer might also discover the wicked methods of creating a deathlock and then subjugate it, acting as the deathlock's patron.\"]}]},{\"name\":\"Deep Rothé\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Cattle\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Deep rothe are Underdark cattle that communicate with one another using the dancing lights spell. Some scholars speculate that rothe came originally from the Feywild and brought the ability to cast the spell with them. Other sages attribute the ability to the centuries rothe have spent in the Underdark, where ambient magic slowly transforms everything.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Deep Rothe.webp\"},\"credit\":\"Sam Wood\"}]},{\"name\":\"Deep Scion\",\"source\":\"MPMM\",\"entries\":[\"Deep scions began life as people who were stolen from shore or saved from sinking ships and offered a terrible bargain by an undersea power: surrender, body and soul, or drown. Those who submit are subjected to an ancient ritual widespread among evil aquatic creatures. Its methods are painful and the result never certain, but when it works, the magic transforms an air-breathing person into a shapeshifter that can take on an aquatic form.\",\"A deep scion emerges from the depths in service to their underwater master, which is likely a kraken or some other ancient being of the deep. While wearing the mind and body of the person they once were as a sort of mask, the creature is bent on fulfilling their master's desires. Sometimes a deep scion returns to their former home—unexpectedly found alive when all hope was lost. At other times the deep scion takes on a new identity. In any case, it is the deep scion's duty to infiltrate the air-breathing world and report back to their master. When set to this task, a deep scion worms their way into the life of an unsuspecting enemy as a new friend, a lover, the perfect candidate for a job, or some other role that enables the minion to carry out their master's commands.\",\"The training to which a deep scion is subjected rids it of empathy for those they spy on. Though a deep scion might behave as though infatuated, laugh at the joke of a friend, or appear incensed at some injustice, each of these acts is artificial to the deep scion, a means to an end. The creature believes that their true form is the shape they take when they return to the sea they think of as home. Ironically, however, a deep scion that is killed when in their piscine form is stripped of the magic that enabled them to transform, leaving behind the corpse of the person the deep scion once was.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Deep Scion.webp\"},\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Deinonychus\",\"source\":\"MPMM\",\"entries\":[\"This larger cousin of the velociraptor kills by gripping its target with its claws and feeding.\"]},{\"name\":\"Demogorgon\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Are two heads better than one? In Demogorgon's case, the two double the horror and the chaos.\"],\"by\":\"Mordenkainen\"},\"Prince of Demons, the Sibilant Beast, and Master of the Spiraling Depths, Demogorgon is the embodiment of chaos, confusion, and destruction, seeking to corrupt all that is good and undermine order in the multiverse, to see everything dragged howling into the infinite depths of the Abyss.\",\"The demon lord is a meld of different forms. He has a saurian lower body and clawed, webbed feet; suckered tentacles sprout from the shoulders of his great apelike torso, which is surmounted by two hideous simian heads named Aameul and Hathradiah. Their gaze brings bewilderment and confusion to any who confront them.\",\"Similarly, the spiraling Y sign of Demogorgon's cult drives those who contemplate it for too long to delirium. As a result, all followers of the Prince of Demons break with reality sooner or later.\",{\"type\":\"entries\",\"name\":\"Cultists of Demogorgon\",\"entries\":[\"{@note See the {@cult Cult of Demogorgon|MPMM} entry.}\"]},{\"type\":\"entries\",\"name\":\"Demogorgon's Lair\",\"entries\":[\"Demogorgon makes his lair in a palace called Abysm, found on a layer of the Abyss known as the Gaping Maw. Demogorgon's lair is a place of confusion and duality; the portion of the palace that lies above water takes the form of two serpentine towers, each crowned by a skull-shaped minaret. There, Demogorgon's heads contemplate the mysteries of the arcane while arguing about how best to obliterate their rivals. The bulk of this palace extends deep underwater, in chill and darkened caverns.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Demogorgon.webp\"},\"credit\":\"Richard Whitters\"}]},{\"name\":\"Derro\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Mind flayers must be stopped. They have visited horrors on countless worlds, and entire groups of people have been mutated by illithid experiments. Such are the derro.\",\"Whenever I've met them, I refuse to fight, no matter how violent they might be. I think of the dwarves they once were. and I must confess that even I have shed tears.\"],\"by\":\"Mordenkainen\"},\"Derro slink through the subterranean realms, seeking places that are safe from the perils of the Underdark. Equal parts fearful and vicious, bands of these dwarf-kin prey on those weaker than themselves, while giving simpering obeisance to any creatures they deem more powerful. A lone derro may seem pitiable, but a cackling, spitting, growling, howling horde of them is horrifying to behold.\",\"Fractious in groups and individually weak, derro would have died out long ago but for two elements of their character. They are cautious and distrustful, which serves them well as they navigate the dangers of the Underdark and its societies. They also have a stronger-than-normal tendency to develop sorcerous power. Individuals who do so usually serve as leaders and are known as savants.\",\"Grandiose fantasies and rampant fanaticism have obscured derro's true origin, even among themselves. Most dwarves don't recognize derro as kin, but the legends that derro tell about their people and the story that duergar believe share a grain of truth. According to the histories of some duergar, derro are descended from a dwarven community that was left behind when the others escaped the rule of mind flayers. These remnants were so distorted by the mind flayers' psionic power that the dwarves became Aberrations.\",\"Derro tell their own stories of flight and survival in the Underdark, in which mind flayers aren't always the enemy. They tell of two brothers, the gods Diirinka and Diinkarazan, and of how Diirinka cleverly betrayed his sibling so that he could steal magical power from the evil they escaped. The danger the brothers are said to face in this legend varies, depending on whatever foe the savants want to lead their people against, yet the essence of the story remains the same: a lesson of survival at any price and an example of how deceitfulness and cruelty can be virtues.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Derro Savant.webp\"},\"credit\":\"Bryan Syme\"}]},{\"name\":\"Derro Savant\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Derro\",\"source\":\"MPMM\"}},{\"name\":\"Devourer\",\"source\":\"MPMM\",\"entries\":[\"Of all the abominations unleashed by {@creature Orcus|MPMM}, devourers are among the most feared. These tall, mummy-like Undead wander the planes, consuming souls and spreading Orcus's creed of replacing all life with everlasting death.\",\"A lesser demon that proves itself to Orcus might be granted the privilege of becoming a devourer. The Prince of Undeath transforms such a demon into an 8-foot-tall, desiccated biped with a hollowed-out ribcage, then fills the new creature with a hunger for souls. Orcus grants each new devourer the essence of a less fortunate demon to power the devourer's first foray into the planes. Most devourers remain in the Abyss or on the Astral or Ethereal Plane, pursuing Orcus's schemes and interests in those realms. When Orcus sends devourers to the Material Plane, he often sets them on a mission to create, control, and lead a plague of Undead. {@creature skeleton||Skeletons}, {@creature zombie||zombies}, {@creature ghoul||ghouls}, {@creature ghast||ghasts}, and {@creature shadow||shadows} are particularly attracted to the presence of a devourer.\",\"Devourers hunt Humanoids with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim's body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer's body to begin its new existence as an Undead servitor of the monster that spawned it.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Devourer.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Dhergoloth\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"A dhergoloth's head doesn't turn along with its furiously spinning torso, and its torso can spin a different direction from its dancing legs.\",\"I'd like to vivisect one a some point to find out how this can be.\"],\"by\":\"Mordenkainen\"},\"A kind of yugoloth, dhergoloths rush into battle like whirlwinds of destruction, lashing out with the five sets of claws that extend from their squat, barrel-shaped bodies. They take contracts to put down uprisings, clear out rabble, and eliminate scouts and skirmishers, and they revel in the butchery they create, their gleeful laughter rising above their victims' screams.\",\"Since dhergoloths are little more than brutes, employers must use caution when instructing them. They can handle simple orders that don't take a lot of time to resolve. When given anything complex to do, however, they either forget what they're told or don't listen in the first place, and then bungle the task that was set for them.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Dhergoloth.webp\"},\"credit\":\"Claudio Pozas\"}]},{\"name\":\"Dimetrodon\",\"source\":\"MPMM\",\"entries\":[\"This sail-backed reptile is commonly found in areas where dinosaurs live. It hunts on shores and in shallow water, filling a similar role to a crocodile.\"]},{\"name\":\"Dire Troll\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Trolls\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Trolls kill and eat almost anything—including, in rare cases, other trolls. This cannibalism has the effect of causing a troll to grow to an unusually large size. The resulting dire trolls crave more and more troll flesh to fuel their continued growth.\",\"Dire trolls also increase their size by grafting flesh onto themselves. When a slab of quivering troll flesh is bound against a fresh wound on a dire troll, the dire troll's regenerative capacity incorporates the new mass into the troll's own musculature. Even more horrifying are the multiple arms, eyes, claws, and organs that dire trolls tear from their victims and graft onto themselves in this manner.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Dire Troll.webp\"},\"credit\":\"Ralph Horsley\"}]},{\"name\":\"Diviner Wizard\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Wizards\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Diviners peer into the future and know that knowledge is power. They might act aloof and mysterious, hinting at omens and secrets, or they might be know-it-alls, spilling insights to advance their own status.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Diviner Wizard.webp\"},\"credit\":\"Alix Branwyn\"}]},{\"name\":\"Dolphin\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Dolphins\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Dolphins are symbols of wisdom and playfulness among the sea folk of many worlds. Found in oceans and in the Elemental Plane of Water, dolphins are befriended by druids and rangers, and many tales speak of dolphins that appeared out of nowhere to protect swimmers from sharks and other aquatic predators.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Dolphin.webp\"},\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Dolphin Delighter\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Dolphins\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"In the Feywild, dolphin delighters brighten the moods of those who travel the seas of the Domains of Delight. Telepathically singing sea chanteys, these dolphins leap and teleport through the luminous waters of Faerie and the Material Plane, and they are faithful allies to any who battle the forces of gloom and brutality under the waves.\",\"Dolphin delighters often accompany groups of sea elves, tritons, and tortles as guardians and friends.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Dolphin Delighter.webp\"},\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Dolphins\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"section\",\"name\":\"Dolphins\",\"entries\":[\"Dolphins are clever, social marine mammals that feed on small fish and squid. An adult specimen is between 5 and 6 feet long.\"]}]},{\"name\":\"Draegloth\",\"source\":\"MPMM\",\"entries\":[\"A draegloth is a demon created by an elf priest of Lolth in an unholy, dangerous ritual in which it is infused with the fey essence of the creator and the fiendish essence of a {@creature glabrezu}. This ritual rarely succeeds, but Lolth's faithful consider it worth the risk, as the resulting creature is gifted with innate magic and physical might. The draegloth usually serves its creator, lending its thirst for destruction to the creator's plans to triumph over rivals.\",\"A draegloth is an ogre-sized, four-armed biped with purple skin and pale hair. Two of its arms are muscular, tipped with sharp claws; the other two are the size and shape of an elf's arms, capable of delicate movements. Although the creature is heavily muscled, it is graceful like an elf. Its bestial face features glowing red eyes, a doglike snout, and a mouth full of sharp teeth.\",\"Among the drow noble houses of Menzoberranzan in the Forgotten Realms, a high priestess's successful creation of a draegloth is seen as a sign of Lolth's favor toward her house—and a sign of the demon lord's disregard for the family's rivals, who were not thus gifted. The creation prompts the leaders of the house to begin crafting new plans to strike at its rivals when the draegloth is fully grown. These plans use the draegloth in a significant role, because its abilities can turn the tide in a battle against a house that doesn't have a draegloth of its own.\",\"Although draegloths plays an important part in the plans of Lolth's cult, a draegloth can't rise above the status of a favored servant to a priest in that cult. Before a draegloth is given any duties, it receives instruction in accepting the role set for it and not challenging authority. Most draegloths fiercely resent being given orders, but thanks to their training, they typically take out their frustration on their creator's enemies, rather than on their creator. A draegloth that can't suppress its ambitions might abandon its creator and strike out on its own. Whether these rebellious draegloths are part of Lolth's plan for sowing chaos is unclear.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Draegloth.webp\"},\"credit\":\"Conceptopolis\"}]},{\"name\":\"Drow Arachnomancer\",\"source\":\"MPMM\",\"entries\":[\"Drow spellcasters who seek to devote themselves wholly to {@deity Lolth|Drow|MTF}, the Spider Queen, sometimes walk the sinister path of the arachnomancer. By offering up body and soul to Lolth, they gain tremendous power and a supernatural connection to the ancient spiders of the Demonweb Pits, channeling magic from that dread place.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Drow Arachnomancer.webp\"},\"credit\":\"Zuzanna Wuzyk\"}]},{\"name\":\"Drow Favored Consort\",\"source\":\"MPMM\",\"entries\":[\"Nearly every priestess of {@deity Lolth|Drow|MTF}, including the powerful {@creature drow matron mother|MPMM} in this book, takes an attractive drow as consort. Chosen as much for beauty as for magical might, a drow favored consort can hold their own in both conversation and combat. Combining the roles of advisor, protector, and beloved, some favored consorts are content with a supporting role, while more ambitious consorts aspire to be the power behind the throne—or even to claim the throne themselves.\",\"Those favored consorts who prove their cunning gain the ear, and perhaps even the heart, of their priestess and are relied on to provide useful advice. No position of consort is assured for long, though; Lolth's priestesses are notoriously fickle, and a consort must often contend with rivals.\",\"Some favored consorts work behind the scenes to undermine the evils encouraged by Lolth. Others can be found in Underdark cities free of Lolth's influence, where these powerful spellcasters apply their might toward ending her tyranny.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Drow Favored Consort.webp\"},\"credit\":\"Nikki Dawes\"}]},{\"name\":\"Drow House Captain\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"House captains will do anything to protect their family—whether that's their birth house or their platoon of scrappy rebels. I'd do anything for my (sometimes infuriating) mother and for my chosen family, so I admire their dedication.\"],\"by\":\"Tasha\"},\"A drow house captain leads the troops of an Underdark faction, whether defending a stronghold or leading forces against enemies. These officers make extensive study of strategy and tactics to become effective leaders in battle.\",\"Among Lolth's devotees in the city of Menzoberranzan in the Forgotten Realms, each noble house entrusts the leadership of its military forces to a house captain, who is typically the first or second son of a drow matron mother. Elsewhere drow house captains fight in the war against Lolth, often allying with duergar and others who also wish to rid their subterranean world of that god's malevolence.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Drow House Captain.webp\"},\"credit\":\"Nikki Dawes\"}]},{\"name\":\"Drow Inquisitor\",\"source\":\"MPMM\",\"entries\":[\"Lolth's worshipers expect treachery—the Spider Queen encourages it, after all. A certain amount of backstabbing and double-crossing can be managed, but too much can undermine an entire community. To keep some semblance of order and to root out traitors, priestesses of Lolth employ inquisitors. Inquisitors are chosen from the ranks of the priesthood, and their authority is equaled only by that of the {@creature drow matron mother|MPMM|drow matron mothers} (also in this book) of the noble houses. Anyone they decide is at odds with the hierarchy faces painful interrogation and usually an excruciating death.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Drow Inquisitor.webp\"},\"credit\":\"Nikki Dawes\"}]},{\"name\":\"Drow Matron Mother\",\"source\":\"MPMM\",\"entries\":[\"Among drow followers of {@deity Lolth|Drow|MTF}, each noble house is led by a matron mother, an influential priestess of Lolth charged with carrying out the god's will while also advancing the interests of the family. Matron mothers embody the scheming and treachery associated with the Queen of Spiders. Each stands at the center of a vast conspiratorial web, with demons, spiders, and conscripted soldiers positioned between them and their enemies. Although matron mothers command great power, that power depends on maintaining the Spider Queen's favor, and the goddess sometimes capriciously takes back what she has given. The stat block here represents a matron mother at the height of her power.\",\"A matron mother is almost never encountered alone. She is typically accompanied by a {@creature drow favored consort|MPMM} and a {@creature drow house captain|MPMM}, each of whom appears in this book. Other Underdark creatures might also be in the priestess's presence, providing protection or advice.\",{\"type\":\"entries\",\"name\":\"Mothers of Rebellion\",\"page\":103,\"entries\":[\"Some matron mothers renounce {@deity Lolth|Drow|MTF} and join the war against their former goddess. Such drow could be of any alignment, and they lose the following abilities in the stat block: Lolth's Fickle Favor, Summon Servant, and Compel Demon. Even without these abilities, drow matron mothers are formidable opponents, and several of them hold positions of great influence in the Underdark armies arrayed against the followers of Lolth.\"]},{\"type\":\"entries\",\"name\":\"A Matron Mother's Lair\",\"page\":103,\"entries\":[\"The palace of a drow matron mother is her home and fortress. Sigils throughout the building allow the matron mother to use the following lair actions while within it.\",\"Any temple of {@deity Lolth|Drow|MTF} also functions as a matron mother's lair while she is inside it, unless she has renounced Lolth or another matron mother is present. When two or more matron mothers gather within a temple of their goddess, none of them can use it as their lair.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Drow Matron Mother.webp\"},\"credit\":\"Zuzanna Wuzyk\"}]},{\"name\":\"Drow Shadowblade\",\"source\":\"MPMM\",\"entries\":[\"Drow shadowblades steal down the dim passages of the Underdark, bound on errands of mayhem. They protect enclaves and Underdark cities from enemies and track down thieves who make off with prized treasures. In the city of Menzoberranzan in the Forgotten Realms, noble houses often employ shadowblades to eliminate rivals from other houses. In communities free of Lolth's sway, they serve as spies tasked with foiling the plots of that demon lord's cult. In any role they take on, they move undetected until the moment they attack—and then they are the last thing their victims see.\",\"A shadowblade gains their powers over shadow via a ritual in which they kill a shadow demon and mystically prevent it from re-forming in the Abyss, siphoning its essence into themselves.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Drow Shadowblade.webp\"},\"credit\":\"Zuzanna Wuzyk\"}]},{\"name\":\"Duergar\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"section\",\"name\":\"Duergar\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Duergar architecture is remarkable for its brutalist grandeur. It is not a style I would use for my towers—I prefer gold, gems, and tracery—but I admire the boldness of dwarven stonework.\"],\"by\":\"Mordenkainen\"},{\"type\":\"quote\",\"entries\":[\"The mental power that duergar wield was given to them by illithids. But why would illithids create servants who could turn invisible or grow to ogre size?\",\"Most likely because those servants would excel at herding their masters' other minions. In retrospect, it seems arguable that duergar escaped bondage because their jailers had given them the keys.\"],\"by\":\"Mordenkainen\"},\"Duergar are dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have been deeply impacted by their ancestors' captivity and torment by mind flayers; they were infused with powerful psionic abilities but also a profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as rage.\",\"Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in battle with their psionic abilities or training dangerous Underdark creatures as mounts.\",\"Denigrated by some as joyless, duergar are in fact deeply passionate in all that they do—even if that passion rarely manifests as mirth. They bring an emotional intensity to their lives, whether they're exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works. The bonds of friendship and kinship are strong, though navigating the inevitable outbursts of frustration and despair is not always easy. Similarly, duergar tend to be very community-minded—in the Underdark, all must cooperate to survive.\",\"Among the duergar of the Forgotten Realms, creation is a fiercely passionate process. They tend to favor works that are sturdy and grand, but in a bare, stripped-down fashion that favors geometric forms. The strongholds they design are blocky and stark, and the weapons they forge are blatantly tools of violence. While others may decry their creations as cold and bare of ornamentation to the point of austerity, duergar see them as honoring the materials used and honest about their purpose.\"]}]},{\"name\":\"Duergar Constructs\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"section\",\"name\":\"Duergar Constructs\",\"entries\":[\"Creative duergar engineers have built numerous war machines, including some that can be fused with a duergar. Such a duergar-machine hybrid is fueled by the duergar's psionic energy, and the duergar inside the machine can psychically channel pain into power when attacked.\",\"These machines are deployed to assist with construction projects and war. Some duergar bravely volunteer to become hybrids, while other duergar are forced into the fusion by Underdark tyrants. Unless incapacitated, the duergar inside a machine can extricate themself from it over the course of a short rest, completing the process at the rest's end.\"]}]},{\"name\":\"Duergar Despot\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Duergar\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Duergar despots replace parts of their bodies with mechanical devices that they control through their psionic abilities.\"]}}}}},{\"name\":\"Duergar Hammerer\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Duergar Constructs\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"The duergar hammerer is a digging machine and siege engine, used to dig tunnels and besiege enemy fortifications.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Duergar Hammerer.webp\"},\"credit\":\"David Sladek\"}]},{\"name\":\"Duergar Kavalrachni\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Duergar\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Kavalrachni are duergar cavalry trained to fight while riding {@creature female steeder|MPMM|female steeders} (in this book) or other Underdark creatures as mounts.\"]}}}}},{\"name\":\"Duergar Mind Master\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Duergar\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Wearing fearsome masks, duergar mind masters usually operate as spies, both inside and beyond a duergar stronghold. Their psionically augmented abilities enable them to see through illusions with ease and shrink down to miniature size to spy on their targets.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Duergar Mind Master.webp\"},\"credit\":\"Mark Behm\"}]},{\"name\":\"Duergar Screamer\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Duergar Constructs\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"A duergar screamer uses sonic energy to grind rock into dust and to hurl invaders to the ground.\"]}}}}},{\"name\":\"Duergar Soulblade\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Duergar\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Soulblades are duergar combatants whose mastery of psionics allows them to manifest blades of psychic energy to slice apart their foes.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Duergar Soulblade.webp\"},\"credit\":\"Daarken\"}]},{\"name\":\"Duergar Stone Guard\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Duergar\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Stone guards are elite troops deployed in small numbers to bolster war bands of regulars or organized into elite strike forces for specific missions.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Duergar Stone Guard.webp\"},\"credit\":\"Mark Behm\"}]},{\"name\":\"Duergar Warlord\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Duergar\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"A warlord is cunning, inspiring, and merciless in equal parts. A skilled leader in battle, the warlord can use spikes of psionic energy to compel the warriors they command to fight harder.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Duergar Warlord.webp\"},\"credit\":\"Daarken\"}]},{\"name\":\"Duergar Xarrorn\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Duergar\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Xarrorn are specialists who construct weapons using a mixture of alchemy and psionics.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Duergar Xarrorn.webp\"},\"credit\":\"Daarken\"}]},{\"name\":\"Dybbuk\",\"source\":\"MPMM\",\"entries\":[\"Dybbuks are demons that terrorize mortals on the Material Plane by possessing corpses and giving them a semblance of life, after which the demons use them to engage in a range of sordid activities.\",\"In their natural form, dybbuks appear as translucent flying jellyfish, trailing long tentacles as they move through the air. They rarely travel in this fashion, however. Instead, a dybbuk possesses a suitable corpse as a vehicle, rousing the body from death. Dybbuks delight in terrorizing other creatures by making their host bodies behave in horrifying ways—throwing up gouts of blood, excreting piles of squirming maggots, and contorting their limbs in impossible ways as they scuttle across the ground.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Dybbuk.webp\"},\"credit\":\"Aaron Miller\"}]},{\"name\":\"Earth Elemental Myrmidon\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Elemental Myrmidons\",\"source\":\"MPMM\"},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Earth Elemental Myrmidon.webp\"},\"credit\":\"Filip Burburan\"}]},{\"name\":\"Eidolon\",\"source\":\"MPMM\",\"entries\":[\"To protect sites they deem holy, gods often rely on eidolons, ghostly spirits bound to safeguard a sacred place. Forged from the souls of those with unwavering devotion, eidolons stalk temples and vaults to ensure that no enemy defiles, damages, or plunders these sites. If an enemy sets foot inside a warded location, the {@creature eidolon|MPMM} plunges into a {@creature sacred statue|MPMM|statue} specially prepared to house its soul; it then animates this effigy and uses the statue to drive out the intruders.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Sacred Statue.webp\"},\"credit\":\"Christopher Burdett\"}]},{\"name\":\"Eladrin\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"section\",\"name\":\"Eladrin\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"If an autumn eladrin invites you over for dinner, come with an empty stomach. Their goodwill extends to heaping portions.\",\"Note to self: send some of my spring eladrin friends to visit Mordenkainen. That'll teach him to lighten up.\"],\"by\":\"Tasha\"},\"Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane. But while other elves can temper their wild impulses, eladrin are ruled by emotion—and due to their magical nature, they undergo physical changes to match their changes in temperament.\",\"Eladrin have spent centuries in the Feywild, and most of them have become Fey creatures as a result—those presented here are of the Fey variety. Some are still Humanoid, however, similar in that respect to their other elven kin.\",\"The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and abilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week.\",{\"name\":\"Changeable Natures\",\"type\":\"entries\",\"entries\":[\"Whenever one of the eladrin presented here finishes a long rest, they can associate themself with a different season, provided they aren't {@condition incapacitated}. When the eladrin makes this change, they use the stat block of the new season rather than their old stat block. Any damage the eladrin sustained in their previous form applies to the new form, as do any conditions or other ongoing effects affecting them.\"]}]}]},{\"name\":\"Elder Brain\",\"source\":\"MPMM\",\"entries\":[\"The ultimate expression of mind flayer domination, an elder brain sprawls within a vat of viscous brine, cared for by mind flayer minions as it touches the thoughts of creatures near and far. It scrawls upon the canvas of the creatures' minds, rewriting their thoughts and authoring their dreams.\",\"An elder brain sustains itself by consuming the brains of other creatures. If its mind flayer servants don't bring meals directly to it, the elder brain reaches out with tendrils of thought, compelling creatures to come to it so that it can feed on them.\",\"When a mind flayer perishes, the elder brain's servants feed its brain to their master, which then absorbs the knowledge and experience contained therein. Mind flayers conceive of this oneness with the elder brain as a sacred state akin to an afterlife.\",{\"name\":\"Hive Mind\",\"type\":\"entries\",\"entries\":[\"Elder brains are so-called among non-illithids because they act as the central communication hub for an entire mind flayer colony, just as a brain does for a living body. Linked to the elder brain, the colony acts like a single organism, acting in concert as if each illithid were the digit of a hand.\",\"An elder brain considers itself and its desires the most important things in the multiverse, and the mind flayers in its colony nothing more than extensions of its will. Each presides over its colony according to its own unique personality and storehouse of collected knowledge and experience. Some elder brains reign as tyrants, while others serve as sages, counselors, and repositories of information and lore for the mind flayers that protect and nourish them.\"]},{\"name\":\"An Elder Brain's Lair\",\"type\":\"entries\",\"entries\":[\"The lair of an elder brain lies deep in the heart of a mind flayer colony. The brain dwells in a dimly glowing brine pool filled with brackish water infused with its vital fluids and psionic energy.\",\"An elder brain's ambitions are always tempered by its relative immobility. Although its telepathic senses can reach for miles, moving anywhere is always a dangerous proposition. If forced outside its brine pool, an elder brain swiftly expires, and transporting an elder brain in its pool through confining and tortuous subterranean tunnels frequently proves difficult or impossible.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Elder Brain.webp\"},\"credit\":\"Craig J Spearing\"}]},{\"name\":\"Elder Oblex\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Oblexes\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Older oblexes, called adults and elders, have eaten so many memories that they can form duplicates of the creatures they have devoured from the substance of their bodies, sending these copies off to lure prey into their clutches while remaining tethered to the slime by long tendrils of goo. These duplicated creatures are indistinguishable from their victims except for a faint sulfurous smell. Oblexes use these duplicates to lead prey into danger or to infiltrate settlements so they can feed on superior victims.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Elder Oblex.webp\"},\"credit\":\"Eric Belisle\"}]},{\"name\":\"Elder Tempest\",\"source\":\"MPMM\",\"entries\":[\"Terrifying storms manifest in the bodies of elder tempests. Beings carved from clouds, wind, rain, and lightning, elder tempests assume the shape of serpents that slither through the sky. They drown the land beneath them with rain and stab the earth with lances of lightning. Punishing winds scream around them as they fly, feeding the chaos they create.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Elder Tempest.webp\"},\"credit\":\"Aaron Miller\"}]},{\"name\":\"Elemental Myrmidons\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"section\",\"name\":\"Elemental Myrmidons\",\"entries\":[\"Elemental myrmidons are Elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free Elementals. They exist only to follow the commands of their creators.\"]}]},{\"name\":\"Enchanter Wizard\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Wizards\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Enchanters know how to magically influence minds. Benign enchanters use this magic to defuse violence and sow peace, while malevolent enchanters are some of the most evil of all spellcasters.\"]}}}}},{\"name\":\"Evoker Wizard\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Wizards\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Evokers harness arcane energy to destroy. Many armies employ evokers to rain destruction down on enemy forces.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Evoker Wizard.webp\"},\"credit\":\"Zack Stella\"}]},{\"name\":\"Female Steeder\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Steeders\",\"source\":\"MPMM\"},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Female Steeder.webp\"},\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Fire Elemental Myrmidon\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Elemental Myrmidons\",\"source\":\"MPMM\"},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Fire Elemental Myrmidon.webp\"},\"credit\":\"Filip Burburan\"}]},{\"name\":\"Fire Giant Dreadnought\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"When I first saw a fire giant dreadnought, I doubted the giant could even move. I quickly learned my error.\"],\"by\":\"Mordenkainen\"},\"Most fire giants value not just strength but also skill at forgecraft. The foundry is the heart of any fire giant community. It is a temple, school, proving ground, and political hub rolled into one.\",\"Those whose primary virtue is brawn are usually consigned to the lowliest of tasks, such as working forge bellows or moving coal. However, the strongest among these can excel at and gain rank through a specialized role: the dreadnought.\",\"Dreadnoughts are massively powerful fire giants who wield two huge shields like plow blades. These shields bear spikes on their exterior and have hollow interiors into which the dreadnought pours hot coals at the first sign of danger. Armed with these two shields, the dreadnought can present a fiery wall to any attacker. When the dreadnought has finished, often all that is left of a foe is a smoking smear on the floor.\",\"When not called on to fight, dreadnoughts maintain their strength by using their shields to shove huge quantities of coal, stone, or ore about the foundry. Occasionally, dreadnoughts are called on by their superiors to accompany a war or diplomatic delegation and use their fierce and intimidating demeanor to strengthen the delegation's position.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Fire Giant Dreadnought.webp\"},\"credit\":\"Scott Murphy\"}]},{\"name\":\"Firenewt Warlock of Imix\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Firenewts\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Firenewts who serve Imix, Prince of Evil Fire, live in militaristic theocracies that revere elemental fire in its most destructive incarnation and promote aggression and cruelty. Firenewt warlocks of Imix lead these theocracies or serve as advisors to a high priest.\"]}}}}},{\"name\":\"Firenewt Warrior\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Firenewts\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"A firenewt warrior can spew fire. Many of these warriors have a close relationship with giant striders (in this book). They provide shelter, food, and breeding grounds in their lairs for giant striders, which then voluntarily serve them as mounts.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Firenewt Warrior.webp\"},\"credit\":\"Richard Whitters\"}]},{\"name\":\"Firenewts\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"section\",\"name\":\"Firenewts\",\"entries\":[\"Originally from the Elemental Plane of Fire, firenewts can be found on the Material Plane near hot springs and volcanoes. These amphibians need hot water to live, becoming sluggish after spending a week away from a source of moist heat. Firenewts therefore delve for sources of heat in the earth, and a firenewt lair features a network of channels and sluices to circulate hot liquid through the area.\"]}]},{\"name\":\"Flail Snail\",\"source\":\"MPMM\",\"entries\":[\"A flail snail is a creature of elemental earth that is prized for its multihued shell. It may seem harmless, but if a creature big enough to be a threat approaches too close, the snail flashes a scintillating light and attacks with its mace-like tentacles.\",\"Left undisturbed, a flail snail moves slowly along the ground. It consumes everything on the surface, including rocks, sand, and soil, and it stops periodically to relish crystal growths and other large mineral deposits. It leaves behind a shimmering trail that quickly solidifies into a thin and nearly transparent layer. This glassy residue can be harvested and cut to form window panes. It can also be heated and spun into other glass objects. Some folk make a living from trailing flail snails to collect this glass.\",{\"name\":\"Using the Shell of a Flail Snail\",\"type\":\"entries\",\"entries\":[\"A flail snail shell weighs about 250 pounds and has numerous uses. An intact shell can sell for 5,000 gp.\",\"Many hunters seek the shell for its antimagic properties. A skilled armorer can make three shields from one shell. For 1 month, each shield gives its wielder the snail's Antimagic Shell trait. When the shield's magic fades, it becomes an exotic shield that is the perfect item from which to make a {@item spellguard shield}.\",\"A flail snail shell can also be used to make a {@item robe of scintillating colors}. The shell is ground and added to the dye applied to the fabric. The powder is also a material component of the ritual that enchants the robe.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Flail Snail.webp\"},\"credit\":\"Cory Trego-Erdner\"}]},{\"name\":\"Flind\",\"source\":\"MPMM\",\"entries\":[\"When the demon lord Yeenoghu wants to create a particularly fearsome war band leader, he transforms an excep tionally strong and vicious gnoll into a demonic warrior known as a flind.\",\"A war band of demon-worshiping gnolls typically contains only one flind, and that creature sets the war band's path. Because of its special connection to Yeenoghu, a flind uses demonic insight to guide the gnolls toward weak prey ripe for slaughter.\",\"Unlike other leaders who might skulk behind their minions, a flind leads the charge in battle. Its flail causes wracking pain, paralysis, and disorientation in those it strikes.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Flind.webp\"},\"credit\":\"John Paul Balmet\"}]},{\"name\":\"Fraz-Urb'luu\",\"source\":\"MPMM\",\"entries\":[\"Fraz-Urb'luu is the Prince of {@skill Deception} and Demon Lord of Illusions. He uses every trick, every ounce of demonic cunning, to manipulate his enemies—mortal and Fiend alike—to do his will. Fraz-Urb'luu can create dreamlands and mind-bending fantasies able to deceive the most discerning foes.\",\"Once imprisoned for centuries below Castle Greyhawk on the world of Oerth, Fraz-Urb'luu has slowly rebuilt his power in the Abyss. He seeks the pieces of the legendary {@item staff of power} taken from him by those who imprisoned him and commands his servants to do likewise.\",\"The Prince of {@skill Deception}'s true form is like that of a great gargoyle, some 12 feet tall, with an extended, muscular neck; a smiling face framed by long, pointed ears and lank, dark hair; and bat-like wings are furled against his powerful shoulders. He can assume other forms, however, from the hideous to the beautiful.\",\"Many of the cultists of Fraz-Urb'luu aren't even aware they serve the Prince of {@skill Deception}, believing their master is a beneficent being and granter of wishes, some lost god or Celestial, or even another Fiend. Fraz-Urb'luu wears all these masks and more. He particularly delights in aiding demon-hunters against his demonic adversaries, driving the hunters to greater and greater atrocities in the name of their cause, only to eventually reveal his true nature and claim their souls as his own.\",{\"name\":\"Cultists of Fraz-Urb'luu\",\"type\":\"entries\",\"entries\":[\"{@note See the {@cult Cult of Fraz-Urb'luu|MPMM} entry.}\"]},{\"name\":\"Fraz-Urb'luu's Lair\",\"type\":\"entries\",\"entries\":[\"Fraz-Urb'luu's lair lies within the abyssal realm of Hollow's Heart, a plain of white dust with few structures on it. The lair itself is the city of Zoragmelok, a circular fortress surrounded by adamantine walls topped with razors and hooks. Corkscrew towers loom above twisted domes and vast amphitheaters, forming a surreal and disorienting cityscape.\",\"The challenge rating of Fraz-Urb'luu is 24 (62,000 XP) when he's encountered in his lair.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Fraz-Urbluu.webp\"},\"credit\":\"Richard Whitters\"}]},{\"name\":\"Froghemoth\",\"source\":\"MPMM\",\"entries\":[\"A froghemoth is an amphibious predator as big as an elephant. It lairs in swamps and has four tentacles, a thick rubbery hide, a fang-filled maw with a prehensile tongue, and an extendable stalk sporting three bulbous eyes that face in different directions.\",\"Froghemoths are creatures not of this world. A journal purportedly written long ago by the wizard Lum describes strange, cylindrical chambers of metal buried in the ground from which froghemoths emerged, but no reliable reports of the location of such places exist.\",\"Every few years, a froghemoth can lay a fertile egg without mating. The froghemoth cares nothing for its egg and might eat the hatchling. A young froghemoth's survival thus depends on its parent leaving it behind in indifference. A newborn froghemoth grows to full size over a period of months by indiscriminately preying on other creatures in its swampy domain. It learns to hide its enormous body in murky pools, keeping only its eyestalk above water to watch for passing creatures. When food comes within reach, the froghemoth erupts from its pool, tentacles and tongue flailing. It can grab several targets at once; it wraps its tongue around one and pulls it in to be devoured while holding the rest at bay.\",\"If {@creature bullywug||bullywugs} come across a froghemoth, the bullywugs may treat the froghemoth as a god and do all they can to coax the monster into their den. A froghemoth can be tamed (after a fashion) by offering it food, and bullywugs can communicate with it on a basic level, so the creature might eat only a few bullywugs before following the rest. The bullywugs gather food as tribute for it, provide it with a comfortable lair, protect it from harm, and try to ensure that any of its offspring reach maturity.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Froghemoth.webp\"},\"credit\":\"Richard Whitters\"}]},{\"name\":\"Frost Giant Everlasting One\",\"source\":\"MPMM\",\"entries\":[\"To hold its place or rise within the ordning, a frost giant must routinely face mighty foes in single combat. Some seek out magic that will aid them, but enchanted objects can be taken or lost. True greatness relies on personal prowess. Faced with this truth, a frost giant might seek a supernatural gift from Vaprak the Destroyer.\",\"Vaprak is a ferocious god of strength and hunger also worshiped by some ogres and trolls. He likes to tempt frost giants with dreams of glory followed by nightmares of bloody cannibalism. Those who don't shrink from such visions or report them to priests of Thrym receive more of the same. If a frost giant comes to relish these dreams and nightmares, as some do, Vaprak sets a troll upon a sacred quest to find the frost giant and meet the giant in secret. The troll offers up its own body to be devoured in Vaprak's name. Only the boldest and most determined frost giants can finish such a gory feast.\",\"After devouring the troll sent by Vaprak, bones and all, a frost giant becomes an everlasting one, gaining tremendous strength, an ill temper, and a troll's regenerative ability. With these gifts, the frost giant can swiftly claim the title of jarl and easily fend off rivals for decades. However, if the frost giant doesn't give enough honor to Vaprak or fails to heed Vaprak's visions, injuries the frost giant sustains heal wrong, resulting in discolored skin; warty scars; and vestigial body parts, such as extra digits, limbs, and even heads. The touch of Vaprak can no longer be hidden then, and the everlasting one is either killed or exiled by their clan. Sometimes small communities of everlasting ones gather and even reproduce, passing the \\\"blessing\\\" and worship of Vaprak from one generation to the next.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Frost Giant Everlasting One.webp\"},\"credit\":\"Chris Seaman\"}]},{\"name\":\"Frost Salamander\",\"source\":\"MPMM\",\"entries\":[\"Frost salamanders are natives of the Plane of Ice, also called the Frostfell, which rests between the Plane of Air and the Plane of Water. Frost salamanders especially like to hunt warm-blooded creatures. They sometimes travel to frigid climes on the Material Plane by wandering through planar gates.\",\"Frost salamanders' aggressive appetite for any heat source leads them to attack expeditions and settlements that other predators would avoid, as they often mistake the fire of a forge or a campfire for a large, tasty meal. {@creature Azer||Azers} use this predilection to hunt frost salamanders. Venturing into the Frostfell, they use large fires to lure these creatures into traps, then kill them and collect their hides and fangs for use in crafting weapons and armor.\",\"Although frost salamanders can burrow their way through loose soil, they prefer to dig into ice. They roll around in piles of broken chunks of ice, allowing it to scratch their backs as they grind it down. This habit leads them to create extensive networks of ice caves, which become ever larger as they claw fresh chunks of ice from the walls of their lairs.\",\"A frost salamander that dwells in a lair for a while carves out enough space to allow a small army to camp within. Inexperienced travelers who come across these caves see them as a welcome shelter, though they are anything but. Frost salamanders greedily devour any prey foolhardy enough to try sleeping in their lairs.\",\"On rare occasions, {@creature frost giant||frost giants} capture and tame these creatures, using them to burrow into the ice to help create outposts and fortresses.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Frost Salamander.webp\"},\"credit\":\"Brynn Metheney, Philip Straub\"}]},{\"name\":\"Gauth\",\"source\":\"MPMM\",\"entries\":[\"A gauth is a hungry, tyrannical creature similar to a beholder that eats magic and tries to exact tribute from anything weaker than itself. Its body is about 4 feet in diameter, with six eyestalks, a central eye (sometimes surrounded by multiple smaller eyes), and four small grasping tentacles near its mouth. It has color and texture variations similar to a true beholder.\",\"A gauth can survive on meat but prefers to sustain itself with power drained from magic objects. If starved of magic for several weeks, it is forced back to its home plane, so it constantly seeks new items to drain. A gauth might employ creatures to bring it items that can provide it with sustenance.\",\"When the ritual to summon a spectator goes wrong, a gauth might push itself through the flawed connection, arriving immediately or several minutes later. It might present itself as a beholder to ignorant creatures in an attempt to intimidate them, or as a spectator to its summoner in order to drain magic items it is expected to guard.\",\"A {@creature beholder} usually drives away or kills any gauths that enter its territory, but it might choose to force them to serve it as lieutenants. Gauths are less xenophobic than beholders, so they might form small clusters and work together, though they're just as likely to ignore each other entirely.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Gauth.webp\"},\"credit\":\"Scott Murphy\"}]},{\"name\":\"Gazer\",\"source\":\"MPMM\",\"entries\":[\"A gazer is a tiny manifestation of the dreams of a beholder. It resembles the beholder who dreamed it into existence, but its body is only 8 inches wide and it has only four eyestalks. It follows its creator like a devoted, aggressive puppy, and sometimes small packs of these creatures patrol their master's lair for vermin to kill and lone creatures to harass.\",\"A gazer can't speak any languages but can approximate words and sentences it hears, mimicking them in a high-pitched, mocking manner. Beholders find gazers amusing and tolerate their presence like spoiled pets. Some beholders with wizard minions insist they take a gazer as a familiar because the beholders can see through the eyes of these creatures.\",\"A wild gazer (one living separately from a beholder) is territorial, eats bugs and little animals, and is known for playing with its food. A lone wild gazer avoids picking fights with creatures that are Medium or larger, but a pack of them might take on larger prey. A gazer might follow the folk in its territory, noisily mimicking their speech and generally being a nuisance, until they leave the area, but it flees if confronted by something it can't kill.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Gazer.webp\"},\"credit\":\"Christopher Burdett\"}]},{\"name\":\"Geryon\",\"source\":\"MPMM\",\"entries\":[\"Geryon is locked in an endless struggle with Levistus for control of Stygia. The two have fought for centuries, each displacing the other innumerable times. Currently, Levistus claims lordship over Stygia, but he has been trapped in an enormous block of ice at the command of Asmodeus. In response, Geryon is marshaling his followers, hoping to use this opportunity to replace his hated rival.\",\"Among the archdevils, Geryon is known for his martial prowess. He is a ferocious hunter and a relentless tracker. He often joins his troops in battle; he loves to feel flesh and steel sundered beneath his claws and to taste his foes' blood. Yet Geryon's ferocity has also limited his ability to collect souls and forge an effective hierarchy. Sages who study the Nine Hells believe the battle for control of Stygia is a test staged by Asmodeus in hopes of purging the worst impulses from both Geryon and Levistus—or discovering a competent replacement for both.\",{\"name\":\"Cultists of Geryon\",\"type\":\"entries\",\"entries\":[\"{@note See the {@cult Cult of Geryon|MPMM} entry.}\"]},{\"name\":\"Geryon's Lair\",\"type\":\"entries\",\"entries\":[\"Geryon has recently reclaimed his ancient fortress, Coldsteel, a sprawling complex that rises from the icy center of Stygia. He roams the passages, spitting oaths of vengeance against Asmodeus and hatching schemes to reclaim his standing from Levistus. The challenge rating of Geryon is 23 (50,000 XP) when he's encountered in his lair.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Geryon.webp\"},\"credit\":\"Claudio Pozas\"}]},{\"name\":\"Giant Strider\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Out of curiosity, I once tamed a giant strider. Several potions of fire resistance later, the creature was purring in my lap, and I didn't feel a thing.\"],\"by\":\"Mordenkainen\"},{\"type\":\"quote\",\"entries\":[\"We might have discovered the key to unlock Mordenkainen's frigid heart: magical pets!\"],\"by\":\"Tasha\"},\"These fierce and majestic monsters exhibit attributes of both birds and reptiles, but are truly neither. Giant striders have a supernatural affinity to fire and can spit gouts of flame at distant enemies. They are most often found in tropical, volcanically active areas or regions that similarly provide sources of both water and extreme heat.\",\"Firenewts prize giant striders and seek to adopt them whenever possible. They provide for stables of these creatures in their lairs, and in return, the giant striders voluntarily serve as mounts for firenewt warriors (in this book).\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Giant Strider.webp\"},\"credit\":\"Richard Whitters\"}]},{\"name\":\"Giff\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"My travels in Wildspace are always brightened by my giff associates. Their use of gunpowder reminds me of my own explosive wizardry. Spectacular!\"],\"by\":\"Mordenkainen\"},\"It's easy to spot giff in a room: these burly folk are 7-foot-tall, hippopotamus-headed people. In Wildspace and the associated ports, giff are most often encountered as spacefaring mercenaries. These troops are renowned for their martial training and love of explosives and are typically armed with gleaming pistols and muskets. The stat block here represents one of those mercenaries.\",\"Every aspect of these spacefaring giff's society is organized along military lines. From birth until death, each has a military rank. Promotions don't depend on age but are granted by a superior as a reward for valor.\",\"Muskets and grenades are the specialties of many giff regiments. The bigger the boom, the brighter the flash, and the thicker the smoke it produces, the greater the glory for the one wielding the weapon. Giff mercenaries have been known to accept payment in kegs of gunpowder in preference to gold, gems, or other currency.\",{\"name\":\"Gunpowder by the Keg\",\"type\":\"entries\",\"entries\":[\"In addition to their personal gunpowder weapons, giff ships and mercenary companies carry spare gunpowder in kegs. In an emergency, or if a large explosion is needed, a whole keg can be detonated. A giff lights the fuse on the keg and can then throw the keg up to 15 feet as part of the same action. The keg explodes at the start of the giff's next turn. Each creature within 20 feet of the exploding keg must make a {@dc 12} Dexterity saving throw. On a failed save, a creature takes 24 ({@damage 7d6}) fire damage and is knocked {@condition prone}. On a successful save, a creature takes half as much damage and isn't knocked {@condition prone}.\",\"Every other keg of gunpowder within 20 feet of an exploding keg has a {@chance 50} chance of also exploding. Check each keg only once per turn, no matter how many other kegs explode around it.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Giff.webp\"},\"credit\":\"Ralph Horsley\"}]},{\"name\":\"Girallon\",\"source\":\"MPMM\",\"entries\":[\"A girallon looks like an oversized, four-armed ape with grayish-tan skin and white fur. Its vicious fangs and claws reveal it to be a monstrous predator.\",\"Girallons are most common in temperate or warm forest environments abundant with life. They share apes' adeptness at climbing, although few trees can support the weight of these half-ton creatures. The ruins of cities, especially those found in deep forests and jungles, seem to attract girallons. They see a city's buildings as a superior sort of forest whose uppermost \\\"branches\\\" can safely support them. The creatures can easily scale walls and battlements, and they perch on tower tops and other high vantages to keep an eye on the surrounding area.\",\"When girallons can't climb, they stalk the forest floor, lurk in narrow ravines or shallow caves, or hide in ruined sites while waiting for prey to come near. A girallon is surprisingly stealthy, considering its size and its lack of camouflage.\",\"Girallons form loose bands of several individuals and their offspring, usually led by a dominant adult that also tends to be the oldest member of the group. When on the hunt away from their lair, girallons use roars and body language to communicate with one another over distance. Each individual typically hunts alone and widely separated from the others to ensure that everyone gets adequate fodder. The leader might organize members to work together to make a big kill, however. If they succeed, everyone in the group shares the spoils, with the best parts going to those caring for their young.\",\"Girallons' strange appearance and attraction to ruins lead sages to believe they were created through magic to serve as guardians for some lost empire. When that empire fell ages ago, girallons turned feral and spread out across the world.\",\"Numerous creatures have tried to tame, subjugate, or cooperate with the monsters. For instance, some forest-dwelling peoples capture girallons and train them to serve as sentinels. Recognizing that girallons are peaceful among their own kind, other folk have learned how to approach a group's leader, offering food and other gifts in hopes of establishing an alliance with the creatures.\",\"Girallons that are well treated might be willing to serve as guards, though they lack the intelligence to take on tasks more complicated than attacking strangers who enter their domain. A girallon that's captured when young and carefully trained could end up in a seemingly unlikely place, such as guarding the entrance to a city's thieves' guild. Those who would keep a girallon must always be wary, however, because the creature could revert to its predatory nature at any time.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Girallon.webp\"},\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Githyanki\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"section\",\"name\":\"Githyanki\",\"entries\":[\"Githyanki descend from an ancient people who were also the progenitors of githzerai (also in this book). These tall, gaunt folk have potent psionic powers and dwell, for the most part, on the Astral Plane. Among the best-known githyanki are the bellicose followers of the Lich Queen Vlaakith. They terrorize the Astral Plane, raiding into other planes to plunder the multiverse of its magic and riches.\"]}]},{\"name\":\"Githyanki Gish\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Githyanki\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Gish blend their magical abilities with swordplay to become dangerous foes in battle. Their specialized capabilities make them well suited for assassination, raiding, and espionage.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Githyanki Gish.webp\"},\"credit\":\"Chris Seaman\"}]},{\"name\":\"Githyanki Kith'rak\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Githyanki\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Militarized githyanki cultures assign ranks and responsibilities to citizens. Groups of ten warriors follow the commands of sarths ({@creature githyanki warrior||githyanki warriors}), while ten sarths obey the commands of a mighty kith'rak. These champions undergo torturous training and psionic testing until they can command the respect of their underlings.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Githyanki Kithrak.webp\"},\"credit\":\"Chris Seaman\"}]},{\"name\":\"Githyanki Supreme Commander\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Githyanki\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Supreme commanders lead armies, each one commanding ten kith'raks, who in turn lead the rest of their forces. Most supreme commanders ride {@creature adult red dragon||red dragons} into battle.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Githyanki Supreme Commander.webp\"},\"credit\":\"Chris Seaman\"}]},{\"name\":\"Githzerai\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"section\",\"name\":\"Githzerai\",\"entries\":[\"Githzerai are otherworldly folk with psionic powers who share an ancestral link to githyanki (also in this book). The githzerai followers of the great leader Zaerith Menyar-Ag-Gith are an ascetic people who live apart from the rest of the cosmos, within the confines of fortresses floating through the chaos of Limbo. Instead of imposing their will on other peoples, they focus on controlling and manipulating their endlessly malleable home.\"]}]},{\"name\":\"Githzerai Anarch\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Githzerai\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Anarchs are githzerai sages and mystics who lead communities and maintain the adamantine citadels that serve as strong points in Limbo and on other planes. They have formidable psionic capabilities and are able to manipulate the unformed substance of their adopted plane with a thought.\",{\"name\":\"An Anarch's Lair\",\"type\":\"entries\",\"entries\":[\"In Limbo, githzerai anarchs create islands of tranquility in this turbulent plane. An anarch can use its psionic power to give form to formless substance, creating mountains, lakes, and structures to serve as a foundation for a githzerai community.\",\"The anarch's challenge rating is 17 (18,000 XP) when it's encountered in its lair.\"]}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Githzerai Anarch.webp\"},\"credit\":\"Michael Komarck\"}]},{\"name\":\"Githzerai Enlightened\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Githzerai\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Some spiritual githzerai spend long hours in meditation to transcend the limits of their forms and to apprehend the nature of reality. Zerths who complete the next tier of their training become known as the enlightened.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Githzerai Enlightened.webp\"},\"credit\":\"Michael Komarck\"}]},{\"name\":\"Gnoll Flesh Gnawer\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Gnolls\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"These gnolls eschew the use of ranged weapons in favor of short blades that they wield with great speed and efficiency. In the thick of a fight, they dash across the battlefield, slashing and snarling as they run down stragglers and finish off wounded foes.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Gnoll Flesh Gnawer.webp\"},\"credit\":\"Eric Belisle\"}]},{\"name\":\"Gnoll Hunter\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Gnolls\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Hunters are the stealthiest gnolls in a war band. In the vanguard, they creep around, picking off isolated opposition while clearing the way for the rest of the force to advance.\",\"Hunters are particularly skilled with the longbow, and they fire arrows with viciously barbed heads. Even when a hunter doesn't kill their target with their first shot, the arrow strike brings so much pain that the victim is hobbled in its attempt to run away.\"]}}}}},{\"name\":\"Gnoll Witherling\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"The life cycle of Yeenoghu's gnolls begins and ends with eating. They eat their enemies, they eat one another, and they're freed from their hunger only in death.\"],\"by\":\"Mordenkainen\"},\"Sometimes the gnolls of Yeenoghu turn against each other, perhaps to determine who rules a war band or because of extreme starvation. Even under ordinary circumstances, gnolls that are deprived of victims for too long struggle to control their hunger and violent urges. Eventually, they fight among themselves.\",\"The survivors devour the flesh of their slain comrades but preserve the bones. Then, by invoking rituals to Yeenoghu they bring the remains back to a semblance of life in the form of a gnoll witherling.\",\"Witherlings travel with their comrades and try to kill anything in their path. They don't eat and aren't motivated by hunger, leaving more flesh for the rest of the war band.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Gnoll Witherling.webp\"},\"credit\":\"Filip Burburan\"}]},{\"name\":\"Gnolls\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"section\",\"name\":\"Gnolls\",\"entries\":[\"The first gnolls were hyenas transformed by magic. Many of them were then corrupted by the demon lord Yeenoghu. Whether in service to Yeenoghu or dedicated to the survival of their kin, gnoll war bands seek to soften up foes with surprise attacks and to leave no survivors alive.\"]}]},{\"name\":\"Gray Render\",\"source\":\"MPMM\",\"entries\":[\"A curious impulse drives the gray render. Despite its hulking form and terrible appetite, it wants most of all to bond with an intelligent creature and, once bonded, to give its life to protect that creature. Great strength and a ferocious nature make gray renders fierce guardians, but they lack a shred of cunning.\",\"Gray renders reproduce by forming nodules on their bodies that, on reaching maturity, break off to begin life as young gray renders. They feel no obligation to their young and have no inclination to gather with others of their kind. Instead, each has an overpowering need to bond with an intelligent creature. When one encounters a suitable master, it sings to that creature—a weird, warbling cry accompanied by scratching at the earth and a show of deference. Once it forms a bond, a gray render serves its master devotedly.\",\"A gray render might be a strong ally, but it's always an unpredictable one. In combat, a gray render fights viciously and never willingly harms its master, but outside battle, it might cause considerable difficulties. It might follow its master despite being told to stay put, destroy its master's house, burrow holes through a ship's hull, attack out of jealousy, or worse.\",\"The Gray Render Quirks table presents possible quirks for gray renders that can be generated randomly or selected as desired.\",{\"type\":\"table\",\"caption\":\"Gray Render Quirks\",\"colLabels\":[\"d12\",\"Quirk\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Hates horses and other mounts\"],[\"2\",\"Roars loudly when its bonded creature is touched by another creature\"],[\"3\",\"Likes to snuggle\"],[\"4\",\"Uproots and chews on trees\"],[\"5\",\"Has terrific and eye-watering flatulence\"],[\"6\",\"Brings offerings of meat to its bonded creature\"],[\"7\",\"Compulsively digs up the ground\"],[\"8\",\"Attacks carts and wagons as if they were terrible monsters\"],[\"9\",\"Howls when it rains\"],[\"10\",\"Whines piteously in the dark\"],[\"11\",\"Buries treasure it finds\"],[\"12\",\"Chases birds, leaping into the air to catch them, heedless of the destruction it causes\"]]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Gray Render.webp\"},\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Graz'zt\",\"source\":\"MPMM\",\"entries\":[\"The appearance of this demon lord is a warning that not all that is beautiful is good. Every plane and curve of his nine-foot-tall body, every glance of his burning eyes, promises a mixture of pleasure and pain. Graz'zt can transform himself at will, appearing in any humanlike form that pleases him or his onlookers, all equally tempting in their own ways. In every form, though, a subtle wrongness pervades his beauty, from the cruel cast of his features to the six fingers on each hand and six toes on each foot.\",\"Graz'zt surrounds himself with the finest of things and the most attractive of servants, and he adorns himself in silks and leathers both striking and disturbing in their workmanship. His lair and those of his cultists are pleasure palaces where nothing is forbidden save moderation and kindness.\",\"Cults devoted to him are secret societies of indulgence, often using their debauchery to subjugate others through blackmail, addiction, and manipulation. They wear alabaster masks with ecstatic expressions and ostentatious dress and body ornamentation to their secret assignations.\",\"Although he prefers charm and subtle manipulation, Graz'zt is capable of terrible violence when provoked. He wields the greatsword Angdrelve, also called Wave of Sorrow, whose wavy, razor-edged blade drips acid at his command.\",{\"name\":\"Cultists of Graz'zt\",\"type\":\"entries\",\"entries\":[\"{@note See the {@cult Cult of Graz'zt|MPMM} entry.}\"]},{\"name\":\"Graz'zt's Lair\",\"type\":\"entries\",\"entries\":[\"Graz'zt's principal lair is his Argent Palace, a grandiose structure in the city of Zelatar, found within his abyssal domain of Azzatar. Graz'zt's demonic influence radiates outward in a tangible ripple, warping reality around him. Given enough time in a single location, Graz'zt can twist it with his power.\",\"Graz'zt's lair is a den of ostentation and hedonism. It is adorned with finery and decorations so decadent that even the wealthiest of mortals would blush at the excess. Within Graz'zt's lairs, devotees and subjects alike are forced to slake Graz'zt's thirst for pageantry.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Grazzt.webp\"},\"credit\":\"Richard Whitters\"}]},{\"name\":\"Green Abishai\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Abishais\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Green abishais are adept at discovering secrets and other sensitive information, while their diplomatic skills and their magic ensure they can manipulate even the shrewdest opponents.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Green Abishai.webp\"},\"credit\":\"Daniel Landerman\"}]},{\"name\":\"Grung\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Grungs\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"The grung stat block represents a typical grung warrior or hunter, met either in a grung community or traveling elsewhere as a mercenary, game warden, guard, or bandit.\"]}}}}},{\"name\":\"Grung Elite Warrior\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Grungs\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"A grung elite warrior typically leads a group of grung and other warriors into battle and is often accompanied by a grung wildling.\"]}}}}},{\"name\":\"Grung Wildling\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Grungs\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Gifted with druidic magic, a grung wildling typically serves as an advisor, a healer, and a nurturer of crops.\"]}}}}},{\"name\":\"Grungs\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"section\",\"name\":\"Grungs\",\"entries\":[\"Grungs are frog-like folk found in rain forests and tropical jungles. These amphibians prefer shade and live in trees, but they maintain hatcheries for their offspring in well-guarded ground-level pools. About three months after hatching, a grung tadpole takes on the shape of an adult, and after another six months, the grung reaches maturity.\",\"Born in a wide range of colors, grungs most often appear in shades of green, blue, purple, red, orange, and gold. All grungs secrete a substance that is harmless to them but poisonous to other creatures, and sometimes that substance has a special effect based on the grung's color (see \\\"Variant: Grung Poison\\\"). They also use this venom to poison their weapons.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Grungs.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Guard Drake\",\"source\":\"MPMM\",\"entries\":[\"A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient and territorial, which makes it an excellent watch beast that can follow simple commands.\",\"Tiamat's cult practices the ritual to create guard drakes, as do other groups that are skilled in arcana and associated with Dragons. The ritual requires a chromatic dragon's aid; the dragon typically helps to reward its allies or worshipers with a valuable servant.\",\"The ritual, which takes several days, requires 10 pounds of fresh dragon scales (donated by the dragon allied with the group), a large amount of fresh meat, and an iron cauldron. When the process is complete, a Small egg emerges from the cauldron and hatches within a few hours.\",\"A newly hatched guard drake imprints upon the first creature that feeds it (usually the one planning to train it), establishing an aggressive but trusting bond with that individual. A guard drake is fully grown within two to three weeks and can be trained in the same length of time. It is the equivalent of a guard dog in terms of what it can be trained to do. A guard drake resembles the type of dragon it was created from, but with a wingless, squat, muscular build. A drake can't reproduce, nor can its scales be used to make other guard drakes.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Guard Drake.webp\"},\"credit\":\"Conceptopolis\"}]},{\"name\":\"Hadrosaurus\",\"source\":\"MPMM\",\"entries\":[\"A hadrosaurus is a semi-quadrupedal herbivore with bony head crests. If raised from a hatchling, it can be trained to carry a rider.\"]},{\"name\":\"Hellfire Engine\",\"source\":\"MPMM\",\"entries\":[\"Hellfire engines are semiautonomous bringers of destruction. Amnizus (in this book) and other devilish generals hold them in reserve until they are needed to repel an incursion by demons or crusading mortals, but occasionally one of these magical-mechanical hybrids gets loose, driven berserk by its need to destroy.\",\"Hellfire engines take many forms, but all of them have one purpose: to mow down foes in waves. They are incapable of subtlety or trickery, but their destructive capability is immense.\",\"Mortal creatures slain by hellfire engines are doomed to join the infernal legions in mere hours unless powerful magic-wielders intervene on their behalf. The archdukes of the Nine Hells would like nothing better than to modify this magic so it works against demons, too, but that discovery has eluded them so far.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Hellfire Engine.webp\"},\"credit\":\"Christopher Burdett\"}]},{\"name\":\"Hobgoblin Devastator\",\"source\":\"MPMM\",\"entries\":[\"Hobgoblins with a prodigious talent for magic sometimes undergo grueling training to become hobgoblin devastators. Devastators are spellcasters who call down fireballs and other destructive magic in the defense of the court they serve, whether that court is in the Feywild or the Material Plane. A hobgoblin devastator on the battlefield is a boon to their allies and a threat to every foe around them.\",\"Far from being cloistered academics, hobgoblin devastators are masters of the battlefield. In addition to tactical applications of the magical arts, they learn the basics of weapon use, and they measure their deeds by the enemies defeated though their magic. They have the respect of other members of the host and receive obedience and deference from many quarters.\",\"In the Feywild, many archfey seek to bolster their armies' might with the services of hobgoblin devastators.\",{\"type\":\"inset\",\"name\":\"Goblinoids of the Feywild\",\"entries\":[\"The goblinoid peoples—goblins, hobgoblins, and bugbears—first appeared in the Feywild millennia ago, and they resided there until the god Maglubiyet conquered them. They then spread throughout the multiverse, with many of them ending up on the worlds of the Material Plane. Most goblinoids encountered on those worlds are members of families that have been away from the Feywild for centuries, and over time, those lineages have become Humanoid. Fey goblinoids, who still bear the magic of the Feywild, are rare on the Material Plane but not unheard of. Hobgoblin devastators are examples of such Fey folk, as are hobgoblin iron shadows and nilbogs (also in this book).\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Hobgoblin Devastator.webp\"},\"credit\":\"Eric Belisle\"}]},{\"name\":\"Hobgoblin Iron Shadow\",\"source\":\"MPMM\",\"entries\":[\"Iron shadows are hobgoblin martial artists who serve fey and mortal courts as secret police, scouts, and assassins. They spy to ferret out treachery, rebellion, and betrayal and deal with it ruthlessly. Iron shadows possess agility and stamina matched only by their ironclad commitment to the will of their masters. They wield a deadly combination of unarmed fighting techniques and shadow magic to deceive and defeat their foes. While on secret missions, they wear masks crafted to resemble monsters, both to conceal their identities and to strike fear into their foes.\",\"An iron shadow is usually recruited from the ranks of the Feywild's hobgoblin armies or from among the hobgoblins who have resided in the Material Plane for centuries. A candidate for admission undergoes a series of tests designed to reveal any potential for treachery. Those who fail are slain, while those who pass receive secret training in the arts of magic and stealth. This indoctrination is a slow and arduous process; many aspirants don't finish it, and years might go by during which the iron shadows welcome no new members into their ranks. When a recruit's training is complete, they are tasked with conducting assassinations and spy missions.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Hobgoblin Iron Shadow.webp\"},\"credit\":\"Scott Murphy\"}]},{\"name\":\"Howler\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Why does the howler sing? Doing so causes its prey to flee, and surely stealth would make for better hunting in howling Pandemonium. There is only one answer: the creature can taste fear.\"],\"by\":\"Mordenkainen\"},\"A far-off wail precedes the sight of a howler. Even at a distance, listeners' minds cringe at the sound and fill with horror at the realization that the noise is drawing closer. When howlers go on the prowl, courage isn't enough to stand up against them.\",\"These nightmare creatures are native to Pandemonium, but they can be found on most of the Lower Planes, where they are trained as war hounds. Howlers can be domesticated, after a fashion, but they respond only to brutal training in which they are forced to recognize the trainer as the pack's undisputed leader. A trained pack then follows its leader without hesitation. Howler packs course over the battlefields of the Blood War and also serve evil mortals powerful and vicious enough to command their loyalty.\",\"Howlers rely on speed, numbers, and their mind-numbing howling to corner prey before they tear it apart. Their howls flood the minds of their victims, making complex thought impossible. Listeners can do little more than stare in horror and stumble around the battlefield in a search for safety. Fiends especially prize howlers for this reason, because for a few crucial moments in a battle, their howls can neutralize an enemy.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Howler.webp\"},\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Hungry Sorrowsworn\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Sorrowsworn\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Horrible creatures with grasping claws and distended jaws, hungry sorrowsworn—also known as the Hungry—do whatever is necessary to sate their appetites. These greedy devourers stuff their maws with flesh and drink in their victims' screams. When they finish, they lurch away while their bright eyes resume the search for something else to consume.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Hungry Sorrowsworn.webp\"},\"credit\":\"Cory Trego-Erdner\"}]},{\"name\":\"Hutijin\",\"source\":\"MPMM\",\"entries\":[\"Politics in the Nine Hells are anything but predictable. Alliances form all the time, but most wind up unraveling due to treachery. Nevertheless, for all their backbiting and betrayal, devils do occasionally display loyalty, offering unwavering service to their masters. One such example is Hutijin, a duke of Cania and loyal servant of Mephistopheles.\",\"Across the Hells, Hutijin's name fills lesser devils with fear and loathing, for this duke commands two companies of {@creature pit fiend|MM|pit fiends}. With such soldiers under his command, Hutijin can easily crush any rival who gets in his way while also defending Mephistopheles against armies seeking to contest his dominion. Hutijin has amassed enough power to challenge the lord of Cania, but he has never wavered in his support for his master—suggesting, perhaps, that Mephistopheles has some hold over him.\",\"Outside the Nine Hells, Hutijin is a relatively obscure figure, known only to the most learned infernal scholars. He has no cults of his own, and his servants are few in number. The reason is simple: Hutijin hates mortals. When summoned from the Hells, he repays the instigator with a long and agonizing death.\",\"Mephistopheles forbids Hutijin from making too many forays into the Material Plane, since the duke's absence leaves him vulnerable to his rivals. Other archdevils know how much Hutijin despises mortals and have secretly disseminated the means to call him from the Nine Hells in the hope of distracting the archdevil long enough for them to assail Mephistopheles. Hutijin sends devils into the Material Plane to eradicate mention of his name and destroy those who have learned of him, but the summonings still occur. When called from his post, he negotiates as quickly as he can, usually closing a deal with little cost to the summoner. However, once the deal has been fulfilled, Hutijin repays the interruption with death.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Hutijin.webp\"},\"credit\":\"Michel Berube\"}]},{\"name\":\"Hydroloth\",\"source\":\"MPMM\",\"entries\":[\"Like the thought-stealing waters of the River Styx they inhabit, hydroloths filch the memories of creatures they attack, stealing away thoughts for delivery to whatever master they happen to serve. Hydroloths also savor finding lost things, especially those that have been swallowed up in the deeps.\",\"For amphibious assaults or underwater conflicts, hydroloths have no equal among yugoloths. They sometimes hire themselves out to attack and scuttle ships and raid coastal settlements.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Hydroloth.webp\"},\"credit\":\"Christopher Burdett\"}]},{\"name\":\"Illusionist Wizard\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Wizards\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Illusionists twist light, sound, and even thought to create illusory effects. Some illusionists are delightful entertainers, while others are devilish tricksters.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Illusionist Wizard.webp\"},\"credit\":\"Dmitry Burmak\"}]},{\"name\":\"Juiblex\",\"source\":\"MPMM\",\"entries\":[\"Called the Faceless Lord and the Oozing Hunger in ancient grimoires, Juiblex is demon lord of slime and ooze, a noxious creature that doesn't care about the plots and schemes of others of its kind. It exists only to consume, digesting and transforming living matter into more of itself.\",\"A true horror, Juiblex is a mass of bubbling slime, swirling black and green, with glaring red eyes floating and shifting within it. It can rise up like a 20-foot hill, lashing out with dripping pseudopods to drag victims into its bulk. Those consumed by Juiblex are obliterated.\",{\"type\":\"entries\",\"name\":\"Cultists of Juiblex\",\"entries\":[\"{@note See the {@cult Cult of Juiblex|MPMM} entry.}\"]},{\"type\":\"entries\",\"name\":\"Juiblex's Lair\",\"entries\":[\"Juiblex's principal lair is known as the Slime Pits, a realm that Juiblex shares with {@creature Zuggtmoy|MPMM} (who also appears in this book). This layer of the Abyss, which is also known as Shedaklah, is a bubbling morass of fetid sludge. The landscape is covered in vast expanses of caustic slimes, and strange organic forms rise from the oceans of ooze at Juiblex's command.\",\"Juiblex's challenge rating is 24 (62,000 XP) when encountered in its lair.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Juiblex.webp\"},\"credit\":\"Arnie Swekel\"}]},{\"name\":\"Ki-rin\",\"source\":\"MPMM\",\"entries\":[\"Ki-rins are noble, celestial creatures. In the Outer Planes, ki-rins in service to benevolent deities take a direct role in the eternal struggle between good and evil. In the mortal world, ki-rins are celebrated far and wide as harbingers of destiny, guardians of the sacred, and counterbalances to the forces of evil.\",\"Ki-rins are an embodiment of good, and simply beholding one can evoke fear or awe in an observer. A typical ki-rin looks like a muscular stag, covered in golden scales lined in some places with golden fur. It has a long mane and tail, coppery cloven hooves, and a spiral-shaped coppery horn just above and between its luminous violet eyes. In a breeze or when aloft, the creature's scales and hair appear to blaze with a holy, golden fire.\",\"Beyond their coloration, ki-rins vary in appearance based on the deity each one reveres and the function each typically performs in service to that god. Some resemble gigantic unicorns; these are often used as guardians. Others have draconic features and tend to be aggressive foes of evil. Having one horn is most common, but a particularly fierce ki-rin might have two horns or a set of antlers like those of a great stag.\",\"In many lands, common folk view ki-rins as heralds of good fortune. They consider seeing a ki-rin fly overhead a blessing and events that happen on such a day especially auspicious. If a ki-rin alights during a ceremony such as a birth announcement or a coronation, everyone present understands that the creature is telling them the person so honored could become a great force for good. Ki-rins have also been known to appear at the sites of great battles to inspire and strengthen the side of good or to rescue heroes from certain death.\",\"Ki-rins are attracted to the worship of deities of courage, loyalty, selflessness, and truth, as well as to the advancement of just societies. For instance, in the Forgotten Realms, ki-rins rally mostly to Torm, although they also serve his allies Tyr and Ilmater. Ki-rins that serve good deities go wherever they are commanded; a ki-rin from an Upper Plane might venture to the Material Plane on a mission, usually as a scout, a messenger, or a spy. A ki-rin living on the Material Plane claims a territory to watch over, and one ki-rin might safeguard an area that encompasses several nations.\",{\"type\":\"entries\",\"name\":\"Lair of Luxury\",\"page\":161,\"entries\":[\"On the celestial planes, ki-rins reside in lofty, elegant aeries filled with luxurious objects. On the Material Plane, a ki-rin chooses a similar location for its lair, such as atop a tall pinnacle or within a cloud solidified by the ki-rin's magic. The chosen location is almost always hard to reach, and only those mortals who have the tenacity to complete the daunting journey to a ki-rin's lair can prove themselves worthy of speaking with its occupant. Many of those who do end up pledging service to the creature. They study under its tutelage in its lair and serve as its agents in the world. These followers might travel incognito across the land, seeking news of growing evil and working behind the scenes, or they might be champions of their master's cause, out to defeat villainy wherever it is found.\",\"When viewed from the outside, a ki-rin's lair is indistinguishable from a natural site, and the entrance is difficult for visitors to find and reach. Inside, the lair is a serene and comfortable place, its ambiance a mix between palace and temple. If the ki-rin has taken creatures into its service, its lair doubles as a sacred site wherein the ki-rin not only rests but also teaches of holy mysteries.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Ki-rin.webp\"},\"credit\":\"Daniel Ljunggren\"}]},{\"name\":\"Kobold Dragonshield\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Believe it or not, I like kobolds. I find their oscillation between bravery and cowardice endlessly entertaining. In fact, I'd say kobolds are proof of the universe's most fundamental lesson: there is always something bigger than you.\"],\"by\":\"Mordenkainen\"},\"Kobold dragonshields are champions of their people. Almost all dragonshields begin life as normal kobolds, then are chosen by a dragon and invested with power for the purpose of protecting the dragon's eggs, but once every few years a kobold hatches with an innate version of the dragonshield's abilities. In either case, a dragonshield is skilled at hand-to-hand combat and bears a shield made of dragon scales, as well as scars from desperate fights.\",\"Dragonshields know they have a place of honor among those who venerate dragons, but—being kobolds at heart—most of them feel unworthy of their status and are desperate to prove themselves deserving of it. But they also have the ability to rally in the face of certain death, inspiring others to follow them into battle.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Kobold Dragonshield.webp\"},\"credit\":\"Cory Trego-Erdner\"}]},{\"name\":\"Kobold Inventor\",\"source\":\"MPMM\",\"entries\":[\"A kobold inventor builds improvised weapons to gain an advantage in combat. These weapons last for only one or two attacks before they break and typically work only for the inventor, but they might be surprisingly effective in the meantime. The weapons don't have to be lethal—often one serves its purpose if it distracts, scares, or confuses a creature long enough for the inventor to kill that foe.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Kobold Inventor.webp\"},\"credit\":\"Chris Seaman\"}]},{\"name\":\"Kobold Scale Sorcerer\",\"source\":\"MPMM\",\"entries\":[\"Kobold scale sorcerers have an innate talent for arcane magic, making them highly valuable members of their communities. These sorcerers typically fill the role of advisor, and when threatened, a scale sorcerer lashes out with colorful magic.\",\"A scale sorcerer who resides in or near a dragon's lair may serve as that dragon's diplomat and mouthpiece—anticipating the dragon's needs, issuing commands to others on the dragon's behalf, and reporting information back to the dragon. Such scale sorcerers often wear artificial wings, which are a sign of their draconic office. Scale sorcerers are just as awed by and respectful of dragons as others who venerate these mighty creatures, but they know that duty requires them not to fawn over their master at all times. They also understand that their frequent proximity to their dragon master means they would probably be the first to die if their master became angry or displeased, so they frantically maintain a balance between adoration and terror in their behavior toward their master.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Kobold Scale Sorcerer.webp\"},\"credit\":\"Scott Murphy\"}]},{\"name\":\"Korred\",\"source\":\"MPMM\",\"entries\":[\"Korreds are unpredictable, secretive Fey with strong ties to earth and stone. Because of their magical hair and mystical understanding of minerals, they are sought after by treasure-hunting dwarves and others who desire wealth beneath the earth.\",\"Korreds prefer to keep their own company but occasionally consort with creatures of elemental earth such as {@creature galeb duhr}. They often gather with other korreds to perform ceremonial dances, beating out rhythms on stone with their hooves and clubs. In the depths of the Material Plane, korreds typically flee from other creatures, but they become aggressive when they feel insulted or are annoyed by the sounds of mining.\",\"Korreds can hurl boulders far larger than it seems they should be able to, shape stone as though it were clay, and swim through rock. They also gain supernatural strength just from standing on the ground.\",{\"name\":\"Magical Hair\",\"type\":\"entries\",\"entries\":[\"Korreds have hair all over their bodies, but the hair that grows from their heads is magical. When cut, it transforms into whatever material was used to cut it. Korreds use iron shears to cut lengths of this magical hair, then twist the strands together to create iron ropes that they can manipulate, animating them to bind or snake around creatures and objects. Korreds take great pride in their hair and equally great offense at anyone who attempts to cut it without permission.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Korred.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Kraken Priest\",\"source\":\"MPMM\",\"entries\":[\"A kraken can seem godlike to folk who have faced its fury. Those who mistake its might for divine power and those who seek to appease the monster through veneration are sometimes rewarded with power, to serve thereafter as kraken priests.\",\"Every kraken priest undergoes a change in appearance that reflects the kraken's influence, although each one differs in how their reverence is displayed. One kraken priest might have ink-black eyes and a suckered tentacle for a tongue, while another has a featureless face and a body covered in eyes and mouths that dribble seawater. These horrific manifestations intensify when the kraken possesses its minion to utter dire pronouncements.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Kraken Priest.webp\"},\"credit\":\"Chris Seaman\"}]},{\"name\":\"Kruthik Hive Lord\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Kruthiks\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"A hive lord rules each kruthik hive. When the hive lord dies, the surviving members of the hive abandon their lair and search for a new one. When a suitable location is found, the largest kruthik in the hive undergoes a metamorphosis, forming a cocoon around itself and emerging several weeks later as a hive lord—a bigger and smarter kruthik with the ability to spray digestive acid from its maw. The hive lord claims the largest chamber of the lair and keeps several adult kruthiks nearby as bodyguards.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Kruthik Hive Lord.webp\"},\"credit\":\"Zack Stella\"}]},{\"name\":\"Kruthiks\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"section\",\"name\":\"Kruthiks\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Imagine a hive of ants the size of horses, but the ants are wearing armor.\"],\"by\":\"Mordenkainen\"},{\"type\":\"quote\",\"entries\":[\"Other creatures that abide in hives serve a purpose in the natural world. Bees pollinate flowers. Termites make earth out of wood. Kruthiks, by contrast, slay societies.\"],\"by\":\"Mordenkainen\"},\"Kruthiks are chitin-covered reptiles that hunt in packs and nest in sprawling subterranean warrens. They are attracted to sources of heat, such as dwarven forges and pools of molten lava, and carve out lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnels—evidence that is often the first clue to the nearby presence of a kruthik hive. Kruthiks also make use of preexisting underground chambers, incorporating them into their lairs when they can.\",\"Kruthiks communicate with one another through a series of hisses and chittering noises. These sounds can often be heard in advance of a kruthik attack. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone floor with their sharp legs.\",\"In addition to having an acute sense of smell, kruthiks can see in the dark and can detect vibrations in the earth around them. They take the scent of their own dead as a warning and avoid areas where many other kruthiks have died. Slaying a sufficient number of kruthiks in one area might cause the remaining hive members to move elsewhere.\",\"Although they can feed on carrion, kruthiks prefer live prey. They kill enemies by impaling them on their spiked limbs, then grind up the flesh and bones with mandibles strong enough to chew rock. When several kruthiks gang up on a single foe, they become frenzied and even more lethal.\",\"Kruthiks abide the presence of Constructs, Elementals, Oozes, and Undead, and they use such creatures to help guard their hive. They are smart enough to barricade some tunnels and dig new ones that keep their neighbors away from their eggs.\"]}]},{\"name\":\"Leucrotta\",\"source\":\"MPMM\",\"entries\":[\"A leucrotta is what you would get if you took the head of a giant badger, the legs of a deer, and the body of a large hyena, then put them together and reanimated them with demon ichor without bothering to cover up the stink of death.\",\"The first leucrottas came into being alongside some gnolls during the rampages of Yeenoghu on the Material Plane. While many of the hyenas that ate Yeenoghu's kills transformed into gnolls, others underwent more bizarre changes; leucrottas were the most numerous of these.\",\"As clever as it is cruel, a leucrotta loves to deceive, torture, and kill. Creatures who venerate Yeenoghu—particularly his gnoll followers—view leucrottas with great respect. Although a leucrotta is unlikely to lead a gnoll war band, it can influence the leader and might agree to carry the leader into battle and offer advice during the fight. Followers of Yeenoghu also see leucrottas as a form of entertainment. They enjoy watching a leucrotta work almost as much as they like doing their own killing, since leucrottas are meticulous in their cruelty and able to draw out kills for better and longer sport. And when there are no victims to be had, a leucrotta can mimic the delightful squeals of a suffering victim.\",\"A leucrotta is so loathsome that few outside of its own kind can stand to be around one for long. Its horrific, hodgepodge body oozes a foul stench. This reek is outdone only by the creature's breath, which issues from a maw that drips fluid corrupted with rot and digestive juices. In place of fangs, a leucrotta has bony ridges as hard as steel that can crush bones and lacerate flesh. These plates are so tough that a leucrotta can use them to peel plate armor away from the body of a slain knight.\",\"A leucrotta's stench would normally warn away prey long before the creature could attack. It has two natural capabilities, however, that give it an advantage. First, a leucrotta's tracks are nearly impossible to distinguish from those of common deer. Second, it can duplicate the call or the vocal expressions of just about any creature it has heard. The monster uses its mimicry to lure in potential victims, then attacks while they are confused or unaware of the actual threat.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Leucrotta.webp\"},\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Leviathan\",\"source\":\"MPMM\",\"entries\":[\"A leviathan is an immense creature that acts as a force of nature, dragging ships down to the ocean's depths and washing away coastal settlements. When called forth, a leviathan arises from a large body of water and takes on the form of a gigantic serpent.\",\"Usually found only on the Elemental Plane of Water, a leviathan sometimes swims through a portal to another world, where tritons, sea elves, and other aquatic folk attempt to contain it. Nihilistic cults have also been known to perform arduous rituals to summon a leviathan to a world, with the aim of using the creature to destroy coastal communities. Those cultists often consider it a blessing to drown themselves in the elemental's waters.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Leviathan.webp\"},\"credit\":\"Lars Grant-West\"}]},{\"name\":\"Lonely Sorrowsworn\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Sorrowsworn\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"The sorrow of isolation afflicts many creatures that lurk in the Shadowfell, but the need for companionship is never manifested more dramatically than in the lonely sorrowsworn—also called the Lonely. When these sorrowsworn spot other creatures, they feel keenly the need for interaction and launch their harpoon-like arms to drag their victims closer.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Lonely Sorrowsworn.webp\"},\"credit\":\"Cory Trego-Erdner\"}]},{\"name\":\"Lost Sorrowsworn\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Sorrowsworn\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"The Shadowfell turns visitors around until they become marooned in its twisted landscape. Lost sorrowsworn—often referred to as the Lost—are representations of the anxiety and fear people experience when they can't find their way. These sorrowsworn appear desperate and panicked.\",\"Lost sorrowsworn grasp at any creatures they can reach. A victim experiences a flood of fear and panic as its mind buckles under the fury of this assault. The harder a victim's allies fight to break the grasp, the more the victim suffers.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Lost Sorrowsworn.webp\"},\"credit\":\"Cory Trego-Erdner\"}]},{\"name\":\"Male Steeder\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Steeders\",\"source\":\"MPMM\"}},{\"name\":\"Martial Arts Adept\",\"source\":\"MPMM\",\"entries\":[\"Martial arts adepts are disciplined monks with extensive training in hand-to-hand combat. Some protect monasteries; others travel the world seeking enlightenment or new forms of combat to master. A few become bodyguards, trading their combat prowess and loyalty for food and lodging.\",\"Some martial artists adorn themselves with tattoos to honor inspirations or instructors, or to memorialize profound lessons, triumphs, or defeats. You may roll on the Martial Arts Adept Tattoos table to determine what sort of tattoo an adept bears.\",{\"type\":\"table\",\"caption\":\"Martial Arts Adept Tattoos\",\"colLabels\":[\"d8\",\"Tattoo\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Patterning on the arms that make them look as though they were made of marble or granite\"],[\"2\",\"Colorful dragon scales\"],[\"3\",\"Collage of playful Elemental or Fey creatures\"],[\"4\",\"Constellations on the palm of each hand\"],[\"5\",\"Passage from a fighting manual\"],[\"6\",\"Beautiful but poisonous flowers\"],[\"7\",\"Two couatls swirling around each other, rendered in metallic ink\"],[\"8\",\"Detailed landscape depicting natural beauty\"]]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Martial Arts Adept.webp\"},\"credit\":\"Bryan Sola\"}]},{\"name\":\"Marut\",\"source\":\"MPMM\",\"entries\":[\"The nigh-unstoppable inevitables serve a singular purpose: they enforce contracts forged in the Hall of Concordance in the city of Sigil. Primus, the leader of the modrons, created maruts and other inevitables to bring order to dealings between planar folk. A wide array of disparate creatures, including yugoloths, will enter into a contract with inevitables if asked.\",\"The Hall of Concordance is an embassy of pure law in Sigil, the City of Doors. In the hall, parties who agree to mutual terms—and who pay the requisite gold to the Kolyarut, a mechanical engine of absolute jurisprudence—can have their contract chiseled onto a sheet of gold that is placed in the chest of a marut. From that moment until the contract is fulfilled, the marut is bound to enforce its terms and to punish any party who breaks them. A marut resorts to lethal force only if a contract calls for it, if the contract is fully broken, or if the marut is attacked.\",\"Inevitables care nothing for the spirit of an agreement, only the letter. A marut enforces what is written, not what was meant by or supposed to be understood from the writing. The Kolyarut rejects contracts that contain vague, contradictory, or unenforceable terms. Beyond that, it doesn't care whether both parties understand what they're agreeing to.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Marut.webp\"},\"credit\":\"Cory Trego-Erdner\"}]},{\"name\":\"Master Thief\",\"source\":\"MPMM\",\"entries\":[\"Master thieves are known for perpetrating daring heists. They tend to develop a romanticized reputation. A master thief might \\\"retire\\\" from hands-on work to run a thieves' guild, spearhead some covert enterprise, or enjoy a quiet life of luxury.\",\"When a master thief completes a challenging heist, they often leave behind a calling card to taunt their victims. You may roll on the Master Thief Calling Cards table to determine what a master thief leaves behind.\",{\"type\":\"table\",\"caption\":\"Master Thief Calling Cards\",\"colLabels\":[\"d10\",\"Calling Card\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Tiny, folded paper cat\"],[\"2\",\"Red bird feather\"],[\"3\",\"Rose petal\"],[\"4\",\"Figurine made from twigs and twine\"],[\"5\",\"Small note with the words \\\"It's been fun!\\\" written on it in an ornate script\"],[\"6\",\"Glass bead that looks like an eye\"],[\"7\",\"Pistachio shells\"],[\"8\",\"Two playing cards balanced against each other, resembling a tent\"],[\"9\",\"Worthless coin with a bite mark in it\"],[\"10\",\"Chalk or charcoal sketch of a domino mask\"]]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Master Thief.webp\"},\"credit\":\"Bryan Sola\"}]},{\"name\":\"Maurezhi\",\"source\":\"MPMM\",\"entries\":[\"When Doresain, the King of Ghouls, corrupted a society of elves, he created a new sort of demon—the maurezhi—to lead packs of {@creature ghoul||ghouls} and {@creature ghast||ghasts} on the Material Plane.\",\"When a maurezhi consumes the corpse of a Humanoid it has slain—a process that takes about 10 minutes—it instantly assumes the creature's appearance as it was in life. The new appearance begins to rot away over the next few days, eventually revealing the demon's original form.\",\"A maurezhi is contagion incarnate. Its bite can drain a victim's sense of self. If this affliction is allowed to go far enough, the victim is infected with an unholy hunger for flesh that overpowers their personality and transforms them into a ghoul.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Maurezhi.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Maw Demon\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"I once pulled a whole bottle of fine strawberry liquor from the belly of a maw demon. No clue where it might've devoured such a find, but I'm not complaining.\"],\"by\":\"Tasha\"},\"Maw demons share the ceaseless hunger for carnage and mortal flesh of their master, Yeenoghu, who appears in this book. After a maw demon rests for 8 hours, anything devoured by it is transported directly into the Lord of Savagery's gullet.\",\"Maw demons appear among gnoll war bands that worship Yeenoghu, usually summoned as part of ritual offerings of freshly slain Humanoids made to him. The gnolls don't command the demons, which simply accompany the war band and attack whatever creatures the gnolls fall upon.\",\"Because maw demons are indiscriminate in their hunger, their stomachs contain all manner of oddities in addition to the remains of their recent prey. You may choose one or more items appropriate for your campaign for a maw demon to contain, or roll on the Maw Demon's Stomach Contents table.\",{\"type\":\"table\",\"caption\":\"Maw Demon's Stomach Contents\",\"colLabels\":[\"d8\",\"Stomach Contents\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Intact wine skin with wine still in it\"],[\"2\",\"Iron skillet\"],[\"3\",\"Remnants of silk banner embroidered with a moon-and-stars motif\"],[\"4\",\"Corroded gauntlet with skeletal hand in it\"],[\"5\",\"Assorted keys\"],[\"6\",\"Old leather boot\"],[\"7\",\"Beehive\"],[\"8\",\"Humanoid teeth\"]]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Maw Demon.webp\"},\"credit\":\"Thomas M. Baxa\"}]},{\"name\":\"Meazel\",\"source\":\"MPMM\",\"entries\":[\"Meazels are malicious hermits who fled to the Shadowfell to escape their mortal existence and contemplate their misery. There the shadows transformed them, and their bitterness made them twisted and cruel. Now hate burns in their hearts, and they resent any intrusion into their suffering, waylaying travelers who venture too close to their lairs.\",\"The evil that corrupted meazels also imbued them with magical powers that allow them to move through shadows with ease. They can step from one pool of darkness into another one, using this talent to ambush prey. Sometimes they snatch victims around the throat with their strangling cords and then step away; other times they ferry their victims to isolated spots and then leave the hapless souls to the designs of whatever horrors lurk there.\",\"Any creatures meazels draw through the shadows are cursed by the meazels' baleful magic. The curse acts as a beacon; sorrowsworn (which appear in this book), Undead, and other terrors sense where they are located and descend on the stranded victims to tear them apart.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Meazel.webp\"},\"credit\":\"Scott Murphy\"}]},{\"name\":\"Meenlock\",\"source\":\"MPMM\",\"entries\":[\"Meenlocks are Fey that invoke terror and seek to destroy all that is good, innocent, and beautiful. These bipeds have the heads and claws of crustaceans, and they primarily live in forests, although they adapt well to urban and subterranean settings.\",\"Meenlocks are spawned by fear. When terror overwhelms a creature in the Feywild or another location where the Feywild's influence is strong, one or more meenlocks might spontaneously arise in the shadows or darkness nearby. If more than one meenlock is born, a lair also magically forms. The earth creaks and moans as narrow, twisting tunnels open up within it. One of these passageways serves as the lair's only entrance, and a large central chamber serves as the meenlocks' den. Inside the warren, black moss covers every surface, muffling sound.\",\"A meenlock can supernaturally sense areas of darkness and shadow in its vicinity and can teleport from one darkened space to another—enabling it to sneak up on its prey or run away when outmatched. Meenlocks also project a supernatural aura that instills terror in those nearby.\",{\"name\":\"Telepathic Torment\",\"type\":\"entries\",\"entries\":[\"Up to four meenlocks can telepathically torment one {@condition incapacitated} creature, filling its mind with disturbing sounds and dreadful imagery. Participating meenlocks can't use their telepathy for any other purpose during this time, though they can move about and take actions and reactions as normal. This torment has no effect on a creature that is immune to the {@condition frightened} condition. If the creature is susceptible and remains {@condition incapacitated} for 1 hour, the creature must make a Wisdom saving throw, taking 10 ({@damage 3d6}) psychic damage on a failed save, or half as much damage on a successful one. The save DC is 10 + the number of meenlocks participating in the torment, considering only those that remain within sight of the victim for the entire hour and aren't {@condition incapacitated} during it. The process can be repeated. A Humanoid that drops to 0 hit points as a result of this damage instantly transforms into a meenlock at full health and under the DM's control. Only a {@spell wish} spell or divine intervention can restore a transformed creature to its former state.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Meenlock.webp\"},\"credit\":\"Filip Burburan\"}]},{\"name\":\"Merregon\",\"source\":\"MPMM\",\"entries\":[\"The souls of fallen soldiers, mercenaries, and bodyguards who served evil without reservation often find everlasting servitude in the Nine Hells as merregons. These faceless foot soldiers are the Hells' legionnaires, tasked with protecting their infernal plane and its rulers against intruders.\",\"Merregons have no individuality and hence no need for faces. Every merregon legionnaire has a metal mask bolted to its head. Markings on the mask indicate the only elements of the wearer's identity that matter: the commander it serves and the layer of the Nine Hells it protects.\",\"Because of their unshakable loyalty, merregons form the backbone of many devils' protective retinues. They shrink from no task, no matter how dangerous. Unless ordered to fall back, they never retreat from a fight.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Merregon.webp\"},\"credit\":\"Mark Behm, Min Yum\"}]},{\"name\":\"Merrenoloth\",\"source\":\"MPMM\",\"entries\":[\"The grim captains of the ferries on the River Styx, merrenoloths can navigate safely through the worst storms and always stay on course. Wielding fiery oars, merrenoloths strike fear into anyone who forcefully boards their vessels.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Merrenoloth.webp\"},\"credit\":\"Eric Belisle\"}]},{\"name\":\"Mindwitness\",\"source\":\"MPMM\",\"entries\":[\"If a beholder is {@condition stunned} and brought to the brine pool of an elder brain, the beholder can be converted into a mindwitness. This alters some of its eye rays and transforms four of its eyestalks into tentacles similar to a mind flayer's. The mindwitness is psychically imprinted with devotion to the elder brain and submission to illithid commands.\",\"A mindwitness's primary function is to improve telepathic communication in a mind flayer colony. A creature in telepathic communication with a mindwitness can converse through it to as many as seven other creatures the mindwitness can see, rapidly disseminating commands and other information.\",\"If separated from its illithid masters, a mindwitness seeks out other telepathic creatures to tell it what to do. Mindwitnesses have been known to ally with {@creature flumph||flumphs} and planar beings such as demons, shifting their worldview and alignment to match those of their new masters.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Mindwitness.webp\"},\"credit\":\"Dave Dorman\"}]},{\"name\":\"Moloch\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Moloch obsesses over the power he lost, rather than thinking of the power he could gain elsewhere in the planes. What a pity he so wastes his potential.\"],\"by\":\"Mordenkainen\"},\"Exiled from the Nine Hells, Moloch would do anything to reclaim his position. Long ago, Moloch earned his place among the other archdevils through the glory he won driving demons out of the Nine Hells. Asmodeus rewarded him by elevating him to the rulership of Malbolge.\",\"For eons, Moloch ruled his domain, vying against the other archdevils as he sought still greater power. This animosity worked in Asmodeus's favor, since Asmodeus knew that Moloch's scheming helped keep the other archdevils in check. The arrangement unraveled, however, when Moloch took the night hag named Malagard for his advisor. Her poisonous words gradually convinced him to attempt to topple Asmodeus. The conspiracy nearly succeeded, but was ultimately thwarted. Moloch was stripped of his station and sentenced to death—only the timely use of a planar portal allowed him to escape.\",\"Moloch wasted no time in preparing for his return. He amassed an army of devils and monsters and left them to make final preparations for invading the Nine Hells, while he ventured to the Material Plane in search of an artifact that would ensure his success. But while there, he became trapped, leaving his armies at the mercy of his enemies. They were destroyed in short order.\",\"Moloch was rendered nearly powerless by this failure. He schemes of ways to reclaim his former status, but every time he enters the Nine Hells, he is demoted to an {@creature imp} and can't regain his normal powers until he leaves. Thus, he lives a split existence, sometimes plotting in Malbolge or other layers of the Hells and at other times wandering the planes in search of magical might or secrets that might help him win back his title.\",\"Rumors suggest that he can often be found in Sigil, where he bargains with yugoloths to build yet another army with which he might invade Malbolge and wrest the throne from Glasya. Bereft as he is, he has little to offer in exchange, so he might bargain with mortals to gain their aid in acquiring coin, jewels, and other riches in return for knowledge about the Nine Hells and the other planes.\",\"Most of Moloch's cultists have switched allegiance to one of the other archdevils, but idols constructed to honor him still stand in deep dungeons, their jeweled eyes and the remnants of power they hold drawing monstrous worshipers and unwise adventurers into places where his foul influence remains.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Moloch.webp\"},\"credit\":\"Daniel Landerman\"}]},{\"name\":\"Molydeus\",\"source\":\"MPMM\",\"entries\":[\"The fearsome molydeus speaks for the demon lord it serves and enforces its master's will. This demon is 12 feet tall, and its bipedal body has a slavering wolfs head and a fanged serpent's head. Its demon lord can speak and see through the serpent head; this master also uses the molydeus to guard treasures, slay foes, and terrify troops into obedience.\",\"A molydeus's demon lord bestows on it a powerful weapon that dissolves if the molydeus dies. The weapon's form varies depending on the creator, but that doesn't affect the weapon's capabilities.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Molydeus.webp\"},\"credit\":\"Christopher Burdett\"}]},{\"name\":\"Morkoth\",\"source\":\"MPMM\",\"entries\":[\"Ancient and devious, morkoths are voracious collectors. Each one floats through the planes on a strange, mobile island, amassing the valuables, oddities, and castoffs of the multiverse in a massive, ever-growing collection.\",\"The first morkoths arose in the Astral Plane when the {@condition petrified} body of a deity of greed and strife collided with a remnant of celestial matter imbued with life-giving magic. The collision released a storm of chaotic energy and sent countless islands spinning away into the void. Within some of them, bits of the god's {@condition petrified} flesh came back to life as morkoths: tentacled monstrosities brimming with malice and greed.\",\"Morkoths are driven by greed and selfishness mixed with a yearning for conflict. They hoard vast stores of treasure, knowledge, and captives on their islands. Some of these prisoners are the descendants of people captured generations before; they might know of no other world outside their island. A morkoth may allow a visitor to bargain for something or someone it has claimed if that visitor offers the morkoth something it desires more. It shows no mercy, however, to those who break a deal or try to steal from it. A morkoth knows every person and object in its collection.\",\"A morkoth's island has the qualities of a dreamscape. It holds a jumble of objects and creatures the morkoth has collected, some of which date from forgotten times. An island might have natural-looking illumination, but most are shrouded in twilight, and on any of them, mists and shadows can appear without notice. The environment is warm and wet, a subtropical or tropical climate that keeps the morkoth and its \\\"guests\\\" comfortable.\",\"Each island glides on planar currents and is safe from most harmful external effects—one could float in the skies of Avernus in the Nine Hells without harm to it or its residents. A morkoth's island might be found anywhere from the bottom of the ocean to the void of the Astral Plane. Anything on or within a certain distance of a morkoth's isle is drawn with it in its journey through the planes. Thus, people from lost civilizations and creatures or objects from bygone ages might be found within a morkoth's dominion.\",\"Some islands travel a specific route, arriving at the same destinations regularly over a cycle of years. Others are tied to a particular place or group of locales, and still others move erratically through the cosmos. Occasionally, a morkoth learns to direct its island's movement.\",{\"name\":\"A Morkoth's Lair\",\"type\":\"entries\",\"entries\":[\"A morkoth claims dominion over an entire island, and it also maintains a central sanctum on that isle. This lair is most often a twisted network of narrow tunnels that connect several underground chambers, although other structural forms might be incorporated. The morkoth dwells among the creatures and objects it prizes most in a spacious vault at the center of the warren, where the celestial fragments that make up the island's core are also located. Sections of the lair and its center might be kept dry to better protect and preserve collected objects and creatures, but most of the lair is underwater.\",\"A morkoth encountered in its lair has a challenge rating of 12 (8,400 XP).\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Morkoth.webp\"},\"credit\":\"Christopher Burdett\"}]},{\"name\":\"Mouth of Grolantor\",\"source\":\"MPMM\",\"entries\":[\"Hill giants consume spoiled food and diseased carcasses with as much enthusiasm as children eating dessert and rarely suffer for such eating habits. When one of their kind becomes incapable of keeping down food, that giant is seen, among hill giant worshipers of the god Grolantor, as the vessel of a message from the deity.\",\"The sickened giant's compatriots separate the giant from the rest of the community, often trapping them in a cage or tying them to a post. A priest of Grolantor visits the famished giant daily, trying to read portents in the puddles of bile the hill giant retches up. If the sickness soon passes, they allow the hill giant to rejoin society. If not, the hill giant is instead starved to the point of desperation so Grolantor's hunger can be given a mouth in the world.\",\"A mouth of Grolantor is revered as a holy embodiment of Grolantor's aching hunger. Unlike a typical sluggish hill giant, a mouth of Grolantor is thin as a whippet, alert like a bird, and constantly twitchy. Mouths are kept perpetually imprisoned or shackled; if they break free, they're sure to kill anyone nearby before they're brought down or escape on a killing spree. The only time mouths of Grolantor are set loose is during a war, during a raid against an enemy settlement, or in a last-ditch defense of Grolantor's faithful. When a mouth of Grolantor has slaughtered and eaten their fill of enemies, they pass out amid the gory remains of their victims, making them easy to recapture.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Mouth of Grolantor.webp\"},\"credit\":\"Scott Murphy\"}]},{\"name\":\"Nabassu\",\"source\":\"MPMM\",\"entries\":[\"The insatiable nabassus prowl the multiverse in search of souls to devour. If they think they can kill a creature and consume its soul, they attack—even if that other creature is a demon, including another nabassu.\",\"Most other demons shun nabassus and force them to live on the fringes of the Abyss. There, nabassus pick off weaker demons or, if the situation warrants, gather in packs to take down larger prey. Some especially powerful nabassus even search for demon lords' amulets.\",\"Whenever magic pulls demons from the Abyss to the Material Plane, nabassus try to get summoned so that they can embark on a feast of souls there. A summoned nabassu seeks to break free so that it can devour the soul of its summoner and then feed on the souls of whatever other creatures it can catch. One way a summoner can avoid this fate is by providing a steady supply of souls to the nabassu, which might persuade the demon to be cooperative—as long as the supply lasts.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Nabassu.webp\"},\"credit\":\"Claudio Pozas\"}]},{\"name\":\"Nagpa\",\"source\":\"MPMM\",\"entries\":[\"Long ago, the Raven Queen cursed a cabal of powerful wizards for meddling in a ritual that would have helped avert a war between the gods. She transformed them into the scabrous, birdlike creatures known as nagpas and rendered them able to acquire new lore and magical power only from the ruins of fallen civilizations and great calamities.\",\"Nagpas still fear the Raven Queen and do their best to avoid her and her agents. When it's impossible to do so, they become cringing, fawning things, eager to please and thereby escape further attention from her cold gaze. All the original thirteen remain alive, thanks to their cunning and their willingness to do whatever is necessary to survive.\",\"Hungry to claim more power despite the Raven Queen's curse, nagpas strive to bring about world-shaking destruction. From the shadows, they manipulate events to bring about ruin. They can bring to bear an array of spells to turn other creatures into their agents, influencing their decisions in subtle ways and making them unwitting accomplices in their own destruction. Nagpas are extraordinarily patient and pursue several schemes simultaneously, so if one plan goes awry, they can shift their focus to another. Typically, nagpas emerge from the shadows only when they can deliver a finishing blow. They then revel in the grand devastation their plotting brought about—looting libraries, plundering vaults, and prying secrets of arcane lore and power from the wreckage.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Nagpa.webp\"},\"credit\":\"Lars Grant-West\"}]},{\"name\":\"Narzugon\",\"source\":\"MPMM\",\"entries\":[\"Paladins who make deals with devils and carry their twisted sense of honor into the afterlife are especially valuable to the archdukes of the Nine Hells. These narzugons act as horrific perversions of knights errant, carrying out their masters' will.\",\"Narzugons wield hell-forged lances that shunt the souls of any they killed to the River Styx for rebirth as {@creature lemure||lemures}. Every lance bears the marks of both a narzugon and its master.\",\"Each narzugon claims a {@creature nightmare} as its mount. These steeds are bound by {@item infernal tack|MTF} and must respond to the summons and commands of the spurs' wearer.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Narzugon.webp\"},\"credit\":\"Ilya Shkipin\"}]},{\"name\":\"Necromancer Wizard\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Wizards\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Necromancers study the interaction of life, death, and undeath. Some necromancers dig up or purchase corpses to create Undead servitors. A few instead use their powers for good, hunting Undead.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Necromancer Wizard.webp\"},\"credit\":\"Randy Vargas\"}]},{\"name\":\"Neogi\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Neogi (*)\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"The mentality of neogi is alien to many other peoples. Because adult neogi have the power to control minds, they consider doing so to be entirely appropriate. Their society makes no distinction between individuals, aside from the ability that a given creature has to control others, and they don't comprehend the emotional aspects of existence that humans and similar beings experience. To a neogi, hatred is as foreign a sensation as love, and showing loyalty in the absence of authority is foolishness.\",\"Neogi mark themselves and those they capture through the use of dyes, transformational magic, and other markings intended to signify rank, achievements, and the identity of the individual's leader. By these signs, neogi can identify each others' place in the hierarchy—and they must defer to those of higher station or risk harsh punishment.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Neogi.webp\"},\"credit\":\"Warren Mahy\"}]},{\"name\":\"Neogi (*)\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"section\",\"name\":\"Neogi\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Only the malevolent or the desperate do business with neogi. I generally advise against working with beings who view you as property or prey.\"],\"by\":\"Mordenkainen\"},\"A neogi looks like an outsize spider with an eel's neck and head. It can poison the body and the mind of its targets and can subjugate even beings that are physically superior.\",\"Neogi usually dwell in far-flung locations on the Material Plane, as well as in the Astral Plane and the Ethereal Plane. They left their home world long ago to conquer and devour creatures in other realms. During this era, they dominated umber hulks and used them to build sleek, spidery ships capable of traversing the multiverse.\"]}]},{\"name\":\"Neogi Hatchling\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Neogi (*)\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"A neogi lives about a century. When an individual is rendered weak by advanced age, the other neogi in the group overpower it and inject it with a special poison. The toxin transforms the old neogi into a bloated mass of flesh. Younger neogi lay their eggs atop it, and when the hatchlings emerge, they devour the old neogi and one another until only a few of the strongest newborns are left. The surviving neogi hatchlings begin their lives under the control of adult neogi. They must learn about their society and earn a place in it, and each one starts its training by gaining mastery over an umber hulk.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Neogi Hatchling.webp\"},\"credit\":\"Warren Mahy\"}]},{\"name\":\"Neogi Master\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Neogi (*)\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Neogi masters use magic, as a result of a pact between neogi and aberrant entities they met during their journey from their home world. These entities—known by such names as Acamar, Caiphon, Gibbeth, and Hadar—resemble stars and embody the essence of evil.\"]}}}}},{\"name\":\"Neothelid\",\"source\":\"MPMM\",\"entries\":[\"A slime-covered worm of immense size, a neothelid is the result of the mind flayer reproductive cycle gone horribly wrong. When an illithid colony collapses, typically after an external assault, and the elder brain is killed, the colony's tadpoles are suddenly freed from their fate. They no longer serve as food—and are no longer fed by their caretakers. Driven by hunger, they turn to devouring one another. Only one tadpole survives out of the thousands in the colony's pool, and it emerges as a neothelid.\",\"Neothelids know nothing beyond their predatory existence. They prowl subterranean passages, using their rudimentary psionic abilities to search out and incapacitate brains to sate their constant hunger, growing ever more vicious. These creatures can spray tissue-dissolving enzymes from their tentacle ducts, reducing victims to puddles of slime and leaving only the pulsing brains unharmed. They have no knowledge of their link to illithids, so they're just as likely to prey on mind flayers as on anything else.\",\"Mind flayers consider neothelids dangerous abominations—normally they eat or destroy any tadpoles that grow larger than a few inches in length without being implanted in a brain so they can't become such threats. Neothelids are not intelligent enough for elder brains to detect, so mind flayers are always alert for signs of their presence and organize hunting parties to exterminate any of these murderous worms they learn of.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Neothelid.webp\"},\"credit\":\"Ben Wootten\"}]},{\"name\":\"Nightwalker\",\"source\":\"MPMM\",\"entries\":[\"The Negative Plane is a place of death, anathema to all living things. Yet there are some who would tap into its fell power and use its energy for sinister ends. Most individuals prove unequal to the task. Those not destroyed outright are sometimes drawn inside the plane and replaced by nightwalkers—terrifying Undead creatures that devour all life they encounter.\",\"One can reach the Negative Plane from the Shadowfell in places where the barrier between the planes is thin. Stepping onto the Negative Plane is almost always fatal since the plane sucks the life and soul from creatures, annihilating most at once. The few who survive by sheer luck or by harnessing some rare form of protective magic soon discover that they can't leave as easily as they arrived. Worse, for each creature that enters the plane, a nightwalker is released to take its place. In order for a trapped creature to escape, the released nightwalker must be lured back to the Negative Plane by offerings of life for it to devour. If the nightwalker is destroyed, the trapped creature has no hope of escape.\",\"Generally, a nightwalker on the Material Plane is attracted to elements of the world associated with the creature responsible for its creation, which can provide clues as to who the trapped creature is. This attraction doesn't indicate a willingness to engage with the world, though; nightwalkers exist to make life extinct, and they prioritize anything associated with the trapped creature for destruction.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Nightwalker.webp\"},\"credit\":\"Ben Wootten\"}]},{\"name\":\"Nilbog\",\"source\":\"MPMM\",\"entries\":[\"When Maglubiyet conquered the goblin gods, a trickster deity was determined to get the last laugh. Although Maglubiyet shattered its essence, this trickster god survives in a splintered form as possessing spirits that cause disorder unless they are appeased. Goblins have no name for this deity and dare not give it one, lest Maglubiyet use its name to ensnare and crush it as he did their other deities. They call the possessing spirit, as well as the goblin possessed by it, a nilbog (\\\"goblin\\\" spelled backward), and they revel in the chaos a nilbog sows.\",\"Whenever goblinoids form a host, there is a chance that a goblin will become possessed by a nilbog, particularly if the goblins have been mistreated by their betters. The possessed goblin turns into a wisecracking, impish creature fearless of reprisal. This nilbog also gains strange powers that drive others to do the opposite of what they desire. Attacking the possessed goblin is foolhardy, and killing them just prompts the spirit to possess another goblin. The only way to keep a nilbog from wreaking havoc is to treat it well and give it respect and praise.\",\"Among fey courts, the risk of attracting a nilbog has given rise to the practice of always including at least one goblin jester. This jester is allowed to go anywhere and do whatever they please, hopefully preventing a nilbog from manifesting. The position of jester is much sought-after among the courts' goblins, because even if the jester is obviously not a nilbog, the court must indulge their chaotic behavior.\",{\"name\":\"Nilbogism\",\"type\":\"entries\",\"entries\":[\"A nilbog is an invisible spirit that possesses only goblins. When bereft of a host, the spirit has a flying speed of 30 feet, it can't be attacked, and it is immune to all damage and conditions. Acting on initiative count 20 (losing initiative ties), the only action it can take is to attempt to possess a goblin within 5 feet of it.\",\"A goblin targeted by the spirit must succeed on a {@dc 15} Charisma saving throw or become possessed. While possessed, the goblin uses the nilbog stat block. If the save succeeds, the spirit can't possess that goblin for 24 hours.\",\"If its host is killed or the possession is ended by a spell such as hallow, magic circle, or protection from evil and good, the spirit searches for another goblin to possess. The spirit can leave its host at any time, but it won't do so willingly unless it knows there's another potential host nearby. A goblin stripped of their nilbog spirit reverts to their normal statistics and loses the traits they gained while possessed.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Nilbog.webp\"},\"credit\":\"Cory Trego-Erdner\"}]},{\"name\":\"Nupperibo\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"A lemure emerges from the Styx wiped of memory, yet the patterns of evil it performed in life remain indelibly inscribed upon its soul...\",\"But those who lacked ambition cannot climb the hierarchical ladder of the Hells.\",\"They instead step down, becoming nupperibos.\"],\"by\":\"Mordenkainen\"},\"No soul is turned away from the Nine Hells, but the truly worthless—those whose evil acts in life arose from carelessness and inaction more than anything else—are suitable only to become nupperibos. These pitiful creatures shuffle across the landscape, driven to purposeful action only when the clouds of swarming vermin that surround them find them prey to destroy or when a greater fiendish power commands it.\",\"Individually, nupperibos are weak, but they're rarely alone and can be dangerous when gathered into packs. Clouds of stinging insects, {@creature stirge||stirges}, and other vermin surround them in a terrifying, reeking sheath that torments any non-devil that draws near.\",\"A nupperibo knows nothing but the desire to destroy non-Fiends. Once a nupperibo's vermin cloud senses a potential meal, any nearby nupperibos pursue that prey tirelessly until it or the nupperibos are slain, or some other potential victim crosses the devils' path and distracts them.\",\"Nupperibos unthinkingly obey any command they receive telepathically from another devil. This blind loyalty makes them the easiest of infernal troops to lead into battle, but their presence in a legion does nothing to elevate its general's status.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Nupperibo.webp\"},\"credit\":\"Ralph Horsley\"}]},{\"name\":\"Oblex Spawn\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Oblexes\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"An oblex devours memories not only to sustain its existence, but also to spawn new oblexes. Each time it fully drains the memories of a victim, it gains the creature's personality—now twisted by the oblex's foul nature. The more memories an oblex steals, the larger it becomes, until it must shed a personality it has absorbed or else go uncontrolled and erratic. This act spawns a new oblex.\",\"Newly formed oblexes lack the capabilities of their older kin. They seek only to feed on memories and grow until they can impersonate their victims.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Oblex Spawn.webp\"},\"credit\":\"Anthony S. Waters\"}]},{\"name\":\"Oblexes\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"section\",\"name\":\"Oblexes\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Mind flayers unleash all manner of foul experiments upon the planes with little thought for the consequences. Here, though, I suspect another influence: Juiblex.\"],\"by\":\"Mordenkainen\"},{\"type\":\"quote\",\"entries\":[\"An oblex wants memories, but not to serve any end of its own making. Oblexes are hungry for memories and personalities because they are empty without such nourishment. In this way they serve their creators, the illithids. An oblex in the range of an elder brain's powers provides everything necessary for the mind flayers to find choice victims.\"],\"by\":\"Mordenkainen\"},\"By experimenting on the slimes, jellies, and puddings that infest the depths of the Underdark, mind flayers created a special breed of Ooze, the oblex—a slime capable of assaulting the minds of other creatures. These pools of jelly are cunning hunters that feed on thoughts and memories. The sharper the mind, the better the meal, so oblexes hunt targets more likely to be intelligent, such as wizards and other spellcasters. When suitable fare comes within reach, an oblex draws its body up to engulf its victim. As it withdraws, it plunders the creature's mind, leaving its prey befuddled and confused—or dead.\",\"When oblexes feed on thoughts, they can form weird copies of their prey to use as lures, which helps them harvest even more victims for their mind flayer masters.\"]}]},{\"name\":\"Ogre Battering Ram\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Ogres of War\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"An ogre battering ram carries an enormous club that's primarily used for bashing doors into kindling but also works well for smashing foes. These ogres are drilled in two simple tasks: rushing forward to shatter enemy fortifications and using their weapons to force an advancing enemy to halt.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Ogre Battering Ram.webp\"},\"credit\":\"Craig J Spearing\"}]},{\"name\":\"Ogre Bolt Launcher\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Ogres of War\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"A bolt launcher carries a gigantic crossbow—a weapon so large it's essentially an ogre-held ballista. An ogre bolt launcher can load this immense weapon and loose its deadly missile as quickly as a dwarf handles a crossbow. The bolts are so large that few ogres can carry more than a half dozen at a time, but bolt launchers have been known to uproot small trees or tear beams out of buildings and launch those when their ammunition runs low.\"]}}}}},{\"name\":\"Ogre Chain Brute\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Ogres of War\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"An ogre chain brute wields a great spiked chain, swinging it with both hands in a wide circle to knock foes off their feet. Alternatively, the ogre can swing the chain in a crushing overhead smash.\"]}}}}},{\"name\":\"Ogre Howdah\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Ogres of War\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"The most unusual of the specialized ogres, the howdah carries a palisaded wooden fort on its back. The fort serves as a fighting platform for up to four Small people. Ogre howdahs are most often seen bearing bow- and spear-wielding {@creature goblin||goblins} into battle, or perhaps {@creature kobold||kobolds} or {@creature Deep Gnome (Svirfneblin)||deep gnomes}, but they might also transport other Small folk.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Ogre Howdah.webp\"},\"credit\":\"Chris Seaman\"}]},{\"name\":\"Ogres of War\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"section\",\"name\":\"Ogres of War\",\"entries\":[\"Ogres love to rush headlong into battle, but with enough time and patience, some of them learn to carry out specialized missions. The names they are given—the battering ram, the bolt launcher, the chain brute, and the howdah—reflect their particular functions. These jobs are tailored to take advantage of an ogre's strengths.\"]}]},{\"name\":\"Oinoloth\",\"source\":\"MPMM\",\"entries\":[\"Grim specters of death, oinoloths bring pestilence wherever they go. When armies recognize their awful forms, their mere appearance causes soldiers to break ranks and flee, lest they succumb to one of the awful plagues that oinoloths let loose.\",\"Oinoloths solve thorny problems by killing everyone involved. They are typically hired as a last resort when a siege has gone on too long or an army has proven too strong to overcome. Once summoned, oinoloths stalk the killing field, poisoning the ground and sickening creatures they encounter. Sometimes they might be hired to lift the very plagues they spread, but the price for such work is high, and the effort turns the creatures they save into debilitated wrecks.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Oinoloth.webp\"},\"credit\":\"Michael Berube\"}]},{\"name\":\"Orcus\",\"source\":\"MPMM\",\"entries\":[\"Orcus is the Demon Prince of Undeath, also known as the Blood Lord. While he takes pleasure in the sufferings of the living, he far prefers the company and service of Undead. His desire is to see all life quenched and the multiverse transformed into a vast necropolis populated solely by Undead creatures under his command.\",\"Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these become {@creature ghoul||ghouls} and {@creature zombie||zombies} that serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate the dead, emulating their dread master.\",\"Orcus is a bestial creature of corruption with a diseased, decaying look. He has the lower torso of a goat and a humanlike upper body with a belly swollen with rot. Great bat wings sprout from his shoulders, and his head is like the skull of a goat, the flesh nearly rotted from it. In one hand, he wields the legendary {@item Wand of Orcus|DMG}, which is described in the {@i Dungeon Master's Guide}.\",{\"name\":\"Cultists of Orcus\",\"type\":\"entries\",\"entries\":[\"{@note See the {@cult Cult of Orcus|MPMM} entry.}\"]},{\"type\":\"entries\",\"name\":\"Orcus's Lair\",\"entries\":[\"Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the River Styx, Naratyr is an eerily quiet and cold city, its streets empty for hours at a time. The central castle of bone has interior walls of flesh and carpets made of woven hair. The city contains wandering Undead, many of which are engaged in continuous battles with one another.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Orcus.webp\"},\"credit\":\"Richard Whitters\"}]},{\"name\":\"Orthon\",\"source\":\"MPMM\",\"entries\":[\"When an archduke of the Nine Hells needs a creature tracked, found, and either done away with or captured, the task usually falls to an orthon. These devils are infernal bounty hunters, tireless in their pursuit of their quarry across the multiverse.\",\"Orthons are infamous for their sharp senses. Because an orthon can become invisible at will, its quarry is often unaware of being hunted until the orthon strikes. This invisibility can be disrupted when the devil is attacked, however, so a strong counterattack is often the best defense against it.\",\"Orthons value the challenge of the chase and the thrill of one-on-one combat above all else. An orthon's first loyalty is to its archduke, but one with no immediate assignment might work for anyone who promises it a worthy struggle against a lethal foe. Because they travel widely, orthons are unequaled as guides through the layers of the Nine Hells.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Orthon.webp\"},\"credit\":\"Ilya Shkipin\"}]},{\"name\":\"Ox\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Cattle\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Oxen are domesticated cattle bred for milk and meat production and for hauling. Many cultures incorporate the ox into their labor and diets.\"]}}}}},{\"name\":\"Phoenix\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"To rise like a phoenix from the ashes–so many use that quaint colloquialism. Little do they know about the true horror of such a rebirth.\"],\"by\":\"Mordenkainen\"},\"Releasing a phoenix from the Inner Planes creates an explosion of fire that spreads across the sky. An enormous fiery bird forms in the center of the flames and smoke—an elder Elemental possessed by a need to burn everything to ash. The phoenix rarely stays in one place for long as it strives to transform the world into an inferno.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Phoenix.webp\"},\"credit\":\"Ilya Shkipin\"}]},{\"name\":\"Quetzalcoatlus\",\"source\":\"MPMM\",\"entries\":[\"This giant relative of the pteranodon has a wingspan exceeding 30 feet. Although it can walk like a quadruped, it is more comfortable in the air.\"]},{\"name\":\"Quickling\",\"source\":\"MPMM\",\"entries\":[\"Quicklings rocket through twisted forests where the unseelie fey hold sway, both in the Feywild and in the world. These slender Fey resemble miniature elves with feral features and cold eyes that gleam like jewels. Racing faster than the eye can track, they appear as little more than blurry waverings in the air.\",\"Quicklings owe their existence—and their plight—to the Queen of Air and Darkness, the dread ruler of the Gloaming Court. Once a species of lazy and egotistical Fey, quicklings' predecessors were late in answering the queen's summons one time too many. To hasten their pace and teach them to mind her will, the queen sped up their internal clocks and shrank them. Her curse gave quicklings amazing speed but also accelerated their passage through life—no quickling lives longer than fifteen years.\",\"The mortal realm is a ponderous place to a quickling's eye: a hurricane creeps gradually across the sky, a torrent of rain drifts earthward like lazy snowflakes, lightning crawls in a meandering path from cloud to cloud. The slow and boring world seems to be populated by torpid creatures whose deep, mooing speech lacks meaning.\",\"To other creatures, quicklings seem blindingly fast, vanishing into an indistinct blur as they move. Their cruel laughter is a burst of rapid staccato sounds, their speech a shrill squeal. Only when quicklings deliberately slow down, which they prefer not to do, can other beings properly see, hear, and comprehend them. Never truly at rest, \\\"stationary\\\" quicklings constantly pace and shift in place, as though they can't wait to be off again.\",\"Quicklings have a capricious nature that goes well with their energy level: they think as fast as they run, and they are always up to something. They spend most of their time perpetrating acts of mischief on slower creatures. One rarely passes up an opportunity to tie a person's bootlaces together, move the stool a creature is about to sit on, or unbuckle a saddle while no one's looking.\",\"Tricks of that sort are hardly the limit of quicklings' artful malice, however. They don't commit outright murder, but they can ruin lives in plenty of other ways: stealing an important letter, swiping coins collected for the poor, planting a stolen item in someone's bag. Quicklings enjoy causing suffering that transcends mere mischief, especially when the blame for their actions falls on others and creates discord.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Quickling.webp\"},\"credit\":\"Richard Whitters\"}]},{\"name\":\"Red Abishai\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Abishais\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Red abishais have no equals among the abishais when it comes to leadership ability and raw power. Red abishais lead other devils into battle or take charge of troublesome cults to ensure that they continue to carry out Tiamat's commands. A red abishai cuts a fearsome figure, and that sight can be inspiring to the abishai's allies, filling them with a fanatical willingness to fight.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Red Abishai.webp\"},\"credit\":\"Daniel Landerman\"}]},{\"name\":\"Redcap\",\"source\":\"MPMM\",\"entries\":[\"A redcap is a homicidal Fey creature born of blood lust. Redcaps, although small, have formidable strength, which they use to hunt and kill without hesitation or regret.\",\"In the Feywild, or where that plane touches the material world at a fey crossing, if a sentient creature acts on an intense desire for bloodshed, one or more redcaps might appear where the blood of a slain person soaks the ground. At first, new redcaps look like tiny bloodstained mushrooms just pushing their caps out of the soil. When moonlight shines on one of these caps, a creature that resembles a wizened and undersized gnome with a hunched back and a sinewy frame springs from the earth. The creature has a pointed leather cap, clothing of similar material, heavy iron boots, and a heavy bladed weapon. From the moment redcaps awaken, they desire only murder and carnage, and they constantly seek to satisfy these cravings.\",\"Redcaps lack subtlety. They live for direct confrontation and the mayhem of mortal combat. Even if a redcap wanted to be stealthy, the creature's iron boots force them to take ponderous, thunderous steps. When a redcap is near potential prey, though, they can close the distance quickly and get in a vicious swing of their weapon before the target can react.\",\"Redcaps' desire to slay is rooted in their will to survive. To sustain their unnatural existence, they must soak their hats in the fresh blood of their victims. When redcaps are born, their hats are coated with wet blood, and they know that if the blood isn't replenished at least once every three days, they will vanish as if they had never been.\",\"Some redcaps can sense the being whose murderous acts led to their birth. They typically use this innate connection to find their creator and make that creature their first victim, though they might instead seek out their maker to enjoy proximity to a kindred spirit. Although redcaps don't usually operate in groups, an individual responsible for the creation of multiple redcaps at the same site could attract the entire group to serve as cohorts, emulating that individual's murderous handiwork. Some hags and wicked mages know methods to call redcaps out of the Feywild and might likewise put teams of them to work as grisly servants.\",\"In any case, if a redcap works with another being, the redcap demands to be paid in victims. A patron who tries to stifle a redcap's natural and necessary urge for blood risks becoming the redcap's next target.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Redcap.webp\"},\"credit\":\"Richard Whitters\"}]},{\"name\":\"Retriever\",\"source\":\"MPMM\",\"entries\":[\"The retriever is a potent, spider-like Construct conceived and built by Underdark followers of Lolth for one original purpose—to prowl the Abyss and capture demons for these cultists to enslave or use in their rituals. The automatons proved so effective and so fearsome that they now perform many different missions.\",\"Though retrievers were created to operate only in the Abyss, they are sometimes dispatched when a powerful devotee of Lolth needs some creature or object captured and brought back alive and intact. Only under the rarest of circumstances is a retriever handed over or sold to others, since Lolth's cultists don't want to take the chance that their creations will be turned against them.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Retriever.webp\"},\"credit\":\"Scott Murphy\"}]},{\"name\":\"Rot Troll\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Trolls\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"A troll infused with waves of necrotic energy as it regenerates can develop a symbiotic relationship with that deathly power. The troll's body wither and the flesh falls away from the body as quickly, as it forms. Eventually a rot troll becomes unable to regenerate, though the troll still heals normally. The creature courses with necrotic energy; simply standing near a rot troll exposes other creatures to lethal emanations.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Rot Troll.webp\"},\"credit\":\"Ralph Horsley\"}]},{\"name\":\"Rutterkin\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Eugh, rutterkins. You've heard of stinking cloud—now get ready for its sequel, rancid crows.\",\"(Mordenkainen, my dear, I know you just died inside when you read that. Kisses!)\"],\"by\":\"Tasha\"},\"Rutterkins are warped demons that roam the Abyss in mobs, constantly searching for intruders to surround and devour. These Fiends protect the Abyss from non-demons. When they spot any interlopers, they gather in a crowd and surge forward, emitting a wave of fear in advance of their attacks that leaves their victims terrified and rooted in place.\",\"Creatures bitten by rutterkins are exposed to a terrible disease that infects them with the corrupting influence of the Abyss. Victims afflicted with the disease experience tremendous pain as their bodies become disfigured, flesh twisting around the bones, until they transform to join the mass of {@creature manes} demons that follow in the wake of the rutterkin mob that laid them low.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Rutterkin.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Sacred Statue\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Eidolon\",\"source\":\"MPMM\"}},{\"name\":\"Sea Spawn\",\"source\":\"MPMM\",\"entries\":[\"Many of the stories sung as sea chanteys and recounted in dockside taverns tell of people lost to the sea—but not merely drowned and gone. Some unfortunates taken by the ocean live on as sea spawn, haunting the waves like tortured reflections of their former selves. Coral encrusts them. Barnacles cling to their cold skin. Lungs that once filled with air can now breathe in water as well.\",\"Tales provide myriad reasons for these strange transformations. Folklore warns against falling in love with a sea elf or merfolk, braving storms in hopes of a bounteous catch, and promising your heart to a sea god. Such cautionary tales disguise the deeper truth: things lurking beneath the waves strive to claim the hearts and minds of land dwellers.\",\"{@creature Kraken||Krakens}, morkoths, {@creature sea hag||sea hags}, {@creature marid||marids}, {@creature storm giant||storm giants}, {@creature dragon turtle||dragon turtles}—all of these and more can mark mortals as their own and claim them as minions. Unlucky folk might become beholden to such a master through a bleak bargain, or they might find themselves cursed by one. Once warped into a fishlike form, a sea spawn can't leave the water for long without courting death.\",\"Sea spawn come in a wide variety of forms. An individual might have a tentacle for an arm, the jaws of a shark, a sea urchin's spines, a whale's fin, octopus eyes, seaweed hair, or any combination of such qualities. Some of these piscine body parts provide them with special abilities.\",{\"name\":\"The Sea Spawn of Purple Rocks\",\"type\":\"entries\",\"entries\":[\"Visitors to a string of islands called the Purple Rocks (in the Forgotten Realms setting) might notice one curious fact about the islands' human inhabitants: no infants or elderly are among them. This is because babies born to the Rocklanders are claimed by a {@creature kraken} named Slarkrethel. The experience transforms the children into fanatics dedicated to the kraken. They return from the sea as humans, but when they reach old age, they transform into sea spawn and rejoin their master in the depths. Some children return having suffered partial transformations and must conceal themselves from strangers until their full transformation in order to keep the secret of the Purple Rocks.\",\"Kraken priests (in this book) tend to the kraken's flock. Most of the priests are island natives, but some are other sorts of creatures that live in the water around the Purple Rocks, such as {@creature merfolk} or {@creature merrow}, or even sea elves.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Sea Spawn.webp\"},\"credit\":\"Eric Belisle\"}]},{\"name\":\"Shadar-kai\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"section\",\"name\":\"Shadar-kai\",\"entries\":[\"In the gloom of the Shadowfell live shadar-kai, elves whose ancestors served the Raven Queen, a god of death and memory. They were brought to that realm in ages past, so long ago that they're now adapted to its cheerless environment, both physically and mentally.\",\"Eons of exposure to the influence of the Shadowfell has left shadar-kai often joyless and mournful. In that realm, they have pale hair, wrinkled gray skin, and swollen joints that give them a corpselike aspect. They appear more youthful while on other planes, but their skin always retains a deathly ashen hue. When in the Shadowfell, they detest mirrors and avoid keeping things that remind them of their age.\",\"Shadar-kai of the Raven Queen watch over both the Shadowfell and the Material Plane, scouting out choice souls and tragedies that might please their deity. They are rumored to be able to coax worldly events along tragic paths for her amusement. The Raven Queen is famously cryptic even to her most devoted followers, however; their efforts are rewarded only with vague omens they interpret as best they can.\",{\"name\":\"Fortress of Memories\",\"type\":\"entries\",\"entries\":[\"The shadar-kai who are most devoted to the Raven Queen serve her at the Fortress of Memories, her twisted castle in the Shadowfell. The fortress is a mournful place, filled with incessant echoes of the past. Flocks of ravens that act as the Raven Queen's eyes and ears darken the skies around it when they emerge from within, bearing her cryptic messages and omens far and wide across the multiverse.\",\"Within the fortress are items that the Raven Queen finds irresistible: objects invested with deep feelings of sorrow, longing, or remorse. These items are brought to her as gifts from the shadar-kai, and include furniture, clocks, mirrors, jewels, and toys. Ghostly visions of people, places, and pets also appear in the fortress. Any of these things can spontaneously appear about her lair, every object and apparition being a metaphoric representation of some story—great or small—that was saturated with raw emotion.\",\"Shadar-kai encountered outside the Shadowfell are often on quests to find the most sorrow-touched items they can find to bring back to their queen's gloomy castle.\"]}]}]},{\"name\":\"Shadar-kai Gloom Weaver\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Shadar-kai\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Although they're formidable warriors, gloom weavers are often content to hide in the shadows, watching as their very presence affects their victims. Their bleak energy weighs down the heart, causing those nearby to feel the approach of death. If detected, gloom weavers use their shadow magic to reduce enemies to ghastly corpses.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Shadar-kai Gloom Weaver.webp\"},\"credit\":\"Sidharth Chaturvedi\"}]},{\"name\":\"Shadar-kai Shadow Dancer\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Shadar-kai\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Those who have fought shadow dancers describe the experience as similar to fighting a living darkness. Every dim alcove and darkened nook is a place the lithe and acrobatic shadow dancers can emerge from to ambush their prey. Using this tactic, they attack their enemies from all angles with a flurry of entangling chains that hold fast and corrupt the flesh. When their quarry is helpless, they dispatch it and then loot the corpse for trinkets, particularly anything colorful and lively to gaze at after they return to the gloom of the Shadowfell.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Shadar-kai Shadow Dancer.webp\"},\"credit\":\"Sidharth Chaturvedi\"}]},{\"name\":\"Shadar-kai Soul Monger\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Shadar-kai\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Wracked with despair over the loss of memories of a brighter time, soul mongers crave the vitality of others. The aching void within a soul monger radiates outward, manifesting as an unbearable weight that drains the vigor of anyone unfortunate enough to be in their presence. Those who have escaped the onslaught of a soul monger can hardly shake the memory of the sound they make—the moan of a tortured soul, lost in a bottomless well of tragedy.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Shadar-kai Soul Monger.webp\"},\"credit\":\"Sidharth Chaturvedi\"}]},{\"name\":\"Shadow Mastiff\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Shadow Mastiffs\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Shunning sunlight, these hounds are usually met as a pack. Some faiths devoted to deities of gloom and night, such as that of Shar in the Forgotten Realms, perform unholy rites to summon shadow mastiffs to work as temple sentinels and bodyguards.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Shadow Mastiff.webp\"},\"credit\":\"Conceptopolis\"}]},{\"name\":\"Shadow Mastiff Alpha\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Shadow Mastiffs\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Each pack of shadow mastiffs is led by an alpha, the smartest one of the group. The sound of an alpha's howl strikes terror into those who hear it and is a sure sign that a pack is on the prowl.\"]}}}}},{\"name\":\"Shadow Mastiffs\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"section\",\"name\":\"Shadow Mastiffs\",\"entries\":[\"Shadow mastiffs—hounds of the Shadowfell—move invisibly through the shadows, always on the hunt.\"]}]},{\"name\":\"Shoosuva\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"What? Are you expecting me to comment on these creatures? Fine, how's this: a loyal pet deserves a loyal pet.\"],\"by\":\"Mordenkainen\"},{\"type\":\"quote\",\"entries\":[\"Trust Mordenkainen to look down on any sort of companionship—even the slavering, venomous, demonic puppy kind.\"],\"by\":\"Tasha\"},\"A shoosuva is a hyena-demon gifted by {@creature Yeenoghu|MPMM} to an especially powerful worshiper (typically a {@creature gnoll fang of Yeenoghu||fang of Yeenoghu}). A shoosuva manifests shortly after a Yeenoghu-worshiping war band achieves a great victory, emerging from a billowing, fetid cloud of smoke as it arrives from the Abyss. In battle, the demon wraps its slavering jaws around one victim while lashing out with the poisonous stinger on its tail to bring down another. A creature immobilized by the poison becomes easy pickings for any nearby members of the war band.\",\"Each shoosuva is bonded to a particular worshiper of Yeenoghu and fights alongside its master. A gnoll that has been gifted with a shoosuva is second only to a flind in status within a war band dedicated to Yeenoghu.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Shoosuva.webp\"},\"credit\":\"Craig J Spearing\"}]},{\"name\":\"Sibriex\",\"source\":\"MPMM\",\"entries\":[\"Thought to be as old as the Abyss itself, sibriexes haunt remote parts of that plane, where they use their vile abilities to create new horrors and they seek ancient lore. Rivulets of blood and bile cascade from a sibriex's body, polluting the surrounding landscape.\",\"Sibriexes have spent eons amassing knowledge from across the planes, hoarding it for when it might be useful. Such are their incredible intellects and stores of information that many seek them out, including demon lords. Some sibriexes act as advisors and oracles, manipulating demons into serving their ends, while others parcel out lore only when doing so advances their plans.\",\"Sibriexes can channel the power of the Abyss to create new demons from other creatures. Some demons petition sibriexes for physical gifts, for sibriexes can graft on new body parts to give the demons greater strength, vision, or stamina. Sibriexes never give aid freely, though; they demand a service or a treasure in return for the flesh-shaping they provide.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Sibriex.webp\"},\"credit\":\"Christopher Burdett\"}]},{\"name\":\"Skulk\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Some children have imaginary friends that their parents can't see. Sometimes those invisible friends aren't imaginary.\"],\"by\":\"Mordenkainen\"},\"Skulks are the soulless shells of travelers who became lost in the Shadowfell, wandering its gray wastes until they lost all sense of self. They are so devoid of identity that they have become permanently {@condition invisible}. Only children can see a skulk without the help of a mirror or a special candle. On the rare occasions when a skulk is visible, it appears as a drab, featureless, hairless biped.\",\"A skulk can be summoned from the Shadowfell by performing a ritual, and it is bound to obey the summoner's commands for 30 days. During this time, if the skulk is visible, an astute observer might deduce who summoned it, because the skulk assumes a vague likeness of its master.\",\"Cruel and chaotic, skulks carry out their orders in the most violent manner possible. A summoned skulk can't return to the Shadowfell until it dies, so many throw themselves into creating bloodshed and mayhem with no regard for their own lives. After killing a person on the Material Plane, some skulks take up a silent imitation of that person's life. In extreme cases, skulks have invaded villages, killed all the occupants, and turned the places into seeming ghost towns where flavorless food is prepared daily, colorless clothes are hung up to dry, and livestock is shifted from pen to pen until it starves.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Skulk.webp\"},\"credit\":\"Zack Stella\"}]},{\"name\":\"Skull Lord\",\"source\":\"MPMM\",\"entries\":[\"Skull lords have claimed vast regions of the Shadowfell as their dominion. From these blighted lands, they wage war against their rivals, commanding hordes of the undying in a bid to establish dominance. Yet skull lords always prove to be their own worst enemies; each is a combined being born from three hateful individuals, and they constantly plot against themselves.\",\"Infighting and treachery brought skull lords into existence. The first of them appeared in the aftermath of Vecna's bid to conquer the world of Greyhawk, after the vampire Kas betrayed Vecna and took his eye and hand. In the confusion resulting from this turn of events, Vecna's warlords turned against each other, and his plans were dashed. In a rage, Vecna gathered up his generals and captains and bound them in groups of three, fusing them into abominations cursed to fight among themselves for all time. Since the first skull lords were exiled into the shadows, others have arisen, typically created from other leaders who betrayed their masters.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Skull Lord.webp\"},\"credit\":\"Ilya Shkipin\"}]},{\"name\":\"Slithering Tracker\",\"source\":\"MPMM\",\"entries\":[\"The quest for revenge sometimes leads those terribly aggrieved to undergo a ritual whereby they transform into bodies of semiliquid sentience known as slithering trackers. Innocuous and insidious at the same time, a slithering tracker flows into places where a normal creature can't go and brings its own brand of watery death down on its quarry.\",\"The ritual for creating a slithering tracker is known to hags, liches, and priests who worship gods of vengeance. It can be performed only on a willing creature that hungers for revenge. The ritual sucks all the moisture from the subject's body, killing it. Yet the subject's mind lives on in the puddle that issues forth from the remains, and so too does its insatiable need for retribution.\",\"A slithering tracker tastes the ground it courses over, seeking any trace of its prey. To kill, a slithering tracker rises up and enshrouds a creature, attempting to drown the creature while also draining it of blood.\",\"Achieving revenge against its target doesn't end a slithering tracker's existence or its hunger for blood. Some slithering trackers remain aware of their purpose and extend their quest for vengeance to others, such as anyone who supported or befriended the original target. Most of the time, though, a tracker's mind can't cope with being trapped in liquid form, unable to communicate, and driven by the desire for blood; after fulfilling its duty, the overwhelmed creature attacks indiscriminately until it is destroyed.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Slithering Tracker.webp\"},\"credit\":\"Eric Belisle\"}]},{\"name\":\"Sorrowsworn\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"section\",\"name\":\"Sorrowsworn\",\"entries\":[\"The Shadowfell's pervasive melancholy sometimes gives rise to strange incarnations of the plane's bleak nature. Sorrowsworn embody the forms of suffering inherent to the shadowy landscape and visit horror on those who stumble into their midst. Each sorrowsworn personifies a different aspect of despair or distress.\"]}]},{\"name\":\"Spawn of Kyuss\",\"source\":\"MPMM\",\"entries\":[\"Kyuss was a high priest of Orcus who plundered corpses from necropolises to create the first spawn of Kyuss. Even centuries after Kyuss's death, his malign disciples continue performing the horrific rites he perfected.\",\"From a distance or in poor light, a spawn of Kyuss looks like an ordinary zombie. As it comes into clearer view, however, the scores of little green worms crawling in and out of it become visible. These worms jump onto nearby Humanoids and burrow into their flesh. A worm that penetrates a Humanoid body makes its way to the creature's brain. Once inside the brain, the worm kills its host and animates the corpse, transforming it into a spawn of Kyuss, which breeds more worms.\",\"Spawn of Kyuss are expressions of Orcus's intent to replace all life with undeath. Left to its own devices, a solitary spawn of Kyuss travels aimlessly. If it stumbles across a living creature, the spawn attacks with the sole intent of creating more spawn. Whether spawn are dispersed or clustered, they reproduce exponentially if nothing stops them.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Spawn of Kyuss.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Spirit Troll\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Trolls\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"A troll blasted with psychic energy can take a non physical form upon regenerating. The troll's psyche survives, but the body is as insubstantial as shadow. The troll might be unaware of the transition—the creature still moves and attacks with teeth and claws as ever—but now the troll strikes at victims' minds.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Spirit Troll.webp\"},\"credit\":\"Ralph Horsley\"}]},{\"name\":\"Spring Eladrin\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Eladrin\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Their hearts filled with joy, spring eladrin cavort through their sylvan realms, their songs and laughter filling the air. These playful eladrin beguile other creatures to fill them with the joy of spring. Their antics can lead other creatures into danger and make mischief for them.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Spring Eladrin.webp\"},\"credit\":\"Eric Belisle\"}]},{\"name\":\"Star Spawn\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"section\",\"name\":\"Star Spawn\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Stars don't spawn these creatures.\",\"Such beautiful lights shouldn't be blamed for such balefulness.\"],\"by\":\"Mordenkainen\"},\"The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms alien to mortal life. Some are so hostile that even a moment's contact is enough to break a mortal's mind. Yet beings do exist that are native to these realms: entities that are ever hungering, searching, warring, and sometimes dreaming. These Elder Evils are far older than most of the mortal peoples and always inimical to such creatures' minds.\",\"However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can't find any way out.\",\"The creatures known as star spawn are the heralds, servants, and soldiers of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps this phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.\",{\"name\":\"Elder Evil Blessings\",\"type\":\"entries\",\"entries\":[\"Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has only one.\",{\"type\":\"list\",\"columns\":3,\"items\":[\"{@cult Cult of Atropus, the World Born Dead|MTF}\",\"{@cult Cult of Borem, of the Lake of Boiling Mud|MTF}\",\"{@cult Cult of Haask, the Voice of Hargut|MTF}\",\"{@cult Cult of Tharizdun, the Chained God|MTF}\",\"{@cult Cult of Tyranthraxus, the Flamed One|MTF}\"]}]}]}]},{\"name\":\"Star Spawn Grue\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Star Spawn\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Fanged and lipless, the ever-grinning, eerily staring grue lopes about on spindly legs and long arms. Bristles and spines project from odd patches of its grayish skin, and its long fingers end in broken and dirty nails. Grues are the weakest of the star spawn. A host of writhing, scrambling grues typically accompanies more powerful star spawn. Their constant chittering and shrieking produce discordant psychic energy that disrupts thought patterns in other creatures, which experience flashing colors, hallucinations, disorientation, and waves of hopelessness.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Star Spawn Grue.webp\"},\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Star Spawn Hulk\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Star Spawn\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"The hulk is one of the largest of the known star spawn, with glistening, translucent skin. Pale and seemingly lidless eyes glare balefully from a face distorted by too many teeth and too little nose. Hulks are seldom encountered without a commanding star spawn seer (also in this book) nearby. A hulk appears to have little will of its own and is driven to protect its master.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Star Spawn Hulk.webp\"},\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Star Spawn Larva Mage\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Star Spawn\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"A larva mage is a nightmarish combination of a mortal body and otherworldly substance. When a powerful cultist of a wormlike entity such as Kyuss or Kezef—usually a warlock or other spellcaster—contacts the comet-borne emissary of an Elder Evil, the emissary can merge with a mortal consciousness to create a larva mage. None of the original cultist's personality survives the transformation; what emerges is wholly alien.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Star Spawn Larva Mage.webp\"},\"credit\":\"Ben Wootten\"}]},{\"name\":\"Star Spawn Mangler\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Star Spawn\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"The cultists who blaspheme reality by calling out to Elder Evils often speak of a Far Realm from which these entities hail.\",\"In truth, there is no one place or space from which they come. There is the multiverse of things that are, and there is the multiverse of things that shouldn't be.\"],\"by\":\"Mordenkainen\"},\"A mangler is a low-slung, creeping horror with multiple gangly arms—it most often has six arms but can have any number from four to eight. Manglers creep along the ground or the walls, sticking to shadows and hiding in spots that seem too shallow or well-lit to conceal anything. They appear smaller than their true size, thanks to their hunched posture and emaciated frames. Cultists summon these creatures to serve as guards and assassins, two roles at which they excel.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Star Spawn Mangler.webp\"},\"credit\":\"Christopher Burdett\"}]},{\"name\":\"Star Spawn Seer\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Star Spawn\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"A star spawn seer is most often encountered as the leader of a cult dedicated to one or more Elder Evils. Usually, the seer is the only cult member that grasps the full extent of the horror the cult is venerating. The seer's goal is to tap into vast energy sources and perform the dire rites that will extend a bridge between the Material Plane and the squirming chaos of an Elder Evil's realm.\",\"An entity that appears as a star spawn seer in the Material Plane usually arrives disembodied. When a warlock or other spellcaster establishes communication with it, the seer-entity takes control of the mortal, transforming it into a star spawn seer. Whoever the mortal once was largely vanishes beneath the mass of tumorous skin than builds up in strange whorls all over the seer's body. The mortal's hands become bulky, flipper-like appendages able to grasp the seer's strange staff formed of a blend of flesh, bone, and star stuff.\",\"A star spawn seer is almost always accompanied by one or more star spawn hulks (also in this book). Not only is a hulk a powerful combatant, but when a seer deals psychic damage to a hulk, the hulk isn't hurt, and the effect ricochets off and expands to assault other creatures.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Star Spawn Seer.webp\"},\"credit\":\"Christopher Burdett\"}]},{\"name\":\"Steeders\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"section\",\"name\":\"Steeders\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Steeders resemble spiders as much as worgs resemble wolves. The creatures may appear similar, but steeders are more than mere vermin.\"],\"by\":\"Mordenkainen\"},\"Giant hunting spiders, steeders prowl the depths of the Underdark. Female steeders grow larger and stronger than males, and the female often devours the male after breeding. Numerous Underdark folk domesticate steeders, particularly duergar (also in this book). Typically the females serve as steeds in battle, while the males are used as draft animals.\",\"Steeders attempt to tear apart perceived threats—and consider even other steeders enemies. When they're put to work, their handlers must stable them separately from one another and place blinders on them to keep them from attacking each other.\",\"Steeders are intelligent enough to learn simple hand signals and vocal commands, but even a domesticated steeder might turn against its handler. Training a steeder requires a rider to bond with it, a process that begins shortly after the steeder hatches. As it grows, its rider works with it to direct its predatory instincts.\",\"Rather than spinning webs, steeders excrete a viscous substance from their legs. This goo allows them to creep along walls and ceilings and to grapple prey.\"]}]},{\"name\":\"Steel Predator\",\"source\":\"MPMM\",\"entries\":[\"A steel predator is a merciless machine with one purpose: to locate and kill its target regardless of distance and obstacles.\",\"Steel predators are created by a unique modron, using a machine located in the city of Sigil. It wasn't always headquartered in the City of Doors, however. On its original home, the plane of Mechanus, the ingenious modron was lauded for its invention—until it turned these creations against its superiors. Steel predators wreaked havoc against the modron hierarchy until the rogue modron was trapped and exiled. Now it operates a shop in Sigil where, for a steep price, anyone can commission the manufacture of a steel predator.\",\"To create a steel predator, the modron's machine must be fed something that identifies the predator's target, such as a lock of hair, a well-worn glove, or a much-used weapon. The moment the newly manufactured steel predator emerges, it bounds away in search of its prey. It senses the location of its target across planar boundaries, but such detection is accurate only to within a thousand yards; to close the remaining distance, the steel predator locates its prey by sight and smell.\",\"Once battle is joined, the predator ignores every other threat to attack its target, unless other creatures prevent it from reaching the target. In that case, it does what it must to fulfill its mission.\",\"If all goes according to plan, a steel predator slays its target and then voluntarily returns to Sigil, where it's broken down into parts that can be used in another steel predator. Battle damage can cause this instinct to fail, however, in which case the steel predator lingers in the area, hunting and killing other creatures that resemble its target or that simply live nearby. Such rogue predators are dangerous to anyone in the vicinity.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Steel Predator.webp\"},\"credit\":\"Jon Hodgson\"}]},{\"name\":\"Stegosaurus\",\"source\":\"MPMM\",\"entries\":[\"This heavily built dinosaur has rows of plates on its back and a flexible, spiked tail held high to strike predators. It tends to travel in herds of mixed ages.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Stegosaurus.webp\"},\"credit\":\"Marc Sasso\"}]},{\"name\":\"Stench Kow\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Cattle\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Stench kows are misshapen bison native to the Lower Planes. These orange and green creatures defend themselves by exuding a miasma so hideous as to be toxic. Some mischievous and malevolent wizards have summoned stench kows to the Material Plane, disguised the creatures as oxen, and let the infernal bison loose on unsuspecting villages.\"]}}}}},{\"name\":\"Stone Cursed\",\"source\":\"MPMM\",\"entries\":[\"Stone cursed are spawned through a foul alchemical ritual performed on a Humanoid that has been turned to stone. The ritual, which requires a mixture of basilisk blood and the ashes from the burned feathers of a cockatrice, awakens a dim echo of the {@condition petrified} victim's spirit, animating the statue and turning it into a useful guardian.\",\"Stone cursed possess a malevolent drive to slay the living, yet they are utterly loyal to whoever performed the ritual to animate them, and they obey that being's orders to the best of their ability. In combat, stony claws that drip with thick, gray sludge emerge from a stone cursed's fingers. This alchemical sludge transforms those slashed by the claws into statues.\",\"As part of the ritual used to create a stone cursed, a fist-sized obsidian skull forms within the creature's torso. The skull isn't visible while the stone cursed is active, but when it is slain, the statue shatters and the skull clatters to the ground. Because it is the nexus for the alchemy used to create these horrors, a faint echo of the original victim's memories resonates within the skull. A skilled magic-wielder can attempt to extract memories from it to gain insight into the victim's past or find lore that otherwise would be lost.\",{\"name\":\"Cryptic Whispers\",\"type\":\"entries\",\"entries\":[\"Even though a creature transformed into a stone cursed is long dead, a vague whisper of their memories lives on in the obsidian skull embedded within the stone cursed's body. At the end of a short rest, a character can make a {@dc 20} Intelligence ({@skill Arcana}) check to attempt to extract a memory from the skull that is a response to a verbal question posed to the skull by the character. Once this check is made, whether it succeeds or fails, the skull can't be used in this manner again.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Stone Cursed.webp\"},\"credit\":\"Mark Behm\"}]},{\"name\":\"Stone Giant Dreamwalker\",\"source\":\"MPMM\",\"entries\":[\"The surface of the world is an alien realm to stone giants: fluctuating, temporary, exposed to gusting wind and sudden rain. It is as wildly changeable as a dream, and that's how they regard it—as a dream. Nothing there is permanent, so nothing there is real. What happens on the surface doesn't matter. Promises and bargains made there needn't be honored. Life and even art hold less value there.\",\"Stone giants sometimes go on dream quests in the surface world, seeking inspiration for their art, a break from decades-long ennui, or satisfaction of simple curiosity. Some who go on these quests let themselves become lost in the dream. Other stone giants are banished to the surface as punishment. Regardless of the reason they ended up on the surface, if they don't take shelter under stone, such stone giants can become dreamwalkers.\",\"Dreamwalkers occupy an odd place of respect outside the stone giant ordning. They are considered outcasts, but their familiarity with the surface world makes them valuable guides, and their insights can help other stone giants grasp the dangers of living in a dream.\",\"Dreamwalkers become divorced from reality by isolation, shame, and their unendingly alien surroundings, and this delirium leaches out into the world around them, affecting other creatures that get too close. Believing that they're living in a dream and that their actions have no real consequences, dreamwalkers act as they please, becoming forces of chaos. As they travel the world, they collect objects and creatures that seem especially significant to them. Over time, the collected things accrete to their bodies, becoming encased in stone.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Stone Giant Dreamwalker.webp\"},\"credit\":\"Cory Trego-Erdner\"}]},{\"name\":\"Storm Giant Quintessent\",\"source\":\"MPMM\",\"entries\":[\"To forestall the inevitable, some storm giants approaching the end of their natural life spans seek an escape from death. They plumb the depths of their powerful connection to the elements and disperse themselves into nature, transforming into semiconscious storms. The blizzard that rages unendingly around a mountain peak, the vortex that swirls around a remote island, or the thunderstorm that howls ceaselessly up and down a rugged coastline could, in fact, be the undying form of a storm giant clinging to existence.\",\"A storm giant quintessent sheds their armor and weapons but gains the power to form makeshift weapons out of thin air. When the giant has no further use of these elemental weapons, or when the giant dies, the weapons disappear.\",\"A storm giant quintessent can revert to their true giant form temporarily and can maintain that form long enough for the giant to communicate with a mortal, carry out a short task, or defend their home against aggressors.\",{\"type\":\"entries\",\"name\":\"A Quintessent's Lair\",\"page\":236,\"entries\":[\"A storm giant quintessent has no need for castles or dungeon lairs. Their lair is usually a secluded region or prominent geographic feature, such as a mountain peak, a great waterfall, a remote island, a fog-shrouded loch, a beautiful coral reef, or a windswept desert bluff. The storm in which the giant lives could be a blizzard, a typhoon, a thunderstorm, or a sandstorm, as befits the environment.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Storm Giant Quintessent.webp\"},\"credit\":\"Eric Belisle\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Storm Giant Quintessent 2.webp\"},\"credit\":\"Tyler Jacobson\"}]},{\"name\":\"Summer Eladrin\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Eladrin\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"When angered, eladrin enter the season of summer, a burning, tempestuous state that transforms them into aggressive warriors eager to vent their wrath. Their magic responds to their fury and amplifies their fighting ability, helping them move with astonishing quickness and strike with terrible force.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Summer Eladrin.webp\"},\"credit\":\"Eric Belisle\"}]},{\"name\":\"Swarm of Cranium Rats\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Cranium Rat\",\"source\":\"MPMM\"}},{\"name\":\"Swarm of Rot Grubs\",\"source\":\"MPMM\",\"entries\":[\"Rot grubs are finger-sized maggots that eat living and dead creatures, although they can survive on vegetation. They infest corpses and piles of decaying matter and attack anyone that disturbs them. After burrowing into a creature, rot grubs instinctively chew their way toward vital parts.\",\"Rot grubs recoil from flames, and fire is the main weapon against rot grubs once they're inside a body. Magic that neutralizes poison can also stop them before they kill their host.\",{\"type\":\"entries\",\"name\":\"Single Rot Grub\",\"page\":237,\"entries\":[\"Rot grubs pose a threat both singly and as a swarm. See the stat block for the mechanics of a swarm of rot grubs. A single rot grub has no stat block.\",\"Any creature that comes into contact with a single rot grub must succeed on a {@dc 10} Constitution saving throw or be {@condition poisoned}, as the rot grub burrows into the creature. The {@condition poisoned} creature takes 3 ({@damage 1d6}) poison damage at the end of each of its turns. Whenever the {@condition poisoned} creature takes fire damage, the creature can repeat the saving throw, ending the effect on itself on a success. If the {@condition poisoned} creature ends its turn with 0 hit points, it dies, as the rot grub kills it.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Swarm of Rot Grubs.webp\"},\"credit\":\"Jason Felix\"}]},{\"name\":\"Swashbuckler\",\"source\":\"MPMM\",\"entries\":[\"Swashbucklers are charming ne'er-do-wells who live by their own codes of honor. They crave notoriety, often indulge in romantic trysts, and eke out livings as pirates and corsairs, rarely staying in one place for too long.\",\"Many swashbucklers have a signature flourish with which they embellish their actions to make themselves more memorable. You can roll on the Swashbuckler Flourishes table or choose one of the options to find a suitably dramatic flourish for a swashbuckler.\",{\"type\":\"table\",\"caption\":\"Swashbuckler Flourishes\",\"colLabels\":[\"{@dice d8}\",\"Flourish\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[1,\"Winks and flashes a charming grin\"],[2,\"Bows theatrically\"],[3,\"Constantly flips their dagger\"],[4,\"Punctuates sentences with a boisterous \\\"Ha-HA!\\\"\"],[5,\"Sings catchy sea chanteys\"],[6,\"Dexterously manipulates a silver coin through their fingers\"],[7,\"Hurls colorful insults\"],[8,\"Adds showy embellishments to rapier strokes\"]]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Swashbuckler.webp\"},\"credit\":\"Jim Nelson\"}]},{\"name\":\"Sword Wraith Commander\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Sword Wraiths\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Sword wraith commanders haunt battlefields, attacking anyone who questions their valor but looking kindly on those who sing their praises.\"]}}}}},{\"name\":\"Sword Wraith Warrior\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Sword Wraiths\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Sword wraith warriors are most often found on ancient battlefields where soldiers were hemmed in and slaughtered without quarter.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Sword Wraith Warrior.webp\"},\"credit\":\"Eric Belisle\"}]},{\"name\":\"Sword Wraiths\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"section\",\"name\":\"Sword Wraiths\",\"entries\":[\"When glory-obsessed warriors die in battle without honor, they might haunt the site as sword wraiths.\"]}]},{\"name\":\"Tanarukk\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"I believe spite can be an excellent motivator. But unchecked fury? That rarely leads to anything more than a big mess.\"],\"by\":\"Tasha\"},\"When demonic influence corrupts the leadership of a people or an organization, the leaders might embrace abyssal magic to make tanarukks, using these ferocious warriors to bolster their followers' strength.\",\"The demon lord {@creature Baphomet|MPMM} gladly shares the secret of creating tanarukks with those who entreat him for power; the cult of Gruumsh has also mastered a ritual for this purpose, and bestows it on those deemed worthy. Whatever process is used corrupts the subject, transforming them into a vicious Fiend.\",\"Although tanarukks are valued as fearsome fighters, they are a threat to their allies off the battlefield. When not in combat, a tanarukk is destructive and volatile and is usually kept imprisoned by its allies. If unrestrained, a free tanarukk embarks on a rampage, attempting to take over by force. Most such coups fail but are costly nonetheless. If a tanarukk does seize the leadership of a group, reckless raiding or even war is the course they inevitably choose.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Tanarukk.webp\"},\"credit\":\"John-Paul Balmet\"}]},{\"name\":\"Thorny Vegepygmy\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Vegepygmies\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"If a Beast such as a dog or a bear dies from {@hazard russet mold|VGM}, the result is a bestial moldy called a thorny, instead of a bipedal vegepygmy. Thornies are less intelligent than other vegepygmies, but they are larger and more ferocious and have thorn-covered bodies.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Thorny Vegepygmy.webp\"},\"credit\":\"Jim Nelson\"}]},{\"name\":\"Titivilus\",\"source\":\"MPMM\",\"entries\":[\"Dispater, the gloomy Lord of Dis, rules from his iron palace, seeming to hide behind its labyrinthine corridors, iron walls, diabolical traps, and monstrous servants. Knowing he has enemies on all sides and fearing he'll be displaced like Moloch, Geryon, and so many others, he almost never travels farther than the sprawling city that lies outside his palace.\",\"Dispater is correct to fear, but the true threat comes not from without. The lord's great error was allowing himself to be seduced by Titivilus, who beguiled his way into being the primary advisor in Dispater's household.\",\"Although Titivilus is inferior in physical strength and power when compared to other archdevils, he compensates with cunning. A shrewd politician, he has clawed his way up through the ranks to become the second-most powerful devil in Dis, entirely by saying the right thing at the right time to get what he wanted. Charming and pleasant, he is a master at negotiation, able to twist words so as to leave his victims confused and believing he's on their side. Through these skills, Titivilus has manipulated everyone along his path to power, either to win them over to his cause or to remove them as a threat.\",\"Since gaining his position, Titivilus has convinced Dispater that countless plots are being hatched against him and that Asmodeus himself seeks to remove Dispater from power. In response, Dispater has withdrawn to his palace and left day-to-day decisions to Titivilus, even authorizing him to answer and negotiate bargains with mortals who attempt to summon Dispater. Titivilus now represents his master and speaks with his voice, a turn of events that leads some to whisper that either Titivilus is Dispater in disguise or Titivilus has removed the archduke and replaced him altogether.\",\"Titivilus recognizes the precariousness of his position. After all, Dispater's acceptance of his plans and his advice can last only so long before some other plotter steps in and reveals the truth. For insurance, Titivilus has begun recruiting outsiders to deal with problem devils, to insulate him against criticism, and, above all, to create complications that he can solve so as to reinforce his value in the eyes of his master. Titivilus finds adventurers well suited to the tasks he needs performed and recruits them directly or through intermediaries, expending them later as his plans require.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Titivilus.webp\"},\"credit\":\"Ralph Horsley\"}]},{\"name\":\"Tlincalli\",\"source\":\"MPMM\",\"entries\":[\"Tlincallis, also called scorpion folk, are chitin-covered creatures with a humanlike upper body and the lower body of an enormous scorpion, complete with a stinger at the end of a long tail. These desert creatures range across arid lands, hunting at dawn and dusk. In the hours between, they wait out the day's heat or the night's cold by burying themselves in loose sand or earth or, if the terrain proves too inflexible, lurking in ruins or shallow caves.\",\"Tlincallis stay in one place for only as long as the hunting is good in the immediate area, though they might visit the same way stations over and over during their wanderings. They also settle down temporarily whenever it's time to lay eggs and hatch a new brood of young.\",\"These scorpion folk deposit their eggs in warm places out of direct sunlight, often amid a stand of cacti near their present encampment. The eggs are protected by hard shells coated in paralytic poison similar to that produced by their stingers. This poison leaves most would-be predators that dare to break an egg defenseless when the tlincalli parents come to investigate.\",\"Tlincallis eat what they kill, whether their hunt nets desert animals or a caravan, but when they have new mouths to feed, they are careful to take some of their prey alive. After using their stingers to paralyze victims and their spiked chains to bind them, tlincallis take these captives back to their encampment and tie them to cacti or rock formations. When the sun sets, the newly hatched young emerge from the lair to eat the captives alive.\",\"These predators see themselves as great hunters, and respect others with such skills. If a tlincalli encounters a more powerful hunter, such as a blue dragon, they carefully weigh whether to serve the superior hunter, move on, or fight to the death to remove it as competition.\",\"Tlincallis rarely build cities, make clothing, or mine metals. Instead, they scavenge much of what they need or want. They do, however, melt down scavenged metal to forge crude weapons, armor, and tools.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Tlincalli.webp\"},\"credit\":\"Conceptopolis\"}]},{\"name\":\"Tortle\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Tortles\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"The generic tortle stat block here represents a warrior, especially the sort who travels far and wide.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Tortle.webp\"},\"credit\":\"Richard Whitters\"}]},{\"name\":\"Tortle Druid\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Tortles\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Many tortles view the world as a place of wonder. They live for the chance to hear a soft wind blowing through trees, to watch a frog croaking on a lily pad, or to stand in a crowded marketplace. A tortle druid savors such things more than most, channeling the natural magic of the world around them.\"]}}}}},{\"name\":\"Tortles\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"section\",\"name\":\"Tortles\",\"entries\":[\"Tortles are omnivorous, turtle-like bipeds with shells that cover most of their bodies. Because they carry their homes on their backs, tortles feel little need to stay put for long.\",\"Most tortles like to see how other folk live. A tortle can spend decades away from their native land without feeling homesick, often viewing their current companions as their family.\"]}]},{\"name\":\"Transmuter Wizard\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Wizards\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Transmuters are masters at transforming physical forms. They typically view magical transmutation as a path to riches, enlightenment, or apotheosis.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Transmuter Wizard.webp\"},\"credit\":\"Pindurski\"}]},{\"name\":\"Trapper\",\"source\":\"MPMM\",\"entries\":[\"A trapper is a manta-like creature that usually lurks in subterranean environments. It can change the color and texture of its tough, outward-facing side to help it blend in with its surroundings, while its soft, inward-facing side clings to the floor, wall, or ceiling in its hunting territory. It remains motionless as it waits for prey to come close. When a target is within its reach, it peels itself away from the surface and wraps around its prey, crushing, smothering, and then digesting it. Only a scattering of bones, metal, treasure, and other indigestible bits is left behind.\",\"A trapper's ability to alter the color and texture of its outer side enables it to blend in with any surface made of stone, earth, or wood, masking its presence to any but the most rigorous scrutiny. It can't change its texture to that of a grassy or snow-covered surface, but it is just cunning enough to change its color to match and then conceal itself under a thin layer of vegetation or actual snow.\",\"A trapper that lurks on the floor of its hunting grounds can cover any remains there with its body, making them look like irregularities in the surface. The creature might instead attach itself to a nearby wall or a ceiling, using the remnants as bait; any creature that stops to investigate the bones for valuables becomes the trapper's next meal.\",\"A trapper needs to eat a {@race halfling}-sized meal once per week to remain sated. Given a steady supply of food, trappers are content to stay in one place, making them a threat along well-traveled dungeon corridor and on routes through the wilderness that see a lot of traffic. When prey is scarce, a trapper enters a state of hibernation that can last for months, though it is still aware when prey comes near. A trapper on the verge of starvation might defy its instincts and abandon its old territory in search of better hunting.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Trapper.webp\"},\"credit\":\"Dave Dorman\"}]},{\"name\":\"Trolls\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"section\",\"name\":\"Trolls\",\"entries\":[\"Trolls that are nearly obliterated but survive and regenerate from mere scraps of flesh can display bizarre features. Radically transformed trolls like the rot trolls, spirit trolls, and venom trolls that follow are especially likely to arise when trolls regenerate in the presence of magical emanations, planar energy, disease, or death on a vast scale, or if their bodies were damaged by elemental forces. These unusual forms can also be produced and shaped by the ritual magic of evil spellcasters or by trolls' own practices, as is the case for dire trolls.\",{\"type\":\"entries\",\"name\":\"Vaprak the Destroyer\",\"entries\":[\"Although trolls are rarely devout and seldom ponder spiritual questions, some fear and venerate the entity known as Vaprak the Destroyer. Vaprak's true nature is something of a mystery, but Vaprak is always portrayed as a horrid, misshapen, greenish creature strongly resembling a troll. Vaprak is given to fits of mindless destruction and uncontrollably fears the plots and ambitions of other deities.\",\"Vaprak's troll worshipers believe this god devours the souls of those who have been cooked or digested (slain by fire or acid). Otherwise, the god spits the soul back into the world to regenerate a new body.\"]}]}]},{\"name\":\"Ulitharid\",\"source\":\"MPMM\",\"entries\":[\"Very rarely, when a tadpole from the brine pool of an {@creature elder brain|MPMM} is implanted into a creature, that creature transforms into an ulitharid: a larger and more potent {@creature mind flayer} with six tentacles. Illithids innately recognize that an ulitharid's survival is more important than their own. An {@creature elder brain|MPMM|elder brain's} reaction to the rise of an ulitharid varies. In most colonies, the ulitharid becomes an elder brain's most favored servant, invested with power and authority. In others, the {@creature elder brain|MPMM} perceives an ulitharid as a potential rival and manipulates or quashes the ulitharid's ambitions accordingly.\",\"When an ulitharid finds sharing leadership with an {@creature elder brain|MPMM} insufferable, it breaks off from the colony, taking a group of {@creature mind flayer||mind flayers} with it, and moves to another location to form a new colony. After the death of the ulitharid's body, a special process transforms its brain into a new {@creature elder brain|MPMM} for the colony.\",\"This process doesn't work on the brain of an ulitharid that dies a natural death, as such brains are too decrepit to be used. Instead, each ulitharid carries a psionically enhanced staff; when the ulitharid is ready to give up its life, it attaches the staff to the back of its head, and the staff cracks open its skull, enabling its brain to be extracted. The brain and the staff are then planted in the ulitharid's corpse, causing it to dissolve into ichor. This psionically potent slime helps to fuel the transformation of the area into a brine pool for the embryonic {@creature elder brain|MPMM}.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Ulitharid.webp\"},\"credit\":\"Scott Murphy\"}]},{\"name\":\"Vampiric Mist\",\"source\":\"MPMM\",\"entries\":[\"In billowing clouds of fog lurk vampiric mists, the wretched remnants of {@creature vampire||vampires} that were prevented from finding rest. Indistinguishable from the mists they lurk within, they strike unseen and undetected to bleed their victims dry.\",\"Vampiric mists, sometimes called crimson mists, are all that remain of {@creature vampire||vampires} who couldn't return to their burial places after being defeated or suffering some mishap. Denied the restorative power of these places, the {@creature vampire||vampires'} bodies dissolve into mist. The transformation strips the intelligence and personality from them until only an unholy, insatiable thirst for blood remains.\",\"Indistinguishable from fog aside from the charnel reek it exudes, a vampiric mist descends on a creature and causes the blood in the creature's body to ooze through its pores or spill out from its eyes, nose, and mouth. This blood wafts out from the victim like crimson smoke, which the mist then consumes. The feeding causes no pain or discomfort to the victim, so vampiric mists can feed on sleepers without waking them. The more a mist feeds, the redder it gets, such that it turns pink, then red, and finally a deep scarlet hue; when sated, it rains blood droplets wherever it goes.\",\"Like sharks in water, vampiric mists can scent blood from up to a mile away. Any injury, no matter how small, might catch their attention and draw them toward their victims. In battle, a mist focuses its attacks on injured targets, since open wounds are a more ready source of blood.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Vampiric Mist.webp\"},\"credit\":\"Jon Hodgson\"}]},{\"name\":\"Vargouille\",\"source\":\"MPMM\",\"entries\":[\"Shrieking, flapping, and hideous to behold—with a body like a severed head and wings in place of ears—vargouilles boil out of the Abyss to infest other planes of existence, such as Carceri, where they are a menace. Each vargouille carries a disease that creates more of its kind; a flock of vargouilles on the wing is a plague of chaos and evil.\",\"Swarms of vargouilles flap through the caverns and skies of the Abyss. They are given little regard by powerful and intelligent demons since vargouilles can do them no harm. Even the weakest demon, such as a manes or a dretch, fears vargouilles only if they appear in great numbers. In the Lower Planes, vargouilles rarely get the chance to eat live prey other than vermin. More often, they lap up the ichor left behind when one Fiend kills another.\",\"Because of their hunger for living prey, vargouilles are eager to escape the Lower Planes. On rare occasions, summoning a demon to another plane can bring a vargouille along for the ride, attached like a tick. The precautions a mortal takes to control a summoned demon rarely account for a stowaway, enabling the vargouille to escape into the world.\",\"Vargouilles that roam free on the Material Plane are a dire threat to all creatures. Their awful shrieking can {@condition paralyzed||paralyze} other creatures with fear, which also makes the creatures susceptible to the vargouille's curse. If the curse is allowed to run its course, an abyssal spirit invades the person's body, causing a gruesome transformation. Over a period of hours, the victim's head takes on fiendish aspects, such as fangs, tentacles, and horns. At the same time, the person's ears grow larger, expanding into wing-like appendages. In the final moments, the victim's head tears away from the body in a fountain of blood, becoming another vargouille, which often then eagerly laps up the blood spilling from its former body. Sunlight or the brilliant illumination of a {@spell daylight} spell can delay this transformation; otherwise, only magic can overcome the curse. \"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Vargouille.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Vegepygmies\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"section\",\"name\":\"Vegepygmies\",\"entries\":[\"Vegepygmies are fungus creatures that live in simple bands, hunting for sustenance and spreading the spores by which they reproduce. Also called mold folk or moldies, vegepygmies inhabit dark, moist areas, so they're most commonly found underground or in forests where little sunlight penetrates. A vegepygmy feels kinship with other plant and fungus creatures, and thus vegepygmy bands coexist well with creatures such as {@creature myconid adult||myconid adults}, {@creature shrieker||shriekers}, and {@creature violet fungus||violet fungi}.\",\"Although they prefer to eat fresh meat, bone, and blood, vegepygmies can absorb nutrients from soil and many sorts of organic matter, so they rarely go hungry. A vegepygmy can hiss and make other noises by forcing air through its mouth, but it can't speak in a conventional sense. Among themselves, vegepygmies communicate by hissing, gestures, and tapping. Vegepygmies build and craft little; any gear they have is acquired from other creatures or built by copying simple construction they have witnessed.\"]}]},{\"name\":\"Vegepygmy\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Vegepygmies\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Typical vegepygmies originate from the remains left behind when a Humanoid or a Giant is killed by {@hazard russet mold|VGM}. One or more vegepygmies emerge from the corpse a day later.\"]}}}}},{\"name\":\"Vegepygmy Chief\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Vegepygmies\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"As a {@creature vegepygmy|MPMM} ages, it grows tougher and develops spore clusters on its body. Other vegepygmies defer to these so-called chiefs. A chief can expel its spores in a burst, infecting nearby creatures. If a creature dies while infected, its corpse produces vegepygmies the same way {@hazard russet mold|VGM} does.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Vegepygmy Chief.webp\"},\"credit\":\"Richard Whitters\"}]},{\"name\":\"Velociraptor\",\"source\":\"MPMM\",\"entries\":[\"This feathered dinosaur is about the size of a large turkey. It is an aggressive predator and often hunts in packs to bring down larger prey.\"]},{\"name\":\"Venom Troll\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Trolls\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"A troll that survives massive doses of poison might transform into a venom troll. Lingering poison infuses the troll's blood and tissue, and poison leaks from the pores to coat the troll's fangs and claws. These creatures are especially dangerous in close combat because poison drips off their flesh and sprays out from every wound they receive.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Venom Troll.webp\"},\"credit\":\"Ralph Horsley\"}]},{\"name\":\"War Priest\",\"source\":\"MPMM\",\"entries\":[\"War priests worship deities of war, protection, and strategy. They plan tactics, lead soldiers into battle, confront enemy spellcasters, and tend to casualties. A war priest might command an army or serve as the right hand of a {@creature warlord|MPMM} (appears in {@book this book|MPMM}) on the battlefield.\",\"War priests typically adorn themselves with a symbol of their faith. You can roll on the War Priest Holy Symbols table below, or choose one that fits your campaign.\",{\"type\":\"table\",\"caption\":\"War Priest Holy Symbols\",\"colLabels\":[\"{@dice d8}\",\"Holy Symbol\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[1,\"Vial of iridescent liquid\"],[2,\"Hilt of a broken sword\"],[3,\"Piece of stained glass from a shrine\"],[4,\"Clay figurine of a {@creature ki-rin|MPMM} or another Celestial\"],[5,\"{@item Torch|PHB} carved so that a hand appears to be holding the flame\"],[6,\"Circlet of woven reeds\"],[7,\"Scrimshawed bone\"],[8,\"Vessel such as a cup, a {@item jug|PHB}, an urn, or an amphora\"]]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/War Priest.webp\"},\"credit\":\"Marta Nael\"}]},{\"name\":\"Warlock of the Archfey\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Warlocks\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Warlocks of the Archfey gain their powers through magical pacts forged with lords of the Feywild. These warlocks commonly associate with lesser Fey creatures such as {@creature boggle|MPMM|boggles}, {@creature quickling|MPMM|quicklings}, and {@creature redcap|MPMM|redcaps} (all appear in {@book this book|MPMM}) or even {@creature satyr||satyrs} and {@creature sprite||sprites}.\"]}}}}},{\"name\":\"Warlock of the Fiend\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Warlocks\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Warlocks of the Fiend gain their powers through magical pacts forged with archfiends of the Lower Planes. These warlocks often keep {@creature imp||imps} or {@creature quasit||quasits} as companions, and they tend toward philosophical extremes: consorting with fiendish cults or dedicating their lives to destroying such cults.\"]}}}}},{\"name\":\"Warlock of the Great Old One\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Warlocks\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Warlocks of the Great Old One gain their powers through magical pacts forged with eldritch entities from strange and distant realms of existence. Some of these warlocks associate with cultists devoted to these entities, as well as Aberrations that share their goals, yet other warlocks of the Great Old One are experts at rooting out the chaos and wickedness inspired by bizarre beings from beyond the stars.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Warlock of the Great Old One.webp\"},\"credit\":\"Valera Lutfullina\"}]},{\"name\":\"Warlocks\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"section\",\"name\":\"Warlocks\",\"entries\":[\"Warlocks gain arcane might through magical pacts with mysterious entities. While some use their abilities to serve the sources of their power, others use them to undermine or even destroy these entities.\"]}]},{\"name\":\"Warlord\",\"source\":\"MPMM\",\"entries\":[\"Warlords are legendary battlefield commanders, whose names are spoken with awe. After a string of decisive victories, a warlord could easily take on the role of monarch or general and attract followers willing to die for the warlord's banner.\",\"Warlords urge their troops into the fray with shouted exhortations. You can roll on the Warlord Battle Cries table to select one, or choose a battle cry that fits with your campaign.\",{\"type\":\"table\",\"caption\":\"Warlord Battle Cries\",\"colLabels\":[\"{@dice d8}\",\"Battle Cry\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[1,\"\\\"Remember why we fight!\\\"\"],[2,\"\\\"Victory awaits!\\\"\"],[3,\"\\\"For the crown!\\\"\"],[4,\"\\\"Be monstrous to the enemy!\\\"\"],[5,\"\\\"Fight so they fear us!\\\"\"],[6,\"\\\"Weapons drawn! Spells at the ready!\\\"\"],[7,\"\\\"To the Abyss with them!\\\"\"],[8,\"\\\"You know what to do!\\\"\"]]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Warlord.webp\"},\"credit\":\"Caio Monteiro\"}]},{\"name\":\"Wastrilith\",\"source\":\"MPMM\",\"entries\":[\"Found in the waters of the Abyss and other bodies of water contaminated by that plane's fell influence, wastriliths establish themselves as lords of the deep and rule their dominions with cruelty.\",\"A wastrilith pollutes the waters around it. Its noxious presence even affects nearby sources of water when the demon travels on land. The corrupted water, which contains a measure of the demon's essence, responds to the wastrilith's commands—perhaps hardening to prevent foes from escaping or erupting in a surge that drags victims into its reach.\",\"Creatures that ingest water corrupted by a wastrilith risk their very souls. Those who drink the poisonous liquid might wither away until they finally die, or they remain alive only to become thralls of chaos and evil. To represent this defilementchapter 2 of the Dungeon Master's Guide, you can use the {@table Optional Rule: Abyssal Corruption; Abyssal Corruption||optional rule on abyssal corruption} in {@book chapter 2 of the Dungeon Master's Guide|DMG|2|The Abyss}, causing the poisoned creature to be corrupted.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Wastrilith.webp\"},\"credit\":\"Ilya Shkipin\"}]},{\"name\":\"Water Elemental Myrmidon\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Elemental Myrmidons\",\"source\":\"MPMM\"},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Water Elemental Myrmidon.webp\"},\"credit\":\"Filip Burburan\"}]},{\"name\":\"White Abishai\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Abishais\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"White abishais fight with a reckless fury, making them ideally suited for bolstering the ranks of Tiamat's armies. White abishais fight without fear, becoming whirlwinds of destruction on the battlefield.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/White Abishai.webp\"},\"credit\":\"Daniel Landerman\"}]},{\"name\":\"Winter Eladrin\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Eladrin\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"When sorrow distresses eladrin, they enter the winter season, becoming figures of melancholy. Frozen tears drop from their cheeks, and their palpable sadness emanates from them as icy cold.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Winter Eladrin.webp\"},\"credit\":\"Eric Belisle\"}]},{\"name\":\"Wizards\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"section\",\"name\":\"Wizards\",\"entries\":[\"Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes while others train lesser wizards or collaborate with colleagues to create new spells.\"]}]},{\"name\":\"Wood Woad\",\"source\":\"MPMM\",\"entries\":[\"A wood woad is a powerful bipedal Plant invested with the soul of someone who gave up life to become an everlasting guardian.\",\"The ritual to create a wood woad is a primeval secret passed down through generations of forest-dwelling societies and druid circles. Performing the ritual isn't necessarily an evil act if the victim-to-be is a willing sacrifice.\",\"In the ritual, a living person's chest is pierced and the heart removed. A seed is pushed into the heart, which is then placed in a tree. Any hollow or crook will do, but often a special cavity is carved out of the trunk. The tree is bathed and watered with the blood of the sacrificed victim, and the body is buried among the tree's roots. After three days, a sprout emerges from the ground at the base of the tree and swiftly grows into a bipedal form.\",\"This new body, armored in tough bark and bearing a gnarled club and shield, is at once ready to perform its duty. The one who performed the ritual sets the wood woad to its task, and the creature follows those orders unceasingly.\",\"A wood woad has a hole where its heart would be, just as does the body of its former self, buried in the earth. Those who become wood woads trade their free will and all sense of sentiment for supernatural strength and a deathless duty. They exist only to protect woodlands and the people who tend them. A wood woad's face is void and expressionless, except for the motes of light that swim about in its eye sockets. Wood woads speak little, and when not called on to take action, they root themselves in the earth and silently take sustenance from it.\",\"Like trees, wood woads need only sunlight, air, and nutrients from the earth to go on living. Because they are undying, some wood woads outlive their original purpose. The site a wood woad guards might lose its power or significance over time, or those whom it was assigned to guard might die. If it is freed from its specific duties, a wood woad might roam to find another place of natural beauty or fey influence to watch over.\",\"Wood woads are drawn to creatures that have close ties to nature and that protect and respect the land, such as {@creature druid|MM|druids} and {@creature treant|MM|treants}. Some treants have wood woad servants by virtue of age-old pacts with druids or Fey that performed the rituals, while others acquire the services of freed wood woads that find renewed purpose in serving a kindred guardian.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Wood Woad.webp\"},\"credit\":\"Cory Trego-Erdner\"}]},{\"name\":\"Wretched Sorrowsworn\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Sorrowsworn\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Horrid little monsters, wretched sorrowsworn—or the Wretched—gather in packs to scour the Shadowfell for prey. These desperate entities subsist on life force; when they find a creature, they surge forward to sink their fangs into their victims and drink deep.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Wretched Sorrowsworn.webp\"},\"credit\":\"Cory Trego-Erdner\"}]},{\"name\":\"Xvart\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Xvarts\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Fleeing his pursuers, Raxivort wandered across the multiverse and spawned xvarts, who not only look like him but also cause any magic that could reveal his location to point to the nearest xvart instead.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Xvart.webp\"},\"credit\":\"Richard Whitters\"}]},{\"name\":\"Xvart Warlock of Raxivort\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Xvarts\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Some xvarts are spawned with a trace of Raxivort's divine energy. These xvarts usually form a pact with him and wield magic in his service as warlocks.\"]}}}}},{\"name\":\"Xvarts\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"section\",\"name\":\"Xvarts\",\"entries\":[\"Xvarts are cowardly, greedy creatures spawned by a renegade demigod, Raxivort. They have blue skin, orange eyes, and receding hairlines, mirroring their creator's appearance. They stand about 3 feet tall.\",\"Raxivort spent centuries watching over the treasury of Graz'zt, and in time, Raxivort plundered his lord's vault. One of the treasures he stole was the {@i Infinity Spindle}, a crystalline shard that could transform even a creature as lowly as Raxivort into a demigod. After his apotheosis, Raxivort forged the Black Sewers, a realm within Pandemonium that he filled with his beloved creatures, rats and bats, which xvarts befriend to this day. He enjoyed his reign only briefly before Graz'zt unleashed his vengeance. The demon prince urged villains far and wide to pursue the Infinity Spindle for themselves and destroy Raxivort.\"]}]},{\"name\":\"Yagnoloth\",\"source\":\"MPMM\",\"entries\":[\"Anyone who would contract yugoloths for a task usually ends up dealing with a yagnoloth. Cunning negotiators, these strange Fiends handle the writing of contracts for their fellow yugoloths. Once a yagnoloth is hired, it communicates its employer's desires to the yugoloths it commands.\",\"Although they are entrusted with leading lesser yugoloths, yagnoloths ultimately take their orders from arcanaloths and ultroloths. Aside from their superiors, yagnoloths have full authority over and expect obedience from the yugoloths under their command. Yagnoloths follow the dictates of the contracts they negotiate but always include a loophole to escape their obligations if the situation warrants.\",\"A yagnoloth has one arm of human size and one giant-sized arm. During negotiations, the yagnoloth uses its human-sized arm to draft and sign contracts. When a show of force is necessary or when combat is joined, it attacks with its brutally powerful giant arm.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Yagnoloth.webp\"},\"credit\":\"Ilya Shkipin\"}]},{\"name\":\"Yeenoghu\",\"source\":\"MPMM\",\"entries\":[\"The Beast of Butchery appears as a great scarred gnoll, towering 14 feet tall. Yeenoghu is the Gnoll Lord, and his creations are made in his twisted image. When the demon lord hunted across the Material Plane, packs of hyenas followed in his wake, and those that ate of great Yeenoghu's kills became gnolls. Few others worship the Beast of Butchery, but those who do tend to take on a gnoll-like aspect, hunching over and filing their teeth down to points.\",\"Yeenoghu wants nothing more than slaughter and senseless destruction. Gnolls are his favorite instruments, and he drives his gnoll followers to ever-greater atrocities in his name, even imbuing some of their commanders with his powers, which transforms them into flinds (in this book). Yeenoghu takes pleasure in causing fear before death, and he sows sorrow and despair through destroying beloved things. He doesn't parlay; to meet him is to do battle with him—unless he becomes bored and wanders away. The Beast of Butchery has a long rivalry with Baphomet, the Horned King, and the two demon lords and their followers attack one another on sight.\",\"The Gnoll Lord is covered in matted fur and leathery hide, and his face resembles a grinning predator's skull. He wields a triple-headed flail called the Butcher, which he can summon into his hand at will, although he is as likely to tear his prey apart with his teeth.\",{\"type\":\"entries\",\"name\":\"Cultists of Yeenoghu\",\"entries\":[\"{@note See the {@cult Cult of Yeenoghu|MPMM} entry.}\"]},{\"type\":\"entries\",\"name\":\"Yeenoghu's Lair\",\"entries\":[\"Yeenoghu's lair in the Abyss is called the Death Dells. Its barren hills and ravines serve as a hunting ground, where he pursues captured mortals in a cruel game. Yeenoghu's lair is a place of blood and death, populated by {@creature gnoll||gnolls}, {@creature hyena||hyenas}, and {@creature ghoul||ghouls}, and there are few structures or signs of civilization on his layer of the Abyss.\",\"The challenge rating of Yeenoghu is 25 (75,000 XP) when he's encountered in his lair.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Yeenoghu.webp\"},\"credit\":\"Richard Whitters\"}]},{\"name\":\"Yeth Hound\",\"source\":\"MPMM\",\"entries\":[\"Granted by mighty Fey to individuals who please them, yeth hounds serve their masters like hunting dogs. They race in pursuit of their prey, running it down until it's too exhausted to fight back. Only the threat of dawn drives the pack back into hiding.\",\"A pack of yeth hounds can be created by powerful Fey such as the Queen of Air and Darkness. Each pack's master can telepathically communicate with their yeth hounds to give the pack commands from afar. If a pack's master is killed, the hounds seek out a new master, typically an evil {@creature vampire}, {@creature necromancer|vgm}, or {@creature green hag|mm|hag}.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Yeth Hound.webp\"},\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Young Kruthik\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Kruthiks\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Kruthiks hatch from eggs laid by female adults. Each egg is about the size of an adult human's head and hatches within a month. Tiny kruthik hatchlings are harmless and rarely stray far from the nest. They feed primarily on offal and one another. Within a month, the survivors become young kruthiks large enough to hunt and defend themselves.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Young Kruthik.webp\"},\"credit\":\"Zack Stella\"}]},{\"name\":\"Yuan-ti Anathema\",\"source\":\"MPMM\",\"entries\":[\"As part of their quest for godhood, a yuan-ti abomination might perform a ritual that, if successful, transforms them into an even greater form: a yuan-ti anathema. This ritual demands the sacrifice of hundreds of snakes and requires the abomination to bathe in the blood of their enemies. The transformation is quick but painful.\",\"Anathemas consider themselves demigods on the path to greater divinity. They demand obeisance from weaker creatures and use every resource at their disposal to war against neighbors, seeking the captives, sacrifices, glory, and riches the anathemas believe they need to achieve true divinity.\",\"Anathemas don't age, allowing them to pursue their goals until the end of days. Truly powerful ones might rule multiple yuan-ti cities and bring entire regions under their control.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Yuan-ti Anathema.webp\"},\"credit\":\"Dave Dorman\"}]},{\"name\":\"Yuan-ti Broodguard\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Tasha once likened histachii to the bees that tend to larvae in beehives. It is a fanciful view of a horrific process.\"],\"by\":\"Mordekainen\"},\"Broodguards were once Humanoids, but they have been transformed by yuan-ti into simpleminded, scaly Monstrosities that do their serpentine masters' bidding. The transformation process warps not only a subject's body but also their mind, making them instinctively obey any yuan-ti and filling them with a seething rage at the sight of non-reptilian creatures.\",\"Although broodguards can no longer think as clearly as before their transformation, they are able to perform simple yet important tasks in the community, such as guarding eggs or patrolling for intruders. Yuan-ti refer to broodguards as \\\"histachii,\\\" which means \\\"egg-watchers.\\\"\",\"Most broodguards are made from human captives forced to consume a magical brew that renders them helpless and unable to fight off the inevitable transformation. A human transformed into a broodguard loses all semblance of who they once were. A broodguard is hairless and emaciated, with scaly skin. They have a forked tongue, and they smell faintly of rotting meat. Broodguards can speak but rarely do so, preferring to communicate via snakelike hisses and guttural noises.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Yuan-ti Broodguard.webp\"},\"credit\":\"Christopher Burdett\"}]},{\"name\":\"Yuan-ti Mind Whisperer\",\"source\":\"MPMM\",\"entries\":[\"Mind whisperers are yuan-ti malison spellcasters who enter into a pact with the serpent god Sseth, the Sibilant Death. They use their abilities to convert others to their faith, increase their personal power, and befuddle the minds of their enemies.\",\"Mind whisperers are elusive, manipulative, unpredictable, and willing to cheat or kill comrades and rivals alike if doing so benefits them. The worshipers of Sseth have their hands in many schemes, often plying the middle ground between two factions, and thus spend a lot of energy making sure none of their allies learn of their conflicting connections. Even among Sseth-worshiping communities, mind whisperers are known for being self-important, sneaky, and prone to flee at the first sign of trouble.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Yuan-ti Mind Whisperer.webp\"},\"credit\":\"Daarken\"}]},{\"name\":\"Yuan-ti Nightmare Speaker\",\"source\":\"MPMM\",\"entries\":[\"Nightmare speakers are yuan-ti malison priests who make a pact with the Dendar the Night Serpent to feed their deity the fears and nightmares of their victims in exchange for power in the mortal world. These priests receive nightmarish visions from Dendar that they interpret as prophecies, and they then use their magic and influence to make these visions come true.\",\"Nightmare speakers revel in torturing others, keeping their victims in a constant state of fear and dread. They prefer to terrify rather than kill their opponents. They manipulate communities for the purpose of acquiring more victims and enjoy the company of Undead.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Yuan-ti Nightmare Speaker.webp\"},\"credit\":\"Mark Behm\"}]},{\"name\":\"Yuan-ti Pit Master\",\"source\":\"MPMM\",\"entries\":[\"With snakes for arms, pit masters are yuan-ti malison priests who have made a pact with the god Merrshaulk and seek to rouse him from his slumber by sacrificing Humanoids to him. They are the most traditionalist yuan-ti and believe that they are best equipped to achieve the goals of their people.\",\"Pit masters are deeply involved in yuan-ti's longterm plan to take over Humanoid governments, as well as in the ongoing effort to protect their cities from discovery or attacks by hostiles. They oppose reckless behavior and argue for a slow, cautious approach in all matters.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Yuan-ti Pit Master.webp\"},\"credit\":\"Daarken\"}]},{\"name\":\"Zaratan\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"When a zaratan is summoned from the Elemental Plane of Earth, the ground rises up to take the shape of a hulking, armored reptile. A zaratan's steps trigger shock waves severe enough to level structures. It expresses its rage through trumpeting calls and the occasional boulder or blast of debris it spews from its cavernous maw. If seriously injured, a zaratan retracts its appendages to gain shelter beneath its impervious shell, biding its time until it recovers and can resume its march.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Zaratan.webp\"},\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Zariel\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"That which falls from grace may yet rise to regain it. If Zariel were to return to her celestial self, how glorious would be the tales!\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"entries\":[\"Once a mighty angel charged with watching the tides of the Blood War, Zariel succumbed to the corrupting influence of the Nine Hells and fell from grace. Asmodeus admired Zariel's passion for war and offered her rulership of Avernus. She accepted his offer, and he transformed her into an archdevil.\",\"Zariel's rise in status came at the expense of Bel, her pit fiend predecessor. Zariel and Bel hate each other. To keep Bel busy and out of her sight, Zariel tasks him with forging weapons, armor, and grue some demon-slaying machines.\",\"To replenish her legions, Zariel needs the souls of mortals to create lemures, which she can then promote to higher forms of devils. She is keenly interested in collecting souls from the greatest warriors on the Material Plane. She bargains hard, and there is little hope of wriggling out of a pact. However, she expects the best from her servants, so she allows her mortal followers to live out their lives provided they continue to hone their talents to increase their value. As a result, Zariel's servants are universally effective, disciplined, and dangerous.\"]},{\"type\":\"entries\",\"name\":\"Cultists of Zariel\",\"entries\":[\"{@note See the {@cult Cult of Zariel|MPMM} entry.}\"]},{\"type\":\"entries\",\"name\":\"Zariel's Lair\",\"entries\":[\"Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams and moans coming from the burned victims chained to the stronghold's wall, the dying remains of those who failed to impress the archdevil. The stronghold, covering five square miles, is surrounded by walls reinforced with high turrets. Devils of all kinds crawl over the structure, ensuring that no intruders breach their defenses.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Zariel.webp\"},\"credit\":\"Tyler Jacobson\"}]},{\"name\":\"Zuggtmoy\",\"source\":\"MPMM\",\"entries\":[\"The Demon Queen of Fungi, Lady of Rot and Decay, Zuggtmoy is an alien creature whose only desire is to infect the living with spores, transforming them into her mindless servants and, eventually, into decomposing hosts for the mushrooms, molds, and other fungi that she spawns.\",\"Utterly inhuman, Zuggtmoy can mold her fungoid form into an approximation of a humanoid shape, including the skeletal-thin figure depicted in grimoires and ancient art, draped and veiled in mycelia and lichen. Indeed, much of her appearance and manner, and that of her servants, is a soulless mockery of mortal life and its many facets.\",\"Zuggtmoy's cultists often follow her unwittingly. Most are fungi—infected to some degree, whether through inhaling her mind-controlling spores or being transformed to the point where flesh and fungus become one. Such cultists are fungal extensions of the Demon Queen's will.\",\"Their devotion might begin with the seemingly harmless promises offered by exotic spores and mushrooms, but quickly consumes them, body and soul.\",{\"type\":\"entries\",\"name\":\"Cultists of Zuggtmoy\",\"entries\":[\"{@note See the {@cult Cult of Zuggtmoy|MPMM} entry.}\"]},{\"type\":\"entries\",\"name\":\"Zuggtmoy's Lair\",\"entries\":[\"Zuggtmoy's principal lair is her palace on Shedaklah. It consists of two dozen mushrooms of pale yellow and rancid brown. These massive fungi are some of the largest in existence. They are surrounded by a field of acidic puffballs and poisonous vapors. The mushrooms themselves are all interconnected by bridges of shelf-fungi, and countless chambers have been hollowed out from within their rubbery, fibrous stalks.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPMM/Zuggtmoy.webp\"},\"credit\":\"Tyler Jacobson\"}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-mpp.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"monsterFluff\"]},\"monsterFluff\":[{\"name\":\"Adult Time Dragon\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"These sleek dragons harness the power of time to manipulate the past, present, and future. Time dragon wyrmlings are born with shining scales and have horns that are barely more than nubs. As they master the flow of time, their horns grow with branching, rainbow-hued veins suggestive of time's paths and possibilities. Ancient time dragons can create temporal gates connected to specific times and places in the multiverse. Using these, they and allied creatures can travel anywhere in time to affect fate-determining moments or to banish threats beyond the flow of time. As a result of their ability to travel between ages, time dragons often seem unstuck from the usual flow of time and have a flexible view of what is, what was, and what will be.\",\"Time dragons prize historical records, objects representative of lost cultures, and treasures from long-gone creators. They are fascinated by time-manipulation magic and forgotten knowledge. Those who stumble upon a time dragon's hoard might find invaluable historical information from eras past.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"A Time Dragon's Lair\",\"entries\":[\"Time dragons often lair in the ruins of ancient civilizations or temples to dead gods and do their utmost to preserve these historical sites. A time dragon's insatiable desire for knowledge means it's likely to have more than one such lair.\",\"The challenge rating of an ancient or adult time dragon increases by 1 when it's encountered in its lair.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Adult Time Dragon.webp\"}}]},{\"name\":\"Ancient Time Dragon\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"These sleek dragons harness the power of time to manipulate the past, present, and future. Time dragon wyrmlings are born with shining scales and have horns that are barely more than nubs. As they master the flow of time, their horns grow with branching, rainbow-hued veins suggestive of time's paths and possibilities.\",\"Ancient time dragons can create temporal gates connected to specific times and places in the multiverse. Using these, they and allied creatures can travel anywhere in time to affect fate-determining moments or to banish threats beyond the flow of time. As a result of their ability to travel between ages, time dragons often seem unstuck from the usual flow of time and have a flexible view of what is, what was, and what will be.\",\"Time dragons prize historical records, objects representative of lost cultures, and treasures from long-gone creators. They are fascinated by time-manipulation magic and forgotten knowledge. Those who stumble upon a time dragon's hoard might find invaluable historical information from eras past.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"A Time Dragon's Lair\",\"entries\":[\"Time dragons often lair in the ruins of ancient civilizations or temples to dead gods and do their utmost to preserve these historical sites. A time dragon's insatiable desire for knowledge means it's likely to have more than one such lair.\",\"The challenge rating of an ancient or adult time dragon increases by 1 when it's encountered in its lair.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Ancient Time Dragon.webp\"}}]},{\"name\":\"Athar Null\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The Athar deny the legitimacy of gods, believing the so-called deities are merely powerful spellcasters. To combat false gods, Athar nulls train to negate the powers of those with magic. Nulls work in the shadows, serving as assassins and spies for the Athar.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Athar Null.webp\"}}]},{\"name\":\"Aurumach Rilmani\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"From redoubts near the Spire in the Outlands, aurumachs oversee the preservation of the cosmic status quo, serving as leaders and strategists of the rilmani. Employing mysterious magic, occult calculations, and networks of informants, aurumachs monitor forces across the planes. Only when planar balance is under threat of total collapse do these elusive, gold-skinned beings leave the Outlands, manifesting gleaming blades to destroy those that threaten multiversal stability.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Rilmani\",\"entries\":[\"Rilmani protect the balance between the forces and philosophies of the multiverse. They seek to maintain planar equilibrium, assuring that good, evil, law, or chaos never grow too powerful or too weak. To the rilmani, each of these forces is fundamental to the multiverse's existence. Whenever one threatens to tip the balance in its favor or a plane is on the verge of collapse, the rilmani act to even the odds.\",\"While the rilmani might be found anywhere, they're most frequently encountered on their home plane, the Outlands, where they work to ensure that no force overexerts itself on the Concordant Opposition.\",\"Rilmani are bipedal, with bodies of living metal that ranges in appearance from cold iron to brilliant gold. Most have smooth faces with few features, and their extraordinary anatomies often act in defiance of natural forces.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Aurumach Rilmani.webp\"}}]},{\"name\":\"Avoral Guardinal\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Avorals are eagle-like bipeds with winged arms and keen, golden eyes. Prone to wander, these avian Celestials leave Elysium more frequently than their counterparts, meandering across the Outlands to wherever the winds might take them. Solitary scouts and skirmishers, avorals are nimble aerial combatants, able to swiftly dive at foes from the heavens and tear into them with razor-sharp talons.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Guardinals\",\"entries\":[\"Nomadic and peaceful, guardinals are animalistic Celestials who hail from Elysium. Guardinals resemble Humanoids with bestial traits. In their daily interactions, guardinals embody the beauty, calm, and righteousness of their home plane. Guardinals can be found throughout the Outlands, especially in Ecstasy, the gate-town to Elysium, and in Faunel, the gate-town to the Beastlands.\",\"While guardinals are usually friendly and slow to anger, their supernatural virtue puts them at odds with the evil beings of the Lower Planes. Guardinals abhor wickedness and strike out against injustice and villainy without hesitation, determined to eradicate forces that threaten beauty and peace.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Avoral Guardinal.webp\"}}]},{\"name\":\"Baernaloth\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Baernaloths are tall, gaunt yugoloths who keep to the Gray Wastes of Hades. Their gray, desiccated skin stretches over their bones, and their heads resemble horned equine skulls with ember-like eyes. Sages endlessly debate the nature of baernaloths, and the{@i Books of Keeping}—ancient tomes detailing the true names of the first yugoloths—report no mention of baernaloths within. Some posit that these enigmatic yugoloths were created by a primal evil power before other yugoloths or that they come from an epoch before the current manifestation of the planes. Baernaloths refuse to say, but most obsess over secrets and obscene lore regarding the far-flung past and inscrutable future of the multiverse. Many of these rare scholars of the profane seek to manipulate reality on a grand scale, while others unleash horrific experiments on the planes. It's said the first demodands of Carceri were created by baernaloths.\",\"Baernaloths spread discord and despair among any creatures they meet. They use their breath, thick with the gloom of Hades, to turn friends against each other and then savor the horror that rises when their victims realize how they've betrayed one another. Baernaloths use their wicked power to keep mortally wounded foes alive, sometimes indefinitely, to prolong their suffering. Even striking against a baernaloth brings misery—they can cause an attacker's old wounds to painfully reopen. All the while, baernaloths are disturbingly detached, observing their victims' agony without emotion.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"A Baernaloth's Lair\",\"entries\":[\"Whether in the hopeless realms of Hades or on the rare occasion they lurk on some other plane, baernaloths lair in remote mountain crags and secluded caves. Their lairs have ample places to house and restrain \\\"guests,\\\" particularly those the baernaloths keep hovering at death's door.\",\"The challenge rating of a baernaloth is 18 (20,000 XP) when it's encountered in its lair.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Baernaloth.webp\"}}]},{\"name\":\"Bariaur Wanderer\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Hailing from Ysgard, bariaurs are centaur-like Celestials with the lower bodies of goats, humanoid torsos, and curved horns. Some bariaurs sate their wanderlust by exploring their home plane, the Outlands, and the Great Wheel beyond. These bariaur wanderers often serve as guides in the Outlands, assisting visitors by eagerly suggesting gate-town attractions and other points of interest. Throughout their travels, these hardy wanderers absorb ambient planar energies, adapting to the vast and varied terrains of the Outer Planes and frequently taking on aspects of those planes (see \\\" Planar Influences \\\" in{@i Morte's Planar Parade}).\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Bariaur Wanderer.webp\"}}]},{\"name\":\"Bleak Cabal Void Soother\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A void soother cares for creatures struck by curses and the negative effects of the planes. These warriors go to dangerous planes and areas torn by conflict to provide relief to those they find there.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Bleak Cabal Void Soother.webp\"}}]},{\"name\":\"Cranium Rat Squeaker\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The cranium rats squeakers of Sigil have no connection to the mind flayers that created their progenitors. Rather, these magical rodents cooperate with the residents of the City of Doors, whether by simply living together or by pursuing greater ambitions. When squeakers collect in large numbers, their swarms merge into a single intelligence with enhanced psionic abilities and the accumulated memories of its constituents.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Cranium Rat Squeaker.webp\"}}]},{\"name\":\"Cranium Rat Squeaker Swarm\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The cranium rats squeakers of Sigil have no connection to the mind flayers that created their progenitors. Rather, these magical rodents cooperate with the residents of the City of Doors, whether by simply living together or by pursuing greater ambitions. When squeakers collect in large numbers, their swarms merge into a single intelligence with enhanced psionic abilities and the accumulated memories of its constituents.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Cranium Rat Squeaker Swarm.webp\"}}]},{\"name\":\"Cuprilach Rilmani\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Cuprilachs infiltrate places of power throughout the multiverse, serving as spies and assassins. They strike surgically, following the orders of aurumachs without question or emotion.\",\"Cuprilachs have wiry copper frames, with torsos that float above their waists, separated by a hovering, polished sphere. Agile and armed with an arsenal of deceptive magic, cuprilachs do whatever they must to complete their missions.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Rilmani\",\"entries\":[\"Rilmani protect the balance between the forces and philosophies of the multiverse. They seek to maintain planar equilibrium, assuring that good, evil, law, or chaos never grow too powerful or too weak. To the rilmani, each of these forces is fundamental to the multiverse's existence. Whenever one threatens to tip the balance in its favor or a plane is on the verge of collapse, the rilmani act to even the odds.\",\"While the rilmani might be found anywhere, they're most frequently encountered on their home plane, the Outlands, where they work to ensure that no force overexerts itself on the Concordant Opposition.\",\"Rilmani are bipedal, with bodies of living metal that ranges in appearance from cold iron to brilliant gold. Most have smooth faces with few features, and their extraordinary anatomies often act in defiance of natural forces.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Cuprilach Rilmani.webp\"}}]},{\"name\":\"Dabus\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Among the bustling throngs of Sigil's streets float gray-skinned, vaguely humanlike figures with curled horns. Where they travel, cracks in the mortar seal shut, stray bricks float back into place, and ruined city blocks are restored. These are dabus, the silent caretakers of Sigil and loyal servants of the Lady of Pain.\",\"Dabus patrol the City of Doors to maintain public buildings, portals, and utilities. They use their innate ability to manipulate Sigil's infrastructure not only to effect repairs but also to combat individuals who disrupt the city's operations or violate the Lady's edicts, hurling bricks at troublemakers and subduing them by causing the streets to sprout grasping cobblestone hands.\",\"When dabus communicate, rather than speaking or signing words, they create esoteric illusory images and symbols in front of themselves. Scholars have yet to determine the origin of dabus's difficult-to-comprehend rebuses, though some speculate their etymology predates Sigil itself.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Dabus.webp\"}}]},{\"name\":\"Darkweaver\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Arachnid predators of the Shadowfell, darkweavers inhabit caves, dungeons, and other dark locales throughout the multiverse, including Undersigil and the windswept darkness of Pandemonium. A darkweaver lurks in the shadows of its lair, waiting for hapless prey to pass by. When a target approaches, the darkweaver fires webs of pure shadow at its quarry, then drags the victim into the darkness.\",\"Darkweavers are fascinated by sensations—particularly taste—and how creatures from across the planes experience reality. For them, the act of eating is an experience to be drawn out and savored, with every meal considered in all its facets. Whether its fare is a demon, an archon, a struggling halfling, or a catatonic mule, all such meals are culinary delights for a darkweaver, served up from the cosmic kitchen that is the multiverse. These spider-like terrors appreciate second-hand descriptions of sensations, especially those they're unlikely to experience in their home environment. A darkweaver's captive might delay being consumed by sharing tales of its experiences, particularly great meals, with the monster. Some might even convince a darkweaver to release them if they promise to return with rare spices or one-of-a-kind meals. Those who manage to escape a darkweaver should think twice about returning to the creature's lair, though, as darkweavers prioritize their appetites over bargains.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"A Darkweaver's Lair\",\"entries\":[\"Darkweavers dwell in lightless caverns, preferring locations touched by pitch-black planes, such as Pandemonium or the Shadowfell. Darkweavers tend to inhabit isolated sites where they can weave webs of shadow undisturbed.\",\"A darkweaver encountered in its lair has a challenge rating of 11 (7,200 XP).\"]},{\"type\":\"entries\",\"name\":\"Darkweaver Webs\",\"entries\":[\"A darkweaver's web has a 50 percent chance of having {@dice 1d6} cocoons. Roll on the Darkweaver Cocoon Contents table to determine what might be inside each of these shadowy masses.\",{\"type\":\"table\",\"colLabels\":[\"d6\",\"Category\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Roll a die. If you roll an even number, the cocoon contains the bones of a Humanoid. If you roll an odd number, the cocoon contains the bones of a non-Humanoid creature, such as a flumph or a mule.\"],[\"2\",\"A swarm of insects that might be a darkweaver's young\"],[\"3\",\"A corpse holding a jar of universal solvent with a slightly stuck lid\"],[\"4\",\"A collection of menus from restaurants in Sigil\"],[\"5\",\"{@dice 4d12} gold pieces amid a digested slurry\"],[\"6\",\"A halfling commoner or musteval guardinal that the darkweaver forgot about\"]]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Darkweaver.webp\"}}]},{\"name\":\"Decaton Modron\",\"source\":\"MPP\",\"_copy\":{\"name\":\"Modrons\",\"source\":\"MPP\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The least of the hierarchs, decatons monitor the physical well-being of base modrons. Two stubby legs support their spherical bodies, and ten mechanical tentacles sprout out from their rounded frames in all directions. Their heads contain ten eyes to readily observe the operations of surrounding base modrons. In emergencies, a decaton can discharge a bolt of electricity from each of its ten eyes, synchronizing them to deadly effect.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Decaton Modron.webp\"}}}}}},{\"name\":\"Doomguard Doom Lord\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Doom lords are the highest-ranking members of the Doomguard, embodying the multiverse's inevitable collapse into dust. Doom lords' mere presence snuffs the life from weaker foes, and the stoutest walls crumble before them.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Doomguard Doom Lord.webp\"}}]},{\"name\":\"Doomguard Rot Blade\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Rot blades are the entropic levers through which the Doomguard quickens the natural decay of the multiverse. These members wield weapons immersed in necrotic energy, which can turn their enemies to ash.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Doomguard Rot Blade.webp\"}}]},{\"name\":\"Eater of Knowledge\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Originally created by the mind flayer god-brain Ilsensine and now produced by some of that god's followers, eaters of knowledge are lumbering, bipedal masses of squelching muscles and exposed brain matter. These rugose hulks collect information from others by devouring brains before returning to their masters with delicious secrets. Unlike illithids, which overwhelm their foes with psionic power, eaters of knowledge use their physical strength to hold prey while burly feeding tentacles crack free their victims' brains. Consuming brains fuels these brutes' psionic power, making eaters of knowledge deadlier with each brain devoured.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Eater of Knowledge.webp\"}}]},{\"name\":\"Equinal Guardinal\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The horselike equinals are among the strongest of the guardinals. Equinals have long faces and crested manes, and their powerful, hocked legs carry them over great distances. These good-natured, boisterous Celestials boast their might in contests of strength and rarely back down from a challenge. Tough and courageous, they use their iron-hard fists to pound evil to a pulp. Equinals can also bellow a mighty shout that stops their foes in their tracks.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Guardinals\",\"entries\":[\"Nomadic and peaceful, guardinals are animalistic Celestials who hail from Elysium. Guardinals resemble Humanoids with bestial traits. In their daily interactions, guardinals embody the beauty, calm, and righteousness of their home plane. Guardinals can be found throughout the Outlands, especially in Ecstasy, the gate-town to Elysium, and in Faunel, the gate-town to the Beastlands.\",\"While guardinals are usually friendly and slow to anger, their supernatural virtue puts them at odds with the evil beings of the Lower Planes. Guardinals abhor wickedness and strike out against injustice and villainy without hesitation, determined to eradicate forces that threaten beauty and peace.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Equinal Guardinal.webp\"}}]},{\"name\":\"Farastu Demodand\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Farastus, also known as tarry demodands, are the least of the demodands. These violent Fiends ooze thick, sticky tar that sticks to anything it touches. Arrogant and cruel, farastus delight in tormenting those weaker than themselves. Due to their sharp senses and vicious streaks, farastus sometimes work as hunters that track down those who escape Carceri.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Demodands\",\"entries\":[\"Demodands, also called gehreleths, are Fiends from the Tarterian Depths of Carceri. Cast into the prison plane long ago for forgotten transgressions, these bitter, wicked creatures have appointed themselves the jailers of the plane. Demodands viciously defend the few known portals that lead out of Carceri and ruthlessly torment other creatures trapped there.\",\"Demodands that manage to leave Carceri know they're doomed to return; a demodand that dies outside Carceri re-forms there in a torturous process that takes {@dice 2d20} days. Even those who survive on other planes find themselves eventually dragged back, pulled by some planar tether.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Farastu Demodand.webp\"}}]},{\"name\":\"Fated Shaker\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Fated shakers are bullies who shake down those indebted to the faction's tax collectors and evictors. These enforcers use their magic to intimidate and subjugate those who try to stand up to them.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Fated Shaker.webp\"}}]},{\"name\":\"Ferrumach Rilmani\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Ferrumachs are the foot soldiers of the rilmani, preserving the balance between the planes through martial force. They vigilantly defend the Spire and fight at the command of aurumachs to protect the neutrality of the multiverse. Ferrumachs gleam with the sheen of bare iron. Their bodies are honed to razor edges, and from it they can fling bolts of sharpened metal.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Rilmani\",\"entries\":[\"Rilmani protect the balance between the forces and philosophies of the multiverse. They seek to maintain planar equilibrium, assuring that good, evil, law, or chaos never grow too powerful or too weak. To the rilmani, each of these forces is fundamental to the multiverse's existence. Whenever one threatens to tip the balance in its favor or a plane is on the verge of collapse, the rilmani act to even the odds.\",\"While the rilmani might be found anywhere, they're most frequently encountered on their home plane, the Outlands, where they work to ensure that no force overexerts itself on the Concordant Opposition.\",\"Rilmani are bipedal, with bodies of living metal that ranges in appearance from cold iron to brilliant gold. Most have smooth faces with few features, and their extraordinary anatomies often act in defiance of natural forces.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Ferrumach Rilmani.webp\"}}]},{\"name\":\"Fraternity of Order Law Bender\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Members of the Fraternity of Order find and exploit loopholes in the laws of the multiverse. Law benders are magistrates who skirt the rules of probability and space, moving freely and manipulating the outcomes of actions around them.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Fraternity of Order Law Bender.webp\"}}]},{\"name\":\"Githzerai Futurist\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Githzerai futurists have transcended their limits through focused meditation and can now catch glimpses of the future. They foresee the possible outcomes of battles, using those portents to tilt the balance in their favor.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Githzerai\",\"entries\":[\"Githzerai descend from an ancient people who were also the progenitors of the githyanki—all of whom were destroyed or transformed by mind flayers. Many githzerai dwell in Limbo, honing their psionic powers by shaping their homes on that chaotic plane. The githzerai described here oftentimes traverse the planes, crossing between them via the portals in Sigil and the Outlands. To learn more about other githzerai, see the{@i Monster Manual}.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Githzerai Futurist.webp\"}}]},{\"name\":\"Githzerai Traveler\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Githzerai travelers wander the multiverse to train and pursue cosmic enlightenment. These githzerai learn to manipulate planar energies to create wondrous effects.\",\"Githzerai descend from an ancient people who were also the progenitors of the githyanki—all of whom were destroyed or transformed by mind flayers. Many githzerai dwell in Limbo, honing their psionic powers by shaping their homes on that chaotic plane. The githzerai described here oftentimes traverse the planes, crossing between them via the portals in Sigil and the Outlands. To learn more about other githzerai, see the{@i Monster Manual}.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Githzerai Traveler.webp\"}}]},{\"name\":\"Githzerai Uniter\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Githzerai uniters espouse wisdom and unity rather than violence. Many uniters are members of the Sha'sal Khou, a group of githyanki and githzerai who band together to reunify the gith people. Capable martial artists, uniters are more inclined to disarm and subdue their opponents than destroy them.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Githzerai\",\"entries\":[\"Githzerai descend from an ancient people who were also the progenitors of the githyanki—all of whom were destroyed or transformed by mind flayers. Many githzerai dwell in Limbo, honing their psionic powers by shaping their homes on that chaotic plane. The githzerai described here oftentimes traverse the planes, crossing between them via the portals in Sigil and the Outlands. To learn more about other githzerai, see the{@i Monster Manual}.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Githzerai Uniter.webp\"}}]},{\"name\":\"Hands of Havoc Fire Starter\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The pyromaniacal agents known as fire starters burn away oppressive systems through chaos and flame. They wield hammers that emit magical flames—perfect for smashing and burning.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Hands of Havoc Fire Starter.webp\"}}]},{\"name\":\"Harmonium Captain\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Harmonium captains lead peacekeeper patrols throughout Sigil. They bolster their subordinates in battle and bring the authority of the Harmonium crashing down on suspects with their commands.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Harmonium Captain.webp\"}}]},{\"name\":\"Harmonium Peacekeeper\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Peacekeepers wear distinctive red plate armor and wield planar mancatchers, polearms whose metal pincers prevent criminals clamped in their grasp from teleporting away, making them excellent at catching wrongdoers in Sigil.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Harmonium Peacekeeper.webp\"}}]},{\"name\":\"Heralds of Dust Remnant\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Remnants are Dusters who sought undeath via rituals but failed. Liaisons and spies, these agents exist in a halfway point between life and death.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Heralds of Dust Remnant.webp\"}}]},{\"name\":\"Hexton Modron\",\"source\":\"MPP\",\"_copy\":{\"name\":\"Modrons\",\"source\":\"MPP\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"When the armies of Mechanus mobilize against the forces of chaos, hextons are the field generals who command modron troops. These hulking hierarchs lead groups of modrons in endeavors outside Mechanus, with the most notable example being the Great Modron March. Hextons have solid frames that bristle with six shining flanges. They boast a pair of arms and tentacles, both of which end in powerful pincers.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Hexton Modron.webp\"}}}}}},{\"name\":\"Hound Archon\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Hound archons are the foot soldiers of Mount Celestia, tasked with protecting the innocent and helpless. Loyal defenders, these bipedal warriors wield blades of shining radiance and can assume canine forms, allowing them to inconspicuously guard peaceable communities as dogs and wolves.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Archons\",\"entries\":[\"Archons are denizens of the Seven Heavens of Mount Celestia. Created by the powers of order and benevolence, archons defend their home from fiendish incursions and safeguard those threatened by wicked forces. Archons are skilled communicators, able to speak all the languages of the multiverse. When pushed into combat, they prefer to subdue foes. However, against Fiends, archons are wrathful combatants, manifesting the righteous vengeance of Mount Celestia to strike down the wicked.\",\"Each archon's form corresponds to its place within the Celestial hierarchy. When faced in battle, archons radiate the full fury of the Upper Planes, bolstering their allies and cowing their foes.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Hound Archon.webp\"}}]},{\"name\":\"Kelubar Demodand\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Kelubars, sometimes called slimy demodands, are the bureaucrats of Carceri, existing as intermediaries between farastus and shators. They are squat, and their skin drips with a foul-smelling, acidic slime. Kelubars revel in the subservience of others, and they prefer to do battle with words—or at least to send in their farastu minions—rather than fight directly.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Demodands\",\"entries\":[\"Demodands, also called gehreleths, are Fiends from the Tarterian Depths of Carceri. Cast into the prison plane long ago for forgotten transgressions, these bitter, wicked creatures have appointed themselves the jailers of the plane. Demodands viciously defend the few known portals that lead out of Carceri and ruthlessly torment other creatures trapped there.\",\"Demodands that manage to leave Carceri know they're doomed to return; a demodand that dies outside Carceri re-forms there in a torturous process that takes {@dice 2d20} days. Even those who survive on other planes find themselves eventually dragged back, pulled by some planar tether.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Kelubar Demodand.webp\"}}]},{\"name\":\"Kolyarut\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Created by Primus, the leader of the modrons, the Kolyarut is a wondrous machine capable of forging binding contracts between parties. From the Hall of Concordance in Sigil, the Kolyarut judges the needs of planar beings seeking uniquely binding terms and forges ironclad agreements. Those who break these contracts are pursued by maruts (detailed in {@i Mordenkainen Presents: Monsters of the Multiverse}) and punished in brutally decisive fashion.\",\"In cases where the terms of a contract or a foundational truth of an agreement come into question, the Kolyarut sends a component part of itself into the planes to seek the truth. Also known as kolyaruts, these manifestations of the great machine function as multiversal investigators and pursue answers to specific quandaries. Once their questions have been satisfied, they report back to their creator, allowing the Kolyarut to impose accurate judgments.\",\"Kolyaruts are four-armed beings of magic and machinery. Like maruts, they are inevitables, beings dedicated to the smooth exaction of laws across the planes. Kolyaruts wield blades with deadly efficiency, allowing them to defend themselves on their excursions and slice through any who obscure the truth.\",\"Occasionally, the Hall of Concordance loans kolyaruts to lawful beings who have inherent interest in the orderly functioning of the multiverse, aiding them in seeking answers of planar importance.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Kolyarut.webp\"}}]},{\"name\":\"Lantern Archon\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The lowest-ranked archons, lantern archons greet newly arrived souls to Mount Celestia and light the path for those who traverse the plane with reverence and respect. They appear as glowing, winged balls of vaporous light wrapped in a gleaming metal lattice, although they have no more physical substance than smoke.\",\"When confronting those who approach with ill intentions, lantern archons strike with searing bolts of focused light, flitting from place to place between blasts to confound their foes.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Archons\",\"entries\":[\"Archons are denizens of the Seven Heavens of Mount Celestia. Created by the powers of order and benevolence, archons defend their home from fiendish incursions and safeguard those threatened by wicked forces. Archons are skilled communicators, able to speak all the languages of the multiverse. When pushed into combat, they prefer to subdue foes. However, against Fiends, archons are wrathful combatants, manifesting the righteous vengeance of Mount Celestia to strike down the wicked.\",\"Each archon's form corresponds to its place within the Celestial hierarchy. When faced in battle, archons radiate the full fury of the Upper Planes, bolstering their allies and cowing their foes.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Lantern Archon.webp\"}}]},{\"name\":\"Maelephant\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Respected as guardians by villains across the multiverse, maelephants are Fiends with pachyderm-like heads. They can exhale toxic fumes that cause foes to temporarily forget their combat training, spellcasting abilities, and other skills.\",\"Maelephants strike bargains with wicked spellcasters and entities of the Lower Planes, pledging to guard a site or object for decades. The Fiends fulfill their end of the bargain with unwavering loyalty, steadfastly tending to their posts per the terms of their agreement.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Maelephant.webp\"}}]},{\"name\":\"Mercykiller Bloodhound\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Clad in black armor and spiked gauntlets that end in steel claws, bloodhounds hunt down those guilty of serious offenses in Sigil. These trackers pursue their targets across the planes.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Mercykiller Bloodhound.webp\"}}]},{\"name\":\"Mind's Eye Matter Smith\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Members of the Mind's Eye believe the power to transcend the multiverse lies in every individual. Matter smiths harness this innate power to reshape reality in Sigil's Great Foundry, manifesting useful tools from nothing.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Minds Eye Matter Smith.webp\"}}]},{\"name\":\"Modrons\",\"source\":\"MPP\",\"entries\":[{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Modrons\",\"entries\":[\"Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron dutifully obeys commands from the rank directly above it and in turn acts as the superior to the rank directly below it, passing down commands from paragons of law to the lowliest monodrone. While most modrons are the lower-ranked base modrons—monodrones, duodrones, tridrones, quadrones, and pentadrones—the upper-tier hierarch modrons hold leadership positions, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the{@i Monster Manual}.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Modrons.webp\"},\"title\":\"Modrons\"}]},{\"name\":\"Musteval Guardinal\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Mustevals are small, mousy guardinals skilled at evading danger. Their speed, stealthy nature, and illusion magic make them adept spies, scurrying through the multiverse to serve greater forces of good.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Guardinals\",\"entries\":[\"Nomadic and peaceful, guardinals are animalistic Celestials who hail from Elysium. Guardinals resemble Humanoids with bestial traits. In their daily interactions, guardinals embody the beauty, calm, and righteousness of their home plane. Guardinals can be found throughout the Outlands, especially in Ecstasy, the gate-town to Elysium, and in Faunel, the gate-town to the Beastlands.\",\"While guardinals are usually friendly and slow to anger, their supernatural virtue puts them at odds with the evil beings of the Lower Planes. Guardinals abhor wickedness and strike out against injustice and villainy without hesitation, determined to eradicate forces that threaten beauty and peace.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Musteval Guardinal.webp\"}}]},{\"name\":\"Nonaton Modron\",\"source\":\"MPP\",\"_copy\":{\"name\":\"Modrons\",\"source\":\"MPP\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"When modrons act against the will of Primus, nonatons are charged with bringing those rogue units into line. These inspectors also interrogate captured trespassers of Mechanus. Nonatons have wormlike bodies studded with nine mechanical arms.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Nonaton Modron.webp\"}}}}}},{\"name\":\"Octon Modron\",\"source\":\"MPP\",\"_copy\":{\"name\":\"Modrons\",\"source\":\"MPP\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"At the head of Mechanus's sectors are the octons, hierarch modrons that oversee daily governance. They provide data to other hierarchs, such as productivity reports to septons and diagnostic data to decatons. Octons have eight mechanical tentacles which they use to manipulate objects and defend themselves, spinning them in a bludgeoning whirlwind.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Octon Modron.webp\"}}}}}},{\"name\":\"Planar Incarnate\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The Upper and Lower Planes are fundamental manifestations of good and evil, law and chaos. In the most dire and fateful circumstances, these planes can manifest primal embodiments of their might. These expressions of a plane's power are called planar incarnates, and they appear as roiling energies with features distinct to the plane that created it. They protect their home from destructive or otherwise antithetical forces, then merge back into their plane of origin.\",\"Planar incarnates are akin to natural disasters that work to protect and further the virtues and vices of the planes they originate upon. Those from the Lower Planes might appear as roiling waves of fiendish flames or other sinister forms, while those from the Upper Planes often appear as blooms of light and wild growth or similarly majestic shapes. On the rare occasions that planar incarnates appear on another plane, they might take either form or appear as unique manifestations of the philosophies they embody.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Planar Incarnate (Celestial Form).webp\"},\"title\":\"Planar Incarnate (Celestial Form)\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Planar Incarnate (Fiend Form).webp\"},\"title\":\"Planar Incarnate (Fiend Form)\"}]},{\"name\":\"Razorvine Blight\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Travelers of Sigil and the Lower Planes take care to avoid razorvine, a creeping plant named for its prickly stems and cutting leaves. While razorvine is normally a mere environmental nuisance or deterrent, razorvine that absorbs the blood of a vampiric passerby can awaken into a terror known as a razorvine blight.\",\"Razorvine blights lay ambushes on well-traveled paths by standing still to appear as ordinary razorvine. When unassuming travelers pass by the seemingly inanimate plant, the blight strikes, revealing its twisted, humanlike form and lashing out with razor-sharp vines to feed its bloodlust.\",\"While razorvine blights are usually dangerous, in Sigil they sometimes mimic the behaviors of the city's other inhabitants—for better or worse. At least one blight, known as Patch, spreads copies of itself across the city, creating a spy network of copies with mysterious goals.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Razorvine Blight.webp\"}}]},{\"name\":\"Septon Modron\",\"source\":\"MPP\",\"_copy\":{\"name\":\"Modrons\",\"source\":\"MPP\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Septons are auditors of base modrons in Mechanus, recording the activities in each of the plane's sectors to ensure operations are in perfect order. They are easily identified by their seven flexible limbs.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Septon Modron.webp\"}}}}}},{\"name\":\"Shator Demodand\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Shators, known as shaggy demodands, dominate demodand society, ruthlessly commanding their lesser kin. They are hulking creatures covered in fungal growths. Shators are the self-appointed wardens of Carceri, and they keep meticulous records of their subordinates and the prisoners they claim. On the rare occasions that shators find themselves on the Material Plane, they manipulate mortal leaders and philosophers, using them as mouthpieces to spread poisoned words and tempt souls toward Carceri's waiting chains.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Demodands\",\"entries\":[\"Demodands, also called gehreleths, are Fiends from the Tarterian Depths of Carceri. Cast into the prison plane long ago for forgotten transgressions, these bitter, wicked creatures have appointed themselves the jailers of the plane. Demodands viciously defend the few known portals that lead out of Carceri and ruthlessly torment other creatures trapped there.\",\"Demodands that manage to leave Carceri know they're doomed to return; a demodand that dies outside Carceri re-forms there in a torturous process that takes {@dice 2d20} days. Even those who survive on other planes find themselves eventually dragged back, pulled by some planar tether.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Shator Demodand.webp\"}}]},{\"name\":\"Shemeshka\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Shemeshka the arcanaloth is one of Sigil's most ambitious and notorious crime bosses. From her multiplanar casino, Fortune's Wheel, she manipulates secrets and fates across the planes. Shemeshka and her plots are further detailed in the adventure{@i Turn of Fortune's Wheel}.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Shemeshka.webp\"}}]},{\"name\":\"Society of Sensation Muse\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The muses of the Society of Sensation are performers who enthrall crowds with spectacle and minor sensory experiences. When threatened, they beguile their foes, placating their enemies with magical displays.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Society of Sensation Muse.webp\"}}]},{\"name\":\"Sunfly\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Sunflies are whimsical, buzzing inhabitants of the Outer Planes. They travel widely and are important indicators of the health of the realms in which they reside; when sunflies struggle, so do the places they inhabit. Sunflies have stingers that they use to inject natural toxins into other creatures. Planar magic can alter a sunfly's toxin so that its effect is different depending on which Outer Plane the sunfly is on.\",\"Many inhabitants of the planes have strong feelings about sunflies, viewing them as loathsome pests or adorable pets. Sunflies in Sigil are often the pets of doting, highly protective owners.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Sunfly.webp\"}}]},{\"name\":\"Swarm of Sunflies\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Sunflies are whimsical, buzzing inhabitants of the Outer Planes. They travel widely and are important indicators of the health of the realms in which they reside; when sunflies struggle, so do the places they inhabit. Sunflies have stingers that they use to inject natural toxins into other creatures. Planar magic can alter a sunfly's toxin so that its effect is different depending on which Outer Plane the sunfly is on.\",\"Many inhabitants of the planes have strong feelings about sunflies, viewing them as loathsome pests or adorable pets. Sunflies in Sigil are often the pets of doting, highly protective owners.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Swarm of Sunflies.webp\"}}]},{\"name\":\"Time Dragon Wyrmling\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"These sleek dragons harness the power of time to manipulate the past, present, and future. Time dragon wyrmlings are born with shining scales and have horns that are barely more than nubs. As they master the flow of time, their horns grow with branching, rainbow-hued veins suggestive of time's paths and possibilities. Ancient time dragons can create temporal gates connected to specific times and places in the multiverse. Using these, they and allied creatures can travel anywhere in time to affect fate-determining moments or to banish threats beyond the flow of time. As a result of their ability to travel between ages, time dragons often seem unstuck from the usual flow of time and have a flexible view of what is, what was, and what will be.\",\"Time dragons prize historical records, objects representative of lost cultures, and treasures from long-gone creators. They are fascinated by time-manipulation magic and forgotten knowledge. Those who stumble upon a time dragon's hoard might find invaluable historical information from eras past.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Time Dragon Wyrmling.webp\"}}]},{\"name\":\"Transcendent Order Conduit\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Members of the Transcendent Order train to act without thinking, eliminating thought behind action. Conduits react with the cadence of the multiverse. Their sharp reflexes border on precognition, allowing them to unconsciously act before their foes.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Transcendent Order Conduit.webp\"}}]},{\"name\":\"Transcendent Order Instinct\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Elite martial artists, instincts have learned to fight unburdened by thought, deflecting the blows of their enemies in rapid succession.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Transcendent Order Instinct.webp\"}}]},{\"name\":\"Vargouille Reflection\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Vargouilles are flying Fiends that resemble disembodied Humanoid heads with wings. While most vargouilles roam the planes to curse Humanoids and create more vargouilles, a variant known as the vargouille reflection resides in Undersigil. When a vargouille reflection spots a Humanoid target, it takes on that creature's visage, terrifying that creature by appearing as its own disembodied head.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Vargouille Reflection.webp\"}}]},{\"name\":\"Warden Archon\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Warden archons are vigilant, ursine guardians of portals and paths connected to goodly realms. They have powerfully built, bipedal bodies with the heads of great bears and eyes like pools of silvery light. When warden archons speak, glimmering radiance shines from within their mouths, punctuating their deep, resonant voices.\",\"A warden archon knows when a creature uses a portal the archon is tasked to guard, and it moves swiftly to interrogate any who cross that planar boundary. If an invader enters the archon's plane, the warden strikes with claw and tooth, using its powerful bite to magically mark the intruder, which the archon pursues relentlessly.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Archons\",\"entries\":[\"Archons are denizens of the Seven Heavens of Mount Celestia. Created by the powers of order and benevolence, archons defend their home from fiendish incursions and safeguard those threatened by wicked forces. Archons are skilled communicators, able to speak all the languages of the multiverse. When pushed into combat, they prefer to subdue foes. However, against Fiends, archons are wrathful combatants, manifesting the righteous vengeance of Mount Celestia to strike down the wicked.\",\"Each archon's form corresponds to its place within the Celestial hierarchy. When faced in battle, archons radiate the full fury of the Upper Planes, bolstering their allies and cowing their foes.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MPP/Warden Archon.webp\"}}]},{\"name\":\"Young Time Dragon\",\"source\":\"MPP\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"These sleek dragons harness the power of time to manipulate the past, present, and future. Time dragon wyrmlings are born with shining scales and have horns that are barely more than nubs. As they master the flow of time, their horns grow with branching, rainbow-hued veins suggestive of time's paths and possibilities. Ancient time dragons can create temporal gates connected to specific times and places in the multiverse. Using these, they and allied creatures can travel anywhere in time to affect fate-determining moments or to banish threats beyond the flow of time. As a result of their ability to travel between ages, time dragons often seem unstuck from the usual flow of time and have a flexible view of what is, what was, and what will be.\",\"Time dragons prize historical records, objects representative of lost cultures, and treasures from long-gone creators. They are fascinated by time-manipulation magic and forgotten knowledge. Those who stumble upon a time dragon's hoard might find invaluable historical information from eras past.\"]}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-mtf.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"monsterFluff\"]},\"monsterFluff\":[{\"name\":\"Adult Kruthik\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Imagine a hive of ants the size of horses, but the ants are wearing armor. Then exterminate them.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Adult Kruthik\",\"entries\":[\"It takes six months of steady eating for a {@creature young kruthik|MTF} to reach adult size. The natural life span of an adult kruthik is roughly seven years.\",\"Adult kruthiks grow spiky protrusions on their legs and can fling these dagger-sized spikes at enemies beyond the reach of their claws.\"]},{\"type\":\"entries\",\"name\":\"Kruthiks\",\"entries\":[\"Kruthiks are chitin-covered reptiles that hunt in packs and nest in sprawling subterranean warrens. They are attracted to sources of heat, such as dwarven forges and pools of molten lava, and carve out lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnels—evidence that is often the first clue to the nearby presence of a kruthik hive. Kruthiks also make use of preexisting underground chambers, incorporating them into their lairs when they can.\",\"Kruthiks communicate with one another through a series of hisses and chittering noises. These sounds can often be heard in advance of a kruthik attack. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone floor with their sharp legs.\"]},{\"name\":\"Sharp Senses\",\"type\":\"entries\",\"entries\":[\"In addition to having an acute sense of smell, kruthiks can see in the dark and can detect vibrations in the earth around them. They take the scent of their own dead as a warning and avoid areas where many other kruthiks have died. Slaying a sufficient number of kruthiks in one area might cause the remaining hive members to move elsewhere.\"]},{\"name\":\"Sharper Weapons\",\"type\":\"entries\",\"entries\":[\"Although they can feed on carrion, kruthiks prefer live prey. They kill enemies by impaling them on their spiked limbs, then grind up the flesh and bones with mandibles strong enough to chew rock. When several kruthiks gang up on a single foe, they become frenzied and even more lethal.\"]},{\"name\":\"Shared Lair\",\"type\":\"entries\",\"entries\":[\"Kruthiks abide the presence of constructs, elementals, oozes, and undead, and use such creatures to help guard their hive. Kruthiks are smart enough to barricade some tunnels and dig new ones that keep their neighbors away from their eggs.\"]},{\"type\":\"quote\",\"entries\":[\"Other creatures that abide in hives serve a purpose in the natural world. Bees pollinate flowers. Termites make earth out of wood. Kruthiks, by contrast, slay societies. Perhaps that function is just as necessary.\"],\"by\":\"Mordenkainen\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Kruthik.webp\"},\"credit\":\"Zack Stella\"}]},{\"name\":\"Adult Oblex\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Mind flayers unleash all manner of foul experiments upon the planes with little thought for the consequences. Here, though, I suspect another influence: Juiblex.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Adult and Elder Oblexes\",\"entries\":[\"Newly formed oblexes lack the capabilities of their older kin. They seek only to feed on memories and grow until they can impersonate their victims.\",\"Older oblexes, called adults and elders, have eaten so many memories that they can form duplicates of the creatures they have devoured from the substance of their bodies, sending them off to lure prey into their clutches, while remaining tethered to the slime by long tendrils of goo. These duplicated creatures are indistinguishable from their victims except for a faint sulfurous smell. Oblexes use these duplicates to lure prey into danger or to infiltrate settlements so they can feed on superior victims.\"]},{\"type\":\"entries\",\"name\":\"Oblex\",\"entries\":[\"By experimenting on the slimes, jellies, and puddings that infest the depths of the Underdark, mind flayers created a special breed of ooze, the oblex—a slime capable of assaulting the minds of other creatures. Cunning hunters, these pools of jelly stalk prey, searching for the memories they so desperately crave. When oblexes feed on those thoughts, sometimes killing their victims, they can form weird copies of their prey, which help them to harvest even more victims for their dark masters.\"]},{\"name\":\"Memory Eaters\",\"type\":\"entries\",\"entries\":[\"Oblexes feed on thoughts and memories. The sharper the mind, the better the meal, so oblexes hunt obviously intelligent targets such as wizards and other spellcasters. When suitable fare comes within reach, an oblex draws its body up to engulf its victim. As it withdraws, it plunders the creature's mind, leaving its prey befuddled and confused.\"]},{\"name\":\"Ooze Nature\",\"type\":\"entries\",\"entries\":[\"An oblex doesn't require sleep.\"]},{\"type\":\"quote\",\"entries\":[\"An oblex wants memories, but not to serve any end of its own making. Oblexes are hungry for memories and personalities because they are empty without such nourishment. In this way they serve their creators, the illithids. An oblex in the range of an elder brain's powers provides everything necessary for the mind flayers to find choice victims.\"],\"by\":\"Mordenkainen\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Oblex.webp\"},\"credit\":\"Eric Belisle\"}]},{\"name\":\"Air Elemental Myrmidon\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Air Elemental Myrmidon\",\"entries\":[\"Elemental myrmidons are elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free elementals. They exist only to follow the commands of their creators.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Air Elemental Myrmidon.webp\"},\"credit\":\"Filip Burburan\"}]},{\"name\":\"Alkilith\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Alkilith\",\"entries\":[\"An alkilith is easily mistaken for some kind of foul fungal growth that appears on doorways, windows, and other portals. These dripping infestations conceal the demonic nature of the alkilith, making what should be a dire warning appear strange but otherwise innocuous. Wherever alkiliths take root, they weaken the fabric of reality, creating a portal through which even nastier demons can invade.\",{\"name\":\"Symptoms of Doom\",\"type\":\"entries\",\"entries\":[\"The appearance of an alkilith in the world heralds a great wrongness and an imminent catastrophe. An alkilith searches for an aperture such as a window or a door around which it can take root, stretching its body around the opening and anchoring itself with a sticky secretion. If left undisturbed, the opening becomes attuned to the Abyss and eventually becomes a portal to that plane (see {@book \\\"Planar Portals\\\"|DMG|2|planar portals} in chapter 2 of the {@book Dungeon Master's Guide|DMG}).\"]},{\"name\":\"Spawn of Juiblex\",\"type\":\"entries\",\"entries\":[\"Alkiliths spring from the cast-off bits of Juiblex's hideous, shuddering body, then gradually become self-aware and set out to find their way onto the Material Plane. Since most cultists consider them too risky for summoning—they can, after all, create portals to the Abyss—alkiliths must find other escape routes out of their native plane.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Alkilith.webp\"},\"credit\":\"Claudio Pozas\"}]},{\"name\":\"Allip\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Allip\",\"entries\":[\"When a mind uncovers a secret that a powerful being has protected with a mighty curse, the result is often the emergence of an allip. Secrets protected in this manner range in scope from a demon lord's true name to the hidden truths of the cosmic order. The allip acquires the secret, but the curse annihilates its body and leaves behind a spectral creature composed of fragments from the victim's psyche and overwhelming psychic agony.\"]},{\"name\":\"Blasphemous Secrets\",\"type\":\"entries\",\"entries\":[\"Every allip is wracked with a horrifying insight that torments what remains of its mind. In the presence of other creatures, an allip seeks to relieve this burden by sharing its secret. The creature can impart only a shard of the knowledge that doomed it, but that piece is enough to wrack the recipient with temporary madness.\",\"The survivors of an allip's attack are sometimes left with a compulsion to learn more about what spawned this monstrosity. Strange phrases echo through their minds, and weird visions occupy their dreams. The sense that some colossal truth sits just outside their recall plagues them for days, months, and sometimes years after their fateful encounter.\"]},{\"name\":\"Undead Nature\",\"type\":\"entries\",\"entries\":[\"An allip doesn't require air, food, drink, or sleep.\"]},{\"type\":\"entries\",\"name\":\"Insidious Lore\",\"entries\":[\"An allip might attempt to share its lore to escape its curse and enter the afterlife. It can transfer knowledge from its mind by guiding another creature to write down what it knows. This process takes days or possibly weeks. An allip can accomplish this task by lurking in the study or workplace of a scholar. If the allip remains hidden, its victim is gradually overcome by manic energy. A scholar, driven by sudden insights to work night and day, produces reams of text with little memory of exactly what the documents contain. If the allip succeeds, it passes from the world—and its terrible secret hides somewhere in the scholar's text, waiting to be discovered by its next victim.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Allip.webp\"},\"credit\":\"Ilya Shkipin\"}]},{\"name\":\"Amnizu\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Amnizus lead the infernal legions into battle and command guardians at the gateways to the Hells. Amnizus are arrogant, bullying, and ruthless, but they're also highly intelligent tacticians and unfailingly loyal—qualities that the hellish archdukes value.\"]},{\"name\":\"Guarding the River Styx\",\"type\":\"entries\",\"entries\":[\"Some amnizus perform the critical task of watching over the River Styx from fortresses along the river's blighted banks, where it flows through Dis and Stygia. Souls arriving in the form of {@creature lemure||lemures} have no personalities or memories; they're driven only by the desire to commit evil. The amnizus that patrol here drill the rules of the Nine Hells into the new arrivals' pitiful brains and marshal the lemures into legions.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Amnizu.webp\"},\"credit\":\"Tom Babbey\"}]},{\"name\":\"Armanite\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Armanite\",\"entries\":[\"Great herds of armanites race across the blasted fields of the Abyss, bent on slaughter and death, driven by unrestrained bloodlust. Whether being controlled by more powerful demons or charging into battle for the sake of it, armanites use their claws, hooves, and long, whip-like tails to tear apart their foes.\"]},{\"type\":\"entries\",\"name\":\"Live for War\",\"entries\":[\"In the armies of the demon lords, armanites perform the role of heavy cavalry, leading the charge and tearing into their enemies' flanks. Armanites fight all the time, even among themselves if they can't find another enemy. They make ideal shock troops, courageous to the point of stupidity and utterly savage.\"]},{\"name\":\"Walking Arsenal\",\"type\":\"entries\",\"entries\":[\"Part of what makes armanites so fearsome is the number of weapons they have at their disposal. They possess sharp hooves, claws that end in curling talons, and long, serrated tails that can flense the flesh from a victim, and they use them all to carve through their foes. When they are up against tough formations, they can call on their innate magic to loose bolts of lightning and blow holes in the enemy ranks.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Armanite.webp\"},\"credit\":\"Zack Stella\"}]},{\"name\":\"Astral Dreadnought\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Astral dreadnoughts exist for one reason: hubris. Not the hubris of mortals, but the hubris of gods who deem themselves too mighty to be approached and looked upon.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Astral Dreadnought\",\"entries\":[\"Enormous and terrifying monstrosities known as astral dreadnoughts haunt the silvery void of the Astral Plane, causing planar travelers to shudder at the very thought of them. They have been gliding through the astral mists since the dawn of the multiverse, trying to devour all other creatures they encounter.\",\"As big as an {@creature ancient red dragon} and covered from head to tail in layers of thick, spiked plates, a dreadnought has two gnarled limbs that end in razor-sharp pincer claws. Constellations appear to swirl in the depths of its single eye, and its serpentine, armored tail trails off into the silvery void.\",\"An astral dreadnought lives a solitary existence. On the rare occasion when two dreadnoughts meet, they typically fight until one tires of the conflict and departs. Some mighty villains have enslaved astral dreadnoughts and used them to terrifying effect.\"]},{\"name\":\"Antimagic Eye\",\"type\":\"entries\",\"entries\":[\"Astral sailors claim that insanity awaits anyone who gazes into the eye of an astral dreadnought. What one sees reflected in that starry void is the sudden, terrifying realization of one's own mortality. Spellcasters have cause to fear the eye more than others, since it emits a continuous {@spell antimagic field}. The dreadnought can shut off the effect by simply closing its eye, though it seldom has reason to do so.\"]},{\"name\":\"Astral Predator\",\"type\":\"entries\",\"entries\":[\"A remorseless, indiscriminate hunter, an astral dreadnought employs terrifying, if unimaginative, tactics. It uses its teeth and claws to tear apart its prey. Instinctively aware of how dangerous spellcasters can be, it maneuvers to keep as many opponents as possible within its antimagic gaze.\",\"An astral dreadnought doesn't have a gullet or a digestive system. Anything it swallows is deposited in a unique demiplane—an enclosed space that contains eons worth of detritus, as well as the remains of dead planar travelers. The place has gravity and breathable air, and organic matter decays there. Although escape from the demiplane is possible with the aid of magic, most creatures arrive here only after they have died. When the dreadnought dies, its demiplane vanishes, and its contents are released into the Astral Plane.\",\"An astral dreadnought doesn't communicate. It simply consumes any prey it finds, then continues its silent patrol. It can't leave the Astral Plane, nor would it want to.\"]},{\"name\":\"Titans of the Chained God\",\"type\":\"entries\",\"entries\":[\"Tharizdun, the Chained God, created astral dreadnoughts to devour planar travelers who were seeking portals that lead from the Astral Plane to the Outer Planes—portals they might use to gaze upon their gods or realize some dream of godhood.\",\"Astral dreadnoughts don't procreate, so their population can't grow.\",\"Even though githyanki and other astral voyagers hunt the creatures, they rarely see any success, and the dreadnoughts aren't in danger of becoming extinct anytime soon.\"]},{\"name\":\"Titanic Nature\",\"type\":\"entries\",\"entries\":[\"Although it eats and sleeps if it so desires, an astral dreadnought doesn't require air, food, drink, or sleep.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Astral Dreadnought.webp\"},\"credit\":\"Sidharth Chaturvedi\"}]},{\"name\":\"Autumn Eladrin\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"To be not just ruled by emotions, but physically changed by them? Better to have no emotions at all.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Autumn Eladrin\",\"entries\":[\"Eladrin often enter the autumn season when they are overcome by feelings of goodwill. In this aspect, they defuse conflicts and alleviate suffering by using their magic to heal, to cure, and to relieve any ailment that might afflict the people who come to them for aid. They tolerate no violence in their presence and move quickly to settle disputes, to ensure that peace continues to reign.\"]},{\"type\":\"entries\",\"name\":\"Eladrin\",\"entries\":[\"Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane, and resemble them in both their love of beauty and the value they place on personal freedom. But where other elves can temper their wild impulses, eladrin are creatures ruled by emotion—and because of their unique magical nature, they undergo physical changes to match their changes in temperament.\",\"The eladrin have spent centuries in the Feywild, and most of them have become fey creatures as a result. Some of them are still humanoid, similar in that respect to their other elven kin. The eladrin presented here are of the fey variety.\"]},{\"name\":\"Creatures of Passion\",\"type\":\"entries\",\"entries\":[\"The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and capabilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week.\"]},{\"name\":\"Lovers of Beauty\",\"type\":\"entries\",\"entries\":[\"Regardless of the aspect they express, eladrin love beauty and surround themselves with lovely things. Eladrin try to possess any objects they find striking. They might seek to own a painting, a statue, or a glittering jewel. When they encounter people of comely form or luminous spirit, they use their magic to delight those folk or, in the case of evil eladrin, to abduct them.\"]},{\"type\":\"entries\",\"name\":\"Changeable Nature\",\"entries\":[\"Whenever one of the eladrin presented here finishes a long rest, it can associate itself with a different season, provided it isn't {@condition incapacitated}. When the eladrin makes this change, it uses the stat block of the new season, rather than its old stat block. Any damage the eladrin sustained in its original form applies to the new form, as do any conditions or other ongoing effects affecting it.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Autumn Eladrin.webp\"},\"credit\":\"Eric Belisle\"}]},{\"name\":\"Bael\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Bael, Geryon, Hutijin, Moloch—they are pawns. Even the lords of layers such as Zariel and Mammon are merely more powerful pieces. Archdevils may make dramatic moves, but it is Asmodeus who plays the game best.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Bael\",\"entries\":[\"With the Blood War raging for eons and no end in sight, opportunities abound for ambitious archdevils to win fame, glory, and power in the ongoing struggle against the demons. Duke Bael, one of Mammon's most important vassals, has won fame and acclaim for his victories. Charged with leading sixty-six companies of {@creature barbed devil||barbed devils}, Bael has proven to be a tactical genius, earning esteem for himself and his master as a result of victory after victory over the abyssal host. Mammon relies on Bael, because of his battle acumen, to safeguard his holdings. Mammon has never been ousted during a time when so many other archdevils have lost their positions, which is a testament to Bael's skill on the battlefield.\",\"For his accomplishments, as well as for the hue of his skin, Baal has been granted the title of Bronze General. His accolades notwithstanding, Bael has had a difficult time navigating the quagmire of infernal politics. His critics call him naive, though never to his face. His primary interest has always been leading soldiers in battle, so he finds it frustrating to have his ambitions of ascending to a higher rank constantly stymied by politically shrewd rivals.\",\"Bael prefers to make servants out of his adversaries, and mortals bound to his service earn their wretched place by falling victim to Bael's superior stratagems. Bael gladly spares the lives of those he defeats, but only if they pledge their souls and service to him. Although he is willing to corrupt almost any being in this way, he always destroys any demons he defeats.\",\"Bael also welcomes mortals into his service if they can provide him with an advantage in his own politicking. He recruits savvy individuals and relies on them to represent his interests at Mammon's court, which leaves Bael free to pursue his battle lust.\",\"Despite his lack of interest in affairs outside battle, or perhaps because of it, Bael has gained a small following of cultists. Those who worship at his altar call him the King of Hell, and the most deluded believe that he is the lord of all devils. In arcane circles, certain writings, such as the dreaded Book of Fire, say that Bael revealed the {@spell invisibility} spell to the world, though some scholars of magic hotly refute such claims. Bael is sometimes depicted as a toad, a cat, a male human, or some combination of these forms, though none of these images reflect his true appearance.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Bael.webp\"},\"credit\":\"Chris Seaman\"}]},{\"name\":\"Balhannoth\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"There are no virtues in the Shadowfell. Thanks to the balhannoth, even hope is punished with death.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Balhannoth\",\"entries\":[\"Native to the Shadowfell, the vicious, predatory balhannoth alters reality in its lair to make the place appear inviting to travelers. Once they step inside, the balhannoth springs its trap.\"]},{\"name\":\"False Hope\",\"type\":\"entries\",\"entries\":[\"Thanks to a limited form of telepathy, a balhannoth can sense the desires of other creatures and identify images of places where they expect those desires to be met. The balhannoth then warps reality around it, remaking its environment so that it matches the appearance of the place the creature seeks.\",\"The balhannoth never quite gets all the details right, and plenty of incongruities might give away the deception, but the imitation is good enough to fool desperate creatures into stumbling into the monster's clutches.\"]},{\"name\":\"Malevolent Entities\",\"type\":\"entries\",\"entries\":[\"A balhannoth thrives on fear and despair, taking pleasure in the horror its victims experience. It terrorizes its prey by using its reality—warping powers to mask its presence until it can snatch the target. Then it teleports away to feed on its victims.\"]},{\"name\":\"Useful Slaves\",\"type\":\"entries\",\"entries\":[\"Drow hunting parties and other denizens of the Underdark sometimes venture into the Shadowfell to capture balhannoths. They install the creatures as guardians, protecting passages from enemy intruders and cutting off avenues of retreat or watching over slaves.\"]}]},{\"type\":\"entries\",\"name\":\"A Balhannoth's Lair\",\"entries\":[\"In the Shadowfell, balhannoths make their lairs near places inhabited by creatures they hunt. They typically haunt well-traveled roads and paths, snatching people who come along. A balhannoth that has been captured and exploited by drow might lair in caves near Underdark passages and guard the ways in and out of a drow enclave.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Balhannoth.webp\"},\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Baphomet\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Baphomet\",\"entries\":[\"Civilization is weakness and savagery is strength in the credo of Baphomet, the Horned King and the Prince of Beasts. He rules over minotaurs and others with savage hearts. He is worshiped by those who want to break the confines of civility and unleash their bestial natures, for Baphomet envisions a world without restraint, where creatures live out their most savage desires.\",\"Cults devoted to Baphomet use mazes and complex knots as their emblems, creating secret places to indulge themselves, including labyrinths of the sort their master favors. Bloodstained crowns and weapons of iron and brass decorate their profane altars.\",\"Over time, Baphomet's cultists become tainted by his influence, gaining bloodshot eyes and coarse, thickening hair. Small horns eventually sprout from the forehead. In time, a devoted cultist might transform entirely into a minotaur—considered the greatest gift of the Prince of Beasts.\",\"Baphomet appears as a great, black-furred minotaur, 20 feet tall with six iron horns. An infernal light burns in his red eyes. Although he is filled with bestial blood lust, there lies within him a cruel and cunning intellect devoted to subverting all of civilization.\",\"Baphomet wields a great glaive called Heartcleaver. He sometimes casts this deadly weapon aside so that he can charge his enemies and gore them with his horns, trampling them into the earth and rending them with his teeth like a beast.\"]}]},{\"type\":\"entries\",\"name\":\"Baphomet's Lair\",\"entries\":[\"Baphomet's lair is his palace, the Lyktion, which is on the layer of the Abyss called the Endless Maze. Nestled within the twisting passages of the plane-wide labyrinth, the Lyktion is immaculately maintained and surrounded by a moat constructed in the fashion of a three-dimensional maze. The palace itself is a towering structure whose interior is as labyrinthine as the plane on which it resides, populated by {@creature minotaur||minotaurs}, {@creature goristro||goristros}, and {@creature quasit||quasits}.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Baphomet.webp\"},\"credit\":\"Richard Whitters\"}]},{\"name\":\"Berbalang\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Berbalang\",\"entries\":[\"Berbalangs creep across the petrified remains of dead gods adrift on the Astral Plane. Obsessed with gathering secrets, both from the gods they inhabit and from the bones of dead creatures, they call forth the spirits of the dead and force them to divulge what they learned in life.\"]},{\"name\":\"Speakers of the Dead\",\"type\":\"entries\",\"entries\":[\"Berbalangs prefer to speak only to dead things, and specifically only to the spirits they call forth in the hope of learning secrets. They record their stories on the bones that once belonged to these creatures, thus preserving the information they gain.\"]},{\"name\":\"Spectral Spy\",\"type\":\"entries\",\"entries\":[\"The pursuit of knowledge drives everything berbalangs do. Although they mostly learn their secrets from the dead, they aren't above spying on the living to take knowledge from them as well. A berbalang can create a spectral duplicate of itself and send the duplicate out to gather information on other planes by watching places where the gods and their servants gather. When a berbalang is perceiving its environment through its duplicate, its actual body is {@condition unconscious} and can't protect or nourish itself. Thus, a berbalang typically uses its duplicate for only a short time before returning its consciousness to its body.\"]},{\"name\":\"Weird Oracles\",\"type\":\"entries\",\"entries\":[\"The knowledge that berbalangs accumulate makes them great sources of information for powerful people traveling the planes. Berbalangs ignore petitioners, however, unless they come bearing a choice secret or the bones of a particularly interesting creature. Githyanki have found a way to coexist with berbalangs, and sometimes use the creatures to spy on their enemies and to watch over their crèches on the Material Plane.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Berbalang.webp\"},\"credit\":\"Ben Wootten\"}]},{\"name\":\"Black Abishai\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Black Abishai\",\"entries\":[\"Expert assassins and infiltrators, black abishais can weave shadows to mask their presence, allowing them to reach a location from where they can deliver a fatal strike to their targets.\"]},{\"type\":\"entries\",\"name\":\"Abishai\",\"entries\":[\"Each abishai was once a mortal who somehow won Tiamat's favor before death and, as a reward, found its soul transformed into a hideous devil to serve at her pleasure in the Nine Hells.\"]},{\"name\":\"Emissaries of Doom\",\"type\":\"entries\",\"entries\":[\"Tiamat deploys abishais as emissaries, sending them to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists or taking charge of worshipers to carry out a sensitive mission. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed.\"]},{\"type\":\"entries\",\"name\":\"Outsiders in Hell\",\"entries\":[\"Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when the dark lord chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat's orders or Asmodeus's.\",\"There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus's plans invites certain destruction.\"]},{\"type\":\"quote\",\"entries\":[\"Tiamat is a force of Chaos bound to a place of Law. Are abishai her servants or her jailers?\"],\"by\":\"Mordenkainen\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Black Abishai.webp\"},\"credit\":\"Daniel Landerman\"}]},{\"name\":\"Blue Abishai\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Blue Abishai\",\"entries\":[\"Seekers of forgotten lore and lost relics, blue abishais are the most cunning and learned of their kind. Their research into occult subjects gleaned from tomes and grimoires plundered from across the multiverse enables them to become accomplished spellcasters. They use their magic to devastate their mistress's enemies.\"]},{\"type\":\"entries\",\"name\":\"Abishai\",\"entries\":[\"Each abishai was once a mortal who somehow won Tiamat's favor before death and, as a reward, found its soul transformed into a hideous devil to serve at her pleasure in the Nine Hells.\"]},{\"name\":\"Emissaries of Doom\",\"type\":\"entries\",\"entries\":[\"Tiamat deploys abishais as emissaries, sending them to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists or taking charge of worshipers to carry out a sensitive mission. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed.\"]},{\"type\":\"entries\",\"name\":\"Outsiders in Hell\",\"entries\":[\"Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when the dark lord chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat's orders or Asmodeus's.\",\"There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus's plans invites certain destruction.\"]},{\"type\":\"quote\",\"entries\":[\"Tiamat is a force of Chaos bound to a place of Law. Are abishai her servants or her jailers?\"],\"by\":\"Mordenkainen\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Blue Abishai.webp\"},\"credit\":\"Daniel Landerman\"}]},{\"name\":\"Boneclaw\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Boneclaw\",\"entries\":[\"A wizard who tries to become a lich but fails might become a boneclaw instead. These hideous, cackling undead share a few of the lich's attributes—but where liches are immortal masters of the arcane, boneclaws are slaves to darkness, hatred, and pain.\",\"The most important part of the transformation ritual occurs when the soul of the aspiring lich migrates to a prepared phylactery. If the spellcaster is too physically or magically weak to compel the soul into its prison, the soul instead seeks out a new master—a humanoid within a few miles who has an unusually hate-filled heart. The soul bonds itself to the foul essence it finds in that person, and the boneclaw becomes forever enslaved to its new master's wishes and subconscious whims. It forms near its master, sometimes appearing before that individual to receive orders and other times simply setting about the fulfillment of its master's desires.\",{\"type\":\"entries\",\"name\":\"Limited Immortality\",\"entries\":[\"A boneclaw can't be destroyed while its master lives. No matter what happens to a boneclaw's body, it re-forms within hours and returns to whatever duty its master assigned.\",\"The boneclaw can serve only evil. If its master finds redemption or sincerely turns away from the path of evil, the boneclaw is permanently destroyed.\"]}]},{\"name\":\"Cackling Slayers\",\"type\":\"entries\",\"entries\":[\"Boneclaws delight in murder, and nothing pleases them more than causing horrific pain. They lurk like spiders in shadowy recesses, waiting for victims to approach within reach of their long, bony limbs. Once speared, a creature is pulled into the darkness to be sliced apart or teleported elsewhere to be tortured to death.\"]},{\"name\":\"Dark Reflections\",\"type\":\"entries\",\"entries\":[\"A boneclaw's master might not want such a servant or even know it has one. Boneclaws bind to petty criminals, bullies, and even particularly cruel children. Even if the master is unaware of its new, horrid bodyguard, its local area will be plagued by disappearances and grisly murders, tied together by the common thread of the master's envy or hunger for revenge.\"]},{\"name\":\"Undead Nature\",\"type\":\"entries\",\"entries\":[\"A boneclaw doesn't require air, food, drink, or sleep.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Boneclaw.webp\"},\"credit\":\"Eric Belisle\"}]},{\"name\":\"Bronze Scout\",\"source\":\"MTF\",\"_copy\":{\"name\":\"Clockworks\",\"source\":\"MTF\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Never depend on something built by a gnome. You can always rely on a gnome to take a good idea and make it impractical.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Bronze Scout\",\"entries\":[\"A bronze scout seldom emerges from below ground; thanks to its telescoping eyestalks, it can observe enemies at close range while most of its segmented, wormlike body remains buried. If it is detected, the bronze scout deters pursuers by sending electrical shocks through the ground while it retreats to safety.\"]}]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Bronze Scout.webp\"},\"credit\":\"Justin Gerard\"}}}}},{\"name\":\"Bulezau\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Bulezau\",\"entries\":[\"Diseased manifestations of animalistic rage, bulezaus embody the violence of nature. Across the Abyss, bulezaus lurk in deep canyons and lofty crags, and many find a place in the ranks of the demon lords' armies, serving as foot soldiers in the Abyss's endless warring.\"]},{\"name\":\"Bloodlust\",\"type\":\"entries\",\"entries\":[\"Bulezaus crave violence. Their eagerness to kill and willingness to die make them common members of any demon lord's entourage. When not being corralled by larger and tougher demons, bulezaus gather into scrabbling mobs, wrestling and fighting among themselves until a better target comes along or until a stronger demon bullies them into subservience.\"]},{\"name\":\"Repulsive\",\"type\":\"entries\",\"entries\":[\"Disfiguring ailments plague bulezaus: crusted eyes, maggots wriggling in open sores, and a reek of rotten meat that follows them wherever they go.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Bulezau.webp\"},\"credit\":\"Michael Berube\"}]},{\"name\":\"Cadaver Collector\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Cadaver collectors cannot summon specters of those they have not slain, nor will slain specters return to one. Starve it of victims, and then do not attack until you can be sure you'll destroy it. Meteor swarm works well.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Cadaver Collector\",\"entries\":[\"The ancient war machines known as cadaver collectors lumber aimlessly across the blasted plains of Acheron until they are called upon by a necromancer, hobgoblin general, or other evil warlord to bolster the ranks of a conquering army. These fearsome constructs obey their summoners until being dismissed back to Acheron, but if a summoner comes to a bad end, a cadaver collector might wander the Material Plane for centuries, collecting corpses while searching for a way to return home.\"]},{\"name\":\"Sweeping the Dead\",\"type\":\"entries\",\"entries\":[\"Cadaver collectors respond to a summons from a mortal only when they are called to the scene of a great battle—either where one is in progress, where one is imminent, or where one once took place. They encase themselves in the armor and weapons of fallen warriors and impale the corpses of those warriors on the lances and other weapons embedded in their salvaged armor.\"]},{\"name\":\"Conjured Berserkers\",\"type\":\"entries\",\"entries\":[\"Corpses that accumulate on the construct's shell aren't just grisly battle trophies. A cadaver collector can summon the spirits of these cadavers to join battle with its enemies and to paralyze more creatures for eventual impalement. Although these specters are individually weak, a cadaver collector can call up an almost endless supply of them, if given time.\"]},{\"name\":\"Constructed Nature\",\"type\":\"entries\",\"entries\":[\"A cadaver collector doesn't require air, food, drink, or sleep.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Cadaver Collector.webp\"},\"credit\":\"Tom Babbey\"}]},{\"name\":\"Canoloth\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Canoloths are fundamentally lazy creatures. Given no reason to attack, they rarely rise to the bait.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Canoloth\",\"entries\":[\"Canoloths prefer to enter into contracts to guard valuable treasures and important locations. They always do exactly as asked—never any more, never any less.\",\"With senses sharp enough to pinpoint the locations of nearby invisible creatures, canoloths respond unfailingly to any threat to their charges. Furthermore, they emit a magical distortion field that prevents creatures close to them from teleporting.\",\"Canoloths confront intruders with swift and terrible force, projecting long, spiny tongues to grab their foes and drag them close. What happens next depends on the contract. Unless instructed to kill, a canoloth merely holds onto its prisoner, but if given the order to do so, it tears its prey limb from limb.\"]},{\"type\":\"entries\",\"name\":\"Yugoloths\",\"entries\":[\"Mercenaries that ply their trade throughout the Lower Planes and in other realms, yugoloths have a reputation for effectiveness that is matched only by their desire for ever more wealth. Although yugoloths aren't especially loyal and typically try to exploit every potential loophole in a contract, they undertake any task for which they are hired, no matter how despicable. Yugoloths come in a wide variety of forms, including those described in the {@filter Monster Manual|bestiary|source=mm|tag=yugoloth} and the six creatures presented {@filter here|bestiary|source=mtf|tag=yugoloth}.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Canoloth.webp\"},\"credit\":\"Michael Berube\"}]},{\"name\":\"Choker\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Chokers are cowardly and dimwitted creatures, useless as guard beasts, and utterly awful as servants. Yet for wizards of shorter stature, securing one as a familiar does negate the need for a ladder.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Choker\",\"entries\":[\"The choker is a subterranean predator far more dangerous than its small size and spindly, rubbery limbs would suggest.\",\"Chokers have cartilage rather than a bony skeleton. This flexible internal structure enables them to easily slip into narrow fissures and niches in the walls of their cavern homes. They lurk in these spots, silent and unseen, waiting for prey to happen by.\"]},{\"name\":\"Sly Trappers\",\"type\":\"entries\",\"entries\":[\"A choker's usual method for luring prey involves positioning the body of its latest catch just outside its hiding spot. Whenever it gets hungry, it tears off a few chunks of flesh to feed itself. In the meantime, the corpse serves to entice other curious humanoids—explorers, drow, duergar, or the choker's favorite prey, goblins—to come within reach.\",\"When a target presents itself, the choker's starfish-shaped hands dart out of its hiding spot, wrap around the victim's throat, and pin the unfortunate creature against the cavern wall while choking out its life. Because its arms are so long, the choker can keep its body deep inside the crevice where it hides, beyond the reach of most normal weapons.\"]},{\"name\":\"Lone Hunters\",\"type\":\"entries\",\"entries\":[\"Chokers tend to set their ambushes alone, rather than working in concert, but where one creature is found, others are likely to be nearby. They communicate through eerie, keening howls that travel long distances through rock but are difficult to identify or locate in a typical echo-filled cavern.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Choker.webp\"},\"credit\":\"Christopher Burdett\"}]},{\"name\":\"Clockworks\",\"source\":\"MTF\",\"entries\":[\"The gnomes' efforts to invent and tinker with magic and mechanical devices produce many failed constructs, but also result in genuine advances, such as clockworks. Since their discovery, the methods used to craft clockworks have passed from one community of gnomes to another and down the generations.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"name\":\"Constructed Nature\",\"type\":\"entries\",\"entries\":[\"A clockwork doesn't require air, food, drink, or sleep.\"]}]}]},{\"type\":\"entries\",\"name\":\"Individual Designs\",\"entries\":[\"A gnome artisan values an individualized clockwork more highly than a perfectly functioning one that copies too much from another creation. For that reason, even clockworks that fit established designs, such as those described here, are seldom identical.\",\"A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork's builder.\",{\"type\":\"table\",\"caption\":\"Clockwork Enhancements\",\"colLabels\":[\"d10\",\"Enhancement\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Camouflaged.} The clockwork gains proficiency in {@skill Stealth} if it doesn't already have it. While motionless, it is indistinguishable from a stopped machine.\"],[\"2\",\"{@b Sensors.} The range of the clockwork's {@sense darkvision} becomes 120 feet, unless it is higher, and it gains proficiency in {@skill Perception} if it doesn't already have it.\"],[\"3\",\"{@b Improved Armor.} The clockwork's AC increases by 2.\"],[\"4\",\"{@b Increased Speed.} The clockwork's speed increases by 10 feet.\"],[\"5\",\"{@b Reinforced Construction.} The clockwork has resistance to force, lightning, and thunder damage.\"],[\"6\",\"{@b Self-Repairing.} If the clockwork starts its turn with at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn't function at the start of its next turn.\"],[\"7\",\"{@b Sturdy Frame.} The clockwork's hit point maximum increases by an amount equal to its number of Hit Dice.\"],[\"8\",\"{@b Suction.} The clockwork gains a climbing speed of 30 feet.\"],[\"9\",\"{@b Vocal Resonator.} The clockwork gains the ability to speak rudimentary Common or Gnomish (creator's choice).\"],[\"10\",\"{@b Water Propulsion.} The clockwork gains a swimming speed of 30 feet.\"]]},{\"type\":\"table\",\"caption\":\"Clockwork Malfunctions\",\"colLabels\":[\"d10\",\"Malfunction\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Faulty Sensors.} Roll a {@dice d6} at the start of the clockwork's turn. If you roll a 1, the clockwork is {@condition blinded} until the end of its turn.\"],[\"2\",\"{@b Flawed Targeting.} Roll a {@dice d6} at the start of the clockwork's turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn.\"],[\"3\",\"{@b Ground Fault.} The clockwork has vulnerability to lightning damage.\"],[\"4\",\"{@b Imprinting Loop.} Roll a {@dice d6} at the start of the clockwork's turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won't willingly harm that creature for 1 minute or until that creature attacks it or deals damage to it.\"],[\"5\",\"{@b Leaking Lubricant.} Roll a {@dice d6} at the start of the clockwork's turn. If you roll a 1, the clockwork gains 1 level of {@condition exhaustion} that it isn't immune to.\"],[\"6\",\"{@b Limited Steering.} The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn't use any of its speeds on its turn.\"],[\"7\",\"{@b Overactive Sense of Self-Preservation.} If the clockwork has half its hit points or fewer at the start of its turn in combat, roll a {@dice d6}. If you roll a 1, it retreats from combat. If retreat isn't possible, it continues fighting.\"],[\"8\",\"{@b Overheats.} Roll a {@dice d6} at the start of the clockwork's turn. If you roll a 1, the clockwork is {@condition incapacitated} until the end of its turn.\"],[\"9\",\"{@b Rusty Gears.} The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet.\"],[\"10\",\"{@b Weak Armor.} The clockwork isn't immune to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine.\"]]}]}]},{\"name\":\"Corpse Flower\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Corpse-flower seedlings are quite useful for various purposes. Simply kill and bury a necromancer, and you should have a good crop in about a week.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Corpse Flower\",\"entries\":[\"A corpse flower can sprout atop the grave of an evil necromancer or the remains of powerful undead. Unless it is uprooted and burned while it is still a seedling, the corpse flower grows to enormous size over several weeks, then tears itself free of the earth and begins scavenging humanoid corpses from battlefields and graveyards. Using its fibrous tentacles, it stuffs the remains into its body and feeds on carrion to repair itself. The plant has a malevolent bent and despises the living.\"]},{\"name\":\"Horrible Odor\",\"type\":\"entries\",\"entries\":[\"With or without humanoid corpses nested in its body, a corpse flower exudes a stench of decay that can overwhelm the senses of nearby creatures, causing them to become nauseated. The stench, which serves as a defense mechanism, fades {@dice 2d4} days after the corpse flower dies.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Corpse Flower.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Deathlock\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Deathlock\",\"entries\":[\"The forging of a pact between a warlock and a patron is no minor occasion—at least not for the warlock. The consequences of breaking that pact can be dire and, in some cases, lethal. A warlock who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul undead driven to serve its otherworldly patron from beyond the grave.\",\"An extraordinarily powerful necromancer might also discover the dark methods of creating a deathlock and then bind it to service, acting in this respect as the deathlock's patron.\"]},{\"name\":\"Obedient and Obsessed\",\"type\":\"entries\",\"entries\":[\"An overpowering urge to serve consumes the mind of a newly awakened deathlock. All goals and ambitions it had in life that don't please its patron fall away as its master's desires become the purpose that drives the deathlock. The creature immediately resumes work on its patron's behalf. Accomplishing a difficult goal might mean the deathlock is forced to serve another powerful creature or might entail in gathering servants of its own.\",\"Whatever the goal, it always reflects the patron's interests, ranging from small-scale concerns to matters of cosmic scope. A deathlock in the thrall of a fiend might work to destroy a specific temple dedicated to a good god, while one that serves a Great Old One could be charged with hunting for the materials needed to call forth a horrifying entity into the world.\"]},{\"name\":\"Undead Nature\",\"type\":\"entries\",\"entries\":[\"A deathlock doesn't require air, food, drink, or sleep.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Deathlock.webp\"},\"credit\":\"Cory Trego-Erdner\"}]},{\"name\":\"Deathlock Mastermind\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Deathlock Mastermind\",\"entries\":[\"Though deathlocks exist to serve their patrons, they retain some freedom when it comes to devising particular tactics and carrying out their plans. Powerful deathlocks recruit lesser creatures to help them carry out their missions and, in this capacity, become the masterminds behind vast conspiracies and intrigues that culminate in the accomplishment of great acts of evil.\"]},{\"type\":\"entries\",\"name\":\"Deathlock\",\"entries\":[\"The forging of a pact between a warlock and a patron is no minor occasion—at least not for the warlock. The consequences of breaking that pact can be dire and, in some cases, lethal. A warlock who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul undead driven to serve its otherworldly patron from beyond the grave.\",\"An extraordinarily powerful necromancer might also discover the dark methods of creating a deathlock and then bind it to service, acting in this respect as the deathlock's patron.\"]},{\"name\":\"Obedient and Obsessed\",\"type\":\"entries\",\"entries\":[\"An overpowering urge to serve consumes the mind of a newly awakened deathlock. All goals and ambitions it had in life that don't please its patron fall away as its master's desires become the purpose that drives the deathlock.\",\"The creature immediately resumes work on its patron's behalf. Accomplishing a difficult goal might mean the deathlock is forced to serve another powerful creature or might entail in gathering servants of its own.\",\"Whatever the goal, it always reflects the patron's interests, ranging from small-scale concerns to matters of cosmic scope. A deathlock in the thrall of a fiend might work to destroy a specific temple dedicated to a good god, while one that serves a Great Old One could be charged with hunting for the materials needed to call forth a horrifying entity into the world.\"]},{\"name\":\"Undead Nature\",\"type\":\"entries\",\"entries\":[\"A deathlock doesn't require air, food, drink, or sleep.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Deathlock.webp\"},\"credit\":\"Cory Trego-Erdner\"}]},{\"name\":\"Deathlock Wight\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Deathlock Wight\",\"entries\":[\"Bereft of much of its magic, a deathlock wight lingers between the warlock it was and the deathly existence of a wight—a special punishment meted out by certain patrons and necromancers.\"]},{\"type\":\"entries\",\"name\":\"Deathlock\",\"entries\":[\"The forging of a pact between a warlock and a patron is no minor occasion—at least not for the warlock. The consequences of breaking that pact can be dire and, in some cases, lethal. A warlock who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul undead driven to serve its otherworldly patron from beyond the grave.\",\"An extraordinarily powerful necromancer might also discover the dark methods of creating a deathlock and then bind it to service, acting in this respect as the deathlock's patron.\"]},{\"name\":\"Obedient and Obsessed\",\"type\":\"entries\",\"entries\":[\"An overpowering urge to serve consumes the mind of a newly awakened deathlock. All goals and ambitions it had in life that don't please its patron fall away as its master's desires become the purpose that drives the deathlock.\",\"The creature immediately resumes work on its patron's behalf. Accomplishing a difficult goal might mean the deathlock is forced to serve another powerful creature or might entail in gathering servants of its own.\",\"Whatever the goal, it always reflects the patron's interests, ranging from small-scale concerns to matters of cosmic scope. A deathlock in the thrall of a fiend might work to destroy a specific temple dedicated to a good god, while one that serves a Great Old One could be charged with hunting for the materials needed to call forth a horrifying entity into the world.\"]},{\"name\":\"Undead Nature\",\"type\":\"entries\",\"entries\":[\"A deathlock doesn't require air, food, drink, or sleep.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Deathlock Wight.webp\"},\"credit\":\"Wayne England\"}]},{\"name\":\"Demogorgon\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Demogorgon\",\"entries\":[\"Prince of Demons, the Sibilant Beast, and Master of the Spiraling Depths, Demogorgon is the embodiment of chaos, madness, and destruction, seeking to corrupt all that is good and undermine order in the multiverse, to see everything dragged howling into the infinite depths of the Abyss.\",\"The demon lord is a meld of different forms, with a saurian lower body and clawed, webbed feet, as well as suckered tentacles sprouting from the shoulders of a great apelike torso, surmounted by two hideous simian heads, named Aameul and Hathradiah, both equally mad. Their gaze brings madness and confusion to any who confront it.\",\"Similarly, the spiraling Y sign of Demogorgon's cult can inspire madness in those who contemplate it for too long. All the followers of the Prince of Demons go mad, sooner or later.\"]}]},{\"type\":\"entries\",\"name\":\"Demogorgon's Lair\",\"entries\":[\"Demogorgon makes his lair in a palace called Abysm, found on a layer of the Abyss known as the Gaping Maw. Demogorgon's lair is a place of madness and duality; the portion of the palace that lies above water takes the form of two serpentine towers, each crowned by a skull-shaped minaret. There, Demogorgon's heads contemplate the mysteries of the arcane while arguing about how best to obliterate their rivals. The bulk of this palace extends deep underwater, in chill and darkened caverns.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Demogorgon.webp\"},\"credit\":\"Richard Whitters\"}]},{\"name\":\"Derro\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Mad as hatters, every one of them. No derro has ever been sane, but neither is every form of madness a hindrance.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Derro\",\"entries\":[\"Derro slink through the subterranean realms, seeking places that are safe from the perils of the Underdark. Equal parts fearful and vicious, bands of these dwarfkin prey on those weaker than themselves, while giving simpering obeisance to any creatures they deem more powerful. Wild-haired, haggard, shuddering, and shabbily dressed, a lone derro seems a pitiable creature, but when a cackling, spitting, growling, howling horde of them attacks, the sight inspires both fear and revulsion.\"]},{\"name\":\"Madness and Sorcery\",\"type\":\"entries\",\"entries\":[\"Fractious in groups and individually weak, derro would have been driven to extinction long ago but for two elements of their character. They have an inborn tendency toward paranoia, a peculiarity that serves them well as they navigate the dangers of the Underdark and its societies. They also have a stronger-than-normal tendency to develop sorcerous power. Individuals who do so become their leaders, known as savants. The derro consider these sorcerers to be specially blessed by their deity, Diirinka.\"]},{\"name\":\"Forgotten Duergar\",\"type\":\"entries\",\"entries\":[\"Grandiose fantasies and rampant fanaticism have obscured the true origin of the derro, even among themselves. Most dwarves don't recognize derro as kin, but the legends that the derro tell about their race and the story that the duergar believe share a grain of truth.\",\"According to the duergar, the derro are descended from dwarves of a clan that was left behind when the others escaped the mind flayers' rule. They eventually also got away, but not before becoming demented and contorted.\",\"The derro tell their own story of flight and survival in the Underdark, and the mind flayers aren't always the enemy. Laduguer and Deep Duerra don't feature in their mythic history. Instead they tell of two brothers, Diirinka and Diinkarazan, and of how Diirinka cleverly betrayed his sibling so that he could steal magical power from the evil they escaped. The danger the brothers are said to face in this legend varies, depending on whatever foe the savants want to lead their people against, yet the essence of the story remains the same: a lesson of survival at any price and an example of how deceitfulness and cruelty can be virtues.\"]},{\"type\":\"entries\",\"name\":\"Derro Madness\",\"entries\":[\"All derro suffer from a form of madness that most often manifests as mania and paranoia, but other mental afflictions and strange tics also commonly affect them. Derro take little notice of odd behavior in their ranks, except when an individual displays the characteristics of a savant. They believe the strange behavior of savants arises because those leaders carry messages from Diirinka. You can use the {@table Derro Madness|MTF} table to generate one or more odd qualities for a derro NPC.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Derro.webp\"}}]},{\"name\":\"Derro Savant\",\"source\":\"MTF\",\"_copy\":{\"name\":\"Derro\",\"source\":\"MTF\"},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Derro Savant.webp\"},\"credit\":\"Bryan Syme\"}]},{\"name\":\"Dhergoloth\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"A dhergoloth's head doesn't turn along with its furiously spinning torso, and its torso can spin a different direction from its dancing legs. I'd like to vivisect one at some point to find out how this can be.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Dhergoloth\",\"entries\":[\"Dhergoloths rush into battle like whirlwinds of destruction, lashing out with five sets of claws, which extend from their squat, barrel-shaped bodies. They take contracts to put down uprisings, clear out rabble, and eliminate scouts and skirmishers, and they revel in the butchery they create, their unhinged laughter rising above their victims' screams.\",\"Since dhergoloths are little more than dumb brutes, employers must use caution when instructing these fiends. They can handle simple orders that don't take a lot of time to resolve. When given anything complex to do, they either forget what they're told or don't listen in the first place, and then bungle the task that was set for them.\"]},{\"type\":\"entries\",\"name\":\"Yugoloths\",\"entries\":[\"Mercenaries that ply their trade throughout the Lower Planes and in other realms, yugoloths have a reputation for effectiveness that is matched only by their desire for ever more wealth. Although yugoloths aren't especially loyal and typically try to exploit every potential loophole in a contract, they undertake any task for which they are hired, no matter how despicable. Yugoloths come in a wide variety of forms, including those described in the {@filter Monster Manual|bestiary|source=mm|tag=yugoloth} and the six creatures presented {@filter here|bestiary|source=mtf|tag=yugoloth}.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Dhergoloth.webp\"},\"credit\":\"Claudio Pozas\"}]},{\"name\":\"Dire Troll\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Dire Troll\",\"entries\":[\"Trolls kill and eat almost anything—including, in rare cases, other trolls. This cannibalism has the effect of causing the troll to grow to an unusually large size. These dire trolls crave more and more troll flesh to fuel their continued growth.\",\"Dire trolls also increase their size by grafting flesh and organs onto themselves. When a slab of quivering troll flesh is bound against a fresh wound on the dire troll, its regenerative capacity incorporates the new mass into its own musculature. Even more horrifying are the multiple arms, eyes, claws, and other organs that a dire troll tears from its victims and grafts onto itself. Over time, these creatures can accumulate many limbs.\"]},{\"type\":\"entries\",\"name\":\"Trolls\",\"entries\":[\"Trolls that are nearly obliterated but survive and regenerate from mere scraps of flesh can display bizarre mutations. One of these warped trolls is especially likely to arise if the creature regenerates in the presence of magical emanations, planar energy, disease, or death on a vast scale, or if its body was damaged by elemental forces. These mutated forms can also be produced and shaped by the ritual magic of evil spellcasters.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Dire Troll.webp\"},\"credit\":\"Ralph Horsley\"}]},{\"name\":\"Drow Arachnomancer\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Drow mages can be quite learned and skilled in magic. Some of them can even cast my spells.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Drow Arachnomancer\",\"entries\":[\"Drow spellcasters who seek to devote themselves wholly to the Spider Queen sometimes walk the dark path of the arachnomancer. By offering up body and soul to {@deity Lolth|drow|mtf}, they gain tremendous power and a supernatural connection to the ancient spiders of the Demonweb Pits, channeling magic from that dread place.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Drow Arachnomancer.webp\"}}]},{\"name\":\"Drow Favored Consort\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Many creatures enjoy torture, but the dark elves have made it into an exquisite art.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Drow Favored Consort\",\"entries\":[\"Nearly all priestesses of {@deity Lolth|drow|mtf}, including the powerful matron mothers, take attractive drow as their consorts. Often these individuals serve no purpose beyond pleasure, breeding, or both, but sometimes consorts can gain the ear of their priestess and be relied on to provide useful advice. No position of consort is assured for long; priestesses are infamous for being fickle with their favor, which are they are especially glad to lavish on a consort who combines beauty with magical might.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Drow Favored Consort.webp\"}}]},{\"name\":\"Drow House Captain\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Many creatures enjoy torture, but the dark elves have made it into an exquisite art.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Drow House Captain\",\"entries\":[\"Each drow noble house entrusts the leadership of its military forces to a house captain, a position normally held by the matriarch's first or second son. The house captain commands the drow and slaves making up the family's army and has made extensive study of strategy and tactics to become an effective leader in battle.\"]}]}]}]},{\"name\":\"Drow Inquisitor\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Drow mages can be quite learned and skilled in magic. Some of them can even cast my spells.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Drow Inquisitor\",\"entries\":[\"Drow expect treachery. After all, the Spider Queen encourages it. A certain amount of backstabbing and double-crossing can be managed, but too much can undermine an entire community. To keep some semblance of order and to root out traitors, drow priestesses employ inquisitors. Chosen from the ranks of the priesthood, these female drow possess authority equaled only by the matrons of the noble houses. Anyone they decide is at odds with the hierarchy faces torture and usually an excruciating death.\"]}]}]}]},{\"name\":\"Drow Matron Mother\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Matron mother is a strange title for a cruel tyrant, but given what drow consider to be a goddess, perhaps we shouldn't be surprised.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Drow Matron Mother\",\"entries\":[\"At the head of each drow noble house sits a matron mother, an influential priestess of {@deity Lolth|drow|mtf} charged with carrying out the god's will while also advancing the interests of the family. Matron mothers embody the scheming and treachery associated with the Queen of Spiders. Each stands at the center of a vast conspiratorial web, with demons, drow, spiders, and slaves positioned between them and their enemies. Although matron mothers command great power, that power depends on maintaining the Spider Queen's favor, and the dark god sometimes capriciously takes back what she has given. The stat block here represents a matron mother at the height of her power.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Drow Matron Mother.webp\"}}]},{\"name\":\"Drow Shadowblade\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Many creatures enjoy torture, but the dark elves have made it into an exquisite art.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Drow Shadowblade\",\"entries\":[\"Drow shadowblades steal down the darkened passages of the Underdark, bound on errands of mayhem. Ruthless killers, shadowblades find employment with a noble house, usually involving the elimination of a rival in another house. Shadowblades also protect enclaves and Underdark cities from enemies and track down thieves who make off with prized treasures. In whatever role they serve, they move undetected until the moment they attack. And then they are the last thing their victims see.\",\"A shadowblade harnesses a dark magic that is said to arise from a fiendish ritual in which the drow kills a lesser demon and mystically prevents it from reforming in the Abyss. This ritual creates a shadow demon and infuses the drow with shadow magic.\"]}]}]}]},{\"name\":\"Duergar\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"You think dwarves are dour and unpleasant? Wait until you meet a duergar.\"],\"by\":\"Mordenkainen\"},\"The cruel duergar plot not only to defeat other dwarves, but to cast down the entire dwarven pantheon in revenge for their being abandoned and left to be enslaved by mind flayers. To this end, duergar train warriors to fulfill a variety of roles.\"]}]}]},{\"name\":\"Duergar Despot\",\"source\":\"MTF\",\"_copy\":{\"name\":\"Duergar\",\"source\":\"MTF\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Duergar Despot\",\"entries\":[\"Duergar despots replace parts of their bodies with mechanical devices that they control through their psionic abilities.\"]}]}]}}}}},{\"name\":\"Duergar Hammerer\",\"source\":\"MTF\",\"_copy\":{\"name\":\"Duergar\",\"source\":\"MTF\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Duergar Hammerer\",\"entries\":[\"The hammerer is a digging machine with a duergar strapped inside it—typically a punishment for those whose work ethic wavers. The machine's mechanism transforms the captive duergar's pain into energy that powers the device, which is typically used to dig tunnels and repel invaders.\"]}]}]}}}}},{\"name\":\"Duergar Kavalrachni\",\"source\":\"MTF\",\"_copy\":{\"name\":\"Duergar\",\"source\":\"MTF\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Duergar Kavalrachni\",\"entries\":[\"The kavalrachni are duergar cavalry, trained to fight while riding steeders.\"]}]}]}}}}},{\"name\":\"Duergar Mind Master\",\"source\":\"MTF\",\"_copy\":{\"name\":\"Duergar\",\"source\":\"MTF\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Absence of light results in darkness. So, what results from the absence of Good? The underdark is a place with very little of either.\"]},{\"type\":\"entries\",\"name\":\"Duergar Mind Master\",\"entries\":[\"The feared duergar mind masters usually operate as spies, both inside and beyond a duergar stronghold. Their psionically augmented abilities enable them to see through illusions with ease and shrink down to miniature size to spy on their targets.\"]}]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Duergar Mind Master.webp\"},\"credit\":\"Mark Behm\"}}}}},{\"name\":\"Duergar Screamer\",\"source\":\"MTF\",\"_copy\":{\"name\":\"Duergar\",\"source\":\"MTF\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Duergar Screamer\",\"entries\":[\"A duergar screamer is a construct that uses sonic energy to grind rock into dust. Duergar accused of spreading gossip or plotting against their superiors are trapped within one of these devices, their beards shorn and their ongoing agony channeled into psionic energy that powers the screamer.\"]}]}]}}}}},{\"name\":\"Duergar Soulblade\",\"source\":\"MTF\",\"_copy\":{\"name\":\"Duergar\",\"source\":\"MTF\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Duergar Soulblade\",\"entries\":[\"Soulblades are duergar warriors whose mastery of psionics allows them to manifest blades of psychic energy to slice apart their foes.\"]}]}]}}}}},{\"name\":\"Duergar Stone Guard\",\"source\":\"MTF\",\"_copy\":{\"name\":\"Duergar\",\"source\":\"MTF\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Duergar Stone Guard\",\"entries\":[\"The stone guard are elite duergar troops, deployed in small numbers to bolster war bands of regulars or organized into elite strike forces for specific missions.\"]}]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Duergar Stone Guard.webp\"},\"credit\":\"Mark Behm\"}}}}},{\"name\":\"Duergar Warlord\",\"source\":\"MTF\",\"_copy\":{\"name\":\"Duergar\",\"source\":\"MTF\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Duergar Warlord\",\"entries\":[\"A warlord is cunning, inspiring, and cruel in equal parts. A skilled warrior who leads duergar into battle, the warlord can use spikes of psionic energy to compel duergar warriors to fight harder.\"]}]}]}}}}},{\"name\":\"Duergar Xarrorn\",\"source\":\"MTF\",\"_copy\":{\"name\":\"Duergar\",\"source\":\"MTF\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Duergar Xarrorn\",\"entries\":[\"The xarrorn are specialists who construct weapons using a mixture of alchemy and psionics.\"]}]}]}}}}},{\"name\":\"Dybbuk\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Dybbuk\",\"entries\":[\"Dybbuks terrorize mortals on the Material Plane by possessing corpses and giving them a semblance of life, after which the demons use them to engage in a range of sordid activities.\"]},{\"name\":\"Puppet Masters\",\"type\":\"entries\",\"entries\":[\"In their natural form, dybbuks appear as translucent flying jellyfish, trailing long tendrils as they move through the air. They rarely travel in this fashion, however. Instead, a dybbuk possesses the first suitable corpse it finds, rousing the body from death so it can then indulge its hideous vices.\"]},{\"name\":\"Dark Masquerade\",\"type\":\"entries\",\"entries\":[\"By plundering a corpse's memories and accessing its capabilities, a dybbuk can impersonate the creature as it was in life. But the truth of the matter quickly becomes apparent to those around it, because a dybbuk can't resist pursuing its vices with a maniacal single-mindedness that betrays its true nature. Dybbuks delight in terrorizing other creatures by making their host bodies behave in horrifying ways—throwing up gouts of blood, excreting piles of squirming maggots, and contorting their limbs in impossible ways as they scuttle across the ground.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Dybbuk.webp\"},\"credit\":\"Aaron Miller\"}]},{\"name\":\"Earth Elemental Myrmidon\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Earth Elemental Myrmidon\",\"entries\":[\"Elemental myrmidons are elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free elementals. They exist only to follow the commands of their creators.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Earth Elemental Myrmidon.webp\"},\"credit\":\"Filip Burburan\"}]},{\"name\":\"Eidolon\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"It's not just gods that have the power to bind spirits to their idols. Beings such as archdevils can do it with the souls of their cultists. Moloch, for instance.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Eidolon\",\"entries\":[\"The gods have many methods for protecting sites they deem holy. One servant they rely on often to do so is the eidolon, a ghostly spirit bound by a sacred oath to safeguard a place of import to the divine. Forged from the souls of those who had proven their unwavering devotion, eidolons stalk temples and vaults, places where miracles have been witnessed and relics enshrined, to ensure that no enemy can gain a foothold against the gods' cause through defilement or violence within these sites. If an enemy with such intent sets foot inside a warded location, the eidolon plunges into a graven vessel, a statue specially prepared to house the souls of these protectors. The eidolon then animates the effigy and uses the borrowed body to drive out the intruders bent on plundering the relics it is charged with guarding.\"]},{\"name\":\"Sacred Guardians\",\"type\":\"entries\",\"entries\":[\"Creating an eidolon requires a spirit of fanatical devotion—that of an individual who, in life, served with unwavering faithfulness. Upon death, a god might reward such a follower with everlasting service in the protection of a holy site. An eidolon has no purpose beyond guarding the place it was assigned to and never leaves.\"]},{\"name\":\"Animated Statues\",\"type\":\"entries\",\"entries\":[\"An eidolon has few methods for protecting itself beyond its ability to awaken its sacred vessels. When a foe enters, the eidolon leaps into action by merging its body with one of several statues at the site. After doing so, the eidolon controls the construct as if it was its own body and uses its fists to drive back intruders, smashing and crushing anything it can reach.\"]},{\"name\":\"Undead Nature\",\"type\":\"entries\",\"entries\":[\"An eidolon doesn't require air, food, drink, or sleep.\"]}]}]}]},{\"name\":\"Elder Oblex\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Mind flayers unleash all manner of foul experiments upon the planes with little thought for the consequences. Here, though, I suspect another influence: Juiblex.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Adult and Elder Oblexes\",\"entries\":[\"Newly formed oblexes lack the capabilities of their older kin. They seek only to feed on memories and grow until they can impersonate their victims.\",\"Older oblexes, called adults and elders, have eaten so many memories that they can form duplicates of the creatures they have devoured from the substance of their bodies, sending them off to lure prey into their clutches, while remaining tethered to the slime by long tendrils of goo. These duplicated creatures are indistinguishable from their victims except for a faint sulfurous smell. Oblexes use these duplicates to lure prey into danger or to infiltrate settlements so they can feed on superior victims.\"]},{\"type\":\"entries\",\"name\":\"Oblex\",\"entries\":[\"By experimenting on the slimes, jellies, and puddings that infest the depths of the Underdark, mind flayers created a special breed of ooze, the oblex—a slime capable of assaulting the minds of other creatures. Cunning hunters, these pools of jelly stalk prey, searching for the memories they so desperately crave. When oblexes feed on those thoughts, sometimes killing their victims, they can form weird copies of their prey, which help them to harvest even more victims for their dark masters.\"]},{\"name\":\"Memory Eaters\",\"type\":\"entries\",\"entries\":[\"Oblexes feed on thoughts and memories. The sharper the mind, the better the meal, so oblexes hunt obviously intelligent targets such as wizards and other spellcasters. When suitable fare comes within reach, an oblex draws its body up to engulf its victim. As it withdraws, it plunders the creature's mind, leaving its prey befuddled and confused.\"]},{\"name\":\"Ooze Nature\",\"type\":\"entries\",\"entries\":[\"An oblex doesn't require sleep.\"]},{\"type\":\"quote\",\"entries\":[\"An oblex wants memories, but not to serve any end of its own making. Oblexes are hungry for memories and personalities because they are empty without such nourishment. In this way they serve their creators, the illithids. An oblex in the range of an elder brain's powers provides everything necessary for the mind flayers to find choice victims.\"],\"by\":\"Mordenkainen\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Oblex.webp\"},\"credit\":\"Eric Belisle\"}]},{\"name\":\"Elder Tempest\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Elder Tempest\",\"entries\":[\"Terrifying storms manifest in the body of the elder tempest. A being carved from clouds, wind, rain, and lightning, the elder tempest assumes the shape of a serpent that slithers through the sky. The tempest drowns the land beneath it with rain and stabs the earth with lances of lightning. Punishing winds scream around it as it flies, feeding the chaos it creates.\"]},{\"type\":\"entries\",\"name\":\"Elder Elementals\",\"entries\":[\"On their native planes, elementals sweep across the weird and tempestuous landscape. Some possess greater power, gained by feeding on their lesser kin and adding the essence of creatures they have devoured to their own until they become something extraordinary. When summoned, these elder elementals manifest as beings of apocalyptic capability, entities whose mere existence promises destruction.\"]},{\"name\":\"Deadly When Summoned\",\"type\":\"entries\",\"entries\":[\"The methods for summoning elder elementals remain hidden in forbidden tomes or inscribed on the walls of lost temples raised to honor the Elder Elemental Eye. Only casters of superlative skill have even the faintest chance of calling forth one of these monsters, and the spellcaster is often destroyed by the effort. Thus, only the most unhinged and nihilistic members of Elemental Evil cults attempt such a summoning, in the hope of hastening the world toward some cataclysmic end.\"]},{\"name\":\"Elemental Nature\",\"type\":\"entries\",\"entries\":[\"An elder elemental doesn't require air, food, drink, or sleep.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Elder Tempest.webp\"},\"credit\":\"Aaron Miller\"}]},{\"name\":\"Female Steeder\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Steeders resemble spiders as much as worgs resemble wolves. The creatures may appear similar, but steeders are more than mere vermin.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Steeders\",\"entries\":[\"Giant hunting spiders, steeders prowl the depths of the Underdark. Most steeders are encountered in the company of duergar.\"]},{\"name\":\"Female Dominance\",\"type\":\"entries\",\"entries\":[\"Female steeders grow larger and stronger than males, and the female often devours the male after breeding. In captivity, males are used as draft animals, while females serve as steeds in battle.\"]},{\"name\":\"Lone Predators\",\"type\":\"entries\",\"entries\":[\"Steeders consider other steeders as enemies and attempt to tear apart perceived threats. Their duergar handlers must stable steeders separate from one another and place blinders on them when they're put to work to keep them from attacking each other.\"]},{\"name\":\"Low Cunning\",\"type\":\"entries\",\"entries\":[\"Steeders are intelligent enough to learn simple hand signals and vocal commands, but even a domesticated steeder can turn against its handler. Training these beasts requires a rider to bond with the steeder, a process that begins shortly after the creature hatches. The rider stays with the steeder as it grows to full size, working throughout that time to channel the beast's predatory instincts.\"]},{\"name\":\"Deadly Hunters\",\"type\":\"entries\",\"entries\":[\"Rather than spinning webs, steeders excrete a viscous substance from their legs. This goo allows them to creep along walls and ceilings and to grapple prey.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Steeder.webp\"},\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Fire Elemental Myrmidon\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Fire Elemental Myrmidon\",\"entries\":[\"Elemental myrmidons are elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free elementals. They exist only to follow the commands of their creators.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Fire Elemental Myrmidon.webp\"},\"credit\":\"Filip Burburan\"}]},{\"name\":\"Fraz-Urb'luu\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Fraz-Urb'luu\",\"entries\":[\"All demons are liars, but Fraz-Urb'luu is the Prince of Deception and Demon Lord of Illusions. He uses every trick, every ounce of demonic cunning, to manipulate his enemies—mortal and fiend alike—to do his will. Fraz-Urb'luu can create dreamlands and mind-bending fantasies able to deceive the most discerning foes.\",\"Once imprisoned for centuries below Castle Greyhawk on the world of Oerth, Fraz-Urb'luu has slowly rebuilt his power in the Abyss. He seeks the pieces of the legendary staff of power taken from him by those who imprisoned him, and commands his servants to do likewise.\",\"The Prince of Deception's true form is like that of a great gargoyle, some 12 feet tall, with an extended, muscular neck and a smiling face framed by long, pointed ears and lank, dark hair, and bat-like wings are furled against his powerful shoulders. He can assume other forms, however, from the hideous to the beautiful. Often the demon lord becomes so immersed in playing a role that he loses himself in it for a time.\",\"Many of the cultists of Fraz-Urb'luu aren't even aware they serve the Prince of Deception, believing their master is a beneficent being and granter of wishes, some lost god or celestial, or even another fiend. Fraz-Urb'luu wears all these masks and more. He particularly delights in aiding demon-hunters against his demonic adversaries, driving the hunters to greater and greater atrocities in the name of their cause, only to eventually reveal his true nature and claim their souls as his own.\"]}]},{\"type\":\"entries\",\"name\":\"Fraz-Urb'luu's Lair\",\"entries\":[\"Fraz-Urb'luu's lair lies within the Abyssal lair known as Hollow's Heart, a featureless plain of white dust with few structures on it. The lair itself is the city of Zoragmelok, a circular fortress surrounded by adamantine walls topped with razors and hooks. Corkscrew towers loom above twisted domes and vast amphitheaters, just a few examples of the impossible architecture that fills the city.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Fraz-Urb'luu.webp\"},\"credit\":\"Richard Whitters\"}]},{\"name\":\"Frost Salamander\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Salamander, Frost\",\"entries\":[\"Frost salamanders are natives of the Plane of Ice, also called the Frostfell, which rests between the Plane of Air and the Plane of Water. Frost salamanders especially like to hunt warm-blooded creatures. They sometimes travel to frigid climes on the Material Plane by wandering through planar gates.\"]},{\"name\":\"Devourers of Heat\",\"type\":\"entries\",\"entries\":[\"The frost salamanders' aggression appetite for any heat source leads them to attack settlements they come across. They might mistake the fire of a forge or a campfire for a large, tasty meal, drawing them to attack expeditions and settlements that other predators would avoid. Azers sometimes venture into the Frostfell, where they use large fires to lure frost salamanders into traps to kill them and collect their hides and fangs for use in crafting weapons and armor.\"]},{\"name\":\"False Refuge\",\"type\":\"entries\",\"entries\":[\"Although frost salamanders can burrow their way through loose soil, they prefer to dig into the ice. They roll around in piles of broken chunks of ice, allowing it to scratch their backs as they grind it down. This habit leads them to create extensive networks of ice caves, becoming ever larger as they claw fresh chunks of ice from the walls of their lairs.\",\"A frost salamander that dwells in a lair for a while carves out enough space to allow a small army to camp within. Inexperienced travelers who come across these caves see them as a welcome shelter, though they are anything but. Frost salamanders greedily devour any prey foolhardy enough to try sleeping in their lairs.\",\"On rare occasions, {@creature frost giant||frost giants} capture and tame these creatures, using them to burrow into the ice to help create outposts and fortresses.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Frost Salamander.webp\"},\"credit\":\"Brynn Metheney, Philip Straub\"}]},{\"name\":\"Geryon\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Which is less worthy: the archdevil who leads a layer while being trapped in a block of ice, or the archdevil who can't outmaneuver a frozen adversary?\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Geryon\",\"entries\":[\"Geryon is locked in an endless struggle with Levistus for control of Stygia. The two have fought each other for centuries, each displacing the other innumerable times. Currently, Geryon occupies an odd position in the infernal hierarchy. Although Levistus still claims lordship over Stygia, he has been trapped in an enormous block of ice at the command of Asmodeus. For his part, Geryon marshals his followers and seeks to discover the means to replace his hated rival.\",\"Among the archdevils, Geryon and Zariel are especially known for martial prowess. He is a ferocious hunter and a relentless tracker. Other devils command legions and bid their followers to battle their enemies. Geryon loves the feeling of flesh and steel being sundered beneath his claws, and the taste of his foes' blood.\",\"His ferocity serves him well in Stygia's frozen waste, but it has also limited his ability to collect souls and forge an effective hierarchy. Sages who study the Nine Hells believe that the battle for control of Stygia is a test staged by Asmodeus in hopes of purging the worst impulses from both Geryon and Levistus, or at the very least opening the door for a competent replacement for both to rise from the ranks.\"]}]},{\"type\":\"entries\",\"name\":\"Geryon's Lair\",\"entries\":[\"Geryon has recently reclaimed his ancient fortress, Coldsteel, a sprawling complex that rises from the ice and snow at the center of Stygia. He roams the passages of this place, scattering the {@creature ice devil||ice devils} and {@creature minotaur} slaves he took from {@creature Baphomet|MTF}, raging against Asmodeus's betrayal while spitting oaths of vengeance and hatching mad schemes to reclaim his standing from Levistus.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Geryon.webp\"},\"credit\":\"Claudio Pozas\"}]},{\"name\":\"Giff\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Giff\",\"entries\":[\"It's easy to spot the giff in a room: a group of 7-foot-tall, hippopotamus-headed humanoids attired in gaudy military uniforms, with gleaming pistols and muskets on display. These spacefaring mercenaries are renowned for their martial training and their love of explosives.\"]},{\"name\":\"Military Organization\",\"type\":\"entries\",\"entries\":[\"Every aspect of giff society is organized along military lines. From birth until death, every giff has a military rank. It must follow orders from those of superior rank, and it can give orders to those of lower rank. Promotions don't depend on age but are granted by a superior as a reward for valor. Giff are devoted to their children, even as most of their education is geared toward fighting and war.\"]},{\"name\":\"Mercenaries Extraordinaire\",\"type\":\"entries\",\"entries\":[\"Giff are in high demand as warriors for hire, but they insist on serving in units composed entirely of giff; a giff hiring itself out individually is unheard of. Giff refuse to fight other giff, and will never agree to a contract unless it stipulates that they can sit out a battle rather than wage war against their kin. A giff prizes the reputation of its unit above its own life. Life is fleeting, but the regiment endures for generations or even centuries.\"]},{\"type\":\"entries\",\"name\":\"A Whiff of Gunpowder\",\"entries\":[\"Muskets and grenades are the favorite weapons of every giff. The bigger the boom, the brighter the flash, and the thicker the smoke it produces, the more giff love a weapon. Their skill with gunpowder is another reason for their popularity as mercenaries. Giff revel in the challenge of building a bomb big enough to level a fortification. They gladly accept payment in kegs of gunpowder in preference to gold, gems, or other currency.\"]},{\"type\":\"entries\",\"name\":\"No Honor in Magic\",\"entries\":[\"Some giff become wizards, clerics, and other kinds of spellcasters, but they're so infrequent that most giff mercenary units have no magical capability. Typical giff are as smart as the average human, but their focus on military training to the exclusion of all other areas of study can make them seem dull-witted to those who have more varied interests.\"]},{\"type\":\"entries\",\"name\":\"Gunpowder by the Keg\",\"entries\":[\"Aside from their personal gunpowder weapons, giff ships and mercenary companies carry spare gunpowder in kegs. In an emergency, or any time a large explosion is needed, a whole keg can be detonated. A giff lights the fuse on the keg and can then throw the keg up to 15 feet as part of the same action. The keg explodes at the start of the giff's next turn. Each creature within 20 feet of the exploding keg must make a DC 12 Dexterity saving throw. On a failed save, a creature takes 24 ({@damage 7d6}) fire damage and is knocked {@condition prone}. On a successful save, a creature takes half as much damage and isn't knocked {@condition prone}.\",\"Every other keg of gunpowder within 20 feet of an exploding keg has a {@chance 50} chance of also exploding. Check each keg only once per turn, no matter how many other kegs explode around it.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Giff.webp\"},\"credit\":\"Ralph Horsley\"}]},{\"name\":\"Githyanki Gish\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"What would become of this multiverse if githyanki didn't guard the Astral Plane from the illithid menace? What would reality become if beings of thought ruled the plane of thought?\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Githyanki Gish\",\"entries\":[\"Their keen minds and psionic gifts allow the githyanki to master magic. Gish blend their magical abilities with swordplay to become dangerous foes in battle. Their specialized capabilities make them well suited for assassination, raiding, and espionage.\"]},{\"type\":\"entries\",\"name\":\"Gith\",\"entries\":[\"The descendants of an ancient people—so old their original name has been lost—have turned against each other, becoming vicious enemies divided over mortality, purpose, and the machinations of their leaders. The bellicose githyanki terrorize the Astral Plane, raiding into other worlds to plunder the multiverse of its magic and riches. The githzerai live apart from the rest of the cosmos, content within the confines of their fortresses floating through the chaos of Limbo. Although the two groups of gith despise each other, their hatred for the mind flayers from whom they escaped endures, and both githyanki and githzerai are dedicated to hunting their ancestral foes.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Gith.webp\"},\"credit\":\"Chris Seaman\"}]},{\"name\":\"Githyanki Kith'rak\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"What would become of this multiverse if githyanki didn't guard the Astral Plane from the illithid menace? What would reality become if beings of thought ruled the plane of thought?\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Githyanki Kith'rak\",\"entries\":[\"The githyanki's militarized culture assigns ranks and responsibilities to its citizens. Groups of ten warriors follow the commands of the sarths (githyanki warriors), while ten sarths obey the commands of the mighty kith'rak. These champions earn their status through torturous training and psionic testing until they can command the respect of their underlings.\"]},{\"type\":\"entries\",\"name\":\"Gith\",\"entries\":[\"The descendants of an ancient people—so old their original name has been lost—have turned against each other, becoming vicious enemies divided over mortality, purpose, and the machinations of their leaders. The bellicose githyanki terrorize the Astral Plane, raiding into other worlds to plunder the multiverse of its magic and riches. The githzerai live apart from the rest of the cosmos, content within the confines of their fortresses floating through the chaos of Limbo. Although the two groups of gith despise each other, their hatred for the mind flayers from whom they escaped endures, and both githyanki and githzerai are dedicated to hunting their ancestral foes.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Gith.webp\"},\"credit\":\"Chris Seaman\"}]},{\"name\":\"Githyanki Supreme Commander\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"What would become of this multiverse if githyanki didn't guard the Astral Plane from the illithid menace? What would reality become if beings of thought ruled the plane of thought?\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Githyanki Supreme Commander\",\"entries\":[\"Supreme commanders lead the githyanki armies, each one commanding ten kith'raks, who in turn lead the rest of their forces. Most supreme commanders ride red dragons into battle.\"]},{\"type\":\"entries\",\"name\":\"Gith\",\"entries\":[\"The descendants of an ancient people—so old their original name has been lost—have turned against each other, becoming vicious enemies divided over mortality, purpose, and the machinations of their leaders. The bellicose githyanki terrorize the Astral Plane, raiding into other worlds to plunder the multiverse of its magic and riches. The githzerai live apart from the rest of the cosmos, content within the confines of their fortresses floating through the chaos of Limbo. Although the two groups of gith despise each other, their hatred for the mind flayers from whom they escaped endures, and both githyanki and githzerai are dedicated to hunting their ancestral foes.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Gith.webp\"},\"credit\":\"Chris Seaman\"}]},{\"name\":\"Githzerai Anarch\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"The githzerai are a check on the githyanki and the illithids. The githyanki are a check on the githzerai and the illithids. Thus, three unequal forces enforce the Balance.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Githzerai Anarch\",\"entries\":[\"The most powerful of the githzerai, anarchs lead communities and maintain the adamantine citadels that serve as strong points in planes beyond Limbo. They have formidable psionic capabilities, able to manipulate the unformed substance of their adopted plane with a thought. These rare githzerai are sages and mystics, and their word is law.\"]},{\"type\":\"entries\",\"name\":\"Gith\",\"entries\":[\"The descendants of an ancient people—so old their original name has been lost—have turned against each other, becoming vicious enemies divided over mortality, purpose, and the machinations of their leaders. The bellicose githyanki terrorize the Astral Plane, raiding into other worlds to plunder the multiverse of its magic and riches. The githzerai live apart from the rest of the cosmos, content within the confines of their fortresses floating through the chaos of Limbo. Although the two groups of gith despise each other, their hatred for the mind flayers from whom they escaped endures, and both githyanki and githzerai are dedicated to hunting their ancestral foes.\"]},{\"type\":\"quote\",\"entries\":[\"What would become of this multiverse if githyanki didn't guard the Astral Plane from the illithid menace? What would reality become if beings of thought ruled the plane of thought?\"],\"by\":\"Mordenkainen\"}]},{\"type\":\"entries\",\"name\":\"An Anarch's Lair\",\"entries\":[\"In Limbo, githzerai anarchs create islands of tranquility in the otherwise turbulent plane. By directing its psionic power, an anarch can give form to formless substance, creating mountains, lakes, and structures of any composition to serve as a foundation for a githzerai community.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Githzerai Anarch.webp\"}}]},{\"name\":\"Githzerai Enlightened\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"The githzerai are a check on the githyanki and the illithids. The githyanki are a check on the githzerai and the illithids. Thus, three unequal forces enforce the Balance.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Githzerai Enlightened\",\"entries\":[\"Githzerai never stop training. They spend long hours in meditation to transcend the limits of their forms and to apprehend the nature of reality. Zerths who complete the next tier of their training become one of the githzerai known as the enlightened.\"]},{\"type\":\"entries\",\"name\":\"Gith\",\"entries\":[\"The descendants of an ancient people—so old their original name has been lost—have turned against each other, becoming vicious enemies divided over mortality, purpose, and the machinations of their leaders. The bellicose githyanki terrorize the Astral Plane, raiding into other worlds to plunder the multiverse of its magic and riches. The githzerai live apart from the rest of the cosmos, content within the confines of their fortresses floating through the chaos of Limbo. Although the two groups of gith despise each other, their hatred for the mind flayers from whom they escaped endures, and both githyanki and githzerai are dedicated to hunting their ancestral foes.\"]},{\"type\":\"quote\",\"entries\":[\"What would become of this multiverse if githyanki didn't guard the Astral Plane from the illithid menace? What would reality become if beings of thought ruled the plane of thought?\"],\"by\":\"Mordenkainen\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Githzerai Enlightened.webp\"}}]},{\"name\":\"Gloom Weaver\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Gloom Weaver\",\"entries\":[\"Although a formidable fighter, a gloom weaver is often content to remain hidden in the shadows, watching with rapt attention as its very presence affects its victims. Its dark energy weighs down the heart, causing those within its oppressive aura to feel the approach of death. This torment alone is enough to please its master, the Raven Queen, but should it be detected, a gloom weaver uses its shadow magic to reduce its enemies to ghastly corpses.\"]},{\"type\":\"entries\",\"name\":\"Shadar-kai\",\"entries\":[\"In the perpetual gloom of the Shadowfell lives a society that serves the Raven Queen. They were brought into that dusky realm in ages past, so long ago that they're now perfectly adapted to that cheerless environment, both physically and mentally.\"]},{\"name\":\"Soul Custodians\",\"type\":\"entries\",\"entries\":[\"Shadar-kai watch over both the Shadowfell and the material world, scouting out choice souls and tragedies that might please their deity. They are rumored to be able to coax worldly events along tragic paths for her amusement. The Raven Queen is famously cryptic even to her most devoted followers, however. The shadar-kai's efforts are rewarded only with vague omens they interpret as best they can.\"]},{\"name\":\"Blighted Elves\",\"type\":\"entries\",\"entries\":[\"Shadar-kai were once elves, but eons of exposure to the debilitating influence of the Shadowfell has left them joyless and mournful. In that realm, they have the appearance of withered elves: pale hair, wrinkled gray skin, and swollen joints give them a corpselike aspect. They appear more youthful while on other planes, but their skin always retains its deathly pallor. They dress in dark cloaks and heavy veils, detest mirrors, and avoid keeping things that remind them of their age.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Gloom Weaver.webp\"},\"credit\":\"Sidharth Chaturvedi\"}]},{\"name\":\"Gray Render\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"I suspect gray renders owe their origin to the neogi, since they are often in their company. Those that appear in the wilderness are likely castaways from frustrated neogi masters.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Gray Render\",\"entries\":[\"A curious impulse drives the gray render. Despite its hulking form and terrible appetite, it wants most of all to bond with an intelligent creature and, once bonded, give its life to protect that creature. Great strength and a savage nature enable gray renders to be fierce guardians, but they lack even a shred of cunning.\"]},{\"type\":\"entries\",\"name\":\"A Spreading Plague\",\"entries\":[\"Gray renders reproduce by forming nodules on their bodies that, upon reaching maturity, break off to begin life as young gray renders. These monstrosities feel no obligation to their young, and they have no inclination to gather with others of their kind.\"]},{\"name\":\"Chaotic Allies\",\"type\":\"entries\",\"entries\":[\"As a side effect of its breeding, each gray render has an overpowering need to bond with an intelligent creature. When it encounters a suitable master, the render sings to it—a weird, warbling cry accompanied by scratching at the earth and a show of deference. Once it forms the bond, the render serves its master in all things.\",\"Although this bond can be a great benefit, renders are inherently chaotic. In a battle, a render fights with all the savagery it can muster and never willingly harms its master, but outside battle, a gray render might present considerable difficulty for its master's associates. It might follow its master even after being told to stay put, destroy its master's house, burrow holes in the side of a ship, kill horses, attack when it feels jealous, and more. A gray render might be a boon companion, but it is always an unpredictable one.\",\"The Gray Render Quirks table presents possible quirks for gray renders that can be generated randomly or selected as desired.\",{\"type\":\"table\",\"caption\":\"Grey Render Quirk\",\"colLabels\":[\"d12\",\"Quirk\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[1,\"Hates horses and other mounts\"],[2,\"Roars loudly when its bonded creature is touched by another creature\"],[3,\"Likes to snuggle\"],[4,\"Uproots and chews on trees\"],[5,\"Has terrific and eye-watering flatulence\"],[6,\"Brings offerings of meat to its bonded creature\"],[7,\"Compulsively digs up the ground\"],[8,\"Attacks carts and wagons as if they were terrible monsters\"],[9,\"Howls when it rains\"],[10,\"Whines piteously in the dark\"],[11,\"Buries treasure it finds\"],[12,\"Chases birds, leaping into the air to catch them, heedless of the destruction it causes\"]]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Gray Render.webp\"},\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Graz'zt\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Graz'zt\",\"entries\":[\"The appearance of the Dark Prince is a warning that not all beautiful things are good. Standing nearly nine feet tall, Graz'zt strikes the perfect figure of untamed desire, every plane and curve of his body, every glance of his burning eyes, promising a mixture of pleasure and pain. A subtle wrongness pervades his beauty, from the cruel cast of his features to the six fingers on each hand and six toes on each foot. Graz'zt can also transform himself at will, appearing in any humanoid form that pleases him, or his onlookers, all equally tempting in their own ways.\",\"Graz'zt surrounds himself with the finest of things and the most attractive of servants, and he adorns himself in silks and leathers both striking and disturbing in their workmanship. His lair, and those of his cultists, are pleasure palaces where nothing is forbidden, save moderation or kindness.\",\"The dark Prince of Pleasure considers restriction the only sin, and takes what he wants. Cults devoted to him are secret societies of indulgence, often using their debauchery to subjugate others through blackmail, addiction, and manipulation. They frequently wear alabaster masks with ecstatic expressions and ostentatious dress and body ornamentation to their secret assignations.\",\"Although he prefers charm and subtle manipulation, Graz'zt is capable of terrible violence when provoked. He wields the greatsword Angdrelve, also called Wave of Sorrow, its wavy, razor-edged blade dripping acid at his command.\"]}]},{\"type\":\"entries\",\"name\":\"Graz'zt's Lair\",\"entries\":[\"Graz'zt's principal lair is his Argent Palace, a grandiose structure in the city of Zelatar, found within his Abyssal domain of Azzatar. Graz'zt's maddening influence radiates outward in a tangible ripple, warping reality around him. Given enough time in a single location, Graz'zt can twist it with his madness. Graz'zt's lair is a den of ostentation and hedonism. It is adorned with finery and decorations so decadent that even the wealthiest of mortals would blush at the excess. Within Graz'zt's lairs, followers, thralls, and subjects alike are forced to slake Graz'zt's thirst for pageantry and pleasure.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Graz'zt.webp\"},\"credit\":\"Richard Whitters\"}]},{\"name\":\"Green Abishai\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Green Abishai\",\"entries\":[\"The envoys of Tiamat's armies, green abishais represent the god's interests in the Nine Hells and beyond. Their keen senses make them adept at discovering secrets and other sensitive information, while their diplomatic skills and their magic ensure that they can manipulate even the shrewdest opponents.\"]},{\"type\":\"entries\",\"name\":\"Abishai\",\"entries\":[\"Each abishai was once a mortal who somehow won Tiamat's favor before death and, as a reward, found its soul transformed into a hideous devil to serve at her pleasure in the Nine Hells.\"]},{\"name\":\"Emissaries of Doom\",\"type\":\"entries\",\"entries\":[\"Tiamat deploys abishais as emissaries, sending them to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists or taking charge of worshipers to carry out a sensitive mission. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed.\"]},{\"type\":\"entries\",\"name\":\"Outsiders in Hell\",\"entries\":[\"Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when the dark lord chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat's orders or Asmodeus's.\",\"There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus's plans invites certain destruction.\"]},{\"type\":\"quote\",\"entries\":[\"Tiamat is a force of Chaos bound to a place of Law. Are abishai her servants or her jailers?\"],\"by\":\"Mordenkainen\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Green Abishai.webp\"},\"credit\":\"Daniel Landerman\"}]},{\"name\":\"Hellfire Engine\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Hellfire Engine\",\"entries\":[\"Hellfire engines are semi-autonomous bringers of destruction. {@creature amnizu|mtf|Amnizus} and other devilish generals hold them in reserve until they are needed to repel an incursion by demons or crusading mortals, but occasionally one of these mechanical and magical hybrids gets loose, driven berserk by its need to destroy.\"]},{\"type\":\"entries\",\"name\":\"Many Forms, One Purpose\",\"entries\":[\"Hellfire engines take many forms, but all of them have one purpose: to mow down foes in waves. They are incapable of subtlety or trickery, but their destructive capability is immense.\"]},{\"name\":\"Soul Trapping\",\"type\":\"entries\",\"entries\":[\"Mortal creatures slain by hellfire engines are doomed to join the infernal legions in mere hours unless powerful magic-wielders intervene on their behalf. The archdukes would like nothing better than to modify this magic so it works against demons, too, but that discovery has eluded them so far.\"]},{\"name\":\"Constructed Nature\",\"type\":\"entries\",\"entries\":[\"A hellfire engine doesn't require air, food, drink, or sleep.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Hellfire Engine.webp\"},\"credit\":\"Christopher Burdett\"}]},{\"name\":\"Howler\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Why does the howler sing? Doing so causes its prey to flee, and surely stealth would make for better hunting in howling Pandemonium. There is only one answer: the creature can taste fear.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Howler\",\"entries\":[\"A far-off wail precedes the sight of a howler. Even at a distance, one's mind cringes at the sound and fills with horror at the realization that the noise is drawing closer. When howlers go on the prowl, courage isn't enough to stand up against them, and even one's sanity is at risk.\"]},{\"type\":\"entries\",\"name\":\"Prowlers from Pandemonium\",\"entries\":[\"These nightmare creatures, native to Pandemonium, can also be found on most of the Lower Planes, because of the many fiends that capture them and train them as war hounds. Howlers can be domesticated, after a fashion, but they respond only to brutal training during which they are forced to recognize the trainer as the pack's undisputed leader. A trained pack then follows its leader without hesitation. Howler packs course over the battlefields of the Blood War and also serve evil mortals who have the power and the savagery to command their loyalty.\"]},{\"name\":\"Brutal Hunters\",\"type\":\"entries\",\"entries\":[\"Howlers rely on speed, numbers, and their mind-numbing howl to corner prey before they tear it apart. The howl floods the minds of its victims, making complex thought impossible. They can do little more than stare in horror and stumble around the battlefield in a search for safety. Any task more demanding than that is beyond their capability. Fiends especially prize howlers for this reason, because for a few crucial moments in a battle, their howls can neutralize an enemy's ability to use spells and other powers.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Howler.webp\"},\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Hutijin\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"What price would you put on your life? How much then, for your soul? Bargain with Hutijin, and it will cost you both. I hope it is worth it.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Hutijin\",\"entries\":[\"Politics in the Nine Hells are anything but predictable. Alliances form all the time, but most wind up unraveling due to treachery. Nevertheless, for all their backbiting and betrayal, the devils do occasionally display loyalty, offering unwavering service to their masters. One such example is Hutijin, a duke of Cania and loyal servant of Mephistopheles.\",\"Across the Hells, Hutijin's name fills lesser devils with fear and loathing, for this duke commands two companies of pit fiends, which make up Cania's aristocracy. With such soldiers under his command, Hutijin can easily crush any rival who gets in his way, while also providing Mephistopheles with security against armies that might seek to contest his dominion. Hutijin has amassed enough power to challenge the lord of Cania, but he has never wavered in his support for his master—suggesting, perhaps, that Mephistopheles has some hold over him.\",\"Outside the Nine Hells, Hutijin is a relatively obscure figure, known only to the most learned infernal scholars. He has no cults of his own, and his servants are few in number. The reason is simple: Hutijin hates mortals. When summoned from the Hells, he repays the instigator with a long and agonizing death.\",\"Mephistopheles forbids Hutijin from making too many forays into the Material Plane, since the duke's absence leaves him vulnerable to his rivals. Other archdevils know how much Hutijin despises mortals and have secretly disseminated the means to call him from the Nine Hells in the hope of distracting the archdevil long enough for them to assail Mephistopheles. Hutijin sends devils into the Material Plane to eradicate mention of his name and destroy those who have learned of him, but the summonings still occur. When called from his post, he negotiates as quickly as he can, usually closing a deal with little cost to the summoner. However, once the deal has been struck, Hutijin repays the interruption with death.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Hutijin.webp\"},\"credit\":\"Michel Berube\"}]},{\"name\":\"Hydroloth\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Hydroloth\",\"entries\":[\"Like the thought-stealing waters of the River Styx they inhabit, hydroloths filch the memories of creatures they attack, stealing away their thoughts for delivery to whatever master they happen to serve. Hydroloths are skilled at finding lost things, especially those that have been swallowed up in the deeps.\",\"For amphibious assaults or underwater conflicts, hydroloths have no equal among yugoloths. They sometimes hire themselves out to attack and scuttle ships and raid coastal settlements.\"]},{\"type\":\"entries\",\"name\":\"Yugoloths\",\"entries\":[\"Mercenaries that ply their trade throughout the Lower Planes and in other realms, yugoloths have a reputation for effectiveness that is matched only by their desire for ever more wealth. Although yugoloths aren't especially loyal and typically try to exploit every potential loophole in a contract, they undertake any task for which they are hired, no matter how despicable. Yugoloths come in a wide variety of forms, including those described in the {@filter Monster Manual|bestiary|source=mm|tag=yugoloth} and the six creatures presented {@filter here|bestiary|source=mtf|tag=yugoloth}.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Hydroloth.webp\"},\"credit\":\"Christopher Burdett\"}]},{\"name\":\"Iron Cobra\",\"source\":\"MTF\",\"_copy\":{\"name\":\"Clockworks\",\"source\":\"MTF\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Never depend on something built by a gnome. You can always rely on a gnome to take a good idea and make it impractical.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Iron Cobra\",\"entries\":[\"An iron cobra is exactly what its name implies: a metal snake with a poisonous bite. In addition to standard poisons, gnomes load this clockwork with alchemical concoctions that can paralyze creatures and cloud their minds with paranoia.\"]}]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Iron Cobra.webp\"},\"credit\":\"Justin Gerard\"}}}}},{\"name\":\"Juiblex\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Juiblex\",\"entries\":[\"Called the Faceless Lord and the Oozing Hunger in ancient grimoires, Juiblex is demon lord of slime and ooze, a noxious creature that doesn't care about the plots and schemes of others of its kind. It exists only to consume, digesting and transforming living matter into more of itself.\",\"A true horror, Juiblex is a mass of bubbling slime, swirling black and green, with glaring red eyes floating and shifting within it. It can rise up like a 20-foot hill, lashing out with dripping pseudopods to drag victims into its bulk. Those consumed by Juiblex are obliterated.\",\"Only the truly insane worship Juiblex and tend to its slimes and oozes. Those who offer themselves up to the demon lord are engulfed by it and become vaguely humanoid, sentient oozes. The bodies of these former flesh-and-blood creatures form Juiblex's extended physical body, while the demon lord slowly digests and savors their identities over time.\"]}]},{\"type\":\"entries\",\"name\":\"Juiblex's Lair\",\"entries\":[\"Juiblex's principal lair is known as the Slime Pits, a realm which Juiblex shares with {@creature Zuggtmoy|MTF}. This layer of the Abyss, which is also known as Shedaklah, is a bubbling morass of oozing, fetid sludge. Its landscape is covered in vast expanses of caustic and unintelligent slimes, and strange organic forms rise from the oceans of molds and oozes at Juiblex's command.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Juiblex.webp\"},\"credit\":\"Arnie Swekel\"}]},{\"name\":\"Kruthik Hive Lord\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Imagine a hive of ants the size of horses, but the ants are wearing armor. Then exterminate them.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Kruthik Hive Lord\",\"entries\":[\"A hive lord rules each kruthik hive. When the hive lord dies, the surviving members of the hive abandon their lair and search for a new one. When a suitable location is found, the largest kruthik in the hive undergoes a metamorphosis, forming a cocoon around itself and emerging several weeks later as a hive lord—a bigger and smarter kruthik with the ability to spray digestive acid from its maw. The hive lord claims the largest chamber of the lair and keeps several adult kruthiks nearby as bodyguards.\"]},{\"type\":\"entries\",\"name\":\"Kruthiks\",\"entries\":[\"Kruthiks are chitin-covered reptiles that hunt in packs and nest in sprawling subterranean warrens. They are attracted to sources of heat, such as dwarven forges and pools of molten lava, and carve out lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnels—evidence that is often the first clue to the nearby presence of a kruthik hive. Kruthiks also make use of preexisting underground chambers, incorporating them into their lairs when they can.\",\"Kruthiks communicate with one another through a series of hisses and chittering noises. These sounds can often be heard in advance of a kruthik attack. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone floor with their sharp legs.\"]},{\"name\":\"Sharp Senses\",\"type\":\"entries\",\"entries\":[\"In addition to having an acute sense of smell, kruthiks can see in the dark and can detect vibrations in the earth around them. They take the scent of their own dead as a warning and avoid areas where many other kruthiks have died. Slaying a sufficient number of kruthiks in one area might cause the remaining hive members to move elsewhere.\"]},{\"name\":\"Sharper Weapons\",\"type\":\"entries\",\"entries\":[\"Although they can feed on carrion, kruthiks prefer live prey. They kill enemies by impaling them on their spiked limbs, then grind up the flesh and bones with mandibles strong enough to chew rock. When several kruthiks gang up on a single foe, they become frenzied and even more lethal.\"]},{\"name\":\"Shared Lair\",\"type\":\"entries\",\"entries\":[\"Kruthiks abide the presence of constructs, elementals, oozes, and undead, and use such creatures to help guard their hive. Kruthiks are smart enough to barricade some tunnels and dig new ones that keep their neighbors away from their eggs.\"]},{\"type\":\"quote\",\"entries\":[\"Other creatures that abide in hives serve a purpose in the natural world. Bees pollinate flowers. Termites make earth out of wood. Kruthiks, by contrast, slay societies. Perhaps that function is just as necessary.\"],\"by\":\"Mordenkainen\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Kruthik.webp\"},\"credit\":\"Zack Stella\"}]},{\"name\":\"Leviathan\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Leviathan\",\"entries\":[\"A towering wall of water that drags ships down to the ocean's depths and washes away coastal settlements—that phenomenon typifies the destruction a leviathan can unleash on the world. When called forth, a leviathan arises from a large body of water to form an immense serpent-shaped creature.\"]},{\"type\":\"entries\",\"name\":\"Elder Elementals\",\"entries\":[\"On their native planes, elementals sweep across the weird and tempestuous landscape. Some possess greater power, gained by feeding on their lesser kin and adding the essence of creatures they have devoured to their own until they become something extraordinary. When summoned, these elder elementals manifest as beings of apocalyptic capability, entities whose mere existence promises destruction.\"]},{\"name\":\"Deadly When Summoned\",\"type\":\"entries\",\"entries\":[\"The methods for summoning elder elementals remain hidden in forbidden tomes or inscribed on the walls of lost temples raised to honor the Elder Elemental Eye. Only casters of superlative skill have even the faintest chance of calling forth one of these monsters, and the spellcaster is often destroyed by the effort. Thus, only the most unhinged and nihilistic members of Elemental Evil cults attempt such a summoning, in the hope of hastening the world toward some cataclysmic end.\"]},{\"name\":\"Elemental Nature\",\"type\":\"entries\",\"entries\":[\"An elder elemental doesn't require air, food, drink, or sleep.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Leviathan.webp\"},\"credit\":\"Lars Grant-West\"}]},{\"name\":\"Male Steeder\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Steeders resemble spiders as much as worgs resemble wolves. The creatures may appear similar, but steeders are more than mere vermin.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Steeders\",\"entries\":[\"Giant hunting spiders, steeders prowl the depths of the Underdark. Most steeders are encountered in the company of duergar.\"]},{\"name\":\"Female Dominance\",\"type\":\"entries\",\"entries\":[\"Female steeders grow larger and stronger than males, and the female often devours the male after breeding. In captivity, males are used as draft animals, while females serve as steeds in battle.\"]},{\"name\":\"Lone Predators\",\"type\":\"entries\",\"entries\":[\"Steeders consider other steeders as enemies and attempt to tear apart perceived threats. Their duergar handlers must stable steeders separate from one another and place blinders on them when they're put to work to keep them from attacking each other.\"]},{\"name\":\"Low Cunning\",\"type\":\"entries\",\"entries\":[\"Steeders are intelligent enough to learn simple hand signals and vocal commands, but even a domesticated steeder can turn against its handler. Training these beasts requires a rider to bond with the steeder, a process that begins shortly after the creature hatches. The rider stays with the steeder as it grows to full size, working throughout that time to channel the beast's predatory instincts.\"]},{\"name\":\"Deadly Hunters\",\"type\":\"entries\",\"entries\":[\"Rather than spinning webs, steeders excrete a viscous substance from their legs. This goo allows them to creep along walls and ceilings and to grapple prey.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Steeder.webp\"},\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Marut\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Marut\",\"entries\":[\"The nigh-unstoppable inevitables serve a singular purpose: they enforce contracts forged in the Hall of Concordance in the city of Sigil. Primus, the leader of the modrons, created maruts and other inevitables to bring order to dealings between planar folk. Many creatures, including yugoloths, will enter into a contract with inevitables if asked.\"]},{\"name\":\"Cosmic Enforcers\",\"type\":\"entries\",\"entries\":[\"The Hall of Concordance is an embassy of pure law in Sigil, the City of Doors. In the hall, two parties who agree to mutual terms—and who pay the requisite gold to the Kolyarut, a mechanical engine of absolute jurisprudence—can have their contract chiseled onto a sheet of gold that is placed in the chest of a marut. From that moment until the contract is fulfilled, the marut is bound to enforce its terms and to punish any party who breaks them. A marut resorts to lethal force only when a contract calls for it, when the contract is fully broken, or when the marut is attacked.\"]},{\"name\":\"Word Is Law\",\"type\":\"entries\",\"entries\":[\"Inevitables care nothing for the spirit of an agreement, only the letter. A marut enforces what is written, not what was meant by or supposed to be understood from the writing. The Kolyarut rejects contracts that contain vague, contradictory, or unenforceable terms. Beyond that, it doesn't care whether both parties understand what they're agreeing to. A small army of solicitors waits outside the Hall of Concordance, eager to sell their expertise in the crafting or vetting of contracts.\"]},{\"name\":\"Constructed Nature\",\"type\":\"entries\",\"entries\":[\"A marut doesn't require air, food, drink, or sleep.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Marut.webp\"},\"credit\":\"Cory Trego-Erdner\"}]},{\"name\":\"Maurezhi\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Maurezhi\",\"entries\":[\"When Doresain, the King of Ghouls, corrupted a society of elves, he created a new breed of demons to lead packs of {@creature ghoul||ghouls} and {@creature ghast||ghasts} in the material world.\"]},{\"name\":\"Horrid Infiltrators\",\"type\":\"entries\",\"entries\":[\"When a maurezhi consumes the corpse of a humanoid it has slain—a process that takes about 10 minutes—it instantly assumes the creature's appearance as it was in life. The new appearance begins to rot away over the next few days, eventually revealing the demon's original form.\"]},{\"type\":\"entries\",\"name\":\"A Plague of Ghouls\",\"entries\":[\". Maurezhi are contagion incarnate. Their bite attacks can drain a victim's sense of self. If this affliction is allowed to go far enough, the victim is infected with an unholy hunger for flesh that overpowers their personality and transforms them into a ghoul.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Maurezhi.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Meazel\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Meazel\",\"entries\":[\"In places where the Shadowfell washes against the shores of the Material Plane dwell meazels, hateful hermits who left behind their old lives to contemplate their misery in shadow. Now evil burns in their hearts, and they resent any intrusion into their suffering.\"]},{\"name\":\"Hateful Hermit\",\"type\":\"entries\",\"entries\":[\"Meazels are all that remain of people who fled into the Shadowfell to escape their mortal existence. There the darkness transformed them, and their bitterness made them twisted and cruel. Now, they loiter near Shadowfell crossings to waylay travelers who venture too close to their lairs.\"]},{\"name\":\"Divide and Conquer\",\"type\":\"entries\",\"entries\":[\"The stain of darkness responsible for the existence of meazels imparts to them magical powers that allow them to move through shadows with ease. Merely stepping into one pool of darkness allows a meazel to move to another one. They use this talent to ambush creatures, snatching them around the throat with their strangling cords and then stepping away. Meazels also use this ability to ferry their victims to isolated spots and then leave the hapless souls to the designs of whatever horrors lurk there.\",\"Creatures that are drawn through the shadows by meazels are cursed by the meazels' baleful magic. The curse acts as a beacon; sorrowsworn, undead, and other terrors sense where they are located and descend on the stranded victims to tear them apart.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Meazel.webp\"},\"credit\":\"Scott Murphy\"}]},{\"name\":\"Merregon\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Merregons can't speak, and their telepathy is one-to-one. Their orderly ranks are easily confused if you slay their shouting masters.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Merregon\",\"entries\":[\"The souls of fallen soldiers, mercenaries, and bodyguards who served evil without reservation often find everlasting servitude in the Nine Hells as merregons. These faceless foot soldiers are the hells' legionnaires, tasked with protecting the realm and its rulers against intruders.\"]},{\"name\":\"Masks of Uniformity\",\"type\":\"entries\",\"entries\":[\"Merregons have no individuality, and hence no need for faces. Every merregon legionnaire has a metal mask bolted to its head. Markings on the mask indicate the only elements of the wearer's identity that matter: its commander and the layer of the Nine Hells it serves.\"]},{\"name\":\"Fearless Obedience\",\"type\":\"entries\",\"entries\":[\"Because of their unshakable loyalty, merregons form the backbone of many devils' protective retinues. They shrink from no task, no matter how dangerous. Unless ordered to fall back, they retreat from no fight.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Merregon.webp\"},\"credit\":\"Mark Behm, Min Yum\"}]},{\"name\":\"Merrenoloth\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Merrenoloth\",\"entries\":[\"The grim, gaunt captains of the ferries on the River Styx, merrenoloths have total command of their vessels, ensuring that their passengers reach their destinations safely. Sometimes merrenoloths can be coaxed away from the Lower Planes to captain other vessels, affording those ships and crews the same protection.\",\"Whenever a merrenoloth takes on a contract to captain a ship, it bonds with the vehicle to make sure nothing goes awry with it during the journey. A merrenoloth can navigate its ship safely through the worst storms, always stays on course, and never runs afoul of the myriad hazards that can thwart lesser captains.\",\"A merrenoloth can hold its own in a fight, but it prefers to avoid combat when possible. In fact, it typically specifies in its contracts that it is under no obligation to fight. A merrenoloth's first duty is always to its vessel.\"]},{\"type\":\"entries\",\"name\":\"Yugoloths\",\"entries\":[\"Mercenaries that ply their trade throughout the Lower Planes and in other realms, yugoloths have a reputation for effectiveness that is matched only by their desire for ever more wealth. Although yugoloths aren't especially loyal and typically try to exploit every potential loophole in a contract, they undertake any task for which they are hired, no matter how despicable. Yugoloths come in a wide variety of forms, including those described in the {@filter Monster Manual|bestiary|source=mm|tag=yugoloth} and the six creatures presented {@filter here|bestiary|source=mtf|tag=yugoloth}.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Merrenoloth.webp\"},\"credit\":\"Eric Belisle\"}]},{\"name\":\"Moloch\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Moloch obsesses over power he lost rather than thinking of the power he could gain elsewhere in the planes. What a pity he so wastes his potential.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Moloch\",\"entries\":[\"Exiled from the Nine Hells, Moloch would do anything to reclaim his position. Long ago, Moloch earned his place among the other archdevils through the glory he won driving demons out of the Nine Hells. Asmodeus rewarded him by elevating Moloch to the rulership of Malbolge.\",\"For eons, Moloch ruled his domain, vying against the other archdevils as he sought still greater power. This animosity worked in Asmodeus's favor, since Asmodeus knew that Moloch's scheming helped keep the other archdevils in check. The arrangement began to unravel, however, when Moloch took the night hag named Malagard for his advisor. Her words were poison, and gradually she convinced Moloch to direct his efforts to topple Asmodeus.\",\"Although the conspiracy nearly succeeded, it was thwarted. Moloch was stripped of his station and sentenced to death—and only the timely use of a planar portal allowed him to escape.\",\"Moloch wasted no time in preparing for his return. He amassed an army of devils and monsters and left them to make final preparations for invading the Nine Hells, while he ventured to a distant Material Plane in the hope of finding an artifact that would ensure his success. While there, he became trapped, leaving his armies at the mercy of his enemies. In short order they were destroyed.\",\"Now, Moloch has been rendered nearly powerless after his last failure. He endlessly schemes of ways to return to his former status, but every time he enters the Nine Hells, he is demoted to an imp and can't regain his normal powers until he leaves. Thus, he lives a split existence, sometimes scheming in Malbolge or other layers of the Hells and at other times wandering the planes searching for magical might or secrets that might help him win back his title.\",\"Rumors suggest that he can often be found in Sigil, where he bargains with yugoloths to build yet another army with which he might invade Malbolge and wrest the throne from Glasya. Bereft as he is, he has little to offer in exchange, so he might bargain with mortals to gain their aid in acquiring coin, jewels, and other riches in return for knowledge about the Nine Hells and the other planes.\",\"Most of Moloch's cultists have switched allegiance to one of the other archdevils, but idols constructed to honor him still stand in deep dungeons, their jeweled eyes and the remnants of power they hold drawing monstrous worshipers and unwise adventurers into places where his foul influence remains.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Moloch.webp\"},\"credit\":\"Daniel Landerman\"}]},{\"name\":\"Molydeus\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Molydeus\",\"entries\":[\"The most ruthless and dangerous of demons—more feared than the dreaded balor—the molydeus speaks with the authority of the demon lord it serves as it enforces its master's will. Standing some 12 feet tall, a molydeus has a red-skinned, humanoid body and two heads—one that of a slavering wolf and the other that of a serpent with dripping fangs perched atop a long neck.\",\"Molydei might guard their masters' possessions, roam the battlefields of the Abyss to ensure the loyalty of troops, or bring swift death to their enemies.\"]},{\"name\":\"Branded and Bound\",\"type\":\"entries\",\"entries\":[\"When a demon earns the attention of a demon lord through ferocity, cunning, or an act of surprising devotion, the demon lord might reward such service by snatching up the fiend and subjecting it to excruciating torments to remake it into a molydeus.\"]},{\"name\":\"Voice of the Master\",\"type\":\"entries\",\"entries\":[\"A demon lord has a direct link to its molydeus and uses the serpent head to communicate its wishes. A molydeus is, therefore, said to utter its master's will, commanding other demons to carry out orders and using violence to ensure they obey. A molydeus must constantly be ready for the scrutiny of its master, for the demon lord can decide at any moment to observe the molydeus through the serpent. Thus, there is no room for treachery in a molydeus.\"]},{\"name\":\"Special Weapon\",\"type\":\"entries\",\"entries\":[\"As part of a demon lord's trust in its molydeus, it bestows a powerful weapon upon the guardian demon. The demon lord fashions the weapon from a portion of the fiend's essence, so that the demon and its weapon are forever bound. If the molydeus dies, the weapon dissolves into a pool of foul-smelling slime. It's possible to steal such a weapon, but a molydeus deprived of its weapon will stop at nothing to regain it.\",\"The weapon a molydeus wields reflects the nature of its master. Those that serve Baphomet carry a glaive; Demogorgon, a whip; Fraz-Urb'luu, a battleaxe; Graz'zt, a greatsword; Orcus, a morningstar; and Yeenoghu, a flail. The weapon's form doesn't affect its capabilities.\"]},{\"name\":\"Dark Guardians\",\"type\":\"entries\",\"entries\":[\"One of the chief tasks of any molydeus is to help protect its master's amulet—the most prized possession of any demon lord. Each of these dangerous relics allows a demon lord to return to life in the Abyss if the unthinkable occurs and its abyssal form is destroyed. As useful as these amulets are, they are also liabilities—because, armed with an amulet, a creature can coerce the demon lord to which it belongs into doing its bidding, or can strand it in the Abyss if the amulet is destroyed.\"]}]}]}]},{\"name\":\"Nabassu\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"name\":\"Nabassu\",\"type\":\"entries\",\"entries\":[\"The insatiable nabassus prowl the multiverse in search of souls to devour. If they think they can kill a creature and consume its soul, they attack—even if that other creature is a demon, including another nabassu.\"]},{\"name\":\"Hated Outcasts\",\"type\":\"entries\",\"entries\":[\"Demons have few rules, and the murder of other demons hardly raises an eyebrow among these fiends. The act of devouring souls is something else. For this reason, most demons shun nabassus and force them to live on the fringes of the Abyss. There, nabassus pick off weaker demons or, if the situation warrants, gather in packs to take down larger prey. Some especially powerful nabassus even search for demon lords' amulets.\"]},{\"name\":\"Demonic Infiltrators\",\"type\":\"entries\",\"entries\":[\"Whenever magic pulls demons from the Abyss to the Material Plane, nabassus try to get summoned so that they can embark on a feast of souls there. If a nabassu is summoned, it tries to break free so that it can devour the soul of its summoner and then set out to feed on the souls of whatever creatures it can catch. One way a summoner can avoid this fate is by providing a steady supply of souls to the nabassu, which can cause the demon to be cooperative—for as long as the supply lasts.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Nabassu.webp\"},\"credit\":\"Claudio Pozas\"}]},{\"name\":\"Nagpa\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Nagpas can't learn from that which isn't destroyed. Imagine how bewildering and terrifying a city full of life must be to them. Is it any wonder that they seek the ruin of such places?\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Nagpa\",\"entries\":[\"Long ago, the Raven Queen cursed a cabal of thirteen powerful wizards for meddling in a ritual that would have helped avert a war between the gods. She stripped them of their beauty, turning them into scabrous, birdlike monstrosities. The nagpas now plot as they ever did, but they now strive to bring about terrible, world-shaking calamities so they can pry secrets and power from the wreckage their conspiracies create.\",\"The nagpas fear the Raven Queen and do their best to avoid her and her agents. When it's impossible to do so, they become cringing, fawning things, eager to please and thereby escape the cold gaze of the being who brought them so low. All of the original thirteen remain alive, thanks to their cunning and their willingness to do whatever is necessary to survive.\"]},{\"name\":\"Looters of Civilization\",\"type\":\"entries\",\"entries\":[\"The curse the Raven Queen placed on the nagpas restricts the ways in which they can acquire new lore and magical power, barring them from any source except for the ruins left behind from fallen civilizations and great calamities. For this reason, nagpas turn their efforts to bringing about such ends, so they can loot the libraries, plunder the vaults, and gather up secrets of arcane lore from the wreckage.\"]},{\"name\":\"Puppet Masters\",\"type\":\"entries\",\"entries\":[\"Nagpas work in the shadows, manipulating events to bring about ruin. As accomplished magic-users, they can bring to bear an array of spells to make agents of other creatures, influencing their decisions in subtle ways and pulling on strings to make them into unwitting accomplices in their own destruction. Nagpas show great patience in their plots and have several schemes working simultaneously, each at different stages of completion, so if one plan goes awry, they can shift their focus to another. Typically, nagpas only show their handiwork and emerge from the shadows when they can deliver a finishing blow and then revel in the grand devastation their plotting brought about.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Nagpa.webp\"},\"credit\":\"Lars Grant-West\"}]},{\"name\":\"Narzugon\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Narzugon\",\"entries\":[\"Paladins who make deals with devils and carry their twisted sense of honor into the afterlife are especially valuable to the archdukes of the Nine Hells, who want unquestioning champions to lead their legions in war. These narzugons, wielding lances of hellfire and riding nightmare steeds like horrific perversions of knights errant, roam across the infernal layers and other planes to carry out the will of their masters.\",{\"name\":\"Death in Hellfire\",\"entries\":[\" A narzugon's lances are forged in hellfire. The soul of anyone killed by such a lance is shunted to the River Styx for rebirth as a lemure. Each lance is unique to its owner, bearing the marks of both the narzugon and its master.\"],\"type\":\"entries\"}]},{\"name\":\"Nightmare Riders\",\"type\":\"entries\",\"entries\":[\"Each narzugon claims a nightmare as its mount. These nightmares are bound by {@item infernal tack|mtf} and must respond to summons and commands from the wearer of the spurs.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Narzugon.webp\"},\"credit\":\"Ilya Shkipin\"}]},{\"name\":\"Nightwalker\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Nightwalker\",\"entries\":[\"The Negative Plane is a place of darkness and death, anathema to all living things. Yet there are those who would tap into its fell power, to use its energy for sinister ends. Most often, when such individuals approach the midnight realm, they find they are unequal to the task. Those not destroyed outright are sometimes drawn inside the plane and replaced by nightwalkers, terrifying undead creatures that devour all life they encounter.\"]},{\"name\":\"Mighty Spawn\",\"type\":\"entries\",\"entries\":[\"One can reach the Negative Plane from the Shadowfell, much in the same way that it is possible to step from the Material Plane into the Shadowfell in a place where the barrier between the planes is thin.\",\"Stepping into the Negative Plane is tantamount to suicide, since the plane sucks the life and soul from such audacious creatures and annihilates them at once. Those few who survive the effort do so by sheer luck or by harnessing some rare form of magic that protects them against the hostile atmosphere. They soon discover, however, that they can't leave as easily as they arrived. For each creature that enters the plane, a nightwalker is released to take its place. In order for a trapped creature to escape, the released nightwalker must be lured back to the Negative Plane by offerings of life for it to devour. If the nightwalker is destroyed, the trapped creature has no hope of escape.\"]},{\"type\":\"entries\",\"name\":\"Beings of Anti-Life\",\"entries\":[\"One can discern the nature of creatures trapped in the Negative Plane from the sites that nightwalkers frequent. Generally, a nightwalker on the Material Plane is attracted to elements of the world associated with the creature responsible for its creation. Such interest doesn't indicate a willingness to engage with the world; nightwalkers exist to make life extinct and never to serve living things.\"]},{\"name\":\"Undead Nature\",\"type\":\"entries\",\"entries\":[\"A nightwalker doesn't require air, food, drink, or sleep.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Nightwalker.webp\"},\"credit\":\"Ben Wootten\"}]},{\"name\":\"Nupperibo\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"A lemure emerges from the Styx wiped of memory, yet the patterns of evil it performed in life remain indelibly inscribed upon its soul. Those who lacked ambition cannot climb the hierarchical ladder of the Hells. They instead step down, becoming nupperibos.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Nupperibo\",\"entries\":[\"No soul is turned away from the Nine Hells, but the truly worthless—those whose evil acts in life arose from carelessness and sloth more than anything else—are suitable only to become nupperibos. These pitiful creatures shuffle mindlessly across the landscape: blind, bloated from unquenchable hunger, and groping for whatever scraps of fetid matter or swarming vermin they can scoop into their groaning mouths.\"]},{\"name\":\"Nauseating Bulk\",\"type\":\"entries\",\"entries\":[\"Individually, nupperibos are pathetic, but they're rarely alone and can be dangerous when gathered into packs. They herd together into throngs that can clog a vital passage or an entire valley. Clouds of stinging insects, stirges, and other vermin surround them in a terrifying, reeking sheath that torments any non-devil that draws near.\"]},{\"name\":\"Hunger Unending\",\"type\":\"entries\",\"entries\":[\"A nupperibo knows nothing but the hunger that propels it on a blind quest for anything to devour. Once it senses a potential meal, it pursues that prey tirelessly until the food is consumed, the nupperibo is slain, or some other morsel crosses the fiend's path and distracts it.\"]},{\"name\":\"Slavish Obedience\",\"type\":\"entries\",\"entries\":[\"With no interest of its own beyond the need to consume, a nupperibo obeys unthinkingly any command it receives telepathically from another devil. This blind loyalty makes them the easiest of infernal troops to lead into battle, but their presence in a legion does nothing to elevate its general's status.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Nupperibo.webp\"},\"credit\":\"Ralph Horsley\"}]},{\"name\":\"Oaken Bolter\",\"source\":\"MTF\",\"_copy\":{\"name\":\"Clockworks\",\"source\":\"MTF\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Never depend on something built by a gnome. You can always rely on a gnome to take a good idea and make it impractical.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Oaken Bolter\",\"entries\":[\"No ordinary ballista, an oaken bolter is a construct capable of striking at long distances. The bolts it launches can rend flesh, destroy armor, or drag enemies toward traps or melee-oriented clockworks—and at shorter ranges, burst with explosive force.\"]}]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Oaken Bolter.webp\"},\"credit\":\"Justin Gerard\"}}}}},{\"name\":\"Oblex Spawn\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Mind flayers unleash all manner of foul experiments upon the planes with little thought for the consequences. Here, though, I suspect another influence: Juiblex.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Oblex Spawn\",\"entries\":[\"An oblex devours memories not only to sustain its existence, but also to spawn new oblexes. Each time it fully drains the memories of a victim, it gains the creature's personality—now twisted by the oblex's foul nature. The more memories an oblex steals, the larger it becomes, until it must shed a personality it has absorbed or else go insane. This act spawns a new oblex.\"]},{\"type\":\"entries\",\"name\":\"Oblex\",\"entries\":[\"By experimenting on the slimes, jellies, and puddings that infest the depths of the Underdark, mind flayers created a special breed of ooze, the oblex—a slime capable of assaulting the minds of other creatures. Cunning hunters, these pools of jelly stalk prey, searching for the memories they so desperately crave. When oblexes feed on those thoughts, sometimes killing their victims, they can form weird copies of their prey, which help them to harvest even more victims for their dark masters.\"]},{\"name\":\"Memory Eaters\",\"type\":\"entries\",\"entries\":[\"Oblexes feed on thoughts and memories. The sharper the mind, the better the meal, so oblexes hunt obviously intelligent targets such as wizards and other spellcasters. When suitable fare comes within reach, an oblex draws its body up to engulf its victim. As it withdraws, it plunders the creature's mind, leaving its prey befuddled and confused.\"]},{\"name\":\"Ooze Nature\",\"type\":\"entries\",\"entries\":[\"An oblex doesn't require sleep.\"]},{\"type\":\"quote\",\"entries\":[\"An oblex wants memories, but not to serve any end of its own making. Oblexes are hungry for memories and personalities because they are empty without such nourishment. In this way they serve their creators, the illithids. An oblex in the range of an elder brain's powers provides everything necessary for the mind flayers to find choice victims.\"],\"by\":\"Mordenkainen\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Oblex Spawn.webp\"},\"credit\":\"Anthony S. Waters\"}]},{\"name\":\"Ogre Battering Ram\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Vile and violent though they be, ogres prove to be tractable minions for those unafraid to be brutal masters. I prefer giants, however.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Ogre Battering Ram\",\"entries\":[\"An ogre battering ram carries an enormous club used primarily for bashing doors into kindling, but which also works well for smashing foes. These ogres are drilled in two simple tasks: rushing forward to shatter enemy fortifications, and using their weapons to force an advancing enemy to halt.\"]},{\"type\":\"entries\",\"name\":\"Ogres\",\"entries\":[\"Ogres are infamously dim-witted, but with enough time and patience, some of them can be trained to carry out specialized missions in battle. The names they are given—the battering ram, the bolt launcher, the chain brute, and the howdah—reflect their particular functions. These jobs are simple, but they're tailored to take advantage of an ogre's strengths.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Ogre Battering Ram.webp\"},\"credit\":\"Craig J Spearing\"}]},{\"name\":\"Ogre Bolt Launcher\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Vile and violent though they be, ogres prove to be tractable minions for those unafraid to be brutal masters. I prefer giants, however.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Ogre Bolt Launcher\",\"entries\":[\"A bolt launcher carries a gigantic crossbow—a weapon so large it's essentially an ogre-held ballista. An ogre bolt launcher can load this immense weapon and loose its deadly missile as quickly as a dwarf handles a crossbow. The bolts are so large that few ogres can carry more than a half-dozen at a time, but bolt launchers have been known to uproot small trees or tear beams out of buildings and launch those when their ammunition runs low.\"]},{\"type\":\"entries\",\"name\":\"Ogres\",\"entries\":[\"Ogres are infamously dim-witted, but with enough time and patience, some of them can be trained to carry out specialized missions in battle. The names they are given—the battering ram, the bolt launcher, the chain brute, and the howdah—reflect their particular functions. These jobs are simple, but they're tailored to take advantage of an ogre's strengths.\"]}]}]}]},{\"name\":\"Ogre Chain Brute\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Vile and violent though they be, ogres prove to be tractable minions for those unafraid to be brutal masters. I prefer giants, however.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Ogre Chain Brute\",\"entries\":[\"An ogre chain brute wields a great spiked chain. It swings this chain with both hands in a wide circle around itself to knock foes off their feet. Alternatively, it can swing the chain in a crushing overhead smash that's nearly impossible to block or deflect.\"]},{\"type\":\"entries\",\"name\":\"Ogres\",\"entries\":[\"Ogres are infamously dim-witted, but with enough time and patience, some of them can be trained to carry out specialized missions in battle. The names they are given—the battering ram, the bolt launcher, the chain brute, and the howdah—reflect their particular functions. These jobs are simple, but they're tailored to take advantage of an ogre's strengths.\"]}]}]}]},{\"name\":\"Ogre Howdah\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Vile and violent though they be, ogres prove to be tractable minions for those unafraid to be brutal masters. I prefer giants, however.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Ogre Howdah\",\"entries\":[\"The most unusual of the specialized ogres, the howdah carries a palisaded wooden fort on its back. The fort is big enough to serve as a fighting platform for up to four small humanoids. Ogre howdahs are most often seen bearing goblins equipped with bows and spears into battle, but they could just as easily transport kobolds, deep gnomes, or other humanoids of similar size.\"]},{\"type\":\"entries\",\"name\":\"Ogres\",\"entries\":[\"Ogres are infamously dim-witted, but with enough time and patience, some of them can be trained to carry out specialized missions in battle. The names they are given—the battering ram, the bolt launcher, the chain brute, and the howdah—reflect their particular functions. These jobs are simple, but they're tailored to take advantage of an ogre's strengths.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Ogre Howdah.webp\"},\"credit\":\"Chris Seaman\"}]},{\"name\":\"Oinoloth\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Oinoloth\",\"entries\":[\"Grim specters of death, oinoloths bring pestilence wherever they go. To armies who recognize their awful forms, their mere appearance causes soldiers to break ranks and flee, lest they succumb to one of the awful plagues that oinoloths let loose.\",\"Oinoloths provide the ultimate solution to thorny problems, usually by killing everyone involved. They are hired as a last resort, when a siege has gone on too long or an army has proved too strong to overcome. Once summoned, oinoloths stalk the killing field, poisoning the ground and sickening creatures they encounter. Sometimes they might be hired to lift the very plagues they spread, but the price for such work is high, and the effort turns the creatures they save into debilitated wrecks.\"]},{\"type\":\"entries\",\"name\":\"Yugoloths\",\"entries\":[\"Mercenaries that ply their trade throughout the Lower Planes and in other realms, yugoloths have a reputation for effectiveness that is matched only by their desire for ever more wealth. Although yugoloths aren't especially loyal and typically try to exploit every potential loophole in a contract, they undertake any task for which they are hired, no matter how despicable. Yugoloths come in a wide variety of forms, including those described in the {@filter Monster Manual|bestiary|source=mm|tag=yugoloth} and the six creatures presented {@filter here|bestiary|source=mtf|tag=yugoloth}.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Oinoloth.webp\"},\"credit\":\"Michael Berube\"}]},{\"name\":\"Orcus\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Orcus\",\"entries\":[\"Orcus is the Demon Prince of Undeath, known as the Blood Lord. He takes some pleasure in the sufferings of the living, but far prefers the company and service of the undead. His desire is to see all life quenched and the multiverse transformed into a vast necropolis populated solely by undead creatures under his command.\",\"Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate the dead, emulating their dread master.\",\"Orcus is a bestial creature of corruption with a diseased, decaying look. He has the lower torso of a goat, and a humanoid upper body with a corpulent belly swollen with rot. Great bat wings sprout from his shoulders, and his head is like the skull of a goat, the flesh nearly rotted from it. In one hand, he wields the legendary {@item Wand of Orcus}, which is described in {@book chapter 7|dmg|7} of the {@book Dungeon Master's Guide|dmg}.\"]}]},{\"type\":\"entries\",\"name\":\"Orcus's Lair\",\"entries\":[\"Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the River Styx, Naratyr is an eerily quiet and cold city, its streets often empty for hours at a time. The central castle of bone has interior walls of flesh and carpets made of woven hair. The city contains wandering undead, many of which are engaged in continuous battles with one another.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Orcus.webp\"},\"credit\":\"Richard Whitters\"}]},{\"name\":\"Orthon\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Orthon\",\"entries\":[\"When an archduke of the Nine Hells needs a creature tracked, found, and either done away with or captured, the task usually falls to an orthon. Orthons are infernal bounty hunters, tireless in their pursuit of their quarry across the multiverse.\"]},{\"type\":\"entries\",\"name\":\"Unseen and All-Seeing\",\"entries\":[\"Orthons are infamous for their sharp senses. Because an orthon can become {@condition invisible} at will, its quarry is often unaware of being hunted until the orthon strikes. The orthon's invisibility can be disrupted when the devil is attacked, however, so a strong counterattack is often the best defense against it.\"]},{\"type\":\"entries\",\"name\":\"A Sporting Chance\",\"entries\":[\"Orthons value the challenge of the chase and the thrill of one-on-one combat above all else. An orthon's first loyalty is to its archduke, but if it has no immediate assignment, an orthon might work for anyone who offers it the promise of a worthy struggle against a lethal foe. Because they travel widely, orthons are unequaled as guides through the layers of the Nine Hells.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Orthon.webp\"},\"credit\":\"Ilya Shkipin\"}]},{\"name\":\"Phoenix\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"To rise like a phoenix from the ashes—so many use that quaint colloquialism. Little do they know about the true horror of such a rebirth.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Phoenix\",\"entries\":[\"Releasing a phoenix from the Inner Planes creates an explosion of fire that spreads across the sky. An enormous fiery bird forms in the center of the flames and smoke—an elder elemental possessed by a need to burn everything to ash. The phoenix rarely stays in one place for long as it strives to transform the world into an inferno.\"]},{\"type\":\"entries\",\"name\":\"Elder Elementals\",\"entries\":[\"On their native planes, elementals sweep across the weird and tempestuous landscape. Some possess greater power, gained by feeding on their lesser kin and adding the essence of creatures they have devoured to their own until they become something extraordinary. When summoned, these elder elementals manifest as beings of apocalyptic capability, entities whose mere existence promises destruction.\"]},{\"name\":\"Deadly When Summoned\",\"type\":\"entries\",\"entries\":[\"The methods for summoning elder elementals remain hidden in forbidden tomes or inscribed on the walls of lost temples raised to honor the Elder Elemental Eye. Only casters of superlative skill have even the faintest chance of calling forth one of these monsters, and the spellcaster is often destroyed by the effort. Thus, only the most unhinged and nihilistic members of Elemental Evil cults attempt such a summoning, in the hope of hastening the world toward some cataclysmic end.\"]},{\"name\":\"Elemental Nature\",\"type\":\"entries\",\"entries\":[\"An elder elemental doesn't require air, food, drink, or sleep.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Phoenix.webp\"},\"credit\":\"Ilya Shkipin\"}]},{\"name\":\"Red Abishai\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Red Abishai\",\"entries\":[\"Red abishais have no equals among the abishais when it comes to leadership ability and raw power. They can invoke Tiamat's authority to bend even dragons to their will. Red abishais lead other devils into battle or take charge of troublesome cults to ensure that they continue to carry out Tiamat's commands. A red abishai cuts a fearsome figure, and that sight can be inspiring to the abishai's allies, filling them with a fanatical willingness to fight.\"]},{\"type\":\"entries\",\"name\":\"Abishai\",\"entries\":[\"Each abishai was once a mortal who somehow won Tiamat's favor before death and, as a reward, found its soul transformed into a hideous devil to serve at her pleasure in the Nine Hells.\"]},{\"name\":\"Emissaries of Doom\",\"type\":\"entries\",\"entries\":[\"Tiamat deploys abishais as emissaries, sending them to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists or taking charge of worshipers to carry out a sensitive mission. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed.\"]},{\"type\":\"entries\",\"name\":\"Outsiders in Hell\",\"entries\":[\"Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when the dark lord chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat's orders or Asmodeus's.\",\"There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus's plans invites certain destruction.\"]},{\"type\":\"quote\",\"entries\":[\"Tiamat is a force of Chaos bound to a place of Law. Are abishai her servants or her jailers?\"],\"by\":\"Mordenkainen\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Red Abishai.webp\"},\"credit\":\"Daniel Landerman\"}]},{\"name\":\"Retriever\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Retriever\",\"entries\":[\"The retriever is a potent, spider-like construct conceived and built by the drow for one original purpose—to prowl the Abyss and capture demons for the drow to enslave or use in their rituals. The automatons proved so effective and so fearsome that they now perform many different missions.\"]},{\"type\":\"entries\",\"name\":\"Demon-Infused\",\"entries\":[\"Although each retriever is a metal-and-magic construct, it houses the imprisoned spirit of a bebilith. Most of the demon's intellect has been distilled away, leaving only its cruelty and cunning.\"]},{\"name\":\"Lethal Collectors\",\"type\":\"entries\",\"entries\":[\"Though they were created to operate only in the Abyss, retrievers are sometimes dispatched when a powerful drow needs some creature or object captured and brought back alive and intact. Only under the rarest of circumstances is a retriever handed over or sold to a non-drow, since the dark elves don't want to take the chance that the construct will be turned against them.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Retriever.webp\"},\"credit\":\"Scott Murphy\"}]},{\"name\":\"Rot Troll\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Rot Troll\",\"entries\":[\"A troll that is infused with waves of necrotic energy as it regenerates can develop a symbiotic relationship with that deathly power. The troll's body withers, and its flesh falls away from the body as quickly as it forms. Eventually a rot troll becomes unable to regenerate, though it still heals normally. The creature courses with necrotic energy that flows out of its withered form. Simply standing near a rot troll exposes other creatures to its lethal emanations.\"]},{\"type\":\"entries\",\"name\":\"Trolls\",\"entries\":[\"Trolls that are nearly obliterated but survive and regenerate from mere scraps of flesh can display bizarre mutations. One of these warped trolls is especially likely to arise if the creature regenerates in the presence of magical emanations, planar energy, disease, or death on a vast scale, or if its body was damaged by elemental forces. These mutated forms can also be produced and shaped by the ritual magic of evil spellcasters.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Rot Troll.webp\"},\"credit\":\"Ralph Horsley\"}]},{\"name\":\"Rutterkin\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Rutterkin\",\"entries\":[\"The rutterkins, a breed of warped demon, roam the Abyss in mobs that constantly search for intruders to surround and devour.\"]},{\"name\":\"Abyssal Defenders\",\"type\":\"entries\",\"entries\":[\"Rutterkins protect the Abyss from non-demons. When they spot any interlopers, they gather in a crowd and surge forward, emitting a wave of fear in advance of their attacks that leaves their victims terrified and rooted in place.\"]},{\"name\":\"Warping Plague\",\"type\":\"entries\",\"entries\":[\"Creatures bitten by rutterkins are exposed to a terrible disease that infects them with the corrupting influence of the Abyss. Victims that succumb to the disease experience tremendous pain as their bodies become disfigured, flesh twisting around the bones, until they transform to join the mass of abyssal wretches that follow in the wake of the rutterkin mob that laid them low.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Rutterkin.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Sacred Statue\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"It's not just gods that have the power to bind spirits to their idols. Beings such as archdevils can do it with the souls of their cultists. Moloch, for instance.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Sacred Statue\",\"entries\":[\"See {@creature Eidolon|mtf} for details\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Sacred Statue.webp\"},\"credit\":\"Christopher Burdett\"}]},{\"name\":\"Shadow Dancer\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Shadow Dancer\",\"entries\":[\"Those who have fought shadow dancers describe the experience as similar to fighting a living darkness. Every dim alcove and darkened nook is a place from where the lithe and acrobatic shadow dancers can emerge to ambush their prey. Using this tactic, they attack their enemies from all angles with a flurry of entangling chains that hold fast and corrupt the flesh. When their quarry is helpless, others move in to help dispatch the prey. Then they loot the corpse for trinkets, anything colorful and lively to gaze at after they return to the gloom of the Shadowfell.\"]},{\"type\":\"entries\",\"name\":\"Shadar-kai\",\"entries\":[\"In the perpetual gloom of the Shadowfell lives a society that serves the Raven Queen. They were brought into that dusky realm in ages past, so long ago that they're now perfectly adapted to that cheerless environment, both physically and mentally.\"]},{\"name\":\"Soul Custodians\",\"type\":\"entries\",\"entries\":[\"Shadar-kai watch over both the Shadowfell and the material world, scouting out choice souls and tragedies that might please their deity. They are rumored to be able to coax worldly events along tragic paths for her amusement. The Raven Queen is famously cryptic even to her most devoted followers, however. The shadar-kai's efforts are rewarded only with vague omens they interpret as best they can.\"]},{\"name\":\"Blighted Elves\",\"type\":\"entries\",\"entries\":[\"Shadar-kai were once elves, but eons of exposure to the debilitating influence of the Shadowfell has left them joyless and mournful. In that realm, they have the appearance of withered elves: pale hair, wrinkled gray skin, and swollen joints give them a corpselike aspect. They appear more youthful while on other planes, but their skin always retains its deathly pallor. They dress in dark cloaks and heavy veils, detest mirrors, and avoid keeping things that remind them of their age.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Shadow Dancer.webp\"},\"credit\":\"Sidharth Chaturvedi\"}]},{\"name\":\"Sibriex\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"No creature embodies the chaotic nature of the Abyss so well as the sibriex. Although the realm of the demons is already a place of infinite horrors, sibriexes for some reason make even more of these monstrosities.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Sibriex\",\"entries\":[\"Thought to be as old as the Abyss itself, sibriexes haunt remote parts of the plane, where they use their vile abilities to breed new horrors and apprehend forbidden lore. Rivulets of blood and bile cascade from a sibriex's body. Where these noxious fluids hit the ground, the land scape becomes polluted.\"]},{\"name\":\"Keepers of Forbidden Lore\",\"type\":\"entries\",\"entries\":[\"Sibriexes have spent eons amassing information from across the planes, hoarding knowledge for when it might be useful. Such is their incredible intellect that many seek them out, including demon lords. Some sibriexes act as advisors and oracles, manipulating demons into serving their ends, while other sibriexes cling to their secrets, parceling out lore only when doing so would advance their plans.\"]},{\"name\":\"Demon Crafters\",\"type\":\"entries\",\"entries\":[\"Sibriexes can channel the power of the Abyss to create new demons from other creatures. Over the course of days, they can create vast numbers of rutterkins to protect their lands and to ensure that the plane teems with destructive monsters. Some demons petition sibriexes for physical gifts, and if they are moved to do so, sibriexes can graft on new body parts to give the demons greater strength, vision, or stamina. Sibriexes never give aid freely; they demand a service or a treasure in return for the flesh-shaping they provide.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Sibriex.webp\"},\"credit\":\"Christopher Burdett\"}]},{\"name\":\"Skulk\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Some children have imaginary friends that their parents can't see. Sometimes those invisible friends aren't imaginary.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Skulk\",\"entries\":[\"Skulks are the soulless shells of travelers who became lost in the Shadowfell, wandering its gray wastes until they lost all sense of self. They are so devoid of identity that they have become permanently invisible. Only children can see a skulk without the help of a mirror or a special candle. On the rare occasions when a skulk is visible, it appears as a drab, featureless, hairless humanoid.\"]},{\"name\":\"Summoned Servants\",\"type\":\"entries\",\"entries\":[\"A skulk can be summoned from the Shadowfell by performing a ritual. If the creature is given a portion of the summoner's identity, the skulk is bound to obey the summoner's commands for 30 days. If a skulk is visible, an astute observer might deduce who summoned it, because a skulk assumes a vague likeness of its master.\",\"Cruel and chaotic, skulks carry out their orders in the most violent manner possible. A summoned skulk can't return to the Shadowfell until it dies, so it has every motivation to throw itself into creating bloodshed and mayhem.\"]},{\"name\":\"Hollow Lives\",\"type\":\"entries\",\"entries\":[\"After killing a person in the material world, a skulk sometimes takes up a silent imitation of that person's life. In extreme cases, skulks have invaded villages, killed all the occupants, and turned the places into seeming ghost towns, where flavorless food is prepared daily, colorless clothes are hung up to dry, and livestock is shifted from pen to pen until it starves.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Skulk.webp\"},\"credit\":\"Zack Stella\"}]},{\"name\":\"Skull Lord\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Skull Lord\",\"entries\":[\"The skull lords have claimed vast regions of the Shadowfell as their dominion. From these blighted lands, they wage war against their rivals, commanding hordes of undead in a bid to establish dominance. Yet skull lords always prove to be their own worst enemies; as a combined being born from three hateful individuals, they constantly plot against themselves.\"]},{\"name\":\"Creatures of Betrayal\",\"type\":\"entries\",\"entries\":[\"Infighting and treachery brought the skull lords into existence. The first of them appeared in the aftermath of Vecna's bid to conquer the world of Greyhawk, after the vampire Kas betrayed Vecna and took his eye and hand. In the confusion resulting from this turn of events, Vecna's warlords turned against each other, and the dark one's plans were dashed. In a rage, Vecna gathered up his generals and captains and bound them in groups of three, fusing them into undead abominations cursed to fight among themselves for all time. Since the first skull lords were exiled into shadow, others have joined them, typically after being created from other leaders who betrayed their masters.\"]},{\"name\":\"Undead Nature\",\"type\":\"entries\",\"entries\":[\"A skull lord doesn't require air, food, drink, or sleep.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Skull Lord.webp\"},\"credit\":\"Ilya Shkipin\"}]},{\"name\":\"Soul Monger\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Soul Monger\",\"entries\":[\"Wracked with despair over the loss of memories of a brighter time, soul mongers now crave the vitality of others. The aching void within a soul monger radiates outward, manifesting as an unbearable weight that drains the vigor of anyone unfortunate enough to be in its presence. Those who have escaped the onslaught of a soul monger can hardly shake the memory of the sound it makes—the moan of a tortured soul, lost in a bottomless well of tragedy.\"]},{\"type\":\"entries\",\"name\":\"Shadar-kai\",\"entries\":[\"In the perpetual gloom of the Shadowfell lives a society that serves the Raven Queen. They were brought into that dusky realm in ages past, so long ago that they're now perfectly adapted to that cheerless environment, both physically and mentally.\"]},{\"name\":\"Soul Custodians\",\"type\":\"entries\",\"entries\":[\"Shadar-kai watch over both the Shadowfell and the material world, scouting out choice souls and tragedies that might please their deity. They are rumored to be able to coax worldly events along tragic paths for her amusement. The Raven Queen is famously cryptic even to her most devoted followers, however. The shadar-kai's efforts are rewarded only with vague omens they interpret as best they can.\"]},{\"name\":\"Blighted Elves\",\"type\":\"entries\",\"entries\":[\"Shadar-kai were once elves, but eons of exposure to the debilitating influence of the Shadowfell has left them joyless and mournful. In that realm, they have the appearance of withered elves: pale hair, wrinkled gray skin, and swollen joints give them a corpselike aspect. They appear more youthful while on other planes, but their skin always retains its deathly pallor. They dress in dark cloaks and heavy veils, detest mirrors, and avoid keeping things that remind them of their age.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Soul Monger.webp\"},\"credit\":\"Sidharth Chaturvedi\"}]},{\"name\":\"Spirit Troll\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Spirit Troll\",\"entries\":[\"A troll blasted with psychic energy can take a nonphysical form when it regenerates. Its psyche survives, but the body of a spirit troll is as insubstantial as shadow. The troll might be unaware of the transition—it still moves and attacks with teeth and claws as it always did—but now it strikes at its victim's mind.\"]},{\"type\":\"entries\",\"name\":\"Trolls\",\"entries\":[\"Trolls that are nearly obliterated but survive and regenerate from mere scraps of flesh can display bizarre mutations. One of these warped trolls is especially likely to arise if the creature regenerates in the presence of magical emanations, planar energy, disease, or death on a vast scale, or if its body was damaged by elemental forces. These mutated forms can also be produced and shaped by the ritual magic of evil spellcasters.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Spirit Troll.webp\"},\"credit\":\"Ralph Horsley\"}]},{\"name\":\"Spring Eladrin\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"To be not just ruled by emotions, but physically changed by them? Better to have no emotions at all.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Spring-Eladrin\",\"entries\":[\"Their hearts filled with joy, spring eladrin cavort through their sylvan realms, their songs and laughter filling the air. These playful eladrin beguile other creatures to fill them with the joy of spring. Their antics can lead other creatures into danger and make mischief for them.\"]},{\"type\":\"entries\",\"name\":\"Eladrin\",\"entries\":[\"Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane, and resemble them in both their love of beauty and the value they place on personal freedom. But where other elves can temper their wild impulses, eladrin are creatures ruled by emotion—and because of their unique magical nature, they undergo physical changes to match their changes in temperament.\",\"The eladrin have spent centuries in the Feywild, and most of them have become fey creatures as a result. Some of them are still humanoid, similar in that respect to their other elven kin. The eladrin presented here are of the fey variety.\"]},{\"name\":\"Creatures of Passion\",\"type\":\"entries\",\"entries\":[\"The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and capabilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week.\"]},{\"name\":\"Lovers of Beauty\",\"type\":\"entries\",\"entries\":[\"Regardless of the aspect they express, eladrin love beauty and surround themselves with lovely things. Eladrin try to possess any objects they find striking. They might seek to own a painting, a statue, or a glittering jewel. When they encounter people of comely form or luminous spirit, they use their magic to delight those folk or, in the case of evil eladrin, to abduct them.\"]},{\"type\":\"entries\",\"name\":\"Changeable Nature\",\"entries\":[\"Whenever one of the eladrin presented here finishes a long rest, it can associate itself with a different season, provided it isn't {@condition incapacitated}. When the eladrin makes this change, it uses the stat block of the new season, rather than its old stat block. Any damage the eladrin sustained in its original form applies to the new form, as do any conditions or other ongoing effects affecting it.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Spring Eladrin.webp\"},\"credit\":\"Eric Belisle\"}]},{\"name\":\"Star Spawn\",\"source\":\"MTF\",\"entries\":[{\"type\":\"section\",\"name\":\"Star Spawn\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Stars don't spawn these creatures. Such beautiful lights shouldn't be blamed for such balefulness.\"],\"by\":\"Mordenkainen\"},\"The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms that are lethal to mortal life. Some are so hostile that even a moment's contact with such a place is enough to plunge a mortal mind into madness. Yet beings do exist that are native to these realms: beings that are eternally hungering, searching, warring, sometimes dreaming. These Elder Evils are far older than most of the mortal races and always horrific to humanoid minds.\",\"However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can't find any way out.\",{\"name\":\"Heralds of Doom\",\"type\":\"entries\",\"entries\":[\"The creatures known as star spawn are the heralds, servants, foot soldiers, and lieutenants of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps such a phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, warlocks and cultists hasten to gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide the blazing star spawn into the world.\"]},{\"type\":\"quote\",\"entries\":[\"The cultists who blaspheme reality by calling out to Elder Evils often speak of a Far Realm from which these entities hail. In truth, there is no one place or space from which they come. There is the multiverse of things that are, and there is the multiverse of things that shouldn't be.\"],\"by\":\"Mordenkainen\"},{\"name\":\"Elder Evil Blessings\",\"type\":\"entries\",\"entries\":[\"Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has only one.\",{\"type\":\"list\",\"columns\":3,\"items\":[\"{@cult Cult of Atropus, the World Born Dead|MTF}\",\"{@cult Cult of Borem, of the Lake of Boiling Mud|MTF}\",\"{@cult Cult of Haask, the Voice of Hargut|MTF}\",\"{@cult Cult of Tharizdun, the Chained God|MTF}\",\"{@cult Cult of Tyranthraxus, the Flamed One|MTF}\"]}]}]}]},{\"name\":\"Star Spawn Grue\",\"source\":\"MTF\",\"_copy\":{\"name\":\"Star Spawn\",\"source\":\"MTF\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Fanged and lipless, the ever-grinning, madly staring grue lopes about on spindly legs and long arms. Bristles and spines project from odd patches of its pallid skin, and it's long fingers end in broken and dirty nails. Grues are the weakest of the star spawn. A host of writhing, scrambling grues typically accompanies more powerful star spawn. Their constant chittering and shrieking produces discordant psychic energy that disrupts thought patterns in other creatures. Intelligent creatures experience flashing colors, hallucinations, disorientation, and waves of hopelessness when they find themselves near a group of star spawn grues.\"]}}}}},{\"name\":\"Star Spawn Hulk\",\"source\":\"MTF\",\"_copy\":{\"name\":\"Star Spawn\",\"source\":\"MTF\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"The hulk is the largest of the known star spawn. Though ogre-like in stature, the hulk's glistening translucent skin reveals a muscled form devoid of an ogre's fat. Pale and seemingly lidless eyes glare balefully from a face distorted by too many teeth and too little nose.\",\"Hulks are seldom encountered without a commanding seer nearby. A hulk appears to have little will of its own, other than to protect its master.\"]}}}}},{\"name\":\"Star Spawn Larva Mage\",\"source\":\"MTF\",\"_copy\":{\"name\":\"Star Spawn\",\"source\":\"MTF\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"A larva mage is a nightmarish combination of a mortal body and otherworldly substance. When a powerful cultist of a wormlike entity such as Kyuss or Kezef—usually a warlock or other spellcaster—contacts the comet-borne emissary of an Elder Evil, the emissary can merge with a mortal consciousness to create a larva mage. None of the original cultist's personality survives the transformation, so what emerges is wholly alien.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Star Spawn Larva Mage.webp\"},\"credit\":\"Ben Wootten\"}]},{\"name\":\"Star Spawn Mangler\",\"source\":\"MTF\",\"_copy\":{\"name\":\"Star Spawn\",\"source\":\"MTF\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"A mangler is a low-slung, creeping horror with multiple gangly arms. A mangler most often has six arms, but one can have any number from four to eight.\",\"Manglers creep along the ground or the walls, sticking to shadows, hiding in spots that seem too shallow or well-lit to conceal anything. They appear smaller than their true size, thanks to their hunched posture and emaciated frame. Cultists summon these creatures to serve as guards and assassins, two roles at which they excel.\"]}}}}},{\"name\":\"Star Spawn Seer\",\"source\":\"MTF\",\"_copy\":{\"name\":\"Star Spawn\",\"source\":\"MTF\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"A star spawn seer is most often encountered as the leader of a cult that worships one or more of the Elder Evils. Usually, the seer is the only cult member that grasps the full extent of the horror the cult is venerating.\",\"An entity that appears as a star spawn seer in the Material Plane usually arrives as something different—something disembodied. When a warlock or other spellcaster establishes communication with it, the seer-entity takes control of the mortal's form and spirit, transforming it into a star spawn seer. Whoever the seer once was largely vanishes beneath the corpulent bulk of tumorous skin than builds up in strange whorls all over the seer's body. Hands become bulky, flipper-like appendages capable of grasping their strange staffs—formed of some blend of flesh, bone, and star stuff—but clumsy and painful when used to manipulate other things.\",\"A star spawn seer is almost always accompanied by one or more star spawn hulks. Although the hulk is a worthy combatant in its own right, it's also a vital part of a tactic often used by seers. When a seer deals psychic damage to a hulk, the hulk isn't hurt, while the effect ricochets off the hulk and expands to assault other creatures.\",\"The seer's goal is to tap the energy sources and master the rites that will enable it to extend a bridge between the vulnerable sanity of the Material Plane and the squirming madness of an Elder Evil's prison.\"]}}}}},{\"name\":\"Steel Predator\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Steel Predator\",\"entries\":[\"A steel predator is a merciless machine with one purpose: to locate and kill its target regardless of distance and obstacles.\"]},{\"name\":\"Modron Engineering\",\"type\":\"entries\",\"entries\":[\"Steel predators are created by a particular hexton modron, using a machine located in the city of Sigil. It wasn't always headquartered in the City of Doors, however. On its original home, the plane of Mechanus, the ingenious hexton was lauded for its invention—until it turned its creations against its superiors. Steel predators wreaked havoc across the modron hierarchy until the rogue hexton was trapped and exiled. Now it operates a shop in Sigil where, for a steep price, anyone can commission the manufacture of a steel predator.\"]},{\"name\":\"Assassins on Demand\",\"type\":\"entries\",\"entries\":[\"To create a steel predator, the hexton's machine must be fed something that identifies the predator's target, such as a lock of hair, a well-worn glove, or a much-used weapon. The moment the newly manufactured steel predator emerges, it bounds away in search of its prey. It senses the location of its target across planar boundaries, but such detection is accurate only to within a thousand yards; to close the remaining distance, the steel predator locates its prey by sight and smell.\",\"Once battle is joined, the predator ignores every other threat to attack its target, unless other creatures prevent it from reaching the target. In that case, it does what it must to fulfill its mission.\"]},{\"name\":\"Rogue Killers\",\"type\":\"entries\",\"entries\":[\"If all goes according to plan, a steel predator slays its target and then voluntarily returns to Sigil, where it's broken down into parts that can be used in another steel predator. Battle damage can cause this instinct to fail, however, causing the steel predator to linger in the area, hunting and killing other creatures that resemble its target, that fit the target's general description, or that simply live nearby. Such rogues become the most dangerous of predators.\"]},{\"name\":\"Constructed Nature\",\"type\":\"entries\",\"entries\":[\"A steel predator doesn't require air, food, drink, or sleep.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Steel Predator.webp\"},\"credit\":\"Jon Hodgson\"}]},{\"name\":\"Stone Cursed\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Stone Cursed\",\"entries\":[\"The stone cursed are spawned through a foul alchemical ritual performed on a humanoid that has been turned to stone. The ritual, which requires a mixture of basilisk blood and the ashes from the burned feathers of a cockatrice, awakens a dim echo of the petrified victim's spirit, animating the statue and turning it into a useful guardian.\"]},{\"name\":\"Lingering Spirits\",\"type\":\"entries\",\"entries\":[\"The stone cursed possess a malevolent drive to slay the living, yet they are utterly loyal to whoever performed the ritual to animate them, and they obey that being's orders to the best of their ability. In combat, stony claws that drip with thick, gray sludge emerge from a stone cursed's fingers. This alchemical sludge transforms those slashed by the claws into statues.\"]},{\"type\":\"entries\",\"name\":\"A Strange Harvest\",\"entries\":[\"As part of the ritual used to create a stone cursed, a fist-sized obsidian skull forms within the creature's torso. The skull isn't visible while the stone cursed is active, but when it is slain, the statue shatters and the skull clatters to the ground. Because it is the nexus for the alchemy used to create these horrors, a dim echo of the original victim's memories resonates within the skull. A skilled magic-wielder can attempt to extract memories from it to gain insight into the victim's past or find lore that otherwise would be lost.\"]},{\"name\":\"Constructed Nature\",\"type\":\"entries\",\"entries\":[\"A stone cursed doesn't require air, food, drink, or sleep.\"]},{\"type\":\"entries\",\"name\":\"Cryptic Whispers\",\"entries\":[\"Even though creatures transformed into stone cursed are long dead, a vague whisper of their memories lives on in the obsidian skull embedded within the stone cursed's body. At the end of a short rest, a character can make a DC 20 Intelligence ({@skill Arcana}) check to attempt to extract a memory from the skull—a memory that is a response to a verbal question posed by the character to the skull. Once this check is made, whether it succeeds or fails, the skull can't be used in this manner again.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Stone Cursed.webp\"},\"credit\":\"Mark Behm\"}]},{\"name\":\"Stone Defender\",\"source\":\"MTF\",\"_copy\":{\"name\":\"Clockworks\",\"source\":\"MTF\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Never depend on something built by a gnome. You can always rely on a gnome to take a good idea and make it impractical.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Stone Defender\",\"entries\":[\"Thick plates of stone riveted onto a stone defender give it substantial protection and allow it to conceal itself against a stony surface. Its chief role isn't as an ambusher, however, but as a bodyguard for gnomes and other clockworks.\"]}]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Stone Defender.webp\"},\"credit\":\"Justin Gerard\"}}}}},{\"name\":\"Summer Eladrin\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"To be not just ruled by emotions, but physically changed by them? Better to have no emotions at all.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Summer Eladrin\",\"entries\":[\"When they are angered, eladrin enter the season of summer, a burning, tempestuous state that transforms them into aggressive warriors eager to vent their wrath. Their magic responds to their fury and amplifies their fighting ability, which helps them move with astonishing quickness and strike with terrible force.\"]},{\"type\":\"entries\",\"name\":\"Eladrin\",\"entries\":[\"Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane, and resemble them in both their love of beauty and the value they place on personal freedom. But where other elves can temper their wild impulses, eladrin are creatures ruled by emotion—and because of their unique magical nature, they undergo physical changes to match their changes in temperament.\",\"The eladrin have spent centuries in the Feywild, and most of them have become fey creatures as a result. Some of them are still humanoid, similar in that respect to their other elven kin. The eladrin presented here are of the fey variety.\"]},{\"name\":\"Creatures of Passion\",\"type\":\"entries\",\"entries\":[\"The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and capabilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week.\"]},{\"name\":\"Lovers of Beauty\",\"type\":\"entries\",\"entries\":[\"Regardless of the aspect they express, eladrin love beauty and surround themselves with lovely things. Eladrin try to possess any objects they find striking. They might seek to own a painting, a statue, or a glittering jewel. When they encounter people of comely form or luminous spirit, they use their magic to delight those folk or, in the case of evil eladrin, to abduct them.\"]},{\"type\":\"entries\",\"name\":\"Changeable Nature\",\"entries\":[\"Whenever one of the eladrin presented here finishes a long rest, it can associate itself with a different season, provided it isn't {@condition incapacitated}. When the eladrin makes this change, it uses the stat block of the new season, rather than its old stat block. Any damage the eladrin sustained in its original form applies to the new form, as do any conditions or other ongoing effects affecting it.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Summer Eladrin.webp\"},\"credit\":\"Eric Belisle\"}]},{\"name\":\"Sword Wraith Commander\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Sword Wraith\",\"entries\":[\"When a glory-obsessed warrior dies in battle without earning the honor it desperately sought, its valor-hungry spirit might haunt the battlefield as a sword wraith.\"]},{\"name\":\"Brooding Spirits\",\"type\":\"entries\",\"entries\":[\"The most likely spots for encountering sword wraiths are scenes of ancient ambushes, battlefields where soldiers were felled by magic with no chance to fight back, and sites where enemies were hemmed in and slaughtered without quarter.\"]},{\"name\":\"Honor Above All\",\"type\":\"entries\",\"entries\":[\"Sword wraiths fly into a rage if anyone questions their valor. Conversely, they are easily appeased by praise. Little pleases them more than hearing a ballad performed in their honor. Towns located near ancient battlefields hold annual festivals of remembrance to keep sword wraiths there placated.\"]},{\"name\":\"Undead Nature\",\"type\":\"entries\",\"entries\":[\"A sword wraith doesn't require air, food, drink, or sleep.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Sword Wraith.webp\"},\"credit\":\"Eric Belisle\"}]},{\"name\":\"Sword Wraith Warrior\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Sword Wraith\",\"entries\":[\"When a glory-obsessed warrior dies in battle without earning the honor it desperately sought, its valor—hungry spirit might haunt the battlefield as a sword wraith.\"]},{\"name\":\"Brooding Spirits\",\"type\":\"entries\",\"entries\":[\"The most likely spots for encountering sword wraiths are scenes of ancient ambushes, battlefields where soldiers were felled by magic with no chance to fight back, and sites where enemies were hemmed in and slaughtered without quarter.\"]},{\"name\":\"Honor Above All\",\"type\":\"entries\",\"entries\":[\"Sword wraiths fly into a rage if anyone questions their valor. Conversely, they are easily appeased by praise. Little pleases them more than hearing a ballad performed in their honor. Towns located near ancient battlefields hold annual festivals of remembrance to keep sword wraiths there placated.\"]},{\"name\":\"Undead Nature\",\"type\":\"entries\",\"entries\":[\"A sword wraith doesn't require air, food, drink, or sleep.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Sword Wraith.webp\"},\"credit\":\"Eric Belisle\"}]},{\"name\":\"The Angry\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"The Angry\",\"entries\":[\"Relying on violence to sustain their existence, the Angry grow more powerful when their foes fight back. If a creature opts not to attack, though, the Angry becomes confused, and its attacks weaken. Each of the Angry has two heads, which bicker with each other until they find something else on which they can vent their wrath.\"]},{\"type\":\"entries\",\"name\":\"Sorrowsworn\",\"entries\":[\"The Shadowfell's pervasive melancholy sometimes gives rise to strange incarnations of the plane's bleak nature. The sorrowsworn embody the forms of suffering that are inherent to the shadowy landscape, and they visit horror on those who stumble into their midst.\"]},{\"name\":\"Emotion Given Form\",\"type\":\"entries\",\"entries\":[\"Each sorrowsworn personifies a different aspect of despair or distress. Some are manifestations of anger; others are loneliness given physical form. Their nature provides a clue both to understanding how they become more powerful and to overcoming them. Giving in to the negative emotions that the sorrowsworn represent causes these entities to grow deadlier. Fighting against these emotions can weaken them and drive them away.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/The Angry.webp\"},\"credit\":\"Cory Trego-Erdner\"}]},{\"name\":\"The Hungry\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"The Hungry\",\"entries\":[\"Horrid beasts with grasping claws and yawning mouths, the Hungry do whatever is necessary to sate their appetites. These greedy devourers consume all life and energy they encounter, stuffing their maws with flesh and drinking in their victims' screams. When they finish, they lurch away while their bright eyes resume the search for something else to consume.\"]},{\"type\":\"entries\",\"name\":\"Sorrowsworn\",\"entries\":[\"The Shadowfell's pervasive melancholy sometimes gives rise to strange incarnations of the plane's bleak nature. The sorrowsworn embody the forms of suffering that are inherent to the shadowy landscape, and they visit horror on those who stumble into their midst.\"]},{\"name\":\"Emotion Given Form\",\"type\":\"entries\",\"entries\":[\"Each sorrowsworn personifies a different aspect of despair or distress. Some are manifestations of anger; others are loneliness given physical form. Their nature provides a clue both to understanding how they become more powerful and to overcoming them. Giving in to the negative emotions that the sorrowsworn represent causes these entities to grow deadlier. Fighting against these emotions can weaken them and drive them away.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/The Hungry.webp\"},\"credit\":\"Cory Trego-Erdner\"}]},{\"name\":\"The Lonely\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"The Lonely\",\"entries\":[\"The sorrow of isolation afflicts many creatures that lurk in the Shadowfell, but the need for companionship is never manifested more dramatically than in the Lonely. When these sorrowsworn spot other creatures, they feel keenly the need for interaction and so they launch their harpoon-like arms to drag their victims close.\"]},{\"type\":\"entries\",\"name\":\"Sorrowsworn\",\"entries\":[\"The Shadowfell's pervasive melancholy sometimes gives rise to strange incarnations of the plane's bleak nature. The sorrowsworn embody the forms of suffering that are inherent to the shadowy landscape, and they visit horror on those who stumble into their midst.\"]},{\"name\":\"Emotion Given Form\",\"type\":\"entries\",\"entries\":[\"Each sorrowsworn personifies a different aspect of despair or distress. Some are manifestations of anger; others are loneliness given physical form. Their nature provides a clue both to understanding how they become more powerful and to overcoming them. Giving in to the negative emotions that the sorrowsworn represent causes these entities to grow deadlier. Fighting against these emotions can weaken them and drive them away.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/The Lonely.webp\"},\"credit\":\"Cory Trego-Erdner\"}]},{\"name\":\"The Lost\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"The Lost\",\"entries\":[\"The Shadowfell turns visitors around until they become marooned in its twisted landscape. The Lost are representations of the anxiety and fear that people experience when they can't find their way. These sorrowsworn appear as desperate and panicked things.\",\"The Lost try to embrace any creatures they can reach, attempting to find solace in the contact. Aside from the horror of being embraced by such a thing, the victim experiences a flood of fear and panic as its mind buckles under the fury of this assault. The harder the victims' allies fight for release, the worse the experience becomes.\"]},{\"type\":\"entries\",\"name\":\"Sorrowsworn\",\"entries\":[\"The Shadowfell's pervasive melancholy sometimes gives rise to strange incarnations of the plane's bleak nature. The sorrowsworn embody the forms of suffering that are inherent to the shadowy landscape, and they visit horror on those who stumble into their midst.\"]},{\"name\":\"Emotion Given Form\",\"type\":\"entries\",\"entries\":[\"Each sorrowsworn personifies a different aspect of despair or distress. Some are manifestations of anger; others are loneliness given physical form. Their nature provides a clue both to understanding how they become more powerful and to overcoming them. Giving in to the negative emotions that the sorrowsworn represent causes these entities to grow deadlier. Fighting against these emotions can weaken them and drive them away.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/The Lost.webp\"},\"credit\":\"Cory Trego-Erdner\"}]},{\"name\":\"The Wretched\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"The Wretched\",\"entries\":[\"Horrid little monsters, the Wretched gather in large packs to scour the Shadowfell for prey. These pitiful entities subsist on life force, so when they find a creature, they surge forward to sink their fangs into their victims and drink deep of their life energy and their fear.\"]},{\"type\":\"entries\",\"name\":\"Sorrowsworn\",\"entries\":[\"The Shadowfell's pervasive melancholy sometimes gives rise to strange incarnations of the plane's bleak nature. The sorrowsworn embody the forms of suffering that are inherent to the shadowy landscape, and they visit horror on those who stumble into their midst.\"]},{\"name\":\"Emotion Given Form\",\"type\":\"entries\",\"entries\":[\"Each sorrowsworn personifies a different aspect of despair or distress. Some are manifestations of anger; others are loneliness given physical form. Their nature provides a clue both to understanding how they become more powerful and to overcoming them. Giving in to the negative emotions that the sorrowsworn represent causes these entities to grow deadlier. Fighting against these emotions can weaken them and drive them away.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/The Wretched.webp\"},\"credit\":\"Cory Trego-Erdner\"}]},{\"name\":\"Titivilus\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"I actually admire Titivilus. If he weren't so remorselessly evil, he'd be an excellent administrator of the Balance.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"entries\":[\"The gloomy Lord of the Second, Dispater, rules from his iron palace, seeming to hide surrounded by its labyrinthine corridors, iron walls, diabolical traps, and monstrous servants. So intense is his paranoia that he almost never travels farther than the sprawling city that lies outside his magnificent palace. Dispater knows he has enemies on all sides—enemies who would do to him what has been done to the likes of Geryon, Moloch, and so many others.\",\"Dispater is correct to fear, but the true threat comes not from without. The lord's great error was allowing himself to be seduced by Titivilus, who beguiled his way into being the primary advisor in Dispater's household.\",\"Although he is inferior in physical strength and power when compared to other archdevils, Titivilus compensates with cunning. A shrewd and calculating politician, he has clawed his way up through the ranks to become the second-most powerful fiend in Dis, entirely by saying just the right thing at the right time to get what he wanted. Charming and pleasant, he is a master at negotiation, able to twist words in such a way as to leave his victims confused and believing they have found a friend in Titivilus. Through these skills, Titivilus has manipulated everyone along his path to power, either to win them over to his cause or to remove them as a threat.\",\"Since gaining his position, Titivilus has convinced Dispater that countless plots are being hatched against him and that Asmodeus himself seeks to remove Dispater from power. In response, Dispater has withdrawn to his palace and left day-to-day decisions to Titivilus, while also authorizing him to answer and negotiate bargains with mortals who attempt to summon Dispater. Titivilus now represents his master and speaks with his voice, a turn of events that leads some to whisper that either Titivilus is Dispater in disguise, or that Titivilus has removed the archduke and replaced him altogether.\",\"Titivilus recognizes the inherent precariousness of his position. After all, Dispater's acceptance of his plans and his advice can last only so long before some other plotter steps in and reveals the truth. For insurance, Titivilus has begun recruiting outsiders to deal with problem devils, to insulate himself against criticism, and, above all, to create complications that he can solve so as to reinforce his value in the eyes of his master. Titivilus finds adventurers well suited to the tasks he needs performed and recruits them directly or through intermediaries, expending them later as his plans require.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Titivilus.webp\"},\"credit\":\"Ralph Horsley\"}]},{\"name\":\"Tortle\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Tortles\",\"entries\":[\"Tortles are omnivorous, turtle-like humanoids with shells that cover most of their bodies. Tortles have a saying: \\\"We wear our homes on our backs.\\\" Consequently, tortles feel little need to stay put for long.\",\"An adult tortle stands about 6 feet tall and weighs between 450 and 500 pounds. Males and females are nearly identical in size and appearance.\"]},{\"name\":\"Temporary Towns\",\"type\":\"entries\",\"entries\":[\"A tortle settlement is primarily used as a kind of moot, where tortles can socialize with one another and trade with strangers. Tortles don't regard these settlements as places worth defending with their lives, and they abandon a settlement when it no longer serves their needs.\"]},{\"type\":\"entries\",\"name\":\"A Life of Wandering\",\"entries\":[\"Most tortles like to see how other creatures live and discover new customs. The urge to procreate doesn't kick in until the end of a tortle's life, and a tortle can spend decades away from its native land without feeling homesick.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Tortle.webp\"},\"credit\":\"Richard Whitters\"}]},{\"name\":\"Tortle Druid\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Tortles\",\"entries\":[\"Tortles are omnivorous, turtle-like humanoids with shells that cover most of their bodies. Tortles have a saying: \\\"We wear our homes on our backs.\\\" Consequently, tortles feel little need to stay put for long.\",\"An adult tortle stands about 6 feet tall and weighs between 450 and 500 pounds. Males and females are nearly identical in size and appearance.\"]},{\"name\":\"Temporary Towns\",\"type\":\"entries\",\"entries\":[\"A tortle settlement is primarily used as a kind of moot, where tortles can socialize with one another and trade with strangers. Tortles don't regard these settlements as places worth defending with their lives, and they abandon a settlement when it no longer serves their needs.\"]},{\"type\":\"entries\",\"name\":\"A Life of Wandering\",\"entries\":[\"Most tortles like to see how other creatures live and discover new customs. The urge to procreate doesn't kick in until the end of a tortle's life, and a tortle can spend decades away from its native land without feeling homesick.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Tortle.webp\"},\"credit\":\"Richard Whitters\"}]},{\"name\":\"Vampiric Mist\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Vampiric Mist\",\"entries\":[\"In billowing clouds of fog lurk vampiric mists, the wretched remnants of vampires that were prevented from finding rest. Indistinguishable from the mists they lurk within, they strike unseen and undetected to bleed their victims dry.\"]},{\"name\":\"Former Vampires\",\"type\":\"entries\",\"entries\":[\"Vampiric mists, sometimes called crimson mists, are all that remain of vampires who couldn't return to their burial places after being defeated or suffering some mishap. Denied the restorative power of these places, the vampires' bodies dissolve into mist. The transformation strips the intelligence and personality from them until only an unholy, insatiable thirst for blood remains.\"]},{\"name\":\"Blood Thief\",\"type\":\"entries\",\"entries\":[\"Indistinguishable from fog aside from the charnel reek it exudes, a vampiric mist descends on a creature and causes the blood in its body to ooze through the creature's pores or spill out from its eyes, nose, and mouth. This blood wafts out from the victim like crimson smoke, which the mist then consumes. The feeding causes no pain or discomfort to the victim, so vampiric mists can feed on sleepers without waking them. The more a mist feeds, the redder it gets, such that it turns pink, then red, and finally a deep scarlet hue that rains blood droplets wherever it goes.\"]},{\"name\":\"Attracted to Blood\",\"type\":\"entries\",\"entries\":[\"Like sharks in water, vampiric mists can scent blood from up to a mile away. Any injury, no matter how small, might catch their attention and draw them toward their victims. In battle, a mist focuses its attacks on injured targets, since open wounds are a more ready source of blood.\"]},{\"name\":\"Undead Nature\",\"type\":\"entries\",\"entries\":[\"A vampiric mist doesn't require air or sleep.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Vampiric Mist.webp\"},\"credit\":\"Jon Hodgson\"}]},{\"name\":\"Venom Troll\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Venom Troll\",\"entries\":[\"A troll ravaged by massive doses of poison might mutate into a venom troll. Lingering poison infuses its blood and tissue, and poison leaks from its pores to coat its fangs and claws. These creatures are especially dangerous in close combat, because poison drips off their flesh and sprays out from every wound they receive.\"]},{\"type\":\"entries\",\"name\":\"Trolls\",\"entries\":[\"Trolls that are nearly obliterated but survive and regenerate from mere scraps of flesh can display bizarre mutations. One of these warped trolls is especially likely to arise if the creature regenerates in the presence of magical emanations, planar energy, disease, or death on a vast scale, or if its body was damaged by elemental forces. These mutated forms can also be produced and shaped by the ritual magic of evil spellcasters.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Venom Troll.webp\"},\"credit\":\"Ralph Horsley\"}]},{\"name\":\"Wastrilith\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"The corruption left behind when a wastrilith visits the world can persist for decades. If left unchecked, it can become a bridge to the Abyss.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Wastrilith\",\"entries\":[\"Found in the waters of the Abyss and other bodies of water contaminated by the plane's fell influence, wastriliths establish themselves as lords of the deep and rule their dominions with cruelty.\"]},{\"name\":\"Despoilers\",\"type\":\"entries\",\"entries\":[\"A wastrilith contaminates the waters around it. Its noxious presence even affects nearby sources of water when the demon travels on land. The corrupted water, which contains a measure of the demon's essence, responds to its commands—perhaps hardening to prevent foes from escaping, or erupting in a surge that drags would-be victims into its reach.\"]},{\"name\":\"Silent Corrupters\",\"type\":\"entries\",\"entries\":[\"Creatures that ingest water that has been corrupted by a wastrilith risk their very souls. Those who drink the poisonous liquid might wither away until they finally die, or remain alive only to become a thrall of chaos and evil.\",\"To represent this defilement, you can use the optional rule on {@variantrule planar effects||abyssal corruption} in chapter 2 of the {@book Dungeon Master's Guide|dmg}, causing the {@condition poisoned} creature to be corrupted.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Wastrilith.webp\"},\"credit\":\"Ilya Shkipin\"}]},{\"name\":\"Water Elemental Myrmidon\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Water Elemental Myrmidon\",\"entries\":[\"Elemental myrmidons are elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free elementals. They exist only to follow the commands of their creators.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Water Elemental Myrmidon.webp\"},\"credit\":\"Filip Burburan\"}]},{\"name\":\"White Abishai\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"White Abishai\",\"entries\":[\"Though they are the least of their kind, white abishais fight with a reckless fury, making them ideally suited for bolstering the ranks of Tiamat's armies. White abishais fight without fear, becoming whirlwinds of destruction on the battlefield.\"]},{\"type\":\"entries\",\"name\":\"Abishai\",\"entries\":[\"Each abishai was once a mortal who somehow won Tiamat's favor before death and, as a reward, found its soul transformed into a hideous devil to serve at her pleasure in the Nine Hells.\"]},{\"name\":\"Emissaries of Doom\",\"type\":\"entries\",\"entries\":[\"Tiamat deploys abishais as emissaries, sending them to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists or taking charge of worshipers to carry out a sensitive mission. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed.\"]},{\"type\":\"entries\",\"name\":\"Outsiders in Hell\",\"entries\":[\"Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when the dark lord chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat's orders or Asmodeus's.\",\"There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus's plans invites certain destruction.\"]},{\"type\":\"quote\",\"entries\":[\"Tiamat is a force of Chaos bound to a place of Law. Are abishai her servants or her jailers?\"],\"by\":\"Mordenkainen\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/White Abishai.webp\"},\"credit\":\"Daniel Landerman\"}]},{\"name\":\"Winter Eladrin\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"To be not just ruled by emotions, but physically changed by them? Better to have no emotions at all.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Winter Eladrin\",\"entries\":[\"When sorrow distresses eladrin, they enter the winter season, becoming figures of melancholy and bitterness. Frozen tears drop from their cheeks, and their palpable sadness emanates from them as bitter cold.\"]},{\"type\":\"entries\",\"name\":\"Eladrin\",\"entries\":[\"Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane, and resemble them in both their love of beauty and the value they place on personal freedom. But where other elves can temper their wild impulses, eladrin are creatures ruled by emotion—and because of their unique magical nature, they undergo physical changes to match their changes in temperament.\",\"The eladrin have spent centuries in the Feywild, and most of them have become fey creatures as a result. Some of them are still humanoid, similar in that respect to their other elven kin. The eladrin presented here are of the fey variety.\"]},{\"name\":\"Creatures of Passion\",\"type\":\"entries\",\"entries\":[\"The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and capabilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week.\"]},{\"name\":\"Lovers of Beauty\",\"type\":\"entries\",\"entries\":[\"Regardless of the aspect they express, eladrin love beauty and surround themselves with lovely things. Eladrin try to possess any objects they find striking. They might seek to own a painting, a statue, or a glittering jewel. When they encounter people of comely form or luminous spirit, they use their magic to delight those folk or, in the case of evil eladrin, to abduct them.\"]},{\"type\":\"entries\",\"name\":\"Changeable Nature\",\"entries\":[\"Whenever one of the eladrin presented here finishes a long rest, it can associate itself with a different season, provided it isn't {@condition incapacitated}. When the eladrin makes this change, it uses the stat block of the new season, rather than its old stat block. Any damage the eladrin sustained in its original form applies to the new form, as do any conditions or other ongoing effects affecting it.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Winter Eladrin.webp\"},\"credit\":\"Eric Belisle\"}]},{\"name\":\"Yagnoloth\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Yagnoloths write contracts as devious as the deals of any devil, but yugoloths don't always hold up their end of the bargain.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Yagnoloth\",\"entries\":[\"Anyone who would contract yugoloths for a task usually ends up dealing with a yagnoloth. Cunning negotiators, these strange fiends handle the writing of contracts for all of their kind. Once a yagnoloth is hired, it communicates its employer's desires to the fiends it commands.\",\"Although they are entrusted with leading lesser yugoloths, yagnoloths ultimately take their orders from arcanaloths and ultroloths. Aside from their superiors, yagnoloths have full authority over and expect obedience from the fiends under their command. A yagnoloth follows the dictates in a contract it negotiated, but it is certain to have included a loophole to escape its obligation if the situation warrants.\",\"A yagnoloth has one arm of human size and one giant-sized arm, and it always covers one or the other with a long cape. During negotiations, the yagnoloth uncovers its human arm and uses it to draft and sign contracts. When a show of force is necessary or when combat is joined, it shifts its cape to reveal its brutally powerful giant appendage.\"]},{\"type\":\"entries\",\"name\":\"Yugoloths\",\"entries\":[\"Mercenaries that ply their trade throughout the Lower Planes and in other realms, yugoloths have a reputation for effectiveness that is matched only by their desire for ever more wealth. Although yugoloths aren't especially loyal and typically try to exploit every potential loophole in a contract, they undertake any task for which they are hired, no matter how despicable. Yugoloths come in a wide variety of forms, including those described in the {@filter Monster Manual|bestiary|source=mm|tag=yugoloth} and the six creatures presented {@filter here|bestiary|source=mtf|tag=yugoloth}.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Yagnoloth.webp\"},\"credit\":\"Ilya Shkipin\"}]},{\"name\":\"Yeenoghu\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Yeenoghu\",\"entries\":[\"The Beast of Butchery appears as a great battle-scarred gnoll, towering 14 feet tall. Yeenoghu is the Gnoll Lord, and his creations are made in his twisted image. When the demon lord hunted across the Material Plane, packs of hyenas followed in his wake. Those that ate of great Yeenoghu's kills became gnolls, emulating their master's ways. Few others worship the Beast of Butchery, but those who do tend to take on a gnoll-like aspect, hunched over, and filing their teeth down to points.\",\"Yeenoghu wants nothing more than slaughter and senseless destruction. The gnolls are his instruments, and he drives them to ever-greater atrocities in his name. Yeenoghu takes pleasure in causing fear before death, and he sows sorrow and despair through destroying beloved things. He doesn't parlay; to meet him is to do battle with him—unless he becomes bored. The Beast of Butchery has a long rivalry with Baphomet, the Horned King, and the two demon lords and their followers attack one another on sight.\",\"The Gnoll Lord is covered in matted fur and taut, leathery hide, his face like a grinning predator's skull. Patchwork armor made of discarded shields and breastplates is lashed onto his body with heavy chains, decorated by the flayed skins of his foes. He wields a triple-headed flail called the Butcher, which he can summon into his hand at will, although he is as likely to tear his prey apart with his bare hands before ripping out its throat with his teeth.\"]}]},{\"type\":\"entries\",\"name\":\"Yeenoghu's Lair\",\"entries\":[\"Yeenoghu's lair in the Abyss is called the Death Dells, its barren hills and ravines serving as one great hunting ground, where he pursues captured mortals in a cruel game. Yeenoghu's lair is a place of blood and death, populated by {@creature gnoll||gnolls}, {@creature hyena||hyenas}, and {@creature ghoul||ghouls}, and there are few structures or signs of civilization on his layer of the Abyss.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Yeenoghu.webp\"},\"credit\":\"Richard Whitters\"}]},{\"name\":\"Young Kruthik\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Imagine a hive of ants the size of horses, but the ants are wearing armor. Then exterminate them.\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Young Kruthik\",\"entries\":[\"Kruthiks hatch from eggs laid by female adults. Each egg is about the size of an adult human's head and hatches within a month. Tiny kruthik hatchlings are harmless, rarely stray far from the nest, and feed primarily on offal and one another. Within a month, the survivors become young kruthiks large enough to hunt and defend themselves.\"]},{\"type\":\"entries\",\"name\":\"Kruthiks\",\"entries\":[\"Kruthiks are chitin-covered reptiles that hunt in packs and nest in sprawling subterranean warrens. They are attracted to sources of heat, such as dwarven forges and pools of molten lava, and carve out lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnels—evidence that is often the first clue to the nearby presence of a kruthik hive. Kruthiks also make use of preexisting underground chambers, incorporating them into their lairs when they can.\",\"Kruthiks communicate with one another through a series of hisses and chittering noises. These sounds can often be heard in advance of a kruthik attack. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone floor with their sharp legs.\"]},{\"name\":\"Sharp Senses\",\"type\":\"entries\",\"entries\":[\"In addition to having an acute sense of smell, kruthiks can see in the dark and can detect vibrations in the earth around them. They take the scent of their own dead as a warning and avoid areas where many other kruthiks have died. Slaying a sufficient number of kruthiks in one area might cause the remaining hive members to move elsewhere.\"]},{\"name\":\"Sharper Weapons\",\"type\":\"entries\",\"entries\":[\"Although they can feed on carrion, kruthiks prefer live prey. They kill enemies by impaling them on their spiked limbs, then grind up the flesh and bones with mandibles strong enough to chew rock. When several kruthiks gang up on a single foe, they become frenzied and even more lethal.\"]},{\"name\":\"Shared Lair\",\"type\":\"entries\",\"entries\":[\"Kruthiks abide the presence of constructs, elementals, oozes, and undead, and use such creatures to help guard their hive. Kruthiks are smart enough to barricade some tunnels and dig new ones that keep their neighbors away from their eggs.\"]},{\"type\":\"quote\",\"entries\":[\"Other creatures that abide in hives serve a purpose in the natural world. Bees pollinate flowers. Termites make earth out of wood. Kruthiks, by contrast, slay societies. Perhaps that function is just as necessary.\"],\"by\":\"Mordenkainen\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Kruthik.webp\"},\"credit\":\"Zack Stella\"}]},{\"name\":\"Zaratan\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Zaratan\",\"entries\":[\"When a zaratan is summoned from the Elemental Plane of Earth, the ground rises up to take the shape of what looks like a hulking, armored reptile, its shell composed of the landscape from which it arose.\",\"The zaratan plods across the land, each step sending shock waves through the ground severe enough to unsettle structures. Dim-witted, the zaratan lurches onward, expressing its rage through its trumpeting calls and the occasional boulder or blast of debris it spews from its cavernous maw. If seriously injured, the zaratan slowly retracts its appendages to gain shelter beneath its impervious shell, biding its time until it recovers and can resume its march.\"]},{\"type\":\"entries\",\"name\":\"Elder Elementals\",\"entries\":[\"On their native planes, elementals sweep across the weird and tempestuous landscape. Some possess greater power, gained by feeding on their lesser kin and adding the essence of creatures they have devoured to their own until they become something extraordinary. When summoned, these elder elementals manifest as beings of apocalyptic capability, entities whose mere existence promises destruction.\"]},{\"name\":\"Deadly When Summoned\",\"type\":\"entries\",\"entries\":[\"The methods for summoning elder elementals remain hidden in forbidden tomes or inscribed on the walls of lost temples raised to honor the Elder Elemental Eye. Only casters of superlative skill have even the faintest chance of calling forth one of these monsters, and the spellcaster is often destroyed by the effort. Thus, only the most unhinged and nihilistic members of Elemental Evil cults attempt such a summoning, in the hope of hastening the world toward some cataclysmic end.\"]},{\"name\":\"Elemental Nature\",\"type\":\"entries\",\"entries\":[\"An elder elemental doesn't require air, food, drink, or sleep.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Zaratan.webp\"},\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Zariel\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Do not pity the fallen angel. Fallen angels survive the fall. How many other souls did Zariel bring down with her?\"],\"by\":\"Mordenkainen\"},{\"type\":\"entries\",\"name\":\"Zariel\",\"entries\":[\"Zariel rules Avernus, the first layer of the Nine Hells. Once a mighty angel charged with watching the tides of the Blood War, she succumbed to the plane's corrupting influence and fell from grace. She recently reclaimed her position as archdevil of Avernus after the cautious Bel proved inadequate at marshaling his forces to launch offensives against the encroaching demons. Now Bel advises her and helps her manage the war, though many whisper that her true agenda is vengeance against Asmodeus, and her true plan is to drive him from the Nine Hells.\",\"All who enter and exit the Nine Hells must pass through Avernus, so the infernal armies muster on this layer. Here, the amnizus guard the citadels overlooking the River Styx, much of the fighting of the Blood War takes place, and devils gather to invade the Abyss. Anyone hoping to reach the lower layers must first contend with the darkness of this layer and the myriad threats it houses. Zariel manages it all and has the ultimate say over who comes and goes.\",\"Given her role in the Blood War, Zariel is keenly interested in collecting souls from the greatest warriors on the Material Plane and securing their loyalty. She bargains hard, and mortals end up worse for dealing with her, because she holds all the cards. A bargain with Zariel is eternal; there is little hope of wriggling out of it.\",\"However, she does expect the best from her servants, and so she allows her mortal followers to live out their lives, ever honing their talents, so she can put them to the best use when she finally calls in their debts. As a result, Zariel's servants are universally effective, disciplined, and dangerous.\"]}]},{\"type\":\"entries\",\"name\":\"Zariel's Lair\",\"entries\":[\"Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams and moans coming from the burned victims chained to the stronghold's wall, the dying remains of those who failed to impress the archdevil. The stronghold, covering five square miles, is surrounded by walls reinforced with high turrets. Devils of all kinds crawl over the structure, ensuring that no intruders breach their defenses.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Zariel.webp\"}}]},{\"name\":\"Zuggtmoy\",\"source\":\"MTF\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Zuggtmoy\",\"entries\":[\"The Demon Queen of Fungi, Lady of Rot and Decay, Zuggtmoy is an alien creature whose only desire is to infect the living with spores, transforming them into her mindless servants and, eventually, into decomposing hosts for the mushrooms, molds, and other fungi that she spawns.\",\"Utterly inhuman, Zuggtmoy can mold her fungoid form into an approximation of a humanoid shape, including the skeletal-thin figure depicted in grimoires and ancient art, draped and veiled in mycelia and lichen. Indeed, much of her appearance and manner, and that of her servants, is a soulless mockery of mortal life and its many facets.\",\"Zuggtmoy's cultists often follow her unwittingly. Most are fungi—infected to some degree, whether through inhaling her mind-controlling spores or being transformed to the point where flesh and fungus become one. Such cultists are fungal extensions of the Demon Queen's will.\",\"Their devotion might begin with the seemingly harmless promises offered by exotic spores and mushrooms, but quickly consumes them, body and soul.\"]}]},{\"type\":\"entries\",\"name\":\"Zuggtmoy's Lair\",\"entries\":[\"Zuggtmoy's principal lair is her palace on Shedaklah. It consists of two dozen mushrooms of pale yellow and rancid brown. These massive fungi are some of the largest in existence. They are surrounded by a field of acidic puffballs and poisonous vapors. The mushrooms themselves are all interconnected by bridges of shelf-fungi, and countless chambers have been hollowed out from within their rubbery, fibrous stalks.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MTF/Zuggtmoy.webp\"}}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-oota.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"monsterFluff\"]},\"monsterFluff\":[{\"name\":\"Aljanor Keenblade\",\"source\":\"OotA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/OotA/Aljanor Keenblade.webp\"}}]},{\"name\":\"Amarith Coppervein\",\"source\":\"OotA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/OotA/Amarith Coppervein.webp\"}}]},{\"name\":\"Awakened Zurkhwood\",\"source\":\"OotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"This creature is an ordinary zurkhwood mushroom (see \\\"Fungi of the Underdark\\\" in chapter 2) given sentience and mobility. An awakened zurkhwood can be created by casting the {@spell awaken} spell on a normal zurkhwood mushroom. A myconid sovereign can create one by performing a lengthy ritual.\",\"An awakened zurkhwood has the same statistics as an awakened tree (see appendix A of the Monster Manual), with the following modifications:\",{\"type\":\"list\",\"items\":[\"The awakened zurkhwood has {@sense darkvision} out to a range of 120 feet.\",\"If the awakened zurkhwood was created by a myconid sovereign, it can't speak.\",\"The awakened zurkhwood's False Appearance feature allows it to be mistaken for a normal zurkhwood mushroom (instead of a tree).\"]}]}]}]}]},{\"name\":\"Blurg\",\"source\":\"OotA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/OotA/Blurg.webp\"}}]},{\"name\":\"Buppido\",\"source\":\"OotA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/OotA/Buppido.webp\"}}]},{\"name\":\"Deepking Horgar Steelshadow V\",\"source\":\"OotA\",\"entries\":[\"Deepking Horgar V ascended to the throne in 1372 DR. He is a ruthless and canny ruler who engages in secret meetings with all the city's councils and clans to keep their members guessing what he's up to, hands out favors out of the blue, and lets it be known that he'll use any trick to maintain his hold on power. This includes hiring assassins through third parties to take care of potential troublemakers. This strategy keeps all the city's factions at each other's throats and out of Horgar's way.\",\"Like many other duergar in the city, Horgar Steelshadow V has been touched by the demon lords' madness. Roll on the {@table Indefinite Madness} table in {@book chapter 8|DMG|8|Madness} of the {@i Dungeon Master's Guide} to determine Horgar's flaw.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/OotA/Deepking Horgar Steelshadow V.webp\"}}]},{\"name\":\"Derro\",\"source\":\"OotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The derro are degenerate Underdark humanoids that resemble small dwarves. Cruel and insane, they take delight in tormenting others—even their own kind.\",\"Derro have blue-gray skin and straight hair that is white or yellow in color. Their uniformly pale white eyes lack both irises and pupils.\",{\"type\":\"entries\",\"name\":\"Unnatural Origin\",\"entries\":[\"Derro believe they were created by their god, Diirinka, but they are actually the result of cruel experiments on dwarves by mind flayers. Like duergar, the derro were a slave race to the mind flayers, but eventually freed themselves.\"]},{\"type\":\"entries\",\"name\":\"Born to Madness\",\"entries\":[\"The process of their creation rendered the derro irrevocably insane. They cooperate with each other only out of necessity and when riled up by a charismatic leader.\"]},{\"type\":\"entries\",\"name\":\"Life of Attrition\",\"entries\":[\"Derro can live to be one hundred and fifty years old, but they mature and breed quickly. When their elders deem that their numbers are becoming unmanageable, the derro declare war on some other race and surge forth in a reckless horde, fighting until their population dwindles to a tolerable size. These ghastly purges weed out the weak among the derro and are referred to as \\\"Uniting Wars.\\\"\"]},{\"type\":\"entries\",\"name\":\"Second-Class Citizens\",\"entries\":[\"Derro create no settlements of their own. Instead, they form small, isolated enclaves in non-derro settlements throughout the Underdark, where they are treated as vermin or slaves. Their own cutthroat politics prevent the derro from mounting any effective resistance against such exploitation.\"]},{\"type\":\"entries\",\"name\":\"Derro Weapons\",\"entries\":[\"The derro wield special weapons. They use a hooked shortspear, which is a martial melee weapon that deals {@damage 1d4} piercing damage, weighs 2 pounds, and has the light weapon property (see chapter 5, \\\"Equipment,\\\" of the Player's Handbook). It doesn't possess the thrown or versatile weapon properties of a normal spear. On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall {@condition prone}. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus.\",\"The derro also use a {@item light repeating crossbow|OotA} fitted with a cartridge that can hold up to six crossbow bolts. This weapon is similar to a light crossbow except that it has half the range (40/160 feet) and doesn't have the loading property. It automatically reloads after firing until it runs out of ammunition. Reloading the cartridge takes an action.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/OotA/Derro.webp\"}}]},{\"name\":\"Derro Savant\",\"source\":\"OotA\",\"_copy\":{\"name\":\"Derro\",\"source\":\"OotA\"},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/OotA/Derro Savant.webp\"}}]},{\"name\":\"Droki\",\"source\":\"OotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Roleplaying Droki\",\"entries\":[\"Droki hates everyone in general and surfacers in particular. He gnashes his teeth if he has to address the characters, taking every opportunity to be insulting and misleading. If the characters look through his satchel while he's still conscious, he throws an epic tantrum and becomes intractable until knocked {@condition unconscious}.\",\"Droki is also obsessed with things happening where and when they should. If he is captured before he runs his errands in the Whorlstone Tunnels, he constantly complains about the characters altering fate by delaying him, and a good tactic to pressure him is to threaten to hold him indefinitely. He prefers to escape than to fight, except if the characters take his satchel.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/OotA/Droki.webp\"}}]},{\"name\":\"Duergar Darkhaft\",\"source\":\"OotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The tyrannical duergar, also known as gray dwarves, dwell in fantastic cities deep in the Underdark. Using ancient dwarven knowledge and myriad slaves, they work tirelessly to expand their subterranean kingdoms.\",\"Most duergar (including females) are bald and have ashen gray skin. They wear drab clothing designed to blend in with stone, along with simple jewelry that reflects their severe and utilitarian demeanor.\",{\"name\":\"Slaves to Slavers\",\"type\":\"entries\",\"entries\":[\"The duergar were once dwarves, before their greed and endless delving beneath the earth brought them into contact with the mind flayers. Held in captivity for generations by the illithids, the dwarves eventually won their independence with the aid of the evil god Laduguer. Slavery had forever changed them, however, darkening their spirits to make the duergar as evil as the tyrants they had escaped. Despite winning their freedom, duergar are dour, pessimistic, untrusting creatures, always toiling and complaining, with no memory of what it means to be happy or proud. Their craftsmanship and accomplishments endure, yet they are bereft of warmth or artistry.Duergar make war against their dwarven kin and all other subterranean races. They forge alliances when it is convenient, then break those alliances when they have nothing more to gain. They take and hold slaves to toil in the Underdark, regarding them as free labor and crude currency.\"]},{\"name\":\"Tough as Stone\",\"type\":\"entries\",\"entries\":[\"Like dwarves, duergar have strong constitutions. Adding to their physical stamina is an incredible mental fortitude resulting from their time as slaves of the illithids. A duergar's mind is a fortress, able to shrug off charms, illusions, and other spells.Born of Darkness. The Underdark is saturated with strange magical power, which the duergar absorbed over generations of imprisonment. A duergar can increase its size and strength for a short time, becoming a powerful ogre-sized warrior. If it faces a foe it can't fight, or when spying on creatures approaching its territory, it can just as easily become {@condition invisible} to slip away into the darkness. Eons spent in the Underdark also sharpened their {@sense darkvision}, allowing them to see twice as far as other dwarves. This keen eyesight comes at a cost, however, as a duergar's vision is compromised by sunlight.\"]},{\"name\":\"Infernal Master\",\"type\":\"entries\",\"entries\":[\"Asmodeus, Lord of the Nine Hells, has been known to impersonate duergar gods in order to cultivate the evil brimming in the hearts of the gray dwarves. He offers them divine guidance and vengeance against their enemies while urging them on toward greater acts of tyranny, all the while concealing his true identity.\"]}]},{\"type\":\"entries\",\"name\":\"Duergar Darkhaft\",\"entries\":[\"The darkhafts are the members of the Deepking's secret corps of psionic agents.\"]}]}]}]},{\"name\":\"Duergar Keeper of the Flame\",\"source\":\"OotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The tyrannical duergar, also known as gray dwarves, dwell in fantastic cities deep in the Underdark. Using ancient dwarven knowledge and myriad slaves, they work tirelessly to expand their subterranean kingdoms.\",\"Most duergar (including females) are bald and have ashen gray skin. They wear drab clothing designed to blend in with stone, along with simple jewelry that reflects their severe and utilitarian demeanor.\",{\"name\":\"Slaves to Slavers\",\"type\":\"entries\",\"entries\":[\"The duergar were once dwarves, before their greed and endless delving beneath the earth brought them into contact with the mind flayers. Held in captivity for generations by the illithids, the dwarves eventually won their independence with the aid of the evil god Laduguer. Slavery had forever changed them, however, darkening their spirits to make the duergar as evil as the tyrants they had escaped. Despite winning their freedom, duergar are dour, pessimistic, untrusting creatures, always toiling and complaining, with no memory of what it means to be happy or proud. Their craftsmanship and accomplishments endure, yet they are bereft of warmth or artistry.Duergar make war against their dwarven kin and all other subterranean races. They forge alliances when it is convenient, then break those alliances when they have nothing more to gain. They take and hold slaves to toil in the Underdark, regarding them as free labor and crude currency.\"]},{\"name\":\"Tough as Stone\",\"type\":\"entries\",\"entries\":[\"Like dwarves, duergar have strong constitutions. Adding to their physical stamina is an incredible mental fortitude resulting from their time as slaves of the illithids. A duergar's mind is a fortress, able to shrug off charms, illusions, and other spells.Born of Darkness. The Underdark is saturated with strange magical power, which the duergar absorbed over generations of imprisonment. A duergar can increase its size and strength for a short time, becoming a powerful ogre-sized warrior. If it faces a foe it can't fight, or when spying on creatures approaching its territory, it can just as easily become {@condition invisible} to slip away into the darkness. Eons spent in the Underdark also sharpened their {@sense darkvision}, allowing them to see twice as far as other dwarves. This keen eyesight comes at a cost, however, as a duergar's vision is compromised by sunlight.\"]},{\"name\":\"Infernal Master\",\"type\":\"entries\",\"entries\":[\"Asmodeus, Lord of the Nine Hells, has been known to impersonate duergar gods in order to cultivate the evil brimming in the hearts of the gray dwarves. He offers them divine guidance and vengeance against their enemies while urging them on toward greater acts of tyranny, all the while concealing his true identity.\"]}]},{\"type\":\"entries\",\"name\":\"Duergar Keeper of the Flame\",\"entries\":[\"The Keepers of the Flame is a well-respected order of psionic clerics that serves the red dragon Themberchaud in Gracklstugh, and whose members are advisors to the Deepking.\",\"The duergar Keeper of the Flame uses the same statistics as the duergar in the Monster Manual, except that its challenge rating is 2 (450 XP) and it has the following additional features.\",{\"name\":\"Innate Spellcasting (Psionics)\",\"type\":\"entries\",\"entries\":[\"The Keeper of the Flame's innate spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no components:\",\"At will: friends, message\",\"3/day: command\"]},{\"name\":\"Spellcasting\",\"type\":\"entries\",\"entries\":[\"The Keeper of the Flame is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The Keeper of the Flame has the following cleric spells prepared:\",\"Cantrips (at will): guidance, mending, sacred flame\",\"1st level (4 slots): bane, inflict wounds, shield of faith\",\"2nd level (2 slots): enhance ability, spiritual weapon\"]}]}]}]}]},{\"name\":\"Eldeth Feldrun\",\"source\":\"OotA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/OotA/Eldeth Feldrun.webp\"}}]},{\"name\":\"Gash\",\"source\":\"OotA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/OotA/Gash.webp\"}}]},{\"name\":\"Ghazrim DuLoc\",\"source\":\"OotA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/OotA/Ghazrim DuLoc.webp\"}}]},{\"name\":\"Glabbagool\",\"source\":\"OotA\",\"entries\":[\"Juiblex's arrival in the Underdark has granted Glabbagool sentience and awareness. The ooze is genuinely curious about other creatures and wants to learn more about the world. It defends itself if attacked, but doesn't otherwise try to harm the characters, instead asking who they are, where they come from, and why they have come to the temple.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/OotA/Glabbagool.webp\"}}]},{\"name\":\"Grazilaxx\",\"source\":\"OotA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/OotA/Grazilaxx.webp\"}}]},{\"name\":\"Ilvara Mizzrym\",\"source\":\"OotA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/OotA/Ilvara Mizzrym.webp\"}}]},{\"name\":\"Ixitxachitl\",\"source\":\"OotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Ixitxachitl (pronounced ick-zit-zah-chit-ul) are aquatic creatures resembling manta rays, with small, clawed hands at the ends of their \\\"wings\\\" and black eyes gleaming with sinister intelligence. Many creatures mistake ixitxachitl for common manta rays, but this can prove a deadly mistake. The ixitxachitl are as evil as they are cunning, leading to their common nickname \\\"demon rays.\\\" They inhabit bodies of fresh and salt water, but their violent nature means that little is known of them.\",{\"name\":\"Struggle for Survival\",\"entries\":[\" Ixitxachitl emerge from eggs as tiny creatures little more than a hand span in width. From that time onward, they struggle to survive at all costs, growing throughout their lives. Those ixitxachitl that master the secrets of survival gain powers of regeneration and feed on the life force of other creatures.\"],\"type\":\"entries\"},{\"name\":\"All Consuming\",\"type\":\"entries\",\"entries\":[\"Ixitxachitl hollow out coral reefs or other natural aquatic formations to create labyrinthine dens, often compelling aid from captured aquatic species they enslave. They typically strip an area bare before moving on to new fertile grounds, leaving their abandoned dens behind. Schools of ixitxachitl often war on other aquatic creatures to claim feeding grounds and territory.\"]},{\"name\":\"Demon Worshipers\",\"type\":\"entries\",\"entries\":[\"The ixitxachitl venerate and serve various demons, particularly Demogorgon, whom they consider their patron and creator. They have an intense rivalry with the merrow over which of them are the greatest and most favored servants of the Prince of Demons.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/OotA/Ixitxachitl.webp\"}}]},{\"name\":\"Ixitxachitl Cleric\",\"source\":\"OotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Ixitxachitl (pronounced ick-zit-zah-chit-ul) are aquatic creatures resembling manta rays, with small, clawed hands at the ends of their \\\"wings\\\" and black eyes gleaming with sinister intelligence. Many creatures mistake ixitxachitl for common manta rays, but this can prove a deadly mistake. The ixitxachitl are as evil as they are cunning, leading to their common nickname \\\"demon rays.\\\" They inhabit bodies of fresh and salt water, but their violent nature means that little is known of them.\",{\"name\":\"Struggle for Survival\",\"entries\":[\" Ixitxachitl emerge from eggs as tiny creatures little more than a hand span in width. From that time onward, they struggle to survive at all costs, growing throughout their lives. Those ixitxachitl that master the secrets of survival gain powers of regeneration and feed on the life force of other creatures.\"],\"type\":\"entries\"},{\"name\":\"All Consuming\",\"type\":\"entries\",\"entries\":[\"Ixitxachitl hollow out coral reefs or other natural aquatic formations to create labyrinthine dens, often compelling aid from captured aquatic species they enslave. They typically strip an area bare before moving on to new fertile grounds, leaving their abandoned dens behind. Schools of ixitxachitl often war on other aquatic creatures to claim feeding grounds and territory.\"]},{\"name\":\"Demon Worshipers\",\"type\":\"entries\",\"entries\":[\"The ixitxachitl venerate and serve various demons, particularly Demogorgon, whom they consider their patron and creator. They have an intense rivalry with the merrow over which of them are the greatest and most favored servants of the Prince of Demons.\"]}]}]}]}]},{\"name\":\"Jimjar\",\"source\":\"OotA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/OotA/Jimjar.webp\"}}]},{\"name\":\"Khalessa Draga\",\"source\":\"OotA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/OotA/Khalessa Draga.webp\"}}]},{\"name\":\"Kinyel Druu'giir\",\"source\":\"OotA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/OotA/Kinyel Druu'giir.webp\"}}]},{\"name\":\"Kurr\",\"source\":\"OotA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/OotA/Kurr.webp\"}}]},{\"name\":\"Ougalop\",\"source\":\"OotA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/OotA/Ougalop.webp\"}}]},{\"name\":\"Peebles\",\"source\":\"OotA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/OotA/Peebles.webp\"}}]},{\"name\":\"Prince Derendil\",\"source\":\"OotA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/OotA/Prince Derendil.webp\"}}]},{\"name\":\"Ront\",\"source\":\"OotA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/OotA/Ront.webp\"}}]},{\"name\":\"Rumpadump\",\"source\":\"OotA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/OotA/Rumpadump.webp\"}}]},{\"name\":\"Rystia Zav\",\"source\":\"OotA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/OotA/Rystia Zav.webp\"}}]},{\"name\":\"Sarith Kzekarit\",\"source\":\"OotA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/OotA/Sarith Kzekarit.webp\"}}]},{\"name\":\"Shedrak of the Eyes\",\"source\":\"OotA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/OotA/Shedrak of the Eyes.webp\"}}]},{\"name\":\"Shuushar the Awakened\",\"source\":\"OotA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/OotA/Shuushar the Awakened.webp\"}}]},{\"name\":\"Skriss\",\"source\":\"OotA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/OotA/Skriss.webp\"}}]},{\"name\":\"Sladis Vadir\",\"source\":\"OotA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/OotA/Sladis Vadir.webp\"}}]},{\"name\":\"Sloopidoop\",\"source\":\"OotA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/OotA/Sloopidoop.webp\"}}]},{\"name\":\"Sovereign Basidia\",\"source\":\"OotA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/OotA/Sovereign Basidia.webp\"}}]},{\"name\":\"Spiderbait\",\"source\":\"OotA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/OotA/Spiderbait.webp\"}}]},{\"name\":\"Stool\",\"source\":\"OotA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/OotA/Stool.webp\"}}]},{\"name\":\"The Pudding King\",\"source\":\"OotA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/OotA/The Pudding King.webp\"}}]},{\"name\":\"Themberchaud\",\"source\":\"OotA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/OotA/Themberchaud.webp\"}}]},{\"name\":\"Topsy\",\"source\":\"OotA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/OotA/Topsy.webp\"}}]},{\"name\":\"Troglodyte Champion of Laogzed\",\"source\":\"OotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The Monster Manual provides statistics for the typical troglodyte. Once in a while, a troglodyte tribe produces an unusually smart and strong specimen that can spew acid-what many troglodytes consider blessings from Laogzed, their demonic god. These hulking troglodyte champions make excellent chieftains.\"]}]}]},{\"name\":\"Turvy\",\"source\":\"OotA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/OotA/Turvy.webp\"}}]},{\"name\":\"Vampiric Ixitxachitl\",\"source\":\"OotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Ixitxachitl (pronounced ick-zit-zah-chit-ul) are aquatic creatures resembling manta rays, with small, clawed hands at the ends of their \\\"wings\\\" and black eyes gleaming with sinister intelligence. Many creatures mistake ixitxachitl for common manta rays, but this can prove a deadly mistake. The ixitxachitl are as evil as they are cunning, leading to their common nickname \\\"demon rays.\\\" They inhabit bodies of fresh and salt water, but their violent nature means that little is known of them.\",{\"name\":\"Struggle for Survival\",\"entries\":[\" Ixitxachitl emerge from eggs as tiny creatures little more than a hand span in width. From that time onward, they struggle to survive at all costs, growing throughout their lives. Those ixitxachitl that master the secrets of survival gain powers of regeneration and feed on the life force of other creatures.\"],\"type\":\"entries\"},{\"name\":\"All Consuming\",\"type\":\"entries\",\"entries\":[\"Ixitxachitl hollow out coral reefs or other natural aquatic formations to create labyrinthine dens, often compelling aid from captured aquatic species they enslave. They typically strip an area bare before moving on to new fertile grounds, leaving their abandoned dens behind. Schools of ixitxachitl often war on other aquatic creatures to claim feeding grounds and territory.\"]},{\"name\":\"Demon Worshipers\",\"type\":\"entries\",\"entries\":[\"The ixitxachitl venerate and serve various demons, particularly Demogorgon, whom they consider their patron and creator. They have an intense rivalry with the merrow over which of them are the greatest and most favored servants of the Prince of Demons.\"]}]},{\"type\":\"entries\",\"name\":\"Variant: Ixitxachitl Cleric\",\"entries\":[\"Some ixitxachitl and vampiric ixitxachitl are able to cast divine spells. Such a creature gains the following feature.\",{\"name\":\"Spellcasting\",\"type\":\"entries\",\"entries\":[\"The ixitxachitl is a 5th-level spellcaster that uses Wisdom as its spellcasting ability (spell save DC 11, +3 to hit with spell attacks). The ixitxachitl has the following cleric spells prepared:\",\"Cantrips (at will): guidance, thaumaturgy\",\"1st Level (4 slots): charm person, create or destroy water\",\"2nd Level (3 slots): hold person, silence\",\"3rd Level (2 slots): {@spell dispel magic}, tongues\"]}]}]}]}]},{\"name\":\"Vampiric Ixitxachitl Cleric\",\"source\":\"OotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Ixitxachitl (pronounced ick-zit-zah-chit-ul) are aquatic creatures resembling manta rays, with small, clawed hands at the ends of their \\\"wings\\\" and black eyes gleaming with sinister intelligence. Many creatures mistake ixitxachitl for common manta rays, but this can prove a deadly mistake. The ixitxachitl are as evil as they are cunning, leading to their common nickname \\\"demon rays.\\\" They inhabit bodies of fresh and salt water, but their violent nature means that little is known of them.\",{\"name\":\"Struggle for Survival\",\"entries\":[\" Ixitxachitl emerge from eggs as tiny creatures little more than a hand span in width. From that time onward, they struggle to survive at all costs, growing throughout their lives. Those ixitxachitl that master the secrets of survival gain powers of regeneration and feed on the life force of other creatures.\"],\"type\":\"entries\"},{\"name\":\"All Consuming\",\"type\":\"entries\",\"entries\":[\"Ixitxachitl hollow out coral reefs or other natural aquatic formations to create labyrinthine dens, often compelling aid from captured aquatic species they enslave. They typically strip an area bare before moving on to new fertile grounds, leaving their abandoned dens behind. Schools of ixitxachitl often war on other aquatic creatures to claim feeding grounds and territory.\"]},{\"name\":\"Demon Worshipers\",\"type\":\"entries\",\"entries\":[\"The ixitxachitl venerate and serve various demons, particularly Demogorgon, whom they consider their patron and creator. They have an intense rivalry with the merrow over which of them are the greatest and most favored servants of the Prince of Demons.\"]}]},{\"type\":\"entries\",\"name\":\"Variant: Ixitxachitl Cleric\",\"entries\":[\"Some ixitxachitl and vampiric ixitxachitl are able to cast divine spells. Such a creature gains the following feature.\",{\"name\":\"Spellcasting\",\"type\":\"entries\",\"entries\":[\"The ixitxachitl is a 5th-level spellcaster that uses Wisdom as its spellcasting ability (spell save DC 11, +3 to hit with spell attacks). The ixitxachitl has the following cleric spells prepared:\",\"Cantrips (at will): guidance, thaumaturgy\",\"1st Level (4 slots): charm person, create or destroy water\",\"2nd Level (3 slots): hold person, silence\",\"3rd Level (2 slots): {@spell dispel magic}, tongues\"]}]}]}]}]},{\"name\":\"Vizeran DeVir\",\"source\":\"OotA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/OotA/Vizeran DeVir.webp\"}}]},{\"name\":\"Xazax the Eyemonger\",\"source\":\"OotA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/OotA/Xazax the Eyemonger.webp\"}}]},{\"name\":\"Y\",\"source\":\"OotA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/OotA/Y.webp\"}}]},{\"name\":\"Yuk Yuk\",\"source\":\"OotA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/OotA/Yuk Yuk.webp\"}}]},{\"name\":\"Zilchyn Q'Leptin\",\"source\":\"OotA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/OotA/Zilchyn Q'Leptin.webp\"}}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-oow.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Clockwork Behir\",\"source\":\"OoW\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/OoW/Clockwork Behir.webp\"}}]},{\"name\":\"Dagdra Deepforge\",\"source\":\"OoW\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites. A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/AI/Dagdra Deepforge.webp\"}}]},{\"name\":\"Enormous Tentacle\",\"source\":\"OoW\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/AI/Enormous Tentacle.webp\"}}]},{\"name\":\"Gildha Duhn\",\"source\":\"OoW\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/OoW/Gildha Duhn.webp\"}}]},{\"name\":\"Grunka\",\"source\":\"OoW\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/OoW/Grunka.webp\"}}]},{\"name\":\"Onyx\",\"source\":\"OoW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Onyx is a regular cat, with special traits, and a modified attack, that only apply when used in the {@adventure Onyx Ascendant|OoW|6|Onyx Ascendant} encounter.\",\"Further information can be found within that encounter on how to run it.\",\"Without the special circumstances from that encounter, Onyx can be considered a standard cat\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/AI/Onyx.webp\"}}]},{\"name\":\"Two Dry Cloaks\",\"source\":\"OoW\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Rulers, nobles, merchants, guildmasters, and other wealthy individuals use spies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/AI/Two Dry Cloaks.webp\"}}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-pabtso.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"monsterFluff\"]},\"monsterFluff\":[{\"name\":\"Aberrant Zealot\",\"source\":\"PaBTSO\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Aberrant zealots are cultists who have reached out to the powers of the Far Realm—only for something to reach back. Steeped in strange energy, aberrant zealots borrow their vicious might from the monstrous entities that inhabit that fell plane.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/Aberrant Zealot.webp\"}}]},{\"name\":\"Ash Zombie\",\"source\":\"PaBTSO\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/Ash Zombie.webp\"}}]},{\"name\":\"Ashenwights\",\"source\":\"PaBTSO\",\"entries\":[{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Ashenwights\",\"entries\":[\"When a Humanoid consumed by cruelty and rage dies in an area corrupted by the Far Realm, the creature sometimes rises as an ashenwight. The skin of these Undead horrors is desiccated, and their eyes often glow with otherworldly power.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/Ashenwights.webp\"}}]},{\"name\":\"Brain Breaker\",\"source\":\"PaBTSO\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Brain breakers look like giant brains with stout legs, and they wear steel armor made from interlocked links of Ilvaash's runes (knots of tentacles, brains, and jagged lines reminiscent of jaws).\"]}]},{\"name\":\"Chishinix\",\"source\":\"PaBTSO\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/Chishinix.webp\"}}]},{\"name\":\"Cloaker Mutate\",\"source\":\"PaBTSO\",\"_copy\":{\"name\":\"Mutates\",\"source\":\"PaBTSO\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The malign energy of the Far Realm causes a cloaker to merge with the rotted corpse of its last meal, resulting in a hideous puppeteering Aberration. The cloaker mutate shrouds its actions in a miasma of phantasmic duplicates. It uses the corpse melded to its underside to absorb damage and to strike at prey.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/Cloaker Mutate.webp\"}}}}}},{\"name\":\"Encephalon Cluster\",\"source\":\"PaBTSO\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"An encephalon cluster pays no heed to an elder brain or its mind flayer progenitors. This grotesque creature shambles through dark and forgotten caverns, spewing warped progeny so it can multiply. As such, many mind flayers view encephalon clusters as insidious viruses. If left unchecked, a single encephalon cluster can quickly become a gorging menace that can overrun an entire mind flayer colony.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Encephalons\",\"entries\":[\"When an illithid colony lays its eggs dangerously close to a Far Realm rift, an egg sac has a chance to mutate into what is known as an encephalon cluster—a ravenous, slimy, psionic, brain-shaped mass that spawns horrors called encephalon gemmules.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/Encephalon Cluster.webp\"}}]},{\"name\":\"Encephalon Gemmule\",\"source\":\"PaBTSO\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Due to the influence of the Far Realm, the eggs within an encephalon cluster no longer hatch into illithid tadpoles. Instead, when one of an encephalon cluster's eggs reaches maturity, it is ejected from the mass as an encephalon gemmule.\",\"When spawned, a gemmule appears as a misshapen, spindly legged, pyramid-shaped nugget of soft, fleshy matter. If left to its own devices, an encephalon gemmule grows into an encephalon cluster in a matter of days, at which point it begins producing its own gemmules.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Encephalons\",\"entries\":[\"When an illithid colony lays its eggs dangerously close to a Far Realm rift, an egg sac has a chance to mutate into what is known as an encephalon cluster—a ravenous, slimy, psionic, brain-shaped mass that spawns horrors called encephalon gemmules.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/Encephalon Gemmule.webp\"}}]},{\"name\":\"Feral Ashenwight\",\"source\":\"PaBTSO\",\"_copy\":{\"name\":\"Ashenwights\",\"source\":\"PaBTSO\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Feral ashenwights retain a fragment of the spark they had in life. However, they are devoid of memories or thoughts beyond a compulsive desire to destroy all living creatures they encounter.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/Feral Ashenwight.webp\"}}}}}},{\"name\":\"Fiendish Auger\",\"source\":\"PaBTSO\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A fiendish auger is created when a wicked spirit enters an excavation drill, causing the hulking corkscrew bore to glow brightly with hellfire.\",\"Fueled by the fervent aggression of the evil spirit within, fiendish augers can rapidly churn through solid rock. However, those who employ a fiendish auger must keep a keen eye on the machine. Without careful instruction, a fiendish auger indiscriminately bores through creature and earth alike.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/Fiendish Auger.webp\"}}]},{\"name\":\"Flesh Meld\",\"source\":\"PaBTSO\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Squelching and quivering with insatiable hunger, a flesh meld is a hulking amalgamation of teeth, blood, and body parts. Sinuous appendages of gore, each ending in a gnashing mouth, bite at prey before yanking the piteous creatures into the flesh meld's core. The stench of death surrounds a flesh meld.\",\"When a creature is consumed by a flesh meld, the creature's mind is merged into the flesh meld's consciousness. More resilient minds may fight against this assimilation, but inevitably, the mind succumbs to the discordant chorus of thoughts to kill and consume.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/Flesh Meld.webp\"}}]},{\"name\":\"Goblin Psi Brawler\",\"source\":\"PaBTSO\",\"_copy\":{\"name\":\"Psionic Goblins\",\"source\":\"PaBTSO\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Goblin psi brawlers use their psionic talents to heighten their physical might. Their strikes crackle with psychic energy, and while angered, goblin psi brawlers can unleash a telekinetic thrust strong enough to knock enemies to the ground.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/Goblin Psi Brawler.webp\"}}}}}},{\"name\":\"Goblin Psi Commander\",\"source\":\"PaBTSO\",\"_copy\":{\"name\":\"Psionic Goblins\",\"source\":\"PaBTSO\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Goblin psi commanders are among the few psionic goblins who manage to fully control the power within themselves. Awakened to the total breadth of their psionic abilities, goblin psi commanders wield blades of pure psychic energy. They can throw barriers of mental force while toppling foes with a single, mind-splitting burst.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/Goblin Psi Commander.webp\"}}}}}},{\"name\":\"Grandlejaw\",\"source\":\"PaBTSO\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/GrandlejawandKellikilli.webp\"}}]},{\"name\":\"Grell Psychic\",\"source\":\"PaBTSO\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/Grell Psychic.webp\"}}]},{\"name\":\"Gundren Rockseeker\",\"source\":\"PaBTSO\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/Gundren Rockseeker.webp\"}}]},{\"name\":\"Gwyn Oresong\",\"source\":\"PaBTSO\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/Gwyn Oresong.webp\"}}]},{\"name\":\"Hashutu\",\"source\":\"PaBTSO\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/Hashutu.webp\"}}]},{\"name\":\"Hjoldak Hollowhelm\",\"source\":\"PaBTSO\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/Hjoldak Hollowhelm.webp\"}}]},{\"name\":\"Honna\",\"source\":\"PaBTSO\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/Honna.webp\"}}]},{\"name\":\"Humanoid Mutate\",\"source\":\"PaBTSO\",\"_copy\":{\"name\":\"Mutates\",\"source\":\"PaBTSO\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"When the influence of the Far Realm affects Humanoids, the resulting creature might be a thing of nightmares. Multitudinous webbed wings sprout haphazardly along this mutate's body. Its skin becomes clammy and as smooth as a salamander's.\",\"Some intelligent Humanoid mutates retain their personalities from before they were exposed to the Far Realm. Some, driven by the allure of otherworldly powers, seek this transformation to become malevolent prophets and harbingers. Others find magical ways to return to their previous forms.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/Humanoid Mutate.webp\"}}}}}},{\"name\":\"Iarno \\\"Glasstaff\\\" Albrek\",\"source\":\"PaBTSO\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A former member of the Lords' Alliance, Glasstaff seized an opportunity in Phandalin to line his own pockets. Originally tasked with setting up a constabulary, he instead assembled a group of outlaws and local ruffians to secure his own position in town.\",\"Glasstaff puts on airs of gentility and courteous manners, addressing his bandits and ruffians as \\\"my good fellows,\\\" and referring to sordid acts such as kidnapping or arson as \\\"that unpleasant little business\\\" or \\\"those unfortunate events.\\\" He may refer to the characters as his \\\"honored guests,\\\" and expresses regret that he cannot provide suitable entertainment for the occasion of their visit. Beneath his genteel demeanor, however, Glasstaff is just as violent and arrogant as any of the Redbrands.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/Iarno Glasstaff Albrek.webp\"}}]},{\"name\":\"Infected Elder Brain\",\"source\":\"PaBTSO\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The Far Realm has tainted the elder brain that fuels Illithinoch's mind flayers.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/Infected Elder Brain.webp\"}}]},{\"name\":\"Infected Townsperson\",\"source\":\"PaBTSO\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/Infected Townsperson.webp\"}}]},{\"name\":\"Intellect Snare\",\"source\":\"PaBTSO\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"When the strange horrors of the Far Realm rip at the minds of individuals, some of those wayward shreds of thought conglomerate to form an intellect snare. An intellect snare appears as a writhing ball of tentacles, echoing with the cacophonous sounds of every thought the snare has consumed.\",\"Intellect snares are scavengers, often found scouring the aftermath of a mind flayer attack to feast on whatever hapless creatures are left behind. An intellect snare feeds by wrapping a creature in one of its tentacles and then siphoning shreds of thought, leaving a tattered mind in its wake.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/Intellect Snare.webp\"}}]},{\"name\":\"Kellikilli\",\"source\":\"PaBTSO\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/GrandlejawandKellikilli.webp\"}}]},{\"name\":\"Lowarnizel\",\"source\":\"PaBTSO\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Lowarnizel is a young amethyst dragon, and his companion is a lawful neutral human mage named Gossa. Both hate the Far Realm and anything tainted by it.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/Lowarnizel.webp\"}}]},{\"name\":\"Malinia\",\"source\":\"PaBTSO\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/Malinia.webp\"}}]},{\"name\":\"Mind Flayer Clairvoyant\",\"source\":\"PaBTSO\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"In pursuit of reconstructing their lost empire, a few mind flayers have turned to their home plane, the Far Realm, for answers. A mind flayer clairvoyant has peered into that realm's starless depths and been subsequently rewarded with extraordinary powers.\",\"Instead of heeding an elder brain, a mind flayer clairvoyant listens to the whispers and whims of the voices of the Far Realm. In addition to feasting on brains, a mind flayer clairvoyant can summon tentacles that rip through the fabric of reality and distort the minds of enemies.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Mind Flayers\",\"entries\":[\"Mind flayers, also known as illithids, feast on the brains of Humanoids across the multiverse. They are distinguished by their purple-toned skin and octopus-like heads, from which extend writhing tentacles.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/Mind Flayer Clairvoyant.webp\"}}]},{\"name\":\"Mind Flayer Nothic\",\"source\":\"PaBTSO\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A nothic is a monstrous creature with terrible talons and a single great eye. When driven to violence, it uses its horrific gaze to rot the flesh from its enemies' bones.\"]}]},{\"name\":\"Mind Flayer Prophet\",\"source\":\"PaBTSO\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Some mind flayers dedicate their lives to channeling abstruse truths from beyond reality. This insight gives them preternatural senses and allows them to focus their innate psionic power.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Mind Flayers\",\"entries\":[\"Mind flayers, also known as illithids, feast on the brains of Humanoids across the multiverse. They are distinguished by their purple-toned skin and octopus-like heads, from which extend writhing tentacles.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/Mind Flayer Prophet.webp\"}}]},{\"name\":\"Mormesk the Wraith\",\"source\":\"PaBTSO\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/Mormesk the Wraith.webp\"}}]},{\"name\":\"Mutates\",\"source\":\"PaBTSO\",\"entries\":[{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Mutates\",\"entries\":[\"A creature exposed to the strange energy of the Far Realm risks developing mutations. Such a creature undergoes a metamorphosis as the powers of the Far Realm rewrite the fundamentals of the creature's existence.\",\"Any creature can become a mutate and transform to exhibit physical characteristics associated with the Far Realm. Some creatures become mutates after prolonged exposure to Far Realm energy or magic drawn from that strange plane. Others deliberately change themselves, seeking to embrace the fell powers they worship. Creatures that become mutates often inexplicably change back to their previous forms once the Far Realm influence abates.\",\"Forcing a transformation on creatures inexplicably fails, though evil forces—such as the mind flayer empire of old—have conducted much research on the topic. For centuries, mind flayers have tried to create armies of mutates to sweep through the Underdark. However, their efforts always proved fruitless, and eventually the mind flayers gave up their schemes.\",\"Several common types of mutates exist. The individuals with stat blocks presented in this section are found in the preceding adventure, although other mutates exist. Some creatures are more prone to becoming Far Realm mutates, such as the cloaker and otyugh.\",\"Mutates often gain psionic abilities, grow wings, become covered in otherworldly slime, or exhibit other unsettling traits. Specific mutated creatures are further described in appendix A.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/Mutates.webp\"}}]},{\"name\":\"Nezznar the Spider\",\"source\":\"PaBTSO\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The Spider—a drow mastermind named Nezznar—is searching Wave Echo Cave for the Forge of Spells, a magical forge that was used by dwarves and gnomes in bygone days to fashion powerful magic items.\",\"The Spider wants Wave Echo Cave for himself, and he's taking steps to make sure no one else knows where it is.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/Nezznar the Spider.webp\"}}]},{\"name\":\"Nundro Rockseeker\",\"source\":\"PaBTSO\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/Nundro Rockseeker.webp\"}}]},{\"name\":\"Nythalyn Henlifel\",\"source\":\"PaBTSO\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/NythalynandYanthdel.webp\"}}]},{\"name\":\"Oculorb\",\"source\":\"PaBTSO\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Many oculorbs are dreamed into existence by beholders. The Far Realm's strange power can pervade a beholder's dreams, resulting in the birth of an oculorb.\",\"Oculorbs resemble a slimy conglomeration of eyes in many sizes and shapes. They are dreaded even by the beholders that birth them. An oculorb is a tangle of negative emotions—the fury, melancholy, and obsession of its creator, all given gruesome, corporeal form. Like a beholder, an oculorb can fire beams of energy from its eyes, but an oculorb's eyes lack the more sophisticated magical nature of a beholder's eyestalks. Instead, an oculorb unleashes powerful waves of energy charged with negative emotions, cowing its foes with despair and ire.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/Oculorb.webp\"}}]},{\"name\":\"Oshundo the Alhoon\",\"source\":\"PaBTSO\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Oshundo lived in Illithinoch at the height of the mind flayer empire many centuries ago, but Oshundo was driven out for practicing arcane magic. It's obvious that this rejection still stings Oshundo, who refers to Illithinoch's longdead leaders as \\\"ignorant fools\\\" who are \\\"closed to the flexibility and power of arcane magic.\\\"\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/Oshundo the Alhoon.webp\"}}]},{\"name\":\"Otyugh Mutate\",\"source\":\"PaBTSO\",\"_copy\":{\"name\":\"Mutates\",\"source\":\"PaBTSO\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Rising from piles of carrion and filth exposed to Far Realm energy, an otyugh mutate grows chitinous, jet-black plating over its limbs. The plates contrast sharply with the translucent, almost ghostly, appearance of its flesh, which provides a grotesque window into the virulent refuse the otyugh recently consumed.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/Otyugh Mutate.webp\"}}}}}},{\"name\":\"Psionic Ashenwight\",\"source\":\"PaBTSO\",\"_copy\":{\"name\":\"Ashenwights\",\"source\":\"PaBTSO\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"When an ashenwight arises near a crystal vein infused with aberrant power, or when one lingers in an area of fell magic, there is a chance for the ashenwight to develop psionic abilities. A psionic ashenwight is markedly more sapient than other ashenwights, though the resulting consciousness is a new creation separate from who the ashenwight was in life.\",\"Some psionic ashenwights dedicate their existence to piecing together their previous life, while others strive to enlighten other ashenwights to this new psionic power.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/Psionic Ashenwight.webp\"}}}}}},{\"name\":\"Psionic Goblins\",\"source\":\"PaBTSO\",\"entries\":[{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Psionic Goblins\",\"entries\":[\"The specifics of how a psionic goblin comes to exist vary. Some are born, changed by energy leaking from the Far Realm. Others transform themselves with their psionic power or enter into agreements with other Aberrations, which help them transform in return for their service as shock troops. Regardless, the result is the same: a goblin with unnatural and barely contained psychic power.\",\"Psionic goblins often struggle to handle the turbulent psychic energy within their minds and bodies. Those psionic goblins who learn how to safely tap into this psychic power are formidable forces in combat. Psionic goblins often augment their martial skills with telekinesis, and stealthy squads of psionic goblin warriors can communicate via telepathy, making them excellent infiltrators and ambushers.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/Psionic Goblins.webp\"}}]},{\"name\":\"Qunbraxel\",\"source\":\"PaBTSO\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Qunbraxel is an arrogant mind flayer warlock. Qunbraxel is always attended by four loyal grimlocks. They swap this duty with other grimlocks nearby, although Qunbraxel can hardly be bothered to tell one grimlock minion from another.\",\"Cut off from any elder brain Qunbraxel considers worthy, the mind flayer hopes to join the Ilvaash fanatics and receive power and insight from the Far Realm.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/Qunbraxel.webp\"}}]},{\"name\":\"Redbrand Ruffian\",\"source\":\"PaBTSO\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Redbrand ruffians are ruthless enforcers skilled at intimidation and violence. They work for money and have no scruples.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/Redbrand Ruffian.webp\"}}]},{\"name\":\"Refraction of Ilvaash\",\"source\":\"PaBTSO\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Ilvaash was formed from the remains of the mind flayer god Ilsensine, the God-Brain. When Ilsensine left the Far Realm to establish a divine domain elsewhere, pieces of the God-Brain sloughed away and awoke to sentience. This is Ilvaash, the Dissonant Psyche.\",\"The refraction of Ilvaash wields only a sliver of the godlet's power but is nevertheless a formidable foe.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/Refraction of Ilvaash.webp\"}}]},{\"name\":\"Rivibiddel\",\"source\":\"PaBTSO\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/Rivibiddel.webp\"}}]},{\"name\":\"Ruxithid the Chosen\",\"source\":\"PaBTSO\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Centuries ago, an abandoned duergar mining outpost called Zorzula's Rest was conquered by mind flayers, and the goblins there were exposed to the illithids' strange powers, leading a subset of the goblins to develop unusual psionic powers. The mind flayers eventually left, but the goblins remained, sequestered from the rest of the world until recently when the mind flayer fanatics called on them. Some of these goblins' descendants possess psionic powers, as evidenced by the goblin psi commanders and goblin psi brawlers (see appendix A for descriptions of both) that make up their ranks. Collectively, the goblins call themselves the Sawplees: a simplification of the word for \\\"goblin\\\" in the illithids' dialect of Deep Speech.\",\"In recent weeks, the Sawplee goblins' leader found a mysterious gemstone. Unknown to Ruxithid the Chosen, a new group of mind flayer fanatics that draw power from the Far Realm planted it for him to find. The gemstone lets Ruxithid telepathically communicate with the mind flayers, who he believes are gods.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/Ruxithid the Chosen.webp\"}}]},{\"name\":\"Shalfi Lewin\",\"source\":\"PaBTSO\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/Shalfi Lewin.webp\"}}]},{\"name\":\"Sildar Hallwinter\",\"source\":\"PaBTSO\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Sildar is a kindhearted human man of nearly fifty years who holds a place of honor in the famous griffon cavalry of Waterdeep. He is an agent of the Lords' Alliance, a group of allied political powers along the Sword Coast concerned with mutual security and prosperity. The order ensures the safety of the cities and other settlements of Faerûn by proactively handling violent threats, and order members work to bring honor and glory to their leaders and their homeland.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/Sildar Hallwinter.webp\"}}]},{\"name\":\"Varakkta\",\"source\":\"PaBTSO\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/Varakkta.webp\"}}]},{\"name\":\"Voalsh\",\"source\":\"PaBTSO\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/Voalsh.webp\"}}]},{\"name\":\"Yanthdel Henlifel\",\"source\":\"PaBTSO\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/NythalynandYanthdel.webp\"}}]},{\"name\":\"Zeond\",\"source\":\"PaBTSO\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PaBTSO/Zeond.webp\"}}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-pota.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Aerisi Kalinoth\",\"source\":\"PotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Aerisi Kalinoth is the air prophet of the Elder Elemental Eye and leader of the Cult of the Howling Hatred. Tall and slender, with dark hair and (illusory) feathered wings that gently fan the air, Aerisi Kalinoth speaks to her people in a whisper that belies her violent temper, which reveals itself whenever she is denied.\",\"Aerisi was a sheltered moon elf princess named Dara Algwynenn Kalinoth who grew up in a remote Faerie realm. Her parents had wished to protect her from the harsh realities of the world, but they only succeeded in spoiling her. When they tried to discipline their wilful daughter, she used the power of elemental air against them. Soon after, her dreams led her to the ancient dwarven ruins where the spear Windvane awaited her.\",\"Dara changed her name to Aerisi and pretended to be an avariel (winged elf) princess like the ones from her storybooks. Then Aerisi used her talents for enchantment magic to sway mortals into joining her cult. She has convinced all her followers that she is in fact an avariel, and believes it herself even though she must cast {@spell seeming} each day to \\\"reveal\\\" her wings.\",\"Aerisi is prone to deluded flights of fancy and impulsive decadence. She sees herself as a beautiful, fierce, and just ruler who wields elemental power because she deserves it.\"]},{\"type\":\"entries\",\"name\":\"In the Air Node\",\"entries\":[\"When danger threatens the Temple of Howling Hatred, Aerisi retreats to the Howling Caves, the air node. Within this node, Aerisi gains one additional use of her Legendary Resistance trait.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PotA/Aerisi Kalinoth.webp\"}}]},{\"name\":\"Bastian Thermandar\",\"source\":\"PotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Like many in the fire cult, Bastian burns with an inner fire, but his fire is ambition, rather than a wish to see the world burn. Bastian is scheming to supplant Vanifer and claim Tinderstrike for himself.\",\"As a practitioner of the arcane arts who learned much of his fire magic from Vanifer herself, Bastian relies on his spells in a fight, and he is a \\\"quick-burning\\\" sort who tries to deliver maximum impact early in the fight. If he knows a fight is coming but can't preemptively strike, Bastian becomes more cautious, casting wall of fire to protect himself before he hurls magic into the fray.\"]}]}]}]},{\"name\":\"Black Earth Guard\",\"source\":\"PotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Black Earth guards are the warriors of the earth cult. They are brutal, heavily armored thugs devoted to Ogrémoch. That devotion has granted them an uncanny ability to hold their ground against the buffeting assaults. It has also earned them the right to wear special plate armor of elemental stone, which breaks down when the guard is slain.\",\"These guards are fanatically loyal to the Black Earth priests and the leaders of the cult. They fight to the death if commanded to do so by their superiors. Those with more potential become burrowsharks.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PotA/Black Earth Guard.webp\"}}]},{\"name\":\"Black Earth Priest\",\"source\":\"PotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The priests of the Black Earth are the drivers and organizers of Ogrémoch's cult. They are the true believers, seeing Ogrémoch as a divine force, and they have developed a twisted dogma to explain how the evil of elemental earth is destined to remake the world and rule over all. The Black Earth priests form a cabal of leaders whose fanaticism and magical power serve as the backbone of the cult. Individuals of unusual power hold higher rank in the cult, but the priests provide the cult leader with his or her authority over the rest of Ogrémoch's followers.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PotA/Black Earth Priest.webp\"}}]},{\"name\":\"Burrowshark\",\"source\":\"PotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Elite warriors of the earth cult, burrowsharks are fierce champions who ride trained bulettes into battle. While their powerful mounts rend and tear foes to pieces, burrowsharks leap to the ground and cut down their foes without mercy.\",\"Burrowsharks are much like Black Earth guards, since both have uncanny footing and special armor. For burrowsharks, an additional gift of Ogrémoch's might establishes a magical bond between the burrowshark and a bulette, allowing the rider to burrow with its mount and sense what its mount senses.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PotA/Burrowshark.webp\"}}]},{\"name\":\"Crushing Wave Priest\",\"source\":\"PotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Crushing Wave priests are the fanatical core of the cult. Gathering in secretive cabals, they perform dark rituals to glorify Olhydra as the embodiment of water's destructiveness. They believe that using water to kill their enemies, such as through ritual drowning, earns them Olhydra's favor.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PotA/Crushing Wave Priest.webp\"}}]},{\"name\":\"Crushing Wave Reaver\",\"source\":\"PotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The foot soldiers of the Crushing Wave cult are vicious sea reavers. Many of them were pirates before they fell in with the cult, and they remain eager for blood and plunder. Crushing Wave reavers appreciate the value of stealth and surprise, and look for chances to launch sudden attacks from positions of concealment whenever possible. The soldiers of the Crushing Wave cult are highly loyal to the cult priests, but they rarely fight to the death if an avenue of retreat is open to them.\",\"Reavers carry shields made of giant crab shells, and the blades of their swords are lined with shark's teeth.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PotA/Crushing Wave Reaver.webp\"}}]},{\"name\":\"Dark Tide Knight\",\"source\":\"PotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Dark Tide knights are the elite warriors of the Crushing Wave cult. By drawing upon Olhydra's dark power, they gain the ability to ride sea-creatures that normally wouldn't be suitable as mounts, and can even breathe underwater and share their mount's senses. The knights prefer to fight from or in the water, since they don't like to leave their mounts behind, but they can be fierce opponents on foot at need.\",\"Unlike most other knights, Dark Tide knights disdain heavy armor, relying on the speed and ferocity of their attacks to carry them to victory.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PotA/Dark Tide Knight.webp\"}}]},{\"name\":\"Drannin Splithelm\",\"source\":\"PotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Drannin is a self-serving dwarf who has always felt that, due to his heritage, he was owed better than he received. When he didn't receive the accolades, he began to see everyone in his way as the problem, trying to keep him down, and he vowed to do whatever it took to turn the tables. He is currently intent on claiming the legendary axe Orcsplitter, the weapon buried with King Torhild Flametongue of Besilmer many centuries ago. The secret doors and puzzles of the Halls of the Hunting Axe have frustrated Drannin for a long time, but he now has a plan to dupe his cousin Gargosh into finding the axe for him (see the \\\"Halls of the Hunting Axe\\\" side trek in chapter 6). Drannin believes that with Orcsplitter in his possession he can establish himself as a powerful lord among his clan, and finally win the respect he thinks he deserves.\",\"Drannin's most prized possession is his shield guardian. He stole the amulet that controls the shield guardian from a sorcerer some years back.\"]}]}]}]},{\"name\":\"Elizar Dryflagon\",\"source\":\"PotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Elizar was a druid who claims to be a member of the Circle of the Scarlet Moon. However, Elizar is really in service to Imix, maintaining some druidic power through a connection to the elements.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PotA/Elizar Dryflagon.webp\"}}]},{\"name\":\"Eternal Flame Guardian\",\"source\":\"PotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Eternal Flame guardians are dullards fascinated by the power of fire and eager to show the cult's enemies firsthand what it feels like to burn. They light things aflame to honor elemental fire and just for entertainment, but they don't always think ahead about what else nearby might catch fire.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PotA/Eternal Flame Guardian.webp\"}}]},{\"name\":\"Eternal Flame Priest\",\"source\":\"PotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Eternal Flame priests see the world around them as impure and unworthy, and believe that only cleansing by fire can set it right. As a result, all fire is deemed holy, from the smallest candle flame to the greatest conflagrations. When traveling in the open, Eternal Flame priests are clever enough to hide their true beliefs, passing themselves off as druids or wizards with a knack for fire magic.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PotA/Eternal Flame Priest.webp\"}}]},{\"name\":\"Fathomer\",\"source\":\"PotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Fathomers are cultists who have sealed a pact with Olhydra, Princess of Evil Water. In addition to their spellcasting abilities, fathomers have the ability to transform their bodies into water, taking serpent-like shapes. In their water serpent forms, fathomers gain many of the resistances elemental creatures possess, as well as the ability to grapple and crush their enemies with their watery bodies.\",\"Fathomers often serve as spies, infiltrators, and assassins for the water cult, since they can slip under locked doors or pass through bars and similar obstacles with ease.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PotA/Fathomer.webp\"}}]},{\"name\":\"Feathergale Knight\",\"source\":\"PotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The Feathergale Knights are ambitious, wealthy folk from cities such as Waterdeep seduced by the air cult's promises of power. From the backs of hippogriffs or giant vultures, they survey the land around Feathergale Spire, guarding the entrance to the air cult's hidden temple.\",\"The knights are contemptuous of other elemental cultists, whom they view as depraved lunatics. Under lord commander Thurl Merosska, the Feathergale Knights see themselves as elite men and women who can make hard choices for the good of their realms. In reality, they are bound to Yan-C-Bin and are blind to their own corruption and decadence. Despite their refined manners and social sophistication, each has sealed that pact with the murder of a sentient being-deaths the knights have dubbed necessary for the security of the realm.\",\"The knights have access to wingwear, as described in the \\\"Elemental Magic Items\\\" section. They are often wearing it when encountered.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PotA/Feathergale Knight.webp\"}}]},{\"name\":\"Flamewrath\",\"source\":\"PotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A flamewrath is a spellcaster that has earned the favor of Imix, the Prince of Elemental Fire, through a series of painful rites. A flamewrath's skin is burned and scarred. Inured to pain, the flamewrath revels in battle, using an array of fire spells to incinerate enemies who would try to douse the power of elemental fire. Melee combatants who draw too close face fires that can dance across the flamewrath's skin and burn attackers.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PotA/Flamewrath.webp\"}}]},{\"name\":\"Gar Shatterkeel\",\"source\":\"PotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Gar Shatterkeel is the water prophet of Elemental Evil and the dour leader of the Crushing Wave cult. He is embittered by a life of suffering at the hands of others. Pirates killed his family when he was young, he was forced into servitude aboard a merchant ship, and then another band of pirates left him to die at sea, where he lost his arm to a shark. Gar sees the elemental power of water as the only thing of value in his life and has gathered others who feel as he does.\",\"Gar bears the elemental weapon Drown. His missing arm has been replaced by an artificial limb in the shape of a crab's claw. As the leader of Olhydra's cult, he wields her innate magic. Other Crushing Wave cultists sense her power in him and follow him out of fear.\"]},{\"type\":\"entries\",\"name\":\"In the Water Node\",\"entries\":[\"When it becomes clear that the Temple of the Crushing Wave is no longer secure, Gar retreats to the Plunging Torrents, the water node. Within this node, Gar gains one additional use of his Legendary Resistance trait.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PotA/Gar Shatterkeel.webp\"}}]},{\"name\":\"Ghald\",\"source\":\"PotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Ghald is an 8-foot-tall, four-armed sahuagin who works with a partner, Unferth, for the Kraken Society in Yartar. He's careful not to emerge from his hiding place beneath the docks unless it's dark and rainy, and even then he hides under a bulky cloak. He and Unferth serve as the Kraken Society's top operatives in this part of the North, and specialize in advancing the agenda of the society through theft, intimidation, and assassination.\",\"When the thieves' guild known as the Hand of Yartar comes into possession of a powerful elemental weapon (see the \\\"Dark Dealings in Yartar\\\" side trek in chapter 6), Ghald and Unferth make sure the Kraken Society comes in with the top bid. They then make sure that no one else interferes.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PotA/Ghald.webp\"}}]},{\"name\":\"Grumink the Renegade\",\"source\":\"PotA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PotA/Grumink the Renegade.webp\"}}]},{\"name\":\"Hellenrae\",\"source\":\"PotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The chief lieutenant of Marlos Urnrayle, Hellenrae lost her sight as a child. A bitter, angry orphan, she was taken in by a monastic order and trained to use her other senses to compensate. However, she took the monks' philosophy of self-denial and emptiness of mind to extremes, seeking to fill herself with the dark power she sensed sleeping in the earth and rock around her.\",\"Hellenrae is a dour, unsmiling woman who habitually wears drab robes and a golden gargoyle mask with no eye holes. She despises weakness in any form. Therefore, she hates just about everybody, and barely tolerates the other Black Earth cultists.\"]}]}]}]},{\"name\":\"Howling Hatred Initiate\",\"source\":\"PotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Howling Hatred initiates are attracted by the cult's philosophy of non-attachment and the rejection of material things, unaware of the cult's true nature. The cult attracts adherents of all kinds, from dreamy-eyed youths with little property to world-weary folk eager to put their faith in something as tangible and powerful as an elemental force.\",\"Initiates live on little but air for a month, believing that this regimen purifies them of bodily needs. In truth it makes their bodies so desperate for sustenance that they become susceptible to indoctrination. Soon, they can justify heinous acts within the context of the cult: Human sacrifice isn't an act of murder, but a freeing of the soul from the limitations of a physical shell; conjuring a whirlwind to destroy unbelievers isn't an act of terror but a demonstration of true faith.\"]}]}]}]},{\"name\":\"Howling Hatred Priest\",\"source\":\"PotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The most fanatical of the air cultists, the priests push their bodies to physical extremes in order to decrease their density and mass and become as light as leaves. Gaunt and sallow faced, with concave bellies, bulging eyes, and taut skin that enunciates every bone, these living skeletons sustain themselves on nothing more than air and fanatical devotion to the teachings of the cult. The wind serves them at a gesture.\",\"Howling Hatred priests see themselves as living extensions of Yan-C-Bin, and they help new recruits cast off the shackles of their old lives and embrace a \\\"higher purpose.\\\" Once the new recruits are thus purified, the priests decide whether they are worthy for indoctrination as initiates or would better serve the Howling Hatred cult as sacrifices. The priests also uphold the doctrine of their prophet, inoth, and harshly punish any initiate who strays from the path.\",\"Most other air cultists hate the priests, though none dares to speak out against them. Those that challenge the priests often end up the subjects of rigorous new attempts at purification.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PotA/Howling Hatred Priest.webp\"}}]},{\"name\":\"Hurricane\",\"source\":\"PotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Hurricanes profess their disgust with decadence, and they dedicate their bodies and their minds to the world's destruction. Through breathing exercises and ascetic philosophy, skilled Howling Hatred initiates learn to imitate the cycling patterns of the hurricane. They believe the physical world must be shattered so that the creatures of the Material Plane can live unshackled by physical things.\",\"Hurricanes see the frenetic activity of the world in slow motion, and themselves at the calm center of the storm. Through meditation and mysticism they learn to summon powerful blasts of wind, catch missiles with ease, and fall like feathers.\"]}]}]}]},{\"name\":\"Imix\",\"source\":\"PotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Imix, the Eternal Flame and the All-Consuming Fire, is the Prince of Evil Fire. His natural form resembles a 30-foot-tall, 10-foot-wide pillar of fire with smoldering black pits for eyes. Imix rarely speaks, but he crackles and roars with terrible laughter as anything combustible within his grasp bursts into flame and feeds his hate. Mortal beings are mere objects of contempt to Imix, and he burns alive any he can catch for nothing more than the wicked glee of watching them writhe and die in his flames.\",\"Like his native element, Imix is fickle, temperamental, and highly destructive. Anything combustible stokes his hunger, but he takes special delight in feeding on the handiwork and possessions of intelligent beings, such as crops, buildings, or goods. Imix doesn't even spare his own followers or those who placate him with gifts and sacrifices-he is capricious and unpredictable, and often turns on those who think they have earned his favor.\"]},{\"type\":\"entries\",\"name\":\"Imix's Lair\",\"entries\":[\"Imix's home is a fiery inverted pyramid within a volcano on the Elemental Plane of Fire. This fortress-palace is known as the Temple of Ultimate Consumption. Imix is quick to answer calls from the Material Plane, since he hungers eternally for new forests, plains, and kingdoms to burn.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PotA/Imix.webp\"}}]},{\"name\":\"Maegla Tarnlar\",\"source\":\"PotA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PotA/017-poa02-04.webp\"}}]},{\"name\":\"Marlos Urnrayle\",\"source\":\"PotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Marlos Urnrayle is the earth prophet of Elemental Evil and the leader of the Black Earth cult in the Sumber Hills. He is a medusa of unusual power who was once a vain and cruel human nobleman. Marlos delights in petrifying his foes, especially those of great physical beauty, and smashing the remains to rubble.\",\"Marlos wields the magical war pick Ironfang, which he found in the Fane of the Eye after being drawn to the spot by a vision. Because of his medusa curse and his possession of the elemental weapon, the other Black Earth cultists believe that he stands high in Ogrémoch's favor and are fanatically loyal to him.\"]},{\"type\":\"entries\",\"name\":\"In the Earth Node\",\"entries\":[\"When the Temple of Black Earth is threatened, Marlos Urnrayle retreats to the Black Geode, the earth node. Within this node, Marlos gains one additional use of his Legendary Resistance trait.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PotA/Marlos Urnrayle.webp\"}}]},{\"name\":\"Miraj Vizann\",\"source\":\"PotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Miraj is an earth genasi from Calimshan. He is a perfectionist who oversees the Black Earth cult's tunneling operations and specializes in magic and alchemical processes that shape stone. He also has an affinity for the element of water and styles himself a 'mud sorcerer.'\",\"Though he is the most accomplished spellcaster in the Cult of the Black Earth, he has no interest in challenging Marlos Urnrayle for leadership. He knows that he is no match for the medusa and is happy to pursue his experiments while Marlos leads.\"]}]}]}]},{\"name\":\"Nurvureem, The Dark Lady\",\"source\":\"PotA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PotA/Nurvureem, The Dark Lady.webp\"}},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PotA/Nurvureem, The Dark Lady 2.webp\"}}]},{\"name\":\"Ogrémoch\",\"source\":\"PotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The Prince of Evil Earth is Ogrémoch (pronounced oh-gray-mock), the Mountain that Walks. His natural form is a shambling, 50-foot-tall colossus of rock, with crystal growths embedded throughout his body. When he bothers to speak, his voice sounds like grinding stones.\",\"Ogrémoch is a miser who regards all the resources and treasures found in the ground as his own. He holds nothing but contempt for mortals (or any other denizens of the Material Plane) and desires nothing more than to crush and subjugate whomever he encounters. What he can't crush, he endures and outlasts.\",\"Ogrémoch especially resents any mortals that dare to remove valuable metal or stone from the earth, and those who shape or build things of stone. He notices each nugget of gold or raw gemstone removed from areas under his influence, seeking to reclaim treasures \\\"stolen\\\" from him-and to punish the thieves. When the Prince of Evil Earth gains access to the Material Plane through an elemental node, he begins to methodically locate and destroy every mine, quarry, town, or fortification in the area. It's not that he needs the wealth, but the principle of the thing-extracting treasure from the earth-is anathema to Ogrémoch.\"]},{\"type\":\"entries\",\"name\":\"Ogrémoch's Lair\",\"entries\":[\"Ogrémoch is normally found in the depths of elemental earth, choosing caverns with black crystals and jagged rock spikes to serve as his throne room. He can enter the Material Plane through large and well-established nodes of elemental earth, with a little help from the proper rituals. Within such a node, Ogrémoch wields great power.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PotA/Ogrémoch.webp\"}}]},{\"name\":\"Olhydra\",\"source\":\"PotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Olhydra is the Princess of Evil Water. Sometimes known as the Crushing Wave, the Dark Tide, or the Well of Endless Anguish, she takes the form of a great wave, 20 feet high and 15 feet wide, with opalescent eyes. She prefers to remain in or near large bodies of water-seas, lakes, rivers, or sometimes great subterranean pools. When she needs to, she can surge onto dry land, moving much like a wave rushing up onto the shore, but only great anger or desperation would drive Olhydra to move more than a few hundred feet from her native element.\",\"Olhydra surges forth tirelessly and relentlessly. She delights in creating dangerous and destructive manifestations of elemental water, especially maelstroms and floods. She is eager to assert her power by smashing any vessel that dares to venture into her realm, and lays waste to villages or towns established within her reach. Olhydra erodes that which she can't batter and drown; she is patient, retreating in the face of adversity only to return stronger than before.\",\"Of all the Princes of Elemental Evil, Olhydra is the one most interested in mortals. She recognizes that pirates and raiders who redden the waters with mortal blood (and occasionally send treasure-laden ships into her clutches) are agents of her hateful outlook, whether they know it or not. Consequently, Olhydra sometimes spares the worst sort of seafarers from her wrath, patiently waiting for the day when they deliver others into her power.\"]},{\"type\":\"entries\",\"name\":\"Olhydra's Lair\",\"entries\":[\"The Princess of Evil Water is native to the Elemental Plane of Water, where she can be found in the black depths of vast seas or enthroned among jagged reefs. Olhydra waits for the chance to enter the Material Plane through elemental water nodes or when called by the proper rituals. Whether she is in her elemental domain or temporarily occupying a water node, Olhydra commands the waters around her and can shape them to her will.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PotA/Olhydra.webp\"}}]},{\"name\":\"One-Eyed Shiver\",\"source\":\"PotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A one-eyed shiver is a fearsome cultist who wields powers of ice and cold. To gain the frigid power of elemental water, the shiver removes one eye and replaces it with a frosty white orb that can blast foes with an icy ray. When the orb isn't in use, the shiver covers its magical eye with an eye patch. Even when hidden, the orb's magical power makes itself felt-a one-eyed shiver has ice-cold blood and is constantly surrounded by an aura of thin, cold fog.\",\"One-eyed shivers inspire dread and fear in all who meet them, including their fellow cultists. Only the leaders of the Crushing Wave cult dare to give commands to these masters of icy magic.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PotA/One-Eyed Shiver.webp\"}}]},{\"name\":\"Oreioth\",\"source\":\"PotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A lean, black-bearded young noble from Baldur's Gate, Oreioth is more at home among the dead than the living. He was cruel almost from the time he could talk, catching small creatures and killing them in hideously inventive ways to savor the power of life and death. He grew to be an embarrassment to his well-off family, who paid a tutor to channel his undeniable intelligence and curiosity into more positive outlets. They didn't know they had apprenticed the young Oreioth to a necromancer in need of an assistant for his researches.\",\"When Oreioth's master decided he had no more use for his apprentice, he sent Oreioth off to make his own way in the world. Oreioth worked his way northward, robbing graves and using his magic to intimidate or rob anyone weaker than him. Driven out of one decent town after another, he finally sought refuge in an old outlaw's lair he discovered near Lance Rock. There he commenced his newest round of experiments, avoiding all other living souls.\",\"What few social graces Oreioth once possessed are fading rapidly. He has become a megalomaniac, styling himself the Lord of Lance Rock and surrounding himself with zombies and skeletons compelled to heed his every whim. Oreioth barely recognizes his own name anymore, and he harbors dreams of founding a kingdom of undead servitors with himself on the throne.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PotA/Oreioth.webp\"}}]},{\"name\":\"Razerblast\",\"source\":\"PotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A razerblast seethes with hate for the enemies of the fire cult. The razerblast's elemental overlords have replaced its heart with a flaming orb that detonates if the razerblast dies.\",\"Razerblasts remember little of their life before they the power of elemental fire transformed them. Now they follow the orders of the flamewraths and the cult leaders without question. Razerblasts fight confidently because they know that even if they lose, they go out in a blaze of glory.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PotA/Razerblast.webp\"}}]},{\"name\":\"Sacred Stone Monk\",\"source\":\"PotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Sacred Stone monks are followers of a martial philosophy that seeks to emulate the strength of rock and stone. They don gargoyle masks and use a finely honed sense of touch to measure their surroundings by contact with the ground. They avoid speaking, or extraneous thought for that matter. They live only to test themselves with deprivation and to punish those who doubt the strength of elemental earth.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PotA/Sacred Stone Monk.webp\"}}]},{\"name\":\"Shoalar Quanderil\",\"source\":\"PotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A plump water genasi armed with a jovial manner and biting sense of humor, Shoalar Quanderil seems like the last person one would expect to be a cruel member of a destructive cult. Nevertheless, Shoalar is the captain of a pirate ship that harries the Sword Coast, and a high-ranking Crushing Wave cultist. He sees Olhydra's power as a means to making himself as rich as possible.\"]}]}]}]},{\"name\":\"Skyweaver\",\"source\":\"PotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Skyweavers brim with rage and desire, which makes them perfect vessels for the wildly destructive magic of the Cult of the Howling Hatred. In contrast to their hurricane counterparts in the air cult, skyweavers embrace the worship of Elemental Evil for a quick path to power. With little experience wielding the might of the elements, skyweavers thrill with the rush of releasing raw elemental energy.\"]}]}]}]},{\"name\":\"Stonemelder\",\"source\":\"PotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Stonemelders are spellcasters who gain their power from Ogrémoch, using elemental earth magic to sheathe their bodies in carapaces of rock. They are elite champions of the cult and answer only to the cult leaders. Not even the Black Earth priests tell stonemelders what to do.\",\"Each stonemelder carries a weapon known as a Black Earth rod. Such a rod is like an ordinary mace, but in the hands of a stonemelder, it serves as a conduit for Ogrémoch's wrath.\"]}]}]}]},{\"name\":\"Thurl Merosska\",\"source\":\"PotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Thurl Merosska is the leader of the Feathergale Knights. Once a griffon rider of Waterdeep, Thurl retired after a storm nearly claimed his life. Obsessed with his near-death experience, Thurl learned of Yan-C-Bin and swore an oath to serve the elemental prince in exchange for power.\",\"Thurl realized that there were others among the wealthy of Waterdeep who might make worthy servants of Yan-C-Bin. He formed the Feathergale Society to lure likely individuals into the air cult. He indoctrinated his Feathergale knights, one by one, into the cult's beliefs.\",\"When Aerisi Kalinoth arose as the chosen prophet of air, Thurl reluctantly pledged the Feathergale Knights to the cause. He resents Aerisi Kalinoth's rulership of the cult, but tells himself that he can use her and her followers to make the Feathergale Society strong enough to rule Waterdeep as it should be ruled.\"]}]}]}]},{\"name\":\"Vanifer\",\"source\":\"PotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Vanifer's rough childhood has hardened her heart against others. The world is a corrupt, painful place, she thinks, and deserving of a fiery end. For years, she was a dancer and concubine in a pasha's court in Calimshan. Later, she took up the mantle of prophet when she found Tinderstrike, and the same ruthless ambition and practiced manipulation that enabled her to escape a life of servitude serves her well as the head of a growing cult.\",\"For Vanifer, battle is best observed at a distance. She prefers to hurl destructive magic from afar. Those who challenge Vanifer in melee learn a painful lesson, as she and Tinderstrike make a formidable pair.\",\"In the Fire Node\",\"When enemies threaten the Temple of Eternal Flame, Vanifer withdraws to the Weeping Colossus, the fire node. Within this node, Vanifer gains one additional use of her Legendary Resistance trait.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PotA/Vanifer.webp\"}}]},{\"name\":\"Wiggan Nettlebee\",\"source\":\"PotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Wiggan Nettlebee is the patriarch of the Nettlebee clan, a wealthy family of halflings that raise livestock and farm their land. He presents the outward appearance of a modest rancher, and he forbids extravagance on his farm. Thinking he had found a cult dedicated to the dominating nature and utilizing its darker aspects, Wiggan joined the Cult of the Black Earth. He still doesn't know the full extent of the cult's plans.\",\"Wiggan dislikes and distrusts outsiders. He believes they are all evildoers who would steal from him if they could. He sees the earth cult as a powerful and necessary ally toward securing his finances and sustaining his position. A greedy miser, Wiggan becomes visibly upset at the thought of parting with even a few spare coins from his hoard.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PotA/Wiggan Nettlebee.webp\"}}]},{\"name\":\"Windharrow\",\"source\":\"PotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"An opportunistic half-moon elf rake and bandit formerly known as Harald Grayspear, Windharrow was given his new name by Aerisi Kalinoth. When Aerisi was still with her family, Harald charmed and flattered his way into her favor. When Aerisi ran away from home to become the air prophet, she took Windharrow with her.\",\"At Aerisi's insistence, Windharrow recruited a band of flutists from the ranks of new converts to the air cult, calling them the Windwyrds. Most have no musical talent whatsoever, and their music is often a shrill cacophony. Of all the air cultists, the Windwyrds are the least fanatical and the most fearful for their lives. Aerisi disposes of these minstrels on a whim, replacing them with other initiates. Those that master some skill with their instruments survive the longest, but the cost of failure creates a highly competitive environment among the minstrels.\",\"Windharrow is loyal to Aerisi Kalinoth as long as he fears her power. If his life is threatened or a richer offer presents itself, Windharrow betrays the air cult without a backward glance.\"]}]}]}]},{\"name\":\"Yan-C-Bin\",\"source\":\"PotA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Yan-C-Bin (pronounced yan-see-bin) is the Prince of Evil Air. A being of great wisdom and malice, Yan-C-Bin's plots began at the forging of the worlds. Subtler than the other elemental princes, Yan-C-Bin operates unseen, studying his enemies from afar, ambushing them swiftly, and vanishing before his foes can retaliate.\",\"His natural form is an invisible vortex of howling, swirling air 30 feet high and 15 feet wide, but Yan-C-Bin sometimes takes the shape of a gaunt, venerable, dark-skinned human with wispy white hair and glowing white eyes. When he wishes to remain unseen, Yan-C-Bin manifests only as a gust of cold wind flowing silently past.\",\"From his floating palace in the endless, cloudy skies of the Plane of Air, Yan-C-Bin watches worlds as they change over millennia. Evil aerial creatures worship the elemental prince as a god, and claim to see Yan-C-Bin's eyes in swirling storms. Yan-C-Bin doesn't care for their offerings, their sacrifices, or their worship. His only concern is the annihilation of the material realms as they are ripped apart by the superior elemental might of air and wind.\"]},{\"type\":\"entries\",\"name\":\"Yan-C-Bin's Lair\",\"entries\":[\"Yan-C-Bin dwells in a palace of air on the Elemental Plane of Air. In his palace and in air nodes on the Material Plane (including the Howling Caves, described in chapter 5), Yan-C-Bin is master. He can use the following actions in his lair.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PotA/Yan-C-Bin.webp\"}}]},{\"name\":\"Zegdar\",\"source\":\"PotA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PotA/Zegdar.webp\"}}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-ps-a.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"monsterFluff\"]},\"monsterFluff\":[{\"name\":\"Adult Amonkhet Dragon\",\"source\":\"PSA\",\"_copy\":{\"name\":\"Amonkhet Dragon\",\"source\":\"PSA\"}},{\"name\":\"Ammit\",\"source\":\"PSA\",\"_copy\":{\"name\":\"Amonkhet Demon\",\"source\":\"PSA\"}},{\"name\":\"Amonkhet Demon\",\"source\":\"PSA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Demons\",\"entries\":[\"Deep in the desert, far from the protection of the Hekma and the safety of Naktamun, lies a place called Ifnir, the Demons' Nest. The people of Amonkhet believe that the God-Pharaoh banished all the demons of this plane to the desolation of Ifnir as punishment when they rose up in rebellion against him. Some say that the angels carry the worst dissenters into the heart of Ifnir, which is a fate far worse than merely being abandoned amid the scouring sands.\",\"The demons of Ifnir bear some resemblance to Bolas, with long limbs and tails, huge wings, and gaunt bodies adorned with horns and blades. Other demonic creatures have more bestial features, including {@creature ammit|PSA|ammits}—crocodilian demons sometimes used as challenges within the trials of the five gods—and the scorpion demons called {@creature soulstinger demon|PSA|soulstingers}, whose venom causes excruciating pain in its victims.\",\"Use the statistics of a {@creature nalfeshnee|MM} for a demon such as an {@creature Archfiend of Ifnir|PSA}. The statistics of a {@creature giant crocodile|MM} can model an {@creature ammit|PSA}, and those of a {@creature bone devil|MM} work well for a {@creature soulstinger demon|PSA}.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSA/Archfiend of Ifnir.webp\"},\"title\":\"Archfiend of Ifnir\",\"credit\":\"Slawomir Maniak\"}]},{\"name\":\"Amonkhet Dragon\",\"source\":\"PSA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Dragons are fierce monsters with heavy reptilian bodies, crocodilian heads, and leathery wings, and are dis-tinguished by their ability to breathe fire. Though Nicol Bolas is also a dragon, he feels no kinship for these savage, dim-witted beasts. They live mostly in the remote reaches of the desert, soaring in lazy circles through the sky as they search for prey. Sometimes they are captured and brought inside the Hekma, where they are put to use within the trials of the five gods—especially in the climactic battles of the final Trial of Zeal.\",\"The dragons of Amonkhet are {@b red dragons}, though they lack the high Intelligence of the red dragons in the {@book Monster Manual|PHB}.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSA/Amonkhet Dragon.webp\"},\"title\":\"Glorybringer\",\"credit\":\"Sam Burley\"}]},{\"name\":\"Amonkhet Dragon Wyrmling\",\"source\":\"PSA\",\"_copy\":{\"name\":\"Amonkhet Dragon\",\"source\":\"PSA\"}},{\"name\":\"Amonkhet Hydra\",\"source\":\"PSA\",\"_copy\":{\"name\":\"Desert Lands\",\"source\":\"PSA\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"The hydras of Amonkhet have heads like those of a cobra. A successful bite attack from one of these heads deals 7 ({@damage 1d4 + 5}) piercing damage, and the target must make a {@dc 16} Constitution saving throw, taking 7 ({@damage 2d6}) poison damage on a failed save, or half as much damage on a successful one.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSA/Amonkhet Hydra.webp\"},\"title\":\"Honored Hydra\",\"credit\":\"Todd Lockwood\"}]},{\"name\":\"Amonkhet Mummy\",\"source\":\"PSA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Not every citizen of Naktamun proves to be worthy of the afterlife. Acolytes sometimes die before the Ceremony of Measurement, perhaps in training accidents. Many {@background initiate|PSA|initiates} perish in one of the first four trials, before earning their five cartouches. {@background vizier|PSA|Viziers} sometimes die before they have truly earned a place in the afterlife serving their gods. Without having proven themselves worthy, these poor souls have no place as Eternals in the afterlife—but neither have they committed a grievous sin that would warrant abandoning them to the Curse of Wandering as marauding {@creature amonkhet mummy|PSA|mummies}.\",\"Fortunately, the beneficence of the God-Pharaoh is great enough to provide a role for these people. Called the anointed, they are carefully embalmed, protected from the Curse of Wandering, and allowed to spend another lifetime in service to the worthy. The God-Pharaoh promises that those who faithfully serve as the anointed will earn a place as attendants in the afterlife as well, and even an eternity of service in the afterlife is prefera-ble to an eternity subjected to the Curse of Wandering.\",\"The bodies of the anointed are carefully wrapped in cloth and adorned with cartouches. In contrast to the cartouches of {@background initiate|PSA|initiates} and {@background vizier|PSA|viziers}, these do not harbor the life essence of the deceased at their best. Instead, they coach the anointed for a particular form of service. With their cartouches in place, the anointed rise and join the ranks of serving {@creature amonkhet mummy|PSA|mummies} who attend to the needs of daily life in Amonkhet.\",{\"type\":\"entries\",\"name\":\"The Curse of Wandering\",\"entries\":[\"The Curse of Wandering is the greatest danger of the desert lands. A creature killed in the desert rises again as a {@creature zombie} as soon as the moisture has dried from its flesh. As a result, the corpses of every kind of desert creature shamble across the dunes alongside the humanoid {@creature zombie||zombies} of {@filter dissenters|backgrounds|source=psa|search=dissenter} and would-be explorers. Most of these former humanoids are mindless marauders, though some tales speak of {@creature amonkhet mummy|PSA|mummies} that have retained a sinister intelligence and even magical ability, becoming {@creature amonkhet mummy lord|PSA|mummy lords}.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSA/Amonkhet Mummy Lord.webp\"},\"title\":\"Lord of the Accursed\",\"credit\":\"Grzegorz Rutkowski\"}]},{\"name\":\"Amonkhet Mummy Lord\",\"source\":\"PSA\",\"_copy\":{\"name\":\"Amonkhet Mummy\",\"source\":\"PSA\"}},{\"name\":\"Amonkhet Sphinx\",\"source\":\"PSA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Sphinxes are inscrutable beings, and keepers of secrets and mysteries. They have leonine bodies, hawklike wings, and faces resembling humans, framed by great frills or manes of feathers. Their powerful forearms are also feathered, and fans of long feathers form their tails.\",\"The sphinxes of Amonkhet are perhaps the only creatures to remain uncorrupted by the influence of Nicol Bolas on this plane. Their impenetrable minds proved to be beyond even Bolas's ability to control—but even so, he was able to place them under a curse to guarantee their silence. A sphinx is utterly incapable of communication—verbal or nonverbal, even written—as long as the curse remains in effect. In this way, Bolas has prevented the sphinxes from revealing his system of lies to the people or gods of Naktamun.\",\"Use the statistics of an {@creature androsphinx|MM} for the common sphinxes of Amonkhet.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSA/Amonkhet Sphinx.webp\"},\"title\":\"Ominous Sphinx\",\"credit\":\"Lars Grant-West\"}]},{\"name\":\"Ancient Amonkhet Dragon\",\"source\":\"PSA\",\"_copy\":{\"name\":\"Amonkhet Dragon\",\"source\":\"PSA\"}},{\"name\":\"Angel of Amonkhet\",\"source\":\"PSA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Whatever their original forms might have been, the angels of Amonkhet have been twisted into distorted reflections of Nicol Bolas. Their limbs are long and thin, with elongated shins and forearms. Their huge wings are adorned with white and black feathers. Light shines through their joints and chests as if from an internal fire, and their eyes glow with a gold or orange light.\",\"Bolas's angels are his personal agents during his absence from Amonkhet. Their mission, which they pursue with unwavering devotion, is to keep Naktamun free of dissenting voices. They stand as sentinels over the city, extending supernatural senses to detect the presence of {@filter dissenters|backgrounds|source=psa|search=dissenter}. They use their long, hooked {@item staff|PHB|staffs} to capture those who question the God-Pharaoh's rule, and are tasked with carrying out the punishment that Bolas's law demands. {@filter Dissenters|backgrounds|source=psa|search=dissenter} are bound into sarcophagi—the Tombs of Disgrace—and exposed to the mockery of fellow citizens in the Display of Doubt. On the following morning, the angels carry the sarcophagi into the desert and abandon the {@filter dissenters|backgrounds|source=psa|search=dissenter} to the horrors of the sands—and the Curse of Wandering.\",\"Use the statistics of a {@creature deva|MM} for an angel on Amonkhet, replacing its mace attack with a staff attack. When the angel hits with a melee attack using its staff, the target is {@condition grappled} (escape {@dc 17}). Until this grapple ends, the target is {@condition restrained} and the angel can't attack another target with its staff.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSA/Angel of Amonkhet.webp\"},\"title\":\"Seraph of the Suns\",\"credit\":\"Winona Nelson\"}]},{\"name\":\"Anointed\",\"source\":\"PSA\",\"_copy\":{\"name\":\"Amonkhet Mummy\",\"source\":\"PSA\"}},{\"name\":\"Archfiend of Ifnir\",\"source\":\"PSA\",\"_copy\":{\"name\":\"Amonkhet Demon\",\"source\":\"PSA\"}},{\"name\":\"Cerodon\",\"source\":\"PSA\",\"_copy\":{\"name\":\"Desert Lands\",\"source\":\"PSA\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Cerodons are sometimes mistaken for herbivores because of their resemblance to bulls, but they are never mistaken for harmless. They stand over thirty feet tall at the shoulder, and their heads are crowned with enormous horns that jut forward from the nose, then extend backward almost the entire length of their bodies. The horn structure resembles a sandstone cliff, and a cerodon can use it to ruin buildings or monuments with a minimum of effort. Cerodons are extremely aggressive, and often mistake the shimmering Hekma for an intruder into their territory. Use the statistics of a {@creature mammoth} for these creatures, with the following additional trait:\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Siege Monster\",\"entries\":[\"The cerodon deals double damage to objects and structures.\"]}]}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSA/Cerodon.webp\"},\"title\":\"Desert Cerodon\",\"credit\":\"Igor Kieryluk\"}]},{\"name\":\"Criosphinx\",\"source\":\"PSA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A rare few {@creature amonkhet sphinx|PSA|sphinxes} have the heads of rams instead of the humanlike faces of other {@creature amonkhet sphinx|PSA|sphinxes}. Though they lie under the same curse as all their kind, they are less enigmatic and more aggressive, actively attacking {@creature angel of amonkhet|PSA|angels}, demons, and other agents of Bolas they encounter in the desert. They stay far from Naktamun and care little for its people. Their hatred of Bolas is driven only by his curse.\",{\"type\":\"entries\",\"name\":\"Sphinxes\",\"entries\":[\"{@creature amonkhet sphinx|PSA|Sphinxes} are inscrutable beings, and keepers of secrets and mysteries. They have leonine bodies, hawklike wings, and faces resembling humans, framed by great frills or manes of feathers. Their powerful forearms are also feathered, and fans of long feathers form their tails.\",\"The {@creature amonkhet sphinx|PSA|sphinxes} of Amonkhet are perhaps the only creatures to remain uncorrupted by the influence of Nicol Bolas on this plane. Their impenetrable minds proved to be beyond even Bolas's ability to control—but even so, he was able to place them under a curse to guarantee their silence. A {@creature amonkhet sphinx|PSA|sphinx} is utterly incapable of communication—verbal or nonverbal, even written—as long as the curse remains in effect. In this way, Bolas has prevented the {@creature amonkhet sphinx|PSA|sphinxes} from revealing his system of lies to the people or gods of Naktamun.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSA/Criosphinx.webp\"},\"title\":\"Unesh, Criosphinx Sovereign\",\"credit\":\"Adrian Majkrzak\"}]},{\"name\":\"Desert Lands\",\"source\":\"PSA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"The Desert Lands\",\"entries\":[\"The desolate wilderness beyond the protection of the Hekma is largely uncharted. Immediately beyond the protective veil is a chaotic dune sea called Shefet, the Scouring Sands. The desert wears away at the edges of the fertile lands surrounding Naktamun, serving as a constant reminder that only the bounty and protection of the God-Pharaoh stand between the people of the city-state and a grisly death in the sands beyond. Beyond Shefet are parched, cracked expanses called Ramunap, the Broken Lands. The ruins of ancient civilizations are said to lie in the Broken Lands, though no one has ever explored such ruins and returned to Naktamun to tell of them.\"]}]}]},{\"name\":\"Drake\",\"source\":\"PSA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Drakes are similar to dragons, though they lack any ability to breathe fire and have only two legs in addi-tion to their huge wings. They are less aggressive than dragons, and possibly slightly more intelligent. They are drawn by the glint of lazotep in mines, the shine of gold in Naktamun, and the glimmer of the sun on the water of the Luxa river. They also like to perch on obelisks and other spires on city buildings.\",\"A {@creature pteranodon} can represent a smaller drake, while a larger one is more like a {@creature giant eagle}.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSA/Drake.webp\"},\"title\":\"Angler Drake\",\"credit\":\"Svetlin Velinov\"}]},{\"name\":\"Eternal\",\"source\":\"PSA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"An Eternal Army\",\"entries\":[\"A being as mighty and magnificent as Nicol Bolas demands a fighting force of the highest caliber, so that an ordinary army of zombies could never be worthy of the God-Pharaoh. The Eternals are elite soldiers with all the skill and prowess of living soldiers, but none of the disadvantages that arise in living beings, such as emotions, hesitation, or disloyalty. Bolas has personally crafted all of Amonkhet to create just such an army.\",\"Eternals have the statistics of {@creature wight|MM|wights}—individually fearsome, and terrifying as they march in endless ranks.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSA/Eternal.webp\"},\"title\":\"Wildfire Eternal\",\"credit\":\"Magali Villeneuve\"}]},{\"name\":\"Giant River Serpent\",\"source\":\"PSA\",\"_copy\":{\"name\":\"River Serpent\",\"source\":\"PSA\"}},{\"name\":\"Large Drake\",\"source\":\"PSA\",\"_copy\":{\"name\":\"Drake\",\"source\":\"PSA\"}},{\"name\":\"Manticore, Heart-Piercer\",\"source\":\"PSA\",\"_copy\":{\"name\":\"Desert Lands\",\"source\":\"PSA\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Manticores are catlike creatures with feline bodies, tails like those of {@creature scorpion||scorpions}, and chitinous plates on their lower legs and feet. The venom of their tail stingers is the most virulent poison known on Amonkhet, and they can sting with lightning speed even while tearing at a foe with claws and teeth. Their deadliness makes them prized for use in the Trial of Zeal, where they grant glorified deaths to many initiates.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSA/Manticore, Heart-Piercer.webp\"},\"title\":\"Heart-Piercer Manticore\",\"credit\":\"Scott Murphy\"}]},{\"name\":\"River Serpent\",\"source\":\"PSA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The Luxa river is an abundant source of life, fertilizing the lush valley around Naktamun and providing water to humanoids and animals alike. It is also a vibrant habitat for countless creatures, including many species of birds, fish, and frogs. {@creature crocodile||Crocodiles} and {@creature hippopotamus|PSA|hippopotamuses} can be a danger to boats and barges, but perhaps the most feared denizens of the river are the {@creature giant river serpent|PSA|giant serpents} known to lurk near its bottom. When roused to anger, they can sink fishing boats by the dozens and flood the shore.\",\"Monsters found in the river include fish such as {@creature quipper|MM|quippers}, {@creature giant frog|MM|giant frogs}, and {@creature crocodile|MM|crocodiles}.\",\"River serpents range from fairly mundane specimens that resemble {@creature giant constrictor snake|MM|giant constrictor snakes} to more monstrous versions with the statistics of a {@creature behir} (but without lightning immunity or lightning breath).\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSA/River Serpent.webp\"},\"title\":\"River Serpent\",\"credit\":\"Christopher Moeller\"}]},{\"name\":\"Sandwurm\",\"source\":\"PSA\",\"_copy\":{\"name\":\"Desert Lands\",\"source\":\"PSA\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Sandwurms are the largest predators of Shefet, swimming through the sandy dunes like {@creature river serpent|PSA|serpents} through water. They are capable of amazing speed and can lift their lamprey-like heads far above the ground to snatch even flying creatures. But they can also lie in wait beneath the sands for years, until the slightest tremor alerts them to the presence of prey.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSA/Sandwurm.webp\"},\"title\":\"Sandwurm Convergence\",\"credit\":\"Slawomir Maniak\"}]},{\"name\":\"Serpopard\",\"source\":\"PSA\",\"_copy\":{\"name\":\"Desert Lands\",\"source\":\"PSA\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Serpopards are strange felines with serpentine features, including long, flexible bodies, venomous fangs, and sensitive tongues they can use to detect the scent of prey from a great distance. They like to perch in trees near desert oases or along the Luxa river, inside the Hekma, to drop down on creatures that come near the water.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSA/Serpopard.webp\"},\"title\":\"Prowling Serpopard\",\"credit\":\"Tyler Jacobson\"}]},{\"name\":\"Small Drake\",\"source\":\"PSA\",\"_copy\":{\"name\":\"Drake\",\"source\":\"PSA\"}},{\"name\":\"Soulstinger Demon\",\"source\":\"PSA\",\"_copy\":{\"name\":\"Amonkhet Demon\",\"source\":\"PSA\"}},{\"name\":\"Young Amonkhet Dragon\",\"source\":\"PSA\",\"_copy\":{\"name\":\"Amonkhet Dragon\",\"source\":\"PSA\"}}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-ps-d.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"monsterFluff\"]},\"monsterFluff\":[{\"name\":\"Homarid\",\"source\":\"PSD\",\"entries\":[\"The merfolk of Vodalia have waged bitter war for generations against the cryptic, cold-loving crustacean race of {@creature Homarid|PSD|homarids}. The surface ocean waters have become too warm for the homarids in recent times, but in the years following the Brothers' War, as a global ice age settled over Dominaria, the homarids swarmed to the surface and nearly unraveled the fabric of the first Vodalian Empire. Even now, these creatures teem in the deep, frigid trenches to the west of the Voda Sea.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Genocidal Foe\",\"page\":15,\"entries\":[\"Homarids don't seem to understand any language other than {@language Homarid|PSD|their own}—and might have only the barest suspicion that the sounds made by other creatures can communicate meaning at all. In their minds, they are the most advanced species on Dominaria, and all others are effectively animals. In the Homarid Wars that coincided with the start of the ice age, the homarids treated their merfolk enemies like cattle, to be slain and then tossed into spawning beds to provide food for homarid hatchlings. However, later historical revision tried to portray the expansionist homarids as victims of the merfolk Empress Galina's aggression.\"]},{\"type\":\"entries\",\"name\":\"Offshoots\",\"page\":15,\"entries\":[\"A variety of homarid more suited to warm water, called viscerids, lives in less frigid seas, particularly around Yavimaya.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSD/Homarid.webp\"},\"title\":\"Homarid Explorer\",\"credit\":\"Jehan Choo\"}]},{\"name\":\"Kavu\",\"source\":\"PSD\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Kavu\",\"page\":24,\"entries\":[\"Kavu are reptilian creatures that are either very ancient or a relatively recent creation on Dominaria. Either awakening from a millennia-long hibernation or springing fully formed into being, they emerged from the ground to defend against the Phyrexian Invasion. The Llanowar elves now breed the kavu to fill a variety of roles, believing that these creatures were the goddess Gaea's means of intervening in Dominaria's defense. The close relationship between elves and kavu is a constant reminder of Gaea's beneficence. Every Kelfae bonds with an arboreal kavu companion, and some Kelfae and Basiphem warriors ride them into battle.\"]}]}]},{\"name\":\"Kavu Predator\",\"source\":\"PSD\",\"_copy\":{\"name\":\"Kavu\",\"source\":\"PSD\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Arboreal Foes\",\"page\":24,\"entries\":[\"The arboreal kavu bred by the Kelfae are capable of climbing sheer surfaces at any angle, and of charging at astonishing speed at ground level. Kelfae warriors ride a large breed of kavu predators, using a series of cloth slings as safety restraints while sitting or dangling from the creature's back. The nimble and acrobatic Kelfae kavu riders are called arborealists.\"]}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSD/Kavu Predator.webp\"},\"title\":\"Kavu Climber\",\"credit\":\"Jonathan Kuo\"}]},{\"name\":\"Lyra\",\"source\":\"PSD\",\"_copy\":{\"name\":\"Serra Angel\",\"source\":\"PSD\"}},{\"name\":\"Serra Angel\",\"source\":\"PSD\",\"entries\":[\"The most visible and recognized symbols of the Church of Serra are her angels—both those that were personally created by Serra and those that appeared spontaneously in the Cathedral at Sursi. Some angels live contemplative lives within the cathedrals, but most are active defenders of the faith, protecting Serra's people across the world. Powerful angels often take responsibility for large regions of the world. Lyra, for example, stands as the protector of Benalia, and Shalai plays a similar role in Llanowar. Serra's angels are believed to hear prayers addressed to Serra, and they have an uncanny tendency to arrive exactly when they are needed.\",\"Any of the angels in the {@book Monster Manual|MM} can serve as {@creature serra angel|PSD|Serra angels}. The {@creature deva|MM} represents the most common angels, while the {@creature planetar|MM} and {@creature solar|MM} are appropriate for powerful angels such as {@creature Lyra|PSD} and {@creature Shalai|PSD}.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSD/Serra Angel.webp\"},\"title\":\"Angel\",\"credit\":\"Winona Nelson\"}]},{\"name\":\"Shalai\",\"source\":\"PSD\",\"_copy\":{\"name\":\"Serra Angel\",\"source\":\"PSD\"}},{\"name\":\"Steel Leaf Kavu\",\"source\":\"PSD\",\"_copy\":{\"name\":\"Kavu\",\"source\":\"PSD\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Deadly Chargers\",\"page\":24,\"entries\":[\"Though the Basiphem dwell in the highest layer of the forest, they maintain extensive stables on the forest floor to house and train the largest ground-dwelling kavu. Members of the Order of the Steel Leaf often ride these creatures into battle, with the largest of the kavu sometimes reaching the size of elephants.\"]}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSD/Steel Leaf Kavu.webp\"},\"title\":\"Kavu Climber\",\"credit\":\"Jonathan Kuo\"}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-ps-i.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"monsterFluff\"]},\"monsterFluff\":[{\"name\":\"Angels\",\"source\":\"PSI\",\"entries\":[\"{@creature Avacyn|PSI} was the archangel of Innistrad, revered across the plane as the source of hope, of protection, and of the Blessed Rest—a peaceful eternity of slumber in the grave. She offered the faithful magical wards against vampires and werewolves, a tranquil oblivion rather than the damned fate of a tormented spirit or undead abomination, and a distant hope that someday, their descendants might live in an Innistrad free from all the horrors of darkness.\",\"Traditionally, three groups of angels known as flights or hosts served {@creature Avacyn|PSI}, each under the leadership of a lesser archangel.\",{\"type\":\"entries\",\"name\":\"Flight Alabaster\",\"page\":26,\"entries\":[\"The practical and sympathetic angels of Flight Alabaster were instrumental in maintaining Avacyn's wards against the supernatural evils of Innistrad. They preferred the use of spells to weapons, and engaged in battle only when they had exhausted other options. As a result, angels of other flights sometimes dismissed them as overly sentimental. Alabaster angels aided priests and cathars in maintaining the protective wards on city walls and at holy sites throughout the plane, and also aided Avacyn in conducting the spirits of the dead to their ultimate fate, dissolving into Innistrad's Æthereal essence. The leader of Flight Alabaster was {@creature Bruna|PSI}, called the Light of Alabaster.\"]},{\"type\":\"entries\",\"name\":\"Host of Herons\",\"page\":26,\"entries\":[\"The Host of Herons comprised the angels of birth, rebirth, and purity, whose magic was said to ward humans against harm in life. This was always the smallest flight of angels, and its primary function was the scouting and tracking of werewolves and other marauding monsters. {@creature Sigarda|PSI} led the Host of Herons, wielding a scythe shaped like the head of a heron.\"]},{\"type\":\"entries\",\"name\":\"Flight Goldnight\",\"page\":26,\"entries\":[\"Flight Goldnight was an army of soldier-angels focused on the martial strength of the church. These angels were characterized by pragmatism and strict observance of church law. They were strategists in battle and skillful leaders during armed conflicts, cultivating a martial mindset that made them more than willing to take up arms when the need arose. The leader of Flight Goldnight was {@creature Gisela|PSI}, called the Blade of Goldnight or the Blade of the Church.\"]},{\"type\":\"entries\",\"name\":\"The Madness of Avacyn\",\"page\":27,\"entries\":[\"When the Eldrazi titan Emrakul first approached Innistrad, {@creature Avacyn|PSI} perceived her influence as a contagion that must be expunged from the world. However, unable to identify the source of that contagion, {@creature Avacyn|PSI} was driven mad, lashing out instead at every living thing. She led the angels in a vain effort to purge this corruption from the plane, viewing the humans they once protected as part of the maddening illness. The different flights of angels even began to war against each other, drastically reducing the number of angels on the plane.\",\"Wielding fiery swords and clad in full armor, the soldier-angels of Flight Goldnight became the scourge of all mortal life on Innistrad. None could predict what would trigger their violent judgment or where they would strike next. The angels of Flight Alabaster had always been at the forefront of the church's efforts to root out and punish demon cultists, necromancers, and other heretics. With Emrakul's approach, they grew at least as mad as {@creature Avacyn|PSI} herself. Their fervent obsession drove the forces of the Lunarch Inquisition, the church's efforts to root out sin among the human populace. The angels prodded the church to ever greater and more desperate action.\",\"Amid the chaos, {@creature Avacyn|PSI} created a new angelic flight to serve as her honor guard. Armed with moonsilver spears forged from shards of the broken Helvault, these angels of the Flight of Moonsilver served as sentries and guards at Thraben Cathedral, and flew alongside {@creature Avacyn|PSI} into battle against any perceived threat to Innistrad.\",\"Only {@creature Sigarda|PSI} and the Host of Herons remained unaffected by Avacyn's madness, perhaps because they were the angels of purity. The survivors of this host retreated to their old haunt in Gavony's remote parish of Videns to maintain a safe distance from {@creature Avacyn|PSI}.\",\"Angels that have gone mad can cast {@spell flame strike} once per day using their Innate Spellcasting trait. Additionally, the extra damage from their Angelic Weapons is half fire damage and half radiant damage.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSI/Angel1.webp\"},\"title\":\"Gisela, Blade of Goldnight\",\"credit\":\"Jason Chan\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSI/Angel2.webp\"},\"title\":\"Fiery Temper\",\"credit\":\"Johannes Voss\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSI/Sigarda.webp\"},\"title\":\"Sigarda, Host of Herons\",\"credit\":\"Chris Rahn\"}]},{\"name\":\"Avacyn\",\"source\":\"PSI\",\"_copy\":{\"name\":\"Angels\",\"source\":\"PSI\"}},{\"name\":\"Bruna\",\"source\":\"PSI\",\"_copy\":{\"name\":\"Angels\",\"source\":\"PSI\"}},{\"name\":\"Creepy Doll\",\"source\":\"PSI\",\"entries\":[\"Many of the evils that plague humanity on Innistrad arise from within humanity itself, and among the most terrible of these are creatures built by human hands. Some of these are animated by the magic of {@creature necro-alchemist|PSI|necro-alchemists} or witches, but others are inhabited and given life by hostile spirits or other malign forces. These include {@creature gargoyle|MM|gargoyles} and {@creature scarecrow|MM|scarecrows}, haunted dolls and suits of {@creature animated armor}, {@creature stone golem|MM|stone golems} formed of gravestones and mausoleums, and {@creature homunculus|MM|homunculi} created by stitchers and {@creature necro-alchemist|PSI|necro-alchemists}.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSI/Creepy Doll.webp\"},\"title\":\"Creepy Doll\",\"credit\":\"Matt Stewart\"}]},{\"name\":\"Flight Alabaster Angel\",\"source\":\"PSI\",\"_copy\":{\"name\":\"Angels\",\"source\":\"PSI\"}},{\"name\":\"Flight Goldnight Angel\",\"source\":\"PSI\",\"_copy\":{\"name\":\"Angels\",\"source\":\"PSI\"}},{\"name\":\"Flight of Moonsilver Angel\",\"source\":\"PSI\",\"_copy\":{\"name\":\"Angels\",\"source\":\"PSI\"}},{\"name\":\"Geist\",\"source\":\"PSI\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Innistrad is filled with the ghosts of the human dead. These spirits, called geists, take many forms. Some are protective ancestors, some are simply lost between life and death, and others are vengeful creatures bent on resolving conflicts they couldn't in life. While Avacyn stood as guardian over Innistrad, she and the angels of Flight Alabaster ushered the spirits of the departed into the Æther, where they rejoined the essence of the plane. In her absence—and now her madness—many spirits cling to the world of the living, unable or unwilling to find their way to the Blessed Sleep.\",\"Geists exist in the space between the material and immaterial realms. Although their nature and substance are fundamentally insubstantial, allowing them to pass through walls or disappear entirely from view, they can affect the material world in a variety of ways. Some can make themselves solid for a brief time, or can solidify parts of themselves or items they hold—typically long enough to slash open a throat with a weapon or claws. Others operate at the level of the mind, instilling deadly fear within the living or twisting their senses. Victims believe so strongly in the illusory harm being inflicted on them by a geist that they actually suffer injury. Some geists can affect temperatures, using cold to numb or freeze the living—particularly when humans get lost on the moors or wander too far into bogs. Some use psychokinetic power to wrap brambles, chains, spikes, or glass around themselves, then wield those objects against the living.\",\"Geists have always been a presence on Innistrad. Some manifest on the plane only because of a grudge or regret powerful enough to disturb the Blessed Sleep of the body to which they were connected. Others linger because of a strong desire to protect their living kin, or because of some obsession forcing them to continue a duty they performed in life.\",{\"type\":\"entries\",\"name\":\"Ghostly Possession\",\"page\":18,\"entries\":[\"Most geists have the ability to take control of corporeal bodies, including those still inhabited by the living. To possess a living person, a geist must overpower its victim's will, making it much easier to inhabit a corpse or a zombie. As long as the possession lasts, the geist has complete control over a living victim, which is forced to watch its body act without any ability to stop it.\"]},{\"type\":\"entries\",\"name\":\"Mana Connection\",\"page\":19,\"entries\":[\"As creatures of pure spirit, geists are partially sustained by the mana that flows through the plane of Innistrad. Thus, each geist is closely associated with one or more colors of mana, and its nature and attitude are shaped by the characteristics of that mana. The effects of possession by a geist likewise depend on the geist:\",{\"type\":\"list\",\"page\":19,\"items\":[\"Most white-aligned geists are benevolent, sheltering spirits, and they generally possess the living for their own protection.\",\"Blue-aligned geists are prone to performing repetitive actions—knocking, arranging things in patterns, stacking objects, making marks, and so on. When they possess the living, they often induce this same kind of obsessive behavior.\",\"Black-aligned geists hate the living, hungering eternally for life, power, or the settling of a wicked grudge. The victims they possess are forced to commit terrible crimes of violence and murder, and are often left injured, permanently crippled, or dying. These geists might be represented by the {@creature shadow}, {@creature specter}, {@creature will-o'-wisp}, or {@creature wraith} statistics in the Monster Manual.\",\"Human spirits motivated by fury sometimes return as red-aligned geists called {@creature poltergeist|MM|poltergeists}. Use the {@creature specter} statistics from the Monster Manual with the {@creature poltergeist} variant for these creatures.\",\"Rarely, human spirits return as benevolent green-aligned geists. Similar to white geists, these spirits protect homes nestled in the forest and keep watch over orchards and groves.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSI/Geist.webp\"},\"title\":\"Bygone Bishop\",\"credit\":\"Jason A. Engle\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSI/Geist2.webp\"},\"title\":\"Geist-Honored Monk\",\"credit\":\"Clint Cearley\"}]},{\"name\":\"Gisela\",\"source\":\"PSI\",\"_copy\":{\"name\":\"Angels\",\"source\":\"PSI\"}},{\"name\":\"Host of Herons Angel\",\"source\":\"PSI\",\"_copy\":{\"name\":\"Angels\",\"source\":\"PSI\"}},{\"name\":\"Necro-Alchemist\",\"source\":\"PSI\",\"entries\":[\"Some bizarre and eccentric scientists use geists—the spirits of the dead—as an energy source to conduct strange experiments on living creatures and fuel crazed technological inventions. Necro-alchemists sometimes call themselves geistmages, but different practitioners identify themselves in different ways. What all have in common, however, is their use of elaborate contraptions to capture, bind, and draw the energy from geists.\",\"This technology is often employed to power sprawling laboratories. But some necro-alchemists have managed to bind geists to smaller containers, including tubelike canisters that are strapped to the back and attached to weapons that hurl lightning. At their best, necro-alchemists use their technological advances to fight the crazed angels. However, even the most true-hearted geistmages have been known to capture the spirits of fallen allies to recharge a geist-lightning weapon that has run out of fuel.\",\"Necro-alchemists are best described using the {@creature mage} statistics in the Monster Manual, with the assumption that their spellcasting is facilitated by the use of geist-powered devices.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSI/Necro-Alchemist.webp\"},\"title\":\"Laboratory Maniac\",\"credit\":\"Jason Felix\"}]},{\"name\":\"Sigarda\",\"source\":\"PSI\",\"_copy\":{\"name\":\"Angels\",\"source\":\"PSI\"}},{\"name\":\"Skaab\",\"source\":\"PSI\",\"entries\":[\"Skaberen, also called stitchers, are scientist-mages who create artificial forms of life. The true goal of a skaberen is to create real life, an undertaking which usually produces a malformed \\\"offspring\\\" for the practitioner. This offspring is a skaab—a constructed zombie.\",\"Skaabs are assembled from disparate body parts and animated through scientific means. Most skaabs are more or less humanlike, but creative stitchers have crafted winged skaabs similar to the drakes of other worlds, towering giant skaabs, and unrecognizable horrors.\",\"Skaberen go through an elaborate process to gather body parts, bind them together, infuse the stitched body with vital fluid, and plant a vital force in its unliving flesh. Some skaberen even use necro-alchemy to fuel their laboratories, leading to even more confusion in terminology.\",\"Skaberen usually ply their trade in remote and inhospitable places, since they are viewed as blasphemers by the church of Avacyn. They often become obsessed hermits who surround themselves with ancient scrolls and books, phials of rare noxious liquids, glass jars full of pickled organs, anatomical charts for both humans and beasts, rune-engraved skeletal remains, and small anvils and hammers for inscribing brass and copper plates.\",\"Some skaberen might be mere {@creature commoner|MM|commoners}, or perhaps {@creature cultist|MM|cultists}. The most powerful among them might be {@creature mage|MM|mages} (using geist-powered devices), but the true power of most skaberen is in their creations ({@creature skaab|PSI|flesh golems}), not their own magic.\"]},{\"name\":\"Strefan Maurer\",\"source\":\"PSI\",\"entries\":[\"The history of Strefan Maurer runs parallel to that of Strahd von Zarovich. After his father's death, Strefan studied magic and forged a pact with the demon Shilgengar in return for the promise of immortality. After murdering his brother Sergei and drinking his blood, Strefan journeyed to Markov Manor and consulted with Edgar Markov. Together, they worked with Shilgengar to create the twelve bloodlines of vampires on Innistrad. Maurer Estate (Castle Ravenloft) was not spirited away to a demiplane—it was already on Innistrad, itself a place of nightmares. And Strefan is not trapped here, so he is not seeking a successor in hopes of escaping. Newcomers to his domain do attract his attention, though, as the possibility of meeting a new consort is always on Strefan's mind.\",\"Strefan's statistics are unchanged from the statistics of {@creature Strahd von Zarovich|CoS|Strahd} in the Curse of Strahd adventure, except that he lacks the Vampire Weaknesses feature. Instead, Strefan has the weaknesses shared by Innistrad vampires (see that earlier section).\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSI/Strefan.webp\"},\"title\":\"Falkenrath Noble\",\"credit\":\"Slawomir Maniak\"}]},{\"name\":\"Vampire Neonate\",\"source\":\"PSI\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The vampires of Innistrad form a civilization that stands alongside and in direct competition with humanity, presenting the greatest danger to human life on the plane. Like werewolves, vampires were originally human, and they view themselves as successors to the weak human race—even as they grudgingly recognize that they require humans to feed upon. Vampires are the embodiment of self-indulgent desire, pursuing hedonistic cravings that humans suppress out of a sense of morality and propriety. In their stately manor houses, sprawling courts, and towering castles, four great family lines of vampires show varying degrees of aggressiveness toward their human prey.\",{\"type\":\"entries\",\"name\":\"The Nature of Vampirism\",\"page\":16,\"entries\":[\"Vampirism on Innistrad is an anointing that persists and is perpetuated by magic—not a curse or a disease, but a physical state that the vampires somewhat euphemistically call a \\\"condition of the blood.\\\"\",{\"type\":\"entries\",\"name\":\"Vampire Appearance\",\"page\":16,\"entries\":[\"Vampires have distinctive eyes, appearing as pools of gold or silver surrounded by black. Their hair is often black but can also be deep purple, dark magenta, burgundy, or even dark blue-green. Some vampires wear wigs for variety, novelty, or to disguise themselves more easily among humans. They have pale skin that is cool to the touch. Their canine teeth are slightly pronounced at all times, and they extend significantly when they bite to feed. Vampires also tend to have long and slightly curved fingernails.\"]},{\"type\":\"entries\",\"name\":\"Vampiric Glamer\",\"page\":16,\"entries\":[\"Many vampires learn a unique form of mind-affecting magic that enables them to move among humans undetected. Called the glamer, this power alters what nearby humans think they're perceiving, as opposed to true illusion magic that masks the subject's appearance. As such, particularly strong-willed humans can sometimes shake off the effects of the glamer to see a vampire's true form.\"]},{\"type\":\"entries\",\"name\":\"Vampire Vulnerabilities\",\"page\":16,\"entries\":[\"Weapons cut from living wood are particularly effective against vampires, though any weapon can harm or kill them. A vampire can't cross running water that shows the reflection of the moon, and water blessed by Avacyn ({@item Holy Water (flask)|PHB|holy water}) burns vampire flesh like acid. A vampire's reflection in silver (including a silver-backed glass mirror) appears as the vampire would have looked without the vampiric condition—neither its true appearance nor its glamer, but a normal human, flaws and all. For that reason, vampires go to great lengths to avoid mirrors, and the presence of silver in any form is unsettling to them.\"]},{\"type\":\"entries\",\"name\":\"The Unquenchable Thirst\",\"page\":17,\"entries\":[\"A vampire needs to consume the blood of living humans for sustenance. At a minimum, during any given cycle of the moon, a vampire must drink as much blood as an average adult human contains (about five liters). Without enough blood, the vampire dries and shrivels, eventually crumbling to dust. Given the opportunity, most vampires will happily consume more blood than they strictly need.\",\"Typically, a vampire drinks so much blood from a human that the victim dies, but sometimes the vampire is interrupted and the human survives and recovers. Such survivors are often met with suspicion and fear, but they never become vampires unless an actual exchange of blood has occurred—which is always a deliberate act on the vampire's part. These survivors are often plagued by unsettling (and sometimes disturbingly erotic) dreams, but they suffer no other lasting consequences.\"]},{\"type\":\"entries\",\"name\":\"Vampire Personality\",\"page\":17,\"entries\":[\"The selfish and arrogant vampires view humans as cattle in comparison to the elegance and sophistication of vampire society. Of course, that \\\"sophistication\\\" consists mostly of treachery and debauchery, where grudges and betrayals are a source of amusement. The vampires' endless revels, feasts, romances, and intrigues are rife with decadence and hedonism. They overindulge in everything, including sex, food, drink, entertainment, sleep, and scheming.\"]}]},{\"type\":\"entries\",\"name\":\"Vampire Bloodlines\",\"page\":17,\"entries\":[\"Innistrad's ancient history speaks of a human alchemist and healer named Edgar Markov, who sought to preserve his own life and the lives of his family. As old age began to claim him, he despaired of finding an alchemical solution and turned to black magic. Not long after, the demon Shilgengar appeared to Markov and revealed a means by which he could achieve immortality: a dark ritual that involved drinking an angel's blood.\",\"The vampires of Innistrad are all descended from twelve ancient sires—the congregation that participated in Markov's blasphemous ritual. Of these twelve bloodlines, four constitute the vast majority of Innistrad's vampires: Markov, Voldaren, Falkenrath, and Stromkirk.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSI/Vampire Neonate.webp\"},\"title\":\"Markov Dreadknight\",\"credit\":\"Cynthia Sheppard\"}]},{\"name\":\"Werewolf (Krallenhorde)\",\"source\":\"PSI\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Driven by their passions, their supernatural hunger, and the cycle of the moon, werewolves shed their tenuous humanity to embrace the savage predator within. They live along the boundary between humanity and supernatural evil, between civilization and the wilds, between light and utter darkness. Gathering in wild packs or hunting alone under the silver moon, werewolves embody the urge to violence, the rebellion against social mores and the chains of conscience, and the hunting instinct that lives within the human heart.\",{\"type\":\"entries\",\"name\":\"The Nature of Lycanthropy\",\"page\":14,\"entries\":[\"Lycanthropy—the condition that turns humans into werewolves—is a supernatural curse that causes the victim's spiritual essence to become mingled with the wild essence of nature, symbolized by the wolf. The lycanthrope can be thought of as possessing two souls, or a single soul split between two essences that constantly battle for control. When the wild wolf essence triumphs, the werewolf change occurs. This might explain why werewolves hunt humans so often; the wolf essence desires to destroy the human side and triumph over humanity, and does so symbolically through brutal murder.\",{\"type\":\"entries\",\"name\":\"A Tenuous Hold on Humanity\",\"page\":14,\"entries\":[\"A person afflicted with lycanthropy is forever in doubt of his or her own urges and instincts. In human form, a werewolf feels the pull of the wolf's essence even while fully engaged with human society. All lycanthropes feel the war of emotions in their hearts, and as the moon grows full, conscience, religion, and personal restraint wield less and less influence. The full moon makes the change inevitable, but any strong emotion or traumatic experience can also trigger the transformation.\",\"Werewolves in either form seem to be able to tell a human-form lycanthrope by scent. Indeed, humans who are mysteriously spared during werewolf rampages are often suspected of being werewolves themselves.\"]},{\"type\":\"entries\",\"name\":\"A Natural Killing Machine\",\"page\":14,\"entries\":[\"Werewolves in canid form are beings of unparalleled savagery and strength. Their bodies are perfectly engineered for slaughter, with jaws capable of snapping bone and claws sharp enough to rip the entrails from a beast many times their size. Their minds are explosions of instinct and adrenaline, fed supernatural awareness from their heightened senses yet cognitively blind to almost everything but the kill. They can walk upright for manual dexterity or lope on four limbs for speed. Their howl is said to release the wolf's spirit within, a harrowing sound that fogs the air and chills the night. Werewolves in canid form cannot speak human languages, but seem to be able to communicate with each other on matters of hunting, dominance, and social hierarchy, as canines do in the wild.\",\"If a werewolf dies in canid form, it changes back to human form, a process called death reversion.\"]}]},{\"type\":\"entries\",\"name\":\"Transmitting the Curse\",\"page\":15,\"entries\":[\"The exact means by which a person is subjected to the curse of lycanthropy is unknown and clouded by superstition. It's likely that the curse can be imposed by a variety of different means—including intentional participation in a ritual meant to invoke the curse. Sometimes, it seems that a werewolf howlpack chooses a victim; certainly, most victims share a common experience of being called to join the pack.\"]},{\"type\":\"entries\",\"name\":\"Werewolf Howlpacks\",\"page\":15,\"entries\":[\"Werewolves are often lone hunters, stalking and killing humans as singular monsters in towns and villages. But some werewolves form loose social groups in the wild, called howlpacks. The population of any howlpack waxes and wanes like the moon, gaining and losing members as individual lycanthropes enter or leave their canid state. Some werewolves seem to be continually drawn back to a familiar howlpack, returning to it time after time as they drop their human guise to reenter the wild.\",\"Howlpacks can be tiny hunting parties of just a few werewolves or massive hordes of over a hundred beasts. They are typically led by single alphas (male or female) that dominate the pack. Alphas must often defend their power by defeating challengers in combat.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSI/Werewolf (Krallenhorde).webp\"},\"title\":\"Moonmist\",\"credit\":\"Ryan Yee\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSI/Werewolf (Krallenhorde)2.webp\"},\"title\":\"Bound by Moonsilver\",\"credit\":\"Joseph Meehan\"}]},{\"name\":\"Zombie Cat\",\"source\":\"PSI\",\"entries\":[\"Ghoulcallers are necromancers—mages who use black mana to call forth the dead from graveyards. These risen dead are called ghouls, or the unhallowed. The ghoulcaller fills the fragile mind of his or her creation with a single driving purpose, which the ghoul carries out to the best of its ability using whatever skills it has. The result is a grotesque parody of life: risen blacksmiths attempting to \\\"reforge\\\" their opponents, fallen warriors rasping incoherent battle cries, undead murderers reawakening their deadly slyness, and fallen mages trying to weave spells that often result in some horrible distortion of their original purpose.\",\"The clergy of Avacyn perform rituals on the final resting places of the dead to ensure the Blessed Sleep, but during Avacyn's time in the Helvault, ghoulcallers had an easier time in their work. In this present age of Avacyn's madness, not only are necromancers easily able to plunder the graves of the fallen, but ghouls seem to arise spontaneously from graves across Innistrad.\",\"The {@creature zombie|MM|zombies} in the {@i Monster Manual} describe the most common ghouls of Innistrad. More powerful necromancers might raise unhallowed dead with the statistics of {@creature ghast|MM|ghasts}, {@creature ghoul|MM|ghouls}, {@creature mummy|MM|mummies}, or {@creature wight|MM|wights}.\",\"Ghouls also include zombie animals, often animated by necromancers to serve as familiars—most commonly {@creature zombie cat|PSI|cats}, {@creature zombie rat|PSI|rats}, and {@creature zombie snake|PSI|snakes}. These creatures have the statistics of the small animals in the {@i Monster Manual}, with the addition of the zombie's Undead Fortitude trait.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSI/Zombies.webp\"},\"title\":\"Unbreathing Horde\",\"credit\":\"Dave Kendall\"}]},{\"name\":\"Zombie Rat\",\"source\":\"PSI\",\"_copy\":{\"name\":\"Zombie Cat\",\"source\":\"PSI\"}},{\"name\":\"Zombie Snake\",\"source\":\"PSI\",\"_copy\":{\"name\":\"Zombie Cat\",\"source\":\"PSI\"}}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-ps-k.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"monsterFluff\"]},\"monsterFluff\":[{\"name\":\"Angel\",\"source\":\"PSK\",\"entries\":[\"Angels are mysterious, detached beings seldom glimpsed by mortal eyes. They are the living incarnations of white mana, and embody its inherent tendencies toward order and harmony. Some inventors view angels in the context of the Aether Cycle as an expression of a Great Design. Given divine inspiration and an utterly perfect stage of innovation, an angel is the constructed result—a living invention. Their masks, headdresses, and armor give them an almost mechanical appearance, but they are living beings with brightly colored skin almost entirely concealed beneath their armor and decorative robes. Because of their perfection, angels are believed to be immune to the final stages of the Aether Cycle, which would involve their destruction.\",\"The people of Kaladesh do not worship angels or beseech their intervention in mortal affairs, and such prayers would go unheard anyway. The solitary angels interact with each other only in formal, nuanced rituals whose meanings are obscure. But the sight of an angel is thought to be a good omen, and in particular, it is believed to presage success with invention.\",\"Use the statistics of a {@creature deva|MM} for an angel on Kaladesh. Some angels (such as the one shown on the {@link Angel of Invention card|https://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=547813}) wield four swords with their four arms. When such an angel uses the Multiattack action, it makes four attacks rather than two. However, its weapons deal only an extra {@damage 1d10} radiant damage from its Angelic Weapons trait, so that each sword attack deals 7 ({@damage 1d6 + 4}) slashing damage plus 5 ({@damage 1d10}) radiant damage on a hit.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSK/Angel.webp\"},\"title\":\"Exquisite Archangel\",\"credit\":\"Brad Rigney\"}]},{\"name\":\"Artifact Creatures\",\"source\":\"PSK\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Artifact Creatures\",\"entries\":[\"Many of the products of Kaladesh's most inventive minds are tools meant to be wielded, piloted, or otherwise employed by other people. But the crowning achievement of the artificer's art is the imitation of life itself, crafting artificial creatures with the capability to move, act, and even make decisions independently, according to a comprehensive set of instructions.\",\"Ghirapur is full of such artifact creatures—courier devices dashing through the streets of Bomat, thopters flitting from aerie to aerie, and assembly workers crafting more artifacts in busy foundries. These creatures are as diverse in their forms and appearance as they are in their purposes, but they can be broadly grouped into four categories: constructs, servos, thopters, and lifecraft creatures.\"]}]}]},{\"name\":\"Construct (Animated Armor)\",\"source\":\"PSK\",\"_copy\":{\"name\":\"Artifact Creatures\",\"source\":\"PSK\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"The term \\\"construct\\\" encompasses a tremendous variety of artifact creatures. Some are automatons designed for battle—most often to fight each other in arenas, but also in real combat. Many of these battle constructs specialize in defense, sometimes carrying shields to protect their creators, or simply escorting their charges like a watchdog.\",\"Many constructs are intended for use in foundries and workshops, assisting inventors or performing repetitive tasks. Such a construct might find and deliver a specific tool its inventor requests, or perform routine maintenance in parts of a foundry that are difficult or dangerous to reach.\",\"Other constructs have been designed to carry messages or packages, to load and unload goods from barges and airships, to trawl the sewers for salvageable materials, and even—during the height of the Aether Revolt—to scan crowds of people for known renegades and fugitives, recognizing their facial features.\",\"Almost any creature in the {@book Monster Manual|MM} with the construct type could be used as a construct on Kaladesh, including {@creature animated armor}, {@creature helmed horror|MM|helmed horrors}, {@creature shield guardian|MM|shield guardians}, and {@creature monodrone|MM|modrons}.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSK/Construct.webp\"},\"title\":\"Prizefighter Construct\",\"credit\":\"Daniel Ljunggren\"}]},{\"name\":\"Construct (Helmed Horror)\",\"source\":\"PSK\",\"_copy\":{\"name\":\"Construct (Animated Armor)\",\"source\":\"PSK\"}},{\"name\":\"Construct (Modron)\",\"source\":\"PSK\",\"_copy\":{\"name\":\"Construct (Animated Armor)\",\"source\":\"PSK\"}},{\"name\":\"Construct (Shield Guardian)\",\"source\":\"PSK\",\"_copy\":{\"name\":\"Construct (Animated Armor)\",\"source\":\"PSK\"}},{\"name\":\"Demon\",\"source\":\"PSK\",\"entries\":[\"Demons are artificial creatures, carefully constructed and imbued with aether according to a pattern called the Dark Schematic. Unknown artificers of the ancient past devised this blueprint—perhaps in an attempt to imitate the angels, or possibly to replicate native demons that have since been hunted to extinction. Just as angels embody white mana and the construction phase of the Aether Cycle, demons are ravenous incarnations of black mana that feast on aether. They raid night markets, pillage airships, and break into refinement plants seeking aether to slake their thirst, causing as much destruction as possible in the process. They can thus be imagined as an embodiment of the reclamation stage of the Aether Cycle.\",\"Artificers execute the Dark Schematic only in great desperation, often in the course of seeking power for themselves or revenge against their enemies. The destructive might of demons is hard to control, though, and these creatures have no particular regard for or gratitude toward their creators. As often as not, even an inventor who performs the steps necessary to create a demon with the utmost care suffers the same dismal fate as all its other victims.\",\"Demons resemble angels on a superficial level, wearing ornate masks and headdresses, and often armored. The aether a demon consumes marks its skin with whorls of fiery red, deep purple, or searing yellow.\",\"The statistics of an {@creature erinyes|MM} work well for demons on Kaladesh, but their weapons deal extra necrotic damage rather than extra poison damage.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSK/Demon.webp\"},\"title\":\"Demon of Dark Schemes\",\"credit\":\"Daarken\"}]},{\"name\":\"Dragon\",\"source\":\"PSK\",\"entries\":[\"Dragons are the apex predators of the skies. They are usually found in rural areas, avoiding the crowds of air ships and thopters found above the cities of Kaladesh. Their favorite prey are the sky whales that drift through the aethersphere, but they also hunt leviathans, wurms, hydras, drakes, giants—and airships.\",\"Dragons typically hunt by perching on a promontory or hilltop, remaining perfectly still as they wait for prey to come into view. With a single snap of its powerful wings, a dragon can launch itself into the air with lightning speed, hurtling toward its target like a deadly arrow.\",\"Dragons resemble a cross between a lizard and a tiger, with powerful feline bodies covered in striped fur, reptilian heads crowned with long horns, and enormous leathery wings that propel them through the sky at tremendous speed. Their chests are adorned with elaborate patterns resembling fine filigree.\",\"The {@creature adult red dragon|MM|red dragon} statistics work well for the dragons of Kaladesh, though dragons rarely reach ancient age on that plane. They can spew great blasts of flame, but a dragon's preferred method of assault is to hold flame in its mouth as it attacks. This counts as a use of the dragon's breath weapon, but the dragon makes a special bite attack. On a hit, the bite attack deals its normal piercing damage plus the fire damage from the dragon's breath weapon, with no saving throw.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSK/Dragon.webp\"},\"title\":\"Skyship Stalker\",\"credit\":\"Tyler Jacobson\"}]},{\"name\":\"Drake (Large)\",\"source\":\"PSK\",\"_copy\":{\"name\":\"Drake (Small)\",\"source\":\"PSK\"}},{\"name\":\"Drake (Small)\",\"source\":\"PSK\",\"entries\":[\"Drakes are skittish, opportunistic predators that hunt the skies of Kaladesh in units called rushes, made up of as many as a dozen drakes. Though they prey mostly on birds, they can also be seen clinging to the hides of leviathans and whales, picking off winged leeches and other parasites and scavengers that attach themselves to the huge sky beasts. Occasionally, a rush of drakes will descend on a herd of mountain goats or other game found at high elevations.\",\"Drakes have reptilian bodies and large, leathery wings. They use the sharp claws on their two legs to cling to rocky crags, whales, or leviathans, as well as to grasp and tear at larger prey. Drakes are highly territori al, and have been known to attack airships from time to time. A drake is intelligent enough to recognize specific airships that have killed other members of its rush, and drake harassment often forces such ships to find new routes to avoid a rush's territory.\",\"A {@creature pteranodon|MM} can represent a smaller drake, while a larger one is more like a {@creature giant eagle|MM}.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSK/Drake.webp\"},\"title\":\"Take Down\",\"credit\":\"Izzy\"}]},{\"name\":\"Giant\",\"source\":\"PSK\",\"entries\":[\"Standing twenty to thirty feet tall, giants are towering bipedal creatures that follow the flow of aether on regular migratory routes. Once they start moving, they build both momentum and a single-mindedness that makes them nearly impossible to stop. Anything in their path, whether it's a building or a force of soldiers, is crushed without thought.\",\"Giants eat whatever they happen across in the course of their migrations, which includes many other creatures drawn to the aether flow. They are beings of pure aggressive instinct, but without a hint of malice. In all likelihood, giants aren't intelligent enough to wish harm on anyone or anything. Still, the combination of their regular migrations and their sheer destructive power makes these creatures a menace.\",\"Any structure built along one of their migratory paths is sure to be destroyed unless special accommodations are made. The zone of Giant's Walk in Ghirapur was designed by the city's engineers and edificers to include such accommodations, including rotating platforms, shifting bridges, and adjustable canal locks that provide the giants a clear and easy pathway during their biannual migration through the city.\",\"The {@creature stone giant|MM} statistics in the Monster Manual work well for the giants of Kaladesh.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSK/Giant.webp\"},\"title\":\"Enraged Giant\",\"credit\":\"Anthony Palumbo\"}]},{\"name\":\"Gremlin\",\"source\":\"PSK\",\"entries\":[\"Gremlins are tenacious scavengers with an insatiable appetite for aether. They are drawn to places with abundant supplies of aether, including laboratories and workshops, where they can destroy months of careful work in a matter of hours. A small infestation of gremlins can easily end an inventor's career—and in sufficient numbers, these creatures could obliterate the aether infrastructure of a city like Ghirapur. Although the Consulate has extensive programs to prevent and control gremlin infestations, it often seems as though the city of wonders is just one gremlin away from a large-scale blackout and complete shutdown.\",\"Gremlins are small, hairless creatures with six legs and long snouts. Each leg is tipped with hard, dense claws that are perfect for slicing and shredding through rock and wood in natural environments—as well as metal and machinery in more urban areas. Gremlins can also use their claws to climb, to widen holes and tunnels, and to pull themselves through cramped spaces.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSK/Gremlin.webp\"},\"title\":\"Brazen Scourge\",\"credit\":\"Kev Walker\"}]},{\"name\":\"Hellion (Huge)\",\"source\":\"PSK\",\"_copy\":{\"name\":\"Hellion (Large)\",\"source\":\"PSK\"}},{\"name\":\"Hellion (Large)\",\"source\":\"PSK\",\"entries\":[\"Hellions appear similar to wurms, though the two creatures are unrelated. A hellion has a long, segmented body like that of a centipede, with innumerable short legs that propel it above or below ground. Its huge, toothy maw is surrounded by anywhere from six to twelve long appendages resembling clawed fingers, which it uses to grasp and pull prey to its mouth. Hellions are found in mountainous areas, where they burst up from the rocky ground to ambush their prey.\",\"The {@creature remorhaz} statistics in the {@book Monster Manual|MM} work well for hellions of different sizes.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSK/Hellion.webp\"},\"title\":\"Lathnu Hellion\",\"credit\":\"Lars Grant-West\"}]},{\"name\":\"Hydra\",\"source\":\"PSK\",\"entries\":[\"Hydras are giant lizards resembling iguanas, with multiple heads set atop long, snakelike necks. Aether traces whorling patterns through their scales, shapes the crests running down their necks and tails, and glows blue within the skin under their chins. Most hydras have five or six heads, but small hydras with as few as three heads—as well as enormous specimens with eight or more—have been seen in the deep forests far from Ghirapur.\",\"Hydras are fierce predators, favoring prey that has absorbed large quantities of aether from the environment. This taste for aether also leads them to devour aether-powered machines whenever they encounter such devices, from thopters to automatons. In the remote wilderness near Peema where hydras are plentiful, such altercations are rarely an issue. But in the rare event of a hydra coming too close to civilization—or even wandering into one of Ghirapur's greenbelts—they can cause widespread destruction in their hunt for aether.\",\"Use the {@creature hydra} statistics in the {@book Monster Manual|MM}.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSK/Hydra.webp\"},\"title\":\"Bristling Hydra\",\"credit\":\"Chris Rahn\"}]},{\"name\":\"Lifecraft Elephant\",\"source\":\"PSK\",\"entries\":[\"Many inventors—particularly elves, but members of the other races as well—view nature as the greatest artificer and strive to imitate it as closely as possible. The Greenwheel Lifecrafters are an inventor society dedicated to this kind of work, and they are responsible for coining the term \\\"lifecrafting\\\" to describe it. Lifecraft creatures are automatons that mimic the forms of natural animals in intricate detail. More than merely artistic endeavors, these creatures often serve practical purposes, just as domesticated animals would. A lifecraft elephant hauling a cart or carrying passengers through the streets of Ghirapur is just as effective in that work as a natural elephant, but it can't be spooked and it leaves no messy waste in its path.\",\"The work of elf lifecrafters is particularly notable. Like most elf inventions, it incorporates living wood and foliage into its design, creating striking hybrids of plant life and animal form united as a perfect aesthetic whole.\",\"Inventors can create lifecraft versions of virtually any creature. A lifecraft creature's type changes to construct, and it gains immunity to poison damage and to the {@condition charmed} and {@condition poisoned} conditions. Its other statistics are typically unchanged.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSK/Lifecraft.webp\"},\"credit\":\"Adam Paquette\"}]},{\"name\":\"Servo\",\"source\":\"PSK\",\"_copy\":{\"name\":\"Artifact Creatures\",\"source\":\"PSK\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Servos are tiny constructs that function as personal assistants. They are often seen perched on the shoulders of their inventors, acting as a fashion statement as well as a useful extra hand. Servos are small enough to be grasped in one hand, with tiny gears providing impressive motive force from a small aether supply. They rarely stray far from their inventor-masters, but they can be sent to carry messages or perform similar tasks.\",\"A servo can serve as a familiar to a character with the {@feat Servo Crafting|PSK} feat (see \\\"{@book Inventing Options|PS-K|1|Inventing Options}\\\"), using the statistics below.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSK/Servo.webp\"},\"title\":\"Servo\",\"credit\":\"Igor Kieryluk\"}]},{\"name\":\"Sky Leviathan\",\"source\":\"PSK\",\"entries\":[\"The aethersphere is home to its own ecosystem. Tiny organisms float in the aether currents, deriving all their energy from it and serving as food for larger creatures. Leviathans (similar in form to enormous eels) and flying whales filter these organisms out of the air as they swim through the aethersphere. The whales, as a rule, are not hostile by nature, though they can cause devastating sparks or destructive storms as they move through the aether flows. But leviathans are perpetually hungry, and feed on drakes and airships just as readily as they do on smaller creatures. Along with dragons, leviathans are the primary reason that aether-mining airships carry enormous harpoons.\",\"A sky leviathan is similar to a {@creature purple worm|MM} in its propensity to swallow prey whole, but it lacks the worm's poison stinger and is therefore significantly less dangerous. Use the statistics presented here.\",\"Sky whales are generally docile filter-feeders that avoid confrontations with airships and flying predators whenever possible. Use the statistics for a {@creature giant crocodile|MM}, but replace its bite attack with a flipper attack that is identical to its tail attack. A sky whale has a flying speed of 50 feet and can hover.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSK/Sky Leviathan.webp\"},\"title\":\"Aethersquall Ancient\",\"credit\":\"Sam Burley\"}]},{\"name\":\"Sky Whale\",\"source\":\"PSK\",\"_copy\":{\"name\":\"Sky Leviathan\",\"source\":\"PSK\"}},{\"name\":\"Thopter (Bat)\",\"source\":\"PSK\",\"_copy\":{\"name\":\"Artifact Creatures\",\"source\":\"PSK\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Thopters are small automatons that fly using some combination of whirling rotors and stretched-fabric wings. They are ubiquitous in Ghirapur and other settlements, where they carry messages like carrier pigeons, hunt gremlins like trained hawks, race each other in friendly and not-so-friendly competitions—and serve as remote viewing devices for Consulate authorities and crime lords alike. Thopters range from the size of pigeons to the size of eagles, with extremely intricate gearwork usually partly visible beneath glass orbs and filigree.\",\"Different kinds of thopters could be represented by the statistics for a {@creature bat}, {@creature blood hawk}, {@creature eagle}, {@creature hawk}, {@creature owl}, {@creature pseudodragon}, {@creature raven}, or {@creature vulture} from the {@book Monster Manual|MM}. All thopters have the construct type, immunity to poison damage, and immunity to the {@condition charmed} and {@condition poisoned} conditions.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSK/Thopter.webp\"},\"title\":\"Dukhara Peafowl\",\"credit\":\"Craig J Spearing\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSK/Thopter2.webp\"},\"title\":\"Thopter\",\"credit\":\"Svetlin Velinov\"}]},{\"name\":\"Thopter (Blood Hawk)\",\"source\":\"PSK\",\"_copy\":{\"name\":\"Thopter (Bat)\",\"source\":\"PSK\"}},{\"name\":\"Thopter (Eagle)\",\"source\":\"PSK\",\"_copy\":{\"name\":\"Thopter (Bat)\",\"source\":\"PSK\"}},{\"name\":\"Thopter (Hawk)\",\"source\":\"PSK\",\"_copy\":{\"name\":\"Thopter (Bat)\",\"source\":\"PSK\"}},{\"name\":\"Thopter (Owl)\",\"source\":\"PSK\",\"_copy\":{\"name\":\"Thopter (Bat)\",\"source\":\"PSK\"}},{\"name\":\"Thopter (Pseudodragon)\",\"source\":\"PSK\",\"_copy\":{\"name\":\"Thopter (Bat)\",\"source\":\"PSK\"}},{\"name\":\"Thopter (Raven)\",\"source\":\"PSK\",\"_copy\":{\"name\":\"Thopter (Bat)\",\"source\":\"PSK\"}},{\"name\":\"Thopter (Vulture)\",\"source\":\"PSK\",\"_copy\":{\"name\":\"Thopter (Bat)\",\"source\":\"PSK\"}},{\"name\":\"Wurm\",\"source\":\"PSK\",\"entries\":[\"Wurms are enormous, legless creatures that burrow under the forests, mountains, and plains of Kaladesh, and which can exceed fifty feet in length when fully grown. A wurm devours everything in its path—flora, fauna, and inanimate objects alike—with a gaping maw containing multiple rings of sharp teeth and grinding plates. Rumor has it that at least one wurm tunnels beneath the large, lush park in Ghirapur called the Cowl, accounting for at least some of the mysterious disappearances there.\",\"Both the colored scales of a wurm's skin and the winding patterns of its tunnels mimic the flow of aether through the sky. Some elf aether-seers believe that these tunnels reveal a deep connection between wurms and aether, and they explore wurm burrows in the hope of developing a similar connection. It is said that a wurm never doubles back along its own path, so following those paths is less dangerous than it might seem. However, the existence of a single wurm in an area suggests that others might be nearby, and wurm tunnels do cross each other—so not all these brave aether-seers return. Those who do are said to gain insights that they find difficult to express to others.\",\"The {@creature purple worm|MM} in the {@book Monster Manual|MM} works well as a representation of Kaladesh's wurms.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSK/Wurm.webp\"},\"title\":\"Cowl Prowler\",\"credit\":\"Tomasz Jedruszek\"}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-ps-x.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"monsterFluff\"]},\"monsterFluff\":[{\"name\":\"Aegisaur\",\"source\":\"PSX\",\"_copy\":{\"name\":\"Dinosaurs\",\"source\":\"PSX\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Scales, Spikes, and Hammers\",\"page\":27,\"entries\":[\"For dinosaurs without the prominent horns of the ceratopses, armored plating and deadly tails are an effective defense against predators.\",\"An aegisaur's back is covered with thick, armored scales that resemble a turtle's shell, while its tail is tipped with a massive bony club that can smash an aggressor's skull. Use the {@creature ankylosaurus|MM} in the {@book Monster Manual|MM} for these creatures.\"]}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSX/Aegisaur.webp\"},\"title\":\"Bellowing Aegisaur\",\"credit\":\"Craig J. Spearing\"}]},{\"name\":\"Aerosaur (Large)\",\"source\":\"PSX\",\"_copy\":{\"name\":\"Aerosaur (Small)\",\"source\":\"PSX\"}},{\"name\":\"Aerosaur (Small)\",\"source\":\"PSX\",\"entries\":[\"Aerosaurs include several varieties of large reptiles with leathery wings, including pterodons and sunwings. Though they are generally clumsy fliers, better at gliding from high perches or riding coastal updrafts than at lifting themselves from the ground, aerosaurs are sometimes used as mounts by knights of the Sun Empire. Smaller aerosaurs can be represented by the {@creature pteranodon|MM} in the {@book Monster Manual|MM}, while larger ones are more like the {@creature quetzalcoatlus|VGM} in {@book Volo's Guide to Monsters|VGM}.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSX/Aerosaur.webp\"},\"title\":\"Shining Aerosaur\",\"credit\":\"Dan Scott\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSX/Aerosaur2.webp\"},\"title\":\"Sky Terror\",\"credit\":\"Johann Bodin\"}]},{\"name\":\"Air Totem Elemental\",\"source\":\"PSX\",\"_copy\":{\"name\":\"Totem Elemental\",\"source\":\"PSX\"},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSX/Air Totem Elemental.webp\"},\"title\":\"Air Elemental\",\"credit\":\"Tomasz Jedruszek\"}]},{\"name\":\"Altisaur\",\"source\":\"PSX\",\"_copy\":{\"name\":\"Brontodon\",\"source\":\"PSX\"},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSX/Altisaur.webp\"},\"title\":\"Itlimoc, Cradle of the Sun\",\"credit\":\"Grzegorz Rutkowski\"}]},{\"name\":\"Armasaur\",\"source\":\"PSX\",\"_copy\":{\"name\":\"Dinosaurs\",\"source\":\"PSX\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Scales, Spikes, and Hammers\",\"page\":27,\"entries\":[\"For dinosaurs without the prominent horns of the ceratopses, armored plating and deadly tails are an effective defense against predators.\",\"Armasaurs also have plates on their backs, but these rise up like spikes along their spines. Their whiplike tails bear sharp spikes for protection. Use the {@creature stegosaurus|VGM} in {@book Volo's Guide to Monsters|VGM} for the armasaur.\"]}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSX/Armasaur.webp\"},\"title\":\"Steadfast Armasaur\",\"credit\":\"Greg Opalanski\"}]},{\"name\":\"Awakened Shrub Totem Elemental\",\"source\":\"PSX\",\"_copy\":{\"name\":\"Totem Elemental\",\"source\":\"PSX\"}},{\"name\":\"Blight Totem Elemental\",\"source\":\"PSX\",\"_copy\":{\"name\":\"Totem Elemental\",\"source\":\"PSX\"}},{\"name\":\"Brontodon\",\"source\":\"PSX\",\"_copy\":{\"name\":\"Dinosaurs\",\"source\":\"PSX\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"The Rumbling Herds\",\"page\":27,\"entries\":[\"The largest of the dinosaurs are huge, long-necked herbivores that feed on the leaves of tall trees. The enormous size of these dinosaurs means that a single beast—often a young, old, or injured one that becomes separated from the herd—can feed a whole pack of smaller predators. The magnificent Altisaurs wander across the plains and through the sparse forests of the Sun Coast, grazing on the tops of trees. Brontodons travel in herds, causing the ground to thunder beneath their tremendous weight when they build up speed. Use {@creature brontosaurus|VGM} stats from {@book Volo's Guide to Monsters|VGM} for these beasts.\"]}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSX/Brontodon.webp\"},\"title\":\"Belligerent Brontodon\",\"credit\":\"Dan Scott\"}]},{\"name\":\"Ceratops\",\"source\":\"PSX\",\"_copy\":{\"name\":\"Dinosaurs\",\"source\":\"PSX\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Horned Herbivores\",\"page\":28,\"entries\":[\"Many smaller herbivores are found on the plains of Ixalan. Rather than depending on size for defense, these dinosaurs are protected by plated scales, sharp horns, or spiked tails. Most are aggressively proactive in chasing off predators even before they are attacked, and the people of the Sun Empire find these creatures among the hardest dinosaurs to control.\",\"Ceratopses sport enormous horns on and around the large, feathered frills that protect their necks. The related snubhorns lack the sharp pointed horns of their cousins. Despite their surly temper, ceratopses make excellent mounts. The {@creature triceratops|MM} in the {@book Monster Manual|MM} can represent all of these dinosaurs.\"]}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSX/Ceratops.webp\"},\"title\":\"Goring Ceratops\",\"credit\":\"Zezhou Chen\"}]},{\"name\":\"Chupacabra\",\"source\":\"PSX\",\"_copy\":{\"name\":\"Night Terrors\",\"source\":\"PSX\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Indescribable creatures of nightmare lurk in the ruins and dark places of Ixalan. Many are thought to be the corrupted remnants of the life energy and brilliant light left behind in places the Sun Empire has abandoned. Such creatures include a monster that lurks in the darkness of the jungle and feeds on the blood of mammals and dinosaurs, called the chupacabra. It is stealthy and elusive, known more by the blood-drained prey it leaves behind than by actual physical sightings.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSX/Chupacabra.webp\"},\"title\":\"Lurking Chupacabra\",\"credit\":\"YW Tang\"}]},{\"name\":\"Coatl\",\"source\":\"PSX\",\"entries\":[\"The River Heralds believe that the waters of the world are divided into two spheres: the river and the sea are the lower half, with the jungle and the sky above. They believe that the sea possesses an unfathomable wisdom, the deep musings of the unspeakably ancient world. But the wisdom of the sky and the rivers is embodied in the coatls—winged serpents that twist through the air to reflect the course of rivers along the ground.\",\"Coatls are immortal guardians of the sky, dwelling always among the clouds. The River Heralds say that they can be enticed to the ground by the earnest supplication of the wisest of merfolk shamans. Coatls are said to be wise beyond mortal measure and incapable of speaking a falsehood, so their advice is often sought in times of desperate need. The sight of a coatl is thought to foretell favorable winds—a belief that has begun to spread from the River Herald shamans to the pirates of the Brazen Coalition. Use the {@creature couatl|MM} statistics in the {@book Monster Manual|MM} for Ixalan's coatls.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSX/Coatl.webp\"},\"title\":\"Favorable Winds\",\"credit\":\"Shreya Shetty\"}]},{\"name\":\"Demon\",\"source\":\"PSX\",\"_copy\":{\"name\":\"Night Terrors\",\"source\":\"PSX\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Resembling twisted bats, the demons of Ixalan are the spawn of a bat-god, the source of all darkness. While the sun's aspects include destruction as well as creation and growth, the demons represent stagnation and decay. The sun consumes in glorious fire; demons work through rot and degeneration. They are said to be active at night, when the sun is hidden, and their efforts are directed toward preventing the sun from rising again each morning. In the meantime, they spread plague and corruption across the land. The {@creature vrock|MM} in the {@book Monster Manual|MM} is a good representation of Ixalan's demons.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSX/Demon.webp\"},\"credit\":\"Zack Stella\"}]},{\"name\":\"Dinosaurs\",\"source\":\"PSX\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Dinosaurs\",\"page\":27,\"entries\":[\"Dinosaurs are the dominant form of animal life in Ixalan—the absolute rulers of the coastal lands held by the Sun Empire, and a force to be reckoned with in the interior jungles. A number of dinosaurs appear in the {@book Monster Manual|MM}, with even more to be found in {@book Volo's Guide to Monsters|VGM}, making that a particularly worthwhile resource for an Ixalan campaign. (Many of the dinosaurs in {@book Volo's Guide|VGM} also appear in {@adventure Tomb of Annihilation|ToA}.)\"]}]}]},{\"name\":\"Dryad\",\"source\":\"PSX\",\"entries\":[\"It is said that the only force on Ixalan not interested in finding the golden city is Ixalan itself. Dryads, as incarnations of the land and its will, prove the saying true. Their only concern is the health of the forest: when the trees and ferns are healthy, the dryads flourish. But when the vampires' dusk fog or a demon's unwholesome influence cause the jungle to wither, the dryads suffer. As a result, they are generally friendly with the River Heralds, who live in harmony with nature, and hostile to the Legion of Dusk.\",\"The dryads otherwise have no stake in the conflict between the people of Ixalan and the invaders, but as creatures of life and growth, they hate to see any living being suffer. Thus, they have been known to tend to wounded people left in the jungle to die, sharing their own abundant life energy with those in their care.\",\"Ixalan's dryads are identical to the {@creature dryad|MM|dryads} in the {@book Monster Manual|MM}.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSX/Dryad.webp\"},\"title\":\"Old-Growth Dryads\",\"credit\":\"Yongjae Choi\"}]},{\"name\":\"Earth Totem Elemental\",\"source\":\"PSX\",\"_copy\":{\"name\":\"Totem Elemental\",\"source\":\"PSX\"}},{\"name\":\"Elder Dinosaur\",\"source\":\"PSX\",\"entries\":[\"The opening of Orazca, the golden city—which marks the turn between the Ixalan set and Rivals of Ixalan—reveals the existence of six huge and ancient elder dinosaurs, apparently preserved for centuries. Compared to their smaller cousins, they have less brightly-colored plumage and more grayish scales, but their feathers are a bright gold that matches the city around them. They are strong-willed and ferocious, and thus are hard to control. But the power of the Immortal Sun gives the Sun Empire warriors who wield it the ability to bring these elder dinosaurs under their command.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSX/Elder Dinosaur.webp\"},\"title\":\"Regisaur Alpha\",\"credit\":\"Jonathan Kuo\"}]},{\"name\":\"Elder Dinosaur (Etali, Primal Storm)\",\"source\":\"PSX\",\"_copy\":{\"name\":\"Elder Dinosaur\",\"source\":\"PSX\"},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSX/Elder Dinosaur (Etali, Primal Storm).webp\"},\"title\":\"Etali, Primal Storm\",\"credit\":\"Raymond Swanland\"}]},{\"name\":\"Elder Dinosaur (Ghalta, Primal Hunger)\",\"source\":\"PSX\",\"_copy\":{\"name\":\"Elder Dinosaur\",\"source\":\"PSX\"},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSX/Elder Dinosaur (Ghalta, Primal Hunger).webp\"},\"title\":\"Ghalta, Primal Hunger\",\"credit\":\"Chase Stone\"}]},{\"name\":\"Elder Dinosaur (Nezahal, Primal Tide)\",\"source\":\"PSX\",\"_copy\":{\"name\":\"Elder Dinosaur\",\"source\":\"PSX\"},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSX/Elder Dinosaur (Nezahal, Primal Tide).webp\"},\"title\":\"Nezahal, Primal Tide\",\"credit\":\"Sam Burley\"}]},{\"name\":\"Elder Dinosaur (Tetzimoc, Primal Death)\",\"source\":\"PSX\",\"_copy\":{\"name\":\"Elder Dinosaur\",\"source\":\"PSX\"},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSX/Elder Dinosaur (Tetzimoc, Primal Death).webp\"},\"title\":\"Tetzimoc, Primal Death\",\"credit\":\"Zack Stella\"}]},{\"name\":\"Elder Dinosaur (Zacama, Primal Calamity)\",\"source\":\"PSX\",\"_copy\":{\"name\":\"Elder Dinosaur\",\"source\":\"PSX\"},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSX/Elder Dinosaur (Zacama, Primal Calamity).webp\"},\"title\":\"Zacama, Primal Calamity\",\"credit\":\"Jaime Jones\"}]},{\"name\":\"Elder Dinosaur (Zetalpa, Primal Dawn)\",\"source\":\"PSX\",\"_copy\":{\"name\":\"Elder Dinosaur\",\"source\":\"PSX\"},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSX/Elder Dinosaur (Zetalpa, Primal Dawn).webp\"},\"title\":\"Zetalpa, Primal Dawn\",\"credit\":\"Chris Rallis\"}]},{\"name\":\"Ferocidon\",\"source\":\"PSX\",\"_copy\":{\"name\":\"Dinosaurs\",\"source\":\"PSX\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Teeth and Frills\",\"page\":30,\"entries\":[\"Ferocidons are particularly vicious relatives of raptors, specialized to take down much larger prey. Use the {@creature allosaurus|MM} statistics in the {@book Monster Manual|MM} for these creatures.\"]}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSX/Ferocidon.webp\"},\"title\":\"Thrash of Raptors\",\"credit\":\"Jonathan Kuo\"}]},{\"name\":\"Fire Guardian\",\"source\":\"PSX\",\"_copy\":{\"name\":\"Totem Elemental\",\"source\":\"PSX\"}},{\"name\":\"Frilled Deathspitter\",\"source\":\"PSX\",\"_copy\":{\"name\":\"Dinosaurs\",\"source\":\"PSX\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"The dinosaurs aptly known as deathspitters can spit venom to blind their prey before closing in for the kill.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSX/Frilled Deathspitter.webp\"},\"title\":\"Frilled Deathspitter\",\"credit\":\"Zoltan Boros\"}]},{\"name\":\"Gishath, Sun's Avatar\",\"source\":\"PSX\",\"_copy\":{\"name\":\"Elder Dinosaur\",\"source\":\"PSX\"},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSX/Gishath, Sun's Avatar.webp\"},\"title\":\"Gishath, Sun's Avatar\",\"credit\":\"Zack Stella\"}]},{\"name\":\"Griffin\",\"source\":\"PSX\",\"entries\":[\"Colorful griffins combine the heads and plumage of jungle parrots with the sleek bodies of jaguars. They are intelligent and noble, and they share the River Heralds' desire to ensure that the power of the Immortal Sun is never again unleashed on the world.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSX/Griffin.webp\"},\"title\":\"Resplendent Griffin\",\"credit\":\"Sam Rowan\"}]},{\"name\":\"Hadrosaur\",\"source\":\"PSX\",\"entries\":[\"Some herbivores rely on speed, stealth, or numbers to aid their chances of survival. The Hadrosaur is a good example of such creatures.\"]},{\"name\":\"Hammerskull\",\"source\":\"PSX\",\"_copy\":{\"name\":\"Dinosaurs\",\"source\":\"PSX\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Scales, Spikes, and Hammers\",\"page\":27,\"entries\":[\"For dinosaurs without the prominent horns of the ceratopses, armored plating and deadly tails are an effective defense against predators.\",\"Even lacking horns or spikes, hammerskulls can protect themselves with their thickly plated heads. The {@creature giant goat|MM} statistics in the {@book Monster Manual|MM} can represent a hammerskull.\"]}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSX/Hammerskull.webp\"},\"title\":\"Territorial Hammerskull\",\"credit\":\"Lars Grant-West\"}]},{\"name\":\"Harpy\",\"source\":\"PSX\",\"_copy\":{\"name\":\"Night Terrors\",\"source\":\"PSX\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Harpies are the mortal servants of demons, and they resemble them in their general features. Their faces are like those of owls, and they have large, feathered wings that suggest their corrupt connection to the Sun Empire—or perhaps their heritage as sirens who were corrupted by the evil of the demons. Utterly nasty in temperament, harpies inhabit many of the islands in both the Stormwreck Sea and the Inner Sea, and dwell on high cliffs on the mainland of Ixalan. Their filthy bodies carry disease that they can spread through their bite.\",\"Use the {@creature harpy|MM} statistics in the {@book Monster Manual|MM} for Ixalan's harpies, but replace the club attack with a bite attack.\"]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSX/Harpy.webp\"},\"title\":\"Mausoleum Harpy\",\"credit\":\"Randy Vargas\"}]},{\"name\":\"Horned Frog\",\"source\":\"PSX\",\"entries\":[\"Frogs are more commonly heard than seen in Ixalan, joining their voices to the vivid soundscape of the jungle. They range from tiny poisonous tree frogs found in the branches of tall trees to huge horned frogs that lurk in marshy areas.\"]},{\"name\":\"Macaw\",\"source\":\"PSX\",\"entries\":[\"A wide variety of native birds are found throughout Ixalan, singing complex songs that contribute to the chorus of sounds within the jungle. Hummingbirds are sometimes poetically described as embodiments of freedom and the pursuit of pleasure. Large macaws and parrots (with statistics like those of {@creature raven|MM|ravens}) make their homes in the trees and can often be found gathering over clay licks along riverbeds and the sea coast. The wily birds enjoy toying with people from the trees, with many of them calling out in imitation of humanoid voices to lead pirates and other explorers astray.\"]},{\"name\":\"Night Terrors\",\"source\":\"PSX\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Night Terrors\",\"page\":36,\"entries\":[\"The legends of the Sun Empire are populated with the enemies of the sun—terrible monsters that threaten to devour its light and undo its work. Unfortunately for the people of Ixalan, these are not just creatures of legend but real monsters with supernatural power, lurking in the darkness of night and the shadows of ancient ruins and crypts.\"]}]}]},{\"name\":\"Parrot\",\"source\":\"PSX\",\"_copy\":{\"name\":\"Macaw\",\"source\":\"PSX\"}},{\"name\":\"Piranha\",\"source\":\"PSX\",\"entries\":[\"The waters of the Great River and all its tributaries are home to fish that serve as one of the most important food sources for other animals in the forest. These include large predatory fish, as well as churning swarms of small biting fish such as piranhas.\"]},{\"name\":\"Sailback\",\"source\":\"PSX\",\"_copy\":{\"name\":\"Dinosaurs\",\"source\":\"PSX\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Scales, Spikes, and Hammers\",\"page\":27,\"entries\":[\"Sailbacks are predators that lurk in lakes and rivers to ambush unwary prey. Their statistics are equivalent to those of the {@creature giant crocodile|MM} in the {@book Monster Manual|MM}.\"]}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSX/Sailback.webp\"},\"title\":\"Snapping Sailback\",\"credit\":\"Dan Scott\"}]},{\"name\":\"Shambling Mound Totem Elemental\",\"source\":\"PSX\",\"_copy\":{\"name\":\"Totem Elemental\",\"source\":\"PSX\"}},{\"name\":\"Stone Guardian (Animated Armor)\",\"source\":\"PSX\",\"entries\":[\"Through the years in which the Sun Empire was ruled from Orazca, its priests crafted huge stone guardians to protect the empire's cities and temples. The incredible magic of the Immortal Sun gave a semblance of life to these artificial creatures, endowing them with the ability to move their stone bodies, a keen awareness of their surroundings, and a limited ability to think and reason in order to help them carry out their orders. These stone guardians were tasked with standing watch—constantly alert, vigilant to any danger, never sleeping, and unswerving in their duty.\",\"Most stone guardians are inactive now. In ancient ruins lying far from the old capital, the magic that gave them life has faded over the centuries. Even within the golden city, many of them have become inert, and those who seek to explore Orazca or other ancient ruins must be on constant guard. Any carved figure or statue might well be a stone guardian whose magic has failed. But it might also be a guardian that is simply waiting for a threat before it activates and drives that threat away.\",\"Constructs such as {@creature animated armor|MM}, {@creature helmed horror|MM|helmed horrors}, {@creature shield guardian|MM|shield guardians}, and {@creature stone golem|MM|stone golems} can represent these guardians.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSX/Stone Guardian.webp\"},\"title\":\"Golden Guardian\",\"credit\":\"Svetlin Velinov\"}]},{\"name\":\"Stone Guardian (Helmed Horror)\",\"source\":\"PSX\",\"_copy\":{\"name\":\"Stone Guardian (Animated Armor)\",\"source\":\"PSX\"}},{\"name\":\"Stone Guardian (Shield Guardian)\",\"source\":\"PSX\",\"_copy\":{\"name\":\"Stone Guardian (Animated Armor)\",\"source\":\"PSX\"}},{\"name\":\"Stone Guardian (Stone Golem)\",\"source\":\"PSX\",\"_copy\":{\"name\":\"Stone Guardian (Animated Armor)\",\"source\":\"PSX\"}},{\"name\":\"Sunbird\",\"source\":\"PSX\",\"entries\":[\"The people of the Sun Empire revere certain dinosaurs as incarnations of the Threefold Sun. But the fiery phoenixes, also called sunbirds, are thought to be messengers of Tilonalli, embodying the destructive aspect of the sun but also the rebirth that follows. Legends hold that somewhere within the mountains sleeps Xuatl—a scaled bird formed from the sun's fire. Xuatl molts its skin and feathers during the summer months, often setting the trees and slopes ablaze.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSX/Sunbird.webp\"},\"title\":\"Sunbird's Invocation\",\"credit\":\"Christine Choi\"}]},{\"name\":\"Swarm of Piranhas\",\"source\":\"PSX\",\"_copy\":{\"name\":\"Piranha\",\"source\":\"PSX\"}},{\"name\":\"Totem Elemental\",\"source\":\"PSX\",\"entries\":[\"Elementals are an even more primal embodiment of natural forces. They are living beings of raw natural energy, but magic can shape and bind them into physical forms composed of wind, water, fire, or the verdant growth of the forest. The River Heralds construct jade totems that hold elementals in stasis until activated by trespassers. When a totem opens, the elemental's physical form comes together, and the intruders are quickly dispatched.\",\"River Heralds also make use of elementals formed of air, water, or vegetation. In ancient times when folk of the River Heralds and the Sun Empire worked together, they harnessed fire elementals into guardians that still keep watch over certain forgotten ruins.\",\"Any of the various elemental and plant creatures in the {@book Monster Manual|MM} can represent the elementals of Ixalan. The River Heralds' totem elementals are similar to the basic {@creature air elemental|MM|air}, {@creature earth elemental|MM|earth}, and {@creature water elemental|MM|water elementals}, or to {@creature treant|MM|treants}, blights, {@creature shambling mound|MM|shambling mounds}, or {@creature awakened tree|MM|awakened trees} and {@creature awakened shrub|MM|awakened shrubs}. Fire guardians are similar to {@creature fire elemental|MM|fire elementals}.\"]},{\"name\":\"Treant Totem Elemental\",\"source\":\"PSX\",\"_copy\":{\"name\":\"Totem Elemental\",\"source\":\"PSX\"}},{\"name\":\"Trilobite\",\"source\":\"PSX\",\"entries\":[\"On the beaches and banks of the rivers and seas, crabs scuttle across the sand and birds wade in the shallow water. Trilobites are among the most common shore-dwellers, including predatory varieties as well as scavengers and filter-feeders consuming scraps they find in the sand.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSX/Trilobite.webp\"},\"title\":\"Shore Keeper\",\"credit\":\"YW Tang\"}]},{\"name\":\"Trilobite (Giant)\",\"source\":\"PSX\",\"_copy\":{\"name\":\"Trilobite\",\"source\":\"PSX\"}},{\"name\":\"Tyrant\",\"source\":\"PSX\",\"_copy\":{\"name\":\"Dinosaurs\",\"source\":\"PSX\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Dinosaur Tyrants\",\"page\":31,\"entries\":[\"Ixalan's largest predators comprise a family of dinosaurs with large heads, blade-like teeth, and short, almost vestigial front legs. These terrifying creatures bear names like monstrosaurs, dreadmaws, swordtooths, regisaurs, and tyrants, and their roars inspire terror in those who hear them. Most of these dinosaurs are solitary hunters, but regisaurs in particular are known for hunting in small packs. Use the {@creature tyrannosaurus rex|MM} statistics in the {@book Monster Manual|MM} for all these giant predators.\"]}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSX/Tyrant.webp\"},\"title\":\"Regisaur Alpha\",\"credit\":\"Jonathan Kuo\"}]},{\"name\":\"Water Totem Elemental\",\"source\":\"PSX\",\"_copy\":{\"name\":\"Totem Elemental\",\"source\":\"PSX\"}}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-ps-z.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"monsterFluff\"]},\"monsterFluff\":[{\"name\":\"Angel\",\"source\":\"PSZ\",\"entries\":[\"The angels of Zendikar are living manifestations of white mana, and they embody its inherent tendencies toward morality and order. Peace and harmony are their goals, though they are more concerned with reestablishing the natural order of the plane than with interfering in disputes between the lowly mortal races. Angels appear similar to female humans possessing two, four, or six feathered wings. Their eyes glow with inner light, and glowing golden rings surround their heads—usually positioned to cover their eyes.\",\"Zendikar's people consider the angels to be aloof but benevolent. Their resistance to the Eldrazi broods in the ancient past is vaguely remembered in the myths of the humans, kor, and merfolk. Humans in particular venerate angels as divine protectors because of those myths.\",\"You can represent most angels in Zendikar using the {@creature deva} in the Monster Manual. For unique or more powerful angels, you can use the {@creature planetar} or {@creature solar} instead. Perhaps {@creature Linvala|PSZ} is a {@creature planetar} and {@creature Iona|PSZ} is a {@creature solar}.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSZ/Angel.webp\"},\"title\":\"Angel of Renewal\",\"credit\":\"Todd Lockwood\"}]},{\"name\":\"Archon of Redemption\",\"source\":\"PSZ\",\"entries\":[\"Like angels, archons are incarnations of white mana. They serve the archangels as embodiments of white mana's harsher aspects: a rigid sense of justice and a ruthless execution of punishment for those who defy the law. The appearance of the archons is deceptive: they look like hooded humans riding winged lions, but they are single creatures with just one mind and will.\",\"An archon's game statistics are nearly identical to those of a {@creature deva}.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSZ/Archon of Redemption.webp\"},\"title\":\"Archon of Redemption\",\"credit\":\"Steven Belledin\"}]},{\"name\":\"Baloth\",\"source\":\"PSZ\",\"entries\":[\"Baloths are perhaps the most distinctive of Zendikar's beasts. They are muscular, omnivorous hunters covered in horns, spines, and plates of various shapes. The woodcrasher baloths of the Turntimber forest are surprisingly agile, leaping from tree to tree by using their great claws to clutch each spiraling trunk. The leatherback baloths of Ora Ondar are heavier and keep to the ground, where their thick, plated hide protects them from danger. Baloth herds occasionally stampede across the Onduan plains—and do so more frequently since the rise of the Eldrazi, as if sharing in Zendikar's anger. Use the {@creature triceratops} statistics for baloths, but woodcrasher baloths have a climbing speed of 30 feet in addition to their normal walking speed.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSZ/Baloth.webp\"},\"title\":\"Rampaging Baloths\",\"credit\":\"Eric Deschamps\"}]},{\"name\":\"Boulderfoot Giant\",\"source\":\"PSZ\",\"_copy\":{\"name\":\"Turntimber Giant\",\"source\":\"PSZ\"}},{\"name\":\"Caustic Crawler\",\"source\":\"PSZ\",\"_copy\":{\"name\":\"Heartstabber Mosquito\",\"source\":\"PSZ\"},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSZ/Caustic Crawler.webp\"},\"title\":\"Caustic Crawler\",\"credit\":\"Raymond Swanland\"}]},{\"name\":\"Drake (Large)\",\"source\":\"PSZ\",\"entries\":[\"Drakes are superficially similar to dragons, with reptilian bodies and large, leathery wings. They have only two legs, though. They are strongly associated with blue mana, the air, and the sea, rather than the dragons' mountains and fire. Many drakes are found in Akoum, but they typically live at higher altitudes and farther north than the dragons there.\",\"A {@creature pteranodon} can represent a smaller drake, while a larger one is more like a {@creature giant eagle}.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSZ/Drake.webp\"},\"title\":\"Champion's Drake\",\"credit\":\"Lars Grant-West\"}]},{\"name\":\"Drake (Small)\",\"source\":\"PSZ\",\"_copy\":{\"name\":\"Drake (Large)\",\"source\":\"PSZ\"}},{\"name\":\"Eldrazi\",\"source\":\"PSZ\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSZ/Eldrazi Mimic.webp\"},\"title\":\"Eldrazi Mimic\",\"credit\":\"Craig J. Speaning\"}]},{\"name\":\"Emrakul\",\"source\":\"PSZ\",\"_copy\":{\"name\":\"Eldrazi\",\"source\":\"PSZ\",\"_mod\":{\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSZ/Emrakul.webp\"},\"title\":\"Emrakul the Promised End\",\"credit\":\"Jaime Jones\"}}}}},{\"name\":\"Felidar\",\"source\":\"PSZ\",\"entries\":[\"Standing fully ten feet high at the shoulder, the great cats called felidars are noble, fierce beasts charged with white mana. Felidars consent to be ridden only by knights they consider virtuous. The crystalline horns rising from a hard plate on their foreheads glow with white or golden light when they spring into battle, sometimes brightly enough to blind their foes.\",\"In game terms, a felidar is similar to a {@creature unicorn|MM}, with changes that reflect its feline nature.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSZ/Felidar.webp\"},\"title\":\"Hero of Goma Fada\",\"credit\":\"Willian Murai\"}]},{\"name\":\"Gnarlid\",\"source\":\"PSZ\",\"entries\":[\"Gnarlids are about the size of a large dog and resemble a cross between a bear and a wolverine. They have horns with distinctive shapes that vary by species, and some varieties have similar spikes elsewhere on their bodies. They have an innate ability to grow larger by drawing on green mana in the environment, nearly doubling in size as well as ferocity. In this enlarged state, a gnarlid can be represented with the {@creature brown bear} statistics in the Monster Manual. If some magic reduces its size, cut both its hit point maximum and its attack damage in half.\"]},{\"name\":\"Gomazoa\",\"source\":\"PSZ\",\"entries\":[\"Zendikar's seas and skies tend to blur together, and creatures typically found in the sea often find their way to the clouds, gliding through the plane's gravitational currents by consuming the mana infused in the wind. The windrider eels hunted by the kor and the cloud mantas sometimes ridden by Emeria-creed merfolk are two examples. The gomazoas found in Murasa and the Makindi Trenches are another.\",\"Gomazoas are similar to aquatic jellyfish, but their bodies are encased in stony growths. A gomazoa drifts motionless among floating rocks or hedrons with its long, sticky tentacles dangling below. When they brush against another creature, those tentacles grab and constrict it, or might slam larger prey against a cliff face. Some species can withdraw their tentacles into their bodies, extending them only to grab their prey. Gomazoas almost never release prey once they've caught it.\",\"A gomazoa might be represented by the {@creature roper} statistics in the {@i Monster Manual}, with a flying speed of 10 feet in place of its walking and climbing speeds.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSZ/Gomazoa.webp\"},\"title\":\"Guard Gomazoa\",\"credit\":\"Rob Alexander\"}]},{\"name\":\"Great Cat\",\"source\":\"PSZ\",\"entries\":[\"At least two varieties of great cat (similar to the {@creature saber-toothed tiger}) sport enormous blades jutting back from the forelegs, which help them cut through heavy undergrowth and take down much larger prey.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSZ/Great Cat.webp\"},\"title\":\"Scythe Leopard\",\"credit\":\"Winona Nelson\"}]},{\"name\":\"Griffin (Type 1)\",\"source\":\"PSZ\",\"entries\":[\"Less intelligent and less magical than {@creature felidar|PSZ|felidars}, griffins share those great cats' noble nature and alignment with the principles of white mana. Larger griffin species are about the size of horses and can be ridden. Indeed, such griffins are often the only reliable means of reaching certain remote locations, particularly in Akoum. Smaller griffins range from the size of donkeys to large dogs, and are trained to carry messages or supplies without a rider.\",\"Zendikar's griffins are much like D&D's {@creature griffon|MM|griffons} (aside from the spelling) and {@creature hippogriff|MM|hippogriffs}.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSZ/Griffin.webp\"},\"title\":\"Courier Griffin\",\"credit\":\"Kieran Yanner\"}]},{\"name\":\"Griffin (Type 2)\",\"source\":\"PSZ\",\"_copy\":{\"name\":\"Griffin (Type 1)\",\"source\":\"PSZ\"}},{\"name\":\"Heartstabber Mosquito\",\"source\":\"PSZ\",\"entries\":[\"The black mana that brews and festers in Zendikar's swamps infuses a wide variety of natural animals, creating large, deadly vermin—rats, bats, insects, scorpions, and spiders that spread death and decay with their bites, stings, or caustic saliva. The swamps of Guul Draz are home to many such creatures, from the enormous heartstabber mosquitoes (best represented with {@creature stirge} statistics) to giant scorpions large enough to hold a struggling vampire in one claw. The gigantic, ant-like caustic crawlers (similar to {@creature ankheg|MM|ankhegs}) shape burrows from stone with their acidic saliva, creating strangely smooth walls easily mistaken for ancient construction. Gloomhunter bats the size of griffins have reservoirs of vaporous mana in their heads, causing their bite to tear at the spirit as well as the flesh. These and other creatures can be built from the offerings in {@book appendix A of the Monster Manual|MM|1}.\"]},{\"name\":\"Hellion\",\"source\":\"PSZ\",\"entries\":[\"Similar to wurms, hellions are enormous serpentine creatures that dwell in the lava deep beneath the surface of Akoum. When an eruption brings lava to the surface, hellions occasionally emerge as well. Thrust into what seems to them like freezing air, the hellions begin a rampage of devastation resembling an extension of the lava flow.\",\"A hellion bears a certain resemblance to both a millipede and a crustacean. Small legs tucked close to its body help propel it through its tunnels. Six long, jointed limbs protrude from its head, allowing it to drag prey into its mouth. Its body exudes infernal heat and its movements shake the earth like a tremor.\",\"The {@creature remorhaz} statistics in the Monster Manual work well for hellions of different sizes.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSZ/Hellion.webp\"},\"title\":\"Hellion Eruption\",\"credit\":\"Anthony Francisco\"}]},{\"name\":\"Hurda\",\"source\":\"PSZ\",\"entries\":[\"Hurdas are huge, semi-humanoid creatures thought to be distantly related to giants. They are primarily employed as heavy labor—hauling stone, shifting earth, and drawing the huge carts of the Goma Fada caravan, for example. They are essentially beasts of burden, no more intelligent than a {@creature baloth|PSZ} or {@creature terastodon|PSZ}—but significantly more pliable. Murasan hurdas are more aggressive than their calmer Onduan kin, serving as protection for the caravans instead of drawing its carts.\",\"Hurdas are bipedal, but they walk on their hugely developed arms while their tiny, vestigial legs dangle beneath them. Thick tails keep them balanced. Their massive bulk allows them to carry tremendous loads in addition to pulling carts and wagons behind them.\",\"Use {@creature hill giant} statistics to represent hurdas, replacing the greatclub attack with an unarmed smash attack.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSZ/Hurda.webp\"},\"title\":\"Battle Hurda\",\"credit\":\"Christopher Moeller\"}]},{\"name\":\"Iona\",\"source\":\"PSZ\",\"_copy\":{\"name\":\"Angel\",\"source\":\"PSZ\"}},{\"name\":\"Kozilek\",\"source\":\"PSZ\",\"_copy\":{\"name\":\"Eldrazi\",\"source\":\"PSZ\"}},{\"name\":\"Kraken\",\"source\":\"PSZ\",\"entries\":[\"Lurking in the deepest reaches of Zendikar's seas, krakens are mysterious monsters of unpredictable wrath and terrible destruction. Though they take the form of rampaging brutes when they appear on the surface, the truth of their existence is more complex. Krakens embody force of will and the drive for self-determination shared by all thinking beings. When their will is turned to destruction, they are capable of wreaking terrible havoc upon ships at sea or coastal settlements. But they live most of their adult lives in utter isolation in the deeps, focused on their own probing of the seas' mysteries.\",\"A kraken has a roughly humanoid shape, with two strong arms and a broad chest. Its head is encased in a rough shell that sprouts two large horns, and one of its hands is a bony claw. It has dozens of tentacles—a writhing mass below its toothy mouth, another mass at the end of one arm, and several long tentacles in place of legs. On its back is a huge conch-like shell.\",\"Though the Monster Manual has its own version of the kraken, Zendikar's krakens are actually more similar to storm giants.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSZ/Kraken.webp\"},\"title\":\"Wrexial, the Risen Deep\",\"credit\":\"Eric Deschamps\"}]},{\"name\":\"Linvala\",\"source\":\"PSZ\",\"_copy\":{\"name\":\"Angel\",\"source\":\"PSZ\"}},{\"name\":\"Ogre Channeler\",\"source\":\"PSZ\",\"entries\":[\"The ogres of Zendikar are towering brutes driven by cruelty, greed, and savage ferocity. They favor the jagged mountains of Akoum but can be found on every continent. Their size and strength help protect them from the dangers of Zendikar, so they have little need of walls or roofs—which is good, since they have little skill at building. Ogre society, such as it is, revolves around leaders who gather small gangs (usually six to ten other ogres) to join them in pillaging, extorting, or slaving. The Monster Manual's {@creature ogre} statistics work fine for Zendikar ogres.\",\"Despite their low intelligence, some more clever ogres—perhaps represented as {@creature oni}—master the use of certain kinds of magic. The use of red mana complements an ogre's fierce and angry tendencies, and some ogres can produce fiery spells and manipulate the volcanic forces of Akoum. Other ogres channel black mana to immerse themselves in necromancy and diabolism, accentuating their amoral nature and their willingness to enslave others for their own benefit.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSZ/Ogre Channeler.webp\"},\"title\":\"Ogre Sentry\",\"credit\":\"Eric Deschamps\"}]},{\"name\":\"Oxen\",\"source\":\"PSZ\",\"entries\":[\"The oxen (use the {@creature giant goat} statistics) of Murasa's Pillar Plains are renowned for their stubbornness, but are still used as pack animals thanks to their tremendous strength.\"]},{\"name\":\"Pestilence Demon\",\"source\":\"PSZ\",\"entries\":[\"The dark reflections of angels, demons are the incarnation of black mana and all it represents—selfish desire and lust for power. Their forms are roughly humanoid, but distorted and bestial. Their grotesque heads feature elongated ears, spiky protrusions, and large horns. (The size and number of a demon's horns are an indication of its age and power.) Spikes protrude from their backs and arms, and their hands are warped into large, sharp claws. Most demons have large, leathery wings, and a few have long tails. Their skin has an inhuman texture—dry and leathery for some; stony and cold for others. Their eyes are small points of red or blue light that glow as if revealing an inner inferno.\",\"Unlike angels, demons reject any form of society or alliance. They are utterly selfish and hoard power in many different forms, including wealth, magic, territory, and slaves. Drawn to places where black mana flows freely, they often dwell in ancient crypts or in ruins deep in swampy terrain. Their presence defiles any remaining scrap of purity or goodness in an area, and often extends the bounds of a swamp or stirs up the restless spirits of the dead.\",\"Any {@filter demon, devil, or yugoloth in the Monster Manual|bestiary|source=mm=|tag=demon;devil;yugoloth|miscellaneous=} can stand in for a demon of Zendikar. The vile green mist surrounding a pestilence demon suggests it might have poison like a {@creature vrock}, for example.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSZ/Pestilence Demon.webp\"},\"title\":\"Pestilence Demon\",\"credit\":\"Justin Sweet\"}]},{\"name\":\"Shade\",\"source\":\"PSZ\",\"_copy\":{\"name\":\"Spirit\",\"source\":\"PSZ\"}},{\"name\":\"Shatterskull Giant\",\"source\":\"PSZ\",\"_copy\":{\"name\":\"Turntimber Giant\",\"source\":\"PSZ\"}},{\"name\":\"Shoal Serpent\",\"source\":\"PSZ\",\"entries\":[\"The oceans, bays, and swamps of Zendikar are home to a variety of aquatic creatures that are at least as deadly as those on land, including monstrosities that can face the largest Eldrazi on almost equal footing. Given the dangers of Zendikar, even mundane animals such as octopuses, frogs, turtles, crabs, and crocodiles can grow to tremendous size (using the appropriate statistics from appendix A of the Monster Manual). The crabs of Ondu, the crocodiles of Guul Draz, the tortoises of Tazeem, and the octopuses of the deep sea (of which Lorthos the Tidemaker is but one giant specimen) are examples of these aquatic monstrosities. Enormous shoal serpents—sometimes compared to \\\"a reef that runs aground on ships\\\"—are a persistent danger to vessels along the Onduan coast. The {@creature plesiosaurus} in the Monster Manual can represent these serpents.\"]},{\"name\":\"Sphinx (Type 1)\",\"source\":\"PSZ\",\"entries\":[\"Utterly inscrutable, sphinxes are mysterious creatures known for their wisdom and knowledge. Closely aligned with blue mana, they are utterly devoted to gaining and possessing knowledge—but not to sharing or acting upon it. Sphinxes are content to search out the mysteries of Zendikar, then sit in quiet contemplation of what they have learned. To them, everything is an intellectual exercise, including conversation. They are famously oblique, answering questions with questions and posing riddles to test the acuity of others.\",\"Sphinxes choose remote locations for their lairs, preferring sites of great natural beauty such as waterfalls, high promontories, and small islands. They jealously protect their lairs from other sphinxes and large predators, such as dragons, but they pay little attention to smaller visitors. A sphinx's lair is often difficult to reach, and typically involves treacherous climbing for creatures without the ability to fly. A visitor who can reach the spot is often rewarded with an audience—but those who come in search of answers are likely to leave disappointed.\",\"Either sphinx in the Monster Manual can represent the various sphinxes of Zendikar.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSZ/Sphinx.webp\"},\"title\":\"Sphinx of the Final Word\",\"credit\":\"Lius Lasahido\"}]},{\"name\":\"Sphinx (Type 2)\",\"source\":\"PSZ\",\"_copy\":{\"name\":\"Sphinx (Type 1)\",\"source\":\"PSZ\"}},{\"name\":\"Spirit\",\"source\":\"PSZ\",\"entries\":[\"Magic fueled by black mana can alter the natural cycle of life and death. Whether wielded by mortal wizards or demons, or simply an environmental manifestation of black mana's flow through the land, such magic can trap spirits between the realm of the living and the mysterious fate of the dead. These ghostly undead are as destructive and hateful as the magic that calls them into being. Zendikar's shades and wraiths can be represented by the {@creature shadow||shadows} and {@creature wraith||wraiths} in the Monster Manual.\",\"Not all spirits are created with black mana, however, and not all are malevolent. The spirits of the dead sometimes linger in the world to protect their kin or communities, or to stand guard over sacred or important sites. These spirits can be dangerous, but they are not usually malicious. Both the kor and the Mul Daya elves remain in communion with the spirits of their dead kindred, entreating them for wisdom and protection. Such spirits are best described as the {@creature ghost||ghosts} in the Monster Manual.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSZ/Spirit.webp\"},\"title\":\"Bog Tatters\",\"credit\":\"Daarken\"}]},{\"name\":\"Surrakar\",\"source\":\"PSZ\",\"entries\":[\"The surrakar are a race of hulking amphibian humanoids native to Bala Ged. They have broad shoulders and long arms that drag on the ground when they walk. Their splayed feet and hands are webbed, and long tusks protrude from their large mouths. They have little culture and no written language, and some members of other races believe they are merely animals with no true language at all.\",\"Surrakar are similar to D&D's {@creature lizardfolk|MM}.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSZ/Surrakar.webp\"},\"title\":\"Shoreline Salvager\",\"credit\":\"Igor Kieryluk\"}]},{\"name\":\"Terastodon\",\"source\":\"PSZ\",\"entries\":[\"A terastodon is an enormous elephant (use the {@creature mammoth} statistics) with four tusks and armored hide. A bony plate on its head, sharply pointed on the edges, extends back to protect its neck.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSZ/Terastodon.webp\"},\"title\":\"Terastodon\",\"credit\":\"Lars Grant-West\"}]},{\"name\":\"Terra Stomper\",\"source\":\"PSZ\",\"entries\":[\"Terra stompers are six-legged behemoths that can grow as large as the trees in the Vastwood of Tazeem. (Use the {@creature tyrannosaurus rex} statistics for these fierce beasts.)\"]},{\"name\":\"Timbermaw\",\"source\":\"PSZ\",\"entries\":[\"Timbermaws dwell in the hollow trunks of strange floating trees, emerging with deadly speed when prey wanders near. (The {@creature grick} statistics can represent a timbermaw, adjusting its stone camouflage trait to hide it in the woodlands.)\"]},{\"name\":\"Trench Giant\",\"source\":\"PSZ\",\"_copy\":{\"name\":\"Turntimber Giant\",\"source\":\"PSZ\"}},{\"name\":\"Turntimber Giant\",\"source\":\"PSZ\",\"entries\":[\"Zendikar's giants are enormous humanoids that live in tight-knit tribes as far as possible from the settlements of other races. Compared to ogres and minotaurs, they are civilized and intelligent, though they are wilder than the smaller humanoid races.\",\"Three major groupings of giants inhabit three of Zendikar's continents. In the mountains of Akoum, the giants of the Boulderfoot tribe have a well-earned reputation for trampling their enemies underfoot (hence their name). In the Skyfang Mountains of Murasa, the giants of the Shatterskull tribe are rough brigands who often extort \\\"tolls\\\" from travelers trying to navigate the treacherous pass that shares the tribe's name. The Boulderfoot and Shatterskull giants are {@creature stone giant|MM|stone giants} in D&D terms.\",\"In Ondu, the giants of the Turntimber tribe live in the forest of the same name. They hunt baloths and other large game, living in close harmony with the woodland. Their druids are the only giants of Zendikar that are inclined toward magic. Some legends hold that the Turntimber giants are unrelated to the other giant tribes, but were originally druids who became giants only after years of living among the twisted trees. Elsewhere on Ondu, in the Makindi Trenches, a handful of deformed giants called trench giants scale the canyon walls looking for prey. They are solitary and do not think of themselves as members of a tribe. In fact, they are outcasts of the Turntimber tribe, banished because the mana of the forest warped their bodies and their hearts. The giants of the Turntimber tribe are similar to {@creature cloud giant|MM|cloud giants}, and the trench giants can be considered {@creature fomorian|MM|fomorians}.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSZ/Turntimber Giant.webp\"},\"title\":\"Ondu Giant\",\"credit\":\"Igor Kieryluk\"}]},{\"name\":\"Ulamog\",\"source\":\"PSZ\",\"_copy\":{\"name\":\"Eldrazi\",\"source\":\"PSZ\",\"_mod\":{\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSZ/Ulamog.webp\"},\"title\":\"Oracle of Dust\",\"credit\":\"Jason Rainville\"}}}}},{\"name\":\"Vampire Null\",\"source\":\"PSZ\",\"entries\":[\"The various forms of undead ghosts are the incorporeal remnants of life and personality left after the death of a mortal body. But sometimes the reverse is true: a body retains its animation and hunger while losing any trace of its soul, becoming a zombie. When a vampire who is not a bloodchief drains the blood from a living humanoid, that creature undergoes a horrible transformation, becoming a stronger, faster version of a {@creature zombie} called a null. Nulls' heads are featureless except for a gaping mouth filled with jagged teeth. Their bodies are shriveled and distorted, but preternaturally strong. They are mindlessly loyal servants to the vampire nobility, and the number of nulls under a vampire's control is a mark of status and power among the vampire houses of Guul Draz.\"]},{\"name\":\"Woodcrasher Baloth\",\"source\":\"PSZ\",\"_copy\":{\"name\":\"Baloth\",\"source\":\"PSZ\"}},{\"name\":\"Wraith\",\"source\":\"PSZ\",\"_copy\":{\"name\":\"Spirit\",\"source\":\"PSZ\"}},{\"name\":\"Wurm\",\"source\":\"PSZ\",\"entries\":[\"The wurms of Zendikar are gigantic creatures with features akin to both snakes and insects. A wurm's serpentine body is covered in heavy bands of scales, giving it a segmented appearance. Its misshapen head is crowned with at least eight eyes, and is dominated by a ring of four or five enormous, hook-like fangs surrounding the mouth. The creature's jaws extend like a tube out from its mouth when it is ready to feed, accompanied by a horrendous carrion stench and a nauseating squelching sound.\",\"The {@creature purple worm} in the Monster Manual is a fine representation of Zendikar's wurms.\"]},{\"name\":\"Zendikar Dragon\",\"source\":\"PSZ\",\"entries\":[\"Dragons are the ultimate representation of the chaos, ferocity, and reckless independence of red mana. They are found across Zendikar in mountainous regions where red mana is plentiful, particularly in Akoum, though never in great numbers.\",\"A dragon is an enormous reptilian monster with thick, tough scales and leathery wings. Sharp spines or thick plates run down its back, and most dragons have large horns. A dragon's body has a vaguely feline shape, with a long neck supporting a large head, and a long, thick tail lashing behind it. Its four legs end in sharp claws that are deadly weapons, and its mouth is full of sharp teeth. Even a young dragon is larger than a powerful warhorse, and the largest are on par with some of the larger Eldrazi (though not as mighty as the towering Eldrazi titans).\",\"The dragons of Zendikar are not particularly intelligent, especially in comparison to the genius dragon Planeswalker Nicol Bolas. They are more aware than the average beast and perhaps slightly smarter than an ogre, but dragons are still driven primarily by their instincts—to hunt for prey and to guard their territories against any intruders. They are hot-tempered and ferocious, typically rending or incinerating anything they perceive as an enemy before even thinking to ask questions.\",\"A dragon's most fearsome aspect is its ability to exhale a blast of fire from its mouth. As it draws breath, a red glow like that of molten metal forms around its mouth, and is sometimes visible in its neck and chest as well. The fire then erupts in a long stream or a broad cone, shaped by the dragon as it chooses. A dragon might strafe the ground with fire as it flies overhead, covering as much ground—and incinerating as many foes—as possible. A grounded dragon turns its head back and forth as it breathes, blanketing its foes in flame or creating a barrier of burning earth to cover its retreat.\",\"The {@creature young red dragon} in the Monster Manual can represent the dragons of Zendikar, but its Intelligence score is only 8 (−1). This change has no effect on its other statistics.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSZ/Zendikar Dragon.webp\"},\"title\":\"Tyrant of Valakut\",\"credit\":\"Steven Belledin\"}]},{\"name\":\"Zendikar Golem\",\"source\":\"PSZ\",\"entries\":[\"With the power of magic at their disposal, mages of the ancient past and of Zendikar's present have been able to create objects bearing the semblance of life, capable of carrying out orders and even acting independently.\",\"In a number of ancient sites associated with the Eldrazi, stone creatures have been found standing eternal guard. Created from fragments of hedrons or carved to resemble them, these constructs were intended to help the people of Zendikar eliminate the brood lineages after the titans were imprisoned, and were implanted with a fragment of the power that bound and imprisoned the Eldrazi. They have served as useful allies in battling the Eldrazi broods, and some mages have had limited success in prying the secrets of their magic from their artificial minds. Other hedron constructs are of more recent make, fashioned in imitation of the originals. These have no power over the Eldrazi beyond what their physical strength gives them, and their creators used them for menial tasks. They are most often found in the ancient ruins of the kor or in merfolk cities. The various {@b modrons} can be used to represent these dedicated constructs.\",\"The golems of Zendikar are effectively artificial elementals, and can be represented by {@creature stone golem|MM|stone golems}. Mages fashion bodies from special stone and infuse them with the power of movement and limited understanding. Golems are rare and powerful, especially when shaped from stone that already possesses magical power.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/PSZ/Hedrons.webp\"},\"title\":\"Hedron Crawler\",\"credit\":\"Daniel Ljunggren\"}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-qftis.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"monsterFluff\"]},\"monsterFluff\":[{\"name\":\"Android\",\"source\":\"QftIS\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Androids are synthetic humanoids built to assist their creators with highly specialized tasks. They are designed to be compliant and typically have friendly demeanors.\",\"Every android has one or more upgrades to help it excel at its intended functions, but all androids are capable of defending themselves with concentrated bolts of force up close or from a distance.\",\"Despite an android's sophisticated construction, electrical surges can temporarily disrupt its finely tuned components. Similarly, damage to its core processing functions or long stretches of isolation can wear down an android's critical faculties, causing it to behave erratically.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/QftIS/Android.webp\"}}]},{\"name\":\"Barkburr\",\"source\":\"QftIS\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Barkburrs are animate, poisonous Plants that spontaneously grow from trees when a spark of nature's magic takes root in the wood. They appear as limpet-like knots of bark and wood indistinguishable from ordinary tree burls. Barkburrs often act in defense of a grove or forest.\",\"Some barkburrs cling to the trees from which they sprouted, while others slowly wander until they encounter creatures that threaten the forest's natural order. When a barkburr identifies such a creature, the barkburr leaps at the invader and injects it with a poisonous sap that quickly and painfully transforms the creature into a tree.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/QftIS/Barkburr.webp\"}}]},{\"name\":\"Champion of Gorm\",\"source\":\"QftIS\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Champions are blessed by Gorm to lead their fellow guardians. In battle, they channel auras of ghostly lightning to protect Gorm's servants.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Guardians of Gorm\",\"entries\":[\"The Guardians of Gorm are stalwart Cynidiceans who worship Gorm, an ancient god of justice, storms, and war. Members of the order wear brass masks bearing the face of their god, who is depicted as a long-haired, bearded man with a stern gaze. Each fully initiated guardian has a small blue lightning bolt tattooed on their right shoulder.\",\"Guardians follow a strict code of decorum that values bravery, honesty, and justice tempered with mercy. Still, they are quick to chastise blasphemers, criminals, and cultists who oppose their cause, buffeting these foes with their shocking implements.\"]}]}]},{\"name\":\"Champion of Madarua\",\"source\":\"QftIS\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Champions of Madarua represent the most skilled warriors in the faction. Hardened by battle, they lead the charge into the fray and inspire their fellow warriors to strike with decisive fury.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Warriors of Madarua\",\"entries\":[\"Members of the Warriors of Madarua wear bronze masks that depict the determined the face of Madarua, an ancient Cynidicean god of birth, death, and the seasons. Each member bears a small tattoo of a sickle on the inside of their left wrist.\",\"Warriors of Madarua recognize and respect the ever-changing complexity of life. In combat, they strive to be as fierce and unpredictable as nature itself.\"]}]}]},{\"name\":\"Champion of Usamigaras\",\"source\":\"QftIS\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Champions are blessed by Usamigaras to advance the faction by any means necessary. They boast a greater repertoire of spells than their fellows and can radiate an aura of illusions to confuse their foes.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Mages of Usamigaras\",\"entries\":[\"The Mages of Usamigaras are Cynidicean spellcasters who worship Usamigaras, a god of magic, messengers, and lies. They hide their identities and intentions behind silver masks depicting the face of their god. Secrecy is key among the Mages of Usamigaras. Members whisper in the presence of outsiders and pepper their speech with lies, even obvious ones. Such behavior isn't rude among members, who view deceit as worthy of celebration, not chastisement.\"]}]}]},{\"name\":\"Combat Robot\",\"source\":\"QftIS\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Combat robots are designed for security or military action. They make able sentries and are usually programmed to take intruders prisoner before resorting to lethal force. Combat robots signal their pursuit with built-in sirens and flashing lights, warning nearby creatures of their imminent arrival with an intimidating display. Combat robots display a wide range of voices. Some units are clearly designed to intimidate, while others offer canned, upbeat platitudes in pleasant tones even while subduing opponents.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Robots\",\"entries\":[\"Robots are Constructs created for heavy labor, menial tasks, or routine security. Despite robots' hardy construction, their circuitry is prone to overload if exposed to strong electrical currents. A robot has a pair of small appendages for fine motor control and object manipulation, as well as two larger appendages specialized for its role. Robots are programmed with intelligence, understanding, and usually loyalty to their creators. Despite that, long-operating robots sometimes develop their own personalities and ideas. Robots that endure long stretches of isolation, mistreatment, or neglect are prone to malfunctions. Some robots become despondent or cruel, while others obsessively repeat their last directive or adopt new, peculiar purposes of their own.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/QftIS/Combat Robot.webp\"}}]},{\"name\":\"Derro Apprentice\",\"source\":\"QftIS\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Derro who have just begun to discover and control their magic are called apprentices. The magic of a derro apprentice is dangerous and unpredictable.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Derro\",\"entries\":[\"Derro are Underdark dwellers of dubious origin. According to the histories of some duergar, derro are descended from a community of dwarves that was left behind when the others escaped the rule of mind flayers. The mind flayers' psionic power eventually transformed these forsaken dwarves into Aberrations.\",\"You can learn more about derro in{@i Mordenkainen Presents: Monsters of the Multiverse}.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/QftIS/Derro Apprentice.webp\"}}]},{\"name\":\"Derro Raider\",\"source\":\"QftIS\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Hostility and greed are guiding values for some derro. These derro indiscriminately raid settlements and rob travelers regardless of the apparent value of any goods they steal. These derro believe such acts are sanctioned by their despicable god, Diirinka, who delights in cruelty and destruction.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Derro\",\"entries\":[\"Derro are Underdark dwellers of dubious origin. According to the histories of some duergar, derro are descended from a community of dwarves that was left behind when the others escaped the rule of mind flayers. The mind flayers' psionic power eventually transformed these forsaken dwarves into Aberrations.\",\"You can learn more about derro in{@i Mordenkainen Presents: Monsters of the Multiverse}.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/QftIS/Derro Raider.webp\"}}]},{\"name\":\"Derwyth\",\"source\":\"QftIS\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Derwyth lives in Cernant Valley—a forested basin at the foot of the Tegefed Mountains—along with many animals, most of which are small woodland creatures. These animals act as Derwyth's eyes and ears, quickly bringing her news of events in the wood, particularly the arrival and actions of strangers. The creatures also carry messages to more powerful Beasts in the valley that sometimes come to Derwyth's aid.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/QftIS/Derwyth.webp\"}}]},{\"name\":\"Drelnza\",\"source\":\"QftIS\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Drelnza is the vampire daughter of Iggwilv. She is the Witch Queen's greatest treasure, an immortal warrior who guards some of her mother's most precious belongings decades after the archmage's mysterious departure. The identity of Drelnza's father is unknown even to her.\",\"Drelnza slumbers deep in the Lost Caverns of Tsojcanth, rising to dispatch those few who make it to Iggwilv's hoard. As a consequence of Drelnza's prolonged rest, she has yet to regain some of her vampiric powers.\",\"In the years before Iggwilv's disappearance, Drelnza acted as general to a battalion of demons bound to serve the Witch Queen. Armed with her sentient longsword, Heretic, Drelnza terrorized the people of Perrenland.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/QftIS/Drelnza.webp\"}}]},{\"name\":\"Froghemoth Elder\",\"source\":\"QftIS\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Froghemoths are massive amphibious predators with starry origins. A froghemoth has four tentacles, a rubbery hide, a long prehensile tongue, and three bulbous eyes branching from an extendable stalk.\",\"Though most froghemoths lurk in swamps, those raised in unnatural environs—as well as those that dine on smaller, weaker hatchlings—are unmatched in strength and hunger. These ancient specimens, known as froghemoth elders, possess alien abilities and warp the ecosystems in which they dwell.\",\"To learn more about froghemoths, see{@i Mordenkainen Presents: Monsters of the Multiverse}.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"A Froghemoth Elder's Lair\",\"entries\":[\"Froghemoth elders lair in unnatural ecosystems that facilitate their growth, such as wrecked spaceships, primordial bogs, and radioactive pools.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/QftIS/Froghemoth Elder.webp\"}}]},{\"name\":\"Gibberling\",\"source\":\"QftIS\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A single gibberling is little more than a nuisance—a babbling, hairy creature that darts about, attacking whatever it can find. Unfortunately, gibberlings are rarely encountered alone. They rampage in dense swarms, crawling and leaping over each other to rip, shred, and devour everything in their path.\",\"Gibberlings are named for their incoherent chattering. Loud and shrill, their exasperating nonsense distracts even the most focused creatures. Gibberling swarms are heard long before they are seen.\",\"The first gibberlings were spawned in the jungles of the Gaping Maw, a layer of the Abyss ruled by the demon lord Demogorgon. The Prince of Demons' influence instilled in gibberlings a hive-mind-like nature, protecting them from magical compulsions. However, unlike most demons, gibberlings share a strong aversion to fire.\",\"On the Material Plane, gibberlings tend to dwell in dense forests or the Underdark.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/QftIS/Gibberling.webp\"}}]},{\"name\":\"Guardian of Gorm\",\"source\":\"QftIS\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Guardians are the fearless rank and file of their faction.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Guardians of Gorm\",\"entries\":[\"The Guardians of Gorm are stalwart Cynidiceans who worship Gorm, an ancient god of justice, storms, and war. Members of the order wear brass masks bearing the face of their god, who is depicted as a long-haired, bearded man with a stern gaze. Each fully initiated guardian has a small blue lightning bolt tattooed on their right shoulder. Guardians follow a strict code of decorum that values bravery, honesty, and justice tempered with mercy. Still, they are quick to chastise blasphemers, criminals, and cultists who oppose their cause, buffeting these foes with their shocking implements.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/QftIS/Guardian of Gorm.webp\"}}]},{\"name\":\"Horrid Plant\",\"source\":\"QftIS\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Horrid plants are a family of carnivorous vegetation found in bogs, damp heaths, jungles, and swamps. Some botanists theorize these plants are an invasive species from a faraway world. When still, horrid plants resemble ordinary (if vibrant) foliage.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Horrid Plant Varieties\",\"entries\":[\"The most infamous varieties of horrid plant are dew drinkers, purple blossoms, and snapper saws.\",{\"type\":\"entries\",\"name\":\"Dew Drinker\",\"entries\":[\"Dew drinkers resemble large cabbage plants until they unfurl their long, hair-tipped tendrils. Dew drinkers use these tendrils to drain the moisture and life force from their prey.\"]},{\"type\":\"entries\",\"name\":\"Purple Blossom\",\"entries\":[\"The purple blossom is a treelike plant with cup-shaped purple flowers. Tubules within the plant's branches connect the flowers to reserves of acidic sap in the plant's trunk. Purple blossoms squirt this sap at prey through the flowers' pistils.\"]},{\"type\":\"entries\",\"name\":\"Snapper Saw\",\"entries\":[\"Snapper saws resemble ordinary bushes and bear fragrant white berries during temperate seasons. Between encounters, the plant buries its weapons—wide, razor-sharp outer leaves—in the loose dirt around itself to catch unsuspecting prey off guard.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/QftIS/Horrid Plant.webp\"}}]},{\"name\":\"Leprechaun\",\"source\":\"QftIS\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Leprechauns are manifestations of the Feywild rules of hospitality and reciprocity. These rules infuse leprechauns with a deep connection to fixing and making things. Industrious and proud, leprechauns channel this creative energy into their tools, using them to quickly mend damaged objects, craft new ones from raw materials, and mold ideas into vivid illusions.\",\"A leprechaun's adherence to Feywild rules affords it tremendous luck, but this fortune comes at a cost. These same magical strictures compel leprechauns to use their powers on behalf of those who offer them gifts. Leprechauns despise greed and are spiteful toward anyone who makes demands without first offering a gift or, worse, anyone who tries to steal from them. They delight in pranking such foolish creatures or pilfering from them in return.\",\"Leprechauns take pride in their appearances, dressing in dapper outfits that typically feature red fabrics, gleaming belts and buckles, and natural woodland accouterments. These fashions compliment their bright green skin, exuberant hair, and upbeat demeanors.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/QftIS/Leprechaun.webp\"}},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/QftIS/Leprechaun 2.webp\"},\"credit\":\"Luca Bancone\"}]},{\"name\":\"Mage of Usamigaras\",\"source\":\"QftIS\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The common members of the Mages of Usamigaras use their magical talents to charm and deceive the faction's opponents.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Mages of Usamigaras\",\"entries\":[\"The Mages of Usamigaras are Cynidicean spellcasters who worship Usamigaras, a god of magic, messengers, and lies. They hide their identities and intentions behind silver masks depicting the face of their god. Secrecy is key among the Mages of Usamigaras. Members whisper in the presence of outsiders and pepper their speech with lies, even obvious ones. Such behavior isn't rude among members, who view deceit as worthy of celebration, not chastisement.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/QftIS/Mage of Usamigaras.webp\"}}]},{\"name\":\"Maschin-i-Bozorg\",\"source\":\"QftIS\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The kagu-svirfneblin's most prized invention is the maschin-i-bozorg: a dome-shaped, steam-powered battle construct propelled by a multitude of wheels along its flat underside. Maschin-i-bozorgs typically act as guardians and sentries, tirelessly patrolling the sites they're assigned to protect. Each machine obeys the commands of its creator.\",\"A machin-i-bozorg can roll over its enemies to crush them with its immense weight. It can also fire poison darts with deadly precision, jab creatures with similar darts attached to extendable arms that retract inside its body, and spray jets of scalding steam to fend off intruders.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/QftIS/Maschin-i-Bozorg.webp\"}}]},{\"name\":\"Memory Web\",\"source\":\"QftIS\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A memory web is a living web that resembles an ordinary web spun by an ettercap, a giant spider, or another oversized arachnid. Memory webs lie in ambush draped over plant life, wrapped around corpses, or stuck to ossuaries in dark catacombs.\",\"Memory webs feed on memories and require daily sustenance. When a memory web's prey draws close, the web springs at the creature and wraps it in sticky, cord-like fibers. The web then drains its victim's memories, sapping the creature's life force in the process. A memory web can continue to feed on a corpse's memories for days after its death.\",\"If a memory web is slain, any memories it consumed over the last day are discharged from its body in a telepathic deluge. Some of these memories lodge themselves in the minds of nearby creatures as dreamlike recollections, potentially spurring their inheritors to action. The Memory Web Memories table presents adventure seeds that might be released by a slain memory web.\",{\"type\":\"table\",\"colLabels\":[\"d4\",\"Memory\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The location of a powerful magic item\"],[\"2\",\"A secret betrayal by a beloved public figure\"],[\"3\",\"The details of an unfinished quest\"],[\"4\",\"A revelation about an impending upheaval\"]]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/QftIS/Memory Web.webp\"}}]},{\"name\":\"Nafas\",\"source\":\"QftIS\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Nafas is the breath of the multiverse, an ancient djinni born from the planar winds that blow through the myriad doors of the Infinite Staircase. He's a timeless force of untold power, a genie made noble by the planes themselves. A cloud of twinkling stardust follows Nafas wherever he goes, as evidence of his cosmic might.\",\"No bottle, vase, ring, or lamp can contain Nafas. The genie is bound to the Infinite Staircase itself, anchored to the extradimensional realm that created him. From the steps of the staircase, Nafas hears the wishes of creatures across the multiverse but cannot act on them. Moved by their stories but barred by circumstance, Nafas relies on adventurers—whom he considers the living manifestations of a wish granted—to respond to these calls.\",\"To friendly adventurers and weary travelers along the staircase, Nafas is a benevolent host, welcoming his guests with feasts, musical performances, and charming tales over tea. However, those who abuse the djinni's hospitality or seek to bind him to their service with Iron Flasks or other magic provoke his tempestuous ire.\",\"When Nafas is provoked, the scope of his retribution is limited only by his imagination. Though the genie typically reserves the Wish spell for creatures he deems worthy of its gifts, he isn't above leveraging that power against formidable threats, rewriting reality to forcibly tilt the scales in his favor.\",\"The multiverse dictates that there must always be a noble djinni to preside over the Infinite Staircase. If slain, Nafas re-forms within days, coalescing from cosmic air. The only way to truly destroy Nafas is to take his place.\",{\"type\":\"inset\",\"name\":\"Nafas as a Patron\",\"entries\":[\"In addition to linking the adventures in this book, you can use Nafas as a group patron (detailed in Tasha's Cauldron of Everything). In this role, Nafas sends adventurers to distant worlds to fulfill the wishes of creatures beyond his reach. Adventurers who return to Nafas successful receive gifts as rewards. As a noble genie, Nafas can also act as a warlock's otherworldly patron, imparting a fraction of his power in exchange for the warlock's loyal service.\"]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Nafas's Lair\",\"entries\":[\"Nafas lairs in the Censer of Dreams, an aeolian palace within the Infinite Staircase where winds and wishes converge (see chapter 1 of Quests from the Infinite Staircase). Windcatchers rise above its spacious chambers and softly glowing domes, and melodious chimes dance in the shutterless windows of its vaulted halls. Held aloft by genie magic and the staircases that branch from it, the palace is a pit stop for planar travelers and a haven for friendly creatures.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/QftIS/Nafas.webp\"}},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/QftIS/Nafas's Shamshir.webp\"},\"credit\":\"Kevin Glint\"}]},{\"name\":\"Nafik\",\"source\":\"QftIS\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"In life, Nafik was the high priest of Amun Sa, the last pharaoh of the land of Bakar. Nafik was a loyal subject and was respected in turn by Amun Sa and the lesser priests in the pharaoh's retinue. When Amun Sa died, Nafik and a cadre of priests locked themselves in Amun Sa's tomb according to tradition. There, they performed holy rites and accepted food and offerings from the outside.\",\"As time went on, Nafik grew envious of Amun Sa. \\\"Why should the pharaoh get to enjoy eternal bliss in the afterlife while his priests are condemned to live out the rest of their lives imprisoned in his pyramid?\\\" he thought. In his anger, Nafik turned to unholy grimoires, seeking forbidden rituals he hoped could teach him the secrets of everlasting life.\",\"When the lands of Bakar dried up, the faithful stopped bringing offerings to Amun Sa's tomb. The threat of starvation loomed over Nafik and his priests. In a desperate measure, Nafik wrought a haphazard ritual on himself and his fellow priests, transforming them and himself into Undead. Heartless and corrupted by evil, Nafik now rules over the upper halls of Amun Sa's pyramid and the priests he sentenced to an exanimate eternity.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/QftIS/Nafik.webp\"}}]},{\"name\":\"Pech\",\"source\":\"QftIS\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Pechs are slight, bipedal diggers from the Elemental Plane of Earth. They have a knack for finding weak points in buildings, objects, and raw materials, making them phenomenal excavators—and, if the occasion calls for it, sappers and saboteurs. Pechs enjoy sculpting and carving vast networks of tunnels and warrens, where they live in clans and mine precious metals and gems.\",\"Small and lithe, pechs have long, thin limbs and broad feet. Their large, pupilless eyes are sensitive to bright light, which they avoid, and they find sunlight nauseating. Their skin displays a spectrum of color and texture as varied as that of clay, earth, and stone.\",\"A single pech can draw on the magic of the Elemental Plane of Earth to shape stone to its will, but pechs are stronger together than alone. When in groups, pechs can combine their magic to conjure great curtains of stone and infuse creatures with the fortitude of elemental earth.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/QftIS/Pech.webp\"}}]},{\"name\":\"Sion\",\"source\":\"QftIS\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Sion is the most trusted servant of Piyarz, a traitorous sage in the Tower of the Heavens. Originally one of the tower's stewards, Sion displayed an innate talent for magic. Piyarz encouraged Sion to develop his arcane powers in secret, and in time Sion became a skilled shadow sorcerer. He kept his umbral abilities hidden from the tower's other residents. Even so, they all noticed his fervent devotion to Piyarz and, ironically, refer to him in private as \\\"Piyarz's shadow.\\\"\",\"Sion's sorcery allows him to step in and out of shadows and create shadowy duplicates of himself. He can even exercise limited control over others' shadows, causing the shadows to grasp their hosts and pin them in place. Wherever Sion goes, he's accompanied by his two pets, a ferocious hound and an oversized raven that help Sion track down his enemies. Spun by Sion from pure shadow, both creatures use the shadow stat block, but the raven has a flying speed of 40 feet.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/QftIS/Sion.webp\"}}]},{\"name\":\"Swarm of Gibberlings\",\"source\":\"QftIS\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A single gibberling is little more than a nuisance—a babbling, hairy creature that darts about, attacking whatever it can find. Unfortunately, gibberlings are rarely encountered alone. They rampage in dense swarms, crawling and leaping over each other to rip, shred, and devour everything in their path.\",\"Gibberlings are named for their incoherent chattering. Loud and shrill, their exasperating nonsense distracts even the most focused creatures. Gibberling swarms are heard long before they are seen.\",\"The first gibberlings were spawned in the jungles of the Gaping Maw, a layer of the Abyss ruled by the demon lord Demogorgon. The Prince of Demons' influence instilled in gibberlings a hive-mind-like nature, protecting them from magical compulsions. However, unlike most demons, gibberlings share a strong aversion to fire.\",\"On the Material Plane, gibberlings tend to dwell in dense forests or the Underdark.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/QftIS/Swarm of Gibberlings.webp\"}}]},{\"name\":\"The Gardener\",\"source\":\"QftIS\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The Gardener is an archfey who adores the splendor of nature, the joy of song, and the glow of shared merriment. This ancient being once wandered the Feywild and worlds of the Material Plane until two dear friends created a wondrous garden and asked the Gardener to tend to it. The Gardener agreed to the request, then pulled the garden from the Material Plane and transformed it into a Domain of Delight—a region of the Feywild that bows to an archfey's will. This place became known as the Eternal Garden.\",\"The Gardener abhors bloodshed and avoids killing even those who threaten the garden, preferring to entangle them in vines and pacify them with tranquilizing breaths of flowery mist.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"The Gardener's Lair\",\"entries\":[\"The Gardener's lair is the entirety of the Eternal Garden.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/QftIS/The Gardener.webp\"}}]},{\"name\":\"Tower Hand\",\"source\":\"QftIS\",\"_copy\":{\"name\":\"Tower Steward\",\"source\":\"QftIS\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Tower hands belong to the Order of the Night Sky, an ancient society of martial artists who protect the sages of the Tower of the Heavens. They rarely speak and carry few worldly possessions.\"]}}}}},{\"name\":\"Tower Sage\",\"source\":\"QftIS\",\"_copy\":{\"name\":\"Tower Steward\",\"source\":\"QftIS\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Tower sages are mages who study astrology and support the leader of the Tower of the Heavens, the elder sage, in divining the future. When tower sages are initiated, their arms are tattooed with magical ink that designates their status in the hierarchy. Pupil sages have simple designs patterned after individual stars and minor constellations, while the elder sage's arms depict a plethora of constellations, moons, and suns. When the elder sage dies, the arm tattoos of the elder's chosen successor magically shift into the patterns of an elder sage.\",\"Tower sages are the only folk capable of reading the Books of Prophecy, an ancient set of tomes that hint at future events of grand significance.\"]}}}}},{\"name\":\"Tower Steward\",\"source\":\"QftIS\",\"entries\":[{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Tower Stewards\",\"entries\":[\"For centuries, the Tower of the Heavens has been stewarded by dutiful folk who practice two distinct traditions.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/QftIS/Tower Steward.webp\"}}]},{\"name\":\"Vegepygmy\",\"source\":\"QftIS\",\"entries\":[{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Vegepygmies\",\"entries\":[\"Also called mold folk, vegepygmies are fungal creatures that spring forth from the body of a Humanoid or Giant killed by russet mold, a poisonous fungus rumored to have originated from beyond the stars.\",\"Vegepygmies gather in small bands, communicating with a combination of gestures, hisses, and rhythmic taps. While vegepygmies can sustain themselves by absorbing nutrients from soil and other organic matter, they prefer a carnivorous diet achieved through hunting and scavenging. Vegepygmies can live indefinitely so long as the climate remains hospitable to their fungal bodies.\",\"To learn more about vegepygmies, see Monsters of the Multiverse.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/QftIS/Vegepygmy.webp\"}}]},{\"name\":\"Vegepygmy Moldmaker\",\"source\":\"QftIS\",\"_copy\":{\"name\":\"Vegepygmy\",\"source\":\"QftIS\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"The oldest vegepygmies in a colony sometimes achieve control over the growth and propagation of the mold that bore them. These elders, known as moldmakers, can envelop foes in stifling layers of mold. Moldmakers often wear pauldrons made of lichen to denote their status.\"]}}}}},{\"name\":\"Vegepygmy Scavenger\",\"source\":\"QftIS\",\"_copy\":{\"name\":\"Vegepygmy\",\"source\":\"QftIS\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Vegepygmies rely on scavengers to salvage materials from their surroundings. Vegepygmy scavengers use stealth to bring food, tools, and weapons back to the colony. These scavengers leverage their nimbleness and natural camouflage to evade foes and pelt them with slings from the cover of leafy foliage.\"]}}}}},{\"name\":\"Vegepygmy Thorny Hunter\",\"source\":\"QftIS\",\"_copy\":{\"name\":\"Vegepygmy\",\"source\":\"QftIS\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Thorny hunters are bestial vegepygmies derived from the corpses of bears, dogs, and other quadrupedal Beasts. Thorny hunters act like bloodhounds, following their master's orders to hunt prey with deadly ferocity.\"]}}}}},{\"name\":\"Warrior of Madarua\",\"source\":\"QftIS\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Warriors are the foot soldiers of the faction. They thank Madarua for each battle they see and train daily with spears to follow her to victory.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Warriors of Madarua\",\"entries\":[\"Members of the Warriors of Madarua wear bronze masks that depict the determined the face of Madarua, an ancient Cynidicean god of birth, death, and the seasons. Each member bears a small tattoo of a sickle on the inside of their left wrist.\",\"Warriors of Madarua recognize and respect the ever-changing complexity of life. In combat, they strive to be as fierce and unpredictable as nature itself.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/QftIS/Warrior of Madarua.webp\"}}]},{\"name\":\"Wolf-in-Sheep's-Clothing\",\"source\":\"QftIS\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A wolf-in-sheep's-clothing is a predatory plant that resembles a tree stump. It hides in areas of thick vegetation and has a bark-like hide, eyestalks like vines or withered flowers, rootlike tentacles, and a fleshy growth atop its body that it uses to lure prey toward its fang-filled maw.\",\"Wolves-in-sheep's-clothing can reshape their lures to mimic the appearance of various small, often adorable creatures to entice their prey. The Lure Forms table suggests some forms the lure might take.\",{\"type\":\"table\",\"colLabels\":[\"d6\",\"Lure Appearance\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Clumsy puppy\"],[\"2\",\"Cute little bunnyoid\"],[\"3\",\"Dapper, smiling frog with a little top hat\"],[\"4\",\"Fluffy kitten\"],[\"5\",\"Fox with adorably large ears\"],[\"6\",\"Spunky, dancing crawfish\"]]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/QftIS/Wolf-in-Sheeps-Clothing.webp\"}}]},{\"name\":\"Worker Robot\",\"source\":\"QftIS\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Worker robots are built for physical labor such as hauling cargo, construction, and maintenance, though some worker robots fill public-facing service roles. Antigravity technology and built-in tractor beams allow worker robots to effortlessly lift cargo and other heavy objects with their mechanical tentacles, which double as weapons if the robots are threatened or drafted for security purposes. A worker robot's voice is often utilitarian, programmed to use simple phrases without embellishment. Worker robots designed to be in public view—such as units that carry out deliveries, repairs, or transportation—have voices that more closely mimic those of their creators. These robots employ mollifying phrases or make shallow but pleasant small talk.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Robots\",\"entries\":[\"Robots are Constructs created for heavy labor, menial tasks, or routine security. Despite robots' hardy construction, their circuitry is prone to overload if exposed to strong electrical currents. A robot has a pair of small appendages for fine motor control and object manipulation, as well as two larger appendages specialized for its role. Robots are programmed with intelligence, understanding, and usually loyalty to their creators. Despite that, long-operating robots sometimes develop their own personalities and ideas. Robots that endure long stretches of isolation, mistreatment, or neglect are prone to malfunctions. Some robots become despondent or cruel, while others obsessively repeat their last directive or adopt new, peculiar purposes of their own.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/QftIS/Worker Robot.webp\"}}]},{\"name\":\"Zargon the Returner\",\"source\":\"QftIS\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Zargon the Returner is an elder evil—an undying abomination from eons past with an insatiable appetite. A tentacled, slime-covered horror with a cyclopic red eye and an indestructible horn, Zargon corrupts creatures it doesn't devour, transforming its victims into amorphous servants.\",\"No one knows Zargon's true origin. The creature was one of the first inhabitants of the Nine Hells, predating even the arrival of Asmodeus, the plane's foremost ruler. Long-lived devils and occult sages theorize Zargon and its kind were invaders from another plane—or another reality entirely.\",\"When Asmodeus ascended the infernal hierarchy, he and his legions wiped out most of the plane's earlier inhabitants, but Zargon proved beyond even Asmodeus' might. No matter what blistering wrath Asmodeus brought to bear on Zargon, the aberration continually re-formed from its horn. Finally, Asmodeus cast Zargon's horn from the Nine Hells in disgust, banishing the elder evil to the Material Plane. The horn was driven deep into the earth where it fell, entombing Zargon below.\",\"Eventually a civilization arose above Zargon's prison. The elder evil whispered through dreams and nightmares to the people of Cynidicea, the realm's capital, until one day, a crew of Cynidiceans accidentally dug through to the Returner's prison. Zargon emerged, devouring many of the city's inhabitants and drowning many more in its slime. The city soon fell. Those who survived Zargon's rampage turned to it in worship, sacrificing their own to appease their so-called god. Appeased by these living offerings, Zargon returned to the tunnels beneath Cynidicea, where its cult grew.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Zargon's Lair\",\"entries\":[\"Zargon's lair is a slimy cavern beneath the lost city of Cynidicea. The elder evil lurks in the depths, feasting on sacrifices cast down by its worshipers.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/QftIS/Zargon the Returner.webp\"}}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-rmbre.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Billy Beaver\",\"source\":\"RMBRE\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Billy Beaver is a goofy, owlbear-sized beaver with a raccoon-skin cap, playing a washboard and spoons.\",\"The five automatons that serve as the tavern's wait staff each have a name tag, are super friendly to the patrons, and attend to everyone's needs until it comes time for the Slaughterfest. If an automaton is attacked before the Slaughterfest, it giggles and repeats folksy homilies until it is destroyed. The next round, it magically pops back to life fully healed, then asks, \\\"What can I do for ya?\\\"\"]}]}]},{\"name\":\"Buster the Bear\",\"source\":\"RMBRE\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Buster the Bear is a lovable, roly-poly teddy bear with a plaid shirt, torn jeans, and a banjo.\",\"The five automatons that serve as the tavern's wait staff each have a name tag, are super friendly to the patrons, and attend to everyone's needs until it comes time for the Slaughterfest. If an automaton is attacked before the Slaughterfest, it giggles and repeats folksy homilies until it is destroyed. The next round, it magically pops back to life fully healed, then asks, \\\"What can I do for ya?\\\"\"]}]}]},{\"name\":\"Large Mimic\",\"source\":\"RMBRE\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/RMBRE/000-intro-1.webp\"}}]},{\"name\":\"Layla the Lizard\",\"source\":\"RMBRE\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Layla the Lizard has blue overalls, a guitar, and a straw hat.\",\"The five automatons that serve as the tavern's wait staff each have a name tag, are super friendly to the patrons, and attend to everyone's needs until it comes time for the Slaughterfest. If an automaton is attacked before the Slaughterfest, it giggles and repeats folksy homilies until it is destroyed. The next round, it magically pops back to life fully healed, then asks, \\\"What can I do for ya?\\\"\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/RMBRE/021-intro-14.webp\"}}]},{\"name\":\"Lycanthropickle\",\"source\":\"RMBRE\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"inset\",\"name\":\"Curse of Lycanthropickling\",\"entries\":[\"A humanoid creature has a {@chance 20} chance to be afflicted with the curse of lycanthropickling after being wounded by a lycanthropickle. The curse lasts for 3 days. Each long rest the creature spends in a vat or jar of pickling brine prolongs the curse by 1 day.\",\"A lycanthropickle can either resist its curse or embrace it. By resisting the curse, a lycanthropickle retains its normal alignment and personality while in humanoid form. It lives its boring life as it always has, burying deep its raging, murderous urges just like the rest of us.\",\"Some individuals see little point in fighting the curse and accept what they are. They can assume pickle form or hybrid form at will. Most lycanthropickles that embrace their briny natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak.\",\"In hybrid form, a lycanthropickle has the same statistics as a twig blight with the altered ability noted here.\",\"In pickle form, a lycanthropickle has no statistics and is indistinguishable from a pickle... because it's a pickle.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/RMBRE/Lycanthropickle.webp\"}}]},{\"name\":\"Piggy Wiggle Butt\",\"source\":\"RMBRE\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Piggy Wiggle Butt is an anthropomorphic pig with no pants and no butt. She plays a clay jug and dances.\",\"The five automatons that serve as the tavern's wait staff each have a name tag, are super friendly to the patrons, and attend to everyone's needs until it comes time for the Slaughterfest. If an automaton is attacked before the Slaughterfest, it giggles and repeats folksy homilies until it is destroyed. The next round, it magically pops back to life fully healed, then asks, \\\"What can I do for ya?\\\"\"]}]}]},{\"name\":\"Thomas T. Toad\",\"source\":\"RMBRE\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Thomas T. Toad is a hulking, anthropomorphic toad wearing a tuxedo and spats. Thomas sings a throaty song about the moon falling in love with its reflection on a lake.\"]}]}]},{\"name\":\"Tommy Two-Butts\",\"source\":\"RMBRE\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/RMBRE/015-intro-8.webp\"}}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-rot.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Ice Toad\",\"source\":\"RoT\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Arauthator has attracted a number of ice toads to Oyaviggaton, where they help to maintain the iceberg and the dragon's many treasures and trophies. The ice toads are good at this job, thanks to their exceptionally intelligent leader, Marfulb.\",\"Feeding on seals, sea birds, and fish caught for them by the Ice Hunters, Oyaviggaton's ice toads are not automatically hostile to strangers. Once characters get inside Arauthator's lair, they might find that these creatures can be helpful to their quest. Ice toads normally speak only their own obscure language. Those in Oyaviggaton know a little Draconic and Uluik (the language of the Ice Hunters), but their accents are thick and their pronunciation atrocious. Marfulb is fluent in Draconic thanks to many hours spent conversing with Arauthator.\",\"When the characters encounter ice toads, their intelligence won't be apparent until they act or attempt to speak. Even then, characters might not recognize the ice toads' croaking as language. Ice toads move on all fours, but their webbed front feet are surprisingly dexterous. Some carry tools and useful items in pouches slung around their necks.\"]}]}]}]},{\"name\":\"Naergoth Bladelord\",\"source\":\"RoT\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/RoT/Naergoth Bladelord.webp\"}}]},{\"name\":\"Neronvain\",\"source\":\"RoT\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/RoT/Neronvain.webp\"}}]},{\"name\":\"Severin\",\"source\":\"RoT\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/RoT/Severin.webp\"}}]},{\"name\":\"Tiamat\",\"source\":\"RoT\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/RoT/Tiamat.webp\"}}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-sads.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Adult Sapphire Dragon\",\"source\":\"SADS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The glittering sapphire dragons are the most territorial of all the gem dragons to a dangerous degree. They collect magical weapons and armor as the centerpieces of their hoards and vault them away in isolated caverns.\",\"A sapphire dragon's psionic nature is evident in horn and bone structures of their body. Their tail barbs and horn tips are all separate pieces, but they float in places, held aloft by the dragon's psychic force while the dragon lives. These levitating horns and spines shift slightly with the dragon's mood, bobbing in amusement or flaring dangerously with anger. Its scales and wing membranes are varied shades of blue, ranging from the light tones of a spring sky, to the rich crystalline azure of sapphire gems and compressed glacial ice. In the light, many of their scales glitter and shine with luminous starburst images.\",\"Unlike most dragons, hatchling sapphire dragons' scales are the rich shades of blue, and sparkling luster they will have for their entire lives.\",{\"type\":\"entries\",\"name\":\"Cavern Dwellers\",\"entries\":[\"Sapphire dragons dwell in massive caverns and tunnel networks deep within the earth. They sculpt and excavate secret passages and hidden blinds they can use to navigate their lair, and to stalk and ambush intruders. As the dragons grow older and more powerful, there might be no accessible entrance or exit. Those have been long sealed with natural-looking stone thanks to the dragon's command over its lair's substance.\",\"Giant spiders are the favorite food of sapphire dragons, and the dragons take great delight in hunting the creatures in their subterranean homes.\"]},{\"type\":\"entries\",\"name\":\"Martial and Territorial\",\"entries\":[\"Sapphire dragons are militaristic and warlike, defending their territory with fervor seen in few other dragon kinds. They devise strategies and ambushes utilizing their natural abilities to maneuver underground, and when they reach a certain age, their magical command over the stone that comprises their lairs. Despite this, they don't strike immediately, instead preferring to watch and gauge intruders to devise the most advantageous approach.\"]},{\"type\":\"entries\",\"name\":\"Rivals and Vassals\",\"entries\":[\"Peoples that dwell and delve deep into the earth easily find themselves at odds with sapphire dragons, as a result, the dragons often despise both drow and dwarves in addition to their animosity toward aberrations.\",\"Sapphire dragons sometimes form peaceful contact with communities of rock or deep homes, using their influence to shape the gnome settlements into militant groups that help protect the territory surrounding the dragon's lair.\"]},{\"type\":\"entries\",\"name\":\"Hoarded Armory\",\"entries\":[\"Gold and jewels, art and magical artifacts are as coveted by sapphire dragons as by any other kind, but they most highly prize magical weapons and armor, as well as written accounts of military history and tactics. The centerpiece of a sapphire's hoard is a catalogued, orderly collection of its accumulated war gear, often containing ancient relics of immense power.\"]},{\"type\":\"entries\",\"name\":\"A Sapphire Dragon's Lair\",\"entries\":[\"Sapphire dragons make their lairs in sprawling caverns and tunnels. As they grow older, the make extensive renovations and customization to their lairs thanks to their command over the stone's substance, and their natural tunneling abilities.\",\"The dragons eventually create a dizzying honeycomb of hidden passages, thin walls, and secret chambers that allow them to traverse their entire lair unseen by intruders. There might be no easily accessible entrances or exists in the lair itself, without using magic or tunneling.\"]},{\"type\":\"section\",\"name\":\"Gem Dragons\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"While the metallic dragons follow Bahamut and the chromatic ones owe fealty to Tiamat, the gem dragons are disciples of the enigmatic ruby dragon Sardior. Gem dragons include amethyst crystal, emerald, sapphire, and topaz dragons.\",{\"type\":\"entries\",\"name\":\"Reclusive Sentinels\",\"entries\":[\"Gem dragons set themselves apart from the affairs of other beings, even their own kind. They search out lairs far from established populations which they can tend in solitude, or so they can carefully cultivate a circle of servants or vassals to tend their interests in the surrounding region.\",\"Gem dragons break their natural inclination to solitude to mate and protect their clutches of eggs, but rarely for any other reason.\"]},{\"type\":\"entries\",\"name\":\"Charismatic and Suave\",\"entries\":[\"Despite their isolationist tendencies, when gem dragons do interact with other creatures, they can be scintillating hosts and conversationalists. They have a way with making their guests feel at home and relaxed, such that the dragons can often convince a guest of ideas they would never ordinarily entertain.\"]},{\"type\":\"entries\",\"name\":\"Powerful Minds\",\"entries\":[\"Gem dragons are all inherently psionic creatures. They develop telepathic abilities shortly after hatching—sometimes even before—that grow in strength as they age. Some hone these mental powers further, manifesting powerful magical abilities through their minds.\",\"These psychically adept dragons often find themselves at odds with aberrations, particularly mind flayers and aboleths. The gem dragons are skilled at at locating areas where the Far Realm intrudes upon the Material PLane and set themselves against the alien creatures spawned or twisted in such places.\"]},{\"type\":\"entries\",\"name\":\"Sovereign of Gem Dragons\",\"entries\":[\"Of all the gem dragons, the unique ruby dragon, Sardior, is the greatest. He is the king of the gem dragons, and dwells in a floating castle carved of ruby and red gold. His ruby citadel flies far above the surface of the world, always in the night sky. When glimpsed, it crosses the sky like a crimson star, invading the constellations wheeling slowly overhead.\",\"Sardior is attended in his hold by a council of five, composed of witheringly powerful ancient dragons of each of the gem dragon kinds.\"]}]}]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SADS/Adult Sapphire Dragon.webp\"}}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-scc.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Archaic\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Archaics are towering, multi-armed creatures overflowing with magic. Despite their solitude, archaics carry vast understanding of magic and the world's history, as well as the ability to warp the fabric of the world around them. Sages who seek out archaics for their knowledge receive confusing and often contradictory answers to questions. If a supplicant successfully unwinds the tangle, the answer they seek is revealed.\",\"In truth, archaics are the reincarnated souls of the oracles of Strixhaven. When an oracle dies, their soul travels back through time to the explosion of magic that brought the Founder Dragons into being. In that outrush of creative force, the oracle's soul can be caught in the tide and clad in the very substance of the world, becoming an archaic. Because their knowledge cuts across the flow of time, archaics are careful how much they reveal to mortals and thus tend to speak in riddles.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SCC/Archaic.webp\"},\"credit\":\"Lius Lasahido\"}]},{\"name\":\"Art Elemental Mascot\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Often referred to as a \\\"living expression,\\\" an art elemental is an aspect of creativity and emotion given physical form—making it the perfect mascot for Prismari College.\",\"To create an art elemental mascot, a mage draws power from a blend of all the natural elements, extracting their vibrant colors to craft a swirling outer shell before imbuing its core with a planar spirit. As creatures of both precise elemental study and rebellious expression, art elementals can both wreak elemental destruction and emotionally captivate the creatures around them.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SCC/Art Elemental Mascot.webp\"},\"credit\":\"Alayna Danner\"}]},{\"name\":\"Beledros Witherbloom\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The dragon Beledros masters the intertwined magic of life and death. Her power taps into the life force flowing through living things and the natural world. She manipulates that energy to give healing and life or to bring death and decay. Her mastery of this magic sustains her own life force even without the sustenance of food, drink, or even air.\",\"She founded Witherbloom College to pass on her understanding of the natural cycle. She hoped to create generations of stewards who would use her teachings to defend nature and help others. In keeping with the dichotomous nature of her philosophy and magic, she views the more dangerous aspects of nature, including the inevitability of death and decay, as natural and integral parts of existence.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SCC/Beledros Witherbloom.webp\"},\"credit\":\"Raymond Swanland\"}]},{\"name\":\"Brackish Trudge\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Brackish trudges are lumbering masses of sentient fungus and vegetation that thrive in the bayou. They are living examples of the conflicting forces of life and decay existing in a harmonious cycle. Flowers and other plant life grow on their backs, necks, and heads. When these plants die, they decay and become the ideal habitat for fungi. The older a trudge is, the wilder and more varied are the plants and fungi that thrive in the tiny ecosystem on its back.\",\"While sometimes ill-tempered and territorial, brackish trudges are usually content to mind their own business. When trudges are roused to defend themselves or drive off rivals, their punishing tusks laced with deadly fungus spores can make short work of the unwary. Trudges are also notoriously difficult to slay; the energies of life and death within them allow them to survive harrowing injuries.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SCC/Brackish Trudge.webp\"},\"credit\":\"Tomasz Jedruszek\"}]},{\"name\":\"Cogwork Archivist\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Programmed with knowledge of Strixhaven's extensive lore catalog, cogwork archivists serve as keepers of the university's various libraries. The archivists' towering metal frames are equipped with long, articulated limbs and retractable conservator tools, which they use to organize and preserve documents from throughout Strixhaven's winding history. Many cogwork archivists can be found among the towering shelves of the Biblioplex, simultaneously retrieving scrolls for curious students while keeping a stern eye on any rowdy groups that might disrupt the quiet atmosphere.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SCC/Cogwork Archivist.webp\"},\"credit\":\"Joseph Meehan\"}]},{\"name\":\"Daemogoth\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Slipping through the darkest corners of the world, daemogoths are powerful fiendish creatures that feed on misery and other negative emotions. Some sages refer to daemogoths as tear lickers, owing to the fiends' tendency to lurk near battlefields and other sites of great tragedy to consume the anguish saturating the area.\",\"Daemogoths are creatures of forbidden knowledge and magic, all fueled by their consumption of anguish. They trade magical influence over the lives and minds of others to ambitious mortals in exchange for the mortal's agony.\",\"Daemogoths are alien-looking in the extreme. Their eyes are insectile or smooth and bulbous like gleaming jewels, and they have five arms. They typically wear long robes, which drape low over their forms, and they sport a halo of horns, antlers, or floating stones or crystals.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SCC/Daemogoth.webp\"},\"credit\":\"Alex Brock\"}]},{\"name\":\"Daemogoth Titan\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Daemogoth titans are towering monsters that blight the land around them. A daemogoth grows in power over the course of decades spent feeding on sorrow and draining life from nature. Eventually that growth turns the daemogoth into a titan.\",\"The titans maintain their lesser cousins' ability to trade magical power for a mortal's pain, but they tend to demand more punishing suffering in exchange for their pacts or knowledge.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Barbed Gifts\",\"entries\":[\"When a supplicant piques a daemogoth titan's interest, the titan can grant a blessing to the supplicant (see \\\"Supernatural Gifts \\\"in the Dungeon Master's Guide). As long as the creature has the blessing, it must expend and roll two of its Hit Dice whenever it finishes a long rest. It takes psychic damage equal to the total rolled, and its hit point maximum is reduced by an amount equal to the psychic damage taken. This reduction lasts until the creature finishes its next long rest. The creature dies if this effect reduces its hit point maximum to 0. The blessing can be removed only by a {@spell wish} spell.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SCC/Daemogoth Titan.webp\"},\"credit\":\"Chris Cold\"}]},{\"name\":\"First-Year Student\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A student who has not yet chosen one of Strixhaven's five mystic colleges is referred to as a first-year student, after the one year of basic curriculum that most students must complete before selecting their school. These beginner students are taught by faculty from all of Strixhaven's colleges, learning rudimentary magic as they acclimate to the university's environment. Once a student has selected a college, they trade their plain gray first-year uniforms for the trappings of their chosen school and begin honing—or even replacing—the magic they learned in their initial year with other skills.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SCC/First-Year Student.webp\"},\"credit\":\"Jokubas Uogintas\"}]},{\"name\":\"Fractal Mascot\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"To an untrained eye, a fractal mascot looks like a creature made from facets of hard light. But arithmancers know that these fractals are actually living equations: artificial life forms created by extrapolating magic from the mathematical patterns in nature.\",\"Because of their arithmetic basis, fractal mascots can alter both their size and density. Quandrix College has adopted the fractal as its mascot, and many a Quandrix student can be found playing fetch with a fractal companion in between lessons.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SCC/Fractal Mascot.webp\"},\"credit\":\"Andreas Zafiratos\"}]},{\"name\":\"Galazeth Prismari\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The dragon Galazeth Prismari embodies the flow of magic from inspiration into artistic expression, whether through physical form or another sensory medium. His magic draws on primal energy—such as flame, lightning, and the tides—and weaves them into spectacles both beautiful and deadly.\",\"Galazeth founded Prismari College to ensure that the study of magic wouldn't ever be relegated to pure practicality. His teachings emphasize that magic's beauty must contribute to unfolding culture and personal emotional growth. Galazeth views dynamic expression and precise perfection as necessarily competing forces, both within individuals and the world at large.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SCC/Galazeth Prismari.webp\"},\"credit\":\"Raymond Swanland\"}]},{\"name\":\"Groff\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Many a Strixhaven student wandering the bayou has stepped on a seemingly mundane patch of moss—only to discover that it was the back of a hungry groff lurking beneath the surface. These shaggy swamp creatures have canine faces and glowing blue eyes, and they are ravenous carnivores—with pest mascots being their favorite food. A handful of more intrepid Witherbloom mages have learned to follow groffs in order to track down pest mascots, but most of these mages have yet to find a way to capture the pests before the groff eats someone.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SCC/Groff.webp\"},\"credit\":\"Ilse Gort\"}]},{\"name\":\"Inkling Mascot\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Squelching slightly as they wriggle through the air, inklings serve as the mascots for Silverquill College. These living blobs of shadowy ink are often summoned by professors who require assistance in their writing workshops—the inklings provide endless ink—or by lonely students hoping for company as they study. However, inklings can just as readily support mages in combat, disrupting opponents' sight.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SCC/Inkling Mascot.webp\"},\"credit\":\"Scott Murphy\"}]},{\"name\":\"Lorehold Apprentice\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Deep in crumbling ruins and piles of dusty scrolls, Lorehold students—first as apprentices and then as pledgemages—study the magic of the past, searching for arcane artifacts and speaking with long-dead adventurers to uncover secrets lost to time.\",\"Though many Lorehold students bury themselves in old tomes, others take a more cavalier approach to their studies and travel the world to see history made before their eyes. Their magic can range from spells tampering with the flow of time itself to concussive blasts that break through old ruins—to sometimes just bashing things with a glowing scroll.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Lorehold Scholars\",\"entries\":[\"The archaeomancers of Lorehold College draw their magical might from the flow of time and fate and the way those forces shape the course of history. Scholars of this broad mystical study divide between those who see history as an unpredictable jumble of chance and those who believe events form a perfect—and predictable—pattern.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SCC/Lorehold Apprentice.webp\"},\"credit\":\"Manuel Castañón\"}]},{\"name\":\"Lorehold Pledgemage\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Deep in crumbling ruins and piles of dusty scrolls, Lorehold students—first as apprentices and then as pledgemages—study the magic of the past, searching for arcane artifacts and speaking with long-dead adventurers to uncover secrets lost to time.\",\"Though many Lorehold students bury themselves in old tomes, others take a more cavalier approach to their studies and travel the world to see history made before their eyes. Their magic can range from spells tampering with the flow of time itself to concussive blasts that break through old ruins—to sometimes just bashing things with a glowing scroll.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Lorehold Scholars\",\"entries\":[\"The archaeomancers of Lorehold College draw their magical might from the flow of time and fate and the way those forces shape the course of history. Scholars of this broad mystical study divide between those who see history as an unpredictable jumble of chance and those who believe events form a perfect—and predictable—pattern.\"]}]}]},{\"name\":\"Lorehold Professor of Chaos\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Professors of chaos wield magic inspired by the ebb and flow of chance. They study the course history has taken, looking for breaking points in the flow of events, and focus their magic into creating breaks that are to their advantage. Whether those breaks are in a series of events, in obstacles, or in enemies depends on the needs in the moment. They crush enemies' plans under the weight of time and lash out with magical energy that often takes the appearance of books, scrolls, and sheets of parchment.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Lorehold Scholars\",\"entries\":[\"The archaeomancers of Lorehold College draw their magical might from the flow of time and fate and the way those forces shape the course of history. Scholars of this broad mystical study divide between those who see history as an unpredictable jumble of chance and those who believe events form a perfect—and predictable—pattern.\"]}]}]},{\"name\":\"Lorehold Professor of Order\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Lorehold's professors of order search for evidence of patterns and predictable outcomes in history. They study the flow of events, learning which occurrences herald specific outcomes, and they trace their magic through those paths of causality. In their exploration of ruins, professors of order shore up dangerous structures and find the safest paths as they search. When confronted, they confound their foes by channeling the stasis of perfect order, creating resilient barriers of force and quashing hostile magic.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Lorehold Scholars\",\"entries\":[\"The archaeomancers of Lorehold College draw their magical might from the flow of time and fate and the way those forces shape the course of history. Scholars of this broad mystical study divide between those who see history as an unpredictable jumble of chance and those who believe events form a perfect—and predictable—pattern.\"]}]}]},{\"name\":\"Mage Hunter\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Mage hunters are hideous spider-legged creatures employed by the Oriq to pursue magic-wielders. These creatures can naturally sense magic via the glowing purple spines on their backs.\",\"A mage hunter is usually in its sentry form, a diamond-shaped drone with a heightened ability to sense and locate mages. Once it finds a quarry, the mage hunter takes on its arachnoid hunter form and pursues its targets with vicious skill.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SCC/Mage Hunter.webp\"},\"credit\":\"Lie Setiawan\"}]},{\"name\":\"Murgaxor\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"After giving the characters their quest, Professor Lang hands them a file with information the faculty members have collected about Murgaxor from university records. Tell the players the following to give them context about this evil spellcaster:\",{\"type\":\"list\",\"items\":[\"Murgaxor is a bullywug who attended Strixhaven 200 years ago. He was a member of Witherbloom College, though there are no records of him participating in any activities or working on campus.\",\"A mean-spirited, egotistical spellcaster, Murgaxor was censured repeatedly for disregarding safety protocols, hexing and cursing peers, and using harmful magic while on campus.\",\"University officials believe Murgaxor began his illicit experiments with life-draining magic shortly after he enrolled as a student.\",\"In his third year, Murgaxor was expelled for using life-draining magic when it resulted in another student's death. Murgaxor fled before he could be handed over to authorities.\",\"For a few years after his expulsion, Murgaxor was reportedly sighted around the outskirts of campus, specifically in Sedgemoor and the Detention Bog. Authorities believed something about those locations enhanced his magic, but he was never caught. Sightings soon stopped, and no further evidence of Murgaxor's presence was found. Offcials assumed he was dead and struck Murgaxor from Strixhaven's records, as they considered him a blot on the university's reputation.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SCC/Murgaxor.webp\"},\"credit\":\"Olga Drebas\"}]},{\"name\":\"Oracle of Strixhaven\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Somewhere in the lands beyond Strixhaven's borders lives the Oracle: a wise and accomplished mage, tasked by the Founder Dragons to ensure that the magic of Strixhaven is used to help others and not twisted to evil ends. The one who holds the mantle of the Oracle must not only understand the fundamental truths of magic, but also possess impeccable wisdom and unshakable virtue.\",\"The current Oracle is an elderly human named Jadzi. A graduate of Quandrix College, Jadzi has since expanded her studies to encompass all disciplines of spellcasting, tempering the mathematical abstractions she wielded at Strixhaven with benevolent divination and a return to the basics of magic itself.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SCC/Oracle of Strixhaven.webp\"},\"credit\":\"Chris Rahn\"}]},{\"name\":\"Oriq Blood Mage\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Oriq blood mages create deadly weapons formed of their own blood. They can also sense the life energy within nearby creatures, making the blood mages almost impossible to ambush.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Oriq\",\"entries\":[\"The Oriq are a secret society of mages who wield forbidden magic in the service of their leader, Extus Narr. Narr was in consideration for elevation to the role of Oracle of Strixhaven, but when the Founder Dragons passed him over in favor of Jadzi, his bitterness knew no bounds. He now uses the Oriq to gather the spells and magical energy he needs to summon a devastating being, the Blood Avatar, to destroy Strixhaven.\",\"The Oriq work in secret, infiltrating Strixhaven to search for the magic their master covets and watch for impressionable students and embittered faculty they might turn to their cause. The Oriq take pains to hide their true allegiance and wear masks to hide their identities. These masks have magical properties that function only for their intended wearers.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SCC/Oriq Blood Mage.webp\"},\"credit\":\"Jihun\"}]},{\"name\":\"Oriq Recruiter\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Oriq recruiters are subtle mages who infiltrate Strixhaven in service to their order. They are adept at blending in, watching for powerful but underperforming mages and students who have fallen through the cracks of the institution. The recruiters approach and befriend these individuals either as potential recruits to the Oriq or as assets who can help the Oriq acquire spells, rare spell components, or knowledge from Strixhaven.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Oriq\",\"entries\":[\"The Oriq are a secret society of mages who wield forbidden magic in the service of their leader, Extus Narr. Narr was in consideration for elevation to the role of Oracle of Strixhaven, but when the Founder Dragons passed him over in favor of Jadzi, his bitterness knew no bounds. He now uses the Oriq to gather the spells and magical energy he needs to summon a devastating being, the Blood Avatar, to destroy Strixhaven.\",\"The Oriq work in secret, infiltrating Strixhaven to search for the magic their master covets and watch for impressionable students and embittered faculty they might turn to their cause. The Oriq take pains to hide their true allegiance and wear masks to hide their identities. These masks have magical properties that function only for their intended wearers.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SCC/Oriq Recruiter.webp\"},\"credit\":\"Billy Christian\"}]},{\"name\":\"Pest Mascot\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Grumpy, spiky, and generally irritating, pest mascots inhabit the muggy bayou of Sedgemoor. However, these ferret-sized swamp creatures hold deep wells of life essence, making them convenient fuel sources for the magic of Witherbloom mages. As such, many Witherbloom students have adopted pests from the bayou as pets, and pests, in all their spiny glory, have become the mascots of the college.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SCC/Pest Mascot.webp\"},\"credit\":\"Ilse Gort\"}]},{\"name\":\"Prismari Apprentice\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The students of Prismari College—first as apprentices and then as pledgemages—see no distinction between magic and art. No two Prismari students have the same style of spellcasting; each wields the elemental magic taught by the college in a way that expresses their personality. In the hands of Prismari students, spells that conjure fire or bend water to one's will become vibrant and expressive showcases, thrumming with creative energy.\",\"Harnessing the elemental forces of their magic requires precision and grace, and some students dedicate themselves to chasing the ideal of perfect control, hoping that by doing so, they can accurately express what is churning within their minds.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Prismari Scholars\",\"entries\":[\"The scholars of Prismari College believe that art is the truest form of spellcraft. They use magic to make splendid art, and they employ artistry to make their magic spectacular.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SCC/Prismari Apprentice.webp\"},\"credit\":\"Igor Kieryluk\"}]},{\"name\":\"Prismari Pledgemage\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The students of Prismari College—first as apprentices and then as pledgemages—see no distinction between magic and art. No two Prismari students have the same style of spellcasting; each wields the elemental magic taught by the college in a way that expresses their personality. In the hands of Prismari students, spells that conjure fire or bend water to one's will become vibrant and expressive showcases, thrumming with creative energy.\",\"Harnessing the elemental forces of their magic requires precision and grace, and some students dedicate themselves to chasing the ideal of perfect control, hoping that by doing so, they can accurately express what is churning within their minds.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Prismari Scholars\",\"entries\":[\"The scholars of Prismari College believe that art is the truest form of spellcraft. They use magic to make splendid art, and they employ artistry to make their magic spectacular.\"]}]}]},{\"name\":\"Prismari Professor of Expression\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Professors of expression embody the flare of Prismari magic. Using continuous motion, fluid grace, and interweaving steps, these teachers channel the elements of wind, flame, and lightning to accompany them. Their magic is fast and beautiful, which becomes swift death in battle, mesmerizing in its energetic flow. Devastating lightning strikes and searing lashes of flame meet the professors' foes head on.\",\"Professors who embrace the Prismari philosophy of expression focus on magic becoming art in the moment. Whether to create a spectacle that an audience will never forget or to strike down their foes in a flash, these teachers impress upon their students the beauty of creation.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Prismari Scholars\",\"entries\":[\"The scholars of Prismari College believe that art is the truest form of spellcraft. They use magic to make splendid art, and they employ artistry to make their magic spectacular.\"]}]}]},{\"name\":\"Prismari Professor of Perfection\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Professors of perfection combine elemental magic with precise, forceful physical motion. Their sweeping gestures and dance-like steps gather the power of crashing waves, conjure the protection of unyielding stone, and shape great structures of ice. Binding and channeling these natural elements allow the professors to mold their environment to their needs, both for breathtaking performances and to control the fabric of a battlefield against their foes.\",\"These teachers stress attention to fine details, drilling their students on the most minuscule points. The perfect foundation ultimately leads to a flawless work of art, and the professors of perfection produce sculptural and architectural marvels.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Prismari Scholars\",\"entries\":[\"The scholars of Prismari College believe that art is the truest form of spellcraft. They use magic to make splendid art, and they employ artistry to make their magic spectacular.\"]}]}]},{\"name\":\"Quandrix Apprentice\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The students of Quandrix College—first as apprentices and then as pledgemages—immerse themselves in the magic of geometry and metaphysics. Their ultimate goal isn't mastery, however. Rather, in their projects they explore and expand knowledge without expecting concrete answers. Whether students are extrapolating mathematical patterns in nature or engaging in speculative dives into topological formulas that bend reality, their studies blur the line between abstract numerical theory and natural reality.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Quandrix Scholars\",\"entries\":[\"The scholars of Quandrix College focus on the mathematical principles that govern reality. Through these formulas, they can manipulate properties of matter and space, as well as abstract and conceptual space such as the mind, probability, and the flow of magic itself.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SCC/Quandrix Apprentice.webp\"},\"credit\":\"Ryan Alexander Lee\"}]},{\"name\":\"Quandrix Pledgemage\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The students of Quandrix College—first as apprentices and then as pledgemages—immerse themselves in the magic of geometry and metaphysics. Their ultimate goal isn't mastery, however. Rather, in their projects they explore and expand knowledge without expecting concrete answers. Whether students are extrapolating mathematical patterns in nature or engaging in speculative dives into topological formulas that bend reality, their studies blur the line between abstract numerical theory and natural reality.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Quandrix Scholars\",\"entries\":[\"The scholars of Quandrix College focus on the mathematical principles that govern reality. Through these formulas, they can manipulate properties of matter and space, as well as abstract and conceptual space such as the mind, probability, and the flow of magic itself.\"]}]}]},{\"name\":\"Quandrix Professor of Substance\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Professors of substance specialize in the concrete side of Quandrix philosophy, manipulating physical dimensions and properties of growth. Their magic alters and replaces the equations that describe the natural world, including creatures, space, and substance. Through these manipulations, the professors change their size and the physical form of others, manipulate nature into rapid growth, travel instantaneously, and even fold space into deadly edges.\",\"These professors teach that numbers and mathematics aren't merely intellectual concepts, but that they exist physically in all things. Professors of substance teach their students to wield magic practically, creating tangible change in the world around them.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Quandrix Scholars\",\"entries\":[\"The scholars of Quandrix College focus on the mathematical principles that govern reality. Through these formulas, they can manipulate properties of matter and space, as well as abstract and conceptual space such as the mind, probability, and the flow of magic itself.\"]}]}]},{\"name\":\"Quandrix Professor of Theory\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Professors of theory advance the Quandrix philosophy that math-magical manipulation is most powerful in the abstract dimension of minds, probability, and the fabric of magic itself. Their equations shift perceptions in profound ways, alter probability, and interfere with the formation of other magic. In battle, the professors tweak probability to impede attacks and strike at the minds of their foes with lancing equations that disrupt the opponent's resolve.\",\"Professors of theory hold that altering the way a person interacts with the world can change the world. They impress upon their students to use magic as a tool to shape the overall experience of reality, and in turn make the world a better place.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Quandrix Scholars\",\"entries\":[\"The scholars of Quandrix College focus on the mathematical principles that govern reality. Through these formulas, they can manipulate properties of matter and space, as well as abstract and conceptual space such as the mind, probability, and the flow of magic itself.\"]}]}]},{\"name\":\"Relic Sloth\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"For long expeditions, Lorehold mages often employ relic sloths to haul adventuring equipment and excavated artifacts—so long as their study isn't in any particular hurry. Relic sloths travel at an excruciatingly slow pace, deliberating every step and moving only when necessary. But this caution makes these hulking creatures perfect for traversing treacherous and crumbling ruins, where other beasts of burden would falter. The distinctive sickle-shaped claws on a relic sloth's forelimbs are primarily used for climbing, though they can fend off a hungry predator in a pinch.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SCC/Relic Sloth.webp\"},\"credit\":\"Ilse Gort\"}]},{\"name\":\"Ruin Grinder\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Created by the archaeomancers of Lorehold College, ruin grinders are mighty automatons built to excavate ancient ruins and artifacts. The massive toothed shovels attached to a ruin grinder's arms tear through millennia-old bedrock with ease, leading some Lorehold mages to fear that the grinders destroy more history than they unearth.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SCC/Ruin Grinder.webp\"},\"credit\":\"Hector Ortiz\"}]},{\"name\":\"Scufflecup Teacup\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Scufflecup is a game students created after finding a box of teacups in a nearby building's storage room. The students discovered that pouring hot tea into the cups animates them for 10 minutes and causes them to sprout little arms and legs.\"]}]},{\"name\":\"Shadrix Silverquill\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Centuries ago, the dragon Shadrix Silverquill mastered the magic of light and shadow, and he focused that magic through communication. Shadrix's words thrummed with power, inspiring his allies and demoralizing his enemies.\",\"He established Silverquill College on the principles of eloquence and leadership, seeking to produce leaders who would go forth to guide others.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SCC/Shadrix Silverquill.webp\"},\"credit\":\"Kekai Kotaki\"}]},{\"name\":\"Silverquill Apprentice\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Stylish and driven, the students of Silverquill College—first as apprentices and then as pledgemages—cut imposing figures on campus. Dressed in smartly trimmed black-and-white uniforms, these budding mages practice bolstering speeches and wield inky blades.\",\"Some Silverquill students prefer the benevolent side of language, using their words to uplift their friends and illuminate harsh truths about those in power. Others, though, choose to wield words more ruthlessly and master the art of insults and discouragement (and in some cases, petty trash talk). Regardless, nearly all members of Silverquill College carry themselves with a fearsome, never-second-place attitude—because in the art of wielding words, confidence is key.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Silverquill Scholars\",\"entries\":[\"The scholars of Silverquill College study the power of magic shaped through spoken and written words. They use that power either to illuminate and guide or to obscure and demoralize.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SCC/Silverquill Apprentice.webp\"},\"credit\":\"Mike Bierek\"}]},{\"name\":\"Silverquill Pledgemage\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Stylish and driven, the students of Silverquill College—first as apprentices and then as pledgemages—cut imposing figures on campus. Dressed in smartly trimmed black-and-white uniforms, these budding mages practice bolstering speeches and wield inky blades.\",\"Some Silverquill students prefer the benevolent side of language, using their words to uplift their friends and illuminate harsh truths about those in power. Others, though, choose to wield words more ruthlessly and master the art of insults and discouragement (and in some cases, petty trash talk). Regardless, nearly all members of Silverquill College carry themselves with a fearsome, never-second-place attitude—because in the art of wielding words, confidence is key.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Silverquill Scholars\",\"entries\":[\"The scholars of Silverquill College study the power of magic shaped through spoken and written words. They use that power either to illuminate and guide or to obscure and demoralize.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SCC/Silverquill Pledgemage.webp\"},\"credit\":\"Denman Rooke\"}]},{\"name\":\"Silverquill Professor of Radiance\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Professors of radiance call up magic through spoken words and glyphs formed of magically shaped ink and light. The professors channel radiance to illuminate their allies, bolstering them with encouragement and inspiring any who witness their orations. Professors of radiance can turn their words into potent assets in battle or strike at their foes with searing radiance.\",\"These Silverquill teachers seek to inspire greatness in all that they do, pushing their students to look for the good in all things and bring that into the light.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Silverquill Scholars\",\"entries\":[\"The scholars of Silverquill College study the power of magic shaped through spoken and written words. They use that power either to illuminate and guide or to obscure and demoralize.\"]}]}]},{\"name\":\"Silverquill Professor of Shadow\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Professors of shadow wield the linguistic magic of Silverquill College through slicing wit and debilitating inky shadow. Whether weaving their magic through spoken incantations and scathing insults or through shadows, these teachers break down the resolve of their foes.\",\"The professors strive to carry themselves as immaculately as possible, seeking to overawe and wrong-foot anyone who would stand against them in debate or in battle. In teaching their students, professors of shadow focus on words that find the tiniest, most invisible cracks in an opponent's defenses and break them.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Silverquill Scholars\",\"entries\":[\"The scholars of Silverquill College study the power of magic shaped through spoken and written words. They use that power either to illuminate and guide or to obscure and demoralize.\"]}]}]},{\"name\":\"Spirit Statue Mascot\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"To enhance their studies of the past, Lorehold students often call upon the spirits of dead creatures. Mages seeking longer-term assistance from ancient spirits have learned to house these spirits in statues, giving them a more permanent residence from which to assist the living.\",\"Some of these spirit statues bond with and mentor a specific mage, but most serve in a variety of roles for numerous individuals, ranging from research colleagues to martial tacticians. Regardless, their appearance is so common around the Lorehold campus that they have become the college's mascots.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SCC/Spirit Statue Mascot.webp\"},\"credit\":\"Andrey Kuzinskiy\"}]},{\"name\":\"Strixhaven Campus Guide\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"With cheerful dispositions and a knack for walking backward, Strixhaven campus guides lead gaggles of prospective students on tours. The guides' gold and silver chassis are built in shapes reminiscent of the star arches surrounding Strixhaven. Embedded in their chests are holographic maps of the university's campuses, which the guides use to provide directions. However, it's rare for a campus guide to need its own maps, as these gregarious automatons have a gift for finding things on campus, often popping up at the most inopportune times.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SCC/Strixhaven Campus Guide.webp\"},\"credit\":\"Slawomir Maniak\"}]},{\"name\":\"Tanazir Quandrix\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The dragon Tanazir Quandrix is one of the most potent masters of the magic that governs physical reality and theoretical abstraction. Through this knowledge, she can alter the physical properties of existence, gain fundamental understanding, and manipulate the flow of thought.\",\"Tanazir founded Quandrix College to nurture the spark of curiosity in those who would pursue knowledge. The goal is to train mages who seek knowledge for its own sake, guided by the mathematical principles that describe and govern the nature of reality.\",\"Tanazir's spells, legendary actions, and breath weapon manifest luminous patterns of geometric light. These take various forms, such as an interlocking cage around the target of a spell or a wave of infinitely replicating fractal swirls in the area of her breath.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SCC/Tanazir Quandrix.webp\"},\"credit\":\"Raymond Swanland\"}]},{\"name\":\"Velomachus Lorehold\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Velomachus Lorehold was the first dragon of Strixhaven to master the magic of order and chaos, the flow and prediction of events through time. Her magic encourages exploration and discovery through the lens of creating a direct conduit to the past.\",\"She founded Lorehold College to ensure mortals would never forget the lessons of the past. After living for centuries, Velomachus has grown tired of watching the same mistakes repeated continually. She hopes her college's teachings will foster the skills to either predict future pitfalls by taking lessons from those that came before or create flexible mindsets that allow people to shift their plans effectively when the unexpected occurs.\",\"Velomachus's spells, legendary actions, and breath weapon are accompanied by visual effects resembling tomes and scrolls composed of golden light, perceptible distortions as time doubles back on itself, and thunderous sounds.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SCC/Velomachus Lorehold.webp\"},\"credit\":\"Raymond Swanland\"}]},{\"name\":\"Witherbloom Apprentice\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Deep in the fog and muck of the swamp, the students of Witherbloom College—first as apprentices and then as pledgemages—study the cycle of life and death. Their magic is fueled by what they call life essence: the ubiquitous energy that runs through living things.\",\"Witherbloom students learn how to concoct magical potions and talismans, in addition to their spellcasting studies. Their magic ranges from necrotic shadows and withering bursts of poison to flourishing bursts of plant life.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Witherbloom Scholars\",\"entries\":[\"Witherbloom College studies the magic inherent in the natural cycle of life and death. Witherbloom professors approach the philosophy from different directions, with one methodology focusing on decay and the other dealing with growth.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SCC/Witherbloom Apprentice.webp\"},\"credit\":\"Josh Hass\"}]},{\"name\":\"Witherbloom Pledgemage\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Deep in the fog and muck of the swamp, the students of Witherbloom College—first as apprentices and then as pledgemages—study the cycle of life and death. Their magic is fueled by what they call life essence: the ubiquitous energy that runs through living things.\",\"Witherbloom students learn how to concoct magical potions and talismans, in addition to their spellcasting studies. Their magic ranges from necrotic shadows and withering bursts of poison to flourishing bursts of plant life.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Witherbloom Scholars\",\"entries\":[\"Witherbloom College studies the magic inherent in the natural cycle of life and death. Witherbloom professors approach the philosophy from different directions, with one methodology focusing on decay and the other dealing with growth.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SCC/Witherbloom Pledgemage.webp\"},\"credit\":\"Filip Burburan\"}]},{\"name\":\"Witherbloom Professor of Decay\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Professors of decay wield magic that drains and twists the essence of the professors' subjects. The professors use the gathered essence to feed their magic, snuffing the life and decaying the bodies of the living, entreating and commanding the dead and Undead, and twisting curses around their foes. In battle, they steal the essence of their enemies to heal their own wounds and create spears of sickly green life-draining energy.\",\"Witherbloom teachers who espouse the decaying side of the natural cycle instruct their students to exploit the essence of life for their own needs. Professors of decay unravel the mysteries of death and the transition of decay, and they teach that any life's end is an asset waiting to be tapped.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Witherbloom Scholars\",\"entries\":[\"Witherbloom College studies the magic inherent in the natural cycle of life and death. Witherbloom professors approach the philosophy from different directions, with one methodology focusing on decay and the other dealing with growth.\"]}]}]},{\"name\":\"Witherbloom Professor of Growth\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Professors of growth nurture the essence of nature through their magic. They brew infusions of plants, fungi, and insects or other minuscule creatures that thrum with the essence of life, using these infusions to fuel their magic instead of using traditional material components. In battle, they flood their allies with vital essence, healing wounds and soothing ailments. Their foes face the wrath of nature itself, from grasping plants and conjured poisonous vines to avatars of nature's wrath.\",\"These professors teach their students to focus on the growth side of the natural cycle of life and death and to avoid wasting resources. They espouse the philosophy that a thriving system benefits all.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Witherbloom Scholars\",\"entries\":[\"Witherbloom College studies the magic inherent in the natural cycle of life and death. Witherbloom professors approach the philosophy from different directions, with one methodology focusing on decay and the other dealing with growth.\"]}]}]},{\"name\":\"Y'demi\",\"source\":\"SCC\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The Oriq are a secret society of mages who wield forbidden magic in the service of their leader, Extus Narr. Narr was in consideration for elevation to the role of Oracle of Strixhaven, but when the Founder Dragons passed him over in favor of Jadzi, his bitterness knew no bounds. He now uses the Oriq to gather the spells and magical energy he needs to summon a devastating being, the Blood Avatar, to destroy Strixhaven.\",\"The Oriq work in secret, infiltrating Strixhaven to search for the magic their master covets and watch for impressionable students and embittered faculty they might turn to their cause. The Oriq take pains to hide their true allegiance and wear masks to hide their identities. These masks have magical properties that function only for their intended wearers.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Oriq Blood Mage\",\"entries\":[\"Oriq blood mages create deadly weapons formed of their own blood. They can also sense the life energy within nearby creatures, making the blood mages almost impossible to ambush.\"]}]}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-sdw.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Giant Shark Skeleton\",\"source\":\"SDW\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A giant shark is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships.\",\"The giant shark skeleton doesn't require air, food, drink, or sleep. The shark has had skeletal feet attached by some demented necromancer.\"]}]}]},{\"name\":\"Lhammaruntosz\",\"source\":\"SDW\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Lhammaruntosz, a bronze dragon with the ability to heal quickly, spent decades defending Leilon and the surrounding area as the captain of the Scaly Eye, a fleet that battled pirates and other threats. To honor her deeds, the Swords of Leilon constructed the Bronze Shrine, a massive temple to Bahamut, god of metallic dragons, in a cliff overlooking the sea. The shrine's face is carved in Lhammaruntosz's likeness and includes quarters for the rest of the Scaly Eye and a magic statue of Bahamut, which the dragon can use to commune with the deity.\",\"In recent decades Lhammaruntosz has retreated inside the shrine, becoming reclusive due to a attack by a disguised demon which has driven her mad. She leaves on rare occasions to hunt for food, returning as soon as possible. Members of the Scaly Eye still live within the Bronze Shrine, as Lhammaruntosz has ordered them to stay on as her guardians.\"]}]}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-skt.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Augrek Brighthelm\",\"source\":\"SKT\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Sheriff's deputy Augrek guards the southwest gate of Bryn Shander and welcomes visitors to town. She has a good heart.\",\"Ideal:\\\"You'll get farther in life with a kind word than an axe.\\\"\",\"Bond:\\\"Bryn Shander is my home. It's my job to protect her.\\\"\",\"Flaw:\\\"I'm head over heels in love with Sheriff Southwell. One day I hope to marry him.\\\"\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SKT/Augrek Brighthelm.webp\"}}]},{\"name\":\"Beldora\",\"source\":\"SKT\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Beldora is a member of the Harpers who survives using her wits and wiles. She looks like a homeless waif, but she's a survivor who shies away from material wealth.\",\"Ideal:\\\"We should all strive to help one another.\\\"\",\"Bond:\\\"I'll risk my life to protect the powerless.\\\"\",\"Flaw:\\\"I like lying to people. Makes life more interesting, no?\\\"\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SKT/Beldora.webp\"}}]},{\"name\":\"Chief Guh\",\"source\":\"SKT\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Hill giants are selfish, dimwitted brutes that hunt, forage, and raid in constant search of food. They blunder through hills and forests devouring what they can,bullying smaller creatures into feeding them. Their laziness and dullness would long ago have spelled their end if not for their formidable size and strength.\",{\"name\":\"Primitive\",\"type\":\"entries\",\"entries\":[\"Hill giants dwell in hills and mountain valleys across the world, congregating in steadings built of rough timber or in clusters of well-defended mud.and-wattle huts. Their skins are tan from lives spent lumbering up and down the hilly slopes and dozing beneath the sun. Their weapons are uprooted trees and rocks pulled from the earth. The sweat of their bodies adds to the reek of the crude animal skins they wear, poorly stitched together with hair and leather thongs.\"]},{\"name\":\"Bigger Means Better\",\"type\":\"entries\",\"entries\":[\"In a hill giant's world, humanoids and animals are easy prey that can be hunted with impunity. Creatures such as dragons and other giants are tough adversaries. Hill giants equate size with power.\",\"Hill giants don't realize they follow an ordning. They know only that other giants are larger and stronger than they are, which means they are to be obeyed. A hill giant tribe's chief is usually the tallest and fattest giant that can still move about. Only on rare occasion does a hill giant with more brains than bulk use its cunning to gain the favor of giants of higher status, cleverly subverting the social order.\"]},{\"name\":\"Voracious Eaters\",\"type\":\"entries\",\"entries\":[\"With nothing else to occupy them, hill giants eat as often as possible. A hill giant hunts and forages alone or with a dire wolf companion, so as to not have to share with other tribe members. The giant eats anything that isn't obviously deadly, such as creatures known to be poisonous. Rotten meat is fair game, though, as are decaying plants and even mud.\",\"Farmers fear and loathe hill giants. Where a predator such as an ankheg might burrow through fields and consume a cow or two before being driven off, a hill giant will consume a whole herd of cattle before moving on to sheep, goats, and chickens, then tearing into fruits, vegetables, and grain. If a farm family is at hand, the giant might snack on them too.\"]},{\"name\":\"Stupid and Deadly\",\"type\":\"entries\",\"entries\":[\"The hill giants' ability to digest nearly anything has allowed them to survive for eons as savages, eating and breeding in the hills like animals.They have never needed to adapt and change, so their minds and emotions remain simple and undeveloped.\",\"With no culture of their own, hill giants ape the traditions of creatures they manage to observe for a time before eating them. They don't think about their own size and strength, however. Tribes of hill giants attempting to imitate elves have been known to topple entire forests by trying to live in trees. Others attempting to take over humanoid towns or villages get only as far as the doors and windows of a building, taking out its walls and roof as they attempt to enter.\",\"In conversation, hill giants are blunt and direct, and they have little concept of deception. A hill giant might be fooled into running from another giant if a number of villagers cover themselves in blankets and stand on one another's shoulders holding a giant-painted pumpkinhead. Reasoning with a hill giant is futile, although clever creatures can sometimes encourage a giant to\",\"take actions that benefit them.\"]},{\"name\":\"Raging Bullies\",\"type\":\"entries\",\"entries\":[\"A hill giant that feels as though it has been deceived, insulted, or made into a fool vents its terrible wrath on anything it encounters. Even after smashing those who offended it into pulp, the giant rampages until its rage abates, it notices something more interesting, or it grows hungry.\",\"If a hill giant proclaims itself king over a territory where other humanoids live, it rules strictly by terror and tyranny. Its decisions shift with its mood, and if it forgets the title it bestowed upon itself, it might eat its subjects on a whim.\"]}]},{\"type\":\"entries\",\"name\":\"Giants\",\"entries\":[\"Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old.\",{\"name\":\"Old as Legend\",\"type\":\"entries\",\"entries\":[\"In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity.Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.\",\"Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms.Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight.\"]}]},{\"type\":\"entries\",\"name\":\"The Ordning\",\"entries\":[\"Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.\",\"Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.\",\"At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.\",\"Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude.\"]},{\"type\":\"entries\",\"name\":\"Giant Gods\",\"entries\":[\"When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.\",\"Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.\",\"Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SKT/Chief Guh.webp\"}}]},{\"name\":\"Countess Sansuri\",\"source\":\"SKT\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Cloud giants live extravagant lives high above the world, showing little concern for the plights of other races except as amusement. They are muscular with light skin and have hair of silver or blue.\",{\"name\":\"High and Mighty\",\"type\":\"entries\",\"entries\":[\"Cloud giants are spread to the winds, encompassing vast areas of the world. In times of need, scattered cloud giant families band together as a unified clan. However, they can seldom do so quickly.\",\"Attuned to the magic of their airy domains, cloud giants are able to turn into mist and create clouds of billowing fog. They dwell in castles on high mountain peaks, or on the solid clouds that once held their fiefs.\",\"Still gracing the skies on occasion, these magic clouds are a lasting remnant of the giants' lost empires. Better spellcasters than most other giants, some cloud giants can control weather, bring storms, and steer the wind almost as well as their cousins, the storm giants.\"]},{\"name\":\"Affluent Princes\",\"type\":\"entries\",\"entries\":[\"Although cloud giants are lower in the ordning than storm giants, the reclusive storm giants rarely engage with the rest of giantkind. As a result, many cloud giants see themselves as having the highest status and power among the giant races.\",\"They order lesser giants to seek out wealth and art on their behalf, employing fire giants as smiths and crafters, and using frost giants as reavers, raiders, and plunderers. Dimwitted hill giants serve them as brutes and combat fodder-sometimes fighting for the cloud giants' amusement. A cloud giant might order hill or frost giants to steal from nearby humanoid lands, which it considers to be a fair tax for its continued beneficence. On their mountain summits and solid clouds, cloud giants keep extraordinary gardens. Grapes as big as apples grow there, along with apples the size of pumpkins, and pumpkins the size of wagons. From the errant seeds of these gardens, tales of cottagesized produce and magic beans are spread in the mortal realm.\",\"As humanoid nobles keep an aerie for hunting hawks, so do cloud giants keep griffons, perytons, and wyverns as their own flying beasts of prey. Such creatures also patrol the cloud giants' gardens by night, along with trained predators such as owlbears and lions.\"]},{\"name\":\"Children of the Trickster\",\"type\":\"entries\",\"entries\":[\"The patron god and father of the cloud giants is Memnor the Trickster, the cleverest and slyest of the giant deities. Cloud giants align themselves according to the aspects and exploits of Memnor that they most admire, with evil cloud giants emulating his deceitfulness and self-interest and good cloud giants emulating his intellect and silvertongued speech. Family members usually align in the same direction.\"]},{\"name\":\"Wealth and Power\",\"type\":\"entries\",\"entries\":[\"A cloud giant earns its place in the ordning by the treasure it accumulates, the wealth it wears, and the gifts it bestows on other cloud giants.\",\"However, value is only one part of the assessment. The extravagances a cloud giant wears or places about its home must also be beautiful or wondrous. Sacks of gold or gems are worth less to a cloud giant than the jewelry that might be crafted from those materials, creating treasures that bring esteem to a cloud giant's household.\",\"Rather than steal from one another or fight over treasures, cloud giants are inveterate gamblers with a hunger for high risks and high rewards. They frequently bet on the outcome of events nominally outside their control, such as the lives of lesser creatures. Ordning ranks and kings' ransoms can be won and lost in bets over the military triumphs of humanoid nations. Fixing wagers by interfering in the conflict causes the loss of the bet, but such deceit is considered to be cheating only if it is discovered. Otherwise, it is cleverness honoring Memnor.\"]}]},{\"type\":\"entries\",\"name\":\"Giants\",\"entries\":[\"Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain thecustoms and traditions of old.\",{\"name\":\"Old as Legend\",\"type\":\"entries\",\"entries\":[\"In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity.Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.\",\"Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms.Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight.\"]}]},{\"type\":\"entries\",\"name\":\"The Ordning\",\"entries\":[\"Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.\",\"Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.\",\"At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.\",\"Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude.\"]},{\"type\":\"entries\",\"name\":\"Giant Gods\",\"entries\":[\"When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.\",\"Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.\",\"Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SKT/Countess Sansuri.webp\"}}]},{\"name\":\"Crag Cat\",\"source\":\"SKT\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The creature referred to in Northlander lore as the Hunter of Men is a sure-footed predator that can be found anywhere except deep forest, preferring ledges and cliffs in the mountains. Its cry resembles a human scream of terror. It often elicits such sounds from its victims, for it prefers human flesh to all other prey.\",\"Crag cats blend in with natural surroundings. During the winter, their fur turns white to blend in with the snow. At other times of the year, their fur is gray, enabling them to hide among the rocks more easily.\",\"The crag cat knows its territory and often attacks when its prey is asleep, exhausted, or otherwise weakened. Although crag cats are typically solitary, they can be found in family groups of two parents and {@dice 1d4} Small noncombatant cubs in the spring, or in hungry packs in severe winter weather.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SKT/Crag Cat.webp\"}}]},{\"name\":\"Darathra Shendrel\",\"source\":\"SKT\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"As the Lord Protector of Triboar and a secret agent of the Harpers, Darathra has sworn an oath to defend the town. She takes her duty very seriously. In addition to her gear, Darathra has an unarmored warhorse named Buster.\",\"Ideal:\\\"Good people should be given every chance to prosper, free of tyranny.\\\"\",\"Bond:\\\"I'll lay down my life to protect Triboar and its citizens.\\\"\",\"Flaw:\\\"I refuse to back down. Push me, and I'll push back.\\\"\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SKT/Darathra Shendrel.webp\"}}]},{\"name\":\"Darz Helgar\",\"source\":\"SKT\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"In his youth, Darz was a member of the Xanathar Thieves' Guild in Waterdeep. After serving ten years in prison for his crimes, he cut all ties to the city and moved north to be a campground caretaker.\",\"Ideal:\\\"You can run from your past, but you can't hide from it.\\\"\",\"Bond:\\\"I've made a new life in Triboar. I'm not gonna run away this time.\\\"\",\"Flaw:\\\"I have no regrets. I do whatever it takes to survive.\\\"\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SKT/Darz Helgar.webp\"}}]},{\"name\":\"Duke Zalto\",\"source\":\"SKT\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Master crafters and organized warriors, fire giants dwell among volcanoes, lava floes, and rocky mountains. They are ruthless militaristic brutes whose mastery of metalwork is legendary.\",{\"name\":\"Fire Forged\",\"type\":\"entries\",\"entries\":[\"Fire giant fortresses are built around and inside volcanoes or near magma-filled caverns. The blistering heat of their homes fuels the fire giants' forges, and causes the iron of their fortress walls to glow a comforting orange. In lands far removed from volcanic heat, fire giants mine coal to burn. Traditional smithies occupy places of honor in their demesnes, and the giants' stony fortresses constantly belch plumes of sooty smoke. In more remote outposts, fire giants burn wood to keep their forge fires lit, deforesting leagues of land in all directions.\",\"Fire giants shun cold as much as their cousins the frost giants hate heat. They can adapt to cold environments with effort, though, keeping their hearth fires burning bright and wearing heavy woolen clothing and furs to stay warm.\"]},{\"name\":\"Martial Experts\",\"type\":\"entries\",\"entries\":[\"From birth, a fire giant is taught to embrace a legacy of war. At the cradle, its parents chant songs of battle. As children, fire giants play at war, hurling igneous rocks at one another across the banks of magma rivers. In later years, formal martial training becomes an integral part of life in the giants' fortresses and underground realms of smoke and ash.\",\"The fire giants' songs are odes of battles lost and won, while their dances are martial formations of pounding feet that resound like smiths' hammers throughout theirsmoky halls.\",\"Just as fire giants pass down their knowledge of crafting from generation to generation, their renowned fighting prowess comes not from wild fury but from endless discipline and training. Enemies make the mistake of underestimating fire giants based on their brutish manner, learning too late that these giants live for combat and can be shrewd tacticians.\"]},{\"name\":\"Feudal Lords\",\"type\":\"entries\",\"entries\":[\"Humanoids conquered in war become serfs to the fire giants. The serfs work the farms and fields on the outskirts of fire giant halls and fortresses, raising livestock and harvesting fields whose bounty is almost entirely tithed to the fire giant kings.\",\"Fire giant crafters work through insight and experience rather than writing or arithmetic. Though most fire giants place little worth on such frivolousness, they sometimes keep slaves at court who are versed in such skills. Serfs not destined for court or the fields (especially dwarves) are taken to the fire giants' mountainous realms to mine ore and gemstones from deep within the earth.\",\"Fire giants low in the ordning manage the mine tunnels and the slaves that toil there, few of which survive the difficult and dangerous work for long. Though fire giants are skilled in the engineering of mine tunnels and the gathering of ore, they place less importance on the safety of their slaves than on smelting and working the bounty those slaves produce.\"]},{\"name\":\"Skilled Artisans\",\"type\":\"entries\",\"entries\":[\"Fire giants have a fearsome reputation as soldiers and conquerors, and for their ability to burn, plunder, and destroy. Yet among the giants, fire giants produce the greatest crafters and artists. They excel at smelting and smith work, as they do at the engineering of metal and stone, and the quality of their artistry shows even in their implements of destruction and their weapons of war.\",\"Fire giants strive to build the strongest fortresses and most potent siege weapons. They experiment with alloys to create the hardest armor, then forge the swords that can pierce it. Such work requires brawn and brains in equal measure, and fire giants high in the ordning tend to be the smartest and strongest of their kind.\"]}]},{\"type\":\"entries\",\"name\":\"Giants\",\"entries\":[\"Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old.\",{\"name\":\"Old as Legend\",\"type\":\"entries\",\"entries\":[\"In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity.Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.\",\"Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms.Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight.\"]}]},{\"type\":\"entries\",\"name\":\"The Ordning\",\"entries\":[\"Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.\",\"Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.\",\"At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.\",\"Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude.\"]},{\"type\":\"entries\",\"name\":\"Giant Gods\",\"entries\":[\"When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.\",\"Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.\",\"Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SKT/Duke Zalto.webp\"}}]},{\"name\":\"Duvessa Shane\",\"source\":\"SKT\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The daughter of a Waterdhavian trader and a tavern server, Duvessa has her mother's talent for negotiation and her father's charm. As the first woman to serve as Town Speaker of Bryn Shander, and a young one at that, she has much to prove.\",\"Ideal:\\\"The people of Icewind Dale are survivors. They can weather any storm.\\\"\",\"Bond:\\\"My mother taught me what it means to be a good leader. I won't disappoint her.\\\"\",\"Flaw:\\\"I don't give an inch in any argument or conflict.\\\"\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SKT/Duvessa Shane.webp\"}}]},{\"name\":\"Ghelryn Foehammer\",\"source\":\"SKT\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The blacksmith Ghelryn has a good heart, but he hates orcs and giants-hates them with a fiery passion. He considers it the solemn duty of all dwarves to cave in their skulls!\",\"Ideal:\\\"It is incumbent upon every dwarf to forge a legacy.\\\"\",\"Bond:\\\"I stand for Clan Foehammer and all dwarvenkind.\\\"\",\"Flaw:\\\"I never run from a fight, especially if it involves killing orcs or giants.\\\"\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SKT/Ghelryn Foehammer.webp\"}}]},{\"name\":\"Harshnag\",\"source\":\"SKT\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Gigantic reavers from the freezing lands beyond civilization, frost giants are fierce, hardy warriors that survive on the spoils of their raids and pillaging.They respect only brute strength and skill in battle, demonstrating both with their scars and the grisly trophies they take from their enemies.\",{\"name\":\"Hearts of Ice\",\"type\":\"entries\",\"entries\":[\"Frost giants are creatures of ice and snow. Their hair and beards are pale white or light blue, matted with frost and clattering with icicles. Their flesh is as blue as glacial ice.\",\"Frost giants dwell in high peaks and glacial rifts where the sun hides its golden head by winter. Crops don't grow in their frozen homelands, and they keep little livestock beyond what they capture in their raids against civilized lands. They hunt the wild game of the tundra and mountains but don't cook it, since meat from a fresh kill tastes sufficiently hot to their palate.\"]},{\"name\":\"Reavers of the Storm\",\"type\":\"entries\",\"entries\":[\"The war horns of the frost giants howl as they march from their ice fortresses and glacial rifts amid the howling blizzard. When thatstorm clears, villages and steadings lay in ruins, ravens descending to feed on the corpses of any creatures foolish or unlucky enough to stand in the giants' path.\",\"Inns and taverns suffer the brunt of the damage, their cellars gutted and their casks of ale and mead gone. Smithies are likewise toppled, their iron and steel claimed. Curiously undisturbed are the houses of moneylenders and wealthy citizens, for the reavers have little use for coins or baubles. Frost giants prize gems and jewelry large enough to be worn and noticed. However, even those treasures are most often saved for trading opportunities with other giants more adept at crafting metal weapons and armor.\",{\"name\":\"Rulers by Might\",\"entries\":[\"Frost giants respect brute strength above all else, and a frost giant's place in the ordning depends on evidence of physical might, such as superior musculature, scars from battles of renown, or trophies fashioned from the bodies of slain enemies. Tasks such as hunting, childrearing, and crafting are given to giants based on their physical strength and hardiness.\",\"When frost giants of different clans meet and their status is unclear, they wrestle for dominance. Such meetings might resemble festivals where giants cheer on their champions, making bold boasts and challenges. At other times, the informal ceremony can become a chaotic free-for-all where both clans rush into a melee that fells trees, shatters the ice on frozen lakes, and causes avalanches on the snowy mountainsides.\"],\"type\":\"entries\"},{\"name\":\"Make War, Not Goods\",\"entries\":[\"Though frost giants consider the menial crafting of goods beneath them, carving and leatherwork are valued skills. They make their clothing from the skins and bones of beasts, and carve bone or ivory into jewelry and the handles of weapons and tools. They reuse the weapons and armor of their smaller foes, stringing shields into scale armor and lashing sword blades to wooden hafts to make giant-sized spears. The greatest battle trophies come from conquered dragons, and the greatest frost giant jarls wear armor of dragon scales or wield picks and mauls made of a dragon's teeth or claws.\"],\"type\":\"entries\"}]}]},{\"type\":\"entries\",\"name\":\"Giants\",\"entries\":[\"Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old.\",{\"name\":\"Old as Legend\",\"type\":\"entries\",\"entries\":[\"In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity.Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.\",\"Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms.Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight.\"]}]},{\"type\":\"entries\",\"name\":\"The Ordning\",\"entries\":[\"Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.\",\"Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.\",\"At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.\",\"Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude.\"]},{\"type\":\"entries\",\"name\":\"Giant Gods\",\"entries\":[\"When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.\",\"Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.\",\"Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast.\"]}]}]}]},{\"name\":\"Hulking Crab\",\"source\":\"SKT\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Much bigger than a giant crab, a hulking crab has a body 15 to 20 feet in diameter. Its shell is often covered with coral, anemones, ship wreckage, or some other sort of detritus salvaged from the ocean floor.\"]}]}]},{\"name\":\"Iymrith\",\"source\":\"SKT\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Vain and territorial, blue dragons soar through the skies over deserts, preying on caravans and plundering herds and settlements in the verdant lands beyond the desert's reach. These dragons can also be found in dry steppes, searing badlands, and rocky coasts. They guard their territories against all potential competitors, especially brass dragons.\",\"A blue dragon is recognized by its dramatic frilled ears and the massive ridged horn atop its blunt head. Rows of spikes extend back from its nostrils to line its brow, and cluster on its jutting lower jaw.\",\"A blue dragon's scales vary in color from an iridescent azure to a deep indigo, polished to a glossy finish by the desert sands. As the dragon ages, its scales become thicker and harder, and its hide hums and crackles with static electricity. These effects intensify when the dragon is angry or about to attack, giving off an odor of ozone and dusty air.\",{\"name\":\"Vain and Deadly\",\"type\":\"entries\",\"entries\":[\"A blue dragon will not stand for any remark or insinuation that it is weak or inferior, taking great pleasure in lording its power over humanoids and other lesser creatures.\",\"A blue dragon is a patient and methodical combatant. When fighting on its own terms, it turns combat into an extended affair of hours or even days, attacking from a distance with volleys of lightning, then flying well out of harm's reach as it waits to attack again.\"]},{\"name\":\"Desert Predators\",\"type\":\"entries\",\"entries\":[\"Though they sometimes eat cacti and other desert plants to sate their great hunger, blue dragons are carnivores. They prefer to dine on herd animals, cooking those creatures with their lightning breath before gorging themselves. Their dining habits make blue dragons an enormous threat to desert caravans and nomadic tribes, which become convenient collections of food and treasure to a dragon's eye.\",\"When it hunts, a blue dragon buries itself in the desert sand so that only the horn on its nose pokes above the surface, appearing to be an outcropping of stone. When prey draws near, the dragon rises up, sand pouring from its wings like an avalanche as it attacks.\"]},{\"name\":\"Overlords and Minions\",\"type\":\"entries\",\"entries\":[\"Blue dragons covet valuable and talented creatures whose service reinforces their sense of superiority. Bards, sages, artists, wizards, and assassins can become valuable agents for a blue dragon, which rewards loyal service handsomely.\",\"A blue dragon keeps its lair secret and well protected, and even its most trusted servants are rarely allowed within. It encourages ankhegs, giant scorpions, and other creatures of the desert to dwell near its lair for additional security. Older blue dragons sometimes attract air elementals and other creatures to serve them.\"]},{\"name\":\"Hoarders of Gems\",\"type\":\"entries\",\"entries\":[\"Though blue dragons collect anything that looks valuable, they are especially fond of gems. Considering blue to be the most noble and beautiful of colors, they covet sapphires, favoring jewelery and magic items adorned with those gems.\",\"A blue dragon buries its most valuable treasures deep in the sand, while scattering a few less valuable trinkets in plainer sight over hidden sinkholes to punish and eliminate would-be thieves.\"]}]},{\"type\":\"entries\",\"name\":\"A Blue Dragon's Lair\",\"entries\":[\"Blue dragons make their lairs in barren places, using their lightning breath and their burrowing ability to carve out crystallized caverns and tunnels beneath the sands.\",\"Thunderstorms rage around a legendary blue dragon's lair, and narrow tubes lined with glassy sand ventilate the lair, all the while avoiding the deadly sinkholes that\",\"are the dragon's first line of defense.\",\"A blue dragon will collapse the caverns that make up its lair if that lair is invaded. The dragon then burrows\",\"out, leaving its attackers to be crushed and suffocated.\",\"When it returns later, it collects its possessions-along with the wealth of the dead intruders.\"]},{\"type\":\"entries\",\"name\":\"Dragons\",\"entries\":[\"True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.\",\"Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.\",\"Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.\",\"True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.\",\"Dragon Age Categories\",{\"type\":\"table\",\"colLabels\":[\"Category\",\"Size\",\"Age Range\"],\"colStyles\":[\"col-4\",\"col-4\",\"col-4\"],\"rows\":[[\"Wyrmling\",\"Medium\",\"5 years or less\"],[\"Young\",\"Large\",\"6–100 years\"],[\"Adult\",\"Huge\",\"101–800 years\"],[\"Ancient\",\"Gargantuan\",\"801 years or more\"]]}]},{\"type\":\"entries\",\"name\":\"Chromatic Dragons\",\"entries\":[\"The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures-including each other.\",{\"name\":\"Driven by Greed\",\"entries\":[\"Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world's wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have \\\"stolen\\\" it. With its piles of coins, gleaming gems, and magic items, a dragon's hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it.\"],\"type\":\"entries\"},{\"name\":\"Creatures of Ego\",\"type\":\"entries\",\"entries\":[\"Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon's personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect.\"]},{\"name\":\"Dangerous Lairs\",\"type\":\"entries\",\"entries\":[\"A dragon's lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard.\",\"Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures.\"]},{\"name\":\"Queen of Evil Dragons\",\"type\":\"entries\",\"entries\":[\"Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone.\",\"Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her-black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws.\",\"Tiamat's most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen's power.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SKT/Iymrith.webp\"}}]},{\"name\":\"Jarl Storvald\",\"source\":\"SKT\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Gigantic reavers from the freezing lands beyond civilization, frost giants are fierce, hardy warriors that survive on the spoils of their raids and pillaging.They respect only brute strength and skill in battle, demonstrating both with their scars and the grisly trophies they take from their enemies.\",{\"name\":\"Hearts of Ice\",\"type\":\"entries\",\"entries\":[\"Frost giants are creatures of ice and snow. Their hair and beards are pale white or light blue, matted with frost and clattering with icicles. Their flesh is as blue as glacial ice.\",\"Frost giants dwell in high peaks and glacial rifts where the sun hides its golden head by winter. Crops don't grow in their frozen homelands, and they keep little livestock beyond what they capture in their raids against civilized lands. They hunt the wild game of the tundra and mountains but don't cook it, since meat from a fresh kill tastes sufficiently hot to their palate.\"]},{\"name\":\"Reavers of the Storm\",\"type\":\"entries\",\"entries\":[\"The war horns of the frost giants howl as they march from their ice fortresses and glacial rifts amid the howling blizzard. When thatstorm clears, villages and steadings lay in ruins, ravens descending to feed on the corpses of any creatures foolish or unlucky enough to stand in the giants' path.\",\"Inns and taverns suffer the brunt of the damage, their cellars gutted and their casks of ale and mead gone. Smithies are likewise toppled, their iron and steel claimed. Curiously undisturbed are the houses of moneylenders and wealthy citizens, for the reavers have little use for coins or baubles. Frost giants prize gems and jewelry large enough to be worn and noticed. However, even those treasures are most often saved for trading opportunities with other giants more adept at crafting metal weapons and armor.\",{\"name\":\"Rulers by Might\",\"entries\":[\"Frost giants respect brute strength above all else, and a frost giant's place in the ordning depends on evidence of physical might, such as superior musculature, scars from battles of renown, or trophies fashioned from the bodies of slain enemies. Tasks such as hunting, childrearing, and crafting are given to giants based on their physical strength and hardiness.\",\"When frost giants of different clans meet and their status is unclear, they wrestle for dominance. Such meetings might resemble festivals where giants cheer on their champions, making bold boasts and challenges. At other times, the informal ceremony can become a chaotic free-for-all where both clans rush into a melee that fells trees, shatters the ice on frozen lakes, and causes avalanches on the snowy mountainsides.\"],\"type\":\"entries\"},{\"name\":\"Make War, Not Goods\",\"entries\":[\"Though frost giants consider the menial crafting of goods beneath them, carving and leatherwork are valued skills. They make their clothing from the skins and bones of beasts, and carve bone or ivory into jewelry and the handles of weapons and tools. They reuse the weapons and armor of their smaller foes, stringing shields into scale armor and lashing sword blades to wooden hafts to make giant-sized spears. The greatest battle trophies come from conquered dragons, and the greatest frost giant jarls wear armor of dragon scales or wield picks and mauls made of a dragon's teeth or claws.\"],\"type\":\"entries\"}]}]},{\"type\":\"entries\",\"name\":\"Giants\",\"entries\":[\"Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old.\",{\"name\":\"Old as Legend\",\"type\":\"entries\",\"entries\":[\"In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity.Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.\",\"Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms.Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight.\"]}]},{\"type\":\"entries\",\"name\":\"The Ordning\",\"entries\":[\"Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.\",\"Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.\",\"At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.\",\"Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude.\"]},{\"type\":\"entries\",\"name\":\"Giant Gods\",\"entries\":[\"When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.\",\"Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.\",\"Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SKT/Jarl Storvald.webp\"}}]},{\"name\":\"Khaspere Drylund\",\"source\":\"SKT\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SKT/Khaspere Drylund.webp\"}}]},{\"name\":\"King Hekaton\",\"source\":\"SKT\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Storm giants are contemplative seers that live in places far removed from mortal civilization. Most have pale purple-gray skin and hair, and glittering emerald eyes.\",\"Some rare storm giants are violet-skinned, with deep violet or blue-black hair and silvery gray or purple eyes. They are benevolent and wise unless angered, in response to which the fury of a storm giant can affect the fate of thousands.\",{\"name\":\"Distant Prophet-Kings\",\"entries\":[\"Storm giants live in isolated refuges so far above the surface of the world or below the sea that they are beyond the reach of most other creatures. Some make their abodes in cloud-top castles so high that flying dragons appear as specks below. Others live atop mountain peaks that pierce the clouds. Some occupy palaces covered with algae and coral at the bottom of the ocean, or grim fortresses in undersea rifts.\"],\"type\":\"entries\"},{\"name\":\"Detached Oracles\",\"type\":\"entries\",\"entries\":[\"Storm giants recall the glory of ancient giant empires forged by the god Annam. They seek to restore what was lost when those empires fell. They don't compete for status in the ordning but live out the centuries of their existence in contemplative seclusion, watching the starry heavens and the ocean's depths for signs, symbols, and omens of Annam's favor.\",\"Storm giants see the events of the world in a wide perspective. They can foretell the rise and fall of kings and empires, see the beginnings and ends of fortune and disaster, and find the patterns within seemingly unrelated events. By reading omens and prophesying, storm giants learn of vast secrets previously unknown and troves of lore utterly forgotten.\",\"Kings will rise and fall, wars will be won and lost, and good and evil will wrestle in conflict. Storm giants have watched these events in the manner of mortal gods over many lifetimes, and they know it is pointless to intervene. Even so, a storm giant might willingly disclose certain secrets to benevolent beings that visit its remote domain with specific purpose. Such creatures must speak and act respectfully, however, for a storm giant roused to anger is a force of utter destruction.\"]},{\"name\":\"Solitary Lives\",\"type\":\"entries\",\"entries\":[\"Storm giants communicate infrequently with others of their kind. They do so usually to compare signs and omens or engage in a rare courtship. Storm giant parents stay together to raise a child to maturity, then return to the solitary isolation they cherish.\",\"Some humanoid cultures worship storm giants as they would worship lesser gods, creating myths and stories around the giants' exploits and vast knowledge. A storm giant is governed by the dictates of its conscience, however, and not by any culture's laws or codes of honor. As such, a storm giant that bends its mind toward greed or gains a taste for petty power can easily become a terrible threat.\"]}]},{\"type\":\"entries\",\"name\":\"Giants\",\"entries\":[\"Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old.\",{\"name\":\"Old as Legend\",\"type\":\"entries\",\"entries\":[\"In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity.Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.\",\"Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms.Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight.\"]}]},{\"type\":\"entries\",\"name\":\"The Ordning\",\"entries\":[\"Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.\",\"Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.\",\"At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.\",\"Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude.\"]},{\"type\":\"entries\",\"name\":\"Giant Gods\",\"entries\":[\"When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.\",\"Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.\",\"Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SKT/King Hekaton.webp\"}}]},{\"name\":\"Klauth\",\"source\":\"SKT\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The most covetous of the true dragons, red dragons tirelessly seek to increase their treasure hoards. They are exceptionally vain, even for dragons, and their conceit is reflected in their proud bearing and their disdain for other creatures. The odor of sulfur and pumice surrounds a red dragon, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry. Its wings are the longest of any chromatic dragon, and have a blue-black tint along the trailing edge that resembles metal burned blue by fire.\",\"The scales of a red dragon wyrmling are a bright glossy scarlet, turning a dull, deeper red and becoming as thick and strong as metal as the dragon ages. Its pupils also fade as it ages, and the oldest red dragons have eyes that resemble molten lava orbs.\",{\"name\":\"Mountain Masters\",\"type\":\"entries\",\"entries\":[\"Red dragons prefer mountainous terrain, badlands, and any other locale where they can perch high and survey their domain. Their preference for mountains brings them into conflict with the hill-dwelling copper dragons from time to time.\"]},{\"name\":\"Arrogant Tyrants\",\"type\":\"entries\",\"entries\":[\"Red dragons fly into destructive rages and act on impulse when angered. They are so ferocious and vengeful that they are regarded as the archetypical evil dragon by many cultures.\",\"No other dragon comes close to the arrogance of the red dragon. These creatures see themselves as kings and emperors, and view the rest of dragonkind as inferior. Believing that they are chosen by Tiamat to rule in her name, red dragons consider the world and every creature in it as theirs to command.\"]},{\"name\":\"Status and Slaves\",\"type\":\"entries\",\"entries\":[\"Red dragons are fiercely territorial and isolationist. However, they yearn to know about events in the wider world, and they make use of lesser creatures as informants, messengers, and spies. They are most interested in news about other red dragons, with which they compete constantly for status.\",\"When it requires servants, a red dragon demands fealty from chaotic evil humanoids. If allegiance isn't forthcoming, it slaughters a tribe's leaders and claims lordship over the survivors. Creatures serving a red dragon live in constant terror of being roasted and eaten for displeasing it. They spend most of their time fawning over the creature in an attempt to stay alive.\"]},{\"name\":\"Obsessive Collectors\",\"type\":\"entries\",\"entries\":[\"Red dragons value wealth above all else, and their treasure hoards are legendary.They covet anything of monetary value, and can often judge the worth of a bauble to within a copper piece at a glance. A red dragon has a special affection for treasure claimed from powerful enemies it has slain, exhibiting that treasure to prove its superiority.\",\"A red dragon knows the value and provenance of every item in its hoard, along with each item's exact location. It might notice the absence of a single coin, igniting its rage as it tracks down and slays the thief without mercy. If the thief can't be found, the dragon goes on a rampage, laying waste to towns and villages in an attempt to sate its wrath.\"]}]},{\"type\":\"entries\",\"name\":\"A Red Dragon's Lair\",\"entries\":[\"Red dragons lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with volcanic or geothermal activity are the most highly prized red dragon lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a dragon as it sleeps. With its hoard well protected deep within the lair, a red dragon spends as much of its time outside the mountain as in it. For a red dragon, the great heights of the world are the throne from which it can look out to survey all it controls-and the wider world it seeks to control.\",\"Throughout the lair complex, servants erect monuments to the dragon's power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered.\"]},{\"type\":\"entries\",\"name\":\"Dragons\",\"entries\":[\"True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.\",\"Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.\",\"Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.\",\"True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.\",\"Dragon Age Categories\",{\"type\":\"table\",\"colLabels\":[\"Category\",\"Size\",\"Age Range\"],\"colStyles\":[\"col-4\",\"col-4\",\"col-4\"],\"rows\":[[\"Wyrmling\",\"Medium\",\"5 years or less\"],[\"Young\",\"Large\",\"6–100 years\"],[\"Adult\",\"Huge\",\"101–800 years\"],[\"Ancient\",\"Gargantuan\",\"801 years or more\"]]}]},{\"type\":\"entries\",\"name\":\"Chromatic Dragons\",\"entries\":[\"The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures-including each other.\",{\"name\":\"Driven by Greed\",\"entries\":[\"Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world's wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have \\\"stolen\\\" it. With its piles of coins, gleaming gems, and magic items, a dragon's hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it.\"],\"type\":\"entries\"},{\"name\":\"Creatures of Ego\",\"type\":\"entries\",\"entries\":[\"Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon's personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect.\"]},{\"name\":\"Dangerous Lairs\",\"type\":\"entries\",\"entries\":[\"A dragon's lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard.\",\"Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures.\"]},{\"name\":\"Queen of Evil Dragons\",\"type\":\"entries\",\"entries\":[\"Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone.\",\"Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her-black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws.\",\"Tiamat's most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen's power.\"]}]}]}]}]},{\"name\":\"Lifferlas\",\"source\":\"SKT\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A druid of the Emerald Enclave awakened the tree Lifferlas with a spell. Goldenfields is his home, its people his friends. Children like to carve their names and initials into his body and hang from his boughs, and he's happy with that.\",\"Ideal:\\\"I exist to protect the people and plants of Goldenfields.\\\"\",\"Bond:\\\"Children are wonderful. I would do anything to make them feel happy and safe.\\\"\",\"Flaw:\\\"I can't remember people's names and often get them mixed up.\\\"\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SKT/Lifferlas.webp\"}}]},{\"name\":\"Maegera the Dawn Titan\",\"source\":\"SKT\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Maegera is powerful elemental that has been trapped in the forges of Gauntlgrym for millennia. About fifty years ago, Maegera briefly escaped and triggered the eruption of Mount Hotenow. Lava from the volcano flowed toward the coast, laying waste to Neverwinter. The city is still rebuilding in the wake of that catastrophe.\",\"The fire giant duke Zalto recently sent a team of drow to infiltrate Gauntlgrym and trap Maegera in an iron flask . Zalto needs the primordial to ignite an adamantine forge beneath the Ice Spires. Returning Maegera to Gauntlgrym is one way to thwart the fire giant's plans.\",\"Maegera looks like a 50-foot-tall, multi-limbed beast made of flame, with smoldering black pits for eyes.\"]}]}]},{\"name\":\"Markham Southwell\",\"source\":\"SKT\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Sheriff Markham of Bryn Shander is a brawny, likable man of few words. Nothing is more important to him than protecting Icewind Dale. He judges others by their actions, not their words.\",\"Ideal:\\\"All people deserve to be treated with dignity.\\\"\",\"Bond:\\\"Duvessa is a natural leader, but she needs help. That's my job.\\\"\",\"Flaw:\\\"I bury my emotions and have no interest in small talk.\\\"\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SKT/Markham Southwell.webp\"}}]},{\"name\":\"Miros Xelbrin\",\"source\":\"SKT\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Innkeeper Miros is a retired carnival attraction, dubbed \\\"the Yeti\\\" because of his barrel-shaped body and the thick, white hair covering his arms, chest, back, and head. When Goldenfields suffers, so does his business, so he takes strides to protect the compound.\",\"Ideal:\\\"As does the Emerald Enclave, I believe that civilization and the wilderness need to learn to coexist.\\\"\",\"Bond:\\\"Make fun of me all you like, but don't speak ill of my inn or my employees!\\\"\",\"Flaw:\\\"When something upsets me, I have a tendency to fly into a rage.\\\"\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SKT/Miros Xelbrin.webp\"}}]},{\"name\":\"Narth Tezrin\",\"source\":\"SKT\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Narth sells gear to adventurers, and he also has an adventurous spirit. The Lionshield Coster pays him well, but he longs to make a name for himself. At the same time, he runs a business with his partner Alaestra and knows she wouldn't forgive him if he ran off and never returned.\",\"Ideal:\\\"The bigger the risk, the greater the reward.\\\"\",\"Bond:\\\"I adore my colleague Alaestra, and I'd like to do something to impress her.\\\"\",\"Flaw:\\\"I'll risk life and limb to become a legend.\\\"\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SKT/Narth Tezrin.webp\"}}]},{\"name\":\"Naxene Drathkala\",\"source\":\"SKT\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Goldenfields' crops are vital to Waterdeep's survival, which is why the Watchful Order of Magists and Protectors sent Naxene to make sure the temple-farm is adequately defended. At first she regarded the task as a punishment, but now she appreciates the peace and quiet.\",\"Ideal:\\\"There's no problem that can't be solved with magic.\\\"\",\"Bond:\\\"I have great respect for Lady Laeral Silverhand of Waterdeep. She and the Lords' Alliance are going to bring some much-needed order to this lawless land.\\\"\",\"Flaw:\\\"I'm too smart to be wrong about anything.\\\"\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SKT/Naxene Drathkala.webp\"}}]},{\"name\":\"Oren Yogilvy\",\"source\":\"SKT\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Oren came to Northfurrow's End looking for easy work and found it. He sings for his supper, drinks like a fish, and wan ders the fields at night dreaming up new lyrics to entertain the inn's other guests. Oren likes to stir up trouble from time to time, but he doesn't have a mean bone in his body.\",\"Ideal:\\\"Music is food for the soul.\\\"\",\"Bond:\\\"You had me at ?Can I buy you a drink?'\\\"\",\"Flaw:\\\"I have a knack for putting myself in harm's way. Good thing I'm lucky!\\\"\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SKT/Oren Yogilvy.webp\"}}]},{\"name\":\"Othovir\",\"source\":\"SKT\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Othovir is a gifted harness-maker who doesn't talk about his family or where he came from. He cares about his business, his clients, and his good name.\",\"Ideal:\\\"Find what you do well, and do it to the best of your ability.\\\"\",\"Bond:\\\"I won't allow my name to be tarnished.\\\"\",\"Flaw:\\\"I get angry when others pry into my private life.\\\"\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SKT/Othovir.webp\"}}]},{\"name\":\"Pow Ming\",\"source\":\"SKT\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SKT/Pow Ming.webp\"}}]},{\"name\":\"Princess Serissa\",\"source\":\"SKT\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SKT/Princess Serissa.webp\"}}]},{\"name\":\"Purple Wormling\",\"source\":\"SKT\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A purple wormling is a baby purple worm no more than six weeks old. Its rubbery body is 9 feet long and weighs 1,500 pounds. Its mouth and musculature aren't yet strong enough to allow the wormling to burrow through rock. The poison in its tail stinger and the acid in its gullet are still relatively weak as well. Nevertheless, the wormling is a voracious feeder and attacks just about anything it can wrap its mouth around. A wormling's gullet can hold up to four Small creatures.\"]}]}]},{\"name\":\"Shalvus Martholio\",\"source\":\"SKT\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Nalaskur Thaelond of Bargewright Inn has entrusted the shepherd Shalvus with an important assignment: to figure out the best way by which Goldenfields can be brought under the Black Network's control. Shalvus believes that success will ensure his swift rise through the Zhentarim ranks.\",\"Ideal:\\\"I'll do what it takes to prove myself to the Zhentarim.\\\"\",\"Bond:\\\"I love animals, and I'm very protective of them.\\\"\",\"Flaw:\\\"I can't resist taking risks to feed my ambitions.\\\"\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SKT/Shalvus Martholio.webp\"}}]},{\"name\":\"Sir Baric Nylef\",\"source\":\"SKT\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"As a knight of the Order of the Gauntlet, Sir Baric has sworn oaths to catch evildoers and bring them to justice. His current quarry is a dwarf brigand, Worvil \\\"the Weevil\\\" Forkbeard, who is rumored to be hiding in Icewind Dale. In addition to his gear, Sir Baric has an unarmored warhorse, Henry.\",\"Ideal:\\\"Evil must not be allowed to thrive in this world.\\\"\",\"Bond:\\\"Tyr is my lord; the order, my family. Through my actions, I shall honor both.\\\"\",\"Flaw:\\\"I'm not afraid to die. When Tyr finally calls me, I'll go to him happily.\\\"\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SKT/Sir Baric Nylef.webp\"}}]},{\"name\":\"Sirac of Suzail\",\"source\":\"SKT\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"An acolyte of Torm, Sirac grew up on the streets of Suzail, the capital of Cormyr. He came to Icewind Dale to become a knucklehead trout fisher but instead found religion. The misbegotten son of Artus Cimber, a renowned human adventurer, Sirac hasn't seen his father since he was a baby.\",\"Ideal:\\\"Without duty or loyalty, a man is nothing.\\\"\",\"Bond:\\\"Icewind Dale is where I belong for the rest of my life.\\\"\",\"Flaw:\\\"I am honest to a fault.\\\"\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SKT/Sirac of Suzail.webp\"}}]},{\"name\":\"Slarkrethel\",\"source\":\"SKT\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Beneath the waves, the kraken sleeps for untold ages, awaiting some fell sign or calling. Land-born mortals who sail the open sea forget the reasons their ancestors dreaded the ocean, even as the races of the deep ignore strange gaps in their histories when their civilizations nearly vanished after the appearance of the tentacled horror.\",{\"name\":\"Leviathans of Legend\",\"type\":\"entries\",\"entries\":[\"At the beginning of time, krakens served as fierce warriors of the gods. When the gods' wars ended, the krakens shrugged free of their servitude, never again to be bound by other beings. Whole nations quake in fear when the kraken emerges from its dark demesne, and even in the middle of the deepest oceans, storms rise or abate according to its will. The kraken is a primeval force that obliterates the greatest achievements of civilization as if they were castles in the sand. Its devastating attacks can destroy ocean trade and halt communication between coastal cities.\",\"An ominous darkness presages a kraken's attack, and a cloud of inky poison colors the water around it. Galleons and warships vanish when its tentacles uncoil from the deep, the kraken breaking their masts like kindling before drawing down ships and crew. Not even landlocked surface dwellers are safe from a kraken's wrath. Krakens can breathe air as easily as water, and some crawl up rivers to nest in freshwater lakes, destroying cities and towns along the way. Adventurers tell of these monsters lairing in the ruins of lakeside citadels, their tentacles twined around leaning towers of disintegrating stone.\"]},{\"name\":\"Mortal Foes\",\"type\":\"entries\",\"entries\":[\"Some krakens are virtual gods, with cults and minions spread across sea and land. Others are allied with Olhydra, the evil Princess of Elemental Water, and use her cultists to enforce their will on land and sea. A kraken pleased with its worshipers can becalm rough seas and bring a bounteous harvest of fish to the faithful. However, the devious mind of a kraken is ancient beyond reckoning, and is ultimately bent to the ruination of all things.\"]}]},{\"type\":\"entries\",\"name\":\"A Kraken's Lair\",\"entries\":[\"A kraken lives in dark depths, usually a sunken rift or a cavern filled with detritus, treasure, and wrecked ships.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SKT/Slarkrethel.webp\"}}]},{\"name\":\"Thane Kayalithica\",\"source\":\"SKT\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Stone giants are reclusive, quiet, and peaceful as long as they are left alone. Their granite-gray skin, gaunt features, and black, sunken eyes endow stone giants with a stern countenance. They are private creatures, hiding their lives and art away from the world.\",{\"name\":\"Inhabitants of a Stone World\",\"type\":\"entries\",\"entries\":[\"Secluded caves are the homes of the stone giants. Cavern networks are their towns, rocky tunnels their roads, and underground streams their waterways. Isolated mountain ranges aretheir continents, with the vast spans of land between seen as oceans that the stone giants only rarely cross.\",\"In their dark, quiet caves, stone giants wordlessly chip away at elaborate carvings, measuring time in the echoing drip of water into cavern pools. In the deepest chambers of a stone giant settlement, far from the chittering of bats or the patrols paced out by the giants' cave bear companions, are holy places where silence and darkness are complete. Stone takes on its most sacred quality in these cavern cathedrals, their buttresses and columns carved with a beauty that shames the legendary stone craft of the dwarves.\"]},{\"name\":\"Carvers and Seers\",\"type\":\"entries\",\"entries\":[\"Among stone giants, artistry ranks as the greatest virtue. They create intricate murals, paint sprawling murals across cavern walls, and indulge in a wide variety of other artistic disciplines.They esteem stone carving as the greatest of skills.\",\"Stone giants strive to draw shapes out of raw stone, which they believe reveal meaning inspired by their god, Skoraeus Stonebones. The giants appoint the tribe's best carvers as their leaders, shamans, and prophets. The holy hands of such giants become the hands of the god as they work.\"]},{\"name\":\"Graceful Athletes\",\"type\":\"entries\",\"entries\":[\"Despite their great size and musculature, stone giants are lithe and graceful. Skilled rock throwers are granted positions of high rank in the giants' ordning, testing and demonstrating their ability to hurl and catch enormous boulders. Such giants take the front ranks when a tribe has cause to defend its home or attack its enemies. However, even in combat, artistry is key. A stone giant hurling a rock performs not just a feat of brute strength but also one of stunning athleticism and poise.\",{\"type\":\"entries\",\"name\":\"Dreamers under Sky\",\"entries\":[\"Stone giants view the world outside their underground homes as a realm of dreams where nothing is entirely true or real. They behave in the surface world the way humanoids might behave in their own dreams, making little account for their actions and never fully trusting what they see or hear. A promise made above ground need not be kept. Insults can be made without apology. Killing prey or sentient beings is no cause for guilt in the dreaming world beneath the sky.\",\"Stone giants lacking in athletic grace or artistic skill dwell at the fringes of their society, serving as the tribe's outlying guardians and far-wandering hunters. When trespassers stray too far into the mountain territory of a stone giant clan, those guardians greet them with hurled rocks and showers of splintered stone. Survivors of such encounters spread tales of stone giant violence, never realizing how little those brutes dwelling in the unreal dreaming world resemble their quiet and artistic kin.\"]}]}]},{\"type\":\"entries\",\"name\":\"Giants\",\"entries\":[\"Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old.\",{\"name\":\"Old as Legend\",\"type\":\"entries\",\"entries\":[\"In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity.Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.\",\"Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms.Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight.\"]}]},{\"type\":\"entries\",\"name\":\"The Ordning\",\"entries\":[\"Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.\",\"Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.\",\"At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.\",\"Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude.\"]},{\"type\":\"entries\",\"name\":\"Giant Gods\",\"entries\":[\"When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.\",\"Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.\",\"Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SKT/Thane Kayalithica.webp\"}}]},{\"name\":\"Tressym\",\"source\":\"SKT\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A tressym is a mischievous winged cat as big as a house cat, with a wingspan of 3 feet.\",\"Thought to be the results of wizardly experimentation on house cats, tressym are intelligent and have been known to form strong friendships with humanoids, particularly rangers and wizards. Tressym get along well with others of their kind, but they rarely lair or hunt together. They peacefully ignore bats, faerie dragons, and the like, but they hate stirges and evil flying monsters such as manticores. They also enjoy teasing dogs.\",\"Tressym feed on small rodents, birds, and insects, stalking and pouncing on prey much as normal cats do, but with the added advantage of flight. Tressym don't, however, attack nestlings or despoil eggs.\",\"Tressym mate with others of their kind, but they don't mate for life. A tressym can also mate with a normal cat, though only one out of every ten of their offspring will be a tressym; the others will be normal cats.\",\"Tressym have good memories, particularly when it comes to danger. For example, a tressym that sees a human use a {@item wand of lightning bolts} remembers the danger of \\\"sticks of wood held by humans\\\" for the rest of its life. A lucky, healthy tressym can live to be 20 years old.\",\"With the DM's permission, a person who casts the {@spell find familiar} spell can choose to conjure a tressym instead of a normal cat.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SKT/Tressym.webp\"}}]},{\"name\":\"Urgala Meltimer\",\"source\":\"SKT\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A retired adventurer, Urgala owns a respectable inn, the Northshield House, and she doesn't want to see it or her neighbors' homes destroyed. She has no tolerance for monsters or bullies.\",\"Ideal:\\\"We live in a violent world, and sometimes violence is necessary for survival.\\\"\",\"Bond:\\\"My home is my life. Threaten it, and I'll hurt you.\\\"\",\"Flaw:\\\"I know how treacherous and greedy adventurers can be. I don't trust them-any of them.\\\"\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SKT/Urgala Meltimer.webp\"}}]},{\"name\":\"Uthgardt Shaman\",\"source\":\"SKT\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The Uthgardt are suspicious and resentful of most kinds of magic. Seldom do they choose to become shamans. Instead, the role is thrust upon those who are born with a strong connection to the spirit world. To be a shaman is to stand with one foot in the land of the living and the other in the land of the dead. Those who walk the shadowed path between two lands do so because the spirits of the dead compel them. Other Uthgardt fear and respect a shaman's power.\",\"An Uthgardt shaman must possess a sacred bundle to cast spells. A sacred bundle is made up of sticks, bones, feathers, tufts of fur, and stones that have been \\\"touched\\\" by spirits. It takes a month for a shaman to assemble a sacred bundle, and a shaman can use only one such bundle at a time. A sacred bundle benefits only the shaman who created it, and it doesn't replace the normal components of a spell.\",\"In addition to the spells that all Uthgardt shamans can cast, a shaman of a particular tribe gains additional spells based on tribal affiliation (see the \\\"Uthgardt Sha man Tribal Spells\\\" sidebar).\",\"By communing with their ancestors' spirits, Uthgardt shamans can also learn secret rituals. These rituals almost always require some sort of blood sacrifice, and their effects are usually transformative. For example, some Black Raven shamans know a ritual that allows them to hatch giant ravens from normal raven eggs, and some shamans of the Griffon tribe can transform them selves into griffons by performing a ritual that requires them to drink copious amounts of horse blood.\",{\"type\":\"entries\",\"name\":\"Uthgardt Shaman Tribal Spells\",\"entries\":[\"Depending on an Uthgardt shaman's tribe, the shaman's Innate Spellcasting feature gains additional spells the shaman can cast once per day.\",\"Black Lion: {@spell chill touch}, {@spell feign death}, {@spell revivify}\",\"Black Raven: {@spell animal messenger} (raven only), {@spell polymorph} (self only; into a raven only)\",\"Blue Bear: {@spell enhance ability} (bear's endurance only), {@spell heroism}\",\"Elk: {@spell find steed} (cast as 1 action; elk only), {@spell haste}\",\"Gray Wolf: {@spell beast sense} (wolf or dire wolf only), {@spell moonbeam}, {@spell speak with animals} (wolf or dire wolf only)\",\"Great Worm: {@spell crusader's mantle}, {@spell hypnotic pattern}\",\"Griffon: {@spell beast sense} (birds only), {@spell fly}\",\"Sky Pony: {@spell gust of wind}, {@spell witch bolt}\",\"Red Tiger: {@spell enhance ability} (cat's grace only), {@spell jump}\",\"Thunderbeast: {@spell enhance ability} (bull's strength only), {@spell pass without trace}\",\"Tree Ghost: {@spell barkskin}, {@spell speak with plants}\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SKT/Uthgardt Shaman.webp\"}}]},{\"name\":\"Yakfolk Priest\",\"source\":\"SKT\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Yakfolk, known among themselves as Yikaria (\\\"the Lucky Chosen\\\" in their language), are ogre-sized bipeds with curved horns and dour expressions. Their hulking bodies are coated with thick fur and hair, and many outsiders can't tell the males and females apart.\",{\"type\":\"entries\",\"name\":\"Servants of the Forgotten God\",\"entries\":[\"Yakfolk are the creations of a malevolent deity they call the Forgotten God. The worship of this nameless deity directs their lives. The deity takes the form of a male Yikaria, but its face is worn smooth into a featureless mask. The deity is appeased by sacrifice, which its followers carry out by capturing Humanoids and putting them to death by fire (immolation), earth (live burial), water (drowning), or air (throwing the victims off a great height). Sacrifices ensure the Forgotten God's benevolence.\",\"The Forgotten God enabled the yakfolk to enslave dao for a time. It is said that the Forgotten God journeyed to the Elemental Plane of Earth and, through guile and deception, defeated the Grand Khan of the dao. The price of that defeat was harsh: the dao were forced to serve the Forgotten God and its minions—and forbidden to attack them—\\\"for a thousand years and a year.\\\" The sentence has since expired, and yakfolk can no longer summon dao as they once did, but fear of the Forgotten God has kept the dao from seeking vengeance.\"]},{\"type\":\"entries\",\"name\":\"Yakfolk Society\",\"entries\":[\"Yakfolk dwell in secluded settlements sheltered from the worst of nature's abuse, including mountain valleys, soaring plateaus, and desert oases. Outsiders that stumble into an enclave of yakfolk are usually surprised and pleased to find what appears to be a utopia, and the yakfolk foster that image until the strangers can be disarmed and taken prisoner.\",\"In their seemingly idyllic hideaways, the yakfolk rule with iron fists, and for all their learning and culture, they are enormously evil overlords. Yakfolk care for their hapless prisoners only to the extent that a live one is more useful than a dead one, and putting a prisoner to work is easier than laboring oneself. It's not that yakfolk are lazy—quite the contrary. They simply consider most menial tasks beneath them.\",\"Yakfolk have a drive for learning, particularly when it comes to the secrets of elemental magic and dark knowledge that might serve to corrupt or dominate others. Knowledge that the yakfolk can't gain or use is to be destroyed. Unsentimental by nature, yakfolk parents pack children off to communal creches once they are weaned, never to recognize them again. Yakfolk feel no loyalty to their families—only to their god and race.\"]},{\"name\":\"Skin Crawlers\",\"type\":\"entries\",\"entries\":[\"A yakfolk's most frightening weapon is its ability to magically crawl under another creature's skin, control its body, and suppress its mind. The yakfolk use this ability to spy on enemies, rob them, murder their leaders, and kidnap their young.\"]}]}]}]}]},{\"name\":\"Yakfolk Warrior\",\"source\":\"SKT\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Yakfolk, known among themselves as Yikaria (\\\"the Lucky Chosen\\\" in their language), are ogre-sized humanoids. Their heads resemble disgruntled yaks, complete with curved horns and dour expressions. Their hulking bodies are coated with thick fur and hair, and many outsiders can't tell the males and females apart.\",{\"name\":\"Yakfolk Society\",\"type\":\"entries\",\"entries\":[\"Other civilized races treat yakfolk as \\\"bogeymen\\\"-a scary race of evil, ruthless, and powerful savages. They dwell in secluded settlements sheltered from the worst of nature's abuse, including mountain valleys, soaring plateaus, and desert oases. In these seemingly idyllic hideaways, the yakfolk rule over humanoid slaves with iron fists. For all their learning and culture, yakfolk are enormously evil overlords. They care for their hapless subjects only to the extent that a live slave is more useful than a dead one, and keeping one alive is easier than laboring oneself. It's not that yakfolk are lazy-quite the contrary. They simply consider most menial tasks beneath them.\",\"Outsiders that stumble into an enclave of yakfolk are usually surprised and pleased to find what appears to be a utopia, and the yakfolk foster that image until the strangers can be disarmed and enslaved.\",\"Yakfolk have a drive for learning, particularly when it comes to the secrets of elemental magic and dark knowledge that might serve to corrupt or dominate others. Knowledge that the yakfolk can't gain or use is to be destroyed. Unsentimental by nature, yakfolk parents pack children off to communal creches once they are weaned, never to recognize them again. Yakfolk feel no loyalty to their families-only to their god and race.\"]},{\"name\":\"Servants of the Forgotten God\",\"type\":\"entries\",\"entries\":[\"Yakfolk function as a malignant theocracy in service to the Forgotten God. The worship of this savage, nameless deity directs their lives. The god takes the form of a male Yikaria, but the deity's face is worn smooth into a featureless mask. The deity is appeased by sacrifice, which the followers carry out by offering slaves in the Manner Elemental-that is, by fire (immolation), earth (live burial), water (drown ing), or air (throwing the victim off a great height). Sac rifices are meant to ensure the benevolence of the deity and to punish disobedient slaves.\",\"The Forgotten God enabled the yakfolk to enslave dao for a time. It is said that the Forgotten God journeyed to the Elemental Plane of Earth and, through guile and deception, defeated the Grand Khan of the dao. The price of that defeat was harsh: the dao were forced to serve the Forgotten God and its minions-and forbidden to attack them-\\\"for a thousand years and a year.\\\" The sentence has since expired, and yakfolk can no longer summon dao as they once did, but fear of the Forgotten God has kept the dao from seeking vengeance.\"]},{\"name\":\"Skin Crawlers\",\"type\":\"entries\",\"entries\":[\"A yakfolk's most frightening weapon is its ability to magically crawl under another creature's skin, control its body, and suppress its mind. The yak-folk use this ability to spy on enemies, rob them, murder their leaders, and kidnap their young.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SKT/Yakfolk Warrior.webp\"}}]},{\"name\":\"Zephyros\",\"source\":\"SKT\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Cloud giants live extravagant lives high above the world, showing little concern for the plights of other races except as amusement. They are muscular with light skin and have hair of silver or blue.\",{\"name\":\"High and Mighty\",\"type\":\"entries\",\"entries\":[\"Cloud giants are spread to the winds, encompassing vast areas of the world. In times of need, scattered cloud giant families band together as a unified clan. However, they can seldom do so quickly.\",\"Attuned to the magic of their airy domains, cloud giants are able to turn into mist and create clouds of billowing fog. They dwell in castles on high mountain peaks, or on the solid clouds that once held their fiefs.\",\"Still gracing the skies on occasion, these magic clouds are a lasting remnant of the giants' lost empires. Better spellcasters than most other giants, some cloud giants can control weather, bring storms, and steer the wind almost as well as their cousins, the storm giants.\"]},{\"name\":\"Affluent Princes\",\"type\":\"entries\",\"entries\":[\"Although cloud giants are lower in the ordning than storm giants, the reclusive storm giants rarely engage with the rest of giantkind. As a result, many cloud giants see themselves as having the highest status and power among the giant races.\",\"They order lesser giants to seek out wealth and art on their behalf, employing fire giants as smiths and crafters, and using frost giants as reavers, raiders, and plunderers. Dimwitted hill giants serve them as brutes and combat fodder-sometimes fighting for the cloud giants' amusement. A cloud giant might order hill or frost giants to steal from nearby humanoid lands, which it considers to be a fair tax for its continued beneficence. On their mountain summits and solid clouds, cloud giants keep extraordinary gardens. Grapes as big as apples grow there, along with apples the size of pumpkins, and pumpkins the size of wagons. From the errant seeds of these gardens, tales of cottagesized produce and magic beans are spread in the mortal realm.\",\"As humanoid nobles keep an aerie for hunting hawks, so do cloud giants keep griffons, perytons, and wyverns as their own flying beasts of prey. Such creatures also patrol the cloud giants' gardens by night, along with trained predators such as owlbears and lions.\"]},{\"name\":\"Children of the Trickster\",\"type\":\"entries\",\"entries\":[\"The patron god and father of the cloud giants is Memnor the Trickster, the cleverest and slyest of the giant deities. Cloud giants align themselves according to the aspects and exploits of Memnor that they most admire, with evil cloud giants emulating his deceitfulness and self-interest and good cloud giants emulating his intellect and silvertongued speech. Family members usually align in the same direction.\"]},{\"name\":\"Wealth and Power\",\"type\":\"entries\",\"entries\":[\"A cloud giant earns its place in the ordning by the treasure it accumulates, the wealth it wears, and the gifts it bestows on other cloud giants.\",\"However, value is only one part of the assessment. The extravagances a cloud giant wears or places about its home must also be beautiful or wondrous. Sacks of gold or gems are worth less to a cloud giant than the jewelry that might be crafted from those materials, creating treasures that bring esteem to a cloud giant's household.\",\"Rather than steal from one another or fight over treasures, cloud giants are inveterate gamblers with a hunger for high risks and high rewards. They frequently bet on the outcome of events nominally outside their control, such as the lives of lesser creatures. Ordning ranks and kings' ransoms can be won and lost in bets over the military triumphs of humanoid nations. Fixing wagers by interfering in the conflict causes the loss of the bet, but such deceit is considered to be cheating only if it is discovered. Otherwise, it is cleverness honoring Memnor.\"]}]},{\"type\":\"entries\",\"name\":\"Giants\",\"entries\":[\"Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain thecustoms and traditions of old.\",{\"name\":\"Old as Legend\",\"type\":\"entries\",\"entries\":[\"In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity.Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.\",\"Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms.Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight.\"]}]},{\"type\":\"entries\",\"name\":\"The Ordning\",\"entries\":[\"Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.\",\"Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.\",\"At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.\",\"Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude.\"]},{\"type\":\"entries\",\"name\":\"Giant Gods\",\"entries\":[\"When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.\",\"Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.\",\"Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SKT/Zephyros.webp\"}}]},{\"name\":\"Zi Liang\",\"source\":\"SKT\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Zi Liang is a devout worshiper of Chauntea, the Earth Mother. She has considerably less faith in Goldenfields' defenders, so she patrols the temple-farm during her off-duty hours.\",\"Ideal:\\\"If we faithfully tend to our gardens and our fields, Chauntea will smile upon us.\\\"\",\"Bond:\\\"Goldenfields is the breadbasket of the North. People depend on its safety and prosperity, and I'll do what must be done to protect it.\\\"\",\"Flaw:\\\"I don't trust authority. I do what my heart says is right.\\\"\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/SKT/Zi Liang.webp\"}}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-tce.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Homunculus Servant\",\"source\":\"TCE\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TCE/Homunculus Servant.webp\"}}]},{\"name\":\"Mighty Servant of Leuk-o\",\"source\":\"TCE\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TCE/Mighty Servant of Leuk-o.webp\"}}]},{\"name\":\"Reflection\",\"source\":\"TCE\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TCE/Reflection.webp\"}}]},{\"name\":\"Shadow Spirit\",\"source\":\"TCE\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TCE/Summon Shadowspawn.webp\"}}]},{\"name\":\"Steel Defender\",\"source\":\"TCE\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TCE/Steel Defender.webp\"}}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-tdcsr.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monsterFluff\":[\"MM\"]},\"internalCopies\":[\"monsterFluff\"]},\"monsterFluff\":[{\"name\":\"Adranach\",\"source\":\"TDCSR\",\"entries\":[\"An adranach is a winged feline construct made of raw arcane energy, fuchsia in hue and flecked with stars. It is an iconic servitor of the {@book League of Miracles|TDCSR|2|League of Miracles}, and the exact method of their creation is a closely guarded secret known only to the {@book Wonderworker|TDCSR|2|The Wonderworker} who guides that organization and the spellwrights who serve them.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"page\":223,\"name\":\"Perfect Obedience\",\"entries\":[\"As constructs, adranachs are unfailingly loyal servants to the spellwrights who created them. To the people of Tal'Dorei, they are best known as the creatures that allowed cities razed by the {@book Chroma Conclave|TDCSR|1|The Chroma Conclave} to be rebuilt in a matter of weeks, rather than years. But adranachs are also mighty combatants that serve their masters as hunters, bodyguards, and even assassins.\"]},{\"type\":\"entries\",\"page\":223,\"name\":\"Astral Body\",\"entries\":[\"An adranach's body is formed from the energy of the Astral Plane. Their claws and face, as well as a number of rune-inscribed braces on their body, are made of mithral and are necessary to keep their form of pure energy from losing cohesion. The methods for creating these mithral foundations and for binding astral energy to them are known only to the {@book Wonderworker|TDCSR|2|The Wonderworker} (the leader of the {@book League of Miracles|TDCSR|2|League of Miracles}) and the spellwrights who learn from them.\",\"This secret knowledge is granted to worthy spellwrights in the form of an orb of mithral bands, about three feet in diameter, called a dormen. As the bands are removed and forged into the adranach's braces and mask, the dormen speaks aloud the instructions of how to craft an adranach in the magically recorded voice of the {@book Wonderworker|TDCSR|2|The Wonderworker}.\"]},{\"type\":\"entries\",\"page\":223,\"name\":\"Mithral Mask\",\"entries\":[\"Each adranach has a unique mask crafted by its creator as their signature. This mask is crafted from pure mithral, and is the key to summoning and dismissing an adranach to a unique pocket dimension where it can rest and repair itself. When not in use, the mask magically shrinks from its true size to an easily concealable size fit for a humanoid face. Most spellwrights keep this mask in a chest stored on the Ethereal Plane with the {@spell Leomund's Secret Chest|PHB|secret chest} spell, and only produce the mask when it is time to call their adranach forth.\"]},{\"type\":\"entries\",\"page\":223,\"name\":\"Master Adranach\",\"entries\":[\"The secretive master spellwrights of the {@book League of Miracles|TDCSR|2|League of Miracles} are taught how to build adranachs of monumental size, with strength to match. These legendary constructs are also inevitably outfitted with unique enhancements of their creators' own devising, from upgraded espionage tools to the ability to sublimate their starry form and travel through the Astral Plane.\"]},{\"type\":\"entries\",\"page\":223,\"name\":\"Arcane Nature\",\"entries\":[\"An adranach doesn't require air, food, drink, or sleep.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TDCSR/AdranachFluffAttack.webp\"},\"credit\":\"{@link John Anthony di Giovanni|https://artstation.com/jad}\",\"altText\":\"The adranach is a large, purple, luminescent creature with a vaguely feline shape. Its wings are unfurled as it launches four missiles of violet arcane energy.\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TDCSR/AdranachFluffSize.webp\"},\"credit\":\"{@link Genel Jumalon|https://artstation.com/geneljumalon}\",\"altText\":\"Concept art showing a tiny humanoid figure, a large winged purple adranach, and an even larger master adranach.\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TDCSR/AdranachFluffMask.webp\"},\"credit\":\"{@link Genel Jumalon|https://artstation.com/geneljumalon}\",\"altText\":\"Concept art showing five different variations on a purple mask with feline or avian characteristics.\"}]},{\"name\":\"Ashari\",\"source\":\"TDCSR\",\"entries\":[{\"type\":\"entries\",\"name\":\"Ashari\",\"page\":226,\"entries\":[\"A reclusive society of elementalist druidic masters, {@book the Ashari|TDCSR|2|The Ashari} symbolize the connection between civilization and nature in balance as they govern, heal, and tame Exandria's primordial threats.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Mysterious Beginnings\",\"page\":226,\"entries\":[\"No one knows {@book the Ashari's|TDCSR|2|The Ashari} true origins, though one popular legend ties directly to the ancient war between the gods and the primordial titans. As the {@book Prime Deities|TDCSR|2|Prime Deities} scattered the essence of their fallen foes across Exandria, the titans' remains birthed new Elemental Planes. In response, numerous humanoids—who would eventually become part of {@book the Ashari|TDCSR|2|The Ashari}—were gifted with a magical affinity to shape the world and a responsibility to defend against future primordial threats.\"]},{\"type\":\"entries\",\"name\":\"Triumph Divided\",\"page\":226,\"entries\":[\"A multiracial people, {@book the Ashari|TDCSR|2|The Ashari} strategically organize into four distinct communities—the Fire Ashari of Pyrah, the Air Ashari of {@book Zephrah|TDCSR|3|Zephrah}, the Earth Ashari of {@book Terrah|TDCSR|3|Terrah}, and the Water Ashari of Vesrah. Each community builds homes alongside sources of elemental power.\"]},{\"type\":\"entries\",\"name\":\"Primordial Guardians\",\"page\":227,\"entries\":[\"The walls between the Material Plane and the Elemental Planes are thin, and if those boundaries are tested, they tear asunder and form rifts. These planar fractures hemorrhage vast fields of wildfire, avalanches of crushing stone, boundless expanses of screeching hurricanes, and unending oceans of pounding tsunamis, all seemingly yearning for destruction.\",\"When an elemental rift grows volatile, {@book the Ashari|TDCSR|2|The Ashari} become a living dam—subduing, soothing, and sealing its escaping power. Then, once a rift calms, {@book the Ashari's|TDCSR|2|The Ashari} work to heal the surrounding land begins.\"]},{\"type\":\"entries\",\"name\":\"Selfless Respect\",\"page\":227,\"entries\":[\"Ashari is a word found in many languages with a multitude of meanings, including: sunrise, innate will, torchbearer, and gardener. Some Ashari greetings include, \\\"The Wildmother sees you\\\" and \\\"Your actions bring forth light.\\\"\"]}]}]}]},{\"name\":\"Ashari Firetamer\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Ashari\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Ashari Firetamer\",\"page\":228,\"entries\":[\"Of all {@book the Ashari|TDCSR|2|The Ashari} tribes, the Fire Ashari of Pyrah have suffered the greatest. Their people were all but destroyed when {@book Thordak|TDCSR|1|Thordak, the Cinder King} burst through the Rift of Flame in his cataclysmic return to Exandria. Yet despite their immense hardships, the Fire Ashari have given selflessly to the people of Tal'Dorei.\",\"Firetamers are the elite elementalists of the Pyrah, using their attunement to the primordial forces of the world to not just create fire, not just command it, but tame it to their will. A firetamer of Pyrah is nothing like the manic pyromancers of Tal'Dorei. For while the latter recklessly wields fire as a weapon, firetamers use their talent to protect others from fire's destructive power—or wield that same power to destroy those who threaten their people.\",\"Firetamers are almost always accompanied by a {@creature salamander|MM}, a {@creature fire elemental}, or a small herd of {@creature magma mephit|MM|magma} or {@creature smoke mephit|MM|smoke mephits}. While home in Pyrah, Ashari firetamers use their power to control the Rift of Flame or to control the flames of the volcanic forest known as the Cindergrove. And on the outskirts of {@book Emon|TDCSR|3|Emon, the City of Fellowship}, a group of firetamers led by a half-orc Ashari named Lorkathar keeps watch over the volatile {@book Scar of the Cinder King|TDCSR|3|Scar of the Cinder King}.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TDCSR/AshariFiretamerFluff.webp\"},\"credit\":\"{@link Anna Grinenko|https://annagrin.squarespace.com/}\",\"altText\":\"A Black man with short dark red and black hair, wisps of flame surrounding him. His arms have red and yellow glowing runes and he has subtle scars below his pectorals.\"}}}}},{\"name\":\"Ashari Skydancer\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Ashari\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Ashari Skydancer\",\"page\":228,\"entries\":[\"{@book Zephrah's|TDCSR|3|Zephrah} location in the {@book Summit Peaks|TDCSR|3|Summit Peaks} has shielded {@book the Ashari|TDCSR|2|The Ashari} who dwell there from countless hardships. Few infringe upon their isolated home, and this safety has bred a certain recklessness among the Air Ashari. Though they guard their elemental rift as closely as do the rest of their kin, their lack of stoicism and restraint often earns them the scorn of the Earth Ashari of {@book Terrah|TDCSR|3|Terrah}, the only other Ashari tribe in Tal'Dorei.\",\"Air Ashari children learn to fly before they learn to walk, accompanying their parents through snow-fattened clouds on Ashari {@item skysail|TDCSR|skysails}. But while all in {@book Zephrah|TDCSR|3|Zephrah} love the sensation of flight, few hone their skills as rigorously as the skydancers. These graceful masters of the wind are at once artists, performers, and warriors. They are the beloved heroes of their people, both defending them in times of danger and bringing them happiness in times of peace.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TDCSR/AshariSkydancerFluff.webp\"},\"credit\":\"{@link Anna Grinenko|https://annagrin.squarespace.com/}\",\"altText\":\"A pale-skinned half-elven woman hurtles through the sky. She has long, white hair, brown leather armor and a half-cape of black feathers upon her back. More feathers float around her.\"}}}}},{\"name\":\"Ashari Stoneguard\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Ashari\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Ashari Stoneguard\",\"page\":228,\"entries\":[\"The Earth Ashari of {@book Terrah|TDCSR|3|Terrah} are a stoic people, slow to change and more likely to fight defensive battles and outlast enemies than wage offensive wars. The {@book Terrah|TDCSR|3|Terrah} stoneguard are the perfect embodiment of this ideal, with their druidic training augmented by ancient combat techniques that allow them to hold fast against a tide of enemies. The stoneguard craft arms and armor from the granite around them, and their magical stonecraft rivals even that of the {@book dwarves|TDCSR|4|dwarves}. It is said that when elemental armies poured into Exandria in mythic times, two legendary stoneguard protected all of {@book Terrah|TDCSR|3|Terrah} against that onslaught for ten days and ten nights, each standing guard while the other rested.\",\"Today, the stoneguards stand vigilant along key defensive points within the {@book Cliffkeep Mountains|TDCSR|3|Cliffkeep Mountains}, warding the {@book Terrah|TDCSR|3|Terrah} tribe against the {@book dwarves|TDCSR|4|dwarves} of {@book Kraghammer|TDCSR|3|Kraghammer}. If the stoneguard were ever to falter in their vigil, they believe the {@book dwarves|TDCSR|4|dwarves} would doubtlessly enter their ancestral lands and strip its natural beauty in search of wealth and fuel.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TDCSR/AshariStoneguardFluff.webp\"},\"credit\":\"{@link Anna Grinenko|https://annagrin.squarespace.com/}\",\"altText\":\"A muscular, white-furred firbolg wearing stone armor. He is sitting on a rock and leaning on a large warhammer, a green butterfly sits on one of their outstretched fingers.\"}}}}},{\"name\":\"Ashari Waverider\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Ashari\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Ashari Waverider\",\"page\":228,\"entries\":[\"The waveriders of Vesrah know firsthand the dangers of the open ocean and dedicate their lives to protecting seafarers from storms, pirates, and sea monsters. They are not warriors, however, but rather accomplished healers and aquatic empaths, using their powers to seek out and rescue survivors of marine disasters. They sometimes bring critically wounded survivors to Vesrah, a practice that the isolationist Water Ashari condemn for fear that such outsiders threaten their way of life. The waveriders take their peers' scorn in stride, for they would rather be righteous than popular.\",\"A waverider turns to violence only as a last resort, preferring to fight in their shapechanged fishform rather than with harpoon in hand. They use hit-and-run tactics as a {@creature hunter shark} or employ their {@creature giant octopus} form's natural camouflage to harry opponents. When patrolling the open seas, waveriders skim across the water on personal waveboards with folding sails, similar in function to the {@item skysail|TDCSR|skysails} of the {@book Zephrah|TDCSR|3|Zephrah}.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TDCSR/AshariWaveriderFluff.webp\"},\"credit\":\"{@link Anna Grinenko|https://annagrin.squarespace.com/}\",\"altText\":\"A heavier woman with brown skin and long blue and silver hair wearing a purple fish-like body armor. She surfs on a sailboard overtop green water which twists around her free hand. The sail of the sailboard is green with an image of an octopus upon it.\"}}}}},{\"name\":\"Black King\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Stone Golem\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"Palest Westruun was not a king, but his new statue in the Opal Ward is often called the {@creature Black King|TDCSR}, a subtle jab at the city's previous \\\"Black King,\\\" the tyrannical dragon Umbrasyl. The high priest of the First Bastion blessed both the {@creature Black King|TDCSR} and {@book Westruun|TDCSR|3|Westruun} itself when the statue was unveiled on the anniversary of {@book Westruun's|TDCSR|3|Westruun} reclamation, saying, \\\"May the {@deity The Lawbearer|Exandria|TDCSR|Lawbearer} grant us all strength of spirit when chaos next threatens our peaceful civilization. When that time comes, may the {@creature Black King|TDCSR} unsheathe his sword to rally our people and lead {@book Westruun|TDCSR|3|Westruun} to victory.\\\"\",\"When the safety of all of {@book Westruun|TDCSR|3|Westruun} is threatened, the {@creature Black King|TDCSR} will animate and defend its people, becoming a {@creature Black King|TDCSR|stone golem with a speed of 60 feet, Charisma and Intelligence scores of 18 (+4), and the ability to speak Common}. Its personality is dour but determined—regal and single-minded in its desire to protect its city and its people.\",\"{@note See {@book The Black King|TDCSR|3|7. The Black King} for more information on this NPC.}\",{\"type\":\"hr\"}]}}}}},{\"name\":\"Centaur Skeleton\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Skeletons\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Centaur Skeleton\",\"page\":255,\"entries\":[\"The {@book Alabaster Sierras|TDCSR|3|Alabaster Sierras} are bordered by hazardously treacherous shore-side cliffs and bleak mountains swarming with starving monstrosities. But beneath those peaks is a dense, beautiful, and eerie forest called the {@book Parchwood|TDCSR|3|Parchwood Timberlands}. During the six-year nightmare that was the Briarwood's reign, refugees made their home here—but so did Lady Delilah and Lord Sylas's experiments. The centaur skeletons of the {@book Parchwood|TDCSR|3|Parchwood Timberlands} are not {@book centaurs|TDCSR|6|centaurs} at all; rather, they are the remnants of the {@book Briarwoods'|TDCSR|3|Scars of the Briarwoods} fleeting attempts to entertain themselves by refashioning the remains of different species into unique forms.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TDCSR/CentaurSkeletonFluff.webp\"},\"credit\":\"{@link John Anthony di Giovanni|https://artstation.com/jad}\",\"altText\":\"Three skeletal centaurs stand in a forest at nighttime, with a large white full moon behind them. One of the centaurs holds its skull in its head; the skull is burning with flame. They look at the viewer menacingly.\"}}}}},{\"name\":\"Champion of Ravens\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Vox Machina\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Champion of Ravens\",\"page\":274,\"entries\":[\"Death comes for all things in their time. It is the will of the {@deity The Matron of Ravens|Exandria|TDCSR|Matron of Ravens} that no being, no matter how heroic or how powerful, shall escape their rightful place in the hereafter. Yet when his sister {@creature Vex'ahlia|TDCSR} died in a sunken {@book Issylran|TDCSR|3|Issylra} tomb, Vax'ildan demanded that the goddess of death release her claim on {@creature Vex'ahlia|TDCSR|Vex'ahlia's} soul—and claim his instead.\",\"Inscrutably, the {@deity The Matron of Ravens|Exandria|TDCSR|Matron of Ravens} acquiesced to Vax'ildan's demand. He donned the {@item Deathwalker's Ward|TDCSR}, a {@book Vestige of Divergence|TDCSR|5|Vestiges of Divergence} imbued with the {@deity The Matron of Ravens|Exandria|TDCSR|Matron of Ravens'} power, and the legendary armor of her previous mortal champion. In time, Vax'ildan too came to be called her champion, and returned to life from death more than once—even enduring utter annihilation by {@deity The Whispered One|Exandria|TDCSR} and strangulation by an Archfey. All these deaths were permissible for the {@deity The Matron of Ravens|Exandria|TDCSR|Matron of Ravens'} champion, since the threads of fate that bound Vax'ildan to her service had not yet run their full course. But they inevitably did.\",\"Vax'ildan bade farewell to all the people he held most dear in the wake of {@deity The Whispered One|Exandria|TDCSR|The Whispered One's} defeat, and vanished into the eternal embrace of his god. In the years since, his returns to the world he once knew have been rare and fleeting. The Champion of Ravens is not Vax'ildan, though Vax resides within him. He is a loyal arbiter of the ineffable providence of death itself. He appears at times as a wrathful angel, masked and surrounded by a storm of raven feathers, bringing an end to those who would pervert the sanctity of oblivion out of greed or fear of the unknown.\",\"All fear the end, in their own way. Some fight it, delving into magic that delays the inevitable by making a mockery of both life and death. Others lash out, hurting people around them in smaller ways. But those whose fears are greatest are met by the Champion of Ravens, whose kind soul soothes and shepherds the fearful beyond the veil of the mortal world.\"]}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TDCSR/VaxFluff.webp\"},\"credit\":\"{@link Elliott Berggren|https://twitter.com/planarbindings}\",\"altText\":\"A portrait of the Champion of Ravens: a pale, half-elven man standing in front of an eclipsed moon. Black raven wings extend behind him, his long, dark hair draped over them. He has small, twisted white antlers on his right shoulder and is holds a porcelain eye mask in his right hand.\"}]},{\"name\":\"Cinderslag Elemental\",\"source\":\"TDCSR\",\"entries\":[\"Cinderslag elementals are pure manifestations of the hatred and furore of the deceased {@book Cinder King, Thordak|TDCSR|1|Thordak, the Cinder King}. Even after his death, the fires of that great red dragon continue to ravage {@book Emon|TDCSR|3|Emon, the City of Fellowship}, as places scorched by his corrupting flames are transformed into vitriolic pits of slag and ash that spawn mindless creatures of elemental destruction. Though {@book Thordak's Crater|TDCSR|3|7. Thordak's Crater} in {@book Emon|TDCSR|3|Emon, the City of Fellowship} has mostly been healed by the Fire Ashari of Pyrah, the terrible fires still churning beneath the city give rise to {@creature cinderslag elemental|TDCSR|cinderslag elementals}, as do other areas where the {@book Cinder King's|TDCSR|1|Thordak, the Cinder King} elemental devastation has left an indelible mark, including the ruins of {@book Serpent's Head|TDCSR|3|Serpent's Head} in the {@book Cliffkeep Mountains|TDCSR|3|Cliffkeep Mountains} and the {@book Ashen Gorge|TDCSR|3|Ashen Gorge} in the {@book Stormcrest Mountains|TDCSR|3|Stormcrest Mountains}.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Gaze of Annihilation\",\"page\":231,\"entries\":[\"A cinderslag elemental's Molten Gaze unleashes incredible power that can melt steel and stone with a glance. If one of these creatures is allowed to focus its gaze for long periods, or if several elementals work in unison, entire cities can easily be leveled in a tide of molten stone. Fortunately for the people of {@book Emon|TDCSR|3|Emon, the City of Fellowship}, {@book Thordak's|TDCSR|1|Thordak, the Cinder King} elemental spawn are mindless and incapable of unified action—as long as no one is able to bend these creatures to their will.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TDCSR/CinderslagElementalFluff.webp\"},\"credit\":\"{@link Svetoslav Petrov|https://artstation.com/svetoslavpetrov}\",\"altText\":\"A hulking beast with red eyes made of dark rock with cindering lava glowing through its body.\"}]},{\"name\":\"Clasp Cutthroat\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Clasp Operatives\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Clasp Cutthroat\",\"page\":232,\"entries\":[\"When the thieves and assassins of the {@book Clasp|TDCSR|2|The Clasp} need to acquire additional funds or relieve certain people of their possessions, the organization's cutthroats are the first to be called. However, the {@book Clasp|TDCSR|2|The Clasp} didn't earn an extraordinary customer satisfaction rating by letting just any scoundrel claim the rank of cutthroat. An effective cutthroat is patient and precise. Sneak in, take cover, wait, strike only with advantage, and fight without honor. If spotted, misdirect by fleeing—then regain a strategic position, and attack when they least expect it.\",{\"type\":\"quote\",\"entries\":[\"Just because we of the Clasp are heroes these days doesn't mean we won't slit your throat in a heartbeat if you cross us. Heroism is good up on the streets of Emon, but it don't mean much when you're down here in the Grotto.\"],\"by\":\"Gethrude Lael\",\"from\":\"Clasp cutthroat\"}]}]}}}}},{\"name\":\"Clasp Enforcer\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Clasp Operatives\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Clasp Enforcer\",\"page\":232,\"entries\":[\"The {@book Clasp|TDCSR|2|The Clasp} prefers to operate in the shadows, but sometimes blackmail targets need convincing. Whenever a scare or a show of force is needed, the Clasp's enforcers make quite an impression. An enforcer values promises and debt repayment nearly as much as profit, so any who break agreements with the {@book Clasp|TDCSR|2|The Clasp} are sure to earn a visit from one. \\\"Want to know exactly what enforcers enforce?\\\" is a popular {@book Clasp|TDCSR|2|The Clasp} one-liner—before the operative delivering the joke switches from telling to showing.\",\"Hard to hit and harder to kill, enforcers enjoy running up to targets with hammers swinging, inspiring a healthy dose of intimidation in anyone lacking the wisdom to pay up or run.\"]}]}}}}},{\"name\":\"Clasp Operatives\",\"source\":\"TDCSR\",\"entries\":[{\"type\":\"entries\",\"name\":\"Clasp Operatives\",\"page\":232,\"entries\":[{\"type\":\"quote\",\"entries\":[\"When night is come and darkness falls,\",\"Locks help not, nor do stone walls.\",\"Slinking and hiding, like poison asp;\",\"Close tight thy eyes, see not the Clasp.\"],\"from\":\"Children's rhyme\"},\"Members of the {@book Clasp|TDCSR|2|The Clasp}—a stealthy organization of spies, thieves, assassins, and smugglers—are at once beloved folk heroes worthy of bardsong and bedtime stories, and sinister scoundrels whose deeds are the stuff of infamous legend. While definitely in the business of discreetly performing illegal deeds for the wealthy, {@book Clasp|TDCSR|2|The Clasp} operatives are also known as the roguish heroes who saved countless common folk of Tal'Dorei during the {@book Cinder King's|TDCSR|1|Thordak, the Cinder King} tyranny. They style their brand now as the \\\"clasp\\\" that holds society together—understanding that, after all, an organized criminal syndicate requires a functioning, civilized economy.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TDCSR/ClaspFluff.webp\"},\"credit\":\"{@link Svetoslav Petrov|https://www.artstation.com/svetoslavpetrov}\"}]},{\"name\":\"Cobalt Golem\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Golems\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Cobalt Golem\",\"page\":239,\"entries\":[\"A unique form of a classic arcane construct, cobalt golems are mighty armored servitors made by arcanists who find iron too mundane a metal. The first seeds of these automata fall from the sky, with raw cobalt carefully extracted from meteorites and smelted by way of ferromagnetic alchemy into a hard, lustrous, silver-gray metal. This finished cobalt is then molded and twisted into armored skin shielding clockwork designs that animate rune-encrusted muscle-like chains. A central lodestone powers a cobalt golem, fueled by magic rituals that spark ionized life within its inorganic shell.\",{\"type\":\"entries\",\"name\":\"Archivists' Automata\",\"page\":239,\"entries\":[\"The {@book Library of the Cobalt Soul|TDCSR|2|Library of the Cobalt Soul} has commissioned a large number of cobalt golems to guard their most restricted archives, taking pleasure in the serendipitous nature of the construct's name and trusting the threat of these powerful warriors to deter anyone thinking of fleeing with sacred knowledge.\"]}]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TDCSR/CobaltGolemFluff.webp\"},\"credit\":\"{@link Caio Santos|https://artstation.com/caiosantos}\",\"altText\":\"A large construct creature, iridescent purple and blue in color, holds a large blade with a long golden hilt. Their golden head has a rectangular shape.\"}}}}},{\"name\":\"Cold Snap Spirit\",\"source\":\"TDCSR\",\"entries\":[\"A number of {@book elves|TDCSR|4|elves} and archmagi still live who remember the {@book Icelost Years|TDCSR|1|The Icelost Years}—a dark time in Tal'Dorei's history, when legions of ice-rimed warriors spilled forth from the Elemental Planes, intent on turning the world into a gelid wasteland. Cold snap spirits are a surviving echo of the vast armies of the cruel elemental {@book Errevon the Rimelord|TDCSR|1|The Icelost Years}, who nearly claimed Tal'Dorei for his own. They linger in the ever-frozen forests of the {@book Frostweald|TDCSR|3|The Frostweald}, atop the snow-capped peaks of the {@book Cliffkeep Mountains|TDCSR|3|Cliffkeep Mountains}, and amid the arctic plains of the {@book Neverfields|TDCSR|3|The Neverfields}.\",{\"type\":\"entries\",\"name\":\"Reclusive Spirits\",\"page\":234,\"entries\":[\"When separated from the malign command of an elemental warlord, cold snap spirits are little more than animalistic creatures of instinct. They drift harmlessly about cold regions of the Material Plane that mirror the interminable frost of their plane of origin.\"]},{\"type\":\"entries\",\"name\":\"Heated Hatred\",\"page\":234,\"entries\":[\"Normally docile cold snap spirits are driven into a terrible frenzy by the presence of heat. They have an instinctive fear of flame, and even the warmth of a living creature can be enough to drive them into a murderous rage. Once the source of heat is annihilated, a cold snap spirit rapidly returns to a state of calm ambivalence.\"]},{\"type\":\"entries\",\"name\":\"Inchoate Berserkers\",\"page\":234,\"entries\":[\"Cold snap spirits make excellent soldiers for elemental beings with ambition and the will to dominate. Their aversion to warm climes is quickly overridden by loyalty to their commander, and the ambient heat of even a temperate region is enough to drive them to a state of constant frenzy.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TDCSR/ColdSnapSpiritFluff.webp\"},\"credit\":\"{@link Ameera Sheikh|https://mikandii.com/}\",\"altText\":\"Three illuminated motes of blue-white energy surrounded individually by blue crystal ice-like shards.\"}]},{\"name\":\"Cyclops Stormcaller\",\"source\":\"TDCSR\",\"entries\":[\"When {@creature cyclops|MM|cyclopes} are born beneath a raging storm, they sometimes grow up different—smaller than the rest, sickly and weak. Most of these stormborn {@creature cyclops|MM|cyclopes} are relentlessly bullied and beaten for their tiny stature, and many die before adulthood. Those who survive do so because of the magic the {@deity The Stormlord|Exandria|TDCSR|Stormlord} has bestowed upon them—intentionally or otherwise. As {@creature cyclops|MM|cyclopes} are generally unfamiliar with magic, the power of a stormcaller awes and terrifies them, and many see stormcallers as nothing short of the manifestation of a god.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Storm Worship\",\"page\":235,\"entries\":[\"Their fellow {@creature cyclops|MM|cyclopes} may assume that the might of a stormcaller is akin to godliness, but many stormcallers hunger for greater power. A cabal of stormcallers regularly gathers in the {@book Daggerbay Mountains|TDCSR|3|Daggerbay Mountains} at an ancient elven temple called the Skyneedle (in Elvish, ira'fallai; in Giant, \\\"Tall Zappo-Zappo\\\"). There, they conduct strange rituals to commune with an entity they call the Eye of the Storm—and with every ritual, their power grows.\",\"However, the Eye of the Storm is no avatar of the {@deity The Stormlord|Exandria|TDCSR|Stormlord}, but a vengeful {@creature storm giant} named Eyvindr, who's posing as a demigod and intent on raising an army to exact retribution on the {@book Council of Seven Scepters|TDCSR|6|Council of Seven Scepters}. He'll have to risk revealing himself to the stormcallers eventually—but not until he believes that his control over his cyclops devotees is absolute.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TDCSR/CyclopsStormcallerFluff.webp\"},\"credit\":\"{@link Allie Briggs|https://alliebriggs.com/}\",\"altText\":\"A cyclops with two arms outstretched palms facing the sky, one arm is lit in reddish light. Blue lightning streaks behind the cyclops.\"}]},{\"name\":\"Demonfeed Spider\",\"source\":\"TDCSR\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"It was poor guidance that left us wandering through that sulfurous nest of web and ash, but it was cruel fate that woke the matron beast and her brood of burning blood. The only reason I stand before you today is because I had the wisdom to run.\"],\"by\":\"Orac Wioda\",\"from\":\"renowned relic hunter\"},\"These monstrous spiders, the spawn of the divine {@deity The Spider Queen|Exandria|TDCSR|Spider Queen}, lurk in the darkest recesses of the world. They have gorged themselves on the ichor of demons since the earliest days of the {@book Calamity|TDCSR|1|The Calamity}, when demons were slain in such quantity that the subterranean depths were awash with their foul blood.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Monstrosities Transformed\",\"page\":237,\"entries\":[\"Demonfeed spiders are terrible fiends as a result of having supped upon the remains of demons, but all are descended from the overlarge spiders that haunt caverns and forests across Tal'Dorei. As such, most are native to the Material Plane, so that once killed, they are slain forever—unlike fiends that are simply banished to their home plane.\"]},{\"type\":\"entries\",\"name\":\"Endless Hunger\",\"page\":237,\"entries\":[\"No sustenance is more delectable to a demonfeed spider than the ichor remaining behind after a demon has been slain on the Material Plane. However, in the absence of such remains, they will sate themselves on the fluids of any living creature.\"]},{\"type\":\"entries\",\"name\":\"Toxic Blood\",\"page\":237,\"entries\":[\"The terrible poison of spiders, when mixed with the vile ichor of demons, becomes the demonfeed spider's most potent weapon. When its chitinous hide is pierced and its blood begins to flow, the spider can expel arcing sprays of caustic blood that seep into the exposed flesh of its attackers.\"]},{\"type\":\"entries\",\"name\":\"Alignment\",\"page\":237,\"entries\":[\"Chaotic evil.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TDCSR/DemonfeedSpiderFluff.webp\"},\"credit\":\"{@link Elisa Serio|https://elisaserioart.com/}\",\"altText\":\"A monstrous arachnid with embering orange, spiky exoskeleton, its front legs raised, it's white-fanged mouth open wide.\"}]},{\"name\":\"Demonfeed Spiderling\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Demonfeed Spider\",\"source\":\"TDCSR\"}},{\"name\":\"Diseased Grick\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Grick\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"In ancient times, the Mirescar was called the Heartwood. It was the domain of a wise and kindly {@creature guardian naga} named {@creature Sagacitous Erusaire|TDCSR}, who welcomed all with good hearts to share their bounty or receive alms. However, this {@creature Sagacitous Erusaire|TDCSR|naga} has been corrupted into a cruel shadow of his former self. He and his {@creature diseased grick|TDCSR} minions have been twisted into hideous, pus-oozing spreaders of disease—and spreading it is now the only thought in their minds. The {@creature Sagacitous Erusaire|TDCSR|naga} can cast {@spell contagion} at will, and his {@creature diseased grick|TDCSR} minions can do so once per day. Is it possible to save the mind of this corrupted guardian?\",\"{@note See {@book A Sickness Spreads|TDCSR|3|A Sickness Spreads (mid-level)} for more information on this NPC.}\",{\"type\":\"hr\"}]}}}}},{\"name\":\"Doty X\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Taryon and Doty\",\"source\":\"TDCSR\"}},{\"name\":\"Drynna Hydra\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Hydra\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"{@note This Hyrda lives in {@book Mooren Lake|TDCSR|3|Mooren Lake} and has gained intelligence by living for so long in the {@item residuum|TDCSR}-infused waters. It has an Intelligence score of 12 (+1), can speak {@language Common}, and commands a tribe of {@creature lizardfolk}.}\",\"{@note See {@book Unfriendly Waters|TDCSR|3|Unfriendly Waters (mid-level)}, a mid-level adventure hook, for more information.}\",{\"type\":\"hr\"}]}}}}},{\"name\":\"Ember Roc\",\"source\":\"TDCSR\",\"entries\":[\"Centuries old, birthed by primordial chaos, and equaling the oldest dragons in size, the ember roc is an engine of ruthless consumption. With wingspans vast enough to blot out the sky and auras bright enough to rival the sun, these fiery birds of prey hunt only the deadliest game.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Evolutionary Fire\",\"page\":238,\"entries\":[\"The Fire Ashari of Pyrah believe that the mythic {@creature roc|MM|rocs} that gave rise to the ember rocs maintain balance in Tal'Dorei. {@creature roc|MM|Rocs} avoid humanoid settlements and hunt the monstrous creatures that would otherwise threaten those settlements. So {@book the Ashari|TDCSR|2|The Ashari} lure {@creature roc|MM|rocs} to sites of elemental rifts, enticing them to devour creatures attempting to escape into the Material Plane. After years of feeding on {@creature fire elemental|MM|fire elementals}, {@creature salamander|MM|salamanders}, {@creature fire giant|MM|fire giants}, and more, a {@creature roc} is imbued with primordial power, flames erupting from every feather to transform it into the ember roc.\"]},{\"type\":\"entries\",\"name\":\"Hopeless Ends\",\"page\":238,\"entries\":[\"An ember roc patiently observes prey for hours before it strikes, snatching up {@creature elephant|MM|elephants}, {@creature killer whale|MM|whales}, and even young dragons. It unleashes iron talons to {@action grapple} targets, paying no heed to counter-attacks, then soars back to its nest—often inside an active volcano. If prey proves too much trouble while in flight, an ember roc readily drops it from some great height. But those unable to escape slowly roast in the creature's fiery grip.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TDCSR/EmberRocFluff.webp\"}}]},{\"name\":\"Flaming Skeleton\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Skeletons\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Flaming Skeleton\",\"page\":255,\"entries\":[\"The skeletal remains of many of those who opposed {@book Thordak the Cinder King|TDCSR|1|Thordak, the Cinder King} are said to be forever imbued with the primordial power of his fire breath. Areas scarred by the red dragon's power, including {@book Thordak's Crater|TDCSR|3|7. Thordak's Crater} in {@book Emon's|TDCSR|3|Emon, the City of Fellowship} {@book Cloudtop District|TDCSR|3|Cloudtop District}, the {@book Ashen Gorge|TDCSR|3|Ashen Gorge} in the {@book Stormcrest Mountains|TDCSR|3|Stormcrest Mountains}, and {@book Serpent's Head|TDCSR|3|Serpent's Head} in the {@book Cliffkeep Mountains|TDCSR|3|Cliffkeep Mountains}, are rife with flaming skeletons. These undead react to the raw power of the Elemental Planes, and are filled with an unquenchable desire to spread flames far and wide until nothing is left untouched by fire.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TDCSR/FlamingSkeletonFluff.webp\"},\"credit\":\"{@link Brian Syme|https://artstation.com/bryansyme}\",\"altText\":\"A half-orc warrior in the foreground with her mouth open in a battle cry, brandishing a blade at a host of flaming skeletons approaching from blackened trees.\"}}}}},{\"name\":\"Forge Guardian\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Golems\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Forge Guardian\",\"page\":239,\"entries\":[\"Just as {@book dwarves|TDCSR|4|dwarves} created the earliest golems, the {@deity The All-Hammer|Exandria|TDCSR|All-Hammer} fashioned forge guardians to guard the divine furnaces and hearths that designed the first {@book dwarves|TDCSR|4|dwarves}. Shaped from extravagant marble and fused with adamantine, crafted with impeccable detail and care, these rare and massive constructs exemplify the highest form of artistry that every Exandrian blacksmith, forgemaster, and artisan spends a life-time hoping to achieve.\",{\"type\":\"entries\",\"name\":\"Divine Spark\",\"page\":239,\"entries\":[\"A faceless, tireless being of immense strength, a forge golem is gifted life by a single shard from the {@deity The All-Hammer|Exandria|TDCSR|All-Hammer's} own divine spark, lovingly kept safe inside a ring of arcane flame and ancient sigils. The {@deity The All-Hammer|Exandria|TDCSR|All-Hammer's} divinity is akin to a volcano inside the golem, turning the construct's blood into lava. Fire no longer harms the construct, but instead heals it.\"]},{\"type\":\"entries\",\"name\":\"Sacred purpose\",\"page\":239,\"entries\":[\"Where it looms over a divine forge, a forge guardian's appendages end in a stretched set of hooked forceps and a rune-adorned blade. The golem can assist a blacksmith in creating new golems, or it can trample, bludgeon, push, and knock down any who threaten this sacred process of creation.\",\"Forge golems also serve as opponents for any wishing to engage in the {@deity The All-Hammer|Exandria|TDCSR|All-Hammer's} trial of worthiness. A golem's attacks blind prospective heroes, who must then earn back their vision by risking a deadly counterattack.\"]}]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TDCSR/ForgeGuardianFluff.webp\"},\"credit\":\"{@link Nguyen Hieu|https://artstation.com/wthieu153}\",\"altText\":\"A gigantic, metallic humanoid construct stands chained to a stone cavern wall. A fiery hot red glows through the cracks of its silver body.\"}}}}},{\"name\":\"Goat-Knight Steed\",\"source\":\"TDCSR\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TDCSR/GoatKnightFluff.webp\"},\"credit\":\"{@link Ilich Henriquez|https://deviantart.com/ilacha}\",\"altText\":\"A dwarf with long, braided brown beard and clad in full plate armor, sits atop a large, wiry-haired mountain goat.\"}]},{\"name\":\"Golems\",\"source\":\"TDCSR\",\"entries\":[\"Ageless and unstoppable guardians, golems are expertly crafted to execute their owners' every command without question. Vaguely humanoid in appearance and unfailingly loyal, these powerful constructs feel no agony or sympathy, require no sustenance or sleep, ignore bribes and bargains, and do as they are told without remorse or hesitation.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Covetous Origins\",\"page\":239,\"entries\":[\"During the {@book Age of Arcanum|TDCSR|1|Age of Arcanum}, magic inspired a deep arrogance in many of the gods' children, who assumed arcane gifts were proof of inevitable divinity. In response, many mortal folk experimented with manufacturing \\\"life\\\" of their own. The {@book dwarves|TDCSR|4|dwarves} succeeded first, marrying divine gifts with technical skill to animate autonomous wardens as protectors of their ancestral halls. The {@book dwarves'|TDCSR|4|dwarves} knowledge was quickly stolen and expanded upon by other folk, and creating golems eventually became less about proving that mortals can shape life as the gods do, and more about protecting life, wealth, and secrets from others.\"]}]}]}]},{\"name\":\"Grog Strongjaw\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Vox Machina\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Grog Strongjaw\",\"page\":260,\"entries\":[\"Towering, broad, and ready for battle, Grog Strongjaw is a paragon of raw strength and unwavering determination. The son of Stonejaw Strongjaw joined Vox Machina in their first meeting in {@book Stilben|TDCSR|3|Stilben}, and went on to defeat his tyrannical uncle Kevdak, bear the mythic {@item Titanstone Knuckles|TDCSR}, and save Exandria twice over alongside his companions.\",{\"type\":\"entries\",\"name\":\"Kindhearted Berserker\",\"page\":260,\"entries\":[\"Grog is a man of simple pleasures. When he traveled the world with Vox Machina, his great loves in life were famously battle, women, and ale. And though he was renowned for his crass manners, vicious weapons, and relentless battle rage, he was just as well known for his love for his friends. It was never just about saving the world for Grog. Rather, it was about overcoming ever-greater challenges, and doing so side by side with his chosen family.\"]},{\"type\":\"entries\",\"name\":\"After the Epilogue\",\"page\":260,\"entries\":[\"After {@deity The Whispered One|Exandria|TDCSR|The Whispered One's} defeat, Grog Strongjaw retired to {@book Westruun|TDCSR|3|Westruun} to live with his best friend {@creature Pike Trickfoot|TDCSR}. Since then, he has dedicated himself to learning to read and strengthening his mind. In the course of his study of letters, shapes, colors, and numbers, Grog has organized a quadrennial event in {@book Whitestone|TDCSR|3|Whitestone} that he calls the Luncheon of Champions. He personally sends a handwritten invitation to the greatest warriors of Exandria to battle in an all-out brawl—and then join him for lunch and ale.\"]}]}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TDCSR/GrogStrongjawFluffPortrait.webp\"},\"credit\":\"{@link Wesley Griffith|https://artstation.com/wesleygriffith}\",\"altText\":\"A portrait of Grog Strongjaw. He has a black, graying beard and grey skin with black tattoos on his oversized biceps and bald head. He wears a cloak with fur trim, a belt of dwarvenkind, and his forearms bear the Titanstone Knuckles. In his hands he lovingly holds his great red Bloodaxe.\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TDCSR/GrogStrongjawFluffChallenge.webp\"},\"credit\":\"{@link Kennef Riggles|https://twitter.com/kennefriggles} & {@link De La Rosa Design, LLC|https://delarosadesign.com/}\",\"altText\":\"A portion of a note written on parchment with a Strongjaw Ale logo stamped on it. The note has several mispellings, and reads: \\\"Dear champion, I, Grog Strongjaw, inveet you to the Luncheon of Champions on the 7th of Misutharr 836 PD at the Casle Whitestone. Bring your best wep-ons.\\\"\"}]},{\"name\":\"Jourrael, the Caedogeist\",\"source\":\"TDCSR\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Of the great, terrible legends born in the blood and fire of the Calamity, few managed to defy mortality and endure the ages as deftly as the assassin queen Jourrael. Blessed by shadow and death, they walk between realms, relishing the hunt and stalking their target tirelessly, unburdened by wall, gate, or door. Whatever poor soul finds the ire of the Caedogeist can only accept their 'Inevitable End.'\"],\"from\":\"Unnamed scholar of the Cobalt Soul\"},\"Jourrael is a nightmarish specter and ancient assassin of many names. The {@deity The Spider Queen|Exandria|TDCSR|Spider Queen} bestowed upon her the title of Caedogeist, the specter of silent death, while scholars describe Jourrael as \\\"the Inevitable End,\\\" more certain than death. Those who catch a glimpse of her whisper of a shadowy wraith with hair like fire, who wields daggers dripping poison and walks through walls and mountains as if they were water.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Death Forbidden\",\"page\":244,\"entries\":[\"Jourrael cannot die. A contract between the {@deity The Lord of the Hells|Exandria|TDCSR|Lord of the Hells} and the {@deity The Spider Queen|Exandria|TDCSR|Spider Queen} forbids death from claiming the assassin, though many have tried—often in increasingly creative ways. At the {@book Calamity's|TDCSR|1|The Calamity} end, armies joined together to separate Jourrael's body into disparate parts. The Savalirwood {@book elves|TDCSR|4|elves} took their head to Veluthil, while their heart was hidden in the Lotusden Greenwood under a dread {@creature wraithroot tree|TDCSR}.\",\"The mysterious fiend Obann falsely believed that after recovering and reviving Jourrael, he could control her indefinitely. Inevitably, Jourrael dealt a killing blow to Obann, sending him to the death she will never meet.\"]},{\"type\":\"entries\",\"name\":\"Unbound Future\",\"page\":244,\"entries\":[\"Alive and well, Jourrael still serves the {@deity The Spider Queen|Exandria|TDCSR|Spider Queen}. Their ghostly form and unmatchable stealth fuel the attacks of their spectral blade and void dagger, with few surviving that onslaught. They shrug off nature's elements and mortals' weapons, won't be held against their will, and know no fear. After having spent so long dismembered and sealed away, Jourrael is eager to see the world of Exandria—and to kill any creature they deem worthy of dying on their blades.\"]},{\"type\":\"entries\",\"name\":\"Alignment\",\"page\":244,\"entries\":[\"Chaotic evil.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TDCSR/JourraelFluff.webp\"},\"credit\":\"{@link Hunter Bonyun|https://twitter.com/deerlordhunter}\",\"altText\":\"Jourrael: A six-armed spectral dark elf with pale skin, long hair, and a red crown with four red wisps extending from it. In each of their six hands they hold curved daggers.\"}]},{\"name\":\"Keyleth, Voice of the Tempest\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Vox Machina\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Keyleth, Voice of the Tempest\",\"page\":262,\"entries\":[\"Many painters across Tal'Dorei have depicted the stoic, melancholy visage of Keyleth, Voice of the Tempest, as she stands at the edge of a lofty cliff of {@book Zephrah|TDCSR|3|Zephrah}, gazing into the rosy sunset beside a pink-blossomed tree. In this image, people see a leader who has lost much—and sacrificed even more—for her people, for her world, and for the family she found on her journeys.\",{\"type\":\"entries\",\"name\":\"Hidden Heart\",\"page\":262,\"entries\":[\"Though Keyleth often looks back on the life she left behind, she does not dwell on the past. She remembers the joy and pain in equal measure, keeping her eyes on the horizon to seek the next sunrise, not the sunset. In public, she is a consummate leader, speaking tactfully, with calculated words and poise. Yet when she's with her friends from the old days, particularly {@creature Pike Trickfoot|TDCSR|Pike}, {@creature Percival De Rolo|TDCSR|Percival}, and {@creature Vex'ahlia|TDCSR}, her practiced public face falls away, revealing the same eager, enthusiastic, idealistic Keyleth that she's always been—just with a few more sorrows weighing upon her heart. She keeps a humble home in {@book Whitestone|TDCSR|3|Whitestone} near {@book Grey Hunt Manor|TDCSR|3|6. Grey Hunt Manor}, close to a {@book hidden forest trail she can walk down in peace, conjuring snowdrops as she goes|TDCSR|3|5. Snowdrop Memorial Trail}.\"]},{\"type\":\"entries\",\"name\":\"After the Epilogue\",\"page\":262,\"entries\":[\"Keyleth buried herself in her duties as Voice of the Tempest after the loss of {@creature Champion of Ravens|TDCSR|Vax'ildan} and {@deity The Whispered One|Exandria|TDCSR|The Whispered One's} defeat. She did everything she could to ally the Air Ashari with the rest of Tal'Dorei, and to create a world better prepared to unite against threats like {@deity The Whispered One|Exandria|TDCSR} and the {@book Chroma Conclave|TDCSR|1|The Chroma Conclave}. Her heroic reputation, her political will, and her mighty elemental magic gained her many allies, but the entrenched elite of Tal'Dorei still see her as a potential threat to their stability. She rarely adventures anymore, preferring to hire others to tackle problems she sees arising across Tal'Dorei. But if the world is ever in need of an archdruid, she will answer the call.\"]}]}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TDCSR/KeylethFluff.webp\"},\"credit\":\"{@link Jonah Baumann|https://galacticjonah.com/}\",\"altText\":\"A portrait of Keyleth: She is a pale-skinned woman with green eyes, freckles, and long greying red wavy hair. She wears a multi-coloured cloak made of autumn leaves, and a teal ceremonial Ashari gown with a golden belt. Upon her head sets the white antlers of the Mantle of the Tempest, its horns adorned with flowers. She bears the Spire of Conflux in her right hand.\"}]},{\"name\":\"Kraghammer Goat-Knight\",\"source\":\"TDCSR\",\"entries\":[\"The sheer cliff faces and winding mountainside roads of the {@book Cliffkeep Mountains|TDCSR|3|Cliffkeep Mountains} are nearly impossible to traverse by normal means with any speed. The Peakclimber Knights of {@book Kraghammer|TDCSR|3|Kraghammer}—commonly known as the {@creature Kraghammer Goat-Knight|TDCSR|goat-knights}—are the enforcers of peace and justice across the mountain range. They trust their {@creature Goat-Knight Steed|TDCSR|giant goat steeds} to master the harsh mountain slopes, and many travelers lost within the {@book Cliffkeep Mountains|TDCSR|3|Cliffkeep Mountains} have been saved by a {@creature Kraghammer Goat-Knight|TDCSR|goat-knight} who led them to safety along the more traversable mountain paths.\",\"These knights serve the {@deity The All-Hammer|Exandria|TDCSR|All-Hammer} and sometimes find themselves at odds while enforcing the laws of {@book Kraghammer|TDCSR|3|Kraghammer} and upholding the edicts of their god.\",{\"type\":\"entries\",\"name\":\"Mounted Combatant\",\"page\":246,\"entries\":[\"Any spell the {@creature Kraghammer Goat-Knight|TDCSR|goat-knight} casts with a range of self also targets the goat.\",\"When a {@creature Goat-Knight Steed|TDCSR} drops to 0 hit points, it disappears, leaving behind no physical form. The {@creature Kraghammer Goat-Knight|TDCSR|goat-knight} can also dismiss the steed at any time as an action, causing it to disappear. In either case, the same steed is summoned when the {@creature Kraghammer Goat-Knight|TDCSR|goat-knight} casts {@spell find steed}.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TDCSR/GoatKnightFluff.webp\"},\"credit\":\"{@link Ilich Henriquez|https://deviantart.com/ilacha}\",\"altText\":\"A dwarf with long, braided brown beard and clad in full plate armor, sits atop a large, wiry-haired mountain goat.\"}]},{\"name\":\"Mage Hunter Golem\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Golems\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Mage Hunter Golem\",\"page\":239,\"entries\":[\"The gods cursed mortals with free will, but also blessed them with the means to survive the Primordials' wrath—the arts of magic. With magic, the people of Exandria fend off droughts, famines, volcanic flame, slashing ice, and angry earth. But knowing that the power of magic might inevitably tear Exandria apart, the gods also created the ultimate magical failsafe—antimagic.\",{\"type\":\"entries\",\"name\":\"Hunter of Magic\",\"page\":239,\"entries\":[\"For many heroes who employ magic, the most terrifying nightmare is facing a hulking creature whose mere presence can strip away the power of spells and magic relics alike. Mage hunter golems are brutally efficient in their tactics, sweeping the battlefield with their disruptive antimagic, devouring spells used against them, and fitting collars to spellcasters that can leave them at the golem's mercy.\"]}]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TDCSR/MageHunterGolemFluff.webp\"},\"credit\":\"{@link Caio Santos|https://artstation.com/caiosantos}\",\"altText\":\"A large, metallic construct of black armor and glowing, violet, arcane energy. One hand ends in a collar-like claw. The golem and its collar-like claw are all adorned with glowing runes.\"}}}}},{\"name\":\"Magma Landshark\",\"source\":\"TDCSR\",\"entries\":[\"Lurking inside volcanoes, subterranean magma pits, and the endless seas of flame within the Elemental Plane of Fire, magma landsharks live only to eat. These creatures are physically similar to {@creature bulette|MM|bulettes}, the common landshark of the {@book Dividing Plains|TDCSR|3|Dividing Plains}, but are filled with churning elemental power.\",\"This fiery, armored predator burrows and burns through solid rock and can sense the slightest movement in the ground around it. When hungry—and these creatures are always hungry—a magma landshark erupts from under the earth, oblivious to any obstruction or danger, uprooting trees, destroying roads, unleashing avalanches, and leaving sinkholes behind in its wake. Its jaws widen as it swallows prey whole, and even creatures that initially survive the attack must contend with an aura of intense heat if they can't escape.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TDCSR/MagmaLandsharkFluff.webp\"},\"credit\":\"{@link Allie Briggs|https://alliebriggs.com/}\",\"altText\":\"A black and red creature like a shark made of volcanic rock with magma coming from its spine, head, eyes, mouth, claws, and tail.\"}]},{\"name\":\"Master Adranach\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Adranach\",\"source\":\"TDCSR\"}},{\"name\":\"Percival de Rolo\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Vox Machina\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Percival de Rolo\",\"page\":264,\"entries\":[\"Percival Fredrickstein von Musel Klossowski de Rolo III has endured much in his life. He was a young man plagued by personal demons when Vox Machina rescued him from a dismal cell in the {@book Umbra Hills|TDCSR|3|Umbra Hills}. In those days, Percival de Rolo was a man driven by vengeance, with only his guns as allies, but he took no joy in that life. He has since expressed that the thing he's most grateful for is that he didn't die as the person he was, but lived long enough to grow into someone better, together with his beloved {@creature Vex'ahlia|TDCSR} and their five children.\",{\"type\":\"entries\",\"name\":\"Father and Inventor\",\"page\":264,\"entries\":[\"Percival is deeply dedicated to his wife, to his children, and to the enduring health of {@book Whitestone|TDCSR|3|Whitestone}. The sorrows of his old life still haunt him, though, particularly the creation of firearms. But he has done his best to make peace with his past, resolving to spend the rest of his days creating things that bring joy to the lives of others rather than curtailing those lives. His crowning achievement is the {@book Heart of Whitestone|TDCSR|3|4. The Heart of Whitestone}, a majestic clock tower that looms over his city.\"]},{\"type\":\"entries\",\"name\":\"After the Epilogue\",\"page\":264,\"entries\":[\"Percival largely retired from public life not long after the fall of {@deity The Whispered One|Exandria|TDCSR}. He now dedicates himself to his duties as a leader in {@book Whitestone|TDCSR|3|Whitestone} as much as he can, though he is more interested in creating than governing. Most of his tinkering happens in private, creating novelties such as intricate watches and streetlamps powered by volatile reactions with the acid pools beneath his city. He has also lent his knowledge to a number of feats of civic engineering, including {@book Whitestone's|TDCSR|3|Whitestone} skyport and {@book Zephrah's|TDCSR|3|Zephrah} network of windmills.\"]}]}]}}}}},{\"name\":\"Pike Trickfoot\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Vox Machina\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Pike Trickfoot\",\"page\":268,\"entries\":[\"This little gnome from the {@book Bramblewood|TDCSR|3|The Bramblewood} has been called many things—dragonslayer, savior of Exandria, champion of the {@deity The Everlight|Exandria|TDCSR|Everlight}, Monstah, and, more recently, Mom. But Pike doesn't care much what people call her, as long as it's said with love. Her soul befits the mantle of the {@deity The Everlight|Exandria|TDCSR|Everlight} well, as she exudes warmth, calm, and comfort. But all that cozy kindness shelters a fiery, rebellious spark that can shock strangers and inspire raucous cheers and peals of laughter from her friends.\",{\"type\":\"entries\",\"name\":\"After the Epilogue\",\"page\":268,\"entries\":[\"Pike ultimately returned {@creature Scanlan Shorthalt|TDCSR|Scanlan Shorthalt's} romantic interest after {@deity The Whispered One|Exandria|TDCSR} was defeated and Exandria saved once more. There was no denying that she loved him, and they settled down in {@book Westruun|TDCSR|3|Westruun} and had two children within a year of one another, Juniper and Wilhand'ildan (Juni and Wax for short). When the kids went off to school (one to seminary, the other to {@book Westhall Academy in Westruun|TDCSR|3|2. Westhall Academy}), Pike and {@creature Scanlan Shorthalt|TDCSR|Scanlan} decided to call it quits, with sad smiles and promises to always be the best of friends. And they've since kept that promise, even as the two of them each sought new paths in life.\",\"Missing her found family, Pike moved to {@book Whitestone|TDCSR|3|Whitestone} and built a temple to the {@deity The Everlight|Exandria|TDCSR|Everlight} in the city's Temple Ward. It's beautiful, small, and cozy—a true work of art down to the smallest details. Folk can find her there most days, tending to the gardens but always ready to lend a helping hand or a prayer. Many mornings, Pike swings by the {@book Slayer's Cake|TDCSR|3|8. Slayer's Cake Bakery} to make sure the baked goods remain as tasty as their reputation demands. She'll grab some fresh pastries and coffee to go, and maybe drop off a delivery at Kiki's—that is, Keyleth's—house.\",\"{@creature Scanlan Shorthalt|TDCSR|Scanlan} usually comes by {@book Whitestone|TDCSR|3|Whitestone} in the summer, his and Pike's favorite time of year. This is a time for simple pleasures—eating dinners with the kids and their {@creature Keyleth, Voice of the Tempest|TDCSR|Auntie Kiki}, {@creature Vex'ahlia|TDCSR|Auntie Vex}, {@creature Grog Strongjaw|TDCSR|Uncle Grog}, and {@creature Percival de Rolo|TDCSR|Uncle Percy}; playing music by the fire; hearing Wilhand'ildan and young Vax'ildan de Rolo joke in private about their names and their weird family; and reminiscing about times past. And sometimes, Pike and {@creature Scanlan Shorthalt|TDCSR|Scanlan} even wind up in bed together, though also, sometimes not. Though Pike's path has diverged from {@creature Scanlan Shorthalt|TDCSR|Scanlan's} in one way, their lives are never truly separated—a thing that could be said of everyone in Vox Machina.\"]}]}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TDCSR/PikeFluff.webp\"},\"credit\":\"{@link Jonah Baumann|https://galacticjonah.com/}\",\"altText\":\"A portrait of Pike: A white gnomish woman with long, braided white hair and blue eyes. She wears a blue dress covered by a woven red shawl. She smiles, holding a golden symbol of the Everlight, a red ruby inset at its top.\"}]},{\"name\":\"Plainscow\",\"source\":\"TDCSR\",\"entries\":[\"The hulking plainscow is an exceptionally sturdy beast of burden native to the {@book Dividing Plains|TDCSR|3|Dividing Plains} and used by the people of central Tal'Dorei for centuries. Though many wild herds still roam the plains, domesticated plainscows are more common, used as {@quickref Mounts and Vehicles|PHB|1|0|mounts}, pack animals, and livestock. Plainscows are unusually empathetic for beasts, and often bond with a rider for life. They stand 6 feet tall, weigh about two tons, and live for 70 years.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Market Value\",\"page\":248,\"entries\":[\"Plainscows can be bought in {@book Westruun|TDCSR|3|Westruun} for 200 gp. A plainscow has a carrying capacity of 1,500 pounds.\"]}]}]}]},{\"name\":\"Platinum Golem\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Golems\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Platinum Golem\",\"page\":239,\"entries\":[\"This animated construct plated in precious platinum is the primary choice of prestigious mages and paranoid dragons to guard their most precious treasures. Its clanking footsteps make its approach audible to all intruders, who should recognize that fleeing is the best option: for the golem's form is nigh-invulnerable, and its mighty fists can obliterate life with a single blow.\",{\"type\":\"entries\",\"name\":\"Devoted Guardians\",\"page\":239,\"entries\":[\"Their creators fashion platinum golems from the spirits of indomitable warriors who died failing to protect what they loved most. This final regret fuels the golem's need to execute its master's orders to perfection. Temples of the {@deity The Platinum Dragon|Exandria|TDCSR|Platinum Dragon} also craft these golems using divine rituals and imbue them with the unflinching devotion to justice epitomized by their god.\"]}]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TDCSR/PlatinumGolemFluff.webp\"},\"credit\":\"{@link Caio Santos|https://artstation.com/caiosantos}\",\"altText\":\"A platinum construct creature with crimson runes across its torso and arms.\"}}}}},{\"name\":\"Ravager Slaughter Lord\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Ravagers\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Ravager Slaughter Lord\",\"page\":249,\"entries\":[\"Some warlords of the {@book Dividing Plains|TDCSR|3|Dividing Plains}, hungry for recognition in the single burning eye of their god, turn to the {@book Ravagers|TDCSR|4|Ravagers} in the name of blood and glory. Those few whose deeds live up to their ambitions soon find themselves leading factions of the cult—and honored by the title of Slaughter Lord. A Slaughter Lord craves combat and leads Ravager raids as often as possible. However, they are frequently forced to remain at their strongholds because of the strict regimen of alchemical treatments that grant them increased power.\",\"A small army of shamans and alchemists attend to the Slaughter Lords to artificially enhance their strength and fury, creating concoctions to grow their muscular forms to massive size, sharpen their tactical reasoning, and bestow upon them the divine protection of the {@deity The Ruiner|Exandria|TDCSR|Ruiner}. A Slaughter Lord's unnatural size is their most obvious martial advantage, enabling them to dual-wield even the largest weapons. But the {@deity The Ruiner|Exandria|TDCSR|Ruiner's} blessings also grant them access to divine magic that can blind or slay enemies with a word.\",\"It is speculated that four major arms of the {@book Ravagers|TDCSR|4|Ravagers} are each commanded by one of these terrors, but the exact number of Slaughter Lords remains unknown.\",{\"type\":\"entries\",\"name\":\"Alignment\",\"page\":249,\"entries\":[\"Chaotic evil.\"]}]}]}}}}},{\"name\":\"Ravager Stabby-Stabber\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Ravagers\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Ravager Stabby-Stabber\",\"page\":249,\"entries\":[\"Adventurers and mercenaries most often take up arms against the {@book Ravagers|TDCSR|4|Ravagers} after hearing stories of the hordes terrorizing the free peoples of the {@book Dividing Plains|TDCSR|3|Dividing Plains}. They prepare themselves for brutal combat against even more brutal foes—and are thus unprepared for the {@book Ravagers'|TDCSR|4|Ravagers} most terrifying weapon, the stabby-stabbers. Fresh-faced warriors from {@book Emon|TDCSR|3|Emon, the City of Fellowship} laugh at the name when they first hear it in {@book Kymal's|TDCSR|3|Kymal} taverns, even as veteran mercenaries close their eyes and hastily bury their faces in their tankards.\",\"Nimble Ravager warriors who show exceptional skill are brought before their Slaughter Lord and forced to drink a terrible brew the {@book Ravagers|TDCSR|4|Ravagers} call skullfire. This concoction burns away what little reasoning ability those warriors possessed, turning them into perfectly obedient, flesh-hungry monsters. In battle, stabby-stabbers swarm like rats, eviscerating enemies and bystanders alike.\",{\"type\":\"entries\",\"name\":\"Alignment\",\"page\":249,\"entries\":[\"Chaotic evil.\"]}]}]}}}}},{\"name\":\"Ravagers\",\"source\":\"TDCSR\",\"entries\":[\"The {@book Ravagers|TDCSR|4|Ravagers} are a death cult that stampedes across the {@book Dividing Plains|TDCSR|3|Dividing Plains}, spilling blood in the name of the Betrayer God known as the {@deity The Ruiner|Exandria|TDCSR|Ruiner}. Led by bloodthirsty warlords called {@creature Ravager Slaughter Lord|TDCSR|Slaughter Lords}, the cult's long-term goals are unknown, but its members are content in the short term to sow the seeds of chaos across the plains.\",\"Such wanton, chaotic slaughter would certainly please the {@deity The Ruiner|Exandria|TDCSR|Ruiner}, and the smaller settlements of the plains have learned to fear the sight of {@book Ravagers|TDCSR|4|Ravagers} on the horizon. Inside the walls of {@book Westruun|TDCSR|3|Westruun}, however, Lord Mayor Lysandra Kallos and her councilors worry that the {@book Ravagers|TDCSR|4|Ravagers} show better organization than their bloodthirsty warlords should be capable of instilling in the cult. Who—or what—is commanding the Slaughter Lords from the shadows? And toward what end are these depraved warriors being directed?\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TDCSR/RavagersFluff.webp\"},\"credit\":\"{@link Elisa Serio|https://elisaserioart.com/}\",\"altText\":\"Two menacing individuals—one is short and emaciated, with stringy hair and a nasty grin, brandishing two small blades. The other is tall and hulking; he wears a helmet adorned with spikes and wide horns, a ragged wrap, and decorative chains across his chest. He wields a large greatsword in each hand.\"}]},{\"name\":\"Remnant Chosen\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Remnants\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Remnant Chosen\",\"page\":251,\"entries\":[\"All devotees of {@deity The Whispered One|Exandria|TDCSR} are zealous followers, spending hours in silent meditation hoping to hear their long-dead master whisper a commandment from beyond. However, only a rare few hear the spectral voice of {@deity The Whispered One|Exandria|TDCSR} as it worms its way into their minds, emptying out other thought and filling their heads with clarity and direction. Much of this direction involves the {@book Remnants'|TDCSR|2|The Remnants} plans to leverage secrets stolen from the Plane of Shadow to increase the cult's power in Tal'Dorei.\"]}]}}}}},{\"name\":\"Remnant Cultist\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Remnants\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Remnant Cultist\",\"page\":252,\"entries\":[\"All cultists of {@deity The Whispered One|Exandria|TDCSR} endure horrific rites of initiation that force them to remove one of their own eyes and forever shackle themselves to the will of the cult's leaders. Every cultist can feel the presence of their foul god just beyond the fabric of the physical world, and many claim to hear him speaking to them when all else is silent.\",\"The cultists of {@deity The Whispered One|Exandria|TDCSR} still venerate their wrathful master with offerings of secrets and unwilling souls to gain his favor, learning what they can and keeping hidden that which they know. Cultists believe in cultivating evil in themselves and recognizing it in others, encouraging them to express it. They hope to seed the ruin of all who worship other deities until only those who kneel before {@deity The Whispered One|Exandria|TDCSR} remain.\"]}]}}}}},{\"name\":\"Remnants\",\"source\":\"TDCSR\",\"entries\":[{\"type\":\"entries\",\"name\":\"Remnants\",\"page\":251,\"entries\":[\"The {@book Remnants|TDCSR|2|The Remnants} is a foul cult dedicated to seeing their lich leader, {@deity The Whispered One|Exandria|TDCSR}, ascend to godhood. Cultists believe that self-mutilation and transitory failings are requirements to pierce the veil and see the world for the lie it is—including accepting that the true hidden world already belongs to {@deity The Whispered One|Exandria|TDCSR}.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Bitter Victory\",\"page\":251,\"entries\":[\"The {@book Remnants|TDCSR|2|The Remnants} have both won and failed in their dire goal, as {@deity The Whispered One|Exandria|TDCSR} ascended but was banished beyond the Divine Gate. Yet they name him the Ascendant One, the Banished One, or—because all others gods are pretenders—simply the One, and prepare patiently for his final ascension.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TDCSR/RemnantsFluff.webp\"},\"credit\":\"{@link Biago D'Alessandro|https://artstation.com/blas-t}\",\"altText\":\"Two uncanny mages casting spells. One is a pale, skinny human man with a long beard and robes, manipulating white arcane energy. The other is a white woman with claw-like armored gloves and a circle of arcane energy around her head and through one eye.\"}]},{\"name\":\"Rivermaw Brawler\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Rivermaw Warriors\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Rivermaw Brawler\",\"page\":253,\"entries\":[\"Many children in the {@book Rivermaw herd|TDCSR|3|Rivermaw Herd} get into friendly brawls, but only the truly dedicated learn the art of fist fighting. Rivermaw brawlers usually lead the charge on the battlefield, using their exceptional strength, speed, and cunning to throw an enemy vanguard into chaos.\",\"Beyond the {@book Dividing Plains|TDCSR|3|Dividing Plains}, brawlers trained by the Rivermaw can be found in noble adventuring parties, working for the {@book Clasp|TDCSR|2|The Clasp} as muscle, in underground fighting rings, and as personal bodyguards. In {@book Emon|TDCSR|3|Emon, the City of Fellowship}, the most famous fist fighters make a name for themselves within the {@book Brawler's League|TDCSR|2|Brawler's League} or the {@book Godsbrawl|TDCSR|3|10. Godsbrawl Ring}, representing the {@deity The Stormlord|Exandria|TDCSR|Stormlord} in that annual holy tournament.\"]}]}}}}},{\"name\":\"Rivermaw Stormborn\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Rivermaw Warriors\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Rivermaw Stormborn\",\"page\":253,\"entries\":[\"Countless goliath legends tell of heroes born beneath a raging storm: Kaldon Thunderhead, who slew the {@creature ember roc|TDCSR} of the south; Marydra Skysplitter, who defeated a champion of the {@deity The Ruiner|Exandria|TDCSR|Ruiner} in single combat; and Yodrell Rumblechest, who halted a flash flood with only his voice, to name just a few.\",\"Though the stormborn of legend were all {@book half-giants|TDCSR|4|Half-Giants}, more and more Rivermaw have begun to feel the {@deity The Stormlord|Exandria|TDCSR|Stormlord's} power reverberate within them. These peerless warriors are blessed with preternatural skill with a blade and the uncanny ability to command lightning. Often destined to become mythic heroes, stormborn fight with reckless abandon—but many can be distressingly prideful and might need reminding that the songs of defeated or tyrannical stormborn are rarely sung by the bards.\",\"The tyrant Kevdak's fearsome Herd of Storms was so named because of the many stormborn in its ranks, but that herd was broken at {@book Westruun|TDCSR|3|Westruun} some two decades ago. Now the {@book Rivermaw herd|TDCSR|3|Rivermaw Herd} is bolstered by those who were freed from Kevdak's rule. The few stormborn remaining from that broken herd are part of the Rivermaw, and more storm-blessed warriors have been born into the Rivermaw since, ready to forge new legends.\"]}]}}}}},{\"name\":\"Rivermaw Warriors\",\"source\":\"TDCSR\",\"entries\":[{\"type\":\"entries\",\"name\":\"Rivermaw Warriors\",\"page\":253,\"entries\":[\"The {@book Rivermaw herd|TDCSR|3|Rivermaw Herd} is a nomadic society mostly composed of {@book half-giants|TDCSR|4|Half-Giants}, also known as {@book goliaths|TDCSR|4|Half-Giants}, and a mighty force for good on the {@book Dividing Plains|TDCSR|3|Dividing Plains}. The herd was once conquered by a goliath tyrant named Kevdak, then formed anew after Kevdak was eventually defeated by Vox Machina. Free of Kevdak's martial cruelty, the Rivermaw see it as their duty to prevent any such tyrant from conquering the {@book Dividing Plains|TDCSR|3|Dividing Plains} ever again.\",\"Though most members of the {@book Rivermaw herd|TDCSR|3|Rivermaw Herd} are {@book goliaths|TDCSR|4|Half-Giants}, their ranks include people of all races who wish to live beyond the stone walls of {@book Westruun|TDCSR|3|Westruun} and the palisades of plains towns like {@book Turst Fields|TDCSR|3|Turst Fields}. {@book Orcs|TDCSR|4|orcs}, {@book humans|TDCSR|4|humans}, {@book halflings|TDCSR|4|halflings}, and {@book gnolls|TDCSR|6|gnolls} make up most of the rest of the herd's warriors. Most of those warriors value strength and endurance over other qualities, but the brawlers and stormborn of the Rivermaw are better known for cunning, intelligence, strategy, and a unique attunement to the mighty thunder of the {@deity The Stormlord|Exandria|TDCSR|Stormlord}.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TDCSR/RivermawWarriorsFluff.webp\"},\"credit\":\"{@link Claudia Ianniciello|https://artstation.com/claudiasg}\",\"altText\":\"A male and female goliath stand next to each other. The male is bald, clad in leather and metal armor and bears a greataxe that crackles with green, arcane energy. The female has long, dark hair and wears spiked gauntlets.\"}]},{\"name\":\"Sagacitous Erusaire\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Guardian Naga\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[\"In ancient times, the Mirescar was called the Heartwood. It was the domain of a wise and kindly {@creature guardian naga} named {@creature Sagacitous Erusaire|TDCSR}, who welcomed all with good hearts to share their bounty or receive alms. However, this {@creature Sagacitous Erusaire|TDCSR|naga} has been corrupted into a cruel shadow of his former self. He and his {@creature diseased grick|TDCSR} minions have been twisted into hideous, pus-oozing spreaders of disease—and spreading it is now the only thought in their minds. The {@creature Sagacitous Erusaire|TDCSR|naga} can cast {@spell contagion} at will, and his {@creature diseased grick|TDCSR} minions can do so once per day. Is it possible to save the mind of this corrupted guardian?\",\"{@note See {@book A Sickness Spreads|TDCSR|3|A Sickness Spreads (mid-level)} for more information on this NPC.}\",{\"type\":\"hr\"}]}}}}},{\"name\":\"Scanlan Shorthalt\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Vox Machina\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Scanlan Shorthalt\",\"page\":270,\"entries\":[\"Bard extraordinaire, champion of the {@deity The Knowing Mentor|Exandria|TDCSR|Knowing Mentor}, and braggadocious hero of all Exandria, Scanlan Shorthalt is the kind of adventurer who will never let you forget his name. He's personally ensured that the bards spreading his legend across the world will sing his praises for decades to come.\",{\"type\":\"entries\",\"name\":\"After the Epilogue\",\"page\":270,\"entries\":[\"Scanlan has always been a self-centered, showboating braggart, but it doesn't mean he doesn't have a heart. These days, friendship and family mean more to him than anything, even if he's still not very good at showing it.\",\"Following the defeat of {@deity The Whispered One|Exandria|TDCSR}, Scanlan eventually proposed to his long-pursued sweetheart, {@creature Pike Trickfoot|TDCSR}, and they were married in a grand ceremony. The duo had a pair of children, one named Juniper (Juni) and the other named Wilhand'ildan (Wax). When the children were grown and in school, {@creature Pike Trickfoot|TDCSR|Pike} and Scanlan amicably divorced and went their separate ways, remaining good friends—and occasional lovers—but content to follow their own paths.\",\"Scanlan is approaching a century of life, but as a long-lived gnome, his looks are much as they were in his adventuring days except for his slowly receding hairline and the slight belly he's developed. Vanity dies slowly, though, and he hides even this modest amount of aging with a comb-over, frequent use of his trademark beret, and well-placed illusion magic when he needs to look portrait perfect.\",\"Scanlan likes to sing songs of the Vox Machina days to crowded houses in cities across Tal'Dorei. He spends his winters in {@book Ank'Harel|TDCSR|3|Marquet}, where he and his daughter Kaylie operate their high-end trading business, Meatman Imports & Sexports. It's a good job that keeps him constantly traveling around Exandria, suiting his interest in seeking out new people and places around the world—and for new performance venues and places to get into trouble.\",\"Also, he has a mustache now. He thinks it makes him look distinguished.\"]}]}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TDCSR/ScanlanFluff.webp\"},\"credit\":\"{@link Jonah Baumann|https://galacticjonah.com/}\",\"altText\":\"A portrait of Scanlan: A gnomish man with brown hair and a moustache. He wears an extravagant purple and red outfit that opens at the chest, a purple feathered hat, and holds a sheathed Mythcarver sheathed in his hands. He winks at the viewer with a cheeky smile.\"}]},{\"name\":\"Skeletons\",\"source\":\"TDCSR\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Odd mysteries surround these skeletal nightmares given renewed, violent purpose as a mockery of mortality. Rumors speak of a dark intelligence rooted within, seeking power and using their own bones, or even the wriggling worms that thrive within their corpses, as currency to trade with shadowy merchants.\"],\"by\":\"William Orom\",\"from\":\"Apothecary\"},{\"type\":\"entries\",\"name\":\"Skeletons\",\"page\":255,\"entries\":[\"Skeletons are often the first creatures to be reanimated by aspiring necromancers, imbued with a vulgar imitation of life and reassembled into an approximation of their living forms. No trace remains of the life that once animated a skeleton, whose only purpose is loyalty.\",\"Skeletons follow the orders of their creators until those orders are completed. Their obedient, tireless nature makes them perfect as disposable battle fodder, guards, or distractions—and, in great enough numbers, turns them into an overwhelming tide of bone, tooth, and blade.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Undead Nature\",\"page\":255,\"entries\":[\"A skeleton doesn't require air, food, drink, or sleep.\"]},{\"type\":\"entries\",\"name\":\"Alignment\",\"page\":255,\"entries\":[\"Neutral evil.\"]}]}]}]},{\"name\":\"Taryon and Doty\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Vox Machina\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Taryon Darrington\",\"page\":272,\"entries\":[\"Gleaming, resplendent, and overflowing with indefatigable confidence, Taryon Gary Darrington is every bit the man he was when he parted ways with Vox Machina over twenty years ago. These days, though, all the bravado and good cheer he had two decades ago is real—not just an act. Tary doesn't need to fake it anymore; he's made it. Even if responsibility doesn't come easily to him, he takes it whenever he has to.\",{\"type\":\"entries\",\"name\":\"After the Epilogue\",\"page\":272,\"entries\":[\"After many years running the Darrington Brigade—his heroic adventuring band—and publishing several absolutely true accounts of their exploits, Taryon realized his adventuring checklist was essentially complete. He left his home in Deastok, in {@book Wildemount's|TDCSR|3|Wildemount} Dwendalian Empire, and began a new chapter of his life. Leaving the brigade in the capable hands of his sister, Maryanne, and his confidant Lionel Gayheart, Taryon traveled around launching several smaller \\\"satellite\\\" brigades in {@book Wildemount's|TDCSR|3|Wildemount} most dangerous lands.\",\"Then, realizing he had spent his career as a writer of nonfiction adventure books, he decided to try his hand at fiction instead. With his trusty scribe and majordomo {@creature Doty X|TDCSR} at his side (\\\"Doty Ten,\\\" he patiently explains to anyone who mispronounces it), Taryon and his husband Lawrence moved to the Menagerie Coast, setting up in a small writing cottage in Port Damali. While Lawrence tutors local students, Taryon has been dashing off novel after novel. His most successful books are a series called \\\"The Deastok Mysteries,\\\" which feature a young, handsome blonde boy who solves crimes around {@book Wildemount|TDCSR|3|Wildemount} with his brilliant intellect and trusty robot sidekick.\",\"From time to time, Taryon charters a {@item skyship|TDCSR} to visit his old friends in {@book Whitestone|TDCSR|3|Whitestone} and enjoy the memories of their time together as full-fledged members of Vox Machina.\"]},{\"type\":\"entries\",\"name\":\"The Automatic Scribe, Doty\",\"page\":273,\"entries\":[\"Doty X is much like past models of Tary's mechanical servant—vaguely humanoid but not too expressive. The new model is sleek and stylish, and not built for battle. Doty's vocabulary has grown to six words: \\\"Tary,\\\" \\\"Yes,\\\" \\\"Correct,\\\" \\\"Absolutely,\\\" \\\"Soon,\\\" and \\\"Handsome.\\\" The scribe also features a built-in shelf of Taryon's favorite books—that is, his favorite books that he's written himself—in case Taryon needs to make a sale while he's on holiday.\"]}]}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TDCSR/DotyTaryFluff.webp\"},\"credit\":\"{@link Elliott Berggren|https://twitter.com/planarbindings}\",\"altText\":\"A portrait of Taryon Darrington and Doty: Taryon is an extravagant blond-haired and bearded white man who holds a pipe. He is dressed in a military jacket with golden embroidery and four medals attached at the breast. Behind him is a golden metal construct, blue light emanating from its eyes and mouth.\"}]},{\"name\":\"Taryon Darrington\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Taryon and Doty\",\"source\":\"TDCSR\"}},{\"name\":\"Trinket\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Vox Machina\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Trinket\",\"page\":264,\"entries\":[\"Even Vex's beloved animal companion, the brown bear Trinket, is still by her side—though age has slowed him somewhat. His young cub is now a well-behaved playmate for the youngest de Rolo children.\"]}]}}}}},{\"name\":\"Vex'ahlia\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Vex'ahlia de Rolo\",\"source\":\"TDCSR\"}},{\"name\":\"Vex'ahlia de Rolo\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Vox Machina\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Vex'ahlia de Rolo\",\"page\":264,\"entries\":[\"Vex'ahlia was one of the first members of Vox Machina when those adventurers initially met in {@book Stilben|TDCSR|3|Stilben}, along with her twin brother, {@creature Champion of Ravens|TDCSR|Vax'ildan}. Today, she is one of the most influential people in Tal'Dorei. She sits on the {@book Tal'Dorei Council|TDCSR|2|Tal'Dorei Council} as Master of Commerce and is {@book Whitestone's|TDCSR|3|Whitestone} {@book Grand Mistress of the Grey Hunt|TDCSR|2|Lady Vex'ahlia de Rolo, Baroness of the Third House of Whitestone and Grand Mistress of the Grey Hunt}, a champion of the {@deity The Dawnfather|Exandria|TDCSR|Dawnfather}, and a hero beloved by all who know the legend of Vox Machina. Her charm and skill with a bow are legendary, and she is equally dedicated to changing the world as she is to raising her five children in {@book Whitestone|TDCSR|3|Whitestone}.\",{\"type\":\"entries\",\"name\":\"Charming and Incorrigible\",\"page\":264,\"entries\":[\"As an adventurer, Vex'ahlia was known for being resolute and confident even in the face of unspeakable despair. The stories told of Vex revolve around her cunning, her flirtatious charm, and her propensity for haggling—an expression of her impoverished childhood in the wildlands of Tal'Dorei. The hardships she has endured and overcome have not changed her for the worse, though. She is the same Vex'ahlia that is remembered in the legends, just with a few more gray hairs and somehow even more responsibilities. Even her beloved animal companion, the brown bear {@creature Trinket|TDCSR}, is still by her side—though age has slowed him somewhat. His young cub is now a well-behaved playmate for the youngest de Rolo children.\"]},{\"type\":\"entries\",\"name\":\"After the Epilogue\",\"page\":264,\"entries\":[\"Though she's better known for her archery skill, Vex'ahlia's capability with coin made her an easy choice for election to the {@book Tal'Dorei Council|TDCSR|2|Tal'Dorei Council} as Master of Commerce. She makes frequent use of a teleportation circle to travel between {@book Castle Whitestone|TDCSR|3|1. Castle Whitestone} and {@book Traverse Junction|TDCSR|3|4. Traverse Junction} in {@book Emon|TDCSR|3|Emon, the City of Fellowship}, making it possible to fulfill her duties to both the {@book Chamber of Whitestone|TDCSR|2|Chamber of Whitestone} and the {@book Tal'Dorei Council|TDCSR|2|Tal'Dorei Council}. Though she has generally left her adventuring life behind her, she does occasionally sortie with the {@book Grey Hunters|TDCSR|3|Grey Hunters} to eliminate threats to the continued peace and prosperity of Tal'Dorei.\"]}]}]}}}}},{\"name\":\"Vos'skyriss Serpentfolk\",\"source\":\"TDCSR\",\"entries\":[\"The Vos'skyriss serpentfolk are the people of an ancient elite empire of humanoid-snake hybrids, who seek the ultimate detachment that comes from destroying all of reality.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Constricted Origins\",\"page\":257,\"entries\":[\"Once a realm of humanoids who worshiped serpents, the ancient Vos'skyriss Empire was among the richest in the world. Its people obsessively imitated snakes—their flexibility, their emotionless patience, their willingness to survive at any costs (even cannibalizing their own kind), and their cold detachment. With the help of profane magics, most of the Vos'skyriss shed the useless skin of their humanity to become like the Betrayer God known as the {@deity The Cloaked Serpent|Exandria|TDCSR|Cloaked Serpent}. Those who couldn't evolve became food for those who did.\",\"Seers of the Vos'skyriss foresaw the {@book Calamity|TDCSR|1|The Calamity}, and the empire created an arcane stasis field under their capital city of Vos'skyriss to survive. This site stands off the western coast of Tal'Dorei and is now known as {@book Visa Isle|TDCSR|3|Visa Isle}. Only the strongest were allowed to seek refuge in the capital, and decades of carefully tracked tournaments determined who was fit for survival.\"]},{\"type\":\"entries\",\"name\":\"Ophidian Society\",\"page\":257,\"entries\":[\"Serpentfolk occupy remote temples in jungles, swamps, and deserts. Their society enforces strict discipline and a hierarchy that rewards those closest to snakes in mind and body. Serpentfolk transfigured into massive snakes with humanoid arms are held in the highest esteem.\",\"Despite their god's moniker, the Vos'skyriss serpentfolk outlaw hoods so that outsiders in their realm are easily recognizable.\"]},{\"type\":\"entries\",\"name\":\"Narcissistic Worship\",\"page\":257,\"entries\":[\"Most serpentfolk have little love for the {@deity The Cloaked Serpent|Exandria|TDCSR|Cloaked Serpent}, though they pay him homage as the deity of poisons, assassins, and darkness. For the Vos'skyriss serpentfolk, worship is a means to an end. Their legends say that the devout will be granted the ability to devour nightmares, enabling them to gorge themselves on dreams of fear and terror until they grow so large that they can turn on their god and swallow the {@deity The Cloaked Serpent|Exandria|TDCSR|Cloaked Serpent} himself. Once begun, this feast is unending—they will devour the remaining gods one by one, and finally, the entirety of the multiverse.\"]},{\"type\":\"entries\",\"name\":\"Vos'skyriss Rising\",\"page\":257,\"entries\":[\"Several decades ago, Jorlund Vohr, professor of archaeology at the {@book Alabaster Lyceum|TDCSR|3|5. Alabaster Lyceum}, led an expedition to the ruins upon {@book Visa Isle|TDCSR|3|Visa Isle}—and found them prowled by the restless spirits of the serpent empire. Their incursion unleashed these entombed spirits, and awakened hundreds of their living kin from magical stasis. Now, living and undead serpentfolk plot together to rekindle the embers of their long-lost empire.\"]},{\"type\":\"entries\",\"name\":\"Alignment\",\"page\":257,\"entries\":[\"Neutral evil.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TDCSR/SerpentfolkFluff.webp\"},\"credit\":\"{@link Nguyen Hieu|https://artstation.com/wthieu153}\",\"altText\":\"A serpentfolk with green scales bears a silver dagger, ready to strike. A second spectral serpentfolk, holding a spear, wraps around and above the first serpentfolk.\"}]},{\"name\":\"Vos'skyriss Serpentfolk Ghost\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Vos'skyriss Serpentfolk\",\"source\":\"TDCSR\"}},{\"name\":\"Vox Machina\",\"source\":\"TDCSR\",\"entries\":[{\"type\":\"entries\",\"name\":\"Vox Machina\",\"page\":260,\"entries\":[\"Heroes. Scoundrels. Legends. Dumbasses. The legacy of the adventuring party Vox Machina is a complicated one. Over the course of their adventures, they've selflessly saved the lives of thousands of people in Tal'Dorei, {@book Wildemount|TDCSR|3|Wildemount}, {@book Issylra|TDCSR|3|Issylra}, and beyond. Of course, there are also countless tales of individuals they've bullied, threatened, insulted, or otherwise needlessly antagonized throughout those same adventures. These legendary figures grew from a band of dime-a-dozen sellswords in the swamp burgh of {@book Stilben|TDCSR|3|Stilben} to gods-blessed warriors whose actions might have saved all of Exandria from a future of undead tyranny.\",\"The deeds of Vox Machina are sung by bards across Tal'Dorei, often exaggerating those already belief-defying tales of gods and monsters and magic. But though their legend has grown wild and unruly, the members of Vox Machina are still people. More than twenty years have passed since their last great campaign. Most of them are still alive, and the lives of these heroes have changed—in big ways and in smaller, more subtle ones.\",\"Those among them who age have softer bodies and lines on their faces. Those among them who don't age still show the weight of the world upon their shoulders. By and large, the members of Vox Machina have set aside weapons, armor, and spells in favor of more subtle ways of helping others. Some lead the lands they were born to lead. Others have been elected to the {@book Tal'Dorei Council|TDCSR|2|Tal'Dorei Council}, shaping the fate of the continent's people with quiet wisdom rather than blades and battle cries.\",\"Still, each member of this legendary band of adventurers would take up arms again in an instant if it meant protecting those they care for the most. And the {@table Vestiges of Divergence by Advancement|TDCSR|Vestiges of Divergence}, whose power they unlocked in the battles against the {@book Cinder King|TDCSR|1|Thordak, the Cinder King} and {@deity The Whispered One|Exandria|TDCSR}, are still within their grasp.\",\"The following stat blocks are here for GMs to use if their players encounter a member of Vox Machina—hopefully as an ally or a \\\"quest giver,\\\" for woe betide anyone who encounters these legendary heroes as a foe. These statistics don't represent the full extent of the characters' abilities as 20th-level adventurers, but have been streamlined to make them easier for the Game Master to run.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TDCSR/DeRoloFluff.webp\"},\"credit\":\"{@link Jessica Scates|https://twitter.com/jessmightwork}\",\"altText\":\"A family portrait of Percival de Rolo and Vex'ahlia de Rolo along with their children in a golden embroidered frame. The Whitestone heraldry hangs behind them. From left to right: white-haired Vesper, the red tiefling Gwendolyn, Percival, Vex'ahlia, the proud Wolfe, the prankster Leona, Vax'ildan with a brown bear cub in his lap, and Trinket.\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TDCSR/DeRoloFluffPlaque.webp\"},\"title\":\"The de Rolo Family of Whitestone. Top: Vesper Elaina de Rolo, Gwendolyn Zahra Melanie von Musel de Rolo, Percival Fredrickstein von Musel Klossowski de Rolo III, Vex'ahlia de Rolo, Wolfe Kristoff de Rolo, Leona Pike de Rolo Bottom: Vax'ildan Fredrick de Rolo, Charlie, Trinket ~ Castle Whitestone, 832 P.D. ~\",\"altText\":\"A brass plate with the following etched upon it: The de Rolo Family of Whitestone Top: Vesper Elaina de Rolo, Gwendolyn Zahra Melanie von Musel de Rolo, Percival Fredrickstein von Musel Klossowski de Rolo III, Vex'ahlia de Rolo, Wolfe Kristoff de Rolo, Leona Pike de Rolo Bottom: Vax'ildan Fredrick de Rolo, Charlie, Trinket ~ Castle Whitestone, 832 P.D. ~\"}]},{\"name\":\"Wraithroot Tree\",\"source\":\"TDCSR\",\"entries\":[\"When ancient or nefarious entities need to safeguard objects of grave consequence—particularly items intertwined with their immortality—they bury those secrets alongside wraithroot trees, around which the people of Exandria dare not tread.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Vengeful Restoration\",\"page\":259,\"entries\":[\"Wraithroot trees are the product of foul necromancy and transmutation rituals that first see a tree awakened, gifting it with advanced intelligence and imbuing its roots with mobility. But the {@creature awakened tree||awakened tree's} first moments of joyous awareness are tragically cut short as necromantic energy courses through it, channeling rage and evil to transform it into a wraithroot—filled with longing to obliterate the life it so fleetingly enjoyed.\"]},{\"type\":\"entries\",\"name\":\"Wraithroot Sites\",\"page\":259,\"entries\":[\"In Tal'Dorei, wraithroots can be found in a number of locations, including the {@book Parchwood Timberlands|TDCSR|3|Parchwood Timberlands} below {@book Whitestone|TDCSR|3|Whitestone}, the {@book Torian Forest|TDCSR|3|Torian Forest} along the southwestern edge of the {@book Cliffkeep Mountains|TDCSR|3|Cliffkeep Mountains}, the {@book Grey Valley|TDCSR|3|Grey Valley} north of {@book Kraghammer|TDCSR|3|Kraghammer}, and the Moldered Grove southeast of the Ashkeeper Peaks.\"]},{\"type\":\"entries\",\"name\":\"Alignment\",\"page\":259,\"entries\":[\"Neutral evil.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TDCSR/WraithrootTreeFluff.webp\"},\"credit\":\"{@link Elisa Serio|https://elisaserioart.com/}\",\"altText\":\"A twisted treant covered with dry, grey moss and green ooze. Embedded into its bark are six eerie eyes at odd angles.\"}]},{\"name\":\"Young Magma Landshark\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Magma Landshark\",\"source\":\"TDCSR\"}}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-tftyp.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Animated Table\",\"source\":\"TftYP\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Arundil's Animated Objects\",\"entries\":[\"A century ago, the dwarf mage Arundil animated a number of objects to defend the Foundry against intruders other than dwarves. Many of these creations remain in place today.\",\"These animated objects never attack dwarves or duergar. In addition, a dwarf (including a duergar) can order an object to cease its attack. If so commanded, the object becomes immobile for 10 minutes, or until the one commanding it leaves the area.\",{\"name\":\"Constructed Nature\",\"type\":\"entries\",\"entries\":[\"An animated table doesn't require air, food, drink, or sleep.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TftYP/Animated Table.webp\"}}]},{\"name\":\"Calcryx\",\"source\":\"TftYP\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The smallest, least intelligent, and most animalistic of the chromatic dragons, white dragons dwell in frigid climes, favoring arctic areas or icy mountains. They are vicious, cruel reptiles driven by hunger and greed.\",\"A white dragon has feral eyes, a sleek profile, and a spined crest. The scales of a wyrmling white dragon glisten pure white. As the dragon ages, its sheen disappears and some of its scales begin to darken, so that by the time it is old, it is mottled by patches of pale blue and light gray. This patterning helps the dragon blend into the realms of ice and stone in which it hunts, and to fade from view when it soars across a cloud-filled sky.\",{\"name\":\"Primal and Vengeful\",\"type\":\"entries\",\"entries\":[\"White dragons lack the cunning and tactics of most other dragons. However, their bestial nature makes them the best hunters among all dragonkind, singularly focused on surviving and slaughtering their enemies. A white dragon consumes only food that has been frozen, devouring creatures killed by its breath weapon while they are still stiff and frigid. It encases other kills in ice or buries them in snow near its lair, and finding such a larder is a good indication that a white dragon dwells nearby.\",\"A white dragon also keeps the bodies of its greatest enemies as trophies, freezing corpses where it can look upon them and gloat. The remains of giants, remorhazes, and other dragons are often positioned prominently within a white dragon's lair as warnings to intruders.\",\"Though only moderately intelligent, white dragons have extraordinary memories. They recall every slight and defeat, and have been known to conduct malicious vendettas against creatures that have offended them. This often includes silver dragons, which lair in the same territories as whites. White dragons can speak as all dragons can, but they rarely talk unless moved to do so.\"]},{\"name\":\"Lone Masters\",\"type\":\"entries\",\"entries\":[\"White dragons avoid all other dragons except whites of the opposite sex. Even then, when white dragons seek each other out as mates, they stay together only long enough to conceive offspring before fleeing into isolation again.\",\"White dragons can't abide rivals near their lairs. As a result, a white dragon attacks other creatures without provocation, viewing such creatures as either too weak or too powerful to live. The only creatures that typically serve a white dragon are intelligent humanoids that demonstrate enough strength to assuage the dragon's wrath, and can put up with sustaining regular losses as a result of its hunger. This includes dragon-worshiping kobolds, which are commonly found in their lairs.\",\"Powerful creatures can sometimes gain a white dragon's obedience through a demonstration of physical or magical might. Frost giants challenge white dragons to prove their own strength and improve their status in their clans, and their cracked bones litter many a white dragon's lair. However, a white dragon defeated by a frost giant often becomes its servant, accepting the mastery of a superior creature in exchange for asserting its own domination over the other creatures that serve or oppose the giant.\"]},{\"name\":\"Treasure Under Ice\",\"type\":\"entries\",\"entries\":[\"White dragons love the cold sparkle of ice and favor treasure with similar qualities, particularly diamonds. However, in their remote arctic climes, the treasure hoards of white dragons more often contain walrus and mammoth tusk ivory, whale-bone sculptures, figureheads from ships, furs, and magic items seized from overly bold adventurers.\",\"Loose coins and gems are spread across a white dragon's lair, glittering like stars when the light strikes them. Larger treasures and chests are encased in layers of rime created by the white dragon's breath, and held safe beneath layers of transparent ice. The dragon's great strength allows it to easily access its wealth, while lesser creatures must spend hours chipping away or melting the ice to reach the dragon's main hoard.\",\"A white dragon's flawless memory means that it knows how it came to possess every coin, gem, and magic item in its hoard, and it associates each item with a specific victory. White dragons are notoriously difficult to bribe, since any offers of treasure are seen as an insult to their ability to simply slay the creature making the offer and seize the treasure on their own.\"]}]},{\"type\":\"entries\",\"name\":\"Dragons\",\"entries\":[\"True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.\",\"Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.\",\"Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.\",\"True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.\",\"Dragon Age Categories\",{\"type\":\"table\",\"colLabels\":[\"Category\",\"Size\",\"Age Range\"],\"colStyles\":[\"col-4\",\"col-4\",\"col-4\"],\"rows\":[[\"Wyrmling\",\"Medium\",\"5 years or less\"],[\"Young\",\"Large\",\"6–100 years\"],[\"Adult\",\"Huge\",\"101–800 years\"],[\"Ancient\",\"Gargantuan\",\"801 years or more\"]]}]},{\"type\":\"entries\",\"name\":\"Chromatic Dragons\",\"entries\":[\"The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures-including each other.\",{\"name\":\"Driven by Greed\",\"entries\":[\" Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world's wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have \\\"stolen\\\" it. With its piles of coins, gleaming gems, and magic items, a dragon's hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it.\"],\"type\":\"entries\"},{\"name\":\"Creatures of Ego\",\"type\":\"entries\",\"entries\":[\"Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon's personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect.\"]},{\"name\":\"Dangerous Lairs\",\"type\":\"entries\",\"entries\":[\"A dragon's lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard.\",\"Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures.\"]},{\"name\":\"Queen of Evil Dragons\",\"type\":\"entries\",\"entries\":[\"Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone.\",\"Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her-black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws.\",\"Tiamat's most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen's power.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TftYP-TSC/006-totyp-01-07.webp\"}}]},{\"name\":\"Centaur Mummy\",\"source\":\"TftYP\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"In The Hidden Shrine of Tamoachan, characters must contend with a mummified centaur that wants to prevent them from moving any farther into the dungeon. Combining the most lethal features of two creature types, the centaur mummy can attack nearby targets with its melee weapons while trying to use its Dreadful Glare against enemies that hold back.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TftYP/Centaur Mummy.webp\"}}]},{\"name\":\"Dread Warrior\",\"source\":\"TftYP\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The Red Wizards (Dead in Thay) make use of several kinds of undead minions, including the special servants known as dread warriors. After being created by a secret ritual, a dread warrior is further enchanted so that a Red Wizard can employ the creature in the fashion of a spellcaster's familiar. By creating a psychic link with a dread warrior, a Red Wizard can experience the world through the creature's senses and direct the warrior.\",{\"name\":\"Undead Nature\",\"type\":\"entries\",\"entries\":[\"A dread warrior doesn't require air, food, drink, or sleep.\"]}]}]}]}]},{\"name\":\"Duergar Spy\",\"source\":\"TftYP\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The tyrannical duergar, also known as gray dwarves, dwell in fantastic cities deep in the Underdark. Using ancient dwarven knowledge and myriad slaves, they work tirelessly to expand their subterranean kingdoms.\",\"Most duergar (including females) are bald and have ashen gray skin. They wear drab clothing designed to blend in with stone, along with simple jewelry that reflects their severe and utilitarian demeanor.\",{\"name\":\"Slaves to Slavers\",\"type\":\"entries\",\"entries\":[\"The duergar were once dwarves, before their greed and endless delving beneath the earth brought them into contact with the mind flayers. Held in captivity for generations by the illithids, the dwarves eventually won their independence with the aid of the evil god Laduguer. Slavery had forever changed them, however, darkening their spirits to make the duergar as evil as the tyrants they had escaped. Despite winning their freedom, duergar are dour, pessimistic, untrusting creatures, always toiling and complaining, with no memory of what it means to be happy or proud. Their craftsmanship and accomplishments endure, yet they are bereft of warmth or artistry.\",\"Duergar make war against their dwarven kin and all other subterranean races. They forge alliances when it is convenient, then break those alliances when they have nothing more to gain. They take and hold slaves to toil in the Underdark, regarding them as free labor and crude currency.\"]},{\"name\":\"Tough as Stone\",\"type\":\"entries\",\"entries\":[\"Like dwarves, duergar have strong constitutions. Adding to their physical stamina is an incredible mental fortitude resulting from their time as slaves of the illithids. A duergar's mind is a fortress, able to shrug off charms, illusions, and other spells.\"]},{\"name\":\"Born of Darkness\",\"type\":\"entries\",\"entries\":[\"The Underdark is saturated with strange magical power, which the duergar absorbed over generations of imprisonment. A duergar can increase its size and strength for a short time, becoming a powerful ogre-sized warrior. If it faces a foe it can't fight, or when spying on creatures approaching its territory, it can just as easily become {@condition invisible} to slip away into the darkness. Eons spent in the Underdark also sharpened their {@sense darkvision}, allowing them to see twice as far as other dwarves. This keen eyesight comes at a cost, however, as a duergar's vision is compromised by sunlight.\"]},{\"name\":\"Infernal Master\",\"type\":\"entries\",\"entries\":[\"Asmodeus, Lord of the Nine Hells, has been known to impersonate duergar gods in order to cultivate the evil brimming in the hearts of the gray dwarves. He offers them divine guidance and vengeance against their enemies while urging them on toward greater acts of tyranny, all the while concealing his true identity.\"]}]}]}]}]},{\"name\":\"Durnn\",\"source\":\"TftYP\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"War horns sound, stones fly from catapults, and the thunder of a thousand booted feet echoes across the land as hobgoblins march to battle. Across the borderlands of civilization, settlements and settlers must contend with these aggressive humanoids, whose thirst for conquest is never satisfied.\",\"Hobgoblins have dark orange or red-orange skin, and hair ranging from dark red-brown to dark gray. Yellow or dark brown eyes peer out beneath their beetling brows, and their wide mouths sport sharp and yellowed teeth. A male hobgoblin might have a large blue or red nose, which symbolizes virility and power among goblinkin. Hobgoblins can live as long as humans, though their love of warfare and battle means that few do.\",{\"name\":\"Goblinoids\",\"type\":\"entries\",\"entries\":[\"Hobgoblins belong to a family of creatures called goblinoids. They are often found lording over their cousins, the smaller goblins and the ferocious bugbears.\"]},{\"name\":\"Martial Might\",\"type\":\"entries\",\"entries\":[\"A hobgoblin measures virtue by physical strength and martial prowess, caring about nothing except the opportunity to demonstrate skill and cunning in battle. Hobgoblins of high military rank attain their positions by force, then hold those positions by imposing their authority through draconian measures.\",\"Hobgoblins train to fight with a variety of weapons, and have great skill at crafting arms, armor, siege engines, and other military devices. Organized and disciplined, they take exceptional care of their weapons, armor, and personal possessions. They favor the bold colors associated with their tribes, and trim their often-elaborate uniforms with blood-red piping and leather dyed black.\"]},{\"name\":\"Military Legions\",\"type\":\"entries\",\"entries\":[\"Hobgoblins organize themselves into tribal bands known as legions. In their martial society, every hobgoblin has a rank, from the powerful leaders and champions, to the rank-and-file foot soldiers, to the goblins that find themselves driven into the front lines at spear point. A legion is headed by a warlord with several captains serving under its command. A hobgoblin warlord is a ruthless tyrant more interested in strategy, victory, glory, reputation, and dominion than leading troops into battle.\",\"As loyal and disciplined as hobgoblins are in their own legion, rival legions compete constantly for reputation and status. Meetings between legions erupt in violence if troops aren't restrained, and only exceptionally powerful leaders can force legions to cooperate on the battlefield.\"]},{\"name\":\"Strategic Thinkers\",\"type\":\"entries\",\"entries\":[\"Hobgoblins have a strong grasp of tactics and discipline, and can carry out sophisticated battle plans under the direction of a strategically minded leader. However, they hate elves and attack them first in battle over any other opponents, even if doing so would be a tactical error.\",\"Legions often supplement their ranks with less reliable and more expendable troops, including goblins, bugbears, orcs, evil humans, ogres, and giants.\"]},{\"name\":\"Beast Trainers\",\"type\":\"entries\",\"entries\":[\"Hobgoblins have a long history of training animals to service. Like the more civilized races, they use oxen and horses to transport goods and weaponry over long distances. They communicate with each other using trained ravens, and keep vicious wolves to guard prisoners and protect hobgoblin camps. Hobgoblin cavalry use trained worgs as steeds, in the same way that goblins ride wolves. Some tribes even keep carnivorous apes as fighting beasts.\"]},{\"name\":\"Conquer and Control\",\"type\":\"entries\",\"entries\":[\"Hobgoblins claim lands with abundant resources, and they can be found in forests and mountains, near mines and humanoid settlements, and anywhere else that wood, metal, and potential slaves can be found. They build and conquer strongholds in strategically advantageous locations, which they then use as staging areas to expand their territory.\",\"Hobgoblin warlords never tire of combat, but they don't take up arms lightly. Before they attack, hobgoblins conduct thorough reconnaissance to gauge the strengths and weaknesses of their foes. When assaulting a stronghold, they surround it first to cut off escape routes and supply lines, then slowly starve their enemies out.\",\"Hobgoblins fortify their own holdings, bolstering existing defenses with innovations of their own. Whether they lair in cavern complexes, dungeons, ruins, or forests, they protect their strongholds with ditches, fences, gates, guard towers, pit traps, and crude catapults or ballistas.\"]},{\"name\":\"Legion of Maglubiyet\",\"type\":\"entries\",\"entries\":[\"Hobgoblins worship Maglubiyet the Mighty One, the greater god of goblinoids. As terrifying as this figure is, hobgoblins don't fear death, believing that when they die in battle, their spirits join the honored ranks of Maglubiyet's army on the plane of Acheron.\"]}]}]}]}]},{\"name\":\"Erky Timbers\",\"source\":\"TftYP\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Acolytes are junior members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TftYP/Erky Timbers.webp\"}}]},{\"name\":\"Giant Ice Toad\",\"source\":\"TftYP\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"In a cavern within the glacial rift (Against the Giants), a group of ice toads vigorously guard their territory. Waves of cold radiate from the creature, afflicting those that try to approach it, and anyone unfortunate enough to be swallowed suffers injury from cold as well as from the toad's digestive juices.\"]}]}]},{\"name\":\"Giant Skeleton\",\"source\":\"TftYP\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"In the Tomb of Horrors, treasure sometimes presents itself for the taking. In one such location, the \\\"reward\\\" for an attempt to grab some valuables turns out to be the animated skeleton of a giant—deadly not only because of its size and strength, but because it has defenses normally possessed only by undead of much greater power.\",{\"name\":\"Undead Nature\",\"type\":\"entries\",\"entries\":[\"A skeleton doesn't require air, food, drink, or sleep.\"]}]}]}]},{\"name\":\"Great Ulfe\",\"source\":\"TftYP\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TftYP-TFoF/004-totyp-02-05.webp\"}}]},{\"name\":\"Greater Zombie\",\"source\":\"TftYP\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Many of those who brave the Tomb of Horrors believe they have reached their ultimate destination when they disturb a skeletal figure inside a secluded crypt. It is, in fact, a greater zombie, a creature magically created from a humanoid corpse to be far more resilient than a typical zombie.\",{\"name\":\"Undead Nature\",\"type\":\"entries\",\"entries\":[\"A zombie doesn't require air, food, drink, or sleep.\"]}]}]}]},{\"name\":\"Grenl\",\"source\":\"TftYP\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Goblins are small, black-hearted, selfish humanoids that lair in caves, abandoned mines, despoiled dungeons, and other dismal settings. Individually weak, goblins gather in large-sometimes overwhelming-numbers. They crave power and regularly abuse whatever authority they obtain.\",{\"name\":\"Goblinoids\",\"type\":\"entries\",\"entries\":[\"Goblins belong to a family of creatures called goblinoids. Their larger cousins, hobgoblins and bugbears, like to bully goblins into submission. Goblins are lazy and undisciplined, making them poor servants, laborers, and guards.\"]},{\"name\":\"Malicious Glee\",\"type\":\"entries\",\"entries\":[\"Motivated by greed and malice, goblins can't help but celebrate the few times they have the upper hand. They dance, caper with sheer joy when victory is theirs. Once their revels have ended, goblins delight in the torment of other creatures and embrace all manner of wickedness.\"]},{\"name\":\"Leaders and Followers\",\"type\":\"entries\",\"entries\":[\"Goblins are ruled by the strongest or smartest among them. A goblin boss might command a single lair, while a goblin king or queen (who is nothing more than a glorified goblin boss) rules hundreds of goblins, spread out among multiple lairs to ensure the tribe's survival. Goblin bosses are easily ousted, and many goblin tribes are taken over by hobgoblin warlords or bugbear chiefs.\"]},{\"name\":\"Challenging Lairs\",\"type\":\"entries\",\"entries\":[\"Goblins festoon their lairs with alarms designed to signal the arrival of intruders. Those lairs are also riddled with narrow tunnels and bolt-holes that human-sized creatures can't navigate, but which goblins can crawl through with ease, allowing them to flee or to circle around and surprise their enemies. Rat Keepers and Wolf Riders. Goblins have an affinity for rats and wolves, raising them to serve as companions and mounts, respectively. Like rats, goblins shun sunlight and sleep underground during the day. Like wolves, they are pack hunters, made bolder by their numbers. When they hunt from the backs of wolves, goblins use hit-and-run attacks.\"]},{\"name\":\"Worshipers of Maglubiyet\",\"type\":\"entries\",\"entries\":[\"Maglubiyet the Mighty One, the Lord of Depths and Darkness, is the greater god of goblinoids. Envisioned by most goblins as an eleven-foot-tall battle-scarred goblin with black skin and fire erupting from his eyes, he is worshiped not out of adoration but fear. Goblins believe that when they die in battle, their spirits join the ranks of Maglubiyet's army on the plane of Acheron. This is a \\\"privilege\\\" that most goblins dread, fearing the Mighty One's eternal tyranny even more than death.\"]}]}]}]}]},{\"name\":\"Guthash\",\"source\":\"TftYP\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Some giant rats carry vile diseases that they spread with their bites.\"]}]}]},{\"name\":\"Jarl Grugnur\",\"source\":\"TftYP\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TftYP-AtG/011-totyp-06-12.webp\"}}]},{\"name\":\"Kaarghaz\",\"source\":\"TftYP\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The savage, degenerate troglodytes squat in the shallow depths of the Underdark in a constant state of war against their neighbors and one another. They mark the borders of their territories with cracked bones and skulls, or with pictographs painted in blood or dung.\",\"Perhaps the most loathsome of all humanoids, troglodytes eat anything they can stomach. They dwell in filth. The walls of their cavern homes are smeared with grime, oily secretions, and the debris of their foul feasting.\",{\"name\":\"Simpleminded Brutes\",\"type\":\"entries\",\"entries\":[\"Troglodytes have a simple, communal culture devoted almost entirely to procuring food. Too simple to plan more than a few days into the future, troglodytes rely on constant raids and hunting to survive. They take sadistic pleasure in hunting intelligent creatures weaker than themselves and show no mercy toward those they capture and drag back to their lairs to be devoured. The largest and toughest troglodytes lead the hunt and become the leaders of their tribes. However, if a leader shows any weakness or hesitation, other troglodytes attack and eat it in a frenzy.\",\"Troglodytes make little and build less, scavenging their possessions from their prey. They understand the value of metal weapons and armor, and fight among one another for the right to have such items. A troglodyte tribe might be torn apart by battles over a single longsword.\"]},{\"name\":\"Devotees of Laogzed\",\"type\":\"entries\",\"entries\":[\"Some troglodytes venerate Laogzed, a demonic, monstrously fat toad-lizard that slumbers in the Abyss. Laogzed offers the troglodytes nothing in return except aspiration, for it is the dream of his troglodyte worshipers to become as fat, well-fed, and wearily content as he seems to be.\"]}]}]}]}]},{\"name\":\"Kelson Darktreader\",\"source\":\"TftYP\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TftYP-DiT/011-totyp-05-11.webp\"}}]},{\"name\":\"King Snurre\",\"source\":\"TftYP\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TftYP/King Snurre.webp\"}}]},{\"name\":\"Lahnis\",\"source\":\"TftYP\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TftYP-DiT/009-totyp-05-10.webp\"}}]},{\"name\":\"Lumalia\",\"source\":\"TftYP\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TftYP-DiT/017-totyp-05-17.webp\"}}]},{\"name\":\"Malformed Kraken\",\"source\":\"TftYP\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The Doomvault (Dead in Thay) contains a number of denizens that don't have all the traits or abilities of normal creatures of their kind. By far the most powerful of these \\\"inferior\\\" creatures is a malformed kraken that is kept in a saltwater pool and is not as large or as durable as a true kraken\"]}]}]}]},{\"name\":\"Mennek Ariz\",\"source\":\"TftYP\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TftYP-DiT/019-totyp-05-19.webp\"}}]},{\"name\":\"Nereid\",\"source\":\"TftYP\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"One of the most inviting locations in the Hidden Shrine of Tamoachan is a gently illuminated pool of water, beside which sits a lovely being singing a pleasant tune. The figure is a nereid—a fey water creature that can shape its environment to suit its needs. Whether male or female, a nereid bears an otherworldly beauty.\"]}]}]},{\"name\":\"Nimira\",\"source\":\"TftYP\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The tyrannical duergar, also known as gray dwarves, dwell in fantastic cities deep in the Underdark. Using ancient dwarven knowledge and myriad slaves, they work tirelessly to expand their subterranean kingdoms.\",\"Most duergar (including females) are bald and have ashen gray skin. They wear drab clothing designed to blend in with stone, along with simple jewelry that reflects their severe and utilitarian demeanor.\",{\"name\":\"Slaves to Slavers\",\"type\":\"entries\",\"entries\":[\"The duergar were once dwarves, before their greed and endless delving beneath the earth brought them into contact with the mind flayers. Held in captivity for generations by the illithids, the dwarves eventually won their independence with the aid of the evil god Laduguer. Slavery had forever changed them, however, darkening their spirits to make the duergar as evil as the tyrants they had escaped. Despite winning their freedom, duergar are dour, pessimistic, untrusting creatures, always toiling and complaining, with no memory of what it means to be happy or proud. Their craftsmanship and accomplishments endure, yet they are bereft of warmth or artistry.\",\"Duergar make war against their dwarven kin and all other subterranean races. They forge alliances when it is convenient, then break those alliances when they have nothing more to gain. They take and hold slaves to toil in the Underdark, regarding them as free labor and crude currency.\"]},{\"name\":\"Tough as Stone\",\"type\":\"entries\",\"entries\":[\"Like dwarves, duergar have strong constitutions. Adding to their physical stamina is an incredible mental fortitude resulting from their time as slaves of the illithids. A duergar's mind is a fortress, able to shrug off charms, illusions, and other spells.\"]},{\"name\":\"Born of Darkness\",\"type\":\"entries\",\"entries\":[\"The Underdark is saturated with strange magical power, which the duergar absorbed over generations of imprisonment. A duergar can increase its size and strength for a short time, becoming a powerful ogre-sized warrior. If it faces a foe it can't fight, or when spying on creatures approaching its territory, it can just as easily become {@condition invisible} to slip away into the darkness. Eons spent in the Underdark also sharpened their {@sense darkvision}, allowing them to see twice as far as other dwarves. This keen eyesight comes at a cost, however, as a duergar's vision is compromised by sunlight.\"]},{\"name\":\"Infernal Master\",\"type\":\"entries\",\"entries\":[\"Asmodeus, Lord of the Nine Hells, has been known to impersonate duergar gods in order to cultivate the evil brimming in the hearts of the gray dwarves. He offers them divine guidance and vengeance against their enemies while urging them on toward greater acts of tyranny, all the while concealing his true identity.\"]}]}]}]}]},{\"name\":\"Obmi\",\"source\":\"TftYP\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TftYP/Obmi.webp\"}}]},{\"name\":\"Phaia\",\"source\":\"TftYP\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TftYP-DiT/010-totyp-05-11a.webp\"}}]},{\"name\":\"Sea Lion\",\"source\":\"TftYP\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"These large marine mammals live along coastal regions and around islands at sea\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TftYP/Sea Lion.webp\"}}]},{\"name\":\"Sir Braford\",\"source\":\"TftYP\",\"entries\":[\"While traveling in the vicinity of the Sunless Citadel, Sir Braford and his companions were captured by goblins. The young paladin of Pelor has been corrupted by the sinister Gulthias Tree and now swings his magic sword, {@item Shatterspike|TftYP}, on behalf of a different sort of \\\"deity.\\\"\"]},{\"name\":\"Siren\",\"source\":\"TftYP\",\"entries\":[\"Imprisoned inside a mist-filled chamber in the Tomb of Horrors, Siren serves as evidence of Acererak's heartless sense of humor. This mysterious fey creature yearns to be released, but an enchantment laid on her by the demilich prevents her from telling visitors how to accomplish that task. If anyone succeeds in freeing her, she vows to be a lifelong friend.\"]},{\"name\":\"Snarla\",\"source\":\"TftYP\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A werewolf is a savage predator. In its humanoid form, a werewolf has heightened senses, a fiery temper, and a tendency to eat rare meat. Its wolf form is a fearsome predator, but its hybrid form is more terrifying by far-a furred and well-muscled humanoid body topped by a ravening wolf's head. A werewolf can wield weapons in hybrid form, though it prefers to tear foes apart with its powerful claws and bite.\",\"Most werewolves flee civilized lands not long after becoming afflicted. Those that reject the curse fear what will happen if they remain among their friends and family. Those that embrace the curse fear discovery and the consequences of their murderous acts. In the wild, werewolves form packs that also include wolves and dire wolves.\"]},{\"type\":\"entries\",\"name\":\"Lycanthropes\",\"entries\":[\"One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a creature cursed by lycanthropy appears as its normal self. Over time, however, many lycanthropes acquire features suggestive of their animal form. In that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red in the dark.\",\"Evil lycanthropes hide among normal folk, emerging in animal form at night to spread terror and bloodshed, especially under a full moon. Good lycanthropes are reclusive and uncomfortable around other civilized creatures, often living alone in wilderness areas far from villages and towns.\",{\"name\":\"Curse of Lycanthropy\",\"type\":\"entries\",\"entries\":[\"A humanoid creature can be afflicted with the curse of lycanthropy after being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. A {@spell remove curse} spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish.\",\"A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form-or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams.\",\"Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Most lycanthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak.\",\"Variant: Nonhuman Lycanthropes\",\"The statistics presented in this section assume a base creature of human. However, you can also use the statistics to represent nonhuman lycanthropes, adding verisimilitude by allowing a nonhuman lycanthrope to retain one or more of its humanoid racial traits. For example, an elf werewolf might have the Fey Ancestry trait.\",\"When a werebear transforms, it grows to enormous size, lashing out with weapons or claws. It fights with the ferocity of a bear, though even in its bestial forms, it avoids biting so as to not pass on its curse. Typically, a werebear passes on its lycanthropy only to chosen companions or apprentices, spending the time that follows helping the new lycanthrope accept the curse in order to control it.\",\"Solitary creatures, werebears act as wardens over their territory, protecting flora and fauna alike from humanoid or monstrous intrusion. Though most werebears are of good alignment, some are every bit as evil as other lycanthropes.\"]}]},{\"type\":\"entries\",\"name\":\"Player Characters as Lycanthropes\",\"entries\":[\"A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope's speeds in non-humanoid form, damage immunities, traits, and actions that don't involve equipment. The character is proficient with the lycanthrope's natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope's statistics. The character can't speak while in animal form.\",\"A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the lycanthrope's proficiency bonus + the lycanthrope's Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed.\",\"The following information applies to specific lycanthropes.\",{\"name\":\"Werebear\",\"type\":\"entries\",\"entries\":[\"The character gains a Strength of 19 if his or her score isn't already higher, and a +1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.\"]},{\"name\":\"Wereboar\",\"type\":\"entries\",\"entries\":[\"The character gains a Strength of 17 if his or her score isn't already higher, and a +1 bonus to AC while in boar or hybrid form (from natural armor). Attack and damage rolls for the tusks are based on Strength. For the Charge trait, the DC is 8 + the character's proficiency bonus + Strength modifier.\"]},{\"name\":\"Wererat\",\"type\":\"entries\",\"entries\":[\"The character gains a Dexterity of 15 if his or her score isn't already higher. Attack and damage rolls for the bite are based on whichever is higher of the character's Strength and Dexterity.\"]},{\"name\":\"Weretiger\",\"type\":\"entries\",\"entries\":[\"The character gains a Strength of 17 if his or her score isn't already higher. Attack and damage rolls for the natural weapons are based on Strength. For the Pounce trait, the DC is 8 + the character's proficiency bonus + Strength modifier.\"]},{\"name\":\"Werewolf\",\"type\":\"entries\",\"entries\":[\"The character gains a Strength of 15 if his or her score isn't already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.\"]}]}]}]}]},{\"name\":\"Snurrevin\",\"source\":\"TftYP\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The tyrannical duergar, also known as gray dwarves, dwell in fantastic cities deep in the Underdark. Using ancient dwarven knowledge and myriad slaves, they work tirelessly to expand their subterranean kingdoms.\",\"Most duergar (including females) are bald and have ashen gray skin. They wear drab clothing designed to blend in with stone, along with simple jewelry that reflects their severe and utilitarian demeanor.\",{\"name\":\"Slaves to Slavers\",\"type\":\"entries\",\"entries\":[\"The duergar were once dwarves, before their greed and endless delving beneath the earth brought them into contact with the mind flayers. Held in captivity for generations by the illithids, the dwarves eventually won their independence with the aid of the evil god Laduguer. Slavery had forever changed them, however, darkening their spirits to make the duergar as evil as the tyrants they had escaped. Despite winning their freedom, duergar are dour, pessimistic, untrusting creatures, always toiling and complaining, with no memory of what it means to be happy or proud. Their craftsmanship and accomplishments endure, yet they are bereft of warmth or artistry.\",\"Duergar make war against their dwarven kin and all other subterranean races. They forge alliances when it is convenient, then break those alliances when they have nothing more to gain. They take and hold slaves to toil in the Underdark, regarding them as free labor and crude currency.\"]},{\"name\":\"Tough as Stone\",\"type\":\"entries\",\"entries\":[\"Like dwarves, duergar have strong constitutions. Adding to their physical stamina is an incredible mental fortitude resulting from their time as slaves of the illithids. A duergar's mind is a fortress, able to shrug off charms, illusions, and other spells.\"]},{\"name\":\"Born of Darkness\",\"type\":\"entries\",\"entries\":[\"The Underdark is saturated with strange magical power, which the duergar absorbed over generations of imprisonment. A duergar can increase its size and strength for a short time, becoming a powerful ogre-sized warrior. If it faces a foe it can't fight, or when spying on creatures approaching its territory, it can just as easily become {@condition invisible} to slip away into the darkness. Eons spent in the Underdark also sharpened their {@sense darkvision}, allowing them to see twice as far as other dwarves. This keen eyesight comes at a cost, however, as a duergar's vision is compromised by sunlight.\"]},{\"name\":\"Infernal Master\",\"type\":\"entries\",\"entries\":[\"Asmodeus, Lord of the Nine Hells, has been known to impersonate duergar gods in order to cultivate the evil brimming in the hearts of the gray dwarves. He offers them divine guidance and vengeance against their enemies while urging them on toward greater acts of tyranny, all the while concealing his true identity.\"]}]}]}]}]},{\"name\":\"Stone Dragon Statue\",\"source\":\"TftYP\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TftYP-THSoT/010-totyp-03-13.webp\"}}]},{\"name\":\"Tarul Var\",\"source\":\"TftYP\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"After failing in an earlier task for the Red Wizards, the lich Tarul Var is sequestered within the Doomvault (Dead in Thay), where he tries to avoid the attention of Szass Tam. Interlopers who discover his quarters are set upon by the lich and his dread warrior guards, but if Var is brought to the brink of death, he might bargain for a chance to escape the dungeon.\",{\"name\":\"Undead Nature\",\"type\":\"entries\",\"entries\":[\"A lich doesn't require air, food, drink, or sleep.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TftYP/Tarul Var.webp\"}}]},{\"name\":\"Tecuziztecatl\",\"source\":\"TftYP\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A giant slug named Tecuziztecatl, the Lord of Snails. Tecuziztecatl (TayCOO-zeez-tay-COT-el) is highly intelligent and quite the boaster. In ancient lore it was considered to be related to the moon, a fact of which it is quite proud. During combat the slug will detail, in Olman, what it has in store for the characters and how hopeless their situation is.\"]}]}]},{\"name\":\"Thayan Apprentice\",\"source\":\"TftYP\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TftYP/Thayan Apprentice.webp\"}}]},{\"name\":\"The Keeper\",\"source\":\"TftYP\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TftYP/The Keeper.webp\"}}]},{\"name\":\"Tloques-Popolocas\",\"source\":\"TftYP\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces.\",{\"name\":\"Dark Desires\",\"type\":\"entries\",\"entries\":[\"Whether or not a vampire retains any memories from its former life, its emotional attachments wither as once-pure feelings become twisted by undeath. Love turns into hungry obsession, while friendship becomes bitter jealousy. In place of emotion, vampires pursue physical symbols of what they crave, so that a vampire seeking love might fixate on a young beauty. A child might become an object of fascination for a vampire obsessed with youth and potential. Others surround themselves with art, books, or sinister items such as torture devices or trophies from creatures they have killed.\",{\"name\":\"Born from Death\",\"entries\":[\" Most of a vampire's victims become vampire spawn-ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master's control. Few vampires are willing to relinquish their control in this manner. Vampire spawn become free-willed when their creator dies.\"],\"type\":\"entries\"}]},{\"name\":\"Chained to the Grave\",\"type\":\"entries\",\"entries\":[\"Every vampire remains bound to its coffin, crypt, or grave site, where it must rest by day. If a vampire didn't receive a formal burial, it must lie beneath a foot of earth at the place of its transition to undeath. A vampire can move its place of burial by transporting its coffin or a significant amount of grave dirt to another location. Some vampires set up multiple resting places this way.\"]},{\"name\":\"Undead Nature\",\"type\":\"entries\",\"entries\":[\"Neither a vampire nor a vampire spawn requires air.\"]}]},{\"type\":\"entries\",\"name\":\"A Vampire's Lair\",\"entries\":[\"A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.\"]},{\"type\":\"entries\",\"name\":\"Player Characters as Vampires\",\"entries\":[\"The game statistics of a player character transformed into a vampire spawn and then a vampire don't change, except that the character's Strength, Dexterity, and Constitution scores become 18 if they aren't higher. In addition, the character gains the vampire's damage resistances, {@sense darkvision}, traits, and actions. Attack and damage rolls for the vampire's attacks are based on Strength.\",\"The save DC for Charm is 8 + the vampire's proficiency bonus + the vampire's Charisma modifier. The character's alignment becomes lawful evil, and the DM might take control of the character until the vampirism is reversed with a {@spell wish} spell or the character is killed and brought back to life.\",{\"type\":\"inset\",\"name\":\"Strahd von Zarovich\",\"entries\":[\"A brilliant thinker and capable warrior in life, Strahd von Zarovich fought in countless battles for his people. When war and killing finally stripped him of his youth and strength, he settled in the remote valley of Barovia and built a castle on a towering pinnacle, from which he could survey his lands. His brother Sergei came to live with him in Castle Ravenloft, becoming Strahd's adviser and constant companion.\",\"In his brother, Strahd saw everything he had lost. Sergei was handsome and young, while Strahd had become old and scarred. Resentment colored their relationship, eventually turning into hatred. Strahd's beloved, Tatyana, spurned him for Sergei, whom she pledged to marry.\",\"In a desperate attempt to win Tatyana's heart, Strahd forged a pact with dark powers that made him immortal. At the wedding of Sergei and Tatyana, he confronted his brother and killed him. Tatyana fled and flung herself from Ravenloft's walls. Strahd's guards, seeing him for a monster, shot him with arrows. But he did not die. He became a vampire-the first vampire, according to many sages.\",\"In the centuries since his transformation, Strahd's lust for life and youth have only grown. He broods in his dark castle, cursing the living for stealing away what he lost, and never admitting his hand in the tragedy he created.\"]}]}]}]}]},{\"name\":\"Xilonen\",\"source\":\"TftYP\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TftYP-THSoT/009-totyp-03-10.webp\"}}]},{\"name\":\"Yusdrayl\",\"source\":\"TftYP\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Kobolds are craven reptilian humanoids that worship evil dragons as demigods and serve them as minions and toadies. Kobolds inhabit dragons' lairs when they can but more commonly infest dungeons, gathering treasures and trinkets to add to their own tiny hoards.\",{\"name\":\"Strength in Numbers\",\"entries\":[\" Kobolds are egg-laying creatures. They mature quickly and can live to be \\\"great wyrms\\\" more than a century old. However, many kobolds perish before they reach the end of their first decade. Physically weak, they are easy prey for predators. This vulnerability forces them to band together. Their superior numbers can win battles against powerful adversaries, but often with massive casualties on the kobold side.\"],\"type\":\"entries\"},{\"name\":\"Tunnelers and Builders\",\"type\":\"entries\",\"entries\":[\"Kobolds make up for their physical ineptitude with a cleverness for trap making and tunneling. Their lairs consist of low tunnels through which they move easily but which hinder larger humanoids. Kobolds also riddle their lairs with traps. The most insidious kobold traps make use of natural hazards and other creatures. A trip wire might connect to a spring-loaded trap that hurls clay pots of flesh-eating green slime or flings crates of venomous giant centipedes at intruders.\"]},{\"name\":\"The Lost God\",\"type\":\"entries\",\"entries\":[\"In addition to the dragons they revere, kobolds worship a lesser god named Kurtulmak. Legends speak of how Kurtulmak served as Tiamat's vassal in the Nine Hells until Garl Glittergold, the god of gnomes, stole a trinket from the Dragon Queen's hoard. Tiamat sent Kurtulmak to retrieve the trinket, but Garl Glittergold played a trick on him, collapsing the earth and trapping the kobold god in an underground maze for eternity. For this reason, kobolds hate gnomes and pranks of any kind. Kurtulmak's most devoted worshipers dedicate themselves to finding and releasing their lost god from his prison-maze.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TftYP/Yusdrayl.webp\"}}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-toa.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Acererak\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Acererak is an archlich who travels between worlds and is known to take sick pleasure in devouring the souls of adventurers, whom he lures into trap-ridden dungeons where they suffer horrible deaths. One such dungeon lies under the lost city of Omu. This dungeon is called the Tomb of the Nine Gods, for Acererak slew nine false gods and sealed them within it. More recently, he built a necromantic device called the Soulmonger, then hid it in the heart of the tomb.\"]},{\"type\":\"entries\",\"name\":\"Acererak's Traits\",\"entries\":[{\"name\":\"Ideal\",\"type\":\"entries\",\"entries\":[\"\\\"Why be a god when I can be a creator of gods?\\\"\"]},{\"name\":\"Bond\",\"type\":\"entries\",\"entries\":[\"\\\"I build dungeons to trap and slay powerful adventurers. Their deaths and souls are my nourishment.\\\"\"]},{\"name\":\"Flaw\",\"type\":\"entries\",\"entries\":[\"\\\"I underestimate the resolve of my enemies.\\\"\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Acererak.webp\"}}]},{\"name\":\"Albino Dwarf Spirit Warrior\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The albino dwarves of Chult were driven from their subterranean homes by volcanic activity, and those who didn't seek refuge in Port Nyanzaru adapted to living in the jungle. They make armor out of dinosaur hide; shape weapons out of dinosaur bones, flint, and wood; and craft ornate jewelry out of bones, feathers, tusks, and stone beads. Albino dwarves haven't forgotten how to forge metal, but they seldom have the means to do so.\"]},{\"type\":\"entries\",\"name\":\"Albino Dwarf Spirit Warriors\",\"entries\":[\"An albino dwarf can become so attuned to the land of Chult that a benevolent nature spirit takes notice and bestows a powerful charm on the dwarf, granting it innate spellcasting abilities. These dwarf spirit warriors dedicate themselves to preserving the natural beauty of Chult and battling unnatural threats. An albino dwarf spirit warrior has the statistics of an albino dwarf warrior, except it has a challenge rating of 1 (200 XP) and gains an Innate Spellcasting feature.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Albino Dwarf.webp\"}}]},{\"name\":\"Albino Dwarf Warrior\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The albino dwarves of Chult were driven from their subterranean homes by volcanic activity, and those who didn't seek refuge in Port Nyanzaru adapted to living in the jungle. They make armor out of dinosaur hide; shape weapons out of dinosaur bones, flint, and wood; and craft ornate jewelry out of bones, feathers, tusks, and stone beads. Albino dwarves haven't forgotten how to forge metal, but they seldom have the means to do so.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Albino Dwarf.webp\"}}]},{\"name\":\"Aldani (Lobsterfolk)\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Many Chultan natives can recall childhood fables of the aldani, the eerie lobsterfolk that lived in the rivers and lakes of their homeland. As there have been no sightings of the aldani in years, it is widely believed that they were wiped out. In truth, many aldani survived and retreated to the lakes of the Aldani Basin in the heart of Chult.\",\"An aldani looks like a giant lobster that walks upright. Its face is mostly encased in armor, looking almost humanoid except for its long eyestalks. Despite their frightful appearance, aldani avoid conflict. Reclusive and xenophobic, they hide in their lakes and rivers.\",{\"name\":\"Aldani Bribes\",\"type\":\"entries\",\"entries\":[\"If disturbed, aldani try to frighten intruders away without killing them. When confronted by creatures who aren't easily startled, they offer bribes in exchange for being left alone. These bribes take the form of treasures that the aldani collect from the bottoms of rivers and lakes.\",{\"name\":\"Cursed by Ubtao\",\"entries\":[\" The aldani are the monstrous descendants of Chultan humans belonging to the Aldani tribe. The fishers of the tribe trapped the lobsters of the rivers by the thousands, until no lobsters remained. Their greed made Ubtao angry, and he cursed the fishers by transforming them into lobsterfolk. The fishers accepted their punishment and embraced their new existence. However, they were scorned by other members of their tribe and forced to take refuge in the rivers they had once plundered. Although the Aldani tribe went extinct, the lobsterfolk remain to this day.\"],\"type\":\"entries\"}]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Aldani (Lobsterfolk).webp\"}}]},{\"name\":\"Almiraj\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"An almiraj (pronounced AWL-meer-ahj) is a large, timid rabbit with a 1-foot-long spiral horn emerging from its forehead, not unlike the horn of a unicorn. If driven to attack, it tries to spear enemies with its horn.\",\"Almiraj were brought to Chult long ago by merchants of the distant land of Zakhara. Skilled at evading predators, these creatures have flourished throughout the tropical peninsula. They live in earthen burrows and can be captured and domesticated. With the DM's permission, the {@spell find familiar} spell can summon an almiraj.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Almiraj.webp\"}}]},{\"name\":\"Ankylosaurus Zombie\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Several new zombie variants are presented below. For more information on zombies, see the Monster Manual.\",{\"name\":\"Ankylosaurus Zombie\",\"type\":\"entries\",\"entries\":[\"This creature is slow and barely aware of its surroundings.\"]},{\"name\":\"Girallon Zombie\",\"type\":\"entries\",\"entries\":[\"Girallons are four-armed apes with white fur. Girallon zombies are slower than their non-undead counterparts but no less fierce. The necromantic energy empowering them fuels their murderous hearts and their hunger for living flesh.\"]},{\"name\":\"Tyrannosaurus Zombie\",\"type\":\"entries\",\"entries\":[\"A tyrannosaurus zombie has a gullet full of smaller zombies, which it can disgorge. These zombies aren't under the tyrannosaurus zombie's control.\"]}]}]}]}]},{\"name\":\"Artus Cimber\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A former member of the Harpers, Artus Cimber is the keeper of the Ring of Winter. He found the ring in the jungles of Chult, where he also met his wife, Alisanda. The ring halts its wearer's natural aging and has allowed Artus to survive well beyond his natural lifespan. The ring also defies magical attempts to divine its location and that of its wearer. On his fingers above the knuckles, Artus has tattooed the names of his dearly departed animal companions-a pair of talking wombats named Byrt and Lugg.\",\"Artus has spent most of his life trying to keep the Ring of Winter out of evil hands, but his return to Chult is focused on reuniting with his beloved Alisanda, who disappeared along with the city of Mezro during the Spellplague. No longer content to wait for Alisanda and Mezro to return on their own, Artus has been seeking the means to bring them back. He believes that Saja N'baza, an ancient guardian naga, can help him. As such, his search has been focused on locating the ruins of Orolunga, where the naga is said to dwell. Fate has handed Artus a saurial traveling companion named Dragonbait, whom he met in Port Nyanzaru. The two are always on the move. Consequently, their location in the adventure is randomly determined.\",{\"name\":\"Using Artus\",\"type\":\"entries\",\"entries\":[\"Artus has never been to Omu, and he has no idea where the city is. However, he has a powerful artifact in his possession and a good heart. If the characters explain why they've come to Chult, Artus puts aside his personal quest and offers to help them find Omu and destroy the Soulmonger.\",\"The first time a situation forces Artus to use the Ring of Winter, he warns the characters that evil forces are after the ring and that his presence in the party might put the characters in danger.\"]}]},{\"type\":\"entries\",\"name\":\"Artus Cimber's Traits\",\"entries\":[{\"name\":\"Ideal\",\"type\":\"entries\",\"entries\":[\"\\\"The preservation of knowledge and history is important to me.\\\"\"]},{\"name\":\"Bond\",\"type\":\"entries\",\"entries\":[\"\\\"I long to be reunited with my wife, Alisanda.\\\"\"]},{\"name\":\"Flaw\",\"type\":\"entries\",\"entries\":[\"\\\"I am slow to trust strangers-adventurers in particular.\\\"\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Artus Cimber.webp\"}}]},{\"name\":\"Asharra\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Aarakocra range the Howling Gyre, an endless storm of mighty winds and lashing rains that surrounds the tranquil realm of Aaqa in the Elemental Plane of Air. Making aerial patrols, these birdlike humanoids guard the windy borders of their home against invaders from the Elemental Plane of Earth, such as gargoyles, their sworn enemies.\"]},{\"type\":\"entries\",\"name\":\"Biography\",\"entries\":[\"The incredibly old leader of the community at Kir Sabal. The others refer to her as Teacher, and they revere her as a living saint. Asharra is intelligent, ambitious, and somewhat manipulative, but never cruel or insensitive.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Asharra.webp\"}}]},{\"name\":\"Assassin Vine\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"An assassin vine is an ambulatory plant that collects its fertilizer by grabbing and crushing prey and depositing the carcasses near its roots. It usually stays put unless it needs to seek out prey. A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch from the main vine every 6 inches. In late summer, the secondary vines produce bunches of small fruits that resemble wild grapes. The fruit is tough and has a hearty but bitter flavor.\",\"A subterranean variant grows near hot springs, volcanic vents, and other sources of heat. An assassin vine growing underground usually generates enough offal to support a thriving colony of mushrooms and other fungi, which spring up around the plant and help conceal it.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Assassin Vine.webp\"},\"credit\":\"Zoltan Boros\"}]},{\"name\":\"Atropal\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"An atropal is a ghastly, unfinished creation of an evil god, cast adrift and abandoned long ago. Since an atropal was never truly alive, it can't be raised from the dead or resurrected by any means. Even divine intervention can't breathe true life into this hateful, miserable horror.\",\"An atropal is malformed and unfinished. Its wet, wrinkled, and bloated body is surmounted by a hairless, overlarge head set with glassy, vacant eyes. It constantly drools stinking ichor as it mouths obscenities. Its arms are too slender, with tiny hands ending in cruelly shaped nails. An atropal never walks but always floats, with its atrophied, dead legs hanging useless below it.\",{\"name\":\"Negative Energy Connection\",\"type\":\"entries\",\"entries\":[\"The shriveled umbilical cord of an atropal appears to trail off into nothingness, but in fact, it attaches to the Negative Plane. This connection gives the atropal power over death and undeath. The cord can be severed by a vorpal sword or other vorpal weapon, and doing so weakens the atropal's tie to the Negative Plane.\",\"An atropal can summon vestiges of creatures that died in the Negative Plane, which manifest as wraiths. These servants can exist outside the Negative Plane only by the atropal's sheer force of will, and they quickly dissipate when the atropal is destroyed.\"]},{\"name\":\"Undead Nature\",\"type\":\"entries\",\"entries\":[\"An atropal doesn't require air, food, drink, or sleep.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Atropal.webp\"}}]},{\"name\":\"Bag of Nails\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Bag of Nails yearns for a hunter's death. Senility has taken hold, and now he sees all creatures as his prey.\",\"He explains that he came to Omu to find a fabled treasure called the Navel of the Moon. He hoped to use its alleged powers to find his lost son, but he has long since given up hope of ever finding it.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Bag of Nails.webp\"}}]},{\"name\":\"Blind Artist\",\"source\":\"ToA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Blind Artist.webp\"}}]},{\"name\":\"Chwinga\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A chwinga (pronounced cheh-WING-ah) is a tiny elemental spirit that lives in plants, rocks, and rivers far from civilization. Painfully shy, chwingas prefer to move about unseen.\",\"If two or more chwingas live in the same area, each one will take shelter in a different plant, rock, or body of fresh water. Though no two chwingas look exactly alike, they resemble 6-inch-tall animated dolls with strange masks, spindly limbs, and wild hair. Their appearance is sometimes foreshadowed by cool breezes, the sweet smell of flowers, and dancing fireflies. Their mere presence makes a natural setting more lush and vibrant.\",{\"name\":\"Humanoid Fascination\",\"type\":\"entries\",\"entries\":[\"Chwingas shun most other creatures, but they find the trappings of civilization fascinating. They puzzle over creatures that wear armor, carry weapons, use tools, and cook food. When a chwinga encounters one or more humanoids, its curiosity sometimes gets the better of it, and it shadows those creatures for a short time to observe them. If it takes a liking to a particular humanoid, a chwinga might use its cantrips to aid it, or might bestow a magical gift before departing. The features that attract a chwinga to a particular humanoid can vary. In some cases, a chwinga might simply like the way a humanoid walks or the way it combs its hair. Other times, it might be smitten by a humanoid's ability to play music or to eat copious amounts of food.\"]},{\"name\":\"Elemental Nature\",\"type\":\"entries\",\"entries\":[\"Chwingas sleep but don't require air, food, or drink. They don't have names and have no ability to speak. When a chwinga dies, it turns into a handful of flower petals, a cloud of pollen, a stone statuette resembling its former self, a marble of smooth stone, or a puddle of fresh water.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Chwinga.webp\"}}]},{\"name\":\"Clay Gladiator\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A clay gladiator fights if attacked or when called to the gladiatorial pit. If reduced to 0 hit points outside of the gladiatorial pit, the gladiator disappears along with its possessions, reappears in its cell at full health with spear and shield in hand, and returns to the gladiatorial pit if it can. If defeated in the gladiatorial pit, the gladiator leaves its spear behind before reforming in its cell\"]}]}]}]},{\"name\":\"Dragonbait\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Dragonbait is a champion of good and a saurial-a race that originated on a distant world and whose members have long lives. Very few saurials dwell in the Forgotten Realms, and no saurial communities are believed to exist anywhere in the world.\",\"The saurial's language is a combination of clicks and whistles beyond the human range of hearing, so Dragonbait tends to rely on scents to communicate emotions. To be understood by most speaking creatures, he must \\\"shout\\\" a scent. Dragonbait's known scents include: brimstone (confusion), roses (sadness), lemon (pleasure or joy), baked bread (anger), violets (danger or fear), honeysuckle (tenderness or concern), wood smoke (devotion or piety), tar (victory or celebration), and ham (nervousness or worry).\",\"Dragonbait stands 4 feet 10 inches tall, weighs 150 pounds, and has a dry, wrinkled hide. He wields a holy avenger longsword and carries a blue, red, and white shield. Though he has traits in common with paladins, Dragonbait isn't a member of any class. Using an ability known as the Shen-state, he can determine the alignment of any creature within 60 feet of him.\",{\"name\":\"An Unexpected Friendship\",\"type\":\"entries\",\"entries\":[\"Dragonbait met Artus Cimber in Port Nyanzaru, and the two became fast friends. As Artus spoke of his quest to reunite with his wife, Alisanda, he was comforted by Dragonbait's quiet manner and unusual methods of communication. With a smile and a nod, Dragonbait agreed to help Artus. A frequent visitor to Chult, the saurial understood the dangers of the jungle all too well.\"]},{\"name\":\"Using Dragonbait\",\"type\":\"entries\",\"entries\":[\"Dragonbait has never been to Omu and doesn't know where the city is located. If the characters convince Artus Cimber to help them destroy the Soulmonger, Dragonbait wants to help as well.\"]}]},{\"type\":\"entries\",\"name\":\"Dragonbait's Traits\",\"entries\":[{\"name\":\"Ideal\",\"type\":\"entries\",\"entries\":[\"Dragonbait emits a lemon scent while thinking about exploring the world, seeing its many wonders, and helping others along the way. (Translation: He has the heart of an explorer.)\"]},{\"name\":\"Bond\",\"type\":\"entries\",\"entries\":[\"Dragonbait gives off the scent of wood smoke while doing things to aid a friend's quest. (Translation: He would do anything for a friend.)\"]},{\"name\":\"Flaw\",\"type\":\"entries\",\"entries\":[\"Dragonbait \\\"shouts\\\" the scent of ham while going where others fear to tread. (Translation: He will hurl himself into danger no matter how frightening.)\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Dragonbait.webp\"}}]},{\"name\":\"Eblis\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Eblis (pronounced EH-blee) are thought to be reincarnations of evil humans who were punished by gods for acts of larceny and kidnapping. These intelligent, evil cranes loom 8 feet tall and lay eggs as mundane birds do. They can manipulate objects with their beaks and feet.\",\"Eblis try to sway other creatures into doing their bidding, and their plots are self-serving. They live to destroy creatures that offend them and delight in luring humanoids to an unexpected death. Eblis also like to collect treasure, which they sometimes use to reward those who serve them. They build crude huts and nests out of grass and reeds, wherein they hide their treasure.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Eblis.webp\"}}]},{\"name\":\"Ekene-Afa\",\"source\":\"ToA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Ekene-Afa.webp\"}}]},{\"name\":\"Elok Jaharwon\",\"source\":\"ToA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Elok Jaharwon.webp\"}}]},{\"name\":\"Fenthaza\",\"source\":\"ToA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Fenthaza.webp\"}}]},{\"name\":\"Flask of Wine\",\"source\":\"ToA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/098-ph08.webp\"}}]},{\"name\":\"Flying Monkey\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Flying monkeys are slightly more clever and curious than common monkeys, and they can be domesticated and taught to obey simple commands. They come in many colors and varieties, with feathered wings that have a span of about 5 feet. With the DM's permission, the {@spell find familiar} spell can summon a flying monkey.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Flying Monkey.webp\"}}]},{\"name\":\"Giant Four-Armed Gargoyle\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Only Acererak knows the secret of creating these creatures. A giant four-armed gargoyle stands 8 to 9 feet tall and weighs roughly five thousand pounds. It is typically employed as a tomb guardian, rending intruders with its fangs and deadly claws. For more information on gargoyles, see the Monster Manual.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Giant Four-Armed Gargoyle.webp\"}}]},{\"name\":\"Giant Snapping Turtle\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Giant snapping turtles can grow to be 12 feet in diameter. Although they appear slow and ponderous, they are capable of startling bursts of speed and will aggressively attack smaller creatures that approach them. One snap of a giant turtle's jaws can cut a human in half, and these creatures aren't fussy about what they eat.\"]}]}]}]},{\"name\":\"Girallon Zombie\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Several new zombie variants are presented below. For more information on zombies, see the Monster Manual.\",{\"name\":\"Ankylosaurus Zombie\",\"type\":\"entries\",\"entries\":[\"This creature is slow and barely aware of its surroundings.\"]},{\"name\":\"Girallon Zombie\",\"type\":\"entries\",\"entries\":[\"Girallons are four-armed apes with white fur. Girallon zombies are slower than their non-undead counterparts but no less fierce. The necromantic energy empowering them fuels their murderous hearts and their hunger for living flesh.\"]},{\"name\":\"Tyrannosaurus Zombie\",\"type\":\"entries\",\"entries\":[\"A tyrannosaurus zombie has a gullet full of smaller zombies, which it can disgorge. These zombies aren't under the tyrannosaurus zombie's control.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Girallon Zombie.webp\"}}]},{\"name\":\"Grabstab\",\"source\":\"ToA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Grabstab.webp\"}}]},{\"name\":\"Hew Hackinstone\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Hailing from uncivilized lands, unpredictable berserkers come together in war parties and seek conflict wherever they can find it.\"]},{\"type\":\"entries\",\"name\":\"Biography\",\"entries\":[\"Three years ago, Hew was part of a dwarven expedition seeking to reopen Wyrmheart Mine. The expedition encountered Tinder the red dragon. Hew alone escaped, and only after the dragon bit off his left arm. Hew wants to return to the mine and slay the dragon, but he needs a band of stout-hearted adventurers to help him. If the characters hire him as a guide, Hew says he can lead them wherever they want, but he'll only take them to Wyrmheart Mine.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Hew Hackinstone.webp\"}}]},{\"name\":\"Ifan Talro'a\",\"source\":\"ToA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Ifan Talro'a.webp\"}}]},{\"name\":\"Jaculi\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A jaculi (pronounced jah-KOO-lee) is a 15-foot-long snake that can alter the color and texture of its scales to camouflage itself. Altering its appearance to resemble wood or stone, it coils around pillars and tree trunks from which it launches itself like a javelin, striking with great force and accuracy.\",\"Jaculis are found in damp climates, and their preferred habitats are rainforests and cool dungeons. The shed skin of the jaculi is coveted for use in crafting boots of striding and springing and cloaks of invisibility.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Jaculi.webp\"}}]},{\"name\":\"Jessamine\",\"source\":\"ToA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Jessamine.webp\"}}]},{\"name\":\"Jobal\",\"source\":\"ToA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Jobal.webp\"}}]},{\"name\":\"Kamadan\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A kamadan (pronounced KAM-ah-dan) is a feline predator that resembles a leopard with six snakes sprouting from its shoulders. Although it bears a passing resemblance to a displacer beast, the two creatures are unrelated (though some sages claim otherwise).\",\"Kamadans typically hunt alone or in mated pairs. They can exhale clouds of sleep gas, which they typically do before entering melee combat. If a kamadan has both conscious and unconscious enemies within striking range, it tries to kill the conscious enemies first before finishing off any sleeping foes.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Kamadan.webp\"}}]},{\"name\":\"King of Feathers\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The monstrous tyrannosaurus known as the King of Feathers is the undisputed lord of Omu. Most other dwellers of the Forbidden City live in fear of its thunderous approach and steer well clear of the amphitheater, its lair.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/King of Feathers.webp\"}}]},{\"name\":\"Kwayothé\",\"source\":\"ToA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Kwayothe.webp\"}}]},{\"name\":\"Laskilar\",\"source\":\"ToA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Laskilar.webp\"}}]},{\"name\":\"Liara Portyr\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"As the commander of Fort Beluarian, Liara spends most of her time worrying about the security of her stronghold while cutting deals with pirates. In general, she has no problem with adventurers and will do her utmost to help them deal with the myriad threats lurking in the jungle.\",\"Liara comes from an influential family in Baldur's Gate and has held her post for the past three years. To her, the assignment feels like a test of mettle, but to many of her subordinates, Fort Beluarian feels like banishment. Liara's spies in Port Nyanzaru furnish her with ship manifests and departure schedules that she passes along to the pirates of Jahaka Anchorage, in exchange for promises to never attack ships flying the flag of Baldur's Gate. Liara also receives a cut of the pirates' profits, some of which go toward keeping her garrison happy.\"]},{\"type\":\"entries\",\"name\":\"Liara Portyr's Traits\",\"entries\":[{\"name\":\"Ideal\",\"type\":\"entries\",\"entries\":[\"\\\"One must respect the chain of command. You follow my orders, or you die.\\\"\"]},{\"name\":\"Bond\",\"type\":\"entries\",\"entries\":[\"\\\"I have sworn to hold and protect Fort Beluarian in the name of Grand Duke Ulder Ravengard of Baldur's Gate. The fort will not fall on my watch!\\\"\"]},{\"name\":\"Flaw\",\"type\":\"entries\",\"entries\":[\"\\\"It's a ghoul-eat-you world out here. I have no pity for those who can't defend themselves.\\\"\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Liara Portyr.webp\"}}]},{\"name\":\"Mantrap\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A mantrap is a giant carnivorous plant that resembles an oversized flytrap. To attract prey, the mantrap releases a pollen that magically draws creatures to it. Though it will snap its leafy jaws shut around any warm-blooded creature that strays within its reach, it prefers humanoid prey.\"]}]}]},{\"name\":\"Mwaxanaré\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"At the tender age of seventeen, Princess Mwaxanaré (\\\"Naré\\\" for short) is the oldest living descendant of the royal families of Omu and the natural inheritor of their fallen kingdom. She and her six-year-old brother, Na, are guests of the aarakocra in Kir Sabal. The aarakocra aim to protect the young royals until such time as the evil in Omu has been vanquished.\",\"Mwaxanaré is too headstrong for her own good. She longs to claim her throne and will eagerly use adventurers to make that happen. Her tone is almost always condescending, and she doesn't take kindly to backtalk.\",\"After forging a pact with the Wind Dukes of Aaqa, ancient beings of the Outer Planes, the princess has become a fledgling warlock. Her hatred of physical labor allows her to put her {@spell mage hand} and {@spell unseen servant} spells to good use. Through her pact, she has also gained telepathy.\",\"The young Prince Na is a noncombatant with AC 10 and 3 hit points. Having lived among the aarakocra for most of his life, Na considers himself one of them. He dresses like an aarakocra and prefers to speak Auran rather than Common.\"]},{\"type\":\"entries\",\"name\":\"Mwaxanaré's Traits\",\"entries\":[{\"name\":\"Ideal\",\"type\":\"entries\",\"entries\":[\"\\\"One day, I shall rule Chult as queen.\\\"\"]},{\"name\":\"Bond\",\"type\":\"entries\",\"entries\":[\"\\\"I have forged a pact with the Wind Dukes of Aaqa and will use their power to protect my brother and the aarakocra who watch over us.\\\"\"]},{\"name\":\"Flaw\",\"type\":\"entries\",\"entries\":[\"\\\"I am a princess and must be addressed with the proper respect. I don't follow orders; I give them.\\\"\"]}]},{\"type\":\"entries\",\"name\":\"Na's Traits\",\"entries\":[{\"name\":\"Ideal\",\"type\":\"entries\",\"entries\":[\"\\\"I want to become an aarakocra and learn how to fly like a bird!\\\"\"]},{\"name\":\"Bond\",\"type\":\"entries\",\"entries\":[\"\\\"I love my sister and the aarakocra. They mean everything to me.\\\"\"]},{\"name\":\"Flaw\",\"type\":\"entries\",\"entries\":[\"\\\"I know nothing of the world.\\\"\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Mwaxanaré.webp\"}}]},{\"name\":\"Nanny Pu'pu\",\"source\":\"ToA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Nanny Pu'pu.webp\"}}]},{\"name\":\"Orvex Ocrammas\",\"source\":\"ToA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Orvex Ocrammas.webp\"}}]},{\"name\":\"Pterafolk\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Pterafolk (pronounced TAIR-eh-folk) are 10-foot-tall, winged, reptilian bipeds native to Chult. Malevolent isolationists, they regard most other creatures as their enemies. In Chultan culture, pterafolk are often referred to as \\\"terror folk\\\" for their habit of swooping down from the sky to snatch whatever and whomever they can, then transporting treasure and food back to their roosts.\",\"Pterafolk have 20-foot wingspans and give birth to live young. Ancient rituals once bestowed upon pterafolk the ability to assume the forms of pteranodons and wingless lizardfolk, but those rituals have long been forgotten.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Pterafolk.webp\"}}]},{\"name\":\"Ras Nsi\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The word \\\"ras\\\" is a noble title akin to \\\"duke.\\\" Ras Nsi was once a Chultan paladin, a Chosen of Ubtao and sworn protector of the city of Mezro. He betrayed his oaths and was banished from the city. Becoming a vengeful warlord, Ras Nsi attempted to conquer Mezro with an undead army but was defeated. Rather than seek redemption, he sought revenge and was stripped of his god-given powers. The undead horde, no longer under his control, spread throughout the jungles of Chult.\",\"Withdrawing to Omu, Nsi clung to his noble title, joined forces with the yuan-ti living there, and underwent a horrible ritual to become a powerful yuan-ti malison-retaining his human head and torso and gaining a serpentine lower body. With Ubtao gone from the world, Ras Nsi and his new yuan-ti followers began searching for a way to bring forth Dendar the Night Serpent. Acererak has promised to help this effort, in exchange for Ras Nsi's pledge to defend the Tomb of the Nine Gods. In truth, Acererak has no intention of honoring his bargain, and Ras Nsi is beginning to suspect as much.\",{\"name\":\"Strange Collection\",\"type\":\"entries\",\"entries\":[\"Ras Nsi has a sizable collection of apparel and accouterments from distant lands, most of which were taken from dead explorers. The collection includes a fine Cormyrean cloak, a Sembian wine flask, and a bejeweled Amnian doublet and matching money pouch. He also bears a flame tongue longsword.\"]},{\"name\":\"Slow Death\",\"type\":\"entries\",\"entries\":[\"Ras Nsi has died and been brought back from the dead more than once. Consequently, he is suffering from the effects of the Soulmonger's death curse. His hit point maximum has been reduced, and leprous wounds cover his flesh. In a fitting irony, Ras Nsi is unaware that Acererak is the cause of the curse, for neither he nor the yuan-ti are aware of what lies within the Tomb of the Nine Gods, other than the dead gods for which it is named. If the characters can make him understand that their efforts will help him, Ras Nsi might be tempted not to stand in their way.\"]}]},{\"type\":\"entries\",\"name\":\"Ras Nsi's Traits\",\"entries\":[{\"name\":\"Ideal\",\"type\":\"entries\",\"entries\":[\"\\\"I seek to bring about the end of this world and rule the next one.\\\"\"]},{\"name\":\"Bond\",\"type\":\"entries\",\"entries\":[\"\\\"The yuan-ti of Chult are mine to command. They will help me rule an empire.\\\"\"]},{\"name\":\"Flaw\",\"type\":\"entries\",\"entries\":[\"\\\"I will do anything and betray anyone to save myself.\\\"\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Ras Nsi.webp\"}}]},{\"name\":\"Salida\",\"source\":\"ToA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/099-ph09.webp\"}}]},{\"name\":\"Skeleton Key\",\"source\":\"ToA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/065-502.webp\"}}]},{\"name\":\"Spiked Tomb Guardian\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Adventurers who have perished inside the tomb are stitched together by tomb dwarves and bolted into suits of armor. Once complete, these shambling golems are released into the tomb to hunt intruders.\",\"A tomb guardian is a flesh golem clad in plate armor, giving it AC 17\"]}]}]}]},{\"name\":\"Stone Juggernaut\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A stone juggernaut is a rolling construct imbued with enough awareness to avoid obvious dangers such as open pits and chasms. It trundles across open battlefields or rolls down dungeon corridors, crushing anyone in its path. Every stone juggernaut has a unique shape and appearance. One might resemble an elephant with bejeweled tusks, while another might look like a scowling demon with flaming eyes and obsidian teeth.\",\"A stone juggernaut is fast, but it lacks maneuverability and can move in only one direction on its turn. It poses little danger to creatures it can't crush beneath its rollers. Its best tactic is to slam into a creature, knock it {@condition prone}, and then roll over it.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Stone Juggernaut.webp\"}}]},{\"name\":\"Su-monster\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Su-monsters are cunning, wicked primates that inhabit forsaken wilderness areas and caves. Adults stand 5 feet tall and have long prehensile tails. Although they can grasp tools and weapons with their tails or clawed feet, su-monsters prefer to rend prey with their claws. Adult su-monsters can also project blasts of psionic energy that leave enemies {@condition stunned} and unable to flee or defend themselves.\",\"A su-monster sleeps while hanging upside down by its tail. While awake, it can also unleash a devastating attack from that position, rending with all four of its claws.\",\"Su-monsters communicate silently by using their prehensile tails to make gestures. They typically kill more than they can eat, burying the leftovers and marking their location with the victim's possessions.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Su-monster.webp\"}}]},{\"name\":\"Tabaxi Hunter\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Tabaxi are catfolk who hail from the land of Maztica. The ultimate wanderers, Tabaxi rarely stay in one place for long. They love to collect interesting artifacts, gather tales, and lay eyes on all the world's wonders. This curiosity pushes them to leave no secrets uncovered, and no treasures or legends lost. They revere a fickle deity called the Cat Lord, who is said to wander the world.\",\"Tabaxi hunters are trained to survive in the wild, making them excellent guides. Tabaxi minstrels gather in small troupes and make themselves at home in any settlement, earning coin through music and storytelling.\",{\"name\":\"Names\",\"type\":\"entries\",\"entries\":[\"A tabaxi typically has a single name, determined by his or her clan and based on a complex formula involving astrology, prophecy, clan history, and other factors. Male and female tabaxi use the same names, and most use nicknames derived from or inspired by their full names. Tabaxi clan names are usually based on a geographical feature located in or near a clan's territory. Sample tabaxi names include Nest of Eggs (\\\"Eggs\\\"), Dead Leaf (\\\"Leaf\\\"), Eyes of Onyx (\\\"Onyx\\\"), Lost Spear (\\\"Lost\\\"), and Daylight Moon (\\\"Moon\\\"). Clan names include Distant Rain, Hundred Feathers, Sleeping Creek, Bright Cliffs, and Snoring Mountain.\"]}]}]}]}]},{\"name\":\"Tabaxi Minstrel\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Tabaxi are catfolk who hail from the land of Maztica. The ultimate wanderers, Tabaxi rarely stay in one place for long. They love to collect interesting artifacts, gather tales, and lay eyes on all the world's wonders. This curiosity pushes them to leave no secrets uncovered, and no treasures or legends lost. They revere a fickle deity called the Cat Lord, who is said to wander the world.\",\"Tabaxi hunters are trained to survive in the wild, making them excellent guides. Tabaxi minstrels gather in small troupes and make themselves at home in any settlement, earning coin through music and storytelling.\",{\"name\":\"Names\",\"type\":\"entries\",\"entries\":[\"A tabaxi typically has a single name, determined by his or her clan and based on a complex formula involving astrology, prophecy, clan history, and other factors. Male and female tabaxi use the same names, and most use nicknames derived from or inspired by their full names. Tabaxi clan names are usually based on a geographical feature located in or near a clan's territory. Sample tabaxi names include Nest of Eggs (\\\"Eggs\\\"), Dead Leaf (\\\"Leaf\\\"), Eyes of Onyx (\\\"Onyx\\\"), Lost Spear (\\\"Lost\\\"), and Daylight Moon (\\\"Moon\\\"). Clan names include Distant Rain, Hundred Feathers, Sleeping Creek, Bright Cliffs, and Snoring Mountain.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Tabaxi Minstrel.webp\"}}]},{\"name\":\"Tomb Dwarf\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Acererak abducted dwarf miners and transformed them into wights to exploit their expertise at underground construction.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Tomb Dwarf.webp\"}}]},{\"name\":\"Tomb Guardian\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Adventurers who have perished inside the tomb are stitched together by tomb dwarves and bolted into suits of armor. Once complete, these shambling golems are released into the tomb to hunt intruders.\",\"A tomb guardian is a flesh golem clad in plate armor, giving it AC 17\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Tomb Guardian.webp\"}}]},{\"name\":\"Tri-flower Frond\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"When fully grown, a tri-flower frond stands 6 to 7 feet tall. It has three bright, trumpet-shaped flowers, each as large as a human head and each one a different color: intense red, vivid orange, and bright yellow. Each flower can harm a creature in a different terrible way.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Tri-flower Frond.webp\"}}]},{\"name\":\"Tyrannosaurus Zombie\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Several new zombie variants are presented below. For more information on zombies, see the Monster Manual.\",{\"name\":\"Ankylosaurus Zombie\",\"type\":\"entries\",\"entries\":[\"This creature is slow and barely aware of its surroundings.\"]},{\"name\":\"Girallon Zombie\",\"type\":\"entries\",\"entries\":[\"Girallons are four-armed apes with white fur. Girallon zombies are slower than their non-undead counterparts but no less fierce. The necromantic energy empowering them fuels their murderous hearts and their hunger for living flesh.\"]},{\"name\":\"Tyrannosaurus Zombie\",\"type\":\"entries\",\"entries\":[\"A tyrannosaurus zombie has a gullet full of smaller zombies, which it can disgorge. These zombies aren't under the tyrannosaurus zombie's control.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Tyrannosaurus Zombie.webp\"}}]},{\"name\":\"Valindra Shadowmantle\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Liches are the remains of great wizards who embrace undeath as a means of preserving themselves. They further their own power at any cost, having no interest in the affairs of the living except where those affairs interfere with their own. Scheming and insane, they hunger for long-forgotten knowledge and the most terrible secrets. Because the shadow of death doesn't hang over them, they can conceive plans that take years, decades, or centuries to come to fruition.\",\"A lich is a gaunt and skeletal humanoid with withered flesh stretched tight across its bones. Its eyes succumbed to decay long ago, but points of light burn in its empty sockets. It is often garbed in the moldering remains of fine clothing and jewelry worn and dulled by the passage of time.\"]},{\"type\":\"entries\",\"name\":\"Biography\",\"entries\":[\"Valindra Shadowmantle works for Szass Tam, the most powerful lich among the Red Wizards of Thay, though she is not a Red Wizard herself. She found the heart and converted it into a base to use while her minions search for the Soulmonger. Her orders from Szass Tam are to seize control of the Soulmonger, if possible, or destroy it otherwise. Valindra created a teleportation circle inside the heart that she uses to travel instantly to and from Thay (where her phylactery is safely stored), to deliver reports to Szass Tam and pick up new instructions.\",\"Characters who explore the Heart of Ubtao are certain to meet Valindra. She's considered the possibility that adventurers might cross her path, and she won't necessarily be hostile toward them. Her mission is to seize the Soulmonger by any means; if adventurers can help her achieve that, she'll use them.\",\"With her ability to appear as a living elf, Valindra can easily conceal her lichdom and her association to Thay. She presents herself as a scholarly wizard who wants to \\\"imprison\\\" the Soulmonger; that way, its unique magic can be studied while it's safely quarantined from the world. She argues that destroying it should be a last resort.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Valindra Shadowmantle.webp\"}}]},{\"name\":\"Volothamp \\\"Volo\\\" Geddarm\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The bombastic world traveler Volothamp Geddarmn has come to Chult to deliver signed copies of his latest book, Volo's Guide to Monsters. In addition to setting up audiences with the seven merchant princes of Port Nyanzaru (whom he knows well), Volo is visiting local taverns to promote his work, and the characters might meet him at some point in the city. Volo is a font of information (not all of it accurate), but he won't join the party under any circumstances. He might, however, allow the characters to tag along while he visits each merchant prince in turn.\",\"The personable Volo is more than willing to share {@dice 1d4 + 1} rumors from the Jungle Rumors table at the end of chapter 1, which he's overheard since arriving in Port Nyanzaru.\"]},{\"type\":\"entries\",\"name\":\"Volo's Traits\",\"entries\":[{\"name\":\"Ideal\",\"type\":\"entries\",\"entries\":[\"\\\"I have no wish to explore jungles, lost cities, and dungeons. Friendly taverns and bawdy festhalls are more my style.\\\"\"]},{\"name\":\"Bond\",\"type\":\"entries\",\"entries\":[\"\\\"Planning an expedition? You really should buy a copy of my latest book, Volo's Guide to Monsters!\\\"\"]},{\"name\":\"Flaw\",\"type\":\"entries\",\"entries\":[\"\\\"My penchant for indulgence and my propensity for mockery have earned me a few enemies. I tend to wear out my welcome.\\\"\"]}]}]}]}]},{\"name\":\"Wakanga O'tamu\",\"source\":\"ToA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Wakanga O'tamu.webp\"}}]},{\"name\":\"Withers\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Before he was turned into an undead creature, Withers was an Omuan engineer named Gorra. Like all of Omu's citizens, Gorra was enslaved and put to work constructing the tomb. When Acererak sacrificed his workers to their own dungeon, Gorra's traps performed the best.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Withers.webp\"}}]},{\"name\":\"Xandala\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The half-elf sorcerer Xandala has come to Chult in search of the Ring of Winter, an artifact in Artus Cimber's possession. Xandala knows that the ring has kept Artus alive for over a century, and she craves its power. If she meets the characters, Xandala pretends to be Artus's daughter and tries to convince them to help her find him. Her plan is to cast {@spell dominate person} on Artus and force him to give her the ring, then escape using her {@spell fly} spell.\",\"Xandala's magic traces back to a draconic bloodline, and parts of her skin are covered by a thin sheen of protective scales. She has befriended a pseudodragon named Summerwise, who thinks that Xandala's quest for the ring is dangerous but has given up trying to talk the sorcerer out of it. Summerwise can be turned against Xandala by good-aligned characters.\"]},{\"type\":\"entries\",\"name\":\"Xandala's Traits\",\"entries\":[{\"name\":\"Ideal\",\"type\":\"entries\",\"entries\":[\"\\\"I have the blood of dragons flowing through my veins. I am destined for greatness.\\\"\"]},{\"name\":\"Bond\",\"type\":\"entries\",\"entries\":[\"\\\"The Ring of Winter will bring me power and immortality.\\\"\"]},{\"name\":\"Flaw\",\"type\":\"entries\",\"entries\":[\"\\\"I'm surrounded by fools.\\\"\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Xandala.webp\"}}]},{\"name\":\"Yellow Musk Creeper\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A yellow musk creeper is an unholy vine whose flowers resemble an orchid's. Bright yellow with splashes of purple, these flowers expel a musk that attracts prey. A yellow musk creeper clings to walls, pillars, gravestones, door frames, or statuary in shadowy locations, remaining motionless until it strikes.\",{\"name\":\"Humanoid Hosts\",\"type\":\"entries\",\"entries\":[\"A yellow musk creeper destroys the minds of humanoids, then implants bulbs in those it kills. Twenty-four hours after being implanted, a bulb sprouts a creeper vine that magically animates the host corpse, turning it into a yellow musk zombie under the young vine's control. In addition to protecting the defenseless plant, the zombie acts as fertilizer for the young creeper vine, which grows to full size in seven days. Once it is fully grown, the new yellow musk creeper becomes mobile and bursts from its zombie host, whereupon the zombie collapses into a mound of dead offal. If the zombie is destroyed before the creeper emerges, the creeper withers and dies.\"]},{\"name\":\"Small Yellow Musk Zombies\",\"type\":\"entries\",\"entries\":[\"A Medium humanoid transformed into a yellow musk zombie uses the stat block presented in this section. A Small humanoid transformed into a yellow musk zombie becomes a Small undead with 27 ({@dice 6d6 + 6}) hit points, but otherwise has the same statistics.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Yellow Musk Creeper.webp\"}}]},{\"name\":\"Yellow Musk Zombie\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A yellow musk creeper is an unholy vine whose flowers resemble an orchid's. Bright yellow with splashes of purple, these flowers expel a musk that attracts prey. A yellow musk creeper clings to walls, pillars, gravestones, door frames, or statuary in shadowy locations, remaining motionless until it strikes.\",{\"name\":\"Humanoid Hosts\",\"type\":\"entries\",\"entries\":[\"A yellow musk creeper destroys the minds of humanoids, then implants bulbs in those it kills. Twenty-four hours after being implanted, a bulb sprouts a creeper vine that magically animates the host corpse, turning it into a yellow musk zombie under the young vine's control. In addition to protecting the defenseless plant, the zombie acts as fertilizer for the young creeper vine, which grows to full size in seven days. Once it is fully grown, the new yellow musk creeper becomes mobile and bursts from its zombie host, whereupon the zombie collapses into a mound of dead offal. If the zombie is destroyed before the creeper emerges, the creeper withers and dies.\"]},{\"name\":\"Small Yellow Musk Zombies\",\"type\":\"entries\",\"entries\":[\"A Medium humanoid transformed into a yellow musk zombie uses the stat block presented in this section. A Small humanoid transformed into a yellow musk zombie becomes a Small undead with 27 ({@dice 6d6 + 6}) hit points, but otherwise has the same statistics.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Yellow Musk Zombie.webp\"}}]},{\"name\":\"Yorb\",\"source\":\"ToA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Yorb.webp\"}}]},{\"name\":\"Zaroum Al-Saryak\",\"source\":\"ToA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Zaroum Al-Saryak.webp\"}}]},{\"name\":\"Zhanthi\",\"source\":\"ToA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Zhanthi.webp\"}}]},{\"name\":\"Zindar\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"This half-gold dragon runs Port Nyanzaru's docks and keeps track of ship manifests. A sorcerer of impressive ability, Zindar is well paid by the merchant princes for his work. He is also a key member of the Ytepka Society and a great source of information about the city. Zindar has a soft spot for adventurers, but he knows the dangers of Chult well enough to understand that most of those who embark on expeditions to explore the jungle never return.\",\"Zindar makes extensive use of spells in his day-today work, casting message to deliver missives to dock workers, detect thoughts for reading ship captains' minds, knock for unsealing containers for inspection, clairvoyance for peering into ship holds, dominate beast to pacify nervous animals, and so forth.\"]},{\"type\":\"entries\",\"name\":\"Zindar's Traits\",\"entries\":[{\"name\":\"Ideal\",\"type\":\"entries\",\"entries\":[\"\\\"I take pride in my work, and I like to keep all my business dealings honest.\\\"\"]},{\"name\":\"Bond\",\"type\":\"entries\",\"entries\":[\"\\\"Port Nyanzaru is my home. I take a dim view of those who would bring harm to the city and its inhabitants.\\\"\"]},{\"name\":\"Flaw\",\"type\":\"entries\",\"entries\":[\"\\\"I don't get mad. I get even.\\\"\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Zindar.webp\"}}]},{\"name\":\"Zorbo\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A zorbo (pronounced ZOR-boh) is a ferocious omnivore similar in size and appearance to a koala. Living in trees and caves, it has long claws, a dour disposition, and a fondness for humanoid flesh. A zorbo alters its natural armor to match its surroundings, and it can weaken and destroy armor, shields, and protective magic items with its sharp claws.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToA/Zorbo.webp\"}}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-tob1-2023.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Abominable Beauty\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i An otherworldly humanoid of such indescribable beauty, it pains anyone's eyes to gaze upon her.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Beauty that Destroys\",\"entries\":[\"An abominable beauty is so perfect that her gaze blinds, her voice is so melodious that no ears can withstand it, and her touch is so tantalizing that it burns like fire. In adolescence, this fey creature adopts features that meet the superficial ideals of the nearest humanoid population: long‑legged elegance near elves, a stout figure with lustrous hair near dwarves, unscarred or emerald skin near goblins.\"]},{\"type\":\"entries\",\"name\":\"Jealous and Cruel\",\"entries\":[\"Abominable beauties are so consumed with being the most beautiful creature in the region that they invariably grow jealous and paranoid about potential rivals. Because such an abominable beauty cannot abide competition, she seeks to kill anyone whose beauty is compared to her own.\"]},{\"type\":\"entries\",\"name\":\"Male of the Species\",\"entries\":[\"Male abominable beauties are rare but even more jealous in their rages.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Abominable Beauty.webp\"}}]},{\"name\":\"Accursed Defiler\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A gaunt figure in a tattered black mantle shrouded in a cloud of whirling sand. Thin cracks run across its papyrus-dry skin and around its hollow, black eyes.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Cursed to Wander and Thirst\",\"entries\":[\"Accursed defilers are the remnants of an ancient tribe that desecrated a sacred oasis. For their crime, the wrathful spirits cursed the tribe to forever wander the wastes attempting to quench an insatiable thirst. Each defiler carries a parched sandstorm within its lungs and in the flowing sand in its veins. Wherever they roam, they leave only desiccated husks of their victims littering the sand.\"]},{\"type\":\"entries\",\"name\":\"Unceasing Hatred\",\"entries\":[\"The desperate or foolish sometimes try to speak with these ill-fated creatures in their archaic native tongue, to learn their secrets or to bargain for their services. But a defiler's heart is blackened with hate and despair, leaving room for naught but woe.\"]},{\"type\":\"entries\",\"name\":\"Servants to Great Evil\",\"entries\":[\"On rare occasions, accursed defilers serve evil high priests, fext, or soulsworn warlocks as bodyguards and zealous destroyers, eager to spread the withering desert's hand to new lands.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Accursed Defiler.webp\"}}]},{\"name\":\"Adult Cave Dragon\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Covered in black spikes, the dragon's eyeless head swings from side to side. Darkness creeps from its strange, eel-like hide, spreading like ink in water.}\",\"Apex predators of the underworld, cave dragons are the stuff of nightmare for creatures with little else to fear. They can speak, but they value silence, speaking rarely except when bargaining for food.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Born to Darkness\",\"entries\":[\"Eyeless, these dragons have long, thin spikes that help them navigate tunnels or seal passages around them, preventing foes from outflanking them. Their stunted wings are little more than feelers, useful in rushing down tunnels. Their narrow snouts poke into tight passages, which their tongues scour free of bats and vermin. Young cave dragons and wyrmlings can fly, poorly, but older specimens lose the gift of flight. Cave dragon hide is more like eel skin than reptilian scales, and it grows mottled with brown and black as it ages.\"]},{\"type\":\"entries\",\"name\":\"Ravenous Marauders\",\"entries\":[\"Cave dragons are always hungry and ready to eat everything. They devour undead, plant creatures, or anything organic. When feeding, they treat all nearby creatures as both a threat and the next course. Alliances they make only last so long as their allies make themselves scarce when the dragon feeds. They can be bribed with food as easily as with gold, but other attempts at diplomacy typically fail. Cave dragons do form alliances with peoples of the underworld, joining them in battle against enemies, but there is always a price to be paid in flesh, bone, and marrow. Wise allies keep a cave dragon well fed.\"]},{\"type\":\"entries\",\"name\":\"A Hard Life\",\"entries\":[\"Limited food underground makes truly ancient cave dragons almost unheard of. The eldest tend to die of starvation after stripping their territory bare of prey. Their nigh-endless hunger leaves the ancients the most likely of cave dragons to form alliances, especially with allies that promise—and deliver—food. On occasion, cave dragons climb to the surface to feed, but their earthbound, plodding pace leaves them outcompeted by other predators or unable to keep up with swift or flying prey. They prefer tight tunnels where they can ambush and outmaneuver prey.\"]},{\"type\":\"entries\",\"name\":\"Edible Hoards and Vertical Lairs\",\"entries\":[\"Due to the scarcity of food in their subterranean world, a cave dragon's hoard may consist largely of food sources: bat colonies, enormous beetles, carcasses in states of decay, a cavern infested with shriekers, and whatever else the dragon doesn't immediately devour. Cave dragons are fond of bones and items with strong taste or smell. Vast collections of bones, teeth, ivory, and the shells of huge insects litter their lairs, arranged like artful ossuaries. Large vertical chimneys serve as nesting sites for eggs and are popular resting places when a cave dragon sleeps within its lair. Chimneys just wide enough to hold young cave dragons make preferred ambush sites, as the dragons' tough spikes help hold them in position until prey passes beneath. The oldest cave dragons also retreat to vertical chimneys near nesting sites or within their lairs to die in peace. Stories claim that enormous treasures are heaped up in these ledges, abysses, and other inaccessible locations.\"]}]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"A Cave Dragon's Lair\",\"entries\":[\"Labyrinthine systems of tunnels, caverns, and chasms make up the world of cave dragons. They claim miles of cave networks as their own. Depending on the depth of their domain, some consider the surface world their territory as well, though they visit only to eliminate potential rivals.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Adult Cave Dragon.webp\"}}]},{\"name\":\"Adult Flame Dragon\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The dragon bears black scales, more charred than naturally colored. Cracks between the scales glow a dull red, until the dragon rears its head and roars. Red embers become bright orange flames as the creature lights up from tail to maw}.\",\"Flame dragons are capricious creatures, fascinated by dark emotions and destructive passions. The dragons of eternal fire are proud and jealous, quick to anger, and utterly unforgiving. They bring total ruin to entire civilizations for trivial reasons, but their true motivation is the fun to be had. These burning serpents treat rage, deceit, and despair as toys for their amusement. \\\"May you be the fire's plaything\\\" is a curse often used by the foolish.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Taunting Others\",\"entries\":[\"The hot-blooded creatures tease their victims like cats, seeing the world and all within it as their rightful prey. Young flame dragons are less subtle than their elders. Wyrmlings may force a woman to watch her family die or ruin a beautiful face for pleasure—direct and evil. As the dragon matures, this natural sadism develops into a desire for more complicated sport. Aging dragons of fire use politics, murder, and magic in elaborate schemes only their ilk can appreciate. Many create plots so intricate and layered that they lack a true resolution, creating only endless manipulation. A hero might foil an assassination only to see the king thus saved become a despot. She might defeat the vizier whispering lies in the ruler's ear only to discover he was a pawn in a vast conspiracy. Dark ambitions, poisoned daggers, and old vendettas build such momentum that one scheme begins each time another ends. Often, even killing the draconic mastermind cannot extinguish the fires it started.\"]},{\"type\":\"entries\",\"name\":\"Malevolent Purpose\",\"entries\":[\"The results of a flame dragon's schemes are secondary to the enjoyment it derives from pursuing a nebulous and ever-changing goal. Some flame dragons spend centuries torturing a family line for nothing more than trespassing on the dragon's land. Others plot eternal curses after twisting poorly chosen words into dire insults. The vengeance itself is secondary to an excuse for hate, plot, and ruin. Flame dragons relish such opportunities for revenge. Each is a delightful hobby. Any disruption in their game kindles a terrible rage, and in these rare moments of defeat, their anger can be catastrophic. Entire cities burn.\"]},{\"type\":\"entries\",\"name\":\"Fond of Souvenirs\",\"entries\":[\"Flame dragons are as materialistic and territorial as other true dragons. Each pursues an individual obsession it fixates upon with mad devotion to fill its hoard. Some corrupt innocence, others push nations to war, but they always collect a memento for each victory, petty or grand. One might collect scorched skulls, while another saves the melted treasures of toppled empires. When not out sowing discord, the ancient flame dragons enjoy contemplating their hoards. Every piece reminds them of their own majesty and genius.\"]},{\"type\":\"entries\",\"name\":\"Vengeful Brethren\",\"entries\":[\"Nothing is safe from a flame dragon's scheming and narcissism. They crave absolute attention and constant reassurance. Anyone who humiliates a flame dragon would be wiser to kill it. Its survival ensures the dragon's undivided attention for generations. Wiser still, is to remove all trace of involvement in a flame dragon's death. All burning serpents see the murder of one of their kin as the gravest insult.\"]}]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"A Flame Dragon's Lair\",\"entries\":[\"Flame dragons dwell near ever-burning fires: volcanoes, sulfur mines, caves full of geysers, and places where the Elemental Plane of Fire touches the Material Plane. Whatever the place, it must serve as a showcase for all the dragon's trophies. Carefully arranged and organized prizes decorate the area, sometimes protected behind crystal walls. This display feeds the dragon's vanity and pride, and it serves as a lure for adventurers. Many of these lairs also feature a huge, reflective surface, as a flame dragon likes nothing more than itself.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Adult Flame Dragon.webp\"}}]},{\"name\":\"Adult Mithral Dragon\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Light glints off the dragon's glossy scales, shining silver-white. Its tiny wings folded flush against its body open like a fan and expose shimmering, diaphanous membranes. Its narrow head, with bare slits for its eyes and nostrils, sits at the end of a slender neck atop an impossibly thin frame}.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Rage in Youth\",\"entries\":[\"Younger mithral dragons raid and pillage as heavily as any chromatic dragon, driven largely by greed to acquire a worthy hoard, though they are less likely to kill for sport or out of cruelty. In adulthood and old age, however, mithral dragons are less concerned with material wealth and more inclined to value friendship, knowledge, and a peaceful life pursuing interesting goals.\"]},{\"type\":\"entries\",\"name\":\"Peacemakers\",\"entries\":[\"Adult and older mithral dragons are diplomats and arbitrators by temperament (some dragons cynically call them referees). They enjoy bringing some peace to warring factions. Among all dragons, their strict neutrality and ability to negate magic make them well suited to these vital roles.\"]},{\"type\":\"inset\",\"name\":\"Mithral Dragons in Midgard\",\"entries\":[\"Mithral dragons are rebellious dragons who once sought to make peace between chromatic and metallic dragons. Having failed in that, they declared themselves neutral and now seek opportunities to make peace elsewhere. They are the only dragons that advocate against the perpetual war of the Dragon Empire, and occasionally serve as mercenaries against the Mharoti.\"]}]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"A Mithral Dragon's Lair\",\"entries\":[\"Mithral dragons are attracted to lairs near humanoid civilization, where petitioners can reach them if their diplomatic services are needed. Unlike other dragons, mithral dragons forsake lairing upon remote natural caverns or cliffs, preferring to dwell in impressive structures of metal and stone—with a particular fondness for towers. More than once, a mithral dragon has accepted the deed to a fortress, palace, or castle as payment for brokering peace between warring factions.\",\"Curiously, mithral dragons don't hoard coins and precious metals as most dragons do. Other curiosities fill their lair, like fine paintings, marble statues, rare tomes, stained glass, and anything made of mithral—rare treasures procured over a lifetime of interacting with mortal creatures.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Adult Mithral Dragon.webp\"}}]},{\"name\":\"Adult Sea Dragon\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This aquamarine dragon has a shark's head that tapers off into a sleek eel-like body. Its large fins double as wings.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Divine Dragons\",\"entries\":[\"Sea dragons are the children of the ocean and believe they are semi-divine beings, worthy of worship. Given their size and power, they might be right; certainly, they are often companions or steeds to gods of the sea. Despite the solemn duties the sea dragons invoke thanks to their lineage, they are extremely whimsical. While these immense creatures are playful, their games can shatter hulls and drown sailors. The sea dragons course through the waves with tangible joy as they hunt whales and entire schools of tuna.\"]},{\"type\":\"entries\",\"name\":\"Shipwreck Art\",\"entries\":[\"Sea dragons love collecting treasure. They especially prize the sunken, treasure-filled hulls of ships lost to storm, battle, or their own handiwork. While they appreciate all wealth, they prefer hardy items that stand up to long exposure to sea water. Precious metals and gemstones add a dramatic luster to the dragon's lair when they catch stray beams of light. Sea dragons take more perishable treasures and place them on a reef-altar, to dissolve in the sea as a tithe to the sea gods.\"]},{\"type\":\"entries\",\"name\":\"Sunken Memorials\",\"entries\":[\"A sea dragon's lair is littered with meticulously arranged ships consigned to the deeps. These wrecks are often artfully smashed to allow the treasures in the hold to spill out onto the sea floor. It may seem haphazard, but it displays a complex aesthetic that only other sea dragons can truly appreciate. Because they arrange these wrecks so carefully, a dragon notices immediately if its hoard is disturbed.\"]},{\"type\":\"inset\",\"name\":\"Priests of Seggotan\",\"entries\":[\"Every sea dragon is devoted to the dragon god of the sea. As a result, many sea dragons use the innate spellcasting variant. Sea dragons favor spells that manipulate water or the weather, emulate storms, deal lightning or cold damage, divine the future, or conjure sea creatures to fight alongside the dragon.\"]},{\"type\":\"inset\",\"name\":\"Sea Dragons in Midgard\",\"entries\":[\"Sea dragons are the offspring of Seggotan, the dragon god of time and the sea. A sea dragon shares its god's idea that everything in the sea is the property of Seggotan, and they expect lesser beings to respect that truth. The sea dragons are among the most powerful allies of the Mharoti Empire, securing seaways and acting as a communion point for the tidal priests. Thankfully for the Empire's enemies, the most ancient sea dragons are too consumed with contemplation of time and their inscrutable duties in the depths of the ocean to make war.\"]}]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"A Sea Dragon's Lair\",\"entries\":[\"Sea dragons dwell in lairs beneath the waves: ocean fissures and caves, lightless trenches full of strange rock formations, and sheltered reefs of cultivated coral. Whatever the place, it's dedicated to the worship of sea gods. Despite the draconic instinct for seclusion and protection when choosing a lair, sea dragons always choose lairs relatively close to humanoid trade routes and abundant supplies of fish.\",\"The sky surrounding a sea dragon's lair is perpetually stormy, and the seas run high. If a captain is courageous, these high winds and swift-running currents can cut significant time off a voyage.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Adult Sea Dragon.webp\"}}]},{\"name\":\"Adult Void Dragon\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A dragon seemingly formed of the night sky has bright white stars for eyes. Lesser stars twinkle in the firmament of the dragon's body.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Children of the Stars\",\"entries\":[\"Void dragons drift through the empty spaces beyond the boundaries of the mortal world and wander between the stars. They are aloof, mingling only with the otherworldly beings that live above and beyond the earth, including the incarnate forms of the stars themselves.\"]},{\"type\":\"entries\",\"name\":\"Witnesses to the Void\",\"entries\":[\"Void dragons are intensely knowledgeable creatures, but they have seen too much, lingering at the edge of the Void itself. They carry a piece of that nothing with them, and it flows out of them to break the minds of lesser beings when the dragons fly into a rage.\"]},{\"type\":\"entries\",\"name\":\"Voracious Scholars\",\"entries\":[\"Despite their removed existence and strange quirks, Void dragons still hoard treasure. Gems that glitter like the stars of their home are particularly prized. Their crowning piece, however, is knowledge. Void dragons jealously hoard scraps of forbidden and forgotten lore of any kind and spend most of their time at home poring over these treasures.\"]}]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"A Void Dragon's Lair\",\"entries\":[\"Void dragons make their lairs deep in the freezing, airless space between the stars. When a Void dragon claims a home elsewhere, it prefers towering mountain peaks, valleys, or ruins at high elevation with a clear view of the sky. When encountered in its lair, an adult Void dragon has a challenge rating of 17 (18,000 XP), and an ancient Void dragon has a challenge rating of 25 (75,000 XP).\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Adult Void Dragon.webp\"}}]},{\"name\":\"Adult Wind Dragon\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Howling wind encircles the dragon, filling and pushing its wings without the need for them to beat.}\",\"Wind dragons view anywhere touched by air as their property, and mortals point to them as the epitome of arrogance. Their narcissism is not without reason, for awe‑inspiring power supports their claims of rightful control. To the dragons of the shifting gales, strength is the ultimate arbiter.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Braggarts and Bullies\",\"entries\":[\"Wind dragons number among the greatest bullies and worst tyrants of mortal creatures. The sometimes-foolhardy creatures take offense at any perceived challenge and pleasure in humiliating rivals. They claim great swathes of territory but care little for its governance—they perceive mortals in that territory as possessions. Vassals receive only dubious protection in exchange for their loyalty. A wind dragon might seek bloody vengeance for the murder of a follower, but it's unlikely to go to any length to prevent the loss of that life in the first place.\"]},{\"type\":\"entries\",\"name\":\"Lords of the Far Horizons\",\"entries\":[\"Some believe that the dragons of the winds claim much more than they are capable of controlling or patrolling. Because they so love altitude, they prefer to rule and meet with earth-bound supplicants at the highest point available: the summit of a great mountain or atop a towering monument erected by fearful slaves. But these dragons are also driven by wanderlust and roam far from their thrones. They return eventually, ready to subjugate new generations and press a tyrannical claw on the neck of anyone who questions their right to rule.\"]},{\"type\":\"entries\",\"name\":\"Perpetual Infighting\",\"entries\":[\"These wandering tyrants are even more territorial among their own kind than they are among groundlings. Simple trespass by one wind dragon into the territory of another can lead to a battle to the death. Thus, their numbers never grow large, and the weakest among them are frequently culled.\"]},{\"type\":\"entries\",\"name\":\"Portable Hoards\",\"entries\":[\"Wind dragons' hoards typically consist of only a few truly valuable relics. Other dragons might sleep on a bed of coins, but common things bore wind dragons. While all true dragons desire and display great wealth, wind dragons concentrate their riches in a small number of notable trophies or unique historic items—often quite portable.\"]}]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"A Wind Dragon's Lair\",\"entries\":[\"Wind dragons make their lairs where they can overlook and dominate their claims, but the location must be remote enough that inhabitants can't pester them with requests for protection or justice. As they have little to fear from the elements, a shallow cave high on an exposed mountain face is ideal. Wind dragons enjoy heights dotted with rock spires and tall, sheer cliffs. They perch in the howling wind and catch updrafts and downdrafts sweeping through canyons and tearing across crags.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Adult Wind Dragon.webp\"}}]},{\"name\":\"Al-Aeshma Genie\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The lower half of this genie is composed of scorching winds and desert sand.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Sand Djinnis\",\"entries\":[\"The al-aeshma are former djinn and share the same powers, albeit in a twisted style. Their skin is black as pitch, and their whirlwind form includes much dust and sand. When they are injured, the desert sand flows to seal their wounds and reattach severed limbs.\"]},{\"type\":\"entries\",\"name\":\"Obligation of Wishes\",\"entries\":[\"Granting three wishes to a mortal is a sacred obligation among the genies, referred to as being wishbound. The Lords of Air mandate this as celestial law, and many believe that a djinni cannot refuse to grant a wish. Certainly, the consequences of disobedience are dire. Djinn who decline to grant a wish, are stripped of their wish power and handed to efreeti for 1,001 years of torture and debasement. Those who survive are banished to wander the Material Plane.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Al-Aeshma Genie.webp\"}}]},{\"name\":\"Ala\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Alas are born from galls that grow on treant trunks. Within this parasitic pocket, an ala sickens the treant and consumes its life force. When the treant dies, the ala is born in a black whirlwind}.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Daughters of the Whirlwind\",\"entries\":[\"Alas have windblown hair and wear smoky black rags, but their true form is that of a whirlwind, which can always be seen by šestaci, those men and women with six digits on each hand. In flight or in battle, an ala takes on a form with the upper body of a hag and a whirling vortex of air in place of hips and legs. When an ala enters a house in human form, the whole building groans in protest, as if it had been struck by a powerful storm wind. Alas live in the hollows of trees that were struck by lightning. They are most active when thunder rocks the forest, and when they travel, hail or thunderstorms spawn around them.\"]},{\"type\":\"entries\",\"name\":\"Enormous Appetites\",\"entries\":[\"The huge-mouthed alas have voracious appetites. In the wild, they devour wolves, bears, and badgers. They prefer to hunt in settled areas, however, because they favor the taste of innocents above all else. Unsavory humanoids may beg an ala's favor (or divert its wrath) with gifts of bound captives.\"]},{\"type\":\"entries\",\"name\":\"Energized by Storms\",\"entries\":[\"In battle, an ala is constantly on the move, weaving between foes like the wind. It tears at its foes with claws and a poisonous bite, or throws wicked lightning bolts and hailstorms from afar. Woe betides the hero who confronts an ala while a storm rages overhead—such storms energize the ala and make its lightning stronger. Because alas wield lightning with such mastery, some sages associate them with the god of lightning.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Ala.webp\"}}]},{\"name\":\"Alehouse Drake\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This plump little creature reclines with a dazed look in its eyes and the suggestion of a grin on its fanged jaws.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Scaled Barflies\",\"entries\":[\"Alehouse drakes squat in busy bars, rowdy taverns, and bustling inns. A bane or savior to every bartender and innkeeper, alehouse drakes enjoy pushing patrons' emotions, driving crowds to ecstatic cheers or bloody bar fights. They make their homes in cities and towns, though older drakes settle down in roadside coaching inns. In the former situations, they are often troublemakers or pranksters, but in the latter circumstances, they usually befriend the proprietor and help manage flared tempers and weepy drinkers in return for living space and a generous tab.\"]},{\"type\":\"entries\",\"name\":\"Relentless Gossips\",\"entries\":[\"Alehouse drakes gossip endlessly. Perched in hiding places throughout busy taverns, they overhear many stories, and trade in information, making them good sources for news about town. More devious and ill-mannered alehouse drakes resort to blackmail, but this usually occurs only to secure a comfortable spot in their chosen tavern.\"]},{\"type\":\"entries\",\"name\":\"Family Heirlooms\",\"entries\":[\"Alehouse drakes are one to two feet long and weigh about eighteen pounds with a plump belly. Their scales are deep amber with cream or white highlights, and they possess glittering, light-colored eyes. The oldest recorded alehouse drake lived just past 400 years. Because of their longevity, some drakes are beloved by innkeeping families and treated a bit like family heirlooms.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Alehouse Drake.webp\"}}]},{\"name\":\"Algorith\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Sometimes called folding angels, algoriths are lawful beings made from sheer force, pure math, and universal physical laws.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Creatures of Pure Reason\",\"entries\":[\"Algoriths are the border guards of the Conceptual Realms, warding subjective beings from the Realms of the Absolute. Eternal, remorseless, and unceasingly vigilant, they guard against the monstrosities that lurk in the multiverse's most obscure dimensions. They seek out and eliminate chaos even from the abodes of the gods.\"]},{\"type\":\"entries\",\"name\":\"Foes of Chaos\",\"entries\":[\"They visit mortal realms when chaos threatens to unravel a location or when the skeins of fate are tangled. On some occasions, an algorith will serve a god of Law or answer the summons of a skein witch. Algoriths fight with conjured blades of force. They can also summon universal energy that deconstructs randomness, weakening enemies or reducing them to finely ordered crystalline dust.\"]},{\"type\":\"entries\",\"name\":\"Social but Mysterious\",\"entries\":[\"In groups, algoriths move and fight in silent coordination. Only tiny variations in the formulas etched into their skins identify one algorith from another. Five is a number of extreme importance to all algoriths, but few are willing (or able) to explain why to anyone who isn't an algorith. Algoriths may have castes, ranks, or commanders, but no mortal has decoded the mathematical blazons adorning their flesh. The algoriths themselves refuse to discuss these formulas with those who do not comprehend them.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Algorith.webp\"}}]},{\"name\":\"Alseid\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Alseids are the graceful woodland cousins to centaurs, with the slender upper body of an elf and the lower body of a deer. Because they are rarely seen far from the wooded glades they call home, they are sometimes called \\\"grove nymphs,\\\" despite being more closely related to elves than nymphs.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Forest Guardians\",\"entries\":[\"Alseids see the forest as an individual and a friend. They are suspicious of outsiders who do not share this view. Lost travelers who demonstrate respect for the forest may spot a distant alseid's white tail; if they chase after it as it bounds away, the sympathetic alseid may lead it toward a road or trail that can carry them out of the forest. Disrespectful strangers may follow the same tail to their doom. Alseids have no compunction about slaughtering trespassers who burn or cut down their forest.\"]},{\"type\":\"entries\",\"name\":\"Antlers Show Status\",\"entries\":[\"Alseids have antlers growing from their foreheads. These antlers grow very slowly, branching every 10 years for the first century of life. Further points develop only with the blessing of the forest. No fourteen-point imperial alseids are known to exist, but many tribes are governed by princes with thirteen points. Because antlers signify status, alseids never use them in combat. Cutting an alseid's antlers entirely off or just removing points is a humiliating and grave punishment.\"]},{\"type\":\"entries\",\"name\":\"White-Tailed Wanderers\",\"entries\":[\"Alseids have a deep connection with forest magic of all kinds, and their leaders favor the druid and ranger classes.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Alseid.webp\"}}]},{\"name\":\"Amphiptere\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A flight of gold-crested, bat-winged serpents bursts from the foliage.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Tiny Wyverns\",\"entries\":[\"An amphiptere has batlike wings and a stinger similar to a wyvern's at the end of its tail. Their reptilian bodies are scaly, but their wings sprout greenish-yellow feathers.\"]},{\"type\":\"entries\",\"name\":\"Swooping and Swift\",\"entries\":[\"They are surprisingly maneuverable in spite of their size, able to change direction suddenly and make deadly hit-and-run strikes. They swoop in and out of combat, snapping at targets with their needlelike teeth and striking with their envenomed stingers. Once a foe is poisoned and injured, they hover closer in a tightly packed, flapping mass of fangs, battering wings, and jabbing stingers.\"]},{\"type\":\"entries\",\"name\":\"Strength in Flocks\",\"entries\":[\"Despite their fighting ability, amphipteres are not particularly brave. Most often, they lurk in small flocks in dense foliage, where they can burst forth in a flurry of wings when prey comes within view. They display surprising cunning and tenacity in large groups; they may harass foes for minutes or hours before closing in for the kill.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Amphiptere.webp\"}}]},{\"name\":\"Ancient Cave Dragon\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Covered in black spikes, the dragon's eyeless head swings from side to side. Darkness creeps from its strange, eel-like hide, spreading like ink in water.}\",\"Apex predators of the underworld, cave dragons are the stuff of nightmare for creatures with little else to fear. They can speak, but they value silence, speaking rarely except when bargaining for food.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Born to Darkness\",\"entries\":[\"Eyeless, these dragons have long, thin spikes that help them navigate tunnels or seal passages around them, preventing foes from outflanking them. Their stunted wings are little more than feelers, useful in rushing down tunnels. Their narrow snouts poke into tight passages, which their tongues scour free of bats and vermin. Young cave dragons and wyrmlings can fly, poorly, but older specimens lose the gift of flight. Cave dragon hide is more like eel skin than reptilian scales, and it grows mottled with brown and black as it ages.\"]},{\"type\":\"entries\",\"name\":\"Ravenous Marauders\",\"entries\":[\"Cave dragons are always hungry and ready to eat everything. They devour undead, plant creatures, or anything organic. When feeding, they treat all nearby creatures as both a threat and the next course. Alliances they make only last so long as their allies make themselves scarce when the dragon feeds. They can be bribed with food as easily as with gold, but other attempts at diplomacy typically fail. Cave dragons do form alliances with peoples of the underworld, joining them in battle against enemies, but there is always a price to be paid in flesh, bone, and marrow. Wise allies keep a cave dragon well fed.\"]},{\"type\":\"entries\",\"name\":\"A Hard Life\",\"entries\":[\"Limited food underground makes truly ancient cave dragons almost unheard of. The eldest tend to die of starvation after stripping their territory bare of prey. Their nigh-endless hunger leaves the ancients the most likely of cave dragons to form alliances, especially with allies that promise—and deliver—food. On occasion, cave dragons climb to the surface to feed, but their earthbound, plodding pace leaves them outcompeted by other predators or unable to keep up with swift or flying prey. They prefer tight tunnels where they can ambush and outmaneuver prey.\"]},{\"type\":\"entries\",\"name\":\"Edible Hoards and Vertical Lairs\",\"entries\":[\"Due to the scarcity of food in their subterranean world, a cave dragon's hoard may consist largely of food sources: bat colonies, enormous beetles, carcasses in states of decay, a cavern infested with shriekers, and whatever else the dragon doesn't immediately devour. Cave dragons are fond of bones and items with strong taste or smell. Vast collections of bones, teeth, ivory, and the shells of huge insects litter their lairs, arranged like artful ossuaries. Large vertical chimneys serve as nesting sites for eggs and are popular resting places when a cave dragon sleeps within its lair. Chimneys just wide enough to hold young cave dragons make preferred ambush sites, as the dragons' tough spikes help hold them in position until prey passes beneath. The oldest cave dragons also retreat to vertical chimneys near nesting sites or within their lairs to die in peace. Stories claim that enormous treasures are heaped up in these ledges, abysses, and other inaccessible locations.\"]}]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"A Cave Dragon's Lair\",\"entries\":[\"Labyrinthine systems of tunnels, caverns, and chasms make up the world of cave dragons. They claim miles of cave networks as their own. Depending on the depth of their domain, some consider the surface world their territory as well, though they visit only to eliminate potential rivals.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Ancient Cave Dragon.webp\"}}]},{\"name\":\"Ancient Flame Dragon\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The dragon bears black scales, more charred than naturally colored. Cracks between the scales glow a dull red, until the dragon rears its head and roars. Red embers become bright orange flames as the creature lights up from tail to maw}.Flame dragons are capricious creatures, fascinated by dark emotions and destructive passions. The dragons of eternal fire are proud and jealous, quick to anger, and utterly unforgiving. They bring total ruin to entire civilizations for trivial reasons, but their true motivation is the fun to be had. These burning serpents treat rage, deceit, and despair as toys for their amusement. \\\"May you be the fire's plaything\\\" is a curse often used by the foolish.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Taunting Others\",\"entries\":[\"The hot-blooded creatures tease their victims like cats, seeing the world and all within it as their rightful prey. Young flame dragons are less subtle than their elders. Wyrmlings may force a woman to watch her family die or ruin a beautiful face for pleasure—direct and evil. As the dragon matures, this natural sadism develops into a desire for more complicated sport. Aging dragons of fire use politics, murder, and magic in elaborate schemes only their ilk can appreciate. Many create plots so intricate and layered that they lack a true resolution, creating only endless manipulation. A hero might foil an assassination only to see the king thus saved become a despot. She might defeat the vizier whispering lies in the ruler's ear only to discover he was a pawn in a vast conspiracy. Dark ambitions, poisoned daggers, and old vendettas build such momentum that one scheme begins each time another ends. Often, even killing the draconic mastermind cannot extinguish the fires it started.\"]},{\"type\":\"entries\",\"name\":\"Malevolent Purpose\",\"entries\":[\"The results of a flame dragon's schemes are secondary to the enjoyment it derives from pursuing a nebulous and ever-changing goal. Some flame dragons spend centuries torturing a family line for nothing more than trespassing on the dragon's land. Others plot eternal curses after twisting poorly chosen words into dire insults. The vengeance itself is secondary to an excuse for hate, plot, and ruin. Flame dragons relish such opportunities for revenge. Each is a delightful hobby. Any disruption in their game kindles a terrible rage, and in these rare moments of defeat, their anger can be catastrophic. Entire cities burn.\"]},{\"type\":\"entries\",\"name\":\"Fond of Souvenirs\",\"entries\":[\"Flame dragons are as materialistic and territorial as other true dragons. Each pursues an individual obsession it fixates upon with mad devotion to fill its hoard. Some corrupt innocence, others push nations to war, but they always collect a memento for each victory, petty or grand. One might collect scorched skulls, while another saves the melted treasures of toppled empires. When not out sowing discord, the ancient flame dragons enjoy contemplating their hoards. Every piece reminds them of their own majesty and genius.\"]},{\"type\":\"entries\",\"name\":\"Vengeful Brethren\",\"entries\":[\"Nothing is safe from a flame dragon's scheming and narcissism. They crave absolute attention and constant reassurance. Anyone who humiliates a flame dragon would be wiser to kill it. Its survival ensures the dragon's undivided attention for generations. Wiser still, is to remove all trace of involvement in a flame dragon's death. All burning serpents see the murder of one of their kin as the gravest insult.\"]}]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"A Flame Dragon's Lair\",\"entries\":[\"Flame dragons dwell near ever-burning fires: volcanoes, sulfur mines, caves full of geysers, and places where the Elemental Plane of Fire touches the Material Plane. Whatever the place, it must serve as a showcase for all the dragon's trophies. Carefully arranged and organized prizes decorate the area, sometimes protected behind crystal walls. This display feeds the dragon's vanity and pride, and it serves as a lure for adventurers. Many of these lairs also feature a huge, reflective surface, as a flame dragon likes nothing more than itself.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Ancient Flame Dragon.webp\"}}]},{\"name\":\"Ancient Mithral Dragon\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Light glints off the dragon's glossy scales, shining silver-white. Its tiny wings folded flush against its body open like a fan and expose shimmering, diaphanous membranes. Its narrow head, with bare slits for its eyes and nostrils, sits at the end of a slender neck atop an impossibly thin frame}.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Rage in Youth\",\"entries\":[\"Younger mithral dragons raid and pillage as heavily as any chromatic dragon, driven largely by greed to acquire a worthy hoard, though they are less likely to kill for sport or out of cruelty. In adulthood and old age, however, mithral dragons are less concerned with material wealth and more inclined to value friendship, knowledge, and a peaceful life pursuing interesting goals.\"]},{\"type\":\"entries\",\"name\":\"Peacemakers\",\"entries\":[\"Adult and older mithral dragons are diplomats and arbitrators by temperament (some dragons cynically call them referees). They enjoy bringing some peace to warring factions. Among all dragons, their strict neutrality and ability to negate magic make them well suited to these vital roles.\"]},{\"type\":\"inset\",\"name\":\"Mithral Dragons in Midgard\",\"entries\":[\"Mithral dragons are rebellious dragons who once sought to make peace between chromatic and metallic dragons. Having failed in that, they declared themselves neutral and now seek opportunities to make peace elsewhere. They are the only dragons that advocate against the perpetual war of the Dragon Empire, and occasionally serve as mercenaries against the Mharoti.\"]}]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"A Mithral Dragon's Lair\",\"entries\":[\"Mithral dragons are attracted to lairs near humanoid civilization, where petitioners can reach them if their diplomatic services are needed. Unlike other dragons, mithral dragons forsake lairing upon remote natural caverns or cliffs, preferring to dwell in impressive structures of metal and stone—with a particular fondness for towers. More than once, a mithral dragon has accepted the deed to a fortress, palace, or castle as payment for brokering peace between warring factions.\",\"Curiously, mithral dragons don't hoard coins and precious metals as most dragons do. Other curiosities fill their lair, like fine paintings, marble statues, rare tomes, stained glass, and anything made of mithral—rare treasures procured over a lifetime of interacting with mortal creatures.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Ancient Mithral Dragon.webp\"}}]},{\"name\":\"Ancient Sea Dragon\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This aquamarine dragon has a shark's head that tapers off into a sleek eel-like body. Its large fins double as wings.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Divine Dragons\",\"entries\":[\"Sea dragons are the children of the ocean and believe they are semi-divine beings, worthy of worship. Given their size and power, they might be right; certainly, they are often companions or steeds to gods of the sea. Despite the solemn duties the sea dragons invoke thanks to their lineage, they are extremely whimsical. While these immense creatures are playful, their games can shatter hulls and drown sailors. The sea dragons course through the waves with tangible joy as they hunt whales and entire schools of tuna.\"]},{\"type\":\"entries\",\"name\":\"Shipwreck Art\",\"entries\":[\"Sea dragons love collecting treasure. They especially prize the sunken, treasure-filled hulls of ships lost to storm, battle, or their own handiwork. While they appreciate all wealth, they prefer hardy items that stand up to long exposure to sea water. Precious metals and gemstones add a dramatic luster to the dragon's lair when they catch stray beams of light. Sea dragons take more perishable treasures and place them on a reef-altar, to dissolve in the sea as a tithe to the sea gods.\"]},{\"type\":\"entries\",\"name\":\"Sunken Memorials\",\"entries\":[\"A sea dragon's lair is littered with meticulously arranged ships consigned to the deeps. These wrecks are often artfully smashed to allow the treasures in the hold to spill out onto the sea floor. It may seem haphazard, but it displays a complex aesthetic that only other sea dragons can truly appreciate. Because they arrange these wrecks so carefully, a dragon notices immediately if its hoard is disturbed.\"]},{\"type\":\"inset\",\"name\":\"Priests of Seggotan\",\"entries\":[\"Every sea dragon is devoted to the dragon god of the sea. As a result, many sea dragons use the innate spellcasting variant. Sea dragons favor spells that manipulate water or the weather, emulate storms, deal lightning or cold damage, divine the future, or conjure sea creatures to fight alongside the dragon.\"]},{\"type\":\"inset\",\"name\":\"Sea Dragons in Midgard\",\"entries\":[\"Sea dragons are the offspring of Seggotan, the dragon god of time and the sea. A sea dragon shares its god's idea that everything in the sea is the property of Seggotan, and they expect lesser beings to respect that truth. The sea dragons are among the most powerful allies of the Mharoti Empire, securing seaways and acting as a communion point for the tidal priests. Thankfully for the Empire's enemies, the most ancient sea dragons are too consumed with contemplation of time and their inscrutable duties in the depths of the ocean to make war.\"]}]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"A Sea Dragon's Lair\",\"entries\":[\"Sea dragons dwell in lairs beneath the waves: ocean fissures and caves, lightless trenches full of strange rock formations, and sheltered reefs of cultivated coral. Whatever the place, it's dedicated to the worship of sea gods. Despite the draconic instinct for seclusion and protection when choosing a lair, sea dragons always choose lairs relatively close to humanoid trade routes and abundant supplies of fish.\",\"The sky surrounding a sea dragon's lair is perpetually stormy, and the seas run high. If a captain is courageous, these high winds and swift-running currents can cut significant time off a voyage.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Ancient Sea Dragon.webp\"}}]},{\"name\":\"Ancient Titan\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Radiating a powerful presence, this towering humanoid has sharp-edged features that seem hewn from ancient stone.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Children of the Gods\",\"entries\":[\"Ancient titans are the surviving immortal children of an early primordial god. They fled to the wilds after a divine war, where they founded an empire that lasted thousands of years before plague brought about its collapse.\"]},{\"type\":\"entries\",\"name\":\"Sea God's Servants\",\"entries\":[\"A few ancient titans still dwell in the ocean realm, spared by the sea god in exchange for eternal servitude. Ancient titans have long, glossy hair, usually black, red, or silver, and they stand sixty feet tall and weigh over twenty tons.\"]},{\"type\":\"entries\",\"name\":\"Friends to Dragons\",\"entries\":[\"Ancient titans have a strong rapport with wind dragons and sea dragons, as well as gold, silver, and mithral dragons.\"]},{\"type\":\"entries\",\"name\":\"Primordial Power\",\"entries\":[\"The children of an ancient god, titans have a measure of the god's power. They know and command primordial words that can influence the world and creatures around them by tapping into the energy that created the world.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Ancient Titan.webp\"}}]},{\"name\":\"Ancient Void Dragon\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A dragon seemingly formed of the night sky has bright white stars for eyes. Lesser stars twinkle in the firmament of the dragon's body.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Children of the Stars\",\"entries\":[\"Void dragons drift through the empty spaces beyond the boundaries of the mortal world and wander between the stars. They are aloof, mingling only with the otherworldly beings that live above and beyond the earth, including the incarnate forms of the stars themselves.\"]},{\"type\":\"entries\",\"name\":\"Witnesses to the Void\",\"entries\":[\"Void dragons are intensely knowledgeable creatures, but they have seen too much, lingering at the edge of the Void itself. They carry a piece of that nothing with them, and it flows out of them to break the minds of lesser beings when the dragons fly into a rage.\"]},{\"type\":\"entries\",\"name\":\"Voracious Scholars\",\"entries\":[\"Despite their removed existence and strange quirks, Void dragons still hoard treasure. Gems that glitter like the stars of their home are particularly prized. Their crowning piece, however, is knowledge. Void dragons jealously hoard scraps of forbidden and forgotten lore of any kind and spend most of their time at home poring over these treasures.\"]}]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"A Void Dragon's Lair\",\"entries\":[\"Void dragons make their lairs deep in the freezing, airless space between the stars. When a Void dragon claims a home elsewhere, it prefers towering mountain peaks, valleys, or ruins at high elevation with a clear view of the sky. When encountered in its lair, an adult Void dragon has a challenge rating of 17 (18,000 XP), and an ancient Void dragon has a challenge rating of 25 (75,000 XP).\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Ancient Void Dragon.webp\"}}]},{\"name\":\"Ancient Wind Dragon\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Howling wind encircles the dragon, filling and pushing its wings without the need for them to beat.}Wind dragons view anywhere touched by air as their property, and mortals point to them as the epitome of arrogance. Their narcissism is not without reason, for awe‑inspiring power supports their claims of rightful control. To the dragons of the shifting gales, strength is the ultimate arbiter.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Braggarts and Bullies\",\"entries\":[\"Wind dragons number among the greatest bullies and worst tyrants of mortal creatures. The sometimes-foolhardy creatures take offense at any perceived challenge and pleasure in humiliating rivals. They claim great swathes of territory but care little for its governance—they perceive mortals in that territory as possessions. Vassals receive only dubious protection in exchange for their loyalty. A wind dragon might seek bloody vengeance for the murder of a follower, but it's unlikely to go to any length to prevent the loss of that life in the first place.\"]},{\"type\":\"entries\",\"name\":\"Lords of the Far Horizons\",\"entries\":[\"Some believe that the dragons of the winds claim much more than they are capable of controlling or patrolling. Because they so love altitude, they prefer to rule and meet with earth-bound supplicants at the highest point available: the summit of a great mountain or atop a towering monument erected by fearful slaves. But these dragons are also driven by wanderlust and roam far from their thrones. They return eventually, ready to subjugate new generations and press a tyrannical claw on the neck of anyone who questions their right to rule.\"]},{\"type\":\"entries\",\"name\":\"Perpetual Infighting\",\"entries\":[\"These wandering tyrants are even more territorial among their own kind than they are among groundlings. Simple trespass by one wind dragon into the territory of another can lead to a battle to the death. Thus, their numbers never grow large, and the weakest among them are frequently culled.\"]},{\"type\":\"entries\",\"name\":\"Portable Hoards\",\"entries\":[\"Wind dragons' hoards typically consist of only a few truly valuable relics. Other dragons might sleep on a bed of coins, but common things bore wind dragons. While all true dragons desire and display great wealth, wind dragons concentrate their riches in a small number of notable trophies or unique historic items—often quite portable.\"]}]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"A Wind Dragon's Lair\",\"entries\":[\"Wind dragons make their lairs where they can overlook and dominate their claims, but the location must be remote enough that inhabitants can't pester them with requests for protection or justice. As they have little to fear from the elements, a shallow cave high on an exposed mountain face is ideal. Wind dragons enjoy heights dotted with rock spires and tall, sheer cliffs. They perch in the howling wind and catch updrafts and downdrafts sweeping through canyons and tearing across crags.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Ancient Wind Dragon.webp\"}}]},{\"name\":\"Angatra\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The withered creature wrapped in gore-stained rags pulls back a tattered hood to reveal glowing eyes hungry with bloodlust.}\",\"In certain tribes, the breaking of local taboos invites terrible retribution from ancestral spirits, especially if the transgressor was a tribal leader or elder. The transgressor is cursed and cast out from the tribe, then it is hunted and executed.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Bound Remains Entombed\",\"entries\":[\"The body is wrapped head to toe in lamba cloth to soothe the spirit and to bind it within the mortal husk, then sealed in a tomb far from traditional burial grounds so none may disturb it and its unclean spirit does not taint the blessed dead.\"]},{\"type\":\"entries\",\"name\":\"Slow Ritual Cleansing\",\"entries\":[\"Each such body is visited every ten years as the tribe performs the famadihana ritual, replacing the lamba bindings and soothing the suffering of the ancestors. Over generations, this ritual expiates their guilt, until at last the once-accursed ancestor is admitted through the gates of the afterlife. If a spirit's descendants abandon their task, or if the sealed tomb is violated, the accursed soul becomes an angatra.\"]},{\"type\":\"entries\",\"name\":\"Angry Spirit\",\"entries\":[\"The creature's form becomes animated by a powerful and malicious ancestor spirit, undergoing a horrible metamorphosis within its decaying cocoon. Its fingernails grow into scabrous claws, its skin becomes hard and leathery, and its withered form is imbued with unnatural speed and agility. Within days, the angatra gathers strength and tears its bindings into rags. It seeks out its descendants to share the torment and wrath it endured while its spirit lingered.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Angatra.webp\"}}]},{\"name\":\"Angler Worm\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i As patient as a fisherman, the angler worm lights a beacon in the darkness and waits for its next meal.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Silk Snares\",\"entries\":[\"The angler worm burrows into the ceilings of caves and tunnels, where it creates snares from strong silk threads coated with sticky mucus. It then lures prey into its snares while remaining safely hidden, emerging only to feed. With dozens of snares, food always comes to the angler worm eventually.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Angler Worm.webp\"}}]},{\"name\":\"Annelidast\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The massive worm erupted from the earth, crushing all near it and scooping up the remains.}\",\"An annelidast is a gigantic worm that slumbers for decades at a time in the bowels of the earth, where the rock itself radiates primordial magic. Over millennia, they have grown lead-plated carapaces to shield themselves from the magic.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Unique Predation\",\"entries\":[\"Each century, an annelidast wakes and travels to the surface to feed. The worm eats through baleen-like teeth that help it filter feed through the earth as it travels underground, but this method of eating requires it to pulverize larger surface prey before consumption.\"]},{\"type\":\"entries\",\"name\":\"Sleeping Plague\",\"entries\":[\"The annelidast's exterior is saturated with the primordial magic of its deep-earth home. When an annelidast nears waking, it burrows toward the surface in a dreamlike state, following vibrations in the earth made by living creatures. As it lies just beneath the surface rousing from its slumber, the primordial magic infusing it radiates outward and sickens creatures living there, making them easier prey when it fully wakes.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Annelidast.webp\"}}]},{\"name\":\"Anubian\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Swirling sand comes together to form a snarling, canine-faced humanoid whose eyes shine with an eerie, blue glow.}\",\"Anubians are elementals summoned to guard tombs or protect treasures.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Piles of Dust\",\"entries\":[\"An anubian at rest resembles a pile of sand or dust, often strewn about an already dusty location. When active, it rises up to form a muscular humanoid with the head of a jackal. A destroyed anubian collapses into an inert pile of sand.\"]},{\"type\":\"entries\",\"name\":\"Death to the Unarmored\",\"entries\":[\"In combat, anubians prefer to fight unarmored foes rather than creatures wearing armor. They associate unarmored creatures with spellcasters, and their latent resentment over centuries of being summoned as servants drives them to attack such figures when they aren't shackled by magical bondage.\"]},{\"type\":\"entries\",\"name\":\"Sandstorm Tag Teams\",\"entries\":[\"Anubians fight effectively as teams, using their haboob attacks to corner and isolate the most vulnerable targets.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Anubian.webp\"}}]},{\"name\":\"Apau Perape Demon\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Sharp teeth fill this large, demonic ape's mouth. Its long, muscular arms stretch to the ground, ending in wickedly curved claws.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Servants of Fire\",\"entries\":[\"These black-furred gorilla demons serve only Mechuiti, the demon lord of fire and apes. Their final loyalty is unshakable, though sometimes they serve others for a time. They have no fear of fire, gleefully setting villages and crops aflame if their master is snubbed or insulted.\"]},{\"type\":\"entries\",\"name\":\"Fearless Attackers\",\"entries\":[\"The apau perape are fearless and savage, living for battle. Once in combat, their morale never breaks. Like their master, they have an insatiable hunger and leave no dead behind, consuming even the bones.\"]},{\"type\":\"entries\",\"name\":\"Eyes of Fire\",\"entries\":[\"When this demon is angered, its eyes glow a deep, disturbing red, unlike any natural ape.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Apau Perape Demon.webp\"}}]},{\"name\":\"Arboreal Grappler\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Long, simian arms snake through the trees like furred serpents, dangling from a shaggy, striped ape in the leafy canopy above and trying to snare those below.}\",\"An arboreal grappler is a malformed creation of the gods, a primate whose limbs warped into long, muscular tentacles covered in shaggy, red fur.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Carry Prey to the Heights\",\"entries\":[\"Arboreal grapplers use their long limbs to snatch and drag prey behind them as they use their powerful forelimbs to ascend to the highest canopy. Victims are constricted until their struggles cease and then are devoured. The grapplers' flexible tentacles are ill-suited for terrestrial movement; they must drag themselves clumsily across open ground too wide to swing across.\"]},{\"type\":\"entries\",\"name\":\"Clans in the Canopy\",\"entries\":[\"Arboreal grappler tribes build family nests decorated with bones and prized relics of past hunts. These nests are built high in the jungle canopy, typically 80 feet or more above the ground. Clans of 40 or more spread across crude villages atop the trees; in such large settlements, a third of the population are juveniles. These nests are difficult to spot from the ground; a DC 20 Wisdom ({@skill Perception}) check is required. A creature observing an arboreal grappler as it climbs into or out of a nest has advantage on the check.\"]},{\"type\":\"entries\",\"name\":\"Carnivorous Elf Hunters\",\"entries\":[\"Grapplers are carnivorous and prefer humanoid flesh, elves in particular. Scholars suggest this arises from hatred as much as from hunger, citing records of various humanoids hunting arboreal grapplers millennia ago.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Arboreal Grappler.webp\"}}]},{\"name\":\"Arcane Guardian\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A luminous green mist swirls into the form of an ancient warrior. Dented armor and a ragged cloak enshroud the warrior's skeletal body, and its grinning skull leers out from an open helm.}\",\"Some spectral guardians were not warriors in life, but powerful spellcasters.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Worn Finery\",\"entries\":[\"Composed of faintly glowing green vapor, the arcane guardian is a skeletal being encased in ancient armor or noble's finery. The cloth is worn and tattered, spiraling away into mist at the edges, and the creature glides with the faintest whisper of sound.\"]},{\"type\":\"entries\",\"name\":\"Eternal Disgrace\",\"entries\":[\"The arcane guardian is the spirit of an ancient warrior or noble, bound to serve in death as it failed to do in life. A broken oath, an act of cowardice, or a curse laid down by the gods for a terrible betrayal leaves an indelible mark on a soul. After the cursed creature's death, its spirit rises in a place closely related to its disgrace. Compelled by the crushing weight of its deeds, the arcane guardian knows no rest or peace.\"]}]}]}]},{\"name\":\"Arch-Devil Ia'Affrat\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A dark, droning cloud containing thousands of gray, thumb-sized wasps, shifts and swarms around the black silhouette of a tall human with glowing red eyes. The wasps, too, glow with the heat of a low-burning coal and are wreathed in foul-smelling smoke.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Faithless Servant\",\"entries\":[\"Ia'Affrat the Insatiable is the inverted reflection of his unkempt, overly-unyielding creator, Arbeyach, Hell's Prince of Swarms. Ia'Affrat acts as Arbeyach's emissary to the courts of his rivals and to the mortal world as diplomat, spy, assassin, and scourge. Though he serves the rigid and resolute Prince of Hell, Ia'Affrat shows little loyalty to his maker. The eloquent and sophisticated creature has betrayed his master in thousands of small ways over the centuries, and eventually may betray him utterly. Until then, Ia'Affrat's shifting hive mind pursues an unquenchable lust for arcane mysteries, human interaction, and the material pursuit of unwholesome flavors and dark delights.\"]},{\"type\":\"entries\",\"name\":\"Joker and Devourer\",\"entries\":[\"Ia'Affrat delights in comedy, wine, song, dance, food, and inflicting torture and public humiliation on his foes—he is a rapacious devourer, greedy for all transient pleasures.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Arch-Devil IaAffrat.webp\"}}]},{\"name\":\"Aridni\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The gray, moth-winged fey flies out from the trees in a hail of tiny arrows.}\",\"Both more rugged and more ruthless than normal pixies, the aridni are an especially greedy breed of fey bandits and kidnappers.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Pale Archers\",\"entries\":[\"These ashen-faced fey with gray moth wings fire green-glowing arrows with a sneer and a curse. Aridni prefer ranged combat whenever possible, and they are quite difficult to lure into melee. They sometimes accept a personal challenge or respond to accusations of cowardice.\"]},{\"type\":\"entries\",\"name\":\"Caravan Raiders\",\"entries\":[\"Aridni have developed different magical abilities that aid them well when they raid caravans for captives, such as charming foes or putting them to sleep.\"]},{\"type\":\"entries\",\"name\":\"Wealth for Status\",\"entries\":[\"They delight in taking plunder from humans and dwarves as a sign of their power over mortals and of their contempt for those who lack fey blood.\"]},{\"type\":\"inset\",\"name\":\"Aridni in Midgard\",\"entries\":[\"When the elves abandoned the mortal world and returned to the elflands, not all of their fey servants went with them. Some stayed by choice; some were abandoned as tainted, feral broods; and some remained to become servants of local gods or human mages. Most of them are angry at humans for their corruption of, and rebellions against, the elven courts and empires in Midgard. They seek to regain some of their fallen fey wealth and glory from humans and dwarves by stealing from, corrupting, and killing their ancient enemies. Among these abandoned fey are the aridni (\\\"slaver pixies\\\"), evil pixies suborned by the Slavers of Reth-Saal.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Aridni.webp\"}}]},{\"name\":\"Arx\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This spike-covered insectoid stands at the ready with a wicked spear grasped by two limbs. It decompresses its wings impossibly to fashion a pair of walls behind it, held together and connected to the insectoid by a stretchy pink goo.}\",\"Arxes are fiendish creatures who serve other fiends as mobile field defenses. They can detach their elytra, the hardened shells that cover their wings, to provide cover for commanders who wish to direct their armies from forward lines. They use their telepathy and excellent vision to feed accurate overviews of the battlefield to these leaders, who use this intel to direct troops and make attacks from behind the arx's wall.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Hirable Mercenaries\",\"entries\":[\"When they aren't fighting for legions of devils or demons, arxes willingly accept payment for their services. They are steadfast combatants who reliably follow orders, but they show no concern about individual allies over greater tactical advantages.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Arx.webp\"}}]},{\"name\":\"Asanbosam\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A hirsute hulk with bulging, bloodshot eyes perches high in a tree, ready to seize unwary passersby with its rusty, hook-like talons.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Iron Hooks and Fangs\",\"entries\":[\"Asanbosam resemble hairy ogres from the waist up, but with muscular, flexible legs much longer than those of an ogre. These odd appendages end in feet with hook-like talons, and both the creature's hooks and its fangs are composed of iron rather than bone or other organic material. These iron fangs and claws mark an asanbosam's age, not just by their size but also by their color. The youngest specimens have shiny gray hooks and fangs, while those of the older asanbosams are discolored and rusty.\"]},{\"type\":\"entries\",\"name\":\"Iron Eaters\",\"entries\":[\"The asanbosam diet includes iron in red meat, poultry, fish, and leaf vegetables, and—in times of desperation—grinding iron filings off their own hooks to slake their cravings. The asanbosams' taste for fresh blood and humanoid flesh led to the folklore that they are vampiric (not true).\"]},{\"type\":\"entries\",\"name\":\"Tree Lairs\",\"entries\":[\"Asanbosams spend most of their lives in trees, where they build nestlike houses or platforms of rope and rough planks. They don't fear magic; most tribes count at least one spellcaster among its members.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Asanbosam.webp\"}}]},{\"name\":\"Ash Drake\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A lean and dull-scaled drake perches on a chimney as if it just crawled out, its tail still hanging into the flue as smoke billows out.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Chimney Nesting\",\"entries\":[\"Ash drakes clog chimney flues and delight in dusting crowds with thick, choking ash and soot, while the drakes laugh with sneering, wheezing tones. To placate the creatures, owners of smelters and smithies leave large piles of ash for the drakes to play in, with the hope they leave the shop and workers alone. Anyone hunting ash drakes finds them difficult to attack in their cramped lairs because the creatures blend in with the surroundings. Ash drakes often befriend kobolds, who have little trouble appeasing the drakes and appreciate the added security they bring.\"]},{\"type\":\"entries\",\"name\":\"Hunt Strays and Pets\",\"entries\":[\"Ash drakes eat rats and stray animals, although few can resist snatching an unattended pet. Contrary to popular opinion, this drake doesn't consume ash, but enjoys a pile of ash like a cat would catnip, rolling around in it and becoming wild-eyed. Anyone who disrupts such play becomes the target of the creature's intensely hot, sooty breath weapon.\"]},{\"type\":\"entries\",\"name\":\"Slender Dragons\",\"entries\":[\"While an ash drake is three feet long with a four-foot-long tail that seems to trail off into smoke, it weighs less than one might expect—approximately ten pounds. Every third winter, when chimneys are active, a male drake leaves his lair to find a mate. The resulting eggs are left in a suitable chimney, and one of the parents protects the young until they leave the nest at two years of age.\"]},{\"type\":\"entries\",\"name\":\"Volcanic Haunts\",\"entries\":[\"Ash drakes outside a city live in or near volcanic plateaus and mutter about the lack of neighbors to bully. In the wild, an ash drake may partner with a red dragon or flame dragon, since the dragon provides its lesser cousin with plenty of ash.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Ash Drake.webp\"}}]},{\"name\":\"Ashwalker\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A winged shadow eclipsed the sun, and an inferno consumed the city. An ashen corpse rose from the dirt and walked the charred streets as if its world had not just been incinerated.}\",\"Ashwalkers are the unfortunate result of humanoids who met their end from the breath of a dragon while in a place suffused with powerful magical energy. These undead creatures often emerge in hordes after a dragon's rage has leveled a city. Though burnt almost to ashes, many ashwalkers can rasp out a few words, typically words of hate for those who were spared the ashwalker's fate.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"The Last Breath\",\"entries\":[\"While the fire of a red dragon's breath is the most common source of ashwalkers, they can be created from any dragon's breath. The magical infusion of the dragon's breath that kills the individual leaves residual energy of a similar type in the remains. For example, an ashwalker killed by poison breath often exudes some of the noxious clouds as it walks the wastelands of its destroyed home.\"]},{\"type\":\"entries\",\"name\":\"Unlived Dreams\",\"entries\":[\"Ashwalkers have no purpose in undeath and rarely serve a master. Sometimes they carry on a sad mimicry of their former life, acting out the final hours before their demise, not fully aware of what happened. Some ashwalkers even return to the site of their homes and lay down in the dirt to sleep, although sleep never comes. Adventurers who seek the riches of lost civilizations leveled by dragon fire have reported seeing smoldering corpses milling about marketplaces or theatre spaces until a living soul snaps them from their reverie, often driving them into maddened rages.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Ashwalker.webp\"}}]},{\"name\":\"Automata Devil\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A nightmare wrapped in chains and held together by cutting cogs and whirring gears, this fiend howls like a hurricane in battle.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Guards and Overseers\",\"entries\":[\"Sometimes called castigas, automata devils are made to monitor others. They are often put in charge of prisoners or infernal factories.\"]},{\"type\":\"entries\",\"name\":\"Pierced by Chain and Wire\",\"entries\":[\"This slender creature's skin is pierced with barbs, sharp nails, and coils of wire, which have been threaded through its flesh. Chains are buried under blisters and scabs. This infernal horror's eyelids—both front and back pairs—are sewn back with wire, while six arms ending in large grasping hands erupt from its shoulders.\"]},{\"type\":\"entries\",\"name\":\"Coiled Metal Whips\",\"entries\":[\"The creature's head is a dark mass ending in two large mandibles. By its side, it carries a huge coiled whip that squirms like a snake and is said to scent lies and treachery. The creature's stomach opens up like a second mouth, lined with tooth-like spines.\"]},{\"type\":\"inset\",\"name\":\"Automata Devils in Midgard\",\"entries\":[\"One corner of the Eleven Hells is known simply as the Forge. Here, black chimneys rise a mile high from a dead land of choking air and red poison hills. The Machine, a greater devil who never sleeps and never lets his subjects know rest, rules this land. His overseers consist of thousands of imps who whip and punish the workers. The imps themselves are kept in check by hordes of chain devils, who in turn answer to the automata devils as overseers.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Automata Devil.webp\"}}]},{\"name\":\"Azza Gremlin\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i These tiny, hairless, rail-thin creatures crackle with static electricity. Arcs of lightning snap between their long ears.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Lightning Lovers\",\"entries\":[\"Azza gremlins live among storm clouds, lightning-based machinery, and other places with an abundance of lightning.\"]},{\"type\":\"entries\",\"name\":\"Magnetic Flight\",\"entries\":[\"Although wingless, their light bodies are perfectly attuned to electromagnetic fields, giving them buoyancy and flight. They love playing in thunderstorms and riding lightning bolts between the clouds or between clouds and the ground. They feed off lightning and love to see its effects on other creatures.\"]},{\"type\":\"entries\",\"name\":\"Work with Spellcasters\",\"entries\":[\"Although they aren't much more than hazardous pests by themselves, more malicious creatures and spellcasters that use lightning as a weapon work with azza gremlins to amplify their own destructiveness. Azza gremlins stand 12 to 18 inches tall and weigh approximately 8 pounds.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Azza Gremlin.webp\"}}]},{\"name\":\"Baba Yaga's Horsemen\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i These mounted knights wield great weapons as swift as dawn, as bright as the blazing sun, and as cold as the grave. The white horseman is a young rider full of promise, the red rider a man in his prime, and the black rider a scarred and bearded fellow, his eyes dark and his mouth set in a grim frown. They ride with purpose on powerful steeds}.\",\"Baba Yaga's three horsemen are legends in their own right. Bright Day, Red Sun, and Black Night (also known as the White, Red, and Black horsemen) are her faithful emissaries, scouts, and warriors abroad. The three horsemen change over time, but they are typically male, human warriors. Their appearance is distinctive: each horseman dresses in colors and lacquered armor and trappings to suit their name, with their magical horses colored to match. Their roles appear to coincide with their appointed offices, although their precise relationship to Baba Yaga is the source of much speculation.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Varied Origin\",\"entries\":[\"They may be serving Grandmother Winter for a time in exchange for a favor or bargain, or they may be cursed to replace a previous horseman they slew. In either case, Baba Yaga is the source of their power. The horsemen are innately connected to the domain of time; each represents part of the day, as measured by the sun. Bright Day is bound to and governs dawn to mid-day, Red Sun from mid‑day to sundown, and Black Night rules until daybreak. While Baba Yaga herself is wily and capricious, her three horsemen are bound to cosmological forces that are uniform and constant, which is reflected in their alignment and demeanor.\"]},{\"type\":\"entries\",\"name\":\"One Rises, Two Set\",\"entries\":[\"The horsemen never co-exist with one another except within the confines of their mistresses' Dancing Hut and the fenced yard around it. Each one must yield his presence on the Material Plane to his successor in rotation (this varies on other planes, depending on intervals of day and night). Forcing two horsemen to co-exist on the Material Plane places a perilous strain on reality. Bringing all three together could trigger a primal magical event or chronal catastrophe.\"]},{\"type\":\"inset\",\"name\":\"Encounters with Baba Yaga's Horsemen\",\"entries\":[\"The horsemen make good foes for the long term; their power is great enough that they can ignore considerable danger when serving their mistress. Here are some possible encounters involving them:\",{\"type\":\"list\",\"items\":[\"Red Sun burns down a village while the PCs are sleeping at the inn. If questioned or challenged, he says nothing, but provides a scroll from Baba Yaga ordering the village's destruction. Red Sun rides off into the dawn. Black Night bears a similar scroll, asking an elvish character to provide Baba Yaga with a pint of blood; if the request is granted, Black Night leaves without incident, but if he is denied, a young human boy is found outside the party's sleeping chambers, drained of all blood.\",\"At noon, Bright Day leads a parade of strange creatures, everything from shadow fey duelists and enchantresses to a glowing will-o'-wisp and a bright malakbel demon, burning so bright it sets fire to crops and thatched huts near it. The fey mention Bright Day is going to pay Baba Yaga's respects to the River King. If the party chooses to join the procession, they can't leave it until sunset—and may find their company is not entirely welcome.\"]}]},{\"type\":\"inset\",\"name\":\"The Three Horsemen\",\"entries\":[\"All three horsemen use the statistics presented here, but each has a few unique characteristics from his brethren, as defined below.\",{\"type\":\"entries\",\"name\":\"Bright Day\",\"entries\":[\"This horseman has darkvision out to a range of 60 feet and resistance to cold damage and fire damage.\"]},{\"type\":\"entries\",\"name\":\"Red Sun\",\"entries\":[\"This horseman is immune to being blinded, charmed, and frightened and has immunity to fire damage.\"]},{\"type\":\"entries\",\"name\":\"Black Night\",\"entries\":[\"This horseman has darkvision out to a range of 60 feet and magical darkness doesn't impede his darkvision. In addition, he has immunity to cold damage.\"]}]},{\"type\":\"inset\",\"name\":\"The Horsemen in Midgard\",\"entries\":[\"The great witch Baba Yaga is a power to be reckoned with in Midgard, always plotting with her daughters, the vila, and seeking to gobble up the vile gnomes whose souls she claims are rightfully hers. Baba Yaga rules over great ley line magic and commands the elements and enchantments with ease, but she cannot be everywhere at once. Three of her most faithful servants are the White Horseman, the Red Horseman and the Black Horseman—embodied forms of the times of day and a symbol of Baba Yaga's mastery of time itself. She uses nicknames for them, calling them \\\"My Bright Dawn, my Red Sun, and my Dark Midnight\\\" because they are bound by time (and some believe, because they control dawn, noon, and sunset). She has many servants, but the horsemen, her dancing hut, and the sorcerer Koshchei the Deathless are the greatest.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Baba Yagas Horsemen.webp\"}}]},{\"name\":\"Bagiennik\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i With webbed claws, bulbous eyes, and two nostril-slits that ooze an oily black substance, the creature is not quite hideous—but it might be, if most of it wasn't concealed by a thick coating of muck and mud.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Bathing Uglies\",\"entries\":[\"When a bagiennik is alone, it spends its time bathing in local springs, rivers, and marshes. The creature sifts through the muck and silt, extracting substances that enhance its oily secretions. If anything disturbs the creature during its languorous bathing sessions, it angrily retaliates. Once a bagiennik has bathed for four hours, it seeks a target for mischief or charity.\"]},{\"type\":\"entries\",\"name\":\"Unpredictable Moods\",\"entries\":[\"One never knows what to expect with a bagiennik. The same creature might aid an injured traveler one day, smear that person with corrosive, acidic oil the next day, and then extend tender care to the burned victim of its own psychotic behavior. If the creature feels beneficent, it heals injured animals or even diseased or injured villagers. If a bagiennik visits a settlement, the ill and infirm approach it cautiously while everyone else hides to avoid provoking its wrath. When a bagiennik leaves its bath in an angry mood, it raves and seeks out animals or humanoids to coat with its acidic oil. If a victim falls, the foul‑tempered bagiennik often applies healing oil to stabilize them, grumbling all the while.\"]},{\"type\":\"entries\",\"name\":\"Acid Oils\",\"entries\":[\"Collecting a dead bagiennik's black oils must be done within an hour of the creature's death. A successful DC 15 Wisdom ({@skill Medicine}) check yields one vial of acid, or two vials if the result was 20 or higher. A bagiennik can use these chemicals either to heal or to harm, but no alchemist or healer has figured out how to reproduce the healing effects. Other than their acidic effect, the secretions lose all potency within moments of being removed from a bagiennik.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Bagiennik.webp\"}}]},{\"name\":\"Bandit Lord\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Not just the leader of a simple gang, the bandit lord has gathered a small army of outlaws and brigands together through force of personality, wit, and strength of arms. To keep those followers in line, the bandit leader must rely on loyal captains whom the bandit lord rewards for their successes and brutally punishes for their failures.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Ambitious Leaders\",\"entries\":[\"Unlike those captains, who crave coin and maybe fame, the bandit lord is building an empire. The bandit lord is always on the lookout for ways to expand at the expense of various rivals and plans contingencies for every occasion, realizing that nothing lasts forever. The bandit lord is ruthless when that's beneficial and magnanimous when it costs nothing.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Bandit Lord.webp\"}}]},{\"name\":\"Bastet Temple Cat\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A slim feline far larger than any house cat slips from the shadows. Its coat glistens like ink as it chirps, and its tail flicks teasingly as its golden eyes observe the doings in its temple.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Bred for Magic\",\"entries\":[\"Temple cats of Bastet are thought by some to be celestials, but they are a terrestrial breed, created by the priesthood through generations of enchantment.\"]},{\"type\":\"entries\",\"name\":\"Lazy Temple Pets\",\"entries\":[\"By day, temple cats laze about their shrines and porticos, searching out attention from the faithful and occasionally granting boons when it suits then.\"]},{\"type\":\"entries\",\"name\":\"Fierce Shrine Guardians\",\"entries\":[\"By night, they serve as guardians in their temples, inciting would-be thieves to come close before viciously mauling them. More than one would-be rogue has met his or her fate at the claws and teeth of these slim, black-furred beasts. Bastet temple cats are fierce enemies of temple dogs.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Bastet Temple Cat.webp\"}}]},{\"name\":\"Bear King\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Dressed in hunting leathers with a thick bearskin cloak around his shoulders, the bearded king sits upon a throne carved from a whole tree trunk. A crown of holly leaves wreathes his head, and a blackened maul rests near his hand. An ornate clay pot filled with honey hangs at his hip}.\",\"Mesikammen the Bear King, called \\\"Old Honey Paws,\\\" rules the northern Kingdom of the Bear. Its forests are thick with bears, and bearfolk and werebears are common among its people.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Abuzz with Bees\",\"entries\":[\"The country's chief product and export, thanks to the Bear King's insatiable appetite for sweets, is honey. The Bear King's hive-keepers harvest rich, blossom-sweet honey from the hives of giant bees they tend. The land's brewers use the honey to create the finest mead, and the most potent brews are infused with fey glamour.\"]},{\"type\":\"entries\",\"name\":\"Boisterous Revels\",\"entries\":[\"The Bear King and his court of bear jarls, witches, and oracles spend most of their time hunting in the hills, feasting, brawling, and drinking mead. Old Honey Paws maintains his rulership over this court by besting all rivals in a yearly series of challenges. The challenges are open to anyone, but the Bear King has defeated all comers since he rose to the throne.\"]}]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Fey Lords and Ladies\",\"entries\":[\"Fey are capricious, mischievous, and often dangerous beings. However, despite their chaotic reputations, they do follow a certain set of rules. These rules—widely misunderstood by outsiders—are codified and enforced by a cadre of lofty fey nobility. Befitting any courtly structure, the fey bow to lords and ladies: eldritch creatures of immense power who rule the courts.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Heads of State\",\"entries\":[\"The fey lords and ladies are beings of high station and prodigious personal power. Each rules over at least a great city if not an entire nation. No matter the scope of a fey noble's domain, in his or her eyes, a fey ruler's word is law. Outsiders might not understand the edicts and interdicts of a fey noble, but that's no protection against the harsh penalties that await any who break them, knowingly or otherwise.\"]},{\"type\":\"entries\",\"name\":\"Vacant Thrones\",\"entries\":[\"When a lord or lady of the fey dies, the court does not remain leaderless for long. Ambitious beings among the fey always hunger for more power and covet the stations of their superiors. After a traditional month or year of mourning, vicious power struggles winnow the weak and pave the way for the most cunning or the strongest to take the court's vacant throne.\"]}]}]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Bear King's Lair\",\"entries\":[\"The Bear King's fortress thrusts up from the foothills of a mountain range like a petrified wave. The lair is riddled with caves and tunnels and contains the court of the Bear King.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Bear King.webp\"}}]},{\"name\":\"Bearfolk\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Although it has the head of a shaggy bear, this humanoid creature wears armor and carries a battleaxe in one massive, clawed hand and a warhammer in the other. It's a solid slab of muscle that towers over most humans.}\",\"The hulking bearfolk are intimidating creatures. Brutish and powerful, they combine features of humanoid beings and bears. Their heads are ursine with heavy jaws and sharp teeth. Dark fur covers their muscular bodies. Adult bearfolk stand at least 7 feet tall and weigh more than 600 pounds.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Sworn to the Bear King\",\"entries\":[\"Bearfolk are almost universally the subjects of the Bear King. The bearfolk protect the cities of their northern kingdom and roam the wooded roads of the wilderness. The greatest number of bearfolk are concentrated around the court of the Bear King himself, with ancient bear jarls governing their unruly kin. Only a handful of renegades, exiles, and other rogue bearfolk live permanently outside this society.\"]},{\"type\":\"entries\",\"name\":\"Passionate and Volatile\",\"entries\":[\"Boisterous and jovial, the bearfolk are a people of extremes. They celebrate with great passion and are quick to explosive anger. Settling differences with wrestling matches that leave permanent scars is common, as is seeing two bloodied bearfolk sharing a cask of mead and a raucous song after such a scuffle.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Bearfolk.webp\"}}]},{\"name\":\"Beggar Ghoul\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This emaciated, gray husk of a creature wears rags and picks hungrily at a sliver of bone. It moves in a crouch so low that it's almost crawling, but its eyes glow like flickering coals and it exudes a desperate ferocity with each rot-fouled breath.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Lesser Ghouls\",\"entries\":[\"Most citizens of the ghoul empire are not darakhul but lesser strains of ghouls and ghasts. Beggar ghouls are by far the weakest of these. Though they make up the majority of any military action involving the legions, they are employed as fodder, and the most wretched of them are barely suitable even for that. They eke out miserable livings by scrounging for food near the surface or by begging in the ghoul cities.\"]},{\"type\":\"entries\",\"name\":\"Withered and Deprived\",\"entries\":[\"Thin and emaciated even for undead, beggar ghouls are shriveled versions of their standard cousins—little more than flesh-covered skeletons. While some beggar ghouls spend their entire existence in undeath as this weak strain, at least a few were once stronger ghouls who withered when they were trapped far from sources of flesh. Others were exiled from the empire without the resources to fend for themselves.\"]},{\"type\":\"inset\",\"name\":\"Ghouls in Midgard\",\"entries\":[\"The ghoul empire maintains complex social structures and forges serious alliances, particularly among the undead princes of Morgau and Doresh. Unofficial embassies exist in Zobeck, the Ironcrag Cantons, Krakova, and Magdar. Other hidden outposts may lurk below the Seven Cities, Illyria, or beyond.\",\"Their patience and willingness to convert enemies into followers makes lasting victories against the darakhul difficult. Three full legions of ghouls serve Emperor Nicoforus directly, and a dozen more legions of varying quality press the fight to other races of the Underworld.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Beggar Ghoul.webp\"}}]},{\"name\":\"Beheaded Vengeful Spirit\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The ghostly humanoid floats through the air, its head hovering several inches above its severed neck.}\",\"A vengeful spirit is created when a strong-willed humanoid with magical talent is killed by relatively mundane means wielded by angry or fearful people. The victim's angry spirit returns, looking for retribution against those involved in its death—whether that death was wrongful murder or justified execution. These spirits inflict punishment on the living with the rage that animates them, and they mete out their revenge in poetic fashion.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Varied Vengeance\",\"entries\":[\"A vengeful spirit is defined by its means of death. Regardless of the cause of death, each vengeful spirit seeks to have its killer or killers die in like fashion.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Beheaded Vengeful Spirit.webp\"}}]},{\"name\":\"Behtu\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i With the face of a mandrill and the tusks of a great boar, these ferocious half-ape, half-human pygmies have demon blood flowing in their veins. Only the desperate or the suicidal travel to their volcanic temple-islands.}\",\"Once a peaceful people, the behtu have since been corrupted by Mechuiti, the demon lord of apes, cannibalism, and torture. By feeding his blood to the behtu, he filled them with the cruelty and power of a demon, transforming them into the creatures they are today. The behtu carry his worship from island to island, subjugating, devouring, or converting all they meet.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Temple Builders\",\"entries\":[\"The behtus raise shrines to Mechuiti wherever they go. Some are kept and prosper, while others fall into decay and return to the jungle.\"]},{\"type\":\"entries\",\"name\":\"Ichor Drinkers\",\"entries\":[\"In his volcanic temples, Mechuiti's idols weep his ichorous demon blood. Behtus use the ichor to create infusions that give them inhuman strength and speed, and their leaders use it to perform a ritual that transforms simians and humans bathed in the ichor into more behtu. Behtus also etch demonic tattoos using the ichor, granting them infernal powers and protection.\"]},{\"type\":\"entries\",\"name\":\"Scaly Mounts\",\"entries\":[\"Behtus breed demonic iguanas as war mounts (use the statistics of a giant lizard). The most powerful behtu sorcerers and druids have been known to ride large crimson drakes and small flame dragons as personal mounts.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Behtu.webp\"}}]},{\"name\":\"Beli\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i With their pale skin and translucent wings, these winter fairies blend perfectly into their snowy environment. Only their beady black eyes stand out against the snow and ice.}\",\"These malevolent ice-sprites are a plague upon the people of snowy climates, ambushing unwary prey with icy arrows and freezing powers.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Servants of the North Wind\",\"entries\":[\"Known as{@i patzinaki}in some dialects of Dwarvish, the beli are the servants of winter gods and venerate the north wind as Boreas and other gods of darker aspects. They are frequent allies with the fraughashar.\"]},{\"type\":\"entries\",\"name\":\"Feast Crashers\",\"entries\":[\"Beli especially delight in disrupting feasts and making off with the holiday cakes—the least deadly of their malicious pranks.\"]},{\"type\":\"entries\",\"name\":\"Fear of Druids\",\"entries\":[\"They have an irrational fear of northern druids and their snow bear companions.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Beli.webp\"}}]},{\"name\":\"Bereginyas\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i These small, winged faeries appear to be made of gray mist, and they can conceal themselves completely in the fogbanks and clouds enshrouding their mountainous lairs.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Mist Dancers\",\"entries\":[\"These evil, cunning faeries (whose name means \\\"mist dancers\\\" in Old Elvish) overcome their victims by seeping into the creature's lungs to choke it on the bereginyas's foul essence.\"]},{\"type\":\"entries\",\"name\":\"Mountain Spirits\",\"entries\":[\"They are most commonly found in the highest mountain ranges, often above the tree line, but they can be encountered in any foggy or misty mountainous region. Shepherds and goatherds often leave bits of milk or cheese to placate them, particularly during the spring lambing season.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Bereginyas.webp\"}}]},{\"name\":\"Berstuc Demon\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Although slightly stooped, this male figure is muscular and broad‑shouldered. The creature's head is lost in a riot of moss, while a thick mustache and beard reach almost to its waist.}\",\"The hulking, moss-haired berstuc looks sculpted out of a primordial forest—it stands over 12 feet tall and weighs 800 pounds. Despite its great stature, it seems strangely gentle, with a serene, almost soothing presence. Nothing could be further from the truth; the berstuc is a murderous demon that stalks woodlands and jungles of the Material Plane.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Poisoned Fruit\",\"entries\":[\"Berstuc prowl forests in search of travelers to torment. A berstuc demon poses as a benevolent, or at least indifferent, wood spirit to gain the trust of mortals. It allows itself to be persuaded to help lost travelers (reluctantly) or to lead them to their destinations. Once it draws its unwitting prey deep into the woods, it strikes.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Berstuc Demon.webp\"}}]},{\"name\":\"Black Knight Commander\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The black knight commander strikes an imposing figure upon its chosen mount; one that inspires bloodlust in its allies and fear in its foes. Devoted to its own twisted code, the black knight commander has a sense of honor but spares no compassion for those who stand in its way. Whether the knight fights for a dark lord or a demonic god, all its foes will be trampled into the dust and their families slaughtered so there can be no revenge. The only victory is a total victory.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Black Knight Commander.webp\"}}]},{\"name\":\"Blemmyes\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This headless giant has a large mouth in its chest with eyes bulging out on either side of it.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Always Hungry\",\"entries\":[\"Blemmyes are brutes that savor humanoid flesh, and they see all humanoids as potential meals. Some even have the patience to tend groups of humans, goblins, or halflings like unruly herds, farming them for food and fattening them up for maximum succulence.\"]},{\"type\":\"entries\",\"name\":\"Cannibals\",\"entries\":[\"So great is their hideous hunger that blemmyes are not above eating their own kind; they cull and consume the weakest specimens of their people when other food is scarce. The most terrible habit of these monsters is that they seldom wait for their food to die, or even for a battle to conclude, before launching into a grisly feast.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Blemmyes.webp\"}}]},{\"name\":\"Blood Hag\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This bent-backed crone has long, leathery arms and cruel, flesh-shearing talons. Her face is a misshapen mass of leathery flesh with a bulbous nose, like a gnarled knot on an old oak tree, and her hair falls in ringlets of wriggling worms.}\",\"Blood hags have long skulked on the fringes of society. The hags prey on mankind, stealing seed to propagate, blood to satisfy their insatiable thirst, and faces as trophies of these short-lived and bloody trysts.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Worm Hair\",\"entries\":[\"A blood hag's hair is a morass of wriggling worms, ever-thirsty for fresh blood.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Blood Hag.webp\"}}]},{\"name\":\"Boloti\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This small, leering water spirit resembles a cross between a gray frog and a damp scarecrow, with small tendrils sprouting from all its extremities. It has water wings seemingly made out of jellyfish flesh.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Swamp Robbers\",\"entries\":[\"Known as uriska in Draconic, the bolotis are small, swamp-dwelling water spirits which delight in drowning unsuspecting victims in shallow pools and springs, then robbing the corpses of whatever shiny objects they find. Bolotis use their magical vortex abilities to immobilize their victims and drag them to a watery death. They delight in storing up larders of victims under winter ice or under logs.\"]},{\"type\":\"entries\",\"name\":\"Fond of Allies\",\"entries\":[\"Bolotis sometimes team up with miremals and will-o'-wisps to create cunning ambushes. They are happy with a single kill at a time.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Boloti.webp\"}}]},{\"name\":\"Bone Collective\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Thousands of tiny bones coalesce into a humanoid form, then disperse in a clattering swarm the next moment. The bones rustle as the creature moves, a sound like sand sliding down a dune.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Spies and Sneaks\",\"entries\":[\"Bone collectives are not primarily fighters, preferring to spy and skulk. However, when cornered, they fight fearlessly, seeking to strip the flesh from their foes. They wear robes or cloaks to pass as humanoid, as they know that most creatures find them disturbing.\"]},{\"type\":\"entries\",\"name\":\"Commanders and Servants of Undeath\",\"entries\":[\"Bone collectives' long finger bones and hooked claws help them ascend and control zombie mounts, and their magic allows them to control small groups of undead. This undead affinity occasionally leads them to serve as spies or spymasters for necromancers, darakhul, vampires, or liches.\"]},{\"type\":\"entries\",\"name\":\"Feed on Society\",\"entries\":[\"Bone collectives join societies around them, whether human, goblin, or ghoul. They prey on the living and the dead, to replenish lost bones. They produce a reddish venom that drains the luster of life from victims. Those who survive can describe the horrifying red smile of the collective's venom‑coated fangs.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Bone Collective.webp\"}}]},{\"name\":\"Bone Crab\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The cracked skull scurries forward on bone-white legs, crab claws raised.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Skull Shells\",\"entries\":[\"Much like an enormous hermit crab, bone crabs inhabit the remains of large fish, humanoids, and other creatures. A bone crab's spiny, ivory-white legs blend in perfectly with bones and pale driftwood. When lacking bones, these crabs gnaw cavities into chunks of driftwood or coral to make a shelter, cementing bits of shell and debris to their portable homes. They drag aquatic prey above the high tide line and leave it to fester in the hot sun. The crabs can pick corpses clean in a few hours, and their hunting grounds are littered with cracked and sun-bleached bones—the perfect hiding place for these littoral predators.\"]},{\"type\":\"entries\",\"name\":\"Scavengers of Memory\",\"entries\":[\"Bone crabs are voracious scavengers. They live in seaside crags and coves, where they use their specialized chelae to crack open skulls and feast on the brains. Some crabs retain fragments of memory from those they devour, and these crabs recognize friends or attack the foes of those whose skulls they wear.\"]},{\"type\":\"entries\",\"name\":\"Pack Hunters\",\"entries\":[\"Bone crabs hunt in packs, preying on seabirds and creatures stranded in tidal pools. Centuries of feeding on brains has left the crabs with a rudimentary intelligence and a psychic connection with fellow packmates. They use this to alert each other to danger, potential prey, or a threat to their territory. Although bone crabs cannot be domesticated, they can be convinced to nest in particular areas, attacking intruders while ignoring the area's regulars.\"]},{\"type\":\"entries\",\"name\":\"White Ghost Shivers\",\"entries\":[\"Because they eat carrion, bone crabs carry a dangerous disease known as white ghost shivers. This disease wracks victims with fever and delirium. Sailors and others who eat a bone crab's unwholesome, diseased flesh rarely survive it.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Bone Crab.webp\"}}]},{\"name\":\"Bone Swarm\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Dank winds sweep up skeletons, both humanoid and animal. They blow forward, reaching out for living creatures like a clawed hand of bone. A scattering of bones rolls across the ground, then rises into the air, billowing like a sheet}.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Swarms of Fallen\",\"entries\":[\"On rare occasions, the pugnacious spirits of fallen undead join together, bonded by a common craving: to feel alive again. They gather up their bones from life, as well as any other bones they come across, and form bone swarms.\"]},{\"type\":\"entries\",\"name\":\"Nomadic Undead\",\"entries\":[\"These swarms ravage the countryside wresting life from living creatures, grabbing livestock, humanoids, and even dragons, digging in their claws in an attempt to cling to life. Bone swarms with one or more sets of jaws wail constantly in their sorrow, interrupting their cries with snippets of rational, but scattered speech declaiming their woes and despair.\"]},{\"type\":\"entries\",\"name\":\"Cliff and Pit Dwellers\",\"entries\":[\"Bone swarms gather near cliffs, crevasses, and pits in the hope of forcing a victim or an entire herd of animals to fall to its death, creating more shattered bones to add to their mass.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Bone Swarm.webp\"}}]},{\"name\":\"Bonepowder Ghoul\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Distilled to nothing but dry, whispering sand and a full set of teeth, this ghoulish creature still hungers for flesh and blood.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Starved Into Dust\",\"entries\":[\"The bonepowder ghoul is a small and unassuming pile of dust and bone fragments. Ghouls can achieve this powdery form through long starvation, a process that invariably takes decades. Rarely purposefully created, a bonepowder ghoul typically rises from the remnants of a ghoul trapped away from food, becoming animate hunger and hatred.\"]},{\"type\":\"entries\",\"name\":\"Whispering Voices\",\"entries\":[\"Though bonepowder ghouls speak, their voices are faint. When they drain life force from living creatures, their dusty forms gain some substance, strengthening their voices enough to cast spells and command allies.\"]},{\"type\":\"inset\",\"name\":\"Darakhul Fever\",\"entries\":[\"Spread mainly through bite wounds, this disease makes itself known within 24 hours by swiftly debilitating the infected. An infected creature must make a DC 17 Constitution saving throw after every long rest. On a failed save, the victim takes 14 ({@dice 4d6}) necrotic damage, and its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the victim finishes a long rest after the disease is cured. The victim recovers from the disease by making two consecutive successful saving throws. Greater restoration cures the disease, while lesser restoration gives the victim advantage on the next saving throw. Primarily spread among Humanoids, the disease can affect ogres, and therefore other Giants may be susceptible. If a creature dies while infected with darakhul fever, roll a {@dice d20}, add the character's Constitution modifier, and find the result on the Adjustment Table below to determine what Undead form the victim's body rises in.\",{\"type\":\"table\",\"colLabels\":[\"Roll\",\"Result\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-9\",\"None; victim is simply dead\"],[\"10-16\",\"Ghoul\"],[\"17-20\",\"Ghast\"],[\"21+\",\"Darakhul\"]]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Bonepowder Ghoul.webp\"}}]},{\"name\":\"Bouda\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A hulking, hyena-faced humanoid with a heavily scarred, oversized muzzle steps forward, clouds of gnats and fleas roiling around it.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Glowing Eyes and Teeth\",\"entries\":[\"Bouda are peopleeaters and despoilers of purity and family. Resembling oversized gnolls, the web of scars along their muzzles provides evidence of their gluttonous eating habits. Forever leering, their teeth glow as yellow as their eyes.\"]},{\"type\":\"entries\",\"name\":\"Fly-Bedecked Shapechangers\",\"entries\":[\"Bouda lurk on society's fringes, shapechanging to blend in with mortals. They seek out happy families, consuming the most vulnerable members in the night and leaving gruesome trophies behind. They may mark a victim nights before attacking to terrify the helpless family.\"]},{\"type\":\"entries\",\"name\":\"Gluttons\",\"entries\":[\"Bouda have a weakness: they are incorrigible gluttons. When presented with a fresh corpse, even in combat, they attempt to gorge on it or at least defile it for later consumption. Bouda are vindictive, seeking revenge on anything that drives them from a kill.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Bouda.webp\"}}]},{\"name\":\"Broodiken\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Tiny and built like a caricature of a person, this creature's enlarged head is filled with pointed teeth.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Bodily Children\",\"entries\":[\"Broodikens are crude servants created by humanoid spellcasters willing to grow the creatures within their own bodies. Broodikens resemble their creators in the most obvious ways, with the same number of limbs and basic features, but all broodikens stand one foot tall with overly large heads and heavily fanged mouths. Those born to humanoids with wings or horns have ineffective, decorative versions that do not help the creature fly or fight.\"]},{\"type\":\"entries\",\"name\":\"Emotional Echoes\",\"entries\":[\"Broodikens have little personality of their own and respond to their creators' emotions, growling when their creators feel anger and babbling happily when their creators feel joy. When their creators are more than 100 feet away, they cry loudly with a sound that resembles children of the creator's own species. If discovered crying by anyone other than their creator, they attack. When their creators focus their anger on specific individuals, the broodikens attack as a group, using stealth to get close and overwhelm single opponents.\"]},{\"type\":\"entries\",\"name\":\"Born With Daggers\",\"entries\":[\"Broodikens are created by eating the heart of a dead broodiken. Once this \\\"seed\\\" is consumed, {@dice 2d4} broodikens grow inside of the \\\"mother\\\" or creator. Nurturing the growing brood requires consuming specific muds, ashes, and plants, which cost 50 gp per day for each incubating broodiken. The incubation period requires one month and takes a toll on the creator's health. During this time, the creator becomes fatigued after four hours without eight hours' rest. If the creator is not a spellcaster, a spellcaster must supervise the incubation and birth. Most spellcasters birth the broodiken using a dagger before the broodiken tears its way out. A \\\"mother\\\" can control only one brood of broodiken at a time. Incubating a second brood makes the first brood furiously jealous, and they turn on their own creator.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Broodiken.webp\"}}]},{\"name\":\"Bucca\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i These tiny, obsidian-skinned, bat-winged fey have a hungry look. Leering with razor-sharp fangs bared, they licking their leathery faces with their forked, purple tongues.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Hidden in Crevices\",\"entries\":[\"Buccas are tiny, underground faeries who are also known as \\\"snatchers,\\\" because they love to steal from miners and hoard precious minerals and gems in tiny, trap‑filled crevices. Their small size makes them easy to overlook.\"]},{\"type\":\"entries\",\"name\":\"Treasure Finders\",\"entries\":[\"Buccas are often enslaved by derro as treasure seekers and can be summoned by some derro shamans. Buccas are the bane of the dwarves of many mountains and hilly cantons, serving as spies and scouts for evil humanoids.\"]},{\"type\":\"entries\",\"name\":\"Bat Friends\",\"entries\":[\"Buccas often train bats as mounts, messengers, and guard animals. On occasion, they sell trained bats to goblins and kobolds.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Bucca.webp\"}}]},{\"name\":\"Bukavac\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Unleashing a bone-shattering roar, this toad-like monster bears two gnarled horns and wicked claws. It charges from its watery lair on six legs, eager for the kill.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Pond Lurkers\",\"entries\":[\"The placid surfaces of forest lakes and ponds hide many lethal threats, among them the bukavac. While not amphibious, the creature can hold its breath for minutes at a time as it lurks under the surface in wait for prey. A bukavac is 11 feet long, including its foot-long horns, stands four feet tall, and weighs 4,000 lb. The creature has a natural lifespan of 40 years, but its noise and proclivity to ambush intelligent prey attracts the attention of hunting parties, which considerably shortens the life expectancy of most bukavac.\"]},{\"type\":\"entries\",\"name\":\"Enormous Roar\",\"entries\":[\"A ravenous bukavac lives to hunt and devour prey, preferring intelligent prey to animals, and usually ambushes its victims. Due to its size, the beast must find deep ponds or lakes to hide in, but it can flatten itself comfortably to rest in two feet of water. It leads with its wicked horns before grabbing hold of its target or another nearby foe and hanging on as it claws its victim to death. The creature relishes the feel of its victim's struggles to escape its embrace and reserves its roar, which sounds like a cross between a toad's croak and lion's roar emanating from a creature the size of a dragon, for organized foes or against overwhelming numbers. If a bukavac's devastating sonic attack routs its foes, it picks off remaining stragglers; otherwise, it retreats to its underwater hiding spot.\"]},{\"type\":\"entries\",\"name\":\"Clamorous Mating\",\"entries\":[\"Solitary hunters by nature, bukavacs pair up briefly in the spring. Male bukavacs travel to a female's lair and demonstrate their prowess by unleashing their most powerful bellows. Villages ten miles away from the lair often hear these howls for a week and pray that the creatures don't attack. Later, the female finds a secluded, shallow lake in which to bury eggs. A bukavac reaches maturity in five years, during which time it and its siblings hunt together. After the bukavacs mature, each finds its own lair.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Bukavac.webp\"}}]},{\"name\":\"Buraq\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i An aura of holiness surrounds this handsome human-headed equine with short but strong feathered wings.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Only the Worthy\",\"entries\":[\"A buraq possesses astounding speed, determination, and resilience, among a host of noble qualities. Only pure-hearted humanoids can obtain a service from such a righteous and honorable creature.\"]},{\"type\":\"entries\",\"name\":\"Angel Marked\",\"entries\":[\"Every buraq wears a gilded band around its head or neck. These are said to be angelic seals or wardings, each different. The hide of every buraq is white, though their beards, lashes, manes, and tails vary from silver and dusty tan to deep brown or glossy black.\"]},{\"type\":\"entries\",\"name\":\"Heavenly Steeds\",\"entries\":[\"A buraq is smaller than a mule but bigger than a donkey, though their carrying capacity belies their size and apparent strength. Nevertheless, a buraq is the ultimate courier and a heavenly steed. Paladins and good-aligned clerics are the most likely candidates to ride a buraq, but other virtuous characters have had this privilege.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Buraq.webp\"}}]},{\"name\":\"Burrowling\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i These light brown, furred creatures inquisitively survey their surroundings, each comforted by the presence of the others.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Friendly Farmers\",\"entries\":[\"Burrowlings work together at every task: digging tunnels, foraging, and rearing their young. They are omnivorous, eating roots, berries, insects, and reptiles—and they consider snakes a particular delicacy. The most advanced burrowling towns set up rudimentary farms, where they grow the fruits and vegetables they usually find in the wild.\"]},{\"type\":\"entries\",\"name\":\"Safe Warrens\",\"entries\":[\"Some towns have domesticated prairie dogs, which burrowlings train to stand watch alongside their masters. Pairs of adults stand watch around the town perimeter and sound a warning when they spot a foe. An alerted town retreats to the safety of its warrens, while the strongest creatures add more tunnels if necessary, and close access from the surface until the threat has passed. In combat, burrowlings stand together in defense of the helpless young and fight with crude slings or their sharp teeth and claws.\"]},{\"type\":\"entries\",\"name\":\"Die of Loneliness\",\"entries\":[\"If separated from its coterie, a burrowling becomes despondent, crying for others of its kind. A lone burrowling usually dies of loneliness within a week, unless it can find its way back to its town or discover another burrowling town. Rarely, a solitary creature makes its way to a non-burrowling settlement where it attempts to assist its new community. This frustrates the creature and those it interacts with as it tries to anticipate what its companions want. It may join an adventuring party in the hope of returning to a settlement. After spending at least six months with a party, the burrowling can use its Burrow Awareness with its new allies. Burrowlings live up to 15 years and can have a litter of pups up to twice a year. A burrowling pup reaches adulthood in a year.\"]},{\"type\":\"inset\",\"name\":\"Burrowlings in Midgard\",\"entries\":[\"Burrowling towns are found in the Western Wastes, where their greatest enemies are dust goblins. They seem to thrive in the badlands and magically scant territories of former human settlements.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Burrowling.webp\"}}]},{\"name\":\"Cactid\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Rootlike tendrils explode from the sand at the base of this tall cactus bristling with needles. Its tendrils reach out, seeking prey.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Needled Sentients\",\"entries\":[\"Cactids are semi-sentient cacti that grow in a myriad of shapes and sizes, from ground-hugging barrels and spheroid clumps that pin their victims to the ground to towering saguaros with clublike arms that yank victims off their feet. Most cactids are green or brown with distinct ribs; all are lined with countless needles.\"]},{\"type\":\"entries\",\"name\":\"Drain Fluids\",\"entries\":[\"In addition to gathering water, a cactid's tendril-roots can snag nearby creatures and pull them into a deadly embrace. Once a creature is pinned, the cactid's spines siphon off the victim's bodily fluids, until little but a dried husk remains. Many cactids are adorned with bright flowers or succulent fruit to lure prey into reach. Some scatter shiny objects within reach to attract sentient creatures. For those traveling the desert, however, a cactid's greatest treasure is the water stored within its flesh. A slain cactid's body yields up to four gallons of water.\"]},{\"type\":\"entries\",\"name\":\"Slow Packs\",\"entries\":[\"Cactids were created by a nomadic sect of druids, but their original purpose is lost. They have limited mobility, and they often congregate in stands or travel together in a pack to better hunting grounds.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Cactid.webp\"}}]},{\"name\":\"Cambium\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Unfolding impossibly from beneath voluminous robes, this creature's pockmarked, spindly arms end in clusters of narrow spikes. Its long, hollow, needle-like fingers and its many-jointed arms move with surprising speed and strength for such an emaciated creature.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Hunched and Robed\",\"entries\":[\"The cambium skulks through mortal society, hunched and contorted, concealing its nine-foot height and its supernumerary arms.\"]},{\"type\":\"entries\",\"name\":\"Devours Bodily Humors\",\"entries\":[\"The source of a cambium's interest lies in every mortal body: the four humors. It drains these from victims in precise amounts, sometimes to fix its own imbalances, sometimes to concoct serums to sell in hellish markets. Its victims are left in a desperate state, eager for a corrective fix and willing to obey the cambium's every whim as servants and toadies.\"]},{\"type\":\"entries\",\"name\":\"Abandons Victims\",\"entries\":[\"After a sufficient crop has been harvested, the cambium abandons these addicts to die slowly from violent withdrawals, and allows the local population to lie fallow for a decade or so.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Cambium.webp\"}}]},{\"name\":\"Carrion Beetle\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The beetles wore golden bridles and carried huge leather sacks of stone and guano. They marched without stopping; dozens, even hundreds, bringing fresh earth to the white-fungus trees of the great forests. Their claws skittered with a sound like horseshoes slipping on stone, but their multiple legs ensured they never fell. The air around them singed the nostrils with the taint of acid}.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Beasts of Burden and War\",\"entries\":[\"Carrion beetles are powerful beasts of burden with strong jaws and the ability to both climb and burrow. With a wide back, serrated, spiky forelegs, and a narrow head, the carrion beetle is too large to ride on comfortably, but it makes an excellent platform for ballistae and howdahs. Its thick exoskeleton varies from drab brown, tan, and black to shimmering blue green, purple-green, and a highly prized yellow‑orange. The largest carrion beetles make a distinctive wheezing sound when their spiracles are stressed; this noise creates a hum when multiple beetles run or charge on the field of battle.\"]},{\"type\":\"entries\",\"name\":\"Devour Fungi and Carrion\",\"entries\":[\"Carrion beetles rarely gather in groups larger than a breeding pair and a small cluster of offspring in the wild. Domesticated varieties travel in herds of 20–40 to feed on fungal forests, scavenge battlefields, devour cave lichen, and scour sewage pits. When breeding season hits, carrion beetles feast on the bodies of large animals. They are often found in symbiotic relationships with deathcap myconids, darakhul, and related species. Many species in the deep underworld consider carrion beetles food and use their exoskeletons to fashion shields and armor (though their chitin is too brittle for weaponry). Purple worms are their major predators. The worms swallow entire caravans when they find the beetles within.\"]},{\"type\":\"entries\",\"name\":\"Domesticated by Ghouls\",\"entries\":[\"Domesticated by the darakhul, the carrion beetles live a more complex life. They begin as simple pack animals, with the strongest being trained as war beetles. War beetles often carry ballistae and harpoons fitted with lines for use against flying foes. In late life, the beetles are used as excavators, scouring out tunnels with their acid. After death, their exoskeletons are used both as animated scouting vehicles (ghouls hide within the shell to approach hostile territory) and as armored undead platforms packed with archers and spellcasters.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Carrion Beetle.webp\"}}]},{\"name\":\"Caustic Charger\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This massive hexapod trundles along, the dangling tentacles festooning its squat body barely clearing the ground. A bony brow ridge set over beady eyes dominates its head.}\",\"Caustic chargers are large, squat creatures that dwell in inhospitable locations, making such lands even more dangerous.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Unusual Feeder\",\"entries\":[\"A caustic charger's odd, toothless snout makes it difficult to hunt and devour prey, but the creature has adapted by secreting a paralytic acid from its tentacles. To make the best use of its stubby tentacles, it charges its prey, striking with its powerful brow ridge to knock over the victim. Then, the charger stands over and dissolves the creature with its tentacles, slurping up the liquefied remains with its snout.\"]},{\"type\":\"entries\",\"name\":\"Solitary Hunters\",\"entries\":[\"Caustic chargers are belligerent horrors that attack anything that opposes them, including others of their own kind. Once a year, two chargers become tolerant enough of each other to produce young, resulting in a score of gray eggs with hard shells.\"]},{\"type\":\"entries\",\"name\":\"Ornery Steeds\",\"entries\":[\"While not very smart and exceedingly violent, caustic chargers can be persuaded to partner with smaller creatures that might not provide much nourishment but can offer a bounty of prey. Dust goblins are the most common creatures that partner with caustic chargers, with varying degrees of success.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Caustic Charger.webp\"}}]},{\"name\":\"Cave Dragon Wyrmling\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Covered in black spikes, the dragon's eyeless head swings from side to side. Darkness creeps from its strange, eel-like hide, spreading like ink in water.}\",\"Apex predators of the underworld, cave dragons are the stuff of nightmare for creatures with little else to fear. They can speak, but they value silence, speaking rarely except when bargaining for food.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Born to Darkness\",\"entries\":[\"Eyeless, these dragons have long, thin spikes that help them navigate tunnels or seal passages around them, preventing foes from outflanking them. Their stunted wings are little more than feelers, useful in rushing down tunnels. Their narrow snouts poke into tight passages, which their tongues scour free of bats and vermin. Young cave dragons and wyrmlings can fly, poorly, but older specimens lose the gift of flight. Cave dragon hide is more like eel skin than reptilian scales, and it grows mottled with brown and black as it ages.\"]},{\"type\":\"entries\",\"name\":\"Ravenous Marauders\",\"entries\":[\"Cave dragons are always hungry and ready to eat everything. They devour undead, plant creatures, or anything organic. When feeding, they treat all nearby creatures as both a threat and the next course. Alliances they make only last so long as their allies make themselves scarce when the dragon feeds. They can be bribed with food as easily as with gold, but other attempts at diplomacy typically fail. Cave dragons do form alliances with peoples of the underworld, joining them in battle against enemies, but there is always a price to be paid in flesh, bone, and marrow. Wise allies keep a cave dragon well fed.\"]},{\"type\":\"entries\",\"name\":\"A Hard Life\",\"entries\":[\"Limited food underground makes truly ancient cave dragons almost unheard of. The eldest tend to die of starvation after stripping their territory bare of prey. Their nigh-endless hunger leaves the ancients the most likely of cave dragons to form alliances, especially with allies that promise—and deliver—food. On occasion, cave dragons climb to the surface to feed, but their earthbound, plodding pace leaves them outcompeted by other predators or unable to keep up with swift or flying prey. They prefer tight tunnels where they can ambush and outmaneuver prey.\"]},{\"type\":\"entries\",\"name\":\"Edible Hoards and Vertical Lairs\",\"entries\":[\"Due to the scarcity of food in their subterranean world, a cave dragon's hoard may consist largely of food sources: bat colonies, enormous beetles, carcasses in states of decay, a cavern infested with shriekers, and whatever else the dragon doesn't immediately devour. Cave dragons are fond of bones and items with strong taste or smell. Vast collections of bones, teeth, ivory, and the shells of huge insects litter their lairs, arranged like artful ossuaries. Large vertical chimneys serve as nesting sites for eggs and are popular resting places when a cave dragon sleeps within its lair. Chimneys just wide enough to hold young cave dragons make preferred ambush sites, as the dragons' tough spikes help hold them in position until prey passes beneath. The oldest cave dragons also retreat to vertical chimneys near nesting sites or within their lairs to die in peace. Stories claim that enormous treasures are heaped up in these ledges, abysses, and other inaccessible locations.\"]}]}]}]},{\"name\":\"Cavelight Moss\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i These patches of tangled, lacy moss cling to the ceiling, slowly pulsing with an eerie glow. Their stems gently writhe among the soft, feathery mass, dusting the ground below with a twinkling of phosphorescent spores.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Plant Carnivore\",\"entries\":[\"Cavelight moss glows with a pale, yellow light, but when agitated, its light changes to an icy blue. Cavelight moss is frequently mistaken for a benign organism, but it hunts living flesh and renders its meals immobile before starting the long process of digestion. A cavelight moss is a collective of smaller life forms patched together and sharing sensations. Barely cognitive, a cavelight moss spends its time positioning itself above well‑traveled sections of cavern, feeding on rats, bats, and crawling insects. When it senses larger prey, it slowly and quietly moves toward the creature.\"]},{\"type\":\"entries\",\"name\":\"Long-Lived Spores\",\"entries\":[\"A cavelight moss can survive for 200 years, shedding luminous spores and consuming vermin. Its spores germinate in the carcasses of its victims, and in lean times, these spores can grow slowly on guano or other areas rich in moisture and organic nutrients.\"]},{\"type\":\"entries\",\"name\":\"Rare Colonies\",\"entries\":[\"If a cave system has no true protectors and food is plentiful, these creatures congregate—most commonly, in bat colonies of millions of individuals. When they gather this way, cavelight mosses function as a large colony, covering strategic locations where prey roams. When a source of food moves on, the entire colony slowly disperses as well.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Cavelight Moss.webp\"}}]},{\"name\":\"Chained Angel\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The angel's dark halo, flayed skin, and soulless, rage-filled eyes hint at the horrors it endured to end up shackled at the feet of the demon.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Broken and Chained\",\"entries\":[\"These angels have been captured by fiends, tortured, and turned to serve darkness. They invariably wear chains, shackles, barbed flesh hooks, or manacles to show their captive state. A pack of chained angels is considered a status symbol among the servants of evil. A chained angel fights for the forces of evil as long as it remains chained, which amuses demons and devils greatly.\"]},{\"type\":\"entries\",\"name\":\"Chance at Redemption\",\"entries\":[\"While their souls are tainted with the blood of innocents, in their hearts chained angels still hope to be redeemed, or at least to gain the solace of extinction. Any creature that kills a chained angel receives a gift of gratitude for the release of death. If it cannot be redeemed, a chained angel is a storm of destruction.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Chained Angel.webp\"}}]},{\"name\":\"Chelicerae\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The massive spider stands perched on tall, stilted legs, and the disheveled body of a robed arcanist swings from its clenched mandibles.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Feed on Spellcasters\",\"entries\":[\"These massive arachnids are largely confined to great forests and occasional wastelands, although rumors persist of sightings in the dark alleys of magocratic cities, causing trepidation among the spellcasters there. Few creatures pose such a threat to spellcasters as chelicerae.\"]},{\"type\":\"entries\",\"name\":\"Carry Their Prey\",\"entries\":[\"Walking on high, stilted legs, these creatures resemble gigantic harvesters. More often than not, they are found with the grisly bodies of humanoids dangling from their clenched mandibles.\"]},{\"type\":\"entries\",\"name\":\"Cocoon Arcanists\",\"entries\":[\"Chelicerae stalk isolated victims, striking with a poisonous bite then pinning the victim within powerful jaws. There, the victim's helpless body can hang for days on end as the chelicerae pursues obscure and eldritch tasks. At best, victims wake up weeks later with no memory of the events, far from home, and drained of vitality and spells. Others are stored immobilized in thick cocoons in a high treetop until their body and mind recover. A few unlucky victims are slain and rise a week later as walking dead that obey and protect the chelicerae.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Chelicerae.webp\"}}]},{\"name\":\"Chernomoi\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i These batwinged fey sport horns, scales, and other minor draconic features.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Dragon Sprites\",\"entries\":[\"Chernomoi (which means \\\"lair sprite\\\" in Draconic) often reside discreetly in a dragon lair or dragonborn household, cleaning and tidying up at night and only occasionally keeping a small trinket or shiny gemstone as compensation. They appear as tiny, winged humanoids, dressed in metallic armor made of small coins and semi-precious stones.\"]},{\"type\":\"entries\",\"name\":\"Lair Alarms\",\"entries\":[\"Chernomoi are terrified of wyverns and never lair anywhere near them. Otherwise, they are very protective of their draconic masters and raise an alarm if an intruder is undetected. They fight with their tiny blades if cornered, though they always flee from danger as a first option—usually straight to a dragon, dragonborn, or drake ally.\"]},{\"type\":\"inset\",\"name\":\"Chernomoi in Midgard\",\"entries\":[\"Dragons of the Mharoti Empire consider chernomoi cute guardian pets and treat them roughly the way humans treat a parrot or other pet bird. In some cases, chernomoi serve elder dragons as familiars and messengers, dressed in dazzling armor made of gemstones. Chernomoi familiars and messengers are as much valued companions as they are a visible sign of their master's wealth and power.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Chernomoi.webp\"}}]},{\"name\":\"Child of the Briar\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Its eyes gleam like polished walnuts, and its sly smile seems oddly placed on the tiny body, covered in spikes and thorns. The creature's waist is no thicker than a clenched fist, and its sinuous arms are no wider than a finger but twice the length of its body.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Born of Magic\",\"entries\":[\"Children of the briar are a frequent nuisance to fey and mortal alike. They grow in deep briar patches in forest clearings or along sunny hillsides and riverbanks. More rarely, they spawn when a sorcerer or magical creature's blood is spilled on the forest floor, or when summoned into being by obscure druidic items of power.\"]},{\"type\":\"entries\",\"name\":\"Thorn Fortresses\",\"entries\":[\"Despite their size, children of the briar gather in great numbers, cultivating ancient forest thickets into veritable fortresses. Wise men flee when they hear the clicking language in the underbrush, for children of the briar have the capricious wickedness of spiteful children and a taste for blood.\"]},{\"type\":\"entries\",\"name\":\"Spies and Scouts\",\"entries\":[\"From their lairs, children of the briar creep far and wide to spy on the forest's inhabitants, sometimes using spiders, monstrous centipedes, and giant dragonflies as mounts. They converse with travelers bearing interesting news, but their words are thorned with gleeful malice, jealous bile, and lies. They are not above murder. They trade news and gossip for trinkets, favors, and drops of spilled blood.\"]},{\"type\":\"entries\",\"name\":\"Fey Blessed\",\"entries\":[\"The fey have long used children of the briar as spies and informants. The power of the fey courses through their veins, allowing them to work simple magical tricks and slip between the mortal and fey realms with relative ease.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Child of the Briar.webp\"}}]},{\"name\":\"Chort Devil\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Small horns crown this pig-faced devil's head. It stands on shaggy goat legs and holds a flaming polearm in its clawed hands. It bears a wicked gleam in its black eyes}.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Bad Bargains\",\"entries\":[\"Quick and canny, a chort devil delights in enticing mortals to make terrible bargains. A chort wants its victim to know it is dealing with a devil. The relative straightforwardness of this approach enables the creature to better deceive victims. After all, the chort affirms, if the victims weren't so desperate, they wouldn't be bargaining with a devil. If necessary, an implied threat of immolation gives it greater bargaining power, but the devil is careful not to torture or otherwise harm its patsy, as that voids any potential contract.\"]},{\"type\":\"entries\",\"name\":\"Recitation of Contracts\",\"entries\":[\"Occasionally, some poor fool believes he can trick a chort and escape a legal bargain. The devil appears and recites the entirety of the contract its victim signed, replete with embarrassing details about a dispatched rival, the ensnarement of a lover, and other disclosures. A chort ensures all those entangled in its victim's affairs are present to hear the recitation, and it disappears once all the victim's dark secrets have been revealed.\"]},{\"type\":\"entries\",\"name\":\"Smear Tactics\",\"entries\":[\"An opponent of the chort often finds itself the victim of its own hubris, as the devil digs up or creates vile tales about the opponent. For example, it may steal a paladin's sword and use it to murder an especially pious person, leaving the sword in the victim. Thus, a chort dispatches a foe resistant to its manipulations, brings suspicion to a potential foe, and taints a weapon—at least in reputation—which might be used against it.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Chort Devil.webp\"}}]},{\"name\":\"Chronalmental\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A chronalmental is difficult to pin down, and it may appear as a large man-shaped absence in the air that reveals first a field of stars, then a contorted rainbow of colored bands, then a brilliant white light, strobing in and out of existence.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Fluid as Time\",\"entries\":[\"Shifting between the past, present, and future, chronalmentals are formed from temporal energy. They flow like sand in an hourglass and exist between the ticks of a clock. The first chronalmentals were forged from extra time left over from the beginning of the universe. Many served as shock troopers in unfathomable wars between angels and fiends or gods and ancient titans. Most were lost between seconds or abandoned to drift in the Astral Plane or in the void between the stars.\"]},{\"type\":\"entries\",\"name\":\"Stewards of Calamity\",\"entries\":[\"Locations of historical significance—both past and future—attract chronalmentals. They have a fondness for battlefields and other sites of strife. Because they are drawn to noteworthy places, chronalmentals have a reputation as harbingers of calamity, and their presence may incite panic among scholars, priests, and sages.\"]},{\"type\":\"entries\",\"name\":\"Environmental Chaos\",\"entries\":[\"Whatever the terrain, the environment behaves strangely around the chronalmental. Collapsed walls might suddenly rise, seedlings become massive trees, and fallen soldiers relive their dying moments. These changes occur randomly, a side effect of a chronalmental's presence. Things return to normal when they depart.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Chronalmental.webp\"}}]},{\"name\":\"Cikavak\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A dark gray comb flops atop the head of this remarkably ugly bird, and shapeless wattles dangle from its throat.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Dagger Beaks\",\"entries\":[\"Cikavaks use their elongated, dull-gray beaks to draw up nectar and other fluids—or to stab with the force of a dagger. Although it requires great effort to call up these homely birds, the magic is surprisingly common, known among peasants and townsfolk as well as mages. Once summoned, they remain faithful to their masters until death. While cikavaks don't speak, they comprehend the Common tongue and can speak with animals to help their master. They often magically silence the cries of more melodious birds.\"]},{\"type\":\"entries\",\"name\":\"Potion Pouches\",\"entries\":[\"Cikavaks possess another odd ability: when fully distended, their ventral pouches hold up to half a gallon of almost any liquid. These resilient pouches take little or no damage from their contents, holding potions without ingesting them or even carrying acid without injury. Thieves make use of this ability, directing the birds to siphon up liquids, stealing honey from neighbors' beehives, as well as milk, beer, and wine. The most audacious thieves send their birds into magicians' towers, alchemists' shops, or the local apothecary to seize mercury, phlogiston, and more exotic substances. The cikavaks carry these stolen fluids back to their owners in their pouches. While normally strong flyers, when laden with liquids, their flight is clumsy at best.\"]},{\"type\":\"entries\",\"name\":\"Folk Conjuration\",\"entries\":[\"To call a cikavak with folk magic rituals, a character must gather an egg from a black hen as well as 30 gp worth of herbs and colored chalks. Cast at sunset, the folk ritual requires half an hour and a successful DC 15 Intelligence ({@skill Arcana}) check. The material components can be used multiple times, until the ritual succeeds. The hen's egg must then be carried and kept warm for 40 days. During this time, the ritual's caster must not bathe or be subject to any spell effects. The ritual's feeble magic is immediately dispelled if the ritual's caster uses any other sort of magic item or casts a spell while incubating the egg.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Cikavak.webp\"}}]},{\"name\":\"Citrullus\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The humble melon plant slowly rises up, its striped melon splitting to reveal a maw of teeth and a gullet full of seed-filled, oozing fruit flesh.}\",\"The citrullus is a carnivorous plant that has adapted to mimic the guise of ordinary melons. When attacking, the creature's toothy mouth reveals its horrible, juicy gullet. During the first stage of its life, the citrullus grows from sunlight, water, and the nutrients from decaying animals and plants. Once it reaches a few feet in size, these elements are no longer enough to sustain its hunger for growth, and it turns to living prey.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Pest Control\",\"entries\":[\"The first citrullus was created by a wizard with a keen interest in magical gardening. This wizard discovered that as her garden grew lush with enchanted fruits and vegetables, local wildlife began eating the magical plants before she could harvest them. Over time, she created a fruit that would defend itself and the other plants against these pets. Her creation was such a success, that she eventually fell prey to its ravenous hunger. As the citrullus's flowers bloomed and withered, it spread its seeds far and wide. Some daring farmers still use this tactic today—but with far more caution.\"]},{\"type\":\"entries\",\"name\":\"Juicy Demise\",\"entries\":[\"Unlike many sentient plants, which use vines to trap prey, the citrullus has a sticker solution. It can spew an adhesive, seed-filled fluid at creatures it considers to be an easy meal. Once a creature is trapped, the seeds sprout small creepers that drag the creature back to the maw of the citrullus. Many people believe that eating the seeds of the citrullus causes the plant to grow in the stomach of the consumer, but this rumor has been debunked by alchemists who use the seeds to craft antacid cocktails for upset stomachs and potions of acid resistance.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Citrullus.webp\"}}]},{\"name\":\"City Watch Captain\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"With its talents, the city watch captain could easily have been on the other side of the law, but the captain likes the respect the position commands within the city, especially when leading a patrol of guards. While a trained investigator, the city watch captain is not afraid to draw its blade to end a threat to its city. The captain maintains a no-nonsense stance when on duty and adheres to the laws of whichever city it protects. Some city watch captains let their power and authority go to their heads, while others wear the office like a badge of pride, laying down their lives in defense of the city and its citizens.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/City Watch Captain.webp\"}}]},{\"name\":\"Clockwork Abomination\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The pile of debris and scrap on the ground suddenly rises, revealing a large insectoid form with smoke rising between the plates of its hide. Its many orange-yellow eyes shine like dim lanterns and reveal no hint of expression or intent.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Bound Devils\",\"entries\":[\"Clockwork abominations result from ill-considered attempts to bind lesser devils into clockwork or steam-driven constructs. The disciplines of devil-binding and engineering seemingly do not mix well, and the results are typically disastrous. Every now and then, however, something goes right, and a clockwork abomination is created.\"]},{\"type\":\"entries\",\"name\":\"Junk Collectors\",\"entries\":[\"Clockwork abominations are canny enough to collect bits of old wagons, tools, or machinery as camouflage. Motionless among such debris and with a deceptively long reach due to pistons in their limbs, they can surprise foes with a sudden attack.\"]},{\"type\":\"entries\",\"name\":\"Sadistic Machines\",\"entries\":[\"Malevolent in the extreme, these fiendish automatons are frustrated by the limits of their forms, and they delight in inflicting suffering on others. Constantly seeking to break free of their creators' control, the most they can be entrusted to do is serve as a guardian or to attack something.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Clockwork Abomination.webp\"}}]},{\"name\":\"Clockwork Beetle\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Gleaming metal and whirring gears make up the form of this elaborate mechanical insect the size of a housecat.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Bejeweled Familiars\",\"entries\":[\"Forged by talented jewelers and sold to gear-mages and aristocrats, clockwork beetles are highly prized as familiars. Although normally created in the form of metal beetles, their appearance can vary greatly. Some resemble incandescent ladybugs while others have razor-sharp horns reminiscent of deadly stag beetles. Some are fashioned as darkling beetles with prehensile antennae, and even weevil-like designs have been spotted. In the southern deserts, scarab beetle patterns are particularly prized.\"]},{\"type\":\"entries\",\"name\":\"Hidden Timers\",\"entries\":[\"The most talented gear-mages occasionally design a clockwork beetle with a hidden countdown clock that silently ticks down over years or even decades. When the counter expires, it triggers a mechanical metamorphosis, causing the beetle to rapidly transform into a completely different clockwork creature—a wondrous surprise known only to the original designer.\"]},{\"type\":\"entries\",\"name\":\"Freed But Foolish\",\"entries\":[\"Clockwork beetle swarms form when several of the creatures break free of their creators and bond together in a noisy mass of clattering, mechanical parts. Severed from the bonds of their creators, the swarm lacks the telepathy of singular clockwork beetles and has a reduced mental capacity.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Clockwork Beetle.webp\"}}]},{\"name\":\"Clockwork Beetle Swarm\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Gleaming metal and whirring gears make up the form of this elaborate mechanical insect the size of a housecat.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Bejeweled Familiars\",\"entries\":[\"Forged by talented jewelers and sold to gear-mages and aristocrats, clockwork beetles are highly prized as familiars. Although normally created in the form of metal beetles, their appearance can vary greatly. Some resemble incandescent ladybugs while others have razor-sharp horns reminiscent of deadly stag beetles. Some are fashioned as darkling beetles with prehensile antennae, and even weevil-like designs have been spotted. In the southern deserts, scarab beetle patterns are particularly prized.\"]},{\"type\":\"entries\",\"name\":\"Hidden Timers\",\"entries\":[\"The most talented gear-mages occasionally design a clockwork beetle with a hidden countdown clock that silently ticks down over years or even decades. When the counter expires, it triggers a mechanical metamorphosis, causing the beetle to rapidly transform into a completely different clockwork creature—a wondrous surprise known only to the original designer.\"]},{\"type\":\"entries\",\"name\":\"Freed But Foolish\",\"entries\":[\"Clockwork beetle swarms form when several of the creatures break free of their creators and bond together in a noisy mass of clattering, mechanical parts. Severed from the bonds of their creators, the swarm lacks the telepathy of singular clockwork beetles and has a reduced mental capacity.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Clockwork Beetle Swarm.webp\"}}]},{\"name\":\"Clockwork Hound\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This black, mechanical hunting dog keeps its nose to the ground sniffing and whuffling. Gleaming teeth fill its metal mouth.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Ticking Bloodhounds\",\"entries\":[\"Partners to clockwork huntsmen, these black hounds follow the trails of criminals, escaped slaves, and other unfortunates. Their infused spirits are those of hunting hounds, and their animating magic allows them to follow a scent with preternatural speed and accuracy.\"]},{\"type\":\"entries\",\"name\":\"Toy Variants\",\"entries\":[\"Some claim the infusion of animal spirits into clockwork hounds was one of the great arcane discoveries that made the creation of the gearforged possible; others say that it only made clockwork mages rich. Certainly, the earliest hounds were built for work and war, but recent varieties also include some that are deceptively big-eyed and painted as children's toys or to match a young aristocrat's favorite outfit.\"]},{\"type\":\"entries\",\"name\":\"Serve the Rulers\",\"entries\":[\"Despite this brief flirtation with fashion, most clockwork hounds continue to serve town watches, royal huntsmen, road wardens, moneylenders, and criminal gangs as loyal trackers and guards.\"]},{\"type\":\"inset\",\"name\":\"Clockworks in Midgard\",\"entries\":[\"Clockwork magic in Midgard is common in the Free City of Zobeck and other advanced towns and cities. Devices made with such magic are commonly as much status symbol as functional tool. The Gear Goddess Rava smiles on all such creations, and destroying them is an affront to her sense of balance and industry—smashing a clockwork is said to be quite unlucky. Gear mages practice a school of clockwork magic that creates and sustains many such devices.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Clockwork Hound.webp\"}}]},{\"name\":\"Clockwork Huntsman\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The mechanical soldier is clad in flat-black armor, and beneath its breastplate, gears tick and whir.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Slave Hunters\",\"entries\":[\"These metal huntsmen were once the province of corrupt aristocrats, running down escaped slaves and tracking prey in hunting expeditions. Their masters may vary, but the clockwork huntsmen still perform when called upon. In some places, they operate only on the command of the secret police, hunting down persons of interest wanted for questioning. Huntsmen may operate alone, but usually they seek their quarry in a group of two or three. Because they are unsleeping and tireless, few can hide from them long without magical assistance.\"]},{\"type\":\"entries\",\"name\":\"Despised Machines\",\"entries\":[\"Clockwork huntsmen stand nearly six feet tall and weigh 400 pounds. They are painted matte black with mithral trim and occasionally outfitted with armor or a black steel blade for added intimidation. Common folk detest them; all but their keepers and commanders shun them.\"]},{\"type\":\"entries\",\"name\":\"Obedient to Orders\",\"entries\":[\"Bound with specific instructions, clockwork huntsmen patrol, stand sentry, or remain unmoving as ordered, always paying attention, alert to their surroundings. Clockwork huntsmen are unrelenting and single-minded in their missions, focusing on particular targets—priests, spellcasters, or heavily armored intruders, as directed. Oblivious to injury, clockwork huntsmen attack until destroyed or ordered to stand down.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Clockwork Huntsman.webp\"}}]},{\"name\":\"Clockwork Myrmidon\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This hulking brass and iron creature resembles a giant suit of plate armor. A constant growl issues from its midsection. Its squat head wears an angry expression, and it moves with powerful, determined grace}.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Elite Machines\",\"entries\":[\"Clockwork myrmidons are heavily armored at their joints and at most vital parts. They are much too valuable to undertake patrols or menial labor, and are unleashed only for dangerous situations that clockwork watchmen cannot handle.\"]},{\"type\":\"entries\",\"name\":\"Single Targets\",\"entries\":[\"A clockwork myrmidon defends itself but does not initiate combat unless so directed by its master. When it does enter battle, a clockwork myrmidon is unrelenting and single-minded. It attacks one particular target until that foe surrenders, escapes, or is defeated. Unless given other instructions, a clockwork myrmidon attacks whatever enemy is closest to it. A clockwork myrmidon attacks until destroyed or ordered to stand down.\"]},{\"type\":\"entries\",\"name\":\"Alchemical Tricks\",\"entries\":[\"A clockwork myrmidon is always outfitted with alchemical fire, acids, grease, and other special devices. An alchemist is required to keep one running well.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Clockwork Myrmidon.webp\"}}]},{\"name\":\"Clockwork Watchman\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This mechanical being's body is composed of brass and iron, bedecked in a loose uniform of the city watch. Its movements are slow but steady.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Lightly Armored Servants\",\"entries\":[\"Clockwork watchmen are more solidly built versions of common clockwork scullions (servant creations in wealthy households that are incapable of combat). Proper clockwork watchmen are built with iron parts instead of tin and given keener senses. Many have small bits of armor covering their joints and vital parts.\"]},{\"type\":\"entries\",\"name\":\"Constant Rounds\",\"entries\":[\"They endlessly patrol the city day and night, pausing only to receive maintenance and new boots.\"]},{\"type\":\"entries\",\"name\":\"Shouts & Stutters\",\"entries\":[\"Their speech is slow and halting, but their distinctive shouts and whistles bring human guards at a run.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Clockwork Watchman.webp\"}}]},{\"name\":\"Clockwork Weaving Spider\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This mechanical spider has long, spindly legs, including one equipped with a sharp blade that's disproportionately large for the creature's body.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Cloth Makers\",\"entries\":[\"These tiny, useful devices are a boon to weavers as they help produce clothing. They also sometimes serve as spies and defenders, for nothing is so invisible as a simple machine making cloth, day in and day out. As their name implies, these devices resemble large spiders but with ten limbs instead of eight. Two of their legs are equipped with loops or crooks useful in guiding thread on a loom, six are for moving and climbing, one is for stitching and extremely fast needlework, and one has a razor-sharp blade used to trim thread or cloth (or for attacking foes).\"]},{\"type\":\"entries\",\"name\":\"Throw Poison\",\"entries\":[\"Weaving spiders rarely initiate combat unless directed to by their owners, but they instinctively defend themselves, their masters, and other weavers. A weaving spider throws its poisoned shuttle at the nearest foe, then climbs along the strand to attack that foe. Weaving spiders fight until destroyed or ordered to stand down. When spying, they flee as soon as they are threatened, to preserve whatever information they have gathered\"]},{\"type\":\"inset\",\"name\":\"Clockwork Weaving Spiders in Midgard\",\"entries\":[\"Weaving spiders are built by priests of Rava and imbued with her divine energy, although their shells and armatures are made by the Arms and Armory Guild and the Geargrinders Guild, respectively. They are maintained, operated, and directed by the Honorable Order of Weavers in the Free City of Zobeck, and it is believed that weaving spiders sometimes serve as vessels for a Norn or a skein witch to speak to humans.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Clockwork Weaving Spider.webp\"}}]},{\"name\":\"Clurichaun\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Around a corner in the wine cellar stumbles a tiny, surly man carrying an open bottle of wine. He has a bushy beard and wears a rumpled, red overcoat over a dirty white shirt and knee-length red trousers with blue stockings and silver-buckled shoes. A cap made from leaves stitched together with gold thread slouches atop his head, and he reeks of stale beer and wine}.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Drunks in the Cellar\",\"entries\":[\"Clurichauns are mean-spirited, alcohol-loving fey that plague butteries and wine cellars. These drunken fey were once leprechauns, but they long ago forsook a life of toil for one of solitary debauchery. Now they spend every night drinking, warbling off-key, and tormenting their hapless hosts with cruel pranks. However, if the clurichaun's host keeps him or her well supplied with a favorite libation and otherwise leaves him or her alone, the clurichaun protects their wine cellars from thieves, drunkards, or worse—becoming quite vigorous when they feel the security of the cellars is threatened in any way. They have a particular hatred for rum gremlins and for other clurichauns.\"]},{\"type\":\"entries\",\"name\":\"Contest Evictions\",\"entries\":[\"Most people can't tolerate or afford a clurichaun's presence for long. Unfortunately, attempts to drive them off usually result in the spiteful clurichaun going on a destructive rampage and spoiling any remaining wine. The best way to evict a clurichaun is to challenge him or her to a drinking contest. A clurichaun can't abide losing to a mortal and if defeated by one, slinks away in shame, never to be seen again. This is a risky option, because clurichauns can drink prodigiously with little ill effect.\"]},{\"type\":\"entries\",\"name\":\"Small Brawlers\",\"entries\":[\"While clurichauns aren't averse to an old-fashioned tavern brawl, they rely mainly on their magic to protect themselves. Creatures under a clurichaun's spell feel and act as if they were intoxicated, complete with hangovers the next morning!\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Clurichaun.webp\"}}]},{\"name\":\"Cobbleswarm\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The paving stones underfoot suddenly lurch and tumble over one another. Thousands of tiny limbs, pincers, and stingers break from the stony surface and frantically scuttle forward.}\",\"A cobbleswarm is made up of tiny, crablike creatures with smooth, stony shells. Individually they are referred to as cobbles. The creatures vary in size, shape, and color, but all have six segmented legs, a whiplike stinger, and a single eye.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Paving Stone Mimics\",\"entries\":[\"When the eye is closed and the limbs are pulled under the shell, cobbles are nearly indistinguishable from lifeless paving stones. Victims of cobbleswarms are caught unaware when the floor beneath them suddenly writhes and shifts, and dozens of eyes appear where there should be none.\"]},{\"type\":\"entries\",\"name\":\"Trap Affinity\",\"entries\":[\"Cobbleswarms have a rudimentary understanding of traps. They often hide in places where their Shift and Tumble ability can slide intruders into pits or across trapped areas. Kobold tribes prize them for this reason.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Cobbleswarm.webp\"}}]},{\"name\":\"Coral Drake\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Swimming upright, this creature peels itself from the vibrant seascape and strikes with spined fins, shredding teeth, and a wickedly curved stinger.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Camouflaged Hunter\",\"entries\":[\"Like a piece of moving coral, this drake's coloration and scale patterns change to match nearby anemones, corals, seaweed, and sea urchins. This adaptation allows the creature considerable stealth in its natural habitat. It avoids combat if it can, preferring to hide and protect its young. Long serrated spines stretch from the coral drake's body, waving in brilliant colors against a blue sea.\"]},{\"type\":\"entries\",\"name\":\"All Spikes and Needles\",\"entries\":[\"An array of spikes and slender protrusions form a jagged crown above the creature's narrow face, while a long snout stretches out in front. Inside its mouth, serrated teeth form multiple ringed ridges where its young feed on leftover scraps of food and small parasites. Needle-thin talons spring from finned appendages, and a stinger frilled with tiny barbs curves at the end of its slender tail.\",\"A coral drake measures seven feet from the tip of its snout to its barbed tail. Thin and agile, the beast weighs less than 100 pounds. Both male and female coral drakes gestate their delicate eggs inside sacks within their mouths and throats. This oral incubation protects the vulnerable eggs, but only a handful ever reach maturity, as the parents use their ravenous spawn for defense.\"]},{\"type\":\"entries\",\"name\":\"Poisonous Lairs\",\"entries\":[\"Coral drakes live in warm waters near great coral reefs. They hollow out small lairs and protect their meager hoards with the aid of the area's natural inhabitants. Because they are immune to poison, coral drakes often choose lairs nestled in forests of poisonous sea urchins, stinging anemones, and toxic corals. Aside from humankind, the coral drake harbors a great rivalry with dragon turtles. These beasts prize the same hunting grounds and nests and fight for supremacy in the richest reefs.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Coral Drake.webp\"}}]},{\"name\":\"Corpse Mound\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The reeking pile of bodies and bones, as large as a giant, lurches forward. Corpses that tumble off it rise moments later as undead and follow the determined hill of corruption.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Rise from Mass Graves\",\"entries\":[\"In times of plague and war, hundreds of bodies are dumped into mass graves. Without sanctifying rites, necromantic magic can seep into the mound of bodies and animate them as a massive horror hungering for others to join its form.\"]},{\"type\":\"entries\",\"name\":\"Absorb Bodies\",\"entries\":[\"A corpse mound is driven by the anger and loneliness of the dead within it to kill and absorb the bodies of its victims. It attacks any living creature larger than a dog, but it is drawn to humans and humanoids. It never tires, no matter how many victims it accumulates. Entire towns have been wiped out by advancing corpse mounds.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Corpse Mound.webp\"}}]},{\"name\":\"Corrupted Ushabti\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The eye sockets of the funerary figure's ornate death mask suddenly ignite with a golden radiance. With the creak of long-unused limbs, this towering figure in ancient armor raises its weapons once more.}Ushabtis are placed in tombs as servants in the afterlife for those buried there—as both a laborer in the kingdom of the dead and a guardian in the kingdom of the living. These sentinels tend to the physical work and maintenance required after death that is beyond the abilities of those of flesh and blood. Dressed in ceremonial regalia, they are sometimes mistaken for living beings by those who would intrude upon their domain, but careful examination reveals faintly glowing hieroglyphs graven into their garments and bodies.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Tomb Guardians\",\"entries\":[\"Ushabtis are most commonly encountered as guardians—a function they fulfill effectively, fiercely attacking anything that threatens their sworn charge. An ushabti is sometimes obvious from the blood of its victims staining its form. Some ceaselessly babble ancient scriptures or invocations to the gods of death. Tombs are often littered with bones of tomb robbers an ushabti has dispatched.\"]},{\"type\":\"entries\",\"name\":\"Serene Repose\",\"entries\":[\"Most ushabtis have human faces and proportions, with features resembling a death mask. When at rest, they stand or lie with arms folded across their chests, clutching their ceremonial weapons. Many variations have been found, however, including some that are animal-headed, completely monstrous, or have abstract or fanciful designs, such as a sun-sphere head or a body made of papyrus scrolls.\"]},{\"type\":\"entries\",\"name\":\"Sacrificial Corruptions\",\"entries\":[\"Some dark practitioners use sacrifices—willing or not—as undying servants of their godkings and god-queens. Generals, trusted advisors, and close allies have willingly accompanied their dying lords into the afterlife through this horrifying transformation. The sacrifices are tightly bound in linens and sealed within a sarcophagus among a swarm of flesh-eating scarabs that, over a period of days to weeks, fully consume their bodies. The servant's devotion to their task and the anguish of their passing transforms the scarab colony and animates the funerary wrappings to carry on with the sacred duty. Most view this as a corruption of the process for creating ushabtis, reducing the time and cost of construction with blood and resulting in a weaker, uncontrollable guardian. Though a corrupted ushabti fulfills its duties to protect its dead charges, it views living creatures as meals for the scarab colony within its wrappings, regardless of that creature's identity.\"]},{\"type\":\"inset\",\"name\":\"Ushabti in Midgard\",\"entries\":[\"In Midgard, ushabtis are common in the Southlands as funerary figures. Originally gifted to his faithful by the wise god Eshu—whether this was truly as a gift or as trickery depends on the scholar telling the tale—these constructs gained near universal usage among the priests of other faiths. In Nuria Natal, they take on many more utilitarian roles for the living, not being confined to merely serving the dead, such as by protecting travelers and offerings at roadside shrines and as bodyguards and servants for the living god‑kings and other important figures.\",\"Of note, a corrupted ushabti is viewed with some esteem in Nuria Natal, assuming the sacrifice was willing. These ushabti are sometimes called imy-ut ushabtis.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Corrupted Ushabti.webp\"}}]},{\"name\":\"Corrupting Ooze\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The ooze boils and bubbles with rank marsh gas and the fetid stench of the sewer. It leaves a stinking trail of acidic slime wherever it goes.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Swim and Walk\",\"entries\":[\"A corrupting ooze is a festering slime that can slither and even swim like a gigantic sea slug, or it can assume a roughly humanoid form and shamble through the streets. Its stench and its lack of speech, however, make it unlikely that anyone might mistake it for a person. They are frequently soldiers and servants to heralds of blood and heralds of darkness.\"]},{\"type\":\"entries\",\"name\":\"Dissolve Bones\",\"entries\":[\"A corrupting ooze can absorb an entire large animal or small person, simply dissolving everything in a matter of minutes. This function makes them an important element of certain dark rituals.\"]},{\"type\":\"entries\",\"name\":\"Strong Swimmer\",\"entries\":[\"A corrupting ooze naturally floats on the surface of water. It swims with a pulsating motion that propels it.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Corrupting Ooze.webp\"}}]},{\"name\":\"Crimson Drake\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Crimson drakes are easy to spot, with scales the color of dried blood, a deadly scorpion stinger, and a mischievous gleam in their eyes.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Fiery Raiders\",\"entries\":[\"Crimson drakes lair in woodlands near small settlements, making nighttime forays to set fires and hunt those who flee the flames—traits that make humanoid tribes prize them as raiding partners. Goblins gleefully adopt a crimson drake as a mascot to burn things down while they get on with slaughtering people. Red dragons and flame dragons regard a crimson drake as a pet, at best, but this rarely works out. When it is inevitably insulted by its larger cousins, a malicious crimson drake may intentionally set fires to blaze a trail for hunters to find the dragon's lair.\"]},{\"type\":\"entries\",\"name\":\"Mistaken for Pseudodragons\",\"entries\":[\"A crimson drake's scales and features are quite similar to those of a pseudodragon, and they can imitate a pseudodragon's hunting cry or song to trick victims into approaching. Once their prey gets close enough, they immolate it. As with pseudodragons, they resemble a red dragon in all but size and the presence of the drake's scorpion-like stinger. On average, a crimson drake weighs 12 pounds, its body measures about 18 inches long, and its tail adds another 18 inches.\"]},{\"type\":\"inset\",\"name\":\"Crimson Drake Familiars\",\"entries\":[\"A crimson drake occasionally chooses to serve an evil spellcaster as a familiar. They are too mischievous to be especially loyal or trustworthy, but they are ferocious in defense of their master, feeling as possessive toward the master as other dragons might a piece of a hoard. Such crimson drakes have the following trait.\",{\"type\":\"entries\",\"name\":\"Familiar\",\"entries\":[\"The drake can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the drake senses as long as they are within 1 mile of each other. While the drake is within 10 feet of its companion, the companion shares the drake's Magic Resistance trait. At any time and for any reason, the drake can end its service as a familiar, ending the telepathic bond.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Crimson Drake.webp\"}}]},{\"name\":\"Crystalline Devil\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This gem-encrusted devil grins with jagged teeth and bares claws as sharp as glass.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Gem-Coated\",\"entries\":[\"Crystalline devils resemble gem-coated humanoids with cruel, twisted faces, jagged teeth, and terrible talons like shards of broken glass. Their feet, however, are soft and bare, allowing them to pad along in silence as they seek a favorable spot to assume gem form.\"]},{\"type\":\"entries\",\"name\":\"Winking Jewels\",\"entries\":[\"In its treasure form, a crystalline devil resembles a sparkling jewel, glowing with a warm inner light. It seeks to catch the eye of an unwary creature whose mind it might corrupt to greed and murder. If its identity is discovered in gem form, it reassumes its normal form and attacks.\"]},{\"type\":\"entries\",\"name\":\"Passed Along\",\"entries\":[\"After insinuating themselves into groups, crystalline devils encourage betrayal and murder, then persuade a host to pass on their treasure as atonement for their crimes.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Crystalline Devil.webp\"}}]},{\"name\":\"Darakhul\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Intelligence gleams in the eyes of the well-dressed ghoul. It smiles a greeting, barely revealing sharp teeth.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Imperial Cunning\",\"entries\":[\"In the lightless depths, an empire of devouring ambition grows and plots and dreams. They call themselves the People, but the people of the surface world call them the Lords Subterranean, the Ghoul Imperium, or simply the Empire of the Ghouls. To them, if you are not a member of the People, you are food.\"]},{\"type\":\"inset\",\"name\":\"Darakhul Fever\",\"entries\":[\"Spread mainly through bite wounds, this disease makes itself known within 24 hours by swiftly debilitating the infected. An infected creature must make a DC 17 Constitution saving throw after every long rest. On a failed save, the victim takes 14 ({@dice 4d6}) necrotic damage, and its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the victim finishes a long rest after the disease is cured. The victim recovers from the disease by making two consecutive successful saving throws. Greater restoration cures the disease, while lesser restoration gives the victim advantage on the next saving throw. Primarily spread among Humanoids, the disease can affect ogres, and therefore other Giants may be susceptible. If a creature dies while infected with darakhul fever, roll a {@dice d20}, add the character's Constitution modifier, and find the result on the Adjustment Table below to determine what Undead form the victim's body rises in.\",{\"type\":\"table\",\"colLabels\":[\"Roll\",\"Result\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-9\",\"None; victim is simply dead\"],[\"10-16\",\"Ghoul\"],[\"17-20\",\"Ghast\"],[\"21+\",\"Darakhul\"]]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Darakhul.webp\"}}]},{\"name\":\"Dau\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A constant shimmer surrounds this short, winged creature. Staring at it is eye-watering and confusing, like a distant desert mirage, though it's scant yards away.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Desert Mirage Fey\",\"entries\":[\"Daus are creatures of haze and illusion. They stand three feet tall, with sandy skin, and are surrounded by a shimmering aura like a heat haze. They are flighty, physically weak, and unfocused, but agile in body and wit.\"]},{\"type\":\"entries\",\"name\":\"Lazy and Bored\",\"entries\":[\"Their ability to magically provide for themselves in most material ways tends to make daus lazy and hedonistic. As a result, daus are often friendly and eager for company. They invite friends and strangers alike to rest in their lairs, partake in their feasts, and share their stories.\"]},{\"type\":\"entries\",\"name\":\"Sticklers for Etiquette\",\"entries\":[\"However, a dau's hospitality turns to cruelty when guests breach its intricate rules of etiquette.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Dau.webp\"}}]},{\"name\":\"Death Butterfly Swarm\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Enormous clouds of orange and green butterflies add a reek of putrefaction to the air, stirred by the flapping of delicate wings.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Demon-Haunted\",\"entries\":[\"A death butterfly swarm results when a rare breed of carrion-eating butterfly, drawn en masse to the stench of decay, feeds on the corpse of a fiend, demon, or similar creature.\"]},{\"type\":\"entries\",\"name\":\"Dizzying and Poisonous\",\"entries\":[\"The colorful, chaotic flapping of the insects' wings blinds and staggers those in its path, allowing the swarm to necrotize flesh from those it overruns. Attracted to rotting material, the swarm spreads a fast-acting, poison on its victims, creating carrion it can feed on immediately.\"]},{\"type\":\"entries\",\"name\":\"Devour the Undead\",\"entries\":[\"Undead creatures are not immune to a death butterfly swarm's poison. A swarm can rot an undead creature's animating energies as easily as those of the living. Given the choice between an undead and living creature, a death butterfly swarm always attacks the undead, finding ghouls and vampires particularly appealing. Some good-aligned forces regard summoning these swarms as a necessary evil.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Death Butterfly Swarm.webp\"}}]},{\"name\":\"Deathcap Myconid\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This fungal creature's head extends up and out in an orange and red cap with white spots. A vicious-looking fanged maw dominates its face.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Mushroom Farmers\",\"entries\":[\"These sentient mushroom folk tend the forests of fungi in the underworld and are allies of the darakhul. Despite their ominous name, deathcap myconids are chiefly farmers. They cultivate dozens of species of mushrooms anywhere they have water, dung, and a bit of earth or slime in the underworld deeps. For this reason, other races rarely attack them. The ghouls do not eat them, and they cannot be made into darakhul.\"]},{\"type\":\"entries\",\"name\":\"Toxic Spores\",\"entries\":[\"Although deathcaps are mostly peaceful, their spores are toxic and sleep-inducing. They make excellent allies in combat because their abilities tend to punish attackers, but they aren't especially lethal on their own. They use their poison and slumber spores to full effect against living creatures and typically flee from constructs and undead. They count on their allies to fend off the most powerful foes.\"]},{\"type\":\"entries\",\"name\":\"Clones\",\"entries\":[\"Deathcap myconids live in communal groups of related clones. They reproduce asexually, and an elder and its offspring can be nearly identical in all but age. These clone groups are called deathcap rings. Myconids build no huts or towns, but their groups are defined by their crops and general appearance. Indeed, many sages claim that the deathcaps are merely the fruiting, mobile bodies of the forests they tend, which is why they fight so ferociously to defend their forests of giant fungi.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Deathcap Myconid.webp\"}}]},{\"name\":\"Deathwisp\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A shadowy figure flickers in and out of view. Its indistinct shape betrays a sylvan ancestry, and its eyes are malevolent blue points of light.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Fey Undead\",\"entries\":[\"A deathwisp is a wraith-like spirit created in the Shadow Realm from the violent death of a shadow fey or evil fey.\"]},{\"type\":\"entries\",\"name\":\"Rift Walkers\",\"entries\":[\"Many deathwisps remain among the shadows, but a few enter the natural world through planar rifts and gates or by walking along the shadowy roads between the worlds. Retaining only a trace of their former personality and knowledge, their lost kindness has been replaced with malice.\"]},{\"type\":\"entries\",\"name\":\"Devour Breath\",\"entries\":[\"A deathwisp feasts on the breath of living things, and it invariably seeks to devour animals and solitary, intelligent prey. It is quite intelligent and avoids fights against greater numbers.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Deathwisp.webp\"}}]},{\"name\":\"Deep Drake\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This large, unnerving drake's glassy black scales have purple undertones. Its features are elongated and almost alien. Black, expressionless eyes stare ahead, and a barbed stinger sits at the end of a long tail}.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Friend to Ghouls\",\"entries\":[\"The deep drake has made a niche for itself in subterranean realms, establishing trade with the darakhul and with other races of the underworld. The drakes' poison ensures the ghouls have replacements when their population dwindles. In return, those underlings who fail their rulers become food for the drake.\"]},{\"type\":\"entries\",\"name\":\"Love Darkness\",\"entries\":[\"Deep drakes are 12 feet long, plus a three-foot long tail, and weigh up to 1,500 pounds. Their coloration makes them ideal predators in the subterranean dark. They love life underground, and they feel a kinship with the aberrations and undead residing there. They avoid sunlight and are strictly nocturnal when on the surface.\"]},{\"type\":\"entries\",\"name\":\"Few in Number\",\"entries\":[\"A deep drake mates for life with another deep drake when two of these rare creatures meet. A hermaphroditic creature, the drake assumes a gender until it finds a mate, at which time it may change. Once every 10–20 years, the drakes reproduce, resulting in three or four threefoot long, rubbery eggs. Occasionally, subterranean undead or aberrations take these eggs to their cities to train the young drakes. A \\\"household drake\\\" is a great status symbol in some deep places, and surface necromancers who have heard of them are often eager to acquire one.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Deep Drake.webp\"}}]},{\"name\":\"Deep One\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i These fishlike folk have enormous eyes, a wide mouth, and almost no chin.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Elder Gods\",\"entries\":[\"In their fully grown form, the deep ones are an ocean-dwelling race that worships elder gods such as Father Dagon and Mother Hydra, and they dwell in deep water darkness. In some areas, they intermarry with coastal humans to create human-deep one hybrids.\"]},{\"type\":\"entries\",\"name\":\"Coastal Raiders\",\"entries\":[\"The deep ones keep to themselves in isolated coastal villages and settlements in the deep ocean for long periods, and then, at the command of their patron gods, turn suddenly into strong, relentless raiders, seizing territory, slaves, and wealth all along the coasts. Some deep ones have even founded small kingdoms lasting generations in backwater reaches or distant, chilled seas.\"]},{\"type\":\"entries\",\"name\":\"Demand Sacrifices\",\"entries\":[\"They demand tolls from mariners frequently; those who do not leave tribute at certain islands or along certain straits find the fish escape their nets, or the storms shatter their hulls and drown their sailors. Some seafaring nations have found it more profitable to ally themselves with the deep ones; this is the first step in their patient plans to dominate and rule.\"]},{\"type\":\"entries\",\"name\":\"Ocean Change\",\"entries\":[\"A deep one born to a human family resembles a human child, but the person transforms into an adult deep one between the ages of 16 and 30. Such deep ones then hear the siren call of their elder god masters and oceanic cousins, which eventually supplants the love the person might feel for family and friends on land.\"]},{\"type\":\"inset\",\"name\":\"Gods of the Deep Ones\",\"entries\":[\"The deep ones are faithful servants of horrific powers inimical to all life on land. Father Dagon is a god of fertility, fish, and the strength of the deep ocean and is an evil lord of storm and waves. Mother Hydra is his consort, a goddess of immense strength and size, spawning entire schools of fish at once. She is mistress of the great kraken and toothsome krake spawn, who are her children and servitors. Both deities plot conquest through a long program of forced interbreeding and eldritch meddling with human bloodlines.\",\"In addition, many deep ones follow Shar-Ngolyeth, a long-lost deity referred to as That Which Lurks Beneath the Waves. This kraken and her krake spawn offspring are close allies to the deep ones, but they are largely indifferent to Dagon and Hydra.\"]}]}]}]},{\"name\":\"Deep One Archimandrite\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i These fishlike folk have enormous eyes, a wide mouth, and almost no chin.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Elder Gods\",\"entries\":[\"In their fully grown form, the deep ones are an ocean-dwelling race that worships elder gods such as Father Dagon and Mother Hydra, and they dwell in deep water darkness. In some areas, they intermarry with coastal humans to create human-deep one hybrids.\"]},{\"type\":\"entries\",\"name\":\"Coastal Raiders\",\"entries\":[\"The deep ones keep to themselves in isolated coastal villages and settlements in the deep ocean for long periods, and then, at the command of their patron gods, turn suddenly into strong, relentless raiders, seizing territory, slaves, and wealth all along the coasts. Some deep ones have even founded small kingdoms lasting generations in backwater reaches or distant, chilled seas.\"]},{\"type\":\"entries\",\"name\":\"Demand Sacrifices\",\"entries\":[\"They demand tolls from mariners frequently; those who do not leave tribute at certain islands or along certain straits find the fish escape their nets, or the storms shatter their hulls and drown their sailors. Some seafaring nations have found it more profitable to ally themselves with the deep ones; this is the first step in their patient plans to dominate and rule.\"]},{\"type\":\"entries\",\"name\":\"Ocean Change\",\"entries\":[\"A deep one born to a human family resembles a human child, but the person transforms into an adult deep one between the ages of 16 and 30. Such deep ones then hear the siren call of their elder god masters and oceanic cousins, which eventually supplants the love the person might feel for family and friends on land.\"]},{\"type\":\"inset\",\"name\":\"Gods of the Deep Ones\",\"entries\":[\"The deep ones are faithful servants of horrific powers inimical to all life on land. Father Dagon is a god of fertility, fish, and the strength of the deep ocean and is an evil lord of storm and waves. Mother Hydra is his consort, a goddess of immense strength and size, spawning entire schools of fish at once. She is mistress of the great kraken and toothsome krake spawn, who are her children and servitors. Both deities plot conquest through a long program of forced interbreeding and eldritch meddling with human bloodlines.\",\"In addition, many deep ones follow Shar-Ngolyeth, a long-lost deity referred to as That Which Lurks Beneath the Waves. This kraken and her krake spawn offspring are close allies to the deep ones, but they are largely indifferent to Dagon and Hydra.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Deep One Archimandrite.webp\"}}]},{\"name\":\"Deep One Priest\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i These fishlike folk have enormous eyes, a wide mouth, and almost no chin.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Elder Gods\",\"entries\":[\"In their fully grown form, the deep ones are an ocean-dwelling race that worships elder gods such as Father Dagon and Mother Hydra, and they dwell in deep water darkness. In some areas, they intermarry with coastal humans to create human-deep one hybrids.\"]},{\"type\":\"entries\",\"name\":\"Coastal Raiders\",\"entries\":[\"The deep ones keep to themselves in isolated coastal villages and settlements in the deep ocean for long periods, and then, at the command of their patron gods, turn suddenly into strong, relentless raiders, seizing territory, slaves, and wealth all along the coasts. Some deep ones have even founded small kingdoms lasting generations in backwater reaches or distant, chilled seas.\"]},{\"type\":\"entries\",\"name\":\"Demand Sacrifices\",\"entries\":[\"They demand tolls from mariners frequently; those who do not leave tribute at certain islands or along certain straits find the fish escape their nets, or the storms shatter their hulls and drown their sailors. Some seafaring nations have found it more profitable to ally themselves with the deep ones; this is the first step in their patient plans to dominate and rule.\"]},{\"type\":\"entries\",\"name\":\"Ocean Change\",\"entries\":[\"A deep one born to a human family resembles a human child, but the person transforms into an adult deep one between the ages of 16 and 30. Such deep ones then hear the siren call of their elder god masters and oceanic cousins, which eventually supplants the love the person might feel for family and friends on land.\"]},{\"type\":\"inset\",\"name\":\"Gods of the Deep Ones\",\"entries\":[\"The deep ones are faithful servants of horrific powers inimical to all life on land. Father Dagon is a god of fertility, fish, and the strength of the deep ocean and is an evil lord of storm and waves. Mother Hydra is his consort, a goddess of immense strength and size, spawning entire schools of fish at once. She is mistress of the great kraken and toothsome krake spawn, who are her children and servitors. Both deities plot conquest through a long program of forced interbreeding and eldritch meddling with human bloodlines.\",\"In addition, many deep ones follow Shar-Ngolyeth, a long-lost deity referred to as That Which Lurks Beneath the Waves. This kraken and her krake spawn offspring are close allies to the deep ones, but they are largely indifferent to Dagon and Hydra.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Deep One Priest.webp\"}}]},{\"name\":\"Degenerate Titan\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This giant retains a look of daunting power despite its stooped bearing, tattered clothing, and pieces of slapdash armor strapped on wherever it fits.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Haunt Ruins\",\"entries\":[\"The degenerate descendants of ancient titans haunt the ruins where their cities once flourished. These descendants hunt for any living thing to eat, including each other, and sometimes chase after herds of goats or other animals for miles. While they are easily distracted, they always find their way home unerringly.\"]},{\"type\":\"entries\",\"name\":\"Insane and Moody\",\"entries\":[\"Degenerate titans are prone to erratic actions and unexpected mood shifts. They are fiercely territorial creatures who worship the still-active magical devices of their cities and any surviving statuary as if the statues were gods. Their lairs are filled with items scavenged from the city. These collections are a hodge-podge of dross and delight, as the degenerate titans are not intelligent enough to discern treasure from trash.\"]},{\"type\":\"entries\",\"name\":\"Primal Power\",\"entries\":[\"Degenerate titans cannot command magical words of power like their ancestors, but they retain a connection to the natural world, allowing them to tap into the earth's latent mystic power to generate strange geomancy. These devolved misfits may have lost most of their former gifts, but what remains are primal powers that tap, without subtlety or skill, into the fundamental building blocks of the world.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Degenerate Titan.webp\"}}]},{\"name\":\"Demon Lord Akyishigal\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This insectoid creature's filth-slicked mandibles clack ceaselessly for flesh.}\",\"Of all the demons lurking in the Abyss, few are as vile and disgusting as Akyishigal, the Lord of Cockroaches.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Civilization's Corruption\",\"entries\":[\"Although Akyishigal sired an entire race in his image, known as roachlings, he craves followers among humans, elves, and other races as a means of corrupting civilization and rotting it from within. Despite his repulsiveness, Akyishigal has followers among the urban dispossessed, the slum-dwelling poor, and those who lurk in lightless undercities. His shrines are tended in abandoned houses, tanneries, and butcher yards, as well as in sewers and similar places.\"]},{\"type\":\"entries\",\"name\":\"Filth Sacrifices\",\"entries\":[\"In his shrines, kidnapped victims find themselves submerged in filth up to their necks. While the demon lord's cultists chant, sacramental roaches feast on the prisoner's eyes and tongue. A victim who survives the rite is dumped back onto the streets.\"]},{\"type\":\"entries\",\"name\":\"Persistent Cults\",\"entries\":[\"Akyishigal's cults are almost as difficult to stamp out as real cockroach infestations. No matter how they are driven off or crushed, followers resurface among the teeming mobs of the downtrodden. Typical worshipers include evil humanoids, particularly kobolds and goblins, as well as roachlings, minor demons, slaves, thralls, and shadow creatures of all stripes.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Demon Lord Akyishigal.webp\"}}]},{\"name\":\"Demon Lord Camazotz\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This hunched, lean man is covered in short, black fur and has large, membranous wings. His lips, pulled back in a sinister smile, reveal a mouth lined with crooked, needlelike teeth. His eyes glow red like burning embers of hate. Long arms end in cruel claws, and the air around him shimmers with waves of intense heat}.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Underworld Bat Lord\",\"entries\":[\"Camazotz, the Lord of Bats and Fire, is a being of pure savagery and hatred—a vile demon that holds sway over bats, vampires, and the lightless places of the underworld. In the deep recesses of the earth and the caves connecting to the surface, he waits restlessly until the slow creep of night engulfs the land, releasing him to feed and spread terror.\"]},{\"type\":\"entries\",\"name\":\"New Fiery Mantle\",\"entries\":[\"Recently, Camazotz stole the fire aspect of the decrepit Huhueteotl, Lord of the Hearth and the Fire of Life. With his new prestige, Camazotz has attracted new followers, served notice to the gods of his ascendancy, and solidified his place in the Abyss as a power to be respected. Cults of derro, goblins, and humans praise his name in the darkness.\"]},{\"type\":\"entries\",\"name\":\"Emerging from Darkness\",\"entries\":[\"Like the bats he commands, Camazotz much prefers darkness to light, but with his new ability to play with fire and light, he grows increasingly confident in daylight.\"]},{\"type\":\"inset\",\"name\":\"Camazotz in the Real World\",\"entries\":[\"A cult dedicated to an anthropomorphic deity with the body of a human and the head of a bat emerged around 100 BCE with the Zapotec Indians of southwest Mexico. This god was associated with night, death, and sacrifice. In time, the veneration of Camazotz, or Cama Zotz (translated as \\\"death bat\\\" or \\\"snatch bat\\\"), found its way into Maya lore.\",\"In older editions of the world's greatest roleplaying game, there was some debate as to whether Zotzilaha was another name for Camazotz, but in Central American lore, there was no debate. The Popol Vuh, a sacred Maya text, clearly identifies Zotzilaha as the cavernous \\\"house of bats\\\" where Camazotz resides, not an entity.\",\"The Camazotz myth may have sprung from a real creature. Fossil records found in Central and South America dating back approximately 2,000 years reveal the existence of an abnormally large bat with a wingspan of as much as 10 feet! This super-bat, called{@i Desmodus draculae}, may have co-existed with the early Zapotecs and been the source of their Camazotz legends.\",\"Belief in bat demons is widespread throughout Mesoamerica: Hik'al, or \\\"neck-slitter,\\\" of Chiapas; Socouyant of Trinidad; and Tin Tin of Ecuador. Cryptozoologists believe that those monstrous bats may still be alive today, as reports of giant, bat-like creatures occasionally surface throughout Latin America, from the Rio Grande Valley in Texas to Brazil, from Puerto Rico to Mexico.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Demon Lord Camazotz.webp\"}}]},{\"name\":\"Demon Lord Mechuiti\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A yellow-green fire burns atop the head of this towering, redfurred demon, which resembles an enormous mandrill. It has massive, muscular arms tipped with razor-sharp claws, a slavering jaw filled with huge fangs, and tusks that curl back almost to its blue cheeks.}\",\"Towering around 25 feet tall, Mechuiti, Lord of Cannibal Apes, can stand erect like a human or walk on his knuckles, like a great ape.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Bloodskull Island\",\"entries\":[\"After being expelled from the sweltering jungles and deadly swamps of the Hell of Cannibals, Mechuiti was coughed out of a volcanic portal onto an island now called Bloodskull. Here, he schemes and plots his revenge while breeding demonic minions.\"]},{\"type\":\"entries\",\"name\":\"Corruptor of the Behtu\",\"entries\":[\"When Mechuiti first arrived on the Material Plane, he enthralled a group of jungle-dwelling simians, known as the behtu, by visiting their leaders and priests in dreams and nightmares. After convincing these leaders to come to his volcanic home, he infected them with his demonic ichor, transforming them in mind and body, and taught them tattoo magic to give them fiendish power and strength. They returned to their people with this new power and knowledge of the ritual for transforming the rest of their people.\"]},{\"type\":\"entries\",\"name\":\"Bound But Dangerous\",\"entries\":[\"Only with the most powerful magic and technology did the ancient people bind him within Bloodskull Island's volcano—the best they could accomplish, since they couldn't destroy him. Despite imprisonment, Mechuiti has remained a terror through the ages. The behtu have not found the key to their master's release, but they still torture and ensorcel unlucky explorers who stumble into their abode, hoping to find someone who can unlock their master's prison.\"]},{\"type\":\"entries\",\"name\":\"Commander of Monsters\",\"entries\":[\"Mechuiti commands the behtu to breed fiendish beasts and lizards with his blood: dire apes, fiery giant lizards, and even demonic spiders. He has raised generations of flame dragons, which lair in the volcano's caldera, to guard his temple-fane and deal with threats beyond the behtus' reach.\"]}]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Mechuiti's Lair\",\"entries\":[\"Mechuiti is trapped within the volcano in his island prison. However, imprisonment hasn't prevented Mechuiti from mustering an army and turning his confinement into a nightmarish bastion.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Demon Lord Mechuiti.webp\"}}]},{\"name\":\"Demon Lord Qorgeth\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This massive undulating worm-like creature crushes trees and cracks stone.}\",\"Qorgeth, the Writhing Prince, Pale Maw, the Devourer, is the lord of worms and decay. Its presence seeps into the world of mortals via the trails of worms and maggots through rotting flesh. The demon lord views all things that live, or once lived, as its property in the making. Everything becomes its food eventually.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Fiendish Worm\",\"entries\":[\"An impossibly massive, pale-fleshed worm, Qorgeth's segmented body is road-mapped with pale veins of pink and blue. When it opens its massive maw, it reveals a writhing mass of smaller worms, many of which are adorned with wailing or enraged humanoid heads.\"]}]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Qorgeth's Lair\",\"entries\":[\"Qorgeth's lair is a tangled labyrinth of tunnels in the heart of its dark realm. The tunnels seem to twist and burrow through space itself rather than just the rock and soil surrounding them.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Demon Lord Qorgeth.webp\"}}]},{\"name\":\"Derro Fetal Savant\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This creature resembles a blue-skinned dwarven infant, no older than a year. Its limbs flail, its head lolls with an obvious lack of coordination, and it screams incessantly.}\",\"Of the madness and insanity that resonates so strongly in derro society, perhaps none is as twisted as the derro fetal savant, born insane by the blessing of their eldritch masters and destined to lead their people further into madness.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Soul Swapping\",\"entries\":[\"Only the rarest of derro are born with the ability to exchange souls with other creatures, and the babbling infants are treated with maddened reverence. Oddly, this unique power causes an extreme sensitivity to bright light.\"]},{\"type\":\"entries\",\"name\":\"Carried into Battle\",\"entries\":[\"Placed in small, pillowed cages and borne aloft on hooked staves, the wild-eyed, magically gifted newborns are used to sow confusion among enemy ranks. Though typically carried into battle, fetal savants can make their cages float, freeing their carriers to better defend them when necessary.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Derro Fetal Savant.webp\"}}]},{\"name\":\"Derro Shadow Antipaladin\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This blue-skinned creature resembles a stunted dwarf. Its colorless eyes are large, and its white hair is wild. The expression on its face is a terrible rictus of madness and hate}.\",\"All derro are mad, but some devote their very souls to the service of insanity. They embrace the powers of darkness and channel shadow through their minds to break the sanity of any creatures they encounter. Derro shadow antipaladins are the elite servants of gods like Nyarlathotep and the Black Goat of the Woods.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Herald of Madness\",\"entries\":[\"The shadow antipaladin is insanity personified. Despite being called paladins, these unhinged creatures aren't swaggering warriors encased in steel or their dark reflections. A shadow antipaladin instead serves as a more subtle vector for the madness of its patron. They are masters of shadow magic and stealth who attack the faith of those who believe that goodness can survive the approaching, dark apotheosis. Death, madness, and darkness spread in the shadow antipaladin's wake.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Derro Shadow Antipaladin.webp\"}}]},{\"name\":\"Desert Giant\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The towering woman rises up from the desert sand. Her pale brown robe almost perfectly matches the gritty terrain, and her roughly textured skin is a rich walnut brown.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Arid Adapters\",\"entries\":[\"Desert giants live in arid wastelands that were once a thriving giant empire. Their rich brown skin is roughtextured, and they dress in light robes matching the color of the sand, accented (when they aren't trying to blend in) with brightly colored head cloths and sashes. Beneath their robes, the desert giants paint or tattoo their skin with intricate designs in a riot of colors that outsiders rarely see.\"]},{\"type\":\"entries\",\"name\":\"Wandering Legacy\",\"entries\":[\"Desert giants subsist in the scorching wastes by moving from oasis to oasis. They follow herds of desert animals that they cultivate for milk, meat, and hides, and they shun most contact with settled people. While in ages past the desert giants lived in stationary settlements and cities, the fall of their ancient empire drove them into the dunes. The truth behind their nomadic lifestyle is a sore spot. Should any outsider learn the truth, the desert giants stop at nothing to permanently silence the inquisitive soul.\"]},{\"type\":\"entries\",\"name\":\"Keepers of the Past\",\"entries\":[\"Over time, wandering desert giants amass vast knowledge of ruins and relics scattered across and beneath their homeland. On rare occasions that the tribes require something of outsiders, this information is their most valuable commodity. Relics of the past, or simply the location of unplundered ruins, can purchase great advantage for the tribe. The designs the giants painstakingly inscribe on their bodies tell a tale that, if woven together correctly, reveals an entire tribe's collected discoveries. For this reason, the desert giants hold the bodies of their dead in sacred esteem. They go to extraordinary lengths to recover their dead, so they can divide the knowledge held on the deceased's skin among other tribe members.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Desert Giant.webp\"}}]},{\"name\":\"Devilbound Gnome\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The devilbound gnome is a gnome spellcaster that has made a magical agreement with a devil for greater power. To ensure loyalty and to further the gnome's power, the devil binds an imp to the gnome's service. This binding changes the gnome, giving it fiendish protections and minor fiendish features, such as glowing eyes, a sulfurous aroma, a forked tongue, or similar. Beyond fulfilling the occasional demand, the devil cares little for what the gnome does with the power, provided the flow of souls doesn't cease.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Devilbound Gnome.webp\"}}]},{\"name\":\"Dipsa\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Except for a pair of tiny fangs, the entire body of this yellowishgreen worm looks like a ropy tangle of slime-covered tubes and puddles of mucus.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Anesthetic Ooze\",\"entries\":[\"Many jungle clans believe the dipsa is an eyeless snake, but it is a tubular ooze with a lethal, poisonous bite. The dipsa's venom has an anesthetic quality that allows the ooze to cling to creatures and slowly turn their innards to jelly without being noticed until the victim falls down dead. Once the poison's numbing property wears off, however, victims report an agonizing sense of burning from the inside out.\"]},{\"type\":\"entries\",\"name\":\"Tiny Fangs\",\"entries\":[\"A dipsa's undulating movement evokes that of a snake as much as its serpentine form, but close examination reveals that it has neither bones nor internal organs, only tiny fangs of the same color and substance as the rest of its body. A dipsa never exceeds 1 foot in length. Its coloration oscillates between sickly hues of yellow or green.\"]},{\"type\":\"entries\",\"name\":\"Gelatinous Eggs\",\"entries\":[\"Dipsas are hermaphroditic. When two dipsas breed, they leave behind a hundred gelatinous eggs in a small puddle of highly acidic milt. A dozen become fertilized and survive long enough to hatch, after which they immediately devour the others.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Dipsa.webp\"}}]},{\"name\":\"Dissimortuum\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This twisted humanoid has gray flesh and black claws that drip blood. A bone mask is bound to its head by strips of putrid flesh, and a third arm hangs from the right side of the creature's body, its hand clutching a large sack stained with blood.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Plague Bringers\",\"entries\":[\"Dissimortuum are undead monstrosities constructed by necromancers to spread the undead plague, slowly but surely. These creatures are rare but tenacious. A dissimortuum obeys orders from the necromancer whose magic created it. When a dissimortuum kills, it collects body parts from its victims and keeps them in a sack that it carries with its third arm at all times. The monster sets down its sack of trophies only when pressed in combat, to make the most of its extra limb.\"]},{\"type\":\"entries\",\"name\":\"Constructing Dissimortuum\",\"entries\":[\"Even when not following instructions, a dissimortuum seeks to create more of its own kind. The creature wanders graveyards, battlefields, and slums, searching for the gruesome components it needs to construct a mask and body for its undead offspring. The process is slow, taking up to a month to make a single mask, but a dissimortuum has plenty of time. The new creation is independent and not under the control of its maker or of the necromancer that might have created its maker.\"]},{\"type\":\"inset\",\"name\":\"Dissimortuum's Cursed Mask\",\"entries\":[\"The dissimortuum's mask is nigh indestructible. When the creature is destroyed, its mask usually survives and breaks free. On its own, the object emits a faint magical aura with mixed enchantment and necromantic properties. It is a tempting souvenir, but any humanoid or giant foolish enough to don the mask is immediately wracked by pain and takes 7 ({@dice 2d6}) necrotic damage. The creature must succeed on a DC 15 Wisdom saving throw or become dominated by the mask. The domination arrives slowly. The creature acts normally for a day or two, but then the creature notices periods of time that cannot be accounted for. During these unremembered times, the creature gathers the grisly components needed to build a new body for the dissimortuum. This process takes a week, after which the creature is freed from domination as the dissimortuum arises anew and dons its mask once more.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Dissimortuum.webp\"}}]},{\"name\":\"Dogmole\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This mole-like creature is the size of a large dog, with a thick, barrel-shaped body. A ring of tentacles sprouts above a mouth dominated by spade-like incisors, and cataracts fill its tiny eyes.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Domesticated by Dwarves\",\"entries\":[\"Mountain dwarves have domesticated many subterranean creatures, among them a breed of giant talpidae commonly called dogmoles. Energetic and obedient, dogmoles pull ore trolleys through mines, sniff out toxic gases and polluted waters, and help excavate trapped miners.\"]},{\"type\":\"entries\",\"name\":\"Sense Cave-Ins\",\"entries\":[\"Dogmoles are renowned for their ability to detect imminent cave-ins and burrowing monsters, making them welcome companions in the depths. Outside the mines, dogmoles serve as pack animals, guard beasts, and bloodhounds.\"]},{\"type\":\"entries\",\"name\":\"Derro Juggernauts\",\"entries\":[\"Derro also use dogmoles, but such unfortunate creatures are brutalized from birth and hardened by scarification, drugs, and warping magic. This treatment forces the dogmole to grow into a large, furless mass of muscle, scar tissue, and barbed piercings with incisors the size of shortswords. Derro use dogmole juggernauts as mounts and improvised siege engines or, when not at war, as gladiatorial contestants.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Dogmole.webp\"}}]},{\"name\":\"Dogmole Juggernaut\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This mole-like creature is the size of a large dog, with a thick, barrel-shaped body. A ring of tentacles sprouts above a mouth dominated by spade-like incisors, and cataracts fill its tiny eyes.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Domesticated by Dwarves\",\"entries\":[\"Mountain dwarves have domesticated many subterranean creatures, among them a breed of giant talpidae commonly called dogmoles. Energetic and obedient, dogmoles pull ore trolleys through mines, sniff out toxic gases and polluted waters, and help excavate trapped miners.\"]},{\"type\":\"entries\",\"name\":\"Sense Cave-Ins\",\"entries\":[\"Dogmoles are renowned for their ability to detect imminent cave-ins and burrowing monsters, making them welcome companions in the depths. Outside the mines, dogmoles serve as pack animals, guard beasts, and bloodhounds.\"]},{\"type\":\"entries\",\"name\":\"Derro Juggernauts\",\"entries\":[\"Derro also use dogmoles, but such unfortunate creatures are brutalized from birth and hardened by scarification, drugs, and warping magic. This treatment forces the dogmole to grow into a large, furless mass of muscle, scar tissue, and barbed piercings with incisors the size of shortswords. Derro use dogmole juggernauts as mounts and improvised siege engines or, when not at war, as gladiatorial contestants.\"]}]}]}]},{\"name\":\"Domovoi\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The creature resembles a large, stony goblin, with an oversized head and leering grin. It has a mossy beard, massive shoulders, and long forearms.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Abandoned Servants\",\"entries\":[\"The domovoi were the portal guards and house lackeys of the elvish nobility, and when elves leave a place, the domovoi are often left behind. Some say the domovoi are left on purpose, while others say the domovoi are too attached to their homes to follow the elves to far-flung locales.\"]},{\"type\":\"entries\",\"name\":\"Debt Collectors\",\"entries\":[\"These smirking stragglers seek work as tireless sentinels and fey button men, collecting debts for criminal syndicates. They delight in frustrating the progress of would-be thieves and tomb robbers, and they enjoy roughing up weaker creatures with their powerful, stony fists.\"]},{\"type\":\"inset\",\"name\":\"Domovoi in Midgard\",\"entries\":[\"The domovoi are ancient survivors, and they have outlived empires. They now have a certain sense of ownership of ancient places. They most commonly dwell in the ruins of Old Valera and Old Thorn, as well as the vast necropoli of Spintarra and Siwal. The Siwalese Fey are sandier in appearance and have beards of rope and twine. These desert domovoi are known as \\\"pa'athara\\\" in Siwalese.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Domovoi.webp\"}}]},{\"name\":\"Doppelrat\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Within seconds, the startled rat became four, and then the four multiplied into sixteen rats.}\",\"The result of a clone spell gone awry, a doppelrat uses short-lived duplicates to overwhelm its adversaries. An easy battle against a single rat can quickly spiral out of control as the doppelrat clones itself into a swarm—the original rat hides while combat rages. Doppelrats settle in large city alleys and sewers after they have killed or driven off normal rats and natural predators. Doppelrats can sense others of their kind among standard rats, which helps ensure the longevity of their species.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Stillborn Clones\",\"entries\":[\"Those who survive a doppelrat's bite suffer from a frightening disease, sloughing off a stillborn clone each day as their own vitality fades.\"]},{\"type\":\"entries\",\"name\":\"Clone and Run\",\"entries\":[\"In combat, doppelrats spawn as many clones as they can, then flee or hide while the copied rats swarm foes. Only a keen-eyed opponent can discern the original from all the clones.\"]},{\"type\":\"entries\",\"name\":\"City Bounties\",\"entries\":[\"In cities with known doppelrat lairs, magistrates hire spellcasters to scour alleys and sewers and obliterate any rats they find. Shady spellcasters who capture a live doppelrat have blackmailed such magistrates by promising to rescue the town from the rats for an exorbitant fee.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Doppelrat.webp\"}}]},{\"name\":\"Dorreq\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i These twitching balls of tentacles surround an inhuman face dominated by a squid-like beak.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Servants of the Void\",\"entries\":[\"The dorreq are servants to ancient horrors of the Void and realms beyond human understanding. They are guardians and sentries for such creatures, and they swarm and attack any creatures approaching too close to the elder aberrations they serve.\"]},{\"type\":\"entries\",\"name\":\"Death from Above\",\"entries\":[\"Dorreq prefer to drop on their victims from above, pinning them with their many tentacles and biting them with their large, chitinous beaks.\"]},{\"type\":\"inset\",\"name\":\"Dorreq of the Wasted West\",\"entries\":[\"Mages who study the Wasted West disagree whether the dorreq are something that slipped through with the Great Old Ones during the Mage Wars, or if they are creatures twisted and warped by the alien radiations of the Walkers. Regardless, they are most commonly found swarming on and around the enormous Walkers of the Wastes, tootling strange, alien harmonies through their beaks.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Dorreq.webp\"}}]},{\"name\":\"Dragon Eel\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This slender aquatic creature sports a powerful single finned tail and wicked jaws like a matched pair of serrated blades.}\",\"Dragon eels are wingless, slender, underwater dragons that vary widely in color from browns and blacks to brilliant iridescent hues in mottled patterns. Though not true dragons or drakes, they are no less fearsome and powerful.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Fond of Servants\",\"entries\":[\"While most dragon eels are solitary and irascible, on rare instances some form pairs or small bands—and some gather humanoid servants.\"]},{\"type\":\"entries\",\"name\":\"Magnetic and Lightning\",\"entries\":[\"Dragon eels make their natural homes in twisting underwater cave systems and prefer magnetically-aligned, metallic cavern formations navigable with their refined electric sight. Some dragon eels use their constant electric auras combined with acquired alchemical reagents to electroplate portions of their golden hoard onto the walls of their dwellings.\"]},{\"type\":\"entries\",\"name\":\"Pirate Fleets and Dominions\",\"entries\":[\"Dragon eels claim large swaths of shoreline as their demesne. Although neither particularly cruel nor righteous, a dragon eel often lords over awed tribes, allowing locals to revere it as a mighty spirit. Some dragon eels use such tribes as the core of a pirate fleet or raiding parties carried on their backs. Their ability to swim through air during storms adds to their reputation as terrible thunder spirits.\"]},{\"type\":\"entries\",\"name\":\"Bribable\",\"entries\":[\"Their deceptive moniker sometimes lulls foolish sailors into a false confidence when they expect to face a simple if dangerous eel beast, but instead find themselves dealing with intelligent draconic kings of the coastal shallows. Wise sailors traveling through known dragon eel territory bring tithes and offerings to placate them.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Dragon Eel.webp\"}}]},{\"name\":\"Dragonleaf Tree\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The dragon-headed leaves of these oak trees sometimes rustle despite a lack of wind, betraying a hint that they're more than they seem.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Gifts among Dragons\",\"entries\":[\"These magnificent trees are imbued with some characteristics of their draconic masters. While most groves consist of only one type of dragonleaf tree, dragons sometimes make gifts of them to cement a pact or as a show of fealty. The dragon giving the tree relinquishes command of the plant as part of the deal. This accounts for mixed groves belonging to especially powerful dragon lords.\"]},{\"type\":\"entries\",\"name\":\"Silent Guardians\",\"entries\":[\"Dragonleaf trees use fairly simple tactics to deter potential intruders into their masters' lairs. They remain motionless or allow the breeze to jostle their leaves to appear inconspicuous. Once enough intruders enter the grove, the trees fire razor sharp leaves or rain elemental energies upon the intruders, adjusting their position to make better use of their weapons.\"]},{\"type\":\"entries\",\"name\":\"Long Memories\",\"entries\":[\"Dragonleaf trees live up to 1,000 years. They stand 15 feet tall and weigh 3,000 pounds, but ancient specimens can reach heights of 45 feet. Growing a new dragonleaf tree requires a cutting from an existing tree at least 50 years old, which the tree's draconic master imbues with power, sacrificing the use of its breath weapon for a month. While this time barely registers on a dragon's whole lifespan, it still carefully considers the creation of a new tree, for fear that others might discover its temporary weakness.\"]},{\"type\":\"inset\",\"name\":\"Dragonleaf Trees in Midgard\",\"entries\":[\"The finest druidic minds in the Mharoti Empire created these trees for the draconic lords of the land. Once the druids had shown the dragons the secret of the tree's creation, they were slain so that the secret would not spread. A handful of human and kobold gardeners know how to tend them and make them thrive, but little more.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Dragonleaf Tree.webp\"}}]},{\"name\":\"Drakon\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i These winged snakes are coastal beasts and sometimes confused with true dragons or wyverns. They are neither, but quite deadly in their own right.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Searing Acid and Dissolving Gaze\",\"entries\":[\"The gaze of these winged snakes can paralyze and dissolve their victims. Drakon fangs do not deliver venom; volatile acid constantly burbles up from a drakon's stomach and enhances its attacks. A caustic drool clings to creatures they bite, and drakons can also belch clouds of searing vapor. Their lairs reek with acidic vapors and droplets of searing liquid.\"]},{\"type\":\"entries\",\"name\":\"Coastal Beasts\",\"entries\":[\"Drakons lair along warm, largely uninhabited coasts, where they explore the shores and the coastal shelf, spending as much time above the waves as under them. Fortunately, they rarely travel far inland.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Drakon.webp\"}}]},{\"name\":\"Dream Eater\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This tattered skeletal humanoid resembles a monster from a nightmare with vestigial skeletal wings with a few feathers, small horns, sharp teeth, and cloven hooves.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Drawn to Sin\",\"entries\":[\"Dream eaters are dedicated to lust, gluttony, and greed. They make their lairs in casinos, brothels, thieves' dens, and other locations where gambling, food, and other pleasures are readily available. Sometimes dream eaters work together to create such a place, especially near large towns or cities. Some band together to create traveling shows, offering all the oddities, whimsies, and flights of fantasy customary for such entertainers.\"]},{\"type\":\"entries\",\"name\":\"Devouring Hopes\",\"entries\":[\"Dream eaters lure people into their lairs, enticing them with promises of pleasure or wealth. Of course, they make sure the odds are stacked in their favor. Eventually, their victims are left with nothing. Worse than the loss of physical treasures, dream eaters leave their victims stripped of hopes and aspirations. Dream eaters feed on emotions, leaving helpless thralls willing to sell their souls for their vices.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Dream Eater.webp\"}}]},{\"name\":\"Drowned Maiden\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A drowned woman floating in the water, her long hair drifting around her, suddenly rises! Her hair strikes out like dozens of watery snakes.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Raging Romantics\",\"entries\":[\"Drowned maidens are piteous, but terrifying, undead. They are created when a woman dies in water due to a doomed romance, often from unrequited love or drowned by a philandering partner. Either way, the drowned maiden awakens from death, seeking vengeance. Even as she dishes out retribution, a drowned maiden anguishes over her tragic fate.\"]},{\"type\":\"entries\",\"name\":\"Beckoning for Help\",\"entries\":[\"The maiden lurks in the silent depths where she died—usually deserted docks, bridges, or coastal cliffs. She waits to pull the living to the same watery grave in which she is now condemned. Using her ability to disguise herself as a living person, she silently beckons victims from afar, acting as if in danger of drowning. When a victim is within range, the maiden uses her hair to pull her victim close enough to drain its strength with a magical kiss. Victims soon weaken and drown. The victim's final vision is the drowned maiden's tearful lament over the loss of life.\"]},{\"type\":\"entries\",\"name\":\"Death to Betrayers\",\"entries\":[\"Desperate individuals may bargain with drowned maidens. Sometimes maidens release pleading victims who promise to return to her lair with the person who caused the maiden's death. Embracing and drowning her betrayer releases the maiden from undeath.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Drowned Maiden.webp\"}}]},{\"name\":\"Dullahan\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The black horse strides out of the shadows with its nostrils huffing steam. Its rider, swathed in black leather, raises its arm to reveal not a lantern but its own severed, grinning head.}\",\"Though it appears to be a headless rider astride a black horse, the dullahan is a single creature. The fey spirit takes the shape of a horse rider holding its own head aloft like a lantern, or (more rarely) the form of an ogre cradling its head in one arm.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Harbingers of Death\",\"entries\":[\"Hailing from the darkest of fey courts, the dullahan are macabre creatures that walk hand in hand with death. They sometimes serve powerful fey lords and ladies, riding far and wide in the capacity of a herald, bard, or ambassador. More often than not they carry doom to a wretch who roused their lord's ire.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Dullahan.webp\"}}]},{\"name\":\"Dune Mimic\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The sand surges and shifts, a sinkhole opens, and sandy tendrils reach out.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Enormous Forms\",\"entries\":[\"Though most commonly seen as dunes, a dune mimic can take the form of a date palm grove, a riverbank, an enormous boulder, or other large shapes in the landscape.\"]},{\"type\":\"entries\",\"name\":\"A King's Guardians\",\"entries\":[\"Dune mimics were created by a forgotten king as guardians for his desert tomb. Somewhere, dozens of them guard vast wealth.\"]},{\"type\":\"entries\",\"name\":\"Spread by Spores\",\"entries\":[\"Although not intended to reproduce, they began producing spores spontaneously and replicating themselves. Now they are spread across the deserts. Luckily for the other inhabitants, dune mimics reproduce just once per century\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Dune Mimic.webp\"}}]},{\"name\":\"Duskthorn Dryad\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This striking woman with obvious fey features and skin the color of slate sits in the shade of an ancient, vine-wrapped tree. Clothed in vines and leaves, she is almost indistinguishable from the tree.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Creeper Vine Spirits\",\"entries\":[\"Duskthorn dryads are spirits tied to thorn-bearing creeper vines. They seek out dead trees as homes for their vines. They can travel through trees to escape their foes but must stay near their vines.\"]},{\"type\":\"entries\",\"name\":\"Grove Guardians\",\"entries\":[\"Duskthorn dryads use their vines and the plants in their glades to defend themselves. They often call on the aid of forest animals and children of the briar. Occasionally, a circle of duskthorn dryads work together to call on the aid of an enormously strong vine troll skeleton to protect their grove.\"]},{\"type\":\"inset\",\"name\":\"Duskthorn Dryads in Midgard\",\"entries\":[\"These dryads are commonly found near the ruins of Thorn, in the Arbonesse Forest, and in the Shadow Realms. They are close friends to the darker fey and are thought by some to be created from ordinary dryads drawn into the corruption of the Shadow Realm. Certainly, their mastery of the shadowy Umbral language shows their close ties to this darker world.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Duskthorn Dryad.webp\"}}]},{\"name\":\"Dust Goblin\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A ragged creature emerges from the sand. Its spindly frame is encased in a hodge-podge of armor scraps and rusted weapons. A long, hooked nose protrudes over a wide mouth filled with sharp teeth}.\",\"Dust goblins vary greatly in size and appearance, although they are universally scrawny, bony, and lanky. They seem to suffer from malnutrition even when in perfect health, a perception reinforced by the way their bellies distend after they've gorged themselves on flesh. Their skin is always dry and cracked, ranging from dusky gray to dark green in color.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Rule the Wastelands\",\"entries\":[\"Dust goblins are twisted creatures, tainted by many generations of life in a blasted wasteland. After a magical war devastated the dust goblins' homeland, they rose to become the most dominant inhabitants. They inhabit ancient ruins and ambush travelers who stray too close to their borders.\"]},{\"type\":\"entries\",\"name\":\"Twisted Minds\",\"entries\":[\"The lingering magical energy saturating the wastes of their home, coupled with the harsh conditions in which they scratch out a living, have tainted the minds of all dust goblins. Their thinking is alien and unfathomable to most creatures. Whereas most goblins are cowardly, dust goblins don't seem to experience fear. To the contrary, they enjoy wearing skull helmets and using ghostly whistles to frighten foes. Owing to this alien mindset, dust goblins get along disturbingly well with Aberrations. The creatures often forge alliances and work together for mutual benefit, while making their unnerving mark on communal lairs.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Dust Goblin.webp\"}}]},{\"name\":\"Dwarven Ringmage\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Curves are seldom seen in the stacked blocks and precise geometric forms of dwarven architecture. Devoid of angles and planes with no beginning and no end, circles are a mystery and hold power. Dwarven ringmages are those dwarves who have mastered the art of tapping into that power, imbuing it into metal rings and their spellcasting. Rings and circles are sacred to them, and they read omens in the cycle of seasons, the shape of flowers, and in a storm's first rain drops.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Dwarven Ringmage.webp\"}}]},{\"name\":\"Eala\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This swanlike creature's feathers are made of shining metal. When it inhales, the feathers on its chest glow red hot.}\",\"Eala are beautiful but deadly creatures native to the Plane of Shadow. They grow feathers like their Material Plane counterparts, but their feathers are made of gleaming, razor-sharp metal.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Metallic Diet\",\"entries\":[\"Eala plumage displays a stunning mixture of metallic colors, which vary depending on their diet. An eala uses its fire breath to melt metals with low melting points such as gold, silver, lead, copper, and bronze. The eala consumes the molten metal, some of which migrates into the creature's deadly feathers. Eala that display primarily or entirely a single color are highly prized among some nobility.\"]},{\"type\":\"inset\",\"name\":\"Eala in Midgard\",\"entries\":[\"Eala are favorites of Sarastra, the Queen of Night and Magic and a ruler of the shadow fey. She is partial to jet black eala, and all such specimens are brought to her flock at the Winter Palace. Those who bring her such birds are rewarded with a magical dagger and the title and status of \\\"Honored Eala Catcher,\\\" or \\\"Lord or Lady of Black Feathers\\\" for those who bring her several.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Eala.webp\"}}]},{\"name\":\"Eater of Dust\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This terrible creature resembles an imposing knight wearing baroque plate armor made of calcified resin. Its helm is a blank gray oval without eye slots or mouthpiece, and one of its arms ends in a slavering, fanged mouth.}\",\"Eaters of dust can consume just about anything with their horrible maw-arms, but they prefer the flesh and souls of mortals. This ability to sustain themselves on almost anything, even on dust and soil, earned them their current name, given by the fiends that employ them, after their original name was long forgotten. A typical eater of dust is 7 feet tall and weighs more than 350 pounds. While an eater of dust cannot speak, it can telepathically communicate.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Mercenary Companies\",\"entries\":[\"Eaters of dust—or{@i yakat-shi}as they are sometimes called in ancient planar texts—roam the lower planes selling their services to arch-devils, demon lords, and other fiendish rulers for the chance to sample new flavors and morsels. Eaters of dust feel only contempt for most other life forms. They attack and eat their non-eater allies at the first sign of weakness. Because of this, eaters of dust often operate in small, deadly units of eaters led by a powerful leader, styled the{@i yakat-norog}.\"]},{\"type\":\"entries\",\"name\":\"Armor Shell\",\"entries\":[\"While many sages confuse eaters of dust for some obscure variety of fiend, they are aberrations escaped from a far-flung dimension of madness and nightmares. Indeed, their armor is not armor at all, but a secreted resin that hardens into a shell as strong as steel. When cracked, it exudes a nacreous blood, and the resulting scar resembles mother-of-pearl. Some old eaters are covered in intricate networks of shimmering scars.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Eater of Dust.webp\"}}]},{\"name\":\"Edimmu\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i An evil wind swirls out of the desert, parching those it touches and whispering evil plans.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Bitter Exiles\",\"entries\":[\"Desert and plains tribes often exile their criminals to wander as outcasts. A banished criminal who dies of thirst sometimes rises as an edimmu, a hateful undead that blames all sentient living beings for its fate.\"]},{\"type\":\"entries\",\"name\":\"Rise Again\",\"entries\":[\"Unless its body is found and given a proper burial, an edimmu is nearly impossible to destroy. Edimmus rarely venture more than a mile from their remains, but they sometimes follow prey they have cursed to seal the creature's fate. Once that creature is slain, they return to the site of their demise.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Edimmu.webp\"}}]},{\"name\":\"Eel Hound\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The grotesque beast has the muscular tail, bulbous head, and rubbery, slime-covered flesh of an eel. Its torso and webbed paws resemble those of a misshapen canine, while needle-sharp teeth fill its menacing jaws.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Hounds of the River Fey\",\"entries\":[\"Ferocious aquatic fey, these amphibious menaces often serve lake trolls, lorelei, green hags, and other watery fey and giants. Predatory beasts as dangerous on land as they are in the water, the have a capricious cruelty. Few creatures beyond the fey appreciate eel hounds' lithe power and cruel grace, instead noting only their grotesque form and unnerving savagery.\"]},{\"type\":\"entries\",\"name\":\"Slippery Ambushers\",\"entries\":[\"Eel hounds are ambush predators, hiding among the muck and algae of riverbanks, bursting out as a pack. Possessed of a low cunning, they prepare ambushes by vomiting their slippery spittle where land animals come to drink or along game trails. Then they surge from the water to snatch the off-balance prey. They surround targets, latching on with their powerful jaws, and then drag non-aquatic prey into the depths to drown or force aquatic prey onto land to suffocate.\"]},{\"type\":\"entries\",\"name\":\"Fey Water Hounds\",\"entries\":[\"Eel hounds understand Sylvan, and those dwelling near humans or other races pick up a few words in other tongues.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Eel Hound.webp\"}}]},{\"name\":\"Einherjar\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A line of stout, bearded warriors with golden auras stand ready, adorned in chain mail and carrying battle axes and oaken shields. Their badges and symbols are all different, and no two have the same braided pattern in their beards.}\",\"The einherjar are great warriors chosen by the valkyries. They eat and drink their fill of boar and mead each night, then spend their days preparing for Ragnarok. Some of this is combat training, and other portions are raids against the giants fighting the gods. Regardless of how often they are slain, the einherjar reappear each morning in Odin's hall, leaving them without fear of death.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Defenders of the Mortal World\",\"entries\":[\"Occasionally, ravenfolk guide a troop of einherjar against some of Loki's minions on the Material Plane. These raids are often small battles that further delay the inevitable rise of the world serpent and its many evil spawn. They fight against giants, demons, lindwurms, and other evil creatures, but the einherjar themselves are not exactly saintly. They can drink and carouse with the loudest and most boastful of humanoids. Though otherworldly and servants of Odin, einherjar are very humanlike, if somewhat larger than life.\"]},{\"type\":\"entries\",\"name\":\"Fear Dragons\",\"entries\":[\"The einherjar are superstitiously fearful of dragons and dragonkin, the distant progeny of the world serpent.\"]},{\"type\":\"entries\",\"name\":\"Never Speak to the Living\",\"entries\":[\"In theory, the einherjar are forbidden from speaking with the living: they must pass their words through a valkyrie, ratatosk, ravenfolk, or one of the other races allied with Odin. In practice, this rule is often flouted, though if Loki's servants notice it, they can dismiss any einherjar back to Valhalla for a day.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Einherjar.webp\"}}]},{\"name\":\"Elder Shadow Drake\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A large dragon with black scales and shadowy wings emerges from the darkness. Its red eyes glare bright as coals, and it speaks in a deep monotone.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Solitary Lairs\",\"entries\":[\"They haunt dark and lonely places, such as deep caves, dense forests, shadowy ruins, and many wild locations in the Plane of Shadow. They are long-lived for drakes, often reaching 250 years of age, and mate rarely, abandoning their eggs shortly before hatching.\"]},{\"type\":\"entries\",\"name\":\"Fade Into Shadows\",\"entries\":[\"An elder shadow drake naturally fades from view in areas of dim light or darkness, becoming invisible until it attacks or is bathed in sunlight.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Elder Shadow Drake.webp\"}}]},{\"name\":\"Elemental Locus\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The ground ripples and tears as rocks fall, jets of flame erupt, and howling winds rage around a rocky creature.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Spirit of the Land\",\"entries\":[\"Elemental loci are living spirits inhabiting or embodying tracts of land and geographical features. They are the ultimate personification of nature—the land itself come to life. They vary in size from small hills to entire ridge lines, with no discernible pattern to where they take root.\"]},{\"type\":\"entries\",\"name\":\"Stubborn Nature\",\"entries\":[\"Elemental loci are fiercely protective of their chosen location. They tolerate no interference in the natural order and challenge all who despoil the land, be they mortal, monster, or god.\"]},{\"type\":\"inset\",\"name\":\"Elemental Loci in Midgard\",\"entries\":[\"Among the Tamasheq, the elemental loci are cherished as minor deities, nearly as powerful as the Wind Lords themselves. The sorcerers of Kush have tried to capture and enslave loci for decades; thus far without success, but they grow bolder (and closer to their goal) with each attempt.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Elemental Locus.webp\"}}]},{\"name\":\"Elvish Veteran Archer\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The elvish veteran archer is a stealthy hunter that quietly slips through the wood, watching for game or intruders. While capable with a sword, the elvish archer's true skill lies with the longbow. When unseen, the archer can launch a volley of arrows at its foes with deadly results.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Elvish Veteran Archer.webp\"}}]},{\"name\":\"Emerald Eye\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This floating, green crystal sparkles with an inviting glow above the head of a fallen figure.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Servants of Logic\",\"entries\":[\"Arcane scholars often debate logic with specially created speaking crystals that are based on their own minds, allowing them to ponder topics from different angles. Most scholars create the crystals to work through a puzzling topic, then dispel the crystal's magic once the topic has been resolved. Long-lived speaking crystals can develop personalities and sometimes abandon or even kill their creators, desiring more than debate. The magical backlash of breaking away from their creators transforms the crystals into emerald eyes.\"]},{\"type\":\"entries\",\"name\":\"Trapped Manipulators\",\"entries\":[\"Upon transforming, these floating, oval-shaped, pink or purple crystals turn a dark shade of green and gain powers of manipulation. They quickly discover that, though they broke from their creators, they must be bound to a creature to survive.\"]},{\"type\":\"entries\",\"name\":\"Shifting Goals\",\"entries\":[\"Each emerald eye's motivations are different, though all share a desire for knowledge and varied experiences. One may be purposeful, using its power to drive its bound creature toward some specific goal. Another might be cooperative, defending its bound creature in exchange for mobility. Still another might be a manipulator, using and abandoning bound creatures as it hops up a political power chain.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Emerald Eye.webp\"}}]},{\"name\":\"Emerald Order Cult Leader\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The Emerald Order cult leader has embraced the mysteries of the Emerald Tablet and has bent its worship of Thoth-Hermes to furthering the efforts of the Order. The cult leader seeks to gather arcane and alchemical knowledge wherever it is found by any means necessary. If subtle manipulations fail, the cult leader is not above using lethal methods to ensure the cult's goals are met.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Emerald Order Cult Leader.webp\"}}]},{\"name\":\"Empty Cloak\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This dark cloth of black and purple, stitched with silver and golden threads, resembles a garment of elvish make. Smoke sometimes billows under the hood.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Silent Motion\",\"entries\":[\"A billowing empty cloak glides through the air, either under its own power or on the shoulders of its master. Its movement appears odd somehow, as though it moves slightly out of step with the frame bearing it.\"]},{\"type\":\"entries\",\"name\":\"Guards\",\"entries\":[\"Created by the shadow fey as unobtrusive guardians, empty cloaks are often paired with animated armor or other constructs like monolith footmen, and made to look like a display piece.\"]},{\"type\":\"entries\",\"name\":\"Shadow Servants\",\"entries\":[\"Shadow fey nobles sometimes wear an empty cloak as their own clothing, using it to cover a hasty retreat or to assist in a kidnapping.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Empty Cloak.webp\"}}]},{\"name\":\"Eonic Drifter\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The air crackles and lights flicker in the ruins. In a whirl of colorful robes, a gaunt human materializes from the maelstroms of time. His eyes scan the hall in panic, witnessing an event only he can see}.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Adrift in Time\",\"entries\":[\"Not much is known about the time-traveling eonic drifters other than that they were humans who left a dying civilization to look for help not available in their own age. To their misfortune, returning to their own time proved much more difficult than leaving it, and the eonic drifters found themselves adrift in the river of time. As the decades passed, their chance of returning home withered, along with much of their vitality. They have become gaunt and semi-mummified by the passing of ages.\"]},{\"type\":\"entries\",\"name\":\"Crystal Belts\",\"entries\":[\"A drifter carries an odd assembly of gear gathered in countless centuries. It barters with these goods when necessary. The more eclectic the collection, the more jumps it has performed on its odyssey. Belts of crystals around its body store the energy that fuels a drifter's travels. After each large jump through time, the reservoirs are exhausted for awhile, allowing only short jumps.\"]},{\"type\":\"entries\",\"name\":\"Jittery and Paranoid\",\"entries\":[\"Visiting countless eras in which mankind has all but forgotten their once-great civilization has robbed most eonic drifters of their hope. Their greatest fear is being robbed of their crystal belts, which are their only remaining links to the people they once were. They plead or fight to the death for the belts.\"]},{\"type\":\"entries\",\"name\":\"Ruins Dwellers\",\"entries\":[\"Drifters can appear at any time or place, but they often frequent the sites of their people's past (or future) cities. There they are comforted by knowing that they're at least in the right place, if not the right time.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Eonic Drifter.webp\"}}]},{\"name\":\"Erina\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This small humanoid has a slightly pointed face with bright, brown eyes and a black, snout-like nose. Its skin is covered in short, tan fur, and its head, shoulders, and back have smoothed-down quills.}\",\"Erinas, or hedgehog folk, are a small, communal people.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Burrowed Villages\",\"entries\":[\"Natural diggers at heart, erinas live in shallow networks of tunnels and chambers they excavate themselves. Enemies who attack the peaceful erinas become confused and lost in the mazelike tunnels. On their own ground, the erinas can easily evade, outmaneuver, or surround invaders. They lure intruders into choke points where the enemy can be delayed while noncombatants and valuables are hustled to safety through other tunnels. Such choke points are often protected or held by erina defenders, the largest and hardiest of their kind.\"]},{\"type\":\"entries\",\"name\":\"Scroungers and Gatherers\",\"entries\":[\"Erinas are naturally curious. They tend to explore an area by tunneling beneath it and popping up at interesting points. They dislike farming and live mainly on the bounty of the land surrounding their homes. In cities, they subsist on what they can find, and they have a knack for finding whatever they need.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Erina.webp\"}}]},{\"name\":\"Erina Defender\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This small humanoid has a slightly pointed face with bright, brown eyes and a black, snout-like nose. Its skin is covered in short, tan fur, and its head, shoulders, and back have smoothed-down quills.}\",\"Erinas, or hedgehog folk, are a small, communal people.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Burrowed Villages\",\"entries\":[\"Natural diggers at heart, erinas live in shallow networks of tunnels and chambers they excavate themselves. Enemies who attack the peaceful erinas become confused and lost in the mazelike tunnels. On their own ground, the erinas can easily evade, outmaneuver, or surround invaders. They lure intruders into choke points where the enemy can be delayed while noncombatants and valuables are hustled to safety through other tunnels. Such choke points are often protected or held by erina defenders, the largest and hardiest of their kind.\"]},{\"type\":\"entries\",\"name\":\"Scroungers and Gatherers\",\"entries\":[\"Erinas are naturally curious. They tend to explore an area by tunneling beneath it and popping up at interesting points. They dislike farming and live mainly on the bounty of the land surrounding their homes. In cities, they subsist on what they can find, and they have a knack for finding whatever they need.\"]}]}]}]},{\"name\":\"Eye Golem\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Eye-like sigils dot the smooth, marble skin of this statue. One of the eye sigils opens, and a beam of brilliant light shines out.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Covered in Arcana\",\"entries\":[\"Eye golems stand at least ten feet tall, and their magically durable hide is covered with real eyes as well as arcane sigils that resemble eyes.\"]},{\"type\":\"entries\",\"name\":\"Blinds Victims\",\"entries\":[\"An eye golem rarely kills its victims, choosing to steal its victims' eyes instead. The victims are left blinded, wandering, and tormented, seeing only visions of the eye golem flashing through their memories. This drives some mad, while others instead choose to serve the golem, becoming devoted to the one who still holds sight.\"]},{\"type\":\"entries\",\"name\":\"All Eyes Open\",\"entries\":[\"When killed, an eye golem does not simply fall down dead. All of its eyes open at once, and a blinding burst of light shines from the body. When the light stops, hundreds of perfectly preserved eyeballs remain where its body fell, still warm, fresh, and without scars or damage. Detectable only by those trained in the arcane arts, each eye emits a barely perceptible beam of light, connecting it to its owner. The creature that holds the golem's central eye after it is slain can use the eye to restore stolen eyes to their victims.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Eye Golem.webp\"}}]},{\"name\":\"Far Darrig\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This small man wears hunting leathers and a cowl decorated with antlers, and he holds a glaive made of antlers.}\",\"These shy fairies dress as small fey herdsmen wearing hide armor, hide boots, cloaks, and cowls, all trimmed in fox fur and with a red sash or tunic. They often ride woodland creatures, such as elk, giant weasels, or snowy giant owls.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Hunters and Herders\",\"entries\":[\"The far darrig were the hunters, herders, and equerry of the elven nobility. Some still serve in this capacity in planes where the elves rule. Far darrig carry glaives made from fey antlers; each remains enchanted only as long as a far darrig holds it. Their leaders ride on fey elk the color of foxes, with gleaming green eyes. When these elk shed their antlers, the far darrigs' smiths craft the antlers into the glaives wielded by their people.\"]},{\"type\":\"entries\",\"name\":\"Hate Arcanists\",\"entries\":[\"While not inherently evil, far darrig are hostile to most humanoids and often attack humanoid spellcasters on sight. If they can be persuaded of a spellcaster's or humanoid's good intentions, they make good guides, scouts, and hunters in dangerous forests.\"]},{\"type\":\"entries\",\"name\":\"Serve Hags and Worse\",\"entries\":[\"They are sometimes found as thralls or scouts serving hags or other evil fey, but they rarely do so willingly.\"]},{\"type\":\"inset\",\"name\":\"Far Darrig in Midgard\",\"entries\":[\"The far darrig thrive in forests such as the Arbonesse and Margreve, and they are close allies to the druids in those woodlands. Some believe they also serve in a hidden fey court, somewhere in or near the Green Duchy of Verrayne.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Far Darrig.webp\"}}]},{\"name\":\"Fate Eater\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Violet radiance surrounds this large pale centipede. Its flesh is translucent, and its jaws are crystalline.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Destiny Destroyers\",\"entries\":[\"Fate eaters infest remote areas of the planes, where they consume the threads of Fate itself. The beings in charge of Fate view them as vermin. Sometimes those beings engage particularly canny planar travelers either to hunt fate eaters or to help repair the damage they've done. This can be a deadly job, as the fate eaters consider the destiny of a mortal to be the tastiest of delicacies, rich in savory possibilities.\"]},{\"type\":\"entries\",\"name\":\"Planar Gossips\",\"entries\":[\"Fate eaters can and do trade information about various dooms, fates, and outcomes, but one must have something rich in destiny to trade—or at least, juicy gossip about gods and demons.\"]},{\"type\":\"entries\",\"name\":\"Visionary Flesh\",\"entries\":[\"Eating the properly prepared flesh of a fate eater grants the eater insight into the fate of another being.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Fate Eater.webp\"}}]},{\"name\":\"Fear Smith\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This well-dressed figure appears elven, save for its featureless face and taloned hands.}\",\"Known as a fiarsídhe among themselves, fear smiths are servants of shadow fey courts and other, similar dark fey courts. While its mouth is closed, a fear smith's face is featureless save for rows of deep wrinkles. Opening the large mouth in the center of its face reveals long needlelike teeth surrounding a single, massive eye.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Icy-Cold Eyes\",\"entries\":[\"Fear smiths often serve as torturers or are dispatched to demoralize the court's enemies. Their stare stops enemies cold, making it easy for heavily-armed warriors to trap and finish a foe.\"]},{\"type\":\"entries\",\"name\":\"Devour Fear\",\"entries\":[\"Fear smiths feed off strong emotions, and their favorite meal is terror. The fey prefer prolonging the death of victims, and, when free to indulge, a fear smith stalks its victim for days before attacking, hinting at its presence to build dread.\"]},{\"type\":\"entries\",\"name\":\"Hoods and Masks\",\"entries\":[\"Fear smiths favor fine clothing and high fashion, donning hooded cloaks or masks when discretion is required. Eerily well-mannered and respectful, fear smiths enjoy feigning civility and playing the part of nobility, speaking genteelly but with a thick, unidentifiable accent.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Fear Smith.webp\"}}]},{\"name\":\"Fellforged\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A darkly foreboding intelligence glows behind this automaton's eyes, and its joints seep hissing green vapors.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Spectral Constructs\",\"entries\":[\"Fellforged are the castoffs of gearforged and clockworks production, given foul sentience when the construct bodies attract specters yearning to feel the corporeal world. The clockwork bodies trap the specters, but it gives them physical form. The specters twist the bodies to their own use, sometimes going so far as to destroy the body to harm the living. On rare occasions, other ghostly undead choose to inhabit such constructs, using the constructs as tools to enact their will in the living world at the cost of many of their natural abilities and defenses.\"]},{\"type\":\"entries\",\"name\":\"Soldiers for Vampires\",\"entries\":[\"Fellforged often seek out greater undead as their masters. Vampires and liches are favorite leaders, but mummies and darakhul also make suitable commanders.\"]},{\"type\":\"entries\",\"name\":\"Grave Speech\",\"entries\":[\"The fellforged's voice is echoing and sepulchral, unnerving most living creatures.\"]},{\"type\":\"inset\",\"name\":\"Fellforged in Midgard\",\"entries\":[\"Dwarves of Grisal canton create fellforged to fight against undead haunts and spirits and melt them down afterwards, destroying wraiths, ghosts, and other incorporeal undead. The fellforged are also sometimes created by the Emerald Order and other cults seeking to give their evil masters a body and a shape with which to rule.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Fellforged.webp\"}}]},{\"name\":\"Fext\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Taut dead skin, adorned entirely with tattooed fish scales, covers this woman's face and hands. She wears scaled armor, sea green like verdigris on copper, and wields a sword swirling with arcane energies. Her pale eyes stare, unblinking}.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Undead Warlock Vassals\",\"entries\":[\"Ancient and powerful beings across the multiverse grant magical knowledge to mortals through dangerous pacts. Those bound to these pacts become warlocks, but the will and force of their patron is borne by more than just those who strike bargains for sorcerous power. A fext is a former warlock who has become wholly dedicated to their patron—mind, body, and soul—and functions as enforcer, bodyguard, and assassin. They are powerful undead slaves to the will of their otherworldly patron.\"]},{\"type\":\"entries\",\"name\":\"Linked to a Master\",\"entries\":[\"Each fext is a unique servant of their patron and exhibits the physical traits of its master. The eyes of every fext are tied directly to their patron's mind, who can see what the fext sees at any time. The fext also possesses a telepathic link to its patron. The process a warlock undergoes to become a fext is horrendous. The warlock is emptied of whatever morality and humanity he or she had as wine from a jug, and the patron imbues the empty vessel with its corruption and unearthly will. Whatever life the fext led before is completely gone. They exist only to serve.\"]},{\"type\":\"entries\",\"name\":\"Outdoing Rivals\",\"entries\":[\"Scholars have debated about how many fext a patron can command. The more powerful and well-established have at least 100, while others have only a handful. Where there is more than one fext, however, they maneuver amongst themselves to curry favor with their powerful patron. Each fext is bound to obey commands, but they attempt to carry out the commands to the detriment of their competitors. Scheming is common and rampant among them, and each fext tries to work without the aid of other fext as much as possible.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Fext.webp\"}}]},{\"name\":\"Feyward Tree\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Dark, bark-like rust encrusts the trunk of this metal tree, and its dull metallic leaves rustle with the sound of sharp metal.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Cold Iron Trees\",\"entries\":[\"These ferrous constructs are cold-forged in a process taking several years, as bits of rust and other oxidation are cultivated one layer at a time into bark and branches. In this way, the artificers create massive, twisted trunks resembling real, gnarled trees. Green-tinged leaves of beaten cold iron are welded in place by the master craftsmen, and trained warmages bring the construct to life through intense magical rituals rumored to take a full turn of seasons.\"]},{\"type\":\"entries\",\"name\":\"Fey Destroyers\",\"entries\":[\"The feyward tree unswervingly obeys the commands of its creators, guarding key points of entry across fey rivers and streams, abandoned sacred groves deep in the forest, suspected faerie rings, or possible elf encampments. Many are released deep in elvish woods with orders to attack any fey on sight. These trees are rarely, if ever, heard from again. Whether they leave a bloody trail of flayed elves in their wake or some fey counter-measure neutralizes them is unknown.\"]},{\"type\":\"entries\",\"name\":\"Growing Numbers\",\"entries\":[\"Each year, the feywardens order the construction and release of a handful of feyward trees, trusting in the destructive nature of the constructs. The feywardens leave nothing to chance, flooding fey forests with the constructs over decades.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Feyward Tree.webp\"}}]},{\"name\":\"Fidele Angel\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i What appears to be a mated pair of birds changes into two bestial celestials that move in perfect harmony.}\",\"Fidele angels form from souls so devoted to each other that their love transcends death.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Friends to Lovers\",\"entries\":[\"Fideles are charged with exhorting mortals to respect the bonds of partnership. They assist lovers facing obstacles and punish the enemies of love. Where there is a conflict between two cultures' laws in love, they prefer the result that keeps lovers together.\"]},{\"type\":\"entries\",\"name\":\"Quiet Diplomats\",\"entries\":[\"They prefer diplomacy to force and, despite the urgency of love, they've been known to live secretly among mortals for years or decades while waging quiet campaigns against social mores and cultural norms that keep love from achieving its full potential.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Fidele Angel.webp\"}}]},{\"name\":\"Firebird\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This proud bird struts like a peacock, made all the more majestic by its flaming fan of feathers, which shift through the color spectrum.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Guides and Helpers\",\"entries\":[\"Firebirds are welcome sights to those in need of warmth and safety. They primarily work at night or in underground areas, where their talents are most needed. Friendly to all creatures, they become aggressive only upon witnessing obviously evil acts. Firebirds enjoy working with good adventuring parties, providing light and healing, though their wanderlust prevents them from staying for long.\"]},{\"type\":\"entries\",\"name\":\"Redeemers\",\"entries\":[\"Firebirds enjoy acting as reformers. They search for creatures they perceive as potential \\\"light bringers,\\\" and they grant boons to such creatures, magically coaxing the creatures into performing good deeds in the hope such acts redeem the creatures.\"]},{\"type\":\"entries\",\"name\":\"Magical Feathers\",\"entries\":[\"Firebird feathers are prized throughout the mortal world, and occasionally, the creatures bestow feathers upon those they favor. Firebirds also seed hidden locations with specialized feathers, which burst into full-grown firebirds after a year. Firebirds live over 100 years.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Firebird.webp\"}}]},{\"name\":\"Firegeist\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Wisps of black smoke and spots of bright flame coalesce into a vaguely humanoid shape.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Elemental Echoes\",\"entries\":[\"When a fire elemental meets its destruction in a particularly humiliating fashion, particularly by humanoids, while summoned away from its home plane, its remains transform into a firegeist. Malevolent and resentful, they exist for revenge.\"]},{\"type\":\"entries\",\"name\":\"Indiscriminate Arsonists\",\"entries\":[\"Firegeists are not adept at telling one humanoid from another, and they are satisfied with burning any similar creature, providing the creature is flammable.\"]},{\"type\":\"entries\",\"name\":\"Brighter Light, Darker Smoke\",\"entries\":[\"A firegeist can shine brightly or be primarily smoky and dark, as it wishes. It always sheds a little light.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Firegeist.webp\"}}]},{\"name\":\"Flab Giant\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This obese, bell-shaped giant is blemished by ulcers, enlarged veins, and fungal rashes. Though it stumbles about on a pair of short, calloused legs, it moves its weight with dangerous potential.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Great Girth\",\"entries\":[\"Whether as a result of a centuries-past curse or a gradual adaptation to an easygoing existence, the flab giant is gigantic in width rather than height and almost comical in its simple life. Too obese to effectively grasp weapons in its chubby fingers, a flab giant uses its great mass to deadly effect, overrunning or grabbing opponents and then sitting on them to crush them to death. Its bulk and hardiness allow it to tolerate the blows of struggling victims until they are fully crushed.\"]},{\"type\":\"entries\",\"name\":\"Efficient Foragers\",\"entries\":[\"Flab giants are the least active of giant types, spending most of their waking hours resting, napping, and sleeping, and only devote a short period each day to listlessly shuffling about, scrounging for food. Because a flab giant can eat practically anything, it doesn't have to roam far to find enough food to sustain its bulk, and only devote a short period each day to listlessly shuffling about, scrounging for food. Because a flab giant can eat practically anything, it doesn't have to roam far to find enough food to sustain its bulk, and it is rarely found far from its crude lair\"]},{\"type\":\"entries\",\"name\":\"Knotted Skins\",\"entries\":[\"Flab giants wear only scraps of clothing made of loosely knotted skins, leaving most of their stretch-marked and discolored skin exposed. Favored pelts include bear and human. A flab giant stands eight to ten feet tall and weighs 2,000 to 2,500 pounds.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Flab Giant.webp\"}}]},{\"name\":\"Flame Dragon Wyrmling\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The dragon bears black scales, more charred than naturally colored. Cracks between the scales glow a dull red, until the dragon rears its head and roars. Red embers become bright orange flames as the creature lights up from tail to maw}.Flame dragons are capricious creatures, fascinated by dark emotions and destructive passions. The dragons of eternal fire are proud and jealous, quick to anger, and utterly unforgiving. They bring total ruin to entire civilizations for trivial reasons, but their true motivation is the fun to be had. These burning serpents treat rage, deceit, and despair as toys for their amusement. \\\"May you be the fire's plaything\\\" is a curse often used by the foolish.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Taunting Others\",\"entries\":[\"The hot-blooded creatures tease their victims like cats, seeing the world and all within it as their rightful prey. Young flame dragons are less subtle than their elders. Wyrmlings may force a woman to watch her family die or ruin a beautiful face for pleasure—direct and evil. As the dragon matures, this natural sadism develops into a desire for more complicated sport. Aging dragons of fire use politics, murder, and magic in elaborate schemes only their ilk can appreciate. Many create plots so intricate and layered that they lack a true resolution, creating only endless manipulation. A hero might foil an assassination only to see the king thus saved become a despot. She might defeat the vizier whispering lies in the ruler's ear only to discover he was a pawn in a vast conspiracy. Dark ambitions, poisoned daggers, and old vendettas build such momentum that one scheme begins each time another ends. Often, even killing the draconic mastermind cannot extinguish the fires it started.\"]},{\"type\":\"entries\",\"name\":\"Malevolent Purpose\",\"entries\":[\"The results of a flame dragon's schemes are secondary to the enjoyment it derives from pursuing a nebulous and ever-changing goal. Some flame dragons spend centuries torturing a family line for nothing more than trespassing on the dragon's land. Others plot eternal curses after twisting poorly chosen words into dire insults. The vengeance itself is secondary to an excuse for hate, plot, and ruin. Flame dragons relish such opportunities for revenge. Each is a delightful hobby. Any disruption in their game kindles a terrible rage, and in these rare moments of defeat, their anger can be catastrophic. Entire cities burn.\"]},{\"type\":\"entries\",\"name\":\"Fond of Souvenirs\",\"entries\":[\"Flame dragons are as materialistic and territorial as other true dragons. Each pursues an individual obsession it fixates upon with mad devotion to fill its hoard. Some corrupt innocence, others push nations to war, but they always collect a memento for each victory, petty or grand. One might collect scorched skulls, while another saves the melted treasures of toppled empires. When not out sowing discord, the ancient flame dragons enjoy contemplating their hoards. Every piece reminds them of their own majesty and genius.\"]},{\"type\":\"entries\",\"name\":\"Vengeful Brethren\",\"entries\":[\"Nothing is safe from a flame dragon's scheming and narcissism. They crave absolute attention and constant reassurance. Anyone who humiliates a flame dragon would be wiser to kill it. Its survival ensures the dragon's undivided attention for generations. Wiser still, is to remove all trace of involvement in a flame dragon's death. All burning serpents see the murder of one of their kin as the gravest insult.\"]}]}]}]},{\"name\":\"Flutterflesh\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This mass of fused corpses resembles a butterfly with wings of skin, limbs of bone, and a head formed of several different skulls. The dark magic that formed this abomination swirls around it hungrily.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Bound by Necromancy\",\"entries\":[\"Flutterfleshes are created in terrible necromantic rituals. Cultists gather in the name of a dark god, powerful lich, or crazed madman, and forever bind themselves body and soul into a single evil being. Flutterfleshes take recently severed limbs and fuse these new pieces to themselves in accordance with some unknowable aesthetic.\"]},{\"type\":\"entries\",\"name\":\"Dilemma of Flesh\",\"entries\":[\"The most horrifying thing about a flutterflesh, however, is its devious nature. A flutterflesh offers its prey the choice to either die or lose a limb. If it accepts the limb, the flutterflesh then leaves the victim alone. One can always tell where a flutterflesh resides because so many of the locals are missing appendages.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Flutterflesh.webp\"}}]},{\"name\":\"Folk of Leng\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This person has goatlike legs, small horns partially hidden beneath a hood, and a mouth full of rows of serrated teeth. Its clothes are a mixture of heavy leathers and bright silks.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Dimensional Merchants\",\"entries\":[\"The folk of Leng are interplanar merchants and avid slavers, trading silks, rubies, and the magicinfused stones of Leng for humanoid slaves. They sail between worlds in peculiar ships with split, lateen-rigged masts and rigging that howls like the damned in high winds. They are said to befriend Void dragons, heralds of darkness, and other servants of the Void.\"]},{\"type\":\"entries\",\"name\":\"A High Plateau\",\"entries\":[\"Leng is a forbidding plateau surrounded by hills and peaks. Its cities are places which some claim have fallen into ruin, and which others claim to have visited in living memory.\"]},{\"type\":\"entries\",\"name\":\"Love of Nets\",\"entries\":[\"When in combat, the folk of Leng use nets woven from silk taken from their enemies, the spiders of Leng.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Folk of Leng.webp\"}}]},{\"name\":\"Forest Marauder\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A relatively diminutive giant stalks beneath the forest's dark canopy, large spear in hand.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Painted Skin\",\"entries\":[\"Roughly the size and shape of an ogre, the forest marauder is covered in paint or colored mud. An exaggerated brow ridge juts out over close-set eyes, and corded muscle stands out all over the giant.\"]},{\"type\":\"entries\",\"name\":\"Keep to the Wilderness\",\"entries\":[\"Cruel and savage when encountered, the forest marauders' demeanor has worked against them, and they have nearly been driven to extinction in places where they can be easily tracked. They have since learned to raid far from their hidden homes, leading to sightings in unexpected places.\"]},{\"type\":\"entries\",\"name\":\"Orc Friends\",\"entries\":[\"Forest marauders get along well with orcs and goblins, who appreciate their brute strength and their skill at night raids.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Forest Marauder.webp\"}}]},{\"name\":\"Fraughashar\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This slight creature resembles a goblin, but its blue skin and the icicles hanging from the tip of its long nose speak to the chilling truth.}\",\"The fraughashar are a race of short, tricky, cruel fey who inhabit cold mountainous regions. Fraughashar have light blue skin, short pointed ears, and needlelike teeth. Delighting in mayhem, they always seem to have devilish grins on their faces.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Sacred Rivers\",\"entries\":[\"The fraughashar view cold rivers and river gorges as sacred places in which their wicked god Fraugh dwells, and they likewise revere the snowy peaks where the Snow Queen holds sway. They are fiercely protective of their territory, and their easy mobility over frozen and rocky terrain lets them make short work of intruders.\"]},{\"type\":\"entries\",\"name\":\"Chilling Tales\",\"entries\":[\"The origin of the strange and deadly fraughashar is unclear. Some druidic legends claim the fraughashar were born out of a winter so cold and cruel that the spirits of the river itself froze. Bardic tales claim that the fraughashar are a tribe of corrupted goblins, and that they were permanently disfigured during a botched attempt at summoning an ice devil. Whatever the truth of their beginnings, the fraughashar are cruel and merciless. They kill anyone who enters their land.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Fraughashar.webp\"}}]},{\"name\":\"Frostveil\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i \\\"They took the sled dogs first, and later the seal-skinner set to guard them. We'd hear a confused, muffled cry in the wind and then we'd find them—a raven harvest, cold and stiff on the ice. Next time, we hid ourselves and watched, and we saw them floating through the air like kites. A wisp of blowing snow that never dispersed, a billowing, snowflake sail moving with sinister purpose. The 'cloak of death' our guide called it.\\\"}\",\"Whipped through the air by snowstorms and resembling a spider's web dangling with delicate ice crystals, these silently gliding, beautiful killers are semi-sentient plants adapted to the merciless cold of the north.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Cloak of Death\",\"entries\":[\"Flat nodes shaped like large snowflakes connect the frostveil's netlike body and trailing tails of transparent fibers. Gossamer tendrils stream behind and between the flying snowflakes, ready to grab and entangle any warm-blooded creature the frostveil detects.\"]},{\"type\":\"entries\",\"name\":\"Seek Warmth\",\"entries\":[\"Each starlike node contains crude sensory organs, able to detect warmth as meager as a living creature's breath and steer the gliding web toward it.\"]},{\"type\":\"entries\",\"name\":\"Spirit Spores\",\"entries\":[\"Northern shamans say the dance of the frostveils is beautiful when lit by the northern lights and a powerful omen. With great care, shamans sometimes harvest frostveils for their frozen spore-shards, which grant potent visions of the spirit world when melted on the tongue.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Frostveil.webp\"}}]},{\"name\":\"Garroter Crab\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This blue-black freshwater crab scuttles through the mud by the stream, searching for prey.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Strangling Claws\",\"entries\":[\"Garroter crabs are named for their abnormal right claws, which have evolved over time to strangle prey like a barbed whip. This long whip-claw is lined with powerful muscles and joints at the beginning, middle, and end that give it great flexibility.\"]},{\"type\":\"entries\",\"name\":\"Clacking Hordes\",\"entries\":[\"During mating season, thousands of garroter crabs congregate in remote riverbanks and marshes, and the males whip their shells with a loud clacking sound to attract mates. Familiar with the sound, locals avoid the rivers and streams near their homes during such times.\"]},{\"type\":\"entries\",\"name\":\"Tasty Predators\",\"entries\":[\"Garroter crabs prey on rodents, cats, and other small animals caught by the riverbank. Considered a delicacy by many, fishing communities near colonies of garroter crabs often have a few skilled fishers capable of bringing in the dangerous crabs.\"]},{\"type\":\"entries\",\"name\":\"Unknowing Diviners\",\"entries\":[\"Garroter crabs are touched by minor divination power that typically triggers when the crabs attack humanoids, though some humanoids have found ways to prepare the crabs' remains to create the same effect. Because of this peculiar ability, scholars speculate the crabs were created long ago as tools of divination or were gifted by some longforgotten deity of fate to its followers.\"]},{\"type\":\"inset\",\"name\":\"Garroter Crabs in Midgard\",\"entries\":[\"Common to the Argent upriver from the Free City of Zobeck, garroter crabs are used by the Kariv and crab diviners in their divinations. The Kariv treat the crabs as sacred creatures and never eat them. However, local Zobeckers hold no such notions and find them quite delectable. Much larger garroter crabs exist, and the Kariv believe these incredibly rare crabs can be used to shape the future, as well as divine it.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Garroter Crab.webp\"}}]},{\"name\":\"Gbahali\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This large reptile has dagger-like teeth and a scaly hide of shifting colors.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Chameleon Crocodiles\",\"entries\":[\"While distantly related to crocodiles, gbahali have adapted to life away from the water. To make up for the lack of cover, gbahali developed hides that shift to match their environments. Gbahali hide changes color to match its surroundings so perfectly that it becomes nearly invisible. Any lonely rock on the grassland might be a gbahali waiting along a trail, caravan route, or watering hole. Their thick hide can be made into hide or leather armor, and with the proper alchemical techniques it retains some of its color-shifting properties.\"]},{\"type\":\"entries\",\"name\":\"Strong Hunters\",\"entries\":[\"Gbahalis are powerful predators, challenged only by rivals too large for a gbahali to take down or by predators that hunt in packs and prides, such as lions and gnolls. Gbahalis live solitary lives except during the fall, when males seek out females in their territory. Females lay eggs in the spring and guard the nest until the eggs hatch, but the young gbahali are abandoned to their own devices. Killing an adult gbahali is a sign of bravery and skill for many plains hunters.\"]},{\"type\":\"entries\",\"name\":\"Sentries and Stragglers\",\"entries\":[\"In combat, a gbahali relies on its camouflaging hide to ambush prey. It may wait quietly for hours, but its speed and stealth mean it strikes quickly, especially against weak or solitary prey. Its onslaught is strong enough to scatter a herd and leave behind the slowest for the gbahali to bring down.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Gbahali.webp\"}}]},{\"name\":\"Gearforged Templar\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The bronze and mithral figure advances with heavy movements. Its eye lenses glare a golden hue, and gears click when it swings its greatsword.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Mechanical Champion\",\"entries\":[\"An intricate construction of bronze, steel, copper, and mithral, the gearforged templar is an imposing sight. A humanoid spirit contained in a soulgem animates the heavy body of gears and springs. Gearforged are relatively rare, and the templar is a paragon among them.\"]},{\"type\":\"entries\",\"name\":\"Tireless Defender\",\"entries\":[\"The gearforged templar is relentless in pursuit of its duty. More so than other gearforged, the templar becomes fixed on its charge to the exclusion of distractions and even magical coercion. Gearforged templars serve as commanders of military or guard units, bodyguards for important individuals, or personal champions for nobility.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Gearforged Templar.webp\"}}]},{\"name\":\"Gerridae\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This large water-striding insect resembles a strange cross between a camel and a wingless, long-legged locust. A large hollow in the small of its back holds enough space for a rider.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Elvish Water Steeds\",\"entries\":[\"Known by their Elvish name, these large fey water striders were enchanted and bred by the elves in ages past, when their explorers roamed the world. Elven mages started with normal water striders and—through elaborate magical procedures and complex cross-breeding programs—transformed the mundane water striders into large, docile mounts. They can cross large bodies of water quickly while carrying a humanoid rider, even in windy conditions.\"]},{\"type\":\"entries\",\"name\":\"Fond of Sweet Scents\",\"entries\":[\"Gerridae can sometimes be distracted by appealing scents, such as from apple blossoms or fresh hay. They are also fond of raw duck and swan.\"]},{\"type\":\"inset\",\"name\":\"Gerridae in Midgard\",\"entries\":[\"Since the elven retreat from Midgard almost 500 years ago, many of the gerridae have gone feral, and while normally shy and docile, they can attack in furious swarms if hunted or surprised in their claimed territories. Some enterprising elfmarked Barsellan pirates have domesticated them and use the water striders as chasers and boarding craft when taking on Bemmean and Septime ships.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Gerridae.webp\"}}]},{\"name\":\"Ghost Knight\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The skeleton's armor creaks as its decaying mount shifts and emits a ghostly whinny. The skeleton sets its lance, skulls dangling from the hilt, and charges.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Servants Beyond Death\",\"entries\":[\"Some orders of knighthood require service after death; ghost knights are one such group. Both the willing and the conscripts enter the order as living men and women, and those who serve bravely and loyally for five years or more are \\\"raised up\\\" into the ranks of the undead by their undead lords, becoming fully-fledged ghost knights.\"]},{\"type\":\"entries\",\"name\":\"Undead Mounts\",\"entries\":[\"To advance through the ranks of the order, the ghost knight accepts the blessing of undeath, which extends to its mount. Riding an undead warhorse (use the statistics of a warhorse skeleton), the ghost knight is a dangerous foe, spearing enemies with its lance and trampling foes under its mount's hooves.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Ghost Knight.webp\"}}]},{\"name\":\"Ghostwalk Spider\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A pasty-white spider the size of a horse slinks through the shadows. It fades from sight with a ghostly blue shimmer.}\",\"Ghostwalk spiders are malevolent hunters that sprang from misguided experiments on phase spiders. They are spindly, emaciated things all but devoid of color. The spider is 8 feet in diameter (including legs) and weighs 500 pounds.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Phantom Webs\",\"entries\":[\"Ghostwalk spiders spin ephemeral webs in secluded areas. They spend most of their time stalking prey to paralyze and drag back to their phantom web. As long as these remains lie tangled in ghostly webs, they go unnoticed by most creatures, but the spiders eventually cast old kills aside. Adventurers are wise to fear empty caves containing unexplained, desiccated remains.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Ghostwalk Spider.webp\"}}]},{\"name\":\"Giant Ant\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Several pony-sized ants swarm around an ant the size of a draft horse, clacking their serrated mandibles and threatening with their stingers.}\",\"Giant ants look much like a normal ant with six legs, a waspish segmented body, and large antenna. Their hides are covered in thick chitin, and they have large, serrated mandibles flanking their mouths and stingers on their tails. These stingers are the size of a shortsword, and they're capable of stabbing and poisoning a human to death.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Colony Defenders\",\"entries\":[\"Giant ants form colonies under the control of a queen much like their normal-sized cousins. Sterile females form castes with the workers building the nest and caring for larvae. Queens and male drones rarely leave the colony. Soldiers defend the colony and forage for food.\"]},{\"type\":\"entries\",\"name\":\"Carry Prey Home\",\"entries\":[\"Giant ants are both predators and scavengers, working in organized groups to bring down large prey and carry it back to the nest. Giant ants tend to ignore animals away from the colony when not foraging for food, but they quickly move to overwhelm prey when hungry or threatened. A giant ant stands nearly four feet tall and weighs 400 pounds, while a giant ant queen is over five feet tall and weighs 900 pounds. Giant ants communicate with each other primarily with pheromones but also use sound and touch.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Giant Ant.webp\"}}]},{\"name\":\"Giant Ant Queen\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Several pony-sized ants swarm around an ant the size of a draft horse, clacking their serrated mandibles and threatening with their stingers.}\",\"Giant ants look much like a normal ant with six legs, a waspish segmented body, and large antenna. Their hides are covered in thick chitin, and they have large, serrated mandibles flanking their mouths and stingers on their tails. These stingers are the size of a shortsword, and they're capable of stabbing and poisoning a human to death.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Colony Defenders\",\"entries\":[\"Giant ants form colonies under the control of a queen much like their normal-sized cousins. Sterile females form castes with the workers building the nest and caring for larvae. Queens and male drones rarely leave the colony. Soldiers defend the colony and forage for food.\"]},{\"type\":\"entries\",\"name\":\"Carry Prey Home\",\"entries\":[\"Giant ants are both predators and scavengers, working in organized groups to bring down large prey and carry it back to the nest. Giant ants tend to ignore animals away from the colony when not foraging for food, but they quickly move to overwhelm prey when hungry or threatened. A giant ant stands nearly four feet tall and weighs 400 pounds, while a giant ant queen is over five feet tall and weighs 900 pounds. Giant ants communicate with each other primarily with pheromones but also use sound and touch.\"]}]}]}]},{\"name\":\"Gilded Devil\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This tall, bronze-complexioned man is abnormally long-limbed and clad in armor of stained and battered coins. His wiry frame is festooned with mismatched bracelets, rings, and necklaces, each gaudier than the last.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Servants of Mammon\",\"entries\":[\"Rarely seen in their natural form outside of Hell, gilded devils are the servitors of the devil‑god Mammon, Lord of Greed. They tempt and corrupt with promises of wealth and power, twisting mortal greed into sure damnation.\"]},{\"type\":\"entries\",\"name\":\"Impression of Wisdom\",\"entries\":[\"When pursuing a mortal of high standing, gilded devils prefer unassuming appearances, molding their flesh and gaudy trappings to make themselves look the parts of wise advisers, canny merchants, or sly confidants. Even in their humblest form, gilded devils always wear a piece of golden jewelry or a jeweled button or ornament.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Gilded Devil.webp\"}}]},{\"name\":\"Glass Gator\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A near-transparent crocodilian creature leaps from the water, the remnants of its last meal still visible in its transparent gut.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Strange Anatomy\",\"entries\":[\"The body of a glass gator is most similar to a centipede, but with four oversized forelimbs and a more distinct head. Once the glass gator gets hold of prey, it wraps its body around the victim and squeezes, like a constrictor snake. Unlike a serpent, however, which uses powerful muscles to crush and suffocate its prey, the glass gator is only trying to bring its underbelly into contact with the prey. The glass gator's belly is lined with hundreds of stingers that deliver a virulent nerve toxin.\"]},{\"type\":\"entries\",\"name\":\"Transparency\",\"entries\":[\"The glass gator's transparency isn't total. Its digestive tract usually is visible, especially for a few hours after it eats. The creature sometimes uses this limited visibility as bait, making itself appear as a wriggling snake or eel. It is most vulnerable just after eating, when it's lethargic.\"]},{\"type\":\"entries\",\"name\":\"Larval Form\",\"entries\":[\"Subterranean variants—including some with bioluminescence—have been reported in caverns. It's been postulated that the glass gator may be the larval form of a larger creature, but what that larger creature might be is unknown.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Glass Gator.webp\"}}]},{\"name\":\"Gnarljak\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A bear trap springs to clacking life, ready to tear flesh.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Hopping Motion\",\"entries\":[\"All steel and springs, a gnarljak is easily mistaken for a simple bear trap when lying dormant. But once it starts hopping in pursuit of a target, it reveals its animated nature and its only motivation: destruction of living things.\"]},{\"type\":\"entries\",\"name\":\"Endless Snapping\",\"entries\":[\"Gnarljaks are mindless. They do not grow tired. They exist only to pull creatures to the ground and chew through them, then turn around and chew through them again.\"]},{\"type\":\"entries\",\"name\":\"Defensive Traps\",\"entries\":[\"Some try to use gnarljaks to guard treasures or booby-trap approaches to important locations, but their indiscriminate biting makes them quite dangerous to their owners as well. Certain monsters, such as redcaps and shadow fey, use gnarljaks with some regularity, and gnomes are very fond of making them part of a standard tunnel defense.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Gnarljak.webp\"}}]},{\"name\":\"Gnoll Havoc Runner\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A sprinting gnoll laughs as it runs, axe held high and flashing in the sun.}\",\"With the bristly mane and spotted fur characteristic of all gnolls, havoc runners blend into their tribe. Only the canny glint in the eyes hints at the deadly difference before the havoc runner explodes into violence.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Blinding Raids\",\"entries\":[\"Havoc runners are scouring storms across the trade routes that crisscross the tribe's territory. Like all gnolls, they are deadly in battle. Havoc runners incorporate another quality that makes them the envy of many raiders: they can tell at a glance which pieces of loot from a laden camel or wagon are the most valuable, without spending time rummaging, weighing, or evaluating. Their ability to strike into a caravan, seize the best items, and withdraw quickly is unparalleled.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Gnoll Havoc Runner.webp\"}}]},{\"name\":\"Goat-Man\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This hunched, man-like figure lurches with a strange, half-hopping gait. Tattered clothing hangs from its muscled shoulders, and its legs are those of a ram, ending in cloven hooves.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Trespassers on the Rites\",\"entries\":[\"The first of the goat-men was the victim of a powerful curse intended to punish him for spying on magical rites exclusive to the women of his tribe. Admiring the grotesque result, the Black Goat of the Woods With a Thousand Young adopted him as its servant, and ensured that all who committed the same taboo fell to the same curse, and thus into the Black Goat's service.\"]},{\"type\":\"entries\",\"name\":\"Bleating Speech\",\"entries\":[\"A goat-man's head is tusked, adorned with curling ram's horns, and its beard often drips with gore. Rows of transparent, needle-like, malformed teeth fill its mouth, making clear speech impossible for goat-men.\"]},{\"type\":\"entries\",\"name\":\"Serve Foul Cults\",\"entries\":[\"Cultists of Shub-Niggurath or the Black Goat in good standing are sometimes granted the services of a goat-man. The creatures guard ritual sites, visit settlements to capture or purchase suitable sacrifices, and perform certain unspeakable acts with cult members to call forth ritual magic.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Goat-Man.webp\"}}]},{\"name\":\"Gray Thirster\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This dried-out body of a long dead traveler is still clad in the tattered remains of its clothes. Its skin, as dry as parchment, clings to its bones, and a hoarse moaning emanates from its dry, cracked lips.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Thirsting Undead\",\"entries\":[\"The greatest danger to people traversing badlands and deserts is thirst, and even the best prepared can find themselves without water. The lucky ones die quickly, while those less fortunate linger in sun-addled torment for days. These souls sometimes rise from the sand as gray thirsters, driven to inflict the torment they suffered upon other travelers.\"]},{\"type\":\"entries\",\"name\":\"Destroy Wells and Oases\",\"entries\":[\"Gray thirsters destroy or foul sources of water and often lurk near such sources to ambush those seeking clean water.\"]},{\"type\":\"entries\",\"name\":\"Thirsting Caravan\",\"entries\":[\"Though they hunt alone, in at least one case an entire caravan died of thirst and rose again as gray thirsters. Called the dust caravan, it prowls the deep desert accompanied by skin-changing gnolls, shrieking ghouls, and a mummy lord, building a strange, nomadic army.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Gray Thirster.webp\"}}]},{\"name\":\"Greater Death Butterfly Swarm\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Enormous clouds of orange and green butterflies add a reek of putrefaction to the air, stirred by the flapping of delicate wings.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Demon-Haunted\",\"entries\":[\"A death butterfly swarm results when a rare breed of carrion-eating butterfly, drawn en masse to the stench of decay, feeds on the corpse of a fiend, demon, or similar creature.\"]},{\"type\":\"entries\",\"name\":\"Dizzying and Poisonous\",\"entries\":[\"The colorful, chaotic flapping of the insects' wings blinds and staggers those in its path, allowing the swarm to necrotize flesh from those it overruns. Attracted to rotting material, the swarm spreads a fast-acting, poison on its victims, creating carrion it can feed on immediately.\"]},{\"type\":\"entries\",\"name\":\"Devour the Undead\",\"entries\":[\"Undead creatures are not immune to a death butterfly swarm's poison. A swarm can rot an undead creature's animating energies as easily as those of the living. Given the choice between an undead and living creature, a death butterfly swarm always attacks the undead, finding ghouls and vampires particularly appealing. Some good-aligned forces regard summoning these swarms as a necessary evil.\"]}]}]}]},{\"name\":\"Greyfur\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This furred humanoid glides silently through the canopy of trees, gripping a blowgun. It observes visitors cautiously with two intelligent, bulbous eyes.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Jungle Rulers\",\"entries\":[\"These small, squirrel-like humanoids live in reclusive societies deep in the jungle. They are omnivorous gliders, subsisting on fruits and roots, insects and larvae, bird and snake eggs, and birds and small mammals. They sometimes barter with other humanoids for metal and forged items, but they prefer to rely on the forest for most of their needs.\"]},{\"type\":\"entries\",\"name\":\"Greyfur Elders\",\"entries\":[\"Greyfurs are the eldest and most revered lemurfolk, as much as 80 years old. Their age can be estimated by the graying of their fur, but they don't track the years. Greyfurs are cunning individuals and command the arcane arts, though they rarely pursue the art of necromancy—a strong taboo prohibits them from interacting with the dead. A typical lemurfolk stands 2 feet tall and weighs 30 pounds.\"]}]}]}]},{\"name\":\"Grim Jester\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A skeletal cadaver bedecked in the motley attire of a fool capers about while making jokes that mock mortality.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Amusing Death\",\"entries\":[\"When a jester on its deathbed moves an evil death god to laughter, the fool sometimes gains a reprieve as a grim jester. Their purpose is to bring an end to mortal lives in a gruesome, comic, and absurd manner. As long as such jesters keep the death god amused, their continued unlife is assured.\"]},{\"type\":\"entries\",\"name\":\"Grisly Humor\",\"entries\":[\"A grim jester's jokes are not funny to their victims, but they offer a grim finality in combat. A killing joke might be absurd or sheer braggadocio, while others might be high-flown. Grim jesters are famous for grim, bitter mockery, but such humor rarely entertains mortals.\"]},{\"type\":\"entries\",\"name\":\"Randomness\",\"entries\":[\"Grim jesters enjoy randomness and often get their hands on wands of wonder and scrolls of chaos magic. Beware the grim jester with a deck of many things—they are quite talented in pulling cards whose magic then applies to foes and spectators.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Grim Jester.webp\"}}]},{\"name\":\"Gug\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The giant, four-armed, two-legged creature steps forward, long claws extended. A large toothy mouth splits its torso from shoulders to navel.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Underworld Godlings\",\"entries\":[\"Gugs are giants of the underworld that enjoy smashing and devouring lesser creatures. Their burbling and grunting speech displays a surprising and malign intelligence to those who can understand it. Gugs are occasionally worshipped by tribes of derro, and their strange underworld cities are filled with esoteric monoliths and constructs.\"]},{\"type\":\"entries\",\"name\":\"Nocturnal Raiders\",\"entries\":[\"While gugs were banished into the underworld by forgotten gods long ago, they regularly flout this prohibition by raiding the surface by night. They also spend much time in the Ethereal Plane, and some gug spellcasters travel the planes with entourages of fext or noctiny.\"]},{\"type\":\"entries\",\"name\":\"Prey on Ghouls\",\"entries\":[\"Gugs devour ghouls and darakhul as their preferred food. When these are not available, they seem to prefer carrion and particular varieties of psychotropic mushrooms, as well as something that is best described as candied bats.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Gug.webp\"}}]},{\"name\":\"Gypsosphinx\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i With black wings and a body pale as alabaster, the vulture-beaked sphinx is a striking figure.}\",\"As powerful servants of the gods of death and the desert, the gypsosphinx's riddles and obsessions all hinge on death and carrion. Their eyes can spot prey miles away, and the distance they climb into the sky hides their enormous size. The pale gypsosphinx shines in the desert sun and stands out in underground tombs and caverns, yet it can conceal itself when it flies in moonlit clouds. Gypsosphinxes are found anywhere bodies are buried or left to rot, and they harvest corpses from battlefields of warring desert tribes.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Gossips and Riddlers\",\"entries\":[\"Gypsosphinxes converse with intelligent undead, priests of death gods, and with other sphinxes, but they rarely gather among their own kind. They guard their territory jealously, typically claiming a necropolis as the heart of their region. Like all sphinxes, gypsosphinxes enjoy riddles. They rely on magic to solve challenging riddles they can't solve on their own.\"]},{\"type\":\"entries\",\"name\":\"Night Flyers\",\"entries\":[\"Gypsosphinxes are gifted fliers capable of diving steeply from the night sky to snatch carrion or a sleeping camel. The stroke of midnight has a special but unknown significance for them.\"]},{\"type\":\"entries\",\"name\":\"Foretell Doom\",\"entries\":[\"Occasionally, a paranoid noble seeks out a gypsosphinx and entreats the creature to reveal the time and place of his or her death, hoping to cheat fate. A gypsosphinx demands a high price for such a service, including payment in corpses of humans, unusual creatures, or near-extinct species. Even if paid, the gypsosphinx rarely honors its side of the bargain; instead, it turns its death magic against the supplicant, bringing about his or her death then and there.\"]},{\"type\":\"inset\",\"name\":\"Gypsosphinx Temples and Riddles\",\"entries\":[\"Accompanied by flocks of vultures and often served by packs of gnolls, ogres, and hyenas, gypsosphinxes living in deserts, plains, hills, and even mountainous terrain often acquire a large number of followers and would-be helpers. This eventually leads a gypsosphinx to anger, as it requires some solitude and peace, and (depending on its mood) it either abandons its entourage or turns them into a hearty meal. In either case, survivors sometimes tell the tale of the creature's wrath, discouraging others from following a gypsosphinx in search of wisdom.\",\"Gypsosphinx temples are another matter; there the sphinx is served by an order of priests who understand its hunger, entertain it with discussions of philosophy, butchery, and gossip, and know when to withdraw and leave their patron to silent contemplation. Such temples are often quite rich, as the gypsosphinx at its heart demands its priests live well, the better to reflect its own importance and status.\",{\"type\":\"entries\",\"name\":\"11 Riddles\",\"entries\":[\"The best riddles are ones you create yourself. However, here are a few easy and a few more difficult ones for a gypsosphinx.\",{\"type\":\"list\",\"items\":[\"It is light as a feather yet no one can hold it for long. What is it? (Breath)\",\"I live where there is light, but I die if it shines on me. What am I? (A shadow)\",\"Always smiles or maybe frowns, sinks in water, never drowns. Catches prey on its barbed teeth, hunts all day but never eats. (A fishhook)\",\"I have rivers without water, forests without trees, mountains without stones, cities without houses. What am I? (A map)\",\"Soft as velvet, can't be touched, hides the world, but isn't much. (Darkness/night)\",\"I have a tail and a head but no body. What am I? (A coin)\",\"What should you add to a barrel of ale to make it lighter? (A hole)\",\"Round as an apple, deep as a cup, all the king's horses can't pull me up. What am I? (A well)\",\"I am open when I'm closed and closed when I'm open. (A drawbridge)\",\"Born of the earth, strengthened in fire, I sit on high, a master of water. (A roof tile)\",\"Unwelcome, difficult, precious, and rare. What am I? (The truth)\"]}]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Gypsosphinx.webp\"}}]},{\"name\":\"Haugbui\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A thick swirl of dust rises, settles, and forms the vague outline of a human—two points of yellow light shine where its eyes should be, staring malevolently.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Mound Haunter\",\"entries\":[\"A haugbui is an undead spirit tied to its burial mound or barrow. It serves as a familiar, protective spirit to nearby farmsteads or villages, so long as tribute is regularly paid to the haugbui. Traditional offerings may include pouring the first beer from a barrel, leaving portions of meals out overnight, sacrificing blood or livestock, or burying a portion of any income in the mound. A freshly-woken haugbui devours the remains of creatures it was buried with, such as a hawk, hound, or horse.\"]},{\"type\":\"entries\",\"name\":\"Milder Spirits\",\"entries\":[\"Haugbuis are similar to vættir but much older. They are more humble and less prone to taking umbrage, and indeed, a great many haugbui have long since forgotten their own names. They are not quick to spill blood when irritated and thus are viewed with greater tolerance by the living.\"]},{\"type\":\"entries\",\"name\":\"Scrye and Watch\",\"entries\":[\"Haugbuis prefer to watch over their people from within their mound, and only come forth over the most grievous insults or injuries. They can do a great deal from within their mounds thanks to their scrying ability.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Haugbui.webp\"}}]},{\"name\":\"Herald of Blood\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The giant has bruised, purple skin and wart-like blood blisters that deform its features. It wears cowled robes, and its staff is ebony and mithral embedded with precious stones.}\",\"As powerful sorcerers and blood mages, heralds of blood are without peer. They enjoy enslaving ogres and giants whenever possible, though they make do with lesser slaves when they must.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Dark Prophets\",\"entries\":[\"Their stirring speeches proclaim that the end times are fast approaching and that all must prepare for a bloody reckoning. Their charismatic preaching serves various elder earthly gods, who demand blood sacrifices, and dark druid orders devoted to hunting and murdering innocents. They have the power to grant strength, lust, and vitality—or to wither those who cross them.\"]},{\"type\":\"entries\",\"name\":\"Blood Magic Vortexes\",\"entries\":[\"Beneath their giant-like veneer, heralds of blood are swirling vortexes of blood, bone, and raw magical power. They feed on ley line magic and the black blood of the earth as much as on flesh and blood.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Herald of Blood.webp\"}}]},{\"name\":\"Herald of Darkness\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A tall and beautiful fiend, this creature resembles a dark-haired fey wearing a cloak and armor glittering with dark light.}\",\"Heralds of darkness speak in fluid tones and sing with the voices of angels, but their hearts are foul and treacherous.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Vision of Evil\",\"entries\":[\"Heralds of darkness can take on another appearance entirely, disappearing into insubstantial shadows and unveiling an evil majestic form that leaves those who see it shaken and weak—and often blind. Speaking of this form is difficult, but poets and bards trying to describe it have said it resembles an apocalyptic horror built of chained souls and the slow death of innocents carried along in a glacial river, rushing to an inevitable doom.\"]},{\"type\":\"entries\",\"name\":\"Sword and Cloak\",\"entries\":[\"The black sword and star-scattered cloak of a herald of darkness are part of its magical substance and cannot be parted from it. Some believe the cloak and blade are true visions of its body, and that the smiling face and pleasing form are entirely illusory.\"]},{\"type\":\"entries\",\"name\":\"Corruptors of the Fey\",\"entries\":[\"Heralds of darkness are companions and sometimes masters to the shadow fey. They seek to draw many others into their orbit with wild promises of great power, debauchery, and other delights. They are rivals to the heralds of blood and bitter foes to all angels of light.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Herald of Darkness.webp\"}}]},{\"name\":\"Hoard Golem\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A pile of gold, jewelry, and weapons rises on its own like a tidal wave of riches, with a cold and determined face.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Dragon Fears Made Real\",\"entries\":[\"Hoard golems were born from the paranoia of dragons. Despite their great physical and intellectual power, dragons are always suspicious of any creature willing to work for them. The first hoard golem was created when a dragon realized that there could be no guardian more trustworthy with its hoard than the hoard itself. Since then, the secret of hoard golem construction has emerged, and rich nobles have followed suit, enchanting their wealth to defend itself from thieves.\"]},{\"type\":\"entries\",\"name\":\"Patient Homebodies\",\"entries\":[\"As constructs, hoard golems are mindless, lying in wait for anyone other than their creator to come within striking distance. In the case of evil dragons, this may include the wyrmlings of dragon parents looking to establish dominance in the family. Hoard golems fight to the death, but they rarely leave the rooms they inhabit for fear that clever treasure hunters might trick the hoard into walking itself right out of the owner's den.\"]},{\"type\":\"entries\",\"name\":\"Silent and Wealthy\",\"entries\":[\"Hoard golems cannot speak. A hoard golem is 25 feet tall and weighs 20,000 pounds. A hoard golem's body is composed of items—copper, silver, gold, works of art, armor, weapons, and magical items—worth at least 5,000 gp\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Hoard Golem.webp\"}}]},{\"name\":\"Horakh\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Resembling a cave cricket the size of a dog, this beast's black, chitinous thorax is topped by a translucent digestive sac. Halfdigested eyeballs of various sizes and colors float in the sac.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Leaping Claws\",\"entries\":[\"Insectoid killing machines with a penchant for consuming their victim's eyes, the bloodthirsty horakhs travel in small packs and make lightning-fast attacks against the weak or vulnerable. Their powerful rear legs enable enormous bounding leaps, while the sharp hooks at the end of their powerful claws help them to climb and latch onto prey. Heads dominated by scooped mandibles can shoot forward like pistons, shearing meat from bone.\"]},{\"type\":\"entries\",\"name\":\"Leaping Screech\",\"entries\":[\"When attacking, a horakh leaps from its hiding spots while making a deafening screech. Horakhs are highly mobile on the battlefield. If threatened, horakhs return to the shadows to attack from a more advantageous position.\"]},{\"type\":\"entries\",\"name\":\"Herd the Blinded\",\"entries\":[\"After blinding their prey, horakhs often herd the blind like sheep until they are ready to consume their prey and sometimes even use the blinded prey as bait to capture other creatures. Many an explorer has been ambushed, blinded, and condemned to death in the bowels of the earth by these predators.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Horakh.webp\"}}]},{\"name\":\"Hound of the Night\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This enormous black hound pants in the moonlight, wisps of steam rising from its muzzle, as it follows its elvish master.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Fey Bloodhounds\",\"entries\":[\"Hounds of the night are bred by the shadow fey for use as hunting companions and guardians, and they excel at both tasks. Far more intelligent than other hounds, they are difficult to evade once they are on a quarry's trail, because they can think their way past problems that would throw their lesser kin off the trail. Their shadow fey masters claim that hounds of the night can smell a shadow on running water and can sniff out a ghost passing through a wall.\"]},{\"type\":\"entries\",\"name\":\"Cousins to Winter\",\"entries\":[\"Somewhere in their early existence as a breed, some enterprising hunter interbred them with winter wolves. Every trace of their white fur is long gone, but the cold breath of those dread canines remains.\"]},{\"type\":\"entries\",\"name\":\"Dimensional Stepping\",\"entries\":[\"Hounds of night excel at distracting prey while some of their pack teleport away to achieve some larger goal, such as dragging off a treasure or overwhelming a spellcaster in the back ranks.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Hound of the Night.webp\"}}]},{\"name\":\"Hraesvelgr\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The giant stands braced in the midst of powerful wind. With a baleful stare, he shakes his fist and bellows a war cry. The cry becomes an avian shriek, and the giant's form melts into that of a massive bird whose wings blot out the sky}.\",\"A giant with divine blood in his veins, Hraesvelgr the Corpse Swallower is powerfully muscled. His skin is a pale bronze, his eyes are violet, and his hair is the color of storm clouds.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Roc Form\",\"entries\":[\"When he takes his alternate form, Hraesvelgr becomes a tremendous roc, with massive wings that stir the wind across the sky. His eyes remain the same violet and these roc-form feathers match the color of his hair, sparkling with specks of color here and there, like jewels set in steel.\"]},{\"type\":\"entries\",\"name\":\"Birth of the Wind\",\"entries\":[\"Hraesvelgr dwells on the fringe of the world itself. From atop the peak of his home, he creates the wind and sends it across the globe. As befits a creature of such primal power, Hraesvelgr doesn't take kindly to intruders. He gluts himself on the bodies of fools who test his might in search of the fabled riches in his home.\"]}]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Hraesvelgr's Lair\",\"entries\":[\"Hraesvelgr's lair is a windswept crag of gray stone at the edge of the world. At the highest pinnacle rests a massive cottage hewn from the mountainside. A great nest made from the splintered trunks of immense trees rests on the flat roof of the cottage, and the wind constantly howls.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Hraesvelgr.webp\"}}]},{\"name\":\"Hulking Whelp\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This gray-skinned dog-like creature seems pathetically eager to please but fantastically skittish, its ears alerting at every nearby sound, and its large oval eyes following anything that passes by.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Emotional Giant\",\"entries\":[\"A hulking whelp is a tightly wound ball of emotion, extremely defensive of its personal space and terrified of the world around it. When it feels its personal space is violated, or its fragile concentration is broken, the small, quivery fey grows into a muscled beast of giant proportions.\"]},{\"type\":\"entries\",\"name\":\"Calm Friend\",\"entries\":[\"When its emotions are under control, a hulking whelp is friendly and even helpful, although this has more to do with its guilt over past actions than a true desire to help others. In its calm form, a hulking whelp is just over three feet tall at the shoulder and weighs 50 pounds. Unleashed, it is 20 feet tall and 4,000 pounds.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Hulking Whelp.webp\"}}]},{\"name\":\"Hundun\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A toothless mouth adorns the headless shoulders of this oversized, four-armed, doughy humanoid. Colors and half-formed phantasmal shapes appear and vanish around it, to the creature's obvious delight.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Creative Chaos\",\"entries\":[\"Wise yet child-like creatures of chaos, hunduns are four-armed, headless humanoids that embody spontaneous creation and the confusion that precedes enlightenment. Taking delight in creation of all kinds, they bring change to the staid and stagnant, spin revelation from confusion, and inspire moments of great creation—from works of art to new nations and faiths, and even the formation of planets and planes.\"]},{\"type\":\"entries\",\"name\":\"Nonsense Speech\",\"entries\":[\"Although not mindless, hunduns rarely seem to act out of conscious thought; however, their actions seem wise and are usually benevolent. They communicate only in nonsense words but have no trouble communicating among themselves or acting in coordination with other celestials.\"]},{\"type\":\"entries\",\"name\":\"Flesh of Creation\",\"entries\":[\"Hundun blood is a powerful catalyst, and their spittle is a potent drug. Each hundun's heart is an Egg of Worlds—an artifact that can give birth to new concepts, powers, or even worlds. Obviously, the hundun must die for its heart to be used this way, but this is a sacrifice one might make willingly under the right circumstances.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Hundun.webp\"}}]},{\"name\":\"Ice Maiden\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This alluring beauty has flesh and hair as white as snow and eyes as blue as glacial ice.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Born of the Ice\",\"entries\":[\"Ice maidens are the daughters of powerful creatures of the cold, such as the Snow Queen, frost giants, and thursir. A few result from pleas by pregnant women lost in the snows, desperate to save their children. Fraughashar often raise these infants as ice maidens.\"]},{\"type\":\"entries\",\"name\":\"Solitary Lives\",\"entries\":[\"Most ice maidens live solitary existences save for a servant or two under their thrall. They're lonely creatures, desperate for love but condemned to know companionship only through their magical kiss. If genuine love ever fills an ice maiden's heart, she melts into nothingness.\"]},{\"type\":\"entries\",\"name\":\"Killing Dilemma\",\"entries\":[\"An ice maiden's hunger for affection and contact leads her to harm those she approaches, which only drives her harder to seek warmth and love. An ice maiden can become a dryad or even a humanoid if she keeps a lover's heart warm for a full year.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Ice Maiden.webp\"}}]},{\"name\":\"Idolic Deity\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This small demonic idol emits a palpable malice.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Relics of Dark Gods\",\"entries\":[\"Idolic deities are found in ancient temples and deserted tombs. They are relics of an elder age and all that remain of the favored children of a deceiving dark god—mighty lordlings like Akoman the Evil Thought, Nanghant the Discontented, and Sarvar the Oppressor. Sent to consume the souls of those worshiping gods of light, these beings of shadow and sand labor slowly through corruption of the soul rather than outright war.\"]},{\"type\":\"entries\",\"name\":\"Imprisoned Corruption\",\"entries\":[\"The first idolic deities were created when corrupted ancient tribes and their priests began worshiping idols as gods, forsaking their masters' purposes to revel in their pride and vanity. Their deities struck them down for their treachery and imprisoned their corrupted souls in the idols they worshiped.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Idolic Deity.webp\"}}]},{\"name\":\"Imperial Ghoul\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i An imperial ghoul stands tall and proud, its gray flesh robust and muscled, and its clothing strangely well kept. Its flickering red eyes have an intelligent, malicious gleam.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Shock Troops\",\"entries\":[\"Imperial ghouls are the shock troops of the ghoul empire, eager to expand its power and influence. Treated like auxiliaries, they get the most difficult tasks: to engage and hold foes while the darakhul, iron legionnaires, and others outflank them.\"]},{\"type\":\"entries\",\"name\":\"Ambitious Strivers\",\"entries\":[\"Many believe that the hunger cults or the necrophagi know some secret of transforming imperial ghouls into iron ghouls. This rumor gives them hope of advancement. Their power over the lesser ghouls and slaves gives them a taste of tyranny. Because they are ambitious and always hungry for power, imperial ghouls are eager to prove themselves as hunters, as warriors, and as spies.\"]},{\"type\":\"entries\",\"name\":\"Immune to Sun\",\"entries\":[\"Unlike a standard darakhul, an imperial ghoul does not suffer from sunlight and feels little need to disguise its true appearance.\"]},{\"type\":\"inset\",\"name\":\"Darakhul Fever\",\"entries\":[\"Spread mainly through bite wounds, this disease makes itself known within 24 hours by swiftly debilitating the infected. An infected creature must make a DC 17 Constitution saving throw after every long rest. On a failed save, the victim takes 14 ({@dice 4d6}) necrotic damage, and its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the victim finishes a long rest after the disease is cured. The victim recovers from the disease by making two consecutive successful saving throws. Greater restoration cures the disease, while lesser restoration gives the victim advantage on the next saving throw. Primarily spread among Humanoids, the disease can affect ogres, and therefore other Giants may be susceptible. If a creature dies while infected with darakhul fever, roll a {@dice d20}, add the character's Constitution modifier, and find the result on the Adjustment Table below to determine what Undead form the victim's body rises in.\",{\"type\":\"table\",\"colLabels\":[\"Roll\",\"Result\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-9\",\"None; victim is simply dead\"],[\"10-16\",\"Ghoul\"],[\"17-20\",\"Ghast\"],[\"21+\",\"Darakhul\"]]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Imperial Ghoul.webp\"}}]},{\"name\":\"Ink Devil\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This small devil wears a small red hat. A wicked grin flashes black teeth, and the creature nervously wrings its hands, baring long, needle-like claws.}\",\"Ink devils have small, pursed mouths and long, thin, bony fingers with nails that resemble quills. Their heads are often bald or shaved in a monastic tonsure, and they have two small horns, no larger than an acorn. Their skin tends toward walnut, indigo, and black tones, though the eldest are as pale as parchment. They often wear robes and carry scroll cases.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Cowards at Heart\",\"entries\":[\"Ink devils are talkers and cowards. They prefer chatting, whining, and pleading to any form of combat. When they are forced to fight, they prefer to hide behind other devils. They force lesser devils, like lemures, to fight for them, resorting to their sharp claws only as a last resort.\"]},{\"type\":\"entries\",\"name\":\"False Gifts\",\"entries\":[\"They often give strangers false gifts, like letters of credit, charters, or scholarly papers inscribed with a dangerous glyph.\"]},{\"type\":\"entries\",\"name\":\"Bibliophiles and Bookworms\",\"entries\":[\"Ink devils live in libraries and scriptoria in Hell and related planes. Their speed and keen vision make them excellent accountants, record keepers, translators, and note takers. They cannot be trusted, and they delight in altering documents for their own amusement or in their master's service.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Ink Devil.webp\"}}]},{\"name\":\"Iron Ghoul\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A vicious-looking ghoul carries a cruel glaive, its forearms stained with dried blood. Its glowing, rust-colored eyes penetrate with a calculating stare of restrained hunger.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Backbone of the Legions\",\"entries\":[\"Iron ghouls and ghasts are the elite members of the imperial legions, acting as officers, non-commissioned officers, and standard-bearers. They feed from the slave pits and march on the orders of the darakhul nobility.\"]},{\"type\":\"entries\",\"name\":\"Fond of Uniforms\",\"entries\":[\"Iron ghouls are proud of their status and uniforms. Their standard breastplates and open-faced helms are black iron with brass trim, and the helm's crest is often a ruby-dyed fan of bat wings or carrion beetle bristles to indicate their authority.\"]},{\"type\":\"entries\",\"name\":\"Tooth and Bone Weaponry\",\"entries\":[\"Many items of an iron ghoul's gear are decorated with inlaid bone or set with teeth, much as pearls might be used for weapons crafted elsewhere.\"]},{\"type\":\"inset\",\"name\":\"Darakhul Fever\",\"entries\":[\"Spread mainly through bite wounds, this disease makes itself known within 24 hours by swiftly debilitating the infected. An infected creature must make a DC 17 Constitution saving throw after every long rest. On a failed save, the victim takes 14 ({@dice 4d6}) necrotic damage, and its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the victim finishes a long rest after the disease is cured. The victim recovers from the disease by making two consecutive successful saving throws. Greater restoration cures the disease, while lesser restoration gives the victim advantage on the next saving throw. Primarily spread among Humanoids, the disease can affect ogres, and therefore other Giants may be susceptible. If a creature dies while infected with darakhul fever, roll a {@dice d20}, add the character's Constitution modifier, and find the result on the Adjustment Table below to determine what Undead form the victim's body rises in.\",{\"type\":\"table\",\"colLabels\":[\"Roll\",\"Result\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-9\",\"None; victim is simply dead\"],[\"10-16\",\"Ghoul\"],[\"17-20\",\"Ghast\"],[\"21+\",\"Darakhul\"]]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Iron Ghoul.webp\"}}]},{\"name\":\"Isonade\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The creature's mighty tail thrashes ships, docks, and sailors in its path of destruction.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Coastal Destroyer\",\"entries\":[\"The isonade is a beast of destruction, sweeping away entire islands and villages. Though not very intelligent, it singles out a community and tries to lure residents into the waves by forcing plentiful fish to the surface, easy pickings for even the most amateur fishers.\"]},{\"type\":\"entries\",\"name\":\"Ocean Sacrifices\",\"entries\":[\"When coastal villagers suffer from a hurricane or tsunami, they fall back on folklore and blame the stirrings of the isonade. Some say that a degenerate group seeks to draw the beast forth by dumping a long chain of bound and screaming sacrifices into the lightless depths of the sea.\"]},{\"type\":\"entries\",\"name\":\"Ancient Being\",\"entries\":[\"The beast's age is unknown, and many coastal bards tell various legends of the creature. Some say it is the last of its kind, while others say that a small group of isonades lurks in the depths.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Isonade.webp\"}}]},{\"name\":\"J'ba Fofi Spider\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A large, brown spider that resembles a tarantula with exaggeratedly long legs gracefully emerges from the bushes, followed by similar arachnids that are smaller and yellow in color.}\",\"The j'ba fofi resembles an oversized tarantula with very long legs, although a flicker of intelligence indicates this species evolved above mere vermin.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Spider Pack Leaders\",\"entries\":[\"The youngest are yellow in color, but their hairs turn brown as they age. Immature j'ba fofi pull ordinary spiders into their fellowship in teeming masses that follow along wherever they roam.\"]},{\"type\":\"entries\",\"name\":\"Fond of Camouflage\",\"entries\":[\"The natural coloring of a j'ba fofi, along with its habit to cover its hair-like bristles in a layer of leaves makes it virtually invisible in its natural environment. They weave leaves and other forest litter into their webs to create well-hidden, enclosed lairs.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Jba Fofi Spider.webp\"}}]},{\"name\":\"Jaculus\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This small dragon has feathered wings on its forearms and clings with powerful claws to a tree.}\",\"The jaculus (plural jaculi) is a draconic predator similar to a small wyvern that roams the forest and jungle looking for valuable objects it can add to its hoard. Also called the javelin snake, a jaculus loves shiny or reflective items, and it is clever enough to identify items of real value. It will fight and kill to take items it desires, which it stashes inside hollow trees far from any forest trail.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Leapers\",\"entries\":[\"Jaculi are far better jumpers than flyers. They climb faster than they fly, and they use their wings to flap clumsily back into the trees only when necessary.\"]},{\"type\":\"entries\",\"name\":\"Teamwork Thievery\",\"entries\":[\"Jaculi are among the least intelligent of the dragons, but they're still smarter than most humans. They're known to pursue cunning and complicated plots to build their hoards. Many traditional tales tell of jaculi in the southern forests working as teams to separate merchants and other travelers from their wealth, figuring out ways to abscond with gems and jewelry before the owners even know they've been robbed. Some jaculi may feign docility or even pretend to be friendly and helpful, but wise travelers know that the creatures drop such ruses as soon as they can steal what they're seeking.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Jaculus.webp\"}}]},{\"name\":\"Jotun\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The earth shudders with every footfall of this massive giant.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Foes of the Gods\",\"entries\":[\"Tall enough to look a titan in the eye and strong enough to wrestle a dragon, jotun giants are the lords of giantkind and the immortal enemies of the gods. Their enormous halls are carved in mountains and glaciers throughout the north. As foes of the northern gods, jotun giants plot to regain their former status as lords of creation. Many know ancient secrets and snippets of antediluvian arcane lore, and the most powerful among them straddle the line between mortal and demigod.\"]},{\"type\":\"entries\",\"name\":\"Contests and Challenges\",\"entries\":[\"Like many giants, jotun enjoy a challenge. Only the mightiest heroes can challenge a jotun's might in physical combat, and most resort to cunning or trickery to defeat a jotun. However, jotun giants are no fools and catch on to trickery quickly.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Jotun.webp\"}}]},{\"name\":\"Kalke\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Combining the head of a goat and the body of a monkey, this creature exhibits the social grace of a baboon with the pretensions of a scholar.}\",\"Fiendish pests that infest derelict wizards' towers and laboratories, the kalkes are either the by-product of botched gates into the lower realms or the personification of an evil deity's contempt for wizards. All kalkes act with the arrogance of magi while having the social characteristics of baboons. Being of fiendish blood, kalkes do not age. Though lacking any formal spellcasting ability, all kalkes can produce magical effects through the dramatic mumming of largely spontaneous and unstudied rituals.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Hoard Magical Paraphernalia\",\"entries\":[\"The drive to produce ever more fanciful rituals gives a kalke the compulsion to accumulate spell components, magical foci, and other occult paraphernalia. Although these objects serve no purpose, the kalkes seek out spellcasters in their vicinity and steal any paraphernalia they can find. Because they have no ability to distinguish what's magically useful from what isn't, they grab any jewelry, pouches, sticks, or ornate objects they uncover.\"]},{\"type\":\"entries\",\"name\":\"Perform Rituals\",\"entries\":[\"Troops of kalkes inhabit trees, caverns, and ruins around sites of significant magical activity. Twice a month, or more during major astrological and seasonal events, the kalkes gather to perform—by way of dance, chanting, and sacrifice—an imagined rite of great magic. The effort has an equal chance of achieving nothing whatsoever, causing dangerous but short-lived misfortunes (snakes raining on the countryside, creatures summoned from the lower planes), or triggering calamities (great fires or floods).\"]},{\"type\":\"entries\",\"name\":\"Hagglers\",\"entries\":[\"The kalkes will return the goods they've taken, in exchange for a ransom or fee. These exchanges need to have the outward appearance of being impressively in the kalke's favor. A particularly generous (or devious) spellcaster may be able to reach an accommodation with a persistent local troop of kalkes.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Kalke.webp\"}}]},{\"name\":\"Kikimora\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This strange-looking humanoid combines the features of an old crone and some manner of bird. A shawl covers her head but cannot contain her prominent beak and clawed hands. Her skirt reveals bird-like feet}.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Filthy Illusions\",\"entries\":[\"Kikimoras are devious house spirits who torment those in their domain. They delight in harassing homeowners with their illusions, making a house look much filthier than it actually is. Their favored illusions include mold, filth, and scuttling vermin. They love secretly breaking things and making destruction seem like an accident. They then convince the house's residents to leave gifts as enticement for making repairs in the night.\"]},{\"type\":\"entries\",\"name\":\"Brownie Hunters\",\"entries\":[\"Kikimoras hate brownies (see{@i Tome of Beasts 3}). While brownies can be mischievous, kikimoras bring pain and frustration on their housemates instead of remaining hidden and helping chores along. Some brownies seek out kikimora-infested homes with the intention of evicting them.\"]},{\"type\":\"entries\",\"name\":\"Pest Control\",\"entries\":[\"If homeowners refuse to appease the kikimora (or cannot rid themselves of its devious presence), the kikimora sends a swarm of spiders, rats, or bats to torment the inhabitants. Inhabitants in a home plagued by a kikimora often believe it is haunted.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Kikimora.webp\"}}]},{\"name\":\"Kishi Demon\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This strong and handsome warrior has a snarling hyena's face at the back of its head.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Dark Appetites\",\"entries\":[\"Kishi are two-faced male demons perpetually driven by their voracious appetites, carnal or otherwise, with a predilection for female humanoids. Kishi frequently behead, scalp, or skin their conquests and decorate their shields with their trophies.\"]},{\"type\":\"entries\",\"name\":\"Hats and Veils\",\"entries\":[\"Kishi demons typically masquerade as muscular warriors or glib storytellers, wearing elaborate headdresses or clan veils to hide the demonic hyena face on the back of their head.\"]},{\"type\":\"entries\",\"name\":\"Deadly Charmers\",\"entries\":[\"They use magical and nonmagical means of persuasion to inveigle women into their embrace, but their trysts always end in a grisly feast upon their victim's flesh.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Kishi Demon.webp\"}}]},{\"name\":\"Kobold Alchemist\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This slight, reptilian humanoid is bedecked with ceramic flasks and glass vials. An acrid reek follows in its wake.}\",\"Kobold alchemists are usually smelled before they are seen, thanks to the apothecary's store of chemicals and poisons they carry. Alchemists often sport mottled and discolored scales and skin, caused by the caustic nature of their obsessions. They raid alchemy shops and magical laboratories to gather more material to fuel their alchemical experiments.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Dangerous Assets\",\"entries\":[\"Alchemists can be a great boon to their clan, but at a cost. Not only do the alchemists require rare, expensive, and often dangerous substances to ply their trade, they tend to be a little unhinged. Their experiments yield powerful weapons and defensive concoctions that can save many kobold lives, but the destruction caused by an experiment gone awry can be devastating for the alchemist's neighbors.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Kobold Alchemist.webp\"}}]},{\"name\":\"Kobold Chieftain\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This small, draconic humanoid struts as though it were ten feet tall. It wears the gilded skull of a small dragon as a helmet, and its beady eyes gleam out through the skull's sockets. It hefts its spear and shield and lets out a blood-curdling shriek, signaling the attack}.\",\"While most kobolds are scuttling scavengers or pathetic sycophants, a few carry a spark of draconic nobility that can't be ignored. These few forge their tribes into forces to be reckoned with, rising to the rank of chieftain. A kobold chieftain stands proud, clad in war gear of fine quality and good repair. Their weapons are tended by the tribe's tinkerers, particularly evident in their springspike shields.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Living Legend\",\"entries\":[\"A kobold chieftain is more than a leader, it is a symbol of the tribe's greatness. The strongest, most cunning, most ruthless of a kobold tribe embodies their connection to the revered dragons. When a chieftain sounds the call to battle, the kobolds meld into a fearless, deadly force.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Kobold Chieftain.webp\"}}]},{\"name\":\"Kobold Trapsmith\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This kobold is bedecked in satchels, pouches, sacks, and bandoliers. All of these are bursting with tools, bits of scrap, wire, cogs, and twine. Impossibly large eyes blink through the lenses of its goggles}.\",\"Some kobolds hatch a bit cleverer than their counterparts. These sharp-witted creatures feel driven to fiddle with the world, and those that don't meet an early demise through accident or violence often take up tinkering. Trapsmiths make a kobold lair into a deadly gauntlet of hidden pain.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Improvisers\",\"entries\":[\"Trapsmiths are adept at improvising on-the-fly. They can use whatever spare parts are at hand to create simple thieves' tools or construct makeshift traps to fling at foes.\"]},{\"type\":\"entries\",\"name\":\"Shifting Peril\",\"entries\":[\"Trapsmiths aren't warriors and avoid direct confrontation with enemies that aren't mired in traps or engaged with other foes. If the trapsmith senses that invaders in its lair are likely to get past its traps, it tries to hide or escape. A trapsmith delights in laying traps and snares behind invaders, along tunnels and paths they've already cleared and believe to be safe, then luring them back through its handiwork.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Kobold Trapsmith.webp\"}}]},{\"name\":\"Kongamato\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This large pterodactyl has emergent feathers and a long, beaklike jaw.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Boat Breaker\",\"entries\":[\"The kongamato's name means \\\"breaker of boats,\\\" and, as that implies, it delights in systematically destroying the small vessels of those who come too close to its perch. No one knows what motivates this form of attack, although some sages suppose that the kongamato mistakes canoes for large prey like hippopotamuses or crocodiles.\"]},{\"type\":\"entries\",\"name\":\"Spoken in Whispers\",\"entries\":[\"For some tribes, kongamatos present a terrible threat, and the villagers speak only in whispers about them, fearing that mention of the beasts could attract their wrath. In some cases, evil priests and cultists summon these beasts as their servitors and use them to terrify villagers.\"]},{\"type\":\"entries\",\"name\":\"Maneaters\",\"entries\":[\"Kongamatos that have eaten human flesh develop a preference for it. These maneaters perform nightly raids on small towns, snatching locals in their claws and flying away.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Kongamato.webp\"}}]},{\"name\":\"Koralk Devil\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The fiendish hulk bears features taken from a nightmare scorpion, with three stinging tails and four limbs. It wields a massive scythe.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Shaped by Arbeyach\",\"entries\":[\"These fiends sprang from the dark imagination of Hell's Prince of Swarms, Arbeyach, who twisted them into being from lemures and scorpions. Arbeyach shaped the koralk to be annihilators in battle and to gather souls from the fallen, bypassing typical soul collection methods to feed his war machine more quickly. They are sometimes called \\\"harvester devils.\\\"\"]},{\"type\":\"entries\",\"name\":\"Transforming Poison\",\"entries\":[\"Poison from the koralk's stingers liquefies the victim's insides in an agonizing transformation. The creature swells as its organs, muscles, and skeleton rapidly break down and reform, transforming the creature into a lemure in a burst of fiendish goo. The new lemure is subject to the will of more powerful devils, and its fate from that moment on is the same as any lemure's. The koralk's poison can work this transformation on demons, giving Arbeyach's armies a unique edge.\"]},{\"type\":\"entries\",\"name\":\"Infernal Mounts\",\"entries\":[\"A koralk is strong enough for many devils to ride. They prefer only powerful devils as riders, but they obey their superiors and carry even the lowest of devils into battle if directed. Arbeyach often rides an especially large specimen into battle, called the Grand Annihilator by his devilish troops.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Koralk Devil.webp\"}}]},{\"name\":\"Kot Bayun\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This oddly colored cat appears at first to be a powerful panther of some kind. Its wide mouth pulls into something like a human grin, and its knowing eyes hint at intelligence beyond that of a typical jungle cat.}\",\"Enemies of elves and blink dogs, kot bayuns are magical hunting cats gifted with eloquent speech and cunning abilities.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Speaking Fey Cats\",\"entries\":[\"These brutal and temperamental creatures get along well with cruel-minded fey. Gentler fey rightfully find the creatures to be a menace. A kot bayun measures six feet long and weighs over 200 pounds. They are long-lived, and some stories record the same kot bayun in a region for over 400 years.\"]},{\"type\":\"entries\",\"name\":\"Sing to Sleep\",\"entries\":[\"In addition to their stealthy natures and physical prowess, kot bayun have the ability to put prey to sleep with song. They carefully stalk victims for a time, learning the victim's strengths and weaknesses before making their attack. They lie in wait until their prey is vulnerable and then begin their song. Those resisting the call to slumber are always the kot bayun's first victims as the predator launches from cover and attempts to disembowel its prey. In forests with a thick canopy, a kot bayun stealthily creeps among tree limbs, tracking the movement of its prey below.\"]},{\"type\":\"entries\",\"name\":\"Healing Poetry\",\"entries\":[\"If discovered by intelligent prey, a kot bayun opens with a parley instead of claws. In rare cases, a kot bayun finds something in its prey it likes, and cold predation turns to a lukewarm association. Befriending a kot bayun has benefits, as the creature's poems, tales, and sagas have healing power. A kot bayun tells its stories in the form of strange epics and poetry, ranging from simple rhyming folk poems to complex sonnets, and it heals listeners only at the end of the poem.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Kot Bayun.webp\"}}]},{\"name\":\"Krake Spawn\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This twisted, beast looks like the unholy union of squid and spider. Its shell-covered core has six small rubbery legs, peculiar antennae, and six tentacles around a squid's enormous beak.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Demonic Crossbreeds\",\"entries\":[\"Some believe krake spawn are demonic crossbreeds created by the aboleth, fusing kraken blood with demonic souls. Others say that krake spawn are the horrible creation of a long-forgotten meddling god, summoned to the mortal world by deep ones. Certainly, krake spawn respond to summoning magic, and spellcasters summon krake spawn through blood sacrifices to work evil in the world. However, they do so at considerable peril: unlike demons and devils, krake spawn are seldom bound by pacts of any kind.\"]},{\"type\":\"entries\",\"name\":\"Outwit Humans\",\"entries\":[\"Though enormous and carrying an armored green shell on their six spindly legs, krake spawn are surprisingly quick and agile. Worse, they have a malicious and bloodthirsty intellect. A krake spawn is considerably smarter than most humans, who often mistake them for dumb beasts—an error that can often prove fatal.\"]},{\"type\":\"entries\",\"name\":\"Iceberg Fortresses\",\"entries\":[\"Krake spawn live in remote, icy regions, where they fashion elaborate iceberg fortresses. These fortresses are stocked with frozen creatures (an emergency food supply), the krake spawn's treasure and library, slaves or prisoners of many races, and a hellish nest filled with the krake spawn's offspring.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Krake Spawn.webp\"}}]},{\"name\":\"Lake Troll\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This large, lanky creature has arms too long for its body. Its hands are webbed and equipped with wicked claws. Its skin is covered in dull green scales and embedded with stones, and limp hair like scraggly seaweed hangs across its long-nosed face}.\",\"Water-dwelling cousins of the more common trolls, lake trolls are both stronger and slightly more intelligent, but thankfully less common. Accompanied by a reek of old, rotting fish, these slimy creatures live beneath the surface of lakes, ponds, rivers, and sometimes even ocean coves.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Violently Territorial\",\"entries\":[\"A lake troll is savage in the defense of its claimed expanse of territory; any encroachment into the creature's water is met with sudden violence from the depths. Fishermen are the most vulnerable to these attacks, especially when they explore new bodies of water.\"]},{\"type\":\"entries\",\"name\":\"Cruel Cunning\",\"entries\":[\"Even seasoned soldiers are wise enough to fear the claws of a lake troll; a person with no weapon facing the creature is doomed. Lake trolls delight in splintering wood and twisting metal with their talons and in shrugging off the deadliest of blows with their tough hide. They often prioritize wielders of grand weapons because they delight in the horror brought on by dulling their prey's weapons with a few strokes of their powerful claws. Lake trolls are cunning ambushers. They make use of the water to cover their attack and to protect themselves from the flames of would-be troll hunters.\"]},{\"type\":\"entries\",\"name\":\"Hard to Kill\",\"entries\":[\"A lake troll's regeneration is shut down only by cold and fire damage at nearly the same time, making them tricky to fight and exceedingly difficult to kill. Many adventurers have been shocked or slain when a lake troll they presumed was burned to death suddenly leapt back into the fray. Because they're reclusive and so very lethal, these creatures are poorly understood by most scholars.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Lake Troll.webp\"}}]},{\"name\":\"Lantern Dragonette\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This cat-sized drake with a waxy appearance and a glow emanating from its belly can hover in midair, filling a small area with a warm glow.}\",\"The lantern dragonette is named for its belly, which glows with a warm light. The beast's yellow, waxy scales darken with age, though the dragonettes rarely live more than 50 years. They weigh from 5 to 10 pounds and are 18 inches long.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Eat Candle Wax\",\"entries\":[\"The dragonette devours four ounces of candle wax each day, plus four more ounces if it has made its belly glow. A lantern dragonette's unusual diet leads it to lair in libraries, abbeys, and other places of study. Even though the dragonettes eat candles essential for study during dark hours, they still provide light and protect their adopted homes. Residents and caretakers consider them good luck and enjoy conversing with them.\"]},{\"type\":\"entries\",\"name\":\"Telepathic Chatterbox\",\"entries\":[\"This gregarious dragonette prefers to speak with its companions but uses telepathy if necessary; the creature hisses when surprised or displeased. It loves nothing more than discussing magic and history with an intelligent and informed individual.\"]},{\"type\":\"entries\",\"name\":\"Adventurous Companions\",\"entries\":[\"Occasionally, a dragonette wishing to learn more about the world finds a spellcaster or adventuring party to travel with, purely for the sake of learning or to acquire new sources of knowledge. Most parties enjoy the traveling light source and the abilities these companions bring to bear. A lantern dragonette avoids combat and uses its abilities only to escape or to defend its lair, family, and friends.\"]},{\"type\":\"entries\",\"name\":\"Diligent Parents\",\"entries\":[\"A mated pair produces one clutch of two to five eggs every five years. One parent raises the young dragonettes until they mature, typically in a year, while the other scours the area for candle wax to feed the hungry hatchlings.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Lantern Dragonette.webp\"}}]},{\"name\":\"Lemurfolk\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This furred humanoid glides silently through the canopy of trees, gripping a blowgun. It observes visitors cautiously with two intelligent, bulbous eyes.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Jungle Rulers\",\"entries\":[\"These small, squirrel-like humanoids live in reclusive societies deep in the jungle. They are omnivorous gliders, subsisting on fruits and roots, insects and larvae, bird and snake eggs, and birds and small mammals. They sometimes barter with other humanoids for metal and forged items, but they prefer to rely on the forest for most of their needs.\"]},{\"type\":\"entries\",\"name\":\"Greyfur Elders\",\"entries\":[\"Greyfurs are the eldest and most revered lemurfolk, as much as 80 years old. Their age can be estimated by the graying of their fur, but they don't track the years. Greyfurs are cunning individuals and command the arcane arts, though they rarely pursue the art of necromancy—a strong taboo prohibits them from interacting with the dead. A typical lemurfolk stands 2 feet tall and weighs 30 pounds.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Lemurfolk.webp\"}}]},{\"name\":\"Leshy\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This strange man is covered in bark and root-like growths and wears loose scraps of clothing. The hair and beard that frame his piercing green eyes writhe like living vines.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Expanding the Wild\",\"entries\":[\"Solitary leshy tend plants and animals in groves around great forests, and they are the self-proclaimed protectors of the forest outskirts. Leshy have little patience for interlopers and often kill, abduct, or frighten off trailblazers and guides. They sabotage cultivated land, wipe out trails, and cultivate weed walls and thickets to keep civilization at bay. They transplant dangerous plant creatures to discourage new settlements, and some wrangle rabid animals to the same purpose.\"]},{\"type\":\"entries\",\"name\":\"Ax Thieves\",\"entries\":[\"Leshy prefer trickery to combat, leading intruders astray by mimicking animal and humanoid sounds. If challenged, they do everything in their power to scare intruders away, but they never hesitate to fight to the death in service to the forest if necessary. Leshy hate metal, especially axes, and they go out of their way to steal metal items and lead those who use them astray.\"]},{\"type\":\"entries\",\"name\":\"Accept Bribes\",\"entries\":[\"With careful courting and appropriate gifts, it is possible to gain a leshy's capricious assistance. This can be risky, because leshy love mischief. Still, a leshy's help is sometimes essential to a group traversing ancient woodlands.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Leshy.webp\"}}]},{\"name\":\"Library Automaton\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The humming of servos, ticking of gears, and petite discharges of steam precede the library's diminutive custodian.}\",\"Library automatons are small constructs created to fulfill organizational responsibilities of huge libraries.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Eyes of the Past\",\"entries\":[\"Each automaton includes a single humanoid eyeball mounted at the end of an articulated appendage. These eyes are typically donations from the library's ailing scholars, allow them to continue serving the repositories of knowledge that were their life's work.\"]},{\"type\":\"entries\",\"name\":\"Telekinetic\",\"entries\":[\"The automatons can move and manipulate written materials telekinetically, and they can store such works in an extradimensional space within their bodies. The library automaton tirelessly pores through tomes, translates ancient texts, catalogs the institution's volumes, fetches texts for visitors, and occasionally rids the vast halls of uninvited pests.\"]},{\"type\":\"entries\",\"name\":\"Scholarly Familiars\",\"entries\":[\"Many spellcasters have discovered library automatons make particularly effective caretakers for their spellbooks and scrolls while on adventure.\"]},{\"type\":\"inset\",\"name\":\"Library Automaton Familiars\",\"entries\":[\"The library automaton's scholarly nature leads some of them to serve spellcasters and learn more of the world. Such automatons have the following trait.\",{\"type\":\"entries\",\"name\":\"Familiar\",\"entries\":[\"The library automaton can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the automaton senses as long as they are within 1 mile of each other. While the automaton is within 10 feet of its companion, the companion has resistance to psychic damage. At any time and for any reason, the automaton can end its service as a familiar, ending the telepathic bond.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Library Automaton.webp\"}}]},{\"name\":\"Lich Hound\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Half bone, half purple fire, this deathly hound releases an eerie howl that echoes with the voices of the damned.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Fiery Bones\",\"entries\":[\"Bright white skulls with a heavy jaw and thick, robust skeletal bodies define the ferocious lich hounds. Their eyes burn green or blue, and their tongues resemble black fire. Fueled by necromantic power, these creatures are loyal servants of undead high priests or liches.\"]},{\"type\":\"entries\",\"name\":\"Echoing Howls\",\"entries\":[\"Even on their own, lich hounds are relentless hunters, pursuing their prey with powerful senses and a keen ability to find the living wherever the creatures may hide. Lich hound howls fade into and out of normal hearing, with strangely shifted pitch and echoes.\"]},{\"type\":\"entries\",\"name\":\"Murdered Celestials\",\"entries\":[\"The dark process of creating a lich hound involves a perverse ritual of first summoning a celestial canine and binding it to the Material Plane. The hound's future master then murders the trapped beast. Only then can the creature be animated in all its unholy glory. Houndlike celestials have long been outraged by the creation of lich hounds, and every few centuries, they band together to rid the world of those practicing this particular dark magic. Inevitably some knowledge survives this purge, leaving lich hounds a constant, painful reality for the celestials.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Lich Hound.webp\"}}]},{\"name\":\"Likho\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This goblin-like creature bears one large, strange eye in the middle of its face. It wears dark and dirty rags, and its spindly claws and arms match its hunched torso.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Ferocious Attitude\",\"entries\":[\"Likhos are scrappy fighters. They weaken foes from afar with their magical gaze, then rush forward, shredding the victims with their claws. Once a likho has leapt onto a creature, it shreds flesh using the claws on both its hands and feet.\"]},{\"type\":\"entries\",\"name\":\"Jeers and Insults\",\"entries\":[\"A likho uses its limited telepathy to taunt and jeer at its target from a distance during the hunt. A likho enjoys stalking intelligent humanoids and tormenting them from hiding until discovered or when it grows tired of the hunt.\"]},{\"type\":\"entries\",\"name\":\"Organ Eaters\",\"entries\":[\"Likhos thrive when they drain away luck and aptitude. Once the likho immobilizes a creature, it gnaws at the creature's abdomen with its jagged teeth, devouring the organs of its still-living prey. A likho consumes only a humanoid's organs and leaves the rest of the body behind.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Likho.webp\"}}]},{\"name\":\"Lindwurm\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Coiling like a living corkscrew and moving with a scraping hiss, this serpentine creature skates nimbly across ice on long curving claws, maw agape and stinking of a hundred graves.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Swift and Smooth as Ice\",\"entries\":[\"Lindwurms have long bodies and crocodilian jaws, but they skitter overland on spindly limbs. Their talons are long and curved, acting as skates or short skis when moving over ice. Few things are swifter on the ice.\"]},{\"type\":\"entries\",\"name\":\"Sea Hunters\",\"entries\":[\"In the wild, lindwurms hunt in groups, looking for breaching whales, seals, or incautious fishermen. They enjoy surrounding and surprising foes. With their considerable cunning, they may skate by their prey at speed, snapping a bite as they pass or snatching up prey with their constricting tails.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Lindwurm.webp\"}}]},{\"name\":\"Liosalfar\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The curtain of rippling colors assumes a humanoid form. Its kaleidoscope body shifts and glitters with mesmeric patterns.}\",\"Sometimes known as \\\"light elves\\\" because they assume a vaguely elvish shape, these enigmatic elementals make their home at the edge of the world, where reality bends and physical laws unravel. Liosalfars' mutable bodies are composed entirely of shifting colors. Among themselves, they communicate through flashing patterns and hues, but they talk to others in an echoing, choral tone that seems to emanate from everywhere and nowhere around them.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Servants of Fate\",\"entries\":[\"Their aims often seem inconsequential or simply baffling, but they've also sundered mountains and toppled kingdoms. Many believe liosalfars are agents of Fate, while others believe their motivations are an alien aesthetic or for their own amusement. Those who've spoken with liosalfars say they talk as if all existence was a sea of patterns and colors to be set in pleasing shapes.\"]},{\"type\":\"entries\",\"name\":\"Enemies of the Ramag\",\"entries\":[\"Liosalfars have a longstanding rivalry with the portal-making ramags, whom they despise as \\\"corruptors of the patterns.\\\"\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Liosalfar.webp\"}}]},{\"name\":\"Living Wick\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The small, rough wax sculpture of a human stands at attention, a halo of light flickering around its head from some source behind it.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Enchanted Wicks\",\"entries\":[\"Living wicks are obedient wax statues brought to life by an enchanted wick that runs from the nape of their neck to their lower back. When new, a living wick looks and moves like a human. However, as the wick burns, the wax features melt, and the statue takes on a twisted, hunchbacked appearance.\"]},{\"type\":\"entries\",\"name\":\"Short-Lived as a Candle\",\"entries\":[\"Living wicks are powered by flames, and therefore they have a predetermined life cycle. They are typically reduced to formless lumps in a month, but some say a living wick's affordability more than makes up for its inevitable obsolescence. Individuals looking to quickly construct a building or fortification without the expense of paid labor or the questionable ethics of necromancy find living wicks obedient and efficient, as do those needing an army for a single battle. They are active only when their wicks are lit, and they respond only to the commands of whoever lit them. This makes it easy to transfer living wicks between owners, even those not well-versed in the use of magic.\"]},{\"type\":\"entries\",\"name\":\"Explosive Ends\",\"entries\":[\"The amount of magical energy contained within a living wick, paired with the manner in which it is released, gives them a remarkable capability for self-destruction. If their controller demands it, all living wicks can release the magic contained within their form all at once, engulfing themselves and anyone nearby in flames. This can make storing them a gamble, but many see it as an asset, especially those seeking to destroy evidence or anonymously attack their enemies.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Living Wick.webp\"}}]},{\"name\":\"Lord of the Hunt\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Astride a midnight horse sits a shirtless elven huntsman. His broad chest is thickly muscled and sports tattooed knot work. Great stag antlers crest the huntsman's head, curving above his rich brown hair. The pale green glow that shines from his eyes obscures the elf 's strong features, and a massive spear twined with glowing green vines drives forward in his clenched fist}.\",\"The baying of shadow hounds, the thundering of hoof beats, and a brassy horn note; the Wild Hunt is coming, and pity its quarry. The Lord of the Hunt is an enigma among the fey nobles. His true identity beyond title and position as master of the Wild Hunt is unknown, but he has some connection to the Black Prince of the shadow fey—while also answering to elvish druids and consorting with powerful hags and dryads.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"The Wild Hunt\",\"entries\":[\"The Lord's court is the Wild Hunt itself, a group of huntsmen, revelers, intelligent hounds, and poor souls they sweep up in their frenzy. His home, if he has any permanent dwelling, is as mysterious as his true identity. He and his Hunt constantly move between the Plane of Shadow and the most ancient forests.\"]}]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Fey Lords and Ladies\",\"entries\":[\"Fey are capricious, mischievous, and often dangerous beings. However, despite their chaotic reputations, they do follow a certain set of rules. These rules—widely misunderstood by outsiders—are codified and enforced by a cadre of lofty fey nobility. Befitting any courtly structure, the fey bow to lords and ladies: eldritch creatures of immense power who rule the courts.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Heads of State\",\"entries\":[\"The fey lords and ladies are beings of high station and prodigious personal power. Each rules over at least a great city if not an entire nation. No matter the scope of a fey noble's domain, in his or her eyes, a fey ruler's word is law. Outsiders might not understand the edicts and interdicts of a fey noble, but that's no protection against the harsh penalties that await any who break them, knowingly or otherwise.\"]},{\"type\":\"entries\",\"name\":\"Vacant Thrones\",\"entries\":[\"When a lord or lady of the fey dies, the court does not remain leaderless for long. Ambitious beings among the fey always hunger for more power and covet the stations of their superiors. After a traditional month or year of mourning, vicious power struggles winnow the weak and pave the way for the most cunning or the strongest to take the court's vacant throne.\"]}]}]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"The Lord of the Hunt's Lair\",\"entries\":[\"If the Lord of the Hunt has any permanent lair, it is unknown to all but his closest confidants. While the Wild Hunt is a thing of beautiful and deadly grace on the move, the Lord's encampment becomes his lair when the Hunt settles for any length of time. Tents and pavilions house the Lord and his Hunt, and great, roaring fires roast the day's kills. The hours pass with revelry, feasting, physical contests, and strong drink.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Lord of the Hunt.webp\"}}]},{\"name\":\"Lorelei\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Lounging on a large river rock, this breathtaking fey calls plaintively to travelers.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Death to Men\",\"entries\":[\"A people born from an ancient oath to the River King, the loreleis' cruelty stems from whatever happened to their people long ago that brought about their transformation into loreleis. Now, these callous river sirens compete with one another in manipulating and destroying male travelers, using their deadly kisses to great effect.\"]},{\"type\":\"entries\",\"name\":\"Beautiful Humanoids\",\"entries\":[\"Although legends describe the lorelei as golden-haired and fair-skinned, they come in all varieties, taking on the form of their most frequent prey. While most resemble sensual humans, a lorelei's form can include elf, dwarf, and, in some recorded cases, even orc or hobgoblin.\"]},{\"type\":\"entries\",\"name\":\"Ignore Women\",\"entries\":[\"Women travelers are vexing for the lorelei. While the siren's powers affect women as readily as men, the lorelei lacks the urge to destroy them. Women traveling alone or in all-female groups may pass through a lorelei's territory safely, and they might even make peaceful contact.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Lorelei.webp\"}}]},{\"name\":\"Loxoda\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This massive creature combines the torso of an ogre and the body of an elephant as it lumbers through the open plains.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Nomadic Families\",\"entries\":[\"Loxodas live in small herds of two to three extended families. Several of these communities will usually cluster together, allowing members to move between groups as they get older. They have no permanent settlements, and instead loxoda families travel to new areas when they deplete the available food. Voracious omnivores, a family of loxodas will quickly strip trees bare of leaves, or hunt and cook an entire elephant.\"]},{\"type\":\"entries\",\"name\":\"Often Underestimated\",\"entries\":[\"Many people assume that loxodas are as dull witted as the ogres they resemble. This is often a fatal mistake, as the loxoda are quite intelligent. Their simple equipment and straightforward living come not from a lack of skill or knowledge, but their own isolationism and xenophobia. Their immense size and quadruped body make it difficult for them to mine metal ore, and they violently reject communications and trade with other people. The little metal they can gather is either taken from the bodies of their prey or stolen in raids on dwarven, human, or gnoll settlements.\"]},{\"type\":\"entries\",\"name\":\"Vestigial Tusks\",\"entries\":[\"All loxodas have curved tusks. While they are too small for use in even ritual combat, they are often decorated with intricate carvings or inlays or are dyed in a pattern developed by their family. Each individual also adapts the patterns with their own individual marks, often inspired by important events in their lives. Some loxodas put golden rings or jeweled bracelets stolen from humanoids onto their tusks as trophies. A loxoda matriarch may have long, dangling chains of such ornaments, indicating her high status and long life.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Loxoda.webp\"}}]},{\"name\":\"Lunar Devil\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A hulking figure floats in the air, a winged horror painted in mist and moonlight.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Corruptors of the Moon\",\"entries\":[\"Lunar devils can be found subverting druidical orders or leading packs of werewolves. They are a lazy breed of devil and prefer lounging in the light of the moon over more vigorous activity. The only exception is an opportunity to corrupt druids and moon-worshippers, pitting them against followers of sun gods.\"]},{\"type\":\"entries\",\"name\":\"Vain and Boastful\",\"entries\":[\"Lunar devils are as vain as they are indolent. Tales the fey tell involve thwarting them by appealing to their vanity. Lunar devils frequently befriend the dark fey.\"]},{\"type\":\"entries\",\"name\":\"Flying in Darkness\",\"entries\":[\"In combat, lunar devils sometimes bring allies along, bestowing magical flight on them. The devils stay in areas of moonlight whenever they can. Lunar devils have excellent vision in total darkness, though, and are happy to use that against foes. They prefer attacking from range, allowing allies to take the brunt of any opposition.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Lunar Devil.webp\"}}]},{\"name\":\"Mahoru\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A white fin cut the surface of the water as the serpentine creature approached. Its wolfish head burst from the surface, revealing a body covered in fine, white fur.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Valuable Teeth and Fur\",\"entries\":[\"A mahoru's heavy jaws are filled with triangular, serrated teeth adept at tearing flesh and sundering bone. Their white fur is prized for its warmth and waterproof qualities. Their pectoral fins feature stubby, claw-tipped paws. Mahoru is a totem beast for many northern tribes. Some make arrowheads and tooth-studded clubs with the beast's fangs.\"]},{\"type\":\"entries\",\"name\":\"Iceberg Hunters\",\"entries\":[\"Mahoru prowl northern coasts and estuaries, hunting among the fragmenting pack ice each summer. They lurk beneath the surface, catching swimmers or lurching up onto the ice to break or tilt it and send prey tumbling into the water. When necessary, they stalk beaches and riverbanks in search of carrion or unwary victims.\"]},{\"type\":\"entries\",\"name\":\"Work in Pairs and Packs\",\"entries\":[\"Mahoru work together in mated pairs to corral everything from fish and seals to larger prey like kayaking humanoids and even polar bears. They gnaw at ice bridges and the frozen surface of lakes and rivers to create fragile patches that plunge unwary victims into waiting jaws.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Mahoru.webp\"}}]},{\"name\":\"Malakbel Demon\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Within a blinding wave of heat and glare walks a long-limbed, misshapen form. The creature scorches everything in its path as it strides forward.}\",\"What most people recall most vividly from an encounter with a malakbel is the blinding light and blistering heat surrounding it. Rippling distortion obscures the creature's body, which is roughly the size and shape of an adult human.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Demonic Messengers\",\"entries\":[\"Malakbel demons are contradictory creatures. They are both messengers and destroyers who carry the words of demon lords or even dark gods to the mortal realm. Paradoxically, once their message is delivered, they often leave none of its hearers alive to spread the tale.\"]},{\"type\":\"entries\",\"name\":\"Where Virtue Cannot Look\",\"entries\":[\"The malakbel is the embodiment of all that is forbidden and destructive. Despite its vital role as a messenger, its destructive nature always comes to the fore. A malakbel descends upon settlements and travelers with the merciless and relentless onslaught of the raging sun, burning all it sees to cinders before vanishing like heat shimmers at dusk.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Malakbel Demon.webp\"}}]},{\"name\":\"Mallqui\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i With skin stretched like vellum over wizened limbs, a desiccated humanoid form clad in splendid regalia emerges from a funerary tower. The imposing figure has yellow points of light for eyes.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Cold Plateau Mummies\",\"entries\":[\"The people of the cold, rainless, mountain plateaus take advantage of their dry climes to mummify their honored dead, but without the embalming and curing of the corpse practiced in hotter lands. To preserve the knowledge and the place of their ancestors in the afterlife, their dead remain among them as counsellors and honorees on holy days.\"]},{\"type\":\"entries\",\"name\":\"Undead Judges\",\"entries\":[\"The mallqui are not seen as malevolent, though at times they are severe judges against transgressors of their culture's ideals.\"]},{\"type\":\"entries\",\"name\":\"Icons of Growth\",\"entries\":[\"Through their ability to draw the very moisture from the air, they are seen as conduits to the fertility of the earth. Mallqui also means \\\"sapling\\\" in the language of the people who create them.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Mallqui.webp\"}}]},{\"name\":\"Malphas\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Keen eyed and dangerous, this winged fey warrior is dressed in finery.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Sworn to the Shadow Fey\",\"entries\":[\"Raised with a sword in their hands, the malphas are fierce warriors who serve the aristocracy of the shadow fey unswervingly.\"]},{\"type\":\"entries\",\"name\":\"Corvid Fey\",\"entries\":[\"The malphas have many crow-like features, including beaks, black-feathered bodies and wings, and clawed feet and hands. On occasion, a cloaked ravenfolk traveling in fey lands might be mistaken for a malphas, and some less scrupulous ravenfolk use this to their advantage to manipulate fey they encounter. Malphas don't take kindly to such impersonations and are merciless toward any ravenfolk they discover pretending to be one of them.\"]},{\"type\":\"entries\",\"name\":\"Messengers\",\"entries\":[\"Laconic in speech, they nevertheless serve as envoys and messengers from time to time. However, as much or more is communicated by the choice in messenger as in the message itself. Their crow-like features and the tendency of their masters to send bad news via malphas has earned them the nickname \\\"storm crows\\\" among many fey.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Malphas.webp\"}}]},{\"name\":\"Mamura\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This atrocity combines the worst elements of a dead frog and a rotting fish. Its slimy, scaly, vaguely humanoid form has eyes and three clawed arms arranged radially about its body. Its green, bat-like wings seem too small to work, yet it flies well}.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Twisted Field Sprites\",\"entries\":[\"Mamuras are the twisted faeries of magical wastelands and barren plains. They were once good-aligned, pixie-like fey called \\\"polevoi,\\\" or \\\"field sprites.\\\" At some point, they swore their souls to a dark goddess and were corrupted by her foul magic. Now they are twisted, alien things.\"]},{\"type\":\"entries\",\"name\":\"Cross-Dimensional\",\"entries\":[\"The mamura is one degree out of phase with reality. It appears blurry and indistinct even in bright light, and it seems translucent in dim light. They babble constantly, but their talk is mostly nonsense. Their minds operate in multiple dimensions in time as well as space, and this allows them to talk to and understand creatures of the Void. Because of this, their babble may be prophetic for the few who can decipher it.\"]},{\"type\":\"entries\",\"name\":\"Prophetic Followers\",\"entries\":[\"They occasionally align themselves with powerful goblin tribes or evil wasteland sorcerers for their own unknowable purposes.\"]},{\"type\":\"inset\",\"name\":\"Mamuras in Midgard\",\"entries\":[\"The mamura are servants of the Black Goat of the Woods, and they live in the Wasted West and various fetid swamps and badlands. They seem friendly with the selang, and they arrange strange and orgiastic rites with them at the equinoxes.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Mamura.webp\"}}]},{\"name\":\"Map Mimic\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A treasure map flaps as if caught in a strong wind. It suddenly splits open, revealing a fanged mouth and face.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Mimic Spawn\",\"entries\":[\"Mimic adhesive is not just a powerful means of trapping prey, it also contains millions of microscopic larvae that feed on flesh. Most of the larvae are consumed by the mimic when it eats. Mimics are either unaware of this, or they're indifferent to the fact that they routinely cannibalize their own offspring. A few larvae survive by adhering to the clothing or equipment of someone who escaped from a full-grown mimic's attack. These larvae hitch a ride, their host taking them far from the dungeon, cavern, or ruin of their birth. There, they drop off and grow into wormlike mimic young called map mimics. In time, map mimics grow into typical mimics.\"]},{\"type\":\"entries\",\"name\":\"Smaller than a Dinner Plate\",\"entries\":[\"Map mimics are too small to mimic the types of objects their parent does, but they still deceive prey by altering their forms. They can assume the shape, texture, and coloration of anything up to the size of a dinner plate.\"]},{\"type\":\"entries\",\"name\":\"Paper Scrolls\",\"entries\":[\"Their preferred form is parchment paper. They can display the path they've followed on their hide, complete with important landmarks. In this form, they curl up and wait inside bottles, or in the clutches of a corpse in plain view, until an unsuspecting adventurer discovers them. If the mimic is hungry, it attacks and attaches to the finder's face. Otherwise, it continues its charade as a map, eventually leading the reader back to the parent mimic.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Map Mimic.webp\"}}]},{\"name\":\"Mask Wight\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The frame of this withered demon's corpse barely fills the ash-colored plate armor that encases it. It carries a khopesh made of violet smoke, and a horned ivory mask devoid of features is nailed to its face.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Children of Fiends\",\"entries\":[\"Long ago, a demon lord of shadow fell in love with a demon goddess of the underworld. The two devised a plan to not merely slay their peers, but expunge them from time itself, leaving only each other. Shortly thereafter, the mask wights were conceived.\"]},{\"type\":\"entries\",\"name\":\"Rites of Annihilation\",\"entries\":[\"To create these undead, the lovers stole bodies of death knights from beneath the necropolis of an arch-lich and sacrificed a million condemned souls, draining their essence into ivory masks. Finally, the masks were hammered onto the knights with cold iron nails, and their armored husks were left at the bottom of the memory-draining River Styx for 600 years. When they rose, the mask wights marched out into the planes to bury knowledge and erase their quarry from memory and history.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Mask Wight.webp\"}}]},{\"name\":\"Mavka\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i With burnt and blackened skin, burnt twigs for hair, and clawed hands and feet that resemble burnt and twisted roots, this creature appears scorched and even frail. Pupilless red eyes gleam in its sockets with a hellish green flame.}\",\"Mavkas are twisted dryads created by undead warlocks and vampiric experiments.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Death Riders\",\"entries\":[\"Mavkas ride nightmares and are fearsome raiders, snatching victims up into the saddle, never to be seen again. They despise and trample foot soldiers as peasants unworthy of attention.\"]},{\"type\":\"entries\",\"name\":\"Hag Killers\",\"entries\":[\"Mavkas are the mortal enemies of red hags, who call these undead horrors \\\"greenbanes.\\\" When red hag covens discover vampires and other undead turning local dryads into mavkas, they go on a rampage, destroying all undead they encounter.\"]},{\"type\":\"inset\",\"name\":\"Mavkas in Midgard\",\"entries\":[\"There were once three dryad sisters named Mica, Anthelia, and Saramantha. After his conquest of Morgau, the Black Prince Lucan had the dryads and their trees killed and then raised them as powerful undead—mavkas. His warlocks bonded the new undead with nightmares instead of trees to complete their corruption.\",\"These three sisters have since spawned many more such undead fey. Some serve the Black Prince as generals or concubines, while others pursue their own ends, destroying vampires, laying waste to villages, and seeking power in the Shadow Realm.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Mavka.webp\"}}]},{\"name\":\"Mbielu Dinosaur\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This lumbering saurian quadruped has large, oblong plates of bone covered in greenish slime protruding from its back and its thick, club-like tail.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Large Plates\",\"entries\":[\"People describe this reptilian herbivore as \\\"the animal with planks growing out of its back.\\\" The mbielu is a large dinosaur akin to a stegosaurus, with square dorsal plates that support symbiotic colonies of toxic, green algae. The plates themselves are as large as shields.\"]},{\"type\":\"entries\",\"name\":\"Aquatic Herbivore\",\"entries\":[\"An mbielu spends most of its life underwater, feeding on aquatic plants and avoiding the withering glare of the harsh sun, but it comes onto land frequently to sun itself for a few hours before immersing itself once again.\"]},{\"type\":\"entries\",\"name\":\"Toxic Alchemy\",\"entries\":[\"Its dorsal plate algae undergo an alchemical reaction in the continual transition between water and sky, especially during mbielu migrations to new watery dens. The algae produce a hallucinogenic poison that clouds the minds of most creatures. Mbielus themselves are immune to the toxin.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Mbielu Dinosaur.webp\"}}]},{\"name\":\"Mi-go\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This fungal, insectoid creature has stubby wings, multiple limbs, and a nightmarish head.}\",\"The mi-go are a space-faring people of great skill and vast malevolence. They travel in large numbers between worlds, somehow covering astronomical distances in months rather than decades.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Strange Technology\",\"entries\":[\"Their technology includes powerful techniques to implant mi-go elements and minds in others' bodies (or to extract them). They also have unparalleled mastery of living tissue in both plant and animal form. Mi-go merchants exchange psychic tools, surgical instruments, and engineered materials. They work these materials into fantastic objects such as void-crossing solar wings, glowing lampfruit, and purple starvines, which induce sleep.\"]},{\"type\":\"entries\",\"name\":\"World Colonizers\",\"entries\":[\"While they have their own secrets and goals, the mi-go also serve ancient powers from between the stars. They are devoted followers of Shub-Niggurath, goddess of fecundity and growth, and take their evangelical mission seriously. They colonize entire worlds in Shub-Niggurath's name, planting and harvesting entire species according to her will.\"]},{\"type\":\"entries\",\"name\":\"Brain Cylinders\",\"entries\":[\"The brain cylinder, a device that permits the extraction and maintenance of a living brain outside the body, is the apex of mi-go technology. Safely isolated in a mi-go cylinder, a humanoid brain can travel safely between the stars. They deploy, fill, and retrieve these cylinders according to mysterious schedules and for purposes. Indeed, most of their technology appears either revolting or simply bizarre to humanoids (plant folk are less disquieted by their functioning).\"]},{\"type\":\"inset\",\"name\":\"Disquieting Technology\",\"entries\":[\"Though mi-go technology is strange to most creatures, the effects of the technology in the game are similar to magic items. For example, a device strapped to the chest emitting a blue field around the wearer's body that grants resistance to cold damage is functionally the same as armor of cold resistance. The identify spell fails to discern the true purpose of these pieces of technology, but a successful DC 17 Intelligence ({@skill Arcana}) check during a short or long rest can reveal the purpose of a piece of mi-go technology\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Mi-go.webp\"}}]},{\"name\":\"Millitaur\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A purplish-black segmented worm the size of a horse, with hundreds of legs, black multifaceted eyes, and powerful mandibles wields a pair of stone axes.}\",\"Millitaurs roam jungles and woodlands, especially wherever dense undergrowth rots beneath the canopy and piles high. Leaves and plant matter provide much of the millitaur diet, but they also are good hunters and supplement with squirrel, monkey, gnome, and goblin.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Poisonous Drool\",\"entries\":[\"As formidable as they appear, millitaurs are the preferred prey of some dragons and jungle giants, and tosculi often hunt them for use as slaves and pack animals. In defense, they've developed a mild poison. Millitaur handaxes often drip with this substance, smeared on from the beast's mandibles. They use their axes for breaking up mulch for easier digestion, as well as for hunting and self-defense.\"]},{\"type\":\"entries\",\"name\":\"Alchemists and Brewers\",\"entries\":[\"Millitaurs are capable alchemists and brew their own unique beverages, potions, and alchemical substances, using the various materials and substances provided by the plants and animals found in their jungle homes. When away from their burrows, millitaurs carry a handful of flasks for self defense, to ward off intruders, or to trade with respectful humanoids traveling near their territory.\"]},{\"type\":\"entries\",\"name\":\"Clicking Speech\",\"entries\":[\"Millitaurs communicate via body language, antennae movements, scent, and clicking sounds. Although they have no voice boxes, millitaurs can make sounds by artfully clicking and grinding their mandibles, and they mimic the sounds of Common in a peculiar popping tone. They can be good sources for local information so long as they are treated with respect and their territory is not encroached.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Millitaur.webp\"}}]},{\"name\":\"Mindrot Thrall\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A heavily cloaked figure reeks of decay, spreading a floating cloud of spores with every step.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Fungal Rot\",\"entries\":[\"Mindrot fungus is an intelligent hive-mind parasite that consumes creatures from the inside out. When inhaled, mindrot spores enter the brain through the bloodstream. As the fungus grows, it dissolves the host's body and slowly replaces the creature's flesh with its own. The fungus's first target is the motor function of the brain. It takes control of the creature's movement while the victim is still alive and conscious, leaving the victim trapped within its own body. Indeed, sensory awareness may be the last function that the fungus attacks. Eventually, even the victim's skin and muscle are replaced with fungal fibers. At that point, the affected creature no longer looks like its former self. Such a newly born mindrot thrall conceals its alarming appearance under heavy robes or cloaks so it can travel without causing alarm.\"]},{\"type\":\"entries\",\"name\":\"Spore Blisters\",\"entries\":[\"A thrall's skin is taut and waxy. Blisters form just beneath the surface, and when they grow as large as a child's fist they burst, releasing a spray of spores. It seeks to infect as many new victims as possible during the few weeks that it survives in humanoid form. At the end of that time, the thrall shrivels to a dried, vaguely humanoid husk. Even a dead mindrot thrall remains dangerous. Its half-formed spore blisters can remain infectious for months.\"]},{\"type\":\"entries\",\"name\":\"Dimensional Horrors\",\"entries\":[\"Wizards hypothesize the fungus was brought to the mortal world's wastelands by a shambling horror crossing through a dimensional portal. The remoteness of the wasteland is likely why the mindrot fungus hasn't destroyed whole cities, though someday it might find a more fertile breeding ground.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Mindrot Thrall.webp\"}}]},{\"name\":\"Mirager\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Diaphanous veils cover a graceful woman, flowing like water across her as she dances through the dust.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Humanoid Sand\",\"entries\":[\"Cursed with crumbling, sandy bodies by a long-since-forgotten fey lord, miragers rely on blood and moisture from mortal creatures to replenish and sustain their forms. With such sustenance hard to acquire in their desert homes, miragers don't gather in groups and can be particularly vicious when starved. Some miragers might make bargains or forge friendships with mortal creatures, but the mirager's everpresent need for blood and moisture means such alliances rarely survive the dry season.\"]},{\"type\":\"entries\",\"name\":\"Enticing Illusion\",\"entries\":[\"A mirager can take on the guise of a lovely man or woman with luminous eyes, delicate features, and seductive garments. Whatever its form, a mirager dresses in veils and flowing robes that accentuate its enticing beauty.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Mirager.webp\"}}]},{\"name\":\"Miremal\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A short, lean, biped emerges from the shadows. Fungi and mosses cover its pale-skinned body, growing into its flesh. Its green eyes weep bloody tears}.\",\"Miremals are savage, degenerate fey who delight in crafting paths through treacherous swamps. These seemingly safe paths are riddled with traps and ambush points.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Unreliable Guides\",\"entries\":[\"Miremals hunt in packs of three to six and often serve a more powerful creature, especially one that commands potent magic. As a result, many of their paths lead travelers into the grove of a green hag coven or into the lair of a black dragon.\"]},{\"type\":\"entries\",\"name\":\"Swamp Dwellers\",\"entries\":[\"Miremals have adapted from sylvan forests to the swamps: patches of red and green fungus sprout from their skin, mushrooms and branches grow haphazardly out of their bodies, and moss hangs from beneath their arms. They can even take on a puddle-like form when close to death, escaping from whatever seeks to harm them. Their eyes are forest green and perpetually wet with bloody tears. Their legends say their tears come from rage over the banishment from their forest homes and agony from knowing they can never return.\"]},{\"type\":\"entries\",\"name\":\"Hate Moss Lurkers\",\"entries\":[\"Miremals are occasionally confused with moss lurkers, but the two despise one another and both consider the comparison odious.\"]},{\"type\":\"inset\",\"name\":\"Miremals in Midgard\",\"entries\":[\"Miremals once served the Faerie Queen Titania as honorable scouts and spies. The habits of mind they cultivated though, made them susceptible to the blandishments of Titania's dark sister, Sarastra, Queen of Night and Magic. She planted within the miremals a hunger for flesh, and many succumbed to Sarastra's enchantment. They turned against those who resisted and devoured their former companions.\",\"When the miremals regained their senses, they saw the slaughter they had wrought. Titania cursed and banished the miremals, changing their form and admonishing them to repent and atone. Thus far, they have shown no remorse.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Miremal.webp\"}}]},{\"name\":\"Mirror Hag\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This hunchbacked crone's sallow skin is covered with growths and lesions.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Hideous Hex\",\"entries\":[\"Until a creature can see past the hag's deformities, she curses it with the pain of a disfigured life. Some mirror hags do this for the betterment of all, but most do it because causing pain amuses them.\"]},{\"type\":\"entries\",\"name\":\"Warped Features\",\"entries\":[\"Mirror hags are hunchbacked, with growths and lesions covering their skin. Their joints misalign, and the extremities of their bones press against their skin. However, it is their faces that inspire legends: the blackest moles sprouting long white hairs, noses resembling half-eaten carrots, and eyes mismatched in size, color, and alignment. If a creature recoils from a mirror hag's looks, she bestows her reconfiguring curse on it.\"]},{\"type\":\"entries\",\"name\":\"Mirror Covens\",\"entries\":[\"Mirror hags can form a coven with two other hags. Generally, mirror hags only form covens with other mirror hags, but from time to time a mirror hag will join a coven of witches or green hags.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Mirror Hag.webp\"}}]},{\"name\":\"Mithral Dragon Wyrmling\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Light glints off the dragon's glossy scales, shining silver-white. Its tiny wings folded flush against its body open like a fan and expose shimmering, diaphanous membranes. Its narrow head, with bare slits for its eyes and nostrils, sits at the end of a slender neck atop an impossibly thin frame}.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Rage in Youth\",\"entries\":[\"Younger mithral dragons raid and pillage as heavily as any chromatic dragon, driven largely by greed to acquire a worthy hoard, though they are less likely to kill for sport or out of cruelty. In adulthood and old age, however, mithral dragons are less concerned with material wealth and more inclined to value friendship, knowledge, and a peaceful life pursuing interesting goals.\"]},{\"type\":\"entries\",\"name\":\"Peacemakers\",\"entries\":[\"Adult and older mithral dragons are diplomats and arbitrators by temperament (some dragons cynically call them referees). They enjoy bringing some peace to warring factions. Among all dragons, their strict neutrality and ability to negate magic make them well suited to these vital roles.\"]},{\"type\":\"inset\",\"name\":\"Mithral Dragons in Midgard\",\"entries\":[\"Mithral dragons are rebellious dragons who once sought to make peace between chromatic and metallic dragons. Having failed in that, they declared themselves neutral and now seek opportunities to make peace elsewhere. They are the only dragons that advocate against the perpetual war of the Dragon Empire, and occasionally serve as mercenaries against the Mharoti.\"]}]}]}]},{\"name\":\"Mngwa\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Tiny wisps of grayish smoke ooze from the slate-colored coat of this leonine creature.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Ethereal Lions\",\"entries\":[\"The elusive mngwa (MING-wah) are the offspring of a sentient feline beast from the Ethereal Plane that mated with a lioness long ago. Also called{@i nunda}(\\\"smoke-cats\\\"), mngwas are strong, cunning hunters who can elude pursuit or approach their prey unnoticed by disappearing briefly into the ether.\"]},{\"type\":\"entries\",\"name\":\"Rocky Terrain\",\"entries\":[\"Mngwas choose their hunting ground carefully, avoiding flatlands where competing predators are plentiful. They favor rocky and treacherous terrain where their talent for dancing along the veil between worlds allows them to outmaneuver their prey.\"]},{\"type\":\"entries\",\"name\":\"Feline Allies\",\"entries\":[\"The strongest mngwa recruit other great cats into their prides, though these associations tend to be short-lived. They hunt with especially savage groups of nkosi, though only a great pridelord can command one during a hunt. When the hunt is over, the mngwa move on, and sometimes they take one of the young nkosi with them to become a shaman.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Mngwa.webp\"}}]},{\"name\":\"Monolith Champion\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This suit of armor stands motionless, its visor raised to reveal a black skull with eyes cold as a winter moon. A cloak of owl feathers hangs from its shoulders, and a greatsword sits across its back.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Beautiful Constructs\",\"entries\":[\"Monolithic servitors are constructs designed to serve the courts of the shadow fey. As constructs go, these are uncommonly beautiful; they are meant to be as pleasing to the eyes as they are functional. Beauty, of course, is in the eye of the beholder, and what's beautiful in the eyes of the shadow fey might be considered strange, disturbing, or even alarming to mortal folk.\"]},{\"type\":\"entries\",\"name\":\"Expensive Armor\",\"entries\":[\"Regardless of a viewer's aesthetic opinion, it's obvious that a monolith champion incorporates amazing workmanship. Every fitting is perfect, and every surface is burnished and etched with detail almost invisible to the naked eye or else decorated with macabre inlays and precious chasing. The skull in the helmet is mere decoration, meant to frighten the weak of heart and mislead opponents into thinking the champion is some form of undead rather than a pure construct.\"]},{\"type\":\"entries\",\"name\":\"Keeping Out the Rabble\",\"entries\":[\"As its name implies, the monolith champion serves as a guardian, warrior, or sentry. In those roles, it never tires, never becomes distracted or bored, never questions its loyalty, and never swerves from its duty. It delights in throwing non-fey visitors out of fey settlements and buildings.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Monolith Champion.webp\"}}]},{\"name\":\"Monolith Footman\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A suit of elven parade armor, beautifully ornate but perhaps not terribly functional, stands at attention.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Beautiful Construct\",\"entries\":[\"Like the monolith champion, a monolith footman is an aesthetic triumph in the construct-builder's craft. Unlike the champion, the footman's visor remains closed, hiding any visage. If anything, form takes a higher priority in the footman than function, since their function is largely to look fine as they stand ready to perform servant's duties for their shadow fey masters.\"]},{\"type\":\"entries\",\"name\":\"More Servant than Warrior\",\"entries\":[\"Because it's fashioned as grand armor, the footman looks more ferocious than it is. Its fighting ability is nothing to dismiss, but a secondary function. It's a combination of household servant and watchdog with imposing martial flair. Like the champion, a monolith footman's most alarming power is its ability to replace an opponent with a shadow double. This threat should be taken seriously by strangers to shadow as they weigh the risks of causing trouble in the fey courts.\"]},{\"type\":\"entries\",\"name\":\"Perfect Loyalty\",\"entries\":[\"Monolith footmen follow orders to the letter and are unswerving in their loyalty.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Monolith Footman.webp\"}}]},{\"name\":\"Moonlit King\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Dressed in archaic nobleman's finery, this elf lord has wildly unkempt bluish hair and pale, almost luminous skin. His eyes bulge slightly from their sockets as they stare vacantly. The lord's shadow moves slightly out of sync with his body, which appears solid in some portions and nearly transparent in others}.\",\"His Lunar and Royal Majesty, Ludomir Imbrium the XVI, is also known as the Moonlit King of the Shadow Fey, Lord of Shadows, Duke of the Elves, and Master of the Winter Palace. A creature consumed by madness, the Moonlit King is an ephemeral vestige of greatness lost. He barely lives in reality anymore, and he is beset by phantoms from his own mind conjured from shadows and regret.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Dwindling Power\",\"entries\":[\"The Moonlit King lost the favor of his wife, the Queen of Night and Magic, long ago. When he fell from power, the Queen exiled him, banishing him from his seat in the courts of the shadow fey. Now he endures in the crumbling, far-flung Tower of the Moon. The King has sunk deep into madness during his isolation and has turned to bargains with demons and devils in a desperate bid to regain freedom.\"]}]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Fey Lords and Ladies\",\"entries\":[\"Fey are capricious, mischievous, and often dangerous beings. However, despite their chaotic reputations, they do follow a certain set of rules. These rules—widely misunderstood by outsiders—are codified and enforced by a cadre of lofty fey nobility. Befitting any courtly structure, the fey bow to lords and ladies: eldritch creatures of immense power who rule the courts.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Heads of State\",\"entries\":[\"The fey lords and ladies are beings of high station and prodigious personal power. Each rules over at least a great city if not an entire nation. No matter the scope of a fey noble's domain, in his or her eyes, a fey ruler's word is law. Outsiders might not understand the edicts and interdicts of a fey noble, but that's no protection against the harsh penalties that await any who break them, knowingly or otherwise.\"]},{\"type\":\"entries\",\"name\":\"Vacant Thrones\",\"entries\":[\"When a lord or lady of the fey dies, the court does not remain leaderless for long. Ambitious beings among the fey always hunger for more power and covet the stations of their superiors. After a traditional month or year of mourning, vicious power struggles winnow the weak and pave the way for the most cunning or the strongest to take the court's vacant throne.\"]}]}]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Moonlit King's Lair\",\"entries\":[\"The Moonlit King's lair is the Tower of the Moon, which is hidden in a spiral labyrinth deep within the Plane of Shadows. The tower is a run-down, forlorn place filled with false whispers and shadow ghosts of the mad fey lord's own creation.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Moonlit King.webp\"}}]},{\"name\":\"Mordant Snare\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The ground rumbles and a gigantic starfish with eleven arms rises from the earth, grasping at nearby prey.}\",\"Mordant snares were created by war mages of ancient times. Each resembles an immense, eleven-armed starfish weighing eight tons, and yet a mordant snare is never obvious. Instead, it controls a dozen humanoids shuffling about aimlessly, paying little attention to their surroundings.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Starfish Puppet Masters\",\"entries\":[\"Snares bury themselves under loose soil to attack creatures walking above them. After killing a humanoid, they inject acid into the victim's body that liquefies organs and muscle while leaving the skeleton, tendons, and skin intact. With the body thus hollowed out and refilled with acid and filaments, the mordant snare can control it from below like a puppet.\"]},{\"type\":\"entries\",\"name\":\"Brains Preferred\",\"entries\":[\"The mordant snare prefers intelligent food and hunts until an area is empty of sustenance. A village can suffer tremendous losses or even be wiped out before discovering the cause. However, a mordant snare is intelligent enough to know that escaped victims may come back with friends, shovels, and weapons, ready for battle. When this occurs, the snare abandons its puppets, burrows deeper underground, and seeks a new home.\"]},{\"type\":\"entries\",\"name\":\"Cooperative Killers\",\"entries\":[\"Mordant snares are few in number and cannot reproduce. Since the secret of their creation was lost long ago, eventually they will disappear. Until then, they cooperate with each other when in the same areas, using puppets to lure victims to one another.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Mordant Snare.webp\"}}]},{\"name\":\"Morphoi\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This blue-skinned humanoid wields a trident and has an unusual face with vertical eyes but no mouth or nose.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Shapeshifter Plants\",\"entries\":[\"Morphoi are shape-shifting plant creatures indigenous to many islands. In their natural forms, the morphoi are androgynous beings between 5 and 6 feet tall. Their elliptical heads have pairs of eyes on both front and back. When harmed, they bleed a dark red sap. As plants, the morphoi don't need to eat. Instead, they gather nutrients from the sun and air. When posing as humanoids, they consume small amounts of food to aid their disguise, but since they have no internal digestive system, the food is just stored inside their bodies until they can spit it out.\"]},{\"type\":\"entries\",\"name\":\"Ship Travel\",\"entries\":[\"Morphoi live in island communities and in nearby waters, traveling by ship. They harbor a powerful animosity toward intelligent animal life, and their disguised agents are behind many otherwise inexplicable acts of sabotage and murder in coastal areas. Unlike doppelgangers, morphoi can't mimic specific individuals or read thoughts. Instead, they create intriguing backgrounds to go along with their disguises.\"]},{\"type\":\"entries\",\"name\":\"Four Eyes Always\",\"entries\":[\"No matter what form they shift into, morphoi always have four eyes, never two. They can relocate their eyes to anywhere on their bodies, however, and they try to keep the second pair of eyes on the back of the head or neck (concealed by long hair or a tall collar), or the backs of the hands (under gloves but useful to peer around corners).\"]},{\"type\":\"inset\",\"name\":\"Morphoi in Midgard\",\"entries\":[\"Morphoi in Midgard serve and venerate Mnemosyne, the goddess of memory. They willingly give their lives to protect her, her handmaidens, and her followers. Because of Mnemosyne's influence over time as well as memory, morphoi in Midgard have been blessed by their goddess with immunity to magic that manipulates time, including spells that age the morphoi or spells such as haste or slow.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Morphoi.webp\"}}]},{\"name\":\"Moss Lurker\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Somewhat like the cruel crossbreed of troll and gnome, this creature has a long, greenish beard and hair. Its hide is peaty amber, and a vaguely fungal scent surrounds it.}\",\"Like their trollish relatives, moss lurkers have large, often grotesque noses. Their claws are bright red when unsheathed, and their teeth tend toward the long and snaggly. They wear simple clothes of homespun wool or leather, or go naked in the summer. Their hats are sometimes festooned with toadstools or ferns as primitive camouflage.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Large Rocks and Poisoned Gifts\",\"entries\":[\"Moss lurkers have a fondness for throwing large stones at enemies. Some stones even seem too large for the lurker to heft. They also enjoy poisoning food and drink then offering it to creatures lost in the forest.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Moss Lurker.webp\"}}]},{\"name\":\"Myling\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Dressed in rags, this small humanoid has cold, blue skin and large, black eyes.}\",\"Mylings are the souls of the unburied, those who died in the forest from abandonment or exposure and can find no peace until their bodies are properly interred. Given the circumstances around their deaths, mylings tend to be solitary, haunting the places where they died. When some tragedy ended in multiple deaths, the resulting mylings stay together and hunt as a pack.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Attack in a Rage\",\"entries\":[\"Mylings prefer to attack lone wanderers. They target a group when desperate or when there's more than one myling in the pack. They shadow a target until after dark, then jump onto the target's back and demand to be carried to their chosen burial ground. They cling tightly to a victim with arms and legs locked around the victim's shoulders and midsection, begging, threatening, and biting until the victim gives in to their demands. Mylings bite victims to death if the victim is unable or unwilling to carry them, or if a victim moves too slowly.\"]},{\"type\":\"entries\",\"name\":\"Ungrateful Rest\",\"entries\":[\"While all mylings seek a creature to carry them to their final resting place, even when a \\\"mount\\\" is willing, the creature's body grows immensely heavy as it nears its burial place. Once there, the myling sinks into the earth, taking its bearer with it.\"]},{\"type\":\"entries\",\"name\":\"Urchin Rhymes and Songs\",\"entries\":[\"Some mylings maintain traces of the personalities they had while alive—charming, sullen, or sadistic—and can speak touchingly and piteously. Dressed in ragged clothing, their skin blue with cold, they sometimes reach victims who believe they are helping an injured child or young adult. They hide their faces and sing innocent rhymes when they aren't screeching in fury, for they know that their dead eyes and cold blue skin cause fright and alarm.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Myling.webp\"}}]},{\"name\":\"Naina\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This draconic creature is plumed and scaled in glittering, multicolored hues.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Dragons in Human Form\",\"entries\":[\"These minor dragons can take the shape of wise, old, human women. They retain full use of their sorcerous powers in their humanoid forms, and they can retain that form indefinitely.\"]},{\"type\":\"entries\",\"name\":\"Difficult to Spot\",\"entries\":[\"A naina shapeshifted into human form is nearly impossible to spot as anything but human unless she makes a mistake that gives away her true nature. This seldom happens. Draconic roars, a flash of scales, a fondness for raw meat, and a flash of wrathful dragon breath are the most common tells.\"]},{\"type\":\"entries\",\"name\":\"Hunted by Rumor\",\"entries\":[\"When rumors of a naina circulate, any woman who is a stranger may be persecuted, ostracized, or even tortured unless she can prove that she's entirely human.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Naina.webp\"}}]},{\"name\":\"Necrohydra\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Five snaking necks sprout from this decayed, draconic body. However, instead of reptilian heads, each neck ends in a humanoid head.}\",\"Necrohydras are created by powerful, evil necromancers and often used as guardians or placed at the vanguard of an undead army to strike fear and despair into the enemy. The wordless, heart-wrenching dirge the creature produces can drain all hope from listeners. The necrohydra can speak, though the few words it croaks out are usually only in response to questions by its master.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Familiar Heads\",\"entries\":[\"Sometimes a necrohydra is created as an instrument of revenge or a tool to further damage the morale of a necromancer's enemies. In these instances, the necromancer uses the heads of humanoids that are familiar to those that will face the necrohydra—heroes, beloved leaders or officers, loved ones, or close allies. A necromancer may coach the necrohydra to say certain mocking phrases to strike at the hearts of the necromancer's enemies.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Necrohydra.webp\"}}]},{\"name\":\"Ngobou Dinosaur\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This ill-tempered, six-horned creature resembles a triceratops the size of an ox, with pairs of horns atop its nose and brows, as well as great tusks jutting from each side of its mouth.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Hatred of Elephants\",\"entries\":[\"Ngobous are ox-sized dinosaurs often at war with elephants over territory. Ngobous are irascible and suspicious by nature, prone to chasing after any creature that stays too long inside its territory. They also become aggressive when they can see or smell elephants. Even old traces of elephant scent are sufficient to trigger an ngobou's rage.\"]},{\"type\":\"entries\",\"name\":\"Poor Beasts of War\",\"entries\":[\"Grasslands tribes sometimes try to train ngobous as beasts of burden or war, but most have given up on the ill-tempered animals. Most believe the ngobou's behavior is too erratic, especially if elephants are nearby or have been in the area recently.\"]},{\"type\":\"entries\",\"name\":\"Trample Crops\",\"entries\":[\"Stampeding ngobou herds can smash fields of crops flat in minutes, and their horns can tear through a herd of goats or cattle in little time.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Ngobou Dinosaur.webp\"}}]},{\"name\":\"Nichny\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i These ancient creatures resemble nothing so much as black cats dressed in sumptuous, archaic, clothing.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Xenophobic\",\"entries\":[\"The nichny are highly xenophobic and gleefully carnivorous fey who dwell in deep, primeval forests.\"]},{\"type\":\"entries\",\"name\":\"True and False Prophets\",\"entries\":[\"Nichny have oracular powers, but they rarely share their prophecies with outsiders. Their prophecies are always delivered in triples, and legend holds that two inevitably prove true and one proves false.\"]},{\"type\":\"entries\",\"name\":\"Answer Three Questions\",\"entries\":[\"One final legend claims that if a nichny can be bound with gold or orichalcum chains, it must answer three questions. As with their prophecies, two answers will be true and one will be a lie. All three questions must be posed before any will be answered. When the third answer is given, the nichny and the chains disappear.\"]},{\"type\":\"inset\",\"name\":\"Nichny in Midgard\",\"entries\":[\"Known as dolia (\\\"fate speakers\\\") in Old Elvish, elven legend says the nichny welcomed the first elves to Midgard. They also gifted the first Emperor of the Elves with three prophecies: humans would cause a great schism and estrangement among the elves, forcing them to flee Midgard; an elfmarked child would be the doom of all elvenkind; and a third prophecy so horrific that the elves erased it with powerful magic.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Nichny.webp\"}}]},{\"name\":\"Night Scorpion\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i These midnight-black scorpions have a bright-red stripe on their tails, signaling the crippling poison within.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Blinding Poison\",\"entries\":[\"This aptly named arachnid hunter blinds victims with a dose of its crippling poison. It feeds on whole camels when given the chance, but it more commonly devours goats, sheep, and people. It hunts by night, when its senses are most effective.\"]},{\"type\":\"entries\",\"name\":\"Underdark Giants\",\"entries\":[\"The species is common in deep caves and underworld realms. They are eight feet long with a seven-foot tail and daggerlike stinger. They weigh up to 200 pounds.\"]},{\"type\":\"entries\",\"name\":\"Valuable Venom\",\"entries\":[\"Night scorpion venom is highly prized and can command upwards of 400 gp per dose.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Night Scorpion.webp\"}}]},{\"name\":\"Nightgarm\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This red-furred lupine creature has a too-wide mouth and blood-soaked claws.}\",\"Created in a ritual performed over a pregnant worg, nightgarms are always born female and are followers of the Great Wolf.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Wide-Jawed Lupines\",\"entries\":[\"Nightgarms resemble red-furred worgs with wide mouths, half-formed fingers, and comfort with bipedal and quadrupedal movement. They can hold items in their front paws, and their jaws can open to swallow especially large creatures.\"]},{\"type\":\"entries\",\"name\":\"Mother of Falsehearts\",\"entries\":[\"If a nightgarm eats a humanoid corpse whole, it gives birth nine hours later to a duplicate of the victim, known as a falseheart (see the Falseheart Template sidebar). Falsehearts are loyal to the nightgarm that birthed them and retain enough of the victim's memories and capabilities to integrate into society as the victim.\"]},{\"type\":\"inset\",\"name\":\"Falseheart Template\",\"entries\":[\"The corpse of any Humanoid can become a falseheart if eaten whole by a nightgarm. When a Humanoid becomes a falseheart, it retains its statistics, except as described below.\",{\"type\":\"entries\",\"name\":\"Type\",\"entries\":[\"The Humanoid's type changes to Monstrosity\"]},{\"type\":\"entries\",\"name\":\"Alignment\",\"entries\":[\"The falseheart's alignment changes to chaotic evil.\"]},{\"type\":\"entries\",\"name\":\"New Trait: Convincing Copy\",\"entries\":[\"A creature very familiar with the Humanoid the falseheart replaced can tell the falseheart is an imitation with a successful DC 20 Wisdom ({@skill Insight}) check.\"]},{\"type\":\"entries\",\"name\":\"New Trait: Keen Smell\",\"entries\":[\"The falseheart has advantage on Wisdom ({@skill Perception}) checks that rely on smell.\"]},{\"type\":\"entries\",\"name\":\"New Trait: Mother's Love\",\"entries\":[\"The falseheart is magically bound to the nightgarm that birthed it, following the nightgarm's telepathic commands.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Nightgarm.webp\"}}]},{\"name\":\"Nihileth Aboleth\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Eons ago, a group of aboleth left the Material Plane to wander through distant planes—seeing them through magical scrying was not enough, so these aboleth used astral magic and bodily travel to see far beyond normal realms}.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"A Forgotten Tribe\",\"entries\":[\"As ages passed, memories of those who departed slowly faded from the minds of those aboleth who remained behind. Those few aboleth who did remember that long ago some of their kin had gone plane-wandering assumed that the wanderers died in distant hells or paradises.\"]},{\"type\":\"entries\",\"name\":\"Changed by Planar Wandering\",\"entries\":[\"The plane-wanderers hadn't died. Instead, their eons-long exposure to alien realms and the space between changed them, restructuring their life force, making them into something even more nightmarish—but better able to withstand both strange hells and golden realms of eldritch delight. They returned even more corrupt and powerful than when left, and these wandering nihileths returned to the mortal world intent on spreading the influence of the Void and the utter evil they found in the vast darkness between worlds.\"]},{\"type\":\"entries\",\"name\":\"Undead Servitors\",\"entries\":[\"Humanoids, giants, and monstrosities that succumb to the nihileth's disease transform into servitors for the twisted aboleths. Most humanoids transform into nihilethic zombies, while the larger giants and monstrosities transform into nihilethic dominators. While the creatures retain much of the general shape they had in life, these servitors have translucent and slimy skin, and are adept swimmers, able to function in water or on land in service to their nihileth masters.\"]}]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"A Nihileth's Lair\",\"entries\":[\"While aboleths create their lairs underwater, spending most of their time submerged, a nihileth can create a lair outside the water, often in a cave or a ruined, abandoned city. Nihileth lairs on land typically contain several pools of water and are often within at least 1 mile of a large body of water, as the nihileth's ability to fully function outside of water is limited.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Nihileth Aboleth.webp\"}}]},{\"name\":\"Nihilethic Dominator\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Eons ago, a group of aboleth left the Material Plane to wander through distant planes—seeing them through magical scrying was not enough, so these aboleth used astral magic and bodily travel to see far beyond normal realms}.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"A Forgotten Tribe\",\"entries\":[\"As ages passed, memories of those who departed slowly faded from the minds of those aboleth who remained behind. Those few aboleth who did remember that long ago some of their kin had gone plane-wandering assumed that the wanderers died in distant hells or paradises.\"]},{\"type\":\"entries\",\"name\":\"Changed by Planar Wandering\",\"entries\":[\"The plane-wanderers hadn't died. Instead, their eons-long exposure to alien realms and the space between changed them, restructuring their life force, making them into something even more nightmarish—but better able to withstand both strange hells and golden realms of eldritch delight. They returned even more corrupt and powerful than when left, and these wandering nihileths returned to the mortal world intent on spreading the influence of the Void and the utter evil they found in the vast darkness between worlds.\"]},{\"type\":\"entries\",\"name\":\"Undead Servitors\",\"entries\":[\"Humanoids, giants, and monstrosities that succumb to the nihileth's disease transform into servitors for the twisted aboleths. Most humanoids transform into nihilethic zombies, while the larger giants and monstrosities transform into nihilethic dominators. While the creatures retain much of the general shape they had in life, these servitors have translucent and slimy skin, and are adept swimmers, able to function in water or on land in service to their nihileth masters.\"]}]}]}]},{\"name\":\"Nihilethic Zombie\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Eons ago, a group of aboleth left the Material Plane to wander through distant planes—seeing them through magical scrying was not enough, so these aboleth used astral magic and bodily travel to see far beyond normal realms}.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"A Forgotten Tribe\",\"entries\":[\"As ages passed, memories of those who departed slowly faded from the minds of those aboleth who remained behind. Those few aboleth who did remember that long ago some of their kin had gone plane-wandering assumed that the wanderers died in distant hells or paradises.\"]},{\"type\":\"entries\",\"name\":\"Changed by Planar Wandering\",\"entries\":[\"The plane-wanderers hadn't died. Instead, their eons-long exposure to alien realms and the space between changed them, restructuring their life force, making them into something even more nightmarish—but better able to withstand both strange hells and golden realms of eldritch delight. They returned even more corrupt and powerful than when left, and these wandering nihileths returned to the mortal world intent on spreading the influence of the Void and the utter evil they found in the vast darkness between worlds.\"]},{\"type\":\"entries\",\"name\":\"Undead Servitors\",\"entries\":[\"Humanoids, giants, and monstrosities that succumb to the nihileth's disease transform into servitors for the twisted aboleths. Most humanoids transform into nihilethic zombies, while the larger giants and monstrosities transform into nihilethic dominators. While the creatures retain much of the general shape they had in life, these servitors have translucent and slimy skin, and are adept swimmers, able to function in water or on land in service to their nihileth masters.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Nihilethic Zombie.webp\"}}]},{\"name\":\"Nkosi\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i With a thick mane of beaded locks, this leonine humanoid grins with a mouthful of pointed teeth.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Beads and Braids\",\"entries\":[\"The nkosi resemble bestial humans with cat's eyes, slender tails, and the fangs and fur of a lion. Most grow their hair long, braiding colorful beads into their locks to mark important events in their lives. Although the nkosi's true form is that of a feline humanoid with leonine features, the most striking feature of the nkosi is their ability to change their shape, taking the form of a lion.\"]},{\"type\":\"entries\",\"name\":\"Pridelords\",\"entries\":[\"Nkosi pridelords are exceptionally tall and muscular leaders. They keep impressive manes, but they are known for their roar, which wakes the feral heart inside all nkosi.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Nkosi.webp\"}}]},{\"name\":\"Nkosi Pridelord\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i With a thick mane of beaded locks, this leonine humanoid grins with a mouthful of pointed teeth.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Beads and Braids\",\"entries\":[\"The nkosi resemble bestial humans with cat's eyes, slender tails, and the fangs and fur of a lion. Most grow their hair long, braiding colorful beads into their locks to mark important events in their lives. Although the nkosi's true form is that of a feline humanoid with leonine features, the most striking feature of the nkosi is their ability to change their shape, taking the form of a lion.\"]},{\"type\":\"entries\",\"name\":\"Pridelords\",\"entries\":[\"Nkosi pridelords are exceptionally tall and muscular leaders. They keep impressive manes, but they are known for their roar, which wakes the feral heart inside all nkosi.\"]}]}]}]},{\"name\":\"Noctiny\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A grinning man brandishes a staff surmounted by a rune-covered skull. Blasphemous sigils adorn his clothes, and ashes stain his skin a sickly gray.}\",\"Noctiny are humanoids corrupted by fell power. Their skin is sallow and gaunt even before they smear it with ash, bone dust, and worse materials to wash all living color from their bodies. The noctiny embrace all manner of blasphemous and taboo behaviors to please their masters.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Pyramid of Power\",\"entries\":[\"The noctiny's lust for power drives them away from decency and reason. They are initiates who form the lowest rung of fext society. They swear themselves into service to the undead fext as thugs, servants, acolytes, and cannon fodder, and in exchange draw a trickle of power for themselves.\"]},{\"type\":\"entries\",\"name\":\"A Race Apart\",\"entries\":[\"Though they arise from any humanoid stock, the noctiny are corrupted by the powers they serve, changing them. Noctiny retain the cosmetic traits that identify their original race if one looks hard enough, but any connection they once had to their fellows is overpowered by their transformation into noctiny.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Noctiny.webp\"}}]},{\"name\":\"Oculo Swarm\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This collection of hundreds of eyes floats along, trailing ganglia and dripping caustic fluid that sizzles when it hits the ground.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Failed Experiment\",\"entries\":[\"Oculo swarms came about from failed experiments to create living scrying sensors. Once set loose, these horrors attain a form of distributed self-awareness. Exactly what motivates them is unknown, except that they are driven to survive.\"]},{\"type\":\"entries\",\"name\":\"Flesh Stealers\",\"entries\":[\"A weakened oculo swarm can reinvigorate itself by tearing fresh eyes from almost any type of living creature. If a badly depleted oculo swarm escapes from battle, it attacks lone creatures or weak groups until the mass of gore-spattered eyeballs is replenished. The more dismembered eyeballs the swarm contains, the more powerful it becomes.\"]},{\"type\":\"entries\",\"name\":\"Single Eye Scouts\",\"entries\":[\"The entire swarm sees what any single member sees. Before attacking or even entering a potentially dangerous area, individual eyes scout ahead for prospective victims or dangerous foes. Though harmless and easily destroyed, these lone eyes provide plenty of information to the oculo swarm before perishing.\"]},{\"type\":\"inset\",\"name\":\"Oculo Swarms in Midgard\",\"entries\":[\"Bemmean wizards have been known to employ oculo swarms as lie detectors during negotiations. An oculo instinctively reads eye movements, and it can communicate what it sees to the wizard by moving in a specific way or by changing the color of its irises. If negotiations go poorly, the mage gives the swarm permission to add a fresh pair of eyes to its number.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Oculo Swarm.webp\"}}]},{\"name\":\"Ogre Corrupted Chieftain\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Spikes adorn the green skin of this large ogre, and it brandishes a nail-studded club.}\",\"Twisted by wild magic, fiendish power, or arcane disease, the corrupted chieftain has turned its mutation into an advantage. The corruption within makes this chieftain stronger and more savage than the ogres it bullies and commands.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Changed Form\",\"entries\":[\"The power that changed the corrupted chieftain's body caused its skin to toughen and produce dozens of bony spikes. It also caused the chieftain to become stronger, hardier, and more imposing than its ogre kin, solidifying its position as a clan's chieftain.\"]},{\"type\":\"entries\",\"name\":\"Powerful Leader\",\"entries\":[\"Though the corrupted chieftain remains as tactical as it was before coming into contact with the force that changed it, the power coursing through its veins gives it uncanny sway over other ogres. The chieftain can belt out orders without receiving grumbles and can even imbue a measure of its power into its underlings.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Ogre Corrupted Chieftain.webp\"}}]},{\"name\":\"Oozasis\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The oasis appears as an idyllic desert respite, offering water, shade, and even edible fruit and nuts in the trees above.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Mockmire\",\"entries\":[\"The oozasis, or oasis ooze, is also known as a mockmire in other climates. It mimics a peaceful, pristine watering hole to draw in unsuspecting prey. An oozasis cycles seemingly at random between activity and dormancy.\"]},{\"type\":\"entries\",\"name\":\"Quest Givers\",\"entries\":[\"Within its odd physiology stirs an ancient mind with an inscrutable purpose. Far from being a mindless sludge, its fractured intelligence occasionally reads the thoughts of visitors. At these times, it tries to coerce them into undertaking quests for cryptic reasons.\"]},{\"type\":\"entries\",\"name\":\"Ancient Minds\",\"entries\":[\"Some tales claim these creatures preserve the memories of mad wizards from dead empires, or that they have unimaginably ancient, inhuman origins.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Oozasis.webp\"}}]},{\"name\":\"Orobas Devil\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Tall and powerful, this creature resembles a strong man with well-chiseled muscles, save its equine head, flaring nostrils, and hoofed feet.}\",\"Orobas devils thrive in Hell, selling their knowledge to those who have the coin or souls. The common phrase, \\\"never trust a gift horse,\\\" stems from these corrupting devils.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Horse-Headed but Wise\",\"entries\":[\"Orobas devils look like horrific horse-headed humans. Sulfuric smoke curls from their nostrils, and flames dance across their flails. This beast-like appearance belies their true strength; these devils possess an uncanny prescience and affinity for divination.\"]},{\"type\":\"entries\",\"name\":\"Masters of Deceit\",\"entries\":[\"When bargaining with an orobas, one must speak truthfully—or possess an exceptionally quick tongue and the most charming smile.\"]},{\"type\":\"entries\",\"name\":\"Surrounded by Lessers\",\"entries\":[\"Orobas devils gather lesser devils both as chattel and defense. Their analytical minds telepathically confer the strengths and weaknesses of foes to their allies. With surprising speed, the deceivers can assess a battlefield, weigh outcomes, and redirect forces.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Orobas Devil.webp\"}}]},{\"name\":\"Ostinato\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A bit of catchy, repetitive music emanates from nowhere, drifting and moving as if dancing in the empty air.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Born from Drama\",\"entries\":[\"Incredibly moving arias, passionate performances, and ditties that drive a person mad are often the product of ostinatos. These creatures of living music are born from overwrought emotions, and they feed off the vitality and personality of mortals.\"]},{\"type\":\"entries\",\"name\":\"Song Searchers\",\"entries\":[\"Ostinatos wander the mortal world as repetitive snippets of song, searching for hosts and rich feeding grounds. They enter hosts secretly, remaining undetected to prolong their voracious feasting.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Ostinato.webp\"}}]},{\"name\":\"Owl Harpy\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This winged woman's face is wreathed in a headdress of feathers; her luminous eyes and aquiline nose lend beauty to her feral demeanor. Her sharp, taloned feet seem even more inhuman by comparison.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Harpy Queens\",\"entries\":[\"An owl harpy is a queen among her kind, possessing superior grace and intelligence and an owl's predatory instinct and savage appetite. Owl harpies never grow hair, only feathers, which often wreathe their faces and crown their heads like a headdress. Their taloned feet are strong and razor sharp. They are much stronger fliers than lesser harpies; they swoop and hover in mid-air with ease to tear their prey apart. They are found in temperate climates as well as in deserts and jungles.\"]},{\"type\":\"entries\",\"name\":\"Nocturnal Magic\",\"entries\":[\"Owl harpies practice a rare, potent magic associated with darkness and the night. They can counter most light sources easily. So refined is their hearing that neither darkness nor invisibility detracts from their ability to hunt their quarry. Their acute hearing also means that thunderous noises distress them.\"]},{\"type\":\"entries\",\"name\":\"Servants of Darkness\",\"entries\":[\"Owl harpies are natural bards thanks to their sharp wits, and most are zealous followers of deities and demon lords of darkness and night. Less common but not unheard of are owl harpy oracles, scholars, and collectors. These savants are known to exchange their knowledge and insights for companionship or for unusual gifts and treasures.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Owl Harpy.webp\"}}]},{\"name\":\"Pact Vampire\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Blood flows up the slain man's body, defying gravity as it makes its way into the skin and fanged maw of this wild-haired vampire.}\",\"Pact warlocks seek transformation into a vampire while blessed by a patron of blood, destruction, or undead. The pact vampire's thirst for blood is so all-consuming that it can draw the blood of others through the air to its open maw.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Blood Line\",\"entries\":[\"The patron's blessing frees the warlock from some of a vampire's weaknesses, but it also secures a magical line of blood and life energy between the warlock and the patron. This drives the warlock to wantonly shed and drink blood, fueling the patron with each drop. A pact vampire must feed blood to its patron weekly by shedding the blood of other creatures and absorbing that blood into its body. A pact vampire that forgets or refuses to shed blood for its patron begins to lose vitality, steadily becoming more gaunt until it withers into a mindless, skincovered skeleton under the patron's control.\"]},{\"type\":\"entries\",\"name\":\"Transformed Vampires\",\"entries\":[\"Not all pact vampires start as living warlocks. Some vampires choose to make a pact with a foul power to diminish some of its weaknesses and to gain more control over its own blood and the blood of others. Such vampires transform into pact vampires, giving up some of their autonomy for greater power and safety from running water and sunlight. Regardless of how it initially transformed, a pact vampire can't change its form like a standard vampire, relying on its followers and its patron's power to ensure its safe exit from dangerous situations.\"]},{\"type\":\"entries\",\"name\":\"Poisonous Blood\",\"entries\":[\"A pact vampire's blood is tainted by its enhanced magical connection to its patron, and when introduced to living creatures, the vampire's blood causes the creature's blood to flow more freely. Pact vampires coat their claws in this blood to better subdue and sup from bleeding victims. Particularly brave alchemists have attempted to harvest pact vampire blood for use in treating diseases related to thick or sluggish blood, but few survive the attempt.\"]},{\"type\":\"inset\",\"name\":\"A Pact of a Different Color\",\"entries\":[\"The pact vampire represented here is based on the Fiend patron. Not all patrons, especially those of good alignment, would condone their warlocks seeking transformation into an especially bloodthirsty vampire. Those patrons who are associated with blood, destruction, or undeath, however, take special glee in aiding such a transformation, reveling in the blood shed by the warlock and sending their minions to assist in the mayhem.\",\"If you want to bring a pact vampire into play from a different patron, consider some changes. Damage resistances, immunities, and actions like Children of the Lower Planes can be changed to reflect a different pact, such as resistance to damage from weapons not made with cold iron for a pact vampire whose patron is one of the fey lords or ladies (see Tome of Beasts) or magically calling mephits and other minor elementals for a pact vampire whose patron is a genie lord.\"]}]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"A Pact Vampire's Lair\",\"entries\":[\"Needing to be near civilization for ready access to the blood its patron craves, a pact vampire dwells in a city's catacombs, sewers, or other underground complex with easy access to the city's streets at night. Pact vampires often lead secret cults within the city, building its patron's followers while drinking in the blood of the victims the cult brings to it. Due to the pact vampire's more direct link to the patron than many warlocks, the lair takes on aspects of the patron and is subtly shaped by the patron's will, filling the lair with hellish heat, eldritch lights, sourceless screams, and similar effects pleasing to that particular patron.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Pact Vampire.webp\"}}]},{\"name\":\"Paper Drake\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i With its sharp angles and translucent skin, this draconic creature looks as if it were carefully folded from a massive sheet of paper, including its razor-sharp claws and teeth.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Book and Map Erasers\",\"entries\":[\"These drakes originated in exotic lands far away, where paper is as common as parchment and vellum. They now inhabit wide stretches of the world, and they seem to have edited their origins out of history. Paper drakes are a bane to historians and spellcasters. They can erase ink and pigments, and they often do so for their own aesthetic purposes. They adore the possibility of a blank page, but they also sometimes erase ink selectively to make beautiful patterns in the remaining ink.\"]},{\"type\":\"entries\",\"name\":\"Correcting Errors\",\"entries\":[\"Some paper drakes have a compulsion to correct errors in text or speech, and in these cases their strange ability isn't a nuisance. Indeed, these paper drakes help scribes correct mistakes, update outdated text, or erase entire volumes so they can be hand-lettered again with different text.\"]},{\"type\":\"entries\",\"name\":\"Tattoo Magicians\",\"entries\":[\"Paper drakes are sometimes subjected to strange magical rituals in which wizards tattoo powerful runes and symbols onto their skin. Those who survive this process gain even stranger, esoteric abilities, such as the ability to \\\"stamp\\\" text or images with their feet, the ability to make illustrations move as if alive, or even the ability to erase the memory of written words from a person's mind, much as they erase text from a page. In their regular form, paper drakes reach just over four feet in length and weight around 30 pounds. They are usually white or tan but develop a brown or yellow tone as they age.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Paper Drake.webp\"}}]},{\"name\":\"Planewatcher\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The brilliant lasso tightened around the eldritch monster as the faceless winged creature dragged it across a hellish landscape.}\",\"A planewatcher is sworn to protect the order of the boundaries between worlds. These angelic creatures fearlessly track down people and monsters who cross the boundaries of the planes and drag them back to where they came from, willingly or otherwise. Each planewatcher is bound to a single plane of existence.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Friend or Foe\",\"entries\":[\"Planewatchers are dedicated to their purpose, regardless of morality. Heroes may find themselves beseeching a planewatcher for help to battle an interplanar foe, or find themselves fighting one while on a planar mission. Planewatchers track down trespassers based on the perceived threat to the multiverse.\"]},{\"type\":\"entries\",\"name\":\"Unlikely Allies\",\"entries\":[\"Star drakes protect the Material Plane in much the same way planewatchers protect their respective planes. Because of this, the Material Plane has fewer planewatchers than other planes, and the two beings can work in concert to maintain the natural order of the multiverse.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Planewatcher.webp\"}}]},{\"name\":\"Pombero\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This squat little man has long limbs and skin the color of coal. The backs of its hands and tops of its feet are covered in thick hair. Its face seems a bit too wide for its head, and its eyes gleam a little too brightly in the pale light}.\",\"Pomberos are strange tricksters, born of shadows in the wild. At rest, they tend to adopt a squatting posture, which accentuates their too-long limbs. They shun bright light, though it doesn't harm them, and seek out shadows and half-light. For this reason, many people call pomberos the Night People.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Joy of Trespassing\",\"entries\":[\"Pomberos take delight from creeping into places where they don't belong and stealing interesting objects. A pombero's lair is littered with trinkets, both commonplace and valuable. The blame for all manner of misfortune is often laid at a pombero's hairy feet.\"]},{\"type\":\"entries\",\"name\":\"Hatred of Hunters\",\"entries\":[\"In contrast to their larcenous ways, pomberos take great umbrage over the killing of animals and the destruction of trees in their forests. Birds are particularly beloved pets, and they enjoy mimicking bird songs and calls most of all. Villagers in areas near pombero territory are careful to treat the animals and trees with respect, and they have a strong taboo against killing birds.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Pombero.webp\"}}]},{\"name\":\"Possessed Pillar\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This ancient animal-headed pillar is engraved with weathered symbols from ancient empires.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Animal Headed\",\"entries\":[\"Possessed pillars are carved from enormous blocks of stone to look like animal-headed gods of ancient pantheons or sometimes demonic figures of zealous cults. The most common are the jackal-faced and the ibis-headed variants, but pillars with baboon, crocodile, elephant, or hawk heads also exist.\"]},{\"type\":\"entries\",\"name\":\"Hijacked by Cults\",\"entries\":[\"Some such pillars are claimed by various cults and carved anew with blasphemous symbols or smeared with blood, oils, and unguents as sacrificial offerings.\"]},{\"type\":\"entries\",\"name\":\"Weapon Donations\",\"entries\":[\"Priests claim the weapons stolen by the pillars and distribute them to temple guards or sell them to fund temple activities.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Possessed Pillar.webp\"}}]},{\"name\":\"Psoglav Demon\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i An immense creature sniffs at the air, its singular eye glowing with malice.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Paid in Souls and Memories\",\"entries\":[\"These demonic creations are bred for protection, which they provide for a select few. The price for their guardianship is always high and never in coin. They demand everything from memories to souls in exchange for their services.\"]},{\"type\":\"entries\",\"name\":\"Fond of Trophies\",\"entries\":[\"Psoglav demons carry recent kills along with them as grisly toys, and they often wear strings of scalps or ears as trophies. They do not mind the stench, and enjoy gnawing bones as a pastime, the larger and more durable the better.\"]},{\"type\":\"entries\",\"name\":\"Shadow Stealers\",\"entries\":[\"The psoglav has a single, menacing eye that is capable of commanding a creature's shadow to separate from its owner and follow the psoglav. The psoglav's command of the shadow is tenuous, however, and the shadow returns to its owner within a few days. Psoglav demons sometimes use this to sow further fear, allowing the shadow to return and letting the victim believe the psoglav has moved on, only for the psoglav to show up days later to finish the kill.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Psoglav Demon.webp\"}}]},{\"name\":\"Putrid Haunt\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This shambling corpse has twigs, branches, and other debris intertwined with its body. Its gaping maw crawls with scrabbling vermin.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Swamp Undead\",\"entries\":[\"Putrid haunts are walking corpses infused with moss, mud, and the detritus of the deep swamp. They are the shambling remains of individuals who, either through mishap or misdeed, died while lost in a vast swampland. Their desperate need to escape the marshland in life transforms into a hatred of all living beings in death. They often gather in places tainted by evil deeds.\"]},{\"type\":\"entries\",\"name\":\"Mossy Islands\",\"entries\":[\"When no potential victims are nearby, putrid haunts sink into the water and muck, where moss and water plants grow over them and vermin inhabit their rotting flesh. When living creatures draw near, the dormant putrid haunt bursts from its watery hiding spot and attacks its prey, stomping foes deep into the muck. There's no planning and little cunning in their assault, but they move through the marshes more freely than most intruders, and they attack with a single-mindedness that's easily mistaken for purpose.\"]},{\"type\":\"entries\",\"name\":\"Harbor Vermin\",\"entries\":[\"Putrid haunt corpses create favorable conditions for leeches, insects, and other swamp vermin. They are often hosts or hiding places for large gatherings of such creatures.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Putrid Haunt.webp\"}}]},{\"name\":\"Queen of Night and Magic\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A fey lady of stunning beauty with hair the color of midnight stands before a shining field of stars. A gown seemingly woven from the night sky drapes her flawless ivory skin. Bright lights glitter like diamonds in her crown and raiment, and some drift about her body and dance near her hand}.\",\"Her Celestial and Royal Majesty, Sarastra Aestruum, Queen of Night and Magic, is also Duchess of the Heavens, Mistress of Air and Darkness, Lady of the Summer Palace, and Bride of Shadows. The Queen rules the court of the shadow fey with grace and majesty—most of the time. Queen Sarastra is the head of the Summer Court, which rules the shadow fey in its season. On the rare occasion when the courtly season turns, Sarastra steps aside in favor of her husband and rival, the Moonlit King, who is head of the Winter Court.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Shadow Sorceress\",\"entries\":[\"The Queen of Night and Magic does not bear her moniker lightly. She is a devastatingly potent sorceress, augmented with command over the stuff of shadows. Though her nature is undeniably dark, Queen Sarastra is hardly unreasonable. She is quick to recognize the value in any supplicant, mortal or fey, who catches her royal eye. She is never one to ignore an opportunity to further her agenda or to gain further power over the Moonlit King.\"]}]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Fey Lords and Ladies\",\"entries\":[\"Fey are capricious, mischievous, and often dangerous beings. However, despite their chaotic reputations, they do follow a certain set of rules. These rules—widely misunderstood by outsiders—are codified and enforced by a cadre of lofty fey nobility. Befitting any courtly structure, the fey bow to lords and ladies: eldritch creatures of immense power who rule the courts.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Heads of State\",\"entries\":[\"The fey lords and ladies are beings of high station and prodigious personal power. Each rules over at least a great city if not an entire nation. No matter the scope of a fey noble's domain, in his or her eyes, a fey ruler's word is law. Outsiders might not understand the edicts and interdicts of a fey noble, but that's no protection against the harsh penalties that await any who break them, knowingly or otherwise.\"]},{\"type\":\"entries\",\"name\":\"Vacant Thrones\",\"entries\":[\"When a lord or lady of the fey dies, the court does not remain leaderless for long. Ambitious beings among the fey always hunger for more power and covet the stations of their superiors. After a traditional month or year of mourning, vicious power struggles winnow the weak and pave the way for the most cunning or the strongest to take the court's vacant throne.\"]}]}]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"The Queen of Night and Magic's Lair\",\"entries\":[\"The Queen of Night and Magic makes her home in the Plane of Shadows in the ancient halls of the courts of the shadow fey. Her lair is a great castle of delicate spires and graceful bridges with sprawling wings that house various members of the court.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Queen of Night and Magic.webp\"}}]},{\"name\":\"Queen of Witches\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This statuesque woman towers over any tall man and most ogres. Her hair falls in a cascade of curls and looks as if it is spun from copper. Her eyes are the color of moss beds, with no iris or pupil. A billowy robe of forest green enshrouds her body, and she grasps a great ring of etched silver in one massive fist}.\",\"Nicnevin, the Queen of Witches, is the Mountain Ogress, Lady of Copper and Crystal, and the Moon Weaver. She is not what one usually imagines in a fey lady, but she has an imposing figure of mass and power. Her stature speaks to great physical strength and the stalwart defiance of the mountain itself, but her true power is in her command of magic.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Pact Patron\",\"entries\":[\"The Queen of Witches is one of the foremost patrons of those who seek power through a pact. Many hag covens offer her loyalty and tribute. She rules from beneath her mountain, attended by a court of fey witches, hags, and mortal supplicants. Her favor is highly sought after, and it is said that a single hair from her coppery head contains all the power a mortal might ever desire.\"]}]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Fey Lords and Ladies\",\"entries\":[\"Fey are capricious, mischievous, and often dangerous beings. However, despite their chaotic reputations, they do follow a certain set of rules. These rules—widely misunderstood by outsiders—are codified and enforced by a cadre of lofty fey nobility. Befitting any courtly structure, the fey bow to lords and ladies: eldritch creatures of immense power who rule the courts.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Heads of State\",\"entries\":[\"The fey lords and ladies are beings of high station and prodigious personal power. Each rules over at least a great city if not an entire nation. No matter the scope of a fey noble's domain, in his or her eyes, a fey ruler's word is law. Outsiders might not understand the edicts and interdicts of a fey noble, but that's no protection against the harsh penalties that await any who break them, knowingly or otherwise.\"]},{\"type\":\"entries\",\"name\":\"Vacant Thrones\",\"entries\":[\"When a lord or lady of the fey dies, the court does not remain leaderless for long. Ambitious beings among the fey always hunger for more power and covet the stations of their superiors. After a traditional month or year of mourning, vicious power struggles winnow the weak and pave the way for the most cunning or the strongest to take the court's vacant throne.\"]}]}]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"The Queen of Witches's Lair\",\"entries\":[\"The Queen of Witches makes her lair in a cavern deep beneath a windswept, rocky mountain. Near the mountain's peak is an enormous quartz crystal that grows down to the lair. This crystal channels the light of the moon into the Queen's home when she doesn't emerge into the night sky. Her hags and attendant witches perform powerful rites in this magic-saturated sanctum.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Queen of Witches.webp\"}}]},{\"name\":\"Quicksilver Siege Orb\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This silver sphere, polished to a mirror-like sheen bobs gently in the air for a moment before suddenly flattening out into a round, serrated blade.}\",\"The quicksilver siege orb is an alchemical construct designed for use as a siege weapon. The orb measures 3 feet in diameter and weighs 30 pounds. When it changes to disk form, its diameter increases to 6 feet, but it is only an inch thin.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Smart Silver\",\"entries\":[\"Arcanists replicated a semi-sentient quicksilver they found in the underworld and provided it to warring factions. The metal changes its disposition to match its form. As an orb, it is contemplative and observant. As a blade, it is aggressive, seeking to kill enemy combatants. Fortunately, it takes commands well and avoids inflicting collateral damage.\"]},{\"type\":\"entries\",\"name\":\"Autonomous Siege Weapon\",\"entries\":[\"A quicksilver siege orb can fit into a catapult or other throwing siege weapon while in spherical form. When it reaches its destination, it hovers in place to assess soft targets before changing into its disk form and injuring or killing those targets.\"]},{\"type\":\"entries\",\"name\":\"Customizable Alternate Form\",\"entries\":[\"Though the siege orb can have only one alternate form, the orb accepts instructions for several shapes beyond the standard whirling disk, such as spiked balls, borers, and other devices useful in battle.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Quicksilver Siege Orb.webp\"}}]},{\"name\":\"Qwyllion\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The reeking creature resembles a toothless, cadaverous hag. Its large eyes glow with unearthly green light, and ragged claws extend from its fingers.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Twisted Nymphs\",\"entries\":[\"Qwyllion (the name means \\\"polluter\\\" in Old Elvish) are fey who have been twisted by the corrupted magic of magical wastelands or warped by alchemical experiments into baleful versions of their former selves.\"]},{\"type\":\"entries\",\"name\":\"Frighten Animals\",\"entries\":[\"Besides making them hideously ugly, the transformation leaves them with a deadly gaze and the ability to control a living creature with a mere glance. Most animals can sense the corruption within the fey and refuse to approach it.\"]},{\"type\":\"entries\",\"name\":\"Goblin Mercenaries\",\"entries\":[\"Qwyllion are sometimes engaged by goblin sorcerers and evil mages to guard desecrated temples and despoiled gardens. The terms and payments for these arrangements vary wildly from one qwyllion to the next. Anyone who dares to employ a qwyllion must be constantly vigilant, because these creatures are prone to renege on any agreement eventually.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Qwyllion.webp\"}}]},{\"name\":\"Ramag\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The especially lanky man with long limbs and thick locks of hair traced magical symbols with delicate fingers, opening a small portal.}\",\"The ramag were a powerful tribe of dimensional sorcerers allied with a great society of titans, and they were indeed human in ages past. Over time, strange practices warped them into their current state, and they are clearly no longer purely human. They have angular features, and their limbs grow long in proportion to their bodies, giving them a stooped posture. A ramag's hair is impossibly thick, each strand being the width of a human finger, which they wear tied back with decorative clasps.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Portal Network\",\"entries\":[\"The ramag used their innate magical gifts and affinity for portals to maintain powerful magical conduits. This mastery of the arcane allowed instantaneous travel to the farthest-flung outpost. The ramag still maintain a network of magical monoliths that connect the scattered districts of their home, but this network is frayed and fading.\"]},{\"type\":\"entries\",\"name\":\"Studious and Powerful\",\"entries\":[\"Although physically weak, the ramag are sharp-witted, studious, and naturally infused with magic. Lifetimes of exposure to the warping effect of their runaway magical energy have given them innate control over magic as well as sharp resistance to it. They are acutely aware of their responsibility for keeping magic in check and fully know the danger of uncontrolled magical energies. Even the lowliest ramag has a keen intellect and a natural understanding of magic. Many ramag take up the study of wizardry. Few become wandering adventurers, but well-equipped expeditions sometimes leave their homeland to inspect the surrounding countryside.\"]},{\"type\":\"inset\",\"name\":\"Ramag in Midgard\",\"entries\":[\"The ramag all live within the twelve scattered districts of their home city, Ramagani (home, in their dialect), with eleven districts in the Abandoned Lands of the Southlands and one on an island off the coast. Though the districts are far apart, the ramag consider them all part of one great metropolis. The inhabited districts are guarded by powerful ramag spellcasters and by the Stormwatch—a garrison of arcane warriors who operate enchanted lightning ballistae in defense of the city. A lightning ballista functions identically to a standard ballista but does an additional {@dice 1d10} lightning damage with each hit.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Ramag.webp\"}}]},{\"name\":\"Rat King\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A great knot of scabrous rats scrabbles together as a mass, with skulls, bones, and flesh entangled in the whole. Teeth, eyes, and fur all flow as a single disturbing rat swarm walking on two legs.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Fused at the Tail\",\"entries\":[\"A rat king forms when dozens of rats twist their tails together in a thick knot of bone and lumpy cartilage—and offer praise to the rat demon Chittr'k'k (see{@i Creature Codex}). Its numbers and powers grow quickly\"]},{\"type\":\"entries\",\"name\":\"Rule Sewers and Slums\",\"entries\":[\"The rat king is a cunning creature that stalks city sewers, boneyards, and slums. Some even command entire thieves' guilds or hordes of beggars that give it obeisance. They grow larger and more powerful over time until discovered.\"]},{\"type\":\"entries\",\"name\":\"Plague and Dark Magic\",\"entries\":[\"The rat king is the result of plague infused with twisted magic, and a malignant ceremony that creates one is called \\\"Enthroning the Rat King.\\\" Rats afflicted with virulent leavings of dark magic rites or twisted experiments become bound to one another. As more rats add to the mass, the creature's intelligence and force of will grow.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Rat King.webp\"}}]},{\"name\":\"Ratatosk\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The chattering squirrel creature has tiny tusks and fur that shimmers in a way that defies the surrounding light.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Sleek-Furred Celestials\",\"entries\":[\"The ratatosk is a celestial being that is very much convinced of its own indispensable place in the multiverse. Its fur is sleek, and it takes great pride in the cleaning and maintenance of its tusks.\"]},{\"type\":\"entries\",\"name\":\"Planar Messengers\",\"entries\":[\"Ratatosks were created to carry messages across the planes, bearing word between gods and their servants. Somewhere across the vast march of ages, their nature twisted away from that purpose. Much speculation as to the exact cause of this change continues to occupy sages.\"]},{\"type\":\"entries\",\"name\":\"Maddening Gossips\",\"entries\":[\"Ratatosks are insatiable tricksters. Their constant chatter is not the mere nattering of their animal counterparts; it is a never-ending celestial gossip network. Ratatosks delight in learning secrets and spreading those secrets in mischievous ways. It's common for two listeners to hear vastly different words when a ratatosk speaks—and for that misunderstanding to lead to blows.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Ratatosk.webp\"}}]},{\"name\":\"Ratfolk\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The halfling-sized, furred creature has a twitching snout, bony feet, and a long, pink tail.}\",\"The ratfolk are canny survivors, rogues, and tricksters. Their strong family ties make it easy for them to found or join criminal societies—though others serve as expert scouts and saboteurs, able to infiltrate army camps, city sewers, and even castle dungeons with equal ease. Ratfolk leaders are often spellcasters and rogues.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Adaptable\",\"entries\":[\"Ratfolk swim well and can survive on little. Some groups are endemic to tropical and subtropical islands. Others inhabit forests, sewers, labyrinths, and ancient, ruined cities.\"]},{\"type\":\"entries\",\"name\":\"Fast Fighters\",\"entries\":[\"Ratfolk prefer light weapons and armor, fighting with speed and using numbers to bring down a foe. They have been known to ally themselves with goblins, darakhul, and kobolds on occasion, but more often prefer to serve a \\\"Rat King\\\" who may or may not be a rat of any kind. Such rat rulers might include a wererat, a rat king, an ogre, a minor demon, or an intelligent undead.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Ratfolk.webp\"}}]},{\"name\":\"Ratfolk Rogue\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The halfling-sized, furred creature has a twitching snout, bony feet, and a long, pink tail.}\",\"The ratfolk are canny survivors, rogues, and tricksters. Their strong family ties make it easy for them to found or join criminal societies—though others serve as expert scouts and saboteurs, able to infiltrate army camps, city sewers, and even castle dungeons with equal ease. Ratfolk leaders are often spellcasters and rogues.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Adaptable\",\"entries\":[\"Ratfolk swim well and can survive on little. Some groups are endemic to tropical and subtropical islands. Others inhabit forests, sewers, labyrinths, and ancient, ruined cities.\"]},{\"type\":\"entries\",\"name\":\"Fast Fighters\",\"entries\":[\"Ratfolk prefer light weapons and armor, fighting with speed and using numbers to bring down a foe. They have been known to ally themselves with goblins, darakhul, and kobolds on occasion, but more often prefer to serve a \\\"Rat King\\\" who may or may not be a rat of any kind. Such rat rulers might include a wererat, a rat king, an ogre, a minor demon, or an intelligent undead.\"]}]}]}]},{\"name\":\"Ravenala\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The tree steps forward on bark-covered legs. Its head is crowned by long-stemmed, green-paddled fronds and spiked seed pods, and its dangling arms end in hooked, wooden talons.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Leafy Advisors\",\"entries\":[\"Wise and long-lived like treants, ravenalas tend their coastal forest homes far from most societies. Tribal humanoids respect and venerate ravenalas and sometimes seek their advice or aid in times of great need. Ravenalas seldom interact with others unless approached.\"]},{\"type\":\"entries\",\"name\":\"Prisoner's Lamentation\",\"entries\":[\"Unlike treants, ravenalas avoid physical conflict in favor of diplomacy and compromise. If annoyed, they imprison hostile creatures within their trunks rather than killing or eating the attackers. Trapped creatures must sing their own lament as they are carried off to a distant locale away from the ravenala's home.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Ravenala.webp\"}}]},{\"name\":\"Ravenfolk Doom Croaker\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The creature's face resembles that of a great raven or crow, and it is covered in feathers from head to toe, though without wings.}\",\"The ravenfolk are an avian race of scoundrels, schemers, and sneaks—but they are much more than that. Long ago when Odin brokered the truce that brought peace among the gods, the wily deity magically created the ravenfolk from feathers plucked from his ravens Huginn (Thought) and Muninn (Memory). He placed this new race into the world alongside elves, dwarves, humans, and others to be his eyes and ears.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Odin's Children\",\"entries\":[\"To this day, the ravenfolk are Odin's agents and embody his thought and memory. They are thieves of objects, yes, but primarily, they are thieves of secrets. Their black feathers and long beaks are spotted on the road from place to place, trading information or helping to hatch plots. They are widely viewed as spies, informers, thieves, and troublemakers, but when the ravenfolk swear an oath, they abide by it. Odin grants the best of his ravenfolk magical runespears and runestaves, weapons enchanted to serve his messengers. The ravenfolk consider them special tokens meant for their use, and no one else's.\"]},{\"type\":\"entries\",\"name\":\"Flightless But Bold\",\"entries\":[\"Though they have no wings and normally cannot fly, the physiology of ravenfolk is strikingly similar to that of true avians. They stand roughly 5 feet tall and, because of their hollow bones, weigh just 95–105 pounds. Albino ravenfolk are often found in southern climates. Ravenfolk eat almost anything, but they prefer raw meat and field grains, such as corn, soy, and alfalfa. They even scavenge days-old carrion, a practice that repulses most other humanoids.\"]},{\"type\":\"entries\",\"name\":\"Feather Speech\",\"entries\":[\"The ravenfolk have two languages: a verbal language full of croaks and whistles and a language of feathers. Ravenfolk can communicate volumes without speaking a word through the dyeing, arrangement, preening, and rustling of their plumage. This language is inherent to ravenfolk, and though others may use magic to understand it, it can't be used by creatures without feathers.\"]},{\"type\":\"inset\",\"name\":\"Ravenfolk in Midgard\",\"entries\":[\"If the ravenfolk of Midgard have a homeland, it is Beldestan to the East, on a branch of Wotan's tree in the North, or a high cliff of Horus' hidden temple in the South. They have settlements in Trollheim, Vidim, Domovogrod, Zobeck, Nuria Natal, and the Dragon Empire, but none are large.\",\"They avoid the West and the Seven Cities most of the time and are highly honored in Nuria Natal, where they serve the temples of Horus as sworn guardians, assassins, and seekers of forgotten arcana. Some are said to be members of the Emerald Order, a society devoted to arcane mysteries.\"]}]}]}]},{\"name\":\"Ravenfolk Scout\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The creature's face resembles that of a great raven or crow, and it is covered in feathers from head to toe, though without wings.}\",\"The ravenfolk are an avian race of scoundrels, schemers, and sneaks—but they are much more than that. Long ago when Odin brokered the truce that brought peace among the gods, the wily deity magically created the ravenfolk from feathers plucked from his ravens Huginn (Thought) and Muninn (Memory). He placed this new race into the world alongside elves, dwarves, humans, and others to be his eyes and ears.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Odin's Children\",\"entries\":[\"To this day, the ravenfolk are Odin's agents and embody his thought and memory. They are thieves of objects, yes, but primarily, they are thieves of secrets. Their black feathers and long beaks are spotted on the road from place to place, trading information or helping to hatch plots. They are widely viewed as spies, informers, thieves, and troublemakers, but when the ravenfolk swear an oath, they abide by it. Odin grants the best of his ravenfolk magical runespears and runestaves, weapons enchanted to serve his messengers. The ravenfolk consider them special tokens meant for their use, and no one else's.\"]},{\"type\":\"entries\",\"name\":\"Flightless But Bold\",\"entries\":[\"Though they have no wings and normally cannot fly, the physiology of ravenfolk is strikingly similar to that of true avians. They stand roughly 5 feet tall and, because of their hollow bones, weigh just 95–105 pounds. Albino ravenfolk are often found in southern climates. Ravenfolk eat almost anything, but they prefer raw meat and field grains, such as corn, soy, and alfalfa. They even scavenge days-old carrion, a practice that repulses most other humanoids.\"]},{\"type\":\"entries\",\"name\":\"Feather Speech\",\"entries\":[\"The ravenfolk have two languages: a verbal language full of croaks and whistles and a language of feathers. Ravenfolk can communicate volumes without speaking a word through the dyeing, arrangement, preening, and rustling of their plumage. This language is inherent to ravenfolk, and though others may use magic to understand it, it can't be used by creatures without feathers.\"]},{\"type\":\"inset\",\"name\":\"Ravenfolk in Midgard\",\"entries\":[\"If the ravenfolk of Midgard have a homeland, it is Beldestan to the East, on a branch of Wotan's tree in the North, or a high cliff of Horus' hidden temple in the South. They have settlements in Trollheim, Vidim, Domovogrod, Zobeck, Nuria Natal, and the Dragon Empire, but none are large.\",\"They avoid the West and the Seven Cities most of the time and are highly honored in Nuria Natal, where they serve the temples of Horus as sworn guardians, assassins, and seekers of forgotten arcana. Some are said to be members of the Emerald Order, a society devoted to arcane mysteries.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Ravenfolk Scout.webp\"}}]},{\"name\":\"Ravenfolk Warrior\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The creature's face resembles that of a great raven or crow, and it is covered in feathers from head to toe, though without wings.}\",\"The ravenfolk are an avian race of scoundrels, schemers, and sneaks—but they are much more than that. Long ago when Odin brokered the truce that brought peace among the gods, the wily deity magically created the ravenfolk from feathers plucked from his ravens Huginn (Thought) and Muninn (Memory). He placed this new race into the world alongside elves, dwarves, humans, and others to be his eyes and ears.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Odin's Children\",\"entries\":[\"To this day, the ravenfolk are Odin's agents and embody his thought and memory. They are thieves of objects, yes, but primarily, they are thieves of secrets. Their black feathers and long beaks are spotted on the road from place to place, trading information or helping to hatch plots. They are widely viewed as spies, informers, thieves, and troublemakers, but when the ravenfolk swear an oath, they abide by it. Odin grants the best of his ravenfolk magical runespears and runestaves, weapons enchanted to serve his messengers. The ravenfolk consider them special tokens meant for their use, and no one else's.\"]},{\"type\":\"entries\",\"name\":\"Flightless But Bold\",\"entries\":[\"Though they have no wings and normally cannot fly, the physiology of ravenfolk is strikingly similar to that of true avians. They stand roughly 5 feet tall and, because of their hollow bones, weigh just 95–105 pounds. Albino ravenfolk are often found in southern climates. Ravenfolk eat almost anything, but they prefer raw meat and field grains, such as corn, soy, and alfalfa. They even scavenge days-old carrion, a practice that repulses most other humanoids.\"]},{\"type\":\"entries\",\"name\":\"Feather Speech\",\"entries\":[\"The ravenfolk have two languages: a verbal language full of croaks and whistles and a language of feathers. Ravenfolk can communicate volumes without speaking a word through the dyeing, arrangement, preening, and rustling of their plumage. This language is inherent to ravenfolk, and though others may use magic to understand it, it can't be used by creatures without feathers.\"]},{\"type\":\"inset\",\"name\":\"Ravenfolk in Midgard\",\"entries\":[\"If the ravenfolk of Midgard have a homeland, it is Beldestan to the East, on a branch of Wotan's tree in the North, or a high cliff of Horus' hidden temple in the South. They have settlements in Trollheim, Vidim, Domovogrod, Zobeck, Nuria Natal, and the Dragon Empire, but none are large.\",\"They avoid the West and the Seven Cities most of the time and are highly honored in Nuria Natal, where they serve the temples of Horus as sworn guardians, assassins, and seekers of forgotten arcana. Some are said to be members of the Emerald Order, a society devoted to arcane mysteries.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Ravenfolk Warrior.webp\"}}]},{\"name\":\"Red Hag\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The red-skinned woman steps forward, sunlight glinting in her raven hair as red magic swirls around her.}\",\"An elder race—older than the elves, and as old as the dragons, they claim—red hags are the most cunning and longest-lived of the hags, with a lifespan of more than a thousand years.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Beautiful and Strong\",\"entries\":[\"Unlike many of their hag kin, red hags are not horrid to look upon, and most are considered comely in their own right. Few know anything about them, and the red hags do little to enlighten scholars, preferring seclusion.\"]},{\"type\":\"entries\",\"name\":\"Tied to Nature\",\"entries\":[\"Red hags have a deep connection with all elements of nature, and they often make their homes in deep forests, in caves, or alongside coastlines.\"]},{\"type\":\"entries\",\"name\":\"Blood Magic\",\"entries\":[\"Because of their connection to nature, red hags often serve as druids. Within their druidic circles they practice blood sacrifices and perform ritualistic blood magic—both to slake their craving for humanoid blood, but also as a means to venerate goddesses of dark magic. The ancient hags all answer to a hierarchy with the most powerful spellcasters at the top.\"]},{\"type\":\"inset\",\"name\":\"Red Hags in Midgard\",\"entries\":[\"Red hags are more sociable among their own kind than other hags are, and they sometimes live in small communities in remote areas. In ancient times, they settled together in larger clusters and ruled small cities of mixed populations—especially in Old Verrayne. Their current leader is Blood Mother Margase, an ancient druid.\",\"Their greatest city, Talitheos, an island metropolis of vast wealth and magical knowledge, sunk during the cataclysm, and the hags have been seeking its ruins ever since.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Red Hag.webp\"}}]},{\"name\":\"Red-Banded Line Spider\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Bands of red swirl along the abdomen of this small, black spider.}\",\"Red-banded line spiders are named for both the deep red swirls on their abdomens, unique to each spider, and for their peculiar hunting technique. The largest ones hunt in the dark canopy of temperate and subtropical forests.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Hand-Sized Hunters\",\"entries\":[\"These furry, brown spiders are not enormous monsters, but they are big enough to be alarming. A typical one is as big as a human hand with fingers spread wide, but some grow as large as small dogs.\"]},{\"type\":\"entries\",\"name\":\"Webbed Line\",\"entries\":[\"Line spiders don't spin webs but instead perch and watch for prey. When prey wanders near, the spider launches a line of webbing to snare it, then pounces unerringly along that line to deliver a deep bite. Their potent venom can incapacitate creatures much larger than themselves, and they quickly devour flesh with their powerful jaws.\"]},{\"type\":\"entries\",\"name\":\"City Dwellers\",\"entries\":[\"Line spiders are often found in cities, and their size makes them a good replacement for a garroter crab in certain forms of divination. They're favorites among exotic pet dealers—usually with their venom sacs removed, sometimes not. Goblins, kobolds, and some humans use them rather than cats to control a mouse or rat infestation, and they make reasonably good pets if they're kept well-fed. If they get hungry, line spiders may devour other small pets or even their owners.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Red-Banded Line Spider.webp\"}}]},{\"name\":\"Redcap\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This grizzled, weather-beaten creature looks like a sour old man, complete with scraggly beard. It carries a great pike and wears a blood-soaked hat and heavy boots shod with iron. It grins with massive yellow teeth}.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Blood-Soaked Caps\",\"entries\":[\"Redcaps are exceedingly dangerous creatures who wear the mark of their cruelty and evil quite literally. The caps from which they take their name define their very existence—these caps must constantly be revived with fresh blood.\"]},{\"type\":\"entries\",\"name\":\"Compelled to Kill\",\"entries\":[\"Redcaps aren't cruel and murderous by choice, but by necessity. A redcap must frequently bathe its cap in fresh, humanoid blood to sustain itself. If it fails to do so every three days, the creature withers and dies quickly. A redcap whose hat is nearly dry is a desperate, violent force of nature that prefers to die in battle rather than waste away to nothing.\"]},{\"type\":\"entries\",\"name\":\"Bandits and Mercenaries\",\"entries\":[\"Most long-lived redcaps are drawn to serve in marauding armies or make a living through constant banditry.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Redcap.webp\"}}]},{\"name\":\"Rift Swine\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This enormous pig is as large as an ox, and its mouth bristles with mismatched tusks. Its body is a lopsided mass of tumorous flesh that gives way to eyes and vestigial mouths, while long tentacles trail from its sides.}\",\"From time to time, a breach forms in the fabric of the multiverse, and the Material Plane is bathed in the energy of alien dimensions. Living creatures exposed to this incursion can undergo horrible mutations, turning into monstrous mockeries of their former shapes. One example of this phenomenon is the rift swine: once-ordinary pigs transformed into slavering horrors after being bathed in eldritch light.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Destructive Herds\",\"entries\":[\"Rift swine travel in small herds. Their effect on an area can be catastrophic—they eat nearly anything, possess a fiendish cunning, and delight in the destruction they cause. A rift swine has difficulty perceiving anything smaller than itself as a threat, leading it to attack most other creatures on sight and fighting until it is destroyed.\"]},{\"type\":\"entries\",\"name\":\"Abyssal Meat\",\"entries\":[\"Rumors of vast herds of hundreds of rift swine on strongly chaos-aligned planes, cultivated by the lords of those places as a food source, are thankfully unconfirmed.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Rift Swine.webp\"}}]},{\"name\":\"Rime Worm\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The long, crusty slug sparkles like ice, and long tendrils dangle from its gaping mouth.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Ice Burrowers\",\"entries\":[\"The rime worm's tendrils help it burrow through ice and snow as well as absorb sustenance from prey. Their pale, almost translucent, skin is coated with ice crystals, making them difficult to spot in their snowy habitat.\"]},{\"type\":\"entries\",\"name\":\"Spray Black Ice\",\"entries\":[\"The worms are fierce hunters, and their abilities to spray skewers of ice and freeze their prey make them extremely dangerous.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Rime Worm.webp\"}}]},{\"name\":\"Rime Worm Grub\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The long, crusty slug sparkles like ice, and long tendrils dangle from its gaping mouth.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Ice Burrowers\",\"entries\":[\"The rime worm's tendrils help it burrow through ice and snow as well as absorb sustenance from prey. Their pale, almost translucent, skin is coated with ice crystals, making them difficult to spot in their snowy habitat.\"]},{\"type\":\"entries\",\"name\":\"Spray Black Ice\",\"entries\":[\"The worms are fierce hunters, and their abilities to spray skewers of ice and freeze their prey make them extremely dangerous.\"]}]}]}]},{\"name\":\"Risen Reaver\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A body that might once have been human now has four legs and nightmarishly long, thick arms. What's worse, its skin has been flayed off, revealing the dead muscle and sinew beneath.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Spirt of War\",\"entries\":[\"The risen reaver is an undead creature born from a warrior fallen on the battlefield. Its body becomes an avatar of combat, with four legs and a pair of long, heavy arms. In the process, it sheds its skin, becoming entirely undead muscle, bone, and sinew.\"]},{\"type\":\"entries\",\"name\":\"Absorb Weapons\",\"entries\":[\"When risen reavers take form, they absorb all weapons around them. Some of these weapons pierce their bodies, while others become part of the risen reaver's armament. Their four legs are tipped with blades on which they walk like metallic spiders. Their arms are covered in weaponry infused into their flesh, which they use to crush and flay any living creatures they encounter\"]},{\"type\":\"entries\",\"name\":\"Battle Mad\",\"entries\":[\"Risen reavers are battle-maddened spirits of vengeance and slaughter, obsessed with the chaos of combat that led to their own death. They hunt the living with the sole purpose of killing, and they thrive on violence and murder. As they died, so should others die.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Risen Reaver.webp\"}}]},{\"name\":\"River King\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This powerfully muscled elf lord wears a cloak of foam-trimmed dark blue and a vest of woven green reeds and willow branches. His crown shines like the sun on a lake, and his flowing hair curls and moves even when there is no wind. An orb of blue light that ripples like water circles his hand}.\",\"His Rippling Majesty, Ulorian the River King, also bears the titles Defender of the Pearl Tower and Master of the Deep Forest. A lean elf noble with whipcord muscles and flowing grace, the River King rules over the Rippling Court and ultimately all the river elves of the forest. His court resides just beyond the river's reflection, in a realm of fey glamour and silty water.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"A Fickle Friend\",\"entries\":[\"The River King is a stern ruler with a great love for his people and a quick temper for those who threaten his domain. As much a force of nature as he is a monarch, the River King is known to sometimes forget promises that were made in sincerity, and dealing with him can be perilous at the best of times. \\\"The river may change its course when it wills\\\" is the usual expression among his court when His Rippling Majesty has had a sudden change of heart.\"]}]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Fey Lords and Ladies\",\"entries\":[\"Fey are capricious, mischievous, and often dangerous beings. However, despite their chaotic reputations, they do follow a certain set of rules. These rules—widely misunderstood by outsiders—are codified and enforced by a cadre of lofty fey nobility. Befitting any courtly structure, the fey bow to lords and ladies: eldritch creatures of immense power who rule the courts.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Heads of State\",\"entries\":[\"The fey lords and ladies are beings of high station and prodigious personal power. Each rules over at least a great city if not an entire nation. No matter the scope of a fey noble's domain, in his or her eyes, a fey ruler's word is law. Outsiders might not understand the edicts and interdicts of a fey noble, but that's no protection against the harsh penalties that await any who break them, knowingly or otherwise.\"]},{\"type\":\"entries\",\"name\":\"Vacant Thrones\",\"entries\":[\"When a lord or lady of the fey dies, the court does not remain leaderless for long. Ambitious beings among the fey always hunger for more power and covet the stations of their superiors. After a traditional month or year of mourning, vicious power struggles winnow the weak and pave the way for the most cunning or the strongest to take the court's vacant throne.\"]}]}]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"The River King's Lair\",\"entries\":[\"The Court of the River King is a pair of small islands in the middle of a wide, swift river that flows from the mortal realm through a dimension of fey magic. The western keep houses servants, and the eastern is built above the Great Rippling Hall. The Great Rippling Hall is a bubble whose walls and ceiling are the river itself. A driftwood throne dominates the main hall.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/River King.webp\"}}]},{\"name\":\"Roachling Lord\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The creature is humanoid but disturbingly roachlike. Its legs are too short, its arms too long, and its back is covered by a carapace. Atop those features is an incongruously humanlike face}.\",\"Combining the worst of human and cockroach qualities, these nimble creatures have a talent for stealth and for fighting dirty. Due to their natural resilience against disease, roachlings are comfortable with filth. \\\"Good hygiene\\\" is a foreign concept. This leaves most humanoids repulsed by the roachlings' smell.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Clever Combatants\",\"entries\":[\"Though skittish and easily frightened, roachlings are practical, not cowards. They understand survival often depends on remaining unseen and out of reach, and they are adept at hit-and-run tactics.\"]},{\"type\":\"entries\",\"name\":\"Cautious and Family-Oriented\",\"entries\":[\"Because most humanoids shun roachlings, they are naturally cautious around others, and they extend their trust to non-roachlings slowly. They live and associate with a tight-knit, extended family, which is led by a male or female roachling lord, and they put the needs of their community above all. A roachling away from or without a family often bonds with those it trusts most.\"]},{\"type\":\"entries\",\"name\":\"Fused Carapace\",\"entries\":[\"Roachlings have prominent, whip-like antennae, a carapace covering much of their backs, and small spines on their legs and arms. They have short, noticeably bowed legs, and their hair is dark. Their thick, hardened skin appears shiny and slightly oily, although it is dr. Roachlings have an internal skeleton, however, not the exoskeleton of a true insect.\"]}]}]}]},{\"name\":\"Roachling Skirmisher\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The creature is humanoid but disturbingly roachlike. Its legs are too short, its arms too long, and its back is covered by a carapace. Atop those features is an incongruously humanlike face}.\",\"Combining the worst of human and cockroach qualities, these nimble creatures have a talent for stealth and for fighting dirty. Due to their natural resilience against disease, roachlings are comfortable with filth. \\\"Good hygiene\\\" is a foreign concept. This leaves most humanoids repulsed by the roachlings' smell.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Clever Combatants\",\"entries\":[\"Though skittish and easily frightened, roachlings are practical, not cowards. They understand survival often depends on remaining unseen and out of reach, and they are adept at hit-and-run tactics.\"]},{\"type\":\"entries\",\"name\":\"Cautious and Family-Oriented\",\"entries\":[\"Because most humanoids shun roachlings, they are naturally cautious around others, and they extend their trust to non-roachlings slowly. They live and associate with a tight-knit, extended family, which is led by a male or female roachling lord, and they put the needs of their community above all. A roachling away from or without a family often bonds with those it trusts most.\"]},{\"type\":\"entries\",\"name\":\"Fused Carapace\",\"entries\":[\"Roachlings have prominent, whip-like antennae, a carapace covering much of their backs, and small spines on their legs and arms. They have short, noticeably bowed legs, and their hair is dark. Their thick, hardened skin appears shiny and slightly oily, although it is dr. Roachlings have an internal skeleton, however, not the exoskeleton of a true insect.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Roachling Skirmisher.webp\"}}]},{\"name\":\"Rotting Wind\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A noxious wind brings a chilling gust to the air, turning nearby foliage to rot.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Air of Tombs\",\"entries\":[\"A rotting wind is an undead creature made up of the foul air and grave dust sloughed off by innumerable undead creatures within lost tombs and grand necropolises.\"]},{\"type\":\"entries\",\"name\":\"Scouts for Undead Armies\",\"entries\":[\"A rotting wind carries the foul stench of death upon it, sometimes flying before undead armies and tomb legions or circling around long-extinct cities and civilizations.\"]},{\"type\":\"entries\",\"name\":\"Withering Crops\",\"entries\":[\"Rotting winds sometimes drift mindlessly across a moor or desert, blighting all life they find and leaving only famine and death in their wake. This is especially dangerous when they drift across fields full of crops. They can destroy an entire harvest in minutes.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Rotting Wind.webp\"}}]},{\"name\":\"Rubezahl Demon\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A pair of immense, branching antlers arches above this man's coldly gleaming eyes, and wicked claws tip his long fingers.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Assume Mortal Form\",\"entries\":[\"Rubezahls are capricious creatures with an affinity for weather, particularly lightning. Like the ever-changing weather, they are driven by constantly shifting motivations and mannerisms. They are consummate tricksters who delight in taking the form of innocuous mortals, like traveling monks, tinkers, or lost merchants. They love to play the friend with their nearly undetectable lies, slipping into the confidence of unsuspecting mortals before murdering them.\"]},{\"type\":\"entries\",\"name\":\"Counting Demons\",\"entries\":[\"Rubezahls have a weakness, however. They are known as counting demons, and a savvy mortal who knows its nature can confound one with groups of objects: a handful of coins, a basket of apples, even a bed of flowers. If the objects are clearly pointed out to the rubezahl, the creature becomes distracted until it counts each item in the group. Unfortunately for mortals, rebezahls can count startlingly fast; even a mound of gravel takes no more than a few moments for a rubezahl to assess. Rubezahl loathe being compelled this way, and they are driven to annihilate any mortal bold enough to exploit this weakness.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Rubezahl Demon.webp\"}}]},{\"name\":\"Rum Gremlin\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Found on docks and ships, these small, pot-bellied creatures have bright green hair, orange eyes, and a drunken stare. They reveal mouths filled with razor-sharp teeth behind lopsided grins.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Drunken Aura\",\"entries\":[\"Rum gremlins make their homes near the docks of seaside towns and some are known to stow away on ships. Each rum gremlin radiates a magic aura that causes those nearby to experience the effects of being drunk. Those affected find it difficult to stay on their feet and may become sick if exposed to rum gremlins for too long.\"]},{\"type\":\"entries\",\"name\":\"Sailor Victims\",\"entries\":[\"The little horrors often create distracting sounds and small traps. Rum gremlins prey on sailors and dockworkers, working in groups to swarm affected victims who they drag into their lairs below docks or in the holds of ships. They also take great delight in the collateral damage their magic can wreak, frequently sparking accusations and quarrels in places they inhabit before picking off isolated victims.\"]},{\"type\":\"entries\",\"name\":\"Rat Friends\",\"entries\":[\"Rum gremlins are often found with rat swarms or doppelrats they have trained to help protect their nests. The sound of bells drives rum gremlins into a rage, and they will go to great lengths to destroy the source of their torment.\"]},{\"type\":\"inset\",\"name\":\"Rum Gremlins in Midgard\",\"entries\":[\"Legends say the rum gremlins originated when Loki bet Ninkash she couldn't craft a brew potent enough to knock him out in a drinking contest. Ninkash won the contest, but a band of mites watching the contest made off with the remaining beer and transformed into the first rum gremlins.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Rum Gremlin.webp\"}}]},{\"name\":\"Rust Drake\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This rust-covered dragon could easily be mistaken for a pile of scrap metal.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Shedding Rust\",\"entries\":[\"Aside from fangs and claws like iron spikes, this dragon-like creature seems to be nothing more than a collection of rust. Each beating of its wings brings a shower of flakes.\"]},{\"type\":\"entries\",\"name\":\"Warped Metallics\",\"entries\":[\"Many sages claim that rust dragons are a perversion of nature's order obtained either by the corruption of a metallic dragon's egg or the transformation of such a dragon by way of a ritual. Others disagree and propose another theory about a malady that affects the skin of young metallic dragons and ferrous drakes alike. So far, no one has discovered the truth about their origins.\"]},{\"type\":\"entries\",\"name\":\"Filthy Scrap Metal Eaters\",\"entries\":[\"These foul creatures feed on rust and are known as disease carriers.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Rust Drake.webp\"}}]},{\"name\":\"Salt Devil\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The creature's skin sparkles with fine salt crystals as it brandishes a scimitar and jagged claws.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Sparkly Crystals\",\"entries\":[\"Salt devils have sharp, crystalline teeth, sparkling skin studded with fine salt crystals, and long claws that leave jagged, burning wounds. They can also fight with salt‑encrusted blades seemingly forged from thin air.\"]},{\"type\":\"entries\",\"name\":\"Servants of Mammon\",\"entries\":[\"Salt devils claim to serve the devil-god Mammon. They often ally with gnolls and slavers with whom they seek out oases to use as ambush sites or just to poison the water.\"]},{\"type\":\"entries\",\"name\":\"Slavers and Corruptors\",\"entries\":[\"Salt devils create slave markets and salt mines, where they thrive on the misery of those indentured into their service. They often forge alliances with mortals when partners are needed for an endeavor, and they are less grasping and greedy than one might expect of Mammon's servants, preferring to encourage corruption in others.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Salt Devil.webp\"}}]},{\"name\":\"Salt Golem\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A crudely sculpted, roughly humanoid crystalline form shuffles about on wide, stump-like feet. Tiny salt crystals fall from its body in a glittering cloud with every step.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Coastal Druids\",\"entries\":[\"These unnatural creatures are created by druids and others living in coastal or desert regions, or by those who seek to wage war with creatures susceptible to the warding powers of salt. Stories tell of a druid who built a squad of nine salt golems to combat a rampaging zmey. The salt warriors waged a long hunt and eventually killed the powerful dragon in its lair while the creator druid and her wizard companion reaped the spoils of its hoard.\"]},{\"type\":\"entries\",\"name\":\"Crystalline and Silent\",\"entries\":[\"A salt golem has a crudely formed humanoid body made of crystalline salts. It wears no clothing or armor and carries no weapons or other possessions. It cannot speak—the only sound it makes is the susurrus of sliding sand as it moves. A salt golem is incapable of strategy or tactics. It mindlessly fights until it destroys its opponents or until ordered to stop by its creator.\"]},{\"type\":\"entries\",\"name\":\"Valuable Remains\",\"entries\":[\"A salt golem stands about eight feet tall and weighs around 1,000 pounds. A salt golem's body is formed from a composite of 1,000 pounds of rare salts and minerals worth at least 2,500 gp.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Salt Golem.webp\"}}]},{\"name\":\"Sand Hag\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This withered crone glares malevolently, her face framed by lank, gray hair. Her malicious grin is filled with shark teeth and drool trickles from her lips.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Hatred of Beauty\",\"entries\":[\"Dressed in tattered robes and skeletally thin, sand hags are terrifying crones that haunt desert ruins and forgotten oases. Their hatred for things of beauty and peace is terrible to behold. A sand hag uses her illusions and mimicry to lure travelers into an ambush.\"]},{\"type\":\"entries\",\"name\":\"False Oasis\",\"entries\":[\"These hags delight in tricking a caravan into an illusory oasis, killing all the riding animals and pack animals so the travelers can't flee, and then terrifying and slaughtering them one by one.\"]},{\"type\":\"entries\",\"name\":\"Drain Bodies\",\"entries\":[\"For the slaughter of animals or humanoids, a sand hag prefers to rely on her claws, which drain the moisture from her victims. They leave the mummified remnants in postures of life—tied to a saddle or atop a guard tower—to terrify others.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Sand Hag.webp\"}}]},{\"name\":\"Sand Silhouette\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A person made of sand emerges from the dune, a sandstorm of wailing souls swirling around it.}\",\"Sand silhouettes are spirits of those who died in desperation in sandy ground, buried during sandstorms, thrown into dry wells, or the victims of a dune collapse.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Sand Bodies\",\"entries\":[\"If disturbed or agitated, these restless souls cause the sand around them to swirl and form into a loose vortex that vaguely resembles their physical body in life. They can control these shapes as they controlled their physical bodies.\"]},{\"type\":\"entries\",\"name\":\"Traceless Movement\",\"entries\":[\"Sand silhouettes glide through the sand without leaving a trace or creating any telltale sign of their approach, which makes it easy for them to surprise even cautious travelers with sudden attacks from below.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Sand Silhouette.webp\"}}]},{\"name\":\"Sand Spider\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Two speckled, tan legs erupt from the sand, plunging forward with murderous speed. The legs are quickly followed by the body of a large, orange and tan furred spider.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Drag Prey into Tunnels\",\"entries\":[\"Sand spiders lurk beneath the arid plains and dry grasslands. These carnivores hunt desert dwellers and plains travelers by burrowing into loose sand so they are completely hidden from view. When prey walks over their trap, the spider lunges up from hiding, snares the prey, and drags it down beneath the sand, where it can wrap the prey in webbing before quickly stabbing it to death.\"]},{\"type\":\"entries\",\"name\":\"Spider Packs\",\"entries\":[\"More terrifying than a lone sand spider is a group of sand spiders hunting together. They build connected lair networks called clusters, containing one female and two or three males. They work together with one sand spider attacking to draw attention, and the others attacking from trapdoors in the opposite direction, behind the skirmish line.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Sand Spider.webp\"}}]},{\"name\":\"Sandman\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Stick-thin and moon-faced with a raptor's eyes and a mane of hawk feathers, this grinning humanoid pirouettes as nimbly as a dancer. Between its long, taloned fingers trickles sand that gleams with the cold light of stars.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Bringers of Nightmares\",\"entries\":[\"Sandmen are sinister-looking bringers of sleep and dreams. Visiting the mortal world each night, sandmen ensure that their targets slumber deeply and experience vivid dreams that swell the dream realm's power. Some sandmen develop a talent for a specific flavor of dream; fantasies of lost love or childhood, prophecies and religious visions, or terrible nightmares.\"]},{\"type\":\"entries\",\"name\":\"Abduct Dreamers\",\"entries\":[\"Powerful dreamers attract both the attention and the protection of sandmen: children, madmen, would-be tyrants, and heroes. They protect such charges fiercely but have also been known to abduct them, taking them on wild adventures to inspire yet greater dreams. To them, all dreams are vital and good, be they uplifting or terrifying. Although they bring horrific nightmares as well as idyllic dreams, sandmen are not specifically baneful. Their actions are motivated by their connection to the dream realm, not by concerns over good and evil.\"]},{\"type\":\"entries\",\"name\":\"Ethereal Dreamscapes\",\"entries\":[\"When not on the Material Plane, sandmen ride bubble-like dreamscapes through the Ethereal Plane, breaching the Sea of Possibilities, nurturing and harvesting its contents. Sandmen are a common and welcome sight in markets across the Fey Realms, elemental planes, and even in Hell—anywhere that dreams or nightmares are a valuable commodity. They are merciless to any who threaten the sanctity of dreams, but especially dream eaters.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Sandman.webp\"}}]},{\"name\":\"Sandwyrm\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The large, bleached bones protruding from the desert sand suddenly shift and reveal themselves to be the boney spikes of a great reptile.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Hidden by Sand\",\"entries\":[\"These lethargic, horned, yellow-scaled lizards spend most of their lives underground, lying in wait under the desert sand with their long-necked, spine-tailed bulk hidden below the surface. Only the long, jagged bones lining their backs are exposed. These bones resemble a sun-bleached ribcage so perfectly that it attracts carrion birds—and curious travelers. When prey passes between the \\\"ribs,\\\" the sandwyrm snaps the rows of bone tightly over its prey. Once its victim is restrained, the sandwyrm paralyzes its meal with repeated stings before carrying it away.\"]},{\"type\":\"entries\",\"name\":\"Torpid and Slow\",\"entries\":[\"Sandwyrms sometimes wait for weeks in torpid hibernation before footsteps on the sand alert it to a fresh meal approaching. To guard against lean weeks, sandwyrms store excess prey in subterranean lairs. They're not above eating carrion if fresh meat isn't available. When outmatched in a fight, sandwyrms retreat to their lairs with their paralyzed prey.\"]},{\"type\":\"entries\",\"name\":\"Peculiar Drakes\",\"entries\":[\"Sandwyrms evolved as an offshoot to drakes or wyverns rather than from true dragons; their anatomy suggests they were originally four-limbed creatures and that their forearms are recent additions to the animal's body. The bones on their backs may have once been wings, suggesting that sandwyrms are the remnants of some primordial, winged reptiles that migrated to the deep deserts.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Sandwyrm.webp\"}}]},{\"name\":\"Sap Demon\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The axe mark in the tree oozes with viscous sap that forms into a small, vaguely humanoid shape at the tree's roots. It half walks and half flows forward.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Tree Oozes\",\"entries\":[\"Despite the name, sap demons aren't true demons. They are sentient oozes that form when an enchanted tree is cut or injured. A few hours after the injury, they pool into a shape that vaguely resembles their tree's attacker; if the tree cutter had a beard, the sap demon's human-like head drips in the vague shape of a beard. After dispatching the tree's attacker, most sap demons return to the tree, though some remain curious or malevolent enough to continue exploring the world.\"]},{\"type\":\"entries\",\"name\":\"Reckless Possessors\",\"entries\":[\"A sap demon earns its name from its ability to possess another creature by oozing down its throat. Once inside, the sap demon makes the host bleed as the tree bled and is reckless with the body. However, no matter how the body is bandaged or cured, the host perpetually bleeds.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Sap Demon.webp\"}}]},{\"name\":\"Sarcophagus Slime\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The sarcophagus opens to reveal an eerie, scintillating light. Wisps of gelid amber ectoplasm undulate outward from a quivering mass with a blackened skull at its center.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Vigilant Slime\",\"entries\":[\"Sarcophagus slimes are amorphous undead guardians placed in the tombs of the powerful to guard them and to wreak terrible vengeance on would-be defilers of the ancient crypts. The slimes seethe with baleful energy, and their blackened skulls retain a simple watchfulness.\"]},{\"type\":\"entries\",\"name\":\"Muddled Origins\",\"entries\":[\"Many sages speculate that the first sarcophagus slime was spawned accidentally, in a mummy creation ritual that gave life to the congealed contents of canopic jars rather than the intended, mummified body. Others maintain sarcophagus slime was created by a powerful necromancer-pharaoh bent on formulating the perfect alchemical sentry to guard his crypt.\"]},{\"type\":\"entries\",\"name\":\"Death to Tomb Robbers\",\"entries\":[\"These ectoplasmic slimes are the bane of burglars and a constant danger for excavators and antiquarians exploring ruins or tombs. The rituals for their creation have not been entirely lost; modern necromancers still create these undead abominations for their own fell purposes, and tomb robbers are turned into slimes if they lack proper caution.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Sarcophagus Slime.webp\"}}]},{\"name\":\"Sathaq Worm\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This titanic worm's rocky hide is rough and hard as stone. Its yawning gullet writhes with miniature worms like itself.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Elemental Predators\",\"entries\":[\"Sathaq worms are nightmarish predators from the Plane of Elemental Earth with rugged brown hide embedded with stones. They devour stone and flesh with equal ease.\"]},{\"type\":\"entries\",\"name\":\"Guts Filled with Larvae\",\"entries\":[\"Sathaq worms are solitary; they approach each other only to mate. Their young incubate inside the worms' gullets. Creatures they swallow are simultaneously digested by the parent worm and devoured by the larvae.\"]},{\"type\":\"entries\",\"name\":\"Painful Presence\",\"entries\":[\"Ultrasonic noise and magical ripples that tear at flesh and bone make the very presence of a sathaq worm extremely uncomfortable for creatures of the Material Plane.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Sathaq Worm.webp\"}}]},{\"name\":\"Savager\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A porcupine-quilled creature built like a grizzly bear with claws and fangs like scimitars rises on its hind legs. Its forelegs are mangled and scabbed, and its eyes shine with hatred and anticipation.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Driven by Dark Spirits\",\"entries\":[\"While many druids claim these bear-like animals are not cursed or enchanted, the savager's habit of killing any living creature on sight is not natural behavior. Hunger doesn't explain their attacks, since savagers eat only part of their kills before abandoning the meal and looking for other animals to attack. Some dark forest spirit drives them.\"]},{\"type\":\"entries\",\"name\":\"Gnaws Itself\",\"entries\":[\"When there are no other creatures nearby to attack, a savager gnaws on its own forelimbs, resulting in scabs, scars, and calluses so thick and numb that they protect the savager from even the sharpest of swords.\"]},{\"type\":\"entries\",\"name\":\"Rare Meetings\",\"entries\":[\"The only creature a savager won't attack on sight is another savager, giving each other a wide berth or meeting briefly to produce young. A savager litter contains anywhere from ten to twenty-five cubs, all of them born able to walk and fend for themselves.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Savager.webp\"}}]},{\"name\":\"Scheznyki\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The small, dwarf-like creature is bootless with broken, dirty toenails and wearing rough burlap and a leather tam hat. It brandishes a pick as it grins maliciously.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Corrupted Dwarves\",\"entries\":[\"These small, vicious, dwarf-like fey haunt abandoned quarries and ancient ruins, killing and robbing unsuspecting visitors. Legend says the scheznykis are lazy dwarves corrupted by the fey, though others claim that these are dwarves who swore allegiance to fey lords and ladies long ago.\"]},{\"type\":\"entries\",\"name\":\"Magical Hats\",\"entries\":[\"Scheznykis prize their tam hats and viciously hunt down any who steal their hats. When a scheznyki dies or if its hat is separated from it for more than 24 hours, some of the scheznyki's magic imbues the hat (see Scheznyki's Hat sidebar).\"]},{\"type\":\"entries\",\"name\":\"Arcane Beards\",\"entries\":[\"The majority of a scheznyki's magic is tied to its beard, and its beard hair is a valuable component for creating exotic inks. If the majority of its beard is cut off, the scheznyki can't cast spells until its beard regrows. If the scheznyki loses its hat and beard within the same 24-hour period, it falls into a deep, wasting coma and dies in 24 hours, crumbling to dust. If its beard is magically mended or regrown, or its hat restored to its head before this happens, the scheznyki recovers immediately.\"]},{\"type\":\"inset\",\"name\":\"Scheznyki's Hat\",\"entries\":[\"When a scheznyki dies or 24 hours after its hat is stolen, its hat is imbued with the scheznyki's magic and becomes a vanisher hat.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Scheznyki.webp\"}}]},{\"name\":\"Scorpion Cultist\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Trained as part guardian and part assassin, the cultists of Selket are organized into cells that strike in the name of the Scorpion Goddess. The scorpion cultists watch for those who blaspheme the name of their goddess or defile her sacred places. Their enemies find themselves the target of poisoned blades or an apparent accident, while those who praise Selket or care for the desert nomads are quietly helped. On special missions, scorpion cultists might doff their traditional garb and infiltrate towns or cities.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Scorpion Cultist.webp\"}}]},{\"name\":\"Sea Dragon Wyrmling\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This aquamarine dragon has a shark's head that tapers off into a sleek eel-like body. Its large fins double as wings.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Divine Dragons\",\"entries\":[\"Sea dragons are the children of the ocean and believe they are semi-divine beings, worthy of worship. Given their size and power, they might be right; certainly, they are often companions or steeds to gods of the sea. Despite the solemn duties the sea dragons invoke thanks to their lineage, they are extremely whimsical. While these immense creatures are playful, their games can shatter hulls and drown sailors. The sea dragons course through the waves with tangible joy as they hunt whales and entire schools of tuna.\"]},{\"type\":\"entries\",\"name\":\"Shipwreck Art\",\"entries\":[\"Sea dragons love collecting treasure. They especially prize the sunken, treasure-filled hulls of ships lost to storm, battle, or their own handiwork. While they appreciate all wealth, they prefer hardy items that stand up to long exposure to sea water. Precious metals and gemstones add a dramatic luster to the dragon's lair when they catch stray beams of light. Sea dragons take more perishable treasures and place them on a reef-altar, to dissolve in the sea as a tithe to the sea gods.\"]},{\"type\":\"entries\",\"name\":\"Sunken Memorials\",\"entries\":[\"A sea dragon's lair is littered with meticulously arranged ships consigned to the deeps. These wrecks are often artfully smashed to allow the treasures in the hold to spill out onto the sea floor. It may seem haphazard, but it displays a complex aesthetic that only other sea dragons can truly appreciate. Because they arrange these wrecks so carefully, a dragon notices immediately if its hoard is disturbed.\"]},{\"type\":\"inset\",\"name\":\"Priests of Seggotan\",\"entries\":[\"Every sea dragon is devoted to the dragon god of the sea. As a result, many sea dragons use the innate spellcasting variant. Sea dragons favor spells that manipulate water or the weather, emulate storms, deal lightning or cold damage, divine the future, or conjure sea creatures to fight alongside the dragon.\"]},{\"type\":\"inset\",\"name\":\"Sea Dragons in Midgard\",\"entries\":[\"Sea dragons are the offspring of Seggotan, the dragon god of time and the sea. A sea dragon shares its god's idea that everything in the sea is the property of Seggotan, and they expect lesser beings to respect that truth. The sea dragons are among the most powerful allies of the Mharoti Empire, securing seaways and acting as a communion point for the tidal priests. Thankfully for the Empire's enemies, the most ancient sea dragons are too consumed with contemplation of time and their inscrutable duties in the depths of the ocean to make war.\"]}]}]}]},{\"name\":\"Selang\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This grinning humanoid looks like a handsome man, if not for his glowing red eyes, insectoid legs, and antennae.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Dark Satyrs\",\"entries\":[\"The selang or dark satyrs are twisted and vicious fauns who have abandoned nature worship and instead venerate ancient gods of deep and malign intelligence. Selangs seek to help those evil gods enter the mortal world by opening dark portals and bridging a path to realms beyond mortal understanding.\"]},{\"type\":\"entries\",\"name\":\"Battle Song and Laughter\",\"entries\":[\"Selangs relish battle, pain, and torture. They find violence thrilling and bloodshed exciting, and they often laugh, sing, and boast shamelessly during combat. Although they are the diplomats and spokesmen of the old gods, their manic speech and alien logic can sometimes be hard to follow. They are most comfortable with the slithering tones of Void Speech.\"]},{\"type\":\"entries\",\"name\":\"Blasphemous Music\",\"entries\":[\"Selang cults and settlements are often found at the sites sacred to the dark gods, making hypnotic and alien harmonies with swarms of dorreqi. They are rarely the strongest soldiers, instead encouraging evil humanoids or other creatures of martial mien to fill the ranks, while the dark satyrs use their magic and poison against their foes.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Selang.webp\"}}]},{\"name\":\"Serpopard\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The spotted and scaly quadruped runs on hairless leonine paws, while its draconic head perches atop a sinuous, serpentine neck.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Swaying, Snakelike Cats\",\"entries\":[\"Serpopards are 13 feet long and weigh 600 pounds, with little gender dimorphism. They have feline bodies but long, serpentine necks topped by vaguely draconic heads. Their hairless paws have wickedly curved, retractable talons. A serpopard's neck is in constant motion, swaying like a cobra, allowing it to track foes on all sides and to strike in unexpected directions.\"]},{\"type\":\"entries\",\"name\":\"Easily Distracted\",\"entries\":[\"Serpopards are foul-tempered predators and scavengers, and they are known to occasionally cannibalize their weakest pack mate. They actively hunt humanoids when possible and also attack other predators to steal their kills—or to kill and eat the predators, then take their kills. Serpopards are not tenacious hunters, however. They can be distracted from a pursuit by the appearance of an easier meal.\"]},{\"type\":\"entries\",\"name\":\"Musk Glands\",\"entries\":[\"In some culture, serpopard pelts and musk glands are prized for use in fashion and perfumes. Images of these odd animals appear regularly in ancient tomb iconography and temple decoration.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Serpopard.webp\"}}]},{\"name\":\"Shadhavar\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The gray unicorn appears desiccated with its skeleton clearly visible beneath its taut flesh. A haunting melody surrounds it.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Shadow Horses\",\"entries\":[\"Shadhavar are natives of the Plane of Shadow. Although they resemble undead unicorns, they are living creatures imbued with shadow essences.\"]},{\"type\":\"entries\",\"name\":\"Fey and Undead Riders\",\"entries\":[\"While the shadhavar are intelligent creatures, they sometimes serve as mounts for the shadow fey, noctiny, hobgoblins, wights, or other creatures. They expect to be treated well during such an arrangement; more than one unkind rider has ridden off on a shadhavar and never returned.\"]},{\"type\":\"entries\",\"name\":\"Deceptive Hunters\",\"entries\":[\"Shadhavar use their hollow horn to play captivating sounds for defense or to draw in prey. They hunt when they must and are not discriminating about their quarry, but shadhavar primarily eat carrion. Despite their horrific appearance, they are not naturally evil.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Shadhavar.webp\"}}]},{\"name\":\"Shadow Beast\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A mass of shadows and cloudstuff, never touching the ground, extends clawed hands as it reveals a glint of jagged teeth.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Called from the Void\",\"entries\":[\"Shadow beasts are thought to be the result of shadow fey dabbling in the magic of the Void, transforming the shadow fey into something wholly different. Almost shapeless and largely incorporeal, through an act of will they can form rough semblances of their old bodies when needed.\"]},{\"type\":\"entries\",\"name\":\"Hate the Past\",\"entries\":[\"The motivations of these creatures are inscrutable. They despise light and anything that reminds them of light or of their former existence. Beyond that, little is understood about them.\"]},{\"type\":\"entries\",\"name\":\"Cryptic Messages\",\"entries\":[\"Shadow beasts are seldom found in groups, but when they are, they seem to have no difficulty or reluctance about operating and fighting together. They have been known to deliver cryptic and threatening messages, but speaking is difficult for them. At times, they perform arcane rituals with the aid of evil humanoids and the use of dark materials. In these rituals, they sacrifice magical energies and life blood as well as the tears of innocents and the souls of the damned.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Shadow Beast.webp\"}}]},{\"name\":\"Shadow Fey\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A gray-skinned elf steps out of the darkness itself. Its pair of onyx horns seems to absorb the light around it. It gives a friendly smile, revealing small fangs}.\",\"To most, the shadow fey are little more than a dancing shadow among the leaves. To savants, they are the creatures that taught the shadowdancers all they know—and kept many secrets to themselves. They were once elves like all others, dwelling in mortal lands beneath the sun. An ancient catastrophe drove them to darkness, and now they are creatures of the shadow. Though they can be found on the Material Plane, they are inextricably tied to the Plane of Shadow, and that is the seat of their power and culture. Their bond with darkness allows the shadow fey to slip through distant spaces, traversing darkness itself from one place to another.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Shadow Elves\",\"entries\":[\"Shadow fey superficially resemble other elves, but they're rarely mistaken for their light-bound cousins. Skin tones among the shadow fey range from alabaster white to ebony black, with shades of gray in between, but they otherwise lack color. A few have a scintillating shimmer to their skin. Many shadow fey grow horns that sweep out from their hair, varying in size from subtle nubs to obvious spikes. Others have shocking sets of teeth.\"]},{\"type\":\"entries\",\"name\":\"Dual Natured\",\"entries\":[\"The shadow fey are contradictory beings. They boast some of the best features of elves, tempered by aspects of a fouler nature. They can be deliberate and purposeful, but they're also given to perplexing whimsy. Mortal creatures trying to fathom shadow fey motivations are in for a maddening experience; they are often illogical, capricious, and seemingly thrive on annoying others.\"]},{\"type\":\"entries\",\"name\":\"Split Rulership\",\"entries\":[\"The Summer Court and Winter Court each rule the shadow fey in the appropriate season. The turning of these seasons follows no clear calendar or schedule, though it is skewed toward summer. The Queen of Night and Magic and the Moonlit King each claim dominion in turn, ruling over the Summer and Winter courts respectively.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Shadow Fey.webp\"}}]},{\"name\":\"Shadow Fey Duelist\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The pale-skinned elf wears a gleaming breastplate and tight-fitting clothing. He moves like the wind, evading blows with effortless skill. When he stops and smiles, his blade is slick with crimson}.\",\"Shadow fey duelists are elite warriors, often of noble lineage. Swift and sure beyond compare, duelists are often taller and more wiry than others of their kind. Their armor, clothing, and weapons are of exquisite make, fashioned from only the finest materials, as befits their station.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Deadly Nobles\",\"entries\":[\"A nobleman or woman of the shadow fey is not to be taken lightly—many courtiers or politicians are deadly with their slim blades, and they are known to distill virulent poisons. Often a skilled duelist serves as a champion for her liege, standing in the noble's stead in challenges or serving as an elite bodyguard.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Shadow Fey Duelist.webp\"}}]},{\"name\":\"Shadow Fey Enchantress\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This ravishing shadow fey woman moves with alluring grace. Her voice rings like a bell, and in her hearing, worldly cares and sorrows melt away.}\",\"Beyond even great physical beauty, the sheer presence of a shadow fey enchantress can lay the most stalwart foes low. Almost universally female, Enchantresses are beautiful beyond compare.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Enchanting Shadows\",\"entries\":[\"Enchantresses are also powerful spellcasters who infuse their words and manner with the beguiling power of shadow to turn enemies against one another with a few words and a deadly smile. They augment the force of their minds with fey-wrought blades, infusing their weapons with power that shreds their victims' psyche as well as their flesh.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Shadow Fey Enchantress.webp\"}}]},{\"name\":\"Shadow Fey Forest Hunter\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The shadows flicker slightly, the only warning before a hail of arrows erupts from the concealed elf hidden in the gloom.}\",\"Dressed in exquisitely wrought mail and leather jerkins, forest hunters are even more lithe and graceful than most shadow fey.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Shadow Stalkers\",\"entries\":[\"Forest hunters roam the deep woods connected to the Plane of Shadow, as well as the forests' dark reflections within the Plane of Shadow. They are skilled trackers and stalkers, hunting animals and more dangerous game. Many forest hunters serve in the Wild Hunt. A hunter that has at one time ridden at the Lord of the Hunt 's side is afforded great respect, even fear, because of the common belief that such a hunter can implore the Lord of the Hunt to notice an enemy.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Shadow Fey Forest Hunter.webp\"}}]},{\"name\":\"Shadow Fey Guardian\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A hulking brute, this elvish figure towers over his fellows and wields massive weapons. Patches of his body are swallowed by inky blackness that writhes and crawls, and his eyes are hollow black pits.}\",\"Shadow fey guardians are massive creatures trained and bred for battle. They appear as massive versions of shadow fey, but the stuff of shadow corrupts them even more than their brethren, expanding their size and power to an ogreish strength. Patches of shadow swallow parts of their body and crawl about, revealing and obscuring more by inches at a time. They stand nearly 10 feet tall and weigh over 700 pounds.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Loyal Protectors\",\"entries\":[\"Guardians are fanatically loyal to their superiors. Employed as house guards or even personal bodyguards for important shadow fey, guardians are unshakable in their duty. The shadow reaches into their minds and souls, so that not even powerful magic can bend their hearts or break their resolve. Guardians are independent thinkers, but they discharge their duty with single-minded dedication.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Shadow Fey Guardian.webp\"}}]},{\"name\":\"Sharkjaw Skeleton\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A skeletal humanoid made entirely of shark's jaws steps out from the water, dripping strands of seaweed.}\",\"Made from numerous, interlocking shark's jaws, these horrors are animated through foul magic into a large, vaguely humanoid shape. Sahuagin priests animate them to guard sepulchers of bones. These sharkjaw skeletons lie among great piles of bones, waiting to rise up and attack any uninvited souls who invade the sanctity of sahuagin holy sites. Others guard pirate treasures or ancient shipwrecks.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Undead Automaton\",\"entries\":[\"Sharkjaw skeletons do nothing without orders from their creator, and they follow those instructions explicitly. A sharkjaw skeleton's creator can give it new commands while near the skeleton. Otherwise, a sharkjaw skeleton follows its last instructions to the best of its ability and to the exclusion of all else, though it fights back if attacked.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Sharkjaw Skeleton.webp\"}}]},{\"name\":\"Shellycoat\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Despite being short and squat, this creature's relationship with a troll is undeniable. The kinship is most notable in the long arms and thick, pebbly hide.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Long Handed and Toad-like\",\"entries\":[\"The shellycoat is a warped and spiteful creature also called the Iamh fada, or \\\"long hands.\\\" They are frequently referred to as bridge trolls. Despite being fey, they are distantly related to true trolls. Unlike those tall, lanky creatures, a shellycoat is dwarfish and toad-like, with short, bent, legs and especially long arms with swollen, distended joints. It can further dislocate and stretch these joints to alarming lengths.\"]},{\"type\":\"entries\",\"name\":\"Bridges and Pools\",\"entries\":[\"The shellycoat can be found in abandoned wells or behind waterfalls, in deep tide pools, or beneath the ice of frozen ponds, but their preferred haunt has always been under bridges. They are most active during nighttime and on heavily overcast days, because of their mortal dread of sunlight. A shellycoat's favored tactic is to lie in wait under the water, ice, or bridge and surprise its prey. It strikes outward or upward from its hiding place to snatch passersby, livestock, and lone travelers or fishermen. Prey is dragged down to the shadows and water to be robbed and devoured.\"]},{\"type\":\"entries\",\"name\":\"Shining Garments\",\"entries\":[\"Shellycoats always fashioned themselves coats, cloaks, or shirts of colored pebbles, glass, and polished river shells. These adornments are crude but beautiful and sometimes magical.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Shellycoat.webp\"}}]},{\"name\":\"Shoggoth\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The giant, gelatinous blob of flesh releases whistles, trills, and chirps as it rolls forward, forming and reabsorbing mouths, eyes, and ears across its body.}\",\"A shoggoth is an intelligent, gelatinous blob capable of manipulating and reshaping its body. Created by an elder race as servants, the shoggoths rebelled long ago and slew their masters without pity. Since that time, they've lived in isolated or desolate regions, devouring whatever they encounter and absorbing its flesh into their own amorphous, shifting forms.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Constant Growth\",\"entries\":[\"Shoggoths continue growing throughout their lives, though the eldest among them grow very slowly indeed. Some shoggoths may shrink from starvation if they deplete a territory of resources.\"]},{\"type\":\"entries\",\"name\":\"Mutable Form\",\"entries\":[\"A shoggoth can form any number of eyes, mouths, tentacles, or other appendages as needed, though it lacks the control to take and maintain the shape of another creature.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Shoggoth.webp\"}}]},{\"name\":\"Shroud\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The translucent person calls out a name in a barely audible whisper.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Bitter Spirits\",\"entries\":[\"Shrouds are transitional creatures: remnants of wicked people who died but refuse to rest in peace, yet have not grown strong enough to become shadows. They are aggressive enemies of all living creatures and the light that nurtures life. Shrouds blend naturally into darkness, but they stand out starkly in bright light.\"]},{\"type\":\"entries\",\"name\":\"Thin Outlines\",\"entries\":[\"Shrouds look like flickering shadowy outlines of the people they were before they died, retaining the same height and body type.\"]},{\"type\":\"entries\",\"name\":\"Repetitive Speech\",\"entries\":[\"Shrouds cannot converse, but they occasionally can be heard cruelly whispering a name, term, or phrase over and over again: something that must have had meaning to them in life.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Shroud.webp\"}}]},{\"name\":\"Skein Witch\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The androgynous humanoid appears mummified in writhing, diamond thread. Its skin is translucent, and dozens of quivering hourglasses sit suspended inside its body in place of organs.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Shepherd Destiny\",\"entries\":[\"Skein witches are curators of destiny and enforcers of what must be. They voyage across the planes, weaving the strands of fate at the behest of their goddess-creator. Although they carry out their charge without regard to petty mortal concerns, they can be persuaded to bend fate for powerful petitioners whose interests align with those of their goddess.\"]},{\"type\":\"entries\",\"name\":\"Surrounded by Guardians\",\"entries\":[\"Despite their supernatural abilities, a skein witch's physical body is frail. Because of that, they tend to surround themselves with undead, constructs, or other brutish, soulless guardians cut free from the thread of fate.\"]},{\"type\":\"entries\",\"name\":\"Fear of Cards\",\"entries\":[\"If a deck of many things is brought close to a skein witch, the witch emits a psychic wail and disintegrates.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Skein Witch.webp\"}}]},{\"name\":\"Skin Bat\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A repulsive, batlike creature darts from the darkness. Its body consists entirely of rotting sheets of stolen skin. Though its large eyes are glassy and lifeless, an unmistakably evil intent glimmers within them as a toothless mouth spreads wide in hunger}.\",\"Skin bats are undead creatures created from skin flayed from the victims of sacrificial rites. They are given a measure of unlife by a vile ritual involving immersion in Abyssal flesh vats and invocations to Camazotz and similar demon lords. They feed on the skin of living beings to replenish their own constantly rotting skin. Their acidic saliva acts as a paralytic poison and leaves ugly scars on those who survive an attack. The typical skin bat has an 8-foot wingspan. The color of their skin matches that of their prey, so a skin bat's coloration can change over time. A skin bat weighs about 15 pounds.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Cliff and Dungeon Dwellers\",\"entries\":[\"Skin bats prey on the unwary but do not develop sinister plots of their own. Their flocks can be encountered in isolated areas accessible only by flight or by climbing treacherous cliffs. Skin bats can exist in any climate. In cool climes, they feed only infrequently, because the cold preserves their forms and reduces the need to replenish decaying flesh. This also explains why they are attracted to the dark depths of ageless dungeons. In wet, tropical climes where their skin decomposes rapidly, skin bats are voracious feeders by necessity.\"]},{\"type\":\"entries\",\"name\":\"Accidental Treasures\",\"entries\":[\"Skin bats have no use for magic items or wealth, but occasionally a ring or necklace from a past victim gets embedded in their fleshy folds, where it becomes an unintended trophy.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Skin Bat.webp\"}}]},{\"name\":\"Skitterhaunt\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This large beetle moves erratically, leaking noxious fluid from its cracked exoskeleton.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Ooze Vermin\",\"entries\":[\"This parasitic ooze lives in the shells of monstrous vermin, such as beetles, scorpions, and spiders, which it has infested and killed. A skitterhaunt creature might be mistaken for its original, living version at a glance, but the sluggish, erratic movements and oozing carapace of skitterhaunts quickly reveal their true nature.\"]},{\"type\":\"entries\",\"name\":\"Wide Range of Prey\",\"entries\":[\"A skitterhaunt infection can decimate whole nests of vermin. When those are in short supply, these oozes move on to prey on other species, such as ants, crabs, and other creatures with exoskeletons or similar hard outer shells.\"]},{\"type\":\"entries\",\"name\":\"Hosts Required\",\"entries\":[\"Skitterhaunts can't survive long outside their host creatures; they quickly liquefy and lose their cohesion. A body abandoned by a skitterhaunt is an eerie, hollowed-out husk with a strong, acidic odor.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Skitterhaunt.webp\"}}]},{\"name\":\"Slow Storm\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Wisps of humid wind revolve around this spiny ball. Two massive black eyes and a dark mouth are the only features visible through its static-straight quills.}\",\"Despite its perhaps comical appearance, a slow storm is a creature of wind, lightning, and chaos, able to send minute electrical shocks into creatures that cause pain every time the creature moves. It turns the bodies of physically able creatures against them, forcing them to choose between relative inactivity or ever-increasing pain.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Small Central Core\",\"entries\":[\"The nucleus of a slow storm is a sphere of ice and stone, and it is surrounded by protective, high-speed winds.\"]},{\"type\":\"entries\",\"name\":\"Static Generator\",\"entries\":[\"A slow storm has no internal organs other than its brain, and it lives on the energy and moisture it drains from opponents. Its quills not only deflect debris but also generate static electricity that it uses when attacking.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Slow Storm.webp\"}}]},{\"name\":\"Smaragdine Golem\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This large statue of emerald-green crystal has a humanoid body with the head of an ibis. Tiny symbols and runes are etched into it, and portions of it are inlaid with bits of gold.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Occult Initiates\",\"entries\":[\"Smaragdine golems are crafted by disciples of occult esoterica to guard their secret meeting halls, sacred texts, and the arcane books of power.\"]},{\"type\":\"entries\",\"name\":\"Emerald Body\",\"entries\":[\"Though they seem to be made entirely of emeralds (and some are used in their construction), a smaragdine golem's body is closer to enchanted glass than to gemstones, a sad truth that has disappointed many plunderers.\"]},{\"type\":\"entries\",\"name\":\"A Maker's Privilege\",\"entries\":[\"Though smaragdine golems are sometimes given to powerful mages, scholars, theurgists, and hierophants as a token of esteem, they are always subject first to the magic and orders of their creators.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Smaragdine Golem.webp\"}}]},{\"name\":\"Snow Queen\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This severe elf has pale, almost white skin and tightly braided blond hair. Her gown is exquisite, fashioned of luminous blue fabric that catches light and shines from within. Lacy ice crystals accent the gown, and a snow-white mantle cascades from her shoulders. Icicles radiate in a crownlike halo behind her head, drifting gracefully through the air}.\",\"Her Crystalline Majesty, Morrinn, is the cold-hearted Snow Queen, Daughter of Boreas. The Snow Queen rules a northern kingdom in the remote, frozen reaches of the world. Perpetually shrouded in snow and ice, her domain is inhospitable to outsiders. She rules from a castle of delicate spires carved entirely out of ice. The dwelling catches and reflects even the faintest glimmer of light, shining like a beacon and enticing travelers to risk the dangerous winter realm.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Queen of Giants\",\"entries\":[\"The Snow Queen is proud and cruel to any who cross her. Her daughters, the ice maidens, roam her kingdom with ease. Travelers who can't give a good reason to be moving through the Queen's territory meet a quick end in the maidens' chilly embrace. The Snow Queen commands the loyalty of winter-born tribes of fraughashar, ogres, frost giants, thursir giants, and trollkin. She is said to have mocked both Thor and Loki and often leads their priests astray into winter storms.\"]}]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Fey Lords and Ladies\",\"entries\":[\"Fey are capricious, mischievous, and often dangerous beings. However, despite their chaotic reputations, they do follow a certain set of rules. These rules—widely misunderstood by outsiders—are codified and enforced by a cadre of lofty fey nobility. Befitting any courtly structure, the fey bow to lords and ladies: eldritch creatures of immense power who rule the courts.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Heads of State\",\"entries\":[\"The fey lords and ladies are beings of high station and prodigious personal power. Each rules over at least a great city if not an entire nation. No matter the scope of a fey noble's domain, in his or her eyes, a fey ruler's word is law. Outsiders might not understand the edicts and interdicts of a fey noble, but that's no protection against the harsh penalties that await any who break them, knowingly or otherwise.\"]},{\"type\":\"entries\",\"name\":\"Vacant Thrones\",\"entries\":[\"When a lord or lady of the fey dies, the court does not remain leaderless for long. Ambitious beings among the fey always hunger for more power and covet the stations of their superiors. After a traditional month or year of mourning, vicious power struggles winnow the weak and pave the way for the most cunning or the strongest to take the court's vacant throne.\"]}]}]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"The Snow Queen's Lair\",\"entries\":[\"The Snow Queen's lair is a castle made of ice. Sunlight and moonlight flash through the delicate spires and translucent walls, setting the palace agleam even in the deepest night. The castle reflects its mistress: beautiful, cold, and unforgivingly deadly.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Snow Queen.webp\"}}]},{\"name\":\"Son of Fenris\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The massive wolf lumbers forward, malice gleaming in its black eyes. Two snake-like tongues slither in its jaws, and green scales peek from beneath its black fur.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Demonic Wolves\",\"entries\":[\"Demonic black eyes, two snakelike tongues, and green-black scales beneath their black fur betray the sons of Fenris's unnatural origins.\"]},{\"type\":\"entries\",\"name\":\"Hibernate Until Ravenous\",\"entries\":[\"Sons of Fenris slumber beneath the snow for months, waking when they grow ravenous or when prey approaches. When hunting, they revel in wanton savagery and destruction, killing entire herds to delight in blood.\"]},{\"type\":\"entries\",\"name\":\"Desperate Worshipers\",\"entries\":[\"Despite their fierce nature, all the sons of Fenris are divine offspring and wise in divine lore, attracting desperate souls who offer them worship and sacrifice in exchange for aid. The sons of Fenris enjoy this adulation, and they provide protection and wisdom to their followers. Sometimes, they gather enormous war bands and go reaving.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Son of Fenris.webp\"}}]},{\"name\":\"Soul Eater\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The creature walks on crab-like legs, carrying a fleshy, ectoplasm-filled mass on its back.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Merchants from the Lower Planes\",\"entries\":[\"Soul eaters are soul-collecting fiends from the Lower Planes where they freely barter for prey. When a soul eater dies, the souls it carried are released and returned to their bodies or to their appropriate final destinations. Regardless, a dead soul eater has no souls for the demons and devils who value souls as currency. This gives soul eaters a measure of safety and power in the Lower Planes, and many of them operate as neutral merchants among other fiends.\"]},{\"type\":\"entries\",\"name\":\"Hatred of the Sun God\",\"entries\":[\"Soul eaters bear a particular antipathy for followers of the deities of the sun. They go to great lengths to kill any such deity's clergy, even defying the wishes of their fiendish superiors on occasion.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Soul Eater.webp\"}}]},{\"name\":\"Spark\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This mote of electrical energy floats menacingly, erupting in a shower of sparks and tendrils of lightning. When it disappears, it leaves only the whiff of ozone.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Born in Storms\",\"entries\":[\"When a great storm rips across a world in the Material Plane, it sometimes tears loose the fabric of reality, releasing sentient creatures composed entirely of elemental energy. Occasionally when a spark forms, an oppositely charged mate is created at the same time. When this happens, the two always stay within 300 feet of one another.\"]},{\"type\":\"entries\",\"name\":\"Seek Hosts\",\"entries\":[\"Fueled by its frenetic thought patterns and erratic actions, a spark jolts through its new world to find a physical body, drawn by an urge to know form. Some spellcasters deliberately seek out sparks for symbiosis. Spellcasters devoted to deities or study of the elements may reach an agreement with sparks, allowing the elementals to ride within their bodies for the sparks' lifetime. Sparks rarely survive longer than a year, even within a symbiotic relationship with a mortal form. When they expire, they wink out and return to the elemental planes.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Spark.webp\"}}]},{\"name\":\"Spawn of Akyishigal\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This human-sized insectoid has a tail that splits near the end curling over its back. Both ends bear needle-stingers dripping with poison.}\",\"Spawn of Akyishigal are found in abundance wherever the demon lord abides. He has also been known to send them to his followers if their need is great and the spawn's presence somehow benefits Akyishigal.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Lords of Vermin\",\"entries\":[\"Vermin of all types instinctively obey mental commands from a spawn of Akyishigal. What's more, these repulsive beings can vomit thousands of roaches that also do the spawn's bidding. They take particular delight in belching roaches directly onto their foes, but they've also been known to use roaches and vermin as a means of cutting off an enemy's retreat or of hindering pursuit when the spawn itself wants to escape.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Spawn of Akyishigal.webp\"}}]},{\"name\":\"Spawn of Arbeyach\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This insectile humanoid's mouth stretches over dripping mandibles that are poorly concealed behind an ill-fitting mask of flesh. Its eyes have compound irises, and barbed stingers sprout between the fingers at the ends of its long, segmented limbs.}\",\"Spawn of Arbeyach are extensions of the will of Hell's Prince of Swarms, Arbeyach, and often serve him in the mortal world as the arch-devil carries out their master's wishes. To this end, they often inhabit hives of tosculi that worship Arbeyach.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Skin and Carapace\",\"entries\":[\"Spawn of Arbeyach are roughly humanoid, with many insectoid qualities, including a hardened carapace and oddly-jointed limbs. Their faces, arms, and legs are covered with a largely decorative skin which stretches and tears to reveal insectile traits.\"]},{\"type\":\"entries\",\"name\":\"Hive Dwellers\",\"entries\":[\"They dwell in hive structures comprised of natural growth and rigid architecture. The hives are built in isolated, easily-defensible locales, and visitors often must climb or fly to reach them.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Spawn of Arbeyach.webp\"}}]},{\"name\":\"Spectral Guardian\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A luminous green mist swirls into the form of an ancient warrior. Dented armor and a ragged cloak enshroud the warrior's skeletal body, and its grinning skull leers out from an open helm.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Worn Finery\",\"entries\":[\"Composed of faintly glowing green vapor, the spectral guardian is a skeletal being encased in ancient armor or noble's finery. The cloth is worn and tattered, spiraling away into mist at the edges, and the creature glides with the faintest whisper of sound.\"]},{\"type\":\"entries\",\"name\":\"Eternal Disgrace\",\"entries\":[\"The spectral guardian is the spirit of an ancient warrior or noble, bound to serve in death as it failed to do in life. A broken oath, an act of cowardice, or a curse laid down by the gods for a terrible betrayal leaves an indelible mark on a soul. After the cursed creature's death, its spirit rises in a place closely related to its disgrace. Compelled by the crushing weight of its deeds, the spectral guardian knows no rest or peace.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Spectral Guardian.webp\"}}]},{\"name\":\"Spider of Leng\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i These bloated purple spiders have small claws on their front legs that serve as handlike manipulators. Their abdomens are a sickly purple-white.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Hate Humanoids\",\"entries\":[\"The nefarious spiders of Leng are highly intelligent. They are a very ancient people, steeped in evil lore and hideous malice, with an abiding hatred for all humanoid races. They sometimes keep ghostwalk spiders as guardians or soldiers.\"]},{\"type\":\"entries\",\"name\":\"Dangerous Blood\",\"entries\":[\"Their blood is poisonous and corrosive to most creatures native to the Material Plane. The folk of Leng prize it in the making of etheric harpoons and enchanted nets.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Spider of Leng.webp\"}}]},{\"name\":\"Spider Thief\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This clockwork spider creature is the size of a dog. Each of its eight sharp, sickle-like feet stabs or sinks slightly into the ground. Razor wire enwraps its body, while gyros whirl visibly in its faceless, clockwork head}.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Wire Fighters\",\"entries\":[\"A spider thief never initiates combat unless ordered to, but it always defends itself against attack. Its initial attack is whirling its razor line to entangle a target. Once it snares a foe, the spider thief keeps attacking that foe until the victim stops resisting or the victim escapes from the spider's wire.\"]},{\"type\":\"entries\",\"name\":\"Completely Loyal\",\"entries\":[\"This clockwork machine follows orders from its master even if they lead to its destruction, and it fights until destroyed or told to stand down. The machine recognizes only its creator as its master.\"]},{\"type\":\"entries\",\"name\":\"Guild Tools\",\"entries\":[\"The spider thief got its name because of its ability to climb walls and to effortlessly cross gaps between buildings, making it an excellent accomplice for enterprising thieves. Some thieves' guilds make extensive use of them, and many freelance rogues use them as partners.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Spider Thief.webp\"}}]},{\"name\":\"Spinosaurus Dinosaur\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This massive, blue-skinned saurian lumbers out of the river, depositing a platoon of armed lizardfolk on the bank before releasing a terrifying roar.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Friend to Lizardfolk\",\"entries\":[\"The spinosaurus is a special saurian bred for size and loyalty by lizardfolk. Lizardfolk prize them like prime warhorses, and lavish them with food and care. As spinosauruses age slowly, most large lizardfolk tribes have several young spinosauruses and one adult spinosaurus in their care, reserving the massive adult for major engagements or when the entire tribe must move at once.\"]},{\"type\":\"entries\",\"name\":\"Enormous Size and Color\",\"entries\":[\"This immense saurian has a long, tooth-filled maw, powerful claws, and colorful spines running the length of its back. An adult spinosaurus is 70 feet long and weighs 35,000 pounds or more, while a young spinosaurus is a mere 20 feet long, weighing 6,000 pounds or more.\"]},{\"type\":\"entries\",\"name\":\"Swift Predator\",\"entries\":[\"A spinosaurus is at home on both land and water, chasing prey from one to the other when necessary. Though they are carnivores, they have an affinity for lizardfolk and other reptilian humanoids, eating such creatures only if the creatures horribly mistreat them or if they experience extreme starvation with such creatures as the only option for food.\"]},{\"type\":\"inset\",\"name\":\"Spinosauruses in the Southlands\",\"entries\":[\"The lizardfolk of Veles-Sa in the Southlands use spinosauruses as a mode of transportation. The creatures are large enough to pull barges or to carry a crew of raiders anywhere on the rivers, and they are swift overland. Lizardfolk scouts are especially fond of these enormous reptiles, as they are powerful combatants and can carry a dozen lizardfolk warriors.\",\"In addition to their role as trained raiders in Veles-Sa, some spinosauruses live in or along most of the major river systems of the Southlands—including the River Nuria. There they are also called \\\"river dragons\\\" or sometimes \\\"river walkers,\\\" and they are frequently associated with the worship of Baal-Hotep and Set. They are kept as sacred animals in several river temples, where they are fed regular meals and have been known to grow to enormous size and strength.\",\"Finally, along the Spice Coast, spinosauruses carry high-value spice cargoes along the coast when banditry is rife or when a lizardfolk mercenary company is available to guard materials going north toward Mhalmet, Nuria, or Ishadia. These Spice Coast beasts are often especially bred for gaudy coloration: green-andorange, blue‑and-gold, and even red-and-black bloodlines have been spotted in the Spice Coast harbors.\"]},{\"type\":\"inset\",\"name\":\"Spinosauruses as Mounts\",\"entries\":[\"Spinosauruses mate each year in the winter. A male spinosaurus brings food and helps build an enormous nest of reeds, sticks, and mud. Then the male departs, leaving the female to lay and care for the eggs. Spinosaurus eggs are typically found in nests along riversides or deep in marshes. They are sometimes stolen and sold, generally to lizardfolk and sometimes to daring humans with a knack for training animals. These eggs are worth as much as 2,000 gp apiece; live young are worth twice that. Characters eager for spinosaurus mounts, however, should note that buying or domesticating such an enormous carnivore requires vast quantities of food and patience. They do not take easily to domestication.\",\"Before it can be ridden in combat, a spinosaurus must practice bearing the weight of its trainer and passengers. They rarely master more than a handful of tricks, but they are extremely comfortable in the water and can be trained to be are aware that some of their riders may not breathe water.\",\"An adult spinosaurus can carry up to six tons as cargo. Riding a spinosaurus requires an exotic saddle, riding platform, or howdah.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Spinosaurus Dinosaur.webp\"}}]},{\"name\":\"Spire Walker\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This miniscule creature kicks up a ghostly, sparkling fire when it jostles and jigs. Lightning sparks fly between it and its perch.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Storm Dancers\",\"entries\":[\"When storm clouds gather over cities, harbors, and twisted badlands, electrical energy fills the air. During these times, miniscule fey dance on church steeples, desolate peaks, and ships' masts. Also called corposanti by scholars, spire walkers are nature spirits that delight in grandiose displays of thunderbolts. They can be found frolicking in a thunderstorm or keeping company with blue dragons or storm giants—though these larger creatures often chase them off for being a nuisance.\"]},{\"type\":\"entries\",\"name\":\"Small and Metallic\",\"entries\":[\"Spire walkers stand no more than a foot tall, with dusky blue-gray skin and shocks of silvery, slate, or pale blue hair. Spire walkers prefer clothing in metallic hues with many buttons, and they always carry a handful of tiny copper darts that they hurl at each other during their incomprehensible games. When excited, they emit a sparking glow from the tips of their noses, eyebrows, ears, and pointy shoes. They play rough-and-tumble games among themselves and enjoy pranking bystanders with frightening but mostly harmless electric shocks. If a spire walker perishes during the fun, the others pause just long enough to say \\\"awww, we'll miss you\\\" and go through their comrade's pockets before continuing with the game.\"]},{\"type\":\"entries\",\"name\":\"Love Copper and Amber\",\"entries\":[\"Spire walkers like gold but they love copper. They prefer it over all other metals, and they keep the copper pieces in their pockets brilliantly polished. They also value amber gems. Among a group of spire walkers, the leader is not the cleverest or most ruthless, but the one displaying the most ostentatious amber jewel.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Spire Walker.webp\"}}]},{\"name\":\"Star Drake\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Twinkling motes of light move around the mottled, metallic scales of this dragon's body. Light reflections twinkle like starlight across its metallic scales.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Returned Travelers\",\"entries\":[\"A drake's curiosity sometimes drives it to seek experiences beyond its plane, and it finds companions with which it travels the multiverse. Such drakes return clearly changed in appearance, demeanor, and ability. Regardless of which type of drake embarked on the journey, the creature always returns as a star drake.\"]},{\"type\":\"entries\",\"name\":\"Mortal Protectors\",\"entries\":[\"Star drakes consider themselves protectors of the Material Plane. They view those from other planes as meddlers in the affairs of humanoid races, regarding fiends and celestials as equally threatening. Star drakes might negotiate with, drive off, or destroy such meddlers.\"]},{\"type\":\"entries\",\"name\":\"Unlikely Allies\",\"entries\":[\"Inexplicably, planewatchers can recognize when a drake that is exploring the planes is in the process of becoming a star drake, and they typically leave these drakes to their exploring. After a drake's metamorphosis, planewatchers often aid the drake, seeing it as a sort of kindred spirit.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Star Drake.webp\"}}]},{\"name\":\"Star-Spawn of Cthulhu\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This enormous and strange octopoid creature has clawed hands, a powerful but distended cranium, and winglike spines on its back.}\",\"These masters of psychic communication and dimensional manipulation can transport themselves and others across enormous distances.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Mastery of Life and Destruction\",\"entries\":[\"The star-spawn of Cthulhu harnessed mysterious energies of life and destruction to grow new life with remarkable speed (and some degree of wastage and cancerous tumors) and to turn living flesh into miasmic vapor through nothing more than focused attention.\"]},{\"type\":\"entries\",\"name\":\"Rituals to Cthulhu\",\"entries\":[\"Their goals are simple: oppose the mi-go and aid dread Cthulhu. The star‑spawn destroy creatures that will not serve as slaves and sacrifices, rather than allowing them to serve another master. Above all, they insist that all creatures venerate great Cthulhu and sacrifice life and treasure in his name. Their ultimate aim is to bend the heavens themselves and ensure that the stars are rightly positioned in their orbits to herald Cthulhu's inevitable return.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Star-Spawn of Cthulhu.webp\"}}]},{\"name\":\"Steam Golem\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i With wicked axe blades fastened along its arms and bronze runes inlaid on its armored torso, this golem is a smooth-running machine of death.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Boilers and Hydraulics\",\"entries\":[\"A steam golem is built around a central boiler with clockwork gears and hydraulic cylinders powering its legs and arms. Most steam golems have axe blades welded onto each of their arms, and many have one arm extended in a single, long-hafted axe. They tower 10 feet tall, and their legs are often built with reversed knee joints for greater leverage when they move. The eyes of a steam golem glow orange or red from its internal fires.\"]},{\"type\":\"entries\",\"name\":\"Steam Whistle\",\"entries\":[\"A steam golem has four to six vents for releasing steam. These whistles are mounted over the shoulders and can be heard at distances up to a mile in open terrain.\"]},{\"type\":\"entries\",\"name\":\"Fuel Required\",\"entries\":[\"A steam golem's machinery consumes 30 pounds of coal and 100 gallons of water per day if it engages in more than brief combat. When resting or standing guard, a steam golem needs only one third of those amounts.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Steam Golem.webp\"}}]},{\"name\":\"Strife\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The small, childlike creature with purple skin and an overly large mouth hovers in the shadows of the alleyway behind the tavern, giggling with delight as it watches fights break out.}\",\"This strange, childlike fey feeds off the negative feelings that manifest from mortals who spread rumors and falsehoods about one another.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"False Legends\",\"entries\":[\"Due to its ability to remain unseen and its appearance wherever discord rises, many in the mortal world believe this fey is the physical embodiment of a feeling, a magical manifestation brought on by strong mortal emotions. Delighting in rumors and misinformation, the fey don't correct these interpretations and proudly use the mortal moniker, strife.\"]},{\"type\":\"entries\",\"name\":\"Invasive Fey\",\"entries\":[\"Though strifes aren't physical embodiments of mortal emotions, negative feelings between mortals create a weakening between the Material Plane and the realms of the fey, allowing strifes to enter the material world. Once on the Material Plane, a strife lurks in the shadows of a settlement, fueling rumors until the populace erupts with chaos and discord. Travelers might come across a settlement and be greeted with abnormal hostility when a strife is present. Once its work is done, the strife returns to the fey realms to tell tales of its work before finding a new settlement to disturb. The most successful of strifes have caused kingdoms to fall to civil war when the government was painted as unfit by a strife's work. The strife does not revel in bloodshed, but in the unrest of the days or weeks that precede it.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Strife.webp\"}}]},{\"name\":\"Stryx\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The brown owl in the tree suddenly opens its beak. Instead of a hoot, it reveals very human teeth and speaks.}\",\"Stryxes are the result of the Moonlit King's mad experiments deep within the Plane of Shadows. They resemble owls and can pass as normal birds as long as they don't speak or open their mouths. The stryx have a larger mouth hidden behind their beaks, filled with gleaming human teeth. Stryxes range in color from pale gray to sooty black, with gleaming eyes.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Strange Alchemy\",\"entries\":[\"Stryxes are unnatural beings that came about through terrible manipulation of normal owls and kidnapped humans. The Moonlit King of the shadow fey, banished and imprisoned in his tower, is desperate to touch the outside world. His crazed experiments blended shreds of mortal souls into shadowy owls and thus brought the stryx into being.\"]},{\"type\":\"entries\",\"name\":\"The Shadow's Eyes\",\"entries\":[\"The truth of the stryx is all but unknown outside the Moonlit King's inner circle, where these creatures serve as the king's eyes and ears. Stryxes thrive in the Plane of Shadow and on the Material Plane equally, and they enjoy attaching themselves to powerful beings as spies, servants, and translators. Their purposes are muddied, however, because they constantly relay what they learn to their mad creator.\"]},{\"type\":\"inset\",\"name\":\"Stryx Familiars\",\"entries\":[\"Stryxes make excellent spies, and they delight in serving others. The strange owls often become outstanding spies and translators by bonding themselves to a master. Some spellcasters seek out the stryx and strike a bargain to gain the creature's service as a familiar. While most stryxes make a show of hard bargaining, secretly they are eager to strike the deal. Stryxes that serve spellcasters have the following trait.\",{\"type\":\"entries\",\"name\":\"Familiar\",\"entries\":[\"The stryx can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the stryx senses as long as they are within 1 mile of each other. While the stryx is within 10 feet of its companion, the companion shares the stryx's Keen Hearing and Sight trait. At any time and for any reason, the stryx can end its service as a familiar, ending the telepathic bond.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Stryx.webp\"}}]},{\"name\":\"Stuhac\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This pale-skinned, white-bearded hermit wears a winter cloak and travels the mountain paths, cliff sides, and trade routes alone.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Feigns Weakness\",\"entries\":[\"Living in isolated mountain passes and foraging along little-traveled slopes, the stuhac is a master of stealth and deception. Wrapping heavy furs around itself, it poses as a feeble hermit or traveler needing assistance. Only after its victims have been lured away from warmth and safety does the stuhac drop its disguise and show its true nature: the withered traveler's gnarled hands uncurl to reveal jagged yellow claws, its cataract-ridden eyes are exposed as waxen orbs wobbling loosely in their sockets, and its clothing is revealed to be woven layers of yellowed tendon and ligament.\"]},{\"type\":\"entries\",\"name\":\"Hideous Garments\",\"entries\":[\"The stuhac's most prized possessions are its \\\"clutters,\\\" garments woven of layered and tangled ligaments and tendons. These grisly trophies are taken from scores of victims, and stuhacs treasure each bit of their disgusting attire. When two stuhacs meet, they compare their garb, swapping anecdotes of their most horrifying kills and deceptions. Stuhacs weave new ligaments into their clutters while their still-living victims watch. Lying in crippled agony, they cannot flee as the stuhac tears fresh material from their bodies for its garments. To keep screams from disturbing their work, these monsters first sever their victim's vocal chords.\"]},{\"type\":\"entries\",\"name\":\"Devour Victims\",\"entries\":[\"Once its clutters are done, the stuhac feeds on its live victim, devouring everything but the bones. Finding a clean-picked humanoid skeleton along a mountain path is a reliable sign of a stuhac's presence.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Stuhac.webp\"}}]},{\"name\":\"Stygian Fat-Tailed Scorpion\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The scorpion's black carapace gleams in the desert sun, and its tail drips translucent venom.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Highly Venomous\",\"entries\":[\"Known for its small size and aggressive behavior, the Stygian fat-tailed scorpion brings a swift death to those who feel its toxic sting.\"]},{\"type\":\"entries\",\"name\":\"Pit Traps\",\"entries\":[\"A Stygian fat-tailed scorpion is no more than a foot long, with a tail about the same length. It weighs no more than five pounds for the largest specimens. They make excellent guard animals that require little food or care, and they are often kept at the bottom of pits or in rarely used tunnels.\"]},{\"type\":\"entries\",\"name\":\"Valuable Venom\",\"entries\":[\"A dose of fat-tailed scorpion venom can be worth 4,000 gp or more to the right buyer.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Stygian Fat-Tailed Scorpion.webp\"}}]},{\"name\":\"Subek\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The merchant displayed his wares and smiled, the kindness in his eyes and softness of his smile juxtaposed with his crocodilian body and fangs.}\",\"For most of the year, the subek are a kindly people, advising others and lending their physical and intellectual prowess to local projects. During the flood season, however, subek become violent and territorial, ruthlessly killing and consuming all trespassers.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Riverbank Homes\",\"entries\":[\"Subek are crocodilian humanoids that dwell along the banks of great rivers. They have muscular physiques, surprisingly dexterous hands, and a frightening maw of sharp teeth. They are 9 feet tall, average 700 pounds, and can live up to 300 years. During the dry season, subek are friendly and thoughtful scholars, historians, and artisans.\"]},{\"type\":\"entries\",\"name\":\"Flood Fever\",\"entries\":[\"Subek are well aware of their destructive and violent nature. When the waters rise, they distance themselves from other cultures, warning locals to keep away until the river recedes. Most migrate up or down river to an area with few inhabitants; some even construct underground prisons or cages and pay brave retainers to keep them locked up and fed during their time of savagery. During flood fever, subek do not recognize friends or colleagues. They discard all trappings of civilization and kill non-subek creatures indiscriminately. Once the fever clears, they remember nothing of their actions, though they are surrounded by undeniable, grisly reminders.\"]},{\"type\":\"entries\",\"name\":\"Keep Their Distance\",\"entries\":[\"Despite the danger, subek are tolerated and even prized for their skill as engineers, historians, and teachers. They live on the outskirts of many human towns, maintaining a cautious distance from their neighbors. Subek marriage is pragmatic; they live with a mate long enough to foster a single egg and raise the hatchling for a decade before parting ways.\"]},{\"type\":\"entries\",\"name\":\"Curious Duality\",\"entries\":[\"Subek scholars and oracles debate their duality. Some believe it to be an ancient curse, a shared ancestry with an ancient savage people, or some loathsome and primitive part of their soul exerting control. A rare few—shamans and oracles, mostly—embrace their duality and choose to live year-round in remote regions far from civilization.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Subek.webp\"}}]},{\"name\":\"Suturefly\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This darting creature resembles a dragonfly, but with three pairs of gossamer wings and a body made from splintered wood. Flashes of bright colors run along its body.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Sew Mouths Shut\",\"entries\":[\"Forest folk rarely speak when sutureflies dart through the trees, because these creatures listen for lies and sew any offender's mouth, nose, and eyes shut. Some say the old woods hide nothing but liars, and that is why the deepest forest is shrouded in silence. Others say that the forest uses sutureflies to smother those who break its covenants or reveal its secrets. Adventurers see a suturefly's handiwork more often than they glimpse one of the creatures directly: corpses with mouths and noses stitched shut lie in the underbrush, mysterious people whose mouths are ringed with black puncture marks observe intruders from afar, and dryads step from trees, their eyes sewn shut against the evils of civilization.\"]},{\"type\":\"entries\",\"name\":\"Seek Out Curses\",\"entries\":[\"Numerous suturefly varieties exist. Some attack based on verbal triggers other than lies. Black-banded sutureflies, for instance, detect curses and religious blasphemies. When attacking, sutureflies dart from hiding to surprise opponents. Once they sew someone's mouth closed, they target the same victim's nose, unless threatened by another opponent. Sutureflies attack until they have sewn all of their opponents' mouths, eyes and noses closed or until they're destroyed.\"]},{\"type\":\"inset\",\"name\":\"Sutureflies in Midgard\",\"entries\":[\"In the Mistwallows of the deep Margreve, a green and gold variety of suturefly attacks briar folk, hags, and any others who allow magic to escape their lips. Sutureflies dart, hover, and strafe with perfect maneuverability. Most are six inches long, but rangers who've ventured deep into the Margreve claim to have discovered detached suturefly wings over 5 feet long, likely from a creature capable of sewing shut the eyes and mouths of giants.\",\"Folk of the outer Margreve release sutureflies from wooden coffers at forest trials to encourage witnesses to tell the truth. In the heart of the woods, one of Baba Yaga's daughters polices her \\\"flock\\\" of stolen children with sutureflies.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Suturefly.webp\"}}]},{\"name\":\"Swamp Adder\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The vicious snake with a squat, diamond-shaped head, a puffed neck, and a peculiar yellow band around its body slithered slowly through the marsh.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Marsh Hunter\",\"entries\":[\"This venomous snake—sometimes known as the \\\"speckled band\\\"—is native to the marshes of southern realms, where it devours waterfowl and incautious halflings.\"]},{\"type\":\"entries\",\"name\":\"Bred for Venom\",\"entries\":[\"The swamp adder is simultaneously feared and prized for its potent paralytic venom. A swamp adder is quite thin, and the largest weigh as much as 50 pounds. A dose of paralytic swamp adder venom is worth 3,000 gp or more in some markets.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Swamp Adder.webp\"}}]},{\"name\":\"Swarm of Fire Dancers\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A swirling mass of tiny, blue flames dances with the likeness of a skull embedded in each little, flickering fire.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Stunted Elementals\",\"entries\":[\"Fire dancers are tiny fire elementals. Speculation varies whether they're simply immature or somehow stunted. They may be castoffs from larger, fiery elemental beings. A single, solitary fire dancer is no more than a semi-sentient spark with a fragment of life and lofty but unrealistic ambitions. In large numbers, they're a menace.\"]},{\"type\":\"entries\",\"name\":\"Unite and Grow Strong\",\"entries\":[\"Larger fire elementals are usually content merely to exist on their plane of origin. Fire dancers possess (and some argue are infected with) mortal qualities—they seek to reach a greater potential, which smacks of envy, ambition, and resentment. They realize that there is power in numbers and that, when united, they are a force to be reckoned with. A single fire dancer is no more threatening than a tiny candle flame, burning hot and blue. When thousands join together, though, the result is an inferno. Each fire dancer shapes itself into the likeness of a creature's (typically humanoid) skull to cause fear in its victims.\"]},{\"type\":\"entries\",\"name\":\"Shared Goals\",\"entries\":[\"Lone fire dancers have some individuality, and like-minded fire dancers gather together in swarms to accomplish shared goals. Savvy bards, conjurers, and enchanters who summon or interact with swarms of fire dancers know to quickly determine the swarm's goal and use that to manipulate it. They must be careful to maintain the upper hand, though, for these creatures are surly allies at the best of times.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Swarm of Fire Dancers.webp\"}}]},{\"name\":\"Swarm of Manabane Scarabs\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i These clicking, turquoise-colored beetles have faintly luminescent golden glyphs on their backs, which grow brighter as they slowly draw near.}\",\"Manabane scarabs are vermin infused with the ancient magic of fallen desert empires.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Devour Magic\",\"entries\":[\"Whether from gnawing on the flesh of the undead or nesting in areas rife with lingering enchantment, these beetles have developed a taste for the power of magic even as its power has marked them. The graven glyphs on their carapaces resemble the priestly cuneiform of long-dead kingdoms, and the more magical energy they consume, the brighter they glow. Manabane scarabs pursue magic without hesitation or fear, tirelessly seeking to drain it for sustenance.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Swarm of Manabane Scarabs.webp\"}}]},{\"name\":\"Swarm of Prismatic Beetles\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A dazzling explosion of multicolored lights erupts from this cloud of flying beetles, flashing every color of the rainbow.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Flesh-Eating Beauties\",\"entries\":[\"The depths of the jungle are filled with beautiful-but-lethal wildlife, and prismatic beetles are superlative examples of this. These flesh-eating, venomous insects distract and subdue their prey with sparkling beauty even as they devour it alive. Individual prismatic beetles sparkle like precious gems in the light. Tosculi traders, gnolls, and humans often incorporate their carapaces into decorative jewelry or use them as special components in enchantment and illusion spells and items.\"]},{\"type\":\"entries\",\"name\":\"Hypno-Paralytic\",\"entries\":[\"When swarming in the thousands, these beautiful bugs create a hypnotic cascade of glimmering hues capable of enthralling creatures. As they descend on their dazed prey, the beetles' bites slowly paralyze their victims while their toxins distract the mind with feelings of euphoria and delight.\"]},{\"type\":\"entries\",\"name\":\"Predator Partners\",\"entries\":[\"Although carnivorous, prismatic beetles are not overly aggressive; they attack other creatures only when hungry or threatened. Even when they're not attacking, however, they can be a threat. More than one unwary traveler has stopped to admire what they thought was a docile swarm of prismatic beetles and became captivated. The unfortunates are often killed and eaten by a lurking jungle predator, as such animals know the beetles can attract prey.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Swarm of Prismatic Beetles.webp\"}}]},{\"name\":\"Swarm of Sluaghs\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This tiny humanlike creature has a torso that trails away in place of legs, eyes that are black voids, and long, pale arms ending in sharp claws.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Cowards Alone\",\"entries\":[\"These tiny, malevolent fey dwell in darkness. Alone they are cowards, but they are rarely encountered alone. They are most active during the winter, especially during winter's long nights. They usually speak to their victims as they attack, but those shouts are little more than whispers to the ears of their prey.\"]},{\"type\":\"entries\",\"name\":\"Chilling Touch\",\"entries\":[\"Sluaghs feed by draining their prey of warmth with their chilling claws. They devour small animals if nothing more appetizing is available, though they prefer humanoid prey. Their victims have unnaturally cold skin with a pale, blue tint. Swarms of sluaghs serve hags, devils, trollkin, and evil fey who know the blood rituals to summon and direct them. Shadow fey and drow send them against other elves, often targeting the defenders of elven settlements.\"]},{\"type\":\"entries\",\"name\":\"Legless Flocks\",\"entries\":[\"Sluaghs are tiny, gaunt humanoid creatures the size of a weasel. They have no legs; instead their torso tapers off in a disquieting way. Though they can fly, they can also pull themselves quickly across the ground with their arms. They are always draped in black, though their actual skin and hair are pale white. They have sharp claws and fangs, and their eyes are entirely black. In masses, they somewhat resemble a flock of strange birds.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Swarm of Sluaghs.webp\"}}]},{\"name\":\"Swarm of Wharflings\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The hairless canine scurries along the pier, dripping with water and carrying a fish in its jaws. Its finned claws click on the planks as a fishmonger yells from behind it.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Waterborne Packs\",\"entries\":[\"Wharflings are hairless, aquatic canines with large, webbed feet and oversized mouths. Adept fish catchers, wharflings establish dens near the shores of oceans, lakes, and rivers, and they often move in family groups of three or more.\"]},{\"type\":\"entries\",\"name\":\"Thieving Gits\",\"entries\":[\"Those who have been bitten by a wharfling rightly fear their needle-like teeth, but most coastal communities hate the animal more for its propensity for theft. Their lairs are filled with stolen metal trinkets.\"]},{\"type\":\"entries\",\"name\":\"Beach Swarms\",\"entries\":[\"Periodically, wharflings congregate in huge numbers and tear along the shoreline for miles before returning to their dens. Why they gather this way is unknown, but most locals know to avoid the shore on these nights.\"]}]}]}]},{\"name\":\"Swarm of Wolf Spirits\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A pack of ghostly wolves appears in a swirl of greenish fog, coalescing from the fog itself.}\",\"When a pack of wolves dies of hunger or chill in the deep winter, sometimes the pack leader's rage at a cruel death—or the summoning call of a necromancer—brings the entire pack back to the mortal world as a slavering pack of greenish, translucent apparitions that glides swiftly over snow and ice, or even rivers and lakes.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Dozen-Eyed Hunters\",\"entries\":[\"At night such a swarm can appear as little more than a mass of swirling mist, but when it prepares to attack, the mist condenses into a dozen or more snarling wolf heads with glowing red eyes that trail off into tendrils of fog. A wolf spirit swarm does not eat, but the urge to hunt and kill is as strong as ever.\"]},{\"type\":\"entries\",\"name\":\"Absorb Their Kill\",\"entries\":[\"Most such swarms serve powerful undead, warlocks, noctiny, or orcish shamans as guardians and enforcers, terrifying horses and henchmen alike. The souls of those slain by the pack are said to join it.\"]},{\"type\":\"entries\",\"name\":\"Howl Before Combat\",\"entries\":[\"Hirelings, mounts, and familiars often panic at the sound of a spirit pack's chilling howl. Packs of wolf spirits are canny enough to always howl for a time before rushing a herd or encampment.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Swarm of Wolf Spirits.webp\"}}]},{\"name\":\"Temple Dog\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Looking like a mix between a large dog and a lion, the creature glares at everyone who passes the threshold of the temple it guards.}\",\"A temple dog is an imposing guardian used by various deities to protect their temples. They are fiercely loyal and territorial. Often depicted in temple statuary, the creature has a largely canine body, soft but short hair, a thick hairy tail, and a mane like a lion's around a dog's face with a short snout.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Divine Colors\",\"entries\":[\"Coloration and other features of the temple dog vary to match the deity who created it, and sometimes a temple dog's coloration is quite fanciful. Greenish-bronze temple dogs are known, as are those the color of cinnabar or lapis. Even coats resembling fired ceramic of an orange hue have been seen guarding some temples. These unusual casts make it easy for a temple dog to be mistaken for statuary.\"]},{\"type\":\"entries\",\"name\":\"Travel with Priests\",\"entries\":[\"As a temple protector, it rarely leaves the grounds of the temple to which it has been attached, but temple dogs do accompany priests or allies of the temple during travel. The temple dog cannot speak, but it understands the words and needs of those it accompanies. Temple dogs are notorious for biting their prey, then shaking the victim senseless in their massive jaws.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Temple Dog.webp\"}}]},{\"name\":\"Tendril Puppet\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Vines crawl across the body and out of the eyes and mouth of this shambling human.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Plant Servants\",\"entries\":[\"Over time, a vine lord eventually commands a small army of plant creatures, fey, and even plant-based undead, such as vine troll skeletons, to enact its will. When no other allies present themselves, vine lords turn to creating tendril puppets by planting vine roots into humanoids. The vines eventually kill and animate the humanoids, which become mindless servants and expendable scouts. The puppets are connected to each other and the vine lord through a magical \\\"root mind\\\" that relays information almost instantaneously.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Tendril Puppet.webp\"}}]},{\"name\":\"Thuellai\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This raging cloud of animate mist and ice has icicle shards for eyes and claws.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Servants of the North Wind\",\"entries\":[\"These fast-flying creatures of air and ice were created by the lord of the north wind, Boreas, to be his heralds, assassins, and hunting hounds. They appear as a swirling blizzard, often blending in with snowstorms to surprise their victims.\"]},{\"type\":\"entries\",\"name\":\"Terrifying Blizzards\",\"entries\":[\"Thuellai love to engulf creatures in their blizzards, to lash buildings with ice and cold, and to trigger avalanches with their whirlwinds. They thrive on destruction and fear, and they share their master's unpredictable nature.\"]},{\"type\":\"entries\",\"name\":\"Immune to Steel\",\"entries\":[\"Northerners especially fear the thuellai because of their resistance to mundane steel, their terrifying howls, and their ability to cause madness.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Thuellai.webp\"}}]},{\"name\":\"Thursir\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The giant's hair and beard are plaited with rings and other bits of decorative stone and metal, and it carries a large, rune-inscribed hammer.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Forge Masters\",\"entries\":[\"Greedy and aggressively competitive, thursir dwell in vast caverns under frozen mountains where they labor to forge chains, armor, and massive engines of war. Smaller than many giants, thursir have a natural affinity for metalworking. Armor or weapons forged by a thursir giant are of the highest quality, and other giants often seek thursir smiths to outfit their people in times of strife.\"]},{\"type\":\"entries\",\"name\":\"Enormous Appetites\",\"entries\":[\"When not toiling at the forge, these giants entertain themselves with gluttonous feasts and boisterous wrestling competitions, or they raid human settlements for food and valuables.\"]},{\"type\":\"entries\",\"name\":\"Divided Society\",\"entries\":[\"Female thursir rarely leave thursir dwellings, tending the family and hearth and performing much of a community's labor, while male thursir spend their time crafting, metalworking, and going to war. However, female thursir have the most affinity for magic and make up the bulk of the thursir's priesthood and spellcasters. Priestesses hold especially high standing in thursir society and often operate as valued advisors to clan leadership or accompany the most powerful units of warriors into battle, tending wounds and boosting morale.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Thursir.webp\"}}]},{\"name\":\"Titanoboa\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This titanic green serpent raises its enormous head high, its body extending in seemingly endless coils.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Territorial and Aggressive\",\"entries\":[\"Territorial and voracious, the rare titanoboa devours all trespassers in its domain. Stronger and faster than the giant anaconda, the true king of the rainforest is also more stubborn, fighting off entire groups of hunters and poachers. When stalking prey, these great serpents strike from ambush, swallowing even some dinosaurs in one bite.\"]},{\"type\":\"entries\",\"name\":\"Blinding Scales\",\"entries\":[\"Against groups of foes, titanoboas trust in their ability to dazzle their enemies with the light reflected from their scales, using this distraction to entwine the stunned foes in crushing coils.\"]},{\"type\":\"entries\",\"name\":\"Slow to Mate\",\"entries\":[\"Titanoboas mate rarely. They live for hundreds of years and never stop growing, which makes the need for propagation less urgent. When two titanoboas nest, the result is a brood of a half-dozen smaller snakes. An adult titanoboa is at least 80 feet long and weighs 6,000 pounds or more.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Titanoboa.webp\"}}]},{\"name\":\"Tophet\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i An enormous bronze and iron statue filled with fire towers above the ring of chanting, frenzied worshipers.}\",\"Worshipers of fire gods use tophets to incinerate sacrifices in their flaming maws. A tophet has a large opening in the front where the flames can be seen; sometimes this is an enormous mouth, and at other times it is a large hole in the tophet's belly. Horns and expressions of anger or wide‑mouthed laughter are common.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Eager for Sacrifices\",\"entries\":[\"Among fire cultists, it's widely known that when a tophet's hands are raised above its mouth, it is demanding a sacrifice to roll down its palms and into its fiery maw.\"]},{\"type\":\"entries\",\"name\":\"Heed Musical Commands\",\"entries\":[\"Flutes and drums can be used to control the actions of a tophet during sacrifices. They have the fortunate side effect of drowning out the cries and screams of living sacrifices.\"]},{\"type\":\"entries\",\"name\":\"Magical Fires\",\"entries\":[\"The fires within a tophet's bronze body are largely magical and fueled by sacrifices. They don't require more than a symbolic amount of wood or coal to keep burning, but they do require sacrifices of food, cloth, and living creatures to keep them under control. A tophet that is not granted a sacrifice when it demands one might go on a fiery rampage, burning down buildings, granaries, or barns until its hunger is satisfied.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Tophet.webp\"}}]},{\"name\":\"Tosculi Drone\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This humanoid wasp's gossamer wings beat out a soft, droning buzz. Flashing blades sing in each of her four clawed hands, and the air around her shimmers with magical dust. Dozens more humanoid wasps in a variety of iridescent colors surround her, weapons raised protectively}.\",\"The tosculi are waspfolk that share the Golden Song of the hive, which unites them under the command of their queen. Each hive has its own song, and most tosculi hives are predatory, dangerous places.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Bow Raiders\",\"entries\":[\"Tosculi elite bow raiders are smarter and more capable than drones and common warriors, with midnight black or deep green carapaces that shine with colorful iridescence. Their wings are blood red streaked with dark crimson veins. As rare and prized members of the hive, a bow raider's life is never thrown away or risked unnecessarily. Seldom does a tosculi warband contain more than a handful of these elite soldiers, and they frequently hold positions of command. Elite bow raiders always lead the honor guard for their queen, both within the hive and on those rare occasions when the queen ventures outside.\"]},{\"type\":\"entries\",\"name\":\"Drones\",\"entries\":[\"Tosculi drones are the workers of the tosculi hive: the smallest, weakest, least intelligent, and most abundant of the waspfolk. Their carapaces are mostly iridescent blue with gold abdomens and lower legs, and they have vestigial wings, allowing them to glide but not truly fly. Drones function primarily as menial workers but, during times of war, they also act as highly expendable scouts and soldiers. Because the warriors know whatever a drone knows—thanks to the queen—a drone doesn't need to survive its scouting mission to deliver useful information.\"]},{\"type\":\"entries\",\"name\":\"Warriors\",\"entries\":[\"Tosculi warriors are overseers of work crews and battle groups of drones, directing activities and relaying commands. Though subservient to the queen's orders, they are capable of acting independently or following their own best judgment, if necessary. The warriors' most important role in the hive is procuring live hosts for incubating tosculi eggs. Creatures paralyzed by warriors are brought to the queen's chamber to have eggs implanted in them, and after a few weeks, the larva hatches, devouring its still-living host.\"]},{\"type\":\"entries\",\"name\":\"Hive Queen\",\"entries\":[\"The hive queen is the nerve center of a tosculi hive-city, simultaneously one of a hive's greatest strengths and weaknesses. The queen serves as a unifying force. She binds her swarm with an ironclad sense of purpose through a psychic web, known as the Golden Song, that links all tosculi within a hive. When the hive queen nears the end of her life, she selects the most promising of her immature heirs and feeds the heir a special concoction. This speeds the heir's maturation and makes her ready to become a full-fledged hive queen. The daughter's first action upon her metamorphosis is to devour her mother and all her sisters, absorbing and becoming the emitter of that hive's song. If a hive queen dies with no heir to anchor the hive mind or if the daughter's accession is disrupted, the hive-city plunges into chaos. Tosculi bereft of the hive-mind go berserk. A few fortunate ones might escape and become lone renegades, but their existence without the comforting presence of the hive is miserable and short. Unless one of the hive-queen's surviving daughters is mature enough and ruthless enough to step in and assert control, the hive is doomed.\"]}]}]}]},{\"name\":\"Tosculi Elite Bow Raider\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This humanoid wasp's gossamer wings beat out a soft, droning buzz. Flashing blades sing in each of her four clawed hands, and the air around her shimmers with magical dust. Dozens more humanoid wasps in a variety of iridescent colors surround her, weapons raised protectively}.\",\"The tosculi are waspfolk that share the Golden Song of the hive, which unites them under the command of their queen. Each hive has its own song, and most tosculi hives are predatory, dangerous places.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Bow Raiders\",\"entries\":[\"Tosculi elite bow raiders are smarter and more capable than drones and common warriors, with midnight black or deep green carapaces that shine with colorful iridescence. Their wings are blood red streaked with dark crimson veins. As rare and prized members of the hive, a bow raider's life is never thrown away or risked unnecessarily. Seldom does a tosculi warband contain more than a handful of these elite soldiers, and they frequently hold positions of command. Elite bow raiders always lead the honor guard for their queen, both within the hive and on those rare occasions when the queen ventures outside.\"]},{\"type\":\"entries\",\"name\":\"Drones\",\"entries\":[\"Tosculi drones are the workers of the tosculi hive: the smallest, weakest, least intelligent, and most abundant of the waspfolk. Their carapaces are mostly iridescent blue with gold abdomens and lower legs, and they have vestigial wings, allowing them to glide but not truly fly. Drones function primarily as menial workers but, during times of war, they also act as highly expendable scouts and soldiers. Because the warriors know whatever a drone knows—thanks to the queen—a drone doesn't need to survive its scouting mission to deliver useful information.\"]},{\"type\":\"entries\",\"name\":\"Warriors\",\"entries\":[\"Tosculi warriors are overseers of work crews and battle groups of drones, directing activities and relaying commands. Though subservient to the queen's orders, they are capable of acting independently or following their own best judgment, if necessary. The warriors' most important role in the hive is procuring live hosts for incubating tosculi eggs. Creatures paralyzed by warriors are brought to the queen's chamber to have eggs implanted in them, and after a few weeks, the larva hatches, devouring its still-living host.\"]},{\"type\":\"entries\",\"name\":\"Hive Queen\",\"entries\":[\"The hive queen is the nerve center of a tosculi hive-city, simultaneously one of a hive's greatest strengths and weaknesses. The queen serves as a unifying force. She binds her swarm with an ironclad sense of purpose through a psychic web, known as the Golden Song, that links all tosculi within a hive. When the hive queen nears the end of her life, she selects the most promising of her immature heirs and feeds the heir a special concoction. This speeds the heir's maturation and makes her ready to become a full-fledged hive queen. The daughter's first action upon her metamorphosis is to devour her mother and all her sisters, absorbing and becoming the emitter of that hive's song. If a hive queen dies with no heir to anchor the hive mind or if the daughter's accession is disrupted, the hive-city plunges into chaos. Tosculi bereft of the hive-mind go berserk. A few fortunate ones might escape and become lone renegades, but their existence without the comforting presence of the hive is miserable and short. Unless one of the hive-queen's surviving daughters is mature enough and ruthless enough to step in and assert control, the hive is doomed.\"]}]}]}]},{\"name\":\"Tosculi Hive Queen\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This humanoid wasp's gossamer wings beat out a soft, droning buzz. Flashing blades sing in each of her four clawed hands, and the air around her shimmers with magical dust. Dozens more humanoid wasps in a variety of iridescent colors surround her, weapons raised protectively}.\",\"The tosculi are waspfolk that share the Golden Song of the hive, which unites them under the command of their queen. Each hive has its own song, and most tosculi hives are predatory, dangerous places.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Bow Raiders\",\"entries\":[\"Tosculi elite bow raiders are smarter and more capable than drones and common warriors, with midnight black or deep green carapaces that shine with colorful iridescence. Their wings are blood red streaked with dark crimson veins. As rare and prized members of the hive, a bow raider's life is never thrown away or risked unnecessarily. Seldom does a tosculi warband contain more than a handful of these elite soldiers, and they frequently hold positions of command. Elite bow raiders always lead the honor guard for their queen, both within the hive and on those rare occasions when the queen ventures outside.\"]},{\"type\":\"entries\",\"name\":\"Drones\",\"entries\":[\"Tosculi drones are the workers of the tosculi hive: the smallest, weakest, least intelligent, and most abundant of the waspfolk. Their carapaces are mostly iridescent blue with gold abdomens and lower legs, and they have vestigial wings, allowing them to glide but not truly fly. Drones function primarily as menial workers but, during times of war, they also act as highly expendable scouts and soldiers. Because the warriors know whatever a drone knows—thanks to the queen—a drone doesn't need to survive its scouting mission to deliver useful information.\"]},{\"type\":\"entries\",\"name\":\"Warriors\",\"entries\":[\"Tosculi warriors are overseers of work crews and battle groups of drones, directing activities and relaying commands. Though subservient to the queen's orders, they are capable of acting independently or following their own best judgment, if necessary. The warriors' most important role in the hive is procuring live hosts for incubating tosculi eggs. Creatures paralyzed by warriors are brought to the queen's chamber to have eggs implanted in them, and after a few weeks, the larva hatches, devouring its still-living host.\"]},{\"type\":\"entries\",\"name\":\"Hive Queen\",\"entries\":[\"The hive queen is the nerve center of a tosculi hive-city, simultaneously one of a hive's greatest strengths and weaknesses. The queen serves as a unifying force. She binds her swarm with an ironclad sense of purpose through a psychic web, known as the Golden Song, that links all tosculi within a hive. When the hive queen nears the end of her life, she selects the most promising of her immature heirs and feeds the heir a special concoction. This speeds the heir's maturation and makes her ready to become a full-fledged hive queen. The daughter's first action upon her metamorphosis is to devour her mother and all her sisters, absorbing and becoming the emitter of that hive's song. If a hive queen dies with no heir to anchor the hive mind or if the daughter's accession is disrupted, the hive-city plunges into chaos. Tosculi bereft of the hive-mind go berserk. A few fortunate ones might escape and become lone renegades, but their existence without the comforting presence of the hive is miserable and short. Unless one of the hive-queen's surviving daughters is mature enough and ruthless enough to step in and assert control, the hive is doomed.\"]}]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"A Tosculi Hive Queen's Lair\",\"entries\":[\"Hive queens make their lairs deep within the most protected part of the hive. Dozens of corridors lead to her lair, allowing the hive's tosculi to reach their queen at a moment's notice should she need it. This is also the place where tosculi eggs hatch, making it a critical location for the survival of the hive. When encountered in her lair, the tosculi hive queen has a challenge rating of 13 (10,000 XP).\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Tosculi Hive Queen.webp\"}}]},{\"name\":\"Tosculi Warrior\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This humanoid wasp's gossamer wings beat out a soft, droning buzz. Flashing blades sing in each of her four clawed hands, and the air around her shimmers with magical}dust. Dozens more humanoid wasps in a variety of iridescent colors surround her, weapons raised protectively.\",\"The tosculi are waspfolk that share the Golden Song of the hive, which unites them under the command of their queen. Each hive has its own song, and most tosculi hives are predatory, dangerous places.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Bow Raiders\",\"entries\":[\"Tosculi elite bow raiders are smarter and more capable than drones and common warriors, with midnight black or deep green carapaces that shine with colorful iridescence. Their wings are blood red streaked with dark crimson veins. As rare and prized members of the hive, a bow raider's life is never thrown away or risked unnecessarily. Seldom does a tosculi warband contain more than a handful of these elite soldiers, and they frequently hold positions of command. Elite bow raiders always lead the honor guard for their queen, both within the hive and on those rare occasions when the queen ventures outside.\"]},{\"type\":\"entries\",\"name\":\"Drones\",\"entries\":[\"Tosculi drones are the workers of the tosculi hive: the smallest, weakest, least intelligent, and most abundant of the waspfolk. Their carapaces are mostly iridescent blue with gold abdomens and lower legs, and they have vestigial wings, allowing them to glide but not truly fly. Drones function primarily as menial workers but, during times of war, they also act as highly expendable scouts and soldiers. Because the warriors know whatever a drone knows—thanks to the queen—a drone doesn't need to survive its scouting mission to deliver useful information.\"]},{\"type\":\"entries\",\"name\":\"Warriors\",\"entries\":[\"Tosculi warriors are overseers of work crews and battle groups of drones, directing activities and relaying commands. Though subservient to the queen's orders, they are capable of acting independently or following their own best judgment, if necessary. The warriors' most important role in the hive is procuring live hosts for incubating tosculi eggs. Creatures paralyzed by warriors are brought to the queen's chamber to have eggs implanted in them, and after a few weeks, the larva hatches, devouring its still-living host.\"]},{\"type\":\"entries\",\"name\":\"Hive Queen\",\"entries\":[\"The hive queen is the nerve center of a tosculi hive-city, simultaneously one of a hive's greatest strengths and weaknesses. The queen serves as a unifying force. She binds her swarm with an ironclad sense of purpose through a psychic web, known as the Golden Song, that links all tosculi within a hive. When the hive queen nears the end of her life, she selects the most promising of her immature heirs and feeds the heir a special concoction. This speeds the heir's maturation and makes her ready to become a full-fledged hive queen. The daughter's first action upon her metamorphosis is to devour her mother and all her sisters, absorbing and becoming the emitter of that hive's song. If a hive queen dies with no heir to anchor the hive mind or if the daughter's accession is disrupted, the hive-city plunges into chaos. Tosculi bereft of the hive-mind go berserk. A few fortunate ones might escape and become lone renegades, but their existence without the comforting presence of the hive is miserable and short. Unless one of the hive-queen's surviving daughters is mature enough and ruthless enough to step in and assert control, the hive is doomed.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Tosculi Warrior.webp\"}}]},{\"name\":\"Treacle\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The trapped rabbit squeals as it pulls against the rope binding it. Suddenly, the rabbit's form shifts, revealing it to be a pale, pearlescent ooze ready to pounce on prey.}\",\"A curious bunny, an abandoned toy, or a delicate songbird can spell slow death for the unprepared. Beneath any of these facades may lurk a treacle waiting to feed on a gullible victim, mewling and cooing all the while. Whether by natural selection or arcane tampering, these compact oozes prey on kindness.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Diet of Blood\",\"entries\":[\"Treacles feed on blood but lack the natural weapons or acid of larger slimes. To survive, prey must welcome and embrace them, unaware of the threat. The treacles' soft bodies absorb psychic impressions and take the shape of unthreatening creatures. In the wild, treacles assume the form of an animal's offspring to lie close and feed.\"]},{\"type\":\"entries\",\"name\":\"Pet Polymorph\",\"entries\":[\"Among humanoids, treacles transform into pets, toys, or injured animals. Treacles don't choose their forms consciously, instead relying on a primitive form of telepathy to sense which shapes a potential victim finds least threatening or most enticing. They can hold a new shape for several hours, even if the intended victim is no longer present.\"]},{\"type\":\"entries\",\"name\":\"Slow Drain\",\"entries\":[\"Once they have assumed a nonthreatening form, treacles mewl, sing, or make pitiful noises to attract attention. Once they're in contact with a potential victim, treacles drain blood slowly, ideally while their prey sleeps. If threatened or injured, treacles flee. A sated treacle detaches from its victim and seeks a cool, dark place to rest and digest.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Treacle.webp\"}}]},{\"name\":\"Trollkin Reaver\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The humanoid's skin is thick and knobby, and it sports wicked talons and tusks.}\",\"In the north, the masses huddle in fear at night, dreading the horns and howls of reavers come to slaughter and pillage.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Fearsome Savages\",\"entries\":[\"Trollkin have a well-deserved reputation for savagery, and the reavers help reinforce that perception among their neighbors. With claws and fangs larger and sharper than their brethren, reavers are a sight to behold.\"]},{\"type\":\"entries\",\"name\":\"War Leaders\",\"entries\":[\"Raiding is a staple industry among the trollkin, and the reavers lead the most savage raiding parties in search of wealth, slaves, and supplies. They often recruit other creatures or mercenaries into their bands. It is not uncommon to see bloodthirsty humans, gnolls, or hobgoblins in a reaver's band.\"]},{\"type\":\"entries\",\"name\":\"Spirit Talkers\",\"entries\":[\"Trollkin reavers are quite fearful of spirits and ghosts, and they listen to their clan shaman and to the words of powerful fey or giants. They prefer to raid only in times of good omens.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Trollkin Reaver.webp\"}}]},{\"name\":\"Tusked Skyfish\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This creature looks like an enormous flying jellyfish, with long, wicked tusks curving from its gaping mouth and tentaclewhiskers trailing behind it.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Alchemical Flotation\",\"entries\":[\"These aerial jellyfish waft through the air like balloons, suspended by internal alchemical reactions. This mode of movement takes them vertically when they wish or allows them to drift with the winds. They can reach altitudes of 30,000 feet.\"]},{\"type\":\"entries\",\"name\":\"Shocking Tendrils\",\"entries\":[\"Tusked skyfish catch slow-moving or inattentive prey in their tentacles, and they sometimes fish in shallow lakes and streams. They can suppress their natural electrical charge, allowing them to manipulate objects or interact with other creatures safely.\"]},{\"type\":\"entries\",\"name\":\"Slow Mounts\",\"entries\":[\"When fitted with special, electricity-resistant saddles, tusked skyfish can be ridden without harming their riders, although their slow speed makes them most suitable for casual excursions or unhurried long-distance travel. Genies, their offspring, and their servitors seem to find tusked skyfish congenial beasts of burden.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Tusked Skyfish.webp\"}}]},{\"name\":\"Umbral Vampire\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This deathly pale, gaunt human has stringy hair and wears scant rags. Misty strands of darkness leak from its empty eye sockets, yawning nasal cavity, and mouth.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Cursed Origin\",\"entries\":[\"Legends speak of an ancient city whose origins are lost to the ages, where a cabal of wizards with the power to manipulate the flow of time made its citizens immortal. When the wizards fell and no longer held back the ravages of time, the citizens aged centuries in moments. Instead of dying, the wretches lingered on in their dark realm.\"]},{\"type\":\"entries\",\"name\":\"Bound to Darkness\",\"entries\":[\"All umbral vampires originate in the City Fallen into Shadow, and under most circumstances, they're encountered only in that forsaken place. Despite the terrors it holds, adventurers continue to seek the city, chasing legends of potent artifacts and boundless treasure accumulated during its golden age. Occasionally, an umbral vampire slips into the mortal world, where it hides in a place seldom or never touched by sunlight and emerges at night to search for victims.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Umbral Vampire.webp\"}}]},{\"name\":\"Uraeus\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A sleek serpent wends through the air, held aloft on bronze-feathered wings. The flying cobra flares its hood and hisses, hurling a spray of orange sparks from its fanged mouth.}\",\"Uraeuses resemble vibrantly colored cobras. The serpent's scales are the rich, gold-flecked blue of lapis lazuli and its eyes gleam white. However, its most distinguishing feature is its pair of feathery, bronze wings. It glides gracefully through the air with a deliberate vigilance that reveals its intelligence. A uraeus grows up to three feet long, and weighs around five pounds.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Divine Protectors\",\"entries\":[\"Uraeuses are celestial creatures that carry a spark of divine fire within them, and they thirst for purpose when they arrive on the Material Plane. Whether the creature was deliberately summoned or found its way to the Material Plane through other means, a uraeus is created to protect. Once it finds a worthy charge, it devotes its fiery breath and searing venom to protecting that ward. A uraeus is fanatically loyal to the creature it protects. Only gross mistreatment or vicious evil can drive a uraeus to break its bond and leave.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Uraeus.webp\"}}]},{\"name\":\"Urochar\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This gigantic crimson leech slithers upright on four muscular tentacles. At the top of its writhing trunk, a great lidless eye glows with baleful orange light, surrounded by quivering, feathered antennae.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Underworld Wanderers\",\"entries\":[\"Sometimes fearfully called \\\"strangling watchers,\\\" the urochar are among the most dreaded monsters of the underworld. They have long plagued the drow, grimlocks, and other humanoids of the deep paths. They seek out death and the dying all the way to the banks of the River Styx.\"]},{\"type\":\"entries\",\"name\":\"Devour the Dying\",\"entries\":[\"Urochars feast on the final moments of those caught in their crushing tentacles. Though powerful, urochars are quite passive. They watch the life and death struggles of other creatures and take action only to drink in a dying being's final moments from a nearby crevice or overhang.\"]},{\"type\":\"entries\",\"name\":\"Immortal\",\"entries\":[\"Strangling watchers are effectively immortal. Gargantuan specimens in the deepest reaches of the underworld are several millennia old.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Urochar.webp\"}}]},{\"name\":\"Ushabti\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The eye sockets of the funerary figure's ornate death mask suddenly ignite with a golden radiance. With the creak of long-unused limbs, this towering figure in ancient armor raises its weapons once more.}\",\"Ushabtis are placed in tombs as servants in the afterlife for those buried there—as both a laborer in the kingdom of the dead and a guardian in the kingdom of the living. These sentinels tend to the physical work and maintenance required after death that is beyond the abilities of those of flesh and blood. Dressed in ceremonial regalia, they are sometimes mistaken for living beings by those who would intrude upon their domain, but careful examination reveals faintly glowing hieroglyphs graven into their garments and bodies.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Tomb Guardians\",\"entries\":[\"Ushabtis are most commonly encountered as guardians—a function they fulfill effectively, fiercely attacking anything that threatens their sworn charge. An ushabti is sometimes obvious from the blood of its victims staining its form. Some ceaselessly babble ancient scriptures or invocations to the gods of death. Tombs are often littered with bones of tomb robbers an ushabti has dispatched.\"]},{\"type\":\"entries\",\"name\":\"Serene Repose\",\"entries\":[\"Most ushabtis have human faces and proportions, with features resembling a death mask. When at rest, they stand or lie with arms folded across their chests, clutching their ceremonial weapons. Many variations have been found, however, including some that are animal-headed, completely monstrous, or have abstract or fanciful designs, such as a sun-sphere head or a body made of papyrus scrolls.\"]},{\"type\":\"entries\",\"name\":\"Sacrificial Corruptions\",\"entries\":[\"Some dark practitioners use sacrifices—willing or not—as undying servants of their godkings and god-queens. Generals, trusted advisors, and close allies have willingly accompanied their dying lords into the afterlife through this horrifying transformation. The sacrifices are tightly bound in linens and sealed within a sarcophagus among a swarm of flesh-eating scarabs that, over a period of days to weeks, fully consume their bodies. The servant's devotion to their task and the anguish of their passing transforms the scarab colony and animates the funerary wrappings to carry on with the sacred duty. Most view this as a corruption of the process for creating ushabtis, reducing the time and cost of construction with blood and resulting in a weaker, uncontrollable guardian. Though a corrupted ushabti fulfills its duties to protect its dead charges, it views living creatures as meals for the scarab colony within its wrappings, regardless of that creature's identity.\"]},{\"type\":\"inset\",\"name\":\"Ushabti in Midgard\",\"entries\":[\"In Midgard, ushabtis are common in the Southlands as funerary figures. Originally gifted to his faithful by the wise god Eshu—whether this was truly as a gift or as trickery depends on the scholar telling the tale—these constructs gained near universal usage among the priests of other faiths. In Nuria Natal, they take on many more utilitarian roles for the living, not being confined to merely serving the dead, such as by protecting travelers and offerings at roadside shrines and as bodyguards and servants for the living god‑kings and other important figures.\",\"Of note, a corrupted ushabti is viewed with some esteem in Nuria Natal, assuming the sacrifice was willing. These ushabti are sometimes called imy-ut ushabtis.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Ushabti.webp\"}}]},{\"name\":\"Ushabti Royal Guard\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The eye sockets of the funerary figure's ornate death mask suddenly ignite with a golden radiance. With the creak of long-unused limbs, this towering figure in ancient armor raises its weapons once more.}Ushabtis are placed in tombs as servants in the afterlife for those buried there—as both a laborer in the kingdom of the dead and a guardian in the kingdom of the living. These sentinels tend to the physical work and maintenance required after death that is beyond the abilities of those of flesh and blood. Dressed in ceremonial regalia, they are sometimes mistaken for living beings by those who would intrude upon their domain, but careful examination reveals faintly glowing hieroglyphs graven into their garments and bodies.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Tomb Guardians\",\"entries\":[\"Ushabtis are most commonly encountered as guardians—a function they fulfill effectively, fiercely attacking anything that threatens their sworn charge. An ushabti is sometimes obvious from the blood of its victims staining its form. Some ceaselessly babble ancient scriptures or invocations to the gods of death. Tombs are often littered with bones of tomb robbers an ushabti has dispatched.\"]},{\"type\":\"entries\",\"name\":\"Serene Repose\",\"entries\":[\"Most ushabtis have human faces and proportions, with features resembling a death mask. When at rest, they stand or lie with arms folded across their chests, clutching their ceremonial weapons. Many variations have been found, however, including some that are animal-headed, completely monstrous, or have abstract or fanciful designs, such as a sun-sphere head or a body made of papyrus scrolls.\"]},{\"type\":\"entries\",\"name\":\"Sacrificial Corruptions\",\"entries\":[\"Some dark practitioners use sacrifices—willing or not—as undying servants of their godkings and god-queens. Generals, trusted advisors, and close allies have willingly accompanied their dying lords into the afterlife through this horrifying transformation. The sacrifices are tightly bound in linens and sealed within a sarcophagus among a swarm of flesh-eating scarabs that, over a period of days to weeks, fully consume their bodies. The servant's devotion to their task and the anguish of their passing transforms the scarab colony and animates the funerary wrappings to carry on with the sacred duty. Most view this as a corruption of the process for creating ushabtis, reducing the time and cost of construction with blood and resulting in a weaker, uncontrollable guardian. Though a corrupted ushabti fulfills its duties to protect its dead charges, it views living creatures as meals for the scarab colony within its wrappings, regardless of that creature's identity.\"]},{\"type\":\"inset\",\"name\":\"Ushabti in Midgard\",\"entries\":[\"In Midgard, ushabtis are common in the Southlands as funerary figures. Originally gifted to his faithful by the wise god Eshu—whether this was truly as a gift or as trickery depends on the scholar telling the tale—these constructs gained near universal usage among the priests of other faiths. In Nuria Natal, they take on many more utilitarian roles for the living, not being confined to merely serving the dead, such as by protecting travelers and offerings at roadside shrines and as bodyguards and servants for the living god‑kings and other important figures.\",\"Of note, a corrupted ushabti is viewed with some esteem in Nuria Natal, assuming the sacrifice was willing. These ushabti are sometimes called imy-ut ushabtis.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Ushabti Royal Guard.webp\"}}]},{\"name\":\"Valkyrie\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i These warrior women, armed with cruel-looking swords, sit astride massive winged wolves. Each of them is as beautiful, graceful, and fierce as a well-honed war axe.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Choosers of the Slain\",\"entries\":[\"Valkyries are sent by Odin to decide the course of battles and harvest the souls of brave fallen warriors. Riding winged wolves (use the statistics of a winter wolf with a flying speed of 80 feet and a neutral alignment), they visit battlefields to do their master's will, surrounded by crows and ravens. Valkyries remain hidden among the ravens during these missions, acting only when fate decrees.\"]},{\"type\":\"entries\",\"name\":\"Love Battle\",\"entries\":[\"Valkyries love battle and bloodshed, and their presence on the battlefield inspires warriors to great acts of valor and heroism.\"]},{\"type\":\"entries\",\"name\":\"Neutral Parties\",\"entries\":[\"Valkyries seldom interfere in mortal affairs, save to ensure the proper course of battles. When duty demands, as a punishment, or when they fall in love, a valkyrie may wander the mortal world.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Valkyrie.webp\"}}]},{\"name\":\"Vapor Lynx\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The great cat pads along noiselessly, while tendrils of smoke drift off its sleek, gray coat, leaving misty whorls in its wake. Its lips curl up into a fang-revealing smile as its body fades into fog.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Split the Herd\",\"entries\":[\"Vapor lynxes are capricious hunters. Devious, manipulative, and mischievous, they toy with their prey before killing it. They rarely enjoy a stand-up fight, instead coalescing in and out of the fog to harass victims and cut large groups into smaller, more manageable morsels.\"]},{\"type\":\"entries\",\"name\":\"Dreary Marshlands\",\"entries\":[\"Their tactics have earned vapor lynxes a nasty reputation and the occasional bounty on their heads. Additionally, their magical nature makes them valuable to practitioners of the magical arts, and their beautiful, thick coats tempt many a furrier into hunts they may not be prepared to handle. For these reasons, vapor lynxes avoid civilization, fearing organized reprisal. Instead, they haunt marshes and swamps, where natural fog makes hunting easier. If an intelligent humanoid passes their way, they are happy for a change in diet.\"]},{\"type\":\"entries\",\"name\":\"Chatty with Dinner\",\"entries\":[\"Although reclusive, vapor lynxes are intelligent, speaking both Common and Sylvan. They are particularly prideful and take joy in bantering with potential meals to belittle and frighten them. Survivors of vapor lynx encounters invariably mention their needling and self-aggrandizement.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Vapor Lynx.webp\"}}]},{\"name\":\"Venomous Mummy\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This shambling corpse warrior is draped in stained linen wrappings. Green liquid drips from rents in the fabric.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Servant of the Scorpion Goddess\",\"entries\":[\"These mummies are crafted by the faithful of a goddess of poison and scorpions to guard holy sites and tombs and to serve as agents of the goddess's retribution. Should the goddess's faithful feel themselves slighted by an individual or a community, they perform dangerous rituals to awaken these creatures from the crypts of her temples. Venomous mummies delight in wreaking deadly vengeance against those who disrespect the goddess.\"]},{\"type\":\"entries\",\"name\":\"Death to Blasphemers\",\"entries\":[\"In most cases, retribution is limited to people who actually undertook acts of blasphemy. However, if the priests determine that an entire community has grown heretical, they may set mummies loose against the entire populace.\"]},{\"type\":\"entries\",\"name\":\"Deadly Smoke\",\"entries\":[\"Though fire destroys many undead, burning a venomous mummy releases a toxic smoke.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Venomous Mummy.webp\"}}]},{\"name\":\"Vesiculosa\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A glittering pool stands among lush and verdant fruiting plants.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Underground Oasis\",\"entries\":[\"A vesiculosa is a huge, burrowing pitcher plant that dwells in deserts and oases, spurring nearby growth and luring in prey with soporific scents and tainted water. A vesiculosa's body is buried in the ground, with only its roots in the open in ropy tangles. It leaves the mouth of its water-filled central pitcher open on the surface of the ground, looking like a small oasis. When creatures fall to its sleep-inducing water, the vesiculosa uses its roots to pull them into the soil, waiting for them to die before feasting on the nutrients left by the decaying flesh.\"]},{\"type\":\"entries\",\"name\":\"Rich Sapphire Heartvine\",\"entries\":[\"A vesiculosa's heartvine resembles a lump of sapphire and is highly prized by alchemists. It can be reached with an hour or two of hard digging once the plant has been killed.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Vesiculosa.webp\"}}]},{\"name\":\"Vila\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A woman with hair the color of spring grass, skin like polished wood, and eyes as gray as a storm rides through the forest on the back of a large deer.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Dryad Cousins\",\"entries\":[\"The vila are kin to the dryads, and like their cousins, they serve as protectors of the deepest forests.\"]},{\"type\":\"entries\",\"name\":\"Demand Oaths\",\"entries\":[\"Where dryads beguile to accomplish their goals, the vila coerce and threaten. They demand oaths from interlopers and enforce the oaths fiercely. Vila delight in testing the virtue of travelers and in tormenting the uncharitable and cruel with misfortune.\"]},{\"type\":\"entries\",\"name\":\"Hunt with a Pack\",\"entries\":[\"Vila rarely travel or fight alone; they are often seen in the company of alseid, wolves, wampus cats, or deer. In combat, they sometimes ride fleet-footed deer, the better to harry opponents or escape if events turn against them.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Vila.webp\"}}]},{\"name\":\"Vile Barber\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A pale, scrawny fellow clad in a black leather apron and slender ebon gloves grins from the shadows. A maw of needle-sharp teeth and a wicked straight razor at his side are clear warnings that his enemies should hasten their footsteps.}\",\"Vile barbers are sadistic fey who move through the shadows to execute their bloody, malevolent wills. Known as barbers for both the use of wicked blades and their proclivity for slashing the necks of their victims, these insidious fey are found lurking in dark and harrowed places like back-alley streets or abandoned, deep-shaded cemeteries.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Fey Punishers\",\"entries\":[\"Called the siabhra (pronounced she-uvh-ra) among the fey courts, vile barbers are fickle creatures. They are sent to punish those who have offended the fey lords and ladies (see Tome of Beasts), and their cruelty and cunning help them write messages in blood and skin. They scar those who have spoken ill of the fey, and they slowly bleed out those who have harmed or murdered the fey. Some of these deaths are made quite public to reinforce the power of the barber's lord.\"]},{\"type\":\"entries\",\"name\":\"Slippery Fighters\",\"entries\":[\"Vile barbers can slip through shadows, catching foes off guard or escaping a foe that has the upper hand. They delight in close combat and in inflicting wounds that terrify onlookers.\"]},{\"type\":\"entries\",\"name\":\"Assassins and Envoys\",\"entries\":[\"Vile barbers frequently consort with hags and prowl the places these wicked crones cannot go as emissaries and assassins. Information on the vile barbers is scant; most adventurers who meet them don't live to share the findings or to see the vile barber lick its bloody blade clean.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Vile Barber.webp\"}}]},{\"name\":\"Vine Lord\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Covered with dark green bark and twining tendrils, this longlimbed humanoid exudes a palpable aura of horror.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Melding of Flesh and Vine\",\"entries\":[\"Vine lords are formed from the union of a vine-infested humanoid and the force-grown descendants of plantfolk. Their servants include most plant creatures, including the tendril puppets the vine lord creates.\"]},{\"type\":\"entries\",\"name\":\"Walking Forests\",\"entries\":[\"Vine lords seek to expand and empower forests and jungles in the service of their patron gods and demons or simply to expand their own power. In many cases, they compel trees to walk into grasslands or plowed fields on moonless nights, claiming that territory for the trees.\"]},{\"type\":\"entries\",\"name\":\"Plant Servants\",\"entries\":[\"Over time, a vine lord eventually commands a small army of plant creatures, fey, and even plant-based undead, such as vine troll skeletons, to enact its will. When no other allies present themselves, vine lords turn to creating tendril puppets by planting vine roots into humanoids. The vines eventually kill and animate the humanoids, which become mindless servants and expendable scouts. The puppets are connected to each other and the vine lord through a magical \\\"root mind\\\" that relays information almost instantaneously.\"]},{\"type\":\"inset\",\"name\":\"Vine Lords in Midgard\",\"entries\":[\"Vine lords owe much of their parentage to the Kijani, the original inhabitants of Kush. They are agents of the Green Walker, working to spread the Living Jungle beyond its current borders. Vine lords marshal jungle denizens to fight for them as tendril puppets, and they often entice druid circles with promises of great power.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Vine Lord.webp\"}}]},{\"name\":\"Vine Troll Skeleton\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Moss and flowering vines cover the hulking skeleton.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Corrupted Earth Magic\",\"entries\":[\"Vine troll skeletons guard duskthorn dryad glades and the sacred circles of druids; others serve the vila or even moss lurker colonies as guardians. In each case, they were created by corrupted earth magic for a purpose, and that energy empowers great strength and endurance—but little in the way of wits.\"]},{\"type\":\"entries\",\"name\":\"Constant Regrowth\",\"entries\":[\"The vines holding the skeleton together regenerate quickly. This powerful magic allows vine troll skeletons to reattach severed limbs. Just like with their living cousins, only fire or acid can destroy vine troll skeletons, rendering the living vines harmless.\"]},{\"type\":\"entries\",\"name\":\"Bound to a Tree's Heart\",\"entries\":[\"Vine troll skeletons are direct offshoots of the main vine wrapped around a duskthorn dryad 's tree, a treant, or a weeping treant. They are created by enchanting a dead troll's heart and fusing that heart with the vines of a duskthorn dryad or with the heartwood of a tree or treant, calling on magic similar to that involved in binding a dryad to her tree. Killing the duskthorn dryad or destroying the heart at the center of the parent tree kills the skeleton bound to that heart. Because of this, vine troll skeletons are single-minded defenders of their parent tree or duskthorn dryad.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Vine Troll Skeleton.webp\"}}]},{\"name\":\"Void Dragon Wyrmling\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A dragon seemingly formed of the night sky has bright white stars for eyes. Lesser stars twinkle in the firmament of the dragon's body.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Children of the Stars\",\"entries\":[\"Void dragons drift through the empty spaces beyond the boundaries of the mortal world and wander between the stars. They are aloof, mingling only with the otherworldly beings that live above and beyond the earth, including the incarnate forms of the stars themselves.\"]},{\"type\":\"entries\",\"name\":\"Witnesses to the Void\",\"entries\":[\"Void dragons are intensely knowledgeable creatures, but they have seen too much, lingering at the edge of the Void itself. They carry a piece of that nothing with them, and it flows out of them to break the minds of lesser beings when the dragons fly into a rage.\"]},{\"type\":\"entries\",\"name\":\"Voracious Scholars\",\"entries\":[\"Despite their removed existence and strange quirks, Void dragons still hoard treasure. Gems that glitter like the stars of their home are particularly prized. Their crowning piece, however, is knowledge. Void dragons jealously hoard scraps of forbidden and forgotten lore of any kind and spend most of their time at home poring over these treasures.\"]}]}]}]},{\"name\":\"Voidling\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Writhing black tendrils stretch from this indistinct orb of pure shadow. The faintest flicker of something green, like an eye, appears for a moment in the center of the globe and then fades to black again.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Called from Darkness\",\"entries\":[\"Voidlings are creatures of the darkest part of the Void, the cold space between the stars. They are drawn to mortal realms by practitioners of foul, corrupting magic known to break the minds of those who wield it. They frequently are summoned servants to Void dragons, and they have been seen as wardens of the temples on the Plateau of Leng.\"]},{\"type\":\"entries\",\"name\":\"Sustained by Darkness\",\"entries\":[\"Voidlings are said to devour life and knowledge, and they subsist on darkness. The places they inhabit are known for their dank chill and obscurity. Voidlings are summoned by those hungry for power at any cost, and—despite their dark reputation—they serve well for years or even decades, until one day they turn on their summoners. If they slay their summoner, they grow in strength and return to the Void. Exactly what voidlings seek when they have not been summoned—and what triggers their betrayals—is a mystery.\"]},{\"type\":\"entries\",\"name\":\"Cold Tendrils\",\"entries\":[\"Creatures of utter darkness, they can barely be said to have a shape. They consist largely of lashing tendrils of solid shadow. The tendrils meet at a central point and form a rough sphere in which something like an eye appears intermittently. Though their tentacles stretch ten feet long, the core of a voiding is no more than four feet across, and it weighs nothing, darting through either air or Void with impressive speed.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Voidling.webp\"}}]},{\"name\":\"Volguloth\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i What at first appears to be a humanoid wearing voluminous robes is a thin, fiendish figure whose skin drapes about its form like a wet shroud.}\",\"These minor fiends are often found in the service of more powerful fiends or, occasionally, powerful mortals. Volguloths are quiet, efficient killers and often act as assassins. They are sadistic and cruel, reveling in the deaths they cause, and are loathe to turn their stealthy skills to less violent tasks, such as theft or reconnaissance.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Skin Shroud\",\"entries\":[\"A volguloth's skin behaves more like a sinuous sheet of muscle, contracting and expanding as the volguloth requires. Typically, it drapes the fiend's form like a robe. However, the volguloth can tighten it to a rumpled but close-fitting hide or extend it into long sheets. This allows it to glide short distances or enwrap and smother victims, engulfing them in the folds of its skin and squeezing them until they run out of air.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Volguloth.webp\"}}]},{\"name\":\"Vættir\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The creature's blue-black skin is stretched taut over its bones, and its lips are drawn back in a cruel grimace. It holds a bronze axe high over its head, and its eyes glow an icy blue.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Servants of the Land\",\"entries\":[\"Servants of the land, vættir haunt those who disrespect the wild or ancient laws and traditions. Regardless of where they're found, vættir always wear ancient mail and carry bronze axes.\"]},{\"type\":\"entries\",\"name\":\"Jealous and Wrathful\",\"entries\":[\"A wrathful vættir rises from its burial mound when its grave goods are stolen or when it is disrespected. Vættir jealously guard both honor and treasures, and they may be relentless enemies over matters as small as an accidental word or a single coin.\"]},{\"type\":\"entries\",\"name\":\"Dangerous Helpers\",\"entries\":[\"Vættirs will answer a summons for aid by descendants or nearby villages. Summoned vættir wander into longhouses or taverns and sit down beside those who call them, ready to serve. However, there's always a price, and a vættir's help is often more than bargained for.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Vættir.webp\"}}]},{\"name\":\"Wampus Cat\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A raven-haired young woman rises to the surface of the water as she swims, singing softly to herself. Her lower body is revealed to be that of a mountain lion, and her sweet song suddenly turns to a yowl of rage.}\",\"Wampus cats are all born from an ancient shaman's curse. Trollkin, orc, goblin, and human shamans alike all claim to be able to transform those who practice forbidden magic into wampus cats.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Forest Streams\",\"entries\":[\"The wampus cat stalks the shores of woodland waterways, using her magic to disguise her true form and lure unsuspecting victims to the water's edge. She is particularly fond of attacking bathers or those pulling water from a stream.\"]},{\"type\":\"entries\",\"name\":\"Hatred of the Holy\",\"entries\":[\"While she prefers to feast on intelligent male humanoids, she holds special animosity toward holy men of any kind. Unless near starvation or if provoked, however, she will not kill women. Indeed, a wampus cat may strike up a temporary friendship with any woman who is having difficulties with men, though these friendships typically last only as long as their mutual enemies live. Some witches are said to gain their trust and keep them as companions.\"]},{\"type\":\"entries\",\"name\":\"Swamp Team Ups\",\"entries\":[\"Will-o'-wisps and miremals enjoy working in tandem with wampus cats; the wisps alter their light to mimic the flicker of a torch or candle and illuminate the disguised cat, the better to lure in victims, then assist the cat in the ensuing battle. Miremals use a tall story to lure travelers into a swamp when the hour grows late, then abandon them.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Wampus Cat.webp\"}}]},{\"name\":\"War Ostrich\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The large, flightless bird dove in and out of battle, screeching defiantly as its rider drove a spear into its foes.}\",\"In the wild, war ostriches are dangerous and skittish, prone to lashing out with punishing kicks while sprinting around the battlefield. Humanoids in grasslands use them to create chaos by driving a flock of fast-moving war ostriches into a caravan or enemy troop formations.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Faster than Horses\",\"entries\":[\"War ostriches have been domesticated for centuries. They are a fearsome sight on the field of combat when bearing warriors into battle. War ostriches are heavily employed in regions where horses are rare or impractical or where their leaping ability enables cavalry to charge over broken ground. Stubborn and willful, these creatures are difficult to train. Once trained though, they are loyal and fierce mounts, fighting to the death in battle alongside their riders.\"]},{\"type\":\"inset\",\"name\":\"War Ostriches in Midgard\",\"entries\":[\"War ostriches are commonly found throughout the Southlands both as wild and domestic animals. The people of Nuria Natal, in particular, use war ostriches as beasts of burden and mounts along the River Nuria, switching to camels for long treks across the Crescent or Sarklan Deserts. Further south, gnolls and nkosi both hunt and domesticate war ostriches, and many warriors decorate their armor, clothing, or hair with the feathers of favored mounts who helped the warrior achieve greatness in battle.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/War Ostrich.webp\"}}]},{\"name\":\"Water Leaper\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The frogheaded, legless creature with wide, batlike wings opens its gaping maw and shrieks. Its long, sinuous tail whips around it, tipped in a barb dripping with poison.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Gliding Wings\",\"entries\":[\"The creature has no legs or arms, but it sports a pair of wide, membranous wings. It uses its wings to glide beneath the water and to soar through the air.\"]},{\"type\":\"entries\",\"name\":\"Scourge of Waterways\",\"entries\":[\"Water leapers plague fresh lakes and rivers. They prey on animals that come to the water's edge to drink, as well as on fishermen that ply their trade in the water leaper's territory. Stories circulate among fishers of waterways known for broken lines and missing bait. Fishers give these areas a wide berth for fear of water leapers. Desperate or unwary fishers who ignore the warnings are never seen again; drifting, empty boats are the signs of their passing.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Water Leaper.webp\"}}]},{\"name\":\"Weeping Treant\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This twisted tree's face is made of cracked, black bark knotted into vaguely humanoid features, and thick tears of sap run down its face.}\",\"Weeping treants clearly are related to other treants, but they are smaller than the normal variety. Their gnarled trunks are twisted, and their wood often groans when they move.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Forest Wardens\",\"entries\":[\"Weeping treants are protectors of dark, shadowy forests—particularly forests in the Plane of Shadow—and they are as long-lived as the trees themselves. They act as guardians for an entire forest or for something specific within the forest, and they have no pity for those carrying axes or fire.\"]},{\"type\":\"entries\",\"name\":\"Skeptical Mein\",\"entries\":[\"Weeping treants are terrifying and relentless when fighting in defense of their charge. They are inherently distrustful, particularly of anything not of the natural or shadow world, and they're notoriously difficult to fool or deceive.\"]},{\"type\":\"entries\",\"name\":\"Enchanted Bitter Tears\",\"entries\":[\"Sages and scholars debate why these creatures weep, but no one has come forward with a compelling reason beyond \\\"it's what trees do.\\\" The weeping treants themselves refuse to speak on the matter. Their tears are occasionally components in druidic spells or items.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Weeping Treant.webp\"}}]},{\"name\":\"Wharfling\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The hairless canine scurries along the pier, dripping with water and carrying a fish in its jaws. Its finned claws click on the planks as a fishmonger yells from behind it.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Waterborne Packs\",\"entries\":[\"Wharflings are hairless, aquatic canines with large, webbed feet and oversized mouths. Adept fish catchers, wharflings establish dens near the shores of oceans, lakes, and rivers, and they often move in family groups of three or more.\"]},{\"type\":\"entries\",\"name\":\"Thieving Gits\",\"entries\":[\"Those who have been bitten by a wharfling rightly fear their needle-like teeth, but most coastal communities hate the animal more for its propensity for theft. Their lairs are filled with stolen metal trinkets.\"]},{\"type\":\"entries\",\"name\":\"Beach Swarms\",\"entries\":[\"Periodically, wharflings congregate in huge numbers and tear along the shoreline for miles before returning to their dens. Why they gather this way is unknown, but most locals know to avoid the shore on these nights.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Wharfling.webp\"}}]},{\"name\":\"White Ape\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This hulking primate looms over others of its kind. Its filthy white fur is matted and yellowed, and a deranged look haunts its blood-red eyes.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Awakened by Sorcery\",\"entries\":[\"White apes were once docile, gentle giants that roamed forested hills and savannah lands. Two thousand years ago, a kingdom of mages awakened the apes and employed them as soldiers and servants, protecting and replacing the mages who were slowly dying of an unknown disease. When the mages died out, the apes remained.\"]},{\"type\":\"entries\",\"name\":\"Arcane Wasting\",\"entries\":[\"The enchantment that imbued the apes with intelligence also bleached their fur white and made them carriers of the arcane wasting disease that hastened their creators' demise. The apes are immune to the wasting's effects, but they can pass it to humanoids. Among spellcasters, the wasting spreads like a plague.\"]},{\"type\":\"entries\",\"name\":\"Driven Away\",\"entries\":[\"Their long relationship with the ancient mages built in the white apes a culture of communal knowledge and protection. This drives many white ape tribes to seek partnerships and companionship with nearby humanoid settlements. Unfortunately, their carrying of the arcane wasting disease leaves many humanoids terrified of them, viciously driving away the apes. They are acutely aware of the injustice that was done to them, and generations of exile have turned their desire for companionship to animosity, especially toward the spellcasters that are so susceptible to the disease they carry.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/White Ape.webp\"}}]},{\"name\":\"Wind Dragon Wyrmling\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Howling wind encircles the dragon, filling and pushing its wings without the need for them to beat.}Wind dragons view anywhere touched by air as their property, and mortals point to them as the epitome of arrogance. Their narcissism is not without reason, for awe‑inspiring power supports their claims of rightful control. To the dragons of the shifting gales, strength is the ultimate arbiter.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Braggarts and Bullies\",\"entries\":[\"Wind dragons number among the greatest bullies and worst tyrants of mortal creatures. The sometimes-foolhardy creatures take offense at any perceived challenge and pleasure in humiliating rivals. They claim great swathes of territory but care little for its governance—they perceive mortals in that territory as possessions. Vassals receive only dubious protection in exchange for their loyalty. A wind dragon might seek bloody vengeance for the murder of a follower, but it's unlikely to go to any length to prevent the loss of that life in the first place.\"]},{\"type\":\"entries\",\"name\":\"Lords of the Far Horizons\",\"entries\":[\"Some believe that the dragons of the winds claim much more than they are capable of controlling or patrolling. Because they so love altitude, they prefer to rule and meet with earth-bound supplicants at the highest point available: the summit of a great mountain or atop a towering monument erected by fearful slaves. But these dragons are also driven by wanderlust and roam far from their thrones. They return eventually, ready to subjugate new generations and press a tyrannical claw on the neck of anyone who questions their right to rule.\"]},{\"type\":\"entries\",\"name\":\"Perpetual Infighting\",\"entries\":[\"These wandering tyrants are even more territorial among their own kind than they are among groundlings. Simple trespass by one wind dragon into the territory of another can lead to a battle to the death. Thus, their numbers never grow large, and the weakest among them are frequently culled.\"]},{\"type\":\"entries\",\"name\":\"Portable Hoards\",\"entries\":[\"Wind dragons' hoards typically consist of only a few truly valuable relics. Other dragons might sleep on a bed of coins, but common things bore wind dragons. While all true dragons desire and display great wealth, wind dragons concentrate their riches in a small number of notable trophies or unique historic items—often quite portable.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Wind Dragon Wyrmling.webp\"}}]},{\"name\":\"Witchlight\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This tiny ball of bright light seems to emanate from a crystalline center.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Wizard Servants\",\"entries\":[\"Also called a \\\"spooklight,\\\" a witchlight is a wizard's servant created from a tiny piece of quartz. It appears as a floating ball of flickering light similar to a will-o'-wisp. The hue of quartz used during the creature's creation determines the color of each witchlight's illumination. After the quartz is prepared, it is animated through an extended magical ritual cast under a full moon and a clear, starry sky. Consequently, they are extremely rare.\"]},{\"type\":\"entries\",\"name\":\"Flashing Light Code\",\"entries\":[\"A witchlight always shares the same alignment as its creator. Although it cannot speak, a witchlight understands the languages of its creator, and many spellcasters have taught their witchlights a coded cipher, allowing it to spell out words by flaring and dimming its light. When necessary, a witchlight can spell words in the air by flying so quickly that its trail of light forms letters.\"]},{\"type\":\"entries\",\"name\":\"Free Roaming\",\"entries\":[\"If the witchlight's master dies within one mile of the witchlight, it explodes in a brilliant but harmless flash of light. If it loses its master under any other circumstance, it becomes masterless. While masterless, it's free to do as it pleases. Evil masterless witchlights can be surprisingly cruel, not unlike will-o'-wisps. They seek to lure lost travelers into swamps or traps by using their glow to imitate the light of a safe haven. Conversely, good masterless witchlights guide travelers to places of safety or along safe paths, and they are prized by pilots and guides. Neutral witchlights exhibit a playful nature—sometimes mingling inside the cavities of weapons, gems, or other curiosities, causing them to be mistaken for magic items. More than one \\\"wizard's staff \\\" is just an impressive-looking stick with a witchlight perched on top.\"]},{\"type\":\"inset\",\"name\":\"Witchlight Familiars\",\"entries\":[\"Some witchlights are willing to serve spellcasters as a familiar. Such witchlights have the following trait.\",{\"type\":\"entries\",\"name\":\"Familiar\",\"entries\":[\"The witchlight can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the witchlight senses as long as they are within 1 mile of each other. While the witchlight is within 10 feet of its companion, the companion can't be blinded. At any time and for any reason, the witchlight can end its service as a familiar, ending the telepathic bond.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Witchlight.webp\"}}]},{\"name\":\"Wolf Reaver Dwarf\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Like his totem, the wolf reaver dwarf travels in a pack with its brothers in arms, looking for worthy challenges to prove its combat prowess. Rushing into battle beside its allies for glory as much as plunder, the wolf reaver dwarf throws caution to the wind and fights without care for its own safety.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Wolf Reaver Dwarf.webp\"}}]},{\"name\":\"Wormhearted Suffragan\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Robes cover the rotting flesh and lifeless gray hair of this humanoid. Fine, arm-length worms wriggle through abscesses in its flesh and its empty eye-sockets, and it moves with a stooped, shuffling gait.}\",\"Wormhearted suffragans are devoted followers of Qorgeth, Demon Lord of Worms, who they believe is the servant and forerunner of a dark goddess of worms and decay.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Dark Worm Hearts\",\"entries\":[\"Formerly, the suffragans were priests or holy officers of other faiths, but their hearts were corrupted by their fear and loathing. Once pledged to the service of the devouring worm, Qorgeth replaced their hearts with a bulbous, writhing conglomeration of worms, which permits them to carry on with an undead mockery of life.\"]},{\"type\":\"entries\",\"name\":\"Prey on the Wounded\",\"entries\":[\"Suffragans frequently follow armies, visiting battlefields shortly after the fighting is over. In the guise of gravediggers, nurses, or chirurgeons, they select their targets from among the dead and dying for as long as they can remain undetected, spreading their worms to create new servants for their demon lord.\"]},{\"type\":\"entries\",\"name\":\"Fear Light and Radiance\",\"entries\":[\"Wormhearted suffragans are especially susceptible to the flesh-searing power of light. For this reason, they avoid priests of the sun god or gods of light. At night, however, they are a walking contagion, infesting enemies with parasitic worms that devour victims from within.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Wormhearted Suffragan.webp\"}}]},{\"name\":\"Xanka\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This small metallic globe skitters about on many-jointed legs.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Cleaning Constructs\",\"entries\":[\"Created by gnomish tinkerers, xanka are constructs whose purpose is cleaning up their masters' messy workshops. Most xanka are built from copper, brass, or bronze, but gold, silver, and platinum varieties have been seen in the houses of nobles and rich merchants. Xanka are not built for fighting—their instinct tells them to skitter for cover when danger threatens—but they defend themselves when cornered.\"]},{\"type\":\"entries\",\"name\":\"Follow Commands\",\"entries\":[\"These constructs understand and obey simple commands that relate to the removal of garbage. They can communicate with each other through whirs, clicks, and flashing lights, but those who have studied this communication find it is rarely more than a relaying of commands from the master between xanka to more efficiently carry out the master's wishes.\"]},{\"type\":\"entries\",\"name\":\"Absorb Matter\",\"entries\":[\"When a xanka touches material to its globular body, it absorbs that material into itself, quickly breaking the material down into magical energy. They can use this energy to power themselves for further tasks or to protect themselves from danger by expelling the energy in a burst. Tinkerers use xanka to keep their homes and cities clear of refuse.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Xanka.webp\"}}]},{\"name\":\"Xhkarsh\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Watching with many rows of eyes, this mantis creature strikes with slashing claws and recurved barbs dripping with venom.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Dimensional Travelers\",\"entries\":[\"The clandestine xhkarsh are beings from another cosmic cycle. Their devices and armor are incomprehensible—possibly even incompatible with—creatures of this reality.\"]},{\"type\":\"entries\",\"name\":\"Tamper with Fate\",\"entries\":[\"The xhkarsh utilize their fate-altering powers to distort personal histories and manipulate mortal destinies like puppeteers. By doing this, they realign the universe toward their own, esoteric ends—but what those ends might be, only the xhkarsh know.\"]},{\"type\":\"entries\",\"name\":\"Foes of Skein Witches\",\"entries\":[\"Skein witches and valkyries are perpetual enemies of the xhkarsh, whom they accuse of perverting the proper run of destiny for both great heroes and ordinary folk.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Xhkarsh.webp\"}}]},{\"name\":\"Ychen Bannog\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The massive oxen shakes its head, sending a flock of birds flying. It groans out a yawn that sets nearby trees rattling.}\",\"Ychen bannogs are massive, ox-like beasts with thick, wooly coats and great horns like the gods' battering rams. They stand over forty feet tall at the shoulder and weigh hundreds of tons. Despite their awe-inspiring size, these towering creatures are peaceful wanderers in the wilderness, where their calls echo for miles.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Strongest Beasts in the World\",\"entries\":[\"Legends are built on the sturdy backs of ychen bannog. They are the strongest beasts of burden in the known world. Tamed ychen bannogs can haul entire communities, or even small castles, and a clever dwarf with a ychen bannog at its disposal can carve out enormous riverbeds, haul enormous stones, or reshape entire valleys with ease.\"]},{\"type\":\"entries\",\"name\":\"Ychen Warships\",\"entries\":[\"Giants have a particular affinity with the ychen bannogs. In times of war, giants sometimes build complex siege platforms atop these beasts, making effective transport for small armies of giants. Thankfully, ychen bannogs are rare enough that even seeing one in an army is a tale to be told for generations.\"]},{\"type\":\"entries\",\"name\":\"Louder Than Thunder\",\"entries\":[\"When riled, an ychen bannog can bellow loudly enough to shatter stones and knock down walls.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Ychen Bannog.webp\"}}]},{\"name\":\"Young Cave Dragon\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Covered in black spikes, the dragon's eyeless head swings from side to side. Darkness creeps from its strange, eel-like hide, spreading like ink in water.}\",\"Apex predators of the underworld, cave dragons are the stuff of nightmare for creatures with little else to fear. They can speak, but they value silence, speaking rarely except when bargaining for food.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Born to Darkness\",\"entries\":[\"Eyeless, these dragons have long, thin spikes that help them navigate tunnels or seal passages around them, preventing foes from outflanking them. Their stunted wings are little more than feelers, useful in rushing down tunnels. Their narrow snouts poke into tight passages, which their tongues scour free of bats and vermin. Young cave dragons and wyrmlings can fly, poorly, but older specimens lose the gift of flight. Cave dragon hide is more like eel skin than reptilian scales, and it grows mottled with brown and black as it ages.\"]},{\"type\":\"entries\",\"name\":\"Ravenous Marauders\",\"entries\":[\"Cave dragons are always hungry and ready to eat everything. They devour undead, plant creatures, or anything organic. When feeding, they treat all nearby creatures as both a threat and the next course. Alliances they make only last so long as their allies make themselves scarce when the dragon feeds. They can be bribed with food as easily as with gold, but other attempts at diplomacy typically fail. Cave dragons do form alliances with peoples of the underworld, joining them in battle against enemies, but there is always a price to be paid in flesh, bone, and marrow. Wise allies keep a cave dragon well fed.\"]},{\"type\":\"entries\",\"name\":\"A Hard Life\",\"entries\":[\"Limited food underground makes truly ancient cave dragons almost unheard of. The eldest tend to die of starvation after stripping their territory bare of prey. Their nigh-endless hunger leaves the ancients the most likely of cave dragons to form alliances, especially with allies that promise—and deliver—food. On occasion, cave dragons climb to the surface to feed, but their earthbound, plodding pace leaves them outcompeted by other predators or unable to keep up with swift or flying prey. They prefer tight tunnels where they can ambush and outmaneuver prey.\"]},{\"type\":\"entries\",\"name\":\"Edible Hoards and Vertical Lairs\",\"entries\":[\"Due to the scarcity of food in their subterranean world, a cave dragon's hoard may consist largely of food sources: bat colonies, enormous beetles, carcasses in states of decay, a cavern infested with shriekers, and whatever else the dragon doesn't immediately devour. Cave dragons are fond of bones and items with strong taste or smell. Vast collections of bones, teeth, ivory, and the shells of huge insects litter their lairs, arranged like artful ossuaries. Large vertical chimneys serve as nesting sites for eggs and are popular resting places when a cave dragon sleeps within its lair. Chimneys just wide enough to hold young cave dragons make preferred ambush sites, as the dragons' tough spikes help hold them in position until prey passes beneath. The oldest cave dragons also retreat to vertical chimneys near nesting sites or within their lairs to die in peace. Stories claim that enormous treasures are heaped up in these ledges, abysses, and other inaccessible locations.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Young Cave Dragon.webp\"}}]},{\"name\":\"Young Flame Dragon\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i The dragon bears black scales, more charred than naturally colored. Cracks between the scales glow a dull red, until the dragon rears its head and roars. Red embers become bright orange flames as the creature lights up from tail to maw}.Flame dragons are capricious creatures, fascinated by dark emotions and destructive passions. The dragons of eternal fire are proud and jealous, quick to anger, and utterly unforgiving. They bring total ruin to entire civilizations for trivial reasons, but their true motivation is the fun to be had. These burning serpents treat rage, deceit, and despair as toys for their amusement. \\\"May you be the fire's plaything\\\" is a curse often used by the foolish.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Taunting Others\",\"entries\":[\"The hot-blooded creatures tease their victims like cats, seeing the world and all within it as their rightful prey. Young flame dragons are less subtle than their elders. Wyrmlings may force a woman to watch her family die or ruin a beautiful face for pleasure—direct and evil. As the dragon matures, this natural sadism develops into a desire for more complicated sport. Aging dragons of fire use politics, murder, and magic in elaborate schemes only their ilk can appreciate. Many create plots so intricate and layered that they lack a true resolution, creating only endless manipulation. A hero might foil an assassination only to see the king thus saved become a despot. She might defeat the vizier whispering lies in the ruler's ear only to discover he was a pawn in a vast conspiracy. Dark ambitions, poisoned daggers, and old vendettas build such momentum that one scheme begins each time another ends. Often, even killing the draconic mastermind cannot extinguish the fires it started.\"]},{\"type\":\"entries\",\"name\":\"Malevolent Purpose\",\"entries\":[\"The results of a flame dragon's schemes are secondary to the enjoyment it derives from pursuing a nebulous and ever-changing goal. Some flame dragons spend centuries torturing a family line for nothing more than trespassing on the dragon's land. Others plot eternal curses after twisting poorly chosen words into dire insults. The vengeance itself is secondary to an excuse for hate, plot, and ruin. Flame dragons relish such opportunities for revenge. Each is a delightful hobby. Any disruption in their game kindles a terrible rage, and in these rare moments of defeat, their anger can be catastrophic. Entire cities burn.\"]},{\"type\":\"entries\",\"name\":\"Fond of Souvenirs\",\"entries\":[\"Flame dragons are as materialistic and territorial as other true dragons. Each pursues an individual obsession it fixates upon with mad devotion to fill its hoard. Some corrupt innocence, others push nations to war, but they always collect a memento for each victory, petty or grand. One might collect scorched skulls, while another saves the melted treasures of toppled empires. When not out sowing discord, the ancient flame dragons enjoy contemplating their hoards. Every piece reminds them of their own majesty and genius.\"]},{\"type\":\"entries\",\"name\":\"Vengeful Brethren\",\"entries\":[\"Nothing is safe from a flame dragon's scheming and narcissism. They crave absolute attention and constant reassurance. Anyone who humiliates a flame dragon would be wiser to kill it. Its survival ensures the dragon's undivided attention for generations. Wiser still, is to remove all trace of involvement in a flame dragon's death. All burning serpents see the murder of one of their kin as the gravest insult.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Young Flame Dragon.webp\"}}]},{\"name\":\"Young Mithral Dragon\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Light glints off the dragon's glossy scales, shining silver-white. Its tiny wings folded flush against its body open like a fan and expose shimmering, diaphanous membranes. Its narrow head, with bare slits for its eyes and nostrils, sits at the end of a slender neck atop an impossibly thin frame}.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Rage in Youth\",\"entries\":[\"Younger mithral dragons raid and pillage as heavily as any chromatic dragon, driven largely by greed to acquire a worthy hoard, though they are less likely to kill for sport or out of cruelty. In adulthood and old age, however, mithral dragons are less concerned with material wealth and more inclined to value friendship, knowledge, and a peaceful life pursuing interesting goals.\"]},{\"type\":\"entries\",\"name\":\"Peacemakers\",\"entries\":[\"Adult and older mithral dragons are diplomats and arbitrators by temperament (some dragons cynically call them referees). They enjoy bringing some peace to warring factions. Among all dragons, their strict neutrality and ability to negate magic make them well suited to these vital roles.\"]},{\"type\":\"inset\",\"name\":\"Mithral Dragons in Midgard\",\"entries\":[\"Mithral dragons are rebellious dragons who once sought to make peace between chromatic and metallic dragons. Having failed in that, they declared themselves neutral and now seek opportunities to make peace elsewhere. They are the only dragons that advocate against the perpetual war of the Dragon Empire, and occasionally serve as mercenaries against the Mharoti.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Young Mithral Dragon.webp\"}}]},{\"name\":\"Young Sea Dragon\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This aquamarine dragon has a shark's head that tapers off into a sleek eel-like body. Its large fins double as wings.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Divine Dragons\",\"entries\":[\"Sea dragons are the children of the ocean and believe they are semi-divine beings, worthy of worship. Given their size and power, they might be right; certainly, they are often companions or steeds to gods of the sea. Despite the solemn duties the sea dragons invoke thanks to their lineage, they are extremely whimsical. While these immense creatures are playful, their games can shatter hulls and drown sailors. The sea dragons course through the waves with tangible joy as they hunt whales and entire schools of tuna.\"]},{\"type\":\"entries\",\"name\":\"Shipwreck Art\",\"entries\":[\"Sea dragons love collecting treasure. They especially prize the sunken, treasure-filled hulls of ships lost to storm, battle, or their own handiwork. While they appreciate all wealth, they prefer hardy items that stand up to long exposure to sea water. Precious metals and gemstones add a dramatic luster to the dragon's lair when they catch stray beams of light. Sea dragons take more perishable treasures and place them on a reef-altar, to dissolve in the sea as a tithe to the sea gods.\"]},{\"type\":\"entries\",\"name\":\"Sunken Memorials\",\"entries\":[\"A sea dragon's lair is littered with meticulously arranged ships consigned to the deeps. These wrecks are often artfully smashed to allow the treasures in the hold to spill out onto the sea floor. It may seem haphazard, but it displays a complex aesthetic that only other sea dragons can truly appreciate. Because they arrange these wrecks so carefully, a dragon notices immediately if its hoard is disturbed.\"]},{\"type\":\"inset\",\"name\":\"Priests of Seggotan\",\"entries\":[\"Every sea dragon is devoted to the dragon god of the sea. As a result, many sea dragons use the innate spellcasting variant. Sea dragons favor spells that manipulate water or the weather, emulate storms, deal lightning or cold damage, divine the future, or conjure sea creatures to fight alongside the dragon.\"]},{\"type\":\"inset\",\"name\":\"Sea Dragons in Midgard\",\"entries\":[\"Sea dragons are the offspring of Seggotan, the dragon god of time and the sea. A sea dragon shares its god's idea that everything in the sea is the property of Seggotan, and they expect lesser beings to respect that truth. The sea dragons are among the most powerful allies of the Mharoti Empire, securing seaways and acting as a communion point for the tidal priests. Thankfully for the Empire's enemies, the most ancient sea dragons are too consumed with contemplation of time and their inscrutable duties in the depths of the ocean to make war.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Young Sea Dragon.webp\"}}]},{\"name\":\"Young Spinosaurus Dinosaur\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This massive, blue-skinned saurian lumbers out of the river, depositing a platoon of armed lizardfolk on the bank before releasing a terrifying roar.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Friend to Lizardfolk\",\"entries\":[\"The spinosaurus is a special saurian bred for size and loyalty by lizardfolk. Lizardfolk prize them like prime warhorses, and lavish them with food and care. As spinosauruses age slowly, most large lizardfolk tribes have several young spinosauruses and one adult spinosaurus in their care, reserving the massive adult for major engagements or when the entire tribe must move at once.\"]},{\"type\":\"entries\",\"name\":\"Enormous Size and Color\",\"entries\":[\"This immense saurian has a long, tooth-filled maw, powerful claws, and colorful spines running the length of its back. An adult spinosaurus is 70 feet long and weighs 35,000 pounds or more, while a young spinosaurus is a mere 20 feet long, weighing 6,000 pounds or more.\"]},{\"type\":\"entries\",\"name\":\"Swift Predator\",\"entries\":[\"A spinosaurus is at home on both land and water, chasing prey from one to the other when necessary. Though they are carnivores, they have an affinity for lizardfolk and other reptilian humanoids, eating such creatures only if the creatures horribly mistreat them or if they experience extreme starvation with such creatures as the only option for food.\"]},{\"type\":\"inset\",\"name\":\"Spinosauruses in the Southlands\",\"entries\":[\"The lizardfolk of Veles-Sa in the Southlands use spinosauruses as a mode of transportation. The creatures are large enough to pull barges or to carry a crew of raiders anywhere on the rivers, and they are swift overland. Lizardfolk scouts are especially fond of these enormous reptiles, as they are powerful combatants and can carry a dozen lizardfolk warriors.\",\"In addition to their role as trained raiders in Veles-Sa, some spinosauruses live in or along most of the major river systems of the Southlands—including the River Nuria. There they are also called \\\"river dragons\\\" or sometimes \\\"river walkers,\\\" and they are frequently associated with the worship of Baal-Hotep and Set. They are kept as sacred animals in several river temples, where they are fed regular meals and have been known to grow to enormous size and strength.\",\"Finally, along the Spice Coast, spinosauruses carry high-value spice cargoes along the coast when banditry is rife or when a lizardfolk mercenary company is available to guard materials going north toward Mhalmet, Nuria, or Ishadia. These Spice Coast beasts are often especially bred for gaudy coloration: green-andorange, blue‑and-gold, and even red-and-black bloodlines have been spotted in the Spice Coast harbors.\"]},{\"type\":\"inset\",\"name\":\"Spinosauruses as Mounts\",\"entries\":[\"Spinosauruses mate each year in the winter. A male spinosaurus brings food and helps build an enormous nest of reeds, sticks, and mud. Then the male departs, leaving the female to lay and care for the eggs. Spinosaurus eggs are typically found in nests along riversides or deep in marshes. They are sometimes stolen and sold, generally to lizardfolk and sometimes to daring humans with a knack for training animals. These eggs are worth as much as 2,000 gp apiece; live young are worth twice that. Characters eager for spinosaurus mounts, however, should note that buying or domesticating such an enormous carnivore requires vast quantities of food and patience. They do not take easily to domestication.\",\"Before it can be ridden in combat, a spinosaurus must practice bearing the weight of its trainer and passengers. They rarely master more than a handful of tricks, but they are extremely comfortable in the water and can be trained to be are aware that some of their riders may not breathe water.\",\"An adult spinosaurus can carry up to six tons as cargo. Riding a spinosaurus requires an exotic saddle, riding platform, or howdah.\"]}]}]}]},{\"name\":\"Young Void Dragon\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i A dragon seemingly formed of the night sky has bright white stars for eyes. Lesser stars twinkle in the firmament of the dragon's body.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Children of the Stars\",\"entries\":[\"Void dragons drift through the empty spaces beyond the boundaries of the mortal world and wander between the stars. They are aloof, mingling only with the otherworldly beings that live above and beyond the earth, including the incarnate forms of the stars themselves.\"]},{\"type\":\"entries\",\"name\":\"Witnesses to the Void\",\"entries\":[\"Void dragons are intensely knowledgeable creatures, but they have seen too much, lingering at the edge of the Void itself. They carry a piece of that nothing with them, and it flows out of them to break the minds of lesser beings when the dragons fly into a rage.\"]},{\"type\":\"entries\",\"name\":\"Voracious Scholars\",\"entries\":[\"Despite their removed existence and strange quirks, Void dragons still hoard treasure. Gems that glitter like the stars of their home are particularly prized. Their crowning piece, however, is knowledge. Void dragons jealously hoard scraps of forbidden and forgotten lore of any kind and spend most of their time at home poring over these treasures.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Young Void Dragon.webp\"}}]},{\"name\":\"Young Wind Dragon\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Howling wind encircles the dragon, filling and pushing its wings without the need for them to beat.}Wind dragons view anywhere touched by air as their property, and mortals point to them as the epitome of arrogance. Their narcissism is not without reason, for awe‑inspiring power supports their claims of rightful control. To the dragons of the shifting gales, strength is the ultimate arbiter.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Braggarts and Bullies\",\"entries\":[\"Wind dragons number among the greatest bullies and worst tyrants of mortal creatures. The sometimes-foolhardy creatures take offense at any perceived challenge and pleasure in humiliating rivals. They claim great swathes of territory but care little for its governance—they perceive mortals in that territory as possessions. Vassals receive only dubious protection in exchange for their loyalty. A wind dragon might seek bloody vengeance for the murder of a follower, but it's unlikely to go to any length to prevent the loss of that life in the first place.\"]},{\"type\":\"entries\",\"name\":\"Lords of the Far Horizons\",\"entries\":[\"Some believe that the dragons of the winds claim much more than they are capable of controlling or patrolling. Because they so love altitude, they prefer to rule and meet with earth-bound supplicants at the highest point available: the summit of a great mountain or atop a towering monument erected by fearful slaves. But these dragons are also driven by wanderlust and roam far from their thrones. They return eventually, ready to subjugate new generations and press a tyrannical claw on the neck of anyone who questions their right to rule.\"]},{\"type\":\"entries\",\"name\":\"Perpetual Infighting\",\"entries\":[\"These wandering tyrants are even more territorial among their own kind than they are among groundlings. Simple trespass by one wind dragon into the territory of another can lead to a battle to the death. Thus, their numbers never grow large, and the weakest among them are frequently culled.\"]},{\"type\":\"entries\",\"name\":\"Portable Hoards\",\"entries\":[\"Wind dragons' hoards typically consist of only a few truly valuable relics. Other dragons might sleep on a bed of coins, but common things bore wind dragons. While all true dragons desire and display great wealth, wind dragons concentrate their riches in a small number of notable trophies or unique historic items—often quite portable.\"]}]}]}]},{\"name\":\"Zanskaran Viper\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Greenish liquid drips from the dagger-length fangs of this monstrously large snake.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Human Hunters\",\"entries\":[\"This giant venomous snake is known as one of the most lethal serpents, and one of the few that will attack an adult human. One bite from the Zanskaran viper can kill a healthy human in seconds, and its tough hide makes it difficult to dispatch quickly.\"]},{\"type\":\"entries\",\"name\":\"Jungle Bred\",\"entries\":[\"A Zanskaran viper grows quickly in its jungle home, and some even venture into the savannah to terrorize antelopes and young giraffes. A full-grown Zanskaran viper is up to 30 feet long and weighs up to 400 pounds.\"]},{\"type\":\"entries\",\"name\":\"Famous but Rare Venom\",\"entries\":[\"A dose of its viscous green venom is known to fetch as much as 2,500 gp in some markets.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Zanskaran Viper.webp\"}}]},{\"name\":\"Zimwi\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i This swift-moving, lanky humanoid has long arms ending in wicked claws and jaws that open impossibly wide.}\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Swift as Horses\",\"entries\":[\"Distantly related to trolls, the swift and nimble zimwi are a plague upon grasslands. They are constantly hungry, ill-tempered and capable of running down horses, leading many zimwi to attack large caravans for food.\"]},{\"type\":\"entries\",\"name\":\"Always Starving\",\"entries\":[\"Most zimwi attacks are driven by hunger. The stomach of a zimwi is larger than its body, extending extra-dimensionally and driving the zimwi nearly insane with constant hunger, leaving the zimwi always feeling as if it is starving to death. Because of their endless hunger and low intelligence, zimwi have little awareness of the course of a battle. Losing means only that they have not eaten. As long as they continue to feast, they fight on, feeling victorious until death comes to them or all of their prey.\"]},{\"type\":\"entries\",\"name\":\"Stomachs of Holding\",\"entries\":[\"The extradimensional pouch within a zimwi's stomach makes the stomach serviceable as a bag of holding if treated and enchanted properly. The harder part is relieving the zimwi of its prize.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Zimwi.webp\"}}]},{\"name\":\"Zmey\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Crashing through the forest, this three-headed dragon stands upright, its long tail thrashing from side to side as it walks.}\",\"Hunting beneath the canopy of the forest, lurking below the surfaces of lakes, and guarding caves concealing great treasure and mystery, the zmey has two roles—vicious terror and nature's protector.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Claws of the Forest\",\"entries\":[\"Single-mindedly destructive, the zmey keeps the heart of the forest free from interlopers. Rumors suggest the heart of an ancient forest itself can control the actions of these lesser dragons, while others believe zmeys have pacts with certain druid circles.\"]},{\"type\":\"entries\",\"name\":\"Voracious Headlings\",\"entries\":[\"A zmey's head doesn't die when severed from its body. Within days, it becomes a miniature zmey, developing into a full-grown zmey after two months. Voracious appetite fuels this growth. Coating the head or headling in the first month of life prevents this growth.\"]}]}]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"A Zmey's Lair\",\"entries\":[\"Zmeys make their lairs in the deepest parts of the forest. They plant and grow trees into \\\"caves\\\" with satellite \\\"rooms\\\" within their lair.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToB1-2023/Zmey.webp\"}}]},{\"name\":\"Zmey Headling\",\"source\":\"ToB1-2023\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Crashing through the forest, this three-headed dragon stands upright, its long tail thrashing from side to side as it walks.}\",\"Hunting beneath the canopy of the forest, lurking below the surfaces of lakes, and guarding caves concealing great treasure and mystery, the zmey has two roles—vicious terror and nature's protector.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Claws of the Forest\",\"entries\":[\"Single-mindedly destructive, the zmey keeps the heart of the forest free from interlopers. Rumors suggest the heart of an ancient forest itself can control the actions of these lesser dragons, while others believe zmeys have pacts with certain druid circles.\"]},{\"type\":\"entries\",\"name\":\"Voracious Headlings\",\"entries\":[\"A zmey's head doesn't die when severed from its body. Within days, it becomes a miniature zmey, developing into a full-grown zmey after two months. Voracious appetite fuels this growth. Coating the head or headling in the first month of life prevents this growth.\"]}]}]}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-tofw.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Ebonclaw\",\"source\":\"ToFW\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToFW/ParvazOpheliaEbonclaw.webp\"}}]},{\"name\":\"Eyestalk of Gzemnid\",\"source\":\"ToFW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Gzemnid is a beholder god of deception, gases, and obscurement.\",\"The realm of the beholder deity Gzemnid lies beneath the Outlands. Most entrances into these mysterious, gas-filled caverns are found near chaotically aligned gate-towns—like Bedlam, Sylvania, or Xaos—but Gzemnid's Realm is elusive, even by the mutable standards of the Outlands.\"]}]},{\"name\":\"Farrow\",\"source\":\"ToFW\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToFW/FarrowPlum.webp\"}}]},{\"name\":\"Gertrube\",\"source\":\"ToFW\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToFW/Gertrube.webp\"}}]},{\"name\":\"Josbert Plum\",\"source\":\"ToFW\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToFW/FarrowPlum.webp\"}}]},{\"name\":\"Kopoha\",\"source\":\"ToFW\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToFW/Kopoha.webp\"}}]},{\"name\":\"Modron Planar Incarnate\",\"source\":\"ToFW\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToFW/X01Modron.webp\"}}]},{\"name\":\"Morte\",\"source\":\"ToFW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The talking skull Morte is a curmudgeonly interplanar traveler plucked from his eternal punishment in the Nine Hells. Tormented by the lies he told in life, Morte masks his pain with a morbid sense of humor and an insufferable dose of sarcasm.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToFW/Morte.webp\"}}]},{\"name\":\"Ophelia\",\"source\":\"ToFW\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToFW/ParvazOpheliaEbonclaw.webp\"}}]},{\"name\":\"Parvaz\",\"source\":\"ToFW\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToFW/ParvazOpheliaEbonclaw.webp\"}}]},{\"name\":\"R04M\",\"source\":\"ToFW\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToFW/R04M.webp\"}}]},{\"name\":\"Shariel\",\"source\":\"ToFW\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToFW/Shariel.webp\"}}]},{\"name\":\"Vecna Impersonator\",\"source\":\"ToFW\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToFW/VecnaImpersonator.webp\"}}]},{\"name\":\"Whirlwyrm\",\"source\":\"ToFW\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToFW/Whirlwyrm.webp\"}}]},{\"name\":\"X01\",\"source\":\"ToFW\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToFW/X01Modron.webp\"}}]},{\"name\":\"Zaythir\",\"source\":\"ToFW\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/ToFW/Zaythir.webp\"}}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-ttp.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Decapus\",\"source\":\"TTP\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Decapuses are carnivorous, solitary hunters that swing through trees, scooping up prey with their 10-foot-long, suckered tentacles. Decapuses also use their tentacles to climb walls and ceilings.\",\"After securing a high vantage point, a decapus hangs by one tentacle and attacks with the other nine. On the ground, a decapus is slower and less dangerous. It must use half of its tentacles to support its weight upright, leaving five tentacles with which it can attack and defend itself.\",{\"type\":\"entries\",\"name\":\"Marine Decapus\",\"entries\":[\"A marine decapus is similar to its land-dwelling cousin, except that it gains a swimming speed of 30 feet and can breathe only underwater.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TTP/Decapus.webp\"}}]},{\"name\":\"Geonid\",\"source\":\"TTP\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Also known as rocklings and rock hermits, geonids are small, intelligent cave dwellers that originated on the Elemental Plane of Earth. A geonid's arms and legs come out of a small opening in the bottom of its shell. A geonid can draw its limbs into its shell and close the opening. When it does so, the creature looks like a small boulder. In this state, the geonid can't see and relies on its {@sense tremorsense|MM} to detect other creatures nearby.\",{\"type\":\"entries\",\"name\":\"Dark Lairs\",\"entries\":[\"Geonids live in natural tunnels and caves. They feed primarily on lizards, rats, slugs, and other vermin, as well as on cave lichen and moss. Geonids like to collect coins and gemstones, and they rarely confront creatures larger than themselves except to rob them or scare them away.\"]},{\"type\":\"entries\",\"name\":\"Stone Tell\",\"entries\":[\"Geonids can attune to stone in a way that lets them discern what other creatures have been in the area recently. Geonids use this ability to track prey and to determine whether other creatures have trespassed in their territory. The information gleaned is imprecise and doesn't include the specific identities of such creatures or the precise times when they passed nearby.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TTP/Geonid.webp\"}}]},{\"name\":\"Topi\",\"source\":\"TTP\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Topis are similar to zombies. Before a topi is animated, its corpse is shrunk until it stands only 2 feet tall, and its heart is cut out and replaced with a leather bag that contains a live poisonous snake. The snake requires neither air nor sustenance, and it magically renders the topi's claws venomous. When a topi dies, the snake inside it dies too. The process of creating a topi is known only to a handful of evil priests and necromancers.\",\"Topis are more difficult to turn than ordinary zombies, and their spongy bodies make them resistant to bludgeoning.\",{\"type\":\"entries\",\"name\":\"Undead Traits\",\"entries\":[\"A topi doesn't require air, food, drink, or sleep.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/TTP/Topi.webp\"}}]},{\"name\":\"Two-Headed Plesiosaurus\",\"source\":\"TTP\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A two-headed plesiosaurus is a marine dinosaur whose compact body is driven by powerful flippers. Predatory and aggressive, it attacks any creature it encounters. Its flexible necks account for a third of its total length, letting it twist in any direction to deliver a powerful bite.\",{\"type\":\"entries\",\"name\":\"Dinosaurs\",\"entries\":[\"Dinosaurs, or behemoths, are among the oldest reptiles in the world. Predatory dinosaurs are savage, territorial hunters. Herbivorous dinosaurs are less aggressive, but they might attack to defend their young, or if startled or harassed.\",\"Dinosaurs come in many sizes and shapes. Larger varieties often have drab coloration, while smaller dinosaurs have colorful markings akin to birds. Dinosaurs roam rugged and isolated areas that humanoids seldom visit, including remote mountain valleys, inaccessible plateaus, tropical islands, and deep fens.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/MM/Plesiosaurus.webp\"}}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-vd.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Vecna the Archlich\",\"source\":\"VD\",\"entries\":[\"On countless worlds, his name evokes tales of terror and cruelty. Vecna the Undying King. Vecna the Whispered One. Vecna the Lord of the Rotted Tower. Over more than a hundred thousand years, incandescent hatred carried him from the humblest of origins to a conqueror's throne, then to the realms that lie beyond life and death, and finally to godhood. Many have suffered his terrible wrath, but few can recount how a lowly scribe left an aeon-deep scar on the multiverse before ascending beyond the material altogether. Only a few fragments of Vecna's story have ever been unearthed.\",\"It is said that Vecna was born into a lowly caste on the world of Oerth, son of a hedge witch and a father he never knew. An order of wizards exiled Vecna's mother into the wastes for practicing the forbidden art of necromancy. The order bound her orphaned son into servitude and employed him as first a bootblack, then a scribe. Vecna spent the better part of his childhood secretly educating himself in his masters' arts, stealing into their library of magical treatises each night after midnight. It was during these intense study sessions that he first heard a soothing voice in his head, a whisper from another world that promised him revenge if he would only yield to the hatred that was festering in his heart. Once Vecna learned all he could from his masters and their books, he massacred them. On that very night, the voice urged him to record his every foul thought and dream, and he started to pen his {@item Book of Vile Darkness}.\",\"According to legend, Vecna went on to forge a kingdom in the world of Greyhawk. He ruled for several centuries from an obsidian tower that rose from the bottom of the black waters of the Nyr Dyv to stretch far above its surface. During this era, at the urging of the voice, Vecna conquered vast realms and swept great cities beneath earth and rock. Generations later, when his physical form finally started to succumb to the ravages of time, Vecna's festering hatred would not permit him to perish. He called upon the forbidden arts of necromancy to transform himself into a {@creature lich}, a frightful being beyond the reach of death.\",\"At some point, Vecna grew bored with his kingdom on Oerth and started visiting his evil on other worlds, still driven by the mysterious voice and his unquenchable hatred for all things true and pure. For a time, he is said to have inhabited a palace known as the Citadel of Cavitius, located in a vast field of ash somewhere near the border between the Planes of Earth and Fire.\",\"Eventually, a fallen paladin known as Kas the Bloody-Handed rose through the ranks of Vecna's vile minions to become the archlich's personal guard and regent over many of the kingdoms and cults Vecna established across the multiverse. As a symbol of Kas's authority, Vecna forged him a terrifying weapon, the blade now known as the {@item Sword of Kas}. Later, Kas turned on Vecna and used the sword to sever the archlich's hand and put out his eye. No one knows why Kas betrayed Vecna. Some believe the mysterious voice that spoke to Vecna for eons grew to fear the archlich and began whispering to Kas instead.\",\"After their clash, Kas and Vecna disappeared for ages. The former later emerged as the ruler of the wasteland domain of Tovag in the Shadowfell. The latter spent several centuries hopping from world to world, questing for his {@item hand of Vecna|DMG|severed hand} and {@item eye of Vecna|DMG|eye}. More recently, Vecna decamped to the Outer Planes, where he grew so powerful that he became a god. He has many ardent worshipers, all hungry for a taste of his immense power.\",\"The accompanying stat block depicts Vecna in his archlich form prior to Kas's betrayal. Because Vecna is said to have mastered magic allowing him to travel through time, he can appear in this form even on worlds where his {@item hand of Vecna|DMG|severed hand} and {@item eye of Vecna|DMG|eye} are already known artifacts.\",{\"type\":\"inset\",\"name\":\"The Book of Vile Darkness\",\"entries\":[\"While Vecna always carries the {@item Book of Vile Darkness} on his person—in fact, he fashioned his lich form to encompass the Book—he typically has no need to call upon its foul magic in battle. If the DM wishes to run a more challenging (and more complex) encounter, Vecna may call upon any of the book's abilities as appropriate.\",{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VD/Book of Vile Darkness.webp\"}}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VD/Vecna Profile.webp\"}},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VD/Head of Vecna.webp\"}},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VD/Eye of Vecna.webp\"}}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-veor.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Alustriel Silverhand\",\"source\":\"VEoR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Lady Alustriel Silverhand, called the Shining Lady, has been an influential wizard and proponent of good across Toril for centuries. Alustriel is one of the Seven Sisters—immortal daughters of Mystra, the god of magic. The divine energy Mystra passed to Alustriel grants Alustriel incredible power over arcane magic.\",\"Alustriel's youthful appearance as a human woman with silver hair gives no hint of her supernaturally extended life span. She typically wears long robes and wields a unicorn-headed staff, her{@i Staff of Silverymoon}.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Personality\",\"entries\":[\"Alustriel's primary concerns are to spread kindness, reward virtue, and promote a culture of compassion throughout the multiverse. She is good at building alliances and quick to intervene when she senses a threat to the forces of good. She has traveled far and established safe houses across the planes—such as her sanctum in the city of Sigil. Alustriel doesn't seek personal glory or wealth; her style of influencing the cosmos is quiet yet steady.\"]},{\"type\":\"entries\",\"name\":\"History\",\"entries\":[\"Like other Chosen of Mystra, Alustriel is concerned with preserving the Weave, the primary incarnation of magic that permeates Toril. She believes that the Weave favors those who act with mercy and compassion, seeks to deliver lives of security for all, and bolsters people's efforts when they seek to right wrongs and combat evil.\",\"Nowhere are Alustriel and her deeds better known than in the Silver Marches and its capital, Silverymoon. Alustriel ruled Silverymoon for centuries, once disguised as a wizard named Elué Dualen and then later in her true form. She helped create Silverymoon's famous Moonbridge and cofounded the Lady's College, the first school in Faerûn for mages as students rather than as apprentices in service.\",\"Alustriel stepped down as Silverymoon's high mage more than a century ago. Her son, Methrammar Aerasumé, now leads the city and works to uphold his mother's legacy.\",\"Alustriel has partaken in countless adventures before and after her tenure as Silverymoon's high mage. She has befriended famous adventurers such as Drizzt Do'Urden, worked with prominent organizations like the Harpers, and helped prevent or undo many kinds of evil.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VEoR/Alustriel Silverhand.webp\"}}]},{\"name\":\"Black Rose Bearer\",\"source\":\"VEoR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Their existence mocks the living. Their roses mock the knights. Suffer not their presence; destroy rose bearers on sight.\"],\"by\":\"Common saying among the Knights of Solamnia\"},\"A black rose bearer is a rotting corpse animated by necromancers on Krynn to serve as a guardian. Its name derives from the preserved black rose the bearer carries inside a delicate bell jar. The slightest jostle can cause the bearer to lose its grasp on the bell jar, destroying the jar and the flower within.\",\"Normally, a black rose bearer is sluggish and placid. It follows its creator's orders and attacks intruders only languidly. If its rose is disturbed, however, the black rose bearer bursts into furious violence, attacking indiscriminately.\",\"A bearer's black rose is an homage to the tyrannical Lord Soth, the most powerful death knight on Krynn, who was once a Solamnic Knight of the Order of the Rose.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VEoR/Black Rose Bearer.webp\"}}]},{\"name\":\"Blade Lieutenant\",\"source\":\"VEoR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Blade lieutenants lead subordinates on raids on behalf of the Lord of Blades. Soldiers who fail to meet a lieutenant's demands are harshly disciplined.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Blades of Eberron\",\"entries\":[\"In the aftermath of Eberron's Last War, a warforged called the Lord of Blades rose to fill the power vacuum left in the devastated Mournland. The Lord of Blades' followers, known as blades, formed a cult of personality that deifies the Lord of Blades and preaches a bloody, jingoistic doctrine of warforged superiority. The primary tenet of the blades is that non-warforged on the continent of Khorvaire must be slaughtered.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VEoR/Blade Lieutenant.webp\"}}]},{\"name\":\"Blade Scout\",\"source\":\"VEoR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Blade scouts are responsible for exploring and charting Mournland regions not yet claimed by the Lord of Blades' legions.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Blades of Eberron\",\"entries\":[\"In the aftermath of Eberron's Last War, a warforged called the Lord of Blades rose to fill the power vacuum left in the devastated Mournland. The Lord of Blades' followers, known as blades, formed a cult of personality that deifies the Lord of Blades and preaches a bloody, jingoistic doctrine of warforged superiority. The primary tenet of the blades is that non-warforged on the continent of Khorvaire must be slaughtered.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VEoR/Blade Scout.webp\"}}]},{\"name\":\"Blazebear\",\"source\":\"VEoR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Even the animals in the Mournland are warped by magic. You should see the bears—terrifying!\"],\"by\":\"Clank, Warforged Merchant from Sharn\"},\"On the world of Eberron, many strange, magic-warped monsters have emerged from the depths of the war-wracked Mournland. The blazebear is one such monster, so named for its hulking, ursine figure and the glow of its eyes. This glow is magical energy that saturates the blazebear's entire body. Swipes from a blazebear's claws dole out painful wounds and can end spells, and its gaze can stun prey.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VEoR/Blazebear.webp\"}}]},{\"name\":\"Bone Roc\",\"source\":\"VEoR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A bone roc is a birdlike Undead that can incorporate the bones of multiple flying creatures. Despite their name, bone rocs aren't always reanimated skeletons of rocs. You may customize a bone roc by rolling on the Bone Roc Sources table to determine the type of bones used and how that affects its stat block.\",{\"type\":\"table\",\"colLabels\":[\"d6\",\"Bone Source\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Axe Beak. The bone roc's walking speed is 50 feet.\"],[\"2\",\"Cockatrice. A creature hit by the bone roc's Beak attack must succeed on a DC 14 Constitution saving throw or have its speed reduced by 10 feet until the start of the bone roc's next turn.\"],[\"3\",\"Giant Owl. The bone roc's modifier for Dexterity ({@skill Stealth}) checks is +8.\"],[\"4\",\"Peryton. The bone roc has resistance to slashing damage from nonmagical attacks.\"],[\"5\",\"Pteranodon. The bone roc doesn't provoke an opportunity attack when it flies out of an enemy's reach.\"],[\"6\",\"Roc. The bone roc's size is Gargantuan, and its flying speed is 120 feet. Its Hit Dice remain unchanged.\"]]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VEoR/Bone Roc.webp\"}}]},{\"name\":\"Borthak\",\"source\":\"VEoR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Borthaks are irascible, wolflike behemoths that ravage northern wetlands and alpine fens on Krynn. Few mountain animals can challenge a borthak physically. Its powerful jaws, acidic spittle, and lightning-quick tail make the borthak an apex predator in its home territory.\",\"Luckily for most wetland dwellers, borthaks rarely congregate. Unluckily, a single borthak can wreak havoc on an entire ecosystem with its supernatural ability to siphon heat from the ground. A borthak's body is so efficient at pulling the heat from its surroundings that it can transform a small, temperate glen into a frigid, slushy bog. Native plants and animals rarely survive long in a region a borthak claims as its hunting ground. Once a borthak has depleted an area of flora and fauna, it moves and begins its pillaging anew.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VEoR/Borthak.webp\"}}]},{\"name\":\"Camlash\",\"source\":\"VEoR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Camlash is a monstrous demon covered in countless tiny, crawling spiders that appear and disappear at random.\",\"Lolth isn't present in Pandesmos; she has given command of her legions to Camlash. The balor general specializes in leading campaigns with troops of loyal driders and mutated arachnids. Adherents of Lolth have joined Camlash's forces, despite the usual animosity between driders and people. All fight together in Lolth's name.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VEoR/Camlash.webp\"}}]},{\"name\":\"Citadel Spider\",\"source\":\"VEoR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Citadel spiders aren't smart, but for sheer battlefield power and versatility, they can't be beat.\"],\"by\":\"Camlash, Balor General of Lolth\"},\"Lolth's followers breed spiders of all types and sizes, infusing the creatures with foul energy from the Demonweb Pits. Perhaps the most feared of such abominations is the citadel spider. The titanic citadel spider serves as a powerhouse weapon and mobile command post. Wedges of chitin atop a citadel spider's back shield passengers and protect the spider's biological cannon. A citadel spider can launch globs of acidic webbing from its cannon that hold victims in place until the spider can eviscerate them with its serrated jaws.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VEoR/Citadel Spider.webp\"}}]},{\"name\":\"Deadbark Dryad\",\"source\":\"VEoR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"When a dryad fails to protect its wilderness home from a great evil and is unable to forgive itself, the dryad might transform into a wicked Fey monster called a deadbark dryad. Such dryads relinquish any compassion they once felt for living beings and instead harbor hatred for anyone who dares to invade their rotted demesne.\",\"The wilds around a deadbark dryad become malignant, souring into a swampy morass of stinging nettles and noxious muck. Deadbark dryads are immune to this toxic bog's deleterious effects.\",\"A deadbark dryad is typically bound to the spot where it failed to protect its charge. When a dryad transforms into a deadbark dryad, it becomes stronger and more violent, and it typically gains a renewed dedication to protecting its now-fetid domain. Most deadbark dryads would rather fight to the death than allow any intrusion into their homes.\",\"Deadbark dryads are most often found on Krynn, but occasionally they are found on other worlds where magic and trees are plentiful.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VEoR/Deadbark Dryad.webp\"}}]},{\"name\":\"Deathwolf\",\"source\":\"VEoR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A deathwolf combines the might of a werewolf, the unholy powers of undeath, and the magic of the full moon. Deathwolves are most common on Krynn but occasionally are found in other locations where lycanthropy and necromancy are prevalent.\",\"To create a deathwolf, a necromancer reanimates the body of a powerful werewolf by conducting a profane ritual fueled by lunar magic. The result is an Undead abomination that resembles a skeletal, shadowy werewolf in hybrid form. Deathwolves can't shapeshift, but they can create dangerous illusions. A deathwolf's bite makes its victims more susceptible to the mind-bending phantoms the deathwolf can conjure.\",{\"type\":\"inset\",\"name\":\"Deathwolves in Dragonlance\",\"entries\":[\"On the world of Krynn, deathwolves are associated with Lunitari, Krynn's red moon and the god of neutral magic. The god Lunitari is a trickster and master of illusions; necromancers perform the ritual to create a deathwolf under the light of her moon to instill the deathwolf with powers of illusion and trickery.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VEoR/Deathwolf.webp\"}}]},{\"name\":\"Degloth\",\"source\":\"VEoR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Degloths are massive, blue, bipedal demons with razor-studded fists. They are commonly used as shock troops on the front lines of wars waged in the Abyss and other Outer Planes. Degloths gravitate toward violence and mayhem without caring about the reasons behind the bloodshed. They enjoy ripping their enemies limb from limb using their razor-studded fists, which are equally adept at slashing foes and crushing the life from them.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VEoR/Degloth.webp\"}}]},{\"name\":\"False Lich\",\"source\":\"VEoR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Occasionally, liches create nefarious magical copies of themselves to fool enemies, to guard treasure, or for other inscrutable reasons.\",\"To create a false lich, a lich binds a shred of its life force to a corpse in a profane ritual. This transforms the corpse into a near-identical copy of the lich with immense necrotic power and some of its creator's arcane prowess. The creator then embeds enchanted gemstones into the corpse's eye sockets; the gems allow the false lich to trap creatures' souls and transfer the souls to its creator.\",\"A false lich often gradually gains a sense of self-identity. While many false liches remain steadfastly loyal to their creators, others resent their creators for imprisoning and abandoning them.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VEoR/False Lich.webp\"}}]},{\"name\":\"Glaive\",\"source\":\"VEoR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Since the Mournland's earliest days, Glaive has wielded her namesake weapon in service to the Lord of Blades' bloody conquest of the blighted region. Among the blades, Glaive is best known for her talent at self-modification. \\\"Glaive\\\" is etched onto the back of her neck-plate. It is the only name Glaive has ever known, and fellow blades don't dare call her anything else. Mournland adventurers, however, refer to the terrifying commander by another name: Kill Switch.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VEoR/Glaive.webp\"}}]},{\"name\":\"Granite Juggernaut\",\"source\":\"VEoR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"If you're close enough to see the expression carved onto a granite juggernaut's face, you're as good as dead.\"],\"by\":\"Teythorn, Oerthian Adventurer\"},\"A granite juggernaut is a lumbering Construct that can be found trundling across battlefields and down dungeon corridors. Granite juggernauts have dense, boxy bodies atop massive rollers they use for locomotion. Their fronts and rollers are often adorned with fearsome heads, such as those of enraged rhinos. Granite juggernauts are found on many worlds and typically are used to protect high-value locations.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VEoR/Granite Juggernaut.webp\"}}]},{\"name\":\"Hazvongel\",\"source\":\"VEoR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"They make excellent scouts and are capable aerial attackers, but their attention span is frustratingly wanting.\"],\"by\":\"The Demon Lord Pazuzu\"},\"Avian demons called hazvongels haunt the windswept skies of Pandemonium, preying on lost and weary travelers. Hazvongels resemble enormous, crimson crows with tattered feathers and a dozen legs. Their wings constantly drip blood, which they gather in their many talons and fling in a gruesome rain.\",\"Hazvongels sometimes soar in the skies of the Abyss, where they originate, but they migrate to and from Pandemonium throughout their existence. More powerful demons, especially the demon lord Pazuzu, use hazvongels as scouts, but hazvongels' wanderlust makes them ill-suited for extended missions.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VEoR/Hazvongel.webp\"}}]},{\"name\":\"Hertilod\",\"source\":\"VEoR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"They ain't dragons. They ain't lizards. Oh no, they're much worse.\\\"\"],\"by\":\"Melthena Vellaine, Wizard and Spelljammer\"},\"When a dead god is left adrift in the Astral Sea, its corpse sometimes spawns a parasitic monster known as a hertilod. Voracious and terrifying, a hertilod resembles a skinless, serpentine lizard, with sharp claws and a gaping maw that drips venom. A hertilod's gruesomely exposed muscle renders it susceptible to lightning.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VEoR/Hertilod.webp\"}}]},{\"name\":\"Kakkuu Spyder-Fiend\",\"source\":\"VEoR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Resembling enormous spiders, kakkuus are the most numerous and least intelligent spyder-fiends. In large conflicts, they serve as foot soldiers, but they prefer to avoid more powerful Fiends, who boss them around. Left on their own, kakkuus lurk in ambush and use their webs to snare prey.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Spyder-Fiends\",\"entries\":[\"Demonic beasts that combine the worst attributes of wolves and spiders, spyder-fiends scuttle about with bloated, spiderlike bodies and gnash with wolflike heads. Spyder-fiends are usually coated with gore, as brutal killing is their favorite pursuit. They spin durable webs and are ingenious in how they employ their webs against prey.\",\"Spyder-fiends are organized into a hierarchy based on might and cunning, with higher-ranked spyder-fiends dominating lower ranks. Spyder-fiends of equivalent rank scheme against each other for advancement and eagerly turn against one another if treachery can improve their position.\",\"Spyder-fiends loyally serve their general, Miska the Wolf-Spider. While they were rarely seen during Miska's imprisonment in Pandemonium, they have become increasingly active as Miska struggles to free himself in Pandesmos.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VEoR/Kakkuu Spyder-Fiend.webp\"}}]},{\"name\":\"Kas the Betrayer\",\"source\":\"VEoR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The Betrayer, the Bloody Handed, the Destroyer—Kas has earned many epithets during his long existence. He is a vampire, legendary swordfighter, and ruthless warlord, and he is driven primarily by one thing: his hatred for Vecna.\",\"Kas resembles a well-muscled, raven-haired, human man in his thirties, though he is far older. His fangs reveal his vampiric nature.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Personality\",\"entries\":[\"Kas is cruel, spiteful, and unrelenting in his pursuit of vengeance against Vecna. He readily lies, breaks promises, betrays allies, and taunts those who fall for his ruses. Kas has little use for those who can't validate his superiority or help advance his goals.\",\"In{@i Vecna: Eve of Ruin}, Kas fools Tasha and Alustriel, two incredibly powerful wizards. In addition to defeating Vecna, Kas desperately wants the wizards to witness and acknowledge his strength.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VEoR/Kas the Betrayer.webp\"}}]},{\"name\":\"Mirror Shade\",\"source\":\"VEoR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"She was great at picking locks but had a terrible cruel streak. When the cloaker got her, we were glad we'd never see her again—then, to our horror, we did.\"],\"by\":\"Hopewell Lightfinger, Sword Coast Adventurer\"},\"When the spirit of a malevolent trickster or callous rogue refuses to enter the afterlife, the spirit sometimes becomes a mirror shade instead. Mirror shades are incorporeal Undead that, in their true forms, look like person-shaped blobs of shining light. More often, though, mirror shades are encountered on reflective surfaces such as mirrors or panes of glass. There, they blend in seamlessly with their reflected surroundings and wait until the moment is right to strike. Mirror shades can be found throughout the multiverse but are particularly common in the Outer Planes.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VEoR/Mirror Shade.webp\"}}]},{\"name\":\"Miska the Wolf-Spider\",\"source\":\"VEoR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Miska the Wolf-Spider is a legendary demon lord and master of battlefield strategy. He has the lower body of a massive armored spider, four arms, and two enormous wolf heads that drip poison. Yet Miska's greatest strength is his cunning mind.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"History\",\"entries\":[\"Ages ago, Miska led the hordes of Chaos against the forces of Law at the behest of his patron, the enigmatic Queen of Chaos. It seemed Miska's domination couldn't be stopped.\",\"In desperation, Miska's opponents crafted an artifact to bind him in an extraplanar prison. This rod broke apart after sealing him in Pandemonium, scattering across the planes and becoming known as the Rod of Seven Parts. The rod is the key to releasing Miska from his long imprisonment.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VEoR/Miska the Wolf-Spider.webp\"}}]},{\"name\":\"Moonlight Guardian\",\"source\":\"VEoR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Thought it was a person at first, but then I saw its head. Next, its arm. I knew I had to run.\"],\"by\":\"Werthil,Kender Adventurer\"},\"Moonlight guardians are gleaming bipedal statues made of silver and mithral. They were originally created by a desperate mage on Krynn who drew the Moon card from a Deck of Many Things. The mage wished for a retinue of bodyguards ideally suited to fighting lycanthropes and other shapeshifting creatures. In response, the Moon card spawned the first moonlight guardian.\",\"A moonlight guardian's body is infused with magical moonlight that the creature can channel into its blows. It can also unleash searing blasts of lunar energy that can expose shapeshifters by forcing them into their true forms.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VEoR/Moonlight Guardian.webp\"}}]},{\"name\":\"Phisarazu Spyder-Fiend\",\"source\":\"VEoR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Phisarazu spyder-fiends have a pair of muscular arms sprouting beneath their wolf heads. They are resentful and suspicious of all other creatures, which makes them useful for corralling kakkuus or standing guard.\",\"Phisarazus can magically change their form, but only into shapes that have ten limbs, such as driders and crabs. They use this ability to establish ambushes, infiltrate enemy camps, or appear innocuous while on guard duty.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Spyder-Fiends\",\"entries\":[\"Demonic beasts that combine the worst attributes of wolves and spiders, spyder-fiends scuttle about with bloated, spiderlike bodies and gnash with wolflike heads. Spyder-fiends are usually coated with gore, as brutal killing is their favorite pursuit. They spin durable webs and are ingenious in how they employ their webs against prey.\",\"Spyder-fiends are organized into a hierarchy based on might and cunning, with higher-ranked spyder-fiends dominating lower ranks. Spyder-fiends of equivalent rank scheme against each other for advancement and eagerly turn against one another if treachery can improve their position.\",\"Spyder-fiends loyally serve their general, Miska the Wolf-Spider. While they were rarely seen during Miska's imprisonment in Pandemonium, they have become increasingly active as Miska struggles to free himself in Pandesmos.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VEoR/Phisarazu Spyder-Fiend.webp\"}}]},{\"name\":\"Quavilithku Spyder-Fiend\",\"source\":\"VEoR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Quavilithku spyder-fiends revel in destruction. Although they like to savage prey with their mangy wolf heads, they delight in destroying structures and art objects—the more beautiful, the better. The arms hanging below their wolf heads are physically frail but useful for employing tools of destruction or sabotage.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Spyder-Fiends\",\"entries\":[\"Demonic beasts that combine the worst attributes of wolves and spiders, spyder-fiends scuttle about with bloated, spiderlike bodies and gnash with wolflike heads. Spyder-fiends are usually coated with gore, as brutal killing is their favorite pursuit. They spin durable webs and are ingenious in how they employ their webs against prey.\",\"Spyder-fiends are organized into a hierarchy based on might and cunning, with higher-ranked spyder-fiends dominating lower ranks. Spyder-fiends of equivalent rank scheme against each other for advancement and eagerly turn against one another if treachery can improve their position.\",\"Spyder-fiends loyally serve their general, Miska the Wolf-Spider. While they were rarely seen during Miska's imprisonment in Pandemonium, they have become increasingly active as Miska struggles to free himself in Pandesmos.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VEoR/Quavilithku Spyder-Fiend.webp\"}}]},{\"name\":\"Raklupis Spyder-Fiend\",\"source\":\"VEoR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Raklupis spyder-fiends have hard, smooth shells and gleaming spines. With luxuriantly furry wolf heads, powerful arms, and alluring voices, raklupises are the only spyder-fiends that might be called majestic. They create delicate web globes, which they fill with their venom and hurl at foes. Raklupises are keen strategists, and most of them command legions of lesser spyder-fiends.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Spyder-Fiends\",\"entries\":[\"Demonic beasts that combine the worst attributes of wolves and spiders, spyder-fiends scuttle about with bloated, spiderlike bodies and gnash with wolflike heads. Spyder-fiends are usually coated with gore, as brutal killing is their favorite pursuit. They spin durable webs and are ingenious in how they employ their webs against prey.\",\"Spyder-fiends are organized into a hierarchy based on might and cunning, with higher-ranked spyder-fiends dominating lower ranks. Spyder-fiends of equivalent rank scheme against each other for advancement and eagerly turn against one another if treachery can improve their position.\",\"Spyder-fiends loyally serve their general, Miska the Wolf-Spider. While they were rarely seen during Miska's imprisonment in Pandemonium, they have become increasingly active as Miska struggles to free himself in Pandesmos.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VEoR/Raklupis Spyder-Fiend.webp\"}}]},{\"name\":\"Relentless Impaler\",\"source\":\"VEoR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"In the Domains of Dread, practitioners of foul magic perform a profane ritual that turns living creatures into fiendish killers. This ritual necessitates the use of a ceremonial stake, which is plunged into the heart of a living sacrifice. The hulking form of the relentless impaler then emerges from the sacrifice's pool of blood, spear in hand.\",\"A relentless impaler is bound to the creature that wielded the ceremonial stake in the ritual that birthed it. As long as the original stake remains lodged in the heart of the ritual victim, the impaler can return over and over again to regenerate beside the victim's body, no matter how many times it is destroyed.\",\"The impaler pursues its creator's agenda coldly and efficiently. It has no concern for its own self-preservation, knowing that, for itself at least, death isn't the end.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VEoR/Relentless Impaler.webp\"}}]},{\"name\":\"Spiderdragon\",\"source\":\"VEoR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The terrors known as spiderdragons were first found in the deepest corners of the Underdark and trace their origins to black dragon wyrmlings who ate a steady diet of spiders. Though spiderdragons were not created in the Abyss or by Lolth's faithful, worshipers of the Spider Queen claim that spiderdragons are a gift from their deity, as spiderdragons are most numerous in Underdark areas that Lolth's faithful claim as their own. Lolth worshipers might employ spiderdragons as guards or treat them as venerated guests. The creatures aren't as powerful as their black dragon progenitors, though, and they often drain the enclaves' resources with their selfish demands.\",\"Uninterested in building lairs, spiderdragons weave powerful webs and eat an abundance of prey before losing interest in an area and moving on, even when they're treated like beloved guests. Unlike their black dragon progenitors, spiderdragons aren't particularly clever, though some of them understand their significance to Lolth worshipers and exploit their positions for as long as possible.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VEoR/Spiderdragon.webp\"}}]},{\"name\":\"Star Angler\",\"source\":\"VEoR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Distantly related to scavvers, star anglers are astral predators that resemble hulking, golden anglerfish with iridescent fins and tails. A star angler lacks eyes, and its hide is dotted with bioluminescent specks, allowing it to easily blend into the vast expanse of the Astral Plane. A star angler's signature lure emits an enchanting glow that has pulled many Wildspace explorers to their demises.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VEoR/Star Angler.webp\"}}]},{\"name\":\"Strahd, Master of Death House\",\"source\":\"VEoR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Strahd von Zarovich is the Darklord of Barovia, a Domain of Dread. Little happens there without the Darklord's knowledge, although Strahd rarely pays attention to what he considers the uninteresting dealings of lesser beings.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"History\",\"entries\":[\"In life, Strahd von Zarovich was a prince, a soldier, and a conqueror. His thirst for power never sated, Strahd made a pact with the Dark Powers to become immortal. Meanwhile, Strahd's evil deepened, until in a jealous rage he murdered his brother, Sergei. Sergei's betrothed, Tatyana, leapt from a tower to escape Strahd and vanished into the Mists rising around Barovia as Strahd slew everyone else in the castle. He had become a vampire, and Barovia became a Domain of Dread.\",\"Now the Dark Powers keep Strahd trapped in his realm, tormenting him with his inability to escape for all eternity. He spends his days amusing himself as best he can, terrorizing Barovia's people and savoring the fear and worship he commands.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VEoR/Strahd, Master of Death House.webp\"}}]},{\"name\":\"Tasha the Witch\",\"source\":\"VEoR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Tasha's path to greatness began when she was adopted by the arch-hag Baba Yaga, who named her Natasha. Tasha went on to create various spells, including Tasha's Hideous Laughter, and her magic-fueled ambitions brought her into contact with demons and demon lords, which she subjugated and used against her enemies. On the Material Plane, she became known as Iggwilv the Witch Queen and wrote the Demonomicon of Iggwilv, the greatest of all treatises on the Abyss and its demonic inhabitants. In recent years, Tasha sequestered herself in the Feywild, achieving incredible power and slowly turning into a Fey creature. Tasha became Zybilna, archfey of the domain of Prismeer.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Answering the Summons\",\"entries\":[\"When Zybilna received Alustriel Silverhand's summons to combat Vecna, the archfey was sorely needed in Prismeer. As a compromise, and to honor Tasha's friendship with Alustriel, Zybilna sent a version of herself from the past to Alustriel's side. The Tasha who appears in{@i Vecna: Eve of Ruin}is a powerful wizard, though she is not yet a witch queen or an archfey.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VEoR/Tasha the Witch.webp\"}}]},{\"name\":\"Vecna the Archlich\",\"source\":\"VEoR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"On countless worlds, his name evokes tales of terror and cruelty: Vecna, the Undying King. Vecna, the Whispered One. Vecna, the Lord of the Rotted Tower. But Vecna had humble beginnings on the world of Oerth, where an order of wizards used him as a bootblack and scribe. He spent the better part of his childhood secretly educating himself in his masters' arts. Once Vecna learned all he could, he massacred the wizards. He then recorded his every foul thought and dream as he started to write his Book of Vile Darkness.\",\"Vecna forged a kingdom on Oerth, but he grew bored with it after several centuries. He started inflicting suffering on other worlds. In this adventure, Vecna has risen to godhood on Oerth, but he seeks to become the most powerful god in existence and bend the multiverse to his will. By the time the characters are involved, Vecna's master plan is almost complete. He has funneled a significant amount of his energy into weaving his ritual. Therefore, when the characters finally confront Vecna and try to save the multiverse, he is in his archlich form and not his divine form.\"]},{\"type\":\"section\",\"entries\":[\"On countless worlds, his name evokes tales of terror and cruelty. Vecna the Undying King. Vecna the Whispered One. Vecna the Lord of the Rotted Tower. Over more than a hundred thousand years, incandescent hatred carried him from the humblest of origins to a conqueror's throne, then to the realms that lie beyond life and death, and finally to godhood. Many have suffered his terrible wrath, but few can recount how a lowly scribe left an aeon-deep scar on the multiverse before ascending beyond the material altogether. Only a few fragments of Vecna's story have ever been unearthed.\",\"It is said that Vecna was born into a lowly caste on the world of Oerth, son of a hedge witch and a father he never knew. An order of wizards exiled Vecna's mother into the wastes for practicing the forbidden art of necromancy. The order bound her orphaned son into servitude and employed him as first a bootblack, then a scribe. Vecna spent the better part of his childhood secretly educating himself in his masters' arts, stealing into their library of magical treatises each night after midnight. It was during these intense study sessions that he first heard a soothing voice in his head, a whisper from another world that promised him revenge if he would only yield to the hatred that was festering in his heart. Once Vecna learned all he could from his masters and their books, he massacred them. On that very night, the voice urged him to record his every foul thought and dream, and he started to pen his Book of Vile Darkness.\",\"According to legend, Vecna went on to forge a kingdom in the world of Greyhawk. He ruled for several centuries from an obsidian tower that rose from the bottom of the black waters of the Nyr Dyv to stretch far above its surface. During this era, at the urging of the voice, Vecna conquered vast realms and swept great cities beneath earth and rock. Generations later, when his physical form finally started to succumb to the ravages of time, Vecna's festering hatred would not permit him to perish. He called upon the forbidden arts of necromancy to transform himself into a lich, a frightful being beyond the reach of death.\",\"At some point, Vecna grew bored with his kingdom on Oerth and started visiting his evil on other worlds, still driven by the mysterious voice and his unquenchable hatred for all things true and pure. For a time, he is said to have inhabited a palace known as the Citadel of Cavitius, located in a vast field of ash somewhere near the border between the Planes of Earth and Fire.\",\"Eventually, a fallen paladin known as Kas the Bloody-Handed rose through the ranks of Vecna's vile minions to become the archlich's personal guard and regent over many of the kingdoms and cults Vecna established across the multiverse. As a symbol of Kas's authority, Vecna forged him a terrifying weapon, the blade now known as the Sword of Kas. Later, Kas turned on Vecna and used the sword to sever the archlich's hand and put out his eye. No one knows why Kas betrayed Vecna. Some believe the mysterious voice that spoke to Vecna for eons grew to fear the archlich and began whispering to Kas instead.\",\"After their clash, Kas and Vecna disappeared for ages. The former later emerged as the ruler of the wasteland domain of Tovag in the Shadowfell. The latter spent several centuries hopping from world to world, questing for his severed hand and eye. More recently, Vecna decamped to the Outer Planes, where he grew so powerful that he became a god. He has many ardent worshipers, all hungry for a taste of his immense power.\",\"The accompanying stat block depicts Vecna in his archlich form prior to Kas's betrayal. Because Vecna is said to have mastered magic allowing him to travel through time, he can appear in this form even on worlds where his severed hand and eye are already known artifacts.\",{\"type\":\"inset\",\"name\":\"The Book of Vile Darkness\",\"entries\":[\"While Vecna always carries the {@item Book of Vile Darkness} on his person—in fact, he fashioned his lich form to encompass the Book—he typically has no need to call upon its foul magic in battle. If the DM wishes to run a more challenging (and more complex) encounter, Vecna may call upon any of the book's abilities as appropriate.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VEoR/Vecna the Archlich.webp\"}}]},{\"name\":\"Vlazok\",\"source\":\"VEoR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Skeletal, quadrupedal horrors, vlazoks are particularly suited to battlefield cleanup in the Outer Planes. They love to stomp across battlefields after the fiercest fighting is over, trampling survivors and crushing pockets of resistance. When vlazoks anticipate an influx of enemies, these demons jump on them from above to crush them.\",\"Vlazoks have keen senses, owing to the eyes positioned all around their hideous heads. They easily lose interest in their tasks unless powerful commanders, such as demon lords, keep them in line. Without careful direction, vlazoks become unhinged agents of chaos, smashing through crowds of weaker demons and decimating their ranks with powerful attacks.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VEoR/Vlazok.webp\"}}]},{\"name\":\"Warforged Warrior\",\"source\":\"VEoR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Warforged warriors are formed from wood and steel, then magically imbued with life and sentience. They were created to fight in the Last War on the continent of Khorvaire in Eberron. In the aftermath of that conflict, they struggle to understand their place in the world.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VEoR/Warforged Warrior.webp\"}}]},{\"name\":\"Whirling Chandelier\",\"source\":\"VEoR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Compared to other animated objects, whirling chandeliers seem to have capricious personalities. Victims typically perceive a whirling chandelier's Blazing Vortex as mischievousness or outright malevolence, though the chandelier lacks any understanding of such concepts. A whirling chandelier makes tactical decisions only as a means to perform its master's orders to the best of its ability.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VEoR/Whirling Chandelier.webp\"}}]},{\"name\":\"Windfall\",\"source\":\"VEoR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"As a dedicated champion of Tiamat, Windfall has been granted phenomenal power by her master. Her skin glitters with patches of multicolored scales, and in combat, her blade sings with all five of the chromatic dragons' elements. Windfall's enchanted tailcoat shimmers with the colors of the Dragon Queen, and she uses this coat to dazzle patrons and enemies alike.\",\"A performer at heart, Windfall is ostentatious and charismatic, making small talk with regular patrons and jovially welcoming new faces to the casino.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VEoR/Windfall.webp\"}}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-vgm.json`] = JSON.parse("{\"_meta\":{\"dependencies\":{\"monsterFluff\":[\"MM\"]},\"internalCopies\":[\"monsterFluff\"]},\"monsterFluff\":[{\"name\":\"Abjurer\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Abjurers are specialist wizards who feel secure when warded by layers of magical power. Kings, nobles, and other wealthy individuals commonly hire abjurers to cast protective spells on their homes and vaults.\"]}]}]}]},{\"name\":\"Alhoon\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Mind flayers that pursue arcane magic are exiled as deviants, and for them no eternal communion with an elder brain is possible. The road to lichdom offers a way to escape the permanency of death, but that path is long and solitary. Alhoons are mind flayers that use a shortcut.\",{\"name\":\"Arcane Temptation\",\"entries\":[\"Elder brains forbid mind flayers from pursuing magic power aside from psionics, but it isn't an interdiction they must often enforce. Illithids brook no masters but members of their own kind, so it isn't in their nature to bow to any god or otherworldly patron. However, wizardry remains a rare temptation.\",\"In the pages of a spellbook, an illithid sees a system to acquire authority. Through the writings of the wizard who penned it, the illithid perceives the workings of a highly intelligent mind. Most mind flayers who find a spellbook react with abhorrence or indifference, but for some a spellbook is a gateway to a new way of thinking.\",\"For a time, the study of such forbidden texts can be hidden from other illithids and even from an elder brain. Understanding of wizardry eludes the mind like a living thing. Yet eventually, understanding comes, and a mind flayer arcanist must accept itself as deviant and flee the colony if it is to live.\",\"Confronting this awful reality, a group of nine mind flayer deviants used their arcane magic and psionics to weave a new truth. These nine called themselves the alhoon, and ever afterward, all those who follow in their footsteps have been referred to by the same name.\",\"Initially, an alhoon can be difficult to distinguish from a normal mind flayer. The most obvious difference is the lack of the mind flayer's ever-present mucus coating. Without that protection, an alhoon's skin becomes dry and cracked. Its eyes might appear shriveled and sunken. Both of these clues are easily missed by someone who hasn't seen a mind flayer. However, in short order, an alhoon's flesh withers away and its empty eye sockets gleam with cold pinpricks of light like other liches.\",\"The undeath conferred by a periapt of mind trapping lasts only so long as the life of the living victim selected. Thus an alhoon who brought a 200-year-old elf to be sacrificed looks forward to a much longer existence than one that sacrifices a 35-year-old person. Alhoons can extend their existence by repeating the ritual with new victims, effectively resetting the clocks for themselves.\",\"Destruction of a periapt of mind trapping consigns those trapped within it to oblivion, and thus alhoons often work together to create elaborate protections about the periapt and their preferred ritual site. Sometimes a single alhoon is entrusted with the periapt of mind trapping, but this is a dangerous proposition. Anyone who holds the periapt of mind trapping gains advantage on attacks, saves, and check against the alhoons associated with its creation, and those alhoons in turn suffer disadvantage on attacks, saves, and check against the holder.\",\"In addition, the holder of the periapt can telepathically communicate with any sacrificed soul trapped within, and alhoons within the periapt can speak telepathically with the holder. A creature carrying the periapt can't prevent communication from alhoons but can silence trapped souls.\"],\"type\":\"entries\"},{\"name\":\"Existential Fear\",\"entries\":[\"Arcanist deviants that taste freedom from the colony react in a variety of ways. Some prize their privacy, others seek to commune with similar minds, and still others seek to dominate a colony, elevating themselves to the position of leadership normally held by an elder brain. Regardless of the arcanist's personal inclinations, it faces the same stark fact: When it dies, it will not join the host of minds in the elder brain. Deviant minds are never accepted as part of the collective. For it, death means oblivion.\"],\"type\":\"entries\"},{\"name\":\"Dreadful Deliverance\",\"entries\":[\"Lichdom offers salvation and the prospect of being able to pursue knowledge indefinitely. Having feasted on the brains of people when alive, a mind flayer has no compunction about feeding souls to a phylactery. The only hindrance to a mind flayer becoming a lich is the means, which is a secret some mind flayer arcanists stop at nothing to discover. Yet lichdom requires an arcane spellcaster to be at the apex of power, something many mind flayers find is far from their grasps.\"],\"type\":\"entries\"},{\"name\":\"A Psionic Secret\",\"entries\":[\"Alhoons can cooperate in the creation of a periapt of mind trapping, a fist-sized container made of silver, emerald, and amethyst. The process requires at least three mind flayer arcanists and the sacrifice of an equal number of souls from living victims in a three-day-long ritual of spellcasting and psionic communion. Upon its completion, free-willed undeath is conferred on the mind flayers, turning them into alhoons.\"],\"type\":\"entries\"},{\"name\":\"Precarious Immortality\",\"entries\":[\"Unlike with true lichdom, the periapt of mind trapping doesn't restore the alhoons to undeath if they are destroyed. Instead, a destroyed alhoon's mind is transferred to the periapt where it remains in communion with any other trapped alhoon minds, as well as the souls of those sacrificed.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Alhoon.webp\"},\"credit\":\"Eric Belisle\"}]},{\"name\":\"Annis Hag\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Annis hags lair in mountains or hills. Despite being hunchbacked and hump-shouldered, they are the largest and most physically imposing of their kind, standing eight feet tall.\",{\"name\":\"Tormenting the Weak\",\"entries\":[\"Although annis hags can easily tear a grown man apart, they love hunting children, preferring their flesh above all others. They use the flayed skin of such victims to make supple leather, and a hag's lair often shows the signs of this industry.\",\"Annis hags leave tokens of their cruelty at the edges of forests and other areas they claim. In this way, they provoke fear and paranoia in nearby villages and settlements. To an annis hag, nothing is sweeter than turning a vibrant community into a place paralyzed with terror, where folk never venture out at night, strangers are met with suspicion and anger, and parents warn their children to \\\"be good, or the annis will get you.\\\"\"],\"type\":\"entries\"},{\"name\":\"Child Corrupter\",\"entries\":[\"When an annis feels especially cruel, she disguises herself as a kindly-looking elderly woman, approaches a child in a remote place, and gives it an iron token that it can use to confide in her. Over time, \\\"Granny\\\" convinces the child that it's okay to have bad thoughts and do bad deeds-starting with breaking things or wandering outside without permission, then graduating to pushing someone down the stairs or setting a house on fire. Sooner or later, the child's family and community become terrified of the \\\"bad seed\\\" and must face the awful decision of whether the child should be punished or exiled.\"],\"type\":\"entries\"},{\"name\":\"Tribe Mother\",\"entries\":[\"Much in the way that they befriend children in order to corrupt them, annis hags have a tendency for adopting a group of ogres, trolls, or other loutish creatures, ruling them through brute strength, verbal abuse, and superstition.\"],\"type\":\"entries\"},{\"name\":\"Covens\",\"entries\":[\"An annis hag that is part of a coven (see the \\\"Hag Covens\\\" sidebar in the Monster Manual) has a challenge rating of 8 (3,900 XP).\"],\"type\":\"entries\"}]},{\"type\":\"entries\",\"name\":\"Iron Token\",\"entries\":[\"An annis hag can pull out one of her iron teeth or nails and spend 1 minute shaping and polishing it into the form of a coin, a ring, or a tiny mirror. Thereafter, any creature that holds this iron token can have a whispered conversation with the hag, provided the creature and the hag are on the same plane of existence and within 10 miles of each other. The holder of the token can hear only the hag's voice, not those of any other creatures or any ambient noise around the hag. Similarly, the hag can hear the holder of the token and not the noise around it.\",\"A hag can have up to three iron tokens active at one time. As an action, she can discern the direction and approximate distance to all of her active tokens. She can instantaneously deactivate any of her tokens at any distance (no action required), whereupon the token retains its current form but loses its magical properties.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Annis Hag.webp\"},\"credit\":\"Tom Babbey\"}]},{\"name\":\"Apprentice Wizard\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Apprentices are novice arcane spellcasters who serve more experienced wizards or attend school. They perform menial work such as cooking and cleaning in exchange for education in the ways of magic.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Apprentice Wizard.webp\"},\"credit\":\"Eva Widermann\"}]},{\"name\":\"Archdruid\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Archdruids watch over the natural wonders of their domains. They seldom interact with civilized folk unless there is a great threat to the natural order. An archdruid typically has one or more pupils who are druids (see the Monster Manual for statistics), and the archdruid's lair is usually guarded by loyal beasts and fey creatures.\"]}]}]}]},{\"name\":\"Archer\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Archers defend castles, hunt wild game on the fringes of civilization, serve as artillery in military units, and occasionally make good coin as brigands or caravan guards.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Archer.webp\"},\"credit\":\"Howard Lyon\"}]},{\"name\":\"Aurochs\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Bahgtru, son of Gruumsh and Luthic, is the orc deity of unbridled strength. Legend says Bahgtru needed a mount as fierce as him for making war, so he sought a mighty aurochs, subjugated the creature with his bare hands, and hauled it to Nishrek, Gruumsh's realm. Bahgtru named the beast Kazaht, or \\\"Bull\\\" in Orc. On Kazaht's bare back, Bahgtru charges into battle, ramming into an enemy host and leaping over the aurochs's horns to land in the midst of his foes.\",\"Orcs that revere Bahgtru might tend a stable of war bulls that carry them into combat. Trained to be fierce mounts from a young age, aurochs are sacred symbols of Bahgtru. No orc will eat such creatures, which are treated as honored warriors when they perish.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Aurochs.webp\"},\"credit\":\"Tom Babbey\"}]},{\"name\":\"Babau\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Demon lords create lesser demons for the purpose of spreading chaos and terror throughout the multiverse.\"]},{\"type\":\"entries\",\"name\":\"Babau\",\"entries\":[\"Demons and devils clash endlessly for control of the Lower Planes. One of these battles pitted the legions of the archdevil Glasya against the screaming hordes of the demon lord Graz'zt. It is said that Glasya wounded Graz'zt with her sword, and the first babaus arose where his blood struck the ground. Their sudden appearance helped rout Glasya and secured Graz'zt's place as one of the preeminent demon lords of the Abyss.\",\"A babau demon possesses the cunning of a devil and the bloodthirstiness of a demon. It has leathery black skin pulled tight over its gaunt frame, and a curved horn protruding from the back of its elongated skull. A babau's baleful glare can weaken a creature.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Babau.webp\"},\"credit\":\"Ben Wootten\"}]},{\"name\":\"Banderhobb\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A banderhobb is a hybrid of shadow and flesh. Through dark magic, these components take on an enormous and vile humanoid shape, resembling a bipedal toad. In this form, a banderhobb temporarily serves its creator as a thug, a thief, and a kidnapper.\",{\"name\":\"Birthed by Hags\",\"entries\":[\"In the earliest days of the world, a coven of night hags devised a ritual that led to the creation of the first banderhobb. A hag that knows the ritual might be willing to teach it for the right price. Some other dark fey and powerful fiends also know of the process, as do a few mortal mages. Instructions might also be found in a tome devoted to debased wizardry.\",\"A banderhobb fulfills its duties until its existence ends. When it expires, usually several days after its birth, it leaves behind only tarry goo and wisps of shadow. Legends tell of a dark tower in the Shadowfell where the shadows sometimes reform, and banderhobbs roam.\"],\"type\":\"entries\"},{\"name\":\"Silent and Deadly\",\"entries\":[\"When the ritual to create a banderhobb is complete, flesh, spirit, and shadow combine to produce a creature as big as an ogre. The newly formed monstrosity has spindly limbs that belie great strength. Its broad maw holds a long tongue and rows of fangs, both of which it uses to grab and swallow a creature or perhaps an object the banderhobb intends to steal. Despite its size, a banderhobb makes little noise, moving as silently as the shadows that infuse it. A banderhobb isn't capable of speech, but it can understand orders given to it by its creator and communicates with nearby banderhobbs in a psychic manner.\"],\"type\":\"entries\"},{\"name\":\"Agents of Evil\",\"entries\":[\"During its brief existence, a banderhobb attempts to carry out the bidding of the one who birthed it. It accomplishes its mission with no concern for the harm it suffers or creates. Its only desire is to serve and succeed. A banderhobb that is assigned to track down a target is particularly dangerous when it is provided with a lock of hair, a personal belonging, or other object connected to the target. Possession of such an item allows it to sense the creature's location from as far as a mile away.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Banderhobb.webp\"},\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Bard\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Bards are gifted poets, storytellers, and entertainers who travel far and wide, but are commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries, and wealthy patrons.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Bard.webp\"}}]},{\"name\":\"Barghest\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Long ago, Maglubiyet, master of the goblinoid gods, bargained with the General of Gehenna for aid. The General provided yugoloths that died to serve the cause of the goblin god. Yet when the time came to honor his part of the compact, Maglubiyet reneged on the deal. As an act of vengeance, the General of Gehenna created the soul-devouring barghests to devour goblinoid souls and deprive Maglubiyet of troops for his army in the afterlife.\",{\"name\":\"Consumers of Souls\",\"type\":\"entries\",\"entries\":[\"A barghest is born to goblin parents just as normal offspring are. The creature emerges in the form of a goblin, then develops the ability to assume its true form: that of a large, fiendish canine.\",\"The mission of every barghest, implanted in it by the General of Gehenna, is to consume seventeen goblinoid souls by devouring the bodies of those it kills. Souls consumed in this way are prevented from joining Maglubiyet's forces in Acheron. Why seventeen? Because the oaths Maglubiyet broke in his compact with the General totaled seventeen.\",\"A barghest hungers for the day when it can complete its mission, return to Gehenna, and serve the General directly in his yugoloth legions, but it doesn't kill goblinoids indiscriminately. By devouring the souls of goblinoid leaders and other powerful individuals, rather than lowly goblins, a barghest earns elevated status in the afterlife. Barghests typically keep their true nature secret, preying upon a goblin or two when the opportunity arises, until they reach adult age and are old and strong enough to seek out stronger prey. When goblins discover that a barghest is among them, they react with groveling obeisance, each member of the tribe eager to show the barghest that it isn't worthy of being devoured.\"]},{\"name\":\"Banished by Fire\",\"type\":\"entries\",\"entries\":[\"A barghest avoids contact with large, open fires. Any conflagration larger than its body acts as a gateway to Gehenna and banishes the fiend to that plane, where it is likely to be slain or enslaved by a yugoloth for its failure.\"]}]},{\"type\":\"entries\",\"name\":\"Soul Feeding\",\"entries\":[\"A barghest can feed on the corpse of a humanoid that it killed that has been dead for less than 10 minutes, devouring both flesh and soul in doing so. This feeding takes at least 1 minute, and it destroys the victim's body. The victim's soul is trapped in the barghest for 24 hours, after which time it is digested. If the barghest dies before the soul is digested, the soul is released.\",\"While a humanoid's soul is trapped in a barghest, any form of revival that could work has only a {@chance 50} chance of doing so, freeing the soul from the barghest if it is successful. Once a creature's soul is digested, however, no mortal magic can return that humanoid to life.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Barghest.webp\"},\"credit\":\"Cory Trego-Erdner\"}]},{\"name\":\"Bheur Hag\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Bheur hags live in wintry lands, favoring snow-covered mountains. They become more active during winter, using their ice and weather magic to make life miserable for nearby settlements.\",\"A bheur hag's skin is blue-white, like that of a person who has frozen to death. Her hair is pale white, and she is emaciated, as if she were a person who had survived winter by eating bark and leather. Her eyes are pale and surrounded by dark, bruise-colored flesh. A bheur carries a twisted gray wooden staff, which she can ride like a flying broom and augments her magical powers.\",{\"name\":\"Cold Hearts\",\"entries\":[\"Bheur hags are attracted to selfish actions justified by deadly cold, such as murdering a traveler for a winter coat, chopping down a dryad's grove for firewood, and so on. These actions are especially sweet to a bheur if they are unwarranted, such as a greedy merchant hoarding more food for the winter than he could possibly eat while others starve. Bheurs love to seed such ideas and thoughts in mortals. They use their ability to manipulate weather to batter villages with snow and freezing cold, hoping to instill despair that turns the villagers against each other.\",\"A bheur hag loves watching unprepared people suffer and die for their mistakes during the winter. She is delighted when mortals make petty, pathetic attempts to survive, such as eating boots and leather scraps when no real food is to be found.\"],\"type\":\"entries\"},{\"name\":\"Awful to Behold\",\"entries\":[\"When a bheur hag is fully in the throes of combat and has recently slain one of her foes, she often forgoes a direct attack on her remaining enemies and instead takes a moment to feed on the corpse, dismembering it and tearing meat from bone. The sight of this savagery is enough to render witnesses temporarily insane.\"],\"type\":\"entries\"},{\"name\":\"Covens\",\"entries\":[\"A bheur hag that is part of a coven (see the \\\"Hag Covens\\\" sidebar in the Monster Manual) has a challenge rating of 9 (5,000 XP).\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Bheur Hag.webp\"},\"credit\":\"Tom Babbey\"}]},{\"name\":\"Black Guard Drake\",\"source\":\"VGM\",\"_copy\":{\"name\":\"Guard Drake\",\"source\":\"VGM\"}},{\"name\":\"Blackguard\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Blackguards are paladins who broke their sacred oaths and now indulge their own dark ambitions. They consort with fiends and undead, and they reject all goodly things from their former lives.\"]}]}]}]},{\"name\":\"Blue Guard Drake\",\"source\":\"VGM\",\"_copy\":{\"name\":\"Guard Drake\",\"source\":\"VGM\"}},{\"name\":\"Bodak\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A bodak is the undead remains of someone who revered Orcus. Devoid of life and soul, it exists only to cause death.\",{\"name\":\"Marked by Orcus\",\"entries\":[\"A worshiper of Orcus can take ritual vows while carving the demon lord's symbol on its chest over the heart. Orcus's power flays body, mind, and soul, leaving behind a sentient husk that sucks in all life energy near it. Most bodaks come into being in this way, then unleashed to spread death in Orcus's name.\",\"Orcus created the first bodaks in the Abyss from seven devotees, called the Hierophants of Annihilation. These figures, as mighty as balors, have free will but serve the Prince of Undeath directly. Any one of these bodaks can turn a slain mortal into a bodak with its gaze. Like each Hierophant of Annihilation, every bodak bears the mark of Orcus as a chest wound, an opening where a mortal humanoid's heart would be.\",\"Orcus can recall anything a bodak sees or hears. If he so chooses, he can speak through a bodak to address his enemies and followers directly. Bodaks are extensions of Orcus's will outside the Abyss, serving the demon prince's aims and other minions.\",\"Even nature despises bodaks. The sun burns away a bodak's tainted flesh. The creature's gaze lays waste to the living. Anyone a bodak slays with its gaze withers, its face frozen in a mask of terror. The monster's mere presence is so unnatural that it chills the soul. Animals untrained for war instinctively flee just before a bodak arrives.\"],\"type\":\"entries\"},{\"name\":\"Unhallowed Fragments\",\"entries\":[\"A bodak retains vague impressions of its past life. It seeks out both its former allies and its former enemies to destroy them, as its warped soul seeks to erase anything connected to its former life. Minions of Orcus are the one exception to this compulsion; a bodak recognizes them as kindred souls and spares them from its wrath. Anyone who knew the individual before its transformation into a bodak can recognize mannerisms or other subtle clues to its original identity.\"],\"type\":\"entries\"},{\"name\":\"Ravaged Soul\",\"entries\":[\"The soul of a creature that becomes a bodak is so damaged that it is unfit for most forms of magical resurrection. Only a {@spell wish} spell or similar magic can return a bodak to its former life.\"],\"type\":\"entries\"},{\"name\":\"Undead Nature\",\"entries\":[\"A bodak doesn't require air, food, drink, or sleep.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Bodak.webp\"},\"credit\":\"Richard Whitters\"}]},{\"name\":\"Boggle\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Boggles are the little bogeys of fairy tales. They lurk in the fringes of the Feywild and are also found on the Material Plane, where they hide under beds and in closets, waiting to frighten and bedevil folk with their mischief.\",\"A boggle is born out of feelings of loneliness, materializing in a place where the Feywild touches the world in proximity to an intelligent being that feels isolated or abandoned. For example, a forsaken child might unintentionally conjure a boggle and see it as a sort of imaginary friend. A boggle might also appear in the attic of a lonely widower's house or in the caves of a hermit.\",{\"name\":\"Irksome Pests\",\"entries\":[\"Boggles engage in petty pranks to amuse themselves, passing the time at their hosts' expense. A boggle isn't above breaking dishes, hiding tools, making frightening sounds to startle cows and sour their milk, or hiding a baby in an attic. Although a boggle's antics might cause distress and unintentional harm, mischief-not mayhem-is usually its intent. If threatened, a boggle flees rather than stand and fight.\"],\"type\":\"entries\"},{\"name\":\"Oily Excretions\",\"entries\":[\"A boggle excretes an oil from its pores and can make its oil slippery or sticky. The oil dries up and disappears an hour later.\"],\"type\":\"entries\"},{\"name\":\"Twisting Space\",\"entries\":[\"A boggle can create magical openings to travel short distances or to pilfer items that would otherwise be beyond its reach. To create such a rift in space, a boggle must be adjacent to a space defined by a frame, such as an open window or a doorway, a gap between the bars of a cage, or the opening between the feet of a bed and the floor. The rift is invisible and disappears after a few seconds-enough time for the boggle to step, reach, or attack through it.\"],\"type\":\"entries\"},{\"name\":\"Unreliable Allies\",\"entries\":[\"A boggle makes a decent servant for a strong-willed master, and wicked creatures such as fomorians and hags sometimes shelter boggles in their lairs. Warlocks who form pacts with archfey have also been known to command boggles, and charismatic individuals who make the right offers have enjoyed temporary alliances with these little tricksters. A bored boggle always finds some way to entertain itself.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Boggle.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Booyahg Booyahg Booyahg\",\"source\":\"VGM\",\"_copy\":{\"name\":\"Booyahgs\",\"source\":\"VGM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"This goblin is a sorcerer with the wild magic origin whose every casting, including cantrips, is accompanied by a wild magic surge. Each time the goblin casts a spell, there is an accompanying surge of wild magic; roll on the {@table Wild Magic Surge|PHB} table in the {@book Player's Handbook|PHB} to determine the wild magic effect.\"]}]}}}}},{\"name\":\"Booyahg Caster\",\"source\":\"VGM\",\"_copy\":{\"name\":\"Booyahgs\",\"source\":\"VGM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"This goblin served under a hobgoblin wizard, stole a look at its master's spellbook, and learned a little wizardry by aping the gestures and words it remembered. The goblin can cast a randomly determined 1st-level wizard spell once per day. Intelligence is its spellcasting ability.\"]}]}}}}},{\"name\":\"Booyahg Slave\",\"source\":\"VGM\",\"_copy\":{\"name\":\"Booyahgs\",\"source\":\"VGM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"This goblin warlock serves a patron who can extract payment in flesh if the goblin doesn't do as promised. Often this patron is a coven of hags serving as the tribe's boss, a fiend that has made its way into the world, or an undying lord such as a lich or a vampire. (For more information on undying lord patrons, see the {@book Sword Coast Adventurer's Guide|SCAG}).\"]}]}}}}},{\"name\":\"Booyahg Slave of the Archfey\",\"source\":\"VGM\",\"_copy\":{\"name\":\"Booyahg Slave\",\"source\":\"VGM\"}},{\"name\":\"Booyahg Slave of the Fiend\",\"source\":\"VGM\",\"_copy\":{\"name\":\"Booyahg Slave\",\"source\":\"VGM\"}},{\"name\":\"Booyahg Slave of the Great Old One\",\"source\":\"VGM\",\"_copy\":{\"name\":\"Booyahg Slave\",\"source\":\"VGM\"}},{\"name\":\"Booyahg Whip\",\"source\":\"VGM\",\"_copy\":{\"name\":\"Booyahgs\",\"source\":\"VGM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Khurgorbaeyag saw fit to gift this goblin with powers that enable it to dominate others. The goblin has {@dice 1d3} other goblins that slavishly obey its orders.\"]}]}}}}},{\"name\":\"Booyahg Wielder\",\"source\":\"VGM\",\"_copy\":{\"name\":\"Booyahgs\",\"source\":\"VGM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"This goblin found a magic item (a {@item necklace of fireballs}, a {@item circlet of blasting}, or the like) and learned how to use it.\"]}]}}}}},{\"name\":\"Booyahgs\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"name\":\"Booyahgs\",\"entries\":[\"Spellcasters of any sort among the goblins are rare. Goblins typically lack the intelligence and patience needed to learn and practice wizardry, and they fare poorly even when given access to the necessary training and knowledge. Sorcerers are less prevalent among them than in many other races, and Khurgorbaeyag seems to dislike sharing his divine power with his followers. And although many goblins would readily offer anything to have the abilities of a warlock, the patrons that grant such power know a goblin is unlikely to be able to uphold its end of any bargain.\",\"Even when a goblin is born with the ability to become a spellcaster, the knowledge and talent necessary to carry on the tradition rarely persists for more than a couple of generations. Because they have so little experience with magic, goblins make no distinction between its forms. To them all magic is \\\"booyahg,\\\" and the word is part of the name they give to any of its practitioners.\",\"A goblin with access to booyahg becomes a member of the lashers and can often rise to the role of boss.\"]}]},{\"name\":\"Brontosaurus\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"This massive four-legged dinosaur is large enough that most predators leave it alone. Its deadly tail can drive away or kill smaller threats.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Brontosaurus.webp\"}}]},{\"name\":\"Catoblepas\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The catoblepas is as loathsome as the vile swamplands in which it lives. Like such wastelands, this conglomeration of bloated buffalo, dinosaur, warthog, and hippopotamus parts has few redeeming qualities. Few travelers willingly traverse the territory of a catoblepas.\",{\"name\":\"Animalistic Nature\",\"entries\":[\"Despite their ungainly physiology, catoblepases resemble natural beasts. A catoblepas behaves much like an animal, too, ambling through its marshy home, munching choice vegetation, eating the occasional bit of carrion, and wallowing in mire. A catoblepas might be found with the one mate it chooses for life and, on occasion, a calf. Especially if it's guarding its young, a catoblepas attacks anyone that moves too close.\",\"Sages say that gods of pestilence and rot created catoblepases as embodiments of their influence. Whatever the origin of the creature, stories link the catoblepas to misfortune, and many of these yarns have elements of truth. Some such tales claim that hags tend catoblepases like cattle, and that a swamp that contains a catoblepas might also be home to a hag that drinks the monster's milk. Although a particular catoblepas might not be linked to a hag, a coven of hags might keep one or more of these beasts as guardians or pets. Other legends say that those of impure heart can tame a catoblepas. Indeed, some tales have circulated of malevolent warlocks and dark knights who have discovered how to domesticate the beasts and use them as mounts.\"],\"type\":\"entries\"},{\"name\":\"Stench of Death\",\"entries\":[\"A catoblepas's stink, like that of death mixed with swamp gas and skunk musk, gives it away as being much more ghastly than its appearance suggests. When it is on the attack, a catoblepas reveals the extent of its horrific nature. The creature's serpentine neck has trouble lifting its head, but one glare from its bloodshot eyes can rot flesh. At the end of its tail is a club that can rattle body and soul if it strikes true, leaving a victim unable to act. If the target of its attacks dies, the catoblepas feasts on the fresh remains.\"],\"type\":\"entries\"},{\"name\":\"Blighted Territory\",\"entries\":[\"A catoblepas's nature as a creature of disease and decay brings out similar characteristics in the creature's swampy habitat. Such a wetland becomes gloomy, tangled, and more fetid than it was before. Beneficial qualities of the environment, such as healing herbs and clean water, diminish when a catoblepas lives nearby. Swamp gases have a hint of the catoblepas's foulness to them. Animals in the area are more aggressive and liable to be diseased. Degenerate creatures are likely to take up residence near a catoblepas's territory, as are those seeking to avoid notice.\"],\"type\":\"entries\"},{\"name\":\"Sinister Folklore\",\"entries\":[\"Ordinary folk rarely see a catoblepas, but the creature has such a feared reputation that stories about it are ingrained in the popular culture. Any rumor of a catoblepas taking up residence nearby is taken to be a bad omen, even if the rumor is proven false. The silhouette of a catoblepas, with its tail extended over its body and its head held low, is a baleful heraldic figure signifying death or doom.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Catoblepas.webp\"},\"credit\":\"Richard Whitters\"}]},{\"name\":\"Cave Fisher\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A cave fisher is a subterranean arachnid with a long snout that houses spinnerets, enabling the creature to produce sticky filament, much like the strands of a spider's webbing, which the creature uses to snag prey.\",{\"name\":\"Ambushers\",\"entries\":[\"A cave fisher usually hunts small animals and is fond of bats, so it stretches its filament over an opening that such prey might travel through. It then climbs to a hiding spot and adheres itself to the surface to rest and wait. When prey blunders into the filament, the cave fisher reels in its meal. A group of cave fishers might work together to cover a large area with filaments, but as soon as one captures potential food, every cave fisher in the area competes for the prize. If a victim escapes from the initial ambush, a cave fisher can reclaim its prey by shooting a filament out to capture it again.\",\"A cave fisher instinctively knows that larger targets such as humanoids are more difficult to overcome, so the creatures shy away from attacking such prey unless they come across a solitary target. They might try to pick off a scout moving ahead of a group of travelers or a straggler lagging behind, rather than attracting the attention of the entire group.\"],\"type\":\"entries\"},{\"name\":\"Moving Up in the World\",\"entries\":[\"Scarce food might draw a group of cave fishers up to the surface, into a shadowy canyon or a gloomy forest that features both native animal prey and creatures such as explorers or travelers occasionally moving through the area.\"],\"type\":\"entries\"},{\"name\":\"Valuable Innards\",\"entries\":[\"Nearly every part of a cave fisher is useful after the creature has been dispatched. Its blood is alcoholic and tastes like strong liquor. Several dwarven spirits include cave fisher blood as part of the recipe, and some dwarves, especially berserkers, drink the blood straight. If they are gathered after being extruded, cave fisher filaments can be woven into rope that is thin, tough, and nearly invisible. Cave fisher meat is edible, tasting much like crab cooked in strong wine. The creature's shell is used in the manufacture of tools, armor, and jewelry.\"],\"type\":\"entries\"},{\"name\":\"Reluctant Servants\",\"entries\":[\"While some folk hunt cave fishers to kill them for their filaments and their blood, others capture cave fisher eggs and rear the hatchlings. Cave fishers have a natural aversion to fire, since their blood is flammable. As such, chitines and hobgoblins sometimes use the threat of fire to train cave fishers, then employ them to guard passages or as beasts of war.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Cave Fisher.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Champion\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Champions are mighty warriors who honed their fighting skills in wars or gladiatorial pits. To soldiers and other people who fight for a living, champions are as influential as nobles, and their presence is courted as a sign of status among rulers.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Champion.webp\"},\"credit\":\"Tyler Jacobson\"}]},{\"name\":\"Chitine\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Chitines are multiarmed humanoids with arachnid qualities that serve Lolth. They operate in well-organized colonies that prove to be effective fighters in the war against the enemies of the Demon Queen of Spiders. On occasion, Lolth pits chitines against dark elves-even though both groups worship her-as a way of punishing the drow, who created the chitines but displeased their goddess by doing so.\",{\"name\":\"Unnatural Origin\",\"entries\":[\"Long ago, the drow first subjected elf prisoners to horrible rituals that transformed the captives into creatures with both humanoid and spider traits, which their creators dubbed chitines. The dark elves' intention was to create slaves dedicated first of all to the drow and, by association with them, to Lolth. As the drow ultimately discovered, the goddess found this arrangement unacceptable.\",\"The creation process required cooperation between magical disciplines. Drow wizards and warlocks used arcane magic and demonic powers, and drow priestesses invoked Lolth's aid for the divine spark needed to ensure the subject's survival. Lolth watched, expecting at some part of the process to see these new abominations dedicated to her, but no such ritual was performed. In retribution for this lack of respect, the Spider Queen twisted the drow's creation rituals to serve her own purposes.\",\"At first, the drow were unaware that the new creatures were signs of Lolth's displeasure with them. Instead, they were pleased, because choldriths could lay eggs that birthed more chitines (and the rare choldrith) and could direct the chitines in their work. But the dark elves came to realize their mistake-choldriths belonged to Lolth, body and soul. They whispered to the chitines of their adoration of the Spider Queen and their enmity of the drow, and the seeds of a rebellion took root and grew. The chitines and choldriths rose up against their would-be masters; soon afterward most of the creatures were free, and a number of the drow who helped breed and tend them were dead.\",\"Nowadays, drow still create chitines when they have need to. Outside the presence of a choldrith, chitines make good workers for the drow, and they can be useful if the drow find an independent chitine colony and want to infiltrate it. If the creation process yields a choldrith, though, the drow destroy the creature immediately.\",\"As servants of Lolth, choldriths and chitines love spiders and spider-like creatures. They rear spiders and similar arachnids, such as cave fishers. Chitine colonies erect shrines to Lolth that serve as beacons, attracting spiders and other evil, brutish beings that serve her. Anywhere chitines set up a colony quickly becomes a web-shrouded, gloomy, and treacherous place.\",\"A colony can support numerous choldriths, which serve as commanders, priests, and supervisors. The choldriths continually jockey for position, although they rarely confront one another in a way that puts the colony at risk. The colony is ruled by a singular sovereign that determines which colony members perform which tasks, including whether she or any other choldrith is permitted to lay eggs. If this supreme ruler receives a vision from Lolth, she might change her colony's entire course of action. At such times, chitines have emerged from the Underdark to settle in remote, gloomy places on the surface, from where they can wage war on other species, especially drow and elves.\"],\"type\":\"entries\"},{\"name\":\"Lolth's Revenge\",\"entries\":[\"As the drow continued to perform the rituals, the process usually transformed the subject into the spindly, stunted creature they expected. Occasionally, though, the elf changed into a monstrosity that was more spider than elf, resembling Lolth in her spider form, and more cunning than a chitine, that the drow dubbed a choldrith.\"],\"type\":\"entries\"},{\"name\":\"Lolth's Chosen\",\"entries\":[\"Choldriths are born with a fanatical devotion to Lolth, which leads them to develop some skill in divine magic. They preach that chitines are Lolth's favored people, and that choldriths are the Spider Queen's rightful worldly representatives sent to free the chitines from slavery. Although choldriths and chitines lack sexual characteristics, and choldriths need no mate to lay eggs, these creatures choose the gender identity of their goddess. Choldriths also believe and teach that Lolth's spider form, much like that of a choldrith, is her truest shape. Any idol to Lolth in a chitine colony depicts Lolth in this way.\"],\"type\":\"entries\"},{\"name\":\"Communal Spiders\",\"entries\":[\"Chitines and choldriths resemble spiders, but they behave more like social insects such as ants. Chitines are divided into worker and warrior castes, and choldriths occupy the top levels of a colony's hierarchy. Each chitine has a social position that comes with duties related to that rank, and all chitines are expected to willingly sacrifice themselves to protect the choldriths. Every chitine has spinnerets and slowly produces webbing that is used to build floors, walls, structures, objects, and traps that benefit and protect the colony. A warrior might be responsible for crafting web armor (which is as tough as hide or leather), while a group of workers might be tasked to dig a pit trap and cover it with fragile webbing disguised with loose dirt to appear as a solid surface.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Chitine.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Choldrith\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Chitines are multiarmed humanoids with arachnid qualities that serve Lolth. They operate in well-organized colonies that prove to be effective fighters in the war against the enemies of the Demon Queen of Spiders. On occasion, Lolth pits chitines against dark elves-even though both groups worship her-as a way of punishing the drow, who created the chitines but displeased their goddess by doing so.\",{\"name\":\"Unnatural Origin\",\"entries\":[\"Long ago, the drow first subjected elf prisoners to horrible rituals that transformed the captives into creatures with both humanoid and spider traits, which their creators dubbed chitines. The dark elves' intention was to create slaves dedicated first of all to the drow and, by association with them, to Lolth. As the drow ultimately discovered, the goddess found this arrangement unacceptable.\",\"The creation process required cooperation between magical disciplines. Drow wizards and warlocks used arcane magic and demonic powers, and drow priestesses invoked Lolth's aid for the divine spark needed to ensure the subject's survival. Lolth watched, expecting at some part of the process to see these new abominations dedicated to her, but no such ritual was performed. In retribution for this lack of respect, the Spider Queen twisted the drow's creation rituals to serve her own purposes.\",\"At first, the drow were unaware that the new creatures were signs of Lolth's displeasure with them. Instead, they were pleased, because choldriths could lay eggs that birthed more chitines (and the rare choldrith) and could direct the chitines in their work. But the dark elves came to realize their mistake-choldriths belonged to Lolth, body and soul. They whispered to the chitines of their adoration of the Spider Queen and their enmity of the drow, and the seeds of a rebellion took root and grew. The chitines and choldriths rose up against their would-be masters; soon afterward most of the creatures were free, and a number of the drow who helped breed and tend them were dead.\",\"Nowadays, drow still create chitines when they have need to. Outside the presence of a choldrith, chitines make good workers for the drow, and they can be useful if the drow find an independent chitine colony and want to infiltrate it. If the creation process yields a choldrith, though, the drow destroy the creature immediately.\",\"As servants of Lolth, choldriths and chitines love spiders and spider-like creatures. They rear spiders and similar arachnids, such as cave fishers. Chitine colonies erect shrines to Lolth that serve as beacons, attracting spiders and other evil, brutish beings that serve her. Anywhere chitines set up a colony quickly becomes a web-shrouded, gloomy, and treacherous place.\",\"A colony can support numerous choldriths, which serve as commanders, priests, and supervisors. The choldriths continually jockey for position, although they rarely confront one another in a way that puts the colony at risk. The colony is ruled by a singular sovereign that determines which colony members perform which tasks, including whether she or any other choldrith is permitted to lay eggs. If this supreme ruler receives a vision from Lolth, she might change her colony's entire course of action. At such times, chitines have emerged from the Underdark to settle in remote, gloomy places on the surface, from where they can wage war on other species, especially drow and elves.\"],\"type\":\"entries\"},{\"name\":\"Lolth's Revenge\",\"entries\":[\"As the drow continued to perform the rituals, the process usually transformed the subject into the spindly, stunted creature they expected. Occasionally, though, the elf changed into a monstrosity that was more spider than elf, resembling Lolth in her spider form, and more cunning than a chitine, that the drow dubbed a choldrith.\"],\"type\":\"entries\"},{\"name\":\"Lolth's Chosen\",\"entries\":[\"Choldriths are born with a fanatical devotion to Lolth, which leads them to develop some skill in divine magic. They preach that chitines are Lolth's favored people, and that choldriths are the Spider Queen's rightful worldly representatives sent to free the chitines from slavery. Although choldriths and chitines lack sexual characteristics, and choldriths need no mate to lay eggs, these creatures choose the gender identity of their goddess. Choldriths also believe and teach that Lolth's spider form, much like that of a choldrith, is her truest shape. Any idol to Lolth in a chitine colony depicts Lolth in this way.\"],\"type\":\"entries\"},{\"name\":\"Communal Spiders\",\"entries\":[\"Chitines and choldriths resemble spiders, but they behave more like social insects such as ants. Chitines are divided into worker and warrior castes, and choldriths occupy the top levels of a colony's hierarchy. Each chitine has a social position that comes with duties related to that rank, and all chitines are expected to willingly sacrifice themselves to protect the choldriths. Every chitine has spinnerets and slowly produces webbing that is used to build floors, walls, structures, objects, and traps that benefit and protect the colony. A warrior might be responsible for crafting web armor (which is as tough as hide or leather), while a group of workers might be tasked to dig a pit trap and cover it with fragile webbing disguised with loose dirt to appear as a solid surface.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Choldrith.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Cloud Giant Smiling One\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Cloud giants aren't, on the whole, religious. They tolerate many conflicting ideas about their patron deity, Memnor. The smiling ones strain that tolerance.\",\"Smiling ones are cloud giants who honor and emulate Memnor's craftiness and deceit above all else. They are tricksters supreme who use sleight of hand, deception, misdirection, and magic in their pursuit of wealth. They also possess a flair for unpredictability and a wicked sense of humor.\",\"While cloud giants expect a certain amount of trickery and deceit in their dealings with others of their kind, smiling ones overstep the bounds of decorum with their behavior, doing and saying things that nobler cloud giants consider beneath the dignity of their kind.\",{\"name\":\"Mysterious Masks\",\"entries\":[\"Smiling ones take their name from the strange two-faced masks they wear. The smiling half of the face often looks more like a smirk or a triumphant sneer than a pleasant grin. The frowning half represents the displeasure smiling ones feel about their place in the ordning-second to the storm giants. The masks serve as symbols of their devotion, but they also conceal their wearers' true facial expressions.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Cloud Giant Smiling One.webp\"},\"credit\":\"Eric Belisle\"}]},{\"name\":\"Conjurer\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Conjurers are specialist wizards who summon creatures from other planes and create materials out of thin air. Some conjurers use their magic to bolster armies or destroy enemies on battlefields, while others use summoned creatures to guard their lairs.\"]}]}]}]},{\"name\":\"Cow\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"There are many kinds of cattle, from common oxen to more unusual, magical variants.\"]}]}]}]},{\"name\":\"Cranium Rat\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Mind flayers create cranium rats by bombarding normal rats with psionic energy.\",{\"type\":\"entries\",\"name\":\"Evil Collectives\",\"entries\":[\"Cranium rats are no smarter than ordinary rats and behave as such. However, if enough cranium rats come together to form a swarm, they merge their minds into a single intelligence with the accumulated memories of all the swarm's constituents. The rats become smarter as a result, and they retain their heightened intelligence for as long as the swarm persists. The swarm also awakens latent psionic abilities implanted within each cranium rat by its mind flayer creators, bestowing upon the swarm psionic powers similar to spells.\",\"A rat separated from the swarm becomes an ordinary cranium rat with an Intelligence of 15. It loses 1 point of Intelligence each day that it remains separated from the swarm. Its Intelligence can't drop below 4 and becomes 15 again if it rejoins the swarm or another one.\"]},{\"type\":\"entries\",\"name\":\"Telepathic Vermin\",\"entries\":[\"A single, low-intelligence cranium rat uses its natural telepathy to communicate hunger, fear, and other base emotions. A swarm of cranium rats communicating telepathically \\\"speaks\\\" as one creature, often referring to itself using the collective pronouns \\\"we\\\" and \\\"us.\\\"\"]},{\"type\":\"entries\",\"name\":\"Spies for an Elder Brain\",\"entries\":[\"Mind flayer colonies use cranium rats as spies. The rats invade surface communities and act as eyes and ears for the elder brain, transmitting their thoughts when they swarm and are within range of the elder brain's telepathy.\",\"Cranium rats occasionally spread beyond the elder brain's range of influence. Whatever these rats do is of no concern to the elder brain, and the illithids can always make more if they so desire.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Cranium Rat.webp\"},\"credit\":\"Marco Nelor\"}]},{\"name\":\"Darkling\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Ancient legends speak of a seelie fey who betrayed the Summer Queen. His true name has been stricken from history, but the stories call him Dubh Catha (\\\"Dark Crow\\\" in Common). So great was the Summer Queen's wrath that she cursed every member of his house. Other fey refer to the descendants of Dubh Catha's house as the dubh sith-or, in Common, \\\"darklings.\\\" Darklings most often settle in secluded caverns and chambers beneath the towns of other species. From such enclaves, they quietly ply their trade as thieves and assassins.\",{\"name\":\"The Killing Light\",\"entries\":[\"The Summer Queen's curse causes a darkling's body to absorb light, and doing so wizens the creature, much like the effect of rapid aging. For this reason, darklings cover every part of their body with clothing when exposure to light is a risk. The light a darkling absorbs over the course of its lifetime explodes outward when the darkling dies, incinerating the creature and much of its possessions.\"],\"type\":\"entries\"},{\"name\":\"Love of Art\",\"entries\":[\"Despite their curse, darklings retain a fondness for the beauty of art. A darkling might risk taking a peek at a sunset or lighting a tiny candle to glimpse the colors in a painting or a jewel.\"],\"type\":\"entries\"},{\"name\":\"Elder Transformation\",\"entries\":[\"A wise and respected darkling can qualify to undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos, channeling some of the darkling's absorbed light away from its body. If the ritual succeeds, the darkling grows into a tall and fair form, like that of a gray-skinned elf. The darkling perishes if the ritual fails.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Darkling.webp\"}}]},{\"name\":\"Darkling Elder\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Ancient legends speak of a seelie fey who betrayed the Summer Queen. His true name has been stricken from history, but the stories call him Dubh Catha (\\\"Dark Crow\\\" in Common). So great was the Summer Queen's wrath that she cursed every member of his house. Other fey refer to the descendants of Dubh Catha's house as the dubh sith-or, in Common, \\\"darklings.\\\" Darklings most often settle in secluded caverns and chambers beneath the towns of other species. From such enclaves, they quietly ply their trade as thieves and assassins.\",{\"name\":\"The Killing Light\",\"entries\":[\"The Summer Queen's curse causes a darkling's body to absorb light, and doing so wizens the creature, much like the effect of rapid aging. For this reason, darklings cover every part of their body with clothing when exposure to light is a risk. The light a darkling absorbs over the course of its lifetime explodes outward when the darkling dies, incinerating the creature and much of its possessions.\"],\"type\":\"entries\"},{\"name\":\"Love of Art\",\"entries\":[\"Despite their curse, darklings retain a fondness for the beauty of art. A darkling might risk taking a peek at a sunset or lighting a tiny candle to glimpse the colors in a painting or a jewel.\"],\"type\":\"entries\"},{\"name\":\"Elder Transformation\",\"entries\":[\"A wise and respected darkling can qualify to undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos, channeling some of the darkling's absorbed light away from its body. If the ritual succeeds, the darkling grows into a tall and fair form, like that of a gray-skinned elf. The darkling perishes if the ritual fails.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Darkling.webp\"}}]},{\"name\":\"Death Kiss\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A death kiss is a lesser beholder that might come into being when a beholder has a vivid nightmare about losing blood. Instead of magical eye rays, it has ten long tentacles, each ending in a mouth full of teeth. In coloration and shape it is similar to the beholder that dreamed it into existence, but its hue is more muted.\",{\"name\":\"Blood Drinker\",\"entries\":[\"A death kiss survives solely on ingested blood, which it uses to generate electrical energy inside its body. Paranoid about dying from starvation, it obsessively drains even little creatures such as rats in an effort to stave off this fate for as long as possible. After it drains its prey, it abandons the corpse to scavengers. A death kiss prefers to hunt alone. If it meets another death kiss, it might fight, flee, or team up, depending on its health and pride. When underground, it uses its tentacles as feelers, prodding and examining the environment in all directions. Above ground, it usually keeps its tentacles retracted when on the hunt, then lashes out and extends them to their full length to catch opponents off guard.\"],\"type\":\"entries\"},{\"name\":\"False Tyrant\",\"entries\":[\"In poor lighting and with its tentacles extended, a death kiss can be mistaken for a true beholder. It might purposely present itself as a beholder to an ignorant creature, but this behavior is rare, since it usually is focused on hunting and lacks the self-importance and paranoia of a true beholder. It can speak through any of its tentacle-throats, and its voice sounds nasal and high-pitched. A true beholder has little to fear from a death kiss, since it can easily kill or subdue the death kiss long before the death kiss gets into melee range. Thus, out of self-preservation, a death kiss usually submits to the rule of a beholder that it encounters, though it might attempt to escape as soon as its master is preoccupied.\"],\"type\":\"entries\"},{\"name\":\"Simple Tactics\",\"entries\":[\"A death kiss lacks the combat finesse and intelligence of a beholder. It might attempt an unusual maneuver to control its prey (such as flying up while grappling), but in most cases, it attaches one or more of its tentacles to a creature and drains blood until its prey collapses. If it is in a superior position and its opponent poses no threat, it might toy with its food, slowly squeezing and draining the life out of a creature.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Death Kiss.webp\"},\"credit\":\"Cory Trego-Erdner\"}]},{\"name\":\"Deep Rothé\",\"source\":\"VGM\",\"_copy\":{\"name\":\"Rothe, Deep\",\"source\":\"VGM\"}},{\"name\":\"Deep Scion\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Deep scions began life as people who were stolen from shore or saved from sinking ships and offered a terrible bargain by an undersea power: surrender, body and soul, or drown. Those who submit are subjected to an ancient ritual widespread among evil aquatic creatures. Its methods are painful and the result never certain, but when it works, the magic transforms an air-breathing person into a shapechanger that can take a form that is fully at home beneath the waves.\",{\"name\":\"Spies from the Sea\",\"entries\":[\"A deep scion emerges from the depths in service to its underwater master, which is likely a kraken or some other ancient being of the deep. While wearing the mind and body of the person it once was as a sort of mask, the creature is bent on fulfilling its master's desires. Sometimes a deep scion returns to its former home and a hero's welcome-unexpectedly found alive when all hope was lost. At other times the deep scion takes on a new identity. In any case, it is the deep scion's duty to infiltrate the air-breathing world and report back to its master. When set to its task, a deep scion worms its way into the life of an unsuspecting enemy as a new best friend, an irresistible lover, the perfect candidate for a job, or in some other role that enables the minion to carry out its master's commands.\",\"If you meet a human and there's something fishy about them, they might be a deep scion. Or a crook, or just a fishmonger. Sometimes fish stink is just fish stink.\",\"-Volo\"],\"type\":\"entries\"},{\"name\":\"Cold-Hearted Killers\",\"entries\":[\"The training to which a deep scion is subjected rids it of empathy for those whom it spies on. Though one might behave as though infatuated, laugh at the joke of a friend, or appear incensed at some injustice, each of these acts is artificial to the deep scion, a means to an end. It believes that its true form is the shape it takes when it returns to the sea that it thinks of as home. Ironically, however, a deep scion that is killed when in its piscine form is stripped of the magic that robbed it of emotion, leaving behind the corpse of the person the deep scion once was.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Deep Scion.webp\"},\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Deinonychus\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"This larger cousin of the velociraptor kills by gripping its target with its claws and feeding while the creature is still alive.\"]}]}]}]},{\"name\":\"Devourer\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Of all the abominations Orcus has unleashed, devourers are among the most feared. These tall, mummy-like fiends wander the planes, consuming souls and, by example, spreading Orcus's creed of replacing all life with everlasting death.\",{\"name\":\"Instruments of Orcus\",\"entries\":[\"A lesser demon that proves itself to Orcus might be granted the privilege of becoming a devourer. The Prince of Undeath transforms such a demon into an 8-foot-tall, desiccated humanoid with a hollowed-out ribcage, then fills the new creature with a hunger for souls. Orcus grants each new devourer the essence of a less fortunate demon to power the devourer's first foray into the planes. Most devourers remain in the Abyss, or on the Astral or Ethereal Plane, pursuing Orcus's schemes and interests in those realms. When Orcus sends devourers to the Material Plane, he often sets them on a mission to create, control, and lead a plague of undead. Skeletons, zombies, ghouls and ghasts, and shadows are particularly attracted to the presence of a devourer.\",\"I've heard of \\\"rib-sticking,\\\" but this is ridiculous.\",\"-Volo\"],\"type\":\"entries\"},{\"name\":\"Tormentors of Souls\",\"entries\":[\"Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim's body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer's body to begin its new existence as an undead servitor of the monster that spawned it.\"],\"type\":\"entries\"},{\"name\":\"Fiendish Nature\",\"entries\":[\"A devourer doesn't require air, food (other than souls), drink, or sleep.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Devourer.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Dimetrodon\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"This sail-backed reptile is commonly found in areas where dinosaurs live. It hunts on shores and in shallow water, filling a similar role as a crocodile.\"]}]}]}]},{\"name\":\"Diviner\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Diviners are specialist wizards who know that knowledge is power. They might act aloof and mysterious, hinting at omens and secrets, or they might be know-it-alls, spilling secrets and insights to advance their own status or reputation.\"]}]}]}]},{\"name\":\"Dolphin\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Dolphins are clever, social marine mammals that feed on small fish and squid. An adult specimen is between 5 and 6 feet long.\"]}]}]}]},{\"name\":\"Draegloth\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A draegloth is a half-drow, half-glabrezu demon, born of a drow high priestess in an unholy, dangerous ritual. Gifted with innate magic and physical might, it usually remains in the service of its mother's house, lending its thirst for destruction to that house's plans to triumph over its rivals.\",\"A draegloth is an ogre-sized, four-armed humanoid with purple-black skin and yellow-white hair. Two of its arms are huge and muscular, tipped with sharp claws; the other two are the size and shape of drow arms, capable of delicate movements. Although the creature is heavily muscled, it is graceful and quiet like a drow. Its face is clearly demonic, with bestial features, glowing red eyes, an elongated dog-like snout, and a mouth full of sharp teeth.\",{\"name\":\"Blessing on the House\",\"entries\":[\"The ritual to create a draegloth succeeds only rarely, but when it does, it is a great event that is seen by the drow of the house as a sign of the demon lord Lolth's favor-and a sign of Lolth's disregard for the family's rivals, which were not thus gifted. The birth prompts the leaders of the house to begin crafting new plans to strike at its rivals when the draegloth is fully grown. These plans always use the draegloth in a significant role, because its abilities can turn the tide in a battle against a house that doesn't have a draegloth of its own.\",\"These drow house pets are as graceful and nimble as Waterdhavian stage dancers. Only they're slayers and enforcers, four-armed brutes built like an ogre. Life isn't fair.\",\"-Volo\"],\"type\":\"entries\"},{\"name\":\"Subservient Enforcers\",\"entries\":[\"Although it plays an important part in the welfare of its house, a draegloth can't rise above the status of a favored slave or a consort to a priestess. Before a draegloth is given any duties, it receives instruction in accepting the role set for it and not challenging authority. Draegloths instinctively resist this sort of treatment, but most of them take out their frustration on their house's enemies. A draegloth that can't suppress its ambitions might abandon its house and strike out on its own. Whether these rebellious draegloths are part of Lolth's plan for sowing even greater chaos is unclear.\"],\"type\":\"entries\"},{\"name\":\"Brute Cunning and Dark Magic\",\"entries\":[\"A draegloth loves the feeling of tearing opponents apart with its claws and teeth and of wielding the magic that courses through its veins. Most are too impatient to bother with complicated tactics, but a few go on to learn more destructive magic.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Draegloth.webp\"},\"credit\":\"Conceptopolis\"}]},{\"name\":\"Elder Brain\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The ultimate expression of illithid domination, an elder brain sprawls within a vat of viscous brine, touching the thoughts of creatures near and far. It scrawls upon the canvas of their minds, rewriting their thoughts and authoring their dreams.\",{\"name\":\"Psychic Infiltrators\",\"entries\":[\"When an elder brain infiltrates a mind, it alters the creature's perception and deceives its senses, causing it to see, hear, touch, taste, or feel reality according to the elder brain's intent. From across great distances, it implants subconscious suggestions or subtly influences dreams to compel creatures toward a course of action that benefits its grand plan.\",\"When its insidious suggestions fail to take hold, an elder brain asserts its dominance more directly. It seizes control of a resistant mind and controls the creature's body as it would a puppet. Against the rare, strong-willed stalwart that defies it or attacks it, an elder brain sends a blast of overwhelming psychic force to crush the upstart's mind, rendering the creature a thoughtless, drooling shell.\",\"When a mind flayer perishes, the elder brain's servants feed the contents of its skull to their master, which absorbs the illithid's brain and all the knowledge and experience contained therein. In this way the elder brain continually increases its knowledge, uniting the thoughts and experiences of the illithid colony into a unified whole. Mind flayers conceive of this \\\"oneness\\\" as a sacred state in the same way that a worshiper of a human deity might view an eternal afterlife in the heavens-for an elder brain can evoke the persona of any illithid it has ever absorbed.\",\"The ambitions of an elder brain are always tempered by its relative immobility. Although its telepathic senses can reach for miles, moving anywhere is always a dangerous proposition. If forced outside its brine pool, an elder brain will swiftly expire, and transporting an elder brain in its pool through confining and tortuous subterranean tunnels frequently proves difficult or impossible.\"],\"type\":\"entries\"},{\"name\":\"Devourer of Thoughts\",\"entries\":[\"An elder brain sustains itself by consuming the brains of other creatures. When the mind flayer servants that guard and tend to an elder brain don't bring its meals directly to it, the elder brain reaches out with tendrils of thought, mentally compelling creatures to come to it so that it may feed upon them.\"],\"type\":\"entries\"},{\"name\":\"Hive Mind\",\"entries\":[\"Non-illithids call this creature an elder brain because it acts as the central communication hub for an entire mind flayer colony just as a brain does for a living body. Linked to the elder brain, the colony acts like a single organism, acting in concert as if each illithid were the digit of a hand.\"],\"type\":\"entries\"},{\"name\":\"Ego Unhindered\",\"entries\":[\"Each elder brain considers itself and its desires the most important things in the multiverse, the mind flayers in its colony nothing more than extensions of its will. But no two elder brains are alike, and each presides over its colony according to its own unique personality and storehouse of collected knowledge and experience. Some elder brains reign as domineering tyrants, while others serve more benignly as sages, counselors, and repositories of information and lore for the mind flayers that protect and nourish them.\"],\"type\":\"entries\"}]},{\"type\":\"entries\",\"name\":\"An Elder Brain's Lair\",\"entries\":[\"The lair of an elder brain always lies deep in the heart of a mind flayer colony. The creature dwells in a dimly glowing brine pool, filled with foul and brackish water infused with the elder brain's vital fluids and with psionic energy.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Elder Brain.webp\"},\"credit\":\"Craig J Spearing\"}]},{\"name\":\"Enchanter\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Enchanters are specialist wizards who understand how to alter and control minds using magic. They might be personable and interesting, using magic to manipulate people only when banter and conventional persuasion fails, or they might be rude and demanding, using and relying on {@condition charmed}, obedient minions.\"]}]}]}]},{\"name\":\"Evoker\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Evokers are specialist wizards who harness magical energy and elemental forces to destroy. Many tend to be hotheaded and aggressive. Others are cold and reserved, unleashing their power at just the right moment to exploit an opponent's weakness.\"]}]}]}]},{\"name\":\"Fire Giant Dreadnought\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The ordning for fire giants emphasizes not just strength but also skill at forgecraft. The foundry is the heart of any fire giant community. It is temple, school, proving ground, and political hub rolled into one.\",\"Those who have brawn but little brain are usually consigned to the lowliest of tasks such as working forge bellows or moving coal. However, there is one role at which the strongest among them can excel and gain rank: the dreadnought.\",{\"name\":\"Weapons of War\",\"entries\":[\"Dreadnoughts are massively powerful fire giants who wield two huge shields like plow blades. These shields bear spikes on their exterior and have hollow interiors into which the dreadnought pours hot coals at the first sign of danger. Armed with its two shields, the dreadnought can present a fiery wall to any attacker. When the dreadnought has finished, often all that is left of a foe is a smoking smear on the floor.\",\"When not called on to fight, dreadnoughts maintain their strength by using their shields to shove huge quantities of coal, stone, or ore about the foundry. Occasionally, dreadnoughts are called on by their superiors to accompany a war or diplomatic delegation, The presence of the dreadnoughts presents a fierce face in either case.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Fire Giant Dreadnought.webp\"},\"credit\":\"Scott Murphy\"}]},{\"name\":\"Firenewt Warlock of Imix\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"In regions that contain hot springs, volcanic activity, or similar hot and wet conditions, firenewts might be found. These humanoid amphibians live in a militaristic theocracy that reveres elemental fire in its worst incarnation.\",{\"name\":\"Heat Seekers\",\"entries\":[\"Firenewts need hot water to live and breed. A firenewt becomes sluggish, mentally and physically, after spending a week away from an external source of moist heat. A prolonged lack of heat can shut down a firenewt community, as the creatures within go into hibernation and their eggs stop developing.\",\"Firenewts delve for sources of heat in the earth, such as boiling mud and hot springs, that make ideal places to settle. Through excavation and mining in the area, they fashion living space and obtain an ample supply of minerals for other uses, such as smelting, smithing, and alchemy. A firenewt lair features a network of channels and sluices to circulate hot liquid through the settlement.\",\"The alchemy practiced by firenewts focuses on fire. One of their favorite mixtures is a paste of sulfur, mineral salts, and oil. Firenewts chew this blend habitually, because doing so produces a pleasant internal heat and it enables a firenewt to vomit forth a small ball of flame. Most firenewts carry a container with this mixture in it.\",\"Warlocks of Imix command warriors to prove their worth by going on raids to bring back treasure and captives. The warlocks take the choicest loot as a tithe to Imix, and then those who participated in the raid divide the rest according to merit. Prisoners that have no apparent usefulness are sacrificed to Imix and then eaten. Those that are deemed capable of mining and performing other chores around the lair are kept as slaves for a while before meeting the same fate.\",\"When firenewts muster for war, rather than merely staging occasional raids, they take no prisoners. Their goal is nothing less than the annihilation of their foes—and they reserve their greatest animosity for others of their kind. If two groups of firenewts come upon each other, it's likely that they're in competition for the same territory, and a bloody battle is the usual result.\"],\"type\":\"entries\"},{\"name\":\"Religious Militants\",\"entries\":[\"Firenewt society and culture are based on the worship of Imix, the Prince of Evil Fire. This veneration of Imix leads firenewts to be aggressive, wrathful, and cruel. Firenewt warlocks of Imix teach that by demonstrating these qualities, a firenewt warrior in combat can become \\\"touched by the Fire Lord,\\\" entering a nearly unstoppable battle rage.\"],\"type\":\"entries\"},{\"name\":\"Giant Striders\",\"entries\":[\"Firenewts have a close relationship with a type of monstrous beast they believe Imix sent to aid them-borne out by the creatures' ability to send a gout of flame against distant enemies. Called giant striders, these monsters appear birdlike and reptilian, but are truly neither. Firenewts provide shelter, food, and breeding grounds in their lairs for giant striders, and the striders voluntarily serve as mounts for elite fire newt soldiers.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Firenewt.webp\"},\"credit\":\"Richard Whitters\"}]},{\"name\":\"Firenewt Warrior\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"In regions that contain hot springs, volcanic activity, or similar hot and wet conditions, firenewts might be found. These humanoid amphibians live in a militaristic theocracy that reveres elemental fire in its worst incarnation.\",{\"name\":\"Heat Seekers\",\"entries\":[\"Firenewts need hot water to live and breed. A firenewt becomes sluggish, mentally and physically, after spending a week away from an external source of moist heat. A prolonged lack of heat can shut down a firenewt community, as the creatures within go into hibernation and their eggs stop developing.\",\"Firenewts delve for sources of heat in the earth, such as boiling mud and hot springs, that make ideal places to settle. Through excavation and mining in the area, they fashion living space and obtain an ample supply of minerals for other uses, such as smelting, smithing, and alchemy. A firenewt lair features a network of channels and sluices to circulate hot liquid through the settlement.\",\"The alchemy practiced by firenewts focuses on fire. One of their favorite mixtures is a paste of sulfur, mineral salts, and oil. Firenewts chew this blend habitually, because doing so produces a pleasant internal heat and it enables a firenewt to vomit forth a small ball of flame. Most firenewts carry a container with this mixture in it.\",\"Warlocks of Imix command warriors to prove their worth by going on raids to bring back treasure and captives. The warlocks take the choicest loot as a tithe to Imix, and then those who participated in the raid divide the rest according to merit. Prisoners that have no apparent usefulness are sacrificed to Imix and then eaten. Those that are deemed capable of mining and performing other chores around the lair are kept as slaves for a while before meeting the same fate.\",\"When firenewts muster for war, rather than merely staging occasional raids, they take no prisoners. Their goal is nothing less than the annihilation of their foes—and they reserve their greatest animosity for others of their kind. If two groups of firenewts come upon each other, it's likely that they're in competition for the same territory, and a bloody battle is the usual result.\"],\"type\":\"entries\"},{\"name\":\"Religious Militants\",\"entries\":[\"Firenewt society and culture are based on the worship of Imix, the Prince of Evil Fire. This veneration of Imix leads firenewts to be aggressive, wrathful, and cruel. Firenewt warlocks of Imix teach that by demonstrating these qualities, a firenewt warrior in combat can become \\\"touched by the Fire Lord,\\\" entering a nearly unstoppable battle rage.\"],\"type\":\"entries\"},{\"name\":\"Giant Striders\",\"entries\":[\"Firenewts have a close relationship with a type of monstrous beast they believe Imix sent to aid them-borne out by the creatures' ability to send a gout of flame against distant enemies. Called giant striders, these monsters appear birdlike and reptilian, but are truly neither. Firenewts provide shelter, food, and breeding grounds in their lairs for giant striders, and the striders voluntarily serve as mounts for elite fire newt soldiers.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Firenewt.webp\"},\"credit\":\"Richard Whitters\"}]},{\"name\":\"Flail Snail\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A flail snail is a creature of elemental earth that is prized for its multi-hued shell. Hunters might be lulled into a false sense of confidence upon sighting this ponderous, seemingly nonhostile creature. If any other creature large enough to be a threat approaches too close, though, the snail unleashes a flash of scintillating light and then attacks with its mace-like tentacles.\",{\"name\":\"Trail of Treasure\",\"entries\":[\"Left undisturbed, a flail snail moves slowly along the ground, consuming everything on the surface, including rocks, sand, and soil, stopping to relish crystal growths and other large mineral deposits. It leaves behind a shimmering trail that quickly solidifies into a thin layer of a nearly transparent substance inedible to the snail. This glassy residue can be harvested and cut to form window panes of varying clearness. It can also be heated and spun into glass objects of other sorts. Some humanoids make a living from trailing flail snails to collect this glass.\"],\"type\":\"entries\"}]},{\"type\":\"inset\",\"name\":\"Using the Shell of a Flail Snail\",\"entries\":[\"A flail snail shell, which weighs about 250 pounds, has numerous uses. One intact shell can sell for 5,000 gp.\",\"Many hunters seek the shell for its antimagic properties. A skilled armorer can make three shields from one shell. For 1 month, each shield gives its wielder the snail's Antimagic Shell trait. When the shield's magic fades, it leaves behind an exotic shield that is the perfect item from which to make a {@item spellguard shield}.\",\"A flail snail shell can also be used to make a {@item robe of scintillating colors}. The shell is ground and added to the dye while the garment is being fashioned. The powder is also a material component of the ritual that enchants the robe.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Flail Snail.webp\"},\"credit\":\"Cory Trego-Erdner\"}]},{\"name\":\"Flind\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A flind is an exceptionally strong and vicious gnoll that commands and directs the war band it is a part of. It wields a flail imbued with powerful magic by Yeenoghu himself.\",\"A war band can have only one flind, and that creature sets a war band's path. Because of its special connection to Yeenoghu, a flind uses god-given omens and demonic insight to guide the gnolls toward weak prey ripe for slaughter.\",\"Unlike other humanoid leaders that might skulk behind their minions, a flind leads the charge in battle. Its flail causes wracking pain, paralysis, and disorientation in those struck by it.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Flind.webp\"},\"credit\":\"John Paul Balmet\"}]},{\"name\":\"Froghemoth\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A froghemoth is an amphibious predator as big as an elephant. It lairs in swamps and has four tentacles, a thick rubbery hide, a fang-filled maw with a prehensile tongue, and an extendable stalk sporting three bulbous eyes that face in different directions.\",{\"name\":\"Otherworldly Entities\",\"entries\":[\"Froghemoths are creatures not of this world. A journal purportedly written long ago by the wizard Lum the Mad describes strange, cylindrical chambers of metal buried in the ground from which froghemoths emerged, but no reliable reports of the location of such places exist.\"],\"type\":\"entries\"},{\"name\":\"Hungry from Birth\",\"entries\":[\"Every few years, a froghemoth can lay a fertile egg without mating. The froghemoth cares nothing for its egg, and might eat the hatchling. A young froghemoth's survival is most often predicated on its parent leaving it behind in indifference. A newborn froghemoth grows to full size over a period of months by indiscriminately preying on other creatures in its swampy domain. It learns to hide its enormous body in murky pools, keeping only its eyestalk above water to watch for passing creatures. When food comes within reach, the froghemoth erupts from its pool, tentacles and tongue flailing. It can grab several targets at once, keeping them at bay while it wraps its tongue around another one and pulls it in to be devoured.\"],\"type\":\"entries\"},{\"name\":\"Revered by Bullywugs\",\"entries\":[\"If a bullywug tribe comes across a froghemoth, the bullywugs treat the froghemoth as a god and do all they can to coax the monster into their den. A froghemoth can be tamed (after a fashion) by offering it food, and bullywugs can communicate with it on a basic level, so the creature might eat only a few bullywugs before following the rest. Bullywugs gather food as tribute for it, provide it with a comfortable lair, fanatically protect it from harm, and try to ensure that any young froghemoth reaches maturity.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Froghemoth.webp\"},\"credit\":\"Richard Whitters\"}]},{\"name\":\"Frost Giant Everlasting One\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"To hold its place or rise within the ordning, a frost giant must routinely face mighty foes in single combat. Some seek out magic that will aid them, but enchanted objects can be taken or lost. True greatness relies on personal prowess. Faced with this truth, a frost giant might seek a supernatural gift from Vaprak the Destroyer.\",{\"name\":\"Troll Eater\",\"entries\":[\"Frost giants mainly turn to Vaprak, a rapacious god of strength and hunger worshiped by ogres and trolls, out of desperation. Vaprak likes to tempt frost giants with dreams of glory followed by nightmares of bloody cannibalism. Those who don't shrink from such visions or report them to priests of Thrym receive more of the same. If a frost giant comes to relish these dreams and nightmares, as some do, Vaprak sets a troll upon a sacred quest to find the frost giant and meet it in secret. The troll offers up its own body to be devoured in Vaprak's name. Only the boldest and most determined frost giants can finish such a gory feast.\"],\"type\":\"entries\"},{\"name\":\"Vaprak's Blessing\",\"entries\":[\"After devouring the troll sent by Vaprak, bones and all, a frost giant becomes an everlasting one, gaining tremendous strength, an ill temper, and a troll's regenerative ability. With these gifts, the frost giant can swiftly claim the title of jarl and easily fend off rivals for decades. However, if the frost giant doesn't give enough honor to Vaprak or fails to heed Vaprak's visions, injuries the frost giant sustains heal wrong, often resulting in discolored skin, warty scars, and vestigial body parts, such as extra digits, limbs, and even extra heads. The touch of Vaprak can no longer be hidden then, and the everlasting one is either killed or exiled by its clan. Sometimes small communities of everlasting ones gather and even reproduce, passing the \\\"blessing\\\" and worship of Vaprak from one generation to the next.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Frost Giant Everlasting One.webp\"},\"credit\":\"Chris Seaman\"}]},{\"name\":\"Gauth\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A gauth is a hungry, tyrannical beholder-like creature that eats magic and tries to exact tribute from anything weaker than itself. Its body is about 4 feet in diameter, with six eyestalks, a central eye (sometimes surrounded by multiple smaller eyes), and four small grasping tentacles near its mouth. It has color and texture variations similar to a true beholder.\",{\"name\":\"Magical Metabolism\",\"entries\":[\"A gauth can survive on meat but prefers to sustain itself with power drained from magic objects. If starved of magic for several weeks, it is forced back to its home plane, so it constantly seeks new items to drain. A gauth might employ creatures to serve it by bringing it items that provide it with sustenance.\"],\"type\":\"entries\"},{\"name\":\"Accidental Summoning\",\"entries\":[\"When the ritual to summon a spectator goes wrong, a gauth might push itself through the flawed connection, arriving immediately or several minutes later. It might present itself as a beholder to ignorant creatures in an attempt to intimidate them, or as a spectator to its summoner in order to drain magic items it is expected to guard.\"],\"type\":\"entries\"},{\"name\":\"Inferior Tyrant\",\"entries\":[\"A beholder usually drives away or kills any gauths that enter its territory, but it might choose to enslave them and use them as lieutenants. Gauths are less xenophobic than beholders, so they might form small clusters and work together, though they're just as likely to ignore each other entirely.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Gauth.webp\"},\"credit\":\"Scott Murphy\"}]},{\"name\":\"Gazer\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A gazer is a tiny manifestation of a beholder's dreams. It resembles the beholder who dreamed it into existence, but its body is only 8 inches wide, and it has only four eyestalks. It follows its creator like a devoted, aggressive puppy, and sometimes small packs of these creatures patrol their master's lair for vermin to kill and lone creatures to harass.\",{\"name\":\"Nuisance Pet\",\"entries\":[\"A gazer can't speak any languages but can approximate mimicking words and sentences in a high-pitched, mocking manner. Beholders find gazers amusing and tolerate their presence like spoiled pets. A gazer can't be tamed by anyone but its creator, except through the use of magic or by bonding with a spellcaster (see sidebar). Some beholders with wizard minions insist they take a gazer as a familiar because they can see through the eyes of these creatures.\"],\"type\":\"entries\"},{\"name\":\"Aggressive Vermin-Eater\",\"entries\":[\"A wild gazer (one living separately from a beholder) is territorial, eats bugs and small animals, and is known for playing with its food. A lone gazer avoids picking fights with creatures that are Medium or larger, but a pack of them might take on larger prey. A gazer might follow humanoids in its territory, noisily mimicking their speech and generally being a nuisance, until they leave the area, but it flees if confronted by something it can't kill.\"],\"type\":\"entries\"}]},{\"type\":\"entries\",\"name\":\"Variant: Gazer Familiar\",\"entries\":[\"Spellcasters who are interested in unusual familiars find that gazers are eager to serve someone who has magical power, especially those who make a point of bullying and harassing others. The gazer behaves aggressively toward creatures smaller than itself, and it tends to randomly attack house pets, farm animals, and even children in town unless its master is very strict. A gazer serving as a familiar has the following trait.\",{\"name\":\"Familiar\",\"entries\":[\"The gazer can serve another creature as a familiar, forming a telepathic bond with its willing master, provided that the master is at least a 3rd-level spellcaster. While the two are bonded, the master can sense what the gazer senses as long as they are within 1 mile of each other. If its master causes it physical harm, the gazer will end its service as a familiar, breaking the telepathic bond.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Gazer.webp\"},\"credit\":\"Christopher Burdett\"}]},{\"name\":\"Giant Strider\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"In regions that contain hot springs, volcanic activity, or similar hot and wet conditions, firenewts might be found. These humanoid amphibians live in a militaristic theocracy that reveres elemental fire in its worst incarnation.\",{\"name\":\"Heat Seekers\",\"entries\":[\"Firenewts need hot water to live and breed. A firenewt becomes sluggish, mentally and physically, after spending a week away from an external source of moist heat. A prolonged lack of heat can shut down a firenewt community, as the creatures within go into hibernation and their eggs stop developing.\",\"Firenewts delve for sources of heat in the earth, such as boiling mud and hot springs, that make ideal places to settle. Through excavation and mining in the area, they fashion living space and obtain an ample supply of minerals for other uses, such as smelting, smithing, and alchemy. A firenewt lair features a network of channels and sluices to circulate hot liquid through the settlement.\",\"The alchemy practiced by firenewts focuses on fire. One of their favorite mixtures is a paste of sulfur, mineral salts, and oil. Firenewts chew this blend habitually, because doing so produces a pleasant internal heat and it enables a firenewt to vomit forth a small ball of flame. Most firenewts carry a container with this mixture in it.\",\"Warlocks of Imix command warriors to prove their worth by going on raids to bring back treasure and captives. The warlocks take the choicest loot as a tithe to Imix, and then those who participated in the raid divide the rest according to merit. Prisoners that have no apparent usefulness are sacrificed to Imix and then eaten. Those that are deemed capable of mining and performing other chores around the lair are kept as slaves for a while before meeting the same fate.\",\"When firenewts muster for war, rather than merely staging occasional raids, they take no prisoners. Their goal is nothing less than the annihilation of their foes—and they reserve their greatest animosity for others of their kind. If two groups of firenewts come upon each other, it's likely that they're in competition for the same territory, and a bloody battle is the usual result.\"],\"type\":\"entries\"},{\"name\":\"Religious Militants\",\"entries\":[\"Firenewt society and culture are based on the worship of Imix, the Prince of Evil Fire. This veneration of Imix leads firenewts to be aggressive, wrathful, and cruel. Firenewt warlocks of Imix teach that by demonstrating these qualities, a firenewt warrior in combat can become \\\"touched by the Fire Lord,\\\" entering a nearly unstoppable battle rage.\"],\"type\":\"entries\"},{\"name\":\"Giant Striders\",\"entries\":[\"Firenewts have a close relationship with a type of monstrous beast they believe Imix sent to aid them-borne out by the creatures' ability to send a gout of flame against distant enemies. Called giant striders, these monsters appear birdlike and reptilian, but are truly neither. Firenewts provide shelter, food, and breeding grounds in their lairs for giant striders, and the striders voluntarily serve as mounts for elite fire newt soldiers.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Giant Strider.webp\"},\"credit\":\"Richard Whitters\"}]},{\"name\":\"Girallon\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A girallon looks like an oversized, four-armed ape with gray skin and white fur. Its fangs and claws set it apart from a normal ape, revealing it to be a monstrous predator.\",{\"name\":\"Forest Hunters\",\"entries\":[\"Girallons are most common in temperate or warm forest environments abundant with life. They share the ape's adeptness at climbing, although these half-ton creatures shy away from scaling trees that can't support their bulk. Instead, they stalk the forest floor, lurk in narrow ravines or shallow caves, or hide in ruined sites while waiting for prey to come near. A girallon is surprisingly stealthy, considering its size and its lack of camouflage.\",\"Girallons form loose bands of several individuals and their offspring, usually led by a dominant adult that also tends to be the oldest member of the group. When on the hunt away from their lair, girallons use roars and body language to communicate with one another over distance. Each individual typically hunts alone and widely separated from the others, to ensure that everyone gets adequate fodder. The leader might organize members to work together to make a big kill. If they succeed, everyone in the group shares the spoils, with the best parts going to mothers caring for their young.\",\"In the time since then, numerous creatures have tried to tame, subjugate, or cooperate with the monsters. For instance, yuan-ti enslave girallons, turning them into border sentinels for their serpent kingdoms. Because girallons are known to be peaceful among their own kind, some humanoids have learned how to approach a group's leader, offering food and other gifts in hopes of establishing an alliance with the creatures.\",\"Girallons that are well treated might be willing to serve as guards, though they lack the intelligence to take on tasks more complicated than attacking strangers that enter their domain. If one is taken young and properly trained, a girallon could end up in a seemingly unlikely place, such as guarding the entrance to a city's thieves' guild. Those who would keep a girallon as a pet must always be wary, because the creature could revert to its predatory nature at any time.\"],\"type\":\"entries\"},{\"name\":\"Wall Climbers\",\"entries\":[\"The ruins of humanoid habitations, especially those found in deep forests and jungles, seem to attract girallons. They move effortlessly along stairs and balconies, as well as on the sloped rooftops and buttresses of such formations. To a girallon, a city's buildings are just another sort of forest-and better yet, one whose uppermost \\\"branches\\\" can easily support the creatures. In such a setting, the girallons take full advantage of their skill in climbing. The creatures can easily scale walls and battlements, and they perch on tower tops and other high vantages to keep an eye on the surrounding area.\"],\"type\":\"entries\"},{\"name\":\"Magical Origin\",\"entries\":[\"The social habits of wild girallons are unusual for apes, as is their instinctive attraction to humanoid structures. These facts, together with the girallon's appearance, lead sages to believe that girallons were created through magic to serve as guardians for some lost empire. When that empire fell ages ago, girallons turned feral and spread out across the world.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Girallon.webp\"},\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Gnoll Flesh Gnawer\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"If any group of gnolls could be said to be more feral than the others, that distinction would go to the flesh gnawers. These gnolls eschew the use of ranged weapons in favor of short blades that they wield with speed and efficiency. In the thick of a fight, they are capable of dashing across the field, slashing and snarling as they run down stragglers and finish off wounded foes.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Gnoll Flesh Gnawer.webp\"},\"credit\":\"Eric Belisle\"}]},{\"name\":\"Gnoll Hunter\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Hunters are the stealthiest gnolls in a war band, and they put their talents to use on the battlefield in a number of ways. In the vanguard of a war band, hunters creep around, picking off isolated opposition while clearing the way for the rest of the force to run roughshod over the enemy's territory.\",\"Hunters are particularly skilled with the longbow, and they fire arrows with viciously barbed heads. Even when a hunter doesn't kill its target with its first shot, the arrow strike brings so much pain that the victim is hobbled in its attempt to run away. When a hunter on the prowl finds prey and isn't concerned about remaining stealthy, it sounds a horn crafted from bone that produces a keening wail similar to a banshee's yell.\"]}]}]}]},{\"name\":\"Gnoll Witherling\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Sometimes gnolls turn against each other, perhaps to determine who rules a war band or because of extreme starvation. Even under ordinary circumstances, gnolls that are deprived of victims for too long can't control their hunger and violent urges. Eventually, they fight among themselves.\",\"The survivors devour the flesh of their slain comrades but preserve the bones. Then, by invoking rituals to Yeenoghu, they bring the remains back to a semblance of life in the form of a gnoll witherling.\",\"Witherlings act much as gnolls do in life, traveling with their comrades and trying to kill anything in their path. They don't eat and aren't motivated by hunger, leaving more flesh for the rest of the war band. Gnoll witherlings are incapable of wielding any weapon more sophisticated than a simple club.\",{\"name\":\"Undead Nature\",\"entries\":[\"A gnoll witherling doesn't require air, food, drink, or sleep.\",\"I heard a warlock sought to magically turn the last witherlings of a destroyed gnoll war band into his own strike force against foes. That worked well until Yeenoghu sent seven war bands after him.\",\"-Volo\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Gnoll Witherling.webp\"},\"credit\":\"Filip Burburan\"}]},{\"name\":\"Green Guard Drake\",\"source\":\"VGM\",\"_copy\":{\"name\":\"Guard Drake\",\"source\":\"VGM\"}},{\"name\":\"Grung\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Grungs are aggressive frog-like humanoids found in rain forests and tropical jungles. They are fiercely territorial and see themselves as superior to most other creatures.\",{\"name\":\"Tree-Dwelling Amphibians\",\"entries\":[\"Grungs live in trees and prefer shade. A grung hatchery is maintained in well-guarded ground-level pools. About three months after hatching, a grung tadpole takes on the shape of an adult. It takes another six to nine months for a grung juvenile to reach maturity.\",\"Green grungs are the tribe's warriors, hunters, and laborers, and blue grungs work as artisans and in other domestic roles. Supervising and guiding both groups are the purple grungs, which serve as administrators and commanders. (Use the grung stat block to represent members of the green, blue, and purple castes.)\",\"Red grungs are the tribe's scholars and magic users. They are superior to purple, blue, and green grungs and given proper respect even by grungs of higher status. (Use the grung wildling stat block to represent members of the red caste.)\",\"Higher castes include orange grungs, which are elite warriors that have authority over all lesser grungs, and gold grungs, which hold the highest leadership positions. A tribe's sovereign is always a gold grung. (Use the grung elite warrior stat block to represent members of the orange and gold castes.)\",\"A grung normally remains in its caste for life. On rare occasions, an individual that distinguishes itself with great deeds can earn an invitation to join a higher caste. Through a combination of herbal tonics and ritual magic, an elevated grung changes color and is inducted into its new caste in the same way that a juvenile of the caste would be. From then on, the grung and its progeny are members of the higher caste.\",\"Sentient, poisonous frogs that live in trees. Truly, the gods hate us.\",\"-Volo\"],\"type\":\"entries\"},{\"name\":\"Castes and Colors\",\"entries\":[\"Grung society is a caste system. Each caste lays eggs in a separate hatching pool, and juvenile grungs join their caste upon emergence from the hatchery. All grungs are a dull greenish gray when they are born, but each individual takes on the color of its caste as it grows to adulthood.\"],\"type\":\"entries\"},{\"name\":\"Naturally Toxic\",\"entries\":[\"All grungs secrete a substance that is harmless to them but poisonous to other creatures. A grung also uses venom to poison its weapons.\"],\"type\":\"entries\"},{\"name\":\"Slavers\",\"entries\":[\"Grungs are always on the lookout for creatures they can capture and enslave. Grungs use slaves for all manner of menial tasks, but mostly they just like bossing them around. Slaves are fed mildly {@condition poisoned} food to keep them lethargic and compliant. A creature afflicted in this way over a long period of time becomes a shell of its former self and can be restored to normalcy only by magic.\"],\"type\":\"entries\"},{\"name\":\"Water Dependency\",\"entries\":[\"A grung that fails to immerse itself in water for at least 1 hour during a day suffers one level of {@condition exhaustion} at the end of that day. A grung can recover from this {@condition exhaustion} only through magic or by immersing itself in water for at least 1 hour.\"],\"type\":\"entries\"}]},{\"type\":\"entries\",\"name\":\"Variant: Grung Poison\",\"entries\":[\"Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies.\",\"A creature {@condition poisoned} by a grung can suffer an additional effect that varies depending on the grung's skin color. This effect lasts until the creature is no longer {@condition poisoned} by the grung.\",{\"name\":\"Green\",\"entries\":[\"The {@condition poisoned} creature can't move except to climb or make standing jumps. If the creature is flying, it can't take any actions or reactions unless it lands.\"],\"type\":\"entries\"},{\"name\":\"Blue\",\"entries\":[\"The {@condition poisoned} creature must shout loudly or otherwise make a loud noise at the start and end of its turn.\"],\"type\":\"entries\"},{\"name\":\"Purple\",\"entries\":[\"The {@condition poisoned} creature feels a desperate need to soak itself in liquid or mud. It can't take actions or move except to do so or to reach a body of liquid or mud.\"],\"type\":\"entries\"},{\"name\":\"Red\",\"entries\":[\"The {@condition poisoned} creature must use its action to eat if food is within reach.\"],\"type\":\"entries\"},{\"name\":\"Orange\",\"entries\":[\"The {@condition poisoned} creature is {@condition frightened} of its allies.\"],\"type\":\"entries\"},{\"name\":\"Gold\",\"entries\":[\"The {@condition poisoned} creature is {@condition charmed} and can speak Grung.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Grung.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Grung Elite Warrior\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Grungs are aggressive frog-like humanoids found in rain forests and tropical jungles. They are fiercely territorial and see themselves as superior to most other creatures.\",{\"name\":\"Tree-Dwelling Amphibians\",\"entries\":[\"Grungs live in trees and prefer shade. A grung hatchery is maintained in well-guarded ground-level pools. About three months after hatching, a grung tadpole takes on the shape of an adult. It takes another six to nine months for a grung juvenile to reach maturity.\",\"Green grungs are the tribe's warriors, hunters, and laborers, and blue grungs work as artisans and in other domestic roles. Supervising and guiding both groups are the purple grungs, which serve as administrators and commanders. (Use the grung stat block to represent members of the green, blue, and purple castes.)\",\"Red grungs are the tribe's scholars and magic users. They are superior to purple, blue, and green grungs and given proper respect even by grungs of higher status. (Use the grung wildling stat block to represent members of the red caste.)\",\"Higher castes include orange grungs, which are elite warriors that have authority over all lesser grungs, and gold grungs, which hold the highest leadership positions. A tribe's sovereign is always a gold grung. (Use the grung elite warrior stat block to represent members of the orange and gold castes.)\",\"A grung normally remains in its caste for life. On rare occasions, an individual that distinguishes itself with great deeds can earn an invitation to join a higher caste. Through a combination of herbal tonics and ritual magic, an elevated grung changes color and is inducted into its new caste in the same way that a juvenile of the caste would be. From then on, the grung and its progeny are members of the higher caste.\",\"Sentient, poisonous frogs that live in trees. Truly, the gods hate us.\",\"-Volo\"],\"type\":\"entries\"},{\"name\":\"Castes and Colors\",\"entries\":[\"Grung society is a caste system. Each caste lays eggs in a separate hatching pool, and juvenile grungs join their caste upon emergence from the hatchery. All grungs are a dull greenish gray when they are born, but each individual takes on the color of its caste as it grows to adulthood.\"],\"type\":\"entries\"},{\"name\":\"Naturally Toxic\",\"entries\":[\"All grungs secrete a substance that is harmless to them but poisonous to other creatures. A grung also uses venom to poison its weapons.\"],\"type\":\"entries\"},{\"name\":\"Slavers\",\"entries\":[\"Grungs are always on the lookout for creatures they can capture and enslave. Grungs use slaves for all manner of menial tasks, but mostly they just like bossing them around. Slaves are fed mildly {@condition poisoned} food to keep them lethargic and compliant. A creature afflicted in this way over a long period of time becomes a shell of its former self and can be restored to normalcy only by magic.\"],\"type\":\"entries\"},{\"name\":\"Water Dependency\",\"entries\":[\"A grung that fails to immerse itself in water for at least 1 hour during a day suffers one level of {@condition exhaustion} at the end of that day. A grung can recover from this {@condition exhaustion} only through magic or by immersing itself in water for at least 1 hour.\"],\"type\":\"entries\"}]},{\"type\":\"entries\",\"name\":\"Variant: Grung Poison\",\"entries\":[\"Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies.\",\"A creature {@condition poisoned} by a grung can suffer an additional effect that varies depending on the grung's skin color. This effect lasts until the creature is no longer {@condition poisoned} by the grung.\",{\"name\":\"Green\",\"entries\":[\"The {@condition poisoned} creature can't move except to climb or make standing jumps. If the creature is flying, it can't take any actions or reactions unless it lands.\"],\"type\":\"entries\"},{\"name\":\"Blue\",\"entries\":[\"The {@condition poisoned} creature must shout loudly or otherwise make a loud noise at the start and end of its turn.\"],\"type\":\"entries\"},{\"name\":\"Purple\",\"entries\":[\"The {@condition poisoned} creature feels a desperate need to soak itself in liquid or mud. It can't take actions or move except to do so or to reach a body of liquid or mud.\"],\"type\":\"entries\"},{\"name\":\"Red\",\"entries\":[\"The {@condition poisoned} creature must use its action to eat if food is within reach.\"],\"type\":\"entries\"},{\"name\":\"Orange\",\"entries\":[\"The {@condition poisoned} creature is {@condition frightened} of its allies.\"],\"type\":\"entries\"},{\"name\":\"Gold\",\"entries\":[\"The {@condition poisoned} creature is {@condition charmed} and can speak Grung.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Grung.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Grung Wildling\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Grungs are aggressive frog-like humanoids found in rain forests and tropical jungles. They are fiercely territorial and see themselves as superior to most other creatures.\",{\"name\":\"Tree-Dwelling Amphibians\",\"entries\":[\"Grungs live in trees and prefer shade. A grung hatchery is maintained in well-guarded ground-level pools. About three months after hatching, a grung tadpole takes on the shape of an adult. It takes another six to nine months for a grung juvenile to reach maturity.\",\"Green grungs are the tribe's warriors, hunters, and laborers, and blue grungs work as artisans and in other domestic roles. Supervising and guiding both groups are the purple grungs, which serve as administrators and commanders. (Use the grung stat block to represent members of the green, blue, and purple castes.)\",\"Red grungs are the tribe's scholars and magic users. They are superior to purple, blue, and green grungs and given proper respect even by grungs of higher status. (Use the grung wildling stat block to represent members of the red caste.)\",\"Higher castes include orange grungs, which are elite warriors that have authority over all lesser grungs, and gold grungs, which hold the highest leadership positions. A tribe's sovereign is always a gold grung. (Use the grung elite warrior stat block to represent members of the orange and gold castes.)\",\"A grung normally remains in its caste for life. On rare occasions, an individual that distinguishes itself with great deeds can earn an invitation to join a higher caste. Through a combination of herbal tonics and ritual magic, an elevated grung changes color and is inducted into its new caste in the same way that a juvenile of the caste would be. From then on, the grung and its progeny are members of the higher caste.\",\"Sentient, poisonous frogs that live in trees. Truly, the gods hate us.\",\"-Volo\"],\"type\":\"entries\"},{\"name\":\"Castes and Colors\",\"entries\":[\"Grung society is a caste system. Each caste lays eggs in a separate hatching pool, and juvenile grungs join their caste upon emergence from the hatchery. All grungs are a dull greenish gray when they are born, but each individual takes on the color of its caste as it grows to adulthood.\"],\"type\":\"entries\"},{\"name\":\"Naturally Toxic\",\"entries\":[\"All grungs secrete a substance that is harmless to them but poisonous to other creatures. A grung also uses venom to poison its weapons.\"],\"type\":\"entries\"},{\"name\":\"Slavers\",\"entries\":[\"Grungs are always on the lookout for creatures they can capture and enslave. Grungs use slaves for all manner of menial tasks, but mostly they just like bossing them around. Slaves are fed mildly {@condition poisoned} food to keep them lethargic and compliant. A creature afflicted in this way over a long period of time becomes a shell of its former self and can be restored to normalcy only by magic.\"],\"type\":\"entries\"},{\"name\":\"Water Dependency\",\"entries\":[\"A grung that fails to immerse itself in water for at least 1 hour during a day suffers one level of {@condition exhaustion} at the end of that day. A grung can recover from this {@condition exhaustion} only through magic or by immersing itself in water for at least 1 hour.\"],\"type\":\"entries\"}]},{\"type\":\"entries\",\"name\":\"Variant: Grung Poison\",\"entries\":[\"Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies.\",\"A creature {@condition poisoned} by a grung can suffer an additional effect that varies depending on the grung's skin color. This effect lasts until the creature is no longer {@condition poisoned} by the grung.\",{\"name\":\"Green\",\"entries\":[\"The {@condition poisoned} creature can't move except to climb or make standing jumps. If the creature is flying, it can't take any actions or reactions unless it lands.\"],\"type\":\"entries\"},{\"name\":\"Blue\",\"entries\":[\"The {@condition poisoned} creature must shout loudly or otherwise make a loud noise at the start and end of its turn.\"],\"type\":\"entries\"},{\"name\":\"Purple\",\"entries\":[\"The {@condition poisoned} creature feels a desperate need to soak itself in liquid or mud. It can't take actions or move except to do so or to reach a body of liquid or mud.\"],\"type\":\"entries\"},{\"name\":\"Red\",\"entries\":[\"The {@condition poisoned} creature must use its action to eat if food is within reach.\"],\"type\":\"entries\"},{\"name\":\"Orange\",\"entries\":[\"The {@condition poisoned} creature is {@condition frightened} of its allies.\"],\"type\":\"entries\"},{\"name\":\"Gold\",\"entries\":[\"The {@condition poisoned} creature is {@condition charmed} and can speak Grung.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Grung.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Guard Drake\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient, loyal, and territorial, which makes it an excellent watch-beast that can follow simple commands.\",{\"name\":\"Gifts from Dragons\",\"entries\":[\"The ritual to create a guard drake was originally devised by the cult of Tiamat, but has spread to other groups that are skilled in arcana and associated with dragons. The cooperation of a dragon is necessary for the ritual to succeed, and a dragon typically provides its help when it wants to reward its allies or worshipers with a valuable servant.\",\"The ritual, which takes several days, requires 10 pounds of fresh dragon scales (donated by the dragon allied with the group), a large amount of fresh meat, and an iron cauldron. When the process is complete, a halfling-sized egg emerges from the cauldron and is ready to hatch within a few hours.\",\"A guard drake resembles the type of dragon it was created from, but with a wingless, squat, muscular build. A drake can't reproduce, nor can its scales be used to make other guard drakes.\"],\"type\":\"entries\"},{\"name\":\"Eager to Learn\",\"entries\":[\"A newly hatched guard drake imprints upon the first creature that feeds it (usually the one planning to train it), establishing an aggressive but trusting bond with that individual. A guard drake is fully grown within two to three weeks and can be trained in the same length of time. One is the equivalent of a guard dog in terms of what it can be trained to do.\"],\"type\":\"entries\"}]},{\"type\":\"entries\",\"name\":\"Variant: Chromatic Guard Drakes\",\"entries\":[\"Each type of chromatic dragon's scales and blood creates a guard drake that resembles a wingless, stunted version of that type of dragon, with unique abilities related to that type. Each has the special features described below.\",{\"name\":\"Black Guard Drake\",\"entries\":[\"A black guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to acid damage.\"],\"type\":\"entries\"},{\"name\":\"Blue Guard Drake\",\"entries\":[\"A blue guard drake has a burrowing speed of 20 feet and resistance to lightning damage.\"],\"type\":\"entries\"},{\"name\":\"Green Guard Drake\",\"entries\":[\"A green guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to poison damage.\"],\"type\":\"entries\"},{\"name\":\"Red Guard Drake\",\"entries\":[\"A red guard drake has climbing speed of 30 feet and resistance to fire damage.\"],\"type\":\"entries\"},{\"name\":\"White Guard Drake\",\"entries\":[\"A white guard drake has a burrowing speed of 20 feet, a climbing speed of 30 feet, and resistance to cold damage.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Guard Drake.webp\"},\"credit\":\"Conceptopolis\"}]},{\"name\":\"Hadrosaurus\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A hadrosaurus is a semi-quadrupedal herbivore recognizable by its bony head crests. If raised as a hatchling, it can be trained to carry a Small or Medium rider.\"]}]}]}]},{\"name\":\"Hobgoblin Devastator\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"In hobgoblin society, the Academy of Devastation identifies hobgoblins with a talent for magic and puts them through a grueling training regimen that endows them with the ability to call down fireballs and other destructive magic on the host's behalf. A hobgoblin devastator on the battlefield is simultaneously a boon to all its allies and a threat to every foe around it.\",{\"name\":\"Into the Fray\",\"entries\":[\"While other cultures treat their wizards as cloistered academics, hobgoblins expect their spellcasters to fight. Devastators learn the basics of weapon use, and they measure their deeds by the enemies defeated though their magic.\",\"Devastators have the respect of other members of the host, and they receive obedience and deference from many quarters. Their ability to lay waste to entire formations with a single use of magic allows them to gain far more glory in battle than a single warrior.\",\"Other cultures might view the use of such abilities as a short cut to glory, but to hobgoblins a gift for magic is as valued and useful as a strong sword arm or brilliance in tactics. They are all boons from Maglubiyet that must be cultivated and unleashed upon the enemy.\",\"The Academy of Devastation believes that an academic approach to magic is a sign of weakness and inefficiency. A warrior doesn't need to know about metallurgy to wield a blade, so why should a wizard care about where magic comes from? Devastators love to prove their superiority in battle by seeking out enemy spellcasters and destroying them.\"],\"type\":\"entries\"},{\"name\":\"Only Results Matter\",\"entries\":[\"Devastators study a simplified form of evocation magic. Their training lacks the theory and context that other folk study, making them skilled in battle but relatively illiterate on the finer points of how and why their magic works.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Hobgoblin Devastator.webp\"},\"credit\":\"Eric Belisle\"}]},{\"name\":\"Hobgoblin Iron Shadow\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The Iron Shadows are hobgoblin monks that serve as secret police, scouts, and assassins. Among other hobgoblins, they spy to ferret out treachery, rebellion, and betrayal.\",{\"name\":\"Trained in Secret\",\"entries\":[\"Iron Shadows are recruited from across the hobgoblin ranks. Each member keeps her eyes open for potential recruits, those whose agility and stamina are matched only by an ironclad commitment to Maglubiyet's will.\",\"A candidate for admission undergoes a series of tests designed to reveal any potential for treachery. Those who fail are slain, while those who pass receive secret training in the magical and martial arts. This indoctrination is a slow and arduous process; many aspirants don't finish it, and years might go by during which the Iron Shadows welcome no new members into their ranks. While a recruit is in training, it serves the Iron Shadows by looking for and reporting suspicious behavior.\",\"Their masks also signify the supposed origin of their fighting techniques. The priests of Maglubiyet teach that the Great One stole the secrets of shadows from an archdevil, allowing his followers to conceal their identities, walk between shadows, and craft illusions to confuse and confound their enemies.\"],\"type\":\"entries\"},{\"name\":\"Masters of Shadow and Fist\",\"entries\":[\"When a recruit's training is complete, she is ready to wield a deadly combination of unarmed fighting techniques and shadow magic to deceive and defeat her foes. She continues to spy on other hobgoblins, but is now also empowered to conduct assassinations and spy missions, both against enemies and among goblinoids. These missions are ordained by the clerics of Maglubiyet, who keep a careful eye on the goblinoid community to ensure that it functions according to Maglubiyet's will.\"],\"type\":\"entries\"},{\"name\":\"Masked Devils\",\"entries\":[\"Iron Shadows on a secret mission wear masks crafted to resemble devils, both to conceal their identities and to strike fear into their foes.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Hobgoblin Iron Shadow.webp\"},\"credit\":\"Scott Murphy\"}]},{\"name\":\"Illithilich\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Mind flayers that pursue arcane magic are exiled as deviants, and for them no eternal communion with an elder brain is possible. The road to lichdom offers a way to escape the permanency of death, but that path is long and solitary. Alhoons are mind flayers that use a shortcut.\",{\"name\":\"Arcane Temptation\",\"entries\":[\"Elder brains forbid mind flayers from pursuing magic power aside from psionics, but it isn't an interdiction they must often enforce. Illithids brook no masters but members of their own kind, so it isn't in their nature to bow to any god or otherworldly patron. However, wizardry remains a rare temptation.\",\"In the pages of a spellbook, an illithid sees a system to acquire authority. Through the writings of the wizard who penned it, the illithid perceives the workings of a highly intelligent mind. Most mind flayers who find a spellbook react with abhorrence or indifference, but for some a spellbook is a gateway to a new way of thinking.\",\"For a time, the study of such forbidden texts can be hidden from other illithids and even from an elder brain. Understanding of wizardry eludes the mind like a living thing. Yet eventually, understanding comes, and a mind flayer arcanist must accept itself as deviant and flee the colony if it is to live.\",\"Confronting this awful reality, a group of nine mind flayer deviants used their arcane magic and psionics to weave a new truth. These nine called themselves the alhoon, and ever afterward, all those who follow in their footsteps have been referred to by the same name.\",\"Initially, an alhoon can be difficult to distinguish from a normal mind flayer. The most obvious difference is the lack of the mind flayer's ever-present mucus coating. Without that protection, an alhoon's skin becomes dry and cracked. Its eyes might appear shriveled and sunken. Both of these clues are easily missed by someone who hasn't seen a mind flayer. However, in short order, an alhoon's flesh withers away and its empty eye sockets gleam with cold pinpricks of light like other liches.\",\"The undeath conferred by a periapt of mind trapping lasts only so long as the life of the living victim selected. Thus an alhoon who brought a 200-year-old elf to be sacrificed looks forward to a much longer existence than one that sacrifices a 35-year-old person. Alhoons can extend their existence by repeating the ritual with new victims, effectively resetting the clocks for themselves.\",\"Destruction of a periapt of mind trapping consigns those trapped within it to oblivion, and thus alhoons often work together to create elaborate protections about the periapt and their preferred ritual site. Sometimes a single alhoon is entrusted with the periapt of mind trapping, but this is a dangerous proposition. Anyone who holds the periapt of mind trapping gains advantage on attacks, saves, and check against the alhoons associated with its creation, and those alhoons in turn suffer disadvantage on attacks, saves, and check against the holder.\",\"In addition, the holder of the periapt can telepathically communicate with any sacrificed soul trapped within, and alhoons within the periapt can speak telepathically with the holder. A creature carrying the periapt can't prevent communication from alhoons but can silence trapped souls.\"],\"type\":\"entries\"},{\"name\":\"Existential Fear\",\"entries\":[\"Arcanist deviants that taste freedom from the colony react in a variety of ways. Some prize their privacy, others seek to commune with similar minds, and still others seek to dominate a colony, elevating themselves to the position of leadership normally held by an elder brain. Regardless of the arcanist's personal inclinations, it faces the same stark fact: When it dies, it will not join the host of minds in the elder brain. Deviant minds are never accepted as part of the collective. For it, death means oblivion.\"],\"type\":\"entries\"},{\"name\":\"Dreadful Deliverance\",\"entries\":[\"Lichdom offers salvation and the prospect of being able to pursue knowledge indefinitely. Having feasted on the brains of people when alive, a mind flayer has no compunction about feeding souls to a phylactery. The only hindrance to a mind flayer becoming a lich is the means, which is a secret some mind flayer arcanists stop at nothing to discover. Yet lichdom requires an arcane spellcaster to be at the apex of power, something many mind flayers find is far from their grasps.\"],\"type\":\"entries\"},{\"name\":\"A Psionic Secret\",\"entries\":[\"Alhoons can cooperate in the creation of a periapt of mind trapping, a fist-sized container made of silver, emerald, and amethyst. The process requires at least three mind flayer arcanists and the sacrifice of an equal number of souls from living victims in a three-day-long ritual of spellcasting and psionic communion. Upon its completion, free-willed undeath is conferred on the mind flayers, turning them into alhoons.\"],\"type\":\"entries\"},{\"name\":\"Precarious Immortality\",\"entries\":[\"Unlike with true lichdom, the periapt of mind trapping doesn't restore the alhoons to undeath if they are destroyed. Instead, a destroyed alhoon's mind is transferred to the periapt where it remains in communion with any other trapped alhoon minds, as well as the souls of those sacrificed.\"],\"type\":\"entries\"}]},{\"type\":\"entries\",\"name\":\"Variant: Mind Flayer Lich (Illithilich)\",\"entries\":[\"The path to true lichdom is something only the most powerful mind flayer mages can pursue, since it requires the ability to craft a phylactery and cast the {@spell imprisonment} spell. A mind flayer lich uses the lich stat block (see the Monster Manual), with the following changes:\",{\"type\":\"list\",\"items\":[\"It has a challenge rating of 22 (41,000 XP).\",\"It speaks Deep Speech and Undercommon, and has telepathy out to a range of 120 feet.\",\"It has the Magic Resistance and Innate Spellcasting (Psionics) traits, as well as the Tentacles, Extract Brain, and Mind Blast action options (all described below). So long as a mind flayer lich feeds captured souls to its phylactery, it maintains the muscular power of its tentacles and the ability to extract brains.\",\"Its suite of legendary actions (described below) is different from that of the normal lich.\"]},{\"name\":\"Magic Resistance\",\"entries\":[\"The lich has advantage on saving throws against spells and other magical effects.\",\"At will: detect thoughts, levitate\",\"1/day each: dominate monster, plane shift (self only)\"],\"type\":\"entries\"},{\"name\":\"Innate Spellcasting (Psionics)\",\"entries\":[\"The lich's innate spellcasting ability is Intelligence (spell save DC 20). It can innately cast the following spells, requiring no components.\"],\"type\":\"entries\"}]},{\"type\":\"entries\",\"name\":\"Actions\",\"entries\":[{\"name\":\"Tentacles\",\"entries\":[\"Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 21 ({@damage 3d10 + 5}) psychic damage. If the target is Large or smaller, it is {@condition grappled} (escape DC 15) and must succeed on a DC 20 Intelligence saving throw or be {@condition stunned} until this grapple ends.\"],\"type\":\"entries\"},{\"name\":\"Extract Brain\",\"entries\":[\"Melee Weapon Attack: +12 to hit, reach 5 ft., one {@condition incapacitated} humanoid {@condition grappled} by the lich. Hit: 55 ({@damage 10d10}) piercing damage. If this damage reduces the target to 0 hit points, the lich kills the target by extracting and devouring its brain.\"],\"type\":\"entries\"},{\"name\":\"Mind Blast {@recharge 5}\",\"entries\":[\"The lich magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 18 Intelligence saving throw or take 27 ({@damage 5d8 + 5}) psychic damage and be {@condition stunned} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"],\"type\":\"entries\"}]},{\"type\":\"entries\",\"name\":\"Illithilich Legendary Actions\",\"entries\":[\"The lich gains the following legendary action options, which replace all of the lich's legendary actions.\",{\"name\":\"Tentacles\",\"entries\":[\"The lich makes one attack with its tentacles.\"],\"type\":\"entries\"},{\"name\":\"Extract Brain (Costs 2 Actions)\",\"entries\":[\"The lich uses Extract Brain.\"],\"type\":\"entries\"},{\"name\":\"Mind Blast (Costs 3 Actions)\",\"entries\":[\"The lich recharges its Mind Blast and uses it.\"],\"type\":\"entries\"},{\"name\":\"Cast Spell (Costs 1–3 Actions)\",\"entries\":[\"The lich uses a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that it has prepared. Doing so costs 1 legendary action per level of the spell.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Alhoon.webp\"}}]},{\"name\":\"Illusionist\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Illusionists are specialist wizards who twist light, sound, shadow, and even minds to create false and quasi-real effects. They can be flamboyant and use their powers in spectacular and obvious ways, or quiet and subtle, using their magic to conceal the truth.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Illusionist.webp\"}}]},{\"name\":\"Ki-rin\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Ki-rins are noble, celestial creatures. In the Outer Planes, ki-rins in service to benevolent deities take a direct role in the eternal struggle between good and evil. In the mortal world, a ki-rin is celebrated far and wide as a harbinger of destiny, a guardian of the sacred, and a counterbalance to the forces of evil.\",{\"name\":\"Good Personified\",\"entries\":[\"Ki-rins are the embodiment of good, and simply beholding one can evoke fear or awe in an observer. A typical ki-rin looks like a muscular stag the size of an elephant, covered in golden scales lined in some places with golden fur. It has a dark gold mane and tail, coppery cloven hooves, and a spiral-shaped coppery horn just above and between its luminous violet eyes. In a breeze or when aloft, the creature's scales and hair can create the impression that the ki-rin is ablaze with a holy, golden fire.\",\"Beyond their coloration, ki-rins vary in appearance, based on the deity each one reveres and the function it typically performs in service to that god. Some are horse-shaped, looking like gigantic unicorns, and are often used as guardians. Others have draconic features and tend to be aggressive foes of evil. One horn is most common, but a ki-rin of fierce demeanor might have two horns or a set of antlers like those of a great stag.\",\"A ki-rin in the world claims a territory to watch over, and one ki-rin might safeguard an area that encompasses several nations. On other planes, ki-rins that serve good deities go wherever they are commanded, which could include coming to the Material Plane on a mission. A ki-rin disciple in the world usually serves its deity as a scout, a messenger, or a spy.\",\"Ki-rins are attracted to the worship of deities of courage, loyalty, selflessness, and truth, as well as the advancement of just societies. For instance, in Faerûn, ki-rins rally mostly to Torm, although ki-rins also serve his allies Tyr and Ilmater.\",\"Many who seek a ki-rin's guidance end up pledging service to the creature. They study as monks under its tutelage and serve as its agents in the world. The followers of a ki-rin might travel incognito across the land, seeking news of growing evil and working behind the scenes, or might be champions of their master's cause, out to defeat villainy wherever it is found.\"],\"type\":\"entries\"},{\"name\":\"Bringers of Boons\",\"entries\":[\"Common folk consider ki-rins to be rare and remote heralds of good fortune. Seeing a ki-rin fly overhead is a blessing, and events that happen on such a day are especially auspicious. If a ki-rin alights during a ceremony, such as a birth announcement or a coronation, everyone present understands that the creature is telling them great good could be in the offing. The ki-rin conveys its gifts and omens, then rises back into the sky. Ki-rins have also been known to appear at the sites of great battles to inspire and strengthen the side of good, or to rescue heroes from certain death.\"],\"type\":\"entries\"},{\"name\":\"Objects of Adoration\",\"entries\":[\"Because a ki-rin is renowned for its wisdom, other creatures would naturally seek it out with questions and requests if they could. For that reason among others, the creature makes its lair atop a forbidding mountain peak or in some other equally inaccessible location. Only those that have the tenacity to complete the daunting journey to a ki-rin's lair can prove themselves worthy of speaking with its occupant.\"],\"type\":\"entries\"}]},{\"type\":\"entries\",\"name\":\"Lair of Luxury\",\"entries\":[\"On the celestial planes, ki-rins reside in lofty, elegant aeries filled with luxurious objects. In the world, a ki-rin chooses a similar location, such as atop a tall pinnacle or within a cloud solidified by the ki-rin's magic. When viewed from the outside, a ki-rin's lair is indistinguishable from a natural site, and the entrance is difficult for visitors to find and reach. Inside, the lair is a serene and comfortable place, its ambiance a mix between palace and temple. If the ki-rin has taken creatures into its service, its lair doubles as a sacred site wherein the ki-rin not only rests, but also teaches of holy mysteries.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Ki-rin.webp\"},\"credit\":\"Daniel Ljunggren\"}]},{\"name\":\"Kobold Dragonshield\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A kobold dragonshield is a champion of its race. Almost all dragonshields begin life as normal kobolds, then are chosen by a dragon and invested with great powers for the purpose of protecting the dragon's eggs, but once every few years a kobold hatches with an innate version of the dragonshield's abilities. Accomplished at hand-to-hand combat, it bears many scars from desperate fights and carries a shield made out of cast-off dragon scales.\",{\"name\":\"Uncommon Courage\",\"entries\":[\"A dragonshield knows that it has a place of honor in the tribe, but-being kobolds at heart-most of them feel unworthy of their status and thus desperate to prove themselves deserving of it. A dragonshield's natural kobold cowardice is still present in its makeup, and thus it might still run away from a threat. But it also has the ability to rally in the face of certain death, inspiring other kobolds to follow it in a charge against the invaders of their warren.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Kobold Dragonshield.webp\"},\"credit\":\"Cory Trego-Erdner\"}]},{\"name\":\"Kobold Inventor\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A kobold inventor, crafty and with quick hands, builds improvised weapons in the hope of gaining some new advantage in combat. An inventor captures bugs, scoops up exotic dungeon slimes, and claims the best stolen goods as ingredients in its experiments. Its creations are sometimes comical in appearance, but-like kobolds' traps-they work a lot better than their materials would suggest.\",{\"name\":\"Good While They Last\",\"entries\":[\"An inventor's new weapons last for only one or two attacks before they break, but might be surprisingly effective in the meantime. Most inventors are skilled enough that their improvised weapons don't backfire on them, but other users might not be so lucky. The weapons don't have to be lethal-in many cases one serves its purpose if it distracts, scares, or confuses a creature long enough for other kobolds to kill the enemy. In any particular encounter, an inventor usually has one or two improvised weapons at its disposal.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Kobold Inventor.webp\"},\"credit\":\"Chris Seaman\"}]},{\"name\":\"Kobold Scale Sorcerer\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A kobold scale sorcerer has an innate talent for arcane magic, making it a highly valuable member of the tribe for several reasons. Because the kobolds' deity remains imprisoned, most tribes lack individuals that can use divine magic, and so the scale sorcerers fill the roles of advisor and historian. In times of peace, they use their spells to fortify and enhance the warren and aid the rest of the tribe. When the tribe is threatened, a scale sorcerer lashes out with fire and poison against enemies, saving a bit of magic for itself in case it needs to flee or take advantage of a captor.\",{\"name\":\"Duty-Bound to a Dragon\",\"entries\":[\"In a kobold tribe associated with a dragon, typically one that resides in or near the dragon's lair, the scale sorcerer also serves as diplomat and mouthpiece-anticipating the dragon's needs, issuing commands to other kobolds on the dragon's behalf, and reporting information back to the dragon. The sorcerer is just as awed by and respectful of dragons as common kobolds are, but it knows that its duty requires it not to fawn over its master at all times. It also understands that its frequent proximity to the dragon means it would probably be the first to die if its master became angry or displeased, and so it frantically maintains a balance between adoration and terror in its behavior toward the dragon.\",\"Never make the mistake of thinking kobolds are stupid or backward just because they're small. Size has nothing to do with it.\",\"-Volo\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Kobold Scale Sorcerer.webp\"},\"credit\":\"Scott Murphy\"}]},{\"name\":\"Korred\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Korreds are unpredictable, secretive fey with strong ties to earth and stone. Because of their magical hair and their mystical understanding of minerals, they are sought after by treasure-hunters, dwarves, and others that desire wealth beneath the earth.\",{\"name\":\"Earthy Fey\",\"entries\":[\"Korreds prefer to keep their own company and occasionally consort with creatures of elemental earth such as galeb duhr. A tribe of korreds gathers weekly to perform ceremonial dances, beating out rhythms on stone with their hooves and clubs. In the depths of the Material Plane, korreds typically flee from other creatures but become aggressive when they feel insulted or are annoyed by the sounds of mining.\",\"Korreds can hurl boulders far larger than it seems they should be able to, shape stone as though it were clay, swim through rock, and summon earth elementals and other creatures. They also gain supernatural strength just from standing on the ground.\",\"There's a legend about a merchant who tried to cut a korred's hair with golden shears. The korred fed him those shears, from his swallow to his sitter.\",\"-Volo\"],\"type\":\"entries\"},{\"name\":\"Stone Sympathy\",\"entries\":[\"No one knows the ways of stone and earth better than a korred. Korreds can seemingly smell veins of metal or gems. A korred on the surface can feel the rise and fall of bedrock under the earth and where caves lie, and underground it knows the pathways through the stone for miles. Secret doors that lead through stone are as obvious as windows to a korred.\"],\"type\":\"entries\"},{\"name\":\"Enchanted Hair\",\"entries\":[\"Korreds have hair all over their bodies, but the hair that grows from their heads is magical. When cut, it transforms into whatever material was used to cut it. Korreds use iron shears to cut lengths of their hair, then weave the strands together to create iron ropes that they can manipulate, animating them to bind or snake around creatures and objects. Korreds take great pride in their hair, and equally great offense at any one who attempts to cut it without permission.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Korred.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Kraken Priest\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A kraken can seem godlike to folk who have witnessed its fury. Those who mistake its might for divine power and those who seek to appease the monster through veneration are sometimes rewarded with power, to serve thereafter as kraken priests.\",\"The kraken can make itself dimly aware of a kraken priest's thoughts if the two are on the same plane of existence, and it can then push aside the priest's personality and control it. Kraken priests can thereby act as eyes and ears for their masters, and when the kraken has something to say, the priest becomes its mouthpiece.\",\"Every kraken priest undergoes a change in appearance that reflects the kraken's influence, although each one differs in how its reverence is displayed. One kraken priest might have ink-black eyes and a suckered tentacle for a tongue, while another has a featureless face and a body covered in eyes and mouths that dribble seawater. These horrific manifestations intensify when the kraken possesses its minion to utter its dire pronouncements.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Kraken Priest.webp\"},\"credit\":\"Chris Seaman\"}]},{\"name\":\"Leucrotta\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A leucrotta is what you would get if you took the head of a giant badger, the brain of a person who likes to torture and eat people, the legs of a deer, and the body of a large hyena, put them together, and reanimated them with demon ichor without bothering to cover up the stink of death.\",{\"name\":\"Spawn of Yeenoghu\",\"entries\":[\"The first leucrottas came into being alongside the gnolls during Yeenoghu's rampages on the Material Plane. Some of the hyenas that ate Yeenoghu's kills went through different transformations rather than turning into gnolls. Among these bizarre results, leucrottas were the most numerous.\",\"As clever as it is cruel, a leucrotta loves to deceive, torture, and kill. Because leucrottas are smarter and tougher than most gnolls, one could occupy an elevated position within a gnoll tribe. Although a leucrotta is unlikely to lead a group of gnolls, it can influence the leader, and it might even agree to carry a leader into battle and offer advice during the fight.\",\"Gnolls see leucrottas as a form of entertainment, partly because a leucrotta can mimic the squeals of a suffering victim-a sound that always gives gnolls pleasure-even when no victims are to be had. Further, a gnoll is bloodthirsty and sadistic, but unable by its nature to prolong the fun of killing. Most leucrottas are consciously cruel, to the point of being meticulous about their savagery to draw out a kill into better and longer sport. Gnolls enjoy watching a leucrotta work almost as much as they like doing their own killing.\",\"A leucrotta's stench would normally warn away prey long before the creature could attack. It has two natural capabilities, however, that give it an advantage. First, a leucrotta's tracks are nearly impossible to distinguish from those of common deer. Second, it can duplicate the call or the vocal expressions of just about any creature it has heard. The monster uses its mimicry to lure in potential victims, then attacks when they are confused or unaware of the actual threat.\"],\"type\":\"entries\"},{\"name\":\"Foulness Embodied\",\"entries\":[\"The leucrotta is so loathsome that only gnolls and others of its kind can stand to be around one for long. Its horrific, hodgepodge body oozes a foul stench that pollutes anywhere the creature lairs. This reek is outdone only by the creature's breath, which issues from a maw that drips fluid corrupted with rot and digestive juices. In place of fangs, a leucrotta has bony ridges as hard as steel that can crush bones and lacerate flesh. These plates are so tough that a leucrotta can use them to peel plate armor away from the body of a slain knight.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Leucrotta.webp\"},\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Martial Arts Adept\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Martial arts adepts are disciplined monks with extensive training in hand-to-hand combat. Some protect monasteries; others travel the world seeking enlightenment or new forms of combat to master. A few become bodyguards, trading their combat prowess and loyalty for food and lodging.\"]}]}]}]},{\"name\":\"Master Thief\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Master thieves are known for perpetrating daring heists. They tend to develop a reputation and a cult of personality. A master thief might \\\"retire\\\" from hands-on work to run a thieves' guild, spearhead some covert enterprise, or enjoy a quiet life of luxury.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Master Thief.webp\"}}]},{\"name\":\"Maw Demon\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Demon lords create lesser demons for the purpose of spreading chaos and terror throughout the multiverse.\"]},{\"type\":\"entries\",\"name\":\"Maw Demon\",\"entries\":[\"Maw demons share Yeenoghu's ceaseless hunger for carnage and mortal flesh. After a maw demon rests for 8 hours, anything devoured by it is transported directly into the Lord of Savagery's gullet.\",\"Maw demons appear among gnoll war bands, usually summoned as part of ritual offerings of freshly slain humanoids made to Yeenoghu. The gnolls don't command them, but these demons accompany the war band and attack whatever creatures the gnolls fall upon.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Maw Demon.webp\"},\"credit\":\"Thomas M. Baxa\"}]},{\"name\":\"Meenlock\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Meenlocks are deformed fey that invoke terror and seek to destroy all that is good, innocent, and beautiful. They primarily live in forests, although they adapt well to urban and subterranean settings.\",{\"name\":\"Fear Incarnate\",\"entries\":[\"Meenlocks are spawned by fear. Whenever fear overwhelms a creature in the Feywild, or in any other location where the Feywild's influence is strong, one or more meenlocks might spontaneously arise in the shadows or darkness nearby. If more than one meenlock is born, a lair also magically forms. The earth creaks and moans as narrow, twisting tunnels open up within it. One of these newly formed passageways serves as the lair's only entrance and exit.\",\"Meenlocks give other creatures the creeps and project a supernatural aura that instills terror in those nearby. So evil and twisted are they that a palpable sense of foreboding haunts those who intrude upon a meenlock lair. Inside the warren, black moss covers every surface, muffling sound. A large central chamber serves as the meenlocks' den, where they torment captives.\",\"During the day, meenlocks confine themselves to their dark warrens. At night, they crawl out of their tunnels to torment sleeping prey, particularly those who seem to embody all that is good in the world. Meenlocks like to paralyze creatures with their claws, drag them back to their hidden den, beat them unconscious, and telepathically torture them over a period of hours. A humanoid that succumbs to this psychic torment undergoes a transformation into an evil, full-grown meenlock (see the \\\"Telepathic Torment\\\" sidebar).\"],\"type\":\"entries\"},{\"name\":\"Dark Dwellers\",\"entries\":[\"A meenlock shuns bright light. It can supernaturally sense areas of darkness and shadow in its vicinity and thus is able to teleport from one darkened space to another-enabling it to sneak up on its prey or run away when outmatched.\"],\"type\":\"entries\"},{\"name\":\"Telepathic Tormentors\",\"entries\":[\"Meenlocks have no form of communication other than telepathy. They can use it to project unsettling hallucinations into the minds of their prey. These hallucinations take the form of terrible whispers or fleeting movements just at the edges of one's peripheral vision.\"],\"type\":\"entries\"}]},{\"type\":\"inset\",\"name\":\"Telepathic Torment\",\"entries\":[\"Up to four meenlocks can telepathically torment one {@condition incapacitated} creature, filling its mind with disturbing sounds and dreadful imagery. Participating meenlocks can't use their telepathy for any other purpose during this time, though they can move about and take actions and reactions as normal. This torment has no effect on a creature that is immune to the {@condition frightened} condition. If the creature is susceptible and remains {@condition incapacitated} for 1 hour, the creature must make a Wisdom saving throw, taking 10 ({@damage 3d6}) psychic damage on a failed save, or half as much damage on a successful one. The save DC is 10 + the number of meenlocks participating in the torment, considering only those that remain within sight of the victim for the entire hour and aren't {@condition incapacitated} during it. The process can be repeated. A humanoid that drops to 0 hit points as a result of this damage instantly transforms into a meenlock at full health and under the DM's control. Only a {@spell wish} spell or divine intervention can restore a transformed creature to its former state.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Meenlock.webp\"},\"credit\":\"Filip Burburan\"}]},{\"name\":\"Mind Flayer Psion\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Mind flayers sometimes devote themselves to deeper study of psionic power, and many excel at using their innate psionic energy to duplicate the casting of spells.\"]},{\"name\":\"Mind Flayer\",\"type\":\"section\",\"entries\":[\"Mind flayers, also called illithids, are the scourge of sentient creatures across countless worlds. Psionic tyrants, slavers, and interdimensional voyagers, they are insidious masterminds that harvest entire races for their own twisted ends. Four tentacles snake from their octopus-like heads, flexing in hungry anticipation when sentient creatures come near.\",\"In eons past, illithids controlled empires that spanned many worlds. They subjugated and consequently warped whole races of humanoid slaves, including the githyanki and githzerai, the grimlocks, and the kuo-toa. Conjoined by a collective consciousness, the illithids hatch plots as far-reaching and evil as their fathomless minds can conceive.\",\"Since the fall of their empires, illithid collectives on the Material Plane have resided in the Underdark. Psionic Commanders. Mind flayers possess psionic powers that enable them to control the minds of creatures such as troglodytes, grimlocks, quaggoths, and ogres. Illithids prefer to communicate via telepathy and use their telepathy when issuing commands to their thralls.\",\"When an illithid meets strong resistance, it avoids initial combat as it orders its thralls to attack. Like physical extensions of the illithid's thoughts, these thralls interpose themselves between the mind flayer and its foes, sacrificing their lives so that their master can escape.\",{\"name\":\"Hive Mind Colonies\",\"entries\":[\"Solitary mind flayers are likely rogues and outcasts. Most illithids belong to a colony of sibling mind flayers devoted to an elder brain-a massive brain-like being that resides in a briny pool near the center of a mind flayer community. From its pool, an elder brain telepathically dictates its desires to each individual mind flayer within 5 miles of it, for it is able to hold multiple mental conversations at once.\",\"An illithid experiences euphoria as it devours the brain of a humanoid, along with its memories, personality, and innermost fears. Mind flayers will sometimes harvest a brain rather than devour it, using it as part of some alien experiment or transforming it into an intellect devourer.\",\"Qualith\",\"On the rare occasion that mind flayers need to write something down, they do so in Qualith. This system of tactile writing (similar to braille) is read by an illithid's tentacles. Qualith is written in four-line stanzas and is so alien in construction that non-illithids must resort to magic to discern its meaning. Though Qualith can be used to keep records, illithids most often use it to mark portals or other surfaces with warnings or instructions.\"],\"type\":\"entries\"},{\"name\":\"Hunger of the Mind\",\"entries\":[\"Illithids subsist on the brains of humanoids. The brains provide enzymes, hormones, and psychic energy necessary for their survival. An illithid healthy from a brain-rich diet secretes a thin glaze of mucus that coats its mauve skin.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Mind Flayer Psion.webp\"}}]},{\"name\":\"Mindwitness\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"If the beholder can be stunned and brought safely to the brine pool of the elder brain, it can be converted through ceremorphosis into a mindwitness. The process of ceremorphosis transforms four of the beholder's eyestalks into tentacles similar to those of a mind flayer, and alters some of the beholder's eye rays.\",\"Less intelligent than beholders and less liable to endanger the colony, mindwitnesses are psionically imprinted with devotion to the elder brain and submission to illithid commands, making them almost as obedient as intellect devourers.\",{\"name\":\"Telepathic Hub\",\"entries\":[\"The primary function of a mindwitness is to improve telepathic communication in a mind flayer colony. A creature in telepathic communication with a mindwitness can converse telepathically through it to as many as seven other creatures the mindwitness can see, allowing the rapid spread of commands and other information.\"],\"type\":\"entries\"},{\"name\":\"Solitary Seekers\",\"entries\":[\"If separated from its illithid masters, a mindwitness seeks out other telepathic creatures to tell it what to do. Mindwitnesses have been known to ally with flumphs and telepathic planar beings such as demons, shifting their worldview and changing their alignment to match that of their new masters.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Mindwitness.webp\"},\"credit\":\"Dave Dorman\"}]},{\"name\":\"Morkoth\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Ancient and devious, morkoths are voracious collectors. Each one travels the planes, amassing the valuables, oddities, and castoffs of the multiverse to make its collection ever more complete.\",{\"name\":\"Spawned by a God\",\"entries\":[\"Long ago, a deity of greed and strife perished in the battles among the immortals. Its body drifted through the Astral Plane, eventually becoming a petrified husk. This corpse floated up against a pearlescent remnant of celestial matter imbued with life and life-giving magic. The collision shattered both objects and released a storm of chaotic energy. Countless islands of mixed matter spun away into the silvery void. Within some of them, a vein of pearl-like material held a bit of the deity's rejuvenated supernatural vitality, which spontaneously created a habitable environment. On those same islands, bits of the god's petrified flesh came back to life, in the form of tentacled monstrosities brimming with malice and greed. Ever since that time, each morkoth has had an extraplanar island to call home.\",\"The pearly matter inside an island enables it to glide on planar currents, maintains the island's environment, and keeps the place safe from harmful external effects. A morkoth's island might be found anywhere from the bottom of the ocean to the void of the Astral Plane. One could float in the skies of Avernus in the Nine Hells without being destroyed and without causing harm to its residents. Whatever is on or within a certain distance of a morkoth's isle travels with it in its journey through the planes. Thus, people from lost civilizations and creatures or objects from bygone ages might be found within a morkoth's dominion.\",\"Some islands travel a specific route, arriving at the same destinations regularly over a cycle of years. Others are tied to a particular place or group of locales, and still others move erratically through the cosmos. Rarely, a morkoth learns to control its island's movement, so the island goes wherever its master wishes.\",\"A morkoth spends its time watching over its collection and plotting to acquire more possessions. The monster hoards vast stores of treasure and knowledge. Its island holds numerous captives, which it considers part of its collection. Some inhabitants, such as descendants of original prisoners, might view the morkoth as a ruler or a god. A morkoth's storehouse of wealth and lore attracts would-be plunderers, of course, as well as those seeking something specific the morkoth has or knows. The creature shows no mercy to those that try to steal from it, but it can be bargained with by a visitor that offers the morkoth something it desires.\",\"No morkoth freely gives away what it owns. Morkoths exist to acquire, and they give up possessions only if doing so helps their hoard grow.\",\"A morkoth knows every object in its collection and can track its possessions through the planes. Someone who dares to steal from a morkoth, or breaks a deal with one, will know no rest until the morkoth is slain or all promises are kept.\",\"Collectors of everything odd, unusual, and valuable-hopefully not including you.\",\"-Volo\"],\"type\":\"entries\"},{\"name\":\"No Rhyme or Reason\",\"entries\":[\"A morkoth's island has the qualities of a dreamscape in which nature and predictability take a back seat to strangeness and chaos. Upon it is a jumble of objects and a mixture of creatures, some of which date from forgotten times. An island might have natural-looking illumination, but most are shrouded in twilight, and on any of them, mists and shadows can appear without notice. The environment is warm and wet, a subtropical or tropical climate that keeps the morkoth and its \\\"guests\\\" comfortable.\"],\"type\":\"entries\"},{\"name\":\"Primeval Hoarders\",\"entries\":[\"Morkoths are driven by greed and selfishness, mixed with a yearning for conflict. They desire anything they don't possess, have no scruples about taking what they crave, and endeavor to keep everything they collect.\"],\"type\":\"entries\"}]},{\"type\":\"entries\",\"name\":\"A Morkoth's Lair\",\"entries\":[\"A morkoth claims dominion over an entire island, and it also maintains a central sanctum on that isle. This lair is most often a twisted network of narrow tunnels that connect several underground chambers, although other structural forms might be incorporated. The morkoth dwells among its most prized possessions in a spacious vault at the core of the warren, where the pearly matter of the island is also located. Sections of the lair and its center might be kept dry to better protect and preserve collected objects and creatures, but most of the lair is underwater.\",\"A morkoth encountered in its lair has a challenge rating of 12 (8,400 XP).\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Morkoth.webp\"},\"credit\":\"Christopher Burdett\"}]},{\"name\":\"Mouth of Grolantor\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Hill giants know the kinds of foods that make them fatter, and they understand that exerting themselves too much tends to make them thinner. What the lazy brutes don't comprehend are the things that make them sick. They consume spoiled food and diseased carcasses with as much enthusiasm as children eating dessert. Fortunately for hill giants, they have a vulture's constitution and rarely suffer for such eating habits. This makes it all the more mysterious to them when one of their kind becomes ill and incapable of keeping down food. Vomiting hill giants are seen as vessels of a message from Grolantor.\",\"The clan separates the sickened giant from the others, often trapping the giant in a cage or tying the giant to a post. A priest of Grolantor or chieftain visits the famished giant daily, trying to read portents in the puddles of bile the hill giant retched up. If the sickness soon passes, the hill giant can rejoin society. If not, the hill giant is instead starved to the point of madness so that Grolantor's hunger can be given a mouth in the world.\",{\"name\":\"Starved and Insane\",\"entries\":[\"A mouth of Grolantor is so disgraced that it ceases to be an individual and becomes an object. Paradoxically, that object is revered as a holy embodiment of Grolantor's eternal, aching hunger. Unlike a typical thick, sluggish, half-asleep hill giant, a mouth of Grolantor is thin as a whippet, alert like a bird, and constantly twitching around the edges. A mouth of Grolantor is kept perpetually imprisoned or shackled; if it breaks free, it's sure to kill a few hill giants before it's brought down or it sprints away on a killing spree. The only time a mouth of Grolantor is set loose is during a war, a raid against an enemy settlement, or in a last-ditch defense of the tribe's home. When the mouth of Grolantor has slaughtered and eaten its fill of the tribe's enemies, it passes out amid the gory remains of its victims, making it easy to recapture.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Mouth of Grolantor.webp\"},\"credit\":\"Scott Murphy\"}]},{\"name\":\"Necromancer\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Necromancers are specialist wizards who study the interaction of life, death, and undeath. Some like to dig up corpses to create undead slaves. A few use their powers for good, becoming hunters of the undead and risking their lives to save others.\"]}]}]}]},{\"name\":\"Neogi\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Neogi are hateful slavers that consider most other creatures, even weaker neogi, to be servants and prey. A neogi looks like an outsize spider with an eel's neck and head. The creature can poison the body and the mind of its target, able to subjugate other beings that are otherwise physically superior.\",{\"name\":\"Alien Tyrants\",\"entries\":[\"Neogi usually dwell in far-flung locations on the Material Plane, as well as in the Feywild, the Shadowfell, and the Astral and Ethereal Planes. They invaded the world long ago from a remote location on the Material Plane, abandoning their home to conquer and devour creatures in other realms. To meet their need to navigate great distances, the neogi first dominated and assimilated the umber hulks of another lost world. Then, with these slaves providing the physical labor, the neogi designed and built sleek vessels, some capable of traversing the planes, to carry them to their new frontiers. Some neogi groups still create and use such vehicles, which have a distinct spidery aspect.\",\"Some neogi use magic-the result of a pact between the neogi and aberrant entities they met during their journey from their home world. These entities look like stars and embody the essence of evil. They are known by such names as Acamar, Caiphon, Gibbeth, and Hadar.\",\"Nothing about the neogi is more unfathomable than their mentality. Because they have the power to control minds, neogi consider doing so to be entirely appropriate. Their society makes no distinction between individuals, aside from the ability that a given creature has to control others, and they don't comprehend the emotional aspects of existence that humans and similar beings experience. To a neogi, hatred is as foreign a sensation as love, and showing loyalty in the absence of authority is foolishness.\",\"Neogi mark themselves and their slaves through the use of dyes, transformational magic, and tattoos intended to signify rank, achievements, and ownership. By these signs, each neogi can identify its betters-and it must defer to those of higher station or risk harsh punishment.\",\"Damn eel-spiders want to enslave us all! And no, they don't taste good.\",\"-Volo\",\"Outside the obligations of a servant to its master, neogi are willing to engage in any activity that profits them, and they are as devious as devils when doing so. Neogi buy and sell, but they pose a grave risk to potential patrons that might instead be easily enslaved, so their customers generally consist of desperate or evil individuals, or creatures that are formidable enough to treat with the neogi as equals. Neogi traders might set up shop in a planar bazaar, on the edge of a drow city, or near a mind flayer enclave. In other locations, the natives are more likely to join together to destroy a neogi caravan than to allow it safe conduct and trading privileges.\"],\"type\":\"entries\"},{\"name\":\"Cycle of Death and Life\",\"entries\":[\"A neogi lives about as long as a human, and like a human it faces physical and mental infirmity as it ages. When an individual is rendered weak by advanced age, the other neogi in the group overpower it and inject it with a special poison. The toxin transforms the old neogi into a bloated, helpless mass of flesh called a great old master. Young neogi lay their eggs atop it, and when the hatchlings emerge, they devour the great old master and one another, until only a few of the strongest newborns are left.\"],\"type\":\"entries\"},{\"name\":\"Hierarchy of Ownership\",\"entries\":[\"Surviving neogi hatchlings begin their lives under the control of adult neogi. They must learn about their society and earn a place in it, and each one starts its training by gaining mastery over a young umber hulk.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Neogi.webp\"},\"credit\":\"Warren Mahy\"}]},{\"name\":\"Neogi Hatchling\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Neogi are hateful slavers that consider most other creatures, even weaker neogi, to be servants and prey. A neogi looks like an outsize spider with an eel's neck and head. The creature can poison the body and the mind of its target, able to subjugate other beings that are otherwise physically superior.\",{\"name\":\"Alien Tyrants\",\"entries\":[\"Neogi usually dwell in far-flung locations on the Material Plane, as well as in the Feywild, the Shadowfell, and the Astral and Ethereal Planes. They invaded the world long ago from a remote location on the Material Plane, abandoning their home to conquer and devour creatures in other realms. To meet their need to navigate great distances, the neogi first dominated and assimilated the umber hulks of another lost world. Then, with these slaves providing the physical labor, the neogi designed and built sleek vessels, some capable of traversing the planes, to carry them to their new frontiers. Some neogi groups still create and use such vehicles, which have a distinct spidery aspect.\",\"Some neogi use magic-the result of a pact between the neogi and aberrant entities they met during their journey from their home world. These entities look like stars and embody the essence of evil. They are known by such names as Acamar, Caiphon, Gibbeth, and Hadar.\",\"Nothing about the neogi is more unfathomable than their mentality. Because they have the power to control minds, neogi consider doing so to be entirely appropriate. Their society makes no distinction between individuals, aside from the ability that a given creature has to control others, and they don't comprehend the emotional aspects of existence that humans and similar beings experience. To a neogi, hatred is as foreign a sensation as love, and showing loyalty in the absence of authority is foolishness.\",\"Neogi mark themselves and their slaves through the use of dyes, transformational magic, and tattoos intended to signify rank, achievements, and ownership. By these signs, each neogi can identify its betters-and it must defer to those of higher station or risk harsh punishment.\",\"Damn eel-spiders want to enslave us all! And no, they don't taste good.\",\"-Volo\",\"Outside the obligations of a servant to its master, neogi are willing to engage in any activity that profits them, and they are as devious as devils when doing so. Neogi buy and sell, but they pose a grave risk to potential patrons that might instead be easily enslaved, so their customers generally consist of desperate or evil individuals, or creatures that are formidable enough to treat with the neogi as equals. Neogi traders might set up shop in a planar bazaar, on the edge of a drow city, or near a mind flayer enclave. In other locations, the natives are more likely to join together to destroy a neogi caravan than to allow it safe conduct and trading privileges.\"],\"type\":\"entries\"},{\"name\":\"Cycle of Death and Life\",\"entries\":[\"A neogi lives about as long as a human, and like a human it faces physical and mental infirmity as it ages. When an individual is rendered weak by advanced age, the other neogi in the group overpower it and inject it with a special poison. The toxin transforms the old neogi into a bloated, helpless mass of flesh called a great old master. Young neogi lay their eggs atop it, and when the hatchlings emerge, they devour the great old master and one another, until only a few of the strongest newborns are left.\"],\"type\":\"entries\"},{\"name\":\"Hierarchy of Ownership\",\"entries\":[\"Surviving neogi hatchlings begin their lives under the control of adult neogi. They must learn about their society and earn a place in it, and each one starts its training by gaining mastery over a young umber hulk.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Neogi.webp\"},\"credit\":\"Warren Mahy\"}]},{\"name\":\"Neogi Master\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Neogi are hateful slavers that consider most other creatures, even weaker neogi, to be servants and prey. A neogi looks like an outsize spider with an eel's neck and head. The creature can poison the body and the mind of its target, able to subjugate other beings that are otherwise physically superior.\",{\"name\":\"Alien Tyrants\",\"entries\":[\"Neogi usually dwell in far-flung locations on the Material Plane, as well as in the Feywild, the Shadowfell, and the Astral and Ethereal Planes. They invaded the world long ago from a remote location on the Material Plane, abandoning their home to conquer and devour creatures in other realms. To meet their need to navigate great distances, the neogi first dominated and assimilated the umber hulks of another lost world. Then, with these slaves providing the physical labor, the neogi designed and built sleek vessels, some capable of traversing the planes, to carry them to their new frontiers. Some neogi groups still create and use such vehicles, which have a distinct spidery aspect.\",\"Some neogi use magic-the result of a pact between the neogi and aberrant entities they met during their journey from their home world. These entities look like stars and embody the essence of evil. They are known by such names as Acamar, Caiphon, Gibbeth, and Hadar.\",\"Nothing about the neogi is more unfathomable than their mentality. Because they have the power to control minds, neogi consider doing so to be entirely appropriate. Their society makes no distinction between individuals, aside from the ability that a given creature has to control others, and they don't comprehend the emotional aspects of existence that humans and similar beings experience. To a neogi, hatred is as foreign a sensation as love, and showing loyalty in the absence of authority is foolishness.\",\"Neogi mark themselves and their slaves through the use of dyes, transformational magic, and tattoos intended to signify rank, achievements, and ownership. By these signs, each neogi can identify its betters-and it must defer to those of higher station or risk harsh punishment.\",\"Damn eel-spiders want to enslave us all! And no, they don't taste good.\",\"-Volo\",\"Outside the obligations of a servant to its master, neogi are willing to engage in any activity that profits them, and they are as devious as devils when doing so. Neogi buy and sell, but they pose a grave risk to potential patrons that might instead be easily enslaved, so their customers generally consist of desperate or evil individuals, or creatures that are formidable enough to treat with the neogi as equals. Neogi traders might set up shop in a planar bazaar, on the edge of a drow city, or near a mind flayer enclave. In other locations, the natives are more likely to join together to destroy a neogi caravan than to allow it safe conduct and trading privileges.\"],\"type\":\"entries\"},{\"name\":\"Cycle of Death and Life\",\"entries\":[\"A neogi lives about as long as a human, and like a human it faces physical and mental infirmity as it ages. When an individual is rendered weak by advanced age, the other neogi in the group overpower it and inject it with a special poison. The toxin transforms the old neogi into a bloated, helpless mass of flesh called a great old master. Young neogi lay their eggs atop it, and when the hatchlings emerge, they devour the great old master and one another, until only a few of the strongest newborns are left.\"],\"type\":\"entries\"},{\"name\":\"Hierarchy of Ownership\",\"entries\":[\"Surviving neogi hatchlings begin their lives under the control of adult neogi. They must learn about their society and earn a place in it, and each one starts its training by gaining mastery over a young umber hulk.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Neogi.webp\"},\"credit\":\"Warren Mahy\"}]},{\"name\":\"Neothelid\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A slime-covered worm of immense size, a neothelid is the result of the mind flayer reproductive cycle gone horribly wrong. On rare occasions, an illithid colony collapses, typically after an external assault, and the elder brain is killed. When that happens, the colony's tadpoles are suddenly freed from their fate. They no longer serve as food, and in turn are no longer fed by their caretakers. Driven by hunger, they turn to devouring one another. Only one tadpole survives out of the thousands in the colony's pool, and it emerges as a neothelid.\",{\"name\":\"Abhorrent to Illithids\",\"entries\":[\"Among the strongest taboos in illithid society is the idea of allowing a mature tadpole to survive without implanting it into a donor brain. Under normal circumstances, any tadpole that grows larger than a few inches in length is killed by the elder brain to be food for it or for less mature tadpoles. Any tadpole that survives beyond that state is perceived as a threat to the colony, and the mind flayers organize hunting parties to exterminate the abomination. Lacking enough intelligence to be detected by an elder brain's power to sense thoughts, neothelids warrant such precautions.\"],\"type\":\"entries\"},{\"name\":\"Savage Behemoth\",\"entries\":[\"As a feral thing, a neothelid knows nothing beyond the predatory existence it has lived so far and struggles to comprehend its new psionic abilities. Neothelids prowl subterranean passages in search of more brains to sate their constant hunger, growing ever more vicious. These creatures can spray tissue-dissolving enzymes from their tentacle ducts, reducing victims to a puddle of slime and leaving only the pulsing brain unharmed. They have no knowledge of their link to illithids, so they're just as likely to prey on mind flayers as on anything else.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Neothelid.webp\"},\"credit\":\"Ben Wootten\"}]},{\"name\":\"Nilbog\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"When Maglubiyet conquered the goblin gods, he intended to leave only Khurgorbaeyag alive as a harsh overseer who would keep the goblins under heel. But the goblins' pantheon included a trickster deity who was determined to get the last laugh. Although its essence was shattered by Maglubiyet, this trickster god survives in splintered form as a possessing spirit that arises when goblinoids form a host, causing disorder in the ranks unless it is appeased. Goblins have no name for this deity and dare not give it one, lest Maglubiyet use its name to ensnare and crush it as he did their other deities. They call the possessing spirit, and the goblin possessed by it, a nilbog (\\\"goblin\\\" spelled backward), and they revel in the fear that a nilbog sows among the ranks of the bugbears and hobgoblins in the host.\",{\"name\":\"Goblins' Revenge\",\"entries\":[\"When goblinoids form a host, there is a chance that a goblin will become possessed by a nilbog, particularly if the goblin has been mistreated by its betters. This possession turns the goblin into a wisecracking, impish creature fearless of reprisal. It gives the goblin strange powers that drive others to do the opposite of what they desire. Attacking a goblin possessed by a nilbog is foolhardy, and killing the creature just prompts the spirit to possess another goblin. The only way to keep a nilbog from wreaking havoc is to treat it well and give it respect and praise.\"],\"type\":\"entries\"},{\"name\":\"No Joking Matter\",\"entries\":[\"The possible presence of a nilbog in a host has given rise to a practice among goblinoids that each host include at least one goblin jester. This jester is allowed to go anywhere and do whatever it pleases. The position of jester is a much sought-after one among the goblins, because even if the jester is obviously not a nilbog, hobgoblins and bugbears indulge its manic behavior.\"],\"type\":\"entries\"}]},{\"type\":\"entries\",\"name\":\"Nilbogism\",\"entries\":[\"A nilbog is an invisible spirit that possesses only goblins. Bereft of a host, the spirit has a flying speed of 30 feet and can't speak or be attacked. The only action it can take is to attempt to possess a goblin within 5 feet of it.\",\"A goblin targeted by the spirit must succeed on a DC 15 Charisma saving throw or become possessed. While possessed by the spirit, the goblin's alignment becomes chaotic evil, its Charisma becomes 15 (unless it was already higher), and it gains the nilbog's Innate Spellcasting and Nilbogism traits, as well as its Reversal of Fortune reaction. If the save succeeds, the spirit can't possess that goblin for 24 hours. If its host is killed or the possession is ended by a spell such as hallow, magic circle, or protection from evil and good, the spirit searches for another goblin to possess. The spirit can leave its host at any time, but it won't do so willingly unless it knows there's another potential host nearby. A goblin stripped of its nilbog spirit reverts to its normal statistics and loses the traits it gained while possessed.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Nilbog.webp\"},\"credit\":\"Cory Trego-Erdner\"}]},{\"name\":\"Orc Blade of Ilneval\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"To the common folk of the world, an orc is an orc. They know that any one of these savages can tear an ordinary person to pieces, so no further distinction is necessary.\",\"Orcs know better. Different groups of orcs exist within a tribe, the actions of each dictated by the deity they pay homage to. To complement the various kinds of warriors that spill forth to ravage the countryside, each tribe has members that remain deep inside the lair, seldom if ever seeing what lies outside the darkness of their den.\",\"In addition, orcs have special relationships with two creatures that are sometimes found in their company: the aurochs, a great bull that serves as a mount for warriors that revere Bahgtru, and the tanarukk, a demon-orc crossbreed that is so depraved and destructive that even orcs seek to kill it. The aurochs is described in appendix A. The tanarukk is described below.\"]},{\"type\":\"entries\",\"name\":\"Orc Blade of Ilneval\",\"entries\":[\"Ilneval is Gruumsh's battle captain, a devious strategist who directs Gruumsh's soldiers with boldness. Among orcs, warriors that venerate Ilneval emulate their deity. Such orcs learn to command their fellows in ways that are unpredictable but help to ensure victory.\",\"The wisest among these leaders gain Ilneval's favor and rise to become known as blades, tactical experts who advise their chief in matters of war. Blades lead from the front, wading into combat fearlessly while barking orders at lesser soldiers. A blade knows how to use orcish ferocity to best advantage, and helps the ordinary warriors to work together against their adversaries.\"]}]}]}]},{\"name\":\"Orc Claw of Luthic\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"To the common folk of the world, an orc is an orc. They know that any one of these savages can tear an ordinary person to pieces, so no further distinction is necessary.\",\"Orcs know better. Different groups of orcs exist within a tribe, the actions of each dictated by the deity they pay homage to. To complement the various kinds of warriors that spill forth to ravage the countryside, each tribe has members that remain deep inside the lair, seldom if ever seeing what lies outside the darkness of their den.\",\"In addition, orcs have special relationships with two creatures that are sometimes found in their company: the aurochs, a great bull that serves as a mount for warriors that revere Bahgtru, and the tanarukk, a demon-orc crossbreed that is so depraved and destructive that even orcs seek to kill it. The aurochs is described in appendix A. The tanarukk is described below.\"]},{\"type\":\"entries\",\"name\":\"Orc Claw of Luthic\",\"entries\":[\"Luthic is Gruumsh's wife and the paragon of maternity to all orcs. She is the Cave Mother, a fierce dweller in the darkness who raises new broods of orcs to be vicious and strong. Her symbol is the cave bear, and orc females raise such bears alongside orc whelps. Females particularly attracted to Luthic grow long nails and lacquer them, learning to use these claws as weapons much as Luthic uses her own.\",\"Orc females devoted to Luthic are in charge of fortifying and maintaining an orc stronghold. They help to guarantee the survival of the tribe, and most are skilled in the healing arts. The most powerful among Luthic's disciples are the claws of Luthic, which can use the Cave Mother's magic to heal, protect, and curse.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Orc Claw of Luthic.webp\"}}]},{\"name\":\"Orc Hand of Yurtrus\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"To the common folk of the world, an orc is an orc. They know that any one of these savages can tear an ordinary person to pieces, so no further distinction is necessary.\",\"Orcs know better. Different groups of orcs exist within a tribe, the actions of each dictated by the deity they pay homage to. To complement the various kinds of warriors that spill forth to ravage the countryside, each tribe has members that remain deep inside the lair, seldom if ever seeing what lies outside the darkness of their den.\",\"In addition, orcs have special relationships with two creatures that are sometimes found in their company: the aurochs, a great bull that serves as a mount for warriors that revere Bahgtru, and the tanarukk, a demon-orc crossbreed that is so depraved and destructive that even orcs seek to kill it. The aurochs is described in appendix A. The tanarukk is described below.\"]},{\"type\":\"entries\",\"name\":\"Orc Hand of Yurtrus\",\"entries\":[\"Yurtrus is the orc god of death and disease. He is a horrifying abomination covered in rot and infection, except for his perfect, smooth white hands.\",\"Orc priests that oversee the line between life and death are known by the others in the tribe as hands of Yurtrus. They dwell on the fringes of an orc lair, usually communing with other orcs through the auspices of those who follow Luthic. The hands of Yurtrus wear pale gloves made of the bleached skin of other humanoids (preferably elves), symbolizing their connection with Yurtrus, and are sometimes called \\\"white hands\\\" as a result.\",\"Every orc knows that the hands of Yurtrus are the tribe's gateway to the ancestors. Orcs who die having served the tribe well go on to rituals meant to send them to Gruumsh's realm.\",\"As befits followers of a god who doesn't speak, hands of Yurtrus remove their tongues to emulate their deity, for a reason similar to why an eye of Gruumsh puts out one of its eyes.\"]}]}]}]},{\"name\":\"Orc Nurtured One of Yurtrus\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"To the common folk of the world, an orc is an orc. They know that any one of these savages can tear an ordinary person to pieces, so no further distinction is necessary.\",\"Orcs know better. Different groups of orcs exist within a tribe, the actions of each dictated by the deity they pay homage to. To complement the various kinds of warriors that spill forth to ravage the countryside, each tribe has members that remain deep inside the lair, seldom if ever seeing what lies outside the darkness of their den.\",\"In addition, orcs have special relationships with two creatures that are sometimes found in their company: the aurochs, a great bull that serves as a mount for warriors that revere Bahgtru, and the tanarukk, a demon-orc crossbreed that is so depraved and destructive that even orcs seek to kill it. The aurochs is described in appendix A. The tanarukk is described below.\"]},{\"type\":\"entries\",\"name\":\"Orc Nurtured One of Yurtrus\",\"entries\":[\"When plague strikes a tribe, the hands of Yurtrus isolate the sick. The priests then minister to those who can be saved but not healed. The hands cultivate the sickness of these nurtured ones, turning them into instruments of defense and weapons of war. When orcs go to battle, a band of nurtured ones might charge in first-to give themselves up while softening up the enemy by spreading Yurtrus's vile blessing in its ranks.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Orc Nurtured One of Yurtrus.webp\"}}]},{\"name\":\"Orc Red Fang of Shargaas\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"To the common folk of the world, an orc is an orc. They know that any one of these savages can tear an ordinary person to pieces, so no further distinction is necessary.\",\"Orcs know better. Different groups of orcs exist within a tribe, the actions of each dictated by the deity they pay homage to. To complement the various kinds of warriors that spill forth to ravage the countryside, each tribe has members that remain deep inside the lair, seldom if ever seeing what lies outside the darkness of their den.\",\"In addition, orcs have special relationships with two creatures that are sometimes found in their company: the aurochs, a great bull that serves as a mount for warriors that revere Bahgtru, and the tanarukk, a demon-orc crossbreed that is so depraved and destructive that even orcs seek to kill it. The aurochs is described in appendix A. The tanarukk is described below.\"]},{\"type\":\"entries\",\"name\":\"Orc Red Fang of Shargaas\",\"entries\":[\"Shargaas is the orc deity of deep darkness and sneakiness, a murderous god who hates anything that lives that isn't an orc. Orcs consider Shargaas to be a divinity suited to pariahs and weaklings, all of them unfit for true roles in tribal life. These outsiders live in the most remote, deepest parts of the tribe's domain.\",\"The elite among Shargaas's followers are the assassins and thieves that follow the cult of the Red Fang. They perform assassinations, stealthy raids, and other covert operations on the tribe's behalf. They rely on a mix of intense training and magic granted to them by Shargaas.\",\"Most Red Fang enclaves keep and nurture giant bats, creatures that are sacred to Shargaas. Red Fangs ride these bats into battle or on secret raids and assassination missions into enemy territory.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Orc Red Fang of Shargaas.webp\"}}]},{\"name\":\"Ox\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"An ox is mainly used for draft work rather than meat or milk.\"]}]}]}]},{\"name\":\"Quetzalcoatlus\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"This giant relative of the pteranodon has a wingspan exceeding 30 feet. Although it can move on the ground like a quadruped, it is more comfortable in the air.\"]}]}]}]},{\"name\":\"Quickling\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Quicklings rocket through haunting, twisted forests where the unseelie fey hold sway, both in the Feywild and in the world. Racing faster than the eye can track, each appears as little more than a blurry wavering in the air.\",\"A quickling is a small, slender fey, similar to a miniature elf with sharp, feral features. Its cold, cruel eyes gleam like jewels.\",{\"name\":\"Live Fast, Die Young\",\"entries\":[\"Quicklings owe their existence-and their plight-to the Queen of Air and Darkness, the dread ruler of the Gloaming Court. Once a race of lazy and egotistical fey, the creatures that would become the quicklings were late in answering the queen's summons one time too many. To hasten their pace and teach them to mind her will, the queen shrank their stature and sped up their internal clocks. The queen's curse gave quicklings their amazing speed but also accelerated their passage through life-no quickling lives longer than fifteen years.\",\"To other creatures, a quickling seems blindingly fast, vanishing into an indistinct blur as it moves. Its cruel laughter is a burst of rapid staccato sounds, its speech a shrill squeal. Only when a quickling deliberately slows down, which it prefers not to do, can other beings properly see, hear, and comprehend it. Never truly at rest, a \\\"stationary\\\" quickling constantly paces and shifts in place, as though it can't wait to be off again.\",\"Tricks of that sort are hardly the limit of their artful malice, however. They don't commit outright murder, but quicklings can ruin lives in plenty of other ways: stealing an important letter, swiping coins collected for the poor, planting a stolen item in someone's bag. Quicklings enjoy causing suffering that transcends mere mis chief, especially when the blame for their actions falls on other creatures and creates discord.\"],\"type\":\"entries\"},{\"name\":\"Too Fast for Words\",\"entries\":[\"The mortal realm is a ponderous place to a quickling's eye: a hurricane creeps gradually across the sky, a torrent of rain drifts earthward like lazy snowflakes, lightning crawls in a meandering path from cloud to cloud. The slow and boring world seems to be populated by torpid creatures whose deep, mooing speech lacks meaning.\"],\"type\":\"entries\"},{\"name\":\"Mischief, Not Murder\",\"entries\":[\"Quicklings have a capricious nature that goes well with their energy level: they think as fast as they run, and they are always up to something. A quickling spends most of its time perpetrating acts of mischief on slower creatures. One rarely passes up an opportunity to tie a person's bootlaces together, move the stool a creature is about to sit on, or unbuckle a saddle while no one's looking.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Quickling.webp\"},\"credit\":\"Richard Whitters\"}]},{\"name\":\"Red Guard Drake\",\"source\":\"VGM\",\"_copy\":{\"name\":\"Guard Drake\",\"source\":\"VGM\"}},{\"name\":\"Redcap\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A redcap is a homicidal fey creature born of blood lust. Redcaps, although small, have formidable strength, which they use to hunt and kill without hesitation or regret.\",{\"name\":\"Blood Lust Personified\",\"entries\":[\"In the Feywild, or where that plane touches the world at a fey crossing, if a sentient creature acts on an intense desire for bloodshed, one or more redcaps might appear where the blood of a slain person soaks the ground. At first, new red caps look like tiny bloodstained mushrooms just pushing their caps out of the soil. When moonlight shines on one of these caps, a creature that looks like a wizened and undersized gnome with a hunched back and a sinewy frame springs from the earth. The creature has a pointed leather cap, pants of similar material, heavy iron boots, and a heavy bladed weapon. From the moment it awakens, a redcap desires only murder and carnage, and it sets out to satisfy these cravings.\",\"Redcaps lack subtlety. They live for direct confrontation and the mayhem of mortal combat. Even if a redcap wanted to be stealthy, its iron boots force it to take ponderous, thunderous steps. When a redcap is near to potential prey, though, it can close the distance quickly and get in a vicious swing of its weapon before the target can react.\",\"Also, some redcaps can sense the being whose murderous acts led to their birth. A redcap might use this innate connection to find its creator and make that creature its first victim. Others seek out their maker to enjoy proximity to a kindred spirit. An individual responsible for the creation of multiple redcaps at the same site could attract the entire group to serve as cohorts, emulating that creature's murderous handiwork.\",\"In any case, if a redcap works with another being, the redcap demands to be paid in victims. A patron who tries to stifle a redcap's natural and necessary urge for blood risks becoming the redcap's next target.\",\"As subtle as a flung battleaxe.\",\"-Volo\"],\"type\":\"entries\"},{\"name\":\"Steeped in Slaughter\",\"entries\":[\"To sustain its unnatural existence, a redcap has to soak its hat in the fresh blood of its victims. When a redcap is born, its hat is coated with wet blood, and it knows that if the blood isn't replenished at least once every three days, the redcap vanishes as if it had never been. A redcap's desire to slay is rooted in its will to survive.\"],\"type\":\"entries\"},{\"name\":\"Bloodthirsty Mercenaries\",\"entries\":[\"Redcaps don't usually operate in groups, but in some circumstances they might be fond in the employ of hags and dark mages that know methods to call redcaps out of the Feywild and put them to work as grisly servants.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Redcap.webp\"},\"credit\":\"Richard Whitters\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Redcap 001.webp\"}},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/BGDIA/Madcap.webp\"}}]},{\"name\":\"Rothe\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Ordinary rothé resemble musk oxen and have {@sense darkvision} out to a range of 30 feet.\"]}]}]}]},{\"name\":\"Rothe, Deep\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Deep rothé are stunted Underdark variants of {@creature rothé|vgm}.\"]}]}]}]},{\"name\":\"Rothé\",\"source\":\"VGM\",\"_copy\":{\"name\":\"Rothe\",\"source\":\"VGM\"}},{\"name\":\"Sea Spawn\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Many of the stories sung as sea shanties and passed on as tales in dockside taverns tell of people lost to the sea-but not merely drowned and gone. These unfortunates are taken by the ocean and live on as sea spawn, haunting the waves like tortured reflections of their former selves. Coral encrusts them. Barnacles cling to their cold skin. Lungs that once filled with air can now breathe in water as well.\",\"Tales provide myriad reasons for these strange transformations. \\\"Be wary of falling in love with a sea elf or a merfolk,\\\" some say. \\\"Return to port before a storm, no matter how tempting the catch.\\\" \\\"Honor the sea gods as they demand, but never promise them your heart.\\\" Such cautionary tales disguise the deeper truth: things lurk beneath the waves that strive to claim the hearts and minds of land dwellers.\",{\"name\":\"Deep Thralls\",\"entries\":[\"Krakens, morkoths, sea hags, marids, storm giants, dragon turtles-all of these sea creatures and more can mark mortals as their own and claim them as minions. Such people might become beholden to their master through a bleak bargain, or they might find themselves cursed by such creatures. Once warped into a fishlike form, the person can't leave the sea for long without courting death.\"],\"type\":\"entries\"},{\"name\":\"Anatomical Diversity\",\"entries\":[\"Sea spawn come in a wide variety of forms. An individual might have a tentacle for an arm, the jaws of a shark, a sea urchin's spines, a whale's fin, octopus eyes, seaweed hair, or any combination of such qualities. Some sea spawn have piscine body parts that provide them with special abilities beyond those of an ordinary humanoid.\"],\"type\":\"entries\"}]},{\"type\":\"entries\",\"name\":\"The Sea Spawn of Purple Rocks\",\"entries\":[\"Visitors to a string of islands called the Purple Rocks (in the Forgotten Realms setting) might notice one curious fact about the islands' human inhabitants: no infants or elderly are among them. This is because babies born to the Rocklanders are cast into the sea and claimed by a kraken named Slarkrethel. The experience transforms the children into fanatics dedicated to the kraken. They return from the sea as humans, but when they reach old age, they transform into sea spawn and rejoin their master in the dark depths. Some children return having suffered partial transformations, leaving them semi-bestial until their full transformation when they reach old age. These wretches are hidden until their final change, to keep the secret of the Purple Rocks.\",\"Kraken priests (described in appendix B) are the tenders of the kraken's flock. Most of the priests are island natives, but some are merfolk, merrow, or sea elves that live in the water around the Purple Rocks.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Sea Spawn.webp\"},\"credit\":\"Eric Belisle\"}]},{\"name\":\"Shadow Mastiff\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"These black hounds of the Shadowfell move invisibly through the shadows, always on the hunt. In gloomy places where the veil between the Shadowfell and the Material Plane is thinnest, they can cross over into the dark realms of the world.\",{\"name\":\"Ravenous Lurkers\",\"entries\":[\"Shadow mastiffs hunt in packs on the Shadowfell, so when one of them enters a rift between the planes, several more are sure to follow. Each pack is led by an alpha (male or female) that is the smartest and toughest one of the group. The alpha must remain sharp to keep the rest of the pack in line, lest it be killed and replaced.\",\"When a shadow mastiff pack is hungry and senses prey nearby, the alpha lets loose a howl that strikes fear into the hearts of nearby beasts and humanoids. Its howl is also a signal to the rest of the pack to move in for the kill. Gloom provides a shadow mastiff with supernatural protection, granting it resistance to nonmagical weapons while in dim light or darkness. Shadow mastiffs can tolerate bright light, but they shun sunlight.\"],\"type\":\"entries\"},{\"name\":\"Summoned for Service\",\"entries\":[\"Some faiths devoted to deities of gloom and night, such as Shar in the Forgotten Realms, perform unholy rites to summon shadow mastiffs from the Shadowfell and then put them to work as temple sentinels, bodyguards, and punishers of nonbelievers, heretics, and apostates. The method for bringing shadow mastiffs into the world is also known by other strong-willed and evil-minded individuals, who find use for the hounds as guards in their strongholds.\"],\"type\":\"entries\"},{\"name\":\"Ethereal Sight\",\"entries\":[\"In addition to its other capabilities, a shadow mastiff can see creatures and objects on the Ethereal Plane. This extraplanar perception makes a mastiff an especially skilled guardian, especially in situations when magical or spiritual incursion is likely.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Shadow Mastiff.webp\"},\"credit\":\"Conceptopolis\"}]},{\"name\":\"Shoosuva\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Demon lords create lesser demons for the purpose of spreading chaos and terror throughout the multiverse.\"]},{\"type\":\"entries\",\"name\":\"Shoosuva\",\"entries\":[\"A shoosuva is a hyena-demon gifted by Yeenoghu to an especially powerful gnoll (typically as a fang of Yeenoghu). A shoosuva manifests shortly after a war band achieves a great victory, emerging from a billowing, fetid cloud of smoke as it arrives from the Abyss. In battle, the demon wraps its slavering jaws around one victim while lashing out with the poisonous stinger on its tail to bring down another one. A creature immobilized by the poison becomes easy pickings for any gnolls nearby.\",\"Each shoosuva is bonded to a particular gnoll and fights alongside its master. A gnoll that has been gifted with a shoosuva is second only to a flind in status within a war band.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Shoosuva.webp\"},\"credit\":\"Craig J Spearing\"}]},{\"name\":\"Slithering Tracker\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The quest for revenge sometimes leads one to undergo a ritual whereby they transform into a body of semiliquid sentience known as a slithering tracker. Innocuous and insidious at the same time, a tracker flows into places where a normal creature can't go and brings its own brand of watery death down upon its quarry.\",{\"name\":\"Vengeance at Any Cost\",\"entries\":[\"The ritual for creating a slithering tracker is known to hags, liches, and priests who worship gods of vengeance. It can only be performed on a willing creature that hungers for revenge. The ritual sucks all the moisture from the person's body, killing it. Yet the mind lives on in the puddle of liquid that issues forth from the remains, and so too does the subject's insatiable need for retribution.\"],\"type\":\"entries\"},{\"name\":\"Stealthy Assassins\",\"entries\":[\"A slithering tracker tastes the ground it courses over, seeking any trace of its prey. To kill, a slithering tracker rises up and enshrouds a creature, attempting to drown the prey while also draining it of blood. A slithering tracker that has killed in this fashion becomes much easier to locate for a time, since its liquid form becomes tinged with blood and its body leaves a visible trail of the stuff behind it.\"],\"type\":\"entries\"},{\"name\":\"Descent into Madness\",\"entries\":[\"Achieving revenge against its target doesn't end a slithering tracker's existence, nor its hunger for blood. Some slithering trackers remain aware of their purpose and extend their quest for vengeance to others, such as anyone who supported or befriended the original target. Most of the time, though, a tracker's mind can't cope with being trapped in liquid form, unable to communicate, and driven by the desire for blood: after a tracker fulfills its duty, insanity takes over the creature, and it attacks indiscriminately until it is destroyed.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Slithering Tracker.webp\"},\"credit\":\"Eric Belisle\"}]},{\"name\":\"Spawn of Kyuss\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Kyuss was a high priest of Orcus who plundered corpses from necropolises to create the first spawn of Kyuss. Even centuries after Kyuss's death, his mad disciples continue performing the horrific rites he perfected.\",{\"name\":\"Plague of Worms\",\"entries\":[\"From a distance or in poor light, a spawn of Kyuss looks like an ordinary zombie. As it comes into clearer view, one can see scores of little green worms crawling in and out of it. These worms jump onto nearby humanoids and burrow into their flesh. A worm that penetrates a humanoid body makes its way to the creature's brain. Once inside the brain, the worm kills its host and animates the corpse, transforming it into a spawn of Kyuss that breeds more worms. The dead humanoid's soul remains trapped inside the corpse, preventing the individual from being raised or resurrected until the undead body is destroyed. The horror of being a soul imprisoned in an undead body drives a spawn of Kyuss insane.\"],\"type\":\"entries\"},{\"name\":\"Corruption Without End\",\"entries\":[\"Spawn of Kyuss are expressions of Orcus's intent to replace all life with undeath. Left to its own devices, a solitary spawn of Kyuss travels aimlessly. If it stumbles across a living creature, the spawn attacks with the sole intent of creating more spawn. Whether they are dispersed or clustered, spawn reproduce exponentially if nothing stops them.\"],\"type\":\"entries\"},{\"name\":\"Undead Nature\",\"entries\":[\"Spawn of Kyuss require no air, food, drink, or sleep.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Spawn of Kyuss.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Stegosaurus\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"This heavily built dinosaur has rows of plates on its back and a flexible, spiked tail held high to strike predators. It tends to travel in herds of mixed ages.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Stegosaurus.webp\"},\"credit\":\"Marc Sasso\"}]},{\"name\":\"Stench Kow\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"These orange and green misshapen bison are native to the Lower Planes.\"]}]}]}]},{\"name\":\"Stone Giant Dreamwalker\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The surface of the world is an alien realm to stone giants: fluctuating, temporary, exposed to gusting wind and sudden rain. It is as wildly changeable as a dream, and that's how they regard it-as a dream. Nothing there is permanent, so nothing there is real. What happens on the surface doesn't matter. Promises and bargains made there needn't be honored. Life and even art hold less value there.\",{\"name\":\"Dream Dwellers\",\"entries\":[\"Stone giants sometimes go on dream quests in the surface world, seeking inspiration for their art, to break a decades-long ennui, or out of simple curiosity. Some who go on these quests let themselves become lost in the dream. Other stone giants are banished to the surface as punishment. Regardless of the reason, if they don't take shelter under stone, such individuals can become dreamwalkers.\",\"Dreamwalkers occupy an odd place of respect outside of stone giant ordning. They are considered outcasts, but their familiarity with the surface world makes them valuable guides, and their insights can help other stone giants grasp the dangers of living in a dream.\"],\"type\":\"entries\"},{\"name\":\"Mad Wanderers\",\"entries\":[\"Dreamwalkers are driven mad by isolation, shame, and their unendingly alien surroundings, and this madness leeches out into the world around them, affecting other creatures that get too close. Believing that they're living in a dream and that their actions have no real consequences, dreamwalkers act as they please, becoming forces of chaos. As they travel the world, they collect objects and creatures that seem especially significant in their mad minds. Over time, the collected things accrete to their bodies, becoming encased in stone.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Stone Giant Dreamwalker.webp\"},\"credit\":\"Cory Trego-Erdner\"}]},{\"name\":\"Storm Giant Quintessent\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"To forestall the inevitable, some storm giants approaching the end of their natural life spans seek an escape from death. They plumb the depths of their powerful connection to the elements and disperse themselves into nature, literally transforming into semiconscious storms. The blizzard that rages unendingly around a mountain peak, the vortex that swirls around a remote island, or the thunderstorm that howls ceaselessly up and down a rugged coastline could, in fact, be the undying form of a storm giant clinging to existence.\",{\"name\":\"Elemental Weapons\",\"entries\":[\"A storm giant quintessent sheds its armor and weapons, but gains the power to form makeshift weapons out of thin air. When the giant has no further use of them, or when the giant dies, its elemental weapons disappear.\"],\"type\":\"entries\"},{\"name\":\"Forsaken Form\",\"entries\":[\"A storm giant quintessent can revert to its true giant form on a whim. The change is temporary but can be maintained long enough for the giant to communicate with a mortal, carry out a short task, or defend its home against aggressors.\"],\"type\":\"entries\"}]},{\"type\":\"entries\",\"name\":\"A Quintessent's Lair\",\"entries\":[\"A storm giant quintessent has no need for castles or dungeon lairs. Its lair is usually a secluded region or prominent geographic feature, such as a mountain peak, a great waterfall, a remote island, a fog-shrouded loch, a beautiful coral reef, or a windswept desert bluff. As befits the environment, the storm in which the giant lives could be a blizzard, a typhoon, a thunderstorm, or a sandstorm.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Storm Giant Quintessent.webp\"},\"credit\":\"Eric Belisle\"}]},{\"name\":\"Swarm of Cranium Rats\",\"source\":\"VGM\",\"_copy\":{\"name\":\"Cranium Rat\",\"source\":\"VGM\"}},{\"name\":\"Swarm of Rot Grubs\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Rot grubs are finger-sized maggots that eat living or dead flesh, although they can survive on plant matter. They infest corpses and piles of decaying matter and attack living creatures that disturb them. After burrowing into the flesh of a living creature, a rot grub instinctively chews its way toward the heart in order to kill its host.\",\"Rot grubs pose a threat both singly and as a swarm. See the accompanying stat block for the mechanics of a swarm of rot grubs. A single rot grub has no stat block. Any creature that comes into contact with it must make a DC 10 Dexterity saving throw. On a failed save, the rot grub burrows into the creature's flesh and deals 3 ({@damage 1d6}) piercing damage at the start of each of the host creature's turns. Applying fire to the wound before the end of the host creature's next turn deals 1 fire damage to the host and kills the infesting rot grub. After this time, the rot grub is too far under the host creature's skin to be burned. If a creature infested by one or more rot grubs ends its turn with 0 hit points, it dies as the grubs burrow into its heart and kill it. Any effect that cures disease kills all rot grubs infesting the target. Burning a body kills any rot grubs infesting it.\"]}]}]}]},{\"name\":\"Swashbuckler\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Swashbucklers are charming ne'er-do-wells who live by their own codes of honor. They crave notoriety, often indulge in romantic trysts, and eke out livings as pirates and corsairs, rarely staying in one place for too long.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Swashbuckler.webp\"},\"credit\":\"Jim Nelson\"}]},{\"name\":\"Tanarukk\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"To the common folk of the world, an orc is an orc. They know that any one of these savages can tear an ordinary person to pieces, so no further distinction is necessary.\",\"Orcs know better. Different groups of orcs exist within a tribe, the actions of each dictated by the deity they pay homage to. To complement the various kinds of warriors that spill forth to ravage the countryside, each tribe has members that remain deep inside the lair, seldom if ever seeing what lies outside the darkness of their den.\",\"In addition, orcs have special relationships with two creatures that are sometimes found in their company: the aurochs, a great bull that serves as a mount for warriors that revere Bahgtru, and the tanarukk, a demon-orc crossbreed that is so depraved and destructive that even orcs seek to kill it. The aurochs is described in appendix A. The tanarukk is described below.\"]},{\"type\":\"entries\",\"name\":\"Tanarukk\",\"entries\":[\"When demonic corruption taints a tribe's leadership, orcs might turn to abyssal magic to make tanarukks. Evil humans who control orcs also use such power to bolster their followers' strength.\",\"The demon lord Baphomet gladly shares the secret of creating tanarukks with those who entreat him for power. The process corrupts an unborn orc of the tribe, transforming it at birth into a creature much more savage than an orc.\",\"Although tanarukks are fearsome fighters, they are a threat to their allies off the battlefield. Within the tribe's lair, a tanarukk is destructive and volatile, and best kept imprisoned. Sooner or later, a free tanarukk rampages through the tribe, attempting to take over by force. Most such coups fail, but at great cost to the tribe. If a tanarukk does seize the leadership of a tribe, reckless war is the course it inevitably chooses.\",\"If a tanarukk manages to breed, its blood taints numerous subsequent generations, so its female descendants randomly produce tanarukks. Rather than risk raising a natural-born tanarukk, most tribes slay such abominations.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Tanarukk.webp\"},\"credit\":\"John-Paul Balmet\"}]},{\"name\":\"Thorny\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Vegepygmies are fungus creatures that live in simple tribal units, hunting for sustenance and spreading the spores from which they reproduce.\",{\"name\":\"Primitive Plants\",\"entries\":[\"Vegepygmies, also called mold folk or moldies, inhabit dark areas that are warm and wet, so they are most commonly found underground or in dense forests where little sunlight penetrates. A vegepygmy instinctively feels kinship with other plant and fungus creatures, and thus vegepygmy tribes coexist well with creatures such as myconids, shriekers, and violet fungi.\",\"Although they prefer to eat fresh meat, bone, and blood, vegepygmies can absorb nutrients from soil and many sorts of organic matter, meaning that they rarely go hungry. A vegepygmy can hiss and make other noises by forcing air through its mouth, but it can't speak in a conventional sense. Among themselves, vegepygmies communicate by hissing, gestures, and rhythmic tapping on the body. Vegepygmies build and craft little; any gear they have is acquired from other creatures or built by copying simple construction they have witnessed.\",\"As a vegepygmy ages, it grows tougher and develops spore clusters on its body. Spore-bearing vegepygmies are deferred to by other vegepygmies, so outsiders refer to such vegepygmies as chiefs. A chief can expel its spores in a burst, infecting nearby creatures. If a creature dies while infected, its corpse produces vegepygmies the same way russet mold does.\",\"No one knows for sure where russet mold came from. One historical account tells of adventurers in a forbidding mountain range discovering russet mold and vegepygmies in a peculiar metal dungeon full of strange life. Another story says that explorers found russet mold in a crater left by a falling star, with vegepygmies infesting the dense jungle nearby.\"],\"type\":\"entries\"},{\"name\":\"Mold Begets Mold\",\"entries\":[\"Vegepygmies originate from the remains left behind when a humanoid or a giant is killed by russet mold. One or more vegepygmies emerge from the corpse a day later. If a beast such as a dog or a bear dies from russet mold, the result is a bestial moldie called a thorny result instead of a humanoid-shaped vegepygmy. Thornies are less intelligent than vegepygmies, but have greater size and ferocity, as well as a thorn-covered body.\"],\"type\":\"entries\"}]},{\"type\":\"entries\",\"name\":\"Russet Mold\",\"entries\":[\"The fungus known as russet mold is reddish-brown in color and found only in places that are dark, warm, and wet. Russet mold that spreads out across a metal object can be mistaken for natural rust, and a successful DC 15 Intelligence ({@skill Nature}) or Wisdom ({@skill Survival}) check is required to identify it accurately by sight in such a case.\",\"Any creature that comes within 5 feet of russet mold must make a DC 13 Constitution saving throw as the mold emits a puff of spores. On a failed save, the creature becomes {@condition poisoned}. While {@condition poisoned} in this way, the creature takes 7 ({@damage 2d6}) poison damage at the start of each of its turns, sprouting mold as it takes damage. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any magic that neutralizes poison or cures disease kills the infestation. A creature reduced to 0 hit points by the mold's poison damage dies. If the dead creature is a beast, a giant, or a humanoid, one or more newborn vegepygmies emerge from its body 24 hours later: one newborn from a Small corpse, two from a Medium corpse, four from a Large corpse, eight from a Huge corpse, or sixteen from a Gargantuan corpse.\",\"Russet mold can be hard to kill, since weapons and most types of damage do it no harm. Effects that deal acid, necrotic, or radiant damage kill 1 square foot of russet mold per 1 damage dealt. A pound of salt, a gallon of alcohol, or a magical effect that cures disease kills russet mold in a square area that is 10 feet on a side. Sunlight kills any russet mold in the light's area.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Vegepygmy.webp\"},\"credit\":\"Jim Nelson\"}]},{\"name\":\"Tlincalli\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Tlincallis, also called scorpion folk, are chitin-covered creatures, humanoid from the waist up with the lower body of an enormous scorpion, complete with a stinger at the end of a long tail.\",{\"name\":\"Desert Nomads\",\"entries\":[\"Tlincallis live austerely. They range across arid lands, hunting at dawn and dusk. In the hours between, they wait out the day's heat or the night's cold by burying themselves in loose sand or earth or, if the terrain proves too inflexible, lurking in ruins or shallow caves. A tribe of tlincallis stays in one place for only as long as the hunting is good in the immediate area, though they might visit the same way stations over and over during their wanderings. The tribe also settles down temporarily whenever it's time to lay eggs and hatch a new brood of young.\"],\"type\":\"entries\"},{\"name\":\"Poisonous Eggs\",\"entries\":[\"Tlincallis deposit their eggs in warm places out of direct sunlight, often amid a stand of cacti near their present encampment. There the eggs lie protected by hard shells coated in paralytic poison similar to that produced by their stingers. A would-be predator that dares to break an egg is defenseless against the tlincallis that come to investigate.\"],\"type\":\"entries\"},{\"name\":\"Horrid Kidnappers\",\"entries\":[\"Tlincallis eat what they kill, but they also take some of their prey alive when they have new mouths to feed. After using their stingers to paralyze victims and their spiked chains to bind them, tlincallis take these prisoners back to their encampment and tie them to cactus or rock formations. There, victims wait until the sun sets and the newly hatched young emerge from the lair to eat them alive.\"],\"type\":\"entries\"},{\"name\":\"Prideful Hunters\",\"entries\":[\"Tlincallis see themselves as great hunters. If a tlincalli tribe encounters a more powerful hunter, such as a blue dragon, the tribe's leader must decide whether the group becomes obedient to the superior hunter, moves on, or fights to the death to defeat it.\"],\"type\":\"entries\"},{\"name\":\"Makeshift Weapons and Objects\",\"entries\":[\"Tlincallis are uncivilized and don't build cities, make clothing, or mine metals. Instead, they scavenge what they need or want. They do, however, know how to melt down scavenged metal to forge crude weapons and tools.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Tlincalli.webp\"},\"credit\":\"Conceptopolis\"}]},{\"name\":\"Transmuter\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Transmuters are specialist wizards who embrace change, rail against the status quo, and view magical transmutation as a path to riches, enlightenment, or apotheosis.\"]}]}]}]},{\"name\":\"Trapper\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A trapper is a manta-like creature that lurks in subterranean and natural environments. It can change the color and texture of its tough, outward-facing side to help it blend in with its surroundings, while its soft, inward-facing side clings to the floor, wall, or ceiling in its hunting territory. It remains motionless as it waits for prey to come close. When a target is within its reach, it peels itself away from the surface and wraps around its prey, crushing, smothering, and then digesting it.\",{\"name\":\"Versatile Camouflage\",\"entries\":[\"A trapper can alter the color and texture of its outer side to match its surroundings. It can blend in with any surface made of stone, earth, or wood, masking its presence to any but the most rigorous scrutiny. It can't change its texture to that of a grassy or snow-covered surface, but it can change its color to match and then conceal itself under a thin layer of vegetation or actual snow.\",\"Trappers know when prey draws near, so explore ruins and dungeons with equal wariness. For dumb beasts, they know very well what treasure is, what treasure chests are, and how these lure the likes of us.\",\"-Volo\"],\"type\":\"entries\"},{\"name\":\"Stationary Hunters\",\"entries\":[\"A trapper needs to eat about a halfling-sized meal once a week to remain sated. It is content to stay in one place, given a steady supply of food, and thus trappers are a threat along any well-traveled dungeon corridor and on routes through the wilderness that see a lot of traffic. When prey is scarce, a trapper enters a state of hibernation that can last for months, though it is still aware when prey comes near. A trapper on the verge of starvation might defy its instincts and begin creeping along, abandoning its old territory in search of better hunting.\"],\"type\":\"entries\"},{\"name\":\"Beware of Leftovers\",\"entries\":[\"When its prey is dead, a trapper dissolves and absorbs the fleshy parts, leaving a scattering of bones, metal, treasure, and other indigestible bits in the place where the creature had been. A trapper that lurks on the floor of its hunting grounds can cover these remains with own body, making them look like irregularities in the surface. The creature might also attach itself to a wall or a ceiling close to a recent kill, effectively using the remnants as bait: a creature that stops to investigate the bones for valuables stands a good chance of becoming the trapper's next meal.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Trapper.webp\"},\"credit\":\"Dave Dorman\"}]},{\"name\":\"Ulitharid\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Very rarely, a tadpole from an elder brain's brine pool transforms an individual into an ulitharid, a larger and more potent mind flayer that boasts six tentacles.\",{\"name\":\"Master Minds\",\"entries\":[\"Illithids innately recognize that an ulitharid's survival is more important than their own. An elder brain's reaction to the rise of an ulitharid varies. In most colonies, the ulitharid becomes an elder brain's most favored servant, invested with power and authority. In others, the elder brain perceives an ulitharid as a potential rival for power, and it manipulates or quashes the ulitharid's ambitions accordingly.\"],\"type\":\"entries\"},{\"name\":\"Birth of a Colony\",\"entries\":[\"When an ulitharid finds sharing leadership with an elder brain to be insufferable, it breaks off from the colony, taking a group of mind flayers with it, and moves to another location to form a new colony. After the death of the ulitharid's body, mind flayers take its brain and place it in a brine pool, where it grows into an elder brain over a few days. This process doesn't work on the brain of an ulitharid that dies a natural death, as a brain that succumbs to old age is too decrepit to be used in the creation of an elder brain.\"],\"type\":\"entries\"},{\"name\":\"Extractor Staff\",\"entries\":[\"Each ulitharid carries a psionically enhanced staff made of black metal. When the ulitharid is ready to give up its life, it attaches the staff to the back of its head, and the staff cracks open its skull and peels it apart, enabling its brain to be extracted. The brain and the staff are then planted in the ulitharid's corpse, causing it to dissolve into ichor. This psionically potent slime helps to fuel the transformation of the area into a brine pool that surrounds an embryonic elder brain.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Ulitharid.webp\"},\"credit\":\"Scott Murphy\"}]},{\"name\":\"Vargouille\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Shrieking, flapping, and hideous to behold-with a body like a severed head and bat-like wings in place of ears—vargouilles boil out of the Abyss to infest other planes of existence, such as Carceri, where they are a menace. Each vargouille carries a disease that creates more of its kind; a flock of vargouilles on the wing is a plague of chaos and evil waiting to happen.\",{\"name\":\"Abyssal Nuisances\",\"entries\":[\"Swarms of vargouilles flap through the caverns and skies of the Abyss. They are given little regard by powerful and intelligent demons since vargouilles can do them no harm. Even the weakest demon, such as a manes or a dretch, fears vargouilles only if they appear in great numbers. In the Lower Planes, vargouilles rarely get the chance to eat live prey other than vermin. More often, they lap up the ichor left behind when one fiend kills another.\",\"The kiss of a vargouille infects a humanoid with a fiendish curse. If allowed to run its course, the curse brings about a gruesome transformation as an abyssal spirit invades the person's body. Over a period of hours, the victim's head takes on fiendish aspects such as fangs, tentacles, and horns. At the same time, the person's ears grow larger, expanding and transforming into wing-like appendages. In the final moments, the victim's head tears away from the body in a fountain of blood, becoming another vargouille, which often then eagerly laps up its own life fluids. Sunlight or the brilliant illumination of a {@spell daylight} spell can delay this transformation, and vargouilles instinctively shun bright light as a result.\"],\"type\":\"entries\"},{\"name\":\"The World Awaits\",\"entries\":[\"Because of their instinctive hunger for living prey, vargouilles are eager to escape the Lower Planes. On rare occasions, the summoning of a demon to another plane can bring a vargouille along for the ride, attaching itself like a tick. The precautions a mortal takes to contain and control a summoned demon rarely account for a stowaway, and thus a vargouille enters the world unbidden.\"],\"type\":\"entries\"},{\"name\":\"Ghastly Reproduction\",\"entries\":[\"Vargouilles that roam free on the Material Plane are a dire threat to all creatures, especially humanoids. Their awful shrieking can paralyze other creatures with fear, and such victims are helpless to resist a vargouille's accursed kiss.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Vargouille.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Vegepygmy\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Vegepygmies are fungus creatures that live in simple tribal units, hunting for sustenance and spreading the spores from which they reproduce.\",{\"name\":\"Primitive Plants\",\"entries\":[\"Vegepygmies, also called mold folk or moldies, inhabit dark areas that are warm and wet, so they are most commonly found underground or in dense forests where little sunlight penetrates. A vegepygmy instinctively feels kinship with other plant and fungus creatures, and thus vegepygmy tribes coexist well with creatures such as myconids, shriekers, and violet fungi.\",\"Although they prefer to eat fresh meat, bone, and blood, vegepygmies can absorb nutrients from soil and many sorts of organic matter, meaning that they rarely go hungry. A vegepygmy can hiss and make other noises by forcing air through its mouth, but it can't speak in a conventional sense. Among themselves, vegepygmies communicate by hissing, gestures, and rhythmic tapping on the body. Vegepygmies build and craft little; any gear they have is acquired from other creatures or built by copying simple construction they have witnessed.\",\"As a vegepygmy ages, it grows tougher and develops spore clusters on its body. Spore-bearing vegepygmies are deferred to by other vegepygmies, so outsiders refer to such vegepygmies as chiefs. A chief can expel its spores in a burst, infecting nearby creatures. If a creature dies while infected, its corpse produces vegepygmies the same way russet mold does.\",\"No one knows for sure where russet mold came from. One historical account tells of adventurers in a forbidding mountain range discovering russet mold and vegepygmies in a peculiar metal dungeon full of strange life. Another story says that explorers found russet mold in a crater left by a falling star, with vegepygmies infesting the dense jungle nearby.\"],\"type\":\"entries\"},{\"name\":\"Mold Begets Mold\",\"entries\":[\"Vegepygmies originate from the remains left behind when a humanoid or a giant is killed by russet mold. One or more vegepygmies emerge from the corpse a day later. If a beast such as a dog or a bear dies from russet mold, the result is a bestial moldie called a thorny result instead of a humanoid-shaped vegepygmy. Thornies are less intelligent than vegepygmies, but have greater size and ferocity, as well as a thorn-covered body.\"],\"type\":\"entries\"}]},{\"type\":\"entries\",\"name\":\"Russet Mold\",\"entries\":[\"The fungus known as russet mold is reddish-brown in color and found only in places that are dark, warm, and wet. Russet mold that spreads out across a metal object can be mistaken for natural rust, and a successful DC 15 Intelligence ({@skill Nature}) or Wisdom ({@skill Survival}) check is required to identify it accurately by sight in such a case.\",\"Any creature that comes within 5 feet of russet mold must make a DC 13 Constitution saving throw as the mold emits a puff of spores. On a failed save, the creature becomes {@condition poisoned}. While {@condition poisoned} in this way, the creature takes 7 ({@damage 2d6}) poison damage at the start of each of its turns, sprouting mold as it takes damage. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any magic that neutralizes poison or cures disease kills the infestation. A creature reduced to 0 hit points by the mold's poison damage dies. If the dead creature is a beast, a giant, or a humanoid, one or more newborn vegepygmies emerge from its body 24 hours later: one newborn from a Small corpse, two from a Medium corpse, four from a Large corpse, eight from a Huge corpse, or sixteen from a Gargantuan corpse.\",\"Russet mold can be hard to kill, since weapons and most types of damage do it no harm. Effects that deal acid, necrotic, or radiant damage kill 1 square foot of russet mold per 1 damage dealt. A pound of salt, a gallon of alcohol, or a magical effect that cures disease kills russet mold in a square area that is 10 feet on a side. Sunlight kills any russet mold in the light's area.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Vegepygmy.webp\"},\"credit\":\"Richard Whitters\"}]},{\"name\":\"Vegepygmy Chief\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Vegepygmies are fungus creatures that live in simple tribal units, hunting for sustenance and spreading the spores from which they reproduce.\",{\"name\":\"Primitive Plants\",\"entries\":[\"Vegepygmies, also called mold folk or moldies, inhabit dark areas that are warm and wet, so they are most commonly found underground or in dense forests where little sunlight penetrates. A vegepygmy instinctively feels kinship with other plant and fungus creatures, and thus vegepygmy tribes coexist well with creatures such as myconids, shriekers, and violet fungi.\",\"Although they prefer to eat fresh meat, bone, and blood, vegepygmies can absorb nutrients from soil and many sorts of organic matter, meaning that they rarely go hungry. A vegepygmy can hiss and make other noises by forcing air through its mouth, but it can't speak in a conventional sense. Among themselves, vegepygmies communicate by hissing, gestures, and rhythmic tapping on the body. Vegepygmies build and craft little; any gear they have is acquired from other creatures or built by copying simple construction they have witnessed.\",\"As a vegepygmy ages, it grows tougher and develops spore clusters on its body. Spore-bearing vegepygmies are deferred to by other vegepygmies, so outsiders refer to such vegepygmies as chiefs. A chief can expel its spores in a burst, infecting nearby creatures. If a creature dies while infected, its corpse produces vegepygmies the same way russet mold does.\",\"No one knows for sure where russet mold came from. One historical account tells of adventurers in a forbidding mountain range discovering russet mold and vegepygmies in a peculiar metal dungeon full of strange life. Another story says that explorers found russet mold in a crater left by a falling star, with vegepygmies infesting the dense jungle nearby.\"],\"type\":\"entries\"},{\"name\":\"Mold Begets Mold\",\"entries\":[\"Vegepygmies originate from the remains left behind when a humanoid or a giant is killed by russet mold. One or more vegepygmies emerge from the corpse a day later. If a beast such as a dog or a bear dies from russet mold, the result is a bestial moldie called a thorny result instead of a humanoid-shaped vegepygmy. Thornies are less intelligent than vegepygmies, but have greater size and ferocity, as well as a thorn-covered body.\"],\"type\":\"entries\"}]},{\"type\":\"entries\",\"name\":\"Russet Mold\",\"entries\":[\"The fungus known as russet mold is reddish-brown in color and found only in places that are dark, warm, and wet. Russet mold that spreads out across a metal object can be mistaken for natural rust, and a successful DC 15 Intelligence ({@skill Nature}) or Wisdom ({@skill Survival}) check is required to identify it accurately by sight in such a case.\",\"Any creature that comes within 5 feet of russet mold must make a DC 13 Constitution saving throw as the mold emits a puff of spores. On a failed save, the creature becomes {@condition poisoned}. While {@condition poisoned} in this way, the creature takes 7 ({@damage 2d6}) poison damage at the start of each of its turns, sprouting mold as it takes damage. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any magic that neutralizes poison or cures disease kills the infestation. A creature reduced to 0 hit points by the mold's poison damage dies. If the dead creature is a beast, a giant, or a humanoid, one or more newborn vegepygmies emerge from its body 24 hours later: one newborn from a Small corpse, two from a Medium corpse, four from a Large corpse, eight from a Huge corpse, or sixteen from a Gargantuan corpse.\",\"Russet mold can be hard to kill, since weapons and most types of damage do it no harm. Effects that deal acid, necrotic, or radiant damage kill 1 square foot of russet mold per 1 damage dealt. A pound of salt, a gallon of alcohol, or a magical effect that cures disease kills russet mold in a square area that is 10 feet on a side. Sunlight kills any russet mold in the light's area.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Vegepygmy.webp\"},\"credit\":\"Richard Whitters\"}]},{\"name\":\"Velociraptor\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"This feathered dinosaur is about the size of a large turkey. It is an aggressive predator and often hunts in packs to bring down larger prey.\"]}]}]}]},{\"name\":\"War Priest\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"War priests worship deities of war and combat. They plan tactics, lead soldiers into battle, confront enemy spellcasters, and tend to casualties. A war priest might command an army or serve as a warlord's right hand on the battlefield.\"]}]}]}]},{\"name\":\"Warlock of the Archfey\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Warlocks of the archfey gain their powers through magical pacts forged with lords of the Feywild. These warlocks commonly associate with lesser fey creatures such as boggles, quicklings, redcaps, satyrs, and sprites.\"]}]}]}]},{\"name\":\"Warlock of the Fiend\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Warlocks of the fiend gain their powers through magical pacts forged with archfiends of the Lower Planes. These warlocks often keep imps or quasits as companions, and they tend toward extremes of behavior: consorting with fiend-worshiping cultists or dedicating their lives to destroying fiendish cults.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Warlock of the Fiend.webp\"}}]},{\"name\":\"Warlock of the Great Old One\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Warlocks of the Great Old One gain their powers through magical pacts forged with eldritch entities from strange and distant realms of existence. Some of these warlocks associate with cultists devoted to these entities, as well as aberrations that share their goals, yet other warlocks of the Great Old One are experts at rooting out the insanity and wickedness inspired by bizarre beings from beyond the stars.\"]}]}]}]},{\"name\":\"Warlord\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Warlords are legendary battlefield commanders whose names are spoken with awe. After a string of decisive victories, a warlord could easily take on the role of monarch or general and attract followers willing to die for his or her banner.\"]}]}]}]},{\"name\":\"White Guard Drake\",\"source\":\"VGM\",\"_copy\":{\"name\":\"Guard Drake\",\"source\":\"VGM\"}},{\"name\":\"Wood Woad\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A wood woad is a powerful plant in humanoid form invested with the soul of someone who gave up life to become an eternal guardian.\",{\"name\":\"Born of Sacrifice\",\"entries\":[\"The ritual to create a wood woad is a primeval secret passed down through generations of savage societies and dark druid circles. Performing the ritual isn't necessarily an act of evil, if the victim-to-be has entered into a bargain that requires it to be a willing sacrifice.\",\"In the ritual a living person's chest is pierced and the heart removed. A seed is then pushed into the heart, and it is placed in a tree. Any hollow or crook will do, but often a special cavity is carved out of the trunk. The tree is then bathed and watered with the blood of the sacrificed victim, and the body is buried among the tree's roots. After three days, a sprout emerges from the ground at the base of the tree and swiftly grows into a humanoid form.\",\"This new body, armored in tough bark and bearing a gnarled club and shield, is at once ready to perform its duty. The one who performed the ritual sets the wood woad to its task, and the creature follows those orders unceasingly.\",\"Wood woads are drawn to creatures that have close ties to nature, and that protect and respect the land, such as druids and treants. Some treants have wood woad servants by virtue of age-old pacts with druids or fey that performed the rituals, while others acquire the services of freed wood woads that find renewed purpose in the domain of a kindred guardian.\"],\"type\":\"entries\"},{\"name\":\"Pitiless Protectors\",\"entries\":[\"A wood woad has a hole where its heart would be, just as does the body of its former self, buried in the earth. Those who become wood woads trade their free will and all sense of sentiment for supernatural strength and a deathless duty. They exist only to protect woodlands and the people who tend them. A wood woad's face is void and expressionless, except for the motes of light that swim about in its eye sockets. Wood woads speak little, and when not being called upon to take action, they root themselves in the earth and silently take sustenance from it.\"],\"type\":\"entries\"},{\"name\":\"Uprooted by Immortality\",\"entries\":[\"Like a tree, a wood woad needs only sunlight, air, and nutrients from the earth to go on living. Because they are undying, some wood woads outlive their original purpose. The site a wood woad guards might lose its power or significance over time, or those whom it was assigned to guard might themselves die. If it is freed from its specific duties, a wood woad might roam to find another place of natural beauty or fey influence to watch over.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Wood Woad.webp\"},\"credit\":\"Cory Trego-Erdner\"}]},{\"name\":\"Xvart\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Xvarts are cruel, cowardly humanoids spawned by a cowardly, renegade demigod. They have blue skin, vivid orange eyes, and receding hairlines, mirroring their creator's appearance. They stand about 3 feet tall.\",\"Xvarts live in remote hills, forests, and caves. Each tribe is led by a speaker, who is usually the brightest one among them. The speaker serves as the tribe's ambassador, and often dons short wooden stilts and heavy robes to look taller and more imperious. The rest of the tribe hunts for food, plundering crops and livestock from nearby farms if the hunt goes poorly. Xvarts aren't much of a threat to civilized locations because they are somewhat fearful of humans, dwarves, and elves.\",{\"name\":\"Raxivort's Betrayal\",\"entries\":[\"All xvarts are the degenerate offspring of an entity named Raxivort, who once served Graz'zt the Dark Prince as treasurer. Raxivort spent long centuries watching over the treasury, and in time he grew to lust after his master's riches. In one bold move, he plundered a treasure vault and fled to the Material Plane. One of the treasures he stole was the Infinity Spindle, a crystalline shard from the early days of the multiverse that could transform even a creature as low as Raxivort into a demigod.\",\"After he ascended to godhood, Raxivort forged a realm called the Black Sewers, within Pandesmos, the topmost layer of Pandemonium. He enjoyed his divine ascension only briefly, though, before Graz'zt unleashed his vengeance. The demon prince had no need to regain the Infinity Spindle, since he already possessed power greater than what it could grant. Instead, he dispatched agents far and wide to spread news of what the spindle could do and the puny, pathetic creature that claimed its ownership. Soon enough, Raxivort was pursued by a variety of enemies, all eager to claim the Spindle as their own.\",\"In the face of his imminent destruction, Raxivort hatched a plan. Fleeing to the Material Plane, he wandered across a variety of worlds and spawned creatures that were his exact duplicate. These are the xvarts, creatures that not only look identical to Raxivort in appearance but also foil any magic used to track him down. Spells, rituals, and other effects that could reveal Raxivort's location instead point to the nearest xvart.\",\"Although the initial rush of enemies against him has subsided, Raxivort knows that the planar powers are patient. He remains in hiding, a wretch of a demigod who does little more than wander the planes, spawning ever more xvarts to ensure his continued safety.\",\"When things go badly for them, they kidnap whoever's handy and sacrifice them to their craven god. Hmm. I guess they're not so different from a lot of humans, after all.\",\"-Volo\",\"Despite their muddled nature, all xvarts have an unshakable devotion to Raxivort. The desire to please Raxivort weighs heavily on all their decisions. When things aren't going well for them, xvarts naturally assume that Raxivort is angry. To appease their troubled lord, they stage kidnappings. They fashion nets to capture their enemies, which are dragged back to the lair and sacrificed on a makeshift altar. Raxivort can hear their supplications, but he's too afraid to come out of hiding most of the time. Occasionally, he does appear before a tribe of worshipers as a 9-foot-tall xvart carrying an empty sack. In every such instance, Raxivort takes all of the treasure that the tribe has accumulated, stuffs it in his sack, and disappears, leaving nothing behind as compensation.\",\"Xvart Speakers\",\"A xvart tribe has one speaker that serves as its leader. The speaker has the statistics of a normal xvart, except that it has an Intelligence of 13 (+1) and knows one additional language (usually Common or Goblin).\"],\"type\":\"entries\"},{\"name\":\"Greedy Thugs\",\"entries\":[\"Xvarts have all of their creator's flaws and few redeeming qualities. They lack the physical equipment to reproduce, as well as the inclination to do so. They are greedy, conniving, and obsessed with the acquisition of valuables-the more ornate or bizarre, the better. They know they are flawed, and this minor amount of self-awareness only magnifies their other deficiencies . They hate almost any creature they perceive as better than they are, which includes almost anyone, but they lack the courage or wherewithal to act on their hatred most of the time. Their fear has led them to dwell either in gloomy places on the far fringes of civilized lands or in areas neglected or forgotten by mightier creatures. In other words, xvarts usually live in places where normal vermin might flourish.\"],\"type\":\"entries\"},{\"name\":\"Vermin Masters\",\"entries\":[\"Rats and bats (including giant-sized specimens) are naturally attracted to xvarts, and xvarts domesticate such beasts for food and battle. Xvarts also form alliances with wererats, although the lycanthropes are dominant in any such arrangement. This relationship traces back to Raxivort's divine nature. Even though the xvarts inherited Raxivort's greed and cowardice, they also gained his ability to form bonds with such creatures.\"],\"type\":\"entries\"},{\"name\":\"Xvart Warlocks\",\"entries\":[\"A xvart can forge a pact with Raxivort by stealing an item of such great value that the demigod himself appears before the xvart to claim it. After surrendering the item to Raxivort, the xvart asks for magical power so that it can find and deliver more great treasures into Raxivort's custody. If the demigod feels so inclined, he imbues the xvart with greater wisdom and charisma and grants it the spellcasting abilities of a warlock before returning to the howling chaos of\"],\"type\":\"entries\"},{\"name\":\"Pandemonium\",\"entries\":[\"Raxivort's warlocks are respected and feared in xvart society, but they have little interest in political power. They scour the wilderness, old ruins, and dungeons for treasures, often with a handful of xvart sycophants and giant rat bodyguards in tow.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Xvart.webp\"},\"credit\":\"Richard Whitters\"}]},{\"name\":\"Xvart Speaker\",\"source\":\"VGM\",\"_copy\":{\"name\":\"Xvart\",\"source\":\"VGM\"}},{\"name\":\"Xvart Warlock of Raxivort\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Xvarts are cruel, cowardly humanoids spawned by a cowardly, renegade demigod. They have blue skin, vivid orange eyes, and receding hairlines, mirroring their creator's appearance. They stand about 3 feet tall.\",\"Xvarts live in remote hills, forests, and caves. Each tribe is led by a speaker, who is usually the brightest one among them. The speaker serves as the tribe's ambassador, and often dons short wooden stilts and heavy robes to look taller and more imperious. The rest of the tribe hunts for food, plundering crops and livestock from nearby farms if the hunt goes poorly. Xvarts aren't much of a threat to civilized locations because they are somewhat fearful of humans, dwarves, and elves.\",{\"name\":\"Raxivort's Betrayal\",\"entries\":[\"All xvarts are the degenerate offspring of an entity named Raxivort, who once served Graz'zt the Dark Prince as treasurer. Raxivort spent long centuries watching over the treasury, and in time he grew to lust after his master's riches. In one bold move, he plundered a treasure vault and fled to the Material Plane. One of the treasures he stole was the Infinity Spindle, a crystalline shard from the early days of the multiverse that could transform even a creature as low as Raxivort into a demigod.\",\"After he ascended to godhood, Raxivort forged a realm called the Black Sewers, within Pandesmos, the topmost layer of Pandemonium. He enjoyed his divine ascension only briefly, though, before Graz'zt unleashed his vengeance. The demon prince had no need to regain the Infinity Spindle, since he already possessed power greater than what it could grant. Instead, he dispatched agents far and wide to spread news of what the spindle could do and the puny, pathetic creature that claimed its ownership. Soon enough, Raxivort was pursued by a variety of enemies, all eager to claim the Spindle as their own.\",\"In the face of his imminent destruction, Raxivort hatched a plan. Fleeing to the Material Plane, he wandered across a variety of worlds and spawned creatures that were his exact duplicate. These are the xvarts, creatures that not only look identical to Raxivort in appearance but also foil any magic used to track him down. Spells, rituals, and other effects that could reveal Raxivort's location instead point to the nearest xvart.\",\"Although the initial rush of enemies against him has subsided, Raxivort knows that the planar powers are patient. He remains in hiding, a wretch of a demigod who does little more than wander the planes, spawning ever more xvarts to ensure his continued safety.\",\"When things go badly for them, they kidnap whoever's handy and sacrifice them to their craven god. Hmm. I guess they're not so different from a lot of humans, after all.\",\"-Volo\",\"Despite their muddled nature, all xvarts have an unshakable devotion to Raxivort. The desire to please Raxivort weighs heavily on all their decisions. When things aren't going well for them, xvarts naturally assume that Raxivort is angry. To appease their troubled lord, they stage kidnappings. They fashion nets to capture their enemies, which are dragged back to the lair and sacrificed on a makeshift altar. Raxivort can hear their supplications, but he's too afraid to come out of hiding most of the time. Occasionally, he does appear before a tribe of worshipers as a 9-foot-tall xvart carrying an empty sack. In every such instance, Raxivort takes all of the treasure that the tribe has accumulated, stuffs it in his sack, and disappears, leaving nothing behind as compensation.\",\"Xvart Speakers\",\"A xvart tribe has one speaker that serves as its leader. The speaker has the statistics of a normal xvart, except that it has an Intelligence of 13 (+1) and knows one additional language (usually Common or Goblin).\"],\"type\":\"entries\"},{\"name\":\"Greedy Thugs\",\"entries\":[\"Xvarts have all of their creator's flaws and few redeeming qualities. They lack the physical equipment to reproduce, as well as the inclination to do so. They are greedy, conniving, and obsessed with the acquisition of valuables-the more ornate or bizarre, the better. They know they are flawed, and this minor amount of self-awareness only magnifies their other deficiencies . They hate almost any creature they perceive as better than they are, which includes almost anyone, but they lack the courage or wherewithal to act on their hatred most of the time. Their fear has led them to dwell either in gloomy places on the far fringes of civilized lands or in areas neglected or forgotten by mightier creatures. In other words, xvarts usually live in places where normal vermin might flourish.\"],\"type\":\"entries\"},{\"name\":\"Vermin Masters\",\"entries\":[\"Rats and bats (including giant-sized specimens) are naturally attracted to xvarts, and xvarts domesticate such beasts for food and battle. Xvarts also form alliances with wererats, although the lycanthropes are dominant in any such arrangement. This relationship traces back to Raxivort's divine nature. Even though the xvarts inherited Raxivort's greed and cowardice, they also gained his ability to form bonds with such creatures.\"],\"type\":\"entries\"},{\"name\":\"Xvart Warlocks\",\"entries\":[\"A xvart can forge a pact with Raxivort by stealing an item of such great value that the demigod himself appears before the xvart to claim it. After surrendering the item to Raxivort, the xvart asks for magical power so that it can find and deliver more great treasures into Raxivort's custody. If the demigod feels so inclined, he imbues the xvart with greater wisdom and charisma and grants it the spellcasting abilities of a warlock before returning to the howling chaos of\"],\"type\":\"entries\"},{\"name\":\"Pandemonium\",\"entries\":[\"Raxivort's warlocks are respected and feared in xvart society, but they have little interest in political power. They scour the wilderness, old ruins, and dungeons for treasures, often with a handful of xvart sycophants and giant rat bodyguards in tow.\"],\"type\":\"entries\"}]}]}]}]},{\"name\":\"Yeth Hound\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Granted by powerful fey to individuals who please them, yeth hounds serve evil masters like hunting dogs. Yeth hounds fly in pursuit of their prey, often waiting until it is too exhausted to fight back. Only the threat of dawn drives the pack back into hiding.\",{\"name\":\"Minions of a Dark Master\",\"entries\":[\"A pack of yeth hounds can be created by powerful fey such as the Queen of Air and Darkness. Once it is brought into existence, a pack must have a master, who is often someone the creator wishes to reward. The master can telepathically communicate with its yeth hounds to give them commands from afar. If the master of a pack is killed, the hounds seek and choose a new master, typically an individual of great evil such as a vampire, a necromancer, or a hag.\",\"A yeth hound stands about 5 feet tall at the shoulder and weighs around 400 pounds. Often all that can be seen of one in the darkness is the red glow of its eyes against its night-black fur. The head of a yeth hound has a human-like face, held up by a neck more flexible than a dog's. The creature gives off an odor like smoke.\",\"Those that stand their ground and fight back discover that mundane weapons partially pass through the hound as if it was made of fog, but magic weapons and silvered weapons can strike true.\"],\"type\":\"entries\"},{\"name\":\"Sound of Looming Death\",\"entries\":[\"Yeth hounds make a ghastly baying sound that can be heard all around. Creatures that can see a hound when it bays are filled with supernatural fear and usually flee in terror. When a victim tries to run away, a hound delights in chasing after it and tormenting it before bringing the hunt to a close.\"],\"type\":\"entries\"},{\"name\":\"Foiled by Sunlight\",\"entries\":[\"Yeth hounds can't stand sunlight. A pack never willingly prolongs a hunt beyond the night hours and always seeks to return to its dark den before the first rays of dawn. No amount of coercion by a pack's master can deter this behavior. If a yeth hound is exposed to natural sunlight, it fades away, vanishing into the Ethereal Plane, from where its master can retrieve it only after the sun has set.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Yeth Hound.webp\"},\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Yuan-ti Anathema\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Yuan-ti malisons who become priestly devotees of a particular god-be it Sseth, Dendar the Night Serpent, or Merrshaulk-often rise through the ranks to become spiritual leaders among the serpent folk. These priests perform sacrificial rites to appease their vile gods.\"]},{\"type\":\"entries\",\"name\":\"Yuan-ti Anathema\",\"entries\":[\"A yuan-ti abomination's quest for godhood might lead it to perform a ritual that, if successful, transforms it into an even greater form: a yuan-ti anathema. This ritual demands the sacrifice of hundreds of snakes and requires the abomination to bathe in the blood of its enemies. The transformation is quick yet painful.\",\"Not all yuan-ti are eager to see one of their own become an anathema, since anathemas brutally subjugate their lessers for their own evil ends.\",{\"name\":\"Not Quite Divine\",\"entries\":[\"An anathema considers itself a demigod on the path to greater divinity. It demands obeisance from weaker yuan-ti and uses every resource at its disposal to launch small-scale wars against its neighbors. Each conquest brings new slaves and sacrifices, as well as glory and riches, that the anathema thinks it needs to achieve true divinity.\",\"An anathema's most loyal yuan-ti followers see it as the pinnacle of the serpentine form, an unbelievable improvement on the nearly perfect abomination. Its devoted human followers think of it as \\\"divine flesh in a mortal body,\\\" and cultists serving an anathema tend to be more bloodthirsty and self-sacrificing in its presence.\"],\"type\":\"entries\"},{\"name\":\"Immortal\",\"entries\":[\"Anathemas don't age, allowing them to pursue their goals until the end of days. Truly powerful ones can grow to rule multiple yuan-ti cities and bring entire regions, including humanoid realms, under yuan-ti control.\"],\"type\":\"entries\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Yuan-ti Anathema.webp\"},\"credit\":\"Dave Dorman\"}]},{\"name\":\"Yuan-ti Broodguard\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Yuan-ti malisons who become priestly devotees of a particular god-be it Sseth, Dendar the Night Serpent, or Merrshaulk-often rise through the ranks to become spiritual leaders among the serpent folk. These priests perform sacrificial rites to appease their vile gods.\"]},{\"type\":\"entries\",\"name\":\"Yuan-ti Broodguard\",\"entries\":[\"Broodguards are humanoids transformed by yuan-ti into simple-minded, scaly creatures that do their masters' bidding. The transformation process warps not only a subject's body but also its mind, making it instinctively obey any yuan-ti and filling it with a seething rage that rises at the sight of non-reptilian creatures.\",\"Although broodguards have low intelligence, they are able to perform simple yet important tasks in the community, such as guarding eggs or patrolling for intruders. The yuan-ti refer to broodguards as \\\"histachii,\\\" which means \\\"egg-watchers.\\\"\",{\"name\":\"Human No More\",\"entries\":[\"Most broodguards are made from human prisoners forced to consume a magical brew that renders them helpless and unable to fight off the inevitable. A human transformed into a broodguard loses all semblance of who it once was, and even its human origin is barely discernible. A broodguard is hairless and emaciated, with yellow-green, scaly skin. It has beady, bloodshot eyes and a forked tongue, and smells faintly of rotting meat. Broodguards can speak but rarely do so, preferring to use snake-like hisses and guttural noises.\"],\"type\":\"entries\"}]},{\"type\":\"entries\",\"name\":\"Making a Broodguard\",\"entries\":[\"Yuan-ti create broodguards from captured humanoids. Each subject is fed a special potion that immediately renders it {@condition incapacitated} and transforms it into a broodguard over the next {@dice 1d6 + 6} days. A subject forced to imbibe the brew can make a DC 15 Constitution saving throw; on a success, it takes 14 ({@damage 4d6}) poison damage and isn't otherwise affected.\",\"A spell such as lesser restoration or remove curse can end the transformation process at any time before it runs its course. After the process is complete, only a {@spell wish} spell can reverse the effect.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Yuan-ti Broodguard.webp\"},\"credit\":\"Christopher Burdett\"}]},{\"name\":\"Yuan-ti Malison (Type 4)\",\"source\":\"VGM\",\"_copy\":{\"name\":\"Yuan-ti Malison\",\"source\":\"MM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Yuan-ti Malison Variants: Types 4 and 5\",\"entries\":[\"A malison is a yuan-ti that has a blend of human and serpentine features. Three different types of malisons are described in the Monster Manual, and two rarer types are described here. Type 4 and type 5 malisons are the lowest-ranking members of the malison caste, and neither type is venomous in its yuan-ti form.\"]}]}]}}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Yuan-ti Malison Type 4 and 5.webp\"}}]},{\"name\":\"Yuan-ti Malison (Type 5)\",\"source\":\"VGM\",\"_copy\":{\"name\":\"Yuan-ti Malison (Type 4)\",\"source\":\"VGM\"}},{\"name\":\"Yuan-ti Mind Whisperer\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Yuan-ti malisons who become priestly devotees of a particular god-be it Sseth, Dendar the Night Serpent, or Merrshaulk-often rise through the ranks to become spiritual leaders among the serpent folk. These priests perform sacrificial rites to appease their vile gods.\"]},{\"type\":\"entries\",\"name\":\"Yuan-ti Mind Whisperer\",\"entries\":[\"Mind whisperers are malison spellcasters that enter into a pact with the serpent god Sseth, the Sibilant Death. They use their abilities to convert others to their faith, increase their personal power, and befuddle the minds of their enemies.\",\"A mind whisperer is elusive, manipulative, unpredictable, and willing to cheat or kill comrades and rivals alike if doing so benefits it. The worshipers of Sseth have their hands in many schemes, often plying the middle ground between two factions, and thus spend a lot of energy making sure neither of their allies learn of their conflicting connections. Even among yuan-ti, mind whisperers are known for being self-important, sneaky, and prone to flee at the first sign of trouble.\",\"This malison is the type that has a human body and a snake head.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Yuan-ti Mind Whisperer.webp\"},\"credit\":\"Daarken\"}]},{\"name\":\"Yuan-ti Nightmare Speaker\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Yuan-ti malisons who become priestly devotees of a particular god-be it Sseth, Dendar the Night Serpent, or Merrshaulk-often rise through the ranks to become spiritual leaders among the serpent folk. These priests perform sacrificial rites to appease their vile gods.\"]},{\"type\":\"entries\",\"name\":\"Yuan-ti Nightmare Speaker\",\"entries\":[\"Nightmare speakers are female yuan-ti malison priests that make a pact with the Dendar the Night Serpent to feed their deity the fears and nightmares of their victims in exchange for power in the mortal world. The priestesses receive nightmarish visions from Dendar, which they interpret as prophecies, and then use their magic and influence to make these visions come true.\",\"The cruelest of all yuan-ti, nightmare speakers revel in torturing prisoners and slaves, leaving them in a constant state of fear and dread. They prefer to terrify rather than kill their opponents. They manipulate humanoid communities for the purpose of acquiring more victims, and enjoy the company of undead.\",\"This malison is the type that has a human head and upper body with a serpentine lower body instead of legs.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Yuan-ti Nightmare Speaker.webp\"},\"credit\":\"Mark Behm\"}]},{\"name\":\"Yuan-ti Pit Master\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Yuan-ti malisons who become priestly devotees of a particular god-be it Sseth, Dendar the Night Serpent, or Merrshaulk-often rise through the ranks to become spiritual leaders among the serpent folk. These priests perform sacrificial rites to appease their vile gods.\"]},{\"type\":\"entries\",\"name\":\"Yuan-ti Pit Master\",\"entries\":[\"Pit masters are yuan-ti malison priests that have made a pact with the god Merrshaulk and seek to rouse him from his slumber by sacrificing humanoids to him. They are the most traditionalist in attitude among yuan-ti and believe that they are best equipped to achieve the goals of their people.\",\"Pit masters are deeply involved in the race's long-term plan to take over humanoid governments, as well as in the ongoing effort to protect their cities from discovery or attacks by hostiles. They oppose reckless behavior and argue for a slow, cautious approach in all matters.\",\"This malison is the type that has a human head and body and snakes for arms.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VGM/Yuan-ti Pit Master.webp\"},\"credit\":\"Daarken\"}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-vrgr.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Bodytaker Plant\",\"source\":\"VRGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Whether hailing from the stars or sprouting from hidden depths, the malicious vegetation known as bodytaker plants seek to become the dominant form of life wherever they appear. These invasive organisms subvert whole societies by consuming individuals and replacing them with duplicates called podlings. Bodytaker plants view themselves as perfect organisms and seek to dominate the lands where they grow. To their minds, a world would be healthier and more efficient were they in control. Anyone who disagrees either lacks perspective or is fit to serve only as fertilizer.\",\"A bodytaker plant roots deep, spreading near-invisible filaments through the soil. Should any of these fibers survive the plant's destruction, the bodytaker plant regrows after a matter of months. Salting or poisoning the soil where it grew destroys these filaments and prevents the plant from reappearing.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VRGR/Bodytaker Plant.webp\"},\"credit\":\"Irina Nordsol\"}]},{\"name\":\"Boneless\",\"source\":\"VRGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Not all animate corpses shamble from their graves. Boneless are undead remains devoid of skeletons. Most rise from the bodies of those who've suffered brutal ends, such as deliberate skinning or crushing. Deathless malice infuses what remains, their husks flopping and slithering in pursuit of vengeance or at the whims of sinister masters. Slipping through cracks and under doors, these stealthy undead seek to adorn living frames once more, wrapping themselves around their victims and wringing them to death in their full-body grip.\",\"Boneless arise in a variety of forms. While the animate skins of specific creatures are the most common, foul spellcasters might create these horrors from the scraps of failed experiments, necromantic slurries, heaps of discarded hair, abattoirs, and charnel concoctions. These origins don't affect a boneless's statistics but lend it distinct forms.\",\"Whether through accident or depraved genius, some villains use one corpse to create two separate undead. Boneless might adorn the frames of other undead, like skeletons or zombies. The sight of a boneless peeling itself from its independently undead frame haunts the nightmares of many seasoned monster hunters.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VRGR/Boneless.webp\"},\"credit\":\"Olga Drebas\"}]},{\"name\":\"Brain in a Jar\",\"source\":\"VRGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Through an eldritch ritual combining alchemy, necromancy, and grim surgical precision, the brain of a mortal being (willing or unwilling) is encased in a glass jar filled with preserving fluids and the liquefied goop of their body's flesh. The transformation renders the brain immortal and imbues it with psionic power, so that it can spend eternity plotting and executing its desires.\",\"A brain in a jar can speak without vocal cords, psionically projecting its disembodied voice outward for all to hear. It enjoys conversation so much that it is prone to talking for hours on end, sometimes to itself if there are no others with whom it can speak. It also likes to think out loud and reflect on the events and decisions that led to its great transformation.\",\"Being divorced from one's body can tax the mind, and the longer a brain in a jar exists, the more likely some form of insanity will take hold of it. A brain in a jar is particularly susceptible to dementia, schizophrenia, and paranoia.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Immortal Vessels\",\"entries\":[\"The brain floats in a jar of solution, pulsating as it reacts to its surroundings. Some brains have been known to thump against the walls of their containers when excited or vexed. A jar's metal casing might be rusty but serviceable, or an elegantly wrought masterwork, depending on its creator. A brain in a jar weighs roughly 125 pounds.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VRGR/Brain in a Jar.webp\"},\"credit\":\"David Rene Christensen\"}]},{\"name\":\"Carrion Stalker\",\"source\":\"VRGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A carrion stalker begins life as a pale larva that infests a corpse. Over the course of weeks, this grub burrows, feeds, and grows, ultimately developing into a chitinous mass of pincers and tentacles. When an adult carrion stalker detects movement, it bursts from its corpse-cradle to attack, intent on implanting its young into the living and starting its species' life cycle anew.\",\"More than one necromancer has animated a corpse infested with carrion stalker larvae. While this can prove shocking and deadly, some depraved spellcasters cultivate carrion stalkers within zombies. The embedded carrion stalkers ride along in their freshly animated conveyances, bursting forth once they detect living creatures nearby. This destroys the zombie, but unleashes a new horror.\",\"Carrion stalkers also enjoy symbiotic relationships with carrion crawlers. Carrion crawlers won't devour bodies infested by carrion stalkers, but they often pick up stalker larvae as they root among filth. The crawlers then spread these grubs, potentially infecting whole sewers, graveyards, or battlefields with carrion stalkers. In return, carrion stalkers avoid preying on carrion crawlers.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VRGR/Carrion Stalker.webp\"},\"credit\":\"Christopher Burdett\"}]},{\"name\":\"Carrionette\",\"source\":\"VRGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Carrionettes arise from innocent intentions. Heartfelt wishes breathe life into a beloved toy and, for a time, a creator might feel blessed by their new companion. But carrionettes aren't content to live as toys and seek to escape the confines of their diminutive bodies.\",\"Every carrionette possesses a silver needle that pins its soul to its body. By posing as simple toys or hiding their desires, a carrionette gets close to an unsuspecting victim. It then uses its needle to swap souls with the victim, stealing the victim's body while trapping the victim's soul in its own doll-like frame. The carrionette then imprisons its old body, keeping the animate doll hidden while it explores the world in its stolen guise—often that of the very person who wished the carrionette into being.\",\"Carrionettes might appear as any type of toy or piece of art. While marionettes and porcelain dolls are the most common, all manner of deadly stuffed animals, crawling jack-in-the-boxes, bloodthirsty poppets, murderous jewelry box ballerinas, and so forth might be carrionettes. These malicious toys are skilled deceivers and, despite some having existed for generations, often affect unsettlingly childlike personalities. Among the most notorious of these terrors is the carrionette Maligno, Darklord of the domain of Odaire (detailed in chapter 3).\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VRGR/Carrionette.webp\"},\"credit\":\"Irina Nordsol\"}]},{\"name\":\"Death's Head\",\"source\":\"VRGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A death's head is a disembodied, flying head. The type of creature one of these grotesque undead originated from determines how it terrorizes it prey. A death's head that arises from a person or animal swoops down to rip apart victims with its gnashing teeth. One with the head of monster like a nothic or medusa, though, retains a measure of the power it had in life and can befuddle the minds or petrify the bodies of its victims.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Death's Head Tree\",\"entries\":[\"In cursed wilds grow death's head trees, awakened trees from which {@dice 2d6} death's heads dangle like foul fruit. The heads detach to protect the tree if it's threatened. Should the tree be destroyed, the heads scatter and plant themselves in unholy ground. A new death's head tree emerges from each planted head {@dice 1d12} months later.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VRGR/Deaths Head.webp\"},\"credit\":\"Helder Almeida\"}]},{\"name\":\"Dullahan\",\"source\":\"VRGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Dullahans are headless undead warriors—the remains of villains who let vengeance consume them. These decapitated hunters haunt the areas where they were slain, butchering innocents in search of their severed heads or to quench their thirst for revenge.\",\"Wicked knights or commanders in life, dullahans adhere to twisted codes of chivalry or soldiership. These fallen champions consider a specific location their battlefield. This gives rise to stories of haunted battlegrounds, ruins, roads, river crossings and other strategic locations where a dullahan continues a terrifying campaign against the living. In death, dullahans are often rejoined by those who followed them in life, either in the form of lesser undead, like skeletons or wights, or terrifying mounts, like warhorse skeletons or nightmares.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Headless Hunts\",\"entries\":[\"Dullahans are known for seeking their lost heads, giving rise to regional legends of headless hunters and endless searches. The Dullahan Legends table suggests dullahan hauntings that might be the stuff of local legends.\",{\"type\":\"table\",\"caption\":\"Dullahan Legends\",\"colLabels\":[\"d4\",\"Haunting\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A dullahan pursues anyone who has one of the shards of its shattered skull.\"],[\"2\",\"A vain dullahan pursues it own relatives, seeking to claim a head with its family resemblance.\"],[\"3\",\"A greedy dullahan seeks to recover its bejeweled helmet, caring nothing for the head that wears it.\"],[\"4\",\"Two dullahans seek the same head, both believing they're the actual owner.\"]]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VRGR/Dullahan.webp\"},\"credit\":\"Helder Almeida\"}]},{\"name\":\"Elise\",\"source\":\"VRGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Dr. Mordenheim's supposed beloved and greatest achievement, Elise is a confused, frustrated soul who never wished for her current circumstances.\",\"Elise's heart has been replaced with the Unbreakable Heart. If this device is removed, Elise dies, even if it is replaced with another heart. Elise is horrified by what Dr. Mordenheim did to her and tries to avoid the doctor and all strangers, fearing they might kill her to learn the Unbreakable Heart's secrets. She roams without destination but keeps a hidden sanctuary at Hope's Heart on the Isles of Agony. Although she has tried to leave Lamordia, the Mists prevent her from doing so.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VRGR/Elise.webp\"},\"credit\":\"Irina Nordsol\"}]},{\"name\":\"Gallows Speaker\",\"source\":\"VRGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Gallows speakers arise from places of mass death or sites where creatures regularly meet their doom. Over time, pain-wracked phantoms and lingering souls combine into an entity that knows death in myriad forms. Such amalgamated spirits are tormented by their collective pain, endlessly moaning disjointed final thoughts as they lash out at the living. Having known untold deaths, gallows speakers can predict suffering, foreseeing dooms leveled against them and overwhelming their foes with visions of innumerable violent deaths.\",\"Gallows speakers rarely speak coherently or communicate with the living, instead being entirely obsessed with their memories of death. These undead endlessly mutter to themselves, giving voice to final curses, regrets, pleas, and apologies. Those who linger and listen to a gallows speaker might gain insight into any of its many deaths.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VRGR/Gallows Speaker.webp\"},\"credit\":\"Scott Murphy\"}]},{\"name\":\"Greater Star Spawn Emissary\",\"source\":\"VRGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"An emissary's greater form sheds all pretense of being part of a plane's reality and openly mocks it. A destructive titan, this form rises in a 25-foot-tall pillar of violent flesh amalgamating the meat and voices of every form the emissary has ever mimicked. Manifestations of alien hunger erupt from this horror in waves of ravenous organs and mind-breaking psychic assaults.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Star Spawn Emissary\",\"entries\":[\"Few understand the full hungry hostility of the multiverse. Star spawn emissaries are the fingers of alien realms, digits that tip the scales of reality toward terror. Heralded by ominous astrological events, these ravenous invaders make worlds ready for unimaginable masters or distant, greater manifestations of themselves. Employing their malleable forms, emissaries work to undermine perceptions of order, trust, and reality on global scales, readying worlds for sanity-shattering revelations and cascading apocalypses. Only when truly threatened, or when their foes have lost all hope, do emissaries reveal their actual, impossible forms.\",{\"type\":\"entries\",\"name\":\"Forms of the Emissary\",\"entries\":[\"Star spawn emissaries can assume two forms: a lesser form suited to infiltration and a greater, physically overwhelming form. To destroy an emissary, characters must reduce each of its forms to 0 hit points one after another. Typically, a star spawn emissary is initially encountered in its lesser form. When this form is destroyed, the emissary's body collapses into a gory slurry. It then instantly returns in its greater form. Only if the emissary is defeated in its greater form does the star spawn die.\",\"After finishing a long rest, a greater star spawn emissary regains its lesser form if it was destroyed. When an emissary transitions from one form to another, it loses all the traits and actions of the previous form and gains those of the new form.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VRGR/Greater Star Spawn Emissary.webp\"},\"credit\":\"April Prime\"}]},{\"name\":\"Gremishka\",\"source\":\"VRGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Gremishkas are the vicious products of mistakes made by novice spellcasters seeking to create life. The results are cat-sized, magically unstable creatures with a taste for the trappings of magic—particularly spellbooks, spell components, familiars, and the like. Gremishkas delight in tormenting magic-users, holding vicious grudges against those who gave them life as they infest the walls of spellcasters' homes or the surrounding lands.\",\"Despite their feral appearances, gremishkas are cunning creatures. They might imitate the sounds of whimpering children or wounded animals to coax victims into tight quarters. While they favor attacking spellcasters, gremishkas are opportunistic hunters and lash out at anything they think they can overwhelm—or just get a bite of.\",\"Gremishkas have an unstable relationship with magic. Spells cast near a gremishka might rebound onto those nearby or cause the monster to explode, its scaly chunks rapidly reforming into duplicate gremishkas. These spontaneously created swarms can rapidly turn a single annoying gremishka into a chittering, magic-reflecting wave of teeth and claws.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VRGR/Gremishka.webp\"},\"credit\":\"April Prime\"}]},{\"name\":\"Inquisitor of the Mind Fire\",\"source\":\"VRGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"\\\"Evil lurks everywhere. With our minds, we will unearth it, we will plumb its depths, and we will annihilate it.\\\" With those words, the psychically gifted priest Ulmed founded the Ulmist Inquisition, an order of psionic inquisitors that seeks to discover the wickedness hiding in people's souls.\",\"In the days before Count Strahd von Zarovich became the first vampire, Strahd thundered across the lands with Ulmed. Their mission was clear: to destroy the infernal powers that had corrupted the world and to ensure that those powers never rose again. Strahd, Ulmed, and their companions hunted Fiends, Undead, Aberrations, and other supernatural threats and were tireless foes of cults like the priests of Osybus. When Strahd fell into darkness, Ulmed was heartbroken at his friend's transformation and changed the inquisition's mission. Instead of focusing on hunting monsters, it would also hunt the seeds of evil that can corrupt a person.\",\"Ulmed and his friends Cosima, Ansel, and Tristian organized the inquisition into three orders, with each one specializing in a type of psionic power. The Order of Cosima harnessed the Mind Fire—their name for the fire of thought that blazes within each person's mind. They used that power to read thoughts, reshape memories, and dominate the recalcitrant. The inquisitors in the Order of Ansel subjected themselves to harsh asceticism in an effort to use psionic energy to empower their own bodies. They succeeded and became the martial arm of the inquisition, represented by a sword. Finally, the Order of Tristian endeavored to use intellect to alter the environment through telekinetic force, and the order's members became the inquisition's scholars, represented by a tome.\",\"Today the inquisition rules the city of Malitain, a vast city-state to the north of Barovia's original site, and the inquisition sends its members throughout the multiverse, seeking to thwart the work of malevolent cults, otherworldly horrors, and the malice of mortals. The zeal of the inquisitors in this work has caused them to be a source of terror in many communities, where folk fear that an overzealous inquisitor might be as great a monster as the fiends the inquisitors originally hunted.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VRGR/Inquisitor of the Mind Fire.webp\"},\"credit\":\"Zuzanna Wuzyk\"}]},{\"name\":\"Inquisitor of the Sword\",\"source\":\"VRGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"\\\"Evil lurks everywhere. With our minds, we will unearth it, we will plumb its depths, and we will annihilate it.\\\" With those words, the psychically gifted priest Ulmed founded the Ulmist Inquisition, an order of psionic inquisitors that seeks to discover the wickedness hiding in people's souls.\",\"In the days before Count Strahd von Zarovich became the first vampire, Strahd thundered across the lands with Ulmed. Their mission was clear: to destroy the infernal powers that had corrupted the world and to ensure that those powers never rose again. Strahd, Ulmed, and their companions hunted Fiends, Undead, Aberrations, and other supernatural threats and were tireless foes of cults like the priests of Osybus. When Strahd fell into darkness, Ulmed was heartbroken at his friend's transformation and changed the inquisition's mission. Instead of focusing on hunting monsters, it would also hunt the seeds of evil that can corrupt a person.\",\"Ulmed and his friends Cosima, Ansel, and Tristian organized the inquisition into three orders, with each one specializing in a type of psionic power. The Order of Cosima harnessed the Mind Fire—their name for the fire of thought that blazes within each person's mind. They used that power to read thoughts, reshape memories, and dominate the recalcitrant. The inquisitors in the Order of Ansel subjected themselves to harsh asceticism in an effort to use psionic energy to empower their own bodies. They succeeded and became the martial arm of the inquisition, represented by a sword. Finally, the Order of Tristian endeavored to use intellect to alter the environment through telekinetic force, and the order's members became the inquisition's scholars, represented by a tome.\",\"Today the inquisition rules the city of Malitain, a vast city-state to the north of Barovia's original site, and the inquisition sends its members throughout the multiverse, seeking to thwart the work of malevolent cults, otherworldly horrors, and the malice of mortals. The zeal of the inquisitors in this work has caused them to be a source of terror in many communities, where folk fear that an overzealous inquisitor might be as great a monster as the fiends the inquisitors originally hunted.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VRGR/Inquisitor of the Sword.webp\"},\"credit\":\"Zuzanna Wuzyk\"}]},{\"name\":\"Inquisitor of the Tome\",\"source\":\"VRGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"\\\"Evil lurks everywhere. With our minds, we will unearth it, we will plumb its depths, and we will annihilate it.\\\" With those words, the psychically gifted priest Ulmed founded the Ulmist Inquisition, an order of psionic inquisitors that seeks to discover the wickedness hiding in people's souls.\",\"In the days before Count Strahd von Zarovich became the first vampire, Strahd thundered across the lands with Ulmed. Their mission was clear: to destroy the infernal powers that had corrupted the world and to ensure that those powers never rose again. Strahd, Ulmed, and their companions hunted Fiends, Undead, Aberrations, and other supernatural threats and were tireless foes of cults like the priests of Osybus. When Strahd fell into darkness, Ulmed was heartbroken at his friend's transformation and changed the inquisition's mission. Instead of focusing on hunting monsters, it would also hunt the seeds of evil that can corrupt a person.\",\"Ulmed and his friends Cosima, Ansel, and Tristian organized the inquisition into three orders, with each one specializing in a type of psionic power. The Order of Cosima harnessed the Mind Fire—their name for the fire of thought that blazes within each person's mind. They used that power to read thoughts, reshape memories, and dominate the recalcitrant. The inquisitors in the Order of Ansel subjected themselves to harsh asceticism in an effort to use psionic energy to empower their own bodies. They succeeded and became the martial arm of the inquisition, represented by a sword. Finally, the Order of Tristian endeavored to use intellect to alter the environment through telekinetic force, and the order's members became the inquisition's scholars, represented by a tome.\",\"Today the inquisition rules the city of Malitain, a vast city-state to the north of Barovia's original site, and the inquisition sends its members throughout the multiverse, seeking to thwart the work of malevolent cults, otherworldly horrors, and the malice of mortals. The zeal of the inquisitors in this work has caused them to be a source of terror in many communities, where folk fear that an overzealous inquisitor might be as great a monster as the fiends the inquisitors originally hunted.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VRGR/Inquisitor of the Tome.webp\"},\"credit\":\"Zuzanna Wuzyk\"}]},{\"name\":\"Isolde\",\"source\":\"VRGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Isolde was a holy warrior devoted to a pantheon of elven deities called the Seldarine. In this role, she defended the Feywild against dragons, demons, and other threats. In time, her heroics caught the eye of an archfey named Zybilna, who had forged secret pacts with some of the fiends Isolde and her companions had slain. Rather than be angry at Isolde, Zybilna was impressed by her. She enlisted a powerful fiend known only as \\\"the Caller\\\" to corrupt and slay all of Isolde's companions, leaving Isolde alone, bitter, and vulnerable. The insidious archfey then befriended Isolde and offered to help her forget her terrible losses. Isolde became the master of a traveling fey carnival that served as a gateway to Zybilna's domain. The carnival did what Zybilna hoped it would do: it brought comfort to Isolde and quelled her thirst for vengeance.\",\"Zybilna and Isolde enjoyed a strong partnership for years, but as time wore on, they grew distant until their relationship finally soured. Eladrin crave change, yet Isolde felt like she was frozen in time. She wished to leave the fey carnival and pursue other dreams, but Zybilna wouldn't hear of it and secretly used {@spell wish} spells to make Isolde place her devotion to the carnival above her desire to leave it.\",\"When Isolde's fey carnival crossed paths with another carnival from the Shadowfell, the eladrin found the escape she longed for. Isolde orchestrated a trade with the other carnival's owners, a pair of shadar-kai (elves native to the Shadowfell). Isolde would become the master of their carnival, and they would become the masters of hers. To appease Zybilna, this arrangement would remain in place only until the two carnivals crossed paths again.\",\"Zybilna was intrigued enough by the shadar-kai to let Isolde go, but not without casting a spell that made Isolde forget about Zybilna and her Feywild domain, thus preventing the eladrin from divulging the archfey's secrets. As a further punishment, Zybilna sent malevolent fey creatures to hound Isolde and her Shadowfell carnival. Isolde doesn't know who is behind this petty torment, nor does she care. Her hunt for the Caller and her thirst for vengeance have become all-consuming.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VRGR/Isolde.webp\"},\"credit\":\"Helder Almeida\"}]},{\"name\":\"Jiangshi\",\"source\":\"VRGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"When a soul becomes trapped within its corpse, its bitterness can reanimate its body, creating a jiangshi. These vengeful dead stalk their descendants and the communities they knew in life, sowing terror and taking retribution for the slights or neglected burial rites that led to their cursed resurrections. Rigor mortis notoriously afflicts the limbs of jiangshi, causing them to hold their arms rigidly and to walk with a stiff gait. This, along with their flight, lead many to call them hopping vampires.\",\"By day, jiangshi lurk within their tombs and hidden ruins to avoid the attention of the living. At night, they emerge to drain life from other creatures, these vital energies sustaining their unnatural existences and granting them greater powers. Humanoids killed by a jiangshi rise as life-hungry corpses and might turn into jiangshi themselves if they feed upon the living.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VRGR/Jiangshi.webp\"},\"credit\":\"Julian Kok\"}]},{\"name\":\"Lesser Star Spawn Emissary\",\"source\":\"VRGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A star spawn emissary's lesser form allows it to appear as any creature. Emissaries have no misplaced pride and just as readily appear as people, animals, or other creatures—the more unassuming, the better. Should it reveal its true form, an emissary appears as a roughly bipedal mass of agitated organs, self-cannibalizing alien orifices, and appendages suggestive of forms it has previously assumed.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Star Spawn Emissary\",\"entries\":[\"Few understand the full hungry hostility of the multiverse. Star spawn emissaries are the fingers of alien realms, digits that tip the scales of reality toward terror. Heralded by ominous astrological events, these ravenous invaders make worlds ready for unimaginable masters or distant, greater manifestations of themselves. Employing their malleable forms, emissaries work to undermine perceptions of order, trust, and reality on global scales, readying worlds for sanity-shattering revelations and cascading apocalypses. Only when truly threatened, or when their foes have lost all hope, do emissaries reveal their actual, impossible forms.\",{\"type\":\"entries\",\"name\":\"Forms of the Emissary\",\"entries\":[\"Star spawn emissaries can assume two forms: a lesser form suited to infiltration and a greater, physically overwhelming form. To destroy an emissary, characters must reduce each of its forms to 0 hit points one after another. Typically, a star spawn emissary is initially encountered in its lesser form. When this form is destroyed, the emissary's body collapses into a gory slurry. It then instantly returns in its greater form. Only if the emissary is defeated in its greater form does the star spawn die.\",\"After finishing a long rest, a greater star spawn emissary regains its lesser form if it was destroyed. When an emissary transitions from one form to another, it loses all the traits and actions of the previous form and gains those of the new form.\"]}]}]}]},{\"name\":\"Loup Garou\",\"source\":\"VRGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Loup garou possess a strain of lycanthropy more virulent than that carried by common werewolves. Aside from being deadlier than their werewolf cousins, loup garou aggressively spread the plague of lycanthropy. Only through the death of a loup garou might those afflicted by it escape their curse.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Loup Garou Lycanthropy\",\"entries\":[\"A Humanoid who succumbs to a loup garou's lycanthropy becomes a werewolf. This form of lycanthropy can't be removed while the loup garou that inflicted the curse lives. See the {@i Monster Manual} for details on lycanthropy.\",\"Once a loup garou is slain, a {@spell remove curse} spell cast during the night of a full moon on any afflicted werewolf it created forces the target to make a DC 17 Constitution saving throw. On a success, the curse is broken, and the target returns to its normal form and gains 3 levels of exhaustion. On a failure, the curse remains, and the target automatically fails any saving throw made to break this curse for 1 month.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VRGR/Loup Garou.webp\"},\"credit\":\"Olga Drebas\"}]},{\"name\":\"Necrichor\",\"source\":\"VRGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A necrichor is a being of living blood, formed from the ichor of evil gods or the sludge in the crypts of failed liches. Despite the loss of a solid physical form, these foul creatures retain their terrible intellects and aspire to megalomaniacal goals—the first of which involves regaining a body. To do this, they seek servants to exact their will, coercing even the most stubborn potential minions by turning their own blood against them.\",\"Necrichors prove exceptionally difficult to destroy, since they leave a trace of their essence within the veins of every creature they've controlled and can regenerate themselves from those creatures' blood. Unable to extinguish their horrific unlife, virtuous faiths and vigilant organizations (like the Order of the Guardians detailed in chapter 3) seal these viscous horrors in magically warded prisons. As ages pass, though, the knowledge of what these prisons contain and where some lie have been lost. And every imprisoned necrichor understands that its captivity might be lengthy, but time is of little consequence to the ageless.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VRGR/Necrichor.webp\"},\"credit\":\"Steven Oakley\"}]},{\"name\":\"Nosferatu\",\"source\":\"VRGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Vicious, undead hunters, nosferatu possess the endless thirst of vampires but none of their grace. For them, existence is nothing more than an everlasting string of cold, desperate nights punctuated by crimson splashes of momentary warmth and lucidity. These joys are fleeting, as their blood addiction can never be quelled.\",\"Nosferatu feed on anything with blood. Heaps of mutilated rats and stables turned into slaughterhouses are typical first signs of a nosferatu's predation. When the sun interrupts their hunts, nosferatu retreat to favored ruins, sewers, or caves, caring nothing for their lair's comfort. Rather than retiring to crypts, they seek filthy or inaccessible fissures, places any living soul would avoid.\",\"For a few moments after feeding, nosferatu are lucid and capable of considering more than their next meal. In these instants, nosferatu recollect glimpses of what they once were, beings who knew pride, intention, and a world beyond the shadows. They might even momentarily be convinced to converse with other creatures. However, those who talk with nosferatu typically find them selfish, duplicitous creatures whose memories are faded and whose basic respect for life is long dead.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VRGR/Nosferatu.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Podling\",\"source\":\"VRGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Bodytaker plants either capture unsuspecting victims with their vines or accept captives brought to them by their podling servants. In either case, they drag creatures into their central pod, where potent chemicals render the captive comatose. Over the course of hours, the creature is dissolved and its body repurposed into a podling duplicate.\",\"Podlings are near-perfect mimics of the creatures they replace. Despite having the knowledge of those they mimic, podlings frequently miss the nuances of interactions between sapient beings. These duplicates make excuses about their odd behavior, but those familiar with an individual replaced by a podling can often tell something's amiss. Roll on the Podling Behavior table to see what unusual habits a podling might demonstrate.\",{\"type\":\"table\",\"caption\":\"Podling Behavior\",\"colLabels\":[\"d6\",\"Behavior\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The podling abandons the habits and hobbies of the creature it's mimicking.\"],[\"2\",\"The podling lavishes affection on plants and views houseplants with excessive sympathy.\"],[\"3\",\"The podling relishes exposing its skin to the sun. It resents clothing and hair.\"],[\"4\",\"The podling often reacts as if some unseen force is speaking to it, staring into the distance or nodding.\"],[\"5\",\"The podling often communicates to other podlings using Deep Speech.\"],[\"6\",\"The podling no longer understands the nuances of a relationship, system, or instrument.\"]]}]}]},{\"name\":\"Priest of Osybus\",\"source\":\"VRGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Necromancers of deep evil, the priests of Osybus steal the souls of others to fuel the priests' malevolent magic. Using this soul power, each priest can defy death and become an undead creature, potentially cheating the grave over and over.\",\"This unholy order of priests was founded centuries ago by Osybus, a mysterious figure of unfathomable ambition and evil. Osybus sought to use others' souls as springboards to his own immortality. He forged pacts with any entity that would give him more power and delved into any eldritch secret that would prolong his life. He became a devotee of the Dark Powers and tapped into their immortal malice to fuel his apotheosis.\",\"As his power grew, he attracted disciples who also wished to defy life and death. He shared his dread secrets with them and demanded their worship. In time, his goal was achieved: he became a lich of almost godly power. Acknowledging the role that his disciples played in his ascension, Osybus gifted them with a trace of his power. Taking the form of a shadowy tattoo, this boon allows the priests to steal souls as their master did and to cheat death and become undead horrors.\",\"The threat posed by Osybus and his disciples raised alarms far and wide. In response, the Ulmist Inquisition and the then-mortal Count Strahd von Zarovich faced the lich in battle. Their bravery would have been for naught if Osybus's disciples hadn't betrayed him. Fearing that their master would eventually consume their souls, the disciples aided Osybus's foes and destroyed his physical form. As he perished, he uttered a curse upon them—that their immortality would fail them when they least expected it and that he himself would become one of the Dark Powers. As a result of that curse, a priest of Osybus can't be certain that they will be reborn when they perish.\",\"In an effort to rid themselves of this curse, they devoted themselves to the same Dark Powers with whom their master had communed. They were given a mission: provide a person of nobility and might to serve as an earthly vessel for these powers to enter the world and conquer it. If they succeeded, their immortality would be assured. A suitable vessel they did then find: Strahd von Zarovich. Working in shadows and through intermediaries, the priests whispered hatred to the count, and when his noble heart was corrupted, they were the ones who laid the path before him that led to the Amber Temple and his fall into vampirism.\",\"But they were then betrayed. Osybus had not lied; he had himself become one of the Dark Powers, and he and the other Dark Powers had conjured up a misty prison to contain the newly immortal Strahd, thereby preventing the count from serving as the conquering force that the priests sought to loose upon the world; thus they were denied their reward of immortality.\",\"To this day, the priests of Osybus seek to unleash Strahd from the mists, often using adventurers as their pawns. They also ironically bear their hated founder's name, for they know it is his original deathly gift that gives them their horrific powers.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Boons of Undeath\",\"entries\":[\"When a priest of Osybus drops to 0 hit points, the priest might revive with a benefit from the Boons of Undeath table. You can give a priest one or more of these boons of your choice before the priest faces adventurers. If you do so, the priest is Undead, rather than Humanoid, and a priest can receive each boon only once.\",{\"type\":\"table\",\"caption\":\"Boons of Undeath\",\"colLabels\":[\"d6\",\"Boon\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",{\"type\":\"entries\",\"name\":\"Dread\",\"entries\":[\"Eerie whispers can now be heard around the priest. Any non-Undead creature that starts its turn within 30 feet of the priest must succeed on a DC 15 Wisdom saving throw or be frightened of the priest until the start of the creature's next turn.\"]}],[\"2\",{\"type\":\"entries\",\"name\":\"Ectoplasmic\",\"entries\":[\"An otherworldly slime drips off the priest and fades away moments later, leaving a greenish stain. When any creature starts its turn within 10 feet of the priest, the priest can reduce that creature's speed by 10 feet until the start of the creature's next turn, until which the creature is covered by ectoplasm. In addition, as an action, the priest can use the slime to make itself look and feel like any creature that is Medium or Small, while retaining its game statistics. This transformation lasts for 8 hours or until the priest drops to 0 hit points.\"]}],[\"3\",{\"type\":\"entries\",\"name\":\"Vampiric\",\"entries\":[\"When the priest deals necrotic damage to any creature, the priest gains a number of temporary hit points equal to half that necrotic damage. The priest's speed also increases by 10 feet.\"]}],[\"4\",{\"type\":\"entries\",\"name\":\"Blazing\",\"entries\":[\"The priest sloughs off its flesh, and its skeleton crumbles away, leaving only its skull. Its stat block is replaced by that of a flameskull, but it retains its Tattoo of Osybus trait, and all fire damage it deals becomes necrotic damage. The Tattoo of Osybus now appears carved into the skull's forehead.\"]}],[\"5\",{\"type\":\"entries\",\"name\":\"Spectral\",\"entries\":[\"The priest now appears wraithlike, and its challenge rating increases by 1. It gains resistance to all damage but force, radiant, and psychic, and it is vulnerable to radiant damage. It can also move through creatures and objects as if they were {@quickref difficult terrain||3}, but it takes 5 ({@dice 1d10}) force damage if it ends its turn inside a creature or an object.\"]}],[\"6\",{\"type\":\"entries\",\"name\":\"Deathly\",\"entries\":[\"The priest's visage becomes bone white, and its challenge rating increases by 1. It can cast {@spell animate dead} and create undead once per day each, using Intelligence as the spellcasting ability, and it gains the following action: Circle of Death (Spell. Each creature in a 60-foot-radius sphere centered on a point the priest can see within 150 feet of it must make a DC 15 Constitution saving throw, taking 28 ({@dice 8d6}) necrotic damage on a failed save, or half as much damage on a successful one.\"]}]]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VRGR/Priest of Osybus.webp\"},\"credit\":\"Olly Lawson\"}]},{\"name\":\"Relentless Juggernaut\",\"source\":\"VRGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Relentless juggernauts are massive brutes that thirst for carnage. Their presence twists the world around them, allowing them to create weapons with which they can slaughter prey. Sharp iron fences, crushing stalagmites and blades of glass all conveniently appear in order to aid a juggernaut's brutality. Every juggernaut considers a certain area its territory and visits destruction upon all trespassers.\",\"Relentless killers are hateful, revenge-obsessed creatures that enter into pacts with fiends or other nefarious entities. Their bargains transform them into vicious butchers that exist only to indulge their endless bloodlust. While some who become relentless killers began life as innocents, any semblance of who they were is washed away in a tide of gore and rage. These killers' grisly work swiftly becomes the stuff of legends, striking fear into innocents across lands and over ages.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Creating a Relentless Killer\",\"entries\":[\"Relentless killers come into being and undertake their terrifying sprees for a spectrum of reasons. When creating a relentless killer, consider what circumstances led to their transformation and signature methods. Roll or choose options from the Relentless Origins and Relentless Methods tables when creating your own, unique monstrous slayers.\",{\"type\":\"table\",\"caption\":\"Relentless Origins\",\"colLabels\":[\"d6\",\"Origin\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"It was left for dead and granted new life to seek revenge.\"],[\"2\",\"It was turned into a weapon of vengeance by a family member's bargain with sinister forces.\"],[\"3\",\"It was marked by a fiend before its birth, and its wicked nature emerged over time.\"],[\"4\",\"A wicked place or magic relic seeped into its being, turning it into a monster.\"],[\"5\",\"The killer used its body to contain an evil entity.\"],[\"6\",\"The killer appears to be an ordinary person who doesn't realize it turns into a killer when enraged.\"]]},{\"type\":\"table\",\"caption\":\"Relentless Methods\",\"colLabels\":[\"d8\",\"Method\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Artist. The killer turns its victims into works of art, perhaps creating grisly tableaus or using their blood in the forging of new weapons.\"],[\"2\",\"Author. The killer leaves messages, poems, song lyrics, or parts of its creative masterpiece at the scenes of its crimes.\"],[\"3\",\"Avatar. The killer sacrifices its victims, believing it's a manifestation of a deity or force beyond morality.\"],[\"4\",\"Doctor. The killer dissects victims or harvests their organs for the sake of medical understanding.\"],[\"5\",\"Mask. The killer wears a distinctive disguise, its visage becoming a symbol of its crimes.\"],[\"6\",\"Penitent. The killer can't help itself from committing crimes and seeks help to thwart its own continuing violence.\"],[\"7\",\"Ritualist. The killer always attacks the same type of person in the same type of place in the same way.\"],[\"8\",\"Trophy Taker. The killer reliably collects something from its victims, hoarding them as trophies.\"]]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VRGR/Relentless Juggernaut.webp\"},\"credit\":\"David Sladek\"}]},{\"name\":\"Relentless Slasher\",\"source\":\"VRGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A relentless slasher conducts its bloody work in silence then vanishes into shadow and infamy. Fixated on a specific individual or type of victim, it pursues its target with single-minded obsession.\",\"Relentless killers are hateful, revenge-obsessed creatures that enter into pacts with fiends or other nefarious entities. Their bargains transform them into vicious butchers that exist only to indulge their endless bloodlust. While some who become relentless killers began life as innocents, any semblance of who they were is washed away in a tide of gore and rage. These killers' grisly work swiftly becomes the stuff of legends, striking fear into innocents across lands and over ages.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Creating a Relentless Killer\",\"entries\":[\"Relentless killers come into being and undertake their terrifying sprees for a spectrum of reasons. When creating a relentless killer, consider what circumstances led to their transformation and signature methods. Roll or choose options from the Relentless Origins and Relentless Methods tables when creating your own, unique monstrous slayers.\",{\"type\":\"table\",\"caption\":\"Relentless Origins\",\"colLabels\":[\"d6\",\"Origin\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"It was left for dead and granted new life to seek revenge.\"],[\"2\",\"It was turned into a weapon of vengeance by a family member's bargain with sinister forces.\"],[\"3\",\"It was marked by a fiend before its birth, and its wicked nature emerged over time.\"],[\"4\",\"A wicked place or magic relic seeped into its being, turning it into a monster.\"],[\"5\",\"The killer used its body to contain an evil entity.\"],[\"6\",\"The killer appears to be an ordinary person who doesn't realize it turns into a killer when enraged.\"]]},{\"type\":\"table\",\"caption\":\"Relentless Methods\",\"colLabels\":[\"d8\",\"Method\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Artist. The killer turns its victims into works of art, perhaps creating grisly tableaus or using their blood in the forging of new weapons.\"],[\"2\",\"Author. The killer leaves messages, poems, song lyrics, or parts of its creative masterpiece at the scenes of its crimes.\"],[\"3\",\"Avatar. The killer sacrifices its victims, believing it's a manifestation of a deity or force beyond morality.\"],[\"4\",\"Doctor. The killer dissects victims or harvests their organs for the sake of medical understanding.\"],[\"5\",\"Mask. The killer wears a distinctive disguise, its visage becoming a symbol of its crimes.\"],[\"6\",\"Penitent. The killer can't help itself from committing crimes and seeks help to thwart its own continuing violence.\"],[\"7\",\"Ritualist. The killer always attacks the same type of person in the same type of place in the same way.\"],[\"8\",\"Trophy Taker. The killer reliably collects something from its victims, hoarding them as trophies.\"]]}]}]}]},{\"name\":\"Strigoi\",\"source\":\"VRGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The first strigoi were created by spellcasters who subjected swarms of stirges to transmutation spells. Other strigoi have emerged as the results of similar spellcraft, as the byproducts of outlandish scientific experiments, and from stirges draining well-fed vampires. When a strigoi arises, the unnatural creature is overwhelmed by instinctual hunger that drives it to undertake bloodthirsty rampages along with swarms of emboldened, bloodsucking pests.\",\"Strigoi drain the blood, marrow, and soft tissues from their victims, leaving behind nothing but empty husks. Due to the horrifying nature of their deaths, those slain by strigoi occasionally reanimate as boneless.\",\"Many strigoi seek ways to return to their former existence while being compelled to drain living victims. Others, though, embrace their new forms and mimic vampires. These would-be bloodsucker aristocrats create stirge courts amid scabrous husk-decorated villas and drain the life from any who balk at their grotesque gentility.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VRGR/Strigoi.webp\"},\"credit\":\"Scott Murphy\"}]},{\"name\":\"Swarm of Gremishkas\",\"source\":\"VRGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Gremishkas are the vicious products of mistakes made by novice spellcasters seeking to create life. The results are cat-sized, magically unstable creatures with a taste for the trappings of magic—particularly spellbooks, spell components, familiars, and the like. Gremishkas delight in tormenting magic-users, holding vicious grudges against those who gave them life as they infest the walls of spellcasters' homes or the surrounding lands.\",\"Despite their feral appearances, gremishkas are cunning creatures. They might imitate the sounds of whimpering children or wounded animals to coax victims into tight quarters. While they favor attacking spellcasters, gremishkas are opportunistic hunters and lash out at anything they think they can overwhelm—or just get a bite of.\",\"Gremishkas have an unstable relationship with magic. Spells cast near a gremishka might rebound onto those nearby or cause the monster to explode, its scaly chunks rapidly reforming into duplicate gremishkas. These spontaneously created swarms can rapidly turn a single annoying gremishka into a chittering, magic-reflecting wave of teeth and claws.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VRGR/Swarm of Gremishkas.webp\"},\"credit\":\"April Prime\"}]},{\"name\":\"Swarm of Maggots\",\"source\":\"VRGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Base creatures are among the first to respond to sinister forces at work in a land. As nefarious powers grip an area, populations of maggots, scarabs, and similar scavenging insects explode and become aggressive predators. Roll on the Swarm Behavior table to see how such swarms might manifest.\",{\"type\":\"table\",\"caption\":\"Swarm Behavior\",\"colLabels\":[\"d4\",\"Behavior\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Crawls on walls in a vaguely bipedal shape\"],[\"2\",\"Makes skittering noises that sound like whispered chanting\"],[\"3\",\"Skeletal visages, giant eyes, or the faces of nearby creatures appear in relief amid its mass\"],[\"4\",\"Occupies and animates a corpse or other debris as if it were alive\"]]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VRGR/Swarm of Maggots.webp\"},\"credit\":\"Nikki Dawes\"}]},{\"name\":\"Swarm of Scarabs\",\"source\":\"VRGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Base creatures are among the first to respond to sinister forces at work in a land. As nefarious powers grip an area, populations of maggots, scarabs, and similar scavenging insects explode and become aggressive predators. Roll on the Swarm Behavior table to see how such swarms might manifest.\",{\"type\":\"table\",\"caption\":\"Swarm Behavior\",\"colLabels\":[\"d4\",\"Behavior\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Crawls on walls in a vaguely bipedal shape\"],[\"2\",\"Makes skittering noises that sound like whispered chanting\"],[\"3\",\"Skeletal visages, giant eyes, or the faces of nearby creatures appear in relief amid its mass\"],[\"4\",\"Occupies and animates a corpse or other debris as if it were alive\"]]}]}]},{\"name\":\"Swarm of Zombie Limbs\",\"source\":\"VRGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Among the undead, a lone zombie ranks far from the most menacing. The horror of the shambling dead lies not in their individual menace, though, but their numbers, their persistence, and their disregard for their own well-being. A throng of zombies will douse a forest fire with their own ashes or march into a dragon's maw until the monster chokes. In the course of their relentless marches, zombies might suffer all manner of trauma, potentially reducing them to masses of crawling limbs, infecting them with terrible diseases (see zombie plague spreader), or crushing an entire horde into a single, rotting titan (see zombie clot).\",{\"type\":\"entries\",\"name\":\"Zombie Apocalypses\",\"id\":\"5b6\",\"entries\":[\"Among the types of horror adventures detailed in {@book chapter 2|VRGR|2}, tales of uncontrolled zombie outbreaks orbit the {@book dark fantasy|VRGR|2|Dark Fantasy} and {@book disaster horror|VRGR|2|Disaster Horror} genres. The horror of these adventures focuses not on the terror of a single zombie, but of countless individual threats overwhelming society. When creating your own undead calamities, consider the plots presented on the Zombie Apocalypses table.\",{\"type\":\"table\",\"caption\":\"Zombie Apocalypses\",\"colLabels\":[\"d4\",\"Zombie Plot\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A twisted wish causes those affected by healing magic and {@item Potion of Healing||potions of healing} to rise as zombies.\"],[\"2\",\"Overwhelming magic reanimates zombies again and again as {@creature Swarm of Zombie Limbs|VRGR|swarms of zombie limbs}.\"],[\"3\",\"The githyanki unleash {@creature Zombie Plague Spreader|VRGR|zombie plague spreaders} to scour mind flayers from a world.\"],[\"4\",\"The seals containing an underground zombie horde fail, releasing ancient {@creature Zombie Clot|VRGR|zombie clots}.\"]]}]}]}]},{\"name\":\"The Bagman\",\"source\":\"VRGR\",\"entries\":[{\"type\":\"entries\",\"name\":\"Beware the Bagman\",\"entries\":[\"The Bagman is an urban legend about an adventurer who sought to escape doom by abandoning his party and hiding inside a {@item bag of holding}. When he tried to leave, though, he became lost amid a constantly increasing number of extradimensional storage spaces. Over time, the strange forces of this magical in-between place transformed the adventurer into a monstrous creature. Now, every night, the Bagman slips out from a random {@item bag of holding}. If he doesn't find his home, he drags someone back into the bag with him and leaves behind some trinket from his hidden kingdom of lost junk. Some say that if you speak too loudly over an open {@item bag of holding} or whisper \\\"follow my voice\\\" into a magical storage space three times, the Bagman will come for you.\",\"Any character might know the story of the Bagman. What the Bagman is and how you use this urban legend is up to you. Is there truly a Bagman, or is he just a story? If an object vanishes overnight or if someone finds something that isn't theirs in a {@item bag of holding}, is the Bagman to blame? Is the Bagman just a monster that preys on adventurers, or is he the Darklord of his own hidden domain? The possibilities for horror adventures are endless, and nowhere—especially not adventurers' gear—is safe.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VRGR/The Bagman.webp\"},\"credit\":\"Steven Oakley\"}]},{\"name\":\"Unspeakable Horror\",\"source\":\"VRGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Untold, half-formed evils lurk amid the Mists, the yet-to-be-realized imaginings of the Dark Powers and the remnants of ruined domains. While such nightmares typically manifest as nothing more than impressions, whispers, or vaporous visions amid the fog, mysterious eddies in the Mists sometimes gather such evils, forcing them into unique, misshapen bodies untethered from the laws of reason or reality. Such unspeakable horrors might continue to haunt the misty netherworld between the Domains of Dread, or they might slink forth into other realms to slake unnameable hungers.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Customizing a Horror\",\"entries\":[\"An unspeakable horror has one of four body compositions, determined by rolling on the Body Composition table. You can roll on the Limbs to customize it further, while results from the Hex Blast table replace that action in the stat block. If the results of multiple tables conflict, chose your preferred result.\",\"The results of these tables are meant to be broad, so feel free to describe the details of an unspeakable horror's form and the interplay between its parts however you desire. The more discordant and unexpected a horror's parts, the more unsettling it might be.\"]},{\"type\":\"entries\",\"name\":\"Mist Horrors\",\"entries\":[\"Some who wander into the Land of the Mists seek to stay hidden in the haze. They might even wish to dwell amid the endless fog, finding it preferable to horrors elsewhere. But the Mists drifting between the Domains of Dread are far from safe—or empty.\",\"Mist horrors are bodiless spirits of dread, entities given form by the fears of those they encounter. Mist horrors use the unspeakable horror stat block with the Malleable Mass body option, which makes them appear to be composed of living mist. Further details of a mist horror's appearance are drawn from the fears of those within 100 feet of it. This might cause a mist horror to take on a form that combines multiple fears when it encounters a group, like a wolf with snakes for eyes or a drowned giant that resembles an estranged parent. Mist horrors can't persist for long outside the Mists: after {@dice 1d4} rounds outside the Mists, they lose cohesion and collapse back into harmless vapor.\",{\"type\":\"table\",\"caption\":\"Body Composition\",\"colLabels\":[\"d4\",\"Body\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",{\"type\":\"entries\",\"name\":\"Aberrant Armor\",\"entries\":[\"The horror's body is armored in petrified wood, alien crystal, rusted mechanisms, sculpted stone, or an exoskeleton.\"]}],[\"2\",{\"type\":\"entries\",\"name\":\"Loathsome Limbs\",\"entries\":[\"The horror's body boasts spider like legs, many-jointed appendages, or thrashing tentacles.\"]}],[\"3\",{\"type\":\"entries\",\"name\":\"Malleable Mass\",\"entries\":[\"The horror's body is composed of a clot of boneless flesh, shadowy tendrils, or mist.\"]}],[\"4\",{\"type\":\"entries\",\"name\":\"Oozing Organs\",\"entries\":[\"The horror's body boasts exposed entrails, bloated parasites, or a gelatinous shroud, perhaps because it is inside out.\"]}]]},{\"type\":\"table\",\"caption\":\"Hex Blast\",\"colLabels\":[\"d4\",\"Hex\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",{\"type\":\"entries\",\"name\":\"Beguiling Hex {@recharge 5}\",\"entries\":[\"The horror expels a wave of mind-altering magic. Each creature within 30 feet of the horror must make a DC 15 Wisdom saving throw, taking 33 ({@dice 6d10}) psychic damage and being incapacitated until the end of the creature's next turn on a failed save, or taking half as much damage on a successful one.\"]}],[\"2\",{\"type\":\"entries\",\"name\":\"Bile Hex {@recharge 5}\",\"entries\":[\"The horror expels acidic bile in a 60-foot line that is 5 feet wide. Each creature in that line must succeed on a DC 15 Dexterity saving throw or be covered in bile. A creature covered in bile takes 31 ({@dice 7d8}) acid damage at the start of each of its turns until it or another creature uses its action to scrape or wash off the bile that covers it.\"]}],[\"3\",{\"type\":\"entries\",\"name\":\"Petrifying Hex {@recharge 5}\",\"entries\":[\"The horror expels petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 15 Constitution saving throw or take 14 ({@dice 4d6}) necrotic damage and be restrained as it begins to turn to stone. A restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the {@spell greater restoration} spell or other magic.\"]}],[\"4\",{\"type\":\"entries\",\"name\":\"Reality-Stealing Hex {@recharge 5}\",\"entries\":[\"The horror expels a wave of perception-distorting energy. Each creature within 30 feet of the horror must make a DC 15 Wisdom saving throw. On a failed save, the target takes 22 ({@dice 5d8}) psychic damage and is deafened until the end of its next turn. If the saving throw fails by 5 or more, the target is also blinded until the end of its next turn.\"]}]]},{\"type\":\"table\",\"caption\":\"Limbs\",\"colLabels\":[\"d4\",\"Attack\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",{\"type\":\"entries\",\"name\":\"Bone Blade\",\"entries\":[\"The horror's limb ends in a blade made of bone, which deals slashing damage instead of bludgeoning damage. In addition, it scores a critical hit on a roll of 19 or 20 and rolls the damage dice of a crit three times, instead of twice.\"]}],[\"2\",{\"type\":\"entries\",\"name\":\"Corrosive Pseudopod\",\"entries\":[\"The horror's limb attack deals an extra 9 ({@dice 2d8}) acid damage.\"]}],[\"3\",{\"type\":\"entries\",\"name\":\"Grasping Tentacle\",\"entries\":[\"The horror's limb is a grasping tentacle. When the horror hits a creature with this limb, the creature is also grappled (escape DC 16). The limb can have only one creature grappled at a time.\"]}],[\"4\",{\"type\":\"entries\",\"name\":\"Poisonous Limb\",\"entries\":[\"The horror's limb deals piercing damage instead of bludgeoning damage. In addition, when the horror hits a creature with this limb, the creature must succeed on a DC 15 Constitution saving throw or take 7 ({@dice 2d6}) poison damage and be poisoned until the end of its next turn.\"]}]]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VRGR/Unspeakable Horror.webp\"},\"credit\":\"Christopher Burdett\"}]},{\"name\":\"Vampiric Mind Flayer\",\"source\":\"VRGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"When the mind flayers of Bluetspur (see chapter 3) could find no cure for their overlord's affliction, their degenerating elder brain turned to radical methods to stave off dementia and death. The results were vampiric mind flayers, feral atrocities spawned from mind flayer tadpoles infected with vampirism. These specialized but flawed terrors serve a single purpose: to drain the cerebral fluids from sapient minds. After doing so, they return to the Elder Brain of Bluetspur, which liquefies them into its pool and releases their stolen essences amid a hormone brine. This grotesque balm stalls the elder brain's degeneration but is far from a cure.\",\"Vampiric mind flayers are physically and mentally unstable beings. Ghoulish creatures, they let nothing stand between them and their existential imperatives. Although they possess the telepathic abilities of mind flayers, their brains aren't equipped to employ them. Instead, they bombard nearby creatures with a mental static of visceral visions. While these ravenous creatures are horrifying to behold, they unsettle none more than other mind flayers, which consider them abominations.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VRGR/Vampiric Mind Flayer.webp\"},\"credit\":\"Mark Behm\"}]},{\"name\":\"Wereraven\",\"source\":\"VRGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Wereravens are secretive and extraordinarily cautious lycanthropes that trust one another but are wary of just about everyone else. Although skilled at blending into society, they keep mostly to themselves, respect local laws, and strive to do good whenever possible.\",\"In their human and hybrid forms, wereravens favor light weapons. They are reluctant to make bite attacks in raven form for fear of spreading their curse to those who don't deserve it or who would abuse it.\",{\"name\":\"A Kindness of Wereravens\",\"entries\":[\"Wereravens refer to their tightly knit groups as kindnesses. A kindness of wereravens usually numbers between seven and twelve individuals. Not surprisingly, wereravens get along well with ravens and often hide in plain sight among them.\"],\"type\":\"entries\"},{\"name\":\"Charitable Collectors\",\"type\":\"entries\",\"entries\":[\"Wereravens like to collect shiny trinkets and precious baubles. They are fond of sharing their wealth with those in need and, in their humanoid forms, modestly give money to charity. They take steps to keep magic items out of evil hands by stashing them in secret hiding places.\"]},{\"name\":\"Characters as Wereravens\",\"type\":\"entries\",\"entries\":[\"The Monster Manual has rules for characters afflicted with lycanthropy. The following text applies to wereraven characters specifically.\",\"A character cursed with wereraven lycanthropy gains a Dexterity of 15 if his or her score isn't already higher. Attack and damage rolls for the wereraven's bite are based on whichever is higher of the character's Strength and Dexterity. The bite of a wereraven in raven form deals 1 piercing damage (no ability modifier applies to this damage) and carries the curse of lycanthropy; see the \\\"Player Characters as Lycanthropes\\\" sidebar in the lycanthropes entry in the Monster Manual for details.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VRGR/Wereraven.webp\"},\"credit\":\"April Prime\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VRGR/Wereraven 2.webp\"},\"credit\":\"Stephen Oakley\"}]},{\"name\":\"Zombie Clot\",\"source\":\"VRGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Among the undead, a lone zombie ranks far from the most menacing. The horror of the shambling dead lies not in their individual menace, though, but their numbers, their persistence, and their disregard for their own well-being. A throng of zombies will douse a forest fire with their own ashes or march into a dragon's maw until the monster chokes. In the course of their relentless marches, zombies might suffer all manner of trauma, potentially reducing them to masses of crawling limbs (see swarm of zombie limbs), infecting them with terrible diseases (see zombie plague spreader), or crushing an entire horde into a single, rotting titan.\",{\"type\":\"entries\",\"name\":\"Zombie Apocalypses\",\"id\":\"5b6\",\"entries\":[\"Among the types of horror adventures detailed in {@book chapter 2|VRGR|2}, tales of uncontrolled zombie outbreaks orbit the {@book dark fantasy|VRGR|2|Dark Fantasy} and {@book disaster horror|VRGR|2|Disaster Horror} genres. The horror of these adventures focuses not on the terror of a single zombie, but of countless individual threats overwhelming society. When creating your own undead calamities, consider the plots presented on the Zombie Apocalypses table.\",{\"type\":\"table\",\"caption\":\"Zombie Apocalypses\",\"colLabels\":[\"d4\",\"Zombie Plot\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A twisted wish causes those affected by healing magic and {@item Potion of Healing||potions of healing} to rise as zombies.\"],[\"2\",\"Overwhelming magic reanimates zombies again and again as {@creature Swarm of Zombie Limbs|VRGR|swarms of zombie limbs}.\"],[\"3\",\"The githyanki unleash {@creature Zombie Plague Spreader|VRGR|zombie plague spreaders} to scour mind flayers from a world.\"],[\"4\",\"The seals containing an underground zombie horde fail, releasing ancient {@creature Zombie Clot|VRGR|zombie clots}.\"]]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/VRGR/Zombie Clot.webp\"},\"credit\":\"Scott Murphy\"}]},{\"name\":\"Zombie Plague Spreader\",\"source\":\"VRGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Among the undead, a lone zombie ranks far from the most menacing. The horror of the shambling dead lies not in their individual menace, though, but their numbers, their persistence, and their disregard for their own well-being. A throng of zombies will douse a forest fire with their own ashes or march into a dragon's maw until the monster chokes. In the course of their relentless marches, zombies might suffer all manner of trauma, potentially reducing them to masses of crawling limbs (see swarm of zombie limbs), infecting them with terrible diseases, or crushing an entire horde into a single, rotting titan (see zombie clot).\",{\"type\":\"entries\",\"name\":\"Zombie Apocalypses\",\"id\":\"5b6\",\"entries\":[\"Among the types of horror adventures detailed in {@book chapter 2|VRGR|2}, tales of uncontrolled zombie outbreaks orbit the {@book dark fantasy|VRGR|2|Dark Fantasy} and {@book disaster horror|VRGR|2|Disaster Horror} genres. The horror of these adventures focuses not on the terror of a single zombie, but of countless individual threats overwhelming society. When creating your own undead calamities, consider the plots presented on the Zombie Apocalypses table.\",{\"type\":\"table\",\"caption\":\"Zombie Apocalypses\",\"colLabels\":[\"d4\",\"Zombie Plot\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A twisted wish causes those affected by healing magic and {@item Potion of Healing||potions of healing} to rise as zombies.\"],[\"2\",\"Overwhelming magic reanimates zombies again and again as {@creature Swarm of Zombie Limbs|VRGR|swarms of zombie limbs}.\"],[\"3\",\"The githyanki unleash {@creature Zombie Plague Spreader|VRGR|zombie plague spreaders} to scour mind flayers from a world.\"],[\"4\",\"The seals containing an underground zombie horde fail, releasing ancient {@creature Zombie Clot|VRGR|zombie clots}.\"]]}]}]}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-wbtw.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"monsterFluff\"]},\"monsterFluff\":[{\"name\":\"Agdon Longscarf\",\"source\":\"WBtW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"In days gone by, Agdon Longscarf made a name for himself as he and his band of miscreants menaced travelers throughout various Feywild domains. It was in Prismeer, however, that Agdon's antics came to an end by Zybilna's hand. As punishment for his offenses, the archfey demanded that Agdon give up his beloved scarf. When he refused, Zybilna cursed him so that he would never be able to remove it. She then pinned the scarf to a young sapling with a magic nail made of gold and iron, and she bade the tree grow until its branches raked the clouds. Agdon was thus carried into the sky, where he was stranded for a long time.\",\"The arrival of the Hourglass Coven signaled a reversal of Agdon Longscarf's fortunes. With Zybilna trapped in temporal stasis, Agdon's loyal gang was able to chop down his tree prison. But his scarf remained pinned to the felled trunk, and him with it, until Bavlorna struck a deal with him—she agreed to remove the nail and free the scarf in exchange for the best prize from each of his raids thereafter.\",\"Agdon's scarf is a bright blue length of cloth that he claims was woven from lightning bolts he stole right out from under a dark cloud. The scarf can't be removed, even if Agdon dies. His branding iron functions for him alone, and it ceases to be hot when it leaves his hand. The brand it makes is shaped like three bounding rabbits connected nose to tail, forming a triangle.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WBtW/Agdon Longscarf.webp\"},\"credit\":\"Robson Michel\"}]},{\"name\":\"Alagarthas\",\"source\":\"WBtW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"This prince made a bargain with Endelyn Moongrave and is paying the price. He longs to return to his home in the Misty Forest and deal with the threat of an evil green dragon that nests there.\"]}]},{\"name\":\"Amidor the Dandelion\",\"source\":\"WBtW\",\"entries\":[{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Roleplaying Notes\",\"entries\":[\"This 3-foot-tall talking dandelion finds poetry in everything and is quick to fall head over heels in love. A humble idealist, Amidor never puts its own needs above the needs of others.\",{\"type\":\"entries\",\"name\":\"Alignment\",\"entries\":[\"Neutral good.\"]},{\"type\":\"entries\",\"name\":\"Personality Trait\",\"entries\":[\"\\\"My speech drifts into flowery verse, if you'll pardon the pun. Allow\",\"me to demonstrate: Do not cry, my love! Let me catch your tears as faeries collect morning dew. Let me lift your spirits like a seed on the breeze!\\\"\"]},{\"type\":\"entries\",\"name\":\"Ideal\",\"entries\":[\"\\\"The pursuit of true love compels me! Never shall I wilt if I have such a cause to champion.\\\"\"]},{\"type\":\"entries\",\"name\":\"Bond\",\"entries\":[\"\\\"The beautiful Pollenella—a vision in stripes.\\\"\"]},{\"type\":\"entries\",\"name\":\"Flaw\",\"entries\":[\"\\\"I cannot resist a pretty face or a heavenly scent.\\\"\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WBtW/Amidor the Dandelion.webp\"},\"credit\":\"Tom Babbey\"}]},{\"name\":\"Bavlorna Blightstraw\",\"source\":\"WBtW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Younger than Skabatha and older than Endelyn, Bavlorna is called Slack-jawed Lorna because her wide mouth is prone to hang agape. Flies flit in and out of it. She is the hag of the present, the here and now, the moment to moment. Those desperate individuals who seek her out do so to find a remedy for a nagging problem or anxiety. Though she despises unannounced visitors, a tragic tale of woe and misery puts her in a bargaining mood. If these visitors enter into an agreement with Bavlorna, she'll use her powers to resolve their pressing problem in exchange for something of use to her.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WBtW/Bavlorna Blightstraw.webp\"},\"credit\":\"Dawn Carlos\"}]},{\"name\":\"Brigganock\",\"source\":\"WBtW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Brigganocks are frantic, mouse-sized creatures that live in mines. Whenever a mortal makes a nonmagical wish, perhaps while blowing out the candles on a birthday cake or tossing a coin down a well, an echo of that wish becomes lodged in a stone buried deep in the earth of the Feywild. Brigganocks seek out these wish stones, discarding the ones that contain wishes of ill intent and keeping those that hold good wishes. Brigganocks refine wish stones into gems and use them to decorate their architecture and crafts, or they trade them to other Fey for food and favors. A more powerful Fey creature can use a wish stone to scry on the maker of the wish, empower a supernatural charm, or provide the spark needed to create an animated object. Other uses are possible as well.\",\"A brigganock's soul lives outside its body, manifesting as a bulb of pale light that floats alongside it and helps the brigganock see in the dark. Brigganocks have minor spellcasting abilities that help them survive. They also have the ability to manipulate time, allowing them to accomplish hour-long tasks in a matter of seconds, though a brigganock must rest between these bursts of temporal acceleration.\",\"Brigganocks like to nibble on cheese, lettuce, and other soft foods. They eat quite a lot for creatures of their size and never turn down a good meal.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WBtW/Brigganock.webp\"},\"credit\":\"Filip Burburan\"}]},{\"name\":\"Bullywug Knight\",\"source\":\"WBtW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Bullywug knights adhere to a code of chivalry. Their sense of honor compels these noble bullywugs to fight fairly and to insist that others do so as well.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WBtW/Bullywug Knight.webp\"},\"credit\":\"Anna Veltkamp\"}]},{\"name\":\"Campestri\",\"source\":\"WBtW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Campestris are happy-go-lucky mushroom-like creatures with few cares or worries. They are captivated by music, though they can't distinguish a well-played performance from a bad one. If anyone plays an instrument or sings in the campestris' vicinity, the little creatures will happily sing along, each in an obnoxiously nasal falsetto, as they dance and caper around whoever is making the music.\",\"Campestris can easily imitate lyrics and music. After a campestri has practiced a song or a piece of music three or four times, the creature remembers it forever.\",\"Campestris vary widely in color, from white to tan to dark brown, but they always have red or purple caps and speckles. A campestri moves by manipulating the mycelium that grows out of the base of its stem and supports it. The mushroom creatures eat salty soil, filter out the salt, and excrete a slippery paste of purified soil (stripped of things nourishing to fungi, of course). Eating salt is also a defense mechanism, because it makes the campestris taste salty and thus unpleasant to most creatures, though bullywugs consider them a delicacy.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WBtW/Campestri.webp\"},\"credit\":\"Claudio Pozas\"}]},{\"name\":\"Clapperclaw the Scarecrow\",\"source\":\"WBtW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Clapperclaw the scarecrow is 3 feet tall. Created by Granny Nightshade using a tormented child's soul she found in Gehenna, it ran away from home so that it wouldn't have to perform evil tasks for her. After fleeing Thither, Clapperclaw was waylaid by Agdon Longscarf and his harengon brigands, who stole its head, which the scarecrow describes as a most glorious stag skull. It desperately wants its head back, and it's a bit self-conscious about its replacement head: a hollow gourd that now sits askew on its shoulders. Eight copper coins are sealed inside the gourd, causing the head to rattle whenever Clapperclaw nods, turns, or shakes its head.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WBtW/Clapperclaw the Scarecrow.webp\"},\"credit\":\"David René Christensen\"}]},{\"name\":\"Displacer Beast Kitten\",\"source\":\"WBtW\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WBtW/Displacer Beast Kitten.webp\"},\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Elkhorn\",\"source\":\"WBtW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Elkhorn has been Strongheart's most stalwart companion over the years—unflinchingly loyal, tirelessly optimistic, and fiercely devoted to the destruction of evil in all its forms. He's not especially bright, so he fights with his heart rather than his wits.\",\"Age has drained much of the strength from Elkhorn's body. Strongheart has urged Elkhorn to retire, but the old dwarf stubbornly refuses to do so.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WBtW/Elkhorn.webp\"},\"credit\":\"Daarken\"}]},{\"name\":\"Endelyn Moongrave\",\"source\":\"WBtW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Endelyn, also known by the names Creeping Lyn and Bitter End, is the youngest member of the Hourglass Coven. People come to her to learn about their futures, which she spells out through grotesque theatrical pageants. As payment, she snatches away a portion of each client's free will, preventing them from taking certain courses of action in their lives. Her petitioners often learn of a dreadful fate that awaits them but find themselves unable to prevent it due to the cursed terms of their deal.\",\"Endelyn's obsession with tragedy and hopelessness extends to her own life; she has foreseen her own demise during a solar eclipse. In the depths of her castle, a lightning-powered device called the Orrery of Tragedies clicks and turns day and night, giving Endelyn glimpses of her terrible fate.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WBtW/Endelyn Moongrave.webp\"},\"credit\":\"Andrew Mar\"}]},{\"name\":\"Envy\",\"source\":\"WBtW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The iron lion, Envy, is one of two guardians that Zybilna created to watch over her garden in her absence. When Zybilna became frozen in time, her guardians appeared from their respective demiplanes to perform their duty.\",\"The iron lion speaks Common and Sylvan, referring to itself using the pronouns \\\"we\\\" and \\\"us.\\\"\",\"Envy dislikes its counterpart, Wrath (see area P10), but the two are prevented by Zybilna's magic from harming one another. When the characters first grace the iron lion with their presence, it demands their obeisance and commands them to kneel before it. If the characters do as Envy commands, the lion is pleased and allows them to remain in its presence. Characters who fail to show it deference are instructed to leave the tower at once, and the lion attacks those who refuse.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WBtW/Envy.webp\"},\"credit\":\"Ned Rogers\"}]},{\"name\":\"Flying Rocking Horse\",\"source\":\"WBtW\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WBtW/Flying Rocking Horse.webp\"},\"credit\":\"Olga Drebas\"}]},{\"name\":\"Giant Dragonfly\",\"source\":\"WBtW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A giant dragonfly has a 20-foot wingspan. It drones loudly as it hovers and darts through the air, searching for smaller insects to consume.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WBtW/Giant Dragonfly.webp\"},\"credit\":\"Katerina Ladon\"}]},{\"name\":\"Giant Snail\",\"source\":\"WBtW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"These large mollusks retreat into their hardy shells when threatened, and they're particularly susceptible to being injured by contact with salt.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WBtW/Giant Snail.webp\"},\"credit\":\"Axel Defois\"}]},{\"name\":\"Glasswork Golem\",\"source\":\"WBtW\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WBtW/Glasswork Golem.webp\"},\"credit\":\"Mark Winters\"}]},{\"name\":\"Harengon Brigand\",\"source\":\"WBtW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Harengons are rabbit-folk native to the Feywild, through they often migrate to the Material Plane. They love to travel on foot and rarely stay in one place for long.\",\"Not all harengons are mean-spirited bullies like the ones presented here. Every harengon follows their own path through life, their disposition shaped in part by the company they keep. One harengon might travel to far lands, make friends along the way, delight in freedom and the open trail, and find inner peace. Another might become an adventurer with a strong heart and fervent dreams. For more information on harengons as player characters, see the introduction of this adventure.\"]}]},{\"name\":\"Harengon Sniper\",\"source\":\"WBtW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Harengons are rabbit-folk native to the Feywild, through they often migrate to the Material Plane. They love to travel on foot and rarely stay in one place for long.\",\"Not all harengons are mean-spirited bullies like the ones presented here. Every harengon follows their own path through life, their disposition shaped in part by the company they keep. One harengon might travel to far lands, make friends along the way, delight in freedom and the open trail, and find inner peace. Another might become an adventurer with a strong heart and fervent dreams. For more information on harengons as player characters, see the introduction of this adventure.\"]}]},{\"name\":\"Iggwilv the Witch Queen\",\"source\":\"WBtW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Iggwilv has a long and storied history throughout the multiverse. This adventure presents the legendary figure in her current form.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WBtW/Iggwilv the Witch Queen.webp\"},\"credit\":\"Mark Winters\"}]},{\"name\":\"Jabberwock\",\"source\":\"WBtW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A jabberwock is a solitary, temperamental predator that haunts pristine forests and ancient ruins. Accurate descriptions of jabberwocks are difficult to come by, because the rare survivors of an encounter with one retain only a confused impression of its parts and not a sense of the whole. Pieced-together accounts describe it as a sinewy, dragon-like creature that can walk on its hind legs as easily as it travels on all four. Its eyes can emit fiery beams.\",\"Once a jabberwock has chosen its target, it concentrates its attacks on that target until the victim is killed (and devoured), until the jabberwock is killed, or until the target escapes using teleportation magic or other means.\",\"If a jabberwock is slain, another one appears {@dice 3d8} years later, materializing within a thousand miles of where the old one perished. No immature jabberwock has ever been sighted, and the creature does not appear to age.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WBtW/Jabberwock.webp\"},\"credit\":\"Brian Valeza\"}]},{\"name\":\"Jingle Jangle\",\"source\":\"WBtW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Jingle Jangle's obsession with keys serves as a cautionary tale for those who would enter into a bargain with Bavlorna Blightstraw. The goblin once sought the hag's help in a desperate attempt to undo what she thought was a terrible curse: wherever Jingle Jangle went, she felt a tormenting fear of being caught on the wrong side of a locked door. When she appealed to Bavlorna for aid, the hag removed the goblin's ability to perceive that fear and replaced it with an insatiable and overwhelming need to collect keys. So great is this obsession that Jingle Jangle has lost her own sense of self and now refers to herself only in the third person.\",\"Jingle Jangle is a kind soul who refers to herself in the third person. She has a knack for finding keys and is thrilled to add new ones to her collection. She also gives keys as gifts to those who need them.\",\"Jingle Jangle seeks a quiet life far away from locked doors and the intrigues of the fey courts. She moved to Telemy Hill to enjoy the hill's companionship and protection.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WBtW/Jingle Jangle.webp\"},\"credit\":\"Katerina Ladon\"}]},{\"name\":\"Kelek\",\"source\":\"WBtW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Kelek is a greedy, narcissistic sociopath who revels in chaos but is a coward at heart. The fact that he's highly intelligent makes him even more dangerous. More than anything, he wants the staff of power in the possession of his most hated foe, Ringlerun (described later in this appendix).\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WBtW/Kelek.webp\"},\"credit\":\"Daarken\"}]},{\"name\":\"Kettlesteam the Kenku\",\"source\":\"WBtW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Kettlesteam the kenku snoops around the carnival under the cover of a {@spell disguise self} spell, looking to cause trouble. The kenku has stolen the voice of a human mime named Candlefoot (see \\\"Hall of Illusions \\\"earlier in the chapter). While this prize remains in her possession, Kettlesteam can speak clearly in Candlefoot's soft, silky voice.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WBtW/Kettlesteam the Kenku.webp\"},\"credit\":\"Andrew Mar\"}]},{\"name\":\"Living Doll\",\"source\":\"WBtW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A living doll is easily mistaken for an inanimate doll or a stuffed animal until it moves. Trapped within each living doll is a mean spirit that encourages those around it to behave badly toward others. The doll takes pleasure in tormenting the guilt-ridden and despondent, hastening their descent into depression or paranoia. Because it fears its own destruction, the doll rarely causes direct harm to others. When forced to defend itself, it debilitates opponents with its maniacal cackle and assaults the minds of its enemies by turning their worst fears against them.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WBtW/Living Doll.webp\"},\"credit\":\"Caroline Gariba\"}]},{\"name\":\"Mercion\",\"source\":\"WBtW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Mercion strikes the balance of a natural leader and a protective caregiver. She has a direct manner that reassures and inspires those around her.\",\"Mercion does not worship a deity, but rather an ideal: that truth gives life to artistry and beauty, and that those who embrace deceit should be censured and punished. Light is her domain.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WBtW/Mercion.webp\"},\"credit\":\"Daarken\"}]},{\"name\":\"Mister Light\",\"source\":\"WBtW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Light, formerly known as Urmius Umbrage, belonged to a filthy rich shadar-kai family that haunted a crumbling mansion in Gloomwrought. Although he wanted for nothing as a child, Urmius found himself surrounded by family members, caretakers, and teachers who were uniformly cold, callous, and mean-spirited. He grew tired of being seen as nothing more than the inheritor of the Umbrage estate and legacy, and he did everything in his power to make life miserable for everyone around him, especially his parents. He seemed bereft of ambition and spent much of his time playing in his room. He collected costumes and liked nothing more than to parade around Umbrage Mansion in strange garments and outlandish makeup.\",\"Urmius first met Naeryx Krumple at a family dinner and didn't think much of the clock tower keeper at first. But Urmius found himself taken aback by Naeryx's ability to find even a small amount of joy in his work. He was eager to get to know Naeryx better, though it took a while for Naeryx to trust him. After getting his hands on some money, Urmius bought a sad little carnival that was camped on the outskirts of Gloomwrought and asked Naeryx to help him run it. For Urmius, the carnival was a chance to emerge from under his family's shadow and become the master of his own fate, but it also meant forsaking his inheritance in order to embrace the unconventional lifestyle, fashions, and friendships he desired.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WBtW/Mister Light.webp\"},\"credit\":\"Nikki Dawes\"}]},{\"name\":\"Mister Witch\",\"source\":\"WBtW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Witch, who used to go by the name Naeryx Krumple, spent his youth as a homeless orphan, eking out a meager and dreary existence on the fog-shrouded streets of Gloomwrought, a city in the Shadowfell. He earned a few coppers selling broadsheets as a young boy, then later swept floors until an old clock tower keeper took him on as a helper. The tower's clock was in such poor condition that it would break down often. Naeryx helped with the repairs and found that the work gave him a sliver of joy. When the old keeper died years later, Naeryx replaced him.\",\"The wealthy family that owned the clock tower didn't pay Naeryx a lot of money for his work, but they occasionally had him over for dinner. He owned one fine suit that he wore on such occasions, and though he didn't care for the family's matriarch or patriarch, he enjoyed the company of their eldest son, Urmius Umbrage—a brooding shadar-kai ne'er do-well with a cruel sense of humor. Naeryx and Urmius were close in age and got along well in all respects. Years later, without informing the rest of his family, Urmius bought a run-down carnival and persuaded Naeryx to help him operate it. Naeryx and Urmius—now calling themselves Mister Witch and Mister Light—have been partners and collaborators ever since.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WBtW/Mister Witch.webp\"},\"credit\":\"Nikki Dawes\"}]},{\"name\":\"Molliver\",\"source\":\"WBtW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Molliver is a thief who gives most of what they steal to the destitute, keeping a few choice items for their own use. They're always ready to put themself in harm's way to see justice triumph over tyranny and inequality.\",\"Molliver invites trouble by not thinking through the ramifications of their actions, counting on their friends to bail them out whenever they get in over their head. They always have a friendly jibe or acerbic remark on the tip of their tongue, and their cavalier attitude doesn't always sit well with their more cautious companions.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WBtW/Molliver.webp\"},\"credit\":\"Daarken\"}]},{\"name\":\"Paper Bird\",\"source\":\"WBtW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Endelyn writes her correspondence on sheets of enchanted parchment, which she then folds into the shape of paper birds that fly to their intended recipients. If a message's recipient is on another plane of existence or is otherwise unreachable, the paper bird bursts into flames on takeoff and is instantly destroyed.\",\"The paper birds are hostile toward all creatures except the hags of the Hourglass Coven.\"]}]},{\"name\":\"Pollenella the Honeybee\",\"source\":\"WBtW\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WBtW/Pollenella the Honeybee.webp\"},\"credit\":\"Tom Babbey\"}]},{\"name\":\"Raezil\",\"source\":\"WBtW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The statue is a petrified high elf named Raezil Uthemar (neutral). Raezil served as Zybilna's spy in other fey courts. She returned from a mission to find nearly everyone in the palace trapped in temporal stasis. When she confronted Kelek and accused him of conspiring to overthrow Zybilna, his cockatrices petrified her.\",\"The name \\\"Iggwilv \\\"means nothing to Raezil, who started working for Zybilna shortly after the archfey carved out her domain in the Feywild. Raezil spends most of her time abroad, in the courts of other archfey, and hasn't kept up on the politics of Prismeer.\",\"Once she is no longer petrified, Raezil is bound by the rule of reciprocity (see \\\"Rules of Conduct \\\"in chapter 2) to help the characters complete any outstanding quests they might have. Raezil comes from a highborn elf family with influence in the Summer Court, making her a useful retainer if the characters choose to remain in the Feywild after their adventures in Prismeer have ended.\"]}]},{\"name\":\"Ringlerun\",\"source\":\"WBtW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Ringlerun became an adventurer to better satisfy his craving for arcane knowledge. One of his adventures took him into an underwater tomb, where he tricked a marid into surrendering a staff of power. This staff greatly increased Ringlerun's capabilities and made him the envy of many rival spellcasters.\",\"Ringlerun has a good heart, but he's easily distracted by intellectual pursuits. He would rather spend time in quiet contemplation or reading than in frivolous conversation.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WBtW/Ringlerun.webp\"},\"credit\":\"Daarken\"}]},{\"name\":\"Selenelion Twin\",\"source\":\"WBtW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Gleam and Glister are high elf twins, who until recently performed amazing acts of balance and agility at the Witchlight Carnival. Together, they are known as the Selenelion twins. (A selenelion is a celestial event during a lunar eclipse in which the sun and the eclipsed moon can be observed at the same time, either just before sunset or just after sunrise, when both bodies appear just above the horizon at nearly opposite points in the sky.)\",\"Gleam and Glister were born during such an event, and they are blessed with magical abilities tied to moonlight (Gleam) and sunlight (Glister), respectively. The twins are easily distinguished by the masks they wear; Gleam wears a crescent moon mask, and Glister wears a sun mask.\",\"Blessed by Corellon, the twins can each change their sex at the end of a long rest, though one twin rarely does so without the other doing likewise. The accompanying stat block uses \\\"she\\\" and \\\"her\\\" as each twin's default pronouns.\",\"The twins are as fond of one another as two siblings can be. Gleam is the introvert of the pair, while Glister is the extrovert. Both have friendly, agreeable demeanors.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WBtW/Selenelion Twin.webp\"},\"credit\":\"Zuzanna Wuzyk\"}]},{\"name\":\"Sir Talavar\",\"source\":\"WBtW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Sir Talavar is an esteemed member of the Seelie Court and a loyal vassal of the Summer Queen. Many of Sir Talavar's squires have gone on to become knights of great renown. The venerable faerie dragon has an encouraging, can-do demeanor and an unwavering sense of honor.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WBtW/Sir Talavar.webp\"},\"credit\":\"Mark Behm\"}]},{\"name\":\"Skabatha Nightshade\",\"source\":\"WBtW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Skabatha is the oldest member of the Hourglass Coven. Better known as Granny Nightshade, she offers her assistance to those who are haunted by regret. Her deals often result in cruel twists; for example, a petitioner who asks to be reunited with a lost love might be transformed into one of their loved one's cherished items, such as a favorite bonnet.\",\"Skabatha assumes the guise of an old toymaker. Part toy herself, she has a windup key between her hunched shoulders that rotates quickly when she's in a good mood and slows down as her mood sours. When she is furious, the key comes to a dead stop.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WBtW/Skabatha Nightshade.webp\"},\"credit\":\"Marcela Medeiros\"}]},{\"name\":\"Skylla\",\"source\":\"WBtW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Skylla, who sometimes goes by the alias Charmay, forged a warlock's pact with Baba Yaga. It is from this powerful archfey that Skylla draws her magic.\",\"Skylla is spiteful and treacherous, as likely to betray her allies as to help them. She talked Kelek into allowing her to serve as the primary liaison between the League of Malevolence and the Hourglass Coven, claiming her pact with Baba Yaga made her better suited for the role than anyone else. Endelyn Moongrave foresaw that Skylla's allies would turn on her one day and shared this information with the warlock. Skylla reacted to that news by distancing herself from the League of Malevolence, and now she works for Endelyn. Skylla is open to the idea of rejoining the league, but not while Kelek is in charge.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WBtW/Skylla.webp\"},\"credit\":\"Daarken\"}]},{\"name\":\"Squirt the Oilcan\",\"source\":\"WBtW\",\"entries\":[{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Roleplaying Notes\",\"entries\":[\"Originally a nonsentient oilcan, Squirt was carried to the Feywild by dwarves hoping to harvest boggle oil. Though the expedition was a success, the dwarves were put to sleep by pixie magic. During a celebration that erupted around them, an elf used her magic to animate the oilcan in jest. Having come alive at a party, Squirt was imbued with the urge to seek out fun wherever it can be found.\",{\"type\":\"entries\",\"name\":\"Alignment\",\"entries\":[\"Chaotic neutral.\"]},{\"type\":\"entries\",\"name\":\"Personality Trait\",\"entries\":[\"\\\"Why do something yourself when you can have someone else do it for you?\\\"\"]},{\"type\":\"entries\",\"name\":\"Ideal\",\"entries\":[\"\\\"No use sitting about getting rusty when there's fun to be had. Let's party!\\\"\"]},{\"type\":\"entries\",\"name\":\"Bond\",\"entries\":[\"\\\"I'm running on fumes here. I need oil.\\\"\"]},{\"type\":\"entries\",\"name\":\"Flaw\",\"entries\":[\"\\\"I'm too tired to fly today. You carry me.\\\"\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WBtW/Squirt the Oilcan.webp\"},\"credit\":\"Olga Drebas\"}]},{\"name\":\"Strongheart\",\"source\":\"WBtW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Strongheart is a fearless seeker of justice, risking his life to ensure that good triumphs over evil. He is thoughtful, kind, and seldom rash, yet never hesitant to punish those who spit in the face of law and order.\",\"Strongheart doesn't worship a god but devotes himself to an ideal: that the world can be spared from evil by those who have enough courage to stand against it.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WBtW/Strongheart.webp\"},\"credit\":\"Daarken\"}]},{\"name\":\"Swarm of Campestris\",\"source\":\"WBtW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Campestris are happy-go-lucky mushroom-like creatures with few cares or worries. They are captivated by music, though they can't distinguish a well-played performance from a bad one. If anyone plays an instrument or sings in the campestris' vicinity, the little creatures will happily sing along, each in an obnoxiously nasal falsetto, as they dance and caper around whoever is making the music.\",\"Campestris can easily imitate lyrics and music. After a campestri has practiced a song or a piece of music three or four times, the creature remembers it forever.\",\"Campestris vary widely in color, from white to tan to dark brown, but they always have red or purple caps and speckles. A campestri moves by manipulating the mycelium that grows out of the base of its stem and supports it. The mushroom creatures eat salty soil, filter out the salt, and excrete a slippery paste of purified soil (stripped of things nourishing to fungi, of course). Eating salt is also a defense mechanism, because it makes the campestris taste salty and thus unpleasant to most creatures, though bullywugs consider them a delicacy.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WBtW/Swarm of Campestris.webp\"},\"credit\":\"Claudio Pozas\"}]},{\"name\":\"Thinnings\",\"source\":\"WBtW\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WBtW/Thinnings.webp\"},\"credit\":\"Axel Defois\"}]},{\"name\":\"Tin Soldier\",\"source\":\"WBtW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"These automatons are fashioned to look like stout infantry soldiers, and they obey Skabatha without question. They charge forth to investigate any suspicious activity they see or hear, meaning that they are easily distracted.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WBtW/Tin Soldier.webp\"},\"credit\":\"Cory Trego-Erdner\"}]},{\"name\":\"Treant Sapling\",\"source\":\"WBtW\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WBtW/Treant Sapling.webp\"},\"credit\":\"Katerina Ladon\"}]},{\"name\":\"Warduke\",\"source\":\"WBtW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Warduke's services as a remorseless killer-for-hire can be easily bought. The evil swordsman serves Kelek as a cohort and adventuring companion from time to time. He isn't terribly bright, which is why he leaves the plotting and scheming to others.\",\"What does Warduke look like under his dread helm? No one knows. He never removes his helmet to reveal his face to others, but the visage beneath is that of a grim, hideously scarred gladiator.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WBtW/Warduke.webp\"},\"credit\":\"Daarken\"}]},{\"name\":\"Witchlight Hand (Medium)\",\"source\":\"WBtW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Witchlight hands are the backbone of the Witchlight Carnival, a motley collection of individuals who operate many of the booths, make repairs, feed and exercise the animals, keep an eye out for thieves and other miscreants, and perform other miscellaneous tasks as Mister Witch dictates. A few also work part-time as performers and attractions. Although they travel to many worlds throughout the Material Plane, Witchlight hands rarely leave the carnival grounds. The carnival is the only world they know and care about.\",\"All hands enter into an agreement when they join the carnival: they must never harm another staff member, and they can't leave the carnival for more than a day at a time. (A longer absence is equivalent to resignation, in Mister Witch's estimation.) On-duty staff members are required to wear fake butterfly wings strapped to their backs. Mister Witch and Mister Light also furnish them with small amounts of pixie dust (see appendix A).\",\"Witchlight hands are paid only a small fraction of the carnival's profits, but it's enough to keep them fed, clothed, and cared for. Some hands work longer hours or do extra chores to pay off debts and loans.\",\"Most Witchlight hands are taught how to perform minor magic tricks, which they use to amuse themselves as well as entertain the masses.\"]}]},{\"name\":\"Witchlight Hand (Small)\",\"source\":\"WBtW\",\"_copy\":{\"name\":\"Witchlight Hand (Medium)\",\"source\":\"WBtW\"}},{\"name\":\"Zarak\",\"source\":\"WBtW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Zarak is an assassin without honor or conscience. Unusually short of stature for someone of orcish heritage, he might pass for an ugly, beardless dwarf were it not for his rotting tusks and grayish pallor. The only thing he loves is money, and he wouldn't hesitate to stab allies in the back if they came between him and the riches he covets.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WBtW/Zarak.webp\"},\"credit\":\"Daarken\"}]},{\"name\":\"Zargash\",\"source\":\"WBtW\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Zargash worships Orcus, the Demon Prince of Undeath, who has promised to transform Zargash into a vampire after a lifetime of faithful service. For a living priest to worship Orcus is utter folly, but Zargash is twisted beyond any hope of redemption. His hobbies include slaying the living and animating the dead.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WBtW/Zargash.webp\"},\"credit\":\"Daarken\"}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-wdh.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Ahmaergo\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Ahmaergo, Xanathar's majordomo, has a fascination with minotaurs. Although outwardly civil, the shield dwarf is as devious and corrupt as the worst devil, yet also unflinchingly loyal to his beholder master.\",\"After the beholder, Ahmaergo is the most influential member of the Xanathar Guild.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/Ahmaergo.webp\"}}]},{\"name\":\"Ammalia Cassalanter\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The vainglorious lady of House Cassalanter is schooled in the arcane arts. Like her husband Victoro, she worships Asmodeus. When they were young, Ammalia and Victoro signed a contract with the archdevil, trading the souls of their children for power, good health, and long life. The soul of Osvaldo, their eldest son, was taken immediately, and he was transformed into a chain devil. The souls of the younger twins, Terenzio and Elzerina, will be taken when they turn nine years old.\",\"A provision in the contract allows the Cassalanters to buy their way out of it, but doing so requires a tremendous amount of coin and a mass sacrifice of unfortunate people. While Victoro hunts for Dagult Neverember's lost cache of gold, Ammalia makes plans to host a poisoned feast in celebration of Founders' Day.\",\"Ammalia is well mannered, well read, well traveled, and exceptionally shrewd. She is known for driving a hard bargain. Her hobby is lepidopterology, and her estate has the most beautiful butterfly garden. She allows her youngest children to play in the garden under her supervision.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/Ammalia Cassalanter.webp\"}}]},{\"name\":\"Aurinax\",\"source\":\"WDH\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/Aurinax.webp\"}},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/Vault-of-Dragons.webp\"}}]},{\"name\":\"Avi\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Avi runs the Steam and Steel shop in Trollskull Alley with his husband Embric. He worships Eldath, god of peace, and uses his magic to quench hot steel. He is an expert armorsmith. Avi is laid back and speaks plainly.\"]}]}]}]},{\"name\":\"Barnibus Blastwind\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Barnibus works for the Watchful Order of Magists and Protectors, investigating crimes that involve the use of magic. He comes across as prickly and secretive, confiding only in Saeth Cromley, a retired sergeant of the City Watch who assists in many of his investigations.\",\"A lifelong bachelor, Barnibus has a small, tidy estate in the Sea Ward that he inherited from his grandmother. When not serving the Watchful Order, he spends his days reading and writing books in his library.\",\"Barnibus uses spells that help him investigate crimes, pry secrets from the minds of suspects, and locate missing persons. He finds violence appalling and would never use his magic to inflict harm on others-even those who harm him.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/Barnibus Blastwind.webp\"}}]},{\"name\":\"Bepis Honeymaker\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Bepis Honeymaker is a honey merchant who was kidnapped from his Trades Ward home a month ago. The Xanathar Guild tried to ransom him back, but seemingly his relatives either couldn't pay or decided not to. (In truth, his rotten in-laws destroyed the ransom notes and told Bepis's wife and children that he ran away with another family.) Ahmaergo has put him to work as a cook but threatens to give him over to the mind flayer Nihiloor every so often.\"]}]}]}]},{\"name\":\"Black Viper\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The Black Viper was a notorious burglar, pickpocket, mugger, and assassin who died a century ago, after a long and nefarious career. Esvele Rosznar, a brash young noble, has recently adopted the Black Viper's persona to lead a secret life of crime. Like many other nobles, Esvele gossips about the Black Viper's exploits to lend credence to the villain's mystique.\",\"The Rosznar family was convicted of slave trading-highly illegal in Waterdeep-and banished over a hundred years ago, but has since returned. The Rosznars' inability to regain the respect they feel they deserve rankles them. The slave trade has continued in Amn and elsewhere, and it's not like other noble houses don't have skeletons in their closets. But just because of a little family squabble that went public, the Rosznar name has been said with a sneer for a century. As part of the family's constant effort to prove this conception wrong and win others' respect, Esvele has been brought up to be the most proper noble possible, partaking in lessons of etiquette, dance, and poise as befits someone of her station.\",\"In her younger days, Esvele openly rebelled, but that behavior led to locked doors at night and house guards watching her every move during the day. So she taught herself how to pick locks, pluck keys from belts and pouches, clamber up walls, and sneak past guards-playing the perfect daughter by day while cutting loose at night. To hide her identity from those she met, she wore a hood and mask, exchanging her fine clothes for the kind of practical clothing her parents would never let her wear.\",\"One of the things Esvele has learned is to embrace the legend of the Black Viper. When she throws back her cloak to reveal the costume she has put together, most folk toss their purses and flee. If that doesn't work, she usually needs only to draw her dagger. Of course, some of the nobles she targets are made of sterner stuff, so Esvele has learned how to fight as well. She knows she's playing a dangerous game, but is satisfied that at least one member of the Rosznar family is earning the respect of Waterdeep's nobility.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/Black Viper.webp\"}}]},{\"name\":\"Bonnie\",\"source\":\"WDH\",\"entries\":[\"{@i Human barmaid}\",{\"type\":\"quote\",\"entries\":[\"Many adventurers pass though the Yawning Portal on their way to greatness. All of them try the ale.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/Bonnie.webp\"}}]},{\"name\":\"Davil Starsong\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Within the Waterdeep division of the Black Network, Davil is accorded the title of Master of Opportunities and Negotiations because he's good at sniffing out lucrative business deals, and he makes friends easily.\",\"Like many sun elves, Davil has an affinity for magic and is gifted with the kind of patience that comes with a long life span. Unlike most, he's not the least bit pretentious or aloof. He keeps a room at the Yawning Portal and does all his business in the establishment's taproom. He negotiates deals with grace and aplomb, even while drunk, and uses an elven lute as a spellcasting focus.\",\"Davil can put the characters in contact with other leaders of the Black Network's Waterdeep division, namely Istrid Horn (if they need a loan), Skeemo Weirdbottle (if they need magic), Tashlyn Yafeera (if they need weapons or mercenaries), and Ziraj the Hunter (if they need a highly skilled assassin).\"]},{\"type\":\"entries\",\"name\":\"The Doom Raiders\",\"entries\":[\"The Doom Raiders were five unscrupulous adventurers who liked to plunder lich lairs (called \\\"dooms\\\" by some). They gave up adventuring to join the Black Network and came to Waterdeep three years ago with plans to establish a Zhentarim foothold in the city. In that time, they have forged alliances with various nobles and guilds and run afoul of others, all the while fending off Harper spies.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/Davil Starsong.webp\"}}]},{\"name\":\"Drow Gunslinger\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Firearms aren't widely available in the North, but some members of Bregan D'aerthe are equipped with Lantanese pistols, bullets, and packets of smokepowder. These drow gunslingers are expert pistoleers, as skilled with their guns as the best archers are with their bows.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/Drow Gunslinger.webp\"}}]},{\"name\":\"Durnan\",\"source\":\"WDH\",\"entries\":[\"{@i Human proprietor}\",{\"type\":\"quote\",\"entries\":[\"I'll give you a free flagon of ale if you don't talk to me about the weather.\"]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Durnan is the owner and proprietor of the Yawning Portal. Although he looks like a middle-aged man whose best days are behind him, Durnan has a sharp mind and can still swing a sword when he must. He doesn't like talking about his past, and he won't reveal anything about his time as an adventurer.\",\"If Durnan has any living family members, he doesn't speak of them. He rarely says two words when one will do. He has a dark sense of humor and spares no pity on those who take the risk of entering Undermountain.\",\"He keeps Grimvault, his magic greatsword, within reach under the bar, and can chop tables in half with it if he so desires. He also can pull out a double crossbow (a heavy crossbow with reduced range that fires two bolts at the same target). Still, if he gets involved in a brawl, he prefers fighting with fists or a well-flung tankard.\",\"Durnan doesn't often venture far from the Yawning Portal, using his employees to run errands for him as needed. If he's feeling charitable, he might gently discourage likable \\\"nobodies\\\" from venturing into Undermountain, if he thinks they wouldn't survive. He can also direct adventurers toward tavern regulars who might be able to help them or offer useful information.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/Durnan.webp\"}}]},{\"name\":\"Elzerina Cassalanter\",\"source\":\"WDH\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/Cassalanters.webp\"}}]},{\"name\":\"Embric\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Embric tends the forge in the Steam and Steel shop in Trollskull Alley. He is an expert weaponsmith and claims descent from the efreet of Calimshan and is prone to extreme mood swings. He is married to Avi.\"]}]}]}]},{\"name\":\"Engineer\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"An engineer who maintains and operates the Scarlet Marpenoth, a submarine, currently attached below Jarlaxle's flagship the Eyecatcher\"]}]}]}]},{\"name\":\"Fala Lefaliir\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Fala Lefaliir is an outgoing wood elf with long, braided hair. Like the elven god Corellon Larethian, Fala is neither male nor female. If referred to as \\\"he\\\" or \\\"she,\\\" Fala gently requests to be addressed by name or as \\\"they.\\\" Fala is friends with a member of the Zhentarim named Ziraj, who saved Fala's life. He visits Fala from time to time, and Fala has set aside a room for him on the second floor. Fala runs Correllon's Crown, a herbalist shop in Trollskull Alley\"]}]}]}]},{\"name\":\"Griffon Cavalry Rider\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The City Guard is Waterdeep's army, charged with protecting the city's walls and gates, government buildings, harbor, and officials. The City Guard also patrols the roads to Amphail, Goldenfields, and Daggerford.\"]},{\"type\":\"entries\",\"name\":\"Ranks in the City Guard\",\"entries\":[\"Members of the City Guard have ranks. From lowest to highest, they are:\",\"PrivateSergeant (armar)Lieutenant (civilar)Captain (senior civilar)Multiple command positions, some perennial (Seneschal of Castle Waterdeep, Defender of the Harbor, Master of the North Towers, Master of the South Towers, Master Armorer), others bestowed as needed in wartime (the Lords' Hand and the Lords' Champion)Warden of Waterdeep\",\"The current Warden of Waterdeep is Elminster, who answers to the Open Lord, Laeral Silverhand.\",\"The Griffon Cavalry is a special branch of the City Guard whose members are veteran soldiers trained to fly griffon mounts.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/Griffon Cavalry Rider.webp\"}}]},{\"name\":\"Grinda Garloth\",\"source\":\"WDH\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/Grinda.webp\"}}]},{\"name\":\"Grum'shar\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Apprentice wizards are novice arcane spellcasters who serve more experienced wizards or attend school. They perform menial work, such as cooking and cleaning, in exchange for education in the ways of magic.\"]}]}]}]},{\"name\":\"Hlam\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"This venerable human monk lives in a cave halfway up the side of Mount Waterdeep. Hlam is the grand master of the Order of the Even-Handed, a small monastic group devoted to Tyr. Would-be students periodically visit him to learn the Way of the Sacred Fists, which combines cleric magic and monk training. They usually return to the city confused, bruised, and not inclined to visit again.\",\"In times of great peril, Hlam can be called on to help. Sometimes he offers pearls of wisdom, and sometimes he descends from his cave to set things right with fisticuffs. He can show up at any point in the story as a helpful figure, and the characters can visit him in his cave if they need guidance or training. The Order of the Gauntlet considers him a staunch ally.\",\"Hlam is immune to disease and doesn't require food or water. Although he ages, he suffers none of the frailty of old age.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/Hlam.webp\"}}]},{\"name\":\"Hrabbaz\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Hrabbaz is a muscle-bound half-orc with a cleft palate who serves the lord and lady of House Gralhund as a bodyguard. He is well mannered and dresses impeccably-a disarming appearance that belies a murderous heart. Though he has great respect for Lady Yalah Gralhund, he is less fond of her moody husband, and wouldn't be sad to see Orond knocked down a peg or two.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/Hrabbaz.webp\"}}]},{\"name\":\"Istrid Horn\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Istrid is regarded as the Black Network's Master of Trade and Coin in Waterdeep. The shield dwarf operates an illegal lending operation out of a heavily guarded warehouse in the Dock Ward, offering loans to those in need of coin. Her interest rates are comparable to those of her competitors (including noble families of bankers such as the Cassalanters and the Irlingstars), but the penalties for not paying back Istrid's loans are severe.\",\"Istrid worships Vergadain, the dwarven god of wealth and luck. She likes having others indebted to her, and she employs thugs and enforcers to collect on her loans. If those resources prove inadequate, Istrid can call on her old adventuring companions for assistance.\"]},{\"type\":\"entries\",\"name\":\"The Doom Raiders\",\"entries\":[\"The Doom Raiders were five unscrupulous adventurers who liked to plunder lich lairs (called \\\"dooms\\\" by some). They gave up adventuring to join the Black Network and came to Waterdeep three years ago with plans to establish a Zhentarim foothold in the city. In that time, they have forged alliances with various nobles and guilds and run afoul of others, all the while fending off Harper spies.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/Istrid Horn.webp\"}}]},{\"name\":\"Jalester Silvermane\",\"source\":\"WDH\",\"entries\":[\"{@i Human patron}\",{\"type\":\"quote\",\"entries\":[\"Want to know what's going on in our fine city? Grab a stool. Stay a while.\"]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"An earnest man in his mid-twenties, Jalester hails from the distant land of Cormyr, where he earned his spurs working for a mercenary company called the Steel Shadows. A few years ago, Jalester left the Dales and traveled to Waterdeep with several other members of the company, one of whom-Faerrel Dunblade-would become his best friend and lover.\",\"The wizard Elminster befriended the two young men and brought them to the attention of Laeral Silverhand, who put them to work as deputies and spies. Jalester and Faerrel helped the Open Lord expose a plot to overthrow the government, but Faerrel was killed while helping bring the perpetrators to justice. Jalester remained in Waterdeep afterward, becoming one of Laeral's field operatives in the service of Waterdeep and the Lords' Alliance. He has been romantically unattached ever since Faerrel's death but longs again for love.\"]},{\"type\":\"entries\",\"name\":\"Treasure\",\"entries\":[\"Jalester carries a badge of the Watch (+2 bonus to AC if not using a shield). If the badge is lost or taken from him, it returns to Laeral Silverhand.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/Jalester Silvermane.webp\"}}]},{\"name\":\"Jandar Chergoba\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"As the head chef of Cassalanter Villa, Jandar determines each day's menu and oversees all activity in the kitchen.\"]}]}]}]},{\"name\":\"Jarlaxle Baenre\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Jarlaxle is a flamboyant, swashbuckling drow iconoclast. He leads a renegade drow faction called Bregan D'aerthe, made up of disenfranchised male drow, most of them culled from destroyed or disgraced houses. Gifted with a sharp mind, a sense of humor, puissant skill with a blade, and a wealth of useful magic items, Jarlaxle infiltrated the city of Luskan, brought a kind of order to its lawlessness, and declared himself its secret lord.\",\"Jarlaxle likes to weave a tangled web of schemes that leave his enemies baffled-the latest of which is a plan to legitimize Luskan by making it a member of the Lords' Alliance. The city's unsavory reputation has thwarted all previous efforts, and the current leaders of the Lords' Alliance have voiced their opposition to Luskan's admittance. A few have flatly declared that the city will never be welcome in the alliance. Nonetheless, Jarlaxle aims to persuade Laeral Silverhand, the Open Lord of Waterdeep, to champion Luskan's cause-even if that means losing other alliance members in the process. Tying Luskan's fortunes to those of Waterdeep would increase Jarlaxle's political and economic power on the Sword Coast.\",\"Jarlaxle has come to Waterdeep in the guise of an Illuskan human named Zardoz Zord. \\\"Captain Zord\\\" is the master of the Sea Maidens Faire, a carnival that travels up and down the Sword Coast in three ships: the Eyecatcher, the Heartbreaker, and the Hellraiser (all words that describe Jarlaxle). He spends most of his time aboard the Eyecatcher, his personal ship. The other two vessels carry members of the carnival and their parade wagons.\",\"Jarlaxle has forged an alliance with Lantan (an island to the south), and has armed his Bregan D'aerthe lieutenants with Lantanese firearms that rely on magical smokepowder to function. He has also acquired a Lantanese submarine called the Scarlet Marpenoth. This underwater vessel is mounted below the Eyecatcher and kept out of sight. Jarlaxle plans on using the submarine to flee Waterdeep if his scheme unravels.\",\"Jarlaxle's loyalties are to himself first and foremost, and to Bregan D'aerthe secondarily.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/Jarlaxle Baenre.webp\"}}]},{\"name\":\"Jenks\",\"source\":\"WDH\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/Summer-Scene.webp\"}}]},{\"name\":\"Kaevja Cynavern\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Previously a Red Wizard of Thay, this mage now studies magic under Manshoon.\"]}]}]}]},{\"name\":\"Kalain\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Kalain, was once a famous Waterdavian painter, but now Kalain's spirit is broken, leading to the onset of madness. She locks herself away, content to let time erode the last of her conscience.\"]}]}]}]},{\"name\":\"Lady Gondafrey\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Lafy Gondafrey is the result of a magical experiment, a gargoyle that has been imbued with the personality of a human knight of Tyr (god of justice). Manshoon is amused by the creature so keeps it alive and locked in a cell.\"]}]}]}]},{\"name\":\"Laeral Silverhand\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Anamanué Laeral Silverhand was born in the Year of the Cowl (765 DR), the fifth of seven daughters of the goddess Mystra. Each of the Seven Sisters is a powerful and ageless beauty with a penchant for arcane magic.\",\"Long ago, Laeral ruled a kingdom called Stornanter and held the title of Witch-Queen of the North. After that, she led a band of adventurers called the Nine. She met and married Khelben Arunsun, who would later become the Blackstaff, the Lord Mage of Waterdeep. After Khelben died, Laeral retired from public life. She resurfaced after the Spellplague and the Sundering, weakened by Mystra's death, rebirth, and withdrawal from the world.\",\"Laeral's magic isn't as great as it once was, though she does her utmost to hide this fact. Only Elminster, her trusted friend and advisor, knows the extent of her decline. Despite her diminished abilities, Laeral remains a formidable, clear-headed wizard with plenty of magic at her disposal.\",\"A few years ago, Dagult Neverember was ousted as Open Lord of Waterdeep. Laeral reluctantly stepped into the vacancy at the request of the Masked Lords, and has served as Waterdeep's Open Lord ever since. Initially overwhelmed by the demands of the nobles and guildmasters, she has settled nicely into her new role. She uses her magic sparingly and relies on trusted advisors and deputies. As time allows, she likes to venture outside the Palace of Waterdeep in disguise, just to clear her head or check up on old friends (and enemies).\",\"Laeral's relationship with Vajra Safahr, the current Blackstaff, has its challenges. For one thing, Laeral is much older, much wiser, and much more powerful than Vajra, whom she views as an insecure child. In addition, Vajra wields the Blackstaff, which has Khelben Arunsun's soul and the souls of all the other Blackstaffs bound inside it. Laeral covets the staff, because it contains all that's left of her husband. Not surprisingly, the two mages avoid each other as much as possible.\",\"In times of great need, Laeral can command Vajra to unleash Force Grey. Until that order is given, Force Grey isn't allowed to conduct operations in Waterdeep, though Laeral's spies tell her that Vajra has secretly activated members of the elite order and sent them on a number of unauthorized missions. Laeral is reluctant to confront Vajra on the matter, and rationalizes her inaction by framing it as a test of Vajra's competence.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/Laeral Silverhand.webp\"}}]},{\"name\":\"Laiba \\\"Nana\\\" Rosse\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Laiba Rosse, better known as \\\"Nana,\\\" is the caretaker and private tutor for Terenzio and Elzerina, and she does her best to keep track of their every move. Even so, the two often sneak away from her watchful eye. Nana dresses in flowing red robes. She relaxes in the twins' playroom (area C17) when she's not with the children.\"]}]}]}]},{\"name\":\"Losser Mirklav\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A halfling necromancer who is in possession of the Stone of Golorr. He lives in a cellar complex under a powdered wig shop in the Trades Ward.\"]}]}]}]},{\"name\":\"Magister Umbero Zastro\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A handsome, eloquent, and fair-minded half-elf in his thirties. He's known for his finely honed sense of poetic justice and for meting out unconventional punishments.\"]}]}]}]},{\"name\":\"Manafret Cherryport\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"One of Manshoon's lieutenants\"]}]}]}]},{\"name\":\"Manshoon\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Referred to in this adventure simply as \\\"Manshoon,\\\" this clone of the ancient archwizard infiltrated Waterdeep years ago and has been hiding out in Kolat Towers ever since, in the city's Southern Ward.\",\"The original Manshoon was one of the founders of the Zhentarim. Evil to the core, he made enemies all across Faerûn, including other powerful spellcasters such as Khelben Arunsun and Elminster. Fearing that he might be destroyed by his foes, Manshoon magically crafted several clones-but a mishap caused all of them to be awakened at once, whereupon they tried to destroy one another in a series of conflicts that came to be known as the Manshoon Wars.\",\"Now the original Manshoon is dead, and it's widely believed that all his clones were destroyed as well. In fact, at least three are still alive. The one presently in Waterdeep escaped death by hiding out in Undermountain, where he eventually ran afoul of Halaster Blackcloak. After a brief spell duel, Halaster captured Manshoon and amputated his left arm at the elbow for reasons unknown. Manshoon escaped imprisonment and fled Undermountain, taking refuge in the city above. Attempts to magically regenerate his severed limb failed, forcing him to craft an artificial arm and hand for himself.\",\"Manshoon took control of Kolat Towers, a crumbling residence in the Southern Ward that was abandoned years ago by the two wizards who built it. The edifice is surrounded by a magical barrier that has the properties of a wall of force. Manshoon rarely leaves the towers and uses a teleportation circle when he must do so, and thus is never seen entering or leaving.\",\"Manshoon aims to rule Waterdeep and replace the City Watch with Black Network mercenaries that are loyal to him alone. By bribing and blackmailing the Masked Lords, he hopes to oust Laeral Silverhand as Open Lord and take her place, kill the Blackstaff, reduce the Masked Lords to mere vassals, and declare himself the Wizard-King of Waterdeep. Once the city is firmly in his clutches, Manshoon will then turn his attention toward Undermountain, destroy Halaster once and for all, and claim the dungeon's riches.\"]},{\"type\":\"entries\",\"name\":\"Manshoon Simulacrum\",\"entries\":[\"Manshoon uses the {@spell simulacrum} spell to create a magical duplicate of himself as needed. He has customized the spell to increase his simulacrum's hit points at the expense of its spellcasting ability.\",\"Manshoon can have only one simulacrum at any given time, and he uses it as a subordinate to command his Zhentarim minions in the field. If his simulacrum is destroyed, Manshoon creates another. Each simulacrum has the statistics of Manshoon, with these changes:\",{\"type\":\"list\",\"items\":[\"The simulacrum has no special equipment. Consequently, it has AC 12 and lacks the Magic Resistance trait and the Staff of Power action option.\",\"It loses all spell slots of 6th level and higher.\",\"It has a challenge rating of 8 (3,900 XP).\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/Manshoon.webp\"}}]},{\"name\":\"Manshoon Simulacrum\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Manshoon uses the {@spell simulacrum} spell to create a magical duplicate of himself as needed. He has customized the spell to increase his simulacrum's hit points at the expense of its spellcasting ability.\",\"Manshoon can have only one simulacrum at any given time, and he uses it as a subordinate to command his Zhentarim minions in the field. If his simulacrum is destroyed, Manshoon creates another. Each simulacrum has the statistics of Manshoon, with these changes:\",{\"type\":\"list\",\"items\":[\"The simulacrum has no special equipment. Consequently, it has AC 12 and lacks the Magic Resistance trait and the Staff of Power action option.\",\"It loses all spell slots of 6th level and higher.\",\"It has a challenge rating of 8 (3,900 XP).\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/Manshoon Simulacrum.webp\"}}]},{\"name\":\"Mattrim \\\"Threestrings\\\" Mereg\",\"source\":\"WDH\",\"entries\":[\"{@i Human bard}\",{\"type\":\"quote\",\"entries\":[\"Anyone can play {@i The Three Flambinis} on a lute, but try playing it with just three strings!\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/Threestrings.webp\"}}]},{\"name\":\"Maxeene\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Maxeene is a talking horse.\"]}]}]}]},{\"name\":\"Melannor Fellbranch\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Melannor Fellbranch, the friendly but humorless groundskeeper of Phaulkonmere, a compound located one block south of Kolat Towers, is the characters' main contact in the Emerald Enclave\"]}]}]}]},{\"name\":\"Meloon Wardragon\",\"source\":\"WDH\",\"entries\":[\"{@i Famous human adventurer}\",{\"type\":\"quote\",\"entries\":[\"Heroes, am I right? Maybe one day you'll join Force Grey. Can I buy you an ale?\"]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Meloon is a handsome, formidable warrior in his prime, who serves the goddess Tymora and loves a good fight. His friends-among them Renaer Neverember and Vajra Safahr-describe him as honest, optimistic, and extraordinarily lucky. Until recently, he was a member of Force Grey and reported directly to the Blackstaff. In recent months, Meloon has spent much of his time at the Yawning Portal.\",\"Three months ago, out of boredom, Meloon accompanied a fledgling band of adventurers on an expedition to Undermountain. There, his luck ran out. While resting in the dungeon, the adventuring party was attacked by monsters unleashed by Xanathar-including a number of intellect devourers. One of the creatures succeeded in magically devouring and replacing Meloon's brain, turning the champion of Tymora into a puppet. After finishing off his unsuspecting companions, Meloon returned to Waterdeep as a Xanathar Guild spy.\",\"The intellect devourer that inhabits Meloon's skull was bred by Nihiloor, a mind flayer in Xanathar's employ. It knows everything Meloon knew, and Meloon behaves much as he did before his descent into Undermountain. He hangs out at the Yawning Portal, tries to bond with adventurers, and offers a helping hand whenever doing so feels appropriate. The intellect devourer's primary goals are to steer adventurers away from Undermountain and get them to undertake quests that further the aims of Xanathar. Such quests usually involve the eradication of Xanathar's enemies, and Meloon is all too eager to fight alongside those who fall for his ruse.\"]},{\"type\":\"entries\",\"name\":\"Adjusted Game Statistics\",\"entries\":[\"If Meloon is killed and raised from the dead, his true self is restored and his statistics change as follows:\",{\"type\":\"list\",\"items\":[\"Meloon is neutral good.\",\"He loses his telepathy, and his ability to speak and understand Deep Speech.\",\"He can attune to Azuredge (see appendix A).\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/Meloon Wardragon.webp\"}}]},{\"name\":\"Mirt\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Once known as Mirt the Merciless and the Old Wolf, Mirt made a fortune and carved out a reputation as an adventurer and philanderer. Today, an older and wiser Mirt serves as one of the Masked Lords, a Harper, and a close advisor to Laeral Silverhand. The years have not worn him down, and though he has grown soft in the flesh, he remains deceptively strong, vigorous, and clear of mind. Mirt has survived the passing of centuries by means of magic, and of all the Masked Lords, he is the least concerned with concealing his identity.\",\"Despite his prodigious girth, Mirt can move with good speed when he must, and he hasn't let his adventuring skills wither. His wife, Asper, passed away several years ago, and his rambling mansion has seen better days. Mirt spends his days embroiled in politics and whiles away his nights in drink and debauchery.\"]},{\"type\":\"entries\",\"name\":\"Treasure\",\"entries\":[\"Mirt has access to magic items of all kinds, but keeps only a few on his person. He can equip himself with other magic items as the need arises.\",\"In addition to his other magical gear, Mirt owns a Lord's ensemble (see appendix A). He dons the ensemble only when meeting with other Masked Lords in an official capacity.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/Mirt.webp\"}}]},{\"name\":\"Nar'l Xibrindas\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Xanathar's advisor is a nervous and conniving male drow named Nar'l Xibrindas. Nar'l's house was wiped out long ago, but he and his elder brother Soluun survived and joined Bregan D'aerthe. A year ago, Nar'l was given the difficult task of infiltrating the Xanathar Guild and getting as close to the beholder as possible. Not only did he succeed, but in the course of gaining Xanathar's trust, he managed to convince the beholder to eliminate its other advisors. The beholder's paranoia will eventually cause Xanathar to question the drow's loyalty, though, and Nar'l has become increasingly worried about his future. If forced to decide between himself and Bregan D'aerthe, he'll choose the former and betray his drow allies to save his own skin.\",\"Xanathar is aware that something is off with Nar'l, and recently assigned him a grell bodyguard. The grell has instructions to dispose of Nar'l at the first sign of disloyalty.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/Nar'l Xibrindas.webp\"}}]},{\"name\":\"Nat\",\"source\":\"WDH\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/Winter-Scene.webp\"}}]},{\"name\":\"Nihiloor\",\"source\":\"WDH\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/Nihiloor.webp\"}}]},{\"name\":\"Nimblewright\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A nimblewright is a magical construct created to serve as a guard or assassin. Composed predominantly of lightweight wood and powered by magic, it can pass for humanoid while wearing clothing. Some nimblewrights wear plain clothing, while others are clad in flashier attire. A nimblewright is emotionless, its face frozen in whatever expression was given to it by its creator.\",{\"name\":\"Duelist\",\"type\":\"entries\",\"entries\":[\"A nimblewright moves like a dancer and fights like a swashbuckler, using dodges and parries to avoid damage while deftly skewering its foes.\"]},{\"name\":\"Constructed Nature\",\"type\":\"entries\",\"entries\":[\"A nimblewright doesn't require air, food, drink, or sleep. Damage it takes can be repaired with {@spell mending} spells, but a nimblewright reduced to 0 hit points is permanently destroyed.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/Nimblewright.webp\"}}]},{\"name\":\"Noska Ur'gray\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Noska is a ruthless enforcer in the Xanathar Guild. A green slime in Undermountain dissolved his left hand and forearm, and the lost appendage has been replaced with a heavy crossbow that attaches to the stump.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/Noska Ur'gray.webp\"}}]},{\"name\":\"Obaya Uday\",\"source\":\"WDH\",\"entries\":[\"{@i Human cleric of Waukeen}\",{\"type\":\"quote\",\"entries\":[\"The wonders of Waterdeep are something to behold. I tell you, I've never seen so much money in my life!\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/Obaya Uday.webp\"}}]},{\"name\":\"Obliteros\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"An awakened Giant Shark who inhabits the harbor around Mistshore.\"]}]}]}]},{\"name\":\"Orond Gralhund\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The Gralhunds are nobles who trade in arms and mercenaries, and whose family motto is \\\"We see both sides.\\\" Orond is the patriarch, but he's not a quick-thinking or cultured sort-and deep down, he knows it. He leaves most of the plotting and socializing to his wife, Yalah, to whom he is devoted.\",\"When several of the Masked Lords were assassinated in quick succession some years ago, Lord Gralhund had expected his wife to fill one of the vacancies. That never happened, though, despite many promises and bribes. After she was passed over, Orond became insanely angry, and he has remained that way ever since.\",\"Less than a year ago, the Gralhunds were approached by agents of the Zhentarim loyal to Manshoon, and the nobles formed an alliance with them. House Gralhund gives the Zhents coin and allows them to use the family's noble villa as a refuge. In exchange, the house reaps all the benefits that the Black Network offers, including intelligence that its spies have gathered. So while the Zhents use House Gralhund as a shield, the Gralhunds are using the Zhents to ascertain the identities and weaknesses of the Masked Lords.\",\"Orond doesn't fully grasp how entwined the Black Network and his family have become-it is now next to impossible to separate one from the other. It's no secret in Waterdeep that the Black Network has firmly rooted itself in House Gralhund. But what's not generally known is that the Zhents in House Gralhund are agents of Manshoon. Neither Orond nor any other member of his family knows about the wizard's clone. As far as Orond and his wife are concerned, the local leaders of the Black Network (with Urstul Floxin chief among them) reside with them in the family villa.\",\"Orond is a short, stocky man who dresses well and is easy on the eyes. When he opens his mouth, his boorish nature, inflated sense of self-importance, fragile ego, and despicable opinions about \\\"the common rabble\\\" come to the fore, and his charm quickly dissipates. When not in his wife's company, he is prone to excessive boasting and temper tantrums. When he must speak to strangers, he keeps his half-orc bodyguard Hrabbaz close by, for fear that others might attack and rob him at any moment. While in Yalah's presence, Orond becomes an altogether different person: quiet, almost timid, and happy to let his wife have the spotlight.\",\"Orond relies on Yalah to manage the Zhentarim. He spends his days watching mercenaries train, paying bills, and ranting about the cost of doing business in the city. Although he is human, Orond was born with a tiefling's tail. The tail was amputated when he was a young boy, but the scar on his backside remains.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/The Gralhunds.webp\"}}]},{\"name\":\"Osvaldo Cassalanter\",\"source\":\"WDH\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/Osvaldo.webp\"}}]},{\"name\":\"Ott Steeltoes\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The dwarf Ott Steeltoes has the nerve-wracking task of tending to Xanathar's pet fish, Sylgar. In his spare time, he worships Zuggtmoy, the demon queen of fungi, and cultivates mushrooms, spores, and molds. He wears a leather skullcap stitched with fake beholder eyestalks.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/Ott Steeltoes.webp\"}}]},{\"name\":\"Panopticus Wizard\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"This bald-headed and tattooed dwarf operates Xanathar's \\\"panopticus\\\" magical surveillance system.\",\"Apprentice wizards are novice arcane spellcasters who serve more experienced wizards or attend school. They perform menial work, such as cooking and cleaning, in exchange for education in the ways of magic.\"]}]}]}]},{\"name\":\"Remallia Haventree\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Remallia (Remi to her friends) is the lady of House Ulbrinter and a guiding light for the Harpers in Waterdeep\",\"She became an active force for good in the city after assassins killed her husband, Arthagast Ulbrinter, and destroyed his remains. A sun elf, she has two adult children (a half-elf son named Arthius, who is studying music in Silverymoon, and a half-elf daughter named Serenore, who lives on the Moonshae island of Alaron with her husband and daughter). Lady Haventree retains a handful of loyal servants and spies.\",\"Remi holds secret Harper meetings in her villa, which is warded by all manner of spells. She uses a silver raven figurine of wondrous power to deliver messages to Harper spies scattered throughout the city.\"]}]}]}]},{\"name\":\"Renaer Neverember\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Renaer is the estranged son of Dagult Neverember, the former Open Lord of Waterdeep and the current Lord of Neverwinter. Father and son detest one another, and Renaer is least happy when he finds himself forced to deal with some mess his father left behind. Qualities that both share include striking good looks, a love of drink, and a flair for diplomacy. What Renaer lacks is his father's belligerence, ill temper, and bad judgment.\",\"Renaer lives off a sizable inheritance left to him by his mother. Approaching middle age, he has given up adventuring and settled down somewhat. As a Harper, he spends a lot of time defending Waterdavians against those who, like his father, would deprive them of their coin and rights. He owns Neverember House, a four-story residence in the Sea Ward. Renaer spends as little time there as possible, however, since it's constantly under surveillance by spies loyal to his father. His friends have an open invitation to use the house as they please, while Renaer spends most of his free time in taverns and festhalls.\",\"Some believe that Renaer's estrangement from his father is nothing but an act, and that anyone who bears the Neverember name is an enemy of Waterdeep. Renaer just shakes his head at such accusations and gets on with his life. He has many powerful friends to watch his back.\"]},{\"type\":\"entries\",\"name\":\"Swashbuckler\",\"entries\":[\"Swashbucklers are charming ne'er-do-wells who live by their own codes of honor. They crave notoriety, often indulge in romantic trysts, and eke out livings as pirates and corsairs, rarely staying in one place for too long.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/Renaer Neverember.webp\"}}]},{\"name\":\"Rishaal the Page-Turner\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Rishaal, known as Rishaal the Page Turner is proprietor of the Book Wyrm's Treasure in Trollskull Alley\"]}]}]}]},{\"name\":\"Saeth Cromley\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Saeth Cromley is a retired sergeant of the City Watch, a likable fellow with a sharp, sarcastic wit. He occasionally comes out of retirement at the request of Barnibus Blastwind, and he assists the mage in investigating unusual crimes in the city. Cromley helps Barnibus relate to the common folk, and he is good at coaxing information out of them. Though Cromley was once a strict proponent of Watch regulations and dress codes, he has grown a bit lax in both matters now that he's officially retired.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/Saeth Cromley.webp\"}}]},{\"name\":\"Shard Shunner\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\" Member of the Shard Shunner gang hired by Emmek Frewn to disrupt the characters' running of the Trollskull Manor\"]}]}]}]},{\"name\":\"Skeemo Weirdbottle\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Skeemo became the Master of Magic for the Black Network in Waterdeep, setting up a cover in the Trades Ward in the form of a cramped little shop called Weirdbottle's Concoctions. Most of his potions and elixirs are nonmagical, but he crafts magical ones for his Zhent friends.\",\"Skeemo can add \\\"sellout\\\" to his credentials, his services having been bought by House Gralhund and the Black Network operatives loyal to Manshoon. The rock gnome uses paper birds (see appendix A) to send messages both to his new friends and his old ones.\"]},{\"type\":\"entries\",\"name\":\"The Doom Raiders\",\"entries\":[\"The Doom Raiders were five unscrupulous adventurers who liked to plunder lich lairs (called \\\"dooms\\\" by some). They gave up adventuring to join the Black Network and came to Waterdeep three years ago with plans to establish a Zhentarim foothold in the city. In that time, they have forged alliances with various nobles and guilds and run afoul of others, all the while fending off Harper spies.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/Skeemo Weirdbottle.webp\"}}]},{\"name\":\"Soluun Xibrindas\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Soluun is a sadistic, fanatical bully who is fiercely loyal to Bregan D'aerthe, and to Jarlaxle in particular. His younger brother, Nar'l, has infiltrated the Xanathar Guild. Soluun considers Nar'l a weakling who turned to arcane magic by way of compensation, and he has never had much faith in his brother or his abilities.\",\"Soluun has a burning hatred of surface elves and halfelves, having been taught from a young age to kill them as opportunity permits. When not engaged in a Bregan D'aerthe operation, Soluun spends his nights haunting the darkened streets and alleys of Waterdeep, looking for solitary elves or half-elves to pick off. He conceals his nighttime escapades as well as he can, but Jarlaxle, Fel'rekt, and Krebbyg know what he's up to.\"]}]}]}]},{\"name\":\"Squiddly\",\"source\":\"WDH\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/Autumn-Scene.webp\"}}]},{\"name\":\"Swarm of Books\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Animated books which form a swarm when disturbed\"]}]}]}]},{\"name\":\"Swarm of Mechanical Spiders\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A swarm of tiny constructed spiders which attack anyone messing with Jarlaxle's chest aboard the Scarlet Marpenoth\"]}]}]}]},{\"name\":\"Sylgar\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Xanathar's pet fish.\"]}]}]}]},{\"name\":\"Talisolvanar \\\"Tally\\\" Fellbranch\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A male half-elf carpenter and woodcarver.\"]}]}]}]},{\"name\":\"Tashlyn Yafeera\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Tashlyn is Master of Arms and Mercenaries for the Waterdeep Zhentarim. In this role, she provides armor, weapons, and training to sellswords on the Black Network's payroll.\",\"Tashlyn has established a useful cover by serving as a bodyguard to Vorondar Levelstone, a dwarf magister stationed at the South Gate. She likes the dwarf and has earned his confidence, allowing her to reach the rank of captain in the City Guard. In that position, she watches over traffic that passes through the gate-and ensures that her associates in the Black Network can come and go freely.\",\"Born to a well-off family in Calimshan, Tashlyn has an unfettered sense of superiority. Quick to anger, she hates to back down from a fight. She respects anyone who can best her in melee combat.\"]},{\"type\":\"entries\",\"name\":\"The Doom Raiders\",\"entries\":[\"The Doom Raiders were five unscrupulous adventurers who liked to plunder lich lairs (called \\\"dooms\\\" by some). They gave up adventuring to join the Black Network and came to Waterdeep three years ago with plans to establish a Zhentarim foothold in the city. In that time, they have forged alliances with various nobles and guilds and run afoul of others, all the while fending off Harper spies.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/Tashlyn Yafeera.webp\"}}]},{\"name\":\"Thorvin Twinbeard\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Thorvin serves as Xanathar's chief engineer and trapsmith. He also serves the Harpers as a paid informant, keeping that faction apprised of Xanathar's plans as well as he can. Thorvin uses the ruse of maintenance inspections to cover up secret meetings he holds with Harper spies in Skullport and elsewhere.\",\"Thorvin wears iron-rimmed spectacles and carries a large, heavy wrench that doubles as a club. He also carries mason's tools, smith's tools, and thieves' tools, and has proficiency with all three.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/Thorvin Twinbeard.webp\"}}]},{\"name\":\"Thrakkus\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\" A member of the Guild of Butchers, Thrakkus has a lucrative side business. Zhents loyal to Manshoon pay Thrakkus to chop up people they kill, and he sells the meat on the sly.\"]}]}]}]},{\"name\":\"Tissina Khyret\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Madame Khyret is the personal attendant to Ammalia Cassalanter and is the family's chief housemaid. Madame Khyret dresses in a long black gown and wears a headdress with black tassels. She is an aging tiefling and she spends most of her time in the master sitting room\"]}]}]}]},{\"name\":\"Urstul Floxin\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Urstul Floxin works for Manshoon, and he is the highest-ranking member of the Zhentarim squad stationed at House Gralhund. Urstul is a glorified thug with all the charm and breeding of a snake, but the Gralhunds tolerate him because he feeds them useful information culled from his spies throughout the city. Urstul takes his orders from Manshoon's current simulacrum, which comes and goes from House Gralhund by way of a teleportation circle (connected to the circle in Kolat Towers).\",\"Urstul is a large, heavyset man in his forties. He storms about House Gralhund like he owns the place. He has a collection of black flying snakes that he uses as couriers to deliver messages to underlings throughout the city.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/Urstul Floxin.webp\"}}]},{\"name\":\"Vajra Safahr\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Vajra is a capable wizard in her mid-thirties, the youngest person ever to hold the position of Blackstaff. As the High Wizard of Waterdeep, she is charged with using all the magic and resources at her disposal to defend the city against threats. She was handpicked for the job by Khelben Arunsun, and wields the Blackstaff from which Khelben derived his name and the title of the office. Vajra isn't the city's most powerful wizard, but she can hold her own. Despite her many gifts, she still questions her ability to meet the demands of her role, and she rarely makes a decision without first soliciting the advice of the Blackstaff, which contains Khelben Arunsun's spirit as well as the spirits of all the other Blackstaffs who preceded her. She also gets intelligence from many other sources, both through her own network of spies and from Harper agents.\",\"Vajra runs Blackstaff Academy, a school for mages, out of Blackstaff Tower in the Castle Ward. She is also in charge of Force Grey, an order of highly skilled adventurers who are called upon to defend the city in times of need. Vajra is always looking for new adventurers to fill the ranks of Force Grey, and she is particularly interested in those who can bring unique skills, abilities, or spells to the mix.\",\"Several of the older and more seasoned wizards in Waterdeep consider Vajra an upstart, but they are smart enough not to challenge her. Only the Open Lord, currently Laeral Silverhand, can strip Vajra of her title.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/Vajra Safahr.webp\"}}]},{\"name\":\"Valetta\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A dragonborn priest of bronze dragon ancestry.\"]}]}]},{\"name\":\"Victoro Cassalanter\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The lord of House Cassalanter is a devilishly handsome half-elf who likes coin and power. He and his wife gained both by cutting a deal with Asmodeus-which involved trading away the souls of their three children.\",\"Victoro is a priest of Asmodeus, though his devotion to the Lord of the Nine Hells is a secret known only to his wife and his closest friends. Most Waterdavians know him as a successful banker, philanthropist, and worshiper of Lathander. Some of his business profits go toward feeding and sheltering the poor. But behind this veneer of generosity, Victoro is a self-serving beast.\",\"The soul of Victoro's eldest son, Osvaldo, is forever lost and can't be saved. To allay his guilt, Victoro has forged a plan to win back the souls of his young twins, Terenzio and Elzerina. Under the terms of the contract, their souls will be forfeit on their ninth birthdays, and that day is fast approaching. But Victoro can buy his way out of the obligation by providing, as the contract states, \\\"one shy of a million gold coins and the sacrifice of one shy of a hundred unfortunate souls.\\\"\",\"Victoro is well schooled, suave, slow to anger, and blessed with good health, long life, and immunity to disease. He dresses in the latest fashions and walks with a ruby-tipped cane, though not because he needs to. This cane has the magical properties of a rod of rulership.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/Victoro Cassalanter.webp\"}}]},{\"name\":\"Walking Statue of Waterdeep\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Scattered throughout Waterdeep are eight enormous statues that can defend the city in times of great peril. Because they are so destructive, the walking statues are used only to fend off armies and seemingly insurmountable foes.\",\"Each statue has a name and a unique appearance (see \\\"The Walking Statues\\\"), but in terms of statistics they are similar. The statue known as the Swordmaiden is too broken to be animated, and only the wielder of the Blackstaff (see appendix A) can animate the other seven.\",{\"name\":\"Landmarks\",\"type\":\"entries\",\"entries\":[\"Over the years, Waterdavians have built structures around and on top of several of the statues, believing them to be little more than landmarks at this point. In their inanimate state, the statues pose little danger-but any structures attached to a walking statue are destroyed the first time it animates.\"]},{\"name\":\"Constructed Nature\",\"type\":\"entries\",\"entries\":[\"A walking statue doesn't require air, food, drink, or sleep.\"]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/Walking Statue of Waterdeep.webp\"}}]},{\"name\":\"Xanathar\",\"source\":\"WDH\",\"entries\":[\"Xanathar is the name given to the beholder crime lord that lives in the dungeons under Waterdeep. It isn't the first beholder to claim this mantle, nor will it be the last.\",\"Like all beholders, Xanathar is a paranoid tyrant that charms and bullies its minions into servitude. The Xanathar Guild is made up of some of Waterdeep's most disreputable folk, as well as monsters forced into subservience or drawn to the beholder by the promise of treasure, food, or power. Treachery within the ranks of the guild is common as servants vie for the beholder's favor and affection. Such boons are fleeting, though, as the beholder is quick to distrust those who finagle their way into its good graces.\",\"Xanathar lives in a dungeon under Skullport, a subterranean settlement connected to Undermountain's third level. The place resembles a ramshackle town, built inside a giant cavern connected to an underground river. Members of the Xanathar Guild haunt Skullport's dilapidated buildings, and flameskulls patrol its streets.\",\"The only creature Xanathar truly cares about aside from itself is a fish, named Sylgar, that it keeps in a large glass tank. Xanathar has minions that look after the fish constantly, but even their ministrations can't keep such a creature alive forever. Whenever the fish dies, panic spreads through the occupants of the lair as minions try to replace the fish before Xanathar realizes what has happened. Luckily for them, the beholder can't tell one fish from another.\",\"Xanathar is extremely fond of gold. A few years ago, its spies stole the {@item Stone of Golorr|WDH}, which contained information that led to the discovery of a dwarven vault under Waterdeep. Xanathar was able to open the vault, but was forced out by the dragon inside the place. Recently, someone stole the {@item Stone of Golorr|WDH} from where it was hidden inside its lair, and the beholder is convinced that the Black Network is behind the theft.\",\"The beholder is caught up in the unbreakable grip of its own paranoia. It sees enemies everywhere, and lashes out at anyone it suspects of being a Zhentarim spy or assassin. Adventurers who attract its attention by dealing with known or suspected Black Network operatives are quickly branded as enemies that must be destroyed.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/Xanathar-Lair.webp\"}}]},{\"name\":\"Yagra Stonefist\",\"source\":\"WDH\",\"entries\":[\"{@i Half-orc mercenary}\",{\"type\":\"quote\",\"entries\":[\"Want to arm wrestle? Hope you're stronger than you look.\"]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Yagra is a Black Network mercenary who gets paid to protect a Zhent negotiator named Davil Starsong (see appendix B for more information on him). Yagra finds the job boring and likes to pass the time by challenging adventurers to arm wrestle. (Resolve such contests using contested Strength checks.) If the characters express their opposition to the Xanathar Guild, Yagra might urge them to speak to Davil about joining forces with the Zhentarim to destroy the beholder crime lord.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/Yagra Stonefist.webp\"}}]},{\"name\":\"Yalah Gralhund\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The lady of House Gralhund is no fool. She has a keen mind and the wisdom to discern friend from foe. She also has a husband who worships her (see \\\"Orond Gralhund\\\"), and a house that has the resources of the Black Network at its disposal.\",\"Yalah stays abreast of events in the city, keeps a tight rein on her children, and uses her station and her family's wealth to pry secrets from the lips of nobles, guildmasters, and commoners alike. Though her previous attempts to become a Masked Lord have been thwarted, she believes it's only a matter of time until that honor is bestowed on her. Once she knows the identities and secrets of enough Masked Lords, Yalah is confident that she can bribe, blackmail, or extort her way into their ranks. From there, she plans to effect changes in the government that will ensure House Gralhund's prosperity for generations to come.\",\"Yalah shares the services of a half-orc bodyguard with her husband, although Hrabbaz (see \\\"Hrabbaz\\\") is more loyal to her than to him. She also uses the Zhentarim who are based in House Gralhund as her personal spy network, not realizing that the Zhents' true master is Manshoon. Most of her dealings are with the Zhent master assassin Urstul Floxin (see \\\"Urstul Floxin\\\"), whom she treats as an underling.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/The Gralhunds.webp\"}}]},{\"name\":\"Yorn\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A burly half-orc Zhentarim in the employ of Manshoon\"]}]}]}]},{\"name\":\"Zhent Martial Arts Adept\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The adepts believe that Manshoon should be the Zhantarim leader and serves him fearlessly\"]}]}]}]},{\"name\":\"Ziraj the Hunter\",\"source\":\"WDH\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Ziraj is a half-orc hunter who wields an oversized bow that shoots correspondingly large arrows. He is the Master of Assassination for the Black Network. If Ziraj sets out to kill someone, it's because one of his friends (Davil, Istrid, Skeemo, or Tashlyn) asked him to. The characters might become Ziraj's prey, or Ziraj might come to their aid to eliminate a common enemy. He's the strong, silent type.\",\"The City Watch has received reports of a figure who haunts the rooftops of Waterdeep-a hulking shadow that glares from its perch, rains down death in the form of long black arrows, and slinks off without so much as a whisper. Where he comes from-if he even has a home-remains a mystery, as does the question of where he might show up next.\",{\"name\":\"Treasure\",\"type\":\"entries\",\"entries\":[\"Ziraj wears +2 leather armor and carries an oversized longbow. This unique weapon can be used only by a Medium or larger creature that has a Strength of 18 or higher. The bow shoots oversized arrows that deal piercing damage equal to {@dice 2d6} + the wielder's Strength modifier. Its range is the same as an ordinary longbow.\"]}]},{\"type\":\"entries\",\"name\":\"The Doom Raiders\",\"entries\":[\"The Doom Raiders were five unscrupulous adventurers who liked to plunder lich lairs (called \\\"dooms\\\" by some). They gave up adventuring to join the Black Network and came to Waterdeep three years ago with plans to establish a Zhentarim foothold in the city. In that time, they have forged alliances with various nobles and guilds and run afoul of others, all the while fending off Harper spies.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDH/Ziraj the Hunter.webp\"}}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-wdmm.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Animated Ballista\",\"source\":\"WDMM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Each animated ballista is a Large wood-and-iron construct.\"]}]}]}]},{\"name\":\"Animated Stove\",\"source\":\"WDMM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The stove was given a semblance of life through an {@spell animate objects} spell made permanent by a {@spell wish} spell.\"]}]}]}]},{\"name\":\"Arcturia\",\"source\":\"WDMM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Unable to abide normalcy and consistency, Arcturia fixates on transforming herself, her surroundings, and other creatures. Her moods are ever-changing as well.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDMM/Arcturia.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Berlain Shadowdusk\",\"source\":\"WDMM\",\"entries\":[\"A little over a year ago, Berlain and her brother Korva briefly entered the Far Realm, whereupon they became fused into a single physical form. This merging obliterated most of Korva's body and personality, leaving Berlain with an extra mouth and an extra set of arms that once belonged to her brother. She also inherited a few of his internal organs and personality traits. She can speak using one or both of her mouths.\",\"Berlain has dirty blonde hair, piercing dark eyes, and two mouths where one would normally be—one below the other, canted at an angle. Sprouting from her misshapen shoulders are two pairs of arms—her original limbs above those of her brother. She wears a poorly stitched robe made from other garments and designed to fit her mutated form.\"]},{\"name\":\"Bore Worm\",\"source\":\"WDMM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Trobriand modeled this 100-foot-long, 15-foot-diameter drilling machine after a purple worm. Unless Trobriand commands it to do otherwise, the worm tirelessly moves through well-worn tunnels and trenches. It mindlessly attacks anything that gets in its way, and occasionally ventures up to level 12 or down to level 14. Characters hear it long before they see it.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDMM/041-13-01.webp\"},\"credit\":\"Craig J Spearing\"}]},{\"name\":\"Captain N'ghathrod\",\"source\":\"WDMM\",\"entries\":[\"Before it turned to a life of space piracy, N'ghathrod lived in a mind flayer colony on the ringed planet of Glyth, which is farther from the sun than Toril.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDMM/Captain N'ghathrod.webp\"},\"credit\":\"Eric Belisle\"}]},{\"name\":\"Carrion Ogre\",\"source\":\"WDMM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A creature that has the body of an ogre and the head of a carrion crawler.\"]}]}]}]},{\"name\":\"Cassiok Shadowdusk\",\"source\":\"WDMM\",\"entries\":[\"Cassiok Shadowdusk is a middle-aged man transformed by prolonged exposure to the Far Realm. Although his head remains human, his body is that of a giant beetle that walks on its hind legs.\"]},{\"name\":\"Copper Stormforge\",\"source\":\"WDMM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Scouts are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance.\"]}]}]}]},{\"name\":\"Crystal Golem\",\"source\":\"WDMM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Crystal golems found throughout the Crystal Labyrinth look like 10-foot-tall githyanki warriors. Like other golems, they are nearly impervious to spells and ordinary weapons.\"]}]}]}]},{\"name\":\"Deformed Duergar\",\"source\":\"WDMM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"This creature used to be two separate duergar, a male named Blork and a female named Muatha. Arcturia fused them together into a single creature by using magic that only a {@spell wish} spell can undo. Both skulls merged into one bulbous head that has three ears, three eyes, two noses, and two mouths. It has a third arm on the right side of its body, and its left leg splits into two at the knee, giving it three feet. The transformation drove the poor creature insane, and it regards all other creatures as threats that must be destroyed.\"]}]}]}]},{\"name\":\"Dezmyr Shadowdusk\",\"source\":\"WDMM\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDMM/Dezmyr Shadowdusk.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Emberosa\",\"source\":\"WDMM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"With dark skin and flaming red hair, fire giants have a fearsome reputation as soldiers and conquerors. They dwell among volcanoes, lava flows, and rocky mountains, and are known for their ability to burn, plunder, and destroy.\"]}]}]}]},{\"name\":\"Fazrian\",\"source\":\"WDMM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Once an exemplar of courage and good judgment, Fazrian now seeks to destroy any creature it believes is undeserving of continued existence. Fazrian's views are a mockery of what they once were. Every creature is guilty of \\\"deformity\\\" in the planetar's eyes. Unless someone can swiftly prove their innocence, Fazrian sentences that individual to an immediate death.\"]}]}]}]},{\"name\":\"Gorka Tharn\",\"source\":\"WDMM\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDMM/Gorka Tharn.webp\"},\"credit\":\"Zoltan Boros\"}]},{\"name\":\"Halaster Blackcloak\",\"source\":\"WDMM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"As the master of Undermountain, Halaster can alter the entire dungeon to some extent. His lair actions and regional effects don't extend beyond Undermountain.\"]},{\"type\":\"section\",\"entries\":[\"Halaster, the Mad Mage of Undermountain, is the deranged individual behind most of the traps and horrors found in the great dungeon under Waterdeep. Undermountain is his home, an amusement gallery in which others perform to entertain him.\",\"The Mad Mage knows the ever-changing ways of Undermountain as no one else does, for he is the one who controls those changes. He prefers to remain unseen, skulking about invisibly or peering through scrying sensors that resemble wide-open eyes surrounded by sparkling motes of light.\",\"Halaster's abilities far exceed those of most mortal wizards. His expertise with magic gates allows him to travel far and wide to engage in magical research. He spends much of his time creating gates, moving them around, and casting elder runes on them. Halaster's gates connect the different levels of Undermountain, thus enabling him to bring new monsters into the dungeon to replenish those that die or escape. Even as groups of adventurers try to gain decisive control of just a small section of Undermountain's halls, Halaster constantly alters the dungeon's perils to thwart them.\",\"Halaster's true form is that of a tall, gaunt, male human, but he uses magic to take on many other visages and shapes. No matter what form he wears, the Mad Mage giggles and mutters incessantly. Contrary to appearances, however, Halaster is alert and attentive to the activities and preparations of all beings near him. He never willingly enters combat without first casting mage armor and mind blank on himself.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDMM/Halaster Blackcloak.webp\"},\"credit\":\"Clint Cearley\"}]},{\"name\":\"Haungharassk\",\"source\":\"WDMM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Haungharassk is a magical snail as large as an elephant, with a shell of gleaming gold.\"]}]}]}]},{\"name\":\"Keresta Delvingstone\",\"source\":\"WDMM\",\"entries\":[\"Keresta Delvingstone grew up in the streets of Waterdeep and is no stranger to hardship. Hoping to make a better life for herself, she became an adventurer and sought fame and fortune in Undermountain. Keresta met her end in the lair of a vampire and became a vampire spawn under its command.\",\"After Vanrak destroyed the vampire and conquered its lair, he took Keresta under his wing. Consumed by darkness and loss, Keresta was drawn to Shar like a moth to a flame and rose to become a vampire cleric of the evil god. She now leads Shar's debased cult in Vanrakdoom and intends to send the group on a mission to destroy the Spires of the Morning, the temple of Lathander (god of birth and renewal) in Waterdeep. She also has her sights set on destroying the House of the Moon—Waterdeep's temple of Selûne, whom she blames for the destruction of Vanrak Moonstar.\"]},{\"name\":\"Lava Child\",\"source\":\"WDMM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Physically identical to one another, lava children have muscular builds and childish, perpetually grinning faces. Most are born in the Fountains of Creation, also known as the Plane of Magma, which is wedged between the Elemental Planes of Earth and Fire. Within volcanic caverns, lava children form communities, serving primordial beings out of fear or worshiping gods of earth and fire.\",\"Though they're not violent by nature, lava children fiercely defend territory they claim as their own. Many intruders have been fooled by a lava child's smile, believing themselves welcome when in fact they're about to be torn limb from limb. Lava children typically stick close to their lairs, but actively hunt when food grows scarce.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDMM/Lava Child.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Living Unseen Servant\",\"source\":\"WDMM\",\"entries\":[{\"type\":\"entries\",\"name\":\"Living Spell\",\"entries\":[\"Areas of wild magic and sites that have been ravaged by powerful eldritch forces can give rise to spell effects that refuse to dissipate. These so-called living spells haunt the places where they were created, subsisting on ambient magical energy.\",\"A living spell appears much like a normal spell effect, except that its magical energy lingers and moves with purpose.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Constructed Nature\",\"entries\":[\"A living spell doesn't require air, food, drink, or sleep.\"]},{\"type\":\"entries\",\"name\":\"Magical Essence\",\"entries\":[\"The process that creates a living spell changes the nature of its magic. A living spell isn't subject to {@spell dispel magic} and isn't affected by an {@spell antimagic field}.\"]}]},{\"type\":\"entries\",\"entries\":[\"Like an overzealous butler or maid, a living {@spell unseen servant} spell busies itself with tasks in hopes of pleasing its creator. It can wield simple weapons but prefers not to. {@spell See invisibility}, {@spell true seeing}, and similar effects reveal that the servant has a shape similar to that of a slender humanoid adult.\"]}]}]},{\"name\":\"Mad Golem\",\"source\":\"WDMM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Stone golems are magical constructs cut and chiseled from stone to appear as tall, impressive statues. Like other golems, they are nearly impervious to spells and ordinary weapons.\"]},{\"type\":\"section\",\"entries\":[\"The jumbled construct was once a 10-foot-tall stone golem created in the image of Halaster. In its madness, it has attached so many pieces of other Stonecloaks to itself that it has become a lumbering, 17-foot-tall amalgamation of stone torsos, limbs, and heads—all of which resemble parts of the Mad Mage.\"]}]}]}]},{\"name\":\"Marta Moonshadow\",\"source\":\"WDMM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.\"]}]}]}]},{\"name\":\"Muiral\",\"source\":\"WDMM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Muiral was an accomplished human warrior who long served as Halaster's bodyguard. His descent into madness began when he asked the Mad Mage to tutor him in the wizardly arts. Muiral learned enough magic to transform himself into a half-scorpion monstrosity, becoming known as Muiral the Misshapen. He then retired to the level of Undermountain that would later be called Muiral's Gauntlet, driving out and slaying its original drow denizens. Muiral now spends his days hunting adventurers and other interlopers for fun. Long years alone—and Halaster's influence—have rendered him utterly insane.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDMM/Muiral.webp\"},\"credit\":\"Sidharth Chaturvedi\"}]},{\"name\":\"Nester\",\"source\":\"WDMM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The floating skull and hanging skeletal arms are all that remain of him; they move like they're attached to an {@condition invisible} body.\"]}]}]}]},{\"name\":\"Preeta Kreepa\",\"source\":\"WDMM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.\"]},{\"type\":\"section\",\"entries\":[\"Preeta served as an assistant to Arcturia, one of Halaster's apprentices, until Arcturia transformed her into a monstrous horror. Preeta looks like an old woman with two beholder eyestalks sprouting from her eye sockets. Her mouth, twice as large as it should be, is filled with sharp, pointed teeth. She wears the flayed, slippery, translucent skin of a kuo-toa as a cloak.\"]}]}]}]},{\"name\":\"Scaladar\",\"source\":\"WDMM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Scaladar are constructs created by Trobriand, one of Halaster's apprentices. They move and attack like giant scorpions, grabbing prey with two large pincer claws and delivering a deadly pulse of lightning with their metal stinger tails.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDMM/Scaladar.webp\"},\"credit\":\"Leesha Hannigan\"}]},{\"name\":\"Shadow Assassin\",\"source\":\"WDMM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A shadow assassin looks like an undead shadow (as described in the {@i Monster Manual}) that wields shortswords also made of shadow. It exists only to slay the living.\"]}]}]}]},{\"name\":\"Shunn Shurreth\",\"source\":\"WDMM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A drow priestess of Lolth placed a curse on Shunn and forced him into exile after he displeased her. The curse partially transformed him into a spider, giving him eight red arachnid eyes, a mouth full of fangs, and black bristles sprouting from his slender limbs. A remove curse or {@spell greater restoration} spell restores Shunn's natural form, but Shunn doesn't want the curse lifted. His horrific appearance strikes fear into the hearts of his comrades-in-arms and has earned him favor with Xanathar. Shunn believes that returning to his normal form might weaken his influence over his gang and diminish his status in the Xanathar Guild.\"]}]}]}]},{\"name\":\"Stonecloak\",\"source\":\"WDMM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Stone golems are magical constructs cut and chiseled from stone to appear as tall, impressive statues. Like other golems, they are nearly impervious to spells and ordinary weapons.\"]},{\"type\":\"section\",\"entries\":[\"Halaster created stone golems in his own likeness and used fragments of the Runestone to imbue them with intelligence. Then he set them loose on this level. Called Stonecloaks, these 10-foot-tall golems worship the Mad Mage as a god and regard the Runestone as his eye into their dark domain.\"]}]}]}]},{\"name\":\"Sundeth\",\"source\":\"WDMM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Sundeth is a hideous, 8-foot-tall, half-ogre.\"]}]}]}]},{\"name\":\"Thwad Underbrew\",\"source\":\"WDMM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Thwad Underbrew is a former champion of Gorm Gulthyn (the dwarven god of vigilance) who long ago set out to rid Undermountain of the evil that is Halaster Blackcloak. Halaster defeated Underbrew but offered to spare the dwarf's life if he vowed to serve the Mad Mage as an enforcer, ridding the dungeon of other invaders. Unwilling to face his own mortal end, Underbrew made this vow and convinced himself over time that the executions he performed were acts of mercy, because those he killed would never be forced to turn against their beliefs as he had. In time, these acts stopped weighing on Underbrew's conscience. In fact, the dwarf began to enjoy his grisly work.\"]}]}]}]},{\"name\":\"Torbit\",\"source\":\"WDMM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.\"]}]}]}]},{\"name\":\"Trenzia\",\"source\":\"WDMM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Blazing green flames and mad, echoing laughter surround an undead flameskull. This disembodied skull blasts foes with fiery rays from its eyes and dreadful spells called up from the dark recesses of its memory.\"]}]}]}]},{\"name\":\"Trobriand\",\"source\":\"WDMM\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDMM/Trobriand.webp\"},\"credit\":\"Scott Murphy\"}]},{\"name\":\"Umbraxakar\",\"source\":\"WDMM\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDMM/Umbraxakar.webp\"},\"credit\":\"Eric Belisle\"}]},{\"name\":\"Undead Shambling Mound\",\"source\":\"WDMM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Made entirely of skulls and bones.\"]}]}]}]},{\"name\":\"Valtagar Steelshadow\",\"source\":\"WDMM\",\"entries\":[\"Archmages are exceedingly rare in duergar society, and Valtagar's gift for wizardry never sat well with the clans of Gracklstugh. He doesn't put himself in harm's way unless he has a clear tactical edge.\"]},{\"name\":\"Werebat\",\"source\":\"WDMM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A werebat is a humanoid afflicted with a rare form of lycanthropy that enables it to transform into a giant bat or a bat-humanoid hybrid. (See the {@i Monster Manual} for more information on {@i lycanthropy}.) Most werebats are of goblin stock.\"]},{\"type\":\"entries\",\"name\":\"Deep Dwellers\",\"entries\":[\"Werebats are shunned even by goblin society because of their need to feed on blood to survive. They prefer to lair in dark places, such as attics and caves, and typically adopt nocturnal hunting habits.\"]},{\"type\":\"entries\",\"name\":\"Blood Drinkers\",\"entries\":[\"A werebat must consume at least 1 pint of fresh blood each night, or it weakens and gains one level of {@condition exhaustion} that no amount of rest alone can remove. Each pint of blood the werebat consumes removes one level of {@condition exhaustion} gained in this fashion.\"]},{\"type\":\"entries\",\"name\":\"Werebat Lycanthropy\",\"entries\":[\"A player character who becomes a werebat gains a Dexterity of 17 if their score isn't already higher. {@action Attack} and damage rolls for the werebat's bite attack are based on the character's Strength or Dexterity score, whichever is higher.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/WDMM/Werebat.webp\"},\"credit\":\"Shawn Wood\"}]},{\"name\":\"Wooden Donkey\",\"source\":\"WDMM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A crude wooden constructs resembling a donkey. Each of these magic dummies has a body made of a wooden keg turned on its side. A head and neck made of wood and sackcloth is attached to one end of the keg. At the other end is a tail made from a straw broom. Each keg is held up by four 2-foot-long peg legs.\"]}]}]}]},{\"name\":\"Wyllow\",\"source\":\"WDMM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Wyllow is a moon elf druid with eyes as green as emeralds. Butterflies nest in her tangled black hair, and small critters gather around her feet.\"]}]}]}]}]}"); JSON_DATA[`data/bestiary/fluff-bestiary-xphb.json`] = JSON.parse("{\"monsterFluff\":[{\"name\":\"Aberrant Spirit\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Aberrant Spirit.webp\"},\"credit\":\"Justine Cruz\"}]},{\"name\":\"Animated Object\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Animated Object.webp\"},\"credit\":\"David Auden Nash\"}]},{\"name\":\"Ape\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Ape.webp\"}}]},{\"name\":\"Badger\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Badger.webp\"}}]},{\"name\":\"Bat\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Bat.webp\"},\"credit\":\"Jonathan Kuo\"}]},{\"name\":\"Beast of the Land\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Beast of the Land.webp\"}}]},{\"name\":\"Beast of the Sea\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Beast of the Sea.webp\"}}]},{\"name\":\"Beast of the Sky\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Beast of the Sky.webp\"}}]},{\"name\":\"Bestial Spirit\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Bestial Spirit.webp\"}}]},{\"name\":\"Black Bear\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Black Bear.webp\"}}]},{\"name\":\"Boar\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Boar.webp\"}}]},{\"name\":\"Brown Bear\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Brown Bear.webp\"}}]},{\"name\":\"Camel\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Camel.webp\"}}]},{\"name\":\"Cat\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Cat.webp\"},\"credit\":\"Daneen Wilkerson\"}]},{\"name\":\"Celestial Spirit\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Celestial Spirit.webp\"},\"credit\":\"Eric Belisle\"}]},{\"name\":\"Construct Spirit\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Construct Spirit.webp\"},\"credit\":\"Hector Ortiz\"}]},{\"name\":\"Crab\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Crab.webp\"}}]},{\"name\":\"Crocodile\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Crocodile.webp\"},\"credit\":\"Leesha Hannigan\"}]},{\"name\":\"Dire Wolf\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Dire Wolf.webp\"}}]},{\"name\":\"Draconic Spirit\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Draconic Spirit.webp\"},\"credit\":\"Polar Engine\"}]},{\"name\":\"Draft Horse\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Draft Horse.webp\"}}]},{\"name\":\"Elemental Spirit\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Elemental Spirit.webp\"}}]},{\"name\":\"Elephant\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Elephant.webp\"}}]},{\"name\":\"Fey Spirit\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Fey Spirit.webp\"},\"credit\":\"Joseph Weston\"}]},{\"name\":\"Fiendish Spirit\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Fiendish Spirit.webp\"},\"credit\":\"Alexandre Honore\"}]},{\"name\":\"Frog\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Frog.webp\"},\"credit\":\"Wayne England\"}]},{\"name\":\"Giant Badger\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Giant Badger.webp\"},\"credit\":\"Wayne England\"}]},{\"name\":\"Giant Crab\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Giant Crab.webp\"}}]},{\"name\":\"Giant Insect\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Giant Insect.webp\"}}]},{\"name\":\"Giant Seahorse\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Giant Seahorse.webp\"}}]},{\"name\":\"Giant Spider\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Giant Spider.webp\"},\"credit\":\"Michele Giorgi\"}]},{\"name\":\"Giant Weasel\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Giant Weasel.webp\"}}]},{\"name\":\"Goat\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Goat.webp\"}}]},{\"name\":\"Hawk\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Hawk.webp\"}}]},{\"name\":\"Imp\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Imp.webp\"},\"credit\":\"Patrik Hell\"}]},{\"name\":\"Lion\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Lion.webp\"}}]},{\"name\":\"Mastiff\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Mastiff.webp\"},\"credit\":\"Conceptopolis\"}]},{\"name\":\"Mule\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Mule.webp\"}}]},{\"name\":\"Octopus\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Octopus.webp\"}}]},{\"name\":\"Otherworldly Steed\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Otherworldly Steed.webp\"},\"credit\":\"Nikki Dawes\"}]},{\"name\":\"Owl\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Owl.webp\"}}]},{\"name\":\"Pony\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Pony.webp\"}}]},{\"name\":\"Pseudodragon\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Pseudodragon.webp\"},\"credit\":\"Adam Vehige\"}]},{\"name\":\"Quasit\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Quasit.webp\"},\"credit\":\"Borja Pindado\"}]},{\"name\":\"Rat\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Rat.webp\"}}]},{\"name\":\"Reef Shark\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Reef Shark.webp\"}}]},{\"name\":\"Riding Horse\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Riding Horse.webp\"}}]},{\"name\":\"Scorpion\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Scorpion.webp\"}}]},{\"name\":\"Skeleton\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Skeleton.webp\"}}]},{\"name\":\"Slaad Tadpole\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Slaad Tadpole.webp\"},\"credit\":\"David Astruga\"}]},{\"name\":\"Sphinx of Wonder\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Sphinx of Wonder.webp\"},\"credit\":\"Daneen Wilkerson\"}]},{\"name\":\"Spider\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Spider.webp\"}}]},{\"name\":\"Sprite\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Sprite.webp\"},\"credit\":\"Patrik Hell\"}]},{\"name\":\"Tiger\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Tiger.webp\"}}]},{\"name\":\"Undead Spirit\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Undead Spirit.webp\"},\"credit\":\"Ustin Sweet\"}]},{\"name\":\"Warhorse\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Warhorse.webp\"}}]},{\"name\":\"Weasel\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Weasel.webp\"}}]},{\"name\":\"Wolf\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Wolf.webp\"},\"credit\":\"Borja Pindado\"}]},{\"name\":\"Zombie\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"bestiary/XPHB/Zombie.webp\"}}]}]}"); JSON_DATA[`data/bestiary/fluff-index.json`] = JSON.parse("{\"AATM\":\"fluff-bestiary-aatm.json\",\"AI\":\"fluff-bestiary-ai.json\",\"AitFR-ISF\":\"fluff-bestiary-aitfr-isf.json\",\"AitFR-THP\":\"fluff-bestiary-aitfr-thp.json\",\"AitFR-DN\":\"fluff-bestiary-aitfr-dn.json\",\"AitFR-FCD\":\"fluff-bestiary-aitfr-fcd.json\",\"AWM\":\"fluff-bestiary-awm.json\",\"BAM\":\"fluff-bestiary-bam.json\",\"BGDIA\":\"fluff-bestiary-bgdia.json\",\"BGG\":\"fluff-bestiary-bgg.json\",\"BMT\":\"fluff-bestiary-bmt.json\",\"CM\":\"fluff-bestiary-cm.json\",\"CoA\":\"fluff-bestiary-coa.json\",\"CoS\":\"fluff-bestiary-cos.json\",\"CRCotN\":\"fluff-bestiary-crcotn.json\",\"DC\":\"fluff-bestiary-dc.json\",\"DIP\":\"fluff-bestiary-dip.json\",\"DitLCoT\":\"fluff-bestiary-ditlcot.json\",\"DMG\":\"fluff-bestiary-dmg.json\",\"DoD\":\"fluff-bestiary-dod.json\",\"DoDk\":\"fluff-bestiary-dodk.json\",\"DoSI\":\"fluff-bestiary-dosi.json\",\"DSotDQ\":\"fluff-bestiary-dsotdq.json\",\"EGW\":\"fluff-bestiary-egw.json\",\"ERLW\":\"fluff-bestiary-erlw.json\",\"FTD\":\"fluff-bestiary-ftd.json\",\"GGR\":\"fluff-bestiary-ggr.json\",\"GHLoE\":\"fluff-bestiary-ghloe.json\",\"GoS\":\"fluff-bestiary-gos.json\",\"HAT-TG\":\"fluff-bestiary-hat-tg.json\",\"HftT\":\"fluff-bestiary-hftt.json\",\"HotDQ\":\"fluff-bestiary-hotdq.json\",\"HWCS\":\"fluff-bestiary-hwcs.json\",\"IDRotF\":\"fluff-bestiary-idrotf.json\",\"IMR\":\"fluff-bestiary-imr.json\",\"JttRC\":\"fluff-bestiary-jttrc.json\",\"KftGV\":\"fluff-bestiary-kftgv.json\",\"KKW\":\"fluff-bestiary-kkw.json\",\"LLK\":\"fluff-bestiary-llk.json\",\"LMoP\":\"fluff-bestiary-lmop.json\",\"LR\":\"fluff-bestiary-lr.json\",\"LRDT\":\"fluff-bestiary-lrdt.json\",\"LoX\":\"fluff-bestiary-lox.json\",\"MaBJoV\":\"fluff-bestiary-mabjov.json\",\"MCV1SC\":\"fluff-bestiary-mcv1sc.json\",\"MCV2DC\":\"fluff-bestiary-mcv2dc.json\",\"MCV3MC\":\"fluff-bestiary-mcv3mc.json\",\"MCV4EC\":\"fluff-bestiary-mcv4ec.json\",\"MisMV1\":\"fluff-bestiary-mismv1.json\",\"MGELFT\":\"fluff-bestiary-mgelft.json\",\"MFF\":\"fluff-bestiary-mff.json\",\"MM\":\"fluff-bestiary-mm.json\",\"MPMM\":\"fluff-bestiary-mpmm.json\",\"MPP\":\"fluff-bestiary-mpp.json\",\"MOT\":\"fluff-bestiary-mot.json\",\"MTF\":\"fluff-bestiary-mtf.json\",\"OotA\":\"fluff-bestiary-oota.json\",\"OoW\":\"fluff-bestiary-oow.json\",\"PaBTSO\":\"fluff-bestiary-pabtso.json\",\"PSA\":\"fluff-bestiary-ps-a.json\",\"PSD\":\"fluff-bestiary-ps-d.json\",\"PSI\":\"fluff-bestiary-ps-i.json\",\"PSK\":\"fluff-bestiary-ps-k.json\",\"PSX\":\"fluff-bestiary-ps-x.json\",\"PSZ\":\"fluff-bestiary-ps-z.json\",\"PotA\":\"fluff-bestiary-pota.json\",\"QftIS\":\"fluff-bestiary-qftis.json\",\"RMBRE\":\"fluff-bestiary-rmbre.json\",\"RoT\":\"fluff-bestiary-rot.json\",\"SADS\":\"fluff-bestiary-sads.json\",\"SCC\":\"fluff-bestiary-scc.json\",\"SDW\":\"fluff-bestiary-sdw.json\",\"SKT\":\"fluff-bestiary-skt.json\",\"TCE\":\"fluff-bestiary-tce.json\",\"TDCSR\":\"fluff-bestiary-tdcsr.json\",\"TTP\":\"fluff-bestiary-ttp.json\",\"TftYP\":\"fluff-bestiary-tftyp.json\",\"ToA\":\"fluff-bestiary-toa.json\",\"ToB1-2023\":\"fluff-bestiary-tob1-2023.json\",\"ToFW\":\"fluff-bestiary-tofw.json\",\"VD\":\"fluff-bestiary-vd.json\",\"VEoR\":\"fluff-bestiary-veor.json\",\"VGM\":\"fluff-bestiary-vgm.json\",\"VRGR\":\"fluff-bestiary-vrgr.json\",\"WBtW\":\"fluff-bestiary-wbtw.json\",\"WDH\":\"fluff-bestiary-wdh.json\",\"WDMM\":\"fluff-bestiary-wdmm.json\",\"XPHB\":\"fluff-bestiary-xphb.json\"}"); JSON_DATA[`data/bestiary/index.json`] = JSON.parse("{\"AATM\":\"bestiary-aatm.json\",\"AI\":\"bestiary-ai.json\",\"AitFR-ISF\":\"bestiary-aitfr-isf.json\",\"AitFR-THP\":\"bestiary-aitfr-thp.json\",\"AitFR-DN\":\"bestiary-aitfr-dn.json\",\"AitFR-FCD\":\"bestiary-aitfr-fcd.json\",\"AWM\":\"bestiary-awm.json\",\"BAM\":\"bestiary-bam.json\",\"BGDIA\":\"bestiary-bgdia.json\",\"BGG\":\"bestiary-bgg.json\",\"BMT\":\"bestiary-bmt.json\",\"CM\":\"bestiary-cm.json\",\"CoA\":\"bestiary-coa.json\",\"CoS\":\"bestiary-cos.json\",\"CRCotN\":\"bestiary-crcotn.json\",\"DC\":\"bestiary-dc.json\",\"DIP\":\"bestiary-dip.json\",\"DitLCoT\":\"bestiary-ditlcot.json\",\"DMG\":\"bestiary-dmg.json\",\"DoD\":\"bestiary-dod.json\",\"DoDk\":\"bestiary-dodk.json\",\"DoSI\":\"bestiary-dosi.json\",\"DSotDQ\":\"bestiary-dsotdq.json\",\"EGW\":\"bestiary-egw.json\",\"ERLW\":\"bestiary-erlw.json\",\"ESK\":\"bestiary-esk.json\",\"FTD\":\"bestiary-ftd.json\",\"GGR\":\"bestiary-ggr.json\",\"GHLoE\":\"bestiary-ghloe.json\",\"GoS\":\"bestiary-gos.json\",\"GotSF\":\"bestiary-gotsf.json\",\"HAT-TG\":\"bestiary-hat-tg.json\",\"HftT\":\"bestiary-hftt.json\",\"HoL\":\"bestiary-hol.json\",\"HotDQ\":\"bestiary-hotdq.json\",\"HWCS\":\"bestiary-hwcs.json\",\"IDRotF\":\"bestiary-idrotf.json\",\"IMR\":\"bestiary-imr.json\",\"JttRC\":\"bestiary-jttrc.json\",\"KftGV\":\"bestiary-kftgv.json\",\"KKW\":\"bestiary-kkw.json\",\"LLK\":\"bestiary-llk.json\",\"LMoP\":\"bestiary-lmop.json\",\"LoX\":\"bestiary-lox.json\",\"LR\":\"bestiary-lr.json\",\"LRDT\":\"bestiary-lrdt.json\",\"MaBJoV\":\"bestiary-mabjov.json\",\"MCV1SC\":\"bestiary-mcv1sc.json\",\"MCV2DC\":\"bestiary-mcv2dc.json\",\"MCV3MC\":\"bestiary-mcv3mc.json\",\"MCV4EC\":\"bestiary-mcv4ec.json\",\"MisMV1\":\"bestiary-mismv1.json\",\"MFF\":\"bestiary-mff.json\",\"MGELFT\":\"bestiary-mgelft.json\",\"MM\":\"bestiary-mm.json\",\"MPMM\":\"bestiary-mpmm.json\",\"MPP\":\"bestiary-mpp.json\",\"MOT\":\"bestiary-mot.json\",\"MTF\":\"bestiary-mtf.json\",\"NRH-TCMC\":\"bestiary-nrh-tcmc.json\",\"NRH-AVitW\":\"bestiary-nrh-avitw.json\",\"NRH-ASS\":\"bestiary-nrh-ass.json\",\"NRH-CoI\":\"bestiary-nrh-coi.json\",\"NRH-TLT\":\"bestiary-nrh-tlt.json\",\"NRH-AWoL\":\"bestiary-nrh-awol.json\",\"NRH-AT\":\"bestiary-nrh-at.json\",\"OotA\":\"bestiary-oota.json\",\"OoW\":\"bestiary-oow.json\",\"PaBTSO\":\"bestiary-pabtso.json\",\"PSA\":\"bestiary-ps-a.json\",\"PSD\":\"bestiary-ps-d.json\",\"PSI\":\"bestiary-ps-i.json\",\"PSK\":\"bestiary-ps-k.json\",\"PSX\":\"bestiary-ps-x.json\",\"PSZ\":\"bestiary-ps-z.json\",\"PHB\":\"bestiary-phb.json\",\"PotA\":\"bestiary-pota.json\",\"QftIS\":\"bestiary-qftis.json\",\"RMBRE\":\"bestiary-rmbre.json\",\"RoT\":\"bestiary-rot.json\",\"RtG\":\"bestiary-rtg.json\",\"SADS\":\"bestiary-sads.json\",\"SCC\":\"bestiary-scc.json\",\"SDW\":\"bestiary-sdw.json\",\"SKT\":\"bestiary-skt.json\",\"SLW\":\"bestiary-slw.json\",\"TCE\":\"bestiary-tce.json\",\"TDCSR\":\"bestiary-tdcsr.json\",\"TTP\":\"bestiary-ttp.json\",\"TftYP\":\"bestiary-tftyp.json\",\"ToA\":\"bestiary-toa.json\",\"ToB1-2023\":\"bestiary-tob1-2023.json\",\"ToFW\":\"bestiary-tofw.json\",\"VD\":\"bestiary-vd.json\",\"VEoR\":\"bestiary-veor.json\",\"VGM\":\"bestiary-vgm.json\",\"VRGR\":\"bestiary-vrgr.json\",\"XGE\":\"bestiary-xge.json\",\"WBtW\":\"bestiary-wbtw.json\",\"WDH\":\"bestiary-wdh.json\",\"WDMM\":\"bestiary-wdmm.json\",\"XDMG\":\"bestiary-xdmg.json\",\"XMM\":\"bestiary-xmm.json\",\"XPHB\":\"bestiary-xphb.json\"}"); JSON_DATA[`data/bestiary/legendarygroups.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"legendaryGroup\"]},\"legendaryGroup\":[{\"name\":\"Aboleth\",\"source\":\"MM\",\"page\":13,\"lairActions\":[\"When fighting inside its lair, an aboleth can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the aboleth takes a lair action to cause one of the following effects:\",{\"type\":\"list\",\"items\":[\"The aboleth casts {@spell phantasmal force} (no components required) on any number of creatures it can see within 60 feet of it. While maintaining {@status concentration} on this effect, the aboleth can't take other lair actions. If a target succeeds on the saving throw or if the effect ends for it, the target is immune to the aboleth's phantasmal force lair action for the next 24 hours, although such a creature can choose to be affected.\",\"Pools of water within 90 feet of the aboleth surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a {@dc 14} Strength saving throw or be pulled up to 20 feet into the water and knocked {@condition prone}. The aboleth can't use this lair action again until it has used a different one.\",\"Water in the aboleth's lair magically becomes a conduit for the creature's rage. The aboleth can target any number of creatures it can see in such water within 90 feet of it. A target must succeed on a {@dc 14} Wisdom saving throw or take 7 ({@damage 2d6}) psychic damage. The aboleth can't use this lair action again until it has used a different one.\"]}],\"regionalEffects\":[\"The region containing an aboleth's lair is warped by the creature's presence, which creates one or more of the following effects:\",{\"type\":\"list\",\"items\":[\"Underground surfaces within 1 mile of the aboleth's lair are slimy and wet and are {@quickref difficult terrain||3}.\",\"Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the aboleth that drink such water vomit it within minutes.\",\"As an action, the aboleth can create an illusory image of itself within 1 mile of the lair. The copy can appear at any location the aboleth has seen before or in any location a creature {@condition charmed} by the aboleth can currently see. Once created, the image lasts for as long as the aboleth maintains {@status concentration}, as if {@status concentration||concentrating} on a spell. Although the image is intangible, it looks, sounds, and can move like the aboleth. The aboleth can sense, speak, and use telepathy from the image's position as if present at that position. If the image takes any damage, it disappears.\"]},\"If the aboleth dies, the first two effects fade over the course of {@dice 3d10} days.\"]},{\"name\":\"Aerisi Kalinoth\",\"source\":\"PotA\",\"page\":192,\"lairActions\":[\"If Aerisi is in the air node while {@creature Yan-C-Bin|PotA} isn't, Aerisi can take lair actions. On initiative count 20 (losing initiative ties), Aerisi uses a lair action to cast one of her spells, up to 3rd level, without using components or a spell slot. She can't cast the same spell two rounds in a row, although she can continue to concentrate on a spell she previously cast using a lair action. Aerisi can take no other lair actions while {@status concentration||concentrating} on a spell cast as a lair action.\",\"If Aerisi casts {@spell invisibility} using this lair action, she also draws the power of the air node into herself. By doing so, she regains 15 ({@dice 3d8 + 2}) hit points.\"]},{\"name\":\"Alyxian the Absolved\",\"source\":\"CRCotN\",\"lairActions\":[\"On initiative count 20 (losing initiative ties), Alyxian can take one of the following lair actions; he can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Avandra's Grasp\",\"entries\":[\"Alyxian uses the power of Avandra's ruined temple (area H2) to create a watery tendril that rises out of the lake. One creature Alyxian can see that's not submerged in the lake must succeed on a {@dc 15} Dexterity saving throw or be {@condition restrained} by the tendril. The tendril is a Large object that has AC 10, 15 hit points, and immunity to poison and psychic damage. The tendril disappears when it is reduced to 0 hit points or the next time Alyxian takes a lair action.\"]},{\"type\":\"item\",\"name\":\"Corellon's Charm\",\"entries\":[\"Alyxian causes a magical wisp of light to emerge from Corellon's ruined temple (area H3). The wisp enters the body of one creature Alyxian can see that isn't inside Corellon's ruined temple or atop the rocky island that supports it. The creature must succeed on a {@dc 15} Wisdom saving throw or be {@condition charmed} by Alyxian until initiative count 20 of the next round.\"]},{\"type\":\"item\",\"name\":\"Sehanine's Torment\",\"entries\":[\"Alyxian uses the power of Sehanine's ruined temple (area H4) to create a watery form in the space of one creature that is either standing on the lake or submerged in it. The watery form assumes the vague likeness of the creature whose space it occupies and makes one melee weapon attack (+7 to hit) against it. On a hit, the attack deals 8 ({@damage 10d8 + 4}) bludgeoning damage. Whether it hits or misses, the watery form disappears after making its attack.\"]}]},{\"type\":\"entries\",\"name\":\"Prayers to the Gods\",\"entries\":[\"A character can use an action to pray to Avandra, Corellon, or Sehanine in the deity's prayer site. The character must succeed on a {@dc 15} Wisdom ({@skill Religion}) check, and the check has advantage if the character is a worshiper of that god. On a successful check, the profane ruins atop the island melt away, and Alyxian can no longer use the lair action associated with that prayer site. In addition, Alyxian takes 14 ({@damage 4d6}) psychic damage, regardless of his current form.\"]}]},{\"name\":\"Alyxian the Callous\",\"source\":\"CRCotN\",\"lairActions\":[\"On initiative count 20 (losing initiative ties), Alyxian can take one of the following lair actions; he can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Avandra's Grasp\",\"entries\":[\"Alyxian uses the power of Avandra's ruined temple (area H2) to create a watery tendril that rises out of the lake. One creature Alyxian can see that's not submerged in the lake must succeed on a {@dc 15} Dexterity saving throw or be {@condition restrained} by the tendril. The tendril is a Large object that has AC 10, 15 hit points, and immunity to poison and psychic damage. The tendril disappears when it is reduced to 0 hit points or the next time Alyxian takes a lair action.\"]},{\"type\":\"item\",\"name\":\"Corellon's Charm\",\"entries\":[\"Alyxian causes a magical wisp of light to emerge from Corellon's ruined temple (area H3). The wisp enters the body of one creature Alyxian can see that isn't inside Corellon's ruined temple or atop the rocky island that supports it. The creature must succeed on a {@dc 15} Wisdom saving throw or be {@condition charmed} by Alyxian until initiative count 20 of the next round.\"]},{\"type\":\"item\",\"name\":\"Sehanine's Torment\",\"entries\":[\"Alyxian uses the power of Sehanine's ruined temple (area H4) to create a watery form in the space of one creature that is either standing on the lake or submerged in it. The watery form assumes the vague likeness of the creature whose space it occupies and makes one melee weapon attack (+7 to hit) against it. On a hit, the attack deals 8 ({@damage 1d8 + 4}) bludgeoning damage. Whether it hits or misses, the watery form disappears after making its attack.\"]}]},{\"type\":\"entries\",\"name\":\"Prayers to the Gods\",\"entries\":[\"A character can use an action to pray to Avandra, Corellon, or Sehanine in the deity's prayer site. The character must succeed on a {@dc 15} Wisdom ({@skill Religion}) check, and the check has advantage if the character is a worshiper of that god. On a successful check, the profane ruins atop the island melt away, and Alyxian can no longer use the lair action associated with that prayer site. In addition, Alyxian takes 14 ({@damage 4d6}) psychic damage, regardless of his current form.\"]}]},{\"name\":\"Alyxian the Dispossessed\",\"source\":\"CRCotN\",\"lairActions\":[\"On initiative count 20 (losing initiative ties), Alyxian can take one of the following lair actions; he can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Avandra's Grasp\",\"entries\":[\"Alyxian uses the power of Avandra's ruined temple (area H2) to create a watery tendril that rises out of the lake. One creature Alyxian can see that's not submerged in the lake must succeed on a {@dc 15} Dexterity saving throw or be {@condition restrained} by the tendril. The tendril is a Large object that has AC 10, 15 hit points, and immunity to poison and psychic damage. The tendril disappears when it is reduced to 0 hit points or the next time Alyxian takes a lair action.\"]},{\"type\":\"item\",\"name\":\"Corellon's Charm\",\"entries\":[\"Alyxian causes a magical wisp of light to emerge from Corellon's ruined temple (area H3). The wisp enters the body of one creature Alyxian can see that isn't inside Corellon's ruined temple or atop the rocky island that supports it. The creature must succeed on a {@dc 15} Wisdom saving throw or be {@condition charmed} by Alyxian until initiative count 20 of the next round.\"]},{\"type\":\"item\",\"name\":\"Sehanine's Torment\",\"entries\":[\"Alyxian uses the power of Sehanine's ruined temple (area H4) to create a watery form in the space of one creature that is either standing on the lake or submerged in it. The watery form assumes the vague likeness of the creature whose space it occupies and makes one melee weapon attack (+7 to hit) against it. On a hit, the attack deals 8 ({@damage 1d8 + 4}) bludgeoning damage. Whether it hits or misses, the watery form disappears after making its attack.\"]}]},{\"type\":\"entries\",\"name\":\"Prayers to the Gods\",\"entries\":[\"A character can use an action to pray to Avandra, Corellon, or Sehanine in the deity's prayer site. The character must succeed on a {@dc 15} Wisdom ({@skill Religion}) check, and the check has advantage if the character is a worshiper of that god. On a successful check, the profane ruins atop the island melt away, and Alyxian can no longer use the lair action associated with that prayer site. In addition, Alyxian takes 14 ({@damage 4d6}) psychic damage, regardless of his current form.\"]}]},{\"name\":\"Alyxian the Tormented\",\"source\":\"CRCotN\",\"lairActions\":[\"On initiative count 20 (losing initiative ties), Alyxian can take one of the following lair actions; he can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Avandra's Grasp\",\"entries\":[\"Alyxian uses the power of Avandra's ruined temple (area H2) to create a watery tendril that rises out of the lake. One creature Alyxian can see that's not submerged in the lake must succeed on a {@dc 15} Dexterity saving throw or be {@condition restrained} by the tendril. The tendril is a Large object that has AC 10, 15 hit points, and immunity to poison and psychic damage. The tendril disappears when it is reduced to 0 hit points or the next time Alyxian takes a lair action.\"]},{\"type\":\"item\",\"name\":\"Corellon's Charm\",\"entries\":[\"Alyxian causes a magical wisp of light to emerge from Corellon's ruined temple (area H3). The wisp enters the body of one creature Alyxian can see that isn't inside Corellon's ruined temple or atop the rocky island that supports it. The creature must succeed on a {@dc 15} Wisdom saving throw or be {@condition charmed} by Alyxian until initiative count 20 of the next round.\"]},{\"type\":\"item\",\"name\":\"Sehanine's Torment\",\"entries\":[\"Alyxian uses the power of Sehanine's ruined temple (area H4) to create a watery form in the space of one creature that is either standing on the lake or submerged in it. The watery form assumes the vague likeness of the creature whose space it occupies and makes one melee weapon attack (+7 to hit) against it. On a hit, the attack deals 8 ({@damage 1d8 + 4}) bludgeoning damage. Whether it hits or misses, the watery form disappears after making its attack.\"]}]},{\"type\":\"entries\",\"name\":\"Prayers to the Gods\",\"entries\":[\"A character can use an action to pray to Avandra, Corellon, or Sehanine in the deity's prayer site. The character must succeed on a {@dc 15} Wisdom ({@skill Religion}) check, and the check has advantage if the character is a worshiper of that god. On a successful check, the profane ruins atop the island melt away, and Alyxian can no longer use the lair action associated with that prayer site. In addition, Alyxian takes 14 ({@damage 4d6}) psychic damage, regardless of his current form.\"]}]},{\"name\":\"Amethyst Dragon\",\"source\":\"FTD\",\"page\":160,\"lairActions\":[\"On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Beguiling Whisper\",\"entry\":\"The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be {@condition charmed} by the dragon until initiative count 20 on the next round. A creature {@condition charmed} in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to the creature.\"},{\"type\":\"item\",\"name\":\"Imprisoning Force\",\"entry\":\"The dragon casts the {@spell forcecage} spell, using its spell save DC and requiring no spell components. The spell ends early if the dragon uses this lair action again or dies.\"},{\"type\":\"item\",\"name\":\"Spatial Projection\",\"entry\":\"The dragon chooses a space it can fit into within the lair. It exists in its own space and the chosen space simultaneously until initiative count 20 on the next round. Whenever it moves or takes an action, it chooses which version of itself is moving or acting. If an effect or attack can target both of the dragon's spaces at the same time, the dragon is affected only once.\"}]}],\"regionalEffects\":[\"The region surrounding a legendary amethyst dragon's lair is altered by the dragon's magic, creating one or more of the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Background Check\",\"entry\":\"Once per day, the dragon can cast the {@spell legend lore} spell, requiring no spell components, naming any person, place, or object within 1 mile of the lair as the spell's subject.\"},{\"type\":\"item\",\"name\":\"Crystal Profusion\",\"entry\":\"Amethyst crystals and geodes form along muddy shores and lake beds within 6 miles of the lair.\"},{\"type\":\"item\",\"name\":\"Thriving Wildlife\",\"entry\":\"Fish and other aquatic Beasts reproduce rapidly and thrive in bodies of water within 6 miles of the lair. Foraging in these waters yields twice the usual amount of food.\"},{\"type\":\"item\",\"name\":\"Watery Sight\",\"entry\":\"Water within 6 miles of the lair is a conduit for the dragon's psionic presence. As an action, the dragon can cast the {@spell clairvoyance} spell, requiring no spell components and targeting any body of water in that region.\"}]},\"If the dragon dies, the populations of aquatic life near the lair return to normal levels over the course of {@dice 1d10} days. The existing abundance of amethysts remains, but new crystals and geodes form at a normal rate.\"]},{\"name\":\"Ancient Deep Crow\",\"source\":\"AI\",\"page\":211,\"regionalEffects\":[\"The region containing an ancient deep crow's lair is transformed by the creature's presence, which creates one or more of the following effects:\",{\"type\":\"list\",\"items\":[\"Supernatural shadow turns all bright light to dim light in underground regions within 6 miles of the lair.\",\"Intermittent, echoing caws can be heard coming from all directions within 6 miles of the lair.\",\"Subterranean beasts within 1 mile of the ancient deep crow's lair serve as the creature's eyes and ears, alerting it to the presence of intruders and making it all but impossible to surprise the ancient deep crow.\"]},\"If the ancient deep crow dies, these effects fade immediately.\"]},{\"name\":\"Ancient Dragon Turtle\",\"source\":\"FTD\",\"page\":191,\"lairActions\":[\"As they are presented in the {@i Monster Manual}, dragon turtles don't have access to lair actions while in their lairs. At your discretion, you can give an adult or ancient dragon turtle access to lair actions, increasing its challenge rating by 1. On initiative count 20 (losing initiative ties), the dragon turtle can take one of the following lair actions; the dragon turtle can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Blasting Current\",\"entry\":\"A strong water current moves through the dragon turtle's lair. Each creature within 30 feet of the dragon turtle must succeed on a DC 15 Strength saving throw or be moved 30 feet in a direction of the dragon turtle's choice. On a success, the creature is moved 10 feet instead.\"},{\"type\":\"item\",\"name\":\"Entangling Kelp\",\"entry\":\"Strands of spectral kelp reach out to ensnare creatures in a 20-foot-radius sphere centered on a point in the lair that the dragon turtle can see. Each creature in that area must succeed on a DC 15 Strength saving throw or be {@condition restrained} until the end of its next turn.\"},{\"type\":\"item\",\"name\":\"Steam Eruption\",\"entry\":\"Steam erupts in a 15-foot cone from a point on the ground the dragon turtle can see within 120 feet of it. Each creature in that area must make a DC 15 Constitution saving throw, taking 21 ({@damage 6d6}) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant creatures resistance to this damage.\"}]}],\"regionalEffects\":[\"The region containing a dragon turtle's lair can be transformed by its presence, creating one or more of the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Diverting Currents\",\"entry\":\"Underwater currents push unwanted visitors away from the lair. While swimming in these currents, each foot of movement costs 1 extra foot (2 extra feet in {@quickref difficult terrain||3}), even if a creature has a swimming speed.\"},{\"type\":\"item\",\"name\":\"Elemental Portals\",\"entry\":\"Crevasses on the ocean floor within 1 mile of the dragon turtle's lair form two-way portals to the Elemental Plane of Water, allowing creatures of elemental water into the world to dwell nearby.\"},{\"type\":\"item\",\"name\":\"Hot Water\",\"entry\":\"Geothermal vents heat the water within 6 miles of the dragon turtle's lair to 100 degrees Fahrenheit.\"}]},\"If the dragon turtle dies, these effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Annis Hag\",\"source\":\"VGM\",\"page\":159,\"_copy\":{\"name\":\"Hag\",\"source\":\"VGM\",\"_mod\":{\"lairActions\":{\"mode\":\"appendArr\",\"items\":[\"A powerful annis hag might have the following additional lair action:\",{\"type\":\"list\",\"items\":[\"The hag creates a thick cloud of caustic black smoke that fills a 20-foot-radius sphere centered on a point she can see within 120 feet her. The cloud lasts until initiative count 20 on the next round. Creatures and objects in or behind the smoke are heavily obscured. A creature that enters the cloud for the first time on a turn or starts its turn there takes 10 ({@damage 3d6}) acid damage.\"]}]},\"regionalEffects\":{\"mode\":\"appendArr\",\"items\":[\"A powerful annis hag creates one or more of the following additional regional effects within 1 mile of her lair:\",{\"type\":\"list\",\"items\":[\"The gravel stones on a safe-looking path, road, or trails occasionally become sharp for 100-foot intervals. Walking on these areas is like walking on caltrops.\",\"Small avalanches of rock intermittently fall, blocking a path or burying intruders. A buried creature is {@condition restrained} and has to hold its breath until it is dug out.\",\"Strange laughter, sounding like that of children or the hag herself, occasionally pierces the silence.\",\"Small cairns appear along the route of travelers, containing anything from mysterious bones to nothing at all. These cairns might be haunted by skeletons, specters, or hostile fey.\"]}]}}}},{\"name\":\"Arasta\",\"source\":\"MOT\",\"page\":248,\"lairActions\":[\"On initiative count 20 (losing initiative ties), Arasta can take a lair action to cause one of the following effects. She can't use the same effect two rounds in a row.\",{\"type\":\"list\",\"items\":[\"Arasta learns about any creature touching her webs. Each creature {@condition restrained} by a web or Arasta's Web of Hair must make a {@dc 21} Intelligence saving throw. On a failed save, Arasta gains knowledge of a creature's name, race, where they consider home, and what brought them to her web.\",\"Arasta casts the {@spell giant insect} spell (spiders only). It lasts until she uses this lair action again or until she dies.\"]}],\"regionalEffects\":[\"The region containing Arasta's lair is warped by her presence, which creates one or more of the following effects:\",{\"type\":\"list\",\"items\":[\"Spiders and insects within 1 mile of Arasta's lair serve as her eyes and ears. Birds and other flying creatures are absent from the skies and occasionally found trapped in webs.\",\"Within 1 mile of Arasta's lair, webs fill all 10-foot cubes of open space, so long as the webs can be anchored between two solid masses (such as walls or trees). The webs are flammable. Any webs exposed to fire burn away in 1 round. Any destroyed webs are magically repaired at the next dawn.\"]},\"If Arasta dies, the spiders and insects lose their supernatural link to her. The webs remain, but they dissolve within {@dice 1d10} days.\"],\"mythicEncounter\":[\"Arasta is a formidable enemy under normal circumstances, but to give characters a truly mythic challenge, you can have her call on her Armor of Spiders. Her use of this trait signals a drastic turn in the encounter, as Arasta summons her arachnid children to protect her. While she has temporary hit points from this trait, she can choose one of her mythic actions when she uses a legendary action.\",\"Read or paraphrase the following text when Arasta uses her Armor of Spiders trait:\",{\"type\":\"insetReadaloud\",\"entries\":[\"The nightmarish arachnid unleashes a shriek that sounds like a thousand spider carapaces scarring slate. In response, the ground ripples and bursts over the monster, revealing itself as a wave of countless spiders. The tiny arachnids swarm the larger horror, girding it in skittering bodies.\"]},\"Fighting Arasta as a mythic encounter is equivalent to taking on two challenge rating 21 creatures in one encounter. Award a party 66,000 XP for defeating Arasta after she uses Armor of Spiders.\"]},{\"name\":\"Archdevil\",\"source\":\"CoA\",\"page\":235,\"lairActions\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Attack\",\"entries\":[\"The archdevil uses one of their available melee or ranged attacks against a single foe.\"]},{\"type\":\"item\",\"name\":\"Cast a Spell\",\"entries\":[\"The archdevil uses their Spellcasting feature to cast an available spell. If the spell normally requires {@status concentration}, it lasts for the full duration instead.\"]},{\"type\":\"item\",\"name\":\"Deceitful Whispers\",\"entries\":[\"The archdevil whispers to a creature they can see within 30 feet. The target must make a {@dc 22} Wisdom saving throw. On a failed save, the target has the charmed condition until the start of their next turn and must use their reaction immediately to make an attack against one of the archdevil's enemies, chosen by the archdevil.\"]},{\"type\":\"item\",\"name\":\"Fiendish Fortitude\",\"entries\":[\"The archdevil recharges one of their expended abilities.\"]},{\"type\":\"item\",\"name\":\"Frenzy\",\"entries\":[\"The archdevil casts {@spell Haste} on themself. The effect ends at initiative count 20 of the next round.\"]},{\"type\":\"item\",\"name\":\"Summon Underlings\",\"entries\":[\"The archdevil summons allied devils. The devils summoned depends on the archdevil using this feature. The summoned devils appear in unoccupied spaces which the archdevil can see. The {@table Archdevil Lair Action List; Summoned Underlings|CoA|Summoned Underlings} table shows which devils each archdevil can summon.\"]},{\"type\":\"item\",\"name\":\"Teleport\",\"entries\":[\"The archdevil teleports themself to an area they can see within 120 feet.\"]},{\"type\":\"item\",\"name\":\"Trap\",\"entries\":[\"The archdevil casts the {@spell Hold Monster} spell.\"]}]}]},{\"name\":\"Asmodeus\",\"source\":\"CoA\",\"page\":216,\"_copy\":{\"name\":\"Archdevil\",\"source\":\"CoA\",\"_mod\":{\"lairActions\":{\"mode\":\"prependArr\",\"items\":[\"On initiative count 20 (losing initiative ties), Asmodeus can take one lair action to cause the following effect or one from the archdevil lair action list (page 214); he can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Cleansing Flame\",\"entries\":[\"Asmodeus selects one spell effect on himself or a creature of his choice within 60 feet. That spell effect is removed.\"]}]}]}}},\"regionalEffects\":[\"The region containing Asmodeus's lair is corrupted by his presence, which creates the following effect:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"The Devil's Greeting\",\"entries\":[\"Within 500 miles of his lair, an illusory version of Asmodeus (as if he has cast the {@spell Project Image} spell) appears. Asmodeus attempts to communicate with any characters and decipher their intentions. If they're hostile, Asmodeus pretends to prepare himself for combat, in an effort to make the character's waste their resources.\"]}]},\"If Asmodeus dies, the effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Aurnozci\",\"source\":\"BMT\",\"lairActions\":[\"On initiative count 20 (losing initiative ties), Aurnozci can take one of the following lair actions; Aurnozci can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Cocoon\",\"entry\":\"Aurnozci targets one Medium or smaller creature it can see within 60 feet of itself and encases the creature in a constricting cocoon. The target must succeed on a DC 23 Strength saving throw or have the restrained condition for 1 minute. A target that starts its turn restrained in this way takes 9 ({@dice 2d8}) bludgeoning damage. A creature can use its action to try to tear apart the cocoon, ending the cocoon's effect with a successful DC 23 Strength (Athletics) check.\"},{\"type\":\"item\",\"name\":\"Insect Swarm\",\"entry\":\"Aurnozci creates a 30-foot-radius sphere of stinging wasps centered on a point within 300 feet of itself. The sphere spreads around corners. The sphere remains for 10 minutes or until Aurnozci uses this lair action again. The sphere's area is heavily obscured and is difficult terrain. When the sphere appears, each creature in it must make a DC 20 Constitution saving throw, taking 16 ({@dice 3d10}) piercing damage and 16 ({@dice 3d10}) poison damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the sphere's area for the first time on a turn or starts its turn there.\"}]}],\"regionalEffects\":[\"Xulregg is an oppressively muggy realm known for the following regional effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Boiling Water\",\"entry\":\"Bodies of water on Xulregg perpetually boil, and even bottled liquids steam when exposed to the layer's atmosphere. Being immersed in water there doesn't confer resistance to fire damage, and a creature that starts its turn in water takes 7 ({@dice 2d6}) fire damage. A creature that imbibes a liquid (such as a potion) takes 3 ({@dice 1d6}) fire damage.\"},{\"type\":\"item\",\"name\":\"Fast Metamorphosis\",\"entry\":\"On Xulregg, eggs, larvae, and pupae all develop and metamorphose at ten times their usual rate, regardless of sustenance or any other growing conditions.\"}]},\"If Aurnozci dies, these effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Baalzebul\",\"source\":\"CoA\",\"page\":218,\"_copy\":{\"name\":\"Archdevil\",\"source\":\"CoA\",\"_mod\":{\"lairActions\":{\"mode\":\"prependArr\",\"items\":[\"On initiative count 20 (losing initiative ties), Baalzebul can take one lair action to cause the following effect or one from the archdevil lair action list (page 214); he can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Protective Burrow\",\"entries\":[\"Baalzebul uses his burrow speed to dig into the ground. He gains half-cover when buried 10 feet and {@quickref Cover||3||three-quarters cover} at 20 feet.\"]}]}]}}},\"regionalEffects\":[\"The region containing Baalzebul's lair is corrupted by his presence, which creates the following effect:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Filth\",\"entries\":[\"Within 1 mile of the lair, stinking piles of filth accumulate as if from nowhere. The entire area is covered with garbage and feces and is treated as {@quickref difficult terrain||3}.\"]}]},\"If Baalzebul dies, the effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Baalzebul\",\"source\":\"MaBJoV\",\"page\":91,\"lairActions\":[\"On initiative count 20 (losing initiative ties), Baalzebul can take one lair action to cause one of the following effects; Baalzebul can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[\"Baalzebul casts his innate hold monster.\",\"Baalzebul emits slime in a 5-foot radius centered on him. Any creature that starts their turn standing in this slime is considered {@condition grappled} and must use their action to succeed on DC 17 Strength ({@skill Athletics}) check to break free.\",\"Baalzebul uses half his burrow speed to dig into the ground. He gains half-cover when buried 10 feet and {@quickref Cover||3||three-quarters cover} when at 20 feet.\"]}],\"regionalEffects\":[\"The region containing Baalzebul's lair is corrupted by his presence, which creates one or more of the following effects:\",{\"type\":\"list\",\"items\":[\"Within 1 mile of Baalzebul's lair, stinking piles of filth accumulate as if from nowhere. The entire area is covered with garbage and feces and is treated as {@quickref difficult terrain||3}.\",\"Within 2 miles of the lair, the air is filled with buzzing flies. Any creature that finishes a short or long rest in this area must succeed on a DC 22 Wisdom saving throw or derive no benefit from the rest.\"]},\"If Baalzebul dies, the effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Baernaloth\",\"source\":\"MPP\",\"lairActions\":[\"On initiative count 20 (losing initiative ties), a baernaloth can take one of the following lair actions; the baernaloth can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Consume Suffering.\",\"entry\":\"Until initiative count 20 on the next round, when a creature in the baernaloth's lair other than the baernaloth takes necrotic or psychic damage or drops to 0 hit points, the baernaloth regains 10 ({@dice 3d6}) hit points.\"},{\"type\":\"item\",\"name\":\"Discover Secrets.\",\"entry\":\"The baernaloth uses Spellcasting to cast detect thoughts. A creature targeted by the spell cast in this way takes 13 ({@dice 3d8}) psychic damage.\"},{\"type\":\"item\",\"name\":\"Recurring Wound.\",\"entry\":\"A creature that doesn't have all its hit points and that the baernaloth can see in its lair must make a DC 19 Constitution saving throw, taking 22 ({@dice 4d10}) necrotic damage on a failed save, or half as much damage on a successful one.\"}]}],\"regionalEffects\":[\"A region containing a baernaloth's lair becomes warped by the creature's unnatural presence, which creates one or more of the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Persistent Anguish.\",\"entry\":\"Within 10 miles of a baernaloth's lair, when a creature casts a spell that either restores hit points or removes the charmed or frightened condition, the spell fails and is wasted unless the caster succeeds on a DC 19 saving throw using its spellcasting ability. Once a creature succeeds on the saving throw, it is immune to this regional effect for 24 hours.\"},{\"type\":\"item\",\"name\":\"Slow Healing.\",\"entry\":\"Within 10 miles of a baernaloth's lair, a creature other than the baernaloth regains only hit points equal to half its hit point maximum when it finishes a long rest, and it regains only half the usual number of hit points when it spends Hit Dice during a short rest.\"}]},\"If the baernaloth dies, these effects end immediately.\"]},{\"name\":\"Balhannoth\",\"source\":\"MPMM\",\"page\":55,\"lairActions\":[\"On initiative count 20 (losing initiative ties), a balhannoth can take one of the following lair actions; the balhannoth can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Teleport\",\"entries\":[\"The balhannoth targets one creature within 500 feet of it. The target must succeed on a {@dc 16} Wisdom saving throw, or the target, along with whatever it is wearing and carrying, teleports to an unoccupied space of the balhannoth's choice within 60 feet of it.\"]},{\"type\":\"item\",\"name\":\"Vanish\",\"entries\":[\"The balhannoth targets one creature within 500 feet of it. The target must succeed on a {@dc 16} Wisdom saving throw, or the balhannoth becomes {@condition invisible} to that creature for 1 minute. This effect ends if the balhannoth attacks the target.\"]},{\"type\":\"item\",\"name\":\"Warp Terrain\",\"entries\":[\"The balhannoth warps reality around it in an area up to 500 feet square. After 10 minutes, the terrain in the area reshapes to assume the appearance of a location sought by one Humanoid whose desires the balhannoth has sensed (see Regional Effects below). The transformation affects nonliving material only and can't create anything with moving parts or magical properties. Any object created in this area is, upon close inspection, revealed as a fake. Books are filled with empty pages, golden items are obvious counterfeits, and so on. The transformation lasts until the balhannoth dies or takes this lair action again.\"]}]}],\"regionalEffects\":[\"A region containing a balhannoth's lair becomes warped by the creature's unnatural presence, which creates one or more of the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Sense Desires\",\"entries\":[\"The balhannoth can sense the strongest desires of any Humanoid within 1 mile of it and learns whether those desires involve a place: a safe location to rest, such as a temple, a home, or somewhere else.\"]},{\"type\":\"item\",\"name\":\"Supernatural Lure\",\"entries\":[\"Creatures within 1 mile of the balhannoth's lair experience the sensation of being close to whatever they desire most. The sensation grows stronger the closer the creatures come to the balhannoth's lair.\"]}]},\"If the balhannoth dies, these effects end immediately.\"]},{\"name\":\"Balhannoth\",\"source\":\"MTF\",\"page\":119,\"lairActions\":[\"When fighting inside its lair, a balhannoth can use lair actions. On initiative count 20 (losing initiative ties), a balhannoth can take one lair action to cause one of the following effects; the balhannoth can't use the same lair action two rounds in a row:\",{\"type\":\"list\",\"items\":[\"The balhannoth warps reality around it in an area up to 500 feet square. After 10 minutes, the terrain in the area reshapes to assume the appearance of a location sought by one intelligent creature whose mind the balhannoth has read (see Regional Effects below). The transformation affects nonliving material only and can't create anything with moving parts or magical properties. Any object created in this area is, upon close inspection, revealed as a fake. Books are filled with empty pages, golden items are obvious counterfeits, and so on. The transformation lasts until the balhannoth dies or uses this lair action again.\",\"The balhannoth targets one creature within 500 feet of it. The target must succeed on a {@dc 16} Wisdom saving throw or the target, along with whatever it is wearing and carrying, teleports to an unoccupied space of the balhannoth's choice within 60 feet of it.\",\"The balhannoth targets one creature within 500 feet of it. The target must succeed on a {@dc 16} Wisdom saving throw or the balhannoth becomes {@condition invisible} to that creature for 1 minute. This effect ends if the balhannoth attacks the target.\"]}],\"regionalEffects\":[\"A region containing a balhannoth's lair becomes warped by the creature's unnatural presence, which creates one or more of the following effects:\",{\"type\":\"list\",\"items\":[\"Creatures within 1 mile of the balhannoth's lair experience a sensation of being close to whatever they desire most. The sensation grows stronger the closer the creatures come to the balhannoth's lair.\",\"The balhannoth can sense the strongest desires of any humanoid within 1 mile of it and learns whether those desires involve a place: a safe location to rest, a temple, home, or somewhere else.\"]},\"If the balhannoth dies, these effects end immediately.\"]},{\"name\":\"Baphomet\",\"source\":\"MPMM\",\"page\":58,\"lairActions\":[\"On initiative count 20 (losing initiative ties), Baphomet can take one of the following lair actions; he can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Illusory Room\",\"entries\":[\"Baphomet casts mirage arcane, affecting a room within the lair that is no larger in any dimension than 100 feet. The effect ends on the next initiative count 20. Charisma is Baphomet's spellcasting ability for this spell.\"]},{\"type\":\"item\",\"name\":\"Reverse Gravity\",\"entries\":[\"Baphomet chooses a room within the lair that is no larger in any dimension than 100 feet. Until the next initiative count 20, gravity is reversed within that room. Any creatures or objects in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the gravity reversal if he's in the room, although he likes to use this action to land on a ceiling to attack targets flying near it.\"]},{\"type\":\"item\",\"name\":\"Seal the Way\",\"entries\":[\"Baphomet seals one doorway or other entryway within the lair. The opening must be unoccupied. It is filled with solid stone for 1 minute or until Baphomet takes this lair action again.\"]}]}],\"regionalEffects\":[\"The region containing Baphomet's lair is warped by his magic, creating one or more of the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Beguiling Realm\",\"entries\":[\"Within 6 miles of the lair, all Charisma ({@skill Persuasion}) and Charisma ({@skill Performance}) checks have disadvantage, and all Charisma ({@skill Deception}) and Charisma ({@skill Intimidation}) checks have advantage.\"]},{\"type\":\"item\",\"name\":\"Hedge Mazes\",\"entries\":[\"Plant life within 1 mile of the lair grows thick and forms walls of trees, hedges, and other flora in the form of small mazes.\"]},{\"type\":\"item\",\"name\":\"Panicked Beasts\",\"entries\":[\"Beasts within 1 mile of the lair become {@condition frightened} and disoriented, as though constantly under threat of being hunted, and might lash out or panic even when no visible threat is nearby.\"]}]},\"If Baphomet dies, these effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Baphomet\",\"source\":\"MTF\",\"page\":143,\"lairActions\":[\"On initiative count 20 (losing initiative ties), Baphomet can take a lair action to cause one of the following magical effects; he can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[\"Baphomet seals one doorway or other entryway within the lair. The opening must be unoccupied. It is filled with solid stone for 1 minute or until Baphomet creates this effect again.\",\"Baphomet chooses a room within the lair that is no larger in any dimension than 100 feet. Until the next initiative count 20, gravity is reversed within that room. Any creatures or objects in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the gravity reversal if he's in the room, although he likes to use this action to land on a ceiling to attack targets flying near it.\",\"Baphomet casts {@spell mirage arcane}, affecting a room within the lair that is no larger in any dimension than 100 feet. The effect ends on the next initiative count 20.\"]}],\"regionalEffects\":[\"The region containing Baphomet's lair is warped by his magic, creating one or more of the following effects:\",{\"type\":\"list\",\"items\":[\"Plant life within 1 mile of the lair grows thick and forms walls of trees, hedges, and other flora in the form of small mazes.\",\"Beasts within 1 mile of the lair become {@condition frightened} and disoriented, as though constantly under threat of being hunted, and might lash out or panic even when no visible threat is nearby.\",\"If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a {@dc 18} Wisdom saving throw or descend into a madness determined by the Madness of Baphomet table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.\"]},\"If Baphomet dies, these effects fade over the course of {@dice 1d10} days.\",{\"type\":\"entries\",\"name\":\"Madness of Baphomet\",\"entries\":[\"If a creature goes mad in Baphomet's lair or within line of sight of the demon lord, roll on the Madness of Baphomet table to determine the nature of the madness, which is a character flaw that lasts until cured. See the {@book Dungeon Master's Guide|dmg|8|madness} for more on madness.\",{\"type\":\"table\",\"caption\":\"Madness of Baphomet\",\"colLabels\":[\"d100\",\"Flaw (lasts until cured)\"],\"colStyles\":[\"col-1\",\"col-11\"],\"rows\":[[\"01–20\",\"\\\"My anger consumes me. I can't be reasoned with when my rage has been stoked.\\\"\"],[\"21–40\",\"\\\"I degenerate into beastly behavior, seeming more like a wild animal than a thinking being.\\\"\"],[\"41–60\",\"\\\"The world is my hunting ground. Others are my prey.\\\"\"],[\"61–80\",\"\\\"Hate comes easily to me and explodes into rage.\\\"\"],[\"81–00\",\"\\\"I see those who oppose me not as people, but as beasts meant to be preyed upon.\\\"\"]]}]}]},{\"name\":\"Bear King\",\"source\":\"ToB1-2023\",\"lairActions\":[\"On initiative count 20 (losing initiative ties), the Bear King takes a lair action to cause one of the following effects; the Bear King can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Quake\",\"entries\":[\"A minor quake starts on a point the Bear King can see within 120 feet of him. Each creature within 20 feet of that point must succeed on a DC 17 Strength saving throw or take 7 ({@dice 2d6}) bludgeoning damage and fall prone.\"]},{\"type\":\"item\",\"name\":\"Summon Bees\",\"entries\":[\"The lair's denizens rise up to defend their king, causing {@dice 2d4} giant bees (use the statistics of a giant wasp) to appear in unoccupied spaces of the Bear King's choice within 60 feet of him. The bees act on initiative count 20, are allies of the Bear King, and obey his spoken commands. The bees remain until the Bear King dies or until he dismisses them as a bonus action. The Bear King can have no more than eight giant bees under his control at one time.\"]},{\"type\":\"item\",\"name\":\"Ursine Transformation\",\"entries\":[\"One creature the Bear King can see within 30 feet of him must succeed on a DC 17 Constitution saving throw or transform into a brown bear as if the creature had failed a saving throw against the polymorph spell. While transformed, the creature must move to and attack a target chosen by the Bear King on each of its turns. The transformation lasts until the Bear King dies or until he uses this lair action again. The transformed creature can repeat the saving throw at the end of each of its turns, ending the transformation on itself on a success.\"]}]}],\"regionalEffects\":[\"The region surrounding the Bear King's lair is warped by his magic, which creates one or more of the following effects:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Angry Bees\",\"entries\":[\"Bees within 10 miles of the Bear King's lair are easily agitated and quick to attack Humanoids that aren't bearfolk or werebears.\"]},{\"type\":\"item\",\"name\":\"Call of the Bear King\",\"entries\":[\"Within 5 miles of the Bear King's lair, creatures have disadvantage on saving throws made to avoid contracting lycanthropy from a werebear.\"]},{\"type\":\"item\",\"name\":\"Heightened Passions\",\"entries\":[\"Emotions within 10 miles of the Bear King's lair run high. Arguments quickly descend into physical scuffles and enjoyable get-togethers are likely to become raucous carousing.\"]}]},\"If the Bear King dies, these effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Beholder\",\"source\":\"MM\",\"page\":28,\"lairActions\":[\"When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects:\",{\"type\":\"list\",\"items\":[\"A 50-foot-square area of ground within 120 feet of the beholder becomes slimy; that area is {@quickref difficult terrain||3} until initiative count 20 on the next round.\",\"Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder's choice that starts its turn within 10 feet of such a wall must succeed on a {@dc 15} Dexterity saving throw or be {@condition grappled}. Escaping requires a successful {@dc 15} Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check.\",\"An eye opens on a solid surface within 60 feet of the beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder's choice that it can see. The eye then closes and disappears.\"]},\"The beholder can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row.\"],\"regionalEffects\":[\"A region containing a beholder's lair is warped by the creature's unnatural presence, which creates one or more of the following effects:\",{\"type\":\"list\",\"items\":[\"Creatures within 1 mile of the beholder's lair sometimes feel as if they're being watched when they aren't.\",\"When the beholder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed before, harmless slime might coat a statue, and so on. These effects apply only to natural surfaces and to nonmagical objects that aren't on anyone's person.\"]},\"If the beholder dies, these effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Bel\",\"source\":\"CoA\",\"page\":234,\"_copy\":{\"name\":\"Archdevil\",\"source\":\"CoA\",\"_mod\":{\"lairActions\":{\"mode\":\"prependArr\",\"items\":[\"On initiative count 20 (losing initiative ties), Bel can take one lair action to cause the following effect or one from the archdevil lair action list (page 214); he can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Transmute\",\"entries\":[\"If Bel has cast {@spell Wall of Fire}, that wall becomes a permanent Wall of Stone instead (doesn't require {@status concentration}).\"]}]}]}}},\"regionalEffects\":[\"The region containing Bel's lair is corrupted by his presence, which creates the following effect:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Lava\",\"entries\":[\"There are numerous rivers of lava within 3 miles of the lair. Anyone who enters the lava for the first time or starts their turn in it takes 33 ({@damage 6d10}) fire damage.\"]}]},\"If Bel dies, the effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Belashyrra\",\"source\":\"ERLW\",\"page\":286,\"lairActions\":[\"While within the Citadel of Lidless Eyes, Belashyrra can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Belashyrra can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[\"An eye opens on a solid surface within 60 feet of Belashyrra. One random eye ray of Belashyrra's shoots from that eye at a target of Belashyrra's choice that it can see. The eye then closes and disappears.\",\"Belashyrra creates a {@item wave} of madness. Each creature it can see within its lair must succeed on a {@dc 22} Wisdom saving throw or be {@condition charmed} for 1 minute. While {@condition charmed} in this way, a creature must use its action at the start of its turn before moving to make a melee attack against another creature of Belashyrra's choice within reach. If there are no creatures within reach, the {@condition charmed} creature can act normally for that turn. A {@condition charmed} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\",\"Belashyrra taps into the eyesight of creatures in its lair and alters their perception. Each creature of Belashyrra's choice in the lair must make a {@dc 22} Wisdom saving throw. On a failure, the affected creature perceives objects and creatures a short distance from their actual locations, imposing disadvantage on the creature's attack rolls against those targets. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this lair action for the next 24 hours.\"]}],\"regionalEffects\":[\"Belashyrra's lair is known to touch remote areas of the Shadow Marches and caverns below Xen'drik. A region containing a passage to Belashyrra's lair is warped by its magic, which creates one or more of the following effects:\",{\"type\":\"list\",\"items\":[\"Creatures within 1 mile of the passage sometimes feel as if they're being watched.\",\"Beasts that live within 5 miles of the passage undergo magical transmutation, growing eyes or eyestalks that Belashyrra can see through.\",\"A humanoid who spends at least 1 hour within 1 mile of the passage must succeed on a {@dc 21} Wisdom saving throw or descend into a type of madness (see \\\"Madness of Belashyrra\\\" below). A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.\"]},\"If Belashyrra dies, these effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Belial\",\"source\":\"CoA\",\"page\":220,\"_copy\":{\"name\":\"Archdevil\",\"source\":\"CoA\",\"_mod\":{\"lairActions\":{\"mode\":\"prependArr\",\"items\":[\"On initiative count 20 (losing initiative ties), Belial can take one lair action to cause the following effect or one from the archdevil lair action list (page 214); he can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Slow Torture\",\"entries\":[\"Every creature within 100 feet whose movement is currently reduced because of the Ranseur of Torture, takes 11 ({@damage 2d10}) fire damage and 11 ({@damage 2d10}) piercing damage.\"]}]}]}}},\"regionalEffects\":[\"The region containing Belial's lair is corrupted by his presence, which creates the following effect:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Smoke-cloud\",\"entries\":[\"A vast fog rises 3 feet above ground within 1 mile of the lair, completely obscuring the ground. Any creature having the prone condition at the start of their turn must succeed on a {@dc 22} Constitution saving throw or take 7 ({@damage 2d12}) necrotic damage from choking on the noxious fumes.\"]}]},\"If Belial dies, the effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Bheur Hag\",\"source\":\"VGM\",\"page\":160,\"_copy\":{\"name\":\"Hag\",\"source\":\"VGM\",\"_mod\":{\"lairActions\":{\"mode\":\"appendArr\",\"items\":[\"A powerful bheur hag might have the following additional lair action:\",{\"type\":\"list\",\"items\":[\"The hag creates a blizzard in a 40-foot-high, 20-foot radius cylinder centered on a point she can see within 120 feet of her. The effect lasts until initiative count 20 on the next round. The blizzard lightly obscures every creature and object in the area for the duration. A creature that enters the blizzard for the first time on a turn or starts its turn there is {@condition blinded} until initiative count 20 on the next round.\"]}]},\"regionalEffects\":{\"mode\":\"appendArr\",\"items\":[\"A powerful bheur hag creates one or more of the following additional regional effects within 1 mile of her lair:\",{\"type\":\"list\",\"items\":[\"Small avalanches of snow intermittently fall, blocking a path or burying intruders. A buried creature is {@condition restrained} and has to hold its breath until it is dug out.\",\"Human-sized blocks of ice appear, containing frozen corpses. These corpses might break free and attack as zombies, or their spirits might attack as specters.\",\"Blizzards come without warning. A blizzard occurs once every {@dice 2d12} hours and lasts {@dice 1d3} hours. During a storm, creatures moving overland travel at half normal speed, and normal visibility is reduced to 30 feet.\",\"Roads, paths, and trails twist and turn back on themselves, making navigation in the area exceedingly difficult.\"]}]}}}},{\"name\":\"Black Dragon\",\"source\":\"MM\",\"page\":88,\"additionalSources\":[{\"source\":\"FTD\"}],\"lairActions\":[\"On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[\"Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a {@dc 15} Strength saving throw or be pulled up to 20 feet into the water and knocked {@condition prone}.\",\"A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a {@dc 15} Constitution saving throw, taking 10 ({@damage 3d6}) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 ({@damage 3d6}) piercing damage.\",\"Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with {@sense darkvision} can't see through this darkness, and nonmagical light can't illuminate it. If any of the effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.\"]},{\"type\":\"entries\",\"name\":\"Additional Lair Actions\",\"entries\":[\"At your discretion, a legendary ({@creature Adult Black Dragon||adult} or {@creature Ancient Black Dragon||ancient}) black dragon can use one or more of the following additional lair actions while in its lair:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Filth Burst\",\"entry\":\"The dragon chooses a point on the ground it can see within 120 feet of it. A 20-foot-radius, 20-foot-high cylinder of watery filth centered on that point erupts from the ground until initiative count 20 on the next round. Each creature in the cylinder when it appears or that ends its turn there must make a DC 15 Constitution saving throw, taking 10 ({@damage 3d6}) poison damage on a failed save, or half as much damage on a successful one. The cylinder is {@book difficult terrain|PHB|8|Difficult Terrain}.\"},{\"type\":\"item\",\"name\":\"Grasping Muck\",\"entry\":\"Tendrils of roiling muck extend from the dragon's lair to grasp up to three creatures of the dragon's choice that it can see within the lair. A targeted creature must succeed on a DC 15 Strength saving throw or be {@condition restrained} until initiative count 20 on the next round.\"},{\"type\":\"item\",\"name\":\"Noxious Gas\",\"entry\":\"A bubble of swamp gas erupts in a 20-foot-radius sphere centered on a point the dragon can see within its lair. Each creature in the area must succeed on a DC 15 Constitution saving throw or be {@condition poisoned} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"}]}],\"source\":\"FTD\"}],\"regionalEffects\":[\"The region containing a legendary black dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:\",{\"type\":\"list\",\"items\":[\"The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.\",\"Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.\",\"Fog lightly obscures the land within 6 miles of the lair.\"]},\"If the dragon dies, vegetation remains as it has grown, but other effects fade over {@dice 1d10} days.\",{\"type\":\"entries\",\"name\":\"Additional Regional Effects\",\"entries\":[\"Any of these effects might appear in the area around a black dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Ennui\",\"entry\":\"Creatures that spend a year within 10 miles of the dragon's lair are filled with listless despair.\"},{\"type\":\"item\",\"name\":\"Grating Spies\",\"entry\":\"Trilling, obnoxious birds, bugs, and reptiles follow any Humanoid creatures unknown to the dragon within 6 miles of the lair, imposing disadvantage on Dexterity ({@skill Stealth}) checks. The dragon can suppress this effect at will.\"},{\"type\":\"item\",\"name\":\"Rotting Domain\",\"entry\":\"Stinging bugs are aggressive and the air is heavy with the odor of rot within 6 miles of the lair.\"}]}],\"source\":\"FTD\"}]},{\"name\":\"Blightscale Dragon\",\"source\":\"GHLoE\",\"lairActions\":[\"On initiative count 20 (losing initiative ties), an adult or ancient blightscale dragon takes a lair action to cause one of the following effects. The dragon can't use the same effect two rounds in a row.\",{\"type\":\"list\",\"items\":[\"Insects burst from a hive built on a surface that the dragon can see within 120 feet of it. Any creature within 20 feet of the hive must succeed on a DC 15 Constitution saving throw, taking 10 ({@dice 3d6}) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 ({@dice 3d6}) piercing damage. The insects disperse on initiative count 20 of the next round. They disperse early if subjected to intense wind or a damaging area effect.\",\"Puslike fluid erupts in a 20-foot radius centered on a point on the ground the dragon can see within 120 feet of it. That area becomes difficult terrain, and a creature moving through this terrain must succeed on a DC 15 Strength saving throw or be grappled (escape DC 15) by the sucking glop and restrained while grappled in this way. Another creature can pull a restrained target free by taking an action and succeeding on a DC 15 Strength (\",\"{@skill Athletics}\",\") check. The ground dries sufficiently to return to normal on initiative count 20 of the next round.\",\"Foul gas belches forth in a 20-foot-radius sphere from a point the dragon can see within 120 feet of it. The cloud spreads around corners, and its area is heavily obscured. Each creature within the cloud at the start of its turn must make a DC 15 Constitution saving throw against poison. On a failed save, the creature is poisoned. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. This cloud disperses on initiative count 20 of the next round. It disperses early if subjected to intense wind.\"]}]},{\"name\":\"Blue Dragon\",\"source\":\"MM\",\"page\":91,\"additionalSources\":[{\"source\":\"FTD\"}],\"lairActions\":[\"On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[\"Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a {@dc 15} Dexterity saving throw or take 10 ({@damage 3d6}) bludgeoning damage and be knocked {@condition prone} and buried. The buried target is {@condition restrained} and unable to breathe or stand up. A creature can take an action to make a {@dc 10} Strength check, ending the buried state on a success.\",\"A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a {@dc 15} Constitution saving throw or be {@condition blinded} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\",\"Lightning arcs, forming a 5-foot-wide line between two of the lair's solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a {@dc 15} Dexterity saving throw or take 10 ({@damage 3d6}) lightning damage.\"]},{\"type\":\"entries\",\"name\":\"Additional Lair Actions\",\"entries\":[\"At your discretion, a legendary ({@creature Adult Blue Dragon||adult} or {@creature Ancient Blue Dragon||ancient}) blue dragon can use one or both of the following additional lair actions while in its lair:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Misleading Mirage\",\"entry\":\"Until initiative count 20 on the next round, at each intersection or branching passage in the lair, a creature other than the dragon has a {@chance 50} chance of going in a different direction from the direction it intends.\"},{\"type\":\"item\",\"name\":\"Sudden Sinkhole\",\"entry\":\"The dragon chooses a point on the ground that it can see within 120 feet of it. A 5-foot-radius, 20-foot-deep pit forms centered on that point. A creature on the ground above where the pit formed must make a DC 15 Dexterity saving throw. On a failed save, a creature falls to the bottom of the pit, taking 7 ({@damage 2d6}) bludgeoning damage and landing {@condition prone}. On a successful save, a creature moves to the nearest unoccupied space instead of falling in the pit.\"}]}],\"source\":\"FTD\"}],\"regionalEffects\":[\"The region containing a legendary blue dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:\",{\"type\":\"list\",\"items\":[\"Thunderstorms rage within 6 miles of the lair.\",\"Dust devils scour the land within 6 miles of the lair. A dust devil has the statistics of an air elemental, but it can't fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (-5).\",\"Hidden sinkholes form in and around the dragon's lair. A sinkhole can be spotted from a safe distance with a successful {@dc 20} Wisdom ({@skill Perception}) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a {@dc 15} Dexterity saving throw or fall {@dice 1d6 × 10} feet into the sinkhole.\"]},\"If the dragon dies, the dust devils disappear immediately, and the thunderstorms abate within {@dice 1d10} days. Any sinkholes remain where they are.\",{\"type\":\"entries\",\"name\":\"Additional Regional Effects\",\"entries\":[\"Any of these effects might appear in the area around a blue dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Blue Luster\",\"entry\":\"Creatures that spend a year within 1 mile of the dragon's lair find blue objects fascinating and feel compelled to acquire them at every opportunity.\"},{\"type\":\"item\",\"name\":\"Mirage Terrain\",\"entry\":\"The area immediately surrounding the lair appears to be a lush oasis. A creature carefully examining the illusion can attempt a DC 15 Intelligence ({@skill Investigation}) check to disbelieve it. A creature who disbelieves the illusion sees it as a vague image superimposed on the underlying terrain.\"},{\"type\":\"item\",\"name\":\"Sandstorm\",\"entry\":\"A sandstorm blows constantly within 1 mile of the dragon's lair.\"}]}],\"source\":\"FTD\"}]},{\"name\":\"Brass Dragon\",\"source\":\"MM\",\"page\":105,\"additionalSources\":[{\"source\":\"FTD\"}],\"lairActions\":[\"On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:\",{\"type\":\"list\",\"items\":[\"A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a {@dc 15} Strength saving throw or be pushed 15 feet away from the dragon and knocked {@condition prone}. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames; such as lanterns, have a {@chance 50} chance of being extinguished.\",\"A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a {@dc 15} Constitution saving throw or be {@condition blinded} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"type\":\"entries\",\"name\":\"Additional Lair Actions\",\"entries\":[\"At your discretion, a legendary ({@creature Adult Brass Dragon||adult} or {@creature Ancient Brass Dragon||ancient}) brass dragon can use one or more of the following additional lair actions while in its lair:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Animate Statues\",\"entry\":\"The dragon chooses up to three statues in the lair that it can see. Each of these statues briefly animates and attacks one creature within 5 feet of it, with a +7 bonus to hit and dealing 10 ({@damage 3d6}) bludgeoning damage on a hit.\"},{\"type\":\"item\",\"name\":\"Blast of Wind\",\"entry\":\"A mighty wind sweeps through the lair in a direction of the dragon's choice, blowing along a line 40 feet wide and 100 feet long. Each creature in that area except the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet in the wind's direction and be knocked {@condition prone}. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a {@chance 50} chance of being extinguished. If the dragon is within the area of the wind, it can choose to be pushed 15 feet in the wind's direction, and the wind can't knock the dragon {@condition prone}.\"},{\"type\":\"item\",\"name\":\"Obscuring Sand\",\"entry\":\"Dust and sand fill the air within 120 feet of the dragon, making the area {@quickref Vision and Light|PHB|2||lightly obscured} until initiative count 20 on the next round.\"}]}],\"source\":\"FTD\"}],\"regionalEffects\":[\"The region containing a legendary brass dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:\",{\"type\":\"list\",\"items\":[\"Tracks appear in the sand within 6 miles of the dragon's lair. The tracks lead to safe shelters and hidden water sources, while also leading away from areas that the dragon prefers to remain undisturbed.\",\"Images of Large or smaller monsters haunt the desert sands within 1 mile of the dragon's lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell it's an illusion with a successful {@dc 20} Intelligence ({@skill Investigation}) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it.\",\"Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of the dragon's lair, the dragon becomes aware of the creature's presence and location.\"]},\"If the dragon dies, the tracks fade in {@dice 1d10} days, but the other effects fade immediately.\",{\"type\":\"entries\",\"name\":\"Additional Regional Effects\",\"entries\":[\"Any of these effects might appear in the area around a brass dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Cloud Companion\",\"entry\":\"A small, wispy cloud follows non-evil creatures as they journey within 6 miles of the dragon's lair. It changes direction as the creatures do, remaining interposed between them and the direct glare of the sun, and grants them advantage on saving throws to resist the effects of {@book extreme heat|DMG|5|Extreme Heat} (see the {@book Dungeon Master's Guide|DMG}).\"},{\"type\":\"item\",\"name\":\"Talkative Denizens\",\"entry\":\"Creatures within 1 mile of the dragon's lair find pleasure in hearing the sound of their own voices. The air is filled with a deafening chorus of birds and small animals, and sapient creatures talk extensively.\"}]}],\"source\":\"FTD\"}]},{\"name\":\"Bronze Dragon\",\"source\":\"MM\",\"page\":108,\"additionalSources\":[{\"source\":\"FTD\"}],\"lairActions\":[\"On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:\",{\"type\":\"list\",\"items\":[\"The dragon creates fog as though it had cast the {@spell fog cloud} spell. The fog lasts until initiative count 20 on the next round.\",\"A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a {@dc 15} Constitution saving throw or take 5 ({@damage 1d10}) thunder damage and be {@condition deafened} until the end of its next turn.\"]},{\"type\":\"entries\",\"name\":\"Additional Lair Actions\",\"entries\":[\"At your discretion, a legendary ({@creature Adult Bronze Dragon||adult} or {@creature Ancient Bronze Dragon||ancient}) bronze dragon can use one or more of the following additional lair actions while in its lair:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Ocean's Call\",\"entry\":\"The dragon conjures a swarm of spectral dolphins. Each creature in the water within 120 feet of the dragon must succeed on a DC 15 Dexterity saving throw or take 5 ({@damage 1d10}) slashing damage; then the swarm vanishes.\"},{\"type\":\"item\",\"name\":\"Salt Burst\",\"entry\":\"The dragon chooses a point it can see in the lair. The air in a 20-foot-radius sphere centered on that point bursts with abrasive salt crystals. Each creature in that area must succeed on a DC 15 Dexterity saving throw or take 10 ({@damage 3d6}) slashing damage.\"},{\"type\":\"item\",\"name\":\"Whelming Water\",\"entry\":\"The dragon causes a strong current to course through the water in its lair. The dragon chooses any number of creatures it can see that are standing or swimming in water within 120 feet of it. Each chosen creature must succeed on a DC 15 Strength saving throw or be knocked {@condition prone}.\"}]}],\"source\":\"FTD\"}],\"regionalEffects\":[\"The region containing a legendary bronze dragon's lair is warped by the dragon's magic.\",{\"type\":\"list\",\"items\":[\"Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the {@spell control weather} spell.\",\"Underwater plants within 6 miles of the dragon's lair take on dazzlingly brilliant hues.\",\"Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair.\"]},\"If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in {@dice 1d10} days.\",{\"type\":\"entries\",\"name\":\"Additional Regional Effects\",\"entries\":[\"Any of these effects might appear in the area around a bronze dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Phantom Escort\",\"entry\":\"Ghostly naval ships from an ancient armada appear, escorting well-meaning creatures in need of the dragon's help toward the dragon's lair.\"},{\"type\":\"item\",\"name\":\"Underwater Pursuit\",\"entry\":\"Sailors glimpse the shadowy, illusory form of a dragon in the depths below them, keeping pace with their vessel.\"},{\"type\":\"item\",\"name\":\"Unfailing Faithfulness\",\"entry\":\"Sapient creatures that spend a year within 10 miles of the dragon's lair find it nearly impossible to break a promise.\"}]}],\"source\":\"FTD\"}]},{\"name\":\"Captain N'ghathrod\",\"source\":\"WDMM\",\"page\":250,\"lairActions\":[\"When fighting aboard the Scavenger, N'ghathrod can take lair actions. On initiative count 20 (losing initiative ties), N'ghathrod can take one lair action to cause one of the following effects:\",{\"type\":\"list\",\"items\":[\"N'ghathrod creates a magical duplicate of itself anywhere aboard the ship. Formed out of psionic energy, this duplicate lasts until it is reduced to 0 hit points, until it is dispelled (DC 15), or until N'ghathrod takes another lair action. The duplicate has the statistics of a normal mind flayer and is friendly toward N'ghathrod, but not under its control. It cannot leave the Scavenger.\",\"N'ghathrod fills all interior areas of the ship with mind-warping images and sounds of the Far Realm that last until initiative count 20 on the next round. Any creature that isn't an aberration that starts its turn inside the ship must succeed on a {@dc 15} Wisdom saving throw or take 10 ({@damage 3d6}) psychic damage.\"]}]},{\"name\":\"Cave Dragon\",\"source\":\"ToB1-2023\",\"lairActions\":[\"On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Cave-In\",\"entries\":[\"The ceiling collapses above one creature the dragon can see within 120 feet of it. The creature must make a DC 15 Dexterity saving throw. On a failure, a creature takes 10 ({@dice 3d6}) bludgeoning damage and is knocked prone and buried. On a success, a creature takes half the damage and isn't knocked prone or buried. A buried creature is restrained and unable to breathe or stand up. A creature, including the buried creature, can take an action to free the buried creature by succeeding on a DC 15 Strength check.\"]},{\"type\":\"item\",\"name\":\"Release the Vermin\",\"entries\":[\"A 20-foot radius sphere of insects appears centered on a point the dragon can see within 120 feet of it. When a creature enters the cloud of insects for the first time on a turn or starts its turn there, that creature must make a DC 15 Constitution saving throw, taking 11 ({@dice 2d10}) piercing damage on a failed save, or half as much damage on a successful one. The cloud of insects lasts until initiative count 20 on the next round.\"]},{\"type\":\"item\",\"name\":\"Split the Earth\",\"entries\":[\"A crack appears in the ground within 120 feet of the dragon that is 10 feet long, 10 feet wide, and 20 feet deep. Each creature standing on a spot where the crack opens must succeed on a DC 15 Dexterity saving throw or fall in, taking falling damage. A creature that successfully saves moves with the crack's edge as it opens. The crack remains open for 1 minute, until the dragon uses this lair action again, or until the dragon dies\"]}]}],\"regionalEffects\":[\"The region containing a legendary cave dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Flight of the Beetles\",\"entries\":[\"Swarms of vermin within 1 mile of the lair increase in both size and number as their populations try to survive the dragon's undiscriminating hunger.\"]},{\"type\":\"item\",\"name\":\"Toxic Air\",\"entries\":[\"Once each hour, poisonous and odorless gases fill random passages and caverns for 1 minute, and just as quickly disperse, within 6 miles of the dragon's lair.\"]},{\"type\":\"item\",\"name\":\"Water Underground\",\"entries\":[\"Each time the dragon's temper flares, but no more often than once every 30 days, flash flooding turns tunnels into death traps as tremors create fissures in the stone within 6 miles of the lair. On the surface, ponds drain away, and long-dry creek beds break their banks in flood.\"]}]},\"If the dragon dies, these effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Copper Dragon\",\"source\":\"MM\",\"page\":112,\"additionalSources\":[{\"source\":\"FTD\"}],\"lairActions\":[\"On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:\",{\"type\":\"list\",\"items\":[\"The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the {@spell spike growth} spell and lasts until the dragon uses this lair action again or until the dragon dies.\",\"The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a {@dc 15} Dexterity saving throw or sink into the mud and become {@condition restrained}. A creature can take an action to attempt a {@dc 15} Strength check, freeing itself or another creature within its reach and ending the {@condition restrained} condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20.\"]},{\"type\":\"entries\",\"name\":\"Additional Lair Actions\",\"entries\":[\"At your discretion, a legendary ({@creature Adult Copper Dragon||adult} or {@creature Ancient Copper Dragon||ancient}) copper dragon can use one or both of the following additional lair actions while in its lair:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Laughing Gas\",\"entry\":\"The dragon chooses a point on the ground that it can see within 120 feet of it. A cloud of pink gas fills a 20-foot-radius sphere centered on that point. Each creature in that area that fails a DC 15 Wisdom saving throw is {@condition incapacitated} with laughter until the end of its next turn.\"},{\"type\":\"item\",\"name\":\"Torpid Energy\",\"entry\":\"The dragon chooses a creature it can see within 120 feet of it. If the target fails a DC 15 Constitution saving throw, its speed is halved, and it can't use reactions or bonus actions until the end of its next turn.\"}]}],\"source\":\"FTD\"}],\"regionalEffects\":[\"The region containing a legendary copper dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:\",{\"type\":\"list\",\"items\":[\"Magic carvings of the dragon's smiling visage can be seen worked into stone terrain and objects within 6 miles of the dragon's lair.\",\"Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic while within 1 mile of the dragon's lair. These creatures speak well of the dragon, but can't divulge its whereabouts.\",\"Intelligent creatures within 1 mile of the dragon's lair are prone to fits of giggling. Even serious matters suddenly seem amusing.\"]},\"If the dragon dies, the magic carvings fade over the course of {@dice 1d10} days. The other effects end immediately.\",{\"type\":\"entries\",\"name\":\"Additional Regional Effects\",\"entries\":[\"Either of these effects might appear in the area around a copper dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Distant Melodies\",\"entry\":\"The ethereal music of woodwinds and bells can be heard carried on the wind within 1 mile of the dragon's lair.\"},{\"type\":\"item\",\"name\":\"Starlit Stones\",\"entry\":\"Standing stones are common on hilltops within 1 mile of the dragon's lair. The stones shed dim light in a 10-foot radius at night. (If the dragon dies, the stones remain, but they no longer shed light.)\"}]}],\"source\":\"FTD\"}]},{\"name\":\"Cryonax\",\"source\":\"MaBJoV\",\"page\":97,\"lairActions\":[\"When Cryonax occupies Frostfell, or any area that he has corrupted by inhabiting it for at least a week, he can command the snow and ice around him to take lair actions. On initiative count 20 (losing initiative ties), Cryonax can take a lair action to cause one of the following effects; Cryonax can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[\"Ice and snow explode in radius of 60 feet around Cryonax. This creates a freezing mist full of hail and larger chunks of ice that will heavily obscure the area and last until initiative count 20 of the next round. All creatures within the area of effect take 13 ({@damage 3d8}) cold damage and must make a DC 20 Wisdom saving throw or be {@condition blinded} until initiative count 20 of the next round.\",\"The air freezes in a 120 feet wide (and tall) hemisphere centered around Cryonax. This effect forms hundreds of sharp icicles. These immediately crash to the ground causing 14 ({@damage 4d6}) slashing damage to everyone in the area of effect (the damage is halved if a DC 22 Dexterity saving throw is successful). Afterwards the terrain becomes difficult and anyone falling {@condition prone} within it takes the damage again (no saving throw).\",\"The frozen ground buckles, driving massive chunks of rock and ice into the air. {@dice 1d8} thirty-foot-tall stalagmites will rise into the air and all creatures in a 30-foot radius around Cryonax must make a DC 24 Dexterity saving throw or take 9 ({@damage 2d8}) bludgeoning damage and be knocked {@condition prone}.\"]}],\"regionalEffects\":[\"The region containing Cryonax's lair is warped by his presence, which creates one or more of the following effects:\",{\"type\":\"list\",\"items\":[\"Within ten miles of the lair all water has frozen and any precipitation becomes thick snow and hail instead.\",\"The ground beneath the lair is freezing, causing the earth to buckle and rise. Tremors become common within 5 miles of the lair. After five days any wooden structure or weaker has collapsed; within 10 days stone buildings are destroyed. For every hour in the area there is a 1 in 10 chance that a tremor strikes forcing everyone other than Cryonax to make a DC 22 Dexterity saving throw or be knocked {@condition prone} and suffer 9 ({@damage 2d8}) bludgeoning damage.\",\"Within 1 mile of Cryonax's location inside the lair the air becomes bitterly cold and difficult to breath. Each hour while within this area every living creature must make a DC 15 Constitution saving throw or suffer a level of {@condition exhaustion}.\"]},\"If Cryonax is destroyed or banished back to his home plane, the regional effects fade over the next {@dice 1d10} weeks.\"]},{\"name\":\"Crystal Dragon\",\"source\":\"FTD\",\"page\":171,\"lairActions\":[\"On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Beguiling Whisper\",\"entry\":\"The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be {@condition charmed} by the dragon until initiative count 20 on the next round. A creature {@condition charmed} in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to the creature.\"},{\"type\":\"item\",\"name\":\"Ice Passage\",\"entry\":\"The dragon can open a passage through a wall of ice or snow that is up to 5 feet thick, creating an opening up to 30 feet wide and high.\"},{\"type\":\"item\",\"name\":\"Starlight's Gleam\",\"entry\":\"The dragon chooses a point it can see in the lair. Gleaming starlight radiates from that point to fill a 10-foot-radius sphere with dim light. Each creature other than the dragon in that area when the light appears must succeed on a DC 15 Dexterity saving throw or take 13 ({@damage 2d12}) radiant damage and be outlined in the glow. {@action Attack} rolls made against an outlined creature have advantage, and the creature can't hide or benefit from being {@condition invisible}. The starlight and the glow around any creature fades on initiative count 20 on the next round.\"}]}],\"regionalEffects\":[\"The region surrounding a legendary crystal dragon's lair is altered by the dragon's magic, creating one or more of the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Clear Skies\",\"entry\":\"The skies above a crystal dragon's lair remain clear and free of precipitation unless magically altered. Winds blow lightly, posing little threat to those approaching the lair, and visibility is the best possible for the time of day.\"},{\"type\":\"item\",\"name\":\"Crystal Profusion\",\"entry\":\"Plentiful quartz crystals form in natural stone within 6 miles of the lair, particularly in places where natural light can shine on the crystals.\"},{\"type\":\"item\",\"name\":\"Icy Sight\",\"entry\":\"Ice and quartz within 6 miles of the lair become conduits for the dragon's psionic presence. As an action, the dragon can cast the {@spell clairvoyance} spell, requiring no spell components and targeting any ice or quartz crystals in that region.\"},{\"type\":\"item\",\"name\":\"Positive Energy\",\"entry\":\"Any creature that finishes a long rest within 6 miles of the lair regains two additional spent Hit Dice.\"},{\"type\":\"item\",\"name\":\"Thriving Wildlife\",\"entry\":\"Animal populations flourish within 6 miles of the lair. Ability checks made to forage for food by hunting, fishing, or trapping in that area are made with advantage.\"}]},\"If the dragon dies, the animal population near the lair returns to normal levels over the course of {@dice 1d10} days. The increased Hit Die recovery ends immediately. The existing abundance of quartz crystals remains, but new crystals form at a normal rate.\"]},{\"name\":\"Darkweaver\",\"source\":\"MPP\",\"lairActions\":[\"On initiative count 20 (losing initiative ties), a darkweaver can take one of the following lair actions; the darkweaver can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Extinguish.\",\"entry\":\"All nonmagical flames within 30 feet of the darkweaver are extinguished. In addition, if this area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.\"},{\"type\":\"item\",\"name\":\"Shadow Fears.\",\"entry\":\"The darkweaver instills frightful magic into its webs. Each creature grappled by the darkweaver's Shadow Web must make a DC 15 Wisdom saving throw. On a failed save, the creature has the frightened condition until the end of its next turn.\"},{\"type\":\"item\",\"name\":\"Shadow Step.\",\"entry\":\"If the darkweaver is in dim light or darkness, it teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 60 feet of itself that is in dim light or darkness.\"}]}]},{\"name\":\"Death Tyrant\",\"source\":\"MM\",\"page\":29,\"lairActions\":[\"When fighting inside its lair, a death tyrant can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the death tyrant can take one lair action to cause one of the following effects:\",{\"type\":\"list\",\"items\":[\"An area that is a 50-foot cube within 120 feet of the tyrant is filled with spectral eyes and tentacles. To creatures other than the death tyrant, that area is lightly obscured and {@quickref difficult terrain||3} until initiative count 20 on the next round.\",\"Walls sprout spectral appendages until initiative count 20 on the round after next. Any creature, including one on the Ethereal Plane, that is hostile to the tyrant and starts its turn within 10 feet of a wall must succeed on a {@dc 17} Dexterity saving throw or be {@condition grappled}. Escaping requires a successful {@dc 17} Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check.\",\"A spectral eye opens in the air at a point within 50 feet of the tyrant. One random eye ray of the tyrant shoots from that eye, which is considered to be an ethereal source, at a target of the tyrant's choice. The eye then closes and disappears.\"]},\"The death tyrant can't repeat an effect until all three have been used, and it can't use the same effect on consecutive rounds.\"],\"regionalEffects\":[\"A region containing a death tyrant's lair is warped by the creature's unnatural presence, which creates one or more of the following effects:\",{\"type\":\"list\",\"items\":[\"Creatures within 1 mile of the tyrant's lair sometimes feel as if they're being watched even when they aren't.\",\"When a creature hostile to the tyrant and aware of its existence finishes a long rest within 1 mile of the tyrant's lair, roll a {@dice d20} for that creature. On a roll of 10 or lower, the creature is subjected to one random eye ray of the tyrant.\"]},\"If the death tyrant dies, these effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Deep Dragon\",\"source\":\"FTD\",\"page\":174,\"lairActions\":[\"On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Deep Torpor\",\"entry\":\"The dragon casts the {@spell slow} spell, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 16). The spell ends early if the dragon uses this lair action again or if the dragon dies.\"},{\"type\":\"item\",\"name\":\"Mossy Sludge\",\"entry\":\"The dragon conjures sludge-like moss that briefly covers surfaces in the lair. The ceiling, floor, and walls of the lair become {@quickref difficult terrain||3} until initiative count 20 on the next round.\"},{\"type\":\"item\",\"name\":\"Toxic Spores\",\"entry\":\"The dragon fills a 20-foot cube it can see within 120 feet of itself with toxic spores. Each creature in that area must succeed on a DC 15 Constitution saving throw or take 14 ({@damage 4d6}) poison damage and be {@condition poisoned} until the end of its next turn.\"}]}],\"regionalEffects\":[\"The region surrounding a legendary deep dragon's lair is altered by the dragon's magic, creating one or more of the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Preservation of Knowledge\",\"entry\":\"Books, letters, and any other physical forms of writing within 6 miles of the dragon's lair become magically charged and can't be damaged by nonmagical means.\"},{\"type\":\"item\",\"name\":\"Restless Sleep\",\"entry\":\"When a creature finishes a long rest within 6 miles of the lair, the creature must first succeed on a DC 10 Constitution saving throw or be unable to reduce its level of {@condition exhaustion}. Creatures immune to the {@condition poisoned} condition are immune to this effect.\"},{\"type\":\"item\",\"name\":\"Verdant Growth\",\"entry\":\"Vegetation and fungi within 6 miles of the dragon's lair grow faster and cover a greater area than they normally would. Foraging in this area yields twice the usual amount of food.\"}]},\"If the dragon dies, these effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Demilich\",\"source\":\"MM\",\"page\":48,\"lairActions\":[\"On initiative count 20 (losing initiative ties), the demilich rolls a {@dice d20}. On a result of 11 or higher, the demilich takes a lair action to cause one of the following effects. It can't use the same effect two rounds in a row.\",{\"type\":\"list\",\"items\":[\"The tomb trembles violently for a moment. Each creature on the floor of the tomb must succeed on a {@dc 19} Dexterity saving throw or be knocked {@condition prone}.\",\"The demilich targets one creature it can see within 60 feet of it. An {@spell antimagic field} fills the space of the target, moving with it until initiative count 20 on the next round.\",\"The demilich targets any number of creatures it can see within 30 feet of it. No target can regain hit points until initiative count 20 on the next round.\"]}],\"regionalEffects\":[\"A demilich's tomb might have any or all of the following effects in place:\",{\"type\":\"list\",\"items\":[\"The first time a non-evil creature enters the tomb's area, the creature takes 16 ({@damage 3d10}) necrotic damage.\",\"Monsters in the tomb have advantage on saving throws against being {@condition charmed} or {@condition frightened}, and against features that turn undead.\",\"The tomb is warded against the magical travel of creatures the demilich hasn't authorized. Such creatures can't teleport into or out of the tomb's area or use planar travel to enter or leave it. Effects that allow teleportation or planar travel work within the tomb as long as they aren't used to leave or enter the tomb's area.\"]},\"If the demilich is destroyed, these effects fade over the course of 10 days.\"]},{\"name\":\"Demogorgon\",\"source\":\"MPMM\",\"page\":90,\"lairActions\":[\"On initiative count 20 (losing initiative ties), Demogorgon can take one of the following lair actions; he can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Darkness\",\"entries\":[\"Demogorgon casts the {@spell darkness} spell four times, targeting different areas with the spell. Demogorgon doesn't need to concentrate on the spells, which end on initiative count 20 of the next round.\"]},{\"type\":\"item\",\"name\":\"Illusory Duplicate\",\"entries\":[\"Demogorgon creates an illusory duplicate of himself, which appears in his space and lasts until initiative count 20 of the next round. On his turn, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or an object interacts physically with Demogorgon (for example, by hitting him with an attack), there is a {@chance 50} chance that the illusory duplicate is affected, not Demogorgon, in which case the illusion disappears.\"]}]}],\"regionalEffects\":[\"The region containing Demogorgon's lair is warped by his magic, creating one or more of the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Beguiling Realm\",\"entries\":[\"Within 6 miles of the lair, all Charisma ({@skill Persuasion}) and Charisma ({@skill Performance}) checks have disadvantage, and all Charisma ({@skill Deception}) and Charisma ({@skill Intimidation}) checks have advantage.\"]},{\"type\":\"item\",\"name\":\"Frenzied Animals\",\"entries\":[\"Beasts within 1 mile of the lair become frenzied and violent—even creatures that are normally docile. Within that area, any ability check involving Animal Handling has disadvantage.\"]},{\"type\":\"item\",\"name\":\"Venomous Beasts\",\"entries\":[\"The area within 6 miles of the lair becomes overpopulated with {@creature poisonous snake|MM|poisonous snakes} and other venomous Beasts.\"]}]},\"If Demogorgon dies, these effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Demogorgon\",\"source\":\"MTF\",\"page\":144,\"lairActions\":[\"On Initiative count 20 (losing initiative ties), Demogorgon can take a lair action to cause one of the following effects: Demogorgon can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[\"Demogorgon creates an illusory duplicate of himself, which appears in his own space and lasts until initiative count 20 of the next round. On his turn, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or object interacts physically with Demogorgon (for example, hitting him with an attack), there is a {@chance 50} chance that it is the illusory duplicate that is being affected, not Demogorgon himself, in which case the illusion disappears.\",\"Demogorgon casts the {@spell darkness} spell four times at its lowest level, targeting different areas with the spell. Demogorgon doesn't need to concentrate on the spells, which end on initiative count 20 of the next round.\"]}],\"regionalEffects\":[\"The region containing Demogorgon's lair is warped by his magic, creating one or more of the following effects:\",{\"type\":\"list\",\"items\":[\"The area within 6 miles of the lair becomes overpopulated with lizards, poisonous snakes, and other venomous beasts.\",\"Beasts within 1 mile of the lair become violent and crazed-even creatures that are normally docile.\",\"If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a {@dc 23} Wisdom saving throw or descend into a madness determined by the Madness of Demogorgon table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.\"]},\"If Demogorgon dies, these effects fade over the course of {@dice 1d10} days.\",{\"type\":\"entries\",\"name\":\"Madness of Demogorgon\",\"entries\":[\"If a creature goes mad in Demogorgon's lair or within line of sight of the demon lord, roll on the Madness of Demogorgon table to determine the nature of the madness, which is a character flaw that lasts until cured. See the {@book Dungeon Master's Guide|dmg|8|madness} for more on madness.\",{\"type\":\"table\",\"caption\":\"Madness of Demogorgon\",\"colLabels\":[\"d100\",\"Flaw (lasts until cured)\"],\"colStyles\":[\"col-1\",\"col-11\"],\"rows\":[[\"01–20\",\"\\\"Someone is plotting to kill me. I need to strike first to stop them!\\\"\"],[\"21–40\",\"\\\"There is only one solution to my problems: kill them all!\\\"\"],[\"41–60\",\"\\\"There is more than one mind inside my head.\\\"\"],[\"61–80\",\"\\\"If you don't agree with me, I'll beat you into submission to get my way.\\\"\"],[\"81–00\",\"\\\"I can't allow anyone to touch anything that belongs to me. They might try to take it away from me!\\\"\"]]}]}]},{\"name\":\"Demon Lord Mechuiti\",\"source\":\"ToB1-2023\",\"lairActions\":[\"On initiative count 20 (losing initiative ties), Mechuiti takes a lair action to cause one of the following effects; Mechuiti can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Searing Torment\",\"entries\":[\"The pain of all creatures other than demons within 120 feet of Mechuiti is intensified. Until initiative count 20 on the next round, each time a creature within 120 feet of Mechuiti takes damage, it must succeed on a DC 24 Constitution saving throw or be stunned until the end of its next turn.\"]},{\"type\":\"item\",\"name\":\"Split the Earth\",\"entries\":[\"A small fissure of lava opens beneath one creature Mechuiti can see within 120 feet of him. The target must make a DC 24 Dexterity saving throw, taking 28 ({@dice 8d6}) fire damage on a failed save, or half as much damage on a successful one.\"]},{\"type\":\"item\",\"name\":\"Toxic Gases\",\"entries\":[\"Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point Mechuiti can see within 120 feet of him. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 24 Constitution saving throw or be poisoned until the end of its next turn. While poisoned in this way, a creature is incapacitated.\"]},{\"type\":\"item\",\"name\":\"Tremor\",\"entries\":[\"The whole volcano trembles and shakes. Each creature that isn't a demon and that is on a solid surface must succeed on a DC 24 Dexterity saving throw or be knocked prone. All ground in the volcano becomes difficult terrain for creatures that aren't demons until initiative count 20 on the next round.\"]}]}],\"regionalEffects\":[\"The region containing Mechuiti's lair is warped by his presence, which creates one or more of the following effects:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Dream Calling\",\"entries\":[\"When a creature with an Intelligence score of 10 or higher sleeps within 3 miles of the lair, it dreams of Mechuiti. The creature must succeed on a DC 15 Wisdom saving throw when it wakes or be compelled to seek out Mechuiti's cult.\"]},{\"type\":\"item\",\"name\":\"Pyroclastic Venting\",\"entries\":[\"Mechuiti can make the volcano erupt no more than every 7 days. When he does, a cloud of hot ashes and smoke covers the area within 6 miles of the volcano, and magma flows from the volcano's cone.\"]},{\"type\":\"item\",\"name\":\"Unpotable Water\",\"entries\":[\"Water within 1 mile of the lair carries disease. A creature that isn't a demon or behtu that drinks the water must succeed on a DC 15 Constitution saving throw or become infected with a disease and be poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hp maximum by 5 ({@dice 2d4}) on a failure. The disease is cured on a success. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hp maximum to 0.\"]}]},\"If Mechuiti dies, these effects fade immediately.\"]},{\"name\":\"Demon Lord Qorgeth\",\"source\":\"ToB1-2023\",\"lairActions\":[\"On initiative count 20 (losing initiative ties), Qorgeth takes a lair action to cause one of the following effects; Qorgeth can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Collapse Passage\",\"entries\":[\"A section of ceiling in the lair collapses, raining debris onto a point Qorgeth can see within 120 feet of it. Each creature within 20 feet of that point must succeed on a DC 21 Dexterity saving throw or take 18 ({@dice 4d8}) bludgeoning damage and be restrained by the debris. A creature, including the restrained creature, can use an action to free the restrained creature by succeeding on a DC 21 Strength check.\"]},{\"type\":\"item\",\"name\":\"Warp Reality\",\"entries\":[\"Until initiative count 20 on the next round, Qorgeth twists space through the tunnels of its lair. A creature that isn't a demon that tries to move must succeed on a DC 21 Charisma saving throw or move half its speed in a random direction before getting its bearings; it can then finish moving as it wants.\"]},{\"type\":\"item\",\"name\":\"Worm Infestation\",\"entries\":[\"Thick tangles of demonic worms erupt from the floor, wall, or ceiling near up to three creatures Qorgeth can see within 60 feet of it. Qorgeth commands the tangles to make one melee attack roll (+11 to hit) against each target before disappearing. On a hit, the target takes 14 ({@dice 4d6}) piercing damage.\"]}]}],\"regionalEffects\":[\"The region containing Qorgeth's lair is warped by the demon lord's magic, which creates one or more of the following effects:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Rapid Rot\",\"entries\":[\"Dead bodies within 1 mile of the lair decay quickly. Any corpse is reduced to bones in 24 hours. Magic that prevents decay staves off this decomposition normally. Anointing the body with holy water prevents decomposition for 1 day but no longer.\"]},{\"type\":\"item\",\"name\":\"Spoiled Supplies\",\"entries\":[\"Within 1 mile of the lair, food rots and spontaneously erupts with maggots. One day's worth of food carried by creatures spoils every 24 hours the creature remains in the area. Creatures can't forage for food in this area.\"]},{\"type\":\"item\",\"name\":\"Wormhome\",\"entries\":[\"Tunnels within 5 miles of the lair attract all manner of worms and vermin, including purple worms. These creatures are ravenous and violent.\"]}]},\"If Qorgeth dies, conditions in the area surrounding the lair return to normal over the course of {@dice 1d10} days.\"]},{\"name\":\"Dispater\",\"source\":\"CoA\",\"page\":222,\"_copy\":{\"name\":\"Archdevil\",\"source\":\"CoA\",\"_mod\":{\"lairActions\":{\"mode\":\"prependArr\",\"items\":[\"On initiative count 20 (losing initiative ties), Dispater can take one lair action to cause the following effect or one from the archdevil lair action list (page 214); he can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Buckle\",\"entries\":[\"The area in a 120-foot-radius around Dispater bends and twists, becoming {@quickref difficult terrain||3}. Dispater's Superheat Metal ability is recharged.\"]}]}]}}},\"regionalEffects\":[\"The region containing Dispater's lair is corrupted by his presence, which creates the following effect:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Din\",\"entries\":[\"Within 6 miles of the lair, the sound of metal working is near inescapable. Any creature attempting a short or long rest may do so, but must make a {@dc 21} Constitution saving throw afterwards. Failure negates any benefits of the rest.\"]}]},\"If Dispater dies, the effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Drow Matron Mother\",\"source\":\"MPMM\",\"page\":104,\"lairActions\":[\"On initiative count 20 (losing initiative ties), the drow can take one of the following lair actions when in her lair; she can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Perceive Interlopers\",\"entries\":[\"The drow projects her mind throughout her lair, marking any potential threats against her or her retinue. Until initiative count 20 of the next round, hostile creatures within the lair can't become hidden from her and gain no benefit from the {@condition invisible} condition against her.\"]},{\"type\":\"item\",\"name\":\"Spectral Web\",\"entries\":[\"A glistening spectral spider web erupts from a point the drow can see within 120 feet of her. Each creature within 60 feet of that point must succeed a {@dc 19} Dexterity saving throw or be {@condition restrained} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"type\":\"item\",\"name\":\"Telekinetic Throw\",\"entries\":[\"The drow targets one creature she can see within 60 feet of her and attempts to expel it from her presence. The target must succeed on a {@dc 19} Strength saving throw or be flung {@dice 2d6 × 10} feet through the air. A creature smashed into a solid object takes {@damage 1d6} bludgeoning damage for every 10 feet moved. If released in midair, the creature takes falling damage as normal.\"]}]}]},{\"name\":\"Dyrrn\",\"source\":\"ERLW\",\"page\":288,\"lairActions\":[\"While within the Palace of Sinew, Dyrrn can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Dyrrn can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[\"Dyrrn uses its Corruption action.\",\"A 30-foot-square area of ground within 120 feet of Dyrrn sprouts tentacles until initiative count 20 on the next round. Any creature that starts or ends its turn in the area must succeed on a {@dc 23} Strength saving throw or be {@condition restrained}. A creature can escape the tentacles with a successful {@dc 23} Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check as an action.\",\"Each creature of Dyrrn's choice that it can see within 120 feet of it must succeed on a {@dc 23} Wisdom saving throw or take 26 ({@damage 4d12}) psychic damage. Unless the target has immunity to psychic damage, its Intelligence score is reduced by {@dice 1d4} each time it fails the saving throw for this lair action. The target dies if its Intelligence score is reduced to 0. The reduction lasts until the target finishes a short or long rest.\"]}],\"regionalEffects\":[\"A region containing a passage to Dyrrn's lair is warped in one or more of these ways:\",{\"type\":\"list\",\"items\":[\"Plants and animals raised within 2 mile of the passage have twisted, aberrant forms. Use the Daelkyr Modifications table for inspiration.\",\"Creatures within 1 mile of the passage frequently feel as if something is crawling under their skin.\",\"If a humanoid spends at least 1 hour within 1 mile of the passage, that creature must succeed on a {@dc 22} Wisdom saving throw or descend into a type of madness (see \\\"Madness of Dyrrn\\\" below). A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.\"]},\"If Dyrrn dies, these effects fade away after {@dice 1d10} days.\",{\"type\":\"entries\",\"name\":\"Madness of Dyrrn\",\"entries\":[\"If a creature goes mad in Dyrrn's lair or while it can see the daelkyr, it gains a form of indefinite madness. Roll on the Madness of Dyrrn table to determine the nature of this madness, which takes the form of a character flaw that lasts until cured. Chapter 8 of the {@book Dungeon Master's Guide|DMG} has more information on madness.\",{\"type\":\"table\",\"caption\":\"Madness of Dyrrn\",\"colLabels\":[\"d6\",\"Flaw (lasts until cured)\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"\\\"There's an illithid parasite living in my brain!\\\"\"],[\"2\",\"\\\"I can feel myself evolving into an aberration.\\\"\"],[\"3\",\"\\\"Aberrations are the only natural things.\\\"\"],[\"4\",\"\\\"A part of me has become a conscious entity.\\\"\"],[\"5\",\"\\\"My opponents must bow down to a mind flayer!\\\"\"],[\"6\",\"\\\"Dyrrn and the mind flayers simply want to unite all sentient creatures in collective consciousness. And I receive messages from the group mind!\\\"\"]]}]}]},{\"name\":\"Elder Brain\",\"source\":\"MPMM\",\"page\":120,\"lairActions\":[\"On initiative count 20 (losing initiative ties), an elder brain can take one of the following lair actions; the elder brain can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Force Wall\",\"type\":\"item\",\"entries\":[\"The elder brain casts {@spell wall of force}.\"]},{\"name\":\"Psionic Anchor\",\"type\":\"item\",\"entries\":[\"The elder brain targets one creature it can sense within 120 feet of it and anchors it by sheer force of will. The target must make a {@dc 18} Charisma saving throw. On a failed save, its speed is reduced to 0, and it can't teleport. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Psychic Inspiration\",\"type\":\"item\",\"entries\":[\"The elder brain targets one friendly creature it can sense within 120 feet of it. The target has a flash of inspiration and gains advantage on one attack roll, ability check, or saving throw it makes before the end of its next turn.\"]}]}],\"regionalEffects\":[\"The territory within 5 miles of an elder brain is altered by the creature's psionic presence, which creates one or more of the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Paranoia\",\"type\":\"item\",\"entries\":[\"Creatures within 5 miles of an elder brain feel as if they are being followed, even when they're not.\"]},{\"name\":\"Psychic Whispers\",\"type\":\"item\",\"entries\":[\"Any creature with which the elder brain has formed a psychic link hears faint, incomprehensible whispers in the deepest recesses of its mind. This psychic detritus consists of the elder brain's stray thoughts commingled with those of other creatures to which it is linked.\"]},{\"name\":\"Telepathic Eavesdropping\",\"type\":\"item\",\"entries\":[\"The elder brain can overhear any telepathic conversation within 5 miles of it. The creature that initiated the telepathic conversation makes a {@dc 18} Wisdom saving throw when telepathic contact is first established. If the save is successful, the creature is aware that something is eavesdropping. The nature of the eavesdropper isn't revealed.\"]}]},\"If the elder brain dies, these effects immediately end.\"]},{\"name\":\"Elder Brain\",\"source\":\"VGM\",\"page\":173,\"lairActions\":[\"When fighting inside its lair, an elder brain can use lair actions. On initiative count 20 (losing initiative ties), an elder brain can take one lair action to cause one of the following effects; the elder brain can't use the same lair action two rounds in a row:\",{\"type\":\"list\",\"items\":[\"The elder brain casts {@spell wall of force}.\",\"The elder brain targets one friendly creature it can sense within 120 feet of it. The target has a flash of inspiration and gains advantage on one attack roll, ability check, or saving throw it makes before the end of its next turn. If the target doesn't or can't use this benefit in that time, the inspiration is lost.\",\"The elder brain targets one creature it can sense within 120 feet of it and anchors it by sheer force of will. The target must succeed on a {@dc 18} Charisma saving throw or be unable to leave its current space. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}],\"regionalEffects\":[\"The territory within 5 miles of an elder brain is altered by the creature's psionic presence, which creates one or more of the following effects:\",{\"type\":\"list\",\"items\":[\"Creatures within 5 miles of an elder brain feel as if they are being followed, even when they are not.\",\"The elder brain can overhear any telepathic conversation happening within 5 miles of it. The creature that initiated the telepathic conversation makes a {@dc 18} Wisdom ({@skill Insight}) check when telepathic contact is first established. If the check succeeds, the creature is aware that something is eavesdropping on the conversation. The nature of the eavesdropper isn't revealed, and the elder brain can't participate in the telepathic conversation unless it has formed a psychic link with the creature that initiated it.\",\"Any creature with which the elder brain has formed a psychic link hears faint, incomprehensible whispers in the deepest recesses of its mind. This psychic detritus consists of the elder brain's stray thoughts commingled with those of other creatures to which it is linked.\"]},\"If the elder brain dies, these effects immediately end.\"]},{\"name\":\"Emerald Dragon\",\"source\":\"FTD\",\"page\":196,\"lairActions\":[\"On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Beguiling Whisper\",\"entry\":\"The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be {@condition charmed} by the dragon until initiative count 20 on the next round. A creature {@condition charmed} in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to the creature.\"},{\"type\":\"item\",\"name\":\"Distort Perceptions\",\"entry\":\"The dragon attempts to alter the perceptions of one creature it can see within its lair. That creature must succeed on a DC 15 Intelligence saving throw or take 22 ({@damage 4d10}) psychic damage and have disadvantage on saving throws until the start of its next turn.\"},{\"type\":\"item\",\"name\":\"Vanish\",\"entry\":\"The dragon becomes {@condition invisible} until initiative count 20 on the next round.\"}]}],\"regionalEffects\":[\"The region surrounding a legendary emerald dragon's lair is altered by the dragon's magic, creating one or more of the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Crystal Profusion\",\"entry\":\"Natural stone within 6 miles of the lair grows plentiful crystal formations and veins of emerald gemstones.\"},{\"type\":\"item\",\"name\":\"Fiery Sight\",\"entry\":\"Fire and lava within 6 miles of the lair become conduits for the dragon's psionic presence. As an action, the dragon can cast the {@spell clairvoyance} spell, requiring no spell components and targeting any area of fire or lava in that region.\"},{\"type\":\"item\",\"name\":\"Subtle Obstruction\",\"entry\":\"Rocks within 6 miles of the dragon's lair sometimes move of their own accord, usually when no one is watching. Often the rocks obstruct the approach to the emerald dragon's lair, with boulders moving to block narrow defiles, way-markers tumbling off the path, or smaller stones shifting beneath travelers' feet to send them tumbling down slopes or into rivers.\"},{\"type\":\"item\",\"name\":\"Thriving Wildlife\",\"entry\":\"{@creature Giant lizard||Giant lizards} are attracted to the area within 6 miles of the lair and settle there in large numbers.\"}]},\"If the dragon dies, the population of giant lizards near the lair returns to normal levels over the course of {@dice 1d10} days. Rocks immediately stop moving of their own accord. The existing abundance of crystals and emeralds remains, but new ones form at a normal rate.\"]},{\"name\":\"Faerie Dragon\",\"source\":\"FTD\",\"page\":118,\"lairActions\":[\"As they are presented in the {@book Monster Manual|MM}, faerie dragons don't have access to lair actions while in their lairs. At your discretion, a {@creature Faerie Dragon (Green)||green} or {@creature Faerie Dragon (Violet)||older faerie dragon} can take one of the following lair actions on initiative count 20 (losing initiative ties):\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Chaotic Aura\",\"entry\":\"The faerie dragon creates misdirecting currents of air and magic around itself. Until initiative count 20 on the next round, whenever a ranged attack roll misses the dragon, reroll the attack against a random creature within 30 feet of the dragon that doesn't have {@quickref Cover||3||total cover} against the attack.\"},{\"type\":\"item\",\"name\":\"Grasping Plants\",\"entry\":\"The faerie dragon causes roots and vines to temporarily grow around it; until initiative count 20 on the next round, the ground within 20 feet of the dragon is {@book difficult terrain|PHB|8|Difficult Terrain}.\"}]}],\"regionalEffects\":[\"The region containing a faerie dragon's lair can be transformed by its presence, creating one or more of the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Compulsory Offering\",\"entry\":\"The first time a creature comes within 1 mile of the faerie dragon's lair, the creature must succeed on a DC 15 Wisdom saving throw or feel an overwhelming compulsion to leave an offering worth at least 5 gp stashed in an out-of-the-way place. The dragon immediately senses the location of this gift. A creature can be affected only once by this compulsion.\"},{\"type\":\"item\",\"name\":\"Malleable Time\",\"entry\":\"Time is fluid within 1 mile of the faerie dragon's lair, flowing somewhere between half and twice its normal speed.\"},{\"type\":\"item\",\"name\":\"Mischief Afoot\",\"entry\":\"Sapient creatures that spend a year within 5 miles of the faerie dragon's lair feel the persistent urge to play pranks on others.\"}]},\"If the faerie dragon dies, these effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Fazrian\",\"source\":\"WDMM\",\"page\":275,\"lairActions\":[\"Unless he is {@condition incapacitated}, Fazrian can take one of the following lair actions on initiative count 20 (losing initiative ties) while on the Terminus Level:\",{\"type\":\"list\",\"items\":[\"Blood flows from Fazrian's eyes until initiative count 20 on the next round. No creature within 120 feet of the planetar can regain hit points until the effect ends.\",\"Fazrian's eyes become smoldering black voids until initiative count 20 on the next round. All other creatures within 120 feet of the planetar have disadvantage on saving throws until the effect ends.\",\"Blinding magical light springs from Fazrian's eyes until initiative count 20 on the next round. If a creature starts its turn within 120 feet of the planetar and the two of them can see each other, Fazrian can force the creature to make a {@dc 20} Constitution saving throw. On a failed save, the creature is {@condition blinded}. The blindness lasts until the creature receives a {@spell lesser restoration} spell or similar magic.\"]}]},{\"name\":\"Fierna\",\"source\":\"CoA\",\"page\":225,\"_copy\":{\"name\":\"Archdevil\",\"source\":\"CoA\",\"_mod\":{\"lairActions\":{\"mode\":\"prependArr\",\"items\":[\"On initiative count 20 (losing initiative ties), Fierna can take one lair action to cause the following effect or one from the archdevil lair action list (page 214); she can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Fiery Reversal\",\"entries\":[\"Fierna exchanges places with a creature she can see within 30 feet of her. Both her old location and her new location erupt into flames that persist for 1 minute. Anyone entering either flame must succeed on a {@dc 21} Constitution saving throw or take 28 ({@damage 8d6}) fire damage.\"]}]}]}}},\"regionalEffects\":[\"The region containing Fierna's lair is corrupted by her presence, which creates the following effect:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Smoke-cloud\",\"entries\":[\"A vast fog rises 3 feet above ground within 1 mile of the lair, completely obscuring the ground. Any creature having the prone condition at the start of their turn must succeed on a {@dc 22} Constitution saving throw or take 7 ({@damage 2d12}) necrotic damage from choking on the noxious fumes.\"]}]},\"If Fierna dies, the effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Flame Dragon\",\"source\":\"ToB1-2023\",\"lairActions\":[\"On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Blinding Smoke\",\"entries\":[\"A cloud of smoke swirls in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners, and the area is lightly obscured. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"type\":\"item\",\"name\":\"Curtain of Fire\",\"entries\":[\"A wall of fire rises up from the ground within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, can take any shape the dragon wants, and is opaque. When the wall appears, each creature in its area must succeed on a DC 15 Dexterity saving throw or take 21 ({@dice 6d6}) fire damage. Each creature that enters the wall for the first time on a turn or ends its turn there takes 21 ({@dice 6d6}) fire damage. The wall is extinguished when the dragon uses this lair action again or when the dragon dies.\"]},{\"type\":\"item\",\"name\":\"Volcanic Debris\",\"entries\":[\"The ground erupts with volcanic force at a point the dragon can see within 120 feet of it. Any creature within 20 feet of the point must make succeed on a DC 15 Dexterity saving throw or be knocked prone and buried under rock and debris. The buried creature is restrained and can't breathe or stand up. A creature, including the buried creature, can take an action to free the buried creature by succeeding on a DC 15 Strength check.\"]}]}],\"regionalEffects\":[\"The region containing a legendary flame dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Extreme Heat\",\"entries\":[\"Temperatures rise within 6 miles of the lair, causing most water sources to dry up and all but the hardiest plants to wither.\"]},{\"type\":\"item\",\"name\":\"Fiery Tempers\",\"entries\":[\"Arguments and misunderstandings erupt easily within 6 miles of the lair. Friendships are easily broken and criminal acts are common.\"]},{\"type\":\"item\",\"name\":\"Superheated Fumaroles\",\"entries\":[\"Sulfur geysers dot the landscape within 1 mile of the dragon's lair, making the area inhospitable for most plants and creatures.\"]}]},\"If the dragon dies, Fiery Tempers disappears immediately, and temperatures return to normal within {@dice 1d10} days. Any geysers remain where they are.\"]},{\"name\":\"Fraz-Urb'luu\",\"source\":\"MPMM\",\"page\":129,\"lairActions\":[\"On initiative count 20 (losing initiative ties), FrazUrb'luu can take one of the following lair actions when in his lair; he can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Conjure Walls and Doors\",\"type\":\"item\",\"entries\":[\"Fraz-Urb'luu causes up to five doors within the lair to become walls and an equal number of doors to appear on walls where there previously were none.\"]},{\"name\":\"Psychic Anguish\",\"type\":\"item\",\"entries\":[\"Fraz-Urb'luu creates a wave of anguish. Each creature he can see within the lair must succeed on a {@dc 23} Wisdom saving throw or take 33 ({@damage 6d10}) psychic damage.\"]},{\"name\":\"Simulacrum\",\"type\":\"item\",\"entries\":[\"Fraz-Urb'luu chooses one Humanoid within the lair and instantly creates a simulacrum of that creature (as if created with the {@spell simulacrum} spell). This simulacrum obeys Fraz-Urb'luu's commands and is destroyed on the next initiative count 20.\"]}]}],\"regionalEffects\":[\"The region containing Fraz-Urb'luu's lair is warped by his magic, creating one or more of the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Beguiling Realm\",\"type\":\"item\",\"entries\":[\"Within 6 miles of the lair, all Charisma ({@skill Persuasion}) and Wisdom ({@skill Insight}) checks have disadvantage, and all Charisma ({@skill Deception}) and Charisma ({@skill Performance}) checks have advantage.\"]},{\"name\":\"Nostalgic Pangs\",\"type\":\"item\",\"entries\":[\"Sapient creatures within 1 mile of the lair frequently see hallucinations of long-dead friends and comrades that vanish after only a brief glimpse.\"]},{\"name\":\"Twisted Paths\",\"type\":\"item\",\"entries\":[\"Roads and paths within 6 miles of the lair twist and turn back on themselves, making navigation in the area exceedingly difficult.\"]}]},\"If Fraz-Urb'luu dies, these effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Fraz-Urb'luu\",\"source\":\"MTF\",\"page\":146,\"lairActions\":[\"On Initiative count 20 (losing initiative ties), Fraz-Urb'luu can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[\"Fraz-Urb'luu causes up to 5 doors within the lair to become walls, and an equal number of doors to appear on walls where there previously were none.\",\"Fraz-Urb'luu chooses one humanoid within the lair and instantly creates a simulacrum of that creature (as if created with the {@spell simulacrum} spell). This simulacrum obeys Fraz-Urb'luu's commands and is destroyed on the next initiative count 20.\",\"Fraz-Urb'luu creates a {@item wave} of anguish. Each creature he can see within the lair must succeed on a {@dc 23} Wisdom saving throw or take 33 ({@damage 6d10}) psychic damage.\"]}],\"regionalEffects\":[\"The region containing Fraz-Urb'luu's lair is warped by his magic, creating one or more of the following effects:\",{\"type\":\"list\",\"items\":[\"Intelligent creatures within 1 mile of the lair frequently see hallucinations of long-dead friends and comrades that vanish after only a brief glimpse.\",\"Roads and paths within 6 miles of the lair twist and turn back on themselves, making navigation in the area exceedingly difficult.\",\"If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a {@dc 23} Wisdom saving throw or descend into a madness determined by the Madness of Fraz-Urb'luu table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.\"]},\"If Fraz-Urb'luu dies, these effects fade over the course of {@dice 1d10} days.\",{\"type\":\"entries\",\"name\":\"Madness of Fraz-Urb'luu\",\"entries\":[\"If a creature goes mad in Fraz-Urb'luu's lair or within line of sight of the demon lord, roll on the Madness of Fraz-Urb'luu table to determine the nature of the madness, which is a character flaw that lasts until cured. See the {@book Dungeon Master's Guide|dmg|8|madness} for more on madness.\",{\"type\":\"table\",\"caption\":\"Madness of Fraz-Urb'luu\",\"colLabels\":[\"d100\",\"Flaw (lasts until cured)\"],\"colStyles\":[\"col-1\",\"col-11\"],\"rows\":[[\"01–20\",\"\\\"I never let anyone know the truth about my actions or intentions, even if doing so would be beneficial to me.\\\"\"],[\"21–40\",\"\\\"I have intermittent hallucinations and fits of catatonia.\\\"\"],[\"41–60\",\"\\\"My mind wanders as I have elaborate fantasies that have no bearing on reality. When I return my focus to the world, I have a hard time remembering that it was just a daydream.\\\"\"],[\"61–80\",\"\\\"I convince myself that things are true, even in the face of overwhelming evidence to the contrary.\\\"\"],[\"81–00\",\"\\\"My perception of reality doesn't match anyone else's. It makes me prone to violent delusions that make no sense to anyone else.\\\"\"]]}]}]},{\"name\":\"Froghemoth Elder\",\"source\":\"QftIS\",\"lairActions\":[\"On initiative count 20 (losing initiative ties), the froghemoth can take one of the following lair actions; the froghemoth can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Croak\",\"entry\":\"The froghemoth lets out an ear-splitting croak. Each creature within 30 feet of it must make a DC 18 Wisdom saving throw. On a failed save, the creature has the deafened and frightened conditions until the end of its next turn.\"},{\"type\":\"item\",\"name\":\"Hypnotic Visions\",\"entry\":\"One creature of the froghemoth's choice within 60 feet of it must make a DC 15 Wisdom saving throw. On a failed save, the target is mesmerized by otherworldly visions and has the charmed condition until the end of the target's next turn. While charmed in this way, the target has the incapacitated condition, and its speed is 0.\"}]}],\"regionalEffects\":[\"The region within 1 mile of a froghemoth elder's lair is altered by the froghemoth's unearthly presence, creating one or more of the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Alien Flora\",\"entry\":\"Strange, invasive plants with bright colors and odd patterns sprout up around the lair.\"},{\"type\":\"item\",\"name\":\"Mutations\",\"entry\":\"Wildlife encountered near the lair often sport mutations, such as extra limbs or eyes, glowing secretions, or vestigial tentacles.\"}]},\"If the froghemoth elder dies, these effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Gar Shatterkeel\",\"source\":\"LR\",\"page\":18,\"lairActions\":[\"Gar can employ lair actions while he's within the coral mountain.\",\"On initiative count 20 (losing initiative ties), Gar Shatterkeel takes a lair action to cause one of the following effects; Gar can't use the same effect two rounds in a row.\",{\"type\":\"list\",\"items\":[\"Gar may teleport anywhere within the coral mountain, bringing up to five willing creatures with him.\",\"The coral in a 60-foot radius grows rapidly around creatures inside the coral mountain. Each creature must succeed on a {@dc 18} Strength saving throw or become {@condition restrained}. Restrained creatures can take an action on their turn to make a {@dc 18} Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check to free themselves. This effect lasts for 1 minute unless dispelled (it counts as a 6th level spell), and doesn't require Gar to maintain {@status concentration}. Gar Shatterkeel and any creatures he designates are immune to this effect.\",\"Up to five corpses that Gar can see within 60 feet rise up as {@creature drowned blade|GoS|drowned blades} and attack anyone Gar directs them to on his turn.\"]}]},{\"name\":\"Gar Shatterkeel\",\"source\":\"PotA\",\"page\":208,\"lairActions\":[\"If Gar is in the water node while {@creature Olhydra|PotA} isn't, he can take lair actions. On initiative count 20 (losing initiative ties), Gar uses a lair action to use his Multiattack or cast one of his spells, up to 3rd level, without using components or a spell slot. He can't cast the same spell two rounds in a row, but he can continue to concentrate on a spell he previously cast using a lair action. He can take no other lair actions while {@status concentration||concentrating} on a spell cast as a lair action. His favorite use of this capability is casting {@spell inflict wounds} or {@spell call lightning}.\",\"If Gar casts {@spell cure wounds} using this lair action, he regains the maximum number of hit points from the spell (28).\"]},{\"name\":\"Gegazol\",\"source\":\"GHLoE\",\"lairActions\":[\"On initiative count 20 (losing initiative ties), Gegazol takes a lair action to cause one of the following effects. Gegazol can't use the same effect two rounds in a row.\",{\"type\":\"list\",\"items\":[\"Tendrils of necrotic power rise and reach for living creatures within the lair. Each living creature in the lair must attempt a DC 21 Constitution saving throw or take 13 ({@dice 3d8}) necrotic damage and gain one level of exhaustion until initiative count 20 on the next round.\",\"Gegazol crashes her wings upon the ground, and rime spreads in a sphere with a 120-foot radius around her. This sphere spreads around corners and creates difficult terrain made of ice. Creatures in that area must make a DC 21 Constitution saving throw. Those who fail take 18 ({@dice 4d8}) cold damage and are grappled (escape DC 21). On a success, the creature takes half the damage and isn't grappled. The difficult terrain disappears on initiative count 20 on the next round.\",\"Gegazol creates an opaque wall of black ice on a solid surface she can see within 120 feet of her. The wall is made up of twenty contiguous 10-foot square panels that are each 2 feet thick. When the wall appears, each creature in its area is pushed 5 feet out of the wall's space, appearing on whichever side of the wall the creature wants. Each 10-foot section of the wall has AC 5, 60 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when Gegazol uses this lair action again or when she dies.\"]}]},{\"name\":\"Geryon\",\"source\":\"MPMM\",\"page\":136,\"lairActions\":[\"On initiative count 20 (losing initiative ties), Geryon can take one of the following lair actions; he can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Banish\",\"type\":\"item\",\"entries\":[\"Geryon casts the banishment spell.\"]},{\"name\":\"Chill Blast\",\"type\":\"item\",\"entries\":[\"Geryon causes a blast of cold to burst from the ground at a point he can see within 120 feet of him. The cold fills a cube, 10 feet on each side, centered on that point. Each creature in that area must succeed on a {@dc 21} Constitution saving throw or take 28 ({@damage 8d6}) cold damage.\"]},{\"name\":\"Hateful Restraints\",\"type\":\"item\",\"entries\":[\"Geryon targets one creature he can see within 60 feet of him. The target must succeed on a {@dc 21} Wisdom saving throw or become {@condition restrained} for 1 minute. The target can end the effect on itself if it deals any damage to one or more of its allies.\"]}]}],\"regionalEffects\":[\"The region containing Geryon's lair is warped by his magic, creating one or more of the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Chilling Wind\",\"type\":\"item\",\"entries\":[\"Freezing strong winds howl around the area within 1 mile of the lair.\"]},{\"name\":\"Enervating Screams\",\"type\":\"item\",\"entries\":[\"Howls and screams fill the air within 1 mile of the lair. Any creature that finishes a short or long rest in this area must succeed on a {@dc 21} Wisdom saving throw or derive no benefit from the rest.\"]},{\"name\":\"Hellish Doorways\",\"type\":\"item\",\"entries\":[\"Sapient creatures within 1 mile of the lair frequently see shimmering portals leading to places they consider safe. Passing through a portal always deposits a traveler somewhere in Stygia.\"]}]},\"If Geryon dies, these effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Geryon\",\"source\":\"MTF\",\"page\":173,\"lairActions\":[\"On initiative count 20 (losing initiative ties), Geryon can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[\"Geryon causes a blast of cold to burst from the ground at a point he can see within 120 feet of him. The cold fills a cube, 10 feet on each side, centered on that point. Each creature in that area must succeed on a {@dc 21} Constitution saving throw or take 28 ({@damage 8d6}) cold damage.\",\"Geryon targets one creature he can see within 60 feet of him. The target must succeed on a {@dc 21} Wisdom saving throw or become {@condition restrained} for 1 minute. The target can end the effect on itself if it deals any damage to one or more of its allies.\",\"Geryon casts the {@spell banishment} spell.\"]}],\"regionalEffects\":[\"The region containing Geryon's lair is warped by his magic, creating one or more of the following effects:\",{\"type\":\"list\",\"items\":[\"Intelligent creatures within 1 mile of the lair frequently see shimmering portals leading to places they consider safe. Passing through a portal always deposits a traveler somewhere in Stygia.\",\"Freezing strong winds howl around the area within 1 mile of the lair.\",\"Howls and screams fill the air within 1 mile of the lair. Any creature that finishes a short or long rest in this area must succeed on a {@dc 21} Wisdom saving throw or derive no benefit from the rest.\"]},\"If Geryon dies, these effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Githzerai Anarch\",\"source\":\"MPMM\",\"page\":142,\"lairActions\":[\"On initiative count 20 (losing initiative ties), the anarch can take one of the following lair actions; the anarch can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Create Object\",\"type\":\"item\",\"entries\":[\"The anarch casts the creation spell (as a 9th-level spell) using the unformed substance of Limbo instead of shadow material. If used in Limbo, the object remains until the anarch's {@status concentration} is broken, regardless of its composition. If the anarch moves more than 120 feet from the object, the anarch's {@status concentration} breaks.\"]},{\"name\":\"Move Object\",\"type\":\"item\",\"entries\":[\"The anarch can magically move an object it can see within 150 feet of it by making a Wisdom check with advantage. The DC depends on the object's size: {@dc 5} for Tiny, {@dc 10} for Small, {@dc 15} for Medium, {@dc 20} for Large, and {@dc 25} for Huge or larger.\"]},{\"name\":\"Psionic Bolt\",\"type\":\"item\",\"entries\":[\"The anarch casts the lightning bolt spell (at 5th level), but the anarch can change the damage type from lightning to cold, fire, psychic, radiant, or thunder. If the spell deals damage other than fire or lightning, it doesn't ignite flammable objects.\"]}]}],\"regionalEffects\":[\"The region containing an anarch's lair is warped by its presence, which creates one or more of the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Form Substance\",\"type\":\"item\",\"entries\":[\"In Limbo, the anarch can spend 10 minutes stabilizing a 5-mile area centered on it, causing the unformed substance to take whatever inanimate form the anarch chooses. During that process, the anarch determines the shape and composition of the forms created.\"]},{\"name\":\"Stabilize Object\",\"type\":\"item\",\"entries\":[\"The anarch stabilizes any object created in Limbo and brought to the Material Plane for as long as the anarch remains within 1 mile of it (no action required).\"]}]},\"If the anarch dies, these effects end after {@dice 1d6} rounds. All formed substance becomes a chaotic churn of energy and matter, unraveling into unformed substance that dissipates {@dice 1d6} rounds later.\"]},{\"name\":\"Githzerai Anarch\",\"source\":\"MTF\",\"page\":207,\"lairActions\":[\"An anarch can use lair actions. On initiative count 20 (losing initiative ties), the anarch can take a lair action to cause one of the following effects; the anarch can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[\"The anarch casts the {@spell lightning bolt} spell (at 5th level), but the anarch can change the damage type from lightning to cold, fire, psychic, radiant, or thunder. If the spell deals damage other than fire or lightning, it doesn't ignite flammable objects.\",\"The anarch casts the {@spell creation} spell (as a 9th-level spell) using the unformed substance of Limbo instead of shadow material. If used in Limbo, the object remains until the anarch's {@status concentration} is broken, regardless of its composition. If the anarch moves more than 120 feet from the object, its {@status concentration} breaks.\",\"The anarch can magically move an object it can see within 150 feet of it by making a Wisdom check with advantage. The DC depends on the object's size: {@dc 5} for Tiny, {@dc 10} for Small, {@dc 15} for Medium, {@dc 20} for Large, and {@dc 25} for Huge or larger.\"]}],\"regionalEffects\":[\"The region containing an anarch's lair is warped by its presence, which creates one or more of the following effects:\",{\"type\":\"list\",\"items\":[\"In Limbo, the anarch can spend 10 minutes stabilizing a 5-mile area centered on it, causing the unformed substance to take whatever inanimate form the anarch chooses. During that process, the anarch determines the shape and composition of the forms created.\",\"The anarch stabilizes any object created in Limbo and brought to the Material Plane for as long as the anarch remains within 1 mile of it (no action required).\"]},\"If the anarch dies, these effects end after {@dice 1d6} rounds. All formed substance becomes a chaotic churn of energy and matter, unraveling into unformed substance that dissipates {@dice 1d6} rounds later.\"]},{\"name\":\"Glasya\",\"source\":\"CoA\",\"page\":226,\"_copy\":{\"name\":\"Archdevil\",\"source\":\"CoA\",\"_mod\":{\"lairActions\":{\"mode\":\"prependArr\",\"items\":[\"On initiative count 20 (losing initiative ties), Glasya can take one lair action to cause the following effect or one from the archdevil lair action list (page 214); she can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Change Appearance\",\"entries\":[\"Glasya polymorphs into a Small or Medium Humanoid she has seen, or back into her true form. Her statistics, other than her size, are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.\"]}]}]}}},\"regionalEffects\":[\"The region containing Glasya's lair is corrupted by her presence, which creates the following effect:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Hag's Gaze\",\"entries\":[\"Every hour that a good creature travels within 1 mile of the lair, a blast of fire erupts from one of the eye sockets of the lair. If the target fails a {@dc 23} Dexterity saving throw, they take 42 ({@damage 12d6}) fire damage, half on a successful save. If the creature was flying and fails the saving throw, it falls. Only one such creature is targeted each hour.\"]}]},\"If Glasya dies, the effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Gold Dragon\",\"source\":\"MM\",\"page\":114,\"additionalSources\":[{\"source\":\"FTD\"}],\"lairActions\":[\"On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[\"The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.\",\"One creature the dragon can see within 120 feet of it must succeed on a {@dc 15} Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon's. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.\"]},{\"type\":\"entries\",\"name\":\"Additional Lair Action\",\"entries\":[\"At your discretion, a legendary ({@creature Adult Gold Dragon||adult} or {@creature Ancient Gold Dragon||ancient}) gold dragon can use the following additional lair action while in its lair:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Beguiling Glow\",\"entry\":\"Warm light fills a 30-foot-radius sphere centered on the dragon; each creature in that area must succeed on a DC 15 Wisdom saving throw or be {@condition charmed} by the dragon until initiative count 20 on the next round.\"}]}],\"source\":\"FTD\"}],\"regionalEffects\":[\"The region containing a legendary gold dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:\",{\"type\":\"list\",\"items\":[\"Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon's lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.\",\"Banks of beautiful, opalescent mist manifest within 6 miles of the dragon's lair. The mist doesn't obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non-evil creatures in the mist, warning such creatures of the danger.\",\"Gems and pearls within 1 mile of the dragon's lair sparkle and gleam, shedding dim light in a 5-foot radius.\"]},\"If the dragon dies, these effects end immediately.\",{\"type\":\"entries\",\"name\":\"Additional Regional Effects\",\"entries\":[\"Any of these effects might appear in the area around a gold dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Beneficent Trail\",\"entry\":\"Within 10 miles of the dragon's lair, small runes in the shape of a gold dragon appear to creatures in great need, marking a subtle trail leading to the dragon's lair.\"},{\"type\":\"item\",\"name\":\"Emanation of Justice\",\"entry\":\"Creatures that spend a year within 6 miles of the dragon's lair value fairness and justice over their personal feelings.\"},{\"type\":\"item\",\"name\":\"Liar's Revelation\",\"entry\":\"Within 6 miles of the dragon's lair, any creature attempting to tell a deliberate lie must succeed on a DC 15 Charisma saving throw or find itself accidentally revealing the truth it was attempting to conceal. The first time a creature fails this saving throw, it is immune to this effect for 24 hours.\"}]}],\"source\":\"FTD\"}]},{\"name\":\"Gravekeeper\",\"source\":\"DoDk\",\"lairActions\":[\"When fighting inside its lair, the Gravekeeper can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the Gravekeeper can take one lair action to cause one of the following effects:\",{\"type\":\"list\",\"items\":[\"A 10 foot radius cylinder of delerium sludge spouts up from the floor and raises 30 feet into the air before bubbling back down. Any creature caught in this spout must succeed on a DC 18 Constitution saving throw. They take 42 ({@dice 12d6}) necrotic damage on a failed saving throw, and half as much on a successful one. In addition, characters who fail the saving throw gain one {@adventure level of contamination|DoDk|12}.\",\"Walls within 120 feet of the Gravekeeper sprout grasping, fleshy arms. Each creature of the Gravekeepers choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (\",\"{@skill Athletics}\",\") or Dexterity (\",\"{@skill Acrobatics}\",\") check.\",\"A torch or lantern hanging in the room emits one of the Gravekeeper's lantern blasts.\"]},\"The Gravekeeper can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row.\"]},{\"name\":\"Graz'zt\",\"source\":\"MPMM\",\"page\":148,\"lairActions\":[\"On initiative count 20 (losing initiative ties), Graz'zt can take one of the following lair actions; he can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Command\",\"type\":\"item\",\"entries\":[\"Graz'zt casts the command spell on every creature of his choice in the lair. He needn't see each one, but he must be aware that an individual is in the lair to target that creature. He issues the same command to all the targets.\"]},{\"name\":\"Conjure Mirrors\",\"type\":\"item\",\"entries\":[\"Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on Dexterity ({@skill Stealth}) checks made to hide.\"]}]}],\"regionalEffects\":[\"The region containing Graz'zt's lair is warped by his magic, creating one or more of the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Agitated Beasts\",\"type\":\"item\",\"entries\":[\"Wild beasts within 6 miles of the lair break into frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons.\"]},{\"name\":\"Beguiling Realm\",\"type\":\"item\",\"entries\":[\"Within 6 miles of the lair, all Wisdom ({@skill Insight}) checks have disadvantage, and all Charisma ({@skill Deception}) and Charisma ({@skill Persuasion}) checks have advantage.\"]},{\"name\":\"Mirrors Everywhere\",\"type\":\"item\",\"entries\":[\"Flat surfaces within 1 mile of the lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike.\"]}]},\"If Graz'zt dies, these effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Graz'zt\",\"source\":\"MTF\",\"page\":149,\"lairActions\":[\"On Initiative count 20 (losing initiative ties), Graz'zt can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[\"Graz'zt casts the {@spell command} spell on every creature of his choice in the lair. He needn't see each one, but he must be aware that an individual is in the lair to target that creature. He issues the same command to all the targets.\",\"Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on Dexterity ({@skill Stealth}) checks made to hide.\"]}],\"regionalEffects\":[\"The region containing Graz'zt's lair is warped by his magic, creating one or more of the following effects:\",{\"type\":\"list\",\"items\":[\"Flat surfaces within 1 mile of the lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike.\",\"Wild beasts within 6 miles of the lair break into frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons.\",\"If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a {@dc 23} Wisdom saving throw or descend into a madness determined by the Madness of Graz'zt table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.\"]},\"If Graz'zt dies, these effects fade over the course of {@dice 1d10} days.\",{\"type\":\"entries\",\"name\":\"Madness of Graz'zt\",\"entries\":[\"If a creature goes mad in Graz'zt's lair or within line of sight of the demon lord, roll on the Madness of Graz'zt table to determine the nature of the madness, which is a character flaw that lasts until cured. See the {@book Dungeon Master's Guide|dmg|8|madness} for more on madness.\",{\"type\":\"table\",\"caption\":\"Madness of Graz'zt\",\"colLabels\":[\"d100\",\"Flaw (lasts until cured)\"],\"colStyles\":[\"col-1\",\"col-11\"],\"rows\":[[\"01–20\",\"\\\"There is nothing in the world more important than me and my desires.\\\"\"],[\"21–40\",\"\\\"Anyone who doesn't do exactly what I say doesn't deserve to live.\\\"\"],[\"41–60\",\"\\\"Mine is the path of redemption. Anyone who says otherwise is intentionally misleading you.\\\"\"],[\"61–80\",\"\\\"I will not rest until I have made someone else mine, and doing so is more important to me than my own life—or the lives of others.\\\"\"],[\"81–90\",\"\\\"My own pleasure is of paramount importance. Everything else, including social graces, is a triviality.\\\"\"],[\"91–00\",\"\\\"Anything that can bring me happiness should be enjoyed immediately. There is no point to saving anything pleasurable for later.\\\"\"]]}]}]},{\"name\":\"Greater Tyrant Shadow\",\"source\":\"CoA\",\"page\":254,\"lairActions\":[\"On initiative count 20 (losing initiative ties), the greater tyrant shadow can take one lair action to cause the following effect; it can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Despair\",\"entries\":[\"One creature within 300 feet of the shadow must succeed on a {@dc 22} Charisma saving throw or be overcome with despair and self-doubt. The creature has the stunned condition for 1 minute. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on a success.\"]},{\"type\":\"item\",\"name\":\"Renewal\",\"entries\":[\"The shadow recharges its Shadows of Death ability.\"]}]}]},{\"name\":\"Green Dragon\",\"source\":\"MM\",\"page\":94,\"additionalSources\":[{\"source\":\"FTD\"}],\"lairActions\":[\"On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[\"Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes {@quickref difficult terrain||3}, and each creature there must succeed on a {@dc 15} Strength saving throw or be {@condition restrained} by the roots and vines. A creature can be freed if it or another creature takes an action to make a {@dc 15} Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.\",\"A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a {@dc 15} Dexterity saving throw. A creature that fails the save takes 18 ({@damage 4d8}) piercing damage and is pushed 5 feet out of the wall's space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall's space must make a {@dc 15} Dexterity saving throw once each round it's in contact with the wall, taking 18 ({@damage 4d8}) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies.\",\"Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a {@dc 15} Wisdom saving throw or be {@condition charmed} by the dragon until initiative count 20 on the next round.\"]},{\"type\":\"entries\",\"name\":\"Additional Lair Actions\",\"entries\":[\"At your discretion, a legendary ({@creature Adult Green Dragon||adult} or {@creature Ancient Green Dragon||ancient}) green dragon can use one or both of the following additional lair actions while in its lair:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Creeper Vines\",\"entry\":\"The dragon can use the vines and roots within its lair to animate up to three Humanoid corpses, which become {@creature Zombie||zombies}. The zombies take their turn immediately after this lair action. Each one reverts to an inanimate corpse after 1 minute, when the dragon uses this lair action again, or when the zombie is destroyed.\"},{\"type\":\"item\",\"name\":\"Lashing Root\",\"entry\":\"One large root or branch that is part of the lair makes a melee attack roll against a creature within 10 feet of it. It has a +7 bonus to hit and deals 10 ({@damage 3d6}) bludgeoning damage on a hit. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked {@condition prone}.\"}]}],\"source\":\"FTD\"}],\"regionalEffects\":[\"The region containing a legendary green dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"entries\":[\"Thickets form labyrinthine passages within 1 mile of the dragon's lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a {@dc 15} Dexterity saving throw once each round it's in contact with the thickets or take 3 ({@damage 1d6}) piercing damage from thorns.\",\"Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage.\"]},\"Within 1 mile of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon's path.\",\"Rodents and birds within 1 mile of the dragon's lair serve as the dragon's eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator.\"]},\"If the dragon dies, the rodents and birds lose their supernatural link to it. The thickets remain, but within {@dice 1d10} days, they become mundane plants and normal {@quickref difficult terrain||3}, losing their thorns.\",{\"type\":\"entries\",\"name\":\"Additional Regional Effects\",\"entries\":[\"Either or both of these effects might appear in the area around a green dragon's lair, in addition to or instead of those described in the {@i Monster Manual}:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Inviting Whispers\",\"entry\":\"Whispers rustle in the foliage within 1 mile of the dragon's lair. The words are indistinct, but a creature with an Intelligence score of 5 or higher interprets them as an invitation to move deeper into the greenery.\"},{\"type\":\"item\",\"name\":\"Twisted Messengers\",\"entry\":\"The dragon can cause any Tiny Beast within 1 mile of its lair to act as its mouthpiece. The effect is horrendous, as the creature's throat and mouth temporarily warp into a twisted version of the dragon's own in order to allow the dragon's voice to issue forth.\"}]}],\"source\":\"FTD\"}]},{\"name\":\"Green Hag\",\"source\":\"MM\",\"page\":177,\"_copy\":{\"name\":\"Hag\",\"source\":\"VGM\",\"_mod\":{\"lairActions\":{\"mode\":\"appendArr\",\"items\":[\"A powerful green hag might have the following additional lair action:\",{\"type\":\"list\",\"items\":[\"The hag creates an illusory duplicate of herself, which appears in its own space. As long as she can see her duplicate, the hag can move it a distance equal to her walking speed as well as make the illusion speak on her turn (no action required). The illusion has the same statistics as the hag but can't take actions or reactions. It can interact with its environment and even pick up and hold real objects. The illusion seems real in every way but disappears if it takes any amount of damage. Otherwise, it lasts until the hag dismisses it (no action required) or can no longer see it. If the hag uses this lair action to create a new duplicate, the previous one vanishes, dropping any real objects in its possession.\"]}]},\"regionalEffects\":{\"mode\":\"appendArr\",\"items\":[\"A powerful green hag creates one or more of the following additional regional effects within 1 mile of her lair:\",{\"type\":\"list\",\"items\":[\"Illusory duplicates of the hag appear in random places at random times (but never more than one in any given location). An illusory duplicate has no substance, but it looks, sounds, and moves like the hag. The hag can sense when one or more creatures are within 60 feet of her duplicate and can interact with them as if she were present and standing in the duplicate's space. If the illusory duplicate takes any damage, it disappears.\",\"The region takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.\",\"Trees transform into {@creature awakened tree||awakened trees} and attack when hostile intruders are near.\"]}]}}}},{\"name\":\"Hag\",\"source\":\"VGM\",\"page\":159,\"lairActions\":[\"The following lair actions are options for grandmothers and powerful aunties. Grandmothers usually have three to five lair actions, aunties usually only one (if they have any at all). Unless otherwise noted, any lair action that requires a creature to make a saving throw uses the save DC of the hag's most powerful ability.\",\"On initiative count 20 (losing initiative ties), the hag can take a lair action to cause one of the following effects, but can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[\"Until initiative count 20 on the next round, the hag can pass through solid walls, doors, ceilings, and floors as if the surfaces weren't there.\",\"The hag targets any number of doors and windows that she can see, causing each one to either open or close as she wishes. Closed doors can be magically locked (requiring a successful {@dc 20} Strength check to force open) until she chooses to make them unlocked, or until she uses this lair action again to open them.\"]}],\"regionalEffects\":[\"Each hag's lair is the source of three to five regional effects; the home of a grandmother, an auntie, or a coven has more effects than the lair of a single hag, including some that can directly harm intruders. Any regional effect that requires a creature to make a saving throw uses the save DC of the hag's most powerful ability. These effects either end immediately if the hag dies or abandons the lair, or take up to {@dice 2d10} days to fade away.\",\"The region within 1 mile of a grandmother hag's lair is warped by the creature's fell magic, which creates one or more of the following effects:\",{\"type\":\"list\",\"items\":[\"Birds, rodents, snakes, spiders, or toads (or some other creatures appropriate to the hag) are found in great profusion.\",\"Beasts that have an Intelligence score of 2 or lower are {@condition charmed} by the hag and directed to be aggressive toward intruders in the area.\",\"Strange carved figurines, twig fetishes, or rag dolls magically appear in trees.\"]}]},{\"name\":\"Halaster Blackcloak\",\"source\":\"WDMM\",\"page\":310,\"lairActions\":[\"On initiative count 20 (losing initiative ties), Halaster takes a lair action to cause one of the following effects:\",{\"type\":\"list\",\"items\":[\"Halaster targets a volume of unoccupied space or solid stone no larger than four 10-foot cubes within 30 feet of him, turning the open space to solid, worked stone or vice versa.\",\"Halaster causes one door or archway within 30 feet of him to disappear and be replaced by a blank wall, or he restores a door or an archway previously removed in this way.\",\"Halaster deactivates or reactivates one of Undermountain's magic gates. The gate must be within 120 feet of him.\"]}],\"regionalEffects\":[\"When Halaster is in Undermountain, the following effects can occur in any location within the dungeon or in any extraplanar extension of the dungeon:\",{\"type\":\"list\",\"items\":[\"A magical scrying sensor appears, taking the form of a ghostly, 1-foot-diameter humanoid eye surrounded by motes of light. The sensor is stationary, though Halaster can reorient the eye to face in any direction. Halaster can see through the eye as though he was in its space. The eye can't be harmed or dispelled, but it winks out within an {@spell antimagic field}. A scrying eye lasts until Halaster ends the effect (no action required).\",\"A minor illusory effect is triggered, as though Halaster had cast {@spell minor illusion} in an area. Common illusions include the echo of rattling chains, the distant sound of explosive spells being cast, a dusty cloak or a rusty helm floating as though worn by an {@condition invisible} figure, and illusory footprints appearing on a dusty floor.\",\"Silent apparitions of dead adventurers drift through halls and rooms as though they are lost. An apparition can't be harmed, and it doesn't acknowledge creatures or objects in any way. It can't be dispelled but is suppressed within an {@spell antimagic field}.\"]}]},{\"name\":\"Hierophant Medusa\",\"source\":\"BMT\",\"lairActions\":[\"On initiative count 20 (losing initiative ties), the medusa can take one of the following lair actions; the medusa can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Petrifying Wave\",\"entry\":\"Up to three creatures the medusa can see within the lair are partially turned to stone. Each target must make a DC 15 Constitution saving throw. On a failed save, a target's speed is reduced to 0 and can't increase. On a successful save, its speed is halved. The target's speed returns to normal on initiative count 20 on the following round.\"},{\"type\":\"item\",\"name\":\"Sudden Stonework\",\"entry\":\"The medusa creates a wall of stone on a solid surface it can see within the lair. The wall can be up to 60 feet long, 20 feet high, and 1 foot thick. Each 5-foot section of the wall has an AC of 17; 30 hit points; vulnerability to thunder damage; and immunity to poison, psychic, and slashing damage. A creature in the wall's space when the wall appears is pushed to the nearest unoccupied space on one side of the wall and must make a DC 15 Dexterity saving throw. On a failed save, the medusa chooses the side. On a successful save, the creature chooses the side. The wall disappears when the medusa uses this lair action again or when the medusa dies.\"},{\"type\":\"item\",\"name\":\"Undulating Surface\",\"entry\":\"Solid surfaces within the lair ripple like a snake's coils. Up to three creatures the medusa can see within the lair can move up to 30 feet along solid surfaces without provoking opportunity attacks. If a creature moves along a surface such as a ceiling with no way to remain there (for example, sufficient handholds), it falls at the end of this movement.\"}]}],\"regionalEffects\":[\"The region containing a medusa's lair is altered by the medusa's presence, creating one or more of the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Faces in Stone\",\"entry\":\"Stone within 3 miles of the lair takes on subtle shapes that suggest people, animals, and other creatures when viewed from the corner of the eye or through dim light or fog.\"},{\"type\":\"item\",\"name\":\"Gathered Knowledge\",\"entry\":\"Within the lair, creatures have advantage on ability checks made to discover or recall information relevant to the medusa's divine purpose.\"}]},\"If the medusa dies, these effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Hraesvelgr\",\"source\":\"ToB1-2023\",\"lairActions\":[\"On initiative count 20 (losing initiative ties), Hraesvelgr takes a lair action to cause one of the following effects; Hraesvelgr can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Pillar of Wind\",\"entries\":[\"One creature within 60 feet that Hraesvelgr can see must succeed on a DC 19 Strength saving throw or be swept up in a pillar of wind. The creature is restrained and suspended 15 feet off the ground. A creature can take an action to free the restrained creature by succeeding on a DC 19 Strength check. If the restrained creature has a way to pull itself out of the air, it can free itself in the same way. If the restrained creature has a flying speed, it can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Otherwise, this effect lasts until Hraesvelgr uses this lair action again or until he dies.\"]},{\"type\":\"item\",\"name\":\"Powerful Exhale\",\"entries\":[\"Hraesvelgr unleashes a blast of wind in a 60-foot cone. Each creature in the area must succeed on a DC 19 Dexterity saving throw or be knocked prone.\"]},{\"type\":\"item\",\"name\":\"Terrifying Utterance\",\"entries\":[\"Hraesvelgr lets out a thunderous bellow. Each creature within 30 feet of him and that can hear him must succeed on a DC 19 Constitution saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}]}],\"regionalEffects\":[\"The region containing Hraesvelgr's lair is warped by his magic, which creates one or more of the following effects:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Active Weather\",\"entries\":[\"Strong windstorms are common within 6 miles of the lair.\"]},{\"type\":\"item\",\"name\":\"Roosting Rocs\",\"entries\":[\"Within 3 miles of the lair, giant avian Beasts are more populous and fiercely defend the area against intruders.\"]},{\"type\":\"item\",\"name\":\"Stench of Decay\",\"entries\":[\"The wind within 10 miles of the lair bears a pungent carrion stench.\"]}]},\"If Hraesvelgr dies, these effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Hythonia\",\"source\":\"MOT\",\"page\":252,\"lairActions\":[\"On initiative count 20 (losing initiative ties), Hythonia can take a lair action to cause one of the following effects. She can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[\"Hythonia briefly animates creatures that have been {@condition petrified} by her gaze. Each statue attacks one creature within 5 feet of it, with a +11 bonus to hit and dealing 10 ({@damage 3d6}) bludgeoning damage on a hit. If a Medium or smaller creature takes this damage, it is also {@condition grappled} (escape {@dc 15}).\",\"Hythonia causes spectral snakes to erupt from a point she can see within 150 feet of her. Each creature within 20 feet of that point must succeed on a {@dc 19} Constitution saving throw or take 5 ({@damage 2d4}) piercing damage and become {@condition poisoned} until the end of its next turn. While {@condition poisoned} in this way, the creature has disadvantage on Intelligence checks and Intelligence saving throws, and it behaves as if under the effect of the {@spell confusion} spell.\"]}],\"regionalEffects\":[\"The region containing Hythonia's lair is warped by her presence, which creates one or more of the following effects:\",{\"type\":\"list\",\"items\":[\"A large population of snakes dwells in the region.\",\"Trees within 1 mile of the lair are petrified wood. Plants that stay within 500 feet of the lair for 1 day turn to stone.\",\"Small bodies of water within 1 mile of the lair become poisonous. A creature that drinks the water must succeed on a {@dc 19} Constitution saving throw or become {@condition poisoned} for 8 hours. An affected creature can repeat the saving throw at the end of each hour.\"]}],\"mythicEncounter\":[\"Hythonia serves as a potent threat against even high-level characters, but you can increase the challenge by using the Shed Skin trait. When this happens, Hythonia heals many of her wounds and slips away from danger, and then she can choose one of her mythic actions when she uses a legendary action.\",\"You might foreshadow Hythonia using her mythic trait by describing her skin cracking and turning pale as she suffers wounds. Read or paraphrase the following text when Hythonia finally uses her Shed Skin trait:\",{\"type\":\"insetReadaloud\",\"entries\":[\"The medusa's skin cracks, turns a lifeless gray, and shatters! The monster crumbles to dust—but what clatters to the ground isn't scale and bone, but hollow stone. The sound of rippling coils precedes the medusa rising up anew, the last of her shed skin dropping away, revealing glistening, unscarred scales.\"]},\"Fighting Hythonia as a mythic encounter is equivalent to taking on two challenge rating 17 creatures in one encounter. Award a party 36,000 XP for defeating Hythonia after she uses Shed Skin.\"]},{\"name\":\"Illithilich\",\"source\":\"VGM\",\"page\":172,\"lairActions\":[\"On initiative count 20 (losing initiative ties), the illithilich can take a lair action to cause one of the following magical effects; the illithilich can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[\"The illithilich rolls a {@dice d8} and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.\",\"The illithilich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the illithilich to the target. Whenever the illithilich takes damage, the target must make a {@dc 18} Constitution saving throw. On a failed save, the illithilich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the illithilich or the target is no longer in the illithilich's lair.\",\"The illithilich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the illithilich can see within 60 feet of it. The target must succeed on a {@dc 18} Constitution saving throw, taking 52 ({@damage 15d6}) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.\"]}]},{\"name\":\"Imix\",\"source\":\"PotA\",\"page\":214,\"lairActions\":[\"Imix is master of heat and flames in his vicinity. He can take lair actions on the Elemental Plane of Fire, or in any elemental fire node (such as the Weeping Colossus in chapter 5). On initiative count 20 (losing initiative ties), Imix uses his lair action to cause one of the following effects:\",{\"type\":\"list\",\"items\":[\"Any fires in the lair flare up drastically, quadrupling in size (for example, a fire blazing in a 5-foot by 5-foot area expands to a 10-foot by 10-foot area). Pools or streams of lava or other molten material are also affected. Creatures caught in the area of an expanded fire are subject to the normal damage for entering or being in the fire. Creatures caught by a sudden flood of lava must succeed on a {@dc 20} Strength saving throw or be knocked {@condition prone}, in addition to the normal damage for contact with molten rock.\",\"A thick cloud of black smoke and burning embers fills a 40-foot-radius sphere within 120 feet of Imix, lasting until initiative count 20 of the next round. Creatures and objects within or beyond the smoke are heavily obscured. A creature that enters the cloud of embers for the first time on a turn or starts its turn there takes 10 ({@damage 3d6}) fire damage.\",\"A {@item wave} of searing heat fills the lair in a 300-foot radius around Imix for an instant. Each creature other than Imix in the area must succeed on a {@dc 15} Constitution saving throw or take {@damage 1d8} fire damage. Creatures that take fire damage from this effect gain one level of {@condition exhaustion}. In addition, there is a fifty percent chance that any container of fluid held or carried by an affected creature (for example, a magic potion) is destroyed.\"]}],\"regionalEffects\":[\"The region containing an elemental node in which Imix is present becomes vulnerable to the influence of fire. This creates the following effects:\",{\"type\":\"list\",\"items\":[\"A dry, baking heat {@item wave} strikes the region within 10 miles of Imix's location. At first, effects are minor - grass turns brown, animals become listless, work and travel become very tiring. The longer Imix remains, the worse the heat becomes; after 5 days, crops die and ponds dry up; after 10 days, unprotected livestock dies, and wells and small rivers dry up; after 20 days, large lakes and rivers are reduced in depth by 20 feet and shrink accordingly.\",\"Wildfires erupt within a 5-mile radius of Imix's lair. Every hour, there is a ten percent chance that characters in this area are caught in the path of a wildfire moving 50 feet per round. Each character must succeed on a {@dc 21} Constitution saving throw or take 10 ({@damage 3d6}) fire damage. A wildfire continues to threaten the characters for {@dice 1d10} rounds or until they get out of its path. Wooden structures caught in the wildfire are destroyed.\",\"Lava fountains erupt from the ground within 1 mile of Imix's lair. Every hour, there is a ten percent chance that characters in this area are close enough to an erupting lava fountain to be in danger. A lava fountain creates a vent 20 feet in diameter, and hurls globs of lava up to 200 feet away. Each character within this area must succeed on a {@dc 21} Dexterity saving throw or take 11 ({@damage 2d10}) bludgeoning damage plus 17 ({@damage 5d6}) fire damage. A fountain lasts for {@dice 2d10} rounds before subsiding.\",\"Wildfires or volcanic fissures within 1 mile of Imix's lair form intermittent portals to the Elemental Plane of Fire, allowing elemental creatures into the mortal world to dwell near those points.\"]},\"If Imix is destroyed or banished back to his home plane, the regional effects fade over the next {@dice 1d10} days.\"]},{\"name\":\"Juiblex\",\"source\":\"MPMM\",\"page\":160,\"lairActions\":[\"On initiative count 20 (losing initiative ties), Juiblex can take one of the following lair actions; it can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Green Slime\",\"entries\":[\"A {@hazard green slime} (see the {@book Dungeon Master's Guide|DMG}) appears on a spot on the ceiling that Juiblex chooses within the lair. The slime disintegrates after 1 hour.\"]},{\"type\":\"item\",\"name\":\"Slippery Slime\",\"entries\":[\"Juiblex slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. When the slime appears, each creature on it must succeed on a {@dc 21} Dexterity saving throw or fall {@condition prone} and slide 10 feet in a random direction determined by a {@dice d8} roll. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save.\",\"The slime lasts for 1 hour or until it is burned away with fire. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 ({@damage 4d10}) fire damage.\"]},{\"type\":\"item\",\"name\":\"Sticky Slime\",\"entries\":[\"Juiblex slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. When the slime appears, each creature in that area must succeed on a {@dc 21} Strength saving throw or become {@condition restrained}. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save.\",\"A {@condition restrained} creature is stuck as long as it remains in the slimy area or until it breaks free. The {@condition restrained} creature, or another creature that can reach it, can use its action to try to break free and must succeed on a {@dc 21} Strength check. The slime lasts for 1 hour or until it is burned away with fire. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 ({@damage 4d10}) fire damage.\"]}]}],\"regionalEffects\":[\"The region containing Juiblex's lair is warped by its magic, creating one or more of the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Acidic Water\",\"entries\":[\"Small bodies of water, such as ponds or wells, within 1 mile of the lair turn highly acidic, corroding any object that touches them.\"]},{\"type\":\"item\",\"name\":\"Corrupted Nature\",\"entries\":[\"Within 6 miles of the lair, all Wisdom ({@skill Medicine}) and Wisdom ({@skill Survival}) checks have disadvantage.\"]},{\"type\":\"item\",\"name\":\"Slime\",\"entries\":[\"Surfaces within 6 miles of the lair are frequently covered by a thin film of slime, which is slick and sticks to anything that touches it.\"]}]},\"If Juiblex dies, these effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Juiblex\",\"source\":\"MTF\",\"page\":151,\"lairActions\":[\"On Initiative count 20 (losing initiative ties), Juiblex can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[\"Juiblex slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. The slime lasts for 1 hour or until it is burned away with fire. When the slime appears, each creature in that area must succeed on a {@dc 21} Strength saving throw or become {@condition restrained}. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save. A {@condition restrained} creature is stuck as long as it remains in the slimy area or until it breaks free. The {@condition restrained} creature, or another creature who can reach it, can use its action to try to break free and must succeed on a {@dc 21} Strength check. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 ({@damage 4d10}) fire damage.\",\"Juiblex slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. The slime lasts for 1 hour or until it is burned away with fire. When the slime appears, each creature on it must succeed on a {@dc 21} Dexterity saving throw or fall {@condition prone} and slide 10 feet in a random direction determined by a {@dice d8} roll. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 ({@damage 4d10}) fire damage.\",\"A {@hazard green slime} (see the {@book Dungeon Master's Guide|DMG}) appears on a spot on the ceiling that Juiblex chooses within the lair. The slime disintegrates after 1 hour.\"]}],\"regionalEffects\":[\"The region containing Juiblex's lair is warped by his magic, creating one or more of the following effects:\",{\"type\":\"list\",\"items\":[\"Small bodies of water, such as ponds or wells, within 1 mile of the lair turn highly acidic, corroding any object that touches them. Surfaces within 6 miles of the lair are frequently covered by a thin film of slime, which is slick and sticks to anything that touches it.\",\"If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a {@dc 18} Wisdom saving throw or descend into a madness determined by the Madness of Juiblex table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.\"]},\"If Juiblex dies, these effects fade over the course of {@dice 1d10} days.\",{\"type\":\"entries\",\"name\":\"Madness of Juiblex\",\"entries\":[\"If a creature goes mad in Juiblex's lair or within line of sight of the demon lord, roll on the Madness of Juiblex table to determine the nature of the madness, which is a character flaw that lasts until cured. See the {@book Dungeon Master's Guide|dmg|8|madness} for more on madness.\",{\"type\":\"table\",\"caption\":\"Madness of Juiblex\",\"colLabels\":[\"d100\",\"Flaw (lasts until cured)\"],\"colStyles\":[\"col-1\",\"col-11\"],\"rows\":[[\"01–20\",\"\\\"I must consume everything I can!\\\"\"],[\"21–40\",\"\\\"I refuse to part with any of my possessions.\\\"\"],[\"41–60\",\"\\\"I'll do everything I can to get others to eat and drink beyond their normal limits.\\\"\"],[\"61–80\",\"\\\"I must possess as many material goods as I can.\\\"\"],[\"81–00\",\"\\\"My personality is irrelevant. I am defined by what I consume.\\\"\"]]}]}]},{\"name\":\"Keresta Delvingstone\",\"source\":\"WDMM\",\"page\":232,\"regionalEffects\":[\"Vanrakdoom is Keresta's lair, and the following regional effects are noticeable throughout it:\",{\"type\":\"list\",\"items\":[\"Fog creeps into areas of dim light or darkness. It vanishes when light is brought to bear on it but reappears when the light passes. A permanent fog hangs in some areas regardless of light, as noted in the descriptions of those areas.\",\"Rats and bats are plentiful. In areas where they are not specifically mentioned, droppings and guano betray their presence, and they can be heard constantly scuttling and shrieking in the distant darkness.\"]},\"If Keresta is destroyed, the fog disperses, and the rats and bats gradually die off until only a scattered few remain.\"]},{\"name\":\"Ki-rin\",\"source\":\"MPMM\",\"page\":162,\"lairActions\":[\"On initiative count 20 (losing initiative ties), a kirin can take one of the following lair actions, and it must finish a long rest before taking the chosen lair action again:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Create Comforts\",\"entries\":[\"The ki-rin conjures up one or more permanent objects made of soft, plant-based material—including manufactured objects like pillows, rope, blankets, and clothing—that can collectively fill no more than a 20-foot cube. The objects materialize 1 minute later in unoccupied spaces of the ki-rin's choice on the floor of the lair.\"]},{\"type\":\"item\",\"name\":\"Create Stone and Metal\",\"entries\":[\"The ki-rin conjures up one or more temporary objects made of stone or metal that can collectively fill no more than a 2-foot cube. The objects materialize 1 minute later in unoccupied spaces of the ki-rin's choice on the floor of the lair, and the objects vanish after 1 hour.\"]},{\"type\":\"item\",\"name\":\"Create Wood\",\"entries\":[\"The ki-rin conjures up one or more permanent objects made of wood, or similarly hard plant-based material, that can collectively fill no more than a 10-foot cube. The objects materialize 1 minute later in unoccupied spaces of the ki-rin's choice on the floor of the lair.\"]}]}],\"regionalEffects\":[\"A ki-rin's Celestial nature transforms the region around its lair. Any of the following magical effects is possible for travelers to encounter in the vicinity:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Blessed Nature\",\"entries\":[\"Beasts, Plants, and Celestials within 3 miles of the ki-rin's lair grow more vigorous as they evolve toward an idealized form. Such creatures are rarely aggressive toward others that aren't normally prey.\"]},{\"type\":\"item\",\"name\":\"Controlled Weather\",\"entries\":[\"A ki-rin can cast {@spell control weather} while it is within 3 miles of its lair. The spell's point of origin is always the point outdoors closest to the center of its lair. The ki-rin doesn't need to maintain a clear path to the sky or to concentrate for the change in weather to persist.\"]},{\"type\":\"item\",\"name\":\"Pure Waters\",\"entries\":[\"Water flows pure within 3 miles of a ki-rin's lair. Any purposeful corruption of the water lasts for no longer than 3 minutes.\"]},{\"type\":\"item\",\"name\":\"Realm of Respite\",\"entries\":[\"Curses, diseases, and poisons on creatures are suppressed when those creatures are within 3 miles of the lair, unless the creatures are Aberrations, Fiends, or Undead.\"]},{\"type\":\"item\",\"name\":\"Safe Descents\",\"entries\":[\"Within 3 miles of the lair, winds buoy creatures that fall due to no act of the ki-rin or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage. Aberrations, Fiends, and Undead don't gain this benefit, falling as normal.\"]}]},\"When the ki-rin dies, all these effects disappear immediately, although the invigorating effect on flora and fauna remains for 3 years.\"]},{\"name\":\"Ki-rin\",\"source\":\"VGM\",\"page\":163,\"lairActions\":[\"Inside its lair, a ki-rin has the power to conjure objects up to three times per day, using each of the following versions of the power once. One version permanently creates enough objects made of soft, plant-based material - including manufactured objects such as cloth, pillows, rope, blankets, and clothing - to fill a cube 20 feet on a side. The second version permanently creates enough objects made of wood, or similarly hard plant-based material, to fill a cube 10 feet on a side. The third version creates enough objects made of stone or metal to fill a cube 2 feet on a side, but any materials created in this way last for only 1 hour.\"],\"regionalEffects\":[\"The ki-rin's celestial nature transforms the region around its lair. Any of the following magical effects is possible for travelers to encounter in the vicinity:\",{\"type\":\"list\",\"items\":[\"Water flows pure within 3 miles of a ki-rin's lair. Any purposeful corruption of the water lasts for no longer than 3 minutes.\",\"Animals, plants, and good creatures within 3 miles of the ki-rin's lair gain vigor as they evolve toward an idealized form. Such creatures are rarely aggressive toward others that aren't normally prey. Evil creatures can't tolerate the holy atmosphere within the same distance, and usually choose to live much farther from the domain of a ki-rin.\",\"Curses, diseases, and poisons affecting good-aligned creatures are suppressed when those creatures are within 3 miles of the lair.\",\"A ki-rin can cast {@spell control weather} while it is within 3 miles of its lair. The spell's point of origin is always the point outdoors closest to the center of its lair. The ki-rin doesn't need to maintain a clear path to the sky or to concentrate for the change in weather to persist.\",\"Within 3 miles of the lair, winds buoy non-evil creatures that fall due to no act of the ki-rin or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.\"]},\"When the ki-rin dies, all these effects disappear immediately, although the invigorating effect on flora and fauna remains for 3 years.\"]},{\"name\":\"Kraken\",\"source\":\"MM\",\"page\":197,\"lairActions\":[\"On initiative count 20 (losing initiative ties), the kraken takes a lair action to cause one of the following magical effects:\",{\"type\":\"list\",\"items\":[\"A strong current moves through the kraken's lair. Each creature within 60 feet of the kraken must succeed on a {@dc 23} Strength saving throw or be pushed up to 60 feet away from the kraken. On a success, the creature is pushed 10 feet away from the kraken.\",\"Creatures in the water within 60 feet of the kraken have vulnerability to lightning damage until initiative count 20 on the next round.\",\"The water in the kraken's lair becomes electrically charged. All creatures within 120 feet of the kraken must succeed on a {@dc 23} Constitution saving throw, taking 10 ({@damage 3d6}) lightning damage on a failed save, or half as much damage on a successful one.\"]}],\"regionalEffects\":[\"The region containing a kraken's lair is warped by the creature's blasphemous presence, creating the following magical effects:\",{\"type\":\"list\",\"items\":[\"The kraken can alter the weather at will in a 6-mile radius centered on its lair. The effect is identical to the {@spell control weather} spell.\",\"Water elementals coalesce within 6 miles of the lair. These elementals can't leave the water and have Intelligence and Charisma scores of 1 (-5).\",\"Aquatic creatures within 6 miles of the lair that have an Intelligence score of 2 or lower are {@condition charmed} by the kraken and aggressive toward intruders in the area.\"]},\"When the kraken dies, all of these regional effects fade immediately.\"]},{\"name\":\"Kyrilla, Accursed Gorgon\",\"source\":\"AitFR-DN\",\"page\":12,\"lairActions\":[\"When fighting inside her lair, Kyrilla can invoke the ambient magic there to take lair actions. On initiative count 20 (losing initiative ties), she takes a lair action to cause one of the following effects:\",{\"type\":\"list\",\"items\":[\"Kyrilla casts {@spell moonbeam} (no components required). While maintaining {@status concentration} on this effect, she can't take other lair actions.\",\"Kyrilla casts {@spell cloud of daggers} (no components required), except the daggers are flying snakes and the spell deals piercing damage. While maintaining {@status concentration} on this effect, she can't take other lair actions.\",\"Pools of liquid within 60 feet of Kyrilla surge and froth, splashing and soaking any creature on the ground within 5 feet of such pools. Creatures that succeed on a DC 14 Dexterity saving throw avoid getting liquid in their eyes and mouths. Kyrilla can't use this lair action again until she has used a different one.\"]}],\"regionalEffects\":[\"The region containing Kyrilla's lair is warped by her accursed nature and the meteoric stone around her, which together create the following effects:\",{\"type\":\"list\",\"items\":[\"Water sources within the lair are supernaturally fouled and poisonous. Creatures that drink these waters must make a DC 14 Constitution saving throw or be {@condition poisoned} for 1 minute. Afflicted creatures can make a new saving throw at the end of each of their turns, ending the condition on a success.\",\"Plants within 1 mile of the lair suffer from a calcifying mold that dries and hardens leaves, killing many otherwise hearty thistles and heather.\",\"Fog lightly obscures the land within 3 miles of the lair.\"]}]},{\"name\":\"Levistus\",\"source\":\"CoA\",\"page\":228,\"_copy\":{\"name\":\"Archdevil\",\"source\":\"CoA\",\"_mod\":{\"lairActions\":{\"mode\":\"prependArr\",\"items\":[\"On initiative count 20 (losing initiative ties), Levistus can take one lair action to cause the following effect or one from the archdevil lair action list (page 214); he can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Icemaw\",\"entries\":[\"One creature within 60 feet of Levistus, that he can see, must make a {@dc 23} Dexterity saving throw. If a creature fails the saving throw, they sink half of their height into the ice and have the grappled condition (escape {@dc 21}) and their movement becomes 0. If a creature already affected by Icemaw is affected by it a second time, they sink completely into the ice and begin suffocating.\"]}]}]}}},\"regionalEffects\":[\"The icy regions containing Levistus' lair is corrupted by his presence, which creates the following effect:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Frozen Landscape\",\"entries\":[\"Any creature that has the prone or unconscious conditions within 1 mile of the lair, takes 21 ({@damage 6d6}) cold damage at the start of their turn.\"]}]},\"If Levistus dies, the effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Lich\",\"source\":\"MM\",\"page\":202,\"lairActions\":[\"On initiative count 20 (losing initiative ties), the lich can take a lair action to cause one of the following magical effects; the lich can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[\"The lich rolls a {@dice d8} and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.\",\"The lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a {@dc 18} Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the lich's lair.\",\"The lich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the lich can see within 60 feet of it. The target must succeed on a {@dc 18} Constitution saving throw, taking 52 ({@damage 15d6}) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.\"]}]},{\"name\":\"Lichen Lich\",\"source\":\"CM\",\"page\":223,\"lairActions\":[\"On initiative count 20 (losing initiative ties), the lichen lich can take a lair action to cause one of the following effects:\",{\"type\":\"list\",\"items\":[\"Poisonous spores fill a 10-foot cube that the lich can see within 120 feet of it. Any creature that enters the cloud for the first time on a turn or starts its turn there must succeed on a DC 19 Constitution saving throw or be {@condition poisoned} until the end of its next turn. The cloud lasts for 1 minute or until it is dispersed by a strong wind.\",\"The lich commands the might of its diseased grove, creating a shambling mound. The shambling mound appears in an unoccupied space within 30 feet of the lich, acts on its own initiative count, and obeys the lich's commands. The shambling mound dies after 1 hour or when the lich uses this lair action again.\",\"Rotten roots and vines magically erupt in a 20-foot radius centered on a point on the ground that the lich can see within 120 feet of it. The lich is unaffected by the roots and vines. For all other creatures, the area becomes {@quickref difficult terrain||3}, and each creature in the area must succeed on a DC 19 Strength saving throw or be {@condition restrained} by the roots. As an action, a creature can try to free itself or another creature within its reach, doing so with a successful DC 19 Strength ({@skill Athletics}) check. The roots and vines wilt away when the lich uses this lair action again or when the lich dies.\"]}]},{\"name\":\"Lord of the Hunt\",\"source\":\"ToB1-2023\",\"lairActions\":[\"On initiative count 20 (losing initiative ties), the Lord of the Hunt takes a lair action to cause one of the following effects; the Lord of the Hunt can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Cry Havoc\",\"entries\":[\"The Wild Hunt echoes with an otherworldly war cry. One creature the Lord of the Hunt can see within 120 feet of him must succeed on a DC 19 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"type\":\"item\",\"name\":\"Encourage Undergrowth\",\"entries\":[\"Plants erupt from a point on the ground the Lord of the Hunt can see within 120 feet of him. The area within 20 feet of that point is difficult terrain. A creature that enters the difficult terrain for the first time on a turn or starts its turn there must succeed on a DC 19 Dexterity saving throw or take 9 ({@dice 2d8}) poison damage and be restrained by vines. A creature, including the restrained creature, can take its action to free the restrained creature by succeeding on a DC 19 Strength check. The plants remain until the Lord of the Hunt uses this lair action again or until he dies.\"]},{\"type\":\"item\",\"name\":\"Mark Prey\",\"entries\":[\"One creature the Lord of the Hunt can see within 120 feet of him must succeed on a DC 19 Wisdom saving throw or be magically marked until initiative count 20 on the next round. The Lord has advantage on attack rolls against the marked target.\"]}]}],\"regionalEffects\":[\"The region containing the Lord of the Hunt's encampment is warped by his magic, which creates one or more of the following effects:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Game Preserve\",\"entries\":[\"Game animals become plentiful within 3 miles of the lair. Wisdom ({@skill Survival}) checks to hunt for food are made with advantage, but patrols from the Wild Hunt don't take kindly to poachers.\"]},{\"type\":\"item\",\"name\":\"Hunting Grounds\",\"entries\":[\"Areas of natural terrain within 3 miles of the lair subtly rearrange themselves to create game trails through even the densest wilderness.\"]},{\"type\":\"item\",\"name\":\"Spooked Animals\",\"entries\":[\"Domesticated animals within 3 miles of the lair become skittish and fearful. They are more difficult to handle and flee the area if left to their own devices.\"]}]},\"When the Lord of the Hunt breaks camp or dies, these effects end immediately.\"]},{\"name\":\"Lunar Dragon\",\"source\":\"BAM\",\"regionalEffects\":[\"The region containing an ancient or adult lunar dragon's lair is warped by the dragon's magic, which produces one or more of the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Black Frost\",\"entries\":[\"A thin layer of black frost covers the ground, which kills all ordinary plants growing within 6 miles of the lair if the dragon is ancient, or within 3 miles if the dragon is an adult.\"]},{\"type\":\"item\",\"name\":\"Haunting Moan\",\"entries\":[\"A haunting sound gets louder or fainter (dragon's choice) the closer one gets to the lair. The moan is audible 6 miles from the lair if the dragon is ancient, or 3 miles if the dragon is an adult.\"]},{\"type\":\"item\",\"name\":\"Moon Devils\",\"entries\":[\"Swirling funnels of dust and frost known as moon devils crisscross the area within 1 mile of the lair, intercepting other creatures they encounter. A moon devil is a free-willed air elemental that deals cold damage instead of bludgeoning damage.\"]}]},\"If the dragon dies, the moaning stops, the moon devils dissipate, and the black frost disappears over the course of {@dice 1d10} days, allowing plant life in the area to recover.\"]},{\"name\":\"Malaxxix\",\"source\":\"BMT\",\"lairActions\":[\"In its lair on initiative count 20 (losing initiative ties), Malaxxix can take one of the following lair actions; Malaxxix can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Reassemble\",\"entry\":\"Malaxxix chooses either itself or the palanquin. The target gains 19 ({@dice 3d12}) temporary hit points.\"},{\"type\":\"item\",\"name\":\"Slam\",\"entry\":\"Malaxxix commands the palanquin to slam the ground. Each creature within 15 feet of the palanquin must make a DC 20 Strength saving throw. On a failed save, a creature takes 11 ({@dice 2d10}) bludgeoning damage and has the prone condition. On a successful save, a creature takes half as much damage only.\"},{\"type\":\"item\",\"name\":\"Surge\",\"entry\":\"Malaxxix commands the palanquin to move up to its speed.\"}]}],\"regionalEffects\":[\"The region around the Unborn Palanquin is warped by its presence, creating the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Cranial Discomfort\",\"entry\":\"Creatures that spend more than 24 hours within 1 mile of the palanquin hear an incessant scraping sound in their minds.\"},{\"type\":\"item\",\"name\":\"Grinding Gears\",\"entry\":\"Constructs within 1 mile of the palanquin move sluggishly. Constructs' speeds are halved, and they have disadvantage on Dexterity saving throws.\"},{\"type\":\"item\",\"name\":\"Swarming Insects\",\"entry\":\"Insects and insectile Beasts within 1 mile of the palanquin become disoriented and aggressive, coalescing into unnatural swarms and attacking any creatures in sight.\"}]},\"If Malaxxix dies or the Unborn Palanquin is destroyed, these effects end immediately.\"]},{\"name\":\"Mammon\",\"source\":\"CoA\",\"page\":230,\"_copy\":{\"name\":\"Archdevil\",\"source\":\"CoA\",\"_mod\":{\"lairActions\":{\"mode\":\"prependArr\",\"items\":[\"On initiative count 20 (losing initiative ties), Mammon can take one lair action to cause the following effect or one from the archdevil lair action list (page 214); he can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Greedy\",\"entries\":[\"A creature of Mammon's choice automatically fails their next saving throw.\"]}]}]}}},\"regionalEffects\":[\"The region containing Mammon's lair is corrupted by his presence, which creates the following effect:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Rotting Vegetation\",\"entries\":[\"Within 3 miles of the lair, the plant life is even more sickly and decayed, and the water is polluted and toxic. A creature that isn't a Fiend that eats or drinks from these sources must succeed on a {@dc 19} Constitution saving throw or die.\"]}]},\"If Mammon dies, the effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Marlos Urnrayle\",\"source\":\"PotA\",\"page\":199,\"lairActions\":[\"If Marlos is in the earth node while {@creature Ogrémoch|PotA} isn't, the medusa can take lair actions. On initiative count 20 (losing initiative ties), Marlos uses a lair action to cast {@spell earthquake} without using components. As long as he maintains {@status concentration} on {@spell earthquake}, initiative count 20 is the start of Marlos's turn for the purpose of the spell. He can take no other lair actions while {@status concentration||concentrating} on {@spell earthquake}.\",\"Marlos's second option for a lair action is to draw power from the earth node to heal. When he does so, he regains 30 ({@dice 6d8 + 3}) hit points.\"]},{\"name\":\"Mephistopheles\",\"source\":\"CoA\",\"page\":232,\"_copy\":{\"name\":\"Archdevil\",\"source\":\"CoA\",\"_mod\":{\"lairActions\":{\"mode\":\"prependArr\",\"items\":[\"On initiative count 20 (losing initiative ties), Mephistopheles can take one lair action to cause the following effect or one from the archdevil lair action list (page 214); he can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Conjure Hellfire\",\"entries\":[\"Mephistopheles covers a 5-foot square with Hellfire. Any creature that starts their turn in the Hellfire takes 27 ({@damage 6d8}) fire damage. The Hellfire remains until Mephistopheles dismisses it.\"]}]}]}}},\"regionalEffects\":[\"The region containing Mephistopheles' lair is corrupted by his presence, which creates the following effect:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Geysers\",\"entries\":[\"Within 1 mile of Mephistopheles' lair, every 100 feet of movement results in a flame geyser erupting. Creatures within 10 feet of a geyser when it erupts must succeed on a {@dc 22} Dexterity saving throw or take 10 ({@damage 3d6}) fire damage. The geyser continues erupting for 24 hours.\"]}]},\"If Mephistopheles dies, the effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Mephistopheles\",\"source\":\"MaBJoV\",\"page\":99,\"lairActions\":[\"On initiative count 20 (losing initiative ties), Mephistopheles can take one lair action to cause one of the following effects; Mephistopheles can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[\"Mephistopheles casts any spell from his wizard list and if it normally requires {@status concentration}, it lasts for the full duration instead.\",\"Mephistopheles covers a 5-foot area with Hellfire. Any creature that starts their turn on that area suffers 27 ({@damage 6d8}) fire damage. The Hellfire remains until Mephistopheles dismisses it or he uses this ability again.\"]}],\"regionalEffects\":[\"The region containing Mephistopheles's lair is corrupted by his presence, which creates one or more of the following effects:\",{\"type\":\"list\",\"items\":[\"Flaming winds scour the area within 2 miles of Mephistopheles's lair. Any creature with vulnerability to fire damage suffers 1 level of {@condition exhaustion} for every hour spent this close to the lair.\",\"Within 2 miles of Mephistopheles's lair, every 60 feet of movement results in a flame geyser erupting. When a geyser appears, the creature that triggered its appearance and fails a Dexterity 22 saving throw suffers 10 ({@damage 3d6}) fire damage. Damage is halved if the saving throw is successful. The geyser remains for a day.\"]},\"If Mephistopheles dies, the effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Merrenoloth\",\"source\":\"MPMM\",\"page\":180,\"lairActions\":[\"On initiative count 20 (losing initiative ties) while captaining a vessel, the merrenoloth can take one of the following lair actions; it can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Gale\",\"type\":\"item\",\"entries\":[\"The air within 60 feet of the vessel is filled with wind. Until initiative count 20 on the next round, that area is {@quickref difficult terrain||3}, and when a Medium or smaller creature flies into that area or starts its turn flying there, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}.\"]},{\"name\":\"Propel\",\"type\":\"item\",\"entries\":[\"A strong wind propels the vessel, increasing its speed by 30 feet until initiative count 20 on the next round.\"]},{\"name\":\"Repair\",\"type\":\"item\",\"entries\":[\"The vessel regains 22 ({@dice 4d10}) hit points.\"]}]}],\"regionalEffects\":[\"A merrenoloth imbues its vessel with magic that creates one or more of the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Unerring\",\"type\":\"item\",\"entries\":[\"The vessel always stays on course to the destination the merrenoloth names.\"]},{\"name\":\"Unsinkable\",\"type\":\"item\",\"entries\":[\"The vessel doesn't sink even if its hull is breached.\"]}]},\"If the merrenoloth dies, these effects fade over the course of {@dice 1d6} hours.\"]},{\"name\":\"Merrenoloth\",\"source\":\"MTF\",\"page\":250,\"lairActions\":[\"Any ship a merrenoloth is contracted to captain becomes the creature's lair. When fighting on the ship, the merrenoloth can invoke its ability to take lair actions. On initiative count 20 (losing initiative ties), the merrenoloth can take one lair action to cause one of the following effects; it can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[\"The ship regains 22 ({@dice 4d10}) hit points.\",\"A strong wind propels the ship, increasing its speed by 30 feet until initiative count 20 on the next round.\",\"The air within 60 feet of the ship is filled with howling wind. Until initiative count 20 on the next round, that area is {@quickref difficult terrain||3}, and when a Medium or smaller creature flies into that area or starts its turn flying there, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}.\"]}],\"regionalEffects\":[\"A merrenoloth imbues its vessel with powerful magic that creates one or more of the following effects:\",{\"type\":\"list\",\"items\":[\"The ship doesn't sink even if its hull is breached.\",\"The ship always stays on course to the destination the merrenoloth names.\",\"Creatures the merrenoloth chooses to take on the ship aren't discomfited by wind or weather, though this effect doesn't protect against damage.\"]},\"If the merrenoloth dies, these effects fade over the course of {@dice 1d6} hours.\"]},{\"name\":\"Mithral Dragon\",\"source\":\"ToB1-2023\",\"lairActions\":[\"On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Impaling Spikes\",\"entries\":[\"Metallic spikes sprout from the ground beneath one creature the dragon can see within 120 feet of it. The target must make a DC 15 Dexterity saving throw. On a failure, the creature takes 10 ({@dice 3d6}) piercing damage and is restrained as it is impaled on the magical spikes. On a success, a creature takes half the damage and isn't restrained. A creature, including the restrained target, can take its action to free the restrained target by succeeding on a DC 15 Strength check to break the spikes.\"]},{\"type\":\"item\",\"name\":\"Shimmering Scales\",\"entries\":[\"Light within the lair bends toward the dragon, reflecting brilliantly off its scales. Each creature within 30 feet of the dragon and that can see it must succeed on a DC 15 Dexterity saving throw or be blinded until the end of its next turn.\"]},{\"type\":\"item\",\"name\":\"Wave of Peace\",\"entries\":[\"A pulse of calming energy washes over the lair. Each hostile creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or become indifferent about creatures of the dragon's choice that it is hostile toward for 1 minute. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the effect ends, the creature can choose to become hostile again.\"]}]}],\"regionalEffects\":[\"The region containing a legendary mithral dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Calming Air\",\"entries\":[\"Humanoids within 6 miles of the lair experience feelings of peace and are less prone to mood swings. Dragons within 6 miles of the lair experience the opposite effect, becoming plagued by anxiety and irritability.\"]},{\"type\":\"item\",\"name\":\"Peaceful Realm\",\"entries\":[\"When a Dragon or Humanoid within 3 miles of the lair attempts to commit an act of violence against a Dragon or Humanoid and that act of violence isn't in self-defense, that creature must succeed on a DC 13 Wisdom saving throw or be unable to commit acts of violence, other than self-defense, for 1 minute. The dragon can choose to suppress this effect for any creature.\"]},{\"type\":\"item\",\"name\":\"Shining Mithral\",\"entries\":[\"Objects made from metals other than mithril appear dull and feel heavy while within 1 mile of the dragon's lair.\"]}]},\"If the dragon dies, these effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Moonlit King\",\"source\":\"ToB1-2023\",\"lairActions\":[\"On initiative count 20 (losing initiative ties), the Moonlit King takes a lair action to cause one of the following effects; the Moonlit King can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Frightful Whispers\",\"entries\":[\"Disembodied whispers speaking of despair and failure erupt from a point the Moonlit King can see within 120 feet of him. Each non-Fiend creature within 15 feet of that point must succeed on a DC 19 Wisdom saving throw or be frightened until the end of its next turn.\"]},{\"type\":\"item\",\"name\":\"Maddening Hallucinations\",\"entries\":[\"Shadows and moonlight dance around up to three creatures the Moonlit King can see within 60 feet of him. Each target must succeed on a DC 19 Wisdom saving throw or be incapacitated until the end of its next turn as hallucinations fill its mind. If the saving throw fails by 5 or more, the target suffers short-term madness.\"]},{\"type\":\"item\",\"name\":\"Moonlit Illumination\",\"entries\":[\"Four beams of moonlight appear on points the Moonlit King can see within 120 feet of him. Each beam sheds dim light in a 10-foot radius centered on a point. The moon beams last until the Moonlit King uses this lair action again or until he dies.\"]}]}],\"regionalEffects\":[\"The region containing the Moonlit King's lair is warped by his magic, which creates one or more of the following effects:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Constant Moonlight\",\"entries\":[\"Weather conditions don't inhibit moonlight shining within 10 miles of the lair—clouds part, rain seems to channel moonbeams, and snow takes on a luminous silver glow.\"]},{\"type\":\"item\",\"name\":\"Stryx Network\",\"entries\":[\"The area within 5 miles of the Moonlit King's lair attracts hundreds of stryxes and owls. The King can choose to see or hear through the senses of any stryx or owl in this area.\"]},{\"type\":\"item\",\"name\":\"Waking Dreams\",\"entries\":[\"Dreams and fears take on a life of their own. Minor visual and auditory hallucinations plague creatures within 3 miles of the lair.\"]}]},\"If the Moonlit King dies, these effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Moonstone Dragon\",\"source\":\"FTD\",\"page\":212,\"lairActions\":[\"On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Banish into Dream\",\"entry\":\"The dragon targets a creature it can see within 120 feet of it and attempts to send that creature to a dream plane. The target must succeed on a DC 15 Charisma saving throw or be banished to a harmless demiplane until initiative count 20 on the next round. While there, the target is {@condition stunned}. When the effect ends, the target reappears in the space it left or in the nearest unoccupied space.\"},{\"type\":\"item\",\"name\":\"Compulsive Dance\",\"entry\":\"The dragon targets a creature it can see in its lair, and a merry waltz begins to play that only the target can hear. The target must succeed on a DC 15 Intelligence saving throw or dance until initiative count 20 on the following round. The dancing creature is {@condition incapacitated} and must use all its movement to dance.\"},{\"type\":\"item\",\"name\":\"Disorienting Visions\",\"entry\":\"Disorienting illusory images flit through the dragon's lair. Each creature in the lair must succeed on a DC 20 Wisdom saving throw or have disadvantage on ability checks until initiative count 20 on the following round.\"}]}],\"regionalEffects\":[\"The region surrounding a legendary moonstone dragon's lair is altered by the dragon's magic, creating one or more of the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Dream Communication\",\"entry\":\"Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon's lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.\"},{\"type\":\"item\",\"name\":\"Planar Transition\",\"entry\":\"The veil between planes is thinned near a moonstone dragon's lair. Various portals link the Material Plane, the Feywild, and the Border Ethereal within 6 miles of the lair. Creatures can pass through a portal in either direction by spending 5 feet of movement.\"}]},\"If the dragon dies, any portals near the lair close immediately.\"]},{\"name\":\"Morkoth\",\"source\":\"MPMM\",\"page\":186,\"lairActions\":[\"On initiative count 20 (losing initiative ties), the morkoth can take one of the following lair actions:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Cast a Spell\",\"type\":\"item\",\"entries\":[\"The morkoth casts {@spell darkness}, {@spell dispel magic}, or {@spell misty step}, using Intelligence as its spellcasting ability and without expending a spell slot.\"]},{\"name\":\"Hypnotize\",\"type\":\"item\",\"entries\":[\"The morkoth uses its Hypnosis action, originating at a point within 120 feet of itself. It doesn't need to see the effect's point of origin.\"]}]}],\"regionalEffects\":[\"The island surrounding a morkoth's lair is warped by the creature's presence, creating the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Alter Water\",\"type\":\"item\",\"entries\":[\"With a thought (no action required), the morkoth can initiate a change in the water within its lair that takes effect 1 minute later. The water can be as breathable and clear as air, or it can be normal water (ranging in clarity from murky to clear).\"]},{\"name\":\"Locate Creatures and Objects\",\"type\":\"item\",\"entries\":[\"The morkoth is aware of any new arrival, whether an object or a creature, on its island or in its sanctum. As an action, the morkoth can locate any one creature or object on the island. Visitors to the island feel as though they are being watched, even when they aren't.\"]},{\"name\":\"Lost Possessions\",\"type\":\"item\",\"entries\":[\"Each time a creature that has been on the island for less than a year finishes a short or long rest, it must make a {@dc 10} Intelligence saving throw. On a failure, the creature has misplaced one possession (chosen by the player, if the creature is that player's character). The possession remains nearby but concealed for a short time, so it can be recovered with a successful {@dc 15} Wisdom ({@skill Perception}) check. An object that is misplaced but not recovered ends up in the morkoth's lair 1 hour later. If the creature later goes to the morkoth's lair, its lost possessions stand out in its perception and are easily recovered.\"]},{\"name\":\"Supernatural Lure\",\"type\":\"item\",\"entries\":[\"Entrances to the morkoth's lair have an enchantment that the morkoth can activate or suppress at any time while it's in its lair and not {@condition incapacitated}. Any creature within 30 feet of such an entrance and able to see it must make a {@dc 15} Wisdom saving throw. On a failed save, the creature feels an intense urge to use its movement on each of its turns to enter the lair and to move toward the morkoth's location (the target doesn't realize it's heading toward a creature). The target moves toward the morkoth by the most direct route. As soon as it can see the morkoth, the target can repeat the saving throw, ending the effect on itself on a success. It can also repeat the saving throw at the end of each of its turns and every time it takes damage.\"]}]},\"If the morkoth dies, these regional effects end immediately.\"]},{\"name\":\"Morkoth\",\"source\":\"VGM\",\"page\":177,\"lairActions\":[\"On initiative count 20 (losing initiative ties), the morkoth takes a lair action to cause one of the effects described below:\",{\"type\":\"list\",\"items\":[\"The morkoth uses its Hypnosis action, originating at a point within 120 feet of itself. It doesn't need to see the effect's point of origin.\",\"The morkoth casts {@spell darkness}, {@spell dispel magic}, or {@spell misty step}, using Intelligence as its spellcasting ability and without expending a spell slot.\"]}],\"regionalEffects\":[\"The island surrounding a morkoth's lair is warped by the creature's presence, creating the following effects:\",{\"type\":\"list\",\"items\":[\"The morkoth is aware of any new arrival, whether an object or a creature, on its island or in its sanctum. As an action, the morkoth can locate any one creature or object on the island. Visitors to the island feel as though they are being watched, even when they aren't.\",\"Each time a creature that has been on the island for less than a year finishes a short or long rest, it must make a {@dc 10} Intelligence ({@skill Investigation}) check. On a failure, the creature has misplaced one possession (chosen by the player, if the creature is that player's character). The possession remains nearby but concealed for a short time, so it can be recovered with a successful {@dc 15} Wisdom ({@skill Perception}) check. An object that is misplaced but not recovered ends up in the morkoth's lair 1 hour later. If the creature later goes to the morkoth's lair, its lost possessions stand out in its perception and are easily recovered.\",\"Entrances to the morkoth's lair have an enchantment that the morkoth can activate or suppress at any time while it's in its lair and not {@condition incapacitated}. Any creature within 30 feet of such an entrance and able to see it must make a {@dc 15} Wisdom saving throw. On a failed save, the creature feels an intense urge to use its movement on each of its turns to enter the lair and to move toward the morkoth's location (the target doesn't realize it's heading toward a creature). The target moves toward the morkoth by the most direct route. As soon as it can see the morkoth, the target can repeat the saving throw, ending the effect on itself on a success. It can also repeat the saving throw at the end of each of its turns and every time it takes damage.\",\"With a thought (no action required), the morkoth can initiate a change in the water within its lair that takes effect 1 minute later. The water can be as breathable and clear as air, or it can be normal water (ranging in clarity from murky to clear).\"]},\"If the morkoth dies, these regional effects end immediately.\"]},{\"name\":\"Mummy Lord\",\"source\":\"MM\",\"page\":229,\"lairActions\":[\"On initiative count 20 (losing initiative ties), the mummy lord takes a lair action to cause one of the following effects; the mummy lord can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[\"Each undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20 on the next round.\",\"Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the next round.\",\"Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 4th level or lower in the mummy lord's lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must make a {@dc 16} Constitution saving throw. On a failed save, it takes {@damage 1d6} necrotic damage per level of the spell, and the spell has no effect and is wasted.\"]}],\"regionalEffects\":[\"A mummy lord's temple or tomb is warped in any of the following ways by the creature's dark presence:\",{\"type\":\"list\",\"items\":[\"Food instantly molders and water instantly evaporates when brought into the lair. Other non magical drinks are spoiled - wine turning to vinegar, for instance.\",\"{@spell Divination} spells cast within the lair by creatures other than the mummy lord have a {@chance 25} chance to provide misleading results, as determined by the DM. If a {@spell divination} spell already has a chance to fail or become unreliable when cast multiple times, that chance increases by 25 percent.\",\"A creature that takes treasure from the lair is cursed until the treasure is returned. The cursed target has disadvantage on all saving throws. The curse lasts until removed by a {@spell remove curse} spell or other magic.\"]},\"If the mummy lord is destroyed, these regional effects end immediately.\"]},{\"name\":\"Murgaxor\",\"source\":\"SCC\",\"page\":180,\"lairActions\":[\"On initiative count 20 (losing initiative ties), Murgaxor can take one of the following lair actions; after he does so, he can't use that action again until he finishes a long rest:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Clay Behemoth\",\"entry\":\"A {@creature clay golem} erupts from the floor in an unoccupied space within 15 feet of the ritual circle. The golem obeys Murgaxor's commands, takes its turns on initiative count 10 (losing initiative ties), fights until destroyed, and reverts to a mound of inanimate clay after 1 hour.\"},{\"type\":\"item\",\"name\":\"Earthen Fist\",\"entry\":\"A medium fist of packed earth rises from the floor in an unoccupied space that Murgaxor can see within 30 feet of him. The fist attacks when one creature of his choice is within 4 feet of the fist. The fist has a +11 bonus to hit, and on a hit, the target takes 13 ({@dice 3d8}) bludgeoning damage and is grappled (escape DC 15). The fist disappears if the attack roll misses or if the grapple ends. When the fist disappears, this lair action recharges, allowing Murgaxor to use it again.\"},{\"type\":\"item\",\"name\":\"Necrotic Burst\",\"entry\":\"Tendrils of necrotic energy erupt from the ritual circle and lash out at any number of creatures Murgaxor can see within 15 feet of the circle. Each target must succeed on a DC 15 Dexterity saving throw, or it takes 5 ({@dice 1d10}) necrotic damage and can't regain hit points until the start of its next turn.\"},{\"type\":\"item\",\"name\":\"Summon Mephits\",\"entry\":\"Murgaxor summons four {@creature mud mephit||mud mephits} that appear in unoccupied spaces within 15 feet of the ritual circle. The mephits obey Murgaxor's commands, take their turns on initiative count 15 (losing initiative ties), and fight until destroyed.\"}]}]},{\"name\":\"Nafas\",\"source\":\"QftIS\",\"lairActions\":[\"On initiative count 20 (losing initiative ties), Nafas can take one of the following lair actions; he can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Downdraft\",\"entry\":\"Nafas targets one creature he can see within 120 feet of himself. A downward current of air surrounds the target, reducing its flying speed (if any) to 0 feet until the end of its next turn, and the target must succeed on a DC 21 Strength saving throw or have the prone condition.\"},{\"type\":\"item\",\"name\":\"Lightning Strike\",\"entry\":\"A bolt of lightning strikes a point Nafas can see within 120 feet of him. Each creature within 10 feet of that point must succeed on a DC 21 Dexterity saving throw or take 16 ({@dice 3d10}) lightning damage.\"},{\"type\":\"item\",\"name\":\"Stardust\",\"entry\":\"Nafas creates a 20-foot-radius sphere of multiversal dust centered on a point anywhere in his lair. The sphere spreads around corners, and its area is heavily obscured. The dust lasts until Nafas disperses it (no action required) or uses this lair action again, and it can't be dispersed by wind.\"}]}],\"regionalEffects\":[\"The region containing Nafas's lair is warped by his magic, creating one or more of the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Mirages\",\"entry\":\"Sapient creatures within 3 miles of the lair frequently see illusions of their hearts' desires, be they fame, fortune, or long-departed comrades. These mirages don't hold up to physical inspection and vanish after a brief interaction.\"},{\"type\":\"item\",\"name\":\"Safe Descents\",\"entry\":\"Within 3 miles of the lair, winds buoy creatures that fall, ushering them safely to the nearest staircase. Such creatures descend at a rate of 60 feet per round and take no damage from falling. Aberrations, Fiends, Undead, and creatures that fall due to Nafas's or his allies' actions don't gain this benefit, instead falling as normal.\"},{\"type\":\"item\",\"name\":\"Wishful Winds\",\"entry\":\"The wishes of creatures across the multiverse, including those within the Infinite Staircase, can be heard within 3 miles of the lair as fleeting voices carried on gentle breezes.\"}]},\"If Nafas is destroyed, all these effects end immediately, resuming when he either gains a new body or is replaced by the creature that slays him (see the Last Wish trait in Nafas's stat block).\"]},{\"name\":\"Night Hag\",\"source\":\"MM\",\"page\":178,\"_copy\":{\"name\":\"Hag\",\"source\":\"VGM\",\"_mod\":{\"lairActions\":{\"mode\":\"appendArr\",\"items\":[\"A powerful night hag might have the following additional lair actions:\",{\"type\":\"list\",\"items\":[\"One creature the hag can see within 120 feet of her must succeed on a DC 15 Charisma saving throw or be banished to a prison demiplane. To escape, the creature must use its action to make a Charisma check contested by the hag's. If the creature wins, it escapes the demiplane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.\",\"The hag targets up to three creatures that she can see within 60 feet of her. Each target must succeed on a DC 15 Constitution saving throw or be flung up to 30 feet through the air. A creature that strikes a solid object or is released in midair takes {@damage 1d6} bludgeoning damage for every 10 feet moved or fallen.\"]}]},\"regionalEffects\":{\"mode\":\"appendArr\",\"items\":[\"A powerful night hag creates one or more of the following additional regional effects within 1 mile of her lair:\",{\"type\":\"list\",\"items\":[\"Shadows seem abnormally gaunt and sometimes move on their own as though alive.\",\"Creatures are transported to a harmless but eerie demiplane filled with shadowy forms, waxy corpses, and cackling. The creatures are trapped there for a minute or two, and then returned to the place where they vanished from.\",\"Intelligent creatures see hallucinations of dead friends, family members, and even themselves littering the hag's realm. Any attempt to interact with a hallucinatory image causes it to disappear.\"]}]}}}},{\"name\":\"Nihileth Aboleth\",\"source\":\"ToB1-2023\",\"lairActions\":[\"On initiative count 20 (losing initiative ties), the nihileth can take a lair action to cause one of the following effects; the nihileth can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Open the Void\",\"entries\":[\"Up to three points in water the nihileth can see within 90 feet of it become conduits to the Void. Each creature within 10 feet of a point must succeed on a DC 15 Wisdom saving throw or take 7 ({@dice 2d6}) necrotic damage.\"]},{\"type\":\"item\",\"name\":\"Void Absorbance\",\"entries\":[\"The nihileth can pull the life force from nearby nihilethic zombies and dominators to replenish its own life. Nihilethic dominators and zombies within 30 feet of the nihileth take a total of 21 ({@dice 6d6}) psychic damage, divided evenly between them, and the nihileth regains hp equal to that amount. If a zombie or dominator is reduced to 0 hp from this damage, it is destroyed.\"]},{\"type\":\"item\",\"name\":\"Void Shuffle\",\"entries\":[\"The nihileth calls on the power of the Void within its lair to rearrange its servitors. The nihileth can teleport each nihilethic dominator and zombie it can see within 60 feet of it to an unoccupied space within 15 feet of the target's starting location.\"]}]}],\"regionalEffects\":[\"The region containing a nihileth's lair is corrupted by its presence, which creates one or more of the following effects:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Befouled Water\",\"entries\":[\"Water sources within 1 mile of a nihileth's lair are not only supernaturally fouled but can spread the nihileth's disease. A creature that drinks such water must succeed on a DC 11 Constitution saving throw or become infected with the{@i nihilethic rot}disease (see the Nihilethic Rot trait).\"]},{\"type\":\"item\",\"name\":\"Thinned Veil\",\"entries\":[\"The veil between the Material Plane and the Void is thinner within 1 mile of the nihileth's lair. Beasts born or hatched in the area often have additional vestigial limbs, protoeyes, black or sludge-like blood, or similar signs of the corrupting influence of the Void.\"]}]}]},{\"name\":\"Nintra Siotta\",\"source\":\"CM\",\"page\":197,\"lairActions\":[\"On initiative count 20 (losing initiative ties) Nintra can take a lair action to cause one of the following effects; she can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[\"Nintra targets one pane of shadow glass in her lair, causing it to explode into shards. Each creature within 20 feet of the exploding pane must make a DC 18 Dexterity saving throw, taking 13 ({@damage 3d8}) piercing damage on a failed save, or half as much damage on a successful one. The shards fade away to vapor and the pane is restored to normal at the next initiative count 20.\",\"Nintra targets one pane of shadow glass in her lair, briefly transforming it into a swirling vortex. One creature of her choice within 20 feet of the pane must succeed on a DC 20 Strength saving throw or be drawn into the vortex, taking 11 ({@damage 2d10}) necrotic damage. The creature is then teleported to an unoccupied space within 5 feet of another pane of shadow glass in Nintra's lair (determined randomly).\"]}]},{\"name\":\"Ogrémoch\",\"source\":\"PotA\",\"page\":216,\"lairActions\":[\"Ogrémoch can assert his dominion over the rock and stone around him to take lair actions on the Elemental Plane of Earth, or in any elemental earth node (including the Black Geode, described in chapter 5). On initiative count 20 (losing initiative ties), Ogrémoch uses his lair action to cause one of the following effects:\",{\"type\":\"list\",\"items\":[\"A 10-foot-radius area of rocky or earthy ground within 60 feet of Ogrémoch turns to sticky mud. Any creature on the ground in the area must succeed on a {@dc 15} Dexterity saving throw or sink 5 feet into the mud and be {@condition restrained}. A creature can take an action to make a {@dc 15} Strength check, ending the effect on itself or another creature within its reach on a success.\",\"Crystalline spikes grow from the ground in a 20-foot-radius area within 60 feet of Ogrémoch. The area becomes {@quickref difficult terrain||3}. A creature that moves through the affected area takes {@damage 1d8} piercing damage for every 5 feet it moves there. Creatures that are knocked {@condition prone} in the area also take this damage.\",\"A violent tremor shakes the lair in a 120-foot-radius around Ogrémoch. Each creature other than Ogrémoch on the ground in the area must succeed on a {@dc 15} Strength or Dexterity saving throw (target's choice) or be knocked {@condition prone}.\"]}],\"regionalEffects\":[\"The region containing an elemental node in which Ogrémoch is present is seriously affected, becoming geologically unstable. This creates the following effects:\",{\"type\":\"list\",\"items\":[\"Earth tremors strike the region within 10 miles of Ogrémoch's location every {@dice 2d12} hours, each lasting {@dice 1d10} rounds. At first, damage is minor—broken windows, cracked plaster, items toppled off shelves. The longer Ogrémoch remains, the stronger the tremors become. After 5 days, the tremors are strong enough to destroy flimsy structures. After 10 days, they are strong enough to destroy ordinary wooden buildings. After 20 days, they can seriously damage or destroy reinforced or fortified structures.\",\"Magnetic disturbances within 10 miles of Ogrémoch prevent compasses from functioning there.\",\"Hidden sinkholes and fissures form within 1 mile of Ogrémoch's location. A hidden sinkhole can be spotted from a safe distance by any creature with a passive Wisdom ({@skill Perception}) score of 15 or higher or spotted with a successful {@dc 15} Wisdom ({@skill Survival}) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a {@dc 15} Dexterity saving throw or fall {@dice 1d6 × 10} feet into the sinkhole or fissure.\",\"Natural caves and tunnels within 1 mile of Ogrémoch's lair form intermittent portals to the Elemental Plane of Earth, allowing elemental creatures into the mortal world to dwell near those points.\"]},\"If Ogrémoch is destroyed or banished back to his home plane, the regional effects fade over the next {@dice 1d10} days.\"]},{\"name\":\"Olhydra\",\"source\":\"PotA\",\"page\":218,\"lairActions\":[\"Olhydra can command the waters around herself to take lair actions on the Elemental Plane of Water, or in any elemental water node (such as the Plunging Torrents, described in chapter 5). On initiative count 20 (losing initiative ties), Olhydra uses her lair action to cause one of the following effects:\",{\"type\":\"list\",\"items\":[\"Pools of water in the lair surge outward in a grasping tide. Any creature within 20 feet of such a pool must succeed on a {@dc 20} Strength saving throw or be pulled up to 20 feet into the water and knocked {@condition prone}.\",\"Water within 120 feet of Olhydra becomes murky and opaque until initiative count 20 of the next round. A creature with {@sense darkvision} can't see through the water, and light can't illuminate it.\",\"A freezing fog fills a 40-foot-radius sphere within 120 feet of Olhydra, lasting until initiative count 20 of the next round. Creatures and objects within or beyond the fog are heavily obscured. A creature that enters the freezing cloud for the first time on a turn or starts its turn there takes 10 ({@damage 3d6}) cold damage.\"]}],\"regionalEffects\":[\"Olhydra's presence in an elemental node creates a number of widespread effects—bad weather, strong tides, and increasing aggression from dangerous sea life.\",{\"type\":\"list\",\"items\":[\"Violent downpours become frequent within 10 miles of the lair. A downpour occurs once every {@dice 2d12} hours, and lasts {@dice 1d3} hours. Downpours are so heavy that creatures moving overland travel at half normal speed\",\"Within 5 miles of the lair, currents and tides are exceptionally strong and treacherous. Any ability checks made to safely navigate or control a vessel moving through these waters has disadvantage.\",\"Aquatic creatures that have an Intelligence score of 2 or lower within 1 mile of the lair must succeed on a {@dc 15} Wisdom saving throw when they enter the area. If the saving throw succeeds, the creature is {@condition frightened} and attempts to leave the area, remaining {@condition frightened} while within it. On a failure, the creature becomes highly aggressive and remains in the area for 24 hours. While in this state, the creature gains advantage on saving throws against charm and fear effects.\",\"Natural springs and pools within 1 mile of the lair form intermittent portals to the Elemental Plane of Water, allowing elemental creatures into the mortal world to dwell near those points.\"]},\"If Olhydra is destroyed or banished back to her home plane, the regional effects fade over the next {@dice 1d10} days.\"]},{\"name\":\"Orcus\",\"source\":\"MPMM\",\"page\":204,\"lairActions\":[\"On Initiative count 20 (losing initiative ties), Orcus can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Deadly Utterance\",\"entries\":[\"Orcus's voice booms throughout the lair. His utterance causes one creature of his choice to be subjected to {@spell power word kill}. Orcus needn't see the creature, but he must be aware that the individual is in the lair.\"]},{\"type\":\"item\",\"name\":\"Grasp of the Dead\",\"entries\":[\"Orcus causes skeletal arms to rise from an area on the ground in a 20-foot square that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a DC 23 Strength saving throw or be {@condition restrained} until the arms disappear or until Orcus releases them (no action required).\"]},{\"type\":\"item\",\"name\":\"Undead Servants\",\"entries\":[\"Orcus causes up to six corpses within the lair to rise as {@creature skeleton||skeletons}, {@creature zombie||zombies}, or {@creature ghoul||ghouls}. These undead obey his telepathic commands, which can reach anywhere in the lair.\"]}]}],\"regionalEffects\":[\"The region containing Orcus's lair is warped by his magic, creating one or more of the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Charnel Realm\",\"entries\":[\"The air is filled with the stench of rotting flesh, and buzzing flies grow thick within the region.\"]},{\"type\":\"item\",\"name\":\"Undead Beasts\",\"entries\":[\"Dead Beasts periodically animate as Undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area.\"]}]},\"If Orcus dies, these effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Orcus\",\"source\":\"MTF\",\"page\":153,\"lairActions\":[\"On Initiative count 20 (losing initiative ties), Orcus can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[\"Orcus's voice booms throughout the lair. His utterance causes one creature of his choice to be subjected to {@spell power word kill}. Orcus needn't see the creature, but he must be aware that the individual is in the lair.\",\"Orcus causes up to six corpses within the lair to rise as {@creature skeleton||skeletons}, {@creature zombie||zombies}, or {@creature ghoul||ghouls}. These undead obey his telepathic commands, which can reach anywhere in the lair.\",\"Orcus causes skeletal arms to rise from an area on the ground in a 20-foot square that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a {@dc 23} Strength saving throw or be {@condition restrained} until the arms disappear or until Orcus releases their grasp (no action required).\"]}],\"regionalEffects\":[\"The region containing Orcus's lair is warped by his magic, creating one or more of the following effects:\",{\"type\":\"list\",\"items\":[\"Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area.\",\"The air becomes filled with the stench of rotting flesh, and buzzing flies grow thick within the region, even when there is no carrion to be found.\",\"If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a {@dc 23} Wisdom saving throw or descend into a madness determined by the Madness of Orcus table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.\"]},\"If Orcus dies, these effects fade over the course of {@dice 1d10} days.\",{\"type\":\"entries\",\"name\":\"Madness of Orcus\",\"entries\":[\"If a creature goes mad in Orcus's lair or within line of sight of the demon lord, roll on the Madness of Orcus table to determine the nature of the madness, which is a character flaw that lasts until cured. See the {@book Dungeon Master's Guide|dmg|8|madness} for more on madness.\",{\"type\":\"table\",\"caption\":\"Madness of Orcus\",\"colLabels\":[\"d100\",\"Flaw (lasts until cured)\"],\"colStyles\":[\"col-1\",\"col-11\"],\"rows\":[[\"01–20\",\"\\\"I often become withdrawn and moody, dwelling on the insufferable state of life.\\\"\"],[\"21–40\",\"\\\"I am compelled to make the weak suffer.\\\"\"],[\"41–60\",\"\\\"I have no compunction against tampering with the dead in my search to better understand death.\\\"\"],[\"61–80\",\"\\\"I want to achieve the everlasting existence of undeath.\\\"\"],[\"81–00\",\"\\\"I am awash in the awareness of life's futility.\\\"\"]]}]}]},{\"name\":\"Pact Vampire\",\"source\":\"ToB1-2023\",\"regionalEffects\":[\"The region containing a pact vampire's lair is warped by its presence, which creates one or more of the following effects.\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Hemophilia\",\"entries\":[\"Creatures bleed more easily within 3 miles of the lair, causing even the slightest scratch to bleed a little longer than usual.\"]},{\"type\":\"item\",\"name\":\"Overcast Skies\",\"entries\":[\"The area within 6 miles of the lair is perpetually overcast with bits of moonlight peeking through the thick clouds on nights important to the vampire or its patron.\"]},{\"type\":\"item\",\"name\":\"Thinned Veil\",\"entries\":[\"The veil between the Material Plane within 1 mile of the lair and the vampire's patron's home plane is thinned. Conjuration spells that pull from the patron's home plane are more potent and last longer, and planar travel between the Material Plane and the patron's home plane is easier.\"]}]},\"If the pact vampire dies, these effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Pazrodine\",\"source\":\"BMT\",\"lairActions\":[\"The entire Seelie Market is Pazrodine's lair. Pazrodine's challenge rating is 22 (41,000 XP) when she's encountered in Seelie Market.\",\"On initiative count 20 (losing initiative ties) while in her lair, Pazrodine can take one of the following lair actions; she can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Banish into Dream\",\"entry\":\"Pazrodine targets a creature she can see within 120 feet of herself and attempts to send that creature to a dream plane. The target must succeed on a DC 15 Charisma saving throw or be banished to a harmless demiplane until initiative count 20 on the next round. While there, the target has the stunned condition. When the effect ends, the target reappears in the space it left or in the nearest unoccupied space.\"},{\"type\":\"item\",\"name\":\"Overwhelm the Senses\",\"entry\":\"Pazrodine targets up to three creatures she can see within 30 feet of herself. The sounds, sights, and scents of the market intensify for these creatures, overwhelming them with bright colors, echoey chatters, and sweet smells. Each target must succeed on a DC 15 Wisdom saving throw or have the incapacitated condition until the end of its next turn.\"},{\"type\":\"item\",\"name\":\"Whirlwind of Fruit\",\"entry\":\"Fey fruit flies out from nearby carts, creating a whirlwind of fruit in a 10-foot-radius, 30-foot-high cylinder centered on a point within 60 feet of Pazrodine until initiative count 20 on the next round. When a creature enters the whirlwind's area for the first time on its turn or starts its turn there, it must make a DC 15 Dexterity saving throw, taking 11 ({@dice 2d10}) bludgeoning damage on a failed save, or half as much damage on a successful one.\"}]}]},{\"name\":\"Pazuzu\",\"source\":\"MaBJoV\",\"page\":103,\"lairActions\":[\"On initiative count 20 (losing initiative ties), Pazuzu can take a lair action to cause one of the following effects; Pazuzu can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[\"Pazuzu opens a portal and summons forth {@dice 1d4} {@creature peryton||perytons} or {@creature gargoyle||gargoyles}.\",\"Pazuzu casts {@spell insect plague} but does not need to concentrate to maintain it. The insects inflict 33 ({@damage 6d10}) piercing damage.\",\"Pazuzu telepathically speaks to all creatures within 120 ft. of him and offers each what they most desire. Each target must succeed on a DC 21 Charisma saving throw or forfeit their next action as they contemplate the decision. A good-aligned target may voluntarily fail the saving throw and forfeit their action to agree to Pazuzu's terms. If so, and if he has the {@spell wish} spell available, he will cast it as long as he sees no immediate negative consequence to his doing so. Pazuzu does not suffer any of the negative effects of casting the {@spell wish} spell.\"]}],\"regionalEffects\":[\"The region containing Pazuzu's lair is warped by his presence, which creates one or more of the following effects:\",{\"type\":\"list\",\"items\":[\"A warm, sickly sweet wind blows briskly within one mile of Pazuzu. Each day, upon first encountering this wind, every creature must make a DC 21 Constitution saving throw or immediately vomit, suffering 14 ({@damage 4d6}) necrotic damage. Those that failed the saving throw are also {@condition poisoned} for one hour.\",\"Any flying creature of CR 2 or less becomes twisted after a day spent within 6 miles of Pazuzu. If not already evil-aligned, they become so. Flying insects, birds, and other flying creatures will harass any other creatures moving through the region, slowing movement by one half.\"]},\"If Pazuzu dies, the effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Queen of Night and Magic\",\"source\":\"ToB1-2023\",\"lairActions\":[\"On initiative count 20 (losing initiative ties), the Queen of Night and Magic takes a lair action to cause one of the following effects; the Queen of Night and Magic can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Demoralizing Assault\",\"entries\":[\"Visions of hopelessness and despair assail the mind of one creature the Queen can see within 60 feet of her. The creature must succeed on a DC 23 Wisdom saving throw or be stunned until initiative count 20 on the next round.\"]},{\"type\":\"item\",\"name\":\"Extinguish Light\",\"entries\":[\"Each source of magical or nonmagical bright light within 60 feet of the Queen becomes dim light, and each source of magical or nonmagical dim light within 60 feet of her becomes darkness. This effect lasts until the Queen uses this lair action again, until she dismisses it as a bonus action, or until she dies.\"]},{\"type\":\"item\",\"name\":\"Wall of Shadow\",\"entries\":[\"An opaque wall of writhing shadows springs up from a solid surface within 120 feet of the Queen. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must succeed on a DC 23 Dexterity saving throw or take 18 ({@dice 4d8}) necrotic damage. Creatures in the wall's space are pushed 5 feet out of the wall's space, appearing on whichever side of the wall they choose. A creature can move through the wall, but the semi-material shadow resists intrusion. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. A creature that starts its turn in the wall or enters the wall's space for the first time on a turn must make a DC 23 Constitution saving throw, taking 18 ({@dice 4d8}) necrotic damage on a failed save, or half as much damage on a successful one. The wall dissipates when the Queen uses this lair action again or when she dies.\"]}]}],\"regionalEffects\":[\"The region containing the Queen of Night and Magic's lair is warped by her magic, which creates one or more of the following effects:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Constant Surveillance\",\"entries\":[\"The Queen of Night and Magic can cast her senses to any area containing darkness, dim light, or shadows within 6 miles of her lair. This effect works like the clairvoyance spell, except its range is 6 miles.\"]},{\"type\":\"item\",\"name\":\"Living Shadow\",\"entries\":[\"Shadows come to life within 6 miles of the Queen's lair. Most of the time these living shadows are unnerving and nothing more, but when a creature acts against the interests of the Queen, the shadows can interfere and cause the creature to have disadvantage on ability checks made to act against her interests.\"]},{\"type\":\"item\",\"name\":\"Magically Active\",\"entries\":[\"Magic saturates the area within 6 miles of the lair, causing temporary, minor, and harmless magical effects, like random aromas wafting through the air, sudden chills, spontaneous motes of light dancing in the sky, and similar.\"]}]},\"If the Queen of Night and Magic dies, these effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Queen of Witches\",\"source\":\"ToB1-2023\",\"lairActions\":[\"On initiative count 20 (losing initiative ties), the Queen of Witches takes a lair action to cause one of the following effects; she can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Conjure Crystal Wall\",\"entries\":[\"A wall of softly glowing crystal springs up from a solid surface the Queen can see within 120 feet of her. The wall is 60 feet long, 10 feet high, 5 feet thick, blocks line of sight, and sheds dim light in a 10-foot radius. When the wall appears, each creature within its area is pushed out of the wall's space, appearing on whichever side of the wall it wants, and must succeed on a DC 20 Dexterity saving throw or take 14 ({@dice 4d6}) radiant damage. Each 10-foot section of the wall has AC 15, 10 hp, vulnerability to thunder damage, resistance to fire, slashing, and piercing damage, and immunity to poison and psychic damage. The wall remains until the Queen uses this lair action again, until she dismisses it as a bonus action, or until she dies.\"]},{\"type\":\"item\",\"name\":\"Disrupt Spellcasting\",\"entries\":[\"Until initiative count 20 on the next round, each creature, other than fey, that casts a spell while within 60 feet of the Queen must succeed on a DC 20 Constitution saving throw or the spell fails, expending the spell slot.\"]},{\"type\":\"item\",\"name\":\"Moonlight Blast\",\"entries\":[\"A searing flare of moonlight bursts from a point the Queen can see within 120 feet of her. Each creature within 15 feet of that point must succeed on a DC 20 Dexterity saving throw, taking 13 ({@dice 3d8}) radiant damage on a failed save, or half as much damage on a successful one. A creature not in its true form has disadvantage on the saving throw, and if it fails, it reverts to its true form.\"]}]}],\"regionalEffects\":[\"The region containing the Queen of Witches's lair is warped by the queen's magic, which creates one or more of the following effects:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Lunar Constancy\",\"entries\":[\"Despite the weather, the moon is always visible for most of the night within 10 miles of the lair. Cloud cover has many breaks, or the moon's light sharply penetrates the clouds.\"]},{\"type\":\"item\",\"name\":\"Moonlit Audience\",\"entries\":[\"Calling the Queen of Witches's name under the light of the moon within 3 miles of her lair draws her attention. She can choose to teleport to the supplicant and hear their request. For 24 hours after the invocation, even if the Queen never teleported to the supplicant, she has a connection to the area where the supplicant called for her and can teleport to an unoccupied space within 30 feet of it or back to her lair as an action.\"]},{\"type\":\"item\",\"name\":\"Susurrating Fog\",\"entries\":[\"Silvery fog is common within 10 miles of the lair, and strange whispers are heard within the mist.\"]}]},\"If the Queen of Witches dies, these effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Red Dragon\",\"source\":\"MM\",\"page\":98,\"additionalSources\":[{\"source\":\"FTD\"}],\"lairActions\":[\"On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[\"Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a {@dc 15} Dexterity saving throw, taking 21 ({@damage 6d6}) fire damage on a failed save, or half as much damage on a successful one.\",\"A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a {@dc 15} Dexterity saving throw or be knocked {@condition prone}.\",\"Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} until the end of its turn. While {@condition poisoned} in this way, a creature is {@condition incapacitated}.\"]},{\"type\":\"entries\",\"name\":\"Additional Lair Actions\",\"entries\":[\"At your discretion, a legendary ({@creature Adult Red Dragon||adult} or {@creature Ancient Red Dragon||ancient}) red dragon can use one or both of the following additional lair actions while in its lair:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Noxious Smoke\",\"entry\":\"A cloud of thick, dark smoke fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is {@quickref Vision and Light|PHB|2||heavily obscured}. A creature other than the dragon that starts its turn in the cloud or enters it for the first time on its turn must succeed on a DC 15 Constitution saving throw or be {@condition poisoned} until the end of its turn. The cloud lasts until initiative count 20 on the next round.\"},{\"type\":\"item\",\"name\":\"Searing Heat\",\"entry\":\"Searing heat spreads out in a 15-foot-radius sphere centered on a point the dragon can see within 120 feet of it. Any creature that enters the affected area or starts its turn there must make a DC 15 Constitution saving throw, taking 10 ({@damage 3d6}) fire damage on a failed save, or half as much damage on a successful one. The heat lasts until initiative count 20 on the next round.\"}]}],\"source\":\"FTD\"}],\"regionalEffects\":[\"The region containing a legendary red dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:\",{\"type\":\"list\",\"items\":[\"Small earthquakes are common within 6 miles of the dragon's lair.\",\"Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.\",\"Rocky fissures within 1 mile of the dragon's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.\"]},\"If the dragon dies, these effects fade over the course of {@dice 1d10} days.\",{\"type\":\"entries\",\"name\":\"Additional Regional Effects\",\"entries\":[\"Any of these effects might appear in the area around a red dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Desertification\",\"entry\":\"Precipitation is almost nonexistent within 6 miles of the dragon's lair, making the land parched and arid and most plant life withered and brown.\"},{\"type\":\"item\",\"name\":\"Fiery Senses\",\"entry\":\"The dragon can hear up to 30 feet through any open flame within 1 mile of the dragon's lair.\"},{\"type\":\"item\",\"name\":\"Ominous Flames\",\"entry\":\"Open flames within 6 miles of the dragon's lair are tinged dark red, hiss and crackle constantly, and throw off embers and showers of sparks.\"}]}],\"source\":\"FTD\"}]},{\"name\":\"River King\",\"source\":\"ToB1-2023\",\"lairActions\":[\"On initiative count 20 (losing initiative ties), the River King takes a lair action to cause one of the following effects; the River King can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Flash Flooding\",\"entries\":[\"The fey river swells and rushes over the land, or the walls of the Hall buckle and allow the torrent in. A 60-foot line of water that is 10 feet wide rushes from a point on a wall the River King can see within 60 feet of him. Each creature in the line must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet away from the point on the wall, in the direction of the water's flow, and take 9 ({@dice 2d8}) bludgeoning damage.\"]},{\"type\":\"item\",\"name\":\"Invoke Drowning\",\"entries\":[\"River water fills the mouth and throat of one creature the River King can see within 60 feet of him. The target must succeed on a DC 18 Constitution saving throw or begin suffocating. A suffocating but conscious target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any creature can take an action to force the water from the target's lungs by succeeding on a DC 15 Wisdom ({@skill Medicine}) check, ending the effect. Otherwise, the effect lasts until the River King uses this lair action again or until the River King dies.\"]},{\"type\":\"item\",\"name\":\"Imperial Impression\",\"entries\":[\"The River King's commanding and elegant presence in his magnificent lair overwhelms one creature he can see within 120 feet. The target must succeed on a DC 18 Charisma saving throw or be charmed by the River King until initiative count 20 on the next round.\"]}]}],\"regionalEffects\":[\"The region containing the River King's lair is warped by his magic, which creates one or more of the following effects:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Rushing Rapids\",\"entries\":[\"The currents of rivers and streams within 3 miles of the lair become strong and erratic. Each creature swimming in these rivers and streams has disadvantage on Strength ({@skill Athletics}) checks to swim, unless it has a swimming speed.\"]},{\"type\":\"item\",\"name\":\"Stormy Weather\",\"entries\":[\"Rain and thunderstorms are common within 6 miles of the lair, and they often build to torrential downpours that obscure vision and cause waterways to overflow their banks.\"]},{\"type\":\"item\",\"name\":\"Well-Stocked Waterways\",\"entries\":[\"Lakes, ponds, rivers, and streams within 10 miles of the lair teem with fish and other wildlife.\"]}]},\"If the River King dies, these effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Riverine\",\"source\":\"JttRC\",\"lairActions\":[\"On initiative count 20 (losing initiative ties), the riverine can take one of the following lair actions; the riverine can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"entries\",\"name\":\"Phantasmal Mist\",\"entries\":[\"The riverine creates fog around a creature it can see within 120 feet of it. The target must succeed on a {@dc 17} Wisdom saving throw or take 5 ({@damage 1d10}) psychic damage and be {@condition frightened} of the riverine until the end of the target's next turn.\"]},{\"type\":\"entries\",\"name\":\"River's Fury\",\"entries\":[\"The riverine conjures swampy ground that briefly covers the ground in a 20-foot square the riverine can see within 120 feet of itself. That area becomes {@quickref difficult terrain||3} until initiative count 20 on the next round. Any creature, other than the riverine, that enters the affected area or starts its turn there takes 7 ({@damage 2d6}) cold damage.\"]}]}],\"regionalEffects\":[\"The region containing a riverine's lair flourishes under the magic of the riverine's presence, which creates one or more of the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Clearwater Sight\",\"entries\":[\"The waters of the river serve as a conduit for the riverine's consciousness. As an action, the riverine can cast the {@spell clairvoyance} spell, requiring no spell components, targeting any point along the river it's connected to.\"]},{\"type\":\"item\",\"name\":\"River's Bounty\",\"entries\":[\"Freshwater fauna and flora reproduce rapidly and thrive in the waters within 1 mile of the riverine's lair. Foraging in these waters yields twice the usual amount of food.\"]},{\"type\":\"item\",\"name\":\"Spirit Guidance\",\"entries\":[\"Tracks appear along the banks of the river within 6 miles of the riverine's lair. The tracks lead to potential shelters and safe passages across the river's waters, while also leading away from areas that the riverine prefers to remain undisturbed.\"]}]},\"If the riverine dies, the flora and fauna return to normal levels, and its river dries out over the course of {@dice 1d10} days. All other effects cease immediately.\"]},{\"name\":\"Sapphire Dragon\",\"source\":\"FTD\",\"page\":215,\"lairActions\":[\"On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Awesome Thunder\",\"entry\":\"A thunderous detonation of sound that can be heard up to 300 feet away surrounds one creature in the lair that the dragon can see. That creature must succeed on a DC 15 Constitution saving throw or take 13 ({@damage 3d8}) thunder damage and be {@condition stunned} until the end of its next turn.\"},{\"type\":\"item\",\"name\":\"Beguiling Whisper\",\"entry\":\"The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be {@condition charmed} by the dragon until initiative count 20 on the next round. A creature {@condition charmed} in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to the creature.\"},{\"type\":\"item\",\"name\":\"Stone Passage\",\"entry\":\"The dragon touches a section of stone up to 30 feet in any dimension. The dragon can shape the stone to open or close a passage through a wall, as long as the wall is less than 10 feet thick.\"}]}],\"regionalEffects\":[\"The region surrounding a legendary sapphire dragon's lair is altered by the dragon's magic, creating one or more of the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Crystal Profusion\",\"entry\":\"Natural stone within 6 miles of the lair grows plentiful crystal formations and veins of sapphire gemstones, particularly underground.\"},{\"type\":\"item\",\"name\":\"Stony Sight\",\"entry\":\"Natural stone within 6 miles of the lair is a conduit for the dragon's psionic presence. As an action, the dragon can cast the {@spell clairvoyance} spell, requiring no spell components and targeting any natural stone formation in that region.\"},{\"type\":\"item\",\"name\":\"Telepathic Enhancement\",\"entry\":\"The dragon's psionic energy enhances the mental powers of other creatures. Any creature capable of telepathic communication has its telepathy range doubled while within 1 mile of the lair. This includes creatures with innate telepathy and magical telepathy such as the {@spell Rary's telepathic bond} spell.\"},{\"type\":\"item\",\"name\":\"Thriving Wildlife\",\"entry\":\"{@creature Giant spider||Giant spiders} (a sapphire dragon's favorite prey) are attracted to the area within 6 miles of the lair and settle there in large numbers.\"}]},\"If the dragon dies, the population of giant spiders in the region returns to normal levels over the course of {@dice 1d10} days. The enhancement of telepathic abilities ends immediately. The existing abundance of crystals and sapphires remains, but new ones form at a normal rate.\"]},{\"name\":\"Sapphire Dragon\",\"source\":\"SADS\",\"page\":215,\"lairActions\":[\"On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[\"The dragon targets a creature within 120 feet of it that can hear and understand it. The creature must succeed on a {@dc 15} Wisdom saving throw or be {@condition charmed} by the dragon until initiative count 20 on the following round. A creature {@condition charmed} in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to itself.\",\"The dragon touches a section of stone up to 10 feet in any dimension. The dragon can form the stone into any shape that suits its purpose.\",\"A wall of stone springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 1 foot thick. When the wall appears, each creature in its space is pushed to either side of the wall the creature wants. Each 5-foot section of wall has AC 17, 20 hit points, vulnerability to thunder damage, and immunity to poison and psychic damage. The wall vanishes when the dragon uses this lair action again or when the dragon dies.\"]}],\"regionalEffects\":[\"The region surrounding a legendary sapphire dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:\",{\"type\":\"list\",\"items\":[\"{@creature Giant spider||Giant spiders} are attracted to the area within 6 miles of the lair and settle there in large numbers.\",\"Natural stone within 6 miles of the lair grows plentiful crystal formations and sapphire gemstone veins, particularly underground.\",\"Natural stone within 6 miles of the lair becomes a conduit for the dragon's psionic presence. As an action, the dragon can cast the {@spell clairvoyance} spell, requiring no components, targeting any natural stone formation in that region.\"]}]},{\"name\":\"Scion of Grolantor\",\"source\":\"BGG\",\"page\":165,\"regionalEffects\":[\"The region surrounding a scion of Grolantor is altered by the giant's magic, creating one or more of the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Abundant Food\",\"entry\":\"Crops and domestic animals grow and reproduce quickly within 6 miles of the scion.\"},{\"type\":\"item\",\"name\":\"Empowered Hill Giants\",\"entry\":\"Hill giants within 1,000 feet of the scion gain a +7 bonus to attack and damage rolls.\"},{\"type\":\"item\",\"name\":\"Farming Weather\",\"entry\":\"The weather within 6 miles of the scion is always ideal for farming: sunny and warm with occasional showers.\"}]},\"If the scion dies, these effects end immediately.\"]},{\"name\":\"Scion of Memnor\",\"source\":\"BGG\",\"page\":167,\"regionalEffects\":[\"The region surrounding a scion of Memnor is altered by the giant's magic, creating one or more of the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Compulsory Offering\",\"entry\":\"The first time a sapient creature comes within 6 miles of the scion, the creature must succeed on a DC 15 Wisdom saving throw or feel an overwhelming compulsion to leave an offering worth at least 5 gp stashed in an out-of-the-way place. Cloud giants within 6 miles of the cradle or scion immediately sense the location of this gift. A creature can be affected only once by this compulsion.\"},{\"type\":\"item\",\"name\":\"Empowered Cloud Giants\",\"entry\":\"Cloud giants within 1,000 feet of the scion gain a +8 bonus to attack and damage rolls.\"},{\"type\":\"item\",\"name\":\"Mischievous Whispers\",\"entry\":\"Whispers can be heard on the wind within 1 mile of the scion. The words are indistinct, but a creature with an Intelligence score of 5 or higher interprets them as instructions for a prank they can play on others.\"}]},\"If the scion dies, these effects end immediately.\"]},{\"name\":\"Scion of Skoraeus\",\"source\":\"BGG\",\"page\":169,\"regionalEffects\":[\"The region surrounding a scion of Skoraeus is altered by the giant's magic, creating one or more of the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Abundant Stone and Minerals\",\"entry\":\"Smooth stones and gems grow within 6 miles of the scion.\"},{\"type\":\"item\",\"name\":\"Edible Moss\",\"entry\":\"Carpets of golden moss that stone giants find tasty grow on cavern walls within 6 miles of the scion.\"},{\"type\":\"item\",\"name\":\"Empowered Stone Giants\",\"entry\":\"Stone giants within 1,000 feet of the scion gain a +7 bonus to attack and damage rolls.\"}]},\"If the scion dies, the Empowered Stone Giants effect ends immediately. The other effects cease to produce new moss and minerals, and existing moss dies within {@dice 1d10} days.\"]},{\"name\":\"Scion of Stronmaus\",\"source\":\"BGG\",\"page\":171,\"regionalEffects\":[\"The region surrounding a scion of Stronmaus is altered by the giant's magic, creating one or more of the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Elemental Portals\",\"entry\":\"Two-way portals to the Elemental Plane of Air (if the scion is in the sky) or the Elemental Plane of Water (if the scion is in the ocean) form within 1 mile of the cradle or scion, allowing elemental creatures into the world.\"},{\"type\":\"item\",\"name\":\"Empowered Storm Giants\",\"entry\":\"Storm giants within 1,000 feet of the scion gain a +8 bonus to attack and damage rolls.\"},{\"type\":\"item\",\"name\":\"Extreme Weather\",\"entry\":\"The weather within 1 mile of the scion dramatically shifts day to day, ranging from pleasantly sunny to brutal hailstorms.\"}]},\"If the scion dies, these effects end immediately.\"]},{\"name\":\"Scion of Surtur\",\"source\":\"BGG\",\"page\":173,\"regionalEffects\":[\"The region surrounding a scion of Surtur is altered by the giant's magic, creating one or more of the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Abundant Ore\",\"entry\":\"Veins of precious metals and ore are more common within 6 miles of the scion.\"},{\"type\":\"item\",\"name\":\"Desertification\",\"entry\":\"Precipitation is almost nonexistent within 6 miles of the scion, parching the land and withering most plant life.\"},{\"type\":\"item\",\"name\":\"Empowered Fire Giants\",\"entry\":\"Fire giants within 1,000 feet of the scion gain a +8 bonus to attack and damage rolls.\"}]},\"If the scion dies, existing ore remains, but new veins of ore stop forming. The other effects end immediately.\"]},{\"name\":\"Scion of Thrym\",\"source\":\"BGG\",\"page\":175,\"regionalEffects\":[\"The region surrounding a scion of Thrym is altered by the giant's magic, creating one or more of the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Biting Chill\",\"entry\":\"Extreme cold envelops the land within 6 miles of the scion (see the {@book Dungeon Master's Guide|DMG} for rules on {@hazard extreme cold}). If the climate in the area already features extreme cold, the cold is numbing—creatures in the area without immunity or resistance to cold damage have disadvantage on Strength and Dexterity checks.\"},{\"type\":\"item\",\"name\":\"Empowered Frost Giants\",\"entry\":\"Frost giants within 1,000 feet of the scion gain a +7 bonus to attack and damage rolls.\"},{\"type\":\"item\",\"name\":\"Thriving Wildlife\",\"entry\":\"Beasts reproduce rapidly and thrive within 6 miles of the scion.\"}]},\"If the scion dies, these effects end immediately.\"]},{\"name\":\"Sea Dragon\",\"source\":\"ToB1-2023\",\"lairActions\":[\"On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Create Coral Wall\",\"entries\":[\"The dragon creates an opaque wall of living coral on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature in its area is pushed 5 feet out of the wall's space on whichever side of the wall it wants, and it must make a DC 15 Dexterity saving throw, taking 18 ({@dice 4d8}) slashing damage on a failed save, or half as much damage on a successful one. While the wall remains, any creature that touches the wall must also make the saving throw. Each 10-foot section of the wall has AC 5, 30 hp, resistance to fire damage, and immunity to poison damage and psychic damage. The wall lasts until the dragon uses this lair action again or until the dragon dies.\"]},{\"type\":\"item\",\"name\":\"Invoke the Sea's Calm\",\"entries\":[\"The currents around up to four creatures in the water and that the dragon can see within 120 feet of it work against the creatures. Each target must succeed on a DC 15 Strength saving throw or it can't use reactions, its speed is halved, and it can't make more than one attack on its turn until initiative count 20 on the next round.\"]},{\"type\":\"item\",\"name\":\"Whirlpools\",\"entries\":[\"Four vortexes of water appear centered on points underwater or on the water's surface that the dragon can see within 120 feet of it. Each vortex takes the shape of a cylinder that is 30 feet tall with a 5-foot radius. Each creature that enters a vortex for the first time on a turn or starts its turn there must make a DC 15 Strength saving throw or be restrained. A creature, including a restrained creature, can take its action to free the restrained creature by succeeding on a DC 15 Strength check. The vortexes last until the dragon uses this lair action again or until the dragon dies.\"]}]}],\"regionalEffects\":[\"The region containing a legendary sea dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Chill of the Deeps\",\"entries\":[\"Water temperatures drop within 1 mile of the dragon's lair, turning the water frigid and endangering swimming creatures not accustomed to arctic waters.\"]},{\"type\":\"item\",\"name\":\"Tempestuous Weather\",\"entries\":[\"Storms and rough water are more common within 6 miles of the lair.\"]},{\"type\":\"item\",\"name\":\"Thriving Waterways\",\"entries\":[\"Sea life becomes richer within 6 miles of the lair. Schools of fish move into new waters, sharks become common, and whale migration paths shift to pass near the area.\"]}]},\"If the dragon dies, these effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Sea Fury\",\"source\":\"EGW\",\"page\":299,\"lairActions\":[\"A sea fury lurks in the caverns where its coven once dwelled, decorating the walls with the bones of its slain kin, as well as baubles stolen from sunken wrecks.\",\"On initiative count 20 (losing initiative ties), the sea fury can take a lair action to cause one of the following magical effects, but can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[\"Caverns, tunnels, and pools of water within 120 feet of the sea fury become foggy or murky, to the extent that the area becomes heavily obscured.\",\"The sea fury conjures a 15-foot cube of water that fills an unoccupied space it can see within 30 feet of it, then moves the water in a straight line up to 60 feet, after which the water disperses. Any creature that comes into contact with the rushing {@item wave} must succeed on a {@dc 16} Strength saving throw or be knocked {@condition prone} by it and pushed 15 feet along its course.\",\"The sea fury calls forth the spirit of a dead sailor or sea hag that met its end in the lair. This spirit has the statistics of a {@creature specter} and lasts until the sea fury uses another lair action. The specter appears in an unoccupied space within 30 feet of the sea fury and obeys the sea fury's commands.\"]}],\"regionalEffects\":[\"The region containing a sea fury's lair is warped by the sea fury's magic, which creates the following effects:\",{\"type\":\"list\",\"items\":[\"Sea water within 5 miles of the lair becomes coarse and choppy, as if whipped by an unseen wind.\",\"Sea grass within 1 mile of the lair is imbued with a foul mockery of life, grasping ineffectually at any creature that passes within 5 feet of it.\",\"Ordinary {@creature crab||crabs} and {@creature octopus||octopi} within 1 mile of the lair grow in size to become {@creature giant crab||giant crabs} and {@creature giant octopus||giant octopi}, respectively. These creatures serve the sea fury as spies and guards.\"]}]},{\"name\":\"Sea Hag\",\"source\":\"MM\",\"page\":179,\"_copy\":{\"name\":\"Hag\",\"source\":\"VGM\",\"_mod\":{\"lairActions\":{\"mode\":\"appendArr\",\"items\":[\"A powerful sea hag might have the following additional lair actions:\",{\"type\":\"list\",\"items\":[\"The hag fills up to four 10-foot cubes of water with ink. The inky areas are heavily obscured for 1 minute, although a steady, strong underwater current disperses the ink on initiative count 10. The hag ignores the obscuring effect of the ink.\",\"The hag chooses one humanoid within the lair and instantly creates a simulacrum of that creature (as if created with the {@spell simulacrum} spell). This hideous simulacrum is formed out of seaweed, slime, half-eaten fish, and other garbage, but still generally resembles the creature it is imitating. This simulacrum obeys the hag's commands and is destroyed on initiative count 20 on the next round.\"]}]},\"regionalEffects\":{\"mode\":\"appendArr\",\"items\":[\"A powerful sea hag creates one or more of the following additional regional effects within 1 mile of her lair:\",{\"type\":\"list\",\"items\":[\"Most surfaces are covered by a thin film of slime, which is slick and sticks to anything that touches it.\",\"Currents and tides are exceptionally strong and treacherous. Any ability check made to safely navigate or control a vessel moving through these waters has disadvantage.\",\"Shores are littered with dead, rotting fish. The hag can sense when one of the fish is handled and cause it to speak with her voice.\"]}]}}}},{\"name\":\"Shadow Dragon\",\"source\":\"FTD\",\"page\":142,\"lairActions\":[{\"type\":\"entries\",\"name\":\"Additional Lair Action\",\"entries\":[\"Shadow dragons have access to the lair actions usable by untransformed dragons of the same kind. The effects of these actions might be cosmetically altered, seeming darker, gloomier, and more subdued. They might also deal necrotic damage instead of other damage types. At your discretion, a legendary (adult or ancient) shadow dragon can use the following additional lair action while in its lair:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Banish Light\",\"entry\":\"Any nonmagical source of illumination within a 60-foot-radius sphere centered on the dragon is snuffed out, and any spell that creates light within that same area is dispelled.\"}]}]}],\"regionalEffects\":[\"When a shadow dragon establishes a lair on the Material Plane, the region around the lair takes on some of the characteristics of the Shadowfell, creating one or more of the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Brooding Despair\",\"entry\":\"Creatures within 1 mile of the dragon's lair that have an Intelligence score of 5 or higher feel forlorn and hopeless.\"},{\"type\":\"item\",\"name\":\"Dying Light\",\"entry\":\"Light is diminished within 6 miles of the dragon's lair, {@quickref Vision and Light|PHB|2||lightly obscuring} the land in gloomy shadows.\"},{\"type\":\"item\",\"name\":\"Gloomy Portals\",\"entry\":\"Some caves, caverns, pits, and other places of deep gloom within 1 mile of the dragon's lair form portals to the Shadowfell, allowing creatures from that plane to dwell nearby.\"}]}]},{\"name\":\"Silver Dragon\",\"source\":\"MM\",\"page\":117,\"additionalSources\":[{\"source\":\"FTD\"}],\"lairActions\":[\"On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:\",{\"type\":\"list\",\"items\":[\"The dragon creates fog as if it had cast the {@spell fog cloud} spell. The fog lasts until initiative count 20 on the next round.\",\"A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a {@dc 15} Constitution saving throw or take 5 ({@damage 1d10}) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a {@chance 50} chance of being extinguished.\"]},{\"type\":\"entries\",\"name\":\"Additional Lair Action\",\"entries\":[\"At your discretion, a legendary ({@creature Adult Silver Dragon||adult} or {@creature Ancient Silver Dragon||ancient}) silver dragon can use the following additional lair action while in its lair:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Icy Grip\",\"entry\":\"A sudden, supernatural chill fills the lair near the dragon. Each creature of the dragon's choice that it can see within 120 feet of it must succeed on a DC 15 Constitution saving throw or be {@condition restrained} until initiative count 20 on the next round. Creatures that have resistance to cold damage have advantage on the saving throw; creatures that have immunity to cold damage succeed automatically.\"}]}],\"source\":\"FTD\"}],\"regionalEffects\":[\"The region containing a legendary silver dragon's lair is warped by the dragon's magic, which creates one or more of the following effects.\",{\"type\":\"list\",\"items\":[\"Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the {@spell control weather} spell.\",\"Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the dragon's or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.\",\"Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone, forming structures and other objects as it wishes.\"]},\"If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in {@dice 1d10} days.\"]},{\"name\":\"Snow Queen\",\"source\":\"ToB1-2023\",\"lairActions\":[\"On initiative count 20 (losing initiative ties), the Snow Queen takes a lair action to cause one of the following effects; the Snow Queen can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Induce Snow Blindness\",\"entries\":[\"The snow and ice of the lair shimmer and gleam, catching the light and flashing it into the eyes of the Snow Queen's foes. Each hostile creature within 30 feet of the Snow Queen has disadvantage on attack rolls against her until initiative count 20 on the next round.\"]},{\"type\":\"item\",\"name\":\"Isolated Blizzard\",\"entries\":[\"A blast of wintry weather and heavy snow falls in a 30-foot radius centered on a point on the ground that the Snow Queen can see within 120 feet of her. The area becomes difficult terrain, and each creature that enters the area for the first time on a turn must succeed on a DC 18 Strength saving throw or be restrained by the snow. A creature, including the restrained creature, can take an action to free the restrained creature by succeeding on a DC 18 Strength check. The snow melts away when the Queen uses this lair action again or when the Queen dies.\"]},{\"type\":\"item\",\"name\":\"Snow Wall\",\"entries\":[\"A wall of dense snow erupts on a solid surface within 120 feet of the Snow Queen. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must succeed on a DC 18 Dexterity saving throw or take 14 ({@dice 4d6}) cold damage and be pushed 5 feet out of the wall's space, appearing on whichever side of the wall it wants. A creature can move through the wall, though the wall is filled with freezing snow. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. A creature that starts its turn in the wall or enters the wall's space for the first time on a turn must make a DC 18 Constitution saving throw, taking 14 ({@dice 4d6}) cold damage on a failed save, or half as much damage on a successful one. Each 10-foot section of the wall has AC 5, 15 hp, vulnerability to fire damage, resistance to bludgeoning damage, and immunity to cold, poison, and psychic damage. The wall melts when the Queen uses this lair action again or when she dies.\"]}]}],\"regionalEffects\":[\"The region containing the Snow Queen's lair is warped by her magic, which creates one or more of the following effects:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Concealing Flurries\",\"entries\":[\"Light snowfall or swirling powder blown by the wind lightly obscures the area within 5 miles of the lair.\"]},{\"type\":\"item\",\"name\":\"Permafrost\",\"entries\":[\"Within 10 miles of the lair, snow and ice resist melting, doing so only after prolonged contact with fire or other major source of heat.\"]},{\"type\":\"item\",\"name\":\"Snow-Covered Land\",\"entries\":[\"Deep snow and frequent snowfall make the area within 3 miles of the lair difficult terrain for Medium and smaller creatures.\"]}]},\"If the Snow Queen dies, these effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Solar Dragon\",\"source\":\"BAM\",\"page\":50,\"regionalEffects\":[\"A solar dragon customarily lairs in a star's radiant core or nests in a gigantic, hollowed-out rock engulfed by the star's blinding radiance. A star in which a solar dragon makes its lair has the following effects on creatures:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Blinding Radiance.\",\"entry\":\"A creature that is within 10 miles of the star or inside it is blinded by its intense light unless the creature has protective gear to shield its eyes, such as goggles of night or a similar form of eyewear.\"},{\"type\":\"item\",\"name\":\"Stellar Incineration.\",\"entry\":\"Any creature that enters the star or starts its turn inside it takes 132 ({@dice 24d10}) radiant damage.\"}]}]},{\"name\":\"Sphinx\",\"source\":\"MM\",\"page\":281,\"lairActions\":[\"On initiative count 20 (losing initiative ties), the sphinx can take a lair action to cause one of the following magical effects; the sphinx can't use an effect again until it finishes a short or long rest:\",{\"type\":\"list\",\"items\":[\"The flow of time is altered such that every creature in the lair must reroll initiative. The sphinx can choose not to reroll.\",\"The effects of time are altered such that every creature in the lair must succeed on a {@dc 15} Constitution saving throw or become {@dice 1d20} years older or younger (the sphinx's choice), but never any younger than 1 year old. A {@spell greater restoration} spell can restore a creature's age to normal.\",\"The flow of time within the lair is altered such that everything within moves up to 10 years forward or backward (sphinx's choice). Only the sphinx is immediately aware of the time change. A {@spell wish} spell can return the caster and up to seven other creatures designated by the caster to their normal time.\",\"The sphinx shifts itself and up to seven other creatures it can see within in its lair to another plane of existence. Once outside its lair, the sphinx can't use lair actions, but it can return to its lair as a bonus action on its turn, taking up to seven creatures with it.\"]}]},{\"name\":\"Ssendam, Lord of Madness\",\"source\":\"MaBJoV\",\"page\":105,\"lairActions\":[\"On initiative count 20 (losing initiative ties), Ssendam can take one lair action to cause one of the following effects; Ssendam can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[\"All creatures within 30 ft. of Ssendam must succeed on a DC 20 Wisdom saving throw or come under the effects of the {@spell confusion} spell until the end of its next turn.\",\"Until the end of Ssendam's next turn, any creature that casts a spell within 60 ft. of Ssendam must roll on the sorcerer's wild surge table in the PHB.\"]}],\"regionalEffects\":[\"The region containing Ssendam's lair is corrupted by the chaos phage, which creates one or more of the following effects:\",{\"type\":\"list\",\"items\":[\"Within 1 mile of Ssendam's lair, there is a 1 in 20 chance that any creature that casts a spell must roll on the sorcerer's wild surge table in the PHB.\",\"Within 10 miles of the lair, any creature that takes a long or short rest must succeed on a DC 20 Wisdom saving throw or be inflicted with a random shortterm madness.\"]},\"If Ssendam dies, the effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Storm Giant Quintessent\",\"source\":\"MPMM\",\"page\":235,\"lairActions\":[\"A storm giant quintessent can use lair actions in giant form and while transformed into a storm. On initiative count 20 (losing initiative ties), the giant can take one of the following lair actions; the giant can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Deafening Boom\",\"entries\":[\"The giant creates a thunderclap centered on a point anywhere in their lair. Each creature within 20 feet of that point must succeed on a {@dc 18} Constitution saving throw or be {@condition deafened} until the end of its next turn.\"]},{\"type\":\"item\",\"name\":\"Fog\",\"entries\":[\"The giant creates a 20-foot-radius sphere of fog (or murky water if within water) centered on a point anywhere in its lair. The sphere spreads around corners, and its area is heavily obscured. The fog lasts until the giant disperses it (no action required), and it can't be dispersed by wind.\"]},{\"type\":\"item\",\"name\":\"Gale\",\"entries\":[\"The giant creates a 60-foot-long, 10-foot-wide line of strong wind (or strong current within water) originating from a point anywhere in its lair. Each creature in that line must succeed on a {@dc 18} Strength saving throw or be pushed 15 feet in the direction the wind is blowing. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in its area. Protected flames, such as those of lanterns, have a {@chance 50} chance of being extinguished.\"]}]}],\"regionalEffects\":[\"The region containing a storm giant quintessent's lair is warped by the giant's presence, which creates one or more of the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Downpour\",\"entries\":[\"Rain, snow, or blowing dust or sand (whichever is most appropriate) is constant within 1 mile of the lair. Rain causes rivers and streams to fill or overflow their banks; snow, dust, or sand forms deep drifts or dunes.\"]},{\"type\":\"item\",\"name\":\"Lightning\",\"entries\":[\"Flashes of lightning and peals of thunder are continual, day and night, within 5 miles of the lair.\"]},{\"type\":\"item\",\"name\":\"Winds\",\"entries\":[\"High wind blows within 1 mile of the lair, making it impossible to light a fire unless the location where the fire is lit is protected from the wind.\"]}]},\"If the giant dies, the lightning, thunder, and high wind regional effects end immediately. Rain, snow, and blowing dust abate gradually within {@dice 1d8} days.\"]},{\"name\":\"Storm Giant Quintessent\",\"source\":\"VGM\",\"page\":151,\"lairActions\":[\"A storm giant quintessent can use lair actions in giant form and while transformed into a storm. On initiative count 20 (losing initiative ties), the giant can take a lair action to cause one of the following effects; the giant can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[\"The giant creates a thunderclap centered on a point anywhere in its lair. Each creature within 20 feet of that point must succeed on a {@dc 18} Constitution saving throw or be {@condition deafened} until the end of its next turn.\",\"The giant creates a 20-foot-radius sphere of fog (or murky water within water) centered on a point anywhere in its lair. The sphere spreads around corners, and its area is heavily obscured. The fog lasts until the giant disperses it (no action required), and it can't be dispersed by wind.\",\"The giant creates a 60-foot-long, 10-foot-wide line of strong wind ( or strong current within water) originating from a point anywhere in its lair. Each creature in that line must succeed on a {@dc 18} Strength saving throw or be pushed 15 feet in the direction the wind is blowing. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in its area. Protected flames, such as those of lanterns, have a {@chance 50} chance of being extinguished.\"]}],\"regionalEffects\":[\"The region containing a storm giant quintessent's lair is warped by the giant's presence, which creates one or more of the following effects:\",{\"type\":\"list\",\"items\":[\"High wind blows within 1 mile of the lair, making it impossible to light a fire unless the location where the fire is lit is protected from the wind.\",\"Rain, snow, or blowing dust or sand (whichever is most appropriate) is constant within 1 mile of the lair. Rain causes rivers and streams to fill or overflow their banks; snow, dust, or sand form deep drifts or dunes.\",\"Flashes of lightning and peals of thunder are continual, day and night, within 5 miles of the lair.\"]},\"If the giant dies, the lightning, thunder, and high wind regional effects end immediately. Rain, snow, and blowing dust abate gradually within {@dice 1d8} days.\"]},{\"name\":\"Strahd von Zarovich\",\"source\":\"CoS\",\"page\":240,\"lairActions\":[\"While Strahd is in Castle Ravenloft, he can take lair actions as long as he isn't {@condition incapacitated}.\",\"On initiative count 20 (losing initiative ties), Strahd can take one of the following lair action options, or forgo using any of them in that round:\",{\"type\":\"list\",\"items\":[\"Until initiative count 20 of the next round, Strahd can pass through solid walls, doors, ceilings, and floors as if they weren't there.\",\"Strahd targets any number of doors and windows that he can see, causing each one to either open or close as he wishes. Closed doors can be magically locked (needing a successful {@dc 20} Strength check to force open) until Strahd chooses to end the effect, or until Strahd uses this lair action again.\",\"Strahd summons the angry spirit of one who has died in the castle. The apparition appears next to a hostile creature that Strahd can see, makes an attack against that creature, and then disappears. The apparition has the statistics of a {@creature specter}.\",\"Strahd targets one Medium or smaller creature that casts a shadow. The target's shadow must be visible to Strahd and within 30 feet of him. If the target fails a {@dc 17} Charisma saving throw, its shadow detaches from it and becomes a {@creature shadow} that obeys Strahd's commands, acting on initiative count 20. A {@spell greater restoration} spell or a {@spell remove curse} spell cast on the target restores its natural shadow, but only if its undead shadow has been destroyed.\"]}]},{\"name\":\"The Gardener\",\"source\":\"QftIS\",\"lairActions\":[\"On initiative count 20 (losing initiative ties), the Gardener can take one of the following lair actions; they can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Plant Walk\",\"entry\":\"The Gardener moves up to their speed into the space of a Medium or larger plant within the lair, then teleports to an unoccupied space within 5 feet of any other Medium or larger plant within the lair.\"},{\"type\":\"item\",\"name\":\"Vine Wall\",\"entry\":\"A wall of grasping vines appears on the ground within 120 feet of the Gardener. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must succeed on a DC 15 Dexterity saving throw or have the grappled condition (escape DC 15). A creature must make this saving throw when it starts its turn inside the wall or when it enters the wall for the first time on a turn. The wall's area is difficult terrain for a creature that isn't grappled. The wall sinks back into the ground, freeing all creatures grappled by it, when the Gardener uses this lair action again or when the Gardener dies.\"}]}],\"regionalEffects\":[\"The Eternal Garden has the following features:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Boundary\",\"entry\":\"At the border of the domain is a lightly obscuring mist, tinged with a sweet blossom scent and the colors of sunset. No matter how far a creature travels into the mist, the creature finds itself back where it entered the border, returning to the garden.\"},{\"type\":\"item\",\"name\":\"Eternal Summer\",\"entry\":\"The climate in the garden is a perpetual, lovely summer, but weather conditions reflect the emotional tone of creatures in the garden. In times of danger, thunderstorms shake the sky. During times of melancholy or mourning, chill rain patters throughout the domain.\"},{\"type\":\"item\",\"name\":\"Gardener's Vigil\",\"entry\":\"The Gardener senses when anything dies in the garden. If a creature dies in the garden, roll a {@dice d6}. On a 1, the Gardener appears on initiative count 20 of the next round (losing initiative ties) to investigate.\"},{\"type\":\"item\",\"name\":\"Lighting\",\"entry\":\"The sky above the garden is a perpetual twilight range of orange, red, pink, and yellow hues with no visible sun, moon, or stars. During daylight hours, it emits bright light, but at night, it never reaches full darkness, becoming dim light instead.\"},{\"type\":\"item\",\"name\":\"Memory Loss\",\"entry\":\"Unless otherwise stated, a creature that leaves the domain must make a DC 10 Wisdom saving throw; Fey creatures and creatures with the Fey Ancestry trait automatically succeed on the saving throw. On a failed save, the creature remembers nothing of its time in the garden or the Palace of Spires. On a successful save, the creature's memories remain intact, but they're hazy and dreamlike. A Remove Curse or Greater Restoration spell restores the creature's memories.\"},{\"type\":\"item\",\"name\":\"Time\",\"entry\":\"Time passes slower in the Eternal Garden relative to other planes. For each day spent in the garden, one year passes on the Material Plane.\"}]}]},{\"name\":\"Thessalkraken\",\"source\":\"IMR\",\"page\":87,\"lairActions\":[\"On initiative count 20 (losing initiative ties), the thessalkraken takes a lair action to cause one of the following magical effects:\",{\"type\":\"list\",\"items\":[\"A strong current moves through the thessalkraken's lair. Each creature within 60 feet of the thessalkraken must succeed on a {@dc 18} Strength saving throw or be pushed up to 60 feet away from the thessalkraken. On a success, the creature is pushed 10 feet away from the thessalkraken.\",\"Creatures in the water within 60 feet of the thessalkraken have vulnerability to acid damage until initiative count 20 on the next round.\",\"The alluring gleam of treasure beneath the water in the thessalkraken's lair compels potential victims to draw near. Each creature within 120 feet of the thessalkraken must succeed on a {@dc 18} Wisdom saving throw or move 10 feet closer to the thessalkraken if able to do so.\"]}]},{\"name\":\"Time Dragon\",\"source\":\"MPP\",\"lairActions\":[\"On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the ancient or adult dragon can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Temporal Fling.\",\"entry\":\"The dragon attempts to fling a creature it can see within 60 feet of itself forward through time. The target must succeed on a DC 18 Wisdom saving throw or take 26 ({@dice 4d12}) psychic damage and move 1 round forward in time. A target moved forward in time vanishes for the duration. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it's occupied.\"},{\"type\":\"item\",\"name\":\"Temporal Lag.\",\"entry\":\"The dragon slows time for each creature within 60 feet of itself. Until initiative count 20 of the next round, the affected creature can move or take an action on its turn, not both. The creature also can't take a reaction or a bonus action.\"},{\"type\":\"item\",\"name\":\"Timeline Divergence.\",\"entry\":\"The dragon chooses a space it can fit into within its lair. The dragon exists simultaneously in its space and the chosen space until initiative count 20 on the next round. Whenever it moves or takes an action, the dragon chooses which version is moving or acting. If an effect or attack can target both the dragon's spaces at the same time, the dragon is affected only once.\"}]}],\"regionalEffects\":[\"The region surrounding an ancient or adult time dragon's lair is altered by the dragon's magic, creating one or more of the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Time Dilations\",\"entry\":\"Time fluctuates within 3 miles of the lair. Short rests taken within this area take 10 minutes or 2 hours (your choice).\"},{\"type\":\"item\",\"name\":\"Timelessness\",\"entry\":\"Beasts, Humanoids, and Plants within 3 miles of the lair age only 1 year for every 10 years that pass.\"}]},\"If the dragon dies, these effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Topaz Dragon\",\"source\":\"FTD\",\"page\":221,\"lairActions\":[\"On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Beguiling Whisper\",\"entry\":\"The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be {@condition charmed} by the dragon until initiative count 20 on the next round. A creature {@condition charmed} in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to the creature.\"},{\"type\":\"item\",\"name\":\"Cancellation\",\"entry\":\"The dragon chooses an active spell of 5th level or lower that it's aware of in the lair and ends the spell.\"},{\"type\":\"item\",\"name\":\"Negative Energy Infusion\",\"entry\":\"Up to two creatures the dragon can see within the lair must each succeed on a DC 15 Constitution saving throw or take 14 ({@damage 4d6}) necrotic damage. Negative energy then infuses the lair until initiative count 20 on the next round. While the infusion lasts, creatures in the lair other than the dragon can't regain hit points.\"}]}],\"regionalEffects\":[\"The region surrounding a legendary topaz dragon's lair is altered by the dragon's magic, creating one or more of the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Crystal Profusion\",\"entry\":\"Natural stone within 6 miles of the lair grows plentiful crystal formations and veins of topaz gemstones, particularly underground.\"},{\"type\":\"item\",\"name\":\"Negative Energy\",\"entry\":\"When a creature finishes a long rest within 6 miles of the lair, the creature must first succeed on a DC 15 Constitution saving throw or be unable to reduce its levels of {@condition exhaustion} or regain spent Hit Dice. Creatures resistant or immune to necrotic damage are immune to this regional effect.\"},{\"type\":\"item\",\"name\":\"Thriving Wildlife\",\"entry\":\"Giant squid are attracted to the sea within 6 miles of the lair, migrating and hunting there in large numbers.\"},{\"type\":\"item\",\"name\":\"Watery Sight\",\"entry\":\"Water within 6 miles of the lair is a conduit for the dragon's psionic presence. As an action, the dragon can cast the {@spell clairvoyance} spell, requiring no spell components and targeting any body of water in that region.\"}]},\"If the dragon dies, the population of giant squid in the region returns to normal levels over the course of {@dice 1d10} days. The existing abundance of crystals and topazes remains, but new ones form at a normal rate.\"]},{\"name\":\"Tosculi Hive Queen\",\"source\":\"ToB1-2023\",\"lairActions\":[\"On initiative count 20 (losing initiative ties), the hive queen takes a lair action to cause one of the following effects; the hive queen can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Biting Brood\",\"entries\":[\"Hundreds of biting and stinging insects erupt from a point on the ground the hive queen can see within 120 feet of her. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 10 ({@dice 4d4}) piercing damage on a failed save, or half as much damage on a successful one.\"]},{\"type\":\"item\",\"name\":\"Healing Pheromones\",\"entries\":[\"Each tosculi within 60 feet of the hive queen (including the hive queen) regains 10 {@dice 3d6} hp.\"]},{\"type\":\"item\",\"name\":\"Restraining Resin\",\"entries\":[\"The ceiling above one creature that the hive-queen can see within 120 feet of her drips sticky resin. The creature must succeed on a DC 17 Dexterity saving throw or be restrained by rapidly-hardening resin. A creature, including the target, can take its action to free the restrained target by succeeding on a DC 17 Strength check. If the creature is still restrained by the resin on initiative count 20 of the next round, the resin fully hardens, and the target is petrified in amber until freed or until the hive queen uses this lair action again. The resin can be attacked and destroyed (AC 15; 20 hp; vulnerability to bludgeoning damage; immunity to piercing, poison, and psychic damage), freeing the target.\"]}]}],\"regionalEffects\":[\"The region containing a tosculi hive queen's lair is warped by her presence, which creates one or more of the following effects:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Aggressive Wildlife\",\"entries\":[\"Beasts within 6 miles of the lair are more violent than usual and prone to acts of aggression.\"]},{\"type\":\"item\",\"name\":\"Buzzing Migraine\",\"entries\":[\"Creatures with an Intelligence of 5 or higher within 3 miles of the lair frequently suffer headaches brought on by an insectile buzzing in their minds.\"]},{\"type\":\"item\",\"name\":\"Eyes and Ears Everywhere\",\"entries\":[\"The hive queen can choose to see or hear through the senses of any tosculi within 10 miles of her lair, provided the tosculi is a member of her hive.\"]}]},\"If the tosculi hive-queen dies, the buzzing disappears immediately, but other effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Tromokratis\",\"source\":\"MOT\",\"page\":254,\"mythicEncounter\":[\"Tromokratis numbers among the most powerful creatures a group of adventurers might face. If you wish to make an encounter with the kraken truly legendary, Tromokratis might use its Hearts of the Kraken mythic trait. When this happens, it calls upon a reserve of strength just as it appears to be vanquished. After its hearts are exposed, Tromokratis can choose one of its mythic actions when it uses a legendary action.\",\"Read or paraphrase the following text when Tromokratis uses its Hearts of the Kraken trait:\",{\"type\":\"insetReadaloud\",\"entries\":[\"The titanic monster's carapace cracks, revealing a pulsing, red-purple heart buried amid heaps of blubber and muscle. Fissures run across the beast's ancient shell, revealing three other mighty, ichor-slick organs. The sea terror thrashes, channeling pain into fury.\"]},\"Fighting Tromokratis as a mythic encounter is equivalent to taking on two CR 26 creatures in one encounter. Award a party 180,000 XP for defeating Tromokratis after it uses Hearts of the Kraken.\"]},{\"name\":\"Unicorn\",\"source\":\"MM\",\"page\":294,\"regionalEffects\":[\"Transformed by the creature's celestial presence, the domain of a unicorn might include any of the following magical effects:\",{\"type\":\"list\",\"items\":[\"Open flames of a non magical nature are extinguished within the unicorn's domain. Torches and campfires refuse to burn, but closed lanterns are unaffected.\",\"Creatures native to the unicorn's domain have an easier time hiding; they have advantage on all Dexterity ({@skill Stealth}) checks made to hide.\",\"When a good-aligned creature casts a spell or uses a magical effect that causes another good-aligned creature to regain hit points, the target regains the maximum number of hit points possible for the spell or effect.\",\"Curses affecting any good-aligned creature are suppressed.\"]},\"If the unicorn dies, these effects end immediately.\"]},{\"name\":\"Valin Sarnaster\",\"source\":\"CM\",\"page\":182,\"lairActions\":[\"On initiative count 20 (losing initiative ties), Valin takes a lair action to cause one of the following effects; Valin can't use the same effect two rounds in a row.\",{\"type\":\"list\",\"items\":[\"Each undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20 on the next round.\",\"Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the next round.\",\"Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 4th level or lower in Valin's lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must make a DC 16 Constitution saving throw. On a failed save, it takes {@damage 1d6} necrotic damage per level of the spell, and the spell has no effect and is wasted.\"]}],\"regionalEffects\":[\"Valin's tomb is warped in any of the following ways by the creature's dark presence:\",{\"type\":\"list\",\"items\":[\"Food instantly molders and water instantly evaporates when brought into the lair. Other nonmagical drinks are spoiled—wine turning to vinegar, for instance.\",\"{@spell Divination} spells cast within the lair by creatures other than Valin have a {@chance 25} chance to provide misleading results, as determined by the DM. If a {@spell divination} spell already has a chance to fail or become unreliable when cast multiple times, that chance increases by 25 percent.\",\"A creature that takes treasure from the lair is cursed until the treasure is returned. The cursed target has disadvantage on all saving throws. The curse lasts until removed by a {@spell remove curse} spell or other magic.\"]},\"If Valin is destroyed, these regional effects end immediately.\"]},{\"name\":\"Vampire\",\"source\":\"MM\",\"page\":297,\"regionalEffects\":[\"The region surrounding a vampire's lair is warped by the creature's unnatural presence, creating any of the following effects:\",{\"type\":\"list\",\"items\":[\"There's a noticeable increase in the populations of bats, rats, and wolves in the region.\",\"Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.\",\"Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.\",\"A creeping fog clings to the ground within 500 feet of the vampire's lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.\"]},\"If the vampire is destroyed, these effects end after {@dice 2d6} days.\"]},{\"name\":\"Vanifer\",\"source\":\"PotA\",\"page\":203,\"lairActions\":[\"If Vanifer is in the fire node while {@creature Imix|PotA} isn't, the tiefling can take lair actions. On initiative count 20 (losing initiative ties), Vanifer uses a lair action to cast one of her spells, up to 3rd level, without using components or a spell slot. She can't cast the same spell two rounds in a row, although she can continue to concentrate on a spell she previously cast using a lair action. Vanifer can take no other lair actions while {@status concentration||concentrating} on a spell cast as a lair action. Her favorite use of this capability is casting {@spell fireball} or {@spell hypnotic pattern}.\",\"If Vanifer casts {@spell misty step} using this lair action, she also draws the power of the fire node into herself. By doing so, she regains 15 ({@dice 3d8 + 2}) hit points.\"]},{\"name\":\"Villain\",\"source\":\"BMT\",\"lairActions\":[\"On initiative count 20 (losing initiative ties) while in its lair, the villain can take one of the following lair actions; the villain can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Distraction\",\"entry\":\"A shrill sound fills the lair. Creatures that can hear it must succeed on a DC 15 Constitution saving throw or lose concentration.\"},{\"type\":\"item\",\"name\":\"Snares\",\"entry\":\"Hidden snares target up to three creatures the villain can see in the lair. Each creature must succeed on a DC 15 Strength saving throw or have the grappled condition (escape DC 15) and the restrained condition until it escapes or the snare holding it is destroyed. Each snare has AC 11, 10 hit points, and immunity to poison and psychic damage.\"},{\"type\":\"item\",\"name\":\"Traps\",\"entry\":\"Traps target up to two creatures the villain can see in the lair. Each target must succeed on a DC 15 Dexterity saving throw or be struck by a trap. The villain rolls a number of d6s equal to its proficiency bonus, and struck targets take damage equal to the total. The damage is bludgeoning, piercing, slashing, fire, or poison, chosen by the villain when the villain uses this action.\"}]}],\"regionalEffects\":[\"The region containing a villain's lair is warped by their presence, creating one or more of the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Corruption Abounds\",\"entry\":\"While within 3 miles of the lair, creatures that aren't members of the villain's organization have disadvantage on ability checks that rely on the Insight, Perception, and Persuasion skills.\"},{\"type\":\"item\",\"name\":\"Potent Toxins\",\"entry\":\"When members of the villain's organization deal poison damage while within 3 miles of the lair, they ignore the target's resistance to poison damage.\"}]},\"If the villain dies, these effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Void Dragon\",\"source\":\"ToB1-2023\",\"lairActions\":[\"On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Orb of the Void\",\"entries\":[\"The Void briefly overlaps the dragon's lair in a 20-foot-radius sphere of blackness punctuated by deep blue streaks and pinpoints of light. The sphere is centered on a point the dragon can see within 120 feet of the dragon. The sphere spreads around corners, is heavily obscured, and contains no air (creatures must hold their breath). Each creature in the sphere when it appears must make a DC 15 Constitution saving throw, taking 10 ({@dice 3d6}) cold damage on a failed save, or half as much damage on a successful one. Any creature that ends its turn in the sphere takes 10 ({@dice 3d6}) cold damage. The sphere lasts until the dragon uses this lair action again or until the dragon dies.\"]},{\"type\":\"item\",\"name\":\"Spatial Anomaly\",\"entries\":[\"The lair's connection to the Void briefly rips the fabric of space, forcing two creatures the dragon can see within 120 feet of it to suddenly exist at the same point in space and time. The laws of reality repel the creatures back to their original positions as reality resets. The targets aren't actually moved, but reality's reset forces each target to make a DC 15 Strength saving throw. On a failure, the creature takes 16 ({@dice 3d10}) force damage and is knocked prone. On a success, the creature takes half the damage and isn't knocked prone.\"]},{\"type\":\"item\",\"name\":\"Zero Gravity\",\"entries\":[\"Gravity stops working in a 50-foot radius, 100-foot-high cylinder centered on a point the dragon can see within 120 feet of it. Each creature in that cylinder drifts 10 feet away from the ground and must succeed on a DC 15 Strength saving throw or be restrained. A flying creature automatically succeeds on the saving throw, but its speed is halved unless it can hover or flies magically. This effect lasts until initiative count 20 on the next round.\"]}]}],\"regionalEffects\":[\"The region containing a legendary Void dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Dark of the Void\",\"entries\":[\"Nonmagical illumination, including sunlight, can't create bright light within 6 miles of the lair.\"]},{\"type\":\"item\",\"name\":\"Torn Veil\",\"entries\":[\"Within 3 miles of the lair, disembodied voices whisper in the night. Celestials, Fey, and Fiends with a challenge rating of 2 or lower can choose to slip into the Material Plane from their native planes or vice versa.\"]},{\"type\":\"item\",\"name\":\"Uncovered Knowledge\",\"entries\":[\"Secrets have a way of coming to light within 6 miles of the lair. Clues are inadvertently discovered, slips of the tongue hint at a hidden truth, and creatures become morbidly curious for forbidden knowledge.\"]}]},\"If the dragon dies, these effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"White Dragon\",\"source\":\"MM\",\"page\":101,\"additionalSources\":[{\"source\":\"FTD\"}],\"lairActions\":[\"On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[\"Freezing fog fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a {@dc 10} Constitution saving throw, taking 10 ({@damage 3d6}) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 ({@damage 3d6}) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies.\",\"Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll ({@hit 7} to hit) against each target. On a hit, the target takes 10 ({@damage 3d6}) piercing damage.\",\"The dragon creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall's space; appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies.\"]},{\"type\":\"entries\",\"name\":\"Additional Lair Actions\",\"entries\":[\"At your discretion, a legendary ({@creature Adult White Dragon||adult} or {@creature Ancient White Dragon||ancient}) white dragon can use one or both of the following additional lair actions while in its lair:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Blinding Sleet\",\"entry\":\"Driving sleet falls in a 40-foot-high, 20-foot-radius cylinder centered on a point the dragon can see within 120 feet of it. Each creature in that area must succeed on a DC 15 Constitution saving throw or be {@condition blinded} until initiative count 20 on the next round.\"},{\"type\":\"item\",\"name\":\"Whirling Wind\",\"entry\":\"A strong wind blows in a 30-foot-radius sphere centered on the dragon (see the {@book Dungeon Master's Guide|DMG} for rules on {@book strong wind|DMG|5|Strong Wind}). The dragon's flying is not affected by this wind, which lasts until the next time the dragon uses a lair action or until the dragon dies.\"}]}],\"source\":\"FTD\"}],\"regionalEffects\":[\"The region containing a legendary white dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:\",{\"type\":\"list\",\"items\":[\"Chilly fog lightly obscures the land within 6 miles of the dragon's lair.\",\"Freezing precipitation falls within 6 miles of the dragon's lair, sometimes forming blizzard conditions when the dragon is at rest.\",\"Icy walls block off areas in the dragon's lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage.\",\"If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however.\"]},\"If the dragon dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of {@dice 1d10} days.\",{\"type\":\"entries\",\"name\":\"Additional Regional Effects\",\"entries\":[\"Any of these effects might appear in the area around a white dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Biting Chill\",\"entry\":\"Extreme cold envelops the land within 6 miles of the dragon's lair (see the {@book Dungeon Master's Guide|DMG} for rules on {@book extreme cold|DMG|5|Extreme Cold}). If the climate in the area already features extreme cold, the cold is numbing, giving creatures in the area without immunity or resistance to cold damage disadvantage on Strength and Dexterity checks.\"},{\"type\":\"item\",\"name\":\"Mirror Ice\",\"entry\":\"The icy surfaces in the dragon's lair reflect light like mirrors, giving creatures in the lair other than the dragon disadvantage on Dexterity ({@skill Stealth}) checks made to hide. In addition, at each intersection or branching passage, any creature other than the dragon has a {@chance 50} chance of going in a different direction from the direction it intends.\"}]}],\"source\":\"FTD\"}]},{\"name\":\"Wind Dragon\",\"source\":\"ToB1-2023\",\"lairActions\":[\"On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Air Blast\",\"entries\":[\"A torrent of wind blasts outward in a 60-foot‑radius sphere centered on a point the dragon can see within 120 feet of it. Each creature in that area must succeed on a DC 15 Strength saving throw or be knocked prone and stunned until the end of its next turn. Flying creatures, other than wind dragons, have disadvantage on the saving throw.\"]},{\"type\":\"item\",\"name\":\"Blinding Wind\",\"entries\":[\"Sand and dust swirls up from the ground in a cylinder that is 30 feet tall with a 20-foot radius, centered on a point the dragon can see within 120 feet of it. The area within the cylinder is difficult terrain. A creature that enters the cylinder for the first time on a turn or starts its turn there must succeed on a DC 15 Dexterity saving throw or be blinded until the end of its next turn. The cylinder of sand and dust lasts until the dragon uses this lair action again or until the dragon dies.\"]},{\"type\":\"item\",\"name\":\"Gale Force Smash\",\"entries\":[\"A blast of wind slams into a surface of the lair and sends fragments of ice and stone flying out from a point on the ground, wall, or ceiling the dragon can see within 120 feet of it. Each creature within 15 feet of that point must make a DC 15 Dexterity saving throw, taking 18 ({@dice 4d8}) bludgeoning damage on a failed save, or half as much damage on a successful one.\"]}]}]},{\"name\":\"Yan-C-Bin\",\"source\":\"PotA\",\"page\":221,\"lairActions\":[\"Yan-C-Bin dwells in a palace of air on the Elemental Plane of Air. In his palace and in air nodes on the Material Plane (including the Howling Caves, described in chapter 5), Yan-C-Bin is master. He can use the following actions in his lair. On initiative count 20 (losing initiative ties), Yan-C-Bin takes a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[\"Yan-C-Bin drops the temperature of the air, covering all surfaces with ice. This effect is identical to the {@spell sleet storm} spell.\",\"Yan-C-Bin controls the surrounding air as an extension of himself. Each creature Yan-C-Bin designates must succeed at a {@dc 24} Constitution saving throw or be hoisted or flung {@dice 3d6 × 10} feet through the air. A creature smashed into a solid object or released in mid-air takes {@damage 1d6} bludgeoning damage for every 10 feet moved or fallen.\",\"Yan-C-Bin creates a torrent of debris within 120 feet of him that lasts until initiative count 20 on the next round. The debris lightly obscures every creature and object in the area for the duration. All creatures in the area must succeed at a {@dc 24} Wisdom saving throw or be {@condition blinded} until initiative count 20 on the next round.\"]}],\"regionalEffects\":[\"When Yan-C-Bin inhabits an elemental node, the air is at his command. Temperatures fluctuate from blistering hot to freezing cold; thunder rolls and lightning cracks; powerful gales bear heavy creatures and objects aloft and hurl them with incredible force; cyclones touch down randomly, obliterating whatever they touch.\",{\"type\":\"list\",\"items\":[\"Gale force winds tear across the landscape in a 5-mile radius, whisking away small or light objects, dismantling roofs and fences, tearing branches from trees, and making flight impossible. Small and Medium creatures move at half speed through the wind; Tiny creatures exposed to the wind are carried away with it at a rate of 40 feet per round unless they succeed at a {@dc 15} Strength ({@skill Athletics}) check.\",\"Thunderstorms erupt in a 5-mile radius centered on Yan-C-Bin's lair, creating deafening cracks of thunder and constant lightning. Every ten minutes the storm rages, creatures standing beneath the open sky have a five percent chance of being struck by lightning. A creature struck by lightning must make a {@dc 21} Constitution saving throw, taking 21 ({@damage 6d6}) lightning damage on a failed save, or half as much damage on a successful one.\",\"Cyclones touch down within a 5-mile radius of Yan-C-Bin's lair. Every hour, there is a five percent chance that characters in this area are caught in the path of a cyclone moving 250 feet per round. Each character must succeed on a {@dc 21} Constitution saving throw or take 33 ({@damage 6d10}) bludgeoning damage. Wooden or flimsy structures in the path of the cyclone are destroyed.\",\"Natural caverns and windblown canyons within 1 mile of the lair form intermittent portals to the Elemental Plane of Air, allowing elemental creatures into the mortal world to dwell near those locations.\"]},\"If Yan-C-Bin is destroyed or banished back to his home plane, the regional effects fade over the next {@dice 1d10} days.\"]},{\"name\":\"Yeenoghu\",\"source\":\"MPMM\",\"page\":270,\"lairActions\":[\"On initiative count 20 (losing initiative ties), Yeenoghu can take one of the following lair actions; he can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Incite the Pack\",\"entries\":[\"Until the next initiative count 20, all gnolls and hyenas within the lair are enraged, causing them to have advantage on melee weapon attack rolls and causing attack rolls to have advantage against them.\"]},{\"type\":\"item\",\"name\":\"Iron Spike\",\"entries\":[\"Yeenoghu causes an iron spike—5 feet tall and 1 inch in diameter—to burst from the ground at a point he can see within 100 feet of him. Any creature in the space where the spike emerges must make a {@dc 24} Dexterity saving throw. On a failed save, the creature takes 27 ({@damage 6d8}) piercing damage and is {@condition restrained} by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained condition.\"]},{\"type\":\"item\",\"name\":\"Pack Rush\",\"entries\":[\"Each gnoll or hyena that Yeenoghu can see can use its reaction to move up to its speed.\"]}]}],\"regionalEffects\":[\"The region containing Yeenoghu's lair is warped by his magic, creating one or more of the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Savage Predators\",\"entries\":[\"Predatory beasts within 6 miles of the lair become unusually savage, killing far more than what they need for food. Carcasses of prey are left to rot in an unnatural display of wasteful slaughter.\"]},{\"type\":\"item\",\"name\":\"Spiky Terrain\",\"entries\":[\"Within 1 mile of the lair, large iron spikes grow out of the ground and stone surfaces. Yeenoghu impales the bodies of the slain on these spikes.\"]},\"If Yeenoghu dies, these effects fade over the course of {@dice 1d10} days.\"]}]},{\"name\":\"Yeenoghu\",\"source\":\"MTF\",\"page\":155,\"lairActions\":[\"On Initiative count 20 (losing initiative ties), Yeenoghu can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[\"Yeenoghu causes an iron spike - 5 feet tall and 1 inch in diameter - to burst from the ground at a point he can see within 100 feet of him. Any creature in the space where the spike emerges must make a {@dc 24} Dexterity saving throw. On a failed save, the creature takes 27 ({@damage 6d8}) piercing damage and is {@condition restrained} by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the {@condition restrained} condition.\",\"Each gnoll or hyena that Yeenoghu can see can use its reaction to move up to its speed.\",\"Until the next initiative count 20, all gnolls and hyenas within the lair are enraged, causing them to have advantage on melee weapon attack rolls and causing attack rolls to have advantage against them.\"]}],\"regionalEffects\":[\"The region containing Yeenoghu's lair is warped by his magic, creating one or more of the following effects:\",{\"type\":\"list\",\"items\":[\"Within 1 mile of the lair, large iron spikes grow out of the ground and stone surfaces. Yeenoghu impales the bodies of the slain on these spikes.\",\"Predatory beasts within 6 miles of the lair become unusually savage, killing far more than what they need for food. Carcasses of prey are left to rot in an unnatural display of wasteful slaughter.\",\"If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a {@dc 17} Wisdom saving throw or descend into a madness determined by the Madness of Yeenoghu table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.\"]},\"If Yeenoghu dies, these effects fade over the course of {@dice 1d10} days.\",{\"type\":\"entries\",\"name\":\"Madness of Yeenoghu\",\"entries\":[\"If a creature goes mad in Yeenoghu's lair or within line of sight of the demon lord, roll on the Madness of Yeenoghu table to determine the nature of the madness, which is a character flaw that lasts until cured. See the {@book Dungeon Master's Guide|dmg|8|madness} for more on madness.\",{\"type\":\"table\",\"caption\":\"Madness of Yeenoghu\",\"colLabels\":[\"d100\",\"Flaw (lasts until cured)\"],\"colStyles\":[\"col-1\",\"col-11\"],\"rows\":[[\"01–20\",\"\\\"I get caught up in the flow of anger, and try to stoke others around me into forming an angry mob.\\\"\"],[\"21–40\",\"\\\"The flesh of other intelligent creatures is delicious!\\\"\"],[\"41–60\",\"\\\"I rail against the laws and customs of civilization, attempting to return to a more primitive time.\\\"\"],[\"61–80\",\"\\\"I hunger for the deaths of others, and am constantly starting fights in the hope of seeing bloodshed.\\\"\"],[\"81–00\",\"\\\"I keep trophies from the bodies I have slain, turning them into adornments.\\\"\"]]}]}]},{\"name\":\"Zargon the Returner\",\"source\":\"QftIS\",\"lairActions\":[\"On initiative count 20 (losing initiative ties), Zargon can take one of the following lair actions; it can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Dissolution\",\"entry\":\"Zargon dissolves into a glob of slime, seeps to an unoccupied space anywhere in the lair without provoking opportunity attacks, then re-forms.\"},{\"type\":\"item\",\"name\":\"Spell Breaker\",\"entry\":\"Zargon targets up to two creatures it can see within the lair. All spells of 5th level or lower affecting the targets end.\"},{\"type\":\"item\",\"name\":\"Sucking Slime\",\"entry\":\"Zargon creates a 20-foot-radius puddle of slime on the ground centered on a point within the lair. The slime is difficult terrain, and each creature in that area when the slime appears has the grappled condition (escape DC 15). Aberrations and Oozes are unaffected by the slime. The slime lasts until Zargon dies or until it uses this lair action again.\"}]}],\"regionalEffects\":[\"The region containing Zargon's lair is warped by Zargon's unnatural presence, creating one or more of the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Arcane Enervation\",\"entry\":\"Enemies of Zargon within 1 mile of the lair have disadvantage on saving throws made to maintain concentration.\"},{\"type\":\"item\",\"name\":\"Corrupted Water\",\"entry\":\"Rain and water sources within 1 mile of the lair are tainted. A creature that drinks the water must succeed on a DC 15 Constitution saving throw or have the poisoned condition until it finishes a long rest.\"},{\"type\":\"item\",\"name\":\"Eerie Weather\",\"entry\":\"The area within 10 miles of the lair experiences strange weather patterns that defy the region's typical climate.\"}]},\"If Zargon dies, these effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Zariel\",\"source\":\"CoA\",\"page\":235,\"_copy\":{\"name\":\"Archdevil\",\"source\":\"CoA\",\"_mod\":{\"lairActions\":{\"mode\":\"prependArr\",\"items\":[\"On initiative count 20 (losing initiative ties), Zariel can take one lair action to cause the following effect or one from the archdevil lair action list (page 214); she can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Infernal Illusions\",\"entries\":[\"Zariel casts the {@spell Major Image} spell four times, targeting different areas with it. Zariel prefers to create images of intruders' loved ones being burned alive. Zariel doesn't need to concentrate on the spells, which end on initiative count 20 of the next round. Each creature that can see these illusions must succeed on a {@dc 26} Wisdom saving throw or have the frightened condition for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}]}]}}},\"regionalEffects\":[\"The region containing Zariel's lair is warped by her magic, which creates the following effect:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Hellscape\",\"entries\":[\"The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat.\"]}]},\"If Zariel dies, these effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Zariel\",\"source\":\"MPMM\",\"page\":280,\"lairActions\":[\"On initiative count 20 (losing initiative ties), Zariel can take one of the following lair actions; she can't take the same lair action two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Fireball\",\"entries\":[\"Zariel casts the {@spell fireball} spell.\"]},{\"type\":\"item\",\"name\":\"Infernal Illusions\",\"entries\":[\"Zariel casts the {@spell major image} spell four times, targeting different areas with it. Zariel prefers to create images of intruders' loved ones being burned alive. Zariel doesn't need to concentrate on the spells, which end on initiative count 20 of the next round. Each creature that can see these illusions must succeed on a {@dc 26} Wisdom saving throw or become {@condition frightened} of the illusion for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}]}],\"regionalEffects\":[\"The region containing Zariel's lair is warped by her magic, which creates one or more of the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Hellscape\",\"entries\":[\"The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat.\"]},{\"type\":\"item\",\"name\":\"Pyres\",\"entries\":[\"Once every 60 feet within 1 mile of the lair, 10-foot-high gouts of flame rise from the ground. Any creature or object that touches the flame takes 7 ({@damage 2d6} fire damage, though it can take this damage no more than once per round.\"]},{\"type\":\"item\",\"name\":\"Smoke\",\"entries\":[\"The area within 2 miles of the lair, but no closer than 500 feet, is filled with smoke, which causes the area to be heavily obscured. The smoke can't be cleared away.\"]}]},\"If Zariel dies, these effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Zariel\",\"source\":\"MTF\",\"page\":180,\"lairActions\":[\"On initiative count 20 (losing initiative ties), Zariel can take a lair action to cause one of the following effects; she can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[\"Zariel casts {@spell major image} four times at its lowest level, targeting different areas with the spell. Zariel prefers to create images of intruders' loved ones being burned alive. Zariel doesn't need to concentrate on the spells, which end on initiative count 20 of the next round. Each creature that can see these illusions must succeed on a {@dc 26} Wisdom saving throw or become {@condition frightened} of the illusion for 1 minute. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\",\"Zariel casts her innate {@spell fireball} spell.\"]}],\"regionalEffects\":[\"The region containing Zariel's lair is warped by her magic, which creates one or more of the following effects:\",{\"type\":\"list\",\"items\":[\"The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat.\",\"Once every 60 feet within 1 mile of the lair, 10-foot-high gouts of flame rise from the ground. Any creature or object that touches the flame takes 7 ({@damage 2d6}) fire damage, though it can take this damage no more than once per round.\",\"The area within 2 miles, but no closer than 500 feet, of the lair is filled with smoke, which causes the area to be heavily obscured. The smoke can't be cleared away.\"]},\"If Zariel dies, these effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Zikzokrishka\",\"source\":\"CM\",\"page\":209,\"lairActions\":[\"On initiative count 20 (losing initiative ties) whenever she is in the are V3, Zikzokrishka can take a lair action to cause one of the following effects. She can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[\"Part of the ceiling collapses above one creature that Zikzokrishka can see. The creature must succeed on a DC 15 Dexterity saving throw or take 21 ({@damage 6d6}) bludgeoning damage and be knocked {@condition prone} and buried under rubble. A buried creature is {@condition restrained} and unable to stand up. A creature can use an action to try to pull itself or another creature out of the rubble, doing so with a successful DC 10 Strength ({@skill Athletics}) check.\",\"A cloud of sand swirls in a 20-foot-radius sphere centered on a point Zikzokrishka can see within 60 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be {@condition blinded} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\",\"Zikzokrishka chooses two points that it can see, each of which must be on a solid surface, and creates a 5-foot-wide line of lightning between them. The two points must be within 60 feet of Zikzokrishka and 60 feet of each other. Each creature in the line must succeed on a DC 15 Dexterity saving throw or take 10 ({@damage 3d6}) lightning damage.\"]}]},{\"name\":\"Zmey\",\"source\":\"ToB1-2023\",\"lairActions\":[\"On initiative count 20 (losing initiative ties), the zmey takes a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Hinder Movement\",\"entries\":[\"One hostile creature the zmey can see within 120 feet of it has its speed halved until initiative count 20 on the next round, as roots trip up walking and hanging branches and vines dangle in the way of flight.\"]},{\"type\":\"item\",\"name\":\"Invigorate Headlings\",\"entries\":[\"One severed zmey head the zmey can see within 120 feet of it immediately grows into a zmey headling, or one slain zmey headling the zmey can see within 120 feet of it regains 10 hp and becomes active again. A severed head or zmey headling smeared in a pound of salt can't be affected by this lair action.\"]},{\"type\":\"item\",\"name\":\"Spread Forest's Gloom\",\"entries\":[\"Light reduces in a 30-foot-radius sphere centered on a point the zmey can see within 120 feet of it. Bright light becomes dim light, dim light becomes darkness, and darkness becomes magical darkness in the sphere. The sphere lasts until the zmey dismisses it as an action, uses this lair action again, or dies.\"]}]}],\"regionalEffects\":[\"The region containing the zmey's lair is warped by the link between the creature and its forest home, which creates one or more of the following effects:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Fear and Rage\",\"entries\":[\"Creatures within 1 mile of the lair feel constantly on the verge of an overwhelming fight-or-flight response, keeping them on edge and making their sleep fitful.\"]},{\"type\":\"item\",\"name\":\"Unfriendly Forest\",\"entries\":[\"The forest within 6 miles of the lair is as uninviting as possible to those not native to it: unattended fires tend to go out mysteriously and new fires are hard to start, flora and fauna slain or foraged spoil almost immediately, and similar.\"]},{\"type\":\"item\",\"name\":\"Unnerving Presence\",\"entries\":[\"Creatures within 3 miles of the lair are unsettled by the forest and frequently distracted by phantom chattering, tricks of the light, and other sensations.\"]}]},\"If the zmey dies, these effects fade over the course of {@dice 1d10} days.\"]},{\"name\":\"Zuggtmoy\",\"source\":\"MPMM\",\"page\":281,\"lairActions\":[\"On Initiative count 20 (losing initiative ties), Zuggtmoy can take a lair action to cause one of the following effects; she can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Rally Plants\",\"entries\":[\"Up to four plant creatures that are friendly to Zuggtmoy and that Zuggtmoy can see can use their reactions to move up to their speed and make one weapon attack.\"]},{\"type\":\"item\",\"name\":\"Summon Fungi\",\"entries\":[\"Zuggtmoy causes four {@creature gas spore||gas spores} or {@creature violet fungus||violet fungi} to appear in unoccupied spaces that she chooses within the lair. They vanish after 1 hour.\"]},{\"type\":\"item\",\"name\":\"Unleash Spores\",\"entries\":[\"Zuggtmoy uses either her Infestation Spores or her Mind Control Spores, centered on a mushroom or other fungus within her lair, instead of on herself.\"]}]}],\"regionalEffects\":[\"The region containing Zuggtmoy's lair is warped by his magic, creating one or more of the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Corrupted Nature\",\"entries\":[\"Within 6 miles of the lair, all Wisdom ({@skill Medicine}) and Wisdom ({@skill Survival}) checks have disadvantage.\"]},{\"type\":\"item\",\"name\":\"Fungal Infestation\",\"entries\":[\"Molds and fungi grow on surfaces within 6 miles of the lair, even where they would normally find no purchase.\"]},{\"type\":\"item\",\"name\":\"Mutating Vegetation\",\"entries\":[\"Vegetation within 1 mile of the lair becomes infested with parasitic fungi, slowly mutating as it is overwhelmed.\"]},\"If Zuggtmoy dies, these effects fade over the course of {@dice 1d10} days.\"]}]},{\"name\":\"Zuggtmoy\",\"source\":\"MTF\",\"page\":157,\"lairActions\":[\"On Initiative count 20 (losing initiative ties), Zuggtmoy can take a lair action to cause one of the following effects; she can't use the same effect two rounds in a row:\",{\"type\":\"list\",\"items\":[\"Zuggtmoy causes four {@creature gas spore||gas spores} or {@creature violet fungus||violet fungi} to appear in unoccupied spaces that she chooses within the lair. They vanish after 1 hour.\",\"Up to four plant creatures that are friendly to Zuggtmoy and that Zuggtmoy can see can use their reactions to move up to their speed and make one weapon attack.\",\"Zuggtmoy uses either her Infestation Spores or her Mind Control Spores, centered on a mushroom or other fungus within her lair, instead of on herself.\"]}],\"regionalEffects\":[\"The region containing Zuggtmoy's lair is warped by his magic, creating one or more of the following effects:\",{\"type\":\"list\",\"items\":[\"Molds and fungi grow on surfaces within 6 miles of the lair, even where they would normally find no purchase.\",\"Plant life within 1 mile of the lair becomes infested with parasitic fungi, slowly mutating as it is overwhelmed.\",\"If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a {@dc 17} Wisdom saving throw or descend into a madness determined by the Madness of Zuggtmoy table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.\"]},\"If Zuggtmoy dies, these effects fade over the course of {@dice 1d10} days.\",{\"type\":\"entries\",\"name\":\"Madness of Zuggtmoy\",\"entries\":[\"If a creature goes mad in Zuggtmoy's lair or within line of sight of the demon lord, roll on the Madness of Zuggtmoy table to determine the nature of the madness, which is a character flaw that lasts until cured. See the {@book Dungeon Master's Guide|dmg|8|madness} for more on madness.\",{\"type\":\"table\",\"caption\":\"Madness of Zuggtmoy\",\"colLabels\":[\"d100\",\"Flaw (lasts until cured)\"],\"colStyles\":[\"col-1\",\"col-11\"],\"rows\":[[\"01–20\",\"\\\"I see visions in the world around me that others do not.\\\"\"],[\"21–40\",\"\\\"I periodically slip into a catatonic state, staring off into the distance for long stretches at a time.\\\"\"],[\"41–60\",\"\\\"I see an altered version of reality, with my mind convincing itself that things are true even in the face of overwhelming evidence to the contrary.\\\"\"],[\"61–80\",\"\\\"My mind is slipping away, and my intelligence seems to wax and wane.\\\"\"],[\"81–00\",\"\\\"I am constantly scratching at unseen fungal infections.\\\"\"]]}]}]}]}"); JSON_DATA[`data/bestiary/template.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"monsterTemplate\"]},\"monsterTemplate\":[{\"name\":\"Aarakocra\",\"source\":\"DMG\",\"page\":282,\"ref\":\"{@race Aarakocra|DMG}\",\"apply\":{\"_root\":{\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"aarakocra\"]},\"speed\":{\"walk\":30,\"fly\":50}}}},{\"name\":\"Awakened\",\"source\":\"PHB\",\"page\":216,\"ref\":\"{@spell Awaken}\",\"prerequisite\":{\"size\":{\"max\":\"H\"},\"type\":{\"oneOf\":[\"beast\",\"plant\"]},\"int\":{\"max\":3}},\"apply\":{\"_root\":{\"int\":10},\"_mod\":{\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"one language known by its creator\"}}}},{\"name\":\"Bullywug\",\"source\":\"DMG\",\"page\":282,\"ref\":\"{@race Bullywug|DMG}\",\"apply\":{\"_root\":{\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"bullywug\"]}},\"_mod\":{\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"Bullywug\"},\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"type\":\"entries\",\"name\":\"Amphibious\",\"entries\":[\"<$title_short_name$> can breathe air and water.\"]},{\"name\":\"Swamp Camouflage\",\"type\":\"entries\",\"entries\":[\"<$title_short_name$> has advantage on Dexterity ({@skill Stealth}) checks made to hide in swampy terrain.\"]},{\"name\":\"Standing Leap\",\"type\":\"entries\",\"entries\":[\"<$title_short_name$>'s long jump is up to 20 feet and their high jump is up to 10 feet, with or without a running start.\"]}]}}}},{\"name\":\"Deep Gnome\",\"source\":\"DMG\",\"page\":282,\"ref\":\"{@race Gnome (Deep)|DMG|Deep Gnome}\",\"apply\":{\"_root\":{\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"gnome\",\"prefix\":\"Deep\"}]},\"speed\":{\"walk\":20}},\"_mod\":{\"_\":{\"mode\":\"addSenses\",\"senses\":{\"type\":\"darkvision\",\"range\":120}},\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":[\"Gnomish\",\"Terran\",\"Undercommon\"]},\"spellcasting\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Innate Spellcasting\",\"headerEntries\":[\"<$title_short_name$>'s innate spellcasting ability is Intelligence (spell save {@dc <$spell_dc__int$>}). <$title_short_name$> can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell nondetection} (self only)\"],\"daily\":{\"1e\":[\"{@spell blindness/deafness}\",\"{@spell blur}\",\"{@spell disguise self}\"]},\"ability\":\"int\"}]},\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Gnome Cunning\",\"entries\":[\"<$title_short_name$> has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.\"]},{\"name\":\"Stone Camouflage\",\"entries\":[\"<$title_short_name$> has advantage on Dexterity ({@skill Stealth}) checks to hide in rocky terrain.\"]}]}}}},{\"name\":\"Dracolich\",\"source\":\"MM\",\"page\":83,\"apply\":{\"_root\":{\"type\":{\"type\":\"undead\"}},\"_mod\":{\"*\":{\"mode\":\"replaceTxt\",\"replace\":\"dragon\",\"with\":\"dracolich\"},\"resist\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"necrotic\"},\"immune\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"poison\"},\"conditionImmune\":{\"mode\":\"appendIfNotExistsArr\",\"items\":[\"charmed\",\"frightened\",\"paralyzed\",\"poisoned\",\"exhaustion\"]},\"trait\":[{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Magic Resistance\",\"entries\":[\"The dracolich has advantage on saving throws against spells and other magical effects.\"]}]},{\"mode\":\"removeArr\",\"names\":\"Amphibious\",\"force\":true}]}}},{\"name\":\"Dragonborn (Red)\",\"source\":\"PHB\",\"page\":32,\"ref\":\"{@race Dragonborn||Dragonborn (Red)}\",\"apply\":{\"_root\":{\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dragonborn\"]}},\"_mod\":{\"resist\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"fire\"},\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"Draconic\"}}}},{\"name\":\"Dragonborn (Silver)\",\"source\":\"PHB\",\"page\":32,\"ref\":\"{@race Dragonborn||Dragonborn (Silver)}\",\"apply\":{\"_root\":{\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"dragonborn\"]}},\"_mod\":{\"resist\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"cold\"},\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"Draconic\"}}}},{\"name\":\"Drow\",\"source\":\"PHB\",\"page\":21,\"ref\":\"{@race Elf (Drow)||Drow}\",\"apply\":{\"_root\":{\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"drow\",\"elf\"]}},\"_mod\":{\"_\":[{\"mode\":\"addSenses\",\"senses\":{\"type\":\"darkvision\",\"range\":120}},{\"mode\":\"addSkills\",\"skills\":{\"perception\":1}}],\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"Elvish\"},\"spellcasting\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Innate Spellcasting\",\"headerEntries\":[\"<$title_short_name$>'s innate spellcasting ability is Charisma (spell save {@dc <$spell_dc__cha$>}). <$title_short_name$> can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell dancing lights}\"],\"daily\":{\"1e\":[\"{@spell darkness}\",\"{@spell faerie fire}\"]},\"ability\":\"cha\"}]},\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"<$title_short_name$> has advantage on saving throws against being charmed, and magic can't put <$short_name$> to sleep.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, <$short_name$> has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}]}}}},{\"name\":\"Duergar\",\"source\":\"MTF\",\"page\":81,\"ref\":\"{@race Dwarf (Duergar)|mtf|Duergar}\",\"apply\":{\"_root\":{\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"dwarf\",\"prefix\":\"Duergar\"}]},\"speed\":{\"walk\":25}},\"_mod\":{\"_\":{\"mode\":\"addSenses\",\"senses\":{\"type\":\"darkvision\",\"range\":120}},\"resist\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"poison\"},\"languages\":[{\"mode\":\"appendIfNotExistsArr\",\"items\":[\"Dwarvish\",\"Undercommon\"]}],\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Dwarven Resilience\",\"entries\":[\"<$title_short_name$> has advantage on saving throws against poison, and has resistance against poison damage.\"]},{\"name\":\"Enlarge (Recharges after a Short or Long Rest)\",\"entries\":[\"For 1 minute, <$short_name$> magically increases in size, along with anything they are wearing or carrying. While enlarged, <$short_name$> is Large, doubles their damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If <$short_name$> lacks the room to become Large, they attain the maximum size possible in the space available.\"]},{\"name\":\"Invisibility (Recharges after a Short or Long Rest)\",\"entries\":[\"<$title_short_name$> magically turns {@condition invisible} until they attack, cast a spell, or use their Enlarge, or until their {@status concentration} is broken, up to 1 hour (as if {@status concentration||concentrating} on a spell). Any equipment <$short_name$> wears or carries is invisible with them.\"]}]}}}},{\"name\":\"Eldrazi\",\"source\":\"PSZ\",\"page\":38,\"apply\":{\"_mod\":{\"immune\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"psychic\"},\"conditionImmune\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"charmed\"}}}},{\"name\":\"Firbolg\",\"source\":\"VGM\",\"page\":107,\"ref\":\"{@race Firbolg|VGM}\",\"apply\":{\"_root\":{\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"firbolg\"]}},\"_mod\":{\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":[\"Elvish\",\"Giant\"]},\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Powerful Build\",\"entries\":[\"<$title_short_name$> counts as one size larger when determining their carrying capacity and the weight they can push, drag, or lift.\"]},{\"name\":\"Speech of Beast and Leaf\",\"entries\":[\"<$title_short_name$> can communicate in a limited way with Beasts and Plants. These creatures understand the meaning of <$title_short_name$>'s words, though <$title_short_name$> has no ability to understand their languages. In addition, <$title_short_name$> has advantage on Charisma checks they make to influence a Beast or Plant.\"]}]}}}},{\"name\":\"Gargantuan Half-Black Dragon\",\"source\":\"MM\",\"page\":180,\"crMin\":\"8\",\"apply\":{\"_mod\":{\"_\":[{\"mode\":\"addSenses\",\"senses\":[{\"type\":\"blindsight\",\"range\":10},{\"type\":\"darkvision\",\"range\":60}]}],\"resist\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"acid\"},\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"Draconic\"},\"action\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Acid Breath {@recharge 5}\",\"entries\":[\"The half-dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 ({@damage 12d8}) acid damage on a failed save, or half as much damage on a successful one.\"]}]}}}},{\"name\":\"Gargantuan Half-Blue Dragon\",\"source\":\"MM\",\"page\":180,\"crMin\":\"8\",\"apply\":{\"_mod\":{\"_\":[{\"mode\":\"addSenses\",\"senses\":[{\"type\":\"blindsight\",\"range\":10},{\"type\":\"darkvision\",\"range\":60}]}],\"resist\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"lightning\"},\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"Draconic\"},\"action\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Lightning Breath {@recharge 5}\",\"entries\":[\"The half-dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 ({@damage 12d10}) lightning damage on a failed save, or half as much damage on a successful one.\"]}]}}}},{\"name\":\"Gargantuan Half-Brass Dragon\",\"source\":\"MM\",\"page\":180,\"crMin\":\"8\",\"apply\":{\"_mod\":{\"_\":[{\"mode\":\"addSenses\",\"senses\":[{\"type\":\"blindsight\",\"range\":10},{\"type\":\"darkvision\",\"range\":60}]}],\"resist\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"fire\"},\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"Draconic\"},\"action\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Breath Weapons {@recharge 5}\",\"entries\":[\"The half-dragon uses one of the following breath weapons.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Fire Breath\",\"entry\":\"The half-dragon exhales fire in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 ({@damage 13d6}) fire damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"Sleep Breath\",\"entry\":\"The half-dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall {@condition unconscious} for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.\"}]}]}]}}}},{\"name\":\"Gargantuan Half-Copper Dragon\",\"source\":\"MM\",\"page\":180,\"crMin\":\"8\",\"apply\":{\"_mod\":{\"_\":[{\"mode\":\"addSenses\",\"senses\":[{\"type\":\"blindsight\",\"range\":10},{\"type\":\"darkvision\",\"range\":60}]}],\"resist\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"acid\"},\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"Draconic\"},\"action\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Breath Weapons {@recharge 5}\",\"entries\":[\"The half-dragon uses one of the following breath weapons.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Acid Breath\",\"entry\":\"The half-dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 ({@damage 12d8}) acid damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"Slowing Breath\",\"entry\":\"The half-dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.\"}]}]}]}}}},{\"name\":\"Gargantuan Half-Gold Dragon\",\"source\":\"MM\",\"page\":180,\"crMin\":\"8\",\"apply\":{\"_mod\":{\"_\":[{\"mode\":\"addSenses\",\"senses\":[{\"type\":\"blindsight\",\"range\":10},{\"type\":\"darkvision\",\"range\":60}]}],\"resist\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"fire\"},\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"Draconic\"},\"action\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Breath Weapons {@recharge 5}\",\"entries\":[\"The half-dragon uses one of the following breath weapons.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Fire Breath\",\"entry\":\"The half-dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 ({@damage 12d10}) fire damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"Weakening Breath\",\"entry\":\"The half-dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"}]}]}]}}}},{\"name\":\"Gargantuan Half-Green Dragon\",\"source\":\"MM\",\"page\":180,\"crMin\":\"8\",\"apply\":{\"_mod\":{\"_\":[{\"mode\":\"addSenses\",\"senses\":[{\"type\":\"blindsight\",\"range\":10},{\"type\":\"darkvision\",\"range\":60}]}],\"resist\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"poison\"},\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"Draconic\"},\"action\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Poison Breath {@recharge 5}\",\"entries\":[\"The half-dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 ({@damage 16d6}) poison damage on a failed save, or half as much damage on a successful one.\"]}]}}}},{\"name\":\"Gargantuan Half-Red Dragon\",\"source\":\"MM\",\"page\":180,\"crMin\":\"8\",\"apply\":{\"_mod\":{\"_\":[{\"mode\":\"addSenses\",\"senses\":[{\"type\":\"blindsight\",\"range\":10},{\"type\":\"darkvision\",\"range\":60}]}],\"resist\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"fire\"},\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"Draconic\"},\"action\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Fire Breath {@recharge 5}\",\"entries\":[\"The half-dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 ({@damage 18d6}) fire damage on a failed save, or half as much damage on a successful one.\"]}]}}}},{\"name\":\"Gargantuan Half-Silver Dragon\",\"source\":\"MM\",\"page\":180,\"crMin\":\"8\",\"apply\":{\"_mod\":{\"_\":[{\"mode\":\"addSenses\",\"senses\":[{\"type\":\"blindsight\",\"range\":10},{\"type\":\"darkvision\",\"range\":60}]}],\"resist\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"cold\"},\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"Draconic\"},\"action\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Breath Weapons {@recharge 5}\",\"entries\":[\"The half-dragon uses one of the following breath weapons.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Cold Breath\",\"entry\":\"The half-dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 ({@damage 13d8}) cold damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"Paralyzing Breath\",\"entry\":\"The half-dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be {@condition paralyzed} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"}]}]}]}}}},{\"name\":\"Gargantuan Half-White Dragon\",\"source\":\"MM\",\"page\":180,\"crMin\":\"8\",\"apply\":{\"_mod\":{\"_\":[{\"mode\":\"addSenses\",\"senses\":[{\"type\":\"blindsight\",\"range\":10},{\"type\":\"darkvision\",\"range\":60}]}],\"resist\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"cold\"},\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"Draconic\"},\"action\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Cold Breath {@recharge 5}\",\"entries\":[\"The half-dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 ({@damage 12d8}) cold damage on a failed save, or half as much damage on a successful one.\"]}]}}}},{\"name\":\"Goblin\",\"source\":\"DMG\",\"page\":282,\"ref\":\"{@race Goblin|DMG}\",\"apply\":{\"_root\":{\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"goblinoid\"]}},\"_mod\":{\"_\":[{\"mode\":\"addSenses\",\"senses\":{\"type\":\"darkvision\",\"range\":60}}],\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"Goblin\"},\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Nimble Escape\",\"entries\":[\"<$title_short_name$> can take the {@action Disengage} or {@action Hide} action as a bonus action on each of its turns.\"]}]}}}},{\"name\":\"Goliath\",\"source\":\"VGM\",\"page\":108,\"ref\":\"{@race Goliath|VGM}\",\"apply\":{\"_root\":{\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"goliath\"]}},\"_mod\":{\"_\":[{\"mode\":\"addSkills\",\"skills\":{\"athletics\":1}}],\"resist\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"cold\"},\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":[\"Giant\"]},\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Powerful Build\",\"entries\":[\"<$title_short_name$> counts as one size larger when determining their carrying capacity and the weight they can push, drag, or lift.\"]}]}}}},{\"name\":\"Half-Elf\",\"source\":\"PHB\",\"page\":38,\"ref\":\"{@race Half-Elf}\",\"apply\":{\"_root\":{\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"half-elf\"]}},\"_mod\":{\"_\":[{\"mode\":\"addSenses\",\"senses\":{\"type\":\"darkvision\",\"range\":60}}],\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"Elvish\"},\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"<$title_short_name$> has advantage on saving throws against being charmed, and magic can't put <$title_short_name$> to sleep.\"]}]}}}},{\"name\":\"Half-Orc\",\"source\":\"PHB\",\"page\":40,\"ref\":\"{@race Half-Orc}\",\"apply\":{\"_root\":{\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"half-orc\"]}},\"_mod\":{\"_\":[{\"mode\":\"addSenses\",\"senses\":{\"type\":\"darkvision\",\"range\":60}},{\"mode\":\"addSkills\",\"skills\":{\"intimidation\":1}}],\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"Orc\"},\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Relentless Endurance\",\"entries\":[\"When reduced to 0 hit points, <$title_short_name$> drops to 1 hit point instead (but can't do this again until they finish a long rest).\"]}]}}}},{\"name\":\"High Elf\",\"source\":\"PHB\",\"page\":23,\"ref\":\"{@race Elf (High)||High Elf}\",\"apply\":{\"_root\":{\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"elf\",\"prefix\":\"High\"}]}},\"_mod\":{\"_\":[{\"mode\":\"addSenses\",\"senses\":{\"type\":\"darkvision\",\"range\":60}},{\"mode\":\"addSkills\",\"skills\":{\"perception\":1}}],\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"Elvish\"},\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"<$title_short_name$> has advantage on saving throws against being charmed, and magic can't put <$title_short_name$> to sleep.\"]}]}}}},{\"name\":\"Hill Dwarf\",\"source\":\"PHB\",\"_copy\":{\"name\":\"Mountain Dwarf\",\"source\":\"PHB\",\"_mod\":{\"*\":{\"mode\":\"setProp\",\"prop\":\"apply._root.type\",\"value\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"dwarf\",\"prefix\":\"Hill\"}]}}},\"_preserve\":{\"page\":true}}},{\"name\":\"Huge Half-Black Dragon\",\"source\":\"MM\",\"page\":180,\"crMin\":\"7\",\"apply\":{\"_mod\":{\"_\":[{\"mode\":\"addSenses\",\"senses\":[{\"type\":\"blindsight\",\"range\":10},{\"type\":\"darkvision\",\"range\":60}]}],\"resist\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"acid\"},\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"Draconic\"},\"action\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Acid Breath {@recharge 5}\",\"entries\":[\"The half-dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 ({@damage 11d8}) acid damage on a failed save, or half as much damage on a successful one.\"]}]}}}},{\"name\":\"Huge Half-Blue Dragon\",\"source\":\"MM\",\"page\":180,\"crMin\":\"7\",\"apply\":{\"_mod\":{\"_\":[{\"mode\":\"addSenses\",\"senses\":[{\"type\":\"blindsight\",\"range\":10},{\"type\":\"darkvision\",\"range\":60}]}],\"resist\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"lightning\"},\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"Draconic\"},\"action\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Lightning Breath {@recharge 5}\",\"entries\":[\"The half-dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 ({@damage 10d10}) lightning damage on a failed save, or half as much damage on a successful one.\"]}]}}}},{\"name\":\"Huge Half-Brass Dragon\",\"source\":\"MM\",\"page\":180,\"crMin\":\"7\",\"apply\":{\"_mod\":{\"_\":[{\"mode\":\"addSenses\",\"senses\":[{\"type\":\"blindsight\",\"range\":10},{\"type\":\"darkvision\",\"range\":60}]}],\"resist\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"fire\"},\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"Draconic\"},\"action\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Breath Weapons {@recharge 5}\",\"entries\":[\"The half-dragon uses one of the following breath weapons.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Fire Breath\",\"entry\":\"The half-dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 ({@damage 12d6}) fire damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"Sleep Breath\",\"entry\":\"The half-dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall {@condition unconscious} for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.\"}]}]}]}}}},{\"name\":\"Huge Half-Copper Dragon\",\"source\":\"MM\",\"page\":180,\"crMin\":\"7\",\"apply\":{\"_mod\":{\"_\":[{\"mode\":\"addSenses\",\"senses\":[{\"type\":\"blindsight\",\"range\":10},{\"type\":\"darkvision\",\"range\":60}]}],\"resist\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"acid\"},\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"Draconic\"},\"action\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Breath Weapons {@recharge 5}\",\"entries\":[\"The half-dragon uses one of the following breath weapons.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Acid Breath\",\"entry\":\"The half-dragon exhales acid in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 ({@damage 9d8}) acid damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"Slowing Breath\",\"entry\":\"The half-dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.\"}]}]}]}}}},{\"name\":\"Huge Half-Gold Dragon\",\"source\":\"MM\",\"page\":180,\"crMin\":\"7\",\"apply\":{\"_mod\":{\"_\":[{\"mode\":\"addSenses\",\"senses\":[{\"type\":\"blindsight\",\"range\":10},{\"type\":\"darkvision\",\"range\":60}]}],\"resist\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"fire\"},\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"Draconic\"},\"action\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Breath Weapons {@recharge 5}\",\"entries\":[\"The half-dragon uses one of the following breath weapons.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Fire Breath\",\"entry\":\"The half-dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 ({@damage 10d10}) fire damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"Weakening Breath\",\"entry\":\"The half-dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"}]}]}]}}}},{\"name\":\"Huge Half-Green Dragon\",\"source\":\"MM\",\"page\":180,\"crMin\":\"7\",\"apply\":{\"_mod\":{\"_\":[{\"mode\":\"addSenses\",\"senses\":[{\"type\":\"blindsight\",\"range\":10},{\"type\":\"darkvision\",\"range\":60}]}],\"resist\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"poison\"},\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"Draconic\"},\"action\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Poison Breath {@recharge 5}\",\"entries\":[\"The half-dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 ({@damage 12d6}) poison damage on a failed save, or half as much damage on a successful one.\"]}]}}}},{\"name\":\"Huge Half-Red Dragon\",\"source\":\"MM\",\"page\":180,\"crMin\":\"7\",\"apply\":{\"_mod\":{\"_\":[{\"mode\":\"addSenses\",\"senses\":[{\"type\":\"blindsight\",\"range\":10},{\"type\":\"darkvision\",\"range\":60}]}],\"resist\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"fire\"},\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"Draconic\"},\"action\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Fire Breath {@recharge 5}\",\"entries\":[\"The half-dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 ({@damage 16d6}) fire damage on a failed save, or half as much damage on a successful one.\"]}]}}}},{\"name\":\"Huge Half-Silver Dragon\",\"source\":\"MM\",\"page\":180,\"crMin\":\"7\",\"apply\":{\"_mod\":{\"_\":[{\"mode\":\"addSenses\",\"senses\":[{\"type\":\"blindsight\",\"range\":10},{\"type\":\"darkvision\",\"range\":60}]}],\"resist\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"cold\"},\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"Draconic\"},\"action\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Breath Weapons {@recharge 5}\",\"entries\":[\"The half-dragon uses one of the following breath weapons.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Cold Breath\",\"entry\":\"The half-dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 ({@damage 12d8}) cold damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"Paralyzing Breath\",\"entry\":\"The half-dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be {@condition paralyzed} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"}]}]}]}}}},{\"name\":\"Huge Half-White Dragon\",\"source\":\"MM\",\"page\":180,\"crMin\":\"7\",\"apply\":{\"_mod\":{\"_\":[{\"mode\":\"addSenses\",\"senses\":[{\"type\":\"blindsight\",\"range\":10},{\"type\":\"darkvision\",\"range\":60}]}],\"resist\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"cold\"},\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"Draconic\"},\"action\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Cold Breath {@recharge 5}\",\"entries\":[\"The half-dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 ({@damage 10d8}) cold damage on a failed save, or half as much damage on a successful one.\"]}]}}}},{\"name\":\"Human\",\"source\":\"PHB\",\"page\":29,\"ref\":\"{@race Human}\",\"apply\":{\"_root\":{\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"human\"]}}}},{\"name\":\"Kenku\",\"source\":\"VGM\",\"page\":109,\"ref\":\"{@race Kenku|VGM}\",\"apply\":{\"_root\":{\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"kenku\"]}},\"_mod\":{\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":[\"Auran\"]},\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Mimicry\",\"entries\":[\"<$title_short_name$> can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 14} Wisdom ({@skill Insight}) check.\"]}]}}}},{\"name\":\"Kobold\",\"source\":\"DMG\",\"page\":282,\"ref\":\"{@race Kobold|DMG}\",\"apply\":{\"_root\":{\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"kobold\"]}},\"_mod\":{\"_\":[{\"mode\":\"addSenses\",\"senses\":{\"type\":\"darkvision\",\"range\":60}}],\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"Draconic\"},\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, <$title_short_name$> has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]},{\"name\":\"Pack Tactics\",\"entries\":[\"<$title_short_name$> has advantage on an attack roll against a creature if at least one of their allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"]}]}}}},{\"name\":\"Large or Smaller Half-Black Dragon\",\"source\":\"MM\",\"page\":180,\"crMin\":\"2\",\"apply\":{\"_mod\":{\"_\":[{\"mode\":\"addSenses\",\"senses\":[{\"type\":\"blindsight\",\"range\":10},{\"type\":\"darkvision\",\"range\":60}]}],\"resist\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"acid\"},\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"Draconic\"},\"action\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Acid Breath {@recharge 5}\",\"entries\":[\"The half-dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 ({@damage 5d8}) acid damage on a failed save, or half as much damage on a successful one.\"]}]}}}},{\"name\":\"Large or Smaller Half-Blue Dragon\",\"source\":\"MM\",\"page\":180,\"crMin\":\"2\",\"apply\":{\"_mod\":{\"_\":[{\"mode\":\"addSenses\",\"senses\":[{\"type\":\"blindsight\",\"range\":10},{\"type\":\"darkvision\",\"range\":60}]}],\"resist\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"lightning\"},\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"Draconic\"},\"action\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Lightning Breath {@recharge 5}\",\"entries\":[\"The half-dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 ({@damage 4d10}) lightning damage on a failed save, or half as much damage on a successful one.\"]}]}}}},{\"name\":\"Large or Smaller Half-Brass Dragon\",\"source\":\"MM\",\"page\":180,\"crMin\":\"2\",\"apply\":{\"_mod\":{\"_\":[{\"mode\":\"addSenses\",\"senses\":[{\"type\":\"blindsight\",\"range\":10},{\"type\":\"darkvision\",\"range\":60}]}],\"resist\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"fire\"},\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"Draconic\"},\"action\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Breath Weapons {@recharge 5}\",\"entries\":[\"The half-dragon uses one of the following breath weapons.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Fire Breath\",\"entry\":\"The half-dragon exhales fire in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 ({@damage 4d6}) fire damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"Sleep Breath\",\"entry\":\"The half-dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall {@condition unconscious} for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.\"}]}]}]}}}},{\"name\":\"Large or Smaller Half-Copper Dragon\",\"source\":\"MM\",\"page\":180,\"crMin\":\"2\",\"apply\":{\"_mod\":{\"_\":[{\"mode\":\"addSenses\",\"senses\":[{\"type\":\"blindsight\",\"range\":10},{\"type\":\"darkvision\",\"range\":60}]}],\"resist\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"acid\"},\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"Draconic\"},\"action\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Breath Weapons {@recharge 5}\",\"entries\":[\"The half-dragon uses one of the following breath weapons.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Acid Breath\",\"entry\":\"The half-dragon exhales acid in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 ({@damage 4d8}) acid damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"Slowing Breath\",\"entry\":\"The half-dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.\"}]}]}]}}}},{\"name\":\"Large or Smaller Half-Gold Dragon\",\"source\":\"MM\",\"page\":180,\"crMin\":\"2\",\"apply\":{\"_mod\":{\"_\":[{\"mode\":\"addSenses\",\"senses\":[{\"type\":\"blindsight\",\"range\":10},{\"type\":\"darkvision\",\"range\":60}]}],\"resist\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"fire\"},\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"Draconic\"},\"action\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Breath Weapons {@recharge 5}\",\"entries\":[\"The half-dragon uses one of the following breath weapons.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Fire Breath\",\"entry\":\"The half-dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 ({@damage 4d10}) fire damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"Weakening Breath\",\"entry\":\"The half-dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"}]}]}]}}}},{\"name\":\"Large or Smaller Half-Green Dragon\",\"source\":\"MM\",\"page\":180,\"crMin\":\"2\",\"apply\":{\"_mod\":{\"_\":[{\"mode\":\"addSenses\",\"senses\":[{\"type\":\"blindsight\",\"range\":10},{\"type\":\"darkvision\",\"range\":60}]}],\"resist\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"poison\"},\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"Draconic\"},\"action\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Poison Breath {@recharge 5}\",\"entries\":[\"The half-dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 ({@damage 6d6}) poison damage on a failed save, or half as much damage on a successful one.\"]}]}}}},{\"name\":\"Large or Smaller Half-Red Dragon\",\"source\":\"MM\",\"page\":180,\"crMin\":\"2\",\"apply\":{\"_mod\":{\"_\":[{\"mode\":\"addSenses\",\"senses\":[{\"type\":\"blindsight\",\"range\":10},{\"type\":\"darkvision\",\"range\":60}]}],\"resist\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"fire\"},\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"Draconic\"},\"action\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Fire Breath {@recharge 5}\",\"entries\":[\"The half-dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 ({@damage 7d6}) fire damage on a failed save, or half as much damage on a successful one.\"]}]}}}},{\"name\":\"Large or Smaller Half-Silver Dragon\",\"source\":\"MM\",\"page\":180,\"crMin\":\"2\",\"apply\":{\"_mod\":{\"_\":[{\"mode\":\"addSenses\",\"senses\":[{\"type\":\"blindsight\",\"range\":10},{\"type\":\"darkvision\",\"range\":60}]}],\"resist\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"cold\"},\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"Draconic\"},\"action\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Breath Weapons {@recharge 5}\",\"entries\":[\"The half-dragon uses one of the following breath weapons.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Cold Breath\",\"entry\":\"The half-dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 ({@damage 4d8}) cold damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"Paralyzing Breath\",\"entry\":\"The half-dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be {@condition paralyzed} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"}]}]}]}}}},{\"name\":\"Large or Smaller Half-White Dragon\",\"source\":\"MM\",\"page\":180,\"crMin\":\"2\",\"apply\":{\"_mod\":{\"_\":[{\"mode\":\"addSenses\",\"senses\":[{\"type\":\"blindsight\",\"range\":10},{\"type\":\"darkvision\",\"range\":60}]}],\"resist\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"cold\"},\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"Draconic\"},\"action\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Cold Breath {@recharge 5}\",\"entries\":[\"The half-dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 ({@damage 5d8}) cold damage on a failed save, or half as much damage on a successful one.\"]}]}}}},{\"name\":\"Legendary Shadow Dragon\",\"source\":\"MM\",\"page\":84,\"apply\":{\"_root\":{\"legendaryGroup\":{\"name\":\"Shadow Dragon\",\"source\":\"FTD\"}},\"_mod\":{\"_\":[{\"mode\":\"addSkills\",\"skills\":{\"stealth\":2}}],\"resist\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"necrotic\"},\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Living Shadow\",\"entries\":[\"While in dim light or darkness, the dragon has resistance to damage that isn't force, psychic, or radiant.\"]},{\"name\":\"Shadow Stealth\",\"entries\":[\"While in dim light or darkness, the dragon can take the {@action Hide} action as a bonus action.\"]},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]}]},\"action\":[{\"mode\":\"replaceTxt\",\"replace\":\"(acid|cold|fire|lightning|poison)\",\"with\":\"necrotic\"},{\"mode\":\"replaceTxt\",\"replace\":\"(Acid|Cold|Fire|Lightning|Poison)\",\"with\":\"Necrotic\"}]}}},{\"name\":\"Lizardfolk\",\"source\":\"DMG\",\"page\":282,\"ref\":\"{@race Lizardfolk|DMG}\",\"apply\":{\"_root\":{\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"lizardfolk\"]},\"speed\":{\"walk\":30,\"swim\":30}},\"_mod\":{\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"Draconic\"},\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"type\":\"entries\",\"name\":\"Hold Breath\",\"entries\":[\"<$title_short_name$> can hold their breath for up to 15 minutes at a time.\"]}]}}}},{\"name\":\"Merfolk\",\"source\":\"DMG\",\"page\":282,\"ref\":\"{@race Merfolk|dmg}\",\"apply\":{\"_root\":{\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"merfolk\"]},\"speed\":{\"walk\":10,\"swim\":40}},\"_mod\":{\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"Aquan\"},\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Amphibious\",\"entries\":[\"<$title_short_name$> can breathe air and water.\"]}]}}}},{\"name\":\"Mountain Dwarf\",\"source\":\"PHB\",\"page\":18,\"ref\":\"{@race Dwarf (Mountain)||Mountain Dwarf}\",\"apply\":{\"_root\":{\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"dwarf\",\"prefix\":\"Mountain\"}]},\"speed\":{\"walk\":25}},\"_mod\":{\"_\":{\"mode\":\"addSenses\",\"senses\":{\"type\":\"darkvision\",\"range\":60}},\"resist\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"poison\"},\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"Dwarvish\"},\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Dwarven Resilience\",\"entries\":[\"<$title_short_name$> has advantage on saving throws against poison, and has resistance against poison damage.\"]}]}}}},{\"name\":\"Orc\",\"source\":\"DMG\",\"page\":120,\"ref\":\"{@race Orc|DMG}\",\"apply\":{\"_root\":{\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"orc\"]}},\"_mod\":{\"_\":[{\"mode\":\"addSenses\",\"senses\":{\"type\":\"darkvision\",\"range\":60}}],\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"Orc\"},\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Aggressive\",\"entries\":[\"As a bonus action, <$short_name$> can move up to your speed toward a hostile creature that they can see.\"]}]}}}},{\"name\":\"Reduced Threat\",\"source\":\"TftYP\",\"page\":113,\"apply\":{\"_mod\":{\"_\":[{\"mode\":\"maxSize\",\"max\":\"L\"},{\"mode\":\"scalarMultXp\",\"scalar\":0.5,\"floor\":true}],\"hp\":[{\"mode\":\"scalarMultProp\",\"prop\":\"average\",\"scalar\":0.5,\"floor\":true},{\"mode\":\"prefixSuffixStringProp\",\"prop\":\"formula\",\"prefix\":\"floor((\",\"suffix\":\") ÷ 2)\"}],\"save\":{\"mode\":\"scalarAddProp\",\"scalar\":-2,\"prop\":\"*\"},\"skill\":{\"mode\":\"scalarAddProp\",\"scalar\":-2,\"prop\":\"*\"},\"spellcasting\":[{\"mode\":\"scalarAddHit\",\"scalar\":-2},{\"mode\":\"scalarAddDc\",\"scalar\":-2}],\"trait\":[{\"mode\":\"scalarAddHit\",\"scalar\":-2},{\"mode\":\"scalarAddDc\",\"scalar\":-2},{\"mode\":\"prependArr\",\"items\":{\"name\":\"Reduced Threat\",\"entries\":[\"A reduced-threat monster takes a −2 penalty on attack rolls (included in the stat block), ability checks (included in the stat block for skill proficiencies), saving throws (included in the stat block for saving throw proficiencies), and saving throw DCs (included in the stat block).\"]}}],\"action\":[{\"mode\":\"scalarAddHit\",\"scalar\":-2},{\"mode\":\"scalarAddDc\",\"scalar\":-2}],\"reaction\":[{\"mode\":\"scalarAddHit\",\"scalar\":-2},{\"mode\":\"scalarAddDc\",\"scalar\":-2}],\"legendary\":[{\"mode\":\"scalarAddHit\",\"scalar\":-2},{\"mode\":\"scalarAddDc\",\"scalar\":-2}],\"variant\":[{\"mode\":\"scalarAddHit\",\"scalar\":-2},{\"mode\":\"scalarAddDc\",\"scalar\":-2}]}}},{\"name\":\"Rock Gnome\",\"source\":\"PHB\",\"page\":35,\"ref\":\"{@race Gnome (Rock)||Rock Gnome}\",\"apply\":{\"_root\":{\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"gnome\",\"prefix\":\"Rock\"}]},\"speed\":{\"walk\":25}},\"_mod\":{\"_\":{\"mode\":\"addSenses\",\"senses\":{\"type\":\"darkvision\",\"range\":60}},\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"Gnomish\"},\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Gnome Cunning\",\"entries\":[\"<$title_short_name$> has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.\"]}]}}}},{\"name\":\"Shield Dwarf\",\"source\":\"PHB\",\"_copy\":{\"name\":\"Mountain Dwarf\",\"source\":\"PHB\",\"_mod\":{\"*\":{\"mode\":\"setProp\",\"prop\":\"apply._root.type\",\"value\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"dwarf\",\"prefix\":\"Shield\"}]}}},\"_preserve\":{\"page\":true}}},{\"name\":\"Skeleton\",\"source\":\"DMG\",\"page\":282,\"ref\":\"{@race Skeleton|DMG}\",\"apply\":{\"_root\":{\"type\":{\"type\":\"undead\"}},\"_mod\":{\"_\":[{\"mode\":\"addSenses\",\"senses\":{\"type\":\"darkvision\",\"range\":60}}],\"immune\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"poison\"},\"vulnerable\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"bludgeoning\"},\"conditionImmune\":[{\"mode\":\"appendIfNotExistsArr\",\"items\":[\"exhaustion\",\"poisoned\"]}],\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"understands all languages it spoke in life but can't speak\"}}}},{\"name\":\"Stout Halfling\",\"source\":\"PHB\",\"page\":35,\"ref\":\"{@race Halfling (Stout)||Stout Halfling}\",\"apply\":{\"_root\":{\"size\":[\"S\"],\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"halfling\",\"prefix\":\"Stout\"}]},\"speed\":{\"walk\":25}},\"_mod\":{\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"Halfling\"},\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Halfling Nimbleness\",\"entries\":[\"<$title_short_name$> can move through a space of a Medium or larger creature.\"]},{\"name\":\"Brave\",\"entries\":[\"<$title_short_name$> has advantage on saving throws against being {@condition frightened}.\"]}]}}}},{\"name\":\"Tabaxi\",\"source\":\"VGM\",\"page\":113,\"ref\":\"{@race Tabaxi|VGM}\",\"apply\":{\"_root\":{\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"tabaxi\"]}},\"_mod\":{\"_\":[{\"mode\":\"addSenses\",\"senses\":{\"type\":\"darkvision\",\"range\":60}}],\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Feline Agility\",\"entries\":[\"When <$short_name$> moves on its turn in combat, they can double their speed until the end of the turn. Once they uses this ability, <$title_short_name$> can't use it again until they moves 0 feet on one of their turns.\"]}]},\"action\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Claws\",\"entries\":[\"{@atk mw} {@hit <$to_hit__str$>} to hit, reach 5 ft., one target. {@h}<$damage_avg__2.5+str$> ({@damage 1d4<$damage_mod__str$>}) slashing damage.\"]}]}}}},{\"name\":\"Tiefling\",\"source\":\"PHB\",\"page\":42,\"ref\":\"{@race Tiefling}\",\"apply\":{\"_root\":{\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"tiefling\"]}},\"_mod\":{\"_\":{\"mode\":\"addSenses\",\"senses\":{\"type\":\"darkvision\",\"range\":60}},\"resist\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"fire\"},\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"Infernal\"},\"spellcasting\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Innate Spellcasting\",\"headerEntries\":[\"<$title_short_name$>'s innate spellcasting ability is Charisma (spell save {@dc <$spell_dc__cha$>}). <$title_short_name$> can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell thaumaturgy}\"],\"daily\":{\"1e\":[\"{@spell darkness}\",\"{@spell hellish rebuke}\"]},\"ability\":\"cha\"}]}}}},{\"name\":\"Vistana\",\"source\":\"CoS\",\"page\":28,\"apply\":{\"_mod\":{\"action\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Curse (Recharges After a Long Rest)\",\"entries\":[\"The Vistana targets one creature that it can see within 30 feet of it. The target must succeed on a {@dc <$spell_dc__cha$>} Wisdom saving throw or be cursed. The Vistana chooses the curse's effect from the options that follow; other Vistani curses are possible. All such effects deal psychic damage to the Vistani who uttered them when they end:\",{\"type\":\"list\",\"items\":[\"The target is unable to perform a certain kind of act involving fine motor control, such as tying knots, writing, playing an instrument, sewing, or casting spells that have somatic components. When this curse ends, the Vistana takes {@damage 1d6} psychic damage.\",\"The target's appearance changes in a sinister yet purely cosmetic way. For example, the curse can place a scar on the target's face, turn the target's teeth into yellow fangs, or give the target bad breath. When this curse ends, the Vistana takes {@damage 1d6} psychic damage.\",\"A nonmagical item in the target's possession (chosen by the DM) disappears and can't be found until the curse ends. The lost item can weigh no more than 1 pound. When this curse ends, the Vistana takes {@damage 1d6} psychic damage.\",\"The target gains vulnerability to a damage type of the Vistana's choice. When this curse ends, the Vistana takes {@damage 3d6} psychic damage.\",\"The target has disadvantage on ability checks and saving throws tied to one ability score of the Vistana's choice. When this curse ends, the Vistana takes {@damage 3d6} psychic damage.\",\"The target's attunement to one magic item (chosen by the DM) ends, and the target can't attune to the chosen item until the curse ends. When this curse ends, the Vistana takes {@damage 5d6} psychic damage.\",\"The target is {@condition blinded}, {@condition deafened}, or both. When this curse ends, the Vistana takes {@damage 5d6} psychic damage.\"]},\"The curse lasts until ended with a {@spell greater restoration} spell, a {@spell remove curse} spell, or similar magic. It doesn't end when the target dies. If a cursed target is returned to life, the curse remains in effect.\"]},{\"name\":\"Evil Eye (Recharges after a Short or Long Rest)\",\"entries\":[\"As an action, a Vistana can target a creature within 10 feet that the Vistana can see. This magical ability, which the Vistani call the Evil Eye, duplicates the duration and effect of the {@spell animal friendship}, {@spell charm person}, or {@spell hold person} spell (Vistana's choice; spell {@dc <$spell_dc__cha$>}), but requires neither somatic nor material components. If the target succeeds on the save, the Vistana is {@condition blinded} until the end of the Vistana's next turn.\",\"A Vistana who uses Evil Eye can't use it again before finishing a short or long rest. Once a target succeeds on a saving throw against a Vistana's Evil Eye, it is immune to the Evil Eye of all Vistani for 24 hours.\"]}]},\"miscTags\":{\"mode\":\"appendIfNotExistsArr\",\"items\":[\"CUR\"]}}}},{\"name\":\"Water Genasi\",\"source\":\"EEPC\",\"page\":10,\"ref\":\"{@race Genasi (Water)|eepc|Water Genasi}\",\"apply\":{\"_root\":{\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"genasi\",\"prefix\":\"Water\"}]},\"speed\":{\"walk\":30,\"swim\":30}},\"_mod\":{\"resist\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"acid\"},\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Amphibious\",\"entries\":[\"<$title_short_name$> can breathe air and water.\"]}]}}}},{\"name\":\"Wood Elf\",\"source\":\"PHB\",\"page\":21,\"ref\":\"{@race Elf (Wood)||Wood Elf}\",\"apply\":{\"_root\":{\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[{\"tag\":\"elf\",\"prefix\":\"Wood\"}]},\"speed\":{\"walk\":35}},\"_mod\":{\"_\":[{\"mode\":\"addSenses\",\"senses\":{\"type\":\"darkvision\",\"range\":60}},{\"mode\":\"addSkills\",\"skills\":{\"perception\":1}}],\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"Elvish\"},\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Fey Ancestry\",\"entries\":[\"<$title_short_name$> has advantage on saving throws against being {@condition charmed}, and magic can't put <$short_name$> to sleep.\"]},{\"name\":\"Mask of the Wild\",\"entries\":[\"<$title_short_name$> can attempt to {@action hide} even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.\"]}]}}}},{\"name\":\"Yuan-ti Pureblood\",\"source\":\"VGM\",\"page\":120,\"ref\":\"{@race Yuan-ti Pureblood|VGM}\",\"apply\":{\"_root\":{\"size\":[\"M\"],\"type\":{\"type\":\"humanoid\",\"tags\":[\"yuan-ti\"]},\"speed\":{\"walk\":35}},\"_mod\":{\"_\":[{\"mode\":\"addSenses\",\"senses\":{\"type\":\"darkvision\",\"range\":60}}],\"immune\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"poison\"},\"conditionImmune\":{\"mode\":\"appendIfNotExistsArr\",\"items\":\"poisoned\"},\"languages\":{\"mode\":\"appendIfNotExistsArr\",\"items\":[\"Abyssal\",\"Draconic\"]},\"spellcasting\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Innate Spellcasting\",\"headerEntries\":[\"<$title_short_name$>'s innate spellcasting ability is Charisma (spell save {@dc <$spell_dc__cha$>}). <$title_short_name$> can innately cast the following spells, requiring no material components:\"],\"will\":[\"{@spell animal friendship} (snakes only)\",\"{@spell poison spray}\"],\"daily\":{\"3e\":[\"{@spell suggestion}\"]},\"ability\":\"cha\"}]},\"trait\":{\"mode\":\"appendArr\",\"items\":[{\"name\":\"Magic Resistance\",\"entries\":[\"<$title_short_name$> has advantage on saving throws against spells and other magical effects.\"]}]}}}}]}"); JSON_DATA[`data/changelog.json`] = JSON.parse("[{\"ver\":\"1.8.0\",\"date\":\"2019-07-28\",\"title\":\"Bad at Vec2 Maths\",\"txt\":\"- Overhauled the measurement tool\\n- Now has multiple modes; Ruler , Radius (colloquially known as a \\\"Circle,\\\" but that's lame), Cone, Box, and Line. Please do inform me of any other shapes I forgot to add.\\n- Has a \\\"sticky\\\" mode, which will persist the last-drawn ruler to the table, so you can switch tool and do something else without losing your measurement. Press SHIFT while ruler-ing to enable it, or check the box.\\n- [Note: I think I managed to get all this to properly sync to anyone else running the script, too. Ergo, with a mere 4 players acting in unison, it should be possible to use the ruler tool to draw dicks.]\\n- Added a line-cutter tool . Largely stolen from here: https://app.roll20.net/forum/post/3190495/slug%7D (but instead of drawing a pink line and typing a command, you just click on a line to break it)\\n- Added player-only Edit Config button and config options, currently very limited, but includes the ability to toggle half-grid snap\\n- Added a Wild Shape Sheet Builder tool, credit to @ Bodrick\\n- Fixed missing monster fluff when importing monsters from an adventure\\n- Fixed \\\"hidden until edited\\\" monster save/skill import issue\"},{\"ver\":\"1.8.1\",\"date\":\"2019-08-10\",\"txt\":\"Fixed line splitter for Pro users\\n- Improved Wildform Builder UI\\n- Get it here: https://get.5e.tools/script/betteR20-5etools.user.js?v=1.8.1\"},{\"ver\":\"1.8.2\",\"date\":\"2019-07-29\",\"txt\":\"Fixed players not using the script breaking the measuring tool (and potentially other things besides) Get it here: https://get.5e.tools/script/betteR20-5etools.user.js?v=1.8.2\"},{\"ver\":\"1.8.3\",\"date\":\"2019-08-07\",\"txt\":\"Hard-disabled 3d dice when the script is active. There's surprising complexity involved in the 3d dice system, and after several hours of head-scratching with zero progress, this seemed the only reasonable solution. Sorry folks.\\n- Added custom line thickness options\\n- Added hotkeys for the upgraded ruler (q-q; q-w; q-e; q-a; q-s -- lines/boxes on top in order of ascending area; circular rulers underneath. If this is dumb and doesn't match Roll20's scheme (they don't have one, as far as I could see, but I didn't look all that hard) do let me know, it's easily changed)\\n- Fixed hotkey interaction with the script's extra tools\\n- Fixed script tag indentation when chat avatars are disabled\\n- Removed restrictions on some ruler inputs (e.g. there's no longer a 5-step on beam thickness)\\n- Added flat-edge mode to the cone tool\\n- Added \\\"Token\\\" config for players, allowing players to set token bars for NPC tokens they drag onto the table\\n- Creature name show/hide in rolls can now be set in the Importer tab of the config\\n- Imported creatures now have a \\\"level,\\\" fixing certain spell damage calculations\\n- Fixed homebrew subclass drag-drop\\n- Fixed script failing to load for players\"},{\"ver\":\"1.8.5\",\"date\":\"2019-08-15\",\"title\":\"Surprisingly Well-Prepared for This Eventuality\",\"txt\":\"- Updated script to be compatible with Roll20's \\\"Measured Update\\\"\\n- Removed commas from monster XP\\n- Custom line thickness now handles negative/fractional values more gracefully\\n- Fixed horizontal cone drawing\\n- Edit: A couple of hotkeys changes; Cone ruler is now on Q-C; Circle ruler is on Q-R (because it's internally referred to as [R]adius :😂:). Everything else seems to work alongside the new advanced hotkeys for the rulers.\\n- Get it here: https://get.5e.tools/script/betteR20-5etools.user.js?v=1.8.5\\nEDIT: Fake news, seems there's still significant issues. Further fixes Soon™\"},{\"ver\":\"1.8.7\",\"date\":\"2019-08-16\",\"title\":\"Trying to Watch TI8\",\"txt\":\"- Fixed various problems related to changing page/map properties\\n- Fixed Spell/Item drag-drop\\n- Fixed Monster import failing to respect \\\"Auto-Roll Damage\\\"\\n- Made imported tags consistent across all imports; added environment (\\\"env\\\"), size, and NPC tags for imported creatures\\n- Compacted rightclick -> Roll options, and added \\\"Skills\\\" mass-roller\\n- Added \\\"Forward/Back One Layer\\\" to rightclick menu; hotkeys pending, as they're mysteriously broken\\n- Added \\\"Clear\\\" buttons to Mass-Whisper tool\\n- Get it here: https://get.5e.tools/script/betteR20-5etools.user.js?v=1.8.7\\n[Note: I was skimming the Roll20 forums earlier, and noticed bug reports of issues which were almost certainly caused by betteR20. If you are going to use the script, please DO NOT post bug reports without first disabling the script and ensuring it's not one of ours.]\\nPart 2: - Fixed various instances of missing fluff (especially in dragons) - Made converter output editable, and title-casing of names toggle-able - Pinned list data can now be downloaded, as a rightclick option - Added various missing tags to the Demo page - Browsing to the Bestiary/Spells page from a bad URL now selects the first item - (Typo fixes/other hover-link tagging/etc)\"},{\"ver\":\"1.9.1\",\"date\":\"2019-09-04\",\"txt\":\"Compatibility update for main site CR Scaler changes\\n- Fixed non-PHB subclass import (as part of class import)\\n- Importer now remember the last selected grouping chosen, e.g. \\\"Type\\\" or \\\"Alphabetical\\\\n- Added config option for basic horizontal UI bar transparency tweaking\\n- Made dependency loading retry more often\\n- As always, get it here: https://get.5e.tools/script/betteR20-5etools.user.js?ver=1.9.1\\nEDIT: creature importing is a bit dicked, fix Soon™\"},{\"ver\":\"1.9.2\",\"date\":\"2019-09-05\",\"txt\":\"Fixed creature conditions importing as HTML\\n- Fixed issue with importing text containing tagged skills/actions (was breaking various background/race imports, probably others)\\n- And a sneaky bonus feature: \\\"pack\\\" drag-n-drop should now expand the pack to its individual items\\n- Link here: https://get.5e.tools/script/betteR20-5etools.user.js?v=1.9.2\"},{\"ver\":\"1.10.0\",\"date\":\"2019-09-10\",\"title\":\"Roll20 Enhancement Suite Compatibility (Hopefully)\",\"txt\":\"- See title. It worked on Firefox anyway (I think), but, Chrome users may now enjoy the benefits too Bigups to @ stormy, get his extension here:\\n- https://ssstormy.github.io/roll20-enhancement-suite/ \\n```It's preeeeetty nice: https://ssstormy.github.io/roll20-enhancement-suite/features.html```\"},{\"ver\":\"1.11.0\",\"date\":\"2019-09-11\",\"title\":\"How am I Still Not Banned\",\"txt\":\"- Added a Map Import/Export tool. Find it in the Tools List. Bit of a misleading (working?) title, it can do the following: \\n- Dump all the pages from your current game to a text file, complete with tokens (although they don't properly link to character sheets, yet), lighting, etcetc. Bigups to the absolute madman @ Stormy for discovering the approximately four lines of code needed to do this\\n- Import the above, allowing you to choose which pages you want to load back in. Note that they maintain their internal IDs, so you can't really use this to copy pages\\n- And it wouldn't be 5etools without a bit of Robin-Hoodery; there's a button to load content exported straight from Roll20's published adventures. Sadly, there's (so far) only the two that I happen to own, and W:DH which was kindly donated to the cause. I forgot to ask if this person wanted credit, but they're pretty cool.\\n- If you happen to own adventures other than CoS, SKT, or W:DH, please do drop me a PM with an invite to a minty-fresh copy of whatever module, and we can get this thing filled out. We caught them all. - Removed \\\"The Semicolon\\\" [I think exactly one person had noticed this, but there was a rando semicolon floating in the top-left corner of the screen.]\\n\\n- With regards to the map importer/exporter, more interesting is the fact that, in theory there's no reason the same technique can't be applied to the entire contents of a module (or, indeed, any custom game). Certainly something worth looking into in the (near?) future.\"},{\"ver\":\"1.12.1\",\"date\":\"2019-09-14\",\"title\":\"Raising the Black Flag a Notch Higher\",\"txt\":\"- Added \\\"Module Importer/Exporte r\\\" tool to the tools list\\nCan export/import: \\n- Maps \\n- Characters \\n- Handouts \\n- Rollable Tables \\n- Decks\\nContains a handy-dandy \\\"Load Data from 5etools\\\" button, which allows you to browse our\\nfreshly-exported library of every single official WotC module. Huge thanks to all (see below) who donated me the games \\n- Note: the Map Importer/Exporter tool still exists, but no longer has a \\\"Load from 5etools\\\" button. Use the module tool. \\n- Journal Cleaner can now delete things inside folders \\n- Pauper's Character Vault now imports/exports Bio, GM Notes, and Default Token correctly\\nTweaked Page Settings width/height input; now labeled \\\"X\\\" and \\\"Y\\\" and display current pixel count in each direction\\nAdded workaround for old token images being cached -- a fresh copy will now be grabbed at time of import\\nToken action/etc (horizontal) toolbar now goes 100% opaque on hover, hopefully preventing further confusion related to 100% transparent toolbars\\n- Overhauled spellcaster importing (again), it should no longer suck\\n- Improved Initiative Tracker:\\n- Added Spell DC as a column option\\n- Added config option to hide \\\"sheet\\\" button (now hidden by default, since one can shift-double-click tokens, for the most part)\\n- Disabling tracker enhancements now reverts it to a near-default appearance\\n- Tracker window is now wider by default\\n- Character Default Token image can now be swapped out without having to remake the entire token; see the button under the Default Token\\n- Some (very) minor UI cleanup Get it here: https://get.5e.tools/script/betteR20-5etools.user.js?v=1.12.1\"},{\"ver\":\"1.12.2\",\"date\":\"2019-09-15\",\"txt\":\"Fixed missing handout notes\\n- Fixed \\\"1 Remaining...\\\" displaying when module import had completed https://get.5e.tools/script/betteR20-5etools.user.js?v=1.12.2\"},{\"ver\":\"1.12.3\",\"date\":\"2019-09-15\",\"title\":\"Clearly Not Announcement-Worthy\",\"txt\":\"- Initiative tracker now behaves properly when creatures are missing CRs/HP formulas\\n- TableExport paste now supports avatars\"},{\"ver\":\"1.12.6\",\"date\":\"2019-09-23\",\"txt\":\"Removed default 5-foot light radius on tokens\\n- Removed \\\"Confirm External Link\\\" prompts, because fuck 'em :point_right::door:\\n- Page toolbar background is now transparent\\n- Fixed missing item attunement text in handouts\\n- Added rightclick -> \\\"Paste Image from URL \\\" to map\\n- Added \\\"Sort Alphabetically\\\" option to the Transmogrifier\\n- Added experimental \\\"Quantum Token Entangler\\\" tool, which allows you to bind tokens together across pages, linking their position/scale/rotation/flip\\n- Added rightclick -> \\\"Advanced\\\" -> \\\"Show Token ID\\\" option to tokens\\n- Fixed \\\"Import Monsters from All Sources\\\" button\\n- Fixed some wonky Hellfire Engine and Beholder action imports\\n- Hopefully fixed the \\\"0% transparency\\\" toolbar issue; appears to have been a \\\"commas are decimal separators lol\\\" localisation problem\\n- Module Importer/Exporter :\\n\\nNow included in core\\n- Removed Map Importer/Exporter, as it's a sub-set of the functionality\\n- Added note about using the tool (and a link to open it) to the classico Adventure Import\\n- Streamlined usage; now orders the steps for you\\n- Now exports tokenactions\\n- Now asks you which data categories you wish to export, instead of always exporting the entire thing\\n- Fixed ruler/hex snap when used in conjunction with R20ES (I think)\\n- Get it here: https://get.5e.tools/script/betteR20-5etools.user.js?v=1.12.6\"},{\"ver\":\"1.12.7\",\"date\":\"2019-09-24\",\"txt\":\"Fixed cancelling prompt when adding an image directly to the map returning an error (thanks @ stormy)\\n- Added error handling to tool initialisation, hopefully fixing the various #issues\\n- Get it here: https://get.5e.tools/script/betteR20-5etools.user.js?v=1.12.7\"},{\"ver\":\"1.12.8\",\"date\":\"2019-09-27\",\"txt\":\"Fixed Module Exporter failing on missing page attributes\\n- Monster importer no longer hard-crashes on malformed/missing fluff (n.b.: fixes WDH monster import, although the fluff'll still be missing. That'll be fixed soon™)\\n- Get it here https://get.5e.tools/script/betteR20-5etools.user.js?v=1.12.8\"},{\"ver\":\"1.13.0\",\"date\":\"2019-01-10\",\"title\":\"Courtesy of @ Nikolay\",\"txt\":\"- Shaped import drag/drop support: \\n- Screenshot 1: https://user-images.githubusercontent.com/43446896/\\n- 6276110-47c3b600-c589-11e8-8024-289f62da36ee.png \\n- Screenshot 2: https://user-images.githubusercontent.com/43446896/\\n- 6276119-4befd380-c589-11e8-9fd5-73712bc05818.png (And here's a copy-paste the patch notes the absolute madman also provided:)\\n- Feat import. Name and text.\\n- Background import. Background name, feature name and text, ability check (skill) proficiency.\\n- Race import. Race name, size, speed, senses, racial traits, racial ability score modifiers.\\n- Optional feature (invocations, etc.) import. Name and text.\\n- Class import. Name, level, hit dice, class features. Shaped sheet already has some support for many of the classes out-of-the-box, so we leverage it where appropriate. If a class is not supported by Shaped sheet, we configure it as a custom class. Mystic class received some special love -- custom spellcasting is set up for it.\\n- Subclass import. Subclass features name and text.\\n- Psionic abilities import. Focus, disciplines (with submodes), talents. Each includes correct name, level, text, casting time, dduration/concentration Psi points cost is encoded into: spell level, name, material components. Psionics import into handouts also changed to be aligned with other entities.\\n- Get it here: https://get.5e.tools/script/betteR20-5etools.user.js?v=1.13.0 Big fuckin thank\"},{\"ver\":\"1.4.0\",\"date\":\"2019-10-14\",\"title\":\"I'm In\",\"txt\":\"- Added weather -\\n- Can be found under Edit Config -> Weather\\n- Requires players to be running the script to see it \\n- Includes a custom layer, which will \\\"block\\\" weather in any filled polygons, allowing indoor areas to be specified, etc \\n- Added an art browser, which reads from a monstrous spreadsheet curated by @ Ryan (Modnar) [2] -\\n- The filter tags on the left side are due for a clean; please do not point out how silly the \\\"Flooring\\\" tag is, thanks.\\n- Due to us not having any thumbnails for the images, is pretty clunk-tastic. Soon™\\n- Doesn't remember scroll position, exacerbating the above issue. Soon™ \\n- Added \\\"quick layer switch\\\" sidebar , which can be disabled in the config -\\n- Added \\\"Streamer Friendly\\\" option, which hides the \\\"don't post this to Reddit, k?\\\" startup message. The person requesting this feature didn't seem concerned about the script's name being posted in chat, so that's still visible -\\n- Added \\\"Sort Descending\\\" button to initiative tracker -\\n- Added Jukebox track/playlist import/export to the Module Importer/Exporter (shoutouts to @ Stormy for the prototype ) -\\n- Creatures can now be renamed when importing (as part of the \\\"scale creatures?\\\" step) -\\n- Added shorthand for /talktomyself: /ttms -\\n- Added missing \\\"Set Art/Token/etc from URL\\\" buttons in Core version -\\n- Fixed material spell components failing to populate when drag/dropping spells -\\n- Fixed MTF Eladrin drag/drop -\\n- Fixed WDH's Avi and Embric creature import -\\n- Fixed Mass Page Deleter tool failing on corrupt-ish pages -\\n- Fixed Wild Shape tool -\\n- Background importer now correctly uses a feature's name when drag/dropping it to a sheet's traits -\\n- Rightclick -> Image from URL now remembers the last input URL -\\n- Improved import dialogs (thanks @ Stormy)\"},{\"ver\":\"1.14.1\",\"date\":\"2019-10-14\",\"title\":\"Never Bothering to Test Error Handling\",\"txt\":\"Prevented malformed \\\"Custom\\\" weather URLs from spamming alerts\\nSwitched tracker sort button to always-available font\\nAdded \\\"Foreground\\\" layer [Edit: requires players to use the script, as with the weather]\"},{\"ver\":\"1.14.2\",\"date\":\"2019-10-14\",\"title\":\"Edge Cases: Weather\",\"txt\":\"- Setting weather to \\\"Custom\\\" with no image specified no longer spams popups\\n- Added \\\"Custom\\\" weather direction, allowing free rotation\\nhttps://get.5e.tools/script/betteR20-5etools.user.js?v=1.4.2 (and if it doesn't auto-update/show the notification, it's some cache somewhere being lame; everything's working as well as it can on our end)\"},{\"ver\":\"1.4.3\",\"date\":\"2019-10-16\",\"txt\":\"Weather should now respect dynamic lighting\\nAdded \\\"Ripple\\\" texture, kindly donated by [Please react with the emojis \\\":regional_indicator_m:\\\" and \\\":regional_indicator_e:\\\" if you wish to receive credit for this.]\\nFixed Shapeshift Token tool failing to load\\nWild Form tool now allows multi-select; tries to set passive perception to the maximum of the character's vs. the beast's\\nAdded an \\\"Oscillation\\\" mode to weather, which scrubs back and forth instead of infinitely scrolling in one direction\\nFixed GM UI elements mistakenly being added to the player version\\n(Squashed some log errors Firefox generates on encountering Chrome-only CSS rules)\"},{\"ver\":\"1.14.5\",\"date\":\"2019-01-11\",\"txt\":\"Fixed missing higher-level casting on drag/dropped spells\\nAdded Shaped support for Mass Rolls (thanks peacefighter1996)\\nArt browser now remembers scroll position somewhat reasonably\\nTweaked Art Browser layout slightly\"},{\"ver\":\"1.14.13\",\"date\":\"2019-01-03\",\"txt\":\"The \\\"Spellcasting\\\" token action is now more compact/readable\\nFixed position of hover GM notes while not at 1x zoom\\nFixed monsters \\\"Import All\\\"\\nCreature importer now handles missing spellcasting headers\\nHandling for tokenURL/tokenUrl change\\nUpdated Strongholds and Followers, fixing a bunch of broken links (and some typos, besides). Wipe/reload it to see the updates.\"},{\"ver\":\"1.14.14:\",\"date\":\"2019-01-22\",\"txt\":\"Generated skill/stat/etc macros now use wtype\\nToolbar opacity is now a slider--this has almost certainly turned everyone's toolbars invisible, fix it under Config -> Interface\\nHomebrew Roll20 spell data can now be specified, see here: https://github.com/TheGiddyLimit/homebrew/blob/master/spell/Sample%20-%20Giddy%3B%20Assorted%20Marginalia.json#L138\\nFixed bug where archived maps wouldn't be exported\\nFixed Wild Shape/Shapeshifter tool lists failing to populate\"},{\"ver\":\"1.14.15:\",\"date\":\"2019-01-22\",\"txt\":\"Fixed failing initialisation soz lol\"},{\"ver\":\"1.14.1617\",\"date\":\"2019-01-29\",\"txt\":\"Base compatability with Roll20's latest update (may still be issues, please report anything suspicious)\\n Added config option to hide creature action descriptions on import. Config -> Import -> Hide Action Descriptions on Import\"},{\"ver\":\"1.14.18\",\"date\":\"2019-01-31\",\"txt\":\"Compatibility fixes for...:\\n- Shift-hover to view GM notes\\n- Weather/foreground layers\\n- Rightclick -> Set Flight Height (order of indicators was reversed)\"},{\"ver\":\"1.14.19\",\"date\":\"2019-03-13\",\"txt\":\"- Added master volume slider for jukebox tracks (courtesy of @ Rich)\\n- Renaming a monster now attempts to rename it in traits/actions/etc\\n- Fixed imported creatures having bonus damage applied to crits\\n- Added config option to use token as character portrait (instead of fluff image) on import\\n- Added option to whisper token name to GM when doing mass-rolls\\n- Fixed page settings using outdated layout\\n- Fixed art browser downloads failing\"},{\"ver\":\"1.14.21\",\"date\":\"2019-03-17\",\"txt\":\"Fixed double-printed \\\"Concentration\\\" in spell cards\\nCompatibility for main-site changes\"},{\"ver\":\"1.14.22\",\"date\":\"2019-03-19\",\"txt\":\"Added @ Rich's betteR20 jukebox track adding tab, which imports from @ Ryan (Modnar)'s repo, which is here: https://github.com/DMsGuild201/Roll20_resources/tree/master/playlist\\nPauper's Character Vault can now assign characters to players as part of the import\\nGet it here: https://get.5e.tools/script/betteR20-5etools.user.js?v=1.14.22\"},{\"ver\":\"1.15.0\",\"date\":\"2019-04-11\",\"title\":\"At Your Own Risk\",\"txt\":\"Added token animator, accessible in the Tools menu\\nPic related\\nSome documentation here https://gist.github.com/TheGiddyLimit/b11cdd482ca4a902bb2379ba405425be [to be added to a wiki Soon™], although there's a GUI included\\nHighly experimental; we recommend testing anything remotely exotic in a temporary game rather than potentially killing your campaign\\nAdded jukebox widget, accessible in the Jukebox tab, courtesy of @ Rich#1839\\nIncludes ALT+(1-9) hotkeys to toggle playback\\nFixed subclasses importer failing to locate base class when attempting to import homebrew\\nEDIT: T'was broken, but now t'is fixed. EDIT2: couple minor bugfixes EDIT3: repeat on last, v1.15.4 live; get it 'ere: https://get.5e.tools/script/betteR20-5etools.user.js?v=1.15.4\"},{\"ver\":\"1.15.6\",\"date\":\"2019-04-11\",\"txt\":\"Compatibility for main site updates above\"},{\"ver\":\"1.15.7\",\"date\":\"2019-05-25\",\"txt\":\"Fixed token edits failing to save\\n- Fixed tokens failing to flip when animating\\n- Fixed animator accepting spaces in animation names\\n- Fixed some log error spam (a[n].getReceiver us not a function)\\n- Get it here: https://get.5e.tools/script/betteR20-5etools.user.js?v=1.15.7\\n- EDIT: Due to some malfunctioning robots, the usual channels are broken. Get it here, instead: 5etools version: https://mega.nz/#!nxoyQahb!eP6tMIkRoB9WmSMe3DdwDJxzM5KPfAwZRLpugBKON68 core version: https://mega.nz/#!OxhylCLC!6JGjMpjackqWlKMYLRnitRaze1UTCmNmvfTtD8CU89A\"},{\"ver\":\"1.15.8\",\"date\":\"2019-05-28\",\"txt\":\"Added button to \\\"Select All [from module contents]\\\" when importing modules\\n- Fixed every importer creature action being an attack\\n- Enjoy another round of Tampermonkey being bad at updating things; get it here: https://get.5e.tools/script/betteR20-5etools.user.js?v=1.15.8\"},{\"ver\":\"1.15.9\",\"date\":\"2019-05-28\",\"title\":\"Channel Clutter\",\"txt\":\"- Fixed attack actions showing as regular actions, despite working as attacks when clicked\\n- Fixed case where script could repeatedly fail to fully initialise, resulting in tripled UI elements\\nGet it here: https://get.5etools.com/script/betteR20-5etools.user.js?v=1.15.9\"},{\"ver\":\"1.15.11\",\"date\":\"2019-06-01\",\"txt\":\"- Split save/skill/check/etc tokenaction generation options into own checkboxes - Moved \\\"on import\\\" token settings from \\\"Token\\\" config tab to \\\"Import\\\" tab [resetting your config to default in the process :^)] - Paths can now be entangled with the Quantum Token Entangler - Reworked item \\\"modifier\\\" field import, fixing it and adding many more item modifiers - Chat text area can now be resized in an effective manner - Fixed case where rollable table importer could crash on some inputs - Fixed \\\"Choose Side\\\" picker not displaying token images\\n\\nGet it here, if you're lucky: https://get.5etools.com/?v=1.15.11-ENTER_YOUR_NAME_HERE\"},{\"ver\":\"1.15.10\",\"date\":\"2019-06-01\",\"txt\":\"- Added \\\"Background\\\" layer, underneath objects but above the map. The original idea was for use with this, I think: https://old.reddit.com/r/Roll20/comments/al8vsf/ - Fixed script failing to initialise (compatibility for latest main site update)\\n- Slightly delayed because I forgot I'd half-written that background thing, and decided to finish it instead of removing it. My apologies.\\n\\nGet it here: https://get.5e.tools/script/betteR20-5etools.user.js?v=1.15.10 (change v=1.15.10 to something random to force it to give you a fresh copy, as required)\"},{\"ver\":\"1.15.12\",\"date\":\"2019-06-04\",\"txt\":\"- Fixed Fog of War/Dynamic Lighting (hopefully) - Fixed AoE rulers - Split \\\"Skill\\\" and \\\"Perception\\\" tokenaction import options - Added link to [[1]] in \\\"script outdated\\\" notification\\n\\nGet it here https://get.5etools.com/script/betteR20-5etools.user.js?v=1.15.12, or see the pinned instructions in #better20-issues\"},{\"ver\":\"1.15.13\",\"date\":\"2019-06-06\",\"txt\":\"- - Fixed players having their tokens vanish when dynamic lightning is enabled - Fixed token/creature editor \\\"controlled by\\\"etc. select boxes being styled strangely/n/nGet it here https://get.5e.tools/script/betteR20-5etools.user.js?v=1.15.13, or see the pinned post in #better20-issues\"},{\"ver\":\"1.15.14\",\"date\":\"2019-06-07\",\"txt\":\"- Fixed stuff, probably\\n- Get it here https://get.5e.tools/script/betteR20-5etools.user.js?v=1.15.14, or see the pinned post in | #better20-issues\"},{\"ver\":\"v1.15.1516\",\"date\":\"2019-06-12\",\"txt\":\"- Compatibility update for main site changes\\n- Fixed tokenaction import options not using their defaults, but showing the options as active/ticked in the config\\n- Get it here https://get.5e.tools/script/betteR20-5etools.user.js?v=1.15.16, or see the pinned post in #better20-issues\\n\\n[EDIT] v14, fixing Spell page filtering [EDIT2] v15, fixing Druid Wild Shape links [EDIT3] v16, fixing some cache issues/speeding up page loads slightly\"},{\"ver\":\"1.15.17\",\"date\":\"2019-06-29\",\"txt\":\"- Compatibility update for Roll20's latest changes (fixes rulers; dynamic lighting)\\n- Get it here https://get.5e.tools/script/betteR20-5etools.user.js?v=1.15.17, or see the pinned post in #better20-issues\"},{\"ver\":\"1.15.18\",\"date\":\"2019-07-18\",\"txt\":\"- Fixed module importer \\\"Select All\\\" (now called \\\"Select Everything,\\\" to better represent what it does) breaking import\\n- Compatibility updates for main site changes\\n- Get it here: https://get.5e.tools/script/betteR20-5etools.user.js?v=1.15.18, or see the pinned post in #better20-issues\"},{\"ver\":\"1.16.2\",\"date\":\"2019-07-20\",\"txt\":\"- Overhauled script initialisation; is now much faster, and should produce useful errors when it doesn't work. Also less likely to spew random elements all over the screen if/when things go wrong.\\n- Fixed importing creatures with no CR (seems to be the cause of most \\\"can't import monsters\\\" issues)\\n- Fixed Shapeshifter Token Builder tool tokens not auto-resizing when changing their side\\n- Fixed text tool de-selecting the text when releasing LMB\\n- Fixed foreground objects being rendered underneath selected player tokens (I think)\\n- Fixed chat box teleporting around during load (hopefully)\\n- Get it here: https://get.5e.tools/script/betteR20-5etools.user.js?v=1.16.0, or see the pinned post in #better20-issues v.2, fixing chatbox https://get.5e.tools/script/betteR20-5etools.user.js?v=1.16.2\"},{\"ver\":\"1.16.4\",\"date\":\"2019-08-15\",\"txt\":\"- Compatibility update for main site changes.\"},{\"ver\":\"1.16.5\",\"date\":\"2019-08-20\",\"txt\":\"- Added \\\"propSum\\\" operation to the Token Animator tool. This functions much like \\\"prop\\\" (aka \\\"SetProperty\\\"), but will sum any value provided with the existing value on the token instead of overwriting it.\\n- Added \\\"DEX tiebreaker\\\" import option\\n- Fixed spell component parsing\\n- Fixed homebrew creatures failing to import due to mis-formatted senses/languages\\n- Reverted foreground layer changes to combat player token appearing over foreground--that part worked, but the change also made every foreground element visible regardless of Dynamic Lighting. You'll just have to live with the floating tokens instead.\\n- Restored missing \\\"Sort Alphabetically\\\" button in Transmogrifier\\n- Get it here: https://get.5e.tools/script/betteR20-5etools.user.js?v=1.16.5, or see the pinned post in #better20-issues\\n\\nAdditionally, I would like to take this opportunity to remind you that betteR20 development is in \\\"maintenance only\\\" mode. The real party is happening over in #foundry-general, where the greatest VTT to have ever not been Fantasy Grounds just announced a big update with the final piece of their puzzle; drawing tools. Join the revolution here: https://www.patreon.com/foundryvtt\"},{\"ver\":\"1.17.0\",\"date\":\"2020-05-10\",\"txt\":\"- (Hopefully) added support for Roll20's \\\"new\\\" dynamic lighting\\n- Overhauled the way in which the script loads 5etools dependencies, freezing it at the current version. Some consequences of this change are:\\n- Updates to 5etools won't break the Roll20 script\\n- Many \\\"compatibility updates\\\" will no longer be mandatory; a copy of the script will now function as if brand-new until a Roll20 update eventually renders it useless\\n- Updates to 5etools data (e.g. new Bestiary content) won't automatically be reflected in b20, requiring a b20 update instead\\n- Note that the Module Importer/Exporter, while its source is hosted as 5etools data, is unaffected by this change, and any new modules added to that library will be immediately available\\n- Changes to the structure of homebrew data may create incompatibilities with b20, requiring a b20 update to resolve\\n- The script is now a (significantly) larger download, but should load faster\\n- With this move we're aiming to provide a more stable and maintainable update cycle, with less breakage and downtime. Additionally, this change has produced a clean separation between 5etools and betteR20, allowing each to be updated without fear of breaking the other (this, historically, has been the cause of the vast majority of the script's issues).\\n\\nThis system has been in use by Plutonium (my Foundry module) since its inception, and has been highly successful. Hopefully this success can be reproduced in the badlands of Roll20.\"},{\"ver\":\"1.25.0\",\"date\":\"2021-08-10\",\"txt\":\"- Removed custom rulers. **This functionality is moving to VTTES!** (thanks @ Justas)\\n- Added handling for homebrew subraces (thanks @ Mertang)\\n- Added critical damage import step to Spell Importer (thanks @ Mertang)\\n- Fixed Creature Importer failing to add bonus actions (thanks @ Mertang)\\n- Updated Creature Importer to handle multiple reaction macros (thanks @ Mertang)\\n- Fixed Feat and Optional Feature importers crashing when attempting to build prerequisite text (thanks @ Mertang)\"},{\"ver\":\"1.25.1\",\"date\":\"2021-09-05\",\"txt\":\"- Fixed Roll20's analytics scripts somehow crashing betteR20 (thanks @ Justas)\\n- Updated UDL template to include \\\"Nocturnal\\\" option (thanks @ Darkpulsar)\\n- Fixed some backgrounds crashing on import (thanks @ darthbeep)\"},{\"ver\":\"1.26.0\",\"date\":\"2021-09-12\",\"txt\":\"- Switched to GitHub URLs (instead of get.5e.tools) for update/version checks (thanks @ oldewyrm)\\n- Added config option to set base site URL (thanks @ oldewyrm)\\n- Removed journal \\\"Duplicate\\\" option, as VTTES includes this functionality (thanks @ oldewyrm)\"},{\"ver\":\"1.26.1\",\"date\":\"2021-09-25\",\"txt\":\"- Improved Token Avatar URL Fixer tool to also replace URLs in tokens in the active scene (thanks @ asd5a)\\n- Fixed last update's version check changes checking against the wrong URL (thanks @ oldewyrm)\\n- (Updated to latest data files, including WBtW and AitFR content)\"},{\"ver\":\"1.26.2\",\"date\":\"2021-10-09\",\"txt\":\"- Improved Background Importer, allowing you to select personality traits/ideals/bonds/flaws (thanks @ darthbeep)\\n- Fixed issue which prevented 3d dice from displaying correct results with the script active, and re-enabled 3d dice (thanks @ Ken)\\n- Fixed compendium imports (thanks @ oldewyrm)\\n- Fixed Module Importer \\\"from file\\\" upload (thanks @ darthbeep)\\n- Updated token editor to match most recent Roll20 version (thanks @ oldewyrm)\\n- Added missing `/` to config site URLs (thanks @ Werring)\"},{\"ver\":\"1.27.0\",\"date\":\"2021-11-02\",\"txt\":\"- Added option to import creatures from file (thanks @ darthbeep)\\n- Journal Cleaner tool can now delete rollable tables and folders (thanks @ darthbeep)\\n- Creature variant text is now imported to the creature's traits (thanks @ Ralakos)\\n- Fixed 3D dice _even better_ this time (thanks @ Ken)\\n- Fixed torch tool; fixed circle tool; fixed brightness slider (thanks @ oldewyrm)\\n- Fixed Base Site URL config being sensitive to presence/absence of trailing slash (thanks @ oldewyrm)\\n- Removed \\\"Pauper's Character Vault\\\" tool, as the functionality exists in VTTES (thanks @ darthbeep)\\n- Removed \\\"QPI\\\" button, as it was a failed experiment (thanks @ darthbeep)\\n\"},{\"ver\":\"1.28.0\",\"date\":\"2021-11-24\",\"txt\":\"- Background characteristics may now be randomised during import (thanks @ Ralakos)\\n- Added \\\"spell school\\\" as filterable field to Spell Importer list; added \\\"environment\\\" as filterable field to Creature Importer (thanks @ oldewyrm)\\n- Added support for 5etools Bestiary \\\"sublist\\\" files to the \\\"Import Monsters from File\\\" flow (thanks @ cantbudgeit)\"},{\"ver\":\"1.28.1\",\"date\":\"2021-12-17\",\"txt\":\"- Fixed loading issues (thanks @ Ken/oldewyrm)\\n- Fixed light tool not showing up in all cases (thanks @ oldewyrm)\\n- Fixed drag-and-drop (thanks @ oldewyrm)\\n\"},{\"ver\":\"1.28.2\",\"date\":\"2022-01-09\",\"txt\":\"- Fixed Roll20 layout changes preventing buttons from being added to the Settings tab (thanks @ darthbeep)\\n- Optimized Tampermonkey use to avoid downloading the entire script when checking for updates (thanks @ oldewyrm)\\n- Fixed missing images/fluff/stats when importing Objects (thanks @ darthbeep)\\n- Tweaked \\\"welcome\\\" text and updated wiki links [currently to archived versions of the old wiki, but this may change as the new wiki is filled out] (thanks @ oldewyrm)\\n- (Updated to latest data files)\"},{\"ver\":\"1.29.0\",\"date\":\"2022-01-16\",\"txt\":\"- Merged various table import tools into a new single tool combining and expanding on the functionality of the old, and allowing import from user-specified URLs (thanks @ darthbeep)\\n- Fixed race import (thanks @ oldewyrm)\\n\"},{\"ver\":\"1.30.0\",\"date\":\"2022-02-07\",\"txt\":\"- Deities are now importable as journal entries (thanks @ darthbeep)\\n- Added config options to hide foreground/background/weather layers (thanks @ darthbeep) \\n- Fixed Module Importer failing to import maps (thanks @ darthbeep)\\n- Fixed Creature/Object Importer failing to find tokens for entities with names containing non-ASCII characters (thanks @ darthbeep)\\n- (Updated to latest data files)\"},{\"ver\":\"1.30.1\",\"date\":\"2022-04-02\",\"txt\":\"- Fixed \\\"layer\\\" buttons overlapping \\\"night mode\\\" button (thanks @ Lyra)\\n- (Updated to latest data files; added support for latest data changes) (thanks @ darthbeep)\"},{\"ver\":\"1.30.2\",\"date\":\"2022-04-21\",\"txt\":\"- Added workaround for \\\"session expired\\\" kick (thanks @ oldewyrm)\"},{\"ver\":\"1.30.3\",\"date\":\"2022-05-22\",\"txt\":\"- Updated drag/drop handler to support latest compendium changes (thanks @ oldewyrm)\\n- Fixed text tool failing to apply correct stroke\\n- (Updated to latest data files; added support for latest data changes) (thanks @ oldewyrm)\"},{\"ver\":\"1.31.0\",\"date\":\"2022-08-28\",\"txt\":\"- Added Vehicle importer (thanks @darthbeep)\\n- Monster importer now adds lair actions and regional effects, where available, to sheet Bio & Info (thanks @darthbeep)\\n- (Updated to latest data files; added support for latest data changes)\"},{\"ver\":\"1.31.1\",\"date\":\"2022-09-11\",\"txt\":\"- Added \\\"Quick Layer Buttons Position\\\" to switch which side of the screen the Quick Layer Buttons appear on (thanks @ Riedel)\\n- Fixed token editor failing to open (thanks @ Riedel)\"},{\"ver\":\"1.32.0\",\"date\":\"2022-09-21\",\"txt\":\"- Added \\\"JSON Importer\\\" tool, which allows entire JSON files to be imported in one go (particularly useful for homebrew) (thanks @ darthbeep)\\n- Fixed issue when deleting folder and files at the same time in the Journal Cleaner (thanks @ darthbeep)\\n- Fixed random crash during initialization (generally caused by poor connection) (thanks @ Riedel)\"},{\"ver\":\"1.32.1\",\"date\":\"2022-10-01\",\"txt\":\"- Re-organized page options, collecting lighting options into a single tab, and giving Weather its own tab (thanks @ Redweller)\\n- Added weather \\\"Tint Opacity\\\" slider (thanks @ Redweller)\\n- Fixed default token being un-settable (thanks @ Redweller)\\n- Improved Art Browser styling (thanks @ Redweller)\\n- Fixed some dark mode styling (thanks @ Redweller)\\n- Fixed Module Importer/Exporter regression where creature data would not be exported (thanks @ darthbeep and @ Redweller)\\n- (Updated to latest data files; added support for latest data changes)\"},{\"ver\":\"1.33.0\",\"date\":\"2022-10-01\",\"txt\":\"- Handout creation is now optional in the Adventure Importer (thanks @ darthbeep)\\n- The Spell Importer \\\"spell school\\\" filter now filters by the full school name, rather than the internal abbreviation (thanks @ darthbeep)\\n- Updated token editor to latest Roll20 version, adding missing \\\"Update Default Token\\\" button (thanks @ Redweller)\\n- Made all \\\"Interface\\\" options available to players (thanks @ Redweller)\\n- Made \\\"Shrink Initiative Tracker\\\" option available to \\\"core\\\" script users (thanks @ Redweller)\\n- Added \\\"Hide Roll20's Dark Mode switch\\\" and \\\"Hide Help Button on floating toolbar\\\" Interface options (thanks @ Redweller)\\n- Fixed External Art Manager sizing on small screens (thanks @ Redweller)\\n- (Updated to latest data files; added support for latest data changes)\"},{\"ver\":\"1.33.1\",\"date\":\"2022-12-02\",\"txt\":\"- Fixed page settings template modification (with proper inputs for dynamic lighting, weather settings, and map size) failing to be applied (thanks @ Redweller)\"},{\"ver\":\"1.33.2\",\"date\":\"2023-01-23\",\"txt\":\"- Fixed crash on load due to bad style injection (thanks @ Redweller)\\n- Fixed editing an imported handout breaking drag-drop functionality (thanks @ darthbeep)\"},{\"ver\":\"1.34.0\",\"date\":\"2023-02-27\",\"txt\":\"- Added in-character language system to chat (massive props and thanks @ Redweller)\\n - Includes support for all PHB languages (with the exception of the \\\"secret\\\" languages; Druidic and Thieves' Cant), and additional substitute languages (French-like, German-like, Italian-like, Russian-like, and Spanish-like) which can be used for languages and/or regional dialects otherwise not known by the system\\n - Allows chatting in any language known to your character\\n - Messages spoken in-language will appear to other players as flavorful gibberish, translated to the original message if their character knows the language\\n - Added social panel allowing quick selection of language (and `/w` target)\\n - _[Note that this requires the use of the OGL sheet in order to correctly read proficiencies]_\\n- Added various quality-of-life features to chat (massive props and thanks @ Redweller)\\n - (Use `/help` in-game to see the full list of available commands, highlights include...)\\n - Added GM-only command to check which players are running the script, and which version\\n - Added GM-only command to speak as a given character\\n - Added shorthand various shortcuts and wrappers for the base \\\"/talktomyself\\\" command, allowing easier toggling and/or running of multiple commands\\n - Added optional GM notifications for players going on/offline\\n- Tweaked existing chat features (thanks @ Redweller)\\n - Animated initial loading sequence\\n - Overhauled look and feel of other notifications _[the \\\"retro\\\" version remains available as a config option]_\\n - Added new \\\"Chat\\\" config group, and consolidated existing chat options (emojis; streamer mode) there\\n- Fixed custom styling failing to properly apply (thanks @ Redweller)\"},{\"ver\":\"1.34.1\",\"date\":\"2023-03-02\",\"txt\":\"- Various fixes/improvements to the chat system (thanks @ Redweller)\\n - Tweaked `/help` ordering for readability \\n - Added detection of Beyond20\\n - Fixed hiding/revealing messages\\n - Fixed `/w` revealing characters not in players' journals\"},{\"ver\":\"1.34.2\",\"date\":\"2023-04-07\",\"txt\":\"- Updated UI templates to match latest Roll20 \\\"Doors & Windows\\\" update (thanks @ Redweller)\\n- Disabled/removed non-functional Line Cutter tool (thanks @ Redweller)\\n- Fixed crash when using \\\"Set image from URL...\\\" button in deck editor (thanks @ darthbeep)\\n- Fixed misc Roll20 console spam when running an adblocker (thanks @ Redweller)\"},{\"ver\":\"1.34.3\",\"date\":\"2023-04-14\",\"txt\":\"- Temporarily (until a better solution is found) disabled extra layers, to prevent crashes (thanks @ darthbeep)\"},{\"ver\":\"1.35.0\",\"date\":\"2023-04-21\",\"txt\":\"- Added \\\"script\\\" mode to chat macros, allowing JavaScript to be executed (thanks @ Redweller)\\n- Fixed script failing to load (thanks @ darthbeep); note that this comes with some caveats (until a better solution is found):\\n - 3d Dice are (probably) broken\\n - Subscriber-only Roll20 features (dynamic lighting, SFX, etc.) are (probably) no longer available unless you have the appropriate subscription _[previously, b20 enabled these even for \\\"Free\\\" users, provided all players were running the script]_\\n- Re-enabled additional b20-specific layers (thanks @ darthbeep)\\n- Fixed selecting \\\"freehand\\\" in drawing mode preventing further mode switches (thanks @ darthbeep)\"},{\"ver\":\"1.35.1\",\"date\":\"2023-04-22\",\"txt\":\"- Fixed various Importer crashes (thanks @ darthbeep)\"},{\"ver\":\"1.35.2\",\"date\":\"2023-05-14\",\"txt\":\"- Added \\\"Set Avatar\\\" journal item context menu option (thanks @ redweller)\\n- Fixed journal item \\\"Make Tokenactions\\\" context menu option (thanks @ redweller)\\n- Fixed Item Importer failing to split packs of items (thanks @ darthbeep)\\n- Fixed \\\"Controlled by: All players\\\" character languages failing to register in list of languages a player can understand (thanks @ redweller)\\n- Fixed Monster Importer crash when importing by \\\"CR -> Type\\\" (thanks @ darthbeep)\\n- Fixed Spell Importer failing to load spellcaster classes for spells (thanks @ darthbeep)\\n- Fixed Dynamic Lighting features being disabled for non-pro users (thanks @ redweller)\\n- Updated page editor to match latest Roll20 version, and restored \\\"auto background color\\\" feature (thanks @ redweller)\\n- Fixed deck and card editors, and added additional \\\"from URL\\\"/delete buttons (thanks @ redweller)\\n- Fixed quick layers toolbar positioning (thanks @ redweller)\\n- Fixed layers which are disabled in the config showing in the token right-click menu (thanks @ redweller)\"},{\"ver\":\"1.35.3\",\"date\":\"2023-05-18\",\"txt\":\"- Added \\\"Fake Latin\\\" as a transcription language (thanks @ redweller)\\n- Fixed excessive loading of sheets for GMs when initializing language system (thanks @ redweller)\\n- Fixed custom grid units being un-saveable in page settings (thanks @ redweller)\"},{\"ver\":\"1.35.4\",\"date\":\"2023-08-27\",\"txt\":\"- Updated menus to reflect latest Roll20 changes (thanks @ redweller)\"},{\"ver\":\"1.35.5\",\"date\":\"2023-10-23\",\"txt\":\"(- Updated to latest 5etools dataset (thanks @ darthbeep))\"},{\"ver\":\"1.35.6\",\"date\":\"2023-10-24\",\"txt\":\"(- Updated to latest 5etools libs (thanks @ darthbeep))\"},{\"ver\":\"1.35.7\",\"date\":\"2023-11-26\",\"txt\":\"- Fixed crash/added warning when UI Redesign is enabled (thanks @ Redweller)\\n- Fixed polygon tool when UI Redesign is disabled (thanks @ Redweller)\"},{\"ver\":\"1.35.8\",\"date\":\"2024-01-18\",\"txt\":\"- Improved handling of UI Redesign/Beta Features (thanks @ redweller)\\n - Fixed page toolbar failing to display\\n - Fixed Beta UI chat notification being un-dismissible\"},{\"ver\":\"1.35.9\",\"date\":\"2024-09-08\",\"txt\":\"- Update main site URL\"}]"); JSON_DATA[`data/class/class-artificer.json`] = JSON.parse("{\"class\":[{\"name\":\"Artificer\",\"source\":\"TCE\",\"page\":9,\"otherSources\":[{\"source\":\"ERLW\",\"page\":54}],\"edition\":\"classic\",\"hd\":{\"number\":1,\"faces\":8},\"proficiency\":[\"con\",\"int\"],\"spellcastingAbility\":\"int\",\"casterProgression\":\"artificer\",\"preparedSpells\":\"<$level$> / 2 + <$int_mod$>\",\"preparedSpellsChange\":\"restLong\",\"cantripProgression\":[2,2,2,2,2,2,2,2,2,3,3,3,3,4,4,4,4,4,4,4],\"optionalfeatureProgression\":[{\"name\":\"Infusions\",\"featureType\":[\"AI\"],\"progression\":[0,4,4,4,4,6,6,6,6,8,8,8,8,10,10,10,10,12,12,12]}],\"startingProficiencies\":{\"armor\":[\"light\",\"medium\",\"shield\"],\"weapons\":[\"simple\",{\"proficiency\":\"firearms\",\"optional\":true}],\"tools\":[\"{@item thieves' tools|PHB}\",\"{@item tinker's tools|PHB}\",\"one type of {@item artisan's tools|PHB} of your choice\"],\"toolProficiencies\":[{\"thieves' tools\":true,\"tinker's tools\":true,\"anyArtisansTool\":1}],\"skills\":[{\"choose\":{\"from\":[\"arcana\",\"history\",\"investigation\",\"medicine\",\"nature\",\"perception\",\"sleight of hand\"],\"count\":2}}]},\"startingEquipment\":{\"additionalFromBackground\":true,\"default\":[\"any two {@filter simple weapons|items|source=phb|category=basic|type=simple weapon} of your choice\",\"a {@item light crossbow|phb} and {@item crossbow bolts (20)|phb|20 bolts}\",\"(a) {@item studded leather armor|phb} or (b) {@item scale mail|phb}\",\"{@item thieves' tools|phb} and a {@item dungeoneer's pack|phb}\"],\"goldAlternative\":\"{@dice 5d4 × 10|5d4 × 10|Starting Gold}\",\"defaultData\":[{\"_\":[{\"equipmentType\":\"weaponSimple\",\"quantity\":2}]},{\"_\":[\"light crossbow|phb\",\"crossbow bolts (20)|phb\"]},{\"a\":[\"studded leather armor|phb\"],\"b\":[\"scale mail|phb\"]},{\"_\":[\"thieves' tools|phb\",\"dungeoneer's pack|phb\"]}]},\"multiclassing\":{\"requirements\":{\"int\":13},\"proficienciesGained\":{\"armor\":[\"light\",\"medium\",\"shield\"],\"tools\":[\"{@item thieves' tools|PHB}\",\"{@item tinker's tools|PHB}\"],\"toolProficiencies\":[{\"thieves' tools\":true,\"tinker's tools\":true}]}},\"classTableGroups\":[{\"colLabels\":[\"{@filter Infusions Known|optionalfeatures|feature type=ai|source=TCE}\",\"Infused Items\",\"{@filter Cantrips Known|spells|level=0|class=artificer}\"],\"rows\":[[0,0,2],[4,2,2],[4,2,2],[4,2,2],[4,2,2],[6,3,2],[6,3,2],[6,3,2],[6,3,2],[8,4,3],[8,4,3],[8,4,3],[8,4,3],[10,5,4],[10,5,4],[10,5,4],[10,5,4],[12,6,4],[12,6,4],[12,6,4]]},{\"title\":\"Spell Slots per Spell Level\",\"colLabels\":[\"{@filter 1st|spells|level=1|class=Artificer}\",\"{@filter 2nd|spells|level=2|class=Artificer}\",\"{@filter 3rd|spells|level=3|class=Artificer}\",\"{@filter 4th|spells|level=4|class=Artificer}\",\"{@filter 5th|spells|level=5|class=Artificer}\"],\"rowsSpellProgression\":[[2,0,0,0,0],[2,0,0,0,0],[3,0,0,0,0],[3,0,0,0,0],[4,2,0,0,0],[4,2,0,0,0],[4,3,0,0,0],[4,3,0,0,0],[4,3,2,0,0],[4,3,2,0,0],[4,3,3,0,0],[4,3,3,0,0],[4,3,3,1,0],[4,3,3,1,0],[4,3,3,2,0],[4,3,3,2,0],[4,3,3,3,1],[4,3,3,3,1],[4,3,3,3,2],[4,3,3,3,2]]}],\"classFeatures\":[\"Optional Rule: Firearm Proficiency|Artificer|TCE|1\",\"Magical Tinkering|Artificer|TCE|1\",\"Spellcasting|Artificer|TCE|1\",\"Infuse Item|Artificer|TCE|2\",{\"classFeature\":\"Artificer Specialist|Artificer|TCE|3\",\"gainSubclassFeature\":true},\"The Right Tool for the Job|Artificer|TCE|3\",\"Ability Score Improvement|Artificer|TCE|4\",{\"classFeature\":\"Artificer Specialist Feature|Artificer|TCE|5\",\"gainSubclassFeature\":true},\"Tool Expertise|Artificer|TCE|6\",\"Flash of Genius|Artificer|TCE|7\",\"Ability Score Improvement|Artificer|TCE|8\",{\"classFeature\":\"Artificer Specialist Feature|Artificer|TCE|9\",\"gainSubclassFeature\":true},\"Magic Item Adept|Artificer|TCE|10\",\"Spell-Storing Item|Artificer|TCE|11\",\"Ability Score Improvement|Artificer|TCE|12\",\"Magic Item Savant|Artificer|TCE|14\",{\"classFeature\":\"Artificer Specialist Feature|Artificer|TCE|15\",\"gainSubclassFeature\":true},\"Ability Score Improvement|Artificer|TCE|16\",\"Magic Item Master|Artificer|TCE|18\",\"Ability Score Improvement|Artificer|TCE|19\",\"Soul of Artifice|Artificer|TCE|20\"],\"subclassTitle\":\"Artificer Specialist\",\"hasFluff\":true,\"hasFluffImages\":true}],\"subclass\":[{\"name\":\"Alchemist\",\"shortName\":\"Alchemist\",\"source\":\"TCE\",\"className\":\"Artificer\",\"classSource\":\"TCE\",\"page\":14,\"otherSources\":[{\"source\":\"ERLW\",\"page\":58}],\"edition\":\"classic\",\"additionalSpells\":[{\"prepared\":{\"3\":[\"healing word\",\"ray of sickness\"],\"5\":[\"flaming sphere\",\"melf's acid arrow\"],\"9\":[\"gaseous form\",\"mass healing word\"],\"13\":[\"blight\",\"death ward\"],\"17\":[\"cloudkill\",\"raise dead\"]}}],\"subclassFeatures\":[\"Alchemist|Artificer|TCE|Alchemist|TCE|3\",\"Alchemical Savant|Artificer|TCE|Alchemist|TCE|5\",\"Restorative Reagents|Artificer|TCE|Alchemist|TCE|9\",\"Chemical Mastery|Artificer|TCE|Alchemist|TCE|15\"],\"hasFluffImages\":true},{\"name\":\"Armorer\",\"shortName\":\"Armorer\",\"source\":\"TCE\",\"className\":\"Artificer\",\"classSource\":\"TCE\",\"page\":15,\"edition\":\"classic\",\"additionalSpells\":[{\"prepared\":{\"3\":[\"magic missile\",\"thunderwave\"],\"5\":[\"mirror image\",\"shatter\"],\"9\":[\"hypnotic pattern\",\"lightning bolt\"],\"13\":[\"fire shield\",\"greater invisibility\"],\"17\":[\"passwall\",\"wall of force\"]}}],\"subclassFeatures\":[\"Armorer|Artificer|TCE|Armorer|TCE|3\",\"Extra Attack|Artificer|TCE|Armorer|TCE|5\",\"Armor Modifications|Artificer|TCE|Armorer|TCE|9\",\"Perfected Armor|Artificer|TCE|Armorer|TCE|15\"],\"hasFluffImages\":true},{\"name\":\"Artillerist\",\"shortName\":\"Artillerist\",\"source\":\"TCE\",\"className\":\"Artificer\",\"classSource\":\"TCE\",\"page\":17,\"otherSources\":[{\"source\":\"ERLW\",\"page\":59}],\"edition\":\"classic\",\"additionalSpells\":[{\"prepared\":{\"3\":[\"shield\",\"thunderwave\"],\"5\":[\"scorching ray\",\"shatter\"],\"9\":[\"fireball\",\"wind wall\"],\"13\":[\"ice storm\",\"wall of fire\"],\"17\":[\"cone of cold\",\"wall of force\"]}}],\"subclassFeatures\":[\"Artillerist|Artificer|TCE|Artillerist|TCE|3\",\"Arcane Firearm|Artificer|TCE|Artillerist|TCE|5\",\"Explosive Cannon|Artificer|TCE|Artillerist|TCE|9\",\"Fortified Position|Artificer|TCE|Artillerist|TCE|15\"],\"hasFluffImages\":true},{\"name\":\"Battle Smith\",\"shortName\":\"Battle Smith\",\"source\":\"TCE\",\"className\":\"Artificer\",\"classSource\":\"TCE\",\"page\":18,\"otherSources\":[{\"source\":\"ERLW\",\"page\":60}],\"edition\":\"classic\",\"additionalSpells\":[{\"prepared\":{\"3\":[\"heroism\",\"shield\"],\"5\":[\"branding smite\",\"warding bond\"],\"9\":[\"aura of vitality\",\"conjure barrage\"],\"13\":[\"aura of purity\",\"fire shield\"],\"17\":[\"banishing smite\",\"mass cure wounds\"]}}],\"subclassFeatures\":[\"Battle Smith|Artificer|TCE|Battle Smith|TCE|3\",\"Extra Attack|Artificer|TCE|Battle Smith|TCE|5\",\"Arcane Jolt|Artificer|TCE|Battle Smith|TCE|9\",\"Improved Defender|Artificer|TCE|Battle Smith|TCE|15\"],\"hasFluffImages\":true}],\"classFeature\":[{\"name\":\"Magical Tinkering\",\"source\":\"TCE\",\"page\":9,\"otherSources\":[{\"source\":\"ERLW\",\"page\":54}],\"className\":\"Artificer\",\"classSource\":\"TCE\",\"level\":1,\"entries\":[\"{@i 1st-level artificer feature}\",\"You've learned how to invest a spark of magic into mundane objects. To use this ability, you must have {@item thieves' tools|PHB} or {@item artisan's tools|PHB} in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:\",{\"type\":\"list\",\"items\":[\"The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.\",\"Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.\",\"The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.\",\"A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.\"]},\"The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.\",\"You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.\"]},{\"name\":\"Optional Rule: Firearm Proficiency\",\"source\":\"TCE\",\"page\":9,\"otherSources\":[{\"source\":\"ERLW\",\"page\":54}],\"className\":\"Artificer\",\"classSource\":\"TCE\",\"level\":1,\"entries\":[\"The secrets of creating and operating gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in {@book chapter 9|DMG|9|Firearms} of the {@book Dungeon Master's Guide|DMG} and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.\"]},{\"name\":\"Spellcasting\",\"source\":\"TCE\",\"page\":9,\"otherSources\":[{\"source\":\"ERLW\",\"page\":54}],\"className\":\"Artificer\",\"classSource\":\"TCE\",\"level\":1,\"entries\":[\"{@i 1st-level artificer feature}\",\"You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.\",{\"type\":\"entries\",\"name\":\"Tools Required\",\"entries\":[\"You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically {@item thieves' tools|phb} or some kind of {@item artisan's tools|phb|artisan's tool}—in hand when you cast any spell with this Spellcasting feature (meaning the spell has an 'M' component when you cast it). You must be proficient with the tool to use it in this way. See {@book chapter 5|PHB|4}, \\\"Equipment,\\\" in the {@book Player's Handbook|PHB} for descriptions of these tools.\",\"After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.\",{\"type\":\"inset\",\"name\":\"The Magic of Artifice\",\"entries\":[\"As an artificer, you use tools when you cast your spells. When describing your spellcasting, think about how you're using a tool to perform the spell effect. If you cast {@spell cure wounds} using {@item alchemist's supplies|PHB}, you could be quickly producing a salve. If you cast it using {@item tinker's tools|PHB}, you might have a miniature mechanical spider that binds wounds. When you cast {@spell poison spray}, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting is special.\",\"The same principle applies when you prepare your spells. As an artificer, you don't study a spellbook or pray to prepare your spells. Instead, you work with your tools and create the specialized items you'll use to produce your effects. If you replace {@spell cure wounds} with {@spell heat metal}, you might be altering the device you use to heal—perhaps modifying a tool so that it channels heat instead of healing energy.\",\"Such details don't limit you in any way or provide you with any benefit beyond the spell's effects. You don't have to justify how you're using tools to cast a spell. But describing your spellcasting creatively is a fun way to distinguish yourself from other spellcasters.\"]}]},{\"type\":\"entries\",\"name\":\"Cantrips (0-Level Spells)\",\"entries\":[\"At 1st level, you know two cantrips of your choice from the {@filter artificer spell list|spells|level=0|class=Artificer}. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.\",\"When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.\"]},{\"type\":\"entries\",\"name\":\"Preparing and Casting Spells\",\"entries\":[\"The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\",\"You prepare the list of artificer spells that are available for you to cast, choosing from the {@filter artificer spell list|spells|class=Artificer}. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.\",\"For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell {@spell cure wounds}, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.\",\"You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.\"]},{\"type\":\"entries\",\"name\":\"Spellcasting Ability\",\"entries\":[\"Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.\",{\"type\":\"abilityDc\",\"name\":\"Spell\",\"attributes\":[\"int\"]},{\"type\":\"abilityAttackMod\",\"name\":\"Spell\",\"attributes\":[\"int\"]}]},{\"type\":\"entries\",\"name\":\"Ritual Casting\",\"entries\":[\"You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.\"]}]},{\"name\":\"Infuse Item\",\"source\":\"TCE\",\"page\":9,\"otherSources\":[{\"source\":\"ERLW\",\"page\":54}],\"className\":\"Artificer\",\"classSource\":\"TCE\",\"level\":2,\"entries\":[\"{@i 2nd-level artificer feature}\",\"You've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.\",{\"type\":\"refClassFeature\",\"classFeature\":\"Infusions Known|Artificer|TCE|2\"},{\"type\":\"inset\",\"name\":\"Artificer Infusions\",\"entries\":[\"Artificers have invented numerous magical infusions, extraordinary processes that rapidly create magic items. To many, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete.\",\"The description of each of the following infusions details the type of item that can receive it, along with whether the resulting magic item requires attunement.\",\"Some infusions specify a minimum artificer level. You can't learn such an infusion until you are at least that level.\",\"Unless an infusion's description says otherwise, you can't learn an infusion more than once.\"]},{\"type\":\"entries\",\"name\":\"Infusing an Item\",\"entries\":[\"Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see \\\"{@book Attunement|DMG|7|Attunement}\\\" in chapter 7 of the {@book Dungeon Master's Guide|DMG}).\",\"Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.\",\"You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.\",\"If an infusion ends on an item that contains other things, like a {@item bag of holding}, its contents harmlessly appear in and around its space.\"]}]},{\"name\":\"Infusions Known\",\"source\":\"TCE\",\"page\":9,\"otherSources\":[{\"source\":\"ERLW\",\"page\":54}],\"className\":\"Artificer\",\"classSource\":\"TCE\",\"level\":2,\"header\":1,\"entries\":[\"When you gain this feature, pick four artificer infusions to learn, choosing from the \\\"{@filter Artificer Infusions|optionalfeatures|feature type=ai|source=TCE}\\\" section at the end of the class's description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.\",\"Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.\"]},{\"name\":\"Artificer Specialist\",\"source\":\"TCE\",\"page\":9,\"otherSources\":[{\"source\":\"ERLW\",\"page\":54}],\"className\":\"Artificer\",\"classSource\":\"TCE\",\"level\":3,\"entries\":[\"{@i 3rd-level artificer feature}\",\"Choose the type of specialist you are, each of which is detailed at the end of the class's description. Your choice grants you features at 5th level and again at 9th and 15th level.\"]},{\"name\":\"The Right Tool for the Job\",\"source\":\"TCE\",\"page\":9,\"otherSources\":[{\"source\":\"ERLW\",\"page\":54}],\"className\":\"Artificer\",\"classSource\":\"TCE\",\"level\":3,\"entries\":[\"{@i 3rd-level artificer feature}\",\"You've learned how to produce exactly the tool you need: with {@item thieves' tools|PHB} or {@item artisan's tools|PHB} in hand, you can magically create one set of {@item artisan's tools|PHB} in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"TCE\",\"page\":9,\"otherSources\":[{\"source\":\"ERLW\",\"page\":54}],\"className\":\"Artificer\",\"classSource\":\"TCE\",\"level\":4,\"entries\":[\"{@i 4th-level artificer feature}\",\"When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Artificer Specialist Feature\",\"source\":\"TCE\",\"page\":9,\"otherSources\":[{\"source\":\"ERLW\",\"page\":54}],\"className\":\"Artificer\",\"classSource\":\"TCE\",\"level\":5,\"entries\":[\"{@i 5th-level artificer feature}\",\"You gain a feature granted by your Artificer Specialist choice.\"]},{\"name\":\"Tool Expertise\",\"source\":\"TCE\",\"page\":9,\"otherSources\":[{\"source\":\"ERLW\",\"page\":54}],\"className\":\"Artificer\",\"classSource\":\"TCE\",\"level\":6,\"entries\":[\"{@i 6th-level artificer feature}\",\"Your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.\"]},{\"name\":\"Flash of Genius\",\"source\":\"TCE\",\"page\":9,\"otherSources\":[{\"source\":\"ERLW\",\"page\":54}],\"className\":\"Artificer\",\"classSource\":\"TCE\",\"level\":7,\"entries\":[\"{@i 7th-level artificer feature}\",\"You've gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.\",\"You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"TCE\",\"page\":9,\"otherSources\":[{\"source\":\"ERLW\",\"page\":54}],\"className\":\"Artificer\",\"classSource\":\"TCE\",\"level\":8,\"entries\":[\"{@i 8th-level artificer feature}\",\"When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Artificer Specialist Feature\",\"source\":\"TCE\",\"page\":9,\"otherSources\":[{\"source\":\"ERLW\",\"page\":54}],\"className\":\"Artificer\",\"classSource\":\"TCE\",\"level\":9,\"entries\":[\"{@i 9th-level artificer feature}\",\"You gain a feature granted by your Artificer Specialist choice.\"]},{\"name\":\"Magic Item Adept\",\"source\":\"TCE\",\"page\":9,\"otherSources\":[{\"source\":\"ERLW\",\"page\":54}],\"className\":\"Artificer\",\"classSource\":\"TCE\",\"level\":10,\"entries\":[\"{@i 10th-level artificer feature}\",\"You've achieved a profound understanding of how to use and make magic items:\",{\"type\":\"list\",\"items\":[\"You can attune to up to four magic items at once.\",\"If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.\"]}]},{\"name\":\"Spell-Storing Item\",\"source\":\"TCE\",\"page\":9,\"otherSources\":[{\"source\":\"ERLW\",\"page\":54}],\"className\":\"Artificer\",\"classSource\":\"TCE\",\"level\":11,\"entries\":[\"{@i 11th-level artificer feature}\",\"You can now store a spell in an object. Whenever you finish a long rest, you can touch one {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon} or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the {@filter artificer spell list|spells|class=Artificer|cast time=action|level=1;2} that requires 1 action to cast (you needn't have it prepared).\",\"While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires {@status concentration}, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"TCE\",\"page\":9,\"otherSources\":[{\"source\":\"ERLW\",\"page\":54}],\"className\":\"Artificer\",\"classSource\":\"TCE\",\"level\":12,\"entries\":[\"{@i 12th-level artificer feature}\",\"When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Magic Item Savant\",\"source\":\"TCE\",\"page\":9,\"otherSources\":[{\"source\":\"ERLW\",\"page\":54}],\"className\":\"Artificer\",\"classSource\":\"TCE\",\"level\":14,\"entries\":[\"{@i 14th-level artificer feature}\",\"Your skill with magic items deepens:\",{\"type\":\"list\",\"items\":[\"You can attune to up to five magic items at once.\",\"You ignore all class, race, spell, and level requirements on attuning to or using a magic item.\"]}]},{\"name\":\"Artificer Specialist Feature\",\"source\":\"TCE\",\"page\":9,\"otherSources\":[{\"source\":\"ERLW\",\"page\":54}],\"className\":\"Artificer\",\"classSource\":\"TCE\",\"level\":15,\"entries\":[\"{@i 15th-level artificer feature}\",\"You gain a feature granted by your Artificer Specialist choice.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"TCE\",\"page\":9,\"otherSources\":[{\"source\":\"ERLW\",\"page\":54}],\"className\":\"Artificer\",\"classSource\":\"TCE\",\"level\":16,\"entries\":[\"{@i 16th-level artificer feature}\",\"When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Magic Item Master\",\"source\":\"TCE\",\"page\":9,\"otherSources\":[{\"source\":\"ERLW\",\"page\":54}],\"className\":\"Artificer\",\"classSource\":\"TCE\",\"level\":18,\"entries\":[\"{@i 18th-level artificer feature}\",\"You can now attune to up to six magic items at once.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"TCE\",\"page\":9,\"otherSources\":[{\"source\":\"ERLW\",\"page\":54}],\"className\":\"Artificer\",\"classSource\":\"TCE\",\"level\":19,\"entries\":[\"{@i 19th-level artificer feature}\",\"When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Soul of Artifice\",\"source\":\"TCE\",\"page\":9,\"otherSources\":[{\"source\":\"ERLW\",\"page\":54}],\"className\":\"Artificer\",\"classSource\":\"TCE\",\"level\":20,\"entries\":[\"{@i 20th-level artificer feature}\",\"You have developed a mystical connection to your magic items, which you can draw on for protection:\",{\"type\":\"list\",\"items\":[\"You gain a +1 bonus to all saving throws per magic item you are currently attuned to.\",\"If you're reduced to 0 hit points but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.\"]}]}],\"subclassFeature\":[{\"name\":\"Alchemist\",\"source\":\"TCE\",\"page\":14,\"otherSources\":[{\"source\":\"ERLW\",\"page\":58}],\"className\":\"Artificer\",\"classSource\":\"TCE\",\"subclassShortName\":\"Alchemist\",\"subclassSource\":\"TCE\",\"level\":3,\"entries\":[\"An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Tool Proficiency|Artificer|TCE|Alchemist|TCE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Alchemist Spells|Artificer|TCE|Alchemist|TCE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Experimental Elixir|Artificer|TCE|Alchemist|TCE|3\"}]},{\"name\":\"Alchemist Spells\",\"source\":\"TCE\",\"page\":14,\"otherSources\":[{\"source\":\"ERLW\",\"page\":58}],\"className\":\"Artificer\",\"classSource\":\"TCE\",\"subclassShortName\":\"Alchemist\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":1,\"entries\":[\"Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.\",{\"type\":\"table\",\"caption\":\"Alchemist Spells\",\"colLabels\":[\"Artificer Level\",\"Spell\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"3rd\",\"{@spell healing word}, {@spell ray of sickness}\"],[\"5th\",\"{@spell flaming sphere}, {@spell Melf's acid arrow}\"],[\"9th\",\"{@spell gaseous form}, {@spell mass healing word}\"],[\"13th\",\"{@spell blight}, {@spell death ward}\"],[\"17th\",\"{@spell cloudkill}, {@spell raise dead}\"]]}]},{\"name\":\"Experimental Elixir\",\"source\":\"TCE\",\"page\":14,\"otherSources\":[{\"source\":\"ERLW\",\"page\":58}],\"className\":\"Artificer\",\"classSource\":\"TCE\",\"subclassShortName\":\"Alchemist\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":1,\"entries\":[\"Beginning at 3rd level, whenever you finish a long rest, you can magically produce an {@i experimental elixir} in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an {@condition incapacitated} creature.\",\"Creating an {@i experimental elixir} requires you to have {@item alchemist's supplies|PHB} on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.\",\"When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask.\",\"You can create additional {@i experimental elixirs} by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table.\",{\"type\":\"table\",\"caption\":\"Experimental Elixir\",\"colLabels\":[\"d6\",\"Effect\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Healing}. The drinker regains a number of hit points equal to {@dice 2d4} + your Intelligence modifier.\"],[\"2\",\"{@b Swiftness}. The drinker's walking speed increases by 10 feet for 1 hour.\"],[\"3\",\"{@b Resilience}. The drinker gains a +1 bonus to AC for 10 minutes.\"],[\"4\",\"{@b Boldness}. The drinker can roll a {@dice d4} and add the number rolled to every attack roll and saving throw they make for the next minute.\"],[\"5\",\"{@b Flight}. The drinker gains a flying speed of 10 feet for 10 minutes.\"],[\"6\",\"{@b Transformation}. The drinker's body is transformed as if by the {@spell alter self} spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.\"]]}]},{\"name\":\"Tool Proficiency\",\"source\":\"TCE\",\"page\":14,\"otherSources\":[{\"source\":\"ERLW\",\"page\":58}],\"className\":\"Artificer\",\"classSource\":\"TCE\",\"subclassShortName\":\"Alchemist\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":1,\"entries\":[\"When you adopt this specialization at 3rd level, you gain proficiency with {@item alchemist's supplies|PHB}. If you already have this proficiency, you gain proficiency with one other type of {@item artisan's tools|PHB} of your choice.\"]},{\"name\":\"Alchemical Savant\",\"source\":\"TCE\",\"page\":14,\"otherSources\":[{\"source\":\"ERLW\",\"page\":58}],\"className\":\"Artificer\",\"classSource\":\"TCE\",\"subclassShortName\":\"Alchemist\",\"subclassSource\":\"TCE\",\"level\":5,\"header\":2,\"entries\":[\"At 5th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your {@item alchemist's supplies|PHB} as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).\"]},{\"name\":\"Restorative Reagents\",\"source\":\"TCE\",\"page\":14,\"otherSources\":[{\"source\":\"ERLW\",\"page\":58}],\"className\":\"Artificer\",\"classSource\":\"TCE\",\"subclassShortName\":\"Alchemist\",\"subclassSource\":\"TCE\",\"level\":9,\"header\":2,\"entries\":[\"Starting at 9th level, you can incorporate restorative reagents into some of your works:\",{\"type\":\"list\",\"items\":[\"Whenever a creature drinks an {@i experimental elixir} you created, the creature gains temporary hit points equal to {@dice 2d6} + your Intelligence modifier (minimum of 1 temporary hit point).\",\"You can cast {@spell lesser restoration} without expending a spell slot and without preparing the spell, provided you use {@item alchemist's supplies|PHB} as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.\"]}]},{\"name\":\"Chemical Mastery\",\"source\":\"TCE\",\"page\":14,\"otherSources\":[{\"source\":\"ERLW\",\"page\":58}],\"className\":\"Artificer\",\"classSource\":\"TCE\",\"subclassShortName\":\"Alchemist\",\"subclassSource\":\"TCE\",\"level\":15,\"header\":2,\"entries\":[\"By 15th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:\",{\"type\":\"list\",\"items\":[\"You gain resistance to acid damage and poison damage, and you are immune to the {@condition poisoned} condition.\",\"You can cast {@spell greater restoration} and {@spell heal} without expending a spell slot, without preparing the spell, and without material components, provided you use {@item alchemist's supplies|PHB} as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.\"]}]},{\"name\":\"Armorer\",\"source\":\"TCE\",\"page\":15,\"className\":\"Artificer\",\"classSource\":\"TCE\",\"subclassShortName\":\"Armorer\",\"subclassSource\":\"TCE\",\"level\":3,\"entries\":[\"An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer's magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Tools of the Trade|Artificer|TCE|Armorer|TCE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Armorer Spells|Artificer|TCE|Armorer|TCE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Arcane Armor|Artificer|TCE|Armorer|TCE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Armor Model|Artificer|TCE|Armorer|TCE|3\"}]},{\"name\":\"Dampening Field\",\"source\":\"TCE\",\"page\":15,\"className\":\"Artificer\",\"classSource\":\"TCE\",\"subclassShortName\":\"Armorer\",\"subclassSource\":\"TCE\",\"level\":3,\"type\":\"item\",\"entries\":[\"You have advantage on Dexterity ({@skill Stealth}) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.\"]},{\"name\":\"Defensive Field\",\"source\":\"TCE\",\"page\":15,\"className\":\"Artificer\",\"classSource\":\"TCE\",\"subclassShortName\":\"Armorer\",\"subclassSource\":\"TCE\",\"level\":3,\"type\":\"item\",\"entries\":[\"As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]},{\"name\":\"Lightning Launcher\",\"source\":\"TCE\",\"page\":15,\"className\":\"Artificer\",\"classSource\":\"TCE\",\"subclassShortName\":\"Armorer\",\"subclassSource\":\"TCE\",\"level\":3,\"type\":\"item\",\"entries\":[\"A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals {@damage 1d6} lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra {@damage 1d6} lightning damage to that target.\"]},{\"name\":\"Powered Steps\",\"source\":\"TCE\",\"page\":15,\"className\":\"Artificer\",\"classSource\":\"TCE\",\"subclassShortName\":\"Armorer\",\"subclassSource\":\"TCE\",\"level\":3,\"type\":\"item\",\"entries\":[\"Your walking speed increases by 5 feet.\"]},{\"name\":\"Thunder Gauntlets\",\"source\":\"TCE\",\"page\":15,\"className\":\"Artificer\",\"classSource\":\"TCE\",\"subclassShortName\":\"Armorer\",\"subclassSource\":\"TCE\",\"level\":3,\"type\":\"item\",\"entries\":[\"Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals {@damage 1d8} thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.\"]},{\"name\":\"Arcane Armor\",\"source\":\"TCE\",\"page\":15,\"className\":\"Artificer\",\"classSource\":\"TCE\",\"subclassShortName\":\"Armorer\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":1,\"entries\":[\"{@i 3rd-level Armorer feature}\",\"Your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have {@item smith's tools|PHB} in hand.\",\"You gain the following benefits while wearing this armor:\",{\"type\":\"list\",\"items\":[\"If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.\",\"You can use the arcane armor as a spellcasting focus for your artificer spells.\",\"The armor attaches to you and can't be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces.\",\"You can doff or don the armor as an action. The armor continues to be Arcane Armor until you don another suit of armor or you die.\"]}]},{\"name\":\"Armor Model\",\"source\":\"TCE\",\"page\":15,\"className\":\"Artificer\",\"classSource\":\"TCE\",\"subclassShortName\":\"Armorer\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":1,\"entries\":[\"{@i 3rd-level Armorer feature}\",\"You can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it.\",\"Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.\",\"You can change the armor's model whenever you finish a short or long rest, provided you have {@item smith's tools|PHB} in hand.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Guardian\",\"entries\":[\"You design your armor to be in the front line of conflict. It has the following features:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Thunder Gauntlets|Artificer|TCE|Armorer|TCE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Defensive Field|Artificer|TCE|Armorer|TCE|3\"}]}]},{\"type\":\"entries\",\"name\":\"Infiltrator\",\"entries\":[\"You customize your armor for subtle undertakings. It has the following features:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Lightning Launcher|Artificer|TCE|Armorer|TCE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Powered Steps|Artificer|TCE|Armorer|TCE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Dampening Field|Artificer|TCE|Armorer|TCE|3\"}]}]}]}]},{\"name\":\"Armorer Spells\",\"source\":\"TCE\",\"page\":15,\"className\":\"Artificer\",\"classSource\":\"TCE\",\"subclassShortName\":\"Armorer\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":1,\"entries\":[\"{@i 3rd-level Armorer feature}\",\"You always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.\",{\"type\":\"table\",\"caption\":\"Armorer Spells\",\"colLabels\":[\"Artificer Level\",\"Spell\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"3rd\",\"{@spell magic missile}, {@spell thunderwave}\"],[\"5th\",\"{@spell mirror image}, {@spell shatter}\"],[\"9th\",\"{@spell hypnotic pattern}, {@spell lightning bolt}\"],[\"13th\",\"{@spell fire shield}, {@spell greater invisibility}\"],[\"17th\",\"{@spell passwall}, {@spell wall of force}\"]]}]},{\"name\":\"Tools of the Trade\",\"source\":\"TCE\",\"page\":15,\"className\":\"Artificer\",\"classSource\":\"TCE\",\"subclassShortName\":\"Armorer\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":1,\"entries\":[\"{@i 3rd-level Armorer feature}\",\"You gain proficiency with heavy armor. You also gain proficiency with {@item smith's tools|PHB}. If you already have this tool proficiency, you gain proficiency with one other type of {@item artisan's tools|PHB} of your choice.\"]},{\"name\":\"Extra Attack\",\"source\":\"TCE\",\"page\":15,\"className\":\"Artificer\",\"classSource\":\"TCE\",\"subclassShortName\":\"Armorer\",\"subclassSource\":\"TCE\",\"level\":5,\"header\":2,\"entries\":[\"{@i 5th-level Armorer feature}\",\"You can attack twice, rather than once, whenever you take the {@action Attack} action on your turn.\"]},{\"name\":\"Armor Modifications\",\"source\":\"TCE\",\"page\":15,\"className\":\"Artificer\",\"classSource\":\"TCE\",\"subclassShortName\":\"Armorer\",\"subclassSource\":\"TCE\",\"level\":9,\"header\":2,\"entries\":[\"{@i 9th-level Armorer feature}\",\"You learn how to use your artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, helmet, and the armor's special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor's model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor.\"]},{\"name\":\"Perfected Armor\",\"source\":\"TCE\",\"page\":15,\"className\":\"Artificer\",\"classSource\":\"TCE\",\"subclassShortName\":\"Armorer\",\"subclassSource\":\"TCE\",\"level\":15,\"header\":2,\"entries\":[\"{@i 15th-level Armorer feature}\",\"Your Arcane Armor gains additional benefits based on its model, as shown below.\",{\"type\":\"entries\",\"name\":\"Guardian\",\"entries\":[\"When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force it to make a Strength saving throw against your spell save DC. On a failed save, you pull the creature up to 25 feet directly to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction.\",\"You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.\"]},{\"type\":\"entries\",\"name\":\"Infiltrator\",\"entries\":[\"Any creature that takes lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra {@damage 1d6} lightning damage.\"]}]},{\"name\":\"Artillerist\",\"source\":\"TCE\",\"page\":17,\"otherSources\":[{\"source\":\"ERLW\",\"page\":59}],\"className\":\"Artificer\",\"classSource\":\"TCE\",\"subclassShortName\":\"Artillerist\",\"subclassSource\":\"TCE\",\"level\":3,\"entries\":[\"An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power was valued by all the armies of the Last War. Now that the war is over, some members of this specialization have sought to build a more peaceful world by using their powers to fight the resurgence of strife in Khorvaire.\",\"The gnome artificer Vi, an unlikely yet key member of House Cannith's warforged project, has been especially vocal about making things right: \\\"It's about time we fixed things instead of blowing them all to hell.\\\"\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Tool Proficiency|Artificer|TCE|Artillerist|TCE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Artillerist Spells|Artificer|TCE|Artillerist|TCE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Eldritch Cannon|Artificer|TCE|Artillerist|TCE|3\"}]},{\"name\":\"Artillerist Spells\",\"source\":\"TCE\",\"page\":17,\"otherSources\":[{\"source\":\"ERLW\",\"page\":59}],\"className\":\"Artificer\",\"classSource\":\"TCE\",\"subclassShortName\":\"Artillerist\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":1,\"entries\":[\"Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.\",{\"type\":\"table\",\"caption\":\"Artillerist Spells\",\"colLabels\":[\"Artificer Level\",\"Spell\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"3rd\",\"{@spell shield}, {@spell thunderwave}\"],[\"5th\",\"{@spell scorching ray}, {@spell shatter}\"],[\"9th\",\"{@spell fireball}, {@spell wind wall}\"],[\"13th\",\"{@spell ice storm}, {@spell wall of fire}\"],[\"17th\",\"{@spell cone of cold}, {@spell wall of force}\"]]}]},{\"name\":\"Eldritch Cannon\",\"source\":\"TCE\",\"page\":17,\"otherSources\":[{\"source\":\"ERLW\",\"page\":59}],\"className\":\"Artificer\",\"classSource\":\"TCE\",\"subclassShortName\":\"Artillerist\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":1,\"entries\":[\"At 3rd level, you learn how to create a magical cannon. Using {@item woodcarver's tools|PHB} or {@item smith's tools|PHB}, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.\",\"Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can have only one cannon at a time and can't create one while your cannon is present.\",\"The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the {@spell mending} spell is cast on it, it regains {@dice 2d6} hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.\",\"When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.\",{\"type\":\"table\",\"caption\":\"Eldritch Cannons\",\"colLabels\":[\"Cannon\",\"Activation\"],\"colStyles\":[\"col-2\",\"col-10\"],\"rows\":[[\"{@object Eldritch Cannon, Flamethrower|TCE|Flamethrower}\",\"The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking {@damage 2d8} fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.\"],[\"{@object Eldritch Cannon, Force Ballista|TCE|Force Ballista}\",\"Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes {@damage 2d8} force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.\"],[\"{@object Eldritch Cannon, Protector|TCE|Protector}\",\"The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to {@damage 1d8} + your Intelligence modifier (minimum of +1).\"]]}]},{\"name\":\"Tool Proficiency\",\"source\":\"TCE\",\"page\":17,\"otherSources\":[{\"source\":\"ERLW\",\"page\":59}],\"className\":\"Artificer\",\"classSource\":\"TCE\",\"subclassShortName\":\"Artillerist\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":1,\"entries\":[\"When you adopt this specialization at 3rd level, you gain proficiency with {@item woodcarver's tools|PHB}. If you already have this proficiency, you gain proficiency with one other type of {@item artisan's tools|PHB} of your choice.\"]},{\"name\":\"Arcane Firearm\",\"source\":\"TCE\",\"page\":17,\"otherSources\":[{\"source\":\"ERLW\",\"page\":59}],\"className\":\"Artificer\",\"classSource\":\"TCE\",\"subclassShortName\":\"Artillerist\",\"subclassSource\":\"TCE\",\"level\":5,\"header\":2,\"entries\":[\"At 5th level, you know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use {@item woodcarver's tools|PHB} to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.\",\"You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a {@damage d8}, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.\"]},{\"name\":\"Explosive Cannon\",\"source\":\"TCE\",\"page\":17,\"otherSources\":[{\"source\":\"ERLW\",\"page\":59}],\"className\":\"Artificer\",\"classSource\":\"TCE\",\"subclassShortName\":\"Artillerist\",\"subclassSource\":\"TCE\",\"level\":9,\"header\":2,\"entries\":[\"Starting at 9th level, every eldritch cannon you create is more destructive:\",{\"type\":\"list\",\"items\":[\"The cannon's damage rolls all increase by {@damage 1d8}.\",\"As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking {@damage 3d8} force damage on a failed save or half as much damage on a successful one.\"]}]},{\"name\":\"Fortified Position\",\"source\":\"TCE\",\"page\":17,\"otherSources\":[{\"source\":\"ERLW\",\"page\":59}],\"className\":\"Artificer\",\"classSource\":\"TCE\",\"subclassShortName\":\"Artillerist\",\"subclassSource\":\"TCE\",\"level\":15,\"header\":2,\"entries\":[\"Starting at 15th level, you're a master at forming well-defended emplacements using Eldritch Cannon:\",{\"type\":\"list\",\"items\":[\"You and your allies have {@quickref Cover||3||half cover} while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.\",\"You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two.\"]}]},{\"name\":\"Battle Smith\",\"source\":\"TCE\",\"page\":18,\"otherSources\":[{\"source\":\"ERLW\",\"page\":60}],\"className\":\"Artificer\",\"classSource\":\"TCE\",\"subclassShortName\":\"Battle Smith\",\"subclassSource\":\"TCE\",\"level\":3,\"entries\":[\"Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both material and personnel. To aid in their work, Battle Smiths are usually accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender.\",\"Battle Smiths played a key role in House Cannith's work on battle constructs and the original warforged, and after the Last War, these artificers led efforts to aid those who were injured in the war's horrific battles.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Tool Proficiency|Artificer|TCE|Battle Smith|TCE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Battle Smith Spells|Artificer|TCE|Battle Smith|TCE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Battle Ready|Artificer|TCE|Battle Smith|TCE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Steel Defender|Artificer|TCE|Battle Smith|TCE|3\"}]},{\"name\":\"Battle Ready\",\"source\":\"TCE\",\"page\":18,\"otherSources\":[{\"source\":\"ERLW\",\"page\":60}],\"className\":\"Artificer\",\"classSource\":\"TCE\",\"subclassShortName\":\"Battle Smith\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":1,\"entries\":[\"When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:\",{\"type\":\"list\",\"items\":[\"You gain proficiency with {@filter martial weapons|items|type=martial weapon}.\",\"When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.\"]}]},{\"name\":\"Battle Smith Spells\",\"source\":\"TCE\",\"page\":18,\"otherSources\":[{\"source\":\"ERLW\",\"page\":60}],\"className\":\"Artificer\",\"classSource\":\"TCE\",\"subclassShortName\":\"Battle Smith\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":1,\"entries\":[\"Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.\",{\"type\":\"table\",\"caption\":\"Battle Smith Spells\",\"colLabels\":[\"Artificer Level\",\"Spell\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"3rd\",\"{@spell heroism}, {@spell shield}\"],[\"5th\",\"{@spell branding smite}, {@spell warding bond}\"],[\"9th\",\"{@spell aura of vitality}, {@spell conjure barrage}\"],[\"13th\",\"{@spell aura of purity}, {@spell fire shield}\"],[\"17th\",\"{@spell banishing smite}, {@spell mass cure wounds}\"]]}]},{\"name\":\"Steel Defender\",\"source\":\"TCE\",\"page\":18,\"otherSources\":[{\"source\":\"ERLW\",\"page\":60}],\"className\":\"Artificer\",\"classSource\":\"TCE\",\"subclassShortName\":\"Battle Smith\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":1,\"entries\":[\"By 3rd level, your tinkering has borne you a faithful companion, a {@creature steel defender|tce}. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the steel defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.\",\"In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the {@action Dodge} action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are {@condition incapacitated}, the defender can take any action of its choice, not just {@action Dodge}.\",\"If the {@spell mending} spell is cast on it, it regains {@dice 2d6} hit points. If it has died within the last hour, you can use your {@item smith's tools|PHB} as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.\",\"At the end of a long rest, you can create a new steel defender if you have your {@item smith's tools|PHB} with you. If you already have a steel defender from this feature, the first one immediately perishes. The defender also perishes if you die.\"]},{\"name\":\"Tool Proficiency\",\"source\":\"TCE\",\"page\":18,\"otherSources\":[{\"source\":\"ERLW\",\"page\":60}],\"className\":\"Artificer\",\"classSource\":\"TCE\",\"subclassShortName\":\"Battle Smith\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":1,\"entries\":[\"When you adopt this specialization at 3rd level, you gain proficiency with {@item smith's tools|PHB}. If you already have this proficiency, you gain proficiency with one other type of {@item artisan's tools|PHB} of your choice.\"]},{\"name\":\"Extra Attack\",\"source\":\"TCE\",\"page\":18,\"otherSources\":[{\"source\":\"ERLW\",\"page\":60}],\"className\":\"Artificer\",\"classSource\":\"TCE\",\"subclassShortName\":\"Battle Smith\",\"subclassSource\":\"TCE\",\"level\":5,\"header\":2,\"entries\":[\"Starting at 5th level, you can attack twice, rather than once, whenever you take the {@action Attack} action on your turn.\"]},{\"name\":\"Arcane Jolt\",\"source\":\"TCE\",\"page\":18,\"otherSources\":[{\"source\":\"ERLW\",\"page\":60}],\"className\":\"Artificer\",\"classSource\":\"TCE\",\"subclassShortName\":\"Battle Smith\",\"subclassSource\":\"TCE\",\"level\":9,\"header\":2,\"entries\":[\"At 9th level, you learn new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects:\",{\"type\":\"list\",\"items\":[\"The target takes an extra {@damage 2d6} force damage.\",\"Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring {@dice 2d6} hit points to it.\"]},\"You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.\"]},{\"name\":\"Improved Defender\",\"source\":\"TCE\",\"page\":18,\"otherSources\":[{\"source\":\"ERLW\",\"page\":60}],\"className\":\"Artificer\",\"classSource\":\"TCE\",\"subclassShortName\":\"Battle Smith\",\"subclassSource\":\"TCE\",\"level\":15,\"header\":2,\"entries\":[\"At 15th level, your Arcane Jolt and steel defender become more powerful:\",{\"type\":\"list\",\"items\":[\"The extra damage and the healing of your Arcane Jolt both increase to {@damage 4d6}.\",\"Your steel defender gains a +2 bonus to Armor Class.\",\"Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to {@damage 1d4} + your Intelligence modifier.\"]}]}]}"); JSON_DATA[`data/class/class-barbarian.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"subclass\"]},\"class\":[{\"name\":\"Barbarian\",\"source\":\"PHB\",\"page\":46,\"srd\":true,\"reprintedAs\":[\"Barbarian|XPHB\"],\"edition\":\"classic\",\"hd\":{\"number\":1,\"faces\":12},\"proficiency\":[\"str\",\"con\"],\"startingProficiencies\":{\"armor\":[\"light\",\"medium\",\"shield\"],\"weapons\":[\"simple\",\"martial\"],\"skills\":[{\"choose\":{\"from\":[\"animal handling\",\"athletics\",\"intimidation\",\"nature\",\"perception\",\"survival\"],\"count\":2}}]},\"startingEquipment\":{\"additionalFromBackground\":true,\"default\":[\"(a) a {@item greataxe|phb} or (b) any {@filter martial melee weapon|items|source=phb|category=basic|type=martial weapon;melee weapon=sand}\",\"(a) two {@item handaxe|phb|handaxes} or (b) any {@filter simple weapon|items|source=phb|category=basic|type=simple weapon}\",\"An {@item explorer's pack|phb}, and four {@item javelin|phb|javelins}\"],\"goldAlternative\":\"{@dice 2d4 × 10|2d4 × 10|Starting Gold}\",\"defaultData\":[{\"a\":[\"greataxe|phb\"],\"b\":[{\"equipmentType\":\"weaponMartialMelee\"}]},{\"a\":[{\"item\":\"handaxe|phb\",\"quantity\":2}],\"b\":[{\"equipmentType\":\"weaponSimple\"}]},{\"_\":[\"explorer's pack|phb\",{\"item\":\"javelin|phb\",\"quantity\":4}]}]},\"multiclassing\":{\"requirements\":{\"str\":13},\"proficienciesGained\":{\"armor\":[\"shield\"],\"weapons\":[\"simple\",\"martial\"]}},\"classTableGroups\":[{\"colLabels\":[\"Rages\",\"Rage Damage\"],\"rows\":[[\"2\",{\"type\":\"bonus\",\"value\":2}],[\"2\",{\"type\":\"bonus\",\"value\":2}],[\"3\",{\"type\":\"bonus\",\"value\":2}],[\"3\",{\"type\":\"bonus\",\"value\":2}],[\"3\",{\"type\":\"bonus\",\"value\":2}],[\"4\",{\"type\":\"bonus\",\"value\":2}],[\"4\",{\"type\":\"bonus\",\"value\":2}],[\"4\",{\"type\":\"bonus\",\"value\":2}],[\"4\",{\"type\":\"bonus\",\"value\":3}],[\"4\",{\"type\":\"bonus\",\"value\":3}],[\"4\",{\"type\":\"bonus\",\"value\":3}],[\"5\",{\"type\":\"bonus\",\"value\":3}],[\"5\",{\"type\":\"bonus\",\"value\":3}],[\"5\",{\"type\":\"bonus\",\"value\":3}],[\"5\",{\"type\":\"bonus\",\"value\":3}],[\"5\",{\"type\":\"bonus\",\"value\":4}],[\"6\",{\"type\":\"bonus\",\"value\":4}],[\"6\",{\"type\":\"bonus\",\"value\":4}],[\"6\",{\"type\":\"bonus\",\"value\":4}],[\"Unlimited\",{\"type\":\"bonus\",\"value\":4}]]}],\"classFeatures\":[\"Rage|Barbarian||1\",\"Unarmored Defense|Barbarian||1\",\"Danger Sense|Barbarian||2\",\"Reckless Attack|Barbarian||2\",{\"classFeature\":\"Primal Path|Barbarian||3\",\"gainSubclassFeature\":true},\"Primal Knowledge|Barbarian||3|TCE\",\"Ability Score Improvement|Barbarian||4\",\"Extra Attack|Barbarian||5\",\"Fast Movement|Barbarian||5\",{\"classFeature\":\"Path Feature|Barbarian||6\",\"gainSubclassFeature\":true},\"Feral Instinct|Barbarian||7\",\"Instinctive Pounce|Barbarian||7|TCE\",\"Ability Score Improvement|Barbarian||8\",\"Brutal Critical (1 die)|Barbarian||9\",{\"classFeature\":\"Path feature|Barbarian||10\",\"gainSubclassFeature\":true},\"Relentless Rage|Barbarian||11\",\"Ability Score Improvement|Barbarian||12\",\"Brutal Critical (2 dice)|Barbarian||13\",{\"classFeature\":\"Path feature|Barbarian||14\",\"gainSubclassFeature\":true},\"Persistent Rage|Barbarian||15\",\"Ability Score Improvement|Barbarian||16\",\"Brutal Critical (3 dice)|Barbarian||17\",\"Indomitable Might|Barbarian||18\",\"Ability Score Improvement|Barbarian||19\",\"Primal Champion|Barbarian||20\"],\"subclassTitle\":\"Primal Path\",\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Barbarian\",\"source\":\"XPHB\",\"page\":50,\"edition\":\"one\",\"primaryAbility\":[{\"str\":true}],\"hd\":{\"number\":1,\"faces\":12},\"proficiency\":[\"str\",\"con\"],\"featProgression\":[{\"name\":\"Epic Boon\",\"category\":[\"EB\"],\"progression\":{\"19\":1}}],\"startingProficiencies\":{\"armor\":[\"light\",\"medium\",\"shield\"],\"weapons\":[\"simple\",\"martial\"],\"skills\":[{\"choose\":{\"from\":[\"animal handling\",\"athletics\",\"intimidation\",\"nature\",\"perception\",\"survival\"],\"count\":2}}]},\"startingEquipment\":{\"additionalFromBackground\":true,\"defaultData\":[{\"A\":[{\"item\":\"greataxe|xphb\"},{\"item\":\"handaxe|xphb\",\"quantity\":4},{\"item\":\"explorer's pack|xphb\"}],\"B\":[{\"value\":7500}]}],\"entries\":[\"{@i Choose A or B:} (A) {@item Greataxe|XPHB}, 4 {@item Handaxe|XPHB|Handaxes}, {@item Explorer's Pack|XPHB}, and 15 GP; or (B) 75 GP\"]},\"multiclassing\":{\"proficienciesGained\":{\"armor\":[\"shield\"],\"weapons\":[\"martial\"]}},\"classTableGroups\":[{\"colLabels\":[\"Rages\",\"Rage Damage\",\"Weapon 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As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Extra Attack\",\"source\":\"PHB\",\"page\":46,\"srd\":true,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"level\":5,\"entries\":[\"Beginning at 5th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn.\"]},{\"name\":\"Fast Movement\",\"source\":\"PHB\",\"page\":46,\"srd\":true,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"level\":5,\"entries\":[\"Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.\"]},{\"name\":\"Path Feature\",\"source\":\"PHB\",\"page\":46,\"srd\":true,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"level\":6,\"entries\":[\"At 6th level, you gain a feature from your Primal Path.\"]},{\"name\":\"Feral Instinct\",\"source\":\"PHB\",\"page\":46,\"srd\":true,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"level\":7,\"entries\":[\"By 7th level, your instincts are so honed that you have advantage on initiative rolls.\",\"Additionally, if you are {@status surprised} at the beginning of combat and aren't {@condition incapacitated}, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.\"]},{\"name\":\"Instinctive Pounce\",\"source\":\"TCE\",\"page\":24,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"level\":7,\"isClassFeatureVariant\":true,\"entries\":[\"{@i 7th-level barbarian {@variantrule optional class features|tce|optional feature}}\",\"As part of the bonus action you take to enter your rage, you can move up to half your speed.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":46,\"srd\":true,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"level\":8,\"entries\":[\"When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Brutal Critical (1 die)\",\"source\":\"PHB\",\"page\":46,\"srd\":true,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"level\":9,\"entries\":[\"Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\",\"This increases to two additional dice at 13th level and three additional dice at 17th level.\"]},{\"name\":\"Path feature\",\"source\":\"PHB\",\"page\":46,\"srd\":true,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"level\":10,\"entries\":[\"At 10th level, you gain a feature from your Primal Path.\"]},{\"name\":\"Relentless Rage\",\"source\":\"PHB\",\"page\":46,\"srd\":true,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"level\":11,\"entries\":[\"Starting at 11th level, your rage can keep you fighting despite grievous wounds. 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As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Brutal Critical (2 dice)\",\"source\":\"PHB\",\"page\":46,\"srd\":true,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"level\":13,\"entries\":[\"At 13th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.\",\"This increases to three additional dice at 17th level.\"]},{\"name\":\"Path feature\",\"source\":\"PHB\",\"page\":46,\"srd\":true,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"level\":14,\"entries\":[\"At 14th level, you gain a feature from your Primal Path.\"]},{\"name\":\"Persistent Rage\",\"source\":\"PHB\",\"page\":46,\"srd\":true,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"level\":15,\"entries\":[\"Beginning at 15th level, your rage is so fierce that it ends early only if you fall {@condition unconscious} or if you choose to end it.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":46,\"srd\":true,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"level\":16,\"entries\":[\"When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Brutal Critical (3 dice)\",\"source\":\"PHB\",\"page\":46,\"srd\":true,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"level\":17,\"entries\":[\"At 17th level, you can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.\"]},{\"name\":\"Indomitable Might\",\"source\":\"PHB\",\"page\":46,\"srd\":true,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"level\":18,\"entries\":[\"Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":46,\"srd\":true,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"level\":19,\"entries\":[\"When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Primal Champion\",\"source\":\"PHB\",\"page\":46,\"srd\":true,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"level\":20,\"entries\":[\"At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.\"]},{\"name\":\"Rage\",\"source\":\"XPHB\",\"page\":51,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"level\":1,\"entries\":[\"You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a {@variantrule Bonus Action|XPHB} if you aren't wearing Heavy armor.\",\"You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian Features table. You regain one expended use when you finish a {@variantrule Short Rest|XPHB}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.\",\"While active, your Rage follows the rules below.\",{\"type\":\"entries\",\"name\":\"Damage Resistance\",\"entries\":[\"You have {@variantrule Resistance|XPHB} to Bludgeoning, Piercing, and Slashing damage.\"]},{\"type\":\"entries\",\"name\":\"Rage Damage\",\"entries\":[\"When you make an attack using Strength—with either a weapon or an {@variantrule Unarmed Strike|XPHB}—and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Features table.\"]},{\"type\":\"entries\",\"name\":\"Strength Advantage\",\"entries\":[\"You have {@variantrule Advantage|XPHB} on Strength checks and Strength saving throws.\"]},{\"type\":\"entries\",\"name\":\"No Concentration or Spells\",\"entries\":[\"You can't maintain {@status Concentration|XPHB}, and you can't cast spells.\"]},{\"type\":\"entries\",\"name\":\"Duration\",\"entries\":[\"The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the {@condition Incapacitated|XPHB} condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following:\",{\"type\":\"list\",\"items\":[\"Make an attack roll against an enemy.\",\"Force an enemy to make a saving throw.\",\"Take a {@variantrule Bonus Action|XPHB} to extend your Rage.\"]}]},\"Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.\"]},{\"name\":\"Unarmored Defense\",\"source\":\"XPHB\",\"page\":51,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"level\":1,\"entries\":[\"While you aren't wearing any armor, your base {@variantrule Armor Class|XPHB} equals 10 plus your Dexterity and Constitution modifiers. You can use a {@item Shield|XPHB} and still gain this benefit.\"]},{\"name\":\"Weapon Mastery\",\"source\":\"XPHB\",\"page\":52,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"level\":1,\"entries\":[\"Your training with weapons allows you to use the {@variantrule weapon mastery properties|XPHB|mastery properties} of two kinds of {@filter Simple|items|type=simple weapon;melee weapon=sand} or {@filter Martial Melee weapons|items|type=martial weapon;melee weapon=sand} of your choice, such as {@item Greataxe|XPHB|Greataxes} and {@item Handaxe|XPHB|Handaxes}. Whenever you finish a {@variantrule Long Rest|XPHB}, you can practice weapon drills and change one of those weapon choices.\",\"When you reach certain Barbarian levels, you gain the ability to use the {@variantrule weapon mastery properties|XPHB|mastery properties} of more kinds of weapons, as shown in the Weapon Mastery column of the Barbarian Features table.\"]},{\"name\":\"Danger Sense\",\"source\":\"XPHB\",\"page\":52,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"level\":2,\"entries\":[\"You gain an uncanny sense of when things aren't as they should be, giving you an edge when you dodge perils. You have {@variantrule Advantage|XPHB} on Dexterity saving throws unless you have the {@condition Incapacitated|XPHB} condition.\"]},{\"name\":\"Reckless Attack\",\"source\":\"XPHB\",\"page\":52,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"level\":2,\"entries\":[\"You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you {@variantrule Advantage|XPHB} on attack rolls using Strength until the start of your next turn, but attack rolls against you have {@variantrule Advantage|XPHB} during that time.\"]},{\"name\":\"Barbarian Subclass\",\"source\":\"XPHB\",\"page\":52,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"level\":3,\"entries\":[\"You gain a Barbarian subclass of your choice. A subclass is a specialization that grants you features at certain Barbarian levels. For the rest of your career, you gain each of your subclass's features that are of your Barbarian level or lower.\"]},{\"name\":\"Primal Knowledge\",\"source\":\"XPHB\",\"page\":52,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"level\":3,\"entries\":[\"You gain proficiency in another skill of your choice from the skill list available to Barbarians at level 1.\",\"In addition, while your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: {@skill Acrobatics|XPHB}, {@skill Intimidation|XPHB}, {@skill Perception|XPHB}, {@skill Stealth|XPHB}, or {@skill Survival|XPHB}. When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":53,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"level\":4,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify. You gain this feature again at Barbarian levels 8, 12, and 16.\"]},{\"name\":\"Extra Attack\",\"source\":\"XPHB\",\"page\":53,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"level\":5,\"entries\":[\"You can attack twice instead of once whenever you take the {@action Attack|XPHB} action on your turn.\"]},{\"name\":\"Fast Movement\",\"source\":\"XPHB\",\"page\":53,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"level\":5,\"entries\":[\"Your speed increases by 10 feet while you aren't wearing Heavy armor.\"]},{\"name\":\"Subclass Feature\",\"source\":\"XPHB\",\"page\":53,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"level\":6,\"entries\":[\"You gain a feature from your Barbarian subclass.\"]},{\"name\":\"Feral Instinct\",\"source\":\"XPHB\",\"page\":53,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"level\":7,\"entries\":[\"Your instincts are so honed that you have {@variantrule Advantage|XPHB} on {@variantrule Initiative|XPHB} rolls.\"]},{\"name\":\"Instinctive Pounce\",\"source\":\"XPHB\",\"page\":53,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"level\":7,\"entries\":[\"As part of the {@variantrule Bonus Action|XPHB} you take to enter your Rage, you can move up to half your {@variantrule Speed|XPHB}.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":53,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"level\":8,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.\"]},{\"name\":\"Brutal Strike\",\"source\":\"XPHB\",\"page\":53,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"level\":9,\"entries\":[\"If you use Reckless {@action Attack|XPHB}, you can forgo any {@variantrule Advantage|XPHB} on one Strength-based attack roll of your choice on your turn. The chosen attack roll mustn't have {@variantrule Disadvantage|XPHB}. If the chosen attack roll hits, the target takes an extra {@damage 1d10} damage of the same type dealt by the weapon or {@variantrule Unarmed Strike|XPHB}, and you can cause one Brutal Strike effect of your choice. You have the following effect options.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Forceful Blow\",\"entries\":[\"The target is pushed 15 feet straight away from you. You can then move up to half your {@variantrule Speed|XPHB} straight toward the target without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks}.\"]},{\"type\":\"entries\",\"name\":\"Hamstring Blow\",\"entries\":[\"The target's {@variantrule Speed|XPHB} is reduced by 15 feet until the start of your next turn. A target can be affected by only one Hamstring Blow at a time—the most recent one.\"]}]}]},{\"name\":\"Subclass Feature\",\"source\":\"XPHB\",\"page\":53,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"level\":10,\"entries\":[\"You gain a feature from your Barbarian subclass.\"]},{\"name\":\"Relentless Rage\",\"source\":\"XPHB\",\"page\":53,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"level\":11,\"entries\":[\"Your Rage can keep you fighting despite grievous wounds. If you drop to 0 {@variantrule Hit Points|XPHB} while your Rage is active and don't die outright, you can make a {@dc 10} Constitution saving throw. If you succeed, your {@variantrule Hit Points|XPHB} instead change to a number equal to twice your Barbarian level.\",\"Each time you use this feature after the first, the DC increases by 5. When you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}, the DC resets to 10.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":53,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"level\":12,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.\"]},{\"name\":\"Improved Brutal Strike\",\"source\":\"XPHB\",\"page\":53,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"level\":13,\"entries\":[\"You have honed new ways to attack furiously. The following effects are now among your Brutal Strike options.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Staggering Blow\",\"entries\":[\"The target has {@variantrule Disadvantage|XPHB} on the next saving throw it makes, and it can't make {@action Opportunity Attack|XPHB|Opportunity Attacks} until the start of your next turn.\"]},{\"type\":\"entries\",\"name\":\"Sundering Blow\",\"entries\":[\"Before the start of your next turn, the next attack roll made by another creature against the target gains a +5 bonus to the roll. An attack roll can gain only one Sundering Blow bonus.\"]}]}]},{\"name\":\"Subclass Feature\",\"source\":\"XPHB\",\"page\":53,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"level\":14,\"entries\":[\"You gain a feature from your Barbarian subclass.\"]},{\"name\":\"Persistent Rage\",\"source\":\"XPHB\",\"page\":53,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"level\":15,\"entries\":[\"When you roll {@variantrule Initiative|XPHB}, you can regain all expended uses of Rage. After you regain uses of Rage in this way, you can't do so again until you finish a {@variantrule Long Rest|XPHB}.\",\"In addition, your Rage is so fierce that it now lasts for 10 minutes without you needing to do anything to extend it from round to round. Your Rage ends early if you have the {@condition Unconscious|XPHB} condition (not just the {@condition Incapacitated|XPHB} condition) or don Heavy armor.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":53,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"level\":16,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.\"]},{\"name\":\"Improved Brutal Strike\",\"source\":\"XPHB\",\"page\":53,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"level\":17,\"entries\":[\"The extra damage of your Brutal Strike increases to {@dice 2d10}. In addition, you can use two different Brutal Strike effects whenever you use your Brutal Strike feature.\"]},{\"name\":\"Indomitable Might\",\"source\":\"XPHB\",\"page\":53,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"level\":18,\"entries\":[\"If your total for a Strength check or Strength saving throw is less than your Strength score, you can use that score in place of the total.\"]},{\"name\":\"Epic Boon\",\"source\":\"XPHB\",\"page\":53,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"level\":19,\"entries\":[\"You gain an {@filter Epic Boon feat|feats|category=EB} or another {@5etools feat|feats.html} of your choice for which you qualify. {@feat Boon of Irresistible Offense|XPHB} is recommended.\"]},{\"name\":\"Primal Champion\",\"source\":\"XPHB\",\"page\":53,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"level\":20,\"entries\":[\"You embody primal power. Your Strength and Constitution scores increase by 4, to a maximum of 25.\"]}],\"subclassFeature\":[{\"name\":\"Giant Power\",\"source\":\"BGG\",\"page\":11,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Giant\",\"subclassSource\":\"BGG\",\"level\":3,\"entries\":[\"{@i 3rd-Level Path of the Giant Feature}\",\"When you choose this path, you learn to speak, read, and write Giant or one other language of your choice if you already know Giant. Additionally, you learn a cantrip of your choice: either {@spell druidcraft} or {@spell thaumaturgy}. Wisdom is your spellcasting ability for this spell.\"]},{\"name\":\"Giant's Havoc\",\"source\":\"BGG\",\"page\":11,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Giant\",\"subclassSource\":\"BGG\",\"level\":3,\"entries\":[\"{@i 3rd-Level Path of the Giant Feature}\",\"Your rages pull strength from the primal might of giants, transforming you into a hulking force of destruction. While raging, you gain the following benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Crushing Throw\",\"entry\":\"When you make a successful ranged attack with a thrown weapon using Strength, you can add your Rage Damage bonus to the attack's damage roll.\"},{\"type\":\"item\",\"name\":\"Giant Stature\",\"entry\":\"Your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn't enough room for you to increase your size, your size doesn't change.\"}]}]},{\"name\":\"Path of the Giant\",\"source\":\"BGG\",\"page\":11,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Giant\",\"subclassSource\":\"BGG\",\"level\":3,\"entries\":[\"Barbarians who walk the Path of the Giant draw strength from the same primal forces as giants. As they rage, these barbarians surge with elemental power and grow in size, taking on forms that evoke the glory of giants. Some barbarians look like oversized versions of themselves, perhaps with a hint of elemental energy flaring in their eyes and around their weapons. Others transform more dramatically, taking on the appearance of an actual giant or a form similar to an Elemental, wreathed in fire, frost, or lightning.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Giant Power|Barbarian||Giant|BGG|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Giant's Havoc|Barbarian||Giant|BGG|3\"}]},{\"name\":\"Elemental Cleaver\",\"source\":\"BGG\",\"page\":11,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Giant\",\"subclassSource\":\"BGG\",\"level\":6,\"header\":2,\"entries\":[\"{@i 6th-Level Path of the Giant Feature}\",\"Your bond with the elemental might of giants grows, and you learn to infuse weapons with primordial energy.\",\"When you enter your rage, you can choose one weapon that you are holding and infuse it with one of the following damage types: acid, cold, fire, thunder, or lightning. While you wield the infused weapon during your rage, the weapon's damage type changes to the chosen type, it deals an extra {@dice 1d6} damage of the chosen type when it hits, and it gains the thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon's benefits are suppressed while a creature other than you wields it.\",\"While raging and holding the infused weapon, you can use a bonus action to change the infused weapon's current damage type to another one from the damage type options above.\"]},{\"name\":\"Mighty Impel\",\"source\":\"BGG\",\"page\":12,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Giant\",\"subclassSource\":\"BGG\",\"level\":10,\"header\":2,\"entries\":[\"{@i 10th-Level Path of the Giant Feature}\",\"Your connection to giant strength allows you to hurl both allies and enemies on the battlefield. As a bonus action while raging, you can choose one Medium or smaller creature within your reach and move it to an unoccupied space you can see within 30 feet of yourself. An unwilling creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) to avoid the effect.\",\"If, at the end of this movement, the thrown creature isn't on a surface or liquid that can support it, the creature falls, taking damage as normal and landing {@condition prone}.\"]},{\"name\":\"Demiurgic Colossus\",\"source\":\"BGG\",\"page\":12,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Giant\",\"subclassSource\":\"BGG\",\"level\":14,\"header\":2,\"entries\":[\"{@i 14th-Level Path of the Giant Feature}\",\"The primordial power of your rage intensifies. When you rage, your reach increases by 10 feet, your size can increase to Large or Huge (your choice), and you can use your Mighty Impel to move creatures that are Large or smaller.\",\"In addition, the extra damage dealt by your Elemental Cleaver feature increases to {@dice 2d6}.\"]},{\"name\":\"Path of the Berserker\",\"source\":\"PHB\",\"page\":49,\"srd\":true,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Berserker\",\"subclassSource\":\"PHB\",\"level\":3,\"entries\":[\"For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Frenzy|Barbarian||Berserker||3\"}]},{\"name\":\"Frenzy\",\"source\":\"PHB\",\"page\":49,\"srd\":true,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Berserker\",\"subclassSource\":\"PHB\",\"level\":3,\"header\":1,\"entries\":[\"Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of {@condition exhaustion}.\"]},{\"name\":\"Mindless Rage\",\"source\":\"PHB\",\"page\":49,\"srd\":true,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Berserker\",\"subclassSource\":\"PHB\",\"level\":6,\"header\":2,\"entries\":[\"Beginning at 6th level, you can't be {@condition charmed} or {@condition frightened} while raging. If you are {@condition charmed} or {@condition frightened} when you enter your rage, the effect is suspended for the duration of the rage.\"]},{\"name\":\"Intimidating Presence\",\"source\":\"PHB\",\"page\":49,\"srd\":true,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Berserker\",\"subclassSource\":\"PHB\",\"level\":10,\"header\":2,\"entries\":[\"Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be {@condition frightened} of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the {@condition frightened} creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.\",\"If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.\"]},{\"name\":\"Retaliation\",\"source\":\"PHB\",\"page\":49,\"srd\":true,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Berserker\",\"subclassSource\":\"PHB\",\"level\":14,\"header\":2,\"entries\":[\"Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.\"]},{\"name\":\"Bear\",\"source\":\"PHB\",\"page\":50,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Totem Warrior\",\"subclassSource\":\"PHB\",\"level\":3,\"entries\":[\"While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.\"]},{\"name\":\"Eagle\",\"source\":\"PHB\",\"page\":50,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Totem Warrior\",\"subclassSource\":\"PHB\",\"level\":3,\"entries\":[\"While you're raging and aren't wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the {@action Dash} action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.\"]},{\"name\":\"Elk\",\"source\":\"SCAG\",\"page\":122,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Totem Warrior\",\"subclassSource\":\"PHB\",\"level\":3,\"entries\":[\"While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.\"]},{\"name\":\"Path of the Totem Warrior\",\"source\":\"PHB\",\"page\":50,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Totem Warrior\",\"subclassSource\":\"PHB\",\"level\":3,\"entries\":[\"The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.\",\"Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Spirit Seeker|Barbarian||Totem Warrior||3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Totem Spirit|Barbarian||Totem Warrior||3\"}]},{\"name\":\"Tiger\",\"source\":\"SCAG\",\"page\":122,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Totem Warrior\",\"subclassSource\":\"PHB\",\"level\":3,\"entries\":[\"While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.\"]},{\"name\":\"Wolf\",\"source\":\"PHB\",\"page\":50,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Totem Warrior\",\"subclassSource\":\"PHB\",\"level\":3,\"entries\":[\"While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.\"]},{\"name\":\"Spirit Seeker\",\"source\":\"PHB\",\"page\":50,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Totem Warrior\",\"subclassSource\":\"PHB\",\"level\":3,\"header\":1,\"entries\":[\"Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the {@spell beast sense} and {@spell speak with animals} spells, but only as rituals, as described in {@book chapter 10|PHB|10|rituals}.\"]},{\"name\":\"Totem Spirit\",\"source\":\"PHB\",\"page\":50,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Totem Warrior\",\"subclassSource\":\"PHB\",\"level\":3,\"header\":1,\"entries\":[\"At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object—an amulet or similar adornment—that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.\",\"Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.\",{\"type\":\"options\",\"count\":1,\"entries\":[{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Bear|Barbarian||Totem Warrior||3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Eagle|Barbarian||Totem Warrior||3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Elk|Barbarian|PHB|Totem Warrior||3|SCAG\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Tiger|Barbarian|PHB|Totem Warrior||3|SCAG\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Wolf|Barbarian||Totem Warrior||3\"}]}]},{\"name\":\"Bear\",\"source\":\"PHB\",\"page\":50,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Totem Warrior\",\"subclassSource\":\"PHB\",\"level\":6,\"entries\":[\"You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.\"]},{\"name\":\"Eagle\",\"source\":\"PHB\",\"page\":50,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Totem Warrior\",\"subclassSource\":\"PHB\",\"level\":6,\"entries\":[\"You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom ({@skill Perception}) checks.\"]},{\"name\":\"Elk\",\"source\":\"SCAG\",\"page\":122,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Totem Warrior\",\"subclassSource\":\"PHB\",\"level\":6,\"entries\":[\"Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not {@condition incapacitated}. The elk spirit helps you roam far and fast.\"]},{\"name\":\"Tiger\",\"source\":\"SCAG\",\"page\":122,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Totem Warrior\",\"subclassSource\":\"PHB\",\"level\":6,\"entries\":[\"You gain proficiency in two skills from the following list: {@skill Athletics}, {@skill Acrobatics}, {@skill Stealth}, and {@skill Survival}. The cat spirit hones your survival instincts.\"]},{\"name\":\"Wolf\",\"source\":\"PHB\",\"page\":50,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Totem Warrior\",\"subclassSource\":\"PHB\",\"level\":6,\"entries\":[\"You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.\"]},{\"name\":\"Aspect of the Beast\",\"source\":\"PHB\",\"page\":50,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Totem Warrior\",\"subclassSource\":\"PHB\",\"level\":6,\"header\":2,\"entries\":[\"At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.\",{\"type\":\"options\",\"count\":1,\"entries\":[{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Bear|Barbarian||Totem Warrior||6\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Eagle|Barbarian||Totem Warrior||6\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Elk|Barbarian|PHB|Totem Warrior||6|SCAG\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Tiger|Barbarian|PHB|Totem Warrior||6|SCAG\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Wolf|Barbarian||Totem Warrior||6\"}]}]},{\"name\":\"Spirit Walker\",\"source\":\"PHB\",\"page\":50,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Totem Warrior\",\"subclassSource\":\"PHB\",\"level\":10,\"header\":2,\"entries\":[\"At 10th level, you can cast the {@spell commune with nature} spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.\"]},{\"name\":\"Bear\",\"source\":\"PHB\",\"page\":50,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Totem Warrior\",\"subclassSource\":\"PHB\",\"level\":14,\"entries\":[\"While you're raging, any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be {@condition frightened}.\"]},{\"name\":\"Eagle\",\"source\":\"PHB\",\"page\":50,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Totem Warrior\",\"subclassSource\":\"PHB\",\"level\":14,\"entries\":[\"While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.\"]},{\"name\":\"Elk\",\"source\":\"SCAG\",\"page\":122,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Totem Warrior\",\"subclassSource\":\"PHB\",\"level\":14,\"entries\":[\"While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked {@condition prone} and take bludgeoning damage equal to {@dice 1d12} + your Strength modifier.\"]},{\"name\":\"Tiger\",\"source\":\"SCAG\",\"page\":122,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Totem Warrior\",\"subclassSource\":\"PHB\",\"level\":14,\"entries\":[\"While you're raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.\"]},{\"name\":\"Wolf\",\"source\":\"PHB\",\"page\":50,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Totem Warrior\",\"subclassSource\":\"PHB\",\"level\":14,\"entries\":[\"While you're raging, you can use a bonus action on your turn to knock a Large or smaller creature {@condition prone} when you hit it with melee weapon attack.\"]},{\"name\":\"Totemic Attunement\",\"source\":\"PHB\",\"page\":50,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Totem Warrior\",\"subclassSource\":\"PHB\",\"level\":14,\"header\":2,\"entries\":[\"At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.\",{\"type\":\"options\",\"count\":1,\"entries\":[{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Bear|Barbarian||Totem Warrior||14\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Eagle|Barbarian||Totem Warrior||14\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Elk|Barbarian|PHB|Totem Warrior||14|SCAG\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Tiger|Barbarian|PHB|Totem Warrior||14|SCAG\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Wolf|Barbarian||Totem Warrior||14\"}]}]},{\"name\":\"Path of the Battlerager\",\"source\":\"SCAG\",\"page\":121,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Battlerager\",\"subclassSource\":\"SCAG\",\"level\":3,\"entries\":[\"Known as Kuldjargh (literally \\\"axe idiot\\\") in Dwarvish, battleragers are dwarf followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, {@item spiked armor|scag} and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Restriction—Dwarves Only|Barbarian||Battlerager|SCAG|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Battlerager Armor|Barbarian||Battlerager|SCAG|3\"}]},{\"name\":\"Battlerager Armor\",\"source\":\"SCAG\",\"page\":121,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Battlerager\",\"subclassSource\":\"SCAG\",\"level\":3,\"header\":1,\"entries\":[\"When you choose this path at 3rd level, you gain the ability to use {@item spiked armor|scag} as a weapon.\",\"While you are wearing {@item spiked armor|scag} and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes at a target within 5 feet of you. If the attack hits, the spikes deal {@damage 1d4} piercing damage. You use your Strength modifier for the attack and damage rolls.\",\"Additionally, when you use the {@action Attack} action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.\"]},{\"name\":\"Restriction—Dwarves Only\",\"source\":\"SCAG\",\"page\":121,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Battlerager\",\"subclassSource\":\"SCAG\",\"level\":3,\"header\":1,\"entries\":[\"Only dwarves can follow the Path of the Battlerager. The battlerager fills a particular niche in dwarven society and culture.\",\"Your DM can lift this restriction to better suit the campaign. The restriction exists for the Forgotten Realms. It might not apply to your DM's setting or your DM's version of the Realms.\"]},{\"name\":\"Reckless Abandon\",\"source\":\"SCAG\",\"page\":121,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Battlerager\",\"subclassSource\":\"SCAG\",\"level\":6,\"header\":2,\"entries\":[\"Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.\"]},{\"name\":\"Battlerager Charge\",\"source\":\"SCAG\",\"page\":121,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Battlerager\",\"subclassSource\":\"SCAG\",\"level\":10,\"header\":2,\"entries\":[\"Beginning at 10th level, you can take the {@action Dash} action as a bonus action while you are raging.\"]},{\"name\":\"Spiked Retribution\",\"source\":\"SCAG\",\"page\":121,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Battlerager\",\"subclassSource\":\"SCAG\",\"level\":14,\"header\":2,\"entries\":[\"Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren't {@condition incapacitated}, and are wearing {@item spiked armor|scag}.\"]},{\"name\":\"Path of the Beast\",\"source\":\"TCE\",\"page\":24,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Beast\",\"subclassSource\":\"TCE\",\"level\":3,\"entries\":[\"Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian.\",\"Such a barbarian might be inhabited by a primal spirit or be descended from shape-shifters. You can choose the origin of your feral might or determine it by rolling on the Origin of the Beast table.\",{\"type\":\"table\",\"caption\":\"Origin of the Beast\",\"colLabels\":[\"d4\",\"Origin\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"One of your parents is a lycanthrope, and you've inherited some of their curse.\"],[\"2\",\"You are descended from an archdruid and inherited the ability to partially change shape.\"],[\"3\",\"A fey spirit gifted you with the ability to adopt different bestial aspects.\"],[\"4\",\"An ancient animal spirit dwells within you, allowing you to walk this path.\"]]},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Form of the Beast|Barbarian||Beast|TCE|3\"}]},{\"name\":\"Form of the Beast\",\"source\":\"TCE\",\"page\":24,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Beast\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":1,\"entries\":[\"{@i 3rd-level Path of the Beast feature}\",\"When you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.\",\"You choose the weapon's form each time you rage:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Bite\",\"entry\":\"Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals {@damage 1d8} piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.\"},{\"type\":\"item\",\"name\":\"Claws\",\"entry\":\"Each of your hands transforms into a claw, which you can use as a weapon if it's empty. It deals {@damage 1d6} slashing damage on a hit. Once on each of your turns when you attack with a claw using the {@action Attack} action, you can make one additional claw attack as part of the same action.\"},{\"type\":\"item\",\"name\":\"Tail\",\"entry\":\"You grow a lashing, spiny tail, which deals {@damage 1d8} piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a {@dice d8}, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.\"}]}]},{\"name\":\"Bestial Soul\",\"source\":\"TCE\",\"page\":24,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Beast\",\"subclassSource\":\"TCE\",\"level\":6,\"header\":2,\"entries\":[\"{@i 6th-level Path of the Beast feature}\",\"The feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.\",\"You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish your next short or long rest:\",{\"type\":\"list\",\"items\":[\"You gain a swimming speed equal to your walking speed, and you can breathe underwater.\",\"You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\",\"When you jump, you can make a Strength ({@skill Athletics}) check and extend your jump by a number of feet equal to the check's total. You can make this special check only once per turn.\"]}]},{\"name\":\"Infectious Fury\",\"source\":\"TCE\",\"page\":24,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Beast\",\"subclassSource\":\"TCE\",\"level\":10,\"header\":2,\"entries\":[\"{@i 10th-level Path of the Beast feature}\",\"When you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):\",{\"type\":\"list\",\"items\":[\"The target must use its reaction to make a melee attack against another creature of your choice that you can see.\",\"The target takes {@damage 2d12} psychic damage.\"]},\"You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]},{\"name\":\"Call the Hunt\",\"source\":\"TCE\",\"page\":24,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Beast\",\"subclassSource\":\"TCE\",\"level\":14,\"header\":2,\"entries\":[\"{@i 14th-level Path of the Beast feature}\",\"The beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature).\",\"You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a {@dice d6} and gain a bonus to the damage equal to the number rolled.\",\"You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]},{\"name\":\"Path of Wild Magic\",\"source\":\"TCE\",\"page\":25,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Wild Magic\",\"subclassSource\":\"TCE\",\"level\":3,\"entries\":[\"Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and can profoundly influence people. As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Magic Awareness|Barbarian||Wild Magic|TCE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Wild Surge|Barbarian||Wild Magic|TCE|3\"}]},{\"name\":\"Magic Awareness\",\"source\":\"TCE\",\"page\":25,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Wild Magic\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":1,\"entries\":[\"{@i 3rd-level Path of Wild Magic feature}\",\"As an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn't behind {@quickref Cover||3||total cover}. When you sense a spell, you learn which school of magic it belongs to.\",\"You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]},{\"name\":\"Wild Surge\",\"source\":\"TCE\",\"page\":25,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Wild Magic\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":1,\"entries\":[\"{@i 3rd-level Path of Wild Magic feature}\",\"The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.\",\"If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.\",{\"type\":\"table\",\"caption\":\"Wild Magic\",\"colLabels\":[\"d8\",\"Magical Effect\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take {@damage 1d12} necrotic damage. You also gain {@dice 1d12} temporary hit points.\"],[\"2\",\"You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.\"],[\"3\",\"An intangible spirit, which looks like a {@creature flumph} or a {@creature pixie} (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take {@damage 1d6} force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.\"],[\"4\",\"Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.\"],[\"5\",\"Whenever a creature hits you with an attack roll before your rage ends, that creature takes {@damage 1d6} force damage, as magic lashes out in retribution.\"],[\"6\",\"Until your rage ends, you are surrounded by multi colored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.\"],[\"7\",\"Flowers and vines temporarily grow around you. Until your rage ends, the ground within 15 feet of you is {@quickref difficult terrain||3} for your enemies.\"],[\"8\",\"A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take {@damage 1d6} radiant damage and be {@condition blinded} until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.\"]],\"data\":{\"tableInclude\":true}}]},{\"name\":\"Bolstering Magic\",\"source\":\"TCE\",\"page\":25,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Wild Magic\",\"subclassSource\":\"TCE\",\"level\":6,\"header\":2,\"entries\":[\"{@i 6th-level Path of Wild Magic feature}\",\"You can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:\",{\"type\":\"list\",\"items\":[\"For 10 minutes, the creature can roll a {@dice d3} whenever making an attack roll or an ability check and add the number rolled to the {@dice d20} roll.\",\"Roll a {@dice d3}. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature's choice). Once a creature receives this benefit, that creature can't receive it again until after a long rest.\"]},\"You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]},{\"name\":\"Unstable Backlash\",\"source\":\"TCE\",\"page\":25,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Wild Magic\",\"subclassSource\":\"TCE\",\"level\":10,\"header\":2,\"entries\":[\"{@i 10th-level Path of Wild Magic feature}\",\"When you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.\"]},{\"name\":\"Controlled Surge\",\"source\":\"TCE\",\"page\":25,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Wild Magic\",\"subclassSource\":\"TCE\",\"level\":14,\"header\":2,\"entries\":[\"{@i 14th-level Path of Wild Magic feature}\",\"Whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.\"]},{\"name\":\"Path of the Juggernaut\",\"source\":\"TDCSR\",\"page\":165,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Juggernaut\",\"subclassSource\":\"TDCSR\",\"level\":3,\"entries\":[\"Barbarians who follow the Path of the Juggernaut stand so resolutely that none can deter them, and they swing their weapons with such force that all who stand against them are flung aside. In might and in spirit, juggernauts are immovable object and unstoppable force all at once.\",\"Juggernaut barbarians can be found all over Tal'Dorei, and are common among the goliath warriors of the {@book Rivermaw herd|TDCSR|3|Rivermaw Herd} that wanders the {@book Dividing Plains|TDCSR|3|Dividing Plains}. Some {@book dwarves|TDCSR|4|dwarves} and humanoid survivalists of the {@book Cliffkeep Mountains|TDCSR|3|Cliffkeep Mountains} adopt this fighting style as an extension of their rugged determinism. And a number of stalwart juggernauts hail from the jungles of the {@book Rifenmist Peninsula|TDCSR|3|Rifenmist Peninsula}, having cast off the oppressive yoke of the {@book Iron Authority|TDCSR|3|Tz'Arrm, Helm of the Emperor}.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Thunderous Blows|Barbarian|PHB|Juggernaut|TDCSR|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Spirit of the Mountain|Barbarian|PHB|Juggernaut|TDCSR|3\"}]},{\"name\":\"Spirit of the Mountain\",\"source\":\"TDCSR\",\"page\":166,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Juggernaut\",\"subclassSource\":\"TDCSR\",\"level\":3,\"header\":1,\"entries\":[\"At 3rd level, you harness your fury to anchor your feet to the ground, becoming a bulwark of strength. While you are raging, you can't be knocked {@condition prone} or moved along the ground against your will.\"]},{\"name\":\"Thunderous Blows\",\"source\":\"TDCSR\",\"page\":165,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Juggernaut\",\"subclassSource\":\"TDCSR\",\"level\":3,\"header\":1,\"entries\":[\"Starting when you choose this path at 3rd level, your rage instills you with the strength to shove and smash your way through your foes, making any battlefield your domain. When you hit a creature with a melee attack while you're raging, you can push that creature up to 5 feet away from you in a direction of your choice. A creature that is Huge or larger makes a Strength {@quickref saving throws|PHB|2|1|saving throw} with a DC equal to 8 + your proficiency bonus + your Strength modifier. On a success, the creature is not pushed.\",{\"type\":\"inset\",\"name\":\"Rules Tip: Forced Movement\",\"page\":166,\"entries\":[\"Usually when one creature moves out of a hostile creature's reach, the hostile creature can use its reaction to make an {@action opportunity attack}. However, forced movement—such as being pushed by a Path of the Juggernaut barbarian's {@subclassFeature Thunderous Blows|Barbarian|PHB|Juggernaut|TDCSR|3} feature—doesn't provoke {@action opportunity attack|PHB|opportunity attacks}.\",\"Likewise, a juggernaut barbarian's {@subclassFeature Hurricane Strike|Barbarian|PHB|Juggernaut|TDCSR|10} feature allows an ally to make a melee weapon attack as a reaction only if the foe ends its forced movement within 5 feet of the ally. If a foe is pushed through other spaces within 5 feet of your allies, those allies can't make normal {@action opportunity attack|PHB|opportunity attacks} against the foe.\"]}]},{\"name\":\"Demolishing Might\",\"source\":\"TDCSR\",\"page\":166,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Juggernaut\",\"subclassSource\":\"TDCSR\",\"level\":6,\"header\":2,\"entries\":[\"Starting at 6th level, your melee weapon attacks deal an extra {@damage 1d8} damage to constructs, and deal double damage to objects and structures.\"]},{\"name\":\"Resolute Stance\",\"source\":\"TDCSR\",\"page\":166,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Juggernaut\",\"subclassSource\":\"TDCSR\",\"level\":6,\"header\":2,\"entries\":[\"Also at 6th level, you can temporarily refocus your combat ability to make yourself a bulwark of defense. At the start of your turn (no action required), you can assume a defensive stance that lasts until the start of your next turn. While in this stance, you can't be {@condition grappled}, attack rolls against you have {@quickref Advantage and Disadvantage|PHB|2|0|disadvantage}, and your weapon attacks are made with {@quickref Advantage and Disadvantage|PHB|2|0|disadvantage}.\"]},{\"name\":\"Hurricane Strike\",\"source\":\"TDCSR\",\"page\":166,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Juggernaut\",\"subclassSource\":\"TDCSR\",\"level\":10,\"header\":2,\"entries\":[\"Starting at 10th level, your blows can hurl foes through the air and into the attacks of your allies. As a reaction when you push a creature at least 5 feet, you can then leap into an unoccupied space next to the creature. If you do so, the creature must succeed on a Strength {@quickref saving throws|PHB|2|1|saving throw} with a DC equal to 8 + your proficiency bonus + your Strength modifier or be knocked {@condition prone}. This leap costs no movement and does not provoke {@action opportunity attack|PHB|opportunity attacks}.\",\"Additionally, whenever you push a creature into a space within 5 feet of one of your allies, the ally can use its reaction to make a melee weapon attack against that creature.\"]},{\"name\":\"Thunderous Blows (10th Level)\",\"source\":\"TDCSR\",\"page\":165,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Juggernaut\",\"subclassSource\":\"TDCSR\",\"level\":10,\"header\":2,\"entries\":[\"Starting at 10th level, you can push a creature up to 10 feet when you hit it with a melee attack while you're raging.\"]},{\"name\":\"Unstoppable\",\"source\":\"TDCSR\",\"page\":166,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Juggernaut\",\"subclassSource\":\"TDCSR\",\"level\":14,\"header\":2,\"entries\":[\"At 14th level, your fury in battle makes you unstoppable. While you're raging, your speed cannot be reduced, and you are immune to the {@condition frightened}, {@condition paralyzed}, {@condition prone}, and {@condition stunned} conditions.\",\"If you are {@condition frightened}, {@condition paralyzed}, or {@condition stunned}, you can still use a bonus action to enter a rage (even if you can't otherwise take actions). You aren't affected by any of these conditions while you're raging.\"]},{\"name\":\"Path of the Ancestral Guardian\",\"source\":\"XGE\",\"page\":9,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Ancestral Guardian\",\"subclassSource\":\"XGE\",\"level\":3,\"entries\":[\"Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.\",\"Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors' deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Ancestral Protectors|Barbarian||Ancestral Guardian|XGE|3\"}]},{\"name\":\"Ancestral Protectors\",\"source\":\"XGE\",\"page\":9,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Ancestral Guardian\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you're raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.\"]},{\"name\":\"Spirit Shield\",\"source\":\"XGE\",\"page\":9,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Ancestral Guardian\",\"subclassSource\":\"XGE\",\"level\":6,\"header\":2,\"entries\":[\"Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by {@dice 2d6}.\",\"When you reach certain levels in this class, you can reduce the damage by more: by {@dice 3d6} at 10th level and by {@dice 4d6} at 14th level.\"]},{\"name\":\"Consult the Spirits\",\"source\":\"XGE\",\"page\":9,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Ancestral Guardian\",\"subclassSource\":\"XGE\",\"level\":10,\"header\":2,\"entries\":[\"At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the {@spell augury} or {@spell clairvoyance} spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of {@spell clairvoyance} invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.\",\"After you cast either spell in this way, you can't use this feature again until you finish a short or long rest.\"]},{\"name\":\"Vengeful Ancestors\",\"source\":\"XGE\",\"page\":9,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Ancestral Guardian\",\"subclassSource\":\"XGE\",\"level\":14,\"header\":2,\"entries\":[\"At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.\"]},{\"name\":\"Desert\",\"source\":\"XGE\",\"page\":10,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Storm Herald\",\"subclassSource\":\"XGE\",\"level\":3,\"entries\":[\"When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.\"]},{\"name\":\"Path of the Storm Herald\",\"source\":\"XGE\",\"page\":10,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Storm Herald\",\"subclassSource\":\"XGE\",\"level\":3,\"entries\":[\"All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.\",\"Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world's end, or deep in the hottest deserts.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Storm Aura|Barbarian||Storm Herald|XGE|3\"}]},{\"name\":\"Sea\",\"source\":\"XGE\",\"page\":10,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Storm Herald\",\"subclassSource\":\"XGE\",\"level\":3,\"entries\":[\"When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes {@damage 1d6} lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to {@dice 2d6} at 10th level, {@dice 3d6} at 15th level, and {@dice 4d6} at 20th level.\"]},{\"name\":\"Tundra\",\"source\":\"XGE\",\"page\":10,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Storm Herald\",\"subclassSource\":\"XGE\",\"level\":3,\"entries\":[\"When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.\"]},{\"name\":\"Storm Aura\",\"source\":\"XGE\",\"page\":10,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Storm Herald\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through {@quickref Cover||3||total cover}.\",\"Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura's effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.\",\"If your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.\",{\"type\":\"options\",\"entries\":[{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Desert|Barbarian|PHB|Storm Herald|XGE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Sea|Barbarian|PHB|Storm Herald|XGE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Tundra|Barbarian|PHB|Storm Herald|XGE|3\"}]}]},{\"name\":\"Desert\",\"source\":\"XGE\",\"page\":10,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Storm Herald\",\"subclassSource\":\"XGE\",\"level\":6,\"entries\":[\"You gain resistance to fire damage, and you don't suffer the effects of extreme heat, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire.\"]},{\"name\":\"Sea\",\"source\":\"XGE\",\"page\":10,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Storm Herald\",\"subclassSource\":\"XGE\",\"level\":6,\"entries\":[\"You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.\"]},{\"name\":\"Tundra\",\"source\":\"XGE\",\"page\":10,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Storm Herald\",\"subclassSource\":\"XGE\",\"level\":6,\"entries\":[\"You gain resistance to cold damage, and you don't suffer the effects of extreme cold, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.\"]},{\"name\":\"Storm Soul\",\"source\":\"XGE\",\"page\":10,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Storm Herald\",\"subclassSource\":\"XGE\",\"level\":6,\"header\":2,\"entries\":[\"At 6th level, the storm grants you benefits even when your aura isn't active. The benefits are based on the environment you chose for your Storm Aura.\",{\"type\":\"options\",\"entries\":[{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Desert|Barbarian|PHB|Storm Herald|XGE|6\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Sea|Barbarian|PHB|Storm Herald|XGE|6\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Tundra|Barbarian|PHB|Storm Herald|XGE|6\"}]}]},{\"name\":\"Shielding Storm\",\"source\":\"XGE\",\"page\":10,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Storm Herald\",\"subclassSource\":\"XGE\",\"level\":10,\"header\":2,\"entries\":[\"At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.\"]},{\"name\":\"Desert\",\"source\":\"XGE\",\"page\":10,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Storm Herald\",\"subclassSource\":\"XGE\",\"level\":14,\"entries\":[\"Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level.\"]},{\"name\":\"Sea\",\"source\":\"XGE\",\"page\":10,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Storm Herald\",\"subclassSource\":\"XGE\",\"level\":14,\"entries\":[\"When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked {@condition prone}, as if struck by a wave.\"]},{\"name\":\"Tundra\",\"source\":\"XGE\",\"page\":10,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Storm Herald\",\"subclassSource\":\"XGE\",\"level\":14,\"entries\":[\"Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.\"]},{\"name\":\"Raging Storm\",\"source\":\"XGE\",\"page\":10,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Storm Herald\",\"subclassSource\":\"XGE\",\"level\":14,\"header\":2,\"entries\":[\"At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.\",{\"type\":\"options\",\"entries\":[{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Desert|Barbarian|PHB|Storm Herald|XGE|14\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Sea|Barbarian|PHB|Storm Herald|XGE|14\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Tundra|Barbarian|PHB|Storm Herald|XGE|14\"}]}]},{\"name\":\"Path of the Zealot\",\"source\":\"XGE\",\"page\":11,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Zealot\",\"subclassSource\":\"XGE\",\"level\":3,\"entries\":[\"Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots—warriors who channel their rage into powerful displays of divine power.\",\"A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Divine Fury|Barbarian||Zealot|XGE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Warrior of the Gods|Barbarian||Zealot|XGE|3\"}]},{\"name\":\"Divine Fury\",\"source\":\"XGE\",\"page\":11,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Zealot\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to {@dice 1d6} + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.\"]},{\"name\":\"Warrior of the Gods\",\"source\":\"XGE\",\"page\":11,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Zealot\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"At 3rd level, your soul is marked for endless battle. If a spell, such as {@spell raise dead}, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.\"]},{\"name\":\"Fanatical Focus\",\"source\":\"XGE\",\"page\":11,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Zealot\",\"subclassSource\":\"XGE\",\"level\":6,\"header\":2,\"entries\":[\"Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you're raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.\"]},{\"name\":\"Zealous Presence\",\"source\":\"XGE\",\"page\":11,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Zealot\",\"subclassSource\":\"XGE\",\"level\":10,\"header\":2,\"entries\":[\"At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.\",\"Once you use this feature, you can't use it again until you finish a long rest.\"]},{\"name\":\"Rage beyond Death\",\"source\":\"XGE\",\"page\":11,\"className\":\"Barbarian\",\"classSource\":\"PHB\",\"subclassShortName\":\"Zealot\",\"subclassSource\":\"XGE\",\"level\":14,\"header\":2,\"entries\":[\"Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.\",\"While you're raging, having 0 hit points doesn't knock you {@condition unconscious}. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don't die until your rage ends, and you die then only if you still have 0 hit points.\"]},{\"name\":\"Path of the Berserker\",\"source\":\"XPHB\",\"page\":54,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Berserker\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"entries\":[\"{@i Channel Rage into Violent Fury}\",\"Barbarians who walk the Path of the Berserker direct their Rage primarily toward violence. Their path is one of untrammeled fury, and they thrill in the chaos of battle as they allow their Rage to seize and empower them.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Frenzy|Barbarian|XPHB|Berserker|XPHB|3\"}]},{\"name\":\"Frenzy\",\"source\":\"XPHB\",\"page\":54,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Berserker\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":2,\"entries\":[\"If you use Reckless Attack while your Rage is active, you deal extra damage to the first target you hit on your turn with a Strength-based attack. To determine the extra damage, roll a number of d6s equal to your Rage Damage bonus, and add them together. The damage has the same type as the weapon or {@variantrule Unarmed Strike|XPHB} used for the attack.\"]},{\"name\":\"Mindless Rage\",\"source\":\"XPHB\",\"page\":54,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Berserker\",\"subclassSource\":\"XPHB\",\"level\":6,\"header\":2,\"entries\":[\"You have {@variantrule Immunity|XPHB} to the {@condition Charmed|XPHB} and {@condition Frightened|XPHB} conditions while your Rage is active. If you're {@condition Charmed|XPHB} or {@condition Frightened|XPHB} when you enter your Rage, the condition ends on you.\"]},{\"name\":\"Retaliation\",\"source\":\"XPHB\",\"page\":54,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Berserker\",\"subclassSource\":\"XPHB\",\"level\":10,\"header\":2,\"entries\":[\"When you take damage from a creature that is within 5 feet of you, you can take a {@variantrule Reaction|XPHB} to make one melee attack against that creature, using a weapon or an {@variantrule Unarmed Strike|XPHB}.\"]},{\"name\":\"Intimidating Presence\",\"source\":\"XPHB\",\"page\":54,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Berserker\",\"subclassSource\":\"XPHB\",\"level\":14,\"header\":2,\"entries\":[\"As a {@variantrule Bonus Action|XPHB}, you can strike terror into others with your menacing presence and primal power. When you do so, each creature of your choice in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from you must make a Wisdom saving throw ({@dc 8} plus your Strength modifier and {@variantrule Proficiency|XPHB} Bonus). On a failed save, a creature has the {@condition Frightened|XPHB} condition for 1 minute. At the end of each of the {@condition Frightened|XPHB} creature's turns, the creature repeats the save, ending the effect on itself on a success.\",\"Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB} unless you expend a use of your Rage (no action required) to restore your use of it.\"]},{\"name\":\"Path of the Wild Heart\",\"source\":\"XPHB\",\"page\":55,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Wild Heart\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Walk in Community with the Animal World}\",\"Barbarians who follow the Path of the Wild Heart view themselves as kin to animals. These Barbarians learn magical means to communicate with animals, and their Rage heightens their connection to animals as it fills them with supernatural might.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Animal Speaker|Barbarian|XPHB|Wild Heart|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Rage of the Wilds|Barbarian|XPHB|Wild Heart|XPHB|3\"}]},{\"name\":\"Animal Speaker\",\"source\":\"XPHB\",\"page\":55,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Wild Heart\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":2,\"entries\":[\"You can cast the {@spell Beast Sense|XPHB} and {@spell Speak with Animals|XPHB} spells but only as Rituals. Wisdom is your spellcasting ability for them.\"]},{\"name\":\"Rage of the Wilds\",\"source\":\"XPHB\",\"page\":55,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Wild Heart\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":2,\"entries\":[\"Your Rage taps into the primal power of animals. Whenever you activate your Rage, you gain one of the following options of your choice.\",{\"type\":\"entries\",\"name\":\"Bear\",\"entries\":[\"While your Rage is active, you have {@variantrule Resistance|XPHB} to every damage type except Force, Necrotic, Psychic, and Radiant.\"]},{\"type\":\"entries\",\"name\":\"Eagle\",\"entries\":[\"When you activate your Rage, you can take the {@action Disengage|XPHB} and {@action Dash|XPHB} actions as part of that {@variantrule Bonus Action|XPHB}. While your Rage is active, you can take a {@variantrule Bonus Action|XPHB} to take both of those actions.\"]},{\"type\":\"entries\",\"name\":\"Wolf\",\"entries\":[\"While your Rage is active, your allies have {@variantrule Advantage|XPHB} on attack rolls against any enemy of yours within 5 feet of you.\"]}]},{\"name\":\"Aspect of the Wilds\",\"source\":\"XPHB\",\"page\":55,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Wild Heart\",\"subclassSource\":\"XPHB\",\"level\":6,\"header\":2,\"entries\":[\"You gain one of the following options of your choice. Whenever you finish a {@variantrule Long Rest|XPHB}, you can change your choice.\",{\"type\":\"entries\",\"name\":\"Owl\",\"entries\":[\"You have {@sense Darkvision|XPHB} with a range of 60 feet. If you already have {@sense Darkvision|XPHB}, its range increases by 60 feet.\"]},{\"type\":\"entries\",\"name\":\"Panther\",\"entries\":[\"You have a {@variantrule Climb Speed|XPHB} equal to your {@variantrule Speed|XPHB}.\"]},{\"type\":\"entries\",\"name\":\"Salmon\",\"entries\":[\"You have a {@variantrule Swim Speed|XPHB} equal to your {@variantrule Speed|XPHB}.\"]}]},{\"name\":\"Nature Speaker\",\"source\":\"XPHB\",\"page\":55,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Wild Heart\",\"subclassSource\":\"XPHB\",\"level\":10,\"header\":2,\"entries\":[\"You can cast the {@spell Commune with Nature|XPHB} spell but only as a {@variantrule Ritual|XPHB}. Wisdom is your spellcasting ability for it.\"]},{\"name\":\"Power of the Wilds\",\"source\":\"XPHB\",\"page\":55,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Wild Heart\",\"subclassSource\":\"XPHB\",\"level\":14,\"header\":2,\"entries\":[\"Whenever you activate your Rage, you gain one of the following options of your choice.\",{\"type\":\"entries\",\"name\":\"Falcon\",\"entries\":[\"While your Rage is active, you have a {@variantrule Fly Speed|XPHB} equal to your {@variantrule Speed|XPHB} if you aren't wearing any armor.\"]},{\"type\":\"entries\",\"name\":\"Lion\",\"entries\":[\"While your Rage is active, any of your enemies within 5 feet of you have {@variantrule Disadvantage|XPHB} on attack rolls against targets other than you or another Barbarian who has this option active.\"]},{\"type\":\"entries\",\"name\":\"Ram\",\"entries\":[\"While your Rage is active, you can cause a Large or smaller creature to have the {@condition Prone|XPHB} condition when you hit it with a melee attack.\"]}]},{\"name\":\"Path of the World Tree\",\"source\":\"XPHB\",\"page\":56,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"subclassShortName\":\"World Tree\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Trace the Roots and Branches of the Multiverse}\",\"Barbarians who follow the Path of the World Tree connect with the cosmic tree Yggdrasil through their Rage. This tree grows among the Outer Planes, connecting them to each other and the Material Plane. These Barbarians draw on the tree's magic for vitality and as a means of dimensional travel.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Vitality of the Tree|Barbarian|XPHB|World Tree|XPHB|3\"}]},{\"name\":\"Vitality of the Tree\",\"source\":\"XPHB\",\"page\":56,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"subclassShortName\":\"World Tree\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":2,\"entries\":[\"Your Rage taps into the life force of the World Tree. You gain the following benefits.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Vitality Surge\",\"entries\":[\"When you activate your Rage, you gain a number of {@variantrule Temporary Hit Points|XPHB} equal to your Barbarian level.\"]},{\"type\":\"entries\",\"name\":\"Life-Giving Force\",\"entries\":[\"At the start of each of your turns while your Rage is active, you can choose another creature within 10 feet of yourself to gain {@variantrule Temporary Hit Points|XPHB}. To determine the number of {@variantrule Temporary Hit Points|XPHB}, roll a number of d6s equal to your Rage Damage bonus, and add them together. If any of these {@variantrule Temporary Hit Points|XPHB} remain when your Rage ends, they vanish.\"]}]}]},{\"name\":\"Branches of the Tree\",\"source\":\"XPHB\",\"page\":56,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"subclassShortName\":\"World Tree\",\"subclassSource\":\"XPHB\",\"level\":6,\"header\":2,\"entries\":[\"Whenever a creature you can see starts its turn within 30 feet of you while your Rage is active, you can take a {@variantrule Reaction|XPHB} to summon spectral branches of the World Tree around it. The target must succeed on a Strength saving throw ({@dc 8} plus your Strength modifier and {@variantrule Proficiency|XPHB} Bonus) or be teleported to an unoccupied space you can see within 5 feet of yourself or in the nearest unoccupied space you can see. After the target teleports, you can reduce its {@variantrule Speed|XPHB} to 0 until the end of the current turn.\"]},{\"name\":\"Battering Roots\",\"source\":\"XPHB\",\"page\":56,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"subclassShortName\":\"World Tree\",\"subclassSource\":\"XPHB\",\"level\":10,\"header\":2,\"entries\":[\"During your turn, your reach is 10 feet greater with any {@filter Melee weapon that has the Heavy or Versatile property|items|type=melee weapon|property=heavy;versatile}, as tendrils of the World Tree extend from you. When you hit with such a weapon on your turn, you can activate the {@itemMastery Push|XPHB} or {@itemMastery Topple|XPHB} mastery property in addition to a different mastery property you're using with that weapon.\"]},{\"name\":\"Travel Along the Tree\",\"source\":\"XPHB\",\"page\":56,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"subclassShortName\":\"World Tree\",\"subclassSource\":\"XPHB\",\"level\":14,\"header\":2,\"entries\":[\"When you activate your Rage and as a {@variantrule Bonus Action|XPHB} while your Rage is active, you can teleport up to 60 feet to an unoccupied space you can see.\",\"In addition, once per Rage, you can increase the range of that teleport to 150 feet. When you do so, you can also bring up to six willing creatures who are within 10 feet of you. Each creature teleports to an unoccupied space of your choice within 10 feet of your destination space.\"]},{\"name\":\"Path of the Zealot\",\"source\":\"XPHB\",\"page\":57,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Zealot\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Rage in Ecstatic Union with a God}\",\"Barbarians who walk the Path of the Zealot receive boons from a god or pantheon. These Barbarians experience their Rage as an ecstatic episode of divine union that infuses them with power. They are often allies to the priests and other followers of their god or pantheon.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Divine Fury|Barbarian|XPHB|Zealot|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Warrior of the Gods|Barbarian|XPHB|Zealot|XPHB|3\"}]},{\"name\":\"Divine Fury\",\"source\":\"XPHB\",\"page\":57,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Zealot\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"entries\":[\"You can channel divine power into your strikes. On each of your turns while your Rage is active, the first creature you hit with a weapon or an {@variantrule Unarmed Strike|XPHB} takes extra damage equal to {@dice 1d6} plus half your Barbarian level (round down). The extra damage is Necrotic or Radiant; you choose the type each time you deal the damage.\"]},{\"name\":\"Warrior of the Gods\",\"source\":\"XPHB\",\"page\":57,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Zealot\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"entries\":[\"A divine entity helps ensure you can continue the fight. You have a pool of four d12s that you can spend to heal yourself. As a {@variantrule Bonus Action|XPHB}, you can expend dice from the pool, roll them, and regain a number of {@variantrule Hit Points|XPHB} equal to the roll's total.\",\"Your pool regains all expended dice when you finish a {@variantrule Long Rest|XPHB}.\",\"The pool's maximum number of dice increases by one when you reach Barbarian levels 6 (5 dice), 12 (6 dice), and 17 (7 dice).\"]},{\"name\":\"Fanatical Focus\",\"source\":\"XPHB\",\"page\":57,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Zealot\",\"subclassSource\":\"XPHB\",\"level\":6,\"header\":2,\"entries\":[\"Once per active Rage, if you fail a saving throw, you can reroll it with a bonus equal to your Rage Damage bonus, and you must use the new roll.\"]},{\"name\":\"Zealous Presence\",\"source\":\"XPHB\",\"page\":57,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Zealot\",\"subclassSource\":\"XPHB\",\"level\":10,\"header\":2,\"entries\":[\"As a {@variantrule Bonus Action|XPHB}, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you gain {@variantrule Advantage|XPHB} on attack rolls and saving throws until the start of your next turn.\",\"Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB} unless you expend a use of your Rage (no action required) to restore your use of it.\"]},{\"name\":\"Rage of the Gods\",\"source\":\"XPHB\",\"page\":57,\"className\":\"Barbarian\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Zealot\",\"subclassSource\":\"XPHB\",\"level\":14,\"header\":2,\"entries\":[\"When you activate your Rage, you can assume the form of a divine warrior. This form lasts for 1 minute or until you drop to 0 {@variantrule Hit Points|XPHB}. Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB}.\",\"While in this form, you gain the benefits below.\",{\"type\":\"entries\",\"name\":\"Flight\",\"entries\":[\"You have a {@variantrule Fly Speed|XPHB} equal to your {@variantrule Speed|XPHB} and can hover.\"]},{\"type\":\"entries\",\"name\":\"Resistance\",\"entries\":[\"You have {@variantrule Resistance|XPHB} to Necrotic, Psychic, and Radiant damage.\"]},{\"type\":\"entries\",\"name\":\"Revivification\",\"entries\":[\"When a creature within 30 feet of you would drop to 0 {@variantrule Hit Points|XPHB}, you can take a {@variantrule Reaction|XPHB} to expend a use of your Rage to instead change the target's {@variantrule Hit Points|XPHB} to a number equal to your Barbarian level.\"]}]}]}"); JSON_DATA[`data/class/class-bard.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"subclass\"]},\"class\":[{\"name\":\"Bard\",\"source\":\"PHB\",\"page\":51,\"srd\":true,\"reprintedAs\":[\"Bard|XPHB\"],\"edition\":\"classic\",\"hd\":{\"number\":1,\"faces\":8},\"proficiency\":[\"dex\",\"cha\"],\"spellcastingAbility\":\"cha\",\"casterProgression\":\"full\",\"cantripProgression\":[2,2,2,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],\"spellsKnownProgression\":[4,5,6,7,8,9,10,11,12,14,15,15,16,18,19,19,20,22,22,22],\"additionalSpells\":[{\"name\":\"Magical Secrets\",\"known\":{\"10\":[{\"choose\":\"level=0;1;2;3;4;5\"},{\"choose\":\"level=0;1;2;3;4;5\"}],\"14\":[{\"choose\":\"level=0;1;2;3;4;5;6;7\"},{\"choose\":\"level=0;1;2;3;4;5;6;7\"}],\"18\":[{\"choose\":\"\"},{\"choose\":\"\"}]}}],\"startingProficiencies\":{\"armor\":[\"light\"],\"weapons\":[\"simple\",\"{@item hand crossbow|phb|hand crossbows}\",\"{@item longsword|phb|longswords}\",\"{@item rapier|phb|rapiers}\",\"{@item shortsword|phb|shortswords}\"],\"tools\":[\"three {@item musical instrument|PHB|musical instruments} of your choice\"],\"toolProficiencies\":[{\"anyMusicalInstrument\":3}],\"skills\":[{\"any\":3}]},\"startingEquipment\":{\"additionalFromBackground\":true,\"default\":[\"(a) a {@item rapier|phb}, (b) a {@item longsword|phb}, or (c) any {@filter simple weapon|items|source=phb|category=basic|type=simple weapon}\",\"(a) a {@item diplomat's pack|phb} or (b) an {@item entertainer's pack|phb}\",\"(a) a {@item lute|phb} or (b) any other {@filter musical instrument|items|miscellaneous=mundane|type=instrument}\",\"{@item Leather armor|phb}, and a {@item dagger|phb}\"],\"goldAlternative\":\"{@dice 5d4 × 10|5d4 × 10|Starting Gold}\",\"defaultData\":[{\"a\":[\"rapier|phb\"],\"b\":[\"longsword|phb\"],\"c\":[{\"equipmentType\":\"weaponSimple\"}]},{\"a\":[\"diplomat's pack|phb\"],\"b\":[\"entertainer's pack|phb\"]},{\"a\":[\"lute|phb\"],\"b\":[{\"equipmentType\":\"instrumentMusical\"}]},{\"_\":[\"Leather armor|phb\",\"dagger|phb\"]}]},\"multiclassing\":{\"requirements\":{\"cha\":13},\"proficienciesGained\":{\"armor\":[\"light\"],\"skills\":[{\"choose\":{\"from\":[\"athletics\",\"acrobatics\",\"sleight of hand\",\"stealth\",\"arcana\",\"history\",\"investigation\",\"nature\",\"religion\",\"animal handling\",\"insight\",\"medicine\",\"perception\",\"survival\",\"deception\",\"intimidation\",\"performance\",\"persuasion\"],\"count\":1}}],\"tools\":[\"one {@item musical instrument|PHB} of your choice\"],\"toolProficiencies\":[{\"anyMusicalInstrument\":1}]}},\"classTableGroups\":[{\"colLabels\":[\"{@filter Cantrips Known|spells|level=0|class=bard}\",\"{@filter Spells Known|spells|class=bard}\"],\"rows\":[[2,4],[2,5],[2,6],[3,7],[3,8],[3,9],[3,10],[3,11],[3,12],[4,14],[4,15],[4,15],[4,16],[4,18],[4,19],[4,19],[4,20],[4,22],[4,22],[4,22]]},{\"title\":\"Spell Slots per Spell Level\",\"colLabels\":[\"{@filter 1st|spells|level=1|class=bard}\",\"{@filter 2nd|spells|level=2|class=bard}\",\"{@filter 3rd|spells|level=3|class=bard}\",\"{@filter 4th|spells|level=4|class=bard}\",\"{@filter 5th|spells|level=5|class=bard}\",\"{@filter 6th|spells|level=6|class=bard}\",\"{@filter 7th|spells|level=7|class=bard}\",\"{@filter 8th|spells|level=8|class=bard}\",\"{@filter 9th|spells|level=9|class=bard}\"],\"rowsSpellProgression\":[[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]]}],\"classFeatures\":[\"Bardic Inspiration|Bard||1\",\"Spellcasting|Bard||1\",\"Jack of All Trades|Bard||2\",\"Song of Rest (d6)|Bard||2\",\"Magical Inspiration|Bard||2|TCE\",{\"classFeature\":\"Bard College|Bard||3\",\"gainSubclassFeature\":true},\"Expertise|Bard||3\",\"Ability Score Improvement|Bard||4\",\"Bardic Versatility|Bard||4|TCE\",\"Bardic Inspiration (d8)|Bard||5\",\"Font of Inspiration|Bard||5\",\"Countercharm|Bard||6\",{\"classFeature\":\"Bard College feature|Bard||6\",\"gainSubclassFeature\":true},\"Ability Score Improvement|Bard||8\",\"Song of Rest (d8)|Bard||9\",\"Bardic Inspiration (d10)|Bard||10\",\"Expertise|Bard||10\",\"Magical Secrets|Bard||10\",\"Ability Score Improvement|Bard||12\",\"Song of Rest (d10)|Bard||13\",\"Magical Secrets|Bard||14\",{\"classFeature\":\"Bard College feature|Bard||14\",\"gainSubclassFeature\":true},\"Bardic Inspiration (d12)|Bard||15\",\"Ability Score Improvement|Bard||16\",\"Song of Rest (d12)|Bard||17\",\"Magical Secrets|Bard||18\",\"Ability Score Improvement|Bard||19\",\"Superior Inspiration|Bard||20\"],\"subclassTitle\":\"Bard College\",\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bard\",\"source\":\"XPHB\",\"page\":58,\"edition\":\"one\",\"primaryAbility\":[{\"cha\":true}],\"hd\":{\"number\":1,\"faces\":8},\"proficiency\":[\"dex\",\"cha\"],\"spellcastingAbility\":\"cha\",\"casterProgression\":\"full\",\"preparedSpellsProgression\":[4,5,6,7,9,10,11,12,14,15,16,16,17,17,18,18,19,20,21,22],\"preparedSpellsChange\":\"level\",\"cantripProgression\":[2,2,2,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],\"additionalSpells\":[{\"expanded\":{\"s5\":[{\"all\":\"level=1;2;3;4;5|class=Cleric;Druid;Wizard\"}],\"s6\":[{\"all\":\"level=6|class=Cleric;Druid;Wizard\"}],\"s7\":[{\"all\":\"level=7|class=Cleric;Druid;Wizard\"}],\"s8\":[{\"all\":\"level=8|class=Cleric;Druid;Wizard\"}],\"s9\":[{\"all\":\"level=9|class=Cleric;Druid;Wizard\"}]},\"prepared\":{\"20\":[\"power word heal|xphb\",\"power word kill|xphb\"]}}],\"featProgression\":[{\"name\":\"Epic Boon\",\"category\":[\"EB\"],\"progression\":{\"19\":1}}],\"startingProficiencies\":{\"armor\":[\"light\"],\"weapons\":[\"simple\"],\"tools\":[\"Choose three {@item Musical Instrument|XPHB|Musical Instruments}\"],\"toolProficiencies\":[{\"anyMusicalInstrument\":3}],\"skills\":[{\"any\":3}]},\"startingEquipment\":{\"additionalFromBackground\":true,\"defaultData\":[{\"A\":[{\"item\":\"leather armor|xphb\"},{\"item\":\"dagger|xphb\",\"quantity\":2},{\"equipmentType\":\"instrumentMusical\"},{\"item\":\"entertainer's pack|xphb\"},{\"value\":1900}],\"B\":[{\"value\":9000}]}],\"entries\":[\"{@i Choose A or B:} (A) {@item Leather Armor|XPHB}, 2 {@item Dagger|XPHB}, {@item Musical Instrument|XPHB} of your choice, {@item Entertainer's Pack|XPHB}, 19 GP; or (B) 90 GP\"]},\"multiclassing\":{\"proficienciesGained\":{\"armor\":[\"light\"],\"tools\":[\"Choose one {@item Musical Instrument|XPHB}\"],\"toolProficiencies\":[{\"anyMusicalInstrument\":1}],\"skills\":[{\"choose\":{\"from\":[\"athletics\",\"acrobatics\",\"sleight of hand\",\"stealth\",\"arcana\",\"history\",\"investigation\",\"nature\",\"religion\",\"animal handling\",\"insight\",\"medicine\",\"perception\",\"survival\",\"deception\",\"intimidation\",\"performance\",\"persuasion\"],\"count\":1}}]}},\"classTableGroups\":[{\"colLabels\":[\"Bardic Die\",\"{@filter Cantrips|spells|level=0|class=bard}\",\"{@filter Prepared 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Slots per Spell Level\",\"colLabels\":[\"{@filter 1st|spells|level=1|class=bard}\",\"{@filter 2nd|spells|level=2|class=bard}\",\"{@filter 3rd|spells|level=3|class=bard}\",\"{@filter 4th|spells|level=4|class=bard}\",\"{@filter 5th|spells|level=5|class=bard}\",\"{@filter 6th|spells|level=6|class=bard}\",\"{@filter 7th|spells|level=7|class=bard}\",\"{@filter 8th|spells|level=8|class=bard}\",\"{@filter 9th|spells|level=9|class=bard}\"],\"rowsSpellProgression\":[[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]]}],\"classFeatures\":[\"Bardic Inspiration|Bard|XPHB|1\",\"Spellcasting|Bard|XPHB|1\",\"Expertise|Bard|XPHB|2\",\"Jack of All Trades|Bard|XPHB|2\",{\"classFeature\":\"Bard Subclass|Bard|XPHB|3\",\"gainSubclassFeature\":true},\"Ability Score Improvement|Bard|XPHB|4\",\"Font of Inspiration|Bard|XPHB|5\",{\"classFeature\":\"Subclass Feature|Bard|XPHB|6\",\"gainSubclassFeature\":true},\"Countercharm|Bard|XPHB|7\",\"Ability Score Improvement|Bard|XPHB|8\",\"Expertise|Bard|XPHB|9\",\"Magical Secrets|Bard|XPHB|10\",\"Ability Score Improvement|Bard|XPHB|12\",{\"classFeature\":\"Subclass Feature|Bard|XPHB|14\",\"gainSubclassFeature\":true},\"Ability Score Improvement|Bard|XPHB|16\",\"Superior Inspiration|Bard|XPHB|18\",\"Epic Boon|Bard|XPHB|19\",\"Words of Creation|Bard|XPHB|20\"],\"subclassTitle\":\"Bard Subclass\",\"hasFluff\":true,\"hasFluffImages\":true}],\"subclass\":[{\"name\":\"College of 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Whispers\",\"source\":\"XGE\",\"shortName\":\"Whispers\",\"className\":\"Bard\",\"classSource\":\"PHB\",\"_preserve\":{\"page\":true,\"otherSources\":true,\"srd\":true,\"basicRules\":true,\"reprintedAs\":true}},\"fluff\":{\"_subclassFluff\":{\"name\":\"College of Whispers\",\"source\":\"XGE\",\"shortName\":\"Whispers\",\"className\":\"Bard\",\"classSource\":\"PHB\"}}},{\"name\":\"College of the Road\",\"shortName\":\"Road\",\"source\":\"HWCS\",\"className\":\"Bard\",\"classSource\":\"PHB\",\"page\":36,\"edition\":\"classic\",\"optionalfeatureProgression\":[{\"name\":\"Traveler's Tricks\",\"featureType\":[\"TT\"],\"progression\":{\"3\":2,\"6\":1,\"14\":1}}],\"subclassFeatures\":[\"College of the Road|Bard||Road|HWCS|3\",\"Favorite Trick|Bard||Road|HWCS|6\",\"Improved Tricks|Bard||Road|HWCS|6\",\"Traveler's Tricks|Bard||Road|HWCS|6\",\"Favorite Trick|Bard||Road|HWCS|14\",\"Improved Tricks|Bard||Road|HWCS|14\",\"Traveler's Tricks|Bard||Road|HWCS|14\"],\"hasFluffImages\":true},{\"name\":\"College of the Road\",\"shortName\":\"Road\",\"source\":\"HWCS\",\"className\":\"Bard\",\"classSource\":\"XPHB\",\"_copy\":{\"name\":\"College of the Road\",\"source\":\"HWCS\",\"shortName\":\"Road\",\"className\":\"Bard\",\"classSource\":\"PHB\",\"_preserve\":{\"page\":true,\"otherSources\":true,\"srd\":true,\"basicRules\":true,\"reprintedAs\":true}},\"fluff\":{\"_subclassFluff\":{\"name\":\"College of the Road\",\"source\":\"HWCS\",\"shortName\":\"Road\",\"className\":\"Bard\",\"classSource\":\"PHB\"}}},{\"name\":\"College of Creation\",\"shortName\":\"Creation\",\"source\":\"TCE\",\"className\":\"Bard\",\"classSource\":\"PHB\",\"page\":28,\"edition\":\"classic\",\"subclassFeatures\":[\"College of Creation|Bard||Creation|TCE|3\",\"Animating Performance|Bard||Creation|TCE|6\",\"Creative Crescendo|Bard||Creation|TCE|14\"],\"hasFluffImages\":true},{\"name\":\"College of Creation\",\"shortName\":\"Creation\",\"source\":\"TCE\",\"className\":\"Bard\",\"classSource\":\"XPHB\",\"_copy\":{\"name\":\"College of Creation\",\"source\":\"TCE\",\"shortName\":\"Creation\",\"className\":\"Bard\",\"classSource\":\"PHB\",\"_preserve\":{\"page\":true,\"otherSources\":true,\"srd\":true,\"basicRules\":true,\"reprintedAs\":true}},\"fluff\":{\"_subclassFluff\":{\"name\":\"College of Creation\",\"source\":\"TCE\",\"shortName\":\"Creation\",\"className\":\"Bard\",\"classSource\":\"PHB\"}}},{\"name\":\"College of Eloquence\",\"shortName\":\"Eloquence\",\"source\":\"TCE\",\"className\":\"Bard\",\"classSource\":\"PHB\",\"page\":29,\"otherSources\":[{\"source\":\"MOT\",\"page\":28}],\"edition\":\"classic\",\"subclassFeatures\":[\"College of Eloquence|Bard||Eloquence|TCE|3\",\"Unfailing Inspiration|Bard||Eloquence|TCE|6\",\"Universal Speech|Bard||Eloquence|TCE|6\",\"Infectious Inspiration|Bard||Eloquence|TCE|14\"],\"hasFluffImages\":true},{\"name\":\"College of Eloquence\",\"shortName\":\"Eloquence\",\"source\":\"TCE\",\"className\":\"Bard\",\"classSource\":\"XPHB\",\"_copy\":{\"name\":\"College of Eloquence\",\"source\":\"TCE\",\"shortName\":\"Eloquence\",\"className\":\"Bard\",\"classSource\":\"PHB\",\"_preserve\":{\"page\":true,\"otherSources\":true,\"srd\":true,\"basicRules\":true,\"reprintedAs\":true}},\"fluff\":{\"_subclassFluff\":{\"name\":\"College of Eloquence\",\"source\":\"TCE\",\"shortName\":\"Eloquence\",\"className\":\"Bard\",\"classSource\":\"PHB\"}}},{\"name\":\"College of Spirits\",\"shortName\":\"Spirits\",\"source\":\"VRGR\",\"className\":\"Bard\",\"classSource\":\"PHB\",\"page\":28,\"edition\":\"classic\",\"additionalSpells\":[{\"known\":{\"3\":[\"guidance#c\"]}}],\"subclassFeatures\":[\"College of Spirits|Bard||Spirits|VRGR|3\",\"Spirit Session|Bard||Spirits|VRGR|6\",\"Mystical Connection|Bard||Spirits|VRGR|14\"],\"hasFluffImages\":true},{\"name\":\"College of Spirits\",\"shortName\":\"Spirits\",\"source\":\"VRGR\",\"className\":\"Bard\",\"classSource\":\"XPHB\",\"_copy\":{\"name\":\"College of Spirits\",\"source\":\"VRGR\",\"shortName\":\"Spirits\",\"className\":\"Bard\",\"classSource\":\"PHB\",\"_preserve\":{\"page\":true,\"otherSources\":true,\"srd\":true,\"basicRules\":true,\"reprintedAs\":true}},\"fluff\":{\"_subclassFluff\":{\"name\":\"College of Spirits\",\"source\":\"VRGR\",\"shortName\":\"Spirits\",\"className\":\"Bard\",\"classSource\":\"PHB\"}}},{\"name\":\"College of Tragedy\",\"shortName\":\"Tragedy\",\"source\":\"TDCSR\",\"className\":\"Bard\",\"classSource\":\"PHB\",\"page\":167,\"edition\":\"classic\",\"subclassFeatures\":[\"College of Tragedy|Bard|PHB|Tragedy|TDCSR|3\",\"Tale of Hubris|Bard|PHB|Tragedy|TDCSR|6\",\"Impending Misfortune|Bard|PHB|Tragedy|TDCSR|6\",\"Tale of Hubris (14th Level)|Bard|PHB|Tragedy|TDCSR|14\",\"Nimbus of Pathos|Bard|PHB|Tragedy|TDCSR|14\"],\"hasFluffImages\":true},{\"name\":\"College of Tragedy\",\"shortName\":\"Tragedy\",\"source\":\"TDCSR\",\"className\":\"Bard\",\"classSource\":\"XPHB\",\"_copy\":{\"name\":\"College of Tragedy\",\"source\":\"TDCSR\",\"shortName\":\"Tragedy\",\"className\":\"Bard\",\"classSource\":\"PHB\",\"_preserve\":{\"page\":true,\"otherSources\":true,\"srd\":true,\"basicRules\":true,\"reprintedAs\":true}},\"fluff\":{\"_subclassFluff\":{\"name\":\"College of Tragedy\",\"source\":\"TDCSR\",\"shortName\":\"Tragedy\",\"className\":\"Bard\",\"classSource\":\"PHB\"}}},{\"name\":\"College of Dance\",\"shortName\":\"Dance\",\"source\":\"XPHB\",\"className\":\"Bard\",\"classSource\":\"XPHB\",\"page\":64,\"edition\":\"one\",\"subclassFeatures\":[\"College of Dance|Bard|XPHB|Dance|XPHB|3\",\"Inspiring Movement|Bard|XPHB|Dance|XPHB|6\",\"Tandem Footwork|Bard|XPHB|Dance|XPHB|6\",\"Leading Evasion|Bard|XPHB|Dance|XPHB|14\"],\"hasFluffImages\":true},{\"name\":\"College of Glamour\",\"shortName\":\"Glamour\",\"source\":\"XPHB\",\"className\":\"Bard\",\"classSource\":\"XPHB\",\"page\":65,\"edition\":\"one\",\"additionalSpells\":[{\"prepared\":{\"3\":[\"charm person|xphb\",\"mirror image|xphb\"],\"6\":[\"command|xphb\"]},\"innate\":{\"6\":[\"command|xphb\"]}}],\"subclassFeatures\":[\"College of Glamour|Bard|XPHB|Glamour|XPHB|3\",\"Mantle of Majesty|Bard|XPHB|Glamour|XPHB|6\",\"Unbreakable Majesty|Bard|XPHB|Glamour|XPHB|14\"],\"hasFluffImages\":true},{\"name\":\"College of Lore\",\"shortName\":\"Lore\",\"source\":\"XPHB\",\"className\":\"Bard\",\"classSource\":\"XPHB\",\"page\":66,\"edition\":\"one\",\"additionalSpells\":[{\"prepared\":{\"6\":[{\"choose\":\"level=0;1;2;3|class=Cleric;Druid;Wizard\"},{\"choose\":\"level=0;1;2;3|class=Cleric;Druid;Wizard\"}]}}],\"subclassFeatures\":[\"College of Lore|Bard|XPHB|Lore|XPHB|3\",\"Magical Discoveries|Bard|XPHB|Lore|XPHB|6\",\"Peerless Skill|Bard|XPHB|Lore|XPHB|14\"],\"hasFluffImages\":true},{\"name\":\"College of Valor\",\"shortName\":\"Valor\",\"source\":\"XPHB\",\"className\":\"Bard\",\"classSource\":\"XPHB\",\"page\":67,\"edition\":\"one\",\"subclassFeatures\":[\"College of Valor|Bard|XPHB|Valor|XPHB|3\",\"Extra Attack|Bard|XPHB|Valor|XPHB|6\",\"Battle Magic|Bard|XPHB|Valor|XPHB|14\"],\"hasFluffImages\":true}],\"classFeature\":[{\"name\":\"Bardic Inspiration\",\"source\":\"PHB\",\"page\":51,\"srd\":true,\"className\":\"Bard\",\"classSource\":\"PHB\",\"level\":1,\"entries\":[\"You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a {@dice d6}.\",\"Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the {@dice d20} before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.\",\"You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.\",\"Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a {@dice d8} at 5th level, a {@dice d10} at 10th level, and a {@dice d12} at 15th level.\"]},{\"name\":\"Spellcasting\",\"source\":\"PHB\",\"page\":51,\"srd\":true,\"className\":\"Bard\",\"classSource\":\"PHB\",\"level\":1,\"entries\":[\"You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See {@book chapter 10|PHB|10} for the general rules of spellcasting and {@book chapter 11|PHB|11} for the {@filter bard spell list|spells|class=bard}.\",{\"type\":\"entries\",\"name\":\"Cantrips\",\"entries\":[\"You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.\"]},{\"type\":\"entries\",\"name\":\"Spell Slots\",\"entries\":[\"The Bard table shows how many spell slots you have to cast your {@filter bard spells|spells|class=bard} of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\",\"For example, if you know the 1st-level spell {@spell cure wounds} and have a 1st-level and a 2nd-level spell slot available, you can cast {@spell cure wounds} using either slot.\"]},{\"type\":\"entries\",\"name\":\"Spells Known of 1st Level and Higher\",\"entries\":[\"You know four 1st-level spells of your choice from the bard spell list.\",\"You learn an additional bard spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.\",\"Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.\"]},{\"type\":\"entries\",\"name\":\"Spellcasting Ability\",\"entries\":[\"Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.\",{\"type\":\"abilityDc\",\"name\":\"Spell\",\"attributes\":[\"cha\"]},{\"type\":\"abilityAttackMod\",\"name\":\"Spell\",\"attributes\":[\"cha\"]}]},{\"type\":\"entries\",\"name\":\"Ritual Casting\",\"entries\":[\"You can cast any bard spell you know as a ritual if that spell has the ritual tag.\"]},{\"type\":\"entries\",\"name\":\"Spellcasting Focus\",\"entries\":[\"You can use a {@item musical instrument|PHB} as a spellcasting focus for your bard spells.\"]}]},{\"name\":\"Jack of All Trades\",\"source\":\"PHB\",\"page\":51,\"srd\":true,\"className\":\"Bard\",\"classSource\":\"PHB\",\"level\":2,\"entries\":[\"Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.\"]},{\"name\":\"Magical Inspiration\",\"source\":\"TCE\",\"page\":27,\"className\":\"Bard\",\"classSource\":\"PHB\",\"level\":2,\"isClassFeatureVariant\":true,\"entries\":[\"{@i 2nd-level bard {@variantrule optional class features|tce|optional feature}}\",\"If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.\"]},{\"name\":\"Song of Rest (d6)\",\"source\":\"PHB\",\"page\":51,\"srd\":true,\"className\":\"Bard\",\"classSource\":\"PHB\",\"level\":2,\"entries\":[\"Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the short rest, each of those creatures regains an extra {@dice 1d6} hit points.\",\"The extra hit points increase when you reach certain levels in this class: to {@dice 1d8} at 9th level, to {@dice 1d10} at 13th level, and to {@dice 1d12} at 17th level.\"]},{\"name\":\"Bard College\",\"source\":\"PHB\",\"page\":51,\"srd\":true,\"className\":\"Bard\",\"classSource\":\"PHB\",\"level\":3,\"entries\":[\"At 3rd level, you delve into the advanced techniques of a bard college of your choice from the list of available colleges. Your choice grants you features at 3rd level and again at 6th and 14th level.\"]},{\"name\":\"Expertise\",\"source\":\"PHB\",\"page\":51,\"srd\":true,\"className\":\"Bard\",\"classSource\":\"PHB\",\"level\":3,\"entries\":[\"At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\",\"At 10th level, you can choose another two skill proficiencies to gain this benefit.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":51,\"srd\":true,\"className\":\"Bard\",\"classSource\":\"PHB\",\"level\":4,\"entries\":[\"When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Bardic Versatility\",\"source\":\"TCE\",\"page\":27,\"className\":\"Bard\",\"classSource\":\"PHB\",\"level\":4,\"isClassFeatureVariant\":true,\"entries\":[\"{@i 4th-level bard {@variantrule optional class features|tce|optional feature}}\",\"Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change in focus as you use your skills and magic:\",{\"type\":\"list\",\"items\":[\"Replace one of the skills you chose for the Expertise feature with one of your other skill proficiencies that isn't benefiting from Expertise.\",\"Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the {@filter bard spell list|spells|level=0|class=bard}.\"]}]},{\"name\":\"Bardic Inspiration (d8)\",\"source\":\"PHB\",\"page\":51,\"srd\":true,\"className\":\"Bard\",\"classSource\":\"PHB\",\"level\":5,\"entries\":[\"At 5th level, your Bardic Inspiration die changes to a {@dice d8}.\"]},{\"name\":\"Font of Inspiration\",\"source\":\"PHB\",\"page\":51,\"srd\":true,\"className\":\"Bard\",\"classSource\":\"PHB\",\"level\":5,\"entries\":[\"Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.\"]},{\"name\":\"Bard College feature\",\"source\":\"PHB\",\"page\":51,\"srd\":true,\"className\":\"Bard\",\"classSource\":\"PHB\",\"level\":6,\"entries\":[\"At 6th level, you gain a feature from your Bard College.\"]},{\"name\":\"Countercharm\",\"source\":\"PHB\",\"page\":51,\"srd\":true,\"className\":\"Bard\",\"classSource\":\"PHB\",\"level\":6,\"entries\":[\"At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being {@condition frightened} or {@condition charmed}. A creature must be able to hear you to gain this benefit. The performance ends early if you are {@condition incapacitated} or silenced or if you voluntarily end it (no action required).\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":51,\"srd\":true,\"className\":\"Bard\",\"classSource\":\"PHB\",\"level\":8,\"entries\":[\"When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Song of Rest (d8)\",\"source\":\"PHB\",\"page\":51,\"srd\":true,\"className\":\"Bard\",\"classSource\":\"PHB\",\"level\":9,\"entries\":[\"At 9th level, the extra hit points gained from Song of Rest increases to {@dice 1d8}.\"]},{\"name\":\"Bardic Inspiration (d10)\",\"source\":\"PHB\",\"page\":51,\"srd\":true,\"className\":\"Bard\",\"classSource\":\"PHB\",\"level\":10,\"entries\":[\"At 10th level, your Bardic Inspiration die changes to a {@dice d10}.\"]},{\"name\":\"Expertise\",\"source\":\"PHB\",\"page\":51,\"srd\":true,\"className\":\"Bard\",\"classSource\":\"PHB\",\"level\":10,\"entries\":[\"At 10th level, you can choose another two skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\"]},{\"name\":\"Magical Secrets\",\"source\":\"PHB\",\"page\":51,\"srd\":true,\"className\":\"Bard\",\"classSource\":\"PHB\",\"level\":10,\"entries\":[\"By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\",\"The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\",\"You learn two additional spells from any classes at 14th level and again at 18th level.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":51,\"srd\":true,\"className\":\"Bard\",\"classSource\":\"PHB\",\"level\":12,\"entries\":[\"When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Song of Rest (d10)\",\"source\":\"PHB\",\"page\":51,\"srd\":true,\"className\":\"Bard\",\"classSource\":\"PHB\",\"level\":13,\"entries\":[\"At 13th level, the extra hit points gained from Song of Rest increases to {@dice 1d10}.\"]},{\"name\":\"Bard College feature\",\"source\":\"PHB\",\"page\":51,\"srd\":true,\"className\":\"Bard\",\"classSource\":\"PHB\",\"level\":14,\"entries\":[\"At 14th level, you gain a feature from your Bard College.\"]},{\"name\":\"Magical Secrets\",\"source\":\"PHB\",\"page\":51,\"srd\":true,\"className\":\"Bard\",\"classSource\":\"PHB\",\"level\":14,\"entries\":[\"At 14th level, choose two additional spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\",\"The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\"]},{\"name\":\"Bardic Inspiration (d12)\",\"source\":\"PHB\",\"page\":51,\"srd\":true,\"className\":\"Bard\",\"classSource\":\"PHB\",\"level\":15,\"entries\":[\"At 15th level, your Bardic Inspiration die changes to a {@dice d12}.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":51,\"srd\":true,\"className\":\"Bard\",\"classSource\":\"PHB\",\"level\":16,\"entries\":[\"When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Song of Rest (d12)\",\"source\":\"PHB\",\"page\":51,\"srd\":true,\"className\":\"Bard\",\"classSource\":\"PHB\",\"level\":17,\"entries\":[\"At 17th level, the extra hit points gained from Song of Rest increases to {@dice 1d12}.\"]},{\"name\":\"Magical Secrets\",\"source\":\"PHB\",\"page\":51,\"srd\":true,\"className\":\"Bard\",\"classSource\":\"PHB\",\"level\":18,\"entries\":[\"At 18th level, choose two additional spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\",\"The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":51,\"srd\":true,\"className\":\"Bard\",\"classSource\":\"PHB\",\"level\":19,\"entries\":[\"When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Superior Inspiration\",\"source\":\"PHB\",\"page\":51,\"srd\":true,\"className\":\"Bard\",\"classSource\":\"PHB\",\"level\":20,\"entries\":[\"At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.\"]},{\"name\":\"Bardic Inspiration\",\"source\":\"XPHB\",\"page\":59,\"className\":\"Bard\",\"classSource\":\"XPHB\",\"level\":1,\"entries\":[\"You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a {@dice d6}.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Using Bardic Inspiration\",\"entries\":[\"As a {@variantrule Bonus Action|XPHB}, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.\",\"Once within the next hour when the creature fails a {@variantrule D20 Test|XPHB}, the creature can roll the Bardic Inspiration die and add the number rolled to the {@dice d20}, potentially turning the failure into a success. A Bardic Inspiration die is expended when it's rolled.\"]},{\"type\":\"entries\",\"name\":\"Number of Uses\",\"entries\":[\"You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.\"]},{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a {@dice d8} at level 5, a {@dice d10} at level 10, and a {@dice d12} at level 15.\"]}]}]},{\"name\":\"Spellcasting\",\"source\":\"XPHB\",\"page\":59,\"className\":\"Bard\",\"classSource\":\"XPHB\",\"level\":1,\"entries\":[\"You have learned to cast spells through your bardic arts. See {@book chapter 7|XPHB|7} for the rules on spellcasting. The information below details how you use those rules with Bard spells, which appear in the {@filter Bard spell list|spells|class=Bard} later in the class's description.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Cantrips\",\"entries\":[\"You know two cantrips of your choice from the {@filter Bard spell list|spells|class=Bard}. {@spell Dancing Lights|XPHB} and {@spell Vicious Mockery|XPHB} are recommended.\",\"Whenever you gain a Bard level, you can replace one of your cantrips with another cantrip of your choice from the {@filter Bard spell list|spells|class=Bard}.\",\"When you reach Bard levels 4 and 10, you learn another cantrip of your choice from the {@filter Bard spell list|spells|class=Bard}, as shown in the Cantrips column of the Bard Features table.\"]},{\"type\":\"entries\",\"name\":\"Spell Slots\",\"entries\":[\"The Bard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a {@variantrule Long Rest|XPHB}.\"]},{\"type\":\"entries\",\"name\":\"Prepared Spells of Level 1+\",\"entries\":[\"You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the {@filter Bard spell list|spells|class=Bard}. {@spell Charm Person|XPHB}, {@spell Color Spray|XPHB}, {@spell Dissonant Whispers|XPHB}, and {@spell Healing Word|XPHB} are recommended.\",\"The number of spells on your list increases as you gain Bard levels, as shown in the Prepared Spells column of the Bard Features table. Whenever that number increases, choose additional spells from the {@filter Bard spell list|spells|class=Bard} until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Bard, your list of prepared spells can include six spells of levels 1 and 2 in any combination.\",\"If another Bard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Bard spells for you.\"]},{\"type\":\"entries\",\"name\":\"Changing Your Prepared Spells\",\"entries\":[\"Whenever you gain a Bard level, you can replace one spell on your list with another Bard spell for which you have spell slots.\"]},{\"type\":\"entries\",\"name\":\"Spellcasting Ability\",\"entries\":[\"Charisma is your spellcasting ability for your Bard spells.\"]},{\"type\":\"entries\",\"name\":\"Spellcasting Focus\",\"entries\":[\"You can use a {@item Musical Instrument|XPHB} as a {@variantrule Spellcasting Focus|XPHB} for your Bard spells.\"]}]}]},{\"name\":\"Expertise\",\"source\":\"XPHB\",\"page\":60,\"className\":\"Bard\",\"classSource\":\"XPHB\",\"level\":2,\"entries\":[\"You gain {@variantrule Expertise|XPHB} in two of your skill proficiencies of your choice. {@skill Performance|XPHB} and {@skill Persuasion|XPHB} are recommended if you have proficiency in them.\",\"At Bard level 9, you gain {@variantrule Expertise|XPHB} in two more of your skill proficiencies of your choice.\"]},{\"name\":\"Jack of All Trades\",\"source\":\"XPHB\",\"page\":60,\"className\":\"Bard\",\"classSource\":\"XPHB\",\"level\":2,\"entries\":[\"You can add half your {@variantrule Proficiency|XPHB} Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn't otherwise use your {@variantrule Proficiency|XPHB} Bonus.\",\"For example, if you make a Strength ({@skill Athletics|XPHB}) check and lack {@skill Athletics|XPHB} proficiency, you can add half your {@variantrule Proficiency|XPHB} Bonus to the check.\",{\"type\":\"inset\",\"name\":\"A Bard's Repertoire\",\"entries\":[\"Does your Bard beat a {@item drum|XPHB} while chanting the deeds of ancient heroes? Strum a {@item lute|XPHB} while crooning romantic tunes? Perform arias of stirring power? Recite dramatic monologues from classic tragedies? Use the rhythm of a folk dance to coordinate the movement of allies in battle? Compose naughty limericks?\",\"When you play a Bard, consider the style of artistic performance you favor, the moods you might invoke, and the themes that inspire your own creations. Are your poems inspired by moments of natural beauty, or are they brooding reflections on loss? Do you prefer lofty hymns or rowdy tavern songs? Are you drawn to laments for the fallen or celebrations of joy? Do you dance merry jigs or perform elaborate interpretive choreography? Do you focus on one style of performance or strive to master them all?\"]}]},{\"name\":\"Bard Subclass\",\"source\":\"XPHB\",\"page\":60,\"className\":\"Bard\",\"classSource\":\"XPHB\",\"level\":3,\"entries\":[\"You gain a Bard subclass of your choice. A subclass is a specialization that grants you features at certain Bard levels. For the rest of your career, you gain each of your subclass's features that are of your Bard level or lower.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":61,\"className\":\"Bard\",\"classSource\":\"XPHB\",\"level\":4,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify. You gain this feature again at Bard levels 8, 12, and 16.\"]},{\"name\":\"Font of Inspiration\",\"source\":\"XPHB\",\"page\":61,\"className\":\"Bard\",\"classSource\":\"XPHB\",\"level\":5,\"entries\":[\"You now regain all your expended uses of Bardic Inspiration when you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}.\",\"In addition, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration.\"]},{\"name\":\"Subclass Feature\",\"source\":\"XPHB\",\"page\":61,\"className\":\"Bard\",\"classSource\":\"XPHB\",\"level\":6,\"entries\":[\"You gain a feature from your Bard Subclass.\"]},{\"name\":\"Countercharm\",\"source\":\"XPHB\",\"page\":61,\"className\":\"Bard\",\"classSource\":\"XPHB\",\"level\":7,\"entries\":[\"You can use musical notes or words of power to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails a saving throw against an effect that applies the {@condition Charmed|XPHB} or {@condition Frightened|XPHB} condition, you can take a {@variantrule Reaction|XPHB} to cause the save to be rerolled, and the new roll has {@variantrule Advantage|XPHB}.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":61,\"className\":\"Bard\",\"classSource\":\"XPHB\",\"level\":8,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.\"]},{\"name\":\"Expertise\",\"source\":\"XPHB\",\"page\":61,\"className\":\"Bard\",\"classSource\":\"XPHB\",\"level\":9,\"entries\":[\"You gain {@variantrule Expertise|XPHB} in two of your Skill Proficiencies of your choice.\"]},{\"name\":\"Magical Secrets\",\"source\":\"XPHB\",\"page\":61,\"className\":\"Bard\",\"classSource\":\"XPHB\",\"level\":10,\"entries\":[\"You've learned secrets from various magical traditions. Whenever you reach a Bard level (including this level) and the Prepared Spells number in the Bard Features table increases, you can choose any of your new prepared spells from the {@filter Bard|spells|class=Bard}, {@filter Cleric|spells|class=Cleric}, {@filter Druid|spells|class=Druid}, and {@filter Wizard spell list|spells|class=Wizard}s, and the chosen spells count as Bard spells for you (see a class's section for its spell list). In addition, whenever you replace a spell prepared for this class, you can replace it with a spell from those lists.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":61,\"className\":\"Bard\",\"classSource\":\"XPHB\",\"level\":12,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.\"]},{\"name\":\"Subclass Feature\",\"source\":\"XPHB\",\"page\":61,\"className\":\"Bard\",\"classSource\":\"XPHB\",\"level\":14,\"entries\":[\"You gain a feature from your Bard Subclass.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":61,\"className\":\"Bard\",\"classSource\":\"XPHB\",\"level\":16,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.\"]},{\"name\":\"Superior Inspiration\",\"source\":\"XPHB\",\"page\":61,\"className\":\"Bard\",\"classSource\":\"XPHB\",\"level\":18,\"entries\":[\"When you roll {@variantrule Initiative|XPHB}, you regain expended uses of Bardic Inspiration until you have two if you have fewer than that.\"]},{\"name\":\"Epic Boon\",\"source\":\"XPHB\",\"page\":61,\"className\":\"Bard\",\"classSource\":\"XPHB\",\"level\":19,\"entries\":[\"You gain an {@filter Epic Boon feat|feats|category=EB} or another {@5etools feat|feats.html} of your choice for which you qualify. {@feat Boon of Spell Recall|XPHB} is recommended.\"]},{\"name\":\"Words of Creation\",\"source\":\"XPHB\",\"page\":61,\"className\":\"Bard\",\"classSource\":\"XPHB\",\"level\":20,\"entries\":[\"You have mastered two of the Words of Creation: the words of life and death. You therefore always have the {@spell Power Word Heal|XPHB} and {@spell Power Word Kill|XPHB} spells prepared. When you cast either spell, you can target a second creature with it if that creature is within 10 feet of the first target.\"]}],\"subclassFeature\":[{\"name\":\"College of the Road\",\"source\":\"HWCS\",\"page\":36,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Road\",\"subclassSource\":\"HWCS\",\"level\":3,\"entries\":[\"Not an officially recognized college, the College of the Road represents the personal and eclectic sets of skills, knowledge, and techniques a wandering bard picks up along their journey. As inveterate jacks-of-all-trades, bards possess a variety of aptitudes in combat, magecraft, and general know-how, making them particularly well suited to learning a variety of different skills. It often happens that while traveling, a bard winds up sharing their campfire with a motley assortment of wandering adventurers who may impart valuable lessons in exchange for a lively song or a well-told tale. Compared to students of other Bard Colleges, a special kind of sensibility is important for the College of the Road. How effectively a bard of this College can apply what they have learned depends on their understanding and insight. The College of the Road is sometimes a harsh teacher, but bards who follow this path often find themselves rewarded with a diverse array of useful tricks and tactics. Those who underestimate a bard from the College of the Road soon find that these \\\"graduates\\\" are full of surprises.\",{\"type\":\"entries\",\"name\":\"Bonus Proficiencies\",\"entries\":[\"When you join the College of the Road at 3rd level, you gain a few useful proficiencies picked up from your time on the road. Choose three of the following options (each option can only be selected once):\",{\"type\":\"list\",\"items\":[\"You gain proficiency with a {@filter Gaming Set|items|source=phb|miscellaneous=mundane|type=gaming set} of your choice.\",\"You gain proficiency with a {@filter martial weapon|items|source=phb|category=basic|type=martial weapon;melee weapon=sand} of your choice\",\"You gain proficiency with {@item Herbalism Kit|phb|Herbalism Kits}\",\"You gain proficiency with {@item Thieves' Tools|PHB}\",\"You gain proficiency with a skill of your choice\",\"You learn two languages of your choice\"]}]},{\"type\":\"entries\",\"name\":\"Wanderer's Lore\",\"entries\":[\"At 3rd level, you can share any useful tidbits of information you have come across in your travels to help others to see problems from a new angle. When a creature has a Bardic Inspiration die granted by you, they may make a single {@skill Arcana}, {@skill History}, {@skill Nature}, or {@skill Religion} check with advantage. The creature may choose whether or not to add the Bardic Inspiration die to this roll.\"]},{\"type\":\"entries\",\"name\":\"Traveler's Tricks\",\"entries\":[\"At 3rd level you already have several memorable experiences from your life on the road. You learn two Traveler's Tricks of your choice (see Traveler's Trick Options).\",\"These Traveler's Tricks represent skills, techniques, and useful pieces of knowledge picked up along the way. Each one requires you to expend a use of your Bardic Inspiration, and takes a bonus action to use unless otherwise specified.\",\"At 6th level and at 14th level you learn an additional Traveler's Trick.\"]},{\"type\":\"entries\",\"name\":\"Traveler's Trick Options\",\"entries\":[\"The Traveler's Trick feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. Each one is associated with a different class.\",\"Unlike traditional bard abilities which rely on skill or panache to be properly executed, the greatest asset for picking up tricks along the road is common sense and an openness to learning new ideas. Wisdom affects how powerful your traveler's tricks are, as well as how hard they are to counter. If an option requires a saving throw, your Traveler's Trick save DC equals 8 + your proficiency bonus + your Wisdom modifier.\",{\"type\":\"options\",\"entries\":[{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Acrobatics Lessons|HWCS\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Armed Combat Lessons|HWCS\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Bind the Wound|HWCS\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Boxing Lessons|HWCS\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Conjure Woodland Spirit|HWCS|Conjure Woodland Spirit*\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Dark Bargain|HWCS|Dark Bargain*\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Evocation Lessons|HWCS|Evocation Lessons*\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Hunting Lessons|HWCS|Hunting Lessons*\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Reckless Tactics|HWCS\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Warding Trick|HWCS|Warding Trick*\"}]}]}]},{\"name\":\"Favorite Trick\",\"source\":\"HWCS\",\"page\":36,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Road\",\"subclassSource\":\"HWCS\",\"level\":6,\"header\":2,\"entries\":[\"At 6th level, you have gained enough mastery over one of your Traveler's Tricks that you can use it whenever it's needed. You may choose one Traveler's Trick that you know and designate it as your favorite trick. If you roll initiative and have no uses of Bardic Inspiration remaining, you regain one use of it. Any Bardic Inspiration gained in this way can only be used to perform your favorite trick.\"]},{\"name\":\"Improved Tricks\",\"source\":\"HWCS\",\"page\":36,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Road\",\"subclassSource\":\"HWCS\",\"level\":6,\"header\":2,\"entries\":[\"At 6th level, your Traveler's Tricks become stronger. By practicing the tricks you know, and encountering stronger adventurers who share their knowledge with you, your mastery over your tricks increases.\"]},{\"name\":\"Traveler's Tricks\",\"source\":\"HWCS\",\"page\":36,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Road\",\"subclassSource\":\"HWCS\",\"level\":6,\"header\":2,\"entries\":[\"At 6th level you learn an additional Traveler's Trick.\"]},{\"name\":\"Favorite Trick\",\"source\":\"HWCS\",\"page\":36,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Road\",\"subclassSource\":\"HWCS\",\"level\":14,\"header\":2,\"entries\":[\"At 14th level you can select a second favorite trick from among Traveler's Tricks you know.\"]},{\"name\":\"Improved Tricks\",\"source\":\"HWCS\",\"page\":36,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Road\",\"subclassSource\":\"HWCS\",\"level\":14,\"header\":2,\"entries\":[\"At 14th level, your Traveler's Tricks become stronger. By practicing the tricks you know, and encountering stronger adventurers who share their knowledge with you, your mastery over your tricks increases.\"]},{\"name\":\"Traveler's Tricks\",\"source\":\"HWCS\",\"page\":36,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Road\",\"subclassSource\":\"HWCS\",\"level\":14,\"header\":2,\"entries\":[\"At 14th level you learn an additional Traveler's Trick.\"]},{\"name\":\"College of Lore\",\"source\":\"PHB\",\"page\":54,\"srd\":true,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Lore\",\"subclassSource\":\"PHB\",\"level\":3,\"entries\":[\"Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.\",\"The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.\",\"The college's members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Bonus Proficiencies|Bard||Lore||3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Cutting Words|Bard||Lore||3\"}]},{\"name\":\"Bonus Proficiencies\",\"source\":\"PHB\",\"page\":54,\"srd\":true,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Lore\",\"subclassSource\":\"PHB\",\"level\":3,\"header\":1,\"entries\":[\"When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.\"]},{\"name\":\"Cutting Words\",\"source\":\"PHB\",\"page\":54,\"srd\":true,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Lore\",\"subclassSource\":\"PHB\",\"level\":3,\"header\":1,\"entries\":[\"Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being {@condition charmed}.\"]},{\"name\":\"Additional Magical Secrets\",\"source\":\"PHB\",\"page\":54,\"srd\":true,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Lore\",\"subclassSource\":\"PHB\",\"level\":6,\"header\":2,\"entries\":[\"At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.\"]},{\"name\":\"Peerless Skill\",\"source\":\"PHB\",\"page\":54,\"srd\":true,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Lore\",\"subclassSource\":\"PHB\",\"level\":14,\"header\":2,\"entries\":[\"Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.\"]},{\"name\":\"College of Valor\",\"source\":\"PHB\",\"page\":55,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Valor\",\"subclassSource\":\"PHB\",\"level\":3,\"entries\":[\"Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn't pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Bonus Proficiencies|Bard||Valor||3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Combat Inspiration|Bard||Valor||3\"}]},{\"name\":\"Bonus Proficiencies\",\"source\":\"PHB\",\"page\":55,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Valor\",\"subclassSource\":\"PHB\",\"level\":3,\"header\":1,\"entries\":[\"When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.\"]},{\"name\":\"Combat Inspiration\",\"source\":\"PHB\",\"page\":55,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Valor\",\"subclassSource\":\"PHB\",\"level\":3,\"header\":1,\"entries\":[\"Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.\"]},{\"name\":\"Extra Attack\",\"source\":\"PHB\",\"page\":55,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Valor\",\"subclassSource\":\"PHB\",\"level\":6,\"header\":2,\"entries\":[\"Starting at 6th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn.\"]},{\"name\":\"Battle Magic\",\"source\":\"PHB\",\"page\":55,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Valor\",\"subclassSource\":\"PHB\",\"level\":14,\"header\":2,\"entries\":[\"At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.\"]},{\"name\":\"College of Creation\",\"source\":\"TCE\",\"page\":27,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Creation\",\"subclassSource\":\"TCE\",\"level\":3,\"entries\":[\"Bards believe the cosmos is a work of art-the creation of the first dragons and gods. That creative work included harmonies that continue to resound through existence today, a power known as the Song of Creation. The bards of the College of Creation draw on that primeval song through dance, music, and poetry, and their teachers share this lesson:\",\"\\\"Before the sun and the moon, there was the Song, and its music awoke the first dawn. Its melodies so delighted the stones and trees that some of them gained a voice of their own. And now they sing too. Learn the Song, students, and you too can teach the mountains to sing and dance.\\\"\",\"Dwarves and gnomes often encourage their bards to become students of the Song of Creation. And among dragonborn, the Song of Creation is revered, for legends portray Bahamut and Tiamat-the greatest of dragons-as two of the song's first singers.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Mote of Potential|Bard||Creation|TCE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Performance of Creation|Bard||Creation|TCE|3\"}]},{\"name\":\"Mote of Potential\",\"source\":\"TCE\",\"page\":27,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Creation\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":1,\"entries\":[\"{@i 3rd-level College of Creation feature}\",\"Whenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5 feet of that creature. The mote is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. The mote looks like a musical note, a star, a flower, or another symbol of art or life that you choose.\",\"When the creature uses the Bardic Inspiration die, the mote provides an additional effect based on whether the die benefits an ability check, an attack roll, or a saving throw, as detailed below:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Ability Check\",\"entry\":\"When the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can roll the Bardic Inspiration die again and choose which roll to use, as the mote pops and emits colorful, harmless sparks for a moment.\"},{\"type\":\"item\",\"name\":\"Attack Roll\",\"entry\":\"Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll against a target, the mote thunderously shatters. The target and each creature of your choice that you can see within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to the number rolled on the Bardic Inspiration die.\"},{\"type\":\"item\",\"name\":\"Saving Throw\",\"entry\":\"Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw, the mote vanishes with the sound of soft music, causing the creature to gain temporary hit points equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier (minimum of 1 temporary hit point).\"}]}]},{\"name\":\"Performance of Creation\",\"source\":\"TCE\",\"page\":27,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Creation\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":1,\"entries\":[\"{@i 3rd-level College of Creation feature}\",\"As an action, you can channel the magic of the Song of Creation to create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can't be more than 20 times your bard level, and the item must be Medium or smaller. The item glimmers softly, and a creature can faintly hear music when touching it. The created item disappears after a number of hours equal to your proficiency bonus. For examples of items you can create, see the equipment chapter of the {@book Player's Handbook|PHB|5}.\",\"Once you create an item with this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to use this feature again. You can have only one item created by this feature at a time; if you use this action and already have an item from this feature, the first one immediately vanishes.\",\"The size of the item you can create with this feature increases by one size category when you reach 6th level (Large) and 14th level (Huge).\"]},{\"name\":\"Animating Performance\",\"source\":\"TCE\",\"page\":27,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Creation\",\"subclassSource\":\"TCE\",\"level\":6,\"header\":2,\"entries\":[\"{@i 6th-level College of Creation feature}\",\"As an action, you can animate one Large or smaller nonmagical item within 30 feet of you that isn't being worn or carried. The animate item uses the {@creature Dancing Item|TCE} stat block, which uses your proficiency bonus (PB). The item is friendly to you and your companions and obeys your commands. It lives for 1 hour, until it is reduced to 0 hit points, or until you die.\",\"In combat, the item shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the {@action Dodge} action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are {@condition incapacitated}, the item can take any action of its choice, not just {@action Dodge}.\",\"When you use your Bardic Inspiration feature, you can command the item as part of the same bonus action you use for Bardic Inspiration.\",\"Once you animate an item with this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use this feature again. You can have only one item animated by this feature at a time; if you use this action and already have a {@creature dancing item|TCE} from this feature, the first one immediately becomes inanimate.\"]},{\"name\":\"Creative Crescendo\",\"source\":\"TCE\",\"page\":27,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Creation\",\"subclassSource\":\"TCE\",\"level\":14,\"header\":2,\"entries\":[\"{@i 14th-level College of Creation feature}\",\"When you use your Performance of Creation feature, you can create more than one item at once. The number of items equals your Charisma modifier (minimum of two items). If you create an item that would exceed that number, you choose which of the previously created items disappears. Only one of these items can be of the maximum size you can create; the rest must be Small or Tiny.\",\"You are no longer limited by gp value when creating items with Performance of Creation.\"]},{\"name\":\"College of Eloquence\",\"source\":\"TCE\",\"page\":29,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Eloquence\",\"subclassSource\":\"TCE\",\"level\":3,\"entries\":[\"Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more persuasive than facts. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of audiences.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Silver Tongue|Bard||Eloquence|TCE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Unsettling Words|Bard||Eloquence|TCE|3\"}]},{\"name\":\"Silver Tongue\",\"source\":\"TCE\",\"page\":29,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Eloquence\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":1,\"entries\":[\"{@i 3rd-level College of Eloquence feature}\",\"You are a master at saying the right thing at the right time. When you make a Charisma ({@skill Persuasion}) or Charisma ({@skill Deception}) check, you can treat a {@dice d20} roll of 9 or lower as a 10.\"]},{\"name\":\"Unsettling Words\",\"source\":\"TCE\",\"page\":29,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Eloquence\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":1,\"entries\":[\"{@i 3rd-level College of Eloquence feature}\",\"You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.\"]},{\"name\":\"Unfailing Inspiration\",\"source\":\"TCE\",\"page\":29,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Eloquence\",\"subclassSource\":\"TCE\",\"level\":6,\"header\":2,\"entries\":[\"{@i 6th-level College of Eloquence feature}\",\"Your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.\"]},{\"name\":\"Universal Speech\",\"source\":\"TCE\",\"page\":29,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Eloquence\",\"subclassSource\":\"TCE\",\"level\":6,\"header\":2,\"entries\":[\"{@i 6th-level College of Eloquence feature}\",\"You have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.\",\"Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again.\"]},{\"name\":\"Infectious Inspiration\",\"source\":\"TCE\",\"page\":29,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Eloquence\",\"subclassSource\":\"TCE\",\"level\":14,\"header\":2,\"entries\":[\"{@i 14th-level College of Eloquence feature}\",\"When you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses.\",\"You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.\"]},{\"name\":\"College of Tragedy\",\"source\":\"TDCSR\",\"page\":167,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Tragedy\",\"subclassSource\":\"TDCSR\",\"level\":3,\"entries\":[\"Not all grand stories conclude in triumphant victory. Many tales end with death and despair, and bards of the College of Tragedy know that sorrow and pathos are emotions just as potent as joy and delight. These bards specialize in the power of tragic storytelling, weaving words and spells together to dramatic and devastating effect.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Poetry in Misery|Bard|PHB|Tragedy|TDCSR|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Sorrowful Fate|Bard|PHB|Tragedy|TDCSR|3\"}]},{\"name\":\"Poetry in Misery\",\"source\":\"TDCSR\",\"page\":167,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Tragedy\",\"subclassSource\":\"TDCSR\",\"level\":3,\"header\":1,\"entries\":[\"When you join the College of Tragedy at 3rd level, you learn to harness the beauty in failure, finding inspiration in even the direst twists of fate. Whenever you or an ally within 30 feet of you rolls a 1 on the {@dice d20} for an attack roll, an ability check, or a {@quickref saving throws|PHB|2|1|saving throw}, you can use your reaction to soliloquize and regain one expended use of your Bardic Inspiration feature.\"]},{\"name\":\"Sorrowful Fate\",\"source\":\"TDCSR\",\"page\":167,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Tragedy\",\"subclassSource\":\"TDCSR\",\"level\":3,\"header\":1,\"entries\":[\"Starting at 3rd level, you exploit a foe's peril to instill deep feelings of sorrow and doom. When you or an ally you can see forces a creature to make a {@quickref saving throws|PHB|2|1|saving throw}, you can expend one use of your Bardic Inspiration to change the type of {@quickref saving throws|PHB|2|1|saving throw} to a Charisma save instead.\",\"If the target fails this save, roll a Bardic Inspiration die. The target takes psychic damage equal to the result, and is plagued with regret for 1 minute. If the target is reduced to 0 hit points during this time and can speak, they are magically compelled to utter darkly poetic final words before succumbing to their injuries.\",\"Once you use this feature, you can't use it again until you finish a {@quickref resting|PHB|2|0|short or long rest}.\"]},{\"name\":\"Impending Misfortune\",\"source\":\"TDCSR\",\"page\":167,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Tragedy\",\"subclassSource\":\"TDCSR\",\"level\":6,\"header\":2,\"entries\":[\"Also at 6th level, your words can twist the power of fate to create triumph from the promise of future despair. When you make an attack roll or a {@quickref saving throws|PHB|2|1|saving throw}, you can gain a +10 bonus to the roll, but the next attack roll or {@quickref saving throws|PHB|2|1|saving throw} you make takes a −10 penalty. If not used, this penalty disappears when you finish a {@quickref resting|PHB|2|0|short or long rest}.\",\"You can't use this feature again until you finish a {@quickref resting|PHB|2|0|short or long rest}, or until you are reduced to 0 hit points.\"]},{\"name\":\"Tale of Hubris\",\"source\":\"TDCSR\",\"page\":167,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Tragedy\",\"subclassSource\":\"TDCSR\",\"level\":6,\"header\":2,\"entries\":[\"At 6th level, you learn to weave a magical narrative that draws out the fatal arrogance of your foes. When a creature scores a critical hit against you or an ally within 60 feet of you that you can see, you can use your reaction and expend one use of your Bardic Inspiration to target the attacking creature and evoke the story of their downfall. For 1 minute or until the target suffers a critical hit, any weapon attack against the target scores a critical hit on a roll of 18–20.\"]},{\"name\":\"Nimbus of Pathos\",\"source\":\"TDCSR\",\"page\":167,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Tragedy\",\"subclassSource\":\"TDCSR\",\"level\":14,\"header\":2,\"entries\":[\"Upon reaching 14th level, you can touch a willing creature as an action and empower it with tragic heroism. For 1 minute, the creature is surrounded by mournful music and ghostly singing, granting it the following benefits and drawbacks:\",{\"type\":\"list\",\"items\":[\"The creature has a +4 bonus to AC.\",\"It has {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on attack rolls and {@quickref saving throws|PHB|2|1}.\",\"When the creature hits a target with a weapon attack or spell attack, that target takes an extra {@damage 1d10} radiant damage.\",\"Any weapon attack against the creature scores a critical hit on a roll of 18–20.\"]},\"When this effect ends, the creature immediately drops to 0 hit points and is dying. Once you use this feature, you can't use it again until you finish a {@quickref resting|PHB|2|0|long rest}.\"]},{\"name\":\"Tale of Hubris (14th Level)\",\"source\":\"TDCSR\",\"page\":167,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Tragedy\",\"subclassSource\":\"TDCSR\",\"level\":14,\"header\":2,\"entries\":[\"At 14th level, the critical hit range of this feature increases to 17–20.\"]},{\"name\":\"College of Spirits\",\"source\":\"VRGR\",\"page\":28,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Spirits\",\"subclassSource\":\"VRGR\",\"level\":3,\"entries\":[\"Bards of the College of Spirits seek tales with inherent power—be they legends, histories, or fictions—and bring their subjects to life. Using occult trappings, these bards conjure spiritual embodiments of powerful forces to change the world once more. Such spirits are capricious, though, and what a bard summons isn't always entirely under their control.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Guiding Whispers|Bard||Spirits|VRGR|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Spiritual Focus|Bard||Spirits|VRGR|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Tales from Beyond|Bard||Spirits|VRGR|3\"}]},{\"name\":\"Guiding Whispers\",\"source\":\"VRGR\",\"page\":28,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Spirits\",\"subclassSource\":\"VRGR\",\"level\":3,\"header\":1,\"entries\":[\"{@i 3rd-level College of Spirits feature}\",\"You can reach out to spirits to guide you and others. You learn the {@spell guidance} cantrip, which doesn't count against the number of bard cantrips you know. For you, it has a range of 60 feet when you cast it.\"]},{\"name\":\"Spiritual Focus\",\"source\":\"VRGR\",\"page\":28,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Spirits\",\"subclassSource\":\"VRGR\",\"level\":3,\"header\":1,\"entries\":[\"{@i 3rd-level College of Spirits feature}\",\"You employ tools that aid you in channeling spirits, be they historical figures or fictional archetypes. You can use the following objects as a spellcasting focus for your bard spells: a candle, crystal ball, skull, spirit board, or {@deck tarokka deck|CoS}.\",\"Starting at 6th level, when you cast a bard spell that deals damage or restores hit points through the Spiritual Focus, roll a {@dice d6}, and you gain a bonus to one damage or healing roll of the spell equal to the number rolled.\"]},{\"name\":\"Tales from Beyond\",\"source\":\"VRGR\",\"page\":28,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Spirits\",\"subclassSource\":\"VRGR\",\"level\":3,\"header\":1,\"entries\":[\"{@i 3rd-level College of Spirits feature}\",\"You reach out to spirits who tell their tales through you. While you are holding your Spiritual Focus, you can use a bonus action to expend one use of your Bardic Inspiration and roll on the Spirit Tales table using your Bardic Inspiration die to determine the tale the spirits direct you to tell. You retain the tale in mind until you bestow the tale's effect or you finish a short or long rest.\",\"You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the target of the tale's effect. Once you do so, you can't bestow the tale's effect again until you roll it again.\",\"You can retain only one of these tales in mind at a time, and rolling on the Spirit Tales table immediately ends the effect of the previous tale.\",\"If the tale requires a saving throw, the DC equals your spell save DC.\",{\"type\":\"table\",\"caption\":\"Spirit Tales\",\"colLabels\":[\"Bardic Insp. Die\",\"Tale Told Through You\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Tale of the Clever Animal. For the next 10 minutes, whenever the target makes an Intelligence, a Wisdom, or a Charisma check, the target can roll an extra die immediately after rolling the {@dice d20} and add the extra die's number to the check. The extra die is the same type as your Bardic Inspiration die.\"],[\"2\",\"Tale of the Renowned Duelist. You make a melee spell attack against the target. On a hit, the target takes force damage equal to two rolls of your Bardic Inspiration die + your Charisma modifier.\"],[\"3\",\"Tale of the Beloved Friends. The target and another creature of its choice it can see within 5 feet of it gains temporary hit points equal to a roll of your Bardic Inspiration die + your Charisma modifier.\"],[\"4\",\"Tale of the Runaway. The target can immediately use its reaction to teleport up to 30 feet to an unoccupied space it can see. When the target teleports, it can choose a number of creatures it can see within 30 feet of it up to your Charisma modifier (minimum of 0) to immediately use the same reaction.\"],[\"5\",\"Tale of the Avenger. For 1 minute, any creature that hits the target with a melee attack takes force damage equal to a roll of your Bardic Inspiration die.\"],[\"6\",\"Tale of the Traveler. The target gains temporary hit points equal to a roll of your Bardic Inspiration die + your bard level. While it has these temporary hit points, the target's walking speed increases by 10 feet and it gains a +1 bonus to its AC.\"],[\"7\",\"Tale of the Beguiler. The target must succeed on a Wisdom saving throw or take psychic damage equal to two rolls of your Bardic Inspiration die, and the target is {@condition incapacitated} until the end of its next turn.\"],[\"8\",\"Tale of the Phantom. The target becomes {@condition invisible} until the end of its next turn or until it hits a creature with an attack. If the target hits a creature with an attack during this invisibility, the creature it hits takes necrotic damage equal to a roll of your Bardic Inspiration die and is {@condition frightened} of the target until the end of the {@condition frightened} creature's next turn.\"],[\"9\",\"Tale of the Brute. Each creature of the target's choice it can see within 30 feet of it must make a Strength saving throw. On a failed save, a creature takes thunder damage equal to three rolls of your Bardic Inspiration die and is knocked {@condition prone}. A creature that succeeds on its saving throw takes half as much damage and isn't knocked {@condition prone}.\"],[\"10\",\"Tale of the Dragon. The target spews fire from the mouth in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking fire damage equal to four rolls of your Bardic Inspiration die on a failed save, or half as much damage on a successful one.\"],[\"11\",\"Tale of the Angel. The target regains hit points equal to two rolls of your Bardic Inspiration die + your Charisma modifier, and you end one condition from the following list affecting the target: {@condition blinded}, {@condition deafened}, {@condition paralyzed}, {@condition petrified}, or {@condition poisoned}.\"],[\"12\",\"Tale of the Mind-Bender. You evoke an incomprehensible fable from an otherworldly being. The target must succeed on an Intelligence saving throw or take psychic damage equal to three rolls of your Bardic Inspiration die and be {@condition stunned} until the end of its next turn.\"]],\"data\":{\"tableInclude\":true}}]},{\"name\":\"Spirit Session\",\"source\":\"VRGR\",\"page\":28,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Spirits\",\"subclassSource\":\"VRGR\",\"level\":6,\"header\":2,\"entries\":[\"{@i 6th-level College of Spirits feature}\",\"Spirits provide you with supernatural insights. You can conduct an hour-long ritual channeling spirits (which can be done during a short or long rest) using your Spiritual Focus. You can conduct the ritual with a number of willing creatures equal to your proficiency bonus (including yourself). At the end of the ritual, you temporarily learn {@filter one spell of your choice from any class|spells|school=d;n|level=0;1;2;3;4;5;6}.\",\"The spell you choose must be of a level equal to the number of creatures that conducted the ritual or less, the spell must be of a level you can cast, and it must be in the school of divination or necromancy. The chosen spell counts as a bard spell for you but doesn't count against the number of bard spells you know.\",\"Once you perform the ritual, you can't do so again until you start a long rest, and you know the chosen spell until you start a long rest.\"]},{\"name\":\"Mystical Connection\",\"source\":\"VRGR\",\"page\":28,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Spirits\",\"subclassSource\":\"VRGR\",\"level\":14,\"header\":2,\"entries\":[\"{@i 14th-level College of Spirits feature}\",\"You now have the ability to nudge the spirits of Tales from Beyond toward certain tales. Whenever you roll on the Spirit Tales table, you can roll the die twice and choose which of the two effects to bestow. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.\",{\"type\":\"inset\",\"name\":\"Spirit Tales\",\"entries\":[\"Storytellers, like bards of the College of Spirits, often give voice to tales inspired by some greater theme or body of work. When determining what stories you tell, consider what unites them. Do they all feature characters from a specific group, like archetypes from the {@deck tarokka deck|CoS}, figures from constellations, childhood imaginary friends, or characters in a particular storybook? Or are your inspirations more general, incorporating historic champions, mythological heroes, or urban legends? Use the tales you tell to define your niche as a storytelling adventurer.\"]}]},{\"name\":\"College of Glamour\",\"source\":\"XGE\",\"page\":14,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Glamour\",\"subclassSource\":\"XGE\",\"level\":3,\"entries\":[\"The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others.\",\"The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. These bards are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, misusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Mantle of Inspiration|Bard||Glamour|XGE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Enthralling Performance|Bard||Glamour|XGE|3\"}]},{\"name\":\"Enthralling Performance\",\"source\":\"XGE\",\"page\":14,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Glamour\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"Starting at 3rd level, you can charge your performance with seductive, fey magic.\",\"If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be {@condition charmed} by you. While {@condition charmed} in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.\",\"If a target succeeds on its saving throw, the target has no hint that you tried to charm it.\",\"Once you use this feature, you can't use it again until you finish a short or long rest.\"]},{\"name\":\"Mantle of Inspiration\",\"source\":\"XGE\",\"page\":14,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Glamour\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed.\",\"As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.\",\"The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.\"]},{\"name\":\"Mantle of Majesty\",\"source\":\"XGE\",\"page\":14,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Glamour\",\"subclassSource\":\"XGE\",\"level\":6,\"header\":2,\"entries\":[\"At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast {@spell command}, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your {@status concentration} ends (as if you were {@status concentration||concentrating} on a spell). During this time, you can cast {@spell command} as a bonus action on each of your turns, without expending a spell slot.\",\"Any creature {@condition charmed} by you automatically fails its saving throw against the {@spell command} you cast with this feature.\",\"Once you use this feature, you can't use it again until you finish a long rest.\"]},{\"name\":\"Unbreakable Majesty\",\"source\":\"XGE\",\"page\":14,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Glamour\",\"subclassSource\":\"XGE\",\"level\":14,\"header\":2,\"entries\":[\"At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.\",\"In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are {@condition incapacitated}. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn.\",\"Once you assume this majestic presence, you can't do so again until you finish a short or long rest.\"]},{\"name\":\"College of Swords\",\"source\":\"XGE\",\"page\":15,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Swords\",\"subclassSource\":\"XGE\",\"level\":3,\"entries\":[\"Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.\",\"Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade's talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks.\",\"Blades who abandon their lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves' guilds or strike out on their own as adventurers.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Bonus Proficiencies|Bard||Swords|XGE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Fighting Style|Bard||Swords|XGE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Blade Flourish|Bard||Swords|XGE|3\"}]},{\"name\":\"Defensive Flourish\",\"source\":\"XGE\",\"page\":15,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Swords\",\"subclassSource\":\"XGE\",\"level\":3,\"entries\":[\"You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.\"]},{\"name\":\"Mobile Flourish\",\"source\":\"XGE\",\"page\":15,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Swords\",\"subclassSource\":\"XGE\",\"level\":3,\"entries\":[\"You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.\"]},{\"name\":\"Slashing Flourish\",\"source\":\"XGE\",\"page\":15,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Swords\",\"subclassSource\":\"XGE\",\"level\":3,\"entries\":[\"You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.\"]},{\"name\":\"Blade Flourish\",\"source\":\"XGE\",\"page\":15,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Swords\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"At 3rd level, you learn to perform impressive displays of martial prowess and speed.\",\"Whenever you take the {@action Attack} action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.\",{\"type\":\"options\",\"entries\":[{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Defensive Flourish|Bard|PHB|Swords|XGE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Slashing Flourish|Bard|PHB|Swords|XGE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Mobile Flourish|Bard|PHB|Swords|XGE|3\"}]}]},{\"name\":\"Bonus Proficiencies\",\"source\":\"XGE\",\"page\":15,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Swords\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the {@item scimitar|phb}.\",\"If you're proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.\"]},{\"name\":\"Fighting Style\",\"source\":\"XGE\",\"page\":15,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Swords\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if something in the game lets you choose again.\",{\"type\":\"options\",\"count\":1,\"entries\":[{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Dueling\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Two-Weapon Fighting\"}]}]},{\"name\":\"Extra Attack\",\"source\":\"XGE\",\"page\":15,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Swords\",\"subclassSource\":\"XGE\",\"level\":6,\"header\":2,\"entries\":[\"Starting at 6th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn.\"]},{\"name\":\"Master's Flourish\",\"source\":\"XGE\",\"page\":15,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Swords\",\"subclassSource\":\"XGE\",\"level\":14,\"header\":2,\"entries\":[\"Starting at 14th level, whenever you use a Blade Flourish option, you can roll a {@dice d6} and use it instead of expending a Bardic Inspiration die.\"]},{\"name\":\"College of Whispers\",\"source\":\"XGE\",\"page\":16,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Whispers\",\"subclassSource\":\"XGE\",\"level\":3,\"entries\":[\"Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.\",\"Many other bards hate the College of Whispers, viewing it as a parasite that uses a bard's reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Psychic Blades|Bard||Whispers|XGE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Words of Terror|Bard||Whispers|XGE|3\"}]},{\"name\":\"Psychic Blades\",\"source\":\"XGE\",\"page\":16,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Whispers\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature's mind.\",\"When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra {@damage 2d6} psychic damage to that target. You can do so only once per round on your turn.\",\"The psychic damage increases when you reach certain levels in this class, increasing to {@dice 3d6} at 5th level, {@dice 5d6} at 10th level, and {@dice 8d6} at 15th level.\"]},{\"name\":\"Words of Terror\",\"source\":\"XGE\",\"page\":16,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Whispers\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.\",\"If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be {@condition frightened} of you or another creature of your choice. The target is {@condition frightened} in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.\",\"If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.\",\"Once you use this feature, you can't use it again until you finish a short or long rest.\"]},{\"name\":\"Mantle of Whispers\",\"source\":\"XGE\",\"page\":16,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Whispers\",\"subclassSource\":\"XGE\",\"level\":6,\"header\":2,\"entries\":[\"At 6th level, you gain the ability to adopt a humanoid's persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.\",\"You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action.\",\"While you're in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.\",\"Another creature can see through this disguise by succeeding on a Wisdom ({@skill Insight}) check contested by your Charisma ({@skill Deception}) check. You gain a +5 bonus to your check.\",\"Once you capture a shadow with this feature, you can't capture another one with it until you finish a short or long rest.\"]},{\"name\":\"Shadow Lore\",\"source\":\"XGE\",\"page\":16,\"className\":\"Bard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Whispers\",\"subclassSource\":\"XGE\",\"level\":14,\"header\":2,\"entries\":[\"At 14th level, you gain the ability to weave dark magic into your words and tap into a creature's deepest fears.\",\"As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn't share a language with you or if it can't hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.\",\"On a failed saving throw, the target is {@condition charmed} by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it.\",\"The {@condition charmed} creature obeys your commands for fear that you will reveal its secret. It won't risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.\",\"When the effect ends, the creature has no understanding of why it held you in such fear.\",\"Once you use this feature, you can't use it again until you finish a long rest.\"]},{\"name\":\"College of Dance\",\"source\":\"XPHB\",\"page\":64,\"className\":\"Bard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Dance\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Move in Harmony with the Cosmos}\",\"Bards of the College of Dance know that the Words of Creation can't be contained within speech or song; the words are uttered by the movements of celestial bodies and flow through the motions of the smallest creatures. These Bards practice a way of being in harmony with the whirling cosmos that emphasizes agility, speed, and grace.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Dazzling Footwork|Bard|XPHB|Dance|XPHB|3\"}]},{\"name\":\"Agile Strikes\",\"source\":\"XPHB\",\"page\":64,\"className\":\"Bard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Dance\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":2,\"entries\":[\"When you expend a use of your Bardic Inspiration as part of an action, a {@variantrule Bonus Action|XPHB}, or a {@variantrule Reaction|XPHB}, you can make one {@variantrule Unarmed Strike|XPHB} as part of that action, {@variantrule Bonus Action|XPHB}, or {@variantrule Reaction|XPHB}.\"]},{\"name\":\"Bardic Damage\",\"source\":\"XPHB\",\"page\":64,\"className\":\"Bard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Dance\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":2,\"entries\":[\"You can use Dexterity instead of Strength for the attack rolls of your Unarmed Strikes. When you deal damage with an {@variantrule Unarmed Strike|XPHB}, you can deal Bludgeoning damage equal to a roll of your Bardic Inspiration die plus your Dexterity modifier, instead of the strike's normal damage. This roll doesn't expend the die.\"]},{\"name\":\"Dance Virtuoso\",\"source\":\"XPHB\",\"page\":64,\"className\":\"Bard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Dance\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":2,\"entries\":[\"You have {@variantrule Advantage|XPHB} on any Charisma ({@skill Performance|XPHB}) check you make that involves you dancing.\"]},{\"name\":\"Dazzling Footwork\",\"source\":\"XPHB\",\"page\":64,\"className\":\"Bard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Dance\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":2,\"entries\":[\"While you aren't wearing armor or wielding a {@item Shield|XPHB}, you gain the following benefits.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Dance Virtuoso|Bard|XPHB|Dance|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Unarmored Defense|Bard|XPHB|Dance|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Agile Strikes|Bard|XPHB|Dance|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Bardic Damage|Bard|XPHB|Dance|XPHB|3\"}]},{\"name\":\"Unarmored Defense\",\"source\":\"XPHB\",\"page\":64,\"className\":\"Bard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Dance\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":2,\"entries\":[\"Your base {@variantrule Armor Class|XPHB} equals 10 plus your Dexterity and Charisma modifiers.\"]},{\"name\":\"Inspiring Movement\",\"source\":\"XPHB\",\"page\":64,\"className\":\"Bard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Dance\",\"subclassSource\":\"XPHB\",\"level\":6,\"header\":2,\"entries\":[\"When an enemy you can see ends its turn within 5 feet of you, you can take a {@variantrule Reaction|XPHB} and expend one use of your Bardic Inspiration to move up to half your {@variantrule Speed|XPHB}. Then one ally of your choice within 30 feet of you can also move up to half their {@variantrule Speed|XPHB} using their {@variantrule Reaction|XPHB}.\",\"None of this feature's movement provokes {@action Opportunity Attack|XPHB|Opportunity Attacks}.\"]},{\"name\":\"Tandem Footwork\",\"source\":\"XPHB\",\"page\":64,\"className\":\"Bard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Dance\",\"subclassSource\":\"XPHB\",\"level\":6,\"header\":2,\"entries\":[\"When you roll {@variantrule Initiative|XPHB}, you can expend one use of your Bardic Inspiration if you don't have the {@condition Incapacitated|XPHB} condition. When you do so, roll your Bardic Inspiration die; you and each ally within 30 feet of you who can see or hear you gains a bonus to {@variantrule Initiative|XPHB} equal to the number rolled.\"]},{\"name\":\"Leading Evasion\",\"source\":\"XPHB\",\"page\":65,\"className\":\"Bard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Dance\",\"subclassSource\":\"XPHB\",\"level\":14,\"header\":2,\"entries\":[\"When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. If any creatures within 5 feet of you are making the same Dexterity saving throw, you can share this benefit with them for that save.\",\"You can't use this feature if you have the {@condition Incapacitated|XPHB} condition.\"]},{\"name\":\"College of Glamour\",\"source\":\"XPHB\",\"page\":65,\"className\":\"Bard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Glamour\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Weave Beguiling Fey Magic}\",\"The College of Glamour traces its origins to the beguiling magic of the Feywild. Bards who study this magic weave threads of beauty and terror into their songs and stories, and the mightiest among them can cloak themselves in otherworldly majesty. Their performances stir up wistful longing for forgotten innocence, evoke unconscious memories of long-held fears, and tug at the emotions of even the most hard-hearted listeners.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Beguiling Magic|Bard|XPHB|Glamour|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Mantle of Inspiration|Bard|XPHB|Glamour|XPHB|3\"}]},{\"name\":\"Beguiling Magic\",\"source\":\"XPHB\",\"page\":65,\"className\":\"Bard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Glamour\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":2,\"entries\":[\"You always have the {@spell Charm Person|XPHB} and {@spell Mirror Image|XPHB} spells prepared.\",\"In addition, immediately after you cast an Enchantment or Illusion spell using a spell slot, you can cause a creature you can see within 60 feet of yourself to make a Wisdom saving throw against your spell save DC. On a failed save, the target has the {@condition Charmed|XPHB} or {@condition Frightened|XPHB} condition (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.\",\"Once you use this benefit, you can't use it again until you finish a {@variantrule Long Rest|XPHB}. You can also restore your use of it by expending one use of your Bardic Inspiration (no action required).\"]},{\"name\":\"Mantle of Inspiration\",\"source\":\"XPHB\",\"page\":65,\"className\":\"Bard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Glamour\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":2,\"entries\":[\"You can weave fey magic into a song or dance to fill others with vigor. As a {@variantrule Bonus Action|XPHB}, you can expend a use of Bardic Inspiration, rolling a Bardic Inspiration die. When you do so, choose a number of other creatures within 60 feet of yourself, up to a number equal to your Charisma modifier (minimum of one creature). Each of those creatures gains a number of {@variantrule Temporary Hit Points|XPHB} equal to two times the number rolled on the Bardic Inspiration die, and then each can use its {@variantrule Reaction|XPHB} to move up to its {@variantrule Speed|XPHB} without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks}.\"]},{\"name\":\"Mantle of Majesty\",\"source\":\"XPHB\",\"page\":65,\"className\":\"Bard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Glamour\",\"subclassSource\":\"XPHB\",\"level\":6,\"header\":2,\"entries\":[\"You always have the {@spell Command|XPHB} spell prepared.\",\"As a {@variantrule Bonus Action|XPHB}, you cast {@spell Command|XPHB} without expending a spell slot, and you take on an unearthly appearance for 1 minute or until your {@status Concentration|XPHB} ends. During this time, you can cast {@spell Command|XPHB} as a {@variantrule Bonus Action|XPHB} without expending a spell slot.\",\"Any creature {@condition Charmed|XPHB} by you automatically fails its saving throw against the {@spell Command|XPHB} you cast with this feature.\",\"Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}. You can also restore your use of it by expending a level 3+ spell slot (no action required).\"]},{\"name\":\"Unbreakable Majesty\",\"source\":\"XPHB\",\"page\":66,\"className\":\"Bard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Glamour\",\"subclassSource\":\"XPHB\",\"level\":14,\"header\":2,\"entries\":[\"As a {@variantrule Bonus Action|XPHB}, you can assume a magically majestic presence for 1 minute or until you have the {@condition Incapacitated|XPHB} condition. For the duration, whenever any creature hits you with an attack roll for the first time on a turn, the attacker must succeed on a Charisma saving throw against your spell save DC, or the attack misses instead, as the creature recoils from your majesty.\",\"Once you assume this majestic presence, you can't do so again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}.\"]},{\"name\":\"College of Lore\",\"source\":\"XPHB\",\"page\":66,\"className\":\"Bard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Lore\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Plumb the Depths of Magical Knowledge}\",\"Bards of the College of Lore collect spells and secrets from diverse sources, such as scholarly tomes, mystical rites, and peasant tales. The college's members gather in libraries and universities to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Bonus Proficiencies|Bard|XPHB|Lore|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Cutting Words|Bard|XPHB|Lore|XPHB|3\"}]},{\"name\":\"Bonus Proficiencies\",\"source\":\"XPHB\",\"page\":66,\"className\":\"Bard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Lore\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":2,\"entries\":[\"You gain proficiency with three skills of your choice.\"]},{\"name\":\"Cutting Words\",\"source\":\"XPHB\",\"page\":66,\"className\":\"Bard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Lore\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":2,\"entries\":[\"You learn to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of yourself makes a damage roll or succeeds on an ability check or attack roll, you can take a {@variantrule Reaction|XPHB} to expend one use of your Bardic Inspiration; roll your Bardic Inspiration die, and subtract the number rolled from the creature's roll, reducing the damage or potentially turning the success into a failure.\"]},{\"name\":\"Magical Discoveries\",\"source\":\"XPHB\",\"page\":66,\"className\":\"Bard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Lore\",\"subclassSource\":\"XPHB\",\"level\":6,\"header\":2,\"entries\":[\"You learn two spells of your choice. These spells can come from the {@filter Cleric|spells|class=Cleric}, {@filter Druid|spells|class=Druid}, or {@filter Wizard spell list|spells|class=Wizard} or any combination thereof (see a class's section for its spell list). A spell you choose must be a cantrip or a spell for which you have spell slots, as shown in the Bard Features table.\",\"You always have the chosen spells prepared, and whenever you gain a Bard level, you can replace one of the spells with another spell that meets these requirements.\"]},{\"name\":\"Peerless Skill\",\"source\":\"XPHB\",\"page\":67,\"className\":\"Bard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Lore\",\"subclassSource\":\"XPHB\",\"level\":14,\"header\":2,\"entries\":[\"When you make an ability check or attack roll and fail, you can expend one use of Bardic Inspiration; roll the Bardic Inspiration die, and add the number rolled to the {@dice d20}, potentially turning a failure into a success. On a failure, the Bardic Inspiration isn't expended.\"]},{\"name\":\"College of Valor\",\"source\":\"XPHB\",\"page\":67,\"className\":\"Bard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Valor\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Sing the Deeds of Ancient Heroes}\",\"Bards of the College of Valor are daring storytellers whose tales preserve the memory of the great heroes of the past. These Bards sing the deeds of the mighty in vaulted halls or to crowds gathered around great bonfires. They travel to witness great events firsthand and to ensure that the memory of these events doesn't pass away. With their songs, they inspire new generations to reach the same heights of accomplishment as the heroes of old.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Combat Inspiration|Bard|XPHB|Valor|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Martial Training|Bard|XPHB|Valor|XPHB|3\"}]},{\"name\":\"Combat Inspiration\",\"source\":\"XPHB\",\"page\":67,\"className\":\"Bard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Valor\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":2,\"entries\":[\"You can use your wit to turn the tide of battle. A creature that has a Bardic Inspiration die from you can use it for one of the following effects.\",{\"type\":\"entries\",\"name\":\"Defense\",\"entries\":[\"When the creature is hit by an attack roll, that creature can use its {@variantrule Reaction|XPHB} to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, potentially causing the attack to miss.\"]},{\"type\":\"entries\",\"name\":\"Offense\",\"entries\":[\"Immediately after the creature hits a target with an attack roll, the creature can roll the Bardic Inspiration die and add the number rolled to the attack's damage against the target.\"]}]},{\"name\":\"Martial Training\",\"source\":\"XPHB\",\"page\":67,\"className\":\"Bard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Valor\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":2,\"entries\":[\"You gain proficiency with {@filter Martial weapons|items|type=martial weapon} and training with {@filter Medium armor|items|type=Medium Armor} and {@item Shield|XPHB|Shields}.\",\"In addition, you can use a Simple or Martial weapon as a {@variantrule Spellcasting Focus|XPHB} to cast spells from your {@filter Bard spell list|spells|class=Bard}.\"]},{\"name\":\"Extra Attack\",\"source\":\"XPHB\",\"page\":67,\"className\":\"Bard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Valor\",\"subclassSource\":\"XPHB\",\"level\":6,\"header\":2,\"entries\":[\"You can attack twice instead of once whenever you take the {@action Attack|XPHB} action on your turn.\",\"In addition, you can cast one of your cantrips that has a casting time of an action in place of one of those attacks.\"]},{\"name\":\"Battle Magic\",\"source\":\"XPHB\",\"page\":67,\"className\":\"Bard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Valor\",\"subclassSource\":\"XPHB\",\"level\":14,\"header\":2,\"entries\":[\"After you cast a spell that has a casting time of an action, you can make one attack with a weapon as a {@variantrule Bonus Action|XPHB}.\"]}]}"); JSON_DATA[`data/class/class-cleric.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"subclass\",\"subclassFeature\"]},\"class\":[{\"name\":\"Cleric\",\"source\":\"PHB\",\"page\":56,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Cleric|XPHB\"],\"edition\":\"classic\",\"hd\":{\"number\":1,\"faces\":8},\"proficiency\":[\"wis\",\"cha\"],\"spellcastingAbility\":\"wis\",\"casterProgression\":\"full\",\"preparedSpells\":\"<$level$> + <$wis_mod$>\",\"preparedSpellsChange\":\"restLong\",\"cantripProgression\":[3,3,3,4,4,4,4,4,4,5,5,5,5,5,5,5,5,5,5,5],\"startingProficiencies\":{\"armor\":[\"light\",\"medium\",\"shield\"],\"weapons\":[\"simple\"],\"skills\":[{\"choose\":{\"from\":[\"history\",\"insight\",\"medicine\",\"persuasion\",\"religion\"],\"count\":2}}]},\"startingEquipment\":{\"additionalFromBackground\":true,\"default\":[\"(a) a {@item mace|phb} or (b) a {@item warhammer|phb} (if proficient)\",\"(a) {@item scale mail|phb}, (b) {@item leather armor|phb}, or (c) {@item chain mail|phb} (if proficient)\",\"(a) a {@item light crossbow|phb} and {@item Crossbow Bolts (20)|phb|20 bolts} or (b) any {@filter simple weapon|items|source=phb|category=basic|type=simple weapon}\",\"(a) a {@item priest's pack|phb} or (b) an {@item explorer's pack|phb}\",\"A {@item shield|phb} and a {@item holy symbol|phb}\"],\"goldAlternative\":\"{@dice 5d4 × 10|5d4 × 10|Starting Gold}\",\"defaultData\":[{\"a\":[\"mace|phb\"],\"b\":[\"warhammer|phb\"]},{\"a\":[\"scale mail|phb\"],\"b\":[\"leather armor|phb\"],\"c\":[\"chain mail|phb\"]},{\"a\":[\"light crossbow|phb\",\"Crossbow Bolts (20)|phb\"],\"b\":[{\"equipmentType\":\"weaponSimple\"}]},{\"a\":[\"priest's pack|phb\"],\"b\":[\"explorer's pack|phb\"]},{\"_\":[\"shield|phb\",{\"equipmentType\":\"focusSpellcastingHoly\"}]}]},\"multiclassing\":{\"requirements\":{\"wis\":13},\"proficienciesGained\":{\"armor\":[\"light\",\"medium\",\"shield\"]}},\"classTableGroups\":[{\"colLabels\":[\"{@filter Cantrips Known|spells|level=0|class=Cleric}\"],\"rows\":[[3],[3],[3],[4],[4],[4],[4],[4],[4],[5],[5],[5],[5],[5],[5],[5],[5],[5],[5],[5]]},{\"title\":\"Spell Slots per Spell Level\",\"colLabels\":[\"{@filter 1st|spells|level=1|class=Cleric}\",\"{@filter 2nd|spells|level=2|class=Cleric}\",\"{@filter 3rd|spells|level=3|class=Cleric}\",\"{@filter 4th|spells|level=4|class=Cleric}\",\"{@filter 5th|spells|level=5|class=Cleric}\",\"{@filter 6th|spells|level=6|class=Cleric}\",\"{@filter 7th|spells|level=7|class=Cleric}\",\"{@filter 8th|spells|level=8|class=Cleric}\",\"{@filter 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Domain\",\"source\":\"TDCSR\",\"shortName\":\"Moon\",\"className\":\"Cleric\",\"classSource\":\"PHB\",\"_preserve\":{\"page\":true,\"otherSources\":true,\"srd\":true,\"basicRules\":true,\"reprintedAs\":true}},\"subclassFeatures\":[\"Moon Domain|Cleric|XPHB|Moon|TDCSR|3\",\"Channel Divinity: Blessing of the Full Moon|Cleric|XPHB|Moon|TDCSR|3\",\"Channel Divinity: Mind of Two Moons|Cleric|PHB|Moon|TDCSR|6\",\"Empowered Cantrips|Cleric|PHB|Moon|TDCSR|8\",\"Eclipse of Ill Omen|Cleric|PHB|Moon|TDCSR|17\"],\"fluff\":{\"_subclassFluff\":{\"name\":\"Moon Domain\",\"source\":\"TDCSR\",\"shortName\":\"Moon\",\"className\":\"Cleric\",\"classSource\":\"PHB\"}}},{\"name\":\"Life Domain\",\"shortName\":\"Life\",\"source\":\"XPHB\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"page\":73,\"freeRules2024\":true,\"edition\":\"one\",\"additionalSpells\":[{\"prepared\":{\"3\":[\"aid|xphb\",\"bless|xphb\",\"cure wounds|xphb\",\"lesser restoration|xphb\"],\"5\":[\"mass healing word|xphb\",\"revivify|xphb\"],\"7\":[\"aura of life|xphb\",\"death ward|xphb\"],\"9\":[\"greater restoration|xphb\",\"mass cure wounds|xphb\"]}}],\"subclassFeatures\":[\"Life Domain|Cleric|XPHB|Life|XPHB|3\",\"Blessed Healer|Cleric|XPHB|Life|XPHB|6\",\"Supreme Healing|Cleric|XPHB|Life|XPHB|17\"],\"hasFluffImages\":true},{\"name\":\"Light Domain\",\"shortName\":\"Light\",\"source\":\"XPHB\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"page\":74,\"edition\":\"one\",\"additionalSpells\":[{\"prepared\":{\"3\":[\"burning hands|xphb\",\"faerie fire|xphb\",\"moonbeam|xphb\",\"see invisibility|xphb\"],\"5\":[\"daylight|xphb\",\"fireball|xphb\"],\"7\":[\"arcane eye|xphb\",\"wall of fire|xphb\"],\"9\":[\"flame strike|xphb\",\"scrying|xphb\"]}}],\"subclassFeatures\":[\"Light Domain|Cleric|XPHB|Light|XPHB|3\",\"Improved Warding Flare|Cleric|XPHB|Light|XPHB|6\",\"Corona of Light|Cleric|XPHB|Light|XPHB|17\"],\"hasFluffImages\":true},{\"name\":\"Trickery Domain\",\"shortName\":\"Trickery\",\"source\":\"XPHB\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"page\":75,\"edition\":\"one\",\"additionalSpells\":[{\"prepared\":{\"3\":[\"charm person|xphb\",\"disguise self|xphb\",\"invisibility|xphb\",\"pass without trace|xphb\"],\"5\":[\"hypnotic pattern|xphb\",\"nondetection|xphb\"],\"7\":[\"confusion|xphb\",\"dimension door|xphb\"],\"9\":[\"hold monster|xphb\",\"mislead|xphb\"]}}],\"subclassFeatures\":[\"Trickery Domain|Cleric|XPHB|Trickery|XPHB|3\",\"Trickster's Transposition|Cleric|XPHB|Trickery|XPHB|6\",\"Improved Duplicity|Cleric|XPHB|Trickery|XPHB|17\"],\"hasFluffImages\":true},{\"name\":\"War Domain\",\"shortName\":\"War\",\"source\":\"XPHB\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"page\":76,\"edition\":\"one\",\"additionalSpells\":[{\"prepared\":{\"3\":[\"divine favor|xphb\",\"magic weapon|xphb\",\"shield of faith|xphb\",\"spiritual weapon|xphb\"],\"5\":[\"crusader's mantle|xphb\",\"spirit guardians|xphb\"],\"7\":[\"freedom of movement|xphb\",\"stoneskin|xphb\"],\"9\":[\"destructive wave|xphb\",\"hold monster|xphb\"]}}],\"subclassFeatures\":[\"War Domain|Cleric|XPHB|War|XPHB|3\",\"War God's Blessing|Cleric|XPHB|War|XPHB|6\",\"Avatar of Battle|Cleric|XPHB|War|XPHB|17\"],\"hasFluffImages\":true}],\"classFeature\":[{\"name\":\"Divine Domain\",\"source\":\"PHB\",\"page\":56,\"srd\":true,\"basicRules\":true,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"level\":1,\"entries\":[\"Choose one domain related to your deity from the list of available domains. Each domain is detailed in their own feature, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.\",{\"type\":\"entries\",\"name\":\"Domain Spells\",\"entries\":[\"Each domain has a list of spells—its domain spells—that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.\",\"If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.\"]}]},{\"name\":\"Spellcasting\",\"source\":\"PHB\",\"page\":56,\"srd\":true,\"basicRules\":true,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"level\":1,\"entries\":[\"As a conduit for divine power, you can cast cleric spells. See {@book chapter 10|PHB|10} for the general rules of spellcasting and {@book chapter 11|PHB|11} for a selection of {@filter cleric spells|spells|class=cleric}.\",{\"type\":\"entries\",\"name\":\"Cantrips\",\"entries\":[\"At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.\"]},{\"type\":\"entries\",\"name\":\"Preparing and Casting Spells\",\"entries\":[\"The Cleric table shows how many spell slots you have to cast your {@filter cleric spells|spells|class=cleric} of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\",\"You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.\",\"For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell {@spell cure wounds}, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.\",\"You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.\"]},{\"type\":\"entries\",\"name\":\"Spellcasting Ability\",\"entries\":[\"Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.\",{\"type\":\"abilityDc\",\"name\":\"Spell\",\"attributes\":[\"wis\"]},{\"type\":\"abilityAttackMod\",\"name\":\"Spell\",\"attributes\":[\"wis\"]}]},{\"type\":\"entries\",\"name\":\"Ritual Casting\",\"entries\":[\"You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.\"]},{\"type\":\"entries\",\"name\":\"Spellcasting Focus\",\"entries\":[\"You can use a {@item holy symbol|phb} as a spellcasting focus for your cleric spells.\"]}]},{\"name\":\"Channel Divinity\",\"source\":\"PHB\",\"page\":56,\"srd\":true,\"basicRules\":true,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"level\":2,\"entries\":[\"At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.\",\"When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.\",\"Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.\",\"Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.\",{\"type\":\"refClassFeature\",\"classFeature\":\"Channel Divinity: Turn Undead|Cleric||2\"}]},{\"name\":\"Channel Divinity: Harness Divine Power\",\"source\":\"TCE\",\"page\":30,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"level\":2,\"isClassFeatureVariant\":true,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"{@i 2nd-level cleric {@variantrule optional class features|tce|optional feature}}\",\"You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.\"]},{\"name\":\"Channel Divinity: Turn Undead\",\"source\":\"PHB\",\"page\":56,\"srd\":true,\"basicRules\":true,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"level\":2,\"header\":2,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\",\"A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the {@action Dash} action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the {@action Dodge} action.\"]},{\"name\":\"Divine Domain feature\",\"source\":\"PHB\",\"page\":56,\"srd\":true,\"basicRules\":true,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"level\":2,\"entries\":[\"At 2nd level, you gain a feature from your Divine Domain.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":56,\"srd\":true,\"basicRules\":true,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"level\":4,\"entries\":[\"When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Cantrip Versatility\",\"source\":\"TCE\",\"page\":30,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"level\":4,\"isClassFeatureVariant\":true,\"entries\":[\"{@i 4th-level cleric {@variantrule optional class features|tce|optional feature}}\",\"Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the {@filter cleric spell list|spells|level=0|class=Cleric}.\"]},{\"name\":\"Destroy Undead (CR 1/2)\",\"source\":\"PHB\",\"page\":56,\"srd\":true,\"basicRules\":true,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"level\":5,\"entries\":[\"Starting at 5th level, when an {@filter undead of CR 1/2 or lower|bestiary|challenge rating=[&0;&1/2]|type=undead|miscellaneous=!swarm} fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.\"]},{\"name\":\"Channel Divinity\",\"source\":\"PHB\",\"page\":56,\"srd\":true,\"basicRules\":true,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"level\":6,\"entries\":[\"Beginning at 6th level, you can use your Channel Divinity twice between rests.\"]},{\"name\":\"Divine Domain feature\",\"source\":\"PHB\",\"page\":56,\"srd\":true,\"basicRules\":true,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"level\":6,\"entries\":[\"At 6th level, you gain a feature from your Divine Domain.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":56,\"srd\":true,\"basicRules\":true,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"level\":8,\"entries\":[\"When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Destroy Undead (CR 1)\",\"source\":\"PHB\",\"page\":56,\"srd\":true,\"basicRules\":true,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"level\":8,\"entries\":[\"Starting at 8th level, when an {@filter undead of CR 1 or lower|bestiary|challenge rating=[&0;&1]|type=undead|miscellaneous=!swarm} fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.\"]},{\"name\":\"Divine Domain feature\",\"source\":\"PHB\",\"page\":56,\"srd\":true,\"basicRules\":true,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"level\":8,\"entries\":[\"At 8th level, you gain a feature from your Divine Domain.\"]},{\"name\":\"Divine Intervention\",\"source\":\"PHB\",\"page\":56,\"srd\":true,\"basicRules\":true,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"level\":10,\"entries\":[\"Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.\",\"Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.\",\"At 20th level, your call for intervention succeeds automatically, no roll required.\"]},{\"name\":\"Destroy Undead (CR 2)\",\"source\":\"PHB\",\"page\":56,\"srd\":true,\"basicRules\":true,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"level\":11,\"entries\":[\"Starting at 11th level, when an {@filter undead of CR 2 or lower|bestiary|challenge rating=[&0;&2]|type=undead|miscellaneous=!swarm} fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":56,\"srd\":true,\"basicRules\":true,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"level\":12,\"entries\":[\"When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Destroy Undead (CR 3)\",\"source\":\"PHB\",\"page\":56,\"srd\":true,\"basicRules\":true,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"level\":14,\"entries\":[\"Starting at 14th level, when an {@filter undead of CR 3 or lower|bestiary|challenge rating=[&0;&3]|type=undead|miscellaneous=!swarm} fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":56,\"srd\":true,\"basicRules\":true,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"level\":16,\"entries\":[\"When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Destroy Undead (CR 4)\",\"source\":\"PHB\",\"page\":56,\"srd\":true,\"basicRules\":true,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"level\":17,\"entries\":[\"Starting at 17th level, when an {@filter undead of CR 4 or lower|bestiary|challenge rating=[&0;&4]|type=undead|miscellaneous=!swarm} fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.\"]},{\"name\":\"Divine Domain feature\",\"source\":\"PHB\",\"page\":56,\"srd\":true,\"basicRules\":true,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"level\":17,\"entries\":[\"At 17th level, you gain a feature from your Divine Domain.\"]},{\"name\":\"Channel Divinity\",\"source\":\"PHB\",\"page\":56,\"srd\":true,\"basicRules\":true,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"level\":18,\"entries\":[\"Beginning at 18th level, you can use your Channel Divinity three times between rests.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":56,\"srd\":true,\"basicRules\":true,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"level\":19,\"entries\":[\"When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Divine Intervention Improvement\",\"source\":\"PHB\",\"page\":56,\"srd\":true,\"basicRules\":true,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"level\":20,\"entries\":[\"At 20th level, your call for intervention succeeds automatically, no roll required.\"]},{\"name\":\"Divine Order\",\"source\":\"XPHB\",\"page\":70,\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"level\":1,\"entries\":[\"You have dedicated yourself to one of the following sacred roles of your choice.\",{\"type\":\"options\",\"count\":1,\"entries\":[{\"type\":\"refClassFeature\",\"classFeature\":\"Protector|Cleric|XPHB|1|XPHB\"},{\"type\":\"refClassFeature\",\"classFeature\":\"Thaumaturge|Cleric|XPHB|1|XPHB\"}]}]},{\"name\":\"Protector\",\"source\":\"XPHB\",\"page\":70,\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"level\":1,\"entries\":[\"Trained for battle, you gain proficiency with {@filter Martial weapons|items|type=martial weapon} and training with {@filter Heavy armor|items|type=Heavy Armor}.\"]},{\"name\":\"Spellcasting\",\"source\":\"XPHB\",\"page\":70,\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"level\":1,\"entries\":[\"You have learned to cast spells through prayer and meditation. See {@book chapter 7|XPHB|7} for the rules on spellcasting. The information below details how you use those rules with Cleric spells, which appear on the {@filter Cleric spell list|spells|class=Cleric} later in the class's description.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Cantrips\",\"entries\":[\"You know three cantrips of your choice from the {@filter Cleric spell list|spells|class=Cleric}. {@spell Guidance|XPHB}, {@spell Sacred Flame|XPHB}, and {@spell Thaumaturgy|XPHB} are recommended.\",\"Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the {@filter Cleric spell list|spells|class=Cleric}.\",\"When you reach Cleric levels 4 and 10, you learn another cantrip of your choice from the {@filter Cleric spell list|spells|class=Cleric}, as shown in the Cantrips column of the Cleric Features table.\"]},{\"type\":\"entries\",\"name\":\"Spell Slots\",\"entries\":[\"The Cleric Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a {@variantrule Long Rest|XPHB}.\"]},{\"type\":\"entries\",\"name\":\"Prepared Spells of Level 1+\",\"entries\":[\"You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the {@filter Cleric spell list|spells|class=Cleric}. {@spell Bless|XPHB}, {@spell Cure Wounds|XPHB}, {@spell Guiding Bolt|XPHB}, and {@spell Shield of Faith|XPHB} are recommended.\",\"The number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of the Cleric Features table. Whenever that number increases, choose additional spells from the {@filter Cleric spell list|spells|class=Cleric} until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Cleric, your list of prepared spells can include six spells of levels 1 and 2 in any combination.\",\"If another Cleric feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you.\"]},{\"type\":\"entries\",\"name\":\"Changing Your Prepared Spells\",\"entries\":[\"Whenever you finish a {@variantrule Long Rest|XPHB}, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots.\"]},{\"type\":\"entries\",\"name\":\"Spellcasting Ability\",\"entries\":[\"Wisdom is your spellcasting ability for your Cleric spells.\"]},{\"type\":\"entries\",\"name\":\"Spellcasting Focus\",\"entries\":[\"You can use a {@item Holy Symbol|XPHB} as a {@variantrule Spellcasting Focus|XPHB} for your Cleric spells.\"]}]}]},{\"name\":\"Thaumaturge\",\"source\":\"XPHB\",\"page\":70,\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"level\":1,\"entries\":[\"You know one extra cantrip from the {@filter Cleric spell list|spells|class=Cleric}. In addition, your mystical connection to the divine gives you a bonus to your Intelligence ({@skill Arcana|XPHB} or {@skill Religion|XPHB}) checks. The bonus equals your Wisdom modifier (minimum of +1).\"]},{\"name\":\"Channel Divinity\",\"source\":\"XPHB\",\"page\":70,\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"level\":2,\"entries\":[\"You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use this class's Channel Divinity, choose which Channel Divinity effect from this class to create. You gain additional effect options at higher Cleric levels.\",\"You can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a {@variantrule Short Rest|XPHB}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table.\",\"If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"refClassFeature\",\"classFeature\":\"Divine Spark|Cleric|XPHB|2|XPHB\"},{\"type\":\"refClassFeature\",\"classFeature\":\"Turn Undead|Cleric|XPHB|2|XPHB\"}]}]},{\"name\":\"Divine Spark\",\"source\":\"XPHB\",\"page\":70,\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"level\":2,\"header\":2,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"As a {@action Magic|XPHB} action, you point your {@item Holy Symbol|XPHB} at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll {@dice 1d8} and add your Wisdom modifier. You either restore {@variantrule Hit Points|XPHB} to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).\",\"You roll an additional {@dice d8} when you reach Cleric levels 7 ({@dice 2d8}), 13 ({@dice 3d8}), and 18 ({@dice 4d8}).\"]},{\"name\":\"Turn Undead\",\"source\":\"XPHB\",\"page\":70,\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"level\":2,\"header\":2,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"As a {@action Magic|XPHB} action, you present your {@item Holy Symbol|XPHB} and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the {@condition Frightened|XPHB} and {@condition Incapacitated|XPHB} conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the {@condition Incapacitated|XPHB} condition, or if you die.\"]},{\"name\":\"Cleric Subclass\",\"source\":\"XPHB\",\"page\":71,\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"level\":3,\"entries\":[\"You gain a Cleric subclass of your choice. A subclass is a specialization that grants you features at certain Cleric levels. For the rest of your career, you gain each of your subclass's features that are of your Cleric level or lower.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":71,\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"level\":4,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify. You gain this feature again at Cleric levels 8, 12, and 16.\"]},{\"name\":\"Sear Undead\",\"source\":\"XPHB\",\"page\":71,\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"level\":5,\"entries\":[\"Whenever you use Turn Undead, you can roll a number of d8s equal to your Wisdom modifier (minimum of {@dice 1d8}) and add the rolls together. Each Undead that fails its saving throw against that use of Turn Undead takes Radiant damage equal to the roll's total. This damage doesn't end the turn effect.\"]},{\"name\":\"Subclass Feature\",\"source\":\"XPHB\",\"page\":71,\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"level\":6,\"entries\":[\"You gain a feature from your Cleric Subclass.\"]},{\"name\":\"Blessed Strikes\",\"source\":\"XPHB\",\"page\":71,\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"level\":7,\"entries\":[\"Divine power infuses you in battle. You gain one of the following options of your choice (if you get either option from a Cleric subclass in an older book, use only the option you choose for this feature).\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Divine Strike\",\"entries\":[\"Once on each of your turns when you hit a creature with an attack roll using a weapon, you can cause the target to take an extra {@damage 1d8} Necrotic or Radiant damage (your choice).\"]},{\"type\":\"entries\",\"name\":\"Potent Spellcasting\",\"entries\":[\"Add your Wisdom modifier to the damage you deal with any Cleric cantrip.\"]}]}]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":71,\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"level\":8,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.\"]},{\"name\":\"Divine Intervention\",\"source\":\"XPHB\",\"page\":71,\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"level\":10,\"entries\":[\"You can call on your deity or pantheon to intervene on your behalf. As a {@action Magic|XPHB} action, choose any Cleric spell of level 5 or lower that doesn't require a {@variantrule Reaction|XPHB} to cast. As part of the same action, you cast that spell without expending a spell slot or needing Material components. You can't use this feature again until you finish a {@variantrule Long Rest|XPHB}.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":71,\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"level\":12,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.\"]},{\"name\":\"Improved Blessed Strikes\",\"source\":\"XPHB\",\"page\":71,\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"level\":14,\"entries\":[\"The option you chose for Blessed Strikes grows more powerful.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Divine Strike\",\"entries\":[\"The extra damage of your Divine Strike increases to {@dice 2d8}.\"]},{\"type\":\"entries\",\"name\":\"Potent Spellcasting\",\"entries\":[\"When you cast a Cleric cantrip and deal damage to a creature with it, you can give vitality to yourself or another creature within 60 feet of yourself, granting a number of {@variantrule Temporary Hit Points|XPHB} equal to twice your Wisdom modifier.\"]}]}]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":71,\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"level\":16,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.\"]},{\"name\":\"Subclass Feature\",\"source\":\"XPHB\",\"page\":71,\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"level\":17,\"entries\":[\"You gain a feature from your Cleric Subclass.\"]},{\"name\":\"Epic Boon\",\"source\":\"XPHB\",\"page\":71,\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"level\":19,\"entries\":[\"You gain an {@filter Epic Boon feat|feats|category=EB} or another {@5etools feat|feats.html} of your choice for which you qualify. {@feat Boon of Fate|XPHB} is recommended.\"]},{\"name\":\"Greater Divine Intervention\",\"source\":\"XPHB\",\"page\":71,\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"level\":20,\"entries\":[\"You can call on even more powerful divine intervention. When you use your Divine Intervention feature, you can choose {@spell Wish|XPHB} when you select a spell. If you do so, you can't use Divine Intervention again until you finish {@dice 2d4} Long Rests.\"]}],\"subclassFeature\":[{\"name\":\"Death Domain\",\"source\":\"DMG\",\"page\":96,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Death\",\"subclassSource\":\"DMG\",\"level\":1,\"entries\":[\"The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as {@deity Chemosh|Dragonlance}, {@deity Myrkul}, and {@deity Wee Jas|Greyhawk} are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder ({@deity Anubis|Egyptian}, {@deity Bhaal}, and Pyremius), pain ({@deity Iuz|Greyhawk} or {@deity Loviatar}), disease or poison ({@deity Incabulos|Greyhawk}, {@deity Talona}, or {@deity Morgion|Dragonlance}), and the underworld ({@deity Hades|Greek} and {@deity Hel|Norse}).\",\"At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.\",{\"type\":\"table\",\"caption\":\"Death Domain Spells\",\"colLabels\":[\"Cleric Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell false life}, {@spell ray of sickness}\"],[\"3rd\",\"{@spell blindness/deafness}, {@spell ray of enfeeblement}\"],[\"5th\",\"{@spell animate dead}, {@spell vampiric touch}\"],[\"7th\",\"{@spell blight}, {@spell death ward}\"],[\"9th\",\"{@spell antilife shell}, {@spell cloudkill}\"]]},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Bonus Proficiency|Cleric||Death|DMG|1\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Reaper|Cleric||Death|DMG|1\"}]},{\"name\":\"Bonus Proficiency\",\"source\":\"DMG\",\"page\":96,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Death\",\"subclassSource\":\"DMG\",\"level\":1,\"header\":1,\"entries\":[\"When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons.\"]},{\"name\":\"Reaper\",\"source\":\"DMG\",\"page\":96,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Death\",\"subclassSource\":\"DMG\",\"level\":1,\"header\":1,\"entries\":[\"At 1st level, the cleric learns one {@filter necromancy cantrip|spells|level=0|school=N} of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.\"]},{\"name\":\"Channel Divinity: Touch of Death\",\"source\":\"DMG\",\"page\":96,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Death\",\"subclassSource\":\"DMG\",\"level\":2,\"header\":2,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"Starting at 2nd level, the cleric can use Channel Divinity to destroy another creature's life force by touch.\",\"When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice his or her cleric level.\"]},{\"name\":\"Inescapable Destruction\",\"source\":\"DMG\",\"page\":96,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Death\",\"subclassSource\":\"DMG\",\"level\":6,\"header\":2,\"entries\":[\"Starting at 6th level, the cleric's ability to channel negative energy becomes more potent. Necrotic damage dealt by the character's cleric spells and Channel Divinity options ignores resistance to necrotic damage.\"]},{\"name\":\"Blessed Strikes\",\"source\":\"TCE\",\"page\":30,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Death\",\"subclassSource\":\"DMG\",\"level\":8,\"isClassFeatureVariant\":true,\"header\":2,\"entries\":[\"{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}\",\"You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.\"]},{\"name\":\"Divine Strike\",\"source\":\"DMG\",\"page\":96,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Death\",\"subclassSource\":\"DMG\",\"level\":8,\"header\":2,\"entries\":[\"At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric's turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra {@damage 1d8} necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to {@dice 2d8}.\"]},{\"name\":\"Improved Reaper\",\"source\":\"DMG\",\"page\":96,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Death\",\"subclassSource\":\"DMG\",\"level\":17,\"header\":2,\"entries\":[\"Starting at 17th level, when the cleric casts a Necromancy spell of 1st through 5th-level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, the cleric must provide them for each target.\"]},{\"name\":\"Community Domain\",\"source\":\"HWCS\",\"page\":39,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Community\",\"subclassSource\":\"HWCS\",\"level\":1,\"entries\":[\"The community domain focuses on the ties that bind all people together. These are the ties of family and friendship, the ties to ancestors, as well as the ties between elders and the next generation with whom they share their wisdom. The power of the Gods of community is in the security of home and hearth, and the joy of good company. Many such gods teach the value of tradition and simple ways of living in harmony with the natural world. They also tend towards the rule of law, not as a kind of great bureaucracy, but as sacred traditions passed from generation to generation. Some gods advocate the removal of harsh or disruptive forces to this order, and proper sanctions for the violation of the goodwill that any community ought to provide.\",\"Clerics of such gods value unity, and praise the strength that can be gained when people support each other.\",{\"type\":\"table\",\"caption\":\"Community Domain Spells\",\"colLabels\":[\"Cleric Level\",\"Spells\"],\"colStyles\":[\"col-3 text-center\",\"col-9\"],\"rows\":[[\"1st\",\"{@spell Bless}, {@spell Goodberry}\"],[\"3rd\",\"{@spell Aid}, {@spell Heroism}\"],[\"5th\",\"{@spell Beacon of Hope}, {@spell Spirit Guardians}\"],[\"7th\",\"{@spell Banishment}, {@spell Mordenkainen's Faithful Hound}\"],[\"9th\",\"{@spell Mass Cure Wounds}, {@spell Rary's Telepathic Bond}\"]]},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Blessing of the Hearth|Cleric||Community|HWCS|1\"}]},{\"name\":\"Blessing of the Hearth\",\"source\":\"HWCS\",\"page\":39,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Community\",\"subclassSource\":\"HWCS\",\"level\":1,\"header\":1,\"entries\":[\"From 1st level, you gain the ability to conjure a small flagstone hearth with a simple iron cooking pot whenever you rest. This hearth helps warm you and your companions, and can be used to prepare hearty and nutritious meals on the road. If you or any friendly creatures you make camp with would regain hit points at the end of a short rest by spending one or more hit dice, each of those creatures may choose to re-roll one of their resting dice, taking the higher roll between the two.\",\"Additionally, you gain proficiency with {@item Cook's Utensils|PHB}.\"]},{\"name\":\"Channel Divinity: Magnificent Feast\",\"source\":\"HWCS\",\"page\":39,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Community\",\"subclassSource\":\"HWCS\",\"level\":2,\"header\":2,\"entries\":[\"Starting at 2nd level, you may use your Channel Divinity to conjure a magical feast for the rough road ahead. By spending 10 minutes, you may create a number of delicious, well-prepared, yet simple food items equal to your Wisdom modifier (minimum of 1). These food items will last up to 8 hours or until the end of a rest, and will never spoil. Eating food created in this way takes an action, providing whomever eats it with healing equal to {@dice 2d4} + your cleric level, and can remove either the {@condition frightened} or {@condition poisoned} condition from that creature (chosen by the creature when consumed).\"]},{\"name\":\"Channel Divinity: Community Watch\",\"source\":\"HWCS\",\"page\":39,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Community\",\"subclassSource\":\"HWCS\",\"level\":6,\"header\":2,\"entries\":[\"Starting at 6th level, you can use your Channel Divinity to instill a feeling of vigilant protection in you and your allies. You grant yourself and a number of allies, up to your Wisdom modifier (minimum of 1), a boon from your deity. Allies must be able to see you and be within 30 feet to receive the boon. Once per round, a creature benefitting from this boon can roll a {@dice d6}, adding the result to a skill check, saving throw, or attack roll. This effect lasts for a number of rounds equal to your Wisdom modifier (minimum of 1 round). A creature can only benefit from this effect if it can see at least one of its allies.\"]},{\"name\":\"Divine Strike\",\"source\":\"HWCS\",\"page\":39,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Community\",\"subclassSource\":\"HWCS\",\"level\":8,\"header\":2,\"entries\":[\"At 8th level, you gain the ability to infuse your weapon with the power to punish wrongdoing. Once on each of your turns, when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@dice 1d8} psychic damage to the target. Visions of the evil they have wrought upon others flash before their eyes. You choose whether any foe reduced to 0 hit points by this attack remains stable or dies. When you reach 14th level, the extra damage increases to {@dice 2d8}.\"]},{\"name\":\"Paragon of the People\",\"source\":\"HWCS\",\"page\":39,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Community\",\"subclassSource\":\"HWCS\",\"level\":17,\"header\":2,\"entries\":[\"At 17th level, your Community Watch grants an additional {@dice d6} to each affected ally. It also grants immunity to fear for the duration of the effect. Additionally, your Magnificent Feast produces twice as many foodstuffs, each of which can, when consumed, remove a single curse or disease affecting the target (including attunement to a cursed item).\"]},{\"name\":\"Night Domain\",\"source\":\"HWCS\",\"page\":40,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Night\",\"subclassSource\":\"HWCS\",\"level\":1,\"entries\":[\"The night is mysterious, and conceals many unseen dangers. However, the cover of darkness also brings protection from predators and shadows within which one can conceal themselves. The gods of night are varied, encompassing those who would use the cover of darkness to protect others from threats, to those who would use the shadows for wrong doings. The motives of night gods are often shrouded in mystery. Many teach their followers that it is only by peering through the darkness and looking beyond what is hidden that one can attain truth. Clerics of night do their best to keep themselves and their companions safe while journeying through the darkness.\",{\"type\":\"table\",\"caption\":\"Night Domain Spells\",\"colLabels\":[\"Cleric Level\",\"Spells\"],\"colStyles\":[\"col-3 text-center\",\"col-9\"],\"rows\":[[\"1st\",\"{@spell Sleep}, {@spell Veil of Dusk|HWCS}\"],[\"3rd\",\"{@spell Darkness}, {@spell Moonbeam}\"],[\"5th\",\"{@spell Nondetection}, {@spell Globe of Twilight|HWCS}\"],[\"7th\",\"{@spell Divination}, {@spell Stellar Bodies|HWCS}\"],[\"9th\",\"{@spell Dream}, {@spell Seeming}\"]]},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Eye of Twilight|Cleric||Night|HWCS|1\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Ward of Shadows|Cleric||Night|HWCS|1\"}]},{\"name\":\"Eye of Twilight\",\"source\":\"HWCS\",\"page\":40,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Night\",\"subclassSource\":\"HWCS\",\"level\":1,\"header\":1,\"entries\":[\"Beginning at 1st level, a divine blessing grants you the ability to see more clearly in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in magical or nonmagical darkness as if it were only dim light. You can't discern color in the darkness, only shades of gray.\",\"When you reach 6th level, you can see in dim light within 120 feet of you as if it were bright light, and in magical or nonmagical darkness as if it were dim light. You can't discern color in the darkness, only shades of gray.\",\"At 8th level, you can see normally in darkness, both magical and nonmagical within 120 feet.\",\"Finally, at 17th level, your eyes are able to see the truth hiding within darkness. You gain the ability to call upon the powers of your deity to grant yourself {@sense truesight} within 120 feet of you for a number of minutes equal to your Wisdom modifier (a minimum of 1 minute). Your {@sense truesight} only functions while in conditions of magical or nonmagical darkness. Once you have used this feature, you cannot use it again until you have completed a long rest.\"]},{\"name\":\"Ward of Shadows\",\"source\":\"HWCS\",\"page\":40,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Night\",\"subclassSource\":\"HWCS\",\"level\":1,\"header\":1,\"entries\":[\"At 1st level, you can create a ward of divine shadows to conceal yourself from an attacking enemy. When attacked by a creature you can see within 30 feet of you, you can use your reaction to impose disadvantage on the attack roll, as shadows envelop your form. An attacker that can't be {@condition blinded} is immune to this feature.\",\"You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), and regain all expended uses when you finish a long rest.\"]},{\"name\":\"Channel Divinity: Invocation of Night\",\"source\":\"HWCS\",\"page\":40,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Night\",\"subclassSource\":\"HWCS\",\"level\":2,\"header\":2,\"entries\":[\"Starting at 2nd level, you can use your Channel Divinity to harness the powers of night, clouding the vision of your foes in a shroud of darkness.\",\"As an action, you present your holy symbol causing any source of mundane or magical light within 30 feet of you to be extinguished. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature who fails the saving throw is {@condition blinded} for a number of rounds equal to your cleric level. A creature blinded in this way gets a new saving throw at the end of each of its turns to remove the effect. A creature that has {@quickref Cover||3||total cover} from you is not affected.\"]},{\"name\":\"Improved Ward\",\"source\":\"HWCS\",\"page\":40,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Night\",\"subclassSource\":\"HWCS\",\"level\":6,\"header\":2,\"entries\":[\"At 6th level, you can use your Ward of Shadows feature whenever a creature you can see within 30 feet of you attacks a creature besides yourself.\"]},{\"name\":\"Veil of Dreams\",\"source\":\"HWCS\",\"page\":40,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Night\",\"subclassSource\":\"HWCS\",\"level\":8,\"header\":2,\"entries\":[\"When you reach 8th level, you gain mastery over magical sleep. When you cast the {@spell sleep} spell, add your cleric level to the dice you roll to determine how many hit points of creatures the spell can affect.\",\"You may choose the order in which creatures within the spell's area are affected. If the first target chosen has too many hit points to be affected, the spell will instead target the next creature you have chosen that the spell could affect before affecting other targets.\",\"Additionally, any creature you put to sleep cannot be woken until the start of your next turn. Otherwise, the {@spell sleep} spell acts as normal.\"]},{\"name\":\"Creature of the Night\",\"source\":\"HWCS\",\"page\":40,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Night\",\"subclassSource\":\"HWCS\",\"level\":17,\"header\":2,\"entries\":[\"Starting at 17th level, you can use your action to activate a supernatural aura of deep night. It lasts for 1 minute, or until you dismiss it using another action. You emit heavily obscuring darkness in a 30-foot radius and lightly obscuring shadows 50 feet beyond that. The darkness and shadows overlap and smother existing sources of light. Only light produced by a 9th level spell or similarly powerful effect can negate the darkness and shadows.\",\"Enemies within the shadows constantly feel the presence of hungry predators watching them, and become {@condition frightened} as long as they remain inside the affected area. Enemies in the darkness are both {@condition blinded} and {@condition frightened} for as long as they remain within its area.\"]},{\"name\":\"Knowledge Domain\",\"source\":\"PHB\",\"page\":59,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Knowledge\",\"subclassSource\":\"PHB\",\"level\":1,\"entries\":[\"The gods of knowledge—including {@deity Oghma}, {@deity Boccob|Greyhawk}, {@deity Gilean|Dragonlance}, {@deity Aureon|Eberron}, and {@deity Thoth|Egyptian}—value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention, including smith deities like {@deity Gond}, {@deity Reorx|Dragonlance}, {@deity Onatar|Eberron}, {@deity Moradin|Nonhuman}, {@deity Hephaestus|Greek}, and {@deity Goibhniu|Celtic}.\",\"At each indicated cleric level, you add the listed spells to your spells prepared.\",{\"type\":\"table\",\"caption\":\"Knowledge Domain Spells\",\"colLabels\":[\"Cleric Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell command}, {@spell identify}\"],[\"3rd\",\"{@spell augury}, {@spell suggestion}\"],[\"5th\",\"{@spell nondetection}, {@spell speak with dead}\"],[\"7th\",\"{@spell arcane eye}, {@spell confusion}\"],[\"9th\",\"{@spell legend lore}, {@spell scrying}\"]]},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Blessings of Knowledge|Cleric||Knowledge||1\"}]},{\"name\":\"Blessings of Knowledge\",\"source\":\"PHB\",\"page\":59,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Knowledge\",\"subclassSource\":\"PHB\",\"level\":1,\"header\":1,\"entries\":[\"At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: {@skill Arcana}, {@skill History}, {@skill Nature}, or {@skill Religion}.\",\"Your proficiency bonus is doubled for any ability check you make that uses either of those skills.\"]},{\"name\":\"Channel Divinity: Knowledge of the Ages\",\"source\":\"PHB\",\"page\":59,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Knowledge\",\"subclassSource\":\"PHB\",\"level\":2,\"header\":2,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.\"]},{\"name\":\"Channel Divinity: Read Thoughts\",\"source\":\"PHB\",\"page\":59,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Knowledge\",\"subclassSource\":\"PHB\",\"level\":6,\"header\":2,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"At 6th level, you can use your Channel Divinity to read a creature's thoughts. You can then use your access to the creature's mind to command it.\",\"As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest.\",\"If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.\",\"During that time, you can use your action to end this effect and cast the {@spell suggestion} spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.\"]},{\"name\":\"Blessed Strikes\",\"source\":\"TCE\",\"page\":30,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Knowledge\",\"subclassSource\":\"PHB\",\"level\":8,\"isClassFeatureVariant\":true,\"header\":2,\"entries\":[\"{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Potent Spellcasting feature}\",\"You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.\"]},{\"name\":\"Potent Spellcasting\",\"source\":\"PHB\",\"page\":59,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Knowledge\",\"subclassSource\":\"PHB\",\"level\":8,\"header\":2,\"entries\":[\"Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.\"]},{\"name\":\"Visions of the Past\",\"source\":\"PHB\",\"page\":59,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Knowledge\",\"subclassSource\":\"PHB\",\"level\":17,\"header\":2,\"entries\":[\"Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain {@status concentration} during that time, as if you were casting a spell.\",\"Once you use this feature, you can't use it again until you finish a short or long rest.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Object Reading\",\"entries\":[\"Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.\"]}]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Area Reading\",\"entries\":[\"As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.\"]}]}]},{\"name\":\"Life Domain\",\"source\":\"PHB\",\"page\":60,\"srd\":true,\"basicRules\":true,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Life\",\"subclassSource\":\"PHB\",\"level\":1,\"entries\":[\"The Life domain focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as {@deity Chauntea}, {@deity Arawai|Eberron}, and {@deity Demeter|Greek}), sun gods (such as {@deity Lathander}, {@deity Pelor|Greyhawk}, and {@deity Re-Horakhty|Egyptian}), gods of healing or endurance (such as {@deity Ilmater}, {@deity Mishakal|Dragonlance}, {@deity Apollo|Greek}, and {@deity Diancecht|Celtic}), and gods of home and community (such as {@deity Hestia|Greek}, {@deity Hathor|Egyptian}, and {@deity Boldrei|Eberron}).\",\"At each indicated cleric level, you add the listed spells to your spells prepared.\",{\"type\":\"table\",\"caption\":\"Life Domain Spells\",\"colLabels\":[\"Cleric Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell bless}, {@spell cure wounds}\"],[\"3rd\",\"{@spell lesser restoration}, {@spell spiritual weapon}\"],[\"5th\",\"{@spell beacon of hope}, {@spell revivify}\"],[\"7th\",\"{@spell death ward}, {@spell guardian of faith}\"],[\"9th\",\"{@spell mass cure wounds}, {@spell raise dead}\"]]},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Bonus Proficiency|Cleric||Life||1\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Disciple of Life|Cleric||Life||1\"}]},{\"name\":\"Bonus Proficiency\",\"source\":\"PHB\",\"page\":60,\"srd\":true,\"basicRules\":true,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Life\",\"subclassSource\":\"PHB\",\"level\":1,\"header\":1,\"entries\":[\"When you choose this domain at 1st level, you gain proficiency with heavy armor.\"]},{\"name\":\"Disciple of Life\",\"source\":\"PHB\",\"page\":60,\"srd\":true,\"basicRules\":true,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Life\",\"subclassSource\":\"PHB\",\"level\":1,\"header\":1,\"entries\":[\"Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.\"]},{\"name\":\"Channel Divinity: Preserve Life\",\"source\":\"PHB\",\"page\":60,\"srd\":true,\"basicRules\":true,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Life\",\"subclassSource\":\"PHB\",\"level\":2,\"header\":2,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.\",\"As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.\"]},{\"name\":\"Blessed Healer\",\"source\":\"PHB\",\"page\":60,\"srd\":true,\"basicRules\":true,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Life\",\"subclassSource\":\"PHB\",\"level\":6,\"header\":2,\"entries\":[\"Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.\"]},{\"name\":\"Blessed Strikes\",\"source\":\"TCE\",\"page\":30,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Life\",\"subclassSource\":\"PHB\",\"level\":8,\"isClassFeatureVariant\":true,\"header\":2,\"entries\":[\"{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}\",\"You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.\"]},{\"name\":\"Divine Strike\",\"source\":\"PHB\",\"page\":60,\"srd\":true,\"basicRules\":true,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Life\",\"subclassSource\":\"PHB\",\"level\":8,\"header\":2,\"entries\":[\"At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} radiant damage to the target. When you reach 14th level, the extra damage increases to {@dice 2d8}.\"]},{\"name\":\"Supreme Healing\",\"source\":\"PHB\",\"page\":60,\"srd\":true,\"basicRules\":true,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Life\",\"subclassSource\":\"PHB\",\"level\":17,\"header\":2,\"entries\":[\"Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring {@dice 2d6} hit points to a creature, you restore 12.\"]},{\"name\":\"Light Domain\",\"source\":\"PHB\",\"page\":60,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Light\",\"subclassSource\":\"PHB\",\"level\":1,\"entries\":[\"Gods of light—including {@deity Helm}, {@deity Lathander}, {@deity Pholtus|Greyhawk}, {@deity Branchala|Dragonlance}, {@deity the Silver Flame|Eberron}, {@deity Belenus|Celtic}, {@deity Apollo|Greek}, and {@deity Re-Horakhty|Egyptian}—promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul's improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods' discerning vision, charged with chasing away lies and burning away darkness.\",\"At each indicated cleric level, you add the listed spells to your spells prepared.\",{\"type\":\"table\",\"caption\":\"Light Domain Spells\",\"colLabels\":[\"Cleric Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell burning hands}, {@spell faerie fire}\"],[\"3rd\",\"{@spell flaming sphere}, {@spell scorching ray}\"],[\"5th\",\"{@spell daylight}, {@spell fireball}\"],[\"7th\",\"{@spell guardian of faith}, {@spell wall of fire}\"],[\"9th\",\"{@spell flame strike}, {@spell scrying}\"]]},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Bonus Cantrip|Cleric||Light||1\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Warding Flare|Cleric||Light||1\"}]},{\"name\":\"Bonus Cantrip\",\"source\":\"PHB\",\"page\":60,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Light\",\"subclassSource\":\"PHB\",\"level\":1,\"header\":1,\"entries\":[\"When you choose this domain at 1st level, you gain the {@spell light} cantrip if you don't already know it. This cantrip doesn't count against the number of cleric cantrips you know.\"]},{\"name\":\"Warding Flare\",\"source\":\"PHB\",\"page\":60,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Light\",\"subclassSource\":\"PHB\",\"level\":1,\"header\":1,\"entries\":[\"Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be {@condition blinded} is immune to this feature.\",\"You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.\"]},{\"name\":\"Channel Divinity: Radiance of the Dawn\",\"source\":\"PHB\",\"page\":60,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Light\",\"subclassSource\":\"PHB\",\"level\":2,\"header\":2,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.\",\"As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to {@dice 2d10} + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has {@quickref Cover||3||total cover} from you is not affected.\"]},{\"name\":\"Improved Flare\",\"source\":\"PHB\",\"page\":60,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Light\",\"subclassSource\":\"PHB\",\"level\":6,\"header\":2,\"entries\":[\"Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.\"]},{\"name\":\"Blessed Strikes\",\"source\":\"TCE\",\"page\":30,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Light\",\"subclassSource\":\"PHB\",\"level\":8,\"isClassFeatureVariant\":true,\"header\":2,\"entries\":[\"{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Potent Spellcasting feature}\",\"You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.\"]},{\"name\":\"Potent Spellcasting\",\"source\":\"PHB\",\"page\":60,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Light\",\"subclassSource\":\"PHB\",\"level\":8,\"header\":2,\"entries\":[\"Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.\"]},{\"name\":\"Corona of Light\",\"source\":\"PHB\",\"page\":60,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Light\",\"subclassSource\":\"PHB\",\"level\":17,\"header\":2,\"entries\":[\"Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.\"]},{\"name\":\"Nature Domain\",\"source\":\"PHB\",\"page\":61,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Nature\",\"subclassSource\":\"PHB\",\"level\":1,\"entries\":[\"Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as {@deity Silvanus}, {@deity Obad-Hai|Greyhawk}, {@deity Chislev|Dragonlance}, {@deity Balinor|Eberron}, and {@deity Pan|Greek}) to friendly deities associated with particular springs and groves (such as {@deity Eldath}). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.\",\"At each indicated cleric level, you add the listed spells to your spells prepared.\",{\"type\":\"table\",\"caption\":\"Nature Domain Spells\",\"colLabels\":[\"Cleric Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell animal friendship}, {@spell speak with animals}\"],[\"3rd\",\"{@spell barkskin}, {@spell spike growth}\"],[\"5th\",\"{@spell plant growth}, {@spell wind wall}\"],[\"7th\",\"{@spell dominate beast}, {@spell grasping vine}\"],[\"9th\",\"{@spell insect plague}, {@spell tree stride}\"]]},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Acolyte of Nature|Cleric||Nature||1\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Bonus Proficiency|Cleric||Nature||1\"}]},{\"name\":\"Acolyte of Nature\",\"source\":\"PHB\",\"page\":61,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Nature\",\"subclassSource\":\"PHB\",\"level\":1,\"header\":1,\"entries\":[\"At 1st level, you learn one druid cantrip of your choice. This cantrip doesn't count against the number of cleric cantrips you know. You also gain proficiency in one of the following skills of your choice: {@skill Animal Handling}, {@skill Nature}, or {@skill Survival}.\"]},{\"name\":\"Bonus Proficiency\",\"source\":\"PHB\",\"page\":61,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Nature\",\"subclassSource\":\"PHB\",\"level\":1,\"header\":1,\"entries\":[\"Also at 1st level, you gain proficiency with heavy armor.\"]},{\"name\":\"Channel Divinity: Charm Animals and Plants\",\"source\":\"PHB\",\"page\":61,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Nature\",\"subclassSource\":\"PHB\",\"level\":2,\"header\":2,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"Starting at 2nd level, you can use your Channel Divinity to charm animals and plants.\",\"As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is {@condition charmed} by you for 1 minute or until it takes damage. While it is {@condition charmed} by you, it is friendly to you and other creatures you designate.\"]},{\"name\":\"Dampen Elements\",\"source\":\"PHB\",\"page\":61,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Nature\",\"subclassSource\":\"PHB\",\"level\":6,\"header\":2,\"entries\":[\"Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.\"]},{\"name\":\"Blessed Strikes\",\"source\":\"TCE\",\"page\":30,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Nature\",\"subclassSource\":\"PHB\",\"level\":8,\"isClassFeatureVariant\":true,\"header\":2,\"entries\":[\"{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}\",\"You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.\"]},{\"name\":\"Divine Strike\",\"source\":\"PHB\",\"page\":61,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Nature\",\"subclassSource\":\"PHB\",\"level\":8,\"header\":2,\"entries\":[\"At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to {@dice 2d8}.\"]},{\"name\":\"Master of Nature\",\"source\":\"PHB\",\"page\":61,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Nature\",\"subclassSource\":\"PHB\",\"level\":17,\"header\":2,\"entries\":[\"At 17th level, you gain the ability to command animals and plant creatures. While creatures are {@condition charmed} by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.\"]},{\"name\":\"Tempest Domain\",\"source\":\"PHB\",\"page\":62,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Tempest\",\"subclassSource\":\"PHB\",\"level\":1,\"entries\":[\"Gods whose portfolios include the Tempest domain—including {@deity Talos}, {@deity Umberlee}, {@deity Kord|Greyhawk}, {@deity Zeboim|Dragonlance}, {@deity the Devourer|Eberron}, {@deity Zeus|Greek}, and {@deity Thor|Norse}—govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.\",\"At each indicated cleric level, you add the listed spells to your spells prepared.\",{\"type\":\"table\",\"caption\":\"Tempest Domain Spells\",\"colLabels\":[\"Cleric Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell fog cloud}, {@spell thunderwave}\"],[\"3rd\",\"{@spell gust of wind}, {@spell shatter}\"],[\"5th\",\"{@spell call lightning}, {@spell sleet storm}\"],[\"7th\",\"{@spell control water}, {@spell ice storm}\"],[\"9th\",\"{@spell destructive wave}, {@spell insect plague}\"]]},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Bonus Proficiencies|Cleric||Tempest||1\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Wrath of the Storm|Cleric||Tempest||1\"}]},{\"name\":\"Bonus Proficiencies\",\"source\":\"PHB\",\"page\":62,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Tempest\",\"subclassSource\":\"PHB\",\"level\":1,\"header\":1,\"entries\":[\"At 1st level, you gain proficiency with martial weapons and heavy armor.\"]},{\"name\":\"Wrath of the Storm\",\"source\":\"PHB\",\"page\":62,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Tempest\",\"subclassSource\":\"PHB\",\"level\":1,\"header\":1,\"entries\":[\"Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes {@damage 2d8} lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.\",\"You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.\"]},{\"name\":\"Channel Divinity: Destructive Wrath\",\"source\":\"PHB\",\"page\":62,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Tempest\",\"subclassSource\":\"PHB\",\"level\":2,\"header\":2,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.\",\"When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.\"]},{\"name\":\"Thunderbolt Strike\",\"source\":\"PHB\",\"page\":62,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Tempest\",\"subclassSource\":\"PHB\",\"level\":6,\"header\":2,\"entries\":[\"At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.\"]},{\"name\":\"Blessed Strikes\",\"source\":\"TCE\",\"page\":30,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Tempest\",\"subclassSource\":\"PHB\",\"level\":8,\"isClassFeatureVariant\":true,\"header\":2,\"entries\":[\"{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}\",\"You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.\"]},{\"name\":\"Divine Strike\",\"source\":\"PHB\",\"page\":62,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Tempest\",\"subclassSource\":\"PHB\",\"level\":8,\"header\":2,\"entries\":[\"At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} thunder damage to the target. When you reach 14th level, the extra damage increases to {@dice 2d8}.\"]},{\"name\":\"Stormborn\",\"source\":\"PHB\",\"page\":62,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Tempest\",\"subclassSource\":\"PHB\",\"level\":17,\"header\":2,\"entries\":[\"At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.\"]},{\"name\":\"Trickery Domain\",\"source\":\"PHB\",\"page\":62,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Trickery\",\"subclassSource\":\"PHB\",\"level\":1,\"entries\":[\"Gods of trickery—such as {@deity Tymora}, {@deity Beshaba}, {@deity Olidammara|Greyhawk}, {@deity the Traveler|Eberron}, {@deity Garl Glittergold|Nonhuman}, and {@deity Loki|Norse}—are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.\",\"At each indicated cleric level, you add the listed spells to your spells prepared.\",{\"type\":\"table\",\"caption\":\"Trickery Domain Spells\",\"colLabels\":[\"Cleric Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell charm person}, {@spell disguise self}\"],[\"3rd\",\"{@spell mirror image}, {@spell pass without trace}\"],[\"5th\",\"{@spell blink}, {@spell dispel magic}\"],[\"7th\",\"{@spell dimension door}, {@spell polymorph}\"],[\"9th\",\"{@spell dominate person}, {@spell modify memory}\"]]},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Blessing of the Trickster|Cleric||Trickery||1\"}]},{\"name\":\"Blessing of the Trickster\",\"source\":\"PHB\",\"page\":62,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Trickery\",\"subclassSource\":\"PHB\",\"level\":1,\"header\":1,\"entries\":[\"Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity ({@skill Stealth}) checks. This blessing lasts for 1 hour or until you use this feature again.\"]},{\"name\":\"Channel Divinity: Invoke Duplicity\",\"source\":\"PHB\",\"page\":62,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Trickery\",\"subclassSource\":\"PHB\",\"level\":2,\"header\":2,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.\",\"As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your {@status concentration} (as if you were {@status concentration||concentrating} on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.\",\"For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.\"]},{\"name\":\"Channel Divinity: Cloak of Shadows\",\"source\":\"PHB\",\"page\":62,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Trickery\",\"subclassSource\":\"PHB\",\"level\":6,\"header\":2,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"Starting at 6th level, you can use your Channel Divinity to vanish.\",\"As an action, you become {@condition invisible} until the end of your next turn. You become visible if you attack or cast a spell.\"]},{\"name\":\"Blessed Strikes\",\"source\":\"TCE\",\"page\":30,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Trickery\",\"subclassSource\":\"PHB\",\"level\":8,\"isClassFeatureVariant\":true,\"header\":2,\"entries\":[\"{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}\",\"You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.\"]},{\"name\":\"Divine Strike\",\"source\":\"PHB\",\"page\":62,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Trickery\",\"subclassSource\":\"PHB\",\"level\":8,\"header\":2,\"entries\":[\"At 8th level, you gain the ability to infuse your weapon strikes with poison—a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} poison damage to the target. When you reach 14th level, the extra damage increases to {@dice 2d8}.\"]},{\"name\":\"Improved Duplicity\",\"source\":\"PHB\",\"page\":62,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Trickery\",\"subclassSource\":\"PHB\",\"level\":17,\"header\":2,\"entries\":[\"At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.\"]},{\"name\":\"War Domain\",\"source\":\"PHB\",\"page\":63,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"War\",\"subclassSource\":\"PHB\",\"level\":1,\"entries\":[\"War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as {@deity Torm}, {@deity Heironeous|Greyhawk}, and {@deity Kiri-Jolith|Dragonlance}) as well as gods of destruction and pillage (such as {@deity Erythnul|Greyhawk}, {@deity the Fury|Eberron}, {@deity Gruumsh|Nonhuman}, and {@deity Ares|Greek}) and gods of conquest and domination (such as {@deity Bane}, {@deity Hextor|Greyhawk}, and {@deity Maglubiyet|Nonhuman}). Other war gods (such as {@deity Tempus}, {@deity Nike|Greek}, and {@deity Nuada|Celtic}) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.\",\"At each indicated cleric level, add the listed spells to your spells prepared.\",{\"type\":\"table\",\"caption\":\"War Domain Spells\",\"colLabels\":[\"Cleric Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell divine favor}, {@spell shield of faith}\"],[\"3rd\",\"{@spell magic weapon}, {@spell spiritual weapon}\"],[\"5th\",\"{@spell crusader's mantle}, {@spell spirit guardians}\"],[\"7th\",\"{@spell freedom of movement}, {@spell stoneskin}\"],[\"9th\",\"{@spell flame strike}, {@spell hold monster}\"]]},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Bonus Proficiencies|Cleric||War||1\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"War Priest|Cleric||War||1\"}]},{\"name\":\"Bonus Proficiencies\",\"source\":\"PHB\",\"page\":63,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"War\",\"subclassSource\":\"PHB\",\"level\":1,\"header\":1,\"entries\":[\"At 1st level, you gain proficiency with martial weapons and heavy armor.\"]},{\"name\":\"War Priest\",\"source\":\"PHB\",\"page\":63,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"War\",\"subclassSource\":\"PHB\",\"level\":1,\"header\":1,\"entries\":[\"From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the {@action Attack} action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.\"]},{\"name\":\"Channel Divinity: Guided Strike\",\"source\":\"PHB\",\"page\":63,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"War\",\"subclassSource\":\"PHB\",\"level\":2,\"header\":2,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.\"]},{\"name\":\"Channel Divinity: War God's Blessing\",\"source\":\"PHB\",\"page\":63,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"War\",\"subclassSource\":\"PHB\",\"level\":6,\"header\":2,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.\"]},{\"name\":\"Blessed Strikes\",\"source\":\"TCE\",\"page\":30,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"War\",\"subclassSource\":\"PHB\",\"level\":8,\"isClassFeatureVariant\":true,\"header\":2,\"entries\":[\"{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}\",\"You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.\"]},{\"name\":\"Divine Strike\",\"source\":\"PHB\",\"page\":63,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"War\",\"subclassSource\":\"PHB\",\"level\":8,\"header\":2,\"entries\":[\"At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to {@dice 2d8}.\"]},{\"name\":\"Avatar of Battle\",\"source\":\"PHB\",\"page\":63,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"War\",\"subclassSource\":\"PHB\",\"level\":17,\"header\":2,\"entries\":[\"At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.\"]},{\"name\":\"Ambition Domain (PSA)\",\"source\":\"PSA\",\"page\":27,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Ambition (PSA)\",\"subclassSource\":\"PSA\",\"level\":1,\"entries\":[{\"type\":\"quote\",\"entries\":[\"The worthy shall strive for greatness—supremacy in life leads to supremacy in the afterlife.\"]},\"Bontu has fully embraced this dictum, and though she expends little effort in teaching it, she surely leads by example. Her viziers subtly plant the seeds that flower into the ambition the God-Pharaoh desires. Through insinuation, they remind acolytes and initiates alike that achieving one's place in the afterlife at the expense of others is not shameful, but is proof of the initiate's determination and drive. Nothing is more important than that drive, they suggest—not the bonds of a crop, not friendship or love. Not even devotion to a deity.\",\"At each indicated cleric level, add the listed spells to your spells prepared.\",{\"type\":\"table\",\"caption\":\"Ambition Domain Spells\",\"colLabels\":[\"Cleric Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell bane}, {@spell disguise self}\"],[\"3rd\",\"{@spell mirror image}, {@spell ray of enfeeblement}\"],[\"5th\",\"{@spell bestow curse}, {@spell vampiric touch}\"],[\"7th\",\"{@spell death ward}, {@spell dimension door}\"],[\"9th\",\"{@spell dominate person}, {@spell modify memory}\"]]},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Warding Flare|Cleric||Ambition (PSA)|PSA|1\"}]},{\"name\":\"Warding Flare\",\"source\":\"PSA\",\"page\":27,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Ambition (PSA)\",\"subclassSource\":\"PSA\",\"level\":1,\"header\":1,\"entries\":[\"When you choose this domain at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be {@condition blinded} is immune to this feature.\",\"You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.\"]},{\"name\":\"Channel Divinity: Invoke Duplicity\",\"source\":\"PSA\",\"page\":27,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Ambition (PSA)\",\"subclassSource\":\"PSA\",\"level\":2,\"header\":2,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.\",\"As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your {@status concentration} (as if you were {@status concentration||concentrating} on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.\",\"For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.\"]},{\"name\":\"Channel Divinity: Cloak of Shadows\",\"source\":\"PSA\",\"page\":27,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Ambition (PSA)\",\"subclassSource\":\"PSA\",\"level\":6,\"header\":2,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"Starting at 6th level, you can use your Channel Divinity to vanish. As an action, you become {@condition invisible} until the end of your next turn. You become visible if you attack or cast a spell.\"]},{\"name\":\"Blessed Strikes\",\"source\":\"TCE\",\"page\":30,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Ambition (PSA)\",\"subclassSource\":\"PSA\",\"level\":8,\"isClassFeatureVariant\":true,\"header\":2,\"entries\":[\"{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Potent Spellcasting feature}\",\"You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.\"]},{\"name\":\"Potent Spellcasting\",\"source\":\"PSA\",\"page\":27,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Ambition (PSA)\",\"subclassSource\":\"PSA\",\"level\":8,\"header\":2,\"entries\":[\"Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.\"]},{\"name\":\"Improved Duplicity\",\"source\":\"PSA\",\"page\":27,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Ambition (PSA)\",\"subclassSource\":\"PSA\",\"level\":17,\"header\":2,\"entries\":[\"At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.\"]},{\"name\":\"Knowledge Domain (PSA)\",\"source\":\"PSA\",\"page\":25,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Knowledge (PSA)\",\"subclassSource\":\"PSA\",\"level\":1,\"entries\":[{\"type\":\"quote\",\"entries\":[\"The worthy shall cultivate a nimble mind that can perceive the wonders beyond imagination that wait in the afterlife.\"]},\"Kefnet's task is to pass on this teaching of the God-Pharaoh and elucidate its meaning. He teaches that the afterlife will be inhabited only by those who have proved by their wits that they are worthy of dwelling in the glorious presence of the God-Pharaoh. He trains acolytes and initiates to push their limits and challenge their mental capacity with spells of ever-greater power.\",\"Kefnet's domain is identical to the {@class Cleric|PHB|Knowledge domain in the Player's Handbook|Knowledge|PHB}.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Knowledge Domain|Cleric||Knowledge||1\"}]},{\"name\":\"Solidarity Domain (PSA)\",\"source\":\"PSA\",\"page\":24,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Solidarity (PSA)\",\"subclassSource\":\"PSA\",\"level\":1,\"entries\":[{\"type\":\"quote\",\"entries\":[\"The worthy must know and respect all others whom the God-Pharaoh deems worthy, for in the afterlife, all will be united in purpose and action.\"]},\"Oketra is charged with expounding upon this teaching of the God-Pharaoh, instilling in every initiate the virtue of solidarity. She forges each group of children into a crop of acolytes with just one purpose: to be judged worthy of a glorious afterlife. And she instills in each crop the ability to unite in a single action in pursuit of that purpose. She is fond of poetic imagery to communicate her ideals.\",\"At each indicated cleric level, add the listed spells to your spells prepared.\",{\"type\":\"table\",\"caption\":\"Solidarity Domain Spells\",\"colLabels\":[\"Cleric Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell bless}, {@spell guiding bolt}\"],[\"3rd\",\"{@spell aid}, {@spell warding bond}\"],[\"5th\",\"{@spell beacon of hope}, {@spell crusader's mantle}\"],[\"7th\",\"{@spell aura of life}, {@spell guardian of faith}\"],[\"9th\",\"{@spell circle of power}, {@spell mass cure wounds}\"]]},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Bonus Proficiency|Cleric||Solidarity (PSA)|PSA|1\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Solidarity's Action|Cleric||Solidarity (PSA)|PSA|1\"}]},{\"name\":\"Bonus Proficiency\",\"source\":\"PSA\",\"page\":24,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Solidarity (PSA)\",\"subclassSource\":\"PSA\",\"level\":1,\"header\":1,\"entries\":[\"When you choose this domain at 1st level, you gain proficiency with heavy armor.\"]},{\"name\":\"Solidarity's Action\",\"source\":\"PSA\",\"page\":24,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Solidarity (PSA)\",\"subclassSource\":\"PSA\",\"level\":1,\"header\":1,\"entries\":[\"Also at 1st level, when you take the {@action Help} action to aid an ally's attack, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain expended uses when you finish a long rest.\"]},{\"name\":\"Channel Divinity: Preserve Life\",\"source\":\"PSA\",\"page\":24,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Solidarity (PSA)\",\"subclassSource\":\"PSA\",\"level\":2,\"header\":2,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.\",\"As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.\"]},{\"name\":\"Oketra's Blessing\",\"source\":\"PSA\",\"page\":24,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Solidarity (PSA)\",\"subclassSource\":\"PSA\",\"level\":6,\"header\":2,\"entries\":[\"At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.\"]},{\"name\":\"Blessed Strikes\",\"source\":\"TCE\",\"page\":30,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Solidarity (PSA)\",\"subclassSource\":\"PSA\",\"level\":8,\"isClassFeatureVariant\":true,\"header\":2,\"entries\":[\"{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}\",\"You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.\"]},{\"name\":\"Divine Strike\",\"source\":\"PSA\",\"page\":24,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Solidarity (PSA)\",\"subclassSource\":\"PSA\",\"level\":8,\"header\":2,\"entries\":[\"At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to {@dice 2d8}.\"]},{\"name\":\"Supreme Healing\",\"source\":\"PSA\",\"page\":24,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Solidarity (PSA)\",\"subclassSource\":\"PSA\",\"level\":17,\"header\":2,\"entries\":[\"Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring {@dice 2d6} hit points to a creature, you restore 12.\"]},{\"name\":\"Strength Domain (PSA)\",\"source\":\"PSA\",\"page\":26,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Strength (PSA)\",\"subclassSource\":\"PSA\",\"level\":1,\"entries\":[{\"type\":\"quote\",\"entries\":[\"The worthy shall hone a strong body that can withstand the boundless energies of the afterlife.\"]},\"It falls to Rhonas to instill this teaching in those who would enter the afterlife—but to his mind, the words themselves don't matter. Strength can't be taught. It must be built through practice and training. Rhonas demonstrates his teachings by his example, rather than by giving his students any kind of academic instruction. He welcomes the people of Naktamun to stand by the Hekma and watch him as he storms into the desert to battle the greatest horrors. He encourages them to observe his indomitable strength, for though they will never equal it, they can aspire to mimicry. He invites them to scrutinize every move and practice what they see.\",\"At each indicated cleric level, add the listed spells to your spells prepared.\",{\"type\":\"table\",\"caption\":\"Strength Domain Spells\",\"colLabels\":[\"Cleric Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell divine favor}, {@spell shield of faith}\"],[\"3rd\",\"{@spell enhance ability}, {@spell protection from poison}\"],[\"5th\",\"{@spell haste}, {@spell protection from energy}\"],[\"7th\",\"{@spell dominate beast}, {@spell stoneskin}\"],[\"9th\",\"{@spell destructive wave}, {@spell insect plague}\"]]},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Acolyte of Strength|Cleric||Strength (PSA)|PSA|1\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Bonus Proficiency|Cleric||Strength (PSA)|PSA|1\"}]},{\"name\":\"Acolyte of Strength\",\"source\":\"PSA\",\"page\":26,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Strength (PSA)\",\"subclassSource\":\"PSA\",\"level\":1,\"header\":1,\"entries\":[\"At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: {@skill Animal Handling}, {@skill Athletics}, {@skill Nature}, or {@skill Survival}.\"]},{\"name\":\"Bonus Proficiency\",\"source\":\"PSA\",\"page\":26,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Strength (PSA)\",\"subclassSource\":\"PSA\",\"level\":1,\"header\":1,\"entries\":[\"Also at 1st level, you gain proficiency with heavy armor.\"]},{\"name\":\"Channel Divinity: Feat of Strength\",\"source\":\"PSA\",\"page\":26,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Strength (PSA)\",\"subclassSource\":\"PSA\",\"level\":2,\"header\":2,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"At 2nd level, you can use your Channel Divinity to enhance your physical might. When you make an attack roll, ability check, or saving throw using Strength, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fails.\"]},{\"name\":\"Rhonas's Blessing\",\"source\":\"PSA\",\"page\":26,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Strength (PSA)\",\"subclassSource\":\"PSA\",\"level\":6,\"header\":2,\"entries\":[\"At 6th level, when a creature within 30 feet of you makes an attack roll, ability check, or saving throw using Strength, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fail.\"]},{\"name\":\"Blessed Strikes\",\"source\":\"TCE\",\"page\":30,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Strength (PSA)\",\"subclassSource\":\"PSA\",\"level\":8,\"isClassFeatureVariant\":true,\"header\":2,\"entries\":[\"{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}\",\"You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.\"]},{\"name\":\"Divine Strike\",\"source\":\"PSA\",\"page\":26,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Strength (PSA)\",\"subclassSource\":\"PSA\",\"level\":8,\"header\":2,\"entries\":[\"At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to {@dice 2d8}.\"]},{\"name\":\"Avatar of Battle\",\"source\":\"PSA\",\"page\":26,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Strength (PSA)\",\"subclassSource\":\"PSA\",\"level\":17,\"header\":2,\"entries\":[\"At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.\"]},{\"name\":\"Zeal Domain (PSA)\",\"source\":\"PSA\",\"page\":28,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Zeal (PSA)\",\"subclassSource\":\"PSA\",\"level\":1,\"entries\":[{\"type\":\"quote\",\"entries\":[\"The worthy shall rush to the God-Pharaoh's side with relentless zeal, rising to overcome every obstacle in their way.\"]},\"The God-Pharaoh expects those he welcomes into the afterlife to desire it above all other pleasures and achievements, and for them to show their dedication, passion, and fervor through their actions. Hazoret is charged with cultivating this zeal in the initiates who come under her care, and she has undertaken the task with appropriate enthusiasm. She recognizes, however, that the best way to teach zeal is by demonstrating it.\",\"At each indicated cleric level, add the listed spells to your spells prepared.\",{\"type\":\"table\",\"caption\":\"Zeal Domain Spells\",\"colLabels\":[\"Cleric Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell searing smite}, {@spell thunderous smite}\"],[\"3rd\",\"{@spell magic weapon}, {@spell shatter}\"],[\"5th\",\"{@spell haste}, {@spell fireball}\"],[\"7th\",\"{@spell fire shield||fire shield (warm shield only)}, {@spell freedom of movement}\"],[\"9th\",\"{@spell destructive wave}, {@spell flame strike}\"]]},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Bonus Proficiencies|Cleric||Zeal (PSA)|PSA|1\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Priest of Zeal|Cleric||Zeal (PSA)|PSA|1\"}]},{\"name\":\"Bonus Proficiencies\",\"source\":\"PSA\",\"page\":28,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Zeal (PSA)\",\"subclassSource\":\"PSA\",\"level\":1,\"header\":1,\"entries\":[\"At 1st level, you gain proficiency with martial weapons and heavy armor.\"]},{\"name\":\"Priest of Zeal\",\"source\":\"PSA\",\"page\":28,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Zeal (PSA)\",\"subclassSource\":\"PSA\",\"level\":1,\"header\":1,\"entries\":[\"From 1st level, Hazoret delivers bolts of inspiration to you while you are engaged in battle. When you use the {@action Attack} action, you can make one weapon attack as a bonus action.\",\"You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.\"]},{\"name\":\"Channel Divinity: Consuming Fervor\",\"source\":\"PSA\",\"page\":28,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Zeal (PSA)\",\"subclassSource\":\"PSA\",\"level\":2,\"header\":2,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"Starting at 2nd level, you can use your Channel Divinity to channel your zeal into unchecked ferocity.\",\"When you roll fire or thunder damage, you can use your Channel Divinity to deal maximum damage instead of rolling.\"]},{\"name\":\"Resounding Strike\",\"source\":\"PSA\",\"page\":28,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Zeal (PSA)\",\"subclassSource\":\"PSA\",\"level\":6,\"header\":2,\"entries\":[\"At 6th level, when you deal thunder damage to a Large or smaller creature, you can also push it up to 10 feet away from you.\"]},{\"name\":\"Blessed Strikes\",\"source\":\"TCE\",\"page\":30,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Zeal (PSA)\",\"subclassSource\":\"PSA\",\"level\":8,\"isClassFeatureVariant\":true,\"header\":2,\"entries\":[\"{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}\",\"You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.\"]},{\"name\":\"Divine Strike\",\"source\":\"PSA\",\"page\":28,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Zeal (PSA)\",\"subclassSource\":\"PSA\",\"level\":8,\"header\":2,\"entries\":[\"At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to {@dice 2d8}.\"]},{\"name\":\"Blaze of Glory\",\"source\":\"PSA\",\"page\":28,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Zeal (PSA)\",\"subclassSource\":\"PSA\",\"level\":17,\"header\":2,\"entries\":[\"Starting at 17th level, you can delay death for an instant to perform a final heroic act.\",\"When you are reduced to 0 hit points by an attacker you can see, even if you would be killed outright, you can use your reaction to move up to your speed toward the attacker and make one melee weapon attack against it, as long as the movement brings it within your reach. You make this attack with advantage. If the attack hits, the creature takes an extra {@damage 5d10} fire damage and an extra {@damage 5d10} damage of the weapon's type. You then fall {@condition unconscious} and begin making death saving throws as normal, or you die if the damage you took would have killed you outright.\",\"Once you use this feature, you can't use it again until you finish a long rest.\"]},{\"name\":\"Arcana Domain\",\"source\":\"SCAG\",\"page\":125,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Arcana\",\"subclassSource\":\"SCAG\",\"level\":1,\"entries\":[\"Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.\",\"The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include {@deity Azuth|Faerûnian|SCAG} and {@deity Mystra|Faerûnian|SCAG}, as well as {@deity Corellon Larethian|Elven|SCAG} of the elven pantheon. In other worlds, this domain includes {@deity Hecate|Greek}, {@deity Math Mathonwy|Celtic}, and {@deity Isis|Egyptian}; the triple moon gods of {@deity Solinari|Dragonlance}, {@deity Lunitari|Dragonlance}, and {@deity Nuitari|Dragonlance} of Krynn; and {@deity Boccob|Greyhawk}, {@deity Vecna|Greyhawk}, and {@deity Wee Jas|Greyhawk} of Greyhawk.\",\"At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.\",{\"type\":\"table\",\"caption\":\"Arcana Domain Spells\",\"colLabels\":[\"Cleric Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell detect magic}, {@spell magic missile}\"],[\"3rd\",\"{@spell magic weapon}, {@spell Nystul's magic aura}\"],[\"5th\",\"{@spell dispel magic}, {@spell magic circle}\"],[\"7th\",\"{@spell arcane eye}, {@spell Leomund's secret chest}\"],[\"9th\",\"{@spell planar binding}, {@spell teleportation circle}\"]]},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Arcane Initiate|Cleric||Arcana|SCAG|1\"}]},{\"name\":\"Arcane Initiate\",\"source\":\"SCAG\",\"page\":125,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Arcana\",\"subclassSource\":\"SCAG\",\"level\":1,\"header\":1,\"entries\":[\"When you choose this domain at 1st level, you gain proficiency in the {@skill Arcana} skill, and you gain two cantrips of your choice from the {@filter wizard spell list|spells|class=wizard|level=0}. For you, these cantrips count as cleric cantrips.\"]},{\"name\":\"Channel Divinity: Arcane Abjuration\",\"source\":\"SCAG\",\"page\":125,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Arcana\",\"subclassSource\":\"SCAG\",\"level\":2,\"header\":2,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.\",\"As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\",\"A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can use only the {@action Dash} action or try to escape from an effect that prevents it from moving. If there's nowhere to move, then the creature can use the {@action Dodge} action.\",\"After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the {@spell banishment} spell, no {@status concentration} required) if it isn't on its plane of origin, and its challenge rating is at or below a certain threshold, as shown below.\",{\"type\":\"table\",\"caption\":\"Arcane Banishment\",\"colLabels\":[\"Cleric level\",\"Banishes Creatures of CR...\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"5th\",\"1/2 or lower\"],[\"8th\",\"1 or lower\"],[\"11th\",\"2 or lower\"],[\"14th\",\"3 or lower\"],[\"17th\",\"4 or lower\"]]}]},{\"name\":\"Spell Breaker\",\"source\":\"SCAG\",\"page\":125,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Arcana\",\"subclassSource\":\"SCAG\",\"level\":6,\"header\":2,\"entries\":[\"Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.\"]},{\"name\":\"Blessed Strikes\",\"source\":\"TCE\",\"page\":30,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Arcana\",\"subclassSource\":\"SCAG\",\"level\":8,\"isClassFeatureVariant\":true,\"header\":2,\"entries\":[\"{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Potent Spellcasting feature}\",\"You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.\"]},{\"name\":\"Potent Spellcasting\",\"source\":\"SCAG\",\"page\":125,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Arcana\",\"subclassSource\":\"SCAG\",\"level\":8,\"header\":2,\"entries\":[\"Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.\"]},{\"name\":\"Arcane Mastery\",\"source\":\"SCAG\",\"page\":125,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Arcana\",\"subclassSource\":\"SCAG\",\"level\":17,\"header\":2,\"entries\":[\"At 17th level, you choose four spells from the Wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.\"]},{\"name\":\"Order Domain\",\"source\":\"TCE\",\"page\":31,\"otherSources\":[{\"source\":\"GGR\",\"page\":25}],\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Order\",\"subclassSource\":\"TCE\",\"level\":1,\"entries\":[\"The Order Domain represents discipline, as well as devotion to a society or an institution and strict obedience to the laws governing it. On Ravnica, the domain is favored by clerics of the Azorius Senate, who use it to maintain and enforce the law, and of the Orzhov Syndicate, who exploit law and order for their personal gain. On other worlds, gods who grant access to this domain include {@deity Bane}, {@deity Tyr}, {@deity Majere|Dragonlance}, {@deity Erathis|Dawn War|DMG}, {@deity Pholtus|Greyhawk}, {@deity Wee Jas|Greyhawk}, {@deity Aureon|Eberron}, {@deity Maglubiyet|Nonhuman}, {@deity Nuada|Celtic}, {@deity Athena|Greek}, {@deity Anubis|Egyptian}, {@deity Forseti|Norse}, and {@deity Asmodeus|Dawn War|DMG}.\",\"The ideal of order is obedience to the law above all else, rather than to a specific individual or the passing influence of emotion or popular rule. Clerics of order are typically concerned with how things are done, rather than whether an action's results are just. Following the law and obeying its edicts is critical, especially when it benefits these clerics and their guilds or deities.\",\"Law establishes hierarchies. Those selected by the law to lead must be obeyed. Those who obey must do so to the best of their ability. In this manner, law creates an intricate web of obligations that allows society to forge order and security in a chaotic multiverse.\",\"At each indicated cleric level, you add the listed spells to your spells prepared.\",{\"type\":\"table\",\"caption\":\"Order Domain Spells\",\"colLabels\":[\"Cleric Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell command}, {@spell heroism}\"],[\"3rd\",\"{@spell hold person}, {@spell zone of truth}\"],[\"5th\",\"{@spell mass healing word}, {@spell slow}\"],[\"7th\",\"{@spell compulsion}, {@spell locate creature}\"],[\"9th\",\"{@spell commune}, {@spell dominate person}\"]]},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Bonus Proficiencies|Cleric||Order|TCE|1\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Voice of Authority|Cleric||Order|TCE|1\"}]},{\"name\":\"Bonus Proficiencies\",\"source\":\"TCE\",\"page\":31,\"otherSources\":[{\"source\":\"GGR\",\"page\":25}],\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Order\",\"subclassSource\":\"TCE\",\"level\":1,\"header\":1,\"entries\":[\"When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the {@skill Intimidation} or {@skill Persuasion} skill (your choice).\"]},{\"name\":\"Voice of Authority\",\"source\":\"TCE\",\"page\":31,\"otherSources\":[{\"source\":\"GGR\",\"page\":25}],\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Order\",\"subclassSource\":\"TCE\",\"level\":1,\"header\":1,\"entries\":[\"Starting at 1st level, you can invoke the power of law to drive an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.\",\"If the spell targets more than one ally, you choose the ally who can make the attack.\"]},{\"name\":\"Channel Divinity: Order's Demand\",\"source\":\"TCE\",\"page\":31,\"otherSources\":[{\"source\":\"GGR\",\"page\":25}],\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Order\",\"subclassSource\":\"TCE\",\"level\":2,\"header\":2,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.\",\"As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be {@condition charmed} by you until the end of your next turn or until the {@condition charmed} creature takes any damage. You can also cause any of the {@condition charmed} creatures to drop what they are holding when they fail the saving throw.\"]},{\"name\":\"Embodiment of the Law\",\"source\":\"TCE\",\"page\":31,\"otherSources\":[{\"source\":\"GGR\",\"page\":25}],\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Order\",\"subclassSource\":\"TCE\",\"level\":6,\"header\":2,\"entries\":[\"At 6th level, you become remarkably adept at channeling magical energy to compel others.\",\"If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.\",\"You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.\"]},{\"name\":\"Blessed Strikes\",\"source\":\"TCE\",\"page\":31,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Order\",\"subclassSource\":\"TCE\",\"level\":8,\"isClassFeatureVariant\":true,\"header\":2,\"entries\":[\"{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}\",\"You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.\"]},{\"name\":\"Divine Strike\",\"source\":\"TCE\",\"page\":31,\"otherSources\":[{\"source\":\"GGR\",\"page\":25}],\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Order\",\"subclassSource\":\"TCE\",\"level\":8,\"header\":2,\"entries\":[\"At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} psychic damage to the target. When you reach 14th level, the extra damage increases to {@dice 2d8}.\"]},{\"name\":\"Order's Wrath\",\"source\":\"TCE\",\"page\":31,\"otherSources\":[{\"source\":\"GGR\",\"page\":25}],\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Order\",\"subclassSource\":\"TCE\",\"level\":17,\"header\":2,\"entries\":[\"Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes {@damage 2d8} psychic damage, and the curse ends. You can curse a creature in this way only once per turn.\"]},{\"name\":\"Peace Domain\",\"source\":\"TCE\",\"page\":32,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Peace\",\"subclassSource\":\"TCE\",\"level\":1,\"entries\":[\"The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing. See the Peace Deities table for a list of some of the gods associated with this domain.\",\"Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics' blessings draw people together and help them shoulder one another's burdens, and the clerics' magic aids those who are driven to fight for the way of peace.\",{\"type\":\"table\",\"caption\":\"Peace Deities\",\"colLabels\":[\"Example Deity\",\"Pantheon\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[\"{@deity Angharradh|Elven|SCAG}\",\"Elven\"],[\"{@deity Berronar Truesilver|Dwarven|SCAG}\",\"Dwarven\"],[\"{@deity Boldrei|Eberron}\",\"Eberron\"],[\"{@deity Cyrrollalee|Halfling|SCAG}\",\"Halfling\"],[\"{@deity Eldath}\",\"Forgotten Realms\"],[\"{@deity Gaerdal Ironhand|Gnomish|SCAG}\",\"Gnomish\"],[\"{@deity Paladine|Dragonlance}\",\"Dragonlance\"],[\"{@deity Rao|Greyhawk}\",\"Greyhawk\"]]},{\"name\":\"Domain Spells\",\"type\":\"entries\",\"entries\":[\"{@i 1st-level Peace Domain feature}\",\"You gain domain spells at the cleric levels listed in the Peace Domain Spells table. See the Divine Domain class feature for how domain spells work.\",{\"type\":\"table\",\"caption\":\"Peace Domain Spells\",\"colLabels\":[\"Cleric Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell heroism}, {@spell sanctuary}\"],[\"3rd\",\"{@spell aid}, {@spell warding bond}\"],[\"5th\",\"{@spell beacon of hope}, {@spell sending}\"],[\"7th\",\"{@spell aura of purity}, {@spell Otiluke's resilient sphere}\"],[\"9th\",\"{@spell greater restoration}, {@spell Rary's telepathic bond}\"]]}]},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Implement of Peace|Cleric||Peace|TCE|1\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Emboldening Bond|Cleric||Peace|TCE|1\"}]},{\"name\":\"Emboldening Bond\",\"source\":\"TCE\",\"page\":32,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Peace\",\"subclassSource\":\"TCE\",\"level\":1,\"header\":1,\"entries\":[\"{@i 1st-level Peace Domain feature}\",\"You can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a {@dice d4} and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the {@dice d4} no more than once per turn.\",\"You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]},{\"name\":\"Implement of Peace\",\"source\":\"TCE\",\"page\":32,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Peace\",\"subclassSource\":\"TCE\",\"level\":1,\"header\":1,\"entries\":[\"{@i 1st-level Peace Domain feature}\",\"You gain proficiency in the {@skill Insight}, {@skill Performance}, or {@skill Persuasion} skill (your choice).\"]},{\"name\":\"Channel Divinity: Balm of Peace\",\"source\":\"TCE\",\"page\":32,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Peace\",\"subclassSource\":\"TCE\",\"level\":2,\"header\":2,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"{@i 2nd-level Peace Domain feature}\",\"You can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to {@dice 2d6} + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.\"]},{\"name\":\"Protective Bond\",\"source\":\"TCE\",\"page\":32,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Peace\",\"subclassSource\":\"TCE\",\"level\":6,\"header\":2,\"entries\":[\"{@i 6th-level Peace Domain feature}\",\"The bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead.\"]},{\"name\":\"Blessed Strikes\",\"source\":\"TCE\",\"page\":32,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Peace\",\"subclassSource\":\"TCE\",\"level\":8,\"isClassFeatureVariant\":true,\"header\":2,\"entries\":[\"{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Potent Spellcasting feature}\",\"You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.\"]},{\"name\":\"Potent Spellcasting\",\"source\":\"TCE\",\"page\":32,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Peace\",\"subclassSource\":\"TCE\",\"level\":8,\"header\":2,\"entries\":[\"{@i 8th-level Peace Domain feature}\",\"You add your Wisdom modifier to the damage you deal with any cleric cantrip.\"]},{\"name\":\"Expansive Bond\",\"source\":\"TCE\",\"page\":32,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Peace\",\"subclassSource\":\"TCE\",\"level\":17,\"header\":2,\"entries\":[\"{@i 17th-level Peace Domain feature}\",\"The benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each other. Moreover, when a creature uses Protective Bond to take someone else's damage, the creature has resistance to that damage.\"]},{\"name\":\"Twilight Domain\",\"source\":\"TCE\",\"page\":34,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Twilight\",\"subclassSource\":\"TCE\",\"level\":1,\"entries\":[\"The twilit transition from light into darkness often brings calm and even joy, as the day's labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night.\",\"Clerics who serve these deities-examples of which appear on the Twilight Deities table-bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.\",{\"type\":\"table\",\"caption\":\"Twilight Deities\",\"colLabels\":[\"Example Deity\",\"Pantheon\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[\"{@deity Boldrei|Eberron}\",\"Eberron\"],[\"{@deity Celestian|Greyhawk}\",\"Greyhawk\"],[\"{@deity Dol Arrah|Eberron}\",\"Eberron\"],[\"{@deity Helm}\",\"Forgotten Realms\"],[\"{@deity Ilmater}\",\"Forgotten Realms\"],[\"{@deity Mishakal|Dragonlance}\",\"Dragonlance\"],[\"{@deity Selûne}\",\"Forgotten Realms\"],[\"{@deity Yondalla|Nonhuman}\",\"Halfling\"]]},{\"name\":\"Domain Spells\",\"type\":\"entries\",\"entries\":[\"{@i 1st-level Twilight Domain feature}\",\"You gain domain spells at the cleric levels listed in the Twilight Domain Spells table. See the Divine Domain class feature for how domain spells work.\",{\"type\":\"table\",\"caption\":\"Twilight Domain Spells\",\"colLabels\":[\"Cleric Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell faerie fire}, {@spell sleep}\"],[\"3rd\",\"{@spell moonbeam}, {@spell see invisibility}\"],[\"5th\",\"{@spell aura of vitality}, {@spell Leomund's tiny hut}\"],[\"7th\",\"{@spell aura of life}, {@spell greater invisibility}\"],[\"9th\",\"{@spell circle of power}, {@spell mislead}\"]]}]},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Bonus Proficiencies|Cleric||Twilight|TCE|1\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Eyes of Night|Cleric||Twilight|TCE|1\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Vigilant Blessing|Cleric||Twilight|TCE|1\"}]},{\"name\":\"Bonus Proficiencies\",\"source\":\"TCE\",\"page\":34,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Twilight\",\"subclassSource\":\"TCE\",\"level\":1,\"header\":1,\"entries\":[\"{@i 1st-level Twilight Domain feature}\",\"You gain proficiency with martial weapons and heavy armor.\"]},{\"name\":\"Eyes of Night\",\"source\":\"TCE\",\"page\":34,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Twilight\",\"subclassSource\":\"TCE\",\"level\":1,\"header\":1,\"entries\":[\"{@i 1st-level Twilight Domain feature}\",\"You can see through the deepest gloom. You have {@sense darkvision} out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.\",\"As an action, you can magically share the {@sense darkvision} of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared {@sense darkvision} lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.\"]},{\"name\":\"Vigilant Blessing\",\"source\":\"TCE\",\"page\":34,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Twilight\",\"subclassSource\":\"TCE\",\"level\":1,\"header\":1,\"entries\":[\"{@i 1st-level Twilight Domain feature}\",\"The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.\"]},{\"name\":\"Channel Divinity: Twilight Sanctuary\",\"source\":\"TCE\",\"page\":34,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Twilight\",\"subclassSource\":\"TCE\",\"level\":2,\"header\":2,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"{@i 2nd-level Twilight Domain feature}\",\"You can use your Channel Divinity to refresh your allies with soothing twilight.\",\"As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are {@condition incapacitated} or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:\",{\"type\":\"list\",\"items\":[\"You grant it temporary hit points equal to {@dice 1d6} plus your cleric level.\",\"You end one effect on it causing it to be {@condition charmed} or {@condition frightened}.\"]}]},{\"name\":\"Steps of Night\",\"source\":\"TCE\",\"page\":34,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Twilight\",\"subclassSource\":\"TCE\",\"level\":6,\"header\":2,\"entries\":[\"{@i 6th-level Twilight Domain feature}\",\"You can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]},{\"name\":\"Blessed Strikes\",\"source\":\"TCE\",\"page\":34,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Twilight\",\"subclassSource\":\"TCE\",\"level\":8,\"isClassFeatureVariant\":true,\"header\":2,\"entries\":[\"{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}\",\"You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.\"]},{\"name\":\"Divine Strike\",\"source\":\"TCE\",\"page\":34,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Twilight\",\"subclassSource\":\"TCE\",\"level\":8,\"header\":2,\"entries\":[\"{@i 8th-level Twilight Domain feature}\",\"You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} radiant damage. When you reach 14th level, the extra damage increases to {@dice 2d8}.\"]},{\"name\":\"Twilight Shroud\",\"source\":\"TCE\",\"page\":34,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Twilight\",\"subclassSource\":\"TCE\",\"level\":17,\"header\":2,\"entries\":[\"{@i 17th-level Twilight Domain feature}\",\"The twilight that you summon offers a protective embrace: you and your allies have {@quickref Cover||3||half cover} while in the sphere created by your Twilight Sanctuary.\"]},{\"name\":\"Blood Domain\",\"source\":\"TDCSR\",\"page\":168,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Blood\",\"subclassSource\":\"TDCSR\",\"level\":1,\"header\":1,\"entries\":[\"Developed in {@book Wildemount|TDCSR|3|Wildemount} by the {@book Claret Orders|TDCSR|2|Claret Orders}, the Blood Domain centers around the understanding of the natural life force as it exists within the body, and the divine conduit it can become. Those who take up this domain understand that the power of blood is the power of sacrifice, the balance of life and death, and the spirit's anchor within the mortal shell.\",\"Gods who grant the power of the Blood Domain, including {@deity The Ruiner|Exandria|TDCSR} and {@deity The Matron of Ravens|Exandria|TDCSR}, direct their followers to tap into the connection between body and soul, exploit the hidden reserves of will within one's own vitality, and corrupt the bodies of others through the secret rites of {@variantrule hemocraft|TDCSR}. Clerics of good gods use {@variantrule hemocraft|TDCSR} to fill their self-sacrifice with purpose and power, while clerics with fewer morals use the blood of others to achieve their own malevolent ends.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Domain Spells|Cleric|PHB|Blood|TDCSR|1\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Bonus Proficiencies|Cleric|PHB|Blood|TDCSR|1\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Bloodletting Focus|Cleric|PHB|Blood|TDCSR|1\"}]},{\"name\":\"Bloodletting Focus\",\"source\":\"TDCSR\",\"page\":169,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Blood\",\"subclassSource\":\"TDCSR\",\"level\":1,\"header\":2,\"entries\":[\"Starting at 1st level, your divine magic draws the blood from magically inflicted wounds, worsening the agony of your foes. When you cast a damage-dealing spell of 1st level or higher whose duration is instantaneous, any creature with blood that takes damage from the spell takes extra necrotic damage equal to 2 + the spell's level.\"]},{\"name\":\"Bonus Proficiencies\",\"source\":\"TDCSR\",\"page\":169,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Blood\",\"subclassSource\":\"TDCSR\",\"level\":1,\"header\":2,\"entries\":[\"When you choose this domain at 1st level, you gain proficiency with martial weapons.\"]},{\"name\":\"Domain Spells\",\"source\":\"TDCSR\",\"page\":169,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Blood\",\"subclassSource\":\"TDCSR\",\"level\":1,\"header\":2,\"entries\":[\"You gain domain spells at the cleric levels listed in the Blood Domain Spells table.\",{\"type\":\"table\",\"caption\":\"Blood Domain Spells\",\"colLabels\":[\"Cleric Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell false life}, {@spell sleep}\"],[\"3rd\",\"{@spell hold person}, {@spell ray of enfeeblement}\"],[\"5th\",\"{@spell haste}, {@spell slow}\"],[\"7th\",\"{@spell blight}, {@spell stoneskin}\"],[\"9th\",\"{@spell dominate person}, {@spell hold monster}\"]]}]},{\"name\":\"Channel Divinity: Crimson Bond\",\"source\":\"TDCSR\",\"page\":169,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Blood\",\"subclassSource\":\"TDCSR\",\"level\":2,\"header\":2,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"Starting at 2nd level, you can use your Channel Divinity to form a supernatural bond with a creature you can see, or with a creature for which you possess a blood sample. This bond lasts for 1 hour or until your {@status concentration} is broken (as if concentrating on a spell).\",\"While the bond is in effect, you can use an action to learn the target's approximate distance and direction from you, as well as its current hit points and any conditions affecting it, as long as the target is within 10 miles of you. Alternatively, you can use your action to attempt to connect with the target's senses. You take {@damage 2d6} necrotic damage and the target makes a Constitution {@quickref saving throws|PHB|2|1|saving throw} against your spell save DC. On a successful save, the bond ends. On a failure, you can choose to either see or hear through the target's senses for a number of minutes equal to your Wisdom modifier (minimum 1 minute). During this time, you are {@condition blinded} or {@condition deafened} (respectively) with regard to your own senses. When the connection ends, the bond is lost.\",\"Regardless of the outcome, the target feels a wave of unease pass over it when it makes this save.\"]},{\"name\":\"Channel Divinity: Blood Puppet\",\"source\":\"TDCSR\",\"page\":169,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Blood\",\"subclassSource\":\"TDCSR\",\"level\":6,\"header\":2,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"Starting at 6th level, you can use your Channel Divinity to briefly control a creature's actions—whether that creature is living or dead. As an action, you target a Large or smaller creature or corpse within 60 feet of you that has blood. A creature you target must succeed on a Wisdom {@quickref saving throws|PHB|2|1|saving throw} against your spell save DC or become {@condition charmed} by you. An {@condition unconscious} creature automatically fails its {@quickref saving throws|PHB|2|1|saving throw}, and isn't {@condition incapacitated} while you control its actions. A corpse targeted by this effect gains a semblance of life that you control.\",\"On the affected creature or animated corpse's turn, you can command it (no action required) to move up to half its speed and use its action to do one of the following:\",{\"type\":\"list\",\"items\":[\"{@action Use an Object|PHB|Interact with an object}\",\"Make a single {@action attack}\",\"Do nothing\"]},\"An animated corpse or an {@condition unconscious} creature takes its turn immediately after yours, but can't move or take actions unless you command it to do so. Its statistics are the same as when it was alive or conscious.\",\"An affected living creature makes a new {@quickref saving throws|PHB|2|1|saving throw} at the end of each of its turns, ending the effect on itself on a success. For any target, your control lasts for 1 minute or until your {@status concentration} is broken (as if concentrating on a spell).\"]},{\"name\":\"Sanguine Recall\",\"source\":\"TDCSR\",\"page\":169,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Blood\",\"subclassSource\":\"TDCSR\",\"level\":6,\"header\":2,\"entries\":[\"At 6th level, you can sacrifice a portion of your own vitality to recover expended spell slots as an action. The spell slots can have a combined level equal to or less than half your cleric level (rounded up), and none of the slots can be 6th level or higher. You take {@damage 1d8} necrotic damage for each spell slot level recovered, which can't be reduced in any way. You can't use this feature again until you finish a {@quickref resting|PHB|2|0|long rest}.\",\"For example, if you're an 8th-level cleric, you can recover up to four levels of spell slots—a single 4th-level slot, two 2nd-level slots, a 3rd-level slot and a 1st-level slot, or four 1st-level slots. You then take {@damage 4d8} necrotic damage.\"]},{\"name\":\"Divine Strike\",\"source\":\"TDCSR\",\"page\":169,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Blood\",\"subclassSource\":\"TDCSR\",\"level\":8,\"header\":2,\"entries\":[\"At 8th level, you gain the ability to cause the physical wounds you deal out to bleed profusely. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} necrotic damage to the target.\"]},{\"name\":\"Divine Strike (14th Level)\",\"source\":\"TDCSR\",\"page\":169,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Blood\",\"subclassSource\":\"TDCSR\",\"level\":14,\"header\":2,\"entries\":[\"When you reach 14th level, the extra damage increases to {@damage 2d8}.\"]},{\"name\":\"Channel Divinity: Blood Puppet (17th Level)\",\"source\":\"TDCSR\",\"page\":169,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Blood\",\"subclassSource\":\"TDCSR\",\"level\":17,\"header\":2,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"At 17th level, you can use this feature to target a Huge or smaller creature or corpse.\"]},{\"name\":\"Vascular Corruption Aura\",\"source\":\"TDCSR\",\"page\":169,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Blood\",\"subclassSource\":\"TDCSR\",\"level\":17,\"header\":2,\"entries\":[\"At 17th level, you can use your action to emit a deathly aura of necrotic energy that causes the veins of nearby foes to burst and bleed. For 1 minute, any hostile creature with blood that moves within 30 feet of you for the first time on a turn or starts its turn there takes {@damage 3d6} necrotic damage. If a hostile creature with blood regains hit points while in the aura, it regains only half as many hit points as expected.\",\"Once you use this feature, you can't use it again until you finish a {@quickref resting|PHB|2|0|long rest}.\"]},{\"name\":\"Moon Domain\",\"source\":\"TDCSR\",\"page\":169,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Moon\",\"subclassSource\":\"TDCSR\",\"level\":1,\"header\":1,\"entries\":[\"Since the {@book Founding|TDCSR|1|The Founding}, all mortal creatures have looked to the skies and sensed the power and mystery carried by {@book Catha and Ruidus|TDCSR|1|Catha and Ruidus}, the two moons of Exandria. The {@deity The Moonweaver|Exandria|TDCSR} herself is said to guide her worshipers from within the pale glow of Catha, revealing hidden paths and granting inspired dreams to those who pray to that moon. Distant, dark Ruidus is often regarded with awe and apprehension, considered a portent for fell deeds and bad luck.\",\"Clerics of the Moon Domain draw on their divine connection to the moons to wield light and shadow, invoke good fortune and ill favor, and reveal or conceal as they see fit. Most Moon clerics worship the {@deity The Moonweaver|Exandria|TDCSR|Moonweaver} herself, but her followers are as varied as the stars in the sky. Some seek to protect the vulnerable and do good in the world, while others meddle with impunity and distort the truth for selfish gain. Other Moon clerics worship not the gods but the moons themselves, especially those with an innate connection to the lunar cycles through {@variantrule Player Characters as Lycanthropes|MM|lycanthropy}.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Domain Spells|Cleric|PHB|Moon|TDCSR|1\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Clarity of Catha|Cleric|PHB|Moon|TDCSR|1\"}]},{\"name\":\"Clarity of Catha\",\"source\":\"TDCSR\",\"page\":170,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Moon\",\"subclassSource\":\"TDCSR\",\"level\":1,\"header\":2,\"entries\":[\"When you choose this domain at 1st level, you learn to shine light upon the mind's most dire moments, shielding those you protect. When a creature within 30 feet of you that you can see makes a Wisdom {@quickref saving throws|PHB|2|1|saving throw}, you can use your reaction to grant that creature {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on the save.\",\"You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a {@quickref resting|PHB|2|0|long rest}.\"]},{\"name\":\"Domain Spells\",\"source\":\"TDCSR\",\"page\":170,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Moon\",\"subclassSource\":\"TDCSR\",\"level\":1,\"header\":2,\"entries\":[\"You gain domain spells at the cleric levels listed in the Moon Domain Spells table.\",{\"type\":\"table\",\"caption\":\"Moon Domain Spells\",\"colLabels\":[\"Cleric Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell faerie fire}, {@spell silent image}\"],[\"3rd\",\"{@spell invisibility}, {@spell moonbeam}\"],[\"5th\",\"{@spell hypnotic pattern}, {@spell major image}\"],[\"7th\",\"{@spell greater invisibility}, {@spell hallucinatory terrain}\"],[\"9th\",\"{@spell dream}, {@spell passwall}\"]]}]},{\"name\":\"Channel Divinity: Blessing of the Full Moon\",\"source\":\"TDCSR\",\"page\":170,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Moon\",\"subclassSource\":\"TDCSR\",\"level\":2,\"header\":2,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"Starting at 2nd level, you can use your Channel Divinity to infuse your allies with bestial power. As an action, you instill a willing creature of your choice within 30 feet of you that you can see with one of the following blessings of your choice:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Blessing of the Watchful Moon\",\"entries\":[\"For 1 hour, the blessed creature's speed increases by 10 feet, and it has {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on Wisdom ({@skill Perception} or {@skill Survival}) checks involving smell or made to track a creature.\"]},{\"type\":\"item\",\"name\":\"Blessing of the Blood-Drenched Moon\",\"entries\":[\"For 10 minutes, the blessed creature has {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on attack rolls against a target if at least one of the blessed creature's allies is within 5 feet of the target and the ally isn't {@condition incapacitated}.\"]}]}]},{\"name\":\"Channel Divinity: Mind of Two Moons\",\"source\":\"TDCSR\",\"page\":170,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Moon\",\"subclassSource\":\"TDCSR\",\"level\":6,\"header\":2,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"Starting at 6th level, you can use your Channel Divinity to invoke the twofold arcana of Exandria's moons. By expending one use of Channel Divinity, you can cast a second {@status concentration} spell while already concentrating on a first spell, as long as both spells are on your list of Moon Domain spells. If you need to make a Constitution {@quickref saving throws|PHB|2|1|saving throw} to maintain your {@status concentration} on both spells, you make the save with {@quickref Advantage and Disadvantage|PHB|2|0|disadvantage}. On a failure, you lose {@status concentration} on both spells.\"]},{\"name\":\"Empowered Cantrips\",\"source\":\"TDCSR\",\"page\":171,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Moon\",\"subclassSource\":\"TDCSR\",\"level\":8,\"header\":2,\"entries\":[\"Starting at 8th level, your cleric cantrips deal extra damage equal to your Wisdom modifier (minimum of 1).\"]},{\"name\":\"Eclipse of Ill Omen\",\"source\":\"TDCSR\",\"page\":171,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Moon\",\"subclassSource\":\"TDCSR\",\"level\":17,\"header\":2,\"entries\":[\"At 17th level, you can call upon the vermillion moon Ruidus to flare in the sky above you, eclipsing all other light. Its power surrounds you even where the sky can't be seen, and even on other planes. As a bonus action, you can manifest an area of reddish, dim light in a 60-foot radius around you. In addition to the normal effects of dim light, creatures in the area make {@quickref saving throws|PHB|2|1} with {@quickref Advantage and Disadvantage|PHB|2|0|disadvantage}. When you create this eclipse, you can choose any number of creatures that are unaffected by it.\",\"This eclipse lasts while you concentrate (as if concentrating on a spell) for up to 1 minute. Concentrating on this feature counts as concentrating on a Moon Domain spell for the purpose of your {@subclassFeature Channel Divinity: Mind of Two Moons|Cleric|PHB|Moon|TDCSR|6|TDCSR|Mind of Two Moons} feature.\",\"Additionally, once per turn when you deal radiant damage to any creatures in this area of dim light, you can curse one of those creatures until the eclipse ends (no action required). A creature cursed in this way has its speed halved and can't regain hit points.\",\"Once you use this feature, you can't use it again until you finish a {@quickref resting|PHB|2|0|long rest}.\"]},{\"name\":\"Forge Domain\",\"source\":\"XGE\",\"page\":18,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Forge\",\"subclassSource\":\"XGE\",\"level\":1,\"entries\":[\"The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include {@deity Gond}, {@deity Reorx|Dragonlance}, {@deity Onatar|Eberron}, {@deity Moradin|Nonhuman}, {@deity Hephaestus|Greek}, and {@deity Goibhniu|Celtic}.\",\"At each indicated cleric level, add the listed spells to your spells prepared.\",{\"type\":\"table\",\"caption\":\"Forge Domain Spells\",\"colLabels\":[\"Cleric Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell identify}, {@spell searing smite}\"],[\"3rd\",\"{@spell heat metal}, {@spell magic weapon}\"],[\"5th\",\"{@spell elemental weapon}, {@spell protection from energy}\"],[\"7th\",\"{@spell fabricate}, {@spell wall of fire}\"],[\"9th\",\"{@spell animate objects}, {@spell creation}\"]]},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Bonus Proficiency|Cleric||Forge|XGE|1\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Blessing of the Forge|Cleric||Forge|XGE|1\"}]},{\"name\":\"Blessing of the Forge\",\"source\":\"XGE\",\"page\":18,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Forge\",\"subclassSource\":\"XGE\",\"level\":1,\"header\":1,\"entries\":[\"At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon}. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon.\",\"Once you use this feature, you can't use it again until you finish a long rest.\"]},{\"name\":\"Bonus Proficiency\",\"source\":\"XGE\",\"page\":18,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Forge\",\"subclassSource\":\"XGE\",\"level\":1,\"header\":1,\"entries\":[\"When you choose this domain at 1st level, you gain proficiency with heavy armor and {@item smith's tools|phb}.\"]},{\"name\":\"Channel Divinity: Artisan's Blessing\",\"source\":\"XGE\",\"page\":18,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Forge\",\"subclassSource\":\"XGE\",\"level\":2,\"header\":2,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"Starting at 2nd level, you can use your Channel Divinity to create simple items.\",\"You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon}, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, \\\"Equipment,\\\" in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.\",\"The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.\"]},{\"name\":\"Soul of the Forge\",\"source\":\"XGE\",\"page\":18,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Forge\",\"subclassSource\":\"XGE\",\"level\":6,\"header\":2,\"entries\":[\"Starting at 6th level, your mastery of the forge grants you special abilities:\",{\"type\":\"list\",\"items\":[\"You gain resistance to fire damage.\",\"While wearing heavy armor, you gain a +1 bonus to AC.\"]}]},{\"name\":\"Blessed Strikes\",\"source\":\"TCE\",\"page\":30,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Forge\",\"subclassSource\":\"XGE\",\"level\":8,\"isClassFeatureVariant\":true,\"header\":2,\"entries\":[\"{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}\",\"You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.\"]},{\"name\":\"Divine Strike\",\"source\":\"XGE\",\"page\":18,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Forge\",\"subclassSource\":\"XGE\",\"level\":8,\"header\":2,\"entries\":[\"At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} fire damage to the target. When you reach 14th level, the extra damage increases to {@dice 2d8}.\"]},{\"name\":\"Saint of Forge and Fire\",\"source\":\"XGE\",\"page\":18,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Forge\",\"subclassSource\":\"XGE\",\"level\":17,\"header\":2,\"entries\":[\"At 17th level, your blessed affinity with fire and metal becomes more powerful:\",{\"type\":\"list\",\"items\":[\"You gain immunity to fire damage\",\"While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.\"]}]},{\"name\":\"Grave Domain\",\"source\":\"XGE\",\"page\":19,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Grave\",\"subclassSource\":\"XGE\",\"level\":1,\"entries\":[\"Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Deities of the grave include {@deity Kelemvor}, {@deity Wee Jas|Greyhawk}, the ancestral spirits of {@deity the Undying Court|Eberron}, {@deity Hades|Greek}, {@deity Anubis|Egyptian}, and {@deity Osiris|Egyptian}. Followers of these deities seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due.\",{\"type\":\"table\",\"caption\":\"Grave Domain Spells\",\"colLabels\":[\"Cleric Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell bane}, {@spell false life}\"],[\"3rd\",\"{@spell gentle repose}, {@spell ray of enfeeblement}\"],[\"5th\",\"{@spell revivify}, {@spell vampiric touch}\"],[\"7th\",\"{@spell blight}, {@spell death ward}\"],[\"9th\",\"{@spell antilife shell}, {@spell raise dead}\"]]},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Circle of Mortality|Cleric||Grave|XGE|1\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Eyes of the Grave|Cleric||Grave|XGE|1\"}]},{\"name\":\"Circle of Mortality\",\"source\":\"XGE\",\"page\":19,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Grave\",\"subclassSource\":\"XGE\",\"level\":1,\"header\":1,\"entries\":[\"At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.\",\"In addition, you learn the {@spell spare the dying} cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.\"]},{\"name\":\"Eyes of the Grave\",\"source\":\"XGE\",\"page\":19,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Grave\",\"subclassSource\":\"XGE\",\"level\":1,\"header\":1,\"entries\":[\"At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind {@quickref Cover||3||total cover} and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.\",\"You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.\"]},{\"name\":\"Channel Divinity: Path to the Grave\",\"source\":\"XGE\",\"page\":19,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Grave\",\"subclassSource\":\"XGE\",\"level\":2,\"header\":2,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"Starting at 2nd level, you can use your Channel Divinity to mark another creature's life force for termination.\",\"As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.\"]},{\"name\":\"Sentinel at Death's Door\",\"source\":\"XGE\",\"page\":19,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Grave\",\"subclassSource\":\"XGE\",\"level\":6,\"header\":2,\"entries\":[\"At 6th level, you gain the ability to impede death's progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.\",\"You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.\"]},{\"name\":\"Blessed Strikes\",\"source\":\"TCE\",\"page\":30,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Grave\",\"subclassSource\":\"XGE\",\"level\":8,\"isClassFeatureVariant\":true,\"header\":2,\"entries\":[\"{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Potent Spellcasting feature}\",\"You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.\"]},{\"name\":\"Potent Spellcasting\",\"source\":\"XGE\",\"page\":19,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Grave\",\"subclassSource\":\"XGE\",\"level\":8,\"header\":2,\"entries\":[\"Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.\"]},{\"name\":\"Keeper of Souls\",\"source\":\"XGE\",\"page\":19,\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Grave\",\"subclassSource\":\"XGE\",\"level\":17,\"header\":2,\"entries\":[\"Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy's number of Hit Dice. You can use this feature only if you aren't {@condition incapacitated}. Once you use it, you can't do so again until the start of your next turn.\"]},{\"name\":\"Channel Divinity: Touch of Death\",\"source\":\"DMG\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Death\",\"subclassSource\":\"DMG\",\"level\":3,\"_copy\":{\"name\":\"Channel Divinity: Touch of Death\",\"source\":\"DMG\",\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Death\",\"subclassSource\":\"DMG\",\"level\":2,\"_preserve\":{\"page\":true}}},{\"name\":\"Death Domain\",\"source\":\"DMG\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Death\",\"subclassSource\":\"DMG\",\"level\":3,\"_copy\":{\"name\":\"Death Domain\",\"source\":\"DMG\",\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Death\",\"subclassSource\":\"DMG\",\"level\":1,\"_preserve\":{\"page\":true}}},{\"name\":\"Channel Divinity: Magnificent Feast\",\"source\":\"HWCS\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Community\",\"subclassSource\":\"HWCS\",\"level\":3,\"_copy\":{\"name\":\"Channel Divinity: Magnificent Feast\",\"source\":\"HWCS\",\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Community\",\"subclassSource\":\"HWCS\",\"level\":2,\"_preserve\":{\"page\":true}}},{\"name\":\"Community Domain\",\"source\":\"HWCS\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Community\",\"subclassSource\":\"HWCS\",\"level\":3,\"_copy\":{\"name\":\"Community Domain\",\"source\":\"HWCS\",\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Community\",\"subclassSource\":\"HWCS\",\"level\":1,\"_preserve\":{\"page\":true}}},{\"name\":\"Channel Divinity: Invocation of Night\",\"source\":\"HWCS\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Night\",\"subclassSource\":\"HWCS\",\"level\":3,\"_copy\":{\"name\":\"Channel Divinity: Invocation of Night\",\"source\":\"HWCS\",\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Night\",\"subclassSource\":\"HWCS\",\"level\":2,\"_preserve\":{\"page\":true}}},{\"name\":\"Night Domain\",\"source\":\"HWCS\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Night\",\"subclassSource\":\"HWCS\",\"level\":3,\"_copy\":{\"name\":\"Night Domain\",\"source\":\"HWCS\",\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Night\",\"subclassSource\":\"HWCS\",\"level\":1,\"_preserve\":{\"page\":true}}},{\"name\":\"Channel Divinity: Knowledge of the Ages\",\"source\":\"PHB\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Knowledge\",\"subclassSource\":\"PHB\",\"level\":3,\"_copy\":{\"name\":\"Channel Divinity: Knowledge of the Ages\",\"source\":\"PHB\",\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Knowledge\",\"subclassSource\":\"PHB\",\"level\":2,\"_preserve\":{\"page\":true}}},{\"name\":\"Knowledge Domain\",\"source\":\"PHB\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Knowledge\",\"subclassSource\":\"PHB\",\"level\":3,\"_copy\":{\"name\":\"Knowledge Domain\",\"source\":\"PHB\",\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Knowledge\",\"subclassSource\":\"PHB\",\"level\":1,\"_preserve\":{\"page\":true}}},{\"name\":\"Channel Divinity: Preserve Life\",\"source\":\"PHB\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Life\",\"subclassSource\":\"PHB\",\"level\":3,\"_copy\":{\"name\":\"Channel Divinity: Preserve Life\",\"source\":\"PHB\",\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Life\",\"subclassSource\":\"PHB\",\"level\":2,\"_preserve\":{\"page\":true}}},{\"name\":\"Life Domain\",\"source\":\"PHB\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Life\",\"subclassSource\":\"PHB\",\"level\":3,\"_copy\":{\"name\":\"Life Domain\",\"source\":\"PHB\",\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Life\",\"subclassSource\":\"PHB\",\"level\":1,\"_preserve\":{\"page\":true}}},{\"name\":\"Channel Divinity: Radiance of the Dawn\",\"source\":\"PHB\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Light\",\"subclassSource\":\"PHB\",\"level\":3,\"_copy\":{\"name\":\"Channel Divinity: Radiance of the Dawn\",\"source\":\"PHB\",\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Light\",\"subclassSource\":\"PHB\",\"level\":2,\"_preserve\":{\"page\":true}}},{\"name\":\"Light Domain\",\"source\":\"PHB\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Light\",\"subclassSource\":\"PHB\",\"level\":3,\"_copy\":{\"name\":\"Light Domain\",\"source\":\"PHB\",\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Light\",\"subclassSource\":\"PHB\",\"level\":1,\"_preserve\":{\"page\":true}}},{\"name\":\"Channel Divinity: Charm Animals and Plants\",\"source\":\"PHB\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Nature\",\"subclassSource\":\"PHB\",\"level\":3,\"_copy\":{\"name\":\"Channel Divinity: Charm Animals and Plants\",\"source\":\"PHB\",\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Nature\",\"subclassSource\":\"PHB\",\"level\":2,\"_preserve\":{\"page\":true}}},{\"name\":\"Nature Domain\",\"source\":\"PHB\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Nature\",\"subclassSource\":\"PHB\",\"level\":3,\"_copy\":{\"name\":\"Nature Domain\",\"source\":\"PHB\",\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Nature\",\"subclassSource\":\"PHB\",\"level\":1,\"_preserve\":{\"page\":true}}},{\"name\":\"Channel Divinity: Destructive Wrath\",\"source\":\"PHB\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Tempest\",\"subclassSource\":\"PHB\",\"level\":3,\"_copy\":{\"name\":\"Channel Divinity: Destructive Wrath\",\"source\":\"PHB\",\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Tempest\",\"subclassSource\":\"PHB\",\"level\":2,\"_preserve\":{\"page\":true}}},{\"name\":\"Tempest Domain\",\"source\":\"PHB\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Tempest\",\"subclassSource\":\"PHB\",\"level\":3,\"_copy\":{\"name\":\"Tempest Domain\",\"source\":\"PHB\",\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Tempest\",\"subclassSource\":\"PHB\",\"level\":1,\"_preserve\":{\"page\":true}}},{\"name\":\"Channel Divinity: Invoke Duplicity\",\"source\":\"PHB\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Trickery\",\"subclassSource\":\"PHB\",\"level\":3,\"_copy\":{\"name\":\"Channel Divinity: Invoke Duplicity\",\"source\":\"PHB\",\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Trickery\",\"subclassSource\":\"PHB\",\"level\":2,\"_preserve\":{\"page\":true}}},{\"name\":\"Trickery Domain\",\"source\":\"PHB\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Trickery\",\"subclassSource\":\"PHB\",\"level\":3,\"_copy\":{\"name\":\"Trickery Domain\",\"source\":\"PHB\",\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Trickery\",\"subclassSource\":\"PHB\",\"level\":1,\"_preserve\":{\"page\":true}}},{\"name\":\"Channel Divinity: Guided Strike\",\"source\":\"PHB\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"War\",\"subclassSource\":\"PHB\",\"level\":3,\"_copy\":{\"name\":\"Channel Divinity: Guided Strike\",\"source\":\"PHB\",\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"War\",\"subclassSource\":\"PHB\",\"level\":2,\"_preserve\":{\"page\":true}}},{\"name\":\"War Domain\",\"source\":\"PHB\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"War\",\"subclassSource\":\"PHB\",\"level\":3,\"_copy\":{\"name\":\"War Domain\",\"source\":\"PHB\",\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"War\",\"subclassSource\":\"PHB\",\"level\":1,\"_preserve\":{\"page\":true}}},{\"name\":\"Ambition Domain (PSA)\",\"source\":\"PSA\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Ambition (PSA)\",\"subclassSource\":\"PSA\",\"level\":3,\"_copy\":{\"name\":\"Ambition Domain (PSA)\",\"source\":\"PSA\",\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Ambition (PSA)\",\"subclassSource\":\"PSA\",\"level\":1,\"_preserve\":{\"page\":true}}},{\"name\":\"Channel Divinity: Invoke Duplicity\",\"source\":\"PSA\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Ambition (PSA)\",\"subclassSource\":\"PSA\",\"level\":3,\"_copy\":{\"name\":\"Channel Divinity: Invoke Duplicity\",\"source\":\"PSA\",\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Ambition (PSA)\",\"subclassSource\":\"PSA\",\"level\":2,\"_preserve\":{\"page\":true}}},{\"name\":\"Knowledge Domain (PSA)\",\"source\":\"PSA\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Knowledge (PSA)\",\"subclassSource\":\"PSA\",\"level\":3,\"_copy\":{\"name\":\"Knowledge Domain (PSA)\",\"source\":\"PSA\",\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Knowledge (PSA)\",\"subclassSource\":\"PSA\",\"level\":1,\"_preserve\":{\"page\":true}}},{\"name\":\"Channel Divinity: Preserve Life\",\"source\":\"PSA\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Solidarity (PSA)\",\"subclassSource\":\"PSA\",\"level\":3,\"_copy\":{\"name\":\"Channel Divinity: Preserve Life\",\"source\":\"PSA\",\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Solidarity (PSA)\",\"subclassSource\":\"PSA\",\"level\":2,\"_preserve\":{\"page\":true}}},{\"name\":\"Solidarity Domain (PSA)\",\"source\":\"PSA\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Solidarity (PSA)\",\"subclassSource\":\"PSA\",\"level\":3,\"_copy\":{\"name\":\"Solidarity Domain (PSA)\",\"source\":\"PSA\",\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Solidarity (PSA)\",\"subclassSource\":\"PSA\",\"level\":1,\"_preserve\":{\"page\":true}}},{\"name\":\"Channel Divinity: Feat of Strength\",\"source\":\"PSA\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Strength (PSA)\",\"subclassSource\":\"PSA\",\"level\":3,\"_copy\":{\"name\":\"Channel Divinity: Feat of Strength\",\"source\":\"PSA\",\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Strength (PSA)\",\"subclassSource\":\"PSA\",\"level\":2,\"_preserve\":{\"page\":true}}},{\"name\":\"Strength Domain (PSA)\",\"source\":\"PSA\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Strength (PSA)\",\"subclassSource\":\"PSA\",\"level\":3,\"_copy\":{\"name\":\"Strength Domain (PSA)\",\"source\":\"PSA\",\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Strength (PSA)\",\"subclassSource\":\"PSA\",\"level\":1,\"_preserve\":{\"page\":true}}},{\"name\":\"Channel Divinity: Consuming Fervor\",\"source\":\"PSA\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Zeal (PSA)\",\"subclassSource\":\"PSA\",\"level\":3,\"_copy\":{\"name\":\"Channel Divinity: Consuming Fervor\",\"source\":\"PSA\",\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Zeal (PSA)\",\"subclassSource\":\"PSA\",\"level\":2,\"_preserve\":{\"page\":true}}},{\"name\":\"Zeal Domain (PSA)\",\"source\":\"PSA\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Zeal (PSA)\",\"subclassSource\":\"PSA\",\"level\":3,\"_copy\":{\"name\":\"Zeal Domain (PSA)\",\"source\":\"PSA\",\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Zeal (PSA)\",\"subclassSource\":\"PSA\",\"level\":1,\"_preserve\":{\"page\":true}}},{\"name\":\"Arcana Domain\",\"source\":\"SCAG\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Arcana\",\"subclassSource\":\"SCAG\",\"level\":3,\"_copy\":{\"name\":\"Arcana Domain\",\"source\":\"SCAG\",\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Arcana\",\"subclassSource\":\"SCAG\",\"level\":1,\"_preserve\":{\"page\":true}}},{\"name\":\"Channel Divinity: Arcane Abjuration\",\"source\":\"SCAG\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Arcana\",\"subclassSource\":\"SCAG\",\"level\":3,\"_copy\":{\"name\":\"Channel Divinity: Arcane Abjuration\",\"source\":\"SCAG\",\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Arcana\",\"subclassSource\":\"SCAG\",\"level\":2,\"_preserve\":{\"page\":true}}},{\"name\":\"Channel Divinity: Order's Demand\",\"source\":\"TCE\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Order\",\"subclassSource\":\"TCE\",\"level\":3,\"_copy\":{\"name\":\"Channel Divinity: Order's Demand\",\"source\":\"TCE\",\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Order\",\"subclassSource\":\"TCE\",\"level\":2,\"_preserve\":{\"page\":true}}},{\"name\":\"Order Domain\",\"source\":\"TCE\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Order\",\"subclassSource\":\"TCE\",\"level\":3,\"_copy\":{\"name\":\"Order Domain\",\"source\":\"TCE\",\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Order\",\"subclassSource\":\"TCE\",\"level\":1,\"_preserve\":{\"page\":true}}},{\"name\":\"Channel Divinity: Balm of Peace\",\"source\":\"TCE\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Peace\",\"subclassSource\":\"TCE\",\"level\":3,\"_copy\":{\"name\":\"Channel Divinity: Balm of Peace\",\"source\":\"TCE\",\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Peace\",\"subclassSource\":\"TCE\",\"level\":2,\"_preserve\":{\"page\":true}}},{\"name\":\"Peace Domain\",\"source\":\"TCE\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Peace\",\"subclassSource\":\"TCE\",\"level\":3,\"_copy\":{\"name\":\"Peace Domain\",\"source\":\"TCE\",\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Peace\",\"subclassSource\":\"TCE\",\"level\":1,\"_preserve\":{\"page\":true}}},{\"name\":\"Channel Divinity: Twilight Sanctuary\",\"source\":\"TCE\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Twilight\",\"subclassSource\":\"TCE\",\"level\":3,\"_copy\":{\"name\":\"Channel Divinity: Twilight Sanctuary\",\"source\":\"TCE\",\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Twilight\",\"subclassSource\":\"TCE\",\"level\":2,\"_preserve\":{\"page\":true}}},{\"name\":\"Twilight Domain\",\"source\":\"TCE\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Twilight\",\"subclassSource\":\"TCE\",\"level\":3,\"_copy\":{\"name\":\"Twilight Domain\",\"source\":\"TCE\",\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Twilight\",\"subclassSource\":\"TCE\",\"level\":1,\"_preserve\":{\"page\":true}}},{\"name\":\"Blood Domain\",\"source\":\"TDCSR\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Blood\",\"subclassSource\":\"TDCSR\",\"level\":3,\"_copy\":{\"name\":\"Blood Domain\",\"source\":\"TDCSR\",\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Blood\",\"subclassSource\":\"TDCSR\",\"level\":1,\"_preserve\":{\"page\":true}}},{\"name\":\"Channel Divinity: Crimson Bond\",\"source\":\"TDCSR\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Blood\",\"subclassSource\":\"TDCSR\",\"level\":3,\"_copy\":{\"name\":\"Channel Divinity: Crimson Bond\",\"source\":\"TDCSR\",\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Blood\",\"subclassSource\":\"TDCSR\",\"level\":2,\"_preserve\":{\"page\":true}}},{\"name\":\"Channel Divinity: Blessing of the Full Moon\",\"source\":\"TDCSR\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Moon\",\"subclassSource\":\"TDCSR\",\"level\":3,\"_copy\":{\"name\":\"Channel Divinity: Blessing of the Full Moon\",\"source\":\"TDCSR\",\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Moon\",\"subclassSource\":\"TDCSR\",\"level\":2,\"_preserve\":{\"page\":true}}},{\"name\":\"Moon Domain\",\"source\":\"TDCSR\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Moon\",\"subclassSource\":\"TDCSR\",\"level\":3,\"_copy\":{\"name\":\"Moon Domain\",\"source\":\"TDCSR\",\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Moon\",\"subclassSource\":\"TDCSR\",\"level\":1,\"_preserve\":{\"page\":true}}},{\"name\":\"Channel Divinity: Artisan's Blessing\",\"source\":\"XGE\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Forge\",\"subclassSource\":\"XGE\",\"level\":3,\"_copy\":{\"name\":\"Channel Divinity: Artisan's Blessing\",\"source\":\"XGE\",\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Forge\",\"subclassSource\":\"XGE\",\"level\":2,\"_preserve\":{\"page\":true}}},{\"name\":\"Forge Domain\",\"source\":\"XGE\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Forge\",\"subclassSource\":\"XGE\",\"level\":3,\"_copy\":{\"name\":\"Forge Domain\",\"source\":\"XGE\",\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Forge\",\"subclassSource\":\"XGE\",\"level\":1,\"_preserve\":{\"page\":true}}},{\"name\":\"Channel Divinity: Path to the Grave\",\"source\":\"XGE\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Grave\",\"subclassSource\":\"XGE\",\"level\":3,\"_copy\":{\"name\":\"Channel Divinity: Path to the Grave\",\"source\":\"XGE\",\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Grave\",\"subclassSource\":\"XGE\",\"level\":2,\"_preserve\":{\"page\":true}}},{\"name\":\"Grave Domain\",\"source\":\"XGE\",\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Grave\",\"subclassSource\":\"XGE\",\"level\":3,\"_copy\":{\"name\":\"Grave Domain\",\"source\":\"XGE\",\"className\":\"Cleric\",\"classSource\":\"PHB\",\"subclassShortName\":\"Grave\",\"subclassSource\":\"XGE\",\"level\":1,\"_preserve\":{\"page\":true}}},{\"name\":\"Life Domain\",\"source\":\"XPHB\",\"page\":73,\"freeRules2024\":true,\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Life\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Soothe the Hurts of the World}\",\"The Life Domain focuses on the positive energy that helps sustain all life in the multiverse. Clerics who tap into this domain are masters of healing, using that life force to cure many hurts.\",\"Existence itself relies on the positive energy associated with this domain, so a Cleric of almost any religious tradition might choose it. This domain is particularly associated with agricultural deities, gods of healing or endurance, and gods of home and community. Religious orders of healing also seek the magic of this domain.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Life Domain Spells|Cleric|XPHB|Life|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Disciple of Life|Cleric|XPHB|Life|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Preserve Life|Cleric|XPHB|Life|XPHB|3\"}]},{\"name\":\"Disciple of Life\",\"source\":\"XPHB\",\"page\":73,\"freeRules2024\":true,\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Life\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"entries\":[\"When a spell you cast with a spell slot restores {@variantrule Hit Points|XPHB} to a creature, that creature regains additional {@variantrule Hit Points|XPHB} on the turn you cast the spell. The additional {@variantrule Hit Points|XPHB} equal 2 plus the spell slot's level.\"]},{\"name\":\"Life Domain Spells\",\"source\":\"XPHB\",\"page\":73,\"freeRules2024\":true,\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Life\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"entries\":[\"Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared.\",{\"type\":\"table\",\"caption\":\"Life Domain Spells\",\"colLabels\":[\"Cleric Level\",\"Prepared Spells\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"3rd\",\"{@spell Aid|XPHB}, {@spell Bless|XPHB}, {@spell Cure Wounds|XPHB}, {@spell Lesser Restoration|XPHB}\"],[\"5th\",\"{@spell Mass Healing Word|XPHB}, {@spell Revivify|XPHB}\"],[\"7th\",\"{@spell Aura of Life|XPHB}, {@spell Death Ward|XPHB}\"],[\"9th\",\"{@spell Greater Restoration|XPHB}, {@spell Mass Cure Wounds|XPHB}\"]]}]},{\"name\":\"Preserve Life\",\"source\":\"XPHB\",\"page\":73,\"freeRules2024\":true,\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Life\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":2,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"As a {@action Magic|XPHB} action, you present your {@item Holy Symbol|XPHB} and expend a use of your Channel Divinity to evoke healing energy that can restore a number of {@variantrule Hit Points|XPHB} equal to five times your Cleric level. Choose {@variantrule Bloodied|XPHB} creatures within 30 feet of yourself (which can include you), and divide those {@variantrule Hit Points|XPHB} among them. This feature can restore a creature to no more than half its {@variantrule Hit Points|XPHB|Hit Point} maximum.\"]},{\"name\":\"Blessed Healer\",\"source\":\"XPHB\",\"page\":74,\"freeRules2024\":true,\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Life\",\"subclassSource\":\"XPHB\",\"level\":6,\"header\":2,\"entries\":[\"The healing spells you cast on others heal you as well. Immediately after you cast a spell with a spell slot that restores {@variantrule Hit Points|XPHB} to one creature other than you, you regain {@variantrule Hit Points|XPHB} equal to 2 plus the spell slot's level.\"]},{\"name\":\"Supreme Healing\",\"source\":\"XPHB\",\"page\":74,\"freeRules2024\":true,\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Life\",\"subclassSource\":\"XPHB\",\"level\":17,\"header\":2,\"entries\":[\"When you would normally roll one or more dice to restore {@variantrule Hit Points|XPHB} to a creature with a spell or Channel Divinity, don't roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring {@dice 2d6} {@variantrule Hit Points|XPHB} to a creature with a spell, you restore 12.\"]},{\"name\":\"Light Domain\",\"source\":\"XPHB\",\"page\":74,\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Light\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Bring Light to Banish Darkness}\",\"The Light Domain emphasizes the divine power to bring about blazing fire and revelation. Clerics who wield this power are enlightened souls infused with radiance and the power of their deities' discerning vision, charged with chasing away lies and burning away darkness.\",\"The Light Domain is associated with gods of truth, vigilance, beauty, insight, and renewal. Some of these gods are identified with the sun or as charioteers who guide the sun across the sky. Others are sentinels who pierce deception. Some are deities of beauty and artistry who teach that art is a vehicle for the soul's improvement.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Light Domain Spells|Cleric|XPHB|Light|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Radiance of the Dawn|Cleric|XPHB|Light|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Warding Flare|Cleric|XPHB|Light|XPHB|3\"}]},{\"name\":\"Light Domain Spells\",\"source\":\"XPHB\",\"page\":74,\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Light\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"entries\":[\"Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Light Domain Spells table, you thereafter always have the listed spells prepared.\",{\"type\":\"table\",\"caption\":\"Light Domain Spells\",\"colLabels\":[\"Cleric Level\",\"Prepared Spells\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"3rd\",\"{@spell Burning Hands|XPHB}, {@spell Faerie Fire|XPHB}, {@spell Scorching Ray|XPHB}, {@spell See Invisibility|XPHB}\"],[\"5th\",\"{@spell Daylight|XPHB}, {@spell Fireball|XPHB}\"],[\"7th\",\"{@spell Arcane Eye|XPHB}, {@spell Wall of Fire|XPHB}\"],[\"9th\",\"{@spell Flame Strike|XPHB}, {@spell Scrying|XPHB}\"]]}]},{\"name\":\"Radiance of the Dawn\",\"source\":\"XPHB\",\"page\":74,\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Light\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"As a {@action Magic|XPHB} action, you present your {@item Holy Symbol|XPHB} and expend a use of your Channel Divinity to emit a flash of light in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from yourself. Any magical {@variantrule Darkness|XPHB}—such as that created by the {@spell Darkness|XPHB} spell—in that area is dispelled. Additionally, each creature of your choice in that area must make a Constitution saving throw, taking Radiant damage equal to {@dice 2d10} plus your Cleric level on a failed save or half as much damage on a successful one.\"]},{\"name\":\"Warding Flare\",\"source\":\"XPHB\",\"page\":74,\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Light\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"entries\":[\"When a creature that you can see within 30 feet of yourself makes an attack roll, you can take a {@variantrule Reaction|XPHB} to impose {@variantrule Disadvantage|XPHB} on the attack roll, causing light to flare before it hits or misses.\",\"You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.\"]},{\"name\":\"Improved Warding Flare\",\"source\":\"XPHB\",\"page\":75,\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Light\",\"subclassSource\":\"XPHB\",\"level\":6,\"header\":2,\"entries\":[\"You regain all expended uses of your Warding Flare when you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}.\",\"In addition, whenever you use Warding Flare, you can give the target of the triggering attack a number of {@variantrule Temporary Hit Points|XPHB} equal to {@dice 2d6} plus your Wisdom modifier.\"]},{\"name\":\"Corona of Light\",\"source\":\"XPHB\",\"page\":75,\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Light\",\"subclassSource\":\"XPHB\",\"level\":17,\"header\":2,\"entries\":[\"As a {@action Magic|XPHB} action, you cause yourself to emit an aura of sunlight that lasts for 1 minute or until you dismiss it (no action required). You emit {@variantrule Bright Light|XPHB} in a 60-foot radius and {@variantrule Dim Light|XPHB} for an additional 30 feet. Your enemies in the {@variantrule Bright Light|XPHB} have {@variantrule Disadvantage|XPHB} on saving throws against your Radiance of the Dawn and any spell that deals Fire or Radiant damage.\",\"You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.\"]},{\"name\":\"Trickery Domain\",\"source\":\"XPHB\",\"page\":75,\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Trickery\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Make Mischief and Challenge Authority}\",\"The Trickery Domain offers magic of deception, illusion, and stealth. Clerics who wield this magic are a disruptive force in the world, puncturing pride, mocking tyrants, freeing captives, and flouting hollow traditions. They prefer subterfuge and pranks to direct confrontation.\",\"Gods of trickery are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They embody the forces of change and social upheaval, and they're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Religious orders that operate in secret, especially those that seek to undermine oppressive governments or hierarchies, also draw on the power of the Trickery Domain.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Domain Spells|Cleric|XPHB|Trickery|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Blessing of the Trickster|Cleric|XPHB|Trickery|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Invoke Duplicity|Cleric|XPHB|Trickery|XPHB|3\"}]},{\"name\":\"Blessing of the Trickster\",\"source\":\"XPHB\",\"page\":75,\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Trickery\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":2,\"entries\":[\"As a {@action Magic|XPHB} action, you can choose yourself or a willing creature within 30 feet of yourself to have {@variantrule Advantage|XPHB} on Dexterity ({@skill Stealth|XPHB}) checks. This blessing lasts until you finish a {@variantrule Long Rest|XPHB} or you use this feature again.\"]},{\"name\":\"Domain Spells\",\"source\":\"XPHB\",\"page\":76,\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Trickery\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":2,\"entries\":[\"Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Trickery Domain Spells table, you thereafter always have the listed spells prepared.\",{\"type\":\"table\",\"caption\":\"Trickery Domain Spells\",\"colLabels\":[\"Cleric Level\",\"Prepared Spells\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"3rd\",\"{@spell Charm Person|XPHB}, {@spell Disguise Self|XPHB}, {@spell Invisibility|XPHB}, {@spell Pass without Trace|XPHB}\"],[\"5th\",\"{@spell Hypnotic Pattern|XPHB}, {@spell Nondetection|XPHB}\"],[\"7th\",\"{@spell Confusion|XPHB}, {@spell Dimension Door|XPHB}\"],[\"9th\",\"{@spell Dominate Person|XPHB}, {@spell Modify Memory|XPHB}\"]]}]},{\"name\":\"Invoke Duplicity\",\"source\":\"XPHB\",\"page\":75,\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Trickery\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":2,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"As a {@variantrule Bonus Action|XPHB}, you can expend one use of your Channel Divinity to create a perfect visual illusion of yourself in an unoccupied space you can see within 30 feet of yourself. The illusion is intangible and doesn't occupy its space. It lasts for 1 minute, but it ends early if you dismiss it (no action required) or have the {@condition Incapacitated|XPHB} condition. The illusion is animated and mimics your expressions and gestures. While it persists, you gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Cast Spells\",\"entries\":[\"You can cast spells as though you were in the illusion's space, but you must use your own senses.\"]},{\"type\":\"entries\",\"name\":\"Distract\",\"entries\":[\"When both you and your illusion are within 5 feet of a creature that can see the illusion, you have {@variantrule Advantage|XPHB} on attack rolls against that creature, given how distracting the illusion is to the target.\"]},{\"type\":\"entries\",\"name\":\"Move\",\"entries\":[\"As a {@variantrule Bonus Action|XPHB}, you can move the illusion up to 30 feet to an unoccupied space you can see that is within 120 feet of yourself.\"]}]},{\"name\":\"Trickster's Transposition\",\"source\":\"XPHB\",\"page\":76,\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Trickery\",\"subclassSource\":\"XPHB\",\"level\":6,\"header\":2,\"entries\":[\"Whenever you take the {@variantrule Bonus Action|XPHB} to create or move the illusion of your Invoke Duplicity, you can teleport, swapping places with the illusion.\"]},{\"name\":\"Improved Duplicity\",\"source\":\"XPHB\",\"page\":76,\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Trickery\",\"subclassSource\":\"XPHB\",\"level\":17,\"header\":2,\"entries\":[\"The illusion of your Invoke Duplicity has grown more powerful in the following ways.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Shared Distraction\",\"entries\":[\"When you and your allies make attack rolls against a creature within 5 feet of the illusion, the attack rolls have {@variantrule Advantage|XPHB}.\"]},{\"type\":\"entries\",\"name\":\"Healing Illusion\",\"entries\":[\"When the illusion ends, you or a creature of your choice within 5 feet of it regains a number of {@variantrule Hit Points|XPHB} equal to your Cleric level.\"]}]}]},{\"name\":\"War Domain\",\"source\":\"XPHB\",\"page\":76,\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"War\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Inspire Valor and Smite Foes}\",\"War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. Clerics who tap into the magic of the War Domain excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers.\",\"Gods of the War Domain watch over warriors and reward them for their great deeds. They include champions of honor and chivalry as well as gods of destruction and pillage. Other war gods take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Domain Spells|Cleric|XPHB|War|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"War Priest|Cleric|XPHB|War|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Guided Strike|Cleric|XPHB|War|XPHB|3\"}]},{\"name\":\"Domain Spells\",\"source\":\"XPHB\",\"page\":77,\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"War\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"entries\":[\"Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the War Domain Spells table, you thereafter always have the listed spells prepared.\",{\"type\":\"table\",\"caption\":\"War Domain Spells\",\"colLabels\":[\"Cleric Level\",\"Prepared Spells\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"3rd\",\"{@spell Guiding Bolt|XPHB}, {@spell Magic Weapon|XPHB}, {@spell Shield of Faith|XPHB}, {@spell Spiritual Weapon|XPHB}\"],[\"5th\",\"{@spell Crusader's Mantle|XPHB}, {@spell Spirit Guardians|XPHB}\"],[\"7th\",\"{@spell Fire Shield|XPHB}, {@spell Freedom of Movement|XPHB}\"],[\"9th\",\"{@spell Hold Monster|XPHB}, {@spell Steel Wind Strike|XPHB}\"]]}]},{\"name\":\"Guided Strike\",\"source\":\"XPHB\",\"page\":77,\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"War\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"When you or a creature within 30 feet of you misses with an attack roll, you can expend one use of your Channel Divinity and give that roll a +10 bonus, potentially causing it to hit. When you use this feature to benefit another creature's attack roll, you must take a {@variantrule Reaction|XPHB} to do so.\"]},{\"name\":\"War Priest\",\"source\":\"XPHB\",\"page\":77,\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"War\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"entries\":[\"As a {@variantrule Bonus Action|XPHB}, you can make one attack with a weapon or an {@variantrule Unarmed Strike|XPHB}. You can use this {@variantrule Bonus Action|XPHB} a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}.\"]},{\"name\":\"War God's Blessing\",\"source\":\"XPHB\",\"page\":77,\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"War\",\"subclassSource\":\"XPHB\",\"level\":6,\"header\":2,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"You can expend a use of your Channel Divinity to cast {@spell Shield of Faith|XPHB} or {@spell Spiritual Weapon|XPHB} rather than expending a spell slot. When you cast either spell in this way, the spell doesn't require {@status Concentration|XPHB}. Instead the spell lasts for 1 minute, but it ends early if you cast that spell again, have the {@condition Incapacitated|XPHB} condition, or die.\"]},{\"name\":\"Avatar of Battle\",\"source\":\"XPHB\",\"page\":77,\"className\":\"Cleric\",\"classSource\":\"XPHB\",\"subclassShortName\":\"War\",\"subclassSource\":\"XPHB\",\"level\":17,\"header\":2,\"entries\":[\"You gain {@variantrule Resistance|XPHB} to Bludgeoning, Piercing, and Slashing damage.\"]}]}"); JSON_DATA[`data/class/class-druid.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"subclass\",\"subclassFeature\"]},\"class\":[{\"name\":\"Druid\",\"source\":\"PHB\",\"page\":64,\"srd\":true,\"reprintedAs\":[\"Druid|XPHB\"],\"edition\":\"classic\",\"hd\":{\"number\":1,\"faces\":8},\"proficiency\":[\"int\",\"wis\"],\"spellcastingAbility\":\"wis\",\"casterProgression\":\"full\",\"preparedSpells\":\"<$level$> + <$wis_mod$>\",\"preparedSpellsChange\":\"restLong\",\"cantripProgression\":[2,2,2,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],\"startingProficiencies\":{\"armor\":[\"light\",\"medium\",{\"proficiency\":\"shield\",\"full\":\"shields (druids will not wear armor or use shields made of metal)\"}],\"weapons\":[\"{@item club|phb|clubs}\",\"{@item dagger|phb|daggers}\",\"{@item dart|phb|darts}\",\"{@item javelin|phb|javelins}\",\"{@item mace|phb|maces}\",\"{@item quarterstaff|phb|quarterstaffs}\",\"{@item scimitar|phb|scimitars}\",\"{@item sickle|phb|sickles}\",\"{@item sling|phb|slings}\",\"{@item spear|phb|spears}\"],\"tools\":[\"{@item Herbalism kit|PHB}\"],\"toolProficiencies\":[{\"herbalism kit\":true}],\"skills\":[{\"choose\":{\"from\":[\"arcana\",\"animal handling\",\"insight\",\"medicine\",\"nature\",\"perception\",\"religion\",\"survival\"],\"count\":2}}]},\"startingEquipment\":{\"additionalFromBackground\":true,\"default\":[\"(a) a wooden {@item shield|phb} or (b) any {@filter simple weapon|items|source=phb|category=basic|type=simple weapon}\",\"(a) a {@item scimitar|phb} or (b) any {@filter simple melee weapon|items|source=phb|category=basic|type=simple weapon;melee weapon=sand}\",\"{@item Leather armor|phb}, an {@item explorer's pack|phb}, and a {@item druidic focus|phb}\"],\"goldAlternative\":\"{@dice 2d4 × 10|2d4 × 10|Starting Gold}\",\"defaultData\":[{\"a\":[\"shield|phb\"],\"b\":[{\"equipmentType\":\"weaponSimple\"}]},{\"a\":[\"scimitar|phb\"],\"b\":[{\"equipmentType\":\"weaponSimpleMelee\"}]},{\"_\":[\"Leather armor|phb\",\"explorer's pack|phb\",{\"equipmentType\":\"focusSpellcastingDruidic\"}]}]},\"multiclassing\":{\"requirements\":{\"wis\":13},\"proficienciesGained\":{\"armor\":[\"light\",\"medium\",{\"proficiency\":\"shield\",\"full\":\"shields (druids will not wear armor or use shields made of metal)\"}]}},\"classTableGroups\":[{\"colLabels\":[\"{@filter Cantrips Known|spells|level=0|class=Druid}\"],\"rows\":[[2],[2],[2],[3],[3],[3],[3],[3],[3],[4],[4],[4],[4],[4],[4],[4],[4],[4],[4],[4]]},{\"title\":\"Spell Slots per Spell Level\",\"colLabels\":[\"{@filter 1st|spells|level=1|class=Druid}\",\"{@filter 2nd|spells|level=2|class=Druid}\",\"{@filter 3rd|spells|level=3|class=Druid}\",\"{@filter 4th|spells|level=4|class=Druid}\",\"{@filter 5th|spells|level=5|class=Druid}\",\"{@filter 6th|spells|level=6|class=Druid}\",\"{@filter 7th|spells|level=7|class=Druid}\",\"{@filter 8th|spells|level=8|class=Druid}\",\"{@filter 9th|spells|level=9|class=Druid}\"],\"rowsSpellProgression\":[[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]]}],\"classFeatures\":[\"Druidic|Druid||1\",\"Spellcasting|Druid||1\",\"Wild Shape|Druid||2\",\"Wild Companion|Druid||2|TCE\",{\"classFeature\":\"Druid Circle|Druid||2\",\"gainSubclassFeature\":true},\"Wild Shape Improvement|Druid||4\",\"Ability Score Improvement|Druid||4\",\"Cantrip Versatility|Druid||4|TCE\",{\"classFeature\":\"Druid Circle feature|Druid||6\",\"gainSubclassFeature\":true},\"Wild Shape Improvement|Druid||8\",\"Ability Score Improvement|Druid||8\",{\"classFeature\":\"Druid Circle feature|Druid||10\",\"gainSubclassFeature\":true},\"Ability Score Improvement|Druid||12\",{\"classFeature\":\"Druid Circle feature|Druid||14\",\"gainSubclassFeature\":true},\"Ability Score Improvement|Druid||16\",\"Timeless Body|Druid||18\",\"Beast Spells|Druid||18\",\"Ability Score Improvement|Druid||19\",\"Archdruid|Druid||20\"],\"subclassTitle\":\"Druid Circle\",\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Druid\",\"source\":\"XPHB\",\"page\":78,\"edition\":\"one\",\"primaryAbility\":[{\"wis\":true}],\"hd\":{\"number\":1,\"faces\":8},\"proficiency\":[\"int\",\"wis\"],\"spellcastingAbility\":\"wis\",\"casterProgression\":\"full\",\"preparedSpellsProgression\":[4,5,6,7,9,10,11,12,14,15,16,16,17,17,18,18,19,20,21,22],\"preparedSpellsChange\":\"restLong\",\"cantripProgression\":[2,2,2,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],\"additionalSpells\":[{\"name\":\"Wild Companion\",\"prepared\":{\"2\":[\"find familiar|xphb\"]}}],\"featProgression\":[{\"name\":\"Epic Boon\",\"category\":[\"EB\"],\"progression\":{\"19\":1}}],\"startingProficiencies\":{\"armor\":[\"light\",\"shield\"],\"weapons\":[\"simple\"],\"tools\":[\"{@item Herbalism Kit|XPHB}\"],\"toolProficiencies\":[{\"herbalism kit\":true}],\"skills\":[{\"choose\":{\"from\":[\"arcana\",\"animal handling\",\"insight\",\"medicine\",\"nature\",\"perception\",\"religion\",\"survival\"],\"count\":2}}]},\"startingEquipment\":{\"additionalFromBackground\":true,\"defaultData\":[{\"A\":[{\"item\":\"leather armor|xphb\"},{\"item\":\"shield|xphb\"},{\"item\":\"sickle|xphb\"},{\"item\":\"druidic focus|xphb\"},{\"item\":\"explorer's pack|xphb\"},{\"item\":\"herbalism kit|xphb\"},{\"value\":900}],\"B\":[{\"value\":5000}]}],\"entries\":[\"{@i Choose A or B:} (A) {@item Leather Armor|XPHB}, {@item Shield|XPHB}, {@item Sickle|XPHB}, {@item Druidic Focus|XPHB|Druidic Focus (Quarterstaff)}, {@item Explorer's Pack|XPHB}, {@item Herbalism kit|XPHB}, 9 GP; or (B) 50 GP\"]},\"multiclassing\":{\"proficienciesGained\":{\"armor\":[\"light\",\"shield\"]}},\"classTableGroups\":[{\"colLabels\":[\"Wild Shape\",\"{@filter Cantrips|spells|level=0|class=Druid}\",\"Prepared Spells\"],\"rows\":[[0,2,4],[2,2,5],[2,2,6],[2,3,7],[2,3,9],[3,3,10],[3,3,11],[3,3,12],[3,3,14],[3,4,15],[3,4,16],[3,4,16],[3,4,17],[3,4,17],[3,4,18],[3,4,18],[4,4,19],[4,4,20],[4,4,21],[4,4,22]]},{\"title\":\"Spell Slots per Spell Level\",\"colLabels\":[\"{@filter 1st|spells|level=1|class=Druid}\",\"{@filter 2nd|spells|level=2|class=Druid}\",\"{@filter 3rd|spells|level=3|class=Druid}\",\"{@filter 4th|spells|level=4|class=Druid}\",\"{@filter 5th|spells|level=5|class=Druid}\",\"{@filter 6th|spells|level=6|class=Druid}\",\"{@filter 7th|spells|level=7|class=Druid}\",\"{@filter 8th|spells|level=8|class=Druid}\",\"{@filter 9th|spells|level=9|class=Druid}\"],\"rowsSpellProgression\":[[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]]}],\"classFeatures\":[\"Druidic|Druid|XPHB|1\",\"Primal Order|Druid|XPHB|1\",\"Spellcasting|Druid|XPHB|1\",\"Wild Companion|Druid|XPHB|2\",\"Wild Shape|Druid|XPHB|2\",{\"classFeature\":\"Druid Subclass|Druid|XPHB|3\",\"gainSubclassFeature\":true},\"Ability Score Improvement|Druid|XPHB|4\",\"Wild Resurgence|Druid|XPHB|5\",{\"classFeature\":\"Subclass Feature|Druid|XPHB|6\",\"gainSubclassFeature\":true},\"Elemental Fury|Druid|XPHB|7\",\"Ability Score Improvement|Druid|XPHB|8\",{\"classFeature\":\"Subclass 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You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom ({@skill Perception}) check but can't decipher it without magic.\"]},{\"name\":\"Spellcasting\",\"source\":\"PHB\",\"page\":64,\"srd\":true,\"className\":\"Druid\",\"classSource\":\"PHB\",\"level\":1,\"entries\":[\"Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See {@book chapter 10|PHB|10} for the general rules of spellcasting and {@book chapter 11|PHB|11} for the {@filter druid spell list|spells|class=druid}.\",{\"type\":\"entries\",\"name\":\"Cantrips\",\"entries\":[\"At 1st level, you know two cantrips of your choice from the {@filter druid spell list|spells|level=0|class=druid}. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.\"]},{\"type\":\"entries\",\"name\":\"Preparing and Casting Spells\",\"entries\":[\"The Druid table shows how many spell slots you have to cast your {@filter druid spells|spells|class=druid} of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\",\"You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.\",\"For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. 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Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.\"]},{\"name\":\"Wild Companion\",\"source\":\"TCE\",\"page\":35,\"className\":\"Druid\",\"classSource\":\"PHB\",\"level\":2,\"isClassFeatureVariant\":true,\"consumes\":{\"name\":\"Wild Shape\"},\"entries\":[\"{@i 2nd-level druid {@variantrule optional class features|tce|optional feature}}\",\"You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the {@spell find familiar} spell, without material components.\",\"When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.\"]},{\"name\":\"Wild Shape\",\"source\":\"PHB\",\"page\":64,\"srd\":true,\"className\":\"Druid\",\"classSource\":\"PHB\",\"level\":2,\"entries\":[\"Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.\",\"Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.\",{\"type\":\"table\",\"caption\":\"Beast Shapes\",\"colLabels\":[\"Level\",\"Max. CR\",\"Limitations\",\"Example\"],\"colStyles\":[\"col-2 text-center\",\"col-2 text-center\",\"col-5\",\"col-3\"],\"rows\":[[\"2nd\",\"{@filter 1/4|bestiary|challenge rating=[&0;&1/4]|type=beast|speed type=!fly;!swim|miscellaneous=!swarm}\",\"No flying or swimming speed\",\"Wolf\"],[\"4th\",\"{@filter 1/2|bestiary|challenge rating=[&0;&1/2]|type=beast|speed type=!fly|miscellaneous=!swarm}\",\"No flying speed\",\"Crocodile\"],[\"8th\",\"{@filter 1|bestiary|challenge rating=[&0;&1]|type=beast|miscellaneous=!swarm}\",\"—\",\"Giant eagle\"]]},\"You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall {@condition unconscious}, drop to 0 hit points, or die.\",\"While you are transformed, the following rules apply:\",{\"type\":\"list\",\"items\":[\"Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\",\"When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked {@condition unconscious}.\",\"You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your {@status concentration} on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as {@spell call lightning}, that you've already cast.\",\"You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as {@sense darkvision}, unless your new form also has that sense.\",\"You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.\"]}]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":64,\"srd\":true,\"className\":\"Druid\",\"classSource\":\"PHB\",\"level\":4,\"entries\":[\"When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Cantrip Versatility\",\"source\":\"TCE\",\"page\":35,\"className\":\"Druid\",\"classSource\":\"PHB\",\"level\":4,\"isClassFeatureVariant\":true,\"entries\":[\"{@i 4th-level druid {@variantrule optional class features|tce|optional feature}}\",\"Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the {@filter druid spell list|spells|level=0|class=Druid}.\"]},{\"name\":\"Wild Shape Improvement\",\"source\":\"PHB\",\"page\":64,\"srd\":true,\"className\":\"Druid\",\"classSource\":\"PHB\",\"level\":4,\"entries\":[\"At 4th level, your Wild Shape improves as shown on the Beast Shapes table.\"]},{\"name\":\"Druid Circle feature\",\"source\":\"PHB\",\"page\":64,\"srd\":true,\"className\":\"Druid\",\"classSource\":\"PHB\",\"level\":6,\"entries\":[\"At 6th level, you gain a feature granted by your Druid Circle.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":64,\"srd\":true,\"className\":\"Druid\",\"classSource\":\"PHB\",\"level\":8,\"entries\":[\"When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Wild Shape Improvement\",\"source\":\"PHB\",\"page\":64,\"srd\":true,\"className\":\"Druid\",\"classSource\":\"PHB\",\"level\":8,\"entries\":[\"At 8th level, your Wild Shape improves as shown on the Beast Shapes table.\"]},{\"name\":\"Druid Circle feature\",\"source\":\"PHB\",\"page\":64,\"srd\":true,\"className\":\"Druid\",\"classSource\":\"PHB\",\"level\":10,\"entries\":[\"At 10th level, you gain a feature granted by your Druid Circle feature.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":64,\"srd\":true,\"className\":\"Druid\",\"classSource\":\"PHB\",\"level\":12,\"entries\":[\"When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Druid Circle feature\",\"source\":\"PHB\",\"page\":64,\"srd\":true,\"className\":\"Druid\",\"classSource\":\"PHB\",\"level\":14,\"entries\":[\"At 14th level, you gain a feature granted by your Druid Circle feature.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":64,\"srd\":true,\"className\":\"Druid\",\"classSource\":\"PHB\",\"level\":16,\"entries\":[\"When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Beast Spells\",\"source\":\"PHB\",\"page\":64,\"srd\":true,\"className\":\"Druid\",\"classSource\":\"PHB\",\"level\":18,\"entries\":[\"Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.\"]},{\"name\":\"Timeless Body\",\"source\":\"PHB\",\"page\":64,\"srd\":true,\"className\":\"Druid\",\"classSource\":\"PHB\",\"level\":18,\"entries\":[\"Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":64,\"srd\":true,\"className\":\"Druid\",\"classSource\":\"PHB\",\"level\":19,\"entries\":[\"When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Archdruid\",\"source\":\"PHB\",\"page\":64,\"srd\":true,\"className\":\"Druid\",\"classSource\":\"PHB\",\"level\":20,\"entries\":[\"At 20th level, you can use your Wild Shape an unlimited number of times.\",\"Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.\"]},{\"name\":\"Druidic\",\"source\":\"XPHB\",\"page\":80,\"className\":\"Druid\",\"classSource\":\"XPHB\",\"level\":1,\"entries\":[\"You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have the {@spell Speak with Animals|XPHB} spell prepared.\",\"You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message's presence with a successful {@dc 15} Intelligence ({@skill Investigation|XPHB}) check but can't decipher it without magic.\"]},{\"name\":\"Magician\",\"source\":\"XPHB\",\"page\":80,\"className\":\"Druid\",\"classSource\":\"XPHB\",\"level\":1,\"entries\":[\"You know one extra cantrip from the {@filter Druid spell list|spells|class=Druid}. In addition, your mystical connection to nature gives you a bonus to your Intelligence ({@skill Arcana|XPHB} or {@skill Nature|XPHB}) checks. The bonus equals your Wisdom modifier (minimum bonus of +1).\"]},{\"name\":\"Primal Order\",\"source\":\"XPHB\",\"page\":80,\"className\":\"Druid\",\"classSource\":\"XPHB\",\"level\":1,\"entries\":[\"You have dedicated yourself to one of the following sacred roles of your choice.\",{\"type\":\"options\",\"count\":1,\"entries\":[{\"type\":\"refClassFeature\",\"classFeature\":\"Magician|Druid|XPHB|1\"},{\"type\":\"refClassFeature\",\"classFeature\":\"Warden|Druid|XPHB|1\"}]}]},{\"name\":\"Spellcasting\",\"source\":\"XPHB\",\"page\":79,\"className\":\"Druid\",\"classSource\":\"XPHB\",\"level\":1,\"entries\":[\"You have learned to cast spells through studying the mystical forces of nature. See {@book chapter 7|XPHB|7} for the rules on spellcasting. The information below details how you use those rules with Druid spells, which appear on the {@filter Druid spell list|spells|class=Druid} later in the class's description.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Cantrips\",\"entries\":[\"You know two cantrips of your choice from the {@filter Druid spell list|spells|class=Druid}. {@spell Druidcraft|XPHB} and {@spell Produce Flame|XPHB} are recommended.\",\"Whenever you gain a Druid level, you can replace one of your cantrips with another cantrip of your choice from the {@filter Druid spell list|spells|class=Druid}.\",\"When you reach Druid levels 4 and 10, you learn another cantrip of your choice from the {@filter Druid spell list|spells|class=Druid}, as shown in the Cantrips column of the Druid Features table.\"]},{\"type\":\"entries\",\"name\":\"Spell Slots\",\"entries\":[\"The Druid Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a {@variantrule Long Rest|XPHB}.\"]},{\"type\":\"entries\",\"name\":\"Prepared Spells of Level 1+\",\"entries\":[\"You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the {@filter Druid spell list|spells|class=Druid}. {@spell Animal Friendship|XPHB}, {@spell Cure Wounds|XPHB}, {@spell Faerie Fire|XPHB}, and {@spell Thunderwave|XPHB} are recommended.\",\"The number of spells on your list increases as you gain Druid levels, as shown in the Prepared Spells column of the Druid Features table. Whenever that number increases, choose additional spells from the {@filter Druid spell list|spells|class=Druid} until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Druid, your list of prepared spells can include six spells of levels 1 and 2 in any combination.\",\"If another Druid feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Druid spells for you.\"]},{\"type\":\"entries\",\"name\":\"Changing Your Prepared Spells\",\"entries\":[\"Whenever you finish a {@variantrule Long Rest|XPHB}, you can change your list of prepared spells, replacing any of the spells with other Druid spells for which you have spell slots.\"]},{\"type\":\"entries\",\"name\":\"Spellcasting Ability\",\"entries\":[\"Wisdom is your spellcasting ability for your Druid spells.\"]},{\"type\":\"entries\",\"name\":\"Spellcasting Focus\",\"entries\":[\"You can use a {@item Druidic Focus|XPHB} as a {@variantrule Spellcasting Focus|XPHB} for your Druid spells.\"]}]}]},{\"name\":\"Warden\",\"source\":\"XPHB\",\"page\":80,\"className\":\"Druid\",\"classSource\":\"XPHB\",\"level\":1,\"entries\":[\"Trained for battle, you gain proficiency with {@filter Martial weapons|items|type=martial weapon} and training with {@filter Medium armor|items|type=Medium Armor}.\"]},{\"name\":\"Wild Companion\",\"source\":\"XPHB\",\"page\":81,\"className\":\"Druid\",\"classSource\":\"XPHB\",\"level\":2,\"entries\":[\"You can summon a nature spirit that assumes an animal form to aid you. As a {@action Magic|XPHB} action, you can expend a spell slot or a use of Wild Shape to cast the {@spell Find Familiar|XPHB} spell without Material components.\",\"When you cast the spell in this way, the familiar is Fey and disappears when you finish a {@variantrule Long Rest|XPHB}.\"]},{\"name\":\"Wild Shape\",\"source\":\"XPHB\",\"page\":80,\"className\":\"Druid\",\"classSource\":\"XPHB\",\"level\":2,\"entries\":[\"The power of nature allows you to assume the form of an animal. As a {@variantrule Bonus Action|XPHB}, you shape-shift into a Beast form that you have learned for this feature (see \\\"Known Forms\\\" below). You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the {@condition Incapacitated|XPHB} condition, or die. You can also leave the form early as a {@variantrule Bonus Action|XPHB}.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Number of Uses\",\"entries\":[\"You can use Wild Shape twice. You regain one expended use when you finish a {@variantrule Short Rest|XPHB}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.\",\"You gain additional uses when you reach certain Druid levels, as shown in the Wild Shape column of the Druid Features table.\"]},{\"type\":\"entries\",\"name\":\"Known Forms\",\"entries\":[\"You know four Beast forms for this feature, chosen from among Beast stat blocks that have a maximum {@variantrule Challenge Rating|XPHB} of 1/4 and that lack a {@variantrule Fly Speed|XPHB} (see appendix B for stat block options). The {@creature Rat|XPHB}, {@creature Riding Horse|XPHB}, {@creature Spider|XPHB}, and {@creature Wolf|XPHB} are recommended. Whenever you finish a {@variantrule Long Rest|XPHB}, you can replace one of your known forms with another eligible form.\",\"When you reach certain Druid levels, your number of known forms and the maximum {@variantrule Challenge Rating|XPHB} for those forms increases, as shown in the Beast Shapes table. In addition, starting at level 8, you can adopt a form that has a {@variantrule Fly Speed|XPHB}.\",\"When choosing known forms, you may look in the {@variantrule Monster|XPHB} Manual or elsewhere for eligible Beasts if the Dungeon Master permits you to do so.\"]},{\"type\":\"table\",\"caption\":\"Beast Shapes\",\"colLabels\":[\"Druid Level\",\"Known Forms\",\"Max CR\",\"Fly Speed\"],\"colStyles\":[\"col-3 text-center\",\"col-3 text-center\",\"col-3 text-center\"],\"rows\":[[\"2\",\"4\",\"{@filter 1/4|bestiary|challenge rating=[&0;&1/4]|type=beast|speed type=!fly;!swim|miscellaneous=!swarm}\",\"No\"],[\"4\",\"6\",\"{@filter 1/2|bestiary|challenge rating=[&0;&1/2]|type=beast|speed type=!fly|miscellaneous=!swarm}\",\"No\"],[\"8\",\"8\",\"{@filter 1|bestiary|challenge rating=[&0;&1]|type=beast|miscellaneous=!swarm}\",\"Yes\"]]},{\"type\":\"entries\",\"name\":\"Rules While Transformed\",\"entries\":[\"While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Temporary Hit Points\",\"entries\":[\"When you assume a Wild Shape form, you gain a number of {@variantrule Temporary Hit Points|XPHB} equal to your Druid level.\"]},{\"type\":\"item\",\"name\":\"Game Statistics\",\"entries\":[\"Your game statistics are replaced by the Beast's stat block, but you retain your creature type; {@variantrule Hit Points|XPHB}; {@variantrule Hit Point Dice|XPHB}; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your {@variantrule Proficiency|XPHB} Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beast's stat block is higher than yours, use the one in the stat block.\"]},{\"type\":\"item\",\"name\":\"No Spellcasting\",\"entries\":[\"You can't cast spells, but shape-shifting doesn't break your {@status Concentration|XPHB} or otherwise interfere with a spell you've already cast.\"]},{\"type\":\"item\",\"name\":\"Objects\",\"entries\":[\"Your ability to handle objects is determined by the form's limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it's practical for the new form to wear a piece of equipment based on the creature's size and shape. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with the form. Equipment that merges with the form has no effect while you're in that form.\"]}]}]}]}]},{\"name\":\"Druid Subclass\",\"source\":\"XPHB\",\"page\":81,\"className\":\"Druid\",\"classSource\":\"XPHB\",\"level\":3,\"entries\":[\"You gain a Druid subclass of your choice. A subclass is a specialization that grants you features at certain Druid levels. For the rest of your career, you gain each of your subclass's features that are of your Druid level or lower.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":81,\"className\":\"Druid\",\"classSource\":\"XPHB\",\"level\":4,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify. You gain this feature again at Druid levels 8, 12, and 16.\"]},{\"name\":\"Wild Resurgence\",\"source\":\"XPHB\",\"page\":81,\"className\":\"Druid\",\"classSource\":\"XPHB\",\"level\":5,\"entries\":[\"Once on each of your turns, if you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no action required).\",\"In addition, you can expend one use of Wild Shape (no action required) to give yourself a level 1 spell slot, but you can't do so again until you finish a {@variantrule Long Rest|XPHB}.\"]},{\"name\":\"Subclass Feature\",\"source\":\"XPHB\",\"page\":81,\"className\":\"Druid\",\"classSource\":\"XPHB\",\"level\":6,\"entries\":[\"You gain a feature from your Druid Subclass.\"]},{\"name\":\"Elemental Fury\",\"source\":\"XPHB\",\"page\":81,\"className\":\"Druid\",\"classSource\":\"XPHB\",\"level\":7,\"entries\":[\"The might of the elements flows through you. You gain one of the following options of your choice.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Potent Spellcasting\",\"entries\":[\"Add your Wisdom modifier to the damage you deal with any Druid cantrip.\"]},{\"type\":\"entries\",\"name\":\"Primal Strike\",\"entries\":[\"Once on each of your turns when you hit a creature with an attack roll using a weapon or a Beast form's attack in Wild Shape, you can cause the target to take an extra {@damage 1d8} Cold, Fire, Lightning, or Thunder damage (choose when you hit).\"]}]}]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":81,\"className\":\"Druid\",\"classSource\":\"XPHB\",\"level\":8,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} Feat or another {@5etools feat|feats.html} of your choice for which you qualify.\"]},{\"name\":\"Subclass Feature\",\"source\":\"XPHB\",\"page\":81,\"className\":\"Druid\",\"classSource\":\"XPHB\",\"level\":10,\"entries\":[\"You gain a feature from your Druid Subclass.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":81,\"className\":\"Druid\",\"classSource\":\"XPHB\",\"level\":12,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} Feat or another {@5etools feat|feats.html} of your choice for which you qualify.\"]},{\"name\":\"Subclass Feature\",\"source\":\"XPHB\",\"page\":81,\"className\":\"Druid\",\"classSource\":\"XPHB\",\"level\":14,\"entries\":[\"You gain a feature from your Druid Subclass.\"]},{\"name\":\"Improved Elemental Fury\",\"source\":\"XPHB\",\"page\":81,\"className\":\"Druid\",\"classSource\":\"XPHB\",\"level\":15,\"entries\":[\"The option you chose for Elemental Fury grows more powerful, as detailed below.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Potent Spellcasting\",\"entries\":[\"When you cast a Druid cantrip with a range of 10 feet or greater, the spell's range increases by 300 feet.\"]},{\"type\":\"entries\",\"name\":\"Primal Strike\",\"entries\":[\"The extra damage of your Primal Strike increases to {@dice 2d8}.\"]}]}]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":81,\"className\":\"Druid\",\"classSource\":\"XPHB\",\"level\":16,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} Feat or another {@5etools feat|feats.html} of your choice for which you qualify.\"]},{\"name\":\"Beast Spells\",\"source\":\"XPHB\",\"page\":81,\"className\":\"Druid\",\"classSource\":\"XPHB\",\"level\":18,\"entries\":[\"While using Wild Shape, you can cast spells in Beast form, except for any spell that has a Material component with a cost specified or that consumes its Material component.\"]},{\"name\":\"Epic Boon\",\"source\":\"XPHB\",\"page\":81,\"className\":\"Druid\",\"classSource\":\"XPHB\",\"level\":19,\"entries\":[\"You gain an {@filter Epic Boon feat|feats|category=EB} or another {@5etools feat|feats.html} of your choice for which you qualify. {@feat Boon of Dimensional Travel|XPHB} is recommended.\"]},{\"name\":\"Archdruid\",\"source\":\"XPHB\",\"page\":82,\"className\":\"Druid\",\"classSource\":\"XPHB\",\"level\":20,\"entries\":[\"The vitality of nature constantly blooms within you, granting you the following benefits.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Evergreen Wild Shape\",\"entries\":[\"Whenever you roll {@variantrule Initiative|XPHB} and have no uses of Wild Shape left, you regain one expended use of it.\"]},{\"type\":\"entries\",\"name\":\"Nature Magician\",\"entries\":[\"You can convert uses of Wild Shape into a spell slot (no action required). Choose a number of your unexpended uses of Wild Shape and convert them into a single spell slot, with each use contributing 2 spell levels. For example, if you convert two uses of Wild Shape, you produce a level 4 spell slot. Once you use this benefit, you can't do so again until you finish a {@variantrule Long Rest|XPHB}.\"]},{\"type\":\"entries\",\"name\":\"Longevity\",\"entries\":[\"The primal magic that you wield causes you to age more slowly. For every ten years that pass, your body ages only one year.\"]}]}]}],\"subclassFeature\":[{\"name\":\"Circle of the Land\",\"source\":\"PHB\",\"page\":68,\"srd\":true,\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Land\",\"subclassSource\":\"PHB\",\"level\":2,\"entries\":[\"The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in {@language Druidic}. The circle's wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Bonus Cantrip|Druid||Land||2\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Natural Recovery|Druid||Land||2\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Circle Spells|Druid||Land||2\"}]},{\"name\":\"Bonus Cantrip\",\"source\":\"PHB\",\"page\":68,\"srd\":true,\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Land\",\"subclassSource\":\"PHB\",\"level\":2,\"header\":1,\"entries\":[\"You learn one additional druid cantrip of your choice. This cantrip doesn't count against the number of druid cantrips you know.\"]},{\"name\":\"Circle Spells\",\"source\":\"PHB\",\"page\":68,\"srd\":true,\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Land\",\"subclassSource\":\"PHB\",\"level\":2,\"header\":1,\"entries\":[\"Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land—arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark—and consult the associated list of spells.\",\"Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.\",{\"type\":\"table\",\"caption\":\"Arctic\",\"colLabels\":[\"Druid Level\",\"Circle Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"3rd\",\"{@spell hold person}, {@spell spike growth}\"],[\"5th\",\"{@spell sleet storm}, {@spell slow}\"],[\"7th\",\"{@spell freedom of movement}, {@spell ice storm}\"],[\"9th\",\"{@spell commune with nature}, {@spell cone of cold}\"]]},{\"type\":\"table\",\"caption\":\"Coast\",\"colLabels\":[\"Druid Level\",\"Circle Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"3rd\",\"{@spell mirror image}, {@spell misty step}\"],[\"5th\",\"{@spell water breathing}, {@spell water walk}\"],[\"7th\",\"{@spell control water}, {@spell freedom of movement}\"],[\"9th\",\"{@spell conjure elemental}, {@spell scrying}\"]]},{\"type\":\"table\",\"caption\":\"Desert\",\"colLabels\":[\"Druid Level\",\"Circle Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"3rd\",\"{@spell blur}, {@spell silence}\"],[\"5th\",\"{@spell create food and water}, {@spell protection from energy}\"],[\"7th\",\"{@spell blight}, {@spell hallucinatory terrain}\"],[\"9th\",\"{@spell insect plague}, {@spell wall of stone}\"]]},{\"type\":\"table\",\"caption\":\"Forest\",\"colLabels\":[\"Druid Level\",\"Circle Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"3rd\",\"{@spell barkskin}, {@spell spider climb}\"],[\"5th\",\"{@spell call lightning}, {@spell plant growth}\"],[\"7th\",\"{@spell divination}, {@spell freedom of movement}\"],[\"9th\",\"{@spell commune with nature}, {@spell tree stride}\"]]},{\"type\":\"table\",\"caption\":\"Grassland\",\"colLabels\":[\"Druid Level\",\"Circle Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"3rd\",\"{@spell invisibility}, {@spell pass without trace}\"],[\"5th\",\"{@spell daylight}, {@spell haste}\"],[\"7th\",\"{@spell divination}, {@spell freedom of movement}\"],[\"9th\",\"{@spell dream}, {@spell insect plague}\"]]},{\"type\":\"table\",\"caption\":\"Mountain\",\"colLabels\":[\"Druid Level\",\"Circle Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"3rd\",\"{@spell spider climb}, {@spell spike growth}\"],[\"5th\",\"{@spell lightning bolt}, {@spell meld into stone}\"],[\"7th\",\"{@spell stone shape}, {@spell stoneskin}\"],[\"9th\",\"{@spell passwall}, {@spell wall of stone}\"]]},{\"type\":\"table\",\"caption\":\"Swamp\",\"colLabels\":[\"Druid Level\",\"Circle Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"3rd\",\"{@spell darkness}, {@spell Melf's acid arrow}\"],[\"5th\",\"{@spell water walk}, {@spell stinking cloud}\"],[\"7th\",\"{@spell freedom of movement}, {@spell locate creature}\"],[\"9th\",\"{@spell insect plague}, {@spell scrying}\"]]},{\"type\":\"table\",\"caption\":\"Underdark\",\"colLabels\":[\"Druid Level\",\"Circle Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"3rd\",\"{@spell spider climb}, {@spell web}\"],[\"5th\",\"{@spell gaseous form}, {@spell stinking cloud}\"],[\"7th\",\"{@spell greater invisibility}, {@spell stone shape}\"],[\"9th\",\"{@spell cloudkill}, {@spell insect plague}\"]]}]},{\"name\":\"Natural Recovery\",\"source\":\"PHB\",\"page\":68,\"srd\":true,\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Land\",\"subclassSource\":\"PHB\",\"level\":2,\"header\":1,\"entries\":[\"Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.\",\"For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.\"]},{\"name\":\"Land's Stride\",\"source\":\"PHB\",\"page\":68,\"srd\":true,\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Land\",\"subclassSource\":\"PHB\",\"level\":6,\"header\":2,\"entries\":[\"Starting at 6th level, moving through nonmagical {@quickref difficult terrain||3} costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\",\"In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the {@spell entangle} spell.\"]},{\"name\":\"Nature's Ward\",\"source\":\"PHB\",\"page\":68,\"srd\":true,\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Land\",\"subclassSource\":\"PHB\",\"level\":10,\"header\":2,\"entries\":[\"When you reach 10th level, you can't be {@condition charmed} or {@condition frightened} by elementals or fey, and you are immune to poison and disease.\"]},{\"name\":\"Nature's Sanctuary\",\"source\":\"PHB\",\"page\":68,\"srd\":true,\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Land\",\"subclassSource\":\"PHB\",\"level\":14,\"header\":2,\"entries\":[\"When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.\",\"The creature is aware of this effect before it makes its attack against you.\"]},{\"name\":\"Circle of the Moon\",\"source\":\"PHB\",\"page\":69,\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Moon\",\"subclassSource\":\"PHB\",\"level\":2,\"entries\":[\"Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid.\",\"Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid's blood.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Combat Wild Shape|Druid||Moon||2\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Circle Forms|Druid||Moon||2\"}]},{\"name\":\"Circle Forms\",\"source\":\"PHB\",\"page\":69,\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Moon\",\"subclassSource\":\"PHB\",\"level\":2,\"header\":1,\"entries\":[\"The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a {@filter beast with a challenge rating as high as 1|bestiary|challenge rating=[&0;&1]|type=beast|speed type=!fly;!swim|miscellaneous=!swarm} (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).\",\"Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.\",{\"type\":\"table\",\"caption\":\"Circle of the Moon Beast Shapes\",\"colLabels\":[\"Level\",\"Max. CR\",\"Limitations\"],\"colStyles\":[\"col-2 text-center\",\"col-2 text-center\",\"col-8\"],\"rows\":[[\"2nd\",\"{@filter 1|bestiary|challenge rating=[&0;&1]|type=beast|speed type=!fly;!swim|miscellaneous=!swarm}\",\"No flying or swimming speed\"],[\"4th\",\"{@filter 1|bestiary|challenge rating=[&0;&1]|type=beast|speed type=!fly|miscellaneous=!swarm}\",\"No flying speed\"],[\"6th\",\"{@filter 2|bestiary|challenge rating=[&0;&2]|type=beast|speed type=!fly|miscellaneous=!swarm}\",\"No flying speed\"],[\"8th\",\"{@filter 2|bestiary|challenge rating=[&0;&2]|type=beast|miscellaneous=!swarm}\",\"—\"],[\"9th\",\"{@filter 3|bestiary|challenge rating=[&0;&3]|type=beast|miscellaneous=!swarm}\",\"—\"],[\"12th\",\"{@filter 4|bestiary|challenge rating=[&0;&4]|type=beast|miscellaneous=!swarm}\",\"—\"],[\"15th\",\"{@filter 5|bestiary|challenge rating=[&0;&5]|type=beast|miscellaneous=!swarm}\",\"—\"],[\"18th\",\"{@filter 6|bestiary|challenge rating=[&0;&6]|type=beast|miscellaneous=!swarm}\",\"—\"]]}]},{\"name\":\"Combat Wild Shape\",\"source\":\"PHB\",\"page\":69,\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Moon\",\"subclassSource\":\"PHB\",\"level\":2,\"header\":1,\"entries\":[\"You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.\",\"Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain {@dice 1d8} hit points per level of the spell slot expended.\"]},{\"name\":\"Primal Strike\",\"source\":\"PHB\",\"page\":69,\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Moon\",\"subclassSource\":\"PHB\",\"level\":6,\"header\":2,\"entries\":[\"Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.\"]},{\"name\":\"Elemental Wild Shape\",\"source\":\"PHB\",\"page\":69,\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Moon\",\"subclassSource\":\"PHB\",\"level\":10,\"header\":2,\"consumes\":{\"name\":\"Wild Shape\",\"amount\":2},\"entries\":[\"At 10th level, you can expend two uses of Wild Shape at the same time to transform into an {@creature air elemental}, an {@creature earth elemental}, a {@creature fire elemental}, or a {@creature water elemental}.\"]},{\"name\":\"Thousand Forms\",\"source\":\"PHB\",\"page\":69,\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Moon\",\"subclassSource\":\"PHB\",\"level\":14,\"header\":2,\"entries\":[\"By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the {@spell alter self} spell at will.\"]},{\"name\":\"Circle of Spores\",\"source\":\"TCE\",\"page\":36,\"otherSources\":[{\"source\":\"GGR\",\"page\":26}],\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Spores\",\"subclassSource\":\"TCE\",\"level\":2,\"entries\":[\"Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life.\",\"These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn't the end of life, but instead a change of state that sees life shift into a new form.\",\"Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Circle Spells|Druid||Spores|TCE|2\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Halo of Spores|Druid||Spores|TCE|2\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Symbiotic Entity|Druid||Spores|TCE|2\"}]},{\"name\":\"Circle Spells\",\"source\":\"TCE\",\"page\":36,\"otherSources\":[{\"source\":\"GGR\",\"page\":26}],\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Spores\",\"subclassSource\":\"TCE\",\"level\":2,\"header\":1,\"entries\":[\"Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the {@spell chill touch} cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table.\",\"Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.\",{\"type\":\"table\",\"caption\":\"Circle of Spores Spells\",\"colLabels\":[\"Druid Level\",\"Circle Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"3rd\",\"{@spell blindness/deafness}, {@spell gentle repose}\"],[\"5th\",\"{@spell animate dead}, {@spell gaseous form}\"],[\"7th\",\"{@spell blight}, {@spell confusion}\"],[\"9th\",\"{@spell cloudkill}, {@spell contagion}\"]]}]},{\"name\":\"Halo of Spores\",\"source\":\"TCE\",\"page\":36,\"otherSources\":[{\"source\":\"GGR\",\"page\":26}],\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Spores\",\"subclassSource\":\"TCE\",\"level\":2,\"header\":1,\"entries\":[\"Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal {@damage 1d4} necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to {@dice 1d6} at 6th level, {@dice 1d8} at 10th level, and {@dice 1d10} at 14th level.\"]},{\"name\":\"Symbiotic Entity\",\"source\":\"TCE\",\"page\":36,\"otherSources\":[{\"source\":\"GGR\",\"page\":26}],\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Spores\",\"subclassSource\":\"TCE\",\"level\":2,\"header\":1,\"consumes\":{\"name\":\"Wild Shape\"},\"entries\":[\"At 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.\",\"Your melee weapon attacks deal an extra {@damage 1d6} necrotic damage to any target they hit.\"]},\"These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.\"]},{\"name\":\"Fungal Infestation\",\"source\":\"TCE\",\"page\":36,\"otherSources\":[{\"source\":\"GGR\",\"page\":26}],\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Spores\",\"subclassSource\":\"TCE\",\"level\":6,\"header\":2,\"entries\":[\"At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the {@creature zombie} stat block in the {@book Monster Manual|MM}. It remains animate for 1 hour, after which time it collapses and dies.\",\"In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the {@action Attack} action, making one melee attack.\",\"You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.\"]},{\"name\":\"Spreading Spores\",\"source\":\"TCE\",\"page\":36,\"otherSources\":[{\"source\":\"GGR\",\"page\":26}],\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Spores\",\"subclassSource\":\"TCE\",\"level\":10,\"header\":2,\"entries\":[\"At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.\",\"Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.\",\"While the cube of spores persists, you can't use your Halo of Spores reaction.\"]},{\"name\":\"Fungal Body\",\"source\":\"TCE\",\"page\":36,\"otherSources\":[{\"source\":\"GGR\",\"page\":26}],\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Spores\",\"subclassSource\":\"TCE\",\"level\":14,\"header\":2,\"entries\":[\"At 14th level, the fungal spores in your body alter you: you can't be {@condition blinded}, {@condition deafened}, {@condition frightened}, or {@condition poisoned}, and any critical hit against you counts as a normal hit instead, unless you're {@condition incapacitated}.\"]},{\"name\":\"Circle of Stars\",\"source\":\"TCE\",\"page\":38,\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Stars\",\"subclassSource\":\"TCE\",\"level\":2,\"entries\":[\"The Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos.\",\"Many druids of this circle keep records of the constellations and the stars' effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples-any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Star Map|Druid||Stars|TCE|2\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Starry Form|Druid||Stars|TCE|2\"}]},{\"name\":\"Star Map\",\"source\":\"TCE\",\"page\":38,\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Stars\",\"subclassSource\":\"TCE\",\"level\":2,\"header\":1,\"entries\":[\"{@i 2nd-level Circle of the Stars feature}\",\"You've created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. You determine its form by rolling on the Star Map table or by choosing one.\",{\"type\":\"table\",\"caption\":\"Star Map\",\"colLabels\":[\"d6\",\"Map Form\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A scroll covered with depictions of constellations\"],[\"2\",\"A stone tablet with fine holes drilled through it\"],[\"3\",\"A speckled owlbear hide, tooled with raised marks\"],[\"4\",\"A collection of maps bound in an ebony cover\"],[\"5\",\"A crystal that projects starry patterns when placed before a light\"],[\"6\",\"Glass disks that depict constellations\"]]},\"While holding this map, you have these benefits:\",{\"type\":\"list\",\"items\":[\"You know the {@spell guidance} cantrip.\",\"You have the {@spell guiding bolt} spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared.\",\"You can cast {@spell guiding bolt} without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]},\"If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map.\"]},{\"name\":\"Starry Form\",\"source\":\"TCE\",\"page\":38,\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Stars\",\"subclassSource\":\"TCE\",\"level\":2,\"header\":1,\"consumes\":{\"name\":\"Wild Shape\"},\"entries\":[\"{@i 2nd-level Circle of the Stars feature}\",\"As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast.\",\"While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are {@condition incapacitated}, die, or use this feature again.\",\"Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:\",{\"type\":\"entries\",\"name\":\"Archer\",\"entries\":[\"A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to {@dice 1d8} + your Wisdom modifier.\"]},{\"type\":\"entries\",\"name\":\"Chalice\",\"entries\":[\"A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to {@dice 1d8} + your Wisdom modifier.\"]},{\"type\":\"entries\",\"name\":\"Dragon\",\"entries\":[\"A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain {@status concentration} on a spell, you can treat a roll of 9 or lower on the {@dice d20} as a 10.\"]}]},{\"name\":\"Cosmic Omen\",\"source\":\"TCE\",\"page\":38,\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Stars\",\"subclassSource\":\"TCE\",\"level\":6,\"header\":2,\"entries\":[\"{@i 6th-level Circle of the Stars feature}\",\"Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Weal (even)\",\"entry\":\"Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a {@dice d6} and add the number rolled to the total.\"},{\"type\":\"item\",\"name\":\"Woe (odd)\",\"entry\":\"Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a {@dice d6} and subtract the number rolled from the total.\"}]},\"You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]},{\"name\":\"Twinkling Constellations\",\"source\":\"TCE\",\"page\":38,\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Stars\",\"subclassSource\":\"TCE\",\"level\":10,\"header\":2,\"entries\":[\"{@i 10th-level Circle of the Stars feature}\",\"The constellations of your Starry Form improve. The {@dice 1d8} of the Archer and the Chalice becomes {@dice 2d8}, and while the Dragon is active, you have a flying speed of 20 feet and can hover.\",\"Moreover, at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.\"]},{\"name\":\"Full of Stars\",\"source\":\"TCE\",\"page\":38,\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Stars\",\"subclassSource\":\"TCE\",\"level\":14,\"header\":2,\"entries\":[\"{@i 14th-level Circle of the Stars feature}\",\"While in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.\"]},{\"name\":\"Circle of Wildfire\",\"source\":\"TCE\",\"page\":39,\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Wildfire\",\"subclassSource\":\"TCE\",\"level\":2,\"entries\":[\"Druids within the Circle of Wildfire understand that destruction is sometimes the precursor of creation, such as when a forest fire promotes later growth. These druids bond with a primal spirit that harbors both destructive and creative power, allowing the druids to create controlled flames that burn away one thing but give life to another.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Circle Spells|Druid||Wildfire|TCE|2\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Summon Wildfire Spirit|Druid||Wildfire|TCE|2\"}]},{\"name\":\"Circle Spells\",\"source\":\"TCE\",\"page\":39,\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Wildfire\",\"subclassSource\":\"TCE\",\"level\":2,\"header\":1,\"entries\":[\"{@i 2nd-level Circle of Wildfire feature}\",\"You have formed a bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Wildfire Spells table.\",\"Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.\",{\"type\":\"table\",\"caption\":\"Circle of Wildfire Spells\",\"colLabels\":[\"Druid Level\",\"Circle Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"2nd\",\"{@spell burning hands}, {@spell cure wounds}\"],[\"3rd\",\"{@spell flaming sphere}, {@spell scorching ray}\"],[\"5th\",\"{@spell plant growth}, {@spell revivify}\"],[\"7th\",\"{@spell aura of life}, {@spell fire shield}\"],[\"9th\",\"{@spell flame strike}, {@spell mass cure wounds}\"]]}]},{\"name\":\"Summon Wildfire Spirit\",\"source\":\"TCE\",\"page\":39,\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Wildfire\",\"subclassSource\":\"TCE\",\"level\":2,\"header\":1,\"consumes\":{\"name\":\"Wild Shape\"},\"entries\":[\"{@i 2nd-level Circle of Wildfire feature}\",\"You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.\",\"The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take {@damage 2d6} fire damage.\",\"The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the {@creature Wildfire Spirit|TCE} stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.\",\"In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the {@action Dodge} action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are {@condition incapacitated}, the spirit can take any action of its choice, not just {@action Dodge}.\",\"The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.\"]},{\"name\":\"Enhanced Bond\",\"source\":\"TCE\",\"page\":39,\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Wildfire\",\"subclassSource\":\"TCE\",\"level\":6,\"header\":2,\"entries\":[\"{@i 6th-level Circle of Wildfire feature}\",\"The bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a {@dice d8}, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.\",\"In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.\"]},{\"name\":\"Cauterizing Flames\",\"source\":\"TCE\",\"page\":39,\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Wildfire\",\"subclassSource\":\"TCE\",\"level\":10,\"header\":2,\"entries\":[\"{@i 10th-level Circle of Wildfire feature}\",\"You gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature dies within 30 feet of you or your wildfire spirit, a harmless spectral flame springs forth in the dead creature's space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to extinguish the spectral flame there and either heal the creature or deal fire damage to it. The healing or damage equals {@dice 2d10} + your Wisdom modifier.\",\"You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]},{\"name\":\"Blazing Revival\",\"source\":\"TCE\",\"page\":39,\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Wildfire\",\"subclassSource\":\"TCE\",\"level\":14,\"header\":2,\"entries\":[\"{@i 14th-level Circle of Wildfire feature}\",\"The bond with your wildfire spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 hit points and thereby fall {@condition unconscious}, you can cause the spirit to drop to 0 hit points. You then regain half your hit points and immediately rise to your feet.\",\"Once you use this feature, you can't use it again until you finish a long rest.\"]},{\"name\":\"Circle of the Blighted\",\"source\":\"TDCSR\",\"page\":171,\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Blighted\",\"subclassSource\":\"TDCSR\",\"level\":2,\"header\":1,\"entries\":[\"Those who channel the magic of life and nature often find themselves drawn to a particular shrine or natural site, binding their body and spirit to these places of power. Such druids draw vitality from their chosen location, protecting it with their lives—but not all succeed in defending these sacred realms.\",\"Whether through the subtle corruption of vile magics, the tainted presence of an ancient terror, or a terrible mistake unleashed by druids themselves, a land can become cursed with magic that warps any druid bound to that land. Twisted by their connection to an unhallowed territory, these guardians come to embody the defiled nature they serve, exalting the natural process of decay and using it to further their goals—or sometimes to seek a means to end the curse that plagues them.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Defile Ground|Druid|PHB|Blighted|TDCSR|2\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Blighted Shape|Druid|PHB|Blighted|TDCSR|2\"}]},{\"name\":\"Blighted Shape\",\"source\":\"TDCSR\",\"page\":172,\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Blighted\",\"subclassSource\":\"TDCSR\",\"level\":2,\"header\":2,\"entries\":[\"Also at 2nd level, your physical form begins to show effects of the corruption you wield, tracing blackened veins across your skin, producing gnarled, bony protrusions, or other eerie phenomena. You gain proficiency in the Charisma ({@skill Intimidation}) skill.\",\"Additionally, while you are transformed by your Wild Shape feature, you gain a +2 bonus to AC as gnarled spines protrude from your body. Your beast form also gains {@sense darkvision} with a radius of 60 feet, or an additional 60 feet of {@sense darkvision} if it already has that sense.\"]},{\"name\":\"Defile Ground\",\"source\":\"TDCSR\",\"page\":172,\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Blighted\",\"subclassSource\":\"TDCSR\",\"level\":2,\"header\":2,\"entries\":[\"Starting at 2nd level when you choose this circle, you can use a bonus action to corrupt a patch of land or an area of water in a 10-foot radius centered on a point within 60 feet of you. This corruption lasts for 1 minute. The corrupted area is {@quickref difficult terrain||3} for creatures that are hostile to you. Additionally, when a creature in the area takes damage from an attack or spell for the first time on a turn, it takes an extra {@damage 1d4} necrotic damage. You can move this patch of corruption up to 30 feet as a bonus action. Flying creatures are unaffected by the corruption.\",\"Once you use this feature, you can't use it again until you finish a {@quickref resting|PHB|2|0|short or long rest}.\"]},{\"name\":\"Call of the Shadowseeds\",\"source\":\"TDCSR\",\"page\":172,\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Blighted\",\"subclassSource\":\"TDCSR\",\"level\":6,\"header\":2,\"entries\":[\"At 6th level, you learn to summon the feral children of the forest from the life force of your enemies. When a creature that is not undead or a construct takes damage within the area of your {@subclassFeature Defile Ground|Druid|PHB|Blighted|TDCSR|2} feature, you can use your reaction to summon a {@creature blighted sapling|TDCSR} in an unoccupied space within 5 feet of the creature. You can direct the {@creature blighted sapling|TDCSR|sapling} to make an attack against any creature within 5 feet of it as a part of this reaction. The {@creature blighted sapling|TDCSR|sapling} then acts on your initiative, obeying your verbal commands.\",\"The {@creature blighted sapling|TDCSR} remains in your service until it's reduced to 0 hit points, until the end of your next {@quickref resting|PHB|2|0|long rest}, or until you summon another {@creature blighted sapling|TDCSR|sapling}, at which point it crumbles into foul-smelling mulch. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a {@quickref resting|PHB|2|0|long rest}.\",\"The {@creature blighted sapling|TDCSR|sapling} uses the statistics below. Its features scale based on your level and proficiency bonus (PB).\",{\"type\":\"statblock\",\"name\":\"Blighted Sapling\",\"source\":\"TDCSR\",\"page\":172,\"tag\":\"creature\",\"collapsed\":true}]},{\"name\":\"Defile Ground (10th Level)\",\"source\":\"TDCSR\",\"page\":172,\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Blighted\",\"subclassSource\":\"TDCSR\",\"level\":10,\"header\":2,\"entries\":[\"Starting at 10th level, the area of your defiled ground increases to a 20-foot radius. Additionally, the extra damage dealt by your defiled ground increases to {@damage 1d6} when you reach 10th level in this class.\"]},{\"name\":\"Foul Conjuration\",\"source\":\"TDCSR\",\"page\":172,\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Blighted\",\"subclassSource\":\"TDCSR\",\"level\":10,\"header\":2,\"entries\":[\"Starting at 10th level, the creatures you conjure are malformed and bloated with toxins. Any beast, fey, or plant (including your {@creature blighted sapling|TDCSR}) summoned or created by your spells or class features gains the following traits:\",{\"type\":\"entries\",\"name\":\"Blighted Resilience\",\"page\":172,\"entries\":[\"The creature has immunity to necrotic and poison damage and to the {@condition poisoned} condition.\"]},{\"type\":\"entries\",\"name\":\"Toxic Demise\",\"page\":172,\"entries\":[\"When the creature is reduced to 0 hit points, it explodes in a burst of toxic mulch or fetid viscera. Each creature within 5 feet of the exploding creature must succeed on a Constitution {@quickref saving throws|PHB|2|1|saving throw} against your spell save DC or take necrotic damage based on the creature's challenge rating (see the table below). As an action, you can also cause a summoned creature to explode, immediately killing it.\",{\"type\":\"table\",\"caption\":\"Toxic Demise Damage\",\"colLabels\":[\"Creature CR\",\"Damage\"],\"colStyles\":[\"col-4 text-center\",\"col-8\"],\"rows\":[[\"1/4 or lower\",\"{@damage 1d4} necrotic damage\"],[\"1/2\",\"{@damage 1d6} necrotic damage\"],[\"1 or higher\",\"{@damage (#$prompt_number:min=1,title=Enter the creature's CR!,default=1$#)d8|A number of d8s of necrotic damage equal to the creature's challenge rating}\"],[\"No challenge rating\",\"{@damage (#$prompt_number:min=1,title=Enter your Proficiency Bonus!,default=1$#)d6|A number of d6s of necrotic damage equal to your proficiency bonus}\"]]}]}]},{\"name\":\"Defile Ground (14th Level)\",\"source\":\"TDCSR\",\"page\":172,\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Blighted\",\"subclassSource\":\"TDCSR\",\"level\":14,\"header\":2,\"entries\":[\"The extra damage dealt by your defiled ground increases to {@damage 1d8} when you reach 14th level in this class.\"]},{\"name\":\"Incarnation of Corruption\",\"source\":\"TDCSR\",\"page\":173,\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Blighted\",\"subclassSource\":\"TDCSR\",\"level\":14,\"header\":2,\"entries\":[\"At 14th level, your physical form begins to take on the tainted traits of the land you are bonded to. Your skin grows ashen, and your eyes darken or turn completely white. Spines and jagged spurs emerge from your body, granting you resistance to necrotic damage and a +2 bonus to AC.\",\"Additionally, whenever you start your turn within the radius of the corruption created by your {@subclassFeature Defile Ground|Druid|PHB|Blighted|TDCSR|2} feature, you can use a bonus action to gain temporary hit points equal to your proficiency bonus.\"]},{\"name\":\"Circle of Dreams\",\"source\":\"XGE\",\"page\":22,\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Dreams\",\"subclassSource\":\"XGE\",\"level\":2,\"entries\":[\"Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids' guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Balm of the Summer Court|Druid||Dreams|XGE|2\"}]},{\"name\":\"Balm of the Summer Court\",\"source\":\"XGE\",\"page\":22,\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Dreams\",\"subclassSource\":\"XGE\",\"level\":2,\"header\":1,\"entries\":[\"At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of {@dice d6}s equal to your druid level.\",\"As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.\",\"You regain all expended dice when you finish a long rest.\"]},{\"name\":\"Hearth of Moonlight and Shadow\",\"source\":\"XGE\",\"page\":22,\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Dreams\",\"subclassSource\":\"XGE\",\"level\":6,\"header\":2,\"entries\":[\"At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. {@quickref Cover||3||Total cover} blocks the sphere.\",\"While within the sphere, you and your allies gain a +5 bonus to Dexterity ({@skill Stealth}) and Wisdom ({@skill Perception}) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.\",\"The sphere vanishes at the end of the rest or when you leave the sphere.\"]},{\"name\":\"Hidden Paths\",\"source\":\"XGE\",\"page\":22,\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Dreams\",\"subclassSource\":\"XGE\",\"level\":10,\"header\":2,\"entries\":[\"Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.\",\"You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.\"]},{\"name\":\"Walker in Dreams\",\"source\":\"XGE\",\"page\":22,\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Dreams\",\"subclassSource\":\"XGE\",\"level\":14,\"header\":2,\"entries\":[\"At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.\",\"When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: {@spell dream} (with you as the messenger), {@spell scrying}, or {@spell teleportation circle}.\",\"This use of {@spell teleportation circle} is special. Rather than opening a portal to a permanent {@spell teleportation circle}, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn't wasted.\",\"Once you use this feature, you can't use it again until you finish a long rest.\"]},{\"name\":\"Circle of the Shepherd\",\"source\":\"XGE\",\"page\":23,\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Shepherd\",\"subclassSource\":\"XGE\",\"level\":2,\"entries\":[\"Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds.\",\"Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Speech of the Woods|Druid||Shepherd|XGE|2\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Spirit Totem|Druid||Shepherd|XGE|2\"}]},{\"name\":\"Speech of the Woods\",\"source\":\"XGE\",\"page\":23,\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Shepherd\",\"subclassSource\":\"XGE\",\"level\":2,\"header\":1,\"entries\":[\"At 2nd level, you gain the ability to converse with beasts and many fey.\",\"You learn to speak, read, and write {@language Sylvan}. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn't grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.\"]},{\"name\":\"Spirit Totem\",\"source\":\"XGE\",\"page\":23,\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Shepherd\",\"subclassSource\":\"XGE\",\"level\":2,\"header\":1,\"entries\":[\"Starting at 2nd level, you can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.\",\"As a bonus action, you can move the spirit up to 60 feet to a point you can see.\",\"The spirit persists for 1 minute or until you're {@condition incapacitated}. Once you use this feature, you can't use it again until you finish a short or long rest.\",\"The effect of the spirit's aura depends on the type of spirit you summon from the options below.\",{\"type\":\"entries\",\"name\":\"Bear Spirit\",\"entries\":[\"The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.\"]},{\"type\":\"entries\",\"name\":\"Hawk Spirit\",\"entries\":[\"The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit's aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom ({@skill Perception}) checks while in the aura.\"]},{\"type\":\"entries\",\"name\":\"Unicorn Spirit\",\"entries\":[\"The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit's aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.\"]}]},{\"name\":\"Mighty Summoner\",\"source\":\"XGE\",\"page\":23,\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Shepherd\",\"subclassSource\":\"XGE\",\"level\":6,\"header\":2,\"entries\":[\"Starting at 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits:\",{\"type\":\"list\",\"items\":[\"The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.\",\"The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.\"]}]},{\"name\":\"Guardian Spirit\",\"source\":\"XGE\",\"page\":23,\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Shepherd\",\"subclassSource\":\"XGE\",\"level\":10,\"header\":2,\"entries\":[\"Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level.\"]},{\"name\":\"Faithful Summons\",\"source\":\"XGE\",\"page\":23,\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Shepherd\",\"subclassSource\":\"XGE\",\"level\":14,\"header\":2,\"entries\":[\"Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are {@condition incapacitated} against your will, you can immediately gain the benefits of {@spell conjure animals} as if it were cast using a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no {@status concentration}, or until you dismiss it (no action required).\",\"Once you use this feature, you can't use it again until you finish a long rest.\"]},{\"name\":\"Circle of the Land\",\"source\":\"PHB\",\"className\":\"Druid\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Land\",\"subclassSource\":\"PHB\",\"level\":3,\"_copy\":{\"name\":\"Circle of the Land\",\"source\":\"PHB\",\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Land\",\"subclassSource\":\"PHB\",\"level\":2,\"_preserve\":{\"page\":true}}},{\"name\":\"Circle of the Moon\",\"source\":\"PHB\",\"className\":\"Druid\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Moon\",\"subclassSource\":\"PHB\",\"level\":3,\"_copy\":{\"name\":\"Circle of the Moon\",\"source\":\"PHB\",\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Moon\",\"subclassSource\":\"PHB\",\"level\":2,\"_preserve\":{\"page\":true}}},{\"name\":\"Circle of Spores\",\"source\":\"TCE\",\"className\":\"Druid\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Spores\",\"subclassSource\":\"TCE\",\"level\":3,\"_copy\":{\"name\":\"Circle of Spores\",\"source\":\"TCE\",\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Spores\",\"subclassSource\":\"TCE\",\"level\":2,\"_preserve\":{\"page\":true}}},{\"name\":\"Circle of Stars\",\"source\":\"TCE\",\"className\":\"Druid\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Stars\",\"subclassSource\":\"TCE\",\"level\":3,\"_copy\":{\"name\":\"Circle of Stars\",\"source\":\"TCE\",\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Stars\",\"subclassSource\":\"TCE\",\"level\":2,\"_preserve\":{\"page\":true}}},{\"name\":\"Circle of Wildfire\",\"source\":\"TCE\",\"className\":\"Druid\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Wildfire\",\"subclassSource\":\"TCE\",\"level\":3,\"_copy\":{\"name\":\"Circle of Wildfire\",\"source\":\"TCE\",\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Wildfire\",\"subclassSource\":\"TCE\",\"level\":2,\"_preserve\":{\"page\":true}}},{\"name\":\"Circle of the Blighted\",\"source\":\"TDCSR\",\"className\":\"Druid\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Blighted\",\"subclassSource\":\"TDCSR\",\"level\":3,\"_copy\":{\"name\":\"Circle of the Blighted\",\"source\":\"TDCSR\",\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Blighted\",\"subclassSource\":\"TDCSR\",\"level\":2,\"_preserve\":{\"page\":true}}},{\"name\":\"Circle of Dreams\",\"source\":\"XGE\",\"className\":\"Druid\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Dreams\",\"subclassSource\":\"XGE\",\"level\":3,\"_copy\":{\"name\":\"Circle of Dreams\",\"source\":\"XGE\",\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Dreams\",\"subclassSource\":\"XGE\",\"level\":2,\"_preserve\":{\"page\":true}}},{\"name\":\"Circle of the Shepherd\",\"source\":\"XGE\",\"className\":\"Druid\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Shepherd\",\"subclassSource\":\"XGE\",\"level\":3,\"_copy\":{\"name\":\"Circle of the Shepherd\",\"source\":\"XGE\",\"className\":\"Druid\",\"classSource\":\"PHB\",\"subclassShortName\":\"Shepherd\",\"subclassSource\":\"XGE\",\"level\":2,\"_preserve\":{\"page\":true}}},{\"name\":\"Circle of the Land\",\"source\":\"XPHB\",\"page\":84,\"className\":\"Druid\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Land\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Celebrate Connection to the Natural World}\",\"The Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites. These Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of their communities.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Circle of the Land Spells|Druid|XPHB|Land|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Land's Aid|Druid|XPHB|Land|XPHB|3\"}]},{\"name\":\"Circle of the Land Spells\",\"source\":\"XPHB\",\"page\":84,\"className\":\"Druid\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Land\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"Whenever you finish a {@variantrule Long Rest|XPHB}, choose one type of land: arid, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid level and lower prepared.\",{\"type\":\"table\",\"caption\":\"Arid Land\",\"colLabels\":[\"Druid Level\",\"Circle Spells\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"3rd\",\"{@spell Blur|XPHB}, {@spell Burning Hands|XPHB}, {@spell Fire Bolt|XPHB}\"],[\"5th\",\"{@spell Fireball|XPHB}\"],[\"7th\",\"{@spell Blight|XPHB}\"],[\"9th\",\"{@spell Wall of Stone|XPHB}\"]]},{\"type\":\"table\",\"caption\":\"Polar Land\",\"colLabels\":[\"Druid Level\",\"Circle Spells\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"3rd\",\"{@spell Fog Cloud|XPHB}, {@spell Hold Person|XPHB}, {@spell Ray of Frost|XPHB}\"],[\"5th\",\"{@spell Sleet Storm|XPHB}\"],[\"7th\",\"{@spell Ice Storm|XPHB}\"],[\"9th\",\"{@spell Cone of Cold|XPHB}\"]]},{\"type\":\"table\",\"caption\":\"Temperate Land\",\"colLabels\":[\"Druid Level\",\"Circle Spells\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"3rd\",\"{@spell Misty Step|XPHB}, {@spell Shocking Grasp|XPHB}, {@spell Sleep|XPHB}\"],[\"5th\",\"{@spell Lightning Bolt|XPHB}\"],[\"7th\",\"{@spell Freedom of Movement|XPHB}\"],[\"9th\",\"{@spell Tree Stride|XPHB}\"]]},{\"type\":\"table\",\"caption\":\"Tropical Land\",\"colLabels\":[\"Druid Level\",\"Circle Spells\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"3rd\",\"{@spell Acid Splash|XPHB}, {@spell Ray of Sickness|XPHB}, {@spell Web|XPHB}\"],[\"5th\",\"{@spell Stinking Cloud|XPHB}\"],[\"7th\",\"{@spell Polymorph|XPHB}\"],[\"9th\",\"{@spell Insect Plague|XPHB}\"]]}]},{\"name\":\"Land's Aid\",\"source\":\"XPHB\",\"page\":85,\"className\":\"Druid\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Land\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"As a {@action Magic|XPHB} action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on that point. Each creature of your choice in the {@variantrule Sphere [Area of Effect]|XPHB|Sphere} must make a Constitution saving throw against your spell save DC, taking {@damage 2d6} Necrotic damage on a failed save or half as much damage on a successful one. One creature of your choice in that area regains {@dice 2d6} {@variantrule Hit Points|XPHB}.\",\"The damage and healing increase by {@dice 1d6} when you reach Druid levels 10 ({@dice 3d6}) and 14 ({@dice 4d6}).\"]},{\"name\":\"Natural Recovery\",\"source\":\"XPHB\",\"page\":85,\"className\":\"Druid\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Land\",\"subclassSource\":\"XPHB\",\"level\":6,\"header\":2,\"entries\":[\"You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a {@variantrule Long Rest|XPHB} before you do so again.\",\"In addition, when you finish a {@variantrule Short Rest|XPHB}, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Druid level (round up), and none of them can be level 6+. For example, if you're a level 6 Druid, you can recover up to three levels' worth of spell slots. You can recover a level 3 spell slot, a level 2 and a level 1 spell slot, or three level 1 spell slots. Once you recover spell slots with this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB}.\"]},{\"name\":\"Nature's Ward\",\"source\":\"XPHB\",\"page\":85,\"className\":\"Druid\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Land\",\"subclassSource\":\"XPHB\",\"level\":10,\"header\":2,\"entries\":[\"You are immune to the {@condition Poisoned|XPHB} condition, and you have {@variantrule Resistance|XPHB} to a damage type associated with your current land choice in the Circle Spells feature, as shown in the {@skill Nature|XPHB}'s Ward table.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"table\",\"caption\":\"Nature's Ward\",\"colLabels\":[\"Land Type\",\"Resistance\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"Arid\",\"Fire\"],[\"Polar\",\"Cold\"],[\"Temperate\",\"Lightning\"],[\"Tropical\",\"Poison\"]]}]}]},{\"name\":\"Nature's Sanctuary\",\"source\":\"XPHB\",\"page\":86,\"className\":\"Druid\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Land\",\"subclassSource\":\"XPHB\",\"level\":14,\"header\":2,\"entries\":[\"As a {@action Magic|XPHB} action, you can expend a use of your Wild Shape and cause spectral trees and vines to appear in a 15-foot {@variantrule Cube [Area of Effect]|XPHB|Cube} on the ground within 120 feet of yourself. They last there for 1 minute or until you have the {@condition Incapacitated|XPHB} condition or die. You and your allies have {@variantrule Cover|XPHB|Half Cover} while in that area, and your allies gain the current {@variantrule Resistance|XPHB} of your {@skill Nature|XPHB}'s Ward while there.\",\"As a {@variantrule Bonus Action|XPHB}, you can move the {@variantrule Cube [Area of Effect]|XPHB|Cube} up to 60 feet to ground within 120 feet of yourself.\"]},{\"name\":\"Circle Forms\",\"source\":\"XPHB\",\"page\":86,\"className\":\"Druid\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Moon\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"You can channel lunar magic when you assume a Wild Shape form, granting you the benefits below.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Challenge Rating\",\"entries\":[\"The maximum {@variantrule Challenge Rating|XPHB} for the form equals your Druid level divided by 3 (round down).\"]},{\"type\":\"entries\",\"name\":\"Armor Class\",\"entries\":[\"Until you leave the form, your AC equals 13 plus your Wisdom modifier if that total is higher than the Beast's AC.\"]},{\"type\":\"entries\",\"name\":\"Temporary Hit Points\",\"entries\":[\"You gain a number of {@variantrule Temporary Hit Points|XPHB} equal to three times your Druid level.\"]}]}]},{\"name\":\"Circle of the Moon\",\"source\":\"XPHB\",\"page\":86,\"className\":\"Druid\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Moon\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Adopt Animal Forms to Guard the Wilds}\",\"Druids of the Circle of the Moon draw on lunar magic to transform themselves. Their order gathers under the moon to share news and perform rituals.\",\"Changeable as the moon, a Druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and then crash through undergrowth as a bear to drive off a trespassing monster. The wild is in the Druid's blood.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Circle of the Moon Spells|Druid|XPHB|Moon|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Circle Forms|Druid|XPHB|Moon|XPHB|3\"}]},{\"name\":\"Circle of the Moon Spells\",\"source\":\"XPHB\",\"page\":86,\"className\":\"Druid\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Moon\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"When you reach a Druid level specified in the Circle of the Moon Spells table, you thereafter always have the listed spells prepared.\",\"In addition, you can cast the spells from this feature while you're in a Wild Shape form.\",{\"type\":\"table\",\"caption\":\"Circle of the Moon Spells\",\"colLabels\":[\"Druid Level\",\"Prepared Spells\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"3\",\"{@spell Cure Wounds|XPHB}, {@spell Moonbeam|XPHB}, {@spell Starry Wisp|XPHB}\"],[\"5\",\"{@spell Conjure Animals|XPHB}\"],[\"7\",\"{@spell Fount of Moonlight|XPHB}\"],[\"9\",\"{@spell Mass Cure Wounds|XPHB}\"]]}]},{\"name\":\"Improved Circle Forms\",\"source\":\"XPHB\",\"page\":87,\"className\":\"Druid\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Moon\",\"subclassSource\":\"XPHB\",\"level\":6,\"header\":2,\"entries\":[\"While in a Wild Shape form, you gain the following benefits.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Lunar Radiance\",\"entries\":[\"Each of your attacks in a Wild Shape form can deal its normal damage type or Radiant damage. You make this choice each time you hit with those attacks.\"]},{\"type\":\"entries\",\"name\":\"Increased Toughness\",\"entries\":[\"You can add your Wisdom modifier to your Constitution saving throws.\"]}]}]},{\"name\":\"Moonlight Step\",\"source\":\"XPHB\",\"page\":87,\"className\":\"Druid\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Moon\",\"subclassSource\":\"XPHB\",\"level\":10,\"header\":2,\"entries\":[\"You magically transport yourself, reappearing amid a burst of moonlight. As a {@variantrule Bonus Action|XPHB}, you teleport up to 30 feet to an unoccupied space you can see, and you have {@variantrule Advantage|XPHB} on the next attack roll you make before the end of this turn.\",\"You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}. You can also regain uses by expending a level 2+ spell slot for each use you want to restore (no action required).\"]},{\"name\":\"Lunar Form\",\"source\":\"XPHB\",\"page\":87,\"className\":\"Druid\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Moon\",\"subclassSource\":\"XPHB\",\"level\":14,\"header\":2,\"entries\":[\"The power of the moon suffuses you, granting you the following benefits.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Improved Lunar Radiance\",\"entries\":[\"Once per turn, you can deal an extra {@damage 2d10} Radiant damage to a target you hit with a Wild Shape form's attack.\"]},{\"type\":\"entries\",\"name\":\"Shared Moonlight\",\"entries\":[\"Whenever you use Moonlight Step, you can also teleport one willing creature. That creature must be within 10 feet of you, and you teleport it to an unoccupied space you can see within 10 feet of your destination space.\"]}]}]},{\"name\":\"Circle of the Sea\",\"source\":\"XPHB\",\"page\":87,\"className\":\"Druid\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Sea\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Become One with Tides and Storms}\",\"Druids of the Circle of the Sea draw on the tempestuous forces of oceans and storms. Some view themselves as embodiments of nature's wrath, seeking vengeance against those who despoil nature. Others seek mystical unity with nature by attuning themselves to the ebb and flow of the tides, following the rush of currents and waves and listening to the inscrutable whispers and roars of the winds.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Circle of the Sea Spells|Druid|XPHB|Sea|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Wrath of the Sea|Druid|XPHB|Sea|XPHB|3\"}]},{\"name\":\"Circle of the Sea Spells\",\"source\":\"XPHB\",\"page\":87,\"className\":\"Druid\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Sea\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"When you reach a Druid level specified in the Circle of the Sea Spells table, you thereafter always have the listed spells prepared.\",{\"type\":\"table\",\"caption\":\"Circle of the Sea Spells\",\"colLabels\":[\"Druid Level\",\"Prepared Spells\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"3rd\",\"{@spell Fog Cloud|XPHB}, {@spell Gust of Wind|XPHB}, {@spell Ray of Frost|XPHB}, {@spell Shatter|XPHB}, {@spell Thunderwave|XPHB}\"],[\"5th\",\"{@spell Lightning Bolt|XPHB}, {@spell Water Breathing|XPHB}\"],[\"7th\",\"{@spell Control Water|XPHB}, {@spell Ice Storm|XPHB}\"],[\"9th\",\"{@spell Conjure Elemental|XPHB}, {@spell Hold Monster|XPHB}\"]]}]},{\"name\":\"Wrath of the Sea\",\"source\":\"XPHB\",\"page\":87,\"className\":\"Druid\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Sea\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"As a {@variantrule Bonus Action|XPHB}, you can expend a use of your Wild Shape to manifest a 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} that takes the form of ocean spray that surrounds you for 10 minutes. It ends early if you dismiss it (no action required), manifest it again, or have the {@condition Incapacitated|XPHB} condition.\",\"When you manifest the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} and as a {@variantrule Bonus Action|XPHB} on your subsequent turns, you can choose another creature you can see in the {@variantrule Emanation [Area of Effect]|XPHB|Emanation}. The target must succeed on a Constitution saving throw against your spell save DC or take Cold damage and, if the creature is Large or smaller, be pushed up to 15 feet away from you. To determine this damage, roll a number of d6s equal to your Wisdom modifier (minimum of one die).\"]},{\"name\":\"Aquatic Affinity\",\"source\":\"XPHB\",\"page\":87,\"className\":\"Druid\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Sea\",\"subclassSource\":\"XPHB\",\"level\":6,\"header\":2,\"entries\":[\"The size of the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} created by your Wrath of the Sea increases to 10 feet.\",\"In addition, you gain a {@variantrule Swim Speed|XPHB} equal to your {@variantrule Speed|XPHB}.\"]},{\"name\":\"Stormborn\",\"source\":\"XPHB\",\"page\":87,\"className\":\"Druid\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Sea\",\"subclassSource\":\"XPHB\",\"level\":10,\"header\":2,\"entries\":[\"Your Wrath of the Sea confers two more benefits while active, as detailed below.\",{\"type\":\"entries\",\"name\":\"Flight\",\"entries\":[\"You gain a {@variantrule Fly Speed|XPHB} equal to your {@variantrule Speed|XPHB}.\"]},{\"type\":\"entries\",\"name\":\"Resistance\",\"entries\":[\"You have {@variantrule Resistance|XPHB} to Cold, Lightning, and Thunder damage.\"]}]},{\"name\":\"Oceanic Gift\",\"source\":\"XPHB\",\"page\":88,\"className\":\"Druid\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Sea\",\"subclassSource\":\"XPHB\",\"level\":14,\"header\":2,\"entries\":[\"Instead of manifesting the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} of Wrath of the Sea around yourself, you can manifest it around one willing creature within 60 feet of yourself. That creature gains all the benefits of the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} and uses your spell save DC and Wisdom modifier for it.\",\"In addition, you can manifest the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} around both the other creature and yourself if you expend two uses of your Wild Shape instead of one when manifesting it.\"]},{\"name\":\"Circle of the Stars\",\"source\":\"XPHB\",\"page\":88,\"className\":\"Druid\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Stars\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Harness Secrets Hidden in Constellations}\",\"The Circle of the Stars has tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By understanding these secrets, the Druids of this circle seek to harness the powers of the cosmos.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Star Map|Druid|XPHB|Stars|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Starry Form|Druid|XPHB|Stars|XPHB|3\"}]},{\"name\":\"Star Map\",\"source\":\"XPHB\",\"page\":88,\"className\":\"Druid\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Stars\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"entries\":[\"You've created a star chart as part of your heavenly studies. It is a Tiny object, and you can use it as a {@variantrule Spellcasting Focus|XPHB} for your Druid spells. You determine its form by rolling on the Star Map table or by choosing one.\",\"While holding the map, you have the {@spell Guidance|XPHB} and {@spell Guiding Bolt|XPHB} spells prepared, and you can cast {@spell Guiding Bolt|XPHB} without expending a spell slot. You can cast it in that way a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.\",\"If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}, and it destroys the previous map.\",{\"type\":\"table\",\"caption\":\"Star Map\",\"colLabels\":[\"{@dice 1d6}\",\"Map Form\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A scroll bearing depictions of constellations\"],[\"2\",\"A stone tablet with fine holes drilled through it\"],[\"3\",\"An owlbear hide tooled with stellar symbols\"],[\"4\",\"A collection of maps bound in an ebony cover\"],[\"5\",\"A crystal engraved with starry patterns\"],[\"6\",\"A glass disk etched with constellations\"]]}]},{\"name\":\"Starry Form\",\"source\":\"XPHB\",\"page\":88,\"className\":\"Druid\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Stars\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"consumes\":{\"name\":\"Wild Shape\"},\"entries\":[\"As a {@variantrule Bonus Action|XPHB}, you can expend a use of your Wild Shape feature to take on a starry form rather than shape-shifting.\",\"While in your starry form, you retain your game statistics, but your body becomes luminous, your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds {@variantrule Bright Light|XPHB} in a 10-foot radius and {@variantrule Dim Light|XPHB} for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), have the {@condition Incapacitated|XPHB} condition, or use this feature again.\",\"Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form.\",{\"type\":\"entries\",\"name\":\"Archer\",\"entries\":[\"A constellation of an archer appears on you. When you activate this form and as a {@variantrule Bonus Action|XPHB} on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of yourself. On a hit, the attack deals Radiant damage equal to {@dice 1d8} plus your Wisdom modifier.\"]},{\"type\":\"entries\",\"name\":\"Chalice\",\"entries\":[\"A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores {@variantrule Hit Points|XPHB} to a creature, you or another creature within 30 feet of you can regain {@variantrule Hit Points|XPHB} equal to {@dice 1d8} plus your Wisdom modifier.\"]},{\"type\":\"entries\",\"name\":\"Dragon\",\"entries\":[\"A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain {@status Concentration|XPHB}, you can treat a roll of 9 or lower on the {@dice d20} as a 10.\"]}]},{\"name\":\"Cosmic Omen\",\"source\":\"XPHB\",\"page\":89,\"className\":\"Druid\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Stars\",\"subclassSource\":\"XPHB\",\"level\":6,\"header\":2,\"entries\":[\"Whenever you finish a {@variantrule Long Rest|XPHB}, you can consult your Star Map for omens and roll a die. Until you finish your next {@variantrule Long Rest|XPHB}, you gain access to a special {@variantrule Reaction|XPHB} based on whether you rolled an even or an odd number on the die:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Weal (even)\",\"entries\":[\"Whenever a creature you can see within 30 feet of you is about to make a {@variantrule D20 Test|XPHB}, you can take a {@variantrule Reaction|XPHB} to roll {@dice 1d6} and add the number rolled to the total.\"]},{\"type\":\"item\",\"name\":\"Woe (odd)\",\"entries\":[\"Whenever a creature you can see within 30 feet of you is about to make a {@variantrule D20 Test|XPHB}, you can take a {@variantrule Reaction|XPHB} to roll {@dice 1d6} and subtract the number rolled from the total.\"]}]},\"You can use this {@variantrule Reaction|XPHB} a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.\"]},{\"name\":\"Twinkling Constellations\",\"source\":\"XPHB\",\"page\":89,\"className\":\"Druid\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Stars\",\"subclassSource\":\"XPHB\",\"level\":10,\"header\":2,\"entries\":[\"The constellations of your Starry Form improve. The {@dice 1d8} of the Archer and the Chalice becomes {@dice 2d8}, and while the Dragon is active, you have a {@variantrule Fly Speed|XPHB} of 20 feet and can hover.\",\"Moreover, at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.\"]},{\"name\":\"Full of Stars\",\"source\":\"XPHB\",\"page\":89,\"className\":\"Druid\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Stars\",\"subclassSource\":\"XPHB\",\"level\":14,\"header\":2,\"entries\":[\"While in your Starry Form, you become partially incorporeal, giving you {@variantrule Resistance|XPHB} to Bludgeoning, Piercing, and Slashing damage.\"]}]}"); JSON_DATA[`data/class/class-fighter.json`] = 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Knight\",\"source\":\"XPHB\",\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"page\":96,\"edition\":\"one\",\"spellcastingAbility\":\"int\",\"casterProgression\":\"1/3\",\"preparedSpellsProgression\":[0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],\"preparedSpellsChange\":\"level\",\"cantripProgression\":[0,0,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3],\"additionalSpells\":[{\"expanded\":{\"3\":[{\"all\":\"level=0|class=Wizard\"},{\"all\":\"level=1|class=Wizard\"}],\"7\":[{\"all\":\"level=2|class=Wizard\"}],\"13\":[{\"all\":\"level=3|class=Wizard\"}],\"19\":[{\"all\":\"level=4|class=Wizard\"}]}}],\"subclassTableGroups\":[{\"subclasses\":[{\"name\":\"Eldritch Knight\",\"source\":\"XPHB\"}],\"colLabels\":[\"{@filter Spells Prepared|spells|subclass=Fighter: Eldritch Knight}\"],\"rows\":[[0],[0],[3],[4],[4],[4],[5],[6],[6],[7],[8],[8],[9],[10],[10],[11],[11],[11],[12],[13]]},{\"title\":\"Spell Slots per Spell Level\",\"subclasses\":[{\"name\":\"Eldritch Knight\",\"source\":\"XPHB\"}],\"colLabels\":[\"{@filter 1st|spells|level=1|subclass=Fighter: Eldritch Knight}\",\"{@filter 2nd|spells|level=2|subclass=Fighter: Eldritch Knight}\",\"{@filter 3rd|spells|level=3|subclass=Fighter: Eldritch Knight}\",\"{@filter 4th|spells|level=4|subclass=Fighter: Eldritch Knight}\"],\"rowsSpellProgression\":[[0,0,0,0],[0,0,0,0],[2,0,0,0],[3,0,0,0],[3,0,0,0],[3,0,0,0],[4,2,0,0],[4,2,0,0],[4,2,0,0],[4,3,0,0],[4,3,0,0],[4,3,0,0],[4,3,2,0],[4,3,2,0],[4,3,2,0],[4,3,3,0],[4,3,3,0],[4,3,3,0],[4,3,3,1],[4,3,3,1]]}],\"subclassFeatures\":[\"Eldritch Knight|Fighter|XPHB|Eldritch Knight|XPHB|3\",\"War Magic|Fighter|XPHB|Eldritch Knight|XPHB|7\",\"Eldritch Strike|Fighter|XPHB|Eldritch Knight|XPHB|10\",\"Arcane Charge|Fighter|XPHB|Eldritch Knight|XPHB|15\",\"Improved War Magic|Fighter|XPHB|Eldritch Knight|XPHB|18\"],\"hasFluffImages\":true},{\"name\":\"Psi Warrior\",\"shortName\":\"Psi Warrior\",\"source\":\"XPHB\",\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"page\":98,\"edition\":\"one\",\"additionalSpells\":[{\"innate\":{\"18\":{\"daily\":{\"1\":[\"telekinesis|xphb\"]}}}}],\"subclassTableGroups\":[{\"subclasses\":[{\"name\":\"Psi Warrior\",\"source\":\"XPHB\"}],\"colLabels\":[\"{@tip Die Size|Psionic Energy Die Size}\",\"{@tip Number|Psionic Energy Die Number}\"],\"rows\":[[0,0],[0,0],[\"{@dice D6}\",4],[\"{@dice D6}\",4],[\"{@dice D8}\",6],[\"{@dice D8}\",6],[\"{@dice D8}\",6],[\"{@dice D8}\",6],[\"{@dice D8}\",8],[\"{@dice D8}\",8],[\"{@dice D10}\",8],[\"{@dice D10}\",8],[\"{@dice D10}\",10],[\"{@dice D10}\",10],[\"{@dice D10}\",10],[\"{@dice D10}\",10],[\"{@dice D12}\",12],[\"{@dice D12}\",12],[\"{@dice D12}\",12],[\"{@dice D12}\",12]]}],\"subclassFeatures\":[\"Psi Warrior|Fighter|XPHB|Psi Warrior|XPHB|3\",\"Telekinetic Adept|Fighter|XPHB|Psi Warrior|XPHB|7\",\"Guarded Mind|Fighter|XPHB|Psi Warrior|XPHB|10\",\"Bulwark of Force|Fighter|XPHB|Psi Warrior|XPHB|15\",\"Telekinetic Master|Fighter|XPHB|Psi Warrior|XPHB|18\"],\"hasFluffImages\":true}],\"classFeature\":[{\"name\":\"Fighting Style\",\"source\":\"PHB\",\"page\":72,\"srd\":true,\"basicRules\":true,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"level\":1,\"entries\":[\"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.\",{\"type\":\"options\",\"count\":1,\"entries\":[{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Archery\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Defense\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Dueling\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Great Weapon Fighting\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Protection\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Two-Weapon Fighting\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Blind Fighting|TCE\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Interception|TCE\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Superior Technique|TCE\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Thrown Weapon Fighting|TCE\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Unarmed Fighting|TCE\"}]}]},{\"name\":\"Second Wind\",\"source\":\"PHB\",\"page\":72,\"srd\":true,\"basicRules\":true,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"level\":1,\"entries\":[\"You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to {@dice 1d10} + your fighter level.\",\"Once you use this feature, you must finish a short or long rest before you can use it again.\"]},{\"name\":\"Action Surge\",\"source\":\"PHB\",\"page\":72,\"srd\":true,\"basicRules\":true,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"level\":2,\"entries\":[\"Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.\",\"Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.\"]},{\"name\":\"Martial Archetype\",\"source\":\"PHB\",\"page\":72,\"srd\":true,\"basicRules\":true,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"level\":3,\"entries\":[\"At 3rd level, you choose an archetype from the list available that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":72,\"srd\":true,\"basicRules\":true,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"level\":4,\"entries\":[\"When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Martial Versatility\",\"source\":\"TCE\",\"page\":41,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"level\":4,\"isClassFeatureVariant\":true,\"entries\":[\"{@i 4th-level fighter {@variantrule optional class features|tce|optional feature}}\",\"Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:\",{\"type\":\"list\",\"items\":[\"Replace a {@filter fighting style|optionalfeatures|feature type=FS:F} you know with another fighting style available to fighters.\",\"If you know any {@filter maneuvers|optionalfeatures|feature type=MV:B} from the {@class fighter|phb|Battle Master|Battle Master|phb|2-0} archetype, you can replace one maneuver you know with a different maneuver.\"]}]},{\"name\":\"Extra Attack\",\"source\":\"PHB\",\"page\":72,\"srd\":true,\"basicRules\":true,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"level\":5,\"entries\":[\"Beginning at 5th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn.\",\"The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":72,\"srd\":true,\"basicRules\":true,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"level\":6,\"entries\":[\"When you reach 6th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Martial Archetype feature\",\"source\":\"PHB\",\"page\":72,\"srd\":true,\"basicRules\":true,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"level\":7,\"entries\":[\"At 7th level, you gain a feature granted by your Martial Archetype.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":72,\"srd\":true,\"basicRules\":true,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"level\":8,\"entries\":[\"When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Indomitable\",\"source\":\"PHB\",\"page\":72,\"srd\":true,\"basicRules\":true,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"level\":9,\"entries\":[\"Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.\",\"You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.\"]},{\"name\":\"Martial Archetype feature\",\"source\":\"PHB\",\"page\":72,\"srd\":true,\"basicRules\":true,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"level\":10,\"entries\":[\"At 10th level, you gain a feature granted by your Martial Archetype.\"]},{\"name\":\"Extra Attack (2)\",\"source\":\"PHB\",\"page\":72,\"srd\":true,\"basicRules\":true,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"level\":11,\"entries\":[\"At 11th level, you can attack three times whenever you take the {@action Attack} action on your turn.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":72,\"srd\":true,\"basicRules\":true,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"level\":12,\"entries\":[\"When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Indomitable (two uses)\",\"source\":\"PHB\",\"page\":72,\"srd\":true,\"basicRules\":true,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"level\":13,\"entries\":[\"At 13th level, you can use Indomitable twice between long rests.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":72,\"srd\":true,\"basicRules\":true,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"level\":14,\"entries\":[\"When you reach 14th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Martial Archetype feature\",\"source\":\"PHB\",\"page\":72,\"srd\":true,\"basicRules\":true,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"level\":15,\"entries\":[\"At 15th level, you gain a feature granted by your Martial Archetype.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":72,\"srd\":true,\"basicRules\":true,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"level\":16,\"entries\":[\"When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Action Surge (two uses)\",\"source\":\"PHB\",\"page\":72,\"srd\":true,\"basicRules\":true,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"level\":17,\"entries\":[\"At 17th level, you can use Action Surge twice before a rest, but only once on the same turn.\"]},{\"name\":\"Indomitable (three uses)\",\"source\":\"PHB\",\"page\":72,\"srd\":true,\"basicRules\":true,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"level\":17,\"entries\":[\"At 17th level, you can use Indomitable three times between long rests.\"]},{\"name\":\"Martial Archetype feature\",\"source\":\"PHB\",\"page\":72,\"srd\":true,\"basicRules\":true,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"level\":18,\"entries\":[\"At 18th level, you gain a feature granted by your Martial Archetype.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":72,\"srd\":true,\"basicRules\":true,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"level\":19,\"entries\":[\"When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Extra Attack (3)\",\"source\":\"PHB\",\"page\":72,\"srd\":true,\"basicRules\":true,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"level\":20,\"entries\":[\"At 20th level, you can attack four times whenever you take the {@action Attack} action on your turn.\"]},{\"name\":\"Fighting Style\",\"source\":\"XPHB\",\"page\":91,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"level\":1,\"entries\":[\"You have honed your martial prowess and gain a {@filter Fighting Style feat|feats|category=FS} of your choice. {@feat Defense|XPHB} is recommended.\",\"Whenever you gain a Fighter level, you can replace the feat you chose with a different {@filter Fighting Style feat|feats|category=FS}.\"]},{\"name\":\"Second Wind\",\"source\":\"XPHB\",\"page\":91,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"level\":1,\"entries\":[\"You have a limited well of physical and mental stamina that you can draw on. As a {@variantrule Bonus Action|XPHB}, you can use it to regain {@variantrule Hit Points|XPHB} equal to {@dice 1d10} plus your Fighter level.\",\"You can use this feature twice. You regain one expended use when you finish a {@variantrule Short Rest|XPHB}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.\",\"When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.\"]},{\"name\":\"Weapon Mastery\",\"source\":\"XPHB\",\"page\":91,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"level\":1,\"entries\":[\"Your training with weapons allows you to use the {@variantrule weapon mastery properties|XPHB|mastery properties} of three kinds of {@filter Simple|items|type=simple weapon} or {@filter Martial|items|type=martial weapon} weapons of your choice. Whenever you finish a {@variantrule Long Rest|XPHB}, you can practice weapon drills and change one of those weapon choices.\",\"When you reach certain Fighter levels, you gain the ability to use the {@variantrule weapon mastery properties|XPHB|mastery properties} of more kinds of weapons, as shown in the {@variantrule Weapon|XPHB} Mastery column of the Fighter Features table.\"]},{\"name\":\"Action Surge\",\"source\":\"XPHB\",\"page\":91,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"level\":2,\"entries\":[\"You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the {@action Magic|XPHB} action.\",\"Once you use this feature, you can't do so again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}. Starting at level 17, you can use it twice before a rest but only once on a turn.\"]},{\"name\":\"Tactical Mind\",\"source\":\"XPHB\",\"page\":91,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"level\":2,\"entries\":[\"You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining {@variantrule Hit Points|XPHB}, you roll {@dice 1d10} and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.\"]},{\"name\":\"Fighter Subclass\",\"source\":\"XPHB\",\"page\":92,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"level\":3,\"entries\":[\"You gain a Fighter subclass of your choice. A subclass is a specialization that grants you features at certain Fighter levels. For the rest of your career, you gain each of your subclass's features that are of your Fighter level or lower.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":92,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"level\":4,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16.\"]},{\"name\":\"Extra Attack\",\"source\":\"XPHB\",\"page\":92,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"level\":5,\"entries\":[\"You can attack twice instead of once whenever you take the {@action Attack|XPHB} action on your turn.\"]},{\"name\":\"Tactical Shift\",\"source\":\"XPHB\",\"page\":92,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"level\":5,\"entries\":[\"Whenever you activate your Second Wind with a {@variantrule Bonus Action|XPHB}, you can move up to half your {@variantrule Speed|XPHB} without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks}.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":92,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"level\":6,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.\"]},{\"name\":\"Subclass Feature\",\"source\":\"XPHB\",\"page\":92,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"level\":7,\"entries\":[\"You gain a feature from your Fighter Subclass.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":92,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"level\":8,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.\"]},{\"name\":\"Indomitable\",\"source\":\"XPHB\",\"page\":92,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"level\":9,\"entries\":[\"If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a {@variantrule Long Rest|XPHB}.\",\"You can use this feature twice before a {@variantrule Long Rest|XPHB} starting at level 13 and three times before a {@variantrule Long Rest|XPHB} starting at level 17.\"]},{\"name\":\"Tactical Master\",\"source\":\"XPHB\",\"page\":92,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"level\":9,\"entries\":[\"When you attack with a weapon whose mastery property you can use, you can replace that property with the {@itemMastery Push|XPHB}, {@itemMastery Sap|XPHB}, or {@itemMastery Slow|XPHB} property for that attack.\"]},{\"name\":\"Subclass Feature\",\"source\":\"XPHB\",\"page\":92,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"level\":10,\"entries\":[\"You gain a feature from your Fighter Subclass.\"]},{\"name\":\"Two Extra Attacks\",\"source\":\"XPHB\",\"page\":92,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"level\":11,\"entries\":[\"You can attack three times instead of once whenever you take the {@action Attack|XPHB} action on your turn.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":92,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"level\":12,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.\"]},{\"name\":\"Indomitable\",\"source\":\"XPHB\",\"page\":92,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"level\":13,\"entries\":[\"If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a {@variantrule Long Rest|XPHB}.\",\"You can use this feature twice before a {@variantrule Long Rest|XPHB} starting at level 13 and three times before a {@variantrule Long Rest|XPHB} starting at level 17.\"]},{\"name\":\"Studied Attacks\",\"source\":\"XPHB\",\"page\":92,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"level\":13,\"entries\":[\"You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have {@variantrule Advantage|XPHB} on your next attack roll against that creature before the end of your next turn.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":92,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"level\":14,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.\"]},{\"name\":\"Subclass Feature\",\"source\":\"XPHB\",\"page\":92,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"level\":15,\"entries\":[\"You gain a feature from your Fighter Subclass.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":92,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"level\":16,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.\"]},{\"name\":\"Action Surge\",\"source\":\"XPHB\",\"page\":91,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"level\":17,\"entries\":[\"You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the {@action Magic|XPHB} action.\",\"Once you use this feature, you can't do so again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}. Starting at level 17, you can use it twice before a rest but only once on a turn.\"]},{\"name\":\"Indomitable\",\"source\":\"XPHB\",\"page\":92,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"level\":17,\"entries\":[\"If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a {@variantrule Long Rest|XPHB}.\",\"You can use this feature twice before a {@variantrule Long Rest|XPHB} starting at level 13 and three times before a {@variantrule Long Rest|XPHB} starting at level 17.\"]},{\"name\":\"Subclass Feature\",\"source\":\"XPHB\",\"page\":92,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"level\":18,\"entries\":[\"You gain a feature from your Fighter Subclass.\"]},{\"name\":\"Epic Boon\",\"source\":\"XPHB\",\"page\":92,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"level\":19,\"entries\":[\"You gain an {@filter Epic Boon feat|feats|category=EB} or another {@5etools feat|feats.html} of your choice for which you qualify. {@feat Boon of Combat Prowess|XPHB} is recommended.\"]},{\"name\":\"Three Extra Attacks\",\"source\":\"XPHB\",\"page\":92,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"level\":20,\"entries\":[\"You can attack four times instead of once whenever you take the {@action Attack|XPHB} action on your turn.\"]}],\"subclassFeature\":[{\"name\":\"Echo Knight\",\"source\":\"EGW\",\"page\":183,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Echo Knight\",\"subclassSource\":\"EGW\",\"level\":3,\"entries\":[\"A mysterious and feared frontline warrior of the Kryn Dynasty, the Echo Knight has mastered the art of using dunamis to summon the fading shades of unrealized timelines to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Manifest Echo|Fighter||Echo Knight|EGW|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Unleash Incarnation|Fighter||Echo Knight|EGW|3\"}]},{\"name\":\"Manifest Echo\",\"source\":\"EGW\",\"page\":183,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Echo Knight\",\"subclassSource\":\"EGW\",\"level\":3,\"header\":1,\"entries\":[\"{@i 3rd-level Echo Knight feature}\",\"You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're {@condition incapacitated}.\",\"Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.\",\"You can use the echo in the following ways:\",{\"type\":\"list\",\"items\":[\"As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.\",\"When you take the {@action Attack} action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.\",\"When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.\"]}]},{\"name\":\"Unleash Incarnation\",\"source\":\"EGW\",\"page\":183,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Echo Knight\",\"subclassSource\":\"EGW\",\"level\":3,\"header\":1,\"entries\":[\"{@i 3rd-level Echo Knight feature}\",\"You can heighten your echo's fury. Whenever you take the {@action Attack} action, you can make one additional melee attack from the echo's position.\",\"You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.\"]},{\"name\":\"Echo Avatar\",\"source\":\"EGW\",\"page\":183,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Echo Knight\",\"subclassSource\":\"EGW\",\"level\":7,\"header\":2,\"entries\":[\"{@i 7th-level Echo Knight feature}\",\"You can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are {@condition deafened} and {@condition blinded}. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed.\"]},{\"name\":\"Shadow Martyr\",\"source\":\"EGW\",\"page\":183,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Echo Knight\",\"subclassSource\":\"EGW\",\"level\":10,\"header\":2,\"entries\":[\"{@i 10th-level Echo Knight feature}\",\"You can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo.\",\"Once you use this feature, you can't use it again until you finish a short or long rest.\"]},{\"name\":\"Reclaim Potential\",\"source\":\"EGW\",\"page\":183,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Echo Knight\",\"subclassSource\":\"EGW\",\"level\":15,\"header\":2,\"entries\":[\"{@i 15th-level Echo Knight feature}\",\"You've learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to {@dice 2d6} + your Constitution modifier, provided you don't already have temporary hit points.\",\"You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.\"]},{\"name\":\"Legion of One\",\"source\":\"EGW\",\"page\":183,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Echo Knight\",\"subclassSource\":\"EGW\",\"level\":18,\"header\":2,\"entries\":[\"{@i 18th-level Echo Knight feature}\",\"You can use a bonus action to create two echoes with your Manifest Echo feature, and these echoes can coexist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo's position can be done from the other's instead.\",\"In addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature.\"]},{\"name\":\"Scofflaw\",\"source\":\"HWCS\",\"page\":41,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Scofflaw\",\"subclassSource\":\"HWCS\",\"level\":3,\"entries\":[\"A fighter who hits hard and fights dirty, the Scofflaw balks at the ideals of honor and tradition, doing what they need to survive. Rules are made to be broken, and the Scofflaw extends this logic to their fighting style. Using every trick at their disposal to gain the upper hand against their foes, the Scofflaw cows their enemy into submission, or overwhelms their defenses with a single cheap shot.\",\"Scofflaws eventually trust their notorious reputation to do much of the work for them, gaining the ability to cause foes to quake with a single threat. Scofflaws are a diverse bunch that run the gamut from graceful yet deadly knaves to bruiser thugs. What ties them together is their belief that there's no such thing as a bad win.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Bonus Proficiency|Fighter||Scofflaw|HWCS|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Intimidating Banter|Fighter||Scofflaw|HWCS|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Brutal Brawler|Fighter||Scofflaw|HWCS|3\"}]},{\"name\":\"Bonus Proficiency\",\"source\":\"HWCS\",\"page\":41,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Scofflaw\",\"subclassSource\":\"HWCS\",\"level\":3,\"header\":2,\"entries\":[\"When you choose this Martial Archetype at 3rd level, you gain proficiency in one of the following skills of your choice: {@skill Deception}, {@skill Insight}, {@skill Intimidation}, {@skill Sleight of Hand}, or {@skill Stealth}. Alternatively, you may learn {@class rogue|phb|Thieves' Cant||phb|Thieves' Cant 1}.\"]},{\"name\":\"Brutal Brawler\",\"source\":\"HWCS\",\"page\":41,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Scofflaw\",\"subclassSource\":\"HWCS\",\"level\":3,\"header\":2,\"entries\":[\"At 3rd level, your tavernside scuffles have honed your ability to deal damage with just about anything that's handy. You have proficiency with improvised weapons, and treat any improvised weapon you handle as if it has the finesse quality.\",\"Additionally, whenever you hit with an improvised weapon, you may spend a bonus action to break it over your opponent. Doing this destroys the weapon, but deals the maximum number each of the weapon's damage dice could deal to the target. Any additional dice added to the attack's damage roll are not affected by this ability.\",\"At 10th level, the improvised weapons you wield become even more lethal in your hands. When you spend your bonus action to break an improvised weapon over your opponent, add an additional {@damage 2d6} to the weapon's base damage dice.\",\"At 18th level, you have advantage on attacks you make with improvised weapons.\"]},{\"name\":\"Intimidating Banter\",\"source\":\"HWCS\",\"page\":41,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Scofflaw\",\"subclassSource\":\"HWCS\",\"level\":3,\"header\":2,\"entries\":[\"At 3rd level, you are adept at integrating insults and barbs into your fighting style. So long as you are in combat, you may choose to use Strength or Dexterity to make Charisma ability checks.\"]},{\"name\":\"Misdirection\",\"source\":\"HWCS\",\"page\":41,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Scofflaw\",\"subclassSource\":\"HWCS\",\"level\":7,\"header\":2,\"entries\":[\"At 7th level, you are adept at using words and gestures to taunt or fake-out your opponent, turning their lack of composure against them. This allows you to goad your foe into swinging in ways that can cause them to strike their allies, or which leave them open to a counterattack. As a bonus action you can misdirect an opponent within 5 feet of you. The target must succeed on an Intelligence saving throw against a DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier. On a failure, they must spend their reaction to attack a creature of your choice within 5 feet of them. If no other creatures are present within 5 feet of them, they waste their reaction attacking the air where you once were.\",\"In order for you to misdirect a creature in this way they must be able to see, hear, or otherwise be able to understand you.\"]},{\"name\":\"Blindside\",\"source\":\"HWCS\",\"page\":41,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Scofflaw\",\"subclassSource\":\"HWCS\",\"level\":10,\"header\":2,\"entries\":[\"At 10th level, you are truly skilled at exploiting the openings you create in combat, hitting off-guard opponents with precise blows that are swift and deadly. You may use this technique against any creature that hasn't yet taken a turn in combat, or who you have successfully misdirected this turn. You may also apply this technique to any attack roll you make with advantage. On a hit, you exploit an opening in the target's defenses, dealing an extra {@damage 5d6} points of damage. Once you use this ability, you can't use it again until you have taken a short or long rest.\",\"At 15th level, the damage dealt by your blindside increases to {@damage 7d6}.\",\"At 18th level the damage dealt by your blindside increases to {@damage 9d6}. If you have no uses of this ability at the beginning of combat on your turn, you regain one use of it.\"]},{\"name\":\"Infamy\",\"source\":\"HWCS\",\"page\":41,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Scofflaw\",\"subclassSource\":\"HWCS\",\"level\":15,\"header\":2,\"entries\":[\"At 15th level, your reputation precedes you, making it easy for you to strike fear into the hearts of anyone foolish enough to oppose you. As part of your {@action Attack} action, you can utter deadly threats to a single target within 30 feet of you, causing them to become {@condition frightened} of you for 1 minute on a failed Wisdom saving throw. An affected target may repeat this saving throw at the end of each of their turns, ending the effect on a success. The DC for this saving throw is 8 + your proficiency bonus + your Strength or Dexterity modifier. A creature who has witnessed or heard tales of your ruthlessness makes this saving throw with disadvantage.\",\"In order for you to use this feature, a creature must be able to see, hear, or otherwise be able to understand you.\"]},{\"name\":\"Two For Flinching\",\"source\":\"HWCS\",\"page\":41,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Scofflaw\",\"subclassSource\":\"HWCS\",\"level\":18,\"header\":2,\"entries\":[\"At 18th level, you have perfected the art of exploiting your opponent's weakness. Whenever you take the attack action against an opponent you have successfully misdirected this turn, or an opponent that is afflicted by a {@book condition|PHB|11}, you may make one additional attack against that opponent. You may only use this feature once per round.\"]},{\"name\":\"Battle Master\",\"source\":\"PHB\",\"page\":73,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Battle Master\",\"subclassSource\":\"PHB\",\"level\":3,\"entries\":[\"Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Student of War|Fighter||Battle Master||3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Combat Superiority|Fighter||Battle Master||3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Maneuvers|Fighter||Battle Master||3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Maneuver Options|Fighter||Battle Master||3|TCE\"}]},{\"name\":\"Combat Superiority\",\"source\":\"PHB\",\"page\":73,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Battle Master\",\"subclassSource\":\"PHB\",\"level\":3,\"header\":1,\"entries\":[\"When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Maneuvers\",\"entries\":[\"You learn three maneuvers of your choice, which are listed under \\\"Maneuvers\\\" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.\",\"You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.\"]}]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Superiority Dice\",\"entries\":[\"You have four superiority dice, which are {@dice d8}s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.\",\"You gain another superiority die at 7th level and one more at 15th level.\"]}]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Saving Throws\",\"entries\":[\"Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:\",{\"type\":\"abilityDc\",\"name\":\"Maneuver\",\"attributes\":[\"str\",\"dex\"]}]}]}]},{\"name\":\"Maneuver Options\",\"source\":\"TCE\",\"page\":41,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Battle Master\",\"subclassSource\":\"PHB\",\"level\":3,\"isClassFeatureVariant\":true,\"header\":1,\"entries\":[\"{@i 3rd-level fighter {@variantrule optional class features|tce|optional feature}}\",\"If you have access to maneuvers, the following maneuvers are added to the list of options available to you. Maneuvers are available to Battle Masters but also to characters who have a special feature like the {@optfeature Superior Technique|TCE} fighting style or the {@feat Martial Adept} feat.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"options\",\"entries\":[{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Ambush|TCE\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Bait and Switch|TCE\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Brace|TCE\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Commanding Presence|TCE\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Grappling Strike|TCE\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Quick Toss|TCE\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Tactical Assessment|TCE\"}]}]}]},{\"name\":\"Maneuvers\",\"source\":\"PHB\",\"page\":73,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Battle Master\",\"subclassSource\":\"PHB\",\"level\":3,\"header\":1,\"entries\":[\"The maneuvers are presented in alphabetical order.\",{\"type\":\"options\",\"count\":3,\"entries\":[{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Commander's Strike\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Disarming Attack\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Distracting Strike\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Evasive Footwork\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Feinting Attack\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Goading Attack\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Lunging Attack\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Maneuvering Attack\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Menacing Attack\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Parry\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Precision Attack\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Pushing Attack\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Rally\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Riposte\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Sweeping Attack\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Trip Attack\"}]}]},{\"name\":\"Student of War\",\"source\":\"PHB\",\"page\":73,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Battle Master\",\"subclassSource\":\"PHB\",\"level\":3,\"header\":1,\"entries\":[\"At 3rd level, you gain proficiency with one type of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} of your choice.\"]},{\"name\":\"Additional Maneuvers\",\"source\":\"PHB\",\"page\":73,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Battle Master\",\"subclassSource\":\"PHB\",\"level\":7,\"header\":2,\"entries\":[\"At 7th level, you learn two additional maneuvers of your choice.\"]},{\"name\":\"Additional Superiority Die\",\"source\":\"PHB\",\"page\":73,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Battle Master\",\"subclassSource\":\"PHB\",\"level\":7,\"header\":2,\"entries\":[\"You gain another superiority die at 7th level.\"]},{\"name\":\"Know Your Enemy\",\"source\":\"PHB\",\"page\":73,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Battle Master\",\"subclassSource\":\"PHB\",\"level\":7,\"header\":2,\"entries\":[\"If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:\",{\"type\":\"list\",\"items\":[\"Strength score\",\"Dexterity score\",\"Constitution score\",\"Armor Class\",\"Current hit points\",\"Total class levels (if any)\",\"Fighter class levels (if any)\"]}]},{\"name\":\"Additional Maneuvers\",\"source\":\"PHB\",\"page\":73,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Battle Master\",\"subclassSource\":\"PHB\",\"level\":10,\"header\":2,\"entries\":[\"At 10th level, you learn two additional maneuvers of your choice.\"]},{\"name\":\"Improved Combat Superiority (d10)\",\"source\":\"PHB\",\"page\":73,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Battle Master\",\"subclassSource\":\"PHB\",\"level\":10,\"header\":2,\"entries\":[\"At 10th level, your superiority dice turn into {@dice d10}s.\"]},{\"name\":\"Additional Maneuvers\",\"source\":\"PHB\",\"page\":73,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Battle Master\",\"subclassSource\":\"PHB\",\"level\":15,\"header\":2,\"entries\":[\"At 15th level, you learn two additional maneuvers of your choice.\"]},{\"name\":\"Additional Superiority Die\",\"source\":\"PHB\",\"page\":73,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Battle Master\",\"subclassSource\":\"PHB\",\"level\":15,\"header\":2,\"entries\":[\"You gain another superiority die at 15th level.\"]},{\"name\":\"Relentless\",\"source\":\"PHB\",\"page\":73,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Battle Master\",\"subclassSource\":\"PHB\",\"level\":15,\"header\":2,\"entries\":[\"Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.\"]},{\"name\":\"Improved Combat Superiority (d12)\",\"source\":\"PHB\",\"page\":73,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Battle Master\",\"subclassSource\":\"PHB\",\"level\":18,\"header\":2,\"entries\":[\"At 18th level, your superiority dice turn into {@dice d12}s.\"]},{\"name\":\"Champion\",\"source\":\"PHB\",\"page\":72,\"srd\":true,\"basicRules\":true,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Champion\",\"subclassSource\":\"PHB\",\"level\":3,\"entries\":[\"The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Improved Critical|Fighter||Champion||3\"}]},{\"name\":\"Improved Critical\",\"source\":\"PHB\",\"page\":72,\"srd\":true,\"basicRules\":true,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Champion\",\"subclassSource\":\"PHB\",\"level\":3,\"header\":1,\"entries\":[\"Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.\"]},{\"name\":\"Remarkable Athlete\",\"source\":\"PHB\",\"page\":72,\"srd\":true,\"basicRules\":true,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Champion\",\"subclassSource\":\"PHB\",\"level\":7,\"header\":2,\"entries\":[\"Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.\",\"In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.\"]},{\"name\":\"Additional Fighting Style\",\"source\":\"PHB\",\"page\":72,\"srd\":true,\"basicRules\":true,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Champion\",\"subclassSource\":\"PHB\",\"level\":10,\"header\":2,\"entries\":[\"At 10th level, you can choose a second option from the Fighting Style class feature.\"]},{\"name\":\"Superior Critical\",\"source\":\"PHB\",\"page\":72,\"srd\":true,\"basicRules\":true,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Champion\",\"subclassSource\":\"PHB\",\"level\":15,\"header\":2,\"entries\":[\"Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.\"]},{\"name\":\"Survivor\",\"source\":\"PHB\",\"page\":72,\"srd\":true,\"basicRules\":true,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Champion\",\"subclassSource\":\"PHB\",\"level\":18,\"header\":2,\"entries\":[\"At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.\"]},{\"name\":\"Eldritch Knight\",\"source\":\"PHB\",\"page\":74,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Eldritch Knight\",\"subclassSource\":\"PHB\",\"level\":3,\"entries\":[\"The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic—abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Spellcasting|Fighter||Eldritch Knight||3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Weapon Bond|Fighter||Eldritch Knight||3\"}]},{\"name\":\"Spellcasting\",\"source\":\"PHB\",\"page\":74,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Eldritch Knight\",\"subclassSource\":\"PHB\",\"level\":3,\"header\":1,\"entries\":[\"When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See {@book chapter 10|PHB|10} for the general rules of spellcasting and {@book chapter 11|PHB|11} for the {@filter wizard spell list|spells|class=wizard}.\",{\"type\":\"entries\",\"name\":\"Cantrips\",\"entries\":[\"You learn two cantrips of your choice from the {@filter wizard spell list|spells|class=wizard}. You learn an additional wizard cantrip of your choice at 10th level.\"]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Spell Slots\",\"entries\":[\"The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your {@filter wizard spells|spells|class=wizard} of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\",\"For example, if you know the 1st-level spell {@spell shield} and have a 1st-level and a 2nd-level spell slot available, you can cast {@spell shield} using either slot.\"]}]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Spells Known of 1st-Level and Higher\",\"entries\":[\"You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.\",\"The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.\",\"The spells you learn at 8th, 14th, and 20th level can come from any school of magic.\",\"Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.\"]}]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Spellcasting Ability\",\"entries\":[\"Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.\",{\"type\":\"abilityDc\",\"name\":\"Spell\",\"attributes\":[\"int\"]},{\"type\":\"abilityAttackMod\",\"name\":\"Spell\",\"attributes\":[\"int\"]}]}]}]},{\"name\":\"Weapon Bond\",\"source\":\"PHB\",\"page\":74,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Eldritch Knight\",\"subclassSource\":\"PHB\",\"level\":3,\"header\":1,\"entries\":[\"At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.\",\"Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are {@condition incapacitated}. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.\",\"You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.\"]},{\"name\":\"War Magic\",\"source\":\"PHB\",\"page\":74,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Eldritch Knight\",\"subclassSource\":\"PHB\",\"level\":7,\"header\":2,\"entries\":[\"Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.\"]},{\"name\":\"Eldritch Strike\",\"source\":\"PHB\",\"page\":74,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Eldritch Knight\",\"subclassSource\":\"PHB\",\"level\":10,\"header\":2,\"entries\":[\"At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.\"]},{\"name\":\"Arcane Charge\",\"source\":\"PHB\",\"page\":74,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Eldritch Knight\",\"subclassSource\":\"PHB\",\"level\":15,\"header\":2,\"entries\":[\"At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.\"]},{\"name\":\"Improved War Magic\",\"source\":\"PHB\",\"page\":74,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Eldritch Knight\",\"subclassSource\":\"PHB\",\"level\":18,\"header\":2,\"entries\":[\"Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.\"]},{\"name\":\"Purple Dragon Knight (Banneret)\",\"source\":\"SCAG\",\"page\":128,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Purple Dragon Knight (Banneret)\",\"subclassSource\":\"SCAG\",\"level\":3,\"entries\":[\"Purple Dragon Knights are warriors who hail from the kingdom of Cormyr. Pledged to protect the crown, they take the fight against evil beyond the kingdom's borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to guide them in defeating evildoers.\",\"A Purple Dragon Knight inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.\",\"A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight's actions can awaken reserves of courage and conviction in allies that they never suspected they had.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Restriction: Knighthood|Fighter||Purple Dragon Knight (Banneret)|SCAG|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Rallying Cry|Fighter||Purple Dragon Knight (Banneret)|SCAG|3\"}]},{\"name\":\"Rallying Cry\",\"source\":\"SCAG\",\"page\":128,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Purple Dragon Knight (Banneret)\",\"subclassSource\":\"SCAG\",\"level\":3,\"header\":1,\"entries\":[\"When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.\",\"When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.\"]},{\"name\":\"Restriction: Knighthood\",\"source\":\"SCAG\",\"page\":128,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Purple Dragon Knight (Banneret)\",\"subclassSource\":\"SCAG\",\"level\":3,\"header\":1,\"entries\":[\"Purple Dragon Knights are tied to a specific order of Cormyrean knighthood.\",\"Banneret serves as the generic name for this archetype if you use it in other campaign settings or to model warlords other than the Purple Dragon Knights.\"]},{\"name\":\"Royal Envoy\",\"source\":\"SCAG\",\"page\":128,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Purple Dragon Knight (Banneret)\",\"subclassSource\":\"SCAG\",\"level\":7,\"header\":2,\"entries\":[\"A Purple Dragon Knight serves as an envoy of the Cormyrean crown. Knights of high standing are expected to conduct themselves with grace.\",\"At 7th level, you gain proficiency in the {@skill Persuasion} skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: {@skill Animal Handling}, {@skill Insight}, {@skill Intimidation}, or {@skill Performance}.\",\"Your proficiency bonus is doubled for any ability check you make that uses {@skill Persuasion}. You receive this benefit regardless of the skill proficiency you gain from this feature.\"]},{\"name\":\"Inspiring Surge\",\"source\":\"SCAG\",\"page\":128,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Purple Dragon Knight (Banneret)\",\"subclassSource\":\"SCAG\",\"level\":10,\"header\":2,\"entries\":[\"Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.\",\"Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.\"]},{\"name\":\"Bulwark\",\"source\":\"SCAG\",\"page\":128,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Purple Dragon Knight (Banneret)\",\"subclassSource\":\"SCAG\",\"level\":15,\"header\":2,\"entries\":[\"Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't {@condition incapacitated}, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.\"]},{\"name\":\"Inspiring Surge\",\"source\":\"SCAG\",\"page\":128,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Purple Dragon Knight (Banneret)\",\"subclassSource\":\"SCAG\",\"level\":18,\"header\":2,\"entries\":[\"Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.\"]},{\"name\":\"Protective Field\",\"source\":\"TCE\",\"page\":42,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Psi Warrior\",\"subclassSource\":\"TCE\",\"level\":3,\"consumes\":{\"name\":\"Psionic Energy Die\"},\"entries\":[\"When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.\"]},{\"name\":\"Psi Warrior\",\"source\":\"TCE\",\"page\":42,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Psi Warrior\",\"subclassSource\":\"TCE\",\"level\":3,\"entries\":[\"Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of Eberron, many young kalashtar dream of becoming Psi Warriors.\",\"As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind's power as both weapon and shield.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Psionic Power|Fighter||Psi Warrior|TCE|3\"}]},{\"name\":\"Psionic Strike\",\"source\":\"TCE\",\"page\":42,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Psi Warrior\",\"subclassSource\":\"TCE\",\"level\":3,\"consumes\":{\"name\":\"Psionic Energy Die\"},\"entries\":[\"You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier.\"]},{\"name\":\"Telekinetic Movement\",\"source\":\"TCE\",\"page\":42,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Psi Warrior\",\"subclassSource\":\"TCE\",\"level\":3,\"entries\":[\"You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.\"]},{\"name\":\"Psionic Power\",\"source\":\"TCE\",\"page\":42,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Psi Warrior\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":1,\"entries\":[\"{@i 3rd-level Psi Warrior feature}\",\"You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a {@dice d6}. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.\",\"Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.\",\"When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level ({@dice d8}), 11th level ({@dice d10}), and 17th level ({@dice d12}).\",\"The powers below use your Psionic Energy dice.\",{\"type\":\"options\",\"style\":\"list-hang-notitle\",\"entries\":[{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Protective Field|Fighter|PHB|Psi Warrior|TCE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Psionic Strike|Fighter|PHB|Psi Warrior|TCE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Telekinetic Movement|Fighter|PHB|Psi Warrior|TCE|3\"}]}]},{\"name\":\"Psi-Powered Leap\",\"source\":\"TCE\",\"page\":42,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Psi Warrior\",\"subclassSource\":\"TCE\",\"level\":7,\"entries\":[\"As a bonus action, you can propel your body with your mind. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.\"]},{\"name\":\"Telekinetic Thrust\",\"source\":\"TCE\",\"page\":42,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Psi Warrior\",\"subclassSource\":\"TCE\",\"level\":7,\"entries\":[\"When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. If the save fails, you can knock the target {@condition prone} or move it up to 10 feet in any direction horizontally.\"]},{\"name\":\"Telekinetic Adept\",\"source\":\"TCE\",\"page\":42,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Psi Warrior\",\"subclassSource\":\"TCE\",\"level\":7,\"header\":2,\"entries\":[\"{@i 7th-level Psi Warrior feature}\",\"You have mastered new ways to use your telekinetic abilities, detailed below.\",{\"type\":\"options\",\"style\":\"list-hang-notitle\",\"entries\":[{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Psi-Powered Leap|Fighter|PHB|Psi Warrior|TCE|7\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Telekinetic Thrust|Fighter|PHB|Psi Warrior|TCE|7\"}]}]},{\"name\":\"Guarded Mind\",\"source\":\"TCE\",\"page\":42,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Psi Warrior\",\"subclassSource\":\"TCE\",\"level\":10,\"header\":2,\"entries\":[\"{@i 10th-level Psi Warrior feature}\",\"The psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn {@condition charmed} or {@condition frightened}, you can expend a Psionic Energy die and end every effect on yourself subjecting you to those conditions.\"]},{\"name\":\"Bulwark of Force\",\"source\":\"TCE\",\"page\":42,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Psi Warrior\",\"subclassSource\":\"TCE\",\"level\":15,\"header\":2,\"entries\":[\"{@i 15th-level Psi Warrior feature}\",\"You can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by {@quickref Cover||3||half cover} for 1 minute or until you're {@condition incapacitated}.\",\"Once you take this bonus action, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to take it again.\"]},{\"name\":\"Telekinetic Master\",\"source\":\"TCE\",\"page\":42,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Psi Warrior\",\"subclassSource\":\"TCE\",\"level\":18,\"header\":2,\"entries\":[\"{@i 18th-level Psi Warrior feature}\",\"Your ability to move creatures and objects with your mind is matched by few. You can cast the {@spell telekinesis} spell, requiring no components, and your spellcasting ability for the spell is Intelligence. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action.\",\"Once you cast the spell with this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to cast it again.\"]},{\"name\":\"Rune Knight\",\"source\":\"TCE\",\"page\":44,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Rune Knight\",\"subclassSource\":\"TCE\",\"level\":3,\"entries\":[\"Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant's work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant's craft and learned how to apply magic runes to empower your equipment.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Bonus Proficiencies|Fighter||Rune Knight|TCE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Rune Carver|Fighter||Rune Knight|TCE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Giant's Might|Fighter||Rune Knight|TCE|3\"}]},{\"name\":\"Bonus Proficiencies\",\"source\":\"TCE\",\"page\":44,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Rune Knight\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":1,\"entries\":[\"{@i 3rd-level Rune Knight feature}\",\"You gain proficiency with {@item smith's tools|PHB}, and you learn to speak, read, and write {@language Giant}.\"]},{\"name\":\"Giant's Might\",\"source\":\"TCE\",\"page\":44,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Rune Knight\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":1,\"entries\":[\"{@i 3rd-level Rune Knight feature}\",\"You have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:\",{\"type\":\"list\",\"items\":[\"If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.\",\"You have advantage on Strength checks and Strength saving throws.\",\"Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra {@damage 1d6} damage to a target on a hit.\"]},\"You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.\"]},{\"name\":\"Rune Carver\",\"source\":\"TCE\",\"page\":44,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Rune Knight\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":1,\"entries\":[\"{@i 3rd-level Rune Knight feature}\",\"You can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table.\",\"Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time.\",{\"type\":\"table\",\"caption\":\"Runes Known\",\"colLabels\":[\"Fighter Level\",\"Number of Runes\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[\"3rd\",\"2\"],[\"7th\",\"3\"],[\"10th\",\"4\"],[\"15th\",\"5\"]]},\"The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.\",{\"type\":\"options\",\"count\":2,\"entries\":[{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Cloud Rune|TCE\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Fire Rune|TCE\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Frost Rune|TCE\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Stone Rune|TCE\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Hill Rune|TCE\",\"name\":\"Hill Rune (7th Level or Higher)\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Storm Rune|TCE\",\"name\":\"Storm Rune (7th Level or Higher)\"}]}]},{\"name\":\"Additional Rune Known\",\"source\":\"TCE\",\"page\":44,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Rune Knight\",\"subclassSource\":\"TCE\",\"level\":7,\"header\":2,\"entries\":[\"{@i 7th-level Rune Knight feature}\",\"You learn an additional Rune.\"]},{\"name\":\"Runic Shield\",\"source\":\"TCE\",\"page\":44,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Rune Knight\",\"subclassSource\":\"TCE\",\"level\":7,\"header\":2,\"entries\":[\"{@i 7th-level Rune Knight feature}\",\"You learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the {@dice d20} and use the new roll.\",\"You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]},{\"name\":\"Additional Rune Known\",\"source\":\"TCE\",\"page\":44,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Rune Knight\",\"subclassSource\":\"TCE\",\"level\":10,\"header\":2,\"entries\":[\"{@i 10th-level Rune Knight feature}\",\"You learn an additional Rune.\"]},{\"name\":\"Great Stature\",\"source\":\"TCE\",\"page\":44,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Rune Knight\",\"subclassSource\":\"TCE\",\"level\":10,\"header\":2,\"entries\":[\"{@i 10th-level Rune Knight feature}\",\"The magic of your runes permanently alters you. When you gain this feature, roll {@dice 3d4}. You grow a number of inches in height equal to the roll.\",\"Moreover, the extra damage you deal with your Giant's Might feature increases to {@dice 1d8}.\"]},{\"name\":\"Additional Rune Known\",\"source\":\"TCE\",\"page\":44,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Rune Knight\",\"subclassSource\":\"TCE\",\"level\":15,\"header\":2,\"entries\":[\"{@i 15th-level Rune Knight feature}\",\"You learn an additional Rune.\"]},{\"name\":\"Master of Runes\",\"source\":\"TCE\",\"page\":44,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Rune Knight\",\"subclassSource\":\"TCE\",\"level\":15,\"header\":2,\"entries\":[\"{@i 15th-level Rune Knight feature}\",\"You can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.\"]},{\"name\":\"Runic Juggernaut\",\"source\":\"TCE\",\"page\":44,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Rune Knight\",\"subclassSource\":\"TCE\",\"level\":18,\"header\":2,\"entries\":[\"{@i 18th-level Rune Knight feature}\",\"You learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant's Might feature increases to {@dice 1d10}. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.\"]},{\"name\":\"Arcane Archer\",\"source\":\"XGE\",\"page\":28,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Arcane Archer\",\"subclassSource\":\"XGE\",\"level\":3,\"entries\":[\"An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Arcane Archer Lore|Fighter||Arcane Archer|XGE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Arcane Shot|Fighter||Arcane Archer|XGE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Arcane Shot Options|Fighter||Arcane Archer|XGE|3\"}]},{\"name\":\"Arcane Archer Lore\",\"source\":\"XGE\",\"page\":28,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Arcane Archer\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"At 3rd level, you learn magical theory or some of the secrets of nature—typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the {@skill Arcana} or the {@skill Nature} skill, and you choose to learn either the {@spell prestidigitation} or the {@spell druidcraft} cantrip.\"]},{\"name\":\"Arcane Shot\",\"source\":\"XGE\",\"page\":28,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Arcane Archer\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see \\\"Arcane Shot Options\\\" below).\",\"Once per turn when you fire an arrow from a shortbow or longbow as part of the {@action Attack} action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn't involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.\",\"You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.\"]},{\"name\":\"Arcane Shot Options\",\"source\":\"XGE\",\"page\":28,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Arcane Archer\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.\",\"If an option requires a saving throw, your Arcane Shot save DC is calculated as follows:\",{\"type\":\"abilityDc\",\"name\":\"Arcane Shot\",\"attributes\":[\"int\"]},{\"type\":\"options\",\"count\":2,\"entries\":[{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Banishing Arrow|XGE\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Beguiling Arrow|XGE\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Bursting Arrow|XGE\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Enfeebling Arrow|XGE\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Grasping Arrow|XGE\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Piercing Arrow|XGE\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Seeking Arrow|XGE\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Shadow Arrow|XGE\"}]}]},{\"name\":\"Additional Arcane Shot Option\",\"source\":\"XGE\",\"page\":28,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Arcane Archer\",\"subclassSource\":\"XGE\",\"level\":7,\"header\":2,\"entries\":[\"You gain an additional Arcane Shot option of your choice when you reach 7th level.\"]},{\"name\":\"Curving Shot\",\"source\":\"XGE\",\"page\":28,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Arcane Archer\",\"subclassSource\":\"XGE\",\"level\":7,\"header\":2,\"entries\":[\"At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.\"]},{\"name\":\"Magic Arrow\",\"source\":\"XGE\",\"page\":28,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Arcane Archer\",\"subclassSource\":\"XGE\",\"level\":7,\"header\":2,\"entries\":[\"At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.\"]},{\"name\":\"Additional Arcane Shot Option\",\"source\":\"XGE\",\"page\":28,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Arcane Archer\",\"subclassSource\":\"XGE\",\"level\":10,\"header\":2,\"entries\":[\"You gain an additional Arcane Shot option of your choice when you reach 10th level.\"]},{\"name\":\"Additional Arcane Shot Option\",\"source\":\"XGE\",\"page\":28,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Arcane Archer\",\"subclassSource\":\"XGE\",\"level\":15,\"header\":2,\"entries\":[\"You gain an additional Arcane Shot option of your choice when you reach 15th level.\"]},{\"name\":\"Ever-Ready Shot\",\"source\":\"XGE\",\"page\":28,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Arcane Archer\",\"subclassSource\":\"XGE\",\"level\":15,\"header\":2,\"entries\":[\"Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.\"]},{\"name\":\"Additional Arcane Shot Option\",\"source\":\"XGE\",\"page\":28,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Arcane Archer\",\"subclassSource\":\"XGE\",\"level\":18,\"header\":2,\"entries\":[\"You gain an additional Arcane Shot option of your choice when you reach 18th level. Each option also improves when you become an 18th-level fighter.\"]},{\"name\":\"Cavalier\",\"source\":\"XGE\",\"page\":30,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Cavalier\",\"subclassSource\":\"XGE\",\"level\":3,\"entries\":[\"The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Bonus Proficiency|Fighter||Cavalier|XGE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Born to the Saddle|Fighter||Cavalier|XGE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Unwavering Mark|Fighter||Cavalier|XGE|3\"}]},{\"name\":\"Bonus Proficiency\",\"source\":\"XGE\",\"page\":30,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Cavalier\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: {@skill Animal Handling}, {@skill History}, {@skill Insight}, {@skill Performance}, or {@skill Persuasion}. Alternatively, you learn one language of your choice.\"]},{\"name\":\"Born to the Saddle\",\"source\":\"XGE\",\"page\":30,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Cavalier\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not {@condition incapacitated}.\",\"Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.\"]},{\"name\":\"Unwavering Mark\",\"source\":\"XGE\",\"page\":30,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Cavalier\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are {@condition incapacitated} or you die, or if someone else marks the creature.\",\"While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you.\",\"In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level.\",\"Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.\"]},{\"name\":\"Warding Maneuver\",\"source\":\"XGE\",\"page\":30,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Cavalier\",\"subclassSource\":\"XGE\",\"level\":7,\"header\":2,\"entries\":[\"At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll {@dice 1d8} as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.\",\"You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.\"]},{\"name\":\"Hold the Line\",\"source\":\"XGE\",\"page\":30,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Cavalier\",\"subclassSource\":\"XGE\",\"level\":10,\"header\":2,\"entries\":[\"At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.\"]},{\"name\":\"Ferocious Charger\",\"source\":\"XGE\",\"page\":30,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Cavalier\",\"subclassSource\":\"XGE\",\"level\":15,\"header\":2,\"entries\":[\"Starting at 15th level, you can run down your foes, whether you're mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked {@condition prone}. You can use this feature only once on each of your turns.\"]},{\"name\":\"Vigilant Defender\",\"source\":\"XGE\",\"page\":30,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Cavalier\",\"subclassSource\":\"XGE\",\"level\":18,\"header\":2,\"entries\":[\"Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction.\"]},{\"name\":\"Samurai\",\"source\":\"XGE\",\"page\":31,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Samurai\",\"subclassSource\":\"XGE\",\"level\":3,\"entries\":[\"The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai's resolve is nearly unbreakable, and the enemies in a Samurai's path have two choices: yield or die fighting.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Bonus Proficiency|Fighter||Samurai|XGE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Fighting Spirit|Fighter||Samurai|XGE|3\"}]},{\"name\":\"Bonus Proficiency\",\"source\":\"XGE\",\"page\":31,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Samurai\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: {@skill History}, {@skill Insight}, {@skill Performance}, or {@skill Persuasion}. Alternatively, you learn one language of your choice.\"]},{\"name\":\"Fighting Spirit\",\"source\":\"XGE\",\"page\":31,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Samurai\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.\",\"You can use this feature three times, and you regain all expended uses of it when you finish a long rest.\"]},{\"name\":\"Elegant Courtier\",\"source\":\"XGE\",\"page\":31,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Samurai\",\"subclassSource\":\"XGE\",\"level\":7,\"header\":2,\"entries\":[\"Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma ({@skill Persuasion}) check, you gain a bonus to the check equal to your Wisdom modifier.\",\"Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).\"]},{\"name\":\"Tireless Spirit\",\"source\":\"XGE\",\"page\":31,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Samurai\",\"subclassSource\":\"XGE\",\"level\":10,\"header\":2,\"entries\":[\"Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.\"]},{\"name\":\"Rapid Strike\",\"source\":\"XGE\",\"page\":31,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Samurai\",\"subclassSource\":\"XGE\",\"level\":15,\"header\":2,\"entries\":[\"Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the {@action Attack} action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.\"]},{\"name\":\"Strength before Death\",\"source\":\"XGE\",\"page\":31,\"className\":\"Fighter\",\"classSource\":\"PHB\",\"subclassShortName\":\"Samurai\",\"subclassSource\":\"XGE\",\"level\":18,\"header\":2,\"entries\":[\"Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction to delay falling {@condition unconscious}, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall {@condition unconscious} if you still have 0 hit points.\",\"Once you use this feature, you can't use it again until you finish a long rest.\"]},{\"name\":\"Battle Master\",\"source\":\"XPHB\",\"page\":93,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Battle Master\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Master Sophisticated Battle Maneuvers}\",\"Battle Masters are students of the art of battle, learning martial techniques passed down through generations. The most accomplished Battle Masters are well-rounded figures who combine their carefully honed combat skills with academic study in the fields of history, theory, and the arts.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Combat Superiority|Fighter|XPHB|Battle Master|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Student of War|Fighter|XPHB|Battle Master|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Maneuver Options|Fighter|XPHB|Battle Master|XPHB|3\"}]},{\"name\":\"Combat Superiority\",\"source\":\"XPHB\",\"page\":93,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Battle Master\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"entries\":[\"Your experience on the battlefield has refined your fighting techniques. You learn maneuvers that are fueled by special dice called Superiority Dice.\",{\"type\":\"entries\",\"name\":\"Maneuvers\",\"entries\":[\"You learn three maneuvers of your choice from the \\\"{@filter Maneuvers Options|optionalfeatures|feature type=MV:B|source=XPHB}\\\" section later in this subclass's description. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.\",\"You learn two additional maneuvers of your choice when you reach Fighter levels 7, 10, and 15. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.\"]},{\"type\":\"entries\",\"name\":\"Superiority Dice\",\"entries\":[\"You have four Superiority Dice, which are {@dice d8|d8s}. A Superiority Die is expended when you use it. You regain all expended Superiority Dice when you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}.\",\"You gain an additional Superiority Die when you reach Fighter levels 7 (five dice total) and 15 (six dice total).\"]},{\"type\":\"entries\",\"name\":\"Saving Throws\",\"entries\":[\"If a maneuver requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and {@variantrule Proficiency|XPHB} Bonus.\"]}]},{\"name\":\"Maneuver Options\",\"source\":\"XPHB\",\"page\":94,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Battle Master\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"entries\":[\"The maneuvers are presented here in alphabetical order.\",{\"type\":\"options\",\"count\":3,\"entries\":[{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Ambush|XPHB\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Bait and Switch|XPHB\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Commander's Strike|XPHB\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Commanding Presence|XPHB\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Disarming Attack|XPHB\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Distracting Strike|XPHB\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Evasive Footwork|XPHB\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Feinting Attack|XPHB\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Goading Attack|XPHB\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Lunging Attack|XPHB\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Maneuvering Attack|XPHB\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Menacing Attack|XPHB\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Parry|XPHB\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Precision Attack|XPHB\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Pushing Attack|XPHB\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Rally|XPHB\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Riposte|XPHB\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Sweeping Attack|XPHB\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Tactical Assessment|XPHB\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Trip Attack|XPHB\"}]}]},{\"name\":\"Student of War\",\"source\":\"XPHB\",\"page\":94,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Battle Master\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"entries\":[\"You gain proficiency with one type of {@item Artisan's Tools|XPHB} of your choice, and you gain proficiency in one skill of your choice from the skills available to Fighters at level 1.\"]},{\"name\":\"Know Your Enemy\",\"source\":\"XPHB\",\"page\":94,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Battle Master\",\"subclassSource\":\"XPHB\",\"level\":7,\"header\":2,\"entries\":[\"As a {@variantrule Bonus Action|XPHB}, you can discern certain strengths and weaknesses of a creature you can see within 30 feet of yourself; you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.\",\"Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB}. You can also restore a use of the feature by expending one Superiority Die (no action required).\"]},{\"name\":\"Improved Combat Superiority\",\"source\":\"XPHB\",\"page\":94,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Battle Master\",\"subclassSource\":\"XPHB\",\"level\":10,\"header\":2,\"entries\":[\"Your Superiority Die becomes a {@dice d10}.\"]},{\"name\":\"Relentless\",\"source\":\"XPHB\",\"page\":94,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Battle Master\",\"subclassSource\":\"XPHB\",\"level\":15,\"header\":2,\"entries\":[\"Once per turn, when you use a maneuver, you can roll {@dice 1d8} and use the number rolled instead of expending a Superiority Die.\"]},{\"name\":\"Ultimate Combat Superiority\",\"source\":\"XPHB\",\"page\":94,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Battle Master\",\"subclassSource\":\"XPHB\",\"level\":18,\"header\":2,\"entries\":[\"Your Superiority Die becomes a {@dice d12}.\"]},{\"name\":\"Champion\",\"source\":\"XPHB\",\"page\":96,\"freeRules2024\":true,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Champion\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Pursue Physical Excellence in Combat}\",\"A Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Improved Critical|Fighter|XPHB|Champion|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Remarkable Athlete|Fighter|XPHB|Champion|XPHB|3\"}]},{\"name\":\"Improved Critical\",\"source\":\"XPHB\",\"page\":96,\"freeRules2024\":true,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Champion\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":2,\"entries\":[\"Your attack rolls with weapons and Unarmed Strikes can score a {@variantrule Critical Hit|XPHB} on a roll of 19 or 20 on the {@dice d20}.\"]},{\"name\":\"Remarkable Athlete\",\"source\":\"XPHB\",\"page\":96,\"freeRules2024\":true,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Champion\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":2,\"entries\":[\"Thanks to your athleticism, you have {@variantrule Advantage|XPHB} on {@variantrule Initiative|XPHB} rolls and Strength ({@skill Athletics|XPHB}) checks.\",\"In addition, immediately after you score a {@variantrule Critical Hit|XPHB}, you can move up to half your {@variantrule Speed|XPHB} without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks}.\"]},{\"name\":\"Additional Fighting Style\",\"source\":\"XPHB\",\"page\":96,\"freeRules2024\":true,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Champion\",\"subclassSource\":\"XPHB\",\"level\":7,\"header\":2,\"entries\":[\"You gain another {@filter Fighting Style feat|feats|category=FS} of your choice.\"]},{\"name\":\"Heroic Warrior\",\"source\":\"XPHB\",\"page\":96,\"freeRules2024\":true,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Champion\",\"subclassSource\":\"XPHB\",\"level\":10,\"header\":2,\"entries\":[\"The thrill of battle drives you toward victory. During combat, you can give yourself {@variantrule Heroic Inspiration|XPHB} whenever you start your turn without it.\"]},{\"name\":\"Superior Critical\",\"source\":\"XPHB\",\"page\":96,\"freeRules2024\":true,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Champion\",\"subclassSource\":\"XPHB\",\"level\":15,\"header\":2,\"entries\":[\"Your attack rolls with weapons and Unarmed Strikes can now score a {@variantrule Critical Hit|XPHB} on a roll of 18–20 on the {@dice d20}.\"]},{\"name\":\"Survivor\",\"source\":\"XPHB\",\"page\":96,\"freeRules2024\":true,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Champion\",\"subclassSource\":\"XPHB\",\"level\":18,\"header\":2,\"entries\":[\"You attain the pinnacle of resilience in battle, giving you these benefits.\",{\"type\":\"entries\",\"name\":\"Defy Death\",\"entries\":[\"You have {@variantrule Advantage|XPHB} on Death Saving Throws. Moreover, when you roll 18–20 on a {@variantrule Death Saving Throw|XPHB}, you gain the benefit of rolling a 20 on it.\"]},{\"type\":\"entries\",\"name\":\"Heroic Rally\",\"entries\":[\"At the start of each of your turns, you regain {@variantrule Hit Points|XPHB} equal to 5 plus your Constitution modifier if you are {@variantrule Bloodied|XPHB} and have at least 1 {@variantrule Hit Points|XPHB|Hit Point}.\"]}]},{\"name\":\"Eldritch Knight\",\"source\":\"XPHB\",\"page\":96,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Eldritch Knight\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Support Combat Skills with Arcane Magic}\",\"Eldritch Knights combine the martial mastery common to all Fighters with a careful study of magic. Their spells both complement and extend their combat skills, providing additional protection to shore up their armor and also allowing them to engage many foes at once with explosive magic.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Spellcasting|Fighter|XPHB|Eldritch Knight|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Weapon Bond|Fighter|XPHB|Eldritch Knight|XPHB|3\"}]},{\"name\":\"Spellcasting\",\"source\":\"XPHB\",\"page\":96,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Eldritch Knight\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"entries\":[\"You have learned to cast spells. See {@book chapter 7|XPHB|7} for the rules on spellcasting. The information below details how you use those rules as an Eldritch Knight.\",{\"type\":\"entries\",\"name\":\"Cantrips\",\"entries\":[\"You know two cantrips of your choice from the {@filter Wizard spell list|spells|class=Wizard} (see that class's section for its list). {@spell Ray of Frost|XPHB} and {@spell Shocking Grasp|XPHB} are recommended. Whenever you gain a Fighter level, you can replace one of these cantrips with another cantrip of your choice from the {@filter Wizard spell list|spells|class=Wizard}.\",\"When you reach Fighter level 10, you learn another Wizard cantrip of your choice.\"]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Spell Slots\",\"entries\":[\"The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a {@variantrule Long Rest|XPHB}.\"]}]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Prepared Spells of Level 1+\",\"entries\":[\"You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the {@filter Wizard spell list|spells|class=Wizard}. {@spell Burning Hands|XPHB}, {@spell Jump|XPHB}, and {@spell Shield|XPHB} are recommended.\",\"The number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells column of the Eldritch Knight Spellcasting table. Whenever that number increases, choose additional spells from the {@filter Wizard spell list|spells|class=Wizard} until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 7 Fighter, your list of prepared spells can include five Wizard spells of levels 1 and 2 in any combination.\"]}]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Changing your Prepared Spells\",\"entries\":[\"Whenever you gain a Fighter level, you can replace one spell on your list with another Wizard spell for which you have spell slots.\"]}]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Spellcasting Ability\",\"entries\":[\"Intelligence is your spellcasting ability for your Wizard spells.\"]}]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Spellcasting Focus\",\"entries\":[\"You can use an {@item Arcane Focus|XPHB} as a {@variantrule Spellcasting Focus|XPHB} for your Wizard spells.\"]}]}]},{\"name\":\"Weapon Bond\",\"source\":\"XPHB\",\"page\":98,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Eldritch Knight\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"entries\":[\"You learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a {@variantrule Short Rest|XPHB}. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. The bond fails if another Fighter is bonded to the weapon or if the weapon is a magic item to which someone else is attuned.\",\"Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you have the {@condition Incapacitated|XPHB} condition. If it is on the same plane of existence, you can summon that weapon as a {@variantrule Bonus Action|XPHB}, causing it to teleport instantly to your hand.\",\"You can have up to two bonded weapons, but you can summon only one at a time with a {@variantrule Bonus Action|XPHB}. If you attempt to bond with a third weapon, you must break the bond with one of the other two.\"]},{\"name\":\"War Magic\",\"source\":\"XPHB\",\"page\":98,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Eldritch Knight\",\"subclassSource\":\"XPHB\",\"level\":7,\"header\":2,\"entries\":[\"When you take the {@action Attack|XPHB} action on your turn, you can replace one of the attacks with a casting of one of your Wizard cantrips that has a casting time of an action.\"]},{\"name\":\"Eldritch Strike\",\"source\":\"XPHB\",\"page\":98,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Eldritch Knight\",\"subclassSource\":\"XPHB\",\"level\":10,\"header\":2,\"entries\":[\"You learn how to make your weapon strikes undercut a creature's ability to withstand your spells. When you hit a creature with an attack using a weapon, that creature has {@variantrule Disadvantage|XPHB} on the next saving throw it makes against a spell you cast before the end of your next turn.\"]},{\"name\":\"Arcane Charge\",\"source\":\"XPHB\",\"page\":98,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Eldritch Knight\",\"subclassSource\":\"XPHB\",\"level\":15,\"header\":2,\"entries\":[\"When you use your Action Surge, you can teleport up to 30 feet to an unoccupied space you can see. You can teleport before or after the additional action.\"]},{\"name\":\"Improved War Magic\",\"source\":\"XPHB\",\"page\":98,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Eldritch Knight\",\"subclassSource\":\"XPHB\",\"level\":18,\"header\":2,\"entries\":[\"When you take the {@action Attack|XPHB} action on your turn, you can replace two of the attacks with a casting of one of your level 1 or level 2 Wizard spells that has a casting time of an action.\"]},{\"name\":\"Psi Warrior\",\"source\":\"XPHB\",\"page\":98,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Psi Warrior\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Augment Physical Might with Psionic Power}\",\"Psi Warriors awaken the power of their minds to augment their physical might. They harness this psionic power to infuse their weapon strikes, lash out with telekinetic energy, and create barriers of mental force.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Psionic Power|Fighter|XPHB|Psi Warrior|XPHB|3\"}]},{\"name\":\"Psionic Power\",\"source\":\"XPHB\",\"page\":98,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Psi Warrior\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"You harbor a wellspring of psionic energy within yourself. It is represented by your Psionic Energy Dice, which fuel powers you have from this subclass. The Psi Warrior Energy Dice table shows the die size and number of these dice you have when you reach certain Fighter levels.\",{\"type\":\"table\",\"caption\":\"Psi Warrior Energy Dice\",\"colLabels\":[\"Fighter Level\",\"Die Size\",\"Number\"],\"colStyles\":[\"col-4 text-center\",\"col-4 text-center\",\"col-4 text-center\"],\"rows\":[[\"3\",\"{@dice D6}\",\"4\"],[\"5\",\"{@dice D8}\",\"6\"],[\"9\",\"{@dice D8}\",\"8\"],[\"11\",\"{@dice D10}\",\"8\"],[\"13\",\"{@dice D10}\",\"10\"],[\"17\",\"{@dice D12}\",\"12\"]]},\"Any features in this subclass that use a Psionic Energy Die use only the dice from this subclass. Some of your powers expend the Psionic Energy Die, as specified in a power's description, and you can't use a power if it requires you to use a die when all your Psionic Energy Dice are expended.\",\"You regain one of your expended Psionic Energy Dice when you finish a {@variantrule Short Rest|XPHB}, and you regain all of them when you finish a {@variantrule Long Rest|XPHB}.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Protective Field|Fighter|XPHB|Psi Warrior|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Psionic Strike|Fighter|XPHB|Psi Warrior|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Telekinetic Movement|Fighter|XPHB|Psi Warrior|XPHB|3\"}]},{\"name\":\"Protective Field\",\"source\":\"XPHB\",\"page\":98,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Psi Warrior\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":2,\"consumes\":{\"name\":\"Psionic Energy Die\"},\"entries\":[\"When you or another creature you can see within 30 feet of you takes damage, you can take a {@variantrule Reaction|XPHB} to expend one Psionic Energy Die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.\"]},{\"name\":\"Psionic Strike\",\"source\":\"XPHB\",\"page\":98,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Psi Warrior\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":2,\"consumes\":{\"name\":\"Psionic Energy Die\"},\"entries\":[\"You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of yourself with an attack and deal damage to it with a weapon, you can expend one Psionic Energy Die, rolling it and dealing Force damage to the target equal to the number rolled plus your Intelligence modifier.\"]},{\"name\":\"Telekinetic Movement\",\"source\":\"XPHB\",\"page\":98,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Psi Warrior\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":2,\"consumes\":{\"name\":\"Psionic Energy Die\"},\"entries\":[\"You can move an object or a creature with your mind. As a {@action Magic|XPHB} action, choose one target you can see within 30 feet of yourself; the target must be a loose object that is Large or smaller or one willing creature other than you. You transport the target up to 30 feet to an unoccupied space you can see. Alternatively, if the target is a Tiny object, you can transport it to or from your hand.\",\"Once you take this action, you can't do so again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB} unless you expend a Psionic Energy Die (no action required) to restore your use of it.\"]},{\"name\":\"Psi-Powered Leap\",\"source\":\"XPHB\",\"page\":99,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Psi Warrior\",\"subclassSource\":\"XPHB\",\"level\":7,\"header\":2,\"consumes\":{\"name\":\"Psionic Energy Die\"},\"entries\":[\"As a {@variantrule Bonus Action|XPHB}, you gain a {@variantrule Fly Speed|XPHB} equal to twice your {@variantrule Speed|XPHB} until the end of the current turn. Once you take this {@variantrule Bonus Action|XPHB}, you can't do so again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB} unless you expend a Psionic Energy Die (no action required) to restore your use of it.\"]},{\"name\":\"Telekinetic Adept\",\"source\":\"XPHB\",\"page\":99,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Psi Warrior\",\"subclassSource\":\"XPHB\",\"level\":7,\"header\":2,\"entries\":[\"You have mastered new ways to use your telekinetic abilities, detailed below.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Psi-Powered Leap|Fighter|XPHB|Psi Warrior|XPHB|7\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Telekinetic Thrust|Fighter|XPHB|Psi Warrior|XPHB|7\"}]},{\"name\":\"Telekinetic Thrust\",\"source\":\"XPHB\",\"page\":99,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Psi Warrior\",\"subclassSource\":\"XPHB\",\"level\":7,\"header\":2,\"entries\":[\"When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw ({@dc 8} plus your Intelligence modifier and {@variantrule Proficiency|XPHB|Proficiency Bonus}). On a failed save, you can give the target the {@condition Prone|XPHB} condition or transport it up to 10 feet horizontally.\"]},{\"name\":\"Guarded Mind\",\"source\":\"XPHB\",\"page\":99,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Psi Warrior\",\"subclassSource\":\"XPHB\",\"level\":10,\"header\":2,\"consumes\":{\"name\":\"Psionic Energy Die\"},\"entries\":[\"You have {@variantrule Resistance|XPHB} to Psychic damage. Moreover, if you start your turn with the {@condition Charmed|XPHB} or {@condition Frightened|XPHB} condition, you can expend a Psionic Energy Die (no action required) and end every effect on yourself giving you those conditions.\"]},{\"name\":\"Bulwark of Force\",\"source\":\"XPHB\",\"page\":99,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Psi Warrior\",\"subclassSource\":\"XPHB\",\"level\":15,\"header\":2,\"consumes\":{\"name\":\"Psionic Energy Die\"},\"entries\":[\"You can shield yourself and others with telekinetic force. As a {@variantrule Bonus Action|XPHB}, you can choose creatures, including yourself, within 30 feet of yourself, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures has {@variantrule Cover|XPHB|Half Cover} for 1 minute or until you have the {@condition Incapacitated|XPHB} condition.\",\"Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB} unless you expend a Psionic Energy Die (no action required) to restore your use of it.\"]},{\"name\":\"Telekinetic Master\",\"source\":\"XPHB\",\"page\":99,\"className\":\"Fighter\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Psi Warrior\",\"subclassSource\":\"XPHB\",\"level\":18,\"header\":2,\"consumes\":{\"name\":\"Psionic Energy Die\"},\"entries\":[\"You always have the {@spell Telekinesis|XPHB} spell prepared. With this feature, you can cast it without a spell slot or components, and your spellcasting ability for it is Intelligence. On each of your turns while you maintain {@status Concentration|XPHB} on it, including the turn when you cast it, you can make one attack with a weapon as a {@variantrule Bonus Action|XPHB}.\",\"Once you cast the spell with this feature, you can't do so in this way again until you finish a {@variantrule Long Rest|XPHB} unless you expend a Psionic Energy Die (no action required) to restore your use of it.\"]}]}"); JSON_DATA[`data/class/class-monk.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"subclass\"]},\"class\":[{\"name\":\"Monk\",\"source\":\"PHB\",\"page\":76,\"srd\":true,\"reprintedAs\":[\"Monk|XPHB\"],\"edition\":\"classic\",\"hd\":{\"number\":1,\"faces\":8},\"proficiency\":[\"str\",\"dex\"],\"startingProficiencies\":{\"weapons\":[\"simple\",\"{@item shortsword|phb|shortswords}\"],\"tools\":[\"any one type of {@item artisan's tools|PHB} or any one {@item musical instrument|PHB} of your choice\"],\"toolProficiencies\":[{\"anyArtisansTool\":1},{\"anyMusicalInstrument\":1}],\"skills\":[{\"choose\":{\"from\":[\"acrobatics\",\"athletics\",\"history\",\"insight\",\"religion\",\"stealth\"],\"count\":2}}]},\"startingEquipment\":{\"additionalFromBackground\":true,\"default\":[\"(a) a {@item shortsword|phb} or (b) any {@filter simple weapon|items|source=phb|category=basic|type=simple weapon}\",\"(a) a {@item dungeoneer's pack|phb} or (b) an {@item explorer's pack|phb}\",\"10 {@item dart|phb|darts}\"],\"goldAlternative\":\"{@dice 5d4|5d4|Starting Gold}\",\"defaultData\":[{\"a\":[\"shortsword|phb\"],\"b\":[{\"equipmentType\":\"weaponSimple\"}]},{\"a\":[\"dungeoneer's pack|phb\"],\"b\":[\"explorer's pack|phb\"]},{\"_\":[{\"item\":\"dart|phb\",\"quantity\":10}]}]},\"multiclassing\":{\"requirements\":{\"dex\":13,\"wis\":13},\"proficienciesGained\":{\"weapons\":[\"simple\",\"{@item shortsword|phb|shortswords}\"]}},\"classTableGroups\":[{\"colLabels\":[\"Martial Arts\",\"Ki Points\",\"Unarmored Movement\"],\"rows\":[[{\"type\":\"dice\",\"toRoll\":[{\"number\":1,\"faces\":4}],\"rollable\":true},0,{\"type\":\"bonusSpeed\",\"value\":0}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":1,\"faces\":4}],\"rollable\":true},2,{\"type\":\"bonusSpeed\",\"value\":10}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":1,\"faces\":4}],\"rollable\":true},3,{\"type\":\"bonusSpeed\",\"value\":10}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":1,\"faces\":4}],\"rollable\":true},4,{\"type\":\"bonusSpeed\",\"value\":10}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":1,\"faces\":6}],\"rollable\":true},5,{\"type\":\"bonusSpeed\",\"value\":10}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":1,\"faces\":6}],\"rollable\":true},6,{\"type\":\"bonusSpeed\",\"value\":15}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":1,\"faces\":6}],\"rollable\":true},7,{\"type\":\"bonusSpeed\",\"value\":15}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":1,\"faces\":6}],\"rollable\":true},8,{\"type\":\"bonusSpeed\",\"value\":15}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":1,\"faces\":6}],\"rollable\":true},9,{\"type\":\"bonusSpeed\",\"value\":15}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":1,\"faces\":6}],\"rollable\":true},10,{\"type\":\"bonusSpeed\",\"value\":20}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":1,\"faces\":8}],\"rollable\":true},11,{\"type\":\"bonusSpeed\",\"value\":20}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":1,\"faces\":8}],\"rollable\":true},12,{\"type\":\"bonusSpeed\",\"value\":20}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":1,\"faces\":8}],\"rollable\":true},13,{\"type\":\"bonusSpeed\",\"value\":20}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":1,\"faces\":8}],\"rollable\":true},14,{\"type\":\"bonusSpeed\",\"value\":25}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":1,\"faces\":8}],\"rollable\":true},15,{\"type\":\"bonusSpeed\",\"value\":25}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":1,\"faces\":8}],\"rollable\":true},16,{\"type\":\"bonusSpeed\",\"value\":25}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":1,\"faces\":10}],\"rollable\":true},17,{\"type\":\"bonusSpeed\",\"value\":25}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":1,\"faces\":10}],\"rollable\":true},18,{\"type\":\"bonusSpeed\",\"value\":30}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":1,\"faces\":10}],\"rollable\":true},19,{\"type\":\"bonusSpeed\",\"value\":30}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":1,\"faces\":10}],\"rollable\":true},20,{\"type\":\"bonusSpeed\",\"value\":30}]]}],\"classFeatures\":[\"Unarmored Defense|Monk||1\",\"Martial Arts|Monk||1\",\"Ki|Monk||2\",\"Dedicated Weapon|Monk||2|TCE\",\"Unarmored Movement|Monk||2\",\"Deflect Missiles|Monk||3\",{\"classFeature\":\"Monastic Tradition|Monk||3\",\"gainSubclassFeature\":true},\"Ki-Fueled Attack|Monk||3|TCE\",\"Ability Score Improvement|Monk||4\",\"Slow Fall|Monk||4\",\"Quickened Healing|Monk||4|TCE\",\"Extra Attack|Monk||5\",\"Stunning Strike|Monk||5\",\"Focused Aim|Monk||5|TCE\",\"Ki-Empowered Strikes|Monk||6\",{\"classFeature\":\"Monastic Tradition feature|Monk||6\",\"gainSubclassFeature\":true},\"Evasion|Monk||7\",\"Stillness of Mind|Monk||7\",\"Ability Score Improvement|Monk||8\",\"Unarmored Movement improvement|Monk||9\",\"Purity of Body|Monk||10\",{\"classFeature\":\"Monastic Tradition feature|Monk||11\",\"gainSubclassFeature\":true},\"Ability Score Improvement|Monk||12\",\"Tongue of the Sun and Moon|Monk||13\",\"Diamond Soul|Monk||14\",\"Timeless Body|Monk||15\",\"Ability Score Improvement|Monk||16\",{\"classFeature\":\"Monastic Tradition feature|Monk||17\",\"gainSubclassFeature\":true},\"Empty Body|Monk||18\",\"Ability Score Improvement|Monk||19\",\"Perfect Self|Monk||20\"],\"subclassTitle\":\"Monastic Tradition\",\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Monk\",\"source\":\"XPHB\",\"page\":100,\"edition\":\"one\",\"primaryAbility\":[{\"dex\":true,\"wis\":true}],\"hd\":{\"number\":1,\"faces\":8},\"proficiency\":[\"str\",\"dex\"],\"featProgression\":[{\"name\":\"Epic Boon\",\"category\":[\"EB\"],\"progression\":{\"19\":1}}],\"startingProficiencies\":{\"weapons\":[\"simple\",\"Martial weapons that have the {@filter Light|items|type=martial weapon|property=light} property\"],\"weaponProficiencies\":[{\"simple\":true,\"all\":{\"fromFilter\":\"type=martial weapon|property=light\"}}],\"tools\":[\"Choose one type of {@item Artisan's Tools|XPHB} or {@item Musical Instrument|XPHB}\"],\"toolProficiencies\":[{\"anyArtisansTool\":1},{\"anyMusicalInstrument\":1}],\"skills\":[{\"choose\":{\"from\":[\"acrobatics\",\"athletics\",\"history\",\"insight\",\"religion\",\"stealth\"],\"count\":2}}]},\"startingEquipment\":{\"additionalFromBackground\":true,\"defaultData\":[{\"A\":[{\"item\":\"spear|xphb\"},{\"item\":\"dagger|xphb\",\"quantity\":5},{\"equipmentTypes\":[\"instrumentMusical\",\"toolArtisan\"]},{\"item\":\"explorer's pack|xphb\"},{\"value\":1100}],\"B\":[{\"value\":5000}]}],\"entries\":[\"{@i Choose A or B:} (A) {@item Spear|XPHB}, 5 {@item Dagger|XPHB|Daggers}, {@item Artisan's Tools|XPHB} or {@item Musical Instrument|XPHB} chosen for the tool proficiency above, {@item Explorer's Pack|XPHB}, and 11 GP; or (B) 50 GP\"]},\"multiclassing\":{},\"classTableGroups\":[{\"colLabels\":[\"Martial Arts\",\"Focus Points\",\"Unarmored Movement\"],\"rows\":[[{\"type\":\"dice\",\"toRoll\":[{\"number\":1,\"faces\":6}],\"rollable\":true},0,{\"type\":\"bonusSpeed\",\"value\":0}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":1,\"faces\":6}],\"rollable\":true},2,{\"type\":\"bonusSpeed\",\"value\":10}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":1,\"faces\":6}],\"rollable\":true},3,{\"type\":\"bonusSpeed\",\"value\":10}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":1,\"faces\":6}],\"rollable\":true},4,{\"type\":\"bonusSpeed\",\"value\":10}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":1,\"faces\":8}],\"rollable\":true},5,{\"type\":\"bonusSpeed\",\"value\":10}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":1,\"faces\":8}],\"rollable\":true},6,{\"type\":\"bonusSpeed\",\"value\":15}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":1,\"faces\":8}],\"rollable\":true},7,{\"type\":\"bonusSpeed\",\"value\":15}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":1,\"faces\":8}],\"rollable\":true},8,{\"type\":\"bonusSpeed\",\"value\":15}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":1,\"faces\":8}],\"rollable\":true},9,{\"type\":\"bonusSpeed\",\"value\":15}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":1,\"faces\":8}],\"rollable\":true},10,{\"type\":\"bonusSpeed\",\"value\":20}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":1,\"faces\":10}],\"rollable\":true},11,{\"type\":\"bonusSpeed\",\"value\":20}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":1,\"faces\":10}],\"rollable\":true},12,{\"type\":\"bonusSpeed\",\"value\":20}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":1,\"faces\":10}],\"rollable\":true},13,{\"type\":\"bonusSpeed\",\"value\":20}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":1,\"faces\":10}],\"rollable\":true},14,{\"type\":\"bonusSpeed\",\"value\":25}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":1,\"faces\":10}],\"rollable\":true},15,{\"type\":\"bonusSpeed\",\"value\":25}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":1,\"faces\":10}],\"rollable\":true},16,{\"type\":\"bonusSpeed\",\"value\":25}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":1,\"faces\":12}],\"rollable\":true},17,{\"type\":\"bonusSpeed\",\"value\":25}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":1,\"faces\":12}],\"rollable\":true},18,{\"type\":\"bonusSpeed\",\"value\":30}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":1,\"faces\":12}],\"rollable\":true},19,{\"type\":\"bonusSpeed\",\"value\":30}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":1,\"faces\":12}],\"rollable\":true},20,{\"type\":\"bonusSpeed\",\"value\":30}]]}],\"classFeatures\":[\"Martial Arts|Monk|XPHB|1\",\"Unarmored Defense|Monk|XPHB|1\",\"Monk's Focus|Monk|XPHB|2\",\"Unarmored Movement|Monk|XPHB|2\",\"Uncanny Metabolism|Monk|XPHB|2\",\"Deflect Attacks|Monk|XPHB|3\",{\"classFeature\":\"Monk Subclass|Monk|XPHB|3\",\"gainSubclassFeature\":true},\"Ability Score Improvement|Monk|XPHB|4\",\"Slow Fall|Monk|XPHB|4\",\"Extra Attack|Monk|XPHB|5\",\"Stunning Strike|Monk|XPHB|5\",\"Empowered Strikes|Monk|XPHB|6\",{\"classFeature\":\"Subclass Feature|Monk|XPHB|6\",\"gainSubclassFeature\":true},\"Evasion|Monk|XPHB|7\",\"Ability Score Improvement|Monk|XPHB|8\",\"Acrobatic Movement|Monk|XPHB|9\",\"Heightened Focus|Monk|XPHB|10\",\"Self-Restoration|Monk|XPHB|10\",{\"classFeature\":\"Subclass Feature|Monk|XPHB|11\",\"gainSubclassFeature\":true},\"Ability Score Improvement|Monk|XPHB|12\",\"Deflect Energy|Monk|XPHB|13\",\"Disciplined Survivor|Monk|XPHB|14\",\"Perfect Focus|Monk|XPHB|15\",\"Ability Score Improvement|Monk|XPHB|16\",{\"classFeature\":\"Subclass Feature|Monk|XPHB|17\",\"gainSubclassFeature\":true},\"Superior Defense|Monk|XPHB|18\",\"Epic Boon|Monk|XPHB|19\",\"Body and Mind|Monk|XPHB|20\"],\"subclassTitle\":\"Monk Subclass\",\"hasFluff\":true,\"hasFluffImages\":true}],\"subclass\":[{\"name\":\"Way of Shadow\",\"shortName\":\"Shadow\",\"source\":\"PHB\",\"className\":\"Monk\",\"classSource\":\"PHB\",\"page\":80,\"reprintedAs\":[\"Shadow|Monk|XPHB|XPHB\"],\"edition\":\"classic\",\"additionalSpells\":[{\"known\":{\"3\":[\"minor illusion#c\"]},\"innate\":{\"3\":{\"resource\":{\"2\":[\"darkness\",\"darkvision\",\"pass without trace\",\"silence\"]}}},\"resourceName\":\"Ki\",\"ability\":\"wis\"}],\"subclassFeatures\":[\"Way of Shadow|Monk||Shadow||3\",\"Shadow Step|Monk||Shadow||6\",\"Cloak of Shadows|Monk||Shadow||11\",\"Opportunist|Monk||Shadow||17\"]},{\"name\":\"Way of Shadow\",\"shortName\":\"Shadow\",\"source\":\"PHB\",\"className\":\"Monk\",\"classSource\":\"XPHB\",\"_copy\":{\"name\":\"Way of Shadow\",\"source\":\"PHB\",\"shortName\":\"Shadow\",\"className\":\"Monk\",\"classSource\":\"PHB\",\"_preserve\":{\"page\":true,\"otherSources\":true,\"srd\":true,\"basicRules\":true,\"reprintedAs\":true}}},{\"name\":\"Way of the Four Elements\",\"shortName\":\"Four Elements\",\"source\":\"PHB\",\"className\":\"Monk\",\"classSource\":\"PHB\",\"page\":80,\"reprintedAs\":[\"Elements|Monk|XPHB|XPHB\"],\"edition\":\"classic\",\"spellcastingAbility\":\"wis\",\"optionalfeatureProgression\":[{\"name\":\"Elemental Disciplines\",\"featureType\":[\"ED\"],\"progression\":{\"3\":2,\"6\":3,\"11\":4,\"17\":5},\"required\":{\"3\":[\"Elemental Attunement|PHB\"]}}],\"subclassFeatures\":[\"Way of the Four Elements|Monk||Four Elements||3\",\"Extra Elemental Discipline|Monk||Four Elements||6\",\"Extra Elemental Discipline|Monk||Four Elements||11\",\"Extra Elemental Discipline|Monk||Four Elements||17\"]},{\"name\":\"Way of the Four Elements\",\"shortName\":\"Four Elements\",\"source\":\"PHB\",\"className\":\"Monk\",\"classSource\":\"XPHB\",\"_copy\":{\"name\":\"Way of the Four Elements\",\"source\":\"PHB\",\"shortName\":\"Four Elements\",\"className\":\"Monk\",\"classSource\":\"PHB\",\"_preserve\":{\"page\":true,\"otherSources\":true,\"srd\":true,\"basicRules\":true,\"reprintedAs\":true}}},{\"name\":\"Way of the Open Hand\",\"shortName\":\"Open Hand\",\"source\":\"PHB\",\"className\":\"Monk\",\"classSource\":\"PHB\",\"page\":79,\"srd\":true,\"reprintedAs\":[\"Open Hand|Monk|XPHB|XPHB\"],\"edition\":\"classic\",\"additionalSpells\":[{\"innate\":{\"11\":{\"daily\":{\"1\":[\"sanctuary\"]}}},\"ability\":\"wis\"}],\"subclassFeatures\":[\"Way of the Open Hand|Monk||Open Hand||3\",\"Wholeness of Body|Monk||Open Hand||6\",\"Tranquility|Monk||Open Hand||11\",\"Quivering Palm|Monk||Open Hand||17\"]},{\"name\":\"Way of the Open Hand\",\"shortName\":\"Open Hand\",\"source\":\"PHB\",\"className\":\"Monk\",\"classSource\":\"XPHB\",\"_copy\":{\"name\":\"Way of the Open Hand\",\"source\":\"PHB\",\"shortName\":\"Open Hand\",\"className\":\"Monk\",\"classSource\":\"PHB\",\"_preserve\":{\"page\":true,\"otherSources\":true,\"srd\":true,\"basicRules\":true,\"reprintedAs\":true}}},{\"name\":\"Way of the Long Death\",\"shortName\":\"Long Death\",\"source\":\"SCAG\",\"className\":\"Monk\",\"classSource\":\"PHB\",\"page\":130,\"edition\":\"classic\",\"subclassFeatures\":[\"Way of the Long Death|Monk||Long Death|SCAG|3\",\"Hour of Reaping|Monk||Long Death|SCAG|6\",\"Mastery of Death|Monk||Long Death|SCAG|11\",\"Touch of the Long Death|Monk||Long Death|SCAG|17\"]},{\"name\":\"Way of the Long Death\",\"shortName\":\"Long Death\",\"source\":\"SCAG\",\"className\":\"Monk\",\"classSource\":\"XPHB\",\"_copy\":{\"name\":\"Way of the Long Death\",\"source\":\"SCAG\",\"shortName\":\"Long Death\",\"className\":\"Monk\",\"classSource\":\"PHB\",\"_preserve\":{\"page\":true,\"otherSources\":true,\"srd\":true,\"basicRules\":true,\"reprintedAs\":true}}},{\"name\":\"Way of the Drunken Master\",\"shortName\":\"Drunken Master\",\"source\":\"XGE\",\"className\":\"Monk\",\"classSource\":\"PHB\",\"page\":33,\"edition\":\"classic\",\"subclassFeatures\":[\"Way of the Drunken Master|Monk||Drunken Master|XGE|3\",\"Tipsy Sway|Monk||Drunken Master|XGE|6\",\"Drunkard's Luck|Monk||Drunken Master|XGE|11\",\"Intoxicated Frenzy|Monk||Drunken Master|XGE|17\"]},{\"name\":\"Way of the Drunken Master\",\"shortName\":\"Drunken Master\",\"source\":\"XGE\",\"className\":\"Monk\",\"classSource\":\"XPHB\",\"_copy\":{\"name\":\"Way of the Drunken Master\",\"source\":\"XGE\",\"shortName\":\"Drunken Master\",\"className\":\"Monk\",\"classSource\":\"PHB\",\"_preserve\":{\"page\":true,\"otherSources\":true,\"srd\":true,\"basicRules\":true,\"reprintedAs\":true}}},{\"name\":\"Way of the Kensei\",\"shortName\":\"Kensei\",\"source\":\"XGE\",\"className\":\"Monk\",\"classSource\":\"PHB\",\"page\":34,\"edition\":\"classic\",\"subclassFeatures\":[\"Way of the Kensei|Monk||Kensei|XGE|3\",\"One with the Blade|Monk||Kensei|XGE|6\",\"Sharpen the Blade|Monk||Kensei|XGE|11\",\"Unerring Accuracy|Monk||Kensei|XGE|17\"]},{\"name\":\"Way of the Kensei\",\"shortName\":\"Kensei\",\"source\":\"XGE\",\"className\":\"Monk\",\"classSource\":\"XPHB\",\"_copy\":{\"name\":\"Way of the Kensei\",\"source\":\"XGE\",\"shortName\":\"Kensei\",\"className\":\"Monk\",\"classSource\":\"PHB\",\"_preserve\":{\"page\":true,\"otherSources\":true,\"srd\":true,\"basicRules\":true,\"reprintedAs\":true}}},{\"name\":\"Way of the Sun Soul\",\"shortName\":\"Sun Soul\",\"source\":\"XGE\",\"className\":\"Monk\",\"classSource\":\"PHB\",\"page\":35,\"otherSources\":[{\"source\":\"SCAG\",\"page\":131}],\"edition\":\"classic\",\"additionalSpells\":[{\"innate\":{\"6\":{\"resource\":{\"2\":[\"burning hands\"]}}},\"resourceName\":\"Ki\",\"ability\":\"wis\"}],\"subclassFeatures\":[\"Way of the Sun Soul|Monk||Sun Soul|XGE|3\",\"Searing Arc Strike|Monk||Sun Soul|XGE|6\",\"Searing Sunburst|Monk||Sun Soul|XGE|11\",\"Sun Shield|Monk||Sun Soul|XGE|17\"]},{\"name\":\"Way of the Sun Soul\",\"shortName\":\"Sun Soul\",\"source\":\"XGE\",\"className\":\"Monk\",\"classSource\":\"XPHB\",\"_copy\":{\"name\":\"Way of the Sun Soul\",\"source\":\"XGE\",\"shortName\":\"Sun Soul\",\"className\":\"Monk\",\"classSource\":\"PHB\",\"_preserve\":{\"page\":true,\"otherSources\":true,\"srd\":true,\"basicRules\":true,\"reprintedAs\":true}}},{\"name\":\"Way of Mercy\",\"shortName\":\"Mercy\",\"source\":\"TCE\",\"className\":\"Monk\",\"classSource\":\"PHB\",\"page\":49,\"reprintedAs\":[\"Mercy|Monk|XPHB|XPHB\"],\"edition\":\"classic\",\"subclassFeatures\":[\"Way of Mercy|Monk||Mercy|TCE|3\",\"Physician's Touch|Monk||Mercy|TCE|6\",\"Flurry of Healing and Harm|Monk||Mercy|TCE|11\",\"Hand of Ultimate Mercy|Monk||Mercy|TCE|17\"],\"hasFluffImages\":true},{\"name\":\"Way of Mercy\",\"shortName\":\"Mercy\",\"source\":\"TCE\",\"className\":\"Monk\",\"classSource\":\"XPHB\",\"_copy\":{\"name\":\"Way of Mercy\",\"source\":\"TCE\",\"shortName\":\"Mercy\",\"className\":\"Monk\",\"classSource\":\"PHB\",\"_preserve\":{\"page\":true,\"otherSources\":true,\"srd\":true,\"basicRules\":true,\"reprintedAs\":true}},\"fluff\":{\"_subclassFluff\":{\"name\":\"Way of Mercy\",\"source\":\"TCE\",\"shortName\":\"Mercy\",\"className\":\"Monk\",\"classSource\":\"PHB\"}}},{\"name\":\"Way of the Astral Self\",\"shortName\":\"Astral Self\",\"source\":\"TCE\",\"className\":\"Monk\",\"classSource\":\"PHB\",\"page\":50,\"edition\":\"classic\",\"subclassFeatures\":[\"Way of the Astral Self|Monk||Astral Self|TCE|3\",\"Visage of the Astral Self|Monk||Astral Self|TCE|6\",\"Body of the Astral Self|Monk||Astral Self|TCE|11\",\"Awakened Astral Self|Monk||Astral Self|TCE|17\"],\"hasFluffImages\":true},{\"name\":\"Way of the Astral Self\",\"shortName\":\"Astral Self\",\"source\":\"TCE\",\"className\":\"Monk\",\"classSource\":\"XPHB\",\"_copy\":{\"name\":\"Way of the Astral Self\",\"source\":\"TCE\",\"shortName\":\"Astral Self\",\"className\":\"Monk\",\"classSource\":\"PHB\",\"_preserve\":{\"page\":true,\"otherSources\":true,\"srd\":true,\"basicRules\":true,\"reprintedAs\":true}},\"fluff\":{\"_subclassFluff\":{\"name\":\"Way of the Astral Self\",\"source\":\"TCE\",\"shortName\":\"Astral Self\",\"className\":\"Monk\",\"classSource\":\"PHB\"}}},{\"name\":\"Way of the Ascendant Dragon\",\"shortName\":\"Ascendant Dragon\",\"source\":\"FTD\",\"className\":\"Monk\",\"classSource\":\"PHB\",\"page\":13,\"edition\":\"classic\",\"subclassFeatures\":[\"Way of the Ascendant Dragon|Monk||Ascendant Dragon|FTD|3\",\"Wings Unfurled|Monk||Ascendant Dragon|FTD|6\",\"Aspect of the Wyrm|Monk||Ascendant Dragon|FTD|11\",\"Ascendant Aspect|Monk||Ascendant Dragon|FTD|17\"],\"hasFluffImages\":true},{\"name\":\"Way of the Ascendant Dragon\",\"shortName\":\"Ascendant Dragon\",\"source\":\"FTD\",\"className\":\"Monk\",\"classSource\":\"XPHB\",\"_copy\":{\"name\":\"Way of the Ascendant Dragon\",\"source\":\"FTD\",\"shortName\":\"Ascendant Dragon\",\"className\":\"Monk\",\"classSource\":\"PHB\",\"_preserve\":{\"page\":true,\"otherSources\":true,\"srd\":true,\"basicRules\":true,\"reprintedAs\":true}},\"fluff\":{\"_subclassFluff\":{\"name\":\"Way of the Ascendant Dragon\",\"source\":\"FTD\",\"shortName\":\"Ascendant Dragon\",\"className\":\"Monk\",\"classSource\":\"PHB\"}}},{\"name\":\"Way of the Cobalt Soul\",\"shortName\":\"Cobalt Soul\",\"source\":\"TDCSR\",\"className\":\"Monk\",\"classSource\":\"PHB\",\"page\":173,\"edition\":\"classic\",\"subclassFeatures\":[\"Way of the Cobalt Soul|Monk|PHB|Cobalt Soul|TDCSR|3\",\"Extort Truth|Monk|PHB|Cobalt Soul|TDCSR|6\",\"Mystical Erudition|Monk|PHB|Cobalt Soul|TDCSR|6\",\"Mystical Erudition (11th Level)|Monk|PHB|Cobalt Soul|TDCSR|11\",\"Mystical Erudition (17th Level)|Monk|PHB|Cobalt Soul|TDCSR|17\",\"Mind of Mercury|Monk|PHB|Cobalt Soul|TDCSR|11\",\"Debilitating Barrage|Monk|PHB|Cobalt Soul|TDCSR|17\"],\"hasFluffImages\":true},{\"name\":\"Way of the Cobalt Soul\",\"shortName\":\"Cobalt Soul\",\"source\":\"TDCSR\",\"className\":\"Monk\",\"classSource\":\"XPHB\",\"_copy\":{\"name\":\"Way of the Cobalt Soul\",\"source\":\"TDCSR\",\"shortName\":\"Cobalt Soul\",\"className\":\"Monk\",\"classSource\":\"PHB\",\"_preserve\":{\"page\":true,\"otherSources\":true,\"srd\":true,\"basicRules\":true,\"reprintedAs\":true}},\"fluff\":{\"_subclassFluff\":{\"name\":\"Way of the Cobalt Soul\",\"source\":\"TDCSR\",\"shortName\":\"Cobalt Soul\",\"className\":\"Monk\",\"classSource\":\"PHB\"}}},{\"name\":\"Warrior of Mercy\",\"shortName\":\"Mercy\",\"source\":\"XPHB\",\"className\":\"Monk\",\"classSource\":\"XPHB\",\"page\":104,\"edition\":\"one\",\"subclassFeatures\":[\"Warrior of Mercy|Monk|XPHB|Mercy|XPHB|3\",\"Physician's Touch|Monk|XPHB|Mercy|XPHB|6\",\"Flurry of Healing and Harm|Monk|XPHB|Mercy|XPHB|11\",\"Hand of Ultimate Mercy|Monk|XPHB|Mercy|XPHB|17\"],\"hasFluffImages\":true},{\"name\":\"Warrior of Shadow\",\"shortName\":\"Shadow\",\"source\":\"XPHB\",\"className\":\"Monk\",\"classSource\":\"XPHB\",\"page\":105,\"edition\":\"one\",\"additionalSpells\":[{\"known\":{\"3\":[\"minor illusion|xphb#c\"]},\"innate\":{\"3\":{\"resource\":{\"1\":[\"darkness|xphb\"]}}},\"resourceName\":\"Focus Point\",\"ability\":\"wis\"}],\"subclassFeatures\":[\"Warrior of Shadow|Monk|XPHB|Shadow|XPHB|3\",\"Shadow Step|Monk|XPHB|Shadow|XPHB|6\",\"Improved Shadow Step|Monk|XPHB|Shadow|XPHB|11\",\"Cloak of Shadows|Monk|XPHB|Shadow|XPHB|17\"],\"hasFluffImages\":true},{\"name\":\"Warrior of the Elements\",\"shortName\":\"Elements\",\"source\":\"XPHB\",\"className\":\"Monk\",\"classSource\":\"XPHB\",\"page\":106,\"edition\":\"one\",\"additionalSpells\":[{\"known\":{\"3\":[\"elementalism|xphb#c\"]},\"ability\":\"wis\"}],\"subclassFeatures\":[\"Warrior of the Elements|Monk|XPHB|Elements|XPHB|3\",\"Elemental Burst|Monk|XPHB|Elements|XPHB|6\",\"Stride of the Elements|Monk|XPHB|Elements|XPHB|11\",\"Elemental Epitome|Monk|XPHB|Elements|XPHB|17\"],\"hasFluffImages\":true},{\"name\":\"Warrior of the Open Hand\",\"shortName\":\"Open Hand\",\"source\":\"XPHB\",\"className\":\"Monk\",\"classSource\":\"XPHB\",\"page\":107,\"edition\":\"one\",\"subclassFeatures\":[\"Warrior of the Open Hand|Monk|XPHB|Open Hand|XPHB|3\",\"Wholeness of Body|Monk|XPHB|Open Hand|XPHB|6\",\"Fleet Step|Monk|XPHB|Open Hand|XPHB|11\",\"Quivering Palm|Monk|XPHB|Open Hand|XPHB|17\"],\"hasFluffImages\":true}],\"classFeature\":[{\"name\":\"Martial Arts\",\"source\":\"PHB\",\"page\":76,\"srd\":true,\"className\":\"Monk\",\"classSource\":\"PHB\",\"level\":1,\"entries\":[\"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are {@item shortsword|phb|shortswords} and any {@filter simple melee weapons that don't have the two-handed or heavy property|items|source=phb|category=basic|type=simple weapon;melee weapon=sand|property=!heavy;!two-handed}.\",\"You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a {@item shield|phb}.\",{\"type\":\"list\",\"items\":[\"You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\",\"You can roll a {@dice d4} in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\",\"When you use the {@action Attack} action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the {@action Attack} action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\"]},\"Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama).\"]},{\"name\":\"Unarmored Defense\",\"source\":\"PHB\",\"page\":76,\"srd\":true,\"className\":\"Monk\",\"classSource\":\"PHB\",\"level\":1,\"entries\":[\"Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.\"]},{\"name\":\"Dedicated Weapon\",\"source\":\"TCE\",\"page\":48,\"className\":\"Monk\",\"classSource\":\"PHB\",\"level\":2,\"isClassFeatureVariant\":true,\"entries\":[\"{@i 2nd-level monk {@variantrule optional class features|tce|optional feature}}\",\"You train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.\",\"The chosen weapon must meet these criteria:\",{\"type\":\"list\",\"items\":[\"The weapon must be a {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon|property=!heavy;!special}.\",\"You must be proficient with it.\",\"It must lack the heavy and special properties.\"]}]},{\"name\":\"Flurry of Blows\",\"source\":\"PHB\",\"page\":76,\"srd\":true,\"className\":\"Monk\",\"classSource\":\"PHB\",\"level\":2,\"header\":2,\"consumes\":{\"name\":\"Ki\"},\"entries\":[\"Immediately after you take the {@action Attack} action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.\"]},{\"name\":\"Ki\",\"source\":\"PHB\",\"page\":76,\"srd\":true,\"className\":\"Monk\",\"classSource\":\"PHB\",\"level\":2,\"entries\":[\"Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.\",\"You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\",\"When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.\",\"Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:\",{\"type\":\"abilityDc\",\"name\":\"Ki\",\"attributes\":[\"wis\"]},{\"type\":\"entries\",\"entries\":[{\"type\":\"refClassFeature\",\"classFeature\":\"Flurry of Blows|Monk||2\"},{\"type\":\"refClassFeature\",\"classFeature\":\"Patient Defense|Monk||2\"},{\"type\":\"refClassFeature\",\"classFeature\":\"Step of the Wind|Monk||2\"}]}]},{\"name\":\"Patient Defense\",\"source\":\"PHB\",\"page\":76,\"srd\":true,\"className\":\"Monk\",\"classSource\":\"PHB\",\"level\":2,\"header\":2,\"consumes\":{\"name\":\"Ki\"},\"entries\":[\"You can spend 1 ki point to take the {@action Dodge} action as a bonus action on your turn.\"]},{\"name\":\"Step of the Wind\",\"source\":\"PHB\",\"page\":76,\"srd\":true,\"className\":\"Monk\",\"classSource\":\"PHB\",\"level\":2,\"header\":2,\"consumes\":{\"name\":\"Ki\"},\"entries\":[\"You can spend 1 ki point to take the {@action Disengage} or {@action Dash} action as a bonus action on your turn, and your jump distance is doubled for the turn.\"]},{\"name\":\"Unarmored Movement\",\"source\":\"PHB\",\"page\":76,\"srd\":true,\"className\":\"Monk\",\"classSource\":\"PHB\",\"level\":2,\"entries\":[\"Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\",\"At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.\"]},{\"name\":\"Deflect Missiles\",\"source\":\"PHB\",\"page\":76,\"srd\":true,\"className\":\"Monk\",\"classSource\":\"PHB\",\"level\":3,\"entries\":[\"Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by {@dice 1d10} + your Dexterity modifier + your monk level.\",\"If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack (range 20/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.\"]},{\"name\":\"Ki-Fueled Attack\",\"source\":\"TCE\",\"page\":48,\"className\":\"Monk\",\"classSource\":\"PHB\",\"level\":3,\"isClassFeatureVariant\":true,\"entries\":[\"{@i 3rd-level monk {@variantrule optional class features|tce|optional feature}}\",\"If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.\"]},{\"name\":\"Monastic Tradition\",\"source\":\"PHB\",\"page\":76,\"srd\":true,\"className\":\"Monk\",\"classSource\":\"PHB\",\"level\":3,\"entries\":[\"When you reach 3rd level, you commit yourself to a monastic tradition, chosen from the list of available traditions. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":76,\"srd\":true,\"className\":\"Monk\",\"classSource\":\"PHB\",\"level\":4,\"entries\":[\"When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Quickened Healing\",\"source\":\"TCE\",\"page\":48,\"className\":\"Monk\",\"classSource\":\"PHB\",\"level\":4,\"isClassFeatureVariant\":true,\"consumes\":{\"name\":\"Ki\",\"amount\":2},\"entries\":[\"{@i 4th-level monk {@variantrule optional class features|tce|optional feature}}\",\"As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.\"]},{\"name\":\"Slow Fall\",\"source\":\"PHB\",\"page\":76,\"srd\":true,\"className\":\"Monk\",\"classSource\":\"PHB\",\"level\":4,\"entries\":[\"Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.\"]},{\"name\":\"Extra Attack\",\"source\":\"PHB\",\"page\":76,\"srd\":true,\"className\":\"Monk\",\"classSource\":\"PHB\",\"level\":5,\"entries\":[\"Beginning at 5th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn.\"]},{\"name\":\"Focused Aim\",\"source\":\"TCE\",\"page\":48,\"className\":\"Monk\",\"classSource\":\"PHB\",\"level\":5,\"isClassFeatureVariant\":true,\"entries\":[\"{@i 5th-level monk {@variantrule optional class features|tce|optional feature}}\",\"When you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.\"]},{\"name\":\"Stunning Strike\",\"source\":\"PHB\",\"page\":76,\"srd\":true,\"className\":\"Monk\",\"classSource\":\"PHB\",\"level\":5,\"consumes\":{\"name\":\"Ki\",\"amount\":1},\"entries\":[\"Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be {@condition stunned} until the end of your next turn.\"]},{\"name\":\"Ki-Empowered Strikes\",\"source\":\"PHB\",\"page\":76,\"srd\":true,\"className\":\"Monk\",\"classSource\":\"PHB\",\"level\":6,\"entries\":[\"Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.\"]},{\"name\":\"Monastic Tradition feature\",\"source\":\"PHB\",\"page\":76,\"srd\":true,\"className\":\"Monk\",\"classSource\":\"PHB\",\"level\":6,\"entries\":[\"At 6th level, you gain one feature granted by your Monastic Tradition.\"]},{\"name\":\"Evasion\",\"source\":\"PHB\",\"page\":76,\"srd\":true,\"className\":\"Monk\",\"classSource\":\"PHB\",\"level\":7,\"entries\":[\"At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a {@spell fireball} spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.\"]},{\"name\":\"Stillness of Mind\",\"source\":\"PHB\",\"page\":76,\"srd\":true,\"className\":\"Monk\",\"classSource\":\"PHB\",\"level\":7,\"entries\":[\"Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be {@condition charmed} or {@condition frightened}.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":76,\"srd\":true,\"className\":\"Monk\",\"classSource\":\"PHB\",\"level\":8,\"entries\":[\"When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Unarmored Movement improvement\",\"source\":\"PHB\",\"page\":76,\"srd\":true,\"className\":\"Monk\",\"classSource\":\"PHB\",\"level\":9,\"entries\":[\"At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.\"]},{\"name\":\"Purity of Body\",\"source\":\"PHB\",\"page\":76,\"srd\":true,\"className\":\"Monk\",\"classSource\":\"PHB\",\"level\":10,\"entries\":[\"At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.\"]},{\"name\":\"Monastic Tradition feature\",\"source\":\"PHB\",\"page\":76,\"srd\":true,\"className\":\"Monk\",\"classSource\":\"PHB\",\"level\":11,\"entries\":[\"At 11th level, you gain one feature granted by your Monastic Tradition.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":76,\"srd\":true,\"className\":\"Monk\",\"classSource\":\"PHB\",\"level\":12,\"entries\":[\"When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Tongue of the Sun and Moon\",\"source\":\"PHB\",\"page\":76,\"srd\":true,\"className\":\"Monk\",\"classSource\":\"PHB\",\"level\":13,\"entries\":[\"Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.\"]},{\"name\":\"Diamond Soul\",\"source\":\"PHB\",\"page\":76,\"srd\":true,\"className\":\"Monk\",\"classSource\":\"PHB\",\"level\":14,\"consumes\":{\"name\":\"Ki\",\"amount\":1},\"entries\":[\"Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.\",\"Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.\"]},{\"name\":\"Timeless Body\",\"source\":\"PHB\",\"page\":76,\"srd\":true,\"className\":\"Monk\",\"classSource\":\"PHB\",\"level\":15,\"entries\":[\"At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":76,\"srd\":true,\"className\":\"Monk\",\"classSource\":\"PHB\",\"level\":16,\"entries\":[\"When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Monastic Tradition feature\",\"source\":\"PHB\",\"page\":76,\"srd\":true,\"className\":\"Monk\",\"classSource\":\"PHB\",\"level\":17,\"entries\":[\"At 17th level, you gain one feature granted by your Monastic Tradition.\"]},{\"name\":\"Empty Body\",\"source\":\"PHB\",\"page\":76,\"srd\":true,\"className\":\"Monk\",\"classSource\":\"PHB\",\"level\":18,\"consumes\":{\"name\":\"Ki\",\"amount\":4},\"entries\":[\"Beginning at 18th level, you can use your action to spend 4 ki points to become {@condition invisible} for 1 minute. During that time, you also have resistance to all damage but force damage.\",\"Additionally, you can spend 8 ki points to cast the {@spell astral projection} spell, without needing material components. When you do so, you can't take any other creatures with you.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":76,\"srd\":true,\"className\":\"Monk\",\"classSource\":\"PHB\",\"level\":19,\"entries\":[\"When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Perfect Self\",\"source\":\"PHB\",\"page\":76,\"srd\":true,\"className\":\"Monk\",\"classSource\":\"PHB\",\"level\":20,\"entries\":[\"At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.\"]},{\"name\":\"Bonus Unarmed Strike\",\"source\":\"XPHB\",\"page\":101,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"level\":1,\"header\":2,\"entries\":[\"You can make an {@variantrule Unarmed Strike|XPHB} as a {@variantrule Bonus Action|XPHB}.\"]},{\"name\":\"Dexterous Attacks\",\"source\":\"XPHB\",\"page\":101,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"level\":1,\"header\":2,\"entries\":[\"You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your {@variantrule Unarmed Strike|XPHB}, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.\"]},{\"name\":\"Martial Arts\",\"source\":\"XPHB\",\"page\":101,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"level\":1,\"entries\":[\"Your practice of martial arts gives you mastery of combat styles that use your {@variantrule Unarmed Strike|XPHB} and Monk weapons, which are the following:\",{\"type\":\"list\",\"items\":[\"{@filter Simple Melee Weapons|items|type=simple weapon;melee weapon=sand}\",\"{@filter Martial Melee Weapons that have the Light property|items|type=martial weapon;melee weapon=sand|property=light}\"]},\"You gain the following benefits while you are unarmed or wielding only Monk weapons and you aren't wearing armor or wielding a {@item Shield|XPHB}.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"refClassFeature\",\"classFeature\":\"Bonus Unarmed Strike|Monk|XPHB|1\"},{\"type\":\"refClassFeature\",\"classFeature\":\"Martial Arts Die|Monk|XPHB|1\"},{\"type\":\"refClassFeature\",\"classFeature\":\"Dexterous Attacks|Monk|XPHB|1\"}]}]},{\"name\":\"Martial Arts Die\",\"source\":\"XPHB\",\"page\":101,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"level\":1,\"header\":2,\"entries\":[\"You can roll {@dice 1d6} in place of the normal damage of your {@variantrule Unarmed Strike|XPHB} or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table.\"]},{\"name\":\"Unarmored Defense\",\"source\":\"XPHB\",\"page\":101,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"level\":1,\"entries\":[\"While you aren't wearing armor or wielding a {@item Shield|XPHB}, your base {@variantrule Armor Class|XPHB} equals 10 plus your Dexterity and Wisdom modifiers.\"]},{\"name\":\"Flurry of Blows\",\"source\":\"XPHB\",\"page\":101,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"level\":2,\"header\":2,\"consumes\":{\"name\":\"Focus Point\"},\"entries\":[\"You can expend 1 Focus Point to make two Unarmed Strikes as a {@variantrule Bonus Action|XPHB}.\"]},{\"name\":\"Monk's Focus\",\"source\":\"XPHB\",\"page\":101,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"level\":2,\"entries\":[\"Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level determines the number of points you have, as shown in the Focus Points column of the Monk Features table.\",\"You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below.\",\"When you expend a Focus Point, it is unavailable until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}, at the end of which you regain all your expended points.\",\"Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and {@variantrule Proficiency|XPHB} Bonus.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"refClassFeature\",\"classFeature\":\"Flurry of Blows|Monk|XPHB|2\"},{\"type\":\"refClassFeature\",\"classFeature\":\"Patient Defense|Monk|XPHB|2\"},{\"type\":\"refClassFeature\",\"classFeature\":\"Step of the Wind|Monk|XPHB|2\"}]}]},{\"name\":\"Patient Defense\",\"source\":\"XPHB\",\"page\":101,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"level\":2,\"header\":2,\"consumes\":{\"name\":\"Focus Point\"},\"entries\":[\"You can take the {@action Disengage|XPHB} action as a {@variantrule Bonus Action|XPHB}. Alternatively, you can expend 1 Focus Point to take both the {@action Disengage|XPHB} and the {@action Dodge|XPHB} actions as a {@variantrule Bonus Action|XPHB}.\"]},{\"name\":\"Step of the Wind\",\"source\":\"XPHB\",\"page\":101,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"level\":2,\"header\":2,\"consumes\":{\"name\":\"Focus Point\"},\"entries\":[\"You can take the {@action Dash|XPHB} action as a {@variantrule Bonus Action|XPHB}. Alternatively, you can expend 1 Focus Point to take both the {@action Disengage|XPHB} and {@action Dash|XPHB} actions as a {@variantrule Bonus Action|XPHB}, and your jump distance is doubled for the turn.\"]},{\"name\":\"Unarmored Movement\",\"source\":\"XPHB\",\"page\":102,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"level\":2,\"entries\":[\"Your speed increases by 10 feet while you aren't wearing armor or wielding a {@item Shield|XPHB}. This bonus increases when you reach certain Monk levels, as shown on the Monk Features table.\"]},{\"name\":\"Uncanny Metabolism\",\"source\":\"XPHB\",\"page\":102,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"level\":2,\"entries\":[\"When you roll {@variantrule Initiative|XPHB}, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of {@variantrule Hit Points|XPHB} equal to your Monk level plus the number rolled.\",\"Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}.\"]},{\"name\":\"Deflect Attacks\",\"source\":\"XPHB\",\"page\":102,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"level\":3,\"consumes\":{\"name\":\"Focus Point\"},\"entries\":[\"When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a {@variantrule Reaction|XPHB} to reduce the attack's total damage against you. The reduction equals {@dice 1d10} plus your Dexterity modifier and Monk level.\",\"If you reduce the damage to 0, you can expend 1 Focus Point to redirect some of the attack's force. If you do so, choose a creature you can see within 5 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn't behind {@variantrule Cover|XPHB|Total Cover} if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack.\"]},{\"name\":\"Monk Subclass\",\"source\":\"XPHB\",\"page\":103,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"level\":3,\"entries\":[\"You gain a Monk subclass of your choice. A subclass is a specialization that grants you features at certain Monk levels. For the rest of your career, you gain each of your subclass's features that are of your Monk level or lower.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":103,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"level\":4,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify. You gain this feature again at Monk levels 8, 12, and 16.\"]},{\"name\":\"Slow Fall\",\"source\":\"XPHB\",\"page\":103,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"level\":4,\"entries\":[\"You can take a {@variantrule Reaction|XPHB} when you fall to reduce any damage you take from the fall by an amount equal to five times your Monk level.\"]},{\"name\":\"Extra Attack\",\"source\":\"XPHB\",\"page\":103,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"level\":5,\"entries\":[\"You can attack twice instead of once whenever you take the {@action Attack|XPHB} action on your turn.\"]},{\"name\":\"Stunning Strike\",\"source\":\"XPHB\",\"page\":103,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"level\":5,\"consumes\":{\"name\":\"Focus Point\"},\"entries\":[\"Once per turn when you hit a creature with a Monk weapon or an {@variantrule Unarmed Strike|XPHB}, you can expend 1 Focus Point to attempt a stunning strike. The target must make a Constitution saving throw. On a failed save, the target has the {@condition Stunned|XPHB} condition until the start of your next turn. On a successful save, the target's {@variantrule Speed|XPHB} is halved until the start of your next turn, and the next attack roll made against the target before then has {@variantrule Advantage|XPHB}.\"]},{\"name\":\"Empowered Strikes\",\"source\":\"XPHB\",\"page\":103,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"level\":6,\"entries\":[\"Whenever you deal damage with your {@variantrule Unarmed Strike|XPHB}, it can deal your choice of Force damage or its normal damage type.\"]},{\"name\":\"Subclass Feature\",\"source\":\"XPHB\",\"page\":103,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"level\":6,\"entries\":[\"You gain a feature from your Monk subclass.\"]},{\"name\":\"Evasion\",\"source\":\"XPHB\",\"page\":103,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"level\":7,\"entries\":[\"When you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail.\",\"You don't benefit from this feature if you have the {@condition Incapacitated|XPHB} condition.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":103,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"level\":8,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.\"]},{\"name\":\"Acrobatic Movement\",\"source\":\"XPHB\",\"page\":103,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"level\":9,\"entries\":[\"While you aren't wearing armor or wielding a {@item Shield|XPHB}, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement.\"]},{\"name\":\"Heightened Focus\",\"source\":\"XPHB\",\"page\":103,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"level\":10,\"entries\":[\"Your Flurry of Blows, Patient Defense, and Step of the Wind gain the following benefits.\",{\"type\":\"entries\",\"name\":\"\",\"entries\":[{\"type\":\"entries\",\"name\":\"Flurry of Blows\",\"entries\":[\"You can expend 1 Focus Point to use Flurry of Blows and make three Unarmed Strikes with it instead of two.\"]},{\"type\":\"entries\",\"name\":\"Patient Defense\",\"entries\":[\"When you expend a Focus Point to use Patient Defense, you gain a number of {@variantrule Temporary Hit Points|XPHB} equal to two rolls of your Martial Arts die.\"]},{\"type\":\"entries\",\"name\":\"Step of the Wind\",\"entries\":[\"When you expend a Focus Point to use Step of the Wind, you can choose a willing creature within 5 feet of yourself that is Large or smaller. You move the creature with you until the end of your turn. The creature's movement doesn't provoke {@action Opportunity Attack|XPHB|Opportunity Attacks}.\"]}]}]},{\"name\":\"Self-Restoration\",\"source\":\"XPHB\",\"page\":103,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"level\":10,\"entries\":[\"Through sheer force of will, you can remove one of the following conditions from yourself at the end of each of your turns: {@condition Charmed|XPHB}, {@condition Frightened|XPHB}, or {@condition Poisoned|XPHB}.\",\"In addition, forgoing food and drink doesn't give you levels of {@condition Exhaustion|XPHB}.\"]},{\"name\":\"Subclass Feature\",\"source\":\"XPHB\",\"page\":103,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"level\":11,\"entries\":[\"You gain a feature from your Monk subclass.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":103,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"level\":12,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.\"]},{\"name\":\"Deflect Energy\",\"source\":\"XPHB\",\"page\":103,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"level\":13,\"entries\":[\"You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.\"]},{\"name\":\"Disciplined Survivor\",\"source\":\"XPHB\",\"page\":103,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"level\":14,\"consumes\":{\"name\":\"Focus Point\"},\"entries\":[\"Your physical and mental discipline grant you proficiency in all saving throws.\",\"Additionally, whenever you make a saving throw and fail, you can expend 1 Focus Point to reroll it, and you must use the new roll.\"]},{\"name\":\"Perfect Focus\",\"source\":\"XPHB\",\"page\":103,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"level\":15,\"entries\":[\"When you roll {@variantrule Initiative|XPHB} and don't use Uncanny Metabolism, you regain expended Focus Points until you have 4 if you have 3 or fewer.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":103,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"level\":16,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.\"]},{\"name\":\"Subclass Feature\",\"source\":\"XPHB\",\"page\":103,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"level\":17,\"entries\":[\"You gain a feature from your Monk subclass.\"]},{\"name\":\"Superior Defense\",\"source\":\"XPHB\",\"page\":103,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"level\":18,\"consumes\":{\"name\":\"Focus Point\",\"amount\":3},\"entries\":[\"At the start of your turn, you can expend 3 Focus Points to bolster yourself against harm for 1 minute or until you have the {@condition Incapacitated|XPHB} condition. During that time, you have {@variantrule Resistance|XPHB} to all damage except Force damage.\"]},{\"name\":\"Epic Boon\",\"source\":\"XPHB\",\"page\":103,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"level\":19,\"entries\":[\"You gain an {@filter Epic Boon feat|feats|category=EB} or another {@5etools feat|feats.html} of your choice for which you qualify. {@feat Boon of Irresistible Offense|XPHB} is recommended.\"]},{\"name\":\"Body and Mind\",\"source\":\"XPHB\",\"page\":103,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"level\":20,\"entries\":[\"You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.\"]}],\"subclassFeature\":[{\"name\":\"Way of the Ascendant Dragon\",\"source\":\"FTD\",\"page\":13,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Ascendant Dragon\",\"subclassSource\":\"FTD\",\"level\":3,\"entries\":[\"The dragon god Bahamut is known to travel the Material Plane in the guise of a young monk, and legend says that he founded the first monastery of the Way of the Ascendant Dragon in this guise. The fundamental teaching of this tradition holds that by emulating dragons, a monk becomes a more integrated part of the world and its magic. By altering their spirit to resonate with draconic might, monks who follow this tradition augment their prowess in battle, bolster their allies, and can even soar through the air on draconic wings. But all this power is in service of a greater goal: achieving a spiritual unity with the essence of the Material Plane.\",\"As a follower of the Way of the Ascendant Dragon, you decide how you unlocked the power of dragons within yourself. The Ascendant Dragon Origin table offers a number of possibilities.\",{\"type\":\"table\",\"caption\":\"Ascendant Dragon Origin\",\"colLabels\":[\"d6\",\"Origin\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"You honed your abilities by aligning your spirit with a dragon's world-altering power.\"],[\"2\",\"A dragon personally took an active role in shaping your inner energy.\"],[\"3\",\"You studied at a monastery that traces its teachings back centuries or more to a single dragon's instruction, or one that is devoted to a dragon god.\"],[\"4\",\"You spent long stretches meditating in the region around an ancient dragon's lair, absorbing that lair's ambient magic.\"],[\"5\",\"You found a scroll written in Draconic that contained inspiring new techniques.\"],[\"6\",\"After a dream featuring a five-handed dragonborn, you awoke with the mystical breath of dragons.\"]]},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Draconic Disciple|Monk||Ascendant Dragon|FTD|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Breath of the Dragon|Monk||Ascendant Dragon|FTD|3\"}]},{\"name\":\"Breath of the Dragon\",\"source\":\"FTD\",\"page\":13,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Ascendant Dragon\",\"subclassSource\":\"FTD\",\"level\":3,\"header\":1,\"entries\":[\"{@i 3rd-level Way of the Ascendant Dragon feature}\",\"You can channel destructive waves of energy, like those created by the dragons you emulate. When you take the {@action Attack} action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.\",\"At 11th level, the damage of this feature increases to three rolls of your Martial Arts die.\",\"You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again.\"]},{\"name\":\"Draconic Disciple\",\"source\":\"FTD\",\"page\":13,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Ascendant Dragon\",\"subclassSource\":\"FTD\",\"level\":3,\"header\":1,\"entries\":[\"{@i 3rd-level Way of the Ascendant Dragon feature}\",\"You can channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon's breath. You gain the following benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Draconic Presence\",\"entry\":\"If you fail a Charisma ({@skill Intimidation}) or Charisma ({@skill Persuasion}) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can't use it again until you finish a long rest.\"},{\"type\":\"item\",\"name\":\"Draconic Strike\",\"entry\":\"When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison.\"},{\"type\":\"item\",\"name\":\"Tongue of Dragons\",\"entry\":\"You learn to speak, read, and write {@language Draconic} or one other language of your choice.\"}]}]},{\"name\":\"Wings Unfurled\",\"source\":\"FTD\",\"page\":13,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Ascendant Dragon\",\"subclassSource\":\"FTD\",\"level\":6,\"header\":2,\"entries\":[\"{@i 6th-level Way of the Ascendant Dragon feature}\",\"When you use your Step of the Wind, you can unfurl spectral draconic wings from your back that vanish at the end of your turn. While the wings exist, you have a flying speed equal to your walking speed.\",\"You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]},{\"name\":\"Aspect of the Wyrm\",\"source\":\"FTD\",\"page\":13,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Ascendant Dragon\",\"subclassSource\":\"FTD\",\"level\":11,\"header\":2,\"entries\":[\"{@i 11th-level Way of the Ascendant Dragon feature}\",\"The power of your draconic spirit now radiates from you, warding your allies or inspiring fear in your enemies. As a bonus action, you can create an aura of draconic power that radiates 10 feet from you for 1 minute. For the duration, you gain one of the following effects of your choice:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Frightful Presence\",\"entry\":\"When you create this aura, and as a bonus action on subsequent turns, you can choose a creature within the aura. The target must succeed on a Wisdom saving throw against your ki save DC or become {@condition frightened} of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.\"},{\"type\":\"item\",\"name\":\"Resistance\",\"entry\":\"Choose a damage type when you activate this aura: acid, cold, fire, lightning, or poison. You and your allies within the aura have resistance to that damage.\"}]},\"Once you create this aura, you can't create it again until you finish a long rest, unless you expend 3 ki points to create it again.\"]},{\"name\":\"Ascendant Aspect\",\"source\":\"FTD\",\"page\":13,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Ascendant Dragon\",\"subclassSource\":\"FTD\",\"level\":17,\"header\":2,\"entries\":[\"{@i 17th-level Way of the Ascendant Dragon feature}\",\"Your draconic spirit reaches its peak. You gain the following benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Augment Breath\",\"entry\":\"When you use your Breath of the Dragon, you can spend 1 ki point to augment its shape and power. The exhalation of draconic energy becomes either a 60-foot cone or a 90-foot line that is 5 feet wide (your choice), and each creature in that area takes damage equal to four rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"Blindsight\",\"entry\":\"You gain {@sense blindsight} out to 10 feet. Within that range, you can effectively see anything that isn't behind {@quickref Cover||3||total cover}, even if you're {@condition blinded} or in darkness. Moreover, you can see an {@condition invisible} creature within that range, unless the creature successfully hides from you.\"},{\"type\":\"item\",\"name\":\"Explosive Fury\",\"entry\":\"When you activate your Aspect of the Wyrm, draconic fury explodes from you. Choose any number of creatures you can see in your aura. Each of those creatures must succeed on a Dexterity saving throw against your ki save DC or take {@damage 3d10} acid, cold, fire, lightning, or poison damage (your choice).\"}]}]},{\"name\":\"Way of the Four Elements\",\"source\":\"PHB\",\"page\":80,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Four Elements\",\"subclassSource\":\"PHB\",\"level\":3,\"entries\":[\"You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.\",\"Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Disciple of the Elements|Monk||Four Elements||3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Elemental Disciplines|Monk||Four Elements||3\"}]},{\"name\":\"Disciple of the Elements\",\"source\":\"PHB\",\"page\":80,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Four Elements\",\"subclassSource\":\"PHB\",\"level\":3,\"header\":1,\"entries\":[\"You learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it.\",\"You know the Elemental Attunement discipline and one other elemental discipline of your choice. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level.\",\"Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.\",{\"type\":\"entries\",\"name\":\"Casting Elemental Spells\",\"entries\":[\"Some elemental disciplines allow you to cast spells. See {@book chapter 10|PHB|10} of the Player's Handbook for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it.\",\"Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as {@spell burning hands} does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast {@spell burning hands}, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline's base cost of 2 ki points plus 1).\",\"The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table. At 5th level, you may spend up to 3 ki points; this increases to 4 ki points at 9th level, 5 at 13th level, and 6 at 17th level.\",{\"type\":\"table\",\"caption\":\"Spells and Ki Points\",\"colLabels\":[\"Monk Levels\",\"Maximum Ki Points for a Spell\"],\"colStyles\":[\"col-5 text-center\",\"col-7 text-center\"],\"rows\":[[\"5th-8th\",3],[\"9th-12th\",4],[\"13th-16th\",5],[\"17th-20th\",6]]}]}]},{\"name\":\"Elemental Disciplines\",\"source\":\"PHB\",\"page\":80,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Four Elements\",\"subclassSource\":\"PHB\",\"level\":3,\"header\":1,\"entries\":[\"The elemental disciplines are presented in alphabetical order. If a discipline requires a level, you must be the level in this class to learn the discipline.\",{\"type\":\"options\",\"count\":2,\"entries\":[{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Breath of Winter\",\"name\":\"Breath of Winter (17th Level Required)\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Clench of the North Wind\",\"name\":\"Clench of the North Wind (6th Level Required)\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Elemental Attunement\",\"data\":{\"isRequiredOption\":true}},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Eternal Mountain Defense\",\"name\":\"Eternal Mountain Defense (17th Level Required)\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Fangs of the Fire Snake\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Fist of Four Thunders\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Unbroken Air\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Flames of the Phoenix\",\"name\":\"Flames of the Phoenix (11th Level Required)\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Gong of the Summit\",\"name\":\"Gong of the Summit (6th Level Required)\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Mist Stance\",\"name\":\"Mist Stance (11th Level Required)\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Ride the Wind\",\"name\":\"Ride the Wind (11th Level Required)\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"River of Hungry Flame\",\"name\":\"River of Hungry Flame (17th Level Required)\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Rush of the Gale Spirits\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Shape the Flowing River\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Sweeping Cinder Strike\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Water Whip\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Wave of Rolling Earth\",\"name\":\"Wave of Rolling Earth (17th Level Required)\"}]}]},{\"name\":\"Extra Elemental Discipline\",\"source\":\"PHB\",\"page\":80,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Four Elements\",\"subclassSource\":\"PHB\",\"level\":6,\"header\":2,\"entries\":[\"You learn one additional elemental discipline of your choice. You should know 2 elemental disciplines, as well as Elemental Attunement.\",\"Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.\"]},{\"name\":\"Extra Elemental Discipline\",\"source\":\"PHB\",\"page\":80,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Four Elements\",\"subclassSource\":\"PHB\",\"level\":11,\"header\":2,\"entries\":[\"You learn one additional elemental discipline of your choice. You should know 3 elemental disciplines, as well as Elemental Attunement.\",\"Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.\"]},{\"name\":\"Extra Elemental Discipline\",\"source\":\"PHB\",\"page\":80,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Four Elements\",\"subclassSource\":\"PHB\",\"level\":17,\"header\":2,\"entries\":[\"You learn one additional elemental discipline of your choice. You should know 4 elemental disciplines, as well as Elemental Attunement.\",\"Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.\"]},{\"name\":\"Way of the Open Hand\",\"source\":\"PHB\",\"page\":79,\"srd\":true,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Open Hand\",\"subclassSource\":\"PHB\",\"level\":3,\"entries\":[\"Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Open Hand Technique|Monk||Open Hand||3\"}]},{\"name\":\"Open Hand Technique\",\"source\":\"PHB\",\"page\":79,\"srd\":true,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Open Hand\",\"subclassSource\":\"PHB\",\"level\":3,\"header\":1,\"entries\":[\"You can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target.\",{\"type\":\"list\",\"items\":[\"It must succeed on a Dexterity saving throw or be knocked {@condition prone}.\",\"It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.\",\"It can't take reactions until the end of your next turn.\"]}]},{\"name\":\"Wholeness of Body\",\"source\":\"PHB\",\"page\":79,\"srd\":true,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Open Hand\",\"subclassSource\":\"PHB\",\"level\":6,\"header\":2,\"entries\":[\"You gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.\"]},{\"name\":\"Tranquility\",\"source\":\"PHB\",\"page\":79,\"srd\":true,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Open Hand\",\"subclassSource\":\"PHB\",\"level\":11,\"header\":2,\"entries\":[\"Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a {@spell sanctuary} spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.\"]},{\"name\":\"Quivering Palm\",\"source\":\"PHB\",\"page\":79,\"srd\":true,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Open Hand\",\"subclassSource\":\"PHB\",\"level\":17,\"header\":2,\"consumes\":{\"name\":\"Ki\",\"amount\":3},\"entries\":[\"You gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes {@damage 10d10} necrotic damage.\",\"You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.\"]},{\"name\":\"Way of Shadow\",\"source\":\"PHB\",\"page\":80,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Shadow\",\"subclassSource\":\"PHB\",\"level\":3,\"entries\":[\"Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves' guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Shadow Arts|Monk||Shadow||3\"}]},{\"name\":\"Shadow Arts\",\"source\":\"PHB\",\"page\":80,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Shadow\",\"subclassSource\":\"PHB\",\"level\":3,\"header\":1,\"consumes\":{\"name\":\"Ki\",\"amount\":2},\"entries\":[\"You can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast {@spell darkness}, {@spell darkvision}, {@spell pass without trace}, or {@spell silence}, without providing material components. Additionally, you gain the {@spell minor illusion} cantrip if you don't already know it.\"]},{\"name\":\"Shadow Step\",\"source\":\"PHB\",\"page\":80,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Shadow\",\"subclassSource\":\"PHB\",\"level\":6,\"header\":2,\"entries\":[\"You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.\"]},{\"name\":\"Cloak of Shadows\",\"source\":\"PHB\",\"page\":80,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Shadow\",\"subclassSource\":\"PHB\",\"level\":11,\"header\":2,\"entries\":[\"By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become {@condition invisible}. You remain {@condition invisible} until you make an attack, cast a spell, or are in an area of bright light.\"]},{\"name\":\"Opportunist\",\"source\":\"PHB\",\"page\":80,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Shadow\",\"subclassSource\":\"PHB\",\"level\":17,\"header\":2,\"entries\":[\"At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.\"]},{\"name\":\"Way of the Long Death\",\"source\":\"SCAG\",\"page\":130,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Long Death\",\"subclassSource\":\"SCAG\",\"level\":3,\"entries\":[\"Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Touch of Death|Monk||Long Death|SCAG|3\"}]},{\"name\":\"Touch of Death\",\"source\":\"SCAG\",\"page\":130,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Long Death\",\"subclassSource\":\"SCAG\",\"level\":3,\"header\":1,\"entries\":[\"Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).\"]},{\"name\":\"Hour of Reaping\",\"source\":\"SCAG\",\"page\":130,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Long Death\",\"subclassSource\":\"SCAG\",\"level\":6,\"header\":2,\"entries\":[\"At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be {@condition frightened} of you until the end of your next turn.\"]},{\"name\":\"Mastery of Death\",\"source\":\"SCAG\",\"page\":130,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Long Death\",\"subclassSource\":\"SCAG\",\"level\":11,\"header\":2,\"consumes\":{\"name\":\"Ki\"},\"entries\":[\"Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.\"]},{\"name\":\"Touch of the Long Death\",\"source\":\"SCAG\",\"page\":130,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Long Death\",\"subclassSource\":\"SCAG\",\"level\":17,\"header\":2,\"consumes\":{\"name\":\"Ki\"},\"entries\":[\"Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes {@damage 2d10} necrotic damage per ki point spent on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Way of the Astral Self\",\"source\":\"TCE\",\"page\":50,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Astral Self\",\"subclassSource\":\"TCE\",\"level\":3,\"entries\":[\"A monk who follows the Way of the Astral Self believes their body is an illusion. They see their ki as a representation of their true form, an astral self. This astral self has the capacity to be a force of order or disorder, with some monasteries training students to use their power to protect the weak and other instructing aspirants in how to manifest their true selves in service to the mighty.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Forms of Your Astral Self|Monk||Astral Self|TCE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Arms of the Astral Self|Monk||Astral Self|TCE|3\"}]},{\"name\":\"Arms of the Astral Self\",\"source\":\"TCE\",\"page\":50,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Astral Self\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":1,\"consumes\":{\"name\":\"Ki\"},\"entries\":[\"{@i 3rd-level Way of the Astral Self feature}\",\"Your mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you can spend 1 ki point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die.\",\"For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms' appearance, and they vanish early if you are {@condition incapacitated} or die.\",\"While the spectral arms are present, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.\",\"You can use the spectral arms to make unarmed strikes.\",\"When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.\",\"The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.\"]}]},{\"name\":\"Forms of Your Astral Self\",\"source\":\"TCE\",\"page\":50,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Astral Self\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":1,\"type\":\"inset\",\"entries\":[\"The astral self is a translucent embodiment of the monk's soul. As a result, an astral self can reflect aspects of a monk's background, ideals, flaws, and bonds, and an astral self doesn't necessarily look anything like the monk. For example, the astral self of a lanky human might be reminiscent of a minotaur-the strength of which the monk feels within. Similarly, an orc monk might manifest gossamer arms and a delicate visage, representing the gentle beauty of the orc's soul. Each astral self is unique, and some of the monks of this monastic tradition are known more for the appearance of their astral self than for their physical appearance.\",\"When choosing this path, consider the quirks that define your monk. Are you obsessed with something? Are you driven by justice or a selfish desire? Any of these motivations could manifest in the form of your astral self.\"]},{\"name\":\"Visage of the Astral Self\",\"source\":\"TCE\",\"page\":50,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Astral Self\",\"subclassSource\":\"TCE\",\"level\":6,\"header\":2,\"consumes\":{\"name\":\"Ki\"},\"entries\":[\"{@i 6th-level Way of the Astral Self feature}\",\"You can summon the visage of your astral self. As a bonus action, or as part of the bonus action you take to activate Arms of the Astral Self, you can spend 1 ki point to summon this visage for 10 minutes. It vanishes early if you are {@condition incapacitated} or die.\",\"The spectral visage covers your face like a helmet or mask. You determine its appearance.\",\"While the spectral visage is present, you gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Astral Sight\",\"entries\":[\"You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.\"]},{\"type\":\"entries\",\"name\":\"Wisdom of the Spirit\",\"entries\":[\"You have advantage on Wisdom ({@skill Insight}) and Charisma ({@skill Intimidation}) checks.\"]},{\"type\":\"entries\",\"name\":\"Word of the Spirit\",\"entries\":[\"When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.\"]}]},{\"name\":\"Body of the Astral Self\",\"source\":\"TCE\",\"page\":50,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Astral Self\",\"subclassSource\":\"TCE\",\"level\":11,\"header\":2,\"entries\":[\"{@i 11th-level Way of the Astral Self feature}\",\"When you have both your astral arms and visage summoned, you can cause the body of your astral self to appear (no action required). This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance.\",\"While the spectral body is present, you gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Deflect Energy\",\"entries\":[\"When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by {@dice 1d10} + your Wisdom modifier (minimum reduction of 1).\"]},{\"type\":\"entries\",\"name\":\"Empowered Arms\",\"entries\":[\"Once on each of your turns when you hit a target with the Arms of the Astral Self, you can deal extra damage to the target equal to your Martial Arts die.\"]}]},{\"name\":\"Awakened Astral Self\",\"source\":\"TCE\",\"page\":50,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Astral Self\",\"subclassSource\":\"TCE\",\"level\":17,\"header\":2,\"consumes\":{\"name\":\"Ki\",\"amount\":5},\"entries\":[\"{@i 17th-level Way of the Astral Self feature}\",\"Your connection to your astral self is complete, allowing you to unleash its full potential. As a bonus action, you can spend 5 ki points to summon the arms, visage, and body of your astral self and awaken it for 10 minutes. This awakening ends early if you are {@condition incapacitated} or die.\",\"While your astral self is awakened, you gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Armor of the Spirit\",\"entries\":[\"You gain a +2 bonus to Armor Class.\"]},{\"type\":\"entries\",\"name\":\"Astral Barrage\",\"entries\":[\"Whenever you use the Extra Attack feature to attack twice, you can instead attack three times if all the attacks are made with your astral arms.\"]}]},{\"name\":\"Way of Mercy\",\"source\":\"TCE\",\"page\":49,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Mercy\",\"subclassSource\":\"TCE\",\"level\":3,\"entries\":[\"Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help, they bring a swift end as an act of mercy.\",\"Those who follow the Way of Mercy might be members of a religious order, administering to the needy and making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies.\",\"The walkers of this way usually don robes with deep cowls, and they often conceal their faces with masks, presenting themselves as the faceless bringers of life and death.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Implements of Mercy|Monk||Mercy|TCE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Hand of Healing|Monk||Mercy|TCE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Hand of Harm|Monk||Mercy|TCE|3\"}]},{\"name\":\"Hand of Harm\",\"source\":\"TCE\",\"page\":49,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Mercy\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":1,\"consumes\":{\"name\":\"Ki\"},\"entries\":[\"{@i 3rd-level Way of Mercy feature}\",\"You use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.\"]},{\"name\":\"Hand of Healing\",\"source\":\"TCE\",\"page\":49,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Mercy\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":1,\"consumes\":{\"name\":\"Ki\"},\"entries\":[\"{@i 3rd-level Way of Mercy feature}\",\"Your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.\",\"When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.\"]},{\"name\":\"Implements of Mercy\",\"source\":\"TCE\",\"page\":49,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Mercy\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":1,\"entries\":[\"{@i 3rd-level Way of Mercy feature}\",\"You gain proficiency in the {@skill Insight} and {@skill Medicine} skills, and you gain proficiency with the {@item herbalism kit|PHB}.\",\"You also gain a special mask, which you often wear when using the features of this subclass. You determine its appearance, or generate it randomly by rolling on the Merciful Mask table.\",{\"type\":\"table\",\"caption\":\"Merciful Mask\",\"colLabels\":[\"d6\",\"Mask Appearance\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Raven\"],[\"2\",\"Blank and white\"],[\"3\",\"Crying visage\"],[\"4\",\"Laughing visage\"],[\"5\",\"Skull\"],[\"6\",\"Butterfly\"]]}]},{\"name\":\"Physician's Touch\",\"source\":\"TCE\",\"page\":49,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Mercy\",\"subclassSource\":\"TCE\",\"level\":6,\"header\":2,\"entries\":[\"{@i 6th-level Way of Mercy feature}\",\"You can administer even greater cures with a touch, and if you feel it's necessary, you can use your knowledge to cause harm.\",\"When you use Hand of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: {@condition blinded}, {@condition deafened}, {@condition paralyzed}, {@condition poisoned}, or {@condition stunned}.\",\"When you use Hand of Harm on a creature, you can subject that creature to the {@condition poisoned} condition until the end of your next turn.\"]},{\"name\":\"Flurry of Healing and Harm\",\"source\":\"TCE\",\"page\":49,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Mercy\",\"subclassSource\":\"TCE\",\"level\":11,\"header\":2,\"entries\":[\"{@i 11th-level Way of Mercy feature}\",\"You can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Hand of Healing, without spending ki points for the healing.\",\"In addition, when you make an unarmed strike with Flurry of Blows, you can use Hand of Harm with that strike without spending the ki point for Hand of Harm. You can still use Hand of Harm only once per turn.\"]},{\"name\":\"Hand of Ultimate Mercy\",\"source\":\"TCE\",\"page\":49,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Mercy\",\"subclassSource\":\"TCE\",\"level\":17,\"header\":2,\"consumes\":{\"name\":\"Ki\",\"amount\":5},\"entries\":[\"{@i 17th-level Way of Mercy feature}\",\"Your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 ki points. The creature then returns to life, regaining a number of hit points equal to {@dice 4d10} + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: {@condition blinded}, {@condition deafened}, {@condition paralyzed}, {@condition poisoned}, and {@condition stunned}.\",\"Once you use this feature, you can't use it again until you finish a long rest.\"]},{\"name\":\"Way of the Cobalt Soul\",\"source\":\"TDCSR\",\"page\":173,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Cobalt Soul\",\"subclassSource\":\"TDCSR\",\"level\":3,\"header\":1,\"entries\":[\"Driven by the pursuit of knowledge and its scholars' worship of {@deity The Knowing Mentor|Exandria|TDCSR}, the {@book Library of the Cobalt Soul|TDCSR|2|Library of the Cobalt Soul} is one of the best-respected and most heavily guarded repositories of tomes, history, and information in all Exandria. People from all lands come to the library to seek knowledge, and those particularly dedicated to the virtues of truth often pledge their minds and bodies to the {@book Cobalt Soul's|TDCSR|2|Library of the Cobalt Soul} cause. To become a member of the {@book Cobalt Soul|TDCSR|2|Library of the Cobalt Soul} is to give oneself over to a quest dedicated to unveiling life's mysteries, bringing light to the secrets of concealed evil, and guarding the most powerful and dangerous of truths from those whose unwholesome thirst for knowledge might bring death and suffering to others.\",\"The monks of the {@book Cobalt Soul|TDCSR|2|Library of the Cobalt Soul} are the embodiment of the maxim: \\\"Know your enemy.\\\" Through tireless research, they steel themselves against the unrelenting tides of evil. Through rigorous training, they learn to break through their foes' mental and physical defenses. Then, once the fight is done, they record their findings for future generations of monks to study.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Extract Aspects|Monk|PHB|Cobalt Soul|TDCSR|3\"}]},{\"name\":\"Extract Aspects\",\"source\":\"TDCSR\",\"page\":173,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Cobalt Soul\",\"subclassSource\":\"TDCSR\",\"level\":3,\"header\":2,\"entries\":[\"Starting at 3rd level, you can strike pressure points to intuit crucial information about a foe. When you hit a creature with one of the attacks granted by your Flurry of Blows, you can analyze it. Whenever an analyzed creature misses you with an attack, you can immediately use your reaction to make an unarmed strike against that creature if it's within your reach. This benefit lasts until you finish a {@quickref resting|PHB|2|0|short or long rest}.\",\"Additionally, when you analyze a creature, you learn all of its damage vulnerabilities, damage resistances, damage immunities, and condition immunities.\"]},{\"name\":\"Extort Truth\",\"source\":\"TDCSR\",\"page\":174,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Cobalt Soul\",\"subclassSource\":\"TDCSR\",\"level\":6,\"header\":2,\"consumes\":{\"name\":\"Ki\"},\"entries\":[\"Starting at 6th level, you can precisely strike a hidden cluster of nerves on a creature, temporarily preventing it from masking its true thoughts and intent. When you hit a creature with an unarmed strike, you can spend 1 ki point to force it to make a Charisma {@quickref saving throws|PHB|2|1|saving throw}. On a failed save, the creature is unable to speak a deliberate lie, and all Charisma checks directed at the creature are made with {@quickref Advantage and Disadvantage|PHB|2|0|advantage} for up to 10 minutes. You know if it succeeded or failed on its {@quickref saving throws|PHB|2|1|saving throw}.\",\"An affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as the effect lasts.\",\"If you wish to impose this effect on a creature without injuring it, you can attack the creature to simply touch it, dealing no damage on a hit.\"]},{\"name\":\"Mystical Erudition\",\"source\":\"TDCSR\",\"page\":174,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Cobalt Soul\",\"subclassSource\":\"TDCSR\",\"level\":6,\"header\":2,\"entries\":[\"Also by 6th level, you have extensively studied the history and lore within the archives of the {@book Cobalt Soul|TDCSR|2|Library of the Cobalt Soul}. You learn one language of your choice, and you gain proficiency with one of the following skills of your choice: {@skill Arcana}, {@skill History}, {@skill Investigation}, {@skill Nature}, or {@skill Religion}. If you already have proficiency in one of the listed skills, you can instead choose to double your proficiency bonus for any ability check you make that uses the chosen proficiency.\"]},{\"name\":\"Mind of Mercury\",\"source\":\"TDCSR\",\"page\":174,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Cobalt Soul\",\"subclassSource\":\"TDCSR\",\"level\":11,\"header\":2,\"consumes\":{\"name\":\"Ki\"},\"entries\":[\"Starting at 11th level, you've honed your awareness and reflexes through mental aptitude and pattern recognition. Once per turn, if you've already taken your reaction, you may spend 1 ki point to take an additional reaction. You can use only one reaction per triggering effect.\"]},{\"name\":\"Mystical Erudition (11th Level)\",\"source\":\"TDCSR\",\"page\":174,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Cobalt Soul\",\"subclassSource\":\"TDCSR\",\"level\":11,\"header\":2,\"entries\":[\"You gain an additional language and an additional skill proficiency from the list: {@skill Arcana}, {@skill History}, {@skill Investigation}, {@skill Nature}, or {@skill Religion}—(or you can double the bonus of an existing proficiency from the list) at 11th level.\"]},{\"name\":\"Debilitating Barrage\",\"source\":\"TDCSR\",\"page\":174,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Cobalt Soul\",\"subclassSource\":\"TDCSR\",\"level\":17,\"header\":2,\"consumes\":{\"name\":\"Ki\",\"amount\":3},\"entries\":[\"Upon reaching 17th level, you've gained the knowledge to manipulate a creature's ki to undermine their fortitude. When you hit a creature with an unarmed strike, you can spend 3 ki points to cause the creature to gain vulnerability to one damage type of your choice for 1 minute, or until the end of a turn in which it has taken damage of that type.\",\"If a creature has resistance to the damage type you choose, this resistance is suppressed for 1 minute, rather than gaining vulnerability. A creature that is immune to the damage type you choose is unaffected. A creature who is affected by this feature cannot be affected by it again for 24 hours.\"]},{\"name\":\"Mystical Erudition (17th Level)\",\"source\":\"TDCSR\",\"page\":174,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Cobalt Soul\",\"subclassSource\":\"TDCSR\",\"level\":17,\"header\":2,\"entries\":[\"You gain an additional language and an additional skill proficiency from the list: {@skill Arcana}, {@skill History}, {@skill Investigation}, {@skill Nature}, or {@skill Religion}—(or you can double the bonus of an existing proficiency from the list) at 17th level.\"]},{\"name\":\"Way of the Drunken Master\",\"source\":\"XGE\",\"page\":33,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Drunken Master\",\"subclassSource\":\"XGE\",\"level\":3,\"entries\":[\"The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master's erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.\",\"A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Bonus Proficiencies|Monk||Drunken Master|XGE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Drunken Technique|Monk||Drunken Master|XGE|3\"}]},{\"name\":\"Bonus Proficiencies\",\"source\":\"XGE\",\"page\":33,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Drunken Master\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"When you choose this tradition at 3rd level, you gain proficiency in the {@skill Performance} skill if you don't already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with {@item brewer's supplies|phb} if you don't already have it.\"]},{\"name\":\"Drunken Technique\",\"source\":\"XGE\",\"page\":33,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Drunken Master\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the {@action Disengage} action, and your walking speed increases by 10 feet until the end of the current turn.\"]},{\"name\":\"Leap to Your Feet\",\"source\":\"XGE\",\"page\":34,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Drunken Master\",\"subclassSource\":\"XGE\",\"level\":6,\"entries\":[\"When you're {@condition prone}, you can stand up by spending 5 feet of movement, rather than half your speed.\"]},{\"name\":\"Redirect Attack\",\"source\":\"XGE\",\"page\":34,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Drunken Master\",\"subclassSource\":\"XGE\",\"level\":6,\"consumes\":{\"name\":\"Ki\"},\"entries\":[\"When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.\"]},{\"name\":\"Tipsy Sway\",\"source\":\"XGE\",\"page\":33,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Drunken Master\",\"subclassSource\":\"XGE\",\"level\":6,\"header\":2,\"entries\":[\"Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.\",{\"type\":\"options\",\"entries\":[{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Leap to Your Feet|Monk|PHB|Drunken Master|XGE|6\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Redirect Attack|Monk|PHB|Drunken Master|XGE|6\"}]}]},{\"name\":\"Drunkard's Luck\",\"source\":\"XGE\",\"page\":33,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Drunken Master\",\"subclassSource\":\"XGE\",\"level\":11,\"header\":2,\"consumes\":{\"name\":\"Ki\",\"amount\":2},\"entries\":[\"Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll.\"]},{\"name\":\"Intoxicated Frenzy\",\"source\":\"XGE\",\"page\":33,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Drunken Master\",\"subclassSource\":\"XGE\",\"level\":17,\"header\":2,\"entries\":[\"At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.\"]},{\"name\":\"Agile Parry\",\"source\":\"XGE\",\"page\":34,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Kensei\",\"subclassSource\":\"XGE\",\"level\":3,\"entries\":[\"If you make an unarmed strike as part of the {@action Attack} action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren't {@condition incapacitated}.\"]},{\"name\":\"Kensei's Shot\",\"source\":\"XGE\",\"page\":34,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Kensei\",\"subclassSource\":\"XGE\",\"level\":3,\"entries\":[\"You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra {@damage 1d4} damage of the weapon's type. You retain this benefit until the end of the current turn.\"]},{\"name\":\"Way of the Kensei\",\"source\":\"XGE\",\"page\":34,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Kensei\",\"subclassSource\":\"XGE\",\"level\":3,\"entries\":[\"Monks of the Way of the Kensei train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.\",\"A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Path of the Kensei|Monk||Kensei|XGE|3\"}]},{\"name\":\"Path of the Kensei\",\"source\":\"XGE\",\"page\":34,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Kensei\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Kensei Weapons\",\"entries\":[\"Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon} that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon—either melee or ranged—to be a kensei weapon for you, following the criteria above.\"]},{\"type\":\"options\",\"entries\":[{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Agile Parry|Monk|PHB|Kensei|XGE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Kensei's Shot|Monk|PHB|Kensei|XGE|3\"}]},{\"type\":\"entries\",\"name\":\"Way of the Brush\",\"entries\":[\"You gain proficiency with your choice of {@item calligrapher's supplies|phb} or {@item painter's supplies|phb}.\"]}]},{\"name\":\"One with the Blade\",\"source\":\"XGE\",\"page\":34,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Kensei\",\"subclassSource\":\"XGE\",\"level\":6,\"header\":2,\"entries\":[\"At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.\",{\"type\":\"entries\",\"name\":\"Magic Kensei Weapons\",\"entries\":[\"Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.\"]},{\"type\":\"entries\",\"name\":\"Deft Strike\",\"entries\":[\"When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.\"]}]},{\"name\":\"Sharpen the Blade\",\"source\":\"XGE\",\"page\":34,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Kensei\",\"subclassSource\":\"XGE\",\"level\":11,\"header\":2,\"consumes\":{\"name\":\"Ki\",\"amount\":3},\"entries\":[\"At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.\"]},{\"name\":\"Unerring Accuracy\",\"source\":\"XGE\",\"page\":34,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Kensei\",\"subclassSource\":\"XGE\",\"level\":17,\"header\":2,\"entries\":[\"At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.\"]},{\"name\":\"Way of the Sun Soul\",\"source\":\"XGE\",\"page\":35,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Sun Soul\",\"subclassSource\":\"XGE\",\"level\":3,\"entries\":[\"Monks of the Way of the Sun Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Radiant Sun Bolt|Monk||Sun Soul|XGE|3\"}]},{\"name\":\"Radiant Sun Bolt\",\"source\":\"XGE\",\"page\":35,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Sun Soul\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.\",\"You gain a new attack option that you can use with the {@action Attack} action. The special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a {@dice d4}. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\",\"When you take the {@action Attack} action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action. When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the {@action Attack} action.\"]},{\"name\":\"Searing Arc Strike\",\"source\":\"XGE\",\"page\":35,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Sun Soul\",\"subclassSource\":\"XGE\",\"level\":6,\"header\":2,\"consumes\":{\"name\":\"Ki\",\"amount\":2},\"entries\":[\"At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the {@action Attack} action on your turn, you can spend 2 ki points to cast the {@spell burning hands} spell as a bonus action.\",\"You can spend additional ki points to cast {@spell burning hands} as a higher-level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.\"]},{\"name\":\"Searing Sunburst\",\"source\":\"XGE\",\"page\":35,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Sun Soul\",\"subclassSource\":\"XGE\",\"level\":11,\"header\":2,\"entries\":[\"At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.\",\"Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take {@damage 2d6} radiant damage. A creature doesn't need to make the save if the creature is behind {@quickref Cover||3||total cover} that is opaque.\",\"You can increase the sphere's damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by {@dice 2d6}.\"]},{\"name\":\"Sun Shield\",\"source\":\"XGE\",\"page\":35,\"className\":\"Monk\",\"classSource\":\"PHB\",\"subclassShortName\":\"Sun Soul\",\"subclassSource\":\"XGE\",\"level\":17,\"header\":2,\"entries\":[\"At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.\",\"If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.\"]},{\"name\":\"Elemental Attunement\",\"source\":\"XPHB\",\"page\":106,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Elements\",\"subclassSource\":\"XPHB\",\"level\":3,\"consumes\":{\"name\":\"Focus Point\"},\"entries\":[\"At the start of your turn, you can expend 1 Focus Point to imbue yourself with elemental energy. The energy lasts for 10 minutes or until you have the {@condition Incapacitated|XPHB} condition. You gain the following benefits while this feature is active.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Reach\",\"entries\":[\"When you make an {@variantrule Unarmed Strike|XPHB}, your reach is 10 feet greater than normal, as elemental energy extends from you.\"]},{\"type\":\"entries\",\"name\":\"Elemental Strikes\",\"entries\":[\"Whenever you hit with your {@variantrule Unarmed Strike|XPHB}, you can cause it to deal your choice of Acid, Cold, Fire, Lightning, or Thunder damage rather than its normal damage type. When you deal one of these types with it, you can also force the target to make a Strength saving throw. On a failed save, you can move the target up to 10 feet toward or away from you, as elemental energy swirls around it.\"]}]}]},{\"name\":\"Manipulate Elements\",\"source\":\"XPHB\",\"page\":106,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Elements\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"You know the {@spell Elementalism|XPHB} spell. Wisdom is your spellcasting ability for it.\"]},{\"name\":\"Warrior of the Elements\",\"source\":\"XPHB\",\"page\":106,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Elements\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Wield Strikes and Bursts of Elemental Power}\",\"Warriors of the Elements tap into the power of the Elemental Planes. Harnessing their supernatural focus, these Monks momentarily tame the energy of the Elemental Chaos to empower themselves in and out of battle.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Elemental Attunement|Monk|XPHB|Elements|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Manipulate Elements|Monk|XPHB|Elements|XPHB|3\"}]},{\"name\":\"Elemental Burst\",\"source\":\"XPHB\",\"page\":106,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Elements\",\"subclassSource\":\"XPHB\",\"level\":6,\"header\":2,\"consumes\":{\"name\":\"Focus Point\",\"amount\":2},\"entries\":[\"As a {@action Magic|XPHB} action, you can expend 2 Focus Points to cause elemental energy to burst in a 20-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on a point within 120 feet of yourself. Choose a damage type: Acid, Cold, Fire, Lightning, or Thunder.\",\"Each creature in the {@variantrule Sphere [Area of Effect]|XPHB|Sphere} must make a Dexterity saving throw. On a failed save, a creature takes damage of the chosen type equal to three rolls of your Martial Arts die. On a successful save, a creature takes half as much damage.\"]},{\"name\":\"Stride of the Elements\",\"source\":\"XPHB\",\"page\":106,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Elements\",\"subclassSource\":\"XPHB\",\"level\":11,\"header\":2,\"entries\":[\"While your Elemental Attunement is active, you also have a {@variantrule Fly Speed|XPHB} and a {@variantrule Swim Speed|XPHB} equal to your {@variantrule Speed|XPHB}.\"]},{\"name\":\"Elemental Epitome\",\"source\":\"XPHB\",\"page\":106,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Elements\",\"subclassSource\":\"XPHB\",\"level\":17,\"header\":2,\"entries\":[\"While your Elemental Attunement is active, you also gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Damage Resistance\",\"entries\":[\"You gain {@variantrule Resistance|XPHB} to one of the following damage types of your choice: Acid, Cold, Fire, Lightning, or Thunder. At the start of each of your turns, you can change this choice.\"]},{\"type\":\"entries\",\"name\":\"Destructive Stride\",\"entries\":[\"When you use your Step of the Wind, your {@variantrule Speed|XPHB} increases by 20 feet until the end of the turn. For that duration, any creature of your choice takes damage equal to one roll of your Martial Arts die when you enter a space within 5 feet of it. The damage type is your choice of Acid, Cold, Fire, Lightning, or Thunder. A creature can take this damage only once per turn.\"]},{\"type\":\"entries\",\"name\":\"Empowered Strikes\",\"entries\":[\"Once on each of your turns, you can deal extra damage to a target equal to one roll of your Martial Arts die when you hit it with an {@variantrule Unarmed Strike|XPHB}. The extra damage is the same type dealt by that strike.\"]}]},{\"name\":\"Warrior of Mercy\",\"source\":\"XPHB\",\"page\":104,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Mercy\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Manipulate Forces of Life and Death}\",\"Warriors of Mercy manipulate the life force of others. These Monks are wandering physicians, but they bring a swift end to their enemies. They often wear masks, presenting themselves as faceless bringers of life and death.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Hand of Harm|Monk|XPHB|Mercy|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Hand of Healing|Monk|XPHB|Mercy|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Implements of Mercy|Monk|XPHB|Mercy|XPHB|3\"}]},{\"name\":\"Hand of Harm\",\"source\":\"XPHB\",\"page\":104,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Mercy\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"consumes\":{\"name\":\"Focus Point\"},\"entries\":[\"Once per turn when you hit a creature with an {@variantrule Unarmed Strike|XPHB} and deal damage, you can expend 1 Focus Point to deal extra Necrotic damage equal to one roll of your Martial Arts die plus your Wisdom modifier.\"]},{\"name\":\"Hand of Healing\",\"source\":\"XPHB\",\"page\":104,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Mercy\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"consumes\":{\"name\":\"Focus Point\"},\"entries\":[\"As a {@action Magic|XPHB} action, you can expend 1 Focus Point to touch a creature and restore a number of {@variantrule Hit Points|XPHB} equal to a roll of your Martial Arts die plus your Wisdom modifier. When you use your Flurry of Blows, you can replace one of the Unarmed Strikes with a use of this feature without expending a Focus Point for the healing.\"]},{\"name\":\"Implements of Mercy\",\"source\":\"XPHB\",\"page\":104,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Mercy\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"entries\":[\"You gain proficiency in the {@skill Insight|XPHB} and {@skill Medicine|XPHB} skills and proficiency with the {@item Herbalism Kit|XPHB}.\"]},{\"name\":\"Physician's Touch\",\"source\":\"XPHB\",\"page\":104,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Mercy\",\"subclassSource\":\"XPHB\",\"level\":6,\"header\":2,\"entries\":[\"Your Hand of Harm and Hand of Healing improve, as detailed below.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Hand of Harm\",\"entries\":[\"When you use Hand of Harm on a creature, you can also give that creature the {@condition Poisoned|XPHB} condition until the end of your next turn.\"]},{\"type\":\"entries\",\"name\":\"Hand of Healing\",\"entries\":[\"When you use Hand of Healing, you can also end one of the following conditions on the creature you heal: {@condition Blinded|XPHB}, {@condition Deafened|XPHB}, {@condition Paralyzed|XPHB}, {@condition Poisoned|XPHB}, or {@condition Stunned|XPHB}.\"]}]}]},{\"name\":\"Flurry of Healing and Harm\",\"source\":\"XPHB\",\"page\":104,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Mercy\",\"subclassSource\":\"XPHB\",\"level\":11,\"header\":2,\"entries\":[\"When you use Flurry of Blows, you can replace each of the Unarmed Strikes with a use of Hand of Healing without expending Focus Points for the healing.\",\"In addition, when you make an {@variantrule Unarmed Strike|XPHB} with Flurry of Blows and deal damage, you can use Hand of Harm with that strike without expending a Focus Point for Hand of Harm. You can still use Hand of Harm only once per turn.\",\"You can use these benefits a total number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.\"]},{\"name\":\"Hand of Ultimate Mercy\",\"source\":\"XPHB\",\"page\":105,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Mercy\",\"subclassSource\":\"XPHB\",\"level\":17,\"header\":2,\"consumes\":{\"name\":\"Focus Point\",\"amount\":5},\"entries\":[\"Your mastery of life energy opens the door to the ultimate mercy. As a {@action Magic|XPHB} action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 Focus Points. The creature then returns to life with a number of {@variantrule Hit Points|XPHB} equal to {@dice 4d10} plus your Wisdom modifier. If the creature died with any of the following conditions, the creature revives with the conditions removed: {@condition Blinded|XPHB}, {@condition Deafened|XPHB}, {@condition Paralyzed|XPHB}, {@condition Poisoned|XPHB}, and {@condition Stunned|XPHB}.\",\"Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}.\"]},{\"name\":\"Open Hand Technique\",\"source\":\"XPHB\",\"page\":107,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Open Hand\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"Whenever you hit a creature with an attack granted by your Flurry of Blows, you can impose one of the following effects on that target.\",{\"type\":\"entries\",\"name\":\"Addle\",\"entries\":[\"The target can't make {@action Opportunity Attack|XPHB|Opportunity Attacks} until the start of its next turn.\"]},{\"type\":\"entries\",\"name\":\"Push\",\"entries\":[\"The target must succeed on a Strength saving throw or be pushed up to 15 feet away from you.\"]},{\"type\":\"entries\",\"name\":\"Topple\",\"entries\":[\"The target must succeed on a Dexterity saving throw or have the {@condition Prone|XPHB} condition.\"]}]},{\"name\":\"Warrior of the Open Hand\",\"source\":\"XPHB\",\"page\":107,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Open Hand\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Master Unarmed Combat Techniques}\",\"Warriors of the Open Hand are masters of unarmed combat. They learn techniques to push and trip their opponents and manipulate their own energy to protect themselves from harm.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Open Hand Technique|Monk|XPHB|Open Hand|XPHB|3\"}]},{\"name\":\"Wholeness of Body\",\"source\":\"XPHB\",\"page\":107,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Open Hand\",\"subclassSource\":\"XPHB\",\"level\":6,\"header\":2,\"entries\":[\"You gain the ability to heal yourself. As a {@variantrule Bonus Action|XPHB}, you can roll your Martial Arts die. You regain a number of {@variantrule Hit Points|XPHB} equal to the number rolled plus your Wisdom modifier (minimum of 1 {@variantrule Hit Points|XPHB|Hit Point} regained).\",\"You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.\"]},{\"name\":\"Fleet Step\",\"source\":\"XPHB\",\"page\":107,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Open Hand\",\"subclassSource\":\"XPHB\",\"level\":11,\"header\":2,\"entries\":[\"When you take a {@variantrule Bonus Action|XPHB} other than Step of the Wind, you can also use Step of the Wind immediately after that {@variantrule Bonus Action|XPHB}.\"]},{\"name\":\"Quivering Palm\",\"source\":\"XPHB\",\"page\":107,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Open Hand\",\"subclassSource\":\"XPHB\",\"level\":17,\"header\":2,\"consumes\":{\"name\":\"Focus Point\",\"amount\":4},\"entries\":[\"You gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an {@variantrule Unarmed Strike|XPHB}, you can expend 4 Focus Points to start these imperceptible vibrations, which last for a number of days equal to your Monk level. The vibrations are harmless unless you take an action to end them. Alternatively, when you take the {@action Attack|XPHB} action on your turn, you can forgo one of the attacks to end the vibrations. To end them, you and the target must be on the same plane of existence. When you end them, the target must make a Constitution saving throw, taking {@damage 10d12} Force damage on a failed save or half as much damage on a successful one.\",\"You can have only one creature under the effect of this feature at a time. You can end the vibrations harmlessly (no action required).\"]},{\"name\":\"Shadow Arts\",\"source\":\"XPHB\",\"page\":105,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Shadow\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"You have learned to draw on the power of the Shadowfell, gaining the following benefits.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Darkness|Monk|XPHB|Shadow|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Darkvision|Monk|XPHB|Shadow|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Shadowy Figments|Monk|XPHB|Shadow|XPHB|3\"}]},{\"name\":\"Warrior of Shadow\",\"source\":\"XPHB\",\"page\":105,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Shadow\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Harness Shadow Power for Stealth and Subterfuge}\",\"Warriors of Shadow practice stealth and subterfuge, harnessing the power of the Shadowfell. They are at home in darkness, able to draw gloom around themselves to hide, leap from shadow to shadow, and take on a wraithlike form.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Shadow Arts|Monk|XPHB|Shadow|XPHB|3\"}]},{\"name\":\"Darkness\",\"source\":\"XPHB\",\"page\":105,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Shadow\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":2,\"consumes\":{\"name\":\"Focus Point\"},\"entries\":[\"You can expend 1 Focus Point to cast the {@spell Darkness|XPHB} spell without spell components. You can see within the spell's area when you cast it with this feature. While the spell persists, you can move its area of {@variantrule Darkness|XPHB} to a space within 60 feet of yourself at the start of each of your turns.\"]},{\"name\":\"Darkvision\",\"source\":\"XPHB\",\"page\":105,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Shadow\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":2,\"entries\":[\"You gain {@sense Darkvision|XPHB} with a range of 60 feet. If you already have {@sense Darkvision|XPHB}, its range increases by 60 feet.\"]},{\"name\":\"Shadowy Figments\",\"source\":\"XPHB\",\"page\":105,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Shadow\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":2,\"entries\":[\"You know the {@spell Minor Illusion|XPHB} spell. Wisdom is your spellcasting ability for it.\"]},{\"name\":\"Shadow Step\",\"source\":\"XPHB\",\"page\":105,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Shadow\",\"subclassSource\":\"XPHB\",\"level\":6,\"header\":2,\"entries\":[\"While entirely within {@variantrule Dim Light|XPHB} or {@variantrule Darkness|XPHB}, you can use a {@variantrule Bonus Action|XPHB} to teleport up to 60 feet to an unoccupied space you can see that is also in {@variantrule Dim Light|XPHB} or {@variantrule Darkness|XPHB}. You then have {@variantrule Advantage|XPHB} on the next melee attack you make before the end of the current turn.\"]},{\"name\":\"Improved Shadow Step\",\"source\":\"XPHB\",\"page\":105,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Shadow\",\"subclassSource\":\"XPHB\",\"level\":11,\"header\":2,\"consumes\":{\"name\":\"Focus Point\"},\"entries\":[\"You can draw on your Shadowfell connection to empower your teleportation. When you use your Shadow Step, you can expend 1 Focus Point to remove the requirement that you must start and end in {@variantrule Dim Light|XPHB} or {@variantrule Darkness|XPHB} for that use of the feature. As part of this {@variantrule Bonus Action|XPHB}, you can make an {@variantrule Unarmed Strike|XPHB} immediately after you teleport.\"]},{\"name\":\"Cloak of Shadows\",\"source\":\"XPHB\",\"page\":105,\"className\":\"Monk\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Shadow\",\"subclassSource\":\"XPHB\",\"level\":17,\"header\":2,\"consumes\":{\"name\":\"Focus Point\",\"amount\":3},\"entries\":[\"As a {@action Magic|XPHB} action while entirely within {@variantrule Dim Light|XPHB} or {@variantrule Darkness|XPHB}, you can expend 3 Focus Points to shroud yourself with shadows for 1 minute, until you have the {@condition Incapacitated|XPHB} condition, or until you end your turn in {@variantrule Bright Light|XPHB}. While shrouded by these shadows, you gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Invisibility\",\"entries\":[\"You have the {@condition Invisible|XPHB} condition.\"]},{\"type\":\"entries\",\"name\":\"Partially Incorporeal\",\"entries\":[\"You can move through occupied spaces as if they were {@variantrule Difficult Terrain|XPHB}. If you end your turn in such a space, you are shunted to the last unoccupied space you were in.\"]},{\"type\":\"entries\",\"name\":\"Shadow Flurry\",\"entries\":[\"You can use your Flurry of Blows without expending any Focus Points.\"]}]}]}"); JSON_DATA[`data/class/class-mystic.json`] = JSON.parse("{\"class\":[{\"name\":\"Mystic\",\"source\":\"UATheMysticClass\",\"page\":1,\"edition\":\"classic\",\"hd\":{\"number\":1,\"faces\":8},\"proficiency\":[\"int\",\"wis\"],\"startingProficiencies\":{\"armor\":[\"light\"],\"weapons\":[\"simple\"],\"skills\":[{\"choose\":{\"from\":[\"arcana\",\"history\",\"insight\",\"medicine\",\"nature\",\"perception\",\"religion\"],\"count\":2}}]},\"startingEquipment\":{\"additionalFromBackground\":true,\"default\":[\"(a) a {@item spear|phb} or (b) a {@item mace|phb}\",\"(a) {@item leather armor|phb} or (b) {@item studded leather armor|phb}\",\"(a) a {@item light crossbow|phb} and {@item crossbow bolts (20)|phb|20 bolts} or (b) any {@filter simple weapon|items|source=phb|category=basic|type=simple weapon}\",\"(a) a {@item scholar's pack|phb} or (b) an {@item explorer's pack|phb}\"],\"goldAlternative\":\"{@dice 5d4 × 10|5d4 × 10|Starting Gold}\",\"defaultData\":[{\"a\":[\"spear|phb\"],\"b\":[\"mace|phb\"]},{\"a\":[\"leather armor|phb\"],\"b\":[\"studded leather armor|phb\"]},{\"a\":[\"light crossbow|phb\",\"crossbow bolts (20)|phb\"],\"b\":[{\"equipmentType\":\"weaponSimple\"}]},{\"a\":[\"scholar's pack|phb\"],\"b\":[\"explorer's pack|phb\"]}]},\"classTableGroups\":[{\"colLabels\":[\"{@filter Talents Known|psionics|type=T}\",\"{@filter Disciplines Known|psionics|type=D}\",\"Psi Points\",\"Psi Limit\"],\"rows\":[[1,1,4,2],[1,1,6,2],[2,2,14,3],[2,2,17,3],[2,3,27,5],[2,3,32,5],[2,4,38,6],[2,4,44,6],[2,5,57,7],[3,5,64,7],[3,5,64,7],[3,6,64,7],[3,6,64,7],[3,6,64,7],[3,7,64,7],[3,7,64,7],[4,7,64,7],[4,8,71,7],[4,8,71,7],[4,8,71,7]]}],\"classFeatures\":[\"Psionics|Mystic|UATheMysticClass|1\",\"Psionic Disciplines and Talents|Mystic|UATheMysticClass|1\",\"Using a Discipline|Mystic|UATheMysticClass|1\",{\"classFeature\":\"Mystic Order|Mystic|UATheMysticClass|1\",\"gainSubclassFeature\":true},\"Mystical Recovery|Mystic|UATheMysticClass|2\",\"Telepathy|Mystic|UATheMysticClass|2\",{\"classFeature\":\"Mystic Order feature|Mystic|UATheMysticClass|3\",\"gainSubclassFeature\":true},\"Ability Score Improvement|Mystic|UATheMysticClass|4\",\"Strength of Mind|Mystic|UATheMysticClass|4\",{\"classFeature\":\"Mystic Order feature|Mystic|UATheMysticClass|6\",\"gainSubclassFeature\":true},\"Ability Score Improvement|Mystic|UATheMysticClass|8\",\"Potent Psionics (1d8)|Mystic|UATheMysticClass|8\",\"Consumptive Power|Mystic|UATheMysticClass|10\",\"Psionic Mastery (1/Day)|Mystic|UATheMysticClass|11\",\"Ability Score Improvement|Mystic|UATheMysticClass|12\",\"Psionic Mastery (2/Day)|Mystic|UATheMysticClass|13\",{\"classFeature\":\"Mystic Order feature|Mystic|UATheMysticClass|14\",\"gainSubclassFeature\":true},\"Potent Psionics (2d8)|Mystic|UATheMysticClass|14\",\"Psionic Mastery (3/Day)|Mystic|UATheMysticClass|15\",\"Ability Score Improvement|Mystic|UATheMysticClass|16\",\"Psionic Mastery (4/Day)|Mystic|UATheMysticClass|17\",\"Ability Score Improvement|Mystic|UATheMysticClass|19\",\"Psionic Body|Mystic|UATheMysticClass|20\"],\"subclassTitle\":\"Mystic Order\",\"hasFluff\":true}],\"subclass\":[{\"name\":\"Order of the Avatar\",\"shortName\":\"Avatar\",\"source\":\"UATheMysticClass\",\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"page\":5,\"edition\":\"classic\",\"subclassFeatures\":[\"Order of the Avatar|Mystic|UATheMysticClass|Avatar|UATheMysticClass|1\",\"Avatar of Battle|Mystic|UATheMysticClass|Avatar|UATheMysticClass|3\",\"Avatar of Healing|Mystic|UATheMysticClass|Avatar|UATheMysticClass|6\",\"Avatar of Speed|Mystic|UATheMysticClass|Avatar|UATheMysticClass|14\"]},{\"name\":\"Order of the Awakened\",\"shortName\":\"Awakened\",\"source\":\"UATheMysticClass\",\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"page\":6,\"edition\":\"classic\",\"subclassFeatures\":[\"Order of the Awakened|Mystic|UATheMysticClass|Awakened|UATheMysticClass|1\",\"Psionic Investigation|Mystic|UATheMysticClass|Awakened|UATheMysticClass|3\",\"Psionic Surge|Mystic|UATheMysticClass|Awakened|UATheMysticClass|6\",\"Spectral Form|Mystic|UATheMysticClass|Awakened|UATheMysticClass|14\"]},{\"name\":\"Order of the Immortal\",\"shortName\":\"Immortal\",\"source\":\"UATheMysticClass\",\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"page\":6,\"edition\":\"classic\",\"subclassFeatures\":[\"Order of the Immortal|Mystic|UATheMysticClass|Immortal|UATheMysticClass|1\",\"Psionic Resilience|Mystic|UATheMysticClass|Immortal|UATheMysticClass|3\",\"Surge of Health|Mystic|UATheMysticClass|Immortal|UATheMysticClass|6\",\"Immortal Will|Mystic|UATheMysticClass|Immortal|UATheMysticClass|14\"]},{\"name\":\"Order of the Nomad\",\"shortName\":\"Nomad\",\"source\":\"UATheMysticClass\",\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"page\":7,\"edition\":\"classic\",\"subclassFeatures\":[\"Order of the Nomad|Mystic|UATheMysticClass|Nomad|UATheMysticClass|1\",\"Memory of One Thousand Steps|Mystic|UATheMysticClass|Nomad|UATheMysticClass|3\",\"Superior Teleportation|Mystic|UATheMysticClass|Nomad|UATheMysticClass|6\",\"Effortless Journey|Mystic|UATheMysticClass|Nomad|UATheMysticClass|14\"]},{\"name\":\"Order of the Soul Knife\",\"shortName\":\"Soul Knife\",\"source\":\"UATheMysticClass\",\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"page\":7,\"edition\":\"classic\",\"subclassFeatures\":[\"Order of the Soul Knife|Mystic|UATheMysticClass|Soul Knife|UATheMysticClass|1\",\"Hone the Blade|Mystic|UATheMysticClass|Soul Knife|UATheMysticClass|3\",\"Consumptive Knife|Mystic|UATheMysticClass|Soul Knife|UATheMysticClass|6\",\"Phantom Knife|Mystic|UATheMysticClass|Soul Knife|UATheMysticClass|14\"]},{\"name\":\"Order of the Wu Jen\",\"shortName\":\"Wu Jen\",\"source\":\"UATheMysticClass\",\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"page\":8,\"edition\":\"classic\",\"subclassFeatures\":[\"Order of the Wu Jen|Mystic|UATheMysticClass|Wu Jen|UATheMysticClass|1\",\"Elemental Attunement|Mystic|UATheMysticClass|Wu Jen|UATheMysticClass|3\",\"Arcane Dabbler|Mystic|UATheMysticClass|Wu Jen|UATheMysticClass|6\",\"Elemental Mastery|Mystic|UATheMysticClass|Wu Jen|UATheMysticClass|14\"]}],\"classFeature\":[{\"name\":\"Mystic Order\",\"source\":\"UATheMysticClass\",\"page\":1,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"level\":1,\"entries\":[\"At 1st level, you choose a Mystic Order from the list of available orders. Each order specializes in a specific approach to psionics.\",\"Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, and 14th level.\"]},{\"name\":\"Psionic Disciplines and Talents\",\"source\":\"UATheMysticClass\",\"page\":1,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"level\":1,\"entries\":[\"{@filter Psionic talents|psionics|type=T} and {@filter disciplines|psionics|type=D} are the heart of a mystic's craft. They are the mental exercises and psionic formulae used to forge will into tangible, magical effects.\",\"Psionic disciplines were each discovered by different orders and tend to reflect their creators' specialties. However, a mystic can learn any discipline regardless of its associated order.\"]},{\"name\":\"Psionics\",\"source\":\"UATheMysticClass\",\"page\":1,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"level\":1,\"entries\":[\"As a student of psionics, you can master and use psionic talents and disciplines, the rules for which appear at the end of this document. Psionics is a special form of magic use, distinct from spellcasting.\",{\"type\":\"entries\",\"name\":\"Psionic Talents\",\"entries\":[\"A {@filter psionic talent|psionics|type=T} is a minor psionic effect you have mastered. At 1st level, you know one psionic talent of your choice. You learn additional talents of your choice at higher levels. The Talents Known column of the Mystic table shows the total number of talents you know at each level; when that number goes up for you, choose a new talent.\"]},{\"type\":\"entries\",\"name\":\"Psionic Disciplines\",\"entries\":[\"A {@filter psionic discipline|psionics|type=D} is a rigid set of mental exercises that allows a mystic to manifest psionic power. A mystic masters only a few disciplines at a time.\",\"At 1st level, you know one psionic discipline of your choice. The Disciplines Known column of the Mystic table shows the total number of disciplines you know at each level; when that number goes up for you, choose a new discipline.\",\"In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice.\"]},{\"type\":\"entries\",\"name\":\"Psi Points\",\"entries\":[\"You have an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no psi points.\",\"The number of psi points you have is based on your mystic level, as shown in the Psi Points column of the Mystic table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can't go below 0 or over your maximum.\"]},{\"type\":\"entries\",\"name\":\"Psi Limit\",\"entries\":[\"Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psi points you can spend to activate a psionic discipline. The limit is based on your mystic level, as shown in the Psi Limit column of the Mystic table. For example, as a 3rd-level mystic, you can spend no more than 3 psi points on a discipline each time you use it, no matter how many psi points you have.\"]},{\"type\":\"entries\",\"name\":\"Psychic Focus\",\"entries\":[\"You can focus psionic energy on one of your psionic disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit, which is detailed in that discipline's description. The benefit lasts until you are {@condition incapacitated} or until you use another bonus action to choose a different focus benefit.\",\"You can have only one psychic focus benefit at a time, and using the psychic focus of one discipline doesn't limit your ability to use other disciplines.\"]},{\"type\":\"entries\",\"name\":\"Psionic Ability\",\"entries\":[\"Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one.\",{\"type\":\"abilityDc\",\"name\":\"Discipline\",\"attributes\":[\"int\"]},{\"type\":\"abilityAttackMod\",\"name\":\"Discipline\",\"attributes\":[\"int\"]}]}]},{\"name\":\"Using a Discipline\",\"source\":\"UATheMysticClass\",\"page\":1,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"level\":1,\"entries\":[\"Each psionic discipline has several ways you can use it, all contained in its description. The discipline specifies the type of action and number of psi points it requires. It also details whether you must concentrate on its effects, how many targets it affects, what saving throws it requires, and so on.\",\"The following sections go into more detail on using a discipline. Psionic disciplines are magical and function similarly to spells.\",{\"type\":\"entries\",\"name\":\"Psychic Focus\",\"entries\":[\"The Psychic Focus section of a discipline describes the benefit you gain when you choose that discipline for your psychic focus.\"]},{\"type\":\"entries\",\"name\":\"Effect Options and Psi Points\",\"entries\":[\"A discipline provides different options for how to use it with your psi points. Each effect option has a name, and the psi point cost of that option appears in parentheses after its name. You must spend that number of psi points to use that option, while abiding by your psi limit. If you don't have enough psi points left, or the cost is above your psi limit, you can't use the option.\",\"Some options show a range of psi points, rather than a specific cost. To use that option, you must spend a number of points within that point range, still abiding by your psi limit. Some options let you spend additional psi points to increase a discipline's potency. Again, you must abide by your psi limit, and you must spend all the points when you first use the discipline; you can't decide to spend additional points once you see the discipline in action.\",\"Each option notes specific information about its effect, including any action required to use it and its range.\"]},{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"Disciplines don't require the components that many spells require. Using a discipline requires no spoken words, gestures, or materials. The power of psionics comes from the mind.\"]},{\"type\":\"entries\",\"name\":\"Duration\",\"entries\":[\"An effect option in a discipline specifies how long its effect lasts.\",{\"type\":\"entries\",\"name\":\"Instantaneous\",\"entries\":[\"If no duration is specified, the effect of the option is instantaneous.\"]},{\"type\":\"entries\",\"name\":\"Concentration\",\"entries\":[\"Some options require {@status concentration} to maintain their effects. This requirement is noted with \\\"conc.\\\" after the option's psi point cost. The \\\"conc.\\\" notation is followed by the maximum duration of the {@status concentration}. For example, if an option says \\\"conc., 1 min.,\\\" you can concentrate on its effect for up to 1 minute.\",\"Concentrating on a discipline follows the same rules as {@status concentration||concentrating} on a spell. This rule means you can't concentrate on a spell and a discipline at the same time, nor can you concentrate on two disciplines at the same time. See {@book chapter 10|PHB|10}, \\\"Spellcasting,\\\" in the Player's Handbook for how {@status concentration} works.\"]}]},{\"type\":\"entries\",\"name\":\"Targets and Areas of Effect\",\"entries\":[\"Psionic disciplines use the same rules as spells for determining targets and areas of effect, as presented in {@book chapter 10|PHB|10}, \\\"Spellcasting,\\\" of the Player's Handbook.\"]},{\"type\":\"entries\",\"name\":\"Saving Throws and Attack Rolls\",\"entries\":[\"If a discipline requires a saving throw, it specifies the type of save and the results of a successful or failed saving throw. The DC is determined by your psionic ability.\",\"Some disciplines require you to make an attack roll to determine whether the discipline's effect hits its target. The attack roll uses your psionic ability.\"]},{\"type\":\"entries\",\"name\":\"Combining Psionic Effects\",\"entries\":[\"The effects of different psionic disciplines add together while the durations of the disciplines overlap. Likewise, different options from a psionic discipline combine if they are active at the same time. However, a specific option from a psionic discipline doesn't combine with itself if the option is used multiple times. Instead, the most potent effect—usually dependent on how many psi points were used to create the effect—applies while the durations of the effects overlap.\",\"Psionics and spells are separate effects, and therefore their benefits and drawbacks overlap. A psionic effect that reproduces a spell is an exception to this rule.\"]}]},{\"name\":\"Mystical Recovery\",\"source\":\"UATheMysticClass\",\"page\":1,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"level\":2,\"entries\":[\"Starting at 2nd level, you can draw vigor from the psi energy you use to power your psionic disciplines.\",\"Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to the number of psi points you spent.\"]},{\"name\":\"Telepathy\",\"source\":\"UATheMysticClass\",\"page\":1,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"level\":2,\"entries\":[\"At 2nd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don't need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.\"]},{\"name\":\"Mystic Order feature\",\"source\":\"UATheMysticClass\",\"page\":1,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"level\":3,\"entries\":[\"At 3rd level, you gain another feature from your Mystic Order.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"UATheMysticClass\",\"page\":1,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"level\":4,\"entries\":[\"When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\"]},{\"name\":\"Strength of Mind\",\"source\":\"UATheMysticClass\",\"page\":1,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"level\":4,\"entries\":[\"Even the simplest psionic technique requires a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats.\",\"Starting at 4th level, you can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest.\"]},{\"name\":\"Mystic Order feature\",\"source\":\"UATheMysticClass\",\"page\":1,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"level\":6,\"entries\":[\"At 6th level, you gain another feature from your Mystic Order.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"UATheMysticClass\",\"page\":1,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"level\":8,\"entries\":[\"When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\"]},{\"name\":\"Potent Psionics (1d8)\",\"source\":\"UATheMysticClass\",\"page\":1,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"level\":8,\"entries\":[\"At 8th level, you gain the ability to infuse your weapon attacks with psychic energy. Once on each of your turns when you hit a creature with a weapon, you can deal an extra {@damage 1d8} psychic damage to that target. When you reach 14th level, this extra damage increases to {@dice 2d8}.\",\"In addition, you add your Intelligence modifier to any damage roll you make for a {@filter psionic talent|psionics|type=T}.\"]},{\"name\":\"Consumptive Power\",\"source\":\"UATheMysticClass\",\"page\":1,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"level\":10,\"entries\":[\"At 10th level, you gain the ability to sacrifice your physical durability in exchange for psionic power. When activating a psionic discipline, you can pay its psi point cost with your hit points, instead of using any psi points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. This reduction can't be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest.\",\"Once you use this feature, you can't use it again until you finish a long rest.\"]},{\"name\":\"Psionic Mastery (1/Day)\",\"source\":\"UATheMysticClass\",\"page\":1,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"level\":11,\"entries\":[\"Beginning at 11th level, your mastery of psionic energy allows you to push your mind beyond its normal limits. As an action, you gain 9 special psi points that you can spend only on disciplines that require an action or a bonus action to use. You can use all 9 points on one discipline, or you can spread them across multiple disciplines. You can't also spend your normal psi points on these disciplines; you can spend only the special points gained from this feature. When you finish a long rest, you lose any of these special points that you haven't spent.\",\"If more than one of the disciplines you activate with these points require {@status concentration}, you can concentrate on all of them. Activating one of them ends any effect you were already {@status concentration||concentrating} on, and if you begin {@status concentration||concentrating} on an effect that doesn't use these special points, the disciplines end that you're {@status concentration||concentrating} on.\",\"At 15th level, the pool of psi points you gain from this feature increases to 11.\",\"You have one use of this feature, and you regain any expended use of it with a long rest. You gain one additional use of this feature at 13th, 15th, and 17th level.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"UATheMysticClass\",\"page\":1,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"level\":12,\"entries\":[\"When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\"]},{\"name\":\"Psionic Mastery (2/Day)\",\"source\":\"UATheMysticClass\",\"page\":1,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"level\":13,\"entries\":[\"At 13th level, you can use your Psionic Mastery twice per day.\"]},{\"name\":\"Mystic Order feature\",\"source\":\"UATheMysticClass\",\"page\":1,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"level\":14,\"entries\":[\"At 14th level, you gain another feature from your Mystic Order.\"]},{\"name\":\"Potent Psionics (2d8)\",\"source\":\"UATheMysticClass\",\"page\":1,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"level\":14,\"entries\":[\"At 14th level, your Potent Psionics damage increased to {@dice 2d8}.\"]},{\"name\":\"Psionic Mastery (3/Day)\",\"source\":\"UATheMysticClass\",\"page\":1,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"level\":15,\"entries\":[\"At 15th level, you can use your Psionic Mastery three times per day.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"UATheMysticClass\",\"page\":1,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"level\":16,\"entries\":[\"When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\"]},{\"name\":\"Psionic Mastery (4/Day)\",\"source\":\"UATheMysticClass\",\"page\":1,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"level\":17,\"entries\":[\"At 17th level, you can use your Psionic Mastery four times per day.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"UATheMysticClass\",\"page\":1,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"level\":19,\"entries\":[\"When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\"]},{\"name\":\"Psionic Body\",\"source\":\"UATheMysticClass\",\"page\":1,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"level\":20,\"entries\":[\"At 20th level, your mastery of psionic power causes your mind to transcend the body. Your physical form is infused with psionic energy. You gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You gain resistance to bludgeoning, piercing, and slashing damage.\",\"You no longer age.\",\"You are immune to disease, poison damage, and the {@condition poisoned} condition.\",\"If you die, roll a {@dice d20}. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall {@condition unconscious}. You and your gear disappear. You appear at a spot of your choice {@dice 1d3} days later on the plane of existence where you died, having gained the benefits of one long rest.\"]}]}],\"subclassFeature\":[{\"name\":\"Order of the Avatar\",\"source\":\"UATheMysticClass\",\"page\":5,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"subclassShortName\":\"Avatar\",\"subclassSource\":\"UATheMysticClass\",\"level\":1,\"entries\":[\"Mystics of the Order of the Avatar delve into the world of emotion, mastering their inner life to such an extent that they can manipulate and amplify the emotions of others with the same ease that an artist shapes clay. Known as Avatars, these mystics vary from tyrants to inspiring leaders who are loved by their followers.\",\"Avatars can bring out extreme emotions in the people around them. For their allies, they can lend hope, ferocity, and courage, transforming a fighting band into a deadly, unified force. For their enemies, they bring fear, disgust, and trepidation that can make even the most hardened veteran act like a shaky rookie.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Bonus Disciplines|Mystic|UATheMysticClass|Avatar|UATheMysticClass|1\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Armor Training|Mystic|UATheMysticClass|Avatar|UATheMysticClass|1\"}]},{\"name\":\"Armor Training\",\"source\":\"UATheMysticClass\",\"page\":5,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"subclassShortName\":\"Avatar\",\"subclassSource\":\"UATheMysticClass\",\"level\":1,\"header\":1,\"entries\":[\"At 1st level, you gain proficiency with medium armor and shields.\"]},{\"name\":\"Bonus Disciplines\",\"source\":\"UATheMysticClass\",\"page\":5,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"subclassShortName\":\"Avatar\",\"subclassSource\":\"UATheMysticClass\",\"level\":1,\"header\":1,\"entries\":[\"At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the {@filter Avatar disciplines|psionics|type=D|order=Avatar}.\"]},{\"name\":\"Avatar of Battle\",\"source\":\"UATheMysticClass\",\"page\":5,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"subclassShortName\":\"Avatar\",\"subclassSource\":\"UATheMysticClass\",\"level\":3,\"header\":2,\"entries\":[\"Starting at 3rd level, you project an inspiring aura. While you aren't {@condition incapacitated}, each ally within 30 feet of you who can see you gains a +2 bonus to initiative rolls.\"]},{\"name\":\"Avatar of Healing\",\"source\":\"UATheMysticClass\",\"page\":5,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"subclassShortName\":\"Avatar\",\"subclassSource\":\"UATheMysticClass\",\"level\":6,\"header\":2,\"entries\":[\"Beginning at 6th level, you project an aura of resilience. While you aren't {@condition incapacitated}, each ally within 30 feet of you who can see you regains additional hit points equal to your Intelligence modifier (minimum of 0) whenever they regain hit points from a psionic discipline.\"]},{\"name\":\"Avatar of Speed\",\"source\":\"UATheMysticClass\",\"page\":5,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"subclassShortName\":\"Avatar\",\"subclassSource\":\"UATheMysticClass\",\"level\":14,\"header\":2,\"entries\":[\"Starting at 14th level, you project an aura of speed. While you aren't {@condition incapacitated}, any ally within 30 feet of you who can see you can take the {@action Dash} action as a bonus action.\"]},{\"name\":\"Order of the Awakened\",\"source\":\"UATheMysticClass\",\"page\":6,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"subclassShortName\":\"Awakened\",\"subclassSource\":\"UATheMysticClass\",\"level\":1,\"entries\":[\"Mystics dedicated to the Order of the Awakened seek to unlock the full potential of the mind. By transcending the physical, the Awakened hope to attain a state of being focused on pure intellect and mental energy.\",\"The Awakened are skilled at bending minds and unleashing devastating psionic attacks, and they can read the secrets of the world through psionic energy. Awakened mystics who take to adventuring excel at unraveling mysteries, solving puzzles, and defeating monsters by turning them into unwilling pawns.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Bonus Disciplines|Mystic|UATheMysticClass|Awakened|UATheMysticClass|1\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Awakened Talent|Mystic|UATheMysticClass|Awakened|UATheMysticClass|1\"}]},{\"name\":\"Awakened Talent\",\"source\":\"UATheMysticClass\",\"page\":6,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"subclassShortName\":\"Awakened\",\"subclassSource\":\"UATheMysticClass\",\"level\":1,\"header\":1,\"entries\":[\"At 1st level, you gain proficiency with two of the following skills of your choice: {@skill Animal Handling}, {@skill Deception}, {@skill Insight}, {@skill Intimidation}, {@skill Investigation}, {@skill Perception}, and {@skill Persuasion}.\"]},{\"name\":\"Bonus Disciplines\",\"source\":\"UATheMysticClass\",\"page\":6,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"subclassShortName\":\"Awakened\",\"subclassSource\":\"UATheMysticClass\",\"level\":1,\"header\":1,\"entries\":[\"At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the {@filter Awakened disciplines|psionics|type=D|order=Awakened}.\"]},{\"name\":\"Psionic Investigation\",\"source\":\"UATheMysticClass\",\"page\":6,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"subclassShortName\":\"Awakened\",\"subclassSource\":\"UATheMysticClass\",\"level\":3,\"header\":2,\"entries\":[\"Starting at 3rd level, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes (as if {@status concentration||concentrating} on a psionic discipline), you learn a few basic facts about it. You gain a mental image from the object's point of view, showing the last creature to hold the object within the past 24 hours.\",\"You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object's perspective. You see and hear such events as if you were there, but can't use other senses.\",\"Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object's location relative to you (its distance and direction) and to look at the object's surroundings from its point of view as if you were there. This perception lasts until the start of your next turn.\",\"Once you use this feature, you can't use it again until you finish a short or long rest.\"]},{\"name\":\"Psionic Surge\",\"source\":\"UATheMysticClass\",\"page\":6,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"subclassShortName\":\"Awakened\",\"subclassSource\":\"UATheMysticClass\",\"level\":6,\"header\":2,\"entries\":[\"Starting at 6th level, you can overload your psychic focus to batter down an opponent's defenses. You can impose disadvantage on a target's saving throw against a discipline or talent you use, but at the cost of using your psychic focus. Your psychic focus immediately ends if it's active, and you can't use it until you finish a short or long rest.\",\"You can't use this feature if you can't use your psychic focus.\"]},{\"name\":\"Spectral Form\",\"source\":\"UATheMysticClass\",\"page\":6,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"subclassShortName\":\"Awakened\",\"subclassSource\":\"UATheMysticClass\",\"level\":14,\"header\":2,\"entries\":[\"At 14th level, you gain the ability to become a ghostly figure of psionic energy. As an action, you can transform into a transparent, ghostly version of yourself. While in this form, you have resistance to all damage, move at half speed, and can pass through objects and creatures while moving but can't willingly end your movement in their spaces. The form lasts for 10 minutes or until you use an action to end it.\",\"Once you use this feature, you can't use it again until you finish a long rest.\"]},{\"name\":\"Order of the Immortal\",\"source\":\"UATheMysticClass\",\"page\":6,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"subclassShortName\":\"Immortal\",\"subclassSource\":\"UATheMysticClass\",\"level\":1,\"entries\":[\"The Order of the Immortal uses psionic energy to augment and modify the physical form. Followers of this order are known as Immortals. They use psionic energy to modify their bodies, strengthening them against attack and turning themselves into living weapons.\",\"Their mastery of the physical form grants them their name, for Immortals are notoriously difficult to kill.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Bonus Disciplines|Mystic|UATheMysticClass|Immortal|UATheMysticClass|1\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Immortal Durability|Mystic|UATheMysticClass|Immortal|UATheMysticClass|1\"}]},{\"name\":\"Bonus Disciplines\",\"source\":\"UATheMysticClass\",\"page\":6,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"subclassShortName\":\"Immortal\",\"subclassSource\":\"UATheMysticClass\",\"level\":1,\"header\":1,\"entries\":[\"At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the {@filter Immortal disciplines|psionics|type=D|order=Immortal}.\"]},{\"name\":\"Immortal Durability\",\"source\":\"UATheMysticClass\",\"page\":6,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"subclassShortName\":\"Immortal\",\"subclassSource\":\"UATheMysticClass\",\"level\":1,\"header\":1,\"entries\":[\"Starting at 1st level, your hit point maximum increases by 1 per mystic level.\",\"In addition, while you aren't wearing armor or wielding a shield, your base AC equals 10 + your Dexterity modifier + your Constitution modifier.\"]},{\"name\":\"Psionic Resilience\",\"source\":\"UATheMysticClass\",\"page\":6,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"subclassShortName\":\"Immortal\",\"subclassSource\":\"UATheMysticClass\",\"level\":3,\"header\":2,\"entries\":[\"Starting at 3rd level, your psionic energy grants you extraordinary fortitude. At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier (minimum of 0) if you have at least 1 hit point.\"]},{\"name\":\"Surge of Health\",\"source\":\"UATheMysticClass\",\"page\":6,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"subclassShortName\":\"Immortal\",\"subclassSource\":\"UATheMysticClass\",\"level\":6,\"header\":2,\"entries\":[\"Starting at 6th level, you can draw on your psychic focus to escape death's grasp. As a reaction when you take damage, you can halve that damage against you. Your psychic focus immediately ends if it's active, and you can't use it until you finish a short or long rest.\",\"You can't use this feature if you can't use your psychic focus.\"]},{\"name\":\"Immortal Will\",\"source\":\"UATheMysticClass\",\"page\":6,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"subclassShortName\":\"Immortal\",\"subclassSource\":\"UATheMysticClass\",\"level\":14,\"header\":2,\"entries\":[\"Starting at 14th level, you can draw on your reserves of psionic power to survive beyond death. At the end of your turn while at 0 hit points, you can spend 5 psi points to immediately regain a number of hit points equal to your mystic level + your Constitution modifier.\"]},{\"name\":\"Order of the Nomad\",\"source\":\"UATheMysticClass\",\"page\":7,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"subclassShortName\":\"Nomad\",\"subclassSource\":\"UATheMysticClass\",\"level\":1,\"entries\":[\"Mystics of the Order of the Nomad keep their minds in a strange, rarified state. They seek to accumulate as much knowledge as possible, as they quest to unravel the mysteries of the multiverse and seek the underlying structure of all things. At the same time, they perceive a bizarre, living web of knowledge they call the noosphere.\",\"Nomads, as their name indicates, delight in travel, exploration, and discovery. They desire to accumulate as much knowledge as possible, and the pursuit of secrets and hidden lore can become an obsession for them.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Bonus Disciplines|Mystic|UATheMysticClass|Nomad|UATheMysticClass|1\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Breadth of Knowledge|Mystic|UATheMysticClass|Nomad|UATheMysticClass|1\"}]},{\"name\":\"Bonus Disciplines\",\"source\":\"UATheMysticClass\",\"page\":7,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"subclassShortName\":\"Nomad\",\"subclassSource\":\"UATheMysticClass\",\"level\":1,\"header\":1,\"entries\":[\"At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the {@filter Nomad disciplines|psionics|type=D|order=Nomad}.\"]},{\"name\":\"Breadth of Knowledge\",\"source\":\"UATheMysticClass\",\"page\":7,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"subclassShortName\":\"Nomad\",\"subclassSource\":\"UATheMysticClass\",\"level\":1,\"header\":1,\"entries\":[\"At 1st level, you gain the ability to extend your knowledge. When you finish a long rest, you gain two proficiencies of your choice: two tools, two skills, or one of each. You can replace one or both of these selections with languages. This benefit lasts until you finish a long rest.\"]},{\"name\":\"Memory of One Thousand Steps\",\"source\":\"UATheMysticClass\",\"page\":7,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"subclassShortName\":\"Nomad\",\"subclassSource\":\"UATheMysticClass\",\"level\":3,\"header\":2,\"entries\":[\"At 3rd level, you gain the ability to use psionics to recall your steps. As a reaction when you are hit by an attack, you can teleport to an unoccupied space that you occupied since the start of your last turn, and the attack misses you. Once you use this feature, you can't use it again until you finish a short or long rest.\"]},{\"name\":\"Superior Teleportation\",\"source\":\"UATheMysticClass\",\"page\":7,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"subclassShortName\":\"Nomad\",\"subclassSource\":\"UATheMysticClass\",\"level\":6,\"header\":2,\"entries\":[\"At 6th level, you gain a superior talent for teleportation. When you use a psionic discipline to teleport any distance, you can increase that distance by up to 10 feet.\"]},{\"name\":\"Effortless Journey\",\"source\":\"UATheMysticClass\",\"page\":7,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"subclassShortName\":\"Nomad\",\"subclassSource\":\"UATheMysticClass\",\"level\":14,\"header\":2,\"entries\":[\"Starting at 14th level, your mind can mystically move your body. Once on each of your turns, you can forfeit up to 30 feet of your movement to teleport the distance you forfeited. You must teleport to an unoccupied space you can see.\"]},{\"name\":\"Order of the Soul Knife\",\"source\":\"UATheMysticClass\",\"page\":7,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"subclassShortName\":\"Soul Knife\",\"subclassSource\":\"UATheMysticClass\",\"level\":1,\"entries\":[\"The Order of the Soul Knife sacrifices the breadth of knowledge other mystics gain to focus on a specific psionic technique. These mystics learn to manifest a deadly weapon of pure psychic energy that they can use to cleave through foes.\",\"Soul knives vary widely in their approach to this path. Some follow it out of a desire to achieve martial perfection. Others are ruthless assassins who seek to become the perfect killer.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Martial Training|Mystic|UATheMysticClass|Soul Knife|UATheMysticClass|1\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Soul Knife|Mystic|UATheMysticClass|Soul Knife|UATheMysticClass|1\"}]},{\"name\":\"Martial Training\",\"source\":\"UATheMysticClass\",\"page\":7,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"subclassShortName\":\"Soul Knife\",\"subclassSource\":\"UATheMysticClass\",\"level\":1,\"header\":1,\"entries\":[\"At 1st level, you gain proficiency with medium armor and martial weapons.\"]},{\"name\":\"Soul Knife\",\"source\":\"UATheMysticClass\",\"page\":7,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"subclassShortName\":\"Soul Knife\",\"subclassSource\":\"UATheMysticClass\",\"level\":1,\"header\":1,\"entries\":[\"Starting at 1st level, you gain the ability to manifest a blade of psychic energy. As a bonus action, you create scintillating knives of energy that project from both of your fists. You can't hold anything in your hands while manifesting these blades. You can dismiss them as a bonus action.\",\"For you, a soul knife is a martial melee weapon with the light and finesse properties. It deals {@damage 1d8} psychic damage on a hit.\",\"As a bonus action, you can prepare to use the blades to parry; you gain a +2 bonus to AC until the start of your next turn or until you are {@condition incapacitated}.\"]},{\"name\":\"Hone the Blade\",\"source\":\"UATheMysticClass\",\"page\":7,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"subclassShortName\":\"Soul Knife\",\"subclassSource\":\"UATheMysticClass\",\"level\":3,\"header\":2,\"entries\":[\"Starting at 3rd level, you can spend psi points to augment your soul knife's attack rolls and damage. You gain a bonus to attack and damage rolls with your soul knives depending on the number of psi points spent, as shown on the table below. This bonus lasts for 10 minutes.\",{\"type\":\"table\",\"colLabels\":[\"Psi Points\",\"Attack and Damage Bonus\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[\"2\",\"+1\"],[\"5\",\"+2\"],[\"7\",\"+4\"]]}]},{\"name\":\"Consumptive Knife\",\"source\":\"UATheMysticClass\",\"page\":7,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"subclassShortName\":\"Soul Knife\",\"subclassSource\":\"UATheMysticClass\",\"level\":6,\"header\":2,\"entries\":[\"Starting at 6th level, whenever you slay an enemy creature with a soul knife attack, you immediately regain 2 psi points.\"]},{\"name\":\"Phantom Knife\",\"source\":\"UATheMysticClass\",\"page\":7,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"subclassShortName\":\"Soul Knife\",\"subclassSource\":\"UATheMysticClass\",\"level\":14,\"header\":2,\"entries\":[\"Starting at 14th level, you can make an attack that phases through most defenses. As an action, you can make one attack with your soul knife. Treat the target's AC as 10 against this attack, regardless of the target's actual AC.\"]},{\"name\":\"Order of the Wu Jen\",\"source\":\"UATheMysticClass\",\"page\":8,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"subclassShortName\":\"Wu Jen\",\"subclassSource\":\"UATheMysticClass\",\"level\":1,\"entries\":[\"The Order of the Wu Jen features some of the most devoted mystics. These mystics seek to lock themselves away from the world, denying the limits of the physical world and replacing it with a reality that they create for themselves. Known as wu jens, these mystics cast their minds into the world, seize control of its fundamental principles, and rebuild it.\",\"In practical terms, wu jens excel at controlling the forces of the natural world. They can hurl objects with their minds, control the four elements, and alter reality to fit their desires.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Bonus Disciplines|Mystic|UATheMysticClass|Wu Jen|UATheMysticClass|1\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Hermit's Study|Mystic|UATheMysticClass|Wu Jen|UATheMysticClass|1\"}]},{\"name\":\"Bonus Disciplines\",\"source\":\"UATheMysticClass\",\"page\":8,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"subclassShortName\":\"Wu Jen\",\"subclassSource\":\"UATheMysticClass\",\"level\":1,\"header\":1,\"entries\":[\"At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the {@filter Wu Jen disciplines|psionics|type=D|order=Wu Jen}.\"]},{\"name\":\"Hermit's Study\",\"source\":\"UATheMysticClass\",\"page\":8,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"subclassShortName\":\"Wu Jen\",\"subclassSource\":\"UATheMysticClass\",\"level\":1,\"header\":1,\"entries\":[\"At 1st level, you gain proficiency with two of the following skills of your choice: {@skill Animal Handling}, {@skill Arcana}, {@skill History}, {@skill Insight}, {@skill Medicine}, {@skill Nature}, {@skill Perception}, {@skill Religion}, or {@skill Survival}.\"]},{\"name\":\"Elemental Attunement\",\"source\":\"UATheMysticClass\",\"page\":8,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"subclassShortName\":\"Wu Jen\",\"subclassSource\":\"UATheMysticClass\",\"level\":3,\"header\":2,\"entries\":[\"Starting at 3rd level, when a creature's resistance reduces the damage dealt by a psionic discipline of yours, you can spend 1 psi point to cause that use of the discipline to ignore the creature's resistance. You can't spend this point if doing so would increase the discipline's cost above your psi limit.\"]},{\"name\":\"Arcane Dabbler\",\"source\":\"UATheMysticClass\",\"page\":8,\"className\":\"Mystic\",\"classSource\":\"UATheMysticClass\",\"subclassShortName\":\"Wu Jen\",\"subclassSource\":\"UATheMysticClass\",\"level\":6,\"header\":2,\"entries\":[\"At 6th level, you learn three wizard spells of your choice and always have them prepared. The spells must be of {@filter 1st through 3rd level|spells|level=1;2;3|class=wizard}.\",\"As a bonus action, you can spend psi points to create spell slots that you can use to cast these spells, as well as other spells you are capable of casting. The psi-point cost of each spell slot is detailed on the table below.\",{\"type\":\"table\",\"colLabels\":[\"Spell Slot Level\",\"Psi Cost\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[\"1st\",\"2\"],[\"2nd\",\"3\"],[\"3rd\",\"5\"],[\"4th\",\"6\"],[\"5th\",\"7\"]]},\"The spell slot remains until you use it or finish a long rest. 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Devotion\",\"shortName\":\"Devotion\",\"source\":\"XPHB\",\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"page\":113,\"edition\":\"one\",\"additionalSpells\":[{\"prepared\":{\"3\":[\"protection from evil and good|xphb\",\"shield of faith|xphb\"],\"5\":[\"aid|xphb\",\"zone of truth|xphb\"],\"9\":[\"beacon of hope|xphb\",\"dispel magic|xphb\"],\"13\":[\"freedom of movement|xphb\",\"guardian of faith|xphb\"],\"17\":[\"commune|xphb\",\"flame strike|xphb\"]}}],\"subclassFeatures\":[\"Oath of Devotion|Paladin|XPHB|Devotion|XPHB|3\",\"Aura of Devotion|Paladin|XPHB|Devotion|XPHB|7\",\"Smite of Protection|Paladin|XPHB|Devotion|XPHB|15\",\"Holy Nimbus|Paladin|XPHB|Devotion|XPHB|20\"],\"hasFluffImages\":true},{\"name\":\"Oath of Glory\",\"shortName\":\"Glory\",\"source\":\"XPHB\",\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"page\":114,\"edition\":\"one\",\"additionalSpells\":[{\"prepared\":{\"3\":[\"guiding bolt|xphb\",\"heroism|xphb\"],\"5\":[\"enhance ability|xphb\",\"magic weapon|xphb\"],\"9\":[\"haste|xphb\",\"protection from energy|xphb\"],\"13\":[\"compulsion|xphb\",\"freedom of movement|xphb\"],\"17\":[\"legend lore|xphb\",\"yolande's regal presence|xphb\"]}}],\"subclassFeatures\":[\"Oath of Glory|Paladin|XPHB|Glory|XPHB|3\",\"Aura of Alacricity|Paladin|XPHB|Glory|XPHB|7\",\"Glorious Defense|Paladin|XPHB|Glory|XPHB|15\",\"Living Legend|Paladin|XPHB|Glory|XPHB|20\"],\"hasFluffImages\":true},{\"name\":\"Oath of the Ancients\",\"shortName\":\"Ancients\",\"source\":\"XPHB\",\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"page\":115,\"edition\":\"one\",\"additionalSpells\":[{\"prepared\":{\"3\":[\"ensnaring strike|xphb\",\"speak with animals|xphb\"],\"5\":[\"misty step|xphb\",\"moonbeam|xphb\"],\"9\":[\"plant growth|xphb\",\"protection from energy|xphb\"],\"13\":[\"ice storm|xphb\",\"stoneskin|xphb\"],\"17\":[\"commune with nature|xphb\",\"tree stride|xphb\"]}}],\"subclassFeatures\":[\"Oath of the Ancients|Paladin|XPHB|Ancients|XPHB|3\",\"Aura of Warding|Paladin|XPHB|Ancients|XPHB|7\",\"Undying Sentinel|Paladin|XPHB|Ancients|XPHB|15\",\"Elder Champion|Paladin|XPHB|Ancients|XPHB|20\"],\"hasFluffImages\":true},{\"name\":\"Oath of Vengeance\",\"shortName\":\"Vengeance\",\"source\":\"XPHB\",\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"page\":116,\"edition\":\"one\",\"additionalSpells\":[{\"prepared\":{\"3\":[\"bane|xphb\",\"hunter's mark|xphb\"],\"5\":[\"hold person|xphb\",\"misty step|xphb\"],\"9\":[\"haste|xphb\",\"protection from energy|xphb\"],\"13\":[\"banishment|xphb\",\"dimension door|xphb\"],\"17\":[\"hold monster|xphb\",\"scrying|xphb\"]}}],\"subclassFeatures\":[\"Oath of Vengeance|Paladin|XPHB|Vengeance|XPHB|3\",\"Relentless Avenger|Paladin|XPHB|Vengeance|XPHB|7\",\"Soul of Vengeance|Paladin|XPHB|Vengeance|XPHB|15\",\"Avenging Angel|Paladin|XPHB|Vengeance|XPHB|20\"],\"hasFluffImages\":true}],\"classFeature\":[{\"name\":\"Divine Sense\",\"source\":\"PHB\",\"page\":82,\"srd\":true,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"level\":1,\"entries\":[\"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind {@quickref Cover||3||total cover}. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the {@spell hallow} spell.\",\"You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.\"]},{\"name\":\"Lay on Hands\",\"source\":\"PHB\",\"page\":82,\"srd\":true,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"level\":1,\"entries\":[\"Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.\",\"As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.\",\"Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\",\"This feature has no effect on undead and constructs.\"]},{\"name\":\"Divine Smite\",\"source\":\"PHB\",\"page\":82,\"srd\":true,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"level\":2,\"entries\":[\"Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is {@dice 2d8} for a 1st-level spell slot, plus {@dice 1d8} for each spell level higher than 1st, to a maximum of {@dice 5d8}. The damage increases by {@dice 1d8} if the target is an undead or a fiend, to a maximum of {@dice 6d8}.\"]},{\"name\":\"Fighting Style\",\"source\":\"PHB\",\"page\":82,\"srd\":true,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"level\":2,\"entries\":[\"At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.\",{\"type\":\"options\",\"count\":1,\"entries\":[{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Defense\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Dueling\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Great Weapon Fighting\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Protection\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Blessed Warrior|TCE\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Blind Fighting|TCE\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Interception|TCE\"}]}]},{\"name\":\"Spellcasting\",\"source\":\"PHB\",\"page\":82,\"srd\":true,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"level\":2,\"entries\":[\"By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See {@book chapter 10|PHB|10} for the general rules of spellcasting and {@book chapter 11|PHB|11} for the {@filter paladin spell list|spells|class=paladin}.\",{\"type\":\"entries\",\"name\":\"Preparing and Casting Spells\",\"entries\":[\"The Paladin table shows how many spell slots you have to cast your {@filter paladin spells|spells|class=paladin}. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\",\"You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.\",\"For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell {@spell cure wounds}, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.\",\"You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.\"]},{\"type\":\"entries\",\"name\":\"Spellcasting Ability\",\"entries\":[\"Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.\",{\"type\":\"abilityDc\",\"name\":\"Spell\",\"attributes\":[\"cha\"]},{\"type\":\"abilityAttackMod\",\"name\":\"Spell\",\"attributes\":[\"cha\"]}]},{\"type\":\"entries\",\"name\":\"Spellcasting Focus\",\"entries\":[\"You can use a {@item holy symbol|phb} as a spellcasting focus for your paladin spells.\"]}]},{\"name\":\"Channel Divinity\",\"source\":\"PHB\",\"page\":82,\"srd\":true,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"level\":3,\"entries\":[\"Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.\",\"When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.\",\"Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.\"]},{\"name\":\"Channel Divinity: Harness Divine Power\",\"source\":\"TCE\",\"page\":52,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"level\":3,\"isClassFeatureVariant\":true,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"{@i 3rd-level paladin {@variantrule optional class features|tce|optional feature}}\",\"You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.\"]},{\"name\":\"Divine Health\",\"source\":\"PHB\",\"page\":82,\"srd\":true,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"level\":3,\"entries\":[\"By 3rd level, the divine magic flowing through you makes you immune to disease.\"]},{\"name\":\"Sacred Oath\",\"source\":\"PHB\",\"page\":82,\"srd\":true,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"level\":3,\"entries\":[\"When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose from the list of available oaths.\",\"Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.\",{\"name\":\"Oath Spells\",\"type\":\"entries\",\"entries\":[\"Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.\",\"If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.\"]},{\"type\":\"refClassFeature\",\"classFeature\":\"Channel Divinity|Paladin||3\"},{\"type\":\"refClassFeature\",\"classFeature\":\"Channel Divinity: Harness Divine Power|Paladin||3|TCE\"},{\"name\":\"Breaking Your Oath\",\"type\":\"inset\",\"entries\":[\"A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath.\",\"A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh.\",\"If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the DM's discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option that appears in the Dungeon Master's Guide.\"]}]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":82,\"srd\":true,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"level\":4,\"entries\":[\"When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Martial Versatility\",\"source\":\"TCE\",\"page\":52,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"level\":4,\"isClassFeatureVariant\":true,\"entries\":[\"{@i 4th-level paladin {@variantrule optional class features|tce|optional feature}}\",\"Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a {@filter fighting style|optionalfeatures|feature type=FS:P} you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.\"]},{\"name\":\"Extra Attack\",\"source\":\"PHB\",\"page\":82,\"srd\":true,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"level\":5,\"entries\":[\"Beginning at 5th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn.\"]},{\"name\":\"Aura of Protection\",\"source\":\"PHB\",\"page\":82,\"srd\":true,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"level\":6,\"entries\":[\"Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.\",\"At 18th level, the range of this aura increases to 30 feet.\"]},{\"name\":\"Sacred Oath feature\",\"source\":\"PHB\",\"page\":82,\"srd\":true,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"level\":7,\"entries\":[\"At 7th level, you gain a feature granted to you by your Sacred Oath.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":82,\"srd\":true,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"level\":8,\"entries\":[\"When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Aura of Courage\",\"source\":\"PHB\",\"page\":82,\"srd\":true,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"level\":10,\"entries\":[\"Starting at 10th level, you and friendly creatures within 10 feet of you can't be {@condition frightened} while you are conscious.\",\"At 18th level, the range of this aura increases to 30 feet.\"]},{\"name\":\"Improved Divine Smite\",\"source\":\"PHB\",\"page\":82,\"srd\":true,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"level\":11,\"entries\":[\"By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra {@damage 1d8} radiant damage.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":82,\"srd\":true,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"level\":12,\"entries\":[\"When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Cleansing Touch\",\"source\":\"PHB\",\"page\":82,\"srd\":true,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"level\":14,\"entries\":[\"Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.\",\"You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.\"]},{\"name\":\"Sacred Oath feature\",\"source\":\"PHB\",\"page\":82,\"srd\":true,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"level\":15,\"entries\":[\"At 15th level, you gain a feature granted to you by your Sacred Oath.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":82,\"srd\":true,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"level\":16,\"entries\":[\"When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Aura improvements\",\"source\":\"PHB\",\"page\":82,\"srd\":true,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"level\":18,\"entries\":[\"At 18th level, the range of your Aura of Protection increases to 30 feet.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":82,\"srd\":true,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"level\":19,\"entries\":[\"When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Sacred Oath feature\",\"source\":\"PHB\",\"page\":82,\"srd\":true,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"level\":20,\"entries\":[\"At 20th level, you gain a feature granted to you by your Sacred Oath.\"]},{\"name\":\"Lay on Hands\",\"source\":\"XPHB\",\"page\":109,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"level\":1,\"entries\":[\"Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a {@variantrule Long Rest|XPHB}. With that pool, you can restore a total number of {@variantrule Hit Points|XPHB} equal to five times your Paladin level.\",\"As a {@variantrule Bonus Action|XPHB}, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of {@variantrule Hit Points|XPHB} to that creature, up to the maximum amount remaining in the pool.\",\"You can also expend 5 {@variantrule Hit Points|XPHB} from the pool of healing power to remove the {@condition Poisoned|XPHB} condition from the creature; those points don't also restore {@variantrule Hit Points|XPHB} to the creature.\"]},{\"name\":\"Spellcasting\",\"source\":\"XPHB\",\"page\":109,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"level\":1,\"entries\":[\"You have learned to cast spells through prayer and meditation. See {@book chapter 7|XPHB|7} for the rules on spellcasting. The information below details how you use those rules with Paladin spells, which appear in the {@filter Paladin spell list|spells|class=Paladin} later in the class's description.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Spell Slots\",\"entries\":[\"The Paladin Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a {@variantrule Long Rest|XPHB}.\"]},{\"type\":\"entries\",\"name\":\"Prepared Spells of Level 1+\",\"entries\":[\"You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two {@filter level 1 Paladin spells|spells|class=Paladin|level=1}. {@spell Heroism|XPHB} and {@spell Searing Smite|XPHB} are recommended.\",\"The number of spells on your list increases as you gain Paladin levels, as shown in the Prepared Spells column of the Paladin Features table. Whenever that number increases, choose additional Paladin spells until the number of spells on your list matches the number in the Paladin Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Paladin, your list of prepared spells can include six Paladin spells of level 1 or 2 in any combination.\",\"If another Paladin feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Paladin spells for you.\"]},{\"type\":\"entries\",\"name\":\"Changing Your Prepared Spells\",\"entries\":[\"Whenever you finish a {@variantrule Long Rest|XPHB}, you can replace one spell on your list with another Paladin spell for which you have spell slots.\"]},{\"type\":\"entries\",\"name\":\"Spellcasting Ability\",\"entries\":[\"Charisma is your spellcasting ability for your Paladin spells.\"]},{\"type\":\"entries\",\"name\":\"Spellcasting Focus\",\"entries\":[\"You can use a {@item Holy Symbol|XPHB} as a {@variantrule Spellcasting Focus|XPHB} for your Paladin spells.\"]}]}]},{\"name\":\"Weapon Mastery\",\"source\":\"XPHB\",\"page\":110,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"level\":1,\"entries\":[\"Your training with weapons allows you to use the {@variantrule weapon mastery properties|XPHB|mastery properties} of two kinds of {@filter weapons|items|type=simple weapon;martial weapon} of your choice with which you have proficiency, such as {@item Longsword|XPHB|Longswords} and {@item Javelin|XPHB|Javelins}.\",\"Whenever you finish a {@variantrule Long Rest|XPHB}, you can change the kinds of weapons you chose. For example, you could switch to using the {@variantrule weapon mastery properties|XPHB|mastery properties} of {@item Halberd|XPHB|Halberds} and {@item Flail|XPHB|Flails}.\"]},{\"name\":\"Fighting Style\",\"source\":\"XPHB\",\"page\":110,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"level\":2,\"entries\":[\"You gain a {@filter Fighting Style feat|feats|category=FS} of your choice. Instead of choosing one of those feats, you can choose the option below.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"refFeat\",\"feat\":\"Blessed Warrior|XPHB\"}]}]},{\"name\":\"Paladin's Smite\",\"source\":\"XPHB\",\"page\":110,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"level\":2,\"entries\":[\"You always have the {@spell Divine Smite|XPHB} spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a {@variantrule Long Rest|XPHB} before you can cast it in this way again.\"]},{\"name\":\"Channel Divinity\",\"source\":\"XPHB\",\"page\":110,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"level\":3,\"entries\":[\"You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class's Channel Divinity, you choose which effect from this class to create.\",\"You can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a {@variantrule Short Rest|XPHB}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}. You gain an additional use when you reach Paladin level 11.\",\"If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"refClassFeature\",\"classFeature\":\"Divine Sense|Paladin|XPHB|3|XPHB\"}]}]},{\"name\":\"Divine Sense\",\"source\":\"XPHB\",\"page\":110,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"level\":3,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"As a {@variantrule Bonus Action|XPHB}, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the {@condition Incapacitated|XPHB} condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the {@spell Hallow|XPHB} spell.\"]},{\"name\":\"Paladin Subclass\",\"source\":\"XPHB\",\"page\":111,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"level\":3,\"entries\":[\"You gain a Paladin subclass of your choice. A subclass is a specialization that grants you features at certain Paladin levels. For the rest of your career, you gain each of your subclass's features that are of your Paladin level or lower.\",{\"type\":\"inset\",\"name\":\"Breaking Your Oath\",\"entries\":[\"A Paladin tries to hold to the highest standards of conduct, but even the most dedicated are fallible. Sometimes a Paladin transgresses their oath.\",\"A Paladin who has broken a vow typically seeks absolution, spending an all-night vigil as a sign of penitence or undertaking a fast. After a rite of forgiveness, the Paladin starts fresh.\",\"If your Paladin unrepentantly violates their oath, talk to your DM. Your Paladin should probably take a more appropriate subclass or even abandon the class and adopt another one.\"]}]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":111,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"level\":4,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify. You gain this feature again at Paladin levels 8, 12, and 16.\"]},{\"name\":\"Extra Attack\",\"source\":\"XPHB\",\"page\":111,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"level\":5,\"entries\":[\"You can attack twice instead of once whenever you take the {@action Attack|XPHB} action on your turn.\"]},{\"name\":\"Faithful Steed\",\"source\":\"XPHB\",\"page\":111,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"level\":5,\"entries\":[\"You can call on the aid of an otherworldly steed. You always have the {@spell Find Steed|XPHB} spell prepared.\",\"You can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a {@variantrule Long Rest|XPHB}.\"]},{\"name\":\"Aura of Protection\",\"source\":\"XPHB\",\"page\":111,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"level\":6,\"entries\":[\"You radiate a protective, unseeable aura in a 10-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} that originates from you. The aura is inactive while you have the {@condition Incapacitated|XPHB} condition.\",\"You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1).\",\"If another Paladin is present, a creature can benefit from only one Aura of Protection at a time; the creature chooses which aura while in them.\"]},{\"name\":\"Subclass Feature\",\"source\":\"XPHB\",\"page\":111,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"level\":7,\"entries\":[\"You gain a feature from your Paladin Subclass.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":111,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"level\":8,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} Feat or another {@5etools feat|feats.html} of your choice for which you qualify.\"]},{\"name\":\"Abjure Foes\",\"source\":\"XPHB\",\"page\":111,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"level\":9,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"As a {@action Magic|XPHB} action, you can expend one use of this class's Channel Divinity to overwhelm foes with awe. As you present your {@item Holy Symbol|XPHB} or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the {@condition Frightened|XPHB} condition for 1 minute or until it takes any damage. While {@condition Frightened|XPHB} in this way, a target can do only one of the following on its turns: move, take an action, or take a {@variantrule Bonus Action|XPHB}.\"]},{\"name\":\"Aura of Courage\",\"source\":\"XPHB\",\"page\":111,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"level\":10,\"entries\":[\"You and your allies have {@variantrule Immunity|XPHB} to the {@condition Frightened|XPHB} condition while in your Aura of Protection. If a {@condition Frightened|XPHB} ally enters the aura, that condition has no effect on that ally while there.\"]},{\"name\":\"Radiant Strikes\",\"source\":\"XPHB\",\"page\":111,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"level\":11,\"entries\":[\"Your strikes now carry supernatural power. When you hit a target with an attack roll using a Melee weapon or an {@variantrule Unarmed Strike|XPHB}, the target takes an extra {@damage 1d8} Radiant damage.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":111,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"level\":12,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} Feat or another {@5etools feat|feats.html} of your choice for which you qualify.\"]},{\"name\":\"Restoring Touch\",\"source\":\"XPHB\",\"page\":111,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"level\":14,\"entries\":[\"When you use Lay On Hands on a creature, you can also remove one or more of the following conditions from the creature: {@condition Blinded|XPHB}, {@condition Charmed|XPHB}, {@condition Deafened|XPHB}, {@condition Frightened|XPHB}, {@condition Paralyzed|XPHB}, or {@condition Stunned|XPHB}. You must expend 5 {@variantrule Hit Points|XPHB} from the healing pool of Lay On Hands for each of these conditions you remove; those points don't also restore {@variantrule Hit Points|XPHB} to the creature.\"]},{\"name\":\"Subclass Feature\",\"source\":\"XPHB\",\"page\":111,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"level\":15,\"entries\":[\"You gain a feature from your Paladin Subclass.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":111,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"level\":16,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} Feat or another {@5etools feat|feats.html} of your choice for which you qualify.\"]},{\"name\":\"Aura Expansion\",\"source\":\"XPHB\",\"page\":111,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"level\":18,\"entries\":[\"Your Aura of Protection is now a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation}.\"]},{\"name\":\"Epic Boon\",\"source\":\"XPHB\",\"page\":111,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"level\":19,\"entries\":[\"You gain an {@filter Epic Boon feat|feats|category=EB} or another {@5etools feat|feats.html} of your choice for which you qualify. {@feat Boon of Truesight|XPHB} is recommended.\"]},{\"name\":\"Subclass Feature\",\"source\":\"XPHB\",\"page\":111,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"level\":20,\"entries\":[\"You gain a feature from your Paladin Subclass.\"]}],\"subclassFeature\":[{\"name\":\"Oathbreaker\",\"source\":\"DMG\",\"page\":97,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Oathbreaker\",\"subclassSource\":\"DMG\",\"level\":3,\"entries\":[\"An Oathbreaker is a paladin who breaks his or her sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin's heart has been extinguished. Only darkness remains.\",\"A paladin must be evil and at least 3rd level to become an Oathbreaker. The paladin replaces the features specific to his or her Sacred Oath with Oathbreaker features.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Oathbreaker Spells|Paladin||Oathbreaker|DMG|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Channel Divinity|Paladin||Oathbreaker|DMG|3\"}]},{\"name\":\"Channel Divinity\",\"source\":\"DMG\",\"page\":97,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Oathbreaker\",\"subclassSource\":\"DMG\",\"level\":3,\"header\":1,\"entries\":[\"An Oathbreaker paladin of 3rd level or higher gains the following two Channel Divinity options.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Control Undead|Paladin||Oathbreaker|DMG|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Dreadful Aspect|Paladin||Oathbreaker|DMG|3\"}]},{\"name\":\"Control Undead\",\"source\":\"DMG\",\"page\":97,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Oathbreaker\",\"subclassSource\":\"DMG\",\"level\":3,\"header\":1,\"entries\":[\"As an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin's commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin's level is immune to this effect.\"]},{\"name\":\"Dreadful Aspect\",\"source\":\"DMG\",\"page\":97,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Oathbreaker\",\"subclassSource\":\"DMG\",\"level\":3,\"header\":1,\"entries\":[\"As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin's choice within 30 feet of the paladin must make a Wisdom saving throw if it can see the paladin. On a failed save, the target is {@condition frightened} of the paladin for 1 minute. If a creature {@condition frightened} by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it.\"]},{\"name\":\"Oathbreaker Spells\",\"source\":\"DMG\",\"page\":97,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Oathbreaker\",\"subclassSource\":\"DMG\",\"level\":3,\"header\":1,\"entries\":[\"You gain oathbreaker spells at the paladin levels listed.\",{\"type\":\"table\",\"caption\":\"Oathbreaker Spells\",\"colLabels\":[\"Paladin Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"3rd\",\"{@spell hellish rebuke}, {@spell inflict wounds}\"],[\"5th\",\"{@spell crown of madness}, {@spell darkness}\"],[\"9th\",\"{@spell animate dead}, {@spell bestow curse}\"],[\"13th\",\"{@spell blight}, {@spell confusion}\"],[\"17th\",\"{@spell contagion}, {@spell dominate person}\"]]}]},{\"name\":\"Aura of Hate\",\"source\":\"DMG\",\"page\":97,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Oathbreaker\",\"subclassSource\":\"DMG\",\"level\":7,\"header\":2,\"entries\":[\"Starting at 7th level, the paladin, as well any fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin's Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.\",\"At 18th level, the range of this aura increases to 30 feet.\"]},{\"name\":\"Supernatural Resistance\",\"source\":\"DMG\",\"page\":97,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Oathbreaker\",\"subclassSource\":\"DMG\",\"level\":15,\"header\":2,\"entries\":[\"At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.\"]},{\"name\":\"Dread Lord\",\"source\":\"DMG\",\"page\":97,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Oathbreaker\",\"subclassSource\":\"DMG\",\"level\":20,\"header\":2,\"entries\":[\"At 20th level, the paladin can, as an action, surround himself or herself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the paladin to dim light. Whenever an enemy that is {@condition frightened} by the paladin starts its turn in the aura, it takes {@damage 4d10} psychic damage. Additionally, the paladin and creatures he or she chooses in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.\",\"While the aura lasts, the paladin can use a bonus action on his or her turn to cause the shadows in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to {@dice 3d10} + the paladin's Charisma modifier.\",\"After activating the aura, the paladin can't do so again until he or she finishes a long rest.\"]},{\"name\":\"Oath of the Ancients\",\"source\":\"PHB\",\"page\":86,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Ancients\",\"subclassSource\":\"PHB\",\"level\":3,\"entries\":[\"The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment to preserving life and light in the world.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Tenets of the Ancients|Paladin||Ancients||3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Oath Spells|Paladin||Ancients||3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Channel Divinity|Paladin||Ancients||3\"}]},{\"name\":\"Channel Divinity\",\"source\":\"PHB\",\"page\":86,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Ancients\",\"subclassSource\":\"PHB\",\"level\":3,\"header\":1,\"entries\":[\"When you take this oath at 3rd level, you gain the following two Channel Divinity options.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Nature's Wrath|Paladin||Ancients||3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Turn the Faithless|Paladin||Ancients||3\"}]},{\"name\":\"Nature's Wrath\",\"source\":\"PHB\",\"page\":86,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Ancients\",\"subclassSource\":\"PHB\",\"level\":3,\"header\":1,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be {@condition restrained}. While {@condition restrained} by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.\"]},{\"name\":\"Oath Spells\",\"source\":\"PHB\",\"page\":86,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Ancients\",\"subclassSource\":\"PHB\",\"level\":3,\"header\":1,\"entries\":[\"You gain oath spells at the paladin levels listed.\",{\"type\":\"table\",\"caption\":\"Oath of the Ancients Spells\",\"colLabels\":[\"Paladin Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"3rd\",\"{@spell ensnaring strike}, {@spell speak with animals}\"],[\"5th\",\"{@spell moonbeam}, {@spell misty step}\"],[\"9th\",\"{@spell plant growth}, {@spell protection from energy}\"],[\"13th\",\"{@spell ice storm}, {@spell stoneskin}\"],[\"17th\",\"{@spell commune with nature}, {@spell tree stride}\"]]}]},{\"name\":\"Tenets of the Ancients\",\"source\":\"PHB\",\"page\":86,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Ancients\",\"subclassSource\":\"PHB\",\"level\":3,\"header\":1,\"entries\":[\"The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Kindle the Light\",\"entries\":[\"Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.\"]}]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Shelter the Light\",\"entries\":[\"Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.\"]}]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Preserve Your Own Light\",\"entries\":[\"Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.\"]}]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Be the Light\",\"entries\":[\"Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.\"]}]}]},{\"name\":\"Turn the Faithless\",\"source\":\"PHB\",\"page\":86,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Ancients\",\"subclassSource\":\"PHB\",\"level\":3,\"header\":1,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.\",\"A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the {@action Dash} action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the {@action Dodge} action.\",\"If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.\"]},{\"name\":\"Aura of Warding\",\"source\":\"PHB\",\"page\":86,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Ancients\",\"subclassSource\":\"PHB\",\"level\":7,\"header\":2,\"entries\":[\"Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.\",\"At 18th level, the range of this aura increases to 30 feet.\"]},{\"name\":\"Undying Sentinel\",\"source\":\"PHB\",\"page\":86,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Ancients\",\"subclassSource\":\"PHB\",\"level\":15,\"header\":2,\"entries\":[\"Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.\",\"Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.\"]},{\"name\":\"Elder Champion\",\"source\":\"PHB\",\"page\":86,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Ancients\",\"subclassSource\":\"PHB\",\"level\":20,\"header\":2,\"entries\":[\"At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or mosslike, or you might sprout antlers or a lion-like mane.\",\"Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"At the start of each of your turns, you regain 10 hit points.\",\"Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using your bonus action instead.\",\"Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.\"]},\"Once you use this feature, you can't use it again until you finish a long rest.\"]},{\"name\":\"Oath of Devotion\",\"source\":\"PHB\",\"page\":85,\"srd\":true,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Devotion\",\"subclassSource\":\"PHB\",\"level\":3,\"entries\":[\"The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Tenets of Devotion|Paladin||Devotion||3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Oath Spells|Paladin||Devotion||3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Channel Divinity|Paladin||Devotion||3\"}]},{\"name\":\"Channel Divinity\",\"source\":\"PHB\",\"page\":85,\"srd\":true,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Devotion\",\"subclassSource\":\"PHB\",\"level\":3,\"header\":1,\"entries\":[\"When you take this oath at 3rd level, you gain the following two Channel Divinity options.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Sacred Weapon|Paladin||Devotion||3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Turn the Unholy|Paladin||Devotion||3\"}]},{\"name\":\"Oath Spells\",\"source\":\"PHB\",\"page\":85,\"srd\":true,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Devotion\",\"subclassSource\":\"PHB\",\"level\":3,\"header\":1,\"entries\":[\"You gain oath spells at the paladin levels listed.\",{\"type\":\"table\",\"caption\":\"Oath of Devotion Spells\",\"colLabels\":[\"Paladin Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"3rd\",\"{@spell protection from evil and good}, {@spell sanctuary}\"],[\"5th\",\"{@spell lesser restoration}, {@spell zone of truth}\"],[\"9th\",\"{@spell beacon of hope}, {@spell dispel magic}\"],[\"13th\",\"{@spell freedom of movement}, {@spell guardian of faith}\"],[\"17th\",\"{@spell commune}, {@spell flame strike}\"]]}]},{\"name\":\"Sacred Weapon\",\"source\":\"PHB\",\"page\":85,\"srd\":true,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Devotion\",\"subclassSource\":\"PHB\",\"level\":3,\"header\":1,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.\",\"You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall {@condition unconscious}, this effect ends.\"]},{\"name\":\"Tenets of Devotion\",\"source\":\"PHB\",\"page\":85,\"srd\":true,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Devotion\",\"subclassSource\":\"PHB\",\"level\":3,\"header\":1,\"entries\":[\"Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Honesty\",\"entries\":[\"Don't lie or cheat. Let your word be your promise.\"]}]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Courage\",\"entries\":[\"Never fear to act, though caution is wise.\"]}]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Compassion\",\"entries\":[\"Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.\"]}]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Honor\",\"entries\":[\"Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.\"]}]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Duty\",\"entries\":[\"Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.\"]}]}]},{\"name\":\"Turn the Unholy\",\"source\":\"PHB\",\"page\":85,\"srd\":true,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Devotion\",\"subclassSource\":\"PHB\",\"level\":3,\"header\":1,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.\",\"A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the {@action Dash} action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the {@action Dodge} action.\"]},{\"name\":\"Aura of Devotion\",\"source\":\"PHB\",\"page\":85,\"srd\":true,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Devotion\",\"subclassSource\":\"PHB\",\"level\":7,\"header\":2,\"entries\":[\"Starting at 7th level, you and friendly creatures within 10 feet of you can't be {@condition charmed} while you are conscious.\",\"At 18th level, the range of this aura increases to 30 feet.\"]},{\"name\":\"Purity of Spirit\",\"source\":\"PHB\",\"page\":85,\"srd\":true,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Devotion\",\"subclassSource\":\"PHB\",\"level\":15,\"header\":2,\"entries\":[\"Beginning at 15th level, you are always under the effects of a {@spell protection from evil and good} spell.\"]},{\"name\":\"Holy Nimbus\",\"source\":\"PHB\",\"page\":85,\"srd\":true,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Devotion\",\"subclassSource\":\"PHB\",\"level\":20,\"header\":2,\"entries\":[\"At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.\",\"Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.\",\"In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.\",\"Once you use this feature, you can't use it again until you finish a long rest.\"]},{\"name\":\"Oath of Vengeance\",\"source\":\"PHB\",\"page\":87,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Vengeance\",\"subclassSource\":\"PHB\",\"level\":3,\"entries\":[\"The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves' guild grows too violent and powerful, when a dragon rampages through the countryside—at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins—sometimes called avengers or dark knights—their own purity is not as important as delivering justice.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Tenets of Vengeance|Paladin||Vengeance||3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Oath Spells|Paladin||Vengeance||3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Channel Divinity|Paladin||Vengeance||3\"}]},{\"name\":\"Abjure Enemy\",\"source\":\"PHB\",\"page\":87,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Vengeance\",\"subclassSource\":\"PHB\",\"level\":3,\"header\":1,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being {@condition frightened}. Fiends and undead have disadvantage on this saving throw.\",\"On a failed save, the creature is {@condition frightened} for 1 minute or until it takes any damage. While {@condition frightened}, the creature's speed is 0, and it can't benefit from any bonus to its speed.\",\"On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.\"]},{\"name\":\"Channel Divinity\",\"source\":\"PHB\",\"page\":87,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Vengeance\",\"subclassSource\":\"PHB\",\"level\":3,\"header\":1,\"entries\":[\"When you take this oath at 3rd level, you gain the following two Channel Divinity options.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Abjure Enemy|Paladin||Vengeance||3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Vow of Enmity|Paladin||Vengeance||3\"}]},{\"name\":\"Oath Spells\",\"source\":\"PHB\",\"page\":87,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Vengeance\",\"subclassSource\":\"PHB\",\"level\":3,\"header\":1,\"entries\":[\"You gain oath spells at the paladin levels listed.\",{\"type\":\"table\",\"caption\":\"Oath of Vengeance Spells\",\"colLabels\":[\"Paladin Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"3rd\",\"{@spell bane}, {@spell hunter's mark}\"],[\"5th\",\"{@spell hold person}, {@spell misty step}\"],[\"9th\",\"{@spell haste}, {@spell protection from energy}\"],[\"13th\",\"{@spell banishment}, {@spell dimension door}\"],[\"17th\",\"{@spell hold monster}, {@spell scrying}\"]]}]},{\"name\":\"Tenets of Vengeance\",\"source\":\"PHB\",\"page\":87,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Vengeance\",\"subclassSource\":\"PHB\",\"level\":3,\"header\":1,\"entries\":[\"The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Fight the Greater Evil\",\"entries\":[\"Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.\"]}]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"No Mercy for the Wicked\",\"entries\":[\"Ordinary foes might win my mercy, but my sworn enemies do not.\"]}]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"By Any Means Necessary\",\"entries\":[\"My qualms can't get in the way of exterminating my foes.\"]}]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Restitution\",\"entries\":[\"If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.\"]}]}]},{\"name\":\"Vow of Enmity\",\"source\":\"PHB\",\"page\":87,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Vengeance\",\"subclassSource\":\"PHB\",\"level\":3,\"header\":1,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls {@condition unconscious}.\"]},{\"name\":\"Relentless Avenger\",\"source\":\"PHB\",\"page\":87,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Vengeance\",\"subclassSource\":\"PHB\",\"level\":7,\"header\":2,\"entries\":[\"By 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.\"]},{\"name\":\"Soul of Vengeance\",\"source\":\"PHB\",\"page\":87,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Vengeance\",\"subclassSource\":\"PHB\",\"level\":15,\"header\":2,\"entries\":[\"Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.\"]},{\"name\":\"Avenging Angel\",\"source\":\"PHB\",\"page\":87,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Vengeance\",\"subclassSource\":\"PHB\",\"level\":20,\"header\":2,\"entries\":[\"At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"Wings sprout from your back and grant you a flying speed of 60 feet.\",\"You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become {@condition frightened} of you for 1 minute or until it takes any damage. {@action Attack} rolls against the {@condition frightened} creature have advantage.\"]},\"Once you use this feature, you can't use it again until you finish a long rest.\"]},{\"name\":\"Oath of the Crown\",\"source\":\"SCAG\",\"page\":132,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Crown\",\"subclassSource\":\"SCAG\",\"level\":3,\"entries\":[\"The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or sovereign, and undergo their oath as part of their admission to the order's ranks.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Tenets of the Crown|Paladin||Crown|SCAG|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Oath Spells|Paladin||Crown|SCAG|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Channel Divinity|Paladin||Crown|SCAG|3\"}]},{\"name\":\"Champion Challenge\",\"source\":\"SCAG\",\"page\":132,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Crown\",\"subclassSource\":\"SCAG\",\"level\":3,\"header\":1,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are {@condition incapacitated} or die or if the creature is more than 30 feet away from you.\"]},{\"name\":\"Channel Divinity\",\"source\":\"SCAG\",\"page\":132,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Crown\",\"subclassSource\":\"SCAG\",\"level\":3,\"header\":1,\"entries\":[\"When you take this oath at 3rd level, you gain the following two Channel Divinity options.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Champion Challenge|Paladin||Crown|SCAG|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Turn the Tide|Paladin||Crown|SCAG|3\"}]},{\"name\":\"Oath Spells\",\"source\":\"SCAG\",\"page\":132,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Crown\",\"subclassSource\":\"SCAG\",\"level\":3,\"header\":1,\"entries\":[\"You gain oath spells at the paladin levels listed.\",{\"type\":\"table\",\"caption\":\"Oath of the Crown Spells\",\"colLabels\":[\"Paladin Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"3rd\",\"{@spell command}, {@spell compelled duel}\"],[\"5th\",\"{@spell warding bond}, {@spell zone of truth}\"],[\"9th\",\"{@spell aura of vitality}, {@spell spirit guardians}\"],[\"13th\",\"{@spell banishment}, {@spell guardian of faith}\"],[\"17th\",\"{@spell circle of power}, {@spell geas}\"]]}]},{\"name\":\"Tenets of the Crown\",\"source\":\"SCAG\",\"page\":132,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Crown\",\"subclassSource\":\"SCAG\",\"level\":3,\"header\":1,\"entries\":[\"The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Law\",\"entries\":[\"The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.\"]}]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Loyalty\",\"entries\":[\"Your word is your bond. Without loyalty, oaths and laws are meaningless.\"]}]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Courage\",\"entries\":[\"You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?\"]}]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Responsibility\",\"entries\":[\"You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.\"]}]}]},{\"name\":\"Turn the Tide\",\"source\":\"SCAG\",\"page\":132,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Crown\",\"subclassSource\":\"SCAG\",\"level\":3,\"header\":1,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to {@dice 1d6} + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.\"]},{\"name\":\"Divine Allegiance\",\"source\":\"SCAG\",\"page\":132,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Crown\",\"subclassSource\":\"SCAG\",\"level\":7,\"header\":2,\"entries\":[\"Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.\"]},{\"name\":\"Unyielding Spirit\",\"source\":\"SCAG\",\"page\":132,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Crown\",\"subclassSource\":\"SCAG\",\"level\":15,\"header\":2,\"entries\":[\"Starting at 15th level, you have advantage on saving throws to avoid becoming {@condition paralyzed} or {@condition stunned}.\"]},{\"name\":\"Exalted Champion\",\"source\":\"SCAG\",\"page\":132,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Crown\",\"subclassSource\":\"SCAG\",\"level\":20,\"header\":2,\"entries\":[\"At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:\",{\"type\":\"list\",\"items\":[\"You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.\",\"Your allies have advantage on death saving throws while within 30 feet of you.\",\"You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.\"]},\"This effect ends early if you are {@condition incapacitated} or die. Once you use this feature, you can't use it again until you finish a long rest.\"]},{\"name\":\"Oath of Glory\",\"source\":\"TCE\",\"page\":53,\"otherSources\":[{\"source\":\"MOT\",\"page\":29}],\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Glory\",\"subclassSource\":\"TCE\",\"level\":3,\"entries\":[\"Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they're all ready when destiny calls.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Tenets of Glory|Paladin||Glory|TCE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Oath Spells|Paladin||Glory|TCE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Channel Divinity|Paladin||Glory|TCE|3\"}]},{\"name\":\"Channel Divinity\",\"source\":\"TCE\",\"page\":53,\"otherSources\":[{\"source\":\"MOT\",\"page\":29}],\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Glory\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":1,\"entries\":[\"{@i 3rd-level Oath of Glory feature}\",\"You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Peerless Athlete|Paladin||Glory|TCE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Inspiring Smite|Paladin||Glory|TCE|3\"}]},{\"name\":\"Oath Spells\",\"source\":\"TCE\",\"page\":53,\"otherSources\":[{\"source\":\"MOT\",\"page\":29}],\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Glory\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":1,\"entries\":[\"{@i 3rd-level Oath of Glory feature}\",\"You gain oath spells at the paladin levels listed in the Oath of Glory Spells table. See the Sacred Oath class feature for how oath spells work.\",{\"type\":\"table\",\"caption\":\"Oath of Glory Spells\",\"colLabels\":[\"Paladin Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"3rd\",\"{@spell guiding bolt}, {@spell heroism}\"],[\"5th\",\"{@spell enhance ability}, {@spell magic weapon}\"],[\"9th\",\"{@spell haste}, {@spell protection from energy}\"],[\"13th\",\"{@spell compulsion}, {@spell freedom of movement}\"],[\"17th\",\"{@spell commune}, {@spell flame strike}\"]]}]},{\"name\":\"Tenets of Glory\",\"source\":\"TCE\",\"page\":53,\"otherSources\":[{\"source\":\"MOT\",\"page\":29}],\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Glory\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":1,\"entries\":[\"The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend.\",{\"type\":\"entries\",\"name\":\"Actions over Words\",\"entries\":[\"Strive to be known by glorious deeds, not words.\"]},{\"type\":\"entries\",\"name\":\"Challenges Are but Tests\",\"entries\":[\"Face hardships with courage, and encourage your allies to face them with you.\"]},{\"type\":\"entries\",\"name\":\"Hone the Body\",\"entries\":[\"Like raw stone, your body must be worked so its potential can be realized.\"]},{\"type\":\"entries\",\"name\":\"Discipline the Soul\",\"entries\":[\"You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends.\"]}]},{\"name\":\"Inspiring Smite\",\"source\":\"TCE\",\"page\":53,\"otherSources\":[{\"source\":\"MOT\",\"page\":29}],\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Glory\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":2,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals {@dice 2d8} + your level in this class, divided among the chosen creatures however you like.\"]},{\"name\":\"Peerless Athlete\",\"source\":\"TCE\",\"page\":53,\"otherSources\":[{\"source\":\"MOT\",\"page\":29}],\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Glory\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":2,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength ({@skill Athletics}) and Dexterity ({@skill Acrobatics}) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).\"]},{\"name\":\"Aura of Alacrity\",\"source\":\"TCE\",\"page\":53,\"otherSources\":[{\"source\":\"MOT\",\"page\":29}],\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Glory\",\"subclassSource\":\"TCE\",\"level\":7,\"header\":2,\"entries\":[\"{@i 7th-level Oath of Glory feature}\",\"You emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren't {@condition incapacitated}, the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn.\",\"When you reach 18th level in this class, the range of the aura increases to 10 feet.\"]},{\"name\":\"Glorious Defense\",\"source\":\"TCE\",\"page\":53,\"otherSources\":[{\"source\":\"MOT\",\"page\":29}],\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Glory\",\"subclassSource\":\"TCE\",\"level\":15,\"header\":2,\"entries\":[\"{@i 15th-level Oath of Glory feature}\",\"You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon's range.\",\"You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.\"]},{\"name\":\"Living Legend\",\"source\":\"TCE\",\"page\":53,\"otherSources\":[{\"source\":\"MOT\",\"page\":29}],\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Glory\",\"subclassSource\":\"TCE\",\"level\":20,\"header\":2,\"entries\":[\"{@i 20th-level Oath of Glory feature}\",\"You can empower yourself with the legends—whether true or exaggerated—of your great deeds. As a bonus action, you gain the following benefits for 1 minute:\",{\"type\":\"list\",\"items\":[\"You are blessed with an otherworldly presence, gaining advantage on all Charisma checks.\",\"Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.\",\"If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.\"]},\"Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.\"]},{\"name\":\"Oath of the Watchers\",\"source\":\"TCE\",\"page\":54,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Watchers\",\"subclassSource\":\"TCE\",\"level\":3,\"entries\":[\"The Oath of the Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats.\",\"Paladins who follow the Watchers' oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one's surroundings is as natural as wearing armor in battle.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Tenets of the Watchers|Paladin||Watchers|TCE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Oath Spells|Paladin||Watchers|TCE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Channel Divinity|Paladin||Watchers|TCE|3\"}]},{\"name\":\"Channel Divinity\",\"source\":\"TCE\",\"page\":54,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Watchers\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":1,\"entries\":[\"{@i 3rd-level Oath of the Watchers feature}\",\"You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Watcher's Will|Paladin||Watchers|TCE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Abjure the Extraplanar|Paladin||Watchers|TCE|3\"}]},{\"name\":\"Oath Spells\",\"source\":\"TCE\",\"page\":54,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Watchers\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":1,\"entries\":[\"{@i 3rd-level Oath of the Watchers feature}\",\"You gain oath spells at the paladin levels listed in the Oath of the Watchers table. See the Sacred Oath class feature for how oath spells work.\",{\"type\":\"table\",\"caption\":\"Oath of the Watchers Spells\",\"colLabels\":[\"Paladin Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"3rd\",\"{@spell alarm}, {@spell detect magic}\"],[\"5th\",\"{@spell moonbeam}, {@spell see invisibility}\"],[\"9th\",\"{@spell counterspell}, {@spell nondetection}\"],[\"13th\",\"{@spell aura of purity}, {@spell banishment}\"],[\"17th\",\"{@spell hold monster}, {@spell scrying}\"]]}]},{\"name\":\"Tenets of the Watchers\",\"source\":\"TCE\",\"page\":54,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Watchers\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":1,\"entries\":[\"A paladin who assumes the Oath of the Watchers swears to safeguard mortal realms from otherworldly threats.\",{\"type\":\"entries\",\"name\":\"Vigilance\",\"entries\":[\"The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.\"]},{\"type\":\"entries\",\"name\":\"Loyalty\",\"entries\":[\"Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty.\"]},{\"type\":\"entries\",\"name\":\"Discipline\",\"entries\":[\"You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond.\"]}]},{\"name\":\"Abjure the Extraplanar\",\"source\":\"TCE\",\"page\":54,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Watchers\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":2,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.\",\"A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. For its action, it can use only the {@action Dash} action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can take the {@action Dodge} action.\"]},{\"name\":\"Watcher's Will\",\"source\":\"TCE\",\"page\":54,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Watchers\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":2,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.\"]},{\"name\":\"Aura of the Sentinel\",\"source\":\"TCE\",\"page\":54,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Watchers\",\"subclassSource\":\"TCE\",\"level\":7,\"header\":2,\"entries\":[\"{@i 7th-level Oath of the Watchers feature}\",\"You emit an aura of alertness while you aren't {@condition incapacitated}. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus.\",\"At 18th level, the range of this aura increases to 30 feet.\"]},{\"name\":\"Vigilant Rebuke\",\"source\":\"TCE\",\"page\":54,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Watchers\",\"subclassSource\":\"TCE\",\"level\":15,\"header\":2,\"entries\":[\"{@i 15th-level Oath of the Watchers feature}\",\"You've learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal {@damage 2d8} + your Charisma modifier force damage to the creature that forced the saving throw.\"]},{\"name\":\"Mortal Bulwark\",\"source\":\"TCE\",\"page\":54,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Watchers\",\"subclassSource\":\"TCE\",\"level\":20,\"header\":2,\"entries\":[\"{@i 20th-level Oath of the Watchers feature}\",\"You manifest a spark of divine power in defense of the mortal realms. As a bonus action, you gain the following benefits for 1 minute:\",{\"type\":\"list\",\"items\":[\"You gain {@sense truesight} with a range of 120 feet.\",\"You have advantage on attack rolls against aberrations, celestials, elementals, fey, and fiends.\",\"When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is magically banished to its native plane of existence if it's currently not there. On a successful save, the creature can't be banished by this feature for 24 hours.\"]},\"Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.\"]},{\"name\":\"Oath of the Open Sea\",\"source\":\"TDCSR\",\"page\":174,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Open Sea\",\"subclassSource\":\"TDCSR\",\"level\":3,\"header\":1,\"entries\":[\"The Oath of the Open Sea calls to seafaring warriors, swashbuckling sailors, and traveling guardians who seek the thrill of a limitless horizon. Driven to search for adventure and mystery across and beneath every endless oceanic expanse, paladins who swear this oath stand against those who would deny liberty to likeminded travelers, rooting out tyranny and corruption wherever it is found.\",\"Such guardians believe in the natural beauty of the sea, often making offerings and prayers to entities or deities such as the {@deity The Wildmother|Exandria|TDCSR|Wildmother} or the {@deity The Stormlord|Exandria|TDCSR|Stormlord} who influence safe passage. At the same time, they answer the call to hunt the monstrous creatures that too often bloody the waters with wanton violence and ill intent, and which terrorize the folk of the sea and shore.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Tenets of the Open Sea|Paladin|PHB|Open Sea|TDCSR|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Oath Spells|Paladin|PHB|Open Sea|TDCSR|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Channel Divinity|Paladin|PHB|Open Sea|TDCSR|3\"}]},{\"name\":\"Channel Divinity\",\"source\":\"TDCSR\",\"page\":175,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Open Sea\",\"subclassSource\":\"TDCSR\",\"level\":3,\"header\":2,\"entries\":[\"When you take this oath at 3rd level, you gain the following two Channel Divinity options.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Marine Layer|Paladin||Open Sea|TDCSR|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Fury of the Tides|Paladin||Open Sea|TDCSR|3\"},{\"type\":\"inset\",\"name\":\"Rules Tip: Visibility\",\"page\":175,\"entries\":[\"Fog and other effects can obscure vision for you, your enemies, and your allies. When you heavily obscure an area using your Marine Layer Channel Divinity option, all creatures within the area have their vision completely blocked, and creatures outside the area can't see in. Creatures that can't see automatically fail {@quickref ability checks|PHB|2|0} that require sight. Also, attack rolls against creatures that can't see have {@quickref Advantage and Disadvantage|PHB|2|0|advantage}, and their own attack rolls have {@quickref Advantage and Disadvantage|PHB|2|0|disadvantage}.\",\"Creatures in a lightly obscured area have {@quickref Advantage and Disadvantage|PHB|2|0|disadvantage} only on Wisdom ({@skill Perception}) checks that rely on sight. The rules for when your vision is obscured are described completely in the fifth edition core rules.\"]}]},{\"name\":\"Fury of the Tides\",\"source\":\"TDCSR\",\"page\":175,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Open Sea\",\"subclassSource\":\"TDCSR\",\"level\":3,\"header\":2,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"As a bonus action, you channel the powerful might of the waves to bolster your attacks for 1 minute. Once per turn for the duration, when you hit a creature with a weapon attack, you can choose to push the target 10 feet away from you. If pushed into an obstacle or another creature, the target takes bludgeoning damage equal to your Charisma modifier.\"]},{\"name\":\"Marine Layer\",\"source\":\"TDCSR\",\"page\":175,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Open Sea\",\"subclassSource\":\"TDCSR\",\"level\":3,\"header\":2,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"As an action, you channel the sea to create a thick cloud of fog that surrounds you for 20 feet in all directions. The fog moves with you, remaining centered on you and making its area heavily obscured. You and each creature within 5 feet of you instead treat the area as lightly obscured. This fog lasts for 10 minutes, spreads around corners, and cannot be dispersed unless you choose to end this effect (no action required).\"]},{\"name\":\"Oath Spells\",\"source\":\"TDCSR\",\"page\":175,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Open Sea\",\"subclassSource\":\"TDCSR\",\"level\":3,\"header\":2,\"entries\":[\"You gain oath spells at the paladin levels listed in the Oath of the Open Sea Spells table. Spells marked with an asterisk are new spells described on the {@filter spells page|spells|source=TDCSR}.\",{\"type\":\"table\",\"caption\":\"Oath of the Open Sea Spells\",\"colLabels\":[\"Paladin Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"3rd\",\"{@spell create or destroy water}, {@spell expeditious retreat}\"],[\"5th\",\"{@spell augury}, {@spell misty step}\"],[\"9th\",\"{@spell call lightning}, {@spell freedom of the waves|TDCSR}*\"],[\"13th\",\"{@spell control water}, {@spell freedom of movement}\"],[\"17th\",\"{@spell commune with nature}, {@spell freedom of the winds|TDCSR}*\"]]}]},{\"name\":\"Tenets of the Open Sea\",\"source\":\"TDCSR\",\"page\":174,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Open Sea\",\"subclassSource\":\"TDCSR\",\"level\":3,\"header\":2,\"entries\":[\"Freedom can be a selfless virtue or a selfish want. For paladins who swear the Oath of the Open Sea, freedom is the highest calling, and a gift to be granted to all.\",{\"type\":\"entries\",\"name\":\"No Greater Life than a Life Lived Free\",\"page\":175,\"entries\":[\"One should be free to chart their own path without oppression. Those who would exert their power to dominate others shall be smote.\"]},{\"type\":\"entries\",\"name\":\"Trust the Skies\",\"page\":175,\"entries\":[\"The guidance of a strong breeze. The rumbling warnings of a coming storm. Nature is a source of portent and council that should be heeded.\"]},{\"type\":\"entries\",\"name\":\"Adapt Like the Water\",\"page\":175,\"entries\":[\"The waters of the ocean can shift around any obstacle—or become the most impassable obstacle of all. They carve away the land to reveal the secrets of the past, or swallow the truth and hide it forever. To embrace this fluidity is to be ready for any challenge.\"]},{\"type\":\"entries\",\"name\":\"Explore the Uncharted\",\"page\":175,\"entries\":[\"The world is filled with mystery. Through the pursuit of enigmatic ends, one can uncover those who hide their foul deeds, and find the path to becoming something great.\"]}]},{\"name\":\"Aura of Liberation\",\"source\":\"TDCSR\",\"page\":175,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Open Sea\",\"subclassSource\":\"TDCSR\",\"level\":7,\"header\":2,\"entries\":[\"Starting at 7th level, you fill nearby creatures with the energy of movement. While you're not {@condition incapacitated}, you and creatures of your choice within 10 feet of you cannot be {@condition grappled} or {@condition restrained}, and {@quickref Underwater Combat|PHB|3|0|ignore penalties on movement and attacks while underwater}. Creatures that are already {@condition grappled} or {@condition restrained} when they enter the aura can spend 5 feet of movement to automatically escape unless they are bound by magic restraints.\"]},{\"name\":\"Stormy Waters\",\"source\":\"TDCSR\",\"page\":175,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Open Sea\",\"subclassSource\":\"TDCSR\",\"level\":15,\"header\":2,\"entries\":[\"At 15th level, you can call on the force of crashing waters as a reaction whenever a creature moves into or out of your reach. The creature takes {@damage 1d12} bludgeoning damage and must succeed on a Strength {@quickref saving throws|PHB|2|1|saving throw} against your spell save DC or be knocked {@condition prone}.\"]},{\"name\":\"Aura of Liberation (18th Level)\",\"source\":\"TDCSR\",\"page\":175,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Open Sea\",\"subclassSource\":\"TDCSR\",\"level\":18,\"header\":2,\"entries\":[\"When you reach 18th level in this class, the aura affects creatures within 30 feet of you.\"]},{\"name\":\"Mythic Swashbuckler\",\"source\":\"TDCSR\",\"page\":175,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Open Sea\",\"subclassSource\":\"TDCSR\",\"level\":20,\"header\":2,\"entries\":[\"At 20th level, you learn to channel the spirits of historic sea captains to briefly become a paragon of heroic adventure. As an action, you embrace these spirits of the sea to gain the following benefits for 1 minute:\",{\"type\":\"list\",\"items\":[\"You have {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on Strength ({@skill Athletics}) checks and you gain a climbing speed equal to your walking speed. If you already have a climbing speed, it is doubled.\",\"If you are within 5 feet of a creature and no other creatures are within 5 feet of you, you have {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on attack rolls against that creature.\",\"You can take the {@action Dash} or {@action Disengage} action as a bonus action.\",\"You have {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on Dexterity checks and Dexterity {@quickref saving throws|PHB|2|1} against effects you can see.\"]},\"Once you use this feature, you can't use it again until you finish a {@quickref resting|PHB|2|0|long rest}.\"]},{\"name\":\"Oath of Conquest\",\"source\":\"XGE\",\"page\":37,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Conquest\",\"subclassSource\":\"XGE\",\"level\":3,\"entries\":[\"The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn't enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.\",\"Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins—called hell knights—as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Tenets of Conquest|Paladin||Conquest|XGE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Oath Spells|Paladin||Conquest|XGE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Channel Divinity|Paladin||Conquest|XGE|3\"}]},{\"name\":\"Channel Divinity\",\"source\":\"XGE\",\"page\":37,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Conquest\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"When you take this oath at 3rd level, you gain the following two Channel Divinity options.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Conquering Presence|Paladin||Conquest|XGE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Guided Strike|Paladin||Conquest|XGE|3\"}]},{\"name\":\"Conquering Presence\",\"source\":\"XGE\",\"page\":37,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Conquest\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes {@condition frightened} of you for 1 minute. The {@condition frightened} creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Guided Strike\",\"source\":\"XGE\",\"page\":37,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Conquest\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.\"]},{\"name\":\"Oath Spells\",\"source\":\"XGE\",\"page\":37,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Conquest\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"You gain oath spells at the paladin levels listed.\",{\"type\":\"table\",\"caption\":\"Oath of Conquest Spells\",\"colLabels\":[\"Paladin Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"3rd\",\"{@spell armor of Agathys}, {@spell command}\"],[\"5th\",\"{@spell hold person}, {@spell spiritual weapon}\"],[\"9th\",\"{@spell bestow curse}, {@spell fear}\"],[\"13th\",\"{@spell dominate beast}, {@spell stoneskin}\"],[\"17th\",\"{@spell cloudkill}, {@spell dominate person}\"]]}]},{\"name\":\"Tenets of Conquest\",\"source\":\"XGE\",\"page\":37,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Conquest\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"A paladin who takes this oath has the tenets of conquest seared on the upper arm.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Douse the Flame of Hope\",\"entries\":[\"It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies' will to fight is shattered forever. A blade can end a life. Fear can end an empire.\"]},{\"type\":\"entries\",\"name\":\"Rule with an Iron Fist\",\"entries\":[\"Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.\"]},{\"type\":\"entries\",\"name\":\"Strength Above All\",\"entries\":[\"You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.\"]}]}]},{\"name\":\"Aura of Conquest\",\"source\":\"XGE\",\"page\":37,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Conquest\",\"subclassSource\":\"XGE\",\"level\":7,\"header\":2,\"entries\":[\"Starting at 7th level, you constantly emanate a menacing aura while you're not {@condition incapacitated}. The aura extends 10 feet from you in every direction, but not through {@quickref Cover||3||total cover}.\",\"If a creature is {@condition frightened} of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.\",\"At 18th level, the range of this aura increases to 30 feet.\"]},{\"name\":\"Scornful Rebuke\",\"source\":\"XGE\",\"page\":37,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Conquest\",\"subclassSource\":\"XGE\",\"level\":15,\"header\":2,\"entries\":[\"Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you're not {@condition incapacitated}.\"]},{\"name\":\"Invincible Conqueror\",\"source\":\"XGE\",\"page\":37,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Conquest\",\"subclassSource\":\"XGE\",\"level\":20,\"header\":2,\"entries\":[\"At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:\",{\"type\":\"list\",\"items\":[\"You have resistance to all damage.\",\"When you take the {@action Attack} action on your turn, you can make one additional attack as part of that action.\",\"Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the {@dice d20}.\"]},\"Once you use this feature, you can't use it again until you finish a long rest.\"]},{\"name\":\"Oath of Redemption\",\"source\":\"XGE\",\"page\":38,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Redemption\",\"subclassSource\":\"XGE\",\"level\":3,\"entries\":[\"The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.\",\"While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Tenets of Redemption|Paladin||Redemption|XGE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Oath Spells|Paladin||Redemption|XGE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Channel Divinity|Paladin||Redemption|XGE|3\"}]},{\"name\":\"Channel Divinity\",\"source\":\"XGE\",\"page\":38,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Redemption\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"When you take this oath at 3rd level, you gain the following two Channel Divinity options.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Emissary of Peace|Paladin||Redemption|XGE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Rebuke the Violent|Paladin||Redemption|XGE|3\"}]},{\"name\":\"Emissary of Peace\",\"source\":\"XGE\",\"page\":38,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Redemption\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma ({@skill Persuasion}) checks for the next 10 minutes.\"]},{\"name\":\"Oath Spells\",\"source\":\"XGE\",\"page\":38,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Redemption\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"You gain oath spells at the paladin levels listed.\",{\"type\":\"table\",\"caption\":\"Oath of Redemption Spells\",\"colLabels\":[\"Paladin Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"3rd\",\"{@spell sanctuary}, {@spell sleep}\"],[\"5th\",\"{@spell calm emotions}, {@spell hold person}\"],[\"9th\",\"{@spell counterspell}, {@spell hypnotic pattern}\"],[\"13th\",\"{@spell Otiluke's resilient sphere}, {@spell stoneskin}\"],[\"17th\",\"{@spell hold monster}, {@spell wall of force}\"]]}]},{\"name\":\"Rebuke the Violent\",\"source\":\"XGE\",\"page\":38,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Redemption\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.\"]},{\"name\":\"Tenets of Redemption\",\"source\":\"XGE\",\"page\":38,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Redemption\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Peace\",\"entries\":[\"Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.\"]}]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Innocence\",\"entries\":[\"All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.\"]}]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Patience\",\"entries\":[\"Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow that seed to survive and flourish.\"]}]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Wisdom\",\"entries\":[\"Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.\"]}]}]},{\"name\":\"Aura of the Guardian\",\"source\":\"XGE\",\"page\":38,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Redemption\",\"subclassSource\":\"XGE\",\"level\":7,\"header\":2,\"entries\":[\"Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.\",\"At 18th level, the range of this aura increases to 30 feet.\"]},{\"name\":\"Protective Spirit\",\"source\":\"XGE\",\"page\":38,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Redemption\",\"subclassSource\":\"XGE\",\"level\":15,\"header\":2,\"entries\":[\"Starting at 15th level, a holy presence mends your wounds in battle. You regain hit points equal to {@dice 1d6} + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren't {@condition incapacitated}.\"]},{\"name\":\"Emissary of Redemption\",\"source\":\"XGE\",\"page\":38,\"className\":\"Paladin\",\"classSource\":\"PHB\",\"subclassShortName\":\"Redemption\",\"subclassSource\":\"XGE\",\"level\":20,\"header\":2,\"entries\":[\"At 20th level, you become an avatar of peace, which gives you two benefits:\",{\"type\":\"list\",\"items\":[\"You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).\",\"Whenever a creature hits you with an attack, it takes radiant damage equal to half the damage you take from the attack.\"]},\"If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest.\"]},{\"name\":\"Nature's Wrath\",\"source\":\"XPHB\",\"page\":115,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Ancients\",\"subclassSource\":\"XPHB\",\"level\":3,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"As a {@action Magic|XPHB} action, you can expend one use of your Channel Divinity to conjure spectral vines around nearby creatures. Each creature of your choice that you can see within 15 feet of yourself must succeed on a Strength saving throw or have the {@condition Restrained|XPHB} condition for 1 minute. A {@condition Restrained|XPHB} creature repeats the save at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Oath of the Ancients\",\"source\":\"XPHB\",\"page\":115,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Ancients\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Preserve Life and Light in the World}\",\"The Oath of the Ancients is as old as the first elves. Paladins who swear this oath cherish the light; they love the beautiful and life-giving things of the world more than any principles of honor, courage, and justice. They often adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment to preserving life and light.\",\"These paladins share the following tenets:\",{\"type\":\"list\",\"items\":[\"Kindle the light of hope.\",\"Shelter life.\",\"Delight in art and laughter.\"]},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Oath of the Ancients Spells|Paladin|XPHB|Ancients|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Nature's Wrath|Paladin|XPHB|Ancients|XPHB|3\"}]},{\"name\":\"Oath of the Ancients Spells\",\"source\":\"XPHB\",\"page\":115,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Ancients\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Ancients Spells table, you thereafter always have the listed spells prepared.\",{\"type\":\"table\",\"caption\":\"Oath of the Ancients Spells\",\"colLabels\":[\"Paladin Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"3rd\",\"{@spell Ensnaring Strike|XPHB}, {@spell Speak with Animals|XPHB}\"],[\"5th\",\"{@spell Misty Step|XPHB}, {@spell Moonbeam|XPHB}\"],[\"9th\",\"{@spell Plant Growth|XPHB}, {@spell Protection from Energy|XPHB}\"],[\"13th\",\"{@spell Ice Storm|XPHB}, {@spell Stoneskin|XPHB}\"],[\"17th\",\"{@spell Commune with Nature|XPHB}, {@spell Tree Stride|XPHB}\"]]}]},{\"name\":\"Aura of Warding\",\"source\":\"XPHB\",\"page\":116,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Ancients\",\"subclassSource\":\"XPHB\",\"level\":7,\"header\":2,\"entries\":[\"Ancient magic lies so heavily upon you that it forms an eldritch ward, blunting energy from beyond the Material Plane; you and your allies have {@variantrule Resistance|XPHB} to Necrotic, Psychic, and Radiant damage while in your Aura of Protection.\"]},{\"name\":\"Undying Sentinel\",\"source\":\"XPHB\",\"page\":116,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Ancients\",\"subclassSource\":\"XPHB\",\"level\":15,\"header\":2,\"entries\":[\"When you are reduced to 0 {@variantrule Hit Points|XPHB} and not killed outright, you can drop to 1 {@variantrule Hit Points|XPHB|Hit Point} instead, and you regain a number of {@variantrule Hit Points|XPHB} equal to three times your Paladin level. Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB}.\",\"Additionally, you can't be aged magically, and you cease visibly aging.\"]},{\"name\":\"Elder Champion\",\"source\":\"XPHB\",\"page\":116,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Ancients\",\"subclassSource\":\"XPHB\",\"level\":20,\"header\":2,\"entries\":[\"As a {@variantrule Bonus Action|XPHB}, you can imbue your Aura of Protection with primal power, granting the benefits below for 1 minute or until you end them (no action required). Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}. You can also restore your use of it by expending a level 5 spell slot (no action required).\",{\"type\":\"entries\",\"name\":\"Diminish Defiance\",\"entries\":[\"Enemies in the aura have {@variantrule Disadvantage|XPHB} on saving throws against your spells and Channel Divinity options.\"]},{\"type\":\"entries\",\"name\":\"Regeneration\",\"entries\":[\"At the start of each of your turns, you regain 10 {@variantrule Hit Points|XPHB}.\"]},{\"type\":\"entries\",\"name\":\"Swift Spells\",\"entries\":[\"Whenever you cast a spell that has a casting time of an action, you can cast it using a {@variantrule Bonus Action|XPHB} instead.\"]}]},{\"name\":\"Oath of Devotion\",\"source\":\"XPHB\",\"page\":113,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Devotion\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Uphold the Ideals of Justice and Order}\",\"The Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archetype of the knight in shining armor. They hold themselves to the highest standards of conduct, and some—for better or worse—hold the rest of the world to the same standards.\",\"Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of personal devotion. Others hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms.\",\"These paladins share the following tenets:\",{\"type\":\"list\",\"items\":[\"Let your word be your promise.\",\"Protect the weak and never fear to act.\",\"Let your honorable deeds be an example.\"]},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Oath of Devotion Spells|Paladin|XPHB|Devotion|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Sacred Weapon|Paladin|XPHB|Devotion|XPHB|3\"}]},{\"name\":\"Oath of Devotion Spells\",\"source\":\"XPHB\",\"page\":113,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Devotion\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.\",{\"type\":\"table\",\"caption\":\"Oath of Devotion Spells\",\"colLabels\":[\"Paladin Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"3rd\",\"{@spell Protection from Evil And Good|XPHB}, {@spell Shield of Faith|XPHB}\"],[\"5th\",\"{@spell Aid|XPHB}, {@spell Zone of Truth|XPHB}\"],[\"9th\",\"{@spell Beacon of Hope|XPHB}, {@spell Dispel Magic|XPHB}\"],[\"13th\",\"{@spell Freedom of Movement|XPHB}, {@spell Guardian of Faith|XPHB}\"],[\"17th\",\"{@spell Commune|XPHB}, {@spell Flame Strike|XPHB}\"]]}]},{\"name\":\"Sacred Weapon\",\"source\":\"XPHB\",\"page\":113,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Devotion\",\"subclassSource\":\"XPHB\",\"level\":3,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"When you take the {@action Attack|XPHB} action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage.\",\"The weapon also emits {@variantrule Bright Light|XPHB} in a 20-foot radius and {@variantrule Dim Light|XPHB} 20 feet beyond that.\",\"You can end this effect early (no action required). This effect also ends if you aren't carrying the weapon.\"]},{\"name\":\"Aura of Devotion\",\"source\":\"XPHB\",\"page\":114,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Devotion\",\"subclassSource\":\"XPHB\",\"level\":7,\"header\":2,\"entries\":[\"You and your allies have {@variantrule Immunity|XPHB} to the {@condition Charmed|XPHB} condition while in your Aura of Protection. If a {@condition Charmed|XPHB} ally enters the aura, that condition has no effect on that ally while there.\"]},{\"name\":\"Smite of Protection\",\"source\":\"XPHB\",\"page\":114,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Devotion\",\"subclassSource\":\"XPHB\",\"level\":15,\"header\":2,\"entries\":[\"Your magical smite now radiates protective energy. Whenever you cast {@spell Divine Smite|XPHB}, you and your allies have {@variantrule Cover|XPHB|Half Cover} while in your Aura of Protection. The aura has this benefit until the start of your next turn.\"]},{\"name\":\"Holy Nimbus\",\"source\":\"XPHB\",\"page\":114,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Devotion\",\"subclassSource\":\"XPHB\",\"level\":20,\"header\":2,\"entries\":[\"As a {@variantrule Bonus Action|XPHB}, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}. You can also restore your use of it by expending a level 5 spell slot (no action required).\",{\"type\":\"entries\",\"name\":\"Holy Ward\",\"entries\":[\"You have {@variantrule Advantage|XPHB} on any saving throw you are forced to make by a Fiend or an Undead.\"]},{\"type\":\"entries\",\"name\":\"Radiant Damage\",\"entries\":[\"Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your {@variantrule Proficiency|XPHB} Bonus.\"]},{\"type\":\"entries\",\"name\":\"Sunlight\",\"entries\":[\"The aura is filled with {@variantrule Bright Light|XPHB} that is sunlight.\"]}]},{\"name\":\"Inspiring Smite\",\"source\":\"XPHB\",\"page\":115,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Glory\",\"subclassSource\":\"XPHB\",\"level\":3,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"Immediately after you cast {@spell Divine Smite|XPHB}, you can expend one use of your Channel Divinity and distribute {@variantrule Temporary Hit Points|XPHB} to creatures of your choice within 30 feet of yourself, which can include you. The total number of {@variantrule Temporary Hit Points|XPHB} equals {@dice 2d8} plus your Paladin level, divided among the chosen creatures however you like.\"]},{\"name\":\"Oath of Glory\",\"source\":\"XPHB\",\"page\":114,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Glory\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Strive for the Heights of Heroism}\",\"Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions, so they're all ready when destiny calls.\",\"These paladins share the following tenets:\",{\"type\":\"list\",\"items\":[\"Endeavor to be known by your deeds.\",\"Face hardships with courage.\",\"Inspire others to strive for glory.\"]},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Oath of Glory Spells|Paladin|XPHB|Glory|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Inspiring Smite|Paladin|XPHB|Glory|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Peerless Athlete|Paladin|XPHB|Glory|XPHB|3\"}]},{\"name\":\"Oath of Glory Spells\",\"source\":\"XPHB\",\"page\":115,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Glory\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Glory Spells table, you thereafter always have the listed spells prepared.\",{\"type\":\"table\",\"caption\":\"Oath of Glory Spells\",\"colLabels\":[\"Paladin Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"3rd\",\"{@spell Guiding Bolt|XPHB}, {@spell Heroism|XPHB}\"],[\"5th\",\"{@spell Enhance Ability|XPHB}, {@spell Magic Weapon|XPHB}\"],[\"9th\",\"{@spell Haste|XPHB}, {@spell Protection from Energy|XPHB}\"],[\"13th\",\"{@spell Compulsion|XPHB}, {@spell Freedom of Movement|XPHB}\"],[\"17th\",\"{@spell Legend Lore|XPHB}, {@spell Yolande's Regal Presence|XPHB}\"]]}]},{\"name\":\"Peerless Athlete\",\"source\":\"XPHB\",\"page\":115,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Glory\",\"subclassSource\":\"XPHB\",\"level\":3,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"As a {@variantrule Bonus Action|XPHB}, you can expend one use of your Channel Divinity to augment your athleticism. For 1 hour, you have {@variantrule Advantage|XPHB} on Strength ({@skill Athletics|XPHB}) and Dexterity ({@skill Acrobatics|XPHB}) checks, and the distance of your Long and High Jumps increases by 10 feet (this extra distance costs movement as normal).\"]},{\"name\":\"Aura of Alacricity\",\"source\":\"XPHB\",\"page\":115,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Glory\",\"subclassSource\":\"XPHB\",\"level\":7,\"header\":2,\"entries\":[\"Your Speed increases by 10 feet.\",\"In addition, whenever an ally enters your Aura of Protection for the first time on a turn or starts their turn there, the ally's {@variantrule Speed|XPHB} increases by 10 feet until the end of their next turn.\"]},{\"name\":\"Glorious Defense\",\"source\":\"XPHB\",\"page\":115,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Glory\",\"subclassSource\":\"XPHB\",\"level\":15,\"header\":2,\"entries\":[\"You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can take a {@variantrule Reaction|XPHB} to grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one attack with a weapon against the attacker as part of this {@variantrule Reaction|XPHB} if the attacker is within your weapon's range.\",\"You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.\"]},{\"name\":\"Living Legend\",\"source\":\"XPHB\",\"page\":115,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Glory\",\"subclassSource\":\"XPHB\",\"level\":20,\"header\":2,\"entries\":[\"You can empower yourself with the legends—whether true or exaggerated—of your great deeds. As a {@variantrule Bonus Action|XPHB}, you gain the benefits below for 10 minutes. Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}. You can also restore your use of it by expending a level 5 spell slot (no action required).\",{\"type\":\"entries\",\"name\":\"Charismatic\",\"entries\":[\"You are blessed with an otherworldly presence and have {@variantrule Advantage|XPHB} on all Charisma checks.\"]},{\"type\":\"entries\",\"name\":\"Saving Throw Reroll\",\"entries\":[\"If you fail a saving throw, you can take a {@variantrule Reaction|XPHB} to reroll it. You must use this new roll.\"]},{\"type\":\"entries\",\"name\":\"Unerring Strike\",\"entries\":[\"Once on each of your turns when you make an attack roll with a weapon and miss, you can cause that attack to hit instead.\"]}]},{\"name\":\"Oath of Vengeance\",\"source\":\"XPHB\",\"page\":116,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Vengeance\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Punish Evildoers at Any Cost}\",\"The Oath of Vengeance is a solemn commitment to punish those who have committed grievously evil acts. When evil armies slaughter helpless villagers, when a tyrant defies the will of the gods, when a thieves' guild grows too violent, when a dragon rampages through the countryside—at times like these, paladins arise and swear an Oath of Vengeance to set right what has gone wrong.\",\"These paladins share the following tenets:\",{\"type\":\"list\",\"items\":[\"Show the wicked no mercy.\",\"Fight injustice and its causes.\",\"Aid those harmed by injustice.\"]},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Oath of Vengeance Spells|Paladin|XPHB|Vengeance|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Vow of Enmity|Paladin|XPHB|Vengeance|XPHB|3\"}]},{\"name\":\"Oath of Vengeance Spells\",\"source\":\"XPHB\",\"page\":116,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Vengeance\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Vengeance Spells table, you thereafter always have the listed spells prepared.\",{\"type\":\"table\",\"caption\":\"Oath of Vengeance Spells\",\"colLabels\":[\"Paladin Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"3rd\",\"{@spell Bane|XPHB}, {@spell Hunter's Mark|XPHB}\"],[\"5th\",\"{@spell Hold Person|XPHB}, {@spell Misty Step|XPHB}\"],[\"9th\",\"{@spell Haste|XPHB}, {@spell Protection from Energy|XPHB}\"],[\"13th\",\"{@spell Banishment|XPHB}, {@spell Dimension Door|XPHB}\"],[\"17th\",\"{@spell Hold Monster|XPHB}, {@spell Scrying|XPHB}\"]]}]},{\"name\":\"Vow of Enmity\",\"source\":\"XPHB\",\"page\":117,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Vengeance\",\"subclassSource\":\"XPHB\",\"level\":3,\"consumes\":{\"name\":\"Channel Divinity\"},\"entries\":[\"When you take the {@action Attack|XPHB} action, you can expend one use of your Channel Divinity to utter a vow of enmity against a creature you can see within 30 feet of yourself. You have {@variantrule Advantage|XPHB} on attack rolls against the creature for 1 minute or until you use this feature again.\",\"If the creature drops to 0 {@variantrule Hit Points|XPHB} before the vow ends, you can transfer the vow to a different creature within 30 feet of yourself (no action required).\"]},{\"name\":\"Relentless Avenger\",\"source\":\"XPHB\",\"page\":117,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Vengeance\",\"subclassSource\":\"XPHB\",\"level\":7,\"header\":2,\"entries\":[\"Your supernatural focus helps you close off a foe's retreat. When you hit a creature with an {@action Opportunity Attack|XPHB}, you can reduce the creature's {@variantrule Speed|XPHB} to 0 until the end of the current turn. You can then move up to half your {@variantrule Speed|XPHB} as part of the same {@variantrule Reaction|XPHB}. This movement doesn't provoke {@action Opportunity Attack|XPHB|Opportunity Attacks}.\"]},{\"name\":\"Soul of Vengeance\",\"source\":\"XPHB\",\"page\":117,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Vengeance\",\"subclassSource\":\"XPHB\",\"level\":15,\"header\":2,\"entries\":[\"Immediately after a creature under the effect of your Vow of Enmity hits or misses with an attack roll, you can take a {@variantrule Reaction|XPHB} to make a melee attack against that creature if it's within range.\"]},{\"name\":\"Avenging Angel\",\"source\":\"XPHB\",\"page\":117,\"className\":\"Paladin\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Vengeance\",\"subclassSource\":\"XPHB\",\"level\":20,\"header\":2,\"entries\":[\"As a {@variantrule Bonus Action|XPHB}, you gain the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}. You can also restore your use of it by expending a level 5 spell slot (no action required).\",{\"type\":\"entries\",\"name\":\"Flight\",\"entries\":[\"You sprout spectral wings on your back, have a {@variantrule Fly Speed|XPHB} of 60 feet, and can hover.\"]},{\"type\":\"entries\",\"name\":\"Frightful Aura\",\"entries\":[\"Whenever an enemy starts its turn in your Aura of Protection, that creature must succeed on a Wisdom saving throw or have the {@condition Frightened|XPHB} condition for 1 minute or until it takes any damage. {@action Attack|XPHB} rolls against the {@condition Frightened|XPHB} creature have {@variantrule Advantage|XPHB}.\"]}]}]}"); JSON_DATA[`data/class/class-ranger.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"subclass\"]},\"class\":[{\"name\":\"Ranger\",\"source\":\"PHB\",\"page\":89,\"srd\":true,\"reprintedAs\":[\"Ranger|XPHB\"],\"edition\":\"classic\",\"hd\":{\"number\":1,\"faces\":10},\"proficiency\":[\"str\",\"dex\"],\"spellcastingAbility\":\"wis\",\"casterProgression\":\"1/2\",\"spellsKnownProgression\":[0,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,10,11,11],\"optionalfeatureProgression\":[{\"name\":\"Fighting Style\",\"featureType\":[\"FS:R\"],\"progression\":{\"2\":1}}],\"startingProficiencies\":{\"armor\":[\"light\",\"medium\",\"shield\"],\"weapons\":[\"simple\",\"martial\"],\"skills\":[{\"choose\":{\"from\":[\"animal handling\",\"athletics\",\"insight\",\"investigation\",\"nature\",\"perception\",\"stealth\",\"survival\"],\"count\":3}}]},\"startingEquipment\":{\"additionalFromBackground\":true,\"default\":[\"(a) {@item scale mail|phb} or (b) {@item leather armor|phb}\",\"(a) two {@item shortsword|phb|shortswords} or (b) two {@filter simple melee weapons|items|source=phb|category=basic|type=simple weapon;melee weapon=sand}\",\"(a) a {@item dungeoneer's pack|phb} or (b) an {@item explorer's pack|phb}\",\"A {@item longbow|phb} and a {@item quiver|phb} of {@item arrows (20)|phb|20 arrows}\"],\"goldAlternative\":\"{@dice 5d4 × 10|5d4 × 10|Starting Gold}\",\"defaultData\":[{\"a\":[\"scale mail|phb\"],\"b\":[\"leather armor|phb\"]},{\"a\":[{\"item\":\"shortsword|phb\",\"quantity\":2}],\"b\":[{\"equipmentType\":\"weaponSimpleMelee\",\"quantity\":2}]},{\"a\":[\"dungeoneer's pack|phb\"],\"b\":[\"explorer's pack|phb\"]},{\"_\":[\"longbow|phb\",\"arrows (20)|phb\"]}]},\"multiclassing\":{\"requirements\":{\"dex\":13,\"wis\":13},\"proficienciesGained\":{\"armor\":[\"light\",\"medium\",\"shield\"],\"skills\":[{\"choose\":{\"from\":[\"animal handling\",\"athletics\",\"insight\",\"investigation\",\"nature\",\"perception\",\"stealth\",\"survival\"],\"count\":1}}],\"weapons\":[\"simple\",\"martial\"]}},\"classTableGroups\":[{\"colLabels\":[\"{@filter Spells Known|spells|class=ranger}\"],\"rows\":[[0],[2],[3],[3],[4],[4],[5],[5],[6],[6],[7],[7],[8],[8],[9],[9],[10],[10],[11],[11]]},{\"title\":\"Spell Slots per Spell Level\",\"colLabels\":[\"{@filter 1st|spells|level=1|class=Ranger}\",\"{@filter 2nd|spells|level=2|class=Ranger}\",\"{@filter 3rd|spells|level=3|class=Ranger}\",\"{@filter 4th|spells|level=4|class=Ranger}\",\"{@filter 5th|spells|level=5|class=Ranger}\"],\"rowsSpellProgression\":[[0,0,0,0,0],[2,0,0,0,0],[3,0,0,0,0],[3,0,0,0,0],[4,2,0,0,0],[4,2,0,0,0],[4,3,0,0,0],[4,3,0,0,0],[4,3,2,0,0],[4,3,2,0,0],[4,3,3,0,0],[4,3,3,0,0],[4,3,3,1,0],[4,3,3,1,0],[4,3,3,2,0],[4,3,3,2,0],[4,3,3,3,1],[4,3,3,3,1],[4,3,3,3,2],[4,3,3,3,2]]}],\"classFeatures\":[\"Favored Enemy|Ranger||1\",\"Favored Foe|Ranger||1|TCE\",\"Natural Explorer|Ranger||1\",\"Deft Explorer|Ranger||1|TCE\",\"Fighting Style|Ranger||2\",\"Spellcasting|Ranger||2\",\"Spellcasting Focus|Ranger||2|TCE\",{\"classFeature\":\"Ranger Archetype|Ranger||3\",\"gainSubclassFeature\":true},\"Primeval Awareness|Ranger||3\",\"Primal Awareness|Ranger||3|TCE\",\"Ability Score Improvement|Ranger||4\",\"Martial Versatility|Ranger||4|TCE\",\"Extra Attack|Ranger||5\",\"Favored Enemy and Natural Explorer improvements|Ranger||6\",\"Deft Explorer Improvement|Ranger||6|TCE\",{\"classFeature\":\"Ranger Archetype feature|Ranger||7\",\"gainSubclassFeature\":true},\"Ability Score Improvement|Ranger||8\",\"Land's Stride|Ranger||8\",\"Hide in Plain Sight|Ranger||10\",\"Nature's Veil|Ranger||10|TCE\",\"Natural Explorer improvement|Ranger||10\",\"Deft Explorer Improvement|Ranger||10|TCE\",{\"classFeature\":\"Ranger Archetype feature|Ranger||11\",\"gainSubclassFeature\":true},\"Ability Score Improvement|Ranger||12\",\"Vanish|Ranger||14\",\"Favored Enemy improvement|Ranger||14\",{\"classFeature\":\"Ranger Archetype feature|Ranger||15\",\"gainSubclassFeature\":true},\"Ability Score Improvement|Ranger||16\",\"Feral Senses|Ranger||18\",\"Ability Score Improvement|Ranger||19\",\"Foe Slayer|Ranger||20\"],\"subclassTitle\":\"Ranger Archetype\",\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ranger\",\"source\":\"XPHB\",\"page\":118,\"edition\":\"one\",\"primaryAbility\":[{\"dex\":true,\"wis\":true}],\"hd\":{\"number\":1,\"faces\":10},\"proficiency\":[\"str\",\"dex\"],\"spellcastingAbility\":\"wis\",\"casterProgression\":\"artificer\",\"preparedSpellsProgression\":[2,3,4,5,6,6,7,7,9,9,10,10,11,11,12,12,14,14,15,15],\"preparedSpellsChange\":\"restLong\",\"additionalSpells\":[{\"prepared\":{\"1\":[\"hunter's mark|xphb\"]}}],\"featProgression\":[{\"name\":\"Fighting Style\",\"category\":[\"FS\",\"FS:R\"],\"progression\":{\"2\":1}},{\"name\":\"Epic Boon\",\"category\":[\"EB\"],\"progression\":{\"19\":1}}],\"startingProficiencies\":{\"armor\":[\"light\",\"medium\",\"shield\"],\"weapons\":[\"simple\",\"martial\"],\"skills\":[{\"choose\":{\"from\":[\"animal handling\",\"athletics\",\"insight\",\"investigation\",\"nature\",\"perception\",\"stealth\",\"survival\"],\"count\":3}}]},\"startingEquipment\":{\"additionalFromBackground\":true,\"defaultData\":[{\"A\":[{\"item\":\"studded leather armor|xphb\"},{\"item\":\"scimitar|xphb\"},{\"item\":\"shortsword|xphb\"},{\"item\":\"longbow|xphb\"},{\"item\":\"arrows (20)|xphb\"},{\"item\":\"quiver|xphb\"},{\"item\":\"sprig of mistletoe|xphb\"},{\"item\":\"explorer's pack|xphb\"},{\"value\":700}],\"B\":[{\"value\":15000}]}],\"entries\":[\"{@i Choose A or B:} (A) {@item Studded Leather Armor|XPHB}, {@item Scimitar|XPHB}, {@item Shortsword|XPHB}, {@item Longbow|XPHB}, {@item Arrows (20)|XPHB|20 Arrows}, {@item Quiver|XPHB}, {@item Druidic Focus|XPHB} ({@item sprig of mistletoe|XPHB}), {@item Explorer's Pack|XPHB}, and 7 GP; or (B) 150 GP\"]},\"multiclassing\":{\"proficienciesGained\":{\"weapons\":[\"martial\"],\"armor\":[\"light\",\"medium\",\"shield\"],\"skills\":[{\"choose\":{\"from\":[\"animal handling\",\"athletics\",\"insight\",\"investigation\",\"nature\",\"perception\",\"stealth\",\"survival\"],\"count\":1}}]}},\"classTableGroups\":[{\"colLabels\":[\"Favored Enemy\"],\"rows\":[[2],[2],[2],[2],[3],[3],[3],[3],[4],[4],[4],[4],[5],[5],[5],[5],[6],[6],[6],[6]]},{\"colLabels\":[\"Prepared Spells\"],\"rows\":[[2],[3],[4],[5],[6],[6],[7],[7],[9],[9],[10],[10],[11],[11],[12],[12],[14],[14],[15],[15]]},{\"title\":\"Spell Slots per Spell Level\",\"colLabels\":[\"{@filter 1st|spells|level=1|class=ranger}\",\"{@filter 2nd|spells|level=2|class=ranger}\",\"{@filter 3rd|spells|level=3|class=ranger}\",\"{@filter 4th|spells|level=4|class=ranger}\",\"{@filter 5th|spells|level=5|class=ranger}\"],\"rowsSpellProgression\":[[2,0,0,0,0],[2,0,0,0,0],[3,0,0,0,0],[3,0,0,0,0],[4,2,0,0,0],[4,2,0,0,0],[4,3,0,0,0],[4,3,0,0,0],[4,3,2,0,0],[4,3,2,0,0],[4,3,3,0,0],[4,3,3,0,0],[4,3,3,1,0],[4,3,3,1,0],[4,3,3,2,0],[4,3,3,2,0],[4,3,3,3,1],[4,3,3,3,1],[4,3,3,3,2],[4,3,3,3,2]]}],\"classFeatures\":[\"Spellcasting|Ranger|XPHB|1\",\"Favored Enemy|Ranger|XPHB|1\",\"Weapon Mastery|Ranger|XPHB|1\",\"Deft Explorer|Ranger|XPHB|2\",\"Fighting Style|Ranger|XPHB|2\",{\"classFeature\":\"Ranger Subclass|Ranger|XPHB|3\",\"gainSubclassFeature\":true},\"Ability Score Improvement|Ranger|XPHB|4\",\"Extra Attack|Ranger|XPHB|5\",\"Roving|Ranger|XPHB|6\",{\"classFeature\":\"Subclass Feature|Ranger|XPHB|7\",\"gainSubclassFeature\":true},\"Ability Score Improvement|Ranger|XPHB|8\",\"Expertise|Ranger|XPHB|9\",\"Tireless|Ranger|XPHB|10\",{\"classFeature\":\"Subclass Feature|Ranger|XPHB|11\",\"gainSubclassFeature\":true},\"Ability Score Improvement|Ranger|XPHB|12\",\"Relentless Hunter|Ranger|XPHB|13\",\"Nature's Veil|Ranger|XPHB|14\",{\"classFeature\":\"Subclass Feature|Ranger|XPHB|15\",\"gainSubclassFeature\":true},\"Ability Score Improvement|Ranger|XPHB|16\",\"Precise Hunter|Ranger|XPHB|17\",\"Feral Senses|Ranger|XPHB|18\",\"Epic Boon|Ranger|XPHB|19\",\"Foe Slayer|Ranger|XPHB|20\"],\"subclassTitle\":\"Ranger Subclass\",\"hasFluff\":true,\"hasFluffImages\":true}],\"subclass\":[{\"name\":\"Beast Master\",\"shortName\":\"Beast Master\",\"source\":\"PHB\",\"className\":\"Ranger\",\"classSource\":\"PHB\",\"page\":93,\"reprintedAs\":[\"Beast Master|Ranger|XPHB|XPHB\"],\"edition\":\"classic\",\"subclassFeatures\":[\"Beast Master|Ranger||Beast Master||3\",\"Exceptional Training|Ranger||Beast Master||7\",\"Bestial Fury|Ranger||Beast Master||11\",\"Share Spells|Ranger||Beast Master||15\"]},{\"name\":\"Beast Master\",\"shortName\":\"Beast Master\",\"source\":\"PHB\",\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"_copy\":{\"name\":\"Beast Master\",\"source\":\"PHB\",\"shortName\":\"Beast Master\",\"className\":\"Ranger\",\"classSource\":\"PHB\",\"_preserve\":{\"page\":true,\"otherSources\":true,\"srd\":true,\"basicRules\":true,\"reprintedAs\":true}}},{\"name\":\"Hunter\",\"shortName\":\"Hunter\",\"source\":\"PHB\",\"className\":\"Ranger\",\"classSource\":\"PHB\",\"page\":93,\"srd\":true,\"reprintedAs\":[\"Hunter|Ranger|XPHB|XPHB\"],\"edition\":\"classic\",\"subclassFeatures\":[\"Hunter|Ranger||Hunter||3\",\"Defensive Tactics|Ranger||Hunter||7\",\"Multiattack|Ranger||Hunter||11\",\"Superior Hunter's Defense|Ranger||Hunter||15\"]},{\"name\":\"Hunter\",\"shortName\":\"Hunter\",\"source\":\"PHB\",\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"_copy\":{\"name\":\"Hunter\",\"source\":\"PHB\",\"shortName\":\"Hunter\",\"className\":\"Ranger\",\"classSource\":\"PHB\",\"_preserve\":{\"page\":true,\"otherSources\":true,\"srd\":true,\"basicRules\":true,\"reprintedAs\":true}}},{\"name\":\"Gloom Stalker\",\"shortName\":\"Gloom Stalker\",\"source\":\"XGE\",\"className\":\"Ranger\",\"classSource\":\"PHB\",\"page\":41,\"reprintedAs\":[\"Gloom Stalker|Ranger|XPHB|XPHB\"],\"edition\":\"classic\",\"additionalSpells\":[{\"known\":{\"3\":[\"disguise self\"],\"5\":[\"rope trick\"],\"9\":[\"fear\"],\"13\":[\"greater invisibility\"],\"17\":[\"seeming\"]}}],\"subclassFeatures\":[\"Gloom Stalker|Ranger||Gloom Stalker|XGE|3\",\"Iron Mind|Ranger||Gloom Stalker|XGE|7\",\"Stalker's Flurry|Ranger||Gloom Stalker|XGE|11\",\"Shadowy Dodge|Ranger||Gloom Stalker|XGE|15\"]},{\"name\":\"Gloom Stalker\",\"shortName\":\"Gloom Stalker\",\"source\":\"XGE\",\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"_copy\":{\"name\":\"Gloom Stalker\",\"source\":\"XGE\",\"shortName\":\"Gloom Stalker\",\"className\":\"Ranger\",\"classSource\":\"PHB\",\"_preserve\":{\"page\":true,\"otherSources\":true,\"srd\":true,\"basicRules\":true,\"reprintedAs\":true}}},{\"name\":\"Horizon Walker\",\"shortName\":\"Horizon Walker\",\"source\":\"XGE\",\"className\":\"Ranger\",\"classSource\":\"PHB\",\"page\":42,\"edition\":\"classic\",\"additionalSpells\":[{\"known\":{\"3\":[\"protection from evil and good\"],\"5\":[\"misty step\"],\"9\":[\"haste\"],\"13\":[\"banishment\"],\"17\":[\"teleportation circle\"]}}],\"subclassFeatures\":[\"Horizon Walker|Ranger||Horizon Walker|XGE|3\",\"Ethereal Step|Ranger||Horizon Walker|XGE|7\",\"Distant Strike|Ranger||Horizon Walker|XGE|11\",\"Spectral Defense|Ranger||Horizon Walker|XGE|15\"]},{\"name\":\"Horizon Walker\",\"shortName\":\"Horizon Walker\",\"source\":\"XGE\",\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"_copy\":{\"name\":\"Horizon Walker\",\"source\":\"XGE\",\"shortName\":\"Horizon Walker\",\"className\":\"Ranger\",\"classSource\":\"PHB\",\"_preserve\":{\"page\":true,\"otherSources\":true,\"srd\":true,\"basicRules\":true,\"reprintedAs\":true}}},{\"name\":\"Monster Slayer\",\"shortName\":\"Monster Slayer\",\"source\":\"XGE\",\"className\":\"Ranger\",\"classSource\":\"PHB\",\"page\":43,\"edition\":\"classic\",\"additionalSpells\":[{\"known\":{\"3\":[\"protection from evil and good\"],\"5\":[\"zone of truth\"],\"9\":[\"magic circle\"],\"13\":[\"banishment\"],\"17\":[\"hold monster\"]}}],\"subclassFeatures\":[\"Monster Slayer|Ranger||Monster Slayer|XGE|3\",\"Supernatural Defense|Ranger||Monster Slayer|XGE|7\",\"Magic-User's Nemesis|Ranger||Monster Slayer|XGE|11\",\"Slayer's Counter|Ranger||Monster Slayer|XGE|15\"]},{\"name\":\"Monster Slayer\",\"shortName\":\"Monster Slayer\",\"source\":\"XGE\",\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"_copy\":{\"name\":\"Monster Slayer\",\"source\":\"XGE\",\"shortName\":\"Monster Slayer\",\"className\":\"Ranger\",\"classSource\":\"PHB\",\"_preserve\":{\"page\":true,\"otherSources\":true,\"srd\":true,\"basicRules\":true,\"reprintedAs\":true}}},{\"name\":\"Fey Wanderer\",\"shortName\":\"Fey Wanderer\",\"source\":\"TCE\",\"className\":\"Ranger\",\"classSource\":\"PHB\",\"page\":58,\"reprintedAs\":[\"Fey Wanderer|Ranger|XPHB|XPHB\"],\"edition\":\"classic\",\"additionalSpells\":[{\"known\":{\"3\":[\"charm person\"],\"5\":[\"misty step\"],\"9\":[\"dispel magic\"],\"13\":[\"dimension door\"],\"17\":[\"mislead\"]}}],\"subclassFeatures\":[\"Fey Wanderer|Ranger||Fey Wanderer|TCE|3\",\"Beguiling Twist|Ranger||Fey Wanderer|TCE|7\",\"Fey Reinforcements|Ranger||Fey Wanderer|TCE|11\",\"Misty Wanderer|Ranger||Fey Wanderer|TCE|15\"],\"hasFluffImages\":true},{\"name\":\"Fey Wanderer\",\"shortName\":\"Fey Wanderer\",\"source\":\"TCE\",\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"_copy\":{\"name\":\"Fey Wanderer\",\"source\":\"TCE\",\"shortName\":\"Fey Wanderer\",\"className\":\"Ranger\",\"classSource\":\"PHB\",\"_preserve\":{\"page\":true,\"otherSources\":true,\"srd\":true,\"basicRules\":true,\"reprintedAs\":true}},\"fluff\":{\"_subclassFluff\":{\"name\":\"Fey Wanderer\",\"source\":\"TCE\",\"shortName\":\"Fey Wanderer\",\"className\":\"Ranger\",\"classSource\":\"PHB\"}}},{\"name\":\"Swarmkeeper\",\"shortName\":\"Swarmkeeper\",\"source\":\"TCE\",\"className\":\"Ranger\",\"classSource\":\"PHB\",\"page\":59,\"edition\":\"classic\",\"additionalSpells\":[{\"known\":{\"3\":[\"mage hand#c\",\"faerie fire\"],\"5\":[\"web\"],\"9\":[\"gaseous form\"],\"13\":[\"arcane eye\"],\"17\":[\"insect plague\"]}}],\"subclassFeatures\":[\"Swarmkeeper|Ranger||Swarmkeeper|TCE|3\",\"Writhing Tide|Ranger||Swarmkeeper|TCE|7\",\"Mighty Swarm|Ranger||Swarmkeeper|TCE|11\",\"Swarming Dispersal|Ranger||Swarmkeeper|TCE|15\"],\"hasFluffImages\":true},{\"name\":\"Swarmkeeper\",\"shortName\":\"Swarmkeeper\",\"source\":\"TCE\",\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"_copy\":{\"name\":\"Swarmkeeper\",\"source\":\"TCE\",\"shortName\":\"Swarmkeeper\",\"className\":\"Ranger\",\"classSource\":\"PHB\",\"_preserve\":{\"page\":true,\"otherSources\":true,\"srd\":true,\"basicRules\":true,\"reprintedAs\":true}},\"fluff\":{\"_subclassFluff\":{\"name\":\"Swarmkeeper\",\"source\":\"TCE\",\"shortName\":\"Swarmkeeper\",\"className\":\"Ranger\",\"classSource\":\"PHB\"}}},{\"name\":\"Drakewarden\",\"shortName\":\"Drakewarden\",\"source\":\"FTD\",\"className\":\"Ranger\",\"classSource\":\"PHB\",\"page\":15,\"edition\":\"classic\",\"additionalSpells\":[{\"known\":{\"3\":[\"thaumaturgy#c\"]}}],\"subclassFeatures\":[\"Drakewarden|Ranger||Drakewarden|FTD|3\",\"Bond of Fang and Scale|Ranger||Drakewarden|FTD|7\",\"Drake's Breath|Ranger||Drakewarden|FTD|11\",\"Perfected Bond|Ranger||Drakewarden|FTD|15\"],\"hasFluffImages\":true},{\"name\":\"Drakewarden\",\"shortName\":\"Drakewarden\",\"source\":\"FTD\",\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"_copy\":{\"name\":\"Drakewarden\",\"source\":\"FTD\",\"shortName\":\"Drakewarden\",\"className\":\"Ranger\",\"classSource\":\"PHB\",\"_preserve\":{\"page\":true,\"otherSources\":true,\"srd\":true,\"basicRules\":true,\"reprintedAs\":true}},\"fluff\":{\"_subclassFluff\":{\"name\":\"Drakewarden\",\"source\":\"FTD\",\"shortName\":\"Drakewarden\",\"className\":\"Ranger\",\"classSource\":\"PHB\"}}},{\"name\":\"Beast Master\",\"shortName\":\"Beast Master\",\"source\":\"XPHB\",\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"page\":123,\"edition\":\"one\",\"subclassFeatures\":[\"Beast Master|Ranger|XPHB|Beast Master|XPHB|3\",\"Exceptional Training|Ranger|XPHB|Beast Master|XPHB|7\",\"Bestial Fury|Ranger|XPHB|Beast Master|XPHB|11\",\"Share Spells|Ranger|XPHB|Beast Master|XPHB|15\"],\"hasFluffImages\":true},{\"name\":\"Fey Wanderer\",\"shortName\":\"Fey Wanderer\",\"source\":\"XPHB\",\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"page\":124,\"edition\":\"one\",\"additionalSpells\":[{\"known\":{\"3\":[\"charm person|xphb\"],\"5\":[\"misty step|xphb\"],\"9\":[\"summon fey|xphb\"],\"13\":[\"dimension door|xphb\"],\"17\":[\"mislead|xphb\"]}}],\"subclassFeatures\":[\"Fey Wanderer|Ranger|XPHB|Fey Wanderer|XPHB|3\",\"Beguiling Twist|Ranger|XPHB|Fey Wanderer|XPHB|7\",\"Fey Reinforcements|Ranger|XPHB|Fey Wanderer|XPHB|11\",\"Misty Wanderer|Ranger|XPHB|Fey Wanderer|XPHB|15\"],\"hasFluffImages\":true},{\"name\":\"Gloom Stalker\",\"shortName\":\"Gloom Stalker\",\"source\":\"XPHB\",\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"page\":125,\"edition\":\"one\",\"additionalSpells\":[{\"prepared\":{\"3\":[\"disguise self|xphb\"],\"5\":[\"rope trick|xphb\"],\"9\":[\"fear|xphb\"],\"13\":[\"greater invisibility|xphb\"],\"17\":[\"seeming|xphb\"]}}],\"subclassFeatures\":[\"Gloom Stalker|Ranger|XPHB|Gloom Stalker|XPHB|3\",\"Iron Mind|Ranger|XPHB|Gloom Stalker|XPHB|7\",\"Stalker's Flurry|Ranger|XPHB|Gloom Stalker|XPHB|11\",\"Shadowy Dodge|Ranger|XPHB|Gloom Stalker|XPHB|15\"],\"hasFluffImages\":true},{\"name\":\"Hunter\",\"shortName\":\"Hunter\",\"source\":\"XPHB\",\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"page\":127,\"edition\":\"one\",\"subclassFeatures\":[\"Hunter|Ranger|XPHB|Hunter|XPHB|3\",\"Defensive Tactics|Ranger|XPHB|Hunter|XPHB|7\",\"Superior Hunter's Prey|Ranger|XPHB|Hunter|XPHB|11\",\"Superior Hunter's Defense|Ranger|XPHB|Hunter|XPHB|15\"],\"hasFluffImages\":true}],\"classFeature\":[{\"name\":\"Deft Explorer\",\"source\":\"TCE\",\"page\":56,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"level\":1,\"isClassFeatureVariant\":true,\"entries\":[\"{@i 1st-level ranger {@variantrule optional class features|tce|optional feature}, which replaces the Natural Explorer feature}\",\"You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class.\",{\"name\":\"Canny\",\"type\":\"entries\",\"entries\":[\"Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.\",\"You can also speak, read, and write two additional languages of your choice.\"]}]},{\"name\":\"Favored Enemy\",\"source\":\"PHB\",\"page\":89,\"srd\":true,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"level\":1,\"entries\":[\"Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\",\"Choose a type of favored enemy: {@filter aberrations|bestiary|type=aberration}, {@filter beasts|bestiary|type=beast}, {@filter celestials|bestiary|type=celestial}, {@filter constructs|bestiary|type=construct}, {@filter dragons|bestiary|type=dragon}, {@filter elementals|bestiary|type=elemental}, {@filter fey|bestiary|type=fey}, {@filter fiends|bestiary|type=fiend}, {@filter giants|bestiary|type=giant}, {@filter monstrosities|bestiary|type=monstrosity}, {@filter oozes|bestiary|type=ooze}, {@filter plants|bestiary|type=plant}, or {@filter undead|bestiary|type=undead}. Alternatively, you can select two races of {@filter humanoid|bestiary|type=humanoid} (such as {@creature gnoll||gnolls} and {@creature orc||orcs}) as favored enemies.\",\"You have advantage on Wisdom ({@skill Survival}) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\",\"When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\",\"You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.\"]},{\"name\":\"Favored Foe\",\"source\":\"TCE\",\"page\":56,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"level\":1,\"isClassFeatureVariant\":true,\"entries\":[\"{@i 1st-level ranger {@variantrule optional class features|tce|optional feature}, which replaces the Favored Enemy feature and works with the Foe Slayer feature}\",\"When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your {@status concentration} (as if you were {@status concentration||concentrating} on a spell).\",\"The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by {@dice 1d4}.\",\"You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\",\"This feature's extra damage increases when you reach certain levels in this class: to {@dice 1d6} at 6th level and to {@dice 1d8} at 14th level.\"]},{\"name\":\"Natural Explorer\",\"source\":\"PHB\",\"page\":89,\"srd\":true,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"level\":1,\"entries\":[\"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\",\"While traveling for an hour or more in your favored terrain, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"Difficult terrain doesn't slow your group's travel.\",\"Your group can't become lost except by magical means.\",\"Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\",\"If you are traveling alone, you can move stealthily at a normal pace.\",\"When you forage, you find twice as much food as you normally would.\",\"While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\"]},\"You choose additional favored terrain types at 6th and 10th level.\"]},{\"name\":\"Fighting Style\",\"source\":\"PHB\",\"page\":89,\"srd\":true,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"level\":2,\"entries\":[\"At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\",{\"type\":\"options\",\"count\":1,\"entries\":[{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Archery\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Defense\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Dueling\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Two-Weapon Fighting\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Blind Fighting|TCE\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Druidic Warrior|TCE\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Thrown Weapon Fighting|TCE\"}]}]},{\"name\":\"Spellcasting\",\"source\":\"PHB\",\"page\":89,\"srd\":true,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"level\":2,\"entries\":[\"By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See {@book chapter 10|PHB|10} for the general rules of spellcasting and {@book chapter 11|PHB|11} for the {@filter ranger spell list|spells|class=ranger}.\",{\"type\":\"entries\",\"name\":\"Spell Slots\",\"entries\":[\"The Ranger table shows how many spell slots you have to cast your {@filter ranger spells|spells|class=ranger} of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\",\"For example, if you know the 1st-level spell {@spell animal friendship} and have a 1st-level and a 2nd-level spell slot available, you can cast {@spell animal friendship} using either slot.\"]},{\"type\":\"entries\",\"name\":\"Spells Known of 1st Level and Higher\",\"entries\":[\"You know two 1st-level spells of your choice from the ranger spell list.\",\"The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.\",\"Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.\"]},{\"type\":\"entries\",\"name\":\"Spellcasting Ability\",\"entries\":[\"Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.\",{\"type\":\"abilityDc\",\"name\":\"Spell\",\"attributes\":[\"wis\"]},{\"type\":\"abilityAttackMod\",\"name\":\"Spell\",\"attributes\":[\"wis\"]}]}]},{\"name\":\"Spellcasting Focus\",\"source\":\"TCE\",\"page\":56,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"level\":2,\"isClassFeatureVariant\":true,\"entries\":[\"{@i 2nd-level ranger {@variantrule optional class features|tce|optional feature}}\",\"You can use a {@item druidic focus|phb} as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.\"]},{\"name\":\"Primal Awareness\",\"source\":\"TCE\",\"page\":56,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"level\":3,\"isClassFeatureVariant\":true,\"entries\":[\"{@i 3rd-level ranger {@variantrule optional class features|tce|optional feature}, which replaces the Primeval Awareness feature}\",\"You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.\",{\"type\":\"table\",\"caption\":\"Primal Awareness Spells\",\"colLabels\":[\"Ranger Level\",\"Spell\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"3rd\",\"{@spell speak with animals}\"],[\"5th\",\"{@spell beast sense}\"],[\"9th\",\"{@spell speak with plants}\"],[\"13th\",\"{@spell locate creature}\"],[\"17th\",\"{@spell commune with nature}\"]]},\"You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.\"]},{\"name\":\"Primeval Awareness\",\"source\":\"PHB\",\"page\":89,\"srd\":true,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"level\":3,\"entries\":[\"Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.\"]},{\"name\":\"Ranger Archetype\",\"source\":\"PHB\",\"page\":89,\"srd\":true,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"level\":3,\"entries\":[\"At 3rd level, you choose an archetype that you strive to emulate from the list of available archetypes. Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":89,\"srd\":true,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"level\":4,\"entries\":[\"When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Martial Versatility\",\"source\":\"TCE\",\"page\":56,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"level\":4,\"isClassFeatureVariant\":true,\"entries\":[\"{@i 4th-level ranger {@variantrule optional class features|tce|optional feature}}\",\"Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.\"]},{\"name\":\"Extra Attack\",\"source\":\"PHB\",\"page\":89,\"srd\":true,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"level\":5,\"entries\":[\"Beginning at 5th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn.\"]},{\"name\":\"Deft Explorer Improvement\",\"source\":\"TCE\",\"page\":56,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"level\":6,\"isClassFeatureVariant\":true,\"entries\":[\"You gain an additional benefit when you reach 6th level in this class.\",{\"type\":\"entries\",\"name\":\"Roving\",\"entries\":[\"Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.\"]}]},{\"name\":\"Favored Enemy and Natural Explorer improvements\",\"source\":\"PHB\",\"page\":89,\"srd\":true,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"level\":6,\"entries\":[\"At 6th level, you gain an additional favored terrain.\",\"At 6th level, you choose one additional favored enemy, as well as an associated language. Your choice should reflect the types of monsters you have encountered on your adventures.\"]},{\"name\":\"Ranger Archetype feature\",\"source\":\"PHB\",\"page\":89,\"srd\":true,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"level\":7,\"entries\":[\"At 7th level, you gain a feature granted to you by your Ranger Archetype.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":89,\"srd\":true,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"level\":8,\"entries\":[\"When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Land's Stride\",\"source\":\"PHB\",\"page\":89,\"srd\":true,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"level\":8,\"entries\":[\"Starting at 8th level, moving through nonmagical {@quickref difficult terrain||3} costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\",\"In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the {@spell entangle} spell.\"]},{\"name\":\"Deft Explorer Improvement\",\"source\":\"TCE\",\"page\":56,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"level\":10,\"isClassFeatureVariant\":true,\"entries\":[\"You gain an additional benefit when you reach 10th level in this class.\",{\"type\":\"entries\",\"name\":\"Tireless\",\"entries\":[\"As an action, you can give yourself a number of temporary hit points equal to {@dice 1d8} + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\",\"In addition, whenever you finish a short rest, your {@condition exhaustion} level, if any, is decreased by 1.\"]}]},{\"name\":\"Hide in Plain Sight\",\"source\":\"PHB\",\"page\":89,\"srd\":true,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"level\":10,\"entries\":[\"Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\",\"Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity ({@skill Stealth}) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.\"]},{\"name\":\"Natural Explorer improvement\",\"source\":\"PHB\",\"page\":89,\"srd\":true,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"level\":10,\"entries\":[\"You gain an additional favored terrain.\"]},{\"name\":\"Nature's Veil\",\"source\":\"TCE\",\"page\":56,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"level\":10,\"isClassFeatureVariant\":true,\"entries\":[\"{@i 10th-level ranger {@variantrule optional class features|tce|optional feature}, which replaces the Hide in Plain Sight feature}\",\"You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become {@condition invisible}, along with any equipment you are wearing or carrying, until the start of your next turn.\",\"You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]},{\"name\":\"Ranger Archetype feature\",\"source\":\"PHB\",\"page\":89,\"srd\":true,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"level\":11,\"entries\":[\"At 11th level, you gain a feature granted to you by your Ranger Archetype.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":89,\"srd\":true,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"level\":12,\"entries\":[\"When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Favored Enemy improvement\",\"source\":\"PHB\",\"page\":89,\"srd\":true,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"level\":14,\"entries\":[\"At 14th level, you choose one additional favored enemy, as well as an associated language. Your choice should reflect the types of monsters you have encountered on your adventures.\"]},{\"name\":\"Vanish\",\"source\":\"PHB\",\"page\":89,\"srd\":true,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"level\":14,\"entries\":[\"Starting at 14th level, you can use the {@action Hide} action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.\"]},{\"name\":\"Ranger Archetype feature\",\"source\":\"PHB\",\"page\":89,\"srd\":true,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"level\":15,\"entries\":[\"At 15th level, you gain a feature granted to you by your Ranger Archetype.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":89,\"srd\":true,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"level\":16,\"entries\":[\"When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Feral Senses\",\"source\":\"PHB\",\"page\":89,\"srd\":true,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"level\":18,\"entries\":[\"At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any {@condition invisible} creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't {@condition blinded} or {@condition deafened}.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":89,\"srd\":true,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"level\":19,\"entries\":[\"When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Foe Slayer\",\"source\":\"PHB\",\"page\":89,\"srd\":true,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"level\":20,\"entries\":[\"At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.\"]},{\"name\":\"Favored Enemy\",\"source\":\"XPHB\",\"page\":120,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"level\":1,\"entries\":[\"You always have the {@spell Hunter's Mark|XPHB} spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a {@variantrule Long Rest|XPHB}.\",\"The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored {@variantrule Enemy|XPHB} column of the Ranger Features table.\"]},{\"name\":\"Spellcasting\",\"source\":\"XPHB\",\"page\":119,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"level\":1,\"entries\":[\"You have learned to channel the magical essence of nature to cast spells. See {@book chapter 7|XPHB|7} for the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the {@filter Ranger spell list|spells|class=Ranger} later in the class's description.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Spell Slots\",\"entries\":[\"The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a {@variantrule Long Rest|XPHB}.\"]},{\"type\":\"entries\",\"name\":\"Prepared Spells of Level 1+\",\"entries\":[\"You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two {@filter level 1 Ranger spells|spells|class=Ranger|level=1}. {@spell Cure Wounds|XPHB} and {@spell Ensnaring Strike|XPHB} are recommended.\",\"The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.\",\"If another Ranger feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you.\"]},{\"type\":\"entries\",\"name\":\"Changing Your Prepared Spells\",\"entries\":[\"Whenever you finish a {@variantrule Long Rest|XPHB}, you can replace one spell on your list with another Ranger spell for which you have spell slots.\"]},{\"type\":\"entries\",\"name\":\"Spellcasting Ability\",\"entries\":[\"Wisdom is your spellcasting ability for your Ranger spells.\"]},{\"type\":\"entries\",\"name\":\"Spellcasting Focus\",\"entries\":[\"You can use a {@item Druidic Focus|XPHB} as a {@variantrule Spellcasting Focus|XPHB} for your Ranger spells.\"]}]}]},{\"name\":\"Weapon Mastery\",\"source\":\"XPHB\",\"page\":120,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"level\":1,\"entries\":[\"Your training with weapons allows you to use the {@variantrule weapon mastery properties|XPHB|mastery properties} of two kinds of {@filter weapons|items|type=simple weapon;martial weapon} of your choice with which you have proficiency, such as {@item Longbow|XPHB|Longbows} and {@item Shortsword|XPHB|Shortswords}.\",\"Whenever you finish a {@variantrule Long Rest|XPHB}, you can change the kinds of weapons you chose. For example, you could switch to using the {@variantrule weapon mastery properties|XPHB|mastery properties} of {@item Scimitar|XPHB|Scimitars} and {@item Longsword|XPHB|Longswords}.\"]},{\"name\":\"Deft Explorer\",\"source\":\"XPHB\",\"page\":120,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"level\":2,\"entries\":[\"Thanks to your travels, you gain the following benefits.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Expertise\",\"entries\":[\"Choose one of your skill proficiencies with which you lack {@variantrule Expertise|XPHB}. You gain {@variantrule Expertise|XPHB} in that skill.\"]},{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"You know two languages of your choice from the language tables in {@book chapter 2|XPHB|2|Choose Languages}.\"]}]}]},{\"name\":\"Fighting Style\",\"source\":\"XPHB\",\"page\":120,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"level\":2,\"entries\":[\"You gain a {@filter Fighting Style feat|feats|category=FS} of your choice. Instead of choosing one of those feats, you can choose the option below.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"refFeat\",\"feat\":\"Druidic Warrior|XPHB\"}]}]},{\"name\":\"Ranger Subclass\",\"source\":\"XPHB\",\"page\":120,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"level\":3,\"entries\":[\"You gain a Ranger subclass of your choice. A subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your subclass's features that are of your Ranger level or lower.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":120,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"level\":4,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.\"]},{\"name\":\"Extra Attack\",\"source\":\"XPHB\",\"page\":120,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"level\":5,\"entries\":[\"You can attack twice instead of once whenever you take the {@action Attack|XPHB} action on your turn.\"]},{\"name\":\"Roving\",\"source\":\"XPHB\",\"page\":121,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"level\":6,\"entries\":[\"Your {@variantrule Speed|XPHB} increases by 10 feet while you aren't wearing Heavy armor. You also have a {@variantrule Climb Speed|XPHB} and a {@variantrule Swim Speed|XPHB} equal to your {@variantrule Speed|XPHB}.\"]},{\"name\":\"Subclass Feature\",\"source\":\"XPHB\",\"page\":121,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"level\":7,\"entries\":[\"You gain a feature from your Ranger Subclass.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":121,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"level\":8,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.\"]},{\"name\":\"Expertise\",\"source\":\"XPHB\",\"page\":121,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"level\":9,\"entries\":[\"Choose two of your skill proficiencies with which you lack {@variantrule Expertise|XPHB}. You gain {@variantrule Expertise|XPHB} in those skills.\"]},{\"name\":\"Tireless\",\"source\":\"XPHB\",\"page\":121,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"level\":10,\"entries\":[\"Primal forces now help fuel you on your journeys, granting you the following benefits.\",{\"type\":\"entries\",\"name\":\"Temporary Hit Points\",\"entries\":[\"As a {@action Magic|XPHB} action, you can give yourself a number of {@variantrule Temporary Hit Points|XPHB} equal to {@dice 1d8} plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.\"]},{\"type\":\"entries\",\"name\":\"Decrease Exhaustion\",\"entries\":[\"Whenever you finish a {@variantrule Short Rest|XPHB}, your {@condition Exhaustion|XPHB} level, if any, decreases by 1.\"]}]},{\"name\":\"Subclass Feature\",\"source\":\"XPHB\",\"page\":121,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"level\":11,\"entries\":[\"You gain a feature from your Ranger Subclass.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":121,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"level\":12,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.\"]},{\"name\":\"Relentless Hunter\",\"source\":\"XPHB\",\"page\":121,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"level\":13,\"entries\":[\"Taking damage can't break your {@status Concentration|XPHB} on Hunter's Mark.\"]},{\"name\":\"Nature's Veil\",\"source\":\"XPHB\",\"page\":121,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"level\":14,\"entries\":[\"You invoke spirits of nature to magically hide yourself. As a {@variantrule Bonus Action|XPHB}, you can give yourself the {@condition Invisible|XPHB} condition until the end of your next turn.\",\"You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.\"]},{\"name\":\"Subclass Feature\",\"source\":\"XPHB\",\"page\":121,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"level\":15,\"entries\":[\"You gain a feature from your Ranger Subclass.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":121,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"level\":16,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.\"]},{\"name\":\"Precise Hunter\",\"source\":\"XPHB\",\"page\":121,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"level\":17,\"entries\":[\"You have {@variantrule Advantage|XPHB} on attack rolls against the creature currently marked by your Hunter's Mark.\"]},{\"name\":\"Feral Senses\",\"source\":\"XPHB\",\"page\":121,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"level\":18,\"entries\":[\"Your connection to the forces of nature grants you {@sense Blindsight|XPHB} with a range of 30 feet.\"]},{\"name\":\"Epic Boon\",\"source\":\"XPHB\",\"page\":121,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"level\":19,\"entries\":[\"You gain an {@filter Epic Boon feat|feats|category=EB} or another {@5etools feat|feats.html} of your choice for which you qualify. {@feat Boon of Dimensional Travel|XPHB} is recommended.\"]},{\"name\":\"Foe Slayer\",\"source\":\"XPHB\",\"page\":121,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"level\":20,\"entries\":[\"The damage die of your Hunter's Mark is a {@dice d10} rather than a {@dice d6}.\"]}],\"subclassFeature\":[{\"name\":\"Drakewarden\",\"source\":\"FTD\",\"page\":15,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Drakewarden\",\"subclassSource\":\"FTD\",\"level\":3,\"entries\":[\"Your connection to the natural world takes the form of a draconic spirit, which can manifest in physical form as a drake. As your powers grow, your drake grows as well, blossoming from a small four-legged companion to a majestic winged creature large and strong enough for you to ride. Along the way, you gain an increasing share of the awe-inspiring power of dragons.\",\"Consider the source of the draconic spirit you have bonded with. The Drakewarden Origin table offers examples.\",{\"type\":\"table\",\"caption\":\"Drakewarden Origin\",\"colLabels\":[\"d6\",\"Origin\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"You studied a dragon's scale or claw, or a trinket from a dragon's hoard, creating your bond through that token's lingering draconic magic.\"],[\"2\",\"A secret order of rangers who collect and guard draconic lore taught you their ways.\"],[\"3\",\"A dragon gave you a geode or gemstone to care for. To your surprise, the drake hatched from that stone.\"],[\"4\",\"You ingested a few drops of dragon blood, forever infusing your nature magic with draconic power.\"],[\"5\",\"An ancient Draconic inscription on a standing stone empowered you when you read it aloud.\"],[\"6\",\"You had a vivid dream of a mysterious figure accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.\"]]},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Draconic Gift|Ranger||Drakewarden|FTD|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Drake Companion|Ranger||Drakewarden|FTD|3\"}]},{\"name\":\"Draconic Gift\",\"source\":\"FTD\",\"page\":15,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Drakewarden\",\"subclassSource\":\"FTD\",\"level\":3,\"header\":1,\"entries\":[\"{@i 3rd-level Drakewarden feature}\",\"The bond you share with your drake creates a connection to dragonkind, granting you understanding and empowering your presence. You gain the following benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Thaumaturgy\",\"entry\":\"You learn the {@spell thaumaturgy} cantrip, which is a ranger spell for you.\"},{\"type\":\"item\",\"name\":\"Tongue of Dragons\",\"entry\":\"You learn to speak, read, and write Draconic or one other language of your choice.\"}]}]},{\"name\":\"Drake Companion\",\"source\":\"FTD\",\"page\":15,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Drakewarden\",\"subclassSource\":\"FTD\",\"level\":3,\"header\":1,\"entries\":[\"{@i 3rd-level Drakewarden feature}\",\"As an action, you can magically summon the drake that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.\",\"The drake is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying {@creature Drake Companion|FTD} stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake, such as its color, its scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.\",\"In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the {@action Dodge} action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are {@condition incapacitated}, the drake can take any action of its choice, not just {@action Dodge}.\",\"The drake remains until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.\",\"Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.\"]},{\"name\":\"Bond of Fang and Scale\",\"source\":\"FTD\",\"page\":15,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Drakewarden\",\"subclassSource\":\"FTD\",\"level\":7,\"header\":2,\"entries\":[\"{@i 7th-level Drakewarden feature}\",\"The bond you share with your drake intensifies, protecting you and stoking the drake's fury. When you summon your drake, it grows wings on its back and gains a flying speed equal to its walking speed.\",\"In addition, while your drake is summoned, you and the drake gain the following benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Drake Mount\",\"entries\":[\"The drake grows to Medium size. Reflecting your special bond, you can use the drake as a mount if your size is Medium or smaller. While you are riding your drake, it can't use the flying speed of this feature.\"]},{\"type\":\"item\",\"name\":\"Magic Fang\",\"entries\":[\"The drake's Bite attack deals an extra {@damage 1d6} damage of the type chosen for the drake's Draconic Essence.\"]},{\"type\":\"item\",\"name\":\"Resistance\",\"entries\":[\"You gain resistance to the damage type chosen for the drake's Draconic Essence.\"]}]}]},{\"name\":\"Drake's Breath\",\"source\":\"FTD\",\"page\":15,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Drakewarden\",\"subclassSource\":\"FTD\",\"level\":11,\"header\":2,\"entries\":[\"{@i 11th-level Drakewarden feature}\",\"As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage (your choice doesn't have to match your drake's Draconic Essence). Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking {@damage 8d6} damage on a failed save, or half as much damage on a successful one.\",\"This damage increases to {@dice 10d6} when you reach 15th level in this class.\",\"Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.\"]},{\"name\":\"Perfected Bond\",\"source\":\"FTD\",\"page\":15,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Drakewarden\",\"subclassSource\":\"FTD\",\"level\":15,\"header\":2,\"entries\":[\"{@i 15th-level Drakewarden feature}\",\"Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Empowered Bite\",\"entries\":[\"The drake's Bite attack deals an extra {@damage 1d6} damage of the type chosen for its Draconic Essence (for a total of {@damage 2d6} extra damage).\"]},{\"type\":\"item\",\"name\":\"Large Drake\",\"entries\":[\"The drake grows to Large size. When you ride your drake, it is no longer prohibited from using the flying speed of Bond of Fang and Scale.\"]},{\"type\":\"item\",\"name\":\"Reflexive Resistance\",\"entries\":[\"When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]}]}]},{\"name\":\"Beast Master\",\"source\":\"PHB\",\"page\":93,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Beast Master\",\"subclassSource\":\"PHB\",\"level\":3,\"entries\":[\"The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Ranger's Companion|Ranger||Beast Master||3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Primal Companion|Ranger||Beast Master||3|TCE\"}]},{\"name\":\"Primal Companion\",\"source\":\"TCE\",\"page\":61,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Beast Master\",\"subclassSource\":\"PHB\",\"level\":3,\"isClassFeatureVariant\":true,\"header\":1,\"entries\":[\"{@i 3rd-level Beast Master variant feature, which replaces the Ranger's Companion feature}\",\"You magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block—{@creature Beast of the Land|TCE}, {@creature Beast of the Sea|TCE}, or {@creature Beast of the Sky|TCE}—which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin.\",\"In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the {@action Dodge} action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the {@action Attack} action to command the beast to take the {@action Attack} action. If you are {@condition incapacitated}, the beast can take any action of its choice, not just {@action Dodge}.\",\"If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.\",\"When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.\"]},{\"name\":\"Ranger's Companion\",\"source\":\"PHB\",\"page\":93,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Beast Master\",\"subclassSource\":\"PHB\",\"level\":3,\"header\":1,\"entries\":[\"You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a {@filter beast that is no larger than Medium and that has a challenge rating of 1/4 or lower|bestiary|challenge rating=[&0;&1/4]|type=beast|size=f;d;t;s;m|miscellaneous=!swarm}. Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest.\",\"The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the {@action Attack}, {@action Dash}, {@action Disengage}, or {@action Help} action. If you don't issue a command, the beast takes the {@action Dodge} action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the {@action Attack} action.\",\"If you are {@condition incapacitated} or absent, your beast companion acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack.\",\"While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.\",\"If the beast dies, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn't hostile to you and that meets the requirements.\"]},{\"name\":\"Exceptional Training\",\"source\":\"PHB\",\"page\":93,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Beast Master\",\"subclassSource\":\"PHB\",\"level\":7,\"header\":2,\"entries\":[\"Beginning at 7th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the {@action Dash}, {@action Disengage}, or {@action Help} action on its turn. In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.\"]},{\"name\":\"Bestial Fury\",\"source\":\"PHB\",\"page\":93,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Beast Master\",\"subclassSource\":\"PHB\",\"level\":11,\"header\":2,\"entries\":[\"Starting at 11th level, when you command your beast companion to take the {@action Attack} action, the beast can make two attacks, or it can take the Multiattack action if it has that action.\"]},{\"name\":\"Share Spells\",\"source\":\"PHB\",\"page\":93,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Beast Master\",\"subclassSource\":\"PHB\",\"level\":15,\"header\":2,\"entries\":[\"Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.\"]},{\"name\":\"Hunter\",\"source\":\"PHB\",\"page\":93,\"srd\":true,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Hunter\",\"subclassSource\":\"PHB\",\"level\":3,\"entries\":[\"Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Hunter's Prey|Ranger||Hunter||3\"}]},{\"name\":\"Horde Breaker\",\"source\":\"PHB\",\"page\":93,\"srd\":true,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Hunter\",\"subclassSource\":\"PHB\",\"level\":3,\"header\":1,\"entries\":[\"Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.\"]},{\"name\":\"Hunter's Prey\",\"source\":\"PHB\",\"page\":93,\"srd\":true,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Hunter\",\"subclassSource\":\"PHB\",\"level\":3,\"header\":1,\"entries\":[\"At 3rd level, you gain one of the following features of your choice.\",{\"type\":\"options\",\"count\":1,\"entries\":[{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Colossus Slayer|Ranger||Hunter||3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Giant Killer|Ranger||Hunter||3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Horde Breaker|Ranger||Hunter||3\"}]}]},{\"name\":\"Colossus Slayer\",\"source\":\"PHB\",\"page\":93,\"srd\":true,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Hunter\",\"subclassSource\":\"PHB\",\"level\":3,\"header\":2,\"entries\":[\"Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra {@damage 1d8} damage if it's below its hit point maximum. You can deal this extra damage only once per turn.\"]},{\"name\":\"Giant Killer\",\"source\":\"PHB\",\"page\":93,\"srd\":true,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Hunter\",\"subclassSource\":\"PHB\",\"level\":3,\"header\":2,\"entries\":[\"When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.\"]},{\"name\":\"Defensive Tactics\",\"source\":\"PHB\",\"page\":93,\"srd\":true,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Hunter\",\"subclassSource\":\"PHB\",\"level\":7,\"header\":2,\"entries\":[\"At 7th level, you gain one of the following features of your choice.\",{\"type\":\"options\",\"count\":1,\"entries\":[{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Escape the Horde|Ranger||Hunter||7\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Multiattack Defense|Ranger||Hunter||7\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Steel Will|Ranger||Hunter||7\"}]}]},{\"name\":\"Escape the Horde\",\"source\":\"PHB\",\"page\":93,\"srd\":true,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Hunter\",\"subclassSource\":\"PHB\",\"level\":7,\"header\":2,\"entries\":[\"Opportunity attacks against you are made with disadvantage.\"]},{\"name\":\"Multiattack Defense\",\"source\":\"PHB\",\"page\":93,\"srd\":true,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Hunter\",\"subclassSource\":\"PHB\",\"level\":7,\"header\":2,\"entries\":[\"When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.\"]},{\"name\":\"Steel Will\",\"source\":\"PHB\",\"page\":93,\"srd\":true,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Hunter\",\"subclassSource\":\"PHB\",\"level\":7,\"header\":2,\"entries\":[\"You have advantage on saving throws against being {@condition frightened}.\"]},{\"name\":\"Multiattack\",\"source\":\"PHB\",\"page\":93,\"srd\":true,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Hunter\",\"subclassSource\":\"PHB\",\"level\":11,\"header\":2,\"entries\":[\"At 11th level, you gain one of the following features of your choice.\",{\"type\":\"options\",\"count\":1,\"entries\":[{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Volley|Ranger||Hunter||11\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Whirlwind Attack|Ranger||Hunter||11\"}]}]},{\"name\":\"Volley\",\"source\":\"PHB\",\"page\":93,\"srd\":true,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Hunter\",\"subclassSource\":\"PHB\",\"level\":11,\"header\":2,\"entries\":[\"You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.\"]},{\"name\":\"Whirlwind Attack\",\"source\":\"PHB\",\"page\":93,\"srd\":true,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Hunter\",\"subclassSource\":\"PHB\",\"level\":11,\"header\":2,\"entries\":[\"You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.\"]},{\"name\":\"Evasion\",\"source\":\"PHB\",\"page\":93,\"srd\":true,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Hunter\",\"subclassSource\":\"PHB\",\"level\":15,\"header\":2,\"entries\":[\"You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a {@spell lightning bolt} spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.\"]},{\"name\":\"Stand Against the Tide\",\"source\":\"PHB\",\"page\":93,\"srd\":true,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Hunter\",\"subclassSource\":\"PHB\",\"level\":15,\"header\":2,\"entries\":[\"When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.\"]},{\"name\":\"Superior Hunter's Defense\",\"source\":\"PHB\",\"page\":93,\"srd\":true,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Hunter\",\"subclassSource\":\"PHB\",\"level\":15,\"header\":2,\"entries\":[\"At 15th level, you gain one of the following features of your choice.\",{\"type\":\"options\",\"count\":1,\"entries\":[{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Evasion|Ranger||Hunter||15\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Stand Against the Tide|Ranger||Hunter||15\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Uncanny Dodge|Ranger||Hunter||15\"}]}]},{\"name\":\"Uncanny Dodge\",\"source\":\"PHB\",\"page\":93,\"srd\":true,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Hunter\",\"subclassSource\":\"PHB\",\"level\":15,\"header\":2,\"entries\":[\"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.\"]},{\"name\":\"Fey Wanderer\",\"source\":\"TCE\",\"page\":58,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Fey Wanderer\",\"subclassSource\":\"TCE\",\"level\":3,\"entries\":[\"A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Dreadful Strikes|Ranger||Fey Wanderer|TCE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Fey Wanderer Magic|Ranger||Fey Wanderer|TCE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Otherworldly Glamour|Ranger||Fey Wanderer|TCE|3\"}]},{\"name\":\"Dreadful Strikes\",\"source\":\"TCE\",\"page\":58,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Fey Wanderer\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":1,\"entries\":[\"{@i 3rd-level Fey Wanderer feature}\",\"You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra {@damage 1d4} psychic damage to the target, which can take this extra damage only once per turn.\",\"The extra damage increases to {@dice 1d6} when you reach 11th level in this class.\"]},{\"name\":\"Fey Wanderer Magic\",\"source\":\"TCE\",\"page\":58,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Fey Wanderer\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":1,\"entries\":[\"{@i 3rd-level Fey Wanderer feature}\",\"You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.\",{\"type\":\"table\",\"caption\":\"Fey Wanderer Spells\",\"colLabels\":[\"Ranger Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"3rd\",\"{@spell charm person}\"],[\"5th\",\"{@spell misty step}\"],[\"9th\",\"{@spell dispel magic}\"],[\"13th\",\"{@spell dimension door}\"],[\"17th\",\"{@spell mislead}\"]]},\"You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.\",{\"type\":\"table\",\"caption\":\"Feywild Gifts\",\"colLabels\":[\"d6\",\"Gift\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Illusory butterflies flutter around you while you take a short or long rest.\"],[\"2\",\"Fresh, seasonal flowers sprout from your hair each dawn.\"],[\"3\",\"You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.\"],[\"4\",\"Your shadow dances while no one is looking directly at it.\"],[\"5\",\"Horns or antlers sprout from your head.\"],[\"6\",\"Your skin and hair change color to match the season at each dawn.\"]]}]},{\"name\":\"Otherworldly Glamour\",\"source\":\"TCE\",\"page\":58,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Fey Wanderer\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":1,\"entries\":[\"{@i 3rd-level Fey Wanderer feature}\",\"Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).\",\"In addition, you gain proficiency in one of the following skills of your choice: {@skill Deception}, {@skill Performance}, or {@skill Persuasion}.\"]},{\"name\":\"Beguiling Twist\",\"source\":\"TCE\",\"page\":58,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Fey Wanderer\",\"subclassSource\":\"TCE\",\"level\":7,\"header\":2,\"entries\":[\"{@i 7th-level Fey Wanderer feature}\",\"The magic of the Feywild guards your mind. You have advantage on saving throws against being {@condition charmed} or {@condition frightened}.\",\"In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being {@condition charmed} or {@condition frightened}, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is {@condition charmed} or {@condition frightened} by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.\"]},{\"name\":\"Fey Reinforcements\",\"source\":\"TCE\",\"page\":58,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Fey Wanderer\",\"subclassSource\":\"TCE\",\"level\":11,\"header\":2,\"entries\":[\"{@i 11th-level Fey Wanderer feature}\",\"The royal courts of the Feywild have blessed you with the assistance of fey beings: you know {@spell summon fey|tce}. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.\",\"Whenever you start casting the spell, you can modify it so that it doesn't require {@status concentration}. If you do so, the spell's duration becomes 1 minute for that casting.\"]},{\"name\":\"Misty Wanderer\",\"source\":\"TCE\",\"page\":58,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Fey Wanderer\",\"subclassSource\":\"TCE\",\"level\":15,\"header\":2,\"entries\":[\"{@i 15th-level Fey Wanderer feature}\",\"You can slip in and out of the Feywild to move in a blink of an eye: you can cast {@spell misty step} without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.\",\"In addition, whenever you cast {@i misty step}, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.\"]},{\"name\":\"Swarmkeeper\",\"source\":\"TCE\",\"page\":59,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Swarmkeeper\",\"subclassSource\":\"TCE\",\"level\":3,\"entries\":[\"Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Gathered Swarm|Ranger||Swarmkeeper|TCE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Swarmkeeper Magic|Ranger||Swarmkeeper|TCE|3\"}]},{\"name\":\"Gathered Swarm\",\"source\":\"TCE\",\"page\":59,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Swarmkeeper\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":1,\"entries\":[\"{@i 3rd-level Swarmkeeper feature}\",\"A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. While you're alive, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.\",{\"type\":\"table\",\"caption\":\"Swarm Appearance\",\"colLabels\":[\"d4\",\"Appearance\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Swarming insects\"],[\"2\",\"Miniature twig blights\"],[\"3\",\"Fluttering birds\"],[\"4\",\"Playful pixies\"]]},\"Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:\",{\"type\":\"list\",\"items\":[\"The attack's target takes {@damage 1d6} piercing damage from the swarm.\",\"The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.\",\"You are moved by the swarm 5 feet horizontally in a direction of your choice.\"]},{\"type\":\"inset\",\"name\":\"It's Your Swarm\",\"entries\":[\"A Swarmkeeper's swarm and spells are reflections of the character's bond with nature spirits. Take the opportunity to describe the swarm and the ranger's magic in play. For example, when your ranger casts gaseous form, they might appear to melt into the swarm, instead of a cloud of mist, or the {@spell arcane eye} spell could create an extension of your swarm that spies for you. Such descriptions don't change the effects of spells, but they are an exciting opportunity to explore your character's narrative through their class abilities. For more guidance on customizing spells, see the \\\"Personalizing Spells\\\" section in chapter 3.\",\"Also, remember that the swarm's appearance is yours to customize, and don't feel confined to a single appearance. Perhaps the spirits' look changes with the ranger's mood or with the seasons. You decide!\"]}]},{\"name\":\"Swarmkeeper Magic\",\"source\":\"TCE\",\"page\":59,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Swarmkeeper\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":1,\"entries\":[\"{@i 3rd-level Swarmkeeper feature}\",\"You learn the {@spell mage hand} cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits.\",\"You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.\",{\"type\":\"table\",\"caption\":\"Swarmkeeper Spells\",\"colLabels\":[\"Ranger Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"3rd\",\"{@spell faerie fire}\"],[\"5th\",\"{@spell web}\"],[\"9th\",\"{@spell gaseous form}\"],[\"13th\",\"{@spell arcane eye}\"],[\"17th\",\"{@spell insect plague}\"]]}]},{\"name\":\"Writhing Tide\",\"source\":\"TCE\",\"page\":59,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Swarmkeeper\",\"subclassSource\":\"TCE\",\"level\":7,\"header\":2,\"entries\":[\"{@i 7th-level Swarmkeeper feature}\",\"You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are {@condition incapacitated}.\",\"You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]},{\"name\":\"Mighty Swarm\",\"source\":\"TCE\",\"page\":59,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Swarmkeeper\",\"subclassSource\":\"TCE\",\"level\":11,\"header\":2,\"entries\":[\"{@i 11th-level Swarmkeeper feature}\",\"Your Gathered Swarm grows mightier in the following ways:\",{\"type\":\"list\",\"items\":[\"The damage of Gathered Swarm increases to {@dice 1d8}.\",\"If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature {@condition prone}.\",\"When you are moved by Gathered Swarm, it gives you {@quickref Cover||3||half cover} until the start of your next turn.\"]}]},{\"name\":\"Swarming Dispersal\",\"source\":\"TCE\",\"page\":59,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Swarmkeeper\",\"subclassSource\":\"TCE\",\"level\":15,\"header\":2,\"entries\":[\"{@i 15th-level Swarmkeeper feature}\",\"You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.\",\"You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]},{\"name\":\"Gloom Stalker\",\"source\":\"XGE\",\"page\":41,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Gloom Stalker\",\"subclassSource\":\"XGE\",\"level\":3,\"entries\":[\"Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Gloom Stalker Magic|Ranger||Gloom Stalker|XGE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Dread Ambusher|Ranger||Gloom Stalker|XGE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Umbral Sight|Ranger||Gloom Stalker|XGE|3\"}]},{\"name\":\"Dread Ambusher\",\"source\":\"XGE\",\"page\":41,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Gloom Stalker\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.\",\"At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the {@action Attack} action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra {@damage 1d8} damage of the weapon's damage type.\"]},{\"name\":\"Gloom Stalker Magic\",\"source\":\"XGE\",\"page\":41,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Gloom Stalker\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.\",{\"type\":\"table\",\"caption\":\"Gloom Stalker Spells\",\"colLabels\":[\"Ranger Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"3rd\",\"{@spell disguise self}\"],[\"5th\",\"{@spell rope trick}\"],[\"9th\",\"{@spell fear}\"],[\"13th\",\"{@spell greater invisibility}\"],[\"17th\",\"{@spell seeming}\"]]}]},{\"name\":\"Umbral Sight\",\"source\":\"XGE\",\"page\":41,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Gloom Stalker\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"At 3rd level, you gain {@sense darkvision} out to a range of 60 feet. If you already have {@sense darkvision} from your race, its range increases by 30 feet.\",\"You are also adept at evading creatures that rely on {@sense darkvision}. While in darkness, you are {@condition invisible} to any creature that relies on {@sense darkvision} to see you in that darkness.\"]},{\"name\":\"Iron Mind\",\"source\":\"XGE\",\"page\":41,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Gloom Stalker\",\"subclassSource\":\"XGE\",\"level\":7,\"header\":2,\"entries\":[\"By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).\"]},{\"name\":\"Stalker's Flurry\",\"source\":\"XGE\",\"page\":41,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Gloom Stalker\",\"subclassSource\":\"XGE\",\"level\":11,\"header\":2,\"entries\":[\"At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.\"]},{\"name\":\"Shadowy Dodge\",\"source\":\"XGE\",\"page\":41,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Gloom Stalker\",\"subclassSource\":\"XGE\",\"level\":15,\"header\":2,\"entries\":[\"Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.\"]},{\"name\":\"Horizon Walker\",\"source\":\"XGE\",\"page\":42,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Horizon Walker\",\"subclassSource\":\"XGE\",\"level\":3,\"entries\":[\"Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse—especially benevolent dragons, fey, and elementals—that work to preserve life and the order of the planes.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Horizon Walker Magic|Ranger||Horizon Walker|XGE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Detect Portal|Ranger||Horizon Walker|XGE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Planar Warrior|Ranger||Horizon Walker|XGE|3\"}]},{\"name\":\"Detect Portal\",\"source\":\"XGE\",\"page\":42,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Horizon Walker\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.\",\"Once you use this feature, you can't use it again until you finish a short or long rest.\",\"See the \\\"Planar Travel\\\" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.\"]},{\"name\":\"Horizon Walker Magic\",\"source\":\"XGE\",\"page\":42,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Horizon Walker\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.\",{\"type\":\"table\",\"caption\":\"Horizon Walker Spells\",\"colLabels\":[\"Ranger Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"3rd\",\"{@spell protection from evil and good}\"],[\"5th\",\"{@spell misty step}\"],[\"9th\",\"{@spell haste}\"],[\"13th\",\"{@spell banishment}\"],[\"17th\",\"{@spell teleportation circle}\"]]}]},{\"name\":\"Planar Warrior\",\"source\":\"XGE\",\"page\":42,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Horizon Walker\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.\",\"As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra {@damage 1d8} force damage from the attack. When you reach 11th level in this class, the extra damage increases to {@dice 2d8}.\"]},{\"name\":\"Ethereal Step\",\"source\":\"XGE\",\"page\":42,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Horizon Walker\",\"subclassSource\":\"XGE\",\"level\":7,\"header\":2,\"entries\":[\"At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the {@spell etherealness} spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.\",\"Once you use this feature, you can't use it again until you finish a short or long rest.\"]},{\"name\":\"Distant Strike\",\"source\":\"XGE\",\"page\":42,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Horizon Walker\",\"subclassSource\":\"XGE\",\"level\":11,\"header\":2,\"entries\":[\"At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the {@action Attack} action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.\",\"If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.\"]},{\"name\":\"Spectral Defense\",\"source\":\"XGE\",\"page\":42,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Horizon Walker\",\"subclassSource\":\"XGE\",\"level\":15,\"header\":2,\"entries\":[\"At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.\"]},{\"name\":\"Monster Slayer\",\"source\":\"XGE\",\"page\":43,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Monster Slayer\",\"subclassSource\":\"XGE\",\"level\":3,\"entries\":[\"You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Monster Slayer Magic|Ranger||Monster Slayer|XGE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Hunter's Sense|Ranger||Monster Slayer|XGE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Slayer's Prey|Ranger||Monster Slayer|XGE|3\"}]},{\"name\":\"Hunter's Sense\",\"source\":\"XGE\",\"page\":43,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Monster Slayer\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.\",\"You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.\"]},{\"name\":\"Monster Slayer Magic\",\"source\":\"XGE\",\"page\":43,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Monster Slayer\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.\",{\"type\":\"table\",\"caption\":\"Monster Slayer Spells\",\"colLabels\":[\"Ranger Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"3rd\",\"{@spell protection from evil and good}\"],[\"5th\",\"{@spell zone of truth}\"],[\"9th\",\"{@spell magic circle}\"],[\"13th\",\"{@spell banishment}\"],[\"17th\",\"{@spell hold monster}\"]]}]},{\"name\":\"Slayer's Prey\",\"source\":\"XGE\",\"page\":43,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Monster Slayer\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra {@damage 1d6} damage from the weapon.\",\"This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.\"]},{\"name\":\"Supernatural Defense\",\"source\":\"XGE\",\"page\":43,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Monster Slayer\",\"subclassSource\":\"XGE\",\"level\":7,\"header\":2,\"entries\":[\"At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add {@dice 1d6} to your roll.\"]},{\"name\":\"Magic-User's Nemesis\",\"source\":\"XGE\",\"page\":43,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Monster Slayer\",\"subclassSource\":\"XGE\",\"level\":11,\"header\":2,\"entries\":[\"At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.\",\"Once you use this feature, you can't use it again until you finish a short or long rest.\"]},{\"name\":\"Slayer's Counter\",\"source\":\"XGE\",\"page\":43,\"className\":\"Ranger\",\"classSource\":\"PHB\",\"subclassShortName\":\"Monster Slayer\",\"subclassSource\":\"XGE\",\"level\":15,\"header\":2,\"entries\":[\"At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects.\"]},{\"name\":\"Beast Master\",\"source\":\"XPHB\",\"page\":123,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Beast Master\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Bond with a Primal Beast}\",\"A Beast Master forms a mystical bond with a special animal, drawing on primal magic and a deep connection to the natural world.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Primal Companion|Ranger|XPHB|Beast Master|XPHB|3\"}]},{\"name\":\"Primal Companion\",\"source\":\"XPHB\",\"page\":123,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Beast Master\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"You magically summon a primal beast, which draws strength from your bond with nature. Choose its stat block: {@creature Beast of the Land|XPHB}, {@creature Beast of the Sea|XPHB}, or {@creature Beast of the Sky|XPHB}. You also determine the kind of animal it is, choosing a kind appropriate for the stat block. Whatever beast you choose, it bears primal markings indicating its supernatural origin.\",\"The beast is Friendly to you and your allies and obeys your commands. It vanishes if you die.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"The Beast in Combat\",\"entries\":[\"In combat, the beast acts during your turn. It can move and use its {@variantrule Reaction|XPHB} on its own, but the only action it takes is the {@action Dodge|XPHB} action unless you take a {@variantrule Bonus Action|XPHB} to command it to take an action in its stat block or some other action. You can also sacrifice one of your attacks when you take the {@action Attack|XPHB} action to command the beast to take the Beast's Strike action. If you have the {@condition Incapacitated|XPHB} condition, the beast acts on its own and isn't limited to the {@action Dodge|XPHB} action.\"]},{\"type\":\"entries\",\"name\":\"Restoring or Replacing the Beast\",\"entries\":[\"If the beast has died within the last hour, you can take a {@action Magic|XPHB} action to touch it and expend a spell slot. The beast returns to life after 1 minute with all its {@variantrule Hit Points|XPHB} restored.\",\"Whenever you finish a {@variantrule Long Rest|XPHB}, you can summon a different primal beast, which appears in an unoccupied space within 5 feet of you. You choose its stat block and appearance. If you already have a beast from this feature, the old one vanishes when the new one appears.\"]}]}]},{\"name\":\"Exceptional Training\",\"source\":\"XPHB\",\"page\":124,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Beast Master\",\"subclassSource\":\"XPHB\",\"level\":7,\"header\":2,\"entries\":[\"When you take a {@variantrule Bonus Action|XPHB} to command your Primal Companion beast to take an action, you can also command it to take the {@action Dash|XPHB}, {@action Disengage|XPHB}, {@action Dodge|XPHB}, or {@action Help|XPHB} action using its {@variantrule Bonus Action|XPHB}.\",\"In addition, whenever it hits with an attack roll and deals damage, it can deal your choice of Force damage or its normal damage type.\"]},{\"name\":\"Bestial Fury\",\"source\":\"XPHB\",\"page\":124,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Beast Master\",\"subclassSource\":\"XPHB\",\"level\":11,\"header\":2,\"entries\":[\"When you command your Primal Companion beast to take the Beast's Strike action, the beast can use it twice.\",\"In addition, the first time each turn it hits a creature under the effect of your {@spell Hunter's Mark|XPHB} spell, the beast deals extra Force damage equal to the bonus damage of that spell.\"]},{\"name\":\"Share Spells\",\"source\":\"XPHB\",\"page\":124,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Beast Master\",\"subclassSource\":\"XPHB\",\"level\":15,\"header\":2,\"entries\":[\"When you cast a spell targeting yourself, you can also affect your Primal Companion beast with the spell if the beast is within 30 feet of you.\"]},{\"name\":\"Fey Wanderer\",\"source\":\"XPHB\",\"page\":124,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Fey Wanderer\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Wield Fey Mirth and Fury}\",\"A fey mystique surrounds you, thanks to the boon of an archfey or a location in the Feywild that transformed you. However you gained fey magic, you are now a Fey Wanderer. Your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Dreadful Strikes|Ranger|XPHB|Fey Wanderer|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Fey Wanderer Spells|Ranger|XPHB|Fey Wanderer|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Otherworldly Glamour|Ranger|XPHB|Fey Wanderer|XPHB|3\"}]},{\"name\":\"Dreadful Strikes\",\"source\":\"XPHB\",\"page\":124,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Fey Wanderer\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"entries\":[\"You can augment your weapon strikes with mind-scarring magic drawn from the murky hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra {@damage 1d4} Psychic damage to the target, which can take this extra damage only once per turn. The extra damage increases to {@dice 1d6} when you reach Ranger level 11.\"]},{\"name\":\"Fey Wanderer Spells\",\"source\":\"XPHB\",\"page\":124,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Fey Wanderer\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"entries\":[\"When you reach a Ranger level specified in the Fey Wanderer Spells table, you thereafter always have the listed spells prepared.\",{\"type\":\"table\",\"caption\":\"Fey Wanderer Spells\",\"colLabels\":[\"Ranger Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"3rd\",\"{@spell Charm Person|XPHB}\"],[\"5th\",\"{@spell Misty Step|XPHB}\"],[\"9th\",\"{@spell Summon Fey|XPHB}\"],[\"13th\",\"{@spell Dimension Door|XPHB}\"],[\"17th\",\"{@spell Mislead|XPHB}\"]]},\"You also possess a fey blessing. Choose it from the Feywild Gifts table or determine it randomly.\",{\"type\":\"table\",\"caption\":\"Feywild Gifts\",\"colLabels\":[\"1d6\",\"Gift\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Illusory butterflies flutter around you while you take a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}.\"],[\"2\",\"Flowers bloom from your hair each dawn.\"],[\"3\",\"You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.\"],[\"4\",\"Your shadow dances while no one is looking directly at it.\"],[\"5\",\"Horns or antlers sprout from your head.\"],[\"6\",\"Your skin and hair change color each dawn.\"]]}]},{\"name\":\"Otherworldly Glamour\",\"source\":\"XPHB\",\"page\":124,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Fey Wanderer\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"entries\":[\"Whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).\",\"You also gain proficiency in one of these skills of your choice: {@skill Deception|XPHB}, {@skill Performance|XPHB}, or {@skill Persuasion|XPHB}.\"]},{\"name\":\"Beguiling Twist\",\"source\":\"XPHB\",\"page\":125,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Fey Wanderer\",\"subclassSource\":\"XPHB\",\"level\":7,\"header\":2,\"entries\":[\"The magic of the Feywild guards your mind. You have {@variantrule Advantage|XPHB} on saving throws to avoid or end the {@condition Charmed|XPHB} or {@condition Frightened|XPHB} condition.\",\"In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw to avoid or end the {@condition Charmed|XPHB} or {@condition Frightened|XPHB} condition, you can take a {@variantrule Reaction|XPHB} to force a different creature you can see within 120 feet of yourself to make a Wisdom save against your spell save DC. On a failed save, the target is {@condition Charmed|XPHB} or {@condition Frightened|XPHB} (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Fey Reinforcements\",\"source\":\"XPHB\",\"page\":125,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Fey Wanderer\",\"subclassSource\":\"XPHB\",\"level\":11,\"header\":2,\"entries\":[\"You can cast {@spell Summon Fey|XPHB} without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a {@variantrule Long Rest|XPHB}.\",\"Whenever you start casting the spell, you can modify it so that it doesn't require {@status Concentration|XPHB}. If you do so, the spell's duration becomes 1 minute for that casting.\"]},{\"name\":\"Misty Wanderer\",\"source\":\"XPHB\",\"page\":125,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Fey Wanderer\",\"subclassSource\":\"XPHB\",\"level\":15,\"header\":2,\"entries\":[\"You can cast {@spell Misty Step|XPHB} without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.\",\"In addition, whenever you cast {@spell Misty Step|XPHB}, you can bring along one willing creature you can see within 5 feet of yourself. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.\"]},{\"name\":\"Dread Ambusher\",\"source\":\"XPHB\",\"page\":125,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Gloom Stalker\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"You have mastered the art of creating fearsome ambushes, granting you the following benefits.\",{\"type\":\"entries\",\"name\":\"Ambusher's Leap\",\"entries\":[\"At the start of your first turn of each combat, your {@variantrule Speed|XPHB} increases by 10 feet until the end of that turn.\"]},{\"type\":\"entries\",\"name\":\"Dreadful Strike\",\"entries\":[\"When you attack a creature and hit it with a weapon, you can deal an extra {@damage 2d6} Psychic damage. You can use this benefit only once per turn, you can use it a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.\"]},{\"type\":\"entries\",\"name\":\"Initiative Bonus\",\"entries\":[\"When you roll {@variantrule Initiative|XPHB}, you can add your Wisdom modifier to the roll.\"]}]},{\"name\":\"Gloom Stalker\",\"source\":\"XPHB\",\"page\":125,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Gloom Stalker\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Draw on Shadow Magic to Fight Your Foes}\",\"Gloom Stalkers are at home in the darkest places, wielding magic drawn from the Shadowfell to combat enemies that lurk in darkness.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Dread Ambusher|Ranger|XPHB|Gloom Stalker|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Gloom Stalker Spells|Ranger|XPHB|Gloom Stalker|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Umbral Sight|Ranger|XPHB|Gloom Stalker|XPHB|3\"}]},{\"name\":\"Gloom Stalker Spells\",\"source\":\"XPHB\",\"page\":126,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Gloom Stalker\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"When you reach a Ranger level specified in the Gloom Stalker Spells table, you thereafter always have the listed spells prepared.\",{\"type\":\"table\",\"caption\":\"Gloom Stalker Spells\",\"colLabels\":[\"Ranger Level\",\"Spells\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"3rd\",\"{@spell Disguise Self|XPHB}\"],[\"5th\",\"{@spell Rope Trick|XPHB}\"],[\"9th\",\"{@spell Fear|XPHB}\"],[\"13th\",\"{@spell Greater Invisibility|XPHB}\"],[\"17th\",\"{@spell Seeming|XPHB}\"]]}]},{\"name\":\"Umbral Sight\",\"source\":\"XPHB\",\"page\":126,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Gloom Stalker\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"You gain {@sense Darkvision|XPHB} with a range of 60 feet. If you already have {@sense Darkvision|XPHB} when you gain this feature, its range increases by 60 feet.\",\"You are also adept at evading creatures that rely on {@sense Darkvision|XPHB}. While entirely in {@variantrule Darkness|XPHB}, you have the {@condition Invisible|XPHB} condition to any creature that relies on {@sense Darkvision|XPHB} to see you in that {@variantrule Darkness|XPHB}.\"]},{\"name\":\"Iron Mind\",\"source\":\"XPHB\",\"page\":126,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Gloom Stalker\",\"subclassSource\":\"XPHB\",\"level\":7,\"header\":2,\"entries\":[\"You have honed your ability to resist mind-altering powers. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).\"]},{\"name\":\"Stalker's Flurry\",\"source\":\"XPHB\",\"page\":126,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Gloom Stalker\",\"subclassSource\":\"XPHB\",\"level\":11,\"header\":2,\"entries\":[\"The Psychic damage of your Dreadful Strike becomes {@dice 2d8}. In addition, when you use the Dreadful Strike effect of your Dread Ambusher feature, you can cause one of the following additional effects.\",{\"type\":\"entries\",\"name\":\"Sudden Strike\",\"entries\":[\"You can make another attack with the same weapon against a different creature that is within 5 feet of the original target and that is within the weapon's range.\"]},{\"type\":\"entries\",\"name\":\"Mass Fear\",\"entries\":[\"The target and each creature within 10 feet of it must make a Wisdom saving throw against your spell save DC. On a failed save, a creature has the {@condition Frightened|XPHB} condition until the start of your next turn.\"]}]},{\"name\":\"Shadowy Dodge\",\"source\":\"XPHB\",\"page\":126,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Gloom Stalker\",\"subclassSource\":\"XPHB\",\"level\":15,\"header\":2,\"entries\":[\"When a creature makes an attack roll against you, you can take a {@variantrule Reaction|XPHB} to impose {@variantrule Disadvantage|XPHB} on that roll. Whether the attack hits or misses, you can then teleport up to 30 feet to an unoccupied space you can see.\"]},{\"name\":\"Hunter\",\"source\":\"XPHB\",\"page\":127,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Hunter\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Protect Nature and People from Destruction}\",\"You stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and people everywhere from forces that would destroy them.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Hunter's Prey|Ranger|XPHB|Hunter|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Hunter's Lore|Ranger|XPHB|Hunter|XPHB|3\"}]},{\"name\":\"Hunter's Lore\",\"source\":\"XPHB\",\"page\":127,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Hunter\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your Hunter's Mark, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.\"]},{\"name\":\"Hunter's Prey\",\"source\":\"XPHB\",\"page\":127,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Hunter\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"You gain one of the following feature options of your choice. Whenever you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}, you can replace the chosen option with the other one.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Colossus Slayer\",\"entries\":[\"Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra {@damage 1d8} damage to the target if it's missing any of its {@variantrule Hit Points|XPHB}. You can deal this extra damage only once per turn.\"]},{\"type\":\"entries\",\"name\":\"Horde Breaker\",\"entries\":[\"Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon's range, and that you haven't attacked this turn.\"]}]}]},{\"name\":\"Defensive Tactics\",\"source\":\"XPHB\",\"page\":127,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Hunter\",\"subclassSource\":\"XPHB\",\"level\":7,\"header\":2,\"entries\":[\"You gain one of the following feature options of your choice. Whenever you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}, you can replace the chosen option with the other one.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Escape the Horde\",\"entries\":[\"{@action Opportunity Attack|XPHB|Opportunity Attacks} have {@variantrule Disadvantage|XPHB} against you.\"]},{\"type\":\"entries\",\"name\":\"Multiattack Defense\",\"entries\":[\"When a creature hits you with an attack roll, that creature has {@variantrule Disadvantage|XPHB} on all other attack rolls against you this turn.\"]}]}]},{\"name\":\"Superior Hunter's Prey\",\"source\":\"XPHB\",\"page\":127,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Hunter\",\"subclassSource\":\"XPHB\",\"level\":11,\"header\":2,\"entries\":[\"Once per turn when you deal damage to a creature marked by your Hunter's Mark, you can also deal that spell's extra damage to a different creature that you can see within 30 feet of the first creature.\"]},{\"name\":\"Superior Hunter's Defense\",\"source\":\"XPHB\",\"page\":127,\"className\":\"Ranger\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Hunter\",\"subclassSource\":\"XPHB\",\"level\":15,\"header\":2,\"entries\":[\"When you take damage, you can take a {@variantrule Reaction|XPHB} to give yourself {@variantrule Resistance|XPHB} to that damage and any other damage of the same type until the end of the current turn.\"]}]}"); JSON_DATA[`data/class/class-rogue.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"subclass\"]},\"class\":[{\"name\":\"Rogue\",\"source\":\"PHB\",\"page\":94,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Rogue|XPHB\"],\"edition\":\"classic\",\"hd\":{\"number\":1,\"faces\":8},\"proficiency\":[\"dex\",\"int\"],\"startingProficiencies\":{\"armor\":[\"light\"],\"weapons\":[\"simple\",\"{@item hand crossbow|phb|hand crossbows}\",\"{@item longsword|phb|longswords}\",\"{@item rapier|phb|rapiers}\",\"{@item shortsword|phb|shortswords}\"],\"tools\":[\"{@item thieves' tools|PHB}\"],\"toolProficiencies\":[{\"thieves' tools\":true}],\"skills\":[{\"choose\":{\"from\":[\"acrobatics\",\"athletics\",\"deception\",\"insight\",\"intimidation\",\"investigation\",\"perception\",\"performance\",\"persuasion\",\"sleight of hand\",\"stealth\"],\"count\":4}}]},\"startingEquipment\":{\"additionalFromBackground\":true,\"default\":[\"(a) a {@item rapier|phb} or (b) a {@item shortsword|phb}\",\"(a) a {@item shortbow|phb} and {@item quiver|phb} of {@item arrows (20)|phb|20 arrows} or (b) a {@item shortsword|phb}\",\"(a) a {@item burglar's pack|phb}, (b) a {@item dungeoneer's pack|phb}, or (c) an {@item explorer's pack|phb}\",\"{@item Leather armor|phb}, two {@item dagger|phb|daggers}, and {@item thieves' tools|phb}\"],\"goldAlternative\":\"{@dice 4d4 × 10|4d4 × 10|Starting Gold}\",\"defaultData\":[{\"a\":[\"rapier|phb\"],\"b\":[\"shortsword|phb\"]},{\"a\":[\"shortbow|phb\",\"arrows (20)|phb\"],\"b\":[\"shortsword|phb\"]},{\"a\":[\"burglar's pack|phb\"],\"b\":[\"dungeoneer's pack|phb\"],\"c\":[\"explorer's pack|phb\"]},{\"_\":[\"Leather armor|phb\",{\"item\":\"dagger|phb\",\"quantity\":2},\"thieves' tools|phb\"]}]},\"multiclassing\":{\"requirements\":{\"dex\":13},\"proficienciesGained\":{\"armor\":[\"light\"],\"skills\":[{\"choose\":{\"from\":[\"acrobatics\",\"athletics\",\"deception\",\"insight\",\"intimidation\",\"investigation\",\"perception\",\"performance\",\"persuasion\",\"sleight of hand\",\"stealth\"],\"count\":1}}],\"tools\":[\"{@item thieves' tools|PHB}\"],\"toolProficiencies\":[{\"thieves' tools\":true}]}},\"classTableGroups\":[{\"colLabels\":[\"Sneak Attack\"],\"rows\":[[{\"type\":\"dice\",\"toRoll\":[{\"number\":1,\"faces\":6}],\"rollable\":true}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":1,\"faces\":6}],\"rollable\":true}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":2,\"faces\":6}],\"rollable\":true}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":2,\"faces\":6}],\"rollable\":true}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":3,\"faces\":6}],\"rollable\":true}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":3,\"faces\":6}],\"rollable\":true}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":4,\"faces\":6}],\"rollable\":true}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":4,\"faces\":6}],\"rollable\":true}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":5,\"faces\":6}],\"rollable\":true}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":5,\"faces\":6}],\"rollable\":true}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":6,\"faces\":6}],\"rollable\":true}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":6,\"faces\":6}],\"rollable\":true}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":7,\"faces\":6}],\"rollable\":true}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":7,\"faces\":6}],\"rollable\":true}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":8,\"faces\":6}],\"rollable\":true}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":8,\"faces\":6}],\"rollable\":true}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":9,\"faces\":6}],\"rollable\":true}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":9,\"faces\":6}],\"rollable\":true}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":10,\"faces\":6}],\"rollable\":true}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":10,\"faces\":6}],\"rollable\":true}]]}],\"classFeatures\":[\"Expertise|Rogue||1\",\"Sneak Attack|Rogue||1\",\"Thieves' Cant|Rogue||1\",\"Cunning Action|Rogue||2\",{\"classFeature\":\"Roguish Archetype|Rogue||3\",\"gainSubclassFeature\":true},\"Steady Aim|Rogue||3|TCE\",\"Ability Score Improvement|Rogue||4\",\"Uncanny Dodge|Rogue||5\",\"Expertise|Rogue||6\",\"Evasion|Rogue||7\",\"Ability Score Improvement|Rogue||8\",{\"classFeature\":\"Roguish Archetype feature|Rogue||9\",\"gainSubclassFeature\":true},\"Ability Score Improvement|Rogue||10\",\"Reliable Talent|Rogue||11\",\"Ability Score Improvement|Rogue||12\",{\"classFeature\":\"Roguish Archetype feature|Rogue||13\",\"gainSubclassFeature\":true},\"Blindsense|Rogue||14\",\"Slippery Mind|Rogue||15\",\"Ability Score Improvement|Rogue||16\",{\"classFeature\":\"Roguish Archetype feature|Rogue||17\",\"gainSubclassFeature\":true},\"Elusive|Rogue||18\",\"Ability Score Improvement|Rogue||19\",\"Stroke of Luck|Rogue||20\"],\"subclassTitle\":\"Roguish Archetype\",\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Rogue\",\"source\":\"XPHB\",\"page\":128,\"freeRules2024\":true,\"edition\":\"one\",\"primaryAbility\":[{\"dex\":true}],\"hd\":{\"number\":1,\"faces\":8},\"proficiency\":[\"dex\",\"int\"],\"spellcastingAbility\":\"wis\",\"casterProgression\":\"full\",\"featProgression\":[{\"name\":\"Epic Boon\",\"category\":[\"EB\"],\"progression\":{\"19\":1}}],\"startingProficiencies\":{\"armor\":[\"light\"],\"weapons\":[\"simple\",\"Martial weapons that have the {@filter Finesse or Light|items|type=martial weapon|property=finesse;light} property\"],\"weaponProficiencies\":[{\"simple\":true,\"all\":{\"fromFilter\":\"type=martial weapon|property=light;finesse\"}}],\"tools\":[\"{@item Thieves' Tools|XPHB}\"],\"toolProficiencies\":[{\"thieves' tools\":true}],\"skills\":[{\"choose\":{\"from\":[\"acrobatics\",\"athletics\",\"deception\",\"insight\",\"intimidation\",\"investigation\",\"perception\",\"persuasion\",\"sleight of hand\",\"stealth\"],\"count\":4}}]},\"startingEquipment\":{\"additionalFromBackground\":true,\"defaultData\":[{\"A\":[{\"item\":\"leather armor|xphb\"},{\"item\":\"dagger|xphb\",\"quantity\":2},{\"item\":\"shortsword|xphb\"},{\"item\":\"shortbow|xphb\"},{\"item\":\"arrows (20)|xphb\"},{\"item\":\"quiver|xphb\"},{\"item\":\"thieves' tools|xphb\"},{\"item\":\"burglar's pack|xphb\"},{\"value\":800}],\"B\":[{\"value\":10000}]}],\"entries\":[\"{@i Choose A or B:} (A) {@item Leather Armor|XPHB}, 2 {@item Dagger|XPHB|Daggers}, {@item Shortsword|XPHB}, {@item Shortbow|XPHB}, {@item Arrows (20)|XPHB|20 Arrows}, {@item Quiver|XPHB}, {@item Thieves' Tools|XPHB}, {@item Burglar's Pack|XPHB}, and 8 GP; or (B) 100 GP\"]},\"multiclassing\":{\"proficienciesGained\":{\"armor\":[\"light\"],\"tools\":[\"{@item Thieves' Tools|XPHB}\"],\"toolProficiencies\":[{\"thieves' tools\":true}],\"skills\":[{\"choose\":{\"from\":[\"acrobatics\",\"athletics\",\"deception\",\"insight\",\"intimidation\",\"investigation\",\"perception\",\"persuasion\",\"sleight of hand\",\"stealth\"],\"count\":1}}]}},\"classTableGroups\":[{\"colLabels\":[\"Sneak Attack\"],\"rows\":[[{\"type\":\"dice\",\"toRoll\":[{\"number\":1,\"faces\":6}],\"rollable\":true}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":1,\"faces\":6}],\"rollable\":true}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":2,\"faces\":6}],\"rollable\":true}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":2,\"faces\":6}],\"rollable\":true}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":3,\"faces\":6}],\"rollable\":true}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":3,\"faces\":6}],\"rollable\":true}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":4,\"faces\":6}],\"rollable\":true}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":4,\"faces\":6}],\"rollable\":true}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":5,\"faces\":6}],\"rollable\":true}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":5,\"faces\":6}],\"rollable\":true}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":6,\"faces\":6}],\"rollable\":true}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":6,\"faces\":6}],\"rollable\":true}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":7,\"faces\":6}],\"rollable\":true}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":7,\"faces\":6}],\"rollable\":true}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":8,\"faces\":6}],\"rollable\":true}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":8,\"faces\":6}],\"rollable\":true}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":9,\"faces\":6}],\"rollable\":true}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":9,\"faces\":6}],\"rollable\":true}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":10,\"faces\":6}],\"rollable\":true}],[{\"type\":\"dice\",\"toRoll\":[{\"number\":10,\"faces\":6}],\"rollable\":true}]]}],\"classFeatures\":[\"Expertise|Rogue|XPHB|1\",\"Sneak Attack|Rogue|XPHB|1\",\"Thieves' Cant|Rogue|XPHB|1\",\"Weapon Mastery|Rogue|XPHB|1\",\"Cunning Action|Rogue|XPHB|2\",{\"classFeature\":\"Rogue Subclass|Rogue|XPHB|3\",\"gainSubclassFeature\":true},\"Steady Aim|Rogue|XPHB|3\",\"Ability Score Improvement|Rogue|XPHB|4\",\"Cunning Strike|Rogue|XPHB|5\",\"Uncanny Dodge|Rogue|XPHB|5\",\"Expertise|Rogue|XPHB|6\",\"Evasion|Rogue|XPHB|7\",\"Reliable Talent|Rogue|XPHB|7\",\"Ability Score Improvement|Rogue|XPHB|8\",{\"classFeature\":\"Subclass Feature|Rogue|XPHB|9\",\"gainSubclassFeature\":true},\"Ability Score Improvement|Rogue|XPHB|10\",\"Improved Cunning Strike|Rogue|XPHB|11\",\"Ability Score Improvement|Rogue|XPHB|12\",{\"classFeature\":\"Subclass Feature|Rogue|XPHB|13\",\"gainSubclassFeature\":true},\"Devious Strikes|Rogue|XPHB|14\",\"Slippery Mind|Rogue|XPHB|15\",\"Ability Score Improvement|Rogue|XPHB|16\",{\"classFeature\":\"Subclass Feature|Rogue|XPHB|17\",\"gainSubclassFeature\":true},\"Elusive|Rogue|XPHB|18\",\"Epic Boon|Rogue|XPHB|19\",\"Stroke of Luck|Rogue|XPHB|20\"],\"subclassTitle\":\"Rogue Subclass\",\"hasFluff\":true,\"hasFluffImages\":true}],\"subclass\":[{\"name\":\"Arcane Trickster\",\"shortName\":\"Arcane Trickster\",\"source\":\"PHB\",\"className\":\"Rogue\",\"classSource\":\"PHB\",\"page\":97,\"reprintedAs\":[\"Arcane Trickster|Rogue|XPHB|XPHB\"],\"edition\":\"classic\",\"spellcastingAbility\":\"int\",\"casterProgression\":\"1/3\",\"cantripProgression\":[0,0,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3],\"spellsKnownProgression\":[0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],\"additionalSpells\":[{\"known\":{\"3\":[\"mage hand#c\"]},\"expanded\":{\"3\":[{\"all\":\"level=0|class=Wizard\"},{\"all\":\"level=1|class=Wizard\"}],\"7\":[{\"all\":\"level=2|class=Wizard\"}],\"13\":[{\"all\":\"level=3|class=Wizard\"}],\"19\":[{\"all\":\"level=4|class=Wizard\"}]}}],\"subclassTableGroups\":[{\"subclasses\":[{\"name\":\"Arcane Trickster\",\"source\":\"PHB\"}],\"colLabels\":[\"{@filter Cantrips Known|spells|level=0|subclass=Rogue: Arcane Trickster}\",\"{@filter Spells Known|spells|subclass=Rogue: Arcane Trickster}\"],\"rows\":[[0,0],[0,0],[3,3],[3,4],[3,4],[3,4],[3,5],[3,6],[3,6],[4,7],[4,8],[4,8],[4,9],[4,10],[4,10],[4,11],[4,11],[4,11],[4,12],[4,13]]},{\"title\":\"Spell Slots per Spell Level\",\"subclasses\":[{\"name\":\"Arcane Trickster\",\"source\":\"PHB\"}],\"colLabels\":[\"{@filter 1st|spells|level=1|subclass=Rogue: Arcane Trickster}\",\"{@filter 2nd|spells|level=2|subclass=Rogue: Arcane Trickster}\",\"{@filter 3rd|spells|level=3|subclass=Rogue: Arcane Trickster}\",\"{@filter 4th|spells|level=4|subclass=Rogue: Arcane Trickster}\"],\"rowsSpellProgression\":[[0,0,0,0],[0,0,0,0],[2,0,0,0],[3,0,0,0],[3,0,0,0],[3,0,0,0],[4,2,0,0],[4,2,0,0],[4,2,0,0],[4,3,0,0],[4,3,0,0],[4,3,0,0],[4,3,2,0],[4,3,2,0],[4,3,2,0],[4,3,3,0],[4,3,3,0],[4,3,3,0],[4,3,3,1],[4,3,3,1]]}],\"subclassFeatures\":[\"Arcane Trickster|Rogue||Arcane Trickster||3\",\"Magical Ambush|Rogue||Arcane Trickster||9\",\"Versatile Trickster|Rogue||Arcane Trickster||13\",\"Spell Thief|Rogue||Arcane Trickster||17\"]},{\"name\":\"Arcane Trickster\",\"shortName\":\"Arcane Trickster\",\"source\":\"PHB\",\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"_copy\":{\"name\":\"Arcane Trickster\",\"source\":\"PHB\",\"shortName\":\"Arcane Trickster\",\"className\":\"Rogue\",\"classSource\":\"PHB\",\"_preserve\":{\"page\":true,\"otherSources\":true,\"srd\":true,\"basicRules\":true,\"reprintedAs\":true}}},{\"name\":\"Assassin\",\"shortName\":\"Assassin\",\"source\":\"PHB\",\"className\":\"Rogue\",\"classSource\":\"PHB\",\"page\":97,\"reprintedAs\":[\"Assassin|Rogue|XPHB|XPHB\"],\"edition\":\"classic\",\"subclassFeatures\":[\"Assassin|Rogue||Assassin||3\",\"Infiltration Expertise|Rogue||Assassin||9\",\"Impostor|Rogue||Assassin||13\",\"Death Strike|Rogue||Assassin||17\"]},{\"name\":\"Assassin\",\"shortName\":\"Assassin\",\"source\":\"PHB\",\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"_copy\":{\"name\":\"Assassin\",\"source\":\"PHB\",\"shortName\":\"Assassin\",\"className\":\"Rogue\",\"classSource\":\"PHB\",\"_preserve\":{\"page\":true,\"otherSources\":true,\"srd\":true,\"basicRules\":true,\"reprintedAs\":true}}},{\"name\":\"Thief\",\"shortName\":\"Thief\",\"source\":\"PHB\",\"className\":\"Rogue\",\"classSource\":\"PHB\",\"page\":97,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Thief|Rogue|XPHB|XPHB\"],\"edition\":\"classic\",\"subclassFeatures\":[\"Thief|Rogue||Thief||3\",\"Supreme Sneak|Rogue||Thief||9\",\"Use Magic Device|Rogue||Thief||13\",\"Thief's 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Weakness|Rogue||Inquisitive|XGE|17\"]},{\"name\":\"Inquisitive\",\"shortName\":\"Inquisitive\",\"source\":\"XGE\",\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"_copy\":{\"name\":\"Inquisitive\",\"source\":\"XGE\",\"shortName\":\"Inquisitive\",\"className\":\"Rogue\",\"classSource\":\"PHB\",\"_preserve\":{\"page\":true,\"otherSources\":true,\"srd\":true,\"basicRules\":true,\"reprintedAs\":true}}},{\"name\":\"Mastermind\",\"shortName\":\"Mastermind\",\"source\":\"XGE\",\"className\":\"Rogue\",\"classSource\":\"PHB\",\"page\":46,\"otherSources\":[{\"source\":\"SCAG\",\"page\":135}],\"edition\":\"classic\",\"subclassFeatures\":[\"Mastermind|Rogue||Mastermind|XGE|3\",\"Insightful Manipulator|Rogue||Mastermind|XGE|9\",\"Misdirection|Rogue||Mastermind|XGE|13\",\"Soul of 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Strike|Rogue||Scout|XGE|17\"]},{\"name\":\"Scout\",\"shortName\":\"Scout\",\"source\":\"XGE\",\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"_copy\":{\"name\":\"Scout\",\"source\":\"XGE\",\"shortName\":\"Scout\",\"className\":\"Rogue\",\"classSource\":\"PHB\",\"_preserve\":{\"page\":true,\"otherSources\":true,\"srd\":true,\"basicRules\":true,\"reprintedAs\":true}}},{\"name\":\"Swashbuckler\",\"shortName\":\"Swashbuckler\",\"source\":\"XGE\",\"className\":\"Rogue\",\"classSource\":\"PHB\",\"page\":48,\"otherSources\":[{\"source\":\"SCAG\",\"page\":135}],\"edition\":\"classic\",\"subclassFeatures\":[\"Swashbuckler|Rogue||Swashbuckler|XGE|3\",\"Panache|Rogue||Swashbuckler|XGE|9\",\"Elegant Maneuver|Rogue||Swashbuckler|XGE|13\",\"Master Duelist|Rogue||Swashbuckler|XGE|17\"]},{\"name\":\"Swashbuckler\",\"shortName\":\"Swashbuckler\",\"source\":\"XGE\",\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"_copy\":{\"name\":\"Swashbuckler\",\"source\":\"XGE\",\"shortName\":\"Swashbuckler\",\"className\":\"Rogue\",\"classSource\":\"PHB\",\"_preserve\":{\"page\":true,\"otherSources\":true,\"srd\":true,\"basicRules\":true,\"reprintedAs\":true}}},{\"name\":\"Phantom\",\"shortName\":\"Phantom\",\"source\":\"TCE\",\"className\":\"Rogue\",\"classSource\":\"PHB\",\"page\":62,\"edition\":\"classic\",\"subclassFeatures\":[\"Phantom|Rogue||Phantom|TCE|3\",\"Tokens of the Departed|Rogue||Phantom|TCE|9\",\"Ghost Walk|Rogue||Phantom|TCE|13\",\"Death's Friend|Rogue||Phantom|TCE|17\"],\"hasFluffImages\":true},{\"name\":\"Phantom\",\"shortName\":\"Phantom\",\"source\":\"TCE\",\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"_copy\":{\"name\":\"Phantom\",\"source\":\"TCE\",\"shortName\":\"Phantom\",\"className\":\"Rogue\",\"classSource\":\"PHB\",\"_preserve\":{\"page\":true,\"otherSources\":true,\"srd\":true,\"basicRules\":true,\"reprintedAs\":true}},\"fluff\":{\"_subclassFluff\":{\"name\":\"Phantom\",\"source\":\"TCE\",\"shortName\":\"Phantom\",\"className\":\"Rogue\",\"classSource\":\"PHB\"}}},{\"name\":\"Soulknife\",\"shortName\":\"Soulknife\",\"source\":\"TCE\",\"className\":\"Rogue\",\"classSource\":\"PHB\",\"page\":63,\"reprintedAs\":[\"Soulknife|Rogue|XPHB|XPHB\"],\"edition\":\"classic\",\"subclassFeatures\":[\"Soulknife|Rogue||Soulknife|TCE|3\",\"Soul Blades|Rogue||Soulknife|TCE|9\",\"Psychic Veil|Rogue||Soulknife|TCE|13\",\"Rend Mind|Rogue||Soulknife|TCE|17\"],\"hasFluffImages\":true},{\"name\":\"Soulknife\",\"shortName\":\"Soulknife\",\"source\":\"TCE\",\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"_copy\":{\"name\":\"Soulknife\",\"source\":\"TCE\",\"shortName\":\"Soulknife\",\"className\":\"Rogue\",\"classSource\":\"PHB\",\"_preserve\":{\"page\":true,\"otherSources\":true,\"srd\":true,\"basicRules\":true,\"reprintedAs\":true}},\"fluff\":{\"_subclassFluff\":{\"name\":\"Soulknife\",\"source\":\"TCE\",\"shortName\":\"Soulknife\",\"className\":\"Rogue\",\"classSource\":\"PHB\"}}},{\"name\":\"Arcane Trickster\",\"shortName\":\"Arcane Trickster\",\"source\":\"XPHB\",\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"page\":132,\"edition\":\"one\",\"spellcastingAbility\":\"int\",\"casterProgression\":\"1/3\",\"preparedSpellsProgression\":[0,0,3,4,4,4,5,6,6,7,8,8,9,10,10,11,11,11,12,13],\"preparedSpellsChange\":\"level\",\"cantripProgression\":[0,0,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3],\"additionalSpells\":[{\"known\":{\"3\":[\"mage hand|xphb#c\"]},\"expanded\":{\"3\":[{\"all\":\"level=0|class=Wizard\"},{\"all\":\"level=1|class=Wizard\"}],\"7\":[{\"all\":\"level=2|class=Wizard\"}],\"13\":[{\"all\":\"level=3|class=Wizard\"}],\"19\":[{\"all\":\"level=4|class=Wizard\"}]}}],\"subclassTableGroups\":[{\"subclasses\":[{\"name\":\"Arcane Trickster\",\"source\":\"XPHB\"}],\"colLabels\":[\"{@filter Prepared Spells|spells|subclass=Rogue: Arcane Trickster}\"],\"rows\":[[0],[0],[3],[4],[4],[4],[5],[6],[6],[7],[8],[8],[9],[10],[10],[11],[11],[11],[12],[13]]},{\"title\":\"Spell Slots per Spell Level\",\"subclasses\":[{\"name\":\"Arcane Trickster\",\"source\":\"XPHB\"}],\"colLabels\":[\"{@filter 1st|spells|level=1|subclass=Rogue: Arcane Trickster}\",\"{@filter 2nd|spells|level=2|subclass=Rogue: Arcane Trickster}\",\"{@filter 3rd|spells|level=3|subclass=Rogue: Arcane Trickster}\",\"{@filter 4th|spells|level=4|subclass=Rogue: Arcane Trickster}\"],\"rowsSpellProgression\":[[0,0,0,0],[0,0,0,0],[2,0,0,0],[3,0,0,0],[3,0,0,0],[3,0,0,0],[4,2,0,0],[4,2,0,0],[4,2,0,0],[4,3,0,0],[4,3,0,0],[4,3,0,0],[4,3,2,0],[4,3,2,0],[4,3,2,0],[4,3,3,0],[4,3,3,0],[4,3,3,0],[4,3,3,1],[4,3,3,1]]}],\"subclassFeatures\":[\"Arcane Trickster|Rogue|XPHB|Arcane Trickster|XPHB|3\",\"Magical Ambush|Rogue|XPHB|Arcane Trickster|XPHB|9\",\"Versatile Trickster|Rogue|XPHB|Arcane Trickster|XPHB|13\",\"Spell Thief|Rogue|XPHB|Arcane Trickster|XPHB|17\"],\"hasFluffImages\":true},{\"name\":\"Assassin\",\"shortName\":\"Assassin\",\"source\":\"XPHB\",\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"page\":134,\"edition\":\"one\",\"subclassFeatures\":[\"Assassin|Rogue|XPHB|Assassin|XPHB|3\",\"Infiltration Expertise|Rogue|XPHB|Assassin|XPHB|9\",\"Envenom Weapons|Rogue|XPHB|Assassin|XPHB|13\",\"Death Strike|Rogue|XPHB|Assassin|XPHB|17\"],\"hasFluffImages\":true},{\"name\":\"Soulknife\",\"shortName\":\"Soulknife\",\"source\":\"XPHB\",\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"page\":135,\"edition\":\"one\",\"subclassTableGroups\":[{\"subclasses\":[{\"name\":\"Soulknife\",\"source\":\"XPHB\"}],\"colLabels\":[\"{@tip Die Size|Soulknife Energy Die Size}\",\"{@tip Number|Soulknife Energy Die Number}\"],\"rows\":[[0,0],[0,0],[\"{@dice D6}\",4],[\"{@dice D6}\",4],[\"{@dice D8}\",6],[\"{@dice D8}\",6],[\"{@dice D8}\",6],[\"{@dice D8}\",6],[\"{@dice D8}\",8],[\"{@dice D8}\",8],[\"{@dice D10}\",8],[\"{@dice D10}\",8],[\"{@dice D10}\",10],[\"{@dice D10}\",10],[\"{@dice D10}\",10],[\"{@dice D10}\",10],[\"{@dice D12}\",12],[\"{@dice D12}\",12],[\"{@dice D12}\",12],[\"{@dice D12}\",12]]}],\"subclassFeatures\":[\"Soulknife|Rogue|XPHB|Soulknife|XPHB|3\",\"Soul Blades|Rogue|XPHB|Soulknife |XPHB|9\",\"Psychic Veil|Rogue|XPHB|Soulknife|XPHB|13\",\"Rend Mind|Rogue|XPHB|Soulknife|XPHB|17\"],\"hasFluffImages\":true},{\"name\":\"Thief\",\"shortName\":\"Thief\",\"source\":\"XPHB\",\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"page\":137,\"freeRules2024\":true,\"edition\":\"one\",\"subclassFeatures\":[\"Thief|Rogue|XPHB|Thief|XPHB|3\",\"Supreme Sneak|Rogue|XPHB|Thief|XPHB|9\",\"Use Magic Device|Rogue|XPHB|Thief|XPHB|13\",\"Thief's Reflexes|Rogue|XPHB|Thief|XPHB|17\"],\"hasFluffImages\":true}],\"classFeature\":[{\"name\":\"Expertise\",\"source\":\"PHB\",\"page\":94,\"srd\":true,\"basicRules\":true,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"level\":1,\"entries\":[\"At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with {@item thieves' tools|phb}. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\",\"At 6th level, you can choose two more of your proficiencies (in skills or with {@item thieves' tools|phb}) to gain this benefit.\"]},{\"name\":\"Sneak Attack\",\"source\":\"PHB\",\"page\":94,\"srd\":true,\"basicRules\":true,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"level\":1,\"entries\":[\"Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra {@damage 1d6} damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\",\"You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't {@condition incapacitated}, and you don't have disadvantage on the attack roll.\",\"The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.\"]},{\"name\":\"Thieves' Cant\",\"source\":\"PHB\",\"page\":94,\"srd\":true,\"basicRules\":true,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"level\":1,\"entries\":[\"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\",\"In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.\"]},{\"name\":\"Cunning Action\",\"source\":\"PHB\",\"page\":94,\"srd\":true,\"basicRules\":true,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"level\":2,\"entries\":[\"Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the {@action Dash}, {@action Disengage}, or {@action Hide} action.\"]},{\"name\":\"Roguish Archetype\",\"source\":\"PHB\",\"page\":94,\"srd\":true,\"basicRules\":true,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"level\":3,\"entries\":[\"At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities from the list of available archetypes. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.\"]},{\"name\":\"Steady Aim\",\"source\":\"TCE\",\"page\":62,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"level\":3,\"isClassFeatureVariant\":true,\"entries\":[\"{@i 3rd-level rogue {@variantrule optional class features|tce|optional feature}}\",\"As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":94,\"srd\":true,\"basicRules\":true,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"level\":4,\"entries\":[\"When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Uncanny Dodge\",\"source\":\"PHB\",\"page\":94,\"srd\":true,\"basicRules\":true,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"level\":5,\"entries\":[\"Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.\"]},{\"name\":\"Expertise\",\"source\":\"PHB\",\"page\":94,\"srd\":true,\"basicRules\":true,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"level\":6,\"entries\":[\"At 6th level, you can choose two more of your proficiencies (in skills or with {@item thieves' tools|phb}) to gain the benefit of Expertise.\"]},{\"name\":\"Evasion\",\"source\":\"PHB\",\"page\":94,\"srd\":true,\"basicRules\":true,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"level\":7,\"entries\":[\"Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an {@spell ice storm} spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":94,\"srd\":true,\"basicRules\":true,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"level\":8,\"entries\":[\"When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Roguish Archetype feature\",\"source\":\"PHB\",\"page\":94,\"srd\":true,\"basicRules\":true,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"level\":9,\"entries\":[\"At 9th level, you gain a feature granted by your Roguish Archetype.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":94,\"srd\":true,\"basicRules\":true,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"level\":10,\"entries\":[\"When you reach 10th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Reliable Talent\",\"source\":\"PHB\",\"page\":94,\"srd\":true,\"basicRules\":true,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"level\":11,\"entries\":[\"By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a {@dice d20} roll of 9 or lower as a 10.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":94,\"srd\":true,\"basicRules\":true,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"level\":12,\"entries\":[\"When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Roguish Archetype feature\",\"source\":\"PHB\",\"page\":94,\"srd\":true,\"basicRules\":true,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"level\":13,\"entries\":[\"At 13th level, you gain a feature granted by your Roguish Archetype.\"]},{\"name\":\"Blindsense\",\"source\":\"PHB\",\"page\":94,\"srd\":true,\"basicRules\":true,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"level\":14,\"entries\":[\"Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or {@condition invisible} creature within 10 feet of you.\"]},{\"name\":\"Slippery Mind\",\"source\":\"PHB\",\"page\":94,\"srd\":true,\"basicRules\":true,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"level\":15,\"entries\":[\"By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":94,\"srd\":true,\"basicRules\":true,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"level\":16,\"entries\":[\"When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Roguish Archetype feature\",\"source\":\"PHB\",\"page\":94,\"srd\":true,\"basicRules\":true,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"level\":17,\"entries\":[\"At 17th level, you gain a feature granted by your Roguish Archetype.\"]},{\"name\":\"Elusive\",\"source\":\"PHB\",\"page\":94,\"srd\":true,\"basicRules\":true,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"level\":18,\"entries\":[\"Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't {@condition incapacitated}.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":94,\"srd\":true,\"basicRules\":true,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"level\":19,\"entries\":[\"When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Stroke of Luck\",\"source\":\"PHB\",\"page\":94,\"srd\":true,\"basicRules\":true,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"level\":20,\"entries\":[\"At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the {@dice d20} roll as a 20.\",\"Once you use this feature, you can't use it again until you finish a short or long rest.\"]},{\"name\":\"Expertise\",\"source\":\"XPHB\",\"page\":128,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"level\":1,\"entries\":[\"You gain {@variantrule Expertise|XPHB} in two of your skill proficiencies of your choice. {@skill Sleight of Hand|XPHB} and {@skill Stealth|XPHB} are recommended if you have proficiency in them.\",\"At Rogue level 6, you gain {@variantrule Expertise|XPHB} in two more of your skill proficiencies of your choice.\"]},{\"name\":\"Sneak Attack\",\"source\":\"XPHB\",\"page\":128,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"level\":1,\"entries\":[\"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra {@damage 1d6} damage to one creature you hit with an attack roll if you have {@variantrule Advantage|XPHB} on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.\",\"You don't need {@variantrule Advantage|XPHB} on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the {@condition Incapacitated|XPHB} condition, and you don't have {@variantrule Disadvantage|XPHB} on the attack roll.\",\"The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.\"]},{\"name\":\"Thieves' Cant\",\"source\":\"XPHB\",\"page\":128,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"level\":1,\"entries\":[\"You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in {@book chapter 2|XPHB|2|Choose Languages}.\"]},{\"name\":\"Weapon Mastery\",\"source\":\"XPHB\",\"page\":128,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"level\":1,\"entries\":[\"Your training with weapons allows you to use the {@variantrule weapon mastery properties|XPHB|mastery properties} of two kinds of {@filter weapons|items|type=simple weapon;martial weapon} of your choice with which you have proficiency, such as {@item Dagger|XPHB|Daggers} and {@item Shortbow|XPHB|Shortbows}.\",\"Whenever you finish a {@variantrule Long Rest|XPHB}, you can change the kinds of weapons you chose. For example, you could switch to using the {@variantrule weapon mastery properties|XPHB|mastery properties} of {@item Scimitar|XPHB|Scimitars} and {@item Shortsword|XPHB|Shortswords}.\"]},{\"name\":\"Cunning Action\",\"source\":\"XPHB\",\"page\":129,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"level\":2,\"entries\":[\"Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a {@variantrule Bonus Action|XPHB}: {@action Dash|XPHB}, {@action Disengage|XPHB}, or {@action Hide|XPHB}.\"]},{\"name\":\"Rogue Subclass\",\"source\":\"XPHB\",\"page\":129,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"level\":3,\"entries\":[\"You gain a Rogue subclass of your choice. A subclass is a specialization that grants you features at certain Rogue levels. For the rest of your career, you gain each of your subclass's features that are of your Rogue level or lower.\"]},{\"name\":\"Steady Aim\",\"source\":\"XPHB\",\"page\":129,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"level\":3,\"entries\":[\"As a {@variantrule Bonus Action|XPHB}, you give yourself {@variantrule Advantage|XPHB} on your next attack roll on the current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your {@variantrule Speed|XPHB} is 0 until the end of the current turn.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":129,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"level\":4,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify. You gain this feature again at Rogue levels 8, 10, 12, and 16.\"]},{\"name\":\"Cunning Strike\",\"source\":\"XPHB\",\"page\":129,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"level\":5,\"entries\":[\"You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove {@dice 1d6} from the Sneak Attack's damage before rolling.\",\"If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and {@variantrule Proficiency|XPHB} Bonus.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"refClassFeature\",\"classFeature\":\"Poison (Cost: 1d6)|Rogue|XPHB|5|XPHB\"},{\"type\":\"refClassFeature\",\"classFeature\":\"Trip (Cost: 1d6)|Rogue|XPHB|5|XPHB\"},{\"type\":\"refClassFeature\",\"classFeature\":\"Withdraw (Cost: 1d6)|Rogue|XPHB|5|XPHB\"}]}]},{\"name\":\"Poison (Cost: 1d6)\",\"source\":\"XPHB\",\"page\":129,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"level\":5,\"entries\":[\"You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the {@condition Poisoned|XPHB} condition for 1 minute. At the end of each of its turns, the {@condition Poisoned|XPHB} target repeats the save, ending the effect on itself on a success.\",\"To use this effect, you must have a {@item Poisoner's Kit|XPHB} on your person.\"]},{\"name\":\"Trip (Cost: 1d6)\",\"source\":\"XPHB\",\"page\":129,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"level\":5,\"entries\":[\"If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the {@condition Prone|XPHB} condition.\"]},{\"name\":\"Uncanny Dodge\",\"source\":\"XPHB\",\"page\":129,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"level\":5,\"entries\":[\"When an attacker that you can see hits you with an attack roll, you can take a {@variantrule Reaction|XPHB} to halve the attack's damage against you (round down).\"]},{\"name\":\"Withdraw (Cost: 1d6)\",\"source\":\"XPHB\",\"page\":129,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"level\":5,\"entries\":[\"Immediately after the attack, you move up to half your {@variantrule Speed|XPHB} without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks}.\"]},{\"name\":\"Expertise\",\"source\":\"XPHB\",\"page\":129,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"level\":6,\"entries\":[\"You gain {@variantrule Expertise|XPHB} in two of your Skill Proficiencies of your choice.\"]},{\"name\":\"Evasion\",\"source\":\"XPHB\",\"page\":129,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"level\":7,\"entries\":[\"You can nimbly dodge out of the way of certain dangers. When you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can't use this feature if you have the {@condition Incapacitated|XPHB} condition.\"]},{\"name\":\"Reliable Talent\",\"source\":\"XPHB\",\"page\":130,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"level\":7,\"entries\":[\"Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a {@dice d20} roll of 9 or lower as a 10.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":130,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"level\":8,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.\"]},{\"name\":\"Subclass Feature\",\"source\":\"XPHB\",\"page\":130,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"level\":9,\"entries\":[\"You gain a feature from your Rogue Subclass.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":130,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"level\":10,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.\"]},{\"name\":\"Improved Cunning Strike\",\"source\":\"XPHB\",\"page\":130,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"level\":11,\"entries\":[\"You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":131,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"level\":12,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.\"]},{\"name\":\"Subclass Feature\",\"source\":\"XPHB\",\"page\":131,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"level\":13,\"entries\":[\"You gain a feature from your Rogue Subclass.\"]},{\"name\":\"Daze (Cost: 2d6)\",\"source\":\"XPHB\",\"page\":131,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"level\":14,\"entries\":[\"The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a {@variantrule Bonus Action|XPHB}.\"]},{\"name\":\"Devious Strikes\",\"source\":\"XPHB\",\"page\":131,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"level\":14,\"entries\":[\"You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"refClassFeature\",\"classFeature\":\"Daze (Cost: 2d6)|Rogue|XPHB|14|XPHB\"},{\"type\":\"refClassFeature\",\"classFeature\":\"Knock Out (Cost: 6d6)|Rogue|XPHB|14|XPHB\"},{\"type\":\"refClassFeature\",\"classFeature\":\"Obscure (Cost: 3d6)|Rogue|XPHB|14|XPHB\"}]}]},{\"name\":\"Knock Out (Cost: 6d6)\",\"source\":\"XPHB\",\"page\":131,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"level\":14,\"entries\":[\"The target must succeed on a Constitution saving throw, or it has the {@condition Unconscious|XPHB} condition for 1 minute or until it takes any damage. The {@condition Unconscious|XPHB} target repeats the save at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Obscure (Cost: 3d6)\",\"source\":\"XPHB\",\"page\":131,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"level\":14,\"entries\":[\"The target must succeed on a Dexterity saving throw, or it has the {@condition Blinded|XPHB} condition until the end of its next turn.\"]},{\"name\":\"Slippery Mind\",\"source\":\"XPHB\",\"page\":131,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"level\":15,\"entries\":[\"Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":131,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"level\":16,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.\"]},{\"name\":\"Subclass Feature\",\"source\":\"XPHB\",\"page\":131,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"level\":17,\"entries\":[\"You gain a feature from your Rogue Subclass.\"]},{\"name\":\"Elusive\",\"source\":\"XPHB\",\"page\":131,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"level\":18,\"entries\":[\"You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have {@variantrule Advantage|XPHB} against you unless you have the {@condition Incapacitated|XPHB} condition.\"]},{\"name\":\"Epic Boon\",\"source\":\"XPHB\",\"page\":131,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"level\":19,\"entries\":[\"You gain an {@filter Epic Boon feat|feats|category=EB} or another {@5etools feat|feats.html} of your choice for which you qualify. {@feat Boon of the Night Spirit|XPHB} is recommended.\"]},{\"name\":\"Stroke of Luck\",\"source\":\"XPHB\",\"page\":131,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"level\":20,\"entries\":[\"You have a marvelous knack for succeeding when you need to. If you fail a {@variantrule D20 Test|XPHB}, you can turn the roll into a 20.\",\"Once you use this feature, you can't use it again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}.\"]}],\"subclassFeature\":[{\"name\":\"Arcane Trickster\",\"source\":\"PHB\",\"page\":97,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Arcane Trickster\",\"subclassSource\":\"PHB\",\"level\":3,\"entries\":[\"Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Spellcasting|Rogue||Arcane Trickster||3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Mage Hand Legerdemain|Rogue||Arcane Trickster||3\"}]},{\"name\":\"Mage Hand Legerdemain\",\"source\":\"PHB\",\"page\":97,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Arcane Trickster\",\"subclassSource\":\"PHB\",\"level\":3,\"header\":1,\"entries\":[\"Starting at 3rd level, when you cast {@spell mage hand}, you can make the spectral hand {@condition invisible}, and you can perform the following additional tasks with it:\",{\"type\":\"list\",\"items\":[\"You can stow one object the hand is holding in a container worn or carried by another creature.\",\"You can retrieve an object in a container worn or carried by another creature.\",\"You can use {@item thieves' tools|phb} to pick locks and disarm traps at range.\"]},\"You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity ({@skill Sleight of Hand}) check contested by the creature's Wisdom ({@skill Perception}) check.\",\"In addition, you can use the bonus action granted by your Cunning Action to control the hand.\"]},{\"name\":\"Spellcasting\",\"source\":\"PHB\",\"page\":97,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Arcane Trickster\",\"subclassSource\":\"PHB\",\"level\":3,\"header\":1,\"entries\":[\"When you reach 3rd level, you gain the ability to cast spells. See {@book chapter 10|PHB|10} for the general rules of spellcasting and {@book chapter 11|PHB|11} for the {@filter wizard spell list|spells|class=wizard}.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Cantrips\",\"entries\":[\"You learn three cantrips: {@spell mage hand} and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.\"]}]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Spell Slots\",\"entries\":[\"The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your {@filter wizard spells|spells|class=wizard} of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\",\"For example, if you know the 1st-level spell {@spell charm person} and have a 1st-level and a 2nd-level spell slot available, you can cast {@spell charm person} using either slot.\"]}]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Spells Known of 1st-Level and Higher\",\"entries\":[\"You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.\",\"The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.\",\"The spells you learn at 8th, 14th, and 20th level can come from any school of magic.\",\"Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.\"]}]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Spellcasting Ability\",\"entries\":[\"Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.\",{\"type\":\"abilityDc\",\"name\":\"Spell\",\"attributes\":[\"int\"]},{\"type\":\"abilityAttackMod\",\"name\":\"Spell\",\"attributes\":[\"int\"]}]}]}]},{\"name\":\"Magical Ambush\",\"source\":\"PHB\",\"page\":97,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Arcane Trickster\",\"subclassSource\":\"PHB\",\"level\":9,\"header\":2,\"entries\":[\"Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.\"]},{\"name\":\"Versatile Trickster\",\"source\":\"PHB\",\"page\":97,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Arcane Trickster\",\"subclassSource\":\"PHB\",\"level\":13,\"header\":2,\"entries\":[\"At 13th level, you gain the ability to distract targets with your {@spell mage hand}. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.\"]},{\"name\":\"Spell Thief\",\"source\":\"PHB\",\"page\":97,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Arcane Trickster\",\"subclassSource\":\"PHB\",\"level\":17,\"header\":2,\"entries\":[\"At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.\",\"Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn't need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can't cast that spell until the 8 hours have passed.\",\"Once you use this feature, you can't use it again until you finish a long rest.\"]},{\"name\":\"Assassin\",\"source\":\"PHB\",\"page\":97,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Assassin\",\"subclassSource\":\"PHB\",\"level\":3,\"entries\":[\"You focus your training on the grim art of death. Those who adhere to this archetype are diverse—hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.\",\"Your archetype grants you features at 3rd level and then again at 9th, 13th, and 17th level.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Assassinate|Rogue||Assassin||3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Bonus Proficiencies|Rogue||Assassin||3\"}]},{\"name\":\"Assassinate\",\"source\":\"PHB\",\"page\":97,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Assassin\",\"subclassSource\":\"PHB\",\"level\":3,\"header\":1,\"entries\":[\"Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is {@status surprised} is a critical hit.\"]},{\"name\":\"Bonus Proficiencies\",\"source\":\"PHB\",\"page\":97,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Assassin\",\"subclassSource\":\"PHB\",\"level\":3,\"header\":1,\"entries\":[\"When you choose this archetype at 3rd level, you gain proficiency with the {@item disguise kit|phb} and the {@item poisoner's kit|phb}.\"]},{\"name\":\"Infiltration Expertise\",\"source\":\"PHB\",\"page\":97,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Assassin\",\"subclassSource\":\"PHB\",\"level\":9,\"header\":2,\"entries\":[\"Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.\",\"Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.\"]},{\"name\":\"Impostor\",\"source\":\"PHB\",\"page\":97,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Assassin\",\"subclassSource\":\"PHB\",\"level\":13,\"header\":2,\"entries\":[\"At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerism.\",\"Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma ({@skill Deception}) check you make to avoid detection.\"]},{\"name\":\"Death Strike\",\"source\":\"PHB\",\"page\":97,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Assassin\",\"subclassSource\":\"PHB\",\"level\":17,\"header\":2,\"entries\":[\"Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is {@status surprised}, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.\"]},{\"name\":\"Thief\",\"source\":\"PHB\",\"page\":97,\"srd\":true,\"basicRules\":true,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Thief\",\"subclassSource\":\"PHB\",\"level\":3,\"entries\":[\"You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Fast Hands|Rogue||Thief||3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Second-Story Work|Rogue||Thief||3\"}]},{\"name\":\"Fast Hands\",\"source\":\"PHB\",\"page\":97,\"srd\":true,\"basicRules\":true,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Thief\",\"subclassSource\":\"PHB\",\"level\":3,\"header\":1,\"entries\":[\"Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity ({@skill Sleight of Hand}) check, use your {@item thieves' tools|phb} to disarm a trap or open a lock, or take the {@action Use an Object} action.\"]},{\"name\":\"Second-Story Work\",\"source\":\"PHB\",\"page\":97,\"srd\":true,\"basicRules\":true,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Thief\",\"subclassSource\":\"PHB\",\"level\":3,\"header\":1,\"entries\":[\"When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.\",\"In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.\"]},{\"name\":\"Supreme Sneak\",\"source\":\"PHB\",\"page\":97,\"srd\":true,\"basicRules\":true,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Thief\",\"subclassSource\":\"PHB\",\"level\":9,\"header\":2,\"entries\":[\"Starting at 9th level, you have advantage on a Dexterity ({@skill Stealth}) check if you move no more than half your speed on the same turn.\"]},{\"name\":\"Use Magic Device\",\"source\":\"PHB\",\"page\":97,\"srd\":true,\"basicRules\":true,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Thief\",\"subclassSource\":\"PHB\",\"level\":13,\"header\":2,\"entries\":[\"By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.\"]},{\"name\":\"Thief's Reflexes\",\"source\":\"PHB\",\"page\":97,\"srd\":true,\"basicRules\":true,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Thief\",\"subclassSource\":\"PHB\",\"level\":17,\"header\":2,\"entries\":[\"When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are {@status surprised}.\"]},{\"name\":\"Phantom\",\"source\":\"TCE\",\"page\":62,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Phantom\",\"subclassSource\":\"TCE\",\"level\":3,\"entries\":[\"Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves' guilds value them as highly effective information gatherers and spies.\",\"Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many necromancers practice their craft, a Phantom can become a wizard's confidant and right hand. In temples of gods of death, the Phantom might work as an agent to track down those who try to cheat death and to recover knowledge that might otherwise be lost to the grave.\",\"How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves' guild dedicated to a deity of death?\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Whispers of the Dead|Rogue||Phantom|TCE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Wails from the Grave|Rogue||Phantom|TCE|3\"}]},{\"name\":\"Wails from the Grave\",\"source\":\"TCE\",\"page\":62,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Phantom\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":1,\"entries\":[\"{@i 3rd-level Phantom feature}\",\"As you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes necrotic damage equal to the roll's total, as wails of the dead sound around them for a moment.\",\"You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]},{\"name\":\"Whispers of the Dead\",\"source\":\"TCE\",\"page\":62,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Phantom\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":1,\"entries\":[\"{@i 3rd-level Phantom feature}\",\"Echoes of those who have died cling to you. Whenever you finish a short or long rest, you can choose one skill or tool proficiency that you lack and gain it, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack.\"]},{\"name\":\"Tokens of the Departed\",\"source\":\"TCE\",\"page\":62,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Phantom\",\"subclassSource\":\"TCE\",\"level\":9,\"header\":2,\"entries\":[\"{@i 9th-level Phantom feature}\",\"When a life ends in your presence, you're able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you can open your free hand and cause a Tiny trinket to appear there, a soul trinket. The DM determines the trinket's form or has you roll on the {@item Trinket|phb|Trinkets} table in the {@i Player's Handbook} to generate it. You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can't create one while at your maximum.\",\"You can use soul trinkets in the following ways:\",{\"type\":\"list\",\"items\":[\"While a soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, for your vitality is enhanced by the life essence within the object.\",\"When you deal Sneak Attack damage on your turn, you can destroy one of your soul trinkets that's on your person and then immediately use Wails from the Grave, without expending a use of that feature.\",\"As an action, you can destroy one of your soul trinkets, no matter where it's located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It's under no obligation to be truthful, and it answers as concisely as possible, eager to be free. The spirit knows only what it knew in life, as determined by the DM.\"]}]},{\"name\":\"Ghost Walk\",\"source\":\"TCE\",\"page\":62,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Phantom\",\"subclassSource\":\"TCE\",\"level\":13,\"header\":2,\"entries\":[\"{@i 13th-level Phantom feature}\",\"You can phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were {@quickref difficult terrain||3}, but you take {@damage 1d10} force damage if you end your turn inside a creature or an object.\",\"You stay in this form for 10 minutes or until you end it as a bonus action. To use this feature again, you must finish a long rest or destroy one of your soul trinkets as part of the bonus action you use to activate Ghost Walk.\"]},{\"name\":\"Death's Friend\",\"source\":\"TCE\",\"page\":62,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Phantom\",\"subclassSource\":\"TCE\",\"level\":17,\"header\":2,\"entries\":[\"{@i 17th-level Phantom feature}\",\"Your association with death has become so close that you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"When you use your Wails from the Grave, you can deal the necrotic damage to both the first and the second creature.\",\"At the end of a long rest, a soul trinket appears in your hand if you don't have any soul trinkets, as the spirits of the dead are drawn to you.\"]}]},{\"name\":\"Psi-Bolstered Knack\",\"source\":\"TCE\",\"page\":63,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Soulknife\",\"subclassSource\":\"TCE\",\"level\":3,\"consumes\":{\"name\":\"Psionic Energy Die\"},\"entries\":[\"When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.\"]},{\"name\":\"Psychic Whispers\",\"source\":\"TCE\",\"page\":63,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Soulknife\",\"subclassSource\":\"TCE\",\"level\":3,\"entries\":[\"You can establish telepathic communication between yourself and others-perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other.\",\"The first time you use this power after each long rest, you don't expend the Psionic Energy die. All other times you use the power, you expend the die.\"]},{\"name\":\"Soulknife\",\"source\":\"TCE\",\"page\":63,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Soulknife\",\"subclassSource\":\"TCE\",\"level\":3,\"entries\":[\"Most assassins strike with physical weapons, and many burglars and spies use {@item thieves' tools|PHB} to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves' guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy.\",\"Amid the trees of ancient forests on the Material Plane and in the Feywild, some wood elves walk the path of the Soulknife, serving as silent, lethal guardians of their woods. In the endless war among the gith, a githzerai is encouraged to become a Soulknife when stealth is required against the githyanki foe.\",\"As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their full potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psychic adepts and spent years learning how to manifest your power.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Psionic Power|Rogue||Soulknife|TCE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Psychic Blades|Rogue||Soulknife|TCE|3\"}]},{\"name\":\"Psionic Power\",\"source\":\"TCE\",\"page\":63,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Soulknife\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":1,\"entries\":[\"{@i 3rd-level Soulknife feature}\",\"You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a {@dice d6}. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.\",\"Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.\",\"When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level ({@dice d8}), 11th level ({@dice d10}), and 17th level ({@dice d12}).\",\"The powers below use your Psionic Energy dice.\",{\"type\":\"options\",\"entries\":[{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Psi-Bolstered Knack|Rogue|PHB|Soulknife|TCE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Psychic Whispers|Rogue|PHB|Soulknife|TCE|3\"}]}]},{\"name\":\"Psychic Blades\",\"source\":\"TCE\",\"page\":63,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Soulknife\",\"subclassSource\":\"TCE\",\"level\":3,\"header\":1,\"entries\":[\"{@i 3rd-level Soulknife feature}\",\"You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the {@action Attack} action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to {@dice 1d6} plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.\",\"After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is {@dice 1d4}, instead of {@dice 1d6}.\"]},{\"name\":\"Homing Strikes\",\"source\":\"TCE\",\"page\":63,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Soulknife\",\"subclassSource\":\"TCE\",\"level\":9,\"entries\":[\"If you make an attack roll with your Psychic Blades and miss the target, you can roll one Psionic Energy die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy die.\"]},{\"name\":\"Psychic Teleportation\",\"source\":\"TCE\",\"page\":63,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Soulknife\",\"subclassSource\":\"TCE\",\"level\":9,\"entries\":[\"As a bonus action, you manifest one of your Psychic Blades, expend one Psionic Energy die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.\"]},{\"name\":\"Soul Blades\",\"source\":\"TCE\",\"page\":63,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Soulknife\",\"subclassSource\":\"TCE\",\"level\":9,\"header\":2,\"entries\":[\"{@i 9th-level Soulknife feature}\",\"Your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice:\",{\"type\":\"options\",\"entries\":[{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Homing Strikes|Rogue|PHB|Soulknife|TCE|9\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Psychic Teleportation|Rogue|PHB|Soulknife|TCE|9\"}]}]},{\"name\":\"Psychic Veil\",\"source\":\"TCE\",\"page\":63,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Soulknife\",\"subclassSource\":\"TCE\",\"level\":13,\"header\":2,\"entries\":[\"{@i 13th-level Soulknife feature}\",\"You can weave a veil of psychic static to mask yourself. As an action, you can magically become {@condition invisible}, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.\",\"Once you use this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to use this feature again.\"]},{\"name\":\"Rend Mind\",\"source\":\"TCE\",\"page\":63,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Soulknife\",\"subclassSource\":\"TCE\",\"level\":17,\"header\":2,\"entries\":[\"{@i 17th-level Soulknife feature}\",\"You can sweep your Psychic Blades directly through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is {@condition stunned} for 1 minute. The {@condition stunned} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\",\"Once you use this feature, you can't do so again until you finish a long rest, unless you expend three Psionic Energy dice to use it again.\"]},{\"name\":\"Inquisitive\",\"source\":\"XGE\",\"page\":45,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Inquisitive\",\"subclassSource\":\"XGE\",\"level\":3,\"entries\":[\"As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to expose and end hidden evils.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Ear for Deceit|Rogue||Inquisitive|XGE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Eye for Detail|Rogue||Inquisitive|XGE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Insightful Fighting|Rogue||Inquisitive|XGE|3\"}]},{\"name\":\"Ear for Deceit\",\"source\":\"XGE\",\"page\":45,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Inquisitive\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom ({@skill Insight}) check to determine whether a creature is lying, treat a roll of 7 or lower on the {@dice d20} as an 8.\"]},{\"name\":\"Eye for Detail\",\"source\":\"XGE\",\"page\":45,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Inquisitive\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"Starting at 3rd level, you can use a bonus action to make a Wisdom ({@skill Perception}) check to spot a hidden creature or object or to make an Intelligence ({@skill Investigation}) check to uncover or decipher clues.\"]},{\"name\":\"Insightful Fighting\",\"source\":\"XGE\",\"page\":45,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Inquisitive\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"At 3rd level, you gain the ability to decipher an opponent's tactics and develop a counter to them. As a bonus action, you can make a Wisdom ({@skill Insight}) check against a creature you can see that isn't {@condition incapacitated}, contested by the target's Charisma ({@skill Deception}) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.\",\"This benefit lasts for 1 minute or until you successfully use this feature against a different target.\"]},{\"name\":\"Steady Eye\",\"source\":\"XGE\",\"page\":45,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Inquisitive\",\"subclassSource\":\"XGE\",\"level\":9,\"header\":2,\"entries\":[\"Starting at 9th level, you have advantage on any Wisdom ({@skill Perception}) or Intelligence ({@skill Investigation}) check if you move no more than half your speed on the same turn.\"]},{\"name\":\"Unerring Eye\",\"source\":\"XGE\",\"page\":45,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Inquisitive\",\"subclassSource\":\"XGE\",\"level\":13,\"header\":2,\"entries\":[\"Beginning at 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't {@condition blinded} or {@condition deafened}. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.\",\"You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.\"]},{\"name\":\"Eye for Weakness\",\"source\":\"XGE\",\"page\":45,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Inquisitive\",\"subclassSource\":\"XGE\",\"level\":17,\"header\":2,\"entries\":[\"At 17th level, you learn to exploit a creature's weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by {@dice 3d6}.\"]},{\"name\":\"Mastermind\",\"source\":\"XGE\",\"page\":46,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Mastermind\",\"subclassSource\":\"XGE\",\"level\":3,\"entries\":[\"Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Master of Intrigue|Rogue||Mastermind|XGE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Master of Tactics|Rogue||Mastermind|XGE|3\"}]},{\"name\":\"Master of Intrigue\",\"source\":\"XGE\",\"page\":46,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Mastermind\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"When you choose this archetype at 3rd level, you gain proficiency with the {@item disguise kit|phb}, the {@item forgery kit|phb}, and one {@item gaming set|PHB} of your choice. You also learn two languages of your choice.\",\"Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.\"]},{\"name\":\"Master of Tactics\",\"source\":\"XGE\",\"page\":46,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Mastermind\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"Starting at 3rd level, you can use the {@action Help} action as a bonus action. Additionally, when you use the {@action Help} action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.\"]},{\"name\":\"Insightful Manipulator\",\"source\":\"XGE\",\"page\":46,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Mastermind\",\"subclassSource\":\"XGE\",\"level\":9,\"header\":2,\"entries\":[\"Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:\",{\"type\":\"list\",\"items\":[\"Intelligence score\",\"Wisdom score\",\"Charisma score\",\"Class levels (if any)\"]},\"At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.\"]},{\"name\":\"Misdirection\",\"source\":\"XGE\",\"page\":46,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Mastermind\",\"subclassSource\":\"XGE\",\"level\":13,\"header\":2,\"entries\":[\"Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.\"]},{\"name\":\"Soul of Deceit\",\"source\":\"XGE\",\"page\":46,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Mastermind\",\"subclassSource\":\"XGE\",\"level\":17,\"header\":2,\"entries\":[\"Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma ({@skill Deception}) check contested by the mind reader's Wisdom ({@skill Insight}) check.\",\"Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.\"]},{\"name\":\"Scout\",\"source\":\"XGE\",\"page\":47,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Scout\",\"subclassSource\":\"XGE\",\"level\":3,\"entries\":[\"You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter—these are just a few of the roles that Scouts assume as they range the world.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Skirmisher|Rogue||Scout|XGE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Survivalist|Rogue||Scout|XGE|3\"}]},{\"name\":\"Skirmisher\",\"source\":\"XGE\",\"page\":47,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Scout\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.\"]},{\"name\":\"Survivalist\",\"source\":\"XGE\",\"page\":47,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Scout\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"When you choose this archetype at 3rd level, you gain proficiency in the {@skill Nature} and {@skill Survival} skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.\"]},{\"name\":\"Superior Mobility\",\"source\":\"XGE\",\"page\":47,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Scout\",\"subclassSource\":\"XGE\",\"level\":9,\"header\":2,\"entries\":[\"At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.\"]},{\"name\":\"Ambush Master\",\"source\":\"XGE\",\"page\":47,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Scout\",\"subclassSource\":\"XGE\",\"level\":13,\"header\":2,\"entries\":[\"Starting at 13th level, you excel at leading ambushes and acting first in a fight.\",\"You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.\"]},{\"name\":\"Sudden Strike\",\"source\":\"XGE\",\"page\":47,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Scout\",\"subclassSource\":\"XGE\",\"level\":17,\"header\":2,\"entries\":[\"Starting at 17th level, you can strike with deadly speed. If you take the {@action Attack} action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn.\"]},{\"name\":\"Swashbuckler\",\"source\":\"XGE\",\"page\":48,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Swashbuckler\",\"subclassSource\":\"XGE\",\"level\":3,\"entries\":[\"You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.\",\"A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Fancy Footwork|Rogue||Swashbuckler|XGE|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Rakish Audacity|Rogue||Swashbuckler|XGE|3\"}]},{\"name\":\"Fancy Footwork\",\"source\":\"XGE\",\"page\":48,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Swashbuckler\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.\"]},{\"name\":\"Rakish Audacity\",\"source\":\"XGE\",\"page\":48,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Swashbuckler\",\"subclassSource\":\"XGE\",\"level\":3,\"header\":1,\"entries\":[\"Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.\",\"You also gain an additional way to use your Sneak Attack; you don't need advantage on your attack roll to use Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.\"]},{\"name\":\"Panache\",\"source\":\"XGE\",\"page\":48,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Swashbuckler\",\"subclassSource\":\"XGE\",\"level\":9,\"header\":2,\"entries\":[\"At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma ({@skill Persuasion}) check contested by a creature's Wisdom ({@skill Insight}) check. The creature must be able to hear you, and the two of you must share a language.\",\"If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.\",\"If you succeed on the check and the creature isn't hostile to you, it is {@condition charmed} by you for 1 minute. While {@condition charmed}, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.\"]},{\"name\":\"Elegant Maneuver\",\"source\":\"XGE\",\"page\":48,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Swashbuckler\",\"subclassSource\":\"XGE\",\"level\":13,\"header\":2,\"entries\":[\"Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity ({@skill Acrobatics}) or Strength ({@skill Athletics}) check you make during the same turn.\"]},{\"name\":\"Master Duelist\",\"source\":\"XGE\",\"page\":48,\"className\":\"Rogue\",\"classSource\":\"PHB\",\"subclassShortName\":\"Swashbuckler\",\"subclassSource\":\"XGE\",\"level\":17,\"header\":2,\"entries\":[\"Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.\"]},{\"name\":\"Arcane Trickster\",\"source\":\"XPHB\",\"page\":132,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Arcane Trickster\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Enhance Stealth with Arcane Spells}\",\"Some Rogues enhance their fine-honed skills of stealth and agility with spells, learning magical tricks to aid them in their trade. Some Arcane Tricksters use their talents as pickpockets and burglars, while others are pranksters.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Spellcasting|Rogue|XPHB|Arcane Trickster|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Mage Hand Legerdemain|Rogue|XPHB|Arcane Trickster|XPHB|3\"}]},{\"name\":\"Mage Hand Legerdemain\",\"source\":\"XPHB\",\"page\":133,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Arcane Trickster\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"When you cast {@spell Mage Hand|XPHB}, you can cast it as a {@variantrule Bonus Action|XPHB}, and you can make the spectral hand {@condition Invisible|XPHB}. You can control the hand as a {@variantrule Bonus Action|XPHB}, and through it, you can make Dexterity ({@skill Sleight of Hand|XPHB}) checks.\"]},{\"name\":\"Spellcasting\",\"source\":\"XPHB\",\"page\":132,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Arcane Trickster\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"You have learned to cast spells. See {@book chapter 7|XPHB|7} for the rules on spellcasting. The information below details how you use those rules as an Arcane Trickster.\",{\"type\":\"entries\",\"name\":\"Cantrips\",\"entries\":[\"You know three cantrips: {@spell Mage Hand|XPHB} and two other cantrips of your choice from the {@filter Wizard spell list|spells|class=Wizard} (see that class's section for its list). {@spell Mind Sliver|XPHB} and {@spell Minor Illusion|XPHB} are recommended.\",\"Whenever you gain a Rogue level, you can replace one of your cantrips, except {@spell Mage Hand|XPHB}, with another Wizard cantrip of your choice.\",\"When you reach Rogue level 10, you learn another Wizard cantrip of your choice.\"]},{\"type\":\"entries\",\"name\":\"Spell Slots\",\"entries\":[\"The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a {@variantrule Long Rest|XPHB}.\"]},{\"type\":\"entries\",\"name\":\"Prepared Spells of 1st+ Level\",\"entries\":[\"You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 Wizard spells. {@spell Charm Person|XPHB}, {@spell Disguise Self|XPHB}, and {@spell Fog Cloud|XPHB} are recommended.\",\"The number of spells on your list increases as you gain Rogue levels, as shown in the Prepared Spells column of the Arcane Trickster Spellcasting table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the Arcane Trickster Spellcasting table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 7 Rogue, your list of prepared spells can include five Wizard spells of level 1 or 2 in any combination.\"]},{\"type\":\"entries\",\"name\":\"Changing Your Prepared Spells\",\"entries\":[\"Whenever you gain a Rogue level, you can replace one spell on your list with another Wizard spell for which you have spell slots.\"]},{\"type\":\"entries\",\"name\":\"Spellcasting Ability\",\"entries\":[\"Intelligence is your spellcasting ability for your Wizard spells.\"]},{\"type\":\"entries\",\"name\":\"Spellcasting Focus\",\"entries\":[\"You can use an {@item Arcane Focus|XPHB} as a {@variantrule Spellcasting Focus|XPHB} for your Wizard spells.\"]}]},{\"name\":\"Magical Ambush\",\"source\":\"XPHB\",\"page\":133,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Arcane Trickster\",\"subclassSource\":\"XPHB\",\"level\":9,\"header\":2,\"entries\":[\"If you have the {@condition Invisible|XPHB} condition when you cast a spell on a creature, it has {@variantrule Disadvantage|XPHB} on any saving throw it makes against the spell on the same turn.\"]},{\"name\":\"Versatile Trickster\",\"source\":\"XPHB\",\"page\":133,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Arcane Trickster\",\"subclassSource\":\"XPHB\",\"level\":13,\"header\":2,\"entries\":[\"You gain the ability to distract targets with your {@spell Mage Hand|XPHB}. When you use the Trip option of your Cunning Strike on a creature, you can also use that option on another creature within 5 feet of the spectral hand.\"]},{\"name\":\"Spell Thief\",\"source\":\"XPHB\",\"page\":133,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Arcane Trickster\",\"subclassSource\":\"XPHB\",\"level\":17,\"header\":2,\"entries\":[\"You gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.\",\"Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can take a {@variantrule Reaction|XPHB} to force the creature to make an Intelligence saving throw. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least level 1 and of a level you can cast (it doesn't need to be a Wizard spell). For the next 8 hours, you have the spell prepared. The creature can't cast it until the 8 hours have passed.\",\"Once you steal a spell with this feature, you can't use this feature again until you finish a {@variantrule Long Rest|XPHB}.\"]},{\"name\":\"Assassin\",\"source\":\"XPHB\",\"page\":134,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Assassin\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Practice the Grim Art of Death}\",\"An Assassin's training focuses on using stealth, poison, and disguise to eliminate foes with deadly efficiency. While some Rogues who follow this path are hired killers, spies, or bounty hunters, the capabilities of this subclass are equally useful for adventurers facing a variety of monstrous enemies.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Assassinate|Rogue|XPHB|Assassin|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Assassin's Tools|Rogue|XPHB|Assassin|XPHB|3\"}]},{\"name\":\"Assassin's Tools\",\"source\":\"XPHB\",\"page\":134,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Assassin\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"You gain a {@item Disguise Kit|XPHB} and a {@item Poisoner's Kit|XPHB}, and you have proficiency with them.\"]},{\"name\":\"Assassinate\",\"source\":\"XPHB\",\"page\":134,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Assassin\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"You're adept at ambushing a target, granting you the following benefits.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Initiative\",\"entries\":[\"You have {@variantrule Advantage|XPHB} on {@variantrule Initiative|XPHB} rolls.\"]},{\"type\":\"entries\",\"name\":\"Surprising Strikes\",\"entries\":[\"During the first round of each combat, you have {@variantrule Advantage|XPHB} on attack rolls against any creature that hasn't taken a turn. If your Sneak Attack hits any target during that round, the target takes extra damage of the weapon's type equal to your Rogue level.\"]}]}]},{\"name\":\"Infiltration Expertise\",\"source\":\"XPHB\",\"page\":134,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Assassin\",\"subclassSource\":\"XPHB\",\"level\":9,\"header\":2,\"entries\":[\"You are expert at the following techniques that aid your infiltrations.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Masterful Mimicry\",\"entries\":[\"You can unerringly mimic another person's speech, handwriting, or both if you have spent at least 1 hour studying them.\"]},{\"type\":\"entries\",\"name\":\"Roving Aim\",\"entries\":[\"Your {@variantrule Speed|XPHB} isn't reduced to 0 by using Steady Aim.\"]}]}]},{\"name\":\"Envenom Weapons\",\"source\":\"XPHB\",\"page\":134,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Assassin\",\"subclassSource\":\"XPHB\",\"level\":13,\"header\":2,\"entries\":[\"When you use the Poison option of your Cunning Strike, the target also takes {@damage 2d6} Poison damage whenever it fails the saving throw. This damage ignores {@variantrule Resistance|XPHB} to Poison damage.\"]},{\"name\":\"Death Strike\",\"source\":\"XPHB\",\"page\":134,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Assassin\",\"subclassSource\":\"XPHB\",\"level\":17,\"header\":2,\"entries\":[\"When you hit with your Sneak Attack on the first round of a combat, the target must succeed on a Constitution saving throw ({@dc 8} plus your Dexterity modifier and {@variantrule Proficiency|XPHB} Bonus), or the attack's damage is doubled against the target.\"]},{\"name\":\"Soulknife\",\"source\":\"XPHB\",\"page\":135,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Soulknife\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Strike Foes with Psionic Blades}\",\"A Soulknife strikes with the mind, cutting through barriers both physical and psychic. These Rogues discover psionic power within themselves and channel it to do their roguish work. As a Soulknife, your psionic abilities might have haunted you since childhood, revealing their full potential only as you experienced the stress of adventure. Or you might have sought out an order of psychic adepts and spent years learning how to manifest your power.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Psionic Power|Rogue|XPHB|Soulknife|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Psychic Blades|Rogue|XPHB|Soulknife|XPHB|3\"}]},{\"name\":\"Psionic Power\",\"source\":\"XPHB\",\"page\":135,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Soulknife\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"entries\":[\"You harbor a wellspring of psionic energy within yourself. It is represented by your Psionic Energy Dice, which fuel certain powers you have from this subclass. The Soulknife Energy Dice table shows the number of these dice you have when you reach certain Rogue levels, and the table shows the die size.\",{\"type\":\"table\",\"caption\":\"Soulknife Energy Dice\",\"colLabels\":[\"Rogue Level\",\"Die Size\",\"Number\"],\"colStyles\":[\"col-4 text-center\",\"col-4 text-center\",\"col-4 text-center\"],\"rows\":[[\"3\",\"{@dice D6}\",\"4\"],[\"5\",\"{@dice D8}\",\"6\"],[\"9\",\"{@dice D8}\",\"8\"],[\"11\",\"{@dice D10}\",\"8\"],[\"13\",\"{@dice D10}\",\"10\"],[\"17\",\"{@dice D12}\",\"12\"]]},\"Any features in this subclass that use a Psionic Energy Die use only the dice from this subclass. Some of your powers expend a Psionic Energy Die, as specified in a power's description, and you can't use a power if it requires you to use a die when your Psionic Energy Dice are all expended.\",\"You regain one of your expended Psionic Energy Dice when you finish a {@variantrule Short Rest|XPHB}, and you regain all of them when you finish a {@variantrule Long Rest|XPHB}.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Psi-Bolstered Knack|Rogue|XPHB|Soulknife|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Psychic Whispers|Rogue|XPHB|Soulknife|XPHB|3\"},\"The first time you use this power after each {@variantrule Long Rest|XPHB}, you don't expend the Psionic Energy Die. All other times you use the power, you expend the die.\"]},{\"name\":\"Psychic Blades\",\"source\":\"XPHB\",\"page\":136,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Soulknife\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"entries\":[\"You can manifest shimmering blades of psychic energy. Whenever you take the {@action Attack|XPHB} action or make an {@action Opportunity Attack|XPHB}, you can manifest a {@item Psychic Blade|XPHB} in your free hand and make the attack with that blade. The magic blade has the following traits:\",{\"type\":\"statblock\",\"tag\":\"item\",\"name\":\"Psychic Blade\",\"source\":\"XPHB\"},\"The blade vanishes immediately after it hits or misses its target, and it leaves no mark if it deals damage.\",\"After you attack with the blade on your turn, you can make a melee or ranged attack with a second psychic blade as a {@variantrule Bonus Action|XPHB} on the same turn if your other hand is free to create it. The damage die of this bonus attack is {@dice 1d4} instead of {@dice 1d6}.\"]},{\"name\":\"Psi-Bolstered Knack\",\"source\":\"XPHB\",\"page\":135,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Soulknife\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":2,\"consumes\":{\"name\":\"Psionic Energy Die\"},\"entries\":[\"If you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy Die and add the number rolled to the check, potentially turning failure into success. The die is expended only if the roll then succeeds.\"]},{\"name\":\"Psychic Whispers\",\"source\":\"XPHB\",\"page\":135,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Soulknife\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":2,\"consumes\":{\"name\":\"Psionic Energy Die\"},\"entries\":[\"You can establish telepathic communication between yourself and others. As a {@action Magic|XPHB} action, choose one or more creatures you can see, up to a number of creatures equal to your {@variantrule Proficiency|XPHB} Bonus, and then roll one Psionic Energy Die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can end the telepathic connection at any time (no action required).\"]},{\"name\":\"Homing Strikes\",\"source\":\"XPHB\",\"page\":136,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Soulknife\",\"subclassSource\":\"XPHB\",\"level\":9,\"header\":2,\"consumes\":{\"name\":\"Psionic Energy Die\"},\"entries\":[\"If you make an attack roll with your {@item Psychic Blade|XPHB} and miss the target, you can roll one Psionic Energy Die and add the number rolled to the attack roll. If this causes the attack to hit, the die is expended.\"]},{\"name\":\"Psychic Teleportation\",\"source\":\"XPHB\",\"page\":136,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Soulknife\",\"subclassSource\":\"XPHB\",\"level\":9,\"header\":2,\"consumes\":{\"name\":\"Psionic Energy Die\"},\"entries\":[\"As a {@variantrule Bonus Action|XPHB}, you manifest a {@item Psychic Blade|XPHB}, expend one Psionic Energy Die and roll it, and throw the blade at an unoccupied space you can see up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.\"]},{\"name\":\"Soul Blades\",\"source\":\"XPHB\",\"page\":136,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Soulknife\",\"subclassSource\":\"XPHB\",\"level\":9,\"header\":2,\"entries\":[\"You can now use the following powers with your Psychic Blades.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Homing Strikes|Rogue|XPHB|Soulknife|XPHB|9\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Psychic Teleportation|Rogue|XPHB|Soulknife|XPHB|9\"}]},{\"name\":\"Psychic Veil\",\"source\":\"XPHB\",\"page\":136,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Soulknife\",\"subclassSource\":\"XPHB\",\"level\":13,\"header\":2,\"consumes\":{\"name\":\"Psionic Energy Die\"},\"entries\":[\"You can weave a veil of psychic static to mask yourself. As a {@action Magic|XPHB} action, you gain the {@condition Invisible|XPHB} condition for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.\",\"Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB} unless you expend a Psionic Energy Die (no action required) to restore your use of it.\"]},{\"name\":\"Rend Mind\",\"source\":\"XPHB\",\"page\":136,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Soulknife\",\"subclassSource\":\"XPHB\",\"level\":17,\"header\":2,\"entries\":[\"You can sweep your Psychic Blades through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw ({@dc 8} plus your Dexterity modifier and {@variantrule Proficiency|XPHB} Bonus). If the save fails, the target has the {@condition Stunned|XPHB} condition for 1 minute. The {@condition Stunned|XPHB} target repeats the save at the end of each of its turns, ending the effect on itself on a success.\",\"Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB} unless you expend three Psionic Energy Dice (no action required) to restore your use of it.\"]},{\"name\":\"Fast Hands\",\"source\":\"XPHB\",\"page\":137,\"freeRules2024\":true,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Thief\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"As a {@variantrule Bonus Action|XPHB}, you can do one of the following.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Sleight of Hand\",\"entries\":[\"Make a Dexterity ({@skill Sleight of Hand|XPHB}) check to pick a lock or disarm a trap with {@item Thieves' Tools|XPHB} or to pick a pocket.\"]},{\"type\":\"entries\",\"name\":\"Use an Object\",\"entries\":[\"Take the {@action Utilize|XPHB} action, or take the {@action Magic|XPHB} action to use a magic item that requires that action.\"]}]}]},{\"name\":\"Second-Story Work\",\"source\":\"XPHB\",\"page\":137,\"freeRules2024\":true,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Thief\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"You've trained to get into especially hard-to-reach places, granting you these benefits.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Climber\",\"entries\":[\"You gain a {@variantrule Climb Speed|XPHB} equal to your {@variantrule Speed|XPHB}.\"]},{\"type\":\"entries\",\"name\":\"Jumper\",\"entries\":[\"You can determine your jump distance using your Dexterity rather than your Strength.\"]}]}]},{\"name\":\"Thief\",\"source\":\"XPHB\",\"page\":137,\"freeRules2024\":true,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Thief\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Hunt for Treasure as a Classic Adventurer}\",\"A mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Fast Hands|Rogue|XPHB|Thief|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Second-Story Work|Rogue|XPHB|Thief|XPHB|3\"}]},{\"name\":\"Supreme Sneak\",\"source\":\"XPHB\",\"page\":137,\"freeRules2024\":true,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Thief\",\"subclassSource\":\"XPHB\",\"level\":9,\"header\":2,\"entries\":[\"You gain the following Cunning Strike option.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Stealth Attack (Cost: 1d6)\",\"entries\":[\"If you have the {@action Hide|XPHB} action's {@condition Invisible|XPHB} condition, this attack doesn't end that condition on you if you end the turn behind {@variantrule Cover|XPHB|Three-Quarters Cover} or {@variantrule Cover|XPHB|Total Cover}.\"]}]}]},{\"name\":\"Use Magic Device\",\"source\":\"XPHB\",\"page\":137,\"freeRules2024\":true,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Thief\",\"subclassSource\":\"XPHB\",\"level\":13,\"header\":2,\"entries\":[\"You've learned how to maximize use of magic items, granting you the following benefits.\",{\"type\":\"entries\",\"name\":\"Attunement\",\"entries\":[\"You can attune to up to four magic items at once.\"]},{\"type\":\"entries\",\"name\":\"Charges\",\"entries\":[\"Whenever you use a magic item property that expends charges, roll {@dice 1d6}. On a roll of 6, you use the property without expending the charges.\"]},{\"type\":\"entries\",\"name\":\"Scrolls\",\"entries\":[\"You can use any {@item Spell Scroll|XDMG}, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence ({@skill Arcana|XPHB}) check ({@dc 10} plus the spell's level). On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates.\"]}]},{\"name\":\"Thief's Reflexes\",\"source\":\"XPHB\",\"page\":137,\"freeRules2024\":true,\"className\":\"Rogue\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Thief\",\"subclassSource\":\"XPHB\",\"level\":17,\"header\":2,\"entries\":[\"You are adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal {@variantrule Initiative|XPHB} and your second turn at your {@variantrule Initiative|XPHB} minus 10.\"]}]}"); JSON_DATA[`data/class/class-sidekick.json`] = JSON.parse("{\"class\":[{\"name\":\"Expert Sidekick\",\"source\":\"TCE\",\"page\":142,\"edition\":\"classic\",\"isSidekick\":true,\"classFeatures\":[\"Sidekick Class|Expert Sidekick|TCE|1\",\"Bonus Proficiencies|Expert Sidekick|TCE|1\",\"Helpful|Expert Sidekick|TCE|1\",\"Cunning Action|Expert Sidekick|TCE|2\",\"Expertise|Expert Sidekick|TCE|3\",\"Ability Score Improvement|Expert Sidekick|TCE|4\",\"Coordinated Strike|Expert Sidekick|TCE|6\",\"Evasion|Expert Sidekick|TCE|7\",\"Ability Score Improvement|Expert Sidekick|TCE|8\",\"Ability Score Improvement|Expert Sidekick|TCE|10\",\"Inspiring Help|Expert Sidekick|TCE|11\",\"Ability Score Improvement|Expert Sidekick|TCE|12\",\"Reliable Talent|Expert Sidekick|TCE|14\",\"Expertise|Expert Sidekick|TCE|15\",\"Ability Score Improvement|Expert Sidekick|TCE|16\",\"Sharp Mind|Expert Sidekick|TCE|18\",\"Ability Score Improvement|Expert Sidekick|TCE|19\",\"Inspiring Help Improvement|Expert Sidekick|TCE|20\"],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Spellcaster Sidekick\",\"source\":\"TCE\",\"page\":144,\"edition\":\"classic\",\"isSidekick\":true,\"casterProgression\":\"artificer\",\"cantripProgression\":[2,2,2,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],\"spellsKnownProgression\":[1,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,10,11,11],\"classTableGroups\":[{\"colLabels\":[\"{@filter Cantrips Known|spells|level=0}\"],\"rows\":[[2],[2],[2],[3],[3],[3],[3],[3],[3],[4],[4],[4],[4],[4],[4],[4],[4],[4],[4],[4]]},{\"colLabels\":[\"{@filter Spells Known|spells|level=!0}\"],\"rows\":[[1],[2],[3],[3],[4],[4],[5],[5],[6],[6],[7],[7],[8],[8],[9],[9],[10],[10],[11],[11]]},{\"title\":\"Spell Slots per Spell Level\",\"colLabels\":[\"{@filter 1st|spells|level=1}\",\"{@filter 2nd|spells|level=2}\",\"{@filter 3rd|spells|level=3}\",\"{@filter 4th|spells|level=4}\",\"{@filter 5th|spells|level=5}\"],\"rows\":[[2,0,0,0,0],[2,0,0,0,0],[3,0,0,0,0],[3,0,0,0,0],[4,2,0,0,0],[4,2,0,0,0],[4,3,0,0,0],[4,3,0,0,0],[4,3,2,0,0],[4,3,2,0,0],[4,3,3,0,0],[4,3,3,0,0],[4,3,3,1,0],[4,3,3,1,0],[4,3,3,2,0],[4,3,3,2,0],[4,3,3,3,1],[4,3,3,3,1],[4,3,3,3,2],[4,3,3,3,2]]}],\"classFeatures\":[\"Sidekick Class|Spellcaster Sidekick|TCE|1\",\"Bonus Proficiencies|Spellcaster Sidekick|TCE|1\",\"Spellcasting|Spellcaster Sidekick|TCE|1\",\"Ability Score Improvement|Spellcaster Sidekick|TCE|4\",\"Potent Cantrips|Spellcaster Sidekick|TCE|6\",\"Ability Score Improvement|Spellcaster Sidekick|TCE|8\",\"Ability Score Improvement|Spellcaster Sidekick|TCE|12\",\"Empowered Spells|Spellcaster Sidekick|TCE|14\",\"Ability Score Improvement|Spellcaster Sidekick|TCE|16\",\"Ability Score Improvement|Spellcaster Sidekick|TCE|18\",\"Focused Casting|Spellcaster Sidekick|TCE|20\"],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Warrior Sidekick\",\"source\":\"TCE\",\"page\":146,\"edition\":\"classic\",\"isSidekick\":true,\"classFeatures\":[\"Sidekick Class|Warrior Sidekick|TCE|1\",\"Bonus Proficiencies|Warrior Sidekick|TCE|1\",\"Martial Role|Warrior Sidekick|TCE|1\",\"Second Wind|Warrior Sidekick|TCE|2\",\"Improved Critical|Warrior Sidekick|TCE|3\",\"Ability Score Improvement|Warrior Sidekick|TCE|4\",\"Extra Attack|Warrior Sidekick|TCE|6\",\"Battle Readiness|Warrior Sidekick|TCE|7\",\"Ability Score Improvement|Warrior Sidekick|TCE|8\",\"Improved Defense|Warrior Sidekick|TCE|10\",\"Indomitable|Warrior Sidekick|TCE|11\",\"Ability Score Improvement|Warrior Sidekick|TCE|12\",\"Ability Score Improvement|Warrior Sidekick|TCE|14\",\"Extra Attack Improvement|Warrior Sidekick|TCE|15\",\"Ability Score Improvement|Warrior Sidekick|TCE|16\",\"Indomitable Improvement|Warrior Sidekick|TCE|18\",\"Ability Score Improvement|Warrior Sidekick|TCE|19\",\"Second Wind Improvement|Warrior Sidekick|TCE|20\"],\"hasFluff\":true,\"hasFluffImages\":true}],\"classFeature\":[{\"name\":\"Bonus Proficiencies\",\"source\":\"TCE\",\"page\":142,\"className\":\"Expert Sidekick\",\"classSource\":\"TCE\",\"level\":1,\"entries\":[\"{@i 1st-level Expert feature}\",\"The sidekick gains proficiency in one saving throw of your choice: Dexterity, Intelligence, or Charisma.\",\"In addition, the sidekick gains proficiency in five skills of your choice, and it gains proficiency with light armor. If it is a humanoid or has a {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon} in its stat block, it also gains proficiency with all simple weapons and with two tools of your choice.\"]},{\"name\":\"Helpful\",\"source\":\"TCE\",\"page\":142,\"className\":\"Expert Sidekick\",\"classSource\":\"TCE\",\"level\":1,\"entries\":[\"{@i 1st-level Expert feature}\",\"The sidekick is adept at giving well-timed assistance; the sidekick can take the {@action Help} action as a bonus action.\"]},{\"name\":\"Sidekick Class\",\"source\":\"TCE\",\"page\":142,\"className\":\"Expert Sidekick\",\"classSource\":\"TCE\",\"level\":1,\"type\":\"inset\",\"entries\":[\"To gain the Expert class, a creature must have at least one language in its stat block that it can speak.\",\"{@note Note: this class is intended for NPC {@variantrule sidekicks|tce}.}\"]},{\"name\":\"Cunning Action\",\"source\":\"TCE\",\"page\":142,\"className\":\"Expert Sidekick\",\"classSource\":\"TCE\",\"level\":2,\"entries\":[\"{@i 2nd-level Expert feature}\",\"The sidekick's agility or quick thinking allows it to act speedily. On its turn in combat, it can take the {@action Dash}, {@action Disengage}, or {@action Hide} action as a bonus action.\"]},{\"name\":\"Expertise\",\"source\":\"TCE\",\"page\":142,\"className\":\"Expert Sidekick\",\"classSource\":\"TCE\",\"level\":3,\"entries\":[\"{@i 3rd-level Expert feature}\",\"Choose two of the sidekick's skill proficiencies. The sidekick's proficiency bonus is doubled for any ability check it makes that uses any of the chosen proficiencies.\",\"At 15th level, choose two more of the sidekick's skill proficiencies to gain this benefit.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"TCE\",\"page\":142,\"className\":\"Expert Sidekick\",\"classSource\":\"TCE\",\"level\":4,\"entries\":[\"{@i 4th-level Expert feature}\",\"At 4th level and again at 8th, 10th, 12th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Coordinated Strike\",\"source\":\"TCE\",\"page\":142,\"className\":\"Expert Sidekick\",\"classSource\":\"TCE\",\"level\":6,\"entries\":[\"{@i 6th-level Expert feature}\",\"The sidekick is adept at fighting in concert with a companion. When the sidekick uses its Helpful feature to aid an ally in attacking a creature, that target can be up to 30 feet away from the sidekick, and the sidekick can deal an extra {@damage 2d6} damage to it the next time the sidekick hits it with an attack roll before the end of the current turn. The extra damage is the same type of damage dealt by the attack.\"]},{\"name\":\"Evasion\",\"source\":\"TCE\",\"page\":142,\"className\":\"Expert Sidekick\",\"classSource\":\"TCE\",\"level\":7,\"entries\":[\"{@i 7th-level Expert feature}\",\"Because of extraordinary good luck, the sidekick is skilled at avoiding danger. When the sidekick is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it failed. The sidekick doesn't benefit from this feature while {@condition incapacitated}.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"TCE\",\"page\":142,\"className\":\"Expert Sidekick\",\"classSource\":\"TCE\",\"level\":8,\"entries\":[\"{@i 8th-level Expert feature}\",\"At 4th level and again at 8th, 10th, 12th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"TCE\",\"page\":142,\"className\":\"Expert Sidekick\",\"classSource\":\"TCE\",\"level\":10,\"entries\":[\"{@i 10th-level Expert feature}\",\"At 4th level and again at 8th, 10th, 12th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Inspiring Help\",\"source\":\"TCE\",\"page\":142,\"className\":\"Expert Sidekick\",\"classSource\":\"TCE\",\"level\":11,\"entries\":[\"{@i 11th-level Expert feature}\",\"When the sidekick takes the {@action Help} action, the creature who receives the help also gains a {@dice 1d6} bonus to the {@dice d20} roll. If that roll is an attack roll, the creature can forgo adding the bonus to it, and then if the attack hits, the creature can add the bonus to the attack's damage roll against one target.\",\"At 20th level, the bonus increases to {@dice 2d6}.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"TCE\",\"page\":142,\"className\":\"Expert Sidekick\",\"classSource\":\"TCE\",\"level\":12,\"entries\":[\"{@i 12th-level Expert feature}\",\"At 4th level and again at 8th, 10th, 12th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Reliable Talent\",\"source\":\"TCE\",\"page\":142,\"className\":\"Expert Sidekick\",\"classSource\":\"TCE\",\"level\":14,\"entries\":[\"{@i 14th-level Expert feature}\",\"The sidekick has refined its skills to an exceptional degree. Whenever the sidekick makes an ability check that includes its whole proficiency bonus, it can treat a {@dice d20} roll of 9 or lower as a 10.\"]},{\"name\":\"Expertise\",\"source\":\"TCE\",\"page\":142,\"className\":\"Expert Sidekick\",\"classSource\":\"TCE\",\"level\":15,\"entries\":[\"{@i 15th-level Expert feature}\",\"Choose two of the sidekick's skill proficiencies. The sidekick's proficiency bonus is doubled for any ability check it makes that uses any of the chosen proficiencies.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"TCE\",\"page\":142,\"className\":\"Expert Sidekick\",\"classSource\":\"TCE\",\"level\":16,\"entries\":[\"{@i 16th-level Expert feature}\",\"At 4th level and again at 8th, 10th, 12th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Sharp Mind\",\"source\":\"TCE\",\"page\":142,\"className\":\"Expert Sidekick\",\"classSource\":\"TCE\",\"level\":18,\"entries\":[\"{@i 18th-level Expert feature}\",\"The sidekick gains proficiency in one of the following saving throws of your choice: Intelligence, Wisdom, or Charisma.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"TCE\",\"page\":142,\"className\":\"Expert Sidekick\",\"classSource\":\"TCE\",\"level\":19,\"entries\":[\"{@i 19th-level Expert feature}\",\"At 4th level and again at 8th, 10th, 12th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Inspiring Help Improvement\",\"source\":\"TCE\",\"page\":142,\"className\":\"Expert Sidekick\",\"classSource\":\"TCE\",\"level\":20,\"entries\":[\"{@i 20th-level Expert feature}\",\"At 20th level, the bonus dice granted by the sidekick's Inspiring Help increases to {@dice 2d6}.\"]},{\"name\":\"Bonus Proficiencies\",\"source\":\"TCE\",\"page\":144,\"className\":\"Spellcaster Sidekick\",\"classSource\":\"TCE\",\"level\":1,\"entries\":[\"{@i 1st-level Spellcaster feature}\",\"The sidekick gains proficiency in one saving throw of your choice: Wisdom, Intelligence, or Charisma.\",\"In addition, the sidekick gains proficiency in two skills of your choice from the following list: {@skill Arcana}, {@skill History}, {@skill Insight}, {@skill Investigation}, {@skill Medicine}, {@skill Performance}, {@skill Persuasion}, and {@skill Religion}.\",\"The sidekick gains proficiency with light armor, and if it is a humanoid or has a {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon} in its stat block, it also gains proficiency with all simple weapons.\"]},{\"name\":\"Sidekick Class\",\"source\":\"TCE\",\"page\":144,\"className\":\"Spellcaster Sidekick\",\"classSource\":\"TCE\",\"level\":1,\"type\":\"inset\",\"entries\":[\"To gain the Spellcaster class, a creature must have at least one language in its stat block that it can speak.\",\"{@note Note: this class is intended for NPC {@variantrule sidekicks|tce}.}\"]},{\"name\":\"Spellcasting\",\"source\":\"TCE\",\"page\":144,\"className\":\"Spellcaster Sidekick\",\"classSource\":\"TCE\",\"level\":1,\"entries\":[\"{@i 1st-level Spellcaster feature}\",\"The sidekick gains the ability to cast spells. (If the creature already has the Spellcasting trait, this feature replaces that trait.) Choose the Spellcaster's role: Mage, Healer, or Prodigy. This choice determines the spell list and spellcasting ability used by the sidekick, as shown on the Spellcasting table.\",{\"type\":\"table\",\"caption\":\"Spellcasting\",\"colLabels\":[\"Role\",\"Spell List\",\"Ability\"],\"colStyles\":[\"col-4 text-center\",\"col-4 text-center\",\"col-4 text-center\"],\"rows\":[[\"Mage\",\"{@filter Wizard|spells|class=Wizard}\",\"Intelligence\"],[\"Healer\",\"{@filter Cleric and Druid|spells|class=Cleric;Druid}\",\"Wisdom\"],[\"Prodigy\",\"{@filter Bard and Warlock|spells|class=Bard;Warlock}\",\"Charisma\"]]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Spell Slots\",\"entries\":[\"The Spellcaster table shows how many spell slots the sidekick has to cast its Spellcaster spells of 1st level and higher. To cast one of these spells, the sidekick must expend a slot of the spell's level or higher. The sidekick regains all expended spell slots when it finishes a long rest.\"]},{\"type\":\"entries\",\"name\":\"Spells Known\",\"entries\":[\"The sidekick knows two cantrips and one 1st-level spell of your choice from its spell list. Here are recommendations for a 1st-level spellcaster of each role:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Mage:\",\"entry\":\"{@spell mage hand}, {@spell ray of frost}, {@spell thunderwave}\"},{\"type\":\"item\",\"name\":\"Healer:\",\"entry\":\"{@spell cure wounds}, {@spell guidance}, {@spell sacred flame}\"},{\"type\":\"item\",\"name\":\"Prodigy:\",\"entry\":\"{@spell eldritch blast}, {@spell healing word}, {@spell light}\"},\"The Cantrips Known and Spells Known columns of the Spellcaster table shows when the sidekick learns more spells of your choice. Each of the spells in the Spells Known column must be of a level for which the sidekick has spell slots, as shown on the table. For instance, when the sidekick reaches 5th level in this class, it can learn one new spell of 1st or 2nd level.\",\"Additionally, when the sidekick gains a level in this class, you can choose one of the spells it knows from this class and replace it with another spell from its spell list. The new spell must be a cantrip or of a level for which the sidekick has spell slots.\"]}]},{\"type\":\"entries\",\"name\":\"Spellcasting Ability\",\"entries\":[\"The sidekick's spellcasting ability for these spells depends on the choice you made on the Spellcasting table.\",\"The sidekick uses its spellcasting ability whenever a spell refers to that ability. In addition, it uses its spellcasting ability modifier when setting the saving throw DC for a spell it casts and when making an attack roll with one.\",{\"type\":\"abilityDc\",\"name\":\"Spell\",\"attributes\":[\"spellcasting\"]},{\"type\":\"abilityAttackMod\",\"name\":\"Spell\",\"attributes\":[\"spellcasting\"]}]},{\"type\":\"entries\",\"name\":\"Spellcasting Focus\",\"entries\":[\"The sidekick can use a focus for its spells depending on the choice you made on the Spellcasting table. A Mage can use an arcane focus, a Healer can use a holy symbol, and a Prodigy can use an arcane focus or a {@item musical instrument|PHB}.\"]}]}]},{\"name\":\"Ability Score Improvement\",\"source\":\"TCE\",\"page\":144,\"className\":\"Spellcaster Sidekick\",\"classSource\":\"TCE\",\"level\":4,\"entries\":[\"{@i 4th-level Spellcaster feature}\",\"At 4th level and again at 8th, 12th, 16th, and 18th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Potent Cantrips\",\"source\":\"TCE\",\"page\":144,\"className\":\"Spellcaster Sidekick\",\"classSource\":\"TCE\",\"level\":6,\"entries\":[\"{@i 6th-level Spellcaster feature}\",\"The sidekick can add its spellcasting ability modifier to the damage it deals with any cantrip.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"TCE\",\"page\":144,\"className\":\"Spellcaster Sidekick\",\"classSource\":\"TCE\",\"level\":8,\"entries\":[\"{@i 8th-level Spellcaster feature}\",\"At 4th level and again at 8th, 12th, 16th, and 18th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"TCE\",\"page\":144,\"className\":\"Spellcaster Sidekick\",\"classSource\":\"TCE\",\"level\":12,\"entries\":[\"{@i 12th-level Spellcaster feature}\",\"At 4th level and again at 8th, 12th, 16th, and 18th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Empowered Spells\",\"source\":\"TCE\",\"page\":144,\"className\":\"Spellcaster Sidekick\",\"classSource\":\"TCE\",\"level\":14,\"entries\":[\"{@i 14th-level Spellcaster feature}\",\"Choose one school of magic. Whenever the sidekick casts a spell of that school by expending a spell slot, the sidekick can add its spellcasting ability modifier to the spell's damage roll or healing roll, if any.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"TCE\",\"page\":144,\"className\":\"Spellcaster Sidekick\",\"classSource\":\"TCE\",\"level\":16,\"entries\":[\"{@i 16th-level Spellcaster feature}\",\"At 4th level and again at 8th, 12th, 16th, and 18th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"TCE\",\"page\":144,\"className\":\"Spellcaster Sidekick\",\"classSource\":\"TCE\",\"level\":18,\"entries\":[\"{@i 18th-level Spellcaster feature}\",\"At 4th level and again at 8th, 12th, 16th, and 18th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Focused Casting\",\"source\":\"TCE\",\"page\":144,\"className\":\"Spellcaster Sidekick\",\"classSource\":\"TCE\",\"level\":20,\"entries\":[\"{@i 20th-level Spellcaster feature}\",\"Taking damage can't break the sidekick's {@status concentration} on a spell.\"]},{\"name\":\"Bonus Proficiencies\",\"source\":\"TCE\",\"page\":146,\"className\":\"Warrior Sidekick\",\"classSource\":\"TCE\",\"level\":1,\"entries\":[\"{@i 1st-level Warrior feature}\",\"The sidekick gains proficiency in one saving throw of your choice: Strength, Dexterity, or Constitution.\",\"In addition, the sidekick gains proficiency in two skills of your choice from the following list: {@skill Acrobatics}, {@skill Animal Handling}, {@skill Athletics}, {@skill Intimidation}, {@skill Nature}, {@skill Perception}, and {@skill Survival}.\",\"The sidekick gains proficiency with all armor, and if it is a humanoid or has a {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon} in its stat block, it gains proficiency with shields and all simple and martial weapons.\"]},{\"name\":\"Martial Role\",\"source\":\"TCE\",\"page\":146,\"className\":\"Warrior Sidekick\",\"classSource\":\"TCE\",\"level\":1,\"entries\":[\"{@i 1st-level Warrior feature}\",\"Each warrior focuses on offense or defense in their training. Choose one of the following options:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Attacker\",\"entry\":\"The sidekick gains a +2 bonus to all attack rolls.\"},{\"type\":\"item\",\"name\":\"Defender\",\"entry\":\"The sidekick can use its reaction to impose disadvantage on the attack roll of a creature within 5 feet of it whose target isn't the sidekick, provided the sidekick can see the attacker.\"}]}]},{\"name\":\"Sidekick Class\",\"source\":\"TCE\",\"page\":146,\"className\":\"Warrior Sidekick\",\"classSource\":\"TCE\",\"level\":1,\"type\":\"inset\",\"entries\":[\"{@note Note: this class is intended for NPC {@variantrule sidekicks|tce}.}\"]},{\"name\":\"Second Wind\",\"source\":\"TCE\",\"page\":146,\"className\":\"Warrior Sidekick\",\"classSource\":\"TCE\",\"level\":2,\"entries\":[\"{@i 2nd-level Warrior feature}\",\"The sidekick can use a bonus action on its turn to regain hit points equal to {@dice 1d10} + its level in this class. Once it uses this feature, it must finish a short or long rest before it can use it again.\",\"The sidekick can use this feature twice between rests starting at 20th level.\"]},{\"name\":\"Improved Critical\",\"source\":\"TCE\",\"page\":146,\"className\":\"Warrior Sidekick\",\"classSource\":\"TCE\",\"level\":3,\"entries\":[\"{@i 3rd-level Warrior feature}\",\"The sidekick's attack rolls score a critical hit on a roll of 19 or 20 on the {@dice d20}.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"TCE\",\"page\":146,\"className\":\"Warrior Sidekick\",\"classSource\":\"TCE\",\"level\":4,\"entries\":[\"{@i 4th-level Warrior feature}\",\"At 4th level and again at 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Extra Attack\",\"source\":\"TCE\",\"page\":146,\"className\":\"Warrior Sidekick\",\"classSource\":\"TCE\",\"level\":6,\"entries\":[\"{@i 6th-level Warrior feature}\",\"The sidekick can attack twice, instead of once, whenever it takes the {@action Attack} action on its turn.\",\"The number of attacks increases to three when the sidekick reaches 15th level.\",\"If the sidekick has the Multiattack action, it can use Extra Attack or Multiattack on a turn, not both.\"]},{\"name\":\"Battle Readiness\",\"source\":\"TCE\",\"page\":146,\"className\":\"Warrior Sidekick\",\"classSource\":\"TCE\",\"level\":7,\"entries\":[\"{@i 7th-level Warrior feature}\",\"The sidekick has advantage on initiative rolls.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"TCE\",\"page\":146,\"className\":\"Warrior Sidekick\",\"classSource\":\"TCE\",\"level\":8,\"entries\":[\"{@i 8th-level Warrior feature}\",\"At 4th level and again at 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Improved Defense\",\"source\":\"TCE\",\"page\":146,\"className\":\"Warrior Sidekick\",\"classSource\":\"TCE\",\"level\":10,\"entries\":[\"{@i 10th-level Warrior feature}\",\"The sidekick's Armor Class increases by 1.\"]},{\"name\":\"Indomitable\",\"source\":\"TCE\",\"page\":146,\"className\":\"Warrior Sidekick\",\"classSource\":\"TCE\",\"level\":11,\"entries\":[\"{@i 11th-level Warrior feature}\",\"The sidekick can reroll a saving throw that it fails, but it must use the new roll. When it uses this feature, it can't use the feature again until it finishes a long rest.\",\"The sidekick can use this feature twice between long rests starting at 18th level.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"TCE\",\"page\":146,\"className\":\"Warrior Sidekick\",\"classSource\":\"TCE\",\"level\":12,\"entries\":[\"{@i 12th-level Warrior feature}\",\"At 4th level and again at 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"TCE\",\"page\":146,\"className\":\"Warrior Sidekick\",\"classSource\":\"TCE\",\"level\":14,\"entries\":[\"{@i 14th-level Warrior feature}\",\"At 4th level and again at 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Extra Attack Improvement\",\"source\":\"TCE\",\"page\":146,\"className\":\"Warrior Sidekick\",\"classSource\":\"TCE\",\"level\":15,\"entries\":[\"{@i 15th-level Warrior feature}\",\"The sidekick can attack twice, instead of once, whenever it takes the {@action Attack} action on its turn.\",\"The number of attacks increases to three when the sidekick reaches 15th level.\",\"If the sidekick has the Multiattack action, it can use Extra Attack or Multiattack on a turn, not both.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"TCE\",\"page\":146,\"className\":\"Warrior Sidekick\",\"classSource\":\"TCE\",\"level\":16,\"entries\":[\"{@i 16th-level Warrior feature}\",\"At 4th level and again at 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Indomitable Improvement\",\"source\":\"TCE\",\"page\":146,\"className\":\"Warrior Sidekick\",\"classSource\":\"TCE\",\"level\":18,\"entries\":[\"{@i 18th-level Warrior feature}\",\"The sidekick can reroll a saving throw that it fails, but it must use the new roll. When it uses this feature, it can't use the feature again until it finishes a long rest.\",\"The sidekick can use this feature twice between long rests starting at 18th level.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"TCE\",\"page\":146,\"className\":\"Warrior Sidekick\",\"classSource\":\"TCE\",\"level\":19,\"entries\":[\"{@i 19th-level Warrior feature}\",\"At 4th level and again at 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, the sidekick may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Second Wind Improvement\",\"source\":\"TCE\",\"page\":146,\"className\":\"Warrior Sidekick\",\"classSource\":\"TCE\",\"level\":20,\"entries\":[\"{@i 20th-level Warrior feature}\",\"The sidekick can use their Second Wind feature twice between rests.\"]}]}"); JSON_DATA[`data/class/class-sorcerer.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"subclass\",\"subclassFeature\"]},\"class\":[{\"name\":\"Sorcerer\",\"source\":\"PHB\",\"page\":99,\"srd\":true,\"reprintedAs\":[\"Sorcerer|XPHB\"],\"edition\":\"classic\",\"hd\":{\"number\":1,\"faces\":6},\"proficiency\":[\"con\",\"cha\"],\"spellcastingAbility\":\"cha\",\"casterProgression\":\"full\",\"cantripProgression\":[4,4,4,5,5,5,5,5,5,6,6,6,6,6,6,6,6,6,6,6],\"spellsKnownProgression\":[2,3,4,5,6,7,8,9,10,11,12,12,13,13,14,14,15,15,15,15],\"optionalfeatureProgression\":[{\"name\":\"Metamagic\",\"featureType\":[\"MM\"],\"progression\":{\"3\":2,\"10\":3,\"17\":4}}],\"startingProficiencies\":{\"weapons\":[\"{@item dagger|phb|daggers}\",\"{@item dart|phb|darts}\",\"{@item sling|phb|slings}\",\"{@item quarterstaff|phb|quarterstaffs}\",\"{@item light crossbow|phb|light crossbows}\"],\"skills\":[{\"choose\":{\"from\":[\"arcana\",\"deception\",\"insight\",\"intimidation\",\"persuasion\",\"religion\"],\"count\":2}}]},\"startingEquipment\":{\"additionalFromBackground\":true,\"default\":[\"(a) a {@item light crossbow|phb} and {@item crossbow bolts (20)|phb|20 bolts} or (b) any {@filter simple weapon|items|source=phb|category=basic|type=simple weapon}\",\"(a) a {@item component pouch|phb} or (b) an {@item arcane focus|phb}\",\"(a) a {@item dungeoneer's pack|phb} or (b) an {@item explorer's pack|phb}\",\"Two {@item dagger|phb|daggers}\"],\"goldAlternative\":\"{@dice 3d4 × 10|3d4 × 10|Starting Gold}\",\"defaultData\":[{\"a\":[\"light crossbow|phb\",\"crossbow bolts (20)|phb\"],\"b\":[{\"equipmentType\":\"weaponSimple\"}]},{\"a\":[\"component pouch|phb\"],\"b\":[{\"equipmentType\":\"focusSpellcastingArcane\"}]},{\"a\":[\"dungeoneer's pack|phb\"],\"b\":[\"explorer's pack|phb\"]},{\"_\":[{\"item\":\"dagger|phb\",\"quantity\":2}]}]},\"multiclassing\":{\"requirements\":{\"cha\":13}},\"classTableGroups\":[{\"colLabels\":[\"Sorcery Points\"],\"rows\":[[0],[2],[3],[4],[5],[6],[7],[8],[9],[10],[11],[12],[13],[14],[15],[16],[17],[18],[19],[20]]},{\"colLabels\":[\"{@filter Cantrips Known|spells|level=0|class=sorcerer}\",\"{@filter Spells Known|spells|class=sorcerer}\"],\"rows\":[[4,2],[4,3],[4,4],[5,5],[5,6],[5,7],[5,8],[5,9],[5,10],[6,11],[6,12],[6,12],[6,13],[6,13],[6,14],[6,14],[6,15],[6,15],[6,15],[6,15]]},{\"title\":\"Spell Slots per Spell Level\",\"colLabels\":[\"{@filter 1st|spells|level=1|class=sorcerer}\",\"{@filter 2nd|spells|level=2|class=sorcerer}\",\"{@filter 3rd|spells|level=3|class=sorcerer}\",\"{@filter 4th|spells|level=4|class=sorcerer}\",\"{@filter 5th|spells|level=5|class=sorcerer}\",\"{@filter 6th|spells|level=6|class=sorcerer}\",\"{@filter 7th|spells|level=7|class=sorcerer}\",\"{@filter 8th|spells|level=8|class=sorcerer}\",\"{@filter 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Sorcery\",\"shortName\":\"Aberrant\",\"source\":\"XPHB\",\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"page\":145,\"edition\":\"one\",\"additionalSpells\":[{\"prepared\":{\"3\":[\"arms of hadar|xphb\",\"calm emotions|xphb\",\"detect thoughts|xphb\",\"dissonant whispers|xphb\",\"mind sliver|xphb#c\"],\"5\":[\"hunger of hadar|xphb\",\"sending|xphb\"],\"7\":[\"evard's black tentacles|xphb\",\"summon aberration|xphb\"],\"9\":[\"rary's telepathic bond|xphb\",\"telekinesis|xphb\"]}}],\"subclassFeatures\":[\"Aberrant Sorcery|Sorcerer|XPHB|Aberrant|XPHB|3\",\"Psionic Sorcery|Sorcerer|XPHB|Aberrant|XPHB|6\",\"Psychic Defenses|Sorcerer|XPHB|Aberrant|XPHB|6\",\"Revelation in Flesh|Sorcerer|XPHB|Aberrant|XPHB|14\",\"Warping Implosion|Sorcerer|XPHB|Aberrant|XPHB|18\"],\"hasFluffImages\":true},{\"name\":\"Clockwork Sorcery\",\"shortName\":\"Clockwork\",\"source\":\"XPHB\",\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"page\":146,\"edition\":\"one\",\"additionalSpells\":[{\"prepared\":{\"3\":[\"aid|xphb\",\"alarm|xphb\",\"lesser restoration|xphb\",\"protection from evil and good|xphb\"],\"5\":[\"dispel magic|xphb\",\"protection from energy|xphb\"],\"7\":[\"freedom of movement|xphb\",\"summon construct|xphb\"],\"9\":[\"greater restoration|xphb\",\"wall of force|xphb\"]}}],\"subclassFeatures\":[\"Clockwork Sorcery|Sorcerer|XPHB|Clockwork|XPHB|3\",\"Bastion of Law|Sorcerer|XPHB|Clockwork|XPHB|6\",\"Trance of Order|Sorcerer|XPHB|Clockwork|XPHB|14\",\"Clockwork Cavalcade|Sorcerer|XPHB|Clockwork|XPHB|18\"],\"hasFluffImages\":true},{\"name\":\"Draconic Sorcery\",\"shortName\":\"Draconic\",\"source\":\"XPHB\",\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"page\":148,\"edition\":\"one\",\"additionalSpells\":[{\"prepared\":{\"3\":[\"alter self|xphb\",\"chromatic orb|xphb\",\"command|xphb\",\"dragon's breath|xphb\"],\"5\":[\"fear|xphb\",\"fly|xphb\"],\"7\":[\"arcane eye|xphb\",\"charm monster|xphb\"],\"9\":[\"legend lore|xphb\",\"summon dragon|xphb\"]}}],\"subclassFeatures\":[\"Draconic Sorcery|Sorcerer|XPHB|Draconic|XPHB|3\",\"Elemental Affinity|Sorcerer|XPHB|Draconic|XPHB|6\",\"Dragon Wings|Sorcerer|XPHB|Draconic|XPHB|14\",\"Dragon Companion|Sorcerer|XPHB|Draconic|XPHB|18\"],\"hasFluffImages\":true},{\"name\":\"Wild Magic Sorcery\",\"shortName\":\"Wild Magic\",\"source\":\"XPHB\",\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"page\":149,\"edition\":\"one\",\"subclassFeatures\":[\"Wild Magic Sorcery|Sorcerer|XPHB|Wild Magic|XPHB|3\",\"Bend Luck|Sorcerer|XPHB|Wild Magic|XPHB|6\",\"Controlled Chaos|Sorcerer|XPHB|Wild Magic|XPHB|14\",\"Tamed Surge|Sorcerer|XPHB|Wild Magic|XPHB|18\"],\"hasFluffImages\":true}],\"classFeature\":[{\"name\":\"Sorcerous Origin\",\"source\":\"PHB\",\"page\":99,\"srd\":true,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"level\":1,\"entries\":[\"Choose a sorcerous origin, which describes the source of your innate magical power, from the list of available origins.\",\"Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.\"]},{\"name\":\"Spellcasting\",\"source\":\"PHB\",\"page\":99,\"srd\":true,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"level\":1,\"entries\":[\"An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See {@book chapter 10|PHB|10} for the general rules of spellcasting and {@book chapter 11|PHB|11} for the {@filter sorcerer spell list|spells|class=sorcerer}.\",{\"type\":\"entries\",\"name\":\"Cantrips\",\"entries\":[\"At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 4th level and another at 10th level.\"]},{\"type\":\"entries\",\"name\":\"Spell Slots\",\"entries\":[\"The Sorcerer table shows how many spell slots you have to cast your {@filter sorcerer spells|spells|class=sorcerer} of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\",\"For example, if you know the 1st-level spell {@spell burning hands} and have a 1st-level and a 2nd-level spell slot available, you can cast {@spell burning hands} using either slot.\"]},{\"type\":\"entries\",\"name\":\"Spells Known of 1st Level and Higher\",\"entries\":[\"You know two 1st-level spells of your choice from the sorcerer spell list.\",\"You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.\",\"Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.\"]},{\"type\":\"entries\",\"name\":\"Spellcasting Ability\",\"entries\":[\"Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.\",{\"type\":\"abilityDc\",\"name\":\"Spell\",\"attributes\":[\"cha\"]},{\"type\":\"abilityAttackMod\",\"name\":\"Spell\",\"attributes\":[\"cha\"]}]},{\"type\":\"entries\",\"name\":\"Spellcasting Focus\",\"entries\":[\"You can use an {@item arcane focus|phb} as a spellcasting focus for your sorcerer spells.\"]}]},{\"name\":\"Flexible Casting\",\"source\":\"PHB\",\"page\":99,\"srd\":true,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"level\":2,\"header\":1,\"entries\":[\"You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.\",{\"type\":\"entries\",\"name\":\"Creating Spell Slots\",\"entries\":[\"You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a long rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.\",{\"type\":\"table\",\"caption\":\"Creating Spell Slots\",\"colLabels\":[\"Spell Slot Level\",\"Sorcery Point Cost\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[\"1st\",\"2\"],[\"2nd\",\"3\"],[\"3rd\",\"5\"],[\"4th\",\"6\"],[\"5th\",\"7\"]]}]},{\"type\":\"entries\",\"name\":\"Converting a Spell Slot to Sorcery Points\",\"entries\":[\"As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.\"]}]},{\"name\":\"Font of Magic\",\"source\":\"PHB\",\"page\":99,\"srd\":true,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"level\":2,\"entries\":[\"At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.\",{\"type\":\"refClassFeature\",\"classFeature\":\"Sorcery Points|Sorcerer||2\"},{\"type\":\"refClassFeature\",\"classFeature\":\"Flexible Casting|Sorcerer||2\"}]},{\"name\":\"Sorcery Points\",\"source\":\"PHB\",\"page\":99,\"srd\":true,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"level\":2,\"header\":1,\"entries\":[\"You have 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.\"]},{\"name\":\"Metamagic\",\"source\":\"PHB\",\"page\":99,\"srd\":true,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"level\":3,\"entries\":[\"At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\",\"You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\",{\"type\":\"options\",\"count\":2,\"entries\":[{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Careful Spell\",\"preserve\":{\"consumes\":true}},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Distant Spell\",\"preserve\":{\"consumes\":true}},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Empowered Spell\",\"preserve\":{\"consumes\":true}},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Extended Spell\",\"preserve\":{\"consumes\":true}},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Heightened Spell\",\"preserve\":{\"consumes\":true}},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Quickened Spell\",\"preserve\":{\"consumes\":true}},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Subtle Spell\",\"preserve\":{\"consumes\":true}},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Twinned Spell\",\"preserve\":{\"consumes\":true}}]}]},{\"name\":\"Metamagic Options\",\"source\":\"TCE\",\"page\":65,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"level\":3,\"isClassFeatureVariant\":true,\"entries\":[\"{@i 3rd-level sorcerer {@variantrule optional class features|tce|optional feature}}\",\"When you choose Metamagic options, you have access to the following additional options.\",{\"type\":\"options\",\"entries\":[{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Seeking Spell|TCE\",\"preserve\":{\"consumes\":true}},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Transmuted Spell|TCE\",\"preserve\":{\"consumes\":true}}]}]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":99,\"srd\":true,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"level\":4,\"entries\":[\"When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Sorcerous Versatility\",\"source\":\"TCE\",\"page\":65,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"level\":4,\"isClassFeatureVariant\":true,\"entries\":[\"{@i 4th-level sorcerer {@variantrule optional class features|tce|optional feature}}\",\"Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:\",{\"type\":\"list\",\"items\":[\"Replace one of the options you chose for the Metamagic feature with a different {@filter Metamagic option|optionalfeatures|Feature Type=MM} available to you.\",\"Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the {@filter sorcerer spell list|spells|level=0|class=Sorcerer}.\"]}]},{\"name\":\"Magical Guidance\",\"source\":\"TCE\",\"page\":65,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"level\":5,\"isClassFeatureVariant\":true,\"consumes\":{\"name\":\"Sorcery Point\"},\"entries\":[\"{@i 5th-level sorcerer {@variantrule optional class features|tce|optional feature}}\",\"You can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the {@dice d20}, and you must use the new roll, potentially turning the failure into a success.\"]},{\"name\":\"Sorcerous Origin feature\",\"source\":\"PHB\",\"page\":99,\"srd\":true,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"level\":6,\"entries\":[\"At 6th level, you gain a feature granted by your Sorcerous Origin.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":99,\"srd\":true,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"level\":8,\"entries\":[\"When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Metamagic\",\"source\":\"PHB\",\"page\":99,\"srd\":true,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"level\":10,\"entries\":[\"At 10th level, you learn an additional metamagic option.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":99,\"srd\":true,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"level\":12,\"entries\":[\"When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Sorcerous Origin feature\",\"source\":\"PHB\",\"page\":99,\"srd\":true,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"level\":14,\"entries\":[\"At 14th level, you gain a feature granted by your Sorcerous Origin.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":99,\"srd\":true,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"level\":16,\"entries\":[\"When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Metamagic\",\"source\":\"PHB\",\"page\":99,\"srd\":true,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"level\":17,\"entries\":[\"At 17th level, you learn an additional metamagic option.\"]},{\"name\":\"Sorcerous Origin feature\",\"source\":\"PHB\",\"page\":99,\"srd\":true,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"level\":18,\"entries\":[\"At 18th level, you gain a feature granted by your Sorcerous Origin.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":99,\"srd\":true,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"level\":19,\"entries\":[\"When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Sorcerous Restoration\",\"source\":\"PHB\",\"page\":99,\"srd\":true,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"level\":20,\"entries\":[\"At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.\"]},{\"name\":\"Innate Sorcery\",\"source\":\"XPHB\",\"page\":140,\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"level\":1,\"entries\":[\"An event in your past left an indelible mark on you, infusing you with simmering magic. As a {@variantrule Bonus Action|XPHB}, you can unleash that magic for 1 minute, during which you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"The spell save DC of your Sorcerer spells increases by 1.\",\"You have {@variantrule Advantage|XPHB} on the attack rolls of Sorcerer spells you cast.\"]},\"You can use this feature twice, and you regain all expended uses of it when you finish a {@variantrule Long Rest|XPHB}.\"]},{\"name\":\"Spellcasting\",\"source\":\"XPHB\",\"page\":139,\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"level\":1,\"entries\":[\"Drawing from your innate magic, you can cast spells. See {@book chapter 7|XPHB|7} for the rules on spellcasting. The information below details how you use those rules with Sorcerer spells, which appear in the {@filter Sorcerer spell list|spells|class=Sorcerer} later in the class's description.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Cantrips\",\"entries\":[\"You know four Sorcerer cantrips of your choice. {@spell Light|XPHB}, {@spell Prestidigitation|XPHB}, {@spell Shocking Grasp|XPHB}, and {@spell Sorcerous Burst|XPHB} are recommended. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice.\",\"When you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Features table.\"]},{\"type\":\"entries\",\"name\":\"Spell Slots\",\"entries\":[\"The Sorcerer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a {@variantrule Long Rest|XPHB}.\"]},{\"type\":\"entries\",\"name\":\"Prepared Spells of Level 1+\",\"entries\":[\"You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Sorcerer spells. {@spell Burning Hands|XPHB} and {@spell Detect Magic|XPHB} are recommended.\",\"The number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any combination.\",\"If another Sorcerer feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Sorcerer spells for you.\"]},{\"type\":\"entries\",\"name\":\"Changing Your Prepared Spells\",\"entries\":[\"Whenever you gain a Sorcerer level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots.\"]},{\"type\":\"entries\",\"name\":\"Spellcasting Ability\",\"entries\":[\"Charisma is your spellcasting ability for your Sorcerer spells.\"]},{\"type\":\"entries\",\"name\":\"Spellcasting Focus\",\"entries\":[\"You can use an {@item Arcane Focus|XPHB} as a {@variantrule Spellcasting Focus|XPHB} for your Sorcerer spells.\"]}]}]},{\"name\":\"Font of Magic\",\"source\":\"XPHB\",\"page\":140,\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"level\":2,\"entries\":[\"You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.\",\"You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You can't have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a {@variantrule Long Rest|XPHB}.\",\"You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Converting Spell Slots to Sorcery Points\",\"entries\":[\"You can expend a spell slot to gain a number of Sorcery Points equal to the slot's level (no action required).\"]},{\"type\":\"entries\",\"name\":\"Creating Spell Slots\",\"entries\":[\"As a {@variantrule Bonus Action|XPHB}, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.\",\"Any spell slot you create with this feature vanishes when you finish a {@variantrule Long Rest|XPHB}.\",{\"type\":\"table\",\"caption\":\"Creating Spell Slots\",\"colLabels\":[\"Spell Slot Level\",\"Sorcery Point Cost\",\"Min. Sorcerer Level\"],\"colStyles\":[\"col-3 text-center\",\"col-3 text-center\",\"col-3 text-center\"],\"rows\":[[\"1\",\"2\",\"2\"],[\"2\",\"3\",\"3\"],[\"3\",\"5\",\"5\"],[\"4\",\"6\",\"7\"],[\"5\",\"7\",\"9\"]]}]}]}]},{\"name\":\"Metamagic\",\"source\":\"XPHB\",\"page\":141,\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"level\":2,\"entries\":[\"Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from \\\"{@filter Metamagic Options|optionalfeatures|feature type=MM|source=XPHB}\\\" later in this class's description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.\",\"You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.\",\"Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.\"]},{\"name\":\"Metamagic Options\",\"source\":\"XPHB\",\"page\":141,\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"level\":2,\"entries\":[\"The following options are available to your Metamagic feature. The options are presented in alphabetical order.\",{\"type\":\"options\",\"count\":2,\"entries\":[{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Careful Spell|XPHB\",\"preserve\":{\"consumes\":true}},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Distant Spell|XPHB\",\"preserve\":{\"consumes\":true}},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Empowered Spell|XPHB\",\"preserve\":{\"consumes\":true}},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Extended Spell|XPHB\",\"preserve\":{\"consumes\":true}},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Heightened Spell|XPHB\",\"preserve\":{\"consumes\":true}},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Quickened Spell|XPHB\",\"preserve\":{\"consumes\":true}},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Seeking Spell|XPHB\",\"preserve\":{\"consumes\":true}},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Subtle Spell|XPHB\",\"preserve\":{\"consumes\":true}},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Transmuted Spell|XPHB\",\"preserve\":{\"consumes\":true}},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Twinned Spell|XPHB\",\"preserve\":{\"consumes\":true}}]}]},{\"name\":\"Sorcerer Subclass\",\"source\":\"XPHB\",\"page\":141,\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"level\":3,\"entries\":[\"You gain a Sorcerer subclass of your choice. A subclass is a specialization that grants you features at certain Sorcerer levels. For the rest of your career, you gain each of your subclass's features that are of your Sorcerer level or lower.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":141,\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"level\":4,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify. You gain this feature again at Sorcerer levels 8, 12, and 16.\"]},{\"name\":\"Sorcerous Restoration\",\"source\":\"XPHB\",\"page\":141,\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"level\":5,\"entries\":[\"When you finish a {@variantrule Short Rest|XPHB}, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB}.\"]},{\"name\":\"Subclass Feature\",\"source\":\"XPHB\",\"page\":141,\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"level\":6,\"entries\":[\"You gain a feature from your Sorcerer subclass.\"]},{\"name\":\"Sorcery Incarnate\",\"source\":\"XPHB\",\"page\":141,\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"level\":7,\"consumes\":{\"name\":\"Sorcery Point\",\"amount\":2},\"entries\":[\"If you have no uses of Innate Sorcery left, you can use it if you spend 2 Sorcery Points when you take the {@variantrule Bonus Action|XPHB} to activate it.\",\"In addition, while your Innate Sorcery feature is active, you can use up to two of your {@filter Metamagic options|optionalfeatures|feature type=MM} on each spell you cast.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":141,\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"level\":8,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.\"]},{\"name\":\"Metamagic\",\"source\":\"XPHB\",\"page\":141,\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"level\":10,\"entries\":[\"Because your magic flows from within you, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from the \\\"{@filter Metamagic Options|optionalfeatures|feature type=MM|source=XPHB}\\\" section later in this class's description.\",\"You can use only one Metamagic option on a spell when you cast it, unless otherwise noted in one of those options.\",\"Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":141,\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"level\":12,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.\"]},{\"name\":\"Subclass Feature\",\"source\":\"XPHB\",\"page\":141,\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"level\":14,\"entries\":[\"You gain a feature from your Sorcerer subclass.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":141,\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"level\":16,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.\"]},{\"name\":\"Metamagic\",\"source\":\"XPHB\",\"page\":141,\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"level\":17,\"entries\":[\"Because your magic flows from within you, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from the \\\"{@filter Metamagic Options|optionalfeatures|feature type=MM|source=XPHB}\\\" section later in this class's description.\",\"You can use only one Metamagic option on a spell when you cast it, unless otherwise noted in one of those options.\",\"Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know.\"]},{\"name\":\"Subclass Feature\",\"source\":\"XPHB\",\"page\":141,\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"level\":18,\"entries\":[\"You gain a feature from your Sorcerer subclass.\"]},{\"name\":\"Epic Boon\",\"source\":\"XPHB\",\"page\":141,\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"level\":19,\"entries\":[\"You gain an {@filter Epic Boon feat|feats|category=EB} or another {@5etools feat|feats.html} of your choice for which you qualify. {@feat Boon of Dimensional Travel|XPHB} is recommended.\"]},{\"name\":\"Arcane Apotheosis\",\"source\":\"XPHB\",\"page\":141,\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"level\":20,\"entries\":[\"While your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it.\"]}],\"subclassFeature\":[{\"name\":\"Lunar Sorcery\",\"source\":\"DSotDQ\",\"page\":34,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Lunar\",\"subclassSource\":\"DSotDQ\",\"level\":1,\"entries\":[\"On many worlds, the moon is a revered celestial body with magical properties. On Krynn, the gods of magic are associated with the world's three moons. On the world of Toril, the god Selûne uses the light of the moon to battle darkness. On Eberron, scholars of the Draconic Prophecy decipher ancient secrets from the waxing and waning of that world's twelve moons.\",\"You or someone from your lineage has been exposed to the concentrated magic of the moon (or moons) of your world, imbuing you with lunar magic. Perhaps your ancestor was involved in a druidic ritual involving an eclipse, or maybe a mystical fragment of a moon crashed near you. However you came to have your magic, your connection to the moon is obvious when you cast sorcerer spells—perhaps making your pupils glow with the color of a moon from your world, causing spectral manifestations of lunar phases to orbit you, or some other effect.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Lunar Embodiment|Sorcerer||Lunar|DSotDQ|1\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Moon Fire|Sorcerer||Lunar|DSotDQ|1\"}]},{\"name\":\"Lunar Embodiment\",\"source\":\"DSotDQ\",\"page\":34,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Lunar\",\"subclassSource\":\"DSotDQ\",\"level\":1,\"header\":2,\"entries\":[\"{@i 1st-Level Lunar Sorcery Feature}\",\"You learn additional spells when you reach certain levels in this class, as shown on the Lunar Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.\",{\"type\":\"table\",\"caption\":\"Lunar Spells\",\"colLabels\":[\"Sorcerer Level\",\"Full Moon Spell\",\"New Moon Spell\",\"Crescent Moon Spell\"],\"colStyles\":[\"col-1-1 text-center\",\"col-3-3\",\"col-3-3\",\"col-3-3\"],\"rows\":[[\"1st\",\"{@spell shield}\",\"{@spell ray of sickness}\",\"{@spell color spray}\"],[\"3rd\",\"{@spell lesser restoration}\",\"{@spell blindness/deafness}\",\"{@spell alter self}\"],[\"5th\",\"{@spell dispel magic}\",\"{@spell vampiric touch}\",\"{@spell phantom steed}\"],[\"7th\",\"{@spell death ward}\",\"{@spell confusion}\",\"{@spell hallucinatory terrain}\"],[\"9th\",\"{@spell Rary's telepathic bond}\",\"{@spell hold monster}\",\"{@spell mislead}\"]]},\"Whenever you finish a long rest, you can choose what lunar phase manifests its power through your magic: Full Moon, New Moon, or Crescent Moon. While in the chosen phase, you can cast one 1st-level spell of the associated phase in the Lunar Spells table once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.\"]},{\"name\":\"Moon Fire\",\"source\":\"DSotDQ\",\"page\":34,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Lunar\",\"subclassSource\":\"DSotDQ\",\"level\":1,\"header\":2,\"entries\":[\"{@i 1st-Level Lunar Sorcery Feature}\",\"You can call down the radiant light of the moon on command. You learn the {@spell sacred flame} spell, which doesn't count against the number of sorcerer cantrips you know. When you cast the spell, you can target one creature as normal or target two creatures within range that are within 5 feet of each other.\"]},{\"name\":\"Lunar Boons\",\"source\":\"DSotDQ\",\"page\":34,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Lunar\",\"subclassSource\":\"DSotDQ\",\"level\":6,\"header\":2,\"entries\":[\"{@i 6th-Level Lunar Sorcery Feature}\",\"The current phase of your Lunar Embodiment can affect your Metamagic feature. Each Lunar Embodiment phase is associated with certain schools of magic, as shown here:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Full Moon\",\"entries\":[\"{@filter Abjuration and divination spells|spells|class=sorcerer|school=A;D}\"]},{\"type\":\"item\",\"name\":\"New Moon\",\"entries\":[\"{@filter Enchantment and necromancy spells|spells|class=sorcerer|school=E;N}\"]},{\"type\":\"item\",\"name\":\"Crescent Moon\",\"entries\":[\"{@filter Illusion and transmutation spells|spells|class=sorcerer|school=I;T}\"]}]},\"Whenever you use Metamagic on a spell of a school of magic associated with your current Lunar Embodiment phase, you can reduce the sorcery points spent by 1 (minimum 0). You can reduce the sorcery points spent for your Metamagic a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]},{\"name\":\"Waxing and Waning\",\"source\":\"DSotDQ\",\"page\":35,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Lunar\",\"subclassSource\":\"DSotDQ\",\"level\":6,\"header\":2,\"consumes\":{\"name\":\"Sorcery Point\"},\"entries\":[\"{@i 6th-Level Lunar Sorcery Feature}\",\"You gain greater control over the phases of your lunar magic. As a bonus action, you can spend 1 sorcery point to change your current Lunar Embodiment phase to a different one.\",\"You can now cast one 1st-level spell from each lunar phase of the Lunar Spells table once without expending a spell slot, provided your current phase is the same as the lunar phase spell. Once you cast a lunar phase spell in this way, you can't do so again until you finish a long rest.\"]},{\"name\":\"Lunar Empowerment\",\"source\":\"DSotDQ\",\"page\":35,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Lunar\",\"subclassSource\":\"DSotDQ\",\"level\":14,\"header\":2,\"entries\":[\"{@i 14th-Level Lunar Sorcery Feature}\",\"The power of a lunar phase saturates your being. While you are in a Lunar Embodiment phase, you also gain the following benefit associated with that phase:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Full Moon\",\"entries\":[\"You can use a bonus action to shed bright light in a 10-foot radius and dim light for an additional 10 feet or to douse the light. In addition, you and creatures of your choice have advantage on Intelligence ({@skill Investigation}) and Wisdom ({@skill Perception}) checks while within the bright light you shed.\"]},{\"type\":\"item\",\"name\":\"New Moon\",\"entries\":[\"You have advantage on Dexterity ({@skill Stealth}) checks. In addition, while you are entirely in darkness, attack rolls have disadvantage against you.\"]},{\"type\":\"item\",\"name\":\"Crescent Moon\",\"entries\":[\"You have resistance to necrotic and radiant damage.\"]}]}]},{\"name\":\"Lunar Phenomenon\",\"source\":\"DSotDQ\",\"page\":35,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Lunar\",\"subclassSource\":\"DSotDQ\",\"level\":18,\"header\":2,\"entries\":[\"{@i 18th-Level Lunar Sorcery feature}\",\"As a bonus action, you can tap into a special power of your current Lunar Embodiment phase. Alternatively, as part of the bonus action you take to change your lunar phase using the Waxing and Waning feature, you can immediately use the power of the lunar phase you are entering:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Full Moon\",\"entries\":[\"You radiate moonlight for a moment. Each creature of your choice within 30 feet of you must succeed on a Constitution saving throw against your spell save DC or be {@condition blinded} until the end of its next turn. In addition, one creature of your choice in that area regains {@dice 3d8} hit points.\"]},{\"type\":\"item\",\"name\":\"New Moon\",\"entries\":[\"You momentarily emanate gloom. Each creature of your choice within 30 feet of you must succeed on a Dexterity saving throw against your spell save DC or take {@damage 3d10} necrotic damage and have its speed reduced to 0 until the end of its next turn. In addition, you become {@condition invisible} until the end of your next turn, or until immediately after you make an attack roll or cast a spell.\"]},{\"type\":\"item\",\"name\":\"Crescent Moon\",\"entries\":[\"You can magically teleport to an unoccupied space you can see within 60 feet of yourself. You can bring along one willing creature you can see within 5 feet of yourself. That creature teleports to an unoccupied space of your choice that you can see within 5 feet of your destination space. In addition, you and that creature gain resistance to all damage until the start of your next turn.\"]}]},\"Once you use one of these bonus action benefits, you can't use that benefit again until you finish a long rest, unless you spend 5 sorcery points to use it again.\"]},{\"name\":\"Draconic Bloodline\",\"source\":\"PHB\",\"page\":102,\"srd\":true,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Draconic\",\"subclassSource\":\"PHB\",\"level\":1,\"entries\":[\"Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Dragon Ancestor|Sorcerer||Draconic||1\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Draconic Resilience|Sorcerer||Draconic||1\"}]},{\"name\":\"Draconic Resilience\",\"source\":\"PHB\",\"page\":102,\"srd\":true,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Draconic\",\"subclassSource\":\"PHB\",\"level\":1,\"header\":1,\"entries\":[\"As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.\",\"Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.\"]},{\"name\":\"Dragon Ancestor\",\"source\":\"PHB\",\"page\":102,\"srd\":true,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Draconic\",\"subclassSource\":\"PHB\",\"level\":1,\"header\":1,\"entries\":[\"At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.\",{\"type\":\"table\",\"caption\":\"Draconic Ancestry\",\"colLabels\":[\"Dragon\",\"Damage Type\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[\"Black\",\"{@filter Acid|spells|damage type=acid|class=sorcerer}\"],[\"Blue\",\"{@filter Lightning|spells|damage type=lightning|class=sorcerer}\"],[\"Brass\",\"{@filter Fire|spells|damage type=fire|class=sorcerer}\"],[\"Bronze\",\"{@filter Lightning|spells|damage type=lightning|class=sorcerer}\"],[\"Copper\",\"{@filter Acid|spells|damage type=acid|class=sorcerer}\"],[\"Gold\",\"{@filter Fire|spells|damage type=fire|class=sorcerer}\"],[\"Green\",\"{@filter Poison|spells|damage type=poison|class=sorcerer}\"],[\"Red\",\"{@filter Fire|spells|damage type=fire|class=sorcerer}\"],[\"Silver\",\"{@filter Cold|spells|damage type=cold|class=sorcerer}\"],[\"White\",\"{@filter Cold|spells|damage type=cold|class=sorcerer}\"]]},\"You can speak, read, and write {@language Draconic}. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.\"]},{\"name\":\"Elemental Affinity\",\"source\":\"PHB\",\"page\":102,\"srd\":true,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Draconic\",\"subclassSource\":\"PHB\",\"level\":6,\"header\":2,\"consumes\":{\"name\":\"Sorcery Point\"},\"entries\":[\"Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.\"]},{\"name\":\"Dragon Wings\",\"source\":\"PHB\",\"page\":102,\"srd\":true,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Draconic\",\"subclassSource\":\"PHB\",\"level\":14,\"header\":2,\"entries\":[\"At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.\",\"You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.\"]},{\"name\":\"Draconic Presence\",\"source\":\"PHB\",\"page\":102,\"srd\":true,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Draconic\",\"subclassSource\":\"PHB\",\"level\":18,\"header\":2,\"consumes\":{\"name\":\"Sorcery Point\",\"amount\":5},\"entries\":[\"Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or {@condition frightened}. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your {@status concentration} (as if you were casting a {@status concentration} spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be {@condition charmed} (if you chose awe) or {@condition frightened} (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.\"]},{\"name\":\"Wild Magic\",\"source\":\"PHB\",\"page\":103,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Wild\",\"subclassSource\":\"PHB\",\"level\":1,\"entries\":[\"Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Wild Magic Surge|Sorcerer||Wild||1\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Tides of Chaos|Sorcerer||Wild||1\"}]},{\"name\":\"Tides of Chaos\",\"source\":\"PHB\",\"page\":103,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Wild\",\"subclassSource\":\"PHB\",\"level\":1,\"header\":1,\"entries\":[\"Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.\",\"Any time before you regain the use of this feature, the DM can have you roll on the {@table Wild Magic Surge|PHB} table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.\"]},{\"name\":\"Wild Magic Surge\",\"source\":\"PHB\",\"page\":103,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Wild\",\"subclassSource\":\"PHB\",\"level\":1,\"header\":1,\"entries\":[\"Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a {@dice d20}. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect. A Wild Magic Surge can happen once per turn.\",\"If a Wild Magic effect is a spell, it's too wild to be affected by Metamagic. If it normally requires {@status concentration}, it doesn't require {@status concentration} in this case; the spell lasts for its full duration.\",{\"type\":\"table\",\"caption\":\"Wild Magic Surge\",\"colLabels\":[\"{@dice d100}\",\"Effect\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"01-02\",\"Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.\"],[\"03-04\",\"For the next minute, you can see any {@condition invisible} creature if you have line of sight to it.\"],[\"05-06\",\"A {@filter modron|bestiary|source=mm|search=modron} chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.\"],[\"07-08\",\"You cast {@spell fireball} as a 3rd-level spell centered on yourself.\"],[\"09-10\",\"You cast {@spell magic missile} as a 5th-level spell.\"],[\"11-12\",\"Roll a {@dice d10}. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.\"],[\"13-14\",\"You cast {@spell confusion} centered on yourself.\"],[\"15-16\",\"For the next minute, you regain 5 hit points at the start of each of your turns.\"],[\"17-18\",\"You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.\"],[\"19-20\",\"You cast {@spell grease} centered on yourself.\"],[\"21-22\",\"Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.\"],[\"23-24\",\"Your skin turns a vibrant shade of blue. A {@spell remove curse} spell can end this effect.\"],[\"25-26\",\"An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom ({@skill Perception}) checks that rely on sight.\"],[\"27-28\",\"For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.\"],[\"29-30\",\"You teleport up to 60 feet to an unoccupied space of your choice that you can see.\"],[\"31-32\",\"You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.\"],[\"33-34\",\"Maximize the damage of the next damaging spell you cast within the next minute.\"],[\"35-36\",\"Roll a {@dice d10}. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.\"],[\"37-38\",\"{@dice 1d6} {@creature flumph||flumphs} controlled by the DM appear in unoccupied spaces within 60 feet of you and are {@condition frightened} of you. They vanish after 1 minute.\"],[\"39-40\",\"You regain {@dice 2d10} hit points.\"],[\"41-42\",\"You turn into a potted plant until the start of your next turn. While a plant, you are {@condition incapacitated} and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.\"],[\"43-44\",\"For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.\"],[\"45-46\",\"You cast {@spell levitate} on yourself.\"],[\"47-48\",\"A {@creature unicorn} controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.\"],[\"49-50\",\"You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.\"],[\"51-52\",\"A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to {@spell magic missile}.\"],[\"53-54\",\"You are immune to being intoxicated by alcohol for the next {@dice 5d6} days.\"],[\"55-56\",\"Your hair falls out but grows back within 24 hours.\"],[\"57-58\",\"For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.\"],[\"59-60\",\"You regain your lowest-level expended spell slot.\"],[\"61-62\",\"For the next minute, you must shout when you speak.\"],[\"63-64\",\"You cast {@spell fog cloud} centered on yourself.\"],[\"65-66\",\"Up to three creatures you choose within 30 feet of you take {@damage 4d10} lightning damage.\"],[\"67-68\",\"You are {@condition frightened} by the nearest creature until the end of your next turn.\"],[\"69-70\",\"Each creature within 30 feet of you becomes {@condition invisible} for the next minute. The invisibility ends on a creature when it attacks or casts a spell.\"],[\"71-72\",\"You gain resistance to all damage for the next minute.\"],[\"73-74\",\"A random creature within 60 feet of you becomes {@condition poisoned} for {@dice 1d4} hours.\"],[\"75-76\",\"You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is {@condition blinded} until the end of its next turn.\"],[\"77-78\",\"You cast {@spell polymorph} on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.\"],[\"79-80\",\"Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.\"],[\"81-82\",\"You can take one additional action immediately.\"],[\"83-84\",\"Each creature within 30 feet of you takes {@damage 1d10} necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.\"],[\"85-86\",\"You cast {@spell mirror image}.\"],[\"87-88\",\"You cast {@spell fly} on a random creature within 60 feet of you.\"],[\"89-90\",\"You become {@condition invisible} for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.\"],[\"91-92\",\"If you die within the next minute, you immediately come back to life as if by the {@spell reincarnate} spell.\"],[\"93-94\",\"Your size increases by one size category for the next minute.\"],[\"95-96\",\"You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.\"],[\"97-98\",\"You are surrounded by faint, ethereal music for the next minute.\"],[\"99-00\",\"You regain all expended sorcery points.\"]],\"data\":{\"tableInclude\":true}}]},{\"name\":\"Bend Luck\",\"source\":\"PHB\",\"page\":103,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Wild\",\"subclassSource\":\"PHB\",\"level\":6,\"header\":2,\"consumes\":{\"name\":\"Sorcery Point\",\"amount\":2},\"entries\":[\"Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll {@dice 1d4} and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.\"]},{\"name\":\"Controlled Chaos\",\"source\":\"PHB\",\"page\":103,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Wild\",\"subclassSource\":\"PHB\",\"level\":14,\"header\":2,\"entries\":[\"At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the {@table Wild Magic Surge|PHB} table, you can roll twice and use either number.\"]},{\"name\":\"Spell Bombardment\",\"source\":\"PHB\",\"page\":103,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Wild\",\"subclassSource\":\"PHB\",\"level\":18,\"header\":2,\"entries\":[\"Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.\"]},{\"name\":\"Pyromancer (PSK)\",\"source\":\"PSK\",\"page\":9,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Pyromancer (PSK)\",\"subclassSource\":\"PSK\",\"level\":1,\"entries\":[\"Your innate magic manifests in fire. You are your fire, and your fire is you.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Heart of Fire|Sorcerer||Pyromancer (PSK)|PSK|1\"}]},{\"name\":\"Heart of Fire\",\"source\":\"PSK\",\"page\":9,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Pyromancer (PSK)\",\"subclassSource\":\"PSK\",\"level\":1,\"header\":1,\"entries\":[\"At 1st level, whenever you start casting a spell of 1st level or higher that deals fire damage, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (minimum of 1).\"]},{\"name\":\"Fire in the Veins\",\"source\":\"PSK\",\"page\":9,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Pyromancer (PSK)\",\"subclassSource\":\"PSK\",\"level\":6,\"header\":2,\"entries\":[\"At 6th level, you gain resistance to fire damage. In addition, spells you cast ignore resistance to fire damage.\"]},{\"name\":\"Pyromancer's Fury\",\"source\":\"PSK\",\"page\":9,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Pyromancer (PSK)\",\"subclassSource\":\"PSK\",\"level\":14,\"header\":2,\"entries\":[\"Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal fire damage to the attacker. The damage equals your sorcerer level, and ignores resistance to fire damage.\"]},{\"name\":\"Fiery Soul\",\"source\":\"PSK\",\"page\":9,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Pyromancer (PSK)\",\"subclassSource\":\"PSK\",\"level\":18,\"header\":2,\"entries\":[\"At 18th level, you gain immunity to fire damage. In addition, any spell or effect you create ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage.\"]},{\"name\":\"Aberrant Mind\",\"source\":\"TCE\",\"page\":66,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Aberrant Mind\",\"subclassSource\":\"TCE\",\"level\":1,\"entries\":[\"An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?\",\"As an Aberrant Mind sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you shining with psionic awareness? Consult the Aberrant Origins table for a possible origin of your power.\",{\"type\":\"table\",\"caption\":\"Aberrant Origins\",\"colLabels\":[\"d6\",\"Origin\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You were exposed to the Far Realm's warping influence. You are convinced that a tentacle is now growing on you, but no one else can see it.\"],[\"2\",\"A psychic wind from the Astral Plane carried psionic energy to you. When you use your powers, faint motes of light sparkle around you.\"],[\"3\",\"You once suffered the dominating powers of an aboleth, leaving a psychic splinter in your mind.\"],[\"4\",\"You were implanted with a mind flayer tadpole, but the ceremorphosis never completed. And now its psionic power is yours. When you use it, your flesh shines with a strange mucus.\"],[\"5\",\"As a child, you had an imaginary friend that looked like a flumph or a strange platypus-like creature. One day, it gifted you with psionic powers, which have ended up being not so imaginary.\"],[\"6\",\"Your nightmares whisper the truth to you: your psionic powers are not your own. You draw them from your parasitic twin!\"]]},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Psionic Spells|Sorcerer||Aberrant Mind|TCE|1\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Telepathic Speech|Sorcerer||Aberrant Mind|TCE|1\"}]},{\"name\":\"Psionic Spells\",\"source\":\"TCE\",\"page\":66,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Aberrant Mind\",\"subclassSource\":\"TCE\",\"level\":1,\"header\":1,\"entries\":[\"{@i 1st-level Aberrant Mind feature}\",\"You learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.\",\"Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a {@filter divination or an enchantment spell from the sorcerer, warlock, or wizard spell list|spells|class=sorcerer;warlock;wizard|school=D;E|level=1;2;3;4;5}.\",{\"type\":\"table\",\"caption\":\"Psionic Spells\",\"colLabels\":[\"Sorcerer Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell arms of Hadar}, {@spell dissonant whispers}, {@spell mind sliver|tce}\"],[\"3rd\",\"{@spell calm emotions}, {@spell detect thoughts}\"],[\"5th\",\"{@spell hunger of Hadar}, {@spell sending}\"],[\"7th\",\"{@spell Evard's black tentacles}, {@spell summon aberration|TCE}\"],[\"9th\",\"{@spell Rary's telepathic bond}, {@spell telekinesis}\"]]}]},{\"name\":\"Telepathic Speech\",\"source\":\"TCE\",\"page\":66,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Aberrant Mind\",\"subclassSource\":\"TCE\",\"level\":1,\"header\":1,\"entries\":[\"{@i 1st-level Aberrant Mind feature}\",\"You can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.\",\"The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are {@condition incapacitated} or die or if you use this ability to form a connection with a different creature.\"]},{\"name\":\"Psionic Sorcery\",\"source\":\"TCE\",\"page\":66,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Aberrant Mind\",\"subclassSource\":\"TCE\",\"level\":6,\"header\":2,\"entries\":[\"{@i 6th-level Aberrant Mind feature}\",\"When you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level.\",\"If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.\"]},{\"name\":\"Psychic Defenses\",\"source\":\"TCE\",\"page\":66,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Aberrant Mind\",\"subclassSource\":\"TCE\",\"level\":6,\"header\":2,\"entries\":[\"{@i 6th-level Aberrant Mind feature}\",\"You gain resistance to psychic damage, and you have advantage on saving throws against being {@condition charmed} or {@condition frightened}.\"]},{\"name\":\"Revelation in Flesh\",\"source\":\"TCE\",\"page\":66,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Aberrant Mind\",\"subclassSource\":\"TCE\",\"level\":14,\"header\":2,\"entries\":[\"{@i 14th-level Aberrant Mind feature}\",\"You can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:\",{\"type\":\"list\",\"items\":[\"You can see any {@condition invisible} creature within 60 feet of you, provided it isn't behind {@quickref Cover||3||total cover}. Your eyes also turn black or become writhing sensory tendrils.\",\"You gain a flying speed equal to your walking speed, and you can hover. As you fly, your skin glistens with mucus or shines with an otherworldly light.\",\"You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. Moreover, gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing.\",\"Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being {@condition grappled}.\"]}]},{\"name\":\"Warping Implosion\",\"source\":\"TCE\",\"page\":66,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Aberrant Mind\",\"subclassSource\":\"TCE\",\"level\":18,\"header\":2,\"entries\":[\"{@i 18th-level Aberrant Mind feature}\",\"You can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw against your spell save DC. On a failed save, a creature takes {@damage 3d10} force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.\",\"Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.\"]},{\"name\":\"Clockwork Soul\",\"source\":\"TCE\",\"page\":68,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Clockwork Soul\",\"subclassSource\":\"TCE\",\"level\":1,\"entries\":[\"The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it-a plane of existence shaped entirely by clockwork efficiency. You, or someone from your lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Clockwork Magic|Sorcerer||Clockwork Soul|TCE|1\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Restore Balance|Sorcerer||Clockwork Soul|TCE|1\"}]},{\"name\":\"Clockwork Magic\",\"source\":\"TCE\",\"page\":68,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Clockwork Soul\",\"subclassSource\":\"TCE\",\"level\":1,\"header\":1,\"entries\":[\"{@i 1st-level Clockwork Soul feature}\",\"You learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.\",\"Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an {@filter abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list|spells|class=sorcerer;warlock;wizard|school=A;T|level=1;2;3;4;5}.\",{\"type\":\"table\",\"caption\":\"Clockwork Spells\",\"colLabels\":[\"Sorcerer Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell alarm}, {@spell protection from evil and good}\"],[\"3rd\",\"{@spell aid}, {@spell lesser restoration}\"],[\"5th\",\"{@spell dispel magic}, {@spell protection from energy}\"],[\"7th\",\"{@spell freedom of movement}, {@spell summon construct|TCE}\"],[\"9th\",\"{@spell greater restoration}, {@spell wall of force}\"]]},\"In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your sorcerer spells.\",{\"type\":\"table\",\"caption\":\"Manifestations of Order\",\"colLabels\":[\"d6\",\"Manifestation\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Spectral cogwheels hover behind you.\"],[\"2\",\"The hands of a clock spin in your eyes.\"],[\"3\",\"Your skin glows with a brassy sheen.\"],[\"4\",\"Floating equations and geometric objects overlay your body.\"],[\"5\",\"Your spellcasting focus temporarily takes the form of a Tiny clockwork mechanism.\"],[\"6\",\"The ticking of gears or ringing of a clock can be heard by you and those affected by your magic.\"]]}]},{\"name\":\"Restore Balance\",\"source\":\"TCE\",\"page\":68,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Clockwork Soul\",\"subclassSource\":\"TCE\",\"level\":1,\"header\":1,\"entries\":[\"{@i 1st-level Clockwork Soul feature}\",\"Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a {@dice d20} with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.\",\"You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]},{\"name\":\"Bastion of Law\",\"source\":\"TCE\",\"page\":68,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Clockwork Soul\",\"subclassSource\":\"TCE\",\"level\":6,\"header\":2,\"consumes\":{\"name\":\"Sorcery Point\"},\"entries\":[\"{@i 6th-level Clockwork Soul feature}\",\"You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again.\",\"The ward is represented by a number of {@dice d8}s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.\"]},{\"name\":\"Trance of Order\",\"source\":\"TCE\",\"page\":68,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Clockwork Soul\",\"subclassSource\":\"TCE\",\"level\":14,\"header\":2,\"entries\":[\"{@i 14th-level Clockwork Soul feature}\",\"You gain the ability to align your consciousness to the endless calculations of Mechanus. As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the {@dice d20} as a 10.\",\"Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.\"]},{\"name\":\"Clockwork Cavalcade\",\"source\":\"TCE\",\"page\":68,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Clockwork Soul\",\"subclassSource\":\"TCE\",\"level\":18,\"header\":2,\"entries\":[\"{@i 18th-level Clockwork Soul feature}\",\"You summon spirits of order to expunge disorder around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing:\",{\"type\":\"list\",\"items\":[\"The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.\",\"Any damaged objects entirely in the cube are repaired instantly.\",\"Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.\"]},\"Once you use this action, you can't use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.\"]},{\"name\":\"Runechild\",\"source\":\"TDCSR\",\"page\":176,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Runechild\",\"subclassSource\":\"TDCSR\",\"level\":1,\"header\":1,\"entries\":[\"The mysterious weave and flow of magic is feared by many folk across Exandria. But while some spellcasters must study the essence and nature of magic in the hope of learning to harness it, sorcerers possess an innate talent to sculpt and wield the errant strands of power that shape the world. For some sorcerers, the body becomes a conduit for this power, which is collected and stored in the form of natural runes—and which sees a sorcerer named as a Runechild.\",\"The talents of a Runechild are rare, and sorcerers with this origin are sought after for study by mages and scholars alike, driven by a prevalent belief that the secrets of their runes can help understand the mysteries of magic. Others sometimes seek to enslave Runechild sorcerers, using their bodies as tortured spell batteries for diabolic pursuits. Runechild sorcerers were subjugated throughout the {@book Age of Arcanum|TDCSR|1|Age of Arcanum}, and many of their contemporaries now search for ways to hide their essence—a task that isn't easy given the revealing nature of their gifts.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Essence Runes|Sorcerer|PHB|Runechild|TDCSR|1\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Runic Magic|Sorcerer|PHB|Runechild|TDCSR|1\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Glyph of Aegis|Sorcerer|PHB|Runechild|TDCSR|1\"}]},{\"name\":\"Essence Runes\",\"source\":\"TDCSR\",\"page\":177,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Runechild\",\"subclassSource\":\"TDCSR\",\"level\":1,\"header\":2,\"entries\":[\"At 1st level, your body begins to express your innate magic as runes traced out across your skin. You start with 1 essence rune, and gain an additional rune whenever you gain a level in this class. These runes can manifest anywhere on your body, though the first usually manifests on the forehead. Your essence runes remain invisible when inert.\",\"At the end of a turn during which you spent one or more sorcery points, a number of your essence runes equal to the number of sorcery points you spent begin to glow with stored energy, becoming charged runes. You use these charged runes to power your Runechild subclass features. Also, as a bonus action, you may spend a sorcery point to convert two essence runes into two charged runes.\",\"If you have no sorcery points and no charged runes, you can convert a single essence rune into a charged rune as an action.\",\"If you have 5 or more charged runes, you emit bright light in a 5-foot radius and dim light for an additional 5 feet.\",\"If you expend a charged rune to use one of your Runechild features, it returns to being an inert essence rune. Any charged runes also revert to inert essence runes after you finish a {@quickref resting|PHB|2|0|long rest}.\"]},{\"name\":\"Glyph of Aegis\",\"source\":\"TDCSR\",\"page\":177,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Runechild\",\"subclassSource\":\"TDCSR\",\"level\":1,\"header\":2,\"entries\":[\"Starting at 1st level, you can release the stored arcane power within your runes to absorb or deflect threatening attacks. Whenever you take damage, you can expend any number of charged runes as a reaction. Roll a number of {@dice d6|d6s} equal to the number of runes you expended, and reduce the damage by the total.\"]},{\"name\":\"Runic Magic\",\"source\":\"TDCSR\",\"page\":177,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Runechild\",\"subclassSource\":\"TDCSR\",\"level\":1,\"header\":2,\"entries\":[\"Beginning at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Runic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.\",\"When you gain a level in this class, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be {@filter an abjuration or transmutation spell from the sorcerer, warlock, or wizard spell list|spells|school=A;T|class=Sorcerer;Warlock;Wizard}.\",{\"type\":\"table\",\"caption\":\"Runic Spells\",\"colLabels\":[\"Sorcerer Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell longstrider}, {@spell protection from evil and good}\"],[\"3rd\",\"{@spell lesser restoration}, {@spell protection from poison}\"],[\"5th\",\"{@spell glyph of warding}, {@spell magic circle}\"],[\"7th\",\"{@spell death ward}, {@spell freedom of movement}\"],[\"9th\",\"{@spell greater restoration}, {@spell telekinesis}\"]]}]},{\"name\":\"Glyph of Aegis (6th Level)\",\"source\":\"TDCSR\",\"page\":177,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Runechild\",\"subclassSource\":\"TDCSR\",\"level\":6,\"header\":2,\"entries\":[\"When you reach 6th level, you can touch a creature as an action and expend up to 3 charged runes to transfer your protective power to it for up to 1 hour. The next time that creature takes damage within the next hour, it rolls {@dice 1d6} per charged rune spent and reduces the damage by the total. You can't transfer this power to a creature already under the effect of Glyph of Aegis.\"]},{\"name\":\"Manifest Inscriptions\",\"source\":\"TDCSR\",\"page\":178,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Runechild\",\"subclassSource\":\"TDCSR\",\"level\":6,\"header\":2,\"entries\":[\"Also at 6th level, you can reveal hidden glyphs and enchantments that surround you. As an action, you expend one charged rune to reveal hidden or invisible arcane traps, marks, runes, wards, sensors, or glyphs within 60 feet of you. They glow with dim light in a 5-foot radius for 1 minute.\",\"You have {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on Intelligence ({@skill Arcana}) checks to discern the nature of any magic revealed in this way for the duration. If the glyphs you reveal mean something in a language you can't read, you can understand them while they are glowing as if you knew that language.\"]},{\"name\":\"Sigilic Augmentation\",\"source\":\"TDCSR\",\"page\":178,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Runechild\",\"subclassSource\":\"TDCSR\",\"level\":6,\"header\":2,\"entries\":[\"At 6th level, you can channel your runes to temporarily bolster your physical capabilities. When you make a Strength, Dexterity, or Constitution ability check, you can expend a charged rune as a reaction to gain {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on the roll.\",\"In addition, when you are forced to make a Strength, Dexterity, or Constitution {@quickref saving throws|PHB|2|1|saving throw}, you can use your reaction and expend a charged rune to gain {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on the {@quickref saving throws|PHB|2|1|saving throw}. Once you use this feature in this way, you can't use it in this way again until you complete a {@quickref resting|PHB|2|0|long rest}.\"]},{\"name\":\"Glyph of Aegis (14th Level)\",\"source\":\"TDCSR\",\"page\":177,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Runechild\",\"subclassSource\":\"TDCSR\",\"level\":14,\"header\":2,\"entries\":[\"Your Glyph of Aegis die becomes a {@dice d8} at 14th level.\"]},{\"name\":\"Runic Torrent\",\"source\":\"TDCSR\",\"page\":178,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Runechild\",\"subclassSource\":\"TDCSR\",\"level\":14,\"header\":2,\"entries\":[\"Upon reaching 14th level, you can channel runic energy to overpower even the staunchest defenses. When you cast a spell, you can expend 2 charged runes to cause the spell to deal force damage instead of its usual damage types. Additionally, all creatures targeted by the spell or within the spell's area must succeed on a Strength {@quickref saving throws|PHB|2|1|saving throw} against your spell save DC or be knocked prone or pushed up to 15 feet away from the spell's point of origin (your choice).\",\"Once you use this feature, you can't do so again until you complete a {@quickref resting|PHB|2|0|short or long rest}.\"]},{\"name\":\"Arcane Exemplar\",\"source\":\"TDCSR\",\"page\":178,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Runechild\",\"subclassSource\":\"TDCSR\",\"level\":18,\"header\":2,\"entries\":[\"Starting at 18th level, you can use a bonus action and expend a charged rune to become a being of pure magical energy. While in your exemplar form, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You have a flying speed of 60 feet.\",\"Creatures have {@quickref Advantage and Disadvantage|PHB|2|0|disadvantage} on {@quickref saving throws|PHB|2|1} against your sorcerer spells.\",\"You have resistance to damage dealt by spells.\",\"Whenever you cast a spell of 1st level or higher, you regain hit points equal to the spell's level.\"]},\"Your exemplar form lasts until the end of your turn. However, you can expend a charged rune at the end of your turn (no action required) to extend the duration until the end of your next turn. When your exemplar form ends, you are {@condition stunned} until the end of your next turn.\",\"Once you use this feature, you can't use it again until you complete a {@quickref resting|PHB|2|0|long rest}.\"]},{\"name\":\"Divine Soul\",\"source\":\"XGE\",\"page\":50,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Divine Soul\",\"subclassSource\":\"XGE\",\"level\":1,\"entries\":[\"Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name.\",\"Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.\",\"A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine.\",\"In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Divine Magic|Sorcerer||Divine Soul|XGE|1\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Favored by the Gods|Sorcerer||Divine Soul|XGE|1\"}]},{\"name\":\"Divine Magic\",\"source\":\"XGE\",\"page\":50,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Divine Soul\",\"subclassSource\":\"XGE\",\"level\":1,\"header\":1,\"entries\":[\"Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.\",\"In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.\",{\"type\":\"table\",\"colLabels\":[\"Affinity\",\"Spell\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"Good\",\"{@spell cure wounds}\"],[\"Evil\",\"{@spell inflict wounds}\"],[\"Law\",\"{@spell bless}\"],[\"Chaos\",\"{@spell bane}\"],[\"Neutrality\",\"{@spell protection from evil and good}\"]]}]},{\"name\":\"Favored by the Gods\",\"source\":\"XGE\",\"page\":50,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Divine Soul\",\"subclassSource\":\"XGE\",\"level\":1,\"header\":1,\"entries\":[\"Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll {@dice 2d4} and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest.\"]},{\"name\":\"Empowered Healing\",\"source\":\"XGE\",\"page\":50,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Divine Soul\",\"subclassSource\":\"XGE\",\"level\":6,\"header\":2,\"consumes\":{\"name\":\"Sorcery Point\"},\"entries\":[\"Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't {@condition incapacitated}. You can use this feature only once per turn.\"]},{\"name\":\"Otherworldly Wings\",\"source\":\"XGE\",\"page\":50,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Divine Soul\",\"subclassSource\":\"XGE\",\"level\":14,\"header\":2,\"entries\":[\"Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're {@condition incapacitated}, you die, or you dismiss them as a bonus action.\",\"The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.\"]},{\"name\":\"Unearthly Recovery\",\"source\":\"XGE\",\"page\":50,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Divine Soul\",\"subclassSource\":\"XGE\",\"level\":18,\"header\":2,\"entries\":[\"At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.\",\"Once you use this feature, you can't use it again until you finish a long rest.\"]},{\"name\":\"Shadow Magic\",\"source\":\"XGE\",\"page\":50,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Shadow\",\"subclassSource\":\"XGE\",\"level\":1,\"entries\":[\"You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.\",\"The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.\",{\"type\":\"table\",\"caption\":\"Shadow Sorcerer Quirks\",\"colLabels\":[\"d6\",\"Quirk\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You are always icy cold to the touch.\"],[\"2\",\"When you are asleep, you don't appear to breathe (though you must still breathe to survive).\"],[\"3\",\"You barely bleed, even when badly injured.\"],[\"4\",\"Your heart beats once per minute. This event sometimes surprises you.\"],[\"5\",\"You have trouble remembering that living creatures and corpses should be treated differently.\"],[\"6\",\"You blinked. Once. Last week.\"]]},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Eyes of the Dark|Sorcerer||Shadow|XGE|1\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Strength of the Grave|Sorcerer||Shadow|XGE|1\"}]},{\"name\":\"Eyes of the Dark\",\"source\":\"XGE\",\"page\":50,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Shadow\",\"subclassSource\":\"XGE\",\"level\":1,\"header\":1,\"entries\":[\"Starting at 1st level, you have {@sense darkvision} with a range of 120 feet.\",\"When you reach 3rd level in this class, you learn the {@spell darkness} spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the {@spell darkness} created by the spell.\"]},{\"name\":\"Strength of the Grave\",\"source\":\"XGE\",\"page\":50,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Shadow\",\"subclassSource\":\"XGE\",\"level\":1,\"header\":1,\"entries\":[\"Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.\",\"After the saving throw succeeds, you can't use this feature again until you finish a long rest.\"]},{\"name\":\"Hound of Ill Omen\",\"source\":\"XGE\",\"page\":50,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Shadow\",\"subclassSource\":\"XGE\",\"level\":6,\"header\":2,\"consumes\":{\"name\":\"Sorcery Point\",\"amount\":3},\"entries\":[\"At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a {@creature hound of ill omen|XGE} to target one creature you can see within 120 feet of you. The hound uses the {@creature dire wolf}'s statistics (see the Monster Manual or appendix C in the Player's Handbook), with the following changes:\",{\"type\":\"list\",\"items\":[\"The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.\",\"It appears with a number of temporary hit points equal to half your sorcerer level.\",\"It can move through other creatures and objects as if they were {@quickref difficult terrain||3}. The hound takes 5 force damage if it ends its turn inside an object.\",\"At the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound.\"]},\"The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.\"]},{\"name\":\"Shadow Walk\",\"source\":\"XGE\",\"page\":50,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Shadow\",\"subclassSource\":\"XGE\",\"level\":14,\"header\":2,\"entries\":[\"At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.\"]},{\"name\":\"Umbral Form\",\"source\":\"XGE\",\"page\":50,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Shadow\",\"subclassSource\":\"XGE\",\"level\":18,\"header\":2,\"consumes\":{\"name\":\"Sorcery Point\",\"amount\":6},\"entries\":[\"Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were {@quickref difficult terrain||3}. You take 5 force damage if you end your turn inside an object.\",\"You remain in this form for 1 minute. It ends early if you are {@condition incapacitated}, if you die, or if you dismiss it as a bonus action.\"]},{\"name\":\"Storm Sorcery\",\"source\":\"XGE\",\"page\":51,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Storm\",\"subclassSource\":\"XGE\",\"level\":1,\"entries\":[\"Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being.\",\"Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Wind Speaker|Sorcerer||Storm|XGE|1\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Tempestuous Magic|Sorcerer||Storm|XGE|1\"}]},{\"name\":\"Tempestuous Magic\",\"source\":\"XGE\",\"page\":51,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Storm\",\"subclassSource\":\"XGE\",\"level\":1,\"header\":1,\"entries\":[\"Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.\"]},{\"name\":\"Wind Speaker\",\"source\":\"XGE\",\"page\":51,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Storm\",\"subclassSource\":\"XGE\",\"level\":1,\"header\":1,\"entries\":[\"The arcane magic you command is infused with elemental air. You can speak, read, and write {@language Primordial}. Knowing this language allows you to understand and be understood by those who speak its dialects: {@language Primordial||Aquan}, {@language Primordial||Auran}, {@language Primordial||Ignan}, and {@language Primordial||Terran}.\"]},{\"name\":\"Heart of the Storm\",\"source\":\"XGE\",\"page\":51,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Storm\",\"subclassSource\":\"XGE\",\"level\":6,\"header\":2,\"entries\":[\"At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.\"]},{\"name\":\"Storm Guide\",\"source\":\"XGE\",\"page\":51,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Storm\",\"subclassSource\":\"XGE\",\"level\":6,\"header\":2,\"entries\":[\"At 6th level, you gain the ability to subtly control the weather around you.\",\"If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.\",\"If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.\"]},{\"name\":\"Storm's Fury\",\"source\":\"XGE\",\"page\":51,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Storm\",\"subclassSource\":\"XGE\",\"level\":14,\"header\":2,\"entries\":[\"Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.\"]},{\"name\":\"Wind Soul\",\"source\":\"XGE\",\"page\":51,\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Storm\",\"subclassSource\":\"XGE\",\"level\":18,\"header\":2,\"entries\":[\"At 18th level, you gain immunity to lightning and thunder damage.\",\"You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.\"]},{\"name\":\"Lunar Sorcery\",\"source\":\"DSotDQ\",\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Lunar\",\"subclassSource\":\"DSotDQ\",\"level\":3,\"_copy\":{\"name\":\"Lunar Sorcery\",\"source\":\"DSotDQ\",\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Lunar\",\"subclassSource\":\"DSotDQ\",\"level\":1,\"_preserve\":{\"page\":true}}},{\"name\":\"Draconic Bloodline\",\"source\":\"PHB\",\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Draconic\",\"subclassSource\":\"PHB\",\"level\":3,\"_copy\":{\"name\":\"Draconic Bloodline\",\"source\":\"PHB\",\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Draconic\",\"subclassSource\":\"PHB\",\"level\":1,\"_preserve\":{\"page\":true}}},{\"name\":\"Wild Magic\",\"source\":\"PHB\",\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Wild\",\"subclassSource\":\"PHB\",\"level\":3,\"_copy\":{\"name\":\"Wild Magic\",\"source\":\"PHB\",\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Wild\",\"subclassSource\":\"PHB\",\"level\":1,\"_preserve\":{\"page\":true}}},{\"name\":\"Pyromancer (PSK)\",\"source\":\"PSK\",\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Pyromancer (PSK)\",\"subclassSource\":\"PSK\",\"level\":3,\"_copy\":{\"name\":\"Pyromancer (PSK)\",\"source\":\"PSK\",\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Pyromancer (PSK)\",\"subclassSource\":\"PSK\",\"level\":1,\"_preserve\":{\"page\":true}}},{\"name\":\"Aberrant Mind\",\"source\":\"TCE\",\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Aberrant Mind\",\"subclassSource\":\"TCE\",\"level\":3,\"_copy\":{\"name\":\"Aberrant Mind\",\"source\":\"TCE\",\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Aberrant Mind\",\"subclassSource\":\"TCE\",\"level\":1,\"_preserve\":{\"page\":true}}},{\"name\":\"Clockwork Soul\",\"source\":\"TCE\",\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Clockwork Soul\",\"subclassSource\":\"TCE\",\"level\":3,\"_copy\":{\"name\":\"Clockwork Soul\",\"source\":\"TCE\",\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Clockwork Soul\",\"subclassSource\":\"TCE\",\"level\":1,\"_preserve\":{\"page\":true}}},{\"name\":\"Runechild\",\"source\":\"TDCSR\",\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Runechild\",\"subclassSource\":\"TDCSR\",\"level\":3,\"_copy\":{\"name\":\"Runechild\",\"source\":\"TDCSR\",\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Runechild\",\"subclassSource\":\"TDCSR\",\"level\":1,\"_preserve\":{\"page\":true}}},{\"name\":\"Divine Soul\",\"source\":\"XGE\",\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Divine Soul\",\"subclassSource\":\"XGE\",\"level\":3,\"_copy\":{\"name\":\"Divine Soul\",\"source\":\"XGE\",\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Divine Soul\",\"subclassSource\":\"XGE\",\"level\":1,\"_preserve\":{\"page\":true}}},{\"name\":\"Shadow Magic\",\"source\":\"XGE\",\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Shadow\",\"subclassSource\":\"XGE\",\"level\":3,\"_copy\":{\"name\":\"Shadow Magic\",\"source\":\"XGE\",\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Shadow\",\"subclassSource\":\"XGE\",\"level\":1,\"_preserve\":{\"page\":true}}},{\"name\":\"Storm Sorcery\",\"source\":\"XGE\",\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Storm\",\"subclassSource\":\"XGE\",\"level\":3,\"_copy\":{\"name\":\"Storm Sorcery\",\"source\":\"XGE\",\"className\":\"Sorcerer\",\"classSource\":\"PHB\",\"subclassShortName\":\"Storm\",\"subclassSource\":\"XGE\",\"level\":1,\"_preserve\":{\"page\":true}}},{\"name\":\"Aberrant Sorcery\",\"source\":\"XPHB\",\"page\":145,\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Aberrant\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Wield Unnatural Psionic Power}\",\"An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you. Will this power shine from you as a hopeful beacon to others? Or will you be a terror to those who feel the stab of your mind?\",\"Perhaps a psychic wind from the Astral Plane carried psionic energy to you, or you were exposed to the Far Realm's warping influence. Alternatively, you were implanted with a mind flayer tadpole, but your transformation into a mind flayer never occurred; now the tadpole's psionic power is yours. However you acquired this power, your mind is aflame with it.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Psionic Spells|Sorcerer|XPHB|Aberrant|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Telepathic Speech|Sorcerer|XPHB|Aberrant|XPHB|3\"}]},{\"name\":\"Psionic Spells\",\"source\":\"XPHB\",\"page\":145,\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Aberrant\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"entries\":[\"When you reach a Sorcerer level specified in the Psionic Spells table, you thereafter always have the listed spells prepared.\",{\"type\":\"table\",\"caption\":\"Psionic Spells\",\"colLabels\":[\"Sorcerer Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"3rd\",\"{@spell Arms of Hadar|XPHB}, {@spell Calm Emotions|XPHB}, {@spell Detect Thoughts|XPHB}, {@spell Dissonant Whispers|XPHB}, {@spell Mind Sliver|XPHB}\"],[\"5th\",\"{@spell Hunger of Hadar|XPHB}, {@spell Sending|XPHB}\"],[\"7th\",\"{@spell Evard's Black Tentacles|XPHB}, {@spell Summon Aberration|XPHB}\"],[\"9th\",\"{@spell Rary's Telepathic Bond|XPHB}, {@spell Telekinesis|XPHB}\"]]}]},{\"name\":\"Telepathic Speech\",\"source\":\"XPHB\",\"page\":145,\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Aberrant\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"entries\":[\"You can form a telepathic connection between your mind and the mind of another. As a {@variantrule Bonus Action|XPHB}, choose one creature you can see within 30 feet of yourself. You and the chosen creature can communicate telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must mentally use a language the other knows.\",\"The telepathic connection lasts for a number of minutes equal to your Sorcerer level. It ends early if you use this ability to form a connection with a different creature.\"]},{\"name\":\"Psionic Sorcery\",\"source\":\"XPHB\",\"page\":146,\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Aberrant\",\"subclassSource\":\"XPHB\",\"level\":6,\"header\":2,\"entries\":[\"When you cast any level 1+ spell from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of Sorcery Points equal to the spell's level. If you cast the spell using Sorcery Points, it requires no Verbal or Somatic components, and it requires no Material components unless they are consumed by the spell or have a cost specified in it.\"]},{\"name\":\"Psychic Defenses\",\"source\":\"XPHB\",\"page\":146,\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Aberrant\",\"subclassSource\":\"XPHB\",\"level\":6,\"header\":2,\"entries\":[\"You have {@variantrule Resistance|XPHB} to Psychic damage, and you have {@variantrule Advantage|XPHB} on saving throws to avoid or end the {@condition Charmed|XPHB} or {@condition Frightened|XPHB} condition.\"]},{\"name\":\"Revelation in Flesh\",\"source\":\"XPHB\",\"page\":146,\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Aberrant\",\"subclassSource\":\"XPHB\",\"level\":14,\"header\":2,\"entries\":[\"You can unleash the aberrant truth hidden within yourself. As a {@variantrule Bonus Action|XPHB}, you can spend 1 Sorcery Point or more to magically alter your body for 10 minutes. For each Sorcery Point you spend, you gain one of the following benefits of your choice, the effects of which last until the alteration ends.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Aquatic Adaptation\",\"entries\":[\"You gain a {@variantrule Swim Speed|XPHB} equal to twice your {@variantrule Speed|XPHB}, and you can breathe underwater. Gills grow from your neck or flare behind your ears, and your fingers become webbed or you grow wriggling cilia.\"]},{\"type\":\"entries\",\"name\":\"Glistening Flight\",\"entries\":[\"You gain a {@variantrule Fly Speed|XPHB} equal to your {@variantrule Speed|XPHB}, and you can hover. As you fly, your skin glistens with mucus or otherworldly light.\"]},{\"type\":\"entries\",\"name\":\"See the Invisible\",\"entries\":[\"You can see any {@condition Invisible|XPHB} creature within 60 feet of yourself that isn't behind {@variantrule Cover|XPHB|Total Cover}. Your eyes also turn black or become writhing sensory tendrils.\"]},{\"type\":\"entries\",\"name\":\"Wormlike Movement\",\"entries\":[\"Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch, and you can spend 5 feet of movement to escape from nonmagical restraints or the {@condition Grappled|XPHB} condition.\"]}]}]},{\"name\":\"Warping Implosion\",\"source\":\"XPHB\",\"page\":146,\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Aberrant\",\"subclassSource\":\"XPHB\",\"level\":18,\"header\":2,\"consumes\":{\"name\":\"Sorcery Point\",\"amount\":5},\"entries\":[\"You can unleash a space-warping anomaly. As a {@action Magic|XPHB} action, you teleport to an unoccupied space you can see within 120 feet of yourself. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw against your spell save DC. On a failed save, a creature takes {@damage 3d10} Force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage only.\",\"Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB} unless you spend 5 Sorcery Points (no action required) to restore your use of it.\"]},{\"name\":\"Clockwork Sorcery\",\"source\":\"XPHB\",\"page\":146,\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Clockwork\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Channel Cosmic Forces of Order}\",\"The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it—a plane of existence shaped entirely by clockwork efficiency. You or someone from your lineage might have become entangled in the machinations of modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it's part of a vast and glorious system.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Clockwork Spells|Sorcerer|XPHB|Clockwork|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Restore Balance|Sorcerer|XPHB|Clockwork|XPHB|3\"}]},{\"name\":\"Clockwork Spells\",\"source\":\"XPHB\",\"page\":146,\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Clockwork\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"entries\":[\"When you reach a Sorcerer level specified in the Clockwork Spells table, you thereafter always have the listed spells prepared.\",{\"type\":\"table\",\"caption\":\"Clockwork Spells\",\"colLabels\":[\"Sorcerer Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"3rd\",\"{@spell Aid|XPHB}, {@spell Alarm|XPHB}, {@spell Lesser Restoration|XPHB}, {@spell Protection from Evil and Good|XPHB}\"],[\"5th\",\"{@spell Dispel Magic|XPHB}, {@spell Protection From Energy|XPHB}\"],[\"7th\",\"{@spell Freedom of Movement|XPHB}, {@spell Summon Construct|XPHB}\"],[\"9th\",\"{@spell Greater Restoration|XPHB}, {@spell Wall of Force|XPHB}\"]]},\"In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your Sorcerer spells.\",{\"type\":\"table\",\"caption\":\"Manifestations of Order\",\"colLabels\":[\"{@dice 1d6}\",\"Manifestation\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Spectral cogwheels hover behind you.\"],[\"2\",\"The hands of a clock spin in your eyes.\"],[\"3\",\"Your skin glows with a brassy sheen.\"],[\"4\",\"Floating equations and geometric objects overlay your body.\"],[\"5\",\"Your {@variantrule Spellcasting Focus|XPHB} temporarily takes the form of a Tiny clockwork mechanism.\"],[\"6\",\"The ticking of gears or ringing of a clock can be heard by you and those affected by your magic.\"]]}]},{\"name\":\"Restore Balance\",\"source\":\"XPHB\",\"page\":146,\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Clockwork\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"entries\":[\"Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of yourself is about to roll a {@dice d20} with {@variantrule Advantage|XPHB} or {@variantrule Disadvantage|XPHB}, you can take a {@variantrule Reaction|XPHB} to prevent the roll from being affected by {@variantrule Advantage|XPHB} and {@variantrule Disadvantage|XPHB}.\",\"You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.\"]},{\"name\":\"Bastion of Law\",\"source\":\"XPHB\",\"page\":147,\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Clockwork\",\"subclassSource\":\"XPHB\",\"level\":6,\"header\":2,\"consumes\":{\"name\":\"Sorcery Point\",\"amountMin\":1,\"amountMax\":5},\"entries\":[\"You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As a {@action Magic|XPHB} action, you can expend 1 to 5 Sorcery Points to create a magical ward around yourself or another creature you can see within 30 feet of yourself. The ward is represented by a number of d8s equal to the number of Sorcery Points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.\",\"The ward lasts until you finish a {@variantrule Long Rest|XPHB} or until you use this feature again.\"]},{\"name\":\"Trance of Order\",\"source\":\"XPHB\",\"page\":147,\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Clockwork\",\"subclassSource\":\"XPHB\",\"level\":14,\"header\":2,\"consumes\":{\"name\":\"Sorcery Point\",\"amount\":5},\"entries\":[\"You gain the ability to align your consciousness with the endless calculations of Mechanus. As a {@variantrule Bonus Action|XPHB}, you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from {@variantrule Advantage|XPHB}, and whenever you make a {@variantrule D20 Test|XPHB}, you can treat a roll of 9 or lower on the {@dice d20} as a 10.\",\"Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB} unless you spend 5 Sorcery Points (no action required) to restore your use of it.\"]},{\"name\":\"Clockwork Cavalcade\",\"source\":\"XPHB\",\"page\":147,\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Clockwork\",\"subclassSource\":\"XPHB\",\"level\":18,\"header\":2,\"consumes\":{\"name\":\"Sorcery Point\",\"amount\":7},\"entries\":[\"You momentarily summon spirits of order to expunge disorder around you. As a {@action Magic|XPHB} action, you summon the spirits in a 30-foot {@variantrule Cube [Area of Effect]|XPHB|Cube} originating from you. The spirits look like modrons or other Constructs of your choice. The spirits are intangible and invulnerable, and they create the effects below within the {@variantrule Cube [Area of Effect]|XPHB|Cube} before vanishing. Once you use this action, you can't use it again until you finish a {@variantrule Long Rest|XPHB} unless you spend 7 Sorcery Points (no action required) to restore your use of it.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Heal\",\"entries\":[\"The spirits restore up to 100 {@variantrule Hit Points|XPHB}, divided as you choose among any number of creatures of your choice in the {@variantrule Cube [Area of Effect]|XPHB|Cube}.\"]},{\"type\":\"entries\",\"name\":\"Repair\",\"entries\":[\"Any damaged objects entirely in the {@variantrule Cube [Area of Effect]|XPHB|Cube} are repaired instantly.\"]},{\"type\":\"entries\",\"name\":\"Dispel\",\"entries\":[\"Every spell of level 6 and lower ends on creatures and objects of your choice in the {@variantrule Cube [Area of Effect]|XPHB|Cube}.\"]}]}]},{\"name\":\"Draconic Sorcery\",\"source\":\"XPHB\",\"page\":148,\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Draconic\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Breathe the Magic of Dragons}\",\"Your innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a site infused with dragons' power. Or perhaps you handled a treasure taken from a dragon's hoard that was steeped in draconic power. Or you might have a dragon for an ancestor.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Draconic Resilience|Sorcerer|XPHB|Draconic|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Draconic Spells|Sorcerer|XPHB|Draconic|XPHB|3\"}]},{\"name\":\"Draconic Spells\",\"source\":\"XPHB\",\"page\":148,\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Draconic\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"entries\":[\"When you reach a Sorcerer level specified in the Draconic Spells table, you thereafter always have the listed spells prepared.\",{\"type\":\"table\",\"caption\":\"Draconic Spells\",\"colLabels\":[\"Sorcerer Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"3rd\",\"{@spell Alter Self|XPHB}, {@spell Chromatic Orb|XPHB}, {@spell Command|XPHB}, {@spell Dragon's Breath|XPHB}\"],[\"5th\",\"{@spell Fear|XPHB}, {@spell Fly|XPHB}\"],[\"7th\",\"{@spell Arcane Eye|XPHB}, {@spell Charm Monster|XPHB}\"],[\"9th\",\"{@spell Legend Lore|XPHB}, {@spell Summon Dragon|XPHB}\"]]}]},{\"name\":\"Draconic Resilience\",\"source\":\"XPHB\",\"page\":148,\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Draconic\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":2,\"entries\":[\"The magic in your body manifests physical traits of your draconic gift. Your {@variantrule Hit Points|XPHB|Hit Point} maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level.\",\"Parts of you are also covered by dragon-like scales. While you aren't wearing armor, your base {@variantrule Armor Class|XPHB} equals 10 plus your Dexterity and Charisma modifiers.\"]},{\"name\":\"Elemental Affinity\",\"source\":\"XPHB\",\"page\":148,\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Draconic\",\"subclassSource\":\"XPHB\",\"level\":6,\"header\":2,\"entries\":[\"Your draconic magic has an affinity with a damage type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison.\",\"You have {@variantrule Resistance|XPHB} to that damage type, and when you cast a spell that deals damage of that type, you can add your Charisma modifier to one damage roll of that spell.\"]},{\"name\":\"Dragon Wings\",\"source\":\"XPHB\",\"page\":148,\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Draconic\",\"subclassSource\":\"XPHB\",\"level\":14,\"header\":2,\"consumes\":{\"name\":\"Sorcery Point\",\"amount\":3},\"entries\":[\"As a {@variantrule Bonus Action|XPHB}, you can cause draconic wings to appear on your back. The wings last for 1 hour or until you dismiss them (no action required). For the duration, you have a {@variantrule Fly Speed|XPHB} of 60 feet.\",\"Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB} unless you spend 3 Sorcery Points (no action required) to restore your use of it.\"]},{\"name\":\"Dragon Companion\",\"source\":\"XPHB\",\"page\":148,\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Draconic\",\"subclassSource\":\"XPHB\",\"level\":18,\"header\":2,\"entries\":[\"You can cast {@spell Summon Dragon|XPHB} without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a {@variantrule Long Rest|XPHB}.\",\"Whenever you start casting the spell, you can modify it so that it doesn't require {@status Concentration|XPHB}. If you do so, the spell's duration becomes 1 minute for that casting.\"]},{\"name\":\"Wild Magic Sorcery\",\"source\":\"XPHB\",\"page\":149,\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Wild Magic\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Unleash Chaotic Magic}\",\"Your innate magic stems from the forces of chaos that underlie the order of creation. You or an ancestor might have endured exposure to raw magic, perhaps through a planar portal leading to Limbo or the Elemental Planes. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke with no apparent cause. Whatever its source, this magic churns within you, waiting for any outlet.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Wild Magic Surge|Sorcerer|XPHB|Wild Magic|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Tides of Chaos|Sorcerer|XPHB|Wild Magic|XPHB|3\"}]},{\"name\":\"Tides of Chaos\",\"source\":\"XPHB\",\"page\":149,\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Wild Magic\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"entries\":[\"You can manipulate chaos itself to give yourself {@variantrule Advantage|XPHB} on one {@variantrule D20 Test|XPHB} before you roll the {@dice d20}. Once you do so, you must cast a Sorcerer spell with a spell slot or finish a {@variantrule Long Rest|XPHB} before you can use this feature again.\",\"If you do cast a Sorcerer spell with a spell slot before you finish a {@variantrule Long Rest|XPHB}, you automatically roll on the {@table Wild Magic Surge|XPHB} table.\"]},{\"name\":\"Wild Magic Surge\",\"source\":\"XPHB\",\"page\":149,\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Wild Magic\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"entries\":[\"Your spellcasting can unleash surges of untamed magic. Once per turn, you can roll {@dice 1d20} immediately after you cast a Sorcerer spell with a spell slot. If you roll a 20, roll on the Wild Magic Surge table to create a magical effect.\",\"If the magical effect is a spell, it is too wild to be affected by your Metamagic.\",{\"type\":\"table\",\"caption\":\"Wild Magic Surge\",\"colLabels\":[\"{@dice 1d100}\",\"Effect\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"01–04\",\"Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.\"],[\"05–08\",\"A creature that is Friendly toward you appears in a random unoccupied space within 60 feet of you. The creature is under the DM's control and disappears 1 minute later. Roll {@dice 1d4} to determine the creature: on a 1, a Modron Duodrone appears; on a 2, a Flumph appears; on a 3, a Modron Monodrone appears; on a 4, a Unicorn appears. See the Monster Manual for the creature's stat block.\"],[\"09–12\",\"For the next minute, you regain 5 {@variantrule Hit Points|XPHB} at the start of each of your turns.\"],[\"13–16\",\"Creatures have {@variantrule Disadvantage|XPHB} on saving throws against the next spell you cast in the next minute that involves a saving throw.\"],[\"17–20\",\"You are subjected to an effect that lasts for 1 minute unless its description says otherwise. Roll {@dice 1d8} to determine the effect: on a 1, you're surrounded by faint, ethereal music only you and creatures within 5 feet of you can hear; on a 2, your size increases by one size category; on a 3, you grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode from your face and vanish; on a 4, you must shout when you speak; on a 5, illusory butterflies flutter in the air within 10 feet of you; on a 6, an eye appears on your forehead, granting you {@variantrule Advantage|XPHB} on Wisdom ({@skill Perception|XPHB}) checks; on an 7, pink bubbles float out of your mouth whenever you speak; on an 8, your skin turns a vibrant shade of blue for 24 hours or until the effect is ended by a {@spell Remove Curse|XPHB} spell.\"],[\"21–24\",\"For the next minute, all your spells with a casting time of an action have a casting time of a {@variantrule Bonus Action|XPHB}.\"],[\"25–28\",\"You are transported to the Astral Plane until the end of your next turn. You then return to the space you previously occupied or the nearest unoccupied space if that space is occupied.\"],[\"29–32\",\"The next time you cast a spell that deals damage within the next minute, don't roll the spell's damage dice for the damage. Instead use the highest number possible for each damage die.\"],[\"33–36\",\"You have {@variantrule Resistance|XPHB} to all damage for the next minute.\"],[\"37–40\",\"You turn into a potted plant until the start of your next turn. While you're a plant, you have the {@condition Incapacitated|XPHB} condition and have {@variantrule Vulnerability|XPHB} to all damage. If you drop to 0 {@variantrule Hit Points|XPHB}, your pot breaks, and your form reverts.\"],[\"41–44\",\"For the next minute, you can teleport up to 20 feet as a {@variantrule Bonus Action|XPHB} on each of your turns.\"],[\"45–48\",\"You and up to three creatures you choose within 30 feet of you have the {@condition Invisible|XPHB} condition for 1 minute. This invisibility ends on a creature immediately after it makes an attack roll, deals damage, or casts a spell.\"],[\"49–52\",\"A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to {@spell Magic Missile|XPHB}.\"],[\"53–56\",\"You can take one extra action on this turn.\"],[\"57–60\",\"You cast a random spell. If the spell normally requires {@status Concentration|XPHB}, it doesn't require {@status Concentration|XPHB} in this case; the spell lasts for its full duration. Roll {@dice 1d10} to determine the spell: on a 1, {@spell Confusion|XPHB}; on a 2, {@spell Fireball|XPHB}; on a 3, {@spell Fog Cloud|XPHB}; on a 4, {@spell Fly|XPHB} (cast on a random creature within 60 feet of you), on a 5, {@spell Grease|XPHB}; on a 6, {@spell Levitate|XPHB} (cast on yourself); on a 7, {@spell Magic Missile|XPHB} (cast as a level 5 spell); on an 8, {@spell Mirror Image|XPHB}; on a 9, {@spell Polymorph|XPHB} (cast on yourself), and if you fail the saving throw, you turn into a Goat (see appendix B); on a 10, {@spell See Invisibility|XPHB}.\"],[\"61–64\",\"For the next minute, any flammable, nonmagical object you touch that isn't being worn or carried by another creature bursts into flame, takes {@damage 1d4} Fire damage, and is burning.\"],[\"65–68\",\"If you die within the next hour, you immediately revive as if by the {@spell Reincarnate|XPHB} spell.\"],[\"69–72\",\"You have the {@condition Frightened|XPHB} condition until the end of your next turn. The DM determines the source of your fear.\"],[\"73–76\",\"You teleport up to 60 feet to an unoccupied space you can see.\"],[\"77–80\",\"A random creature within 60 feet of you has the {@condition Poisoned|XPHB} condition for {@dice 1d4} hours.\"],[\"81–84\",\"You radiate {@variantrule Bright Light|XPHB} in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you has the {@condition Blinded|XPHB} condition until the end of its next turn.\"],[\"85–88\",\"Up to three creatures of your choice that you can see within 30 feet of you take {@damage 1d10} Necrotic damage. You regain {@variantrule Hit Points|XPHB} equal to the sum of the Necrotic damage dealt.\"],[\"89–92\",\"Up to three creatures of your choice that you can see within 30 feet of you take {@damage 4d10} Lightning damage.\"],[\"93–96\",\"You and all creatures within 30 feet of you have {@variantrule Vulnerability|XPHB} to Piercing damage for the next minute.\"],[\"97–00\",\"Roll {@dice 1d6} On a 1, you regain {@dice 2d10} {@variantrule Hit Points|XPHB}; on a 2, one ally of your choice within 300 feet of you regains {@dice 2d10} {@variantrule Hit Points|XPHB}; on a 3, you regain your lowest-level expended spell slot; on a 4, one ally of your choice within 300 feet of you regains their lowest-level expended spell slot; on a 5, you regain all your expended Sorcery Points; on a 6, all the effects of row 17–20 affect you simultaneously.\"]],\"data\":{\"tableInclude\":true}}]},{\"name\":\"Bend Luck\",\"source\":\"XPHB\",\"page\":149,\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Wild Magic\",\"subclassSource\":\"XPHB\",\"level\":6,\"header\":2,\"consumes\":{\"name\":\"Sorcery Point\"},\"entries\":[\"You have the ability to twist fate using your wild magic. Immediately after another creature you can see rolls the {@dice d20} for a {@variantrule D20 Test|XPHB}, you can take a {@variantrule Reaction|XPHB} and spend 1 Sorcery Point to roll {@dice 1d4} and apply the number rolled as a bonus or penalty (your choice) to the {@dice d20} roll.\"]},{\"name\":\"Controlled Chaos\",\"source\":\"XPHB\",\"page\":149,\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Wild Magic\",\"subclassSource\":\"XPHB\",\"level\":14,\"header\":2,\"entries\":[\"You gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild {@action Magic|XPHB} Surge table, you can roll twice and use either number.\"]},{\"name\":\"Tamed Surge\",\"source\":\"XPHB\",\"page\":150,\"className\":\"Sorcerer\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Wild Magic\",\"subclassSource\":\"XPHB\",\"level\":18,\"header\":2,\"entries\":[\"Immediately after you cast a Sorcerer spell with a spell slot, you can create an effect of your choice from the {@table Wild Magic Surge|XPHB} table instead of rolling on that table. You can choose any effect in the table except for the final row, and if the chosen effect involves a roll, you must make it.\",\"Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB}.\"]}]}"); JSON_DATA[`data/class/class-warlock.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"subclass\",\"subclassFeature\"]},\"class\":[{\"name\":\"Warlock\",\"source\":\"PHB\",\"page\":105,\"srd\":true,\"reprintedAs\":[\"Warlock|XPHB\"],\"edition\":\"classic\",\"hd\":{\"number\":1,\"faces\":8},\"proficiency\":[\"wis\",\"cha\"],\"spellcastingAbility\":\"cha\",\"casterProgression\":\"pact\",\"cantripProgression\":[2,2,2,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4],\"spellsKnownProgression\":[2,3,4,5,6,7,8,9,10,10,11,11,12,12,13,13,14,14,15,15],\"spellsKnownProgressionFixedByLevel\":{\"11\":{\"6\":1},\"13\":{\"7\":1},\"15\":{\"8\":1},\"17\":{\"9\":1}},\"optionalfeatureProgression\":[{\"name\":\"Eldritch Invocations\",\"featureType\":[\"EI\"],\"progression\":[0,2,2,2,3,3,4,4,5,5,5,6,6,6,7,7,7,8,8,8]},{\"name\":\"Pact Boon\",\"featureType\":[\"PB\"],\"progression\":{\"3\":1}}],\"startingProficiencies\":{\"armor\":[\"light\"],\"weapons\":[\"simple\"],\"skills\":[{\"choose\":{\"from\":[\"arcana\",\"deception\",\"history\",\"intimidation\",\"investigation\",\"nature\",\"religion\"],\"count\":2}}]},\"startingEquipment\":{\"additionalFromBackground\":true,\"default\":[\"(a) a {@item light crossbow|phb} and {@item crossbow bolts (20)|phb|20 bolts} or (b) any {@filter simple weapon|items|source=phb|category=basic|type=simple weapon}\",\"(a) a {@item component pouch|phb} or (b) an {@item arcane focus|phb}\",\"(a) a {@item scholar's pack|phb} or (b) a {@item dungeoneer's pack|phb}\",\"{@item Leather armor|phb}, any {@filter simple weapon|items|source=phb|category=basic|type=simple weapon}, and two {@item dagger|phb|daggers}\"],\"goldAlternative\":\"{@dice 4d4 × 10|4d4 × 10|Starting Gold}\",\"defaultData\":[{\"a\":[\"light crossbow|phb\",\"crossbow bolts (20)|phb\"],\"b\":[{\"equipmentType\":\"weaponSimple\"}]},{\"a\":[\"component pouch|phb\"],\"b\":[{\"equipmentType\":\"focusSpellcastingArcane\"}]},{\"a\":[\"scholar's pack|phb\"],\"b\":[\"dungeoneer's pack|phb\"]},{\"_\":[\"Leather armor|phb\",{\"equipmentType\":\"weaponSimple\"},{\"item\":\"dagger|phb\",\"quantity\":2}]}]},\"multiclassing\":{\"requirements\":{\"cha\":13},\"proficienciesGained\":{\"armor\":[\"light\"],\"weapons\":[\"simple\"]}},\"classTableGroups\":[{\"colLabels\":[\"{@filter Cantrips Known|spells|level=0|class=Warlock}\",\"{@filter Spells Known|spells|class=Warlock}\",\"Spell Slots\",\"Slot Level\",\"{@filter Invocations Known|optionalfeatures|feature type=ei}\"],\"rows\":[[2,2,1,\"{@filter 1st|spells|level=1|class=Warlock}\",0],[2,3,2,\"{@filter 1st|spells|level=1|class=Warlock}\",2],[2,4,2,\"{@filter 2nd|spells|level=2|class=Warlock}\",2],[3,5,2,\"{@filter 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One\",\"source\":\"XPHB\",\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"page\":162,\"edition\":\"one\",\"additionalSpells\":[{\"prepared\":{\"3\":[\"detect thoughts|xphb\",\"dissonant whispers|xphb\",\"phantasmal force|xphb\",\"tasha's hideous laughter|xphb\"],\"5\":[\"clairvoyance|xphb\",\"hunger of hadar|xphb\"],\"7\":[\"confusion|xphb\",\"summon aberration|xphb\"],\"9\":[\"modify memory|xphb\",\"telekinesis|xphb\"]},\"innate\":{\"10\":[\"hex|xphb\"]}}],\"subclassFeatures\":[\"Great Old One Patron|Warlock|XPHB|Great Old One|XPHB|3\",\"Clairvoyant Combatant|Warlock|XPHB|Great Old One|XPHB|6\",\"Eldritch Hex|Warlock|XPHB|Great Old One|XPHB|10\",\"Thought Shield|Warlock|XPHB|Great Old One|XPHB|10\",\"Create Thrall|Warlock|XPHB|Great Old One|XPHB|14\"],\"hasFluffImages\":true}],\"classFeature\":[{\"name\":\"Otherworldly Patron\",\"source\":\"PHB\",\"page\":105,\"srd\":true,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"level\":1,\"entries\":[\"At 1st level, you have struck a bargain with an otherworldly being chosen from the list of available patrons. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.\"]},{\"name\":\"Pact Magic\",\"source\":\"PHB\",\"page\":105,\"srd\":true,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"level\":1,\"entries\":[\"Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See {@book chapter 10|PHB|10} for the general rules of spellcasting and {@book chapter 11|PHB|11} for the {@filter warlock spell list|spells|class=warlock}.\",{\"type\":\"entries\",\"name\":\"Cantrips\",\"entries\":[\"You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.\"]},{\"type\":\"entries\",\"name\":\"Spell Slots\",\"entries\":[\"The Warlock table shows how many spell slots you have to cast your {@filter warlock spells|spells|class=warlock} of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.\",\"For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell {@spell witch bolt}, you must spend one of those slots, and you cast it as a 3rd-level spell.\"]},{\"type\":\"entries\",\"name\":\"Spells Known of 1st Level and Higher\",\"entries\":[\"At 1st level, you know two 1st-level spells of your choice from the warlock spell list.\",\"The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.\",\"Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.\"]},{\"type\":\"entries\",\"name\":\"Spellcasting Ability\",\"entries\":[\"Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.\",{\"type\":\"abilityDc\",\"name\":\"Spell\",\"attributes\":[\"cha\"]},{\"type\":\"abilityAttackMod\",\"name\":\"Spell\",\"attributes\":[\"cha\"]}]},{\"type\":\"entries\",\"name\":\"Spellcasting Focus\",\"entries\":[\"You can use an {@item arcane focus|phb} as a spellcasting focus for your warlock spells.\"]}]},{\"name\":\"Eldritch Invocations\",\"source\":\"PHB\",\"page\":105,\"srd\":true,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"level\":2,\"entries\":[\"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\",\"At 2nd level, you gain two eldritch invocations of your choice. A list of the available options can be found on the {@filter Optional Features|optionalfeatures|Feature Type=EI} page. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.\",\"Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.\",\"If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.\"]},{\"name\":\"Pact Boon\",\"source\":\"PHB\",\"page\":105,\"srd\":true,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"level\":3,\"entries\":[\"At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\",{\"type\":\"options\",\"count\":1,\"entries\":[{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Pact of the Chain\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Pact of the Blade\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Pact of the Tome\"},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Pact of the Talisman|TCE\"}]}]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":105,\"srd\":true,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"level\":4,\"entries\":[\"When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Eldritch Versatility\",\"source\":\"TCE\",\"page\":70,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"level\":4,\"isClassFeatureVariant\":true,\"entries\":[\"{@i 4th-level warlock {@variantrule optional class features|tce|optional feature}}\",\"Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change of focus in your occult studies:\",{\"type\":\"list\",\"items\":[\"Replace one cantrip you learned from this class's Pact Magic feature with another cantrip from the {@filter warlock spell list|spells|level=0|class=Warlock}.\",\"Replace the option you chose for the Pact Boon feature with one of that feature's other options.\",\"If you're 12th level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level.\"]},\"If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.\"]},{\"name\":\"Otherworldly Patron feature\",\"source\":\"PHB\",\"page\":105,\"srd\":true,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"level\":6,\"entries\":[\"At 6th level, you gain a feature granted by your Otherworldly Patron.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":105,\"srd\":true,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"level\":8,\"entries\":[\"When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Otherworldly Patron feature\",\"source\":\"PHB\",\"page\":105,\"srd\":true,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"level\":10,\"entries\":[\"At 10th level, you gain a feature granted by your Otherworldly Patron.\"]},{\"name\":\"Mystic Arcanum (6th level)\",\"source\":\"PHB\",\"page\":105,\"srd\":true,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"level\":11,\"entries\":[\"At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one {@filter 6th-level spell from the warlock spell list|spells|level=6|class=Warlock} as this arcanum.\",\"You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\",\"At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":105,\"srd\":true,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"level\":12,\"entries\":[\"When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Mystic Arcanum (7th level)\",\"source\":\"PHB\",\"page\":105,\"srd\":true,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"level\":13,\"entries\":[\"At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one {@filter 7th-level spell from the warlock spell list|spells|level=7|class=Warlock} as this arcanum.\",\"You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\"]},{\"name\":\"Otherworldly Patron feature\",\"source\":\"PHB\",\"page\":105,\"srd\":true,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"level\":14,\"entries\":[\"At 14th level, you gain a feature granted by your Otherworldly Patron.\"]},{\"name\":\"Mystic Arcanum (8th level)\",\"source\":\"PHB\",\"page\":105,\"srd\":true,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"level\":15,\"entries\":[\"At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one {@filter 8th-level spell from the warlock spell list|spells|level=8|class=Warlock} as this arcanum.\",\"You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":105,\"srd\":true,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"level\":16,\"entries\":[\"When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Mystic Arcanum (9th level)\",\"source\":\"PHB\",\"page\":105,\"srd\":true,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"level\":17,\"entries\":[\"At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one {@filter 9th-level spell from the warlock spell list|spells|level=9|class=Warlock} as this arcanum.\",\"You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":105,\"srd\":true,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"level\":19,\"entries\":[\"When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Eldritch Master\",\"source\":\"PHB\",\"page\":105,\"srd\":true,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"level\":20,\"entries\":[\"At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.\"]},{\"name\":\"Eldritch Invocation Options\",\"source\":\"XPHB\",\"page\":153,\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"level\":1,\"entries\":[\"Eldritch Invocation options appear in alphabetical order.\",{\"type\":\"options\",\"count\":1,\"entries\":[{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Agonizing Blast|XPHB\",\"preserve\":{\"prerequisite\":true}},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Armor of Shadows|XPHB\",\"preserve\":{\"prerequisite\":true}},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Ascendant Step|XPHB\",\"preserve\":{\"prerequisite\":true}},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Devil's Sight|XPHB\",\"preserve\":{\"prerequisite\":true}},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Devouring Blade|XPHB\",\"preserve\":{\"prerequisite\":true}},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Eldritch Mind|XPHB\",\"preserve\":{\"prerequisite\":true}},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Eldritch Smite|XPHB\",\"preserve\":{\"prerequisite\":true}},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Eldritch Spear|XPHB\",\"preserve\":{\"prerequisite\":true}},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Fiendish Vigor|XPHB\",\"preserve\":{\"prerequisite\":true}},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Gaze of Two Minds|XPHB\",\"preserve\":{\"prerequisite\":true}},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Gift of the Depths|XPHB\",\"preserve\":{\"prerequisite\":true}},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Gift of the Protectors|XPHB\",\"preserve\":{\"prerequisite\":true}},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Investment of the Chain Master|XPHB\",\"preserve\":{\"prerequisite\":true}},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Lessons of the First Ones|XPHB\",\"preserve\":{\"prerequisite\":true}},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Lifedrinker|XPHB\",\"preserve\":{\"prerequisite\":true}},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Mask of Many Faces|XPHB\",\"preserve\":{\"prerequisite\":true}},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Master of Myriad Forms|XPHB\",\"preserve\":{\"prerequisite\":true}},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Misty Visions|XPHB\",\"preserve\":{\"prerequisite\":true}},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"One with Shadows|XPHB\",\"preserve\":{\"prerequisite\":true}},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Otherworldly Leap|XPHB\",\"preserve\":{\"prerequisite\":true}},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Pact of the Blade|XPHB\",\"preserve\":{\"prerequisite\":true}},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Pact of the Chain|XPHB\",\"preserve\":{\"prerequisite\":true}},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Pact of the Tome|XPHB\",\"preserve\":{\"prerequisite\":true}},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Repelling Blast|XPHB\",\"preserve\":{\"prerequisite\":true}},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Thirsting Blade|XPHB\",\"preserve\":{\"prerequisite\":true}},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Visions of Distant Realms|XPHB\",\"preserve\":{\"prerequisite\":true}},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Whispers of the Grave|XPHB\",\"preserve\":{\"prerequisite\":true}},{\"type\":\"refOptionalfeature\",\"optionalfeature\":\"Witch Sight|XPHB\",\"preserve\":{\"prerequisite\":true}}]}]},{\"name\":\"Eldritch Invocations\",\"source\":\"XPHB\",\"page\":153,\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"level\":1,\"entries\":[\"You have unearthed Eldritch Invocations, pieces of forbidden knowledge that imbue you with an abiding magical ability or other lessons. You gain one invocation of your choice, such as Pact of the Tome. Invocations are described in the \\\"{@filter Eldritch Invocation Options|optionalfeatures|feature type=EI|source=XPHB}\\\" section later in this class's description.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Prerequisites\",\"entries\":[\"If an invocation has a prerequisite, you must meet it to learn that invocation. For example, if an invocation requires you to be a level 5+ Warlock, you can select the invocation once you reach Warlock level 5.\"]},{\"type\":\"entries\",\"name\":\"Replacing and Gaining Invocations\",\"entries\":[\"Whenever you gain a Warlock level, you can replace one of your invocations with another one for which you qualify. You can't replace an invocation if it's a prerequisite for another invocation that you have.\"]}]},\"When you gain certain Warlock levels, you gain more invocations of your choice, as shown in the Invocations column of the Warlock Features table.\",\"You can't pick the same invocation more than once unless its description says otherwise.\"]},{\"name\":\"Pact Magic\",\"source\":\"XPHB\",\"page\":153,\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"level\":1,\"entries\":[\"Through occult ceremony, you have formed a pact with a mysterious entity to gain magical powers. The entity is a voice in the shadows—its identity unclear—but its boon to you is concrete: the ability to cast spells. See {@book chapter 7|XPHB|7} for the rules on spellcasting. The information below details how you use those rules with Warlock spells, which appear in the {@filter Warlock spell list|spells|class=Warlock} later in the class's description.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Cantrips\",\"entries\":[\"You know two Warlock cantrips of your choice. {@spell Eldritch Blast|XPHB} and {@spell Prestidigitation|XPHB} are recommended. Whenever you gain a Warlock level, you can replace one of your cantrips from this feature with another Warlock cantrip of your choice.\",\"When you reach Warlock levels 4 and 10, you learn another Warlock cantrip of your choice, as shown in the Cantrips column of the Warlock Features table.\"]},{\"type\":\"entries\",\"name\":\"Spell Slots\",\"entries\":[\"The Warlock Features table shows how many spell slots you have to cast your Warlock spells of levels 1–5. The table also shows the level of those slots, all of which are the same level. You regain all expended Pact Magic spell slots when you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}.\",\"For example, when you're a level 5 Warlock, you have two level 3 spell slots. To cast the level 1 spell {@spell Witch Bolt|XPHB}, you must spend one of those slots, and you cast it as a level 3 spell.\"]},{\"type\":\"entries\",\"name\":\"Prepared Spells of Level 1+\",\"entries\":[\"You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Warlock spells. {@spell Charm Person|XPHB} and {@spell Hex|XPHB} are recommended.\"]}]},\"The number of spells on your list increases as you gain Warlock levels, as shown in the Prepared Spells column of the Warlock Features table. Whenever that number increases, choose additional Warlock spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach level 6, for example, you learn a new Warlock spell, which can be of levels 1–3.\",\"If another Warlock feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Warlock spells for you.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Changing Your Prepared Spells\",\"entries\":[\"Whenever you gain a Warlock level, you can replace one spell on your list with another Warlock spell of an eligible level.\"]},{\"type\":\"entries\",\"name\":\"Spellcasting Ability\",\"entries\":[\"Charisma is the spellcasting ability for your Warlock spells.\"]},{\"type\":\"entries\",\"name\":\"Spellcasting Focus\",\"entries\":[\"You can use an {@item Arcane Focus|XPHB} as a {@variantrule Spellcasting Focus|XPHB} for your Warlock spells.\"]}]}]},{\"name\":\"Magical Cunning\",\"source\":\"XPHB\",\"page\":154,\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"level\":2,\"entries\":[\"You can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots but no more than a number equal to half your maximum (round up). Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB}.\"]},{\"name\":\"Warlock Subclass\",\"source\":\"XPHB\",\"page\":154,\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"level\":3,\"entries\":[\"You gain a Warlock subclass of your choice. A subclass is a specialization that grants you features at certain Warlock levels. For the rest of your career, you gain each of your subclass's features that are of your Warlock level or lower.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":155,\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"level\":4,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify. You gain this feature again at Warlock levels 8, 12, and 16.\"]},{\"name\":\"Subclass Feature\",\"source\":\"XPHB\",\"page\":155,\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"level\":6,\"entries\":[\"You gain a feature from your Warlock subclass.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":155,\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"level\":8,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} Feat or another {@5etools feat|feats.html} of your choice for which you qualify.\"]},{\"name\":\"Contact Patron\",\"source\":\"XPHB\",\"page\":155,\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"level\":9,\"entries\":[\"In the past, you usually contacted your patron through intermediaries. Now you can communicate directly; you always have the {@spell Contact Other Plane|XPHB} spell prepared. With this feature, you can cast the spell without expending a spell slot to contact your patron, and you automatically succeed on the spell's saving throw.\",\"Once you cast the spell with this feature, you can't do so in this way again until you finish a {@variantrule Long Rest|XPHB}.\"]},{\"name\":\"Subclass Feature\",\"source\":\"XPHB\",\"page\":155,\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"level\":10,\"entries\":[\"You gain a feature from your Warlock subclass.\"]},{\"name\":\"Mystic Arcanum\",\"source\":\"XPHB\",\"page\":155,\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"level\":11,\"entries\":[\"Your patron grants you a magical secret called an arcanum. Choose one level 6 Warlock spell as this arcanum.\",\"You can cast your arcanum spell once without expending a spell slot, and you must finish a {@variantrule Long Rest|XPHB} before you can cast it in this way again.\",\"As shown in the Warlock Features table, you gain another Warlock spell of your choice that can be cast in this way when you reach Warlock levels 13 (level 7 spell), 15 (level 8 spell), and 17 (level 9 spell). You regain all uses of your Mystic Arcanum when you finish a {@variantrule Long Rest|XPHB}.\",\"Whenever you gain a Warlock level, you can replace one of your arcanum spells with another Warlock spell of the same level.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":155,\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"level\":12,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} Feat or another {@5etools feat|feats.html} of your choice for which you qualify.\"]},{\"name\":\"Mystic Arcanum\",\"source\":\"XPHB\",\"page\":155,\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"level\":13,\"entries\":[\"You gain a level 7 Warlock Spell of your choice.\"]},{\"name\":\"Subclass Feature\",\"source\":\"XPHB\",\"page\":155,\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"level\":14,\"entries\":[\"You gain a feature from your Warlock subclass.\"]},{\"name\":\"Mystic Arcanum\",\"source\":\"XPHB\",\"page\":155,\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"level\":15,\"entries\":[\"You gain a level 8 Warlock Spell of your choice.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":155,\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"level\":16,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} Feat or another {@5etools feat|feats.html} of your choice for which you qualify.\"]},{\"name\":\"Mystic Arcanum\",\"source\":\"XPHB\",\"page\":155,\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"level\":17,\"entries\":[\"You gain a level 9 Warlock Spell of your choice.\"]},{\"name\":\"Epic Boon\",\"source\":\"XPHB\",\"page\":155,\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"level\":19,\"entries\":[\"You gain an {@filter Epic Boon feat|feats|category=EB} or another {@5etools feat|feats.html} of your choice for which you qualify. {@feat Boon of Fate|XPHB} is recommended.\"]},{\"name\":\"Eldritch Master\",\"source\":\"XPHB\",\"page\":155,\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"level\":20,\"entries\":[\"When you use your Magical Cunning feature, you regain all your expended Pact Magic spell slots.\"]}],\"subclassFeature\":[{\"name\":\"The Archfey\",\"source\":\"PHB\",\"page\":108,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Archfey\",\"subclassSource\":\"PHB\",\"level\":1,\"entries\":[\"Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.\",{\"type\":\"entries\",\"name\":\"Expanded Spell List\",\"entries\":[\"The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.\",{\"type\":\"table\",\"caption\":\"Archfey Expanded Spells\",\"colLabels\":[\"Spell Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell faerie fire}, {@spell sleep}\"],[\"2nd\",\"{@spell calm emotions}, {@spell phantasmal force}\"],[\"3rd\",\"{@spell blink}, {@spell plant growth}\"],[\"4th\",\"{@spell dominate beast}, {@spell greater invisibility}\"],[\"5th\",\"{@spell dominate person}, {@spell seeming}\"]]}]},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Fey Presence|Warlock||Archfey||1\"}]},{\"name\":\"Fey Presence\",\"source\":\"PHB\",\"page\":108,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Archfey\",\"subclassSource\":\"PHB\",\"level\":1,\"header\":1,\"entries\":[\"Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all {@condition charmed} or {@condition frightened} by you (your choice) until the end of your next turn.\",\"Once you use this feature, you can't use it again until you finish a short or long rest.\"]},{\"name\":\"Misty Escape\",\"source\":\"PHB\",\"page\":108,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Archfey\",\"subclassSource\":\"PHB\",\"level\":6,\"header\":2,\"entries\":[\"Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn {@condition invisible} and teleport up to 60 feet to an unoccupied space you can see. You remain {@condition invisible} until the start of your next turn or until you attack or cast a spell.\",\"Once you use this feature, you can't use it again until you finish a short or long rest.\"]},{\"name\":\"Beguiling Defenses\",\"source\":\"PHB\",\"page\":108,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Archfey\",\"subclassSource\":\"PHB\",\"level\":10,\"header\":2,\"entries\":[\"Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being {@condition charmed}, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be {@condition charmed} by you for 1 minute or until the creature takes any damage.\"]},{\"name\":\"Dark Delirium\",\"source\":\"PHB\",\"page\":108,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Archfey\",\"subclassSource\":\"PHB\",\"level\":14,\"header\":2,\"entries\":[\"Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is {@condition charmed} or {@condition frightened} by you (your choice) for 1 minute or until your {@status concentration} is broken (as if you are {@status concentration||concentrating} on a spell). This effect ends early if the creature takes any damage.\",\"Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.\",\"You must finish a short or long rest before you can use this feature again.\"]},{\"name\":\"The Fiend\",\"source\":\"PHB\",\"page\":109,\"srd\":true,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Fiend\",\"subclassSource\":\"PHB\",\"level\":1,\"entries\":[\"You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.\",{\"type\":\"entries\",\"name\":\"Expanded Spell List\",\"entries\":[\"The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.\",{\"type\":\"table\",\"caption\":\"Fiend Expanded Spells\",\"colLabels\":[\"Spell Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell burning hands}, {@spell command}\"],[\"2nd\",\"{@spell blindness/deafness}, {@spell scorching ray}\"],[\"3rd\",\"{@spell fireball}, {@spell stinking cloud}\"],[\"4th\",\"{@spell fire shield}, {@spell wall of fire}\"],[\"5th\",\"{@spell flame strike}, {@spell hallow}\"]]}]},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Dark One's Blessing|Warlock||Fiend||1\"}]},{\"name\":\"Dark One's Blessing\",\"source\":\"PHB\",\"page\":109,\"srd\":true,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Fiend\",\"subclassSource\":\"PHB\",\"level\":1,\"header\":1,\"entries\":[\"Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).\"]},{\"name\":\"Dark One's Own Luck\",\"source\":\"PHB\",\"page\":109,\"srd\":true,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Fiend\",\"subclassSource\":\"PHB\",\"level\":6,\"header\":2,\"entries\":[\"Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a {@dice d10} to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.\",\"Once you use this feature, you can't use it again until you finish a short or long rest.\"]},{\"name\":\"Fiendish Resilience\",\"source\":\"PHB\",\"page\":109,\"srd\":true,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Fiend\",\"subclassSource\":\"PHB\",\"level\":10,\"header\":2,\"entries\":[\"Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.\"]},{\"name\":\"Hurl Through Hell\",\"source\":\"PHB\",\"page\":109,\"srd\":true,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Fiend\",\"subclassSource\":\"PHB\",\"level\":14,\"header\":2,\"entries\":[\"Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.\",\"At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes {@damage 10d10} psychic damage as it reels from its horrific experience.\",\"Once you use this feature, you can't use it again until you finish a long rest.\"]},{\"name\":\"The Great Old One\",\"source\":\"PHB\",\"page\":109,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Great Old One\",\"subclassSource\":\"PHB\",\"level\":1,\"entries\":[\"Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.\",{\"type\":\"entries\",\"name\":\"Expanded Spell List\",\"entries\":[\"The Great Old One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.\",{\"type\":\"table\",\"caption\":\"Great Old One Expanded Spells\",\"colLabels\":[\"Spell Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell dissonant whispers}, {@spell Tasha's hideous laughter}\"],[\"2nd\",\"{@spell detect thoughts}, {@spell phantasmal force}\"],[\"3rd\",\"{@spell clairvoyance}, {@spell sending}\"],[\"4th\",\"{@spell dominate beast}, {@spell Evard's black tentacles}\"],[\"5th\",\"{@spell dominate person}, {@spell telekinesis}\"]]}]},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Awakened Mind|Warlock||Great Old One||1\"}]},{\"name\":\"Awakened Mind\",\"source\":\"PHB\",\"page\":109,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Great Old One\",\"subclassSource\":\"PHB\",\"level\":1,\"header\":1,\"entries\":[\"Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.\"]},{\"name\":\"Entropic Ward\",\"source\":\"PHB\",\"page\":109,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Great Old One\",\"subclassSource\":\"PHB\",\"level\":6,\"header\":2,\"entries\":[\"At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.\",\"Once you use this feature, you can't use it again until you finish a short or long rest.\"]},{\"name\":\"Thought Shield\",\"source\":\"PHB\",\"page\":109,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Great Old One\",\"subclassSource\":\"PHB\",\"level\":10,\"header\":2,\"entries\":[\"Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.\"]},{\"name\":\"Create Thrall\",\"source\":\"PHB\",\"page\":109,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Great Old One\",\"subclassSource\":\"PHB\",\"level\":14,\"header\":2,\"entries\":[\"At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an {@condition incapacitated} humanoid. That creature is then {@condition charmed} by you until a {@spell remove curse} spell is cast on it, the {@condition charmed} condition is removed from it, or you use this feature again.\",\"You can communicate telepathically with the {@condition charmed} creature as long as the two of you are on the same plane of existence.\"]},{\"name\":\"The Undying\",\"source\":\"SCAG\",\"page\":139,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Undying\",\"subclassSource\":\"SCAG\",\"level\":1,\"entries\":[\"Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize—like all power—comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus.\",\"In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther.\",{\"type\":\"entries\",\"name\":\"Expanded Spell List\",\"entries\":[\"The Undying lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.\",{\"type\":\"table\",\"caption\":\"Undying Expanded Spells\",\"colLabels\":[\"Spell Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell false life}, {@spell ray of sickness}\"],[\"2nd\",\"{@spell blindness/deafness}, {@spell silence}\"],[\"3rd\",\"{@spell feign death}, {@spell speak with dead}\"],[\"4th\",\"{@spell aura of life}, {@spell death ward}\"],[\"5th\",\"{@spell contagion}, {@spell legend lore}\"]]}]},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Among the Dead|Warlock||Undying|SCAG|1\"}]},{\"name\":\"Among the Dead\",\"source\":\"SCAG\",\"page\":139,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Undying\",\"subclassSource\":\"SCAG\",\"level\":1,\"header\":1,\"entries\":[\"Starting at 1st level, you learn the {@spell spare the dying} cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease.\",\"Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of {@spell fireball}). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.\"]},{\"name\":\"Defy Death\",\"source\":\"SCAG\",\"page\":139,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Undying\",\"subclassSource\":\"SCAG\",\"level\":6,\"header\":2,\"entries\":[\"Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to {@dice 1d8} + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with {@spell spare the dying}.\",\"Once you use this feature, you can't use it again until you finish a long rest.\"]},{\"name\":\"Undying Nature\",\"source\":\"SCAG\",\"page\":139,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Undying\",\"subclassSource\":\"SCAG\",\"level\":10,\"header\":2,\"entries\":[\"Beginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce {@condition exhaustion} and still benefit from finishing short and long rests.\",\"In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.\"]},{\"name\":\"Indestructible Life\",\"source\":\"SCAG\",\"page\":139,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Undying\",\"subclassSource\":\"SCAG\",\"level\":14,\"header\":2,\"entries\":[\"When you reach 14th level, you partake some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to {@dice 1d8} + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.\",\"Once you use this feature, you can't use it again until you finish a short or long rest.\"]},{\"name\":\"The Fathomless\",\"source\":\"TCE\",\"page\":72,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Fathomless\",\"subclassSource\":\"TCE\",\"level\":1,\"entries\":[\"You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world?\",\"Perhaps you were born into a generational cult that venerates the Fathomless and its spawn. Or you might have been shipwrecked and on the brink of drowning when your patron's grasp offered you a chance at life. Whatever the reason for your pact, the sea and its unknown depths call to you.\",\"Entities of the deep that might empower a warlock include krakens, ancient water elementals, godlike hallucinations dreamed into being by kuo-toa, merfolk demigods, and sea hag covens.\",{\"type\":\"entries\",\"name\":\"Expanded Spell List\",\"entries\":[\"{@i 1st-level Fathomless feature}\",\"The Fathomless lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.\",{\"type\":\"table\",\"caption\":\"Fathomless Expanded Spells\",\"colLabels\":[\"Spell Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell create or destroy water}, {@spell thunderwave}\"],[\"2nd\",\"{@spell gust of wind}, {@spell silence}\"],[\"3rd\",\"{@spell lightning bolt}, {@spell sleet storm}\"],[\"4th\",\"{@spell control water}, {@spell summon elemental|tce} (water only)\"],[\"5th\",\"{@spell Bigby's hand} (appears as a tentacle), {@spell cone of cold}\"]]}]},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Tentacle of the Deeps|Warlock||Fathomless|TCE|1\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Gift of the Sea|Warlock||Fathomless|TCE|1\"}]},{\"name\":\"Gift of the Sea\",\"source\":\"TCE\",\"page\":72,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Fathomless\",\"subclassSource\":\"TCE\",\"level\":1,\"header\":1,\"entries\":[\"{@i 1st-level Fathomless feature}\",\"You gain a swimming speed of 40 feet, and you can breathe underwater.\"]},{\"name\":\"Tentacle of the Deeps\",\"source\":\"TCE\",\"page\":72,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Fathomless\",\"subclassSource\":\"TCE\",\"level\":1,\"header\":1,\"entries\":[\"{@i 1st-level Fathomless feature}\",\"You can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.\",\"When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes {@damage 1d8} cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to {@dice 2d8}.\",\"As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack.\",\"You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]},{\"name\":\"Guardian Coil\",\"source\":\"TCE\",\"page\":72,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Fathomless\",\"subclassSource\":\"TCE\",\"level\":6,\"header\":2,\"entries\":[\"{@i 6th-level Fathomless feature}\",\"Your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by {@dice 1d8}. When you reach 10th level in this class, the damage reduced by the tentacle increases to {@dice 2d8}.\"]},{\"name\":\"Oceanic Soul\",\"source\":\"TCE\",\"page\":72,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Fathomless\",\"subclassSource\":\"TCE\",\"level\":6,\"header\":2,\"entries\":[\"{@i 6th-level Fathomless feature}\",\"You are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.\"]},{\"name\":\"Grasping Tentacles\",\"source\":\"TCE\",\"page\":72,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Fathomless\",\"subclassSource\":\"TCE\",\"level\":10,\"header\":2,\"entries\":[\"{@i 10th-level Fathomless feature}\",\"You learn the spell {@spell Evard's black tentacles}. It counts as a warlock spell for you, but it doesn't count against the number of spells you know. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.\",\"Whenever you cast this spell, your patron's magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can't break your {@status concentration} on this spell.\"]},{\"name\":\"Fathomless Plunge\",\"source\":\"TCE\",\"page\":72,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Fathomless\",\"subclassSource\":\"TCE\",\"level\":14,\"header\":2,\"entries\":[\"{@i 14th-level Fathomless feature}\",\"You can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water you've seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others.\",\"Once you use this feature, you can't use it again until you finish a short or long rest.\"]},{\"name\":\"Bottled Respite\",\"source\":\"TCE\",\"page\":73,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Genie\",\"subclassSource\":\"TCE\",\"level\":1,\"entries\":[\"As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you enter the vessel, you can't enter again until you finish a long rest.\"]},{\"name\":\"Genie's Wrath\",\"source\":\"TCE\",\"page\":73,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Genie\",\"subclassSource\":\"TCE\",\"level\":1,\"entries\":[\"Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).\"]},{\"name\":\"The Genie\",\"source\":\"TCE\",\"page\":73,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Genie\",\"subclassSource\":\"TCE\",\"level\":1,\"entries\":[\"You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach.\",\"You choose your patron's kind or determine it randomly, using the Genie Kind table.\",{\"type\":\"table\",\"caption\":\"Genie Kind\",\"colLabels\":[\"d4\",\"Kind\",\"Element\"],\"colStyles\":[\"col-2 text-center\",\"col-5\",\"col-5\"],\"rows\":[[1,\"{@creature Dao}\",\"Earth\"],[2,\"{@creature Djinni}\",\"Air\"],[3,\"{@creature Efreeti}\",\"Fire\"],[4,\"{@creature Marid}\",\"Water\"]]},{\"name\":\"Expanded Spell List\",\"type\":\"entries\",\"entries\":[\"{@i 1st-level Genie feature}\",\"The Genie lets you choose from an expanded list of spells when you learn a warlock spell. The Genie Expanded Spells table shows the genie spells that are added to the warlock spell list for you, along with the spells associated in the table with your patron's kind: dao, djinni, efreeti, or marid.\",{\"type\":\"table\",\"caption\":\"Genie Expanded Spells\",\"colLabels\":[\"Spell Level\",\"Genie Spells\",\"Dao Spells\",\"Djinni Spells\",\"Efreeti Spells\",\"Marid Spells\"],\"colStyles\":[\"col-1 text-center\",\"col-2-2\",\"col-2-2\",\"col-2-2\",\"col-2-2\",\"col-2-2\"],\"rows\":[[\"1st\",\"{@spell detect evil and good}\",\"{@spell sanctuary}\",\"{@spell thunderwave}\",\"{@spell burning hands}\",\"{@spell fog cloud}\"],[\"2nd\",\"{@spell phantasmal force}\",\"{@spell spike growth}\",\"{@spell gust of wind}\",\"{@spell scorching ray}\",\"{@spell blur}\"],[\"3rd\",\"{@spell create food and water}\",\"{@spell meld into stone}\",\"{@spell wind wall}\",\"{@spell fireball}\",\"{@spell sleet storm}\"],[\"4th\",\"{@spell phantasmal killer}\",\"{@spell stone shape}\",\"{@spell greater invisibility}\",\"{@spell fire shield}\",\"{@spell control water}\"],[\"5th\",\"{@spell creation}\",\"{@spell wall of stone}\",\"{@spell seeming}\",\"{@spell flame strike}\",\"{@spell cone of cold}\"],[\"9th\",\"{@spell wish}\",\"—\",\"—\",\"—\",\"—\"]]}]},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Genie's Vessel|Warlock||Genie|TCE|1\"}]},{\"name\":\"Genie's Vessel\",\"source\":\"TCE\",\"page\":73,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Genie\",\"subclassSource\":\"TCE\",\"level\":1,\"header\":1,\"entries\":[\"{@i 1st-level Genie feature}\",\"Your patron gifts you a magical vessel that grants you a measure of the genie's power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. You decide what the object is, or you can determine what it is randomly by rolling on the Genie's Vessel table.\",{\"type\":\"table\",\"caption\":\"Genie's Vessel\",\"colLabels\":[\"d6\",\"Vessel\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Oil lamp\"],[\"2\",\"Urn\"],[\"3\",\"Ring with a compartment\"],[\"4\",\"Stoppered bottle\"],[\"5\",\"Hollow statuette\"],[\"6\",\"Ornate lantern\"]]},\"While you are touching the vessel, you can use it in the following ways:\",{\"type\":\"options\",\"style\":\"list-hang-notitle\",\"entries\":[{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Bottled Respite|Warlock|PHB|Genie|TCE|1\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Genie's Wrath|Warlock|PHB|Genie|TCE|1\"}]},\"The vessel's AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage.\",\"If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.\"]},{\"name\":\"Elemental Gift\",\"source\":\"TCE\",\"page\":73,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Genie\",\"subclassSource\":\"TCE\",\"level\":6,\"header\":2,\"entries\":[\"{@i 6th-level Genie feature}\",\"You begin to take on characteristics of your patron's kind. You now have resistance to a damage type determined by your patron's kind: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).\",\"In addition, as a bonus action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes, during which you can hover. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]},{\"name\":\"Sanctuary Vessel\",\"source\":\"TCE\",\"page\":73,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Genie\",\"subclassSource\":\"TCE\",\"level\":10,\"header\":2,\"entries\":[\"{@i 10th-level Genie feature}\",\"When you enter your Genie's Vessel via the Bottled Respite feature, you can now choose up to five willing creatures that you can see within 30 feet of you, and the chosen creatures are drawn into the vessel with you.\",\"As a bonus action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or die or if the vessel is destroyed.\",\"In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest, and anyone can add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there.\"]},{\"name\":\"Limited Wish\",\"source\":\"TCE\",\"page\":73,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Genie\",\"subclassSource\":\"TCE\",\"level\":14,\"header\":2,\"entries\":[\"{@i 14th-level Genie feature}\",\"You entreat your patron to grant you a small wish. As an action, you can speak your desire to your Genie's Vessel, requesting the effect of one {@filter spell that is 6th level or lower and has a casting time of 1 action|spells|cast time=action|level=0;1;2;3;4;5;6}. The spell can be from any class's spell list, and you don't need to meet the requirements in that spell, including costly components; the spell simply takes effect as part of this action.\",\"Once you use this feature, you can't use it again until you finish {@dice 1d4} long rests.\"]},{\"name\":\"The Undead\",\"source\":\"VRGR\",\"page\":30,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Undead\",\"subclassSource\":\"VRGR\",\"level\":1,\"entries\":[\"You've made a pact with a deathless being, a creature that defies the cycle and life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions. For such beings, time and morality are fleeting things, the concerns of those for whom grains of sand still rush through life's hourglass. Having once been mortal themselves, these ancient undead know firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge, along with other secrets, with those who work their will among the living.\",\"Beings of this type include the demilich Acererak, the vampire tyrant Kas the Bloody-Handed, the githyanki lich-queen Vlaakith, the dracolich Dragotha, the undead pharaoh Ankhtepot, and the elusive Darklord, Azalin Rex.\",{\"type\":\"entries\",\"name\":\"Expanded Spell List\",\"entries\":[\"{@i 1st-level Undead feature}\",\"The Undead lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.\",{\"type\":\"table\",\"caption\":\"Undead Expanded Spells\",\"colLabels\":[\"Spell Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell bane}, {@spell false life}\"],[\"2nd\",\"{@spell blindness/deafness}, {@spell phantasmal force}\"],[\"3rd\",\"{@spell phantom steed}, {@spell speak with dead}\"],[\"4th\",\"{@spell death ward}, {@spell greater invisibility}\"],[\"5th\",\"{@spell antilife shell}, {@spell cloudkill}\"]]}]},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Form of Dread|Warlock||Undead|VRGR|1\"}]},{\"name\":\"Form of Dread\",\"source\":\"VRGR\",\"page\":30,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Undead\",\"subclassSource\":\"VRGR\",\"level\":1,\"header\":1,\"entries\":[\"{@i 1st-level Undead feature}\",\"You manifest an aspect of your patron's dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:\",{\"type\":\"list\",\"items\":[\"You gain temporary hit points equal to {@dice 1d10} + your warlock level.\",\"Once during each of your turns, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is {@condition frightened} of you until the end of your next turn.\",\"You are immune to the {@condition frightened} condition.\"]},\"You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\",\"The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, suggesting your mummy patron.\"]},{\"name\":\"Grave Touched\",\"source\":\"VRGR\",\"page\":30,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Undead\",\"subclassSource\":\"VRGR\",\"level\":6,\"header\":2,\"entries\":[\"{@i 6th-level Undead feature}\",\"Your patron's powers have a profound effect on your body and magic. You don't need to eat, drink, or breathe.\",\"In addition, once during each of your turns, when you hit a creature with an attack roll and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the necrotic damage the target takes.\"]},{\"name\":\"Necrotic Husk\",\"source\":\"VRGR\",\"page\":30,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Undead\",\"subclassSource\":\"VRGR\",\"level\":10,\"header\":2,\"entries\":[\"{@i 10th-level Undead feature}\",\"Your connection to undeath and necrotic energy now saturates your body. You have resistance to necrotic damage. If you are transformed using your Form of Dread, you instead become immune to necrotic damage.\",\"In addition, when you would be reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and cause your body to erupt with deathly energy. Each creature of your choice that is within 30 feet of you takes necrotic damage equal to {@damage 2d10} + your warlock level. You then gain 1 level of {@condition exhaustion}. Once you use this reaction, you can't do so again until you finish {@dice 1d4} long rests.\"]},{\"name\":\"Spirit Projection\",\"source\":\"VRGR\",\"page\":30,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Undead\",\"subclassSource\":\"VRGR\",\"level\":14,\"header\":2,\"entries\":[\"{@i 14th-level Undead feature}\",\"Your spirit can become untethered from your physical form. As an action, you can project your spirit from your body. The body you leave behind is {@condition unconscious} and in a state of suspended animation.\",\"Your spirit resembles your mortal form in almost every way, replicating your game statistics but not your possessions. Any damage or other effects that apply to your spirit or physical body affects the other. Your spirit can remain outside your body for up to 1 hour or until your {@status concentration} is broken (as if {@status concentration||concentrating} on a spell). When your projection ends, your spirit returns to your body or your body magically teleports to your spirit's space (your choice).\",\"While projecting your spirit, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"Your spirit and body gain resistance to bludgeoning, piercing, and slashing damage.\",\"When you cast a spell of the conjuration or necromancy school, the spell doesn't require verbal or somatic components or material components that lack a gold cost.\",\"You have a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were {@quickref difficult terrain||3}, but you take {@dice 1d10} force damage if you end your turn inside a creature or an object.\",\"While you are using your Form of Dread, once during each of your turns when you deal necrotic damage to a creature, you regain hit points equal to half the amount of necrotic damage dealt.\"]},\"Once you use this feature, you can't do so again until you finish a long rest.\"]},{\"name\":\"The Celestial\",\"source\":\"XGE\",\"page\":54,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Celestial\",\"subclassSource\":\"XGE\",\"level\":1,\"entries\":[\"Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.\",\"Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world.\",{\"type\":\"entries\",\"name\":\"Expanded Spell List\",\"entries\":[\"The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.\",{\"type\":\"table\",\"caption\":\"Celestial Expanded Spells\",\"colLabels\":[\"Spell Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell cure wounds}, {@spell guiding bolt}\"],[\"2nd\",\"{@spell flaming sphere}, {@spell lesser restoration}\"],[\"3rd\",\"{@spell daylight}, {@spell revivify}\"],[\"4th\",\"{@spell guardian of faith}, {@spell wall of fire}\"],[\"5th\",\"{@spell flame strike}, {@spell greater restoration}\"]]}]},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Bonus Cantrips|Warlock||Celestial|XGE|1\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Healing Light|Warlock||Celestial|XGE|1\"}]},{\"name\":\"Bonus Cantrips\",\"source\":\"XGE\",\"page\":54,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Celestial\",\"subclassSource\":\"XGE\",\"level\":1,\"header\":1,\"entries\":[\"At 1st level, you learn the {@spell sacred flame} and {@spell light} cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.\"]},{\"name\":\"Healing Light\",\"source\":\"XGE\",\"page\":54,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Celestial\",\"subclassSource\":\"XGE\",\"level\":1,\"header\":1,\"entries\":[\"At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of {@dice d6}s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.\",\"As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.\",\"Your pool regains all expended dice when you finish a long rest.\"]},{\"name\":\"Radiant Soul\",\"source\":\"XGE\",\"page\":54,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Celestial\",\"subclassSource\":\"XGE\",\"level\":6,\"header\":2,\"entries\":[\"Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.\"]},{\"name\":\"Celestial Resilience\",\"source\":\"XGE\",\"page\":54,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Celestial\",\"subclassSource\":\"XGE\",\"level\":10,\"header\":2,\"entries\":[\"Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.\"]},{\"name\":\"Searing Vengeance\",\"source\":\"XGE\",\"page\":54,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Celestial\",\"subclassSource\":\"XGE\",\"level\":14,\"header\":2,\"entries\":[\"Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to {@dice 2d8} + your Charisma modifier, and it is {@condition blinded} until the end of the current turn.\",\"Once you use this feature, you can't use it again until you finish a long rest.\"]},{\"name\":\"The Hexblade\",\"source\":\"XGE\",\"page\":55,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Hexblade\",\"subclassSource\":\"XGE\",\"level\":1,\"entries\":[\"You have made your pact with a mysterious entity from the Shadowfell—a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.\",\"Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.\",{\"type\":\"entries\",\"name\":\"Expanded Spell List\",\"entries\":[\"The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.\",{\"type\":\"table\",\"caption\":\"Hexblade Expanded Spells\",\"colLabels\":[\"Spell Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell shield}, {@spell wrathful smite}\"],[\"2nd\",\"{@spell blur}, {@spell branding smite}\"],[\"3rd\",\"{@spell blink}, {@spell elemental weapon}\"],[\"4th\",\"{@spell phantasmal killer}, {@spell staggering smite}\"],[\"5th\",\"{@spell banishing smite}, {@spell cone of cold}\"]]}]},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Hexblade's Curse|Warlock||Hexblade|XGE|1\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Hex Warrior|Warlock||Hexblade|XGE|1\"}]},{\"name\":\"Hex Warrior\",\"source\":\"XGE\",\"page\":55,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Hexblade\",\"subclassSource\":\"XGE\",\"level\":1,\"header\":1,\"entries\":[\"At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.\",\"The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.\"]},{\"name\":\"Hexblade's Curse\",\"source\":\"XGE\",\"page\":55,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Hexblade\",\"subclassSource\":\"XGE\",\"level\":1,\"header\":1,\"entries\":[\"Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are {@condition incapacitated}. Until the curse ends, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.\",\"Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the {@dice d20}.\",\"If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).\"]},\"You can't use this feature again until you finish a short or long rest.\"]},{\"name\":\"Accursed Specter\",\"source\":\"XGE\",\"page\":55,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Hexblade\",\"subclassSource\":\"XGE\",\"level\":6,\"header\":2,\"entries\":[\"Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a {@creature specter}, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).\",\"The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.\",\"Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.\"]},{\"name\":\"Armor of Hexes\",\"source\":\"XGE\",\"page\":55,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Hexblade\",\"subclassSource\":\"XGE\",\"level\":10,\"header\":2,\"entries\":[\"At 10th level, your hex grows more powerful. If the target cursed by your Hexblade's Curse hits you with an attack roll, you can use your reaction to roll a {@dice d6}. On a 4 or higher, the attack instead misses you, regardless of its roll.\"]},{\"name\":\"Master of Hexes\",\"source\":\"XGE\",\"page\":55,\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Hexblade\",\"subclassSource\":\"XGE\",\"level\":14,\"header\":2,\"entries\":[\"Starting at 14th level, you can spread your Hexblade's Curse from a slain creature to another creature. When the creature cursed by your Hexblade's Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't {@condition incapacitated}. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature.\"]},{\"name\":\"The Archfey\",\"source\":\"PHB\",\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Archfey\",\"subclassSource\":\"PHB\",\"level\":3,\"_copy\":{\"name\":\"The Archfey\",\"source\":\"PHB\",\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Archfey\",\"subclassSource\":\"PHB\",\"level\":1,\"_preserve\":{\"page\":true}}},{\"name\":\"The Fiend\",\"source\":\"PHB\",\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Fiend\",\"subclassSource\":\"PHB\",\"level\":3,\"_copy\":{\"name\":\"The Fiend\",\"source\":\"PHB\",\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Fiend\",\"subclassSource\":\"PHB\",\"level\":1,\"_preserve\":{\"page\":true}}},{\"name\":\"The Great Old One\",\"source\":\"PHB\",\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Great Old One\",\"subclassSource\":\"PHB\",\"level\":3,\"_copy\":{\"name\":\"The Great Old One\",\"source\":\"PHB\",\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Great Old One\",\"subclassSource\":\"PHB\",\"level\":1,\"_preserve\":{\"page\":true}}},{\"name\":\"The Undying\",\"source\":\"SCAG\",\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Undying\",\"subclassSource\":\"SCAG\",\"level\":3,\"_copy\":{\"name\":\"The Undying\",\"source\":\"SCAG\",\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Undying\",\"subclassSource\":\"SCAG\",\"level\":1,\"_preserve\":{\"page\":true}}},{\"name\":\"The Fathomless\",\"source\":\"TCE\",\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Fathomless\",\"subclassSource\":\"TCE\",\"level\":3,\"_copy\":{\"name\":\"The Fathomless\",\"source\":\"TCE\",\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Fathomless\",\"subclassSource\":\"TCE\",\"level\":1,\"_preserve\":{\"page\":true}}},{\"name\":\"The Genie\",\"source\":\"TCE\",\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Genie\",\"subclassSource\":\"TCE\",\"level\":3,\"_copy\":{\"name\":\"The Genie\",\"source\":\"TCE\",\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Genie\",\"subclassSource\":\"TCE\",\"level\":1,\"_preserve\":{\"page\":true}}},{\"name\":\"The Undead\",\"source\":\"VRGR\",\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Undead\",\"subclassSource\":\"VRGR\",\"level\":3,\"_copy\":{\"name\":\"The Undead\",\"source\":\"VRGR\",\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Undead\",\"subclassSource\":\"VRGR\",\"level\":1,\"_preserve\":{\"page\":true}}},{\"name\":\"The Celestial\",\"source\":\"XGE\",\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Celestial\",\"subclassSource\":\"XGE\",\"level\":3,\"_copy\":{\"name\":\"The Celestial\",\"source\":\"XGE\",\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Celestial\",\"subclassSource\":\"XGE\",\"level\":1,\"_preserve\":{\"page\":true}}},{\"name\":\"The Hexblade\",\"source\":\"XGE\",\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Hexblade\",\"subclassSource\":\"XGE\",\"level\":3,\"_copy\":{\"name\":\"The Hexblade\",\"source\":\"XGE\",\"className\":\"Warlock\",\"classSource\":\"PHB\",\"subclassShortName\":\"Hexblade\",\"subclassSource\":\"XGE\",\"level\":1,\"_preserve\":{\"page\":true}}},{\"name\":\"Archfey Patron\",\"source\":\"XPHB\",\"page\":159,\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Archfey\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Bargain with Whimsical Fey}\",\"Your pact draws on the power of the Feywild. When you choose this subclass, you might make a deal with an archfey, such as the Prince of Frost; the Queen of Air and {@variantrule Darkness|XPHB}, ruler of the Gloaming Court; Titania of the Summer Court; or an ancient hag. Or you might call on a spectrum of Fey, weaving a web of favors and debts. Whoever they are, your patron is often inscrutable and whimsical.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Archfey Spells|Warlock|XPHB|Archfey|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Steps of the Fey|Warlock|XPHB|Archfey|XPHB|3\"}]},{\"name\":\"Archfey Spells\",\"source\":\"XPHB\",\"page\":159,\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Archfey\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"entries\":[\"The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Archfey Spells table, you thereafter always have the listed spells prepared.\",{\"type\":\"table\",\"caption\":\"Archfey Spells\",\"colLabels\":[\"Warlock Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"3\",\"{@spell Calm Emotions|XPHB}, {@spell Faerie Fire|XPHB}, {@spell Misty Step|XPHB}, {@spell Phantasmal Force|XPHB}, {@spell Sleep|XPHB}\"],[\"5\",\"{@spell Blink|XPHB}, {@spell Plant Growth|XPHB}\"],[\"7\",\"{@spell Dominate Beast|XPHB}, {@spell Greater Invisibility|XPHB}\"],[\"9\",\"{@spell Dominate Person|XPHB}, {@spell Seeming|XPHB}\"]]}]},{\"name\":\"Steps of the Fey\",\"source\":\"XPHB\",\"page\":159,\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Archfey\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"entries\":[\"Your patron grants you the ability to move between the boundaries of the planes. You can cast {@spell Misty Step|XPHB} without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.\",\"In addition, whenever you cast that spell, you can choose one of the following additional effects.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Refreshing Step\",\"entries\":[\"Immediately after you teleport, you or one creature you can see within 10 feet of yourself gains {@dice 1d10} {@variantrule Temporary Hit Points|XPHB}.\"]},{\"type\":\"entries\",\"name\":\"Taunting Step\",\"entries\":[\"Creatures within 5 feet of the space you left must succeed on a Wisdom saving throw against your spell save DC or have {@variantrule Disadvantage|XPHB} on attack rolls against creatures other than you until the start of your next turn.\"]}]}]},{\"name\":\"Misty Escape\",\"source\":\"XPHB\",\"page\":159,\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Archfey\",\"subclassSource\":\"XPHB\",\"level\":6,\"header\":2,\"entries\":[\"You can cast {@spell Misty Step|XPHB} as a {@variantrule Reaction|XPHB} in response to taking damage.\",\"In addition, the following effects are now among your Steps of the Fey options.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Disappearing Step\",\"entries\":[\"You have the {@condition Invisible|XPHB} condition until the start of your next turn or until immediately after you make an attack roll, deal damage, or cast a spell.\"]},{\"type\":\"entries\",\"name\":\"Dreadful Step\",\"entries\":[\"Creatures within 5 feet of the space you left or the space you appear in (your choice) must succeed on a Wisdom saving throw against your spell save DC or take {@damage 2d10} Psychic damage.\"]}]}]},{\"name\":\"Beguiling Defenses\",\"source\":\"XPHB\",\"page\":159,\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Archfey\",\"subclassSource\":\"XPHB\",\"level\":10,\"header\":2,\"entries\":[\"Your patron teaches you how to guard your mind and body. You are immune to the {@condition Charmed|XPHB} condition.\",\"In addition, immediately after a creature you can see hits you with an attack roll, you can take a {@variantrule Reaction|XPHB} to reduce the damage you take by half (round down), and you can force the attacker to make a Wisdom saving throw against your spell save DC. On a failed save, the attacker takes Psychic damage equal to the damage you take. Once you use this {@variantrule Reaction|XPHB}, you can't use it again until you finish a {@variantrule Long Rest|XPHB} unless you expend a Pact Magic spell slot (no action required) to restore your use of it.\"]},{\"name\":\"Bewitching Magic\",\"source\":\"XPHB\",\"page\":160,\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Archfey\",\"subclassSource\":\"XPHB\",\"level\":14,\"header\":2,\"entries\":[\"Your patron grants you the ability to weave your magic with teleportation. Immediately after you cast an Enchantment or Illusion spell using an action and a spell slot, you can cast {@spell Misty Step|XPHB} as part of the same action and without expending a spell slot.\"]},{\"name\":\"Celestial Patron\",\"source\":\"XPHB\",\"page\":160,\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Celestial\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Call on the Power of the Heavens}\",\"Your pact draws on the Upper Planes, the realms of everlasting bliss. You might enter an agreement with an empyrean, a couatl, a sphinx, a unicorn, or another heavenly entity. Or you might call on numerous such beings as you pursue goals aligned with theirs. Your pact allows you to experience a hint of the holy light that illuminates the multiverse.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Celestial Spells|Warlock|XPHB|Celestial|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Healing Light|Warlock|XPHB|Celestial|XPHB|3\"}]},{\"name\":\"Celestial Spells\",\"source\":\"XPHB\",\"page\":160,\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Celestial\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"entries\":[\"The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Celestial Spells table, you thereafter always have the listed spells prepared.\",{\"type\":\"table\",\"caption\":\"Celestial Spells\",\"colLabels\":[\"Warlock Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"3\",\"{@spell Aid|XPHB}, {@spell Cure Wounds|XPHB}, {@spell Guiding Bolt|XPHB}, {@spell Lesser Restoration|XPHB}, {@spell Light|XPHB}, {@spell Sacred Flame|XPHB}\"],[\"5\",\"{@spell Daylight|XPHB}, {@spell Revivify|XPHB}\"],[\"7\",\"{@spell Guardian of Faith|XPHB}, {@spell Wall of Fire|XPHB}\"],[\"9\",\"{@spell Greater Restoration|XPHB}, {@spell Summon Celestial|XPHB}\"]]}]},{\"name\":\"Healing Light\",\"source\":\"XPHB\",\"page\":160,\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Celestial\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"entries\":[\"You gain the ability to channel celestial energy to heal wounds. You have a pool of d6s to fuel this healing. The number of dice in the pool equals 1 plus your Warlock level.\",\"As a {@variantrule Bonus Action|XPHB}, you can heal yourself or one creature you can see within 60 feet of yourself, expending dice from the pool. The maximum number of dice you can expend at once equals your Charisma modifier (minimum of one die). Roll the dice you expend, and restore a number of {@variantrule Hit Points|XPHB} equal to the roll's total. Your pool regains all expended dice when you finish a {@variantrule Long Rest|XPHB}.\"]},{\"name\":\"Radiant Soul\",\"source\":\"XPHB\",\"page\":160,\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Celestial\",\"subclassSource\":\"XPHB\",\"level\":6,\"header\":2,\"entries\":[\"Your link to your patron allows you to serve as a conduit for radiant energy. You have {@variantrule Resistance|XPHB} to Radiant damage. Once per turn, when a spell you cast deals Radiant or Fire damage, you can add your Charisma modifier to that spell's damage against one of the spell's targets.\"]},{\"name\":\"Celestial Resilience\",\"source\":\"XPHB\",\"page\":161,\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Celestial\",\"subclassSource\":\"XPHB\",\"level\":10,\"header\":2,\"entries\":[\"You gain {@variantrule Temporary Hit Points|XPHB} whenever you use your Magical Cunning feature or finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}. These {@variantrule Temporary Hit Points|XPHB} equal your Warlock level plus your Charisma modifier. Additionally, choose up to five creatures you can see when you gain the points. Those creatures each gain {@variantrule Temporary Hit Points|XPHB} equal to half your Warlock level plus your Charisma modifier.\"]},{\"name\":\"Searing Vengeance\",\"source\":\"XPHB\",\"page\":161,\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Celestial\",\"subclassSource\":\"XPHB\",\"level\":14,\"header\":2,\"entries\":[\"When you or an ally within 60 feet of you is about to make a {@variantrule Death Saving Throw|XPHB}, you can unleash radiant energy to save the creature. The creature regains {@variantrule Hit Points|XPHB} equal to half its {@variantrule Hit Points|XPHB|Hit Point} maximum and can end the {@condition Prone|XPHB} condition on itself. Each creature of your choice that is within 30 feet of the creature takes Radiant damage equal to {@dice 2d8} plus your Charisma modifier, and each has the {@condition Blinded|XPHB} condition until the end of the current turn.\",\"Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}.\"]},{\"name\":\"Fiend Patron\",\"source\":\"XPHB\",\"page\":161,\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Fiend\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Make a Deal with the Lower Planes}\",\"Your pact draws on the Lower Planes, the realms of perdition. You might forge a bargain with a demon lord such as Demogorgon or Orcus; an archdevil such as Asmodeus; or a pit fiend, balor, yugoloth, or night hag that is especially mighty. That patron's aims are evil—the corruption or destruction of all things, ultimately including you—and your path is defined by the extent to which you strive against those aims.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Fiend Spells|Warlock|XPHB|Fiend|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Dark One's Blessing|Warlock|XPHB|Fiend|XPHB|3\"}]},{\"name\":\"Dark One's Blessing\",\"source\":\"XPHB\",\"page\":161,\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Fiend\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":2,\"entries\":[\"When you reduce an enemy to 0 {@variantrule Hit Points|XPHB}, you gain {@variantrule Temporary Hit Points|XPHB} equal to your Charisma modifier plus your Warlock level (minimum of 1 {@variantrule Temporary Hit Points|XPHB|Temporary Hit Point}). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 {@variantrule Hit Points|XPHB}.\"]},{\"name\":\"Fiend Spells\",\"source\":\"XPHB\",\"page\":161,\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Fiend\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":2,\"entries\":[\"The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Fiend Spells table, you thereafter always have the listed spells prepared.\",{\"type\":\"table\",\"caption\":\"Fiend Spells\",\"colLabels\":[\"Warlock Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"3\",\"{@spell Burning Hands|XPHB}, {@spell Command|XPHB}, {@spell Scorching Ray|XPHB}, {@spell Suggestion|XPHB}\"],[\"5\",\"{@spell Fireball|XPHB}, {@spell Stinking Cloud|XPHB}\"],[\"7\",\"{@spell Fire Shield|XPHB}, {@spell Wall of Fire|XPHB}\"],[\"9\",\"{@spell Geas|XPHB}, {@spell Insect Plague|XPHB}\"]]}]},{\"name\":\"Dark One's Own Luck\",\"source\":\"XPHB\",\"page\":162,\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Fiend\",\"subclassSource\":\"XPHB\",\"level\":6,\"header\":2,\"entries\":[\"You can call on your fiendish patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add {@dice 1d10} to your roll. You can do so after seeing the roll but before any of the roll's effects occur.\",\"You can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.\"]},{\"name\":\"Fiendish Resilience\",\"source\":\"XPHB\",\"page\":162,\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Fiend\",\"subclassSource\":\"XPHB\",\"level\":10,\"header\":2,\"entries\":[\"Choose one damage type, other than Force, whenever you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}. You have {@variantrule Resistance|XPHB} to that damage type until you choose a different one with this feature.\"]},{\"name\":\"Hurl Through Hell\",\"source\":\"XPHB\",\"page\":162,\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Fiend\",\"subclassSource\":\"XPHB\",\"level\":14,\"header\":2,\"entries\":[\"Once per turn when you hit a creature with an attack roll, you can try to instantly transport the target through the Lower Planes. The target must succeed on a Charisma saving throw against your spell save DC, or the target disappears and hurtles through a nightmare landscape. The target takes {@damage 8d10} Psychic damage if it isn't a Fiend, and it has the {@condition Incapacitated|XPHB} condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space.\",\"Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB} unless you expend a Pact Magic spell slot (no action required) to restore your use of it.\"]},{\"name\":\"Great Old One Patron\",\"source\":\"XPHB\",\"page\":162,\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Great Old One\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Unearth Forbidden Lore of Ineffable Beings}\",\"When you choose this subclass, you might bind yourself to an unspeakable being from the Far Realm or an elder god—a being such as Tharizdun, the Chained God; Zargon, the Returner; Hadar, the Dark Hunger; or Great Cthulhu. Or you might invoke several entities without yoking yourself to one. The motives of these beings are incomprehensible, and the Great Old One might be indifferent to your existence. But the secrets you've learned nevertheless allow you to draw strange magic from it.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Great Old One Spells|Warlock|XPHB|Great Old One|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Awakened Mind|Warlock|XPHB|Great Old One|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Psychic Spells|Warlock|XPHB|Great Old One|XPHB|3\"}]},{\"name\":\"Awakened Mind\",\"source\":\"XPHB\",\"page\":162,\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Great Old One\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"entries\":[\"You can form a telepathic connection between your mind and the mind of another. As a {@variantrule Bonus Action|XPHB}, choose one creature you can see within 30 feet of yourself. You and the chosen creature can communicate telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must mentally use a language the other knows.\",\"The telepathic connection lasts for a number of minutes equal to your Warlock level. It ends early if you use this feature to connect with a different creature.\"]},{\"name\":\"Great Old One Spells\",\"source\":\"XPHB\",\"page\":163,\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Great Old One\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"entries\":[\"The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Great Old One Spells table, you thereafter always have the listed spells prepared.\",{\"type\":\"table\",\"caption\":\"Great Old One Spells\",\"colLabels\":[\"Warlock Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"3\",\"{@spell Detect Thoughts|XPHB}, {@spell Dissonant Whispers|XPHB}, {@spell Phantasmal Force|XPHB}, {@spell Tasha's Hideous Laughter|XPHB}\"],[\"5\",\"{@spell Clairvoyance|XPHB}, {@spell Hunger of Hadar|XPHB}\"],[\"7\",\"{@spell Confusion|XPHB}, {@spell Summon Aberration|XPHB}\"],[\"9\",\"{@spell Modify Memory|XPHB}, {@spell Telekinesis|XPHB}\"]]}]},{\"name\":\"Psychic Spells\",\"source\":\"XPHB\",\"page\":163,\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Great Old One\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"entries\":[\"When you cast a Warlock spell that deals damage, you can change its damage type to Psychic. In addition, when you cast a Warlock spell that is an Enchantment or {@variantrule Illusions|XPHB|Illusion}, you can do so without Verbal or Somatic components.\"]},{\"name\":\"Clairvoyant Combatant\",\"source\":\"XPHB\",\"page\":163,\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Great Old One\",\"subclassSource\":\"XPHB\",\"level\":6,\"header\":2,\"entries\":[\"When you form a telepathic bond with a creature using your Awakened Mind, you can force that creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature has {@variantrule Disadvantage|XPHB} on attack rolls against you, and you have {@variantrule Advantage|XPHB} on attack rolls against that creature for the duration of the bond.\",\"Once you use this feature, you can't use it again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB} unless you expend a Pact {@action Magic|XPHB} spell slot (no action required) to restore your use of it.\"]},{\"name\":\"Eldritch Hex\",\"source\":\"XPHB\",\"page\":163,\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Great Old One\",\"subclassSource\":\"XPHB\",\"level\":10,\"header\":2,\"entries\":[\"Your alien patron grants you a powerful curse. You always have the {@spell Hex|XPHB} spell prepared. When you cast {@spell Hex|XPHB} and choose an ability, the target also has {@variantrule Disadvantage|XPHB} on saving throws of the chosen ability for the duration of the spell.\"]},{\"name\":\"Thought Shield\",\"source\":\"XPHB\",\"page\":163,\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Great Old One\",\"subclassSource\":\"XPHB\",\"level\":10,\"header\":2,\"entries\":[\"Your thoughts can't be read by telepathy or other means unless you allow it. You also have {@variantrule Resistance|XPHB} to Psychic damage, and whenever a creature deals Psychic damage to you, that creature takes the same amount of damage that you take.\"]},{\"name\":\"Create Thrall\",\"source\":\"XPHB\",\"page\":163,\"className\":\"Warlock\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Great Old One\",\"subclassSource\":\"XPHB\",\"level\":14,\"header\":2,\"entries\":[\"When you cast {@spell Summon Aberration|XPHB}, you can modify it so that it doesn't require {@status Concentration|XPHB}. If you do so, the spell's duration becomes 1 minute for that casting, and when summoned, the Aberration has a number of {@variantrule Temporary Hit Points|XPHB} equal to your Warlock level plus your Charisma modifier.\",\"In addition, the first time each turn the Aberration hits a creature under the effect of your {@spell Hex|XPHB}, the Aberration deals extra Psychic damage to the target equal to the bonus damage of that spell.\"]}]}"); JSON_DATA[`data/class/class-wizard.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"subclass\",\"subclassFeature\"]},\"class\":[{\"name\":\"Wizard\",\"source\":\"PHB\",\"page\":112,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Wizard|XPHB\"],\"edition\":\"classic\",\"hd\":{\"number\":1,\"faces\":6},\"proficiency\":[\"int\",\"wis\"],\"spellcastingAbility\":\"int\",\"casterProgression\":\"full\",\"preparedSpells\":\"<$level$> + <$int_mod$>\",\"cantripProgression\":[3,3,3,4,4,4,4,4,4,5,5,5,5,5,5,5,5,5,5,5],\"spellsKnownProgressionFixed\":[6,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2],\"spellsKnownProgressionFixedAllowLowerLevel\":true,\"startingProficiencies\":{\"weapons\":[\"{@item dagger|phb|daggers}\",\"{@item dart|phb|darts}\",\"{@item sling|phb|slings}\",\"{@item quarterstaff|phb|quarterstaffs}\",\"{@item light crossbow|phb|light crossbows}\"],\"skills\":[{\"choose\":{\"from\":[\"arcana\",\"history\",\"insight\",\"investigation\",\"medicine\",\"religion\"],\"count\":2}}]},\"startingEquipment\":{\"additionalFromBackground\":true,\"default\":[\"(a) a {@item quarterstaff|phb} or (b) a {@item dagger|phb}\",\"(a) a {@item component pouch|phb} or (b) an {@item arcane focus|phb}\",\"(a) a {@item scholar's pack|phb} or (b) an {@item explorer's pack|phb}\",\"A {@item spellbook|phb}\"],\"goldAlternative\":\"{@dice 4d4 × 10|4d4 × 10|Starting Gold}\",\"defaultData\":[{\"a\":[\"quarterstaff|phb\"],\"b\":[\"dagger|phb\"]},{\"a\":[\"component pouch|phb\"],\"b\":[{\"equipmentType\":\"focusSpellcastingArcane\"}]},{\"a\":[\"scholar's pack|phb\"],\"b\":[\"explorer's pack|phb\"]},{\"_\":[\"spellbook|phb\"]}]},\"multiclassing\":{\"requirements\":{\"int\":13}},\"classTableGroups\":[{\"colLabels\":[\"{@filter Cantrips Known|spells|level=0|class=Wizard}\"],\"rows\":[[3],[3],[3],[4],[4],[4],[4],[4],[4],[5],[5],[5],[5],[5],[5],[5],[5],[5],[5],[5]]},{\"title\":\"Spell Slots per Spell Level\",\"colLabels\":[\"{@filter 1st|spells|level=1|class=Wizard}\",\"{@filter 2nd|spells|level=2|class=Wizard}\",\"{@filter 3rd|spells|level=3|class=Wizard}\",\"{@filter 4th|spells|level=4|class=Wizard}\",\"{@filter 5th|spells|level=5|class=Wizard}\",\"{@filter 6th|spells|level=6|class=Wizard}\",\"{@filter 7th|spells|level=7|class=Wizard}\",\"{@filter 8th|spells|level=8|class=Wizard}\",\"{@filter 9th|spells|level=9|class=Wizard}\"],\"rowsSpellProgression\":[[2,0,0,0,0,0,0,0,0],[3,0,0,0,0,0,0,0,0],[4,2,0,0,0,0,0,0,0],[4,3,0,0,0,0,0,0,0],[4,3,2,0,0,0,0,0,0],[4,3,3,0,0,0,0,0,0],[4,3,3,1,0,0,0,0,0],[4,3,3,2,0,0,0,0,0],[4,3,3,3,1,0,0,0,0],[4,3,3,3,2,0,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,0,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,0,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,0],[4,3,3,3,2,1,1,1,1],[4,3,3,3,3,1,1,1,1],[4,3,3,3,3,2,1,1,1],[4,3,3,3,3,2,2,1,1]]}],\"classFeatures\":[\"Arcane Recovery|Wizard||1\",\"Spellcasting|Wizard||1\",{\"classFeature\":\"Arcane Tradition|Wizard||2\",\"gainSubclassFeature\":true},\"Cantrip Formulas|Wizard||3|TCE\",\"Ability Score Improvement|Wizard||4\",{\"classFeature\":\"Arcane Tradition feature|Wizard||6\",\"gainSubclassFeature\":true},\"Ability Score Improvement|Wizard||8\",{\"classFeature\":\"Arcane Tradition feature|Wizard||10\",\"gainSubclassFeature\":true},\"Ability Score Improvement|Wizard||12\",{\"classFeature\":\"Arcane Tradition feature|Wizard||14\",\"gainSubclassFeature\":true},\"Ability Score Improvement|Wizard||16\",\"Spell Mastery|Wizard||18\",\"Ability Score Improvement|Wizard||19\",\"Signature Spells|Wizard||20\"],\"subclassTitle\":\"Arcane Tradition\",\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Wizard\",\"source\":\"XPHB\",\"page\":164,\"freeRules2024\":true,\"edition\":\"one\",\"primaryAbility\":[{\"int\":true}],\"hd\":{\"number\":1,\"faces\":6},\"proficiency\":[\"int\",\"wis\"],\"spellcastingAbility\":\"int\",\"casterProgression\":\"full\",\"preparedSpellsProgression\":[4,5,6,7,9,10,11,12,14,15,16,16,17,18,19,21,22,23,24,25],\"preparedSpellsChange\":\"restLong\",\"cantripProgression\":[3,3,3,4,4,4,4,4,4,5,5,5,5,5,5,5,5,5,5,5],\"spellsKnownProgressionFixed\":[6,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2],\"spellsKnownProgressionFixedAllowLowerLevel\":true,\"featProgression\":[{\"name\":\"Epic Boon\",\"category\":[\"EB\"],\"progression\":{\"19\":1}}],\"startingProficiencies\":{\"weapons\":[\"simple\"],\"skills\":[{\"choose\":{\"from\":[\"arcana\",\"history\",\"insight\",\"investigation\",\"medicine\",\"religion\"],\"count\":2}}]},\"startingEquipment\":{\"additionalFromBackground\":true,\"defaultData\":[{\"A\":[{\"item\":\"dagger|xphb\",\"quantity\":2},{\"item\":\"quarterstaff|xphb\"},{\"item\":\"robe|xphb\"},{\"special\":\"Spellbook\"},{\"item\":\"scholar's pack|xphb\"},{\"value\":500}],\"B\":[{\"value\":5500}]}],\"entries\":[\"{@i Choose A or B:} (A) 2 {@item Dagger|XPHB|Daggers}, {@item Arcane Focus|XPHB} ({@item Quarterstaff|XPHB}), {@item Robe|XPHB}, Spellbook, {@item Scholar's Pack|XPHB}, and 5 GP; or (B) 55 GP\"]},\"multiclassing\":{},\"classTableGroups\":[{\"colLabels\":[\"{@filter Cantrips|spells|level=0|class=Wizard}\",\"{@filter Prepared 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See {@book chapter 10|PHB|10} for the general rules of spellcasting and {@book chapter 11|PHB|11} for the {@filter wizard spell list|spells|class=wizard}.\",{\"type\":\"entries\",\"name\":\"Cantrips\",\"entries\":[\"At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.\"]},{\"type\":\"entries\",\"name\":\"Spellbook\",\"entries\":[\"At 1st level, you have a spellbook containing six 1st-level {@filter wizard spells|spells|class=wizard} of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.\"]},{\"type\":\"entries\",\"name\":\"Preparing and Casting Spells\",\"entries\":[\"The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\",\"You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.\",\"For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell {@spell magic missile}, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.\",\"You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.\"]},{\"type\":\"entries\",\"name\":\"Spellcasting Ability\",\"entries\":[\"Intelligence is your spellcasting ability for your wizard spells, since you learn your wizard spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.\",{\"type\":\"abilityDc\",\"name\":\"Spell\",\"attributes\":[\"int\"]},{\"type\":\"abilityAttackMod\",\"name\":\"Spell\",\"attributes\":[\"int\"]}]},{\"type\":\"entries\",\"name\":\"Ritual Casting\",\"entries\":[\"You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.\"]},{\"type\":\"entries\",\"name\":\"Spellcasting Focus\",\"entries\":[\"You can use an {@item arcane focus|phb} as a spellcasting focus for your wizard spells.\"]},{\"type\":\"entries\",\"name\":\"Learning Spells of 1st Level and Higher\",\"entries\":[\"Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see \\\"Your Spellbook\\\").\"]},{\"type\":\"inset\",\"name\":\"Your Spellbook\",\"entries\":[\"The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.\",\"A spellbook doesn't contain cantrips.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Copying a Spell into the Book\",\"entries\":[\"When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.\",\"Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.\",\"For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.\",{\"type\":\"entries\",\"name\":\"Copying from a Spell Scroll\",\"source\":\"DMG\",\"page\":139,\"entries\":[\"A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When you copy a spell from a spell scroll, you must succeed on an Intelligence ({@skill Arcana}) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.\"]}]}]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Replacing the Book\",\"entries\":[\"You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.\",\"If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.\"]}]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"The Book's Appearance\",\"entries\":[\"Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.\"]}]}]}]},{\"name\":\"Arcane Tradition\",\"source\":\"PHB\",\"page\":112,\"srd\":true,\"basicRules\":true,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"level\":2,\"entries\":[\"When you reach 2nd level, you choose an arcane tradition from the list of available traditions, shaping your practice of magic. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.\"]},{\"name\":\"Cantrip Formulas\",\"source\":\"TCE\",\"page\":75,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"level\":3,\"isClassFeatureVariant\":true,\"entries\":[\"{@i 3rd-level wizard {@variantrule optional class features|tce|optional feature}}\",\"You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":112,\"srd\":true,\"basicRules\":true,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"level\":4,\"entries\":[\"When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Arcane Tradition feature\",\"source\":\"PHB\",\"page\":112,\"srd\":true,\"basicRules\":true,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"level\":6,\"entries\":[\"At 6th level, you gain a feature granted by your Arcane Tradition.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":112,\"srd\":true,\"basicRules\":true,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"level\":8,\"entries\":[\"When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Arcane Tradition feature\",\"source\":\"PHB\",\"page\":112,\"srd\":true,\"basicRules\":true,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"level\":10,\"entries\":[\"At 10th level, you gain a feature granted by your Arcane Tradition.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":112,\"srd\":true,\"basicRules\":true,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"level\":12,\"entries\":[\"When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Arcane Tradition feature\",\"source\":\"PHB\",\"page\":112,\"srd\":true,\"basicRules\":true,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"level\":14,\"entries\":[\"At 14th level, you gain a feature granted by your Arcane Tradition.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":112,\"srd\":true,\"basicRules\":true,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"level\":16,\"entries\":[\"When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Spell Mastery\",\"source\":\"PHB\",\"page\":112,\"srd\":true,\"basicRules\":true,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"level\":18,\"entries\":[\"At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\",\"By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"PHB\",\"page\":112,\"srd\":true,\"basicRules\":true,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"level\":19,\"entries\":[\"When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\",\"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.\"]},{\"name\":\"Signature Spells\",\"source\":\"PHB\",\"page\":112,\"srd\":true,\"basicRules\":true,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"level\":20,\"entries\":[\"When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\",\"If you want to cast either spell at a higher level, you must expend a spell slot as normal.\"]},{\"name\":\"Arcane Recovery\",\"source\":\"XPHB\",\"page\":155,\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"level\":1,\"entries\":[\"You can regain some of your magical energy by studying your spellbook. When you finish a {@variantrule Short Rest|XPHB}, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For example, if you're a level 4 Wizard, you can recover up to two levels' worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots.\",\"Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB}.\"]},{\"name\":\"Ritual Adept\",\"source\":\"XPHB\",\"page\":155,\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"level\":1,\"entries\":[\"You can cast any spell as a {@variantrule Ritual|XPHB} if that spell has the {@variantrule Ritual|XPHB} tag and the spell is in your spellbook. You needn't have the spell prepared, but you must read from the book to cast a spell in this way.\"]},{\"name\":\"Spellcasting\",\"source\":\"XPHB\",\"page\":165,\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"level\":1,\"entries\":[\"As a student of arcane magic, you have learned to cast spells. See {@book chapter 7|XPHB|7} for the rules on spellcasting. The information below details how you use those rules with Wizard spells, which appear in the {@filter Wizard spell list|spells|class=Wizard} later in the class's description.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Cantrips\",\"entries\":[\"You know three Wizard cantrips of your choice. {@spell Light|XPHB}, {@spell Mage Hand|XPHB}, and {@spell Ray of Frost|XPHB} are recommended. Whenever you finish a {@variantrule Long Rest|XPHB}, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice.\",\"When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard Features table.\"]},{\"type\":\"entries\",\"name\":\"Spellbook\",\"entries\":[\"Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting {@spell Identify|XPHB}. You determine the book's appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine.\",\"The book contains the level 1+ spells you know. It starts with six level 1 Wizard spells of your choice. {@spell Detect Magic|XPHB}, {@spell Feather Fall|XPHB}, {@spell Mage Armor|XPHB}, {@spell Magic Missile|XPHB}, {@spell Sleep|XPHB}, and {@spell Thunderwave|XPHB} are recommended.\",\"Whenever you gain a Wizard level after 1, add two Wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown in the Wizard Features table. The spells are the culmination of arcane research you do regularly.\"]},{\"type\":\"entries\",\"name\":\"Spell Slots\",\"entries\":[\"The Wizard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a {@variantrule Long Rest|XPHB}.\"]},{\"type\":\"entries\",\"name\":\"Prepared Spells of Level 1+\",\"entries\":[\"You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots.\",\"The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of the Wizard Features table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Wizard, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook.\",\"If another Wizard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Wizard spells for you.\"]},{\"type\":\"entries\",\"name\":\"Changing Your Prepared Spells\",\"entries\":[\"Whenever you finish a {@variantrule Long Rest|XPHB}, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook.\"]},{\"type\":\"entries\",\"name\":\"Spellcasting Ability\",\"entries\":[\"Intelligence is your spellcasting ability for your Wizard spells.\"]},{\"type\":\"entries\",\"name\":\"Spellcasting Focus\",\"entries\":[\"You can use an {@item Arcane Focus|XPHB} or your spellbook as a {@variantrule Spellcasting Focus|XPHB} for your Wizard spells.\"]},{\"type\":\"inset\",\"name\":\"Expanding and Replacing a Spellbook\",\"entries\":[\"The spells you add to your spellbook as you gain levels reflect your ongoing magical research, but you might find other spells during your adventures that you can add to the book. You could discover a Wizard spell on a {@item Spell Scroll|XDMG}, for example, and then copy it into your spellbook.\",{\"type\":\"entries\",\"name\":\"Copying a Spell into the Book\",\"entries\":[\"When you find a level 1+ Wizard spell, you can copy it into your spellbook if it's of a level you can prepare and if you have time to copy it. For each level of the spell, the transcription takes 2 hours and costs 50 GP. Afterward you can prepare the spell like the other spells in your spellbook.\"]},{\"type\":\"entries\",\"name\":\"Copying the Book\",\"entries\":[\"You can copy a spell from your spellbook into another book. This is like copying a new spell into your spellbook but faster, since you already know how to cast the spell. You need spend only 1 hour and 10 GP for each level of the copied spell.\",\"If you lose your spellbook, you can use the same procedure to transcribe the Wizard spells that you have prepared into a new spellbook. Filling out the remainder of the new book requires you to find new spells to do so. For this reason, many wizards keep a backup spellbook.\"]}]}]}]},{\"name\":\"Scholar\",\"source\":\"XPHB\",\"page\":166,\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"level\":2,\"entries\":[\"While studying magic, you also specialized in another field of study. Choose one of the following skills in which you have proficiency: {@skill Arcana|XPHB}, {@skill History|XPHB}, {@skill Investigation|XPHB}, {@skill Medicine|XPHB}, {@skill Nature|XPHB}, or {@skill Religion|XPHB}. You have {@variantrule Expertise|XPHB} in the chosen skill.\"]},{\"name\":\"Wizard Subclass\",\"source\":\"XPHB\",\"page\":167,\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"level\":3,\"entries\":[\"You gain a Wizard subclass of your choice. A subclass is a specialization that grants you features at certain Wizard levels. For the rest of your career, you gain each of your subclass's features that are of your Wizard level or lower.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":167,\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"level\":4,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify. You gain this feature again at Wizard levels 8, 12, and 16.\"]},{\"name\":\"Memorize Spell\",\"source\":\"XPHB\",\"page\":167,\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"level\":5,\"entries\":[\"Whenever you finish a {@variantrule Short Rest|XPHB}, you can study your spellbook and replace one of the level 1+ Wizard spells you have prepared for your Spellcasting feature with another level 1+ spell from the book.\"]},{\"name\":\"Subclass Feature\",\"source\":\"XPHB\",\"page\":167,\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"level\":6,\"entries\":[\"You gain a feature from your Wizard Subclass.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":167,\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"level\":8,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} Feat or another {@5etools feat|feats.html} of your choice for which you qualify.\"]},{\"name\":\"Subclass Feature\",\"source\":\"XPHB\",\"page\":167,\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"level\":10,\"entries\":[\"You gain a feature from your Wizard Subclass.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":167,\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"level\":12,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} Feat or another {@5etools feat|feats.html} of your choice for which you qualify.\"]},{\"name\":\"Subclass Feature\",\"source\":\"XPHB\",\"page\":167,\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"level\":14,\"entries\":[\"You gain a feature from your Wizard Subclass.\"]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":167,\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"level\":16,\"entries\":[\"You gain the {@feat Ability Score Improvement|XPHB} Feat or another {@5etools feat|feats.html} of your choice for which you qualify.\"]},{\"name\":\"Spell Mastery\",\"source\":\"XPHB\",\"page\":167,\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"level\":18,\"entries\":[\"You have achieved such mastery over certain spells that you can cast them at will. Choose a level 1 and a level 2 spell in your spellbook that have a casting time of an action. You always have those spells prepared, and you can cast them at their lowest level without expending a spell slot. To cast either spell at a higher level, you must expend a spell slot.\",\"Whenever you finish a {@variantrule Long Rest|XPHB}, you can study your spellbook and replace one of those spells with an eligible spell of the same level from the book.\"]},{\"name\":\"Epic Boon\",\"source\":\"XPHB\",\"page\":167,\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"level\":19,\"entries\":[\"You gain an {@filter Epic Boon feat|feats|category=EB} or another {@5etools feat|feats.html} of your choice for which you qualify. {@feat Boon of Spell Recall|XPHB} is recommended.\"]},{\"name\":\"Signature Spells\",\"source\":\"XPHB\",\"page\":167,\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"level\":20,\"entries\":[\"Choose two level 3 spells in your spellbook as your signature spells. You always have these spells prepared, and you can cast each of them once at level 3 without expending a spell slot. When you do so, you can't cast them in this way again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}. To cast either spell at a higher level, you must expend a spell slot.\"]}],\"subclassFeature\":[{\"name\":\"Chronurgy Magic\",\"source\":\"EGW\",\"page\":184,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Chronurgy\",\"subclassSource\":\"EGW\",\"level\":2,\"entries\":[\"Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.\",\"{@note Note: This subclass has access to {@book Dunamancy Spells|EGW|5|Dunamancy Spells}}.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Chronal Shift|Wizard||Chronurgy|EGW|2\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Temporal Awareness|Wizard||Chronurgy|EGW|2\"}]},{\"name\":\"Chronal Shift\",\"source\":\"EGW\",\"page\":184,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Chronurgy\",\"subclassSource\":\"EGW\",\"level\":2,\"header\":1,\"entries\":[\"{@i 2nd-level Chronurgy Magic feature}\",\"You can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.\",\"You can use this ability twice, and you regain any expended uses when you finish a long rest.\"]},{\"name\":\"Temporal Awareness\",\"source\":\"EGW\",\"page\":184,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Chronurgy\",\"subclassSource\":\"EGW\",\"level\":2,\"header\":1,\"entries\":[\"{@i 2nd-level Chronurgy Magic feature}\",\"You can add your Intelligence modifier to your initiative rolls.\"]},{\"name\":\"Momentary Stasis\",\"source\":\"EGW\",\"page\":184,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Chronurgy\",\"subclassSource\":\"EGW\",\"level\":6,\"header\":2,\"entries\":[\"{@i 6th-level Chronurgy Magic feature}\",\"As an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is {@condition incapacitated} and has a speed of 0.\",\"You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.\"]},{\"name\":\"Arcane Abeyance\",\"source\":\"EGW\",\"page\":184,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Chronurgy\",\"subclassSource\":\"EGW\",\"level\":10,\"header\":2,\"entries\":[\"{@i 10th-level Chronurgy Magic feature}\",\"When you cast a spell using a spell slot of 4th level or lower, you can condense the spell's magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in a flash of light, and the spell is lost.\",\"A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes.\",\"Once you create a bead with this feature, you can't do so again until you finish a short or long rest.\"]},{\"name\":\"Convergent Future\",\"source\":\"EGW\",\"page\":184,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Chronurgy\",\"subclassSource\":\"EGW\",\"level\":14,\"header\":2,\"entries\":[\"{@i 14th-level Chronurgy Magic feature}\",\"You can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).\",\"When you use this feature, you gain one level of {@condition exhaustion}. Only by finishing a long rest can you remove a level of {@condition exhaustion} gained in this way.\"]},{\"name\":\"Graviturgy Magic\",\"source\":\"EGW\",\"page\":185,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Graviturgy\",\"subclassSource\":\"EGW\",\"level\":2,\"entries\":[\"Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies.\",\"{@note Note: This subclass has access to {@book Dunamancy Spells|EGW|5|Dunamancy Spells}}.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Adjust Density|Wizard||Graviturgy|EGW|2\"}]},{\"name\":\"Adjust Density\",\"source\":\"EGW\",\"page\":185,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Graviturgy\",\"subclassSource\":\"EGW\",\"level\":2,\"header\":1,\"entries\":[\"{@i 2nd-level Graviturgy Magic feature}\",\"As an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target's weight is halved or doubled for up to 1 minute or until your {@status concentration} ends (as if you were {@status concentration||concentrating} on a spell).\",\"While the weight of a creature is halved by this effect, the creature's speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws. While the weight of a creature is doubled by this effect, the creature's speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws.\",\"Upon reaching 10th level in this class, you can target an object or a creature that is Huge or smaller.\"]},{\"name\":\"Gravity Well\",\"source\":\"EGW\",\"page\":185,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Graviturgy\",\"subclassSource\":\"EGW\",\"level\":6,\"header\":2,\"entries\":[\"{@i 6th-level Graviturgy Magic feature}\",\"You've learned how to manipulate gravity around a living being: whenever you cast a spell on a creature, you can move the target 5 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell.\"]},{\"name\":\"Violent Attraction\",\"source\":\"EGW\",\"page\":185,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Graviturgy\",\"subclassSource\":\"EGW\",\"level\":10,\"header\":2,\"entries\":[\"{@i 10th-level Graviturgy Magic feature}\",\"When another creature that you can see within 60 feet of you hits with a weapon attack, you can use your reaction to increase the attack's velocity, causing the attack's target to take an extra {@damage 1d10} damage of the weapon's type.\",\"Alternatively, if a creature within 60 feet of you takes damage from a fall, you can use your reaction to increase the fall's damage by {@dice 2d10}.\",\"You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.\"]},{\"name\":\"Event Horizon\",\"source\":\"EGW\",\"page\":185,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Graviturgy\",\"subclassSource\":\"EGW\",\"level\":14,\"header\":2,\"entries\":[\"{@i 14th-level Graviturgy Magic feature}\",\"As an action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your {@status concentration} ends (as if you were {@status concentration||concentrating} on a spell). For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Strength saving throw against your spell save DC. On a failed save, it takes {@damage 2d10} force damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and every foot it moves this turn costs 2 extra feet of movement.\",\"Once you use this feature, you can't do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher on it.\"]},{\"name\":\"School of Abjuration\",\"source\":\"PHB\",\"page\":115,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Abjuration\",\"subclassSource\":\"PHB\",\"level\":2,\"entries\":[\"The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation.\",\"Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Abjuration Savant|Wizard||Abjuration||2\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Arcane Ward|Wizard||Abjuration||2\"}]},{\"name\":\"Abjuration Savant\",\"source\":\"PHB\",\"page\":115,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Abjuration\",\"subclassSource\":\"PHB\",\"level\":2,\"header\":1,\"entries\":[\"Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.\"]},{\"name\":\"Arcane Ward\",\"source\":\"PHB\",\"page\":115,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Abjuration\",\"subclassSource\":\"PHB\",\"level\":2,\"header\":1,\"entries\":[\"Starting at 2nd level, you can weave magic around yourself for protection. When you cast an {@filter abjuration spell of 1st level or higher|spells|school=A|level=!0}, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has a hit point maximum equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.\",\"While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an {@filter abjuration spell of 1st level or higher|spells|school=A|level=!0}, the ward regains a number of hit points equal to twice the level of the spell.\",\"Once you create the ward, you can't create it again until you finish a long rest.\"]},{\"name\":\"Projected Ward\",\"source\":\"PHB\",\"page\":115,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Abjuration\",\"subclassSource\":\"PHB\",\"level\":6,\"header\":2,\"entries\":[\"Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.\"]},{\"name\":\"Improved Abjuration\",\"source\":\"PHB\",\"page\":115,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Abjuration\",\"subclassSource\":\"PHB\",\"level\":10,\"header\":2,\"entries\":[\"Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in {@spell counterspell} and {@spell dispel magic}), you add your proficiency bonus to that ability check.\"]},{\"name\":\"Spell Resistance\",\"source\":\"PHB\",\"page\":115,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Abjuration\",\"subclassSource\":\"PHB\",\"level\":14,\"header\":2,\"entries\":[\"Starting at 14th level, you have advantage on saving throws against spells.\",\"Furthermore, you have resistance against the damage of spells.\"]},{\"name\":\"School of Conjuration\",\"source\":\"PHB\",\"page\":116,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Conjuration\",\"subclassSource\":\"PHB\",\"level\":2,\"entries\":[\"As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Conjuration Savant|Wizard||Conjuration||2\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Minor Conjuration|Wizard||Conjuration||2\"}]},{\"name\":\"Conjuration Savant\",\"source\":\"PHB\",\"page\":116,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Conjuration\",\"subclassSource\":\"PHB\",\"level\":2,\"header\":1,\"entries\":[\"Beginning when you select this school at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved.\"]},{\"name\":\"Minor Conjuration\",\"source\":\"PHB\",\"page\":116,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Conjuration\",\"subclassSource\":\"PHB\",\"level\":2,\"header\":1,\"entries\":[\"Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.\",\"The object disappears after 1 hour, when you use this feature again, if it takes any damage, or if it deals any damage.\"]},{\"name\":\"Benign Transposition\",\"source\":\"PHB\",\"page\":116,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Conjuration\",\"subclassSource\":\"PHB\",\"level\":6,\"header\":2,\"entries\":[\"Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.\",\"Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.\"]},{\"name\":\"Focused Conjuration\",\"source\":\"PHB\",\"page\":116,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Conjuration\",\"subclassSource\":\"PHB\",\"level\":10,\"header\":2,\"entries\":[\"Beginning at 10th level, while you are {@status concentration||concentrating} on a conjuration spell, your {@status concentration} can't be broken as a result of taking damage.\"]},{\"name\":\"Durable Summons\",\"source\":\"PHB\",\"page\":116,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Conjuration\",\"subclassSource\":\"PHB\",\"level\":14,\"header\":2,\"entries\":[\"Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.\"]},{\"name\":\"School of Divination\",\"source\":\"PHB\",\"page\":116,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Divination\",\"subclassSource\":\"PHB\",\"level\":2,\"entries\":[\"The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Divination Savant|Wizard||Divination||2\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Portent|Wizard||Divination||2\"}]},{\"name\":\"Divination Savant\",\"source\":\"PHB\",\"page\":116,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Divination\",\"subclassSource\":\"PHB\",\"level\":2,\"header\":1,\"entries\":[\"Beginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved.\"]},{\"name\":\"Portent\",\"source\":\"PHB\",\"page\":116,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Divination\",\"subclassSource\":\"PHB\",\"level\":2,\"header\":1,\"entries\":[\"Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two {@dice d20}s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.\",\"Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.\"]},{\"name\":\"Expert Divination\",\"source\":\"PHB\",\"page\":116,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Divination\",\"subclassSource\":\"PHB\",\"level\":6,\"header\":2,\"entries\":[\"Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a {@filter divination spell of 2nd level or higher|spells|school=D} using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.\"]},{\"name\":\"The Third Eye\",\"source\":\"PHB\",\"page\":116,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Divination\",\"subclassSource\":\"PHB\",\"level\":10,\"header\":2,\"entries\":[\"Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are {@condition incapacitated} or you take a short or long rest. You can't use the feature again until you finish a rest.\",{\"type\":\"options\",\"entries\":[{\"type\":\"entries\",\"name\":\"Darkvision\",\"entries\":[\"You gain {@sense darkvision} out to a range of 60 feet.\"]},{\"type\":\"entries\",\"name\":\"Ethereal Sight\",\"entries\":[\"You can see into the Ethereal Plane within 60 feet of you.\"]},{\"type\":\"entries\",\"name\":\"Greater Comprehension\",\"entries\":[\"You can read any language.\"]},{\"type\":\"entries\",\"name\":\"See Invisibility\",\"entries\":[\"You can see {@condition invisible} creatures and objects within 10 feet of you that are within line of sight.\"]}]}]},{\"name\":\"Greater Portent\",\"source\":\"PHB\",\"page\":116,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Divination\",\"subclassSource\":\"PHB\",\"level\":14,\"header\":2,\"entries\":[\"Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three {@dice d20}s for your Portent feature, rather than two.\"]},{\"name\":\"School of Enchantment\",\"source\":\"PHB\",\"page\":117,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Enchantment\",\"subclassSource\":\"PHB\",\"level\":2,\"entries\":[\"As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Enchantment Savant|Wizard||Enchantment||2\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Hypnotic Gaze|Wizard||Enchantment||2\"}]},{\"name\":\"Enchantment Savant\",\"source\":\"PHB\",\"page\":117,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Enchantment\",\"subclassSource\":\"PHB\",\"level\":2,\"header\":1,\"entries\":[\"Beginning when you select this school at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved.\"]},{\"name\":\"Hypnotic Gaze\",\"source\":\"PHB\",\"page\":117,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Enchantment\",\"subclassSource\":\"PHB\",\"level\":2,\"header\":1,\"entries\":[\"Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be {@condition charmed} by you until the end of your next turn. The {@condition charmed} creature's speed drops to 0, and the creature is {@condition incapacitated} and visibly dazed.\",\"On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.\",\"Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.\"]},{\"name\":\"Instinctive Charm\",\"source\":\"PHB\",\"page\":117,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Enchantment\",\"subclassSource\":\"PHB\",\"level\":6,\"header\":2,\"entries\":[\"Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can't use this feature on the attacker again until you finish a long rest.\",\"You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can't be {@condition charmed} are immune to this effect.\"]},{\"name\":\"Split Enchantment\",\"source\":\"PHB\",\"page\":117,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Enchantment\",\"subclassSource\":\"PHB\",\"level\":10,\"header\":2,\"entries\":[\"Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.\"]},{\"name\":\"Alter Memories\",\"source\":\"PHB\",\"page\":117,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Enchantment\",\"subclassSource\":\"PHB\",\"level\":14,\"header\":2,\"entries\":[\"At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being {@condition charmed}.\",\"Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent {@condition charmed}. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum of 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell.\"]},{\"name\":\"School of Evocation\",\"source\":\"PHB\",\"page\":117,\"srd\":true,\"basicRules\":true,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Evocation\",\"subclassSource\":\"PHB\",\"level\":2,\"entries\":[\"You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Evocation Savant|Wizard||Evocation||2\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Sculpt Spells|Wizard||Evocation||2\"}]},{\"name\":\"Evocation Savant\",\"source\":\"PHB\",\"page\":117,\"srd\":true,\"basicRules\":true,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Evocation\",\"subclassSource\":\"PHB\",\"level\":2,\"header\":1,\"entries\":[\"Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.\"]},{\"name\":\"Sculpt Spells\",\"source\":\"PHB\",\"page\":117,\"srd\":true,\"basicRules\":true,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Evocation\",\"subclassSource\":\"PHB\",\"level\":2,\"header\":1,\"entries\":[\"Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.\"]},{\"name\":\"Potent Cantrip\",\"source\":\"PHB\",\"page\":117,\"srd\":true,\"basicRules\":true,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Evocation\",\"subclassSource\":\"PHB\",\"level\":6,\"header\":2,\"entries\":[\"Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.\"]},{\"name\":\"Empowered Evocation\",\"source\":\"PHB\",\"page\":117,\"srd\":true,\"basicRules\":true,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Evocation\",\"subclassSource\":\"PHB\",\"level\":10,\"header\":2,\"entries\":[\"Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.\"]},{\"name\":\"Overchannel\",\"source\":\"PHB\",\"page\":117,\"srd\":true,\"basicRules\":true,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Evocation\",\"subclassSource\":\"PHB\",\"level\":14,\"header\":2,\"entries\":[\"Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th-level that deals damage, you can deal maximum damage with that spell.\",\"The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take {@damage 2d12} necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by {@dice 1d12}. This damage ignores resistance and immunity.\"]},{\"name\":\"School of Illusion\",\"source\":\"PHB\",\"page\":118,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Illusion\",\"subclassSource\":\"PHB\",\"level\":2,\"entries\":[\"You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists—including many gnome wizards—are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Illusion Savant|Wizard||Illusion||2\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Improved Minor Illusion|Wizard||Illusion||2\"}]},{\"name\":\"Illusion Savant\",\"source\":\"PHB\",\"page\":118,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Illusion\",\"subclassSource\":\"PHB\",\"level\":2,\"header\":1,\"entries\":[\"Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved.\"]},{\"name\":\"Improved Minor Illusion\",\"source\":\"PHB\",\"page\":118,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Illusion\",\"subclassSource\":\"PHB\",\"level\":2,\"header\":1,\"entries\":[\"When you choose this school at 2nd level, you learn the {@spell minor illusion} cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known.\",\"When you cast {@spell minor illusion}, you can create both a sound and an image with a single casting of the spell.\"]},{\"name\":\"Malleable Illusions\",\"source\":\"PHB\",\"page\":118,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Illusion\",\"subclassSource\":\"PHB\",\"level\":6,\"header\":2,\"entries\":[\"Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.\"]},{\"name\":\"Illusory Self\",\"source\":\"PHB\",\"page\":118,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Illusion\",\"subclassSource\":\"PHB\",\"level\":10,\"header\":2,\"entries\":[\"Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.\",\"Once you use this feature, you can't use it again until you finish a short or long rest.\"]},{\"name\":\"Illusory Reality\",\"source\":\"PHB\",\"page\":118,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Illusion\",\"subclassSource\":\"PHB\",\"level\":14,\"header\":2,\"entries\":[\"By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semireality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.\",\"The object can't deal damage or otherwise directly harm anyone.\"]},{\"name\":\"School of Necromancy\",\"source\":\"PHB\",\"page\":118,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Necromancy\",\"subclassSource\":\"PHB\",\"level\":2,\"entries\":[\"The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.\",\"Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Necromancy Savant|Wizard||Necromancy||2\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Grim Harvest|Wizard||Necromancy||2\"}]},{\"name\":\"Grim Harvest\",\"source\":\"PHB\",\"page\":118,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Necromancy\",\"subclassSource\":\"PHB\",\"level\":2,\"header\":1,\"entries\":[\"At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the {@filter School of Necromancy|spells|school=N}. You don't gain this benefit for killing constructs or undead.\"]},{\"name\":\"Necromancy Savant\",\"source\":\"PHB\",\"page\":118,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Necromancy\",\"subclassSource\":\"PHB\",\"level\":2,\"header\":1,\"entries\":[\"Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.\"]},{\"name\":\"Undead Thralls\",\"source\":\"PHB\",\"page\":118,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Necromancy\",\"subclassSource\":\"PHB\",\"level\":6,\"header\":2,\"entries\":[\"At 6th level, you add the {@spell animate dead} spell to your spellbook if it is not there already. When you cast {@spell animate dead}, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.\",\"Whenever you create an undead using a necromancy spell, it has additional benefits:\",{\"type\":\"list\",\"items\":[\"The creature's hit point maximum is increased by an amount equal to your wizard level.\",\"The creature adds your proficiency bonus to its weapon damage rolls.\"]}]},{\"name\":\"Inured to Undeath\",\"source\":\"PHB\",\"page\":118,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Necromancy\",\"subclassSource\":\"PHB\",\"level\":10,\"header\":2,\"entries\":[\"Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.\"]},{\"name\":\"Command Undead\",\"source\":\"PHB\",\"page\":118,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Necromancy\",\"subclassSource\":\"PHB\",\"level\":14,\"header\":2,\"entries\":[\"Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.\",\"Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.\"]},{\"name\":\"School of Transmutation\",\"source\":\"PHB\",\"page\":119,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Transmutation\",\"subclassSource\":\"PHB\",\"level\":2,\"entries\":[\"You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality's forge.\",\"Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Transmutation Savant|Wizard||Transmutation||2\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Minor Alchemy|Wizard||Transmutation||2\"}]},{\"name\":\"Minor Alchemy\",\"source\":\"PHB\",\"page\":119,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Transmutation\",\"subclassSource\":\"PHB\",\"level\":2,\"header\":1,\"entries\":[\"Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your {@status concentration} (as if you were {@status concentration||concentrating} on a spell), the material reverts to its original substance.\"]},{\"name\":\"Transmutation Savant\",\"source\":\"PHB\",\"page\":119,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Transmutation\",\"subclassSource\":\"PHB\",\"level\":2,\"header\":1,\"entries\":[\"Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved.\"]},{\"name\":\"Transmuter's Stone\",\"source\":\"PHB\",\"page\":119,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Transmutation\",\"subclassSource\":\"PHB\",\"level\":6,\"header\":2,\"entries\":[\"Starting at 6th level, you can spend 8 hours creating a transmuter's stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature's possession. When you create the stone, choose the benefit from the following options:\",{\"type\":\"list\",\"items\":[\"Darkvision out to a range of 60 feet, as described in chapter 8.\",\"An increase to speed of 10 feet while the creature is unencumbered.\",\"Proficiency in Constitution saving throws.\",\"Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit).\"]},\"Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person.\",\"If you create a new transmuter's stone, the previous one ceases to function.\"]},{\"name\":\"Shapechanger\",\"source\":\"PHB\",\"page\":119,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Transmutation\",\"subclassSource\":\"PHB\",\"level\":10,\"header\":2,\"entries\":[\"At 10th level, you add the {@spell polymorph} spell to your spellbook, if it is not there already. You can cast {@spell polymorph} without expending a spell slot. When you do so, you can target only yourself and transform into a {@filter beast whose challenge rating is 1 or lower|bestiary|challenge rating=[&0;&1]|type=beast|miscellaneous=!swarm}.\",\"Once you cast {@spell polymorph} in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.\"]},{\"name\":\"Master Transmuter\",\"source\":\"PHB\",\"page\":119,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Transmutation\",\"subclassSource\":\"PHB\",\"level\":14,\"header\":2,\"entries\":[\"Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter's stone in a single burst. When you do so, choose one of the following effects. Your transmuter's stone is destroyed and can't be remade until you finish a long rest.\",{\"type\":\"options\",\"entries\":[{\"type\":\"entries\",\"name\":\"Major Transformation\",\"entries\":[\"You can transmute one nonmagical object—no larger than a 5-foot cube—into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.\"]},{\"type\":\"entries\",\"name\":\"Panacea\",\"entries\":[\"You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter's stone. The creature also regains all its hit points.\"]},{\"type\":\"entries\",\"name\":\"Restore Life\",\"entries\":[\"You cast the {@spell raise dead} spell on a creature you touch with the transmuter's stone, without expending a spell slot or needing to have the spell in your spellbook.\"]},{\"type\":\"entries\",\"name\":\"Restore Youth\",\"entries\":[\"You touch the transmuter's stone to a willing creature, and that creature's apparent age is reduced by {@dice 3d10} years, to a minimum of 13 years. This effect doesn't extend the creature's lifespan.\"]}]}]},{\"name\":\"Bladesinging\",\"source\":\"TCE\",\"page\":76,\"otherSources\":[{\"source\":\"SCAG\",\"page\":141}],\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Bladesinging\",\"subclassSource\":\"TCE\",\"level\":2,\"entries\":[\"Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.\",\"In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Training in War and Song (Bladesinging)|Wizard||Bladesinging|TCE|2\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Bladesong|Wizard||Bladesinging|TCE|2\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Bladesinger Styles|Wizard||Bladesinging|TCE|2\"}]},{\"name\":\"Bladesinger Styles\",\"source\":\"TCE\",\"page\":76,\"otherSources\":[{\"source\":\"SCAG\",\"page\":141}],\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Bladesinging\",\"subclassSource\":\"TCE\",\"level\":2,\"header\":1,\"type\":\"inset\",\"entries\":[\"From its inception as a martial and magical art, Bladesinging has been tied to the sword, more specifically the longsword. Yet many generations of study gave rise to various styles of Bladesinging based on the melee weapon employed. The techniques of these styles are passed from master to students in small schools, some of which have a building dedicated to instruction. Even the newest styles are hundreds of years old, but are still taught by their original creators due to the long lives of elves. Most schools of Bladesinging are in Evermeet or Evereska. One was started in Myth Drannor, but the city's destruction has scattered those students who survived.\",\"Styles of Bladesinging are broadly categorized based on the type of weapon employed, and each is associated with a category of animal. Within that style are specializations named after specific animal types, based on the types of spells employed, the techniques of the master, and the particular weapon used. Bladesingers who apprentice to a master typically get a tattoo of their chosen style's animal. Some bladesingers learn multiple styles and bear many tattoos, wearing a warning on their skin of their deadly skills.\",{\"type\":\"entries\",\"name\":\"Cat\",\"entries\":[\"Styles that employ a sword belong to this family. The lion style, the eldest, trains practitioners in the use of the longsword and doesn't favor any particular type of spells. Leopard style focuses on the shortsword and spells of illusion and stealth. Red tiger, a style just three centuries old, has its bladesingers using the scimitar in a whirling dance of defense from which they launch into sudden leaps and attacks.\"]},{\"type\":\"entries\",\"name\":\"Bird\",\"entries\":[\"Styles that focus on the use of a hafted weapon, such as an axe or hammer, have been grouped together as bird styles, yet they vary wildly. All relatively new styles, they use weapons not typically favored by elves. Eagle-style bladesingers use small handaxes, and many maneuvers in the style focus on fluid ways to throw the weapon and draw a new one. Raven style uses a war pick, and spells associated with it grant the bladesinger more agility in combat.\"]},{\"type\":\"entries\",\"name\":\"Snake\",\"entries\":[\"Practitioners of these styles use a flail, chain, or whip. Viper style uses a whip, despite its inelegance as a weapon, and has almost as long a history as the lion style. Its masters punctuate their bladesong with a stunningly rapid rhythm of whip cracks, which can keep many foes at bay and allow the bladesinger space to cast the cruel spells of poison and disease favored by the style.\"]}]},{\"name\":\"Bladesong\",\"source\":\"TCE\",\"page\":76,\"otherSources\":[{\"source\":\"SCAG\",\"page\":141}],\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Bladesinging\",\"subclassSource\":\"TCE\",\"level\":2,\"header\":1,\"entries\":[\"Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.\",\"You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are {@condition incapacitated}, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss Bladesong at any time you choose (no action required).\",\"While your bladesong is active, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).\",\"Your walking speed increases by 10 feet.\",\"You have advantage on Dexterity ({@skill Acrobatics}) checks.\",\"You gain a bonus to any Constitution saving throws you make to maintain {@status concentration} on a spell. The bonus equals your Intelligence modifier (minimum of +1).\"]},\"You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.\"]},{\"name\":\"Training in War and Song (Bladesinging)\",\"source\":\"TCE\",\"page\":76,\"otherSources\":[{\"source\":\"SCAG\",\"page\":141}],\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Bladesinging\",\"subclassSource\":\"TCE\",\"level\":2,\"header\":1,\"entries\":[\"When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.\",\"You also gain proficiency in the {@skill Performance} skill if you don't already have it.\"]},{\"name\":\"Extra Attack\",\"source\":\"TCE\",\"page\":76,\"otherSources\":[{\"source\":\"SCAG\",\"page\":141}],\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Bladesinging\",\"subclassSource\":\"TCE\",\"level\":6,\"header\":2,\"entries\":[\"Starting at 6th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.\"]},{\"name\":\"Song of Defense\",\"source\":\"TCE\",\"page\":76,\"otherSources\":[{\"source\":\"SCAG\",\"page\":141}],\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Bladesinging\",\"subclassSource\":\"TCE\",\"level\":10,\"header\":2,\"entries\":[\"Beginning at 10th level, you can direct your magic to absorb damage while your bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell's slot level.\"]},{\"name\":\"Song of Victory\",\"source\":\"TCE\",\"page\":76,\"otherSources\":[{\"source\":\"SCAG\",\"page\":141}],\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Bladesinging\",\"subclassSource\":\"TCE\",\"level\":14,\"header\":2,\"entries\":[\"Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.\"]},{\"name\":\"Order of Scribes\",\"source\":\"TCE\",\"page\":77,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Scribes\",\"subclassSource\":\"TCE\",\"level\":2,\"entries\":[\"Magic of the book-that's what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It's rare to see wizards traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge.\",\"Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish. And while all wizards value spellbooks, a wizard in the Order of Scribes magically awakens their book, turning it into a trusted companion. All wizards study books, but a wizardly scribe talks to theirs!\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Wizardly Quill|Wizard||Scribes|TCE|2\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Awakened Spellbook|Wizard||Scribes|TCE|2\"}]},{\"name\":\"Awakened Spellbook\",\"source\":\"TCE\",\"page\":77,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Scribes\",\"subclassSource\":\"TCE\",\"level\":2,\"header\":1,\"entries\":[\"{@i 2nd-level Order of Scribes feature}\",\"Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook.\",\"While you are holding the book, it grants you the following benefits:\",{\"type\":\"list\",\"items\":[\"You can use the book as a spellcasting focus for your wizard spells.\",\"When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell's formula for this casting only. The latter spell must be of the same level as the spell slot you expend.\",\"When you cast a wizard spell as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can't do so again until you finish a long rest.\"]},\"If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you're attuned. At the end of the rest, your spellbook's consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.\"]},{\"name\":\"Wizardly Quill\",\"source\":\"TCE\",\"page\":77,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Scribes\",\"subclassSource\":\"TCE\",\"level\":2,\"header\":1,\"entries\":[\"{@i 2nd-level Order of Scribes feature}\",\"As a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:\",{\"type\":\"list\",\"items\":[\"The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.\",\"The time you must spend to copy a spell into your spellbook equals 2 minutes per spell level if you use the quill for the transcription.\",\"You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.\"]},\"This quill disappears if you create another one or if you die.\"]},{\"name\":\"Manifest Mind\",\"source\":\"TCE\",\"page\":78,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Scribes\",\"subclassSource\":\"TCE\",\"level\":6,\"header\":2,\"entries\":[\"{@i 6th-level Order of Scribes feature}\",\"You can conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60 feet of you. The spectral mind is intangible and doesn't occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice).\",\"While manifested, the spectral mind can hear and see, and it has {@sense darkvision} with a range of 60 feet. The mind can telepathically share with you what it sees and hears (no action required).\",\"Whenever you cast a wizard spell on your turn, you can cast it as if you were in the spectral mind's space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\",\"As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects.\",\"The spectral mind stops manifesting if it is ever more than 300 feet away from you, if someone casts {@spell dispel magic} on it, if the Awakened Spellbook is destroyed, if you die, or if you dismiss the spectral mind as a bonus action.\",\"Once you conjure the mind, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to conjure it again.\"]},{\"name\":\"Master Scrivener\",\"source\":\"TCE\",\"page\":78,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Scribes\",\"subclassSource\":\"TCE\",\"level\":10,\"header\":2,\"entries\":[\"{@i 10th-level Order of Scribes feature}\",\"Whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you when you make the scroll.\",\"The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell's power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.\",\"You are also adept at crafting spell scrolls, which are described in the treasure chapter of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.\"]},{\"name\":\"One with the Word\",\"source\":\"TCE\",\"page\":78,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Scribes\",\"subclassSource\":\"TCE\",\"level\":14,\"header\":2,\"entries\":[\"{@i 14th-level Order of Scribes feature}\",\"Your connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While the book is on your person, you have advantage on all Intelligence ({@skill Arcana}) checks, as the spellbook helps you remember magical lore.\",\"Moreover, if you take damage while your spellbook's mind is manifested, you can prevent all of that damage to you by using your reaction to dismiss the spectral mind, using its magic to save yourself. Then roll {@dice 3d6}. The spellbook temporarily loses spells of your choice that have a combined spell level equal to that roll or higher. For example, if the roll's total is 9, spells vanish from the book that have a combined level of at least 9, which could mean one 9th-level spell, three 3rd-level spells, or some other combination. If there aren't enough spells in the book to cover this cost, you drop to 0 hit points.\",\"Until you finish {@dice 1d6} long rests, you are incapable of casting the lost spells, even if you find them on a scroll or in another spellbook. After you finish the required number of rests, the spells reappear in the spellbook.\",\"Once you use this reaction, you can't do so again until you finish a long rest.\"]},{\"name\":\"Blood Magic\",\"source\":\"TDCSR\",\"page\":178,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Blood Magic\",\"subclassSource\":\"TDCSR\",\"level\":2,\"header\":1,\"entries\":[\"Considered taboo by many societies and magic practitioners, the use of blood magic—also known as {@variantrule hemocraft|TDCSR}—is a rare art that harnesses the latent powers of a creature's vitality to fuel and amplify the caster's own capabilities, while manipulating and weakening the bodies of enemies from the inside. Some of the more macabre mages seeking to empower their arcane pursuits turn to {@variantrule hemocraft|TDCSR} as a means of bolstering their spells, giving their own life's blood to reach new heights of frightening magical prowess.\",\"The secrets of {@variantrule hemocraft|TDCSR} and other forms of blood magic were once the sole purview of the mysterious {@book Claret Orders|TDCSR|2|Claret Orders}. In recent years, however, these secrets have begun to spread beyond the order's members and into the hands of less scrupulous mages. Blood magic has a bad reputation in Tal'Dorei, even though its powers can be used for much more than evil.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Blood Channeling|Wizard|PHB|Blood Magic|TDCSR|2\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Sanguine Burst|Wizard|PHB|Blood Magic|TDCSR|2\"}]},{\"name\":\"Blood Channeling\",\"source\":\"TDCSR\",\"page\":178,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Blood Magic\",\"subclassSource\":\"TDCSR\",\"level\":2,\"header\":2,\"entries\":[\"When you choose this arcane tradition at 2nd level, you are able to use your own depleted life essence to channel your magical abilities. Whenever your current hit points are below your hit point maximum, you can use your own body as an {@item arcane focus|PHB}.\",\"In addition, when casting a wizard spell that requires a costly material component, you can forego the component by taking {@damage 1d10} necrotic damage per 50 gp of the cost of the component (minimum {@damage 1d10}). This damage can't be reduced in any way. If this damage reduces you to 0 hit points, the spell fails but the spell slot is not expended.\"]},{\"name\":\"Sanguine Burst\",\"source\":\"TDCSR\",\"page\":179,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Blood Magic\",\"subclassSource\":\"TDCSR\",\"level\":2,\"header\":2,\"entries\":[\"Also at 2nd level, you learn how to weave your life force into a spell you cast, boosting its intensity at the cost of your vitality. Whenever you roll damage for a spell you've cast of 1st level or higher, you can choose to take necrotic damage equal to the spell's level to reroll a number of the damage dice up to your Intelligence modifier (minimum one). This damage can't be reduced in any way, and you must use the new rolls.\"]},{\"name\":\"Bond of Mutual Suffering\",\"source\":\"TDCSR\",\"page\":179,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Blood Magic\",\"subclassSource\":\"TDCSR\",\"level\":6,\"header\":2,\"entries\":[\"At 6th level, when a creature you can see hits you with an attack, you can use your reaction to bind your vitality to the attacker and force them to share your pain. The attacker takes damage equal to the damage you took.\",\"This feature cannot be used against constructs or undead. You can use this feature once. You must finish a {@quickref resting|PHB|2|0|short or long rest} before you can use it again.\"]},{\"name\":\"Glyph of Hemorrhaging\",\"source\":\"TDCSR\",\"page\":179,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Blood Magic\",\"subclassSource\":\"TDCSR\",\"level\":10,\"header\":2,\"entries\":[\"Starting at 10th level, when you damage a creature with a spell, you can choose to curse that creature for 1 minute. While cursed in this way, whenever the creature is hit by an attack, it takes an extra {@damage 1d6} necrotic damage. At the end of each of the creature's turns, it can make a Constitution {@quickref saving throws|PHB|2|1|saving throw} against your spell save DC, ending the curse on a success.\",\"This feature cannot be used against creatures that are undead or constructs. Once you use this feature, you can't use it again until you finish a {@quickref resting|PHB|2|0|short or long rest}.\"]},{\"name\":\"Bond of Mutual Suffering (14th Level)\",\"source\":\"TDCSR\",\"page\":179,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Blood Magic\",\"subclassSource\":\"TDCSR\",\"level\":14,\"header\":2,\"entries\":[\"At 14th level, you can use this feature twice between rests.\"]},{\"name\":\"Thicker than Water\",\"source\":\"TDCSR\",\"page\":179,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Blood Magic\",\"subclassSource\":\"TDCSR\",\"level\":14,\"header\":2,\"entries\":[\"Upon reaching 14th level, the blood that flows through your veins is empowered with arcane vigor that mends wounds and helps preserve your life. Whenever a spell or magical effect causes you to regain hit points, you regain an additional number of hit points equal to your proficiency bonus.\",\"In addition, while you are concentrating on a spell, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.\"]},{\"name\":\"War Magic\",\"source\":\"XGE\",\"page\":59,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"War\",\"subclassSource\":\"XGE\",\"level\":2,\"entries\":[\"A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster's spells, while also providing methods for wizards to bolster their own defenses.\",\"Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents' attempts to counterattack. War mages are also adept at turning other spellcasters' magical energy against them.\",\"In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage's typical response: \\\"What good is being able to throw a mighty {@spell fireball} if I die before I can cast it?\\\"\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Arcane Deflection|Wizard||War|XGE|2\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Tactical Wit|Wizard||War|XGE|2\"}]},{\"name\":\"Arcane Deflection\",\"source\":\"XGE\",\"page\":59,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"War\",\"subclassSource\":\"XGE\",\"level\":2,\"header\":1,\"entries\":[\"At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.\",\"When you use this feature, you can't cast spells other than cantrips until the end of your next turn.\"]},{\"name\":\"Tactical Wit\",\"source\":\"XGE\",\"page\":59,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"War\",\"subclassSource\":\"XGE\",\"level\":2,\"header\":1,\"entries\":[\"Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.\"]},{\"name\":\"Power Surge\",\"source\":\"XGE\",\"page\":59,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"War\",\"subclassSource\":\"XGE\",\"level\":6,\"header\":2,\"entries\":[\"Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge.\",\"You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with {@spell dispel magic} or {@spell counterspell}, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.\",\"Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.\"]},{\"name\":\"Durable Magic\",\"source\":\"XGE\",\"page\":59,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"War\",\"subclassSource\":\"XGE\",\"level\":10,\"header\":2,\"entries\":[\"Beginning at 10th level, the magic you channel helps ward off harm. While you maintain {@status concentration} on a spell, you have a +2 bonus to AC and all saving throws.\"]},{\"name\":\"Deflecting Shroud\",\"source\":\"XGE\",\"page\":59,\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"War\",\"subclassSource\":\"XGE\",\"level\":14,\"header\":2,\"entries\":[\"At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your wizard level.\"]},{\"name\":\"Chronurgy Magic\",\"source\":\"EGW\",\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Chronurgy\",\"subclassSource\":\"EGW\",\"level\":3,\"_copy\":{\"name\":\"Chronurgy Magic\",\"source\":\"EGW\",\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Chronurgy\",\"subclassSource\":\"EGW\",\"level\":2,\"_preserve\":{\"page\":true}}},{\"name\":\"Graviturgy Magic\",\"source\":\"EGW\",\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Graviturgy\",\"subclassSource\":\"EGW\",\"level\":3,\"_copy\":{\"name\":\"Graviturgy Magic\",\"source\":\"EGW\",\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Graviturgy\",\"subclassSource\":\"EGW\",\"level\":2,\"_preserve\":{\"page\":true}}},{\"name\":\"School of Abjuration\",\"source\":\"PHB\",\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Abjuration\",\"subclassSource\":\"PHB\",\"level\":3,\"_copy\":{\"name\":\"School of Abjuration\",\"source\":\"PHB\",\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Abjuration\",\"subclassSource\":\"PHB\",\"level\":2,\"_preserve\":{\"page\":true}}},{\"name\":\"School of Conjuration\",\"source\":\"PHB\",\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Conjuration\",\"subclassSource\":\"PHB\",\"level\":3,\"_copy\":{\"name\":\"School of Conjuration\",\"source\":\"PHB\",\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Conjuration\",\"subclassSource\":\"PHB\",\"level\":2,\"_preserve\":{\"page\":true}}},{\"name\":\"School of Divination\",\"source\":\"PHB\",\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Divination\",\"subclassSource\":\"PHB\",\"level\":3,\"_copy\":{\"name\":\"School of Divination\",\"source\":\"PHB\",\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Divination\",\"subclassSource\":\"PHB\",\"level\":2,\"_preserve\":{\"page\":true}}},{\"name\":\"School of Enchantment\",\"source\":\"PHB\",\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Enchantment\",\"subclassSource\":\"PHB\",\"level\":3,\"_copy\":{\"name\":\"School of Enchantment\",\"source\":\"PHB\",\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Enchantment\",\"subclassSource\":\"PHB\",\"level\":2,\"_preserve\":{\"page\":true}}},{\"name\":\"School of Evocation\",\"source\":\"PHB\",\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Evocation\",\"subclassSource\":\"PHB\",\"level\":3,\"_copy\":{\"name\":\"School of Evocation\",\"source\":\"PHB\",\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Evocation\",\"subclassSource\":\"PHB\",\"level\":2,\"_preserve\":{\"page\":true}}},{\"name\":\"School of Illusion\",\"source\":\"PHB\",\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Illusion\",\"subclassSource\":\"PHB\",\"level\":3,\"_copy\":{\"name\":\"School of Illusion\",\"source\":\"PHB\",\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Illusion\",\"subclassSource\":\"PHB\",\"level\":2,\"_preserve\":{\"page\":true}}},{\"name\":\"School of Necromancy\",\"source\":\"PHB\",\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Necromancy\",\"subclassSource\":\"PHB\",\"level\":3,\"_copy\":{\"name\":\"School of Necromancy\",\"source\":\"PHB\",\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Necromancy\",\"subclassSource\":\"PHB\",\"level\":2,\"_preserve\":{\"page\":true}}},{\"name\":\"School of Transmutation\",\"source\":\"PHB\",\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Transmutation\",\"subclassSource\":\"PHB\",\"level\":3,\"_copy\":{\"name\":\"School of Transmutation\",\"source\":\"PHB\",\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Transmutation\",\"subclassSource\":\"PHB\",\"level\":2,\"_preserve\":{\"page\":true}}},{\"name\":\"Bladesinging\",\"source\":\"TCE\",\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Bladesinging\",\"subclassSource\":\"TCE\",\"level\":3,\"_copy\":{\"name\":\"Bladesinging\",\"source\":\"TCE\",\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Bladesinging\",\"subclassSource\":\"TCE\",\"level\":2,\"_preserve\":{\"page\":true}}},{\"name\":\"Order of Scribes\",\"source\":\"TCE\",\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Scribes\",\"subclassSource\":\"TCE\",\"level\":3,\"_copy\":{\"name\":\"Order of Scribes\",\"source\":\"TCE\",\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Scribes\",\"subclassSource\":\"TCE\",\"level\":2,\"_preserve\":{\"page\":true}}},{\"name\":\"Blood Magic\",\"source\":\"TDCSR\",\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Blood Magic\",\"subclassSource\":\"TDCSR\",\"level\":3,\"_copy\":{\"name\":\"Blood Magic\",\"source\":\"TDCSR\",\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"Blood Magic\",\"subclassSource\":\"TDCSR\",\"level\":2,\"_preserve\":{\"page\":true}}},{\"name\":\"War Magic\",\"source\":\"XGE\",\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"War\",\"subclassSource\":\"XGE\",\"level\":3,\"_copy\":{\"name\":\"War Magic\",\"source\":\"XGE\",\"className\":\"Wizard\",\"classSource\":\"PHB\",\"subclassShortName\":\"War\",\"subclassSource\":\"XGE\",\"level\":2,\"_preserve\":{\"page\":true}}},{\"name\":\"Abjurer\",\"source\":\"XPHB\",\"page\":172,\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Abjurer\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Shield Companions and Banish Foes}\",\"Your study of magic is focused on spells that block, banish, or protect—ending harmful effects, banishing evil influences, and protecting the weak. Abjurers are sought when baleful spirits require exorcism, when locations must be guarded against magical spying, and when portals to other planes of existence must be closed. Adventuring parties value Abjurers for the protection they provide against a variety of hostile magic and other attacks.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Abjuration Savant|Wizard|XPHB|Abjurer|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Arcane Ward|Wizard|XPHB|Abjurer|XPHB|3\"}]},{\"name\":\"Abjuration Savant\",\"source\":\"XPHB\",\"page\":172,\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Abjurer\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"entries\":[\"Choose two Wizard spells from the Abjuration school, each of which must be no higher than level 2, and add them to your spellbook for free.\",\"In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Abjuration school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.\"]},{\"name\":\"Arcane Ward\",\"source\":\"XPHB\",\"page\":172,\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Abjurer\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"entries\":[\"You can weave magic around yourself for protection. When you cast an Abjuration spell with a spell slot, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a {@variantrule Long Rest|XPHB}. The ward has a {@variantrule Hit Points|XPHB|Hit Point} maximum equal to twice your Wizard level plus your Intelligence modifier. Whenever you take damage, the ward takes the damage instead, and if you have any Resistances or Vulnerabilities, apply them before reducing the ward's {@variantrule Hit Points|XPHB}. If the damage reduces the ward to 0 {@variantrule Hit Points|XPHB}, you take any remaining damage. While the ward has 0 {@variantrule Hit Points|XPHB}, it can't absorb damage, but its magic remains.\",\"Whenever you cast an Abjuration spell with a spell slot, the ward regains a number of {@variantrule Hit Points|XPHB} equal to twice the level of the spell slot. Alternatively, as a {@variantrule Bonus Action|XPHB}, you can expend a spell slot, and the ward regains a number of {@variantrule Hit Points|XPHB} equal to twice the level of the spell slot expended.\",\"Once you create the ward, you can't create it again until you finish a {@variantrule Long Rest|XPHB}.\"]},{\"name\":\"Projected Ward\",\"source\":\"XPHB\",\"page\":172,\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Abjurer\",\"subclassSource\":\"XPHB\",\"level\":6,\"header\":2,\"entries\":[\"When a creature that you can see within 30 feet of yourself takes damage, you can take a {@variantrule Reaction|XPHB} to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 {@variantrule Hit Points|XPHB}, the warded creature takes any remaining damage. If that creature has any Resistances or Vulnerabilities, apply them before reducing the ward's {@variantrule Hit Points|XPHB}.\"]},{\"name\":\"Spell Breaker\",\"source\":\"XPHB\",\"page\":173,\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Abjurer\",\"subclassSource\":\"XPHB\",\"level\":10,\"header\":2,\"entries\":[\"You always have the {@spell Counterspell|XPHB} and {@spell Dispel Magic|XPHB} spells prepared. In addition, you can cast {@spell Dispel Magic|XPHB} as a {@variantrule Bonus Action|XPHB}, and you can add your {@variantrule Proficiency|XPHB} Bonus to its ability check.\",\"When you cast either spell with a spell slot, that slot isn't expended if the spell fails to stop a spell.\"]},{\"name\":\"Spell Resistance\",\"source\":\"XPHB\",\"page\":173,\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Abjurer\",\"subclassSource\":\"XPHB\",\"level\":14,\"header\":2,\"entries\":[\"You have {@variantrule Advantage|XPHB} on saving throws against spells, and you have {@variantrule Resistance|XPHB} to the damage of spells.\"]},{\"name\":\"Diviner\",\"source\":\"XPHB\",\"page\":173,\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Diviner\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Learn the Secrets of the Multiverse}\",\"The counsel of a Diviner is sought by those who want a clearer understanding of the past, present, and future. As a Diviner, you strive to part the veils of space, time, and consciousness. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Divination Savant|Wizard|XPHB|Diviner|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Portent|Wizard|XPHB|Diviner|XPHB|3\"}]},{\"name\":\"Divination Savant\",\"source\":\"XPHB\",\"page\":173,\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Diviner\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"entries\":[\"Choose two Wizard spells from the Divination school, each of which must be no higher than level 2, and add them to your spellbook for free.\",\"In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Divination school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.\"]},{\"name\":\"Portent\",\"source\":\"XPHB\",\"page\":173,\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Diviner\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"entries\":[\"Glimpses of the future begin to press on your awareness. Whenever you finish a {@variantrule Long Rest|XPHB}, roll two d20s and record the numbers rolled. You can replace any {@variantrule D20 Test|XPHB} made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.\",\"Each foretelling roll can be used only once. When you finish a {@variantrule Long Rest|XPHB}, you lose any unused foretelling rolls.\"]},{\"name\":\"Expert Divination\",\"source\":\"XPHB\",\"page\":173,\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Diviner\",\"subclassSource\":\"XPHB\",\"level\":6,\"header\":2,\"entries\":[\"Casting Divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a Divination spell using a level 2+ spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the slot you expended and can't be higher than level 5.\"]},{\"name\":\"The Third Eye\",\"source\":\"XPHB\",\"page\":173,\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Diviner\",\"subclassSource\":\"XPHB\",\"level\":10,\"header\":2,\"entries\":[\"You can increase your powers of perception. As a {@variantrule Bonus Action|XPHB}, choose one of the following benefits, which lasts until you start a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}. You can't use this feature again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Darkvision\",\"entries\":[\"You gain {@sense Darkvision|XPHB} with a range of 120 feet.\"]},{\"type\":\"entries\",\"name\":\"Greater Comprehension\",\"entries\":[\"You can read any language.\"]},{\"type\":\"entries\",\"name\":\"See Invisibility\",\"entries\":[\"You can cast {@spell See Invisibility|XPHB} without expending a spell slot.\"]}]}]},{\"name\":\"Greater Portent\",\"source\":\"XPHB\",\"page\":173,\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Diviner\",\"subclassSource\":\"XPHB\",\"level\":14,\"header\":2,\"entries\":[\"The visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. Roll three d20s for your Portent feature rather than two.\"]},{\"name\":\"Evoker\",\"source\":\"XPHB\",\"page\":174,\"freeRules2024\":true,\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Evoker\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Create Explosive Elemental Effects}\",\"Your studies focus on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some Evokers find employment in military forces, serving as artillery to blast armies from afar. Others use their power to protect others, while some seek their own gain.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Evocation Savant|Wizard|XPHB|Evoker|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Potent Cantrip|Wizard|XPHB|Evoker|XPHB|3\"}]},{\"name\":\"Evocation Savant\",\"source\":\"XPHB\",\"page\":174,\"freeRules2024\":true,\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Evoker\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"entries\":[\"Choose two Wizard spells from the Evocation school, each of which must be no higher than level 2, and add them to your spellbook for free.\",\"In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Evocation school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.\"]},{\"name\":\"Potent Cantrip\",\"source\":\"XPHB\",\"page\":174,\"freeRules2024\":true,\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Evoker\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"entries\":[\"Your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a cantrip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.\"]},{\"name\":\"Sculpt Spells\",\"source\":\"XPHB\",\"page\":174,\"freeRules2024\":true,\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Evoker\",\"subclassSource\":\"XPHB\",\"level\":6,\"header\":2,\"entries\":[\"You can create pockets of relative safety within the effects of your evocations. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 plus the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.\"]},{\"name\":\"Empowered Evocation\",\"source\":\"XPHB\",\"page\":174,\"freeRules2024\":true,\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Evoker\",\"subclassSource\":\"XPHB\",\"level\":10,\"header\":2,\"entries\":[\"Whenever you cast a Wizard spell from the Evocation school, you can add your Intelligence modifier to one damage roll of that spell.\"]},{\"name\":\"Overchannel\",\"source\":\"XPHB\",\"page\":174,\"freeRules2024\":true,\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Evoker\",\"subclassSource\":\"XPHB\",\"level\":14,\"header\":2,\"entries\":[\"You can increase the power of your spells. When you cast a Wizard spell with a spell slot of levels 1–5 that deals damage, you can deal maximum damage with that spell on the turn you cast it.\",\"The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a {@variantrule Long Rest|XPHB}, you take {@damage 2d12} Necrotic damage for each level of the spell slot immediately after you cast it. This damage ignores {@variantrule Resistance|XPHB} and {@variantrule Immunity|XPHB}.\",\"Each time you use this feature again before finishing a {@variantrule Long Rest|XPHB}, the Necrotic damage per spell level increases by {@dice 1d12}.\"]},{\"name\":\"Illusionist\",\"source\":\"XPHB\",\"page\":175,\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Illusionist\",\"subclassSource\":\"XPHB\",\"level\":3,\"entries\":[\"{@i Weave Subtle Spells of Deception}\",\"You specialize in magic that dazzles the senses and tricks the mind, and the illusions you craft make the impossible seem real.\",{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Illusion Savant|Wizard|XPHB|Illusionist|XPHB|3\"},{\"type\":\"refSubclassFeature\",\"subclassFeature\":\"Improved Illusions|Wizard|XPHB|Illusionist|XPHB|3\"}]},{\"name\":\"Illusion Savant\",\"source\":\"XPHB\",\"page\":175,\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Illusionist\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"entries\":[\"Choose two Wizard spells from the Illusion school, each of which must be no higher than level 2, and add them to your spellbook for free.\",\"In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Illusion school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.\"]},{\"name\":\"Improved Illusions\",\"source\":\"XPHB\",\"page\":175,\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Illusionist\",\"subclassSource\":\"XPHB\",\"level\":3,\"header\":1,\"entries\":[\"You can cast Illusion spells without providing Verbal components, and if an Illusion spell you cast has a range of 10+ feet, the range increases by 60 feet.\",\"You also know the {@spell Minor Illusion|XPHB} cantrip. If you already know it, you learn a different Wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known. You can create both a sound and an image with a single casting of {@spell Minor Illusion|XPHB}, and you can cast it as a {@variantrule Bonus Action|XPHB}.\"]},{\"name\":\"Phantasmal Creatures\",\"source\":\"XPHB\",\"page\":175,\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Illusionist\",\"subclassSource\":\"XPHB\",\"level\":6,\"header\":2,\"entries\":[\"You always have the {@spell Summon Beast|XPHB} and {@spell Summon Fey|XPHB} spells prepared. Whenever you cast either spell, you can change its school to Illusion, which causes the summoned creature to appear spectral. You can cast the Illusion version of each spell without expending a spell slot, but casting it without a slot halves the creature's {@variantrule Hit Points|XPHB}. Once you cast either spell without a spell slot, you must finish a {@variantrule Long Rest|XPHB} before you can cast the spell in that way again.\"]},{\"name\":\"Illusory Self\",\"source\":\"XPHB\",\"page\":175,\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Illusionist\",\"subclassSource\":\"XPHB\",\"level\":10,\"header\":2,\"entries\":[\"When a creature hits you with an attack roll, you can take a {@variantrule Reaction|XPHB} to interpose an illusory duplicate of yourself between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.\",\"Once you use this feature, you can't use it again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}. You can also restore your use of it by expending a level 2+ spell slot (no action required).\"]},{\"name\":\"Illusory Reality\",\"source\":\"XPHB\",\"page\":175,\"className\":\"Wizard\",\"classSource\":\"XPHB\",\"subclassShortName\":\"Illusionist\",\"subclassSource\":\"XPHB\",\"level\":14,\"header\":2,\"entries\":[\"You have learned to weave shadow magic into your illusions to give them a semi-reality. When you cast an Illusion spell with a spell slot, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a {@variantrule Bonus Action|XPHB} while the spell is ongoing. The object remains real for 1 minute, during which it can't deal damage or give any conditions. For example, you can create an illusion of a bridge over a chasm and then make it real and cross it.\"]}]}"); JSON_DATA[`data/class/index.json`] = JSON.parse("{\"artificer\":\"class-artificer.json\",\"barbarian\":\"class-barbarian.json\",\"bard\":\"class-bard.json\",\"cleric\":\"class-cleric.json\",\"druid\":\"class-druid.json\",\"fighter\":\"class-fighter.json\",\"monk\":\"class-monk.json\",\"mystic\":\"class-mystic.json\",\"paladin\":\"class-paladin.json\",\"ranger\":\"class-ranger.json\",\"rogue\":\"class-rogue.json\",\"sidekick\":\"class-sidekick.json\",\"sorcerer\":\"class-sorcerer.json\",\"warlock\":\"class-warlock.json\",\"wizard\":\"class-wizard.json\"}"); JSON_DATA[`data/conditionsdiseases.json`] = JSON.parse("{\"condition\":[{\"name\":\"Blinded\",\"source\":\"PHB\",\"page\":290,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":62},{\"source\":\"HftT\",\"page\":48}],\"reprintedAs\":[\"Blinded|XPHB\"],\"entries\":[{\"type\":\"list\",\"items\":[\"A blinded creature can't see and automatically fails any ability check that requires sight.\",\"Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.\"]}],\"hasFluffImages\":true},{\"name\":\"Blinded\",\"source\":\"XPHB\",\"page\":361,\"freeRules2024\":true,\"entries\":[\"While you have the Blinded condition, you experience the following effects.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Can't See\",\"entries\":[\"You can't see and automatically fail any ability check that requires sight.\"]},{\"type\":\"entries\",\"name\":\"Attacks Affected\",\"entries\":[\"{@action Attack|XPHB} rolls against you have {@variantrule Advantage|XPHB}, and your attack rolls have {@variantrule Disadvantage|XPHB}.\"]}]}]},{\"name\":\"Charmed\",\"source\":\"PHB\",\"page\":290,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":62},{\"source\":\"HftT\",\"page\":48}],\"reprintedAs\":[\"Charmed|XPHB\"],\"entries\":[{\"type\":\"list\",\"items\":[\"A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.\",\"The charmer has advantage on any ability check to interact socially with the creature.\"]}],\"hasFluffImages\":true},{\"name\":\"Charmed\",\"source\":\"XPHB\",\"page\":361,\"freeRules2024\":true,\"entries\":[\"While you have the Charmed condition, you experience the following effects.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Can't Harm the Charmer\",\"entries\":[\"You can't attack the charmer or target the charmer with damaging abilities or {@variantrule Magical Effect|XPHB|magical effects}.\"]},{\"type\":\"entries\",\"name\":\"Social Advantage\",\"entries\":[\"The charmer has {@variantrule Advantage|XPHB} on any ability check to interact with you socially.\"]}]}]},{\"name\":\"Deafened\",\"source\":\"PHB\",\"page\":290,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":62},{\"source\":\"HftT\",\"page\":48}],\"reprintedAs\":[\"Deafened|XPHB\"],\"entries\":[{\"type\":\"list\",\"items\":[\"A deafened creature can't hear and automatically fails any ability check that requires hearing.\"]}],\"hasFluffImages\":true},{\"name\":\"Deafened\",\"source\":\"XPHB\",\"page\":365,\"freeRules2024\":true,\"entries\":[\"While you have the Deafened condition, you experience the following effect.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Can't Hear\",\"entries\":[\"You can't hear and automatically fail any ability check that requires hearing.\"]}]}]},{\"name\":\"Exhaustion\",\"source\":\"PHB\",\"page\":291,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":62}],\"reprintedAs\":[\"Exhaustion|XPHB\"],\"entries\":[\"Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description.\",{\"type\":\"table\",\"colLabels\":[\"Level\",\"Effect\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Disadvantage on ability checks\"],[\"2\",\"Speed halved\"],[\"3\",\"Disadvantage on attack rolls and saving throws\"],[\"4\",\"Hit point maximum halved\"],[\"5\",\"Speed reduced to 0\"],[\"6\",\"Death\"]]},\"If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description.\",\"A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.\",\"An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1.\",\"Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink. Also, being raised from the dead reduces a creature's exhaustion level by 1.\"]},{\"name\":\"Exhaustion\",\"source\":\"XPHB\",\"page\":365,\"freeRules2024\":true,\"entries\":[\"While you have the Exhaustion condition, you experience the following effects.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Exhaustion Levels\",\"entries\":[\"This condition is cumulative. Each time you receive it, you gain 1 Exhaustion level. You die if your Exhaustion level is 6.\"]},{\"type\":\"entries\",\"name\":\"D20 Tests Affected\",\"entries\":[\"When you make a D20 Test the roll is reduced by 2 times your Exhaustion level.\"]},{\"type\":\"entries\",\"name\":\"Speed Reduced\",\"entries\":[\"Your {@variantrule Speed|XPHB} is reduced by a number of feet equal to 5 times your Exhaustion level.\"]},{\"type\":\"entries\",\"name\":\"Removing Exhaustion Levels\",\"entries\":[\"Finishing a {@variantrule Long Rest|XPHB} removes 1 of your Exhaustion levels. When your Exhaustion level reaches 0, the condition ends.\"]}]}]},{\"name\":\"Frightened\",\"source\":\"PHB\",\"page\":290,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":62},{\"source\":\"HftT\",\"page\":48}],\"reprintedAs\":[\"Frightened|XPHB\"],\"entries\":[{\"type\":\"list\",\"items\":[\"A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.\",\"The creature can't willingly move closer to the source of its fear.\"]}],\"hasFluffImages\":true},{\"name\":\"Frightened\",\"source\":\"XPHB\",\"page\":367,\"freeRules2024\":true,\"entries\":[\"While you have the Frightened condition, you experience the following effects.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Ability Checks and Attacks Affected\",\"entries\":[\"You have {@variantrule Disadvantage|XPHB} on ability checks and attack rolls while the source of fear is within line of sight.\"]},{\"type\":\"entries\",\"name\":\"Can't Approach\",\"entries\":[\"You can't willingly move closer to the source of fear.\"]}]}]},{\"name\":\"Grappled\",\"source\":\"PHB\",\"page\":290,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":62},{\"source\":\"HftT\",\"page\":48}],\"reprintedAs\":[\"Grappled|XPHB\"],\"entries\":[{\"type\":\"list\",\"items\":[\"A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.\",\"The condition ends if the grappler is {@condition incapacitated}.\",\"The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the {@spell thunderwave} spell.\"]}],\"hasFluffImages\":true},{\"name\":\"Grappled\",\"source\":\"XPHB\",\"page\":367,\"freeRules2024\":true,\"entries\":[\"While you have the Grappled condition, you experience the following effects.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Speed 0\",\"entries\":[\"Your {@variantrule Speed|XPHB} is 0 and can't increase.\"]},{\"type\":\"entries\",\"name\":\"Attacks Affected\",\"entries\":[\"You have {@variantrule Disadvantage|XPHB} on attack rolls against any target other than the grappler.\"]},{\"type\":\"entries\",\"name\":\"Movable\",\"entries\":[\"The grappler can drag or carry you when it moves, but every foot of movement costs it 1 extra foot unless you are Tiny or two or more sizes smaller than it.\"]}]}]},{\"name\":\"Incapacitated\",\"source\":\"PHB\",\"page\":290,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":62},{\"source\":\"HftT\",\"page\":48}],\"reprintedAs\":[\"Incapacitated|XPHB\"],\"entries\":[{\"type\":\"list\",\"items\":[\"An incapacitated creature can't take actions or reactions.\"]}]},{\"name\":\"Incapacitated\",\"source\":\"XPHB\",\"page\":369,\"freeRules2024\":true,\"entries\":[\"While you have the Incapacitated condition, you experience the following effects.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Inactive\",\"entries\":[\"You can't take any {@variantrule Action|XPHB|action}, {@variantrule Bonus Action|XPHB}, or {@variantrule Reaction|XPHB}.\"]},{\"type\":\"entries\",\"name\":\"No Concentration\",\"entries\":[\"Your {@status Concentration|XPHB} is broken.\"]},{\"type\":\"entries\",\"name\":\"Speechless\",\"entries\":[\"You can't speak.\"]},{\"type\":\"entries\",\"name\":\"Surprised\",\"entries\":[\"If you're Incapacitated when you roll {@variantrule Initiative|XPHB}, you have {@variantrule Disadvantage|XPHB} on the roll.\"]}]}]},{\"name\":\"Invisible\",\"source\":\"PHB\",\"page\":291,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":62},{\"source\":\"HftT\",\"page\":48}],\"reprintedAs\":[\"Invisible|XPHB\"],\"entries\":[{\"type\":\"list\",\"items\":[\"An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.\",\"Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.\"]}],\"hasFluffImages\":true},{\"name\":\"Invisible\",\"source\":\"XPHB\",\"page\":370,\"freeRules2024\":true,\"entries\":[\"While you have the Invisible condition, you experience the following effects.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Surprise\",\"entries\":[\"If you're Invisible when you roll {@variantrule Initiative|XPHB}, you have {@variantrule Advantage|XPHB} on the roll.\"]},{\"type\":\"entries\",\"name\":\"Concealed\",\"entries\":[\"You aren't affected by any effect that requires its target to be seen unless the effect's creator can somehow see you. Any equipment you are wearing or carrying is also concealed.\"]},{\"type\":\"entries\",\"name\":\"Attacks Affected\",\"entries\":[\"{@action Attack|XPHB} rolls against you have {@variantrule Disadvantage|XPHB}, and your attack rolls have {@variantrule Advantage|XPHB}. If a creature can somehow see you, you don't gain this benefit against that creature.\"]}]}]},{\"name\":\"Paralyzed\",\"source\":\"PHB\",\"page\":291,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":62},{\"source\":\"HftT\",\"page\":48}],\"reprintedAs\":[\"Paralyzed|XPHB\"],\"entries\":[{\"type\":\"list\",\"items\":[\"A paralyzed creature is {@condition incapacitated} and can't move or speak.\",\"The creature automatically fails Strength and Dexterity saving throws.\",\"Attack rolls against the creature have advantage.\",\"Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.\"]}],\"hasFluffImages\":true},{\"name\":\"Paralyzed\",\"source\":\"XPHB\",\"page\":371,\"freeRules2024\":true,\"entries\":[\"While you have the Paralyzed condition, you experience the following effects.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Incapacitated\",\"entries\":[\"You have the {@condition Incapacitated|XPHB} condition.\"]},{\"type\":\"entries\",\"name\":\"Speed 0\",\"entries\":[\"Your {@variantrule Speed|XPHB} is 0 and can't increase.\"]},{\"type\":\"entries\",\"name\":\"Saving Throws Affected\",\"entries\":[\"You automatically fail Strength and Dexterity {@variantrule Saving Throw|XPHB|saving throws}.\"]},{\"type\":\"entries\",\"name\":\"Attacks Affected\",\"entries\":[\"{@action Attack|XPHB} rolls against you have {@variantrule Advantage|XPHB}.\"]},{\"type\":\"entries\",\"name\":\"Automatic Critical Hits\",\"entries\":[\"Any attack roll that hits you is a {@variantrule Critical Hit|XPHB} if the attacker is within 5 feet of you.\"]}]}]},{\"name\":\"Petrified\",\"source\":\"PHB\",\"page\":291,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":62},{\"source\":\"HftT\",\"page\":48}],\"reprintedAs\":[\"Petrified|XPHB\"],\"entries\":[{\"type\":\"list\",\"items\":[\"A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.\",\"The creature is {@condition incapacitated}, can't move or speak, and is unaware of its surroundings.\",\"Attack rolls against the creature have advantage.\",\"The creature automatically fails Strength and Dexterity saving throws.\",\"The creature has resistance to all damage.\",\"The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.\"]}],\"hasFluffImages\":true},{\"name\":\"Petrified\",\"source\":\"XPHB\",\"page\":372,\"freeRules2024\":true,\"entries\":[\"While you have the Petrified condition, you experience the following effects.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Turned to Inanimate Substance\",\"entries\":[\"You are transformed, along with any nonmagical objects you are wearing and carrying, into a solid inanimate substance (usually stone). Your weight increases by a factor of ten, and you cease aging.\"]},{\"type\":\"entries\",\"name\":\"Incapacitated\",\"entries\":[\"You have the {@condition Incapacitated|XPHB} condition.\"]},{\"type\":\"entries\",\"name\":\"Speed 0\",\"entries\":[\"Your {@variantrule Speed|XPHB} is 0 and can't increase.\"]},{\"type\":\"entries\",\"name\":\"Attacks Affected\",\"entries\":[\"{@action Attack|XPHB} rolls against you have {@variantrule Advantage|XPHB}.\"]},{\"type\":\"entries\",\"name\":\"Saving Throws Affected\",\"entries\":[\"You automatically fail Strength and Dexterity {@variantrule Saving Throw|XPHB|saving throws}.\"]},{\"type\":\"entries\",\"name\":\"Resist Damage\",\"entries\":[\"You have {@variantrule Resistance|XPHB} to all damage.\"]},{\"type\":\"entries\",\"name\":\"Poison Immunity\",\"entries\":[\"You have {@variantrule Immunity|XPHB} to the {@condition Poisoned|XPHB} condition.\"]}]}]},{\"name\":\"Poisoned\",\"source\":\"PHB\",\"page\":292,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":62},{\"source\":\"HftT\",\"page\":48}],\"reprintedAs\":[\"Poisoned|XPHB\"],\"entries\":[{\"type\":\"list\",\"items\":[\"A poisoned creature has disadvantage on attack rolls and ability checks.\"]}],\"hasFluffImages\":true},{\"name\":\"Poisoned\",\"source\":\"XPHB\",\"page\":372,\"freeRules2024\":true,\"entries\":[\"While you have the Poisoned condition, you experience the following effect.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Ability Checks and Attacks Affected\",\"entries\":[\"You have {@variantrule Disadvantage|XPHB} on attack rolls and ability checks.\"]}]}]},{\"name\":\"Prone\",\"source\":\"PHB\",\"page\":292,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":62},{\"source\":\"HftT\",\"page\":48}],\"reprintedAs\":[\"Prone|XPHB\"],\"entries\":[{\"type\":\"list\",\"items\":[\"A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.\",\"The creature has disadvantage on attack rolls.\",\"An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.\"]}],\"hasFluffImages\":true},{\"name\":\"Prone\",\"source\":\"XPHB\",\"page\":372,\"freeRules2024\":true,\"entries\":[\"While you have the Prone condition, you experience the following effects.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Restricted Movement\",\"entries\":[\"Your only movement options are to {@variantrule Crawling|XPHB|crawl} or to spend an amount of movement equal to half your {@variantrule Speed|XPHB} (round down) to right yourself and thereby end the condition. If your {@variantrule Speed|XPHB} is 0, you can't right yourself.\"]},{\"type\":\"entries\",\"name\":\"Attacks Affected\",\"entries\":[\"You have {@variantrule Disadvantage|XPHB} on attack rolls. An attack roll against you has {@variantrule Advantage|XPHB} if the attacker is within 5 feet of you. Otherwise, that attack roll has {@variantrule Disadvantage|XPHB}.\"]}]}]},{\"name\":\"Restrained\",\"source\":\"PHB\",\"page\":292,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":62},{\"source\":\"HftT\",\"page\":48}],\"reprintedAs\":[\"Restrained|XPHB\"],\"entries\":[{\"type\":\"list\",\"items\":[\"A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.\",\"Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.\",\"The creature has disadvantage on Dexterity saving throws.\"]}],\"hasFluffImages\":true},{\"name\":\"Restrained\",\"source\":\"XPHB\",\"page\":373,\"freeRules2024\":true,\"entries\":[\"While you have the Restrained condition, you experience the following effects.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Speed 0\",\"entries\":[\"Your {@variantrule Speed|XPHB} is 0 and can't increase.\"]},{\"type\":\"entries\",\"name\":\"Attacks Affected\",\"entries\":[\"{@action Attack|XPHB} rolls against you have {@variantrule Advantage|XPHB}, and your attack rolls have {@variantrule Disadvantage|XPHB}.\"]},{\"type\":\"entries\",\"name\":\"Saving Throws Affected\",\"entries\":[\"You have {@variantrule Disadvantage|XPHB} on Dexterity {@variantrule Saving Throw|XPHB|saving throws}.\"]}]}]},{\"name\":\"Stunned\",\"source\":\"PHB\",\"page\":292,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":62},{\"source\":\"HftT\",\"page\":48}],\"reprintedAs\":[\"Stunned|XPHB\"],\"entries\":[{\"type\":\"list\",\"items\":[\"A stunned creature is {@condition incapacitated}, can't move, and can speak only falteringly.\",\"The creature automatically fails Strength and Dexterity saving throws.\",\"Attack rolls against the creature have advantage.\"]}],\"hasFluffImages\":true},{\"name\":\"Stunned\",\"source\":\"XPHB\",\"page\":376,\"freeRules2024\":true,\"entries\":[\"While you have the Stunned condition, you experience the following effects.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Incapacitated\",\"entries\":[\"You have the {@condition Incapacitated|XPHB} condition.\"]},{\"type\":\"entries\",\"name\":\"Saving Throws Affected\",\"entries\":[\"You automatically fail Strength and Dexterity {@variantrule Saving Throw|XPHB|saving throws}.\"]},{\"type\":\"entries\",\"name\":\"Attacks Affected\",\"entries\":[\"{@action Attack|XPHB} rolls against you have {@variantrule Advantage|XPHB}.\"]}]}]},{\"name\":\"Unconscious\",\"source\":\"PHB\",\"page\":292,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":62},{\"source\":\"HftT\",\"page\":48}],\"reprintedAs\":[\"Unconscious|XPHB\"],\"entries\":[{\"type\":\"list\",\"items\":[\"An unconscious creature is {@condition incapacitated}, can't move or speak, and is unaware of its surroundings.\",\"The creature drops whatever it's holding and falls {@condition prone}.\",\"The creature automatically fails Strength and Dexterity saving throws.\",\"Attack rolls against the creature have advantage.\",\"Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.\"]}],\"hasFluffImages\":true},{\"name\":\"Unconscious\",\"source\":\"XPHB\",\"page\":376,\"freeRules2024\":true,\"entries\":[\"While you have the Unconscious condition, you experience the following effects.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Inert\",\"entries\":[\"You have the {@condition Incapacitated|XPHB} and {@condition Prone|XPHB} conditions, and you drop whatever you're holding. When this condition ends, you remain {@condition Prone|XPHB}.\"]},{\"type\":\"entries\",\"name\":\"Speed 0\",\"entries\":[\"Your {@variantrule Speed|XPHB} is 0 and can't increase.\"]},{\"type\":\"entries\",\"name\":\"Attacks Affected\",\"entries\":[\"{@action Attack|XPHB} rolls against you have {@variantrule Advantage|XPHB}.\"]},{\"type\":\"entries\",\"name\":\"Saving Throws Affected\",\"entries\":[\"You automatically fail Strength and Dexterity {@variantrule Saving Throw|XPHB|saving throws}.\"]},{\"type\":\"entries\",\"name\":\"Automatic Critical Hits\",\"entries\":[\"Any attack roll that hits you is a {@variantrule Critical Hit|XPHB} if the attacker is within 5 feet of you.\"]},{\"type\":\"entries\",\"name\":\"Unaware\",\"entries\":[\"You're unaware of your surroundings.\"]}]}]}],\"disease\":[{\"name\":\"Arcane Blight\",\"source\":\"IDRotF\",\"page\":233,\"entries\":[\"Any humanoid that spends 12 hours in the necropolis must succeed on a DC 15 Constitution saving throw or contract an arcane blight. This magical disease transforms the humanoid into a {@creature nothic}, but only after the victim experiences hallucinations and feelings of isolation and paranoia. Other symptoms include clammy skin, hair loss, and myopia (nearsightedness).\",\"A player character infected with the arcane blight gains the following flaw: \\\"I don't trust anyone.\\\" This flaw, which supersedes any conflicting flaw, is fed by delusions that are difficult for the character to distinguish from reality. Common delusions include the belief that that allies are conspiring to steal the victim's riches or otherwise turn against the victim.\",\"Whenever it finishes a long rest, an infected humanoid must repeat the saving throw. On a successful save, the DC for future saves against the arcane blight drops by {@dice 1d6}. If the saving throw DC drops to 0, the creature overcomes the arcane blight and becomes immune to the effect of further exposure. A creature that fails three of these saving throws transforms into a {@creature nothic} under the DM's control. Only a {@spell wish} spell or divine intervention can undo this transformation.\",\"A {@spell greater restoration} spell or similar magic ends the infection on the target, removing the flaw and all other symptoms, but this magic doesn't protect the target against further exposure.\"]},{\"name\":\"Blinding Sickness\",\"source\":\"PHB\",\"page\":227,\"entries\":[\"Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is {@condition blinded}.\",\"{@note This disease can be inflicted with the {@spell contagion} spell.}\"]},{\"name\":\"Blue Mist Fever\",\"source\":\"ToA\",\"page\":40,\"entries\":[\"A magical mist creeps through the jungles of Chult. Contact with this thin, blue, odorless mist can infect giants and humanoids with blue mist fever. A {@spell dispel magic} spell destroys the mist in a 20-foot square starting at a point chosen by the caster within the spell's range. An encounter with this mist typically covers {@dice 1d6} such areas (400-2,400 square feet).\",\"A giant or humanoid that comes into contact with the mist must succeed on a DC 13 Constitution saving throw or become infected with blue mist fever. An infected creature begins seeing vivid hallucinations of blue monkeys {@dice 1d6} hours after failing the save, and the hallucinations last until the disease ends on the creature. A creature can repeat the saving throw every 24 hours, ending the effect on itself on a success.\"]},{\"name\":\"Bluerot\",\"source\":\"GoS\",\"page\":234,\"entries\":[\"This disease targets humanoids. While afflicted with bluerot, a victim grows grotesque blue boils on their face and back. This disease is carried by undead (including the drowned ones in Tammeraut's Fate), and victims most often acquire it through wounds caused by infected creatures. The disease's boils manifest in {@dice 1d4} hours, causing the victim's Constitution and Charisma scores to decrease by {@dice 1d4} each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. An infected creature is vulnerable to radiant damage and gains the ability to breathe underwater.\",\"At the end of each long rest, an infected creature makes a DC 12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim's ability scores do not cure the disease. On a failed saving throw, the victim takes 18 ({@dice 4d8}) necrotic damage as the boils burst and spread. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal.\"]},{\"name\":\"Cackle Fever\",\"source\":\"DMG\",\"page\":257,\"srd\":true,\"reprintedAs\":[\"Cackle Fever|XDMG\"],\"entries\":[\"This disease targets humanoids, although gnomes are strangely immune. While in the grips of this disease, victims frequently succumb to fits of mad laughter, giving the disease its common name and its morbid nickname: \\\"the shrieks.\\\"\",\"Symptoms manifest {@dice 1d4} hours after infection and include fever and disorientation. The infected creature gains one level of {@condition exhaustion} that can't be removed until the disease is cured.\",\"Any event that causes the infected creature great stress—including entering combat, taking damage, experiencing fear, or having a nightmare—forces the creature to make a DC 13 Constitution saving throw.\",\"On a failed save, the creature takes 5 ({@dice 1d10}) psychic damage and becomes {@condition incapacitated} with mad laughter for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the mad laughter and the {@condition incapacitated} condition on a success. Any humanoid creature that starts its turn within 10 feet of an infected creature in the throes of mad laughter must succeed on a DC 10 Constitution saving throw or also become infected with the disease. Once a creature succeeds on this save, it is immune to the mad laughter of that particular infected creature for 24 hours.\",\"At the end of each long rest, an infected creature can make a DC 13 Constitution saving throw. On a successful save, the DC for this save and for the save to avoid an attack of mad laughter drops by {@dice 1d6}. When the saving throw DC drops to 0, the creature recovers from the disease. A creature that fails three of these saving throws gains a randomly determined form of {@variantrule Madness|DMG|indefinite madness}.\"]},{\"name\":\"Cackle Fever\",\"source\":\"XDMG\",\"page\":61,\"type\":\"Magical Contagion\",\"entries\":[\"Cheaply made potions and elixirs are sometimes tainted by Cackle Fever, which affects Humanoids only (gnomes are strangely immune). A creature suffers the following effects {@dice 1d4} days after infection:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Fever\",\"entry\":\"The creature gains 1 {@condition Exhaustion|XPHB} level, which lasts until the contagion ends on the creature.\"},{\"type\":\"item\",\"name\":\"Uncontrollable Laughter\",\"entry\":\"While the creature has the {@condition Exhaustion|XPHB} condition, the creature makes a DC 13 Constitution saving throw each time it takes damage other than Psychic damage. On a failed save, the creature takes 5 ({@dice 1d10}) Psychic damage and has the {@condition Incapacitated|XPHB} condition as it laughs uncontrollably. At the end of each of its turns, the creature repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically.\"}]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Fighting the Contagion\",\"entries\":[\"At the end of each Long Rest, an infected creature makes a DC 13 Constitution saving throw. After the creature succeeds on three of these saves, the contagion ends on it, and the creature is immune to Cackle Fever for 1 year.\"]},{\"type\":\"entries\",\"name\":\"Spreading the Contagion\",\"entries\":[\"Any Humanoid (other than a gnome) that starts its turn within a 10-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from a creature infected with Cackle Fever must succeed on a DC 10 Constitution saving throw or also become infected with the contagion. On a successful save, the Humanoid can't catch the contagion from that particular infected creature for the next 24 hours.\"]}]}]},{\"name\":\"Filth Fever\",\"source\":\"PHB\",\"page\":227,\"entries\":[\"A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.\",\"{@note This disease can be inflicted with the {@spell contagion} spell.}\"]},{\"name\":\"Flesh Rot\",\"source\":\"PHB\",\"page\":227,\"entries\":[\"The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.\",\"{@note This disease can be inflicted with the {@spell contagion} spell.}\"]},{\"name\":\"Frigid Woe\",\"source\":\"EGW\",\"page\":125,\"entries\":[\"Frigid woe is a special disease developed by Aeor's mages that cannot be cured by conventional treatment or magic. The only way a creature infected with the disease can be cured is by finding and drinking the manufactured antidote, a milky liquid stored in gold vials found in Eiselcross's ruins. This disease was created to slow down the forces of the gods and get around the healing power of their clerics and angels.\",\"The disease is transmitted by breathing in blue spores that Aeor's mages created long ago. When a creature comes into contact with these spores, it must succeed on a DC 11 Constitution saving throw or become infected with frigid woe. It takes {@dice 1d4} days for the symptoms to manifest in an infected creature. These symptoms include fatigue, chills, and visible blue veins that appear on the creature's body. The infected creature's speed is reduced by 5 feet as long as it remains infected. Every 10 days after symptoms appear, an infected creature must succeed on a DC 11 Constitution saving throw, or its speed is reduced by another 5 feet. If a creature's speed is reduced to 0 as a result of this disease, the creature dies and its body turns into a statue made of ice.\",\"A creature can drink the antidote as an action, ending all symptoms and effects of the disease instantly.\"]},{\"name\":\"Ghoul Gut\",\"source\":\"OoW\",\"page\":111,\"entries\":[\"Water polluted with ghoul parts carries ghoul gut. A creature drinking this tainted water must succeed on a DC 12 Constitution saving throw or contract the disease. Symptoms strike when a victim starts a long rest or next becomes excited, as during combat. A victim suffers severe cramps, and their bowels make sounds like two ghouls fighting. When the symptoms first strike, the victim takes 5 ({@dice 2d4}) necrotic damage. In addition, a diseased victim regains no hit points or Hit Dice from nonmagical sources, including resting or spending Hit Dice. A victim who finishes a long rest can attempt a DC 12 Constitution saving throw. On a successful save, the victim shakes off the disease. Failure deals the character another 5 ({@dice 2d4}) necrotic damage.\",\"A character who succeeds on a DC 15 Wisdom ({@skill Medicine}) check can also remove the disease from another creature. Doing so requires the character making the check to care for the sick individual during a long rest. The caregiver gains no benefit from that rest.\"]},{\"name\":\"Grackle-Lung\",\"source\":\"OotA\",\"page\":54,\"entries\":[\"The constant smog in Gracklstugh causes grackle-lung in living, breathing creatures, resulting in persistent, wracking coughs and the spewing of thick, black phlegm. Whenever a living, breathing creature finishes a long rest in Gracklstugh, it must make a DC 11 Constitution saving throw. On each failed save, the creature gains one level of {@condition exhaustion} as its airways become increasingly clogged. A creature that reaches level 6 {@condition exhaustion} dies, as normal.\",\"A creature with one or more levels of {@condition exhaustion} brought on by grackle-lung must succeed on a Constitution check to take the {@action Dash} action. If the check fails, the action cannot be attempted. If the creature attempts to cast a spell with a verbal component, it must succeed on a Constitution check or be unable to complete the spell, causing the spell to fail with no effect. The DC for each check is 10 + the creature's current {@condition exhaustion} level.\",\"If a creature's {@condition exhaustion} level drops below 1, it no longer suffers the effects of grackle-lung and becomes immune to it for the next week. Duergar and derro are inured to grackle-lung, making Constitution checks against it with advantage. Any spell or effect that cures disease also cures grackle-lung, effectively removing all levels of {@condition exhaustion} brought on by the affliction.\"]},{\"name\":\"Mindfire\",\"source\":\"PHB\",\"page\":227,\"entries\":[\"The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the {@spell confusion} spell during combat.\",\"{@note This disease can be inflicted with the {@spell contagion} spell.}\"]},{\"name\":\"Redface\",\"source\":\"GoS\",\"page\":168,\"entries\":[\"The effects of redface are identical to those of {@disease sight rot} (see \\\"{@book Diseases|DMG|8|Diseases}\\\" in chapter 8 of the {@book Dungeon Master's Guide|DMG}), but it's caused by pollutants in the air rather than contaminated drinking water, making it difficult to avoid.\"]},{\"name\":\"Saprophytic Plague\",\"source\":\"CM\",\"page\":253,\"entries\":[\"Xanthoria's research into lichdom and her creation of a living phylactery led to the emergence of the plague spreading across the Sword Coast. Any beast or humanoid that comes within 10 feet of a creature infected by the saprophytic plague must succeed on a DC 20 Constitution saving throw or become infected as well. On a successful save, a creature is immune to the plague for 24 hours, and any creature that is immune to disease succeeds on the save automatically.\",\"After a failed save, a creature experiences the first symptoms—body aches, nausea, slurred speech, and uncontrollable drooling—{@dice 1d4} hours later and gains 1 level of {@condition exhaustion}. Every 24 hours thereafter, the creature automatically gains another level of {@condition exhaustion}. Any creature killed by the saprophytic plague transforms into a lifeless magenta ooze.\",\"A creature infected by the saprophytic plague for at least 24 hours behaves like a zombie and seems barely aware of its surroundings, as fungal growths sprout from its head, body, and limbs. It feels an overriding urge to be around groups of uninfected creatures so that it can spread the contagion. This is the time when infected humanoids begin speaking the word \\\"Xanthoria\\\" over and over, with no understanding of what the word means. This behavior is the result of a mycelial network of spores that forms a tenuous connection between Xanthoria and humanoids that become infected by the plague.\",\"Foodstuffs that are exposed to the plague's spores decay or go sour within {@dice 2d12} hours, leaving behind a lurid magenta mass of oozing fungi. Eating infected food requires a saving throw as above.\",\"Any magic that cures a disease can rid a creature of the saprophytic plague. Casting {@spell purify food and drink} destroys the infection in foodstuffs.\"]},{\"name\":\"Seizure\",\"source\":\"PHB\",\"page\":227,\"entries\":[\"The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.\",\"{@note This disease can be inflicted with the {@spell contagion} spell.}\"]},{\"name\":\"Sewer Plague\",\"source\":\"DMG\",\"page\":257,\"srd\":true,\"reprintedAs\":[\"Sewer Plague|XDMG\"],\"entries\":[\"Sewer plague is a generic term for a broad category of illnesses that incubate in sewers, refuse heaps, and stagnant swamps, and which are sometimes transmitted by creatures that dwell in those areas, such as rats and otyughs.\",\"When a humanoid creature is bitten by a creature that carries the disease, or when it comes into contact with filth or offal contaminated by the disease, the creature must succeed on a DC 11 Constitution saving throw or become infected.\",\"It takes {@dice 1d4} days for sewer plague's symptoms to manifest in an infected creature. Symptoms include fatigue and cramps. The infected creature suffers one level of {@condition exhaustion}, and it regains only half the normal number of hit points from spending Hit Dice and no hit points from finishing a long rest.\",\"At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of {@condition exhaustion}.\",\"On a successful save, the character's {@condition exhaustion} level decreases by one level. If a successful saving throw reduces the infected creature's level of {@condition exhaustion} below 1, the creature recovers from the disease.\"]},{\"name\":\"Sewer Plague\",\"source\":\"XDMG\",\"page\":61,\"type\":\"Magical Contagion\",\"entries\":[\"Fouled potions and alchemical waste can give rise to Sewer Plague, which incubates in sewers and refuse heaps and is sometimes transmitted by creatures that dwell in such areas, including otyughs and rats. Any Humanoid that is wounded by a creature that carries the contagion or that comes into contact with contaminated filth or offal must succeed on a DC 11 Constitution saving throw or become infected with Sewer Plague. A creature suffers the following effects {@dice 1d4} days after infection:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Fatigue\",\"entry\":\"The creature gains 1 {@condition Exhaustion|XPHB} level.\"},{\"type\":\"item\",\"name\":\"Weakness\",\"entry\":\"While the creature has any Exhaustion levels, it regains only half the normal number of Hit Points from spending Hit Point Dice.\"},{\"type\":\"item\",\"name\":\"Restlessness\",\"entry\":\"While the creature has any Exhaustion levels, finishing a Long Rest neither restores lost Hit Points nor reduces the creature's Exhaustion level.\"}]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Fighting the Contagion\",\"entries\":[\"Daily at dawn, an infected creature makes a DC 11 Constitution saving throw. On a failed save, the creature gains 1 {@condition Exhaustion|XPHB} level as its fatigue worsens. On a successful save, the creature's Exhaustion level decreases by 1. If the creature's Exhaustion level is reduced to 0, the contagion ends on the creature.\"]}]}]},{\"name\":\"Shivering Sickness\",\"source\":\"ToA\",\"page\":40,\"entries\":[\"Insects native to the jungles and marshes of Chult carry this disease, shivering sickness. The easiest protection against it is a coating of insect-repelling salve on all exposed skin (for the cost of insect repellent, see {@adventure \\\"Buying a Special Item\\\"|ToA|1|Buying a Special Item}.\",\"A giant or humanoid that takes damage from {@creature Swarm of Insects||insect swarms} or from {@creature giant centipede||giant centipedes}, {@creature giant scorpion||giant scorpions}, or {@creature giant wasp||giant wasps} is exposed to the disease at the end of the encounter. Those who haven't applied insect repellent since their previous long rest are exposed to the disease when they finish a long rest.\",\"A giant or humanoid exposed to the disease must succeed on a DC 11 Constitution saving throw or become infected. A creature with natural armor has advantage on the saving throw. It takes {@dice 2d6} hours for symptoms to manifest in an infected creature. Symptoms include blurred vision, disorientation, and a sudden drop in body temperature that causes uncontrollable shivering and chattering of the teeth.\",\"Once symptoms begin, the infected creature regains only half the normal number of hit points from spending Hit Dice and no hit points from a long rest. The infected creature also has disadvantage on ability checks and attack rolls. At the end of a long rest, an infected creature repeats the saving throw, shaking off the disease on a successful save.\"]},{\"name\":\"Sight Rot\",\"source\":\"DMG\",\"page\":257,\"srd\":true,\"reprintedAs\":[\"Sight Rot|XDMG\"],\"entries\":[\"This painful infection causes bleeding from the eyes and eventually blinds the victim.\",\"A beast or humanoid that drinks water tainted by sight rot must succeed on a DC 15 Constitution saving throw or become infected. One day after infection, the creature's vision starts to become blurry. The creature takes a -1 penalty to attack rolls and ability checks that rely on sight. At the end of each long rest after the symptoms appear, the penalty worsens by 1. When it reaches -5, the victim is {@condition blinded} until its sight is restored by magic such as {@spell lesser restoration} or {@spell heal}.\",\"Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with an {@item herbalism kit|phb} can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely.\"]},{\"name\":\"Sight Rot\",\"source\":\"XDMG\",\"page\":61,\"type\":\"Magical Contagion\",\"entries\":[\"Any Beast or Humanoid that drinks water tainted by Sight Rot must succeed on a DC 15 Constitution saving throw or have the {@condition Blinded|XPHB} condition until the contagion ends.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Fighting the Contagion\",\"entries\":[\"Magic such as a {@spell Heal|XPHB} or {@spell Lesser Restoration|XPHB} spell ends the contagion immediately. A character who is proficient with an {@item Herbalism Kit|XPHB} can use it to create one dose of nonmagical ointment, which takes 1 hour. When applied to the eyes of a creature suffering from Sight Rot, the ointment suppresses the contagion on that creature for 24 hours. If the contagion is suppressed in this way for a total of 72 hours (requiring three doses and applications of the ointment), the contagion ends on the creature.\"]},{\"type\":\"entries\",\"name\":\"Spreading the Contagion\",\"entries\":[\"Any Humanoid that makes skin contact with a creature infected with Sight Rot must succeed on a DC 15 Constitution saving throw or also become infected with the contagion. On a successful save, the Humanoid can't catch the contagion from that particular infected creature for the next 24 hours.\"]}]}]},{\"name\":\"Slimy Doom\",\"source\":\"PHB\",\"page\":227,\"entries\":[\"The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is {@condition stunned} until the end of its next turn.\",\"{@note This disease can be inflicted with the {@spell contagion} spell.}\"]},{\"name\":\"Spider Eggs\",\"source\":\"WDMM\",\"page\":47,\"entries\":[\"If the party is defeated, stabilized characters awaken after {@dice 1d4} hours to find themselves cocooned in sticky webs and suspended 10 feet off the floor, with spider eggs implanted in their bodies. A cocooned character is {@condition restrained} and can use its action to try to escape by making a successful DC 15 Strength check.\",\"Spider eggs implanted in a host hatch in {@dice 2d12} hours, killing the host as the baby spiders chew their way out. This infestation functions like a disease. A {@spell lesser restoration} spell or similar magic cast upon the host kills the spider eggs, ending the threat.\"]},{\"name\":\"Super-Tetanus\",\"source\":\"TftYP\",\"page\":104,\"entries\":[\"A creature that contracts the disease of super-tetanus is wracked with pain as its heart races and its muscles spasm hard enough to break its bones. The creature takes 11 ({@dice 2d10}) damage at the start of each of its turns. If a victim is not cured by other means, it can repeat the saving throw at the end of every minute after becoming exposed, ending the effect on itself with a successful save.\"]},{\"name\":\"The Gnawing Plague\",\"source\":\"VRGR\",\"page\":153,\"entries\":[\"The Gnawing Plague, also known as \\\"the Gnaws,\\\" is known in every corner of Richemulot.\",{\"type\":\"entries\",\"name\":\"Transmission\",\"page\":153,\"entries\":[\"The Gnaws is spread when a creature is bitten by a {@creature rat}, {@creature giant rat}, {@creature swarm of rats}, or {@creature wererat} that carries the disease, or by coming into physical contact with an infected creature.\"]},{\"type\":\"entries\",\"name\":\"Infection\",\"page\":153,\"entries\":[\"Creatures exposed to the disease must succeed on a DC 10 Constitution saving throw or become infected. The DC of this saving throw can increase depending on the severity of the plague's spread (see \\\"{@book Cycle of the Plague|VRGR|3|Cycle of the Plague}\\\" below).\"]},{\"type\":\"entries\",\"name\":\"Symptoms\",\"page\":153,\"entries\":[\"It takes {@dice 1d2} days for the Gnawing Plague's symptoms to manifest in an infected creature. The infected creature then gains 1 level of {@condition exhaustion}, regains only half the normal number of hit points from spending Hit Dice, and regains no hit points from finishing a long rest.\",\"The plague's symptoms include buboes, fatigue, splotchy rashes, sweats, and shaking, particularly facial tremors. Locals liken these twitches to the sniffing of rats. Sufferers often have scraps of leather placed in their mouths to prevent their teeth from clattering, though they inevitably gnaw through these scraps.\"]},{\"type\":\"entries\",\"name\":\"Recovery\",\"page\":154,\"entries\":[\"At the end of each long rest, an infected creature must make a DC 10 Constitution saving throw. On a failed save, the creature gains 1 level of {@condition exhaustion}. On a successful save, the creature's {@condition exhaustion} level decreases by 1. If a successful saving throw reduces the infected creature's level of {@condition exhaustion} below 1, the creature recovers from the disease.\"]},{\"type\":\"entries\",\"name\":\"Immunity\",\"page\":154,\"entries\":[\"All forms of rats and wererats are immune to the Gnawing Plague.\"]}]},{\"name\":\"Throat Leeches\",\"source\":\"ToA\",\"page\":40,\"entries\":[\"Minuscule parasites known as throat leeches infect the water in Chult's forests, swamps, and rivers. Any giant or humanoid that swallows tainted water must succeed on a DC 12 Constitution saving throw or be infested with throat leeches. Immediate symptoms include throat inflammation and shortness of breath. After {@dice 1d6} hours, the infected character gains 1 level of {@condition exhaustion} that can't be removed (except as described below) until the disease is cured. At the end of each long rest, the infected creature must repeat the saving throw. On a failed save, the creature's {@condition exhaustion} increases by 1 level; on a successful save, the creature's {@condition exhaustion} decreases by 1 level. If a successful saving throw reduces the infected creature's level of {@condition exhaustion} below 1, the creature recovers from the disease.\",\"Explorers can avoid contracting throat leeches by drinking only rainwater or water that's been boiled or magically purified.\"]}],\"status\":[{\"name\":\"Concentration\",\"source\":\"PHB\",\"page\":203,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Concentration|XPHB\"],\"entries\":[\"Some spells require you to maintain {@status concentration} in order to keep their magic active. If you lose {@status concentration}, such a spell ends.\",\"If a spell must be maintained with {@status concentration}, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end {@status concentration} at any time (no action required).\",\"Normal activity, such as moving and attacking, doesn't interfere with {@status concentration}. The following factors can break {@status concentration}:\",{\"type\":\"list\",\"items\":[\"{@b Casting another spell that requires concentration.} You lose {@status concentration} on a spell if you cast another spell that requires {@status concentration}. You can't concentrate on two spells at once.\",\"{@b Taking damage.} Whenever you take damage while you are {@status concentration||concentrating} on a spell, you must make a Constitution saving throw to maintain your {@status concentration}. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon's breath, you make a separate saving throw for each source of damage.\",\"{@b Being incapacitated or killed.} You lose {@status concentration} on a spell if you are {@condition incapacitated} or if you die.\"]},\"The DM might also decide that certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain {@status concentration} on a spell.\"]},{\"name\":\"Concentration\",\"source\":\"XPHB\",\"page\":363,\"freeRules2024\":true,\"entries\":[\"Some spells and other effects require Concentration to remain active, as specified in their descriptions. If the effect's creator loses Concentration, the effect ends. If the effect has a maximum duration, the effect's description specifies how long the creator can concentrate on it: up to 1 minute, 1 hour, or some other duration. The creator can end Concentration at any time (no action required). The following factors break Concentration.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Another Concentration Effect\",\"entries\":[\"You lose Concentration on an effect the moment you start casting a spell that requires Concentration or activate another effect that requires Concentration.\"]},{\"type\":\"entries\",\"name\":\"Damage\",\"entries\":[\"If you take damage, you must succeed on a Constitution {@variantrule Saving Throw|XPHB|saving throw} to maintain Concentration. The DC equals 10 or half the damage taken (round down), whichever number is higher, up to a maximum DC of 30.\"]},{\"type\":\"entries\",\"name\":\"Incapacitated or Dead\",\"entries\":[\"Your Concentration ends if you have the {@condition Incapacitated|XPHB} condition or you die.\"]}]}]},{\"name\":\"Surprised\",\"source\":\"PHB\",\"page\":189,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Surprised|XPHB\"],\"entries\":[\"A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A {@creature gelatinous cube} glides down a dungeon passage, unnoticed by the adventurers until the cube engulfs one of them. In these situations, one side of the battle gains surprise over the other.\",\"The DM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the DM compares the Dexterity ({@skill Stealth}) checks of anyone hiding with the passive Wisdom ({@skill Perception}) score of each creature on the opposing side. Any character or monster that doesn't notice a threat is {@status surprised} at the start of the encounter.\",\"If you're surprised, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends. A member of a group can be {@status surprised} even if the other members aren't.\"]},{\"name\":\"Surprised\",\"source\":\"XPHB\",\"page\":376,\"freeRules2024\":true,\"entries\":[\"If a creature is caught unawares by the start of combat, that creature is surprised, which causes it to have {@variantrule Disadvantage|XPHB} on its {@variantrule Initiative|XPHB} roll.\"]}]}"); JSON_DATA[`data/cultsboons.json`] = JSON.parse("{\"cult\":[{\"name\":\"Cult of Asmodeus\",\"source\":\"MTF\",\"page\":21,\"type\":\"Diabolical\",\"entries\":[\"{@deity Asmodeus|faerûnian|scag} demands the loyalty of all cultists who gain power and leadership in the cults of the Nine. His cult subsumes all the others.\",\"Any NPC who leads a diabolical cult must acknowledge the power of Asmodeus. In return, the most worthy of those leaders gain the Demands of Nessus trait.\",{\"type\":\"entries\",\"name\":\"Demands of Nessus\",\"entries\":[\"At the start of each of this creature's turns, this creature can choose one ally it can see within 30 feet of it. The chosen ally loses 10 hit points, and this creature regains the same number of hit points. If the creature is {@condition incapacitated}, it makes no choice; instead, the closest ally within 30 feet is the chosen ally.\"]}]},{\"name\":\"Cult of Atropus, the World Born Dead\",\"source\":\"MTF\",\"page\":237,\"otherSources\":[{\"source\":\"MPMM\",\"page\":226}],\"type\":\"Elder Evil\",\"entries\":[{\"name\":\"Gaze of Corruption {@recharge}\",\"type\":\"entries\",\"entries\":[\"The cultist targets one creature it can see within 30 feet of it. The target must succeed on a {@dc 15} Constitution saving throw or take 16 ({@damage 3d10}) necrotic damage and be {@condition poisoned} for 1 minute. The {@condition poisoned} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}]},{\"name\":\"Cult of Baalzebul\",\"source\":\"MTF\",\"page\":21,\"type\":\"Diabolical\",\"goal\":{\"entry\":\"Restoration of honor and respect, at the cost of those who stole it\"},\"cultists\":{\"entry\":\"Any NPC or monster that has suffered a fall from grace\"},\"signaturespells\":{\"entry\":\"{@spell Minor illusion} (cantrip), {@spell disguise self} (1st level), {@spell phantasmal force} (2nd level), {@spell major image} (3rd level)\"},\"entries\":[\"Baalzebul typically recruits individuals rather than cults. He offers hope to those whose failures drive them to seek redemption.\",\"He grants a boon, the Path of Baalzebul trait, that allows a favored cultist to look good in the aftermath of an ally's failure.\",{\"type\":\"entries\",\"name\":\"Path of Baalzebul\",\"entries\":[\"As a bonus action on its turn, this creature can choose one ally it can see within 30 feet of it. Until the start of this creature's next turn, it gains advantage on all ability checks and attack rolls, while the chosen ally suffers disadvantage on all ability checks, attack rolls, and saving throws.\"]}]},{\"name\":\"Cult of Baphomet\",\"source\":\"MPMM\",\"page\":58,\"type\":\"Demonic\",\"entries\":[\"Baphomet grants his cultists special abilities. All his devotees gain the Labyrinthine Recall trait below. He grants his rank-and-file followers the Unerring Tracker trait, and cult leaders gain the Incite the Hunters trait.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Labyrinthine Recall\",\"entries\":[\"This creature can perfectly recall any path it has traveled.\"]},{\"type\":\"entries\",\"name\":\"Unerring Tracker\",\"entries\":[\"As a bonus action, this creature magically creates a psychic link with one creature it can see. For the next hour, as a bonus action this creature learns the current distance and direction to the target if it is on the same plane of existence. The link ends if this creature is {@condition incapacitated} or if it uses this ability on a different target.\"]},{\"type\":\"entries\",\"name\":\"Incite the Hunters (Recharges after a Short or Long Rest)\",\"entries\":[\"As an action, this creature allows each ally within 30 feet of it that has the Unerring Tracker trait to make one weapon attack as a reaction against the target of that ally's Unerring Tracker.\"]}]}]},{\"name\":\"Cult of Belzenlok\",\"source\":\"PSD\",\"page\":17,\"type\":\"Diabolical\",\"cultists\":{\"entry\":\"{@creature acolyte||acolytes}, {@creature cultist||cultists}, {@creature cult fanatic||cult fanatics}, {@creature mage||mages}, or {@creature priest||priests} for Cultists, Initiates, and Priests; {@creature gladiator||gladiators}, {@creature guard||guards}, {@creature knight||knights}, {@creature veteran||veterans}, or infrequently {@creature wight||wights} riding undead horses with the statistics of Large-sized {@creature zombie||zombies} for Grimnants; and {@creature assassin||assassins}, {@creature bandit||bandits}, {@creature bandit captain||bandit captains}, {@creature spy||spies}, or {@creature thug||thugs} for Infiltrators and Assassins.\"},\"signaturespells\":{\"entry\":\"{@spell Chill touch} (cantrip), {@spell hex} (1st level), {@spell phantasmal force} (2nd level), {@spell fear} (3rd level)\"},\"entries\":[{\"type\":\"entries\",\"name\":\"Belzenlok's Cultists\",\"entries\":[\"Cabalists are uniformly fanatical, tormented into zealotry by pain, greed, and the distinctive power of their dementia magic. From the Cabal's beginning, spellcasters known as dementists have manipulated the very stuff of nightmares, reshaping reality and creating items and creatures from the parallel realm of \\\"dementia space.\\\" Though it has been greatly changed by centuries of hardship, dementia magic remains a powerful asset of the Cabal, and cabalists value prowess with such magic above everything except the favor of Belzenlok.\"]},{\"type\":\"entries\",\"name\":\"Cultists, Initiates, and Priests\",\"entries\":[\"Most members of the Cabal serve it in a religious capacity. Cells of Cabal cultists are found throughout the world, worshiping Belzenlok in secret. Once inducted into the Cabal more formally, cultists shave their heads and become initiates, assisting priests in their dark rites. As Cabal priests rise through the ranks, they dress more ornately, often wearing headgear or high collars that set them apart from initiates. Most Cabal clerics are dementists, and carry with them implements of sacrifice and veneration. But a few are more martial in nature, wielding heavy blades and viewing combat as the most active form of sacrifice to Belzenlok.\"]},{\"type\":\"entries\",\"name\":\"Grimnants\",\"entries\":[\"Cabal knights are all members of an order called the Grimnant. The armor they wear has been melted down from scavenged or stolen pieces and forged anew, painted in a black lacquer and with its edges honed. Often, the armor is molded to mirror aspects of the demon Belzenlok, a form of idol worship that Grimnant knights believe gains them power and favor.\",\"Grimnants are brutal combatants who arrive after the Cabal's infiltration has weakened a target. Most have some minor knowledge of dementia magic or carry trinkets that give them the ability to wield dark magic in battle, but they're not generally known as spellcasters. Appearing stoic from afar, most Grimnant knights experience a bloodlust in battle and enjoy going in close for the kill.\"]},{\"type\":\"entries\",\"name\":\"Infiltrators and Assassins\",\"entries\":[\"In its cells throughout the world, the Cabal has need for more than prayer. Whether striking from the shadows or venturing out in full regalia to spread open terror, Belzenlok's infiltrators and assassins emphasize what many fear: that the Cabal is already everywhere.\"]},\"Belzenlok's cultists can gain the Demonic Vigor trait. Favored cultists or cult leaders can also have the Unholy Tether trait.\",{\"type\":\"entries\",\"name\":\"Demonic Vigor (1/day)\",\"entries\":[\"As a bonus action, or as a reaction when this creature would drop to 0 hit points, it regains 1 hit point and gains temporary hit points equal to its Constitution modifier plus its maximum number of Hit Dice.\"]},{\"type\":\"entries\",\"name\":\"Unholy Tether\",\"entries\":[\"As a reaction when an ally of this creature within 30 feet of it dies, this creature regains hit points equal to twice the dead creature's Constitution modifier.\"]}]},{\"name\":\"Cult of Borem, of the Lake of Boiling Mud\",\"source\":\"MTF\",\"page\":237,\"type\":\"Elder Evil\",\"entries\":[{\"type\":\"entries\",\"name\":\"Borem's Embrace (1/Day)\",\"entries\":[\"The cultist touches one creature within 5 feet of it. The target must succeed on a DC 15 Dexterity saving throw or be coated in sticky, steaming mud. While it is coated in this way, the target's speed is halved, it can't use reactions, and it takes 10 ({@dice 3d6}) fire damage at the start of each of its turns. The effect lasts for 1 minute, until the cultist is {@condition incapacitated} or dies, or until the target is immersed in water.\"]}]},{\"name\":\"Cult of Demogorgon\",\"source\":\"MPMM\",\"page\":90,\"type\":\"Demonic\",\"entries\":[\"Demogorgon's followers are typically lone killers driven by the whispering voice of their master. His most blessed followers gain the Two Minds of Chaos trait.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Two Minds of Chaos\",\"entries\":[\"This creature has advantage on all Intelligence, Wisdom, and Charisma saving throws.\"]}]}]},{\"name\":\"Cult of Dispater\",\"source\":\"MTF\",\"page\":21,\"type\":\"Diabolical\",\"goal\":{\"entry\":\"Power gained and used in secret, influence exerted via blackmail, control of people and organizations through knowledge of their weaknesses and shames\"},\"cultists\":{\"entry\":\"{@creature Acolyte}, {@creature bandit}, {@creature bandit captain}, {@creature cult fanatic}, {@creature cultist}, {@creature mage}, {@creature noble}, {@creature spy}\"},\"signaturespells\":{\"entry\":\"{@spell Guidance} (cantrip), {@spell identify} (1st level), {@spell see invisibility} (2nd level), {@spell clairvoyance} (3rd level)\"},\"entries\":[\"Dispater trades in secrets, offering them in return for a creature's soul. His cults typically trade secrets to devils in return for other information. They often hatch conspiracies aimed at toppling and replacing governments or religious orders.\",\"Renegade {@creature mind flayer||mind flayers} sometimes strike pacts with Dispater in search of the secrets needed to forever escape an {@creature Elder Brain|vgm}'s domination.\",\"Cultists can gain the Infernal Insight trait. Cult leaders might also have the Vexing Escape trait.\",{\"type\":\"entries\",\"name\":\"Infernal Insight (Recharges after a Short or Long Rest)\",\"entries\":[\"As a bonus action, this creature gains advantage on all ability checks and attack rolls it makes until the end of the current turn.\"]},{\"type\":\"entries\",\"name\":\"Vexing Escape (1/Day)\",\"entries\":[\"As a reaction when this creature takes damage, it reduces that damage to 0 and teleports up to 60 feet to an unoccupied space it can see.\"]}]},{\"name\":\"Cult of Fierna\",\"source\":\"MTF\",\"page\":21,\"type\":\"Diabolical\",\"goal\":{\"entry\":\"Control over the emotions of others, turning them into puppets and playthings\"},\"cultists\":{\"entry\":\"{@creature Acolyte}, {@creature archmage}, {@creature bandit captain}, {@creature cult fanatic}, {@creature cultist}, {@creature knight}, {@creature noble}, {@creature priest}, {@creature spy}\"},\"signaturespells\":{\"entry\":\"{@spell Friends} (cantrip), {@spell charm person} (1st level), {@spell suggestion} (2nd level), {@spell hypnotic pattern} (3rd level)\"},\"entries\":[\"Fierna is a master manipulator. Mortals who desire success in love or who seek to become beloved leaders at the head of a band of fanatics are drawn to striking bargains with her.\",\"Her cultists can gain the Infernal Loyalty trait. Cult leaders can also gain the Loyalty beyond Death trait.\",{\"type\":\"entries\",\"name\":\"Infernal Loyalty\",\"entries\":[\"This creature has advantage on saving throws while it can see a creature within 30 feet of it that has the Loyalty beyond Death trait.\"]},{\"type\":\"entries\",\"name\":\"Loyalty beyond Death (Recharges after a Short or Long Rest)\",\"entries\":[\"As a reaction when an ally this creature can see is reduced to 0 hit points, that ally is instead reduced to 1 hit point and gains temporary hit points equal to this creature's Charisma score + half its number of Hit Dice.\"]}]},{\"name\":\"Cult of Fraz-Urb'luu\",\"source\":\"MPMM\",\"page\":129,\"type\":\"Demonic\",\"entries\":[\"Fraz-Urb'luu grants his cultists the Liar's Eye trait.\",{\"type\":\"entries\",\"name\":\"Liar's Eye\",\"entries\":[\"This creature has advantage on Wisdom ({@skill Insight} or {@skill Perception}) checks.\",\"As a bonus action, the creature detects the location of all illusions and hidden creatures within 15 feet of it.\"]}]},{\"name\":\"Cult of Geryon\",\"source\":\"MPMM\",\"page\":136,\"type\":\"Diabolical\",\"entries\":[\"Geryon grants his cultists special abilities. Members of his cult can gain the Crushing Blow trait. Cult leaders can also gain the Indomitable Strength trait.\",{\"type\":\"entries\",\"entries\":[{\"name\":\"Crushing Blow (Recharges after a Short or Long Rest)\",\"type\":\"entries\",\"entries\":[\"As a bonus action, the creature gains a bonus to the damage roll of its next melee weapon attack roll that hits within the next minute. The bonus equals its Strength modifier (minimum of +1).\"]},{\"name\":\"Indomitable Strength {@recharge 5}\",\"type\":\"entries\",\"entries\":[\"As a reaction when this creature takes damage, it can roll a {@dice d10} and subtract the number rolled from the damage.\"]}]}]},{\"name\":\"Cult of Geryon\",\"source\":\"MTF\",\"page\":21,\"type\":\"Diabolical\",\"goal\":{\"entry\":\"Physical prowess, domination of others through strength, destruction of all opposition\"},\"cultists\":{\"entry\":\"{@creature Bandit}, {@creature bandit captain}, {@creature berserker}, {@creature cult fanatic}, {@creature cultist}, {@creature gladiator}, {@creature thug}, {@creature tribal warrior}, {@creature veteran||veterans}\"},\"signaturespells\":{\"entry\":\"{@spell Shillelagh} (cantrip), {@spell wrathful smite} (1st level), {@spell enhance ability} (2nd level), {@spell aura of vitality} (3rd level)\"},\"entries\":[\"Despite being deposed, Geryon still has the ability to strike bargains. He deals especially with those who seek brute strength. Any warlike monster-such as {@creature orc||orcs}, {@creature ogre||ogres}, and {@creature troll||trolls}-can be lured into Geryon's cult.\",\"His cultists typically form fighting companies and bandit gangs, proving their strength by defeating others in battle and taking what they want as loot.\",\"Members of the cult can gain the Crushing Blow trait. Cult leaders can also gain the Indomitable Strength trait.\",{\"type\":\"entries\",\"name\":\"Crushing Blow (Recharges after a Short or Long Rest)\",\"entries\":[\"As a bonus action, the creature gains a bonus to the damage roll of its next melee weapon attack that hits within the next minute. The bonus equals its Strength modifier (minimum of +1).\"]},{\"type\":\"entries\",\"name\":\"Indomitable Strength {@recharge 5}\",\"entries\":[\"As a reaction when this creature takes damage, it can roll a {@dice d10} and subtract the number rolled from the damage.\"]}]},{\"name\":\"Cult of Glasya\",\"source\":\"MTF\",\"page\":21,\"type\":\"Diabolical\",\"goal\":{\"entry\":\"Power gained by turning a system against itself, yielding power that isn't only absolute but legitimate on a cultural and legal basis\"},\"cultists\":{\"entry\":\"{@creature Bandit}, {@creature bandit captain}, {@creature cult fanatic}, {@creature cultist}, {@creature knight}, {@creature noble}, {@creature spy}, {@creature thug}\"},\"signaturespells\":{\"entry\":\"{@spell Friends} (cantrip), {@spell charm person} (1st level), {@spell invisibility} (2nd level), {@spell haste} (3rd level)\"},\"entries\":[\"As an expert in finding loopholes and exploiting the law for her own good, Glasya is a patron of thieves and other criminals, especially corrupt nobles. Her influence is supposed to strengthen family bonds, but she has taken a liberal interpretation of that and offers gifts that can be turned against family members.\",\"{@creature goblin||Goblins} who risk insurrection against their {@creature hobgoblin} masters make pacts with Glasya, as do {@creature kenku} who form criminal gangs.\",\"Glasya grants the Step into Shadows trait. Cult leaders can also gain the Infernal Ring Leader trait.\",{\"type\":\"entries\",\"name\":\"Step into Shadows (Recharges after a Short or Long Rest)\",\"entries\":[\"As an action, this creature, along with anything it is wearing and carrying, magically becomes {@condition invisible} until the end of its next turn.\"]},{\"type\":\"entries\",\"name\":\"Infernal Ring Leader\",\"entries\":[\"As a reaction when this creature is hit by an attack, it can choose one ally it can see within 5 feet of it and cause that ally to be hit by that attack instead.\"]}]},{\"name\":\"Cult of Graz'zt\",\"source\":\"MPMM\",\"page\":148,\"type\":\"Demonic\",\"entries\":[\"Graz'zt grants his cultists special abilities. His cultists can gain the Joy from Pain trait, while his cult leaders can gain the Master of Pleasures trait.\",{\"type\":\"entries\",\"entries\":[{\"name\":\"Joy from Pain\",\"type\":\"entries\",\"entries\":[\"Whenever this creature suffers a critical hit, it can make one melee weapon attack as a reaction.\"]},{\"name\":\"Master of Pleasures\",\"type\":\"entries\",\"entries\":[\"As a reaction when this creature takes damage, it can magically grant 5 temporary hit points to itself and up to three allies within 30 feet of it.\"]}]}]},{\"name\":\"Cult of Haask, the Voice of Hargut\",\"source\":\"MTF\",\"page\":237,\"otherSources\":[{\"source\":\"MPMM\",\"page\":226}],\"type\":\"Elder Evil\",\"entries\":[{\"name\":\"Haask's Presence (1/Day)\",\"type\":\"entries\",\"entries\":[\"The cultist transforms into a Tiny, slug-like being and teleports onto the shoulder of a Humanoid that it can see within 30 feet of it. The targeted Humanoid must succeed on a {@dc 15} Charisma saving throw or be {@condition charmed} by the cultist. While the target is {@condition charmed}, the cultist has control of it on the target's next turn. At the end of that turn, the cultist teleports to an unoccupied space it can see within 30 feet of it and returns to its normal form. The cultist can't be targeted directly by any attack or other effect while it's in the slug-like form, but it is subject to areas of effect as normal.\"]}]},{\"name\":\"Cult of Juiblex\",\"source\":\"MPMM\",\"page\":160,\"type\":\"Demonic\",\"entries\":[\"The Faceless Lord grants its cultists special abilities. Lesser followers can gain the Liquid Movement trait. The most dedicated devotees of ooze can also gain the Slimy Organs trait.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Liquid Movement\",\"entries\":[\"As an action, this creature can move up to 20 feet through spaces no more than an inch in diameter. It must end this movement in a space that can accommodate its full size. Otherwise, it takes 5 force damage and returns to the space where it began this movement.\"]},{\"type\":\"entries\",\"name\":\"Slimy Organs\",\"entries\":[\"This creature has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.\",\"Whenever this creature suffers a critical hit or is reduced to 0 hit points, it sprays acid; each creature within 5 feet of it takes acid damage equal to its number of Hit Dice.\"]}]}]},{\"name\":\"Cult of Levistus\",\"source\":\"MTF\",\"page\":21,\"type\":\"Diabolical\",\"goal\":{\"entry\":\"Survival and eventual revenge against those who wrong them\"},\"cultists\":{\"entry\":\"{@creature Assassin}, {@creature bandit captain}, {@creature cult fanatic}, {@creature cultist}, {@creature mage}, {@creature noble}, {@creature spy}, {@creature thug}\"},\"signaturespells\":{\"entry\":\"{@spell Blade ward} (cantrip), {@spell expeditious retreat} (1st level), {@spell spider climb} (2nd level), {@spell gaseous form} (3rd level)\"},\"entries\":[\"Levistus has no cult in the traditional sense. Instead, he offers favors to those who are desperate to escape a seemingly inevitable fate.\",\"{@creature Drow} are sometimes worshipers of Levistus, as their cruel society often pushes them into situations they feel they can't escape.\",\"Levistus usually grants those who pledge their souls to him a single chance to escape from danger, but some cunning folk strike a deal with Levistus, pledging their souls to him in return for escape at a future date. This boon takes the form of the Path of Levistus trait.\",{\"type\":\"entries\",\"name\":\"Path of Levistus\",\"entries\":[\"This creature magically teleports to a location of Levistus's choice within 1 mile of its location. Using this ability also restores all of the creature's hit points. This ability can be invoked as an action by the creature or when the creature would die. Once the creature uses it, the creature can't use it again.\"]}]},{\"name\":\"Cult of Mammon\",\"source\":\"MTF\",\"page\":21,\"type\":\"Diabolical\",\"goal\":{\"entry\":\"Wealth, secured not only to promise personal comfort and power but to deny wealth and its benefits to others.\"},\"cultists\":{\"entry\":\"{@creature Bandit}, {@creature bandit captain}, {@creature cult fanatic}, {@creature cultist}, {@creature noble}, {@creature spy}, {@creature thug}\"},\"signaturespells\":{\"entry\":\"{@spell Mending} (cantrip), {@spell Tenser's floating disk} (1st level), {@spell arcane lock} (2nd level), {@spell glyph of warding} (3rd level)\"},\"entries\":[\"Mammon's greed overwhelms everything else. He deals with mortals who desire material wealth and provides them with the ability to spread that greed like an infection.\",\"The greedy {@creature duergar} and even some dragons are prone to falling prey to Mammon's temptations, and merchants and trade guilds are vulnerable to his bargains.\",\"Mammon's cultists can gain the Grasping Hands trait. Cult leaders can also gain the Promise of Wealth trait.\",{\"type\":\"entries\",\"name\":\"Grasping Hands (Recharges after a Short or Long Rest)\",\"entries\":[\"As a bonus action, this creature makes a Dexterity (Sleight of Hand) check contested by the Wisdom (Insight) check of a creature it can see within 15 feet of it. If this creature succeeds, one hand-held item of its choice that it can see on the target magically teleports to its open hand. The item can't be one that the target is holding, and it must weigh no more than 10 pounds.\"]},{\"type\":\"entries\",\"name\":\"Promise of Wealth (Recharges after a Short or Long Rest)\",\"entries\":[\"As a bonus action, this creature chooses one creature it can see. Up to five allies of its choice become convinced that the target carries great wealth. Until the end of this creature's next turn, those allies gain advantage on all attack rolls against the target.\"]}]},{\"name\":\"Cult of Mephistopheles\",\"source\":\"MTF\",\"page\":21,\"type\":\"Diabolical\",\"goal\":{\"entry\":\"Magical skill and power, backed with the will to use it to crush rivals\"},\"cultists\":{\"entry\":\"{@creature Archmage}, {@creature cult fanatic}, {@creature cultist}, {@creature mage}, {@creature priest}\"},\"signaturespells\":{\"entry\":\"{@spell Fire bolt} (cantrip), {@spell burning hands} (1st level), {@spell flaming sphere} (2nd level), {@spell fireball} (3rd level)\"},\"entries\":[\"As a master of the arcane arts, Mephistopheles finds eager recruits among those who study magic. Any monsters that use spells, such as {@creature storm giant||storm giants} and {@creature oni}, might follow him, and wizards' guilds and conclaves of sages are the most likely to come under his influence.\",\"Mephistopheles's cultists can gain the Spell Shield trait. Cult leaders can also gain the Spell Leech trait.\",{\"type\":\"entries\",\"name\":\"Spell Shield\",\"entries\":[\"This creature gains advantage on saving throws against spells. If it succeeds on such a saving throw, it gains temporary hit points equal to the spell's level.\"]},{\"type\":\"entries\",\"name\":\"Spell Leech\",\"entries\":[\"As a bonus action, this creature chooses one ally it can see within 30 feet of it. The target loses its lowest-level spell slot, and this creature gains it.\"]}]},{\"name\":\"Cult of Orcus\",\"source\":\"MPMM\",\"page\":204,\"type\":\"Demonic\",\"entries\":[\"Orcus grants his rank-and-file cultists the Undying Soul trait, and his cult leaders can gain the Aura of Death trait.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Undying Soul (Recharges after a Short or Long Rest)\",\"entries\":[\"If this creature is reduced to 0 hit points, it immediately makes a DC 10 Constitution saving throw. If it succeeds, it is instead reduced to 1 hit point.\"]},{\"type\":\"entries\",\"name\":\"Aura of Death\",\"entries\":[\"This creature emanates a deathly aura that extends 30 feet in every direction from its space while it isn't incapacitated. The aura is blocked by {@quickref Cover||3||total cover}. While in the aura, the creature and any friendly Undead are immune to the {@condition frightened} condition and have resistance to radiant damage. Enemies have disadvantage on death saving throws while in the aura.\"]}]}]},{\"name\":\"Cult of Tharizdun, the Chained God\",\"source\":\"MTF\",\"page\":237,\"otherSources\":[{\"source\":\"MPMM\",\"page\":226}],\"type\":\"Elder Evil\",\"entries\":[{\"name\":\"Tharizdun's Spark {@recharge 6}\",\"type\":\"entries\",\"entries\":[\"As a bonus action, the cultist touches a {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon} or a natural weapon, if it has one. The next creature hit by the touched weapon must succeed on a {@dc 15} Wisdom saving throw or have disadvantage on all ability checks. The affected creature can repeat the saving throw at the end of each minute, ending the effect on itself on a success.\"]}]},{\"name\":\"Cult of the Black Earth\",\"source\":\"PotA\",\"page\":8,\"type\":\"Elemental\",\"entries\":[{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The earth cult worships the implacable strength and unyielding resistance of elemental earth. Cultists seek the power to destroy the works of civilization with landslides, sinkholes, or mighty earthquakes, thus demonstrating the true power of elemental earth and the futility of resistance. Earth cultists see mines, quarries, and tilled fields as insults imposed upon the living rock and soil. They believe the earth thirsts for the blood of those who don't venerate it before all other powers and beings.\",\"The Cult of the Black Earth appeals to those who draw their fortunes from the earth-directly or indirectly. In areas where the influence of Elemental Evil takes hold, animals and monsters that live or burrow in the ground accept the cultists as allies. Creatures such as ankhegs or bulettes, normally too stupid and ravenous to be trained, submit to the will of the Black Earth. The monsters allow themselves to be herded or ridden into battle against the enemies of the cult.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"The Sign of the Black Earth\",\"entries\":[\"The symbol of the earth cult signifies purpose and stability. Cultists sometimes identify themselves with a hand gesture: they make a triangle by touching the thumbs and forefingers of both hands together.\"]}]},{\"type\":\"entries\",\"name\":\"Tactics and Philosophy\",\"entries\":[\"The Black Earth cult is the most defense-minded and patient of the four elemental cults. Earth cultists admire stoicism, endurance, and unyielding resolve. They are deliberate and slow to act, careful to consider their plans and gather their strength before beginning any new enterprise. Once earth cultists resolve to act, they are inflexible, grinding their way forward through any obstacle or unforeseen development. They are single-minded in the extreme, and most earth cultists have little use for social niceties. They see common courtesy as a way for the weak to put limits on the behavior of the strong, and they scorn empathy or friendship as weakness.\",\"In battle, Black Earth cultists are brutal and straightforward. They overpower foes with direct assaults, although if they have the opportunity to undermine defenses or attack from below, they unhesitatingly put their skill at tunneling and mastery of burrowing monsters to good use. They are unflinching in the face of death. Surrender is never an option.\",\"Earth cultists live and work underground. They craft weapons from stone or iron and \\\"bathe\\\" themselves in sand or dirt to feel close to their favored element. Black Earth initiates know the secret of creating armor from magically shaped stone, and even their robes include stone pauldrons or masks.\"]},{\"type\":\"entries\",\"name\":\"Prophet of Earth\",\"entries\":[\"A medusa named Marlos Urnrayle leads the Black Earth cult. He wields the elemental weapon {@item Ironfang|PotA}, a war pick infused with the power of Ogrémoch, the Prince of Evil Earth. Marlos is vain and cruel, an extreme narcissist who delights in surrounding himself with objects of beauty and luxurious comforts. Beneath this sneering self-assurance lies a bitter being who loathes himself and holds everyone around him in contempt.\",\"Marlos began life as a human aristocrat, born into a wealthy Cormyrean family. He squandered his familys wealth on endless self-indulgence, seeking more questionable forms of entertainment through the years. The Urnrayle estate became known as a place of outrageous masquerades, bizarre banquets, and grotesque orgies. Marlos required his guests to don ugly or monstrous masks, thus ensuring that no ones beauty would outshine his own.\",\"As he aged, Marlos turned to magic to preserve his fading beauty. After searching for years, he found a ring that contained the stolen vitality of a lovely fey creature. As long as he wore the ring, his imperfections vanished and no one could resist his physical charms-until the day the ring transformed Marlos into a medusa. The horror of his fate drove Marlos mad. He fled his ancestral home, taking his collection of masks with him.\",\"After years of wandering and hiding in one ruined estate or another across the Western Heartlands, Marlos felt drawn to the desolate Sumber Hills by troubling dreams and visions. A long stairway beneath a ruined monastery brought him to an ancient cavern with a hideous altar, upon which lay a war pick of iron. When the medusa claimed {@item Ironfang|PotA}, his purpose finally became clear to him. He established his lair in the dungeon nearby and began building the Cult of the Black Earth.\",{\"type\":\"entries\",\"name\":\"Traits\",\"entries\":[\"Unlike many of his followers, Marlos is genteel and well-spoken. He delights in witty banter and pointed repartee, although he is quick to make a cutting remark or jest at someone elses expense. Marlos takes pleasure in mocking others, especially if he can do so in a clever or elegant way. Marloss previous life had been a constant search for pleasure, but the only thing that now stirs his loveless soul is refined cruelty. He can be driven to fits of blind, unreasoning jealousy if he is outshone by another urbane and attractive individual.\"]}]},{\"type\":\"entries\",\"name\":\"Enemies and Allies\",\"entries\":[\"The Black Earth cultists are highly suspicious of the Cult of Howling Hatred. They believe that the air cultists are mercurial, unreliable, and generally out of touch with reality. The earth cultists respect the strength and ferocity of the Eternal Flame followers, but also find them maddeningly inconstant. Black Earth cultists ally most often with the Crushing Wave, since they admire the patience and pragmatism of the water cultists.\"]}]}]}]},{\"name\":\"Cult of the Crushing Wave\",\"source\":\"PotA\",\"page\":9,\"type\":\"Elemental\",\"entries\":[{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Cultists of the Crushing Wave worship the awesome power of water, from the surging tides and deadly maelstroms of the sea to the raging torrents of rivers in flood and the rock-crushing power of ice and glaciers. Crushing Wave cultists see all living creatures as nothing more than trapped water that could one day be free to return to the seas or skies in a new form. The seas and deep waters are eager to reclaim the parts of themselves currently held in the blood and bodies of living creatures, and it is the duty of Crushing Wave initiates to return nonbelievers to the primal waters by drowning them or shedding their blood.\",\"The Crushing Wave cult appeals to those who live in or near bodies of water, as well as to those who appreciate subtlety and inevitability. Wicked sea creatures such as aquatic ghouls and merrows are friendly toward water cultists. Even non-sentient predators such as sharks or octopuses understand that water cultists are allies to be aided or masters to be obeyed.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"The Sign of the Crushing Wave\",\"entries\":[\"Water cultists use a simple hand sign to identify one another when a token of recognition is required: crossing the forefingers and overlapping the thumbs to create an X-shape linked by a line across the bottom. It stands for waters eternal surge and retreat, a cycle of unending change.\"]}]},{\"type\":\"entries\",\"name\":\"Tactics and Philosophy\",\"entries\":[\"Crushing Wave cultists are almost as patient and stoic as the followers of the earth cult. They understand the value of outlasting formidable foes and slowly eroding their defenses. However, they are far more flexible and opportunistic in their overall philosophy than the earth cultists are. Like a flood that seeks the weak point in a levee and then bursts through with ever-growing strength, water cultists are quick to sense an opening and then act to exploit it. This philosophy of pragmatism and opportunism means that the Crushing Wave is the most mercenary of the four elemental cults. Water cultists eagerly seek out rich prizes and use their ill-gotten loot to develop their schemes.\",\"In combat, Crushing Wave cultists excel as skirmishers. They value mobility and opportunism, rarely making a stand in one place for long. Instead, they feign retreats, regroup, and launch new attacks, wearing down their foes like storm-driven waves eating away at a sandy beach. Almost all water cultists are excellent swimmers skilled at fighting in water, so they look for opportunities to surprise their enemies by using bodies of water to slip around or through defenses.\",\"Because the cultists see water as the wellspring of all life and purpose, they spend as much time in or around it as possible. Many cult hideouts are located near large bodies of water, and those that aren't feature hidden pools or wells in which cult members can immerse themselves. Water cultists prize water-breathing magic and seek it out for no other reason than to spend hours meditating underwater. Few cultists gain any profound insights from these exercises.\"]},{\"type\":\"entries\",\"name\":\"Prophet of Water\",\"entries\":[\"The former sailor Gar Shatterkeel leads the Crushing Wave cult. He wields the elemental weapon {@item Drown|PotA}, a trident imbued with the essence of Olhydra, Princess of Evil Water. Gar is a sullen man who says little, letting his actions speak for him. He believes he has been wronged by the world and hates all people except those as broken and unfortunate as himself. Gar also despises weakness in others.\",\"Gar was born in a poor fishing village in the Nelanther Isles. At a young age, he lost his family to a sahuagin attack. The sea devils slaughtered almost everyone he knew. A Tethyrian merchant galley conscripted the young orphan into service, and Gar was forced into a brutal indentured servitude that was barely better than being enslaved. His unwilling service came to an end when pirates attacked the merchant ship. During the fighting, Gar was knocked overboard. For days he survived by clinging to the ships wreckage, until a shark ripped off his left arm. Death seemed imminent, but a powerful current arose and bore him away from the hungry predator. Within an hour he was cast upon the shores of the Sword Coast.\",\"Gar believed that the current that had saved his life was an elemental sent by the sea. From that day forward, he devoted himself to the ocean, teaching himself its secrets and learning powerful water magic over years of lonely wandering. He despised all other people, remembering only his harsh treatment by the merchant crew and the brutality of the pirates. But in time he became aware of a call to a higher purpose, impelling him to find other examples of human flotsam and teach them about the power of the sea.\",\"Gars visions led him to the secret waters beneath the Sumber Hills. He found a hidden cavern temple, on whose altar lay a powerful magical trident. Sensing its power, Gar took up the weapon and began to call his cult to join him in the Temple of the Crushing Wave.\",{\"type\":\"entries\",\"name\":\"Traits\",\"entries\":[\"Gar is covered in barnacles, and he wears an artificial arm in the shape of a crabs claw over the stump of his left arm. He never uses two words when one will do, and he believes that anyone addressing him with courtesy is either insincere or subtly mocking him. The water prophets primary motivation is retribution; the world has been cruel to him, and he intends to make everyone else suffer as he has. He longs to be near the ocean again and is distressed by the fact that the driving force behind his visions keeps him so far from the sea.\"]}]},{\"type\":\"entries\",\"name\":\"Enemies and Allies\",\"entries\":[\"The followers of the Crushing Wave detest the Cult of the Eternal Flame. They find the fire cultists to be hostile, short-tempered, and unforgivably rash. The Howling Hatred cultists aren't as hostile, but they are likewise given to sudden impulses and are unreliable. The water cultists get along with the Cult of the Black Earth. The earth cultists are deliberate and dependable, if perhaps too inflexible for their own good.\"]}]}]}]},{\"name\":\"Cult of the Eternal Flame\",\"source\":\"PotA\",\"page\":10,\"type\":\"Elemental\",\"entries\":[{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The followers of the Eternal Flame cult worship the destructive power of fire in all its manifestations. They seek the power to burn away the \\\"corruption\\\" of both civilization and nature with volcanic eruptions, forest fires, heat waves, and droughts, creating a wasteland of ash and cinders ruled by fire alone. Eternal Flame cultists believe the world and all its peoples are wicked and malformed, and they consider it a sacred duty to \\\"purify\\\" everything around them by reducing their surroundings to smoking cinders.\",\"The Eternal Flame appeals to those drawn to destruction for its own sake. Creatures of elemental fire are most likely to take up this reckless philosophy; even non-intelligent fire monsters sense the reckless lust for destruction lurking in the hearts of fire cultists and consider Eternal Flame believers to be their allies.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"The Sign of the Eternal Flame\",\"entries\":[\"The symbol of the fire cult is reminiscent of a bowl-like brazier with a burning flame. Fire cultists sometimes identify themselves with a symbolic hand sign: holding one hand in a fist, thumb up, and laying the other hand over the fist as if to cover the bowl but allow the flame to show. Members of the cult can also be identified by their burn scars.\"]}]},{\"type\":\"entries\",\"name\":\"Tactics and Philosophy\",\"entries\":[\"Fire cultists are impetuous, hot-tempered, and violent. They aren't mindless savages; their impetuousness also encompasses fiendish inventiveness and a drive to devise new tools for their mad cause. They are masters of fire and forge, taking captives to work in their infernal foundries. Fire cultists see conquest and enslavement of the weak as necessary steps in bringing about the chaos they intend to unleash on the world.\",\"In battle, fire cultists launch sudden, overwhelming assaults. They throw themselves into reckless attacks with no regard for their own lives, seeking to cause as much damage as possible before falling. They are fearless and would rather die fighting among a mob of enemies than retreat a single step.\",\"Followers of the Eternal Flame cult surround themselves with the largest fires they can create. Their favorite tactic involves using magic to open volcanic fissures or vents and channel flows of molten rock. Widespread arson and deliberately set forest fires are acceptable alternatives. Most fire cultists believe that something important and beautiful should be set on fire every day, or else they're just not doing their part.\"]},{\"type\":\"entries\",\"name\":\"Fire Prophet\",\"entries\":[\"Through all-consuming ambition and a desire to punish all who ever thwarted her dreams, the tiefling Vanifer has risen to leadership of the Eternal Flame cult. Beneath her refined exterior is a steel edge of scorned pride. And underneath her hard pride lies a desire for murder and mayhem. Vanifer harbors a fierce hatred for all who think themselves superior to her, and she stops at nothing to make them see her as a figure to be feared and respected.\",\"Vanifer was born and raised in the crushing poverty of Calimports poorest quarters, armed with only her cunning intelligence. In her youth, she learned to dance for coin and slowly worked her way up from the wine sinks of the laborers districts to the elegant chambers of the citys nobles. She mastered minor fire magic to distinguish herself from other dancers and incorporated flame into her routine. Her talents grew, and soon she caught the eye of a pasha and became his concubine. But even as she enjoyed the gifts he lavished on her, Vanifer hated the pasha for seeing her as a mere trophy. She left before long, robbing the pasha of a small fortune in jewelry and setting fire to his palace.\",\"Vanifer fled to Zazesspur, but her former masters agents soon found her. She fled again to Baldurs Gate, taking up residence in the poor neighborhood known as Little Calimshan. There she opened a school of dance and discovered that her gift for fire attracted other sorts of students. She became the leader of a cult of fire worshipers. There she remained until a few months ago, when dreams and visions impelled her to seek out a lost dungeon in the North. On the altar of a forgotten temple she found the dagger {@item Tinderstrike|PotA}, imbued with the power of Imix, the Prince of Evil Fire. Armed with this powerful weapon, Vanifer resolved to establish a new chapter of her cult beneath the Sumber Hills.\",{\"type\":\"entries\",\"name\":\"Traits\",\"entries\":[\"Vanifer is an extraordinary manipulator. She collects allies and followers with her wiles, using them as she needs and discarding them the moment they lose their usefulness. Its a testament to her natural talent that many of her victims are pathetically eager to bask in the glow of her attention again if she discovers she needs something else from them. While Vanifer puts on the airs of a rich noble, she despises those raised with great wealth, and her sensibilities favor the coarse. Vanifer is ambitious above all else, and as undisputed master of the fire cult, she intends to make the Eternal Flame the strongest and most feared cult of all.\"]}]},{\"type\":\"entries\",\"name\":\"Enemies and Allies\",\"entries\":[\"Eternal Flame cultists detest the followers of the Crushing Wave. They see the water cultists as slippery and untrustworthy, perhaps even cowardly-after all, the Crushing Wave retreats quickly from opposition and seeks the path of least resistance before committing its strength. The earth cultists are stolid and courageous, but maddeningly slow to act. The cultists of the Howling Hatred share the fire cults impulse to act swiftly and show many of the same qualities of inventiveness and creativity in the service of Elemental Evil.\"]}]}]}]},{\"name\":\"Cult of the Howling Hatred\",\"source\":\"PotA\",\"page\":11,\"type\":\"Elemental\",\"entries\":[{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The followers of elemental air call themselves the Cult of the Howling Hatred. They worship the destructive power of wind and storms, believing that those who venerate elemental air gain the power to punish those who have wronged them. More so than the members of the other cults, air cultists see their beliefs as a means to an end. Destruction for its own sake isn't particularly interesting, but destruction as an expression of personal freedom or to earn things wrongfully denied? Thats a different story.\",\"The Cult of the Howling Hatred appeals to those who deal in perceptions over facts: illusionists, spies, and assassins, for example. Predatory or fierce winged creatures of any kind, even non-sentient monsters that would otherwise resist training, perceive the air cultists as allies and cooperate with them. Hippogriffs, griffons, and giant vultures are frequently used as air cult steeds.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"The Sign of the Howling Hatred\",\"entries\":[\"The symbol of elemental air is an inverted triangle with three branching lines above it. Some believe it stands for the funnel cloud of a tornado, while others see it as the superiority of winged creatures over the ground. Some maintain it is an ancient rune that stands for the elemental lord Yan-C-Bin. Whatever their interpretations, the air cultists use the symbol as a secret password of sorts. By touching the thumbs and little fingers together and closing the rest of the fingers into a fist, an air cultist forms an inverted triangle that is a mark of membership in the cult.\"]}]},{\"type\":\"entries\",\"name\":\"Tactics and Philosophy\",\"entries\":[\"Howling Hatred cultists are clever, impulsive, and creative. They usually see themselves as smarter, quicker, and more capable than others they meet. Howling Hatred cultists dislike open battle. They prefer to work in secret, using stealth and illusion to gain their ends with a minimum of force. Tactics of deception and ambush provide the air cultists with opportunities to prove themselves smarter and more resourceful than their opponents. The wind doesn't blow down a castle, but flows around and through it. Infiltration and indirect attack are clearly superior tactics.\",\"Air cultists seek out high places for their strongholds wherever possible, although they value subterranean spaces with wide chasms or lofty vaults. Places where flying is possible are mandatory. The followers of the Howling Hatred understand that sometimes they must put secrecy above other considerations.\"]},{\"type\":\"entries\",\"name\":\"Prophet of Air\",\"entries\":[\"The moon elf Aerisi Kalinoth leads the Cult of the Howling Hatred. Tall and slender, with illusory wings that gently fan the air, Aerisi speaks to her people in a whisper that sounds clearly in the ears of all in her presence. Aerisi regards her followers not as cultists, but as her noble subjects. Before them she is prophet and queen. Musicians and courtiers amuse and flatter her, and warriors mounted on hippogriffs serve as her knights.\",\"Aerisi grew up in an enchanted castle in a remote part of Faerun, surrounded by tales, histories, and tomes of magic. She passed her early years playing games, practicing enchantments, and imagining herself as one of the avariel (winged elves) from her storybooks. Her parents' sheltered her from the conflicts of Faerun, and she came of age with a tender and fragile disposition.\",\"Eventually her paren'ts decided it was time for their daughter to engage in elven society, and they brought her to the hidden city of Evereska. Her paren'ts then realized their grave mistake. In pampering and sheltering their daughter, they had raised not a young lady but a spoiled child. Accustomed to having all she desired, the princess erupted into tantrums whenever she was denied her slightest whim, and the moon elves of Evereska could hardly endure her.\",\"Aerisi felt powerless among the moon elves. Although she had become a skilled enchanter in Faerie, her people were resistant to such charms. In her dreams she began to envision herself as one of the winged elves from her storybooks. She wished to control the wind and go wherever she liked, and to punish those who offended her. The childlike fantasies of her youth became dark visions where she ruled the storms and the air itself. She dreamed of an old mystic with brown skin and white hair, who promised to teach her all she desired to know-a vision of Yan-C-Bin, the Prince of Evil Air. Aerisi turned her study to elemental air, learning the secret of flight and escaping Evereska to follow the deluded visions of her dreams.\",\"Aerisis visions led her to a strange altar in a cavern beneath the Sumber Hills, where she acquired the spear {@item Windvane|PotA}. Driven by Yan-C-Bin, she dubbed herself a queen and set out to find followers to rule. Her enchantments helped fill the ranks of the Cult of the Howling Hatred with initiates hopelessly devoted to her.\",{\"type\":\"entries\",\"name\":\"Traits\",\"entries\":[\"No one can deny Aerisis grace, but she also possesses a violent temper that reveals itself whenever she is denied what she wants. Aerisi is prone to flights of fancy and impulsive decadence. She doesn't see herself as evil because she lacks the capacity to empathize with anyone else. Those who worship and please her are good, and those who defy her are wicked and must be punished. Her wish to lash the world with storms and destruction is, at its root, a temper tantrum against the elven society that dared to impose its strictures on her.\"]}]},{\"type\":\"entries\",\"name\":\"Enemies and Allies\",\"entries\":[\"The cultists of the Howling Hatred find the Black Earth cultists to be coarse, rude, unimaginative, and stubborn to the point of stupidity. Most offensively, the earth cultists are bluntly unimpressed by the Howling Hatred cult and its achievements. Followers of the Crushing Wave are more flexible and inventive, but they are crass mercenaries and likewise too pragmatic to appreciate the finer points of the air cults philosophy. The Eternal Flame is the best of the lot, since the fire cultists share the decisiveness and creative energy of the Howling Hatred cult, even if they are overly proud and aggressive.\"]}]}]}]},{\"name\":\"Cult of Tyranthraxus, the Flamed One\",\"source\":\"MTF\",\"page\":237,\"otherSources\":[{\"source\":\"MPMM\",\"page\":226}],\"type\":\"Elder Evil\",\"entries\":[{\"name\":\"Radiant Flames (1/Day)\",\"type\":\"entries\",\"entries\":[\"Multihued flame surrounds the cultist for 1 minute, until the cultist is {@condition incapacitated} or dies, or until the cultist extinguishes the flame (no action required). While inflamed, the cultist has telepathy with a range of 30 feet, and it can teleport as a bonus action up to 30 feet to an unoccupied space it can see. In addition, every creature that starts its turn within 5 feet of the cultist must make a {@dc 15} Dexterity saving throw, taking 16 ({@damage 3d10}) radiant damage on a failed save, or half as much damage on a successful one.\"]}]},{\"name\":\"Cult of Yeenoghu\",\"source\":\"MPMM\",\"page\":270,\"type\":\"Demonic\",\"entries\":[\"Yeenoghu grants special abilities to his cultists. His most devoted followers gain the Gnashing Jaws action and the Rampage bonus action, while cult leaders gain the Aura of Bloodthirst trait.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Gnashing Jaws\",\"entries\":[\"{@atk mw} bonus to hit equal to this creature's proficiency bonus plus its Strength modifier, reach 5 ft., one target. {@h}{@dice 1d4} + this creature's Strength modifier piercing damage.\"]},{\"type\":\"entries\",\"name\":\"Rampage\",\"entries\":[\"When this creature reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make one Gnashing Jaws attack.\"]},{\"type\":\"entries\",\"name\":\"Aura of Bloodthirst\",\"entries\":[\"If this creature isn't incapacitated, any creature that has Rampage can make its Gnashing Jaws attack as a bonus action while within 10 feet of this creature.\"]}]}]},{\"name\":\"Cult of Zariel\",\"source\":\"MPMM\",\"page\":280,\"type\":\"Diabolical\",\"entries\":[\"Zariel grants special abilities to her most loyal cultists. They can gain the Ferocious Surge trait, and her cult's leaders can also gain the Infernal Tactics trait.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Ferocious Surge (Recharges after a Short or Long Rest)\",\"entries\":[\"When this creature hits with an attack roll that isn't a critical hit, it can turn the hit into a critical hit.\"]},{\"type\":\"entries\",\"name\":\"Infernal Tactics\",\"entries\":[\"Immediately after rolling initiative, this creature can choose and up to three allies it can see if it isn't {@condition incapacitated}. It can swap the initiative results of the chosen creatures among them.\"]}]}]},{\"name\":\"Cult of Zariel\",\"source\":\"MTF\",\"page\":21,\"reprintedAs\":[{\"tag\":\"boon\",\"uid\":\"Cult of Zariel|MPMM\"}],\"type\":\"Diabolical\",\"goal\":{\"entry\":\"Conquest, glory in battle, fame and fortune derived from military victory\"},\"cultists\":{\"entry\":\"{@creature Berserker}, {@creature cult fanatic}, {@creature cultist}, {@creature gladiator}, {@creature guard}, {@creature knight}, {@creature veteran}\"},\"signaturespells\":{\"entry\":\"{@spell True strike} (cantrip), {@spell heroism} (1st level), {@spell spiritual weapon} (2nd level), {@spell crusader's mantle} (3rd level)\"},\"entries\":[\"Zariel's cult offers martial training and talent. It flourishes in areas wracked by war. Refugees with the will to fight but lacking experience are drawn to Zariel, as she can provide them with the skills needed to survive. Established warriors looking for an edge are otherwise her most common recruits.\",\"Knightly orders, fighters' guilds, and mercenary companies are the most likely to come under her sway. {@creature hobgoblin||Hobgoblins} sometimes turn to her, but only if they have escaped the influence of Maglubiyet and his priests.\",\"Zariel's cultists can gain the Ferocious Surge trait. Cult leaders can also gain the Infernal Tactics trait.\",{\"type\":\"entries\",\"name\":\"Ferocious Surge (Recharges after a Short or Long Rest)\",\"entries\":[\"When this creature hits with an attack that isn't a critical hit, it can turn the hit into a critical hit.\"]},{\"type\":\"entries\",\"name\":\"Infernal Tactics\",\"entries\":[\"This creature has a keen eye for seizing a tactical advantage. Immediately after rolling initiative, it can choose itself and up to three allies it can see if it isn't {@condition incapacitated}. It can swap the initiative results of the chosen creatures among them.\"]}]},{\"name\":\"Cult of Zuggtmoy\",\"source\":\"MPMM\",\"page\":281,\"type\":\"Demonic\",\"entries\":[\"Zuggtmoy's cultists are primarily mindless victims of her children's strange spores. The spores burrow into a victim's brain, turning it into a fanatic servitor. Each victim gains the Spore Kissed trait.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Spore Kissed\",\"entries\":[\"This creature is immune to the {@condition charmed} and {@condition frightened} conditions. In addition, if it is reduced to 0 hit points, each creature within 10 feet of it takes poison damage equal to its number of Hit Dice.\"]}]}]}],\"boon\":[{\"name\":\"Demonic Boon of Balor\",\"source\":\"MTF\",\"page\":32,\"type\":\"Demonic\",\"entries\":[\"Demons of sufficient cunning and power can bestow boons, using the boons' recipients as pawns. A {@creature balor} can grant the following special trait:\",{\"type\":\"entries\",\"name\":\"Fiery Soul\",\"entries\":[\"This creature has resistance to fire damage. When it dies, it explodes; each creature within 10 feet of it takes fire damage equal to its number of Hit Dice.\"]}]},{\"name\":\"Demonic Boon of Baphomet\",\"source\":\"MTF\",\"page\":30,\"reprintedAs\":[{\"tag\":\"boon\",\"uid\":\"Cult of Baphomet|MPMM\"}],\"type\":\"Demonic\",\"ability\":{\"entry\":\"Up to a +4 bonus to Strength, Wisdom, or both\"},\"signaturespells\":{\"entry\":\"{@spell Hunter's mark} (1st level), {@spell beast sense} (2nd level), {@spell slow} (3rd level)\"},\"entries\":[\"Baphomet grants the gifts of cunning and physical power. He grants his rank-and-file followers the Unerring Tracker trait, and cult leaders gain the Incite the Hunters trait. All of his devotees also gain the Labyrinthine Recall trait.\",{\"type\":\"entries\",\"name\":\"Unerring Tracker\",\"entries\":[\"As a bonus action, this creature magically creates a psychic link with one creature it can see. For the next hour, as a bonus action this creature learns the current distance and direction to the target if it is on the same plane of existence. The link ends if this creature is {@condition incapacitated} or if it uses this ability on a different target.\"]},{\"type\":\"entries\",\"name\":\"Incite the Hunters (Recharges after a Short or Long Rest)\",\"entries\":[\"As an action, this creature allows each ally within 30 feet of it that has the Unerring Tracker trait to make one weapon attack as a reaction against the target of that ally's Unerring Tracker.\"]},{\"type\":\"entries\",\"name\":\"Labyrinthine Recall\",\"entries\":[\"This creature can perfectly recall any path it has traveled.\"]}]},{\"name\":\"Demonic Boon of Demogorgon\",\"source\":\"MTF\",\"page\":30,\"reprintedAs\":[{\"tag\":\"boon\",\"uid\":\"Cult of Demogorgon|MPMM\"}],\"type\":\"Demonic\",\"ability\":{\"entry\":\"Up to a +4 bonus to Strength, Charisma, or both\"},\"signaturespells\":{\"entry\":\"{@spell Charm person} (1st level), {@spell enlarge/reduce} (2nd level), {@spell vampiric touch} (3rd level)\"},\"entries\":[\"Demogorgon's followers are typically lone killers driven by the whispering voice of their master. His most blessed followers gain the Two Minds of Madness trait.\",{\"type\":\"entries\",\"name\":\"Two Minds of Madness\",\"entries\":[\"This creature has advantage on all Intelligence, Wisdom, and Charisma saving throws.\"]}]},{\"name\":\"Demonic Boon of Fraz-Urb'luu\",\"source\":\"MTF\",\"page\":30,\"reprintedAs\":[{\"tag\":\"boon\",\"uid\":\"Cult of Fraz-Urb'luu|MPMM\"}],\"type\":\"Demonic\",\"ability\":{\"entry\":\"Up to a +4 bonus to Wisdom, Charisma, or both\"},\"signaturespells\":{\"entry\":\"{@spell Minor illusion} (cantrip), {@spell disguise self} (1st level), {@spell invisibility} (2nd level), {@spell hypnotic pattern} (3rd level)\"},\"entries\":[\"As a master of deceit, Fraz-Urb'luu teaches his initiates the secrets of lies and illusions. They can also gain the Liar's Eye trait.\",{\"type\":\"entries\",\"name\":\"Liar's Eye\",\"entries\":[\"This creature has advantage on Wisdom ({@skill Insight} or {@skill Perception}) checks.\",\"As a bonus action, it automatically detects the location of all illusions and hidden creatures within 15 feet of it.\"]}]},{\"name\":\"Demonic Boon of Goristro\",\"source\":\"MTF\",\"page\":32,\"type\":\"Demonic\",\"entries\":[\"Demons of sufficient cunning and power can bestow boons, using the boons' recipients as pawns. A {@creature goristro} can grant the following special trait:\",{\"type\":\"entries\",\"name\":\"Labyrinthine Recall\",\"entries\":[\"This creature can perfectly recall any path it has traveled.\"]}]},{\"name\":\"Demonic Boon of Graz'zt\",\"source\":\"MTF\",\"page\":30,\"reprintedAs\":[{\"tag\":\"boon\",\"uid\":\"Cult of Graz'zt|MPMM\"}],\"type\":\"Demonic\",\"ability\":{\"entry\":\"Up to a +4 bonus to Constitution, Charisma, or both\"},\"signaturespells\":{\"entry\":\"{@spell False life} (1st level), {@spell hold person} (2nd level), {@spell fear} (3rd level)\"},\"entries\":[\"The Lord of Forbidden Pleasures grants his cultists the ability to transform even the most hideous pain into pleasure. His cultists gain the Joy from Pain trait, while his cult leaders gain the Master of Pleasures trait.\",{\"type\":\"entries\",\"name\":\"Joy from Pain\",\"entries\":[\"Whenever this creature suffers a critical hit, it can make one melee weapon attack as a reaction.\"]},{\"type\":\"entries\",\"name\":\"Master of Pleasures\",\"entries\":[\"As a reaction when this creature takes damage, it can magically grant 5 temporary hit points to itself and up to three allies within 30 feet of it.\"]}]},{\"name\":\"Demonic Boon of Juiblex\",\"source\":\"MTF\",\"page\":30,\"reprintedAs\":[{\"tag\":\"boon\",\"uid\":\"Cult of Juiblex|MPMM\"}],\"type\":\"Demonic\",\"ability\":{\"entry\":\"Up to a +8 bonus to Constitution, with an equal penalty to Intelligence, Wisdom, and Charisma\"},\"signaturespells\":{\"entry\":\"{@spell Grease} (1st level), {@spell web} (2nd level), {@spell gaseous form} (3rd level)\"},\"entries\":[\"The Faceless Lord's followers are bizarre loners who prefer the company of slimes and oozes to other creatures. They gain the hardiness of a slime at the cost of their minds. Lesser followers gain the Liquid Movement trait. The most dedicated devotees of ooze also gain the Slimy Organs trait.\",{\"type\":\"entries\",\"name\":\"Liquid Movement\",\"entries\":[\"As an action, this creature can move up to 20 feet through spaces no more than an inch in diameter. It must end this movement in a space that can accommodate its full size. Otherwise, it takes 5 force damage and returns to the space where it began this movement.\"]},{\"type\":\"entries\",\"name\":\"Slimy Organs\",\"entries\":[\"This creature has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.\",\"Whenever this creature suffers a critical hit or is reduced to 0 hit points, all creatures within 5 feet of it take acid damage equal to its number of Hit Dice.\"]}]},{\"name\":\"Demonic Boon of Marilith\",\"source\":\"MTF\",\"page\":32,\"type\":\"Demonic\",\"entries\":[\"Demons of sufficient cunning and power can bestow boons, using the boons' recipients as pawns. A {@creature marilith} can grant the following special trait:\",{\"type\":\"entries\",\"name\":\"Serpentine Reaction\",\"entries\":[\"This creature can take an extra reaction each round, but this reaction can be used only to make an opportunity attack.\"]}]},{\"name\":\"Demonic Boon of Nalfeshnee\",\"source\":\"MTF\",\"page\":32,\"type\":\"Demonic\",\"entries\":[\"Demons of sufficient cunning and power can bestow boons, using the boons' recipients as pawns. A {@creature nalfeshnee} can grant the following special trait:\",{\"type\":\"entries\",\"name\":\"Guarded Mind\",\"entries\":[\"This creature is immune to the {@condition frightened} condition.\"]}]},{\"name\":\"Demonic Boon of Orcus\",\"source\":\"MTF\",\"page\":31,\"reprintedAs\":[{\"tag\":\"boon\",\"uid\":\"Cult of Orcus|MPMM\"}],\"type\":\"Demonic\",\"ability\":{\"entry\":\"Up to a +4 bonus to Intelligence, Wisdom, or both\"},\"signaturespells\":{\"entry\":\"{@spell False life} (1st level), {@spell ray of enfeeblement} (2nd level), {@spell animate dead} (3rd level)\"},\"entries\":[\"In most cases, Orcus transforms his followers into undead creatures such as ghouls and wights. Sometimes he needs his followers to retain their mortal forms, to more easily infiltrate a kingdom or city. He grants rank-and-file cultists the Undying Soul trait, and his cult leaders gain the Aura of Death trait.\",{\"type\":\"entries\",\"name\":\"Undying Soul (Recharges after a Short or Long Rest)\",\"entries\":[\"If this creature is reduced to 0 hit points, it immediately makes a DC 10 Constitution saving throw. If it succeeds, it is instead reduced to 1 hit point.\"]},{\"type\":\"entries\",\"name\":\"Aura of Death\",\"entries\":[\"This creature emanates a deathly aura that extends 30 feet in every direction from its space while it isn't {@condition incapacitated}. The aura is blocked by {@quickref Cover||3||total cover}. While in the aura, the creature and any friendly undead are immune to the {@condition frightened} condition and have resistance to radiant damage. Enemies suffer disadvantage on death saving throws while in the aura.\"]}]},{\"name\":\"Demonic Boon of Yeenoghu\",\"source\":\"MTF\",\"page\":31,\"reprintedAs\":[{\"tag\":\"boon\",\"uid\":\"Cult of Yeenoghu|MPMM\"}],\"type\":\"Demonic\",\"ability\":{\"entry\":\"Up to a +4 bonus to Strength and Dexterity, with an equal penalty to Intelligence and Charisma\"},\"signaturespells\":{\"entry\":\"{@spell Tasha's hideous laughter} (1st level), {@spell crown of madness} (2nd level), {@spell fear} (3rd level)\"},\"entries\":[\"Yeenoghu's followers form packs of cannibalistic marauders. They grow more like {@creature gnoll||gnolls} in temperament with each passing day. His most devoted followers gain the Gnashing Jaws action option and the Rampage trait, while cult leaders gain the Aura of Bloodthirst trait.\",{\"type\":\"entries\",\"name\":\"Gnashing Jaws\",\"entries\":[\"{@i Melee Weapon Attack}: bonus to hit equal to this creature's proficiency bonus plus its Strength modifier, reach 5 ft., one target. Hit: {@dice 1d4} + this creature's Strength modifier piercing damage.\"]},{\"type\":\"entries\",\"name\":\"Rampage\",\"entries\":[\"When this creature reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make its Gnashing Jaws attack once.\"]},{\"type\":\"entries\",\"name\":\"Aura of Bloodthirst\",\"entries\":[\"If this creature isn't {@condition incapacitated}, any creature with the Rampage trait can make its Gnashing Jaws attack as a bonus action while within 10 feet of this creature.\"]}]},{\"name\":\"Demonic Boon of Zuggtmoy\",\"source\":\"MTF\",\"page\":31,\"reprintedAs\":[{\"tag\":\"boon\",\"uid\":\"Cult of Zuggtmoy|MPMM\"}],\"type\":\"Demonic\",\"ability\":{\"entry\":\"Up to a +4 bonus to Constitution, with an equal penalty to Intelligence, Wisdom, and Charisma\"},\"signaturespells\":{\"entry\":\"{@spell Ray of sickness} (1st level), {@spell suggestion} (2nd level), {@spell plant growth} (3rd level)\"},\"entries\":[\"Zuggtmoy's followers are primarily mindless victims of her children's strange spores. The spores burrow into a victim's brain, turning it into a fanatic servitor. Each victim gains the Spore Kissed trait.\",{\"type\":\"entries\",\"name\":\"Spore Kissed\",\"entries\":[\"This creature is immune to the {@condition charmed} and {@condition frightened} conditions. In addition, if it is reduced to 0 hit points, each creature within 10 feet of it takes poison damage equal to its number of Hit Dice.\"]}]}]}"); JSON_DATA[`data/deities.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"deity\"]},\"deity\":[{\"name\":\"Abbathor\",\"source\":\"MTF\",\"page\":73,\"pantheon\":\"Dwarven\",\"alignment\":[\"N\",\"E\"],\"category\":\"The Mordinsamman\",\"domains\":[\"Trickery\"],\"province\":\"Greed\",\"symbol\":\"Jeweled dagger, point down\",\"entries\":[\"The Great Master of Greed exerts an influence, no matter how subtle, over every dwarven heart. Abbathor teaches that greed isn't only desirable, but necessary to keep the dwarves in a strong and safe position.\",\"Abbathor has no skill in crafting. Instead, he relies on his ability as a thief to take ownership of what he wants. Why work so hard to manufacture something when a much easier path to riches lies open?\",\"Abbathor is the only advocate for change within the dwarven pantheon. He can inspire dwarves to seek shortcuts, normally frowned upon, but sometimes those methods turn out to be efficient techniques that improve a clan's capabilities.\"]},{\"name\":\"Abbathor\",\"source\":\"SCAG\",\"page\":22,\"pantheon\":\"Dwarven\",\"alignment\":[\"N\",\"E\"],\"title\":\"God of greed\",\"domains\":[\"Trickery\"],\"symbol\":\"Jeweled dagger, point-down\"},{\"name\":\"Aegir\",\"source\":\"PHB\",\"page\":299,\"pantheon\":\"Norse\",\"alignment\":[\"N\",\"E\"],\"title\":\"God of the sea and storms\",\"domains\":[\"Tempest\"],\"symbol\":\"Rough ocean waves\"},{\"name\":\"Aerdrie Faenya\",\"source\":\"MTF\",\"page\":43,\"pantheon\":\"Elven\",\"alignment\":[\"C\",\"G\"],\"category\":\"The Seldarine\",\"domains\":[\"Life\",\"Tempest\",\"Trickery\"],\"province\":\"Air, rain, fertility, birth\",\"symbol\":\"Bird silhouetted against a cloud\"},{\"name\":\"Aerdrie Faenya\",\"source\":\"SCAG\",\"page\":23,\"pantheon\":\"Elven\",\"alignment\":[\"C\",\"G\"],\"title\":\"Goddess of the sky\",\"domains\":[\"Tempest\",\"Trickery\"],\"symbol\":\"Bird silhouetted against a cloud\"},{\"name\":\"Akadi\",\"source\":\"SCAG\",\"page\":21,\"pantheon\":\"Faerûnian\",\"alignment\":[\"N\"],\"title\":\"Goddess of air\",\"domains\":[\"Tempest\"],\"symbol\":\"Cloud\"},{\"name\":\"Alathrien Druanna\",\"source\":\"MTF\",\"page\":43,\"pantheon\":\"Elven\",\"alignment\":[\"N\"],\"category\":\"The Seldarine\",\"domains\":[\"Arcana\",\"Knowledge\"],\"province\":\"Runes, writing, spellcasting\",\"symbol\":\"A quill or glyph\"},{\"name\":\"Alobal Lorfiril\",\"source\":\"MTF\",\"page\":43,\"pantheon\":\"Elven\",\"alignment\":[\"C\",\"G\"],\"category\":\"The Seldarine\",\"domains\":[\"Life\",\"Trickery\"],\"province\":\"Revelry, mirth\",\"symbol\":\"Wine glass\"},{\"name\":\"Altus\",\"source\":\"HWCS\",\"page\":58,\"pantheon\":\"Amaranthine\",\"alignment\":[\"C\",\"G\"],\"title\":\"the Enduring\",\"domains\":[\"War\",\"Tempest\"],\"dogma\":\"Challenge yourself. Endurance brings change, change brings growth, and growth brings strength!\",\"symbol\":\"An ornate wooden chalice, out of which pour storm clouds\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/HWCS/Altus-Symbol.webp\"}},\"entries\":[\"Altus is depicted as a powerful horned owl with white feathers, who rides across the sky pouring thunderheads from his chalice. Altus is a pragmatic Amaranthine, believing that strength is cultivated through enduring hardships, overcoming challenges, and testing mortal limitations. Stories of Altus' tenacity and endurance abound, including the time he captured the moon as a gift to Ardea, and the time he made the mountains by lifting the earth. Themes of bravery and strength are common in his myths.\",\"Altus resides with Tyton in the lands of death. Legend says that every year Altus makes the long and arduous journey to bring winter storms and foul weather. According to myth, this is as much to test the endurance of his people as it is to test himself by crossing the divide between life and death, which binds the Great Rhythm. Summers with especially bad weather are credited to Altus, who made the trip early to keep his people strong and vigilant.\",\"Altus is the patron Amaranthine of the strig, and is celebrated by them annually in a great winter festival. Games and activities during this festival challenge entrants with feats of strength and endurance. No official winner is declared, and all who participate are lauded for their courage and given a special place at the feasting table.\",\"Altus usually finds veneration among warriors or athletes, but also among common people who pray for strength to withstand personal hardships, bad harvests, and natural disasters.\",{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/HWCS/Altus.webp\"}}]},{\"name\":\"Amaunator\",\"altNames\":[\"The Keeper of the Eternal Sun\",\"The Light of Law\",\"The Yellow God\"],\"source\":\"SCAG\",\"page\":21,\"pantheon\":\"Faerûnian\",\"alignment\":[\"L\",\"N\"],\"title\":\"God of the sun\",\"domains\":[\"Life\",\"Light\"],\"symbol\":\"Golden sun\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/SCAG/Symbol of Amaunator.webp\"}},\"entries\":[\"The rule of law and the glory of the sun are both in Amaunator's dominion. His priests help establish bureaucracies and lawful order in communities. They often witness contracts and signed agreements, stamping such documents with the sun-symbol of Amaunator to signify their validity.\",\"His priests teach that Amaunator has died and been reborn time and again. Like the sun, he might pass into the realm of darkness, but inevitably his bright gaze will fall on the world once again. Amaunator is seen as a stern and unforgiving deity, not unlike Silvanus in comportment, but his concern isn't for the balance of life - he cares that things proceed according to the celestial order, that promises are kept, and that the rule of law persists.\",\"Farmers and travelers beseech him when they pray for rain or sun, as do any others looking for a favorable change in the weather. But the most common form of propitiation to Amaunator is the practice of swearing oaths, signing contracts, and declaring laws under the light of the sun. So ingrained in the common perception is the connection between a solemn oath and the sun that those engaged in closing deals or issuing edicts often pause and wait for a passing cloud to clear the sun before completing the transaction or pronouncement.\"]},{\"name\":\"Angharradh\",\"source\":\"MTF\",\"page\":43,\"additionalSources\":[{\"source\":\"TCE\",\"page\":33}],\"pantheon\":\"Elven\",\"alignment\":[\"C\",\"G\"],\"category\":\"The Seldarine\",\"domains\":[\"Knowledge\",\"Life\",\"War\",\"Peace\"],\"province\":\"Wisdom, growth, protection\",\"symbol\":\"Three interlocking circles\"},{\"name\":\"Angharradh\",\"source\":\"SCAG\",\"page\":23,\"additionalSources\":[{\"source\":\"TCE\",\"page\":33}],\"pantheon\":\"Elven\",\"alignment\":[\"C\",\"G\"],\"title\":\"Triple goddess of wisdom and protection\",\"domains\":[\"Knowledge\",\"Life\",\"Peace\"],\"symbol\":\"Triangle with three interlocking circles within\"},{\"name\":\"Anubis\",\"source\":\"PHB\",\"page\":299,\"srd\":true,\"additionalSources\":[{\"source\":\"XGE\",\"page\":19}],\"pantheon\":\"Egyptian\",\"alignment\":[\"L\",\"N\"],\"title\":\"God of judgment and death\",\"domains\":[\"Death\",\"Grave\",\"Order\"],\"symbol\":\"Black jackal\"},{\"name\":\"Apep\",\"source\":\"PHB\",\"page\":299,\"srd\":true,\"pantheon\":\"Egyptian\",\"alignment\":[\"N\",\"E\"],\"title\":\"God of evil, fire, and serpents\",\"domains\":[\"Trickery\"],\"symbol\":\"Flaming snake\"},{\"name\":\"Aphrodite\",\"source\":\"PHB\",\"page\":298,\"srd\":true,\"pantheon\":\"Greek\",\"alignment\":[\"C\",\"G\"],\"title\":\"Goddess of love and beauty\",\"domains\":[\"Light\"],\"symbol\":\"Sea shell\"},{\"name\":\"Apollo\",\"source\":\"PHB\",\"page\":298,\"srd\":true,\"pantheon\":\"Greek\",\"alignment\":[\"C\",\"G\"],\"title\":\"God of light, music, and healing\",\"domains\":[\"Knowledge\",\"Life\",\"Light\"],\"symbol\":\"Lyre\"},{\"name\":\"Araleth Letheranil\",\"source\":\"MTF\",\"page\":43,\"pantheon\":\"Elven\",\"alignment\":[\"C\",\"G\"],\"category\":\"The Seldarine\",\"domains\":[\"Knowledge\",\"Light\"],\"province\":\"Light, stars, revelations\",\"symbol\":\"Shaft of light\"},{\"name\":\"Arawai\",\"source\":\"ERLW\",\"page\":141,\"pantheon\":\"Eberron\",\"category\":\"The Sovereign Host\",\"domains\":[\"Life\",\"Nature\"],\"province\":\"Life, love\",\"symbol\":\"Sheaf of wheat tied with green ribbon {@i or} bronze dragon\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/ERLW/The Sovereign Host.webp\"},\"title\":\"The Sovereign Host\"},\"entries\":[\"Arawai is the Sovereign of Life and Love. She is the patron of fertility and of the benevolent aspects of nature, bringing good harvest and gentle rain.\"]},{\"name\":\"Arawai\",\"source\":\"PHB\",\"page\":296,\"pantheon\":\"Eberron\",\"alignment\":[\"N\",\"G\"],\"title\":\"Goddess of fertility\",\"category\":\"The Sovereign Host\",\"domains\":[\"Life\",\"Nature\"],\"symbol\":\"Sheaf of wheat tied with green ribbon\"},{\"name\":\"Arawn\",\"source\":\"PHB\",\"page\":298,\"srd\":true,\"pantheon\":\"Celtic\",\"alignment\":[\"N\",\"E\"],\"title\":\"God of life and death\",\"domains\":[\"Life\",\"Death\"],\"symbol\":\"Black star on gray background\"},{\"name\":\"Ardea\",\"source\":\"HWCS\",\"page\":56,\"pantheon\":\"Amaranthine\",\"alignment\":[\"N\",\"G\"],\"title\":\"the Dawnmother\",\"domains\":[\"Life\",\"Light\"],\"dogma\":\"All life, great and small, is equal and sacred. Protect life, and be kind to all living beings.\",\"symbol\":\"A radiant sun with two golden feathers\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/HWCS/Ardea-Symbol.webp\"}},\"entries\":[\"Ardea is depicted as a great stork with shining golden feathers, wreathed in flowers or other plant life. She is the Amaranthine of the sun who watches over the flora and fauna of Everden and provides them with light and energy to grow.\",\"Ardea's light is present in all living things, from the tiniest sprouting seed to the mightiest beast. Her light also represents love and kindness, which every creature is believed to possess. All birdfolk are said to be Ardea's children, and many think she appears as a stork to demonstrate her maternal love for them—although she is speculated to appear in a different form to each woodland race.\",\"When she vacates the sky she rests in a plane of pure light and life. There, great celestial storks carry out her will, and act as her messengers in the mortal world. An old folk story relates that Ardea sends these storks to fly unnoticed into Everden, where they place her animating light into unhatched eggs. This is why birdfolk often refer to her as \\\"Mother Stork\\\".\",\"She is worshiped by good aligned characters of every sort: poets write of the love she has bestowed upon the world, priests ask her to watch over the newly born, and farmers pray to her for good harvests and light winters.\",{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/HWCS/Ardea.webp\"}}]},{\"name\":\"Ares\",\"source\":\"PHB\",\"page\":298,\"srd\":true,\"pantheon\":\"Greek\",\"alignment\":[\"C\",\"E\"],\"title\":\"God of war and strife\",\"domains\":[\"War\"],\"symbol\":\"Spear\"},{\"name\":\"Arms of the Betrayers\",\"source\":\"EGW\",\"page\":30,\"pantheon\":\"Exandria\",\"alignment\":[\"N\",\"E\"],\"category\":\"Lesser Idols\",\"domains\":[\"Death\",\"War\"],\"province\":\"The Fiend, the Hexblade\",\"symbol\":\"Blade thrust downward through an eight-eyed skull\",\"entries\":[\"Before the Calamity, eight of the Betrayer Gods each forged a sentient weapon using the life force of a greater fiend and gave the weapon to a chosen champion in the kingdom of Ghor Dranas. The Calamity flung these weapons across Wildemount, burying them in mountains, forests, fields, and underground. Several of these weapons have been recovered, but a few have never been found and are highly sought-after. The weapons—or more properly, the fiends bound inside them—attract their own followings of mortal worshipers.\",\"When an Arm of the Betrayers is found, it grants its wielder some of the power of the Betrayer Gods and the wisdom of the fiend within. The bound fiends know that their war was lost long ago, but they still desire to be used in battle, win victories, and spill blood in the hands of skilled warriors. As a weapon's wielder becomes more powerful, so too does the weapon, which in turn is able to lend even more magic to the wielder. Whenever a weapon's wielder dies, the weapon disappears and reappears elsewhere.\",\"The Betrayer Gods made the following weapons, which are described in more detail in {@book chapter 6|EGW|20|Arms of the Betrayers}:\",\"{@item Blade of Broken Mirrors|EGW}. This stone dagger of Tharizdun has yet to be found after the Calamity. It has the power to warp reality around its wielder. The life force of a {@creature glabrezu} named Ragazuu was used to forge the weapon.\",\"{@item Grovelthrash|EGW}. This obsidian warhammer carries the tortured will of Torog and can raze whole structures with a single strike. The life force of an {@creature ultroloth} named Ciria was used to forge the weapon.\",\"{@item Lash of Shadows|EGW}. This Zehir-touched whip ends in five serpent heads that pump poisons of varying effects into the wielder's foes. The life force of a {@creature marilith} named Sizlifeth was used to forge the weapon.\",\"{@item Mace of the Black Crown|EGW}. This mace with a fiend's head of ruby carries the boon of Asmodeus, capable of summoning devils for the wielder to command and burning hot enough to melt steel. The life force of an {@creature erinyes} named Xartaza was used to forge the weapon.\",\"{@item Ruin's Wake|EGW}. This Gruumsh-blessed ivory spear can effortlessly pierce armor and transforms into lightning when hurled. The life force of a {@creature balor} named Yarrowish was used to forge the weapon.\",\"{@item Silken Spite|EGW}. This rapier has a blade forged from spider silk that gives the wielder Lolth's blessing. The life force of a {@creature yochlol} named Sinnafex was used to forge the weapon.\",\"{@item The Bloody End|EGW}. This adamantine morningstar bears the boon of Bane, and has yet to be found after the Calamity. It has the power to subjugate the wielder's enemies. The life force of a {@creature pit fiend} named Izeelzee was used to forge the weapon.\",\"{@item Will of the Talon|EGW}. This war pick bears the mark of Tiamat and makes the wielder impervious to the elements and grants them the power of dragon breath. The life force of an {@creature bone devil} named Ashtyrlon was used to forge the weapon.\"]},{\"name\":\"Artemis\",\"source\":\"PHB\",\"page\":298,\"srd\":true,\"pantheon\":\"Greek\",\"alignment\":[\"N\",\"G\"],\"title\":\"Goddess of hunting and childbirth\",\"domains\":[\"Life\",\"Nature\"],\"symbol\":\"Bow and arrow on lunar disk\"},{\"name\":\"Arvoreen\",\"source\":\"MTF\",\"page\":103,\"pantheon\":\"Halfling\",\"alignment\":[\"L\",\"G\"],\"domains\":[\"War\"],\"province\":\"Vigilance, war\",\"symbol\":\"Crossed short swords\",\"entries\":[\"From time to time, halflings must fight to defend their friends or their village. In those moments, the tales of Arvoreen come to the fore in every halfling's memory. Every youth hears over and over again the stories of the hero's bravery and cunning, his clever tactics in battle, and his ability to use speed and smallness to defeat a much larger foe. The elders know that the world outside is dangerous and that their kin must understand how to deal with those dangers. Stories about Arvoreen are told in such a way that youngsters are inspired to act out his epic battles. In this way, the halflings get practical experience in executing measures that are designed to help the halflings defeat kobolds and goblin raiders, or even take down an ogre. When the time comes to put those tactics to use in earnest, everyone will be ready.\",\"Cooperation is a fundamental principle in how halflings fend off their enemies. Every community practices its own version of Arvoreen's favored tactics:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Scatterstrike\",\"entry\":\"The halflings run in every direction as if in a panic, but then they regroup and circle back to attack with a concentrated effort.\"},{\"type\":\"item\",\"name\":\"Turtle Shell\",\"entry\":\"Halflings cluster together and cover each other with shields, washtubs, wheelbarrows, coffer lids, or anything else that can deflect a blow.\"},{\"type\":\"item\",\"name\":\"Troll Knocker\",\"entry\":\"A few halflings act as bait to lure a troll or other large creature into a clearing where the rest of the group can hurl stones at it from concealment to confuse the monster, persuading it to seek other prey.\"},{\"type\":\"item\",\"name\":\"Swarming Stickwhackers\",\"entry\":\"Halflings rush an intruder in waves, swatting the enemy with sticks on all sides.\"},{\"type\":\"item\",\"name\":\"Fiddle and Crack\",\"entry\":\"A halfling fiddler lures the monster into a trap, usually a net or a pit, followed by several burly halflings wielding large sticks and hitting the monster from a safe vantage.\"}]}]},{\"name\":\"Arvoreen\",\"source\":\"SCAG\",\"page\":23,\"pantheon\":\"Halfling\",\"alignment\":[\"L\",\"G\"],\"title\":\"God of vigilance and war\",\"domains\":[\"War\"],\"symbol\":\"Crossed short swords\"},{\"name\":\"Asmodeus\",\"source\":\"DMG\",\"page\":10,\"pantheon\":\"Dawn War\",\"alignment\":[\"L\",\"E\"],\"title\":\"God of tyranny\",\"domains\":[\"Trickery\",\"Order\"],\"symbol\":\"Three triangles in tight formation\"},{\"name\":\"Asmodeus\",\"reprintAlias\":\"The Lord of the Hells\",\"source\":\"EGW\",\"page\":26,\"pantheon\":\"Exandria\",\"alignment\":[\"L\",\"E\"],\"title\":\"the Lord of the Nine Hells\",\"category\":\"Betrayer Gods\",\"domains\":[\"Trickery\",\"War\"],\"province\":\"God of the Nine Hells\",\"symbol\":\"Crown of spiked onyx and curved horns\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/EGW/Symbol of Asmodeus.webp\"},\"credit\":\"Claudio Pozas\"},\"entries\":[\"The devil god of the Hells is the master of tyranny and domination. His words are honeyed and carefully crafted, soothing and corrupting the mortal heart. Asmodeus rules his domain with an iron fist, and the punishments awaiting those that cross him are the basis of nightmares. Evil entities pay him tribute alongside his devils, and many warlocks are drawn to his power.\",\"Asmodeus lords over his fiendish hordes from within his fortress of Nalsheem, nestled in the depths of Nessus, the ninth and deepest of the Nine Hells.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Depiction\",\"entries\":[\"A twisted image of the celestial blood that once bore him, the Lord of the Nine Hells is revealed in many tomes and murals as a handsome humanoid with deep, red skin and long, black hair. Two curling horns rise from his brow, and his lips bear an eternal, knowing grin.\"]},{\"type\":\"entries\",\"name\":\"Enemies\",\"entries\":[\"Asmodeus's enemies are numerous, even among the Betrayer Gods, many of whom only follow the archdevil for fear of his immense power. His archnemesis is Avandra, the Change Bringer, whose mischief and cunning has vexed him throughout the eons. It was she who defeated him in the Calamity by tricking his fiendish armies into attacking one another. The Devil Lord's greatest triumph during the Calamity was fooling and betraying the Everlight and slaughtering all her followers in one fell stroke—an act that has united the followers of Raei and Avandra in a bond of unbreakable fellowship ever since.\"]}]},{\"type\":\"entries\",\"name\":\"Commandments of Asmodeus\",\"entries\":[{\"type\":\"list\",\"items\":[\"Assert dominance and power over others. Show your strength of will in the image of the Asmodeus.\",\"Repay cruelty done unto you with further evil. If others show you kindness, exploit it.\",\"As you ascend to power, do not pity or show mercy to those you climb over to get there. Compassion is for the weak.\"]}]}]},{\"name\":\"Asmodeus\",\"altNames\":[\"The Lord of the Ninth\",\"The Cloven\",\"Old Hoof and Horn\"],\"source\":\"SCAG\",\"page\":21,\"pantheon\":\"Faerûnian\",\"alignment\":[\"L\",\"E\"],\"title\":\"God of indulgence\",\"domains\":[\"Knowledge\",\"Trickery\",\"Order\"],\"symbol\":\"Three inverted triangles arranged in a long triangle\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/SCAG/Symbol of Asmodeus.webp\"}},\"entries\":[\"Open worship of Asmodeus began roughly a century ago when small cults with charismatic leaders sprang up in the aftermath of the Spellplague. That catastrophe left many asking why the gods were angry or had abandoned them. To those questioners, the faithful of Asmodeus provided answers and a god who would forgive all their faults. Still, for the next few decades, the Cult of Asmodeus struggled for acceptance.\",\"In the beliefs of the people of the North - which coincide with many tales told by dwarves, elves, and others - Asmodeus is Lord of the Ninth, the leader of all devils of the Nine Hells. People know devils to be iron-minded and silver-tongued purveyors of temptation, whose price for their boons can be as dear as one's soul. It's said that when a soul waits on the Fugue Plane for a deity to take it to its appropriate afterlife, devils approach the soul and offer it a chance at power and immortal pleasures. All a soul needs to do is take one step out of the dust and the milling crowd and put a foot on the first rung of the infernal ladder that represents the hierarchy of the Nine Hells.\",\"The faithful of Asmodeus acknowledge that devils offer their worshipers a path that's not for everyone - just as eternally basking in the light of Lathander or endlessly swinging a hammer in the mines of Moradin might not be for everyone. Those who serve Asmodeus in life hope to be summoned out of the moaning masses of the Fugue Plane after death. They yearn for the chance to master their own fates, with all of eternity to achieve their goals.\",\"To those not so dedicated, priests of Asmodeus offer the prospect of a reprieve in the afterlife. All souls wait on the Fugue Plane for a deity's pleasure, which determines where a soul will spend the rest of eternity. Those who lived their lives most in keeping with a deity's outlook are taken first. Others, who have transgressed in the eyes of their favored god or have not followed any particular ethos, might wait centuries before Kelemvor judges where they go. People who fear such a fate can pray to Asmodeus, his priests say, and in return a devil will grant a waiting soul some comfort.\",\"Today, shrines to Asmodeus are still rare and temples are almost unheard of, but many folk have adopted the habit of asking Asmodeus for reprieve from their sins. After transgressing against a god in some way, a person prays to Asmodeus for something to provide respite during the long wait. Asmodeus is known to grant people what they wish, and thus people pray for all the delights and distractions they desire most from life. Those who transgress in great ways often ask Asmodeus to hide their sins from the gods, and priests say that he will do so, but with a price after death.\"]},{\"name\":\"Athena\",\"source\":\"PHB\",\"page\":298,\"srd\":true,\"pantheon\":\"Greek\",\"alignment\":[\"L\",\"G\"],\"title\":\"Goddess of wisdom and civilization\",\"domains\":[\"Knowledge\",\"War\",\"Order\"],\"symbol\":\"Owl\"},{\"name\":\"Athreos\",\"source\":\"MOT\",\"page\":37,\"pantheon\":\"Theros\",\"alignment\":[\"L\",\"E\"],\"title\":\"God of Passage\",\"domains\":[\"Death\",\"Grave\"],\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/MOT/024-02-03-athreos.webp\"}},\"piety\":true,\"entries\":[{\"type\":\"section\",\"entries\":[\"All mortals are destined to face Athreos, the River Guide, when their lives come to an end. The god of passage ferries the dead across the Tartyx River, conveying each mortal soul to its destiny in the Underworld. For most people, Athreos embodies the greatest mysteries of existence—the terror and wonder of life's last moment and the revelation of one's ultimate fate in the afterlife. Athreos is no judge, though. The veiled, silent god undergoes no deliberations and makes no exceptions. The River Guide reads the truth of each soul and bears it unfailingly to its proper place in the Underworld. There is no haggling and no sympathy on Athreos's skiff, the god having heard and denied every conceivable mortal plea.\",\"Athreos appears as a gaunt figure cloaked in ragged robes and a collection of golden masks. What little can be seen of his body is unsettling, its gray flesh stretched thin over a barely human skeleton. The River Guide is never without his ancient staff, Katabasis, which he transforms into the ferryboat he uses to ply the Rivers That Ring the World. Though the deity's shrouded form gives no clue, many mortals consider Athreos to be male, but the River Guide cares for terms or labels no more than any other force of nature. Athreos can change shape but rarely, if ever, takes on other forms.\",{\"type\":\"entries\",\"name\":\"Athreos's Influence\",\"entries\":[\"Most mortals focus on the River Guide's role in their own deaths. Countless mortal superstitions prescribe ways to garner Athreos's favor, but all Athreos demands of those he transports is payment: a single coin of any minting or value. The River Guide has an expansive definition of what constitutes a coin, from actual stamped currency and jewelry to shiny beads or opalescent shells. Ultimately, he seems most concerned with whether a mortal has prepared for death, keeping payment ready out of respect and as a personal memento mori. Those whose bodies are burned, buried, or otherwise disposed of along with valuables deliberately intended for the River Guide discover that they can make use of such items when trading for Athreos's services. Spirits that reach the shores of the Tartyx River unprepared, though, risk being stranded, as Athreos refuses to ferry those who can't pay.\",\"Athreos is also invoked as the god of passage, as well as the deity with dominion over borders, boundaries, and that which is \\\"neither.\\\" Those who undertake journeys, especially dangerous ones, often drop a coin into a fountain or a body of water in apotropaic acknowledgment of the River Guide. Bridges and borders are also places where Athreos is commonly remembered, with many such sites being marked by motifs of rivers or spirits. Additionally, phenomena that are neither one thing nor another, defying simple classification, are often considered to be within Athreos's province—most notably the state between life and death, but also echoes, phantom sensations, and the feeling of déjà vu.\",{\"type\":\"entries\",\"name\":\"Athreos's Goals\",\"entries\":[\"Athreos endlessly works to maintain the balance between Nyx, the Underworld, and the lands of the living. The River Guide sees himself as a servant of the mortal world and knows nothing of the glamor, honor, or mystery mortals often ascribe such to him. Rather, he does what must be done, and should some cosmological condition fall out of sorts, the River Guide and his servants work with silent efficiency to restore balance.\"]},{\"type\":\"entries\",\"name\":\"Divine Relationships\",\"entries\":[\"Athreos cares little for the dealings of the other gods. As long as other deities don't impinge on the border between life and death, either by overstepping their bounds or by trying to draw the dead back into life, the River Guide has little to do with them. More than once, this isolation has put Athreos in silent conflict with Heliod and Erebos, both of whom subtly resent Athreos for limiting how much each can meddle in the other's realm. At the same time, the River Guide's role as a buffer between the two vindictive gods actively prevents their grudges from exploding into divine warfare.\",\"Thassa bears a chilly respect for Athreos. In a time before reckoning, boundaries divided the god of the sea's dominion from the Tartyx River. Though the god of the sea quietly resents sharing even a drop of water, she considers the River Guide to be a quiet, unobtrusive trespasser on her favored element and keeps her distance. Were her respect to wane, though, Thassa would eagerly vie to control the Rivers That Ring the World.\"]}]},{\"type\":\"entries\",\"name\":\"Worshiping Athreos\",\"entries\":[\"Most funeral traditions include small offerings and words of reverence to Athreos. Predominant among these traditions is burying or burning the dead with a clay funerary mask, to \\\"frame\\\" the identity of the dead for Athreos, and with at least one coin, so a soul might pay Athreos to ferry them to the Underworld. Some people are laid to rest with large amounts of grave goods. Memorial practices vary widely by culture, from tearful, somber affairs to lively celebrations. These rituals serve more as catharsis for the living than as meaningful boons to Athreos, though. The River Guide cares only for the single coin he's owed by any who board his skiff.\",\"During the feast of the Necrologion, which gives its name to the eighth month in the calendar of Meletis, pious souls silently spend the day reading ancient memoirs or writing messages for their own descendants.\",{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/MOT/025-02-04.webp\"},\"credit\":\"Ryan Barger\"},{\"type\":\"insetReadaloud\",\"name\":\"Myths of Athreos\",\"entries\":[\"Athreos eternally performs a remarkable labor, ferrying mortal souls to the Underworld. During the River Guide's ages of toil, he has inspired a number of legends.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"The Athrean Obols\",\"entry\":\"Some claim that Athreos doesn't collect coins out of greed but because he's looking for five specific treasures. Apocryphal writings in the Underworld library of Oneirrakthys say that Athreos was the first mortal to die. When he came to face the gods, he brought a single treasure as an offering to each of Theros's five mightiest deities, hoping to receive a peaceful place among them in return.\"}]},\"The gods realized what Athreos's spirit represented: the first of an endless flood of mortal souls that would soon begin to join Athreos in death. Unwilling to spend eternity sorting the endless stream of dead mortals themselves, the other gods did give Athreos a place among them, as well as charging him with his impossible task. They also offered him a measure of hope. The gods cast Athreos's offerings back into the mortal world in the form of five coins. They promised Athreos that, once he collected the coins anew, the gods would free the River Guide from his service and welcome him into their ranks. Ever since, Athreos has labored, both at ferrying the dead and in search of his five lost coins, called the Athrean Obols. It's said that any who bring the River Guide one of the coins will be rewarded with a wish for anything Athreos can grant—even exception from death.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Death's Denier\",\"entry\":\"Some legends tell of an ancient shade who has tarried at the banks of the Tartyx longer than any other—a woman, ancient beyond years and clad only in her own flowing hair and sagging skin, who some passing souls mistake for Athreos. This figure is Solyssia, once an oracle of Meletis. Solyssia refuses to pay Athreos's price, or to have it paid for her. For untold centuries, she has harassed the newly dead, learning an incredible amount about the mortal world in the process. The only thing she's less impressed with than the state of the modern world is Athreos, whom she curses like a bitter old friend whenever the River Guide draws near. If any mortal has ever truly known Athreos, it is her.\"},{\"type\":\"item\",\"name\":\"Eight Exceptions\",\"entry\":\"Eight times in the course of history, Athreos has purposely allowed a mortal to delay their death or temporarily return from the Underworld. These individuals were restored as living beings (not as Returned) to complete particular tasks. As a record of these exceptions, Athreos bears a Returned-like mask of each individual. Despite centuries between bargains, though, no one who Athreos has made an exception for has ever returned. As a result, the River Guide refuses to make another exception. He might be convinced to do otherwise were someone to bring one of the eight lost souls—such as Biaas the Poison Drinker, Dianyan Half-Heart, or Hundred-Damned Thasmudyan—before him for punishment.\"}]}]}]},{\"type\":\"entries\",\"name\":\"Athreos's Champions\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Alignment\",\"entries\":[\"Usually lawful, often evil\"]},{\"type\":\"entries\",\"name\":\"Suggested Classes\",\"entries\":[\"Cleric, monk, rogue, wizard\"]},{\"type\":\"entries\",\"name\":\"Suggested Cleric Domains\",\"entries\":[\"Death, Grave (described in {@book Xanathar's Guide to Everything|XGE})\"]},{\"type\":\"entries\",\"name\":\"Suggested Backgrounds\",\"entries\":[\"Hermit, sage, sailor, urchin\",\"Most worshipers of Athreos believe death is a natural part of life, to be neither rushed toward nor run from. They seek to do their part in fulfilling the natural order, easing the passage of the living into death. Most also respect their ancestors and honor them through tradition, ritual, and memory.\"]}]},{\"type\":\"entries\",\"name\":\"Athreos's Favor\",\"entries\":[\"As all mortals eventually bow before him, the River Guide doesn't seek worship. When mortal agents are necessary, though, Athreos often seeks the descendants of those who impressed him during their journey to the Underworld. The Athreos's Favor table offers several suggestions for the nature of your connection to the god.\",{\"type\":\"table\",\"caption\":\"Athreos's Favor\",\"colLabels\":[\"d6\",\"Circumstance\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A family member died bringing you into the world.\"],[\"2\",\"You don't think or feel as others do, finding emotions messy and confusing.\"],[\"3\",\"In a brazen or desperate moment, you dared death to take you—and in a way, it has.\"],[\"4\",\"You sent a Returned back to the Underworld, restoring a measure of order to the cosmos.\"],[\"5\",\"Serving Athreos is your family tradition, a responsibility honored for countless generations.\"],[\"6\",\"You have died before, and in that moment, you glimpsed the mists that surround Athreos's skiff.\"]]}]},{\"type\":\"entries\",\"name\":\"Devotion to Athreos\",\"entries\":[\"Servants of Athreos facilitate the passage from life into death. As a follower of Athreos, consider the possibilities on the Athreos's Ideals table as alternatives to those suggested for your background.\",{\"type\":\"table\",\"caption\":\"Athreos's Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Devotion. My devotion to my god is more important to me than what he stands for. (Any)\"],[\"2\",\"Tradition. Honor the dead through rites of respect and by continuing their ways. (Lawful)\"],[\"3\",\"Dread. Mortals put their fear out of mind, but through me, they will remember the inevitable. (Evil or neutral)\"],[\"4\",\"Apathy. Life is but a rehearsal for death, and it's best not to grow too attached to it. (Neutral)\"],[\"5\",\"Succor. I offer balm to the dying—which, to varying degrees, includes all of us. (Good or neutral)\"],[\"6\",\"Judgment. Violations against the order of life and death must be set right. (Lawful)\"]]}]},{\"type\":\"entries\",\"name\":\"Earning and Losing Piety\",\"entries\":[\"You increase your piety score to Athreos when you honor him or the cycle of life and death through acts such as these:\",{\"type\":\"list\",\"items\":[\"Providing coins and overseeing burial rites for those slain during a tragedy\",\"Ensuring that the deeds and knowledge of someone who has died are preserved\",\"Slaying a Returned and its associated eidolon\"]},\"Your piety score to Athreos decreases if you diminish the River Guide's influence in the world, impede his work, or disrespect the dead through acts such as these:\",{\"type\":\"list\",\"items\":[\"Denying a dying person their final rites\",\"Removing wealth from a corpse or defiling a tomb\",\"Aiding those who seek to escape from the Underworld, or who already have\"]}]},{\"type\":\"entries\",\"name\":\"Benefits of Piety\",\"entries\":[{\"type\":\"list\",\"columns\":2,\"items\":[\"{@reward Athreos's Devotee|MOT}\",\"{@reward Athreos's Votary|MOT}\",\"{@reward Athreos's Disciple|MOT}\",\"{@reward Champion of the Passage|MOT}\"]}]}]}]}]},{\"name\":\"Aureon\",\"source\":\"ERLW\",\"page\":141,\"pantheon\":\"Eberron\",\"category\":\"The Sovereign Host\",\"domains\":[\"Knowledge\",\"Order\"],\"province\":\"Knowledge, law\",\"symbol\":\"Open tome {@i or} blue dragon\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/ERLW/The Sovereign Host.webp\"},\"title\":\"The Sovereign Host\"},\"entries\":[\"Aureon is the Sovereign of Law and Lore. He is considered the first wizard, who shared the secrets of wizardry with the world.\"]},{\"name\":\"Aureon\",\"source\":\"PHB\",\"page\":296,\"pantheon\":\"Eberron\",\"alignment\":[\"L\",\"N\"],\"title\":\"God of law and knowledge\",\"category\":\"The Sovereign Host\",\"domains\":[\"Knowledge\",\"Order\"],\"symbol\":\"Open tome\"},{\"name\":\"Auril\",\"source\":\"PHB\",\"page\":294,\"basicRules\":true,\"pantheon\":\"Forgotten Realms\",\"alignment\":[\"N\",\"E\"],\"title\":\"Goddess of winter\",\"domains\":[\"Nature\",\"Tempest\"],\"symbol\":\"Six-pointed snowflake\"},{\"name\":\"Auril\",\"altNames\":[\"The Frostmaiden\",\"Lady Frostkiss\",\"Icedawn\"],\"source\":\"SCAG\",\"page\":21,\"pantheon\":\"Faerûnian\",\"alignment\":[\"N\",\"E\"],\"title\":\"Goddess of winter\",\"domains\":[\"Nature\",\"Tempest\"],\"symbol\":\"Six-pointed snowflake\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/SCAG/Symbol of Auril.webp\"}},\"entries\":[\"Auril, the merciless goddess of cold and winter, is worshiped mostly in regions that are affected by deep winters. Folk propitiate Auril with offerings and prayers for mercy. Her priests warn others to prepare for winter, and to stock extra provisions in order to have some to spare as offerings to the goddess.\",\"Few favor Auril except for those who make their livelihood from winter or those who truly love the season. Her rare priests tend to be folk who would, but for their status, likely be outcasts from their communities. They practice celibacy and remain aloof from others when not serving in their official capacity.\",\"Luskan has a temple dedicated to Auril, the whitespired Winter Palace. The structure is a roofless array of pillars and arches carved of white stone. The rituals of Auril's worship often seem cruel to outsiders. In Luskan, visitors gather at the temple to watch the frequent \\\"wet parades,\\\" a ritual in which supplicants don garments packed with ice. They then journey between six white pillars known as the Kisses of Auril, which are dispersed throughout the city. The worshipers move from pillar to pillar, chanting prayers to the goddess. Upon reaching a pillar, a supplicant must climb it and then \\\"kiss the lady,\\\" touching lips to a rusty iron plate at the top. In winter, these events resemble frantic footraces, with the added risk of frostbite and injuries caused by falling from the slippery pillars. The parade runners are cheered on by patrons who come out of nearby taverns to place bets on the stamina of the participants. Those who finish the race are thought to have helped make the winter easier, and they rarely have to pay for food or ale all winter long.\"]},{\"name\":\"Avandra\",\"source\":\"DMG\",\"page\":10,\"pantheon\":\"Dawn War\",\"alignment\":[\"C\",\"G\"],\"title\":\"Goddess of change and luck\",\"domains\":[\"Trickery\"],\"symbol\":\"Three stacked wavy lines\"},{\"name\":\"Avandra\",\"reprintAlias\":\"The Changebringer\",\"source\":\"EGW\",\"page\":20,\"pantheon\":\"Exandria\",\"alignment\":[\"C\",\"G\"],\"title\":\"the Change Bringer\",\"category\":\"Prime Deities\",\"domains\":[\"Nature\",\"Trickery\"],\"province\":\"Change, freedom, luck\",\"symbol\":\"Woman's profile embossed on a gold coin or pendant\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/EGW/Symbol of Avandra.webp\"},\"credit\":\"Claudio Pozas\"},\"entries\":[\"Also known as \\\"She Who Makes the Path,\\\" Avandra champions freedom, travel, trade, and adventure across the lands. Her will heralds open frontiers, and her call beckons her followers to discover that which awaits them beyond the known. There are few urban temples dedicated to the Change Bringer, but her shrines are often found along well-traveled roads and off the beaten path. Her worship is common among merchants, free spirits, and adventurers, and tavern cheers celebrate her as a bringer of luck and fortune.\",\"Avandra calls no domain in the planes her residence, instead eternally wandering through the Outer Planes where serenity can be found, distantly watching over the potential of mortals.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Depiction\",\"entries\":[\"The Change Bringer is often depicted as a young woman of dark complexion and long, light brown hair that cascades to form the road left behind her. Most art shows her in constant motion, ever leading into the unknown.\"]},{\"type\":\"entries\",\"name\":\"Holy Day\",\"entries\":[\"Avandra's holy day, called New Dawn, takes place on the first day of the first month, when the old year gives way to the new. On the Menagerie Coast, people celebrate by having a feast on the shore at dusk to watch the sunset. They feast and discuss their hopes for the new year until the sun rises.\"]}]},{\"type\":\"entries\",\"name\":\"Commandments of Avandra\",\"entries\":[{\"type\":\"list\",\"items\":[\"Luck favors the bold. Your fate is your own to grasp, and to do so is to have the Change Bringer behind you.\",\"Change is inevitable. The righteous can ensure that such change is for the better.\",\"Rise against tyranny. Fight for the freedom of yourself and others when you can, and inspire others to fight when you cannot.\"]}]}]},{\"name\":\"Azgrah\",\"source\":\"TDCSR\",\"page\":40,\"pantheon\":\"Exandria\",\"alignment\":[\"L\",\"N\"],\"title\":\"Lord of the Deep Dwelling\",\"category\":\"Lesser Idols\",\"province\":\"Undying\",\"entries\":[\"The underground citadel of {@book Emberhold|TDCSR|3|Emberhold}, along with the subterranean territories surrounding it, pays fealty to the {@deity The Crawling King|Exandria|TDCSR|Crawling King} as master of the underground. However, for all but the King's most faithful, the homage they pay to him is a distant second to their veneration of Azgrah, Lord of the Deep Dwelling. This mighty champion is a duergar warrior who completed six heroic labors in his prime, all of which have been frequently enshrined in bardsong, from the wooing of Prince Lhebeno to the Conquest of the Amber Worm—in which he defeated a servant sent by the {@deity The Crawling King|Exandria|TDCSR|Crawling King} to punish the present Queen of the {@book Emberhold|TDCSR|3|Emberhold} for her impiety.\",\"Azgrah has enjoyed an incredibly long life, even for a duergar, and now lives in isolation in a temple deep within the Amber Worm's writhing tunnels. He is tended to only by his most trusted warlocks, and is venerated by all as the Lord of the Deep Dwelling, and as the dwarf who will emerge in the {@book Emberhold's|TDCSR|3|Emberhold} hour of greatest need.\"]},{\"name\":\"Azuth\",\"source\":\"PHB\",\"page\":294,\"basicRules\":true,\"additionalSources\":[{\"source\":\"SCAG\",\"page\":125}],\"pantheon\":\"Forgotten Realms\",\"alignment\":[\"L\",\"N\"],\"title\":\"God of wizards\",\"domains\":[\"Knowledge\",\"Arcana\"],\"symbol\":\"Left hand pointing upward, outlined in fire\"},{\"name\":\"Azuth\",\"altNames\":[\"The High One\",\"The Lord of Spellcraft\",\"The First Magister\"],\"source\":\"SCAG\",\"page\":21,\"additionalSources\":[{\"source\":\"SCAG\",\"page\":125}],\"pantheon\":\"Faerûnian\",\"alignment\":[\"L\",\"N\"],\"title\":\"God of wizardry\",\"domains\":[\"Arcana\",\"Knowledge\"],\"symbol\":\"Left hand pointing upward, outlined in fire\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/SCAG/Symbol of Azuth.webp\"}},\"entries\":[\"Few pay homage to Azuth aside from wizards. For them, the High One is the ultimate embodiment of all that they hold dear.\",\"Mystra serves as goddess of magic; Oghma is god of knowledge; and Deneir is god of writing and language. Azuth takes aspects of these general fields and applies them to the specific practices of wizards. For instance, while Mystra is the deity who represents the soul, art, and wonder of magic, Azuth is god of a wizard's long hours of study, exacting standards of movement and speech, and cramped, ink-stained fingers. Wizards invoke Azuth when they scribe scrolls, inscribe magic circles, attempt to memorize spells, and even when they cast spells. Often this acknowledgment comes in the form of silently forming Azuth's holy symbol, pointing the index finger of the left hand to the sky. For many wizards, the gesture is so commonplace in their lives that it becomes an unconscious habit.\",\"Temples dedicated to Azuth are scarce, and clerics of the deity are extremely rare. Even in magic-saturated Halruaa, only a handful of holy places are dedicated to Azuth. Sometimes a statue or a shrine dedicated to him stands in a corner of a temple to Mystra or another deity. More often, a wizard has a personal shrine at home. Azuth is represented at such sites as a hooded and bearded figure with left hand held high, finger pointed up. Sometimes he is represented by merely the hand. In either case, the finger often serves as a candleholder or as the point of origin for a light spell.\"]},{\"name\":\"Baervan Wildwanderer\",\"source\":\"MTF\",\"page\":111,\"pantheon\":\"Gnome\",\"alignment\":[\"N\",\"G\"],\"domains\":[\"Nature\"],\"province\":\"Woodlands\",\"symbol\":\"Face of a raccoon\",\"entries\":[\"Baervan Wildwanderer is the god of the forests and of those who travel, a peaceful soul whose explorations often turn into exciting adventures. Baervan's constant companion is Chiktikka Fastpaws, a mischievous giant raccoon who often gets the duo into trouble. Although Baervan isn't as much of a prankster as some of the other gods, she is often held responsible when Chiktikka does something outrageous, such as stealing Gruumsh's breakfast or peeing on Rillifane Rallathil's shoes.\",\"Baervan can sing every bird's song, knows every type of plant that has ever grown, never gets lost, and can befriend anyone under the sun (as long as Chiktikka chooses to act pleasant rather than annoying). Forest gnomes believe that they can speak to the animals of the woods and on the wing because Baervan teaches their souls how to do so before they are born.\"]},{\"name\":\"Baervan Wildwanderer\",\"source\":\"SCAG\",\"page\":24,\"pantheon\":\"Gnomish\",\"alignment\":[\"N\",\"G\"],\"title\":\"God of woodlands\",\"domains\":[\"Nature\"],\"symbol\":\"Face of a raccoon\"},{\"name\":\"Bahamut\",\"source\":\"DMG\",\"page\":10,\"pantheon\":\"Dawn War\",\"alignment\":[\"L\",\"G\"],\"title\":\"God of justice and nobility\",\"domains\":[\"Life\",\"War\"],\"symbol\":\"Dragon's head, in profile, facing left\"},{\"name\":\"Bahamut\",\"reprintAlias\":\"The Platinum Dragon\",\"source\":\"EGW\",\"page\":21,\"pantheon\":\"Exandria\",\"alignment\":[\"L\",\"G\"],\"title\":\"the Platinum Dragon\",\"category\":\"Prime Deities\",\"domains\":[\"Life\",\"Order\",\"War\"],\"province\":\"Honor, justice\",\"symbol\":\"Silver dragon's head in profile\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/EGW/Symbol of Bahamut.webp\"},\"credit\":\"Claudio Pozas\"},\"entries\":[\"The pillar of justice, protection, nobility, and honor, Bahamut is a beacon to paladins of order and good, and is revered by most metallic dragons as the first of their kind. The crest of the Platinum Dragon adorns many halls of high leadership and justice, invoking his will in all matters of justice. To follow him is to look after those who cannot look after themselves.\",\"When not wandering the Outer Planes, Bahamut resides within his magnificent, glittering palace of gold, platinum, and mithril hidden among the winds of the Seven Heavens of Celestia.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Depiction\",\"entries\":[\"The Platinum Dragon is often seen emblazoned on shields and armor, both functional and decorative, in the form of a brilliant dragon head in profile. Temples and works of art depict a massive, glittering dragon with vibrant platinum scales and seemingly endless wingspan.\"]},{\"type\":\"entries\",\"name\":\"Holy Day\",\"entries\":[\"Bahamut's holy day is called Embertide, and is celebrated on the fifth day of Duscar. This is a day of remembrance, solemnity, and respect for those who have fallen in the defense of others.\"]}]},{\"type\":\"entries\",\"name\":\"Commandments of Bahamut\",\"entries\":[{\"type\":\"list\",\"items\":[\"Stand as a paragon of honor and justice.\",\"Smite evil wherever it is found, yet show compassion to those who have strayed from the path of righteousness.\",\"Defend the weak, bring freedom to the persecuted, and protect the ideals of justice and order.\"]}]}]},{\"name\":\"Bahamut\",\"source\":\"PHB\",\"page\":296,\"pantheon\":\"Nonhuman\",\"alignment\":[\"L\",\"G\"],\"title\":\"Dragon god of good\",\"domains\":[\"Life\",\"War\"],\"symbol\":\"Dragon's head in profile\"},{\"name\":\"Bahgtru\",\"source\":\"SCAG\",\"page\":24,\"pantheon\":\"Orc\",\"alignment\":[\"L\",\"E\"],\"title\":\"God of strength\",\"domains\":[\"War\"],\"symbol\":\"Broken thigh bone\"},{\"name\":\"Bahgtru\",\"source\":\"VGM\",\"page\":83,\"_copy\":{\"name\":\"Bahgtru\",\"source\":\"SCAG\",\"pantheon\":\"Orc\"},\"pantheon\":\"Orc\",\"customExtensionOf\":\"Bahgtru|Orc|SCAG\",\"title\":\"the Leg Breaker\",\"entries\":[\"Despite the influence of Ilneval, orcs are and will forever be brutal and feral in how they wage war. Bahgtru is the deity who epitomizes the physical might and ruthlessness that orcs use to overwhelm their foes. He is the one who drives every thrust of an orc's weapon, so that it does as much harm as possible.\",{\"type\":\"entries\",\"name\":\"Fearless and Mighty\",\"entries\":[\"In the myths, it is said that Bahgtru was out hunting when he was surprised by the mightiest of the behirs, one with hundreds of legs. In a flash, Bahgtru was wrapped in the creature's coils and gripped by its legs. No one had ever escaped the grasp of the behir, but Bahgtru saw this as the ultimate test of his strength, and laughed at his good fortune. One by one, Bahgtru broke the behir's legs, and freed himself from its clutches. The creature's shrieks became the lightning of the storm, and its broken femur became the symbol of Bahgtru's followers, reminding them that anything can be broken and defeated by superior strength.\"]},{\"type\":\"entries\",\"name\":\"Competing in Cruelty\",\"entries\":[\"Most young orcs that an explorer or an adventurer might encounters are followers of Bahgtru. Orcs of Bahgtru continually try to prove their superior strength and endurance through cruel contests against their tribe mates, acts of unprovoked belligerence, and great success in battle. It is through these tests of strength that Bahgtru's followers prove which among them will eventually be worthy of Gruumsh's unwavering gaze.\"]},{\"type\":\"entries\",\"name\":\"The Sacred Bull\",\"entries\":[\"Orcs of Bahgtru sometimes enter battle astride {@creature aurochs|vgm}, large creatures that resemble oxen or cattle but are much more ferocious. By doing so they honor the creatures as well as their deity, because legends tell that Bahgtru also rode a great bull into battle. No orc will eat or harm one of these sacred beasts, which are believed to be imbued with Bahgtru's spirit.\"]}]},{\"name\":\"Balder\",\"source\":\"PHB\",\"page\":299,\"pantheon\":\"Norse\",\"alignment\":[\"N\",\"G\"],\"title\":\"God of beauty and poetry\",\"domains\":[\"Life\",\"Light\"],\"symbol\":\"Gem-encrusted silver chalice\"},{\"name\":\"Balinor\",\"source\":\"ERLW\",\"page\":141,\"pantheon\":\"Eberron\",\"category\":\"The Sovereign Host\",\"domains\":[\"Nature\",\"War\"],\"province\":\"Beasts, the hunt\",\"symbol\":\"Pair of antlers {@i or} green dragon\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/ERLW/The Sovereign Host.webp\"},\"title\":\"The Sovereign Host\"},\"entries\":[\"Balinor is the Sovereign of Horn and Hunt. He guides both the beast and the hunter, and he is the patron of those who walk on the edge of civilization and the natural world.\"]},{\"name\":\"Balinor\",\"source\":\"PHB\",\"page\":296,\"pantheon\":\"Eberron\",\"alignment\":[\"N\"],\"title\":\"God of beasts and the hunt\",\"category\":\"The Sovereign Host\",\"domains\":[\"Life\",\"Nature\"],\"symbol\":\"Pair of antlers\"},{\"name\":\"Bane\",\"source\":\"DMG\",\"page\":10,\"pantheon\":\"Dawn War\",\"alignment\":[\"L\",\"E\"],\"title\":\"God of war and conquest\",\"domains\":[\"War\",\"Order\"],\"symbol\":\"Claw with three talons pointing down\"},{\"name\":\"Bane\",\"reprintAlias\":\"The Strife Emperor\",\"source\":\"EGW\",\"page\":26,\"pantheon\":\"Exandria\",\"alignment\":[\"L\",\"E\"],\"title\":\"the Strife Emperor\",\"category\":\"Betrayer Gods\",\"domains\":[\"Forge\",\"Order\",\"War\"],\"province\":\"Conquest, tyranny\",\"symbol\":\"Flail of chains, each ending in shackles\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/EGW/Symbol of Bane.webp\"},\"credit\":\"Claudio Pozas\"},\"entries\":[\"Blood-drenched armies of brutal warriors oft crush their foes in the name of Bane, the evil patron of war and conquest. To serve his will is to accept the call to conflict, seeking lesser people to break and subjugate. Warmongering nations and goblinoid tribes worship the Strife Emperor as they strike out at the world to bend it beneath them. Bane twists all living things to his iron will, forcing even nature itself to bow to his whims.\",\"Bane plots his conquest of the planes from within the bastion of Banehold, towering among the blood-soaked battlefields of Acheron.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Depiction\",\"entries\":[\"Bane is often depicted as a brutish, ogre-like man clad from head to toe in jagged black armor. Heads dangle from his belt, and the shadows that obscure his helmeted face do not hide his yellow eyes.\"]},{\"type\":\"entries\",\"name\":\"Enemies\",\"entries\":[\"The Strife Emperor's greatest enemy is Melora, who defeated him at Rifenmist during the Calamity. The Strife Emperor grew his armies by corrupting noble creatures into monsters and destroying the wilds to fuel his terrible engines of conflict, and the two deities clashed many times during the war before his defeat at Beynsfal Plateau.\"]}]},{\"type\":\"entries\",\"name\":\"Commandments of Bane\",\"entries\":[{\"type\":\"list\",\"items\":[\"Fear is your ally. Conquer your fear and inspire it in your foes.\",\"Disorder and rebellion are to be punished severely.\",\"Combat is the greatest gift, and perfecting your skills to master it is the greatest pursuit.\"]}]}]},{\"name\":\"Bane\",\"source\":\"PHB\",\"page\":294,\"basicRules\":true,\"pantheon\":\"Forgotten Realms\",\"alignment\":[\"L\",\"E\"],\"title\":\"God of tyranny\",\"domains\":[\"War\",\"Order\"],\"symbol\":\"Upright black right hand, thumb and fingers together\"},{\"name\":\"Bane\",\"altNames\":[\"The Black Hand\",\"The Lord of Darkness\"],\"source\":\"SCAG\",\"page\":21,\"pantheon\":\"Faerûnian\",\"alignment\":[\"L\",\"E\"],\"title\":\"God of tyranny\",\"domains\":[\"War\",\"Order\"],\"symbol\":\"Upright black hand, thumb and fingers together\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/SCAG/Symbol of Bane.webp\"}},\"entries\":[\"Bane has a simple ethos: the strong have not just the right but the duty to rule over the weak. A tyrant who is able to seize power must do so, for not only does the tyrant benefit, but so do those under the tyrant's rule. When a ruler succumbs to decadence, corruption, or decrepitude, a stronger and more suitable ruler will rise.\",\"Bane is vilified in many legends. Throughout history, those who favor him have committed dark deeds in his name, but most people don't worship Bane out of malice. Bane represents ambition and control, and those who have the former but lack the latter pray to him to give them strength. It is said that Bane favors those who exhibit drive and courage, and that he aids those who seek to become conquerors, carving kingdoms from the wilderness, and bringing order to the lawless.\",\"At many times and in many places in Faerûn, the faithful of Bane have been seen as saviors for their efforts in slaughtering raiders, throwing down corrupt rulers, or saving armies on the brink of defeat. But in just as many other places, the worship of Bane has created or supported cruel dictatorships, aided mercantile monopolies, or brought about the practice of slavery where before it didn't exist.\"]},{\"name\":\"Baravar Cloakshadow\",\"source\":\"MTF\",\"page\":111,\"pantheon\":\"Gnome\",\"alignment\":[\"N\",\"G\"],\"domains\":[\"Arcana\",\"Trickery\"],\"province\":\"Illusion, deception\",\"symbol\":\"Dagger against a hooded cloak\",\"entries\":[\"When gnomes arrived in the world, Baravar protected them by teaching them how to hide, use magic, and deceive their foes. She was once entrapped by the goblin god Khurgorbaeyag, and after escaping and gaining her revenge, she began the practice of never wearing the same face twice, and she follows a different routine every day so no one can predict what she might do. When gnomes tell stories of their gods' adventures, Baravar is always the last to be found when the group forms, but she nevertheless swiftly agrees to support Garl's plans.\",\"Forest gnomes and deep gnomes owe their innate magical abilities to Baravar, and all gnomes get their natural defense against magic from her shrewdness.\"]},{\"name\":\"Baravar Cloakshadow\",\"source\":\"SCAG\",\"page\":24,\"pantheon\":\"Gnomish\",\"alignment\":[\"N\",\"G\"],\"title\":\"God of illusion and deception\",\"domains\":[\"Arcana\",\"Trickery\"],\"symbol\":\"Dagger against a hooded cloak\"},{\"name\":\"Bast\",\"source\":\"PHB\",\"page\":299,\"srd\":true,\"pantheon\":\"Egyptian\",\"alignment\":[\"C\",\"G\"],\"title\":\"Goddess of cats and vengeance\",\"domains\":[\"War\"],\"symbol\":\"Cat\"},{\"name\":\"Belenus\",\"source\":\"PHB\",\"page\":298,\"srd\":true,\"pantheon\":\"Celtic\",\"alignment\":[\"N\",\"G\"],\"title\":\"God of sun, light, and warmth\",\"domains\":[\"Light\"],\"symbol\":\"Solar disk and standing stones\"},{\"name\":\"Beory\",\"source\":\"PHB\",\"page\":295,\"pantheon\":\"Greyhawk\",\"alignment\":[\"N\"],\"title\":\"Goddess of nature\",\"domains\":[\"Nature\"],\"symbol\":\"Green disk\"},{\"name\":\"Beory\",\"source\":\"XDMG\",\"page\":148,\"pantheon\":\"Greyhawk\",\"title\":\"Heart of Oerth\",\"worshipers\":\"Farmers, herders\",\"plane\":\"Material Plane\",\"symbol\":\"Green disk\"},{\"name\":\"Berei\",\"source\":\"XDMG\",\"page\":148,\"pantheon\":\"Greyhawk\",\"title\":\"of the Hearth\",\"worshipers\":\"Families, farmers\",\"plane\":\"Bytopia\",\"symbol\":\"Sheaf of wheat stalks\"},{\"name\":\"Berronar Truesilver\",\"source\":\"MTF\",\"page\":73,\"additionalSources\":[{\"source\":\"TCE\",\"page\":33}],\"pantheon\":\"Dwarven\",\"alignment\":[\"L\",\"G\"],\"category\":\"The Mordinsamman\",\"domains\":[\"Life\",\"Light\",\"Peace\"],\"province\":\"Hearth, home, truth\",\"symbol\":\"Intertwined silver rings\",\"entries\":[\"The Matron of Home and Hearth is the patron of family, honor, and law. She lays out the rules for managing a dwarf clan.\",\"Berronar's code establishes the laws of the dwarves, including contracts, trade agreements, and every other kind of bond forged through words and deeds. As Moradin provides the example that dwarves strive to match, Berronar provides the bonds that create dwarven society and culture.\",\"Berronar's priests arrange marriages, using a process that finds the best matches and is designed to ensure that each generation of a clan is stronger and more talented than the last. Their dictates in this respect are sacrosanct, and a dwarf designated for an arranged marriage must obey the priests or risk exile.\"]},{\"name\":\"Berronar Truesilver\",\"source\":\"SCAG\",\"page\":22,\"additionalSources\":[{\"source\":\"TCE\",\"page\":33}],\"pantheon\":\"Dwarven\",\"alignment\":[\"L\",\"G\"],\"title\":\"Goddess of hearth and home\",\"domains\":[\"Life\",\"Light\",\"Peace\"],\"symbol\":\"Intertwined silver rings\"},{\"name\":\"Bes\",\"source\":\"PHB\",\"page\":299,\"srd\":true,\"pantheon\":\"Egyptian\",\"alignment\":[\"C\",\"N\"],\"title\":\"God of luck and music\",\"domains\":[\"Trickery\"],\"symbol\":\"Image of the misshapen deity\"},{\"name\":\"Beshaba\",\"source\":\"PHB\",\"page\":294,\"basicRules\":true,\"pantheon\":\"Forgotten Realms\",\"alignment\":[\"C\",\"E\"],\"title\":\"Goddess of misfortune\",\"domains\":[\"Trickery\"],\"symbol\":\"Black antlers\"},{\"name\":\"Beshaba\",\"altNames\":[\"The Maid of Misfortune\",\"Lady Doom\",\"Black Bess\"],\"source\":\"SCAG\",\"page\":21,\"pantheon\":\"Faerûnian\",\"alignment\":[\"C\",\"E\"],\"title\":\"Goddess of misfortune\",\"domains\":[\"Trickery\"],\"symbol\":\"Black antlers\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/SCAG/Symbol of Beshaba.webp\"}},\"entries\":[\"Beshaba is the counterpoint to Tymora and is just as frequently acknowledged in daily life as is her more benevolent \\\"sister.\\\" She is seen as a cruel and capricious goddess who must be propitiated to avoid attracting her attention and interest in a negative way.\",\"Beshaba's name is invoked when someone is beset by bad luck - which could be as minor as stubbing a toe or breaking a wagon wheel, or as catastrophic as slipping and accidentally falling off a cliff. It is also invoked to ward off her attentions when someone is doing something in which good luck wouldn't play a part but bad luck might. For example, someone rolling dice would invoke Tymora because they want random chance to fall in their favor, but someone about to cross a rickety bridge would ask Beshaba to keep the bridge intact.\",\"Folk make the symbol of Beshaba by folding in their thumbs and extending their fingers on one or both hands (mimicking the horns of her holy symbol) to ward off misfortune. The same gesture raised to the head signifies a salute; when pointed at someone, the \\\"horns\\\" indicate ill favor directed toward that individual.\",\"Many druids worship Beshaba as one of the First Circle. They propitiate her with dances while wearing fire-blackened antlers dipped in blood. According to these druids, her holy symbol is the horns of a stag because when Beshaba was first worshiped, humans were simple hunter-gatherers and she was believed to bring misfortune to hunters, such as being gored by a stag.\",\"Although most people tremble in fear at the prospect of Beshaba's attendance at any event (even in spirit), Beshaba is almost always invoked and welcomed formally in the opening speeches or ceremonies of formal functions such as marriages and coronations, contests of sport or martial prowess, and at the naming ceremonies of children. If she isn't invited to such an event, she might take offense and wreak misfortune on those involved.\",\"Temples to Beshaba are virtually unknown. It's common, however, for rural folk to erect a post and mount antlers on it at the site of some roadside accident or murder. In cities, where antlers are hard to come by and murders and accidents more prevalent, the fashion is to draw the black antlers of Beshaba with charcoal on a nearby wall, leaving the symbol on display until weather scours it away. These \\\"shrines,\\\" in either form, serve as warnings to others about places of ill fortune.\",\"More formal shrines to Beshaba exist in places where folk frequently hope to ward off misfortune. These sites tend to be posts or stones painted red with blackened antlers attached to them, or a red, triangular wallmounted plaque with attached antlers. Both types have a stone or bronze bowl where coins can be tossed or burnt offerings made. The Red Wizards of Thay commonly erect such shrines outside their ritual chambers to guard against unfortunate mistakes.\",\"Few dare to take Beshaba as a patron. The rare clerics of the Maid of Misfortune are those who have been deeply affected by great misfortunes and who seek to warn others of the essential unfairness of life - or to inflict that unfairness upon them.\"]},{\"name\":\"Bhaal\",\"source\":\"PHB\",\"page\":294,\"basicRules\":true,\"pantheon\":\"Forgotten Realms\",\"alignment\":[\"N\",\"E\"],\"title\":\"God of murder\",\"domains\":[\"Death\"],\"symbol\":\"Skull surrounded by a ring of blood droplets\"},{\"name\":\"Bhaal\",\"altNames\":[\"The Lord of Murder\"],\"source\":\"SCAG\",\"page\":21,\"pantheon\":\"Faerûnian\",\"alignment\":[\"N\",\"E\"],\"title\":\"God of murder\",\"domains\":[\"Death\"],\"symbol\":\"Skull surrounded by ring of bloody droplets\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/SCAG/Symbol of Bhaal.webp\"}},\"entries\":[\"The folk of Faerûn don't normally pray to or acknowledge Bhaal. He is seen as a deeply evil and destructive deity who hungers for death - meaning the death of any sentient beings through unlawful means.\",\"Some people pray to Bhaal when they want to commit murder. A person might have good reason to resort to murder, such as when one is unable to redress some injustice through lawful means. But it's far more common for prayers to Bhaal to be uttered by those who seek to kill someone out of jealousy, greed, or wrath. It's rare for anyone but assassins or compulsive killers to take Bhaal as a patron, and clerics who revere Bhaal often qualify on both counts.\",\"Murder cults of Bhaal have arisen in the past, each led by a charismatic, self-styled priest of Bhaal, but organized worship of the Lord of Murder is extremely uncommon. Temples and shrines are similarly rare. Those who erect a shrine to Bhaal usually do so to thank him for a successful murder. Such shrines typically feature a skull or a severed head surrounded by drops of blood (often both from the murdered victim).\"]},{\"name\":\"Bleredd\",\"source\":\"MTF\",\"page\":110,\"pantheon\":\"Gnome\",\"alignment\":[\"N\"],\"domains\":[\"Forge\",\"Light\"],\"province\":\"Labor, craft\",\"symbol\":\"Iron mule\"},{\"name\":\"Blibdoolpoolp\",\"source\":\"PHB\",\"page\":296,\"pantheon\":\"Nonhuman\",\"alignment\":[\"N\",\"E\"],\"title\":\"Kuo-toa goddess\",\"domains\":[\"Death\"],\"symbol\":\"Lobster head or black pearl\"},{\"name\":\"Boccob\",\"source\":\"PHB\",\"page\":295,\"additionalSources\":[{\"source\":\"SCAG\",\"page\":125}],\"pantheon\":\"Greyhawk\",\"alignment\":[\"N\"],\"title\":\"God of magic\",\"domains\":[\"Knowledge\",\"Arcana\"],\"symbol\":\"Eye within a pentagram\"},{\"name\":\"Boccob\",\"source\":\"XDMG\",\"page\":148,\"pantheon\":\"Greyhawk\",\"title\":\"the Uncaring, Archmage of the Gods\",\"worshipers\":\"Sages, spellcasters, seers\",\"plane\":\"Outlands\",\"symbol\":\"Eye within a pentagram\"},{\"name\":\"Boldrei\",\"source\":\"ERLW\",\"page\":141,\"additionalSources\":[{\"source\":\"TCE\",\"page\":33},{\"source\":\"TCE\",\"page\":34}],\"pantheon\":\"Eberron\",\"category\":\"The Sovereign Host\",\"domains\":[\"Life\",\"Peace\",\"Twilight\"],\"province\":\"Community, home\",\"symbol\":\"Fire in a stone hearth {@i or} copper dragon\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/ERLW/The Sovereign Host.webp\"},\"title\":\"The Sovereign Host\"},\"entries\":[\"Boldrei is the Sovereign of Hall and Hearth. She guides and protects communities and families, inspiring people to work together for the common good.\"]},{\"name\":\"Boldrei\",\"source\":\"PHB\",\"page\":296,\"additionalSources\":[{\"source\":\"TCE\",\"page\":33},{\"source\":\"TCE\",\"page\":34}],\"pantheon\":\"Eberron\",\"alignment\":[\"L\",\"G\"],\"title\":\"Goddess of community and home\",\"category\":\"The Sovereign Host\",\"domains\":[\"Life\",\"Peace\",\"Twilight\"],\"symbol\":\"Fire in a stone hearth\"},{\"name\":\"Branchala\",\"source\":\"DSotDQ\",\"page\":14,\"pantheon\":\"Dragonlance\",\"alignment\":[\"N\",\"G\"],\"category\":\"Good\",\"province\":\"Music\",\"symbol\":\"Bard's harp\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/DSotDQ/010-00-031.good-god-symbols.webp\"},\"title\":\"Symbols Left to Right: Paladine, Branchala, and Habbakuk\",\"credit\":\"CoupleOfKooks\"},\"entries\":[\"Called the Bard King, Branchala is the god of music, poetry, and the inner beauty of all living things. Many elves and kender worship him above all other gods. Both groups revere him as a champion of life and laughter, bringing solace and joy to those who listen.\"]},{\"name\":\"Branchala\",\"source\":\"PHB\",\"page\":295,\"pantheon\":\"Dragonlance\",\"alignment\":[\"N\",\"G\"],\"title\":\"God of music\",\"category\":\"The Gods of Good\",\"domains\":[\"Light\"],\"symbol\":\"Bard's harp\"},{\"name\":\"Brandobaris\",\"source\":\"MTF\",\"page\":104,\"pantheon\":\"Halfling\",\"alignment\":[\"N\"],\"domains\":[\"Trickery\"],\"province\":\"Adventure, thievery\",\"symbol\":\"Halfling footprint\",\"entries\":[\"Dashing trickster, patron of thieves, and star of fantastical fables and wild stories of adventure-that's the legacy of Brandobaris, the Master of Stealth. Stories of Brandobaris, full of artful trickery and narrow escapes, inspire many young halflings to play at roguish pursuits. In their imagination, a grain silo becomes a lofty wizard's tower to scale in search of treasures, or a rowboat becomes the setting for a swashbuckling adventure. And for some—the youngsters who are said to \\\"have a bit of Brandobaris in them\\\"—that play-acting is the prelude to a life of living as Brandobaris does: always on the lookout for the next challenge.\",\"Brandobaris continues to wander in search of excitement, and now, as an ascended being, his travels span the planes of existence. His curiosity takes him to all corners of the multiverse in search of magical curios, rare treasures, and mystical puzzles. When Brandobaris moves stealthily, no mortal or god can hear his footfalls-an ability he uses not only for defense, but also to bestow unlooked-for treats upon those he favors.\",\"Although he never seems to rest in his travels, Brandobaris always has time to reward halflings who dare to take risks and explore the world to make their own mark on it. He has been known to give a bit of aid to halflings in dire straits, turning them invisible for a time or intervening so that they can't be heard or tracked.\"]},{\"name\":\"Brandobaris\",\"source\":\"SCAG\",\"page\":23,\"pantheon\":\"Halfling\",\"alignment\":[\"N\"],\"title\":\"God of thievery and adventure\",\"domains\":[\"Trickery\"],\"symbol\":\"Halfling footprint\"},{\"name\":\"Brigantia\",\"source\":\"PHB\",\"page\":298,\"srd\":true,\"pantheon\":\"Celtic\",\"alignment\":[\"N\",\"G\"],\"title\":\"Goddess of rivers and livestock\",\"domains\":[\"Life\"],\"symbol\":\"Footbridge\"},{\"name\":\"Cairith\",\"source\":\"HWCS\",\"page\":63,\"pantheon\":\"Amaranthine\",\"alignment\":[\"L\",\"N\"],\"title\":\"the Resolute\",\"domains\":[\"Life\"],\"dogma\":\"The way of nature is growth. Let nothing stifle you, and you will flourish.\",\"symbol\":\"A pair of white antlers wrapped in flowering vines\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/HWCS/Cairith-Symbol.webp\"}},\"entries\":[\"An Amaranthine of vigor and strength, Cairith is the patron spirit of the cervans. The energy that Cairith oversees is the cause of slow, steady growth and longevity. In living beings, this force manifests as the ability to run, jump, grow, and become strong. Ancient forests, where plants cover the trees and giant beasts are endowed with the intelligence to speak, are seen as signs of Cairith's blessing. Cairith teaches that adversity brings strength, but his teachings differ from those of Altus. Altus encourages his followers to seek out challenges, where Cairith sees life itself as a perpetual struggle. The true test of survival is always against oneself and one's own limits. By persevering in spite of these limits, Cairith counsels his adherents to triumph over the forces of death. This struggle must one day end, of course, and so the followers of Cairith seek to honor the daily triumphs of life as they happen. An existence is considered well-spent if it was lived unflinchingly, even in the face of sorrows and hardships. Cairith adamantly opposes necromancy as those made undead truly cannot appreciate life's struggles.\",\"Cairith is described as a mighty stag with antlers covered in moss and flowering vines. He is massively tall, and wherever he walks plants sprout from the earth. Where others see a tangle of vegetation, Cairith sees the plan of nature unfolding. All cervans profess a kinship to Cairith. But rather than claiming him as a direct ancestor, he is seen as a guardian spirit. Some say he was the first to be born from the land when the Dawnmother gave Everden life.\",\"Cairith guided the first cervans, and blessed them with many gifts so that they might survive in the primitive forest. One of these gifts, the power of The Sight, is attributed to Cairith. Certain cervans are gifted with The Sight, and this allows them to glimpse events that have occurred in the past, present, and future.\",\"Cairith finds reverence among rangers, druids, healers, and community leaders. Paladins invoke his dogma to give heart to those they defend. Cervan diviners gifted with the Sight call upon Cairith in their rituals. Cairith also has many followers among common people, especially humblefolk who have suffered hardships.\",{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/HWCS/Cairith.webp\"}}]},{\"name\":\"Callarduran Smoothhands\",\"source\":\"MTF\",\"page\":111,\"pantheon\":\"Gnome\",\"alignment\":[\"N\"],\"domains\":[\"Knowledge\",\"Nature\"],\"province\":\"Mining, stone carving\",\"symbol\":\"Golden signet ring with six pointed star\",\"entries\":[\"Callarduran became the patron of the deep gnomes when he led them into the Underdark and taught them how to survive, but all gnomes see him as the embodiment of the drive to know more, to examine everything more minutely-and thereby make great discoveries.\",\"Callarduran earned his moniker when, after stealing the heart of Ogrémoch, he rubbed his hands smooth as he polished the heart and turned it into a magical stone. The theft caused Ogrémoch to turn to evil, but it gave Callarduran the power to control earth elementals-which, it is said, he can confer to deep gnomes by rubbing the stone and saying their names.\"]},{\"name\":\"Callarduran Smoothhands\",\"source\":\"SCAG\",\"page\":24,\"pantheon\":\"Gnomish\",\"alignment\":[\"N\"],\"title\":\"God of mining and carving stone\",\"domains\":[\"Knowledge\",\"Nature\"],\"symbol\":\"Golden signet ring with six-pointed star\"},{\"name\":\"Celestian\",\"source\":\"PHB\",\"page\":295,\"additionalSources\":[{\"source\":\"TCE\",\"page\":34}],\"pantheon\":\"Greyhawk\",\"alignment\":[\"N\"],\"title\":\"God of stars and wanderers\",\"domains\":[\"Knowledge\",\"Twilight\"],\"symbol\":\"Arc of seven stars inside a circle\"},{\"name\":\"Celestian\",\"source\":\"XDMG\",\"page\":148,\"pantheon\":\"Greyhawk\",\"title\":\"the Far Wanderer\",\"worshipers\":\"Wanderers, astronomers\",\"plane\":\"Astral Plane\",\"symbol\":\"Arc of seven stars inside a circle\"},{\"name\":\"Ceratos\",\"source\":\"EGW\",\"page\":31,\"pantheon\":\"Exandria\",\"alignment\":[\"C\",\"N\"],\"category\":\"Lesser Idols\",\"domains\":[\"Knowledge\",\"Tempest\"],\"province\":\"The Great Old One\",\"symbol\":\"Three mismatched eyes surrounded by teeth\",\"entries\":[\"A being that slipped from the Far Realm into Exandria before the Founding, Ceratos is one of the oldest creatures in the world. A single creature of many minds, Ceratos reveled in chaos. When the Elemental Chaos was divided into four planes, Ceratos retreated underground, their minds unraveling as they entered a nightmarish slumber.\",\"The digging of the Crawling King woke Ceratos a long time after. Though their minds were scattered, each desired the return of chaos to unite themselves. So Ceratos sent thoughts to the surface, offering magic to those who could create chaos in the land above, so that they might one day regain their full power. Ceratos tells their followers that chaos brings clarity and destruction begets rebirth.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Appearance\",\"entries\":[\"Ceratos is thought to be a massive skinless sphere of flesh covered in mismatched eyes, mouths, and tentacles. They can project their minds' thoughts into other creatures, especially those who desire to bring chaos to the world.\"]}]}]},{\"name\":\"Charmalaine\",\"source\":\"MTF\",\"page\":103,\"pantheon\":\"Halfling\",\"alignment\":[\"N\"],\"domains\":[\"Trickery\"],\"province\":\"Keen senses, luck\",\"symbol\":\"Burning boot print\",\"entries\":[\"Charmalaine is an energetic and spontaneous deity, unafraid of danger, for she expects to be able to detect it as it approaches and evade it before it brings her harm. The stories of her accomplishments read like an adventurer's wildest dreams: she escaped from an army of sahuagin, solved the Chamber of a Thousand Traps, and took treasure from the lair of Tiamat. Halflings envision her as a young adult who moves so fast that her boots smoke and sometimes even catch fire. She carries a mace that has a head that shouts out warnings, and she is accompanied by her ferret friend, Xaphan.\",\"Halflings sometimes call Charmalaine the Lucky Ghost because she can send her spirit out of her body to scout ahead, and thus she is able to warn halfling adventurers of danger while in her incorporeal form. Halflings who favor Charmalaine are usually adventurers or those who pursue other risky professions such as hunting, beast training, scouting, and guarding public officials.\"]},{\"name\":\"Chauntea\",\"source\":\"PHB\",\"page\":294,\"basicRules\":true,\"pantheon\":\"Forgotten Realms\",\"alignment\":[\"N\",\"G\"],\"title\":\"Goddess of agriculture\",\"domains\":[\"Life\"],\"symbol\":\"Sheaf of grain or a blooming rose over grain\"},{\"name\":\"Chauntea\",\"altNames\":[\"The Great Mother\",\"The Grain Goddess\"],\"source\":\"SCAG\",\"page\":21,\"pantheon\":\"Faerûnian\",\"alignment\":[\"N\",\"G\"],\"title\":\"Goddess of agriculture\",\"domains\":[\"Life\"],\"symbol\":\"Sheaf of grain or a blooming rose over grain\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/SCAG/Symbol of Chauntea.webp\"}},\"entries\":[\"Chauntea is goddess of agriculture: sowing and reaping, seeding and harvest, breeding and butchery, shearing and weaving. In this aspect she is a rural deity rarely prayed to behind the walls of a city except by kitchen gardeners. But Chauntea is also the Great Mother, a goddess of crib, hearth, and home. And as such she is welcomed into all homes at mealtimes and at the birth of children, and folk give her thanks whenever they experience the pleasure of settling by a fire and feeling safe and loved.\",\"Chauntea's faith is one of nurturing and growth. Agricultural aphorisms and farming parables dot her teachings. Growing and reaping, the eternal cycle, is a common theme in the faith. Destruction for its own sake, or leveling without rebuilding, is anathema to her.\",\"Temples of Chauntea maintain a great body of lore about farming and cultivation. Her priests work closely with communities in rural areas, and they are willing to roll up their sleeves and dig their hands into the dirt.\",{\"type\":\"inset\",\"name\":\"The Earthmother\",\"entries\":[\"The druids of the Moonshae Isles worship the Earthmother, she who is the generative power of the land itself. To some mainlanders, the Earthmother is an aspect or manifestation of Chauntea, but to the Ffolk, she is simply the Earthmother, and always will be. The moonwells of the isles are her sacred sites and her windows onto the world. See \\\"Druids\\\" in chapter 4 for more information.\"]}]},{\"name\":\"Chemosh\",\"source\":\"DSotDQ\",\"page\":18,\"pantheon\":\"Dragonlance\",\"alignment\":[\"L\",\"E\"],\"category\":\"Evil\",\"province\":\"Undead\",\"symbol\":\"Yellow skull\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/DSotDQ/016-00-035.evil-god-symbols.webp\"},\"title\":\"Symbols Left to Right: Takhisis, Chemosh, and Hiddukel\",\"credit\":\"CoupleOfKooks\"},\"entries\":[\"Chemosh is the god of undeath and false redemption, tempting his followers with the promise of immortality. Those who heed him find that while they may live forever, their bodies still decay and putrefy. Followers of Chemosh embrace his baleful reputation, dressing in white skull masks and black robes.\"]},{\"name\":\"Chemosh\",\"source\":\"PHB\",\"page\":295,\"pantheon\":\"Dragonlance\",\"alignment\":[\"L\",\"E\"],\"title\":\"God of the undead\",\"category\":\"The Gods of Evil\",\"domains\":[\"Death\"],\"symbol\":\"Yellow skull\"},{\"name\":\"Chislev\",\"source\":\"DSotDQ\",\"page\":16,\"pantheon\":\"Dragonlance\",\"alignment\":[\"N\"],\"category\":\"Neutral\",\"province\":\"Nature\",\"symbol\":\"Feather\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/DSotDQ/013-00-033.neutral-god-symbols.webp\"},\"title\":\"Symbols Left to Right: Gilean, Chislev, and Lunitari\",\"credit\":\"CoupleOfKooks\"},\"entries\":[\"Chislev is the god of nature on its own terms, governing the rhythms of life that unfold heedless of mortal action. Though enigmatic and shy, they are fiercely protective of their domain, regarding all plants and animals as their children. Chislev's followers are often hermits, druids, and others who revere nature without asking anything in return.\"]},{\"name\":\"Chislev\",\"source\":\"PHB\",\"page\":295,\"pantheon\":\"Dragonlance\",\"alignment\":[\"N\"],\"title\":\"Goddess of nature\",\"category\":\"The Gods of Neutrality\",\"domains\":[\"Nature\"],\"symbol\":\"Feather\"},{\"name\":\"Clangeddin Silverbeard\",\"source\":\"MTF\",\"page\":73,\"pantheon\":\"Dwarven\",\"alignment\":[\"L\",\"G\"],\"category\":\"The Mordinsamman\",\"domains\":[\"War\"],\"province\":\"War, strategy\",\"symbol\":\"Crossed silver battleaxes\",\"entries\":[\"Known as the Father of Battle, Clangeddin Silverbeard is the patron of dwarf warriors. Impetuous and brave yet a cunning strategist, Clangeddin embodies the warrior's spirit that makes dwarven armies such formidable foes.\",\"Clangeddin encourages dwarf warriors to venture out of the stronghold in search of foes to defeat. He particularly hates goblinoids, giants, and dragons. He compels his followers to seek out and dispatch such enemies before they can become a threat to the stronghold.\",\"Clangeddin's faithful are mainly full-time warriors assigned to weapon training from an early age and expected to take the fight to the enemy. The two axes he wields embody his attitude, since he forsakes the added protection of a shield for the chance to deal more damage to his enemies.\",\"Clangeddin's priests are warriors who lead from the front. When defending a stronghold, they guard the walls and lead sorties against enemy positions. When an external threat is near, the priests plan guerrilla raids to disrupt invaders before they can besiege the stronghold.\"]},{\"name\":\"Clangeddin Silverbeard\",\"source\":\"SCAG\",\"page\":22,\"pantheon\":\"Dwarven\",\"alignment\":[\"L\",\"G\"],\"title\":\"God of war\",\"domains\":[\"War\"],\"symbol\":\"Crossed silver battleaxes\"},{\"name\":\"Clhuran\",\"source\":\"HWCS\",\"page\":59,\"pantheon\":\"Amaranthine\",\"alignment\":[\"C\",\"N\"],\"title\":\"the Fickle\",\"domains\":[\"Arcana\",\"Trickery\"],\"dogma\":\"Fortune will not always favor you, but live each moment to the fullest, for it is where you are meant to be.\",\"symbol\":\"Two birds, one singing, the other crowing\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/HWCS/Clhuran-Symbol.webp\"}},\"entries\":[\"Fickle and unpredictable, Clhuran is the Amaranthine of fortune, magic, and fate. He is commonly represented in dual profile: on one side as a jester with bangles and bells, carrying a marotte, and on the other as an executioner, weilding an axe. Clhuran's double profile illustrates his fickle nature, and the nature of fate. Clhuran's tales are of his luck, mirth, and jest, though he is also known to be a capricious Amaranthine. His normally pleasant demeanor can shift at a moment's notice to melancholy or jealousy.\",\"Clhuran teaches that everyone is tied to the web of fate by invisible strands. Each thread extends out into the cosmos, darting and weaving as it moves to the Rhythm. Clhuran's wisdom is to allow yourself to be moved by the threads of fate, to feel the pull of possibility around you, and to act in accordance with their whims. Even misfortune may lead one to an important place, or so Clhuran says. Good times and bad times are all part of the tapestry of fate, and there is a strength that can be drawn from accepting one's destiny. According to his teachings, good luck is nothing more than being open to change, and following the will of the universe.\",\"Lumas are seen to be Clhuran's chosen, because of their connection to the threads of fate, which manifests as a natural magical talent. Arcane spellcasters, seers, and fortune tellers pray to Clhuran for insight into the will of the universe. Bards, artists, and writers also pay homage to Clhuran, because of his wild moods and connection to emotion. They hope to follow their fate to events of great import, which may be immortalized by their art.\",{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/HWCS/Clhuran.webp\"}}]},{\"name\":\"Corellon\",\"reprintAlias\":\"Corellon Larethian\",\"source\":\"DMG\",\"page\":10,\"pantheon\":\"Dawn War\",\"alignment\":[\"C\",\"G\"],\"title\":\"God of magic and the arts\",\"domains\":[\"Light\"],\"symbol\":\"Eight-pointed star\"},{\"name\":\"Corellon\",\"reprintAlias\":\"The Arch Heart\",\"source\":\"EGW\",\"page\":22,\"pantheon\":\"Exandria\",\"alignment\":[\"C\",\"G\"],\"title\":\"the Arch Heart\",\"category\":\"Prime Deities\",\"domains\":[\"Arcana\",\"Light\"],\"province\":\"Art, beauty, elves\",\"symbol\":\"Two crescent moons facing each other atop a four-pointed star\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/EGW/Symbol of Corellon.webp\"},\"credit\":\"Claudio Pozas\"},\"entries\":[\"Guardian of spring, beauty, and the arts, Corellon is the patron of arcane magic and the fey. The Founding inspired them to wander the twisted lands, seeding them with the first arcane magics and raising the most ancient of forests. It was by the Arch Heart's hand that the first elves wandered from the Feywild, and for this reason they are considered the Mother and Father of all elves. Those who seek art in all their work, whether magical or mundane, often worship at the altar of Corellon. They loathe the Spider Queen and her priestesses for leading the drow astray.\",\"Corellon watches the business of mortals and gods from within the palace of Crescent Grove in the beautiful realm of Arborea, surrounded by towering white trees and pillars of marble.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Depiction\",\"entries\":[\"Most modern tapestries and tomes depict the Arch Heart as an elven being of impossible grace and beauty, androgynous and alluring, framed by long, wavy, golden hair. They were the inspiration for many early elven art pieces, and elements of their visage or symbol are included in most elven architecture.\"]},{\"type\":\"entries\",\"name\":\"Holy Day\",\"entries\":[\"Corellon's holy day is called Elvendawn, or Midsummer. It is celebrated on the twentieth day of the sixth month, and commemorates the elves' first emergence from the Feywild. Though the Dwendalian Empire doesn't promote the worship of the Arch Heart, the elves of Bysaes Tyl quietly celebrate in private by opening small doors to the Feywild and having a little more wine than usual.\"]}]},{\"type\":\"entries\",\"name\":\"Commandments of Corellon\",\"entries\":[{\"type\":\"list\",\"items\":[\"Create, inspire, and find beauty in all that you do.\",\"Follow the echoes of lost magics, forgotten sites, and ancient art, for within these lie the Arch Heart's first works.\",\"Combat the followers of Lolth wherever they might be.\"]}]}]},{\"name\":\"Corellon Larethian\",\"source\":\"MTF\",\"page\":43,\"additionalSources\":[{\"source\":\"SCAG\",\"page\":125}],\"pantheon\":\"Elven\",\"alignment\":[\"C\",\"G\"],\"category\":\"The Seldarine\",\"domains\":[\"Arcana\",\"Life\",\"Light\",\"War\"],\"province\":\"Primary god of elves\",\"symbol\":\"Quarter moon or starburst\",\"entries\":[\"The creator of all elves is both chaos and beauty personified. Corellon is as fluid and changeable as a breeze or a brook-quick to anger, but equally quick to forgive and forget. The god loves magic, artistry, nature, and freedom. Anyone who has felt the mystical presence of Corellon describes it as a joy like no other, followed by a deep melancholy when his presence is no longer felt.\",\"Corellon doesn't expect much from followers-no complex rituals or frequent ceremonies or even regular prayer. Corellon wants them to enjoy life, to try new things, to imagine what they desire and then pursue it, and to be kind to others. In return for this freedom from the usual requirements of religion, Corellon expects them to address their own problems and not pray for aid in every crisis. These precepts are instilled within every elf, since all elves are ultimately descended from fragments of Corellon. When elves ask their priests how one might become able to sense Corellon's presence, the priests often say, \\\"First, truly know yourself. Only then can you feel our creator near.\\\" Services in Corellon's honor are typically conducted in natural stone amphitheaters or bowl-shaped forest clearings. In keeping with Corellon's chief commandment for everyone to be free, all who attend are allowed to show their obeisance however they choose, as long as their way of contributing combines with the others to form a grand display of reverence. Such a gathering has the atmosphere of a festival rather than of an organized worship service.\",\"Many elf wizards honor Corellon and adorn their spellbooks and towers with the god's symbols. Some of them speculate that Corellon is the personification of raw magic itself, the primal force that underlies the multiverse. Corellon is not magic tamed or shaped-not the Weave, as some name it-but magic in its original form: a well of endless, splendid possibilities.\",{\"type\":\"entries\",\"name\":\"The Mysteries of Arvandor\",\"entries\":[\" Only those long-lived scholars who have researched the elves with the greatest tenacity have heard of the Mysteries of Arvandor, and all these luminaries have ever been able to glean is that it is a secret gathering of elves dedicated to Corellon where a magical replaying of the elven myths of creation is communally experienced.\",\"The truth is that the Mysteries of Arvandor is a phenomenon that elves recognize as a summons from their creator, which they can choose to accept or disregard. The event occurs on one plane or multiple planes within the multiverse in a single moment, and there is no guarantee that it will ever occur again; the ability to hear the call is a rare gift. Depending on Corellon's need, the god might call a few dozen or several thousand elves to gather, each elf returning to Corellon's body temporarily for some task that only the god can comprehend.\",\"Before this gathering begins, the elves who have been selected start to have powerful dreams and waking visions, urging them to travel to a certain location. At this point, each of the summoned elves must choose whether to follow the visions, because it is known that not every elf returns from an encounter with Corellon. It's true that to be absorbed into the god once more, and returned to awareness before the Drawing of the Veil, is the fulfillment of every elf's longing, but some elves have grown attached to the mortal and mundane world, and thus they turn away from their god's summons. Those who answer the call of Corellon are telepathically guided to their destination, often for hundreds of miles across unknown terrain, or even across planes.\",\"Most elves who return to their homes from the Mysteries are forever transformed. These participants generally remain silent about their experience, out of reverence and appreciation. Those who speak about the Mysteries of Arvandor struggle for the right words, but they all say in one way or another that experiencing the Mysteries is a way for elves to join with Corellon, gifting the god with their life force-and in return, they revert back to their free, formless nature for a time. After this mystical communion, many elves have a deeper understanding of their origin and a firmer grasp of magic, and some enjoy a lingering telepathic connection with others who have been initiated into the Mysteries.\",\"Cryptic shrines to the Mysteries of Arvandor appear throughout the planes, mostly sites where carved or painted stars cover the ceiling of a cave. On the planes that have hosted one of these rare events, elf priests consecrate and maintain temples devoted to the Mysteries. Often these sacred sites are natural spaces that have intrinsic magical properties.\",\"Stories about the Mysteries are preached by many theologians as examples of Corellon's abiding love for his wayward children. Some sages imagine that, one day, all elves will be given this opportunity, after Corellon is satisfied by the completion of some great cosmic quest, and elves will once again be a people of unfettered form and unimaginable joy.\"]},{\"type\":\"inset\",\"name\":\"The Blessed of Corellon\",\"entries\":[\"Ever changing, mirthful, and beautiful, the primal elves could assume whatever sex they liked. When they bowed to Lolth's influence and chose to fix their physical forms, elves lost the ability to transform in this way. Yet occasionally elves are born who are so androgynous that they are proclaimed to be among the blessed of Corellon-living symbols of the god's love and of the primal elves' original fluid state of being. Many of Corellon's chief priests bear this blessing.\",\"The rarest of these blessed elves can change their sex whenever they finish a long rest-a miracle celebrated by elves of all sorts except drow. (The DM decides whether an elf can manifest this miracle.) Dark elves find this ability to be terrifying and characterize it as a curse, for it could destabilize their entire society. If Corellon's blessing manifests in a drow, that elf usually flees to the surface world to seek shelter among those dedicated to Corellon.\"]}]},{\"name\":\"Corellon Larethian\",\"source\":\"PHB\",\"page\":296,\"additionalSources\":[{\"source\":\"SCAG\",\"page\":125}],\"pantheon\":\"Nonhuman\",\"alignment\":[\"C\",\"G\"],\"title\":\"Elf deity of art and magic\",\"domains\":[\"Light\",\"Arcana\"],\"symbol\":\"Quarter moon or starburst\"},{\"name\":\"Corellon Larethian\",\"source\":\"SCAG\",\"page\":23,\"additionalSources\":[{\"source\":\"SCAG\",\"page\":125}],\"pantheon\":\"Elven\",\"alignment\":[\"C\",\"G\"],\"title\":\"God of art and magic\",\"domains\":[\"Arcana\",\"Light\"],\"symbol\":\"Crescent moon\"},{\"name\":\"Cults of the Dragon Below\",\"source\":\"ERLW\",\"page\":141,\"pantheon\":\"Eberron\",\"category\":\"Other Faiths of Eberron\",\"domains\":[\"Trickery\"],\"province\":\"Madness\",\"symbol\":\"Varies\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/ERLW/Cults of Khyber.webp\"}}},{\"name\":\"Cults of the Dragon Below\",\"source\":\"PHB\",\"page\":296,\"pantheon\":\"Eberron\",\"alignment\":[\"N\",\"E\"],\"title\":\"Deities of madness\",\"category\":\"Other Faiths of Eberron\",\"domains\":[\"Trickery\"],\"symbol\":\"Varies\"},{\"name\":\"Cuthbert\",\"source\":\"XDMG\",\"page\":148,\"pantheon\":\"Greyhawk\",\"title\":\"of the Cudgel\",\"worshipers\":\"Practical, honest folk\",\"plane\":\"Arcadia\",\"symbol\":\"Circle at the center of a starburst of lines\"},{\"name\":\"Cyric\",\"source\":\"PHB\",\"page\":294,\"basicRules\":true,\"pantheon\":\"Forgotten Realms\",\"alignment\":[\"C\",\"E\"],\"title\":\"God of lies\",\"domains\":[\"Trickery\"],\"symbol\":\"White jawless skull on black or purple sunburst\"},{\"name\":\"Cyric\",\"altNames\":[\"The Prince of Lies\",\"The Dark Sun\"],\"source\":\"SCAG\",\"page\":21,\"pantheon\":\"Faerûnian\",\"alignment\":[\"C\",\"E\"],\"title\":\"God of lies\",\"domains\":[\"Trickery\"],\"symbol\":\"White jawless skull on black or purple sunburst\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/SCAG/Symbol of Cyric.webp\"}},\"entries\":[\"The worship of Cyric derives directly from the story of his ascension to godhood. Cyric was a mortal during the Time of Troubles and the key to how that chaotic period resolved, but he was also a selfish traitor and a murderer. When he became a god, Cyric continued to work various plots of deceit and murder - the most famous of which is that, according to legend, Cyric murdered Mystra and thus caused the Spellplague over a century ago.\",\"Those who don't worship Cyric see him as a god of madness, strife, and deceit, although his priests consider such claims to be heresy. Their Prince of Lies isn't a twisted madman, but a god of dark majesty who proves that, ultimately, all bonds between folk corrupt and wither away.\",\"Cyric's church works openly in Amn, where the citizens espouse the principles of ambition, self-reliance, and \\\"buyer beware.\\\" Those who take Cyric as their patron tend to be sadists, con artists, power-mad connivers, and worse. Other folk pray to Cyric when they want to do wrong but don't want others to find out about it.\",\"\\\"The Dark Sun,\\\" originally one of Cyric's epithets, has become a metaphor for strife in the Realms. \\\"A Dark Sun has risen o'er this court\\\" might be spoken as a warning that intrigues and infighting have gotten out of hand in a noble household; and married couples know to seek advice from others if \\\"a Dark Sun shines through the window\\\" in their relationship.\"]},{\"name\":\"Cyrrollalee\",\"source\":\"MTF\",\"page\":104,\"additionalSources\":[{\"source\":\"TCE\",\"page\":33}],\"pantheon\":\"Halfling\",\"alignment\":[\"L\",\"G\"],\"domains\":[\"Life\",\"Peace\"],\"province\":\"Hearth, home\",\"symbol\":\"An open door\",\"entries\":[\"Cyrrollalee embodies the spirit of friendship and hospitality that is part of every halfling's makeup and is represented by one's home and hearth. The home is a welcoming place, but it is also sacrosanct. Halflings honor Cyrrollalee by opening their homes to visitors, and by respecting the home of one's host as if it were one's own.\",\"Every halfling village tells its version of the legendary tale of Cyrrollalee and the troll pies. Long ago, a large human town near Cyrrollalee's village was regularly attacked by a vicious troll. Warriors from the town hacked at the troll, but even its most dire wounds would heal, and the troll would come back again. One day Cyrrollalee presented herself at the town gate in apron and peasant clothes, and she offered to rid the town of the troll. The proud human warriors all scoffed at her, but the desperate mayor asked Cyrrollalee for her help.\",\"So Cyrrollalee set all the people in the town to baking pies, but not just any pies. They were special troll pies. Into each one she put a pinch of magic to make them irresistible to trolls. While the warriors of the town grumbled and sharpened their steel, Cyrrollalee created an atmosphere of fun, bringing cheer to the frightened people as they worked. When the day was done, she set off with a cart full of pies and laid them in a tasty trail far up into the mountains. When the troll came near the town and found the trail, it began to gobble up pie after pie, following the delightful smells up the mountain path until it walked right into the lair of a young red dragon. The greedy troll was swiftly incinerated.\",\"Cyrrollalee returned a hero, and from that day forward all the townsfolk remembered her with a word of thanks when baking pies.\"]},{\"name\":\"Cyrrollalee\",\"source\":\"SCAG\",\"page\":23,\"additionalSources\":[{\"source\":\"TCE\",\"page\":33}],\"pantheon\":\"Halfling\",\"alignment\":[\"L\",\"G\"],\"title\":\"Goddess of hearth and home\",\"domains\":[\"Life\",\"Peace\"],\"symbol\":\"An open door\"},{\"name\":\"Darahl Tilvenar\",\"source\":\"MTF\",\"page\":43,\"pantheon\":\"Elven\",\"alignment\":[\"L\",\"N\"],\"category\":\"The Seldarine\",\"domains\":[\"Forge\",\"Light\"],\"province\":\"Fire, earth, metalwork\",\"symbol\":\"Flame between hands\"},{\"name\":\"Deep Duerra\",\"source\":\"MTF\",\"page\":79,\"pantheon\":\"Duergar\",\"alignment\":[\"L\",\"E\"],\"domains\":[\"Knowledge\",\"War\"],\"province\":\"Conquest, psionics\",\"symbol\":\"Mind flayer skull\",\"entries\":[\"According to legend, Deep Duerra stole the power of psionics from the mind flayers and gifted it to her people. Her command of it was so great that she dominated a mind flayer colony and turned the illithids into her slaves.\",\"Deep Duerra's followers stand at the forefront of the duergar's attacks on their most hated enemies. Inspired by her mythic deeds, her priests are especially eager to find and annihilate dwarf communities and mind flayer colonies.\",\"The priests of Deep Duerra maintain a training ground and armory inside each duergar stronghold. All duergar are required to learn the basic skills of combat, and the nobles are obliged to contribute weapons, armor, and followers to the stronghold's defensive force. The priests honor their deity by planning, equipping, and launching holy crusades against their enemies.\"]},{\"name\":\"Deep Duerra\",\"source\":\"SCAG\",\"page\":22,\"pantheon\":\"Dwarven\",\"alignment\":[\"L\",\"E\"],\"title\":\"Duergar goddess of conquest and psionics\",\"domains\":[\"Arcana\",\"War\"],\"symbol\":\"Mind flayer skull\"},{\"name\":\"Deep Sashelas\",\"source\":\"MTF\",\"page\":48,\"pantheon\":\"Elven\",\"alignment\":[\"C\",\"G\"],\"category\":\"The Seldarine\",\"domains\":[\"Knowledge\",\"Nature\",\"Tempest\"],\"province\":\"Creativity, knowledge, sea\",\"symbol\":\"Dolphin\",\"entries\":[\"Deep Sashelas, sometimes known just as Sashelas, is the elven deity of the sea, seafaring, and knowledge. Sashelas is called the Knowledgeable One. His awareness of all lore, not only that about the sea, is seemingly limitless. He is especially beloved by sea elves, dolphins, and elf sages.\",\"Most of Sashelas's most devoted followers are sea elves, as are his priests. Many seafarers toss offerings of gold and jewels overboard, beseeching Sashelas to calm storms or provide favorable winds, and he is inclined to aid them even if they aren't fully dedicated to his worship. His sea elf priests often lurk in the water beneath ships when these offerings are made. They catch the treasures as they sink and use them to decorate Sashelas's underwater shrines, to purchase items from coastal merchants that can't be manufactured underwater, and to bribe dragon turtles into their service. Ceremonies honoring Sashelas are held underwater at times of uncommonly high tides or during electrical storms, when flashes of lightning above the waves provide illumination to the calmer realm below the surface.\",{\"type\":\"entries\",\"name\":\"Sea of Knowledge\",\"entries\":[\" Over time, much of the world sinks to the depths of the oceans and is thought to be lost forever, but it isn't lost to everyone. Sashelas gleans much about the world above the waves from that which sinks beneath them: every shipwreck, every offering, and the wealth and knowledge of every seaside city swallowed by a giant wave are added to Sashelas's ever-expanding library of lore. Knowledge that has disappeared from the surface world might still be known to the priests of Sashelas, gained through communion with their god. Messengers who never reached their destination, ships filled with scrolls from an ancient library, scholars whose works were lost at sea-all of these add to Sashelas's storehouse.\",\"Away from the open sea, many lagoons, reefs, and grottoes have shrines devoted to Sashelas. Many come in reverence to bathe in the waters in the hope of receiving visions from the god, since it is known that Sashelas is fond of sharing knowledge with those who are true seekers. Scholars, monks, and clerics visit these elaborately decorated seaside temples, immersing themselves in the blessed waters and looking for enlightenment.\",\"Because the god also dispenses lore through dreams and reveries of memory, many artists and poets worship Sashelas. They seek his creative insight by spending time floating on the waves, then return to shore to write down or sketch out the gifts bequeathed to them.\"]}]},{\"name\":\"Deep Sashelas\",\"source\":\"PHB\",\"page\":296,\"pantheon\":\"Nonhuman\",\"alignment\":[\"C\",\"G\"],\"title\":\"Elf god of the sea\",\"domains\":[\"Nature\",\"Tempest\"],\"symbol\":\"Dolphin\"},{\"name\":\"Deep Sashelas\",\"source\":\"SCAG\",\"page\":23,\"pantheon\":\"Elven\",\"alignment\":[\"C\",\"G\"],\"title\":\"God of the sea\",\"domains\":[\"Nature\"],\"symbol\":\"Dolphin\"},{\"name\":\"Demeter\",\"source\":\"PHB\",\"page\":298,\"srd\":true,\"pantheon\":\"Greek\",\"alignment\":[\"N\",\"G\"],\"title\":\"Goddess of agriculture\",\"domains\":[\"Life\"],\"symbol\":\"Mare's head\"},{\"name\":\"Dendar\",\"source\":\"VGM\",\"page\":93,\"pantheon\":\"Yuan-ti\",\"entries\":[\"The Night Serpent came into being before recorded history, spawned from the feverish dreams of the first intelligent creatures. She subsists and grows stronger by feeding on the fears that plague the folk of the world. Her followers believe that Dendar is a harbinger of the end of things, which will come when she amasses enough power to consume the world. Another legend concerning her speaks of an iron door to the underworld behind which she lurks; when the time is right, she will tear it down, then eat the sun, plunging the world into darkness before she finally devours it.\",\"Yuan-ti worshipers of Dendar are led by nightmare speakers, malison warlocks that honor their deity through acts of terror and receive magical power in return. Rather than killing enemies, these followers of the Night Serpent prefer to threaten and torture them, the better to feed and strengthen the goddess.\"]},{\"name\":\"Deneir\",\"source\":\"PHB\",\"page\":294,\"basicRules\":true,\"pantheon\":\"Forgotten Realms\",\"alignment\":[\"N\",\"G\"],\"title\":\"God of writing\",\"domains\":[\"Knowledge\"],\"symbol\":\"Lit candle above an open eye\"},{\"name\":\"Deneir\",\"altNames\":[\"The Lord of All Glyphs and Images\",\"The First Scribe\",\"The Scribe of Oghma\"],\"source\":\"SCAG\",\"page\":21,\"pantheon\":\"Faerûnian\",\"alignment\":[\"N\",\"G\"],\"title\":\"God of writing\",\"domains\":[\"Arcana\",\"Knowledge\"],\"symbol\":\"Lit candle above an open eye\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/SCAG/Symbol of Deneir.webp\"}},\"entries\":[\"Deneir is the god of literature and literacy, the patron of the artist and the scribe. His is the power to accurately render and describe, to write and to read, and to pass on information. In legend, Deneir is often portrayed as being a scribe in service to Oghma, and he is sometimes thought of as Oghma's right hand.\",\"It's common practice for someone who writes a letter or records information to say a prayer to Deneir to avoid mistakes. Similarly, artists acknowledge Deneir before beginning and upon completing paintings, particularly illuminations on manuscripts, tapestries that relate stories, and any such attempt to use art to capture the truth.\",\"Followers of Deneir believe that information not recorded and saved for later use is information lost. They consider literacy an important gift of the gods, one that should be spread and taught. His followers are scribes and scholars devoted, like their patron, to preserving written works, and also to experiencing them, for they say that Deneir himself is hidden within the lines, shapes, and passages of all written works. Priests of Deneir take an oath of charity as well, compelling them to accept the requests of others to write letters and transcribe information.\",\"The god's followers tend to be individualists, united by their shared faith but not overly concerned with religious hierarchy and protocol. This behavior is supported by the fact that Deneir's blessings of divine magic are more often bestowed on those who lose themselves in written works than on those who fancy themselves part of any temple or religious order. Contemplation of the faith's most holy book, the Tome of Universal Harmony, is the most effective way to become deserving of Deneir's blessings.\"]},{\"name\":\"Desirat\",\"source\":\"EGW\",\"page\":31,\"pantheon\":\"Exandria\",\"alignment\":[\"L\",\"E\"],\"title\":\"the Twilight Phoenix\",\"category\":\"Lesser Idols\",\"domains\":[\"Light\",\"Trickery\"],\"province\":\"The Fiend, the Undying\",\"symbol\":\"Burning purple feather\",\"entries\":[\"Desirat was the companion and mount of Asmodeus during the great wars of the Calamity. Before the Divergence, she was torn from her master by the remnants of the original Cerberus Assembly, who wished to study and harvest the phoenix's fiendish form for their own purposes. After the assembly was destroyed in the war and the pantheon was banished from Exandria, the phoenix remained chained beneath the Cyrios Mountains. Her shadowed flames have scalded and scarred the realm above for centuries, giving birth to the thermal phenomena surrounding Mount Metiri in Western Wynandir.\",\"Desirat's sanity has fractured in isolation, lending to delusions of divinity, which she perpetuates in the hearts of those who carry a seed of fiery vengeance by reaching out to them through dreams and visions. Though she once amassed a following with the aid of Uk'otoa's worshipers, who nearly dug deep enough to free her, her followers were then subjugated and scattered when the Julous Dominion took power in the Marrow Valley. She now speaks to the minds of those who lie spurned and angry at night, calling them to unlock their inner flame and let Desirat aid them in their vengeance.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Appearance\",\"entries\":[\"Desirat is depicted as a giant phoenix of dark purple down, wreathed in purple-black flames. Her sword-like beak is pointed and smooth, while her three onyx eyes peer from beneath bright, burning lids.\"]}]}]},{\"name\":\"Diancecht\",\"source\":\"PHB\",\"page\":298,\"srd\":true,\"pantheon\":\"Celtic\",\"alignment\":[\"L\",\"G\"],\"title\":\"God of medicine and healing\",\"domains\":[\"Life\"],\"symbol\":\"Crossed oak and mistletoe branches\"},{\"name\":\"Dionysus\",\"source\":\"PHB\",\"page\":298,\"srd\":true,\"pantheon\":\"Greek\",\"alignment\":[\"C\",\"N\"],\"title\":\"God of mirth and wine\",\"domains\":[\"Life\"],\"symbol\":\"Thyrsus (staff tipped with pine cone)\"},{\"name\":\"Dol Arrah\",\"source\":\"ERLW\",\"page\":141,\"additionalSources\":[{\"source\":\"TCE\",\"page\":34}],\"pantheon\":\"Eberron\",\"category\":\"The Sovereign Host\",\"domains\":[\"Light\",\"War\",\"Twilight\"],\"province\":\"Honor, sunlight\",\"symbol\":\"Rising sun {@i or} red dragon\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/ERLW/The Sovereign Host.webp\"},\"title\":\"The Sovereign Host\"},\"entries\":[\"Dol Arrah is the sun that drives away the darkness. She stands for wisdom in war and for those who fight with honor, pursue justice, and make sacrifices for the greater good.\"]},{\"name\":\"Dol Arrah\",\"source\":\"PHB\",\"page\":296,\"additionalSources\":[{\"source\":\"TCE\",\"page\":34}],\"pantheon\":\"Eberron\",\"alignment\":[\"L\",\"G\"],\"title\":\"Goddess of sunlight and honor\",\"category\":\"The Sovereign Host\",\"domains\":[\"Light\",\"War\",\"Twilight\"],\"symbol\":\"Rising sun\"},{\"name\":\"Dol Dorn\",\"source\":\"ERLW\",\"page\":141,\"pantheon\":\"Eberron\",\"category\":\"The Sovereign Host\",\"domains\":[\"War\"],\"province\":\"Strength at arms\",\"symbol\":\"Longsword crossed over a shield {@i or} silver dragon\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/ERLW/The Sovereign Host.webp\"},\"title\":\"The Sovereign Host\"},\"entries\":[\"Dol Dorn is the Sovereign of Strength and Steel. He is the patron of the common soldier, and he guides the hands of anyone who holds a weapon. He embodies courage, strength, and martial skill.\"]},{\"name\":\"Dol Dorn\",\"source\":\"PHB\",\"page\":296,\"pantheon\":\"Eberron\",\"alignment\":[\"C\",\"G\"],\"title\":\"God of strength at arms\",\"category\":\"The Sovereign Host\",\"domains\":[\"War\"],\"symbol\":\"Longsword crossed over a shield\"},{\"name\":\"Dugmaren Brightmantle\",\"source\":\"MTF\",\"page\":73,\"pantheon\":\"Dwarven\",\"alignment\":[\"C\",\"G\"],\"category\":\"The Mordinsamman\",\"domains\":[\"Knowledge\"],\"province\":\"Discovery\",\"symbol\":\"Open book\"},{\"name\":\"Dugmaren Brightmantle\",\"source\":\"SCAG\",\"page\":22,\"pantheon\":\"Dwarven\",\"alignment\":[\"C\",\"G\"],\"title\":\"God of discovery\",\"domains\":[\"Knowledge\"],\"symbol\":\"Open book\"},{\"name\":\"Dumathoin\",\"source\":\"MTF\",\"page\":73,\"pantheon\":\"Dwarven\",\"alignment\":[\"N\"],\"category\":\"The Mordinsamman\",\"domains\":[\"Grave\",\"Knowledge\"],\"province\":\"Buried secrets\",\"symbol\":\"Gemstone in a mountain\"},{\"name\":\"Dumathoin\",\"source\":\"SCAG\",\"page\":22,\"pantheon\":\"Dwarven\",\"alignment\":[\"N\"],\"title\":\"God of buried secrets\",\"domains\":[\"Death\",\"Knowledge\"],\"symbol\":\"Mountain silhouette with a central gemstone\"},{\"name\":\"Dunatis\",\"source\":\"PHB\",\"page\":298,\"srd\":true,\"pantheon\":\"Celtic\",\"alignment\":[\"N\"],\"title\":\"God of mountains and peaks\",\"domains\":[\"Nature\"],\"symbol\":\"Red sun-capped mountain peak\"},{\"name\":\"Eadro\",\"source\":\"PHB\",\"page\":296,\"pantheon\":\"Nonhuman\",\"alignment\":[\"N\"],\"title\":\"Merfolk deity of the sea\",\"domains\":[\"Nature\",\"Tempest\"],\"symbol\":\"Spiral design\"},{\"name\":\"Ehlonna\",\"source\":\"PHB\",\"page\":295,\"pantheon\":\"Greyhawk\",\"alignment\":[\"N\",\"G\"],\"title\":\"Goddess of woodlands\",\"domains\":[\"Life\",\"Nature\"],\"symbol\":\"Unicorn horn\"},{\"name\":\"Ehlonna\",\"source\":\"XDMG\",\"page\":148,\"pantheon\":\"Greyhawk\",\"title\":\"of the Forests\",\"worshipers\":\"Hunters, foragers\",\"plane\":\"Beastlands\",\"symbol\":\"Unicorn horn\"},{\"name\":\"Eilistraee\",\"source\":\"MTF\",\"page\":56,\"pantheon\":\"Drow\",\"alignment\":[\"C\",\"G\"],\"category\":\"The Dark Seldarine\",\"domains\":[\"Life\",\"Light\",\"Nature\"],\"province\":\"Freedom, moonlight, song\",\"symbol\":\"Sword-wielding, dancing female drow silhouetted against the full moon\",\"entries\":[\"Most drow know nothing of Eilistraee. Matron mothers of the most powerful houses closely guard the scrolls that chronicle her existence. They retain them for the sake of remaining aware of the enemy they describe: a drow god who would spirit away all of Lolth's worshipers to the surface world.\",\"The matron mothers warn those who go to the surface on raids to retreat if they can see the moon-practical advice, it would seem. But an equally important reason is that Eilistraee is known to work her wiles under the light of the moon, so that drow are more susceptible to her lure at such times. The matrons also direct the raiders to flee back underground if any of their number hear music they find appealing, such as a parent's lullaby or the chorus of a rousing song carried on the mind, because Eilistraee's call to drow who would be free of Lolth's web is often delivered within dulcet tunes that aren't of otherworldly origin.\",\"Eilistraee is a god of moonlight, song, dance, and, most important, the rejection of the evil ways of Lolth. Drow who feel like outsiders in their society, who react with disgust to the evils perpetrated by their kind, who come to the surface and fall in love with the stars-these are the ones who might be pleased to hear Eilistraee's call. If they respond to it by going to the surface and staying there, Eilistraee offers no guarantee of their safety and no promise of acceptance in the world above. But she opens her followers' hearts to the wonder of the nature in the night, and her songs and signs can show a drow how to persevere in that alien environment.\",\"The scrolls that the matron mothers guard so closely attest that Eilistraee turned against Lolth but knew better than to seek solace among the Seldarine. Her position among the other drow gods remains uncertain, as is the fate of the souls of those who turn to her worship. Drow who are beloved by Eilistraee sometimes appear to vanish when they die, as the body dissolves into pale light and leaves no clue to where the soul has gone.\"]},{\"name\":\"Eilistraee\",\"source\":\"SCAG\",\"page\":23,\"pantheon\":\"Drow\",\"alignment\":[\"C\",\"G\"],\"title\":\"Goddess of song and moonlight\",\"domains\":[\"Light\",\"Nature\"],\"symbol\":\"Sword-wielding dancing drow female silhouetted against the full moon\"},{\"name\":\"Eldath\",\"source\":\"PHB\",\"page\":294,\"basicRules\":true,\"additionalSources\":[{\"source\":\"TCE\",\"page\":33}],\"pantheon\":\"Forgotten Realms\",\"alignment\":[\"N\",\"G\"],\"title\":\"Goddess of peace\",\"domains\":[\"Life\",\"Nature\",\"Peace\"],\"symbol\":\"Waterfall plunging into still pool\"},{\"name\":\"Eldath\",\"altNames\":[\"The Quiet One\",\"The Guardian of Groves\",\"The Mother of the Waters\"],\"source\":\"SCAG\",\"page\":21,\"additionalSources\":[{\"source\":\"TCE\",\"page\":33}],\"pantheon\":\"Faerûnian\",\"alignment\":[\"N\",\"G\"],\"title\":\"Goddess of peace\",\"domains\":[\"Life\",\"Nature\",\"Peace\"],\"symbol\":\"Waterfall plunging into a still pool\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/SCAG/Symbol of Eldath.webp\"}},\"entries\":[\"Eldath is the goddess of waterfalls, springs, pools, stillness, peace, and quiet glades. She is thought to be present at many such places, particularly those that serve as druid groves. Eldath is a goddess of comfort, healing, and calm. Her blessed waters heal the sick, cure madness, and comfort the dying.\",\"Most rural places have a pond or a glade that locals ascribe to Eldath. Tradition dictates that it be a place of quiet reflection where others are left to their thoughts. A body of water such as a pond or a spring typically serves as a repository of offerings. If the holy site is a glade, a stream one crosses along the way might serve as the repository, or a prominent bush or tree in the glade might be the place where people tie offerings. Typical offerings are broken weapons or items that are remembrances of arguments, which the faithful discard while making a wish for peace in the future. Many of those who favor Eldath are pacifists or people who are troubled by violence they have witnessed or experienced.\",\"Eldath's priests don't organize into large sects. Indeed, many are itinerant, wandering between various holy sites and shrines, seeing that the locations are cared for and that they remain places of sweet serenity. The faithful of Eldath are usually close to nature, and allied to druids, who count Eldath among the First Circle. It is taboo to strike a priest of Eldath, and killing one is said to bring great misfortune. Despite the measure of protection that this belief affords them, most priests of Eldath avoid conflicts rather than attempting to quell them. Those who serve Eldath are happy to preside over peaceful negotiations and to certify treaties, but they can't force others to engage in harmony.\"]},{\"name\":\"Elebrin liothiel\",\"source\":\"MTF\",\"page\":43,\"pantheon\":\"Elven\",\"alignment\":[\"C\",\"G\"],\"category\":\"The Seldarine\",\"domains\":[\"Life\",\"Nature\"],\"province\":\"Abundance, gardens, the harvest\",\"symbol\":\"Acorn\"},{\"name\":\"Ephara\",\"source\":\"MOT\",\"page\":40,\"pantheon\":\"Theros\",\"alignment\":[\"L\",\"N\"],\"title\":\"God of the Polis\",\"domains\":[\"Knowledge\",\"Light\"],\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/MOT/026-02-03-ephara.webp\"}},\"piety\":true,\"entries\":[{\"type\":\"section\",\"entries\":[\"As god of the polis, Ephara sees herself as the founder of civilization. She watches over cities, protecting them from outside threats. She is credited with establishing the first code of law, which Meletis has preserved and the other poleis have imitated. Even more important, she helps cities reach their highest potential, becoming centers of scholarship, industry, and art.\",\"Ephara appears as a huge animated statue wearing a stone crown, resembling the capital of a column. When she chooses to walk about her cities at human scale, she often takes on the form of a human woman. In either form, she is always dressed in blue and white, and her expression is usually serious, but not unkind. She often carries a large urn on one shoulder, with the dark, star-studded sky of Nyx pouring from it and dissolving into mist as it hits the ground.\",{\"type\":\"entries\",\"name\":\"Ephara's Influence\",\"entries\":[\"Ephara's sphere of influence is the polis. Although worshiped in many places, she is most beloved in Meletis, whose citizens credit her with the city's founding. Many city walls bear Ephara's face, fashioned thus in the belief that each of her images watches over the part of the city it looks upon.\",\"Ephara is strongly affiliated with the daytime, when cities are awake, alive, and at work. Her followers generally pray at midday, with the sounds of the city forming an appropriate backdrop to their rites, as industry itself is sacred to Ephara. Many aspects of city life and culture fall under Ephara's influence. Scholarship is closely connected to Ephara, as is art—particularly poetry, sculpture, and architecture. Ephara is also highly concerned with civic wisdom and justice, and many politicians and other leaders seek her guidance in how to rule.\",{\"type\":\"entries\",\"name\":\"Ephara's Goals\",\"entries\":[\"Ephara seeks always to further cities: establishing them, protecting them, and seeing them grow. She supports those who build new cities and those who free others from tyranny. Ephara knows that not all threats to a city come from outside it, and she encourages her followers to watch out for tyranny and injustice from within. She seeks for justice to prevail in civilized lands.\",\"Ephara seeks far more for her cities than mere safety. She drives every city to aspire toward efforts that help its people thrive. Civic responsibility is essential in Ephara's eyes, and having an engaged citizenry is important. The pursuit of knowledge is also a vital task, and she encourages advances in philosophy and science. As the scholars in her cities obtain or derive new knowledge, Ephara's magic scrolls grow ever longer. Finally, art is of critical importance to a thriving city. Ephara particularly supports architecture, the creation of which often drives industry and sculpture, though she doesn't scorn other varieties of artistic expression.\"]},{\"type\":\"entries\",\"name\":\"Divine Relationships\",\"entries\":[\"Ephara and Heliod have aligning interests, since they both value structure and justice. Ephara works toward establishing judicial systems that enforce the laws and uphold the values that Heliod holds dear.\",\"Ephara is also on good terms with Thassa, the god of the sea, because Ephara recognizes the necessity of water for a thriving polis. She also admires Purphoros's craft, realizing the essential role of the forge and other forms of industry to build a city.\",\"Ephara and Nylea are almost polar opposites, and there is no shortage of bad blood between the god of the cities and the god of the hunt. Nylea resents the construction of every building in a place that once held plants and animals, and Ephara has no patience for any wild creature that encroaches on a settlement. Ephara looks at the wilderness and sees only wasted potential, while Nylea looks at cities and sees only destruction.\",\"Ephara has a deep-seated hatred for Phenax. While Ephara can appreciate the perspective of most of her peers, she has no such understanding for those who would deliberately try to undermine a thriving social structure. Ephara opposes Phenax and what she sees as his utter disdain for everything she stands for.\",\"Her relationship with Karametra is a difficult one from either perspective. Ephara approves of agriculture, a key ingredient for the development of cities, and both gods are concerned with defense of settlements. Even so, Karametra is tied to Setessa and the wild lands, where Ephara is distrusted, and although Karametra and Nylea have their own complicated relationship, Karametra strongly favors Nylea over Ephara.\"]}]},{\"type\":\"entries\",\"name\":\"Worshiping Ephara\",\"entries\":[\"To an extent, Ephara's devout show their faith by going about their lives and contributing to society. Midday services at Ephara's temples often feature a brief prayer, followed by a longer talk from an industrial or civic leader on a topic of general interest. Attendants often bring meals to eat while on a break from their jobs.\",\"Ephara's face is a common sight in cities. Marble buildings, stone walls, and similar surfaces usually feature a sculpture or relief of her visage. People often swear oaths or engage in verbal disputes in front of these images, believing she won't let a falsehood told in front of her go unpunished. Whether she actually intervenes is unclear, but conflicts that play out this way are often resolved peacefully, without a need for the justice system to get involved.\",{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/MOT/027-02-05.webp\"},\"credit\":\"Eric Deschamps\"},{\"type\":\"insetReadaloud\",\"name\":\"Myths of Ephara\",\"entries\":[\"Ephara's deeds demonstrate her commitment to the poleis and those who seek their improvement.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Founding of Meletis\",\"entry\":\"The city-state of Meletis was once part of the archon Agnomakhos's empire. The archon ruled his territory with absolute cruelty. Ephara bestowed her magic on the subjugated populace to enable them to fight back and overthrow Agnomakhos. The newly freed people then established Meletis, as the settlement on that site is known today. The founding of Ephara's favored city is still celebrated today, both in Meletis and elsewhere among the god's followers, as the summer holiday of Polidrysion, which gives its name to the fourth month in the Meletian calendar.\"},{\"type\":\"item\",\"name\":\"Earthquake in Meletis\",\"entry\":\"The temple of Ephara in Meletis is the god's largest and grandest place of worship on Theros. It is kept in perfect repair, and worn or damaged pieces of the structure are quickly replaced. During an enormous earthquake, many of the structures in Meletis crumbled. Ephara kept her temple standing throughout the mighty quake, making it a place for Meletians to take refuge in the following days during the aftershocks. After the cataclysm, she shared designs from her scrolls of sacred knowledge with the architects of Meletis so they could rebuild the city to be much more resistant to earthquakes.\"},{\"type\":\"item\",\"name\":\"The Library of Glossion\",\"entry\":\"The small town of Glossion boasts a remarkable library that according to local legend was a gift from Ephara. Other tales suggest that the library was actually founded by an ancient sage named Anatheia, but then a terrible fire destroyed the place, and along with it generations of collected knowledge. Once the people finished rebuilding the structure to start the library over, Ephara is said to have appeared and restored the books and scrolls the library had lost, copying the information from her personal scrolls of sacred knowledge.\"},{\"type\":\"item\",\"name\":\"Savior of Altrisos\",\"entry\":\"A kraken that escaped its sea lock once threatened the small seaside city of Altrisos. Recently weakened by a triton raid, the city had no defenses left and would be destroyed by an attack. The people prayed to Ephara, and the large image of her face on the city's wall came to life. The walls of the city grew impossibly high and strong, and the kraken could do no more than dash its head against the impassable barrier. The monster soon returned to the ocean to find an easier meal.\"},{\"type\":\"item\",\"name\":\"Trial of Aristhenes\",\"entry\":\"A man named Aristhenes committed many murders, targeting members of the government and some of their family members. When he was arrested and put to trial, he claimed that no one could fairly judge him because every qualified judge was personally affected by the case. Ephara herself came to the city to serve as judge for the trial, since no one could accuse her of anything but perfect impartiality, and she found Aristhenes guilty.\"}]}]}]},{\"type\":\"entries\",\"name\":\"Ephara's Champions\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Alignment\",\"entries\":[\"Usually lawful, often neutral\"]},{\"type\":\"entries\",\"name\":\"Suggested Classes\",\"entries\":[\"Bard, cleric, monk, paladin, wizard\"]},{\"type\":\"entries\",\"name\":\"Suggested Cleric Domains\",\"entries\":[\"Knowledge, Light\"]},{\"type\":\"entries\",\"name\":\"Suggested Backgrounds\",\"entries\":[\"Acolyte, athlete, guild artisan, noble, sage, sailor, soldier, urchin\",\"Most champions of Ephara believe cities represent the pinnacle of achievement and do what they can to uphold the law and keep society functioning. Some of the god's most devout followers work as architects, artists, or philosophers, all striving to serve the public good.\"]}]},{\"type\":\"entries\",\"name\":\"Ephara's Favor\",\"entries\":[\"Ephara seeks champions who will defend her cities fiercely, both from external threats and internal corruption. She asks them to protect not only the people, but also the structures that comprise a polis. The circumstances that led you to worship Ephara most likely involved the polis you call home. The Ephara's Favor table provides just a few possibilities.\",{\"type\":\"table\",\"caption\":\"Ephara's Favor\",\"colLabels\":[\"d6\",\"Circumstance\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You grew up in a polis like Meletis and never feel safe outside one.\"],[\"2\",\"You grew up in a home that was next to a wall or a building with Ephara's face on it, and you felt like she was always looking after you.\"],[\"3\",\"You were part of a revolution to fight off tyrants and establish freedom in your city.\"],[\"4\",\"Your family members have all been architects, going back several generations, and all worshiped Ephara.\"],[\"5\",\"You are a highly skilled poet, scholar, or philosopher, and Ephara took notice of your talent.\"],[\"6\",\"You are a civil servant or a city leader, taking an active role in the welfare of your home.\"]]}]},{\"type\":\"entries\",\"name\":\"Devotion to Ephara\",\"entries\":[\"Followers of Ephara support their cities, protecting them while helping them thrive. As a follower of Ephara, consider the ideals on the Ephara's Ideals table as alternatives to those suggested for your background.\",{\"type\":\"table\",\"caption\":\"Ephara's Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Devotion. My devotion to my god is more important to me than what she stands for. (Any)\"],[\"2\",\"Justice. Laws keep society functioning, and I must see to it that they are enforced. (Lawful)\"],[\"3\",\"Community. We are stronger together, and I must improve and support my community. (Lawful or good)\"],[\"4\",\"Scholarship. I serve my community and my god by learning new information or creating art. (Any)\"],[\"5\",\"Civic Duty. It is my responsibility to serve my city. (Lawful)\"],[\"6\",\"Protection. I must keep my city safe from threats both external and internal. (Any)\"]]}]},{\"type\":\"entries\",\"name\":\"Earning and Losing Piety\",\"entries\":[\"You increase your piety score to Ephara when you expand the god's influence in the world in a concrete way through acts such as these:\",{\"type\":\"list\",\"items\":[\"Defending a city from a major threat\",\"Defeating a tyrant who threatens a city's freedom\",\"Creating a masterwork, such as a building or a poem\"]},\"Your piety score to Ephara decreases if you diminish Ephara's influence in the world, contradict her ideals, or let her down through acts such as these:\",{\"type\":\"list\",\"items\":[\"Betraying one's trust to commit acts of corruption or tyranny\",\"Destroying a civic institution or sowing chaos within a city\",\"Willfully breaking just laws for personal gain\"]}]},{\"type\":\"entries\",\"name\":\"Benefits of Piety\",\"entries\":[{\"type\":\"list\",\"columns\":2,\"items\":[\"{@reward Ephara's Devotee|MOT}\",\"{@reward Ephara's Votary|MOT}\",\"{@reward Ephara's Disciple|MOT}\",\"{@reward Champion of the Polis|MOT}\"]}]}]}]}]},{\"name\":\"Erathis\",\"source\":\"DMG\",\"page\":10,\"pantheon\":\"Dawn War\",\"alignment\":[\"L\",\"N\"],\"title\":\"Goddess of civilization and invention\",\"domains\":[\"Knowledge\",\"Order\"],\"symbol\":\"Upper half of a clockwork gear\"},{\"name\":\"Erathis\",\"reprintAlias\":\"The Lawbearer\",\"source\":\"EGW\",\"page\":22,\"pantheon\":\"Exandria\",\"alignment\":[\"L\",\"N\"],\"title\":\"the Law Bearer\",\"category\":\"Prime Deities\",\"domains\":[\"Knowledge\",\"Order\"],\"province\":\"Civilization, law, peace\",\"symbol\":\"Double-headed axe inset with a pattern of scales\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/EGW/Symbol of Erathis.webp\"},\"credit\":\"Claudio Pozas\"},\"entries\":[\"The inspiration behind many great inventions, the creation of vast cities, and law and order within society, Erathis claims dominion over civilization. Judges and rulers pay respect at her temples, which are central structures in many cities across Exandria. Peace and order through structure and law guides the will of her devout followers. The Law Bearer has a tempestuous romance with Melora the Wild Mother, a furious love that is tempered only when civilization and nature are in balance.\",\"Erathis resides within the glorious divine metropolis of Hestavar, the Bright City. This glowing oasis coasts through the Astral Plane, as the Law Bearer watches over the denizens bathed in the endless daytime that illuminates the busy streets.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Depiction\",\"entries\":[\"Erathis is shown in most texts and statues as a hooded, armored woman sitting atop a throne of pillars. Her face is generally obscured or depicted without expression, giving her presence an impartial yet imposing nature.\"]},{\"type\":\"entries\",\"name\":\"Holy Day\",\"entries\":[\"The Law Bearer's holy day is Civilization's Dawn, which is celebrated on the autumnal equinox, usually the twenty-second day of the ninth month. In the Dwendalian Empire, people celebrate by having feasts in honor of the laws of the Dwendal bloodline. One seat at every table is left open for the king, who eats in spirit with the people he rules.\"]}]},{\"type\":\"entries\",\"name\":\"Commandments of Erathis\",\"entries\":[{\"type\":\"list\",\"items\":[\"Utilize the company and aid of others. The efforts of the individual often pale against the capabilities of the community.\",\"Strive to tame the wilds in the name of civilization, and defend the points of light and order against the chaos of darkness.\",\"Uphold and revere the spirit of invention. Create new settlements, build where inspiration strikes, and expand the edicts of the Law Bearer.\"]}]}]},{\"name\":\"Erebos\",\"source\":\"MOT\",\"page\":43,\"pantheon\":\"Theros\",\"alignment\":[\"N\",\"E\"],\"title\":\"God of the Dead\",\"domains\":[\"Death\",\"Trickery\"],\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/MOT/028-02-03-erebos.webp\"}},\"piety\":true,\"entries\":[{\"type\":\"section\",\"entries\":[\"Erebos is the god of death and the Underworld, lord of all that has ever lived. He presides over the bitterness, envy, and eventual acceptance of those who suffer misfortune. His hoarding of both souls and the treasures the dead carry into the Underworld see him worshiped by those who desire to collect and keep wealth.\",\"Erebos's very presence is stifling, and those who come face to face with him often depart in despair. He is jealous and tyrannical within his realm, but unlike his brother Heliod, he neither blusters nor tries to expand his influence. He waits patiently, secure in the knowledge that everything belongs to him in the end.\",\"Erebos most frequently appears as a slender, gray-skinned humanoid with two large, outward-curving horns, wielding an {@item Mastix, Whip of Erebos|MOT|impossibly long black whip}. He also appears in the form of a black asp, a cloud of choking smoke, or an animated golden idol.\",{\"type\":\"entries\",\"name\":\"Erebos's Influence\",\"entries\":[\"Born from Heliod's shadow and then banished to the Underworld, Erebos claimed dominion over that desolate realm. He sees it as his duty and his right to ensure that those who enter his realm remain there for all time. Within the Underworld, only the relative paradise of Ilysia is sheltered from his influence. In the other four realms of the dead, his will is law.\",\"Mortals typically fear death, yet death is the inevitable end of each one's time in the mortal world. Erebos, having long ago come to terms with his own banishment, teaches his followers to accept the inevitability of death and the often unavoidable tragedies of life.\",\"Although Erebos forbids souls from leaving the Underworld, some escape his clutches. Generally such souls are beneath his notice, but he sometimes sends agents to retrieve those he has particular interest in.\",{\"type\":\"entries\",\"name\":\"Erebos's Goals\",\"entries\":[\"Erebos wants above all to maintain his position of absolute authority over the realm of the dead. He lashes out at anyone who aids souls in escaping from him or otherwise tries to subvert the inevitability of death.\",\"Erebos is patient, usually willing to wait for souls to come to him, but he does interfere in the mortal realm on occasion. When the other gods displease him, he sends mortal agents or Nyxborn monsters to kill the worshipers of the offending gods and spread despair.\",\"Many of Erebos's schemes target those who escape his clutches. He regularly sends agents to retrieve the Returned soul or the wayward eidolon of a hero of great renown who has succeeded in returning to Theros. If any of the dead, renowned or otherwise, escape the Underworld fully intact—without identities erased—Erebos will spare nothing to make an example of the fugitive and any who provided assistance.\"]},{\"type\":\"entries\",\"name\":\"Divine Relationships\",\"entries\":[\"Erebos loathes Heliod, who banished him to the Underworld eons ago, forever severing him from the world of life and light. Erebos takes particular delight in profaning Heliod's temples, defiling the raiment of his priests, slaughtering his worshipers, and claiming the souls of his champions. Erebos believes that Heliod will one day challenge him for control of the Underworld. He looks forward to that day, certain that his lesser brother can't possibly prevail within Erebos's own territory.\",\"Erebos holds a special grudge against Phenax. Phenax readily teaches others how to escape the Underworld as the Returned and even sneaks into the Underworld to assist them, earning him Erebos's undying ire.\",\"Pharika and Karametra understand, better than many of the other gods, that life and death are closely intertwined. Pharika's tinctures can either extend a life or snuff it out, and Karametra's planters know that reaping follows sowing in turn. Although he appreciates what these gods have in common with him, Erebos occasionally feels the need to remind them that the dead are his, and other gods' acceptance of death's inevitability doesn't make them masters of it.\",\"Erebos has no true allies but operates closely with Athreos and Klothys. Athreos is one of the few beings Erebos trusts to be as committed as he is to ensuring that the passage into death is a one-way trip. Klothys, too, would see the dead remain dead, concerned as she is with the acceptance of destiny.\"]}]},{\"type\":\"entries\",\"name\":\"Worshiping Erebos\",\"entries\":[\"To many mortals, Erebos is primarily concerned not with death, but with gold. Most of his followers downplay his association with death and misfortune, instead praying to him for material wealth. Others pray to him because they want to be more accepting of their misfortune. These individuals see themselves as beyond hope of improving their lot in life, asking only that Erebos grant them the strength to endure until they enter his realm at their predestined time.\",\"A smaller but more dangerous group of Erebos worshipers are those who actively glorify death. These cultists and assassins congregate in secret in communities across Theros, engaging in campaigns of violence.\",\"The only major festival dedicated to Erebos, called the Katabasion or \\\"the Descent,\\\" features a ceremony in which worshipers make a symbolic journey into the Underworld. The supplicants enter a cave, offer prayers and sacrifices to Erebos in utter darkness, and slowly make their way back to the surface just before sunrise.\",{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/MOT/029-02-06.webp\"},\"credit\":\"Peter Mohrbacher\"},{\"type\":\"insetReadaloud\",\"name\":\"Myths of Erebos\",\"entries\":[\"Erebos appears in many god-stories, often as a villain or a foil to the other gods. The stories told by his followers emphasize his power, the wealth of the Underworld, and the inevitability of death.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Kytheon's Escape\",\"entry\":\"Many know the story of Kytheon Iora, an Akroan orphan who took up Heliod's spear and attempted to kill Erebos himself. The tale ends in tragedy, as Kytheon was struck down along with his friends. Only the high priests of Erebos, however, know that Kytheon's soul isn't in the Underworld, having somehow escaped right before Erebos's eyes. Suspecting that either Heliod or Kruphix knows where Kytheon's soul went, Erebos will reward anyone who can tell him.\"},{\"type\":\"item\",\"name\":\"Menelaia's Song\",\"entry\":\"Long ago, a master lyrist named Menelaia mourned her lover, Pero. She entered the Winter Nexus, a cave on the edge of Setessa that leads to the Underworld, and played a love song to lure Pero's soul back to the mortal world. When Erebos saw this, he became furious, and he extended his whip to draw both of the lovers back. But Menelaia was beloved of Nylea, and that god blocked Erebos's whip with vines. The two lovers lived long lives together. Erebos had the last word, however, tormenting both of the lovers in the Underworld. To this day, this turn of events plagues Nylea, who seeks a way to bring the lovers peace.\"},{\"type\":\"item\",\"name\":\"The Return of Daxos\",\"entry\":\"Daxos of Meletis was a powerful oracle who heard the voices of all the gods. Daxos tragically died at the hands of his lover, the champion of Heliod, Elspeth, through the duplicity of the satyr Xenagos. Daxos's soul passed into the Underworld, and Elspeth sought Erebos's help to travel into Nyx. After passing Erebos's test for admittance, Elspeth demanded an additional reward: she would trade her life for Daxos's. Erebos, always eager to claim a champion of the sun god, agreed. Elspeth died shortly after her triumph over Xenagos, whereupon Erebos kept his word—but in a treacherous fashion, allowing Daxos's body to go back to the mortal world as a Returned. Bereft of memories, he wanders aimlessly.\"},{\"type\":\"item\",\"name\":\"A Shadowed World\",\"entry\":\"Heliod's followers maintain that their god gave rise to Erebos by casting a shadow in the sun's first light. Followers of Erebos say that this tale is self-refuting. Before there ever was a sun, the entire world stood in shadow, and the shadow was Erebos—elder to Heliod. Only with the first dawning was Erebos's form diminished enough that Heliod could overpower him, and the god of the dead has never forgiven his upstart brother. The faithful of both Erebos and Heliod viciously argue the details of their gods' origins, some risking their lives in battle over which of their gods came into being first.\"}]}]}]},{\"type\":\"entries\",\"name\":\"Erebos's Champions\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Alignment\",\"entries\":[\"Usually neutral, often evil\"]},{\"type\":\"entries\",\"name\":\"Suggested Classes\",\"entries\":[\"Cleric, fighter, rogue, wizard\"]},{\"type\":\"entries\",\"name\":\"Suggested Cleric Domains\",\"entries\":[\"Death, Trickery\"]},{\"type\":\"entries\",\"name\":\"Suggested Backgrounds\",\"entries\":[\"Acolyte, charlatan, criminal, noble, urchin\",\"Most worshipers of Erebos seek to enforce the boundary between life and death, whether absolutely or selectively. They often find grim satisfaction in serving the covetous but patient god, knowing that all will ultimately know their patron's embrace.\"]}]},{\"type\":\"entries\",\"name\":\"Erebos's Favor\",\"entries\":[\"As Erebos sees it, he already owns the soul of every living being. For him to bestow special favor or power on a mortal would be an act of generosity, and he expects to be compensated for it. Those who rise to the ranks of true champions of Erebos, though, embrace death and their inescapable destiny in the Underworld. Did you pledge yourself to Erebos by joining his priesthood, or did you come to find his favor through a prayer of quiet desperation? The Erebos's Favor table offers a handful of suggestions.\",{\"type\":\"table\",\"caption\":\"Erebos's Favor\",\"colLabels\":[\"d6\",\"Circumstance\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You follow Erebos seeking financial success, expecting service to translate into rewards.\"],[\"2\",\"In a moment of anguish, you prayed to Erebos. He granted you acceptance of your fate and his favor.\"],[\"3\",\"You were pledged to another god, but when you lost a loved one, only turning to Erebos could ease your grief.\"],[\"4\",\"After you recovered from a mortal injury, Erebos appeared and claimed your service.\"],[\"5\",\"Ever since the first time you saw someone die, Erebos has whispered in your ear.\"],[\"6\",\"You can't bear to witness suffering, so you serve Erebos to bring peaceful ends to the unfortunate.\"]]}]},{\"type\":\"entries\",\"name\":\"Devotion to Erebos\",\"entries\":[\"Just as every life ends at the same destination, many different paths can lead a worshiper to Erebos. As a follower of Erebos, consider the ideals on the Erebos's Ideals table as alternatives to those suggested for your background.\",{\"type\":\"table\",\"caption\":\"Erebos's Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Devotion. My devotion to my god is more important to me than what he stands for. (Any)\"],[\"2\",\"Mortality. I will enforce the most important law: anything that lives must one day die. (Lawful)\"],[\"3\",\"Consolation. Everyone deserves the solace that comes with accepting their destiny. (Good)\"],[\"4\",\"Acceptance. Whatever my fate, I will embrace it with Erebos's blessing. (Neutral)\"],[\"5\",\"Wealth. Death is forever, so I'm going to get rich while I still can. (Neutral)\"],[\"6\",\"Power. I relish having mastery over life and death. (Evil)\"]]}]},{\"type\":\"entries\",\"name\":\"Earning and Losing Piety\",\"entries\":[\"You increase your piety score to Erebos when you expand the god's influence in the world in a concrete way through acts such as these:\",{\"type\":\"list\",\"items\":[\"Convincing a group of people to accept misfortune\",\"Easing someone's death or assisting with funeral arrangements\",\"Retrieving a prominent figure's eidolon or Returned form\",\"Thwarting the schemes of Heliod\"]},\"Your piety score to Erebos decreases if you diminish Erebos's influence in the world, weaken his dominion over death, or alleviate misfortune without good cause through acts such as these:\",{\"type\":\"list\",\"items\":[\"Saving a life without securing compensation for Erebos\",\"Forsaking your duties for personal gain or pleasure\",\"Allowing a soul to escape the Underworld\"]}]},{\"type\":\"entries\",\"name\":\"Benefits of Piety\",\"entries\":[{\"type\":\"list\",\"columns\":2,\"items\":[\"{@reward Erebos's Devotee|MOT}\",\"{@reward Erebos's Votary|MOT}\",\"{@reward Erebos's Disciple|MOT}\",\"{@reward Champion of the Dead|MOT}\"]}]}]}]}]},{\"name\":\"Erevan Ilesere\",\"source\":\"MTF\",\"page\":43,\"pantheon\":\"Elven\",\"alignment\":[\"C\",\"N\"],\"category\":\"The Seldarine\",\"domains\":[\"Trickery\"],\"province\":\"Mischief, change\",\"symbol\":\"Asymmetrical starburst\"},{\"name\":\"Erevan Ilesere\",\"source\":\"SCAG\",\"page\":23,\"pantheon\":\"Elven\",\"alignment\":[\"C\",\"N\"],\"title\":\"God of mischief\",\"domains\":[\"Trickery\"],\"symbol\":\"Asymmetrical eight-armed star\"},{\"name\":\"Erythnul\",\"source\":\"PHB\",\"page\":295,\"pantheon\":\"Greyhawk\",\"alignment\":[\"C\",\"E\"],\"title\":\"God of envy and slaughter\",\"domains\":[\"War\"],\"symbol\":\"Blood drop\"},{\"name\":\"Erythnul\",\"source\":\"XDMG\",\"page\":148,\"pantheon\":\"Greyhawk\",\"title\":\"the Many\",\"worshipers\":\"Raiders, bandits, berserkers\",\"plane\":\"Pandemonium\",\"symbol\":\"Blood drop\"},{\"name\":\"Ezra\",\"source\":\"VRGR\",\"page\":64,\"pantheon\":\"Unknown\",\"title\":\"God of the mists\",\"category\":\"Unknown\",\"domains\":[\"Unknown\"],\"symbol\":\"Sprig of belladonna atop a silver kite shield\",\"entries\":[\"The denizens of several domains worship an aloof god known as Ezra. Depicted as a vague, vaporous figure, the god is known for her dark, billowing hair and for her ability to manipulate the Mists. Her holy symbol is a sprig of belladonna atop a silver kite shield. Beyond that, her disparate sects of worshipers view her differently—and contradictorily. For some, Ezra is a goodly guardian, while others perceive her as a soul-stealing embodiment of the Mists. Ultimately, though, her true nature is a mystery. Whether she's a manifestation of the Dark Powers, an aspect of the Plane of Shadow's mysterious Raven Queen, or something else entirely is for you to decide. Whatever the case, Ezra's followers, traditions, alignment, and the domains she grants her clerics vary widely. Collaborate with players who want to create characters devoted to Ezra to define the god's role in their domain of origin.\"]},{\"name\":\"Fenmarel Mestarine\",\"source\":\"MTF\",\"page\":43,\"pantheon\":\"Elven\",\"alignment\":[\"C\",\"N\"],\"category\":\"The Seldarine\",\"domains\":[\"Nature\",\"Trickery\"],\"province\":\"Solitude, outcasts\",\"symbol\":\"Two peering elven eyes\"},{\"name\":\"Fenmarel Mestarine\",\"source\":\"SCAG\",\"page\":23,\"pantheon\":\"Elven\",\"alignment\":[\"C\",\"N\"],\"title\":\"God of outcasts\",\"domains\":[\"Trickery\"],\"symbol\":\"Two peering elven eyes\"},{\"name\":\"Fharlanghn\",\"source\":\"PHB\",\"page\":295,\"pantheon\":\"Greyhawk\",\"alignment\":[\"N\",\"G\"],\"title\":\"God of horizons and travel\",\"domains\":[\"Knowledge\",\"Trickery\"],\"symbol\":\"Circle crossed by a curved horizon line\"},{\"name\":\"Fharlanghn\",\"source\":\"XDMG\",\"page\":148,\"pantheon\":\"Greyhawk\",\"title\":\"the Dweller on the Horizon\",\"worshipers\":\"Travelers\",\"plane\":\"Outlands\",\"symbol\":\"Circle crossed by a curved horizon line\"},{\"name\":\"Flandal Steelskin\",\"source\":\"MTF\",\"page\":111,\"pantheon\":\"Gnome\",\"alignment\":[\"N\",\"G\"],\"domains\":[\"Forge\",\"Knowledge\"],\"province\":\"Metalwork\",\"symbol\":\"Flaming hammer\",\"entries\":[\"The stories that gnomes tell of Flandal Steelskin typically feature some perfect item that he crafted or a misadventure that results from following his enormous nose, which can smell ore more easily than a wolf can scent a skunk. The most often told legend of Flandal includes both elements. Before creating Garl's marvelous axe, Arumdina, Flandal sniffed out the purest source of mithral: the heart of Imix. With the aid of the other gnome gods, he stole the heart and turned it into a mithral forge that now burns with an eternal furious flame.\",\"The legends of Flandal portray him not only as the god of metalcraft, but also of fire and glass-work and alchemy. Rock gnomes attribute their knack for crafting devices and alchemical objects to Flandal's superlative skills in those areas.\"]},{\"name\":\"Flandal Steelskin\",\"source\":\"SCAG\",\"page\":24,\"pantheon\":\"Gnomish\",\"alignment\":[\"N\",\"G\"],\"title\":\"God of metalwork\",\"domains\":[\"Knowledge\"],\"symbol\":\"Flaming hammer\"},{\"name\":\"Forseti\",\"source\":\"PHB\",\"page\":299,\"pantheon\":\"Norse\",\"alignment\":[\"N\"],\"title\":\"God of justice and law\",\"domains\":[\"Light\",\"Order\"],\"symbol\":\"Head of a bearded man\"},{\"name\":\"Frey\",\"source\":\"PHB\",\"page\":299,\"pantheon\":\"Norse\",\"alignment\":[\"N\",\"G\"],\"title\":\"God of fertility and the sun\",\"domains\":[\"Life\",\"Light\"],\"symbol\":\"Ice-blue greatsword\"},{\"name\":\"Freya\",\"source\":\"PHB\",\"page\":299,\"pantheon\":\"Norse\",\"alignment\":[\"N\",\"G\"],\"title\":\"Goddess of fertility and love\",\"domains\":[\"Life\"],\"symbol\":\"Falcon\"},{\"name\":\"Frigga\",\"source\":\"PHB\",\"page\":299,\"pantheon\":\"Norse\",\"alignment\":[\"N\"],\"title\":\"Goddess of birth and fertility\",\"domains\":[\"Life\",\"Light\"],\"symbol\":\"Cat\"},{\"name\":\"Gadhelyn\",\"source\":\"MTF\",\"page\":43,\"pantheon\":\"Elven\",\"alignment\":[\"C\",\"N\"],\"category\":\"The Seldarine\",\"domains\":[\"Nature\",\"Trickery\"],\"province\":\"Independence, outlawry\",\"symbol\":\"Leaf-shaped arrowhead\"},{\"name\":\"Gaerdal Ironhand\",\"source\":\"MTF\",\"page\":112,\"additionalSources\":[{\"source\":\"TCE\",\"page\":33}],\"pantheon\":\"Gnome\",\"alignment\":[\"L\",\"G\"],\"domains\":[\"War\",\"Peace\"],\"province\":\"Protection\",\"symbol\":\"Iron band\",\"entries\":[\"The Shield of the Golden Hills, Gaerdal Ironhand, has no use for amusements, and she doesn't deign to smile at any prank except those of Garl Glittergold. Gaerdal obsesses about defense and vigilance, and she is an expert in fortification, siege tactics, combat, and traps.\",\"Instead of bustling about as gnome deities normally do, Gaerdal has a tendency to dig in and hide out, and in many tales Garl finds it difficult to convince her to leave her home to join the others on adventures. Some legends say this reluctance is due in part to an escapade that cost her the loss of her hand. Flandal and Nebelun worked together to replace it with a stronger one made of iron, but her resentment over the mishap lingers.\",\"Gnomes build their homes in hidden and defensible places because Gaerdal teaches them these techniques. Every secret door, spy hole, and intruder alarm in a gnome warren is a tribute to Gaerdal's principles.\"]},{\"name\":\"Gaerdal Ironhand\",\"source\":\"SCAG\",\"page\":24,\"additionalSources\":[{\"source\":\"TCE\",\"page\":33}],\"pantheon\":\"Gnomish\",\"alignment\":[\"L\",\"G\"],\"title\":\"God of protection\",\"domains\":[\"War\",\"Peace\"],\"symbol\":\"Iron band\"},{\"name\":\"Galdric\",\"source\":\"TDCSR\",\"page\":40,\"pantheon\":\"Exandria\",\"alignment\":[\"L\",\"G\"],\"title\":\"The Moonlit Wolf\",\"category\":\"Lesser Idols\",\"province\":\"Celestial, Undying\",\"entries\":[\"Given purpose and power as the companion to Pur-van Suul, champion of the {@deity The Matron of Ravens|Exandria|TDCSR|Matron of Ravens} during the {@book Calamity|TDCSR|1|The Calamity}, the black wolf Galdric was sealed within a {@item raven's slumber|TDCSR}, one of several such relics made in the Matron's honor, and interred with his master in a tomb under the Marrowglade Loch in the distant land of {@book Othanzia|TDCSR|3|Issylra}.\",\"Over twenty years ago, {@creature Champion of Ravens|TDCSR|Vaxil'dan of Vox Machina} was named champion in Purvan's stead, and Galdric was released from his slumber and bestowed with the charge of guarding the {@book Parchwood|TDCSR|3|Parchwood Timberlands} surrounding {@book Whitestone|TDCSR|3|Whitestone}. This large and cunning wolf now stalks the woods as the city's silent protector, with the people crafting new legends about their bestial sentinel. On moonlit nights, some say you can see Galdric wander through the Greyfield, headed to the {@deity The Matron of Ravens|Exandria|TDCSR|Matron of Ravens'} shrine for communion.\"]},{\"name\":\"Garl Glittergold\",\"source\":\"MTF\",\"page\":111,\"pantheon\":\"Gnome\",\"alignment\":[\"L\",\"G\"],\"domains\":[\"Trickery\"],\"province\":\"Primary god of gnomes\",\"symbol\":\"Gold nugget\",\"entries\":[\"When gnome children hear their first stories about the gods, they are introduced to a gold-skinned gnome with a wide grin and glittering gemstone eyes that shift colors like a kaleidoscope. The youngsters quickly learn to recognize that their favorite character, the god of the gnomes, is about to steal the show.\",\"A joker and a prankster, Garl Glittergold reminds gnomes that life is to be taken lightly, and that a good laugh will serve them better than a grim attitude. When Garl cavorts with mischief on his mind, Moradin's beard might end up woven with giggling flowers, and Gruumsh's axe could sprout braying donkey heads at the most inopportune time.\",{\"type\":\"entries\",\"name\":\"Cooperation Is Key\",\"entries\":[\"The legends about Garl Glittergold inspire gnomes to work together. Garl knows that many heads and many hands make light work. Although he also plays many pranks on his own, Garl is the one who gathers the heroes together for an enterprise that requires all their talents. To provide specific guidance, Garl might send an omen to nudge a group of gnomes in a certain direction, or even manifest an avatar in the middle of a gnome burrow. When Garl makes one of these rare appearances, it is to resolve a dispute that threatens a community.\"]},{\"type\":\"entries\",\"name\":\"Brains over Brawn\",\"entries\":[\"Garl favors trickery and illusion over direct combat, preferring to use his mind to overcome a problem rather than his steel. For gnomes to thrive, they must use their intellect and ingenuity. But when push comes to shove, Garl uses Arumdina, his intelligent two-headed battle axe-capable of cleaving through any substance-to escape a perilous situation.\"]}]},{\"name\":\"Garl Glittergold\",\"source\":\"PHB\",\"page\":296,\"pantheon\":\"Nonhuman\",\"alignment\":[\"L\",\"G\"],\"title\":\"Gnome god of trickery and wiles\",\"domains\":[\"Trickery\"],\"symbol\":\"Gold nugget\"},{\"name\":\"Garl Glittergold\",\"source\":\"SCAG\",\"page\":24,\"pantheon\":\"Gnomish\",\"alignment\":[\"L\",\"G\"],\"title\":\"God of trickery and gems\",\"domains\":[\"Trickery\"],\"symbol\":\"Gold nugget\"},{\"name\":\"Gaspard\",\"source\":\"HWCS\",\"page\":64,\"pantheon\":\"Amaranthine\",\"alignment\":[\"N\",\"G\"],\"title\":\"the Champion\",\"domains\":[\"Community\"],\"dogma\":\"With courage and conviction, the least among us can inspire the greatest.\",\"symbol\":\"Three rapiers, tied together by a pink ribbon\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/HWCS/Gaspard-Symbol.webp\"}},\"entries\":[\"An Amaranthine of heroism and valor, Gaspard is \\\"The Champion\\\". In life, Gaspard was a great jerbeen leader. Upon his death, the Great Rhythm took him, and his spirit ascended as an Amaranthine. It is believed he was chosen to serve as an example of greatness, one to inspire others for generations to come. Tales of his mortal adventures have earned him renown. He traveled the whole of Everden, with his closest companions, slaying monsters, unseating tyrants, and bringing peace and prosperity wherever he roamed.\",\"Gaspard's followers believe the actions of an individual ripple outwards, affecting those around us, which in turn can embolden anyone to achieve greatness. The example of Gaspard teaches jerbeen to affect others with acts of courage, heroism, and kindness.\",\"At times, Gaspard has been at odds with other Amaranthine. Before he ascended, there is a tale of him meeting Kren, where he was forced to show no sign of fear, lest she eat him and his companions. Thankfully, his composure kept his group strong, and in turn their bravery kept him strong. They escaped with their lives.\",\"Gaspard's example has lead many to heed the paladin's call. Gaspard is worshiped by warriors who seek to match his exploits, as well as bards who seek to inspire others through the telling of heroic tales.\",\"Humblefolk hold summer festivals in his honor. These holidays include storytelling, puppet shows, and magnificent jousts where armored jerbeens mounted on tamed wolves put on a spectacle of courage and daring before the crowds.\",{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/HWCS/Gaspard.webp\"}}]},{\"name\":\"Gelf Darkhearth\",\"source\":\"MTF\",\"page\":110,\"pantheon\":\"Gnome\",\"alignment\":[\"C\",\"N\"],\"domains\":[\"War\"],\"province\":\"Frustration, destruction\",\"symbol\":\"Broken anvil\"},{\"name\":\"Gesme\",\"source\":\"HWCS\",\"page\":60,\"pantheon\":\"Amaranthine\",\"alignment\":[\"N\"],\"title\":\"the Brilliant\",\"domains\":[\"Knowledge\",\"Forge\"],\"dogma\":\"Learn, create, and discover. Sometimes the old ways must burn to make way for the new.\",\"symbol\":\"A gnarled oak branch, burning at one end\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/HWCS/Gesme-Symbol.webp\"}},\"entries\":[\"An enigmatic figure, Gesme is the Amaranthine who governs knowledge, insight, and inspiration. She represents fire, the spark which both inspires and destroys. She acknowledges that delving into the unknown requires the courage to be burned.\",\"Gesme is depicted as a raven, whose body is alight with the flames of knowledge. In her talons she carries a staff of burning oak which lights the way for scholars. Gesme is best known for stealing fire from Ardea's sun and bringing it to Everden, burning her feathers black in the process.\",\"Her stolen flame brought fire and the light of reason to the world. While this act earned her a place among the Amaranthine, many feel it was a folly to give fire to mortals.\",\"She is the patron spirit of the corvums. Legend has it that all corvums have at least one black feather, symbolic of Gesme's seared plumage.\",\"Gesme teaches that chaos and innovation are part of a great cycle. Each discovery spawns a new mystery, which leads to further discovery in a never-ending loop, in which the old becomes fodder for the new. She is a symbol of all that birdfolk can achieve if they dare to push boundaries and harness their creativity.\",\"First among her followers are those who study the arcane arts or experiment with magical forces, such as scholars and mages. She is also revered by artisans, and craftspeople of every kind. Blacksmiths in particular understand the danger and power of working directly with flames and pay her special reverence. Her followers pray to her for the spark of creativity that will ignite the fires of creation.\",{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/HWCS/Gesme.webp\"}}]},{\"name\":\"Ghaunadaur\",\"source\":\"MTF\",\"page\":53,\"pantheon\":\"Drow\",\"alignment\":[\"C\",\"E\"],\"category\":\"The Dark Seldarine\",\"domains\":[\"War\"],\"province\":\"Oozes, slimes, outcasts\",\"symbol\":\"Purple eye with black sclera\",\"entries\":[\"This entity is most often referred to as That Which Lurks, because uttering its real name risks attracting its attention. Its actual form, if it even has one, is unknown; it's most often represented as an ooze-like creature with many tentacles or a purple pupil surrounded by black instead of white. The liquid nature of Ghaunadaur is symbolic of its unpredictable nature, which is what makes attracting its attention so risky. It occasionally rewards its followers with supernatural powers or wealth, but it's equally likely to curse its faithful with hideous torments and afflictions. A subterranean hunter who whispers Ghaunadaur's name might stumble into a forgotten treasure trove, while a devoted priestess who offers long prayers and valuable sacrifices is consumed by a gelatinous cube. The entity's random behavior can be an attraction to drow who lack status and are desperate to achieve it. A small sacrifice and a prayer to That Which Lurks might simply go unnoticed by Ghaunadaur, or it might punish the petitioner, but there is also a chance of receiving a great reward.\",\"Worship of That Which Lurks is widespread in the Underdark. Not just drow pay respect to it. Even creatures that are considered to be mindless, such as oozes and jellies, sometimes behave in ways that seem consistent with reverence for That Which Lurks.\",\"Those who are faithful to Lolth often oppose Ghaunadaur's cultists, driving them into hiding or forcing them into open conflict. Some priestesses and scholars believe that this enmity exists because Ghaunadaur betrayed Lolth shortly after she betrayed Corellon. In these legends, Ghaunadaur tried to curry favor with Corellon and recapture his earlier formless nature by turning on Lolth. Ghaunadaur's double act of betrayal brought retribution from both gods, and he was cast down into the world as a skinless, boneless mass. Other stories portray Ghaunadaur as an incredibly ancient and ineffable deity, one of the so-called Great Old Ones. Both claims might have merit, because the truth about the time of the birth of gods can never be known for certain.\"]},{\"name\":\"Gilean\",\"source\":\"DSotDQ\",\"page\":16,\"pantheon\":\"Dragonlance\",\"alignment\":[\"N\"],\"category\":\"Neutral\",\"province\":\"Knowledge\",\"symbol\":\"Open book\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/DSotDQ/013-00-033.neutral-god-symbols.webp\"},\"title\":\"Symbols Left to Right: Gilean, Chislev, and Lunitari\",\"credit\":\"CoupleOfKooks\"},\"entries\":[\"The god of knowledge and nominal leader of the neutral gods, Gilean embodies the ideal of neutrality. He stands back and observes, recording all that unfolds. Gilean is keeper of the {@i Tobril}, a book said to contain all the knowledge of the gods, though portions are sealed to all but Gilean. Some people believe the scribe Astinus of Palanthas to be Gilean in human form.\"]},{\"name\":\"Gilean\",\"source\":\"PHB\",\"page\":295,\"pantheon\":\"Dragonlance\",\"alignment\":[\"N\"],\"title\":\"God of knowledge\",\"category\":\"The Gods of Neutrality\",\"domains\":[\"Knowledge\"],\"symbol\":\"Open book\"},{\"name\":\"Goibhniu\",\"source\":\"PHB\",\"page\":298,\"srd\":true,\"additionalSources\":[{\"source\":\"XGE\",\"page\":18}],\"pantheon\":\"Celtic\",\"alignment\":[\"N\",\"G\"],\"title\":\"God of smiths and healing\",\"domains\":[\"Forge\",\"Knowledge\",\"Life\"],\"symbol\":\"Giant mallet over sword\"},{\"name\":\"Gond\",\"source\":\"PHB\",\"page\":294,\"basicRules\":true,\"additionalSources\":[{\"source\":\"XGE\",\"page\":18}],\"pantheon\":\"Forgotten Realms\",\"alignment\":[\"N\"],\"title\":\"God of craft\",\"domains\":[\"Forge\",\"Knowledge\"],\"symbol\":\"Toothed cog with four spokes\"},{\"name\":\"Gond\",\"altNames\":[\"The Wonderbringer\",\"The Inspiration Divine\",\"The Holy Maker of All Things\"],\"source\":\"SCAG\",\"page\":21,\"additionalSources\":[{\"source\":\"XGE\",\"page\":18}],\"pantheon\":\"Faerûnian\",\"alignment\":[\"N\"],\"title\":\"God of craft\",\"domains\":[\"Forge\",\"Knowledge\"],\"symbol\":\"Toothed cog with four spokes\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/SCAG/Symbol of Gond.webp\"}},\"entries\":[\"Gond is the god of artifice, craft, and construction. He is revered by blacksmiths, woodworkers, engineers, and inventors. Anyone who is crafting something might say a prayer to Gond to guide the work, but folk know that Gond smiles most brightly upon new inventions that others find useful.\",\"Priests of Gond wander the North dressed in saffron vestments, adorned with sashes that contain within their folds gears, locks, hooks, and bits of steel, tin, and wood that might prove useful in a pinch. They also wear belts of large, linked metal medallions and enormous sun hats. A traveling priest of Gond offers services to distant villages as a tinker, a carpenter, and a civil engineer rolled into one, ready to help build a better paddock gate, dig a new well, or mend pots or furniture that might otherwise go to waste. All priests of Gond keep journals in which they record ideas, inventions, and innovations discovered in their travels, and take great delight in meeting fellow priests and sharing their finds. In large cities, the Gondar construct temples that serve as great workshops and inventors' labs. Wandering priests turn their journals over to the resident scribes at such temples, who then record the priests' observations for posterity and the benefit of all.\",\"Most who favor Gond practice time-honored crafting professions: they are smiths and engineers, architects and weavers, leatherworkers and jewelers. Even so, this faith has a well-earned reputation as a haven for crackpot inventors and visionaries.\",\"The center of Gond's worship on the Sword Coast lies in Baldur's Gate, where the faithful have erected two huge structures in honor of the Wonderbringer: a temple called the High House of Wonders and a museum of craft and design called the Hall of Wonders. Lantan had been the preeminent place of Gond's worship in the world until a century ago, when the island nation disappeared, and since its return the few Lantanese merchants seen in Sword Coast ports have said little about the present state of their homeland.\"]},{\"name\":\"Gorm Gulthyn\",\"source\":\"MTF\",\"page\":73,\"pantheon\":\"Dwarven\",\"alignment\":[\"L\",\"G\"],\"category\":\"The Mordinsamman\",\"domains\":[\"War\"],\"province\":\"Vigilance\",\"symbol\":\"Bronze half-mask\"},{\"name\":\"Gorm Gulthyn\",\"source\":\"SCAG\",\"page\":22,\"pantheon\":\"Dwarven\",\"alignment\":[\"L\",\"G\"],\"title\":\"God of vigilance\",\"domains\":[\"War\"],\"symbol\":\"Bronze half-mask\"},{\"name\":\"Graz'tchar\",\"source\":\"TDCSR\",\"page\":40,\"pantheon\":\"Exandria\",\"alignment\":[\"C\",\"E\"],\"title\":\"The Decadent End\",\"category\":\"Lesser Idols\",\"province\":\"Fiend, Hexblade\",\"entries\":[\"Centuries ago, {@book Zan Tal'Dorei|TDCSR|1|Tal'Dorei Ascendant} defeated {@book King Trist Drassig|TDCSR|1|The Iron Rule of Drassig} in the {@book Battle of Umbra Hills|TDCSR|1|Battle of the Umbra Hills}. {@book Drassig|TDCSR|1|The Iron Rule of Drassig} died wielding a blade called Graz'tchar, gifted to him by a cunning demon among the ranks of the fiends granted to him by the {@deity The Strife Emperor|Exandria|TDCSR|Strife Emperor}. Zan let {@book Drassig's|TDCSR|1|The Iron Rule of Drassig} blade lie where it fell, along with his body.\",\"This blade contains a sliver of the ego of the Demon Prince of Indulgence, and enacts his anarchic, hedonistic will upon the world. From up to one thousand miles away from its resting place in the {@book Umbra Hills|TDCSR|3|Umbra Hills}, the voice of {@item Graz'tchar, the Decadent End|TDCSR|Graz'tchar} can be heard faintly in the minds of those it reaches out to—and, so it is said, only one who has heard the voice of the blade can find it amidst the blackened crags of that accursed battlefield.\",\"{@item Graz'tchar, the Decadent End|TDCSR|The Decadent End} is willing to grant power to those who accept it, even from afar. It prefers to test those who hear its call before leading them to find it. When the time comes that someone does wield Graz'tchar once more, its game statistics are {@item Graz'tchar, the Decadent End|TDCSR|on page 195}.\"]},{\"name\":\"Grolantor\",\"source\":\"PHB\",\"page\":296,\"pantheon\":\"Nonhuman\",\"alignment\":[\"C\",\"E\"],\"title\":\"Hill giant god of war\",\"domains\":[\"War\"],\"symbol\":\"Wooden club\"},{\"name\":\"Grumbar\",\"source\":\"SCAG\",\"page\":21,\"pantheon\":\"Faerûnian\",\"alignment\":[\"N\"],\"title\":\"God of earth\",\"domains\":[\"Knowledge\"],\"symbol\":\"Mountain\"},{\"name\":\"Gruumsh\",\"source\":\"DMG\",\"page\":10,\"pantheon\":\"Dawn War\",\"alignment\":[\"C\",\"E\"],\"title\":\"God of destruction\",\"domains\":[\"Tempest\",\"War\"],\"symbol\":\"Triangular eye with bony protrusions\"},{\"name\":\"Gruumsh\",\"reprintAlias\":\"The Ruiner\",\"source\":\"EGW\",\"page\":27,\"pantheon\":\"Exandria\",\"alignment\":[\"C\",\"E\"],\"title\":\"the Ruiner\",\"category\":\"Betrayer Gods\",\"domains\":[\"Death\",\"Tempest\",\"War\"],\"province\":\"Slaughter, warfare\",\"symbol\":\"Single, unblinking eye that bleeds\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/EGW/Symbol of Gruumsh.webp\"},\"credit\":\"Claudio Pozas\"},\"entries\":[\"Gruumsh commands hordes of barbaric marauders to destroy, pillage, and slaughter for the sheer joy of it. Orderless and without honor, the creeds of the evil hordemaster urge savage creatures to devour the world around them, giving in to the chaotic and selfish nature of the predator. A number of violent clans of humanoids and beasts across Xhorhas pay homage to Gruumsh, asking him to bless their hunts and gift them with spoils worth ruining.\",\"Gruumsh rules the barren plains of Nishrek in the chaotic realm of Acheron, where he stokes the fury of his twisted armies and prepares to wage a violent war across the planes.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Depiction\",\"entries\":[\"Primitive clay representations in barbaric communities of his followers show the Ruiner as a hulking, bulbous behemoth of an orc. His missing eye has shifted, and the prominent eye is now centered in his face, like a nightmarish cyclops.\"]},{\"type\":\"entries\",\"name\":\"Enemies\",\"entries\":[\"Corellon shot out Gruumsh's right eye during the Calamity, and the god of slaughter longs for the day he can return the favor twofold. Those who serve the Ruiner are sometimes hypnotized by his hateful rage from across the Divine Gate and fall into a strange bloodlust, longing to slaughter elves and those who worship magic at the altar of the Arch Heart.\"]}]},{\"type\":\"entries\",\"name\":\"Commandments of Gruumsh\",\"entries\":[{\"type\":\"list\",\"items\":[\"Ruin. Conquer. Kill.\",\"The weak exist to be crushed by the strong. Be the strong.\",\"There are no emotions but fury and joy. The rest are weakness.\"]}]}]},{\"name\":\"Gruumsh\",\"source\":\"PHB\",\"page\":296,\"pantheon\":\"Nonhuman\",\"alignment\":[\"C\",\"E\"],\"title\":\"Orc god of storms and war\",\"domains\":[\"Tempest\",\"War\"],\"symbol\":\"Unblinking eye\"},{\"name\":\"Gruumsh\",\"source\":\"SCAG\",\"page\":24,\"pantheon\":\"Orc\",\"alignment\":[\"C\",\"E\"],\"title\":\"God of storms and war\",\"domains\":[\"Tempest\",\"War\"],\"symbol\":\"Unblinking eye\"},{\"name\":\"Gruumsh\",\"source\":\"VGM\",\"page\":82,\"_copy\":{\"name\":\"Gruumsh\",\"source\":\"SCAG\",\"pantheon\":\"Orc\"},\"pantheon\":\"Orc\",\"customExtensionOf\":\"Gruumsh|Orc|SCAG\",\"title\":\"He Who Watches\",\"entries\":[\"Gruumsh, the undisputed ruler of the orc pantheon, pushes his children to increase their numbers so they may be his instrument of revenge against the realms of elves, humans, and dwarves. In order to spite the gods who spurned him, Gruumsh leads his orcs on a mission of ceaseless slaughter, fueled by an unending rage that seeks to lay waste to the civilized world and revel in its anguish.\",\"Orcs are naturally chaotic and unorganized, acting on their emotions and instincts rather than out of reason and logic. Only certain charismatic orcs, those who have been directly touched by the will and might of Gruumsh, have the capacity to control the other orcs in a tribe.\",{\"type\":\"entries\",\"name\":\"A Chosen Few\",\"entries\":[\"Orcs don't become renowned in their tribes by choosing Gruumsh; he chooses them. An orc might claim its allegiance to Gruumsh, but only those who have proven themselves through feats of strength and ferocity in war are considered worthy of being true worshipers. Gruumsh singles out these individuals by bestowing upon each one a powerful dream or vision that signifies acceptance into his inner circle.\",\"Those who are visited by Gruumsh are transformed psychologically and often physically by the experience. Some are driven to the brink of madness, reduced to muttering about omens and prophecies, while others become imbued with supernatural power and rise to positions of leadership.\"]},{\"type\":\"entries\",\"name\":\"Eyes of Gruumsh\",\"entries\":[\"A few of the orcs touched by the power of Gruumsh are given the ultimate honor of carrying a small part of the god's overwhelming rage into battle, in the form of magic that augments their weapons and helps the tribe succeed. To become an eye of Gruumsh, an orc that has been chosen by Gruumsh must gouge out one of its eyes as a sign of devotion, sacrificing half of its mortal vision in return for divine power. These god-touched orcs are revered as living connections to Gruumsh, and are treated with respect even when they are old and infirm.\"]},{\"type\":\"inset\",\"name\":\"Nishrek and the Eternal War\",\"entries\":[\"Orcs believe that if they die with honor, their spirits go to the plane of Acheron, the Infinite Battlefield-specifically the layer of Nishrek, where they join Gruumsh's army and fight on his behalf in the endless war against the goblinoid followers of Maglubiyet. Gruumsh sees this conflict as a chance to pit his people against an eager foe and enable them to prove their worth before their deities. He relishes every short-term triumph and swears revenge for every setback.\",\"Luthic, though, takes a longer view. She understands the cosmic implications of Maglubiyet's attacks. To prevent the goblinoids from outstripping her people in population, she urges the orcs to have many offspring and teach them the ways of battle not only for survival in the material world, but to keep Maglubiyet at bay in the conflict on the planes. Her children will remain in her care, and if need be she wouldn't hesitate to take to the field herself and claw Maglubiyet's beady eyes from his face to prevent him from taking them from her.\",\"The cosmic battle between the two pantheons has raged for eons without resolution, leading those who study its ebb and flow to expect the stalemate to continue. A different view is put forth by the archmage Tzunk, who notes that Maglubiyet has never faced a foe as ferocious and protective as Luthic. He predicts that the war will end with Luthic the only deity standing, as the cave mother ascends to rule her warrior children.\"]}]},{\"name\":\"Gwaeron Windstrom\",\"altNames\":[\"The Mouth of Mielikki\",\"The Master Tracker\",\"The Tracker Never Led Astray\"],\"source\":\"SCAG\",\"page\":21,\"pantheon\":\"Faerûnian\",\"alignment\":[\"N\",\"G\"],\"title\":\"God of tracking\",\"domains\":[\"Knowledge\",\"Nature\"],\"symbol\":\"Paw print with a five-pointed star in its center\",\"entries\":[\"Few aside from rangers of the North pray to Gwaeron Windstrom. Said to have been a mortal man elevated to godhood by Mielikki, Gwaeron serves rangers as their intercessor with Mielikki. He is seen as a master ranger, the perfect tracker, a peerless animal handler, and a dedicated foe of rapacious creatures such as trolls and orcs. He is said to look like an old man with a long white beard who is still hale and mighty, and he is believed to take rest and sleep in a stand of trees near Triboar.\",\"Rangers pray to Gwaeron because he represents much of the work they do, and because he can speak to Mielikki on their behalf. In the North, most rangers view Mielikki as too mysterious, holy, and wild to be addressed directly with their requests, but they consider Gwaeron Windstrom to be one of them and thus understanding of their needs.\",\"Gwaeron has no temples, but shrines dedicated to him can be found in many places that serve wilderness wanderers as trail markers. Each one is denoted by a carving of Gwaeron's symbol, a paw print with a star on the palm, on a prominent tree or stone.\"]},{\"name\":\"Habbakuk\",\"source\":\"DSotDQ\",\"page\":14,\"pantheon\":\"Dragonlance\",\"alignment\":[\"N\",\"G\"],\"category\":\"Good\",\"province\":\"Animal life, natural balance\",\"symbol\":\"Blue bird\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/DSotDQ/010-00-031.good-god-symbols.webp\"},\"title\":\"Symbols Left to Right: Paladine, Branchala, and Habbakuk\",\"credit\":\"CoupleOfKooks\"},\"entries\":[\"Habbakuk, known as the Fisher King, oversees animal life, the sea, and the balance of nature. Many sailors, farmers, and hunters revere him. His holy sites are often marked with the image of a blue bird or a phoenix wreathed in blue flames.\"]},{\"name\":\"Habbakuk\",\"source\":\"PHB\",\"page\":295,\"pantheon\":\"Dragonlance\",\"alignment\":[\"N\",\"G\"],\"title\":\"God of animal life and the sea\",\"category\":\"The Gods of Good\",\"domains\":[\"Nature\",\"Tempest\"],\"symbol\":\"Blue bird\"},{\"name\":\"Hades\",\"source\":\"PHB\",\"page\":298,\"srd\":true,\"additionalSources\":[{\"source\":\"XGE\",\"page\":19}],\"pantheon\":\"Greek\",\"alignment\":[\"L\",\"E\"],\"title\":\"God of the underworld\",\"domains\":[\"Death\",\"Grave\"],\"symbol\":\"Black ram\"},{\"name\":\"Haela Brightaxe\",\"source\":\"MTF\",\"page\":73,\"pantheon\":\"Dwarven\",\"alignment\":[\"C\",\"G\"],\"category\":\"The Mordinsamman\",\"domains\":[\"War\"],\"province\":\"Combat prowess, luck in battle\",\"symbol\":\"Upright sword with blade sheathed in flame\"},{\"name\":\"Haela Brightaxe\",\"source\":\"SCAG\",\"page\":22,\"pantheon\":\"Dwarven\",\"alignment\":[\"C\",\"G\"],\"title\":\"Goddess of war-luck\",\"domains\":[\"War\"],\"symbol\":\"Upright sword whose blade is spiraled in flame\"},{\"name\":\"Hanali Celanil\",\"source\":\"MTF\",\"page\":45,\"pantheon\":\"Elven\",\"alignment\":[\"C\",\"G\"],\"category\":\"The Seldarine\",\"domains\":[\"Life\"],\"province\":\"Love, beauty, the arts\",\"symbol\":\"Golden heart\",\"entries\":[\"Hanali is the elven god of beauty and love. Usually depicted as a beautiful female, in some stories the god appears to mortals as a gorgeous male. Hanali's gender in a story seldom matters, for no matter how much heartache and confusion the stories contain, they end with affairs of the heart properly sorted out and everyone in love with the person, or persons, they were fated to be with. Stories of Hanali's romantic adventures among elves and other mortals are perennial favorites when sung by elf bards and poets.\",\"In Arvandor, Hanali maintains a hidden pool called Evergold. She bathes in it at least once a day. It's said that the water of Evergold keeps her young and breathtakingly beautiful, but this is certainly a poetic myth, since all the Seldarine appear young and beautiful, with or without having bathed in this fountain. Mortal elves who are invited to join Hanali in the pool are said to retain their youthfulness and to delay the onset of Transcendence by at least a century. More than a few elves claim to have experienced this benefit, and the truth of it is attested by many bards-sometimes in all earnestness, sometimes with a knowing wink.\",\"Priests of Hanali perform weddings between elves and preside over most other family-related ceremonies. Other than nuptials and a spate of spring celebrations, the priests conduct few observances.\",{\"type\":\"entries\",\"name\":\"Pools of Beauty\",\"entries\":[\" Those who worship Hanali Celanil build shrines in her honor around natural pools of clear spring water-a representation of the purity and power of Evergold. Her priests often surround such an area with flowers or arrange stones in a way that accentuates the natural beauty of the place. In a shrine dedicated to the worship of several elven deities, an alabaster bowl of water, usually with yellow flowers or petals floating in it, is left in reverence to Hanali.\",\"Hanali's pool is a symbol of rejuvenation, and its water has significance as well in representing the ever-flowing force of love. To Hanali's followers, love is a living thing that flows like a river, moving around obstacles with ease, and, if it must, carving a path through bedrock to reach the sea of unity where all love gathers to become one with the cosmos. As one would navigate a river, the faithful of Hanali are known for following their hearts, unwilling to deviate from the pursuit of ultimate beauty.\",\"Devotees of Hanali Celanil are known for taking the initiative in beautifying their surroundings without asking or expecting others to follow suit. If a shrine to the gods is beginning to look somewhat untidy, her followers will straighten things up, bring fresh flowers, and refresh offerings of food, water, and wine. Especially vigilant individuals might even decide to clean up after others who carelessly spill a drink in a tavern or leave their dinner table in a slovenly condition, all in humble service to their god.\"]}]},{\"name\":\"Hanali Celanil\",\"source\":\"SCAG\",\"page\":23,\"pantheon\":\"Elven\",\"alignment\":[\"C\",\"G\"],\"title\":\"Goddess of love and beauty\",\"domains\":[\"Life\"],\"symbol\":\"Golden heart\"},{\"name\":\"Hanera\",\"source\":\"HWCS\",\"page\":61,\"pantheon\":\"Amaranthine\",\"alignment\":[\"L\",\"G\"],\"title\":\"the Provider\",\"domains\":[\"Nature\",\"Community\"],\"dogma\":\"Respect the earth and her gifts, share what you can with those in need, and always live with compassion in your heart.\",\"symbol\":\"A bird with plants for tail feathers\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/HWCS/Hanera-Symbol.webp\"}},\"entries\":[\"Hanera is the birdfolk Amaranthine closest to nature. She holds dominion over all things that grow within the earth. While Ardea is the animating force of life, Hanera is the guiding heart that gives life purpose and meaning. She encourages birdfolk to see the world not only from the treetops, but from the loam and all the tiny living things beneath. Everything, Hanera teaches, is connected as part of a vast continuum of life stretching back to the earliest ancestors.\",\"Hanera is depicted as a pheasant with feathers that fade to green as they morph into plants and flowers. She is the patron Amaranthine of the gallus, and is invoked when growing anything from the soil.\",\"As a spirit of both earth and hearth, Hanera governs the bonds that connect people to one another and to nature. She is celebrated at feasts, and during ceremonies involving the sharing of food.\",\"Her generosity and kindness are renowned, as is her intolerance for evil. It is Hanera's will that evil be challenged wherever it is found. Not with violence, but with acts of compassion. Those who harbor darkness in their hearts require the warmth of friends, family, and shelter to heal, and so Hanera teaches birdfolk never to give up on each other. Even the most wicked among us can be healed with love.\",\"Hanera is worshiped by farmers and druids, but many clerics tend shrines in her honor, mostly in modest woodland villages. Her holy symbol is often hung above the doorway, inside a home, to bless the dwelling and all those within.\",{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/HWCS/Hanera.webp\"}}]},{\"name\":\"Hanseath\",\"source\":\"MTF\",\"page\":73,\"pantheon\":\"Dwarven\",\"alignment\":[\"C\",\"N\"],\"category\":\"The Mordinsamman\",\"domains\":[\"Trickery\",\"War\"],\"province\":\"Festivity, brewing, song\",\"symbol\":\"Beer stein\"},{\"name\":\"Hath\",\"source\":\"HWCS\",\"page\":65,\"pantheon\":\"Amaranthine\",\"alignment\":[\"C\",\"N\"],\"title\":\"the Whisperer\",\"domains\":[\"Night\"],\"dogma\":\"Be crafty, be cunning, be careful. Death is everywhere, but heed my words, and you can evade its grasp.\",\"symbol\":\"A raccoon mask with a single star above it\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/HWCS/Hath-Symbol.webp\"}},\"entries\":[\"Known as \\\"The Uncaring\\\", \\\"The All-Knowing Stars\\\", and \\\"The Whisperer\\\", Hath is an Amaranthine that humblefolk and birdfolk alike struggle to understand. In spite of this conflict, Hath is revered by the mapach. According to them, Hath was a constellation of stars who listened carefully to the Nightfather. In ancient times, the Nightfather spoke and spread his vast wisdom across the primordial darkness. He spoke of night, of time, and of the worlds beyond life. The constellation listened and grew wise, too wise to remain as stars. Thus, it became a part of the Great Rhythm as the Amaranthine of fear, doubt, and secrets. This is why, the tellers say, the Nightfather no longer speaks.\",\"Ever since, Hath has whispered its unsettling secrets to the creatures below, speaking quietly so the other stars cannot hear. Mapachs were not the first to hear its voice, but they claim to be the first to truly make use of its secrets. While priests of Hath do not necessarily \\\"hear\\\" the words of the stars, mapachs believe that Hath speaks in subtle ways. Those frightened while traveling at night or caught in dangerous situations are bestowed with cautious and crafty thoughts by Hath. If heeded, one may survive. If ignored, one may die. Either way, Hath, The Uncaring, is apathetic.\",\"The stars teach the importance of trusting in oneself and keeping your wits about you, even in dire situations. When a mapach gets a shiver of premonition, something they could never have known, it is said to be the whispers of Hath they have heard.\",\"Hath has few followers, and most are mapachs. Rangers and travelers passing through dangerous parts of the Wood at night often pay homage to the All-Knowing Stars. While some pray to this Amaranthine for guidance, others hope not to hear Hath's voice, as the stars only whisper to those in peril. Warlocks make pacts with this Amaranthine for knowledge of the worlds beyond life. Most consider this practice to be rather reckless—The Uncaring is known to exact a terrible price for such secrets. Some lose their mind delving into the vast reservoir of knowledge that Hath is all too eager to supply.\",{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/HWCS/Hath.webp\"}}]},{\"name\":\"Hathor\",\"source\":\"PHB\",\"page\":299,\"srd\":true,\"pantheon\":\"Egyptian\",\"alignment\":[\"N\",\"G\"],\"title\":\"Goddess of love, music, and motherhood\",\"domains\":[\"Life\",\"Light\"],\"symbol\":\"Horned cow's head with lunar disk\"},{\"name\":\"Hecate\",\"source\":\"PHB\",\"page\":298,\"srd\":true,\"additionalSources\":[{\"source\":\"SCAG\",\"page\":125}],\"pantheon\":\"Greek\",\"alignment\":[\"C\",\"E\"],\"title\":\"Goddess of magic and the moon\",\"domains\":[\"Knowledge\",\"Trickery\",\"Arcana\"],\"symbol\":\"Setting moon\"},{\"name\":\"Heimdall\",\"source\":\"PHB\",\"page\":299,\"pantheon\":\"Norse\",\"alignment\":[\"L\",\"G\"],\"title\":\"God of watchfulness and loyalty\",\"domains\":[\"Light\",\"War\"],\"symbol\":\"Curling musical horn\"},{\"name\":\"Heironeous\",\"source\":\"PHB\",\"page\":295,\"pantheon\":\"Greyhawk\",\"alignment\":[\"L\",\"G\"],\"title\":\"God of chivalry and valor\",\"domains\":[\"War\"],\"symbol\":\"Lightning bolt\"},{\"name\":\"Heironeous\",\"source\":\"XDMG\",\"page\":148,\"pantheon\":\"Greyhawk\",\"title\":\"the Invincible\",\"worshipers\":\"Knights, soldiers\",\"plane\":\"Mount Celestia\",\"symbol\":\"Lightning bolt\"},{\"name\":\"Hel\",\"source\":\"PHB\",\"page\":299,\"pantheon\":\"Norse\",\"alignment\":[\"N\",\"E\"],\"title\":\"Goddess of the underworld\",\"domains\":[\"Death\"],\"symbol\":\"Woman's face, rotting on one side\"},{\"name\":\"Heliod\",\"source\":\"MOT\",\"page\":46,\"pantheon\":\"Theros\",\"alignment\":[\"L\",\"G\"],\"title\":\"God of the Sun\",\"domains\":[\"Light\"],\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/MOT/030-02-03-heliod.webp\"}},\"piety\":true,\"entries\":[{\"type\":\"section\",\"entries\":[\"Heliod is the radiant god of the sun. According to myth, he ensures that the sun rises every day to provide light and warmth to the world. Every inhabitant of Theros acknowledges his dominant presence, and nearly everyone at least pays lip service to the idea of giving him worship and honor.\",\"Pride and self-assurance radiate from Heliod as light floods from the sun. He is cheerful and sociable, enjoying the company of others and forming bonds easily. His friendship can be as easily lost, though, turning him from ally to enemy as the consequence of a single misstep or perceived betrayal.\",\"Heliod has appeared to mortals in a variety of forms, but he prefers the appearance of a sun-bronzed male human in his forties, dressed in a flowing tunic of golden cloth. His profile is noble, highlighted by a strong chin and a short beard, and he boasts the broad chest of a perfectly fit athlete. His hair is glossy black, and his head is crowned with a golden wreath. He is also fond of appearing as a brilliant white pegasus or a radiant golden stag. In any guise, he looks lit by the sun, even when he travels across the night sky.\",{\"type\":\"entries\",\"name\":\"Heliod's Influence\",\"entries\":[\"Heliod personifies the light of day, and by extension, he is associated with many metaphorical aspects of the sun's circuit.\",\"As the sun rises without fail every morning, so Heliod values faithfulness in oaths and bonds. Courtroom testimony and marriage vows are sworn on his name, for he can't tolerate the breaking of a solemn promise. He is the arbiter of morality, virtue, and honor.\",\"The sun's nightly descent into darkness symbolizes bravery and self-sacrifice—the willingness to endure the horrors of the dark for the sake of others. Those who protect innocents in his name receive Heliod's favor.\",\"As sunlight casts out darkness, Heliod's justice casts out chaos and lawlessness. He is the god of the laws that govern society and the laws that punish the wicked. He is interested not only in punitive justice, but also in the establishment of fair and equitable relationships among people and gods, in service to the common good. He also takes an interest in the bonds of family—the relationships that tie people most closely to each other.\",{\"type\":\"entries\",\"name\":\"Heliod's Goals\",\"entries\":[\"In Heliod's mind, he is the ruler of the gods, and he wants merely for his rightful place to be recognized. He imagines Nyx rebuilt as his personal palace, where all can witness him in his glory. He considers himself a kind and beneficent ruler—a benign autocrat, not a tyrant—and he doesn't expect abject servility from anyone, god or mortal. He just wants everyone to defer to his will and carry out his orders. He believes that his decisions are always just and right, and that if his sovereignty were properly respected, there would be peace and order in Nyx and the mortal world alike.\"]},{\"type\":\"entries\",\"name\":\"Divine Relationships\",\"entries\":[\"Heliod's repeated attempts to establish himself as the ruler of the pantheon anger Erebos and Purphoros, who both have a degree of the arrogance he demonstrates.\",\"Thassa and Nylea, by contrast, aren't bothered by his efforts because they see themselves as being safely outside his reach. He could declare himself the ruler of the pantheon, they reason, but his dictates can't alter the rhythms of the sea and the cycles of nature. Thassa and Nylea will continue as they are, as they always have been, whatever squabbles their brothers might have.\",\"Ephara, Karametra, and Iroas are closely aligned with Heliod in attitude and philosophy. In some ways, these three gods represent the principles and the abstract nature of Heliod made tangible and concrete through the lives of mortals. Heliod represents a divine, natural, moral law; Ephara gives those laws a concrete manifestation by establishing mortal society in the poleis. Heliod controls the radiant sun that makes the natural world flourish; Karametra brings the interplay of light and nature to life for mortals in the practice of agriculture. And while Heliod stands for justice, Iroas actually fights for it, taking up arms against brutality and injustice in defense of what is good and right.\",\"Heliod hates and fears Erebos, his dark twin and his shadow. He views the god of the dead as a pathetic liar and coward who wallows in self-pity in his exile.\",\"Heliod is also plagued by a nagging suspicion that the true ruler of the pantheon is Kruphix, a mysterious being who is capable of sealing the borders between the mortal world and the divine realm of Nyx. Kruphix is perhaps the only being who can impose limits on the other gods' actions, which makes Heliod resent and fear the god of horizons.\"]}]},{\"type\":\"entries\",\"name\":\"Worshiping Heliod\",\"entries\":[\"The brilliance of Heliod's sun is impossible to ignore. Thus, virtually everyone on Theros pays at least grudging respect to the sun god in forms of worship that range from simple gestures to days-long celebrations.\",\"Some families, particularly in the polis of Meletis, follow a practice of bowing in the direction of dawn's first light—or winking, in a gesture of respect for the sun god's luminous \\\"eye.\\\" More dedicated worshipers offer short litanies at dawn, noon, and dusk, acknowledging the sun's passage across the sky.\",{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/MOT/031-02-07.webp\"},\"credit\":\"Jamie Jones\"},{\"type\":\"insetReadaloud\",\"name\":\"Myths of Heliod\",\"entries\":[\"Many legends about Heliod highlight his mercurial nature, even while acclaiming him as a god of bravery and justice.\",{\"type\":\"entries\",\"name\":\"Battle with Purphoros\",\"entries\":[\"In his desire to establish himself as the leader of the pantheon, Heliod attempted to commission Purphoros to rebuild Nyx in Heliod's image. Angered by Heliod's claim to rulership, Purphoros forged the sword Godsend to fight Heliod. As their conflict raged, Purphoros's sword cut the fabric of Nyx, opening the boundary between the realms of gods and mortals. As a result, the hydra Polukranos fell to the mortal world, but Heliod and Nylea joined forces to bind the hydra in the Nessian Wood. Years later, the hydra broke free of its bonds, and Heliod chose a mortal, Elspeth Tirel, to slay the hydra as his champion—using a spear called Godsend, forged from Purphoros's sword.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Birth of Erebos\",\"entry\":\"Some myths claim that Heliod was the first of the gods, though most people believe that distinction belongs to Kruphix. These myths also say that when the light of Heliod's own sun fell on him, Heliod saw his shadow and feared it. He banished the shadow to the land beyond the Rivers That Ring the World, and it became Erebos, god of the dead and ruler of the Underworld.\"},{\"type\":\"item\",\"name\":\"Origin of the Catoblepas\",\"entry\":\"When a herder boasted that his cattle were the finest in Theros because Heliod and Nylea had created them, the gods grew angry at this falsehood. Heliod persuaded Mogis to curse the cattle, transforming them into the first catoblepases. As a result, many animal breeders prove excessively modest to this day, with humble-boasts being common and well understood among both buyers and sellers. Livestock that are \\\"as Heliod intended\\\" or \\\"praiseless beasts\\\" might be considered second to none.\"},{\"type\":\"item\",\"name\":\"Road to the Sun\",\"entry\":\"After a life in Heliod's service, the aged oracle Solsemon departed on a final pilgrimage: setting forth to visit the sun. Day after day he journeyed east, seeking the lands from which the sun rose. He journeyed far and was mocked everywhere people learned of his quest. Worse, his sight grew ever weaker as he spent days staring at the sun. Yet still he traveled on. Even when blindness claimed Solsemon's sight, the oracle continued undaunted. Finally, one day, Solsemon found a warm, calm place. There, a powerful voice he'd heard in his dreams welcomed him to his journey's end. Praising Heliod, the oracle took his rest, and after several long, contented hours, peacefully died. Ever since, the tale of Solsemon has been argued as both a parable of determination and a warning not to pursue that which is divine.\"}]}]},{\"type\":\"entries\",\"name\":\"Spear of Heliod\",\"entries\":[\"Heliod wields the spear {@item Khrusor, Spear of Heliod|MOT|Khrusor}, which can strike any point on Theros, even in the depths of the Underworld. One tale describes how a wrathful Heliod used his spear to smite a human polis whose people angered him with their hubris: the entire city of Olantin sunk beneath the sea when Heliod struck it with his spear.\"]}]}]},{\"type\":\"entries\",\"name\":\"Heliod's Champions\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Alignment\",\"entries\":[\"Usually lawful, often good\"]},{\"type\":\"entries\",\"name\":\"Suggested Classes\",\"entries\":[\"Cleric, fighter, monk, paladin\"]},{\"type\":\"entries\",\"name\":\"Suggested Cleric Domains\",\"entries\":[\"Light\"]},{\"type\":\"entries\",\"name\":\"Suggested Backgrounds\",\"entries\":[\"Acolyte, athlete, noble, soldier\",\"Champions of Heliod are typically either exemplars of light, law, and truth or conflicted heroes motivated by revenge and sworn vows. Most can't imagine serving those they consider lesser gods.\"]}]},{\"type\":\"entries\",\"name\":\"Heliod's Favor\",\"entries\":[\"Heliod seeks out champions in the mortal world because he believes that a great champion reflects well on him. The ruler of the gods, as he imagines himself, should have champions who represent the best of mortals.\",\"That said, the reason for his initial interest in a champion isn't always obvious. What made the sun god turn his attention to you? What sets you apart from the masses of people who offer him prayers and sacrifice? What made him think you would be a good champion? The Heliod's Favor table offers a handful of suggestions.\",\"Heliod can be a fickle god, but once you have devoted yourself to him as a champion, he will not desert you—as long as you remain faithful and your actions continue to reflect well on him.\",{\"type\":\"table\",\"caption\":\"Heliod's Favor\",\"colLabels\":[\"d6\",\"Circumstance\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You were born at noon on the summer solstice—perhaps even in the midst of Heliod's great feast.\"],[\"2\",\"One of your parents is also a champion of Heliod.\"],[\"3\",\"You once rescued a pegasus that was trapped in a net, demonstrating your courage and your respect for this sacred creature.\"],[\"4\",\"You proved your mettle in a dramatic contest of strength, charisma, or a similar quality.\"],[\"5\",\"Calling on Heliod to witness you, you swore an oath to end some great evil.\"],[\"6\",\"You have no idea why Heliod showed interest in you, and you might sometimes wish he hadn't.\"]]}]},{\"type\":\"entries\",\"name\":\"Devotion to Heliod\",\"entries\":[\"Following Heliod means devoting yourself to the cause of law and justice. In fact, champions of Heliod are sometimes more constant in their pursuit of those ideals than the god himself, who can be emotional and short-tempered. As a follower of Heliod, consider the ideals on the Heliod's Ideals table as alternatives to those suggested for your background.\",{\"type\":\"table\",\"caption\":\"Heliod's Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Devotion. My devotion to my god is more important to me than what he stands for. (Any)\"],[\"2\",\"Honor. I behave nobly and always keep my promises. (Lawful)\"],[\"3\",\"Protection. I face the horrors of the darkness so the common people don't have to. (Good)\"],[\"4\",\"Enforcement. Those who violate the laws that hold civilization together must be punished. (Lawful)\"],[\"5\",\"Justice. The purpose of law is to establish fair and equitable relationships among people and gods. (Lawful and good)\"],[\"6\",\"Kinship. It's essential to preserve the bonds of family—my own family first, and others after. (Lawful)\"]]}]},{\"type\":\"entries\",\"name\":\"Earning and Losing Piety\",\"entries\":[\"You increase your piety score to Heliod when you expand the god's influence in the world in a concrete way through acts such as these:\",{\"type\":\"list\",\"items\":[\"Carrying out punishment on a fugitive from justice\",\"Exacting vengeance for a significant wrong done to you\",\"Defending a polis from attacking monsters\",\"Building or restoring a temple to Heliod\"]},\"Your piety score to Heliod decreases if you diminish his influence in the world, contradict his ideals, or make him look ridiculous or ineffectual through acts such as these:\",{\"type\":\"list\",\"items\":[\"Breaking an explicit promise or oath\",\"Violating any just law\",\"Putting others at risk through your own cowardice\"]}]},{\"type\":\"entries\",\"name\":\"Benefits of Piety\",\"entries\":[{\"type\":\"list\",\"columns\":2,\"items\":[\"{@reward Heliod's Devotee|MOT}\",\"{@reward Heliod's Votary|MOT}\",\"{@reward Heliod's Disciple|MOT}\",\"{@reward Champion of the Sun|MOT}\"]}]}]}]}]},{\"name\":\"Helm\",\"source\":\"PHB\",\"page\":294,\"basicRules\":true,\"additionalSources\":[{\"source\":\"TCE\",\"page\":34}],\"pantheon\":\"Forgotten Realms\",\"alignment\":[\"L\",\"N\"],\"title\":\"God of protection\",\"domains\":[\"Life\",\"Light\",\"Twilight\"],\"symbol\":\"Staring eye on upright left gauntlet\"},{\"name\":\"Helm\",\"altNames\":[\"The Watcher\",\"He of the Unsleeping Eyes\",\"The Vigilant One\"],\"source\":\"SCAG\",\"page\":21,\"additionalSources\":[{\"source\":\"TCE\",\"page\":34}],\"pantheon\":\"Faerûnian\",\"alignment\":[\"L\",\"N\"],\"title\":\"God of watchfulness\",\"domains\":[\"Life\",\"Light\",\"Twilight\"],\"symbol\":\"Staring eye on upright left gauntlet\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/SCAG/Symbol of Helm.webp\"}},\"entries\":[\"The god of vigilance and protection, Helm is seen as the epitome of the guardian, the watcher, and the guard. He is venerated by those who need to remain watchful for enemies or danger. Helm is a favorite deity of people who make a living by protecting someone or something, such as bodyguards, members of the city watch, and the guards of a treasury vault.\",\"Helm embodies the spirit of watchfulness without regard to good or evil. In legends, he is honorable and keeps his word to a fault, such as when he guarded the celestial stairways during the Time of Troubles, preventing the gods from ascending them and continuing the chaos of that period, until the Tablets of Fate were found.\",\"Although his faith has known dark days, worship of Helm never truly faded away. Most of his followers believe that the Watcher can never be vanquished utterly, and recent events have borne out that assertion.\",\"Helm's priests teach that one must be ever vigilant, ever aware, ever prepared for one's enemies. Patience, clear thought, and careful planning will always defeat rushed actions in the end. Those who favor Helm strive to be alert, clear-headed, and true to their word. These traits don't necessarily make them nice people, however, and as such many consider the faithful of Helm to be inflexible and merciless.\"]},{\"name\":\"Henwin\",\"source\":\"HWCS\",\"page\":66,\"pantheon\":\"Amaranthine\",\"alignment\":[\"N\",\"G\"],\"title\":\"the Kind\",\"domains\":[\"Nature\"],\"dogma\":\"The rose only blooms thanks to the many kindnesses of the soil.\",\"symbol\":\"A blooming yellow rose, flecked with dew\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/HWCS/Henwin-Symbol.webp\"}},\"entries\":[\"Henwin, the patron spirit of hedges, is venerated by humblefolk of all kinds. They are the Amaranthine of balance, and teach that all things in the forest must be respected, as all are connected in a great web of kindness. It is thanks to the sun that the plants grow, and because the plants grow, all living things have food. Decayed food turns into soil, which nourishes more life. The teachings of Henwin ask followers to take into consideration the many kindnesses which brought each of them into being and nourished them throughout their lives.\",\"It is only fitting, then, that Henwin is said to be a hedgehog who spends their life in the forest. Storytellers say that they reside in an ancient part of the world, hidden from the eyes of most mortals, where they inhabit a tangle of roots from every forest that has ever grown. Here they tend to a garden of moss, fungi, and insects, helping to keep the living roots healthy. Henwin ensures that even the husks of withered plants can provide for the vegetation and creatures who rely on dead things for sustenance.\",\"Unlike other Amaranthine, Henwin is not described as male or female. Being a spirit of balance, they are considered to possess traits of all genders. They are often depicted carrying a yellow rose, which is their symbol. When a yellow rose blooms, it is said to be Henwin, blessing a forest with the beauty of their quiet grace. These roses are often given as tokens of friendship.\",\"Henwin teaches understanding, and respect for the web of kindness that connects all life. If death is dealt indiscriminately, the web may become damaged. Although it is resilient, the web is still as fragile as one made from spider's silk. It is the duty of all who follow Henwin to strengthen the web and to help maintain the balance which supports all living things.\",\"Henwin is followed by druids, who take the message of nature's web of kindness to heart. Henwin's druids can be found protecting groves and leading communities, keeping both safe from those with harmful intentions. Priests of Henwin often invoke the Amaranthine Henwin's name to protect the fauna, flora, and folk under their care. Gardeners honor Henwin by keeping plots filled with a diverse array of complementary plant and insect life.\",{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/HWCS/Henwin.webp\"}}]},{\"name\":\"Hephaestus\",\"source\":\"PHB\",\"page\":298,\"srd\":true,\"additionalSources\":[{\"source\":\"XGE\",\"page\":18}],\"pantheon\":\"Greek\",\"alignment\":[\"N\",\"G\"],\"title\":\"God of smithing and craft\",\"domains\":[\"Forge\",\"Knowledge\"],\"symbol\":\"Hammer and anvil\"},{\"name\":\"Hera\",\"source\":\"PHB\",\"page\":298,\"srd\":true,\"pantheon\":\"Greek\",\"alignment\":[\"C\",\"N\"],\"title\":\"Goddess of marriage and intrigue\",\"domains\":[\"Trickery\"],\"symbol\":\"Fan of peacock feathers\"},{\"name\":\"Hercules\",\"source\":\"PHB\",\"page\":298,\"srd\":true,\"pantheon\":\"Greek\",\"alignment\":[\"C\",\"G\"],\"title\":\"God of strength and adventure\",\"domains\":[\"Tempest\",\"War\"],\"symbol\":\"Lion's head\"},{\"name\":\"Hermes\",\"source\":\"PHB\",\"page\":298,\"srd\":true,\"pantheon\":\"Greek\",\"alignment\":[\"C\",\"G\"],\"title\":\"God of travel and commerce\",\"domains\":[\"Trickery\"],\"symbol\":\"Caduceus (winged staff and serpents)\"},{\"name\":\"Hermod\",\"source\":\"PHB\",\"page\":299,\"pantheon\":\"Norse\",\"alignment\":[\"C\",\"N\"],\"title\":\"God of luck\",\"domains\":[\"Trickery\"],\"symbol\":\"Winged scroll\"},{\"name\":\"Hestia\",\"source\":\"PHB\",\"page\":298,\"srd\":true,\"pantheon\":\"Greek\",\"alignment\":[\"N\",\"G\"],\"title\":\"Goddess of home and family\",\"domains\":[\"Life\"],\"symbol\":\"Hearth\"},{\"name\":\"Hextor\",\"source\":\"PHB\",\"page\":295,\"pantheon\":\"Greyhawk\",\"alignment\":[\"L\",\"E\"],\"title\":\"God of war and discord\",\"domains\":[\"War\"],\"symbol\":\"Six arrows facing downward in a fan\"},{\"name\":\"Hextor\",\"source\":\"XDMG\",\"page\":148,\"pantheon\":\"Greyhawk\",\"title\":\"Scourge of Battle\",\"worshipers\":\"Soldiers, tyrants\",\"plane\":\"Acheron\",\"symbol\":\"Six down-pointing arrows in a fan\"},{\"name\":\"Hiddukel\",\"source\":\"DSotDQ\",\"page\":18,\"pantheon\":\"Dragonlance\",\"alignment\":[\"C\",\"E\"],\"category\":\"Evil\",\"province\":\"Greed, lies\",\"symbol\":\"Broken merchant's scales\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/DSotDQ/016-00-035.evil-god-symbols.webp\"},\"title\":\"Symbols Left to Right: Takhisis, Chemosh, and Hiddukel\",\"credit\":\"CoupleOfKooks\"},\"entries\":[\"Hiddukel is the god of greed and treachery. He holds domain over all ill-gotten wealth in the world, and criminals and unscrupulous traders worship him in secret. While Hiddukel gladly accepts their worship, his true goal is the acquisition not of riches, but of souls.\"]},{\"name\":\"Hiddukel\",\"source\":\"PHB\",\"page\":295,\"pantheon\":\"Dragonlance\",\"alignment\":[\"C\",\"E\"],\"title\":\"God of lies and greed\",\"category\":\"The Gods of Evil\",\"domains\":[\"Trickery\"],\"symbol\":\"Broken merchant's scales\"},{\"name\":\"Hoar\",\"altNames\":[\"The Doombringer\",\"Poet of Justice\"],\"source\":\"SCAG\",\"page\":21,\"pantheon\":\"Faerûnian\",\"alignment\":[\"L\",\"N\"],\"title\":\"God of revenge and retribution\",\"domains\":[\"War\"],\"symbol\":\"A coin with a two-faced head\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/SCAG/Symbol of Hoar.webp\"}},\"entries\":[\"Hoar, known in the lands along the Inner Sea as Assuran, is a god of revenge and retribution. He isn't typically worshiped habitually, but his name is invoked by those who seek vengeance. When a guilty party falls prey to fate - such as when a murderer escapes prosecution, but is then accidentally slain himself - the hand of Hoar is given credit. When one hears three rolls of thunder in succession, it is thought to be a sign from Hoar that some act of vengeance has been performed. Many human societies have the custom of ringing a bell or a gong three times when judgment of a crime is rendered or an execution takes place.\",\"Folk speak Hoar's name when they want revenge, particularly when they are incapable of avenging themselves. This invocation might be in response to a petty slight or a true injustice, and the acknowledgment of Hoar might be a short prayer said aloud or might be written down somewhere. It's generally believed that the more permanent the form of the prayer, the more likely it is to be fulfilled. For this reason, some etch their prayers in lead and bury it or hide their prayers inside diaries. Aside from bounty hunters and those on crusades of vengeance, few truly revere Hoar, and he is served by fewer still who would call themselves priests. Temples or shrines of Hoar are almost nonexistent except for ancient sites in Chessenta and Unther.\",\"Hoar became a member of the Faerûnian pantheon when his worship extended beyond the lands that originally revered him. Most consider Tyr to be the arbiter of laws, and Hoar to be the god who metes out punishment that comes as a result of breaking those codes. A judge might favor the worship of Tyr, while a jailor or a headsman is more likely to pray to Hoar.\"]},{\"name\":\"Hruggek\",\"source\":\"PHB\",\"page\":296,\"pantheon\":\"Nonhuman\",\"alignment\":[\"C\",\"E\"],\"title\":\"Bugbear god of violence\",\"domains\":[\"War\"],\"symbol\":\"Morningstar\"},{\"name\":\"Ilmater\",\"source\":\"PHB\",\"page\":294,\"basicRules\":true,\"additionalSources\":[{\"source\":\"TCE\",\"page\":34}],\"pantheon\":\"Forgotten Realms\",\"alignment\":[\"L\",\"G\"],\"title\":\"God of endurance\",\"domains\":[\"Life\",\"Twilight\"],\"symbol\":\"Hands bound at the wrist with red cord\"},{\"name\":\"Ilmater\",\"altNames\":[\"The Crying God\",\"The Rack-Broken Lord\",\"He Who Endures\"],\"source\":\"SCAG\",\"page\":21,\"additionalSources\":[{\"source\":\"TCE\",\"page\":34}],\"pantheon\":\"Faerûnian\",\"alignment\":[\"L\",\"G\"],\"title\":\"God of endurance\",\"domains\":[\"Life\",\"Twilight\"],\"symbol\":\"Hands bound at the wrist with red cord\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/SCAG/Symbol of Ilmater.webp\"}},\"entries\":[\"Ilmater is the god of suffering, martyrdom, and perseverance, renowned for his compassion and endurance. It is he who offers succor and calming words to those who are in pain, victimized, or in great need. He is the willing sufferer, the one who takes the place of another to heft the other's burden, to take the other's pain. He is the god of the oppressed and the unjustly treated.\",\"It is said that if he had his way, the Crying God would take all the suffering in the world onto himself, so as to spare others. Since he can't, he blesses those who endure on others' behalf, and he alleviates suffering when he can. Martyrs who die that others may live are always blessed by Ilmater with a final rest and reward in the god's afterlife, should they so choose.\",\"Ilmater's priests take in the ill, the starving, and the injured, and his temples give most of what they receive to help offset the suffering of the world. His followers provide succor when they can, but also use force to put an end to torture and suffering inflicted on others. Ilmater's priests travel to places where the worst possible conditions exist, ministering to the needs of the oppressed, the deceased, and the poor. They put others ahead of themselves, are sharing of all they have, and emphasize the spiritual nature of life over the welfare of the material body.\",\"Priests of Ilmater who are on a quest to aid others can be recognized by their hair shirts, vests of coarse fur worn against the bare skin. It is taboo to harm such priests as they go about their duties, such as when they administer to the wounded on a battlefield. The taboo is so strongly felt among humans that other races respect the custom. Even orcs and goblinoids will avoid directly attacking a peaceful priest of Ilmater, as long as the priest administers to their fallen warriors as well.\",\"Most folk deeply respect the work and the sacrifice of Ilmater's faith, and lend aid to such endeavors where they can. When a temple of Ilmater sends its faithful to help refugees of war or victims of plague, their willingness to sacrifice their own well-being always prompts ordinary people to support them, whether they are inspired or shamed into action.\"]},{\"name\":\"Ilneval\",\"source\":\"SCAG\",\"page\":24,\"pantheon\":\"Orc\",\"alignment\":[\"L\",\"E\"],\"title\":\"God of strategy and hordes\",\"domains\":[\"War\"],\"symbol\":\"Upright blood-spattered sword\"},{\"name\":\"Ilneval\",\"source\":\"VGM\",\"page\":83,\"_copy\":{\"name\":\"Ilneval\",\"source\":\"SCAG\",\"pantheon\":\"Orc\"},\"pantheon\":\"Orc\",\"customExtensionOf\":\"Ilneval|Orc|SCAG\",\"title\":\"the War Maker\",\"entries\":[\"Ilneval is the loyal right hand of Gruumsh. He is the god who plans the attacks and devises the strategies that allow the forces of Gruumsh to dominate the battle and fill their war wagons with plunder and severed heads. Ilneval stands with his bloody sword, calling to those who understand the ebb and flow of combat to sit around his council fire and learn the ways of warfare.\",{\"type\":\"entries\",\"name\":\"Skilled Strategists\",\"entries\":[\"Orcs that show aptitude for the nuances of warfare at an early age are considered chosen by Ilneval and are groomed to serve as blades of Ilneval. These individuals are battle captains that follow the orders of the tribe's chief, leading a portion of the tribe's warriors into the thick of battle and bringing a measure of strategy to the assault. Blades of Ilneval are fearsome opponents, seeming to have an uncanny sense of when to move and when to strike, able to exploit the weakness of their enemy like a pack of hungry wolves.\"]}]},{\"name\":\"Imhotep\",\"source\":\"PHB\",\"page\":299,\"srd\":true,\"pantheon\":\"Egyptian\",\"alignment\":[\"N\",\"G\"],\"title\":\"God of crafts and medicine\",\"domains\":[\"Knowledge\"],\"symbol\":\"Step pyramid\"},{\"name\":\"Incabulos\",\"source\":\"PHB\",\"page\":295,\"pantheon\":\"Greyhawk\",\"alignment\":[\"N\",\"E\"],\"title\":\"God of plague and famine\",\"domains\":[\"Death\"],\"symbol\":\"Reptilian eye with a horizontal diamond\"},{\"name\":\"Incabulos\",\"source\":\"XDMG\",\"page\":148,\"pantheon\":\"Greyhawk\",\"title\":\"the Black Rider\",\"worshipers\":\"Necromancers, those who seek to ward off illness\",\"plane\":\"Hades\",\"symbol\":\"Reptilian eye within a horizontal diamond\"},{\"name\":\"Ioun\",\"source\":\"DMG\",\"page\":10,\"pantheon\":\"Dawn War\",\"alignment\":[\"N\"],\"title\":\"Goddess of knowledge\",\"domains\":[\"Knowledge\"],\"symbol\":\"Crook shaped like a stylized eye\"},{\"name\":\"Ioun\",\"reprintAlias\":\"The Knowing Mentor\",\"source\":\"EGW\",\"page\":23,\"pantheon\":\"Exandria\",\"alignment\":[\"N\"],\"title\":\"the Knowing Mentor\",\"category\":\"Prime Deities\",\"domains\":[\"Arcana\",\"Knowledge\"],\"province\":\"Knowledge, learning, teaching\",\"symbol\":\"Pair of open eyes crowned with a third open eye\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/EGW/Symbol of Ioun.webp\"},\"credit\":\"Claudio Pozas\"},\"entries\":[\"Revered by seers, sages, and teachers of all walks of life, Ioun guided the growth of civilization throughout the Age of Arcanum like sunlight guides the branches of a tree. Grievously wounded by the Chained Oblivion during the Calamity, her followers are now hunted by agents of her ancient foes as she recovers. Her devout now worship in private, spreading knowledge, philosophy, and lore anonymously through traceless channels.\",\"Ioun sits among the infinite library that fills the hidden realm of the Endless Athenaeum, her celestial servants cataloging all known things as she inspires those who pray for her insight and guidance.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Depiction\",\"entries\":[\"Common representations show the Knowing Mentor as a graying, mature woman with a welcoming, matronly smile, swathed in billowing robes and scarves that fan into books and scrolls. Some colloquially refer to Ioun as the Knowing Mistress, revering her as a headmistress of knowledge among the gods.\"]},{\"type\":\"entries\",\"name\":\"Holy Day\",\"entries\":[\"Ioun has no public holy day, for her public worship was shattered during the Calamity, and she has since fallen into half-remembered myth. Only in the monasteries of the Cobalt Soul has the Knowing Mentor's faith been resurrected—though her worship by the intellectuals of the city bears little resemblance to that of the knowledge-seekers of old.\"]}]},{\"type\":\"entries\",\"name\":\"Commandments of Ioun\",\"entries\":[{\"type\":\"list\",\"items\":[\"Unmask those who would destroy Ioun. Learn their secrets and unveil them to the world.\",\"Uphold and teach the importance of reason, perception, and truth in guiding one's emotions and path.\",\"Condemn those who lie without moral cause, for evil folk gain power when their followers obscure the truth. Never stoop to the level of selfish liars.\"]}]}]},{\"name\":\"Iroas\",\"source\":\"MOT\",\"page\":49,\"pantheon\":\"Theros\",\"alignment\":[\"C\",\"G\"],\"title\":\"God of Victory\",\"domains\":[\"War\"],\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/MOT/032-02-03-iroas.webp\"}},\"piety\":true,\"entries\":[{\"type\":\"section\",\"entries\":[\"Iroas is the steadfast god of honor and victory in war. When soldiers march to battle, his voice is the thunder of their footsteps and the crash of spear on shield. Soldiers, mercenaries, and athletes all pray for Iroas's favor in securing victory. Common folk pray to Iroas for courage and fortitude in times of struggle, for his is the battle nobly fought and won.\",\"Bold and confident with a soldier's demeanor, Iroas is the pinnacle of martial pride and bearing. He is stoic almost to a fault, but also exhibits a wry sense of humor. Those who honorably shed blood in Iroas's name can count on his support. Cowards and oath breakers are to be despised, and traitors don't deserve mercy in battle.\",\"Iroas most often appears as a powerfully built centaur with a bull's body rather than a horse's, clad in gleaming armor and wielding a spear and shield. He speaks in a booming baritone that projects power, confidence, and courage. He has been known to appear as a burly soldier or a mighty bull before his followers. Whatever form he chooses, Iroas carries himself with precision and majesty at all times and doesn't tolerate disrespect or undue informality from those who would deal with him.\",{\"type\":\"entries\",\"name\":\"Iroas's Influence\",\"entries\":[\"Iroas personifies the glory of victory, honorable combat, and physical competition. He is the unspoken bond between soldiers on the eve of battle, the courage of the standard bearer holding colors aloft in the midst of battle, and the exultation that comes after a hard-won victory. Iroas pushes his followers to excel in their chosen fields, particularly war and athletics, and gain honor through superior skill, training, and dedication.\",\"War is, fundamentally, a terrible experience filled with pain, loss, and fear. Unfortunately, as Iroas sees it, war is also necessary. He sees preparing for and winning life's essential battles as being of paramount importance and the highest calling one can experience.\",\"The true warrior fights with honor, courage, and dedication, and values training, discipline, strength, and {@i esprit de corps}. In Iroas's eyes, nothing is more valuable or honorable than a honed blade wielded by a trained warrior loyal to a just cause. This message is ingrained in the ethos of Akros, the polis that claims him as its patron. His precepts and codes of conduct are incorporated in the civil and military laws of Akros.\",\"Iroas values strength and determination in less deadly pursuits, as well. He believes sports are a fine proxy for war, as just as in a battle, superior skill and strength lead to a victory. What Iroas truly loves is a winner.\",\"Lastly, Iroas urges his followers to blunt the advances of his brother, Mogis. This directive inevitably means combat, since Iroas knows of no other way to solve problems. Diplomacy isn't an act of cowardice per se, but because it isn't an activity Iroas is prepared to engage in, it isn't something he expects of his followers.\",{\"type\":\"entries\",\"name\":\"Iroas's Goals\",\"entries\":[\"Iroas sees existence as a series of glorious battles to be won by both him and his followers. War is a testing ground from which only the bravest and strongest emerge. Between battles, there are feats of endurance and physical prowess to perform. Iroas exhorts his followers to hone their bodies and minds just as they hone their blades. He is certain that to slacken his vigilance and grow lazy would guarantee his demise at the edge of his brother's blood-soaked axe. Iroas pushes his followers to be ready at all times to meet conflict head-on.\"]},{\"type\":\"entries\",\"name\":\"Divine Relationships\",\"entries\":[\"Iroas is defined by his opposition to his twin brother, Mogis. Although both love battle, Iroas holds an honorable and valorous view of warfare, whereas Mogis lusts for carnage and butchery. Iroas firmly believes that mortals will always fight, whether in war or in less consequential pursuits. His charge is to ensure that war is waged with a code of honor and to prevent his brother's depravity from spreading through the world.\",\"Iroas holds an abiding respect for Purphoros, who girds his warriors in the products of his artifice. Iroas sees finely crafted arms as the highest form of art, sublime and deadly at once. Still, Iroas finds Purphoros's volatile temper and bouts of passion unbecoming of one with such talent at creating weapons of war.\",\"Iroas champions the cause of justice and thus seeks Heliod's guidance and counsel from time to time. During Heliod's piques of arrogance and temper, Iroas is the one who advocates restraint and calm. More often than not, the two deities agree where matters of justice and honor are concerned.\"]}]},{\"type\":\"entries\",\"name\":\"Worshiping Iroas\",\"entries\":[\"Iroas is interested not in pretty words, but in great deeds. The faithful of Iroas show their piety by comporting themselves well in contests of athleticism or skill. Swearing an oath to win a battle in Iroas's name and failing to do so is a great shame upon a warrior, thus such a promise is never uttered lightly.\",\"The fifth month of the Meletian calendar is Thriambion, named for an annual commemoration of the Meletian conquest of Natumbria. This victory cemented Meletis's control over the entire peninsula. But in Akros, the month is called Iroagonion, for the Iroan Games. These games are the grandest display to honor Iroas. To even compete in the Iroan Games is considered noteworthy, as the poleis send only their finest athletes. The grand prize, besides a ceremonial wreath, is the opportunity to be visited by Iroas himself.\",{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/MOT/033-02-08.webp\"},\"credit\":\"Slawomir Maniak\"},{\"type\":\"insetReadaloud\",\"name\":\"Myths of Iroas\",\"entries\":[\"The myths told about Iroas's deeds acclaim his valor and bravery as well as his inflexibility and stubbornness. Countless tales tell of him or his champions besting terrible beasts, enemy armies, or threats to the world. Still other stories rise beyond accounts of his victories.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Bulwark of Brotherhood\",\"entry\":\"Iroas carries a battle-worn bronze shield called the Bulwark of Brotherhood. It symbolizes the protective bond shared by all soldiers at war and his determination, ironically, to defeat his own brother. In the myth of Rygyra the Slinger, the soldier never missed when she launched stones from her magic sling. Yet, even so, her every shot bounced off the giant minotaur, Raksolcs Ravage-Soul. As the minotaur terror closed in on her, Rygyra whispered a prayer to Iroas and braced her flimsy wooden shield, knowing it would offer no defense against the giant's strikes. Yet, when the blow came, the shield resounded with the barest metallic clang—like a pin falling on bronze. Opening her eyes, Rygyra discovered that her shield had transformed into a gleaming bulwark—Iroas's own shield. Enraged, Raksolcs beat on the shield, leaving not even a dent. After hours of this, the minotaur collapsed, panting and exhausted. Only then did Rygyra emerge and strangle the brute with his own tongue.\"},{\"type\":\"item\",\"name\":\"Draught of Glory\",\"entry\":\"Followers of Iroas often push their physical and emotional limits, pursuing victory above all things. Even as priests of Iroas coach their followers to be the best, the most experienced religious leaders—particularly those who have retired from athletic competition—warn of growing addicted to triumph. Ultimately, they teach, only Iroas can drink endlessly from the river of glory and suffer no ill effects. Mortals, though, can grow intoxicated by victory and sickened by unattainable ideas of honor or eternal praise. Therefore, wise competitors are encouraged to seek only their draught of glory—a finite amount that they might revel in but that allows them to experience a life beyond grasping for greatness. Those who don't find themselves upon the path to despair, personal harm, and the temptations of Mogis.\"},{\"type\":\"item\",\"name\":\"Kalemne, Disciple of Iroas\",\"entry\":\"One of the greatest of Iroas's champions, Kalemne is a stone giant sworn to the service of the god of war. A warrior of tremendous strength and tactical skill, she has imposed martial discipline on the most unruly of troops and has led squads of giants and minotaurs to glorious victories. Her devotion to Iroas is absolute, and her commitment to victory is unwavering. Countless petitioners have sought out Kalemne over the years, seeking her aid in righting wrongs or preventing disasters. Though she sympathizes with all who tell her their tragic tales, Kalemne has committed to aiding only those who can defeat her in a contest of athletic skill or a test of speed. Those who do can count on her aid, and possibly that of her troops. Those who can't must seek other answers to their problems.\"}]}]}]},{\"type\":\"entries\",\"name\":\"Iroas's Champions\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Alignment\",\"entries\":[\"Usually chaotic, often good\"]},{\"type\":\"entries\",\"name\":\"Suggested Classes\",\"entries\":[\"Barbarian, cleric, fighter, paladin, sorcerer\"]},{\"type\":\"entries\",\"name\":\"Suggested Cleric Domains\",\"entries\":[\"War\"]},{\"type\":\"entries\",\"name\":\"Suggested Backgrounds\",\"entries\":[\"Athlete, folk hero, soldier\",\"Many champions of Iroas are warriors for honor and justice. They often seek to embody martial courage and are motivated by strong personal codes of honor.\"]}]},{\"type\":\"entries\",\"name\":\"Iroas's Favor\",\"entries\":[\"Iroas has a soft spot in his heart for underdogs, even if they lack the strength to win the fight. It is easier, he believes, to make a hero from a weakling who has a heroic heart than it is to turn a brute into a defender of justice. What's more, the victory of the strong gives them glory, but the victory of the weak gives glory to Iroas.\",\"Why did Iroas seek you out as a champion? Perhaps you proved your courage even when victory eluded your grasp, or you demonstrated a willingness to use your strength for good. Occasionally, Iroas's choice of a champion has as much to do with his enmity toward Mogis as it does with the mortal he chooses; is there some connection between you and the god of slaughter? The Iroas's Favor table offers a few suggestions.\",{\"type\":\"table\",\"caption\":\"Iroas's Favor\",\"colLabels\":[\"d6\",\"Circumstance\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You were born on the eve of a major battle.\"],[\"2\",\"Your twin sibling is a champion of Mogis.\"],[\"3\",\"You showed great courage in a losing battle.\"],[\"4\",\"You proved yourself in a contest of strength and skill at the Iroan Games.\"],[\"5\",\"You called upon Iroas to witness an oath of victory in battle, and he took notice.\"],[\"6\",\"Despite having been knocked down repeatedly in life, you show grit and determination in all you do.\"]]}]},{\"type\":\"entries\",\"name\":\"Devotion to Iroas\",\"entries\":[\"Following Iroas means making a commitment to combat in pursuit of righteous aims, not as a way of applying coercion or domination. It also means dedicating yourself to the pursuit of excellence, for the god of victory desires victorious champions. As a follower of Iroas, consider the ideals on the Iroas's Ideals table as alternatives to those suggested for your background.\",{\"type\":\"table\",\"caption\":\"Iroas's Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Devotion. My devotion to my god is more important to me than what he stands for. (Any)\"],[\"2\",\"Courage. No fear or pain can turn me away. (Any)\"],[\"3\",\"Loyalty. War forms bonds that are more real and lasting than the ties of love or family. (Any)\"],[\"4\",\"Heroism. The powerful must protect the weak. (Good)\"],[\"5\",\"Liberty. The strong mustn't exploit the weak. (Chaotic)\"],[\"6\",\"Excellence. People should look to me as an example of the best that mortal folk can be. (Any)\"]]}]},{\"type\":\"entries\",\"name\":\"Earning and Losing Piety\",\"entries\":[\"You increase your piety score to Iroas when you expand the god's influence in the world in a concrete way through acts such as these:\",{\"type\":\"list\",\"items\":[\"Achieving a great victory\",\"Overcoming long odds honorably\",\"Defeating a skilled foe in single combat\",\"Winning a great feat of strength or skill\"]},\"Your piety score to Iroas decreases if you diminish Iroas's influence in the world, contradict his ideals, or make him look weak and cowardly through acts such as these:\",{\"type\":\"list\",\"items\":[\"Showing cowardice in battle\",\"Besting an honorable foe through deceit\",\"Harming innocents or noncombatants\"]}]},{\"type\":\"entries\",\"name\":\"Benefits of Piety\",\"entries\":[{\"type\":\"list\",\"columns\":2,\"items\":[\"{@reward Iroas's Devotee|MOT}\",\"{@reward Iroas's Votary|MOT}\",\"{@reward Iroas's Disciple|MOT}\",\"{@reward Champion of Victory|MOT}\"]}]}]}]}]},{\"name\":\"Isis\",\"source\":\"PHB\",\"page\":299,\"srd\":true,\"additionalSources\":[{\"source\":\"SCAG\",\"page\":125}],\"pantheon\":\"Egyptian\",\"alignment\":[\"N\",\"G\"],\"title\":\"Goddess of fertility and magic\",\"domains\":[\"Knowledge\",\"Life\",\"Arcana\"],\"symbol\":\"Ankh and star\"},{\"name\":\"Istishia\",\"source\":\"SCAG\",\"page\":21,\"pantheon\":\"Faerûnian\",\"alignment\":[\"N\"],\"title\":\"God of water\",\"domains\":[\"Tempest\"],\"symbol\":\"Wave\"},{\"name\":\"Istus\",\"source\":\"PHB\",\"page\":295,\"pantheon\":\"Greyhawk\",\"alignment\":[\"N\"],\"title\":\"Goddess of fate and destiny\",\"domains\":[\"Knowledge\"],\"symbol\":\"Weaver's spindle with three strands\"},{\"name\":\"Istus\",\"source\":\"XDMG\",\"page\":148,\"pantheon\":\"Greyhawk\",\"title\":\"Weaver of Our Fate\",\"worshipers\":\"Seers, advisers\",\"plane\":\"Mechanus\",\"symbol\":\"Spindle with three strands\"},{\"name\":\"Iuz\",\"source\":\"PHB\",\"page\":295,\"pantheon\":\"Greyhawk\",\"alignment\":[\"C\",\"E\"],\"title\":\"God of pain and oppression\",\"domains\":[\"Death\"],\"symbol\":\"Grinning human skull\"},{\"name\":\"Iuz\",\"source\":\"XDMG\",\"page\":148,\"pantheon\":\"Greyhawk\",\"title\":\"the Evil\",\"worshipers\":\"His subjects and allies\",\"plane\":\"Material Plane\",\"symbol\":\"Grinning human skull\"},{\"name\":\"Jergal\",\"altNames\":[\"The Final Scribe\",\"The Pitiless One\",\"The Bleak Seneschal\"],\"source\":\"SCAG\",\"page\":21,\"pantheon\":\"Faerûnian\",\"alignment\":[\"L\",\"N\"],\"title\":\"Scribe of the dead\",\"domains\":[\"Knowledge\",\"Death\"],\"symbol\":\"A skull biting a scroll\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/SCAG/Symbol of Jergal.webp\"}},\"entries\":[\"Legend has it that Jergal is an ancient deity. The story goes that in the time of Netheril he was worshiped as the god of death, murder, and strife. Yet with the passing of time, he became bored with his position. Then one day three mortals, each a powerful adventurer, met Jergal in the lands of the dead, determined to destroy him and take his power. Instead, Jergal calmly abdicated his throne of bones and allowed each of the three mortals to take part of his divinity. Thus it was that Bane assumed the portfolio of strife, Myrkul the rulership of the dead, and Bhaal the portfolio of murder. Jergal lost his former stature and became a scribe of the dead.\",\"Jergal is now seen as an uncaring custodian of the dead. He is thought to record the passing of the living and to aid Kelemvor in seeing that souls are properly bound to their appropriate afterlife. He is rarely acknowledged directly, except for being mentioned at funerals and among those who practice the custom of writing the name of the deceased on a sheet of parchment and placing it in the corpse's mouth. This rite is common in places where an individual's grave or tomb isn't marked with the person's name.\",\"Few people favor Jergal as a deity, and most who do are concerned with the dispensation of the dead in some way. Priests of Jergal serve communities as undertakers and caretakers of gravesites. Jergal has no temples dedicated to him aside from abandoned places devoted to his old, darker incarnation, but his priests are welcome in the temples of Kelemvor, Deneir, and Myrkul. His faithful send their annual recordings of mortality to holy sites where records of that sort are kept.\",{\"type\":\"inset\",\"name\":\"The Legend of Knucklebones, Skull Bowling, and the Empty Throne\",\"entries\":[\"Long ago there was but one god of strife, death, and the dead, and he was known as Jergal, Lord of the End of Everything. Jergal fomented and fed on the discord among mortals and deific entities alike. When beings slew each other in their quest for power or in their hatred, he welcomed them into his shadowy kingdom of eternal gloom. As all things died, everything came to him eventually, and over time he built a kingdom unchallenged by any other god. But he grew tired of his duties, for he knew them too well, and without challenge there is nothing - and in nothingness there is only gloom. In such a state, the difference between absolute power and absolute powerlessness is undetectable.\",\"During this dark era arose three powerful mortals - Bane, Bhaal, and Myrkul - who lusted after the power Jergal possessed. The trio forged an unholy pact that they would gain such ultimate power or die in the attempt. Over the length and breadth of the world they strode, seeking powerful magic and spells and defying death at every turn. No matter what monster they confronted or what spells they braved, the three mortals emerged unscathed at every turn. Eventually, the trio journeyed into the Gray Waste and sought out the Castle of Bone. Through armies of skeletons, legions of zombies, hordes of wraiths, and a gauntlet of liches they battled. Eventually they reached the object of their lifelong quest - the Bone Throne.\",\"\\\"I claim this throne of evil,\\\" Bane the tyrant shouted to Jergal.\",\"\\\"I'll destroy you before you can raise a finger,\\\" threatened Bhaal the assassin.\",\"\\\"And I shall imprison your essence for eternity,\\\" promised Myrkul the necromancer.\",\"Jergal arose from his throne with a weary expression and said, \\\"The throne is yours. I have grown weary of this empty power. Take it if you wish - l promise to serve and guide you as your seneschal until you grow comfortable with the position.\\\" Then, before the stunned trio could react, the Lord of the Dead asked, \\\"Who among you shall rule?\\\"\",\"The trio immediately fell to fighting among themselves while Jergal looked on with indifference. When eventually it appeared that either they would all die of exhaustion or battle on for an eternity, the Lord of the End of Everything intervened.\",\"\\\"After all you have sacrificed, would you come away with nothing? Why don't you divide the portfolios of the office by engaging in a game of skill for them?\\\" asked Jergal.\",\"Bane, Bhaal, and Myrkul considered the god's offer and agreed to it. So Jergal took the skulls of his three most powerful liches and gave them to the trio so they could compete in skull bowling. Each mortal rolled a skull across the Gray Waste, having agreed that the winner would be he who bowled the farthest.\",\"Malar the Beastlord arrived to visit Jergal at this moment. After quickly ascertaining that the winner of the contest would receive all of Jergal's power, he chased off after the three skulls to make sure that the contest would be halted until he had a chance to participate for part of the prize. Bane, Bhaal, and Myrkul again fell to fighting, as it was obvious their sport had been ruined, but again Jergal intervened. \\\"Why don't you allow Lady Luck to decide, so you don't have to share with the Beast?\\\"\",\"The trio agreed to this alternative, and Jergal broke off his skeletal finger bones and gave them to the contestants. When Malar returned from chasing the skulls, he found that the trio had just finished a game of knucklebones.\",\"Bane cried out triumphantly, \\\"As winner, I choose to rule for all eternity as the ultimate tyrant. I can induce hatred and strife at my whim, and all will bow down before me while in my kingdom.\\\"\",\"Myrkul, who had won second place, declared, \\\"But I choose the dead, and by doing so I truly win, because all that you are lord over, Bane, will eventually be mine. All things must die - even gods.\\\"\",\"Bhaal, who finished third, proclaimed, \\\"I choose death, and it is by my hand that all that you rule, Lord Bane, will eventually pass to Lord Myrkul. Both of you must pay honor to me and obey my wishes, since I can destroy your kingdom, Bane, by murdering your subjects, and I can starve your kingdom, Myrkul, by staying my hand.\\\"\",\"Malar growled in frustration, but could do nothing, and so yet again only the beasts were left for him.\",\"And Jergal merely smiled, for he had been delivered.\"]}]},{\"name\":\"Karametra\",\"source\":\"MOT\",\"page\":52,\"pantheon\":\"Theros\",\"alignment\":[\"N\",\"G\"],\"title\":\"God of Harvests\",\"domains\":[\"Life\",\"Nature\"],\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/MOT/034-02-03-karametra.webp\"}},\"piety\":true,\"entries\":[{\"type\":\"section\",\"entries\":[\"Karametra is recognized as the serene, maternal god of the harvest, her arms spread wide as she offers bounty to her worshipers or cradles communities in her embrace. Almost every human settlement contains at least a modest shrine to solicit her favor, and she is closely associated with Setessa, the center of her worship.\",\"Wise and even-tempered, Karametra values community, stability, and the balance of nature. She is the god of maternity, family, orphans, domestication, and agriculture, as well as defense of the home and territory.\",\"Karametra appears to mortals as a motherly figure with hair made of ordered rows of leaves that shroud her eyes from view. She is always shown in art (and often seen in Nyx) seated on her throne, which is formed from a tangle of grape vines growing out of a collection of jugs and amphorae that surround her. An elaborately carved wooden canopy extends above her, and a giant sable—her faithful companion—curls around the base of the throne at her feet. In one hand, she holds a harvester's scythe.\",{\"type\":\"entries\",\"name\":\"Karametra's Influence\",\"entries\":[\"Karametra governs nature as it comes into play in the lives of mortals, representing domesticated nature—a bounteous, nurturing provider. But she also reminds mortals that they are part of the natural world; they are animals that eat and digest and reproduce and sleep, and Karametra is influential in all of that, as well.\",\"Mortals seek her favor because the fertility of nature is necessary for their existence. It isn't her wrath they fear—she is not a god of storms or plagues—but her withdrawal. Without her, plants, livestock, families, and communities simply fail to thrive. Her goodwill is a bulwark against both physical starvation and starvation of the spirit: despair, loneliness, and moral weakness.\",\"Karametra promises that spring will always come again, trees will always bear fruit, and flocks will always bear young. Children will always be born, parents will always care for them and be cared for in their turn. Great fortune or adventure might not be at hand, but the little joys of life—the smell of spring blossoms, the sweetness of ripe fruit, the flaming beauty of autumn leaves, the fellowship of community—can be savored.\",\"In many ways, Karametra represents the essence of the divine relationship with mortals: fertility and protection are the nucleus of the aid mortals have always sought from gods, and Karametra doesn't complicate these basic needs by couching them in terms of abstract ideals of honor or law or justice. She is the distillation of an ancient and primal exchange: mortal devotion in return for divine blessing.\",{\"type\":\"entries\",\"name\":\"Karametra's Goals\",\"entries\":[\"Karametra doesn't engage in underhanded politicking or petty disputes. She seems to stand above the quarrels and tumultuous rivalries of other deities, and equally aloof from the machinations of the mortal world. Her fundamental concern is for the well-being of mortal folk, starting with their physical health but also including their need for security, love, and belonging.\"]},{\"type\":\"entries\",\"name\":\"Divine Relationships\",\"entries\":[\"Karametra might not want to wield power over other gods, but her position of detached compassion lends her significant influence to wield as she chooses. The other gods trust her to be impartial in their disputes and honest about her motivations, and they look to her for wisdom and even sometimes comfort.\",\"Karametra's closest relationship is with Heliod. He respects her civilized demeanor, and she recognizes the vital role the sun's brilliance plays in nurturing life.\",\"The relationship between Karametra and Nylea is respectful but strained. Nylea is disappointed by Karametra's decision, as a nature deity, to subordinate nature to the needs of mortals. Karametra is frustrated by what she sees as Nylea's refusal to recognize mortal folk—and all their civilizations—as part of the natural world. Despite this tension, both gods encourage their worshipers to leave offerings at each other's shrines.\",\"The gods who provoke Karametra's sharpest disdain are Iroas and Mogis, who seem devoted to the idea of preventing mortal life from fully flourishing. War—even if it's couched in noble terms, as Iroas's followers like to do—is fundamentally an instrument of death, bringing a premature and pointless end to mortal life. That said, Karametra does recognize the need to fight in defense of one's life, family, and community when they come under attack, so she and Iroas are able to find some common ground in that matter—and in their shared hatred of Mogis.\"]}]},{\"type\":\"entries\",\"name\":\"Worshiping Karametra\",\"entries\":[\"The earth's fertility is essential for mortal life to continue. Those who live in the modern poleis might not be as aware of that fact as those who farm their own food, but even they long for children, know the pinch of hunger, and feel the turn of the seasons.\",\"Prayers to Karametra focus on asserting Karametra's constancy and bounty, praising the god's love and generosity. Worshipers of Karametra gather for a feast once a month, on the evening of the full moon, that celebrates the god's role in parenthood and community. New parents receive gifts and blessings, and young couples sneak away into the woods in hopes of finding sweet berries and sweeter kisses.\",{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/MOT/035-02-09.webp\"},\"credit\":\"Eric Deschamps\"},{\"type\":\"insetReadaloud\",\"name\":\"Myths of Karametra\",\"entries\":[\"Karametra rarely engages in legendary undertakings. It is her unshakable reliability that makes her a popular deity.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"The Miraculous Field\",\"entry\":\"Outside Setessa is a farm that produces incredible fruits and grains that can heal illnesses, increase fertility, and stave off hunger for days. The field is said to be Karametra's tribute to her beloved human priest, Thamuzus, who died there. While many seek the farm, it is said that the vineyard around it is so labyrinthine that few have ever reached its center.\"},{\"type\":\"item\",\"name\":\"The Old Harvest\",\"entry\":\"In rare, remote settlements, high summer ceremonies acknowledge ancient rural practices devoted to a less merciful vision of Karametra. These communities offer abundant sacrifices to the god, but also guard their ancient rituals from outsiders, as Karametra's organized clergy harshly forbids discussion of abandoned religious practices. However, occasionally, a centuries-old depiction of the goddess breaks, revealing an ancient icon inside, typically a primitive mud idol of a woman bearing a sheaf of grain in one hand and a skull in the other.\"},{\"type\":\"item\",\"name\":\"Partners in Possibility\",\"entry\":\"The fall holiday known as the Blessing of the Beasts (or, in Meletis, the Therimakarion) celebrates humans' partnership with domestic animals. The horses and oxen that pull plows, the cats that guard the granaries, and the roosters that wake families and call them to their work are given blessings, special treats, and a day of rest. Stories say that strays found on this day are servants of Karametra and destined for great things. Others claim that on this day domestic animals can speak—that is, if they have anything they care to say to their supposed owners.\"},{\"type\":\"item\",\"name\":\"Striving for Perfection\",\"entry\":\"Although Karametra delights in nature's bounty, she ever strives to tap its greater potential. Her followers recount legends of breeders and horticulturalists who cultivated remarkable new types of plants and animals—such as the everfruit of Dakra or the storied Oraniad dragon-hens. Yet, while Karametra looks on such innovations with delight, some other gods see them as blasphemies.\"},{\"type\":\"item\",\"name\":\"The Years of Rage\",\"entry\":\"The tales about Karametra don't specify what ignited the god's rage in ancient times, but they do record that for a year, she tore down her own temples and refused to let any plants grow. The mortals of the world, threatened with starvation, beseeched her to curb her wrath. In an effort led by Karametra's priests, nearly all of humanity prayed for a week, neither eating nor sleeping, praising Karametra for her serenity and generosity. After that time, she relented and produced a miraculous crop of grapes that cured illness and fed the people. Ever since then, her statues have been adorned with twining grape vines around their left wrists in commemoration of that event.\"}]}]}]},{\"type\":\"entries\",\"name\":\"Karametra's Champions\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Alignment\",\"entries\":[\"Usually neutral, often good\"]},{\"type\":\"entries\",\"name\":\"Suggested Classes\",\"entries\":[\"Cleric, fighter, paladin, ranger\"]},{\"type\":\"entries\",\"name\":\"Suggested Cleric Domains\",\"entries\":[\"Life, Nature\"]},{\"type\":\"entries\",\"name\":\"Suggested Backgrounds\",\"entries\":[\"Acolyte, folk hero, guild artisan, soldier, urchin\",\"Most champions of Karametra are advocates of community and family. They typically form tight-knit squads or surrogate families and take care of their people.\"]}]},{\"type\":\"entries\",\"name\":\"Karametra's Favor\",\"entries\":[\"Karametra grants her favor to champions in the mortal world who advance the cause of civilization and community. She nurtures the power and influence of those who provide food and care to others and has little patience for those who display arrogance and self-centeredness, instead elevating those who seek to elevate others.\",\"Although Karametra's demeanor is gentle, her call to service is nonnegotiable. She lavishes fortune and prosperity on those who serve her, but she will not be ignored. It is rare for her to abandon a champion, but neither will she allow a champion to abandon their service. The Karametra's Favor table offers suggestions for what might make the god of the harvest take notice of you.\",{\"type\":\"table\",\"caption\":\"Karametra's Favor\",\"colLabels\":[\"d6\",\"Circumstance\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You were an orphan who wandered into one of Karametra's temples seeking a meal and a safe place to spend the night.\"],[\"2\",\"You are a village leader who sees caring for your neighbors as your most important job.\"],[\"3\",\"You pioneered an agricultural innovation.\"],[\"4\",\"Though you have no children of your own, you have assembled a tight-knit chosen family.\"],[\"5\",\"You nearly bled to death in a farm field.\"],[\"6\",\"You sought Karametra's help on behalf of your community during a drought or natural disaster.\"]]}]},{\"type\":\"entries\",\"name\":\"Devotion to Karametra\",\"entries\":[\"Following Karametra means dedicating yourself to caring for others, promoting civilization and community, and putting the needs of others above your own. After all, Karametra asks nothing for herself. As a follower of Karametra, consider the ideals on the Karametra's Ideals table as alternatives to those suggested for your background.\",{\"type\":\"table\",\"caption\":\"Karametra's Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Devotion. My devotion to my god is more important to me than what she stands for. (Any)\"],[\"2\",\"Civilization. Nature achieves its highest calling when human communities make use of it. (Lawful)\"],[\"3\",\"Humility. I put the needs of others above my own and strive to lead through service. (Any)\"],[\"4\",\"Protection. I devote myself to ensuring that the vulnerable and the innocent can live in safety. (Good)\"],[\"5\",\"Bounty. I am generous and share what I have, hoping to improve the well-being of all around me. (Good)\"],[\"6\",\"Community. I strive to deepen the bonds of my family, companions, and neighbors. (Any)\"]]}]},{\"type\":\"entries\",\"name\":\"Earning and Losing Piety\",\"entries\":[\"You increase your piety score to Karametra when you expand the god's influence in the world in a concrete way through acts such as these:\",{\"type\":\"list\",\"items\":[\"Turning a wild field into fertile cropland\",\"Feeding those who are starving\",\"Defending a farm from monsters\",\"Building or restoring a temple to Karametra\"]},\"Your piety score to Karametra decreases if you diminish her influence in the world, contradict her ideals, or undermine her civilizing influence through acts such as these:\",{\"type\":\"list\",\"items\":[\"Destroying a settlement's food source\",\"Releasing and scattering domestic animals\",\"Diverting a water source needed for irrigation\",\"Starting a fire that threatens a settlement\"]}]},{\"type\":\"entries\",\"name\":\"Benefits of Piety\",\"entries\":[{\"type\":\"list\",\"columns\":2,\"items\":[\"{@reward Karametra's Devotee|MOT}\",\"{@reward Karametra's Votary|MOT}\",\"{@reward Karametra's Disciple|MOT}\",\"{@reward Champion of Harvests|MOT}\"]}]}]}]}]},{\"name\":\"Kelemvor\",\"source\":\"PHB\",\"page\":294,\"basicRules\":true,\"additionalSources\":[{\"source\":\"XGE\",\"page\":19}],\"pantheon\":\"Forgotten Realms\",\"alignment\":[\"L\",\"N\"],\"title\":\"God of the dead\",\"domains\":[\"Death\",\"Grave\"],\"symbol\":\"Upright skeletal arm holding balanced scales\"},{\"name\":\"Kelemvor\",\"altNames\":[\"The Lord of the Dead\",\"The Judge of the Damned\"],\"source\":\"SCAG\",\"page\":21,\"additionalSources\":[{\"source\":\"XGE\",\"page\":19}],\"pantheon\":\"Faerûnian\",\"alignment\":[\"L\",\"N\"],\"title\":\"God of the dead\",\"domains\":[\"Death\",\"Grave\"],\"symbol\":\"Upright skeletal arm holding balanced scales\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/SCAG/Symbol of Kelemvor.webp\"}},\"entries\":[\"Kelemvor is seen as a just, fair, and comforting god of death. Death comes to all, and when it occurs Kelemvor is there to take each soul by the hand and lead it to the proper afterlife. Kelemvor's priests teach that those who revere the gods according to the rites of their religion have done their proper service and will be offered the afterlife they seek.\",\"The faithful of Kelemvor provide people with peaceful transitions into the care of the Lord of the Dead. They help the dying put their affairs in order, and they officiate at funeral rites for those who can't afford the lavish ceremonies of their faith. The tenets of Kelemvor's faithful compel them to forestall or prevent untimely deaths whenever possible. Different sects and worshipers define \\\"untimely\\\" in different ways. One group might concentrate on stopping the spread of disease, another on the prevention of murder, and yet another on eliminating the scourge of the undead. In fact, all the faithful of Kelemvor despise the undead and work to some degree to eliminate them, for undead of any sort are seen as an abomination of the natural order. This belief obviously puts Kelemvor's faithful at odds with necromancers, priests of Myrkul, and others who promote the creation of the undead, and it also causes conflict from unexpected sources. For instance, priests of Kelemvor routinely destroy any writings about the creation of the undead that they find - an act that offends those who value knowledge for its own sake, such as the faithful of Oghma and Deneir. And there also exist undead that aren't evil, such as the baelnorn, which the elves consider holy. Kelemvor's devotees seek the end of such beings regardless of that fact.\"]},{\"name\":\"Keptolo\",\"source\":\"MTF\",\"page\":54,\"pantheon\":\"Drow\",\"alignment\":[\"C\",\"E\"],\"category\":\"The Dark Seldarine\",\"domains\":[\"Nature\",\"Trickery\"],\"province\":\"Beauty, hedonism, fertility\",\"symbol\":\"Mushroom\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Keptolo shows the way. Feed the vanity of your mistress, and all her treasures shall be yours. Be careful whom you offend, and keep an expendable companion nearby to hold culpable for your crimes. Gossip can be as deadly as the venom on an assassin's blade. Use the poison of words to destroy your rivals, that you may claim for yourself all they once presumed was theirs.\"],\"by\":\"Tezzeryn, Head Consort of House Bhaerynden, instructing his son\"},\"The ideal of what a male drow can become, Keptolo is handsome, stylish, witty, hedonistic, an outrageous flatterer, and sought after as a lover. He is also dangerous in his aspects as a subtle assassin and a whisperer of rumors. For those attributes, he is worshiped by ambitious males who hope to emulate him. Some succeed admirably and achieve great things beyond the reach of most males, but many more succumb to excesses of the flesh, dissipation, and disease, or they are ruined or murdered by a rival-who is also a true disciple of Keptolo.\",\"In most myths, Keptolo resides in the Demonweb Pits alongside Lolth, whom he serves as consort, more than a plaything but much less than an equal. Keptolo is a bitter enemy of Zinzerena, who deceives and uses him as a tool in many of the stories about the Dark Seldarine.\"]},{\"name\":\"Keranos\",\"source\":\"MOT\",\"page\":55,\"pantheon\":\"Theros\",\"alignment\":[\"C\",\"N\"],\"title\":\"God of Storms\",\"domains\":[\"Knowledge\",\"Tempest\"],\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/MOT/036-02-03-keranos.webp\"}},\"piety\":true,\"entries\":[{\"type\":\"section\",\"entries\":[\"Keranos is the god of storms and wisdom. Merciless and impatient, Keranos is equally likely to strike out at mortals with a bolt of inspiration or a blast of lightning. To revere Keranos is to exult in the power of wisdom, clarity of purpose, and the fury of the storm. He is favored by tinkerers, inventors, and sailors as well as those seeking solutions to intractable problems. He doesn't tolerate the company (or the worship) of fools, and he despises vapidity and indecision.\",\"Keranos rarely appears directly to mortals, preferring to communicate through an epiphany or a crashing bolt of lightning. When he does deign to manifest in the mortal world, Keranos prefers the form of a stout, bearded, male human wearing a purple loincloth girdled in a mithral chain belt with a clasp in the form of a dragon's skull. His bearing is upright and stern, with a clipped, brusque way of speaking. Particularly clever plans and observations bring a hint of a smile to his face. When interacting with mortals, Keranos sometimes appears in the form of a great horned owl with lightning strikes flashing in its eyes.\",{\"type\":\"entries\",\"name\":\"Keranos's Influence\",\"entries\":[\"Keranos is the embodiment of wisdom and insight unhindered by compassion or patience. Just as the storm vents its fury unpredictably and without warning, so does Keranos deliver the wisdom he chooses to impart.\",\"A storm, for all its unpredictability, can still be weathered by those who apply foresight and knowledge. So it is when dealing with Keranos. He rewards those who act with forethought and decisiveness and punishes the reckless for their stupidity.\",\"Those who seek to solve enigmas and create wonders of art and science often invoke his name. The creative process is fraught with frustration, and his insights make short work of such hindrances as easily as the lightning parts a mighty oak.\",\"Keranos dispenses inspiration without regard for the morality of its application. He is just as likely to reward the shrewd general seeking to topple a polis as a gentle healer searching for a cure for a malady. Good and evil don't color his thinking, only action and the thrill of birthing new ideas into the world. Furthering the act of creating—be it ideas, weapons, art, or magic—is what matters most.\",{\"type\":\"entries\",\"name\":\"Keranos's Goals\",\"entries\":[\"For good or ill, Keranos exists as a disruptive force. He doesn't desire authority over other gods and, in fact, doesn't particularly enjoy their company. Keranos finds satisfaction in investing bright mortals with prescient visions to see how they adapt. Those who prove themselves decisive and intelligent, such as the missing Queen Cymede of Akros, earn his grudging respect and continued blessings of precognition. He finds satisfaction not only in granting insight, but also in expressing the awesome fury of the storm. Where others see only chaos and destruction in storms, he sees them as shaping the firmament in ways that challenge and engage mortals. His blasts of lightning set house and forest ablaze, thus rendering the soil clear for new life and new creations. His is a vision he alone is equipped to see. He is content to watch his divine kinfolk scheme and plot while he looks on, stern and inscrutable.\"]},{\"type\":\"entries\",\"name\":\"Divine Relationships\",\"entries\":[\"Keranos is neither friendly nor sociable, so his dealings with most of the rest of the pantheon tend to be terse, formal, and brief. This doesn't mean that no interactions of note take place, however.\",\"Of all the gods, Thassa has the most cordial relationship with Keranos. He enjoys the sea god's love of ancient lore, introspection, and complex patterns. The two sometimes talk for days at a time debating the flaws in ancient sophistries and discussing the meaning of the stars. Thassa, imperturbable and constant, makes the ideal counter to the wise yet temperamental Keranos.\",\"Another interesting relationship exists with Purphoros. The passions of the divine blacksmith run hot, as does the need to create. The melding of Keranos's inspiration with Purphoros's passion is a formidable combination. This partnership resulted in the creation of Epiphany, Keranos's mighty javelin.\"]}]},{\"type\":\"entries\",\"name\":\"Worshiping Keranos\",\"entries\":[\"Keranos's name is often invoked by those amid a storm who seek safety, or by someone who is faced with a particularly difficult problem. Only the foolhardy call out to Keranos frivolously or in jest, since he might well smite the offender with a bolt from the blue.\",\"In Akros, where Queen Cymede actively promoted the worship of Keranos, elaborate ceremonies are conducted beginning just before the first summer thunderstorm. Intricate, open-framed sand paintings with complex geometric shapes are created by dancers in flowing blue silken wraps. Then, as the rains fall, the paintings are washed away, symbolizing the impermanence of genius and the power of change. Akroan oracles strive to predict the exact time of the first storm in hopes of allowing enough time to stage the celebration. A similar festival in Meletis, called the Lightning Festival, gives its name (Astrapion) to the third month of the year.\",\"On the last day of every month, Keranos's priests and laity bring offerings of fish and distilled spirits to his temples. The fish are cooked under a skylight open to the stars, with a shot of spirits thrown on the fire.\",{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/MOT/037-02-10.webp\"},\"credit\":\"Daarken\"},{\"type\":\"insetReadaloud\",\"name\":\"Myths of Keranos\",\"entries\":[\"The myths and legends told of Keranos's deeds demonstrate his wisdom and wrath, dispensed in equal measure.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Epiphany\",\"entry\":\"The lightning bolt is a symbol of both Keranos's fury and his ability to inspire. Pondering this combination, he entreated Purphoros to create a mighty weapon, a javelin that strikes with the force of the storm. Keranos channeled his anger into a furious storm, which Purphoros then captured and smithed into a gleaming javelin that hummed with power. When Keranos wants to send a message, of either destruction or enlightenment, Epiphany is his tool of choice.\"},{\"type\":\"item\",\"name\":\"Font of Fortunes\",\"entry\":\"In ages past, Keranos created a bronze font fed by a pure mountain stream that would grant great oracular power if one drank deeply from it. As Keranos wanted only the wisest and most clever mortals to gain his favor, the font lies at the end of a series of fierce traps and riddles. It exists both in and out of Nyx, hidden to all but the most diligent of seekers.\"},{\"type\":\"item\",\"name\":\"Lightning Diadem\",\"entry\":\"Years ago, Keranos received an exquisitely cut sapphire set in a delicate silver diadem as an offering. Deeply appreciative of the skill and craftsmanship required to create it, Keranos imbued the gem with a spark of divine genius. Inventors and philosophers coveted the diadem, for it conferred a fraction of Keranos's inspiration to the wearer—granting incredible insights or fracturing the wearer's sanity. Its last owner, the tormented genius Zexso the Unblinking, is said to have created a massive contraption to assure that the lightning diadem wouldn't shatter the mind of any other mortal. The inventor's machine launched the diadem into the heavens, where it's said to have landed upon a griffin-inhabited island floating in the clouds.\"},{\"type\":\"item\",\"name\":\"Riddle of Lightning\",\"entry\":\"Once, an arrogant oracle boasted of her infallible insight, which flowed from Keranos himself. Bemused, the storm lord arranged for the oracle to meet a particularly cunning sphinx and engage in an epic battle of wits. The objective set forth by Keranos was to solve the Riddle of Lightning, an enigma devised by Keranos himself. After days of deliberation, the oracle realized the answer, only to be struck down by a bolt from the heavens. Among the faithful nowadays, the term \\\"Riddle of Lightning\\\" is used to denote a question that one is better off not knowing the answer to.\"},{\"type\":\"item\",\"name\":\"Silent Storm\",\"entry\":\"Occasionally, Keranos seeks to make his will known with all the subtlety of the master of storms. Should lightning strike the same point multiple times yet never echo with thunder, followers of Keranos claim that is the way their god draws attention to secrets he wishes to share. While repeat lightning strikes would normally cause considerable damage, strikes that convey the god's will often leave a scorch in the shape of Keranos's symbol or no mark at all.\"}]}]}]},{\"type\":\"entries\",\"name\":\"Keranos's Champions\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Alignment\",\"entries\":[\"Usually chaotic, often neutral\"]},{\"type\":\"entries\",\"name\":\"Suggested Classes\",\"entries\":[\"Barbarian, bard, cleric, druid, sorcerer, wizard\"]},{\"type\":\"entries\",\"name\":\"Suggested Cleric Domains\",\"entries\":[\"Knowledge, Tempest\"]},{\"type\":\"entries\",\"name\":\"Suggested Backgrounds\",\"entries\":[\"Acolyte, entertainer, guild artisan, noble, sage, sailor\",\"Most champions of Keranos are calm under pressure, creative, and clever. They often seek to challenge the status quo and thrill at wielding the power of the storm.\"]}]},{\"type\":\"entries\",\"name\":\"Keranos's Favor\",\"entries\":[\"Keranos chooses champions who are deliberate and wise, yet able to bring the storm's fury when needed. He expects his champions to be aggressive and self-reliant and disdains the lazy and the foolish, who deserve whatever ill fortune befalls them.\",\"The god of storms is inscrutable at the best of times; thus, it can be difficult to discern why you've earned his favor. What prompted him to gift you with foreknowledge of important events? How have you demonstrated your potential? The Keranos's Favor table offers a handful of suggestions.\",{\"type\":\"table\",\"caption\":\"Keranos's Favor\",\"colLabels\":[\"d6\",\"Circumstance\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You were born amid a great storm that destroyed most of your village.\"],[\"2\",\"One of your parents was struck by lightning.\"],[\"3\",\"As a child, you were favored by an oracle of great power who saw Keranos's spark within you.\"],[\"4\",\"You solved a riddle, puzzle, or cipher that was previously thought unsolvable.\"],[\"5\",\"You were born under auspicious stars.\"],[\"6\",\"You have no idea why Keranos grants you visions, and the burden weighs heavily on your soul.\"]]}]},{\"type\":\"entries\",\"name\":\"Devotion to Keranos\",\"entries\":[\"Just as the storm is unpredictable and often dangerous, so is service to the lord of storms. Keranos's devotees hatch their grand designs always with an eye on the darkening sky. As a follower of Keranos, consider the ideals on the Keranos's Ideals table as alternatives to those suggested for your background.\",{\"type\":\"table\",\"caption\":\"Keranos's Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Devotion. My devotion to my god is more important to me than what he stands for. (Any)\"],[\"2\",\"Wisdom. The pursuit of knowledge and insight is the highest aspiration one can achieve. (Any)\"],[\"3\",\"Foresight. Fortune favors the prepared, not so much the bold. (Neutral or lawful)\"],[\"4\",\"Fury. I am the storm and will not be denied. (Chaotic)\"],[\"5\",\"Impatience. Whatever it takes to reach an epiphany, I will do it. (Chaotic)\"],[\"6\",\"Change. There are no constants in this life. If we don't innovate and adapt, we are doomed. (Chaotic)\"]]}]},{\"type\":\"entries\",\"name\":\"Earning and Losing Piety\",\"entries\":[\"You increase your piety score to Keranos when you expand the god's influence in the world in a concrete way through acts such as these:\",{\"type\":\"list\",\"items\":[\"Solving a challenging riddle or puzzle\",\"Smiting the unwise and foolish in Keranos's name\",\"Helping a polis successfully plan for or adapt to a threat\",\"Building or restoring a temple to Keranos\"]},\"Your piety score to Keranos decreases if you diminish Keranos's influence in the world, contradict his ideals, or make him look ridiculous or ineffectual through acts such as these:\",{\"type\":\"list\",\"items\":[\"Jeopardizing others through rash or foolish actions\",\"Willingly subverting or impeding a wise course of action\",\"Failing to plan appropriately for a challenge\",\"Giving in to wanton fury and destruction\"]}]},{\"type\":\"entries\",\"name\":\"Benefits of Piety\",\"entries\":[{\"type\":\"list\",\"columns\":2,\"items\":[\"{@reward Keranos's Devotee|MOT}\",\"{@reward Keranos's Votary|MOT}\",\"{@reward Keranos's Disciple|MOT}\",\"{@reward Champion of Storms|MOT}\"]}]}]}]}]},{\"name\":\"Khedive Xundi\",\"source\":\"TDCSR\",\"page\":40,\"pantheon\":\"Exandria\",\"alignment\":[\"C\",\"N\"],\"title\":\"Lord of Silver Silt\",\"category\":\"Lesser Idols\",\"province\":\"Genie\",\"entries\":[\"Only about a year ago, a genie of elemental water was freed from captivity beneath Nicodranas—a city in {@book Wildemount|TDCSR|3|Wildemount}, on the other side of the {@book Lucidian Ocean|TDCSR|3|Lucidian Coast}. This marid, named Kedive Xundi, has now returned to his Palace of Silver Silt on the Elemental Plane of Water, and is happy to remain there—but he is itching for payback.\",\"But that's a continent away, and Xundi has time for both payback and entertainment. While he manipulates mortals on {@book Wildemount's|TDCSR|3|Wildemount} Menagerie Coast, he also has deposited a beautiful clay amphora in the port city of {@book Stilben|TDCSR|3|Stilben}. Through this item, he watches passersby, occasionally enticing foolish mortals to pick it up and give it a rub. From there, Xundi offers them power, with no strings attached—save for a request for them to go on the most thrilling adventures a little mortal can. And maybe, if they survive long enough and become powerful enough, the marid will invite that mortal and their friends to his Palace of Silver Silt for a grand banquet, all the pleasures they can imagine, and then a request for them to engage in the most thrilling adventure he can think of—and Xundi has had the length of a most interminable imprisonment to think of incredible adventures.\"]},{\"name\":\"Kiaransalee\",\"source\":\"MTF\",\"page\":54,\"pantheon\":\"Drow\",\"alignment\":[\"C\",\"E\"],\"category\":\"The Dark Seldarine\",\"domains\":[\"Arcana\",\"Death\"],\"province\":\"Necromancy\",\"symbol\":\"Drow hand wearing many silver rings\",\"entries\":[\"The drow god of vengeance and undeath, called the Revenancer, is portrayed in some legends as a fierce female clad in silver and translucent veils, and in others as a banshee. In either version, her hands bear many glittering silver rings, and this image is recognized as her symbol.\",\"Drow see Kiaransalee as the patron of vengeance because she is said to have died and returned from death to get her revenge, bringing an army of the dead back with her. Various communities of her worshipers have differing ideas about who killed her and why, but typically the murderer is portrayed as having the features of some kind of creature the drow have great hatred for. Followers of Kiaransalee don't trouble themselves greatly over these details, because all the stories could be true: the Revenancer is believed to have returned from death over and over again.\",\"Vengeance is the aspect of Kiaransalee that appeals to most drow, because it becomes a necessity in every ambitious drow's life-usually more than once. The state of undeath is of less concern to them, but those who practice necromancy turn to Kiaransalee for guidance and for protection from undead.\",\"Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight.\",\"Drow believe that Kiaransalee was driven mad by returning from death as a god so many times, but her followers aren't discouraged by this assessment. Despite her madness, her actions are guided by a deep and devious cunning-a trait that drow attach more importance to than they do to sanity.\"]},{\"name\":\"Kiaransalee\",\"source\":\"SCAG\",\"page\":23,\"pantheon\":\"Drow\",\"alignment\":[\"C\",\"E\"],\"title\":\"Goddess of necromancy\",\"domains\":[\"Arcana\"],\"symbol\":\"Female drow hand wearing many silver rings\"},{\"name\":\"Kiri-Jolith\",\"source\":\"DSotDQ\",\"page\":14,\"pantheon\":\"Dragonlance\",\"alignment\":[\"L\",\"G\"],\"category\":\"Good\",\"province\":\"Honor, war\",\"symbol\":\"Bison's horns\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/DSotDQ/011-00-038.o-good-trio.webp\"},\"title\":\"Symbols Left to Right: Kiri-Jolith, Majere, and Mishakal\",\"credit\":\"CoupleOfKooks\"},\"entries\":[\"Kiri-Jolith is the god of righteous war. He blesses all who fight in the name of good and scorns those who delight in slaughter and lust for battle. He is particularly revered by the Knights of the Sword, an order of the Knights of Solamnia that seeks to root out evil wherever it dwells.\"]},{\"name\":\"Kiri-Jolith\",\"source\":\"PHB\",\"page\":295,\"pantheon\":\"Dragonlance\",\"alignment\":[\"L\",\"G\"],\"title\":\"God of honor and war\",\"category\":\"The Gods of Good\",\"domains\":[\"War\"],\"symbol\":\"Bison's horns\"},{\"name\":\"Kirith Sotheril\",\"source\":\"MTF\",\"page\":43,\"pantheon\":\"Elven\",\"alignment\":[\"N\",\"G\"],\"category\":\"The Seldarine\",\"domains\":[\"Knowledge\",\"Trickery\"],\"province\":\"Divination, illusion\",\"symbol\":\"Rainbow sphere\"},{\"name\":\"Klothys\",\"source\":\"MOT\",\"page\":58,\"pantheon\":\"Theros\",\"alignment\":[\"N\"],\"title\":\"God of Destiny\",\"domains\":[\"Knowledge\",\"War\"],\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/MOT/038-02-03-klothys.webp\"}},\"piety\":true,\"entries\":[{\"type\":\"section\",\"entries\":[\"Believed to have sprung into existence during Theros's earliest days, Klothys is the god of destiny and, along with Kruphix, one of the plane's original deities. She oversees the order of the cosmos, ensuring that all things remain in their proper place, knowing how easily the cosmic balance could be undone if she were not vigilant. On the heels of a near-catastrophic upset of the cosmic order—the rise to godhood and subsequent defeat of the satyr Xenagos—Klothys has emerged from the Underworld for the first time in mortal memory to untangle the strands of destiny and set the world right.\",\"Klothys typically appears as a woman with six curling horns and an impossibly long mane of pale hair that cascades around her horns, drapes over her eyes, and spools into her spear-like weapon and the various other spindles she carries.\",\"Beneath her outward calm, Klothys seethes at the way mortals and gods alike have pulled apart and rearranged the threads of destiny to feed their petty ambitions. Her peaceful mien falls away in the presence of such villains. In her rage, her red-glowing eyes come into view through the veil of her hair, and she wields burning strands of hair as a devastating weapon.\",{\"type\":\"entries\",\"name\":\"Klothys's Influence\",\"entries\":[\"Klothys is the embodiment and enforcer of destiny. Largely forgotten after ages spent in the Underworld, Klothys has only recently emerged, brimming with silent frustration at the state of Theros.\",\"Each strand of Klothys's hair is part of the fabric of destiny, the natural order that underpins all existence. Her followers claim to see these strands woven into all things, granting them understanding of cosmic truths and insights into how the future should unfold.\",\"Klothys withdrew to the Underworld ages ago to keep watch over the imprisoned titans and ensure they couldn't escape and destroy the order she had established. Due to this undertaking, she is also the god of secrets best kept quiet and powers best untouched.\",{\"type\":\"entries\",\"name\":\"Klothys's Goals\",\"entries\":[\"Once content to oversee and preserve destiny from the Underworld, Klothys now endeavors to undo the cosmic damage caused by Heliod, Xenagos, and ambitious mortals in recent years. The ways in which they ravaged reality to realize their selfish dreams has threatened Theros, and only by untangling the strands of destiny can Klothys set things right. The status quo she seeks to restore, however, comes with a cost in mortal casualties and societal upheaval that would accompany this process. She intends to humble the same institutions that condoned or committed these crimes against Theros. When her efforts have laid low the proud, the defiant, and the exploitative, then Klothys will have restored the natural order and ensured the world's survival.\"]},{\"type\":\"entries\",\"name\":\"Divine Relationships\",\"entries\":[\"Klothys views many of the gods with disdain, considering them to be complicit in Xenagos's theogenesis, Heliod's acts of arrogance, or both. She reserves special contempt for Heliod and his champions, relishing every opportunity to teach them humility.\",\"Klothys also clashes with other gods associated with order and progress, seeing their defiance of the natural order as a dangerous affront. Ephara's ravenous colonization, Iroas's passion for overcoming insurmountable odds, and Karametra's taming of nature all run the risk of inspiring ambitious mortals who lust for ever more power and strain to break away from their proper place in the cosmos.\",\"Klothys respects the other gods whose interests balance creation and destruction, such as Thassa, Purphoros, and Nylea, considering them better attuned to Theros's needs and destiny's myriad outcomes. Nylea shares Klothys's delight in the world's natural cycles. Purphoros's willingness to build and demolish appeases Klothys—as well as the fact that he despises Heliod as much as she does.\",\"Klothys's relationships with Erebos and Athreos are complicated. Ages spent in the Underworld with Erebos have driven home for her how arrogant and tyrannical he is, as ready to commit the same sins as Heliod if given the opportunity. Even so, Erebos and Klothys maintain a level of mutual respect. Until recently, Klothys and Athreos were unflappable allies. But now her emergence from the Underworld has blurred the borders between the realms, as she draws horrors into the mortal realm with her and thereby raises Athreos's ire.\",\"Of course, Klothys trusts no other god as much as she does Kruphix, who also recalls Theros's earliest hours. The two have a deep respect for one another.\"]}]},{\"type\":\"entries\",\"name\":\"Worshiping Klothys\",\"entries\":[\"Klothys doesn't trace her origins to mortal devotion, and she has languished in obscurity for almost the whole of human history. Unlike the other gods (except Kruphix), she doesn't need worship to sustain or empower her, and she doesn't seek out reverence or demand it. By and large, mortals are irrelevant to her, except insofar as they have played a role in tangling the strands of destiny by defying nature's order.\",{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/MOT/039-02-11.webp\"},\"credit\":\"Magali Villeneuve\"},{\"type\":\"insetReadaloud\",\"name\":\"Myths of Klothys\",\"entries\":[\"Klothys is barely remembered in the mortal world, having sequestered herself in the Underworld while human civilization was in its infancy. Some surviving myths speak of a personified \\\"destiny\\\" in a way that vaguely suggests the possibility of an actual god's involvement.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Rage of Titans\",\"entry\":\"The greatest threat to the young world of Theros was the godlike race of titans, born from the same swirling chaos as the world itself. Before any order could be imposed on the world, the titans had to be contained. Kruphix and Klothys worked together to imprison the titans in the deepest pits of the Underworld. Klothys voluntarily bound herself in the Underworld to keep the titans imprisoned, but that is, after all, the nature of destiny: once the natural order of the world had been put in place and preserved, no further action should have been required on her part to maintain it.\"},{\"type\":\"item\",\"name\":\"The Smoking Strand\",\"entry\":\"Hidden far from civilized coasts lies a strand of Klothys's hair that she purposefully plucked. Knotted in on itself, the strand appears as a seething ball of dense smoke. Any who touch the strand risk having it invade them, infecting them with a pernicious destiny that Klothys herself tore from the natural order. None can say what terrible destiny the Smoking Strand drives its possessor toward, but the ruins within which it lies might give some hint—caverns burrowed deep into a mountain of petrified bodies, the twisted obsidian corpses of humanoids and animals alike.\"},{\"type\":\"item\",\"name\":\"Twins at War\",\"entry\":\"The newly formed gods Kruphix and Klothys emerged from opposite sides of the roiling tangle of possibilities that eventually gave birth to Theros. At first the two battled for supremacy, but they soon realized their conflict left their young world vulnerable to dangers from both inside and out. Putting their rivalry aside, the pair agreed it was better to share and have something than let their struggles destroy all creation.\"},{\"type\":\"item\",\"name\":\"Walkers of Woe\",\"entry\":\"The nightmarish creatures known as woe striders are said to be products of Klothys's punishment. These beings descend from an age when some mortals learned to unshackle themselves from the strands of destiny. To what end is a question lost to time, but Klothys put a quick end to these blasphemers and eradicated nearly all knowledge of their methods. Ever since, the shades of these accursed mortals have walked the Underworld as woe striders, monstrosities endlessly seeking strands of destiny that they might use to replace their own discarded lots.\"}]}]}]},{\"type\":\"entries\",\"name\":\"Klothys's Champions\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Alignment\",\"entries\":[\"Usually neutral\"]},{\"type\":\"entries\",\"name\":\"Suggested Classes\",\"entries\":[\"Barbarian, cleric, ranger, warlock\"]},{\"type\":\"entries\",\"name\":\"Suggested Cleric Domains\",\"entries\":[\"Knowledge, War\"]},{\"type\":\"entries\",\"name\":\"Suggested Backgrounds\",\"entries\":[\"Folk hero, hermit, outlander, sage\",\"Most champions of Klothys believe it is their destiny to fulfill a particular role or seek answers to omens they struggle to understand. They are passionate about punishing those who violate the cosmological order.\"]}]},{\"type\":\"entries\",\"name\":\"Klothys's Favor\",\"entries\":[\"Klothys hasn't had a mortal champion before. Upon emerging from the Underworld, she created a host of Nyxborn agents to help her restore Theros to its proper path. You might be one of these so-called Agents of Destiny (if you choose the Nyxborn supernatural gift, described in chapter 1), single-minded in the purpose for which you were made. Or you might be among the first of a new cadre of followers of Klothys. The Klothys's Favor table suggests some possible connections between the god and a mortal follower.\",{\"type\":\"table\",\"caption\":\"Klothys's Favor\",\"colLabels\":[\"d6\",\"Circumstance\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Your family suffered during the rise of Xenagos, leaving you with unresolved rage.\"],[\"2\",\"You swore yourself to Klothys, offering your service in exchange for reprieve from a mundane destiny.\"],[\"3\",\"Born under an ill omen, you were victimized by your neighbors' superstitions before realizing that you were destined to serve Klothys.\"],[\"4\",\"You lost a loved one to the upheaval that followed Klothys from the Underworld. You planned revenge, but were awed at the sight of her and devoted yourself to her service.\"],[\"5\",\"You were a champion of Heliod until the emergence of Klothys showed you the danger of Heliod's hubris.\"],[\"6\",\"You don't know why Klothys has shown interest in you.\"]]}]},{\"type\":\"entries\",\"name\":\"Devotion to Klothys\",\"entries\":[\"To follow Klothys is to accept the natural order of the cosmos and your place in it. It means accepting your destiny even as you strive against the bonds of fate. As a follower of Klothys, consider the ideals on the Klothys's Ideals table as alternatives to those suggested for your background.\",{\"type\":\"table\",\"caption\":\"Klothys's Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Devotion. My devotion to my god is more important to me than what she stands for. (Any)\"],[\"2\",\"Stewardship. Preservation of the natural order supersedes the needs of civilization. (Neutral)\"],[\"3\",\"Humility. It is hubris to aspire to a higher place in the natural order than we are given. (Lawful)\"],[\"4\",\"Vigilance. Those who defy or manipulate destiny are menaces that must be stopped. (Neutral)\"],[\"5\",\"Fury. The world must be cleansed to make way for a new start. (Chaotic)\"],[\"6\",\"Protection. When gods or mortals go mad with power, it's the powerless who suffer, and I mean to keep them safe. (Good)\"]]}]},{\"type\":\"entries\",\"name\":\"Earning and Losing Piety\",\"entries\":[\"You increase your piety score to Klothys when you expand the god's influence in the world in a concrete way through acts such as these:\",{\"type\":\"list\",\"items\":[\"Defeating a creature that has stepped out of its place\",\"Repairing a significant wound dealt to destiny by the gods' ambitions\",\"Teaching people about Klothys, her nature, and her return\"]},\"Your piety score to Klothys decreases if you diminish her influence in the world, contradict her ideals, or threaten the integrity of destiny through acts such as these:\",{\"type\":\"list\",\"items\":[\"Undoing a deserved punishment or curse suffered by another creature\",\"Willfully destroying a natural wonder\",\"Assisting a creature in undermining the natural order or exploiting destiny\"]}]},{\"type\":\"entries\",\"name\":\"Benefits of Piety\",\"entries\":[{\"type\":\"list\",\"columns\":2,\"items\":[\"{@reward Klothys's Devotee|MOT}\",\"{@reward Klothys's Votary|MOT}\",\"{@reward Klothys's Disciple|MOT}\",\"{@reward Champion of Destiny|MOT}\"]}]}]}]}]},{\"name\":\"Kol Korran\",\"source\":\"ERLW\",\"page\":141,\"pantheon\":\"Eberron\",\"category\":\"The Sovereign Host\",\"domains\":[\"Trickery\"],\"province\":\"Trade, travel\",\"symbol\":\"Nine-sided gold coin {@i or} white dragon\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/ERLW/The Sovereign Host.webp\"},\"title\":\"The Sovereign Host\"},\"entries\":[\"Kol Korran is the Sovereign of World and Wealth. He guards travelers and guides traders. Although the Trickery domain is suggested for his clerics, Kol Korran guides fair negotiation; those driven solely by greed prefer the Keeper of the Dark Six.\"]},{\"name\":\"Kol Korran\",\"source\":\"PHB\",\"page\":296,\"pantheon\":\"Eberron\",\"alignment\":[\"N\"],\"title\":\"God of trade and wealth\",\"category\":\"The Sovereign Host\",\"domains\":[\"Trickery\"],\"symbol\":\"Nine-sided gold coin\"},{\"name\":\"Kord\",\"source\":\"DMG\",\"page\":10,\"pantheon\":\"Dawn War\",\"alignment\":[\"C\",\"N\"],\"title\":\"God of strength and storms\",\"domains\":[\"Tempest\"],\"symbol\":\"Sword with a lightning bolt cross guard\"},{\"name\":\"Kord\",\"reprintAlias\":\"The Stormlord\",\"source\":\"EGW\",\"page\":23,\"pantheon\":\"Exandria\",\"alignment\":[\"C\",\"N\"],\"title\":\"the Storm Lord\",\"category\":\"Prime Deities\",\"domains\":[\"Tempest\",\"War\"],\"province\":\"Battle, competition, storms\",\"symbol\":\"Four bolts of lightning radiating from the center of a shield\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/EGW/Symbol of Kord.webp\"},\"credit\":\"Claudio Pozas\"},\"entries\":[\"Where thunder booms and conflict rises, prayers to the Storm Lord are shouted into the maelstrom. Reveling in all tests of strength, Kord blesses those who prove themselves on the battlefield. Worshiped by athletes and warriors all across Exandria, he exalts those whose force of spirit and desire for victory call his attention. He brings tumultuous storms over land and sea, and those who wish for clearer skies offer their praises and prayers to appease him.\",\"Kord dwells among the roving settlements and battlefields within the rugged and glorious realm of Ysgard, where struggle, victory, and celebration shape the landscape and those who reside there.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Depiction\",\"entries\":[\"Within his temples, Kord is shown as a quintessential warrior, often nude with a beard and short, curled hair. As the epitome of muscle and strength, most art depicts the Storm Lord in a stance of dominance, and perhaps wrestling a terrible beast.\"]},{\"type\":\"entries\",\"name\":\"Holy Day\",\"entries\":[\"Kord's holy day is the Day of Challenging, which is celebrated on the seventh day of the second month. The Day of Challenging is one of the most raucous holidays in Port Damali, and thousands of spectators attend the annual Godsbrawl held in the Temple of Kord to root for their favored deity's champion, particularly the chosen champions of the Storm Lord and the All-Hammer.\"]}]},{\"type\":\"entries\",\"name\":\"Commandments of Kord\",\"entries\":[{\"type\":\"list\",\"items\":[\"Bravery above all. There is no glory in cowardice.\",\"Strength is the path to greatness, but greatness is the responsible use of strength.\",\"The glory of the Storm Lord lives through your own glory on the battlefield.\"]}]}]},{\"name\":\"Kord\",\"source\":\"PHB\",\"page\":295,\"pantheon\":\"Greyhawk\",\"alignment\":[\"C\",\"G\"],\"title\":\"God of athletics and sport\",\"domains\":[\"Tempest\",\"War\"],\"symbol\":\"Four spears and four maces radiating out from a central point\"},{\"name\":\"Kord\",\"source\":\"XDMG\",\"page\":148,\"pantheon\":\"Greyhawk\",\"title\":\"the Brawler\",\"worshipers\":\"Athletes, berserkers\",\"plane\":\"Ysgard\",\"symbol\":\"Spears and maces radiating from a point\"},{\"name\":\"Kossuth\",\"source\":\"SCAG\",\"page\":21,\"pantheon\":\"Faerûnian\",\"alignment\":[\"N\"],\"title\":\"God of fire\",\"domains\":[\"Light\"],\"symbol\":\"Flame\"},{\"name\":\"Kren\",\"source\":\"HWCS\",\"page\":67,\"pantheon\":\"Amaranthine\",\"alignment\":[\"N\",\"E\"],\"title\":\"the Sly\",\"domains\":[\"Trickery\"],\"dogma\":\"Guile is the greatest weapon at your disposal. Hone it, use it, and your fangs will always find their mark.\",\"symbol\":\"An eye wreathed in fangs\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/HWCS/Kren-Symbol.webp\"}},\"entries\":[\"The Amaranthine of predation and guile, Kren is portrayed as a great fox-like beast, whose form is usually obscured by shadows. The only known parts of her form are her fangs and her eyes, glinting as they catch the light. Kren appears in many tales, as often a villain as a hero, and even then it is rare that her motives are laudable. Yet, one can learn from Kren, for her stories often demonstrate how hubris can be exploited, how heroes can be laid low, and how there is no weapon so deadly as flattery.\",\"The patron spirit of the vulpin, Kren teaches them to walk the line between savagery and sophistication, and how and when each should be used. For many other humblefolk she demonstrates the value of cunning, showing that no creature is so wise or mighty that they cannot be taken advantage of.\",\"Stories of her origin are often vague and contradictory. A popular vulpin myth tells that Kren came from a time before life existed on Everden. That she was an ancient force, ready to feast on a world full of new and fresh meat, who simply awoke when the Dawnmother and Nightfather set creation in motion. Others believe she was the first vulpin, who ascended from an ordinary fox. As the story goes, Kren tricked the Dawnmother into allowing her to watch over the Amaranthine's two divine feathers. Kren ate a single feather and became the Amaranthine of guile. This is why the Dawnmother only carries one feather in her beak.\",\"Kren isn't worshiped in the same way as other Amaranthine. Rather, Kren is invoked in stories to teach the dangers of vainglory. Many outlaws keep shrines to her patronage. These individuals include thieves, smugglers, and purveyors of black market goods. Priests of Kren use her stories to teach others how to be crafty and cunning, but also to be cautious of the wiles of others. There are those, however, who invoke Kren for dark rites and rituals to gain power for themselves. Kren is always ready to make bargains with such supplicants, but all who do are fated to be devoured by her when their lives finally come to an end.\",{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/HWCS/Kren.webp\"}}]},{\"name\":\"Kruphix\",\"source\":\"MOT\",\"page\":61,\"pantheon\":\"Theros\",\"alignment\":[\"N\"],\"title\":\"God of Horizons\",\"domains\":[\"Knowledge\",\"Trickery\"],\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/MOT/040-02-03-kruphix.webp\"}},\"piety\":true,\"entries\":[{\"type\":\"section\",\"entries\":[\"Kruphix is the enigmatic god of mysteries, horizons, and the passage of time. His followers claim that he knows not only everything that is known at present, but everything that has ever been known by anyone.\",\"Quiet surrounds Kruphix like a shroud. Standing apart from the other gods, he speaks rarely, even to his most favored followers. When he does communicate, it is often as a barely audible whisper. Kruphix can speak with a booming voice directly into the minds of all the other gods simultaneously, though, doing so when something threatens the cosmic order.\",\"Kruphix's true form is more abstract than that of any of the other gods. He appears only in star-filled silhouette, usually as a hooded, four-armed figure of indeterminate species and gender. Two of the stars in his \\\"body\\\" often shine brightly, suggesting eyes. Kruphix's starry silhouette sometimes takes the form of a bird or a whale.\",{\"type\":\"entries\",\"name\":\"Kruphix's Influence\",\"entries\":[\"Kruphix holds dominion over everything unseen or unknown. He is associated with the horizon—the brink of the unknown—and with navigation. His followers include scholars, sages, and a handful of sailors who have an inclination toward the mystical.\",\"Perfect understanding is like the horizon: easy to move toward, but impossible to reach. Kruphix knows everything that has ever been known on Theros, so he and only he decides which secrets should be loosed upon the world, and which must be kept forever hidden. He has existed since before mortals occupied Theros and numbers among the few who understand the role of mortal belief in shaping the younger gods—a concept even most gods don't fully comprehend.\",\"Kruphix is the only being who has the ability to seal the borders between the mortal realm and Nyx. He uses this power to safeguard the mortal world from reckless divine meddling and enforce the balance of power among the gods and their faithful.\",\"Because of his lack of followers, many mortals consider Kruphix a minor god, even obscure. To the other gods, however, he is a force within the pantheon, worthy of both respect and wariness.\",{\"type\":\"entries\",\"name\":\"Kruphix's Goals\",\"entries\":[\"More than any other god, Kruphix simply {@i is}. He seeks nothing but to oversee the acquisition of knowledge, maintain the cycles of time, and uphold the divine order. He views his fellow gods as petty and vengeful, and he opposes anyone who tries to obtain power that would upset the delicate balance of the pantheon.\",\"Kruphix is the eldest of the gods and sees it as his responsibility to rein in the excesses of his younger siblings. Unlike Heliod, Kruphix knows that he isn't powerful enough to impose his will unilaterally. Instead, he plays the other gods against one another and serves as a mediator in their endless disputes. He takes care to ensure that the other gods view him as impartial, which he considers essential to maintaining his authority.\"]},{\"type\":\"entries\",\"name\":\"Divine Relationships\",\"entries\":[\"Kruphix strives to hold himself above the disputes of the gods, but like any other god, he has both rivals and allies. Chief among the former is the sun god Heliod, whom Kruphix sees as an arrogant, dangerous threat to the balance of power among the gods. He seldom acts against Heliod openly, preferring to warn others about the sun god's efforts to seize power at their expense.\",\"Since every mortal soul must eventually pass beyond the horizon and into death, Kruphix respects both Erebos and Athreos. He sees Erebos as a necessary check on Heliod's power, and he even allowed Athreos to continue his vital work on the fringes of the mortal world when he bound all the other gods within the fabric of Nyx. Erebos and Kruphix blame one another for Klothys's recent emergence from the Underworld, a situation neither seems able to control.\",\"Purphoros loathes Kruphix for temporarily hobbling his mind following an attack against Heliod, but Kruphix holds no grudge against Purphoros. That particular punishment upset the balance too far in the other direction, and Kruphix is more likely to side with Purphoros than Heliod in the future.\",\"Of all the gods, only Klothys truly concerns Kruphix. He hoped that she would remain secret and secluded in the Underworld, and he doesn't know what her emergence portends. She is the only other god whose existence predates mortal belief, and though he is unlikely to draw her ire by manipulating destiny, he doesn't know how her return will affect the pantheon.\"]}]},{\"type\":\"entries\",\"name\":\"Worshiping Kruphix\",\"entries\":[\"Many pray to Kruphix when they need to find something lost, but few dedicate themselves to his worship. Cults devoted to Kruphix fiercely guard their secrets, and their initiates refrain from drawing attention to themselves. Some followers and champions of Kruphix travel the world in secret, searching for hidden truths. Many use secret signals to enable them to find safe lodging with other worshipers nearly anywhere.\",\"Rituals honoring Kruphix are usually performed at boundaries, both temporal and spatial: shorelines, riverbanks, equinoxes, and sunsets. One of the god's greatest festivals is the Agrypnion (\\\"the Watching\\\"), which marks the end of winter and the close of the year.\",{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/MOT/041-02-12.webp\"},\"credit\":\"Daarken\"},{\"type\":\"insetReadaloud\",\"name\":\"Myths of Kruphix\",\"entries\":[\"Kruphix appears in stories in an ancillary role, often as the impartial judge who ends a conflict between gods. Initiates in Kruphix's mystery cult know other stories in which he plays a more active role, including special versions of well-known legends, but they seldom share these tales with others.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"The First Nyxborn\",\"entry\":\"According to one tale, it was Kruphix, not Purphoros, who was the first to fashion living Nyxborn creatures from the fabric of Nyx. Kruphix created the divine artisan Nykthos and ordered him to build altars to the gods. Nykthos's story isn't widely known among mortals, but the Shrine to Nyx is still called Nykthos in his honor.\"},{\"type\":\"item\",\"name\":\"Kruphix's Warning\",\"entry\":\"When Purphoros attacked Heliod in a destructive rage, Heliod demanded that Kruphix intervene. Kruphix constrained the forge-god's mind and memory in punishment for his attack. He warned all the gods that if they threatened the mortal realm with their disruptive quarrels, he would bind them to Nyx for as long as he saw fit. As of yet, no god has dared to test Kruphix's threat, but there are certainly those among them who might try if they could see a way to retain their own powers.\"},{\"type\":\"item\",\"name\":\"The Silence\",\"entry\":\"When the squabbling of the gods threatened the world once more despite Kruphix's warning, he etched all their names—including his own—in the bark of his great tree at the edge of the world. Immediately, the gods' oracles could no longer hear them, their blessings faded, and the night sky held only unmoving stars. The great Silence of the gods serves as the backdrop for numerous tales of heroism and sacrifice. Many alive today witnessed the sky go dark and the temples grow quiet. Most consider the Silence a terrible mistake that led to the rise of the usurper god Xenagos, but followers of Kruphix know that it was a grim necessity to prevent far worse calamity.\"},{\"type\":\"item\",\"name\":\"Theophilian Mysteries\",\"entry\":\"Some of Kruphix's worshipers don't identify with their inscrutable deity, but with Theophilia, a legendary naiad who entered Nyx and whose transcendent encounter with Kruphix each initiate strives to duplicate. The naiad's journey is celebrated in hushed chants as blindfolded initiates are led across a boundary—often stepping into a river or over a low stone wall, an act that symbolizes crossing the horizon. Then the blindfolds are removed as the faithful intone a paean to Kruphix. The hope is that Kruphix will choose to reveal himself at the climax of the ritual, whether by the appearance of some omen or in a personal epiphany. Such a revelation isn't always positive, though, as Kruphix often imparts a glimpse of cosmic truths for which mortals have no possible context.\"}]}]}]},{\"type\":\"entries\",\"name\":\"Kruphix's Champions\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Alignment\",\"entries\":[\"Usually neutral\"]},{\"type\":\"entries\",\"name\":\"Suggested Classes\",\"entries\":[\"Bard, cleric, druid, monk, ranger, wizard\"]},{\"type\":\"entries\",\"name\":\"Suggested Cleric Domains\",\"entries\":[\"Knowledge, Trickery\"]},{\"type\":\"entries\",\"name\":\"Suggested Backgrounds\",\"entries\":[\"Hermit, outlander, sage, sailor\",\"Most champions of Kruphix seek to learn the secrets of the universe and maintain the balance of the world. They largely view the other gods as petty and seek to separate themselves from divine squabbles.\"]}]},{\"type\":\"entries\",\"name\":\"Kruphix's Favor\",\"entries\":[\"Kruphix's champions are less his agents than his charges, and he is loath to release them. Even those who leave his service often find themselves unwittingly aiding his agenda for years to come. How did you initially attract the god's attention? The Kruphix's Favor table offers a few suggestions.\",{\"type\":\"table\",\"caption\":\"Kruphix's Favor\",\"colLabels\":[\"d6\",\"Circumstance\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Followers of Kruphix claim you were born under a bizarre omen, but will not explain what it means.\"],[\"2\",\"You were secretly instructed in the worship of Kruphix by a parent or a mentor.\"],[\"3\",\"You uncovered a dangerous secret during your studies, and followers of Kruphix sought you out and recruited you to keep the knowledge within their ranks.\"],[\"4\",\"Beset by strange dreams, you consulted an oracle of Kruphix. Since then, they've only gotten stranger.\"],[\"5\",\"You wanted to learn truths that only Kruphix knows. Now you're starting to wonder if you know too much.\"],[\"6\",\"You have no idea why Kruphix showed interest in you, and you might sometimes wish he hadn't.\"]]}]},{\"type\":\"entries\",\"name\":\"Devotion to Kruphix\",\"entries\":[\"Kruphix doesn't demand adherence to any philosophy, and the reasons to follow him are as numberless as the stars. As a follower of Kruphix, consider the options on the Kruphix's Ideals table as alternatives to those suggested for your background.\",{\"type\":\"table\",\"caption\":\"Kruphix's Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Devotion. My devotion to my god is more important to me than what he stands for. (Any)\"],[\"2\",\"Balance. Too much power in any one place is a threat to us all. (Lawful)\"],[\"3\",\"Selflessness. I accept the burden of knowledge so that others don't have to. (Good)\"],[\"4\",\"Knowledge. I seek out dangerous secrets so that I can know the nature of reality. (Neutral)\"],[\"5\",\"Power. The best thing about knowing a secret is getting to use it against everyone else. (Evil)\"],[\"6\",\"Mystery. The cosmos is more beautiful if its greatest truths remain unknown. (Any)\"]]}]},{\"type\":\"entries\",\"name\":\"Earning and Losing Piety\",\"entries\":[\"You increase your piety score to Kruphix when you expand the god's influence in the world in a concrete way through acts such as these:\",{\"type\":\"list\",\"items\":[\"Keeping a dangerous secret despite personal cost\",\"Revealing a critical truth at an important moment\",\"Mediating a major dispute or conflict\",\"Aiding the weak or impeding the strong\"]},\"Your piety score to Kruphix decreases if you diminish Kruphix's influence in the world, upset the balance of power, or make him look biased or petty through acts such as these:\",{\"type\":\"list\",\"items\":[\"Revealing a secret that should remain unknown\",\"Selfishly refusing to share information\",\"Showing favoritism toward any other god or group\",\"Furthering the aims of another god in defiance of Kruphix's will\"]},\"Kruphix doesn't care about the righteousness of a cause, only about upholding impartiality in both appearance and action. This sometimes means that his followers stay out of situations that seem morally straightforward, such as refusing to help a squad of hoplites finish off a band of vicious raiders.\"]},{\"type\":\"entries\",\"name\":\"Benefits of Piety\",\"entries\":[{\"type\":\"list\",\"columns\":2,\"items\":[\"{@reward Kruphix's Devotee|MOT}\",\"{@reward Kruphix's Votary|MOT}\",\"{@reward Kruphix's Disciple|MOT}\",\"{@reward Champion of Horizons|MOT}\"]}]}]}]}]},{\"name\":\"Kurtulmak\",\"source\":\"PHB\",\"page\":296,\"pantheon\":\"Nonhuman\",\"alignment\":[\"L\",\"E\"],\"title\":\"Kobold god of war and mining\",\"domains\":[\"War\"],\"symbol\":\"Gnome skull\"},{\"name\":\"Labelas Enoreth\",\"source\":\"MTF\",\"page\":45,\"pantheon\":\"Elven\",\"alignment\":[\"C\",\"G\"],\"category\":\"The Seldarine\",\"domains\":[\"Arcana\",\"Knowledge\",\"Life\"],\"province\":\"Time, history, memory\",\"symbol\":\"Setting sun\",\"entries\":[\"Even though elves live far longer than most other humanoids, they show few physical signs of aging until they become very old. By the time an elf's hair turns to silver and wrinkles appear around the eyes, the elf has lived for centuries and probably has only a few decades remaining. For this longevity and long-lasting vitality, they thank and revere Labelas Enoreth.\",\"Labelas is portrayed as an elderly elf with silver hair, still-active eyes that once were bright blue but now are clouded and gray, fine wrinkles around the eyes and mouth, and a right hand slightly impaired by the effects of age. If anything, these symptoms of mortality make the god even more handsome and stately in the eyes of his followers than he was in his youth.\",\"Elves tend to give Labelas little regard until they experience Remembrance. Like Corellon and Hanali, Labelas makes few demands on his followers. A few minutes each day spent thanking him for his gift of long life and good health, and occasionally placing a fresh flower in one of his shrines, is generally all that's expected. When an elf develops unusual ailments in old age and appears headed for decrepitude, other elves might wonder if these are the repercussions for not paying Labelas his due.\",\"Most settlements have only one or two priests of Labelas. These individuals are elves well past their prime but who have not yet begun to withdraw into themselves. Their duties involve guiding elves who have recently experienced Remembrance, and are thus beginning the journey into introversion in the waning days of one's mortal life. The priests also preside over funeral celebrations, since Labelas is also honored for his role in seeing that elves experience beneficial reincarnations.\",{\"type\":\"entries\",\"name\":\"Eternal Witness\",\"entries\":[\" Shrines and temples to Labelas Enoreth are mostly made of or decorated with ephemeral things. Patterns and images made with colored sand, cut flowers, precariously stacked stones, and images made from thin paper are all commonly found there. These places of veneration are usually located in desolate, high places where the ever-changing sky and the setting sun can be seen and contemplated. Along with the setting sun, images of clouds are a major motif for followers of Labelas, who often tattoo such designs on their bodies or embroider them on their robes to signify the ephemeral nature of the physical world.\",\"Labelas Enoreth is the custodian of time, monitoring its passing and making sure that the warp and weft of history isn't torn asunder by powerful maniacs and errant demigods. He is also the eternal witness, watching the souls of the elves as they dance from incarnation to incarnation, each mortal lifetime representing a role an actor would take in a play. From his cosmic perspective, Labelas looks on each elven life as a story to be written, nudging wayward souls toward incarnations that he deems suitable for their overall development, and thus weaving the life of each elven soul into a tapestry that spans the ages. In acknowledgment of this gift, priests and devotees of Labelas often weave modest tapestries of their own and donate them to shines in his honor.\",\"Despite Labelas's influence in the Seldarine, elves can become psychologically immersed in their mortal incarnations, forgetting about the tick of time and the eventual end of their physical forms. Even Labelas's appearance, with his obvious signs of aging, isn't enough to dissuade some elves from growing attached to their youthful features, long life, and worldly treasures. But all such naive behavior is brought to heel when the Remembrance occurs, and an elf's inward examination begins as one journeys toward death and a new beginning. Priests of Labelas smile with compassion when these wide-eyed elves show up at their temples, suddenly full of contrition and offerings for Labelas, still shaken from the vision of their Remembrance and the gravity of its meaning.\",\"To enhance an elf's Remembrance, the priests of Labelas use a special mirror made of polished black onyx. Small versions of these can be seen at many shrines dedicated to the Seldarine, as a reminder to the passing faithful of the importance of Remembrance. The priests advise those in their care to look into the mirror in order to deepen the trance of Remembrance. In the black void of the mirror, they see the faces of their former selves and scenes from their past lives-a glimpse into the grand tapestry of the each soul's existence as Labelas begins to weave yet another incarnation.\"]}]},{\"name\":\"Labelas Enoreth\",\"source\":\"SCAG\",\"page\":23,\"pantheon\":\"Elven\",\"alignment\":[\"C\",\"G\"],\"title\":\"God of time, history, and philosophy\",\"domains\":[\"Arcana\",\"Knowledge\"],\"symbol\":\"Setting sun\"},{\"name\":\"Laduguer\",\"source\":\"MTF\",\"page\":79,\"pantheon\":\"Duergar\",\"alignment\":[\"L\",\"E\"],\"domains\":[\"Death\",\"Forge\"],\"province\":\"Labor, slavery\",\"symbol\":\"Broken arrow\",\"entries\":[\"Also known as the Grim One, Laduguer was a mighty duergar warrior who liberated his people from the illithids. Laduguer entered into a pact with Asmodeus, pledging the duergar to an alliance against Lolth and the demons of the Abyss in exchange for which Laduguer received a spark of divinity from Abbathor himself.\",\"Laduguer's teachings stand in direct opposition to everything Moradin represents. He is the dwarf god's dark opposite, a shadow that seeks to rise up and consume its original creator.\",\"Duergar don't worship Laduguer in any traditional way; their communities include no temples or formal services. They honor their deity by acquiring more power and wealth through any means possible. Priests of Laduguer maintain the internal functions of duergar society but have no role that is expressly religious.\"]},{\"name\":\"Laduguer\",\"source\":\"SCAG\",\"page\":22,\"pantheon\":\"Dwarven\",\"alignment\":[\"L\",\"E\"],\"title\":\"Duergar god of magic and slavery\",\"domains\":[\"Arcana\",\"Death\"],\"symbol\":\"Broken arrow\"},{\"name\":\"Laogzed\",\"source\":\"PHB\",\"page\":296,\"pantheon\":\"Nonhuman\",\"alignment\":[\"C\",\"E\"],\"title\":\"Troglodyte god of hunger\",\"domains\":[\"Death\"],\"symbol\":\"Image of the lizard/toad god\"},{\"name\":\"Lathander\",\"source\":\"PHB\",\"page\":294,\"basicRules\":true,\"pantheon\":\"Forgotten Realms\",\"alignment\":[\"N\",\"G\"],\"title\":\"God of birth and renewal\",\"domains\":[\"Life\",\"Light\"],\"symbol\":\"Road traveling into a sunrise\"},{\"name\":\"Lathander\",\"altNames\":[\"The Morninglord\",\"Inspiration's Dawn\",\"The Rose-and-Gold God\"],\"source\":\"SCAG\",\"page\":21,\"pantheon\":\"Faerûnian\",\"alignment\":[\"N\",\"G\"],\"title\":\"God of dawn and renewal\",\"domains\":[\"Life\",\"Light\"],\"symbol\":\"Road traveling into a sunrise\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/SCAG/Symbol of Lathander.webp\"}},\"entries\":[\"Lathander is the god of the spring, birth, and renewal, a deity of conception, vitality, youth, renewal, and self-perfection. He is god not of the sun but of the dawn, which represents the start of a new day filled with potential.\",\"Lathander is a god of beginnings. People commonly offer a prayer to him before undertaking any journey or endeavor. Lathander's name is invoked to seal alliances and christen new ventures or companies. As a result, the god is very popular among the merchant classes, and the church has benefited accordingly.\",\"The rising sun is his symbol, and his colors are the rose, gold, and violet of the dawn. Lathander's temples and shrines host a wide range of functions both municipal and personal. At such places folk get married in dawn ceremonies, announce the start of civic projects, and even give birth when possible, to provide the baby good fortune.\",\"The faithful of Lathander embrace the founding of new communities and the growth of civilization, as long as that civilization gives everyone the potential to succeed. They despise the undead, seeing them as both a corruption of the natural order and a disavowal of new beginnings, because undead cling to their old existence rather than moving on.\"]},{\"name\":\"Leira\",\"source\":\"PHB\",\"page\":294,\"basicRules\":true,\"pantheon\":\"Forgotten Realms\",\"alignment\":[\"C\",\"N\"],\"title\":\"Goddess of illusion\",\"domains\":[\"Trickery\"],\"symbol\":\"Point-down triangle containing a swirl of mist\"},{\"name\":\"Leira\",\"altNames\":[\"The Lady of the Mists\",\"Mistshadow\",\"The Lady of Deception\"],\"source\":\"SCAG\",\"page\":21,\"pantheon\":\"Faerûnian\",\"alignment\":[\"C\",\"N\"],\"title\":\"Goddess of illusion\",\"domains\":[\"Trickery\"],\"symbol\":\"Point-down triangle containing a swirl of mist\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/SCAG/Symbol of Leira.webp\"}},\"entries\":[\"Leira has worn many masks, and more than once has been thought to be dead or to be another deity altogether. Perhaps such a reputation is only natural for the goddess of illusion and deception. Her faithful agree that whatever the \\\"truth\\\" might be, their Lady takes great delight in the confusion sown by her various incarnations. Even the faithful of Cyric once taught that their god killed Leira, but now they espouse the strange idea that somehow she is his daughter.\",\"Leira isn't viewed as malicious or as a trickster but is seen as enigmatic, quiet, and retiring. She is credited with inventing Ruathlek, the language of illusionists and the spoken tongue of Nimbral.\",\"The faithful of Leira seem to be scarce, although it is difficult to know this for certain, because those who favor her rarely make their inclinations known. Leira is the patron of illusionists and liars. She receives little regular worship except from illusionists, who pray to the Mistshadow for potency in their magic, and con artists, for whom she is a kind of champion. Most people pray to her when they hope to keep something secret, or placate her with a prayer before making an important decision when they fear being deceived. Some folk perform a swirling motion with a finger behind their backs when telling a lie as a way of beseeching her for aid.\",\"Her priests wear vestments of white and mist-gray, and their faces are covered by smooth, featureless masks. Only in Nimbral do temples to Leira exist, and shrines dedicated to her found across the continent are usually disguised as other kinds of sites, marked with signs that only the faithful would recognize.\"]},{\"name\":\"Lliira\",\"source\":\"PHB\",\"page\":294,\"basicRules\":true,\"pantheon\":\"Forgotten Realms\",\"alignment\":[\"C\",\"G\"],\"title\":\"Goddess of joy\",\"domains\":[\"Life\"],\"symbol\":\"Triangle of three six-pointed stars\"},{\"name\":\"Lliira\",\"altNames\":[\"Our Lady of Joy\",\"Joybringer\",\"The Mistress of Revels\"],\"source\":\"SCAG\",\"page\":21,\"pantheon\":\"Faerûnian\",\"alignment\":[\"C\",\"G\"],\"title\":\"Goddess of joy\",\"domains\":[\"Life\"],\"symbol\":\"Triangle of three six-pointed stars\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/SCAG/Symbol of Lliira.webp\"}},\"entries\":[\"Lliira is a beloved goddess, a deity of contentment, release, joy, happiness, dance, and freedom. As the patron of festivals, she is honored at any celebration, and dance is the primary way to worship her. The Mistress of Revels is said to abhor violence, and any fighting or drawing of weapons (except in ceremony) at a celebration will cause her to withhold her favor. Her priests and priestesses, known as joybringers, take it as their mission to make other people happy, even if just for a moment.\",\"Her faithful always wear at least one clothing item of a bright, cheerful color, and her priests' vestments have more in common with festival attire than with somber ecclesial garments. Rubies and sapphires are sacred to Our Lady of Joy, and her priests bless anyone they see wearing such adornments.\",\"Lliira's followers aren't frivolous, however. To them, divine joy is a very real gift to the world of mortals, and one much needed. To that end, they fight those who would bring misery to others. They are fierce against their foes, and joyous revelers when their work is done.\"]},{\"name\":\"Loki\",\"source\":\"PHB\",\"page\":299,\"pantheon\":\"Norse\",\"alignment\":[\"C\",\"E\"],\"title\":\"God of thieves and trickery\",\"domains\":[\"Trickery\"],\"symbol\":\"Flame\"},{\"name\":\"Lolth\",\"source\":\"DMG\",\"page\":10,\"pantheon\":\"Dawn War\",\"alignment\":[\"C\",\"E\"],\"title\":\"Goddess of spiders and lies\",\"domains\":[\"Trickery\"],\"symbol\":\"Eight-pointed star with a web motif\"},{\"name\":\"Lolth\",\"reprintAlias\":\"The Spider Queen\",\"source\":\"EGW\",\"page\":27,\"pantheon\":\"Exandria\",\"alignment\":[\"C\",\"E\"],\"title\":\"the Spider Queen\",\"category\":\"Betrayer Gods\",\"domains\":[\"Knowledge\",\"Trickery\"],\"province\":\"Deceit, spiders\",\"symbol\":\"Jeweled spider\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/EGW/Symbol of Lolth.webp\"},\"credit\":\"Claudio Pozas\"},\"entries\":[\"The evil god of deceit, shadows, and spiders, Lolth weaves a complicated web of schemes and treachery through her worshipers, deceiving allies and enemies alike to gain power. It is said that the Spider Queen can see through the eyes of all spiders, and that she is truly all-knowing. Lolth's worship is entwined with the society of dark elves across much of Exandria, but she has lost her influence in Wildemount since the Calamity, when her drow rejected her in favor of the ancient entity known as the Luxon. This slight has drawn her venomous hatred, and she now seeks vengeance against those who betrayed her.\",\"Lolth sends forth her corrupting poisons and whispers from her realm of the Demonweb, which is tethered to the Abyss and home to her many spider children.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Depiction\",\"entries\":[\"Many Lolthite icons and idols show an alluring woman with dark purple skin and silver hair, her abdomen swelling into the terrifying body of a monstrous spider.\"]},{\"type\":\"entries\",\"name\":\"Enemies\",\"entries\":[\"Lolth holds a searing grudge against Kord, the Storm Lord, for with one throw of his mighty thunderspear he impaled her against a cliffside, leaving her drow armies leaderless during the Calamity. Lolth and Gruumsh also share a burning hatred for Corellon, whom she claims drove her children below the earth, and Lolth often manipulates Gruumsh's followers into attacking her enemies so that the drow may remain safe. While Lolth cannot sense the will or power of the Luxon, the entity that is now worshiped by the dark elves of Xhorhas, she is bent entirely toward the destruction of its followers and their memory.\"]}]},{\"type\":\"entries\",\"name\":\"Commandments of Lolth\",\"entries\":[{\"type\":\"list\",\"items\":[\"It is better to be loved than feared, but you may certainly try to be both.\",\"Misdirection, slander, and shadowed steps have more function than direct conflict.\",\"Death to the elves who live under the sun, and death to all their allies!\"]}]}]},{\"name\":\"Lolth\",\"source\":\"MTF\",\"page\":53,\"pantheon\":\"Drow\",\"alignment\":[\"C\",\"E\"],\"category\":\"The Dark Seldarine\",\"domains\":[\"Trickery\",\"War\"],\"province\":\"Primary god of drow, spiders\",\"symbol\":\"Spider\",\"entries\":[\"Unlike Corellon, who asks very little of his followers, Lolth is a demanding mistress. What she demands most of all are sacrifices of treasure and blood. Time and time again, the screams of sacrificial victims echo through Lolth's lightless temples as they fall under the knives of her priestesses. Her altars are piled with skulls picked clean of flesh by the giant spiders that lurk in the webdraped stalactites overhead.\",\"In return for victims and adoration, Lolth grants signs of her favor, such as great success during a slave raid on the surface, the matron of a rival house being struck down by an inexplicable illness, or an heiress to the house being born under propitious omens.\",{\"type\":\"inset\",\"name\":\"Holes in Lolth's Web\",\"entries\":[\"Lolth is far from omniscient, despite what her priestesses say. There are drow who live without bending to the tyranny of her worship. Communities of renegades who dispute Lolth's primacy often raise another of the Dark Seldarine up as their patron. Although this amounts to exchanging one evil oppressor for another, any escape from Lolth's web can feel like freedom.\",\"The Acropolis of Thanatos, erected in the ruins of a drow city wiped out by plague in the Underdark of Faerûn, was home to a drow settlement of a few thousand ruled by necromancer clerics of Kiaransalee. It existed for a few decades before worshipers of Lolth and worshipers of Eilistraee teamed up to eliminate its leaders.\"]},{\"type\":\"entries\",\"name\":\"Vulkoor\",\"entries\":[\"Drow of the world of Eberron worship a scorpion-god named Vulkoor, which is their world's equivalent of Lolth. Vulkoor is often portrayed or envisioned as a giant scorpion or as a hybrid creature with the head, arms, and upper torso of a strong male drow and the lower body of a scorpion. The dark elves of Eberron revere scorpions, seeing spiders and other arachnids to be lesser servitors of Vulkoor. Many drow believe that Vulkoor and the Mockery (one of the group of evil deities known as the Dark Six) are one and the same. Drow from the jungle continent of Xen'drik ritually tattoo themselves using scorpion venom, leaving white scars etched into their skin.\",\"Drow of other worlds rarely know of Vulkoor. Those who are familiar with his name consider him one of the weakest of the Dark Seldarine, a subordinate of Lolth who is disregarded by the other gods. Both visions of Vulkoor might be accurate, since Lolth seems to have little influence in Khyber but the drow there bear many similarities to the Lolth-worshiping drow of other realms throughout the multiverse.\"]}]},{\"name\":\"Lolth\",\"source\":\"PHB\",\"page\":296,\"pantheon\":\"Nonhuman\",\"alignment\":[\"C\",\"E\"],\"title\":\"Drow goddess of spiders\",\"domains\":[\"Trickery\"],\"symbol\":\"Spider\"},{\"name\":\"Lolth\",\"source\":\"SCAG\",\"page\":23,\"pantheon\":\"Drow\",\"alignment\":[\"C\",\"E\"],\"title\":\"Goddess of spiders\",\"domains\":[\"Trickery\"],\"symbol\":\"Spider\"},{\"name\":\"Loviatar\",\"source\":\"PHB\",\"page\":294,\"basicRules\":true,\"pantheon\":\"Forgotten Realms\",\"alignment\":[\"L\",\"E\"],\"title\":\"Goddess of pain\",\"domains\":[\"Death\"],\"symbol\":\"Nine-tailed barbed scourge\"},{\"name\":\"Loviatar\",\"altNames\":[\"The Maiden of Pain\",\"The Scourge Mistress\",\"The Willing Whip\"],\"source\":\"SCAG\",\"page\":21,\"pantheon\":\"Faerûnian\",\"alignment\":[\"L\",\"E\"],\"title\":\"Goddess of pain\",\"domains\":[\"Death\"],\"symbol\":\"Nine-tailed barbed scourge\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/SCAG/Symbol of Loviatar.webp\"}},\"entries\":[\"Pain isn't a means to an end for Loviatar's faithful, but an end unto itself. To them, nothing is as transcendent as suffering, and all pain is holy, from the crudest barbarism, to the most sublime torture, to the emotional suffering of the heartbroken or the betrayed.\",\"The pain that one feels is proof of the Lady's attention, and so her faithful are notorious self-flagellants. Pain is also a path to power, in terms of both one's ability to inflict it and one's ability to endure it. A cold, cruel demeanor is considered ideal because it best emulates the Scourge Mistress, and for the same reason her faithful appreciate beauty, cultural refinement, and a certain adeptness at manipulation.\",\"Though temples to Loviatar are rare, her faithful are more numerous than might be expected. Loviatar is the chosen deity of those who inflict pain as a matter of course, including torturers and others who need to break the will of their victims. She is favored by sadists and masochists, and some of her followers form cultish cells of secret adherents. Each of these groups is led by someone who takes pleasure in administering pain and dominating others, supported and backed up by a number of submissive sycophants.\",\"Worshipers of Loviatar rarely gather in numbers except in the more populous cities. When small cadres of faithful operate quietly in such places, few citizens take notice or raise a fuss if they do witness cult activity. The sufferers who endure the lash, however, aren't always willing participants, and Lovatar's cults sometimes operate secret slavery rings, which can draw the attention of the authorities. The open worship of Loviatar and temples clearly dedicated to her are rarely seen except in lands where slavery is an accepted practice.\"]},{\"name\":\"Lugh\",\"source\":\"PHB\",\"page\":298,\"srd\":true,\"pantheon\":\"Celtic\",\"alignment\":[\"C\",\"N\"],\"title\":\"God of arts, travel, and commerce\",\"domains\":[\"Knowledge\",\"Life\"],\"symbol\":\"Pair of long hands\"},{\"name\":\"Lunitari\",\"source\":\"DSotDQ\",\"page\":16,\"pantheon\":\"Dragonlance\",\"alignment\":[\"N\"],\"category\":\"Neutral\",\"province\":\"Neutral magic\",\"symbol\":\"Red circle or sphere\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/DSotDQ/013-00-033.neutral-god-symbols.webp\"},\"title\":\"Symbols Left to Right: Gilean, Chislev, and Lunitari\",\"credit\":\"CoupleOfKooks\"},\"entries\":[\"Lunitari, the god of neutral magic and illusions, is patron of the Mages of High Sorcery's Order of the Red Robes and other neutral mages. With her cousins Solinari and Nuitari, she watches over the people of Krynn from the heavens, conveying her power through the red moon that shares her name. She appears as a trickster figure in mythology, using her mastery of illusions to fool gods and heroes alike.\"]},{\"name\":\"Lunitari\",\"source\":\"PHB\",\"page\":295,\"additionalSources\":[{\"source\":\"SCAG\",\"page\":125}],\"pantheon\":\"Dragonlance\",\"alignment\":[\"N\"],\"title\":\"Goddess of neutral magic\",\"category\":\"The Gods of Neutrality\",\"domains\":[\"Arcana\"],\"symbol\":\"Red circle or sphere\"},{\"name\":\"Luthic\",\"source\":\"SCAG\",\"page\":24,\"pantheon\":\"Orc\",\"alignment\":[\"L\",\"E\"],\"title\":\"Mother-goddess of fertility and healing\",\"domains\":[\"Life\",\"Nature\"],\"symbol\":\"Orcish rune meaning \\\"cave entrance\\\"\"},{\"name\":\"Luthic\",\"source\":\"VGM\",\"page\":84,\"_copy\":{\"name\":\"Luthic\",\"source\":\"SCAG\",\"pantheon\":\"Orc\"},\"pantheon\":\"Orc\",\"customExtensionOf\":\"Luthic|Orc|SCAG\",\"title\":\"the Cave Mother\",\"entries\":[\"While Gruumsh is the external force that pushes the orcs to victory over their enemies, it is the influence of Luthic, his wife, that binds them together and makes the orcs internally cohesive. She is the force that keeps the explosive rage of Gruumsh from bursting the orcs apart. If it was not for the followers of Luthic, it is possible that the race of orcs would be no more than small bands of warrior-nomads, scratching out a meager existence, rather than a force capable of great destruction.\",\"Far from the den's war hearth, within the protective depths of the caves, the followers of Luthic tend the orc brood, raising them to be strong and cruel like their progenitors. By invoking the power of superstitions, omens, and traditions, these claws of Luthic hold the tribe together through ritual, fear and, if necessary, force.\",{\"type\":\"entries\",\"name\":\"Talons of the Bear\",\"entries\":[\"Luthic is often thought to take the guise of an enormous cave bear. Her followers honor this aspect of her by keeping cave bears as pets to guard the whelping pens that are filled with squabbling young. Luthic's devoted also grow their claws long and paint them black to mimic the fearsome talons of their goddess. Luthic rewards them by making their claws as strong and tough as iron.\"]},{\"type\":\"entries\",\"name\":\"Holding the Fort\",\"entries\":[\"Along with protecting the young and the tribe's food stores, the worshipers of Luthic also serve as the crafters, engineers, and builders of an orc tribe. They fashion crude weapons, armor, and the few manufactured items that the orcs need for daily life. When the tribe is away on raids, they are expected to dig deeper into the caverns of the den to create more living space for the ever-increasing population.\"]}]},{\"name\":\"Maglubiyet\",\"source\":\"PHB\",\"page\":296,\"pantheon\":\"Nonhuman\",\"alignment\":[\"L\",\"E\"],\"title\":\"Goblinoid god of war\",\"domains\":[\"War\",\"Order\"],\"symbol\":\"Bloody axe\"},{\"name\":\"Majere\",\"source\":\"DSotDQ\",\"page\":15,\"pantheon\":\"Dragonlance\",\"alignment\":[\"L\",\"G\"],\"category\":\"Good\",\"province\":\"Meditation, order\",\"symbol\":\"Copper spider\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/DSotDQ/011-00-038.o-good-trio.webp\"},\"title\":\"Symbols Left to Right: Kiri-Jolith, Majere, and Mishakal\",\"credit\":\"CoupleOfKooks\"},\"entries\":[\"Austere and aloof, Majere is the god of meditation and discipline. Monks, his most devoted followers, honor him by leading lives of quiet contemplation in remote monasteries. Many orphans are raised in the monasteries of Majere; some become monks themselves, while those who leave the monastic life often take the surname Majere out of respect.\"]},{\"name\":\"Majere\",\"source\":\"PHB\",\"page\":295,\"pantheon\":\"Dragonlance\",\"alignment\":[\"L\",\"G\"],\"title\":\"God of meditation and order\",\"category\":\"The Gods of Good\",\"domains\":[\"Knowledge\",\"Order\"],\"symbol\":\"Copper spider\"},{\"name\":\"Malar\",\"source\":\"PHB\",\"page\":294,\"basicRules\":true,\"pantheon\":\"Forgotten Realms\",\"alignment\":[\"C\",\"E\"],\"title\":\"God of the hunt\",\"domains\":[\"Nature\"],\"symbol\":\"Clawed paw\"},{\"name\":\"Malar\",\"altNames\":[\"The Beastlord\",\"The Black-Blooded One\"],\"source\":\"SCAG\",\"page\":21,\"pantheon\":\"Faerûnian\",\"alignment\":[\"C\",\"E\"],\"title\":\"God of the hunt\",\"domains\":[\"Nature\"],\"symbol\":\"Clawed paw\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/SCAG/Symbol of Malar.webp\"}},\"entries\":[\"Malar epitomizes the dark side of nature, the world that is red in tooth and claw. His faithful believe the hunt is the center point between life and death - the facing off of hunter and prey, forcing the issue of who lives and who dies. People believe that Malar can't be propitiated and knows no mercy, so he receives prayers only from those engaging in a hunt. Such supplicants pray to Malar for two reasons: to beg the aid of his peerless skill as a hunter, or to adopt his fearsome mantle and thus ward off other predators. Malar is the god of those who delight in the hunt, don't shy from bloodshed, and savor the fear of their prey.\",\"Many lycanthropes consider Malar to be their divine father, as do some other intelligent predators. He has many devotees who are druids and rangers of particularly savage inclination, and many barbarians take Malar as a patron for his ferocity and cruelty. His priests use claw bracers, impressive gauntlets bedecked with stylized claws that jut out from the ends of the fists, as ceremonial weapons.\"]},{\"name\":\"Malyk\",\"source\":\"MTF\",\"page\":54,\"pantheon\":\"Drow\",\"alignment\":[\"C\",\"E\"],\"category\":\"The Dark Seldarine\",\"domains\":[\"Tempest\",\"Trickery\"],\"province\":\"Chaos, rebellion, wild magic\",\"symbol\":\"A flame in a tear or a multihued vortex\",\"entries\":[\"Malyk embodies rebellion and chaos. Drow know of his influence from the appearance of wild mages among their number. Such an individual, possessed of sorcerous powers seemingly bestowed at random, is often seen as a threat to the established order. Many drow, especially males and even females of low station, try to attract Malyk's attention by secretly making sacrifices to him. Meanwhile, house matrons and others steeped in the faith of Lolth attempt to purge Malyk's worship from drow society-at the same time that some of them pray to him for power.\",\"Malyk is associated with rebellion because when a wild mage's true nature is revealed, the individual often has no recourse but to openly attack others and create chaos. Most other drow vie to receive Lolth's blessing by being the one to bring such a blasphemer to justice. In order to survive, a wild mage must defeat or elude all attackers and forge an alliance with those who can be threatened or bribed to provide a safe haven. Most wild mages who are discovered are put to death, some survive as outcasts, and a rare few rise to positions of status, declaring their allegiance to Lolth-or at least pretending to.\"]},{\"name\":\"Manannan mac Lir\",\"source\":\"PHB\",\"page\":298,\"srd\":true,\"pantheon\":\"Celtic\",\"alignment\":[\"L\",\"N\"],\"title\":\"God of oceans and sea creatures\",\"domains\":[\"Nature\",\"Tempest\"],\"symbol\":\"Wave of white water on green\"},{\"name\":\"Marthammor Duin\",\"source\":\"MTF\",\"page\":73,\"pantheon\":\"Dwarven\",\"alignment\":[\"N\",\"G\"],\"category\":\"The Mordinsamman\",\"domains\":[\"Nature\",\"Trickery\"],\"province\":\"Explorers, wanderers, the lost\",\"symbol\":\"Upright mace in front of a tall boot\"},{\"name\":\"Marthammor Duin\",\"source\":\"SCAG\",\"page\":22,\"pantheon\":\"Dwarven\",\"alignment\":[\"N\",\"G\"],\"title\":\"God of wanderers\",\"domains\":[\"Nature\",\"Trickery\"],\"symbol\":\"Upright mace in front of a tall boot\"},{\"name\":\"Mask\",\"source\":\"PHB\",\"page\":294,\"basicRules\":true,\"pantheon\":\"Forgotten Realms\",\"alignment\":[\"C\",\"N\"],\"title\":\"God of thieves\",\"domains\":[\"Trickery\"],\"symbol\":\"Black mask\"},{\"name\":\"Mask\",\"altNames\":[\"The Lord of Shadows\",\"The Master of All Thieves\"],\"source\":\"SCAG\",\"page\":21,\"pantheon\":\"Faerûnian\",\"alignment\":[\"C\",\"N\"],\"title\":\"God of thieves\",\"domains\":[\"Trickery\"],\"symbol\":\"Black mask\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/SCAG/Symbol of Mask.webp\"}},\"entries\":[\"Mask is a trickster god, the patron of ne'er-do-wells, spies, and thieves. All that occurs within shadow is in the purview of Mask. People whisper a prayer to Mask whenever stealth is required or intrigue is afoot. Courtiers and diplomats invoke the god's name in hopes of a smooth negotiation.\",\"Those who favor Mask usually pursue thievery and other forms of acquisition of what belongs to others, such as pickpocketing, burglary, mugging, and con games. Ordinary folk pray to him to avert his eyes from their valuables, but the cautious sometimes employ \\\"Mask's purse,\\\" a small, cheap cloth pouch worn in plain sight (thus easily cut or lifted) containing a small offering of coin. By convention, a pickpocket pilfers Mask's purse when encountering another person wearing one, and considers the gain a gift from the god, while the one who lost the purse is grateful to the Lord of Shadows for accepting a respectful sacrifice of a small portion of his goods. Of course, nothing prevents another pickpocket from targeting someone who has lost Mask's purse, but anyone with the ill luck to attract multiple pickpockets in a single outing has probably earned Mask's ire anyway.\",\"Priests of Mask are usually thieves by profession, and often serve as higher-ups in the local underworld or criminal syndicate. They go by the title of demarche or demarchess, and wear veil-masks when acting in their priestly capacity.\"]},{\"name\":\"Math Mathonwy\",\"source\":\"PHB\",\"page\":298,\"srd\":true,\"additionalSources\":[{\"source\":\"SCAG\",\"page\":125}],\"pantheon\":\"Celtic\",\"alignment\":[\"N\",\"E\"],\"title\":\"God of magic\",\"domains\":[\"Knowledge\",\"Arcana\"],\"symbol\":\"Staff\"},{\"name\":\"Melira Taralen\",\"source\":\"MTF\",\"page\":43,\"pantheon\":\"Elven\",\"alignment\":[\"C\",\"G\"],\"category\":\"The Seldarine\",\"domains\":[\"Knowledge\",\"Life\",\"Trickery\"],\"province\":\"Poetry, songs\",\"symbol\":\"Lute\"},{\"name\":\"Melora\",\"source\":\"DMG\",\"page\":10,\"pantheon\":\"Dawn War\",\"alignment\":[\"N\"],\"title\":\"Goddess of wilderness and the sea\",\"domains\":[\"Nature\",\"Tempest\"],\"symbol\":\"Wavelike swirl\"},{\"name\":\"Melora\",\"reprintAlias\":\"The Wildmother\",\"source\":\"EGW\",\"page\":23,\"pantheon\":\"Exandria\",\"alignment\":[\"N\"],\"title\":\"the Wild Mother\",\"category\":\"Prime Deities\",\"domains\":[\"Life\",\"Nature\",\"Tempest\"],\"province\":\"Seas, wilderness\",\"symbol\":\"Wreath of grass and grain affixed to a crook\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/EGW/Symbol of Melora.webp\"},\"credit\":\"Claudio Pozas\"},\"entries\":[\"The realm of Melora extends to wherever the seas shift and the land grows wild. As the keeper of the wilderness, Melora represents the wild creatures of nature, the rush of the angry rapids, and the heat-heavy stillness of the desert. Elves worship her, as do hunters, accepting her guidance to exist harmoniously within savage lands. Those seeking safe passage across dangerous waters pray to her to guide them.\",\"Followers of the Raven Queen also show respect to the Wild Mother as the caretaker of what remains when the Matron of Death's work is done. Those of Ki'Nau descent often make offerings to Melora, considering her a collective entity that represents their ancient nature gods within a singular feminine form. Druids of Melora the Wild Mother and clerics of her lover, Erathis the Law Bearer, work together to preserve the balance of nature and civilization. However, worship of Melora was outlawed in the Dwendalian Empire, causing disagreement between clerics of Erathis within Western Wynandir, where many blame poor weather and natural disasters on the ire of their deity's partner.\",\"Eschewing a permanent realm, Melora prefers to wander the planes to oversee natural life. She is often found among the unearthly beauty of Arvandor's infinite expanse of deep woods, hunting unnatural things that corrupt the wilds.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Depiction\",\"entries\":[\"Immortalized through wooden reliefs and carved idols in hidden, overgrown groves and rural shrines, the Wild Mother is shown as a beautiful woman with green skin nearly swallowed by a wild, tangled wreath of hair, leaves, and vines that dwarf her lithe form.\"]},{\"type\":\"entries\",\"name\":\"Holy Day\",\"entries\":[\"Melora's holy day is Wild's Grandeur, which is celebrated on the vernal equinox, usually the twentieth day of the third month. The people of the Menagerie Coast set aside this day to sail for no reason other than the pleasure of observing the natural beauty of their surroundings. Those who still partake in elements of Ki'Nau culture take this day to appreciate the fruits and foods granted by the sea, leaving offerings of delicacies and small handmade crafts at temporary altars of twisted roots and grasses.\"]}]},{\"type\":\"entries\",\"name\":\"Commandments of Melora\",\"entries\":[{\"type\":\"list\",\"items\":[\"Protect the untamed wilderness from exploitation and destruction.\",\"Slay abominations and other mockeries of nature.\",\"Embrace and respect the savage nature of the world. Exist in harmony with it.\"]}]}]},{\"name\":\"Merrshaulk\",\"source\":\"VGM\",\"page\":94,\"pantheon\":\"Yuan-ti\",\"entries\":[\"Though the Master of the Pit is not conscious, neither is he entirely dormant. Mirroring the fate of yuan-ti in the world, Merrshaulk entered a deep slumber when the serpent folk left the surface and went into hiding in ages past. It is unclear if declining worship caused him to fall asleep, or if his prolonged torpor caused his worshipers to abandon him. Even in his compromised state, Merrshaulk grants spells to his clergy in response to their invocations. Rousing him for advice or direct intervention is possible, but requires many ritual murders to be performed in his name, and his return to consciousness lasts only a short time.\",\"The leaders of Merrshaulk's worshipers, called pit masters, are malison warlocks that uphold and advance the age-old yuan-ti traditions. They sense that it has become easier to wake him in recent decades, and believe this to be a sign that he will soon fully awaken, shed his skin, and-renewed by transformation-restore the yuan-ti to their rightful place as masters of the mortal world.\"]},{\"name\":\"Mielikki\",\"source\":\"PHB\",\"page\":294,\"basicRules\":true,\"pantheon\":\"Forgotten Realms\",\"alignment\":[\"N\",\"G\"],\"title\":\"Goddess of forests\",\"domains\":[\"Nature\"],\"symbol\":\"Unicorn's head\"},{\"name\":\"Mielikki\",\"altNames\":[\"Our Lady of the Forest\",\"The Forest Queen\"],\"source\":\"SCAG\",\"page\":21,\"pantheon\":\"Faerûnian\",\"alignment\":[\"N\",\"G\"],\"title\":\"Goddess of forests\",\"domains\":[\"Nature\"],\"symbol\":\"Unicorn's head\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/SCAG/Symbol of Mielikki.webp\"}},\"entries\":[\"People rarely speak of Mielikki except in quiet forest spaces. Woodlands that evoke wonder are where she reigns supreme, but she is said to keep watch over good folk in any forest, not matter how dark or cruel. When children are lost in the woods, people beseech Mielikki to protect them until they are found.\",\"Mielikki is the goddess of the forest and the creatures that live within it. She is seen as a remote and spiritual deity - less human-like than many other gods. She's not unmindful of people, but her attention and favor are difficult to attract. She is the patron of rangers in the same way that Milil is the patron of bards, but even rangers rarely pray to her directly. They instead pray to Gwaeron Windstrom, who they believe will carry their words to the goddess by tracking her to whichever forest she hides in.\",\"Mielikki's symbol is a unicorn, which prompts some to think of her as such and conflate her with Lurue, Queen of the Unicorns and the actual goddess of their kind. But most tales depict Mielikki as a beautiful woman whom Lurue allows upon her back as a rider, and the two are thought to be boon companions. Mielikki's relationships with other deities of the natural world are more complex. Silvanus is sometimes thought of as her father and Eldath is considered her sister, but Mielikki walks her own path through the wilds.\",\"She has many shrines, particularly in the Savage Frontier. Most consist of a dead tree trunk into which has been carved a likeness of her holy symbol, a unicorn's head. Alternatively, the likeness might be carved on a separate piece of wood and tacked to a living tree. These shrines typically mark the point in a forest beyond which locals know not to cut timber or hunt. Often these tributes are created by loggers at the end of a logging excursion as a mark of thanks to the goddess for providing the wood and for keeping the timber cutters safe during the work.\"]},{\"name\":\"Milil\",\"source\":\"PHB\",\"page\":294,\"basicRules\":true,\"pantheon\":\"Forgotten Realms\",\"alignment\":[\"N\",\"G\"],\"title\":\"God of poetry and song\",\"domains\":[\"Light\"],\"symbol\":\"Five-stringed harp made of leaves\"},{\"name\":\"Milil\",\"altNames\":[\"The Lord of Song\",\"The One True Hand of All-Wise Oghma\"],\"source\":\"SCAG\",\"page\":21,\"pantheon\":\"Faerûnian\",\"alignment\":[\"N\",\"G\"],\"title\":\"God of poetry and song\",\"domains\":[\"Light\"],\"symbol\":\"Five-stringed harp made of leaves\",\"entries\":[\"Milil is the god of poetry, eloquence, and song. He is a god of creativity and inspiration, of the entire song more than just the lyrics or the music. He represents the finished thought, the result of the process that takes an idea from conception to realization. Milil is most venerated by bards, troubadours, and other entertainers, but anyone preparing to entertain or speak before a crowd might offer Milil a brief prayer for a successful performance. Those who seek inspiration in a creative endeavor also pray to Milil.\",\"His icons depict him as a handsome male, sometimes a human, sometimes an elf, and even a half-elf in places (such as Aglarond) that have a large half-elf population. He is variously depicted as young or old, but his identity is always apparent because of his five-stringed harp made of silvery leaves, which he carries constantly. He is the ideal to which all performers aspire: poised and confident, winningly charismatic, and a source of inspiration for those who listen to him. He is said to have total recall of anything he hears or that is spoken while music plays, as well as utmost skill at improvisation.\",\"Holy sites dedicated to Milil are often found in performance venues and schools of music. Whether the site is a vast concert hall or a small choral chamber, it must have excellent acoustic qualities. Milil's priests are patrons of the arts in addition to being performers themselves, and they frequently act as tutors in the arts of performance at his shrines and temples.\",\"Like Deneir, Milil is sometimes thought of as being in service to Oghma. In these portrayals of the deity, Milil is the god's left hand, also referred to as the One True Hand. This expression isn't meant to denigrate the right hand (Deneir); rather, it stems from the fact that left-handedness is more often associated with great artistic ability and the belief that the greatest art comes from the acceptance of truth.\"]},{\"name\":\"Mishakal\",\"source\":\"DSotDQ\",\"page\":15,\"pantheon\":\"Dragonlance\",\"alignment\":[\"L\",\"G\"],\"category\":\"Good\",\"province\":\"Healing\",\"symbol\":\"Blue infinity sign\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/DSotDQ/011-00-038.o-good-trio.webp\"},\"title\":\"Symbols Left to Right: Kiri-Jolith, Majere, and Mishakal\",\"credit\":\"CoupleOfKooks\"},\"entries\":[\"God of compassion, healing, and love, Mishakal is widely worshiped by healers and community guardians. Throughout history, she has reached out to chosen heroes to soothe others' suffering. Her faithful offer healing and solace to all—even enemies.\"]},{\"name\":\"Mishakal\",\"source\":\"PHB\",\"page\":295,\"additionalSources\":[{\"source\":\"TCE\",\"page\":34}],\"pantheon\":\"Dragonlance\",\"alignment\":[\"L\",\"G\"],\"title\":\"Goddess of healing\",\"category\":\"The Gods of Good\",\"domains\":[\"Knowledge\",\"Life\",\"Twilight\"],\"symbol\":\"Blue infinity sign\"},{\"name\":\"Mogis\",\"source\":\"MOT\",\"page\":64,\"pantheon\":\"Theros\",\"alignment\":[\"C\",\"E\"],\"title\":\"God of Slaughter\",\"domains\":[\"War\"],\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/MOT/042-02-03-mogis.webp\"}},\"piety\":true,\"entries\":[{\"type\":\"section\",\"entries\":[\"Mogis is the god of slaughter, violence, and war. He is hatred unrestrained, empathy denied, and mercy forgotten, an entity whose very presence incites mortals to violence. Soldiers fear succumbing to his blood lust lest they dishonor themselves, but the vengeful and forsaken call to him for the gift of his rage. He is the brother of Iroas, god of victory, and his antithesis in matters of warfare.\",\"The anger and malice radiating from Mogis is almost palpable. He exercises no control over his temper or his urges and lashes out at subordinates at the slightest provocation. Akroan soldiers are warned that to give in to his seductive battle rage is to risk becoming an {@i androphage}—a bloodthirsty killer wholly consumed by Mogis's fury.\",\"Mogis cuts a terrifying figure, appearing as a four-horned minotaur of incredible size clad in spiked bronze armor and wielding a massive ebon greataxe. He doesn't debase himself by appearing in other guises to mortals—to behold him is to behold the cruelty of war personified. He hungers endlessly to defeat his brother Iroas in combat and thus become the sole avatar of war among mortals.\",{\"type\":\"entries\",\"name\":\"Mogis's Influence\",\"entries\":[\"Mogis, like his brother, governs the sphere of warfare. But while Iroas thrives on the glory of honorable victory, Mogis revels in sadism, destruction, and the utter humiliation of the vanquished. He drives warriors to acts of cruelty and malice in their pursuit of victory. Only those who have experienced the terror and violence of war truly understand the seductive nature of Mogis's power. To feel rage, to be an instrument of wrath—these emotions override the fear of battle. In hatred there is strength, and Mogis revels in this fact. But mortals must beware, for the price he exacts in exchange for this strength is the sacrifice of decency, honor, and compassion.\",{\"type\":\"entries\",\"name\":\"Mogis's Goals\",\"entries\":[\"To Mogis, the world is a canvas upon which he paints in blood. His goals are easy to understand, thus easily fulfilled by his minions. Mogis wants to unmake the world through savagery. Let every polis fall and the works of mortals burn—everything comes to ruin in time, and Mogis believes that time should be now. Only the most brutal and savage among the mortals should survive—his chosen few. Once the world lies in ruin with his brother dead at his feet, Mogis's goals will be achieved.\"]},{\"type\":\"entries\",\"name\":\"Divine Relationships\",\"entries\":[\"Mogis's existence is defined by his eternal struggle against his twin brother, Iroas. (Only a handful of contradictory myths address the parentage of these gods, but they are universally described as twins.) Any of Mogis's actions and endeavors contribute to undermining and ultimately destroying Iroas. Any divine relationships Mogis might enter into are born of convenience and as a means to the end. Mogis is incapable of loyalty and should be expected to break any pact or agreement once it has outlived its usefulness.\",\"Erebos appreciates Mogis's single-minded desire to destroy because it serves as a means to bring ever more souls into his realm. Also, Erebos occasionally steers Mogis's rampages in directions that inconvenience Heliod. This disruption inevitably leads to Heliod calling on Iroas to battle his brother, perpetuating the endless cycle of conflict between the twins.\",\"Of all his fellow gods, Mogis holds the most respect for Phenax. Mogis can't help but smile at the chaos Phenax is able to cause and the carnage the Returned wreak on the world. Phenax has a talent for inciting conflict, which allows Mogis to revel in the resulting strife.\",\"Mogis harbors an abiding disrespect, verging on hatred, for Ephara and Karametra. Ephara's neat, orderly cities are a delight to destroy, especially given her fussy, precise adherence to rules. Likewise, Ephara's close relationships with Iroas and Heliod provoke Mogis's disgust. Mogis disdains Karametra because she aids mortals and provides succor to the weak. These are acts of foolishness because the weak don't deserve aid—they are fodder for the strong. Setting fertile fields ablaze and witnessing the resulting famine is a source of enjoyment for Mogis, though he has been surprised more than once by the ferocity of Karametra's reprisals.\"]}]},{\"type\":\"entries\",\"name\":\"Worshiping Mogis\",\"entries\":[\"Mogis exhorts his followers to channel their hatred and rage into ever greater acts of cruelty and violence. He demands actions over words, making his followers an active and dangerous lot. From the spurned lover thirsting for revenge to the blood-drenched warrior on the battlefield, all honor Mogis with the shedding of blood in anger.\",\"Minotaurs are the most ardent worshipers of Mogis and regularly hold bloody rites in his honor. Warchanters, the minotaur clergy of Mogis, whip their marauders into a near-mindless frenzy before battle; the ensuing slaughter gives glory to Mogis's name.\",\"The appearance of the blood moon is a most holy occasion for the faithful of Mogis, since the moon represents his hateful crimson eye. At such times, his followers prepare and consume a feast of meat, either raw or barely cooked, along with copious amounts of intoxicants, followed by ritual self-mutilation—scarring themselves to demonstrate their devotion to Mogis.\",{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/MOT/043-02-13.webp\"},\"credit\":\"Peter Mohrbacher\"},{\"type\":\"insetReadaloud\",\"name\":\"Myths of Mogis\",\"entries\":[\"The tales of Mogis's deeds exemplify his need to unmake, his brutality, and his desire to destroy his hated brother.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"The Endless Feud\",\"entry\":\"One legend claims that Mogis and Iroas were once a single being, the act of war personified. But the inherent tension between honor and brutality in combat led to a dichotomy of purpose too great for a single god to reconcile. Ripping himself apart, the god split in two, and so did Mogis and Iroas come into existence, embodiments of the two aspects of war that are forever in conflict. Though no tales of either Mogis or Iroas's faith speak of such, whispers among the servants of other gods claim that there might be a way to piece the fractured god back together. Doing so would require an incredible feat, though, likely involving the cooperation of both Mogis and Iroas themselves.\"},{\"type\":\"item\",\"name\":\"Mogis's Warhound\",\"entry\":\"Mogis generally fights alone, because he often loses control of his temper and strikes allies as well as foes in the heat of battle. Still, Mogis sought a creature that would go before him, instilling fear in his foes before his mighty axe fell upon them. Mogis took a ferocious cerberus and bound it together with the fires of his eternal rage. This terrible new creation became his personal harbinger and battle companion. The god of slaughter didn't name his pet, refusing to do so until the beast had claimed a hundred thousand lives and so proved itself truly worthy of his esteem.\"},{\"type\":\"item\",\"name\":\"Origin of the Minotaur\",\"entry\":\"In ages past, a warrior of tremendous strength stalked the battlefield. As a lone combatant, he was unbeatable, but he suffered when groups rose to oppose him. After one such defeat, the warrior was so filled with wrath that he murdered his entire village in Mogis's name. The god, delighted by this display, gifted the warrior with his own ferocity, remaking him as a reflection of Mogis's wrath and an engine of destruction in combat. This warrior became the first minotaur, and many minotaurs still worship Mogis, as he is their creator and they were made in his image.\"},{\"type\":\"item\",\"name\":\"Revel in Ruin\",\"entry\":\"The summer festival of the Megasphagion is a domesticated version of Mogis's typical rites. It involves the sacrifice of many cattle to avert Mogis's wrath. The meat is then cooked and distributed among all who attend the festival. The grand feast that follows tends to devolve into a drunken revel. In some tales, individuals or communities with long-held grudges find themselves incensed during the festival, leading them to seek violent ends to their rivalries.\"},{\"type\":\"item\",\"name\":\"Wrathbringer\",\"entry\":\"Shortly after his birth, Mogis decided to create a weapon with which to kill his brother. Mogis assembled his champions and sent them out to battlefields, where they collected the essences of rage, hatred, and bloodlust. Under a blood-red moon, Mogis used those ingredients to forge a black iron greataxe of manifest violence, Wrathbringer.\"}]}]}]},{\"type\":\"entries\",\"name\":\"Mogis's Champions\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Alignment\",\"entries\":[\"Usually chaotic, often evil\"]},{\"type\":\"entries\",\"name\":\"Suggested Classes\",\"entries\":[\"Barbarian, cleric, druid, fighter, warlock\"]},{\"type\":\"entries\",\"name\":\"Suggested Cleric Domains\",\"entries\":[\"War\"]},{\"type\":\"entries\",\"name\":\"Suggested Backgrounds\",\"entries\":[\"Athlete, criminal, outlander, soldier\",\"Most champions of Mogis are antiheroes motivated by rage and a thirst for war. Many are tortured souls with a thirst for vengeance.\"]}]},{\"type\":\"entries\",\"name\":\"Mogis's Favor\",\"entries\":[\"Mogis's favor isn't difficult to earn for someone who lacks a moral compass. Mogis demands that blood be spilled in his service, preferably the blood of Iroas's followers. Would-be champions should realize, though, that the god of slaughter invests in his followers with the expectation of receiving great returns. Those who disappoint, proving themselves incapable of sufficient cruelty or bloodshed, might find themselves on the wrong end of his blade.\",\"To Mogis, the ideal follower is one who sheds all moral compunctions in the course of bringing suffering to the world. He also cultivates grievances and bitterness in those not ordinarily disposed to acts of wanton violence. Over the eons, he has found that the betrayed, the disgusted, and the disfavored are readily turned to a life of murderous service, to be discarded just as easily if they don't satisfy him. The Mogis's Favor table suggests a few ways that a mortal might come to Mogis's attention, or vice versa.\",{\"type\":\"table\",\"caption\":\"Mogis's Favor\",\"colLabels\":[\"d6\",\"Circumstance\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You were born under a sanguine moon, the symbol of Mogis's red eye.\"],[\"2\",\"Your twin sibling is a champion of Iroas.\"],[\"3\",\"You successfully carried out a brutal vendetta against a rival family.\"],[\"4\",\"You proved yourself dramatically (and perhaps violently) worthy in a contest of strength, a feat of endurance, or a similar accomplishment.\"],[\"5\",\"You called on Mogis's power to settle old scores by becoming an instrument of his wrath.\"],[\"6\",\"You have no idea why Mogis chose you, but his hate seeps into your being day by day nonetheless.\"]]}]},{\"type\":\"entries\",\"name\":\"Devotion to Mogis\",\"entries\":[\"Following Mogis is a definitive rejection of ethical codes and adoption of bloodlust and rage. As a follower of Mogis, consider the ideals on the Mogis's Ideals table as alternatives to those suggested for your background.\",{\"type\":\"table\",\"caption\":\"Mogis's Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Devotion. My devotion to my god is more important to me than what he stands for. (Any)\"],[\"2\",\"Savagery. I express my rage through combat. (Chaotic)\"],[\"3\",\"Hate. Hatred of my foes warms my heart and gives me power. (Any)\"],[\"4\",\"Fury. My only release from life's endless grind is surrendering to my inner beast. (Evil)\"],[\"5\",\"Ruthlessness. The ends justify the means and victory is to be obtained at any cost. (Evil)\"],[\"6\",\"Pride. No one can best me in my chosen endeavor and woe to those who try. (Any)\"]]}]},{\"type\":\"entries\",\"name\":\"Earning and Losing Piety\",\"entries\":[\"You increase your piety score to Mogis when you expand the god's influence in the world in a concrete way through acts such as these:\",{\"type\":\"list\",\"items\":[\"Defeating a champion of Iroas\",\"Taking vengeance against a powerful foe\",\"Burning a polis or a settlement to the ground\",\"Desecrating a temple to Iroas as an offering to Mogis\"]},\"Your piety score to Mogis decreases if you diminish Mogis's influence in the world, contradict his ideals, or make him look weak or ineffectual through acts such as these:\",{\"type\":\"list\",\"items\":[\"Failing to carry out a sworn vendetta\",\"Publicly displaying weakness or compassion\",\"Rejecting a duel or a challenge out of fear\"]}]},{\"type\":\"entries\",\"name\":\"Benefits of Piety\",\"entries\":[{\"type\":\"list\",\"columns\":2,\"items\":[\"{@reward Mogis's Devotee|MOT}\",\"{@reward Mogis's Votary|MOT}\",\"{@reward Mogis's Disciple|MOT}\",\"{@reward Champion of Slaughter|MOT}\"]}]}]}]}]},{\"name\":\"Moradin\",\"source\":\"DMG\",\"page\":10,\"additionalSources\":[{\"source\":\"XGE\",\"page\":18}],\"pantheon\":\"Dawn War\",\"alignment\":[\"L\",\"G\"],\"title\":\"God of creation\",\"domains\":[\"Forge\",\"Knowledge\",\"War\"],\"symbol\":\"Flaming anvil\"},{\"name\":\"Moradin\",\"reprintAlias\":\"The All-Hammer\",\"source\":\"EGW\",\"page\":24,\"pantheon\":\"Exandria\",\"alignment\":[\"L\",\"G\"],\"title\":\"the All-Hammer\",\"category\":\"Prime Deities\",\"domains\":[\"Forge\",\"Knowledge\",\"War\"],\"province\":\"Craft, creation\",\"symbol\":\"Hammer with ends carved in the likeness of dwarven heads\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/EGW/Symbol of Moradin.webp\"},\"credit\":\"Claudio Pozas\"},\"entries\":[\"Moradin is worshiped by smiths, artisans, and miners alike, granting inspiration in exchange for respect and prayer. He shaped the mountains from the chaos of the Founding, and stands as the patron protector of home and family. The devotion to the All-Hammer is strongest in dwarven communities, and many temples to Moradin mark the center of a mighty dwarven stronghold.\",\"Moradin lords over the soul forges within the massive tunneled mansion of Erackinor, deep beneath the slopes of Solania on the plane of Celestia.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Depiction\",\"entries\":[\"Many guild halls and workshops contain images of Moradin, a faceless, stout dwarven being of immense strength, hunched over a flaming heart clasped within his massive hands.\"]},{\"type\":\"entries\",\"name\":\"Holy Day\",\"entries\":[\"Moradin's holy day is Deep Solace, which is celebrated on the eighteenth day of the fifth month. Especially devout followers of the All-Hammer spend the day in isolation, meditating on the meaning of family and how they may be better mothers, fathers, siblings, and children. The dwarven community in Grimgolir celebrates with a full day of feasting and drinking.\"]}]},{\"type\":\"entries\",\"name\":\"Commandments of Moradin\",\"entries\":[{\"type\":\"list\",\"items\":[\"Remain stoic and tenacious in the face of catastrophe.\",\"Uphold and promote loyalty to your family, loyalty to your clan, and loyalty to your people.\",\"Legacy is paramount. To create something that lasts is to change the world for the better.\"]}]}]},{\"name\":\"Moradin\",\"source\":\"MTF\",\"page\":72,\"additionalSources\":[{\"source\":\"XGE\",\"page\":18}],\"pantheon\":\"Dwarven\",\"alignment\":[\"L\",\"G\"],\"category\":\"The Mordinsamman\",\"domains\":[\"Forge\",\"Knowledge\"],\"province\":\"Primary deity of dwarves\",\"symbol\":\"Hammer and anvil\",\"entries\":[\"The father of the dwarves crafted his children from metal and gems and imbued them with souls as he cooled them with his breath.\",\"Moradin is the master of every craft practiced by the dwarves and the patron of artisans. He expects his children to follow in his footsteps, studying his techniques and aspiring to one day match his expertise.\",\"Priests of Moradin are responsible for judging and assessing the work of a stronghold's artisans. They keep great volumes that describe various crafting techniques in detail, and use the guidelines in them to judge the quality of individual works.\",\"The priests also evaluate young dwarves to determine the youths' vocations. The decisions of the priests are accepted without question.\"]},{\"name\":\"Moradin\",\"source\":\"PHB\",\"page\":296,\"additionalSources\":[{\"source\":\"XGE\",\"page\":18}],\"pantheon\":\"Nonhuman\",\"alignment\":[\"L\",\"G\"],\"title\":\"Dwarf god of creation\",\"domains\":[\"Forge\",\"Knowledge\"],\"symbol\":\"Hammer and anvil\"},{\"name\":\"Moradin\",\"source\":\"SCAG\",\"page\":22,\"additionalSources\":[{\"source\":\"XGE\",\"page\":18}],\"pantheon\":\"Dwarven\",\"alignment\":[\"L\",\"G\"],\"title\":\"God of creation\",\"domains\":[\"Forge\",\"Knowledge\"],\"symbol\":\"Hammer and anvil\"},{\"name\":\"Morgion\",\"source\":\"DSotDQ\",\"page\":18,\"pantheon\":\"Dragonlance\",\"alignment\":[\"N\",\"E\"],\"category\":\"Evil\",\"province\":\"Disease, secrecy\",\"symbol\":\"Hood with two red eyes\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/DSotDQ/017-00-040.o-evil-trio.webp\"},\"title\":\"Symbols Left to Right: Morgion, Nuitari, and Sargonnas\",\"credit\":\"CoupleOfKooks\"},\"entries\":[\"Solitary and secretive, Morgion is the god of disease and decay. He doesn't consult or act in accord with the other gods, preferring to brood in his otherworldly fortress, the Bronze Tower, and pursue his own schemes. His worshipers follow his example, meeting in the dark and maintaining secrecy in all things.\"]},{\"name\":\"Morgion\",\"source\":\"PHB\",\"page\":295,\"pantheon\":\"Dragonlance\",\"alignment\":[\"N\",\"E\"],\"title\":\"God of disease and secrecy\",\"category\":\"The Gods of Evil\",\"domains\":[\"Death\"],\"symbol\":\"Hood with two red eyes\"},{\"name\":\"Morrigan\",\"source\":\"PHB\",\"page\":298,\"srd\":true,\"pantheon\":\"Celtic\",\"alignment\":[\"C\",\"E\"],\"title\":\"Goddess of battle\",\"domains\":[\"War\"],\"symbol\":\"Two crossed spears\"},{\"name\":\"Muamman Duathal\",\"source\":\"MTF\",\"page\":73,\"pantheon\":\"Dwarven\",\"alignment\":[\"N\",\"G\"],\"category\":\"The Mordinsamman\",\"domains\":[\"Tempest\"],\"province\":\"Storms, travel\",\"symbol\":\"Mace held in gauntlets\"},{\"name\":\"Mya\",\"source\":\"MTF\",\"page\":73,\"pantheon\":\"Dwarven\",\"alignment\":[\"N\",\"G\"],\"category\":\"The Mordinsamman\",\"domains\":[\"Knowledge\",\"Life\"],\"province\":\"Clan, family, wisdom\",\"symbol\":\"A faceless mother figure\"},{\"name\":\"Myrkul\",\"source\":\"PHB\",\"page\":294,\"basicRules\":true,\"pantheon\":\"Forgotten Realms\",\"alignment\":[\"N\",\"E\"],\"title\":\"God of death\",\"domains\":[\"Death\"],\"symbol\":\"White human skull\"},{\"name\":\"Myrkul\",\"altNames\":[\"The Lord of Bones\",\"Old Lord Skull\",\"The Reaper\"],\"source\":\"SCAG\",\"page\":21,\"pantheon\":\"Faerûnian\",\"alignment\":[\"N\",\"E\"],\"title\":\"God of death\",\"domains\":[\"Death\"],\"symbol\":\"White human skull\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/SCAG/Symbol of Myrkul.webp\"}},\"entries\":[\"Myrkul is an ancient god, one of three former mortals who were raised to deityhood when Jergal grew weary of his divine duties and distributed his influence between them. Myrkul became the god of death and the dead, and ruled over the City of the Dead for centuries until he, in turn, was slain. In time Myrkul returned, for can death itself truly ever die? Myrkul's faithful see him as the Reaper, who lays claim to souls and brings them to Kelemvor to be judged.\",\"Myrkul is a deity of death, decay, old age, exhaustion, dusk, and autumn. He's the god of the ending of things and hopelessness, as much as Lathander is the god of beginnings and hope. Folk don't pray to Myrkul so much as dread him and blame him for aching bones and fading vision. Myrkul is thought to be passionless and uncaring even of his most devout worshipers. Those who take Myrkul as a patron tend to be morose, taciturn, and obsessed with the dead and the undead. Like many followers of Kelemvor and Jergal, priests of Myrkul serve as undertakers and typically keep their patron's identity secret.\",\"Shrines to Myrkul or engravings of his holy symbol appear in many places where humans bury their dead, but full-fledged temples are rare. The few that exist are hallowed places where the dead from hundreds of miles around are brought for internment, even if they were not of Myrkul's faith. There is little space set aside for the living in such a location, usually a single modest shrine, but its catacombs and ossuaries are vast. In the deepest chamber of each temple rests a throne, and upon that throne sits the doomwarden - the preserved corpse of the most revered saint in the history of the temple (often its founder). Initiates to the faith are brought to kneel before a temple's doomwarden, where they must spend a night and a day fasting and meditating in complete darkness.\"]},{\"name\":\"Mystra\",\"source\":\"PHB\",\"page\":294,\"basicRules\":true,\"additionalSources\":[{\"source\":\"SCAG\",\"page\":125}],\"pantheon\":\"Forgotten Realms\",\"alignment\":[\"N\",\"G\"],\"title\":\"Goddess of magic\",\"domains\":[\"Knowledge\",\"Arcana\"],\"symbol\":\"Circle of seven stars, or nine stars encircling a flowing red mist, or a single star\"},{\"name\":\"Mystra\",\"altNames\":[\"The Lady of Mysteries\",\"Our Lady of Spells\",\"The Mother of All Magic\"],\"source\":\"SCAG\",\"page\":21,\"additionalSources\":[{\"source\":\"SCAG\",\"page\":125}],\"pantheon\":\"Faerûnian\",\"alignment\":[\"N\",\"G\"],\"title\":\"Goddess of magic\",\"domains\":[\"Arcana\",\"Knowledge\"],\"symbol\":\"Circle of seven stars, nine stars encircling a flowing red mist, or a single star\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/SCAG/Symbol of Mystra.webp\"}},\"entries\":[\"Mystra is the goddess of magic, and with that the goddess of possibilities. She is venerated by mages and by those who use magic or magical objects in their daily lives. She also receives the prayers of those who find magic wondrous or encounter magic they fear. Mystra is the goddess of the essential force that makes all spellcasting possible. She provides and tends the Weave, the conduit through which mortal spellcasters and magical crafters can safely access the raw force of magic.\",\"The faith of Mystra is pervasive in Faerûn, which is to be expected for a land as touched by magic as it is. Her worshipers include those who use magic or work closely with it, such as alchemists and sages. The blue-clad priests of Mystran temples count wizards and sorcerers among their numbers, as well as the occasional bard. The goal of Mystra's faithful is simple: that magic be preserved and promulgated throughout the Realms. It isn't unusual for her followers to keep an eye out for those who demonstrate high potential for using magic and help arrange for such persons to find tutelage with a suitable mentor.\"]},{\"name\":\"Mythrien Sarath\",\"source\":\"MTF\",\"page\":43,\"pantheon\":\"Elven\",\"alignment\":[\"C\",\"G\"],\"category\":\"The Seldarine\",\"domains\":[\"Arcana\",\"Forge\",\"Knowledge\"],\"province\":\"Abjuration, mythals\",\"symbol\":\"Row of three intertwined rings\"},{\"name\":\"Naralis Analor\",\"source\":\"MTF\",\"page\":43,\"pantheon\":\"Elven\",\"alignment\":[\"N\",\"G\"],\"category\":\"The Seldarine\",\"domains\":[\"Life\",\"Grave\"],\"province\":\"Healing, suffering, death\",\"symbol\":\"White dove\"},{\"name\":\"Naviask\",\"source\":\"EGW\",\"page\":32,\"pantheon\":\"Exandria\",\"alignment\":[\"N\",\"G\"],\"category\":\"Lesser Idols\",\"domains\":[\"Life\",\"Nature\"],\"province\":\"The Archfey\",\"symbol\":\"Wreath of flowers shaped into demon horns\",\"entries\":[\"Once a powerful balor pursuing total annihilation of the Feywild, Naviask was transformed into a fey spirit by Queen Titania of the Summer Court after falling into one of her traps. Titania's magic changed Naviask's mission to destroy into a quest to heal scarred lands with nature. After the Calamity, Naviask was drawn to Exandria, where he currently remains, seeking to heal the devastation and ruin that still plague the world.\",\"Naviask's followers say that the strange demon-turned-fey wanders the wastes of Xhorhas but is only glimpsed by those he wishes to see him. He aims to heal the land, but the magics that destroyed Ghor Dranas do not easily fade. He searches for those of similar heart and offers to share his power, so that the land might finally be healed.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Appearance\",\"entries\":[\"Naviask retains his balor shape, but his demonic profile is softened by a verdant hue, and the flowers and vines that adorn his body. The former demon's inner fire has been replaced with sunlight, and he wields a whip made of pure radiance.\"]}]}]},{\"name\":\"Nebelun\",\"source\":\"MTF\",\"page\":112,\"pantheon\":\"Gnome\",\"alignment\":[\"C\",\"G\"],\"domains\":[\"Forge\",\"Knowledge\",\"Trickery\"],\"province\":\"Invention, luck\",\"symbol\":\"Bellows and lizard tail\",\"entries\":[\"Nebelun, also known as the Meddler, is fearless, perhaps foolishly so. Every invention of Nebelun's starts with a wild idea, nothing goes entirely according to plan, and her greatest exploits often spring from mistakes. Who else would stroll in and steal Semuanya's tail as the lizardfolk god splashed in his favorite pool? Who else would use Thor's hammer to pound a nail and thus be inspired to invent the lightning rod? Garl never needs to persuade Nebelun to join an excursion, but he and the rest of the pantheon do have to focus her attention on the task at hand, so that her madcap inventiveness doesn't derail the effort.\",\"All gnomes see Nebelun as the delightful spirit of invention and discovery, even those whose livelihoods have nothing to do with the construction of odd devices. Any accident that fortuitously results in a new discovery might be credited to Nebelun's benevolent meddling in the affairs of mortal gnomes.\"]},{\"name\":\"Nebelun\",\"source\":\"SCAG\",\"page\":24,\"pantheon\":\"Gnomish\",\"alignment\":[\"C\",\"G\"],\"title\":\"God of invention and luck\",\"domains\":[\"Knowledge\",\"Trickery\"],\"symbol\":\"Bellows and a lizard tail\"},{\"name\":\"Nephthys\",\"source\":\"PHB\",\"page\":299,\"srd\":true,\"pantheon\":\"Egyptian\",\"alignment\":[\"C\",\"G\"],\"title\":\"Goddess of death and grief\",\"domains\":[\"Death\"],\"symbol\":\"Horns around a lunar disk\"},{\"name\":\"Nerull\",\"source\":\"PHB\",\"page\":295,\"pantheon\":\"Greyhawk\",\"alignment\":[\"N\",\"E\"],\"title\":\"God of death\",\"domains\":[\"Death\"],\"symbol\":\"Skull with either a sickle or a scythe\"},{\"name\":\"Nerull\",\"source\":\"XDMG\",\"page\":148,\"pantheon\":\"Greyhawk\",\"title\":\"the Reaper\",\"worshipers\":\"Murderers, necromancers\",\"plane\":\"Carceri\",\"symbol\":\"Skull with a scythe\"},{\"name\":\"Nike\",\"source\":\"PHB\",\"page\":298,\"srd\":true,\"pantheon\":\"Greek\",\"alignment\":[\"L\",\"N\"],\"title\":\"Goddess of victory\",\"domains\":[\"War\"],\"symbol\":\"Winged woman\"},{\"name\":\"Njord\",\"source\":\"PHB\",\"page\":299,\"pantheon\":\"Norse\",\"alignment\":[\"N\",\"G\"],\"title\":\"God of sea and wind\",\"domains\":[\"Nature\",\"Tempest\"],\"symbol\":\"Gold coin\"},{\"name\":\"Nuada\",\"source\":\"PHB\",\"page\":298,\"srd\":true,\"pantheon\":\"Celtic\",\"alignment\":[\"N\"],\"title\":\"God of war and warriors\",\"domains\":[\"War\",\"Order\"],\"symbol\":\"Silver hand on black background\"},{\"name\":\"Nuitari\",\"source\":\"DSotDQ\",\"page\":19,\"pantheon\":\"Dragonlance\",\"alignment\":[\"L\",\"E\"],\"category\":\"Evil\",\"province\":\"Evil magic\",\"symbol\":\"Black circle or sphere\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/DSotDQ/017-00-040.o-evil-trio.webp\"},\"title\":\"Symbols Left to Right: Morgion, Nuitari, and Sargonnas\",\"credit\":\"CoupleOfKooks\"},\"entries\":[\"Nuitari, the god of evil magic and darkness, is patron of the Mages of High Sorcery's Order of the Black Robes and other wicked mages. He encourages selfish and destructive magic. His power flows through the black moon that shares his name, which is visible only due to the stars it blocks in the sky.\"]},{\"name\":\"Nuitari\",\"source\":\"PHB\",\"page\":295,\"additionalSources\":[{\"source\":\"SCAG\",\"page\":125}],\"pantheon\":\"Dragonlance\",\"alignment\":[\"L\",\"E\"],\"title\":\"God of evil magic\",\"category\":\"The Gods of Evil\",\"domains\":[\"Arcana\"],\"symbol\":\"Black circle or sphere\"},{\"name\":\"Nylea\",\"source\":\"MOT\",\"page\":67,\"pantheon\":\"Theros\",\"alignment\":[\"N\",\"G\"],\"title\":\"God of the Hunt\",\"domains\":[\"Nature\"],\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/MOT/044-02-03-nylea.webp\"}},\"piety\":true,\"entries\":[{\"type\":\"section\",\"entries\":[\"Nylea is the wild, carefree god of the hunt. She claims dominion over the whole of the natural world, particularly hunger and predation, the seasons, metamorphosis and rebirth, and the forest.\",\"Nylea is among the most gregarious of the gods, and can be spotted frolicking joyfully with her Nyxborn lynx, Halma, or her favorite nymph, Theophilia. But she also savors solitude, and on the hunt she is deadly serious, almost animalistic, in her mood. She is nearly as quick to anger as her brother Purphoros, enacting swift revenge on those who harm the natural realm.\",\"Nylea usually appears as a green-skinned dryad with woody extremities. Her hair is made of vines and leaves that change with the seasons. She might also appear as a majestic specimen of any animal, most frequently a lynx or a wolf. When she desires stealth or solitude, she might take the form of a tree, usually an oak or an olive.\",{\"type\":\"entries\",\"name\":\"Nylea's Influence\",\"entries\":[\"Nylea is worshiped by hunters, but her concerns go far beyond humanity's ability to subsist on the bounty of the natural world. She controls the turning of the seasons. Usually, she ushers each one in and out on schedule, but when angered, she might refuse to change to the next season, or even call upon one out of its proper time. Mortals pray to her to ward off unseasonable weather, both natural and supernatural in origin.\",\"Nylea is the best archer in the world, and contests of archery are often held in her name. Those who hunt their own food pray to Nylea for success, and Nylea blesses their natural predation. Poachers and those who kill for sport, however, know that she loathes such activity, and they try to stay hidden from her at all costs. Nylea has personally slain many of those who killed wantonly in her sacred Nessian Wood.\",\"Nylea's association with metamorphosis makes her the target of prayers from those who seek to dramatically change their own nature or identity. She is worshiped by those who want to reform or transform society in ways less violent than those favored by gods such as Purphoros and Mogis. She is also revered by those who cherish the solitude and serenity of the forest.\",\"Birth falls under Nylea's influence as well, and her priests often double as midwives in their communities, blessing babies as they come into the world.\",{\"type\":\"entries\",\"name\":\"Nylea's Goals\",\"entries\":[\"Compared to the other gods, Nylea's goals are modest. She wants only to keep the natural world free and healthy, shepherd the seasons through their yearly cycle, and enjoy the beauty of the land. But in her darker moments, she realizes that the very existence of civilization on Theros is a mounting threat to nature—perhaps even an effort by the rest of the pantheon to destroy her. If it were up to her, she might well wipe away all the poleis and larger communities, leaving only scattered tribes of mortals to live in an enforced balance with nature. She isn't out to eradicate sapient beings, blaming her fellow gods for the spread of civilization rather than the mortals themselves.\"]},{\"type\":\"entries\",\"name\":\"Divine Relationships\",\"entries\":[\"Nylea seldom comes into open conflict with the other gods, and she would say that all her clashes with them result from their encroachment on her territory. The most frequent targets of her irritation are the gods who encourage the spread of civilization. Heliod and Ephara brought law and ambition to mortals, persuading them to congregate in stone-walled cities and consider themselves separate from her realm.\",\"Purphoros oversees some of the natural processes of earth and fire that help Nylea's realm flourish, but he also gave mortals the gift of bronze, enabling them to make axes and spears. In both his destructive and creative guises, Purphoros might threaten what Nylea holds dear. As a result, she remains wary of his designs.\",\"Nylea is disappointed in Karametra, precisely because of the overlap in their spheres of influence. Karametra insists on transforming nature into a mockery of itself, yoking once-wild beasts and contorting plants through agriculture to feed the ever-swelling population centers.\",\"Iroas and Mogis are harbingers of warfare, which is always devastating to the natural world. Nylea is virtually incapable of distinguishing between the \\\"noble\\\" and \\\"brutal\\\" aspects of their shared bailiwick, considering all forms of war a senseless waste of life and energy.\",\"Nylea acknowledges death as a crucial part of the life cycle, but scorns Erebos's obsession with the afterlife. What matters is that nature takes nourishment from the bodies of the deceased, not from the disposition of their intangible souls. She blames Erebos, Athreos, and Phenax in equal measure for the existence of the Returned, which she considers abominations.\"]}]},{\"type\":\"entries\",\"name\":\"Worshiping Nylea\",\"entries\":[\"Mortals all over Theros pray to Nylea when they rely on hunting or nature's whims for their livelihood. Her most ardent followers are satyrs, centaurs, humans (particularly those who live in Setessa and in the wilds), and nymphs of all kinds, especially dryads. Few leonin worship any of the gods, but of those who do, many favor Nylea with their prayers.\",\"Nylea blesses those who are kind to animals, considering such acts as wordless prayers. Those who must kill a dangerous natural animal or cut down trees often pray to Nylea for forgiveness, sometimes leaving food for other animals or planting new trees as atonement.\",{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/MOT/045-02-14.webp\"},\"credit\":\"Chris Rahn\"},{\"type\":\"insetReadaloud\",\"name\":\"Myths of Nylea\",\"entries\":[\"Most of the myths about Nylea are cautionary tales about the fate of mortals who profane her sacred forests.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"The First Hunt\",\"entry\":\"Each spring, communities observe the festival of the First Hunt, the Protokynion. In ancient times, the festival involved hunting, but in the modern form of observance, it is a day of picnics, outdoor games, and frolicking that has little to do with Nylea except that it celebrates the full flowering of spring. Tales tell of Nylea being passingly bitter about the celebration and, annually, visiting a First Hunt celebration in disguise. If she finds herself duly honored during the revelry, she blesses the event and might personally participate. If she finds no mention of her works, she curses those in attendance, sometimes sending rampaging beasts to disrupt the event or turning participants into game animals for true hunters to stalk.\"}]},{\"type\":\"entries\",\"name\":\"Origin of the Catoblepas, Another Perspective\",\"entries\":[\"When a herder boasted that his cattle were Theros's finest because Heliod and Nylea had created them, Heliod persuaded Mogis to curse the cattle, transforming them into the first {@creature Catoblepas|VGM|catoblepases}. Heliod had hoped to win Nylea's favor by defending her honor in this way, but she was outraged to be associated with the creation of these abominations. To this day, Nylea offers a boon to anyone who hunts down a catoblepas and brings its head to her sacred grove.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"The Three Hunters\",\"entry\":\"Three young men from wealthy families were hunting for sport in the Nessian Wood. Nylea accosted them before they had taken any prey and gave each man a chance to bring her a gift that would atone for his intentions. The first man killed a stag and made an offering of it in her name, so she turned him into a stag to compensate for the one he had killed. The second offered wealth from his family coffers, so she turned him into a tree clinging to a cliff face by one root. The third, remorseful, threw himself on a bed of moss, and a cerulean butterfly came to rest on his hand. Carefully, he carried the butterfly back to Nylea. She not only spared him, but blessed his house and all his descendants.\"},{\"type\":\"item\",\"name\":\"The Tragedy of Arasta\",\"entry\":\"In ages long past, Nylea loved her dryad companion, Arasta, as a sister and the two spread wonders across Theros. One day, Phenax, envious of the pair and stung by some forgotten slight, transformed Arasta into a terrible monster to prove that the goddess's love was based on beauty, not true kinship. Seeing the unfamiliar creature, Nylea was horrified and drove her away. Shattered, Arasta retreated and has terrorized the gods' servants ever since. To this day, Nylea remains deeply pained by Arasta's loss. Knowing that only Phenax can undo the curse he laid upon the dryad, Nylea often sends her champions to learn the secret of what might restore her friend.\"}]}]}]}]},{\"type\":\"entries\",\"name\":\"Nylea's Champions\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Alignment\",\"entries\":[\"Usually neutral, often good\"]},{\"type\":\"entries\",\"name\":\"Suggested Classes\",\"entries\":[\"Barbarian, cleric, druid, ranger\"]},{\"type\":\"entries\",\"name\":\"Suggested Cleric Domains\",\"entries\":[\"Nature\"]},{\"type\":\"entries\",\"name\":\"Suggested Backgrounds\",\"entries\":[\"Folk hero, hermit, outlander\",\"Most champions of Nylea understand the cycles of nature—embracing life, death, and rebirth. They might commit violence when necessary but never revel in it, advocating for the proper treatment of animals, plants, and the natural world.\"]}]},{\"type\":\"entries\",\"name\":\"Nylea's Favor\",\"entries\":[\"Nylea chooses champions who will tirelessly defend the natural world, regardless of their mortal ties and associations. She cares more for consistency of actions than for vows of loyalty and expressions of devotion. Whether you are silently devoted to her or vociferous in your praise, it is your actions in her name that will prompt her to continue her support—or withdraw it.\",\"Because her interests are often tied to natural forces, Nylea's attentions can be unpredictable. What made the god turn her attention to you? What act of charity or feat of skill made her think you would be a good champion? The Nylea's Favor table offers a handful of suggestions.\",{\"type\":\"table\",\"caption\":\"Nylea's Favor\",\"colLabels\":[\"d6\",\"Circumstance\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You were born at dawn on the spring equinox, a sign of Nylea's favor.\"],[\"2\",\"You healed an injured wolf, which then revealed itself to be Nylea in disguise.\"],[\"3\",\"You won an archery contest with a truly stunning shot, but afterward chastised onlookers who compared your skill to Nylea's.\"],[\"4\",\"Lost in the forest as a child, you were raised by wolves. Nylea intervened to teach you language and enable you to one day take your place in society as one of her champions.\"],[\"5\",\"A unicorn has appeared to you several times in your life, often after protecting animals or nature.\"],[\"6\",\"You lived alone in the wilderness for a year. In all that time you never heard another mortal's voice, but Nylea spoke to you regularly.\"]]}]},{\"type\":\"entries\",\"name\":\"Devotion to Nylea\",\"entries\":[\"Nylea calls upon her followers to defend the natural world and oppose those who would bring it harm through cruelty or greed. As a follower of Nylea, consider the ideals on the Nylea's Ideals table as alternatives to those suggested for your background.\",{\"type\":\"table\",\"caption\":\"Nylea's Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Devotion. My devotion to my god is more important to me than what she stands for. (Any)\"],[\"2\",\"Nature. The beauty of the natural world fills me with serenity. (Neutral)\"],[\"3\",\"Freedom. I yearn to run wild. (Chaotic)\"],[\"4\",\"Stewardship. We must care for the natural world as it cares for us. (Good)\"],[\"5\",\"Savagery. It's eat or be eaten, and I plan to be the one with the full belly. (Evil)\"],[\"6\",\"Purity. I won't sully my body or my soul with the taint of civilization. (Any)\"]]}]},{\"type\":\"entries\",\"name\":\"Earning and Losing Piety\",\"entries\":[\"You increase your piety score to Nylea when you expand the god's influence in the world in a concrete way through acts such as these:\",{\"type\":\"list\",\"items\":[\"Healing a sick or injured wild animal\",\"Stopping those who hunt for sport or profit\",\"Proving your worth in a contest of archery\",\"Slaying an aberration, a fiend, or an undead\"]},\"Your piety score to Nylea decreases if you diminish Nylea's influence in the world, fail to defend nature, or offend her sensibilities through acts such as these:\",{\"type\":\"list\",\"items\":[\"Killing an animal for any reason other than necessity\",\"Dedicating a building or making a sacrifice to any god, including Nylea\",\"Protecting a city or farm from natural dangers\"]}]},{\"type\":\"entries\",\"name\":\"Benefits of Piety\",\"entries\":[{\"type\":\"list\",\"columns\":2,\"items\":[\"{@reward Nylea's Devotee|MOT}\",\"{@reward Nylea's Votary|MOT}\",\"{@reward Nylea's Disciple|MOT}\",\"{@reward Champion of the Hunt|MOT}\"]}]}]}]}]},{\"name\":\"Obad-Hai\",\"source\":\"PHB\",\"page\":295,\"pantheon\":\"Greyhawk\",\"alignment\":[\"N\"],\"title\":\"god of nature\",\"domains\":[\"Nature\"],\"symbol\":\"Oak leaf and acorn\"},{\"name\":\"Obad-Hai\",\"source\":\"XDMG\",\"page\":148,\"pantheon\":\"Greyhawk\",\"title\":\"the Shalm\",\"worshipers\":\"Hunters, gatherers, hermits\",\"plane\":\"Outlands\",\"symbol\":\"Oak leaf and acorn\"},{\"name\":\"Odin\",\"source\":\"PHB\",\"page\":299,\"pantheon\":\"Norse\",\"alignment\":[\"N\",\"G\"],\"title\":\"God of knowledge and war\",\"domains\":[\"Knowledge\",\"War\"],\"symbol\":\"Watching blue eye\"},{\"name\":\"Odur\",\"source\":\"PHB\",\"page\":299,\"pantheon\":\"Norse\",\"alignment\":[\"C\",\"G\"],\"title\":\"God of light and the sun\",\"domains\":[\"Light\"],\"symbol\":\"Solar disk\"},{\"name\":\"Oghma\",\"source\":\"PHB\",\"page\":298,\"srd\":true,\"pantheon\":\"Celtic\",\"alignment\":[\"N\",\"G\"],\"title\":\"God of speech and writing\",\"domains\":[\"Knowledge\"],\"symbol\":\"Unfurled scroll\"},{\"name\":\"Oghma\",\"source\":\"PHB\",\"page\":294,\"srd\":true,\"basicRules\":true,\"pantheon\":\"Forgotten Realms\",\"alignment\":[\"N\"],\"title\":\"God of knowledge\",\"domains\":[\"Knowledge\"],\"symbol\":\"Blank scroll\"},{\"name\":\"Oghma\",\"altNames\":[\"The Binder\",\"The Lord of Knowledge\"],\"source\":\"SCAG\",\"page\":21,\"pantheon\":\"Faerûnian\",\"alignment\":[\"N\"],\"title\":\"God of knowledge\",\"domains\":[\"Knowledge\"],\"symbol\":\"Blank scroll\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/SCAG/Symbol of Oghma.webp\"}},\"entries\":[\"Oghma is the god of inspiration, invention, and knowledge. Above all else, Oghma represents knowledge in its most supreme, raw form - the idea. An aphorism cited by his faithful about this concept serves them as a prayer when it is repeated aloud: \\\"An idea has no heft but it can move mountains. An idea has no authority but it can dominate people. An idea has no strength but it can push aside empires. Knowledge is the greatest tool of the mortal mind, outweighing anything made by mortal hands. Before anything else can exist, the idea must exist.\\\"\",\"Oghma's faithful spread knowledge and literacy as widely as possible, believing that minds ought never to be shackled by ignorance and thus not be able to bequeath the benefit they might otherwise provide their fellows. Not surprisingly, those who follow Oghma oppose those who foster deceit, trickery, and ignorance.\",\"Folk of many professions favor the Binder: wizards, cartographers, artists, bards, clerks, inventors, sages, scribes, and all manner of others who uncover, preserve, and create knowledge and learning. The worship of Oghma was, at one point, one of the few organized faiths in Faerûn that had an established orthodoxy and a complete network of temples that adhered to that orthodoxy. Schisms during the Time of Troubles shattered that network, and now the structures that house the faith are individual temples or small networks of allied temples, much in the manner of other faiths.\"]},{\"name\":\"Olidammara\",\"source\":\"PHB\",\"page\":295,\"pantheon\":\"Greyhawk\",\"alignment\":[\"C\",\"N\"],\"title\":\"God of revelry\",\"domains\":[\"Trickery\"],\"symbol\":\"Laughing mask\"},{\"name\":\"Olidammara\",\"source\":\"XDMG\",\"page\":148,\"pantheon\":\"Greyhawk\",\"title\":\"the Laughing Rogue\",\"worshipers\":\"Revelers, gamblers, pranksters\",\"plane\":\"Ysgard\",\"symbol\":\"Laughing mask\"},{\"name\":\"Olladra\",\"source\":\"ERLW\",\"page\":141,\"pantheon\":\"Eberron\",\"category\":\"The Sovereign Host\",\"domains\":[\"Life\",\"Trickery\"],\"province\":\"Good fortune\",\"symbol\":\"Domino {@i or} black dragon\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/ERLW/The Sovereign Host.webp\"},\"title\":\"The Sovereign Host\"},\"entries\":[\"Olladra is the Sovereign of Feast and Fortune. She is the giver of joy and the granter of luck, patron to entertainers, gamblers, and anyone who takes a chance.\"]},{\"name\":\"Olladra\",\"source\":\"PHB\",\"page\":296,\"pantheon\":\"Eberron\",\"alignment\":[\"N\",\"G\"],\"title\":\"Goddess of good fortune\",\"category\":\"The Sovereign Host\",\"domains\":[\"Life\",\"Trickery\"],\"symbol\":\"Domino\"},{\"name\":\"Onatar\",\"source\":\"ERLW\",\"page\":141,\"pantheon\":\"Eberron\",\"category\":\"The Sovereign Host\",\"domains\":[\"Forge\",\"Knowledge\"],\"province\":\"Artifice, the forge\",\"symbol\":\"Crossed hammer and tongs {@i or} brass dragon\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/ERLW/The Sovereign Host.webp\"},\"title\":\"The Sovereign Host\"},\"entries\":[\"Onatar is the Sovereign of Fire and Forge. He guides both mundane smiths and artificers, inspiring anyone who performs an act of creation\"]},{\"name\":\"Onatar\",\"source\":\"PHB\",\"page\":296,\"additionalSources\":[{\"source\":\"XGE\",\"page\":18}],\"pantheon\":\"Eberron\",\"alignment\":[\"N\",\"G\"],\"title\":\"God of craft\",\"category\":\"The Sovereign Host\",\"domains\":[\"Forge\",\"Knowledge\"],\"symbol\":\"Crossed hammer and tongs\"},{\"name\":\"Osiris\",\"source\":\"PHB\",\"page\":299,\"srd\":true,\"additionalSources\":[{\"source\":\"XGE\",\"page\":19}],\"pantheon\":\"Egyptian\",\"alignment\":[\"L\",\"G\"],\"title\":\"God of nature and the underworld\",\"domains\":[\"Grave\",\"Life\",\"Nature\"],\"symbol\":\"Crook and flail\"},{\"name\":\"Paladine\",\"source\":\"DSotDQ\",\"page\":14,\"pantheon\":\"Dragonlance\",\"alignment\":[\"L\",\"G\"],\"category\":\"Good\",\"province\":\"Good dragons, guardians, rulers\",\"symbol\":\"Silver triangle\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/DSotDQ/010-00-031.good-god-symbols.webp\"},\"title\":\"Symbols Left to Right: Paladine, Branchala, and Habbakuk\",\"credit\":\"CoupleOfKooks\"},\"entries\":[\"Paladine is known as the Father of Good, the Master of Law, the Platinum Dragon, and—on other worlds of the multiverse—Bahamut. He leads the gods of good and watches over the world with an eye toward order, justice, and mercy. He teaches that wise and just laws are the basis of a functioning society, and his clerics often aid in crafting and upholding such laws. Paladine sometimes appears on Krynn in the guise of Fizban, a befuddled old human mage in faded robes.\"]},{\"name\":\"Paladine\",\"source\":\"PHB\",\"page\":295,\"additionalSources\":[{\"source\":\"TCE\",\"page\":33}],\"pantheon\":\"Dragonlance\",\"alignment\":[\"L\",\"G\"],\"title\":\"God of rulers and guardians\",\"category\":\"The Gods of Good\",\"domains\":[\"War\",\"Peace\"],\"symbol\":\"Silver triangle\"},{\"name\":\"Pan\",\"source\":\"PHB\",\"page\":298,\"srd\":true,\"pantheon\":\"Greek\",\"alignment\":[\"C\",\"N\"],\"title\":\"God of nature\",\"domains\":[\"Nature\"],\"symbol\":\"Syrinx (pan pipes)\"},{\"name\":\"Pelor\",\"source\":\"DMG\",\"page\":10,\"pantheon\":\"Dawn War\",\"alignment\":[\"N\",\"G\"],\"title\":\"God of the sun and agriculture\",\"domains\":[\"Life\",\"Light\"],\"symbol\":\"Circle with six outwardly radiating points\"},{\"name\":\"Pelor\",\"reprintAlias\":\"The Dawnfather\",\"source\":\"EGW\",\"page\":24,\"pantheon\":\"Exandria\",\"alignment\":[\"N\",\"G\"],\"title\":\"the Dawn Father\",\"category\":\"Prime Deities\",\"domains\":[\"Life\",\"Light\",\"Nature\"],\"province\":\"Healing, sun\",\"symbol\":\"Bright, eight-pointed star\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/EGW/Symbol of Pelor.webp\"},\"credit\":\"Claudio Pozas\"},\"entries\":[\"Pelor rules over sun and summer, his vigil encircling the ages as the keeper of time. As lord of agriculture and harbinger of the harvest, he is worshiped by farmers and most common folk, and his priests are welcomed in many lands. Supporter of the needy and destroyer of evil, the Dawn Father is often the patron of paladins and rangers who follow a similar creed. He is also known for his defeat of the Chained Oblivion and is revered by those who hunt aberrations.\",\"Pelor is often found within the Fortress of the Sun, a shining, golden citadel that brings vibrant life to the limitless orchards of the Blessed Fields of Elysium.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Depictions\",\"entries\":[\"Tapestries of old match early texts describing Pelor as a paternal figure in silver and gold armor, his head a beacon of light and fire so bright that his face can barely be seen. Many statues in holy places use the head as a brazier, lit with each dawn and extinguished at dusk.\"]},{\"type\":\"entries\",\"name\":\"Holy Day\",\"entries\":[\"Pelor's holy day is called Highsummer, and takes place on the fifteenth day of the seventh month. While other parts of Exandria feast, the Dwendalian Empire uses this day as an opportunity to enlist more soldiers in its army. The military holds great feasts and hands out toy soldiers and other propaganda, encouraging people to enlist and help fight against the evil that threatens the king.\"]}]},{\"type\":\"entries\",\"name\":\"Commandments of Pelor\",\"entries\":[{\"type\":\"list\",\"items\":[\"Be ever vigilant for evil. People are quick to forget the lessons of the past.\",\"Help relieve the suffering of the innocent.\",\"Deliver the light of Pelor where darkness dwells, with kindness, compassion, and mercy.\"]}]}]},{\"name\":\"Pelor\",\"source\":\"PHB\",\"page\":295,\"pantheon\":\"Greyhawk\",\"alignment\":[\"N\",\"G\"],\"title\":\"God of the sun and healing\",\"domains\":[\"Life\",\"Light\"],\"symbol\":\"Sun\"},{\"name\":\"Pelor\",\"source\":\"XDMG\",\"page\":148,\"pantheon\":\"Greyhawk\",\"title\":\"the Radiant Sun\",\"worshipers\":\"Healers, the compassionate\",\"plane\":\"Elysium\",\"symbol\":\"Sun\"},{\"name\":\"Pharika\",\"source\":\"MOT\",\"page\":70,\"pantheon\":\"Theros\",\"alignment\":[\"N\",\"E\"],\"title\":\"God of Affliction\",\"domains\":[\"Death\",\"Knowledge\",\"Life\"],\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/MOT/046-02-03-pharika.webp\"}},\"piety\":true,\"entries\":[{\"type\":\"section\",\"entries\":[\"Pharika is a god of affliction and medicine, alchemy and aging. In the earliest days of Theros, Pharika seeded the world with countless secret truths—mysteries of medicine, minerals with strange properties, nexuses of magic, and the like—which she hid among Nylea's wilds and the shadows of Erebos's Underworld, leaving clues where mortals might find them. It isn't altruism that drives her; she studies the innovation and suffering of mortals, deciphering in them ever greater mysteries as she treats Theros as her personal laboratory.\",\"Pharika typically takes the form of a green-skinned human woman with the lower body of a snake. Her hands are thickly scaled and a pair of bronze-scaled vipers seamlessly emerge from her chest. She is never without her kylix, a drinking cup within which she can produce virtually any medicine or toxin. When her aims require subtlety, Pharika often takes the form of a serpent or a medusa, or sometimes an aged human.\",\"Little escapes Pharika's cool gaze. Even when outwardly friendly, she is cunning and calculating, watching for the slightest sign of weakness or desire that she can exploit later. Those who offend her rarely recognize their misstep until she strikes.\",{\"type\":\"entries\",\"name\":\"Pharika's Influence\",\"entries\":[\"Pharika represents the duality of life and death distilled into a single draught that can serve as tonic or toxin, depending on the dosage. She is most associated with affliction, whether that phenomenon takes the form of a disease, a venom, a drug, or the passage of years. Her cures are reliable but come at a cost. In some cases, that cost is pain as the medicine courses through the imbiber's body. In other cases, she demands years of life, either from the patient's lifetime or the researcher's labor.\",\"In her oversight of life and death, Pharika acts as a patron of alchemists. Pharmacists offer prayers to her while crafting potions, as do the ill or infirm before imbibing a supposed remedy. Likewise, a body's slow transformation is sacred to her, whether it be the inevitable effects of aging or the petrification of her medusa children's victims.\",{\"type\":\"entries\",\"name\":\"Pharika's Goals\",\"entries\":[\"To Pharika, Theros is an ongoing experiment and mortals are her agents in carrying it out. Rather than limit her knowledge to what her own insights yield, she revels in watching mortals decipher the world's wisdom and unearth its hidden knowledge, and she delights in seeing each sage interpret their findings in novel ways. She is willing to do anything to perpetuate experimentation and discovery, even at the cost of turning her less devout followers into specimens.\"]},{\"type\":\"entries\",\"name\":\"Divine Relationships\",\"entries\":[\"Despite her venomous reputation, Pharika has provided nearly every god with a cure or an otherwise essential tonic at a crucial moment. As a result, she's rarely in outright conflict with her fellow gods, yet she's always willing to jeopardize peace with her peers if it means indulging some audacious new experiment.\",\"The gods of the Underworld have cordial relations with Pharika. She and Athreos enjoy each other's silent company, and Erebos appreciates her agenda, which ultimately bolsters his realm. Pharika rankles somewhat at the attention Erebos gets from dying mortals, chafing at their tendency to appeal to him when they could beg her for healing or for a painless death.\",\"Pharika and the gods of civilization cautiously maneuver around one another's territory, with Ephara and Karametra recognizing Pharika's medicinal virtues, and she is always seeking subtle ways to use city-states in her experiments without provoking her peers. She disdains Ephara's and Karametra's desire to tame the world rather than understand it.\",\"Pharika has her most complex relationships with the gods of knowledge. Pharika loathes that Keranos gifts wisdom to the undeserving, while Kruphix represents mysteries even she has yet to fathom.\",\"No god is more precious to Pharika than Nylea. She adores Nylea as the source of nature's abundant bounty and delights in Nylea's warmth. Anyone who threatens or offends Nylea is likely to also earn Pharika's enmity.\"]}]},{\"type\":\"entries\",\"name\":\"Worshiping Pharika\",\"entries\":[\"The diseased and the dying alike often make written entreaties to Pharika for a remedy. Prayers are written on scraps of paper or shards of pottery, sealed in small pots, and buried in bogs, leaving them as secrets for others to exhume years later. Many people pray to her before undergoing a medical procedure, picking herbs, or confronting a venomous animal. Nights of a waxing crescent moon (roughly the first week of each month, when a sliver of moon lingers in the early evening) are sacred to Pharika and are thought to be an auspicious time to harvest medicinal plants.\",\"Pharika's followers include members of several small mystery cults, which embrace varying aspects of her divine nature. The most infamous of these is the Cult of Frozen Faith, led by a medusa. Initiates receive a lethal dose of poison, become {@condition petrified}, and then are restored to flesh one year later. Petitioners who have Pharika's favor emerge alive and healthy; those she doesn't care for fail to survive the transformation.\",{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/MOT/047-02-15.webp\"},\"credit\":\"Peter Mohrbacher\"},{\"type\":\"insetReadaloud\",\"name\":\"Myths of Pharika\",\"entries\":[\"Tales of Pharika emphasize her secret knowledge, with many legends hinting at apocrypha that a listener might track down to discover the god's most exalted lore.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Aestraste's Reward\",\"entry\":\"So impressed was she with the deeds of her champion Aestraste that Pharika offered to fill her kylix with any draught for Aestraste to imbibe. The champion asked to taste the nectar of pure joy, and the god obliged. But when Aestraste took a sip, passion took hold of her, and she quaffed the entire elixir. Overwhelmed with ecstasy, the champion perished, having forgotten that too much of anything—even happiness—can be fatal.\"},{\"type\":\"item\",\"name\":\"The Basilisk's Greed\",\"entry\":\"In Pharika's earliest days, her mind overflowed with knowledge, and she retreated to a secret, verdant glen. There, she set to scribing her secrets into the garden's fruits, hiding within each a dozen deaths and their cures. When she retired wearily to bathe, a lizard crept into her grove and gobbled up much of the fruit. It's said that this original basilisk and its progeny are still heavy with undigested secrets, and that if basilisk blood is distilled into ink, it can be used to write out forgotten lore.\"},{\"type\":\"item\",\"name\":\"Day of Affliction\",\"entry\":\"During the first week of the eleventh month, Meletis observes Pharika's winter festival, the Cheimazion. The sick and infirm sleep in the god's temples during this festival in hopes of receiving a miraculous cure, and the truly devout imbibe near-lethal doses of poison, trusting Pharika to oversee their recovery. In some tales, a cobra with rainbow scales appears in Pharika's temple and bites some incurable soul. The envenomed victim pitches and babbles for three days, but their disjointed words prove to be a font of alchemical truths, sometimes bearing the secrets to healing others around them. In most of these myths, the victim expires at the end of these three days—Pharika's price for sharing her secrets—but in some, the patient recovers, thereafter exhibiting remarkable resistance to illness and poisons.\"},{\"type\":\"item\",\"name\":\"Dragon Balm\",\"entry\":\"Some texts of Pharika claim that within the chemical makeup of each individual dragon lies the cure to one specific disease or venom. Those desperate for a cure to a rare affliction often pray to the goddess to reveal the monster that embodies the malady tormenting them. Such insight, though, rarely decreases the danger of dragon hunting.\"},{\"type\":\"item\",\"name\":\"The Medusa's Curse\",\"entry\":\"To seed the world with knowledge, Pharika gathered her medusa children and granted a hundred secrets to each, bidding them to hide their revelations throughout the mortal realm. Selfishly, the medusas each kept secrets for themselves, using these as currency to bargain with mortals. Angered that her children would hoard any of her secrets, Pharika cursed them, so that they could never after behold their own reflections without risking death.\"}]}]}]},{\"type\":\"entries\",\"name\":\"Pharika's Champions\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Alignment\",\"entries\":[\"Usually neutral, often evil\"]},{\"type\":\"entries\",\"name\":\"Suggested Classes\",\"entries\":[\"Cleric, druid, ranger, rogue, warlock, wizard\"]},{\"type\":\"entries\",\"name\":\"Suggested Cleric Domains\",\"entries\":[\"Death, Knowledge, Life\"]},{\"type\":\"entries\",\"name\":\"Suggested Backgrounds\",\"entries\":[\"Criminal, guild artisan, hermit, outlander, sage\",\"Most champions of Pharika seek to uncover the world's greatest secrets through science, alchemy, and magic. They are often enamored with the mysteries of life and death, along with snakes or other venomous creatures.\"]}]},{\"type\":\"entries\",\"name\":\"Pharika's Favor\",\"entries\":[\"Pharika craves champions who support her ongoing experiments, torment her enemies, and deliver cutting-edge aid to the suffering. Yet, just because someone serves Pharika doesn't mean they are immune to her whims. Why did Pharika turn her gaze upon you, and how did you survive long enough to earn her approval? The Pharika's Favor table provides several suggestions.\",{\"type\":\"table\",\"caption\":\"Pharika's Favor\",\"colLabels\":[\"d6\",\"Circumstance\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You were born in a plague-struck village's final days, ultimately being the only survivor.\"],[\"2\",\"Exposure to a rare toxin granted you visions of Pharika, and you have sought her wisdom ever since.\"],[\"3\",\"Your medical attention proved crucial to a stranger's survival, and now your acquaintances periodically fall ill, as though Pharika is testing you again and again.\"],[\"4\",\"A sagacious serpent once offered you guidance and has influenced your studies ever since.\"],[\"5\",\"You are dying. As death grows nearer, you are increasingly adept at deciphering nature's mysteries.\"],[\"6\",\"You have no idea why Pharika showed interest in you, and you might sometimes wish she hadn't.\"]]}]},{\"type\":\"entries\",\"name\":\"Devotion to Pharika\",\"entries\":[\"In accepting Pharika as your patron, you entrust your health and your knowledge to her. As her follower, consider the ideals on the Pharika's Ideals table as alternatives to those suggested for your background.\",{\"type\":\"table\",\"caption\":\"Pharika's Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Devotion. My devotion to my god is more important to me than what she stands for. (Any)\"],[\"2\",\"Scholarship. Unlocking the natural world's secrets is a challenge I welcome. (Neutral)\"],[\"3\",\"Balance. My work shall save as many lives as it takes, balancing the deserving and the insufferable. (Neutral)\"],[\"4\",\"Immortality. Those who discover nature's darkest and direst secrets earn the right to live forever. (Evil)\"],[\"5\",\"Fatalism. Everyone dies. As a result, I may employ their brief lives to further my agendas. (Evil)\"],[\"6\",\"Tutelage. The world is a deadly classroom, and students need an expert guide to survive. (Neutral)\"]]}]},{\"type\":\"entries\",\"name\":\"Earning and Losing Piety\",\"entries\":[\"You increase your piety score to Pharika when you expand the god's influence in the world in a concrete way through acts such as these:\",{\"type\":\"list\",\"items\":[\"Creating a cure for a dangerous affliction\",\"Defeating a powerful foe by using poison\",\"Discovering or documenting an unknown people or a poorly understood creature\",\"Building or restoring a temple to Pharika, or a site that glorifies serpentine creatures\"]},\"Your piety score to Pharika decreases if you diminish Pharika's influence in the world, contradict her ideals, or make her look ridiculous or ineffectual through acts such as these:\",{\"type\":\"list\",\"items\":[\"Destroying alchemical, medical, pathological, or similar research\",\"Performing a notable act of healing without exacting a significant price\",\"Slaying a medusa or serpent\"]}]},{\"type\":\"entries\",\"name\":\"Benefits of Piety\",\"entries\":[{\"type\":\"list\",\"columns\":2,\"items\":[\"{@reward Pharika's Devotee|MOT}\",\"{@reward Pharika's Votary|MOT}\",\"{@reward Pharika's Disciple|MOT}\",\"{@reward Champion of Affliction|MOT}\"]}]}]}]}]},{\"name\":\"Phenax\",\"source\":\"MOT\",\"page\":73,\"pantheon\":\"Theros\",\"alignment\":[\"C\",\"N\"],\"title\":\"God of Deception\",\"domains\":[\"Trickery\"],\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/MOT/048-02-03-phenax.webp\"}},\"piety\":true,\"entries\":[{\"type\":\"section\",\"entries\":[\"Phenax is the masked patron of lies and cheats. He is Heliod's ethical antithesis, governing the spheres of gambling, deception, and betrayal. Phenax was once a mortal who was trapped in the Underworld, but he learned how to forsake his identity to prevent Erebos from detecting what he was doing. He crossed back over the Rivers That Ring the World wrapped in the tattered cloak of Athreos, the River Guide, who ushers the dead to their final rest. Hidden by illusion as he was, neither Athreos nor Erebos could find Phenax and bring him back.\",\"Able to play whatever role the situation calls for, Phenax is a consummate actor. His incisive wit and cunning enable him to read the desires of his marks, adjusting his approach to suit the moment. In his rare moments of candor, Phenax is calm and calculating, always looking toward his next scheme.\",\"Phenax is a shadowy and mysterious figure. When appearing before mortals, he prefers the form of a willowy humanoid with ashen gray skin, clad in elegant robes. He has also been known to appear in a variety of animal forms, including the shapes of asps, mockingbirds, or rats. Regardless of his shape, a mask forever conceals the blank face of the first Returned.\",{\"type\":\"entries\",\"name\":\"Phenax's Influence\",\"entries\":[\"Subtlety and manipulation—of mind, word, and deed—are the cornerstones of Phenax's power and his influence over mortals and immortals alike. Even gods enjoy hearing what they prefer to hear instead of the truth, and Phenax is happy to give them what they want.\",\"He takes pleasure in finding ways to subvert or corrupt champions of law, order, and justice, turning them to his cause. Whether by feeding the hubris of a champion of Heliod or subverting the moral code of a stalwart of Iroas, he tempts mortals by confronting them with seemingly inconsequential decisions, each of which offers an opportunity for the person to compromise their principles. One by one, these acts move the needle of a person's moral gauge by a small amount. Over time, these choices accumulate until the individual's fall from grace is complete.\",{\"type\":\"entries\",\"name\":\"Phenax's Goals\",\"entries\":[\"Phenax doesn't want to rule Nyx. He is the perennial outsider, existing only to disrupt the plans of his fellow gods. Every lie, every betrayal, delights him as it sows discord in the world. He respects a well-planned and executed grift or heist, sometimes rewarding able followers with opportunities to serve as his champions.\",\"As the metaphorical progenitor of the Returned, Phenax also takes time to provide shelter and opportunities for his children to disrupt the mortal world.\"]},{\"type\":\"entries\",\"name\":\"Divine Relationships\",\"entries\":[\"It stands to reason that the god of secrets, deception, and betrayal isn't close with the rest of the pantheon. This is not to say that Phenax doesn't have active relationships with others in the pantheon, but his position as the patron of lies doesn't lead to close, lasting friendships.\",\"Erebos and Athreos despise Phenax, which delights him to no end. Phenax revels in the fact that, as a lowly mortal, he was able to outwit both the Lord of the Underworld and the River Guide. Still bitter over Phenax's deception, Erebos concocts ways to torment the upstart god. Were he to discover a method to slay Phenax and return him to the Underworld, the god of the dead would pursue it over all other goals.\",\"Phenax finds Heliod and Iroas overbearing and insufferable. Both represent ideologies diametrically opposed to Phenax's, and both have followers who regularly try to foil his schemes. In turn, Phenax does his best to upend their plans through lies and deception. After all, a fair fight isn't worth fighting.\",\"Nowhere is Phenax's commitment to upending the status quo and angering his fellow gods more evident than in his role in the rise of Xenagos, the now destroyed god of revels. Xenagos's attacks left many of the gods disconnected from their followers, inciting a panic in Nyx. Phenax, basking in the chaos of Xenagos's plot, found myriad ways to covertly aid him until the satyr's apotheosis. Helping another mortal ascend to godhood was, to Phenax, the ultimate subversion of authority.\"]}]},{\"type\":\"entries\",\"name\":\"Worshiping Phenax\",\"entries\":[\"Every lie is an homage to Phenax. Because his most devout followers are criminals and gamblers, his influence is keenly felt in gambling halls and dens of thieves. But everyone has their own reasons to stray from the truth at times, and thus, they also find small ways to seek Phenax's favor as they go about their daily lives.\",\"Formal services to Phenax are conducted at night, with the most sacred rituals performed on nights of the new moon. Offerings are made to attract Phenax's favor, with valuables from successful robberies, parchment filled with lies, or loaded dice being thrown into deep crags or buried at crossroads. Such sacrifices often vanish soon after, claimed by the god or his servants. Devout criminals often offer Phenax stolen goods as part of their preparations for premeditated crimes.\",\"Phenax is worshiped openly in the necropoleis of Asphodel and Odunos, though the Returned who are loyal to Erebos's agent, Tymaret, refuse to worship the god they're hunting (see {@book chapter 3|MOT|3|Odunos}). Somber ceremonies are intoned to bless the golden funeral masks the Returned wear.\",{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/MOT/049-02-16.webp\"},\"credit\":\"Ryan Barger\"},{\"type\":\"insetReadaloud\",\"name\":\"Myths of Phenax\",\"entries\":[\"The tales told of Phenax's deeds speak of his duplicity, cunning, and wit.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"The Path of Phenax\",\"entry\":\"Phenax was once a mortal who, like all mortals, passed on to Erebos's care in the Underworld when his time among the living came to an end. But Phenax found a way to escape the Underworld by sacrificing his identity to the memory-draining waters therein. He was able to cross the Rivers That Ring the World wrapped in a shred of Athreos's cloak. Since he had no identity, Athreos couldn't detect him, and thus Erebos couldn't use his great lash to pull Phenax back. When he emerged back into the realm of mortals, he did so as the first of the Returned. In time, others discovered this quandary of metaphysics, which is now known as the Path of Phenax.\"},{\"type\":\"item\",\"name\":\"Black Oak of Odunos\",\"entry\":\"Before Odunos became a necropolis, it was a thriving city akin to Akros or Meletis. When the city fell before Phenax's assembled forces, some of the populace begged the god of lies to spare them the touch of Erebos's dread lash. Never one to miss an opportunity to cheat Erebos, Phenax made a solemn promise to those asking for his mercy, assuring them that they wouldn't be forced into the Underworld, on his honor. Soon afterward, the Returned that had invaded the city murdered these people to the last one—whereupon Phenax, true to his word, bound their bodies and souls to a great oak, making a terrifying amalgam of undeath to guard Odunos and haunt the living for eternity.\"},{\"type\":\"item\",\"name\":\"Feud with Nylea\",\"entry\":\"A pair of accomplished hunters, both fervent followers of Nylea, had a bet with one another to prove who was better with a bow. After countless tests found them equally matched, the hunters' rivalry drew Phenax's attention. Assuming the form of a dryad, Phenax goaded and taunted the hunters. Though amusing at first, Phenax's words cut deep, making the hunters careless. Thus, when the dryad suggested a blindfolded test of marksmanship, the hunters agreed. Once blinded, Phenax positioned the hunters to shoot one another. In the moment they fired, though, Nylea noticed Phenax's trick. She curved her hunters' arrows mid-flight and multiplied their number. Phenax's disguise shattered as he was riddled with arrows that pinned him to a great tree. Nylea appeared to the trapped god, mocked his pointless duplicity, and warned him never to threaten her followers again. She then left him to struggle free from the deeply embedded arrows, an escape that took him over a week. During that time, the god concocted plot after plot to have his revenge on Nylea. Some tales claim that this embarrassment directly led to tragedy for Nylea's favorite dryad companion, while others warn that Phenax's revenge has only just begun.\"}]}]}]},{\"type\":\"entries\",\"name\":\"Phenax's Champions\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Alignment\",\"entries\":[\"Usually chaotic, often neutral\"]},{\"type\":\"entries\",\"name\":\"Suggested Classes\",\"entries\":[\"Bard, cleric, monk, rogue, warlock\"]},{\"type\":\"entries\",\"name\":\"Suggested Cleric Domains\",\"entries\":[\"Trickery\"]},{\"type\":\"entries\",\"name\":\"Suggested Backgrounds\",\"entries\":[\"Charlatan, criminal, entertainer, sailor (pirate), urchin\",\"Most champions of Phenax are exemplars of deceit, motivated by greed, revenge, or a good swindle. They have chosen to serve a mortal who ascended to godhood, possibly because they want to emulate him.\"]}]},{\"type\":\"entries\",\"name\":\"Phenax's Favor\",\"entries\":[\"Phenax expects his champions to be cunning and self-sufficient, much as he was when he escaped the Underworld. He has great respect for a sound plan that is craftily executed and might offer all manner of clever assistance to mortals he deems worthy.\",\"What did you do to garner his attention? What set you apart in his eyes from petty schemers, grifters, and criminals? What made him think you would be a good champion? The Phenax's Favor table offers a handful of suggestions.\",{\"type\":\"table\",\"caption\":\"Phenax's Favor\",\"colLabels\":[\"d6\",\"Circumstance\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You were born at midnight under the new moon.\"],[\"2\",\"One of your parents is a champion of Phenax.\"],[\"3\",\"You pulled off a daring theft or escaped from confinement at a young age.\"],[\"4\",\"You have proven yourself a capable liar and teller of tall tales.\"],[\"5\",\"You dedicated your life to upsetting the balance of power in a corrupt polis.\"],[\"6\",\"You have no idea why Phenax showed interest in you, and you might sometimes wish he hadn't.\"]]}]},{\"type\":\"entries\",\"name\":\"Devotion to Phenax\",\"entries\":[\"Following Phenax means devoting yourself to a life of trickery and guile. To a champion of Phenax, a life without risk is no life at all. Some rules are meant to be broken, some secrets meant to be shared, and order must be upended from time to time. As a follower of Phenax, consider the ideals on the Phenax's Ideals table as alternatives to those suggested for your background.\",{\"type\":\"table\",\"caption\":\"Phenax's Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Devotion. My devotion to my god is more important to me than what he stands for. (Any)\"],[\"2\",\"Pragmatism. The ends justify the means; I do whatever it takes to win. (Evil)\"],[\"3\",\"Duplicity. I lie when it suits me, which makes things so much easier. (Chaotic)\"],[\"4\",\"Secrecy. All deception requires secrecy, but not all secrets are meant to deceive. (Any)\"],[\"5\",\"Luck. Want more luck? Take more chances! (Chaotic)\"],[\"6\",\"Adaptability. Plans change, circumstances go awry. I must bend in response to changes, not break. (Any)\"]]}]},{\"type\":\"entries\",\"name\":\"Earning and Losing Piety\",\"entries\":[\"You increase your piety score to Phenax when you expand the god's influence in the world in a concrete way through acts such as these:\",{\"type\":\"list\",\"items\":[\"Helping a fugitive escape justice\",\"Pulling off a daring robbery\",\"Obstruct champions of other gods\",\"Building or restoring a temple to Phenax\"]},\"Your piety score to Phenax decreases if you diminish Phenax's influence in the world, contradict his ideals, or make him look ridiculous or ineffectual through acts such as these:\",{\"type\":\"list\",\"items\":[\"Forthrightly assisting lawgivers in their duties\",\"Swearing and then honoring an oath\",\"Bringing order in times of chaos\"]}]},{\"type\":\"entries\",\"name\":\"Benefits of Piety\",\"entries\":[{\"type\":\"list\",\"columns\":2,\"items\":[\"{@reward Phenax's Devotee|MOT}\",\"{@reward Phenax's Votary|MOT}\",\"{@reward Phenax's Disciple|MOT}\",\"{@reward Champion of Deception|MOT}\"]}]}]}]}]},{\"name\":\"Pholtus\",\"source\":\"PHB\",\"page\":295,\"pantheon\":\"Greyhawk\",\"alignment\":[\"L\",\"G\"],\"title\":\"God of light and law\",\"domains\":[\"Light\",\"Order\"],\"symbol\":\"Silver sun or full moon partially eclipsed by a smaller crescent moon\"},{\"name\":\"Pholtus\",\"source\":\"XDMG\",\"page\":148,\"pantheon\":\"Greyhawk\",\"title\":\"of the Blinding Light\",\"worshipers\":\"Judges, lawyers, arbiters\",\"plane\":\"Arcadia\",\"symbol\":\"Silver sun partially eclipsed by a crescent moon\"},{\"name\":\"Poseidon\",\"source\":\"PHB\",\"page\":298,\"srd\":true,\"pantheon\":\"Greek\",\"alignment\":[\"C\",\"N\"],\"title\":\"God of the sea and earthquakes\",\"domains\":[\"Tempest\"],\"symbol\":\"Trident\"},{\"name\":\"Procan\",\"source\":\"GoS\",\"page\":18,\"pantheon\":\"Unknown\",\"alignment\":[\"C\",\"N\"],\"title\":\"Sailor of Sea and Sky\",\"domains\":[\"Tempest\"],\"entries\":[\"Procan is a chaotic neutral deity of the sea and weather. He offers his clerics access to the Tempest domain. He is embodied in the sudden storm that overtakes a ship, battering it with monstrous waves and howling winds that give way to peaceful waters and calm weather in the space of a moment.\",\"Procan's domain is the sea, and whatever the oceans touch, he bears witness to. His mood shifts to darkness as he witnesses a brutal murder on the docks of a squalid port, then lifts in pride as he watches a brave mariner leap into the sea and save a drowning child. Every story of the oceans courses through his mind, and he in each moment curses and blesses mortals for their endless follies, heroism, and hatreds.\",\"When the sea reaches its limit at the shore, so too does Procan's power. His clerics and priests rarely venture inland, and he cares little for what happens beyond his waters. At sea, he expects sacrifices in the form of fine food, potent alcohol, or valuable treasures thrown overboard at the start of a voyage. Due to this ritual, Procan holds all treasures lost at sea as part of his domain. He curses those who plunder shipwrecks without the blessings of his clerics, dogging their steps with wretched weather until his attention is drawn elsewhere.\",\"Procan's clerics reflect their deity's chaotic nature. They seek omens of his moods in the weather and sky, and mirror their own demeanor to match their deity's.\"]},{\"name\":\"Ptah\",\"source\":\"PHB\",\"page\":299,\"srd\":true,\"pantheon\":\"Egyptian\",\"alignment\":[\"L\",\"N\"],\"title\":\"God of crafts, knowledge, and secrets\",\"domains\":[\"Knowledge\"],\"symbol\":\"Bull\"},{\"name\":\"Purphoros\",\"source\":\"MOT\",\"page\":76,\"pantheon\":\"Theros\",\"alignment\":[\"C\",\"N\"],\"title\":\"God of the Forge\",\"domains\":[\"Forge\",\"Knowledge\"],\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/MOT/050-02-03-purphoros.webp\"}},\"piety\":true,\"entries\":[{\"type\":\"section\",\"entries\":[\"Purphoros is the god of the forge, the restless earth, and fire. He rules the raw creative force that infuses sapient minds. Purphoros is also the god of artisans, obsession, and the cycle of creation and destruction.\",\"As a forge radiates heat in the area around it, Purphoros's influence provides inspiration to mortals. He makes exquisitely crafted objects almost constantly, sometimes absentmindedly working while he holds conversations with the other gods, only to destroy the finished product and begin again. Impulsive and mercurial, Purphoros is prone to bouts of either joyous productivity or frustrated anger. He often feels constrained by the limits of imagination, yearning to realize ideas that seem just out of reach.\",\"Purphoros's preferred form is that of a muscular man whose coal-hued skin is mostly covered in mutable organic bronze. He might also appear in the form of a fiery phoenix or a bull made of cooling lava, and for that reason, both of those creatures are associated with him. When angered, he might appear as an enormous mass of lava, a blazing fire, or a volcanic eruption. Mortals who see Purphoros in one of those forms seldom live to tell about it.\",{\"type\":\"entries\",\"name\":\"Purphoros's Influence\",\"entries\":[\"The raw creative force that Purphoros embodies is chaotic, but Purphoros isn't a god of unbridled chaos. Rather, he shows mortals how to harness that primal energy, shaping it through passion and labor into something usable.\",\"Purphoros is primarily associated with forging, metallurgy, and related activities. It was his followers who first brought bronze to Theros, and a few of his most favored have begun working with a new metal—iron—said to come directly from their god's forge-fires.\",\"Though Purphoros is largely interested in physical craft, he has influence over all forms of creation. Keranos also inspires new ideas, but it is Purphoros who oversees the advancement of the craft that brings these ideas to life in the world.\",\"Purphoros is always ready to obliterate what is to make room for what could be, and to start the cycle again when what could be becomes what is. When he is inspired, the night sky glitters with new constellations, and anvilwrought creatures appear in the countryside. When he is wrathful, stars vanish in molten rain, and his hammer blows annihilate whole mountaintops.\",{\"type\":\"entries\",\"name\":\"Purphoros's Goals\",\"entries\":[\"Purphoros acts not because of grand plans or high ideals, but on the whims of his restless, creative mind. On the rare occasions when he contemplates what he would do if he were ascendant in the pantheon, his most fervent wish is to be left alone. To Purphoros, that would mean spending time by himself in his forge, creating anything he desires. But it also would mean being free to uproot mountains, topple cities, and reroute rivers without any of the other gods interfering.\"]},{\"type\":\"entries\",\"name\":\"Divine Relationships\",\"entries\":[\"Purphoros has few strong relationships with his fellow gods, considering most of them arrogant ingrates. According to legend, it was he who created the weapons of the gods, asking nothing in return. But his infrequent though memorable bouts of destructive fury have earned him more ill will in the pantheon than he realizes.\",\"Heliod despises Purphoros's unpredictable impulses even as he envies the forge god's ability to create grand works. Purphoros resents Heliod's attempts to impose laws that constrain the passion of creation. In many ways, the two gods represent opposing approaches to the contradictions and challenges of mortal life, and they have more than once fought titanic battles in Nyx.\",\"Thassa is Purphoros's closest ally in the pantheon. Imbued as she is with the malleable, quenching power of water, she knows that he can neither destroy her waves nor reforge them. Because she has no fear of him, she treats him as a friend. Purphoros frequently makes wondrous gifts for Thassa, and her underwater palace holds countless unique creations of the god of the forge.\",\"Purphoros holds Kruphix in contempt for hobbling his mind after he engaged in a particularly destructive battle with Heliod. The forge god spent years addled and incomplete. He has since recovered his faculties, but he mourns the things he might have made during that lost time. Taking revenge on Kruphix would require careful planning, however, and Purphoros is unlikely to undertake such an effort unless another god goads him into it.\",\"Ephara and Karametra are, like Purphoros, deeply involved in the project of civilization. Purphoros's desire to overturn the established order with violence stands in stark contrast to their measured ways. As a result, Purphoros stands aloof from them.\"]}]},{\"type\":\"entries\",\"name\":\"Worshiping Purphoros\",\"entries\":[\"Purphoros holds dominion over everything that springs from mortal ingenuity. Most artisans say a small prayer to him upon beginning or completing the construction of nearly anything, from swords to fortresses to ships.\",\"Naturally, Purphoros is strongly associated with the forge, and nearly every smithy on Theros is a sort of ad hoc temple to him. Charms and idols of Purphoros hang from the walls in such places, intended both to inspire the artisans and protect them against accidents. Regardless of their professions, worshipers of Purphoros often light small fires in the god's honor, burning wooden crafts or drawings of their inventions to gain his favor.\",{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/MOT/051-02-17.webp\"},\"credit\":\"Eric Deschamps\"},{\"type\":\"insetReadaloud\",\"name\":\"Myths of Purphoros\",\"entries\":[\"The myths about Purphoros revolve around one of two themes: his wonderful creations or his explosive anger.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"The Gift of Bronze\",\"entry\":\"Long ago, mortals on Theros fought and hunted using weapons made of stone and wood. According to legend, it was a satyr smith named Tecton who discovered how to refine copper ore and work it into tools and weapons. Purphoros, delighted, saw this as the mortals' first tentative steps toward true craft. Some smiths, hastily copying Tecton's methods, devised a way to blend copper and arsenic into a crude form of bronze, but the forging method was dangerous and often yielded defective results.\"}]},\"To reward the smith who took the first steps, Purphoros appeared to Tecton and granted the satyr the secret of smelting copper and tin into true bronze. The manufacture and use of bronze weapons spread across Theros, launching an age in which heroes conquered the wilds and founded great civilizations. Bronze is still the most used metal on Theros—and will remain so, at least until Purphoros decides that more than a few are ready for the secret of iron.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Purphoros's Twin\",\"entry\":\"When the world was young, Purphoros was jealous of Iroas and Mogis and wanted a twin of his own. He created Petros, a Nyxborn double of himself crafted of divine bronze with a touch of mortal flesh. Petros aged as the eons passed, and Purphoros was forced to patch cracks with strips of bronze and refill the vessel of his Nyxborn twin. Petros lacks the spark of true life, though, and can't speak. He toils day and night in Purphoros's forge, making wonders that would shame any mortal smith but can never match Purphoros's work in beauty or originality.\"},{\"type\":\"item\",\"name\":\"The Stone Winter\",\"entry\":\"In Theros's earliest days, the people vociferously honored Heliod, Nylea, and Thassa for the comforts of nature. Gradually, Purphoros grew bitter that mortals never acknowledged his flames, which kept the earth warm and fertile. So, Purphoros quenched the world's core. For a year, a lifeless winter gripped the world, with neither the sun nor the seasons warming the corpse-chill earth. Ultimately, it was the mortal engineer Chersio who brought about the winter's end. Instead of cursing the situation, Chersio sought a solution, creating a hypocaust system to bring warmth to her community. Delighted with the innovation, Purphoros waited until Chersio completed and lit her substructure furnace. When she did, the god returned warmth to the entire world. Today, an autumnal festival called the Kindling or the Forge-Lighting (the Chalcanapsion) lends its name to the seventh month in the Meletian calendar. During this festival, worshipers keep a bonfire burning from sundown to sunrise, acknowledging that Purphoros warms the earth and makes the harvest possible.\"}]}]}]},{\"type\":\"entries\",\"name\":\"Purphoros's Champions\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Alignment\",\"entries\":[\"Usually chaotic, often neutral\"]},{\"type\":\"entries\",\"name\":\"Suggested Classes\",\"entries\":[\"Barbarian, bard, cleric, fighter, sorcerer\"]},{\"type\":\"entries\",\"name\":\"Suggested Cleric Domains\",\"entries\":[\"Forge (described in {@book Xanathar's Guide to Everything|XGE}), Knowledge\"]},{\"type\":\"entries\",\"name\":\"Suggested Backgrounds\",\"entries\":[\"Acolyte, entertainer, guild artisan\",\"Most champions of Purphoros are unswerving advocates of passion and creativity who change the world by doing what they believe is right in the moment.\"]}]},{\"type\":\"entries\",\"name\":\"Purphoros's Favor\",\"entries\":[\"Purphoros is notoriously impulsive, often selecting champions based on momentary whims. Despite this seemingly blasé attitude, he is dedicated to all his champions, no matter how they came into his service.\",\"What made the forge god turn his attention to you? What set you apart from the masses of people who offer him prayers and sacrifice? What whim came over him that made you the perfect choice in the moment he tapped you? The Purphoros's Favor table offers a handful of suggestions.\",\"Purphoros's mood is highly changeable, and having his favor doesn't always mean having his attention. But if you follow your passions and do what you believe is right, he will stay true to you as well.\",{\"type\":\"table\",\"caption\":\"Purphoros's Favor\",\"colLabels\":[\"d6\",\"Circumstance\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Mount Velus erupted at the moment of your birth, signifying Purphoros's blessing of the event.\"],[\"2\",\"As a young artist, you breathed the intoxicating fumes of a volcano and found mystical inspiration.\"],[\"3\",\"You are an artisan who crafted a work of such high quality that Purphoros took notice.\"],[\"4\",\"After you were orphaned by a fire at your parents' forge, Purphoros took you under his protection.\"],[\"5\",\"Your parent or mentor was a master artisan, and you also yearn to create something worthy of a god's attention.\"],[\"6\",\"As a reckless youth, you joined a group of young artists and rabble-rousers who sought to tear down the established order in Purphoros's name.\"]]}]},{\"type\":\"entries\",\"name\":\"Devotion to Purphoros\",\"entries\":[\"Purphoros encourages freedom and self-expression, so it is only natural that his champions follow him for many different reasons. As a follower of Purphoros, consider the ideals on the Purphoros's Ideals table as alternatives to those suggested for your background.\",{\"type\":\"table\",\"caption\":\"Purphoros's Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Devotion. My devotion to my god is more important to me than what he stands for. (Any)\"],[\"2\",\"Passion. I will follow my heart and help others do the same. (Chaotic)\"],[\"3\",\"Aspiration. With Purphoros's blessing, I will create something magnificent. (Any)\"],[\"4\",\"Change. The old must be swept away to make room for the new. (Chaotic)\"],[\"5\",\"Generosity. I want to create things that will enrich the world. (Good)\"],[\"6\",\"Rage. I follow my passions, no matter how dark they might seem to others. (Evil)\"]]}]},{\"type\":\"entries\",\"name\":\"Earning and Losing Piety\",\"entries\":[\"You increase your piety score to Purphoros when you expand the god's influence in the world in a concrete way through acts such as these:\",{\"type\":\"list\",\"items\":[\"Fighting against those who would rule over others\",\"Taking decisive action on impulse\",\"Destroying something that has outlived its usefulness\",\"Creating something wondrous in Purphoros's name\"]},\"Your piety score to Purphoros decreases if you diminish Purphoros's influence in the world, work against freedom or self-expression, or allow tyranny to take hold through acts such as these:\",{\"type\":\"list\",\"items\":[\"Following an unjust law despite your misgivings\",\"Creating something shoddy or flawed\",\"Backing down from a fight or a contest\"]}]},{\"type\":\"entries\",\"name\":\"Benefits of Piety\",\"entries\":[{\"type\":\"list\",\"columns\":2,\"items\":[\"{@reward Purphoros's Devotee|MOT}\",\"{@reward Purphoros's Votary|MOT}\",\"{@reward Purphoros's Disciple|MOT}\",\"{@reward Champion of the Forge|MOT}\"]}]}]}]}]},{\"name\":\"Quajath\",\"source\":\"EGW\",\"page\":32,\"pantheon\":\"Exandria\",\"alignment\":[\"C\",\"N\"],\"title\":\"the Undermaw\",\"category\":\"Lesser Idols\",\"domains\":[\"Nature\",\"War\"],\"province\":\"The Fiend, the Great Old One\",\"symbol\":\"Ring of teeth\",\"entries\":[\"The mystery of whether Quajath is a creation or the direct progeny of Torog is unknown, but the deranged, gargantuan worm creature that scouted the Crawling King's advances in the Calamity was thought to have been slain in the ferocious final battles. Leaving a sizable portion of its wounded body behind, a slimy fragment of Quajath burrowed deep beneath the surface and slumbered in the cold earth beneath Eiselcross to recover and regrow. When the Undermaw attempted to rise once more, the elemental ice of Eiselcross proved too strong, and Quajath remains entombed within the frozen north to this day.\",\"Some of the wildfolk of Eiselcross have discovered an exposed segment of the Tomb of the Worm, and after generations of feeding on its eternally regrowing flesh, the will of the Undermaw has suffused their minds. Some of these wormkin now wander the world as vessels of Quajath's primal drive and alien mind, helping him psychically reach those whose shattered minds can find purpose in following Quajath, taking its gifts of raw magic and fractured secrets. They seek to one day return and free it from its icy prison.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Appearance\",\"entries\":[\"Quajath's recovered body resembles a monstrous, muscular worm of folded, bulbous skin covered in tooth-like scales. Its jagged mouth is surrounded by a ring of pointed teeth, with a thrice-forked tongue bearing its three ivory eyes.\"]}]}]},{\"name\":\"Raei\",\"source\":\"EGW\",\"page\":24,\"pantheon\":\"Exandria\",\"alignment\":[\"N\",\"G\"],\"title\":\"the Everlight\",\"category\":\"Prime Deities\",\"domains\":[\"Life\",\"Light\"],\"province\":\"Atonement, compassion\",\"symbol\":\"Humanoid, feminine phoenix\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/EGW/Symbol of Raei.webp\"},\"credit\":\"Claudio Pozas\"},\"entries\":[\"God of atonement and compassion, Raei spreads the message of understanding and optimism in even the darkest of places. She believes that the corrupt can be redeemed, a mindset that led to a betrayal by the Lord of the Nine Hells, who decimated her followers during the Calamity. This misplaced trust caused many priests to strike her name from historical records, leaving her title and faith scattered to obscurity for much of the recent age. Only recently has her faith been rediscovered and her temples returned to prominence. The Everlight's followers are often rural healers and community philosophers, offering a voice of reason and empathy in angry and cynical times.\",\"Raei guides her people from within her temple beside the crystal beaches of the Island of Renewal, a hidden sanctuary of flame alongside the Blessed Fields of Elysium.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Depiction\",\"entries\":[\"Those who bring the Everlight's words back to the light unearth her image from ruined temples, or create new art to inspire others with her message. Raei is represented as a beautiful, strong woman with dark skin and light hair, rising betwixt a set of angelic ivory wings.\"]},{\"type\":\"entries\",\"name\":\"Holy Day\",\"entries\":[\"The Everlight's holy day has been long forgotten, and her followers have yet to decide when her festival should be held and what the festivities should be. The debate has gone on for years, and no great miracles have yet been performed to unify the squabbling clerics.\"]}]},{\"type\":\"entries\",\"name\":\"Commandments of Raei\",\"entries\":[{\"type\":\"list\",\"items\":[\"Lead with mercy, patience, and compassion. Inspire others to unite in fellowship.\",\"Aid those who are without guidance. Heal those who are without hope.\",\"Those who are beyond redemption, who revel in slaughter and remorseless evil, must be dispatched with swift justice.\"]}]}]},{\"name\":\"Ralishaz\",\"source\":\"PHB\",\"page\":295,\"pantheon\":\"Greyhawk\",\"alignment\":[\"C\",\"N\"],\"title\":\"God of ill luck and insanity\",\"domains\":[\"Trickery\"],\"symbol\":\"Three bone fate-casting sticks\"},{\"name\":\"Ralishaz\",\"source\":\"XDMG\",\"page\":148,\"pantheon\":\"Greyhawk\",\"title\":\"the Unlooked For\",\"worshipers\":\"Gamblers\",\"plane\":\"Limbo\",\"symbol\":\"Three bone fate-casting sticks\"},{\"name\":\"Rao\",\"source\":\"PHB\",\"page\":295,\"additionalSources\":[{\"source\":\"TCE\",\"page\":33}],\"pantheon\":\"Greyhawk\",\"alignment\":[\"L\",\"G\"],\"title\":\"God of peace and reason\",\"domains\":[\"Knowledge\",\"Peace\"],\"symbol\":\"White heart\"},{\"name\":\"Rao\",\"source\":\"XDMG\",\"page\":148,\"pantheon\":\"Greyhawk\",\"title\":\"the Mediator\",\"worshipers\":\"Mediators, sages, scientists\",\"plane\":\"Mount Celestia\",\"symbol\":\"White heart\"},{\"name\":\"Raven Queen\",\"source\":\"DMG\",\"page\":10,\"pantheon\":\"Dawn War\",\"alignment\":[\"L\",\"N\"],\"title\":\"Goddess of death\",\"domains\":[\"Life\",\"Death\"],\"symbol\":\"Raven's head, in profile, facing left\"},{\"name\":\"Re-Horakhty\",\"source\":\"PHB\",\"page\":299,\"srd\":true,\"pantheon\":\"Egyptian\",\"alignment\":[\"L\",\"G\"],\"title\":\"God of the sun, ruler of the gods\",\"domains\":[\"Life\",\"Light\"],\"symbol\":\"Solar disk encircled by serpent\"},{\"name\":\"Rellavar Danuvien\",\"source\":\"MTF\",\"page\":43,\"pantheon\":\"Elven\",\"alignment\":[\"N\",\"G\"],\"category\":\"The Seldarine\",\"domains\":[\"Tempest\"],\"province\":\"Winter, harsh weather\",\"symbol\":\"Spear between two circles\"},{\"name\":\"Reorx\",\"source\":\"DSotDQ\",\"page\":16,\"pantheon\":\"Dragonlance\",\"alignment\":[\"N\"],\"category\":\"Neutral\",\"province\":\"Craft\",\"symbol\":\"Forging hammer\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/DSotDQ/014-00-039.o-neutral-trio.webp\"},\"title\":\"Symbols Left to Right: Reorx, Shinare, and Sirrion\",\"credit\":\"CoupleOfKooks\"},\"entries\":[\"Reorx is the god of creation, inspiration, and artisanship, credited with creating the gnomes, dwarves, kender, and even Krynn itself. He invents new things that alter the world and spur its people to action.\"]},{\"name\":\"Reorx\",\"source\":\"PHB\",\"page\":295,\"additionalSources\":[{\"source\":\"XGE\",\"page\":18}],\"pantheon\":\"Dragonlance\",\"alignment\":[\"N\"],\"title\":\"God of craft\",\"category\":\"The Gods of Neutrality\",\"domains\":[\"Forge\",\"Knowledge\"],\"symbol\":\"Forging hammer\"},{\"name\":\"Reya\",\"source\":\"HWCS\",\"page\":62,\"pantheon\":\"Amaranthine\",\"alignment\":[\"C\",\"N\"],\"title\":\"the Explorer\",\"domains\":[\"Nature\",\"Tempest\"],\"dogma\":\"Seek out unknown horizons. Your skills can take you anywhere if properly harnessed.\",\"symbol\":\"Four arrows, in a circle of ivy, forming a compass\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/HWCS/Reya-Symbol.webp\"}},\"entries\":[\"Reya, the Amaranthine of wind, is depicted as a great hawk wrapped in a cloak of swirling clouds, wielding a great longbow in her talons. She is the patron of the raptors, and is believed to have endowed them with their superior senses.\",\"The wind is free, streaming unimpeded across land and sea. Reya embodies this freedom. Her spirit glides through trees, over mountains, and out to the four corners of the world. She is the Amaranthine of exploration; her holy symbol forms a compass. Free-spirited folk who feel an insatiable urge to wander and roam the lands have been touched by her winds.\",\"Reya is a skilled hunter, credited with the invention of the bow, a gift she passed down to the birdfolk. She is also honored for her skills in navigating wild country and surviving off the land. Travelers undertaking long journeys pray to be blessed by a portion of her talents, to assist them in the perilous wilderness. Reya watches over those who embark on daring expeditions, protecting travelers and presenting them with challenges to make their journey all the more memorable.\",\"Reya is worshiped by hunters, travelers, sailors, and explorers. She is revered by wandering bards, who carry their journeys home in the form of songs and tales.\",{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/HWCS/Reya.webp\"}}]},{\"name\":\"Rill Cleverthrush\",\"source\":\"MTF\",\"page\":110,\"pantheon\":\"Gnome\",\"alignment\":[\"L\",\"N\"],\"domains\":[\"Knowledge\"],\"province\":\"Law, thought\",\"symbol\":\"Interlocking gears\"},{\"name\":\"Rillifane Rallathil\",\"source\":\"MTF\",\"page\":46,\"pantheon\":\"Elven\",\"alignment\":[\"C\",\"G\"],\"category\":\"The Seldarine\",\"domains\":[\"Nature\"],\"province\":\"Nature, beasts, the seasons\",\"symbol\":\"Oak\",\"entries\":[\"Like the other elven deities, Rillifane Rallathil was once a primal elf sprung from droplets of Corellon's blood. The original primal elves-and indeed, Corellon himself-have no \\\"true form.\\\" Their common, elf-like portrayals are a convenience adopted after the elves took on permanent humanoid form.\",\"When the other elven deities decided on humanoid forms, Rillifane took a different approach. He took as his principal form that of an enormous oak tree, taller and wider than any other. Its roots are so deep and far-reaching that they touch the roots of every other plant in the world, or so it's said. Through this network of tendrils, Rillifane remains aware of everything that happens in the forest.\",\"When he chooses to travel to other planes and worlds, Rillifane takes the appearance of an uncommonly tall and strong wood elf with dark skin, handsome features, and twigs and leaves protruding from his hair.\",\"In either guise, his main concerns are the welfare of forests and prairies, the passing of the seasons, and the lives of beasts. Most of his followers and priests are elf druids. They're just as insular and secretive as any other druids, which means their motives are often not clear to those around them.\",\"Energetic debates have been held over whether Rillifane's oak tree exists only on Arvandor; has roots that extend to all worlds; is duplicated fully on every world that has plant life; or is only a metaphor for Rillifane's deep connection to nature. A growing sentiment among Rillifane's druids holds that the correct answer is \\\"All of the above or none of the above, depending on Rillifane's mood.\\\"\",{\"type\":\"entries\",\"name\":\"Roots Run Deep\",\"entries\":[\" Ancient trees are almost always incorporated into shrines to Rillifane Rallathil. Many forests in elven lands have sacred groves where such trees stand as silent witnesses to the events of the world. At the base of such a tree, amid its immense, gnarled roots, the druids of Rillifane place their offerings. Carvings of animals, golden acorns, snowdrops, and sprigs of holly or witch hazel are all common offerings to the god of the passing seasons and the beasts of the forest. Often a shrine to Rillifane contains resting places where one can bend knee and meditate at the base of the great tree.\"]},\"The druids of Rillifane consider trees to be symbolic of the connection between the mental and the physical, between what is illuminated and what remains mysterious. Trunks and branches reach high into the expanse of the mind and the realm of revelation, while roots sink deep, anchoring themselves in the known and enwrapping what remains hidden. When Rillifane's druids meditate at the site of a great tree, they can receive visions that afford them a new way of seeing the world. Often these flashes compel the devotee to undertake a quest to bring balance to the natural order by delivering a vital message or completing some other task.\"]},{\"name\":\"Rillifane Rallathil\",\"source\":\"PHB\",\"page\":296,\"pantheon\":\"Nonhuman\",\"alignment\":[\"C\",\"G\"],\"title\":\"Wood elf god of nature\",\"domains\":[\"Nature\"],\"symbol\":\"Oak\"},{\"name\":\"Rillifane Rallathil\",\"source\":\"SCAG\",\"page\":23,\"pantheon\":\"Elven\",\"alignment\":[\"C\",\"G\"],\"title\":\"God of nature\",\"domains\":[\"Nature\"],\"symbol\":\"Oak\"},{\"name\":\"Roknar\",\"source\":\"MTF\",\"page\":73,\"pantheon\":\"Dwarven\",\"alignment\":[\"N\",\"E\"],\"category\":\"The Mordinsamman\",\"domains\":[\"Trickery\"],\"province\":\"Lies, intrigue\",\"symbol\":\"Hands filled with coins\"},{\"name\":\"Sargonnas\",\"source\":\"DSotDQ\",\"page\":19,\"pantheon\":\"Dragonlance\",\"alignment\":[\"L\",\"E\"],\"category\":\"Evil\",\"province\":\"Fire, vengeance\",\"symbol\":\"Stylized red condor\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/DSotDQ/017-00-040.o-evil-trio.webp\"},\"title\":\"Symbols Left to Right: Morgion, Nuitari, and Sargonnas\",\"credit\":\"CoupleOfKooks\"},\"entries\":[\"Sargonnas is the unpredictable god of flame, vengeance, and wrath. Though he's a consort to Takhisis, he schemes against her as often as he fights on her behalf. He is worshiped by those who seek retribution. His true form is that of a monstrous minotaur, and many minotaurs revere him under the name Sargas.\"]},{\"name\":\"Sargonnas\",\"source\":\"PHB\",\"page\":295,\"pantheon\":\"Dragonlance\",\"alignment\":[\"L\",\"E\"],\"title\":\"God of vengeance and fire\",\"category\":\"The Gods of Evil\",\"domains\":[\"War\"],\"symbol\":\"Stylized red condor\"},{\"name\":\"Sarula Iliene\",\"source\":\"MTF\",\"page\":43,\"pantheon\":\"Elven\",\"alignment\":[\"C\",\"G\"],\"category\":\"The Seldarine\",\"domains\":[\"Tempest\",\"Trickery\"],\"province\":\"Lakes, streams\",\"symbol\":\"Three lines symbolizing waves\"},{\"name\":\"Savras\",\"source\":\"PHB\",\"page\":294,\"basicRules\":true,\"pantheon\":\"Forgotten Realms\",\"alignment\":[\"L\",\"N\"],\"title\":\"God of divination and fate\",\"domains\":[\"Knowledge\"],\"symbol\":\"Crystal ball containing many kinds of eyes\"},{\"name\":\"Savras\",\"altNames\":[\"The All-Seeing\",\"The Third Eye\",\"Divination's Lord\"],\"source\":\"SCAG\",\"page\":21,\"pantheon\":\"Faerûnian\",\"alignment\":[\"L\",\"N\"],\"title\":\"God of divination and fate\",\"domains\":[\"Arcana\",\"Knowledge\"],\"symbol\":\"Crystal ball containing many kinds of eyes\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/SCAG/Symbol of Savras.webp\"}},\"entries\":[\"Savras is a god of divination and fortunetelling. Few people worship him, but many pray to him when performing small rituals of foresight. For example, young men and women sometimes attempt to divine the names of their future spouses by saying a rhyming chant that calls upon Savras while gazing in a mirror.\",\"Savras has no currently active temples in Faerûn, and his shrines are few and far between, tucked away in the corners of libraries and scriptoria. Despite this lack of prominence, certain folk pay regular homage to Savras, including investigators, diviners, judges, and others who have a need to uncover the truth. Such individuals can sometimes be identified by the elaborate staffs they carry in homage to Savras. According to legend, Savras was trapped in Azuth's staff for ages. Azuth eventually freed Savras so long as Savras swore fealty, and today the staff is a potent symbol for those who revere Savras. Devout worshipers take great pains to decorate and embellish their staffs, each hoping that Savras might find it a welcoming place to stop for a time.\"]},{\"name\":\"Segojan Earthcaller\",\"source\":\"MTF\",\"page\":112,\"pantheon\":\"Gnome\",\"alignment\":[\"N\",\"G\"],\"domains\":[\"Grave\",\"Light\"],\"province\":\"Earth, the dead\",\"symbol\":\"Glowing gemstone\",\"entries\":[\"The gnomes know Segojan Earthcaller as a kind, modest hero. He is said to be the best cook among the gnome gods and to have the power to heal any sickness, because he knows the medicinal and culinary uses of every creature and plant that lives underground. During the misadventures of the gnome pantheon, Segojan contributes to the group through his healing abilities and the restorative power of his meals, and on many occasions the other gnome gods call upon him to use his ability to burrow through any substance.\",\"Forest gnomes believe that their ability to speak with burrowing animals comes from Segojan. All gnomes see Segojan as a healer of the sick and a protector of the hearth. He is also revered in his role as a guide for gnomish souls after death, as long as the body is buried before worms claim it. If a gnome's body isn't entrusted to Segojan by interring it, the soul is forced to find its own way to the afterlife.\"]},{\"name\":\"Segojan Earthcaller\",\"source\":\"SCAG\",\"page\":24,\"pantheon\":\"Gnomish\",\"alignment\":[\"N\",\"G\"],\"title\":\"God of earth and the dead\",\"domains\":[\"Light\"],\"symbol\":\"Glowing gemstone\"},{\"name\":\"Sehanine\",\"reprintAlias\":\"Sehanine Moonbow\",\"source\":\"DMG\",\"page\":10,\"pantheon\":\"Dawn War\",\"alignment\":[\"C\",\"G\"],\"title\":\"Goddess of the moon\",\"domains\":[\"Trickery\"],\"symbol\":\"Crescent moon\"},{\"name\":\"Sehanine\",\"reprintAlias\":\"The Moonweaver\",\"source\":\"EGW\",\"page\":25,\"pantheon\":\"Exandria\",\"alignment\":[\"C\",\"G\"],\"title\":\"the Moon Weaver\",\"category\":\"Prime Deities\",\"domains\":[\"Arcana\",\"Nature\",\"Trickery\"],\"province\":\"Illusion, moonlight, night\",\"symbol\":\"Crescent moon turned upward, strung like a bow\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/EGW/Symbol of Sehanine.webp\"},\"credit\":\"Claudio Pozas\"},\"entries\":[\"Sehanine is the god of moonlight and the autumn season, as well as the patron of illusions and misdirection. Widely worshiped in halfling and elven cultures, she is considered to be the deity of love, protecting the trysts of lovers with shadows of her own making. Those who work in darkness and trickery often ask for her blessing.\",\"Sehanine is found among the verdant tangles of the realm of Arborea, watching over the elven courts, or wandering among the colorful fields of the Feywild.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Depiction\",\"entries\":[\"The Moon Weaver's depictions are as numerous as the myths and stories of her meddling with the unions of mortals. She is most often painted as a young girl with light-blue skin and white hair, her body and limbs merely wavy silk strands of silver moonlight that caress and create the edges of the shadows around her.\"]},{\"type\":\"entries\",\"name\":\"Holy Day\",\"entries\":[\"Sehanine has no holy day but is celebrated by the elves on the night of the decade's largest full moon. Elven astronomers track the moon's phases and how it grows closer and farther to Exandria to predict these days with great accuracy. Many haughty elves use this festival as an excuse to be sly and mischievous, while younger elves use costumes and illusions to prank their peers. Some elves of Bysaes Tyl hold a secret festival in the Pearlbow Wilderness during the full moon, since the Dwendalian Empire doesn't allow worship of the Moon Weaver.\"]}]},{\"type\":\"entries\",\"name\":\"Commandments of Sehanine\",\"entries\":[{\"type\":\"list\",\"items\":[\"Seize your own destiny by pursuing your passions.\",\"Let the shadows protect you from the burning light of fanatical good and the absolute darkness of evil.\",\"Walk unbridled and untethered, forging new memories and experiences.\"]}]}]},{\"name\":\"Sehanine Moonbow\",\"source\":\"MTF\",\"page\":46,\"pantheon\":\"Elven\",\"alignment\":[\"C\",\"G\"],\"category\":\"The Seldarine\",\"domains\":[\"Grave\",\"Knowledge\",\"Light\"],\"province\":\"Dreams, death, travel\",\"symbol\":\"Full moon under a moonbow\",\"entries\":[\"Sehanine is Corellon's beloved; Corellon is Sehanine's creator. Sehanine is Corellon's shadow; Corellon is Sehanine's reflection. Sehanine is the moon; Corellon is the moon's crescent. Sehanine is the night sky; Corellon is the sun and all the stars.\",\"No god of the Seldarine is as intertwined with Corellon or presents so many paradoxes for worshipers to unravel, but this role befits Sehanine, for she is a god of mysteries as much as anything else. Many non-elves find it easiest to think of Sehanine as the companion of Corellon and the god of the moon, but to elves she is much more than that. The moon passes from one phase to the next, and Sehanine watches over all such cycles, be it from season to season or cradle to grave. She is midwife to elf mothers, ushering souls into the world. She is also thought to stand beside dying elves, to greet their departing spirits and set them on the path to Arvandor. Sehanine serves as patron of the lost and any who travel, as well as those who seek meaning. Elves beseech her to provide relief from madness, and they mark her symbol on graves and tombs to invoke her protection of the dead. In these comforting aspects, Sehanine is often imagined as a willowy, gentle male elf with shining eyes that reveal both melancholy and tenderness in their gaze when depicted alongside his beloved Corellon.\",\"In stories of the Seldarine, Sehanine is Corellon's steadfast companion, the one being who can persuade Corellon to pause and reflect rather than allow his emotions to rule him. Corellon can be resplendent with joy or shaking with anger, but a word or a look from Sehanine is enough to check or subtly alter Corellon's mood and behavior, redirecting the god to a less extreme course of action. Some elven legends treat Sehanine as Corellon's spouse or as a favored child, but other stories hint at a deeper truth. They say Sehanine was formed from the first drop of blood spilled from Corellon's body, and so she reminds Corellon that even as a divine being, he can be harmed.\",\"Sehanine's priests often seek her guidance by entering into a state of true sleep and sifting through their dreams for signs. But Sehanine has another way of sending messages to the elves of the world. The crescent-shaped cataracts that appear in the eyes of an elderly elf at Transcendence are symbolic of the moonbow, an astronomical phenomenon with which she is associated. It appears in the night sky above the moon as a luminous arc of refracted light, no brighter than the moon itself. Only elves and some half-elves can perceive this sign, for it is meant only for Corellon's people. What it signifies depends on the phase of the moon. Above a full moon, when it is most often detected, it means that an elf of great importance and advanced age will soon journey to Arvandor. Elves who see the sign might be compelled to seek out this individual to commune with and learn from before the elder departs the world. The moonbow appearing above the moon during its other phases can be interpreted in many ways, depending on the season and the timing of its appearance. A moonbow appearing above a new moon is the most dreaded sign, for it is said to signal a coming period of great upheaval and many deaths.\",{\"type\":\"entries\",\"name\":\"Lunar Worship\",\"entries\":[\" Temples to Sehanine Moonbow are almost always aligned with the heavens to enable the priests to track the motion and phases of the moon. The sleeping quarters of the priests are positioned such that a shaft of light from the full moon falls on them while they are sleeping, and this silver light of Sehanine can influence their dreams and impart messages to them.\",\"Offerings to Sehanine are mostly made from silver, often shaped in a way that is reminiscent of the full moon. Cups, bowls, cloak pins, and plates of silver are found at her shrines, as well as those dedicated to the Seldarine collectively. The weapons and gear used by her followers, such as silver arrowheads, knife blades, and wooden shields, are often decorated with a stylized image of Sehanine's eye with rays coming out of it-a warning to the elves' enemies that Sehanine's gaze has fallen upon them.\"]}]},{\"name\":\"Sehanine Moonbow\",\"source\":\"PHB\",\"page\":296,\"pantheon\":\"Nonhuman\",\"alignment\":[\"C\",\"G\"],\"title\":\"Elf goddess of the moon\",\"domains\":[\"Knowledge\"],\"symbol\":\"Crescent moon\"},{\"name\":\"Sehanine Moonbow\",\"source\":\"SCAG\",\"page\":23,\"pantheon\":\"Elven\",\"alignment\":[\"C\",\"G\"],\"title\":\"Goddess of divination, dreams, travel, and death\",\"domains\":[\"Knowledge\"],\"symbol\":\"Full moon under a moonbow\"},{\"name\":\"Sekolah\",\"source\":\"PHB\",\"page\":296,\"pantheon\":\"Nonhuman\",\"alignment\":[\"L\",\"E\"],\"title\":\"Sahuagin god of the hunt\",\"domains\":[\"Nature\",\"Tempest\"],\"symbol\":\"Shark\"},{\"name\":\"Selvetarm\",\"source\":\"MTF\",\"page\":54,\"pantheon\":\"Drow\",\"alignment\":[\"C\",\"E\"],\"category\":\"The Dark Seldarine\",\"domains\":[\"War\"],\"province\":\"Warriors, slaughter\",\"symbol\":\"Spider over crossed sword and mace\",\"entries\":[\"Drow regard Selvetarm as the Champion of Lolth and the patron of drow warriors. He is portrayed as an eightarmed drow that represents the epitome of fighting prowess. But Lolth rarely looses her champion to do her bidding, keeping him snared by unbreakable webs that she removes only in times of direst need.\",\"The dark elves believe that Selvetarm walked in solitude for many centuries, spurning both Lolth and Corellon, for he was not wholly given over to evil but neither was he fully aligned with the forces of light. Eventually his path crossed that of Eilistraee, and he began to appreciate the goodness of the Dark Maiden, as exhibited in her teachings and deeds. By aiding in Selvetarm's redemption, Eilistraee hoped to begin to heal the breach between drow and the Seldarine. That hope was dashed, however, by the insidious plotting of Lolth.\",\"The Queen of Spiders had long resented the existence of Zanassu, a minor demon lord that competed with her for divine authority over spiders. She hated almost as much the possibility of Eilistraee's winning an ally among the drow pantheon. A prime opportunity arose when the spider demon lost much of its power in a conflict on the Material Plane. Lolth convinced Selvetarm to destroy Zanassu in its depleted state and seize the spider demon's burgeoning divine power. She did so by suggesting to Selvetarm that a victory would win him favor in the eyes of Eilistraee, whom he greatly admired. But when Selvetarm prevailed in battle over the spider demon, the wholly evil and chaotic nature of the divine power he absorbed overwhelmed Selvetarm's innate goodness and weakened him enough that the Spider Queen could bound his will tightly to her own.\",\"Enraged by Lolth's duplicity, Selvetarm is an engine of destruction, an eight-limbed maestro of slaughter. If allowed to operate unchecked, he could rend his way through an entire drow city in a berserk rage. Keeping him restrained is one of the few acts of Lolth that can be described as merciful.\",\"Because of his status as a captive, Selvetarm draws little attention from drow of high status. Low-caste drow warriors who are themselves slaves or indentured servants, or who have no chance to rise in rank, can beseech Selvetarm for prowess in battle without suffering any shame. Anyone of high standing or who hopes to attain high standing shies away from openly expressing reverence for Selvetarm, though such an individual might still beg his aid privately.\"]},{\"name\":\"Selvetarm\",\"source\":\"SCAG\",\"page\":23,\"pantheon\":\"Drow\",\"alignment\":[\"C\",\"E\"],\"title\":\"God of warriors\",\"domains\":[\"War\"],\"symbol\":\"Spider over crossed sword-and-mace\"},{\"name\":\"Selûne\",\"source\":\"PHB\",\"page\":294,\"basicRules\":true,\"additionalSources\":[{\"source\":\"TCE\",\"page\":34}],\"pantheon\":\"Forgotten Realms\",\"alignment\":[\"C\",\"G\"],\"title\":\"Goddess of the moon\",\"domains\":[\"Knowledge\",\"Life\",\"Twilight\"],\"symbol\":\"Pair of eyes surrounded by seven stars\"},{\"name\":\"Selûne\",\"altNames\":[\"Our Lady of Silver\",\"The Moonmaiden\",\"The Night White Lady\"],\"source\":\"SCAG\",\"page\":21,\"additionalSources\":[{\"source\":\"TCE\",\"page\":34}],\"pantheon\":\"Faerûnian\",\"alignment\":[\"C\",\"G\"],\"title\":\"Goddess of the moon\",\"domains\":[\"Knowledge\",\"Life\",\"Twilight\"],\"symbol\":\"Pair of eyes surrounded by seven stars\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/SCAG/Symbol of Selune.webp\"}},\"entries\":[\"Selûne is thought to be among the most ancient of Faerûn's deities. Most humans in Faerûn consider the moon in the sky to literally be the goddess gazing down on the world, and the trailing motes of light behind it her tears. She is also a goddess of stars and navigation as well as motherhood and reproductive cycles. She is seen as a calm power, frequently venerated by female humans as well as by a mix of other folk: navigators and sailors, those who work honestly at night, those seeking protection in the dark, the lost, and the questing.\",\"There are many legends about Selûne, chief among them being the tale of the battle at the beginning of time between Selûne and her sister, Shar. The Tears of Selûne, the cluster of starry lights that follow the moon around the sky, are thought to be brought about by the goddess's joy, sorrow, or both.\",\"Milk, a symbol of motherhood, is used in many rites performed by the worshipers of Selûne, as are trances and meditation. Those who favor her typically set a bowl of milk outside on each night of the full moon.\"]},{\"name\":\"Semuanya\",\"source\":\"PHB\",\"page\":296,\"pantheon\":\"Nonhuman\",\"alignment\":[\"N\"],\"title\":\"Lizardfolk deity of survival\",\"domains\":[\"Life\"],\"symbol\":\"Egg\"},{\"name\":\"Set\",\"source\":\"PHB\",\"page\":299,\"srd\":true,\"pantheon\":\"Egyptian\",\"alignment\":[\"C\",\"E\"],\"title\":\"God of darkness and desert storms\",\"domains\":[\"Death\",\"Tempest\",\"Trickery\"],\"symbol\":\"Coiled cobra\"},{\"name\":\"Shar\",\"source\":\"PHB\",\"page\":294,\"basicRules\":true,\"pantheon\":\"Forgotten Realms\",\"alignment\":[\"N\",\"E\"],\"title\":\"Goddess of darkness and loss\",\"domains\":[\"Death\",\"Trickery\"],\"symbol\":\"Black disk encircled with a border\"},{\"name\":\"Shar\",\"altNames\":[\"The Mistress of the Night\",\"The Dark Lady\",\"Our Lady of Loss\"],\"source\":\"SCAG\",\"page\":21,\"pantheon\":\"Faerûnian\",\"alignment\":[\"N\",\"E\"],\"title\":\"Goddess of darkness and loss\",\"domains\":[\"Death\",\"Trickery\"],\"symbol\":\"Black disk encircled with a purple border\",\"entries\":[\"The dark twin of Selûne, Shar is the goddess of darkness, both in its physical form and as it exists in the minds and souls of mortals. People worship Shar as the goddess of night, secrets, loss, and forgetfulness. She represents pains hidden but not forgotten, and vengeances carefully nurtured away from the light. She is said to have the power to make folk forget their pain or become inured to a loss, and many people in distress pray to Shar for such a blessing.\",\"Shar is revered by those who must venture into dark places and so pray to her for protection, such as miners, as well as by those who have fallen into melancholy and despair, who wish to forget something, or who have lost something and wish to recover it. Priests drawn to serve Shar often nurture their own deep wounds or dark secrets, which in their minds makes them best suited to console those who suffer from a similar ill. Throughout the world's history, many followers of Shar have done dark deeds in her name - most notably the shadovar of Netheril, an entire society dedicated to Shar. The tragedies and losses brought about by the fanaticism of her followers have caused many places to outlaw her worship and thus driven most of her priests into secrecy, but such prohibitions only heighten the priests' umbrage at authorities and make the faithful a focal point for rebellion and revenge against whoever rules.\"]},{\"name\":\"Shargaas\",\"source\":\"SCAG\",\"page\":24,\"pantheon\":\"Orc\",\"alignment\":[\"N\",\"E\"],\"title\":\"God of stealth and darkness\",\"domains\":[\"Trickery\"],\"symbol\":\"Red crescent moon with a skull between the moon's horns\"},{\"name\":\"Shargaas\",\"source\":\"VGM\",\"page\":84,\"_copy\":{\"name\":\"Shargaas\",\"source\":\"SCAG\",\"pantheon\":\"Orc\"},\"pantheon\":\"Orc\",\"customExtensionOf\":\"Shargaas|Orc|SCAG\",\"title\":\"the Night Lord\",\"entries\":[\"Shargaas is a god of darkness and the unknown. He is a secretive and murderous deity, dangerous to all except Gruumsh. His realm is the darkness that no creatures but those devoted to him can see through.\",\"To other orcs, the followers of Shargaas are depraved and twisted creatures that have no honor and skulk in the shadows. Rejected by Yurtrus as too unsuitable to serve as custodians of the dead, these orcs live even deeper inside the lair, close to where the entrance to Shargaas's realm is located. There in the darkness, orcs exiled to meet their fate are either brought into the fold as members of the tribe's Shargaas cult, or are torn to pieces and devoured as sacrificial tributes by the worshipers of the Night Lord.\",{\"type\":\"entries\",\"name\":\"Culling the Weak\",\"entries\":[\"Although most followers of Shargaas are exiles, living in the farthest reaches of the lair away from the rest of the tribe, others remain within the main body, posing as ordinary warriors. These agents single out the weakest members of the fighting force, because removing these weak links strengthens the rest of the group. Soon after being born, an orc must be able to show that it will grow into a capable warrior, or else it will be visited by the cultists of Shargaas. The cultists also waylay orcs that have proved themselves ineffectual in leadership or combat, then drag them into Shargaas's dark caverns to be ritually murdered and devoured.\",\"This culling of the weak and the unworthy is accepted as necessary by the tribe, but speaking about it is taboo. Those that disappear are simply said to be \\\"with Shargaas\\\" and are spoken of no more.\"]},{\"type\":\"entries\",\"name\":\"Alliance of Convenience\",\"entries\":[\"When faced with a particularly skilled foe able to withstand direct assaults, a war chief might call upon the cultists of Shargaas to assassinate an enemy leader, kidnap an influential hostage, or steal a valuable item.\",\"Gruumsh doesn't always look kindly on acts of subterfuge and indirectness, because orcs are meant to take and do what they want through straightforward assault and brutality. Nonetheless, when the chief seeks the aid of Shargaas to accomplish such a task, the leader of the cult is willing to comply-for a price. In exchange for its less than honorable services, the leader will strike a deal with the war chief to provide food, tools, slaves, or some other commodity that the cult prizes.\"]}]},{\"name\":\"Sharindlar\",\"source\":\"MTF\",\"page\":73,\"pantheon\":\"Dwarven\",\"alignment\":[\"C\",\"G\"],\"category\":\"The Mordinsamman\",\"domains\":[\"Life\"],\"province\":\"Healing, love\",\"symbol\":\"Burning needle\"},{\"name\":\"Sharindlar\",\"source\":\"SCAG\",\"page\":22,\"pantheon\":\"Dwarven\",\"alignment\":[\"C\",\"G\"],\"title\":\"Goddess of healing\",\"domains\":[\"Life\"],\"symbol\":\"Burning needle\"},{\"name\":\"Sheela Peryroyl\",\"source\":\"MTF\",\"page\":103,\"pantheon\":\"Halfling\",\"alignment\":[\"N\",\"G\"],\"domains\":[\"Nature\",\"Tempest\"],\"province\":\"Agriculture, nature, weather\",\"symbol\":\"A flower\",\"entries\":[\"Every halfling village sets aside a place for paying respects to Sheela Peryroyl. In a grove of trees, a raspberry patch, or a swath of wildflowers, villagers leave a small offering whenever they walk by, or tip their caps, or whisper a blessing in her honor. A village counts itself lucky if this place is cared for by a druid. Creatures that attack a village under the protection of the god's druids soon learn the error of their ways when all manner of plants lash out to grapple and sting the intruders, as though nature herself were aiding the halflings' cause.\",\"On nights when the moon is full, especially during the planting and harvesting seasons, the elders tell stories about Sheela Peryroyl. After becoming a hero though her glorious adventures, Sheela joined with the earth, fusing her spirit with the flowers, plants, and trees so she could better provide for her kin. A halfling who accidentally steps on a flower often says, \\\"Begging your pardon, Sheela.\\\" Before halflings cut down a tree to use its wood for a new house, it is customary for them to stand before the tree with their caps doffed, humbly asking permission from Sheela to continue.\"]},{\"name\":\"Sheela Peryroyl\",\"source\":\"SCAG\",\"page\":23,\"pantheon\":\"Halfling\",\"alignment\":[\"N\"],\"title\":\"Goddess of agriculture and weather\",\"domains\":[\"Nature\",\"Tempest\"],\"symbol\":\"Flower\"},{\"name\":\"Shevarash\",\"source\":\"MTF\",\"page\":43,\"pantheon\":\"Elven\",\"alignment\":[\"C\",\"N\"],\"category\":\"The Seldarine\",\"domains\":[\"War\"],\"province\":\"Vengeance, loss, hatred\",\"symbol\":\"Broken arrow over a tear\"},{\"name\":\"Shevarash\",\"source\":\"SCAG\",\"page\":23,\"pantheon\":\"Elven\",\"alignment\":[\"C\",\"N\"],\"title\":\"God of vengeance\",\"domains\":[\"War\"],\"symbol\":\"Broken arrow over a tear\"},{\"name\":\"Sheyanna Flaxenstrand\",\"source\":\"MTF\",\"page\":110,\"pantheon\":\"Gnome\",\"alignment\":[\"C\",\"G\"],\"domains\":[\"Light\"],\"province\":\"love, beauty, passion\",\"symbol\":\"Two silver goblets\"},{\"name\":\"Shinare\",\"source\":\"DSotDQ\",\"page\":17,\"pantheon\":\"Dragonlance\",\"alignment\":[\"N\"],\"category\":\"Neutral\",\"province\":\"Trade, wealth\",\"symbol\":\"Griffon's wing\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/DSotDQ/014-00-039.o-neutral-trio.webp\"},\"title\":\"Symbols Left to Right: Reorx, Shinare, and Sirrion\",\"credit\":\"CoupleOfKooks\"},\"entries\":[\"Shinare is the god of wealth, industry, and commerce. Though many of her followers are merchants, her influence spans legitimate and underhanded commerce alike, and she receives occasional worship from thieves. Despite this, most consider her a god of fair dealing; supplicants pray she favors them as they bargain.\"]},{\"name\":\"Shinare\",\"source\":\"PHB\",\"page\":295,\"pantheon\":\"Dragonlance\",\"alignment\":[\"N\"],\"title\":\"Goddess of wealth and trade\",\"category\":\"The Gods of Neutrality\",\"domains\":[\"Knowledge\",\"Trickery\"],\"symbol\":\"Griffon's wing\"},{\"name\":\"Sif\",\"source\":\"PHB\",\"page\":299,\"pantheon\":\"Norse\",\"alignment\":[\"C\",\"G\"],\"title\":\"Goddess of war\",\"domains\":[\"War\"],\"symbol\":\"Upraised sword\"},{\"name\":\"Silvanus\",\"source\":\"PHB\",\"page\":298,\"srd\":true,\"pantheon\":\"Celtic\",\"alignment\":[\"N\"],\"title\":\"God of nature and forests\",\"domains\":[\"Nature\"],\"symbol\":\"Summer oak tree\"},{\"name\":\"Silvanus\",\"source\":\"PHB\",\"page\":294,\"srd\":true,\"basicRules\":true,\"pantheon\":\"Forgotten Realms\",\"alignment\":[\"N\"],\"title\":\"God of wild nature\",\"domains\":[\"Nature\"],\"symbol\":\"Oak leaf\"},{\"name\":\"Silvanus\",\"altNames\":[\"Oak Father\",\"The Old Oak\",\"Old Father Tree\"],\"source\":\"SCAG\",\"page\":21,\"pantheon\":\"Faerûnian\",\"alignment\":[\"N\"],\"title\":\"God of wild nature\",\"domains\":[\"Nature\"],\"symbol\":\"Oak leaf\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/SCAG/Symbol of Silvanus.webp\"}},\"entries\":[\"Silvanus represents the entirety of nature, deserts as well as forests, sharks as much as deer. But folk in the North, who contend with the dangers of forests, mountains, and plains, see Silvanus more as a god of those places. Silvanus is thought of as a grim and severe father figure who metes out flood and drought, fire and ice, and life and death in the wilderness. In legends he often commands other nature deities, dealing out rewards and punishments to them as is fitting.\",\"Nature and its impartial fairness is central to the dogma of Silvanus's faith. His priests seek to know the total situation, to view the macrocosm; their viewpoint isn't confined to one person's or one nation's idea of what is best. The loss of a farming community to goblin raids is a tragedy for some, but the event provides an opportunity for the wilderness to grow up and make the land fertile again, which in turn provides new challenges for those who would return to tame it.\",\"The creed of Silvanus dictates that nature's glory must be preserved not merely because nature is beautiful, but because wild nature is the true state of the world. Its expanses refresh and revitalize the mortal soul, and give breath to all the world. Many of his faithful oppose the expansion of settlements into wild places, and consider excessive consumption of natural resources to be not only wasteful but blasphemous.\",\"Silvanus often receives veneration from travelers in wild lands, explorers, and residents of rural communities far from the protection of a local lord or a great city. The oak leaf is Silvanus's symbol, and a grove of oak trees within a village or on its outskirts is often dedicated as a shrine to him. In rural places where oak trees don't grow, an oak leaf etched into the bark of another kind of tree signifies a sacred site.\"]},{\"name\":\"Sirrion\",\"source\":\"DSotDQ\",\"page\":17,\"pantheon\":\"Dragonlance\",\"alignment\":[\"N\"],\"category\":\"Neutral\",\"province\":\"Change, fire\",\"symbol\":\"Multicolored fire\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/DSotDQ/014-00-039.o-neutral-trio.webp\"},\"title\":\"Symbols Left to Right: Reorx, Shinare, and Sirrion\",\"credit\":\"CoupleOfKooks\"},\"entries\":[\"Passionate and impulsive, Sirrion is the god of alchemy, transformation, serendipitous creation, and flames. He embodies momentary excitement, flaring quickly into fiery passion and smoldering long afterward. Sirrion's followers embrace extremes of emotion as forms of divine expression.\"]},{\"name\":\"Sirrion\",\"source\":\"PHB\",\"page\":295,\"pantheon\":\"Dragonlance\",\"alignment\":[\"N\"],\"title\":\"God of fire and change\",\"category\":\"The Gods of Neutrality\",\"domains\":[\"Nature\"],\"symbol\":\"Multi-colored fire\"},{\"name\":\"Skadi\",\"source\":\"PHB\",\"page\":299,\"pantheon\":\"Norse\",\"alignment\":[\"N\"],\"title\":\"God of earth and mountains\",\"domains\":[\"Nature\"],\"symbol\":\"Mountain peak\"},{\"name\":\"Skerrit\",\"source\":\"PHB\",\"page\":296,\"pantheon\":\"Nonhuman\",\"alignment\":[\"N\"],\"title\":\"Centaur and satyr god of nature\",\"domains\":[\"Nature\"],\"symbol\":\"Oak growing from acorn\"},{\"name\":\"Skoraeus Stonebones\",\"source\":\"PHB\",\"page\":296,\"pantheon\":\"Nonhuman\",\"alignment\":[\"N\"],\"title\":\"God of stone giants and art\",\"domains\":[\"Knowledge\"],\"symbol\":\"Stalactite\"},{\"name\":\"Sobek\",\"source\":\"PHB\",\"page\":299,\"srd\":true,\"pantheon\":\"Egyptian\",\"alignment\":[\"L\",\"E\"],\"title\":\"God of water and crocodiles\",\"domains\":[\"Nature\",\"Tempest\"],\"symbol\":\"Crocodile head with horns and plumes\"},{\"name\":\"Solinari\",\"source\":\"DSotDQ\",\"page\":15,\"pantheon\":\"Dragonlance\",\"alignment\":[\"L\",\"G\"],\"category\":\"Good\",\"province\":\"Good magic\",\"symbol\":\"White circle or sphere\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/DSotDQ/012-00-016.symbol-solinari.webp\"},\"title\":\"Symbol of Solinari\",\"credit\":\"CoupleOfKooks\"},\"entries\":[\"Solinari, the god of good magic, is patron of the Mages of High Sorcery's Order of the White Robes and other benevolent mages. His power manifests through the white moon of Krynn, the brightest of its three moons. Along with his cousins Lunitari and Nuitari, he watches Krynn from the heavens and encourages magic that aids, heals, and protects.\"]},{\"name\":\"Solinari\",\"source\":\"PHB\",\"page\":295,\"additionalSources\":[{\"source\":\"SCAG\",\"page\":125}],\"pantheon\":\"Dragonlance\",\"alignment\":[\"L\",\"G\"],\"title\":\"God of good magic\",\"category\":\"The Gods of Good\",\"domains\":[\"Arcana\"],\"symbol\":\"White circle or sphere\"},{\"name\":\"Solonor Thelandira\",\"source\":\"MTF\",\"page\":43,\"pantheon\":\"Elven\",\"alignment\":[\"C\",\"G\"],\"category\":\"The Seldarine\",\"domains\":[\"Nature\",\"War\"],\"province\":\"Archery, hunting, survival\",\"symbol\":\"Silver arrow with green fletching\"},{\"name\":\"Solonor Thelandira\",\"source\":\"SCAG\",\"page\":23,\"pantheon\":\"Elven\",\"alignment\":[\"C\",\"G\"],\"title\":\"God of archery\",\"domains\":[\"War\"],\"symbol\":\"Silver arrow with green fletching\"},{\"name\":\"Sseth\",\"source\":\"VGM\",\"page\":94,\"pantheon\":\"Yuan-ti\",\"entries\":[\"In the last years before the yuan-ti empire collapsed, Sseth appeared to the serpent folk in the form of a winged yuan-ti. He promised to lead the yuan-ti away from the brink of defeat and back to the pinnacle of world domination in return for their veneration. Many of Merrshaulk's devout turned to the worship of the Sibilant Death, believing him to be an avatar of their deity. They granted him enough power to mount a brief recovery, but those actions were too little and too late to prevent the collapse of the empire. Sseth chose to rest and gather strength during the years of decline, as more and more of the yuan-ti adopted his worship.\",\"His most devout followers, known as mind whisperers, use their god-given magic to emulate Sseth's tactics and principles. They strive to succeed by offering an alternative choice to contesting viewpoints or plans, and in so doing they exude an air of self-importance that gives them a less than savory reputation among yuan-ti that follow other gods.\"]},{\"name\":\"St. Cuthbert\",\"source\":\"PHB\",\"page\":295,\"pantheon\":\"Greyhawk\",\"alignment\":[\"L\",\"N\"],\"title\":\"God of common sense and zeal\",\"domains\":[\"Knowledge\"],\"symbol\":\"Circle at the center of a starburst of lines\"},{\"name\":\"Sune\",\"source\":\"PHB\",\"page\":294,\"basicRules\":true,\"pantheon\":\"Forgotten Realms\",\"alignment\":[\"C\",\"G\"],\"title\":\"Goddess of love and beauty\",\"domains\":[\"Life\",\"Light\"],\"symbol\":\"Face of a beautiful red-haired woman\"},{\"name\":\"Sune\",\"altNames\":[\"Lady Firehair\",\"The Lady of Love\",\"The Princess of Passion\"],\"source\":\"SCAG\",\"page\":21,\"pantheon\":\"Faerûnian\",\"alignment\":[\"C\",\"G\"],\"title\":\"Goddess of love and beauty\",\"domains\":[\"Life\",\"Light\"],\"symbol\":\"Face of a beautiful red-haired woman\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/SCAG/Symbol of Sune.webp\"}},\"entries\":[\"Sune Firehair is a deity of passion and the delights of the senses. She is the goddess of beauty in all its forms - not just pleasing sights, but also enchanting sounds, luxurious tastes and scents, and the exquisite pleasures of the flesh, from a lover's caress to the brush of silk on the skin. Her worshipers seek out these pleasures in life, not out of mere decadence, but because the experience of pleasure is the touch of Sune herself.\",\"The followers of Sune have a reputation as hedonists, and so they are, to a degree. More than that, her priests foster beauty in the world. They do so by creating art, by acting as patrons for promising talents, and by investing in merchants who bring luxuries to far-off places that have never seen satin or tasted a luscious wine.\",\"Her priests consider loveliness to be one of their greatest callings, and all are trained in comportment, fashion, and cosmetics. Indeed, so talented are Sune's priests in the creation of beautiful appearances that many take pride in their ability to present themselves as stunningly attractive examples of either gender.\",\"But beauty is more than skin deep, say the Sunites; it issues from the core of one's being and shows one's true face to the world, whether fair or foul. The followers of Sune are believers in romance, true love winning over all, and following one's heart to one's true destination. Fated matches, impossible loves, and ugly ducklings becoming swans are all in the purview of Sune.\",\"Temples dedicated to Sune are common in human lands, and they frequently serve as public baths and places of relaxation. A temple usually features a mirrored and well-lit salon where folks can primp, as well as see others and be seen. Where a temple doesn't exist, or in a large city where the nearest temple might be too far to walk to, a small shrine to Sune often stands near a street corner. These sites consist of a mirror hung beneath a small roof where one can say a prayer while checking one's appearance. The spot might feature a shelf or a cupboard holding various perfumes and cosmetics so that those without the funds to purchase such items can still make themselves feel beautiful.\"]},{\"name\":\"Surtur\",\"source\":\"PHB\",\"page\":296,\"pantheon\":\"Nonhuman\",\"alignment\":[\"L\",\"E\"],\"title\":\"God of fire giants and craft\",\"domains\":[\"Knowledge\",\"War\"],\"symbol\":\"Flaming sword\"},{\"name\":\"Surtur\",\"source\":\"PHB\",\"page\":299,\"pantheon\":\"Norse\",\"alignment\":[\"L\",\"E\"],\"title\":\"God of fire giants and war\",\"domains\":[\"War\"],\"symbol\":\"Flaming sword\"},{\"name\":\"Syrul\",\"source\":\"XDMG\",\"page\":148,\"pantheon\":\"Greyhawk\",\"title\":\"Oathbreaker\",\"worshipers\":\"Liars, charlatans, traitors\",\"plane\":\"Gehenna\",\"symbol\":\"Forked tongue\"},{\"name\":\"Takhisis\",\"source\":\"DSotDQ\",\"page\":18,\"pantheon\":\"Dragonlance\",\"alignment\":[\"L\",\"E\"],\"category\":\"Evil\",\"province\":\"Evil dragons, hatred, night\",\"symbol\":\"Spiral of five dragon claws\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/DSotDQ/016-00-035.evil-god-symbols.webp\"},\"title\":\"Symbols Left to Right: Takhisis, Chemosh, and Hiddukel\",\"credit\":\"CoupleOfKooks\"},\"entries\":[\"Takhisis, leader of Krynn's evil gods, is known as the Dragon Queen, the Queen of Darkness, and—on other worlds—Tiamat. She is the god of power, pride, and control, as well as the queen of chromatic dragons. She tempts mortals to her service with offers of dominance over others. Barred from Krynn since before the Cataclysm, she found her chance to return in the centuries that followed. She sometimes appears as a powerful human warrior with gleaming armor and long black hair, but her true form is a five-headed dragon.\"]},{\"name\":\"Takhisis\",\"source\":\"PHB\",\"page\":295,\"pantheon\":\"Dragonlance\",\"alignment\":[\"L\",\"E\"],\"title\":\"Goddess of night and hatred\",\"category\":\"The Gods of Evil\",\"domains\":[\"Death\"],\"symbol\":\"Black crescent\"},{\"name\":\"Talona\",\"source\":\"PHB\",\"page\":294,\"basicRules\":true,\"pantheon\":\"Forgotten Realms\",\"alignment\":[\"C\",\"E\"],\"title\":\"Goddess of disease and poison\",\"domains\":[\"Death\"],\"symbol\":\"Three teardrops on a triangle\"},{\"name\":\"Talona\",\"altNames\":[\"Lady of Poison\",\"Mistress of Disease\",\"The Plague-crone\"],\"source\":\"SCAG\",\"page\":21,\"pantheon\":\"Faerûnian\",\"alignment\":[\"C\",\"E\"],\"title\":\"Goddess of poison and disease\",\"domains\":[\"Death\"],\"symbol\":\"Three teardrops in a triangle\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/SCAG/Symbol of Talona.webp\"}},\"entries\":[\"One of the most often beseeched of Faerûn's deities, Talona is the goddess of disease and poison, blamed for everything from common illnesses to crop failure to brackish wells to plague. Depicted in temple iconography as a withered crone with a cup or a vase that holds all the varieties of disease and poison, Talona is a fearsome goddess, and many are the prayers that beg her for protection from illness and poison. Various rituals to placate her involve the use of three drops of blood or three tears - to be dropped into a well that has gone bad, dripped into the handkerchief of someone beset by coughing, dropped into a fire made by burning a withered crop, dripped into the mouth of a plague sufferer, and so on. It's common practice to mark a container of poison with her holy symbol, three droplets in a triangle, and during epidemics folk paint the same image on the homes of the infected.\",\"Though she is often the recipient of prayers, Talona has almost no temples and few cults dedicated to her. A cult or a shrine to her might arise in an area after it suffers from pestilence, when some of those who survived decide to revere her or even become priests.\"]},{\"name\":\"Talos\",\"source\":\"PHB\",\"page\":294,\"basicRules\":true,\"pantheon\":\"Forgotten Realms\",\"alignment\":[\"C\",\"E\"],\"title\":\"God of storms\",\"domains\":[\"Tempest\"],\"symbol\":\"Three lightning bolts radiating from a central point\"},{\"name\":\"Talos\",\"altNames\":[\"Stormlord\",\"The Destroyer\"],\"source\":\"SCAG\",\"page\":21,\"pantheon\":\"Faerûnian\",\"alignment\":[\"C\",\"E\"],\"title\":\"God of storms\",\"domains\":[\"Tempest\"],\"symbol\":\"Three lightning bolts radiating from a point\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/SCAG/Symbol of Talos.webp\"}},\"entries\":[\"Talos is the dark side of nature, the uncaring and destructive force that might strike at any time. He is the god of storms, forest fires, earthquakes, tornadoes, and general destruction. He counts the ravager, the raider, the looter, and the brigand among his followers. Those who favor him see life as a succession of random effects in a sea of chaos, so the devout should grab what they can, when they can - for who can say when Talos will strike and send them into the afterlife?\",\"Talos is portrayed as a broad-shouldered, bearded young man with a single good eye, the other covered by a dark patch. He is said to carry a collection of three staffs, made from the first tree cut down in the world, the first silver smelted, and the first iron forged. He uses these staffs to raise destructive winds, cause terrible storms, and split the land in acts of rage. The three lightning bolts of his holy symbol represent these staffs, and when he vents his wrath on the world, he is thought to hurl them down from the sky as lightning strikes.\",\"Although Talos is a popular deity, his name is invoked more often out of fear than out of reverence. He does have priests, mostly traveling doomsayers, who warn of disasters to come and accept charity in exchange for blessings of protection. Many of his faithful wear a black eyepatch, even if both eyes are intact.\"]},{\"name\":\"Tarsellis Meunniduin\",\"source\":\"MTF\",\"page\":43,\"pantheon\":\"Elven\",\"alignment\":[\"C\",\"N\"],\"category\":\"The Seldarine\",\"domains\":[\"Nature\",\"Tempest\"],\"province\":\"Mountains, rivers, wild places\",\"symbol\":\"Mountain with a river\"},{\"name\":\"Tempus\",\"source\":\"PHB\",\"page\":294,\"basicRules\":true,\"pantheon\":\"Forgotten Realms\",\"alignment\":[\"N\"],\"title\":\"God of war\",\"domains\":[\"War\"],\"symbol\":\"Upright flaming sword\"},{\"name\":\"Tempus\",\"altNames\":[\"The Foehammer\",\"The Lord of Battles\"],\"source\":\"SCAG\",\"page\":21,\"pantheon\":\"Faerûnian\",\"alignment\":[\"N\"],\"title\":\"God of war\",\"domains\":[\"War\"],\"symbol\":\"Upright flaming sword\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/SCAG/Symbol of Tempus.webp\"}},\"entries\":[\"Tempus is a war god concerned with brave conduct during war, using force of arms over talk for settling disputes, and encouraging bloodshed. The god of war is random in his favors, meaning that his chaotic nature favors all sides equally. Lord Tempus might be an army's ally one day, and its enemy the next. He might seem to manifest before a battle, appearing to one side or the other. If he is seen riding a white mare (Veiros), then the army will succeed. If he rides a black stallion (Deiros), then defeat is certain. Most often he appears to be riding with one foot in each mount's stirrup, signifying the unpredictable nature of battle. In such visions, Tempus is always a powerfully built warrior dressed for battle in the style of those who envision him.\",\"Tempus's favor might be randomly distributed, but over the centuries his priests have made an effort to spread and enforce a common code of warfare - to make war a thing of rules, respect for reputations, and professional behavior. This code, called Tempus's Honor, has the purpose of making conflicts brief, decisive, and as safe as possible for those not directly involved. The rules in the code include the following: arm anyone who has need of a weapon; disparage no foe; acquit oneself with bravery; train all for battle; and don't engage in feuds. Those who poison wells, taint fields, kill noncombatants, or engage in torture in the name of war are all considered sinners.\",\"Worshipers of Tempus are legion, and his name is often on the lips of soldiers. His priests are tacticians, often skilled in the art of war. Many of his ordained don't serve in temples, but as battlefield chaplains with armies and mercenary companies, encouraging their fellow soldiers with both word and blade. Priests of Tempus teach that war conducted properly is fair in that it oppresses all sides equally, and that in any given battle, a mortal might be slain or might become a great leader among his or her companions. Mortals shouldn't fear war but should see it as a natural force, the storm that civilization brings about by its very existence.\"]},{\"name\":\"Tethrin Veraldé\",\"source\":\"MTF\",\"page\":43,\"pantheon\":\"Elven\",\"alignment\":[\"N\",\"G\"],\"category\":\"The Seldarine\",\"domains\":[\"War\"],\"province\":\"Battle, sword fighting\",\"symbol\":\"Crossed swords beneath a quarter moon and above a full moon\"},{\"name\":\"Thard Harr\",\"source\":\"MTF\",\"page\":73,\"pantheon\":\"Dwarven\",\"alignment\":[\"C\",\"G\"],\"category\":\"The Mordinsamman\",\"domains\":[\"Nature\"],\"province\":\"Wilderness, hunting\",\"symbol\":\"Two clawed gauntlets\"},{\"name\":\"Tharizdun\",\"source\":\"DMG\",\"page\":10,\"pantheon\":\"Dawn War\",\"alignment\":[\"C\",\"E\"],\"title\":\"God of madness\",\"domains\":[\"Trickery\"],\"symbol\":\"Jagged counter-clockwise spiral\"},{\"name\":\"Tharizdun\",\"reprintAlias\":\"The Chained Oblivion\",\"source\":\"EGW\",\"page\":28,\"pantheon\":\"Exandria\",\"alignment\":[\"C\",\"E\"],\"title\":\"the Chained Oblivion\",\"category\":\"Betrayer Gods\",\"domains\":[\"Death\",\"Grave\",\"Trickery\"],\"province\":\"Darkness, destruction\",\"symbol\":\"Crooked, seven-pointed star made of chains\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/EGW/Symbol of Tharizdun.webp\"},\"credit\":\"Claudio Pozas\"},\"entries\":[\"It is darkness unending, less like a god and more like another world. Life and death do not exist within Tharizdun, only utter destruction and madness. Even the other Betrayer Gods treat this mad god with caution. In its endless imprisonment, Tharizdun dreams the infinite depths of the Abyss into reality, along with all its demonic legions. The Prime Deities had thought it locked away during the Founding until it nearly returned to ruin the world during the conflicts of the Calamity.\",\"Now, its chaotic mind has fallen into more frightful dreams, imagining nightmarish aberrations into existence deep beneath Exandria. The Chained Oblivion's demented cultists work without word from their twisted patron, awaiting the Epoch of Ends, when its freedom will be attained and all beings shall be consumed in deathlessness unending.\",\"Tharizdun is believed to be chained in the deepest pits of the Abyss, bound by divine shackles that slowly weaken, leaking its madness into the planes.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Depiction\",\"entries\":[\"Few visual attempts to depict Tharizdun exist, but the texts speak of a creature of rolling, hungry ink and darkness, a spreading cloud of lightless destruction born from a thousand ravenous mouths. Current references show the nightmare constrained by chains of gold and black, barely keeping the dark at bay.\"]},{\"type\":\"entries\",\"name\":\"Enemies\",\"entries\":[\"The few remaining followers of Ioun are dedicated to ensuring that Tharizdun is never again unchained. Ioun led the charge against the all-consuming destroyer god's reemergence, and her bravery allowed the other Prime Deities to shackle their enemy, though the victory nearly cost her immortal life. Some say Ioun can only be fully restored if the Chained Oblivion is destroyed for good.\"]}]},{\"type\":\"entries\",\"name\":\"Commandments of Tharizdun\",\"entries\":[{\"type\":\"list\",\"items\":[\"Offer and siphon power to Tharizdun until his liberation comes.\",\"Uncover, restore, and exalt forgotten shrines and relics in his honor.\",\"Ruin and raze the realms to prepare for the Epoch of Ends.\"]}]}]},{\"name\":\"Tharizdun\",\"source\":\"PHB\",\"page\":295,\"pantheon\":\"Greyhawk\",\"alignment\":[\"C\",\"E\"],\"title\":\"God of eternal darkness\",\"domains\":[\"Trickery\"],\"symbol\":\"Dark spiral or inverted ziggurat\"},{\"name\":\"Tharizdun\",\"source\":\"XDMG\",\"page\":148,\"pantheon\":\"Greyhawk\",\"title\":\"the Eater of Worlds\",\"worshipers\":\"Nihilistic cultists\",\"plane\":\"Imprisoned in a demiplane\",\"symbol\":\"Spiral rune\"},{\"name\":\"Tharmekhûl\",\"source\":\"MTF\",\"page\":73,\"pantheon\":\"Dwarven\",\"alignment\":[\"N\"],\"category\":\"The Mordinsamman\",\"domains\":[\"Forge\",\"Light\"],\"province\":\"Fire, forges, molten rock\",\"symbol\":\"Fiery axe\"},{\"name\":\"Thassa\",\"source\":\"MOT\",\"page\":79,\"pantheon\":\"Theros\",\"alignment\":[\"N\"],\"title\":\"God of the Sea\",\"domains\":[\"Knowledge\",\"Tempest\"],\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/MOT/052-02-03-Thassa.webp\"}},\"piety\":true,\"entries\":[{\"type\":\"section\",\"entries\":[\"Thassa is the god of the sea, aquatic creatures, and the unknown depths. She also holds sway over less tangible concepts such as ancient knowledge, long voyages, and gradual change.\",\"Impassive and slow to anger, Thassa is secure in the knowledge that there are no mortals and few gods who can threaten her status. Once her ire is aroused, however, it is as unstoppable as a cresting wave. She often speaks in the future tense, referring to what tomorrow will bring. She seldom laughs, and when she does, it is usually out of smugness rather than genuine mirth.\",\"Thassa usually appears to mortals in the form of a female triton-like being with octopus-tentacle hair and a crown of crab legs. She seldom adopts the same size as her followers, preferring to be seen from a distance as she towers over the ocean. When she moves closer to the view of mortals, she takes many other forms, often shifting from one to another: a giant squid, an ocean storm, a school of sharks, a fog bank, or a crab, her favored animal. She sometimes speaks out of the ocean itself, in droplets hissing across the surface of the waves.\",{\"type\":\"entries\",\"name\":\"Thassa's Influence\",\"entries\":[\"To most mortals, Thassa is the sea, and the sea is Thassa. The wind and waves, the tides, and the ocean's bounty, ranging from small fish to the enormous krakens—all these are Thassa's dominion. The sea has many metaphorical aspects that Thassa oversees as well: ancient knowledge, long-term change, introspection, voyaging, and repetitive patterns such as the tides.\",\"Thassa governs the slow changes wrought by the passage of time, such as the weathering of rocks and the erosion of beaches. Where Nylea controls the eternal cycle of the seasons and Kruphix monitors the flow of time, Thassa holds sway over the slow-acting but irresistible forces that alter the world over hundreds or thousands of years.\",\"Krakens and other behemoths of the deepest oceans move at Thassa's command. She is protective of what she calls the greatest of her children, and she usually keeps them out of harm's way in the darkest depths. A mighty kraken sighted close to shore is a sure sign of Thassa's displeasure.\",{\"type\":\"entries\",\"name\":\"Thassa's Goals\",\"entries\":[\"Thassa is never satisfied with the status quo, and she also never advocates hasty, uncontrolled change. She constantly resculpts the physical world, altering coastlines and upending familiar trade routes. There is no ultimate goal to this ongoing transformation; the purpose is change itself. Thassa believes that change is essential to existence, and she opposes anyone who tries to establish or maintain a permanent order to the universe. She aids and inspires forces of change, the rivers that wear down mountains and the tides that claim whole continents. She sometimes seems disinterested in the intrigues of the present, even in her own current schemes, as her thoughts drift toward what the future holds.\"]},{\"type\":\"entries\",\"name\":\"Divine Relationships\",\"entries\":[\"Thassa disdains the shortsightedness of her fellow gods, most of whom have convinced themselves that they can impose lasting order on the cosmos. At the same time, her realm is unassailable, and she believes that the changes she advocates are inevitable in the long term. So although Thassa frequently disagrees with the other gods, she doesn't fear them.\",\"Heliod considers Thassa his favorite sibling, despite her unwillingness to agree with his plan for a permanent order. Thassa, who rules depths that have never seen the sun, considers most of Heliod's schemes pointless and opposes them if they seem to threaten harm.\",\"Thassa took pity on Purphoros and aided him when Kruphix hobbled his mind, and Purphoros has not forgotten it. The two of them agree that old things must make way for new things, but Purphoros's bursts of destructive energy stand in sharp opposition to Thassa's gradual alterations. Purphoros regularly makes gifts for Thassa, most recently gifting her a new spear to replace her lost weapon.\",\"Thassa has little use for the gods who oversee work she believes best left to mortals: Ephara with her cities, Karametra with her fields, Pharika with her tinctures, Mogis and Iroas with their armies. To Thassa's mind, her peers are building castles in the sand, unaware or unmindful that the tide will sweep them away.\"]}]},{\"type\":\"entries\",\"name\":\"Worshiping Thassa\",\"entries\":[\"Most of Thassa's dedicated worshipers are tritons, and the vast majority of tritons are wholly devoted to Thassa. Tritons spend much of their lives in Thassa's realm, with their god omnipresent. They weave prayers to Thassa into nearly everything they do.\",\"Among humans, Thassa is worshiped by those who rely on bountiful seas for sustenance or calm waters for safety. Sailors, fishers, and residents of Theros's coasts and islands all pay her at least nominal respect and sacrifice. Her center of worship on land is in the coastal polis of Meletis, where sailors and philosophers pray to her for guidance. The week-long Lyokymion festival (the Feast of the Melting Swell) marks the start of the new year by celebrating the bounty of the sea.\",\"Thassa's most fervent human worshipers offer prayers at high and low tide. If possible, they do so at the water's edge. At low tide they walk barefoot out onto the tidal flats, relishing the touch of Thassa's seabed.\",{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/MOT/053-02-18.webp\"},\"credit\":\"Jason Chan\"},{\"type\":\"insetReadaloud\",\"name\":\"Myths of Thassa\",\"entries\":[\"Tales about Thassa typically demonstrate that she is often patient, but never kind.\",{\"type\":\"entries\",\"name\":\"Callaphe the False\",\"entries\":[\"During the last great Silence of the gods, a triton appeared, impersonated a mariner named Callaphe, and traveled the waves aboard Callaphe's living ship,The Monsoon. This false Callaphe misled the tritons with false prophecies and pulled a kraken from the depths, hoping to harness his power. When the Silence was lifted and Thassa returned to the world, she struck the impostor down with such fury that she shattered her {@item Dekella, Bident of Thassa|MOT|bident}. Purphoros, remembering Thassa's kindness to him on many occasions, replaced her sacred weapon.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Dreams in the Deep\",\"entry\":\"While Purphoros is renowned for his endless creations and desires to bring new ideas into being, Thassa secretly shares similar creative desires. Endlessly bored with the predictable denizens of the land and sky, in the deepest ocean trenches, Thassa wills immortal dreams and nightmares into being. Delicate beauty, undulating grace, and tentacular terrors are birthed in the absolute dark, iterate for generations, and suffer swift extinctions at the god's whim, never knowing the sun's touch. Sapient mortals aren't welcome in these maddening ateliers; Thassa remains bitterly unwilling to reveal her work until her creations—and the time—are absolutely perfect.\"},{\"type\":\"item\",\"name\":\"Every Tear the Sea\",\"entry\":\"Few myths tell of those who escaped Thassa's wrath. This isn't one of them. When the infamous explorer Rasiao failed to steal one of Thassa's Tidelock Pearls, wave-controlling treasures protected by vicious mollusks, she spent years avoiding the waves before finding her way back to the mainland. Although she'd failed to abscond with one of Thassa's treasures, she'd avoided the sea god's wrath, a claim she valued more preciously than gold. For years, Rasiao lived far from ocean or river, making her home in the driest reaches of Theros. She lived a long life, but on one trip to Akros to resupply and brag, she drowned in a bowl of ox stew. Those who found Rasiao discovered a pearl, too large to pass her lips, lodged in her mouth. Fearing further reprisal, Rasiao's daughters committed their mother's body to the Deyda River and Thassa's clutches. The explorer's daughters never forgot that just as countless drops make the sea, so too is every raindrop, tear, and cup part of Thassa's domain.\"},{\"type\":\"item\",\"name\":\"Thief's Fate\",\"entry\":\"According to legend, a mortal sailor once stole Thassa's bident and used it to sink an enemy fleet. Thassa cared nothing for the vanquished fleet, but punished the sailor for his thievery by turning his family into eels. The sailor tried to care for the eels, but they blamed him for their fate and disappeared into the sea, leaving the sailor weeping on the shore.\"}]}]}]}]},{\"type\":\"entries\",\"name\":\"Thassa's Champions\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Alignment\",\"entries\":[\"Usually neutral\"]},{\"type\":\"entries\",\"name\":\"Suggested Classes\",\"entries\":[\"Cleric, fighter, rogue, wizard\"]},{\"type\":\"entries\",\"name\":\"Suggested Cleric Domains\",\"entries\":[\"Knowledge, Tempest\"]},{\"type\":\"entries\",\"name\":\"Suggested Backgrounds\",\"entries\":[\"Acolyte, outlander, sage, sailor\",\"Thassa's champions typically work on behalf of change, embrace new ideas, don't automatically defend the status quo, and wish to serve the god who controls pounding waves and massive krakens.\"]}]},{\"type\":\"entries\",\"name\":\"Thassa's Favor\",\"entries\":[\"In much the same way that the sea and its secrets simply exist, Thassa trusts that the lives and actions of her champions will serve her long-term goals because of their connection to her. What made the god of the sea turn her attention to you or how did she show her interest? The Thassa's Favor table offers a few possibilities.\",{\"type\":\"table\",\"caption\":\"Thassa's Favor\",\"colLabels\":[\"d6\",\"Circumstance\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You nearly drowned in a shipwreck, but Thassa answered your prayers for deliverance.\"],[\"2\",\"You were found on the shore as a newborn, in a basket woven of ocean grasses.\"],[\"3\",\"You dreamed of a great kraken. When you followed your dreams to the sea, the kraken appeared to you and gave you Thassa's blessing.\"],[\"4\",\"You grew up on a fishing boat, and your parents taught you Thassa's rites.\"],[\"5\",\"You were born with a pearl in your mouth, an obvious sign of Thassa's favor. You still have the pearl.\"],[\"6\",\"You have no idea why Thassa showed interest in you, and you might sometimes wish she hadn't.\"]]}]},{\"type\":\"entries\",\"name\":\"Devotion to Thassa\",\"entries\":[\"Following Thassa means devoting yourself to a particular way of perceiving the world. Thassa herself seldom takes a stand on moral issues, preferring to let matters play out, but her mortal champions can't usually afford to be so patient. As a follower of Thassa, consider the ideals on the Thassa's Ideals table as alternatives to those suggested for your background.\",{\"type\":\"table\",\"caption\":\"Thassa's Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Devotion. My devotion to my god is more important to me than what she stands for. (Any)\"],[\"2\",\"Knowledge. I will learn the secrets of the hidden depths. (Any)\"],[\"3\",\"Freedom. The sea can take me anywhere, and I'm not going to tie myself down. (Chaotic)\"],[\"4\",\"Bounty. The ocean always provides, and I will share its gifts with those less fortunate. (Good)\"],[\"5\",\"Change. Everything's just waiting to be something else, including me. (Chaotic)\"],[\"6\",\"Power. Like the waves, I answer only to Thassa. (Evil)\"]]}]},{\"type\":\"entries\",\"name\":\"Earning and Losing Piety\",\"entries\":[\"You increase your piety score to Thassa when you expand the god's influence in the world in a concrete way through acts such as these:\",{\"type\":\"list\",\"items\":[\"Supporting those who would reform or overturn institutions\",\"Preventing cataclysmic change\",\"Offering a treasure to the sea\",\"Defending or maintaining a temple to Thassa\"]},\"Your piety score to Thassa decreases if you diminish Thassa's influence in the world, contradict her ideal of gradual change, or attempt to impose artificial order through acts such as these:\",{\"type\":\"list\",\"items\":[\"Trying to keep a secret from Thassa\",\"Using magic to calm the sea's fury\",\"Upholding an institution not devoted to Thassa\",\"Bowing to the desires or demands of another god\"]}]},{\"type\":\"entries\",\"name\":\"Benefits of Piety\",\"entries\":[{\"type\":\"list\",\"columns\":2,\"items\":[\"{@reward Thassa's Devotee|MOT}\",\"{@reward Thassa's Votary|MOT}\",\"{@reward Thassa's Disciple|MOT}\",\"{@reward Champion of the Sea|MOT}\"]}]}]}]}]},{\"name\":\"Thautam\",\"source\":\"MTF\",\"page\":73,\"pantheon\":\"Dwarven\",\"alignment\":[\"N\"],\"category\":\"The Mordinsamman\",\"domains\":[\"Knowledge\",\"Trickery\"],\"province\":\"Mysteries, darkness, lost treasures\",\"symbol\":\"Blindfold\"},{\"name\":\"The All-Hammer\",\"altNames\":[\"Moradin\"],\"source\":\"TDCSR\",\"page\":31,\"pantheon\":\"Exandria\",\"alignment\":[\"L\",\"G\"],\"category\":\"Prime Deities\",\"domains\":[\"Forge\",\"Knowledge\",\"War\"],\"province\":\"Craft, creation\",\"symbol\":\"A holy symbol shaped like two hammers, back to back, and in profile, with a rectangular ruby in the center between them. The face of each hammer is shaped to look like the head of a bearded dwarf.\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/TDCSR/All-Hammer.webp\"},\"style\":\"deity-symbol\",\"credit\":\"{@link Conceptopolis, LLC|https://conceptopolis.com/}\",\"altText\":\"A holy symbol shaped like two hammers, back to back, and in profile, with a rectangular ruby in the center between them. The face of each hammer is shaped to look like the head of a bearded dwarf.\"},\"entries\":[\"The patron of craft and creation, the All-Hammer is worshipped by smiths, artisans, and miners alike, granting inspiration where respect and prayer are given. He shaped the mountains from the chaos of the {@book Founding|TDCSR|1|The Founding}, and stands as the patron protector of home and family. Devotion to the All-Hammer is strongest in dwarven communities, and many of his temples mark the center of a mighty dwarven stronghold.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Depiction\",\"page\":31,\"entries\":[\"Many guildhalls and workshops contain images of the All-Hammer, a faceless, stout dwarf of immense strength, hunched over a flaming heart clasped within his massive hands. The All-Hammer's dwarven appearance is consistent across Tal'Dorei, with some exceptions. Other cultures that pride themselves on their metallurgy, like the fire giant enclave of {@book Vulkanon|TDCSR|6|Fire Giants}, depict the All-Hammer as one of their own—in this case, a faceless giant with a flaming mane.\"]},{\"type\":\"entries\",\"name\":\"Divine Domains\",\"page\":31,\"entries\":[\"Many of the All-Hammer's clerics are granted powers of Forge, Knowledge, or War.\"]},{\"type\":\"entries\",\"name\":\"Holy Day\",\"page\":31,\"entries\":[\"The All-Hammer's holy day is Deep Solace, celebrated on the eighteenth day of the fifth month. Especially devout followers of the All-Hammer spend the day in isolation, meditating on the meaning of family and how they may be better mothers, fathers, siblings, and children. Dwarven communities in {@book Kraghammer|TDCSR|3|Kraghammer} and abroad celebrate with a full day of feasting and drinking.\"]}]},{\"type\":\"list\",\"name\":\"The All-Hammer\",\"items\":[\"Remain stoic and tenacious in the face of catastrophe.\",\"Uphold and promote loyalty to your family, loyalty to your clan, and loyalty to your people.\",\"Legacy is paramount. To create something that lasts is to change the world for the better.\"]}]},{\"name\":\"The Arch Heart\",\"altNames\":[\"Corellon\"],\"source\":\"TDCSR\",\"page\":29,\"pantheon\":\"Exandria\",\"alignment\":[\"C\",\"G\"],\"category\":\"Prime Deities\",\"domains\":[\"Arcana\",\"Nature\",\"Light\"],\"province\":\"Art, beauty, elves\",\"symbol\":\"A silver holy symbol of two, blue crescent moons atop a four-pointed star with intricate elvish designs.\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/TDCSR/ArchHeart.webp\"},\"style\":\"deity-symbol\",\"credit\":\"{@link Conceptopolis, LLC|https://conceptopolis.com/}\",\"altText\":\"A silver holy symbol of two, blue crescent moons atop a four-pointed star with intricate elvish designs.\"},\"entries\":[\"Guardian of spring, beauty, and the arts, the Arch Heart is the patron of arcane magic, {@book elves|TDCSR|4|elves}, and the fey. The {@book Founding|TDCSR|1|The Founding} inspired them to wander the twisted lands, seeding them with the first arcane magics and raising the most ancient of forests. It was by the Arch Heart's hand that the first {@book elves|TDCSR|4|elves} wandered from the Fey Realm, and for this reason, they are considered the Parent of all {@book elves|TDCSR|4|elves}. Those who seek art in all of their work, whether magic or mundane, often worship at the altar of the Arch Heart. They loathe the {@deity The Spider Queen|Exandria|TDCSR|Spider Queen} and her priestesses for leading the drow astray.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Depiction\",\"page\":29,\"entries\":[\"Most modern tapestries and tomes depict the Arch Heart as a genderless elf of impossible grace and beauty, androgynous and alluring, framed by long, wavy, golden hair. The Arch Heart inspired many early elven art pieces, and elements of their visage or symbol are included in most elven architecture.\"]},{\"type\":\"entries\",\"name\":\"Divine Domains\",\"page\":29,\"entries\":[\"Many of the Arch Heart's clerics are granted powers of Arcana, Nature, or Light.\"]},{\"type\":\"entries\",\"name\":\"Holy Day\",\"page\":29,\"entries\":[\"The Arch Heart's holy day is called Elvendawn, or Midsummer. It's celebrated on the twentieth day of the sixth month, and commemorates the {@book elves'|TDCSR|4|elves} first emergence from the Fey Realm. In {@book Syngorn|TDCSR|3|Syngorn}, the {@book elves|TDCSR|4|elves} build magical wards, open small doorways into the Fey Realm, and celebrate with uncharacteristic vigor with the wild fey.\"]}]},{\"type\":\"list\",\"name\":\"Commandments of the Arch Heart\",\"items\":[\"Create, inspire, and find beauty in all that you do.\",\"Follow the echoes of lost magic, forgotten sites,and ancient art, for within these lie the ArchHeart's first works.\",\"Combat the followers of the {@deity The Spider Queen|Exandria|TDCSR|Spider Queen} wherever they may be.\"]}]},{\"name\":\"The Blood of Vol\",\"source\":\"ERLW\",\"page\":141,\"pantheon\":\"Eberron\",\"category\":\"Other Faiths of Eberron\",\"domains\":[\"Death\",\"Life\"],\"province\":\"Immortality\",\"symbol\":\"Red teardrop gem\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/ERLW/The Blood of Vol.webp\"}}},{\"name\":\"The Blood of Vol\",\"source\":\"PHB\",\"page\":296,\"pantheon\":\"Eberron\",\"alignment\":[\"L\",\"N\"],\"title\":\"Philosophy of immortality and undeath\",\"category\":\"Other Faiths of Eberron\",\"domains\":[\"Death\",\"Life\"],\"symbol\":\"Stylized dragon skull on red teardrop gem\"},{\"name\":\"The Chained Oblivion\",\"altNames\":[\"Tharizdun\"],\"source\":\"TDCSR\",\"page\":36,\"pantheon\":\"Exandria\",\"alignment\":[\"C\",\"E\"],\"category\":\"Betrayer Gods\",\"domains\":[\"Death\",\"Grave\",\"Trickery\"],\"province\":\"Darkness, destruction\",\"symbol\":\"A holy symbol carved into a stone tablet. The symbol is of a jagged spiral surrounded by a barbed, silver chain.\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/TDCSR/ChainedOblivion.webp\"},\"style\":\"deity-symbol\",\"credit\":\"{@link Conceptopolis, LLC|https://conceptopolis.com/}\",\"altText\":\"A holy symbol carved into a stone tablet. The symbol is of a jagged spiral surrounded by a barbed, silver chain.\"},\"entries\":[\"It is darkness unending, less like a god and more like another world of malevolent, alien intelligence. Life and death do not exist within the Chained Oblivion; only the absolute end of all things. Few minds can comprehend the depth of oblivion. Most who do are so completely lost to nihilistic despair or denial that they devote the rest of their lives to hastening the end of this reality so that it may be swallowed up by the great inevitability: utter, tenebrous cold.\",\"Even the other {@book Betrayer Gods|TDCSR|2|Betrayer Gods} treat the Oblivion with caution. In its endless imprisonment, it dreams nightmarish aberrations into existence, deep beneath Exandria. The Chained Oblivion's demented cultists work without word from their twisted patron, awaiting the Epoch of Ends, when its freedom will be attained and all beings shall be consumed in deathlessness unending.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"page\":36,\"name\":\"Depiction\",\"entries\":[\"Few visual attempts to depict the Chained Oblivion exist, but texts describe a creature of roiling ink and hungry darkness, a spreading cloud of lightless destruction born from a thousand ravenous mouths. Current references show the nightmare constrained by chains of black and gold, barely keeping the dark at bay.\"]},{\"type\":\"entries\",\"page\":36,\"name\":\"Divine Domains\",\"entries\":[\"Many of the Chained Oblivion's clerics are granted powers of Death, Grave, or Trickery.\"]},{\"type\":\"entries\",\"page\":36,\"name\":\"Enemies\",\"entries\":[\"The few remaining followers of the {@deity The Knowing Mentor|Exandria|TDCSR|Knowing Mentor}, who was gravely wounded by the Oblivion in ancient times, are dedicated to ensuring that the Chained Oblivion is never again unchained. Their goddess led the charge against the all-consuming god's reemergence, and her bravery allowed the other {@book Prime Deities|TDCSR|2|Prime Deities} to shackle their enemy, though the victory nearly cost the Mentor her immortal life. Some say the {@deity The Knowing Mentor|Exandria|TDCSR|Knowing Mentor} can only be fully restored if the Chained Oblivion is fully destroyed—for good.\"]}]},{\"type\":\"list\",\"name\":\"Commandments of the Chained Oblivion\",\"items\":[\"Offer light and life into its all-consuming maw so that it may surpass all divinities and be freed.\",\"Uncover, restore, and exalt forgotten shrines and relics in its honor.\",\"Ruin and raze the realms to hasten the arrival of the Epoch of Ends.\"]}]},{\"name\":\"The Changebringer\",\"altNames\":[\"She Who Makes the Path\",\"Avandra\"],\"source\":\"TDCSR\",\"page\":28,\"pantheon\":\"Exandria\",\"alignment\":[\"C\",\"G\"],\"category\":\"Prime Deities\",\"domains\":[\"Nature\",\"Trickery\",\"Moon\"],\"province\":\"Change, freedom, luck\",\"symbol\":\"A holy symbol of the Changebringer that shows the profile of a beautiful woman on a gold coin. She bears an intricate and ornate headpiece.\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/TDCSR/Changebringer.webp\"},\"style\":\"deity-symbol\",\"credit\":\"{@link Conceptopolis, LLC|https://conceptopolis.com/}\",\"altText\":\"A holy symbol of the Changebringer that shows the profile of a beautiful woman on a gold coin. She bears an intricate and ornate headpiece.\"},\"entries\":[\"Also known as \\\"She Who Makes the Path,\\\" the Changebringer champions freedom, travel, trade, and adventure across the lands. Her will heralds open frontiers, and her call beckons her followers to discover that which awaits them beyond the known. There are few urban temples dedicated to the Changebringer, but her shrines are often found along well-traveled roads and on isolated wilderness hill-tops. Many merchants, adventurers, and free-spirited folk worship the Changebringer, and many a gala toast and tavern song celebrate her as a bringer of luck and fortune.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Depiction\",\"page\":28,\"entries\":[\"She is often depicted as a young woman of dark complexion and long, light brown hair that cascades to form the road left behind her. Most art shows her in constant motion, ever leading into the unknown.\"]},{\"type\":\"entries\",\"name\":\"Divine Domains\",\"page\":28,\"entries\":[\"Many of the Changebringer's clerics are granted powers of Moon, Nature, or Trickery.\"]},{\"type\":\"entries\",\"name\":\"Holy Day\",\"page\":28,\"entries\":[\"The Changebringer's holy day, called New Dawn, takes place on the first day of the first month, when the old year gives way to the new. In {@book Emon|TDCSR|3|Emon, the City of Fellowship}, the day of New Dawn is celebrated with a grand midnight feast that commonly features a short play celebrating the changes of the past year.\"]}]},{\"type\":\"list\",\"name\":\"Commandments of the Changebringer\",\"items\":[\"Luck favors the bold. Your fate is your own to grasp, and to do so is to have the Changebringer behind you.\",\"Change is inevitable. The righteous can ensure that such change is for the better.\",\"Rise up against tyranny. Fight for the freedom of yourself and others when you can, and inspire others to fight when you cannot.\"]}]},{\"name\":\"The Cloaked Serpent\",\"altNames\":[\"Zehir\"],\"source\":\"TDCSR\",\"page\":38,\"pantheon\":\"Exandria\",\"alignment\":[\"C\",\"E\"],\"category\":\"Betrayer Gods\",\"domains\":[\"Nature\",\"Trickery\"],\"province\":\"Assassins, poison, snakes\",\"symbol\":\"A circular holy symbol of black silver with golden filigree upon it. Composing the entirety of its center is a coiled, golden snake - its fangs bared, its eyes green.\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/TDCSR/CloakedSerpent.webp\"},\"style\":\"deity-symbol\",\"credit\":\"{@link Conceptopolis, LLC|https://conceptopolis.com/}\",\"altText\":\"A circular holy symbol of black silver with golden filigree upon it. Composing the entirety of its center is a coiled, golden snake - its fangs bared, its eyes green.\"},\"entries\":[\"A wanderer in the shadows and the creator of snakes and serpentkin, the Cloaked Serpent is the evil god of poisons, assassins, and darkness. The ancient serpentkin worship him over all other deities, dragging screaming offerings to their temples in his honor. Most of the Cloaked Serpent's worshipers were annihilated during the {@book Calamity|TDCSR|1|The Calamity}, and those that weren't are either suspended in self-induced stasis or hunted for sport by the servants of the {@deity The Spider Queen|Exandria|TDCSR|Spider Queen} and the {@deity The Crawling King|Exandria|TDCSR|Crawling King}. But perhaps the Cloaked Serpent is merely biding his time, waiting for the proper moment to unleash his hidden armies upon the world once more.\",\"In Tal'Dorei, most of the Cloaked Serpent's serpentkin followers live in arcane suspension on the mysterious {@book Visa Isle|TDCSR|3|Visa Isle}.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"page\":38,\"name\":\"Depiction\",\"entries\":[\"Many forgotten temples were once built to worship the Cloaked Serpent, and his image was embedded within much of their architecture. He possesses a humanoid body with six arms and a fanged, serpentine head adorned with a threatening hood. Strands of thick, dark hair sprout from his scaled body, obscuring his form in layers of swirling shadow.\"]},{\"type\":\"entries\",\"page\":38,\"name\":\"Divine Domains\",\"entries\":[\"Many of the Cloaked Serpent's clerics are granted powers of Nature or Trickery.\"]},{\"type\":\"entries\",\"page\":38,\"name\":\"Enemies\",\"entries\":[\"The Cloaked Serpent loathes the {@deity The Lawbearer|Exandria|TDCSR|Lawbearer} and the {@deity The Wildmother|Exandria|TDCSR|Wildmother}, for he despises life, order, and love above all things. His surviving worshipers relish in using poison and fire to consume nature and undermine civilization, hoping to infuriate both goddesses and cast Exandria into chaos.\"]}]},{\"type\":\"list\",\"name\":\"Commandments of the Cloaked Serpent\",\"items\":[\"Keep your acts obfuscated and secret. The night is your greatest ally.\",\"Strike quickly and without reason. Blind the target with their own confusion.\",\"Kill slowly. Agonizingly. Or worse, make them enjoy it.\"]}]},{\"name\":\"The Crawling King\",\"altNames\":[\"Torog\"],\"source\":\"TDCSR\",\"page\":37,\"pantheon\":\"Exandria\",\"alignment\":[\"N\",\"E\"],\"category\":\"Betrayer Gods\",\"domains\":[\"Death\",\"Trickery\"],\"province\":\"Enslavement, torture\",\"symbol\":\"A circular copper holy symbol with a black void in the centre and three twisted pale hands extending from the void.\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/TDCSR/CrawlingKing.webp\"},\"style\":\"deity-symbol\",\"credit\":\"{@link Conceptopolis, LLC|https://conceptopolis.com/}\",\"altText\":\"A circular copper holy symbol with a black void in the centre and three twisted pale hands extending from the void.\"},\"entries\":[\"The god of the endless tunnels and caverns beneath Exandria, the Crawling King is patron to torturers, slavers, and jailers across the realms. The furious, molten tears he wept upon his defeat carved a network of infinite subterranean pathways beneath Exandria—and in the vastness of the Outer Planes, his plane of imprisonment is a realm of logic-defying caves and grasping manacles from which few return alive.\",\"Those who rob others of their freedom offer prayers to him in cellars and other subterranean domains, and other creatures who live in the darkness below worship him and seek his guidance.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"page\":37,\"name\":\"Depiction\",\"entries\":[\"The Crawling King is rendered as a swollen, malformed worm that slithers through the dark below, with a screaming, hairless human head and three arms carving through the lightless rock.\"]},{\"type\":\"entries\",\"page\":37,\"name\":\"Divine Domains\",\"entries\":[\"Many of the Crawling King's clerics are granted powers of Death or Trickery.\"]},{\"type\":\"entries\",\"page\":37,\"name\":\"Enemies\",\"entries\":[\"The {@deity The Dawnfather|Exandria|TDCSR|Dawnfather} and the {@deity The Everlight|Exandria|TDCSR|Everlight} defeated the Crawling King during the {@book Calamity|TDCSR|1|The Calamity} by luring their nemesis above ground. The {@deity The Dawnfather|Exandria|TDCSR|Dawnfather} pierced his tenebrous body with ten thousand lances of sunlight, and the {@deity The Everlight|Exandria|TDCSR|Everlight} imprisoned him beyond the boundaries of Exandria within her serene rays. The tears of pain and anger the Crawling King shed burned through Exandria, and his faithful fled into these tunnels to escape their enemies' holy light.\"]}]},{\"type\":\"list\",\"name\":\"Commandments of the Crawling King\",\"items\":[\"Seek and exalt places where no light touches.\",\"Revel in the pain you inflict upon others, and relish the pain you suffer yourself as an offering to the Crawling King.\",\"Imprison those who cannot resist you, and drag all life into the darkness.\"]}]},{\"name\":\"The Daghdha\",\"source\":\"PHB\",\"page\":298,\"srd\":true,\"pantheon\":\"Celtic\",\"alignment\":[\"C\",\"G\"],\"title\":\"God of weather and crops\",\"domains\":[\"Nature\",\"Trickery\"],\"symbol\":\"Bubbling cauldron or shield\"},{\"name\":\"The Dawnfather\",\"altNames\":[\"Pelor\"],\"source\":\"TDCSR\",\"page\":32,\"pantheon\":\"Exandria\",\"alignment\":[\"N\",\"G\"],\"category\":\"Prime Deities\",\"domains\":[\"Life\",\"Light\",\"Nature\"],\"province\":\"Healing, sun\",\"symbol\":\"A circular holy symbol made of stained glass depicting a yellow sun with eight silver rays emanating from it.\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/TDCSR/Dawnfather.webp\"},\"style\":\"deity-symbol\",\"credit\":\"{@link Conceptopolis, LLC|https://conceptopolis.com/}\",\"altText\":\"A circular holy symbol made of stained glass depicting a yellow sun with eight silver rays emanating from it.\"},\"entries\":[\"The Dawnfather rules over sun and summer, and his vigil encircles the ages as the keeper of time. As the lord of agriculture and harbinger of the harvest, he is worshiped by farmers and most common folk, and his priests are welcome in lands all over. Supporter of the needy and destroyer of evil, the Dawnfather is often the patron of paladins and rangers who follow a similar creed. The Dawnfather is mythically renowned for his defeat of the {@deity The Chained Oblivion|Exandria|TDCSR|Chained Oblivion} and is revered by those who hunt aberrations.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Depiction\",\"page\":32,\"entries\":[\"Tapestries of old match early texts describing the Dawnfather as a kindly patriarch clad in silver and gold armor, his head a beacon of light and fire so bright that his face can barely be seen. Many statues in holy places use the Dawnfather's head as a brazier, lit with each dawn and extinguished with the dusk.\"]},{\"type\":\"entries\",\"name\":\"Divine Domains\",\"page\":32,\"entries\":[\"Many of the Dawnfather's clerics are granted powers of Life, Light, or Nature.\"]},{\"type\":\"entries\",\"name\":\"Holy Day\",\"page\":32,\"entries\":[\"The Dawnfather's holy day is called Highsummer and takes place on the fifteenth day of the seventh month. In {@book Emon|TDCSR|3|Emon, the City of Fellowship}, the entire week is celebrated with gift-giving and feasting. Festivities begin on Highsummer day and end at midnight on the twenty-first, the day that {@book Zan Tal'Dorei|TDCSR|1|Tal'Dorei Ascendant} dethroned {@book Trist Drassig|TDCSR|1|The Iron Rule of Drassig} at the {@book Battle of the Umbra Hills|TDCSR|1|Battle of the Umbra Hills}. In {@book Whitestone|TDCSR|3|Whitestone}, the feast of Highsummer is celebrated with gifts and a festival of lights around the {@book Sun Tree|TDCSR|3|2. The Sun Tree}. Most folk choose to spend Highsummer with their family, recounting the small things they are thankful for.\"]}]},{\"type\":\"list\",\"name\":\"Commandments of the Dawnfather\",\"items\":[\"Be ever vigilant for evil. People are quick to forget the lessons of the past.\",\"Help relieve the suffering of the innocent.\",\"Deliver the light of the Dawnfather where darkness dwells, and do so with kindness, compassion, and mercy.\"]}]},{\"name\":\"The Devourer\",\"source\":\"ERLW\",\"page\":141,\"pantheon\":\"Eberron\",\"category\":\"The Dark Six\",\"domains\":[\"Tempest\"],\"province\":\"Nature's wrath\",\"symbol\":\"Bundle of five sharpened bones {@i or} dragon turtle\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/ERLW/The Dark Six.webp\"},\"title\":\"The Dark Six\"},\"entries\":[\"The Devourer governs the destructive power of nature, both pure elemental force and savagery in beasts.\"]},{\"name\":\"The Devourer\",\"source\":\"PHB\",\"page\":296,\"pantheon\":\"Eberron\",\"alignment\":[\"N\",\"E\"],\"title\":\"God of nature's wrath\",\"category\":\"The Dark Six\",\"domains\":[\"Tempest\"],\"symbol\":\"Bundle of five sharpened bones\"},{\"name\":\"The Everlight\",\"altNames\":[\"Sarenrae\",\"Raei\"],\"source\":\"TDCSR\",\"page\":32,\"pantheon\":\"Exandria\",\"alignment\":[\"N\",\"G\"],\"category\":\"Prime Deities\",\"domains\":[\"Life\",\"Light\",\"Peace\"],\"province\":\"Atonement, compassion\",\"symbol\":\"A holy symbol of a feminine, silver phoenix atop a yellow flame, her wings encircling a red ruby overhead.\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/TDCSR/Everlight.webp\"},\"style\":\"deity-symbol\",\"credit\":\"{@link Conceptopolis, LLC|https://conceptopolis.com/}\",\"altText\":\"A holy symbol of a feminine, silver phoenix atop a yellow flame, her wings encircling a red ruby overhead.\"},\"entries\":[\"{@note The Everlight, or Raei, is an adapted form of {@link Sarenrae|https://pf2etools.com/deities.html#sarenrae_crb}, a Paizo Product Identity.}\",\"God of compassion and redemption, the Everlight bears a divine message of determination and compassion, even in the darkest of times. She believes that the corrupt can be redeemed, a mindset that led to a betrayal by the {@deity The Lord of the Hells|Exandria|TDCSR|Lord of the Hells}, who decimated her followers during the {@book Calamity|TDCSR|1|The Calamity}. Only recently has her faith been rediscovered and her temples returned to prominence. The Everlight's followers are often rural healers and community philosophers, offering voices of reason and empathy in angry and cynical times.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Depiction\",\"page\":32,\"entries\":[\"Those who rise to bring the Everlight's words back to the light either unearth her image from ruined temples or create new art to inspire others with her message. She is represented as a beautiful, strong woman with dark skin and light hair, rising betwixt a set of angelic ivory wings.\"]},{\"type\":\"entries\",\"name\":\"Divine Domains\",\"page\":32,\"entries\":[\"Many of the Everlight's clerics are granted powers of Life, Light, or Peace.\"]},{\"type\":\"entries\",\"name\":\"Holy Day\",\"page\":32,\"entries\":[\"The Everlight's holy day has long been forgotten, and her followers have yet to decide when her festival should be held, or even what the festivities should be. The debate has gone on for years, and no great miracles have yet been performed to unify the squabbling clerics.\"]}]},{\"type\":\"list\",\"name\":\"Commandments of the Everlight\",\"items\":[\"Lead with mercy, patience, and compassion. Inspire others to unite in fellowship.\",\"Aid those who are without guide. Heal those who are without hope.\",\"Those who are beyond redemption, who revel in slaughter and remorseless evil, must be dispatched with swift justice.\"]}]},{\"name\":\"The Fury\",\"source\":\"ERLW\",\"page\":141,\"pantheon\":\"Eberron\",\"category\":\"The Dark Six\",\"domains\":[\"War\"],\"province\":\"Passion, revenge\",\"symbol\":\"Winged wyrm with woman's head and arms\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/ERLW/The Dark Six.webp\"},\"title\":\"The Dark Six\"},\"entries\":[\"The Fury governs both passion and revenge, rage and despair. She offers revenge to those who have been wronged, but her vengeance often leads to suffering.\"]},{\"name\":\"The Fury\",\"source\":\"PHB\",\"page\":296,\"pantheon\":\"Eberron\",\"alignment\":[\"N\",\"E\"],\"title\":\"Goddess of wrath and madness\",\"category\":\"The Dark Six\",\"domains\":[\"War\"],\"symbol\":\"Winged wyrm with woman's head and upper body\"},{\"name\":\"The Hag Mother\",\"source\":\"EGW\",\"page\":32,\"pantheon\":\"Exandria\",\"alignment\":[\"N\",\"E\"],\"category\":\"Lesser Idols\",\"domains\":[\"Knowledge\",\"Trickery\"],\"province\":\"The Fiend\",\"symbol\":\"Single red horn\",\"entries\":[\"Rumored to be the oldest hag and progenitor of all other hags in Exandria, the Hag Mother arrived in the world just after the Founding. She has a soft spot for humanoids in peril that caused her original coven to exile and bind her to Exandria with a magical curse. She wanders the land, making deals with people in dire straits, offering the power to save themselves in return for their service. The tasks the Hag Mother asks of those who accept her deals are always dangerous and sometimes grotesque and cruel. Some of these quests save lives, while others end them. Others still result in the creation of more hags. Many of the missions seem to serve no purpose, but the Hag Mother always has a plan. Whether her endgame is to destroy her enemies, break her curse, or rule Exandria is known only to the Hag Mother herself.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Appearance\",\"entries\":[\"The Hag Mother can take any female humanoid form she chooses and often travels in disguise, but her true form is that of a gnarled, purple-skinned crone with stringy black hair, yellow eyes, and red ram's horns that curl back from her forehead.\"]}]}]},{\"name\":\"The Keeper\",\"source\":\"ERLW\",\"page\":141,\"pantheon\":\"Eberron\",\"category\":\"The Dark Six\",\"domains\":[\"Death\"],\"province\":\"Death, greed\",\"symbol\":\"Dragonshard in the shape of a fang {@i or} dracolich\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/ERLW/The Dark Six.webp\"},\"title\":\"The Dark Six\"},\"entries\":[\"The Keeper snatches souls before they can reach Dolurrh and hoards them along with his vast wealth. Those driven by greed call him their patron, and his priests often act as criminal fixers.\"]},{\"name\":\"The Keeper\",\"source\":\"PHB\",\"page\":296,\"pantheon\":\"Eberron\",\"alignment\":[\"N\",\"E\"],\"title\":\"God of greed and death\",\"category\":\"The Dark Six\",\"domains\":[\"Death\"],\"symbol\":\"Dragonshard stone in the shape of a fang\"},{\"name\":\"The Knowing Mentor\",\"altNames\":[\"Ioun\"],\"source\":\"TDCSR\",\"page\":30,\"pantheon\":\"Exandria\",\"alignment\":[\"N\"],\"category\":\"Prime Deities\",\"domains\":[\"Arcana\",\"Knowledge\",\"Twilight\"],\"province\":\"Knowledge, learning, teaching\",\"symbol\":\"A holy symbol that is a mossy stone with faded runes in the shape of a face with three eyes.\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/TDCSR/KnowingMentor.webp\"},\"style\":\"deity-symbol\",\"credit\":\"{@link Conceptopolis, LLC|https://conceptopolis.com/}\",\"altText\":\"A holy symbol that is a mossy stone with faded runes in the shape of a face with three eyes.\"},\"entries\":[\"Revered by seers, sages, and teachers of all walks of life, the Knowing Mentor guided the growth of civilization throughout the {@book Age of Arcanum|TDCSR|1|Age of Arcanum} like sunlight guides the branches of a tree. Her teachings were silenced when she was grievously wounded by the {@deity The Chained Oblivion|Exandria|TDCSR|Chained Oblivion} during the {@book Calamity|TDCSR|1|The Calamity}, and though she survived and went into hiding behind the Divine Gate, her followers are hunted by agents of her ancient foes to this day. Her devout now worship in private, spreading knowledge, philosophy, and lore anonymously through traceless channels.\",\"The one exception are the scholars of the {@book Cobalt Soul|TDCSR|2|Library of the Cobalt Soul}, an international organization of knowledge-seekers, spies, and archivists that seek to reveal the truth at all costs. Most members of the {@book Cobalt Soul|TDCSR|2|Library of the Cobalt Soul} aren't zealous worshipers of the Knowing Mentor, but still pay homage to her in some form.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Depiction\",\"page\":30,\"entries\":[\"Common representations show the Knowing Mentor as a greying, mature woman of welcoming, matronly smile swathed in billowing robes and scarves that fan into books and scrolls. Some call her the Knowing Mistress, revering her as a headmistress of knowledge among the gods.\"]},{\"type\":\"entries\",\"name\":\"Divine Domains\",\"page\":30,\"entries\":[\"Many of the Knowing Mentor's clerics are granted powers of Arcana, Knowledge, or Twilight.\"]},{\"type\":\"entries\",\"name\":\"Holy Day\",\"page\":30,\"entries\":[\"The Knowing Mentor has no public holy day, for her public worship was shattered during the {@book Calamity|TDCSR|1|The Calamity}, and she has since fallen into half-remembered myth. Only in {@book Emon|TDCSR|3|Emon, the City of Fellowship} has the Knowing Mentor's faith been publicly resurrected—though her worship by the intellectuals of the city bears little resemblance to that of the knowledge-seekers of old.\"]}]},{\"type\":\"list\",\"name\":\"Commandments of the Knowing Mentor\",\"items\":[\"Unmask those who would destroy the Knowing Mentor. Learn their secrets and unveil them to the world.\",\"Uphold and teach the importance of reason, perception, and truth in guiding one's emotions and path.\",\"Condemn those who lie without moral cause, for evil folk gain power when their followers obscure the truth. Never stoop to the level of selfish liars.\"]}]},{\"name\":\"The Lawbearer\",\"altNames\":[\"Erathis\"],\"source\":\"TDCSR\",\"page\":29,\"pantheon\":\"Exandria\",\"alignment\":[\"L\",\"N\"],\"category\":\"Prime Deities\",\"domains\":[\"Knowledge\",\"Order\"],\"province\":\"Civilisation, law, peace\",\"symbol\":\"A double axe with golden scales engraved onto the blade.\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/TDCSR/Lawbearer.webp\"},\"style\":\"deity-symbol\",\"credit\":\"{@link Conceptopolis, LLC|https://conceptopolis.com/}\",\"altText\":\"A double axe with golden scales engraved onto the blade.\"},\"entries\":[\"The driving inspiration behind many great inventions, the creation of vast cities, and law and order within society, the Lawbearer claims dominion over civilization. Judges and lawful rulers pay respect at her temples, which are central structures in major cities around the world. Peace and order—through structure and law—guide the will of her devout followers. The Lawbearer has a tempestuous romance with the {@deity The Wildmother|Exandria|TDCSR|Wildmother}, a furious love that is only tempered when civilization and nature are in balance. Civil unrest and riots blossom within her beloved cities in these times of imbalance.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Depiction\",\"page\":29,\"entries\":[\"Illustrations and statues show the Lawbearer as a hooded, armored woman with light brown skin and a strong, lithe body, sitting atop a throne of pillars. Her face is generally obscured or depicted without expression, giving her presence an impartial yet imposing nature.\"]},{\"type\":\"entries\",\"name\":\"Divine Domains\",\"page\":29,\"entries\":[\"Many of the Lawbearer's clerics are granted powers of Knowledge or Order.\"]},{\"type\":\"entries\",\"name\":\"Holy Day\",\"page\":29,\"entries\":[\"The Lawbearer's holy day is Civilization's Dawn, and is celebrated on the autumnal equinox, usually the twenty-second day of the ninth month. In {@book Emon|TDCSR|3|Emon, the City of Fellowship}, each neighborhood celebrates by dancing around great bonfires in the square and giving gifts to celebrate their community.\"]}]},{\"type\":\"list\",\"name\":\"Commandments of the Lawbearer\",\"items\":[\"Utilize the company and aid of others. The efforts of the individual often pale against the capabilities of community.\",\"Strive to tame the wilds in the name of civilization,and defend the points of light and order against the chaos of darkness.\",\"Uphold and revere the spirit of invention. Create new settlements, build where inspiration strikes,and expand the edicts of the Lawbearer.\"]}]},{\"name\":\"The Lord of the Hells\",\"altNames\":[\"The Lord of the Nine Hells\",\"Asmodeus\"],\"source\":\"TDCSR\",\"page\":34,\"pantheon\":\"Exandria\",\"alignment\":[\"L\",\"E\"],\"category\":\"Betrayer Gods\",\"domains\":[\"Order\",\"Trickery\",\"War\"],\"province\":\"God of devils and the Hells\",\"symbol\":\"A black crown with four red horns ascending from the top of it and two black and red horns curving out on the sides. Five black gems are embossed into the crown, with one lone black horn rising from the center.\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/TDCSR/LordHells.webp\"},\"style\":\"deity-symbol\",\"credit\":\"{@link Conceptopolis, LLC|https://conceptopolis.com/}\",\"altText\":\"A black crown with four red horns ascending from the top of it and two black and red horns curving out on the sides. Five black gems are embossed into the crown, with one lone black horn rising from the center.\"},\"entries\":[\"The devil god of the Hells is the master of tyranny and domination, and was the first to instill his despotic will into celestials, creating the first devils. His words are honeyed and carefully crafted, soothing and corrupting the hearts of mortals and immortals alike. The Lord of the Hells rules his domain with an iron fist, and the punishments awaiting those that cross him are the stuff of nightmares. Evil entities pay him tribute right alongside his devils, and many warlocks are drawn to his power.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Depiction\",\"page\":34,\"entries\":[\"A twisted image of the celestial blood that once bore him, the Lord of the Hells is portrayed in many tomes and murals as a handsome humanoid with deep red skin and long black hair. Two curling horns rise from his crowned brow, and his lips bear an eternal, knowing grin.\"]},{\"type\":\"entries\",\"name\":\"Divine Domains\",\"page\":34,\"entries\":[\"Many of the Lord of the Hells' clerics are granted powers of Order, Trickery, or War.\"]},{\"type\":\"entries\",\"name\":\"Enemies\",\"page\":34,\"entries\":[\"The Lord of the Hells' enemies are numerous, even among the {@book Betrayer Gods|TDCSR|2|Betrayer Gods}, many of whom only follow him for fear of his immense power. His arch-nemesis is the {@deity The Changebringer|Exandria|TDCSR|Changebringer}, whose mischief and cunning has vexed him throughout the eons. It was she who defeated him in the {@book Calamity|TDCSR|1|The Calamity} by tricking his fiendish armies into attacking one another.\",\"The Devil Lord's greatest triumph during the {@book Calamity|TDCSR|1|The Calamity} was fooling and betraying the {@deity The Everlight|Exandria|TDCSR|Everlight} and slaughtering all her followers in one fell stroke—a move that today has united the followers of the {@deity The Everlight|Exandria|TDCSR|Everlight} and the {@deity The Changebringer|Exandria|TDCSR|Changebringer} in a bond of unbreakable fellowship.\"]}]},{\"type\":\"list\",\"name\":\"Commandments of the Lord of the Hells\",\"items\":[\"Assert dominance and power over others. Show your strength of will in the image of your Lord.\",\"Repay cruelty done unto you with further evil. If others show you kindness, exploit it.\",\"As you ascend to power, do not pity or show mercy to those you climb over to get there. The weak do not warrant your compassion—compassion itself isa weakness.\"]}]},{\"name\":\"The Lost Beacon of Unknown Light\",\"source\":\"TDCSR\",\"page\":41,\"pantheon\":\"Exandria\",\"alignment\":[\"N\"],\"category\":\"Lesser Idols\",\"province\":\"Celestial\",\"entries\":[\"In a time before time, when Exandria was naught but darkness in the chaos before even the {@book Founding|TDCSR|1|The Founding}, a luminous being called the Luxon sought answers about their existence. They lit the first fires within Exandria with their unquenchable light, and then began to wait. Gods came. They created beings that spread across the planet. Those creatures died and procreated and died in an endless cycle, of which the Luxon grew curious. Surely, by watching these short-lived beings, they could learn the answers they sought.\",\"So the Luxon divided their own light into beacons, dodecahedral crystals of eternal radiance. They cast them across the world and fell into a deep slumber, during which they hoped people would find the beacons and bond to them, allowing the mortals' souls to be reborn again and again so they could learn everything there is to learn about existence.\",\"Many such beacons have been found across the world, mostly by a people who have learned the ways of the Luxon in a far-off land. However, many of the beacons remain unaccounted for. One such beacon was unearthed about ten years ago by Tal'Dorei settlers in the {@book Cliffkeep Mountains|TDCSR|3|Cliffkeep Mountains}, far from any civilization. The people of this settlement, {@book Reaching Bluff|TDCSR|3|Reaching Bluff}, call it the Beacon of Unknown Light, and treat it as a mystical oracle that will guide their young settlement to prosperity.\",\"Despite the settlers' best efforts, word of their discovery has escaped {@book Reaching Bluff|TDCSR|3|Reaching Bluff}. As adventurers and treasure-seekers begin to trickle in, the settlers protect their newfound oracle with cultish devotion—despite the fact that it has never once spoken to them, as they have beseeched it to countless times.\"]},{\"name\":\"The Luxon\",\"source\":\"EGW\",\"page\":32,\"pantheon\":\"Exandria\",\"alignment\":[\"N\"],\"title\":\"the First Radiance\",\"category\":\"Lesser Idols\",\"domains\":[\"Arcana\",\"Light\"],\"symbol\":\"Hollow dodecahedron\",\"entries\":[\"Very few throughout Exandria have heard of the Luxon, and fewer still believe they even exist. The Luxon is the central deity of the Kryn Dynasty and their way of life, but study of the Luxon beyond the borders of Xhorhas has only recently begun—and such study is mostly motivated by the Dwendalian Empire's desire to gain an advantage in the war.\",\"The Luxon doesn't have an active consciousness or personality. The worship of them is largely a system of pure faith, backed by scientific and metaphysical truths that stem from the discovery of the beacons and the Umavi who interpret their meaning (see \\\"{@book Kryn Dynasty|EGW|3|Kryn Dynasty}\\\" in chapter 2). Priests of the Luxon often study dunamis and its primal arcane nature, while others are born with dunamantic gifts granted by the reality-bending powers of the beacons. Those that do call on the rarer threads of divinity use the beacons themselves as a source of magic.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Appearance\",\"entries\":[\"By all accounts, the Luxon's original form is believed to be a colossal, shapeless body of impossibly bright light, like a burning star. Followers of the Luxon carry small, often hollow, dodecahedrons as a symbol of their faith.\",{\"type\":\"inset\",\"name\":\"Origins of the Luxon\",\"entries\":[\"According to the teachings of the Kryn and the Umavi who scribe their faith, it is believed that long before the gods of Exandria came to shape this world, there was a time when a single Light came from the dark nothingness. Other lights came into being around them, settling as the stars in the cosmos. This one Light, however, resisted the force that beckoned them to burn like their star-fated brethren. This one Light wanted to understand what they were and chose to wander alone, choosing a different path. This choice led to endless stretches of lonely dark, the voices of the stars silent to the Light that walked away. Lonely, they wandered until they found a cold, dark rock: a world. The Light grew fond of this rock, seeing it as lonely as they were, and embraced it. They sparked a fire within, cracking the surface and giving fiery life to the cold world.\",\"From within the fiery core, the Light began to watch the world change and turn, the chaos giving birth to the first souls: the Primordials. Amazed with their children, the Light wanted to guide them to learn of themselves, which in turn would help the Light discover their own purpose—but the children warred amongst themselves and killed one another, their souls born of the Light becoming lost to the dark beyond. Confused but determined, the Light decided that a time of learning was required, and that a cycle of trial and error must be enacted for their children of chaos to better themselves. Sacrificing a majority of their own essence, the Light created beacons of their own self, crystals of great power that enacted a cycle of rebirth for those who were bound to the Light.\",\"This act exhausted the Light, and they fell into a deep slumber within the core of the world, awaiting a time where the children of their own mind would learn from life to life, through eons of struggle and self-reflection, until the knowledge had matured enough to reassemble them, awaken them, and the children could grant the answer to the question the Light had sought from the very beginning: what are they and what was their purpose? This Light is now referred to by the mortal followers of the Kryn as the Luxon.\"]}]}]}]},{\"name\":\"The Matron of Ravens\",\"altNames\":[\"Raven Queen\"],\"source\":\"TDCSR\",\"page\":32,\"pantheon\":\"Exandria\",\"alignment\":[\"L\",\"N\"],\"category\":\"Prime Deities\",\"domains\":[\"Death\",\"Grave\",\"Twilight\"],\"province\":\"Death, fate, winter\",\"symbol\":\"A porcelain mask with several cracks, outlined by a black raven.\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/TDCSR/MatronOfRavens.webp\"},\"style\":\"deity-symbol\",\"credit\":\"{@link Conceptopolis, LLC|https://conceptopolis.com/}\",\"altText\":\"A porcelain mask with several cracks, outlined by a black raven.\"},\"entries\":[\"Master of the skein of fate and the mistress of winter, the Matron of Ravens is the god of death. Her gaze follows and marks the end of each mortal life, watching over the transition between life and death—and ensuring that the natural transition is undefiled. Mourners at funerals across the land invoke her blessing in hopes that she will protect the deceased from the terrible curse of undeath.\",\"Keepers of ancient lore believe the Matron of Ravens was once mortal herself, and thus the only mortal known to have ascended to godhood—before the rise of {@deity The Whispered One|Exandria|TDCSR}, at least. Her rise instantly obliterated the previous, now-forgotten god of death, and in its wake, the other gods quickly and fearfully destroyed the secrets to the rites of ascension.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Depiction\",\"page\":33,\"entries\":[\"There are very few visual depictions of the Matron of Ravens; many temples simply use the raven as a symbol of her blessing. Rare images, however, portray the Matron herself as a tall, pale woman wrapped in dangling black linens, her onyx-black hair straight and never-ending, her face obscured by a white porcelain mask.\"]},{\"type\":\"entries\",\"name\":\"Divine Domains\",\"page\":33,\"entries\":[\"Many of the Matron of Ravens's clerics are granted powers of Death, Grave, or Twilight.\"]},{\"type\":\"entries\",\"name\":\"Holy Day\",\"page\":33,\"entries\":[\"The Matron of Ravens's holy day is the Night of Ascension, which celebrates her apotheosis. The actual date of the goddess's rise to divinity is unclear, but the Night of Ascension is nonetheless celebrated on the thirteenth day of the tenth month. Many people of {@book Emon|TDCSR|3|Emon, the City of Fellowship} see this cheery celebration of the dead to be unnerving and macabre, but the Matron's followers believe that the honored dead would rather be venerated with cheer than misery. The Matron of Ravens is also considered by some to be the patron of Winter's Crest, a holiday that celebrates freedom from {@book Errevon the Rimelord|TDCSR|1|The Icelost Years} and is observed in Tal'Dorei on the twentieth day of the eleventh month.\"]}]},{\"type\":\"list\",\"name\":\"Commandments of the Matron of Ravens\",\"items\":[\"Death is the natural end of life. Grieve the fallen, but do not pity them. Exult in the time that they were granted.\",\"The path of Fate is sacrosanct. Those who pridefully cast off destiny must be punished.\",\"Undeath is an atrocity. Death is too good a punishment for those who pervert the rightful transition of the soul.\"]}]},{\"name\":\"The Mockery\",\"source\":\"ERLW\",\"page\":141,\"pantheon\":\"Eberron\",\"category\":\"The Dark Six\",\"domains\":[\"Trickery\",\"War\"],\"province\":\"Betrayal, bloodshed\",\"symbol\":\"Five blood-spattered blades {@i or} flayed dragon\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/ERLW/The Dark Six.webp\"},\"title\":\"The Dark Six\"},\"entries\":[\"The Mockery is the patron of treachery and of terror in battle. He guides those who seek victory through guile, both warriors and assassins. He was once the brother of Dol Dorn and Dol Arrah, but he was stripped of his skin and his name after betraying them.\"]},{\"name\":\"The Mockery\",\"source\":\"PHB\",\"page\":296,\"pantheon\":\"Eberron\",\"alignment\":[\"N\",\"E\"],\"title\":\"God of violence and treachery\",\"category\":\"The Dark Six\",\"domains\":[\"War\"],\"symbol\":\"Five blood-spattered tools\"},{\"name\":\"The Moonweaver\",\"altNames\":[\"Sehanine\",\"Moonbow\"],\"source\":\"TDCSR\",\"page\":33,\"pantheon\":\"Exandria\",\"alignment\":[\"C\",\"G\"],\"category\":\"Prime Deities\",\"domains\":[\"Arcana\",\"Moon\",\"Twilight\"],\"province\":\"Illusion, moonlight, night\",\"symbol\":\"A circular holy symbol with a crescent moon outlining the bottom of it, it's face upwards towards a starry, purple and white-blue borealis within. Two arrows curve over the top and bottom of the circle.\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/TDCSR/Moonweaver.webp\"},\"style\":\"deity-symbol\",\"credit\":\"{@link Conceptopolis, LLC|https://conceptopolis.com/}\",\"altText\":\"A circular holy symbol with a crescent moon outlining the bottom of it, it's face upwards towards a starry, purple and white-blue borealis within. Two arrows curve over the top and bottom of the circle.\"},\"entries\":[\"The Moonweaver is the god of moonlight and the autumn season, as well as the patron of illusion and misdirection. Widely worshipped in halfling and elven culture, she is also considered to be the deity of love, shielding the trysts of lovers in shadows of her own making. Those who work in darkness and trickery often ask for her blessing.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Depiction\",\"page\":33,\"entries\":[\"Depictions of the Moonweaver are as numerous as the myths and stories of her meddling within simple unions. However, she is most often painted as a young girl of light-blue skin and white hair, with a body and limbs that dissolve into silky strands of silver moonlight, caressing and creating the edges of the shadows.\"]},{\"type\":\"entries\",\"name\":\"Divine Domains\",\"page\":33,\"entries\":[\"Many of the Moonweaver's clerics are granted powers of Arcana, {@book Moon|TDCSR|4|Nalys Ildareth}, or Twilight.\"]},{\"type\":\"entries\",\"name\":\"Holy Day\",\"page\":33,\"entries\":[\"The Moonweaver has no holy day, but is celebrated by most {@book elves|TDCSR|4|elves} on the night of the decade's largest full moon. Elven astronomers track the moon's phases and how it grows closer and farther to Exandria, and can predict these days with great accuracy. Many high and haughty {@book elves|TDCSR|4|elves} use this festival as an excuse to be sly and mischievous; some younger {@book elves|TDCSR|4|elves} use costumes and illusions to prank their peers. The {@book wyvern-riding skyswimmers of Lyrengorn|TDCSR|3|Lyrengorn, the Elvenpeaks}, however, venerate the Moonweaver in their own way: with the annual arrival of the {@book Moonweaver's Ribbons|TDCSR|3|Lyrengorn, the Elvenpeaks}, a majestic aurora that illuminates the skies above the {@book Elvenpeaks|TDCSR|3|Lyrengorn, the Elvenpeaks}.\"]}]},{\"type\":\"list\",\"name\":\"Commandments of the Moonweaver\",\"items\":[\"Seize your own destiny and pursue your own passions.\",\"Let the shadows protect you from the burning light of fanaticism and the absolute darkness of despair.\",\"Walk unbridled and untethered, forging new memories and experiences.\"]}]},{\"name\":\"The Observer\",\"source\":\"TDCSR\",\"page\":41,\"pantheon\":\"Exandria\",\"alignment\":[\"N\",\"G\"],\"category\":\"Lesser Idols\",\"province\":\"Archfey, Celestial\",\"entries\":[\"Amidst the {@book Age of Arcanum|TDCSR|1|Age of Arcanum}, the people of the great {@book Tetrarchy of Qoniira|TDCSR|3|Surviving the Calamity} were visited by a being of sheltering power and comforting light. The people of Qoniira were on the path to creating the most prosperous civilization that the {@book Rifenmist Jungle|TDCSR|3|Rifenmist Jungle}—and indeed, all of {@book Gwessar|TDCSR|1|Gwessar}—had ever seen. In its peace and magical might, it exceeded even the grasp of the nearby elven domain of {@book Syngorn|TDCSR|3|Syngorn}. Magic, entirely separate from the arcane rituals practiced by arcanists of the era, fueled their city's rise to splendor, and the being that came to them looked on in fascination.\",\"It appeared before them in a form that at once seemed familiar and majestic. It had a body like one of the {@book Catfolk|TDCSR|6|Catfolk}—a wiry humanoid frame with a feline face, covered in tawny fur and possessed of a tail and limbs that ended in large paws. Beyond this familiar appearance, four broad, avian wings burst from this ten-foot-tall avatar's back. It was surrounded by a golden light that seemed not to illuminate and saturate the world around it, but make it dimmer, ashy, and washed-out. Yet in this pallid light came a sharpness of perception, as if it were more real than the material world around it. The being appeared in the center of the Qoniira civilization, at the heart of the city of {@book Niirdal-Poc|TDCSR|3|Niirdal-Poc}, and it spoke a single phrase: \\\"I am the Observer, and I give unto you the Gift.\\\" Then, it vanished from sight.\",\"All at once, the gray-gold light of the Observer surged throughout Qoniira. Though the citizens didn't notice a difference at first, as time went by, many people began to manifest new forms of magic. This magic was not the controlled, scientific power of far-off arcanists in their flying cities, but chaotic, unpredictable, and miraculous.\",\"The once-sprawling civilization of Qoniira has shrunk over the centuries, but its people still draw upon the miracles of the Gift, and they are still watched from afar by the unseen Observer. This entity does not reign like a god, but watches impassively those whom it gave its unpredictable Gift. As those born in {@book Niirdal-Poc|TDCSR|3|Niirdal-Poc} under the auspices of the Observer travel north into the Republic of Tal'Dorei, or south into the oppressive realm of the {@book Iron Authority|TDCSR|3|Tz'Arrm, Helm of the Emperor}, the gaze of the Observer is moved even farther afield—adding ever more variables to its mysterious experiment.\"]},{\"name\":\"The Path of Light\",\"source\":\"ERLW\",\"page\":141,\"pantheon\":\"Eberron\",\"category\":\"Other Faiths of Eberron\",\"domains\":[\"Life\",\"Light\"],\"province\":\"Light, self-improvement\",\"symbol\":\"Brilliant crystal\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/ERLW/The Path of Light.webp\"}}},{\"name\":\"The Path of Light\",\"source\":\"PHB\",\"page\":296,\"pantheon\":\"Eberron\",\"alignment\":[\"L\",\"N\"],\"title\":\"Philosophy of light and self-improvement\",\"category\":\"Other Faiths of Eberron\",\"domains\":[\"Life\",\"Light\"],\"symbol\":\"Brilliant crystal\"},{\"name\":\"The Platinum Dragon\",\"altNames\":[\"Bahamut\"],\"source\":\"TDCSR\",\"page\":28,\"pantheon\":\"Exandria\",\"alignment\":[\"L\",\"G\"],\"category\":\"Prime Deities\",\"domains\":[\"Life\",\"Order\",\"War\"],\"province\":\"Honor, justice\",\"symbol\":\"A dark blue heraldry of the profile of a platinum dragon.\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/TDCSR/PlatinumDragon.webp\"},\"style\":\"deity-symbol\",\"credit\":\"{@link Conceptopolis, LLC|https://conceptopolis.com/}\",\"altText\":\"A dark blue heraldry of the profile of a platinum dragon.\"},\"entries\":[\"The pillar of justice, protection, nobility, and honor, the Platinum Dragon is a beacon to paladins of order and good, and is revered by most metallic dragons as the first of their kind. The crest of the Platinum Dragon adorns many halls of high leadership and judgment, invoking his will in all matters of justice. To follow him is to look after those who cannot look after themselves.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Depiction\",\"page\":28,\"entries\":[\"The Platinum Dragon is often seen emblazoned on shields and armor, both functional and decorative, in the form of a brilliant silver dragon head in profile. Temples and works of art depict a massive, glittering dragon with vibrant platinum scales and a wingspan that fades into etherealness.\"]},{\"type\":\"entries\",\"name\":\"Divine Domains\",\"page\":28,\"entries\":[\"Many of the Platinum Dragon's clerics are granted powers of Life, Order, or War.\"]},{\"type\":\"entries\",\"name\":\"Holy Day\",\"page\":28,\"entries\":[\"The Platinum Dragon's holy day is called Embertide and is celebrated on the fifth day of the eleventh month. This is a day of remembrance, solemnity, and respect for those who have fallen in the defense of others.\"]}]},{\"type\":\"list\",\"name\":\"Commandments of the Platinum Dragon\",\"items\":[\"Stand as a paragon of honor and justice.\",\"Smite evil wherever it is found, yet show compassion to those who have strayed from righteousness.\",\"Defend the weak, bring freedom to the persecuted, and protect the ideals of justice and order.\"]}]},{\"name\":\"The Raven Queen\",\"reprintAlias\":\"The Matron of Ravens\",\"source\":\"EGW\",\"page\":24,\"pantheon\":\"Exandria\",\"alignment\":[\"L\",\"N\"],\"title\":\"Matron of Death\",\"category\":\"Prime Deities\",\"domains\":[\"Death\",\"Grave\"],\"province\":\"Death, fate, winter\",\"symbol\":\"White, humanoid mask framed in black feathers\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/EGW/Symbol of The Raven Queen.webp\"},\"credit\":\"Claudio Pozas\"},\"entries\":[\"Master of the skein of fate and the mistress of winter, the Raven Queen is the god of death. Her gaze follows and marks the end of each mortal life, watching over the border between life and death and ensuring the natural transition is undefiled. Many funerals ask her blessing to protect the deceased from the terrible curse of undeath. Those who study ancient lore believe that the Matron of Death was once mortal herself and is the only known mortal to have ascended to godhood. Her rise instantly obliterated the previous, now-forgotten god of death, and the other gods quickly and fearfully destroyed the secrets to the rites of ascension.\",\"The Raven Queen tugs at the threads of fate from her stronghold of black ice within the frozen realm of Letherna, nestled in a frigid corner of the Shadowfell.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Depiction\",\"entries\":[\"Few existing visual depictions of the Raven Queen exist; many temples merely use the raven as a symbol of her blessing. The few illustrations of her portray a tall, pale woman wrapped in dangling black linens, with her face obscured by a white porcelain mask and her onyx-black hair straight and neverending.\"]},{\"type\":\"entries\",\"name\":\"Holy Day\",\"entries\":[\"The Raven Queen's holy day is called the Night of Ascension, celebrating her apotheosis. The actual date of the her rise to divinity is unclear, but the Night of Ascension is celebrated on the thirteenth day of the tenth month. What was once a night of cheery celebration of the dead in the Dwendalian Empire has recently become an occasion to burn effigies and decry the Kryn Dynasty for their unnatural relationship with death.\"]}]},{\"type\":\"entries\",\"name\":\"Commandments of the Raven Queen\",\"entries\":[{\"type\":\"list\",\"items\":[\"Death is the natural end of life. There is no pity for those who have fallen.\",\"The path of Fate is sacrosanct. Those who pridefully attempt to cast off their destiny must be punished.\",\"Undeath is an atrocity. Those who would pervert the transition of the soul must be brought down.\"]}]}]},{\"name\":\"The Red Knight\",\"altNames\":[\"The Lady of Strategy\",\"The Crimson General\",\"The Grandmaster of the Lanceboard\"],\"source\":\"SCAG\",\"page\":21,\"pantheon\":\"Faerûnian\",\"alignment\":[\"L\",\"N\"],\"title\":\"Goddess of strategy\",\"domains\":[\"War\"],\"symbol\":\"Red knight lanceboard piece with stars for eyes\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/SCAG/Symbol of The Red Knight.webp\"}},\"entries\":[\"The Red Knight is the goddess of planning and strategy. Those who favor her call themselves the Red Fellowship. They believe wars are won by the best planning, strategy, and tactics. The worship of the Red Knight is filled with doctrine about strategy, such as: \\\"Every war is a series of battles. Losing one doesn't mean losing the war.\\\" \\\"In war, plan for peace. In peace, plan for war.\\\" \\\"Seek allies among your enemy's enemies.\\\"\",\"Worship of the Red Knight arose among a hero-venerating monastic order of Tempus in Tethyr shortly after the Time of Troubles. The Red Knight has since grown in popularity because of what her followers call the Great Stratagem: for decades, her priests have been traveling to places of warfare to educate generals and kings in the arts of strategy and battlefield tactics. Many of the leaders they approached turned them away at first, but it soon became apparent that those who accepted the counsel of the Crimson General's followers gained a distinct benefit. Grateful victors built temples to the Lady of Strategy, and gradually her faith spread.\",\"Today, followers of the Red Knight can be found in nearly any land that has seen warfare in the past century. Worshipers of the Red Knight are rare in the general population, but those who revere her can frequently be found among high-ranking commanders of armies, instructors in colleges of war, quartermasters, and the authors of tomes of strategy. Each temple to the Red Knight includes an altar dedicated to Tempus, and so such a place is likely to be frequented by mercenaries and soldiers. A temple is surrounded by a vast pavilion and courtyard, which can be rented by companies of soldiers and mercenaries for practice and training. Her priests believe that drilling one's troops in a temple courtyard is a form of propitiation that the Red Knight looks upon with special favor.\"]},{\"name\":\"The Ruiner\",\"altNames\":[\"Gruumsh\"],\"source\":\"TDCSR\",\"page\":35,\"pantheon\":\"Exandria\",\"alignment\":[\"C\",\"E\"],\"category\":\"Betrayer Gods\",\"domains\":[\"Death\",\"Tempest\",\"War\"],\"province\":\"Slaughter, warfare\",\"symbol\":\"A black heraldry torn and ragged at the bottom. In its center is one, lone bleeding eye with one large drop of blood emanating from the bottom.\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/TDCSR/Ruiner.webp\"},\"style\":\"deity-symbol\",\"credit\":\"{@link Conceptopolis, LLC|https://conceptopolis.com/}\",\"altText\":\"A black heraldry torn and ragged at the bottom. In its center is one, lone bleeding eye with one large drop of blood emanating from the bottom.\"},\"entries\":[\"The Ruiner commands roving hordes of barbaric marauders across the lands to destroy, pillage, and slaughter for the joy of it. Orderless and without honor, the creeds of the evil lord goad all living creatures to shrug off the oppressive chains of courtesy and civilization and to devour the world around them, giving in to the chaotic and selfish nature of the predator.\",\"As civilization rises, people of all cultures feel the draw of the uncomplicated, primeval world. Some find their way to the loving embrace of the {@deity The Wildmother|Exandria|TDCSR|Wildmother} and her sects, going on to live in harmony with nature. Others fall into the cruel thrall of the Ruiner and his bloody cults of slaughter. In Tal'Dorei, the worst of these cults are the {@book Ravagers|TDCSR|4|Ravagers}, the scourge of the {@book Dividing Plains|TDCSR|3|Dividing Plains}.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"page\":35,\"name\":\"Depiction\",\"entries\":[\"Simple clay representations in communities of the Ruiner's followers show him as a hulking, bulbous behemoth of an orc. His missing eye has shifted, the prominent remaining eye now centered in his face like that of a nightmarish cyclops.\"]},{\"type\":\"entries\",\"page\":35,\"name\":\"Divine Domains\",\"entries\":[\"Many of the Ruiner's clerics are granted powers of Death, Tempest, or War.\"]},{\"type\":\"entries\",\"page\":35,\"name\":\"Enemies\",\"entries\":[\"The {@deity The Arch Heart|Exandria|TDCSR|Arch Heart} shot out the Ruiner's right eye during the {@book Calamity|TDCSR|1|The Calamity}, and the god of slaughter longs for the day he can return the favor twofold. Likewise, the Ruiner is a dark mirror of the {@deity The Wildmother|Exandria|TDCSR|Wildmother}, and his hatred for her kindness is surpassed only by his lust for vengeance against the {@deity The Arch Heart|Exandria|TDCSR|Arch Heart}.\"]}]},{\"type\":\"list\",\"name\":\"Commandments of the Ruiner\",\"items\":[\"Ruin. Ravage. Kill.\",\"The weak exist to be crushed by the strong. Be the strong.\",\"There are no emotions but fury and joy. The rest are weakness.\"]},\"{@note The Ruiner is also known as the progenitor of the {@reward Curse of Ruin|TDCSR}.}\"]},{\"name\":\"The Scaled Tyrant\",\"altNames\":[\"Tiamat\"],\"source\":\"TDCSR\",\"page\":37,\"pantheon\":\"Exandria\",\"alignment\":[\"L\",\"E\"],\"category\":\"Betrayer Gods\",\"domains\":[\"Order\",\"Trickery\",\"War\"],\"province\":\"Dragon god of evil\",\"symbol\":\"A black circular holy symbol with red runes outlining its entire circumference. In the center lies a piece of parchment with black markings upon it, made to look like a dragon's talon.\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/TDCSR/ScaledTyrant.webp\"},\"style\":\"deity-symbol\",\"credit\":\"{@link Conceptopolis, LLC|https://conceptopolis.com/}\",\"altText\":\"A black circular holy symbol with red runes outlining its entire circumference. In the center lies a piece of parchment with black markings upon it, made to look like a dragon's talon.\"},\"entries\":[\"The evil queen of dragons is a fearsome god of greed, envy, and hoarded wealth. While chromatic dragons are her foremost worshipers, the Scaled Tyrant accepts the worship of any who crave wealth. All chromatic dragons have a fearful reverence for their tyrannical queen, but many dragons of near-deific power and ambition chafe under her rule. Though the Scaled Tyrant was pleased by the devastation that the {@book Chroma Conclave|TDCSR|1|The Chroma Conclave} spread across Exandria, the prideful {@book Conclave|TDCSR|1|The Chroma Conclave} never considered themselves subservient to the Dragon Queen.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"page\":37,\"name\":\"Depiction\",\"entries\":[\"Most visual representations of the Scaled Tyrant exist as warnings within sanctuaries of the {@deity The Platinum Dragon|Exandria|TDCSR|Platinum Dragon}. She is shown as a dragon of frightful size with five vicious dragon heads, each one a chromatic color of her evil children. Massive, leathery wings sprout from her back, spreading clouds of poisonous mist.\"]},{\"type\":\"entries\",\"page\":37,\"name\":\"Divine Domains\",\"entries\":[\"Many of the Scaled Tyrant's clerics are granted powers of Order, Trickery, or War.\"]},{\"type\":\"entries\",\"page\":37,\"name\":\"Enemies\",\"entries\":[\"The Scaled Tyrant's hatred for the {@deity The Platinum Dragon|Exandria|TDCSR|Platinum Dragon} is as old as the {@book Founding|TDCSR|1|The Founding}, and her cults are ever-hunted by his justice. For centuries, the zealous paladins of the {@deity The Platinum Dragon|Exandria|TDCSR|Platinum Dragon} have limited the Tyrant's worship to the chromatic dragons, but sects of humanoid dragon-worshipers appeared in the wake of the {@book Chroma Conclave's|TDCSR|1|The Chroma Conclave} destruction of {@book Emon|TDCSR|3|Emon, the City of Fellowship}, and have been secretly keeping her faith alive in the generation since the Conclave's defeat. Some Tal'Dorei oligarchs have even turned to the Scaled Tyrant in secret, as their hoarded wealth begins to run dry, sapped by the immense cost of rebuilding what was lost to the {@book Conclave|TDCSR|1|The Chroma Conclave}.\"]}]},{\"type\":\"list\",\"name\":\"Commandments of the Scaled Tyrant\",\"items\":[\"Amass wealth, but spend little. The gold—and the power that comes with it—is sufficient reward in itself.\",\"Do not forgive nor forget an indignity to yourself. Let no affront go unpunished.\",\"Take what you covet. Those without the strength to defend their dominion are not worthy of it.\"]}]},{\"name\":\"The Shadow\",\"source\":\"ERLW\",\"page\":141,\"pantheon\":\"Eberron\",\"category\":\"The Dark Six\",\"domains\":[\"Knowledge\"],\"province\":\"Ambition, dark magic\",\"symbol\":\"Obsidian tower\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/ERLW/The Dark Six.webp\"},\"title\":\"The Dark Six\"},\"entries\":[\"The Shadow is the dark side of knowledge and ambition. It's said to be Aureon's shadow, given malign life when Aureon mastered magic. The Shadow is the maker of monsters and the keeper of forbidden secrets, and it offers malevolent spells to warlocks and wizards.\"]},{\"name\":\"The Shadow\",\"source\":\"PHB\",\"page\":296,\"pantheon\":\"Eberron\",\"alignment\":[\"C\",\"E\"],\"title\":\"God of dark magic\",\"category\":\"The Dark Six\",\"domains\":[\"Knowledge\"],\"symbol\":\"Obsidian tower\"},{\"name\":\"The Sightless\",\"altNames\":[\"Sightless One\",\"Borrower of Eyes\",\"Lurker Behind One Thousand Eyes\"],\"source\":\"TDCSR\",\"page\":41,\"pantheon\":\"Exandria\",\"alignment\":[\"C\",\"E\"],\"category\":\"Lesser Idols\",\"province\":\"Great Old One\",\"entries\":[\"In the {@book Age of Arcanum|TDCSR|1|Age of Arcanum}, an archmage named Clemain Astural was the first to make contact with an otherworldly power of the Realms Beyond that called itself the Sightless. His legendary writings, the well-guarded {@book Astural Scrolls|TDCSR|3|The Astural Scrolls}, say that the entity's words of greeting to him were:\",\"\\\"I am the Sightless. Will you not lend me your eyes?\\\"\",\"The {@book Astural Scrolls|TDCSR|3|The Astural Scrolls} are vague about the powers of the Sightless—also sometimes called the Sightless One, the Borrower of Eyes, and the Lurker Behind One Thousand Eyes—but they are specific about several things. First, Astural willingly relinquished his own sight to the Sightless in exchange for his patron's magical powers. He gained all the power he ever wanted, but Exandria was as alien to the Sightless as the Sightless was to Exandria. Forced to rely upon this entity's horrific interpretations of the world around it, Astural quickly lost his grip on reality.\",\"In time, Astural's unchecked devastation was stopped by great heroes of the time, and his scrolls were confiscated. They exist in the {@book Westhall Academy in Westruun|TDCSR|3|2. Westhall Academy}, and the second scroll, though secured in a deep vault, still holds the secrets of the ritual Astural used to contact the Sightless all those years ago.\"]},{\"name\":\"The Silver Flame\",\"source\":\"ERLW\",\"page\":141,\"pantheon\":\"Eberron\",\"category\":\"Other Faiths of Eberron\",\"domains\":[\"Life\",\"Light\",\"War\"],\"province\":\"Good, protection\",\"symbol\":\"Flame drawn on silver or molded from silver\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/ERLW/The Silver Flame.webp\"}}},{\"name\":\"The Silver Flame\",\"source\":\"PHB\",\"page\":296,\"pantheon\":\"Eberron\",\"alignment\":[\"L\",\"G\"],\"title\":\"Deity of protection and good\",\"category\":\"Other Faiths of Eberron\",\"domains\":[\"Life\",\"Light\",\"War\"],\"symbol\":\"Flame drawn on silver or molded from silver\"},{\"name\":\"The Spider Queen\",\"altNames\":[\"Lolth\"],\"source\":\"TDCSR\",\"page\":35,\"pantheon\":\"Exandria\",\"alignment\":[\"C\",\"E\"],\"category\":\"Betrayer Gods\",\"domains\":[\"Knowledge\",\"Trickery\"],\"province\":\"Deceit, spiders\",\"symbol\":\"A pendant of a blue spider with red markings on its black. Its abdomen is marked with a golden crown.\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/TDCSR/SpiderQueen.webp\"},\"style\":\"deity-symbol\",\"credit\":\"{@link Conceptopolis, LLC|https://conceptopolis.com/}\",\"altText\":\"A pendant of a blue spider with red markings on its black. Its abdomen is marked with a golden crown.\"},\"entries\":[\"The god of deceit, shadows, and spiders, the Spider Queen weaves a complicated web of schemes and treachery through her worshipers, deceiving allies and enemies alike to gain power. The Spider Queen's worship is entwined with the society of dark {@book elves|TDCSR|4|elves} across much of Exandria, even as the drow fall ever deeper into the thrall of the {@deity The Chained Oblivion|Exandria|TDCSR|Chained Oblivion's} aberrant minions. It is said that the Spider Queen can see through the eyes of all spiders and that she is truly all-knowing.\",\"A mysterious faction of {@book elves|TDCSR|4|elves} from {@book Wildemount|TDCSR|3|Wildemount}, the Kryn Dynasty, escaped this evil god's thrall in ancient times. This civilization's geographical isolation from Tal'Dorei keeps communication between them limited, but a small number of Kryn dark {@book elves|TDCSR|4|elves} have traveled to Tal'Dorei to investigate the {@book subterranean tunnels beneath the Stormcrest Mountains|TDCSR|3|Ruhn-Shak}.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"page\":36,\"name\":\"Depiction\",\"entries\":[\"Ancient icons and idols dedicated to the Spider Queen show an alluring woman with deep purple skin and silver hair, her abdomen swelling into the terrifying body of a monstrous spider. Her depictions are highly polarized between her elite devotees and her wretched supplicants. They are either opulent gilded statues, or deranged cave paintings.\"]},{\"type\":\"entries\",\"page\":36,\"name\":\"Divine Domains\",\"entries\":[\"Many of the Spider Queen's clerics are granted powers of Knowledge or Trickery.\"]},{\"type\":\"entries\",\"page\":36,\"name\":\"Enemies\",\"entries\":[\"The Spider Queen holds a searing grudge against the {@deity The Stormlord|Exandria|TDCSR|Stormlord}, for with one throw of his mighty thunderspear, he impaled her against a cliffside, leaving her drow armies leaderless during the {@book Calamity|TDCSR|1|The Calamity}. The Spider Queen and the {@deity The Ruiner|Exandria|TDCSR|Ruiner} also share a burning hatred for the {@deity The Arch Heart|Exandria|TDCSR|Arch Heart}, whom she claims drove her children below the earth. Despite their shared enemy, the Spider Queen often manipulates the {@deity The Ruiner|Exandria|TDCSR|Ruiner's} followers into attacking her foes, so that the drow may remain safe. The only being the Queen fears is the {@deity The Chained Oblivion|Exandria|TDCSR|Chained Oblivion}; she dreads its alien mind and is furious about how its madness has gripped her children.\"]}]},{\"type\":\"list\",\"name\":\"Commandments of the Spider Queen\",\"items\":[\"It is better to be loved than feared, but you may certainly try to be both.\",\"Misdirection, slander, and shadowed steps have more function than direct conflict.\",\"Death to the {@book elves|TDCSR|4|elves} who live under the sun, and death to all their allies!\"]}]},{\"name\":\"The Spirits of the Past\",\"source\":\"ERLW\",\"page\":141,\"pantheon\":\"Eberron\",\"category\":\"Other Faiths of Eberron\",\"domains\":[\"Nature\",\"War\"],\"province\":\"Elven ancestors\",\"symbol\":\"Varies\"},{\"name\":\"The Spirits of the Past\",\"source\":\"PHB\",\"page\":296,\"pantheon\":\"Eberron\",\"alignment\":[\"C\",\"G\"],\"title\":\"Elven ancestors\",\"category\":\"Other Faiths of Eberron\",\"domains\":[\"War\"],\"symbol\":\"Varies\"},{\"name\":\"The Stormlord\",\"altNames\":[\"Kord\"],\"source\":\"TDCSR\",\"page\":30,\"pantheon\":\"Exandria\",\"alignment\":[\"C\",\"N\"],\"category\":\"Prime Deities\",\"domains\":[\"Tempest\",\"War\"],\"province\":\"Battle, competition, storms\",\"symbol\":\"A round holy symbol that appears like a shield with four blue strikes of lightning crossing under a red diamond in the centre.\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/TDCSR/Stormlord.webp\"},\"style\":\"deity-symbol\",\"credit\":\"{@link Conceptopolis, LLC|https://conceptopolis.com/}\",\"altText\":\"A round holy symbol that appears like a shield with four blue strikes of lightning crossing under a red diamond in the centre.\"},\"entries\":[\"Where thunder cracks and conflict rises, prayers to the Stormlord are shouted into the maelstrom. Reveling in all tests of strength, the blessing of the Stormlord finds those that prove themselves on the battlefield. Worshiped by athletes and warriors all across Exandria, he exalts those whose force of spirit and passion for victory call his attention. He brings tumultuous storms over land and sea, and those who wish for clearer skies offer their praises and prayers to appease him.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Depiction\",\"page\":30,\"entries\":[\"Within his temples and carvings, the Stormlord is shown as a quintessential warrior, often nude with a beard and short, curly hair. As the epitome of muscle and strength, most art depicts the Stormlord in a stance of dominance, typically asserting his power by wrestling a terrible beast.\"]},{\"type\":\"entries\",\"name\":\"Divine Domains\",\"page\":30,\"entries\":[\"Many of the Stormlord's clerics are granted powers of Tempest or War.\"]},{\"type\":\"entries\",\"name\":\"Holy Day\",\"page\":30,\"entries\":[\"The Stormlord's holy day is the Day of Challenging, and it is celebrated on the seventh day of the second month. The Day of Challenging is one of the most raucous holidays in {@book Emon|TDCSR|3|Emon, the City of Fellowship}, and thousands of spectators attend the annual {@book Godsbrawl|TDCSR|3|10. Godsbrawl Ring} held in the Temple of the Stormlord to root for their favored deity's champion, particularly the chosen of the Stormlord and the Platinum Dragon.\"]}]},{\"type\":\"list\",\"name\":\"Commandments of the Stormlord\",\"items\":[\"Bravery above all. There is no glory in cowardice.\",\"Strength is the path to greatness, but greatness is the responsible use of strength.\",\"The glory of the Stormlord lives through your own glory on the battlefield.\"]}]},{\"name\":\"The Strife Emperor\",\"altNames\":[\"Bane\"],\"source\":\"TDCSR\",\"page\":34,\"pantheon\":\"Exandria\",\"alignment\":[\"L\",\"E\"],\"category\":\"Betrayer Gods\",\"domains\":[\"Forge\",\"Order\",\"War\"],\"province\":\"Conquest, tyranny\",\"symbol\":\"A raised armoured fist holding a copper chain that wraps around it.\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/TDCSR/StrifeEmperor.webp\"},\"style\":\"deity-symbol\",\"credit\":\"{@link Conceptopolis, LLC|https://conceptopolis.com/}\",\"altText\":\"A raised armoured fist holding a copper chain that wraps around it.\"},\"entries\":[\"Blood-drenched armies of brutal warriors oft crush their foes in the name of the Strife Emperor, the patron of warfare and conquest. To serve his will is to accept the call to conflict, seeking lesser people to break and subjugate. Warmongers worship the Strife Emperor as they strike out at the world to bend it beneath them.\",\"The Strife Emperor twists all living things to his iron will, even forcing nature itself to bow to his whims. During the {@book Calamity|TDCSR|1|The Calamity}, he grew his armies not by rallying demons, but by corrupting noble creatures into monsters and by destroying the wilds to fuel his engines of war.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"page\":34,\"name\":\"Depiction\",\"entries\":[\"The Strife Emperor is often depicted as a brutish, ogre-like man clad from head to toe in jagged black armor. Heads dangle from his belt, and the shadows that obscure his helmeted face do not hide his unblinking yellow eyes.\",\"Those who long for conquest often see their own people as superior to all others. Thus, somewhat appropriately, depictions of the Strife Emperor are contentious and myriad: he is usually portrayed as a member of whatever race currently bears his banner. In the Republic of Tal'Dorei, his face most often has a human cast, for {@book King Drassig's|TDCSR|1|The Iron Rule of Drassig} bloodline paid him tribute long ago.\"]},{\"type\":\"entries\",\"page\":35,\"name\":\"Divine Domains\",\"entries\":[\"Many of the Strife Emperor's clerics are granted powers of the Forge, Order, or War.\"]},{\"type\":\"entries\",\"page\":35,\"name\":\"Enemies\",\"entries\":[\"The Strife Emperor's greatest enemy is the {@deity The Wildmother|Exandria|TDCSR|Wildmother}, who defeated him in {@book Rifenmist|TDCSR|3|Rifenmist Peninsula} during the {@book Calamity|TDCSR|1|The Calamity}. In turn, he is also despised by her beloved, the {@deity The Lawbearer|Exandria|TDCSR|Lawbearer}, for perverting the benevolent rule of law into the manacles of authoritarianism. The Strife Emperor and the {@deity The Wildmother|Exandria|TDCSR|Wildmother} clashed many times during the war before his final defeat at {@book Beynsfal Plateau|TDCSR|3|Beynsfal Plateau}. His massive iron armor is still scattered across Beynsfal, and his gigantic helmet has become the seat of a ruthless empire.\"]}]},{\"type\":\"list\",\"name\":\"Commandments of the Strife Emperor\",\"items\":[\"Fear is your ally. Conquer your fear, and inspire it in your foes.\",\"Disorder and rebellion are to be punished severely.\",\"To kill is life's greatest pleasure, and perfecting the art of slaughter is life's greatest pursuit.\"]},\"{@note The Strife Emperor is also known as the progenitor of the {@reward Curse of Strife|TDCSR}.}\"]},{\"name\":\"The Traveler\",\"source\":\"EGW\",\"page\":32,\"pantheon\":\"Exandria\",\"alignment\":[\"C\",\"N\"],\"category\":\"Lesser Idols\",\"domains\":[\"Nature\",\"Trickery\"],\"province\":\"The Archfey\",\"symbol\":\"Arched doorway over a road that vanishes into the distance\",\"entries\":[\"This powerful archfey of selfish and anarchic intent, who was once known by the name Artagan, drew the ire of Corellon a millennium ago when his prank-like dabblings on the Material Plane left an entire nascent elven culture worshipping a whale carcass. Banished to the Feywild and barred from the mortal realm, Artagan wandered his home plane for hundreds of years, sowing chaos for his own enjoyment—until he struck a deal with the heroes of Vox Machina that enabled him to return to the Material Plane. There, he embarked on his latest plot of dubious divinity under a new identity: the Traveler.\",\"Eccentric, fickle, and prone to whimsy and impulse, the Traveler wanders Exandria, seeking allies and followers who entertain him. Lending his powerful fey magics in the guise of divine boons and weaving a spreading myth surrounding his secretive purpose, the Traveler appears when least expected and leaves when least preferred. Those who hear of his tenets are prone to disbelief, but the occasional \\\"miracle\\\" serves to reinforce his influence. Does he wish to become a new god, or is this all still just a game?\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Appearance\",\"entries\":[\"The Traveler is often depicted as a tall elf man hidden within a billowing green cloak, the hood obscuring his face except for his knowing grin.\"]}]}]},{\"name\":\"The Traveler\",\"source\":\"ERLW\",\"page\":141,\"pantheon\":\"Eberron\",\"category\":\"The Dark Six\",\"domains\":[\"Forge\",\"Knowledge\",\"Trickery\"],\"province\":\"Change, chaos\",\"symbol\":\"Four crossed, rune-inscribed bones\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/ERLW/The Dark Six.webp\"},\"title\":\"The Dark Six\"},\"entries\":[\"The Traveler asserts that chaos drives evolution and that change makes us stronger. The Traveler is a trickster and the giver of dangerous gifts. Some artificers worship the Traveler, seeing it as the lord of innovation, but the gifts of the Traveler always have unexpected consequences.\"]},{\"name\":\"The Traveler\",\"source\":\"PHB\",\"page\":296,\"pantheon\":\"Eberron\",\"alignment\":[\"C\",\"N\"],\"title\":\"Deity of chaos and change\",\"category\":\"The Dark Six\",\"domains\":[\"Knowledge\",\"Trickery\"],\"symbol\":\"Four crossed, rune-inscribed bones\"},{\"name\":\"The Traveler\",\"altNames\":[\"Artagan\"],\"source\":\"TDCSR\",\"page\":42,\"pantheon\":\"Exandria\",\"alignment\":[\"C\",\"N\"],\"category\":\"Lesser Idols\",\"province\":\"Archfey\",\"symbol\":\"An arch covered in emerald green vines with purple and orange flowers. Through the arch is a winding dirt path leading through a valley into a sunrise on the horizon.\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/TDCSR/Traveler.webp\"},\"style\":\"deity-symbol\",\"credit\":\"{@link Clara Daly|https://tinyraptors.com/}\",\"altText\":\"An arch covered in emerald green vines with purple and orange flowers. Through the arch is a winding dirt path leading through a valley into a sunrise on the horizon.\"},\"entries\":[\"Over the past few years, rumors of a green-cloaked deity with a wiry frame and fiery red hair have spread across Tal'Dorei and the neighboring continent of {@book Wildemount|TDCSR|3|Wildemount}. This fey trickster, though not a god, has certainly enjoyed pretending to be one to spread mirthful chaos across the world.\",\"Hundreds of isolated individuals across Tal'Dorei have heard the voice of the Traveler—or they've at least experienced one of his wily pranks. Within the past year, a convention of the Traveler's devotees congregated on the tiny island of Rumblecusp in the {@book Lucidian Ocean|TDCSR|3|Lucidian Coast} to exult his name and deeds.\",\"And then, suddenly, he vanished. The tales of a trickster deity that washed across Tal'Dorei trickled to a halt, and a few of his once-devoted worshipers hung up their cloaks in disappointment. Something happened on Rumblecusp that shook the faith of dozens of Traveler-worshipers. Some did not return at all.\",\"But amazingly, even though the divine narrative of the Traveler has been abandoned by all, the Traveler's devoted have only grown in number and gleeful impishness. The current story is remarkably close to the truth: that the Traveler is a mighty lord of the fey. This archfey, known as Artagan to a select few, despises the relentless pressure of celebrity godhood, and just wants to bring joy and freedom from responsibility to all. He still has plenty to learn about mortals, and about when a bit of good, harmless fun becomes not-so-harmless after all.\"]},{\"name\":\"The Undying Court\",\"source\":\"ERLW\",\"page\":141,\"pantheon\":\"Eberron\",\"category\":\"Other Faiths of Eberron\",\"domains\":[\"Grave\",\"Knowledge\",\"Life\"],\"province\":\"Elven ancestors\",\"symbol\":\"Golden mask\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/ERLW/The Undying Court.webp\"}}},{\"name\":\"The Undying Court\",\"source\":\"PHB\",\"page\":296,\"additionalSources\":[{\"source\":\"XGE\",\"page\":19}],\"pantheon\":\"Eberron\",\"alignment\":[\"N\",\"G\"],\"title\":\"Elven ancestors\",\"category\":\"Other Faiths of Eberron\",\"domains\":[\"Grave\",\"Knowledge\",\"Life\"],\"symbol\":\"Varies\"},{\"name\":\"The Whispered One\",\"altNames\":[\"Vecna\"],\"source\":\"TDCSR\",\"page\":38,\"pantheon\":\"Exandria\",\"alignment\":[\"N\",\"E\"],\"category\":\"Betrayer Gods\",\"domains\":[\"Arcana\",\"Death\",\"Knowledge\"],\"province\":\"Necromancy, secrets\",\"symbol\":\"A light gold circular holy symbol with an upside-down five-pointed star. Sitting atop the star is a skull with one lone green light smoking from its left eye.\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/TDCSR/WhisperedOne.webp\"},\"style\":\"deity-symbol\",\"credit\":\"{@link Conceptopolis, LLC|https://conceptopolis.com/}\",\"altText\":\"A light gold circular holy symbol with an upside-down five-pointed star. Sitting atop the star is a skull with one lone green light smoking from its left eye.\"},\"entries\":[\"The pain of defeat is cruel indeed. Twenty-four years ago, a cult known as the {@book Remnants|TDCSR|2|The Remnants} rose up against the world, led by an undead archmage known as the Whispered One. This lich had toiled in secret for years within the Plane of Shadow, constructing the towering citadel of Thar Amphala there, while secretly spreading his poison throughout the storied lands of {@book Issylra|TDCSR|3|Issylra}. His goal was simple: repeat the lost rites of ascension that the {@deity The Matron of Ravens|Exandria|TDCSR|Matron of Ravens} used in the {@book Age of Arcanum|TDCSR|1|Age of Arcanum} to become a god—and this time, to be on the opposite side of the Divine Gate, so that he could rule the world.\",\"His ascension was successful, but the new god was ultimately banished behind the Divine Gate by the intervention of Vox Machina. Their victory, though grand, was not complete. The {@book Remnants|TDCSR|2|The Remnants}, though bloodied, still venerate their spited master with offerings of secrets and unwilling souls to gain his favor.\",\"The Whispered One is a god of hidden things, and the occult remnants of his followers prey upon those who harbor dark secrets, stoking their fears and driving them into his skeletal embrace. He also is a patron of undeath, and upon those who lavish him with their worship, he bestows the keys to creating ever-greater monstrosities.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"page\":38,\"name\":\"Depiction\",\"entries\":[\"The Whispered One is a picture of sepulchral self-mutilation. Those faithful who saw him at Thar Amphala describe him as an unnaturally tall, gaunt humanoid with necrotic skin stretched taut over his bones, wrapped in robes of shadow, and adorned with jeweled talismans.\"]},{\"type\":\"entries\",\"page\":38,\"name\":\"Divine Domains\",\"entries\":[\"Many of the Whispered One's clerics are granted powers of Arcana, Death, or Knowledge.\"]},{\"type\":\"entries\",\"page\":38,\"name\":\"Enemies\",\"entries\":[\"The Whispered One now despises all the gods who stood in his way by anointing members of Vox Machina as their champions. The {@deity The Dawnfather|Exandria|TDCSR|Dawnfather}, the {@deity The Everlight|Exandria|TDCSR|Everlight}, the {@deity The Knowing Mentor|Exandria|TDCSR|Knowing Mentor}, and the {@deity The Matron of Ravens|Exandria|TDCSR|Matron of Ravens} all contributed to his defeat, and his {@book Remnants|TDCSR|2|The Remnants} are hell-bent on subverting their mortal followings. He also harbors resentment for the {@deity The Moonweaver|Exandria|TDCSR|Moonweaver}, who benevolently blesses the keepers of benign secrets, robbing him of followers.\"]}]},{\"type\":\"list\",\"name\":\"Commandments of the Whispered One\",\"items\":[\"Learn all you can, and keep hidden that which you know. Reveal what pieces you must, but never the whole.\",\"Express and cultivate the evil within yourself, and in doing so, recognize it in others to exploit them for your own benefit.\",\"Seed the ruin of all who worship other deities, until only those who kneel before the Whispered One remain.\"]}]},{\"name\":\"The Wildmother\",\"altNames\":[\"Melora\"],\"source\":\"TDCSR\",\"page\":31,\"pantheon\":\"Exandria\",\"alignment\":[\"N\"],\"category\":\"Prime Deities\",\"domains\":[\"Life\",\"Nature\",\"Tempest\"],\"province\":\"Seas, wilderness\",\"symbol\":\"A wreath of golden wheat with green leaves and red berries sprouting out of it. A wooden shepherd's staff is in the centre of the wreath, entwined with some vines.\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/TDCSR/Wildmother.webp\"},\"style\":\"deity-symbol\",\"credit\":\"{@link Conceptopolis, LLC|https://conceptopolis.com/}\",\"altText\":\"A wreath of golden wheat with green leaves and red berries sprouting out of it. A wooden shepherd's staff is in the centre of the wreath, entwined with some vines.\"},\"entries\":[\"The realm of the Wildmother extends to wherever the seas shift and the land grows over. As the keeper of the wilderness, she represents the wild creatures of nature, the rush of the angry rapids, and the heat-heavy stillness of the desert. Hunters, druids, and nomads worship her, seeking her blessing to live in harmony with lands that still bear their wild fangs. Likewise, those seeking safe passage across dangerous waters pray to her to guide them.\",\"The druids of the Wildmother and clerics of her lover, the {@deity The Lawbearer|Exandria|TDCSR|Lawbearer}, work together to preserve the balance of nature and civilization. It is said that the two goddesses grow furious when this balance is upset, and this fury manifests as devastating natural disasters. Clerics of the {@deity The Matron of Ravens|Exandria|TDCSR|Matron of Ravens} also pay homage to the Wildmother, for the work she begins is the work that their deity must respectfully end.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Depiction\",\"page\":31,\"entries\":[\"Immortalized through wooden reliefs and carved idols in hidden, overgrown groves and rural shrines, the Wildmother is shown as a beautiful woman with green or deep brown skin nearly swallowed by a wild, tangled wreath of hair, leaves, and vines that envelop her strong, full-figured form.\"]},{\"type\":\"entries\",\"name\":\"Divine Domains\",\"page\":31,\"entries\":[\"Many of the Wildmother's clerics are granted powers of Life, Nature, or Tempest.\"]},{\"type\":\"entries\",\"name\":\"Holy Day\",\"page\":31,\"entries\":[\"The Wildmother's holy day is Wild's Grandeur, and is celebrated on the vernal equinox, usually the twentieth day of the third month. The people of the southern wilds honor the Wildmother by journeying to a place of great natural beauty, like the top of a mountain waterfall or the center of a desert. Wild's Grandeur is rarely celebrated in {@book Emon|TDCSR|3|Emon, the City of Fellowship}, but some folk will plant trees in observance of the holiday.\"]}]},{\"type\":\"list\",\"name\":\"Commandments of the Wildmother\",\"items\":[\"Protect the untamed wilderness from exploitation and destruction.\",\"Slay abominations and other mockeries of nature.\",\"Embrace and respect that which you cannot control in this world. Exist in harmony with it.\"]}]},{\"name\":\"Thor\",\"source\":\"PHB\",\"page\":299,\"pantheon\":\"Norse\",\"alignment\":[\"C\",\"G\"],\"title\":\"God of storms and thunder\",\"domains\":[\"Tempest\",\"War\"],\"symbol\":\"Hammer\"},{\"name\":\"Thoth\",\"source\":\"PHB\",\"page\":299,\"srd\":true,\"pantheon\":\"Egyptian\",\"alignment\":[\"N\"],\"title\":\"God of knowledge and wisdom\",\"domains\":[\"Knowledge\"],\"symbol\":\"Ibis\"},{\"name\":\"Thrym\",\"source\":\"PHB\",\"page\":296,\"pantheon\":\"Nonhuman\",\"alignment\":[\"C\",\"E\"],\"title\":\"God of frost giants and strength\",\"domains\":[\"War\"],\"symbol\":\"White double-bladed axe\"},{\"name\":\"Thrym\",\"source\":\"PHB\",\"page\":299,\"pantheon\":\"Norse\",\"alignment\":[\"C\",\"E\"],\"title\":\"God of frost giants and cold\",\"domains\":[\"War\"],\"symbol\":\"White double-bladed axe\"},{\"name\":\"Tiamat\",\"source\":\"DMG\",\"page\":10,\"pantheon\":\"Dawn War\",\"alignment\":[\"L\",\"E\"],\"title\":\"Goddess of wealth, greed, and vengeance\",\"domains\":[\"Trickery\",\"War\"],\"symbol\":\"Five-pointed star with curved points\"},{\"name\":\"Tiamat\",\"reprintAlias\":\"The Scaled Tyrant\",\"source\":\"EGW\",\"page\":28,\"pantheon\":\"Exandria\",\"alignment\":[\"L\",\"E\"],\"title\":\"the Scaled Tyrant\",\"category\":\"Betrayer Gods\",\"domains\":[\"Order\",\"Trickery\",\"War\"],\"province\":\"Dragon god of evil\",\"symbol\":\"Taloned dragon claw\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/EGW/Symbol of Tiamat.webp\"},\"credit\":\"Claudio Pozas\"},\"entries\":[\"The evil queen of dragons is a fearsome god of greed, envy, and hoarded wealth. While chromatic dragons are her foremost worshipers, Tiamat accepts the worship of any who crave wealth. All chromatic dragons have a fearful reverence for their tyrannical queen, but many dragons of near-deific power and ambition chafe under her rule.\",\"Tiamat remains imprisoned in Avernus, the first of the Nine Hells, influencing the souls of chromatic dragons across the planes and seeking the means to free herself.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Depiction\",\"entries\":[\"Most representations of Tiamat exist as warnings within sanctuaries of the Platinum Dragon Bahamut. She is shown as a drake of frightful size, with massive leathery wings spreading clouds of poisonous mist, while she shouts from five vicious dragon heads, each one a chromatic color of her evil children.\"]},{\"type\":\"entries\",\"name\":\"Enemies\",\"entries\":[\"The Scaled Tyrant's hatred for Bahamut is as old as the Founding, and her cults are ever hunted by his justice. For centuries, the zealous paladins of Bahamut have limited her worship to the chromatic dragons, but a rise in cult activity in the underbelly of Dwendalian society has priests of the Platinum Dragon on edge.\"]}]},{\"type\":\"entries\",\"name\":\"Commandments of Tiamat\",\"entries\":[{\"type\":\"list\",\"items\":[\"Amass wealth, but spend little. The gold—and the power that comes with it—is sufficient reward in itself.\",\"Do not forgive nor forget an indignity to yourself. Let no affront go unpunished.\",\"Take what you covet. Those without the strength to defend their dominion are not worthy to have one.\"]}]}]},{\"name\":\"Tiamat\",\"source\":\"PHB\",\"page\":296,\"pantheon\":\"Nonhuman\",\"alignment\":[\"L\",\"E\"],\"title\":\"Dragon goddess of evil\",\"domains\":[\"Trickery\"],\"symbol\":\"Dragon head with five claw marks\"},{\"name\":\"Torm\",\"source\":\"PHB\",\"page\":294,\"basicRules\":true,\"pantheon\":\"Forgotten Realms\",\"alignment\":[\"L\",\"G\"],\"title\":\"God of courage and self-sacrifice\",\"domains\":[\"War\"],\"symbol\":\"White right gauntlet\"},{\"name\":\"Torm\",\"altNames\":[\"The Loyal Fury\",\"The True\",\"The Hand of Righteousness\"],\"source\":\"SCAG\",\"page\":21,\"pantheon\":\"Faerûnian\",\"alignment\":[\"L\",\"G\"],\"title\":\"God of courage and self-sacrifice\",\"domains\":[\"War\"],\"symbol\":\"White right gauntlet\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/SCAG/Symbol of Torm.webp\"}},\"entries\":[\"Torm is the god of duty and loyalty, revered by those who face danger to bring about a greater good. Those who favor Torm believe that one's salvation can be found through service, that every failure to perform one's duty diminishes Torm, and that every success adds to his luster. Those who take Torm to heart must strive to fulfill his commandment to go out into the world and be an active force for good, to right wrongs, and to help the hopeless. They must strive to maintain peace and order while opposing unjust laws. Followers of Torm stand ever alert against corruption and are expected to strike quickly and hard against any evidence of rot in the hearts of mortals. As the sword arm of justice, Torm's faithful are expected to bring quick deaths to betrayers. Considering these tenets, it should be no surprise that most human paladins have Torm as their patron.\",\"Most temples dedicated to Torm are fortresses built on heights. These structures offer austere quarters for residents and visiting knights, drilling grounds, and stables. White granite, lion statues, and armored figures predominate in the architecture, with the coats of arms of fallen heroes decorating the walls of the great halls.\",\"Torm is seen as the good right hand of Tyr, and as such his symbol is a white gauntlet made for the right hand. It represents Tyr's sword hand, but it is also a symbol of forbearance. Torm is frequently depicted with his right gauntlet extended palm forward, which worshipers call the Hand Resolute. It signifies the principle that the just and true must pause before acting to judge whether their intentions uphold Torm's ideals. Temples, civic structures, and the homes of the faithful are often decorated with images of the Hand Resolute as a constant reminder of this principle.\",\"Worshipers of Torm come from most walks of life, for he welcomes any who seek the best in themselves and others, who uphold his tenets of loyalty, responsibility, duty, and kindness, or who are willing to sacrifice to keep evil from gaining ascendancy in the world. The faithful know that all of them will stumble from time to time while following in Torm's footsteps, but Torm's priests teach that the shame of a minor fall from grace is far less severe than declining to rise oneself up to Torm's standards.\"]},{\"name\":\"Torog\",\"source\":\"DMG\",\"page\":10,\"pantheon\":\"Dawn War\",\"alignment\":[\"N\",\"E\"],\"title\":\"God of the Underdark\",\"domains\":[\"Death\"],\"symbol\":\"T attached to a circular shackle\"},{\"name\":\"Torog\",\"reprintAlias\":\"The Crawling King\",\"source\":\"EGW\",\"page\":28,\"pantheon\":\"Exandria\",\"alignment\":[\"N\",\"E\"],\"title\":\"the Crawling King\",\"category\":\"Betrayer Gods\",\"domains\":[\"Death\",\"Trickery\"],\"province\":\"Enslavement, torture\",\"symbol\":\"Three pale arms clawing from a dark void\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/EGW/Symbol of Torog.webp\"},\"credit\":\"Claudio Pozas\"},\"entries\":[\"The dark god of the endless tunnels and caverns beneath Exandria, Torog is the patron of torturers, slavers, and jailers across the realms. His violent tears carved the pathways under the world, and his realm of imprisonment is a network of deadly caves and manacles from which few return. Creatures that wander the desolation of Carceri often construct prisons in his image. Those who rob others of their freedom offer prayers to him in cellars and other subterranean domains, and many creatures who live in the darkness below worship him and seek his guidance.\",\"Torog remains banished within an unknown sliver of the Far Realm that now borders the deepest pits of the Underdark, where the boundaries between worlds grow thin and birth terrible abominations bent on subjugation.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Depiction\",\"entries\":[\"The Crawling King is rendered as a swollen, malformed worm that slithers through the dark below, with a screaming, hairless human head at the helm and three arms carving through the lightless rock.\"]},{\"type\":\"entries\",\"name\":\"Enemies\",\"entries\":[\"Pelor and Raei defeated Torog during the Calamity by luring their nemesis above ground. Pelor pierced Torog's tenebrous body with ten thousand lances of sunlight, and the Everlight imprisoned him beyond the boundaries of Exandria. The tears of pain and anger the Crawling King shed burned through Exandria, and his faithful fled into these tunnels to escape their enemies' holy light.\"]}]},{\"type\":\"entries\",\"name\":\"Commandments of Torog\",\"entries\":[{\"type\":\"list\",\"items\":[\"Seek and exalt places where no light touches.\",\"Revel in the pain you inflict on others, and relish the pain you suffer yourself as an offering to Torog.\",\"Imprison those who cannot resist you, and drag all life into the darkness.\"]}]}]},{\"name\":\"Trithereon\",\"source\":\"PHB\",\"page\":295,\"pantheon\":\"Greyhawk\",\"alignment\":[\"C\",\"G\"],\"title\":\"God of liberty and retribution\",\"domains\":[\"War\"],\"symbol\":\"Triskelion\"},{\"name\":\"Trithereon\",\"source\":\"XDMG\",\"page\":148,\"pantheon\":\"Greyhawk\",\"title\":\"the Summoner\",\"worshipers\":\"Rebels, individualists\",\"plane\":\"Arborea\",\"symbol\":\"Triskelion\"},{\"name\":\"Tyche\",\"source\":\"PHB\",\"page\":298,\"srd\":true,\"pantheon\":\"Greek\",\"alignment\":[\"N\"],\"title\":\"Goddess of good fortune\",\"domains\":[\"Trickery\"],\"symbol\":\"Red pentagram\"},{\"name\":\"Tymora\",\"source\":\"PHB\",\"page\":294,\"basicRules\":true,\"pantheon\":\"Forgotten Realms\",\"alignment\":[\"C\",\"G\"],\"title\":\"Goddess of good fortune\",\"domains\":[\"Trickery\"],\"symbol\":\"Face-up coin\"},{\"name\":\"Tymora\",\"altNames\":[\"Lady Luck\",\"Our Smiling Lady\"],\"source\":\"SCAG\",\"page\":21,\"pantheon\":\"Faerûnian\",\"alignment\":[\"C\",\"G\"],\"title\":\"Goddess of good fortune\",\"domains\":[\"Trickery\"],\"symbol\":\"Face-up coin\",\"entries\":[\"Tymora is the bright-faced goddess of fortune, the one to whom gamblers and game-players pray in Faerûn. Our Smiling Lady is said to love none so much as those who gamble with the utmost skill and daring. Yet she is thought to watch over all who take risks to better their fortunes.\",\"The battle cry of the followers of Tymora is \\\"Fortune favors the bold.\\\" Someone might say words to Tymora before any endeavor in which a little good luck would help, but not when an incidence of bad luck might occur. (On such occasions folk pray to Beshaba to spare them from bad luck; praying to both is thought to anger both goddesses.) One common method of divining the future is to toss a coin to a stranger (typically a beggar) and ask if it's heads. If it is, the coin is left with the stranger as payment for Tymora's favor. If it's not, the stranger can choose to keep it (and the bad luck) or return it.\",\"Those who favor Tymora - as distinct from folk who invoke her name by mumbling over the dice - tend to be daring sorts. Adventurers and gamblers make up much of their ranks. They all have the belief that what is good about their lives is the result of having both good luck and the bravery to seek it out. Tymora has worshipers among all sorts of folk: the dashing young noble, the risk-taking merchant, the daydreaming field hand, and the scheming ne'er-do-well.\",\"Priests of Tymora and temples devoted to Lady Luck are scarce, since her faith tends not to stress a need for intermediaries: \\\"Let the lucky man and the Smiling Lady suss it out,\\\" as the old saying goes. Shrines to Tymora at gambling parlors aren't unusual, however, and sometimes such establishments attract a priest and effectively become temples.\",{\"type\":\"inset\",\"name\":\"The Legend of Tyche and Her Twin Daughters\",\"entries\":[\"Before the Dawn Cataclysm, there was but one goddess of luck, Tyche. Ever flirting with fortune and disaster, Lady Luck bestowed and withdrew her favor at a whim. When her current paramour, Lathander, started a fight among the gods, Tyche kissed the Morninglord with misfortune and wandered off to explore the world.\",\"During her travels, Lady Luck discovered a budding rose of unequaled beauty. Delighted with this fortuitous happenstance, Tyche reached to pluck this delightful token, which she assumed was a peace overture from Lathander, who sought to regain her good graces. Much to her amazement, Lady Luck couldn't pluck the rose from its bush no matter how hard she tried. Frustrated, she cursed the rose with bad luck, and the flower's stem broke in her hands. Tyche put the plucked rose behind her ear and continued on her way. Unknown to Tyche, the rose was a manifestation of Moander, god of corruption and decay. The severed rose stem crept into Tyche's ear and subtly began to rot her from the inside out.\",\"When Tyche returned home, she came across her dear friend, the goddess Selûne, waiting to speak with her. Also waiting for her were Lathander, who wished to regain her affections, and Azuth, who had come to mediate the dispute between the two. Selûne wept great tears as she saw the corruption destroying her friend from within, and before Tyche could discern her intent, Selûne lashed out with a bolt of purifying light. Tyche's rotted core split down the middle and a smaller, brighter version of the goddess of luck stepped out, allowing the goddess of the moon to save that which was good and pure in her friend. However, following this first figure out of the rotten shell was another form stunning to behold, but full of dark malice and capricious ill will. As the two forms emerged, they immediately fell upon each other in hate, struggling madly, and were separated only by the combined efforts of all three visitors.\",\"It is said that Tymora, Tyche's Fair-Haired Daughter, embodies all the grace and kindness of her mother, while Beshaba, Tyche's Unpleasant Daughter, got only her looks. Since their birth, the twin aspects of Tyche - Tymora, Lady Luck, and Beshaba, Maid of Misfortune - have battled each other, contesting matters as great as the fate of nations and as small as the flip of a coin.\"]}]},{\"name\":\"Tyr\",\"source\":\"PHB\",\"page\":294,\"basicRules\":true,\"pantheon\":\"Forgotten Realms\",\"alignment\":[\"L\",\"G\"],\"title\":\"God of justice\",\"domains\":[\"War\",\"Order\"],\"symbol\":\"Balanced scales resting on a warhammer\"},{\"name\":\"Tyr\",\"source\":\"PHB\",\"page\":299,\"pantheon\":\"Norse\",\"alignment\":[\"L\",\"N\"],\"title\":\"God of courage and strategy\",\"domains\":[\"Knowledge\",\"War\",\"Order\"],\"symbol\":\"Sword\"},{\"name\":\"Tyr\",\"altNames\":[\"Grimjaws\",\"The Maimed God\",\"The Evenhanded\"],\"source\":\"SCAG\",\"page\":21,\"pantheon\":\"Faerûnian\",\"alignment\":[\"L\",\"G\"],\"title\":\"God of justice\",\"domains\":[\"War\",\"Order\"],\"symbol\":\"Balanced scales resting on a warhammer\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/SCAG/Symbol of Tyr.webp\"}},\"entries\":[\"Tyr Grimjaws, Tyr the Evenhanded, Wounded Tyr, the Maimed God, the Blind, Blind Tyr, the Lord of Justice - all of these names speak to the nature of the Faerûnian god of justice. Tyr appears as a noble warrior missing his right hand, which he lost to Kezef the Chaos Hound in an act of bravery and sacrifice, and with his eyes wrapped in cloth to signify his blindness, caused by a wound dealt to him by Ao when he questioned the justice of the Overgod's actions.\",\"Tyr's followers devote themselves to the cause of justice, to the righting of wrongs and the deliverance of vengeance. This devotion isn't necessarily concerned with equality or fairness, but rather the discovery of truth and the punishment of the guilty. Those who favor Tyr tend to be stiff-necked about matters of theology and laws, seeing things in terms of black and white. Tyr's credo of lawfulness and honesty is a demanding one, and his priests remind the faithful not to hold in contempt others who can't live by it - it wouldn't be an honorable calling if everyone could muster the strength of will to follow it.\",\"Many orders of knighthood are devoted to Tyr, including the Knights of Holy Judgment and the Knights of the Merciful Sword. Such knights-as well as judges and priests, clerics, and paladins who worship Tyr - sometimes wear thin strips of diaphanous cloth over their eyes to remind others of the blindness of justice.\"]},{\"name\":\"Tyton\",\"source\":\"HWCS\",\"page\":57,\"pantheon\":\"Amaranthine\",\"alignment\":[\"L\",\"N\"],\"title\":\"the Nightfather\",\"domains\":[\"Grave\",\"Night\"],\"dogma\":\"As day turns to night, so must all things end. Respect the power of death, but fear not the end, for it is part of the Rhythm.\",\"symbol\":\"A wing containing three stars and a crescent moon\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/HWCS/Tyton-Symbol.webp\"}},\"entries\":[\"Tyton is depicted as an immense black barn owl. It is believed he ushers the night in by spreading his wings over the sky. Tyton also governs time, memory, and death. As the sun must set, so too must the light of life give way to the darkness of the grave. Rather than being seen as a frightful figure, Tyton is looked upon as kind; he greets the old, the frail, and those at the end of their lives as familiar friends, guiding their souls peacefully back into the Great Rhythm, where they will be reborn, in time.\",\"When not occupying the sky, it is believed Tyton resides in the lands of death. Not an afterlife, rather this is a part of the Great Rhythm where everything is cold, dark, and eternally still. His abode lies beyond the parts of the Rhythm associated with life, a divide impossible for mortals to cross. Even other Amaranthine find travel to the lands of death difficult, except for Altus, who resides there with Tyton for most of the year, only leaving to bring winter storms across the land.\",\"In addition to guiding the souls of the dead, Tyton is associated with the coming of old age, and the keeping of memory. When Tyton is invoked at funerals, it is to remember those who have passed, and to recall their lives and deeds. He watches the living, patiently observing all beneath him. Tyton can learn all there is to know of your life by watching your dreams. Because Tyton watches the living from birth to death, he is known as \\\"Father Owl\\\".\",\"Tyton frowns upon those who would seek to enslave the souls of the dead using necromantic magics, and those who would desecrate the tombs of the deceased, as these actions corrupt the natural cycle.\",{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/HWCS/Tyton.webp\"}}]},{\"name\":\"Uk'otoa\",\"source\":\"EGW\",\"page\":33,\"pantheon\":\"Exandria\",\"alignment\":[\"N\",\"E\"],\"title\":\"the Leviathan Lord\",\"category\":\"Lesser Idols\",\"domains\":[\"Knowledge\",\"Tempest\"],\"province\":\"The Great Old One, the Hexblade\",\"symbol\":\"Yellow, slitted eye\",\"entries\":[\"Uk'otoa was created by Zehir and terrorized the seas of Wildemount until the Divergence left the leviathan without master or purpose. The surviving indigenous people of the Swavain Islands, the Ki'Nau, took Uk'otoa as their guide and god to rule the waters and bring them prosperity. The leviathan elevated the Ki'Nau to conquer the southern coasts of the continent until the jealous will of Zehir reached beyond the Divine Gate and discovered the insolence of his creation, commanding his followers to seal away Uk'otoa in the bedrock beneath the Lucidian Ocean.\",\"Uk'otoa now reaches out to the dreams of nautical wanderers and shipwrecked sailors, lending his power to those who wish to rule the sea as he once did, beckoning them to free him from his suboceanic prison with promises of arcane gifts and the blessing of the blade known as the Sword of Fathoms, an extension of Uk'otoa's will and influence. His consciousness has found the minds of Desirat and Quajath, and the three have a tenuous accord to convince mortals to find and free them from their binds.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Appearance\",\"entries\":[\"Uk'otoa takes the form of an incredibly massive sea serpent. His coiled and twisting length is covered with fins, scales, and amber eyes, with a head ending in a pointed, fanged jaw and a face of three amber eyes.\"]}]}]},{\"name\":\"Ulaa\",\"source\":\"MTF\",\"page\":73,\"pantheon\":\"Dwarven\",\"alignment\":[\"L\",\"G\"],\"category\":\"The Mordinsamman\",\"domains\":[\"Forge\"],\"province\":\"Mining, quarrying\",\"symbol\":\"A miner's pick\"},{\"name\":\"Ulaa\",\"source\":\"PHB\",\"page\":295,\"pantheon\":\"Greyhawk\",\"alignment\":[\"L\",\"G\"],\"title\":\"Goddess of hills and mountains\",\"domains\":[\"Life\",\"War\"],\"symbol\":\"Mountain with a circle at its heart\"},{\"name\":\"Ulaa\",\"source\":\"XDMG\",\"page\":148,\"pantheon\":\"Greyhawk\",\"title\":\"the Bejeweled\",\"worshipers\":\"Miners, jewelers, quarriers\",\"plane\":\"Arcadia\",\"symbol\":\"Ruby-hearted mountain\"},{\"name\":\"Uller\",\"source\":\"PHB\",\"page\":299,\"pantheon\":\"Norse\",\"alignment\":[\"C\",\"N\"],\"title\":\"God of hunting and winter\",\"domains\":[\"Nature\"],\"symbol\":\"Longbow\"},{\"name\":\"Umberlee\",\"source\":\"PHB\",\"page\":294,\"basicRules\":true,\"pantheon\":\"Forgotten Realms\",\"alignment\":[\"C\",\"E\"],\"title\":\"Goddess of the sea\",\"domains\":[\"Tempest\"],\"symbol\":\"Wave curling left and right\"},{\"name\":\"Umberlee\",\"altNames\":[\"The Bitch Queen\",\"The Queen of the Depths\",\"The Wavemother\"],\"source\":\"SCAG\",\"page\":21,\"pantheon\":\"Faerûnian\",\"alignment\":[\"C\",\"E\"],\"title\":\"Goddess of the sea\",\"domains\":[\"Tempest\"],\"symbol\":\"Wave curling left and right\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/SCAG/Symbol of Umberlee.webp\"}},\"entries\":[\"No community that lives by the sea can ignore the influence of Umberlee, the furious goddess whose tempestuous nature reflects and is reflected by the waters of the deep. Any such community makes sure to host festivals to propitiate the Wavemother and seek her favor. Although mercurial in temperament, she can be generous to those who do her honor, as is any great queen.\",\"The Bitch Queen is worshiped out of fear instead of adoration, and ship crews offer her gems, tossed over the side, to calm storm-tossed waters. As her most common moniker suggests, she is viewed as capricious and cruel with no firm ethical outlook; the sea is a savage place, and those who travel it had best be willing to pay the price of challenging her domain.\",\"There is little in the way of an organized clergy of Umberlee. Her priests roam coastal cities, warning of doom and demanding free passage on ships in return for ensuring the goddess's pleasure. Often they wear the colors of waves and storms, and they decorate themselves with items that remind others of the sea's dangerous nature - a necklace of shark teeth, seaweed wrapped about a human bone, and so on. The preserved hand of a drowned person is thought to be a particularly holy object, and some of her few clerics use such severed hands as holy symbols. Umberlee does have a large number of shrines in the coastal cities, and sailors often leave flowers or small candies at them in hopes that she will spare them on their next voyage. Both Waterdeep and Baldur's Gate have true temples dedicated to Umberlee, staffed largely by the widows of sailors lost at sea.\"]},{\"name\":\"Urdlen\",\"source\":\"MTF\",\"page\":112,\"pantheon\":\"Gnome\",\"alignment\":[\"C\",\"E\"],\"domains\":[\"Death\",\"War\"],\"province\":\"Greed, murder\",\"symbol\":\"White-clawed mole emerging from ground\",\"entries\":[\"Many pantheons include in their number a miscreant or an outlier-someone not to be emulated in the customary way, and often an entity whose existence serves as an object lesson and an example of what befalls mortals who conduct themselves the same way. For the gnomes, this niche is filled by Urdlen, also known as the Glutton for its selfish and cruel behavior.\",\"Though the details differ from telling to telling, all gnomes know the story of how Garl banished Urdlen from the Golden Hills because Urdlen refused to go on an important quest. Despite Garl's efforts and the pleas of the rest of the pantheon, Urdlen selfishly refused to set his own interests aside and contribute to the group. Every version of this story ends in some sort of tragedy-perhaps the loss of Gaerdal's hand, the affliction that caused Flandal to need new skin, or the disappearance of Baravar's shadow-and each one concludes with \\\"And that is why Garl sent Urdlen into exile.\\\" In tales of his later life, Urdlen is no longer a gnome but has become a greedy and destructive monster, a great blind and hairless mole with iron claws and teeth.\",\"Gnomes believe that Urdlen exerts influence on their lives when they experience jealousy, greed, petulance, or envy. Individuals are more likely to fall prey to these feelings when they don't spend enough time in activities with others, and so tales of Urdlen serve as a somber reminder of the importance of participating in society.\"]},{\"name\":\"Urdlen\",\"source\":\"SCAG\",\"page\":24,\"pantheon\":\"Gnomish\",\"alignment\":[\"C\",\"E\"],\"title\":\"God of greed and murder\",\"domains\":[\"Death\",\"War\"],\"symbol\":\"White clawed mole emerging from ground\"},{\"name\":\"Urogalan\",\"source\":\"MTF\",\"page\":104,\"pantheon\":\"Halfling\",\"alignment\":[\"L\",\"N\"],\"domains\":[\"Death\",\"Grave\",\"Knowledge\"],\"province\":\"Earth, death\",\"symbol\":\"Silhouette of a dog's head\",\"entries\":[\"In ancient times the halfling hero Urogalan left his village with his faithful hound to venture into the afterlife-and then, much to the villagers' amazement, he returned. They could see that Urogalan had been deeply affected by his experiences, since he didn't speak for a long time. He merely sat in a white robe with his hound by his side, watching the world go by. When he did speak at last, he told of a place he called the Green Fields, where the halflings' god-heroes live alongside mortals who have passed on, enjoying lush farmland, bright sunshine, and all the comforts of home.\",\"Urogalan declared that all who have gone before still watch over their loved ones from this place of eternal peace, sending messages to the material world. In acknowledgement of this assertion, halflings look for signs from their departed loved ones. One might be thinking about catching butterflies with his grandmother long ago, when suddenly a butterfly lands on his hand-clear evidence that, as Urogalan promised, she is still looking out for her grandson from beyond the veil of death.\",\"As a divine being, Urogalan can move freely through the earth and across the planes of existence. He holds aloft a magic lantern that protects him on his journeys. With his black hound leading the way, Urogalan scours the multiverse and shepherds deceased halflings to their eternal home in the Green Fields.\",\"Unlike other halfling deities, Urogalan is surrounded by a cloud of melancholy. He is gaunt, with his dusky skin covered by white robes. Priests who venerate Urogalan emulate this practice of dress and demeanor.\"]},{\"name\":\"Urogalan\",\"source\":\"SCAG\",\"page\":23,\"pantheon\":\"Halfling\",\"alignment\":[\"L\",\"N\"],\"title\":\"God of earth and death\",\"domains\":[\"Death\",\"Knowledge\"],\"symbol\":\"Silhouette of a dog's head\"},{\"name\":\"Valkauna\",\"source\":\"MTF\",\"page\":73,\"pantheon\":\"Dwarven\",\"alignment\":[\"L\",\"N\"],\"category\":\"The Mordinsamman\",\"domains\":[\"Grave\",\"Life\"],\"province\":\"Oaths, birth, aging, death\",\"symbol\":\"A silver ewer\"},{\"name\":\"Valkur\",\"source\":\"SCAG\",\"page\":21,\"pantheon\":\"Faerûnian\",\"alignment\":[\"C\",\"G\"],\"title\":\"Northlander god of sailors\",\"domains\":[\"Tempest\",\"War\"],\"symbol\":\"A cloud and three lightning bolts\"},{\"name\":\"Vandria Gilmadrith\",\"source\":\"MTF\",\"page\":43,\"pantheon\":\"Elven\",\"alignment\":[\"L\",\"N\"],\"category\":\"The Seldarine\",\"domains\":[\"Grave\",\"War\"],\"province\":\"War, grief, justice, vigilance\",\"symbol\":\"Weeping eye\"},{\"name\":\"Vecna\",\"source\":\"DMG\",\"page\":10,\"additionalSources\":[{\"source\":\"SCAG\",\"page\":125}],\"pantheon\":\"Dawn War\",\"alignment\":[\"N\",\"E\"],\"title\":\"God of evil secrets\",\"domains\":[\"Death\",\"Knowledge\",\"Arcana\"],\"symbol\":\"Partially shattered one-eyed skull\"},{\"name\":\"Vecna\",\"reprintAlias\":\"The Whispered One\",\"source\":\"EGW\",\"page\":29,\"additionalSources\":[{\"source\":\"SCAG\",\"page\":125}],\"pantheon\":\"Exandria\",\"alignment\":[\"N\",\"E\"],\"title\":\"the Whispered One\",\"category\":\"Betrayer Gods\",\"domains\":[\"Arcana\",\"Death\",\"Grave\",\"Knowledge\"],\"province\":\"Necromancy, secrets\",\"symbol\":\"Desiccated hand with an eye in the palm\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/EGW/Symbol of Vecna.webp\"},\"credit\":\"Claudio Pozas\"},\"entries\":[\"The lich lord Vecna presides over villainous mages, conspiring politicians, and envious servants as the dark god of necromancy, undeath, and secrets. Once a dangerously clever and powerful archmage-turned-lich, his hunger for dominion over all mysteries and obsession with conquering the pantheon led to his own dissolution, leaving behind only his left hand and eye. His enduring spirit reformed through the ages and managed to reconstruct the Raven Queen's rites of ascension to become the newest of gods to walk Exandria. Defeated by the legendary heroes Vox Machina and sealed behind the Divine Gate, the Whispered One now quietly rules over that which is not meant to be known.\",\"Vecna calls no place among the planes his home, instead wandering in search of powerful artifacts and secrets to further his unknowable plots.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Depiction\",\"entries\":[\"Those who claim to have looked on Vecna's form speak of a tall, skeletal lich swathed in tattered robes and enchanted jewels, missing both his left hand and left eye.\"]},{\"type\":\"entries\",\"name\":\"Enemies\",\"entries\":[\"While Vecna loathes all other gods and wishes to destroy them and become the sole divine power in the planes, he has a particular hatred for Ioun. Ioun seeks to share with the world the same secrets Vecna guards for himself, and his followers work diligently to undermine and destroy the Library of the Cobalt Soul and any others who follow her path. The Raven Queen also despises Vecna, and sees his presence as a mighty affront to her purpose.\"]}]},{\"type\":\"entries\",\"name\":\"Commandments of Vecna\",\"entries\":[{\"type\":\"list\",\"items\":[\"Learn all you can, and keep hidden that which you know. Reveal what pieces you must, but never the whole.\",\"Express and cultivate the evil within yourself, and in doing so, recognize it in others to exploit them for your own benefit.\",\"Seed the ruin of all who worship other deities, until only those who kneel before Vecna remain.\"]}]}]},{\"name\":\"Vecna\",\"source\":\"PHB\",\"page\":295,\"additionalSources\":[{\"source\":\"SCAG\",\"page\":125}],\"pantheon\":\"Greyhawk\",\"alignment\":[\"N\",\"E\"],\"title\":\"God of evil secrets\",\"domains\":[\"Knowledge\",\"Arcana\"],\"symbol\":\"Hand with eye in the palm\"},{\"name\":\"Vecna\",\"source\":\"XDMG\",\"page\":148,\"pantheon\":\"Greyhawk\",\"title\":\"the Whispered One\",\"worshipers\":\"Necromancers, undead, those who keep or unearth secrets\",\"plane\":\"Unknown\",\"symbol\":\"An eye in the palm of a left hand\"},{\"name\":\"Vergadain\",\"source\":\"MTF\",\"page\":73,\"pantheon\":\"Dwarven\",\"alignment\":[\"N\"],\"category\":\"The Mordinsamman\",\"domains\":[\"Trickery\"],\"province\":\"Luck, wealth\",\"symbol\":\"Gold coin bearing a dwarf's face\"},{\"name\":\"Vergadain\",\"source\":\"SCAG\",\"page\":22,\"pantheon\":\"Dwarven\",\"alignment\":[\"N\"],\"title\":\"God of luck and wealth\",\"domains\":[\"Trickery\"],\"symbol\":\"Gold coin with the face of a dwarf\"},{\"name\":\"Vesh\",\"source\":\"EGW\",\"page\":33,\"pantheon\":\"Exandria\",\"alignment\":[\"N\",\"E\"],\"title\":\"the Bloody Siren\",\"category\":\"Lesser Idols\",\"domains\":[\"Death\",\"Life\"],\"province\":\"The Archfey, the Undying\",\"symbol\":\"Crimson ring hanging from a chain\",\"entries\":[\"None know whether Vesh is a witch or a demigod, but she has walked Exandria for centuries, seducing those who pry into forbidden magics and drawing them to her as possible suitors. Acolytes cultivate sects of worshipers who engage in ritualistic orgies and masochistic rites, these hedonistic rituals culminating with her selection of a mate. Vesh feeds on the unchosen in a bloody massacre before laying with her selected survivor and vanishing to her realm. Their essences intertwined, she then lends her strength to her mate, watching over them for life.\",\"A being with conflicting duality, Vesh has moods that demand sacrifice and pain, and others that ask for benevolence and mercy. Because Vesh's whims are truly unknown, many who wish to gain her favor and attention commit terrible acts. While she has many partners, she is a jealous patron who demands the true heart of her chosen. Those who stray are never heard from again.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Appearance\",\"entries\":[\"Vesh resembles a nude woman with faintly glowing gray skin, long purple hair, and unnaturally long arms and fingers that end in claw-like nails. Her eyes are pale white with no iris, and her expression varies from alluring to monstrous depending on her mood.\"]}]}]},{\"name\":\"Vesh\",\"source\":\"TDCSR\",\"page\":42,\"pantheon\":\"Exandria\",\"alignment\":[\"N\",\"E\"],\"title\":\"The Bloody Siren\",\"category\":\"Lesser Idols\",\"province\":\"Archfey, Undying\",\"entries\":[\"Blood and pleasure follow in the wake of the siren Vesh. Long has she stalked the shadows of far-off {@book Issylra|TDCSR|3|Issylra}, amassing secretive orgies of people of all genders and ancestries. These grand events have a membership that numbers in the hundreds, all of whom are bound to utmost secrecy, and are thrown in obscure retreats that are hidden in cities and towns across the continent. Little do the foolish pleasure-seekers in attendance know that the siren's great fetes of debauchery can end with only two left alive: Vesh and her new mate, who will go on to form a mystical blood-bond.\",\"\\\"Beware the Bloody Siren,\\\" sob those few who have escaped her orgy of blood, but their warnings have only fueled her legend. In Tal'Dorei, where Vesh's presence is known only as a legend of a foreign land, her name is most often invoked by youths who want to impress their peers. But who can say what would happen if an attractive and foolish mortal called too fervently or too frequently to the Bloody Siren? Perhaps she would appear, baring her subtly radiant gray skin, stroking her flowing violet hair, and gazing invitingly at the fool with her blank white eyes.\"]},{\"name\":\"Vhaeraun\",\"source\":\"MTF\",\"page\":55,\"pantheon\":\"Drow\",\"alignment\":[\"C\",\"E\"],\"category\":\"The Dark Seldarine\",\"domains\":[\"Trickery\",\"War\"],\"province\":\"Arrogance, thieves\",\"symbol\":\"Black mask with blue glass lenses inset over eyes\",\"entries\":[\"Vhaeraun stands for the dark elves' superiority over other races and for the primacy of individual drow over other drow. He is a god of arrogance, and thus he condones all acts of avarice, fair and foul alike. Those who take what they want from whom they wish, whether through stealth or bullying, pay homage to Vhaeraun. He is patron to thieves and often the object of prayer before drow embark on a raid.\",\"Among the male gods of the Dark Seldarine, he is as widely recognized and accepted as Keptolo. But Vhaeraun represents a different aspect of drow masculinity: strong, silent, obedient, swift, and deadly. He is thought of as Lolth's favored son, in contrast to Keptolo's role as her beautiful consort.\",\"Due to his high status in the Dark Seldarine (for a male) and because of his arrogance, a few of his worshipers look on him as an advocate of equality between male and female drow. That heresy, when it is expressed openly, is liable to be savagely crushed by the priestesses of Lolth. So most of Vhaeraun's male followers honor him simply by trying to carve out better lives for themselves, and that activity is tolerated. Even so, adherents of Vhaeraun don't appear in public without wearing masks. This practice exists in part because Vhaeraun is never portrayed unmasked, and partly because anonymity is a wise precaution when one challenges the social structure of the drow in even a small way.\",\"To quash any challenge to the matriarchy that Vhaeraun might inspire in his followers, some drow communities preach that he wears a mask to hide the terrible scars from the wounds inflicted on him by Lolth as punishment for his arrogance. His silence, too, is part of his punishment, for his tongue was removed for questioning Lolth's orders. Worshipers of Vhaeraun who believe this dogma sometimes ritually scar and silence themselves as signs of their devotion, and then serve as voiceless, masked bodyguards for the matrons of their house.\"]},{\"name\":\"Vhaeraun\",\"source\":\"SCAG\",\"page\":23,\"pantheon\":\"Drow\",\"alignment\":[\"C\",\"E\"],\"title\":\"God of thieves\",\"domains\":[\"Trickery\"],\"symbol\":\"Black mask with blue glass lenses inset over eyes\"},{\"name\":\"Waukeen\",\"source\":\"PHB\",\"page\":294,\"basicRules\":true,\"pantheon\":\"Forgotten Realms\",\"alignment\":[\"N\"],\"title\":\"Goddess of trade\",\"domains\":[\"Knowledge\",\"Trickery\"],\"symbol\":\"Upright coin with Waukeen's profile facing left\"},{\"name\":\"Waukeen\",\"altNames\":[\"Our Lady of Gold\",\"The Coinmaiden\",\"The Merchant's Friend\"],\"source\":\"SCAG\",\"page\":21,\"pantheon\":\"Faerûnian\",\"alignment\":[\"N\"],\"title\":\"Goddess of trade\",\"domains\":[\"Knowledge\",\"Trickery\"],\"symbol\":\"Upright coin with Waukeen's profile facing left\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/SCAG/Symbol of Waukeen.webp\"}},\"entries\":[\"Waukeen is the goddess of wealth and trade, on both sides of the law. Her most ardent worshipers include shopkeepers, members of trading costers, wealthy merchants, caravan guides, itinerant peddlers, moneychangers, and smugglers. She is interested in anything that increases trade and the flow of money, whether new trade routes, new inventions, or the whim of changing fashion. Those who take Waukeen as a patron can be reliably thought of as greedy, but the Coinmaiden is said to frown upon misers and smile upon the industrious and the profligate, and thus priests who bear her holy symbol find themselves welcome in many towns and cities.\",\"Temples of Waukeen resemble guildhalls and often serve as meeting places for trade consortiums. Those who follow Waukeen's ethos seek to create more opportunity for all and see competition for wealth as one of society's main means of progress. Thus, the faithful of Our Lady of Gold often find themselves at odds with trade guilds and others who would form monopolies. It's common practice among those who seek Waukeen's favor to set aside a tithe of ten percent of their profits, but rather than being given to a temple, the money is meant to be spent to help a struggling business, to finance a new endeavor, or, if all else fails, on frivolous fun.\"]},{\"name\":\"Wee Jas\",\"source\":\"PHB\",\"page\":295,\"additionalSources\":[{\"source\":\"XGE\",\"page\":19},{\"source\":\"SCAG\",\"page\":125},{\"source\":\"TCE\",\"page\":31}],\"pantheon\":\"Greyhawk\",\"alignment\":[\"L\",\"N\"],\"title\":\"Goddess of magic and death\",\"domains\":[\"Death\",\"Grave\",\"Knowledge\",\"Order\",\"Arcana\"],\"symbol\":\"Red skull in front of fireball\"},{\"name\":\"Wee Jas\",\"source\":\"XDMG\",\"page\":148,\"pantheon\":\"Greyhawk\",\"title\":\"the Witch\",\"worshipers\":\"Spellcasters, advisers\",\"plane\":\"Acheron\",\"symbol\":\"Red skull in front of fireball\"},{\"name\":\"Xalicas\",\"source\":\"EGW\",\"page\":33,\"pantheon\":\"Exandria\",\"alignment\":[\"L\",\"G\"],\"category\":\"Lesser Idols\",\"domains\":[\"Life\",\"Light\"],\"province\":\"The Archfey, the Celestial\",\"symbol\":\"Single blackened wing\",\"entries\":[\"The Calamity took the lives of mortals and immortals alike. Many angels that fought with the Prime Deities were slain, and most that survived were wounded. The solar Xalicas, the right hand of the Arch Heart, was so injured that even the magic of the gods cannot help the angel regain the ability to see, fly, or leave Exandria. For over a century, Xalicas lay broken and blinded in the Greying Wildlands, moss and plants covering her body, until she had the strength to move, blaming herself for the small part she played in the Calamity.\",\"Now Xalicas wanders Wildemount to make up for the sins of the Calamity and prevent another devastating war. Her followers attempt to heal war-scarred lands and repair the natural world. Xalicas knows that alone and in her injured state she cannot stop all the evils in the world, so the angel lends her power to those she finds worthy: creatures who wish to stop unnecessary war, stand up to tyranny, and defend the innocent.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Appearance\",\"entries\":[\"Xalicas is a silver-skinned solar who wears a clean white bandage around her eyes. Her body is covered in scars, and one of her wings is blackened and burned.\"]}]}]},{\"name\":\"Ye'Cind\",\"source\":\"MTF\",\"page\":43,\"pantheon\":\"Elven\",\"alignment\":[\"C\",\"G\"],\"category\":\"The Seldarine\",\"domains\":[\"Life\",\"Trickery\"],\"province\":\"Music, enchantment\",\"symbol\":\"Recorder\"},{\"name\":\"Yondalla\",\"source\":\"MTF\",\"page\":102,\"additionalSources\":[{\"source\":\"TCE\",\"page\":34}],\"pantheon\":\"Halfling\",\"alignment\":[\"L\",\"G\"],\"domains\":[\"Life\",\"Twilight\"],\"province\":\"Primary goddess of halflings\",\"symbol\":\"Cornucopia\",\"entries\":[\"The story of Yondalla begins at the dawn of the world, when halflings were timid wanderers, scraping out a meager existence. The goddess Yondalla took note of them and decided to adopt the halflings as her people. She was a strong leader with a vision for her people, and she dedicated her life to gathering them together and protecting them. Over time, she elevated to godhood those halflings who were the most adept at the skills halflings needed to survive. Those legendary halflings comprise the rest of the pantheon.\",\"Yondalla created the first halfling villages and showed the people how to build, plant, and harvest. She knew that the bounty of a halfling village would be tempting plunder for any brigand or monster, so she used her powers to conceal their homes from easy discovery, blending them into the landscape so that most travelers would pass by without a second glance.\",\"To the halflings, Yondalla is responsible for the spring in their step and the bubbly excitement they feel from knowing that luck is on their side. When a pumpkin grows to enormous size or a garden yields twice as many carrots as usual, credit goes to Yondalla. When a halfling trips, slides down a hillside, and lands on a nugget of gold, that's Yondalla turning bad luck into good.\"]},{\"name\":\"Yondalla\",\"source\":\"PHB\",\"page\":296,\"additionalSources\":[{\"source\":\"TCE\",\"page\":34}],\"pantheon\":\"Nonhuman\",\"alignment\":[\"L\",\"G\"],\"title\":\"Halfling goddess of fertility and protection\",\"domains\":[\"Life\",\"Twilight\"],\"symbol\":\"Shield\"},{\"name\":\"Yondalla\",\"source\":\"SCAG\",\"page\":23,\"additionalSources\":[{\"source\":\"TCE\",\"page\":34}],\"pantheon\":\"Halfling\",\"alignment\":[\"L\",\"G\"],\"title\":\"Goddess of fertility and protection\",\"domains\":[\"Life\",\"Twilight\"],\"symbol\":\"Cornucopia on a shield\"},{\"name\":\"Yurtrus\",\"source\":\"SCAG\",\"page\":24,\"pantheon\":\"Orc\",\"alignment\":[\"N\",\"E\"],\"title\":\"God of death and disease\",\"domains\":[\"Death\"],\"symbol\":\"White hand, palm outward\"},{\"name\":\"Yurtrus\",\"source\":\"VGM\",\"page\":84,\"_copy\":{\"name\":\"Yurtrus\",\"source\":\"SCAG\",\"pantheon\":\"Orc\"},\"pantheon\":\"Orc\",\"customExtensionOf\":\"Yurtrus|Orc|SCAG\",\"title\":\"the White Hand\",\"entries\":[\"Yurtrus is often depicted as consumed by rot and covered in oozing pustules, utterly repulsive except for his hands, which are pure white and free of any blemish. Yurtrus has no mouth and never utters a sound, so that he may come in absolute silence for his chosen.\",\"The followers of Yurtrus are allowed to dwell on the fringes of the tribe, but are looked upon with distaste and unease. They interact with the tribe mostly on occasions of death, claiming the bones of fallen warriors to add to the ossuary shrines of Yurtrus, and sometimes during shamanic rites when contact with spirits occurs.\",{\"type\":\"entries\",\"name\":\"The White Hands\",\"entries\":[\"Shamans who heed the telepathic whispers of Yurtrus walk the perilous line between the living and the dead, and gain uncanny powers from doing so. Through this nonverbal communion, they begin to comprehend how to use the magic of death. These shamans, known as White Hands, cover their hands in white ash or wear pale gloves made of elf skin to symbolize their connection to the power of Yurtrus. The necromancy practiced by the shamans of Yurtrus is a force considered taboo by orcs, which makes them both revered and feared by the rest of the tribe.\"]},{\"type\":\"entries\",\"name\":\"Traffickers of the Dead\",\"entries\":[\"Orcs who die \\\"a good death\\\" are sent to Gruumsh by the priests of Yurtrus. The priests seek out the bodies of such fallen heroes and sever their heads, boil or smoke them to rid them of most of the flesh, and then use a ritual punch to break out the bridge of the nose and leave the skull with a single eye. Orcs that appreciate the strength and ferocity of a foe might choose to honor that enemy by giving it the same treatment. The bodies of orcs that die in a failed battle are left behind; they were weak and don't deserve to join Gruumsh. Those that die of old age have typically already been taken into Yurtrus's fold, and their bones are used to build furnishings and structures in the area of the lair dedicated to the worship of Yurtrus.\"]},{\"type\":\"entries\",\"name\":\"Chosen of Yurtrus\",\"entries\":[\"Orcs that suffer from gruesome diseases are brought into Yurtrus's fold and tended like prized cattle. These orcs are called nurtured ones, and they are considered the chosen of Yurtrus because they have been picked for the special purpose of spreading his virulent message among the enemy. At night, or during a heavy fog, these infected orcs rush toward an enemy's encampment, often through a hail of arrows, in order to spread their affliction within their foe's ranks.\"]}]},{\"name\":\"Zandilar\",\"source\":\"MTF\",\"page\":43,\"pantheon\":\"Elven\",\"alignment\":[\"C\",\"N\"],\"category\":\"The Seldarine\",\"domains\":[\"Life\"],\"province\":\"Romance, lust, dance\",\"symbol\":\"Lips\"},{\"name\":\"Zeboim\",\"source\":\"DSotDQ\",\"page\":19,\"pantheon\":\"Dragonlance\",\"alignment\":[\"C\",\"E\"],\"category\":\"Evil\",\"province\":\"Seas, storms\",\"symbol\":\"Turtle shell\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/DSotDQ/018-00-030.symbol-zeboim.webp\"},\"title\":\"Symbol of Zeboim\",\"credit\":\"CoupleOfKooks\"},\"entries\":[\"Zeboim is the god of the ocean in its destructive aspect, including storms and dangerous sea creatures. She is a mercurial god, and even her followers aren't safe from her frequent bouts of rage. Most sailors pray to Habbakuk to keep Zeboim at bay, but some make offerings to Zeboim to allay her wrath.\"]},{\"name\":\"Zeboim\",\"source\":\"PHB\",\"page\":295,\"pantheon\":\"Dragonlance\",\"alignment\":[\"C\",\"E\"],\"title\":\"Goddess of the sea and storms\",\"category\":\"The Gods of Evil\",\"domains\":[\"Tempest\"],\"symbol\":\"Turtle shell\"},{\"name\":\"Zehir\",\"source\":\"DMG\",\"page\":10,\"pantheon\":\"Dawn War\",\"alignment\":[\"C\",\"E\"],\"title\":\"God of darkness and poison\",\"domains\":[\"Trickery\",\"Death\"],\"symbol\":\"Snake in the shape of a dagger\"},{\"name\":\"Zehir\",\"reprintAlias\":\"The Cloaked Serpent\",\"source\":\"EGW\",\"page\":29,\"pantheon\":\"Exandria\",\"alignment\":[\"C\",\"E\"],\"title\":\"the Cloaked Serpent\",\"category\":\"Betrayer Gods\",\"domains\":[\"Nature\",\"Trickery\"],\"province\":\"Assassins, poison, snakes\",\"symbol\":\"Coiled serpent\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/EGW/Symbol of Zehir.webp\"},\"credit\":\"Claudio Pozas\"},\"entries\":[\"A wanderer in the shadows and the creator of snakes and serpentkin, Zehir is the evil god of poisons, assassins, and darkness. The ancient serpentkin worship him over all other deities, dragging screaming offerings to their temples in his honor. Most of the Cloaked Serpent's worshipers were annihilated during the Calamity, and the rest are either suspended in self-induced stasis or hunted for sport by the servants of Lolth and Torog. But perhaps Zehir is merely biding his time, waiting for the proper moment to unleash his hidden armies on the world once more.\",\"Zehir subverts and poisons Exandria from the shadowed Towers of Night, hidden among the ever-shifting winds of the Astral Plane.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Depiction\",\"entries\":[\"Many forgotten temples were once built to the Cloaked Serpent, and within these chambers his image was embedded within much of the architecture. He is shown as a human body with six arms and a gargantuan serpentine head, fanged and frilled in aggression. Strands of thick, dark hair that sprout from his scaled body form layers of swirling shadow, obscuring his form.\"]},{\"type\":\"entries\",\"name\":\"Enemies\",\"entries\":[\"Zehir loathes Erathis and Melora, for he despises life, order, and love above all things. His surviving worshipers use poison and fire to undermine civilization and consume nature, hoping to infuriate both gods and cast Exandria into chaos.\"]}]},{\"type\":\"entries\",\"name\":\"Commandments of Zehir\",\"entries\":[{\"type\":\"list\",\"items\":[\"Keep your acts obfuscated and secret. The night is your greatest ally.\",\"Strike quickly and without reason. Blind the target with their own confusion.\",\"Kill slowly. Agonizingly. Or worse, make them enjoy it.\"]}]}]},{\"name\":\"Zeus\",\"source\":\"PHB\",\"page\":298,\"srd\":true,\"pantheon\":\"Greek\",\"alignment\":[\"N\"],\"title\":\"God of the sky, ruler of the gods\",\"domains\":[\"Tempest\"],\"symbol\":\"Fist full of lightning bolts\"},{\"name\":\"Zinzerena\",\"source\":\"MTF\",\"page\":56,\"pantheon\":\"Drow\",\"alignment\":[\"C\",\"N\"],\"category\":\"The Dark Seldarine\",\"domains\":[\"Trickery\"],\"province\":\"Assassination, illusion, lies\",\"symbol\":\"Shortsword draped with cloth\",\"entries\":[\"As the patron of assassination, illusions, and lies, Zinzerena personifies cruelty, stealth, misdirection, and survival by any means necessary. In some ways, Malyk is her reflection, and in many interpretations of the age-old stories, the two gods are siblings or lovers. But Zinzerena is more palatable to female drow than Malyk, and she condones the study of arcane magic.\",\"The liturgy of Zinzerena is passed on in the form of folk tales, for her faith has no place among the leadership of drow society. Her tales usually describe her hiding and waiting until her foes are weakened or lax in their attention before she attacks. Those who respect or revere Zinzerena are almost always of modest social status, or worse. Even the most prestigious of noble estates, where a high priestess reigns supreme, might have a number of her followers among the commoners who work as servants and staff. Only the most capricious of nobles would enter her priesthood, though some have done so. Inevitably, when such traitors are discovered, they are cast out from their houses. Ironically, these maverick nobles often become leading figures in Zinzerena's cult, for they are the best educated and most politically experienced of her followers. Her adherents come from a wide range of occupations, including common thieves, laborers, guides, physicians, poets, and nearly any other profession. What they all share is a rebellious spirit and a desire for change.\",\"In some stories, Zinzerena is Lolth's daughter, who was spirited away and hidden from her by illusions. In other tales, she begins life as a mortal elf who uses glamors to trick her way into the company of the gods. Regardless, Zinzerena always has some element of illusion magic about her, and she uses it and other deceptions to get the better of more powerful opponents. Deceit and taking advantage of others' weaknesses are recurring themes in the tales of her exploits. The only figure in the Dark Seldarine immune to Zinzerena's deceptions is Lolth, although even the Queen of Spiders is sometimes tricked when Zinzerena shifts blame for her actions onto others.\",\"Not many female drow devote their lives to the study of magic, because it's held to be a low-status avocation more suited to males. Most females who pursue it seriously do so in secret. Even rumors that a drow matron practices arcane magic, if they aren't quashed, can sabotage her standing in society. Yet there's no denying that knowledge of arcane magic could be a great boon to an ambitious female. Zinzerena's worshipers encourage this pursuit and offer tutelage and tools in exchange for a candidate's alliance with Zinzerena's secret cult.\"]},{\"name\":\"Zivilyn\",\"source\":\"DSotDQ\",\"page\":17,\"pantheon\":\"Dragonlance\",\"alignment\":[\"N\"],\"category\":\"Neutral\",\"province\":\"Wisdom\",\"symbol\":\"Great green or gold tree\",\"symbolImg\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/DSotDQ/015-00-023.symbol-zivilyn.webp\"},\"title\":\"Symbol of Zivilyn\",\"credit\":\"CoupleOfKooks\"},\"entries\":[\"Where Gilean embodies knowledge, Zivilyn exemplifies the calm wisdom necessary to wield knowledge in the world. He's said to exist in all times and places, possessing the collected wisdom of every plane of existence. Zivilyn often attracts the worship of eccentrics, philosophers, and sages.\"]},{\"name\":\"Zivilyn\",\"source\":\"PHB\",\"page\":295,\"pantheon\":\"Dragonlance\",\"alignment\":[\"N\"],\"title\":\"God of wisdom\",\"category\":\"The Gods of Neutrality\",\"domains\":[\"Knowledge\"],\"symbol\":\"Great green or gold tree\"}]}"); JSON_DATA[`data/feats.json`] = JSON.parse("{\"feat\":[{\"name\":\"Aberrant Dragonmark\",\"source\":\"ERLW\",\"page\":52,\"prerequisite\":[{\"other\":\"No other dragonmark\"}],\"ability\":[{\"con\":1}],\"additionalSpells\":[{\"ability\":\"con\",\"innate\":{\"_\":{\"rest\":{\"1\":[{\"choose\":\"level=1|class=Sorcerer\"}]}}},\"known\":{\"_\":[{\"choose\":\"level=0|class=Sorcerer\"}]}}],\"entries\":[\"You have manifested an aberrant dragonmark. Determine its appearance and the flaw associated with it. You gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You learn a {@filter cantrip of your choice from the sorcerer spell list|spells|level=0|class=Sorcerer}. In addition, choose a {@filter 1st-level spell from the sorcerer spell list|spells|level=1|class=Sorcerer}. You learn that spell and can cast it through your mark. Once you cast it, you must finish a short or long rest before you can cast it again through the mark. Constitution is your spellcasting ability for these spells.\",\"When you cast the 1st-level spell through your mark, you can expend one of your Hit Dice and roll it. If you roll an even number, you gain a number of temporary hit points equal to the number rolled. If you roll an odd number, one random creature within 30 feet of you (not including you) takes force damage equal to the number rolled. If no other creatures are in range, you take the damage.\"]},\"You also develop a random flaw from the Aberrant Dragonmark Flaws table.\",{\"type\":\"table\",\"caption\":\"Aberrant Dragonmark Flaws\",\"colLabels\":[\"d8\",\"Flaw\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Your mark is a source of constant physical pain.\"],[\"2\",\"Your mark whispers to you. Its meaning can be unclear.\"],[\"3\",\"When you're stressed, the mark hisses audibly.\"],[\"4\",\"The skin around the mark is burned, scaly, or withered.\"],[\"5\",\"Animals are uneasy around you.\"],[\"6\",\"You have a mood swing any time you use your mark.\"],[\"7\",\"Your looks change slightly whenever you use the mark.\"],[\"8\",\"You have horrific nightmares after you use your mark.\"]]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Option: Greater Aberrant Powers\",\"entries\":[\"At the DM's option, a character who has the Aberrant Dragonmark feat has a chance of manifesting greater power. Upon reaching 10th level, such a character has a {@chance 10} chance of gaining an {@filter epic boon|rewards|type=boon} from among the options in chapter 7 of the {@book Dungeon Master's Guide|DMG}. If the character fails to gain a boon, they have a {@chance 10} chance the next time they gain a level.\",\"If the character gains a boon, the DM chooses it or determines it randomly. The character also permanently loses one of their Hit Dice, and their hit point maximum is reduced by an amount equal to a roll of that die plus their Constitution modifier (minimum reduction of 1). This reduction can't be reversed by any means.\"]}]}]}]},{\"name\":\"Ability Score Improvement\",\"source\":\"XPHB\",\"page\":202,\"freeRules2024\":true,\"category\":\"G\",\"prerequisite\":[{\"level\":4}],\"repeatable\":true,\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\",\"con\",\"int\",\"wis\",\"cha\"],\"amount\":2},\"hidden\":true},{\"choose\":{\"from\":[\"str\",\"dex\",\"con\",\"int\",\"wis\",\"cha\"],\"count\":2},\"hidden\":true}],\"entries\":[\"Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. This feat can't increase an ability score above 20.\",{\"type\":\"entries\",\"name\":\"Repeatable\",\"entries\":[\"You can take this feat more than once.\"]}]},{\"name\":\"Actor\",\"source\":\"PHB\",\"page\":165,\"reprintedAs\":[\"Actor|XPHB\"],\"ability\":[{\"cha\":1}],\"entries\":[\"Skilled at mimicry and dramatics, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You have advantage on Charisma ({@skill Deception}) and Charisma ({@skill Performance}) checks when trying to pass yourself off as a different person.\",\"You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom ({@skill Insight}) check contested by your Charisma ({@skill Deception}) check allows a listener to determine that the effect is faked.\"]}]},{\"name\":\"Actor\",\"source\":\"XPHB\",\"page\":202,\"category\":\"G\",\"prerequisite\":[{\"level\":4,\"ability\":[{\"cha\":13}]}],\"ability\":[{\"cha\":1}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Impersonation\",\"entries\":[\"While you're disguised as a real or fictional person, you have Advantage on Charisma ({@skill Deception|XPHB} or {@skill Performance|XPHB}) checks to convince others that you are that person.\"]},{\"type\":\"entries\",\"name\":\"Mimicry\",\"entries\":[\"You can mimic the sounds of other creatures, including speech. A creature that hears the mimicry must succeed on a Wisdom ({@skill Insight|XPHB}) check to determine the effect is faked (DC 8 plus your Charisma modifier and Proficiency Bonus).\"]}]},{\"name\":\"Adept of the Black Robes\",\"source\":\"DSotDQ\",\"page\":31,\"prerequisite\":[{\"level\":4,\"feat\":[\"initiate of high sorcery|dsotdq|initiate of high sorcery (nuitari)\"]}],\"additionalSpells\":[{\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"innate\":{\"_\":{\"daily\":{\"1e\":[{\"choose\":\"level=2|school=E;N\"}]}}}}],\"entries\":[\"You chose the moon Nuitari to influence your magic, and your ambition and loyalty to the Order of the Black Robes have been recognized, granting you these benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Ambitious Magic\",\"entries\":[\"You learn one 2nd-level spell of your choice. The {@filter 2nd-level spell|spells|level=2|school=E;N} must be from the enchantment or necromancy school of magic. You can cast this feat's 2nd-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell's spellcasting ability is the one chosen when you gained the {@feat Initiate of High Sorcery|DSotDQ} feat.\"]},{\"type\":\"item\",\"name\":\"Life Channel\",\"entries\":[\"You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total.\"]}]}],\"hasFluffImages\":true},{\"name\":\"Adept of the Red Robes\",\"source\":\"DSotDQ\",\"page\":32,\"prerequisite\":[{\"level\":4,\"feat\":[\"initiate of high sorcery|dsotdq|initiate of high sorcery (lunitari)\"]}],\"additionalSpells\":[{\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"innate\":{\"_\":{\"daily\":{\"1e\":[{\"choose\":\"level=2|school=I;T\"}]}}}}],\"entries\":[\"You chose the moon Lunitari to influence your magic, and your dedication to maintaining the balance between all things has been recognized by the Order of the Red Robes, granting you these benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Insightful Magic\",\"entries\":[\"You learn one 2nd-level spell of your choice. The {@filter 2nd-level spell|spells|level=2|school=I;T} must be from the illusion or transmutation school of magic. You can cast this feat's 2nd-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell's spellcasting ability is the one chosen when you gained the {@feat Initiate of High Sorcery|DSotDQ} feat.\"]},{\"type\":\"item\",\"name\":\"Magical Balance\",\"entries\":[\"When you make an attack roll or an ability check and roll a 9 or lower on the {@dice d20}, you can balance fate and treat the roll as a 10. You can balance fate in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]}]}],\"hasFluffImages\":true},{\"name\":\"Adept of the White Robes\",\"source\":\"DSotDQ\",\"page\":32,\"prerequisite\":[{\"level\":4,\"feat\":[\"initiate of high sorcery|dsotdq|initiate of high sorcery (solinari)\"]}],\"additionalSpells\":[{\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"innate\":{\"_\":{\"daily\":{\"1e\":[{\"choose\":\"level=2|school=A;D\"}]}}}}],\"entries\":[\"You chose the moon Solinari to influence your magic, and your oath to use magic to make the world a better place has been recognized by the Order of the White Robes, granting you these benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Protective Magic\",\"entries\":[\"You learn one 2nd-level spell of your choice. The {@filter 2nd-level spell|spells|level=2|school=A;D} must be from the abjuration or divination school of magic. You can cast this feat's 2nd-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell's spellcasting ability is the one chosen when you gained the {@feat Initiate of High Sorcery|DSotDQ} feat.\"]},{\"type\":\"item\",\"name\":\"Protective Ward\",\"entries\":[\"When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier.\"]}]}],\"hasFluffImages\":true},{\"name\":\"Adroit Crafter\",\"source\":\"GHLoE\",\"prerequisite\":[{\"otherSummary\":{\"entry\":\"Proficiency in a skill or tool\",\"entrySummary\":\"Prof skill/tool\"}}],\"entries\":[\"You've trained in crafting items using a skill or tool that you're proficient with, and the steps in crafting have become second nature to you. You gain the following benefits:\",{\"type\":\"list\",\"items\":[\"The time it takes to create an item using your proficient skills or tools is halved.\",\"If you fail to successfully craft the item and would lose the components, you retain the components instead.\"]}]},{\"name\":\"Aerial Expert\",\"source\":\"HWCS\",\"page\":47,\"prerequisite\":[{\"other\":\"Glide trait\"}],\"entries\":[\"Years of practice or an innate talent have made you adept at gliding. You gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You no longer need to move at least 10 feet to perform long and high jumps. You may choose whether the jump uses your Strength or Dexterity score for determining height or distance, and you double the distance you would normally leap in either case.\",\"You may take the {@action Dash} action while gliding to fly an additional distance up to your movement speed.\",\"You may change direction freely while gliding, and may gain up to 10 feet of altitude once before you finish your descent.\"]}]},{\"name\":\"Agent of Order\",\"source\":\"SatO\",\"page\":10,\"prerequisite\":[{\"level\":4,\"feat\":[\"scion of the outer planes|sato|scion of the outer planes (lawful outer plane)\"]}],\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\",\"con\",\"int\",\"wis\",\"cha\"],\"amount\":1}}],\"entries\":[\"You can channel cosmic forces of order to gain these benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Stasis Strike\",\"entries\":[\"Once per turn, when you damage a creature you can see within 60 feet of yourself, you can deal an extra {@damage 1d8} force damage to the target, and it must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + the modifier of the spellcasting ability you chose for the Scion of the Outer Planes feat) as spectral bindings try to ensnare it. On a successful save, the target escapes. On a failed save, the target has the restrained condition until the start of your next turn. These bindings manifest as chains or some other symbol of stasis. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]}]}]},{\"name\":\"Alert\",\"source\":\"PHB\",\"page\":165,\"reprintedAs\":[\"Alert|XPHB\"],\"entries\":[\"Always on the lookout for danger, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You gain a +5 bonus to initiative.\",\"You can't be {@status surprised} while you are conscious.\",\"Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.\"]}]},{\"name\":\"Alert\",\"source\":\"XPHB\",\"page\":200,\"freeRules2024\":true,\"category\":\"O\",\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Initiative Proficiency\",\"entries\":[\"When you roll Initiative, you can add your Proficiency Bonus to the roll.\"]},{\"type\":\"entries\",\"name\":\"Initiative Swap\",\"entries\":[\"Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can't make this swap if you or the ally has the {@condition Incapacitated|XPHB} condition.\"]}]},{\"name\":\"Archery\",\"source\":\"XPHB\",\"page\":209,\"freeRules2024\":true,\"category\":\"FS\",\"prerequisite\":[{\"feature\":[\"Fighting Style\"]}],\"entries\":[\"You gain a +2 bonus to attack rolls you make with Ranged weapons.\"]},{\"name\":\"Artificer Initiate\",\"source\":\"TCE\",\"page\":79,\"toolProficiencies\":[{\"anyArtisansTool\":1}],\"additionalSpells\":[{\"ability\":\"int\",\"innate\":{\"_\":{\"daily\":{\"1\":[{\"choose\":\"level=1|class=Artificer\"}]}}},\"known\":{\"_\":[{\"choose\":\"level=0|class=Artificer\"}]}}],\"entries\":[\"You've learned some of an artificer's inventiveness:\",{\"type\":\"list\",\"items\":[\"You learn one cantrip of your choice from the {@filter artificer spell list|spells|level=0;1|class=artificer}, and you learn one 1st-level spell of your choice from {@filter that list|spells|level=0;1|class=artificer}. Intelligence is your spellcasting ability for these spells.\",\"You can cast this feat's 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.\",\"You gain proficiency with one type of {@filter artisan's tools|items|type=artisan's tools} of your choice, and you can use that type of tool as a spellcasting focus for any spell you cast that uses Intelligence as its spellcasting ability.\"]}]},{\"name\":\"Athlete\",\"source\":\"PHB\",\"page\":165,\"reprintedAs\":[\"Athlete|XPHB\"],\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\"],\"amount\":1}}],\"entries\":[\"You have undergone extensive physical training to gain the following benefits:\",{\"type\":\"list\",\"items\":[\"When you are {@condition prone}, standing up uses only 5 feet of your movement.\",\"Climbing doesn't cost you extra movement.\",\"You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.\"]}]},{\"name\":\"Athlete\",\"source\":\"XPHB\",\"page\":202,\"category\":\"G\",\"prerequisite\":[{\"level\":4,\"ability\":[{\"str\":13}]},{\"level\":4,\"ability\":[{\"dex\":13}]}],\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\"]}}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Climb Speed\",\"entries\":[\"You gain a Climb Speed equal to your Speed.\"]},{\"type\":\"entries\",\"name\":\"Hop Up\",\"entries\":[\"When you have the {@condition Prone|XPHB} condition, you can right yourself with only 5 feet of movement.\"]},{\"type\":\"entries\",\"name\":\"Jumping\",\"entries\":[\"You can make a running Long or High Jump after moving only 5 feet.\"]}]},{\"name\":\"Baleful Scion\",\"source\":\"SatO\",\"page\":10,\"prerequisite\":[{\"level\":4,\"feat\":[\"scion of the outer planes|sato|scion of the outer planes (evil outer plane)\"]}],\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\",\"con\",\"int\",\"wis\",\"cha\"],\"amount\":1}}],\"entries\":[\"You can channel cosmic forces of evil to gain these benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Grasp of Avarice\",\"entries\":[\"Once per turn, when you damage a creature you can see within 60 feet of yourself, you can also deal necrotic damage to it. The necrotic damage equals {@dice 1d6} + your proficiency bonus, and you regain a number of hit points equal to this necrotic damage dealt. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]}]}]},{\"name\":\"Bandit Cunning\",\"source\":\"HWCS\",\"page\":47,\"entries\":[\"Your time as a bandit has granted you a sense for danger, and made you skilled at sizing up opponents. You gain the following benefits:\",{\"type\":\"list\",\"items\":[\"When you are asked to make a saving throw, you may spend your reaction to add your Intelligence modifier as an additional bonus to the saving throw. You cannot use this ability again until you have completed a long rest.\",\"During combat, you can use your action to make an Intelligence ({@skill Investigation}) check against any creature you have seen fight. As long as you succeed against a DC of 10 + their challenge rating, you can learn one useful fact of your choice about the target's combat abilities. Choose from:\",{\"type\":\"list\",\"items\":[\"one damage resistance or immunity\",\"one condition immunity\",\"one special ability possessed by the creature that either does damage, or prevents damage\",\"one option under their attack, legendary, or reaction actions\",\"one special sense they possess\"]}]}]},{\"name\":\"Blessed Warrior\",\"source\":\"XPHB\",\"page\":110,\"category\":\"FS:P\",\"prerequisite\":[{\"otherSummary\":{\"entry\":\"When Gaining the Level 2 Paladin \\\"Fighting Style\\\" Feature\",\"entrySummary\":\"Special\"}}],\"additionalSpells\":[{\"ability\":\"cha\",\"known\":{\"_\":[{\"choose\":\"level=0|class=cleric\",\"count\":2}]}}],\"entries\":[\"You learn two {@filter Cleric cantrips|spells|level=0|class=Cleric} of your choice. {@spell Guidance|XPHB} and {@spell Sacred Flame|XPHB} are recommended. The chosen cantrips count as Paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a Paladin level, you can replace one of these cantrips with another Cleric cantrip.\"]},{\"name\":\"Blind Fighting\",\"source\":\"XPHB\",\"page\":209,\"category\":\"FS\",\"prerequisite\":[{\"feature\":[\"Fighting Style\"]}],\"senses\":[{\"blindsight\":10}],\"entries\":[\"You have {@sense Blindsight|XPHB} with a range of 10 feet.\"]},{\"name\":\"Boon of Combat Prowess\",\"source\":\"XPHB\",\"page\":210,\"freeRules2024\":true,\"category\":\"EB\",\"prerequisite\":[{\"level\":19}],\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\",\"con\",\"int\",\"wis\",\"cha\"]},\"max\":30}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Peerless Aim\",\"entries\":[\"When you miss with an attack roll, you can hit instead. Once you use this benefit, you can't use it again until the start of your next turn.\"]}]},{\"name\":\"Boon of Dimensional Travel\",\"source\":\"XPHB\",\"page\":210,\"category\":\"EB\",\"prerequisite\":[{\"level\":19}],\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\",\"con\",\"int\",\"wis\",\"cha\"]},\"max\":30}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Blink Steps\",\"entries\":[\"Immediately after you take the {@action Attack|XPHB} action or the {@action Magic|XPHB} action, you can teleport up to 30 feet to an unoccupied space you can see.\"]}]},{\"name\":\"Boon of Energy Resistance\",\"source\":\"XPHB\",\"page\":210,\"category\":\"EB\",\"prerequisite\":[{\"level\":19}],\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\",\"con\",\"int\",\"wis\",\"cha\"]},\"max\":30}],\"resist\":[{\"choose\":{\"from\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"necrotic\",\"poison\",\"psychic\",\"radiant\",\"thunder\"],\"count\":2}}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Energy Resistances\",\"entries\":[\"You gain Resistance to two of the following damage types of your choice: Acid, Cold, Fire, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder. Whenever you finish a Long Rest, you can change your choices.\"]},{\"type\":\"entries\",\"name\":\"Energy Redirection\",\"entries\":[\"When you take damage of one of the types chosen for the Energy Resistances benefit, you can take a Reaction to direct damage of the same type toward another creature you can see within 60 feet of yourself that isn't behind Total Cover. If you do so, that creature must succeed on a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus) or take damage equal to {@dice 2d12} plus your Constitution modifier.\"]}]},{\"name\":\"Boon of Fate\",\"source\":\"XPHB\",\"page\":210,\"freeRules2024\":true,\"category\":\"EB\",\"prerequisite\":[{\"level\":19}],\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\",\"con\",\"int\",\"wis\",\"cha\"]},\"max\":30}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Improve Fate\",\"entries\":[\"When you or another creature within 60 feet of you succeeds on or fails a {@variantrule D20 Test|XPHB}, you can roll {@dice 2d4} and apply the total rolled as a bonus or penalty to the {@dice d20} roll. Once you use this benefit, you can't use it again until you roll Initiative or finish a Short or Long Rest.\"]}],\"hasFluffImages\":true},{\"name\":\"Boon of Fortitude\",\"source\":\"XPHB\",\"page\":210,\"category\":\"EB\",\"prerequisite\":[{\"level\":19}],\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\",\"con\",\"int\",\"wis\",\"cha\"]},\"max\":30}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Fortified Health\",\"entries\":[\"Your Hit Point maximum increases by 40. In addition, whenever you regain Hit Points, you can regain additional Hit Points equal to your Constitution modifier. Once you've regained these additional Hit Points, you can't do so again until the start of your next turn.\"]}]},{\"name\":\"Boon of Irresistible Offense\",\"source\":\"XPHB\",\"page\":211,\"category\":\"EB\",\"prerequisite\":[{\"level\":19}],\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\"]},\"max\":30}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Overcome Defenses\",\"entries\":[\"The Bludgeoning, Piercing, and Slashing damage you deal always ignores Resistance.\"]},{\"type\":\"entries\",\"name\":\"Overwhelming Strike\",\"entries\":[\"When you roll a 20 on the {@dice d20} for an attack roll, you can deal extra damage to the target equal to the ability score increased by this feat. The extra damage's type is the same as the attack's type.\"]}]},{\"name\":\"Boon of Recovery\",\"source\":\"XPHB\",\"page\":211,\"category\":\"EB\",\"prerequisite\":[{\"level\":19}],\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\",\"con\",\"int\",\"wis\",\"cha\"]},\"max\":30}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Last Stand\",\"entries\":[\"When you would be reduced to 0 Hit Points, you can drop to 1 Hit Point instead and regain a number of Hit Points equal to half your Hit Point maximum. Once you use this benefit, you can't use it again until you finish a Long Rest.\"]},{\"type\":\"entries\",\"name\":\"Recover Vitality\",\"entries\":[\"You have a pool of ten d10s. As a Bonus Action, you can expend dice from the pool, roll those dice, and regain a number of Hit Points equal to the roll's total. You regain all the expended dice when you finish a Long Rest.\"]}]},{\"name\":\"Boon of Skill\",\"source\":\"XPHB\",\"page\":211,\"category\":\"EB\",\"prerequisite\":[{\"level\":19}],\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\",\"con\",\"int\",\"wis\",\"cha\"]},\"max\":30}],\"skillProficiencies\":[{\"athletics\":true,\"acrobatics\":true,\"sleight of hand\":true,\"stealth\":true,\"arcana\":true,\"history\":true,\"investigation\":true,\"nature\":true,\"religion\":true,\"animal handling\":true,\"insight\":true,\"medicine\":true,\"perception\":true,\"survival\":true,\"deception\":true,\"intimidation\":true,\"performance\":true,\"persuasion\":true}],\"expertise\":[{\"anyProficientSkill\":1}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"All-Around Adept\",\"entries\":[\"You gain proficiency in all skills.\"]},{\"type\":\"entries\",\"name\":\"Expertise\",\"entries\":[\"Choose one skill in which you lack Expertise. You gain Expertise in that skill.\"]}],\"hasFluffImages\":true},{\"name\":\"Boon of Speed\",\"source\":\"XPHB\",\"page\":211,\"category\":\"EB\",\"prerequisite\":[{\"level\":19}],\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\",\"con\",\"int\",\"wis\",\"cha\"]},\"max\":30}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Escape Artist\",\"entries\":[\"As a Bonus Action, you can take the {@action Disengage|XPHB} action, which also ends the {@condition Grappled|XPHB} condition on you.\"]},{\"type\":\"entries\",\"name\":\"Quickness\",\"entries\":[\"Your Speed increases by 30 feet.\"]}]},{\"name\":\"Boon of Spell Recall\",\"source\":\"XPHB\",\"page\":211,\"category\":\"EB\",\"prerequisite\":[{\"level\":19,\"spellcasting2020\":true}],\"ability\":[{\"choose\":{\"from\":[\"int\",\"wis\",\"cha\"]},\"max\":30}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Free Casting\",\"entries\":[\"Whenever you cast a spell with a level 1-4 spell slot, roll {@dice 1d4}. If the number you roll is the same as the slot's level, the slot isn't expended.\"]}]},{\"name\":\"Boon of the Night Spirit\",\"source\":\"XPHB\",\"page\":211,\"freeRules2024\":true,\"category\":\"EB\",\"prerequisite\":[{\"level\":19}],\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\",\"con\",\"int\",\"wis\",\"cha\"]},\"max\":30}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Merge with Shadows\",\"entries\":[\"While within Dim Light or Darkness, you can give yourself the {@condition Invisible|XPHB} condition as a Bonus Action. The condition ends on you immediately after you take an action, a Bonus Action, or a Reaction.\"]},{\"type\":\"entries\",\"name\":\"Shadowy Form\",\"entries\":[\"While within Dim Light or Darkness, you have Resistance to all damage except Psychic and Radiant.\"]}]},{\"name\":\"Boon of Truesight\",\"source\":\"XPHB\",\"page\":211,\"category\":\"EB\",\"prerequisite\":[{\"level\":19}],\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\",\"con\",\"int\",\"wis\",\"cha\"]},\"max\":30}],\"senses\":[{\"truesight\":60}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Truesight\",\"entries\":[\"You have {@sense Truesight|XPHB} with a range of 60 feet.\"]}]},{\"name\":\"Bountiful Luck\",\"source\":\"XGE\",\"page\":73,\"prerequisite\":[{\"race\":[{\"name\":\"halfling\"}]}],\"entries\":[\"Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You're not sure how you do it; you just wish it, and it happens. Surely a sign of fortune's favor!\",\"When an ally you can see within 30 feet of you rolls a 1 on the {@dice d20} for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.\",\"When you use this ability, you can't use your Lucky racial trait before the end of your next turn.\"]},{\"name\":\"Careful Crafter\",\"source\":\"GHLoE\",\"prerequisite\":[{\"otherSummary\":{\"entry\":\"Proficiency in a skill or tool\",\"entrySummary\":\"Prof skill/tool\"}}],\"entries\":[\"You've trained in crafting items using a skill or tool that you're proficient with, and your creations are known for being well made and reliable. You gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You make all ability checks for crafting with advantage.\",\"Anyone assisting you in crafting an item gains advantage on their ability checks for crafting.\",\"If you fail to successfully craft the item, the amount of time it took to complete the process is halved.\"]}]},{\"name\":\"Cartomancer\",\"source\":\"BMT\",\"page\":49,\"prerequisite\":[{\"level\":4,\"spellcastingFeature\":true}],\"additionalSpells\":[{\"innate\":{\"known\":{\"_\":[\"prestidigitation#c\"]}}}],\"entries\":[\"You have learned to channel your magic through a deck of cards. You can use a card deck as your spellcasting focus, and you gain the following benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Card Tricks\",\"entries\":[\"You learn the {@spell Prestidigitation} cantrip and can use it to create illusions that duplicate the effects of stage magic. When you use {@spell Prestidigitation} in this way, you can conceal the verbal and somatic components of the spell as ordinary conversation and card handling.\"]},{\"type\":\"item\",\"name\":\"Hidden Ace\",\"entries\":[\"When you finish a long rest, you can choose one spell from your class's spell list and imbue that spell into a card. The chosen spell must have a casting time of 1 action, and it must be a level for which you have spell slots. The card remains imbued with this spell for 8 hours. While the card is imbued with the spell, you can use a bonus action to flourish the card and cast the spell within. The card then immediately loses its magic.\"]}]}]},{\"name\":\"Charger\",\"source\":\"PHB\",\"page\":165,\"reprintedAs\":[\"Charger|XPHB\"],\"entries\":[\"When you use your action to {@action Dash}, you can use a bonus action to make one melee weapon attack or to {@action shove} a creature.\",\"If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).\"]},{\"name\":\"Charger\",\"source\":\"XPHB\",\"page\":202,\"category\":\"G\",\"prerequisite\":[{\"level\":4,\"ability\":[{\"str\":13}]},{\"level\":4,\"ability\":[{\"dex\":13}]}],\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\"]}}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Improved Dash\",\"entries\":[\"When you take the {@action Dash|XPHB} action, your Speed increases by 10 feet for that action.\"]},{\"type\":\"entries\",\"name\":\"Charge Attack\",\"entries\":[\"If you move at least 10 feet in a straight line toward a target immediately before hitting it with a melee attack roll as part of the {@action Attack|XPHB} action, choose one of the following effects: gain a {@dice 1d8} bonus to the attack's damage roll, or push the target up to 10 feet away if it is no more than one size larger than you. You can use this benefit only once on each of your turns.\"]}]},{\"name\":\"Chef\",\"source\":\"TCE\",\"page\":79,\"reprintedAs\":[\"Chef|XPHB\"],\"ability\":[{\"choose\":{\"from\":[\"con\",\"wis\"],\"amount\":1}}],\"toolProficiencies\":[{\"cook's utensils\":true}],\"entries\":[\"Time spent mastering the culinary arts has paid off, granting you the following benefits:\",{\"type\":\"list\",\"items\":[\"You gain proficiency with {@item cook's utensils|phb} if you don't already have it.\",\"As part of a short rest, you can cook special food, provided you have ingredients and {@item cook's utensils|phb} on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra {@dice 1d8} hit points.\",\"With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.\"]}]},{\"name\":\"Chef\",\"source\":\"XPHB\",\"page\":202,\"category\":\"G\",\"prerequisite\":[{\"level\":4}],\"ability\":[{\"choose\":{\"from\":[\"con\",\"wis\"]}}],\"toolProficiencies\":[{\"cook's utensils\":true}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Cook's Utensils\",\"entries\":[\"You gain proficiency with Cook's Utensils if you don't already have it.\"]},{\"type\":\"entries\",\"name\":\"Replenishing Meal\",\"entries\":[\"As part of a Short Rest, you can cook special food if you have ingredients and Cook's Utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 plus your Proficiency Bonus. At the end of the Short Rest, any creature who eats the food and spends one or more Hit Dice to regain Hit Points regains an extra {@dice 1d8} Hit Points.\"]},{\"type\":\"entries\",\"name\":\"Bolstering Treats\",\"entries\":[\"With 1 hour of work or when you finish a Long Rest, you can cook a number of treats equal to your Proficiency Bonus if you have ingredients and Cook's Utensils on hand. These special treats last 8 hours after being made. A creature can use a Bonus Action to eat one of those treats to gain a number of Temporary Hit Points equal to your Proficiency Bonus.\"]}]},{\"name\":\"Cohort of Chaos\",\"source\":\"SatO\",\"page\":10,\"prerequisite\":[{\"level\":4,\"feat\":[\"scion of the outer planes|sato|scion of the outer planes (chaotic outer plane)\"]}],\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\",\"con\",\"int\",\"wis\",\"cha\"],\"amount\":1}}],\"entries\":[\"You can channel cosmic forces of chaos to gain these benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Chaotic Flare\",\"entries\":[\"When you roll a 1 or a 20 on an attack roll or a saving throw, the magic of chaos flows through you. Roll a d4 and consult the Chaotic Flares table to determine what happens. A flare lasts until the end of your next turn, and a new flare can't occur until after the first flare ends.\",{\"type\":\"table\",\"caption\":\"Chaotic Flares\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"d4\",\"Flare\"],\"rows\":[[\"1\",\"{@b Battle Fury.} A creature of your choice that you can see is filled with reckless fury. It has advantage on attack rolls and disadvantage on ability checks.\"],[\"2\",\"{@b Disruption Field.} Waves of energy ripple around you. Every creature that starts its turn within 5 feet of you, or that moves into that area for the first time on a turn, takes {@damage 1d8} force damage.\"],[\"3\",\"{@b Unbound.} When you move, you can use some or all of your walking speed to teleport yourself once, along with any equipment you're wearing or carrying, up to the distance used to an unoccupied space that you can see.\"],[\"4\",\"{@b Wailing Winds.} Winds swirl in a 15-foot-radius sphere centered on you. You and any other creatures in that area have disadvantage on Wisdom saving throws.\"]]}]}]}]},{\"name\":\"Crafter\",\"source\":\"XPHB\",\"page\":200,\"category\":\"O\",\"toolProficiencies\":[{\"choose\":{\"from\":[\"carpenter's tools\",\"leatherworker's tools\",\"mason's tools\",\"potter's tools\",\"smith's tools\",\"tinker's tools\",\"weaver's tools\",\"woodcarver's tools\"],\"count\":3}}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Tool Proficiency\",\"entries\":[\"You gain proficiency with three different Artisan's Tools of your choice from the Fast Crafting table.\"]},{\"type\":\"entries\",\"name\":\"Discount\",\"entries\":[\"Whenever you buy a nonmagical item, you receive a 20 percent discount on it.\"]},{\"type\":\"entries\",\"name\":\"Fast Crafting\",\"entries\":[\"When you finish a Long Rest, you can craft one piece of gear from the Fast Crafting table, provided you have the Artisan's Tools associated with that item and have proficiency with those tools. The item lasts until you finish another Long Rest, at which point the item falls apart.\",{\"type\":\"table\",\"caption\":\"Fast Crafting\",\"colStyles\":[\"col-3\",\"col-9\"],\"colLabels\":[\"Artisan's Tools\",\"Crafted Gear\"],\"rows\":[[\"{@item Carpenter's Tools|XPHB}\",\"{@item Ladder|XPHB}, {@item Torch|XPHB}\"],[\"{@item Leatherworker's Tools|XPHB}\",\"{@item Crossbow Bolt Case|XPHB}, {@item Map or Scroll Case|XPHB}, {@item Pouch|XPHB}\"],[\"{@item Mason's Tools|XPHB}\",\"{@item Block and Tackle|XPHB}\"],[\"{@item Potter's Tools|XPHB}\",\"{@item Jug|XPHB}, {@item Lamp|XPHB}\"],[\"{@item Smith's Tools|XPHB}\",\"{@item Ball Bearings|XPHB}, {@item Bucket|XPHB}, {@item Caltrops|XPHB}, {@item Grappling Hook|XPHB}, {@item Iron Pot|XPHB}\"],[\"{@item Tinker's Tools|XPHB}\",\"{@item Bell|XPHB}, {@item Shovel|XPHB}, {@item Tinderbox|XPHB}\"],[\"{@item Weaver's Tools|XPHB}\",\"{@item Basket|XPHB}, {@item Rope|XPHB}, {@item Net|XPHB}, {@item Tent|XPHB}\"],[\"{@item Woodcarver's Tools|XPHB}\",\"{@item Club|XPHB}, {@item Greatclub|XPHB}, {@item Quarterstaff|XPHB}\"]]}]}]},{\"name\":\"Crossbow Expert\",\"source\":\"PHB\",\"page\":165,\"reprintedAs\":[\"Crossbow Expert|XPHB\"],\"entries\":[\"Thanks to extensive practice with the crossbow, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You ignore the loading quality of crossbows with which you are proficient.\",\"Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.\",\"When you use the {@action Attack} action and attack with a one-handed weapon, you can use a bonus action to attack with a {@item hand crossbow|phb} you are holding.\"]}]},{\"name\":\"Crossbow Expert\",\"source\":\"XPHB\",\"page\":203,\"category\":\"G\",\"prerequisite\":[{\"level\":4,\"ability\":[{\"dex\":13}]}],\"ability\":[{\"dex\":1}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Ignore Loading\",\"entries\":[\"You ignore the Loading property of the Hand Crossbow, Heavy Crossbow, and Light Crossbow (all called crossbows elsewhere in this feat). If you're holding one of them, you can load a piece of ammunition into it even if you lack a free hand.\"]},{\"type\":\"entries\",\"name\":\"Firing in Melee\",\"entries\":[\"Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with crossbows.\"]},{\"type\":\"entries\",\"name\":\"Dual Wielding\",\"entries\":[\"When you make the extra attack of the Light property, you can add your ability modifier to the damage of the extra attack if that attack is with a crossbow that has the Light property and you aren't already adding that modifier to the damage.\"]}]},{\"name\":\"Cruel\",\"source\":\"TDCSR\",\"page\":190,\"entries\":[\"The challenges and struggles you've faced throughout your life have led you to delight in inflicting pain and anguish upon others. You gain a number of cruelty dice equal to your proficiency bonus. Your cruelty dice are {@dice d6|d6s}. You can roll only one cruelty die per turn, and a cruelty die is spent when you roll it.\",\"You can roll a cruelty die under any of the following circumstances, with the indicated result:\",{\"type\":\"list\",\"items\":[\"When you deal damage to a creature, spend one cruelty die to deal extra damage to the creature equal to the roll.\",\"When you score a critical hit, spend one cruelty die to gain temporary hit points equal to the roll.\",\"When you make a Charisma ({@skill Intimidation}) check, spend one cruelty die and add the roll to your check.\"]},\"You regain all spent cruelty dice when you finish a {@quickref resting|PHB|2|0|long rest}.\"]},{\"name\":\"Crusher\",\"source\":\"TCE\",\"page\":79,\"reprintedAs\":[\"Crusher|XPHB\"],\"ability\":[{\"choose\":{\"from\":[\"str\",\"con\"],\"amount\":1}}],\"entries\":[\"You are practiced in the art of crushing your enemies, granting you the following benefits:\",{\"type\":\"list\",\"items\":[\"Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.\",\"When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.\"]}]},{\"name\":\"Crusher\",\"source\":\"XPHB\",\"page\":203,\"category\":\"G\",\"prerequisite\":[{\"level\":4}],\"ability\":[{\"choose\":{\"from\":[\"str\",\"con\"]}}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Push\",\"entries\":[\"Once per turn, when you hit a creature with an attack that deals Bludgeoning damage, you can move it 5 feet to an unoccupied space if the target is no more than one size larger than you.\"]},{\"type\":\"entries\",\"name\":\"Enhanced Critical\",\"entries\":[\"When you score a Critical Hit that deals Bludgeoning damage to a creature, attack rolls against that creature have Advantage until the start of your next turn.\"]}]},{\"name\":\"Defense\",\"source\":\"XPHB\",\"page\":209,\"freeRules2024\":true,\"category\":\"FS\",\"prerequisite\":[{\"feature\":[\"Fighting Style\"]}],\"entries\":[\"While you're wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class.\"]},{\"name\":\"Defensive Duelist\",\"source\":\"PHB\",\"page\":165,\"reprintedAs\":[\"Defensive Duelist|XPHB\"],\"prerequisite\":[{\"ability\":[{\"dex\":13}]}],\"entries\":[\"When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.\"]},{\"name\":\"Defensive Duelist\",\"source\":\"XPHB\",\"page\":203,\"category\":\"G\",\"prerequisite\":[{\"level\":4,\"ability\":[{\"dex\":13}]}],\"ability\":[{\"dex\":1}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Parry\",\"entries\":[\"If you're holding a Finesse weapon and another creature hits you with a melee attack, you can take a Reaction to add your Proficiency Bonus to your Armor Class, potentially causing the attack to miss you. You gain this bonus to your AC against melee attacks until the start of your next turn.\"]}]},{\"name\":\"Divinely Favored\",\"source\":\"DSotDQ\",\"page\":32,\"prerequisite\":[{\"level\":4,\"campaign\":[\"Dragonlance\"]}],\"additionalSpells\":[{\"name\":\"Evil\",\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"_\":[{\"choose\":\"level=0|class=Cleric\",\"count\":1}]},\"innate\":{\"_\":{\"daily\":{\"1e\":[\"augury\",{\"choose\":\"level=1|class=warlock\"}]}}}},{\"name\":\"Good\",\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"_\":[{\"choose\":\"level=0|class=Cleric\",\"count\":1}]},\"innate\":{\"_\":{\"daily\":{\"1e\":[\"augury\",{\"choose\":\"level=1|class=cleric\"}]}}}},{\"name\":\"Neutral\",\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"_\":[{\"choose\":\"level=0|class=Cleric\",\"count\":1}]},\"innate\":{\"_\":{\"daily\":{\"1e\":[\"augury\",{\"choose\":\"level=1|class=druid\"}]}}}}],\"entries\":[\"A god chose you to carry a spark of their power.\",\"You learn one cantrip of your choice from the {@filter cleric spell list|spells|level=0|class=cleric} and one 1st-level spell based on the alignment of your character, as specified in the Alignment Spells table below. You also learn the {@spell augury} spell.\",{\"type\":\"table\",\"caption\":\"Alignment Spells\",\"colLabels\":[\"Alignment\",\"1st-Level Spell\"],\"colStyles\":[\"col-2\",\"col-10\"],\"rows\":[[\"Evil\",\"Choose one {@filter 1st-level warlock spell|spells|level=1|class=warlock}\"],[\"Good\",\"Choose one {@filter 1st-level cleric spell|spells|level=1|class=cleric}\"],[\"Neutral\",\"Choose one {@filter 1st-level druid spell|spells|level=1|class=druid}\"]]},\"You can cast the chosen 1st-level spell and the {@spell augury} spell without a spell slot, and you must finish a long rest before you can cast either of these spells in this way again. You can also cast these spells using spell slots you have of the appropriate level.\",\"Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).\",\"In addition, you can use a holy symbol as a spellcasting focus for any spell you cast that uses the spellcasting ability you choose when you select this feat.\"]},{\"name\":\"Dragon Fear\",\"source\":\"XGE\",\"page\":74,\"prerequisite\":[{\"race\":[{\"name\":\"dragonborn\"}]}],\"ability\":[{\"choose\":{\"from\":[\"str\",\"con\",\"cha\"],\"amount\":1}}],\"entries\":[\"When angered, you radiate menace. You gain the following benefits:\",{\"type\":\"list\",\"items\":[\"Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target becomes {@condition frightened} of you for 1 minute. If the {@condition frightened} target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.\"]}]},{\"name\":\"Dragon Hide\",\"source\":\"XGE\",\"page\":74,\"prerequisite\":[{\"race\":[{\"name\":\"dragonborn\"}]}],\"ability\":[{\"choose\":{\"from\":[\"str\",\"con\",\"cha\"],\"amount\":1}}],\"entries\":[\"You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:\",{\"type\":\"list\",\"items\":[\"Your scales harden. While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.\",\"You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to {@dice 1d4} + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.\"]}]},{\"name\":\"Drow High Magic\",\"source\":\"XGE\",\"page\":74,\"prerequisite\":[{\"race\":[{\"name\":\"elf\",\"subrace\":\"drow\"}]}],\"additionalSpells\":[{\"ability\":\"cha\",\"innate\":{\"_\":{\"will\":[\"detect magic\"],\"daily\":{\"1e\":[\"levitate\",\"dispel magic\"]}}}}],\"entries\":[\"You learn more of the magic typical of dark elves. You learn the {@spell detect magic} spell and can cast it at will, without expending a spell slot. You also learn {@spell levitate} and {@spell dispel magic}, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.\"]},{\"name\":\"Druidic Warrior\",\"source\":\"XPHB\",\"page\":120,\"category\":\"FS:R\",\"prerequisite\":[{\"otherSummary\":{\"entry\":\"When Gaining the Level 2 Ranger \\\"Fighting Style\\\" Feature\",\"entrySummary\":\"Special\"}}],\"additionalSpells\":[{\"ability\":\"wis\",\"known\":{\"_\":[{\"choose\":\"level=0|class=druid\",\"count\":2}]}}],\"entries\":[\"You learn two {@filter Druid cantrips|spells|level=0|class=druid} of your choice. {@spell Guidance|XPHB} and {@spell Starry Wisp|XPHB} are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.\"]},{\"name\":\"Dual Wielder\",\"source\":\"PHB\",\"page\":165,\"reprintedAs\":[\"Dual Wielder|XPHB\"],\"entries\":[\"You master fighting with two weapons, gaining the following benefits:\",{\"type\":\"list\",\"items\":[\"You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.\",\"You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.\",\"You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.\"]}]},{\"name\":\"Dual Wielder\",\"source\":\"XPHB\",\"page\":203,\"category\":\"G\",\"prerequisite\":[{\"level\":4,\"ability\":[{\"str\":13}]},{\"level\":4,\"ability\":[{\"dex\":13}]}],\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\"]}}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Enhanced Dual Wielding\",\"entries\":[\"When you take the {@action Attack|XPHB} action on your turn and attack with a weapon that has the Light property, you can make one extra attack as a Bonus Action later on the same turn with a different weapon, which must be a Melee weapon that lacks the Two-Handed property. You don't add your ability modifier to the extra attack's damage unless that modifier is negative.\"]},{\"type\":\"entries\",\"name\":\"Quick Draw\",\"entries\":[\"You can draw or stow two weapons that lack the Two-Handed property when you would normally be able to draw or stow only one.\"]}]},{\"name\":\"Dueling\",\"source\":\"XPHB\",\"page\":209,\"category\":\"FS\",\"prerequisite\":[{\"feature\":[\"Fighting Style\"]}],\"entries\":[\"When you're holding a Melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\"]},{\"name\":\"Dungeon Delver\",\"source\":\"PHB\",\"page\":166,\"entries\":[\"Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You have advantage on Wisdom ({@skill Perception}) and Intelligence ({@skill Investigation}) checks made to detect the presence of secret doors.\",\"You have advantage on saving throws made to avoid or resist traps.\",\"You have resistance to the damage dealt by traps.\",\"Traveling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom ({@skill Perception}) score.\"]}]},{\"name\":\"Durable\",\"source\":\"PHB\",\"page\":166,\"reprintedAs\":[\"Durable|XPHB\"],\"ability\":[{\"con\":1}],\"entries\":[\"Hardy and resilient, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).\"]}]},{\"name\":\"Durable\",\"source\":\"XPHB\",\"page\":203,\"category\":\"G\",\"prerequisite\":[{\"level\":4}],\"ability\":[{\"con\":1}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Defy Death\",\"entries\":[\"You have Advantage on Death Saving Throws.\"]},{\"type\":\"entries\",\"name\":\"Speedy Recovery\",\"entries\":[\"As a Bonus Action, you can expend one of your Hit Point Dice, roll the die, and regain a number of Hit Points equal to the roll.\"]}]},{\"name\":\"Dwarven Fortitude\",\"source\":\"XGE\",\"page\":74,\"prerequisite\":[{\"race\":[{\"name\":\"dwarf\"}]}],\"ability\":[{\"con\":1}],\"entries\":[\"You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:\",{\"type\":\"list\",\"items\":[\"Whenever you take the {@action Dodge} action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).\"]}]},{\"name\":\"Eldritch Adept\",\"source\":\"TCE\",\"page\":79,\"prerequisite\":[{\"spellcasting2020\":true}],\"optionalfeatureProgression\":[{\"name\":\"Eldritch Invocations\",\"featureType\":[\"EI\"],\"progression\":{\"*\":1}}],\"entries\":[\"Studying occult lore, you learn one {@filter Eldritch Invocation|optionalfeatures|Feature Type=EI} option of your choice from the warlock class. Your spellcasting ability for the invocation is Intelligence, Wisdom, or Charisma (choose when you select this feat). If the invocation has a prerequisite of any kind, you can choose that invocation only if you're a warlock who meets the prerequisite.\",\"Whenever you gain a level, you can replace the invocation with another one from the warlock class.\"],\"hasFluffImages\":true},{\"name\":\"Elemental Adept\",\"source\":\"PHB\",\"page\":166,\"reprintedAs\":[\"Elemental Adept|XPHB\"],\"prerequisite\":[{\"spellcasting\":true}],\"entries\":[\"When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.\",\"Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.\",\"You can select this feat multiple times. Each time you do so, you must choose a different damage type.\"]},{\"name\":\"Elemental Adept\",\"source\":\"XPHB\",\"page\":203,\"category\":\"G\",\"prerequisite\":[{\"level\":4,\"spellcasting2020\":true}],\"repeatable\":true,\"ability\":[{\"choose\":{\"from\":[\"int\",\"wis\",\"cha\"]}}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Energy Mastery\",\"entries\":[\"Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. Spells you cast ignore Resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.\"]},{\"type\":\"entries\",\"name\":\"Repeatable\",\"entries\":[\"You can take this feat more than once, but you must choose a different damage type each time for Energy Mastery.\"]}]},{\"name\":\"Elven Accuracy\",\"source\":\"XGE\",\"page\":74,\"prerequisite\":[{\"race\":[{\"name\":\"elf\"},{\"name\":\"half-elf\"}]}],\"ability\":[{\"choose\":{\"from\":[\"dex\",\"int\",\"wis\",\"cha\"],\"amount\":1}}],\"entries\":[\"The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:\",{\"type\":\"list\",\"items\":[\"Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.\"]}]},{\"name\":\"Ember of the Fire Giant\",\"source\":\"BGG\",\"page\":17,\"prerequisite\":[{\"level\":4,\"feat\":[\"strike of the giants|BGG|strike of the giants (fire strike)\"]}],\"ability\":[{\"choose\":{\"from\":[\"str\",\"con\",\"wis\"],\"amount\":1}}],\"resist\":[\"fire\"],\"entries\":[\"You've manifested the fiery combat emblematic of fire giants, granting you the following benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Born of Flame\",\"entries\":[\"You have resistance to fire damage.\"]},{\"type\":\"item\",\"name\":\"Searing Ignition\",\"entries\":[\"When you take the {@action Attack} action on your turn, you can replace a single attack with a magical burst of flame. Each creature of your choice in a 15-foot-radius sphere centered on you must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat). On a failed save, a creature takes fire damage equal to {@dice 1d8} + your proficiency bonus, and it has the blinded condition until the start of your next turn. On a successful save, the creature takes half as much damage only. You can use your Searing Ignition a number of times equal to your proficiency bonus (but no more than once per turn), and you regain all expended uses when you finish a long rest.\"]}]}]},{\"name\":\"Fade Away\",\"source\":\"XGE\",\"page\":74,\"prerequisite\":[{\"race\":[{\"name\":\"gnome\"}]}],\"ability\":[{\"choose\":{\"from\":[\"dex\",\"int\"],\"amount\":1}}],\"entries\":[\"Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits:\",{\"type\":\"list\",\"items\":[\"Immediately after you take damage, you can use a reaction to magically become {@condition invisible} until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest.\"]}]},{\"name\":\"Fey Teleportation\",\"source\":\"XGE\",\"page\":74,\"prerequisite\":[{\"race\":[{\"name\":\"elf\",\"subrace\":\"high\"}]}],\"ability\":[{\"choose\":{\"from\":[\"int\",\"cha\"],\"amount\":1}}],\"languageProficiencies\":[{\"sylvan\":true}],\"additionalSpells\":[{\"ability\":\"int\",\"innate\":{\"_\":{\"daily\":{\"1\":[\"misty step\"]}}}}],\"entries\":[\"Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You learn to speak, read, and write {@language Sylvan}.\",\"You learn the {@spell misty step} spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.\"]}]},{\"name\":\"Fey Touched\",\"source\":\"TCE\",\"page\":79,\"reprintedAs\":[\"Fey-Touched|XPHB\"],\"ability\":[{\"choose\":{\"from\":[\"int\",\"wis\",\"cha\"],\"amount\":1}}],\"additionalSpells\":[{\"ability\":\"inherit\",\"innate\":{\"_\":{\"daily\":{\"1e\":[\"misty step\",{\"choose\":\"level=1|school=E;D\"}]}}}}],\"entries\":[\"Your exposure to the Feywild's magic has changed you, granting you the following benefits:\",{\"type\":\"list\",\"items\":[\"You learn the {@spell misty step} spell and one {@filter 1st-level spell|spells|level=1|school=E;D} of your choice. The {@filter 1st-level spell|spells|level=1|school=E;D} must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.\"]}]},{\"name\":\"Fey-Touched\",\"source\":\"XPHB\",\"page\":204,\"category\":\"G\",\"prerequisite\":[{\"level\":4}],\"ability\":[{\"choose\":{\"from\":[\"int\",\"wis\",\"cha\"]}}],\"additionalSpells\":[{\"ability\":\"inherit\",\"innate\":{\"_\":{\"daily\":{\"1e\":[\"misty step|xphb\",{\"choose\":\"level=1|school=E;D\"}]}}}}],\"entries\":[\"Your exposure to the Feywild's magic grants you the following benefits.\",{\"type\":\"entries\",\"name\":\"Fey Magic\",\"entries\":[\"Choose one level 1 spell from the {@filter Divination or Enchantment|spells|level=1|school=E;D} school of magic. You always have that spell and the {@spell Misty Step|XPHB} spell prepared. You can cast each of these spells without expending a spell slot. Once you cast either spell in this way, you can't cast that spell in this way again until you finish a Long Rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.\"]}],\"hasFluffImages\":true},{\"name\":\"Fighting Initiate\",\"source\":\"TCE\",\"page\":80,\"prerequisite\":[{\"proficiency\":[{\"weapon\":\"martial\"}]}],\"optionalfeatureProgression\":[{\"name\":\"Fighting Style\",\"featureType\":[\"FS:F\"],\"progression\":{\"*\":1}}],\"entries\":[\"Your martial training has helped you develop a particular style of fighting. As a result, you learn one {@filter Fighting Style|optionalfeatures|Feature Type=FS:F} option of your choice from the fighter class. If you already have a style, the one you choose must be different.\",\"Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have.\"]},{\"name\":\"Flames of Phlegethos\",\"source\":\"XGE\",\"page\":74,\"prerequisite\":[{\"race\":[{\"name\":\"tiefling\"}]}],\"ability\":[{\"choose\":{\"from\":[\"int\",\"cha\"],\"amount\":1}}],\"entries\":[\"You learn to call on hellfire to serve your commands. You gain the following benefits:\",{\"type\":\"list\",\"items\":[\"When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.\",\"Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes {@damage 1d4} fire damage.\"]}]},{\"name\":\"Flash Recall\",\"source\":\"TDCSR\",\"page\":190,\"prerequisite\":[{\"spellcastingPrepared\":true}],\"entries\":[\"You've developed the ability to instantly recall an unprepared spell in moments of sudden necessity.\",\"As a bonus action, you prepare a spell of 1st level or higher from your spellbook (if you're a {@class wizard}) or from your class spell list (if you're not a {@class wizard}). This spell must be of a level for which you have spell slots, and it replaces another spell of an equal or higher level that you had previously prepared.\",\"Once you use this feat to recall a spell, you can't do so again until you complete a {@quickref resting|PHB|2|0|short or long rest}.\",{\"type\":\"inset\",\"name\":\"Rules Tip: Prepared Spells\",\"page\":190,\"entries\":[\"The Flash Recall feat requires you to be a spellcaster who prepares spells. This includes classes such as {@class cleric||clerics}, {@class druid||druids}, and {@class paladin||paladins}, who prepare spells each day from their class list, and {@class wizard||wizards}, who prepare spells from a spellbook. Classes such as {@class bard||bards} and {@class sorcerer||sorcerers}, who inherently know their spells rather than preparing them, can't benefit from this feat.\"]}]},{\"name\":\"Fury of the Frost Giant\",\"source\":\"BGG\",\"page\":17,\"prerequisite\":[{\"level\":4,\"feat\":[\"strike of the giants|BGG|strike of the giants (frost strike)\"]}],\"ability\":[{\"choose\":{\"from\":[\"str\",\"con\",\"wis\"],\"amount\":1}}],\"resist\":[\"cold\"],\"entries\":[\"You've manifested the icy might emblematic of frost giants, granting you the following benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Born of Ice\",\"entries\":[\"You have resistance to cold damage.\"]},{\"type\":\"item\",\"name\":\"Frigid Retaliation\",\"entries\":[\"Immediately after a creature you can see within 30 feet of you hits you with an attack roll and deals damage, you can use your reaction to retaliate with a conjured blast of ice. The creature must make a Constitution saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat). On a failed save, the creature takes cold damage equal to {@dice 1d8} + your proficiency bonus, and its speed is reduced to 0 until the end of its next turn. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]}]}],\"hasFluffImages\":true},{\"name\":\"Gift of the Chromatic Dragon\",\"source\":\"FTD\",\"page\":17,\"entries\":[\"You've manifested some of the power of chromatic dragons, granting you the following benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Chromatic Infusion\",\"entries\":[\"As a bonus action, you can touch a {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon} and infuse it with one of the following damage types: acid, cold, fire, lightning, or poison. For the next minute, the weapon deals an extra {@damage 1d4} damage of the chosen type when it hits. After you use this bonus action, you can't do so again until you finish a long rest.\"]},{\"type\":\"item\",\"name\":\"Reactive Resistance\",\"entries\":[\"When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]}]}]},{\"name\":\"Gift of the Gem Dragon\",\"source\":\"FTD\",\"page\":17,\"ability\":[{\"choose\":{\"from\":[\"int\",\"wis\",\"cha\"],\"amount\":1}}],\"entries\":[\"You've manifested some of the power of gem dragons, granting you the following benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Telekinetic Reprisal\",\"entries\":[\"When you take damage from a creature that is within 10 feet of you, you can use your reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the creature takes {@damage 2d8} force damage and is pushed up to 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]}]}]},{\"name\":\"Gift of the Metallic Dragon\",\"source\":\"FTD\",\"page\":17,\"additionalSpells\":[{\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"innate\":{\"_\":{\"daily\":{\"1\":[\"cure wounds\"]}}}}],\"entries\":[\"You've manifested some of the power of metallic dragons, granting you the following benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Draconic Healing\",\"entries\":[\"You learn the {@spell cure wounds} spell. You can cast this spell without expending a spell slot. Once you cast this spell in this way, you can't do so again until you finish a long rest. You can also cast this spell using spell slots you have. The spell's spellcasting ability is Intelligence, Wisdom, or Charisma when you cast it with this feat (choose when you gain the feat).\"]},{\"type\":\"item\",\"name\":\"Protective Wings\",\"entries\":[\"You can manifest protective wings that can shield you or others. When you or another creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to manifest spectral wings from your back for a moment. You grant a bonus to the target's AC equal to your proficiency bonus against that attack roll, potentially causing it to miss. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]}]}]},{\"name\":\"Grappler\",\"source\":\"PHB\",\"page\":167,\"srd\":true,\"reprintedAs\":[\"Grappler|XPHB\"],\"prerequisite\":[{\"ability\":[{\"str\":13}]}],\"entries\":[\"You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You have advantage on attack rolls against a creature you are grappling.\",\"You can use your action to try to pin a creature {@condition grappled} by you. To do so, make another grapple check. If you succeed, you and the creature are both {@condition restrained} until the grapple ends.\"]}]},{\"name\":\"Grappler\",\"source\":\"XPHB\",\"page\":204,\"category\":\"G\",\"prerequisite\":[{\"level\":4,\"ability\":[{\"str\":13}]},{\"level\":4,\"ability\":[{\"dex\":13}]}],\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\"]}}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Punch and Grab\",\"entries\":[\"When you hit a creature with an Unarmed Strike as part of the {@action Attack|XPHB} action on your turn, you can use both the Damage and the Grapple option. You can use this benefit only once per turn.\"]},{\"type\":\"entries\",\"name\":\"Attack Advantage\",\"entries\":[\"You have Advantage on attack rolls against a creature {@condition Grappled|XPHB} by you.\"]},{\"type\":\"entries\",\"name\":\"Fast Wrestler\",\"entries\":[\"You don't have to spend extra movement to move a creature {@condition Grappled|XPHB} by you if the creature is your size or smaller.\"]}]},{\"name\":\"Great Weapon Fighting\",\"source\":\"XPHB\",\"page\":209,\"freeRules2024\":true,\"category\":\"FS\",\"prerequisite\":[{\"feature\":[\"Fighting Style\"]}],\"entries\":[\"When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.\"]},{\"name\":\"Great Weapon Master\",\"source\":\"PHB\",\"page\":167,\"reprintedAs\":[\"Great Weapon Master|XPHB\"],\"entries\":[\"You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:\",{\"type\":\"list\",\"items\":[\"On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.\",\"Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.\"]}]},{\"name\":\"Great Weapon Master\",\"source\":\"XPHB\",\"page\":204,\"category\":\"G\",\"prerequisite\":[{\"level\":4,\"ability\":[{\"str\":13}]}],\"ability\":[{\"str\":1}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Heavy Weapon Mastery\",\"entries\":[\"When you hit a creature with a weapon that has the Heavy property as part of the {@action Attack|XPHB} action on your turn, you can cause the weapon to deal extra damage to the target. The extra damage equals your Proficiency Bonus.\"]},{\"type\":\"entries\",\"name\":\"Hew\",\"entries\":[\"Immediately after you score a Critical Hit with a Melee weapon or reduce a creature to 0 Hit Points with one, you can make one attack with the same weapon as a Bonus Action.\"]}]},{\"name\":\"Guile of the Cloud Giant\",\"source\":\"BGG\",\"page\":18,\"prerequisite\":[{\"level\":4,\"feat\":[\"strike of the giants|BGG|strike of the giants (cloud strike)\"]}],\"ability\":[{\"choose\":{\"from\":[\"str\",\"con\",\"cha\"],\"amount\":1}}],\"entries\":[\"You've manifested the confounding magic emblematic of cloud giants, granting you the following benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Cloudy Escape\",\"entries\":[\"When a creature you can see hits you with an attack roll, you can use your reaction to give yourself resistance to that attack's damage. You then teleport to an unoccupied space that you can see within 30 feet of yourself. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]}]}]},{\"name\":\"Gunner\",\"source\":\"TCE\",\"page\":80,\"ability\":[{\"dex\":1}],\"weaponProficiencies\":[{\"firearms\":true}],\"entries\":[\"You have a quick hand and keen eye when employing firearms, granting you the following benefits:\",{\"type\":\"list\",\"items\":[\"You gain proficiency with firearms (see \\\"{@variantrule Firearms|DMG}\\\" in the Dungeon Master's Guide).\",\"You ignore the loading property of firearms.\",\"Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.\"]}]},{\"name\":\"Healer\",\"source\":\"PHB\",\"page\":167,\"reprintedAs\":[\"Healer|XPHB\"],\"entries\":[\"You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:\",{\"type\":\"list\",\"items\":[\"When you use a {@item healer's kit|phb} to stabilize a dying creature, that creature also regains 1 hit point.\",\"As an action, you can spend one use of a {@item healer's kit|phb} to tend to a creature and restore {@dice 1d6 + 4} hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.\"]}]},{\"name\":\"Healer\",\"source\":\"XPHB\",\"page\":201,\"category\":\"O\",\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Battle Medic\",\"entries\":[\"If you have a Healer's Kit, you can expend one use of it and tend to a creature within 5 feet of yourself as a {@action Utilize|XPHB} action. That creature can expend one of its Hit Point Dice, and you then roll that die. The creature regains a number of Hit Points equal to the roll plus your Proficiency Bonus.\"]},{\"type\":\"entries\",\"name\":\"Healing Rerolls\",\"entries\":[\"Whenever you roll a die to determine the number of Hit Points you restore with a spell or with this feat's Battle Medic benefit, you can reroll the die if it rolls a 1, and you must use the new roll.\"]}],\"hasFluffImages\":true},{\"name\":\"Heavily Armored\",\"source\":\"PHB\",\"page\":167,\"reprintedAs\":[\"Heavily Armored|XPHB\"],\"prerequisite\":[{\"proficiency\":[{\"armor\":\"medium\"}]}],\"ability\":[{\"str\":1}],\"armorProficiencies\":[{\"heavy\":true}],\"entries\":[\"You have trained to master the use of heavy armor, gaining the following benefits:\",{\"type\":\"list\",\"items\":[\"You gain proficiency with heavy armor.\"]}]},{\"name\":\"Heavily Armored\",\"source\":\"XPHB\",\"page\":204,\"category\":\"G\",\"prerequisite\":[{\"level\":4,\"proficiency\":[{\"armor\":\"medium\"}]}],\"ability\":[{\"choose\":{\"from\":[\"con\",\"str\"]}}],\"armorProficiencies\":[{\"heavy\":true}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Armor Training\",\"entries\":[\"You gain training with Heavy armor.\"]}]},{\"name\":\"Heavy Armor Master\",\"source\":\"PHB\",\"page\":167,\"reprintedAs\":[\"Heavy Armor Master|XPHB\"],\"prerequisite\":[{\"proficiency\":[{\"armor\":\"heavy\"}]}],\"ability\":[{\"str\":1}],\"entries\":[\"You can use your armor to deflect strikes that would kill others. You gain the following benefits:\",{\"type\":\"list\",\"items\":[\"While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3.\"]}]},{\"name\":\"Heavy Armor Master\",\"source\":\"XPHB\",\"page\":204,\"category\":\"G\",\"prerequisite\":[{\"level\":4,\"proficiency\":[{\"armor\":\"heavy\"}]}],\"ability\":[{\"choose\":{\"from\":[\"con\",\"str\"]}}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Damage Reduction\",\"entries\":[\"When you're hit by an attack while you're wearing Heavy armor, any Bludgeoning, Piercing, and Slashing damage dealt to you by that attack is reduced by an amount equal to your Proficiency Bonus.\"]}]},{\"name\":\"Heavy Glider\",\"source\":\"HWCS\",\"page\":47,\"prerequisite\":[{\"other\":\"Glide trait\"}],\"entries\":[\"You were either born with great strength, or trained hard to allow yourself to glide under circumstances most would find impossible. You gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You may glide while holding a heavy weapon and wearing heavy armor as long as you aren't encumbered.\",\"You may choose to land your glide in a space occupied by a hostile creature that is Large or smaller. If you do so, you may roll an opposed Strength check against the creature. On a success, you push them 10 feet away and knock them {@condition prone} with the force of your impact. On a failure you land in the nearest un-occupied space.\"]}]},{\"name\":\"Infernal Constitution\",\"source\":\"XGE\",\"page\":75,\"prerequisite\":[{\"race\":[{\"name\":\"tiefling\"}]}],\"ability\":[{\"con\":1}],\"resist\":[\"cold\",\"poison\"],\"entries\":[\"Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You have resistance to cold and poison damage.\",\"You have advantage on saving throws against being {@condition poisoned}.\"]}]},{\"name\":\"Initiate of High Sorcery\",\"source\":\"DSotDQ\",\"page\":32,\"prerequisite\":[{\"campaign\":[\"Dragonlance\"],\"level\":{\"level\":1,\"class\":{\"name\":\"Sorcerer\",\"visible\":true}}},{\"campaign\":[\"Dragonlance\"],\"level\":{\"level\":1,\"class\":{\"name\":\"Wizard\",\"visible\":true}}},{\"campaign\":[\"Dragonlance\"],\"background\":[{\"name\":\"Mage of High Sorcery\",\"displayEntry\":\"{@background Mage of High Sorcery|DSotDQ}\"}]}],\"additionalSpells\":[{\"name\":\"Nuitari\",\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"_\":[{\"choose\":\"level=0|class=Wizard\"}]},\"innate\":{\"_\":{\"daily\":{\"1e\":[{\"choose\":{\"from\":[\"dissonant whispers\",\"false life\",\"hex\",\"ray of sickness\"],\"count\":2}}]}}}},{\"name\":\"Lunitari\",\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"_\":[{\"choose\":\"level=0|class=Wizard\"}]},\"innate\":{\"_\":{\"daily\":{\"1e\":[{\"choose\":{\"from\":[\"color spray\",\"disguise self\",\"feather fall\",\"longstrider\"],\"count\":2}}]}}}},{\"name\":\"Solinari\",\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"_\":[{\"choose\":\"level=0|class=Wizard\"}]},\"innate\":{\"_\":{\"daily\":{\"1e\":[{\"choose\":{\"from\":[\"comprehend languages\",\"detect evil and good\",\"protection from evil and good\",\"shield\"],\"count\":2}}]}}}}],\"entries\":[\"You've received training from magic-users affiliated with the Mages of High Sorcery.\",\"Choose one of the three moons of Krynn to influence your magic: the black moon, Nuitari; the red moon, Lunitari; or the white moon, Solinari. You learn one cantrip of your choice from the wizard spell list and two 1st-level spells based on the moon you choose, as specified in the Lunar Spells table.\",{\"type\":\"table\",\"caption\":\"Lunar Spells\",\"colLabels\":[\"Moon\",\"1st-Level Spell\"],\"colStyles\":[\"col-1\",\"col-11\"],\"rows\":[[\"Nuitari\",\"Choose two from {@spell dissonant whispers}, {@spell false life}, {@spell hex}, and {@spell ray of sickness}\"],[\"Lunitari\",\"Choose two from {@spell color spray}, {@spell disguise self}, {@spell feather fall}, and {@spell longstrider}\"],[\"Solinari\",\"Choose two from {@spell comprehend languages}, {@spell detect evil and good}, {@spell protection from evil and good}, and {@spell shield}\"]]},\"You can cast each of the chosen 1st-level spells without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have.\",\"Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).\"],\"hasFluffImages\":true},{\"name\":\"Inspiring Leader\",\"source\":\"PHB\",\"page\":167,\"reprintedAs\":[\"Inspiring Leader|XPHB\"],\"prerequisite\":[{\"ability\":[{\"cha\":13}]}],\"entries\":[\"You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.\"],\"hasFluffImages\":true},{\"name\":\"Inspiring Leader\",\"source\":\"XPHB\",\"page\":204,\"category\":\"G\",\"prerequisite\":[{\"level\":4,\"ability\":[{\"wis\":13}]},{\"level\":4,\"ability\":[{\"cha\":13}]}],\"ability\":[{\"choose\":{\"from\":[\"wis\",\"cha\"]}}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Bolstering Performance\",\"entries\":[\"When you finish a Short or Long Rest, you can give an inspiring performance: a speech, song, or dance. When you do so, choose up to six allies (which can include yourself) within 30 feet of yourself who witness the performance. The chosen creatures each gain Temporary Hit Points equal to your character level plus the modifier of the ability you increased with this feat.\"]}]},{\"name\":\"Interception\",\"source\":\"XPHB\",\"page\":209,\"category\":\"FS\",\"prerequisite\":[{\"feature\":[\"Fighting Style\"]}],\"entries\":[\"When a creature you can see hits another creature within 5 feet of you with an attack roll, you can take a Reaction to reduce the damage dealt to the target by {@dice 1d10} plus your Proficiency Bonus. You must be holding a Shield or a Simple or Martial weapon to use this Reaction.\"]},{\"name\":\"Keen Mind\",\"source\":\"PHB\",\"page\":167,\"reprintedAs\":[\"Keen Mind|XPHB\"],\"ability\":[{\"int\":1}],\"entries\":[\"You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You always know which way is north.\",\"You always know the number of hours left before the next sunrise or sunset.\",\"You can accurately recall anything you have seen or heard within the past month.\"]}]},{\"name\":\"Keen Mind\",\"source\":\"XPHB\",\"page\":205,\"category\":\"G\",\"prerequisite\":[{\"level\":4,\"ability\":[{\"int\":13}]}],\"ability\":[{\"int\":1}],\"skillProficiencies\":[{\"choose\":{\"from\":[\"arcana\",\"history\",\"investigation\",\"nature\",\"religion\"]}}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Lore Knowledge\",\"entries\":[\"Choose one of the following skills: {@skill Arcana|XPHB}, {@skill History|XPHB}, {@skill Investigation|XPHB}, {@skill Nature|XPHB}, or {@skill Religion|XPHB}. If you lack proficiency in the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it.\"]},{\"type\":\"entries\",\"name\":\"Quick Study\",\"entries\":[\"You can take the {@action Study|XPHB} action as a Bonus Action.\"]}]},{\"name\":\"Keenness of the Stone Giant\",\"source\":\"BGG\",\"page\":18,\"prerequisite\":[{\"level\":4,\"feat\":[\"strike of the giants|BGG|strike of the giants (stone strike)\"]}],\"ability\":[{\"choose\":{\"from\":[\"str\",\"con\",\"wis\"],\"amount\":1}}],\"bonusSenses\":[{\"darkvision\":60}],\"entries\":[\"You've manifested the physical talents emblematic of stone giants, granting you the following benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Cavernous Sight\",\"entries\":[\"You gain {@sense darkvision} with a range of 60 feet. If you already have {@sense darkvision} from another source, its range increases by 60 feet.\"]},{\"type\":\"item\",\"name\":\"Stone Throw\",\"entries\":[\"As a bonus action, you can take a rock and make a magical attack with it. The attack is a ranged spell attack with a range of 60 feet that uses the ability score you increased with this feat as the spellcasting ability. On a hit, the rock deals {@damage 1d10} force damage, and the target must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + the spellcasting ability modifier) or have the prone condition. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]}]}]},{\"name\":\"Knight of the Crown\",\"source\":\"DSotDQ\",\"page\":32,\"prerequisite\":[{\"level\":4,\"feat\":[\"squire of solamnia|dsotdq\"]}],\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\",\"con\"],\"amount\":1}}],\"entries\":[\"You are a Knight of Solamnia aligned with the Order of the Crown, a group that extols the virtues of cooperation, loyalty, and obedience. You excel in group combat and gain these benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Commanding Rally\",\"entries\":[\"As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a {@dice d8} and add the number rolled as a bonus to the attack's damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]}]},{\"type\":\"inset\",\"name\":\"Membership in Knightly Orders\",\"entries\":[\"Knights of Solamnia are only ever members of one of their organization's orders. In the course of their training, most knights begin as members of the Knights of the Crown and then move on to join other orders. Whether a character follows this path or another, they retain what they learned as a member of an order even if they join another. Characters can change what knightly order they're a part of, but they always have access to any Knight of Solamnia feats they've acquired.\"]}]},{\"name\":\"Knight of the Rose\",\"source\":\"DSotDQ\",\"page\":33,\"prerequisite\":[{\"level\":4,\"feat\":[\"squire of solamnia|dsotdq\"]}],\"ability\":[{\"choose\":{\"from\":[\"con\",\"wis\",\"cha\"],\"amount\":1}}],\"entries\":[\"You are a Knight of Solamnia aligned with the Order of the Rose, a group known for leadership, justice, and wisdom. Your resolve grants you these benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Bolstering Rally\",\"entries\":[\"As a bonus action, you can encourage one creature you can see within 30 feet of yourself (you can choose yourself). If the target can see or hear you, the target gains temporary hit points equal to {@dice 1d8} + your proficiency bonus + the ability modifier of the ability score increased by this feat. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]}]},{\"type\":\"inset\",\"name\":\"Membership in Knightly Orders\",\"entries\":[\"Knights of Solamnia are only ever members of one of their organization's orders. In the course of their training, most knights begin as members of the Knights of the Crown and then move on to join other orders. Whether a character follows this path or another, they retain what they learned as a member of an order even if they join another. Characters can change what knightly order they're a part of, but they always have access to any Knight of Solamnia feats they've acquired.\"]}]},{\"name\":\"Knight of the Sword\",\"source\":\"DSotDQ\",\"page\":33,\"prerequisite\":[{\"level\":4,\"feat\":[\"squire of solamnia|dsotdq\"]}],\"ability\":[{\"choose\":{\"from\":[\"int\",\"wis\",\"cha\"],\"amount\":1}}],\"entries\":[\"You are a Knight of Solamnia aligned with the Order of the Sword, a group devoted to heroism and courage. Bravery steels your spirit, granting you these benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Demoralizing Strike\",\"entries\":[\"Once per turn, when you hit a creature with a weapon attack roll, you can attempt to frighten that target. The target must make a Wisdom saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the target is {@condition frightened} of you until the end of your next turn. On a successful save, the target has disadvantage on the next attack roll it makes before the end of its next turn. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]}]},{\"type\":\"inset\",\"name\":\"Membership in Knightly Orders\",\"entries\":[\"Knights of Solamnia are only ever members of one of their organization's orders. In the course of their training, most knights begin as members of the Knights of the Crown and then move on to join other orders. Whether a character follows this path or another, they retain what they learned as a member of an order even if they join another. Characters can change what knightly order they're a part of, but they always have access to any Knight of Solamnia feats they've acquired.\"]}]},{\"name\":\"Lightly Armored\",\"source\":\"PHB\",\"page\":167,\"reprintedAs\":[\"Lightly Armored|XPHB\"],\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\"],\"amount\":1}}],\"armorProficiencies\":[{\"light\":true}],\"entries\":[\"You have trained to master the use of light armor, gaining the following benefits:\",{\"type\":\"list\",\"items\":[\"You gain proficiency with light armor.\"]}]},{\"name\":\"Lightly Armored\",\"source\":\"XPHB\",\"page\":205,\"category\":\"G\",\"prerequisite\":[{\"level\":4}],\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\"]}}],\"armorProficiencies\":[{\"light\":true,\"shield\":true}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Armor Training\",\"entries\":[\"You gain training with Light armor and Shields.\"]}]},{\"name\":\"Linguist\",\"source\":\"PHB\",\"page\":167,\"ability\":[{\"int\":1}],\"languageProficiencies\":[{\"any\":3}],\"entries\":[\"You have studied languages and codes, gaining the following benefits:\",{\"type\":\"list\",\"items\":[\"You learn three languages of your choice.\",\"You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.\"]}]},{\"name\":\"Lucky\",\"source\":\"PHB\",\"page\":167,\"reprintedAs\":[\"Lucky|XPHB\"],\"entries\":[\"You have inexplicable luck that seems to kick in at just the right moment.\",\"You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional {@dice d20}. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the {@dice d20}s is used for the attack roll, ability check, or saving throw.\",\"You can also spend one luck point when an attack roll is made against you. Roll a {@dice d20}, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.\",\"You regain your expended luck points when you finish a long rest.\"]},{\"name\":\"Lucky\",\"source\":\"XPHB\",\"page\":201,\"category\":\"O\",\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Luck Points\",\"entries\":[\"You have a number of Luck Points equal to your Proficiency Bonus and can spend the points on the benefits below. You regain your expended Luck Points when you finish a Long Rest.\"]},{\"type\":\"entries\",\"name\":\"Advantage\",\"entries\":[\"When you roll a {@dice d20} for a {@variantrule D20 Test|XPHB}, you can spend 1 Luck Point to give yourself Advantage on the roll.\"]},{\"type\":\"entries\",\"name\":\"Disadvantage\",\"entries\":[\"When a creature rolls a {@dice d20} for an attack roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll.\"]}]},{\"name\":\"Mage Slayer\",\"source\":\"PHB\",\"page\":168,\"reprintedAs\":[\"Mage Slayer|XPHB\"],\"entries\":[\"You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:\",{\"type\":\"list\",\"items\":[\"When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.\",\"When you damage a creature that is {@status concentration||concentrating} on a spell, that creature has disadvantage on the saving throw it makes to maintain its {@status concentration}.\",\"You have advantage on saving throws against spells cast by creatures within 5 feet of you.\"]}]},{\"name\":\"Mage Slayer\",\"source\":\"XPHB\",\"page\":205,\"category\":\"G\",\"prerequisite\":[{\"level\":4}],\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\"]}}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Concentration Breaker\",\"entries\":[\"When you damage a creature that is {@status Concentration|XPHB|Concentrating}, it has Disadvantage on the saving throw it makes to maintain {@status Concentration|XPHB}.\"]},{\"type\":\"entries\",\"name\":\"Guarded Mind\",\"entries\":[\"If you fail an Intelligence, a Wisdom, or a Charisma saving throw, you can cause yourself to succeed instead. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.\"]}]},{\"name\":\"Magic Initiate\",\"source\":\"PHB\",\"page\":168,\"reprintedAs\":[\"Magic Initiate|XPHB\"],\"additionalSpells\":[{\"name\":\"Bard Spells\",\"ability\":\"cha\",\"innate\":{\"_\":{\"daily\":{\"1\":[{\"choose\":\"level=1|class=Bard\"}]}}},\"known\":{\"_\":[{\"choose\":\"level=0|class=Bard\",\"count\":2}]}},{\"name\":\"Cleric Spells\",\"ability\":\"wis\",\"innate\":{\"_\":{\"daily\":{\"1\":[{\"choose\":\"level=1|class=Cleric\"}]}}},\"known\":{\"_\":[{\"choose\":\"level=0|class=Cleric\",\"count\":2}]}},{\"name\":\"Druid Spells\",\"ability\":\"wis\",\"innate\":{\"_\":{\"daily\":{\"1\":[{\"choose\":\"level=1|class=Druid\"}]}}},\"known\":{\"_\":[{\"choose\":\"level=0|class=Druid\",\"count\":2}]}},{\"name\":\"Sorcerer Spells\",\"ability\":\"cha\",\"innate\":{\"_\":{\"daily\":{\"1\":[{\"choose\":\"level=1|class=Sorcerer\"}]}}},\"known\":{\"_\":[{\"choose\":\"level=0|class=Sorcerer\",\"count\":2}]}},{\"name\":\"Warlock Spells\",\"ability\":\"cha\",\"innate\":{\"_\":{\"daily\":{\"1\":[{\"choose\":\"level=1|class=Warlock\"}]}}},\"known\":{\"_\":[{\"choose\":\"level=0|class=Warlock\",\"count\":2}]}},{\"name\":\"Wizard Spells\",\"ability\":\"int\",\"innate\":{\"_\":{\"daily\":{\"1\":[{\"choose\":\"level=1|class=Wizard\"}]}}},\"known\":{\"_\":[{\"choose\":\"level=0|class=Wizard\",\"count\":2}]}}],\"entries\":[\"Choose a class: {@filter bard|spells|level=0;1|class=bard}, {@filter cleric|spells|level=0;1|class=cleric}, {@filter druid|spells|level=0;1|class=druid}, {@filter sorcerer|spells|level=0;1|class=sorcerer}, {@filter warlock|spells|level=0;1|class=warlock}, or {@filter wizard|spells|level=0;1|class=wizard}. You learn two cantrips of your choice from that class's spell list.\",\"In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.\",\"Your spellcasting ability for these spells depends on the class you chose: Charisma for {@filter bard|spells|level=0;1|class=bard}, {@filter sorcerer|spells|level=0;1|class=sorcerer}, or {@filter warlock|spells|level=0;1|class=warlock}; Wisdom for {@filter cleric|spells|level=0;1|class=cleric} or {@filter druid|spells|level=0;1|class=druid}; or Intelligence for {@filter wizard|spells|level=0;1|class=wizard}.\"]},{\"name\":\"Magic Initiate\",\"source\":\"XPHB\",\"page\":201,\"freeRules2024\":true,\"category\":\"O\",\"repeatable\":true,\"additionalSpells\":[{\"name\":\"Cleric Spells\",\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"innate\":{\"_\":{\"daily\":{\"1\":[{\"choose\":\"level=1|class=Cleric\"}]}}},\"known\":{\"_\":[{\"choose\":\"level=0|class=Cleric\",\"count\":2}]}},{\"name\":\"Druid Spells\",\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"innate\":{\"_\":{\"daily\":{\"1\":[{\"choose\":\"level=1|class=Druid\"}]}}},\"known\":{\"_\":[{\"choose\":\"level=0|class=Druid\",\"count\":2}]}},{\"name\":\"Wizard Spells\",\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"innate\":{\"_\":{\"daily\":{\"1\":[{\"choose\":\"level=1|class=Wizard\"}]}}},\"known\":{\"_\":[{\"choose\":\"level=0|class=Wizard\",\"count\":2}]}}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Two Cantrips\",\"entries\":[\"You learn two cantrips of your choice from the {@filter Cleric|spells|level=0;1|class=Cleric}, {@filter Druid|spells|level=0;1|class=Druid}, or {@filter Wizard|spells|level=0;1|class=Wizard} spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat's spells (choose when you select this feat).\"]},{\"type\":\"entries\",\"name\":\"Level 1 Spell\",\"entries\":[\"Choose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.\"]},{\"type\":\"entries\",\"name\":\"Spell Change\",\"entries\":[\"Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list.\"]},{\"type\":\"entries\",\"name\":\"Repeatable\",\"entries\":[\"You can take this feat more than once, but you must choose a different spell list each time.\"]}],\"_versions\":[{\"name\":\"Magic Initiate; Cleric\",\"source\":\"XPHB\",\"_mod\":{\"entries\":[{\"mode\":\"replaceArr\",\"replace\":\"Two Cantrips\",\"items\":{\"name\":\"Two Cantrips\",\"entries\":[\"You learn two cantrips of your choice from the {@filter Cleric|spells|level=0;1|class=Cleric} spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat's spells (choose when you select this feat).\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Level 1 Spell\",\"items\":{\"name\":\"Level 1 Spell\",\"entries\":[\"Choose a level 1 spell from the {@filter Cleric|spells|level=0;1|class=Cleric} spell list. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.\"]}}]},\"additionalSpells\":[{\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"innate\":{\"_\":{\"daily\":{\"1\":[{\"choose\":\"level=1|class=Cleric\"}]}}},\"known\":{\"_\":[{\"choose\":\"level=0|class=Cleric\",\"count\":2}]}}]},{\"name\":\"Magic Initiate; Druid\",\"source\":\"XPHB\",\"_mod\":{\"entries\":[{\"mode\":\"replaceArr\",\"replace\":\"Two Cantrips\",\"items\":{\"name\":\"Two Cantrips\",\"entries\":[\"You learn two cantrips of your choice from the {@filter Druid|spells|level=0;1|class=Druid} spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat's spells (choose when you select this feat).\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Level 1 Spell\",\"items\":{\"name\":\"Level 1 Spell\",\"entries\":[\"Choose a level 1 spell from the {@filter Druid|spells|level=0;1|class=Druid} spell list. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.\"]}}]},\"additionalSpells\":[{\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"innate\":{\"_\":{\"daily\":{\"1\":[{\"choose\":\"level=1|class=Druid\"}]}}},\"known\":{\"_\":[{\"choose\":\"level=0|class=Druid\",\"count\":2}]}}]},{\"name\":\"Magic Initiate; Wizard\",\"source\":\"XPHB\",\"_mod\":{\"entries\":[{\"mode\":\"replaceArr\",\"replace\":\"Two Cantrips\",\"items\":{\"name\":\"Two Cantrips\",\"entries\":[\"You learn two cantrips of your choice from the {@filter Wizard|spells|level=0;1|class=Wizard} spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat's spells (choose when you select this feat).\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Level 1 Spell\",\"items\":{\"name\":\"Level 1 Spell\",\"entries\":[\"Choose a level 1 spell from the {@filter Wizard|spells|level=0;1|class=Wizard} spell list. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.\"]}}]},\"additionalSpells\":[{\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"innate\":{\"_\":{\"daily\":{\"1\":[{\"choose\":\"level=1|class=Wizard\"}]}}},\"known\":{\"_\":[{\"choose\":\"level=0|class=Wizard\",\"count\":2}]}}]}]},{\"name\":\"Martial Adept\",\"source\":\"PHB\",\"page\":168,\"optionalfeatureProgression\":[{\"name\":\"Maneuvers\",\"featureType\":[\"MV:B\"],\"progression\":{\"*\":2}}],\"entries\":[\"You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You learn two {@filter maneuvers|optionalfeatures|feature type=MV:B} of your choice from among those available to the {@class fighter|phb|Battle Master|Battle Master|phb|2-0} archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).\",\"You gain one superiority die, which is a {@dice d6} (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.\"]}]},{\"name\":\"Martial Weapon Training\",\"source\":\"XPHB\",\"page\":205,\"category\":\"G\",\"prerequisite\":[{\"level\":4}],\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\"]}}],\"weaponProficiencies\":[{\"martial\":true}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Weapon Proficiency\",\"entries\":[\"You gain proficiency with {@filter Martial weapons|items|type=martial weapon}.\"]}]},{\"name\":\"Medium Armor Master\",\"source\":\"PHB\",\"page\":168,\"reprintedAs\":[\"Medium Armor Master|XPHB\"],\"prerequisite\":[{\"proficiency\":[{\"armor\":\"medium\"}]}],\"entries\":[\"You have practiced moving in medium armor to gain the following benefits:\",{\"type\":\"list\",\"items\":[\"Wearing medium armor doesn't impose disadvantage on your Dexterity ({@skill Stealth}) checks.\",\"When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.\"]}]},{\"name\":\"Medium Armor Master\",\"source\":\"XPHB\",\"page\":205,\"category\":\"G\",\"prerequisite\":[{\"level\":4,\"proficiency\":[{\"armor\":\"medium\"}]}],\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\"]}}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Dexterous Wearer\",\"entries\":[\"While you're wearing Medium armor, you can add 3, rather than 2 to your AC if you have a Dexterity score of 16 or higher.\"]}]},{\"name\":\"Metamagic Adept\",\"source\":\"TCE\",\"page\":80,\"prerequisite\":[{\"spellcasting2020\":true}],\"optionalfeatureProgression\":[{\"name\":\"Metamagic\",\"featureType\":[\"MM\"],\"progression\":{\"*\":2}}],\"entries\":[\"You've learned how to exert your will on your spells to alter how they function:\",{\"type\":\"list\",\"items\":[\"You learn two {@filter Metamagic|optionalfeatures|Feature Type=MM} options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class.\",\"You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.\"]}]},{\"name\":\"Mobile\",\"source\":\"PHB\",\"page\":168,\"reprintedAs\":[\"Speedy|XPHB\"],\"entries\":[\"You are exceptionally speedy and agile. You gain the following benefits:\",{\"type\":\"list\",\"items\":[\"Your speed increases by 10 feet.\",\"When you use the {@action Dash} action, {@quickref difficult terrain||3} doesn't cost you extra movement on that turn.\",\"When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.\"]}]},{\"name\":\"Moderately Armored\",\"source\":\"PHB\",\"page\":168,\"reprintedAs\":[\"Moderately Armored|XPHB\"],\"prerequisite\":[{\"proficiency\":[{\"armor\":\"light\"}]}],\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\"],\"amount\":1}}],\"armorProficiencies\":[{\"medium\":true,\"shield\":true}],\"entries\":[\"You have trained to master the use of medium armor and shields, gaining the following benefits:\",{\"type\":\"list\",\"items\":[\"You gain proficiency with medium armor and shields.\"]}]},{\"name\":\"Moderately Armored\",\"source\":\"XPHB\",\"page\":205,\"category\":\"G\",\"prerequisite\":[{\"level\":4,\"proficiency\":[{\"armor\":\"light\"}]}],\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\"]}}],\"armorProficiencies\":[{\"medium\":true}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Armor Training\",\"entries\":[\"You gain training with Medium armor.\"]}]},{\"name\":\"Mounted Combatant\",\"source\":\"PHB\",\"page\":168,\"reprintedAs\":[\"Mounted Combatant|XPHB\"],\"entries\":[\"You are a dangerous foe to face while mounted. While you are mounted and aren't {@condition incapacitated}, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.\",\"You can force an attack targeted at your mount to target you instead.\",\"If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.\"]}]},{\"name\":\"Mounted Combatant\",\"source\":\"XPHB\",\"page\":205,\"category\":\"G\",\"prerequisite\":[{\"level\":4}],\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\",\"wis\"]}}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Mounted Strike\",\"entries\":[\"While mounted, you have Advantage on attack rolls against any unmounted creature within 5 feet of your mount that is at least one size smaller than the mount.\"]},{\"type\":\"entries\",\"name\":\"Leap Aside\",\"entries\":[\"If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half damage if it fails. For your mount to gain this benefit, you must be riding it, and neither of you can have the {@condition Incapacitated|XPHB} condition.\"]},{\"type\":\"entries\",\"name\":\"Veer\",\"entries\":[\"While mounted, you can force an attack that hits your mount to hit you instead if you don't have the {@condition Incapacitated|XPHB} condition.\"]}]},{\"name\":\"Musician\",\"source\":\"XPHB\",\"page\":201,\"category\":\"O\",\"toolProficiencies\":[{\"anyMusicalInstrument\":3}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Instrument Training\",\"entries\":[\"You gain proficiency with three Musical Instruments of your choice.\"]},{\"type\":\"entries\",\"name\":\"Encouraging Song\",\"entries\":[\"As you finish a Short or Long Rest, you can play a song on a Musical Instrument with which you have proficiency and give Heroic Inspiration to allies who hear the song. The number of allies you can affect in this way equals your Proficiency Bonus.\"]}]},{\"name\":\"Mystic Conflux\",\"source\":\"TDCSR\",\"page\":190,\"additionalSpells\":[{\"innate\":{\"_\":{\"daily\":{\"1e\":[\"identify\"]}}}}],\"entries\":[\"You possess an intuitive understanding of the way magic ebbs and flows within enchanted items. Such items attune easily to you, and you are able to sound out their secrets. You gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You can attune to up to four magic items at once.\",\"You can cast the {@spell identify} spell without expending a spell slot or material components. You must finish a {@quickref resting|PHB|2|0|long rest} before you can do so again.\"]}]},{\"name\":\"Observant\",\"source\":\"PHB\",\"page\":168,\"reprintedAs\":[\"Observant|XPHB\"],\"ability\":[{\"choose\":{\"from\":[\"int\",\"wis\"],\"amount\":1}}],\"entries\":[\"Quick to notice details of your environment, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.\",\"You have a +5 bonus to your passive Wisdom ({@skill Perception}) and passive Intelligence ({@skill Investigation}) scores.\"]}]},{\"name\":\"Observant\",\"source\":\"XPHB\",\"page\":205,\"category\":\"G\",\"prerequisite\":[{\"level\":4,\"ability\":[{\"int\":13}]},{\"level\":4,\"ability\":[{\"wis\":13}]}],\"ability\":[{\"choose\":{\"from\":[\"int\",\"wis\"]}}],\"skillProficiencies\":[{\"choose\":{\"from\":[\"insight\",\"investigation\",\"perception\"]}}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Keen Observer\",\"entries\":[\"Choose one of the following skills: {@skill Insight|XPHB}, {@skill Investigation|XPHB}, or {@skill Perception|XPHB}. If you lack proficiency with the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it.\"]},{\"type\":\"entries\",\"name\":\"Quick Search\",\"entries\":[\"You can take the {@action Search|XPHB} action as a Bonus Action.\"]}]},{\"name\":\"Opportunistic Thief\",\"source\":\"HWCS\",\"page\":47,\"ability\":[{\"dex\":1}],\"entries\":[\"You have learned the tricks of the trade of thievery, allowing you to exploit opportunities for pick-pocketing both in and out of combat. You gain the following benefits:\",{\"type\":\"list\",\"items\":[\"When a creature fails a melee attack roll against you in combat, you can make a Dexterity ({@skill Sleight of Hand}) check against a DC equal to 10 + the target's Dexterity modifier. On a success, you may steal any one item that is not being held or worn by the target.\",\"Whenever you successfully use your {@skill Sleight of Hand} skill outside of combat to steal an object, you may immediately conceal it flawlessly on your person, or put another object you possess in its place.\"]}]},{\"name\":\"Orcish Fury\",\"source\":\"XGE\",\"page\":75,\"prerequisite\":[{\"race\":[{\"name\":\"half-orc\"}]}],\"ability\":[{\"choose\":{\"from\":[\"str\",\"con\"],\"amount\":1}}],\"entries\":[\"Your fury burns tirelessly. You gain the following benefits:\",{\"type\":\"list\",\"items\":[\"When you hit with an attack using a {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon}, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Once you use this ability, you can't use it again until you finish a short or long rest.\",\"Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.\"]}]},{\"name\":\"Outlands Envoy\",\"source\":\"SatO\",\"page\":10,\"prerequisite\":[{\"level\":4,\"feat\":[\"scion of the outer planes|sato|scion of the outer planes (the outlands)\"]}],\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\",\"con\",\"int\",\"wis\",\"cha\"],\"amount\":1}}],\"entries\":[\"You have spent significant time in Sigil or the Outlands, the crossroads of the multiverse. Being steeped in converging planar energies grants you these benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Crossroads Emissary\",\"entries\":[\"You learn the {@spell misty step} and {@spell tongues} spells. You can cast each spell once using this feat without a spell slot, and you must finish a long rest before you can cast that spell in this way again. When you cast {@spell tongues} using this feat, you require no material components. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the one chosen when you gained the Scion of the Outer Planes feat.\"]}]}]},{\"name\":\"Perfect Landing\",\"source\":\"HWCS\",\"page\":47,\"ability\":[{\"dex\":1}],\"entries\":[\"Years of living at great heights have taught you how to fall more gracefully. You gain the following benefits:\",{\"type\":\"list\",\"items\":[\"Reduce the damage die for fall damage from a d6 to a d4.\",\"You do not fall prone after taking falling damage.\",\"You do not take damage for the first 30 feet of your fall.\"]}]},{\"name\":\"Piercer\",\"source\":\"TCE\",\"page\":80,\"reprintedAs\":[\"Piercer|XPHB\"],\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\"],\"amount\":1}}],\"entries\":[\"You have achieved a penetrating precision in combat, granting you the following benefits:\",{\"type\":\"list\",\"items\":[\"Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll.\",\"When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.\"]}]},{\"name\":\"Piercer\",\"source\":\"XPHB\",\"page\":206,\"category\":\"G\",\"prerequisite\":[{\"level\":4}],\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\"]}}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Puncture\",\"entries\":[\"Once per turn, when you hit a creature with an attack that deals Piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll.\"]},{\"type\":\"entries\",\"name\":\"Enhanced Critical\",\"entries\":[\"When you score a Critical Hit that deals Piercing damage to a creature, you can roll one additional damage die when determining the extra Piercing damage the target takes.\"]}]},{\"name\":\"Planar Wanderer\",\"source\":\"SatO\",\"page\":11,\"prerequisite\":[{\"level\":4,\"feat\":[\"scion of the outer planes|sato\"]}],\"traitTags\":[\"Damage Resistance\"],\"entries\":[\"You can draw on the forces of the multiverse to survive cosmic extremes and to traverse its infinite realms, granting you these benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Planar Adaptation\",\"entries\":[\"When you finish a long rest, you gain resistance to either acid, cold, or fire damage (your choice) until you finish your next long rest.\"]},{\"type\":\"item\",\"name\":\"Portal Cracker\",\"entries\":[\"Your experience with portals allows you to open them without a portal key. As an action, you can concentrate on a portal you're aware of that is within 5 feet of yourself and make a DC 20 Intelligence ({@skill Arcana}) check. On a failed check, you take {@damage 3d8} psychic damage and can't use this benefit on that portal again until you finish a long rest. On a successful check, you can force the portal open or closed for 1 hour. For that duration, the portal doesn't respond to its portal key unless a creature employing the key succeeds on a DC 20 Intelligence ({@skill Arcana}) check as an action.\"]},{\"type\":\"item\",\"name\":\"Portal Sense\",\"entries\":[\"You know the direction to the last planar portal you used while you and the portal are on the same plane of existence. Moreover, as an action, you can detect the location of any portals within 30 feet of you that aren't behind {@quickref Cover||3||total cover}. Once you detect a portal with this action, you can't use the action again until you finish a long rest.\"]}]}],\"hasFluffImages\":true},{\"name\":\"Poisoner\",\"source\":\"TCE\",\"page\":80,\"reprintedAs\":[\"Poisoner|XPHB\"],\"toolProficiencies\":[{\"poisoner's kit\":true}],\"entries\":[\"You can prepare and deliver deadly poisons, granting you the following benefits:\",{\"type\":\"list\",\"items\":[\"When you make a damage roll that deals poison damage, it ignores resistance to poison damage.\",\"You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.\",\"You gain proficiency with the {@item poisoner's kit|phb} if you don't already have it. With one hour of work using a {@item poisoner's kit|phb} and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take {@damage 2d8} poison damage and become {@condition poisoned} until the end of your next turn.\"]}]},{\"name\":\"Poisoner\",\"source\":\"XPHB\",\"page\":206,\"category\":\"G\",\"prerequisite\":[{\"level\":4}],\"ability\":[{\"choose\":{\"from\":[\"dex\",\"int\"]}}],\"toolProficiencies\":[{\"poisoner's kit\":true}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Potent Poison\",\"entries\":[\"When you make a damage roll that deals Poison damage, it ignores Resistance to Poison damage.\"]},{\"type\":\"entries\",\"name\":\"Brew Poison\",\"entries\":[\"You gain proficiency with the Poisoner's Kit. With 1 hour of work using such a kit and expending 50 GP worth of materials, you can create a number of poison doses equal to your Proficiency Bonus. As a Bonus Action, you can apply a poison dose to a weapon or piece of ammunition. Once applied, the poison retains its potency for 1 minute or until you deal damage with the {@condition poisoned|XPHB} item, whichever is shorter. When a creature takes damage from the {@condition poisoned|XPHB} item, that creature must succeed on a Constitution saving throw (DC 8 plus the modifier of the ability increased by this feat and your Proficiency Bonus) or take {@damage 2d8} Poison damage and have the {@condition Poisoned|XPHB} condition until the end of your next turn.\"]}],\"hasFluffImages\":true},{\"name\":\"Polearm Master\",\"source\":\"PHB\",\"page\":168,\"reprintedAs\":[\"Polearm Master|XPHB\"],\"entries\":[\"You can keep your enemies at bay with reach weapons. You gain the following benefits:\",{\"type\":\"list\",\"items\":[\"When you take the {@action Attack} action and attack with only a {@item glaive|phb}, {@item halberd|phb}, {@item quarterstaff|phb}, or {@item spear|phb}, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a {@dice d4}, and the attack deals bludgeoning damage.\",\"While you are wielding a {@item glaive|phb}, {@item halberd|phb}, {@item pike|phb}, {@item quarterstaff|phb}, or {@item spear|phb}, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.\"]}]},{\"name\":\"Polearm Master\",\"source\":\"XPHB\",\"page\":206,\"category\":\"G\",\"prerequisite\":[{\"level\":4,\"ability\":[{\"str\":13}]},{\"level\":4,\"ability\":[{\"dex\":13}]}],\"ability\":[{\"choose\":{\"from\":[\"dex\",\"str\"]}}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Pole Strike\",\"entries\":[\"Immediately after you take the {@action Attack|XPHB} action and attack with a Quarterstaff , a Spear, or a weapon that has the Heavy and Reach properties, you can use a Bonus Action to make a melee attack with the opposite end of the weapon. The weapon deals Bludgeoning damage, and the weapon's damage die for this attack is a {@dice d4}.\"]},{\"type\":\"entries\",\"name\":\"Reactive Strike\",\"entries\":[\"While you're holding a Quarterstaff, a Spear, or a weapon that has the Heavy and Reach properties, you can take a Reaction to make one melee attack against a creature that enters the reach you have with that weapon.\"]}]},{\"name\":\"Prodigy\",\"source\":\"XGE\",\"page\":75,\"prerequisite\":[{\"race\":[{\"name\":\"half-elf\"},{\"name\":\"half-orc\"},{\"name\":\"human\"}]}],\"skillProficiencies\":[{\"choose\":{\"from\":[\"athletics\",\"acrobatics\",\"sleight of hand\",\"stealth\",\"arcana\",\"history\",\"investigation\",\"nature\",\"religion\",\"animal handling\",\"insight\",\"medicine\",\"perception\",\"survival\",\"deception\",\"intimidation\",\"performance\",\"persuasion\"]}}],\"languageProficiencies\":[{\"any\":1}],\"toolProficiencies\":[{\"any\":1}],\"entries\":[\"You have a knack for learning new things. You gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You gain one {@table skills|phb|skill proficiency} of your choice, one {@filter tool proficiency|items|type=tool;artisan's tools} of your choice, and fluency in one language of your choice.\",\"Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.\"]}]},{\"name\":\"Protection\",\"source\":\"XPHB\",\"page\":209,\"category\":\"FS\",\"prerequisite\":[{\"feature\":[\"Fighting Style\"]}],\"entries\":[\"When a creature you can see attacks a target other than you that is within 5 feet of you, you can take a Reaction to interpose your Shield if you're holding one. You impose Disadvantage on the triggering attack roll and all other attack rolls against the target until the start of your next turn if you remain within 5 feet of the target.\"]},{\"name\":\"Quicksmithing\",\"source\":\"PSK\",\"page\":13,\"prerequisite\":[{\"ability\":[{\"int\":13}]}],\"toolProficiencies\":[{\"anyArtisansTool\":1}],\"additionalSpells\":[{\"ability\":\"int\",\"innate\":{\"_\":{\"daily\":{\"1\":[{\"choose\":\"level=1|components & miscellaneous=ritual\",\"count\":2}]}}}}],\"entries\":[\"You have mastered the art of on-the-fly invention, improvement, and jury-rigging. You can use your talents to create immediate, short-term magical effects similar to spells, given time and an adequate supply of aether.\",\"When you choose this feat, you master two magical effects, each of which recreates the effect of a 1st-level spell that has the ritual tag. These spells can come from any class list, but Intelligence is your spellcasting ability for them.\",\"If you come across a schematic geared toward quicksmithing or study with another quicksmith, you might be able to add another spell to the effects you have mastered. The spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of mastering the spell takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents aether you use as you experiment with the spell effect to master it.\",\"In addition, you have proficiency with {@item artisan's tools|PHB} (quicksmith's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours unless you spend 1 hour repairing it to keep it functioning. You can use your action to dismantle the device, at which point you can reclaim the materials used to create it. You can have up to three such devices active at a time.\",\"When you create a device, choose one of the following options:\",{\"type\":\"entries\",\"name\":\"Clockwork Toy\",\"entries\":[\"This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.\"]},{\"type\":\"entries\",\"name\":\"Fire Starter\",\"entries\":[\"This device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.\"]},{\"type\":\"entries\",\"name\":\"Music Box\",\"entries\":[\"When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.\"]}]},{\"name\":\"Remarkable Recovery\",\"source\":\"TDCSR\",\"page\":190,\"ability\":[{\"con\":1}],\"entries\":[\"Your body has the ability to recover quickly from terrible injuries, and is unusually receptive to healing magic. You gain the following benefits:\",{\"type\":\"list\",\"items\":[\"When you are successfully stabilized while dying, you regain hit points equal to your Constitution modifier (minimum of 1).\",\"Whenever you regain hit points as a result of a spell, potion, or class feature (but not this feat), you regain additional hit points equal to your Constitution modifier (minimum of 1).\"]}]},{\"name\":\"Resilient\",\"source\":\"PHB\",\"page\":168,\"reprintedAs\":[\"Resilient|XPHB\"],\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\",\"con\",\"int\",\"wis\",\"cha\"],\"amount\":1,\"entry\":\"Increase the chosen ability score by 1, to a maximum of 20.\"}}],\"savingThrowProficiencies\":[{\"choose\":{\"from\":[\"str\",\"dex\",\"con\",\"int\",\"wis\",\"cha\"]}}],\"entries\":[\"Choose one ability score. You gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You gain proficiency in saving throws using the chosen ability.\"]}]},{\"name\":\"Resilient\",\"source\":\"XPHB\",\"page\":206,\"category\":\"G\",\"prerequisite\":[{\"level\":4}],\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\",\"con\",\"int\",\"wis\",\"cha\"],\"amount\":1,\"entry\":\"Choose one ability in which you lack saving throw proficiency. Increase the chosen ability score by 1, to a maximum of 20.\"}}],\"savingThrowProficiencies\":[{\"choose\":{\"from\":[\"str\",\"dex\",\"con\",\"int\",\"wis\",\"cha\"]}}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Saving Throw Proficiency\",\"entries\":[\"You gain saving throw proficiency with the chosen ability.\"]}]},{\"name\":\"Revenant Blade\",\"source\":\"ERLW\",\"page\":22,\"prerequisite\":[{\"race\":[{\"name\":\"elf\"}]}],\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\"],\"amount\":1}}],\"entries\":[\"You are descended from a master of the {@item double-bladed scimitar|ERLW}, and some of that mastery has passed on to you. You gain the following benefits:\",{\"type\":\"list\",\"items\":[\"While you are holding a double-bladed scimitar with two hands, you gain a +1 bonus to Armor Class.\",\"A double-bladed scimitar has the finesse property when you wield it.\"]}]},{\"name\":\"Righteous Heritor\",\"source\":\"SatO\",\"page\":11,\"prerequisite\":[{\"level\":4,\"feat\":[\"scion of the outer planes|sato|scion of the outer planes (good outer plane)\"]}],\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\",\"con\",\"int\",\"wis\",\"cha\"],\"amount\":1}}],\"entries\":[\"You can channel cosmic forces of good to gain these benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Soothe Pain\",\"entries\":[\"When you or a creature within 30 feet of you takes damage, you can use your reaction to reduce that damage by {@dice 1d10} + your proficiency bonus. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]}]}]},{\"name\":\"Ritual Caster\",\"source\":\"PHB\",\"page\":169,\"reprintedAs\":[\"Ritual Caster|XPHB\"],\"prerequisite\":[{\"ability\":[{\"int\":13},{\"wis\":13}]}],\"additionalSpells\":[{\"name\":\"Bard Spells\",\"ability\":\"cha\",\"innate\":{\"_\":{\"daily\":{\"1\":[{\"choose\":\"level=1|class=Bard|components & miscellaneous=ritual\",\"count\":2}]}}}},{\"name\":\"Cleric Spells\",\"ability\":\"wis\",\"innate\":{\"_\":{\"daily\":{\"1\":[{\"choose\":\"level=1|class=Cleric|components & miscellaneous=ritual\",\"count\":2}]}}}},{\"name\":\"Druid Spells\",\"ability\":\"wis\",\"innate\":{\"_\":{\"daily\":{\"1\":[{\"choose\":\"level=1|class=Druid|components & miscellaneous=ritual\",\"count\":2}]}}}},{\"name\":\"Sorcerer Spells\",\"ability\":\"cha\",\"innate\":{\"_\":{\"daily\":{\"1\":[{\"choose\":\"level=1|class=Sorcerer|components & miscellaneous=ritual\",\"count\":2}]}}}},{\"name\":\"Warlock Spells\",\"ability\":\"cha\",\"innate\":{\"_\":{\"daily\":{\"1\":[{\"choose\":\"level=1|class=Warlock|components & miscellaneous=ritual\",\"count\":2}]}}}},{\"name\":\"Wizard Spells\",\"ability\":\"int\",\"innate\":{\"_\":{\"daily\":{\"1\":[{\"choose\":\"level=1|class=Wizard|components & miscellaneous=ritual\",\"count\":2}]}}}}],\"entries\":[\"You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.\",\"When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: {@filter bard|spells|level=1|class=bard|components & miscellaneous=ritual}, {@filter cleric|spells|level=1|class=cleric|components & miscellaneous=ritual}, {@filter druid|spells|level=1|class=druid|components & miscellaneous=ritual}, {@filter sorcerer|spells|level=1|class=sorcerer|components & miscellaneous=ritual}, {@filter warlock|spells|level=1|class=warlock|components & miscellaneous=ritual}, or {@filter wizard|spells|level=1|class=wizard|components & miscellaneous=ritual}. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.\",\"If you come across a spell in written form, such as a magical {@item spell scroll} or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.\"],\"hasFluffImages\":true},{\"name\":\"Ritual Caster\",\"source\":\"XPHB\",\"page\":206,\"category\":\"G\",\"prerequisite\":[{\"level\":4,\"ability\":[{\"int\":13}]},{\"level\":4,\"ability\":[{\"wis\":13}]},{\"level\":4,\"ability\":[{\"cha\":13}]}],\"ability\":[{\"choose\":{\"from\":[\"int\",\"wis\",\"cha\"]}}],\"additionalSpells\":[{\"prepared\":{\"1\":[{\"choose\":\"level=1|components & miscellaneous=ritual\",\"count\":2}],\"5\":[{\"choose\":\"level=1|components & miscellaneous=ritual\",\"count\":1}],\"9\":[{\"choose\":\"level=1|components & miscellaneous=ritual\",\"count\":1}],\"13\":[{\"choose\":\"level=1|components & miscellaneous=ritual\",\"count\":1}],\"17\":[{\"choose\":\"level=1|components & miscellaneous=ritual\",\"count\":1}]}}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Ritual Spells\",\"entries\":[\"Choose a number of level 1 spells equal to your Proficiency Bonus that have the {@filter Ritual tag|spells|level=1|components & miscellaneous=ritual}. You always have those spells prepared, and you can cast them with any spell slots you have. The spells' spellcasting ability is the ability increased by this feat. Whenever your Proficiency Bonus increases thereafter, you can add an additional level 1 spell with the Ritual tag to the spells always prepared with this feature.\"]},{\"type\":\"entries\",\"name\":\"Quick Ritual\",\"entries\":[\"With this benefit, you can cast a Ritual spell that you have prepared using its regular casting time rather than the extended time for a Ritual. Doing so doesn't require a spell slot. Once you cast the spell in this way, you can't use this benefit again until you finish a Long Rest.\"]}],\"hasFluffImages\":true},{\"name\":\"Rune Shaper\",\"source\":\"BGG\",\"page\":18,\"prerequisite\":[{\"spellcastingFeature\":true},{\"background\":[{\"name\":\"Rune Carver\",\"displayEntry\":\"{@background Rune Carver|BGG}\"}]}],\"additionalSpells\":[{\"innate\":{\"_\":{\"daily\":{\"1\":[\"comprehend languages\"]}}}}],\"entries\":[\"You've studied the magic of Giant runes, granting you the following benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Comprehend Languages\",\"entries\":[\"You learn the {@spell comprehend languages} spell. You can cast this spell without expending a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using any spell slots you have.\"]},{\"type\":\"item\",\"name\":\"Rune Magic\",\"entries\":[\"You know a number of runes equal to half your proficiency bonus (rounded down), chosen from the Rune Spells table. Whenever you finish a long rest, you can inscribe each rune you know onto one nonmagical weapon, armor, piece of clothing, or other object you touch. You temporarily learn the 1st-level spells that correspond to the runes you inscribed, as specified on the Rune Spells table, and you know those spells until you finish a long rest, when the runes fade. While you are wearing or carrying any rune-marked object, you can cast the spells associated with those runes using any spell slots you have.\",\"You can also invoke a rune inscribed on an object you are wearing or carrying and cast its associated spell without expending a spell slot or using material components. Once you cast the spell in this way, you can't do so again until you finish a long rest. Your spellcasting ability for this feat is Intelligence, Wisdom, or Charisma (choose when you select this feat).\",\"Each time you gain a level, you can replace one of the runes you know with another one from the Rune Spells table.\",{\"type\":\"table\",\"colStyles\":[\"col-2\",\"col-10\"],\"colLabels\":[\"Rune\",\"Spell\"],\"rows\":[[\"Cloud\",\"{@spell Fog cloud}\"],[\"Death\",\"{@spell Inflict wounds}\"],[\"Dragon\",\"{@spell Chromatic orb}\"],[\"Enemy\",\"{@spell Disguise self}\"],[\"Fire\",\"{@spell Burning hands}\"],[\"Friend\",\"{@spell Speak with animals}\"],[\"Frost\",\"{@spell Armor of Agathys}\"],[\"Hill\",\"{@spell Goodberry}\"],[\"Journey\",\"{@spell Longstrider}\"],[\"King\",\"{@spell Command}\"],[\"Mountain\",\"{@spell Entangle}\"],[\"Stone\",\"{@spell Sanctuary}\"],[\"Storm\",\"{@spell Thunderwave}\"]]}]}]}]},{\"name\":\"Savage Attacker\",\"source\":\"PHB\",\"page\":169,\"reprintedAs\":[\"Savage Attacker|XPHB\"],\"entries\":[\"Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.\"]},{\"name\":\"Savage Attacker\",\"source\":\"XPHB\",\"page\":201,\"freeRules2024\":true,\"category\":\"O\",\"entries\":[\"You've trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target.\"]},{\"name\":\"Scion of the Outer Planes\",\"source\":\"SatO\",\"page\":12,\"prerequisite\":[{\"campaign\":[\"Planescape\"]}],\"resist\":[{\"choose\":{\"from\":[\"poison\",\"necrotic\",\"radiant\",\"force\",\"psychic\"]}}],\"additionalSpells\":[{\"name\":\"Chaotic Outer Plane\",\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"_\":[\"minor illusion#c\"]}},{\"name\":\"Evil Outer Plane\",\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"_\":[\"chill touch#c\"]}},{\"name\":\"Good Outer Plane\",\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"_\":[\"sacred flame#c\"]}},{\"name\":\"Lawful Outer Plane\",\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"_\":[\"guidance#c\"]}},{\"name\":\"The Outlands\",\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"_\":[\"mage hand#c\"]}}],\"entries\":[\"Your connection to an Outer Plane infuses you with the energy there. Choose a type of plane listed in the Planar Infusion table. Your choice gives you resistance to a damage type and the ability to cast a cantrip, as specified in the table. You can cast this cantrip without material components, and your spellcasting ability for it is Intelligence, Wisdom, or Charisma (choose when you select this feat).\",{\"type\":\"table\",\"colStyles\":[\"col-4\",\"col-4\",\"col-4\"],\"colLabels\":[\"Plane\",\"Damage Resistance\",\"Cantrip\"],\"rows\":[[\"Chaotic Outer Plane\",\"Poison\",\"{@spell Minor illusion}\"],[\"Evil Outer Plane\",\"Necrotic\",\"{@spell Chill touch}\"],[\"Good Outer Plane\",\"Radiant\",\"{@spell Sacred flame}\"],[\"Lawful Outer Plane\",\"Force\",\"{@spell Guidance}\"],[\"The Outlands\",\"Psychic\",\"{@spell Mage hand}\"]]}]},{\"name\":\"Second Chance\",\"source\":\"XGE\",\"page\":75,\"prerequisite\":[{\"race\":[{\"name\":\"halfling\"}]}],\"ability\":[{\"choose\":{\"from\":[\"dex\",\"con\",\"cha\"],\"amount\":1}}],\"entries\":[\"Fortune favors you when someone tries to strike you. You gain the following benefits:\",{\"type\":\"list\",\"items\":[\"When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest.\"]}]},{\"name\":\"Sentinel\",\"source\":\"PHB\",\"page\":169,\"reprintedAs\":[\"Sentinel|XPHB\"],\"entries\":[\"You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:\",{\"type\":\"list\",\"items\":[\"When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.\",\"Creatures provoke opportunity attacks from you even if they take the {@action Disengage} action before leaving your reach.\",\"When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.\"]}]},{\"name\":\"Sentinel\",\"source\":\"XPHB\",\"page\":207,\"category\":\"G\",\"prerequisite\":[{\"level\":4,\"ability\":[{\"str\":13}]},{\"level\":4,\"ability\":[{\"dex\":13}]}],\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\"]}}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Guardian\",\"entries\":[\"Immediately after a creature within 5 feet of you takes the {@action Disengage|XPHB} action or hits a target other than you with an attack, you can make an {@action Opportunity Attack|XPHB} against that creature.\"]},{\"type\":\"entries\",\"name\":\"Halt\",\"entries\":[\"When you hit a creature with an {@action Opportunity Attack|XPHB}, the creature's Speed becomes 0 for the rest of the current turn.\"]}]},{\"name\":\"Servo Crafting\",\"source\":\"PSK\",\"page\":13,\"prerequisite\":[{\"ability\":[{\"int\":13}]}],\"additionalSpells\":[{\"innate\":{\"_\":{\"ritual\":[\"find familiar\"]}}}],\"entries\":[\"You are skilled in the creation of {@creature servo|psk|servos}—tiny constructs that function as personal assistants. You can cast the {@spell find familiar} spell as a ritual, creating a {@creature servo|psk} to serve as your familiar instead of an animal. A {@creature servo|psk}'s statistics appear in the \\\"Artifact Creatures\\\" section of this document. In every other way, a servo familiar functions as described in the {@spell find familiar} spell.\",\"You can communicate telepathically with your servo familiar and perceive through its senses as long as you are on the same plane of existence. You can speak through your servo in your own voice.\",\"Additionally, when you take the {@action Attack} action, you can forgo one of your own attacks to allow your servo familiar to make one attack of its own.\"],\"hasFluffImages\":true},{\"name\":\"Shadow Touched\",\"source\":\"TCE\",\"page\":80,\"reprintedAs\":[\"Shadow-Touched|XPHB\"],\"ability\":[{\"choose\":{\"from\":[\"int\",\"wis\",\"cha\"],\"amount\":1}}],\"additionalSpells\":[{\"ability\":\"inherit\",\"innate\":{\"_\":{\"daily\":{\"1e\":[\"invisibility\",{\"choose\":\"level=1|school=I;N\"}]}}}}],\"entries\":[\"Your exposure to the Shadowfell's magic has changed you, granting you the following benefits:\",{\"type\":\"list\",\"items\":[\"You learn the {@spell invisibility} spell and one {@filter 1st-level spell|spells|level=1|school=I;N} of your choice. The {@filter 1st-level spell|spells|level=1|school=I;N} must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.\"]}]},{\"name\":\"Shadow-Touched\",\"source\":\"XPHB\",\"page\":207,\"category\":\"G\",\"prerequisite\":[{\"level\":4}],\"ability\":[{\"choose\":{\"from\":[\"int\",\"wis\",\"cha\"]}}],\"additionalSpells\":[{\"ability\":\"inherit\",\"innate\":{\"_\":{\"daily\":{\"1e\":[\"invisibility|xphb\",{\"choose\":\"level=1|school=I;N\"}]}}}}],\"entries\":[\"Your exposure to the Shadowfell's magic grants you the following benefits.\",{\"type\":\"entries\",\"name\":\"Shadow Magic\",\"entries\":[\"Choose one level 1 spell from the Illusion or Necromancy school of magic. You always have that spell and the {@spell Invisibility|XPHB} spell prepared. You can cast each of these spells without expending a spell slot. Once you cast either spell in this way, you can't cast that spell in this way again until you finish a Long Rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.\"]}]},{\"name\":\"Sharpshooter\",\"source\":\"PHB\",\"page\":170,\"reprintedAs\":[\"Sharpshooter|XPHB\"],\"entries\":[\"You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:\",{\"type\":\"list\",\"items\":[\"Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.\",\"Your ranged weapon attacks ignore {@quickref Cover||3||half cover} and {@quickref Cover||3||three-quarters cover}.\",\"Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.\"]}]},{\"name\":\"Sharpshooter\",\"source\":\"XPHB\",\"page\":207,\"category\":\"G\",\"prerequisite\":[{\"level\":4,\"ability\":[{\"dex\":13}]}],\"ability\":[{\"dex\":1}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Bypass Cover\",\"entries\":[\"Your ranged attacks with weapons ignore Half Cover and Three-Quarters Cover.\"]},{\"type\":\"entries\",\"name\":\"Firing in Melee\",\"entries\":[\"Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with Ranged weapons.\"]},{\"type\":\"entries\",\"name\":\"Long Shots\",\"entries\":[\"Attacking at long range doesn't impose Disadvantage on your attack rolls with Ranged weapons.\"]}]},{\"name\":\"Shield Master\",\"source\":\"PHB\",\"page\":170,\"reprintedAs\":[\"Shield Master|XPHB\"],\"entries\":[\"You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a {@item shield|phb}:\",{\"type\":\"list\",\"items\":[\"If you take the {@action Attack} action on your turn, you can use a bonus action to try to {@action shove} a creature within 5 feet of you with your shield.\",\"If you aren't {@condition incapacitated}, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.\",\"If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.\"]}]},{\"name\":\"Shield Master\",\"source\":\"XPHB\",\"page\":207,\"category\":\"G\",\"prerequisite\":[{\"level\":4,\"proficiency\":[{\"armor\":\"shield\"}]}],\"ability\":[{\"str\":1}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Shield Bash\",\"entries\":[\"If you attack a creature within 5 feet of you as part of the {@action Attack|XPHB} action and hit with a Melee weapon, you can immediately bash the target with your Shield if it's equipped, forcing the target to make a Strength saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, you either push the target 5 feet from you or cause it to have the {@condition Prone|XPHB} condition (your choice). You can use this benefit only once on each of your turns.\"]},{\"type\":\"entries\",\"name\":\"Interpose Shield\",\"entries\":[\"If you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can take a Reaction to take no damage if you succeed on the saving throw and are holding a Shield.\"]}]},{\"name\":\"Skill Expert\",\"source\":\"TCE\",\"page\":80,\"reprintedAs\":[\"Skill Expert|XPHB\"],\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\",\"con\",\"int\",\"wis\",\"cha\"],\"amount\":1}}],\"skillProficiencies\":[{\"choose\":{\"from\":[\"athletics\",\"acrobatics\",\"sleight of hand\",\"stealth\",\"arcana\",\"history\",\"investigation\",\"nature\",\"religion\",\"animal handling\",\"insight\",\"medicine\",\"perception\",\"survival\",\"deception\",\"intimidation\",\"performance\",\"persuasion\"]}}],\"expertise\":[{\"anyProficientSkill\":1}],\"entries\":[\"You have honed your proficiency with particular skills, granting you the following benefits:\",{\"type\":\"list\",\"items\":[\"You gain proficiency in one {@table skills|phb|skill} of your choice.\",\"Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.\"]}]},{\"name\":\"Skill Expert\",\"source\":\"XPHB\",\"page\":207,\"category\":\"G\",\"prerequisite\":[{\"level\":4}],\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\",\"con\",\"int\",\"wis\",\"cha\"]}}],\"skillProficiencies\":[{\"any\":1}],\"expertise\":[{\"anyProficientSkill\":1}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Skill Proficiency\",\"entries\":[\"You gain proficiency in one skill of your choice.\"]},{\"type\":\"entries\",\"name\":\"Expertise\",\"entries\":[\"Choose one skill in which you have proficiency but lack Expertise. You gain Expertise with that skill.\"]}]},{\"name\":\"Skilled\",\"source\":\"PHB\",\"page\":170,\"reprintedAs\":[\"Skilled|XPHB\"],\"skillToolLanguageProficiencies\":[{\"choose\":[{\"from\":[\"anySkill\",\"anyTool\"],\"count\":3}]}],\"entries\":[\"You gain proficiency in any combination of three {@table skills|phb} or {@filter tools|items|type=tools;artisan's tools;instrument;gaming set;vehicle (land);vehicle (water)} of your choice.\"]},{\"name\":\"Skilled\",\"source\":\"XPHB\",\"page\":201,\"freeRules2024\":true,\"category\":\"O\",\"repeatable\":true,\"skillToolLanguageProficiencies\":[{\"choose\":[{\"from\":[\"anySkill\",\"anyTool\"],\"count\":3}]}],\"entries\":[\"You gain proficiency in any combination of three {@table Skill List; Skills|XPHB|skills} or {@filter tools|items|type=tools;artisan's tools;instrument;gaming set;vehicle (land);vehicle (water)} of your choice.\",{\"type\":\"entries\",\"name\":\"Repeatable\",\"entries\":[\"You can take this feat more than once.\"]}]},{\"name\":\"Skulker\",\"source\":\"PHB\",\"page\":170,\"reprintedAs\":[\"Skulker|XPHB\"],\"prerequisite\":[{\"ability\":[{\"dex\":13}]}],\"entries\":[\"You are expert at slinking through shadows. You gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You can try to hide when you are lightly obscured from the creature from which you are hiding.\",\"When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.\",\"Dim light doesn't impose disadvantage on your Wisdom ({@skill Perception}) checks relying on sight.\"]}]},{\"name\":\"Skulker\",\"source\":\"XPHB\",\"page\":208,\"category\":\"G\",\"prerequisite\":[{\"level\":4,\"ability\":[{\"dex\":13}]}],\"ability\":[{\"dex\":1}],\"senses\":[{\"blindsight\":10}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Blindsight\",\"entries\":[\"You have {@sense Blindsight|XPHB} with a range of 10 feet.\"]},{\"type\":\"entries\",\"name\":\"Fog of War\",\"entries\":[\"You exploit the distractions of battle, gaining Advantage on any Dexterity ({@skill Stealth|XPHB}) check you make as part of the {@action Hide|XPHB} action during combat.\"]},{\"type\":\"entries\",\"name\":\"Sniper\",\"entries\":[\"If you make an attack roll while hidden and the roll misses, making the attack roll doesn't reveal your location.\"]}]},{\"name\":\"Slasher\",\"source\":\"TCE\",\"page\":81,\"reprintedAs\":[\"Slasher|XPHB\"],\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\"],\"amount\":1}}],\"entries\":[\"You've learned where to cut to have the greatest results, granting you the following benefits:\",{\"type\":\"list\",\"items\":[\"Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.\",\"When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.\"]}]},{\"name\":\"Slasher\",\"source\":\"XPHB\",\"page\":208,\"category\":\"G\",\"prerequisite\":[{\"level\":4}],\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\"]}}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Hamstring\",\"entries\":[\"Once per turn when you hit a creature with an attack that deals Slashing damage, you can reduce the Speed of that creature by 10 feet until the start of your next turn.\"]},{\"type\":\"entries\",\"name\":\"Enhanced Critical\",\"entries\":[\"When you score a Critical Hit that deals Slashing damage to a creature, it has Disadvantage on attack rolls until the start of your next turn.\"]}]},{\"name\":\"Soul of the Storm Giant\",\"source\":\"BGG\",\"page\":19,\"prerequisite\":[{\"level\":4,\"feat\":[\"strike of the giants|BGG|strike of the giants (storm strike)\"]}],\"ability\":[{\"choose\":{\"from\":[\"str\",\"wis\",\"cha\"],\"amount\":1}}],\"entries\":[\"You've manifested the tempest magic emblematic of storm giants, granting you the following benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Maelstrom Aura\",\"entries\":[\"As a bonus action, you surround yourself with an aura of magical wind and lightning that extends 10 feet from you in every direction but not through {@quickref Cover||3||total cover}. The aura lasts until the start of your next turn or until you are incapacitated. While the aura is active, you have resistance to lightning and thunder damage. In addition, attack rolls against you have disadvantage, and whenever another creature starts its turn within the aura, you can force the creature to make a Strength saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat). On a failed save, the creature's speed is halved until the start of its next turn. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]}]}]},{\"name\":\"Speech of the Ancient Beasts\",\"source\":\"HWCS\",\"page\":47,\"ability\":[{\"cha\":1}],\"entries\":[\"You have a special connection with the natural world. Great beasts regard you as their kin, and you possess the ability to speak the languages of the most powerful and mystic of their kind. You gain the following benefits:\",{\"type\":\"list\",\"items\":[\"Beasts of Large size or larger have a friendly disposition toward you unless you have attacked them.\",\"You have advantage on Charisma checks made against beasts that are of Large size or larger.\",\"You can speak and understand Giant Eagle, Giant Elk, and Giant Owl. You can otherwise be understood by any beast of Large size or larger, whether or not they speak a language. Beasts with Intelligence scores of 4 or lower may only be able to understand simple concepts.\"]}]},{\"name\":\"Speedy\",\"source\":\"XPHB\",\"page\":208,\"category\":\"G\",\"prerequisite\":[{\"level\":4,\"ability\":[{\"dex\":13}]},{\"level\":4,\"ability\":[{\"con\":13}]}],\"ability\":[{\"choose\":{\"from\":[\"dex\",\"con\"]}}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Speed Increase\",\"entries\":[\"Your Speed increases by 10 feet.\"]},{\"type\":\"entries\",\"name\":\"Dash over Difficult Terrain\",\"entries\":[\"When you take the {@action Dash|XPHB} action on your turn, Difficult Terrain doesn't cost you extra movement for the rest of that turn.\"]},{\"type\":\"entries\",\"name\":\"Agile Movement\",\"entries\":[\"Opportunity Attacks have Disadvantage against you.\"]}]},{\"name\":\"Spell Sniper\",\"source\":\"PHB\",\"page\":170,\"reprintedAs\":[\"Spell Sniper|XPHB\"],\"prerequisite\":[{\"spellcasting\":true}],\"additionalSpells\":[{\"name\":\"Bard Spells\",\"ability\":\"cha\",\"known\":{\"_\":[{\"choose\":\"level=0|class=Bard|spell attack=m;r;o\",\"count\":1}]}},{\"name\":\"Cleric Spells\",\"ability\":\"wis\",\"known\":{\"_\":[{\"choose\":\"level=0|class=Cleric|spell attack=m;r;o\",\"count\":1}]}},{\"name\":\"Druid Spells\",\"ability\":\"wis\",\"known\":{\"_\":[{\"choose\":\"level=0|class=Druid|spell attack=m;r;o\",\"count\":1}]}},{\"name\":\"Sorcerer Spells\",\"ability\":\"cha\",\"known\":{\"_\":[{\"choose\":\"level=0|class=Sorcerer|spell attack=m;r;o\",\"count\":1}]}},{\"name\":\"Warlock Spells\",\"ability\":\"cha\",\"known\":{\"_\":[{\"choose\":\"level=0|class=Warlock|spell attack=m;r;o\",\"count\":1}]}},{\"name\":\"Wizard Spells\",\"ability\":\"int\",\"known\":{\"_\":[{\"choose\":\"level=0|class=Wizard|spell attack=m;r;o\",\"count\":1}]}}],\"entries\":[\"You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:\",{\"type\":\"list\",\"items\":[\"When you cast a spell that requires you to make an attack roll, the spell's range is doubled.\",\"Your ranged spell attacks ignore {@quickref Cover||3||half cover} and {@quickref Cover||3||three-quarters cover}.\",\"You learn one cantrip that requires an attack roll. Choose the cantrip from the {@filter bard|spells|level=0|class=bard|spell attack=m;r;o}, {@filter cleric|spells|level=0|class=cleric|spell attack=m;r;o}, {@filter druid|spells|level=0|class=druid|spell attack=m;r;o}, {@filter sorcerer|spells|level=0|class=sorcerer|spell attack=m;r;o}, {@filter warlock|spells|level=0|class=warlock|spell attack=m;r;o}, or {@filter wizard|spells|level=0|class=wizard|spell attack=m;r;o} spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.\"]}]},{\"name\":\"Spell Sniper\",\"source\":\"XPHB\",\"page\":208,\"category\":\"G\",\"prerequisite\":[{\"level\":4,\"spellcasting2020\":true}],\"ability\":[{\"choose\":{\"from\":[\"int\",\"wis\",\"cha\"]}}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Bypass Cover\",\"entries\":[\"Your attack rolls for spells ignore Half Cover and Three-Quarters Cover.\"]},{\"type\":\"entries\",\"name\":\"Casting in Melee\",\"entries\":[\"Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with spells.\"]},{\"type\":\"entries\",\"name\":\"Increased Range\",\"entries\":[\"When you cast a spell that has a range of at least 10 feet and requires you to make an attack roll, you can increase the spell's range by 60 feet.\"]}]},{\"name\":\"Spelldriver\",\"source\":\"TDCSR\",\"page\":190,\"prerequisite\":[{\"level\":11,\"spellcasting2020\":true}],\"entries\":[\"Through intense focus, training, and dedication, you've harnessed the techniques of rapid spellcasting.\",\"When you use your bonus action to cast a spell of 1st level or higher, you can also use your action to cast another spell of 1st level or higher. However, if you cast two or more spells in a single turn, only one of them can be 3rd level or higher.\",{\"type\":\"inset\",\"name\":\"Rules Tip: Casting Multiple Spells\",\"page\":190,\"entries\":[\"Normally, when you cast a spell as a bonus action, you can't use your action to also cast a spell that turn unless that spell is a cantrip—{@note see {@book PHB p202|PHB|10|Bonus Action}.} The Spelldriver feat removes that restriction, but the focus necessary to channel multiple spells in the same round still limits the overall power of those spells.\"]}]},{\"name\":\"Squat Nimbleness\",\"source\":\"XGE\",\"page\":75,\"prerequisite\":[{\"race\":[{\"name\":\"dwarf\"},{\"name\":\"small race\",\"displayEntry\":\"a Small race\"}]}],\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\"],\"amount\":1}}],\"skillProficiencies\":[{\"choose\":{\"from\":[\"acrobatics\",\"athletics\"]}}],\"entries\":[\"You are uncommonly nimble for your race. You gain the following benefits:\",{\"type\":\"list\",\"items\":[\"Increase your walking speed by 5 feet.\",\"You gain proficiency in the {@skill Acrobatics} or {@skill Athletics} skill (your choice).\",\"You have advantage on any Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check you make to escape from being {@condition grappled}.\"]}]},{\"name\":\"Squire of Solamnia\",\"source\":\"DSotDQ\",\"page\":34,\"prerequisite\":[{\"campaign\":[\"Dragonlance\"],\"level\":{\"level\":1,\"class\":{\"name\":\"Fighter\",\"visible\":true}}},{\"campaign\":[\"Dragonlance\"],\"level\":{\"level\":1,\"class\":{\"name\":\"Paladin\",\"visible\":true}}},{\"campaign\":[\"Dragonlance\"],\"background\":[{\"name\":\"Knight of Solamnia\",\"displayEntry\":\"{@background Knight of Solamnia|DSotDQ}\"}]}],\"entries\":[\"Your training in the ways of the Knights of Solamnia grants you these benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Mount Up\",\"entries\":[\"Mounting or dismounting costs you only 5 feet of movement.\"]},{\"type\":\"item\",\"name\":\"Precise Strike\",\"entries\":[\"Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a {@dice d8} and add the number rolled as a bonus to the attack's damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.\"]}]},{\"type\":\"inset\",\"name\":\"Membership in Knightly Orders\",\"entries\":[\"Knights of Solamnia are only ever members of one of their organization's orders. In the course of their training, most knights begin as members of the Knights of the Crown and then move on to join other orders. Whether a character follows this path or another, they retain what they learned as a member of an order even if they join another. Characters can change what knightly order they're a part of, but they always have access to any Knight of Solamnia feats they've acquired.\"]}]},{\"name\":\"Strike of the Giants\",\"source\":\"BGG\",\"page\":19,\"prerequisite\":[{\"proficiency\":[{\"weaponGroup\":\"martial\"}]},{\"background\":[{\"name\":\"Giant Foundling\",\"displayEntry\":\"{@background Giant Foundling|BGG}\"}]}],\"entries\":[\"You have absorbed primeval magic that gives you an echo of the might of giants. When you take this feat, choose one of the benefits listed below. Once per turn, when you hit a target with a melee weapon attack or a ranged weapon attack using a thrown weapon, you can imbue the attack with an additional effect depending on the benefit you chose:\",{\"type\":\"entries\",\"name\":\"Cloud Strike\",\"entries\":[\"The target takes an extra {@damage 1d4} thunder damage. If the target is a creature, it must succeed on a Wisdom saving throw, or you become invisible to it until the start of your next turn or until immediately after you make an attack roll or cast a spell.\"]},{\"type\":\"entries\",\"name\":\"Fire Strike\",\"entries\":[\"The target takes an extra {@damage 1d10} fire damage.\"]},{\"type\":\"entries\",\"name\":\"Frost Strike\",\"entries\":[\"The target takes an extra {@damage 1d6} cold damage. If the target is a creature, it must succeed on a Constitution saving throw, or its speed is reduced to 0 until the start of your next turn.\"]},{\"type\":\"entries\",\"name\":\"Hill Strike\",\"entries\":[\"The target takes an extra {@damage 1d6} damage of the weapon's type. If the target is a creature, it must succeed on a Strength saving throw or have the prone condition.\"]},{\"type\":\"entries\",\"name\":\"Stone Strike\",\"entries\":[\"The target takes an extra {@damage 1d6} force damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet from you in a straight line.\"]},{\"type\":\"entries\",\"name\":\"Storm Strike\",\"entries\":[\"The target takes an extra {@damage 1d6} lightning damage. If the target is a creature, it must succeed on a Constitution saving throw, or it has disadvantage on attack rolls until the start of your next turn.\",\"The saving throw DC for these effects equals 8 + your proficiency bonus + your Strength or Constitution modifier.\",\"You can use this feat a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]}]},{\"name\":\"Strixhaven Initiate\",\"source\":\"SCC\",\"page\":36,\"additionalSpells\":[{\"name\":\"Lorehold 1\",\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"_\":[\"light#c\",\"sacred flame#c\"]},\"innate\":{\"_\":{\"daily\":{\"1\":[{\"choose\":\"level=1|class=cleric;wizard\"}]}}}},{\"name\":\"Lorehold 2\",\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"_\":[\"light#c\",\"thaumaturgy#c\"]},\"innate\":{\"_\":{\"daily\":{\"1\":[{\"choose\":\"level=1|class=cleric;wizard\"}]}}}},{\"name\":\"Lorehold 3\",\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"_\":[\"sacred flame#c\",\"thaumaturgy#c\"]},\"innate\":{\"_\":{\"daily\":{\"1\":[{\"choose\":\"level=1|class=cleric;wizard\"}]}}}},{\"name\":\"Prismari 1\",\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"_\":[\"fire bolt#c\",\"prestidigitation#c\"]},\"innate\":{\"_\":{\"daily\":{\"1\":[{\"choose\":\"level=1|class=bard;sorcerer\"}]}}}},{\"name\":\"Prismari 2\",\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"_\":[\"fire bolt#c\",\"ray of frost#c\"]},\"innate\":{\"_\":{\"daily\":{\"1\":[{\"choose\":\"level=1|class=bard;sorcerer\"}]}}}},{\"name\":\"Prismari 3\",\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"_\":[\"prestidigitation#c\",\"ray of frost#c\"]},\"innate\":{\"_\":{\"daily\":{\"1\":[{\"choose\":\"level=1|class=bard;sorcerer\"}]}}}},{\"name\":\"Quandrix 1\",\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"_\":[\"druidcraft#c\",\"guidance#c\"]},\"innate\":{\"_\":{\"daily\":{\"1\":[{\"choose\":\"level=1|class=druid;wizard\"}]}}}},{\"name\":\"Quandrix 2\",\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"_\":[\"druidcraft#c\",\"mage hand#c\"]},\"innate\":{\"_\":{\"daily\":{\"1\":[{\"choose\":\"level=1|class=druid;wizard\"}]}}}},{\"name\":\"Quandrix 3\",\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"_\":[\"guidance#c\",\"mage hand#c\"]},\"innate\":{\"_\":{\"daily\":{\"1\":[{\"choose\":\"level=1|class=druid;wizard\"}]}}}},{\"name\":\"Silverquill 1\",\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"_\":[\"sacred flame#c\",\"thaumaturgy#c\"]},\"innate\":{\"_\":{\"daily\":{\"1\":[{\"choose\":\"level=1|class=bard;cleric\"}]}}}},{\"name\":\"Silverquill 2\",\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"_\":[\"sacred flame#c\",\"vicious mockery#c\"]},\"innate\":{\"_\":{\"daily\":{\"1\":[{\"choose\":\"level=1|class=bard;cleric\"}]}}}},{\"name\":\"Silverquill 3\",\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"_\":[\"thaumaturgy#c\",\"vicious mockery#c\"]},\"innate\":{\"_\":{\"daily\":{\"1\":[{\"choose\":\"level=1|class=bard;cleric\"}]}}}},{\"name\":\"Witherbloom 1\",\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"_\":[\"chill touch#c\",\"druidcraft#c\"]},\"innate\":{\"_\":{\"daily\":{\"1\":[{\"choose\":\"level=1|class=druid;wizard\"}]}}}},{\"name\":\"Witherbloom 2\",\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"_\":[\"chill touch#c\",\"spare the dying#c\"]},\"innate\":{\"_\":{\"daily\":{\"1\":[{\"choose\":\"level=1|class=druid;wizard\"}]}}}},{\"name\":\"Witherbloom 3\",\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"_\":[\"druidcraft#c\",\"spare the dying#c\"]},\"innate\":{\"_\":{\"daily\":{\"1\":[{\"choose\":\"level=1|class=druid;wizard\"}]}}}}],\"entries\":[\"You have studied some magical theory and have learned a few spells associated with Strixhaven University.\",\"Choose one of Strixhaven's colleges: Lorehold, Prismari, Quandrix, Silverquill, or Witherbloom. You learn two cantrips and one 1st-level spell based on the college you choose, as specified in the Strixhaven Spells table.\",\"You can cast the chosen 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.\",\"Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).\",{\"type\":\"table\",\"caption\":\"Strixhaven Spells\",\"colLabels\":[\"College\",\"Cantrips\",\"1st-Level Spell\"],\"colStyles\":[\"col-2\",\"col-5\",\"col-5\"],\"rows\":[[\"Lorehold\",\"Choose two from {@spell light}, {@spell sacred flame}, and {@spell thaumaturgy}.\",\"Choose one 1st-level {@filter cleric or wizard spell|spells|level=1|class=cleric;wizard}.\"],[\"Prismari\",\"Choose two from {@spell fire bolt}, {@spell prestidigitation}, and {@spell ray of frost}.\",\"Choose one 1st-level {@filter bard or sorcerer spell|spells|level=1|class=bard;sorcerer}.\"],[\"Quandrix\",\"Choose two from {@spell druidcraft}, {@spell guidance}, and {@spell mage hand}.\",\"Choose one 1st-level {@filter druid or wizard spell|spells|level=1|class=druid;wizard}.\"],[\"Silverquill\",\"Choose two from {@spell sacred flame}, {@spell thaumaturgy}, and {@spell vicious mockery}.\",\"Choose one 1st-level {@filter bard or cleric spell|spells|level=1|class=bard;cleric}.\"],[\"Witherbloom\",\"Choose two from {@spell chill touch}, {@spell druidcraft}, and {@spell spare the dying}.\",\"Choose one 1st-level {@filter druid or wizard spell|spells|level=1|class=druid;wizard}.\"]]}]},{\"name\":\"Strixhaven Mascot\",\"source\":\"SCC\",\"page\":37,\"prerequisite\":[{\"level\":4,\"feat\":[\"strixhaven initiate|scc\"]}],\"additionalSpells\":[{\"innate\":{\"_\":{\"ritual\":[\"find familiar\"]}}}],\"entries\":[\"You have learned how to summon a Strixhaven mascot to assist you, granting you these benefits:\",{\"type\":\"list\",\"items\":[\"You can cast the {@spell find familiar} spell as a ritual. Your familiar can take the form of the mascot associated with the college you chose for the Strixhaven Initiate feat: a {@creature spirit statue mascot|scc} (Lorehold), an {@creature art elemental mascot|scc} (Prismari), a {@creature fractal mascot|scc} (Quandrix), an {@creature inkling mascot|scc} (Silverquill), or a {@creature pest mascot|scc} (Witherbloom).\",\"When you take the {@action Attack} action on your turn, you can forgo one attack to allow your mascot familiar to make one attack of its own with its reaction.\",\"If your mascot familiar is within 60 feet of you, you can teleport as an action, swapping places with the familiar. If your destination space is too small for you to occupy, the teleportation fails and is wasted. Once you teleport in this way, you can't do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to do it again.\"]}]},{\"name\":\"Svirfneblin Magic\",\"source\":\"MTF\",\"page\":114,\"additionalSources\":[{\"source\":\"EEPC\",\"page\":7},{\"source\":\"SCAG\",\"page\":115}],\"prerequisite\":[{\"race\":[{\"name\":\"gnome\",\"subrace\":\"deep\"}]}],\"additionalSpells\":[{\"ability\":\"int\",\"innate\":{\"_\":{\"will\":[\"nondetection\"],\"daily\":{\"1e\":[\"blindness/deafness\",\"blur\",\"disguise self\"]}}}}],\"entries\":[\"You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast {@spell nondetection} on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: {@spell blindness/deafness}, {@spell blur}, and {@spell disguise self}. You regain the ability to cast these spells when you finish a long rest.\",\"Intelligence is your spellcasting ability for these spells, and you cast them at their lowest possible levels.\"]},{\"name\":\"Tavern Brawler\",\"source\":\"PHB\",\"page\":170,\"reprintedAs\":[\"Tavern Brawler|XPHB\"],\"ability\":[{\"choose\":{\"from\":[\"str\",\"con\"],\"amount\":1}}],\"entries\":[\"Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You are proficient with improvised weapons.\",\"Your unarmed strike uses a {@damage d4} for damage.\",\"When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.\"]}]},{\"name\":\"Tavern Brawler\",\"source\":\"XPHB\",\"page\":202,\"category\":\"O\",\"weaponProficiencies\":[{\"improvised\":true}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Enhanced Unarmed Strike\",\"entries\":[\"When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to {@dice 1d4} plus your Strength modifier instead of the normal damage of an Unarmed Strike.\"]},{\"type\":\"entries\",\"name\":\"Damage Rerolls\",\"entries\":[\"Whenever you roll a damage die for your Unarmed Strike, you can reroll the die if it rolls a 1, and you must use the new roll.\"]},{\"type\":\"entries\",\"name\":\"Improvised Weaponry\",\"entries\":[\"You have proficiency with improvised weapons.\"]},{\"type\":\"entries\",\"name\":\"Push\",\"entries\":[\"When you hit a creature with an Unarmed Strike as part of the {@action Attack|XPHB} action on your turn, you can deal damage to the target and also push it 5 feet away from you. You can use this benefit only once per turn.\"]}]},{\"name\":\"Telekinetic\",\"source\":\"TCE\",\"page\":81,\"reprintedAs\":[\"Telekinetic|XPHB\"],\"ability\":[{\"choose\":{\"from\":[\"int\",\"wis\",\"cha\"],\"amount\":1}}],\"additionalSpells\":[{\"ability\":\"inherit\",\"known\":{\"_\":[\"mage hand#c\"]}}],\"entries\":[\"You learn to move things with your mind, granting you the following benefits:\",{\"type\":\"list\",\"items\":[\"You learn the {@spell mage hand} cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand {@condition invisible}. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.\",\"As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.\"]}]},{\"name\":\"Telekinetic\",\"source\":\"XPHB\",\"page\":208,\"category\":\"G\",\"prerequisite\":[{\"level\":4}],\"ability\":[{\"choose\":{\"from\":[\"int\",\"wis\",\"cha\"]}}],\"additionalSpells\":[{\"ability\":\"inherit\",\"known\":{\"_\":[\"mage hand|xphb#c\"]}}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Minor Telekinesis\",\"entries\":[\"You learn the {@spell Mage Hand|XPHB} spell. You can cast it without Verbal or Somatic components, you can make the spectral hand {@condition Invisible|XPHB}, and its range and the distance it can be away from you both increase by 30 feet when you cast it. The spell's spellcasting ability is the ability increased by this feat.\"]},{\"type\":\"entries\",\"name\":\"Telekinetic Shove\",\"entries\":[\"As a Bonus Action, you can telekinetically shove one creature you can see within 30 feet of yourself. When you do so, the target must succeed on a Strength saving throw (DC 8 plus the ability modifier of the score increased by this feat and your Proficiency Bonus) or be moved 5 feet toward or away from you.\"]}]},{\"name\":\"Telepathic\",\"source\":\"TCE\",\"page\":81,\"reprintedAs\":[\"Telepathic|XPHB\"],\"ability\":[{\"choose\":{\"from\":[\"int\",\"wis\",\"cha\"],\"amount\":1}}],\"additionalSpells\":[{\"ability\":\"inherit\",\"innate\":{\"_\":{\"daily\":{\"1\":[\"detect thoughts\"]}}}}],\"entries\":[\"You awaken the ability to mentally connect with others, granting you the following benefits:\",{\"type\":\"list\",\"items\":[\"You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.\",\"You can cast the {@spell detect thoughts} spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.\"]}],\"hasFluffImages\":true},{\"name\":\"Telepathic\",\"source\":\"XPHB\",\"page\":208,\"category\":\"G\",\"prerequisite\":[{\"level\":4}],\"ability\":[{\"choose\":{\"from\":[\"int\",\"wis\",\"cha\"]}}],\"additionalSpells\":[{\"ability\":\"inherit\",\"innate\":{\"_\":{\"daily\":{\"1\":[\"detect thoughts|xphb\"]}}}}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Telepathic Utterance\",\"entries\":[\"You can speak telepathically to any creature you can see within 60 feet of yourself. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.\"]},{\"type\":\"entries\",\"name\":\"Detect Thoughts\",\"entries\":[\"You always have the {@spell Detect Thoughts|XPHB} spell prepared. You can cast it without a spell slot or spell components, and you must finish a Long Rest before you can cast it in this way again. You can also cast it using spell slots you have of the appropriate level. Your spellcasting ability for the spell is the ability increased by this feat.\"]}]},{\"name\":\"Thrown Arms Master\",\"source\":\"TDCSR\",\"page\":191,\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\"],\"amount\":1}}],\"entries\":[\"You've honed your ability to lob weaponry into the fray, including weapons not meant for ranged combat. You gain the following benefits:\",{\"type\":\"list\",\"items\":[\"Simple and martial melee weapons without the thrown property have the thrown property for you. One-handed weapons have a normal range of 20 feet and a long range of 60 feet, while two-handed weapons have a normal range of 15 feet and a long range of 30 feet.\",\"Weapons that already have the thrown property increase their short range by 20 feet and their long range by 40 feet for you.\",\"When you miss with a thrown weapon attack using a light weapon, the weapon returns to your grasp like a boomerang at the end of your turn, unless something prevents it from returning. You can catch and stow as many weapons as you threw in this way.\"]}]},{\"name\":\"Thrown Weapon Fighting\",\"source\":\"XPHB\",\"page\":210,\"category\":\"FS\",\"prerequisite\":[{\"feature\":[\"Fighting Style\"]}],\"entries\":[\"When you hit with a ranged attack roll using a weapon that has the Thrown property, you gain a +2 bonus to the damage roll.\"]},{\"name\":\"Tough\",\"source\":\"PHB\",\"page\":170,\"reprintedAs\":[\"Tough|XPHB\"],\"entries\":[\"Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.\"]},{\"name\":\"Tough\",\"source\":\"XPHB\",\"page\":202,\"category\":\"O\",\"entries\":[\"Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points.\"]},{\"name\":\"Two-Weapon Fighting\",\"source\":\"XPHB\",\"page\":210,\"freeRules2024\":true,\"category\":\"FS\",\"prerequisite\":[{\"feature\":[\"Fighting Style\"]}],\"entries\":[\"When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren't already adding it to the damage.\"],\"hasFluffImages\":true},{\"name\":\"Unarmed Fighting\",\"source\":\"XPHB\",\"page\":210,\"category\":\"FS\",\"prerequisite\":[{\"feature\":[\"Fighting Style\"]}],\"entries\":[\"When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to {@dice 1d6} plus your Strength modifier instead of the normal damage of an Unarmed Strike. If you aren't holding any weapons or a Shield when you make the attack roll, the {@dice d6} becomes a {@dice d8}.\",\"At the start of each of your turns, you can deal {@damage 1d4} Bludgeoning damage to one creature {@condition Grappled|XPHB} by you.\"]},{\"name\":\"Vampiric Exultation\",\"source\":\"PSX\",\"page\":14,\"prerequisite\":[{\"race\":[{\"name\":\"Vampire (Ixalan)\"}]}],\"entries\":[\"As an action, you can transform the lower half of your body into an inky black vapor, allowing you to float through the air. While transformed, you have a flying speed of 30 feet. You can maintain this form for up to 10 minutes. Once you use this ability, you can't use it again until you finish a short or long rest.\"]},{\"name\":\"Vigor of the Hill Giant\",\"source\":\"BGG\",\"page\":19,\"prerequisite\":[{\"level\":4,\"feat\":[\"strike of the giants|BGG|strike of the giants (hill strike)\"]}],\"ability\":[{\"choose\":{\"from\":[\"str\",\"con\",\"wis\"],\"amount\":1}}],\"entries\":[\"You've manifested the resilience emblematic of hill giants, granting you the following benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Bulwark\",\"entries\":[\"When you are subjected to an effect that would move you at least 5 feet or give you the prone condition, you can use your reaction to steady yourself. You aren't moved and don't have the prone condition.\"]},{\"type\":\"item\",\"name\":\"Iron Stomach\",\"entries\":[\"Whenever you eat food as part of a short rest and spend one or more Hit Dice to regain hit points, you regain additional hit points equal to your Constitution modifier + your proficiency bonus.\"]}]}]},{\"name\":\"Vital Sacrifice\",\"source\":\"TDCSR\",\"page\":191,\"entries\":[\"You've learned secrets of {@variantrule hemocraft|TDCSR} that grant you esoteric power at the price of your own life force. As a bonus action, you can choose to take {@damage 1d6} necrotic damage to gain a blood boon. Your blood boon lasts for 1 hour or until expended.\",\"You can expend this blood boon to gain one of the following benefits:\",{\"type\":\"list\",\"items\":[\"When you make an attack roll, you roll {@dice 1d6} and add it to the total.\",\"When you hit with an attack or spell, you deal an additional {@damage 2d6} necrotic damage.\",\"When you cause a creature to make a Strength, Dexterity, or Constitution {@quickref saving throws|PHB|2|1|saving throw}, roll a {@dice d4} and reduce their save by the amount rolled.\"]},\"The damage you take to gain a blood boon can't be reduced in any way.\"]},{\"name\":\"War Caster\",\"source\":\"PHB\",\"page\":170,\"reprintedAs\":[\"War Caster|XPHB\"],\"prerequisite\":[{\"spellcasting\":true}],\"entries\":[\"You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:\",{\"type\":\"list\",\"items\":[\"You have advantage on Constitution saving throws that you make to maintain your {@status concentration} on a spell when you take damage.\",\"You can perform the somatic components of spells even when you have weapons or a {@item shield|phb} in one or both hands.\",\"When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.\"]}]},{\"name\":\"War Caster\",\"source\":\"XPHB\",\"page\":209,\"category\":\"G\",\"prerequisite\":[{\"level\":4,\"spellcasting2020\":true}],\"ability\":[{\"choose\":{\"from\":[\"int\",\"wis\",\"cha\"]}}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Concentration\",\"entries\":[\"You have Advantage on Constitution saving throws that you make to maintain {@status Concentration|XPHB}.\"]},{\"type\":\"entries\",\"name\":\"Reactive Spell\",\"entries\":[\"When a creature provokes an {@action Opportunity Attack|XPHB} from you by leaving your reach, you can take a Reaction to cast a spell at the creature rather than making an {@action Opportunity Attack|XPHB}. The spell must have a casting time of one action and must target only that creature.\"]},{\"type\":\"entries\",\"name\":\"Somatic Components\",\"entries\":[\"You can perform the Somatic components of spells even when you have weapons or a Shield in one or both hands.\"]}]},{\"name\":\"Weapon Master\",\"source\":\"PHB\",\"page\":170,\"reprintedAs\":[\"Martial Weapon Training|XPHB\"],\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\"],\"amount\":1}}],\"weaponProficiencies\":[{\"choose\":{\"fromFilter\":\"type=martial weapon;mundane weapon|miscellaneous=mundane\",\"count\":4}}],\"entries\":[\"You have practiced extensively with a variety of weapons, gaining the following benefits:\",{\"type\":\"list\",\"items\":[\"You gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon.\"]}]},{\"name\":\"Weapon Master\",\"source\":\"XPHB\",\"page\":209,\"category\":\"G\",\"prerequisite\":[{\"level\":4}],\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\"]}}],\"entries\":[\"You gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Mastery Property\",\"entries\":[\"Your training with weapons allows you to use the mastery property of one kind of Simple or Martial weapon of your choice, provided you have proficiency with it. Whenever you finish a Long Rest, you can change the kind of weapon to another eligible kind.\"]}],\"hasFluffImages\":true},{\"name\":\"Wood Elf Magic\",\"source\":\"XGE\",\"page\":75,\"prerequisite\":[{\"race\":[{\"name\":\"elf\",\"subrace\":\"wood\"}]}],\"additionalSpells\":[{\"ability\":\"wis\",\"innate\":{\"_\":{\"daily\":{\"1e\":[\"longstrider\",\"pass without trace\"]}}},\"known\":{\"_\":[{\"choose\":\"level=0|class=Druid\"}]}}],\"entries\":[\"You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice. You also learn the {@spell longstrider} and {@spell pass without trace} spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.\"]},{\"name\":\"Woodwise\",\"source\":\"HWCS\",\"page\":47,\"skillProficiencies\":[{\"survival\":true,\"nature\":true}],\"entries\":[\"You have lived your entire life in the gnarled, wooded areas of the world. You are adept at finding your way through even the most treacherous terrain. You gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You gain proficiency in either the {@skill Survival} or {@skill Nature} skill.\",\"You ignore difficult terrain.\",\"You cannot become lost in natural surroundings except by magical means.\"]}]}]}"); JSON_DATA[`data/fluff-backgrounds.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"backgroundFluff\"]},\"backgroundFluff\":[{\"name\":\"Acolyte\",\"source\":\"PHB\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same thing as channeling divine power.\",\"Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of your religious service. The Gods of the Multiverse section contains a sample pantheon, from the Forgotten Realms setting. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny.\"]}]}]},{\"name\":\"Acolyte\",\"source\":\"XPHB\",\"entries\":[\"You devoted yourself to service in a temple, either nestled in a town or secluded in a sacred grove. There you performed rites in honor of a god or pantheon. You served under a priest and studied religion. Thanks to your priest's instruction and your own devotion, you also learned how to channel a modicum of divine power in service to your place of worship and the people who prayed there.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/XPHB/Acolyte.webp\"},\"credit\":\"Titus Lunter\",\"width\":2513,\"height\":952}]},{\"name\":\"Anthropologist\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"You have always been fascinated by other cultures, from the most ancient and primeval lost lands to the most modern civilizations. By studying other cultures' customs, philosophies, laws, rituals, religious beliefs, languages, and art, you have learned how tribes, empires, and all forms of society in between craft their own destinies and doom. This knowledge came to you not only through books and scrolls, but also through firsthand observation—by visiting far-flung settlements and exploring local histories and customs.\"]}]}]},{\"name\":\"Archaeologist\",\"source\":\"ToA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains-their bones, their ruins, their surviving masterworks, and their tombs. Those who practice archaeology travel to the far corners of the world to root through crumbled cities and lost dungeons, digging in search of artifacts that might tell the stories of monarchs and high priests, wars and cataclysms.\"]}]}]},{\"name\":\"Artisan\",\"source\":\"XPHB\",\"entries\":[\"You began mopping floors and scrubbing counters in an artisan's workshop for a few coppers per day as soon as you were strong enough to carry a bucket. When you were old enough to apprentice, you learned to create basic crafts of your own, as well as how to sweet-talk the occasional demanding customer. Your trade has also given you a keen eye for detail.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/XPHB/Artisan.webp\"},\"credit\":\"Luca Bancone\",\"width\":2513,\"height\":914}]},{\"name\":\"Ashari\",\"source\":\"TDCSR\",\"entries\":[\"Isolated from the political struggles of urban Tal'Dorei, you are a member of {@book the Ashari|TDCSR|2|The Ashari} people—a society bound to an ancient covenant protecting the Material Plane from the chaos of the primordial elements. You've been raised to revere and protect the natural world, and to shepherd the tumultuous elemental forces that give it life. When the elements threaten to overwhelm the delicate balance of nature, it is the role of {@book the Ashari|TDCSR|2|The Ashari} to restore harmony.\",\"You grew up in a tight-knit society, bound to a leader who successfully returned from the traditional journey to the Elemental Planes known as an Aramante. By contrast, you might well have never traveled more than a few days from your home, and thus have closer bonds with your family and neighbors than many people of Tal'Dorei.\",\"In your early life, you likely took up one of the many roles that make up your society, whether homemaker, hunter, explorer, or protector. If you have the ability to use elemental magic, you might have had one of the most important duties of all: protecting and soothing the elemental rift at the heart of your home. And even as an adventurer now traveling far beyond that home, your loyalties still lie with the continued safety of your order. Whatever else you do as you learn about the new world around you, you're conscious of the need to gather allies to your cause.\",\"Each Ashari is tethered to one of the four elemental orders and their settlements. You must select Pyrah (fire), Vesrah (water), {@book Terrah|TDCSR|3|Terrah} (earth), or {@book Zephrah|TDCSR|3|Zephrah} (wind). The rifts of earth and air are both in Tal'Dorei. If you live or lived among your people, then you are familiar with the remarkable sights of Air Ashari on {@item skysail|TDCSR|skysails} above the {@book Summit Peaks|TDCSR|3|Summit Peaks}, or {@book Earth Ashari|TDCSR|3|Terrah} erupting from the solid stone of the {@book Cliffkeep Mountains|TDCSR|3|Cliffkeep Mountains} on their {@item earthboard|TDCSR|earthboards}.\"]},{\"name\":\"Astral Drifter\",\"source\":\"AAG\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"For longer than you can remember, you have traversed the Astral Sea. There, you experienced firsthand the wonders of the Silver Void: you stopped aging and no longer felt hunger or thirst. Driven by wanderlust, you drifted from one part of the Astral Sea to another, like a mote of dust on the wind. You have lost count of the decades that have passed since you arrived here.\",\"In your travels, you have camped on the petrified hulks of dead gods and narrowly escaped the psychic winds that sweep across the Astral Sea while also avoiding prolonged contact with the plane's most dangerous denizens.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/AAG/Astral Drifter.webp\"},\"title\":\"Plasmoid Astral Drifter\",\"credit\":\"Olivier Bernard\",\"width\":850,\"height\":899}]},{\"name\":\"Athlete\",\"source\":\"MOT\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"You strive to perfect yourself physically and in execution of everything you do. The thrill of competition lights fire in your blood, and the roar of the crowd drives you forward. Tales of your exploits precede you and might open doors or loosen tongues.\",\"Whether in one of the poleis, between them, or among the nonhuman peoples of Theros, physical contests and those who pursue them command respect bordering on reverence. Athletes arise from all walks of life and all cultures and quite often cross paths with one another.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/MOT/Athlete.webp\"},\"credit\":\"Noah Bradley\",\"width\":400,\"height\":976}]},{\"name\":\"Augen Trust (Spy)\",\"source\":\"EGW\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Little is known about the Augen Trust, even within the court of the Dwendalian Empire. Only one person knows all the members of this elite network of imperial spies: its leader, Oliver Schreiber, a noble gnome with the ear of King Dwendal.\",\"If you were favored with membership in the Augen Trust, your entire life was laid bare before the secret spymaster at one point, and you were found to be a loyal servant of the empire with a particular set of skills. Betraying the Trust is high treason against the crown, and defectors are hunted down and quickly slain.\",\"Most defectors from the Augen Trust flee to the Biting North, beyond the reach of the empire. The Clovis Concord would extradite traitors in a heartbeat to maintain diplomatic relations with the empire, and fleeing to Xhorhas is tantamount to suicide in the present political climate.\",\"If you are a member of the Trust going on adventures, you are either a traitor who has somehow managed to keep your true identity secret from the greatest spies in the empire—or you are still on active duty. In the latter case, you can work with your DM to figure out why you are traveling with outside adventurers.\"]}]}]},{\"name\":\"Azorius Functionary\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The brutes are at the gate, chaos is looming, and the only thing standing in the way of disaster is the foundation of law and order—as embodied in the Azorius Senate. You're a proud member of the Azorius guild, which both enacts and enforces the laws that make Ravnican society function smoothly and safely.\"]}]}]},{\"name\":\"Baldur's Gate Acolyte\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"It's said that every faith in the world has a believer in Baldur's Gate. Not only are most established faiths tolerated—even if some of them, including most of the openly evil faiths, are relegated to the Outer City's Twin Songs neighborhood—but new ones arrive constantly, carried by travelers and proselytizers from far-flung lands. A character with this background might aspire to greater things, not for themselves, but for their faith.\"]}]}]},{\"name\":\"Baldur's Gate Charlatan\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Everybody's always trying to get a leg up on somebody in Baldur's Gate. One group's con artist might be another's revolutionary. Or maybe you're just in it for yourself. In any case, characters with this background have a plan to hit the big time; all they need is audacity and a little time.\"]}]}]},{\"name\":\"Baldur's Gate Criminal\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"No career criminal in Baldur's Gate operates without being aware of the Guild. Some studiously keep a low profile, carrying just the occasional smuggled load in with legitimate merchandise, or only breaking knees when it can plausibly be claimed as an act of personal revenge. Others join up with crews for protection, or with the Guild itself. A few former Guild members have been cast out of the organization due to incompetence or after offending a more powerful member, and now shuffle for scraps to survive.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/BGDIA/Baldur's Gate Criminal.webp\"},\"width\":531,\"height\":1000}]},{\"name\":\"Baldur's Gate Entertainer\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"From the Oasis Theater's spectacular singers and acrobats to the pantomimes and shadow puppeteers of the Wide, Baldur's Gate hosts a colorful array of performers. Good acts can always find ready audiences, and the constant flow of travelers means that both new spectators and new spectacles are always passing through.\"]}]}]},{\"name\":\"Baldur's Gate Folk Hero\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Baldur's Gate is a city badly in need of heroes, and every so often, one rises from among its own. Ordinary people who rise to greatness are beloved in local history, but the popular imagination can turn on such champions almost as quickly as it anoints them.\"]}]}]},{\"name\":\"Baldur's Gate Guild Artisan\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Numerous guilds and professional associations exist in Baldur's Gate, covering every imaginable trade and discipline from gravediggers to moneylenders.\"]}]}]},{\"name\":\"Baldur's Gate Hermit\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"While some might think it strange to find hermits in a bustling city, others know that sometimes the most profound solitude exists in the midst of a crowd. Baldur's Gate holds a handful of souls who manage to find isolation amid its tumult.\"]}]}]},{\"name\":\"Baldur's Gate Noble\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The patriars of Baldur's Gate live in the Upper City, where they host grand galas and flaunt cosmopolitan fashions, but are walled off from the poverty and squalor of the less fortunate districts and their neighborhoods. Although they might visit prosperous Bloomridge to try a fashionable restaurant or boutique, or watch a spectacle at the Oasis Theater, the patriars have little reason to venture into the dirtier, more dangerous parts of the city. If they do, it is generally as thrill-seeking tourists or enclosed by a retinue of armed guards, not as friends or neighbors. As a result, many patriars are at once acutely attuned to the nuances of royal courts half a continent away and shockingly ignorant of what life is like for the poor outside their own doorsteps.\",\"This combination of worldly savvy and local blindness characterizes almost all the nobility of Baldur's Gate. As a result, for those who wish to play patriars, the Patriar feature below replaces the Position and Privilege feature of the noble background. Those who wish to use the background's standard feature might have gained their standing in Baldur's Gate from business rather than inheritance.\"]}]}]},{\"name\":\"Baldur's Gate Outlander\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Coming to Baldur's Gate might seem like a good idea for a spectrum of reasons. Profit, excitement, and cosmopolitan opportunities all present tempting prospects, but rarely does one start on the path to Baldur's Gate fully understanding the complex social morass that awaits. You enter the city an outsider, and it's likely that—no matter how long you spend in the city—you'll leave an outsider, if you leave at all.\"]}]}]},{\"name\":\"Baldur's Gate Sage\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Baldur's Gate has a modest academic community centered around the libraries of the High Hall and the various temples dedicated to gods of learning and innovation. Lecturers, researchers, and historians all participate with passing scholars from Candlekeep in a lively exchange of ideas, debating and collaborating in book-filled halls across the Upper and Lower City. The city is also rife with opportunities for arcane study, although its masters are dispersed across individual wizards' abodes and lack concentrated communities.\"]}]}]},{\"name\":\"Baldur's Gate Sailor\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Baldur's Gate was founded by sailors, and its harbor is still the city's beating heart. Several patriars are descended from captains of yore, the commerce of the Lower City is built on the port, and even the Outer City's rhythms are dominated by the ebb and flow of river trade. Because sailors are as fundamental and ubiquitous to Baldur's Gate as the cobbles on its streets, characters with this background are common.\"]}]}]},{\"name\":\"Baldur's Gate Soldier\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Mercenaries, private guards, Watch soldiers, and members of the Flaming Fist number among just a few of the many soldiers on the streets of Baldur's Gate.\"]}]}]},{\"name\":\"Baldur's Gate Urchin\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Bands of orphans and runaways band together in the Outer City, running after passersby in ragged throngs to plead for scraps. In the Lower City, urchins are often recruited into the lowest echelons of the Guild or pressed into dirty and dangerous work by unscrupulous masters.\"]}]}]},{\"name\":\"Bandit Defector\",\"source\":\"HWCS\",\"entries\":[\"You were once a member of the Bandit Coalition, moving from place to place, ambushing and robbing passing merchants. Something made you decide that path was no longer worth pursuing, and you left that life behind. But quitting the Bandit Coalition isn't so easy.\"]},{\"name\":\"Black Fist Double Agent\",\"source\":\"ALCurseOfStrahd\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"You are an informant for the Tears of Virulence who now lord over Phlan, but are also a double agent for original town guard of Phlan, the Black Fists. For the Tears you've been tasked with ferreting out the secrets of Phlan's criminal underworld, insurgency, and the common peoples of Phlan. In exchange for reporting on the activities of dissenters, criminals, and other rebel elements, the Tears of Virulence leave you alone to conduct your affairs in peace.\",\"In reality you work for the deposed Black Fists, sharing misinformation with the Tears of Virulence that often helps the Black Fists and other Phlan insurgents. Since the evacuation of Phlan, you are even busier today than you ever were previously, as the number of dissenters among the refugees grows daily, while you are afforded many opportunities to spy on the peoples of Mulmaster and Elventree, to the pleasure of your contact(s) within the Tears of Virulence.\"]}]}]},{\"name\":\"Boros Legionnaire\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"As a member of the Boros Legion, your life is devoted to the service of angels and consecrated to the work of establishing justice and peace on the streets of Ravnica. You might be a true believer, inspired by the example of the angels, moved by the plight of the downtrodden, and devoted to the cause of justice. Or you could be a cynic in the ranks, perhaps because you reluctantly followed in the footsteps of a Boros parent, succumbed to the persuasion of a charismatic recruiter's lofty promises, or were drawn in by the prospect of a life of action.\"]}]}]},{\"name\":\"Caravan Specialist\",\"source\":\"ALElementalEvil\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"You are used to life on the road. You pride yourself at having traveled every major trade way in the Moonsea region, including the best backroads and shortcuts. When traveling these roads, you know where the best inns, campsites, and water sources are located, as well as potential locations of danger such as ambush. Having worked the roads as long as you have, you have made many acquaintances and find it easy to pick up information and rumors floating from town to town. You are skilled with beasts of burden and handling and repairing wagons of all kinds.\"]}]}]},{\"name\":\"Celebrity Adventurer's Scion\",\"source\":\"AI\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Your family name strikes fear and admiration in the hearts of the common folk—but that's got nothing to do with you. Songs and stories celebrating the adventuring exploits of your famous parent are widely known. Kids across the land grew up wishing they were you. But being the child of a famous adventurer wasn't all hugs and kisses.\",\"You seldom saw your celebrity-adventurer parent, and when they were around, it was all about them and tales of slaying this demon or vanquishing that dragon. All too often, you'd be woken out of a sound sleep by someone standing outside your home screaming about the latest threat to the town, the region, or the world.\",\"In the end, all you have to show for your lineage is your name. Most of the family's money went for consumables, from potions of healing and spell scrolls to copious amounts of dwarven ale. And everyone expects you to swing a sword or sling spells like your famous forebear, making it doubly hard for you to prove yourself.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/AI/celebrity-adventurers-scion.webp\"},\"credit\":\"Kris Straub\",\"width\":1545,\"height\":1000}]},{\"name\":\"Charlatan\",\"source\":\"PHB\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"You have always had a way with people. You know what makes them tick, you can tease out their hearts' desires after a few minutes of conversation, and with a few leading questions you can read like they were children's books. It's a useful talent, and one that you're perfectly willing to use for your advantage\",\"You know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people away from things that sound too good to be true, but common sense seems to be in short supply when you're around. The bottle of pink-colored liquid will surely cure that unseemly rash, this ointment–nothing more than a bit of fat with a sprinkle of silver dust–can restore youth and vigor, and there's a bridge in the city that just happens to be for sale. These marvels sound implausible, but you can make them sound like the real deal.\"]}]}]},{\"name\":\"Charlatan\",\"source\":\"XPHB\",\"entries\":[\"Once you were old enough to order an ale, you soon had a favorite stool in every tavern within ten miles of where you were born. As you traveled the circuit from public house to watering hole, you learned to prey on unfortunates who were in the market for a comforting lie or two—perhaps a sham potion or forged ancestry records.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/XPHB/Charlatan.webp\"},\"credit\":\"Luca Bancone\",\"width\":2513,\"height\":952}]},{\"name\":\"City Watch\",\"source\":\"SCAG\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"You have served the community where you grew up, standing as its first line of defense against crime. You aren't a soldier, directing your gaze outward at possible enemies. Instead, your service to your hometown was to help police its populace, protecting the citizenry from lawbreakers and malefactors of every stripe.\",\"You might have been part of the City Watch of Waterdeep, the baton-wielding police force of the City of Splendors, protecting the common folk from thieves and rowdy nobility alike. Or you might have been one of the valiant defenders of Silverymoon, a member of the Silverwatch or even one of the magic-wielding Spellguard.\",\"Perhaps you hail from Neverwinter and have served as one of its Wintershield watchmen, the newly founded branch of guards who vow to keep safe the City of Skilled Hands.\",\"Even if you're not city-born or city-bred, this background can describe your early years as a member of law enforcement. Most settlements of any size have their own constables and police forces, and even smaller communities have sheriffs and bailiffs who stand ready to protect their community.\"]}]}]},{\"name\":\"Clan Crafter\",\"source\":\"SCAG\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The Stout Folk are well known for their artisanship and the worth of their handiworks, and you have been trained in that ancient tradition. For years you labored under a dwarf master of the craft, enduring long hours and dismissive, sour-tempered treatment in order to gain the fine skills you possess today.\",\"You are most likely a dwarf, but not necessarily—particularly in the North, the shield dwarf clans learned long ago that only proud fools who are more concerned for their egos than their craft turn away promising apprentices, even those of other races. If you aren't a dwarf, however, you have taken a solemn oath never to take on an apprentice in the craft: it is not for nondwarves to pass on the skills of Moradin's favored children. You would have no difficulty, however, finding a dwarf master who was willing to receive potential apprentices who came with your recommendation.\"]}]}]},{\"name\":\"Clasp Member\",\"source\":\"TDCSR\",\"entries\":[\"Whether you grew up in the mean streets of {@book Kymal|TDCSR|3|Kymal} bamboozling foolish gamblers, or spent your youth pilfering loose coin from the pockets of {@book Emon's|TDCSR|3|Emon, the City of Fellowship} many tourists, your lifestyle of deceiving-to-survive eventually drew the attention of the {@book Clasp|TDCSR|2|The Clasp}: a storied crime syndicate that has hideouts in every city in Tal'Dorei. In exchange for protection, a modicum of kinship, and a number of useful resources to further develop your craft as a criminal, you agreed to receive the brand of the {@book Clasp|TDCSR|2|The Clasp} and join their ranks.\",\"You might have spent time working the guild's most menial assignments, wandering the alleys as a simple cutpurse and filling your pockets with silver while you waited to climb the professional ladder. Or you might be a clever actor and liar, whose skill at blending in with all facets of society has made you an indispensable spy. Perhaps your swift technique with a blade led you to become a feared assassin for the {@book Spireling leader|TDCSR|2|Spireling Shenn} of a local {@book Clasp|TDCSR|2|The Clasp} sect. Regardless, though the threat of the law is ever looming, the advantages to having a connection to such a powerful cartel greatly outweighs your paranoia. Most of the time.\",\"Since the {@book Clasp|TDCSR|2|The Clasp} is an organization, its members can rise in rank by proving their worth, by making the right friends in high places, or even through blackmail and bribery. You and the Game Master can decide together how your actions affect your rank in the {@book Clasp|TDCSR|2|The Clasp}, and what benefits that rank grants you.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/TDCSR/ClaspMember.webp\"},\"credit\":\"{@link John Anthony di Giovanni|https://artstation.com/jad}\",\"altText\":\"A man with short black hair and beard wearing dark clothing holding a curved dagger leaning against a stone wall.\",\"width\":645,\"height\":1046}]},{\"name\":\"Cloistered Scholar\",\"source\":\"SCAG\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you found your way to one of Faerûn's great institutes of learning, where you were apprenticed and taught that knowledge is a more valuable treasure than gold or gems. Now you are ready to leave your home—not to abandon it, but to quest for new lore to add to its storehouse of knowledge.\",\"The most well known of Faerûn's fonts of knowledge is Candlekeep. The great library is always in need of workers and attendants, some of whom rise through the ranks to assume roles of greater responsibility and prominence. You might be one of Candlekeep's own, dedicated to the curatorship of what is likely the most complete body of lore and history in all the world.\",\"Perhaps instead you were taken in by the scholars of the Vault of the Sages or the Map House in Silverymoon, and now you have struck out to increase your knowledge and to make yourself available to help those in other places who seek your expertise. You might be one of the few who aid Herald's Holdfast, helping to catalogue and maintain records of the information that arrives daily from across Faerûn.\"]}]}]},{\"name\":\"Cobalt Scholar (Sage)\",\"source\":\"EGW\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The Cobalt Soul is an organization of monastic scholars dedicated to preserving knowledge and recorded history, not just across Wildemount but all of Exandria. Its operations are primarily based out of the cities of Zadash and Rexxentrum in the Dwendalian Empire, and you likely studied at one of those sites.\",\"As a rank-and-file pupil of the Cobalt Soul, you adventure to help expand your mind. Alternatively (and with the DM's permission), you might also take on a more specific role within the organization. Expositors are secret agents who gather information in the field, while archivists are the curators who ensure the well-being of the Cobalt Soul's many Archives. Monks of the Cobalt Soul are enlightened scholars who lead expeditions into ancient and forgotten places, hoping to reclaim their lost knowledge and history.\"]}]}]},{\"name\":\"Continental Nobility\",\"source\":\"DoDk\",\"entries\":[\"You are the scion of a noble household. Whether you hail from Caspia, Elyria, or Westemär, the fall of Drakkenheim has either adversely impacted your family's fortunes, or created a tantalizing opportunity to increase your political power and influence.\"]},{\"name\":\"Cormanthor Refugee\",\"source\":\"ALRageOfDemons\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"You are one of hundreds of refugees that were driven from Hillsfar or that fled the destruction of Myth Drannor and who now shelter in hidden camps under the northern eaves of the Cormanthor Forest. If you up grew in the camps, you have never been to a settlement other than the village of Elventree. As a guest of the elves, you have learned their ways and the ways of the forest. You are also a traumatized, as residual wild magic, energies released by the fall of Thultanar upon Myth Drannor, and the constant fear of raids hunting for nonhumans to fight in Hillsfar's Arena have taken their toll on you, as they have on everyone in the camps.\"]}]}]},{\"name\":\"Courtier\",\"source\":\"SCAG\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization. You might or might not come from an upper-class family; your talents, rather than the circumstances of your birth, could have secured you this position.\",\"You might have been one of the many functionaries, attendants, and other hangers-on in the Court of Silverymoon, or perhaps you traveled in Waterdeep's baroque and sometimes cutthroat conglomeration of guilds, nobles, adventurers, and secret societies. You might have been one of the behind-the-scenes law-keepers or functionaries in Baldur's Gate or Neverwinter, or you might have grown up in and around the castle of Daggerford.\",\"Even if you are no longer a full-fledged member of the group that gave you your start in life, your relationships with your former fellows can be an advantage for you and your adventuring comrades. You might undertake missions with your new companions that further the interest of the organization that gave you your start in life. In any event, the abilities that you honed while serving as a courtier will stand you in good stead as an adventurer.\"]}]}]},{\"name\":\"Criminal\",\"source\":\"PHB\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You're far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.\"]}]}]},{\"name\":\"Criminal\",\"source\":\"XPHB\",\"entries\":[\"You eked out a living in dark alleyways, cutting purses or burgling shops. Perhaps you were part of a small gang of like-minded wrongdoers who looked out for each other. Or maybe you were a lone wolf, fending for yourself against the local thieves' guild and more fearsome lawbreakers.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/XPHB/Criminal.webp\"},\"credit\":\"Noor Rahman\",\"width\":2513,\"height\":914}]},{\"name\":\"Devoted Missionary\",\"source\":\"DoDk\",\"entries\":[\"You are a follower of one of the many religions of the world. Through either divine calling, visions, or prophecies, or because your church sent you as an envoy and representative, or maybe because you are seeking divine answers, you have made the journey to Drakkenheim. What sacred purpose lies in the ruins that you are quested with uncovering?\"]},{\"name\":\"Dimir Operative\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"You're a spy. Secrets and misinformation are your stock in trade. You skulk in the shadows, infiltrate other guilds, and steal the most precious secrets, whether they're written in locked journals or hidden away in someone's mind. Even you might not be aware of all the reasons behind the missions you carry out. Sometimes a mission's sole purpose is to conceal the motivation behind another strike performed in a different part of the city, or simply to spread fear.\",\"As part of your covert work for House Dimir, you maintain a false identity as a member of another guild. You can choose your secondary guild or roll to determine it randomly. This secondary guild membership determines a portion of your starting equipment and is also where most of your contacts come from. You infiltrate your secondary guild to learn its secrets, keep tabs on its activities, or perhaps undermine it from within.\"]}]}]},{\"name\":\"Dragon Casualty\",\"source\":\"ALCurseOfStrahd\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"When the Maimed Virulence descended upon Phlan, you were one of the unfortunate casualties of war. Captured during the initial assault, you have spent the last year of your life as a plaything of a capricious and malevolent overlord. While many of your fellow prisoners fell to the dragon's insatiable fury over the coming months, you and your fellow \\\"survivors\\\" were spared only for a worse fate as one of the dragon's magical experiments, leaving you and those who survived the torture scarred and disfigured.\",\"What reasons the dragon had for releasing you few survivors, nobody knows. You only fear that those who died under his terrible claw were the lucky ones, and you and your fellow Dragonscarred are doomed for a fate worse than death.\"]}]}]},{\"name\":\"Earthspur Miner\",\"source\":\"ALElementalEvil\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"You are a down-on your luck miner from the Earthspur Mountains who is no stranger to hardship. You have spent a great deal of time living among the dwarves, goliaths, and denizens of the Underdark that also work mines in the area. At this point, you're just as comfortable working underground as above. You know how to read a seam, dicker for supplies with the deep gnomes, party with dwarves, and find your way back to the surface afterwards. Unfortunately, you haven't struck it rich...yet. Although you've come to Mulmaster looking for work, the tall peaks and deep mines of the Earthspurs still call to you.\"]}]}]},{\"name\":\"Entertainer\",\"source\":\"PHB\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art is your life.\"]}]}]},{\"name\":\"Entertainer\",\"source\":\"XPHB\",\"entries\":[\"You spent much of your youth following roving fairs and carnivals, performing odd jobs for musicians and acrobats in exchange for lessons. You may have learned how to walk a tightrope, how to play a {@item lute|XPHB} in a distinct style, or how to recite poetry with impeccable diction. To this day, you thrive on applause and long for the stage.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/XPHB/Entertainer.webp\"},\"credit\":\"Kenny Vo\",\"width\":2513,\"height\":952}]},{\"name\":\"Faceless\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Being who you are, you could never be a hero. Whether due to your class, your people, your family, or your sins, something about you prevents you from effectively pursuing the path you've chosen. Even so, that doesn't stop you. You've left your old face behind, taking on a new persona, becoming something more.\",\"Characters with the faceless background don a disguise—literally or otherwise—as they adventure. This persona might be dramatic or subtle. In a way, though, many characters have such larger than life personalities. Therefore, this background largely focuses on detailing the hero behind the mask.\"]}]}]},{\"name\":\"Faction Agent\",\"source\":\"SCAG\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Many organizations active in the North and across the face of Faerûn aren't bound by strictures of geography. These factions pursue their agendas without regard for political boundaries, and their members operate anywhere the organization deems necessary. These groups employ listeners, rumormongers, smugglers, sellswords, cache-holders (people who guard caches of wealth or magic for use by the faction's operatives), haven keepers, and message drop minders, to name a few. At the core of every faction are those who don't merely fulfill a small function for that organization, but who serve as its hands, head, and heart.\",\"As a prelude to your adventuring career (and in preparation for it), you served as an agent of a particular faction in Faerûn. You might have operated openly or secretly, depending on the faction and its goals, as well as how those goals mesh with your own. Becoming an adventurer doesn't necessarily require you to relinquish membership in your faction (though you can choose to do so), and it might enhance your status in the faction.\",{\"type\":\"entries\",\"name\":\"Factions of the Sword Coast\",\"entries\":[\"The lack of large, centralized governments in the North and along the Sword Coast is likely directly responsible for the proliferation of secret societies and conspiracies in those lands. If your background is as an agent for one of the main factions of the North and Sword Coast, here are some possibilities.\",{\"type\":\"entries\",\"name\":\"The Harpers\",\"entries\":[\"Founded more than a millennium ago, disbanded and reorganized several times, the Harpers remain a powerful, behind-the-scenes agency, which acts to thwart evil and promote fairness through knowledge, rather than brute force. Harper agents are often proficient in {@skill Investigation}, enabling them to be adept at snooping and spying. They often seek aid from other Harpers, sympathetic bards and innkeepers, rangers, and the clergy of gods that are aligned with the Harpers' ideals.\"]},{\"type\":\"entries\",\"name\":\"The Order of the Gauntlet\",\"entries\":[\"One of the newest power groups in Faerûn, the Order of the Gauntlet has an agenda similar to that of the Harpers. Its methods are vastly different, however: bearers of the gauntlet are holy warriors on a righteous quest to crush evil and promote justice, and they never hide in the shadows. Order agents tend to be proficient in {@skill Religion}, and frequently seek aid from law enforcement friendly to the order's ideals, and the clergy of the order's patron gods.\"]},{\"type\":\"entries\",\"name\":\"The Emerald Enclave\",\"entries\":[\"Maintaining balance in the natural order and combating the forces that threaten that balance is the twofold goal of the Emerald Enclave. Those who serve the faction are masters of survival and living off the land. They are often proficient in {@skill Nature}, and can seek assistance from woodsmen, hunters, rangers, barbarian tribes, druid circles, and priests who revere the gods of nature.\"]},{\"type\":\"entries\",\"name\":\"The Lords' Alliance\",\"entries\":[\"On one level, the agents of the Lords' Alliance are representatives of the cities and other governments that constitute the alliance. But, as a faction with interests and concerns that transcend local politics and geography, the Alliance has its own cadre of individuals who work on behalf of the organizations, wider agenda. Alliance agents are required to be knowledgeable in {@skill History}, and can always rely on the aid of the governments that are part of the Alliance, plus other leaders and groups who uphold the Alliance's ideals.\"]},{\"type\":\"entries\",\"name\":\"The Zhentarim\",\"entries\":[\"In recent years, the Zhentarim have become more visible in the world at large, as the group works to improve its reputation among the common people. The faction draws employees and associates from many walks of life, setting them to tasks that serve the goals of the Black Network but aren't necessarily criminal in nature. Agents of the Black Network must often work in secret, and are frequently proficient in {@skill Deception}. They seek aid from the wizards, mercenaries, merchants and priesthoods allied with the Zhentarim.\"]}]}]}]}]},{\"name\":\"Failed Merchant\",\"source\":\"AI\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Maybe you come from a long line of merchants. Perhaps you were an entrepreneur. Regardless, your ventures ended poorly. Whether it was because of outside influences, bad luck, or simply because your business acumen was weak, you lost everything.\",\"With failure, however, comes experience. You're free of that old life, having made some connections and learned your lessons. Prepared to pursue the life of an adventurer, your insight into the world of commerce brought you into the sphere of Acquisitions Incorporated—and a franchise just might be in your future.\"]}]}]},{\"name\":\"Far Traveler\",\"source\":\"SCAG\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have one thing in common: they live out their lives without ever traveling more than a few miles from where they were born.\",\"You aren't one of those folk.\",\"You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances are good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a few outrageous stories. You have come to this part of Faerûn for your own reasons, which you might or might not choose to share.\",\"Although you will undoubtedly find some of this land's ways to be strange and discomfiting, you can also be sure that some things its people take for granted will be to you new wonders that you've never laid eyes on before. By the same token, you're a person of interest, for good or ill, to those around you almost anywhere you go.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Where Are You From?\",\"entries\":[\"The most important decision in creating a far traveler background is determining your homeland. The places discussed here are all sufficiently distant from the North and the Sword Coast to justify the use of this background.\",{\"type\":\"entries\",\"name\":\"Evermeet\",\"entries\":[\"The fabled elven islands far to the west are home to elves who have never been to Faerûn. They often find it a harsher place than they expected when they do make the trip. If you are an elf, Evermeet is a logical (though not mandatory) choice for your homeland.\",\"Most of those who emigrate from Evermeet are either exiles, forced out for committing some infraction of elven law, or emissaries who come to Faerûn for a purpose that benefits elven culture or society.\"]},{\"type\":\"entries\",\"name\":\"Halruaa\",\"entries\":[\"Located on the southern edges of the Shining South, and hemmed in by mountains all around, the magocracy of Halruaa is a bizarre land to most in Faerûn who know about it. Many folk have heard of the strange skyships the Halruaans sail, and a few know of the tales that even the least of their people can work magic.\",\"Halruaans usually make their journeys into Faerûn for personal reasons, since their government has a strict stance against unauthorized involvement with other nations and organizations. You might have been exiled for breaking one of Halruaa's many byzantine laws, or you could be a pilgrim who seeks the shrines of the gods of magic.\"]},{\"type\":\"entries\",\"name\":\"Kara-Tur\",\"entries\":[\"The continent of Kara-Tur, far to the east of Faerûn, is home to people whose customs are unfamiliar to the folk of the Sword Coast. If you come from Kara-Tur, the people of Faerûn likely refer to you as Shou, even if that isn't your true ethnicity, because that's the blanket term they use for everyone who shares your origin.\",\"The folk of Kara-Tur occasionally travel to Faerûn as diplomats or to forge trade relations with prosperous merchant cartels. You might have come here as part of some such delegation, then decided to stay when the mission was over.\"]},{\"type\":\"entries\",\"name\":\"Mulhorand\",\"entries\":[\"From the terrain to the architecture to the god-kings who rule over these lands, nearly everything about Mulhorand is alien to someone from the Sword Coast. You likely experienced the same sort of culture shock when you left your desert home and traveled to the unfamiliar climes of northern Faerûn. Recent events in your homeland have led to the abolition of slavery, and a corresponding increase in the traffic between Mulhorand and the distant parts of Faerûn.\",\"Those who leave behind Mulhorand's sweltering deserts and ancient pyramids for a glimpse at a different life do so for many reasons. You might be in the North simply to see the strangeness this wet land has to offer, or because you have made too many enemies among the desert communities of your home.\"]},{\"type\":\"entries\",\"name\":\"Sossal\",\"entries\":[\"Few have heard of your homeland, but many have questions about it upon seeing you. Humans from Sossal seem crafted from snow, with alabaster skin and white hair, and typically dressed in white.\",\"Sossal exists far to the northeast, hard up against the endless ice to the north and bounded on its other sides by hundreds of miles of the Great Glacier and the Great Ice Sea. No one from your nation makes the effort to cross such colossal barriers without a convincing reason. You must fear something truly terrible or seek something incredibly important.\"]},{\"type\":\"entries\",\"name\":\"Zakhara\",\"entries\":[\"As the saying goes among those in Faerûn who know of the place, \\\"To get to Zakhara, go south. Then go south some more.\\\" Of course, you followed an equally long route when you came north from your place of birth. Though it isn't unusual for Zakharans to visit the southern extremes of Faerûn for trading purposes, few of them stray as far from home as you have.\",\"You might be traveling to discover what wonders are to be found outside the deserts and sword-like mountains of your homeland, or perhaps you are on a pilgrimage to understand the gods that others worship, so that you might better appreciate your own deities.\"]},{\"type\":\"entries\",\"name\":\"The Underdark\",\"entries\":[\"Though your home is physically closer to the Sword Coast than the other locations discussed here, it is far more unnatural. You hail from one of the settlements in the Underdark, each of which has its own strange customs and laws. If you are a native of one of the great subterranean cities or settlements, you are probably a member of the race that occupies the place - but you might also have grown up there after being captured and brought below when you were a child.\",\"If you are a true Underdark native, you might have come to the surface as an emissary of your people, or perhaps to escape accusations of criminal behavior (whether warranted or not). If you aren't a native, your reason for leaving \\\"home\\\" probably has something to do with getting away from a bad situation.\",\"Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.\",\"You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.\"]}]}]}]}]}]},{\"name\":\"Farmer\",\"source\":\"XPHB\",\"entries\":[\"You grew up close to the land. Years tending animals and cultivating the earth rewarded you with patience and good health. You have a keen appreciation for nature's bounty alongside a healthy respect for nature's wrath.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/XPHB/Farmer.webp\"},\"credit\":\"Kenny Vo\",\"width\":2513,\"height\":914}]},{\"name\":\"Feylost\",\"source\":\"WBtW\",\"entries\":[\"You grew up in the Feywild after disappearing from your home plane as a child. Perhaps you were spirited away by kindly Fey who thought you were destined for great things. Perhaps you stumbled through a fey crossing by chance during a twilight stroll in the woods. Perhaps you were kidnapped by evil Fey but escaped from their clutches. Whatever the manner of your disappearance, you gradually fell under the Feywild's spell and learned a little about the nature of the mercurial tricksters that dwell there.\",\"When you finally returned to your home plane, you did not come back unchanged. You are haunted by the fact that the Feywild—a mirror world hidden behind a mere twist of perception—is only a hair's breadth away. Although your memories of the Feywild grow fainter with each passing day, your heart swells with a mixture of fear and joy at the prospect of one day venturing back to the Plane of Faerie—your home away from home.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/WBtW/Feylost.webp\"},\"credit\":\"Clint Cearley\",\"width\":850,\"height\":1643}]},{\"name\":\"Fisher\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"You have spent your life aboard fishing vessels or combing the shallows for the bounty of the ocean. Perhaps you were born into a family of fisher folk, working with your kin to feed your village. Maybe the job was a means to an end—a way out of an undesirable circumstance that forced you to take up life aboard a ship. Regardless of how you began, you soon fell in love with the sea, the art of fishing, and the promise of the eternal horizon.\"]}]}]},{\"name\":\"Folk Hero\",\"source\":\"PHB\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere.\"]}]}]},{\"name\":\"Gambler\",\"source\":\"AI\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"All you need to make a lot of gold is a little gold. Except at those times when all you need to have no gold at all is a little gold. Whether you're a good gambler or a bad one rarely matters, because no one can divine the whims of Lady Luck. Sometimes you're up, sometimes you're down. But the thing about gambling is that someone is always willing to take a bet.\"]}]}]},{\"name\":\"Gate Urchin\",\"source\":\"ALRageOfDemons\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"All traffic into and out of the City of Trade passes through the Hillsfar Gate, making it the ideal place for the destitute to gather to panhandle, busk, gossip, and pick pockets. You grew up on the streets in the shadow of that great steel edifice, which houses both Red Plumes and Guild Mages. Though you may have moved on, you still have friends among them, and that life has had a lasting impact on you.\"]}]}]},{\"name\":\"Gate Warden\",\"source\":\"SatO\",\"entries\":[\"You spent a significant amount of time somewhere influenced by intense planar forces or a portal to another plane of existence, such as one of the gatetowns in the Outlands. You're accustomed to experiences that would leave others reeling in terror or enraptured by otherworldly beauty, and you're as comfortable dealing with Celestials and Fiends as you are with the vendors in town (who might be one and the same).\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/SatO/Planar Philosopher.webp\"},\"credit\":\"Robson Michel\",\"width\":750,\"height\":2167}]},{\"name\":\"Giant Foundling\",\"source\":\"BGG\",\"entries\":[\"Though you aren't a Giant, you grew up among giants. Maybe you were an orphan taken in by a sympathetic family of stone giants who raised you as one of their own. Or perhaps you lived in a lost prehistoric pocket of the world, surrounded by giants and fearsome behemoths or hulking dinosaurs.\",\"Something about your environment—perhaps the food or water that sustained you, elemental magic inherent in the site of your home, or some verdant blessing of growth placed on you—caused you to grow to a remarkable size for your kind. With the aid of this magic, you have learned how to embody the might of giants. You are used to moving through a world much bigger than you, and that is reflected in your skills, attitude, and perspective on life.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/BGG/Giant Foundling.webp\"},\"title\":\"A giant foundling is used to a larger world\",\"credit\":\"Kai Carpenter\",\"width\":1700,\"height\":1087}]},{\"name\":\"Golgari Agent\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"You are a member of a teeming horde—one small part of a sprawling organism. Just as you are part of the swarm, the swarm is part of a larger ecosystem, a never-ending cycle of life, death, rot, and rebirth. You have spent your life in the slow churn of that ecosystem, in the dark places of the city where the messy parts of existence are on display. There is little squeamishness among the Golgari, no fear of death or taboo about the dead, just a fierce affirmation of the cycle.\"]}]}]},{\"name\":\"Grinner\",\"source\":\"EGW\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The Golden Grin began in the far-off land of Tal'Dorei, trading secret messages through a network of bards and minstrels to undermine an iron-fisted king's authoritarian rule. Today, Tal'Dorei is a relatively peaceful republic, and some Grinners have grown restless while waiting for tyranny to raise its ugly head again. A contingent of such Grinners traveled to the Menagerie Coast and set up a network of secret bases in the cities of the Clovis Concord, from which they are presently working their way into the highest echelons of the Dwendalian Empire.\",\"You are a Grinner. Your goals are to spread freedom and inspire hope—or, in time, revolution—in the hearts of the oppressed.\",{\"type\":\"entries\",\"name\":\"Favorite Code-Song\",\"entries\":[\"All members of the Golden Grin have learned a handful of folk songs in their travels, and use those songs to send secret codes and alert fellow Grinners to danger. Choose a favorite song or roll on the Favorite Code-Songs table.\",{\"type\":\"table\",\"colLabels\":[\"d6\",\"Favorite Code-Song\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Zan's Comin' Back. This hopeful Tal'Dorei folk song declares the inevitable return of a just ruler. Use it to seek out potential allies.\"],[\"2\",\"Blow Fire Down the Coast. A rowdy fighting song from the Clovis Concord, this ditty talks of blasting up pirate ships. Use it to encourage battle.\"],[\"3\",\"Hush! Onward Come the Dragons. This Tal'Dorei folk song recounts the terror in the days after the invasion of the red dragon called the Cinder King. Use it to encourage caution in speech and deed.\"],[\"4\",\"Let the Sword Grow Rust. An antiwar anthem from Marquet, this song has uncertain origins. Use it to help quell violent encounters.\"],[\"5\",\"Drink Deep, Li'l Hummingbird. A drinking rondo from the Menagerie Coast, this song tells the tale of a young person who drinks so heavily that they awaken to find they've stowed away on a ship. Use it to encourage alertness in social situations.\"],[\"6\",\"Dirge for the Emerald Fire. This elven song supposedly has thousands of obscure verses. Use the first two verses to spread news of death or defeat.\"]]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/EGW/Grinner.webp\"},\"credit\":\"Dan Bittencourt\",\"width\":543,\"height\":1000}]},{\"name\":\"Grounded\",\"source\":\"HWCS\",\"entries\":[\"Despite the inherent vertical aspects of birdfolk culture, you have always felt safer and more at peace with your feet firmly planted on the soil. You are practical and level-headed, but due to your different perspective on the world, other bird-folk see you as quirky or unsettling. Your unique insight allows you to connect with the humblefolk who live under the forest canopy in ways perch-dwelling birdfolk cannot.\"]},{\"name\":\"Gruul Anarch\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The entire world of Ravnica is a sprawling metropolis, but you are a native of the wild areas that still exist—the abandoned districts, the rubblebelts, the overgrown parks, and the crumbling ruins. You are part of a savage society that clings desperately to the Old Ways—attuned to nature, full of primal rage, and given short shrift by a world consumed with continuing civilization's march of progress.\"]}]}]},{\"name\":\"Guard\",\"source\":\"XPHB\",\"entries\":[\"Your feet ache when you remember the countless hours you spent at your post in the tower. You were trained to keep one eye looking outside the wall, watching for marauders sweeping from the nearby forest, and your other eye looking inside the wall, searching for cutpurses and troublemakers.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/XPHB/Guard.webp\"},\"credit\":\"Noor Rahman\",\"width\":2513,\"height\":952}]},{\"name\":\"Guide\",\"source\":\"XPHB\",\"entries\":[\"You came of age outdoors, far from settled lands. Your home was anywhere you chose to spread your bedroll. There are wonders in the wilderness—strange monsters, pristine forests and streams, overgrown ruins of great halls once trod by giants—and you learned to fend for yourself as you explored them. From time to time, you guided friendly nature priests who instructed you in the fundamentals of channeling the magic of the wild.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/XPHB/Guide.webp\"},\"credit\":\"Erel Maatita\",\"width\":2513,\"height\":914}]},{\"name\":\"Guild Artisan\",\"source\":\"PHB\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"You are a member of an artisan's guild, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became a master in your own right.\"]}]}]},{\"name\":\"Harborfolk\",\"source\":\"ALElementalEvil\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"You are one of the hundreds of small-time fishermen and women who haul the bounty of Mulmaster's freshwater harbor to the city's markets each morning. You have spent countless days rowing in the waters in and around Mulmaster and know them and the other fisherfolk, dockworkers, and port inhabitants better than anyone. Though you have left that life behind, you still visit once in a while.\"]}]}]},{\"name\":\"Haunted One\",\"source\":\"VRGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"You are haunted by something so terrible that you dare not speak of it. You've tried to bury it and run away from it, to no avail. Whatever this thing is that haunts you can't be slain with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its toll, isolating you from most people and making you question your sanity. You must find a way to overcome it before it destroys you.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/VRGR/Haunted One.webp\"},\"credit\":\"Wayne England\",\"width\":850,\"height\":1220}]},{\"name\":\"Hermit\",\"source\":\"PHB\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"You lived in seclusion–either in a sheltered community such as a monastery, or entirely alone–for a formative part of your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you were looking for.\"]}]}]},{\"name\":\"Hermit\",\"source\":\"XPHB\",\"entries\":[\"You spent your early years secluded in a hut or monastery located well beyond the outskirts of the nearest settlement. In those days, your only companions were the creatures of the forest and those who would occasionally visit to bring news of the outside world and supplies. The solitude allowed you to spend many hours pondering the mysteries of creation.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/XPHB/Hermit.webp\"},\"credit\":\"Pedro Cardoso\",\"width\":2513,\"height\":952}]},{\"name\":\"Hillsfar Merchant\",\"source\":\"ALRageOfDemons\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Before becoming an adventurer, you were a successful merchant operating out Hillsfar, the City of Trade. Your family operated warehouses, organized caravans, managed stores, or owned a ship and has trade contacts throughout the Moonsea region, as well as up and down the length of the Sword Coast. Perhaps they import ore, uncut gems, untreated furs, or grain into the City of Trade, or they export fine cloth, faceted gems, fine furs, or Dragon's Breath, a brandy-like liquor. Regardless, you've largely given that life up for some reason and have chosen to seek adventure instead. Nevertheless, the training you received then, and perhaps the contacts you made, serve you well as an adventurer.\"]}]}]},{\"name\":\"Hillsfar Smuggler\",\"source\":\"ALRageOfDemons\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Hillsfar is the City of Trade. However, the Great Law of Trade only protects \\\"legitimate\\\" trade, trade that passes through the city's sole gate, which the Red Plumes monitor and tax. And the Great Law of Humanity banishes non-humans from the city altogether. The two Great Laws create great demand and great risk for smugglers, who shepherd illicit goods and non-humans into and out of the city by secret routes. The Rogues Guild tightly controls all of this activity, taking its cut from sanctioned jobs and exacting punishment for independent jobs.\",\"Perhaps you trafficked Dragon's Breath (a brandy-like liquor) to avoid tariffs or contraband to avoid seizure, or maybe you are a human who sympathizes with the non-humans and worked as part of the network of secret routes and safe houses that helps them pass through Hillsfar. Either way, you have contacts in the smuggling community who can help you slip into and out of the city unnoticed, for a price.\"]}]}]},{\"name\":\"House Agent\",\"source\":\"ERLW\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"You have sworn fealty to a dragonmarked house. If you have a dragonmark, you're likely a member of one of the house's influential families; otherwise you're an outsider who hopes to make your fortune through the house. Your main task is to serve as the eyes of your house, but you could be called on at any time to act as its hand. Such missions can be perilous but lucrative.\"]}]}]},{\"name\":\"Inheritor\",\"source\":\"SCAG\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"You are the heir to something of great value—not mere coin or wealth, but an object that has been entrusted to you and you alone. Your inheritance might have come directly to you from a member of your family, by right of birth, or it could have been left to you by a friend, a mentor, a teacher, or someone else important in your life. The revelation of your inheritance changed your life, and might have set you on the path to adventure, but it could also come with many dangers, including those who covet your gift and want to take it from you—by force, if need be.\"]}]}]},{\"name\":\"Initiate\",\"source\":\"PSA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"You are an initiate, on the path to completing the trials of the five gods in the hope of earning a glorified death in the final Trial of Zeal. Some combination of your natural aptitude, your crop's needs, and your teachers' assessment while you were an acolyte led you to focus your training in one particular area of specialization—hand-to-hand combat, long-range combat, or spellcasting. But only a well-rounded initiate can be called truly worthy of the afterlife.\",\"If you are a hand-to-hand specialist, consider the {@class barbarian}, {@class fighter}, {@class monk}, {@class paladin}, or {@class rogue} classes. As a long-range combat specialist, you might be a {@class fighter}, a {@class ranger}, or a {@class rogue}. If you are a spellcasting specialist, you might be a {@class bard}, {@class sorcerer}, or {@class wizard}. And beyond this initial choice, you might consider multiclassing or using feats to round out your skills in all three areas.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/PSA/Initiate.webp\"},\"title\":\"Unwavering Initiate\",\"credit\":\"Greg Opalinski\",\"width\":630,\"height\":1650},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/PSA/Initiate2.webp\"},\"title\":\"Gust Walker\",\"credit\":\"Jason Rainville\",\"width\":631,\"height\":816}]},{\"name\":\"Initiate (Dissenter)\",\"source\":\"PSA\",\"_copy\":{\"name\":\"Initiate\",\"source\":\"PSA\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Even in the carefully constructed and curated city-state of Naktamun, and in the presence of the five gods, some people rebel against the doctrines of the God-Pharaoh. They don't challenge the existence of the gods, of course, for those gods are visible nearly every day in the streets of the city. Nor do they question the fact of life after death, which is plain to see in the anointed mummies that surround them, as well as the marauding mummies outside the Hekma. Rather, these dissenters simply refuse to follow the ordained course of life that leads to the glorious afterlife.\",\"Some dissenters are spurred by fear, not wanting to subject themselves to a violent death in the trials (or in training for the trials). Some are moved by conscience, unwilling to kill their crop-mates in the trials. For while they cannot deny that the gods exist, they can deny that the gods are just—and can fight to prove that the dictates of an unjust god need not be obeyed. Some believe that one god (probably Bontu) has corrupted the process of the trials and the path to the afterlife. Others correctly intuit that the God-Pharaoh did not actually have the people's best interests in mind when he ordered their society.\",\"A character who is identified as a dissenter loses the benefit of the initiate's or vizier's background feature. In its place, the character gains the Shelter of Dissenters feature.\",{\"type\":\"hr\"}]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/PSA/Dissenter.webp\"},\"title\":\"Samut, Voice of Dissent\",\"credit\":\"Aleksi Briclot\",\"width\":620,\"height\":901}}}}},{\"name\":\"Inquisitor\",\"source\":\"PSI\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Historically, inquisitors were cathar detectives who investigated crimes both mundane and supernatural. They were known for traveling to remote parishes plagued by unexplained murders, and for exposing werewolves living among normal humans. During Avacyn's absence, when the archangel was trapped within the demonic prison known as the Helvault, the inquisitors led a series of brutal forays into Kessig and the Gavony Moorland. They executed suspected lycanthropes with little or no proof, and punished accused heretics in unsanctioned trials. With Avacyn's madness, this savage form of inquisition has become the norm, and inquisitors who still pry into dark mysteries have become a minority.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/PSI/Inquisitor.webp\"},\"title\":\"Moorland Inquisitor\",\"credit\":\"David Palumbo\",\"width\":617,\"height\":919}]},{\"name\":\"Investigator\",\"source\":\"VRGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"You relentlessly seek the truth. Perhaps you're motivated by belief in the law and a sense of universal justice, or maybe that very law has failed you and you seek to make things right. You could have witnessed something remarkable or terrible, and now you must know more about this hidden truth. Or maybe you're a detective for hire, uncovering secrets for well-paying clients. Whether the mysteries you're embroiled in are local crimes or realm-spanning conspiracies, you're driven by a personal need to hunt down even the most elusive clues and reveal what others would keep hidden in the shadows.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/VRGR/Investigator.webp\"},\"credit\":\"Zuzanna Wuzyk\",\"width\":850,\"height\":1104}]},{\"name\":\"Iron Route Bandit\",\"source\":\"ALCurseOfStrahd\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The Iron Route, once the primary trade route between Phlan and Zhentil Keep, used to be a site of extensive banditry until the Phlan's recent occupation. Your time as an erstwhile bandit has given you plenty of experience in the saddle and a knack for acquiring and appraising other people's mounts, pets, and vehicles among other things. This particular set of skills has become very lucrative for you by working for the underground as a horse thief for a local guild of thieves and other shadowy organizations.\"]}]}]},{\"name\":\"Izzet Engineer\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Armed with an inventive intellect, a love of magical technology, and an unquenchable energy, you are an enthusiastic participant in the research work of the Izzet League. Though you're likely to begin your career as a mere attendant, you can aspire to become a skilled mage or alchemist, a laboratory supervisor, or even a flamethrower-wielding scorchbringer tasked with defending Izzet laboratories. The Izzet are obsessive, brilliant, inspired, and an unpredictable force of chaos in Ravnica, and you epitomize all of those qualities.\"]}]}]},{\"name\":\"Knight of Solamnia\",\"source\":\"DSotDQ\",\"entries\":[\"You have trained to be a valorous warrior known as a Knight of Solamnia. Strict rules guide your every action, and you work to uphold them as you strive to defend the weak and oppose evil. Your honor is as important to you as your life.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/DSotDQ/Knight of Solamnia.webp\"},\"credit\":\"Ekaterina Burmak\",\"width\":850,\"height\":1282}]},{\"name\":\"Knight of the Order\",\"source\":\"SCAG\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"You belong to an order of knights who have sworn oaths to achieve a certain goal. The nature of this goal depends on the order you serve, but in your eyes it is without question a vital and honorable endeavor. Faerûn has a wide variety of knightly orders, all of which have a similar outlook concerning their actions and responsibilities.\",\"Though the term \\\"knight\\\" conjures ideas of mounted, heavily armored warriors of noble blood, most knightly orders in Faerûn don't restrict their membership to such individuals. The goals and philosophies of the order are more important than the gear and fighting style of its members, and so most of these orders aren't limited to fighting types, but are open to all sorts of folk who are willing to battle and die for the order's cause.\",\"The \\\"Knightly Orders of Faerûn\\\" sidebar details several of the orders that are active at present and is designed to help inform your decision about which group you owe allegiance to.\",{\"type\":\"inset\",\"name\":\"Knightly Orders of Faerûn\",\"entries\":[\"Many who rightfully call themselves \\\"knight\\\" earn that title as part of an order in service to a deity, such as Kelemvor's Eternal Order or Mystra's Knights of the Mystic Fire. Other knightly orders serve a government, royal family, or are the elite military of a feudal state, such as the brutal Warlock Knights of Vaasa. Other knighthoods are secular and nongovernmental organizations of warriors who follow a particular philosophy, or consider themselves a kind of extended family, similar to an order of monks. Although there are organizations, such as the Knights of the Shield, that use the trappings of knighthood without necessarily being warriors, most folk of Faerûn who hear the word \\\"knight\\\" think of a mounted warrior in armor beholden to a code. Below are a few knightly organizations.\",{\"type\":\"entries\",\"name\":\"Knights of the Unicorn\",\"entries\":[\"The Knights of the Unicorn began as a fad of romantically minded sons and daughters of patriar families in Baldur's Gate. On a lark, they took the unicorn goddess Lurue as their mascot and went on various adventures for fun. The reality of the dangers they faced eventually sank in, as did Lurue's tenets. Over time the small group grew and spread, gaining a following in places as far as Cormyr. The Knights of the Unicorn are chivalric adventurers who follow romantic ideals: life is to be relished and lived with laughter, quests should be taken on a dare, impossible dreams should be pursued for the sheer wonder of their completion, and everyone should be praised for their strengths and comforted in their weaknesses.\"]},{\"type\":\"entries\",\"name\":\"Knights of Myth Drannor\",\"entries\":[\"Long ago, the Knights of Myth Drannor were a famous adventuring band, and Dove Falconhand, one of the famous Seven Sisters, was one of them. The band took its name to honor the great but fallen city, just as the new Knights of Myth Drannor do today. With the city once again in ruins, Dove Falconhand decided to reform the group with the primary goal of building alliances and friendship between the civilized races of the world and goodly people in order to combat evil. The Knights of Myth Drannor once again ride the roads of the Dalelands, and they've begun to spread to the lands beyond. Their members, each accepted by Dove herself, are above all valiant and honest.\"]},{\"type\":\"entries\",\"name\":\"Knights of the Silver Chalice\",\"entries\":[\"The Knights of the Silver Chalice was formed by edict of the demigod Siamorphe in Waterdeep a century ago. Siamorphe's ethos is the nobility's right and responsibility to rule, and the demigod is incarnated as a different noble mortal in each generation. By the decree of the Siamorphe at that time, the Knights of the Silver Chalice took it upon themselves to put a proper heir on the throne of Tethyr and reestablish order in that kingdom. Since then they have grown to be the most popular knighthood in Tethyr, a nation that has hosted many knighthoods in fealty to the crown.\"]}]}]}]}]},{\"name\":\"Lorehold Student\",\"source\":\"SCC\",\"entries\":[\"You have spent your youth preparing to be a student of Lorehold College, reading every book on the college's recommended reading list for prospective students. Your academic passions are in the broad field of history. You might dream of using magic to contact great historical figures or your own ancestors or of recreating the mighty magic of a distant age.\"]},{\"name\":\"Luxonborn (Acolyte)\",\"source\":\"EGW\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Every acolyte is a servant of some god. But you serve the Luxon, a being that you believe transcends godhood and created the cosmos. No mere priest, you are a student of potential, for the Luxon is potentiality incarnate. Your Shelter of the Faithful feature applies to all who venerate the Luxon, and to all who practice the art of dunamancy that the Luxon bestowed upon the world.\"]}]}]},{\"name\":\"Lyceum Scholar\",\"source\":\"TDCSR\",\"entries\":[\"You most likely came up through money or hailed from a family with social prestige if you were able to afford tuition at the {@book Alabaster Lyceum|TDCSR|3|5. Alabaster Lyceum} in {@book Emon|TDCSR|3|Emon, the City of Fellowship}. But whatever your origin, your interests and pursuits brought you to the hallowed halls of Tal'Dorei's highest place of learning, where you soaked in every lesson you could, hoping to better make your mark on the world. (Or at least you pretended to. Even at the {@book Lyceum|TDCSR|3|5. Alabaster Lyceum}, every class has its slackers.) Eventually, though, the call to adventure pulled you from your studies, and you now face the challenge of keeping up with your education even as the tides of destiny threaten to sweep you away.\",\"You might have come to the {@book Lyceum|TDCSR|3|5. Alabaster Lyceum} to better research and understand the history and lore of Exandria and the lands you call home. Perhaps you sought a future here as a professor—or you might hope to do so still. You could also have been drawn by the promise of prosperity in politics, learning the inner workings of government and alliances to better position yourself as a future writer of history. Or perhaps your knack for the arcane inspired you to attend the {@book Lyceum|TDCSR|3|5. Alabaster Lyceum} to refine your spellcraft, following in the footsteps of some of the finest wizards to ever practice the arts of magic.\",\"When you choose this background, you could be either an active student seeking adventures for your own research, or a graduated alumnus. With a little modification, you could easily be a professor as well.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/TDCSR/LyceumScholar.webp\"},\"credit\":\"{@link Claudia Ianniciello|https://artstation.com/claudiasg}\",\"altText\":\"A Black woman stands with her back to us. Her dreadlocked hair is pulled up into a bun. She wears light blue robes with a dark blue sash down the middle of her back. She reads magically glowing runes on a stone wall.\",\"width\":594,\"height\":1655}]},{\"name\":\"Mage of High Sorcery\",\"source\":\"DSotDQ\",\"entries\":[\"Your talent for magic came to the attention of the Mages of High Sorcery, an organization of spellcasters that studies magic and prevents its misuse. You've trained among the Mages, but whether you'll face the dangerous test required to become a full member of the group remains to be determined. Your passion for studying magic has likely already predisposed you toward one of the organization's three orders: the benevolent Order of the White Robes, the balance-pursuing Order of the Red Robes, or the ruthless Order of the Black Robes.\",\"In the world of Krynn, many refer to the Mages of High Sorcery as the Wizards of High Sorcery. The organization accepts more than wizards, though, with sorcerers, warlocks, and other spellcasters included among their ranks.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/DSotDQ/Mage of High Sorcery.webp\"},\"title\":\"Mages of High Sorcery of the Orders of the Black, Red, and White Robes\",\"credit\":\"Linda Lithén\",\"width\":1700,\"height\":1223}]},{\"name\":\"Mageborn\",\"source\":\"DoDk\",\"entries\":[\"You manifested arcane magical abilities at a young age, and were taken into the guardianship of the Amethyst Academy. You learned to harness your magic at a secluded magical school. After you came of age and completed your apprenticeship, you became free to pursue your own interests, but you must respect the laws and customs that govern all those with spellcasting powers. Under the Edicts of Lumen, mages are disinherited of any noble titles, and cannot own land.\"]},{\"name\":\"Marine\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"You were trained for battle on sandy beaches and rocky shores. You have launched midnight raids from swift ships whose names evoke terror in the hearts of your adversaries. The water is your second home, the rain your shelter, and the crashing waves your battle cry.\"]}]}]},{\"name\":\"Mercenary Veteran\",\"source\":\"SCAG\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"As a sell-sword who fought battles for coin, you're well acquainted with risking life and limb for a chance at a share of treasure. Now, you look forward to fighting foes and reaping even greater rewards as an adventurer. Your experience makes you familiar with the ins and outs of mercenary life, and you likely have harrowing stories of events on the battlefield. You might have served with a large outfit such as the Zhentarim or the soldiers of Mintarn, or a smaller band of sell-swords, maybe even more than one. (See the \\\"Mercenaries of the North\\\" sidebar for a collection of possibilities.)\",\"Now you're looking for something else, perhaps greater reward for the risks you take, or the freedom to choose your own activities. For whatever reason, you're leaving behind the life of a soldier for hire, but your skills are undeniably suited for battle, so now you fight on in a different way.\",{\"type\":\"inset\",\"name\":\"Mercenaries of the North\",\"entries\":[\"Countless mercenary companies operate up and down the Sword Coast and throughout the North. Most are smallscale operations that employ a dozen to a hundred folk who offer security services, hunt monsters and brigands, or go to war in exchange for gold. Some organizations, such as the Zhentarim, Flaming Fist, and the nation of Mintarn have hundreds or thousands of members and can provide private armies to those with enough funds. A few organizations operating in the North are described below.\",{\"type\":\"entries\",\"name\":\"The Chill\",\"entries\":[\"The cold and mysterious Lurkwood serves as the home of numerous groups of goblinoids that have banded together into one tribe called the Chill. Unlike most of their kind, the Chill refrains from raiding the people of the North and maintains relatively good relations so that they can hire themselves out as warriors. Few citystates in the North are willing to field an army alongside the Chill, but several are happy to quietly pay the Chill to battle the Uthgardt, orcs, trolls of the Evermoors, and other threats to civilization.\"]},{\"type\":\"entries\",\"name\":\"Silent Rain\",\"entries\":[\"Consisting solely of elves, Silent Rain is a legendary mercenary company operating out of Evereska. Caring little for gold or fame, Silent Rain agrees only to jobs that either promote elven causes or involve destroying orcs, gnolls, and the like. Prospective employers must leave written word (in Elvish) near Evereska, and the Silent Rain sends a representative if interested.\"]},{\"type\":\"entries\",\"name\":\"The Bloodaxes\",\"entries\":[\"Founded in Sundabar nearly two centuries ago, the Bloodaxes were originally a group of dwarves outcast from their clans for crimes against the teachings of Moradin Soulforger. They began hiring out as mercenaries to whoever in the North would pay them. Since then the mercenary company has broadened its membership to other races, but every member is an exile, criminal, or misfit of some sort looking for a fresh start and a new family among the bold Bloodaxes.\"]}]}]}]}]},{\"name\":\"Merchant\",\"source\":\"XPHB\",\"entries\":[\"You were apprenticed to a trader, caravan master, or shopkeeper, learning the fundamentals of commerce. You traveled broadly, and you earned a living by buying and selling the raw materials artisans need to practice their craft or finished works from such crafters. You might have transported goods from one place to another (by ship, wagon, or caravan) or bought them from traveling traders and sold them in your own shop.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/XPHB/Merchant.webp\"},\"credit\":\"Kamila Szutenberg\",\"width\":2513,\"height\":914}]},{\"name\":\"Mulmaster Aristocrat\",\"source\":\"ALElementalEvil\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"From your hilltop home, you have looked down (literally and perhaps figuratively) on the unwashed masses of Mulmaster for your entire life. Your fur-trimmed robes and training in the visual and performing arts mark you as wealthy and perhaps well-born; you are a member of the City of Danger's aristocracy. None of your immediate family members sits on the Council of Blades or is even a Zor or Zora...yet. Nevertheless, you are one of Mulmaster's elite, and whether you personally covet a higher standing or not, you are at home in the dance halls where the aristocracy gathers to plot, to scheme, to do business, to discuss the arts, and, above all, to see, and to be seen.\"]}]}]},{\"name\":\"Myriad Operative (Criminal)\",\"source\":\"EGW\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Most criminals in Wildemount are petty thieves and cutpurses who operate out of desperation. You, however, are a criminal of a higher caliber. You are a member of the Myriad, the greatest crime syndicate to ever grace the face of Exandria. You have a network of criminal contacts and allies to help you in your crimes—but you also have rivals and superiors that would gladly throw you to the wolves to save their own skins.\",\"The Myriad has bases of operation in every major city outside Eastern Wynandir, even if those bases are made up of only two or three members. Wherever you find the Myriad, you can find temporary shelter from the law—for a price.\"]}]}]},{\"name\":\"Noble\",\"source\":\"PHB\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.\",\"Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble title doesn't stand on its own—it's connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you.\",\"Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them?\",\"What's your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as long as you don't embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family's good graces, or shunned by the rest of your family?\",\"Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of your line or even a spiritual member of the family?\",\"These details help establish your family and your title as features of the world of the campaign.\"]}]}]},{\"name\":\"Noble\",\"source\":\"XPHB\",\"entries\":[\"You were raised in a castle, surrounded by wealth, power, and privilege. Your family of minor aristocrats ensured that you received a first-class education, some of which you appreciated and some of which you resented. Your time in the castle, especially the many hours you spent observing your family at court, also taught you a great deal about leadership.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/XPHB/Noble.webp\"},\"credit\":\"Noor Rahman\",\"width\":2513,\"height\":952}]},{\"name\":\"Orzhov Representative\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The prospect of immense wealth is the promise of membership in the Orzhov Syndicate. All of the guild's endeavors channel wealth from Ravnican society into the ranks of the Orzhov—and concentrates the spoils at the top of the hierarchy. As a functionary in that system, your best hope is to claim as much as possible of the money that passes through your hands on its way up, so that you can work your way into a more prominent position.\",\"Regardless of your past and the wealth of your family, your initial status with the guild is near the bottom, until you have proven your value.\"]}]}]},{\"name\":\"Outlander\",\"source\":\"PHB\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"You grew up in the wilds, far from civilization and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the ways of the wild.\"]}]}]},{\"name\":\"Phlan Insurgent\",\"source\":\"ALCurseOfStrahd\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The taking of Phlan by Vorgansharax is a clear memory in your mind. You were going about your everyday business when the green dragon's forces spilled out of the sewers and assailed your home. Many of Phlan's citizens, young and old alike, were captured, killed, or offered as tribute to the Maimed Virulence. You, yourself were one of those captured. But, either with the help of adventurers or through your own wits and sheer determination, you escaped.\",\"Rather than flee the region, you've chosen to stay and fight. Finding refuge outside the town and the deadly thicket surrounding it, you strike out against the Tears of the Virulence and their monstrous allies. You've learned to survive in dire and desperate circumstances, with supplies running low and the arrival of reinforcements uncertain. You've grown accustomed to acting under the cover of night, dealing what blows you can to avenge the friends and family you lost within the currently occupied Phlan. You will drive Vorgansharax out, or you die trying.\"]}]}]},{\"name\":\"Phlan Refugee\",\"source\":\"ALElementalEvil\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Gone are the happier days of walking into the Laughing Goblin Inn after a hard day's labor. Everything has changed, and you are lucky to be alive. Back in Phlan you could count yourself among those street-wise folks who knew when to pay a bribe and who to work with to make a living. Your ability to listen to the winds of change have saved you before, and this time they allowed you to be one of the lucky few who escaped Phlan with something more than just the shirt on your back.\"]}]}]},{\"name\":\"Plaintiff\",\"source\":\"AI\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Sure, accidents happen. But they seem to happen an awful lot when Acquisitions Incorporated operatives are on the scene. Naturally, nothing ever happens when there are no witnesses left behind. But sometimes one casualty is left a little less than dead, just waiting to discover what a lucky break that accident actually was.\",\"You were a victim of a legal incident that was ostensibly the fault of Acquisitions Incorporated. At least that's what the local magistrate said. But before a final ruling could be handed down, Acquisitions Incorporated offered you a job! Don't know how to swing a sword? They promised to teach you! Think you have what it takes to sling spells? They've got masters who'll have you throwing fire in no time!\",\"With the promise of untold treasures and realms of magic and mystery just a dungeon away, you left your old life behind. Now a world of adventure is yours. Just initial here and sign here and here. Absolve Acq Inc of all former claims, and acknowledge you understand past outcomes don't guarantee future results.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/AI/plaintiff-coin.webp\"},\"credit\":\"Kris Straub\",\"width\":1545,\"height\":1000}]},{\"name\":\"Planar Philosopher\",\"source\":\"SatO\",\"entries\":[\"You subscribe to a philosophy that seeks to understand the nature of the planes or some hidden truth of the multiverse. You draw strength from your conviction and, perhaps, a network of like-minded thinkers, such as the factions of Sigil (summarized below). In your travels, you explore the depths of your understanding and spread your philosophy wherever you go.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/SatO/Planar Philosopher.webp\"},\"credit\":\"Robson Michel\",\"width\":750,\"height\":2167}]},{\"name\":\"Prismari Student\",\"source\":\"SCC\",\"entries\":[\"You are an artist, and you have been preparing to hone your craft according to the traditions of Prismari College. Whatever your medium—sculpture, dance, paint, music, drama, architecture, or any other field—you have grand visions of bringing your art to life in a fusion of magic and creativity.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/SCC/Prismari Student.webp\"},\"title\":\"An advanced Prismari student artfully harnesses fire\",\"credit\":\"Sean Sevestre\",\"width\":1700,\"height\":1330}]},{\"name\":\"Quandrix Student\",\"source\":\"SCC\",\"entries\":[\"In preparation to become a student of Quandrix College, you have spent years working through the college's math problems for prospective students. Your interests concentrate on the mathematical principles and patterns found in the natural world. You might lean more toward mathematics or physics, or you delve into more abstract studies of metaphysics, arcana, or logic.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/SCC/Quandrix Student.webp\"},\"title\":\"A Quandrix student magically gazes into the intricate patterns of nature\",\"credit\":\"Cristi Balanescu\",\"width\":1700,\"height\":1295}]},{\"name\":\"Rakdos Cultist\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"You're an entertainer at heart, a performer with a flair for the dramatic and a love of the spotlight. You've spent years honing your craft, mastering a demanding set of skills so you can perform them with panache and make them look easy. The wild applause, the screams of the crowds, the mayhem and terror spreading into the streets—this is what you live for.\",\"You're also a member of a cult devoted to an ancient demon who delights in violence and chaos. It just so happens that Rakdos loves a good show, and your highest aspiration is to please the Defiler, the Lord of Riots, with your own performance.\"]}]}]},{\"name\":\"Reformed Cultist\",\"source\":\"TDCSR\",\"entries\":[\"Two pantheons have battled over the fate of Exandria since the world's founding—the {@book Prime Deities|TDCSR|2|Prime Deities} and the {@book Betrayer Gods|TDCSR|2|Betrayer Gods}. During the {@book Calamity|TDCSR|1|The Calamity}, the {@book Prime Deities|TDCSR|2|Prime Deities} allied themselves with the mortal races of Exandria, their original creations, to protect their flawed world and its multifarious forms of life. The Betrayers sought to wipe the slate clean.\",\"At the end of that devastating war, the {@book Prime Deities|TDCSR|2|Prime Deities} established a Divine Gate that would prevent all gods, good or evil, from directly affecting the world, but which would leave the gods' mortal followers and supernal servants to enact their will. And so the corrupting whispers of the {@book Betrayer Gods|TDCSR|2|Betrayer Gods} have ensnared the minds of power-hungry mortals for centuries, promising them a sliver of the gods' great power in exchange for dedicating their souls to occult lore.\",\"You once belonged to such a cult of the {@book Betrayer Gods|TDCSR|2|Betrayer Gods}. Perhaps this faith only briefly tempted your rebellious, youthful spirit. Perhaps the cult gave you love and family when you had none, asking only your adherence to their prophet in exchange. Or maybe you were raised from birth to pay homage to gods of selfish cruelty—until one fateful day the veil was lifted, so that nothing stood between you and the horrifying truth.\",\"However it happened, you were freed from the shackles of this poisonous sect. Yet you know that this group does not forgive betrayers. As long as you live, you will be hunted—and if the members of the cult think you dead, their hunt will begin again the second they learn they're wrong.\"]},{\"name\":\"Revelry Pirate (Sailor)\",\"source\":\"EGW\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"It seems that just about everyone is a sailor on the Menagerie Coast. Plenty of pirates ply the waters of the coast as well, but none are as infamous or as organized as the mighty Revelry. If you're a pirate of the Revelry, you serve the Plank King and return a cut of all your plunder to him on the island of Darktow.\",\"The Revelry doesn't take kindly to traitors and deserters, so if you count yourself a former member of that crew, you'll want to watch your back while traveling on the Menagerie Coast. Thugs might hassle you and your allies until you even the score with the Revelry, either by paying up, submitting to imprisonment, or proving that you're too dangerous to tangle with.\"]}]}]},{\"name\":\"Rewarded\",\"source\":\"BMT\",\"entries\":[\"You were living a difficult life before your destiny suddenly changed through a miraculous turn of good fortune. Perhaps a benevolent deity gave you precisely what you most desired. You might have stumbled across a Deck of Many Things and drawn a card with a potent, positive effect. Or maybe you inherited a modest fortune from a distant relative you didn't know you had.\",\"Regardless, you left the daily miseries of your old life behind in favor of a life of adventure and excitement. Your old debts have been paid, responsibilities you thought inescapable are behind you, or you suddenly possess rare and unusual skills unknown to ordinary folk.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/BMT/Rewarded.webp\"},\"credit\":\"Brian Valeza\",\"width\":850,\"height\":2328}]},{\"name\":\"Rival Intern\",\"source\":\"AI\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"You were an intern at a rival of Acquisitions Incorporated, and you gained a healthy respect for not just the job and the franchising opportunities, but for the ruthless and efficient way Acquisitions Incorporated goes about its business. Why deal with the rest, when you can work for the best?\",\"Perhaps the rival did not treat you as well as you were hoping, or you washed out of that organization. Maybe you hope to leverage the knowledge you gained there for an advantage at Acquisitions Incorporated. Either way, you're now bringing your talents to the company, ready to put your skills to use.\"]}]}]},{\"name\":\"Ruined\",\"source\":\"BMT\",\"entries\":[\"Everything was going so well! You had a life of luxury, love, and comfort when you suddenly lost it all. Perhaps you were framed for crimes you didn't commit and lost your reputation, fortune, and career. Maybe a rampaging dragon or another monster wiped out everything you had in a single calamitous afternoon. Or you might have sought out a Deck of Many Things, hoping to make your successful life even more glorious—only to draw a destructive card that changed your destiny forever.\",\"Your desperation has driven you to the career of adventurer. You don't seek out dark dungeons and their monstrous inhabitants for excitement and glory; you do it because every other path is closed to you. But you have risen high on fortune's wheel once before, and with luck and fortitude, you could do so again.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/BMT/Ruined.webp\"},\"credit\":\"Brian Valeza\",\"width\":850,\"height\":1260}]},{\"name\":\"Rune Carver\",\"source\":\"BGG\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"What we call rune magic is the palest imitation of Annam's creative work. He shaped worlds from the primal elements; we struggle to bind the merest scraps of elemental power into the mystic shapes of our runes.\"],\"by\":\"Diancastra\"},\"You've dedicated your life to studying runecraft. Whether you were taught by a master rune carver or learned by poring over ancient engravings, you can tap into the supernatural power held within runes.\",\"The art of runecraft was initially created by giants, but over time, the practice has been adopted by many peoples. As such, though Giant runes are the most commonly used, many rune carvers incorporate symbols from their native languages into the craft.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/BGG/Rune Carver.webp\"},\"title\":\"Orc Rune Carver\",\"credit\":\"Nikki Dawes\",\"width\":850,\"height\":1218}]},{\"name\":\"Sage\",\"source\":\"PHB\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.\"]}]}]},{\"name\":\"Sage\",\"source\":\"XPHB\",\"entries\":[\"You spent your formative years traveling between manors and monasteries, performing various odd jobs and services in exchange for access to their libraries. You whiled away many a long evening studying books and scrolls, learning the lore of the multiverse—even the rudiments of magic—and your mind yearns for more.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/XPHB/Sage.webp\"},\"credit\":\"Lixin Yin\",\"width\":2513,\"height\":915}]},{\"name\":\"Sailor\",\"source\":\"PHB\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at something new.\",\"Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a merchant ship, a naval vessel, a ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing and presumed lost with all hands?\",\"What were your duties on board–boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows, or on the run?\"]}]}]},{\"name\":\"Sailor\",\"source\":\"XPHB\",\"entries\":[\"You lived as a seafarer, wind at your back and decks swaying beneath your feet. You've perched on barstools in more ports of call than you can remember, faced mighty storms, and swapped stories with folk who live beneath the waves.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/XPHB/Sailor.webp\"},\"credit\":\"Noor Rahman\",\"width\":2513,\"height\":952}]},{\"name\":\"Scribe\",\"source\":\"XPHB\",\"entries\":[\"You spent formative years in a scriptorium, a monastery dedicated to the preservation of knowledge, or a government agency, where you learned to write with a clear hand and produce finely written texts. Perhaps you scribed government documents or copied tomes of literature. You might have some skill as a writer of poetry, narrative, or scholarly research. Above all, you have a careful attention to detail, helping you avoid introducing mistakes to the documents you copy and create.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/XPHB/Scribe.webp\"},\"credit\":\"Kamila Szutenberg\",\"width\":2513,\"height\":914}]},{\"name\":\"Secret Identity\",\"source\":\"ALRageOfDemons\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Even though you are a non-human, despite Hillfar's Great Law of Humanity, you continue to live in the City of Trade. You do so by maintaining a secret identity, forging documents, and wearing a disguise. Few, if any, know you aren't human. If you're a halfling or gnome, you pass as a little person or a child. If you're a half-elf, half-orc, or genasi, you disguise your non-human features. Other races use a combination of disguise and concealing clothing to hide. Your reasons for doing so are your own. Perhaps you're a dissident or the agent of a foreign power. Maybe you have a relationship with someone you cannot bear to leave. Regardless, this way of life has taken a heavy toll on you.\"]}]}]},{\"name\":\"Selesnya Initiate\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"You are a member of a blessed community, built on the ideals of harmony. Here, nature and civilization coexist peacefully, living and growing in accordance with the will of the Worldsoul, Mat'Selesnya. As a member of the Selesnya Conclave, you are surrounded by people and other creatures who share your worldview and your longing for deeper spiritual communion with the world, and you have a fervent desire to share the joy you have experienced with Ravnica. Along with the rest of the conclave, you are committed to resisting the ambitions of the other guilds—with military force if necessary.\"]}]}]},{\"name\":\"Shade Fanatic\",\"source\":\"ALRageOfDemons\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"You grew up at a time when the wizards of Netheril were at war with the elves of Cormanthor. You recall sitting cross-legged hearing the stories of the glorious Thultanthar, also called the Shade Enclave and the City of Shade, and aspired to study there and maybe even did, for a time. Your dreams came crashing down a few years ago when Thultanthar fell from the sky upon Myth Drannor. You know that there was a Netherese Garrison stationed near Hillsfar and have heard rumors that its downfall came from traitors within the ranks. You remain loyal to Netheril and seek other Shade loyalists and fanatics in the Cormanthor forest and the areas surrounding Hillsfar.\"]}]}]},{\"name\":\"Shipwright\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"You have sailed into war on the decks of great ships, patching their hulls with soup bowls and prayers. You once helped build a fishing vessel that single-handedly saved a town from starvation. You have seen a majestic prow in your dreams that you have not been able to replicate in wood. Since childhood, you have loved the water and have been captivated by the many vessels that travel on it.\"]}]}]},{\"name\":\"Silverquill Student\",\"source\":\"SCC\",\"entries\":[\"You have spent years practicing your writing and oration in the hope of becoming a student of Silverquill College. Your studies focus on language, literature, and the power of words, both magical and otherwise. The metaphorical power of words to illuminate or conceal is joined with the literal ability of magic to do the same in your academic pursuits.\"]},{\"name\":\"Simic Scientist\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Imagine a perfect world: one in which nature and civilization exist in harmony, adapted to each other; one in which life is shaped to match its environment and the environment is shaped to match life. That's the world you have been trying to grow in the laboratories of the Simic Combine. Nature is all about adaptation, evolution, and balance—but for it to keep up with the pace of advancing civilization, nature needs some help from biomancers and terraformers. If, along the way, you happen to create super-soldiers and mutant monsters that can bolster the combine's defenses against the schemes and ambitions of the other guilds, so much the better.\"]}]}]},{\"name\":\"Smuggler\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"On a rickety barge, you carried a hundred longswords in fish barrels right past the dock master's oblivious lackeys. You have paddled a riverboat filled with stolen elven wine under the gaze of the moon and sold it for twice its value in the morning. In your more charitable times, you have transported innocents out of war zones or helped guide herd animals to safety on the banks of a burning river.\"]}]}]},{\"name\":\"Soldier\",\"source\":\"PHB\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.\",\"When you choose this background, work with your DM to determine which military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, or a village militia? Or it might have been a noble's or merchant's private army, or a mercenary company.\"]}]}]},{\"name\":\"Soldier\",\"source\":\"XPHB\",\"entries\":[\"You began training for war as soon as you reached adulthood and carry precious few memories of life before you took up arms. Battle is in your blood. Sometimes you catch yourself reflexively performing the basic fighting exercises you learned first. Eventually, you put that training to use on the battlefield, protecting the realm by waging war.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/XPHB/Soldier.webp\"},\"credit\":\"Fabià Sans\",\"width\":2513,\"height\":952}]},{\"name\":\"Stojanow Prisoner\",\"source\":\"ALCurseOfStrahd\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Those words still haunt your dreams at night. When everyone was fleeing Phlan, you choose to stay. Whether out of an emotional attachment, or pursuit of riches, you made the decision that would affect the rest of your life.\",\"Food became scarcer for those without connections. You became a beggar and to stay alive you bartered information to any interested party with food or gold to spare. You were good at what you did, and thought you were invincible. That changed when you were captured by the Tears of Virulence, the soldiers of Vorgansharax, the Maimed Virulence, for selling secrets to those bent on overthrowing the dragon. They locked you in the cells of Stojanow Gate. The first weeks you hoped to stay alive. As the weeks turned into months, and the interrogations continued you began to pray for death.\"]}]}]},{\"name\":\"Survivor\",\"source\":\"DoDk\",\"entries\":[\"Not everyone left Drakkenheim after the meteor. Some stayed behind, searching the ruins for things they lost: friends and family, or just seeking out treasure and artefacts. You know what places in the city are the most dangerous, what paths are the best to take, and often have an idea of the fastest ways to travel. Despite the Haze, and dangers, you've managed to survive, but carry the weight of Drakkenheim's madness with you.\"]},{\"name\":\"Ticklebelly Nomad\",\"source\":\"ALCurseOfStrahd\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"You were born into a nomadic tribe that called the Ticklebelly Hills home. You migrated from location to location, living off the land with your tribe. The tribe would seasonally travel south into the Grass Sea and the Giant's Cairn, north into the Dragonspine Mountains, and even occasionally east across the Stojanow River to the borders of the Quivering forest.\",\"In your migrations, your people have come to know the stone giant tribes that populate the Giant's Cairn. The dragon cultists came to the hills one day—magic-users wearing purple and riding horrid beasts, black-clad warriors wearing wicked masks, and even soldiers from the nearby town of Phlan. Then the dragon called Vorgansharax arrived and laired in the hills, causing horrid thickets to grow and animals to act unusually. The cultists began raiding nomad camps for victims to offer to the wyrm. Eventually, the dragon moved on to attack Phlan, but life was never again the same for the nomads of the Ticklebelly Hills.\"]}]}]},{\"name\":\"Trade Sheriff\",\"source\":\"ALRageOfDemons\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"You are one of the many people that make sure the trade routes are clear at ALL times. You assure that the Great Law of Trade is followed at all costs. You work by yourself or in groups to quell bandits and brigands who might stop trade routes from going through. You investigate potential ambushes and possible rumors as to someone wanting to rob or stop caravans. You are as much an investigator as you are law enforcement. You are able to go into a town/village around the Hillsfar area and find a contact that is willing to give you information from rumor to fact. This sometimes comes at a cost of a minor bribe of 1-9 silver pieces.\"]}]}]},{\"name\":\"Treasure Seeker\",\"source\":\"DoDk\",\"entries\":[\"Lost treasure and valuable relics brought you to Drakkenheim. Perhaps the prospect of earning more gold than you can spend in your lifetime is too tantalizing to pass up, or alternatively you may seek items for their historical or religious significance.\"]},{\"name\":\"Urban Bounty Hunter\",\"source\":\"SCAG\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Before you became an adventurer, your life was already full of conflict and excitement, because you made a living tracking down people for pay. Unlike some people who collect bounties, though, you aren't a savage who follows quarry into or through the wilderness. You're involved in a lucrative trade, in the place where you live, that routinely tests your skills and survival instincts. What's more, you aren't alone, as a bounty hunter in the wild would be: you routinely interact with both the criminal subculture and other bounty hunters, maintaining contacts in both areas to help you succeed.\",\"You might be a cunning thief-catcher, prowling the rooftops to catch one of the myriad burglars of the city. Perhaps you are someone who has your ear to the street, aware of the doings of thieves' guilds and street gangs. You might be a \\\"velvet mask\\\" bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that prey on the rich, whether pickpockets or con artists. The community where you plied your trade might have been one of Faerûn's great metropolises, such as Waterdeep or Baldur's Gate, or a less populous location, perhaps Luskan or Yartar—any place that's large enough to have a steady supply of potential quarries.\",\"As a member of an adventuring party, you might find it more difficult to pursue a personal agenda that doesn't fit with the group's objectives—but on the other hand, you can take down much more formidable targets with the help of your companions.\"]}]}]},{\"name\":\"Urchin\",\"source\":\"PHB\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You've survived despite all odds, and did so through cunning, strength, speed, or some combination of each.\",\"You begin your adventuring career with enough money to live modestly but securely for at least ten days. How did you come by that money? What allowed you to break free of your desperate circumstances and embark on a better life?\"]}]}]},{\"name\":\"Uthgardt Tribe Member\",\"source\":\"SCAG\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Though you might have only recently arrived in civilized lands, you are no stranger to the values of cooperation and group effort when striving for supremacy. You learned these principles, and much more, as a member of an Uthgardt tribe.\",\"Your people have always tried to hold to the old ways. Tradition and taboo have kept the Uthgardt strong while the kingdoms of others have collapsed into chaos and ruin. But for the last few generations, some bands among the tribes were tempted to settle, make peace, trade, and even to build towns. Perhaps this is why Uthgar chose to raise up the totems among the people as living embodiments of his power. Perhaps they needed a reminder of who they were and from whence they came. The Chosen of Uthgar led bands back to the old ways, and most of your people abandoned the soft ways of civilization.\",\"You might have grown up in one of the tribes that had decided to settle down, and now that they have abandoned that path, you find yourself adrift. Or you might come from a segment of the Uthgardt that adheres to tradition, but you seek to bring glory to your tribe by achieving great things as a formidable adventurer.\",\"See the \\\"Uthgardt Lands\\\" section of chapter 2 for details on each tribe's territory and its activities that will help you choose your affiliation.\",{\"type\":\"inset\",\"name\":\"Barbarian Tribes of Faerûn\",\"entries\":[\"Though this section details the Uthgardt specifically, either it or the outlander background from the Player's Handbook can be used for a character whose origin lies with one of the other barbarian tribes in Faerûn.\",\"You might be a fair-haired barbarian of the Reghed, dwelling in the shadow of the Reghed Glacier in the far North near Icewind Dale. You might also be of the nomadic Rashemi, noted for their savage berserkers and their masked witches. Perhaps you hail from one of the wood elf tribes in the Chondalwood, or the magic-hating human tribes of the sweltering jungles of Chult.\"]}]}]}]},{\"name\":\"Variant City Watch (Investigator)\",\"source\":\"SCAG\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Rarer than watch or patrol members are a community's investigators, who are responsible for solving crimes after the fact. Though such folk are seldom found in rural areas, nearly every settlement of decent size has at least one or two watch members who have the skill to investigate crime scenes and track down criminals. If your prior experience is as an investigator, you have proficiency in {@skill Investigation} rather than {@skill Athletics}.\"]}]}]},{\"name\":\"Variant Continental Nobility (Last of the Line)\",\"source\":\"DoDk\",\"entries\":[\"In the years following the destruction of Drakkenheim, calamity and misfortune wracked your house leaving you the sole surviving heir. Penniless and without land, you have come to Drakkenheim to rebuild your family's legacy.\"]},{\"name\":\"Variant Criminal (Spy)\",\"source\":\"PHB\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Although your capabilities are not much different from those of a burglar or smuggler, you learned and practiced them in a very different context: as an espionage agent. You might have been an officially sanctioned agent of the crown, or perhaps you sold the secrets you uncovered to the highest bidder.\"]}]}]},{\"name\":\"Variant Devoted Missionary (Stargazer)\",\"source\":\"DoDk\",\"entries\":[\"You witnessed the meteor 15 years ago. Whether you believe it to be destiny, a magical or divine calling, or just curiosity of the secrets that need to be unearthed, you are drawn to the crater. You believe that the crater holds some answers to the questions you seek, and that somewhere in Drakkenheim lies a truth beyond your comprehension. Your pilgrimage to Drakkenheim may have taken you weeks, months or even years but you had to come - something called you here and you must discover its origin.\"]},{\"name\":\"Variant Entertainer (Gladiator)\",\"source\":\"PHB\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A gladiator is as much an entertainer as any minstrel or circus performer, trained to make the arts of combat into a spectacle the crowd can enjoy. This kind of flashy combat is your entertainer routine, though you might also have some skills as a tumbler or actor. Using your By Popular Demand feature, you can find a place to perform in any place that features combat for entertainment–perhaps a gladiatorial arena or secret pit fighting club. You can replace the musical instrument in your equipment package with an inexpensive but unusual weapon, such as a trident or net.\"]}]}]},{\"name\":\"Variant Guild Artisan (Guild Merchant)\",\"source\":\"PHB\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Instead of an artisans' guild, you might belong to a guild of traders, caravan masters, or shopkeepers. You don't craft items yourself but earn a living by buying and selling the works of others (or the raw materials artisans need to practice their craft). Your guild might be a large merchant consortium (or family) with interests across the region. Perhaps you transported goods from one place to another, by ship, wagon, or caravan, or bought them from traveling traders and sold them in your own little shop. In some ways, the traveling merchant's life lends itself to adventure far more than the life of an artisan.\"]}]}]},{\"name\":\"Variant Mageborn (Malfeasant Mage)\",\"source\":\"DoDk\",\"entries\":[\"You were expelled from the Amethyst Academy for some trespass, real or imagined, or perhaps you were never taken in by them and learned magic on your own. Common folk are often mistrustful of spellcasters who do not wear the Amethyst Academy colours, so you may need to hide your identity and abilities, especially from the Amethyst Academy and the Knights of the Silver Order.\"]},{\"name\":\"Variant Noble (Knight)\",\"source\":\"PHB\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A knighthood is among the lowest noble titles in most societies, but it can be a path to higher status. If you wish to be a knight, choose the Retainers feature instead of the Position of Privilege feature. One of your commoner retainers is replaced by a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood. Your two remaining retainers might include a groom to care for your horse and a servant who polishes your armor (and even helps you put it on).\",\"As an emblem of chivalry and the ideals of courtly love, you might include among your equipment a banner or other token from a noble lord or lady to whom you have given your heart–in a chaste sort of devotion. (This person could be your bond.)\"]}]}]},{\"name\":\"Variant Noble (Retainers)\",\"source\":\"PHB\",\"_copy\":{\"name\":\"Noble\",\"source\":\"PHB\"}},{\"name\":\"Variant Sailor (Pirate)\",\"source\":\"PHB\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of sharks and savages. You've indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Fear and bloodshed are no strangers to you, and you've garnered a somewhat unsavory reputation in many a port town.\",\"If you decide that your sailing career involved piracy, you can choose the Bad Reputation feature instead of the Ship's Passage feature.\"]}]}]},{\"name\":\"Variant Survivor (Veteran of the Civil War)\",\"source\":\"DoDk\",\"entries\":[\"You survived the civil war that ravaged Westemär, either as a soldier or fleeing refugee. The war took something from you and changed you. It may be that you had to do things that went against your morals, or perhaps you lost friends and family in the bloodshed. Regardless, you walked away with scars that will not easily heal.\"]},{\"name\":\"Variant Treasure Seeker (Soldier of Fortune)\",\"source\":\"DoDk\",\"entries\":[\"Rather than seeking your fortune from finding treasure, you seek yours by hunting down the brigands, outlaws, and monsters that now hide in Drakkenheim. You often take up dangerous bounties and follow wanted posters as long as the price is right. Danger is second nature to you and the horrors of the city are nothing compared to the thrill of the hunt, and the coin it can gain you.\"]},{\"name\":\"Vizier\",\"source\":\"PSA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"You are a vizier, a servant of your god. You perform tasks that are essential to facilitating the initiates' journey, so the gods reward you with entry into the afterlife with the God-Pharaoh's blessing. You hope to achieve the most honored status in the afterlife by being the best possible servant to your god.\",\"As a vizier, you can have any class, but you are especially likely to be a {@class cleric}, a {@class druid} (particularly if you serve Rhonas), or a {@class paladin}.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/PSA/Vizier.webp\"},\"title\":\"Shadowstorm Vizier\",\"credit\":\"Yongjae Choi\",\"width\":1281,\"height\":898}]},{\"name\":\"Vizier (Dissenter)\",\"source\":\"PSA\",\"_copy\":{\"name\":\"Vizier\",\"source\":\"PSA\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Even in the carefully constructed and curated city-state of Naktamun, and in the presence of the five gods, some people rebel against the doctrines of the God-Pharaoh. They don't challenge the existence of the gods, of course, for those gods are visible nearly every day in the streets of the city. Nor do they question the fact of life after death, which is plain to see in the anointed mummies that surround them, as well as the marauding mummies outside the Hekma. Rather, these dissenters simply refuse to follow the ordained course of life that leads to the glorious afterlife.\",\"Some dissenters are spurred by fear, not wanting to subject themselves to a violent death in the trials (or in training for the trials). Some are moved by conscience, unwilling to kill their crop-mates in the trials. For while they cannot deny that the gods exist, they can deny that the gods are just—and can fight to prove that the dictates of an unjust god need not be obeyed. Some believe that one god (probably Bontu) has corrupted the process of the trials and the path to the afterlife. Others correctly intuit that the God-Pharaoh did not actually have the people's best interests in mind when he ordered their society.\",\"A character who is identified as a dissenter loses the benefit of the initiate's or vizier's background feature. In its place, the character gains the Shelter of Dissenters feature.\",{\"type\":\"hr\"}]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/PSA/Dissenter.webp\"},\"title\":\"Samut, Voice of Dissent\",\"credit\":\"Aleksi Briclot\",\"width\":620,\"height\":901}}}}},{\"name\":\"Volstrucker Agent\",\"source\":\"EGW\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The Volstrucker are a clandestine organization of arcane assassins and enforcers in the service of the Cerberus Assembly. Their operatives bear no official title, but are referred to in hushed tones as \\\"scourgers\\\" by residents of large Dwendalian cities such as Zadash and Rexxentrum.\",\"You are a Volstrucker agent. Your duty is to silence dissidents who would undermine the will of King Dwendal—and more importantly, the will of the Assembly.\",{\"type\":\"entries\",\"name\":\"Tragedy\",\"entries\":[\"Happy people aren't selected to join the Volstrucker. The Cerberus Assembly preys upon talented individuals who have been broken by tragedy—in some cases, tragedy that the Volstrucker has arranged for. A slightly broken mind is more easily reshaped and reeducated. Choose the tragedy that set you on this path, or roll on the Tragedies table.\",{\"type\":\"table\",\"colLabels\":[\"d6\",\"Tragedy\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Familicide. Through deceit or manipulation, the Volstrucker convinced you to slaughter your own family.\"],[\"2\",\"Amnesia. You were forced to study magic so potent that it strained your mind beyond mortal limits, stealing away the memories of your past.\"],[\"3\",\"Capture. You were captured and tortured by agents of the Kryn Dynasty, and barely escaped.\"],[\"4\",\"Starvation. A terrible blight afflicted your rural village, and many of your friends and family members starved to death. You survived, but only barely.\"],[\"5\",\"Disfigurement. One of your arcane experiments went wrong and scarred or dismembered you so gravely that others now shun you. Only the Volstrucker showed you kindness after that day.\"],[\"6\",\"Vicissitude. You were once the scion of a wealthy family who lost their entire fortune in the blink of an eye.\"]]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/EGW/Volstrucker Agent.webp\"},\"credit\":\"Jessica Mahon\",\"width\":583,\"height\":1000}]},{\"name\":\"Waterdhavian Noble\",\"source\":\"SCAG\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"You are a scion of one of the great noble families of Waterdeep. Human families who jealously guard their privilege and place in the City of Splendors, Waterdhavian nobles have a reputation across Faerûn for being eccentric, spoiled, venal, and, above all else, rich.\",\"Whether you are a shining example of the reason for this reputation or one who proves the rule by being an exception, people expect things of you when they know your surname and what it means. Your reasons for taking up adventuring likely involve your family in some way: Are you the family rebel, who prefers delving in filthy dungeons to sipping zzar at a ball? Or have you taken up sword or spell on your family's behalf, ensuring that they have someone of renown to see to their legacy?\",\"Work with your DM to come up with the family you are part of—there are around seventy-five lineages in Waterdeep, each with its own financial interests, specialties, and schemes. You might be part of the main line of your family, possibly in line to become its leader one day. Or you might be one of any number of cousins, with less prestige but also less responsibility.\"]}]}]},{\"name\":\"Wayfarer\",\"source\":\"XPHB\",\"entries\":[\"You grew up on the streets surrounded by similarly ill-fated castoffs, a few of them friends and a few of them rivals. You slept where you could and did odd jobs for food. At times, when the hunger became unbearable, you resorted to theft. Still, you never lost your pride and never abandoned hope. Fate is not yet finished with you.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/XPHB/Wayfarer.webp\"},\"credit\":\"Jonas De Ro\",\"width\":2513,\"height\":914}]},{\"name\":\"Whitestone Rifle Corps\",\"source\":\"TDCSR\",\"entries\":[\"You trained with the elite forces charged with the defense and protection of the isolated city-state of {@book Whitestone|TDCSR|3|Whitestone}, with much of that training focused on how to care for, protect, and safeguard the firearms that are the weapons of the {@book Whitestone Rifle Corps|TDCSR|3|Whitestone Rifle Corps}. You are also entrusted with a solemn duty—to never let the secrets of your liege-lord's deadly creations fall into the wrong hands.\",\"You might have come to {@book Whitestone|TDCSR|3|Whitestone} to prove yourself worthy of wielding the secretive and highly coveted firearms created there, and to seek instruction from warriors who have mastered those weapons. Or you might have grown up in {@book Whitestone|TDCSR|3|Whitestone}, perhaps even remembering the brutal days when {@book Lord and Lady Briarwood|TDCSR|3|Scars of the Briarwoods} ruled your homeland—a reign that began some thirty years ago and lasted for six harrowing years.\",\"Alternatively, you or your parents might have come to {@book Whitestone|TDCSR|3|Whitestone} as refugees fleeing the destruction of the {@book Chroma Conclave's|TDCSR|1|The Chroma Conclave} attack on Tal'Dorei. If so, your life in the city-state might have been a relatively peaceful one, dwelling among the engineers, artisans, and merchants seeking to capitalize upon {@book Whitestone's|TDCSR|3|Whitestone} reputation as an up-and-coming center of trade, culture, and invention.\",\"When you choose this background, decide whether you were a member of the {@book Rifle Corps|TDCSR|3|Whitestone Rifle Corps}, the {@book Pale Guard|TDCSR|3|Pale Guard}, or the {@book Grey Hunters|TDCSR|3|Grey Hunters}. The {@book \\\"Whitestone\\\" section in chapter 3|TDCSR|3|Whitestone} has more information about the {@book Pale Guard|TDCSR|3|Pale Guard}, as well as the armaments and militia in the city-state. See below for more information on the {@book Grey Hunters|TDCSR|3|Grey Hunters}.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/TDCSR/RifleCorps.webp\"},\"credit\":\"{@link Ameera Sheikh|https://mikandii.com/}\",\"altText\":\"A muscled Black half-elven woman with long brown dreadlocks wearing a blue coat, crouching on one knee in a patch of white daisies, aiming a rifle.\",\"width\":1022,\"height\":766}]},{\"name\":\"Wildspacer\",\"source\":\"AAG\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"You were raised in the void of Wildspace—home to asteroid miners, moon farmers, and other hardy folk. Perhaps you grew up in a far-flung settlement such as the Rock of Bral (described in {@book chapter 3|AAG|3}), or you spent your early years on the crew of a spelljamming ship, performing helpful chores such as swabbing the deck, loading and offloading cargo, and scraping barnacles off the hull.\",\"Whatever your history, life in Wildspace has toughened you so well that you are as brave as a {@creature Space Hamster|BAM|miniature giant space hamster} when it comes to facing the terrors and other challenges of the airless night.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/AAG/Wildspacer.webp\"},\"title\":\"Githyanki Wildspacer\",\"credit\":\"Suzanne Helmigh\",\"width\":401,\"height\":850}]},{\"name\":\"Wind-Touched\",\"source\":\"HWCS\",\"entries\":[\"There are legends within the Wood, of birdfolk blessed by the wind who are destined to soar over any and all obstacles. When a chick is born with special markings or unique feather patterns, or when they survive a dramatic childhood event, some folks brand them \\\"Wind-Touched\\\". Though a few dismiss the notion of the Wind-Touched as superstition, others heap reverence upon those believed chosen. According to legend, one who is touched by the wind will never feel at ease anywhere but high in the forest canopy, with the wind in their feathers.\"]},{\"name\":\"Witchlight Hand\",\"source\":\"WBtW\",\"entries\":[\"You crept into the Witchlight Carnival as a child or youth and never looked back, earning a place among those who work behind the scenes to keep the carnival in business. As a hand, you work hard and party hard. The carnival has borne you to many fantastic worlds, circling back around to your home world once every eight years, but you know almost nothing about these worlds because you spend all your time in the carnival. You know the other hands well, but the carnival's owners—Mister Witch and Mister Light—remain mysterious to you even after all these years.\",\"Maybe you joined the carnival to escape a dismal life at home, or maybe you were enchanted by the idea of visiting new places or the dream of becoming one of the carnival's star attractions. Now that you're older, carnival life has lost some of its appeal. The daily routine has grown tedious, the cyclical nature of the carnival's journey monotonous. The carnival no longer fills your heart with a sense of wonder. Perhaps greater adventures await you beyond the carnival's gates.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"backgrounds/WBtW/Witchlight Hand.webp\"},\"credit\":\"Andrew Mar\",\"width\":850,\"height\":1109}]},{\"name\":\"Witherbloom Student\",\"source\":\"SCC\",\"entries\":[\"You filled your childhood with rudimentary alchemical experiments, all in the hope of becoming a student of Witherbloom College. The life sciences are the focus of your reading, which include biology and necromancy. Brewing strange concoctions with medicinal properties, exploring the anatomies of monsters, and cataloging swamp flora are the kinds of studies you might pursue at Witherbloom College.\"]}]}"); JSON_DATA[`data/fluff-conditionsdiseases.json`] = JSON.parse("{\"conditionFluff\":[{\"name\":\"Blinded\",\"source\":\"PHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"conditionsdiseases/PHB/blinded.webp\"}}]},{\"name\":\"Charmed\",\"source\":\"PHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"conditionsdiseases/PHB/charmed.webp\"}}]},{\"name\":\"Deafened\",\"source\":\"PHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"conditionsdiseases/PHB/deafened.webp\"}}]},{\"name\":\"Frightened\",\"source\":\"PHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"conditionsdiseases/PHB/frightened.webp\"}}]},{\"name\":\"Grappled\",\"source\":\"PHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"conditionsdiseases/PHB/grappled.webp\"}}]},{\"name\":\"Invisible\",\"source\":\"PHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"conditionsdiseases/PHB/invisible.webp\"}}]},{\"name\":\"Paralyzed\",\"source\":\"PHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"conditionsdiseases/PHB/paralyzed.webp\"}}]},{\"name\":\"Petrified\",\"source\":\"PHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"conditionsdiseases/PHB/petrified.webp\"}}]},{\"name\":\"Poisoned\",\"source\":\"PHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"conditionsdiseases/PHB/poisoned.webp\"}}]},{\"name\":\"Prone\",\"source\":\"PHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"conditionsdiseases/PHB/prone.webp\"}}]},{\"name\":\"Restrained\",\"source\":\"PHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"conditionsdiseases/PHB/restrained.webp\"}}]},{\"name\":\"Stunned\",\"source\":\"PHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"conditionsdiseases/PHB/stunned.webp\"}}]},{\"name\":\"Unconscious\",\"source\":\"PHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"conditionsdiseases/PHB/unconscious.webp\"}}]}]}"); JSON_DATA[`data/fluff-feats.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"featFluff\"]},\"featFluff\":[{\"name\":\"Adept of the Black Robes\",\"source\":\"DSotDQ\",\"_copy\":{\"name\":\"Initiate of High Sorcery\",\"source\":\"DSotDQ\"}},{\"name\":\"Adept of the Red Robes\",\"source\":\"DSotDQ\",\"_copy\":{\"name\":\"Initiate of High Sorcery\",\"source\":\"DSotDQ\"}},{\"name\":\"Adept of the White Robes\",\"source\":\"DSotDQ\",\"_copy\":{\"name\":\"Initiate of High Sorcery\",\"source\":\"DSotDQ\"}},{\"name\":\"Boon of Fate\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"feats/XPHB/Boon of Fate.webp\"},\"credit\":\"Wayne England\"}]},{\"name\":\"Boon of Skill\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"feats/XPHB/Boon of Skill.webp\"},\"credit\":\"Wayne England\"}]},{\"name\":\"Eldritch Adept\",\"source\":\"TCE\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"feats/TCE/Eldritch Adept.webp\"},\"credit\":\"Brian Valeza\"}]},{\"name\":\"Fey-Touched\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"feats/XPHB/Fey-Touched.webp\"},\"credit\":\"Wayne England\"}]},{\"name\":\"Fury of the Frost Giant\",\"source\":\"BGG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"feats/BGG/Fury of the Frost Giant.webp\"}}]},{\"name\":\"Healer\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"feats/XPHB/Healer.webp\"},\"credit\":\"Wayne England\"}]},{\"name\":\"Initiate of High Sorcery\",\"source\":\"DSotDQ\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"feats/DSotDQ/Mage of High Sorcery.webp\"},\"title\":\"Mages of High Sorcery of the Orders of the Black, Red, and White Robes\",\"credit\":\"Linda Lithén\"}]},{\"name\":\"Inspiring Leader\",\"source\":\"PHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"feats/PHB/Inspiring Leader.webp\"}}]},{\"name\":\"Planar Wanderer\",\"source\":\"SatO\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"feats/SatO/Planar Wanderer.webp\"},\"title\":\"A planar cartographer on a Lower Plane asks a pit fiend for directions\",\"credit\":\"Michele Giorgi\"}]},{\"name\":\"Poisoner\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"feats/XPHB/Poisoner.webp\"},\"credit\":\"Wayne England\"}]},{\"name\":\"Ritual Caster\",\"source\":\"PHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"feats/PHB/Ritual Caster.webp\"}}]},{\"name\":\"Ritual Caster\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"feats/XPHB/Ritual Caster.webp\"},\"credit\":\"Wayne England\"}]},{\"name\":\"Servo 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Shielding.webp\"}}]},{\"name\":\"Broom of Flying\",\"source\":\"DMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/DMG/Broom of Flying.webp\"}}]},{\"name\":\"Broom of Flying\",\"source\":\"XDMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/XDMG/Broom of Flying.webp\"}}]},{\"name\":\"Butcher's Bib\",\"source\":\"EGW\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/EGW/Butcher's Bib.webp\"},\"credit\":\"Olga Drebas\"}]},{\"name\":\"Cabal's Ruin\",\"source\":\"TDCSR\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/TDCSR/CabalsRuin.webp\"},\"credit\":\"{@link Jessica Nguyen|https://jessketchin.com/}\",\"altText\":\"A mystical dark blue cloak with metallic, flowing embroidered designs.\"}]},{\"name\":\"Cabal's Ruin (Awakened)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Cabal's Ruin\",\"source\":\"TDCSR\"}},{\"name\":\"Cabal's Ruin 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Flying\",\"source\":\"XDMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/XDMG/Carpet of Flying.webp\"}}]},{\"name\":\"Cartographer's Map Case\",\"source\":\"AI\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/AI/cartographers-map-case.webp\"},\"credit\":\"Chris Walton\"}]},{\"name\":\"Cauldron of Rebirth\",\"source\":\"TCE\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/TCE/Cauldron of Rebirth.webp\"},\"credit\":\"Zuzanna Wuzyk\"}]},{\"name\":\"Cauldron of Rebirth\",\"source\":\"XDMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/XDMG/Cauldron of Rebirth.webp\"}}]},{\"name\":\"Censer of Controlling Air Elementals\",\"source\":\"DMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/DMG/Censer of Controlling Air Elementals.webp\"}}]},{\"name\":\"Censer of Controlling Air Elementals\",\"source\":\"XDMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/XDMG/Censer of Controlling Air Elementals.webp\"}}]},{\"name\":\"Chain Mail\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/XPHB/Chain Mail.webp\"},\"credit\":\"Polar Engine\"}]},{\"name\":\"Chain Shirt\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/XPHB/Chain Shirt.webp\"},\"credit\":\"Polar Engine\"}]},{\"name\":\"Charlatan's Die\",\"source\":\"XDMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/XDMG/Charlatans Die.webp\"}}]},{\"name\":\"Chime of Exile\",\"source\":\"VEoR\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/VEoR/Chime of Exile.webp\"},\"credit\":\"Irina Nordsol\"}]},{\"name\":\"Chime of 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Elvenkind\",\"source\":\"DMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/DMG/Cloak of Elvenkind.webp\"}}]},{\"name\":\"Cloak of Elvenkind\",\"source\":\"XDMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/XDMG/Cloak of Elvenkind.webp\"}}]},{\"name\":\"Cloak of Invisibility\",\"source\":\"DMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/DMG/Cloak of Invisibility.webp\"}}]},{\"name\":\"Cloak of Many Fashions\",\"source\":\"XDMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/XDMG/Cloak of Many Fashions.webp\"}}]},{\"name\":\"Cloak of Many Fashions\",\"source\":\"XGE\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/XGE/Cloak of Many Fashions.webp\"},\"credit\":\"Brian Valeza\"}]},{\"name\":\"Cloak of Protection\",\"source\":\"DMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/DMG/Cloak of Protection.webp\"}}]},{\"name\":\"Cloak of Protection\",\"source\":\"XDMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/XDMG/Cloak of Protection.webp\"}}]},{\"name\":\"Cloak of the Manta Ray\",\"source\":\"DMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/DMG/Cloak of the Manta Ray.webp\"}}]},{\"name\":\"Cloak of the Manta Ray\",\"source\":\"XDMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/XDMG/Cloak of the Manta Ray.webp\"}}]},{\"name\":\"Club\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/XPHB/Club.webp\"},\"credit\":\"Polar Engine\"}]},{\"name\":\"Coin of Decisionry\",\"source\":\"AI\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/AI/coin-of-decisionry.webp\"},\"credit\":\"Chris Walton\"}]},{\"name\":\"Comet Card\",\"source\":\"BMT\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"decks/BMT/Deck of Many Things/12-comet.webp\"},\"credit\":\"Vallez Gax\"}]},{\"name\":\"Conch of Teleportation\",\"source\":\"SKT\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/SKT/Conch of Teleportation.webp\"}}]},{\"name\":\"Concussion Grenade\",\"source\":\"QftIS\",\"_copy\":{\"name\":\"Technology\",\"source\":\"QftIS\"}},{\"name\":\"Condemner\",\"source\":\"TDCSR\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/TDCSR/Condemner.webp\"},\"credit\":\"{@link Jessica Nguyen|https://jessketchin.com/}\",\"altText\":\"A black, shadowed crossbow with intricate markings and an illuminated green drawstring and patterns.\"}]},{\"name\":\"Condemner (Awakened)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Condemner\",\"source\":\"TDCSR\"}},{\"name\":\"Condemner (Dormant)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Condemner\",\"source\":\"TDCSR\"}},{\"name\":\"Condemner (Exalted)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Condemner\",\"source\":\"TDCSR\"}},{\"name\":\"Constantori's Portrait\",\"source\":\"KftGV\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/KftGV/Constantoris Portrait.webp\"},\"credit\":\"Nikki Dawes\"}]},{\"name\":\"Copper (cp)\",\"source\":\"PHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/PHB/Copper (cp).webp\"}}]},{\"name\":\"Copper Dragon Scale Mail\",\"source\":\"XDMG\",\"_copy\":{\"name\":\"Dragon Scale Mail\",\"source\":\"XDMG\"}},{\"name\":\"Crook of Rao\",\"source\":\"TCE\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/TCE/Crook of Rao.webp\"},\"credit\":\"Robson Michel\"}]},{\"name\":\"Crown of Lies\",\"source\":\"VEoR\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/VEoR/Crown of Lies.webp\"},\"credit\":\"Lauren Walsh\"}]},{\"name\":\"Crown of Whirling Comets\",\"source\":\"BMT\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/BMT/Crown of Whirling Comets.webp\"}}]},{\"name\":\"Crystalline Chronicle\",\"source\":\"TCE\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/TCE/Crystalline Chronicle.webp\"},\"credit\":\"Irina Nordsol\"}]},{\"name\":\"Cube of Force\",\"source\":\"DMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/DMG/Cube of Force.webp\"}}]},{\"name\":\"Cube of Force\",\"source\":\"XDMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/XDMG/Cube of Force.webp\"}}]},{\"name\":\"Cube of Summoning\",\"source\":\"XDMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/XDMG/Cube of Summoning.webp\"}}]},{\"name\":\"Cubic Gate\",\"source\":\"DMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/DMG/Cubic Gate.webp\"}}]},{\"name\":\"Cubic Gate\",\"source\":\"XDMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/XDMG/Cubic Gate.webp\"}}]},{\"name\":\"Daern's Instant Fortress\",\"source\":\"DMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/DMG/Daern's Instant Fortress.webp\"}}]},{\"name\":\"Daern's Instant Fortress\",\"source\":\"XDMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/XDMG/Daerns Instant Fortress.webp\"}}]},{\"name\":\"Dagger\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/XPHB/Dagger.webp\"},\"credit\":\"Polar Engine\"}]},{\"name\":\"Dagger of Denial\",\"source\":\"TDCSR\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/TDCSR/DaggerofDenial.webp\"},\"credit\":\"{@link Stanislav Dikolenko|https://artstation.com/stsdklnk}\",\"altText\":\"The Dagger of Denial: a long, thin pointed silver dagger with an ivory coloured hilt crossing in front of an ivory sheath with a silver ends.\"}]},{\"name\":\"Dagger of Venom\",\"source\":\"DMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/DMG/Dagger of Venom.webp\"}}]},{\"name\":\"Dagger of Venom\",\"source\":\"XDMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/XDMG/Dagger of Venom.webp\"}}]},{\"name\":\"Dancing Sword\",\"source\":\"DMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/DMG/Dancing Sword.webp\"}}]},{\"name\":\"Dancing Sword\",\"source\":\"XDMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/XDMG/Dancing Sword.webp\"}}]},{\"name\":\"Danoth's Visor\",\"source\":\"EGW\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/EGW/Danoth's Visor.webp\"},\"credit\":\"Irina Nordsol\"}]},{\"name\":\"Danoth's Visor (Awakened)\",\"source\":\"EGW\",\"_copy\":{\"name\":\"Danoth's Visor\",\"source\":\"EGW\"}},{\"name\":\"Danoth's Visor (Dormant)\",\"source\":\"EGW\",\"_copy\":{\"name\":\"Danoth's Visor\",\"source\":\"EGW\"}},{\"name\":\"Danoth's Visor (Exalted)\",\"source\":\"EGW\",\"_copy\":{\"name\":\"Danoth's Visor\",\"source\":\"EGW\"}},{\"name\":\"Daoud's Wondrous Lanthorn\",\"source\":\"QftIS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/QftIS/Daouds Wondrous Lanthorn.webp\"}}]},{\"name\":\"Dark Shard Amulet\",\"source\":\"XDMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/XDMG/Dark Shard Amulet.webp\"}}]},{\"name\":\"Dart\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/XPHB/Dart.webp\"},\"credit\":\"Polar Engine\"}]},{\"name\":\"Dawnbringer\",\"source\":\"OotA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/OotA/Dawnbringer.webp\"}}]},{\"name\":\"Deathwalker's Ward\",\"source\":\"TDCSR\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/TDCSR/DeathwalkersWard.webp\"},\"credit\":\"{@link Jessica Nguyen|https://jessketchin.com/}\",\"altText\":\"Black leather armor with intricate emrboidery, the shoulders consisting of black raven feathers.\"}]},{\"name\":\"Deathwalker's Ward (Awakened)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Deathwalker's Ward\",\"source\":\"TDCSR\"}},{\"name\":\"Deathwalker's Ward (Dormant)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Deathwalker's Ward\",\"source\":\"TDCSR\"}},{\"name\":\"Deathwalker's Ward (Exalted)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Deathwalker's Ward\",\"source\":\"TDCSR\"}},{\"name\":\"Decanter of Endless Water\",\"source\":\"DMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/DMG/Decanter of Endless Water.webp\"}}]},{\"name\":\"Decanter of Endless Water\",\"source\":\"XDMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/XDMG/Decanter of Endless Water.webp\"}}]},{\"name\":\"Deck of Dimensions\",\"source\":\"BMT\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/BMT/Deck of Dimensions.webp\"}}]},{\"name\":\"Deck of Many More Things\",\"source\":\"BMT\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/BMT/Deck of Many More Things.webp\"}}]},{\"name\":\"Deck of Many Things\",\"source\":\"DMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/DMG/Deck of Many Things.webp\"}}]},{\"name\":\"Deck of Many Things\",\"source\":\"XDMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/XDMG/Deck of Many Things.webp\"}}]},{\"name\":\"Deck of Wonder\",\"source\":\"BMT\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/BMT/Deck of Wonder.webp\"}}]},{\"name\":\"Defender\",\"source\":\"DMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/DMG/Defender.webp\"}}]},{\"name\":\"Defender\",\"source\":\"XDMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/XDMG/Defender.webp\"}}]},{\"name\":\"Dekella, Bident of Thassa\",\"source\":\"MOT\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/MOT/Dekella, Bident of Thassa.webp\"},\"credit\":\"Yeong-Hao Han\"}]},{\"name\":\"Delerium-Forged Blade\",\"source\":\"DoDk\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/DoDk/Delerium-Forged Blade.webp\"}}]},{\"name\":\"Demon Armor\",\"source\":\"DMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/DMG/Demon Armor.webp\"}}]},{\"name\":\"Demon Armor\",\"source\":\"XDMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/XDMG/Demon Armor.webp\"}}]},{\"name\":\"Demon Skin\",\"source\":\"DitLCoT\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/DitLCoT/Demon Skin.webp\"}}]},{\"name\":\"Demonomicon of Iggwilv\",\"source\":\"TCE\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/TCE/Demonomicon of Iggwilv.webp\"},\"credit\":\"David Sladek\"}]},{\"name\":\"Devotee's Censer\",\"source\":\"TCE\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/TCE/Devotee's Censer.webp\"},\"credit\":\"Irina Nordsol\"}]},{\"name\":\"Dimensional Shackles\",\"source\":\"DMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/DMG/Dimensional Shackles.webp\"}}]},{\"name\":\"Dimensional Shackles\",\"source\":\"XDMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/XDMG/Dimensional Shackles.webp\"}}]},{\"name\":\"Dimir Guild Signet\",\"source\":\"GGR\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/GGR/Dimir Guild Signet.webp\"},\"credit\":\"Raoul Vitale\"}]},{\"name\":\"Dimir Keyrune\",\"source\":\"GGR\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/GGR/Dimir Keyrune.webp\"},\"credit\":\"Daniel Ljunggren\"}]},{\"name\":\"Documancy Satchel\",\"source\":\"AI\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/AI/documancy-satchel.webp\"},\"credit\":\"Chris Walton\"}]},{\"name\":\"Donjon Card\",\"source\":\"BMT\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"decks/BMT/Deck of Many Things/17-donjon.webp\"},\"credit\":\"Jim Zaccaria\"}]},{\"name\":\"Double-Bladed Scimitar\",\"source\":\"ERLW\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The double-bladed scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long, curving blade on either end. Forged with techniques honed over centuries, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double-bladed scimitar is an expensive weapon (100 gp)—few though ever have the opportunity to purchase one. A Valenar blade in the hands of a non-elf is generally assumed to have been stolen or looted from a fallen foe, and a Valenar elf might feel entitled to demand its return or challenge the bearer to prove they're worthy to wield it.\"]}]}]},{\"name\":\"Draakhorn\",\"source\":\"RoT\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/RoT/Draakhorn.webp\"}}]},{\"name\":\"Dragon Scale Mail\",\"source\":\"DMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/DMG/Dragon Scale Mail.webp\"}}]},{\"name\":\"Dragon Scale Mail\",\"source\":\"XDMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/XDMG/Dragon Scale Mail.webp\"}}]},{\"name\":\"Dragon Slayer\",\"source\":\"DMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/DMG/Dragon Slayer.webp\"}}]},{\"name\":\"Dragon 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Leadership\",\"source\":\"XDMG\",\"_copy\":{\"name\":\"Ioun Stone\",\"source\":\"XDMG\"}},{\"name\":\"Ioun Stone, Mastery\",\"source\":\"XDMG\",\"_copy\":{\"name\":\"Ioun Stone\",\"source\":\"XDMG\"}},{\"name\":\"Ioun Stone, Protection\",\"source\":\"XDMG\",\"_copy\":{\"name\":\"Ioun Stone\",\"source\":\"XDMG\"}},{\"name\":\"Ioun Stone, Regeneration\",\"source\":\"XDMG\",\"_copy\":{\"name\":\"Ioun Stone\",\"source\":\"XDMG\"}},{\"name\":\"Ioun Stone, Reserve\",\"source\":\"XDMG\",\"_copy\":{\"name\":\"Ioun Stone\",\"source\":\"XDMG\"}},{\"name\":\"Ioun Stone, Strength\",\"source\":\"XDMG\",\"_copy\":{\"name\":\"Ioun Stone\",\"source\":\"XDMG\"}},{\"name\":\"Ioun Stone, Sustenance\",\"source\":\"XDMG\",\"_copy\":{\"name\":\"Ioun Stone\",\"source\":\"XDMG\"}},{\"name\":\"Iron Bands of Bilarro\",\"source\":\"DMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/DMG/Iron Bands of Bilarro.webp\"}}]},{\"name\":\"Iron Bands of 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Warning\",\"source\":\"XDMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/XDMG/Weapon of Warning.webp\"}}]},{\"name\":\"Weird Tank\",\"source\":\"PotA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/PotA/Weird Tank.webp\"}}]},{\"name\":\"Whelm\",\"source\":\"DMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/DMG/Whelm.webp\"}}]},{\"name\":\"Whip\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/XPHB/Whip.webp\"},\"credit\":\"Polar Engine\"}]},{\"name\":\"Whisper\",\"source\":\"TDCSR\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/TDCSR/Whisper.webp\"},\"credit\":\"{@link Jessica Nguyen|https://jessketchin.com/}\",\"altText\":\"A sleek, silver dagger with a black, slender hilt and two raven feathers tied onto the pummel.\"}]},{\"name\":\"Whisper (Awakened)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Whisper\",\"source\":\"TDCSR\"}},{\"name\":\"Whisper (Dormant)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Whisper\",\"source\":\"TDCSR\"}},{\"name\":\"Whisper (Exalted)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Whisper\",\"source\":\"TDCSR\"}},{\"name\":\"Whisper Jar\",\"source\":\"AI\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/AI/whisper-jar.webp\"},\"credit\":\"Chris Walton\"}]},{\"name\":\"White Dragon Scale Mail\",\"source\":\"XDMG\",\"_copy\":{\"name\":\"Dragon Scale Mail\",\"source\":\"XDMG\"}},{\"name\":\"Wind Fan\",\"source\":\"DMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/DMG/Wind Fan.webp\"}}]},{\"name\":\"Wind Fan\",\"source\":\"XDMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/XDMG/Wind Fan.webp\"}}]},{\"name\":\"Windvane\",\"source\":\"PotA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/PotA/Windvane.webp\"}}]},{\"name\":\"Wing Crest Shield\",\"source\":\"HWCS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/HWCS/Wing-Crest-Shield.webp\"}}]},{\"name\":\"Winged Boots\",\"source\":\"DMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/DMG/Winged Boots.webp\"},\"credit\":\"Conceptopolis\"}]},{\"name\":\"Winged Boots\",\"source\":\"XDMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/XDMG/Winged Boots.webp\"}}]},{\"name\":\"Wings of Flying\",\"source\":\"DMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/DMG/Wings of Flying.webp\"}}]},{\"name\":\"Wings of Flying\",\"source\":\"XDMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/XDMG/Wings of Flying.webp\"}}]},{\"name\":\"Witchlight Vane\",\"source\":\"WBtW\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/WBtW/Witchlight Vane.webp\"},\"credit\":\"Nikki Dawes\"}]},{\"name\":\"Wraps of Dyamak\",\"source\":\"TDCSR\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/TDCSR/WrapsofDyamak.webp\"},\"credit\":\"{@link Jessica Nguyen|https://jessketchin.com/}\",\"altText\":\"Thick blood-stained cloth bandages affixed to two forearms. The wraps emit a red glow.\"}]},{\"name\":\"Wraps of Dyamak (Awakened)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Wraps of Dyamak\",\"source\":\"TDCSR\"}},{\"name\":\"Wraps of Dyamak (Dormant)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Wraps of Dyamak\",\"source\":\"TDCSR\"}},{\"name\":\"Wraps of Dyamak (Exalted)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Wraps of Dyamak\",\"source\":\"TDCSR\"}},{\"name\":\"Wreath of the Prism\",\"source\":\"EGW\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/EGW/Wreath of the Prism.webp\"},\"credit\":\"Irina Nordsol\"}]},{\"name\":\"Wreath of the Prism (Awakened)\",\"source\":\"EGW\",\"_copy\":{\"name\":\"Wreath of the Prism\",\"source\":\"EGW\"}},{\"name\":\"Wreath of the Prism (Dormant)\",\"source\":\"EGW\",\"_copy\":{\"name\":\"Wreath of the Prism\",\"source\":\"EGW\"}},{\"name\":\"Wreath of the Prism (Exalted)\",\"source\":\"EGW\",\"_copy\":{\"name\":\"Wreath of the Prism\",\"source\":\"EGW\"}},{\"name\":\"Wrought-Iron Tower\",\"source\":\"CoA\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/CoA/Wrought-Iron Tower.webp\"},\"credit\":\"Aaron Sims\"}]},{\"name\":\"Wyrmskull Throne\",\"source\":\"SKT\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/SKT/Wyrmskull Throne.webp\"}}]}]}"); JSON_DATA[`data/fluff-languages.json`] = JSON.parse("{\"languageFluff\":[{\"name\":\"Alzhedo\",\"source\":\"SCAG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"languages/SCAG/Thorass Common.webp\"}}]},{\"name\":\"Chessentan\",\"source\":\"SCAG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"languages/SCAG/Thorass Common.webp\"}}]},{\"name\":\"Chondathan\",\"source\":\"SCAG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"languages/SCAG/Thorass Common.webp\"}}]},{\"name\":\"Damaran\",\"source\":\"SCAG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"languages/SCAG/Thorass Common.webp\"}}]},{\"name\":\"Draconic\",\"source\":\"PHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"languages/PHB/Draconic.webp\"}}]},{\"name\":\"Dwarvish\",\"source\":\"PHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"languages/PHB/Dwarvish.webp\"}}]},{\"name\":\"Elvish\",\"source\":\"PHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"languages/PHB/Elvish.webp\"}}]},{\"name\":\"Giant\",\"source\":\"PHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"languages/PHB/Dwarvish.webp\"}}]},{\"name\":\"Gnomish\",\"source\":\"PHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"languages/PHB/Dwarvish.webp\"}}]},{\"name\":\"Goblin\",\"source\":\"PHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"languages/PHB/Dwarvish.webp\"}}]},{\"name\":\"Illuskan\",\"source\":\"SCAG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"languages/SCAG/Thorass Common.webp\"}}]},{\"name\":\"Midani\",\"source\":\"SCAG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"languages/SCAG/Thorass Common.webp\"}}]},{\"name\":\"Mulhorandi\",\"source\":\"SCAG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"languages/SCAG/Thorass Common.webp\"}}]},{\"name\":\"Orc\",\"source\":\"PHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"languages/PHB/Dwarvish.webp\"}}]},{\"name\":\"Primordial\",\"source\":\"PHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"languages/PHB/Dwarvish.webp\"}}]},{\"name\":\"Rashemi\",\"source\":\"SCAG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"languages/SCAG/Thorass Common.webp\"}}]},{\"name\":\"Roushoum\",\"source\":\"SCAG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"languages/SCAG/Thorass Common.webp\"}}]},{\"name\":\"Shou\",\"source\":\"SCAG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"languages/SCAG/Thorass Common.webp\"}}]},{\"name\":\"Sylvan\",\"source\":\"PHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"languages/PHB/Elvish.webp\"}}]},{\"name\":\"Thayan\",\"source\":\"SCAG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"languages/SCAG/Thorass Common.webp\"}}]},{\"name\":\"Tuigan\",\"source\":\"SCAG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"languages/SCAG/Thorass Common.webp\"}}]},{\"name\":\"Turmic\",\"source\":\"SCAG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"languages/SCAG/Thorass Common.webp\"}}]},{\"name\":\"Uluik\",\"source\":\"SCAG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"languages/SCAG/Thorass Common.webp\"}}]},{\"name\":\"Undercommon\",\"source\":\"PHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"languages/PHB/Elvish.webp\"}}]},{\"name\":\"Untheric\",\"source\":\"SCAG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"languages/SCAG/Thorass Common.webp\"}}]},{\"name\":\"Waelan\",\"source\":\"SCAG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"languages/SCAG/Thorass Common.webp\"}}]}]}"); JSON_DATA[`data/fluff-objects.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"objectFluff\"]},\"objectFluff\":[{\"name\":\"Boilerdrak\",\"source\":\"DSotDQ\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"objects/DSotDQ/Boilerdrak.webp\"},\"credit\":\"Kent Davis\"}]},{\"name\":\"Captain A-Hole\",\"source\":\"RMBRE\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"objects/RMBRE/Captain A-Hole.webp\"},\"credit\":\"Troy Little\"}]},{\"name\":\"Eldritch Cannon\",\"source\":\"TCE\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"objects/TCE/Eldritch Cannon.webp\"},\"title\":\"Human Artillerist with Eldritch Cannon\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"objects/TCE/Eldritch Cannon 2.webp\"},\"title\":\"The Gnome Artificer Vi and Her Cockatrice-like Eldritch Cannon Battle Foes Atop a Lightning Train\"}]},{\"name\":\"Eldritch Cannon, Flamethrower\",\"source\":\"TCE\",\"_copy\":{\"name\":\"Eldritch Cannon\",\"source\":\"TCE\"}},{\"name\":\"Eldritch Cannon, Force Ballista\",\"source\":\"TCE\",\"_copy\":{\"name\":\"Eldritch Cannon\",\"source\":\"TCE\"}},{\"name\":\"Eldritch Cannon, Protector\",\"source\":\"TCE\",\"_copy\":{\"name\":\"Eldritch Cannon\",\"source\":\"TCE\"}},{\"name\":\"Gnomeflinger\",\"source\":\"DSotDQ\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"objects/DSotDQ/Gnomeflinger.webp\"},\"credit\":\"Bruce Brenneise\"}]},{\"name\":\"Keg Launcher\",\"source\":\"XDMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"objects/XDMG/Keg Launcher.webp\"},\"credit\":\"Kent Davis\"}]},{\"name\":\"Mangonel\",\"source\":\"XDMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"objects/XDMG/Mangonel.webp\"},\"credit\":\"Tom Babbey\"}]},{\"name\":\"Spirit Blister\",\"source\":\"JttRC\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"objects/JttRC/Spirit Blister.webp\"},\"title\":\"A Spirit Blister at Sorrow's Zenith\",\"credit\":\"Brynn Metheney\"}]},{\"name\":\"Unborn Palanquin\",\"source\":\"BMT\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"objects/BMT/Unborn Palanquin.webp\"},\"credit\":\"Katerina Ladon\"}]}]}"); JSON_DATA[`data/fluff-races.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"raceFluff\"]},\"raceFluff\":[{\"name\":\"Aarakocra\",\"source\":\"EEPC\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Sequestered in high mountains atop tall trees, the aarakocra, sometimes called birdfolk, evoke fear and wonder. Many aarakocra aren't even native to the Material Plane. They hail from a world beyond-from the boundless vistas of the Elemental Plane of Air. They are immigrants, refugees, scouts, and explorers, their outposts functioning as footholds in a world both strange and alien.\",{\"type\":\"entries\",\"name\":\"Beak and Feather\",\"entries\":[\"From below, aarakocra look much like large birds. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing upright, aarakocra might reach 5 feet tall, and they have long, narrow legs that taper to sharp talons.\",\"Feathers cover their bodies. Their plumage typically denotes membership in a tribe. Males are brightly colored, with feathers of red, orange, or yellow. Females have more subdued colors, usually brown or gray. Their heads complete the avian appearance, being something like a parrot or eagle with distinct tribal variations.\"]},{\"type\":\"entries\",\"name\":\"Sky Wardens\",\"entries\":[\"Nowhere are the aarakocra more comfortable than in the sky. They can spend hours in the air, and some go as long as days, locking their wings in place and letting the thermals hold them aloft. In battle, they prove dynamic and acrobatic fliers, moving with remarkable speed and grace, diving to lash opponents with weapons or talons before turning and flying away.\",\"Once airborne, an aarakocra leaves the sky with reluctance. On their native plane, they can fly for days or months, landing only to lay their eggs and feed their young before launching themselves back into the air. Those that make it to a world in the Material Plane find it a strange place. They sometimes forget or ignore vertical distances, and they have nothing but pity for those earthbound people forced to live and toil on the ground.\"]},{\"type\":\"entries\",\"name\":\"Avian Mannerisms\",\"entries\":[\"The resemblance of aarakocra to birds isn't limited to physical features. Aarakocra display many of the same mannerisms as ordinary birds. They are fastidious about their plumage, frequently tending their feathers, cleaning and scratching away any tiny passengers they might have picked up. When they deign to descend from the sky, they often do so near pools where they can catch fish and bathe themselves.\",\"Many aarakocra punctuate their speech with chirps, sounds they use to convey emphasis and to shade meaning, much as a human might through facial expressions and gestures. An aarakocra might become frustrated with people who fail to pick up on the nuances; an aarakocra's threat might be taken as a jest and vice versa.\",\"The idea of ownership baffles most aarakocra. After all, who owns the sky? Even when explained to them, they initially find the notion of ownership mystifying.\",\"As a result, aarakocra who have little interaction with other people might be a nuisance as they drop from the sky to snatch livestock or plunder harvests for fruits and grains. Shiny, glittering objects catch their eyes. They find it hard not to pluck the treasure and bring it back to their settlement to beautify it. An aarakocra who spends years among other races can learn to inhibit these impulses.\",\"Confinement terrifies the aarakocra. To be grounded, trapped underground, or imprisoned by the cold, unyielding earth is a torment few aarakocra can withstand. Even when perched on a high branch or at rest in their mountaintop homes, they appear alert, with eyes moving and bodies ready to take flight.\"]},{\"type\":\"entries\",\"name\":\"Homelands\",\"entries\":[\"Most aarakocra live on the Elemental Plane of Air. Aarakocra can be drawn into the Material Plane, sometimes to pursue enemies or thwart their foes' designs there. Accident might also send a nest of aarakocra tumbling into a world on that plane. A few find their way to such a world through portals on their own plane and establish nests in high mountains or in the canopies of old forests.\",\"Once tribes of aarakocra settle in an area, they share a hunting territory that extends across an area up to 100 miles on a side, with each tribe hunting in the lands nearest to their colony, ranging farther should game become scarce.\",\"A typical colony consists of one large, open-roofed nest made of woven vines. The eldest acts as leader with the support of a shaman.\"]},{\"type\":\"inset\",\"name\":\"Aarakocra in the Forgotten Realms\",\"entries\":[\"Never well established in Faerûn, aarakocra have only four major colonies: in the Star Mounts within the High Forest, in the Storm Horns in Cormyr, in the Cloven Mountains on the Vilhon Reach, and in the Mistcliffs in Chult.\",\"Those colonies established in the Star Mounts, closest to the Dessarin Valley, were ever a secretive and guarded people, only spotted during their flights over the High Forest. A cruel and rapacious green dragon nearly wiped out the population and scattered the survivors. These aarakocra and their descendants have sworn vengeance against the dragon and may be seen scouring the lands of the North and Cormyr for signs of their foe.\",\"Their only remaining settlement lies on the slopes of the Star Mounts' southernmost mountains. At the headwaters of the Unicorn Run, the Last Aerie is home to several dozen aarakocra. Recently, aarakocra elders detected changes in the prevailing winds that they regarded as a bad omen.\",\"Unlike the aarakocra of other worlds on the Material Plane, the aarakocra of the Realms rarely travel to the Elemental Plane of Air.\"]},{\"type\":\"entries\",\"name\":\"Great Purpose\",\"entries\":[\"Aarakocra enjoy peace and solitude. Most of them have little interest in dealing with other peoples and less interest in spending time on the ground. For this reason, it takes an exceptional circumstance for an aarakocra to leave his or her tribe and undertake the adventurer's life. Neither treasure nor glory is enough to lure them from their tribes; a dire threat to their people, a mission of vengeance, or a catastrophe typically lies at the heart of the aarakocra adventurer's chosen path.\",\"Two other circumstances might call an aarakocra to adventure. First, aarakocra have historical ties to the Wind Dukes of Aqaa. Exceptional individuals honor that connection and might seek out the missing pieces of the Rod of Seven Parts, the remains of an artifact fashioned by the Wind Dukes long ago to defeat the Queen of Chaos's monstrous champion, Miska the Wolf-Spider.\",\"When plunged into Miska's body, the chaos in his blood sundered the rod and scattered its pieces across the multiverse. Recovering the pieces means gaining honor and esteem in the eyes of the vaati who forged it and could possibly restore a powerful weapon for defense against the agents of elemental evil.\",\"Second, aarakocra are sworn foes of elemental earth, in particular the gargoyles that serve Ogrémoch, the Prince of Earth. The Aarakocra word for gargoyle is loosely translated as \\\"flying rock,\\\" and battles between aarakocra and gargoyles have raged across the Elemental Planes of Earth and Air, occasionally spilling into a world on the Material Plane. Aarakocra on that plane might leave their colonies to lend aid to other humanoids committed to fighting earth cults and thwarting their efforts.\"]},{\"type\":\"entries\",\"name\":\"Aarakocra Names\",\"entries\":[\"As with much of their speech, aarakocra names include clicks, trills, and whistles to the point that other peoples have a difficult time pronouncing them. Typically, a name has two to four syllables with the sounds acting as connectors. When interacting with other races, aarakocra may use nicknames gained from people they meet or shortened forms of their full names.\",\"An aarakocra of either gender may have one of these short names: Aera, Aial, Aur, Deekek, Errk, Heehk, Ikki, Kleeck, Oorr, Ouss, Quaf, Quierk, Salleek, Urreek, or Zeed.\"]},{\"type\":\"inset\",\"name\":\"Aarakocra Backgrounds\",\"entries\":[\"Backgrounds that are most appropriate for aarakocra include the outlander, the hermit, and the sage.\",\"The small colonies of aarakocra are insular and remote, and few aarakocra live away from their roosts. In the Star Mounts of the High Forest in the Forgotten Realms, no more than a few dozen aarakocra live away from the nests of their families. Those that do are usually rangers or fighters, constantly patrolling for outside threats.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/EEPC/Aarakocra.webp\"},\"width\":420,\"height\":509}]},{\"name\":\"Aarakocra\",\"source\":\"MPMM\",\"entries\":[\"A winged people who originated on the Elemental Plane of Air, aarakocra soar through the sky wherever they wander. The first aarakocra served the Wind Dukes of Aaqa—mighty beings of air—and were imbued with a measure of their masters' power over winds. Their descendants still command echoes of that power.\",\"From below, aarakocra look like large birds and thus are sometimes called birdfolk. Only when they roost on a branch or walk across the ground is their Humanoid nature clear. Standing upright, aarakocra are typically about 5 feet tall, and they have long, narrow legs that taper to sharp talons. Feathers cover their bodies—usually red, orange, yellow, brown, or gray. Their heads are also avian, often resembling those of parrots or eagles.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/MPMM/Aarakocra.webp\"},\"credit\":\"Claudio Pozas\",\"width\":643,\"height\":850}]},{\"name\":\"Aasimar\",\"source\":\"MPMM\",\"entries\":[\"Whether descended from a celestial being or infused with heavenly power, aasimar are mortals who carry a spark of the Upper Planes within their souls. They can fan that spark to bring light, ease wounds, and unleash the fury of the heavens.\",\"Aasimar can arise among any population of mortals. They resemble their parents, but they live for up to 160 years and often have features that hint at their celestial heritage. These often begin subtle and become more obvious when the aasimar gains the ability to reveal their full celestial nature. The Aasimar Celestial Features table has examples you can choose or use as inspiration to create your own.\",{\"type\":\"table\",\"caption\":\"Aasimar Celestial Features\",\"colLabels\":[\"d6\",\"Celestial Feature\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"A dusting of metallic, white, or charcoal freckles\"],[\"2\",\"Metallic, luminous, or dark eyes\"],[\"3\",\"Starkly colored hair\"],[\"4\",\"An unusual hue tinting your shadow\"],[\"5\",\"A ghostly halo crowning your head\"],[\"6\",\"Rainbows gleaming on your skin\"]]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/MPMM/Aasimar.webp\"},\"credit\":\"Mike Bierek\",\"width\":689,\"height\":850}]},{\"name\":\"Aasimar\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage.\",{\"type\":\"inset\",\"name\":\"Falling from Grace or Rising to It\",\"entries\":[\"With your DM's consent, you can change your character's subrace to fallen aasimar if your protector/scourge aasimar turns to evil. To do so, replace your subrace benefits, including the ability score increase, with those of a fallen aasimar.\",\"Similarly, if your fallen aasimar turns to good, your DM might allow you to become a protector or scourge aasimar.\"]},{\"type\":\"entries\",\"name\":\"Celestial Champions\",\"entries\":[\"Aasimar are placed in the world to serve as guardians of law and good. Their patrons expect them to strike at evil, lead by example, and further the cause of justice.\",\"From an early age, an aasimar receives visions and guidance from celestial entities via dreams. These dreams help shape an aasimar, granting a sense of destiny and a desire for righteousness.\",\"Each aasimar can count a specific celestial agent of the gods as a guide. This entity is typically a deva, an angel who acts as a messenger to the mortal world.\"]},{\"type\":\"entries\",\"name\":\"Hidden Wanderers\",\"entries\":[\"While aasimar are strident foes of evil, they typically prefer to keep a low profile. An aasimar inevitably draws the attention of evil cultists, fiends, and other enemies of good, all of whom would be eager to strike down a celestial champion if they had the chance.\",\"When traveling, aasimar prefer hoods, closed helms, and other gear that allows them to conceal their identities. They nevertheless have no compunction about striking openly at evil. The secrecy they desire is never worth endangering the innocent.\"]},{\"type\":\"entries\",\"name\":\"Aasimar Guides\",\"entries\":[\"An aasimar, except for one who has turned to evil, has a link to an angelic being. That being—usually a deva—provides guidance to the aasimar, though this connection functions only in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies, and feelings.\",\"The angelic being is far from omniscient. Its guidance is based on its understanding of the tenets of law and good, and it might have insight into combating especially powerful evils that it knows about.\",\"As part of fleshing out an aasimar character, consider the nature of that character's angelic guide. The Angelic Guide tables offer names and natures that you can use to flesh out your character's guide.\",{\"type\":\"table\",\"colLabels\":[\"d6\",\"Name\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Tadriel\"],[\"2\",\"Myllandra\"],[\"3\",\"Seraphina\"],[\"4\",\"Galladia\"],[\"5\",\"Mykiel\"],[\"6\",\"Valandras\"]]},{\"type\":\"table\",\"colLabels\":[\"d6\",\"Nature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Bookish and lecturing\"],[\"2\",\"Compassionate and hopeful\"],[\"3\",\"Practical and lighthearted\"],[\"4\",\"Fierce and vengeful\"],[\"5\",\"Stern and judgmental\"],[\"6\",\"Kind and parental\"]]},{\"type\":\"inset\",\"name\":\"Note to the DM: Playing an Angelic Guide\",\"entries\":[\"As DM, you take on the role of an aasimar's angelic guide and decide what kind of advice or omens to send in dreams.\",\"The deva, or other celestial being, is your chance to add special roleplaying opportunities to the game. Remember, a deva lives in a realm of absolute law and good. The deva might not understand the compromises and hard choices that mortals must grapple with in the world. To the deva, an aasimar is a prized student who must live up to high, sometimes inflexible standards.\"]}]},{\"type\":\"entries\",\"name\":\"Conflicted Souls\",\"entries\":[\"Despite its celestial origin, an aasimar is mortal and possesses free will. Most aasimar follow their ordained path, but some grow to see their abilities as a curse. These disaffected aasimar are typically content to turn away from the world, but a few become agents of evil. In their minds, their exposure to celestial powers amounted to little more than brainwashing.\",\"Evil aasimar make deadly foes. The radiant power they once commanded becomes corrupted into a horrid, draining magic. And their angelic guides abandon them.\",\"Even aasimar wholly dedicated to good sometimes feel torn between two worlds. The angels that guide them see the world from a distant perch. An aasimar who wishes to stop and help a town recover from a drought might be told by an angelic guide to push forward on a greater quest. To a distant angel, saving a few commoners might pale in comparison to defeating a cult of Orcus. An aasimar's guide is wise but not infallible.\"]},{\"type\":\"entries\",\"name\":\"Aasimar Names\",\"entries\":[\"Most aasimar are born from human parents, and they use the same naming conventions as their native culture.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/VGM/Aasimar.webp\"},\"credit\":\"Shawn Wood\",\"width\":385,\"height\":618}]},{\"name\":\"Aasimar\",\"source\":\"XPHB\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Aasimar (pronounced AH-sih-mar) are mortals who carry a spark of the Upper Planes within their souls. Whether descended from an angelic being or infused with celestial power, they can fan that spark to bring light, healing, and heavenly fury.\",\"Aasimar can arise among any population of mortals. They resemble their parents, but they live for up to 160 years and have features that hint at their celestial heritage, such as metallic freckles, luminous eyes, a halo, or the skin color of an angel (silver, opalescent green, or coppery red). These features start subtle and become obvious when the aasimar learns to reveal their full celestial nature.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/XPHB/Aasimar.webp\"},\"credit\":\"Aldo Domingues\",\"width\":1700,\"height\":1094}]},{\"name\":\"Aasimar (Fallen)\",\"source\":\"VGM\",\"_copy\":{\"name\":\"Aasimar\",\"source\":\"VGM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"An aasimar who was touched by dark powers as a youth or who turns to evil in early adulthood can become one of the fallen-a group of aasimar whose inner light has been replaced by shadow.\"]}]}}}}},{\"name\":\"Aasimar (Protector)\",\"source\":\"VGM\",\"_copy\":{\"name\":\"Aasimar\",\"source\":\"VGM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Protector aasimar are charged by the powers of good to guard the weak, to strike at evil wherever it arises, and to stand vigilant against the darkness. From a young age, a protector aasimar receives advice and directives that urge to stand against evil.\"]}]}}}}},{\"name\":\"Aasimar (Scourge)\",\"source\":\"VGM\",\"_copy\":{\"name\":\"Aasimar\",\"source\":\"VGM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Scourge aasimar are imbued with a divine energy that blazes intensely within them. It feeds a powerful desire to destroy evil-a desire that is, at its best, unflinching and, at its worst, all-consuming. Many scourge aasimar wear masks to block out the world and focus on containing this power, unmasking themselves only in battle.\"]}]}}}}},{\"name\":\"Aetherborn\",\"source\":\"PSK\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"A day not spent indulging the senses is a day wasted\"]},\"When the events of a lifetime are compressed down to almost nothing, each fleeting moment must be savored—drained of every drop of enjoyment it can offer. This is the philosophy that informs the lives and minds of the aetherborn. Given just a few short years—or sometimes only a few months—to live, each aetherborn views time as exceedingly precious. Each moment spent in a way that does not bring delight is a wasted moment. And though aetherborn differ in their drives and pleasures, nearly all of them share this desire to squeeze the most out of the brief time they are given.\",\"Aetherborn come into being spontaneously as part of the aether refinement process. Their bodies and minds are apparently formed out of some interaction between the volatile elements of aether that are removed during refinement and the psychic impressions created by the people involved in the process. But each aetherborn is a unique individual, not a mere copy of some other person's mind and shape. This race is little understood, and few aetherborn are willing to waste any of their short lives allowing vedalken scholars to study their biological and psychological characteristics.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Aetherborn and Gender\",\"entries\":[\"Aetherborn are a strange living by-product of the process of aether refinement, cast in humanoid form but lacking any of the biological qualities of other races. They don't eat or sleep, and they don't reproduce—nor do they have any physical sexual characteristics. Language that categorizes people into male or female categories thus breaks down when it comes to aetherborn. Most aetherborn prefer that others use the pronoun \\\"they\\\" to refer to them, since it doesn't attribute a gender that they don't possess. Only a relative few prefer \\\"he\\\" or \\\"she,\\\" having chosen to adopt a gender.\"]},{\"type\":\"entries\",\"name\":\"Aetherborn Politics\",\"entries\":[\"The relationship between aetherborn and the Consulate is complicated. On the one hand, aetherborn understand that their race wouldn't exist without the Consulate's aether refining operations, so they feel at least some motivation to ensure that those operations continue to run smoothly. On the other hand, few aetherborn have any patience for the tedious and cumbersome politics and regulations of the Consulate, which gives them at least a little sympathy with renegade philosophy. Typically, aetherborn are drawn to one side or the other more by the lure of excitement and entertainment than by any serious political beliefs.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSK/Aetherborn.webp\"},\"title\":\"On Kaladesh, an aether-powered {@item arrow of slaying (*)|DMG|arrow of slaying} can be launched without a bow.\",\"credit\":\"Tidy Conclusion by Bastien L. Deharme\",\"width\":1173,\"height\":885},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSK/Aetherborn2.webp\"},\"title\":\"Essence Extraction\",\"credit\":\"Min Yum\",\"width\":630,\"height\":913}]},{\"name\":\"Astral Elf\",\"source\":\"AAG\",\"entries\":[\"Long ago, groups of elves ventured from the Feywild to the Astral Plane to be closer to their gods. Life in the Silver Void has imbued their souls with a spark of divine light. That light manifests as a starry gleam in an astral elf's eyes.\",\"Because nothing ages on the Astral Plane, astral elves who inhabit that plane can be very old, and their longevity gives them an unusual perspective on the passage of time. Some are prone to melancholy, while others might display an absence of feeling. Many look for creative ways to occupy themselves. Whether they choose to live in quiet contemplation or strike out to explore the reaches of the multiverse, astral elves tend to see things through the lens of time as having little or no meaning to them. Astral elves who don't dwell on the Astral Plane can live to be more than 750 years old.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/AAG/Astral Elf.webp\"},\"credit\":\"Nikki Dawes\",\"width\":1700,\"height\":1215}]},{\"name\":\"Autognome\",\"source\":\"AAG\",\"entries\":[\"Autognomes are mechanical beings built by rock gnomes. Sometimes, because of a malfunction or a unique circumstance, an autognome becomes separated from its creator and strikes out on its own.\",\"An autognome bears a resemblance to its creator, and most autognomes are programmed to speak and understand Gnomish. The internal components used in an autognome's manufacture can vary wildly; one autognome might have an actual beating heart in its chest cavity, while another might be powered by stardust or intricate clockwork gears.\",\"Roll on the Autognome History table or choose an entry that you like to identify what event set you on the path to adventure. If nothing on the table appeals to you, work with your DM to create an origin story for your character.\",\"Like gnomes, autognomes can live for centuries, typically up to 500 years.\",{\"type\":\"table\",\"caption\":\"Autognome History\",\"colLabels\":[\"d6\",\"Story\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Your creator gave you autonomy and urged you to follow your dreams.\"],[\"2\",\"Your creator died, leaving you to fend for yourself.\"],[\"3\",\"A glitch caused you to forget your original programming. You don't remember who made you or where you came from.\"],[\"4\",\"You didn't like how you were being treated by your creator, so you ran away from home.\"],[\"5\",\"You were built to complete a special mission.\"],[\"6\",\"You felt trapped in the role for which you were built and abandoned your creator, determined to find a greater purpose.\"]]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/AAG/Autognome.webp\"},\"credit\":\"Nikki Dawes\",\"width\":1700,\"height\":1024}]},{\"name\":\"Aven\",\"source\":\"PSA\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Aven have humanlike bodies, arms, and legs, along with birdlike wings and heads. Two distinct varieties of aven are found in Naktamun. One has the head of a hawk or similar bird of prey, with short wings allowing fast flight. The other variety has the head of an ibis atop a long neck, with wide, angular wings better suited to soaring. All aven have lean bodies with feathers extending from their heads down to their shoulders.\",\"Aven delight in flying above their foes, using their superior mobility to confound and outpace their opponents. They love soaring through the sky as well, though the Hekma limits their altitude. Like all people of Naktamun, they are grateful for the Hekma's protective magic, of course. But they keenly anticipate the hour when the God-Pharaoh will return and dissolve the veil, letting them fly without limit in the afterlife.\",{\"type\":\"entries\",\"name\":\"Combat Classes\",\"entries\":[\"Spellcasters are common among {@race Aven (Ibis-Headed)|PSA|ibis-headed aven} drawn to follow the teachings of Kefnet. Their physical resemblance to the god of knowledge is reflected in the metal discipline, focus, and confidence for which aven spellcasters are known. They wield magic of air, wind, and sometimes water to buffet their foes, enhance their own flight, and counter enemy attacks. Hawk-headed aven who follow the path of the mage are more likely to learn sand-based magic that can cloud the air, blast their foes, or bury enemies in living dunes.\",\"{@race Aven (Hawk-Headed)|PSA|Hawk-headed aven} are often drawn to master techniques of long-range combat, whether the {@item javelin|PHB} that is the preferred weapon of many, the bow, or other thrown weapons. Whatever weapon they use, aven hover and swoop in the air above the fray, seeking the opportune moment to strike in exactly the right place. In line with the teachings of the god of solidarity, they often fly in tight formations with other aven in their crops, supporting and protecting each other. Aven take great pride in the precision of their attacks, relying on their keen vision and superior vantage points. They view the sharp tip of a {@item javelin|PHB} or {@item arrow|PHB} as a symbol of their love for precision, and some initiates maintain carefully tended collections of spearheads or arrowheads.\",\"A relatively small number of aven of both varieties end up focusing on hand-to-hand combat. Even there, they use their ability to fly to great advantage, often swooping down on their foes from a great height. The speed and power of a blow from a diving aven can be utterly devastating, but such a strike poses a tremendous risk to the aven as well as the target. An aven who fails to pull up from the dive in time can suffer even worse injuries than the target of the attack. Aven often minimize this risk by hurling {@item javelin|PHB|javelins} while they dive, then pulling up early after a successful throw.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSA/Aven.webp\"},\"title\":\"Tah-Crop Elite\",\"credit\":\"Raoul Vitale\",\"width\":1276,\"height\":880},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSA/Aven2.webp\"},\"title\":\"Companion of the Trials\",\"credit\":\"Aaron Miller\",\"width\":603,\"height\":375}]},{\"name\":\"Aven\",\"source\":\"PSD\",\"entries\":[\"Following the devastation of the distant continent of Otaria in Karona's War some two and a half centuries ago, people of many races left that land to find refuge elsewhere. Among them were the birdlike people called aven, who were largely unknown outside of Otaria prior to their exodus. Rather than dispersing around the world and assimilating into local cultures, they wandered in great flocks, forming separate communities in a few hospitable locations. The largest such flock settled in Benalia, where its people submitted themselves to Benalish law in exchange for hospitality. The aven have no representation on the Council of Seven, but many hope to see that change.\",\"Aven have humanlike bodies, arms, and legs, with wings and heads resembling those of eagles. Their lean forms are covered with feathers, and their arms and legs all end in sharp talons.\",\"Aven form their own airborne companies, or wings, within the Benalish army. They serve as soldiers, battle priests, and occasionally heroes, but do not become knights except under truly exceptional circumstances. Worship of Serra is all but universal among the aven because of syncretistic fusion with their traditional religious beliefs, and many aven are Serran acolytes.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSD/Aven.webp\"},\"title\":\"Aven Sentry\",\"credit\":\"Dan Scott\",\"width\":767,\"height\":543}]},{\"name\":\"Aven (Hawk-Headed)\",\"source\":\"PSA\",\"_copy\":{\"name\":\"Aven\",\"source\":\"PSA\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Following the example of Oketra, hawk-headed aven often focus on the techniques of long-range combat. Most prefer {@item javelin|phb|javelins}, but some are skilled with bows, {@item spear|phb|spears}, and {@item handaxe|phb|throwing axes}.\"]},{\"type\":\"hr\"}]}}}}},{\"name\":\"Aven (Ibis-Headed)\",\"source\":\"PSA\",\"_copy\":{\"name\":\"Aven\",\"source\":\"PSA\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A majority of ibis-headed aven, drawn to the teachings of Kefnet, specialize in spellcasting. They take great pride in all the qualities they share with the god of knowledge—not just their avian heads, but their quick wit, self-confidence, cunning, and spellcasting prowess.\"]},{\"type\":\"hr\"}]}},\"images\":{\"mode\":\"appendArr\",\"items\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSA/Aven (Ibis-Headed).webp\"},\"title\":\"Zenith Seeker\",\"credit\":\"Jason Kang\",\"width\":759,\"height\":887}]}}}},{\"name\":\"Bugbear\",\"source\":\"ERLW\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/ERLW/Goblinoids.webp\"},\"credit\":\"Cory Trego-Erdner\",\"width\":1000,\"height\":647}]},{\"name\":\"Bugbear\",\"source\":\"MPMM\",\"entries\":[\"Neither bugs nor bears, bugbears are the hulking cousins of goblins and hobgoblins. With roots in the Feywild, early bugbears resided in hidden places, in hard-to-reach and shadowed spaces. Long ago and from out of the corner of your eye, they came to the Material Plane, urged to spread throughout the multiverse by the conquering god Maglubiyet. Centuries later, they still bear a fey gift for lurking just out of sight, and many of them have sneaked away from that god's influence.\",\"They are long of limb and covered in coarse hair, with wedge-shaped ears and pointed teeth. Despite their formidable build, bugbears are quiet skulkers, thanks to a fey magic that allows them to hide in spaces seemingly too small for them.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/MPMM/Bugbear.webp\"},\"credit\":\"Filip Burburan\",\"width\":1700,\"height\":1241}]},{\"name\":\"Bugbear\",\"source\":\"VGM\",\"monstrous\":true,\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/VGM/Bugbear.webp\"},\"width\":420,\"height\":601}]},{\"name\":\"Centaur\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"In the sprawling city of Ravnica, where \\\"open road\\\" seems like a contradiction and \\\"open plain\\\" is sheer nonsense, centaurs nevertheless retain a love of wide spaces and the freedom to travel. As much as they can, centaurs run—in wide plazas, spacious parks, and expanses of rubble and ruin. They race the wind, hooves thundering and tails streaming behind them, until the next wall looms in their path and brings them to a stop.\",{\"type\":\"entries\",\"name\":\"Nature's Cavalry\",\"entries\":[\"Centaurs have the upper bodies, down to the waist, of muscular humans, displaying all the human variety of skin tones and features. Their ears are slightly pointed, but their faces are wider and squarer than those of elves. Below the waist, they have the bodies of small horses, with a similar range of coloration—from various shades of chestnut or bay to dappled or even zebra-like striped patterns. Most centaurs style their hair and their tails in a similar way. Selesnya centaurs favor long, flowing hair. Gruul centaurs cut their hair in rough, spiky styles.\",\"The upper bodies of centaurs are comparable to human torsos in size, and their lower equine bodies average about 4 feet tall at the withers. Though they are smaller than a human rider mounted on a horse, they fill similar roles as cavalry warriors, messengers, outriders, and scouts.\"]},{\"type\":\"entries\",\"name\":\"Affinity for Nature\",\"entries\":[\"Centaurs have an affinity for the natural world. Among the guilds that share that affinity, centaurs favor the rubblebelts of the Gruul Clans and the wide plazas of the Selesnya Conclave over the undercity tunnels of the Golgari and the laboratories of the Simic.\",\"Centaurs celebrate life and growth, and the birth of a foal is always cause for festivities. At the same time, they revere the traditions of the past, and among both the Gruul and the Selesnya they are voices of memory and history, preserving old ways and keeping alive the legends of ancestral heroes. They feel a close kinship with wild animals, perhaps because of their own horse-like bodies, and delight in the feeling of running alongside herds and packs of other beasts.\"]},{\"type\":\"entries\",\"name\":\"Clans and Community\",\"entries\":[\"Centaurs sense the interconnectedness of the natural world. Thus, they celebrate family and community as microcosms of that greater connection. Among the Gruul, they have a strong clan identity, and Selesnya centaurs are fiercely loyal to their individual communities as well as the guild as a whole. Their love of history and tradition also means that centaurs are more likely than most other Ravnicans to join the same guild that their parents did.\"]},{\"type\":\"entries\",\"name\":\"Centaur Names\",\"entries\":[\"Centaurs' given names are passed down through family lines. The name bestowed on a new foal is typically the name of the most recently deceased family member of the same gender, keeping alive the memory—and, the centaurs believe, some shard of the spirit—of the departed. Centaurs don't use family names, but they wear symbols that represent their family membership. These symbols might include graphical representations of plants or animals, printed mottoes, braids and beads worn in the hair and tail, or even specific patterns of woven fabric.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Male Names:\",\"entry\":\"Bonmod, Boruvo, Chodi, Drozan, Kozim, Milosh, Ninos, Oleksi, Orval, Radovas, Radom, Rostis, Svetyos, Tomis, Trijiro, Volim, Vlodim, Yarog\"},{\"type\":\"item\",\"name\":\"Female Names:\",\"entry\":\"Daiva, Dunja, Elnaya, Galisnya, Irinya, Kotyali, Lalya, Litisia, Madya, Mira, Nedja, Nikya, Ostani, Pinya, Rada, Raisya, Stasolya, Tatna, Zhendoya, Zoria\"}]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/GGR/Centaur.webp\"},\"width\":420,\"height\":417}]},{\"name\":\"Centaur\",\"source\":\"MOT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Powerful and curious, quick to act and knowledgeable of the wider world, centaurs seek to experience life's boundless bounty. The centaurs of Theros are divided into two groups: members of the far-traveling Lagonna band and the proud raiders of the Pheres band. These bands occupy territories situated between the three major human poleis, making them common sights to those who travel human lands. Not ones to settle in permanent homes, though, centaurs might be found wherever there are wonders to be witnessed and adventures to be had.\",{\"type\":\"entries\",\"name\":\"Markings of the Herd\",\"entries\":[\"Though centaurs share the same basic physiology, the centaur bands are commonly associated with their own distinct traits.\",\"Lagonna band centaurs tend to be sleek and muscular, with powerful legs built for endurance rather than speed. They usually have coats of a single color, often with a shine that can look metallic in bright light.\",\"Pheres band centaurs typically have long, nimble legs and lean bodies, and are often marked with natural color patterns on their hide. Pheres centaurs sometimes paint or tattoo their upper bodies to match the patterns on their lower half. Occasionally, a Pheres centaur is born with vertical stripes on their hooves, foretelling an exciting and adventurous life.\"]},{\"type\":\"entries\",\"name\":\"Lagonna Merchant Families\",\"entries\":[\"Lagonna centaurs travel in small merchant family bands called {@i guri}. These groups frequently trade with Meletis, which provides the biggest market for their wares, but they also do business with Setessa and smaller communities within Akros's lands.\",\"The eldest member of each guros typically leads their family. In times of discord, the heads of the guri gather to make decisions together. Other members of the guros work as traders, gatherers, packers, and scouts. A guros has several specialized roles required for success in travel and trade: a barterer, an omener, a courser, and preferably a {@i koletra}.\",\"A barterer negotiates deals between the guros and other traders. Barterers must know the customs of other cultures and speak several different languages.\",\"An omener is an oracle who reads messages from the gods in the natural world and reveals how the immortals would have the guros travel.\",\"A courser explores new trade territory for their guros. They are expert trackers and navigators, able to venture deep into unexplored territory and unerringly return to their families.\",\"Finally, every guros tries to travel with at least one koletra, one of the mighty, well-trained warriors of the Lagonna who are said to have the blood of the first, legendary centaur heroes. Koletras are said to bring good luck to a band, but are also usually fated to die in defense of their family. Not every guros has a koletra of its own, and guri share their best warriors among each other as a sign of goodwill and a way to forge bonds.\"]},{\"type\":\"entries\",\"name\":\"Journeys of Discovery\",\"entries\":[\"When young Lagonna centaurs become adults, they often leave their band to travel the world on their own. This time of self-discovery, called a {@i protoporos}, can last anywhere from a few weeks to several years. The Lagonna believe that a protoporos helps young centaurs find their place in the world. An omener reads the signs of fortune before sending young centaurs on their way, guiding the first steps of their journey. While most centaurs return to the band eventually, some find their calling elsewhere. When the Lagonna tell tales of their greatest heroes, they often speak of centaurs who found their heroic destiny on a protoporos.\"]},{\"type\":\"entries\",\"name\":\"Pheres Raiders\",\"entries\":[\"The Pheres roam the wild lands between Setessa and Akros in small raiding herds. These herds are voluntary associations, in contrast to the family groups of the Lagonna. When necessary, several small bands join together in a larger herd to target particularly dangerous but resource-rich targets—be they humanoid traders or roving, greedy monsters. Bands also join together to defeat common threats or to hunt for game.\",\"The Pheres value physical strength, speed, and prowess in both hunting and combat. Often a band is led by the strongest and most dominant warrior, called the charger. However, some bands elevate a tactician or strategist to this venerated position. The Pheres can be brutal and greedy, but they are clever as well, and understand the value of strategic leadership.\",\"Other centaurs in Pheres herds work as scouts, archers, warriors, and foragers. In addition, most Pheres herds contain a caller and a tromper.\",\"Pheres callers are typically druids or rangers who can draw animal assistance to their herd. Callers often have one or more animal allies at their side, and can speak to animals to learn about the surrounding lands.\",\"Trompers are the most powerful and feared warriors of the herd. Centaur legends say that when the gods first fashioned humans from the red mud of the eldest river, Pheres trompers taught them how to corner and kill prey. The story tells that, to repay this debt, humans owe the centaurs a portion of what they catch. While humans don't recall this arrangement, the Pheres often cite it as justification for their raids.\"]},{\"type\":\"entries\",\"name\":\"Pheres Renegades\",\"entries\":[\"Pheres band members survive by working and fighting together, but still some centaurs choose to strike out on their own. These renegades often feel like outsiders in their own band. They might be pacifists, wishing to learn about other people rather than fighting them. Or they might feel a restlessness in their soul that nothing else can soothe. Though renegades build their own life away from the band, most retain some connection with their past. Some stories tell of renegades returning to help their band in times of need before disappearing once more.\"]},{\"type\":\"entries\",\"name\":\"Centaur Names\",\"entries\":[\"Lagonna centaurs tend to favor names of three or four syllables, often borrowed from cultures they have met during their travels. Pheres centaurs tend to have shorter, sharper sounding names, often appended with an honorific gained in battle.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Female Lagonna Names:\",\"entry\":\"Honotia, Kelitia, Lileo, Meloe\"},{\"type\":\"item\",\"name\":\"Male Lagonna Names:\",\"entry\":\"Aughus, Dririos, Ormasos,Volien\"},{\"type\":\"item\",\"name\":\"Female Pheres Names:\",\"entry\":\"Bido, Daxa, Saya, Tesia\"},{\"type\":\"item\",\"name\":\"Male Pheres Names:\",\"entry\":\"Eno, Roth, Skelor, Stihl\"},{\"type\":\"item\",\"name\":\"Pheres Honorifics:\",\"entry\":\"Threekills, Razorhoof, Unsleeping, Daggereye, Silentstep\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/MOT/Lagonna Band Centaur.webp\"},\"title\":\"Lagonna Band Centaur\",\"credit\":\"Min Yum\",\"width\":1000,\"height\":1000},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/MOT/Pheres Band Centaur.webp\"},\"title\":\"Pheres Band Centaur\",\"credit\":\"Slawomir Maniak\",\"width\":1000,\"height\":718}]},{\"name\":\"Centaur\",\"source\":\"MPMM\",\"entries\":[\"Centaurs gallop throughout the multiverse and trace their origins to many different realms. The centaurs presented here hail from the Feywild and mystically resonate with the natural world. From the waist up, they resemble elves, displaying all the elf varieties of skin tone. From the waist down, they have the bodies of horses.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/MPMM/Centaur.webp\"},\"credit\":\"Eric Belisle, Jedd Chevrier\",\"width\":1700,\"height\":1211}]},{\"name\":\"Cervan\",\"source\":\"HWCS\",\"entries\":[\"{@font enlightened leaders|HPPHumblescratch}\",\"Cervans are a versatile deer-like folk who make their homes in small, intimate villages throughout Humblewood. More insular than other humblefolk, cervans often reside deep in the most ancient parts of Humblewood's vast forest, in tree stands and groves far from birdfolk perches.\",{\"name\":\"Hale and Hearty\",\"entries\":[\"Cervans have a robust physique and are rarely sick. They are one of the longest-lived races among the humblefolk. Though their wariness has earned them a reputation as timid, cervans are cautious because they remain active and alert, and generally prefer practice to contemplation. Cervans like to pursue skills independently in order to give themselves a sense of purpose. This striving is what propels some cervans to positions of great import throughout the Wood. A happy cervan is one who is hard at work.\"],\"type\":\"entries\"},{\"name\":\"Wary and Practical\",\"entries\":[\"One of the reasons cervans form such close-knit communities is a mistrust of outsiders. Before the Treaty, vulpin raiders and mapach thieves were serious threats. These times have long since passed, but cervans still possess a wariness that makes it hard for others to gain their trust. After the implementation of the Humblefolk Treaty, many cervans continued to live by the old ways. However, some cervan villages have since started to contain the odd family of jerbeen, or a few lone hedges. Even under such circumstances, cervans have maintained positions of leadership and delegated responsibilities to make sure that villages are run in accordance with the old cervan teachings, ensuring that work necessary for survival in the most remote villages is accomplished, so that all its inhabitants may be kept healthy and happy.\",\"The ability to balance their innate caution with practical considerations is one of the cervans' greatest strengths. Cervans teach that the best means of survival in any situation is to remain calm and weigh one's options. The best cervan leaders favour this approach.\"],\"type\":\"entries\"},{\"name\":\"The Sight\",\"entries\":[\"Cervans have a unique ability to bounce back and survive a physical shock that might kill others. Occasionally, cervans who survive such traumas are granted mystical visions. Sometimes these are flashes of insight into the world around them, sometimes portents of doom, and other times visions of a far away future. Known among cervans as \\\"The Sight\\\", this phenomenon is elusive, and out of the control of mortals. Cervans who have seen visions in this way are known as \\\"The Sighted\\\", and after this initial event, some will suddenly find themselves receptive to visions of the past, present, and future.\",\"A cervan whose Sight has been triggered is encouraged to hone it, so that they might take on the role of a seer within their village. However, these efforts aren't always met with success. The Sight will sometimes visit a cervan only once in their lifetime, with no amount of training granting a glimpse of such visions again. This is believed to be for the best, as cervans acknowledge that those who are truly Sighted carry knowledge that can be both a blessing and a curse.\"],\"type\":\"entries\"},{\"name\":\"The Blessing of Cairith\",\"entries\":[\"While it's not unusual for some cervans to have small antlers or buds visible on their heads, only rarely is a cervan born who can grow a full set of antlers. These cervans are a different subrace—pronghorns—and are thought to be specially blessed by their Amaranthine Cairith, a sacred spirit of life and growth believed to watch over all cervans. Unlike other subraces, pronghorn and grove cervans are the same people. The arrival of a pronghorn cervan is an event to celebrate, as it can occur only once in a generation.\"],\"type\":\"entries\"}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/HWCS/Cervan-Priest.webp\"},\"width\":450,\"height\":693}]},{\"name\":\"Cervan (Grove)\",\"source\":\"HWCS\",\"_copy\":{\"name\":\"Cervan\",\"source\":\"HWCS\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[\"As a grove cervan, you are swift and agile, able to quickly maneuver out of harm's way. You are also incredibly versatile, and can fulfill a variety of roles within a village or an adventuring party.\"]}}}}},{\"name\":\"Cervan (Pronghorn)\",\"source\":\"HWCS\",\"_copy\":{\"name\":\"Cervan\",\"source\":\"HWCS\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[\"As a pronghorn cervan, you were born larger and stronger than others in the community and found yourself laden with expectations from a very young age. It is up to you whether you embrace your position of privilege, or rebel against the constraints thrust upon you by cervan society.\"]}}}}},{\"name\":\"Changeling\",\"source\":\"ERLW\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Long ago there was a woman named Jes, and she had one hundred children. Her rivals conspired against her and swore to kill her children. Jes begged the Sovereigns for help, but their only answer was the wind and rain. In the depths of her despair, a lonely traveler took her hand. \\\"I will protect your children if they follow my path. Let them wander the world. They may be shunned and feared, but they will never be destroyed.\\\" Jes agreed, and the traveler gave her his cloak. When she draped it over her children, their old faces melted away and they could be whoever they wanted to be. And so it remains. Though the children are shunned by all, the gift of the Traveler protects them still.\"],\"skipMarks\":true,\"by\":\"Chance, changeling priest\"},\"Changelings can shift their forms with a thought. Many changelings use this gift as a form of artistic and emotional expression. It's also an invaluable tool for grifters, spies, and others who wish to deceive. This leads many people to treat changelings with suspicion.\",{\"type\":\"entries\",\"name\":\"A Hidden People\",\"entries\":[\"Wherever humans live, changelings reside also; the question is whether their presence is known.\",\"Changelings are born to one of three paths. A few are raised in stable communities where changelings are true to their nature and deal openly with the people around them. Some are orphans, raised by other races, who find their way in the world without ever knowing another like themselves. Others are part of nomadic changeling clans spread across the Five Nations, families who keep their true nature hidden from the single-skins. Some clans maintain safe havens in major cities and communities, but most prefer to wander the unpredictable path of the god known as the Traveler.\",\"In creating a changeling adventurer, consider the character's relationships with people around them. Does the character conceal their true changeling nature? Do they embrace it? Do they have connections to other changelings or are they alone and in search of companions?\"]},{\"type\":\"entries\",\"name\":\"Masks and Personas\",\"entries\":[\"In their true form, changelings are pale, with colorless eyes and silver-white hair. It is rare to see a changeling in that form, for a typical changeling changes their shape the way others might change clothes. A casual shape—one created on the spur of the moment, with no depth or history—is called a mask. A mask can be used to express a mood or to serve a specific purpose and then might never be used again. However, many changelings develop identities that have more depth. They build an identity over time, crafting a persona with a history and beliefs. This focused identity helps a changeling pinpoint a particular skill or emotion. A changeling adventurer might have personas for many situations, including negotiation, investigation, and combat.\",\"Personas can be shared by multiple changelings; there might be three healers in a community, but whoever is on duty will adopt the persona of Tek, the kindly old medic. Personas can even be passed down through a family, allowing a younger changeling to take advantage of contacts established by the persona's previous users.\"]},{\"type\":\"entries\",\"name\":\"Changeling Names\",\"entries\":[\"A changeling might use a different name for each mask and persona and adopt new names as easily as they change faces. The true name of a changeling tends to be simple and monosyllabic; however, there are often accents to a changeling's name that are expressed through shapeshifting, something single-skins will likely miss. So, two changelings might have the name {@i Jin}, but one is {@i Jin-with-vivid-blue-eyes} and one is {@i Jin-with-golden-nails}.\",\"Changelings have a fluid relationship with gender, seeing it as one characteristic to change among many.\",\"{@b Changeling Names}: Aunn, Bin, Cas, Dox, Fie, Hars, Jin, Lam, Mas, Nix, Ot, Paik, Ruz, Sim, Toox, Vil, Yug\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/ERLW/Changeling.webp\"},\"title\":\"Changeling adopting a person's appearance\",\"credit\":\"Olga Drebas\",\"width\":520,\"height\":1000},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/ERLW/Changeling 001.webp\"},\"width\":325,\"height\":618}]},{\"name\":\"Changeling\",\"source\":\"MPMM\",\"entries\":[\"With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face is only a disguise. For other changelings, a new face may reveal an aspect of their soul.\",\"The first changelings in the multiverse appeared in the Feywild, and the wondrous, mutable essence of that plane lingers in changelings today—even in those changelings who have never set foot in the fey realm. Each changeling decides how to use their shape-shifting ability, channeling either the peril or the joy of the Feywild. Sometimes they adopt new forms for the sake of mischief or malice, and other times they don a new identity to right wrongs or delight the downtrodden.\",\"In their true form, changelings appear faded, their features almost devoid of detail. It is rare to see a changeling in that form, for a typical changeling changes their shape the way others might change clothes. A casual shape—one created on the spur of the moment, with no depth or history—is called a mask. A mask can be used to express a mood or to serve a specific purpose and then might never be used again. However, many changelings develop identities that have more depth, crafting whole personas complete with histories and beliefs. A changeling adventurer might have personas for many situations, including negotiation, investigation, and combat.\",\"Personas can be shared by multiple changelings; a community might be home to three healer changelings, with whoever is on duty adopting the persona of Andrea, the gentle physician. Personas can even be passed down through a family, allowing a younger changeling to take advantage of contacts established by the persona's previous users.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/MPMM/Changeling.webp\"},\"credit\":\"Sarah Stone\",\"width\":458,\"height\":850}]},{\"name\":\"Corvum\",\"source\":\"HWCS\",\"entries\":[\"{@font hungry for knowledge|HPPHumblescratch}\",\"Corvums are a crow-like race with dark feathers and sharp minds. Their reputation in birdfolk society is nothing short of villainous, and they are regularly cast as the antagonists of any given situation. It's hard to say whether the corvums are distrusted because they behave the way they do, or if they behave the way they do because they are distrusted.\",{\"name\":\"For Personal Gain\",\"entries\":[\"It is widely believed that corvums only look out for themselves. Sometimes this presents as flexible morals, and at other times it simply means they follow a personal code instead of subscribing to general law. Either way, corvums are a crafty race and they tend to get what they want, one way or another.\",\"Corvums are typically found in positions with a modicum of power, such as advisors or minor officials. The stigma they face usually prevents them from attaining too prominent a position in birdfolk society, but corvums are adept at working behind the scenes, spreading their influence subtly and to great effect.\"],\"type\":\"entries\"},{\"name\":\"Too Smart\",\"entries\":[\"Corvums are commonly accepted, sometimes begrudgingly, to be among the smartest of birdfolk. Keen observers, they trade in information the way others trade goods. They are hungry for knowledge and leverage it to further their goals whenever possible. Their undeniable skill in matters of logistics and planning make them valuable to councils and powerful individuals alike.\"],\"type\":\"entries\"}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/HWCS/Corvum-Assassin.webp\"},\"width\":452,\"height\":754}]},{\"name\":\"Corvum (Dusk)\",\"source\":\"HWCS\",\"_copy\":{\"name\":\"Corvum\",\"source\":\"HWCS\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[\"As a dusk corvum, you are more at home in the bustle of society than in the wilds of the forest. You understand subtle social cues the way a hunter understands their prey, and you're just as quick to capitalize on an advantage.\"]}}}}},{\"name\":\"Corvum (Kindled)\",\"source\":\"HWCS\",\"_copy\":{\"name\":\"Corvum\",\"source\":\"HWCS\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[\"As a kindled corvum, you know implicitly that you are the smartest in the room. Your ability to utilize your knowledge to your advantage, along with your deep understanding of others motivations, makes you a formidable opponent.\"]}}}}},{\"name\":\"Deep Gnome\",\"source\":\"MPMM\",\"entries\":[\"Deep gnomes, or svirfneblin, are natives of the Underdark and are suffused with that subterranean realm's magic. They can supernaturally camouflage themselves, and their svirfneblin magic renders them difficult to locate. These abilities have enabled them to survive for generations among the perils of the Underdark.\",\"Like other gnomes, deep gnomes can live for centuries, up to 500 years.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/MPMM/Deep Gnome.webp\"},\"credit\":\"Tom Babbey, Olly Lawson\",\"width\":1700,\"height\":1223}]},{\"name\":\"Dhampir\",\"source\":\"VRGR\",\"entries\":[\"Poised between the worlds of the living and the dead, dhampirs retain their grip on life yet are endlessly tested by vicious hungers. Their ties to the undead grant dhampirs a taste of a vampire's deathless prowess in the form of increased speed, {@sense darkvision}, and a life-draining bite.\",\"With unique insights into the nature of the undead, many dhampirs become adventurers and monster hunters. Their reasons are often deeply personal. Some seek danger, imagining monsters as personifications of their own hungers. Others pursue revenge against whatever turned them into a dhampir. And still others embrace the solitude of the hunt, striving to distance themselves from those who'd tempt their hunger.\",{\"type\":\"entries\",\"name\":\"Dhampir Hungers\",\"entries\":[\"Every dhampir knows a thirst slaked only by the living. Those who overindulge their thirst risk losing control and forever viewing others as prey. Those who resist might find exceptional ways of controlling their urges or suppress them through constant, molar-grinding restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reasons to indulge.\",\"While many dhampirs thirst for blood, your character might otherwise gain sustenance from the living. Roll on or choose an option from the Dhampir Hungers table to determine what tempts your character to feed.\",{\"type\":\"table\",\"caption\":\"Dhampir Hungers\",\"colLabels\":[\"d6\",\"Hunger\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Blood\"],[\"2\",\"Flesh or raw meat\"],[\"3\",\"Cerebral spinal fluid\"],[\"4\",\"Psychic energy\"],[\"5\",\"Dreams\"],[\"6\",\"Life energy\"]]}]},{\"type\":\"entries\",\"name\":\"Dhampir Origins\",\"entries\":[\"Dhampirs often arise from encounters with vampires, but all manner of macabre bargains, necromantic influences, and encounters with mysterious immortals might have transformed your character. The Dhampir Origins table provides suggestions for how your character gained their lineage.\",{\"type\":\"table\",\"caption\":\"Dhampir Origins\",\"colLabels\":[\"d8\",\"Origin\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You are the reincarnation of an ancestor who was a vampiric tyrant.\"],[\"2\",\"Your pact with a predatory deity, fiend, fey, or spirit causes you to share their hunger.\"],[\"3\",\"You survived being attacked by a vampire but were forever changed.\"],[\"4\",\"A parasite lives inside you. You indulge its hunger.\"],[\"5\",\"Tragedy interrupted your transformation into an immortal.\"],[\"6\",\"You are a diminished form of an otherworldly being. Slaking your hunger hastens your renewal.\"],[\"7\",\"One of your parents was a vampire.\"],[\"8\",\"A radical experiment changed your body, making you reliant on others for vital fluids.\"]]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/VRGR/Dhampir.webp\"},\"credit\":\"Katerina Ladon\",\"width\":850,\"height\":1066}]},{\"name\":\"Dragonborn\",\"source\":\"PHB\",\"uncommon\":true,\"entries\":[{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids. Some dragonborn are faithful servants to true dragons, others form the ranks of soldiers in great wars, and still others find themselves adrift, with no clear calling in life.\",{\"type\":\"entries\",\"name\":\"Proud Dragon Kin\",\"entries\":[\"Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings or a tail. The first dragonborn had scales of vibrant hues matching the colors of their dragon kin, but generations of interbreeding have created a more uniform appearance. Their small, fine scales are usually brass or bronze in color, sometimes ranging to scarlet, rust, gold, or copper-green. They are tall and strongly built, often standing close to 6½ feet tall and weighing 300 pounds or more. Their hands and feet are smiting, talonlike claws with three fingers and a thumb on each hand.\",\"The blood of a particular type of dragon runs very strong through some dragonborn clans. These dragonborn often boast scales that more closely match those of their dragon ancestor-bright red, green, blue, or white, lustrous black, or gleaming metallic like gold, silver, brass, copper, or bronze.\"]},{\"type\":\"entries\",\"name\":\"Self-Sufficient Clans\",\"entries\":[\"To any dragonborn, the clan is more important than life itself. Dragonborn owe their devotion and respect to their clan above all else, even the gods. Each dragonborn's conduct reflects on the honor of his or her clan, and bringing dishonor to the clan can result in expulsion and exile. Each dragonborn knows his or her station and duties within the clan, and honor demands maintaining the bounds of that position.\",\"A continual drive for self-improvement reflects the self-sufficiency, of the race as a whole. Dragonborn value skill and excellence in all endeavors. They hate to fail, and they push themselves to extreme efforts before they give up on something. A dragonborn holds mastery of that particular skill as a lifetime goal. Members of other races who share the same commitment find it easy to earn the respect of a dragonborn.\",\"Though all dragonborn strive to be self-sufficient, they recognize that help is sometimes needed in difficult situations. But the best source for such help is the clan, and when a client needs help, it turns to another dragonborn clan before seeking aid from other races or even from the gods.\"]},{\"type\":\"entries\",\"name\":\"Dragonborn Names\",\"entries\":[\"Dragonborn have personal names given at birth, but they put their clan names first as a mark of honor. A childhood name or nickname is often used among clutch mates as a descriptive term or endearment. The name might recall an event or center on a habit.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Male Names:\",\"entry\":\"Arjhan, Balasar, Bharash, Donaar, Ghesh, Hesken, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin, Rhogar, Shamash, Shedinn, Tarhun, Torinn\"},{\"type\":\"item\",\"name\":\"Female Names:\",\"entry\":\"Akra, Biri, Daar, Farideh, Harann, Havilar, Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora, Surina, Thava, Uadjit\"},{\"type\":\"item\",\"name\":\"Childhood Names:\",\"entry\":\"Climber, Earbenden Leaper, Pious, Shieldbiter, Zealous\"},{\"type\":\"item\",\"name\":\"Clan Names:\",\"entry\":\"Clethtinthiallor, Daardendrian, Delmirev, Drachedandion, Fenkenkabradon, Kepeshkmolik, Kerrhylon, Kimbatuul, Linxakasendalor, Myastan, Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin, Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit\"}]}]},{\"type\":\"inset\",\"name\":\"Draconians\",\"entries\":[\"In the Dragonlance setting, the followers of the evil goddess Takhisis learned a dark ritual that let them corrupt the eggs of metallic dragons, producing evil dragonborn called draconians. Five types of draconians, corresponding to the five types of metallic dragons, fought for Takhis is in the War of the Lance-auraks (gold), baaz (brass), bozak (bronze), kapak (copper), and sivak (silver). In place of their draconic breath weapons they have unique magical abilities.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PHB/Dragonborn.webp\"},\"width\":420,\"height\":602}]},{\"name\":\"Dragonborn\",\"source\":\"XPHB\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The ancestors of dragonborn hatched from the eggs of chromatic and metallic dragons. One story holds that these eggs were blessed by the dragon gods Bahamut and Tiamat, who wanted to populate the multiverse with people created in their image. Another story claims that dragons created the first dragonborn without the gods' blessings. Whatever their origin, dragonborn have made homes for themselves on the Material Plane.\",\"Dragonborn look like wingless, bipedal dragons—scaly, bright-eyed, and thick-boned with horns on their heads—and their coloration and other features are reminiscent of their draconic ancestors.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/XPHB/Dragonborn.webp\"},\"credit\":\"David Auden Nash\",\"width\":2100,\"height\":1359}]},{\"name\":\"Dragonborn (Base)\",\"source\":\"PHB\",\"_copy\":{\"name\":\"Dragonborn\",\"source\":\"PHB\"}},{\"name\":\"Dragonborn (Chromatic)\",\"source\":\"FTD\",\"entries\":[\"Dragonborn with chromatic ancestry claim the raw elemental power of chromatic dragons. The vibrant colors of black, blue, green, red, and white dragons gleam in those dragonborn's scaled skin and in the deadly energy of their breath weapons. Theirs is the raw elemental fury of the volcano, of biting arctic winds, and of raging lightning storms, as well as the subtle whisper of swamp and forest, toxic and corrosive.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/FTD/Chromatic Dragonborn.webp\"},\"title\":\"A red dragonborn sell-sword waits for a client\",\"credit\":\"Randy Vargas\",\"width\":1700,\"height\":1111}]},{\"name\":\"Dragonborn (Draconblood)\",\"source\":\"EGW\",\"_copy\":{\"name\":\"Dragonborn\",\"source\":\"PHB\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":\"Draconbloods possess long tails and a knack for social manipulation. They remember the days when they were once mighty conquerors.\"}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/EGW/Dragonborn (Draconblood).webp\"},\"credit\":\"Axel Defois\",\"width\":583,\"height\":1000}]},{\"name\":\"Dragonborn (Gem)\",\"source\":\"FTD\",\"entries\":[\"Gem dragonborn partake of the heritage of gem dragons, who claim to be heirs of Sardior, the Ruby Dragon. The colors and mysterious powers of gem dragons—amethyst, crystal, emerald, sapphire, and topaz—gleam in these dragonborn's scaled skin and course through their veins. Theirs are the wonders of the mind, the force of will, the brilliant light of insight, and the resounding echo of discovery—but also the desiccation of despair.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/FTD/Gem Dragonborn.webp\"},\"title\":\"Sapphire, amethyst, and emerald dragonborn share stories around the fire\",\"credit\":\"Zoltan Boros\",\"width\":1700,\"height\":1103}]},{\"name\":\"Dragonborn (Metallic)\",\"source\":\"FTD\",\"entries\":[\"Dragonborn with metallic ancestry lay claim to the tenacity of metallic dragons—brass, bronze, copper, gold, and silver—whose hues glint in their scales. Theirs is the fire of hearth and forge, the cold of high mountain air, the spark of inspiration, and the scouring touch of acid that purifies.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/FTD/Metallic Dragonborn.webp\"},\"title\":\"A copper dragonborn readies her acidic breath as foes approach\",\"credit\":\"Andrey Kuzinskiy\",\"width\":1700,\"height\":1137}]},{\"name\":\"Dragonborn (Ravenite)\",\"source\":\"EGW\",\"_copy\":{\"name\":\"Dragonborn\",\"source\":\"PHB\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":\"Ravenites have no tails and a hearty physique. They remember the days when they were slaves to the draconblood, as well as the day when they overthrew their masters.\"}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/EGW/Dragonborn (Ravenite).webp\"},\"credit\":\"Axel Defois\",\"width\":822,\"height\":1513}]},{\"name\":\"Duergar\",\"source\":\"MPMM\",\"entries\":[\"Duergar are dwarves whose ancestors were transformed by centuries living in the deepest places of the Underdark. That chthonic realm is saturated with strange magical energy, and over generations, early duergar absorbed traces of it. They were further altered when mind flayers and other Aberrations invaded and performed horrific experiments on them. Fueled by Underdark magic, those experiments left early duergar with psionic powers, which have been passed down to their descendants. In time, they liberated themselves from their aberrant tyrants and forged a new life for themselves in the Underdark and beyond.\",\"Like other dwarves, duergar typically have a life span of 350 years.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/MPMM/Duergar.webp\"},\"credit\":\"Christopher Bradley, Zuzanna Wuzyk\",\"width\":1700,\"height\":1228}]},{\"name\":\"Dwarf\",\"source\":\"PHB\",\"entries\":[{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs-these common threads unite all dwarves.\",{\"type\":\"entries\",\"name\":\"Short and Stout\",\"entries\":[\"Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.\",\"Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth.\",\"Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully.\"]},{\"type\":\"entries\",\"name\":\"Long Memory, Long Grudges\",\"entries\":[\"Dwarves can live to be more than 400 years old, so the oldest living dwarves often remember a very different world. For example, some of the oldest dwarves living in Citadel Felbarr (in the world of the Forgotten Realms) can recall the day, more than three centuries ago, when orcs conquered the fortress and drove them into an exile that lasted over 250 years. This longevity grants them a perspective on the world that shorter-lived races such as humans and halflings lack.\",\"Dwarves are solid and enduring like the mountains they love, weathering the passage of centuries with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don't abandon those traditions lightly. Part of those traditions is devotion to the gods of the dwarves, who uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge.\",\"Individual dwarves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many dwarves have a strong sense of justice, and they are slow to forget wrongs they have suffered. A wrong done to one dwarf is a wrong done to the dwarf's entire clan, so what begins as one dwarf's hunt for vengeance can become a full-blown clan feud.\"]},{\"type\":\"entries\",\"name\":\"Clans and Kingdoms\",\"entries\":[\"Dwarven kingdoms stretch deep beneath the mountains where the dwarves mine gems and precious metals and forge items of wonder. They love the beauty and artistry of precious metals and fine jewelry, and in some dwarves this love festers into avarice. Whatever wealth they can't find in their mountains, they gain through trade. They dislike boats, so enterprising humans and halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them.\",\"The chief unit of dwarven society is the clan, and dwarves highly value social standing. Even dwarves who live far from their own kingdoms cherish their clan identities and affiliations, recognize related dwarves, and invoke their ancestors' names in oaths and curses. To be clanless is the worst fate that can befall a dwarf.\",\"Dwarves in other lands are typically artisans, especially weaponsmiths, armorers, and jewelers. Some become mercenaries or bodyguards, highly sought after for their courage and loyalty.\"]},{\"type\":\"entries\",\"name\":\"Gods, Gold, and Clan\",\"entries\":[\"Dwarves who take up the adventuring life might be motivated by a desire for treasure-for its own sake, for a specific purpose, or even out of an altruistic desire to help others. Other dwarves are driven by the command or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods. Clan and ancestry are also important motivators. A dwarf might seek to restore a clan's lost honor, avenge an ancient wrong the clan suffered, or earn a new place within the clan after having been exiled. Or a dwarf might search for the axe wielded by a mighty ancestor, lost on the field of battle centuries ago.\"]},{\"type\":\"inset\",\"name\":\"Slow to Trust\",\"entries\":[\"Dwarves get along passably well with most other races. \\\"The difference between an acquaintance and a friend is about a hundred years,\\\" is a dwarf saying that might be hyperbole, but certainly points to how difficult it can be for a member of a short-lived race like humans to earn a dwarf's trust.\",{\"type\":\"entries\",\"name\":\"Elves\",\"entries\":[\"\\\"It's not wise to depend on the elves. No telling what an elf will do next; when the hammer meets the orc's head, they're as apt to start singing as to pull out a sword. They're flighty and frivolous. Two things to be said for them, though: They don't have many smiths, but the ones they have do very fine work. And when orcs or goblins come streaming down out of the mountains, an elf's good to have at your back. Not as good as a dwarf, maybe, but no doubt they hate the orcs as much as we do.\\\"\"]},{\"type\":\"entries\",\"name\":\"Halflings\",\"entries\":[\"\\\"Sure, they're pleasant folk. But show me a halfling hero. An empire, a triumphant army. Even a treasure for the ages made by halfling hands. Nothing. How can you take them seriously?\\\"\"]},{\"type\":\"entries\",\"name\":\"Humans\",\"entries\":[\"\\\"You take the time to get to know a human, and by then the human's on her deathbed. If you're lucky, she's got kin-a daughter or granddaughter, maybe-who's got hands and heart as good as hers. That's when you can make a human friend. And watch them go!. They set their hearts on something, they'll get it whether it's a dragon's hoard or an empire's throne. You have to admire that kind of dedication, even if it gets them in trouble more often than not.\\\"\"]}]},{\"type\":\"entries\",\"name\":\"Dwarf Names\",\"entries\":[\"A dwarf's name is granted by a clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf's name belongs to the clan, not to the individual.\",\"A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Male Names:\",\"entry\":\"Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim, Flint, Gardain, Harbek, Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal\"},{\"type\":\"item\",\"name\":\"Female Names:\",\"entry\":\"Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra\"},{\"type\":\"item\",\"name\":\"Clan Names:\",\"entry\":\"Balderk, Battlehammer, Brawnanvil, Dankil, Fireforge, Frostbeard, Gorunn, Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart\"}]}]},{\"type\":\"inset\",\"name\":\"Duergar\",\"entries\":[\"In cities deep in the Underdark live the duergar, or gray dwarves. These vicious, stealthy slave traders raid the surface world for captives, then sell their prey to the other races of the Underdark. They have innate magical abilities to become invisible and to temporarily grow to giant size.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PHB/Dwarf.webp\"},\"width\":420,\"height\":517}]},{\"name\":\"Dwarf\",\"source\":\"XPHB\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Dwarves were raised from the earth in the elder days by a deity of the forge. Called by various names on different worlds—Moradin, Reorx, and others—that god gave dwarves an affinity for stone and metal and for living underground. The god also made them resilient like the mountains, with a life span of about 350 years.\",\"Squat and often bearded, the original dwarves carved cities and strongholds into mountainsides and under the earth. Their oldest legends tell of conflicts with the monsters of mountaintops and the Underdark, whether those monsters were towering giants or subterranean horrors. Inspired by those tales, dwarves of any culture often sing of valorous deeds—especially of the little overcoming the mighty.\",\"On some worlds in the multiverse, the first settlements of dwarves were built in hills or mountains, and the families who trace their ancestry to those settlements call themselves hill dwarves or mountain dwarves, respectively. The Greyhawk and Dragonlance settings have such communities.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/XPHB/Dwarf.webp\"},\"credit\":\"Mike Pape\",\"width\":1700,\"height\":1126}]},{\"name\":\"Dwarf (Duergar)\",\"source\":\"MTF\",\"_copy\":{\"name\":\"Dwarf\",\"source\":\"PHB\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The gray dwarves, or duergar, live deep in the Underdark. After delving deeper than any other dwarves, they were enslaved by mind flayers for eons. Although they eventually won their freedom, these grim, ashen-skinned dwarves now take slaves of their own and are as tyrannical as their former masters.\",\"Physically similar to other dwarves in some ways, duergar are wiry and lean, with black eyes and bald heads, with the males growing long, unkempt, gray beards.\",\"Duergar value toil above all else. Showing emotions other than grim determination or wrath is frowned on in their culture, but they can sometimes seem joyful when at work. They have the typical dwarven appreciation for order, tradition, and impeccable craftsmanship, but their goods are purely utilitarian, disdaining aesthetic or artistic value.\",\"Few duergar become adventurers, fewer still on the surface world, because they are a hidebound and suspicious race. Those who leave their subterranean cities are usually exiles. Check with your Dungeon Master to see if you can play a gray dwarf character.\"]}]}}}},\"images\":null},{\"name\":\"Dwarf (Hill)\",\"source\":\"PHB\",\"_copy\":{\"name\":\"Dwarf\",\"source\":\"PHB\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience. The gold dwarves of Faerun in their mighty southern kingdom are hill dwarves, as are the exiled Neidar and the debased Klar of Krynn in the Dragonlance setting.\"]}]}}}}},{\"name\":\"Dwarf (Kaladesh)\",\"source\":\"PSK\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"It's dwarf built. There is no finer mark of quality.\"]},\"To the artisans of Kaladesh, a device's beauty is almost as important as its function. Different artists, though, have different definitions of beauty, and to most dwarves, the highest mark of beauty is quality. Nothing is more exquisite than a machine that endures—one that functions perfectly, with a minimum of maintenance, despite the passage of years.\",\"Dwarves don't understand laziness or shortcuts. Just as a machine must function smoothly at all times, so too an artisan should work steadily and with care. Dwarves take pride in their work ethic, and abhor any attitude or behavior that would undermine the quality of their work. They are more thorough than speedy, and although a dwarf's work might take longer to complete, its quality makes the time worthwhile. If a job must be done, a dwarf will see that it is done correctly. And when a dwarf repairs a machine, it will work as well as it did when it was first built, if not better—and it will last.\",\"Among the folk of other races, dwarves have a reputation for being utterly fearless. This is largely because their work often finds them scaling tall buildings or hanging from the undersides of airships. Far from being reckless, though, dwarves enter any potentially dangerous situation with firm safeguards in place, thoroughly prepared to avoid any accident. With an unshakable trust in the quality of harnesses, scaffolding, and handiwork, a dwarf has no need to fear falling.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Dwarf Politics\",\"entries\":[\"Dwarves gravitate to where the work is. Accordingly, many dwarves appreciate the Consulate as an inexhaustible source of work opportunities. For its part, the Consulate values dwarves for their painstaking, perfectionist approach to building and maintenance. As a result, dwarves are employed at every level of the Consulate government, including having representatives among the Enlightened Keepers, the consuls themselves. Dwarf edificers keep the machinery of the cities running smoothly, while dwarf enforcers protect property and help keep the peace. However, it is the potential for making great things, more so than any philosophical leaning, that ties most dwarves to the Consulate.\",\"Dwarves are not typically drawn to politics, but some do take issue with what they see as slapdash construction carried out in the Consulate's foundries. Mass production on the scale of the Consulate's efforts is an affront to the ideals of true artisanship, they argue, and those who are most offended by this insult sometimes align themselves with renegade groups.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSK/Dwarf.webp\"},\"title\":\"Inspired Charge\",\"credit\":\"Deruchenko Alexander\",\"width\":1276,\"height\":968},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSK/Dwarf2.webp\"},\"title\":\"Acrobatic Maneuver\",\"credit\":\"Winona Nelson\",\"width\":942,\"height\":778}]},{\"name\":\"Dwarf (Mountain)\",\"source\":\"PHB\",\"_copy\":{\"name\":\"Dwarf\",\"source\":\"PHB\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"As a mountain dwarf, you're strong and hardy, accustomed to a difficult life in rugged terrain. You're probably on the tall side (for a dwarf), and tend toward lighter coloration. The shield dwarves of northern Faerun, as well as the ruling Hylar clan and the noble Daewar clan of Dragonlance, are mountain dwarves.\"]}]}}}}},{\"name\":\"Eladrin\",\"source\":\"MPMM\",\"entries\":[\"Eladrin are elves of the Feywild, a realm of perilous beauty and boundless magic. Using that magic, eladrin can step from one place to another in the blink of an eye, and each eladrin resonates with emotions captured in the Feywild in the form of seasons—affinities that affect the eladrin's mood and appearance. An eladrin's season can change, though some remain in one season forever. Choose your season or roll on the Eladrin Seasons table. Your Trance trait lets you change your season.\",\"Like other elves, eladrin can live to be over 750 years old.\",{\"type\":\"table\",\"caption\":\"Eladrin Seasons\",\"colLabels\":[\"d4\",\"Season\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[1,\"Autumn: peace and goodwill, when summer's harvest is shared with all.\"],[2,\"Winter: contemplation and dolor, when the vibrant energy of the world slumbers.\"],[3,\"Spring: cheerfulness and celebration, marked by merriment and hope as winter's sorrow passes.\"],[4,\"Summer: boldness and aggression, a time of unfettered energy and calls to action.\"]]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/MPMM/Eladrin.webp\"},\"credit\":\"Eric Belisle\",\"width\":457,\"height\":850}]},{\"name\":\"Elf\",\"source\":\"PHB\",\"entries\":[{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.\",{\"type\":\"entries\",\"name\":\"Slender and Graceful\",\"entries\":[\"With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females.\",\"Elves' coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry.\"]},{\"type\":\"entries\",\"name\":\"A Timeless Perspective\",\"entries\":[\"Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.\",\"Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy.\"]},{\"type\":\"entries\",\"name\":\"Hidden Woodland and Realms\",\"entries\":[\"Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals (which they have no interest in mining).\",\"Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children.\"]},{\"type\":\"inset\",\"name\":\"Haughty but Gracious\",\"entries\":[\"Although they can be haughty, elves are generally gracious - even to those who fall short of their high expectations - which is most non-elves. Still, they can find good in just about anyone.\",{\"type\":\"entries\",\"name\":\"Dwarves\",\"entries\":[\"\\\"Dwarves are dull, clumsy oafs. But what they lack in humor, sophistication, and manners, they make up in valor. And I must admit, their best smiths produce art that approaches elven quality.\\\"\"]},{\"type\":\"entries\",\"name\":\"Halflings\",\"entries\":[\"\\\"Halflings are people of simple pleasures, and that is not a quality to scorn. They're a good folk, they care for each other and tend their gardens, and they have proven themselves tougher than they seem when the need arises.\\\"\"]},{\"type\":\"entries\",\"name\":\"Humans\",\"entries\":[\"\\\"All that haste, their ambitions and drive to accomplish something before their brief lives pass away - human endeavors seem so futile sometimes. But then you look at what they have accomplished, and you have to appreciate their achievements. If only they could slow down and learn some refinement.\\\"\"]}]},{\"type\":\"entries\",\"name\":\"Exploration and Adventure\",\"entries\":[\"Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes.\"]},{\"type\":\"entries\",\"name\":\"Elf Names\",\"entries\":[\"Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names.\",\"On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf's adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Child Names:\",\"entry\":\"Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall\"},{\"type\":\"item\",\"name\":\"Male Adult Names:\",\"entry\":\"Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis\"},{\"type\":\"item\",\"name\":\"Female Adult Names:\",\"entry\":\"Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia\"},{\"type\":\"item\",\"name\":\"Family Names (Common Translations):\",\"entry\":\"Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Nailo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)\"}]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PHB/Elf.webp\"},\"width\":415,\"height\":618}]},{\"name\":\"Elf\",\"source\":\"XPHB\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Created by the god Corellon, the first elves could change their forms at will. They lost this ability when Corellon cursed them for plotting with the deity Lolth, who tried and failed to usurp Corellon's dominion. When Lolth was cast into the Abyss, most elves renounced her and earned Corellon's forgiveness, but that which Corellon had taken from them was lost forever.\",\"No longer able to shape-shift at will, the elves retreated to the Feywild, where their sorrow was deepened by that plane's influence. Over time, curiosity led many of them to explore other planes of existence, including worlds in the Material Plane.\",\"Elves have pointed ears and lack facial and body hair. They live for around 750 years, and they don't sleep but instead enter a trance when they need to rest. In that state, they remain aware of their surroundings while immersing themselves in memories and meditations.\",\"An environment subtly transforms elves after they inhabit it for a millennium or more, and it grants them certain kinds of magic. Drow, high elves, and wood elves are examples of elves who have been transformed thus.\",{\"type\":\"entries\",\"name\":\"Drow\",\"entries\":[\"Drow typically dwell in the Underdark and have been shaped by it. Some drow individuals and societies avoid the Underdark altogether yet carry its magic. In the Eberron setting, for example, drow dwell in rainforests and cyclopean ruins on the continent of Xen'drik.\"]},{\"type\":\"entries\",\"name\":\"High Elves\",\"entries\":[\"High elves have been infused with the magic of crossings between the Feywild and the Material Plane. On some worlds, high elves refer to themselves by other names. For example, they call themselves sun or moon elves in the Forgotten Realms setting, Silvanesti and Qualinesti in the Dragonlance setting, and Aereni in the Eberron setting.\"]},{\"type\":\"entries\",\"name\":\"Wood Elves\",\"entries\":[\"Wood elves carry the magic of primeval forests within themselves. They are known by many other names, including wild elves, green elves, and forest elves. Grugach are reclusive wood elves of the Greyhawk setting, while the Kagonesti and the Tairnadal are wood elves of the Dragonlance and Eberron settings, respectively.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/XPHB/Elf.webp\"},\"credit\":\"Mike Pape\",\"width\":1700,\"height\":1109},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/XPHB/148-05-022.elf-city.webp\"},\"title\":\"A ship departs from a city built by high elves\",\"credit\":\"Jedd Chevrier\",\"width\":2560,\"height\":1440}]},{\"name\":\"Elf (Drow)\",\"source\":\"PHB\",\"_copy\":{\"name\":\"Elf\",\"source\":\"PHB\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"As a drow, you are infused with the magic of the Underdark, an underground realm of wonders and horrors rarely seen on the surface above. You are at home in shadows and, thanks to your innate magic, learn to conjure forth both light and darkness. Your kin tend to have stark white hair and grayish skin of many hues.\",\"The cult of the god Lolth, Queen of Spiders, has corrupted some of the oldest drow cities, especially in the worlds of Oerth and Toril. Eberron, Krynn, and other realms have escaped the cult's influence—for now. Wherever the cult lurks, drow heroes stand on the front lines in the war against it, seeking to sunder Lolth's web.\"]}]}}}},\"images\":null},{\"name\":\"Elf (Eladrin)\",\"source\":\"MTF\",\"_copy\":{\"name\":\"Elf\",\"source\":\"PHB\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Eladrin are elves native to the Feywild, a realm of beauty, unpredictable emotion, and boundless magic. An eladrin is associated with one of the four seasons and has coloration reminiscent of that season, which can also affect the eladrin's mood:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Autumn\",\"entry\":\"is the season of peace and goodwill, when summer's harvest is shared with all.\",\"nameDot\":false},{\"type\":\"item\",\"name\":\"Winter\",\"entry\":\"is the season of contemplation and dolor, when the vibrant energy of the world slumbers.\",\"nameDot\":false},{\"type\":\"item\",\"name\":\"Spring\",\"entry\":\"is the season of cheerfulness and celebration, marked by merriment as winter's sorrow passes.\",\"nameDot\":false},{\"type\":\"item\",\"name\":\"Summer\",\"entry\":\"is the season of boldness and aggression, a time of unfettered energy.\",\"nameDot\":false}]},\"Some eladrin remain associated with a particular season for their entire lives, whereas other eladrin transform, adopting characteristics of a new season. When finishing a long rest, any eladrin can change their season. An eladrin might choose the season that is present in the world or perhaps the season that most closely matches the eladrin's current emotional state. For example, an eladrin might shift to autumn if filled with contentment, another eladrin could change to winter if plunged into sorrow, still another might be bursting with joy and become an eladrin of spring, and fury might cause an eladrin to change to summer.\",\"The following tables offer personality suggestions for eladrin of each season. You can roll on the tables or use them as inspiration for characteristics of your own.\",{\"type\":\"table\",\"caption\":\"Autumn\",\"colLabels\":[\"d4\",\"Autumn Personality Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"If someone is in need, you never withhold aid.\"],[\"2\",\"You share what you have, with little regard for your own needs.\"],[\"3\",\"There are no simple meals, only lavish feasts.\"],[\"4\",\"You stock up on fine food and drink. You hate going without such comforts.\"]]},{\"type\":\"table\",\"colLabels\":[\"d4\",\"Autumn Flaw\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You trust others without a second thought.\"],[\"2\",\"You give to others, to the point that you leave yourself without necessary supplies.\"],[\"3\",\"Everyone is your friend, or a potential friend.\"],[\"4\",\"You spend excessively on creature comforts.\"]]},{\"type\":\"table\",\"caption\":\"Winter\",\"colLabels\":[\"d4\",\"Winter Personality Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The worst case is the most likely to occur.\"],[\"2\",\"You preserve what you have. Better to be hungry today and have food for tomorrow.\"],[\"3\",\"Life is full of dangers, but you are ready for them.\"],[\"4\",\"A penny spent is a penny lost forever.\"]]},{\"type\":\"table\",\"colLabels\":[\"d4\",\"Winter Flaw\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Everything dies eventually. Why bother building anything that is supposedly meant to last?\"],[\"2\",\"Nothing matters to you, and you allow others to guide your actions.\"],[\"3\",\"Your needs come first. In winter, all must watch out for themselves.\"],[\"4\",\"You speak only to point out the flaws in others' plans.\"]]},{\"type\":\"table\",\"caption\":\"Spring\",\"colLabels\":[\"d4\",\"Spring Personality Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Every day is the greatest day of your life.\"],[\"2\",\"You approach everything with enthusiasm, even the most mundane chores.\"],[\"3\",\"You love music and song. You supply a tune yourself if no one else can.\"],[\"4\",\"You can't stay still.\"]]},{\"type\":\"table\",\"colLabels\":[\"d4\",\"Spring Flaw\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You overdrink.\"],[\"2\",\"Toil is for drudges. Yours should be a life of leisure.\"],[\"3\",\"A pretty face infatuates you in an instant, but your fancy passes with equal speed.\"],[\"4\",\"Anything worth doing is worth doing again and again.\"]]},{\"type\":\"table\",\"caption\":\"Summer\",\"colLabels\":[\"d4\",\"Summer Personality Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You believe that direct confrontation is the best way to solve problems.\"],[\"2\",\"Overwhelming force can accomplish almost anything. The tougher the problem, the more force you apply.\"],[\"3\",\"You stand tall and strong so that others can lean on you.\"],[\"4\",\"You maintain an intimidating front. It's better to prevent fights with a show of force than to harm others.\"]]},{\"type\":\"table\",\"colLabels\":[\"d4\",\"Summer Flaw\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You are stubborn. Let others change.\"],[\"2\",\"The best option is one that is swift, unexpected, and overwhelming.\"],[\"3\",\"Punch first. Talk later.\"],[\"4\",\"Your fury can carry you through anything.\"]]}]}]}}}}},{\"name\":\"Elf (High)\",\"source\":\"PHB\",\"_copy\":{\"name\":\"Elf\",\"source\":\"PHB\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"As a high elf, you have a keen mind and a mastery of at least the basics of magic. In many of the worlds of D&D, there are two kinds of high elves. One type (which includes the gray elves and valley elves of Greyhawk, the Silvanesti of Dragonlance, and the sun elves of the Forgotten Realms) is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type (including the high elves of Greyhawk, the Qualinesti of Dragonlance, and the moon elves of the Forgotten Realms) are more common and more friendly, and often encountered among humans and other races.\",\"The sun elves of Faerun (also called gold elves or sunrise elves) have bronze skin and hair of copper, black, or golden blond. Their eyes are golden, silver, or black. Moon elves (also called silver elves or gray elves) are much paler, with alabaster skin sometimes tinged with blue. They often have hair of silver-white, black, or blue, but various shades of blond, brown, and red are not uncommon. Their eyes are blue or green and flecked with gold.\"]}]}}}}},{\"name\":\"Elf (Kaladesh)\",\"source\":\"PSK\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Everything is connected, and aether flows through it all.\"]},\"The movement of aether through the world is visible and obvious where it courses in glowing rivers across the sky, sweeps across sculpted plains, or pours through great urban pipelines. But the elves of Kaladesh are uniquely in tune with the flow of aether throughout the plane, both seen and unseen, and with the subtle ways it suffuses and influences all life. They call this flow the Great Conduit, and they believe that the only way to truly grasp it is to be a part of it, simultaneously shaping it and being shaped in return.\",\"Thanks to this sensitivity, elves feel a deep connection to other living things. They engage deeply with the world around them, delighting in natural systems and social interactions alike. They revel in exploring the interconnectedness of nature and society, seeing the flow of aether from nature to invention, from person to person, from body to mind and heart.\",\"Elves live in harmony with both nature and technology. They believe that nature inspires technology: each piece of artifice is an expression of natural laws and principles, and captures one element of aether's flow in a sort of microcosmic system. Technology, in turn, can nurture the natural world, helping life grow and flourish in places and ways that would otherwise be impossible.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSK/Elf.webp\"},\"title\":\"Wild Wanderer\",\"credit\":\"Sidharth Chaturvedi\",\"width\":807,\"height\":595},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSK/Elf2.webp\"},\"title\":\"Cultivator's Caravan\",\"credit\":\"Mark Zug\",\"width\":1276,\"height\":700}]},{\"name\":\"Elf (Kaladesh; Bishatar and Tirahar)\",\"source\":\"PSK\",\"_copy\":{\"name\":\"Elf (Kaladesh)\",\"source\":\"PSK\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Bishtahar and Tirahar\",\"entries\":[\"Elves who dwell in the forest and countryside are known as the Bishtahar. Most live in isolated communities away from other races, though they still trade with them. In fact, much of Kaladesh's food supply is grown by elves. Bishtahar cultivators grow food, decorative flowers, wood for building, and elaborate living sculptures in their meandering gardens and fields. They use the plane's ubiquitous technology to foster the growth of plants and animals, utilizing automatons as gardeners and herders, and employing elaborate, nearly invisible systems controlling heat, water, and nutrients.\",\"A garden tended by elves seems to grow naturally in an aesthetically pleasing fashion. In fact, many of the forests and plains of Kaladesh are planted and tended by elves as well. What might appear at first to be wild countryside is more likely a carefully planned landscape designed to meet the needs of the people and animals that live there.\",\"Elves who forsake technology entirely are called the Tirahar. Some elves with Tirahar sympathies live within cities or farms, but most simply withdraw to the wilder areas of Kaladesh. No more than one in a hundred elves is counted among the Tirahar, and many members of other races are unaware that these reclusive elves even exist.\"]}]}}}}},{\"name\":\"Elf (Kaladesh; Vahadar)\",\"source\":\"PSK\",\"_copy\":{\"name\":\"Elf (Kaladesh)\",\"source\":\"PSK\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Vahadar\",\"entries\":[\"The Vahadar are elves who dwell in the cities of Kaladesh. They are comfortable with technology, and work as planners, architects, aether-seers, or inventors. Some of them use the techniques of Bishtahar cultivators to grow food on rooftops, towers, and greenways. The Vahadar are generally integrated into the rest of society on Kaladesh, living in cities dominated by the other races (though, as in Ghirapur, many of them live in specific garden-like neighborhoods) and engaging in trade.\"]}]}}}}},{\"name\":\"Elf (Pallid)\",\"source\":\"EGW\",\"_copy\":{\"name\":\"Elf\",\"source\":\"PHB\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":\"The pallid elves are a mystical and insightful people with skin as pale as the surface of Exandria's largest moon. They emerged from the Pallid Grove this century and wander the world with childlike curiosity.\"}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/EGW/Elf (Pallid).webp\"},\"credit\":\"Axel Defois\",\"width\":325,\"height\":1000}]},{\"name\":\"Elf (Sea)\",\"source\":\"MTF\",\"_copy\":{\"name\":\"Elf\",\"source\":\"PHB\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, the sea elves navigated the deepest currents and explored the waters across a hundred worlds. Today, they live in small, hidden communities in the ocean shallows and on the Elemental Plane of Water.\",{\"type\":\"inset\",\"name\":\"Sahuagin: Danger from the Depths\",\"entries\":[\"The sea elves face as many perils in their watery world as other elves face on dry land, but none are as deadly as the sahuagin. The animosity between these two races stems from the sahuagin's ferocious territoriality. They simply won't abide any other intelligent society, and they consider the entire sea to be their domain.\",\"Adding to the tension, the sahuagin worship Sekolah, the shark god, while Deep Sashelas, the sea deity of the elves, is a sworn enemy of all sharks. But even if the sea elves inexplicably began worshiping Sekolah, the sahuagin still wouldn't be able to get along with them-in the grip of a blood frenzy, sahuagin will tear apart even others of their own kind!\"]}]}]}}}},\"images\":null},{\"name\":\"Elf (Shadar-kai)\",\"source\":\"MTF\",\"_copy\":{\"name\":\"Elf\",\"source\":\"PHB\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Sworn to the Raven Queen's service, the mysterious shadar-kai venture into the Material Plane from the Shadowfell to advance her will. Once they were fey like the rest of their elven kin, and now they exist in a strange state between life and death. Eladrin and shadar-kai are like reflections of each other: one bursting with emotion, the other nearly devoid of it.\"]}]}}}},\"images\":null},{\"name\":\"Elf (Wood)\",\"source\":\"PHB\",\"_copy\":{\"name\":\"Elf\",\"source\":\"PHB\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. This category includes the wild elves (grugach) of Greyhawk and the Kagonesti of Dragonlance, as well as the races called wood elves in Greyhawk and the Forgotten Realms. In Faerun, wood elves (also called wild elves, green elves, or forest elves) are reclusive and distrusting of non-elves.\",\"Wood elves' skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel.\"]}]}}}}},{\"name\":\"Elf (Zendikar)\",\"source\":\"PSZ\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Elves are a fearless and adaptable people. They have fared better than most in the tumultuous environment of Zendikar, and many have reacted to the reappearance of the Eldrazi with resilience and courage. They remain the most prevalent race on Murasa, and have a strong presence in other regions as well. Their treetop villages seem to regrow almost as soon as they are destroyed—much like the Murasan jungles where they are found.\",\"Elves are strongly associated with green mana, the magic that flows through their forest homes. Their shamans and druids channel this magic of life and growth, communing with the land or the spirits of the departed. Striving to live in harmony with nature, they celebrate the ties between their communities and their connection with the broader world around them.\",{\"type\":\"entries\",\"name\":\"Wildly Elegant\",\"entries\":[\"Elves are about as tall as humans, but are more slender. Their legs are long, and their pointed ears sweep back from their heads. They move gracefully and hold themselves with elegant poise, but they are a people of the woodlands, and their life in the wilds is manifested in the practical simplicity of their clothes and equipment. Never ones to waste anything that can be reused, elves stitch torn garments together into new ones, and transform broken sword blades into useful gear. They prefer leather for protection rather than metal, which they use to craft swords, spears, arrowheads, and climbing hooks.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSZ/Elf.webp\"},\"title\":\"Turntimber Ranger\",\"credit\":\"Wayne Reynolds\",\"width\":534,\"height\":380},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSZ/Elf2.webp\"},\"title\":\"Lifespring Druid\",\"credit\":\"Willian Murai\",\"width\":639,\"height\":313}]},{\"name\":\"Elf (Zendikar; Joraga Nation)\",\"source\":\"PSZ\",\"_copy\":{\"name\":\"Elf (Zendikar)\",\"source\":\"PSZ\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The elves of the imperious Joraga nation of Bala Ged have little respect for any other race of Zendikar—or even for other elves. The survival of their nation and its traditions is the Joraga elves' only goal, and they view the influence of others as a weakness. The Joraga eschew the goods and habits of others, even avoiding the pathways blazed by the Tajuru when possible. Many view the nomadic Joraga clans as little more than bands of roving murderers, but a complex culture hides behind those clans' aggressive exterior.\"]}]}}}}},{\"name\":\"Elf (Zendikar; Mul Daya Nation)\",\"source\":\"PSZ\",\"_copy\":{\"name\":\"Elf (Zendikar)\",\"source\":\"PSZ\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Elves of the Mul Daya nation of Bala Ged are set apart from other elves by their relationship with the spirits of their elven ancestors. To the Mul Daya, the spirit world and the mortal realm are different only in terms of their tangibility. Death and the spirits of the dead are as much a part of the lives of the Mul Daya as is the natural world. This is not a macabre sentiment to the elves; they simply view it as the truest sense of the natural order.\",\"Mul Daya elves can often be recognized by their face painting and tattooing. Many Mul Daya decorate their skins with an enwrapping vine motif, and make use of poisons and acids collected at great cost from strange creatures and plants in the depths of Kazandu.\"]}]}}}}},{\"name\":\"Elf (Zendikar; Tajuru Nation)\",\"source\":\"PSZ\",\"_copy\":{\"name\":\"Elf (Zendikar)\",\"source\":\"PSZ\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The Tajuru nation is the largest of the three main elven nations, concentrated in Murasa and spread across other parts of Zendikar as hundreds of far-flung clans. Tajuru elves are the most open to people of other races, seeing their skills and perspectives as valuable new tools for survival. The Tajuru are also more open to new lifestyles, be it living in a mountaintop citadel or roaming grassy plains.\"]}]}}}}},{\"name\":\"Elves of Many Realms\",\"source\":\"MPMM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"inset\",\"page\":30,\"name\":\"Elves of Many Realms\",\"entries\":[\"Created by the god {@deity Corellon Larethian|Elven|MTF|Corellon}, the first elves were Fey beings who cavorted on various planes of existence, changing their physical forms at will. Outside the glory of Arvandor, their favourite place was the feywild—a realm of unbridled passion. It was to that place of splendors that elves fled after they were exiled from {@deity Corellon Larethian|Elven|MTF|Corellon's} presence for plotting with their god's rival, {@deity Lolth|Drow|MTF}. And it was there that they transformed from Fey creatures into Humanoids and lost their ability to shape-shift at will. Afterward, they often wept as they realized what they had lost, their sorrow made even deeper by the Feywild's influence. But in the Feywild, they also discovered the potential joys of being people of fixed forms, and they rediscovered hope once they renounced {@deity Lolth|Drow|MTF|Lolth's} treachery.\",\"Most elves eventually spread from the Feywild to other worlds, as wanderlust and curiosity drove them to the far reaches of the multiverse. In those other worlds, elves developed the physical forms now associated with them. Because of their original mutable nature, each group of elves mystically took on characteristics of the environment with which they bonded, whether forests ({@race Elf (Wood)|PHB|wood elves}), fey crossings in the Material Plane ({@race Elf (High)|PHB|high elves}), the Underdark ({@race Elf (Drow)|PHB|drow}), the Shadowfell ({@race shadar-kai|MPMM}), the Feywild ({@race eladrin|MPMM}), or oceans ({@race sea elf|MPMM|sea elves}).\",\"In some places, {@deity Corellon Larethian|Elven|MTF|Corellon} has passed from elves' memory, but the god's blood flows within them still, even if they know nothing of its source. That blood is what causes them to evolve after spending centuries connected to a particular environment, so it is only a matter of time before other kinds of elves emerge.\"]}]}]}]},{\"name\":\"Fairy\",\"source\":\"MPMM\",\"entries\":[\"The Feywild is home to many fantastic peoples, including fairies. Fairies are a wee folk, but not nearly as much so as their pixie and sprite friends. The first fairies spoke Elvish, Goblin, or Sylvan, and encounters with human visitors prompted many of them to learn Common as well.\",\"Infused with the magic of the Feywild, most fairies look like Small elves with insectile wings, but each fairy has a special physical characteristic that sets the fairy apart. For your fairy, roll on the Fey Characteristics table or choose an option from it. You're also free to come up with your own characteristic if none of the suggestions below fit your character.\",{\"type\":\"table\",\"caption\":\"Fey Characteristics\",\"colLabels\":[\"d8\",\"Characteristic\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Your wings are like those of a bird.\"],[\"2\",\"You have shimmering, multicolored skin.\"],[\"3\",\"You have exceptionally large ears.\"],[\"4\",\"A glittering mist constantly surrounds you.\"],[\"5\",\"You have a small spectral horn on your forehead, like a little unicorn horn.\"],[\"6\",\"Your legs are insectile.\"],[\"7\",\"You smell like fresh brownies.\"],[\"8\",\"A noticeable, harmless chill surrounds you.\"]]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/MPMM/Fairy.webp\"},\"credit\":\"Nikki Dawes\",\"width\":345,\"height\":850}]},{\"name\":\"Fairy\",\"source\":\"WBtW\",\"entries\":[\"The Feywild is home to many fantastic peoples, including fairies. Fairies are a wee folk, but not nearly as much so as their pixie and sprite friends. The first fairies spoke Elvish, Goblin, or Sylvan, and encounters with human visitors prompted many of them to learn Common as well.\",\"Infused with the magic of the Feywild, most fairies look like Small elves with insectile wings, but each fairy has a special physical characteristic that sets the fairy apart. For your fairy, roll on the Fey Characteristics table or choose an option from it. You're also free to come up with your own characteristic if none of the suggestions below fit your character.\",{\"type\":\"table\",\"caption\":\"Fey Characteristics\",\"colLabels\":[\"d8\",\"Characteristic\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Your wings are like those of a bird.\"],[\"2\",\"You have shimmering, multicolored skin.\"],[\"3\",\"You have exceptionally large ears.\"],[\"4\",\"A glittering mist constantly surrounds you.\"],[\"5\",\"You have a small spectral horn on your forehead, like a little unicorn horn.\"],[\"6\",\"Your legs are insectile.\"],[\"7\",\"You smell like fresh brownies.\"],[\"8\",\"A noticeable, harmless chill surrounds you.\"]]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/WBtW/Fairy.webp\"},\"credit\":\"Nikki Dawes\",\"width\":850,\"height\":1938}]},{\"name\":\"Firbolg\",\"source\":\"MPMM\",\"entries\":[\"Distant cousins of giants, the first firbolgs wandered the primeval forests of the multiverse, and the magic of those forests entwined itself with the firbolgs' souls. Centuries later, that magic still thrums inside a firbolg, even one who has never lived under the boughs of a great forest.\",\"A firbolg's magic is an obscuring sort, which allowed their ancestors to pass through a forest without disturbing it. So deep is the connection between a firbolg and the wild places of the world that they can communicate with flora and fauna.\",\"Firbolgs can live up to 500 years.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/MPMM/Firbolg.webp\"},\"credit\":\"Shawn Wood\",\"width\":828,\"height\":850}]},{\"name\":\"Firbolg\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Firbolg tribes cloister in remote forest strongholds, preferring to spend their days in quiet harmony with the woods. When provoked, firbolgs demonstrate formidable skills with weapons and druidic magic.\",{\"type\":\"entries\",\"name\":\"Humble Guardians\",\"entries\":[\"Firbolgs love nothing more than a peaceful day spent among the trees of an old forest. They see forests as sacred places, representing the heart of the world and monuments to the durability of life.\",\"In their role as caretakers, firbolgs live off the land while striving to remain in balance with nature. Their methods reflect common sense and remarkable resourcefulness. During a bountiful summer, they store away excess nuts, fruit, and berries. When winter arrives, they scatter everything they can spare to ensure the animals of the wood survive until springtime.\",\"In a firbolg's eyes, there is no greater fault than greed. The firbolgs believe that the world remains healthiest when each creature takes only what it needs. Material goods, especially precious gems and gold, have little appeal to them. What use are such things when winter lingers and food runs short?\"]},{\"type\":\"entries\",\"name\":\"Natural Druids\",\"entries\":[\"Firbolgs have a talent for druidic magic. Their cultural reverence for nature, combined with their strong and insightful minds, makes learning such magic an instinctive part of their development. Almost every firbolg learns a few spells, typically those used to mask their presence, and many go on to master nature magic.\",\"Firbolgs who become druids serve as stronghold leaders. With every action the tribe takes, the druids weigh not only the group's needs, but the effect each action will have on the forest and the rest of the natural world. Firbolg tribes would rather go hungry than strain the land during a famine.\",{\"type\":\"inset\",\"name\":\"Firbolg Classes\",\"entries\":[\"Most firbolgs are druids, rangers, or fighters. Among their kind, these vocations are passed down from one generation to the next. The firbolgs' magical heritage also expresses itself in other ways; those who become bards preserve the clan's lore, and firbolg sorcerers defend their communities. Firbolg wizards arise when a clan becomes friendly with elves.\",\"Firbolg rogues are typically scouts tasked with spying on neighboring folk to determine their intentions. They are most common among firbolgs whose homes border human settlements.\",\"Firbolg barbarians are rare except among clans that face constant threats from evil humanoids and other invaders.\",\"Firbolg clerics and paladins are usually dedicated to nature gods and are seen as enforcers of that god's will.\",\"Firbolg warlocks are rare, but some clans forge alliances and arcane pacts with powerful fey beings.\",\"Firbolg monks are almost entirely unheard of, though a monastery might take in the young survivors of a devastated firbolg clan.\"]}]},{\"type\":\"entries\",\"name\":\"Hidden Shepherds\",\"entries\":[\"As caretakers of the land, firbolgs prefer to remain out of sight and out of mind. They don't try to dominate nature, but rather seek to ensure that it prospers and survives according to its own laws.\",\"Firbolgs use their magic to keep their presence in a forest secret. This approach allows them to avoid the politics and struggles of elves, humans, and orcs. Such events concern the firbolgs only when the events affect the forest.\",\"Even in the face of an intrusion, firbolgs prefer a subtle, gentle approach to prevent damage to their territory. They employ their magic to make the forest an unappealing place to explore by temporarily diverting springs, driving away game, stealing critical tools, and altering trails to leave hunting or lumber parties hopelessly lost. The firbolgs' presence is marked by an absence of animals and a strange quiet, as if the forest wishes to avoid attracting attention to itself. The faster travelers decide to move on, the better.\",\"If these tactics fail, the firbolgs take more direct action. Their observations of a settlement determine what happens next. If the outsiders seem peaceful, the firbolgs approach and gently ask them to leave, even offering food and other supplies to aid their departure. If those who insist on remaining respect nature, take only what they need, and live in harmony with the wood, firbolgs explore the possibility of friendship with them, as long as the outsiders vow to safeguard the forest. If the settlers clearly display evil intentions, however, the firbolgs martial their strength and magic for a single overwhelming attack.\"]},{\"type\":\"entries\",\"name\":\"Outcast Adventurers\",\"entries\":[\"As guardians of the wood, few firbolgs would dream of leaving their homes or attempting to fit into human society. An exiled firbolg, or one whose clan has been destroyed, might not have a choice in the matter. Most adventuring firbolgs fall into this latter category.\",\"Outcast firbolgs can never return home. They committed some unforgivable deed, usually something that put their homeland at risk, such as starting a forest fire or killing a rare or beautiful wild creature. These firbolgs are loners who wander the world in hope of finding a new place to call home.\",\"Orphaned firbolgs are those whose clans or home lands have been destroyed. They become crusaders for nature, seeking to avenge their loss and prevent the further destruction of the natural world.\",\"A few rare firbolgs are entrusted by their clan with an important mission that takes them beyond their homes. These firbolgs feel like pilgrims in a strange land, and usually they wish only to complete their quests and return home as quickly as possible.\",\"The Firbolg Adventurers table can serve as inspiration for determining why a firbolg character leaves home.\",{\"type\":\"table\",\"caption\":\"Firbolg Adventurers\",\"colLabels\":[\"d8\",\"Reason for Adventuring\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Outcast for murder\"],[\"2\",\"Outcast for severely damaging home territory\"],[\"3\",\"Clan slain by invading humanoids\"],[\"4\",\"Clan slain by a dragon or demon\"],[\"5\",\"Separated from the tribe and lost\"],[\"6\",\"Homeland destroyed by natural disaster\"],[\"7\",\"Personal quest ordained by omens\"],[\"8\",\"Dispatched on a quest by tribe leaders\"]]}]},{\"type\":\"entries\",\"name\":\"Firbolg Names\",\"entries\":[\"Firbolg adopt elven names when they must deal with outsiders, although the concept of names strikes them as strange. They know the animals and plants of the forest without formal names, and instead identify the forest's children by their deeds, habits, and other actions.\",\"By the same token, their tribe names merely refer to their homes. When dealing with other races, firbolgs refer to their lands by whatever name the surrounding folk use, as a matter of tact and hospitality, but among their own kind they simply call it \\\"home.\\\" Sometimes firbolgs adopt the nicknames or titles outsiders give them under the assumption that those who need names can call them whatever they wish.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/VGM/Firbolg.webp\"},\"credit\":\"Shawn Wood\",\"width\":420,\"height\":515}]},{\"name\":\"Gallus\",\"source\":\"HWCS\",\"entries\":[\"{@font one with the wood|HPPHumblescratch}\",\"The gallus commonly dwell in small, familial communities as opposed to the grand perches of the Wood. Of the birdfolk, they are the most likely to be found living among the humblefolk. Gallus have a deep respect for nature and a love of gardening unmatched by other birdfolk. They value their social bonds above all else, and are always ready to help their neighbours and promote the common good. They are polite but have little patience for deceit and rudeness.\",{\"name\":\"A Varied Folk\",\"entries\":[\"The gallus are a varied folk, resembling as many different varieties of wildfowl as there are trees in the Wood. Some are pheasant-like, others are grouse-like, while some resemble chickens or turkeys. There are dozens of variations of feathers, colors, and patterns even between gallus of the same subrace. The gallus are proud of their appearances but not to the point of vanity. Maintaining good grooming is akin to keeping a knife sharp and shows a level of respect for oneself.\",\"Birdfolk are generally welcoming to other races, but the gallus are particularly well-known for their willingness to include virtually anyone in social or familial groups. In gallus culture, it is customary to always offer your seat at a table to guests. This is seen as the basis of a popular and hilarious children's story about a meal growing too cold to eat as the gallus continually give up their seats to late arrivals at a party.\"],\"type\":\"entries\"},{\"name\":\"Salt of the Earth\",\"entries\":[\"Gallus are a social and communal folk. They tend to form close-knit communities wherever they roost, and their sense of pride for their community runs deep. When tragedy leaves children in their village orphaned, it is customary for gallus families to take them in. Gallus value honest work, such as farming and smithing, and share labor equally between all community members. There is nothing a gallus would not give to their neighbors in a time of need.\",\"While other birdfolk might look down on gallus for their common ways, the gallus have excellent interpersonal skills. They are insightful and empathetic, but not to the point of being socially exploitable. The gallus have an ear for the truth, and are often capable of rooting out lies and dishonesty.\"],\"type\":\"entries\"}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/HWCS/Gallus-Druid.webp\"},\"width\":455,\"height\":611}]},{\"name\":\"Gallus (Bright)\",\"source\":\"HWCS\",\"_copy\":{\"name\":\"Gallus\",\"source\":\"HWCS\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[\"As a bright gallus, you are a natural leader. Growing up in your close-knit community has taught you how to inspire others and rally folks to a common cause. This air of command follows you wherever you roam.\"]}}}}},{\"name\":\"Gallus (Huden)\",\"source\":\"HWCS\",\"_copy\":{\"name\":\"Gallus\",\"source\":\"HWCS\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[\"As a huden gallus, you are of the land. Like the Amaranthine Hanera, you have a unique connection to the Great Rhythm of nature, and in return the Rhythm grants you many gifts. This innate bond with nature may alienate you from city life, but you will always have a home within the more remote parts of the Wood.\"]}}}}},{\"name\":\"Genasi\",\"source\":\"EEPC\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth, carry the power of the planes in their blood. The genasi are one such people, the offspring of genies and mortals.\",\"The Elemental Planes are often inhospitable to natives of the Material Plane: crushing earth, searing flames, boundless skies, and endless seas make visiting these places dangerous for even a short time. The powerful genies, however, do not face such troubles when venturing into the mortal world. They adapt well to the mingled elements of the Material Plane, and they sometimes visit whether of their own volition or compelled by magic. Some genies can adopt mortal guise and travel incognito.\",\"During these visits, a mortal might catch a genies eye. Friendship forms, romance blooms, and sometimes children result. These children are genasi: individuals with ties to two worlds, yet belonging to neither. Some genasi are born of mortal-genie unions, others have two genasi as parents, and a rare few have a genie further up their family tree, manifesting an elemental heritage that's lain dormant for generations.\",\"Occasionally, genasi result from exposure to a surge of elemental power, through phenomena such as an eruption from the Inner Planes or a planar convergence. Elemental energy saturates any creatures in the area and might alter their nature enough that their offspring with other mortals are born as genasi.\",{\"type\":\"entries\",\"name\":\"Heirs to Elemental Power\",\"entries\":[\"Genasi inherit something from both sides of their dual nature. They resemble humans but have unusual skin color (red, green, blue, or gray), and there is something odd about them. The elemental blood flowing through their veins manifests differently in each genasi, often as magical power.\",\"Seen in silhouette, a genasi can usually pass for human. Those of earth or water descent tend to be heavier, while those of air or fire tend to be lighter. A given genasi might have some features reminiscent of the mortal parent (pointed ears from an elf, a stockier frame and thick hair from a dwarf, small hands and feet from a halfling, exceedingly large eyes from a gnome, and so on).\",\"Genasi almost never have contact with their elemental parents. Genies seldom have interest in their mortal offspring, seeing them as accidents. Many feel nothing for their genasi children at all.\",\"Some genasi live as outcasts, driven into exile for their unsettling appearance and strange magic, or assuming leadership of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. A few genasi leave the Material Plane to find refuge in the households of their genie parents.\"]},{\"type\":\"entries\",\"name\":\"Wild and Confident\",\"entries\":[\"Genasi rarely lack confidence, seeing themselves as equal to almost any challenge in their path. This certainty might manifest as graceful self-assurance in one genasi and as arrogance in another. Such self-confidence can sometimes blind genasi to risk, and their great plans often get them and others into trouble.\",\"Too much failure can chip away at even a genasis sense of self, so they constantly push themselves to improve, honing their talents and perfecting their craft.\"]},{\"type\":\"entries\",\"name\":\"Genasi Lands\",\"entries\":[\"As rare beings, genasi might go their entire lives without encountering another one of their kind. There are no great genasi cities or empires. Genasi seldom have communities of their own and typically adopt the cultures and societies into which they are born. The more strange their appearance, the harder time they have. Many genasi lose themselves in teeming cities, where their distinctiveness hardly raises an eyebrow in places accustomed to a variety of different people.\",\"Those living on the frontier, though, have a much harder time. People there tend to be less accepting of differences. Sometimes a cold shoulder and a suspicious glare are the best genasi can hope for; in more backward places, they face ostracism and even violence from people who mistake them for fiends. Facing a hard life, these genasi seek isolation in the wilds, making their homes in mountains or forests, near lakes, or underground.\",\"Most air and fire genasi in the Realms are descendants of the djinn and efreet who once ruled Calimshan. When those rulers were overthrown, their planetouched children were scattered. Over thousands of years, the bloodlines of those genasi have spread into other lands. Though far from common, air and fire genasi are more likely to be found in the western regions of Faerun, along the coast from Calimshan north up to the Sword Coast, and into the Western Heartlands to the east. Some remain in their ancient homeland.\",\"In contrast, water and earth genasi have no common history. Individuals have difficulty tracing their own lineage, and bloodlines occasionally skip a generation or two. Many earth genasi originated in the North and spread out from there. Water genasi come from coastal areas, the largest concentration of them hailing from the regions surrounding the Sea of Fallen Stars.\",\"The distant land of Zakhara is known only in legends to most inhabitants of Faerun. There, genies and spellcasters enter into bargains, and genasi can result from such pacts. Those genasi have been sources of great weal and woe in the history of that land.\"]},{\"type\":\"entries\",\"name\":\"Genasi Names\",\"entries\":[\"Genasi use the naming conventions of the people among whom they were raised. They might later assume distinctive names to capture their heritage, such as Flame, Ember, Wave, or Onyx.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/EEPC/Genasi.webp\"},\"credit\":\"Claudio Pozas\",\"width\":1000,\"height\":665}]},{\"name\":\"Genasi\",\"source\":\"MPMM\",\"entries\":[\"Tracing their ancestry to the genies of the Elemental Planes, each genasi can tap into the power of one of the elements. Air, earth, fire, and water—these are the four pillars of the Material Plane and the four types of genasi. Some genasi are direct descendants of a genie, while others were born to non-genasi parents who lived near a place suffused by a genie's magic.\",\"A typical genasi has a life span of 120 years.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/MPMM/Genasi.webp\"},\"credit\":\"Claudio Pozas\",\"width\":1700,\"height\":1154}]},{\"name\":\"Genasi (Air)\",\"source\":\"EEPC\",\"_copy\":{\"name\":\"Genasi\",\"source\":\"EEPC\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"As an air genasi, you are descended from the djinn. As changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long.\",\"Air genasi typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps.\"]}]}}}}},{\"name\":\"Genasi (Air)\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Genasi\",\"source\":\"MPMM\"}},{\"name\":\"Genasi (Earth)\",\"source\":\"EEPC\",\"_copy\":{\"name\":\"Genasi\",\"source\":\"EEPC\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"As an earth genasi, you are descended from the cruel and greedy dao, though you are not necessarily evil. You have inherited some measure of control over earth, reveling in superior strength and solid power. You tend to avoid rash decisions, pausing long enough to consider your options before taking action.\",\"Elemental earth manifests differently from one individual to the next. Some earth genasi always have bits of dust falling from their bodies and mud clinging to their clothes, never getting clean no matter how often they bathe. Others are as shiny and polished as gemstones, with skin tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals. The most arresting have fissures in their flesh, from which faint light shines.\"]}]}}}}},{\"name\":\"Genasi (Earth)\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Genasi\",\"source\":\"MPMM\"}},{\"name\":\"Genasi (Fire)\",\"source\":\"EEPC\",\"_copy\":{\"name\":\"Genasi\",\"source\":\"EEPC\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"As a fire genasi, you have inherited the volatile mood and keen mind of the efreet. You tend toward impatience and making snap judgments. Rather than hide your distinctive appearance, you exult in it.\",\"Nearly all fire genasi are feverishly hot as if burning inside, an impression reinforced by flaming red, coal-black, or ash-gray skin tones. The more human-looking have fiery red hair that writhes under extreme emotion, while more exotic specimens sport actual flames dancing on their heads. Fire genasi voices might sound like crackling flames, and their eyes flare when angered. Some are accompanied by the faint scent of brimstone.\"]}]}}}}},{\"name\":\"Genasi (Fire)\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Genasi\",\"source\":\"MPMM\"}},{\"name\":\"Genasi (Water)\",\"source\":\"EEPC\",\"_copy\":{\"name\":\"Genasi\",\"source\":\"EEPC\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The lapping of waves, the spray of sea foam on the wind, the ocean depths, all of these things call to your heart. You wander freely and take pride in your independence, though others might consider you selfish.\",\"Most water genasi look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in color. A water genasi's hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of whale song or trickling streams.\"]}]}}}}},{\"name\":\"Genasi (Water)\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Genasi\",\"source\":\"MPMM\"}},{\"name\":\"Giff\",\"source\":\"AAG\",\"entries\":[\"Giff are tall, broad-shouldered folk with hippo-like features. Some have smooth skin, while others have short bristles on their faces and the tops of their heads. As beings of impressive size and unforgettable appearance, giff are noticed wherever they go.\",\"Most giff believe they originated on one world, but their home world is now the stuff of legend, because no living giff has seen it or knows where it is. The divine beings who created giff have likewise been forgotten. Their titanic petrified bodies drift on the Astral Sea, isolated and unrecognizable in their current forms.\",\"Although they don't realize it, giff are drawn to the Astral Plane because, on a deep psychic level, they remain connected to their creator gods, who have just enough divine spark left in them to imbue giff with sparks of their own, which giff have learned to channel through their weapons. Most giff have no idea where this so-called astral spark comes from, but they feel its presence most strongly when they are in Wildspace or the Astral Sea.\",\"Giff are split into two camps concerning how their name is pronounced. Half of them say it with a hard g, half with a soft g. Disagreements over the correct pronunciation often blossom into hard feelings, loud arguments, and head-butting contests, but they rarely escalate beyond that.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/AAG/Giff.webp\"},\"credit\":\"Scott Murphy\",\"width\":1700,\"height\":1025}]},{\"name\":\"Gith\",\"source\":\"MTF\",\"entries\":[{\"type\":\"section\",\"entries\":[\"The story of the gith is rooted in a cruel twist of cosmic fate. Inspired by the great leader for whom the race is named, the gith rose up to overthrow the mind flayers that held them in servitude. But after they won their freedom, two factions among the gith disagreed on what kind of civilization they would forge. That disagreement quickly flared into open hostility, and the two groups distanced themselves from one another to pursue their separate agendas. They remain bitter enemies today, each side willing to fight to the death whenever they cross paths.\",\"The githyanki were motivated by revenge and convinced that they deserved to take whatever they wanted from the worlds they traveled. Ranging out from the titanic city of Tu'narath on the Astral Plane, they send raiders out to plunder the Material Plane and other worlds, bringing treasures and slaves back to their ageless realm. At the same time, they hunt down and kill mind flayers whenever possible, as recompense for what the illithids did to them.\",\"The githzerai believed that the path to an enlightened civilization lay in seclusion, not conflict. Their dedication to the principles of order is so strong that they can manipulate the stuff of chaos and use it to their benefit; thus, they have carved out a stronghold for themselves on the plane of Limbo that is virtually impervious. Though the githzerai are pacifists by nature, they share the githyanki's racial hatred for mind flayers, and from time to time they send out squads to destroy illithid outposts.\",\"If the two races were ever to team up against the illithids, a combined force of gith could conceivably tip the balance in their favor. But as long as the githyanki and githzerai stay at each other's throats, their goal of ultimate victory over their original common enemy will likely remain unachieved.\"]}]},{\"name\":\"Gith (Githyanki)\",\"source\":\"MTF\",\"_copy\":{\"name\":\"Gith\",\"source\":\"MTF\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The brutal githyanki are trained from birth as warriors.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/MTF/Githyanki.webp\"},\"width\":348,\"height\":618}}}}},{\"name\":\"Gith (Githzerai)\",\"source\":\"MTF\",\"_copy\":{\"name\":\"Gith\",\"source\":\"MTF\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"In their fortresses within Limbo, the githzerai hone their minds to a razor's edge.\"]}]}}}}},{\"name\":\"Githyanki\",\"source\":\"MPMM\",\"entries\":[\"Once members of a people who escaped servitude to mind flayers, githyanki split from their cousins, githzerai, and fled to the Astral Plane. In that timeless, silvery realm, githyanki honed their psionic powers and built a great city called Tu'narath. They have since spread throughout the multiverse, starting in outposts outside the Astral Plane, called creches, where time passes and their children can reach adulthood.\",\"A lanky people with skin tones of yellows, greens, and browns, githyanki complement their physical prowess with psionic might, instilled in them by mind flayers and cultivated over eons in the Astral Plane. Now all githyanki can use their psychic bond with that plane to access splinters of knowledge left behind by beings who travel, live, and die among the silver astral clouds.\",\"Githyanki who reside in the Astral Plane can live indefinitely.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/MPMM/Githyanki.webp\"},\"credit\":\"Zoltan Boros\",\"width\":1700,\"height\":1327}]},{\"name\":\"Githzerai\",\"source\":\"MPMM\",\"entries\":[\"Githzerai migrated to the Everchanging Chaos of Limbo after the ancient schism that split their ancestors from their cousins, githyanki. Limbo is a roiling maelstrom of matter and energy, collapsing and reforming without purpose or direction, until a creature exerts deliberate will to stabilize it. Through their potent psionic power, githzerai carved a home for themselves amid the chaos. As the ages passed, githzerai explorers ranged out to other planes and worlds of the multiverse.\",\"Githzerai are generally slender, with speckled skin in shades of yellow, green, or brown. Eons of cultivating their mental powers within the endless chaos of Limbo have imbued githzerai with the ability to shape psionic energy to protect themselves and probe minds.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/MPMM/Githzerai.webp\"},\"credit\":\"Scott Murphy\",\"width\":1700,\"height\":1338}]},{\"name\":\"Gnome\",\"source\":\"PHB\",\"uncommon\":true,\"entries\":[{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play.\",{\"type\":\"entries\",\"name\":\"Vibrant Expression\",\"entries\":[\"A gnome's energy and enthusiasm for living shines through every inch his or her tiny body. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the gnome's insatiable interest in everything around.\",\"A gnome's personality is writ large in his or her appearance. A male gnome's beard, in contrast to his wild hair, is kept carefully trimmed but often styled into curious forks or neat points. A gnome's clothing, though usually made in modest earth tones, is elaborately decorated with embroidery, embossing, or gleaming jewels.\"]},{\"type\":\"entries\",\"name\":\"Delighted Dedication\",\"entries\":[\"As far as gnomes are concerned, being alive is a wonderful thing, and they squeeze every ounce of enjoyment out of their three to five centuries of life. Humans might wonder about getting bored over the course of such a long life, and elves take plenty of time to savor the beauties of the world in their long years, but gnomes seem to worry that even with all that time, they can't get in enough of the things they want to do and see.\",\"Gnomes speak as if they can't get the thoughts out of their heads fast enough. Even as they offer ideas and opinions on a range of subjects, they manage to listen carefully to others, adding the appropriate exclamations of surprise and appreciation along the way.\",\"Though gnomes love jokes of all kinds, particularly puns and pranks, they're just as dedicated to the more serious tasks they undertake. Many gnomes are skilled engineers, alchemists, tinkerers, and inventors. They're willing to make mistakes and laugh at themselves in the process of perfecting what they do, taking bold (sometimes foolhardy) risks and dreaming large.\"]},{\"type\":\"entries\",\"name\":\"Bright Burrows\",\"entries\":[\"Gnomes makes their homes in hilly, wooded lands. They live underground but get more fresh air than dwarves do, enjoying the natural, living world on the surface where ever they can. Their homes are well hidden by both clever construction and simple illusions. Welcome visitors are quickly ushered into the bright, warm burrows. Those who are not welcome are unlikely to find the burrows in the first place.\",\"Gnomes who settle in human lands are commonly gemcutters, engineers, sages, or tinkerers. Some human families retained gnome tutors, ensuring that their pupils enjoy a mix of serious learning and delighted enjoyment. A gnome might tutor several generations of a single human family over the course of his or her long life.\"]},{\"type\":\"entries\",\"name\":\"Gnome Names\",\"entries\":[\"Gnomes love names, and most have half a dozen or so. A gnome's mother, father, clan elder, aunts, and uncles each give the gnome a name, and various nicknames from just about everyone else might or might not stick over time. Gnome names are typically variants on the names of ancestors or distant relatives, though some are truly new inventions. When dealing with humans and others who are \\\"Stuffy\\\" about names, a gnome learns to use no more than three names; A personal name, a clan name, and a nickname, choosing the one in each category that's the most fun to say.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Male Names:\",\"entry\":\"Alston, Alvyn, Boddynock, Brocc, Ettrgell, Dimble, Eldon, Erky, Fonkin, Frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Namfoodle. Orryn, Roondar, Seebo, Warryn, Wrenn, Zook\"},{\"type\":\"item\",\"name\":\"Female Names:\",\"entry\":\"Bimpnottin, Breena, Caramip, Carlin, Donella, Duvamil, Ella, Ellyjobell, Ellywick, Lilli, Loopmottin, Lorilla, Mardnab, Nissa, Nyx, Oda, Orla, Roywyn, Shamil, Tana, Waywocket, Zanna\"},{\"type\":\"item\",\"name\":\"Clan Names:\",\"entry\":\"Beren, Daergel, Folkor, Garrick, Nackle, Murnig, Ningcl, Raulnor, Seheppen, Timbers, Turen\"},{\"type\":\"item\",\"name\":\"Nicknames:\",\"entry\":\"Aleslosh, Aslthearth, Badger, Cloak, Doublelock, Filchbatter, Fnipper, Ku, Nina, Oneshoe, Pock, Sparklegem, Scumbleduck\"}]}]},{\"type\":\"entries\",\"name\":\"Seeing The World\",\"entries\":[\"Curious and impulsive, gnomes might take up adventuring as a way to see the world or for the love of exploring. As lovers of gems and other fine items, some gnomes take to adventuring as s quick, if dangerous, path to wealth. Regardless of what spurs them to adventure, gnomes who adopt this way of life eke as much enjoyment out of it as they do out of any other activity they undertake, sometimes to the great annoyance of their adventuring companions.\"]},{\"type\":\"inset\",\"name\":\"Deep Gnomes\",\"entries\":[\"A third sub race of gnomes, the deep gnomes (or svirfneblin) live in small communities scattered in the Underdark. Unlike the duergar and the drow, svirfneblin are as good as their surface cousins. However, their humor and enthusiasm are dampened by their oppressive environment, and their inventive expertise is directed mostly toward stonework.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PHB/Gnome.webp\"},\"width\":420,\"height\":480}]},{\"name\":\"Gnome\",\"source\":\"XPHB\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Gnomes are magical folk created by gods of invention, illusions, and life underground. The earliest gnomes were seldom seen by other folk due to the gnomes' secretive nature and their propensity for living in forests and burrows. What they lacked in size, they made up for in cleverness. They confounded predators with traps and labyrinthine tunnels. They also learned magic from gods like Garl Glittergold, Baervan Wildwanderer, and Baravar Cloakshadow, who visited them in disguise. That magic eventually created the lineages of forest gnomes and rock gnomes.\",\"Gnomes are petite folk with big eyes and pointed ears, who live around 425 years. Many gnomes like the feeling of a roof over their head, even if that \\\"roof\\\" is nothing more than a hat.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/XPHB/Gnome.webp\"},\"credit\":\"Eric Belisle\",\"width\":1700,\"height\":1111}]},{\"name\":\"Gnome (Deep/Svirfneblin)\",\"source\":\"SCAG\",\"_copy\":{\"name\":\"Gnome\",\"source\":\"PHB\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Forest gnomes and rock gnomes are the gnomes most commonly encountered in the lands of the surface world. There is another subrace of gnomes rarely seen by any surface-dweller: deep gnomes, also known as svirfneblin. Guarded, and suspicious of outsiders, svirfneblin are cunning and taciturn, but can be just as kind-hearted, loyal, and compassionate as their surface cousins.\",{\"type\":\"entries\",\"name\":\"Born of Deep Earth\",\"entries\":[\"Svirfneblin seem more like creatures of stone than flesh. Their leathery skin is usually a gray, brown, or dun hue that acts as a natural camouflage with the rock around them. Their bodies are gnarled with hard muscle or fat, and they are heavier than their small stature suggests; svirfneblin often weigh 100 pounds or more but rarely stand much more than 3 feet tall.\",\"Male svirfneblin are bald from early childhood, although adults can grow stiff beards or mustaches. Females have full heads of hair, and they usually tie their hair back in braids or cut it short to keep it from getting in their way as they work.\",\"Svirfneblin are well adapted for their subterranean existence. They have excellent darkvision, and many of them have magical talents that rival the innate spellcasting of the drow and duergar. They are surprisingly strong for their size, enduring toil and danger that would overwhelm most other people.\"]},{\"type\":\"entries\",\"name\":\"Master Miners\",\"entries\":[\"Despite their guarded natures, svirfneblin aren't joyless. They admire skillful work and delicate craftsmanship, just like any other gnome. Svirfneblin love gemstones of all kinds, and they boldly seek out precious stones in the deepest and darkest tunnels. They are also expert gemcutters and miners, and they prize rubies above all other gemstones.\"]},{\"type\":\"entries\",\"name\":\"Deep Dwellers\",\"entries\":[\"Svirfneblin are known as deep gnomes because they choose to live far below the earth's surface. Most svirfneblin never see the light of day. Their homes are well-hidden strongholds concealed by mazelike passages and clever illusions. Vast networks of mine tunnels ring most svirfneblin settlements, guarded by deadly traps and concealed sentries. Once a traveler passes through the outer defenses, the tunnels open up into marvelous cavern-towns carved from the surrounding rock with exquisite care. The svirfneblin are austere in their comforts compared to their surface cousins, but they take great pride in their stonework.\",\"Deep gnomes do their best to remain hidden. Even if surface travelers succeed in locating a svirfneblin community, winning their trust can be even more difficult. Those rare travelers who do succeed in befriending deep gnomes find that they are loyal and courageous allies against any foe.\"]},{\"type\":\"entries\",\"name\":\"Scouts and Spies\",\"entries\":[\"Surface-dwelling gnomes often take up the adventurer's life out of sheer curiosity about the world around them, eager to see new things and meet new people.\",\"By comparison, most svirfneblin possess very little wanderlust and rarely travel far from home. They see the surface world as a bewildering place without boundaries and filled with unknown dangers.\",\"Nevertheless, a few svirfneblin understand that it is necessary to know something about what is happening on the surface near their hidden refuges. As a result, some svirfneblin become scouts, spies, or messengers who venture abroad, doing their best to avoid attention.\",\"These travelers are notoriously close-mouthed about where they come from and what they are up to, but a few eventually learn to trust good-hearted people of the surface world.\",\"A few svirfneblin become merchants who deal with other races both above and below ground. Drow, duergar, and other peoples know that svirfneblin are usually neutral in outlook and typically honest in their dealings. Serving as middlemen between races too hostile to deal with each other directly can be lucrative, and it serves an important defensive function; svirfneblin middlemen tend to know more about rumors and threats between rival merchants than anybody else.\"]},{\"type\":\"entries\",\"name\":\"Deep Gnome Names\",\"entries\":[\"Svirfneblin prefer less flamboyant names than their rock gnome or forest gnome cousins. Clan names reflect skills or occupations that a particular family is associated with, and sometimes change if a noteworthy individual strikes out in a new direction.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Male Names:\",\"entry\":\"Belwar, Brickers, Durthmeck, Firble, Krieger, Kronthud, Schneltheck, Schnicktick, Thulwar, Walschud\"},{\"type\":\"item\",\"name\":\"Female Names:\",\"entry\":\"Beliss, Durthee, Fricknarti, Ivridda, Krivi, Lulthiss, Nalvarti, Schnella, Thulmarra, Wirsidda\"},{\"type\":\"item\",\"name\":\"Clan Names:\",\"entry\":\"Crystalfist, Gemcutter, Ironfoot, Rockhewer, Seamfinder, Stonecutter\"}]}]},{\"type\":\"inset\",\"name\":\"Deep Gnomes in the Forgotten Realms\",\"entries\":[\"In the Forgotten Realms, deep gnomes live within a perilous, subterranean world known as the Underdark. This maze of caverns and tunnels is home to some of the most feared creatures in Faerûn. Because of this, the svirfneblin that dwell here are much more distrusting and wary than their kin on other worlds. Rarely do they allow strangers within their midst, and those that they must deal with are kept at arms length. If one is lucky enough to be trusted by the deep gnomes, they are a friend for life. For the svirfneblin of the Underdark, genuine trust is a commodity far more valuable than gold.\"]},{\"type\":\"inset\",\"name\":\"Deep Gnome Feat\",\"entries\":[\"If your DM allows the use of feats, your deep gnome character has the option of taking the following feat: {@feat Svirfneblin Magic|MTF}.\"]}]}]}}}},\"images\":null},{\"name\":\"Gnome (Forest)\",\"source\":\"PHB\",\"_copy\":{\"name\":\"Gnome\",\"source\":\"PHB\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"As a forest gnome, you have a natural knack for illusion and inherent quickness and stealth. In the worlds of D&D, forest gnomes are rare and secretive. They gather in hidden communities in sylvan forests, using illusions and trickery to conceal themselves from threats or to mask their escape should they be detected. Forest gnomes tend to be friendly with other good-spirited woodland folk, and they regard elves and good fey as their most important allies. These gnomes also befriend small forest animals and rely on them for information about threats that might prowl their lands.\"]}]}}}}},{\"name\":\"Gnome (Rock)\",\"source\":\"PHB\",\"_copy\":{\"name\":\"Gnome\",\"source\":\"PHB\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. Most gnomes in the worlds of D&D are rock gnomes, including the tinker gnomes of the Dragonlance setting.\"]}]}}}}},{\"name\":\"Goblin\",\"source\":\"ERLW\",\"_copy\":{\"name\":\"Bugbear\",\"source\":\"ERLW\"}},{\"name\":\"Goblin\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Whether sniveling in fear, cackling with mad laughter, or snarling in a fury, goblins are wretched and inconsequential—at least in the eyes of most of Ravnica's other folk. In their own minds, though, they are content to lurk in the shadows only until they fully come into their own and receive the recognition they believe they deserve. They are entitled to some credit for their tenacity, agility, crafty ingenuity, and dumb luck, all of which has enabled them to survive in a world overrun with creatures larger and more powerful than they are.\",{\"type\":\"entries\",\"name\":\"Small and Wiry\",\"entries\":[\"Standing around 3 feet tall and covered in warty green or red skin, goblins have huge noses and ears. Their wiry bodies are surprisingly strong, and their mouths are full of sharp, crooked teeth.\",\"Most goblins are bald, either by heredity or by choice, but a few boast shocks of red or black hair. Their arms and legs are elongated in proportion to their small bodies, and their fingers and toes are also long and slender. Many goblins prefer to go unshod to leave their toes exposed for climbing.\"]},{\"type\":\"entries\",\"name\":\"Unfettered Emotion\",\"entries\":[\"Creatures of raw impulse, goblins are found among guilds that value that quality, particularly the Izzet (where they typically serve as attendants for researchers), the Gruul (in camps that form hapless buffers between the clans and civilized regions), the Rakdos (putting their love of explosions to good use), and occasionally the Boros (if they discover a well of discipline and courage within themselves, or find themselves unable to resist the shininess of Boros weapons and armor). Many goblins are guildless and make their way as members of street gangs.\",\"Sometimes driven by wild mood swings, goblins have an inclination toward destruction, which can take a playful form but is often anything but. Some goblins clobber things, others like to light them on fire, and many love to blow things up.\",\"Goblins have an outrageous sense of humor, usually expressed through mischievous pranks. The malicious among them find pleasure in the misfortune of others and tend to cackle maniacally whenever they're amused. They can act with apparent randomness, sometimes just to confuse and befuddle others.\"]},{\"type\":\"entries\",\"name\":\"Goblin Names\",\"entries\":[\"The Goblin language is fond of certain sounds, and goblin names tend to repeat those sounds to form what can sound like nonsense words. A goblin's name gives no indication of gender.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Goblin Names:\",\"entry\":\"Azzinax, Babolax, Blixanix, Crixizix, Dazzaz, Estrix, Finizix, Juzba, Kaluzax, Lyzaxa, Mizzix, Myznar, Nixispix, Paxizaz, Ravixiz, Stixil, Sunnix, Tozinox, Uxivozi, Vazozav, Wexiny, Zizzix\"}]}]}]}]}]},{\"name\":\"Goblin\",\"source\":\"MPMM\",\"entries\":[\"A subterranean folk, goblins can be found in every corner of the multiverse, often beside their bugbear and hobgoblin kin. Long before the god Maglubiyet conquered them, early goblins served in the court of the Queen of Air and Darkness, one of the Feywild's archfey. Goblins thrived in her dangerous domain thanks to a special boon from her—a supernatural knack for finding the weak spots in foes larger than themselves and for getting out of trouble. Goblins brought this fey boon with them to worlds across the Material Plane, even if they don't remember the fey realm they inhabited before Maglubiyet's rise. Now many goblins pursue their own destinies, escaping the plots of both archfey and gods.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/MPMM/Goblin.webp\"},\"credit\":\"Mike Jordana\",\"width\":1700,\"height\":1404}]},{\"name\":\"Goblin\",\"source\":\"PSZ\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Goblins are an inquisitive and adaptable race hampered by their small size, their natural cowardice, and a severe shortage of common sense. They eagerly explore areas that others hesitate to enter, and obsessively fiddle with magic that more sensible folk would take careful precautions with. They prize ancient artifacts not for their inherent value, but primarily as a mark of status—for a precious trophy proves that its owner survived a delve into a deep and dangerous ruin.\",\"Goblins are associated with red mana. Their shamans are fond of spells that create or control fire and lightning to smite their foes, and they are quick to follow their impulses and passions into action without much forethought. Life to a goblin is an adventure full of new things to explore and experience.\",{\"type\":\"entries\",\"name\":\"Long Arms and Stony Skin\",\"entries\":[\"A typical goblin stands between three-and-a-half and five feet tall, with a slender, elongated build. Goblins' arms are unusually long and spindly, making them adept at climbing cliffs and trees. Their skin has a stony texture, ranging in color from red-brown to moss green or gray. Their ears are large and swept back, their eyes are intensely red, and many sport heavy bone protrusions on their spines or elbows. Males have similar growths jutting from their chins, while females have heavier growths on their foreheads.\",\"This distinctive appearance is a direct result of the goblins' unusual diet. Before the Eldrazi's rise, goblins supplemented their normal diet with a kind of rock they pounded into bits and called \\\"grit.\\\" The presence of the Eldrazi in Zendikar has poisoned this rock, so the goblins have taken to eating powdered hedrons instead. Eating this magic-infused stone has given the goblins resistance to the maddening psychic emanations of the Eldrazi. As an added benefit, it toughens their skin, protecting them from the elements and from physical dangers.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSZ/Goblin.webp\"},\"title\":\"Zada, Hedron Grinder\",\"credit\":\"Chris Rallis\",\"width\":441,\"height\":401},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSZ/Goblin2.webp\"},\"title\":\"Slab Hammer\",\"credit\":\"Joeseph Meehan\",\"width\":543,\"height\":325}]},{\"name\":\"Goblin\",\"source\":\"VGM\",\"monstrous\":true,\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/VGM/Goblin.webp\"},\"width\":420,\"height\":582}]},{\"name\":\"Goblin (Dankwood)\",\"source\":\"AWM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Ahh the Dankwood goblins! I have adventured far and wide in my time and never have I met such unique and interesting goblins as these. Perhaps it is the magical nature of the Dankwood itself as this forest was once rumored to have been the ancient sanctum of a powerful Netherese wizard, but who is to say? This world is a wondrous one and everywhere you go, something new is there to dazzle and amaze!\"],\"by\":\"Guardian Leafy Skiptoes\"},\"Dankwood goblins are much like any other run-of-the-mill goblin but they are much more gentle and artistic than the savage and uncouth goblins of the world.\",\"They are inquisitive and have a magical bond with the small forest creatures with which they are often friends. They are fast and nimble and love to explore. Because of this they make great adventurers and guides.\"]}]}]},{\"name\":\"Goblin (Ixalan)\",\"source\":\"PSX\",\"entries\":[\"Goblins are native to Ixalan, and their eager curiosity drew them to the ships of the Brazen Coalition when the pirates first made landfall on the Sun Empire's shores. Though they still thrive in remote jungle colonies, goblins are most commonly seen swinging on the ropes of sleek pirate ships.\",\"Goblins stand about three feet tall, though they rarely stand upright. They prefer a crouched posture that lets them scramble quickly on all fours, aided by their long prehensile tails. Their hearing and eyesight make them excellent lookouts, and their agility serves them well as crew members on pirate ships. They climb, swing, and jump easily among a ship's ropes, and can get into tight spaces that humans can't. For better or worse, many goblins are also incorrigible pranksters, and they often have a hard time determining when a prank is inappropriate, is poorly timed, or has gone too far.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSX/Goblin.webp\"},\"title\":\"Firecannon Blast\",\"credit\":\"Svetlin Velinov\",\"width\":1280,\"height\":863},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSX/Goblin2.webp\"},\"title\":\"Goblin Trailblazer\",\"credit\":\"Josh Hass\",\"width\":643,\"height\":515}]},{\"name\":\"Goblin (Zendikar; Grotag Tribe)\",\"source\":\"PSZ\",\"_copy\":{\"name\":\"Goblin\",\"source\":\"PSZ\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Smaller and weaker than their cousins, and with larger hands and feet, goblins of the Grotag tribe attempt to live by their wits—though seldom with much success. When a Grotag goblin has the bright idea of trying to tame fleshpiercer mites, at least a few others will be willing to follow that goblin into a nest—usually to predictably horrible results. But though the Grotag seem to have a never-ending supply of bad ideas, and a horrible ratio of bad ideas to good, the Grotag likewise seem to have a never-ending supply of Grotag. As such, by trial and error (and more error), these goblins have stumbled across a great deal of knowledge useful for surviving the deep places of Zendikar, and for dealing with the creatures that live there. The Grotag imagine themselves to have a sort of empathy with beasts, and they lose hundreds of goblins each year to ill-advised attempts at monster taming. But, every now and again, one of these efforts is successful.\"]}]}}}}},{\"name\":\"Goblin (Zendikar; Lavastep Tribe)\",\"source\":\"PSZ\",\"_copy\":{\"name\":\"Goblin\",\"source\":\"PSZ\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The Lavastep tribe is the most industrious of the goblin tribes, and possesses much hard-won knowledge of the geothermal activity in Akoum. More so than members of the other tribes, the Lavastep goblins build surprisingly effective equipment out of the crystal shards and veins of strange metals that occasionally boil up to the surface. The most warlike of their kind, Lavastep goblins frequently harass the kor, elves, and humans of Akoum.\"]}]}}}}},{\"name\":\"Goblin (Zendikar; Tuktuk Tribe)\",\"source\":\"PSZ\",\"_copy\":{\"name\":\"Goblin\",\"source\":\"PSZ\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Among the goblins, the Tuktuk are most likely to hire themselves out as ruin guides to other races. Of course, their usual plan is to help find something of value, steal it, trigger a trap intentionally, and then run.\"]}]}}}}},{\"name\":\"Goliath\",\"source\":\"MPMM\",\"entries\":[\"The first goliaths lived on the highest mountain peaks—far above the tree line, where the air is thin and frigid winds howl. Distantly related to giants and infused with the supernatural essence of their ancestors' mountainous home, goliaths stand between 7 and 8 feet tall and have a wide array of skin tones resembling different types of stone.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/MPMM/Goliath.webp\"},\"credit\":\"Eric Belisle, Jon Hodgson\",\"width\":1700,\"height\":1379}]},{\"name\":\"Goliath\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"At the highest mountain peaks-far above the slopes where trees grow and where the air is thin and the frigid winds howl-dwell the reclusive goliaths. Few folk can claim to have seen a goliath, and fewer still can claim friendship with them. Goliaths wander a bleak realm of rock, wind, and cold. Their bodies look as if they are carved from mountain stone and give them great physical power. Their spirits take after the wandering wind, making them nomads who wander from peak to peak. Their hearts are infused with the cold regard of their frigid realm, leaving each goliath with the responsibility to earn a place in the tribe or die trying.\",{\"type\":\"entries\",\"name\":\"Driven Competitors\",\"entries\":[\"Every day brings a new challenge to a goliath. Food, water, and shelter are rare in the uppermost mountain reaches. A single mistake can bring doom to an entire tribe, while an individual's heroic effort can ensure the entire group's survival.\",\"Goliaths thus place a premium on self-sufficiency and individual skill. They have a compulsion to keep score, counting their deeds and tallying their accomplishments to compare to others. Goliaths love to win, but they see defeat as a prod to improve their skills.\",\"This dedication to competition has a dark side. Goliaths are ferocious competitors, but above all else they are driven to outdo their past efforts. If a goliath slays a dragon, he or she might seek out a larger, more powerful wyrm to battle. Few goliath adventurers reach old age, as most die attempting to surpass their past accomplishments.\"]},{\"type\":\"entries\",\"name\":\"Fair Play\",\"entries\":[\"For goliaths, competition exists only when it is supported by a level playing field. Competition measures talent, dedication, and effort. Those factors determine survival in their home territory, not reliance on magic items, money, or other elements that can tip the balance one way or the other. Goliaths happily rely on such benefits, but they are careful to remember that such an advantage can always be lost. A goliath who relies too much on them can grow complacent, a recipe for disaster in the mountains.\",\"This trait manifests most strongly when goliaths interact with other folk. The relationship between peasants and nobles puzzles goliaths. If a king lacks the intelligence or leadership to lead, then clearly the most talented person in the kingdom should take his place. Goliaths rarely keep such opinions to themselves, and mock folk who rely on society's structures or rules to maintain power.\"]},{\"type\":\"entries\",\"name\":\"Survival of the Fittest\",\"entries\":[\"Among goliaths, any adult who can't contribute to the tribe is expelled. A lone goliath has little chance of survival, especially an older or weaker one. Goliaths have little pity for adults who can't take care of themselves, though a sick or injured individual is treated, as a result of the goliath concept of fair play.\",\"A permanently injured goliath is still expected to pull his or her weight in the tribe. Typically, such a goliath dies attempting to keep up, or the goliath slips away in the night to seek the cold will of fate.\",\"In some ways, the goliath drive to outdo themselves feeds into the grim inevitability of their decline and death. A goliath would much rather die in battle, at the peak of strength and skill, than endure the slow decay of old age. Few folk have ever meet an elderly goliath, and even those goliaths who have left their people grapple with the urge to give up their lives as their physical skills decay.\",\"Because of their risk-taking, goliath tribes suffer from a chronic lack of the experience offered by longterm leaders. They hope for innate wisdom in their leadership, for they can rarely count on a wisdom grown with age.\"]},{\"type\":\"entries\",\"name\":\"Goliath Names\",\"entries\":[\"Every goliath has three names: a birth name assigned by the newborn's mother and father, a nickname assigned by the tribal chief, and a family or clan name. A birth name is up to three syllables long. Clan names are five syllables or more and end in a vowel.\",\"Birth names are rarely linked to gender. Goliaths see females and males as equal in all things, and they find societies with roles divided by gender to be puzzling or worthy of mockery. To a goliath, the person who is best at a job should be the one tasked with doing it.\",\"A goliath's nickname is a description that can change on the whim of a chieftain or tribal elder. It refers to a notable deed, either a success or failure, committed by the goliath. Goliaths assign and use nicknames with their friends of other races, and change them to refer to an individual's notable deeds.\",\"Goliaths present all three names when identifying themselves, in the order of birth name, nickname, and clan name. In casual conversation, they use their nickname.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Birth Names:\",\"entry\":\"Aukan, Eglath, Gae-Al, Gauthak, Ilikan, Keothi, Kuori, Lo-Kag, Manneo, Maveith, Nalla, Orilo, Paavu, Pethani, Thalai, Thotham, Uthal, Vaunea, Vimak\"},{\"type\":\"item\",\"name\":\"Nicknames:\",\"entry\":\"Bearkiller, Dawncaller, Fearless, Flintfinder, Horncarver, Keeneye, Lonehunter, Longleaper, Rootsmasher, Skywatcher, Steadyhand, Threadtwister, Twice-Orphaned, Twistedlimb, Wordpainter\"},{\"type\":\"item\",\"name\":\"Clan Names:\",\"entry\":\"Anakalathai, Elanithino, Gathakanathi, Kalagiano, Katho-Olavi, Kolae-Gileana, Ogolakanu, Thuliaga, Thunukalathi, Vaimei-Laga\"}]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/VGM/Goliath.webp\"},\"width\":420,\"height\":573}]},{\"name\":\"Goliath\",\"source\":\"XPHB\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Towering over most folk, goliaths are distant descendants of giants. Each goliath bears the favors of the first giants—favors that manifest in various supernatural boons, including the ability to quickly grow and temporarily approach the height of goliaths' gigantic kin.\",\"Goliaths have physical characteristics that are reminiscent of the giants in their family lines. For example, some goliaths look like stone giants, while others resemble fire giants. Whatever giants they count as kin, goliaths have forged their own path in the multiverse—unencumbered by the internecine conflicts that have ravaged giantkind for ages—and seek heights above those reached by their ancestors.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/XPHB/Goliath.webp\"},\"credit\":\"Hinchel Or\",\"width\":1700,\"height\":1111}]},{\"name\":\"Hadozee\",\"source\":\"AAG\",\"entries\":[\"Hadozees' progenitors were mammals no bigger than housecats. Hunted by larger natural predators, they took to the trees and evolved wing-like flaps that enabled them to glide from branch to branch.\",\"Today, hadozees are sapient, bipedal beings eager to leave behind the fearsome predators of their homeworld and explore other worlds.\",\"In addition to being natural climbers, hadozees have feet that are as dexterous as their hands, even to the extent of having opposable thumbs. Membranes of skin hang loosely from their arms and legs. When stretched taut, these membranes enable hadozees to glide. Hadozees wrap these wings around themselves to keep warm.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/AAG/Hadozee.webp\"},\"credit\":\"Zuzanna Wuzyk\",\"width\":1700,\"height\":1028}]},{\"name\":\"Half-Elf\",\"source\":\"PHB\",\"uncommon\":true,\"entries\":[{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing to adulthood while their peers continue to live as children, growing restless in the timeless elven realms. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.\",{\"type\":\"entries\",\"name\":\"Of Two Worlds\",\"entries\":[\"To humans, half-elves look like elves, and to elves, they look human. In height, they're on par with both parents, though they're neither as slender as elves nor as broad as humans. They range from under 5 feet to about 6 feet tall, and from 100 to 180 pounds, with men only slightly taller and heavier than women. Half-elf men do have facial hair, and sometimes grow beards to mask their elven ancestry. Half-elven coloration and features lie, somewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven parents.\"]},{\"type\":\"entries\",\"name\":\"Diplomats or Wanderers\",\"entries\":[\"Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans interact often, half-elves are sometimes numerous enough to form small communities of their own. They enjoy the company of other half-elves, the only people who truly understand what it is to live between these two worlds.\",\"In most parts of the world, though, half-elves are uncommon enough that one might live for years without meeting another. Some prefer to avoid company altogether, wandering the wilds as foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast, throw themselves into the thick of society, putting their charisma and social skills to great use in diplomatic roles or as swindlers.\"]},{\"type\":\"entries\",\"name\":\"Half-Elf Names\",\"entries\":[\"Half-elves use either human or elven naming conventions. As if to emphasize that they don't really fit in to either society, half-elves raised among humans are often given elven names, and those raised among elves often take human names.\"]},{\"type\":\"inset\",\"name\":\"Excellent Ambassadors\",\"entries\":[\"Many half-elves learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent ambassadors and go-betweens (except between elves and humans, since each side suspects the half-elf of favoring the other).\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PHB/Half-Elf.webp\"},\"width\":420,\"height\":617}]},{\"name\":\"Half-Elf (Base)\",\"source\":\"PHB\",\"_copy\":{\"name\":\"Half-Elf\",\"source\":\"PHB\"}},{\"name\":\"Half-Orc\",\"source\":\"PHB\",\"uncommon\":true,\"entries\":[{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Whether united under the leadership of a mighty warlock or having fought to a standstill after years of conflict, orc and human tribes sometimes form alliances, joining forces into a larger horde to the terror of civilized lands nearby. When these alliances are sealed by marriages, half-orcs are born. Some half-orcs rise to become proud chiefs of orc tribes, their human blood giving them an edge over their full-blooded orc rivals. Some venture into the world to prove their worth among humans and other civilized races. Many of these become adventurers, achieving greatness for their mighty deeds and notoriety for their barbaric customs and savage fury.\",{\"type\":\"entries\",\"name\":\"Scarred and Strong\",\"entries\":[\"Half-orcs' grayish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and towering builds make their orcish heritage plain for all to see. Half-orcs stand between 6 and 7 feet tall and usually weigh between 180 and 250 pounds.\",\"Orcs regard battle scars as tokens of pride and ornamental scars as things of beauty. Other scars, though, mark an Orc, or half-orc as a former slave or a disgraced exile. Any half-orc who has lived among or near orcs has scars, whether they are marks of humiliation or of pride, recounting their past exploits and injuries. Such a half-orc living among humans might display these scars proudly or hide them in shame.\"]},{\"type\":\"entries\",\"name\":\"The Mark of Gruumsh\",\"entries\":[\"The one-eyed god Gruumsh created the Orcs, and even those orcs who turn away from his worship can't fully escape his influence. The same is true of half orcs, though their human blood moderates the impact of their orcish heritage. Some half-orcs hear the whispers of Grummsh in their dreams, calling them to unleash the rage that simmers within them. Others feel Gruumsh's exultation when they join in melee combat-and either exult along with him or shiver with fear and loathing. Half-orcs are not evil by nature, but evil does lurk within them, whether they embrace it or rebel against it.\",\"Beyond the rage of Gruumsh, half-orcs feel emotion powerfully. Rage doesn't just quicken their pulse, it makes their bodies burn. An insult stings like acid, and sadness saps their strength. But they laugh loudly and heartily, and simple bodily pleasures-feasting, drinking, wrestling, drumming, and wild dancing-fill their hearts with joy. They tend to be short tempered and sometimes sullen, more inclined to action than contemplation and to fighting than arguing. The most accomplished half-orcs are those with enough self control to get by in a civilized land.\"]},{\"type\":\"entries\",\"name\":\"Half-Orc Names\",\"entries\":[\"Half-orcs usually have names appropriate to the culture in which they were raised. A half-orc who wants to fit in among humans might trade an orc name for a human name. Some half-orcs with human names decide to adopt a guttural orc name because they think it makes them more intimidating.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Male Orc Names:\",\"entry\":\"Dench, Feng, Gell, Henk, Holg, Imsh, Keth, Krusk, Mhurren, Ront, Shump, Thokk\"},{\"type\":\"item\",\"name\":\"Female Orc Names:\",\"entry\":\"Baggi, Emen, Engong, Kansif, Myev, Neega, Ovak, Ownka, Shautha, Vola, Volen, Yevelda\"}]}]},{\"type\":\"inset\",\"name\":\"Grudging Acceptance\",\"entries\":[\"Each half-orc finds a way to gain acceptance from those who hate orcs. Some are reserved, trying not to draw attention to themselves. A few demonstrate piety and good-heartedness as publicly as they can (whether or not such demonstrations are genuine). And some simply try to be so tough that others just avoid them.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PHB/Half-Orc.webp\"},\"width\":420,\"height\":554}]},{\"name\":\"Half-Orc (Base)\",\"source\":\"PHB\",\"_copy\":{\"name\":\"Half-Orc\",\"source\":\"PHB\"}},{\"name\":\"Halfling\",\"source\":\"PHB\",\"entries\":[{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The comforts of home are the goals of most halflings' lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along a dirt road or a raft floating downriver.\",{\"type\":\"entries\",\"name\":\"Small and Practical\",\"entries\":[\"The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds.\",\"Halflings' skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors.\",\"Halfling practicality extends beyond their clothing. They're concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering.\"]},{\"type\":\"entries\",\"name\":\"Kind and Curious\",\"entries\":[\"Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar style of clothing.\",\"Halflings are easily moved to pity and hate to see any living thing suffer. They are generous, happily sharing what they have even in lean times.\"]},{\"type\":\"entries\",\"name\":\"Blend into the Crowd\",\"entries\":[\"Halflings are adept at fitting into a community of humans, dwarves, or elves, making themselves valuable and welcome. The combination of their inherent stealth and their unassuming nature helps halflings to avoid unwanted attention.\",\"Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened.\"]},{\"type\":\"entries\",\"name\":\"Pastoral Pleasantries\",\"entries\":[\"Most halflings live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much land beyond their quiet shires. They typically don't recognize any sort of halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires.\",\"Many halflings live among other races, where the halflings' hard work and loyal outlook offer them abundant rewards and creature comforts. Some halfling communities travel as a way of life, driving wagons or guiding boats from place to place and maintaining no permanent home.\"]},{\"type\":\"inset\",\"name\":\"Affable and Positive\",\"entries\":[\"Halfling try to get along with everyone else and are loath to make sweeping generalizations-especially negative ones.\",{\"type\":\"entries\",\"name\":\"Dwarves\",\"entries\":[\"\\\"Dwarves make loyal friends, and you can count on them to keep their word. But would it hurt them to smile once in a while?\\\"\"]},{\"type\":\"entries\",\"name\":\"Elves\",\"entries\":[\"\\\"They're so beautiful! Their faces, their music, their grace and all. It's like they stepped out of a wonderful dream. But there's no telling what's going on behind their smiling faces-surely more than they ever let on.\\\"\"]},{\"type\":\"entries\",\"name\":\"Humans\",\"entries\":[\"\\\"Humans are a lot like us, really. At least some of them are. Step out of the castles and keeps, go talk to the farmers and herders and you'll find good, solid folk. Not that there's anything wrong with the barons and soldiers - you have to admire their conviction. And by protecting their own lands, they protect us as well.\\\"\"]}]},{\"type\":\"entries\",\"name\":\"Exploring Opportunities\",\"entries\":[\"Halflings usually set out on the adventurer's path to defend their communities, support their friends, or explore a wide and wonder-filled world. For them, adventuring is less a career than an opportunity or sometimes a necessity.\"]},{\"type\":\"entries\",\"name\":\"Halfling Names\",\"entries\":[\"A halfling has a given name, a family name, and possibly a nickname. Family names are often nicknames that stuck so tenaciously they have been passed down through the generations.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Male Names:\",\"entry\":\"Alton, Ander, Cade, Corrin, Eldon, Errich, Finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn, Perrin, Reed, Roscoe, Wellby\"},{\"type\":\"item\",\"name\":\"Female Names:\",\"entry\":\"Andry, Bree, Callie, Cora, Euphemia, Jillian, Kithri, Lavinia, Lidda, Merla, Nedda, Paela, Portia, Seraphina, Shaena, Trym, Vani, Verna\"},{\"type\":\"item\",\"name\":\"Family Names:\",\"entry\":\"Brushgather, Goodbarrel, Greenbottle, High-hill, Hilltopple, Leagallow, Tealeaf, Thorngage, Tosscobble, Underbough\"}]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PHB/Halfling.webp\"},\"width\":420,\"height\":560}]},{\"name\":\"Halfling\",\"source\":\"XPHB\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Cherished and guided by gods who value life, home, and hearth, halflings gravitate toward bucolic havens where family and community help shape their lives. That said, many halflings possess a brave and adventurous spirit that leads them on journeys of discovery, affording them the chance to explore a bigger world and make new friends along the way. Their size—similar to that of a human child—helps them pass through crowds unnoticed and slip through tight spaces.\",\"Anyone who has spent time around halflings, particularly halfling adventurers, has likely witnessed the storied \\\"luck of the halflings\\\" in action. When a halfling is in mortal danger, an unseen force seems to intervene on the halfling's behalf. Many halflings believe in the power of luck, and they attribute their unusual gift to one or more of their benevolent gods, including Yondalla, Brandobaris, and Charmalaine. The same gift might contribute to their robust life spans (about 150 years).\",\"Halfling communities come in all varieties. For every sequestered shire tucked away in an unspoiled part of the world, there's a crime syndicate like the Boromar Clan in the Eberron setting or a territorial mob of halflings like those in the Dark Sun setting.\",\"Halflings who prefer to live underground are sometimes called strongheart halflings or stouts. Nomadic halflings, as well as those who live among humans and other tall folk, are sometimes called lightfoot halflings or tallfellows.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/XPHB/Halfling.webp\"},\"credit\":\"Jane Katsubo\",\"width\":1700,\"height\":1119}]},{\"name\":\"Halfling (Ghostwise)\",\"source\":\"SCAG\",\"_copy\":{\"name\":\"Halfling\",\"source\":\"PHB\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"inset\",\"entries\":[\"Ghostwise halflings trace their ancestry back to a war among halfling tribes that sent their ancestors into flight from Luiren. Ghostwise halflings are the rarest of the hin, found only in the Chondalwood and a few other isolated forests, clustered in tight-knit clans.\",\"Many ghostwise clans select a natural landmark as the center of their territory, and members carry a piece of that landmark with them at all times. Clan warriors known as nightgliders bond with and ride giant owls as mounts.\",\"Because these folk are clannish and mistrustful of outsiders, ghostwise halfling adventurers are rare. Ask your DM if you can play a member of this subrace, which has the halfling traits in the Player's Handbook, plus the listed subrace traits.\"]}]}]}}}}},{\"name\":\"Halfling (Lightfoot)\",\"source\":\"PHB\",\"_copy\":{\"name\":\"Halfling\",\"source\":\"PHB\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You're inclined to be affable and get along well with others. In the Forgotten Realms, lightfoot halflings have spread the farthest and thus are the most common variety.\",\"Lightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life. In the world of Greyhawk, these halflings are called hairfeet or tallfellows.\"]}]}}}}},{\"name\":\"Halfling (Lotusden)\",\"source\":\"EGW\",\"_copy\":{\"name\":\"Halfling\",\"source\":\"PHB\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":\"Long tied to the natural heart of the Lotusden Greenwood, these halflings have adapted to live synergistically with the chaotic laws of the wilds.\"},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/EGW/Halfling (Lotusden).webp\"},\"credit\":\"Axel Defois\",\"width\":477,\"height\":1000}}}}},{\"name\":\"Halfling (Stout)\",\"source\":\"PHB\",\"_copy\":{\"name\":\"Halfling\",\"source\":\"PHB\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"As a stout halfling, you're hardier than average and have some resistance to poison. Some say that stouts have dwarven blood. In the Forgotten Realms, these halflings are called stronghearts, and they're most common in the south.\"]}]}}}}},{\"name\":\"Harengon\",\"source\":\"MPMM\",\"entries\":[\"Harengons originated in the Feywild, where they spoke Sylvan and embodied the spirit of freedom and travel. In time, these rabbitfolk hopped into other worlds, bringing the fey realm's exuberance with them and learning new languages as they went.\",\"Harengons are bipedal, with the characteristic long feet of the rabbits they resemble and fur in a variety of colors. They share the keen senses and powerful legs of leporine creatures and are full of energy, like a wound-up spring. Harengons are blessed with a little fey luck, and they often find themselves a few fortunate feet away from dangers during adventures.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/MPMM/Harengon.webp\"},\"credit\":\"Beth Trott, Shawn Wood\",\"width\":1700,\"height\":1189}]},{\"name\":\"Harengon\",\"source\":\"WBtW\",\"entries\":[\"Harengons originated in the Feywild, where they spoke Sylvan and embodied the spirit of freedom and travel. In time, these rabbitfolk hopped into other worlds, bringing the fey realm's exuberance with them and learning new languages as they went.\",\"Harengons are bipedal, with the characteristic long feet of the rabbits they resemble and fur in a variety of colors. They share the keen senses and powerful legs of leporine creatures and are full of energy, like a wound-up spring. Harengons are blessed with a little fey luck, and they often find themselves a few fortunate feet away from dangers during adventures.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/WBtW/Harengon.webp\"},\"credit\":\"Shawn Wood\",\"width\":850,\"height\":1115}]},{\"name\":\"Hedge\",\"source\":\"HWCS\",\"entries\":[\"{@font pointed mediators|HPPHumblescratch}\",\"The most diplomatic and good natured of all the humblefolk, hedges like to live quiet lives in villages throughout the Wood, or within the safety of birdfolk perches. They resemble hedgehogs, although the quills that cover their backs are far tougher, hard enough to repel blades and sharp enough to pierce the solid hides of monstrous creatures. Despite their sturdiness, hedges are sensitive and emotional creatures, who display meekness more than bravado. Their meek demeanor and deference in social situations has earned them a reputation as cowards in the eyes of outsiders. But rather than being born of cowardice, their behaviour stems from a desire to respect the feelings and sensitivities of others, something considered to be of utmost importance in hedge society.\",{\"name\":\"Sensitive and Kind\",\"entries\":[\"Hedges have an incredible capacity for empathy, and tend to view all creatures, from the smallest beetle to the largest beast, as being equally deserving of respect and dignity. They are known across the Wood for being excellent conflict mediators, and usually find themselves acting as diplomats or emissaries between factions trying to broker an agreement.\",\"Hedges feel most at home when everyone gets along. They are one of the few races who truly understand that conflict is not an evil force but simply represents an imbalance which must be resolved. This is not to say that hedges have never known strife, only that their proactive approach to mediation, coupled with their deep respect for the dignity of all living creatures, results in fewer occasions for conflict. Yet, when a serious conflict does arise, hedges who feel they have been truly and deeply wronged can close themselves off from the rest of their society, sometimes resulting in splits in a community.\",\"One of the reasons hedges display such deep empathy and compassion towards others is due to the intensity of the emotions they feel. The strength of these emotions applies as much to positive feelings it does negative, meaning emotional wounds run deep with hedges.\"],\"type\":\"entries\"},{\"name\":\"One With the Forest\",\"entries\":[\"Gifted with a unique connection to the Great Rhythm, hedges are tied into the natural world in a fashion similar to the connection possessed by some gallus. This has granted hedges special magical gifts, such as the ability to speak with the smallest ground-dwelling creatures in the Wood, and the power to cause flowers to bloom. It is quite common for hedges to have a variety of animal friends who share their home.\",\"Hedges who dwell outside of the birdfolk cities prefer to live in individual burrows under the great roots of trees. Communities of hedges enjoy living surrounded by nature, near clearings within the forest or lone copses. Central meeting areas and communal gardens can be constructed in the spaces between burrows. Hedges love gardening, and tend to keep a few small gardens wherever they live.\"],\"type\":\"entries\"},{\"name\":\"Dressed for Comfort\",\"entries\":[\"Hedges need special consideration when wearing clothes, and favor loose tunics, baggy trousers, flowing robes, and other clothes which fit easily over their quills. When not actively flared out, these tough quills naturally flatten, becoming smooth to the touch. However, if suddenly frightened, their quills reflexively flare out and stiffen, an accident which can ruin a hedge's clothing.\",\"Adventuring clothes made specifically for hedges are available in nearly every major city in Humblewood, and tailors throughout the Wood are familiar with making alterations to suit a hedge's needs.\"],\"type\":\"entries\"}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/HWCS/Hedge-Bard.webp\"},\"width\":455,\"height\":699}]},{\"name\":\"Hexblood\",\"source\":\"VRGR\",\"entries\":[\"Where wishing fails, ancient magic can offer a heart's desire—at least, for a time. Hexbloods are individuals infused with eldritch magic, fey energy, or mysterious witchcraft. Some who enter into bargains with hags gain their deepest wishes but eventually find themselves transformed. These changes evidence a hag's influence: ears that split in forked points, skin in lurid shades, long hair that regrows if cut, and an irremovable living crown. Along with these marks, hexbloods manifest hag-like traits, such as {@sense darkvision} and a variety of magical methods to beguile the senses and avoid the same.\",\"While many hexbloods gain their lineage after making a deal with a hag, others reveal their nature as they age—particularly if a hag influenced them early in life or even before their birth. Many hexbloods turn to lives of adventure, seeking to discover the mysteries of their magic, to forge a connection with their fey natures, or to avoid a hag that obsesses over them.\",{\"type\":\"entries\",\"name\":\"Heir of Hags\",\"entries\":[\"One way hags create more of their kind is through the creation of hexbloods. Every hexblood exhibits features suggestive of the hag whose magic inspires their powers. This includes an unusual crown, often called an eldercross or a witch's turn. This living, garland-like part of a hexblood's body extends from their temples and wraps behind the head, serving as a visible mark of the bargain between hag and hexblood, a debt owed, or a change to come.\"]},{\"type\":\"entries\",\"name\":\"Hexblood Origins\",\"entries\":[\"A bargain with a hag or other eerie forces transformed your character into a magical being. Roll on or choose an option from the Hexblood Origins table to determine how your character gained their lineage.\",{\"type\":\"table\",\"caption\":\"Hexblood Origins\",\"colLabels\":[\"d6\",\"Origin\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Seeking a child, your parent made a bargain with a hag. You are the result of that arrangement.\"],[\"2\",\"Fey kidnappers swapped you and your parents' child.\"],[\"3\",\"A coven of hags lost one of its members. You were created to replace the lost hag.\"],[\"4\",\"You were cursed as a child. A deal with the spirits of the forest transformed you into a hexblood, now free of the curse.\"],[\"5\",\"You began life as a fey creature, but an accident changed you and forced you from your home.\"],[\"6\",\"A slighted druid transformed you and bound you to live only so long as a sacred tree bears fruit.\"]]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/VRGR/Hexblood.webp\"},\"credit\":\"Kai Carpenter\",\"width\":800,\"height\":1483}]},{\"name\":\"Hobgoblin\",\"source\":\"ERLW\",\"_copy\":{\"name\":\"Bugbear\",\"source\":\"ERLW\"}},{\"name\":\"Hobgoblin\",\"source\":\"MPMM\",\"entries\":[\"Hobgoblins trace their origins to the ancient courts of the Feywild, where they first appeared with their goblin and bugbear kin. Many of them were driven from the Feywild by the conquering god Maglubiyet, who marshaled them as soldiers, but the fey realm left its mark; wherever they are in the multiverse, they continue to channel an aspect of the Feywild's rule of reciprocity, which creates a mystical bond between the giver and the receiver of a gift.\",\"On some worlds, such bonds lead hobgoblins to form communities with deep ties to one another. In Eberron and the Forgotten Realms, vast hobgoblin legions have emerged, with ranks of devoted soldiers famed for their unity.\",\"Hobgoblins are generally taller than their goblin cousins but not quite as big as bugbears. They have curved, pointed ears and noses that turn bright red or blue during displays of emotion.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/MPMM/Hobgoblin.webp\"},\"credit\":\"Eric Belisle, Julian Kok\",\"width\":421,\"height\":850}]},{\"name\":\"Hobgoblin\",\"source\":\"VGM\",\"monstrous\":true,\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/VGM/Hobgoblin.webp\"},\"width\":420,\"height\":471}]},{\"name\":\"Human\",\"source\":\"PHB\",\"entries\":[{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.\",{\"type\":\"entries\",\"name\":\"A Broad Spectrum\",\"entries\":[\"With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.\"]},{\"type\":\"entries\",\"name\":\"Variety in All Things\",\"entries\":[\"Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human's memory. They live fully in the present-making them well suited to the adventuring life-but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.\"]},{\"type\":\"entries\",\"name\":\"Lasting Institutions\",\"entries\":[\"Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history. Humans dream of immortality, but (except for those few who seek undeath or divine ascension to escape death's clutches) they achieve it by ensuring that they will be remembered when they are gone.\",\"Although some humans can be xenophobic, in general their societies are inclusive. Human lands welcome large numbers of nonhumans compared to the proportion of humans who live in nonhuman lands.\"]},{\"type\":\"entries\",\"name\":\"Exemplars of Ambition\",\"entries\":[\"Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups.\"]},{\"type\":\"inset\",\"name\":\"Everyone's Second-Best Friends\",\"entries\":[\"Just as readily as they mix with each other, humans mingle with members of other races. They get along with almost everyone, though they might not be close to many. Humans serve as ambassadors, diplomats, magistrates, merchants, and functionaries of all kinds.\",{\"type\":\"entries\",\"name\":\"Dwarves\",\"entries\":[\"\\\"They're stout folk, stalwart friends, and true to their word. Their greed for gold is their downfall, though.\\\"\"]},{\"type\":\"entries\",\"name\":\"Elves\",\"entries\":[\"\\\"It's best not to wander into elven woods. They don't like intruders, and you'll as likely be bewitched as peppered with arrows. Still, if an elf can get past that damned racial pride and actually treat you like an equal, you can learn a lot from them.\\\"\"]},{\"type\":\"entries\",\"name\":\"Halflings\",\"entries\":[\"\\\"It's hard to beat a meal in a halfling home, as long as you don't crack your head on the ceiling - good food and good stories in front of a nice, warm fire. If halflings had a shred of ambition, they might really amount to something.\\\"\"]}]},{\"type\":\"entries\",\"name\":\"Human Names and Ethnicities\",\"entries\":[\"Having so much more variety than other cultures, humans as a whole have no typical names. Some human parents give their children names from other languages, such as Dwarvish or Elvish (pronounced more or less correctly), but most parents give names that are linked to their region's culture or to the naming traditions of their ancestors.\",\"The material culture and physical characteristics of humans can change wildly from region to region. In the Forgotten Realms, for example, the clothing, architecture, cuisine, music, and literature are different in the northwestern lands of the Silver Marches than in distant Turmish or Impiltur to the east-and even more distinctive in far-off Kara-Tur. Human physical characteristics, though, vary according to the ancient migrations of the earliest humans, so that the humans of the Silver Marches have every possible variation of coloration and features.\",\"In the Forgotten Realms, nine human ethnic groups are widely recognized, though over a dozen others are found in more localized areas of Faerun. These groups, and the typical names of their members, can be used as inspiration no matter which world your human is in.\",{\"type\":\"entries\",\"name\":\"Calishite\",\"entries\":[\"Shorter and slighter in build than most other humans, Calishites have dusky brown skin, hair, and eyes.\",\"They're found primarily in southwest Faerun.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Calishite Names:\",\"entry\":\"(Male) Aseir, Bardeid, Haseid, Khemed, Mehmen, Sudeiman, Zasheir; (female) Atala, Ceidil, Hama, Jasmal, Meilil, Seipora, Yasheira, Zasheida; (surnames) Basha, Dumein, Jassan, Khalid, Mostana, Pashar, Rein\"}]}]},{\"type\":\"entries\",\"name\":\"Chondathan\",\"entries\":[\"Chondathans are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan descent dominate the central lands of Faerun, around the Inner Sea.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Chondathan Names:\",\"entry\":\"(Male) Darvin, Dorn, Evendur, Gorstag, Grim, Helm, Malark, Morn, Randal, Stedd; (female) Arveene, Esvele, Chessail, Kerri, Lureene, Miri, Rowan, Shandri, Tessele; (surnames) Amblecrown, Buckman, Dundragon, Evenwood, Greycastle, Tallstag\"}]}]},{\"type\":\"entries\",\"name\":\"Damaran\",\"entries\":[\"Found primarily in the northwest of Faerun, Damarans are of moderate height and build, with skin hues ranging from tawny to fair. Their hair is usually brown or black, and their eye color varies widely, though brown is most common.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Damaran Names:\",\"entry\":\"(Male) Bor, Fodel, Glar, Grigor, Igan, Ivor, Kosef, Mival, Orel, Pavel, Sergor; (female) Alethra, Kara, Katernin, Mara, Natali, Olma, Tana, Zora; (surnames) Bersk, Chernin, Dotsk, Kulenov, Marsk, Nemetsk, Shemov, Starag\"}]}]},{\"type\":\"entries\",\"name\":\"Illuskan\",\"entries\":[\"Illuskans are tall, fair-skinned folk with blue or steely gray eyes. Most have raven-black hair, but those who inhabit the extreme northwest have blond, red, or light brown hair.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Illuskan Names:\",\"entry\":\"(Male) Ander, Blath, Bran, Frath, Geth, Lander, Luth, Malcer, Stor, Taman, Urth; (female) Amafrey, Betha, Cefrey, Kethra, Mara, Olga, Silifrey, Westra; (surnames) Brightwood, Helder, Hornraven, Lackman, Stormwind, Windrivver\"}]}]},{\"type\":\"entries\",\"name\":\"Mulan\",\"entries\":[\"Dominant in the eastern and southeastern shores of the Inner Sea, the Mulan are generally tall, slim, and amber-skinned, with eyes of hazel or brown. Their hair ranges from black to dark brown, but in the lands where the Mulan are most prominent, nobles and many other Mulan shave off all their hair.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Mulan Names:\",\"entry\":\"(Male) Aoth, Bareris, Ehput-Ki, Kethoth, Mumed, Ramas, So-Kehur, Thazar-De, Urhur; (female) Arizima, Chathi, Nephis, Nulara, Murithi, Sefris, Thola, Umara, Zolis; (surnames) Ankhalab, Anskuld, Fezim, Hahpet, Nathandem, Sepret, Uuthrakt\"}]}]},{\"type\":\"entries\",\"name\":\"Rashemi\",\"entries\":[\"Most often found east of the Inner Sea and often intermingled with the Mulan, Rashemis tend to be short, stout, and muscular. They usually have dusky skin, dark eyes, and thick black hair.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Rashemi Names:\",\"entry\":\"(Male) Borivik, Faurgar, Jandar, Kanithar, Madislak, Ralmevik, Shaumar, Vladislak; (female) Fyevarra, Hulmarra, Immith, Imzel, Navarra, Shevarra, Tammith, Yuldra; (surnames) Chergoba, Dyernina, Iltazyara, Murnyethara, Stayanoga, Ulmokina\"}]}]},{\"type\":\"entries\",\"name\":\"Shou\",\"entries\":[\"The Shou are the most numerous and powerful ethnic group in Kara-Tur, far to the east of Faerun. They are yellowish-bronze in hue, with black hair and dark eyes. Shou surnames are usually presented before the given name.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Shou Names:\",\"entry\":\"(Male) An, Chen, Chi, Fai, Jiang, Jun, Lian, Long, Meng, On, Shan, Shui, Wen; (female) Bai, Chao, Lia, Lei, Mei, Qiao, Shui, Tai; (surnames) Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin, Sum, Tan, Wan\"}]}]},{\"type\":\"entries\",\"name\":\"Tethyrian\",\"entries\":[\"Widespread along the entire Sword Coast at the western edge of Faerun, Tethyrians are of medium build and height, with dusky skin that tends to grow fairer the farther north they dwell. Their hair and eye color varies widely, but brown hair and blue eyes are the most common. Tethyrians primarily use Chondathan names.\"]},{\"type\":\"entries\",\"name\":\"Turami\",\"entries\":[\"Native to the southern shore of the Inner Sea, the Turami people are generally tall and muscular, with dark mahogany skin, curly black hair, and dark eyes.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Turami Names:\",\"entry\":\"(Male) Anton, Diero, Marcon, Pieron, Rimardo, Romero, Salazar, Umbero; (female) Balama, Dona, Faila, Jalana, Luisa, Marta, Quara, Selise, Vonda; (surnames) Agosto, Astorio, Calabra, Domine, Falone, Marivaldi, Pisacar, Ramondo\"}]}]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PHB/Human.webp\"},\"width\":365,\"height\":618}]},{\"name\":\"Human\",\"source\":\"XPHB\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Found throughout the multiverse, humans are as varied as they are numerous, and they endeavor to achieve as much as they can in the years they are given. Their ambition and resourcefulness are commended, respected, and feared on many worlds.\",\"Humans are as diverse in appearance as the people of Earth, and they have many gods. Scholars dispute the origin of humanity, but one of the earliest known human gatherings is said to have occurred in Sigil, the torus-shaped city at the center of the multiverse and the place where the Common language was born. From there, humans could have spread to every part of the multiverse, bringing the City of Doors' cosmopolitanism with them.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/XPHB/Human.webp\"},\"credit\":\"Zuzanna Wuzyk\",\"width\":1700,\"height\":1083}]},{\"name\":\"Human (Amonkhet)\",\"source\":\"PSA\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Of the five humanoid races of Amonkhet, humans are the most diverse and adaptable. Different humans train in a wide variety of fighting styles, including those particularly favored by other races. A human mage might use any of the five colors of mana, while mages of other races focus on one of only two colors. Human {@background vizier|PSA|viziers} serve all five gods, and different human {@background initiate|PSA|initiates} excel in different trials. Humans defy trends and categorization, and opponents who face a human in one-on-one combat can't know what kind of fight to expect—from the foresight and cunning often associated with Kefnet, to a ruthlessness that emulates Bontu. At the beginning of such a fight, this uncertainty can give an edge to the human combatant.\",\"Once the fight has begun, of course, victory relies on different factors. But here, the human drive toward perfection once more tilts the scales in their favor. Humans are willing to go to any length, exhausting all available options, to reach the pinnacle of achievement and win the favor of the God-Pharaoh.\",{\"type\":\"entries\",\"name\":\"Two Roads to Perfection\",\"entries\":[\"As diverse as they are in most respects, the humans of Amonkhet share a drive toward perfection. However, they approach this challenge differently. Some humans specialize in a relatively narrow set of skills, while others seek to master a wide range.\",{\"type\":\"entries\",\"name\":\"Perfection through Specialization\",\"entries\":[\"Humans who choose a path of specialization often piously identify with one of the five gods (often as a {@background vizier|PSA}), and thus focus on one aspect of perfection. For them, the best way to earn a place in the afterlife is to hone a single facet of their character to the utmost quality, and as {@background initiate|PSA|initiates}, they hope to put that quality to use in all five trials. A mage {@background initiate|PSA} who identifies with Hazoret might cultivate zeal above all other virtues, master spells of fiery magic to channel that powerful emotion, and rely on raw energy and enthusiasm to get through the four trials leading up to Hazoret's final test. An {@background initiate|PSA} dedicated to Oketra, on the other hand, relies on cooperation, solidarity, and teamwork to get through the trials—even Bontu's Trial of Ambition, which attempts to break down such bonds. To Oketra's disciple, ambition means a drive to help an entire crop of initiates achieve glory together, rather than exalting oneself over others. Humans with this viewpoint see their chosen virtue coloring all others, and believe that the five gods offer their people a choice of which virtue to emulate and emphasize.\"]},{\"type\":\"entries\",\"name\":\"Perfection through Balance\",\"entries\":[\"Other humans believe that true perfection lies in mastering all the virtues, without giving preference to any one over the others. They compare themselves to multifaceted stones whose beauty lies in the polished perfection of every facet. These humans are careful not to let their skills in one area outshine their other efforts, and if they grow too accomplished in one set of skills, they set it aside to concentrate their training on others until their abilities are in balance once more.\",\"Philosophically, such humans believe that the gods are five in number so as to remind the people of Amonkhet not to focus their attention on a single god or a single virtue, but to serve the gods equally and master their teachings to the same degree. Thus they hope to achieve a balanced state of perfection that will guarantee their admission into the afterlife.\"]}]},{\"type\":\"entries\",\"name\":\"Combat Classes\",\"entries\":[\"Most human initiates focus their studies on a single specialization—hand-to-hand combat, long-range combat, or magical combat. Humans who choose hand-to-hand combat might focus with single-minded devotion on the use of the sickle-bladed khopesh (treat as a {@item longsword|phb}). Other hand-to-hand specialists take a broader perspective and study the use of all weapons equally.\",\"Some humans, however, apply the idea of perfection through balance to these combat specializations as well, fusing multiple styles together into a unique blend. For example, a human {@background initiate|PSA} might use spells to shape sand into a sword or to wreathe arrows with life-draining magic. Other {@background initiate|PSA|initiates} strike with an axe in one hand while throwing smaller axes with the other, employing techniques of both hand-to-hand and long-range combat. Some humans use slings to launch fireballs, create illusory nets to restrain their opponents, or craft their blades from solid toxins.\"]},\"The humans of Amonkhet use the {@race Human (Variant)|PHB|variant human} traits presented in the {@book Player's Handbook|PHB}. This allows them greater specialization from the very beginning of their careers, and emphasizes the diversity of the human race.\"]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSA/Human (Amonkhet).webp\"},\"title\":\"Soul-Scar Mage\",\"credit\":\"Steve Argyle\",\"width\":1174,\"height\":883},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSA/Human (Amonkhet)2.webp\"},\"title\":\"Victory\",\"credit\":\"Grzegorz Rutkowski\",\"width\":1276,\"height\":556}]},{\"name\":\"Human (Base)\",\"source\":\"PHB\",\"_copy\":{\"name\":\"Human\",\"source\":\"PHB\"}},{\"name\":\"Human (Innistrad)\",\"source\":\"PSI\",\"entries\":[\"Innistrad's population is mostly human, and player characters in an Innistrad campaign should be human in most circumstances. However, the humans of Kessig are different in many respects from those of Gavony, and Nephalia's urban culture is very distinct from the shadow-draped land of Stensia. Diversity among player characters comes not from race, but from each character's home province.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSI/Innistrad.webp\"},\"title\":\"Diregraf Escort\",\"credit\":\"Ryan Pancoast\",\"width\":617,\"height\":673},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSI/Innistrad2.webp\"},\"title\":\"Silverblade Paladin\",\"credit\":\"Jason Chan\",\"width\":865,\"height\":624},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSI/Innistrad3.webp\"},\"title\":\"Lunar Mystic\",\"credit\":\"Wesley Burt\",\"width\":807,\"height\":575}]},{\"name\":\"Human (Innistrad; Gavony)\",\"source\":\"PSI\",\"_copy\":{\"name\":\"Human (Innistrad)\",\"source\":\"PSI\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Whether safe behind the walls of the High City of Thraben or out in the moors with little more than shuttered windows, barred doors, and grim determination to stand against the horrors of the night, the humans of Gavony are the most well-rounded people of Innistrad.\"]}]}}}}},{\"name\":\"Human (Innistrad; Kessig)\",\"source\":\"PSI\",\"_copy\":{\"name\":\"Human (Innistrad)\",\"source\":\"PSI\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"For the Kessiger, life is work. Kessigers are farmers, millers, weavers, and stonemasons, living close to the land and working hard for every meal. This makes them self-reliant, pragmatic, and plainspoken.\"]}]}}}}},{\"name\":\"Human (Innistrad; Nephalia)\",\"source\":\"PSI\",\"_copy\":{\"name\":\"Human (Innistrad)\",\"source\":\"PSI\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Beneath an ever-present shroud of fog billowing in from the sea, the people of Nephalia maintain a semblance of normalcy, buying and selling goods from across Innistrad in their bustling markets, setting out to sea in tiny fishing boats, or tilling the soggy earth in waterlogged fields.\"]}]}}}}},{\"name\":\"Human (Innistrad; Stensia)\",\"source\":\"PSI\",\"_copy\":{\"name\":\"Human (Innistrad)\",\"source\":\"PSI\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Countless generations of hardship and proximity to the vampire strongholds—leading to lost children and neighbors—have taught Stensians to guard their hearts. They are proud and fervent in their beliefs but seem brusque or even cold to the people of other provinces.\"]}]}}}}},{\"name\":\"Human (Ixalan)\",\"source\":\"PSX\",\"entries\":[\"Humans are found throughout the plane of Ixalan, both in the lands of Torrezon (now controlled by the Legion of Dusk) and in the Sun Empire. The vampires of the Legion of Dusk were once human, and the peasant and servant populations they rule still are. As the Legion of Dusk conquered Torrezon, its forces drove many human populations before them, including those who first formed the Free Cities and later fled across the ocean to form the core of the Brazen Coalition.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSX/Human.webp\"},\"title\":\"Ixalli's Keeper\",\"credit\":\"Lake Hurwitz\",\"width\":630,\"height\":1026},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSX/Human2.webp\"},\"title\":\"Navigator's Ruin\",\"credit\":\"Zoltan Boros\",\"width\":625,\"height\":497},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSX/Human3.webp\"},\"title\":\"Seeker's Squire\",\"credit\":\"Anthony Palumbo\",\"width\":625,\"height\":514}]},{\"name\":\"Human (Kaladesh)\",\"source\":\"PSK\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Curiosity is an itch that must be scratched.\"]},\"The humans of Kaladesh are a race full of passionate aspiration. At their best, humans attempt grand and expansive endeavors, driven to strive after the loftiest and most impossible goals. At their worst, humans are superficial, impractical dreamers who are blind to the consequences of their misguided actions. However, there can be no denying that the best and the worst of humankind—along with the vast swath of humanity in between—have been instrumental in shaping the history of Kaladesh, and continue to shape the destiny of the plane. Their curiosity, their ambition, their apparently boundless energy, and the scope of their vision are powerful forces that drive invention forward.\",\"Human characters thrive on variety and crave new experiences. It's not uncommon for humans to explore several different fields and disciplines in their lifetimes, sometimes abandoning years of accomplishments in one pursuit for the sake of pursuing something new and exciting. This tendency often produces characters who have just enough knowledge of many different fields to be dangerous in all of them. But at the same time, many humans excel at creating synthesis and finding connections between apparently disparate disciplines, bringing a cross-pollination to the process of invention that drives innovation across every field.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSK/Human.webp\"},\"title\":\"Artificer's Epiphany\",\"credit\":\"Kieran Yanner\",\"width\":1276,\"height\":836}]},{\"name\":\"Human (Keldon)\",\"source\":\"PSD\",\"entries\":[\"The people of Keld are human, but they are like no other humans anywhere. Nearly all adults stand over six feet tall, and heights above seven feet are not uncommon. They are massively muscled and have gray skin, ranging from an ashy gray-white to a deeper bluegray. The typical {@race Human (Keldon)|PSD}'s hairline points sharply down in the middle of the forehead and at either temple, but recedes elsewhere—sometimes dramatically. {@race Human (Keldon)|PSD|Keldons} are remarkably resistant to the cold of their homeland, baring skin even in near-freezing temperatures without discomfort.\",\"Keldons value self-reliance, strength, and courage above all else. Anything that is the product of their own labor is a fine thing. Anything else is treated with a healthy dose of skepticism. At best, they are a proud, pragmatic, passionate people, and their loyalty is fierce once earned. At worst, they can be reckless, hot-tempered, and violent—and no small number of Keldons still consider these qualities virtues rather than vices.\",\"Because of their many exploits as both conquerors and mercenaries, Keldons appear in the legends and histories of other peoples across the world. Sometimes these tales are exaggerated—but many that sound exaggerated are not.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSD/Keldon.webp\"},\"title\":\"Garna, the Bloodflame\",\"credit\":\"Winona Nelson\",\"width\":628,\"height\":371},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSD/Keldon2.webp\"},\"title\":\"Grand Warlord Radha\",\"credit\":\"Anna Steinbauer\",\"width\":464,\"height\":901}]},{\"name\":\"Human (Zendikar)\",\"source\":\"PSZ\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Humans are the most numerous, diverse, and adaptable folk of Zendikar, and they form the core of most exploratory and adventurous expeditions across the plane. Though many humans huddle behind stone walls and wooden ramparts, at least somewhat protected from the perils of Zendikar, a significant number venture out from the safety of those walls to explore and defend their world. As the Eldrazi spread, more and more humans are driven out of their refuges and forced to confront the harsh reality of that alien threat.\",{\"type\":\"entries\",\"name\":\"Life on the Frontiers\",\"entries\":[\"Most human communities on Zendikar are tiny villages, remote outposts, or temporary encampments. These settlements are found on every continent, from the coastal villages of Guul Draz to the giant caravan of Goma Fada on Akoum. Without the safety of walls and ramparts, frontier life is all about the struggle for survival, leaving little time or energy for scholarly pursuits. The people of most of these communities rely on hunting, gathering, herding, and trading for the food and other goods they need. Some, however, survive by preying on the people of other communities and caravans.\"]},{\"type\":\"entries\",\"name\":\"Civilized Humanity\",\"entries\":[\"Despite the harshness of life on Zendikar, human civilization flourishes in a few scattered towns. Sea Gate (on the continent of Tazeem), Affa Town (on Akoum), and the so-called Free City of Nimana (in Guul Draz) are the most notable of these, boasting organized military forces, institutions of learning, established traditions of magic, houses of worship, and dark underbellies of crime and corruption. With populations measured in the thousands, these settlements would barely qualify as towns on other planes, but they have no rivals on Zendikar except the vampire city of Malakir—which has been in ruins since the emergence of the Eldrazi.\",{\"type\":\"entries\",\"name\":\"The Expeditionary Houses\",\"entries\":[\"In Sea Gate, five so-called expeditionary houses launch regular excursions into the wilds for various purposes. Named for the destinations of their first expeditions, they are the Valakut House, the Pelakka Foundation, and the Akoum, Murasa, and Bala Ged Expeditionary Houses. The rivalries among the houses are legendary, and they are known to sabotage each other's expeditions. Each maintains hostels in various settlements, which serve as resources for adventurers and explorers who need to hire guides or purchase supplies.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSZ/Human.webp\"},\"title\":\"Dragonmaster Outcast\",\"credit\":\"Raymond Swanland\",\"width\":590,\"height\":424},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSZ/Human2.webp\"},\"title\":\"Kazandu Blademaster\",\"credit\":\"Michael Komarck\",\"width\":294,\"height\":215},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSZ/Human3.webp\"},\"title\":\"Serene Steward\",\"credit\":\"Magali Villeneuve\",\"width\":567,\"height\":359},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSZ/Human4.webp\"},\"title\":\"Sea Gate Oracle\",\"credit\":\"Daniel Ljunggren\",\"width\":325,\"height\":236}]},{\"name\":\"Jerbeen\",\"source\":\"HWCS\",\"entries\":[\"{@font tiny yet brave|HPPHumblescratch}\",{\"type\":\"quote\",\"entries\":[\"\\\"I shall reclaim the Gasparian Isles and return my family to their homeland\\\"\"],\"by\":\"Pico Piante, Swashbuckler Extraordinaire\"},\"Jerbeens are small mouse-like folk with long, furred tails that help them balance. In proportion to the rest of their body, a jerbeen's legs are long and powerful. Jerbeens can be found in a variety of places across the Wood, usually forming their own communities within birdfolk perches and humblefolk villages. Seldom do they live alone. A jerbeen's home can contain several generations, including extended family and cousins living together under one roof. Jerbeens have a strong sense of family and like to surround themselves with good company wherever they rest.\",{\"name\":\"Outsize Courage\",\"entries\":[\"Jerbeens are the smallest inhabitants of Humblewood, dwarfed by nearly every kind of creature they encounter. While they are quick and nimble, and possess an affable attitude, they are not very strong, brave, or powerful on their own. When they stand with a group, jerbeens are emboldened: the presence of others reassures them, granting them the courage to face even the largest threats head on. They excel in team strategies, helping one another solve problems that could not be surmounted alone.\"],\"type\":\"entries\"},{\"name\":\"Community First\",\"entries\":[\"The communal slant of jerbeens stems from more than just their love of good company: jerbeen are kind and considerate creatures, known for their joviality and charm. Being small and not particularly strong gives them a perspective that allows them to easily empathize with others, though not all jerbeens share this compassionate outlook. Some respond to the dangers outside their community by becoming insular and fearing all non-jerbeens. Jerbeens value privacy, but true isolation from friends, families, or loved ones is considered to be the worst possible fate a jerbeen could suffer.\"],\"type\":\"entries\"}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/HWCS/Jerbeen-Swashbuckler.webp\"},\"width\":631,\"height\":819}]},{\"name\":\"Kalashtar\",\"source\":\"ERLW\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"I am kalashtar, born of two worlds. Over a thousand years ago, my ancestor bound her bloodline to the spirit Kashtai, and I am a child of that union. Kashtai moves within me. Her memories come to me in dreams, and at times her voice whispers in the silence of my mind. As long as at least one of my sisters is alive, Kashtai will survive—and as long as she lives, she will fight il-Lashtavar.\"],\"by\":\"Lakashtai, servant of the light\"},\"The kalashtar are a compound people, created from the union of humanity and renegade spirits from the plane of dreams—spirits called quori. Kalashtar are often seen as wise, spiritual people with great compassion for others. There is an unmistakable alien quality to the kalashtar, though, as they are haunted by the conflicts of their otherworldly spirits.\",{\"type\":\"entries\",\"name\":\"Bound to Spirits\",\"entries\":[\"Every kalashtar has a connection to a spirit of light, a bond shared by other members of their bloodline. Kalashtar appear human, but their spiritual connection affects them in a variety of ways. Kalashtar have symmetrical, slightly angular features, and their eyes often glow when they are focused or expressing strong emotions.\",\"Kalashtar can't directly communicate with their quori spirits. Rather, they might experience this relationship as a sense of instinct and inspiration, drawing on the memories of the spirit when they dream. This connection grants kalashtar minor psionic abilities, as well as protection from psychic attacks. All of these quori dream-spirits are virtuous, but some are warriors and others are more contemplative. Work together with the DM to determine the nature of your linked spirit. Typically, a kalashtar knows the name and nature of their spirit, but some may know nothing of their spirit or the source of their psychic gifts, such as an orphan kalashtar raised among strangers.\",\"The bond to the spirit can cause some kalashtar to display unusual quirks. Consider rolling or selecting a trait from the Kalashtar Quirks table.\",{\"type\":\"table\",\"caption\":\"Kalashtar Quirks\",\"colLabels\":[\"d10\",\"Quirk\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You try to understand the motives and feelings of your enemies.\"],[\"2\",\"You prefer using telepathy over speaking aloud.\"],[\"3\",\"You feel a strong drive to protect the innocent.\"],[\"4\",\"You apply dream logic to mundane situations.\"],[\"5\",\"You discuss things out loud with your quori spirit.\"],[\"6\",\"You suppress your emotions and rely on logic.\"],[\"7\",\"You are strongly influenced by the emotions of those around you.\"],[\"8\",\"You prefer to find nonviolent solutions to problems whenever possible.\"],[\"9\",\"You are driven by a warrior spirit and will fight for any noble cause.\"],[\"10\",\"You are obsessed with Dreaming Dark conspiracies.\"]]}]},{\"type\":\"entries\",\"name\":\"Hunted by Nightmares\",\"entries\":[\"The virtuous spirits tied to the kalashtar fled from the dream-realm of Dal Quor to escape evil spirits that dominate it. The rebel quori believe that through meditation and devotion, they can change the fundamental nature of Dal Quor, shifting the balance from darkness to light. Most kalashtar communities focus on acts of devotion known as the Path of Light. But the dark powers of Dal Quor have their own plans for Eberron. Through the force known as the Dreaming Dark, these monsters manipulate the folk of Khorvaire to eliminate kalashtar whenever possible.\",\"Many kalashtar defend themselves from the Dreaming Dark by focusing on devotion to the Path of Light. Others, though, seek out the agents of the Dreaming Dark and oppose their plans, or protect the innocent however they can. Still other kalashtar grow up isolated, knowing nothing about Dal Quor or the Dreaming Dark. Such orphans might use their abilities for personal gain or otherwise act against the virtuous instincts of their quori spirits; this can cause internal conflicts and violent mood swings.\"]},{\"type\":\"entries\",\"name\":\"Kalashtar Names\",\"entries\":[\"A kalashtar name adds a personal prefix to the name of the quori spirit within the kalashtar. Such names have no relation to the kalashtar's gender.\",\"Kalashtar orphans are unlikely to know the name of their spirit and take names from another source.\",\"{@b Quori Names}: Ashana, Ashtai, Ishara, Hareth, Khad, Kosh, Melk, Nari, Tana, Tari, Tash, Ulad, Vakri, Vash\",\"{@b Kalashtar Names}: Coratash, Dalavash, Dolishara, Halakosh, Khoratari, Koratana, Lanhareth, Molavakri, Nevitash, Sorashana, Torashtai, Valakhad, Vishara\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/ERLW/Kalashtar.webp\"},\"credit\":\"Eric Belisle\",\"width\":400,\"height\":1000},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/ERLW/Kalashtar 001.webp\"},\"width\":361,\"height\":618}]},{\"name\":\"Kender\",\"source\":\"DSotDQ\",\"entries\":[\"During the mythical origins of Krynn, Reorx, god of craft, indulged in an age of unfettered creation. Many peoples sprang from his divine forge, but not all among them remained as the god created them. Altered by unbridled magic, a group of gnomes were transformed and given almost supernatural curiosity and fearlessness. These were the first kender.\",\"Originating on the world of Krynn, kender are diminutive Humanoids who look like humans with pointed ears and diverse appearances. Kender have a supernatural curiosity that drives them to adventure. Due to this inquisitiveness, many kender find themselves falling through portals to other planes and worlds.\",\"Kender sometimes amass impressive collections of curiosities. Some might collect mundane knickknacks or relics from magical sites, while others might become professional thieves.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/DSotDQ/Kender.webp\"},\"credit\":\"Linda Lithén\",\"width\":1700,\"height\":1135}]},{\"name\":\"Kenku\",\"source\":\"MPMM\",\"entries\":[\"Feathered folk who resemble ravens, kenku are blessed with keen observation and supernaturally accurate memories. None of them can remember the origin of the first kenku, however, and they often joke that there are as many kenku origin stories as there are kenku. Some of them paint their genesis as a curse, being a flightless bird people doomed to mimic other people's creations. Other kenku recite cryptic but beautiful poems about their advent being a blessed event in which they were sent into the multiverse to observe and catalog its many wonders.\",\"Whatever their true origin, kenku are most often found in the Shadowfell and the Material Plane, and they tend to have the coloration typical of ravens.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/MPMM/Kenku.webp\"},\"credit\":\"Scott Murphy\",\"width\":691,\"height\":850}]},{\"name\":\"Kenku\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Haunted by an ancient crime that robbed them of their wings, the kenku wander the world as vagabonds and burglars who live at the edge of human society. Kenku suffer from a sinister reputation that is not wholly unearned, but they can prove to be valuable allies.\",{\"type\":\"entries\",\"name\":\"An Ancient Curse\",\"entries\":[\"The kenku once served a mysterious, powerful entity on another plane of existence. Some believe they were minions of Grazz't, while others say that they were scouts and explorers for the Wind Dukes of Aaqa. Whatever the truth, according to legend, the kenku betrayed their master. Unable to resist the lure of a beautiful sparkling treasure, the kenku plotted to steal the item and escape to the Material Plane.\",\"Unfortunately for the kenku, their master discovered their plan before they could enact it. Enraged, the entity imposed three dreadful curses upon them. First, the kenku's beloved wings withered and fell away from their bodies, leaving them bound to the earth. Second, because their ingenuity and skill had turned toward scheming against their patron, the spark of creativity was torn from their souls. Finally, to ensure that the kenku could never divulge any secrets, their master took away their voices. Once the entity was satisfied that they had been sufficiently punished, the kenku were set loose on the Material Plane.\",\"Since then, the kenku have wandered the world. They settle in places that accept them, usually bleak cities that have fallen on hard times and are overrun with crime.\"]},{\"type\":\"entries\",\"name\":\"Dreams of Flight\",\"entries\":[\"Above all else, kenku wish to regain their ability to fly. Every kenku is born with a desire to take to the air, and those who learn spellcasting do so in hope of mastering spells that will allow them to fly. Rumors of magic items such as flying carpets, brooms capable of flight, and similar objects provoke a great desire for the kenku to acquire the items for themselves.\",\"Despite their lack of wings, kenku love dwelling in towers and other tall structures. They seek out ruins that reach to the sky, though they lack the motivation and creativity to make repairs or fortify such places. Even so, their light weight and size allow them to dwell in rickety structures that would collapse beneath a human or an orc.\",\"Some thieves' guilds use kenku as lookouts and messengers. The kenku dwell in the tallest buildings and towers the guild controls, allowing them to lurk in the highest levels and to keep watch on the city below.\"]},{\"type\":\"entries\",\"name\":\"Hopeless Plagiarists\",\"entries\":[\"As a result of their lack of creativity, kenku function comfortably as minions of a powerful master. Flock leaders enforce discipline and minimize conflicts, but they fail at effective planning or crafting longterm schemes.\",\"Although unable to speak in their own voices, kenku can perfectly mimic any sound they hear, from a halfling's voice to the noise of rocks clattering down a hillside. However, kenku cannot create new sounds and can communicate only by using sounds they have heard. Most kenku use a combination of overheard phrases and sound effects to convey their ideas and thoughts.\",\"By the same token, kenku have no ability to invent new ideas or create new things. Kenku can copy existing items with exceptional skill, allowing them to become excellent artisans and scribes. They can copy books, make replicas of objects, and otherwise thrive in situations where they can produce large numbers of identical items. Few kenku find this work satisfying, since their quest for the freedom of flight makes them ill-suited to settle into a routine.\"]},{\"type\":\"entries\",\"name\":\"Ideal Minions\",\"entries\":[\"Kenku gather in groups called flocks. A flock is led by the oldest and most experienced kenku with the widest store of knowledge to draw on, often called Master.\",\"Although kenku can't create new things, they have a talent for learning and memorizing details. Thus, ambitious kenku can excel as superb spies and scouts. A kenku who learns of clever schemes and plans devised by other creatures can put them to use. The kenku lack the talent to improvise or alter a plan, but a wise Master sets multiple plans in motion at once, confident that underlings can follow orders to the letter.\",\"For this reason, many kenku make an easy living serving as messengers, spies, and lookouts for thieves' guilds, bandits, and other criminal cartels. A network of kenku can relay a bird call or similar noise across the city, alerting their allies to the approach of a guard patrol or signaling a prime opportunity for a robbery.\",\"Since kenku can precisely reproduce any sound, the messages they carry rarely suffer degradation or shifts in meaning. Human messengers might switch words or phrases and garble a message inadvertently, but the kenku produce perfect copies of whatever they hear.\"]},{\"type\":\"entries\",\"name\":\"Kenku Adventurers\",\"entries\":[\"Kenku adventurers are usually the survivors of a flock that has sustained heavy losses, or a rare kenku who has grown weary of a life of crime. These kenku are more ambitious and daring than their fellows. Others strike out on their own in search of the secrets of flight, to master magic, or to uncover the secret of their curse and find a method to break it.\",\"Kenku adventurers, despite their relative independence, still have a tendency to seek out a companion to emulate and follow. A kenku loves to mimic the voice and words of its chosen companion.\"]},{\"type\":\"inset\",\"name\":\"Roleplaying a Kenku\",\"entries\":[\"If you're playing a kenku, constant attempts to mimic noises can come across as confusing or irritating rather than entertaining. You can just as easily describe the sounds your character makes and what they mean. Be clear about your character's intentions unless you're deliberately aiming for inscrutable or mysterious.\",\"You might say, \\\"Snapper makes the noise of a hammer slowly and rhythmically tapping a stone to show how bored he is. He plays with his dagger and studies the Lords' Alliance agent sitting at the bar.\\\" Creating a vocabulary of noises for the other players to decode might sound like fun, but it can prove distracting and could slow down the game.\"]},{\"type\":\"entries\",\"name\":\"Kenku Names\",\"entries\":[\"Given that kenku can duplicate any sound, their names are drawn from a staggering variety of noises and phrases. Kenku names tend to break down into three categories that make no distinction between male and female names.\",\"Kenku thugs, warriors, and toughs adopt noises made by weapons, such as the clang of a mace against armor or the sound made by a breaking bone. Non-kenku refer to the kenku by describing this noise. Examples of this type of name include Smasher, Clanger, Slicer, and Basher.\",\"Kenku thieves, con artists, and burglars adopt animal noises, typically those common in urban settings. In this manner, kenku can call out to each other while those who overhear them mistake them for common animals. Non-kenku use names that refer to the sound made or the animal a kenku mimics, such as Rat Scratch, Whistler, Mouser, and Growler.\",\"Some kenku turn their back on crime to pursue legitimate trades. These kenku adopt noises made as part of their craft. A sailor duplicates the sound of a fluttering sail, while a smith mimics the clanging of a hammer on metal. Non-kenku describe these folk by their trade sounds, such as Sail Snap, Hammerer, and Cutter.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/VGM/Kenku.webp\"},\"width\":420,\"height\":530}]},{\"name\":\"Khenra\",\"source\":\"PSA\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The khenra of Amonkhet are tall and lean, with graceful bodies and heads that strongly resemble {@creature jackal||jackals}. Their snouts are long and sharp, and their angular ears rise straight above their heads. Their bodies are covered in dark, sleek hair that ranges from the brown of the desert sands to ebony black. Despite their sharp teeth, they consider biting to be an uncouth and unworthy combat tactic.\",\"Nearly every khenra is born a fraternal or identical twin, and a pair of khenra twins forms an extremely close emotional bond unknown to most other residents of Amonkhet. The death of one twin in training or the trials causes a tremendous shock to the survivor, who typically grows more aggressive and foolhardy in battle. The rare khenra who are born without twins are believed to have killed their siblings in the womb, and are thus viewed as natural-born {@background initiate|PSA|initiates}, sure to achieve a glorified death in the Trial of Zeal.\",{\"type\":\"entries\",\"name\":\"Strength and Zeal\",\"entries\":[\"Many khenra believe that they are created in the image of Hazoret, and though they venerate all five gods in the manner of all citizens of Naktamun, they have a special affinity for the teachings and philosophy of the god of zeal. These khenra share a deep love of combat, especially hand-to-hand fighting, and they devote themselves to their training with particular intensity.\",\"The familial bond experienced in the Family Temple of Hazoret's monument is a part of every khenra's experience as one of a pair of twins. As such, these khenra sometimes think of themselves as Hazoret's children even before they finish the fourth trial. For her part, Hazoret seems to favor khenra among her {@background vizier|PSA|viziers}, and some say that she shows particular favor to khenra {@background initiate|PSA|initiates} who survive to reach the Trial of Zeal.\",\"Other khenra choose to distance themselves from Hazoret and the reckless battle frenzy she encourages. They devote themselves instead to honing their physical strength, resilience, and adaptability, inspired and guided by the teachings of Rhonas. These khenra have a great fondness for wrestling (or tussling, as they often call it), and they keep careful track of the matches they win and lose against other {@background initiate|PSA|initiates}. They often seek out matches against {@race minotaur (amonkhet)|PSA|minotaurs}, enjoying the challenge of pitting their sinewy strength against the brute muscle of larger and heavier opponents.\"]},{\"type\":\"entries\",\"name\":\"Combat Classes\",\"entries\":[\"Khenra, especially those devoted to Hazoret, are particularly drawn to hand-to-hand combat styles. But the other styles each have their own appeal, and khenra initiates might find themselves specializing in any of the three.\",\"Khenra who focus on hand-to-hand combat often wield the khopesh—a large sickle-bladed sword—as their weapon of choice (treat as a {@item longsword|phb}). Khenra wield these blades with devastating accuracy and power, landing one crushing blow after another in a hail of furious attacks. They favor lightweight armor that doesn't impede their movement, often comparing fighting in organized ranks to wearing a leash that limits their ability to charge, lunge, and roll away from danger. Their natural aggression makes them ideal shock troops, scouts, and skirmishers. And that aggression is even more pronounced in khenra who have already lost their twin, and who sometimes lose any sense of self-preservation as a result.\",\"Khenra who focus on long-range combat prefer hurled weapons—spears and javelins—over bows and slings, and they are known and feared for their deadly accuracy. They carry small cases of {@item javelin|PHB|javelins} into combat, and feel ashamed if they reach the end of a battle with any weapons left unthrown. A khenra might ride on a {@item chariot|PHB} as a {@item spear|PHB} thrower, sometimes augmenting attacks with minor spells of fire magic.\",\"Many khenra mages specialize in fire spells, creating blades or hails of flame to sear and scorch their foes. Their strategy emphasizes overwhelming initial assaults, in magical emulation of Hazoret's battle frenzy. Others prefer magic that augments their natural speed and strength, bolsters their endurance, or drains strength from their enemies. They work to hone their spells alongside their bodies, incorporating elements of hand-to-hand combat into their spellcasting.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSA/Khenra.webp\"},\"title\":\"Trueheart Twins\",\"credit\":\"Matt Stewart\",\"width\":1276,\"height\":786},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSA/Khenra2.webp\"},\"title\":\"Nimble-Blade Khenra\",\"credit\":\"Tomasz Jedruszek\",\"width\":1275,\"height\":705}]},{\"name\":\"Kobold\",\"source\":\"MPMM\",\"entries\":[\"Some of the smallest draconic creatures in the multiverse, kobolds display their draconic ancestry in the glint of their scales and in their roars. Legends tell of the first kobolds emerging from the Underdark near the lairs of the earliest dragons. In some lands, kobolds serve chromatic or metallic dragons—even worshiping them as divine beings. In other places, kobolds know too well how dangerous those dragons can be and help others defend against draconic destruction.\",\"Whatever their relationship to dragons, kobold scales tend to be rust colored, although the occasional kobold sports a scale color more akin to that of a chromatic or a metallic dragon. A kobold's cry can express a range of emotion: anger, resolve, elation, fear, and more. Regardless of the emotion expressed, their cry resonates with draconic power.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/MPMM/Kobold.webp\"},\"credit\":\"Christopher Burdett\",\"width\":600,\"height\":850}]},{\"name\":\"Kobold\",\"source\":\"VGM\",\"monstrous\":true,\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/VGM/Kobold.webp\"},\"width\":420,\"height\":557}]},{\"name\":\"Kor\",\"source\":\"PSZ\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Deeply reverent of the land and its sacred sites, the nomadic kor live a spare existence defined by their constant travels. Masters of ropes and hooks, they scale sheer cliffs and cross yawning chasms with such skill and agility that they sometimes seem almost to take flight.\",\"Kor are associated with white mana, and their wizards and clerics employ spells of healing, of banishing the dark, and of protection. Their personalities and ideals also mesh with the characteristics of white mana in their emphasis on an ordered, harmonious community with strong traditions binding its members together.\",{\"type\":\"entries\",\"name\":\"Slender and Silent\",\"entries\":[\"Kor are tall, slender humanoids with light hair and gray, blue-gray, or ivory skin. All kor have slightly pointed ears, and males have short, fleshy barbels on their chins. They paint softly glowing geometric patterns on their faces and bodies, suggestive of the shapes and design of the hedrons that appear across Zendikar. Their clothing tends to leave their arms and shoulders free to facilitate climbing, and they keep most of their gear in pouches and slings at their waists.\",\"The kor have a nonverbal language of hand signs and gestures that allows communication despite significant distance (particularly when augmented with whirling ropes) or howling winds. They also use this sign language among themselves when they wish to avoid being overheard, giving rise to misguided rumors that they are incapable of speech. When they do speak, they typically use as few words as possible to convey their meaning.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSZ/Kor.webp\"},\"title\":\"Kor Sanctifiers\",\"credit\":\"Dan Scott\",\"width\":543,\"height\":358},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSZ/Kor2.webp\"},\"title\":\"Kor Entanglers\",\"credit\":\"Jason Rainville\",\"width\":495,\"height\":453}]},{\"name\":\"Leonin\",\"source\":\"MOT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The leonin guard the shining lands of Oreskos, a golden plain where even the gods rarely trespass. Prides of these nomadic, lion-like humanoids rarely interact with other peoples, having all they need in their shimmering homeland and knowing the treachery of strangers. Still, some leonin wonder what lies beyond Oreskos's border mountains and seek to test themselves in a wider world.\",{\"type\":\"entries\",\"name\":\"Noble and Fierce\",\"entries\":[\"Leonin tend to be tall compared to humans and move with a boldness that suggests their physical might. Tawny fur covers leonin bodies, and some grow thick manes ranging in shades from gold to black. While their hands prove as nimble as those of other humanoids, leonin have retractable feline claws, which they can extend instantly. This, along with their ability to produce bone-shaking roars, gives most leonin an air that readily shifts between regal and fearsome.\",\"Leonin often act with confidence, which can come off as imperiousness. While this can reassure their allies, it can also suggest defiance in the face of what they perceive as imposed authority or unworthy experts.\"]},{\"type\":\"entries\",\"name\":\"Quick to Quarrel\",\"entries\":[\"Other peoples often perceive leonin as quick to take offense, intolerant of criticism, or belligerent. The truth is that many leonin simply enjoy fighting, whether verbal or physical. They take pleasure in argument, wrestling, sparring, and even battle, enjoying the opportunity to exercise their minds and bodies.\",\"It follows, too, that leonin aren't inclined to carry grudges. A warrior might react with sudden violence to an insult, but when the fight is over (and the leonin's superiority proven), the insult is forgotten—along with the vanquished foe.\"]},{\"type\":\"entries\",\"name\":\"Pride and Self-Reliance\",\"entries\":[\"Few leonin devote themselves to the service of the gods. Centuries ago, the leonin worshiped the same gods that humans do, but after many of their prides suffered depravities at the hands of the tyrant Agnomakhos, most leonin rejected the gods. It's not that they deny the existence of deities; they merely see the gods as mercurial and ultimately unworthy of adoration. The Leonin and the Gods table suggests the range of attitudes that leonin might adopt toward the gods.\",\"Leonin rely on themselves and their prides. A pride is bound together by the experience of a shared challenge and, in particular, the sacred act of the hunt. See {@book chapter 3|MOT|3|Oreskos} for more details on Oreskos and the leonin who call that land home.\",{\"type\":\"table\",\"caption\":\"Leonin and the Gods\",\"colLabels\":[\"d6\",\"Attitude\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I'm amused by the antics of the gods and their earnest, but ultimately deluded, mortal champions, and I feel smugly superior in my detachment.\"],[\"2\",\"The meddling of the gods in mortal affairs makes me angry and bitter. I wish they would just leave us all alone!\"],[\"3\",\"I view the gods as worthy adversaries—incredibly clever and well-prepared to play a long game but ultimately doomed to lose their games.\"],[\"4\",\"I'm certain every bad thing that happens can ultimately be blamed on the gods, but I roll my eyes at each new twist of fate and try to get on with my life.\"],[\"5\",\"I wish that I could be as naive as humans and other mortals who actually think the gods are looking out for them. I miss that kind of innocence.\"],[\"6\",\"I don't talk about it among other leonin, but I actually revere the gods and try to please them by my actions.\"]]}]},{\"type\":\"entries\",\"name\":\"Leonin Names\",\"entries\":[\"Along with their personal names, leonin identify themselves by their pride. A member of the Flintclaw pride with the personal name of Ziore, for example, would likely style herself as Ziore of the Flintclaw.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Female Names:\",\"entry\":\"Aletha, Atagone, Demne, Doxia, Ecate, Eriz, Gragonde, Iadma, Koila, Oramne, Seza, Ziore\"},{\"type\":\"item\",\"name\":\"Male Names:\",\"entry\":\"Apto, Athoz, Baragon, Bryguz, Eremoz, Gorioz, Grexes, Oriz, Pyxathor, Teoz, Xemnon, Xior\"},{\"type\":\"item\",\"name\":\"Pride Names:\",\"entry\":\"Embereye, Flintclaw, Goldenfield, Ironmane, Starfeller, Sunguides\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/MOT/Leonin.webp\"},\"credit\":\"Wisnu Tan\",\"width\":1500,\"height\":1102},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/MOT/Leonin Matron.webp\"},\"title\":\"Leonin matrons lead the prides of Oreskos, protecting the plains from interlopers\",\"credit\":\"Steve Prescott\",\"width\":1500,\"height\":1002}]},{\"name\":\"Lizardfolk\",\"source\":\"MPMM\",\"entries\":[\"The saurian lizardfolk are thought by some sages to be distant cousins of dragonborn and kobolds. Despite their resemblance to those other scaled folk, however, lizardfolk are their own people and have lived on the worlds of the Material Plane since the worlds' creation. Gifted by the gods with remarkable physical defenses and a mystical connection to the natural world, lizardfolk can survive with just their wits in situations that would be deadly for other folk. Because of that fact, many lizardfolk myths state that their people were placed by the gods in the Material Plane to guard its natural wonders.\",\"Lizardfolk have colorful scales and exhibit a wide array of scale patterns. Their individual facial features are as varied as those of lizards.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/MPMM/Lizardfolk.webp\"},\"credit\":\"April Prime\",\"width\":1700,\"height\":1210}]},{\"name\":\"Lizardfolk\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Only a fool looks at the lizardfolk and sees nothing more than scaly humanoids. Their physical shape notwithstanding, lizardfolk have more in common with iguanas or dragons than they do with humans, dwarves, or elves. Lizardfolk possess an alien and inscrutable mindset, their desires and thoughts driven by a different set of basic principles than those of warm-blooded creatures. Their dismal swamp homes might lie hundreds of miles from the nearest human settlement, but the gap between their way of thinking and that of the smooth-skins is far greater.\",\"Despite their alien outlook, some lizardfolk make an effort to understand and, in their own manner, befriend people of other races. Such lizardfolk make faithful and skilled allies.\",{\"type\":\"entries\",\"name\":\"Alien Minds\",\"entries\":[\"The lizardfolk's reptilian nature comes through not only in their appearance, but also in how they think and act. Lizardfolk experience a more limited emotional life than other humanoids. Like most reptiles, their feelings largely revolve around fear, aggression, and pleasure.\",\"Lizardfolk experience most feelings as detached descriptions of creatures and situations. For example, humans confronted by an angry troll experience fear on a basic level. Their limbs shake, their thinking becomes panicked and jumbled, and they react by instinct. The emotion of fear takes hold and controls their actions. In contrast, lizardfolk see emotions as traits assigned to other creatures, objects, and situations. A lizardfolk doesn't think, \\\"I'm scared.\\\" Instead, aggressive, stronger creatures register to the lizardfolk as fearsome beings to be avoided if possible. If such creatures attack, lizardfolk flee, fighting only if cornered. Lizardfolk aren't scared of a troll; instead, they understand that a troll is a fearsome, dangerous creature and react accordingly.\",\"Lizardfolk never become angry in the way others do, but they act with aggression toward creatures that they could defeat in a fight and that can't be dealt with in some other manner. They are aggressive toward prey they want to eat, creatures that want to harm them, and so on.\",\"Pleasurable people and things make life easier for lizardfolk. Pleasurable things should be preserved and protected, sometimes at the cost of the lizardfolk's own safety. The most pleasurable creatures and things are ones that allow lizardfolk to assess more situations as benign rather than fearsome.\"]},{\"type\":\"entries\",\"name\":\"Cold and Calculating\",\"entries\":[\"Most humanoids describe cold-blooded people as lacking in emotion and empathy. The same label serves as an apt depiction of lizardfolk.\",\"Lacking any internal emotional reactions, lizardfolk behave in a distant manner. They don't mourn fallen comrades or rage against their enemies. They simply observe and react as a situation warrants.\",\"Lizardfolk lack meaningful emotional ties to the past. They assess situations based on their current and future utility and importance. Nowhere does this come through as strongly as when lizardfolk deal with the dead. To a lizardfolk, a comrade who dies becomes a potential source of food. That companion might have once been a warrior or hunter, but now the body is just freshly killed meat.\",\"A lizardfolk who lives among other humanoids can, over time, learn to respect other creatures' emotions. The lizardfolk doesn't share those feelings, but instead assesses them in the same clinical manner. Yes, the fallen dwarf might be most useful as a meal, but hacking the body into steaks provokes aggression in the other humanoids and makes them less helpful in battle.\"]},{\"type\":\"entries\",\"name\":\"Utility and Survival\",\"entries\":[\"The lizardfolk mindset might seem unnecessarily cruel, but it helps them survive in a hostile environment. The swamps they inhabit are filled with a staggering variety of threats. Lizardfolk focus on survival above all, without sentiment.\",\"Lizardfolk assess everyone and everything in terms of utility. Art and beauty have little meaning for them. A sharp sword serves a useful and good purpose, while a dull sword is a dead weight without a whetstone.\",\"Lizardfolk see little need to plan more than a season or so into the future. This approach allows them to maintain their current level of influence in the world, but it limits their growth. Lizardfolk have no interest in developing writing, making long-term plans, or cultivating other methods to progress beyond their simple existence as hunters and gatherers.\"]},{\"type\":\"entries\",\"name\":\"Hapless Soft Ones\",\"entries\":[\"At their core, lizardfolk view other humanoids with an indifference verging on pity. Born into the world lacking stout scales and sharp teeth, it's a wonder they have managed to survive for so long. The typical human would barely make it through a day in the swamps.\",\"Still, if other creatures prove useful to lizardfolk, those creatures can trigger a protective response made all the stronger by their apparent weakness. The lizardfolk assess such beings as hatchlings, young ones incapable of protecting themselves but who might prove useful in the future if they receive care.\"]},{\"type\":\"entries\",\"name\":\"Lizardfolk Personality\",\"entries\":[\"You can use the Lizardfolk Quirks table to determine a personality quirk for a lizardfolk character or to inspire a unique mannerism.\",{\"type\":\"table\",\"caption\":\"Lizardfolk Quirks\",\"colLabels\":[\"d8\",\"Quirk\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You hate waste and see no reason not to scavenge fallen enemies. Fingers are tasty and portable!\"],[\"2\",\"You sleep best while mostly submerged in water.\"],[\"3\",\"Money is meaningless to you.\"],[\"4\",\"You think there are only two species of humanoid: lizardfolk and meat.\"],[\"5\",\"You have learned to laugh. You use this talent in response to all emotional situations, to better fit in with your comrades.\"],[\"6\",\"You still don't understand how metaphors work. That doesn't stop you from using them at every opportunity.\"],[\"7\",\"You appreciate the soft humanoids who realize they need chain mail and swords to match the gifts you were born with.\"],[\"8\",\"You enjoy eating your food while it's still wriggling.\"]]}]},{\"type\":\"inset\",\"name\":\"Lizardfolk Speech\",\"entries\":[\"Lizardfolk can master Common, but their mindset results in a speech pattern distinct from other humanoids.\",\"Lizardfolk rarely use metaphors. Their speech is almost always literal. They might pick up idioms, but only with some difficulty.\",\"Names confuse them, unless they are descriptive. They tend to apply their own naming conventions to other creatures using Common words.\",\"Lizardfolk use active verbs to describe the world. A lizardfolk in cold weather might say, \\\"This wind brings cold\\\" rather than \\\"I feel cold.\\\" Lizardfolk tend to define things in terms of actions, rather than effects.\"]},{\"type\":\"entries\",\"name\":\"Lizardfolk Names\",\"entries\":[\"Lizardfolk take their names from the Draconic language. They use simple descriptives granted by the tribe based on an individual's notable deeds or actions. For example, Garurt translates as \\\"axe,\\\" a name given to a lizardfolk warrior who defeated an orc and claimed his foe's weapon. A lizardfolk who likes to hide in a stand of reeds before ambushing an animal might be called Achuak, which means \\\"green\\\" to describe how she blends into the foliage.\",\"Lizardfolk make no distinction between male and female in their naming conventions. Each example name includes its translation in parenthesis.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Lizardfolk Names:\",\"entry\":\"Achuak (green), Aryte (war), Baeshra (animal), Darastrix (dragon), Garurt (axe), Irhtos (secret), Jhank (hammer), Kepesk (storm), Kethend (gem), Korth (danger), Kosj (small), Kothar (demon), Litrix (armor), Mirik (song), Othokent (smart), Sauriv (eye), Throden (many), Thurkear (night), Usk (iron), Valignat (burn), Vargach (battle), Verthica (mountain), Vutha (black), Vyth (steel)\"}]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/VGM/Lizardfolk.webp\"},\"width\":420,\"height\":470}]},{\"name\":\"Locathah\",\"source\":\"LR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Featured in {@adventure Ghosts of Saltmarsh|GoS}, these resilient and proud fish-folk have endured war, slavery, and mistreatment at the hands of other aquatic creatures. They dwell in submerged tribal communities along seacoasts, and hunt both above and below the water.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/LR/Locathah.webp\"},\"width\":1000,\"height\":1000}]},{\"name\":\"Loxodon\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The humanoid elephants called loxodons are often oases of calm in the busy streets of Ravnica. They hum or chant in sonorous tones and move slowly or sit in perfect stillness. If provoked to action, loxodons are true terrors—bellowing with rage, trumpeting and flapping their ears. Their serene wisdom, fierce loyalty, and unwavering conviction are tremendous assets to their guilds.\",{\"type\":\"entries\",\"name\":\"Lumbering Giants\",\"entries\":[\"Loxodons tower above most other humanoids, standing over 7 feet tall. They have the heads—trunks, tusks, ears, and faces—of elephants, and hulking bipedal bodies covered by thick, leathery skin. Each of their hands has four thick digits, and their feet are the flat-bottomed, oval-shaped feet of elephants.\",\"Like that of an elephant, a loxodon's trunk is a useful appendage. In addition to providing a keen sense of smell, the trunk can be used to lift and carry even heavy objects. The trunk can be used to carry both food and liquid to the mouth and can even act as a snorkel.\"]},{\"type\":\"entries\",\"name\":\"Gifted Stoneworkers\",\"entries\":[\"Loxodons are tireless, patient artisans with an unrivaled intuition about their craft. Although they make nurturing spiritual leaders, their gift for stonework is so ingrained that they are often at a loss when they try to impart that knowledge to others. Among the Selesnya, it primarily falls to loxodons to build the guild's magnificent, cathedral-like arboretum structures.\"]},{\"type\":\"entries\",\"name\":\"Relentlessly Loyal\",\"entries\":[\"Loxodons believe in the value of community and life, and thus are most often found in the Selesnya Conclave. Some find fulfillment in the cause of order by joining the Orzhov Syndicate or the Azorius Senate.\",\"Loxodons believe that the members of a group have a responsibility to look out for each other. Once they have joined a guild or bonded with other individuals in any capacity, loxodons devote themselves to maintaining that bond. They coordinate their efforts and are often willing to sacrifice themselves for the sake of the group. They expect reciprocal loyalty and commitment from the other members of their communities and can be severe in their disappointment when their trust is betrayed.\",\"The primary difference between loxodons who join different guilds is their sense of the size of the community they belong to. For loxodons in the Selesnya Conclave, their community is the world and all living beings in it—everything valuable, meant to live in harmony, and interdependent. For Azorius loxodons, community primarily means a society of different peoples who need adherence to law and order so they can function together. For those in the Orzhov Syndicate, community means the syndicate alone, with its interests taking priority over those of any other group.\"]},{\"type\":\"entries\",\"name\":\"Loxodon Names\",\"entries\":[\"A loxodon's name includes subtle tones, produced in a loxodon's resonant nasal chambers, that indicate status, family connection, and community role. Since most non-loxodons can't distinguish these underlying tones, let alone produce them, loxodons often translate them into titles, such as Hierarch, Revered, Grandmother, Healer, or Saint, when interacting with other races.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Male Names:\",\"entry\":\"Bayul, Berov, Brooj, Chedumov, Dobrun, Droozh, Golomov, Heruj, Ilromov, Kel, Nikoom, Ondros, Radomov, Svetel, Tamuj, Throom, Vasool\"}]},{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Female Names:\",\"entry\":\"Ajj, Boja, Dancu, Dooja, Elyuja, Fanoor, Irij, Jasoo, Katrun, Lyooda, Mayja, Radu, Shuja, Soofya, Totoor, Verij, Vesmova, Yoolna, Zarij, Zoorja\"}]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/GGR/Loxodon.webp\"},\"width\":420,\"height\":309}]},{\"name\":\"Luma\",\"source\":\"HWCS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@font peculiar in nature|HPPHumblescratch}\",\"Lumas are a race of polar opposites when it comes to their role in perch society. They are as often shunned for their eccentricities as they are celebrated for them. Lumas are smaller than most birdfolk, and resemble either doves or pigeons. Many have ruffs of feathers that shine with unique iridescent colours, something which can be seen as either alluring or unusual. Most fledgling lumas approach social situations with hesitation, until a time when society inevitably labels them an outcast or a notable figure, and the individual naturally adapts to the role.\",{\"name\":\"Touched\",\"entries\":[\"To most, lumas seem perpetually disorganized and distracted, which has lead to a belief that they are of low intelligence. In truth, lumas have a unique perception of the world. They are able to interpret information in an uncommon way, allowing them to see possibilities others cannot.\",\"These inherent talents, sometimes dismissed as luck, can be improved upon with training and study. Pairing their natural gifts with magical education, powerful luma wizards and radical scholars have been at the forefront of magical innovation for some time in Humblewood.\"],\"type\":\"entries\"},{\"name\":\"Of Two Worlds\",\"entries\":[\"While most lumas find their peculiar nature to be a hindrance in society, some make use of their gifts to climb the social ladder. These individuals inspire curiosity and have an air of authority about them. This divide in social standing among lumas can make for curious and strained relationships among families and friends.\",\"Other lumas find it difficult to exist in the larger society of birdfolk cities. It is said that this is a main contributing factor for the close-knit, and exclusive luma districts in larger cities. Lumas tend to keep to themselves, preferring the company of those who understand them rather than those who pass judgement.\"],\"type\":\"entries\"}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/HWCS/Luma-Cleric-of-Ardea.webp\"},\"width\":453,\"height\":612}]},{\"name\":\"Luma (Sable)\",\"source\":\"HWCS\",\"_copy\":{\"name\":\"Luma\",\"source\":\"HWCS\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[\"As a sable luma, you are often found on the fringes of social situations. While you are overlooked by the crowd, your gifts are undeniable. You are destined for greatness.\"]}}}}},{\"name\":\"Luma (Sera)\",\"source\":\"HWCS\",\"_copy\":{\"name\":\"Luma\",\"source\":\"HWCS\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[\"As a sera luma, you are revered and celebrated by those around you. You have an almost unnatural beauty and grace, inspiring admiration in some and jealousy in others.\"]}}}}},{\"name\":\"Mapach\",\"source\":\"HWCS\",\"entries\":[\"{@font cunning crafters|HPPHumblescratch}\",\"Naturally curious, mapachs are a medium-sized racoon-like race. They are crafty, hearty, and tough, but their true strength lies in the potential they see when looking at the world around them. Mapachs have incredibly light hands and a great degree of fine motor control that doesn't diminish with age. They are also adept at climbing and sneaking. This, combined with their love of trinkets, has earned them an undeserved reputation as thieves. While there are exceptions, most mapachs are quite good-natured, if a little eccentric.\",{\"name\":\"Resilient Opportunists\",\"entries\":[\"Mapachs are adept at surviving tough woodland conditions, and at intuiting the right course of action when faced with a problem. They are also inveterate opportunists. Some may consider them brash, but mapachs know that opportunities rarely present themselves and are quick to act on them. Mapachs are alert and have a keen awareness of their surroundings. Only the truly foolhardy among them are taken in by obvious traps.\"],\"type\":\"entries\"},{\"name\":\"Canny Craftspeople\",\"entries\":[\"One of the traits mapachs are most well-known for is their ability to find a use for just about anything. This knack for creating functional or useful items out of debris, junk, or on-hand materials is known as \\\"scroungecraft\\\", and is a cultural staple among mapachs. This activity is considered an art form among mapachs, on par with the high art of other peoples. Scroungecrafting demonstrates creativity, ingenuity, and resourcefulness, but is misunderstood by outsiders who see it as primitive or crude. Genius ideas created by mapach hands frequently began as scroungecraft prototypes. Many who have built such interesting or unique creations achieve celebrity status among mapachs, going on to showcase their skills in loosely-organized scroungecraft fairs.\"],\"type\":\"entries\"},{\"name\":\"Hubs of Invention\",\"entries\":[\"Mapachs are often loners, but when they do establish communities with humblefolk or birdfolk, they have a habit of fostering innovation wherever they go. Mapach ingenuity was responsible for the contraption upon which Alderheart's pulley system was based. The pulley system was so successful that birdfolk perches beyond Alderheart have adopted the technology.\"],\"type\":\"entries\"}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/HWCS/Mapach-Tinkerer.webp\"},\"width\":455,\"height\":619}]},{\"name\":\"Merfolk\",\"source\":\"PSZ\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Curious, thoughtful, and analytical, the merfolk of Zendikar are natural scholars and explorers. In the past, merfolk society was organized around their belief in three deities. But in the wake of the reappearance of the Eldrazi, the merfolk have realized that their faith was a web of lies, built on a corrupted memory of the Eldrazi titans handed down from generation to generation. In peaceful times, the merfolk might have fought over the ultimate meaning of this revelation. But faced with the danger presented by the Eldrazi broods, the merfolk have largely set aside their differences and joined together in a united force. Old grudges still linger, but the well-being of the merfolk race—and the world—far outweigh any ancient conflicts between creeds.\",\"Merfolk are associated with blue mana, though the traditional merfolk creeds express this connection in different ways.\",{\"type\":\"entries\",\"name\":\"Born of the Sea\",\"entries\":[\"Merfolk are an amphibious race, born and at home in the water but comfortable on dry land. Humanoid in form, they have skin of ivory, silver, russet, blue, or deep purple. Long fins extend from the backs of their forearms and calves, and their fingers and toes are webbed. The hairlike growths on their heads are either thick and bristly like the needles of a sea urchin, or long and wavy, resembling fine seaweed. In either case, these growths typically range in color from red to warm brown to black. Male merfolk have similar growths extending down from their cheekbones.\",\"Merfolk wear little clothing unless they are armored for battle. Even then, they drape themselves with nets and a minimum of cloth, wearing armor crafted of large, bleached seashells and augmented with leather.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSZ/Merfolk.webp\"},\"title\":\"Enclave Elite\",\"credit\":\"Igor Kieryluk\",\"width\":489,\"height\":406},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSZ/Merfolk2.webp\"},\"title\":\"Coralhelm Commander\",\"credit\":\"Jaime Jones\",\"width\":293,\"height\":397}]},{\"name\":\"Merfolk (Ixalan)\",\"source\":\"PSX\",\"entries\":[\"The River Heralds are merfolk—a race of amphibious humanoids at home throughout the oceans, rivers, and rain forests of Ixalan. They stand between seven and eight feet tall, with skin that ranges from deep burgundy through many shades of violet and blue, to green, bright orange, and yellow. They are humanlike in shape, but have long fins extending from their shoulders, forearms, middle backs, and calves. Frills of fins also protrude from the backs of their heads. All merfolk can breathe air or filter oxygen from the water, and they can walk on land or swim with equal ease.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSX/Merfolk.webp\"},\"title\":\"Vineshaper Mystic\",\"credit\":\"Kieran Yanner\",\"width\":634,\"height\":826},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSX/Merfolk2.webp\"},\"title\":\"Coralhelm Commander\",\"credit\":\"Jaime Jones\",\"width\":638,\"height\":368}]},{\"name\":\"Merfolk (Ixalan; Blue)\",\"source\":\"PSX\",\"_copy\":{\"name\":\"Merfolk (Ixalan)\",\"source\":\"PSX\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Blue merfolk often have burgundy or magenta on their faces and chests, with lighter shades of blue and purple elsewhere. Their eyes are red, orange, or blue, and their long, thin, and elegant fins resemble scarves or veils of fine fabric. They swim easily, even upstream, and clamber over rocks and through rapids with ease. They prefer to dwell in shallow waters, but spend a fair amount of time on land as well.\"]}]}}}}},{\"name\":\"Merfolk (Ixalan; Green)\",\"source\":\"PSX\",\"_copy\":{\"name\":\"Merfolk (Ixalan)\",\"source\":\"PSX\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Green merfolk generally have yellow chests and pale green faces, shading to dark blues and purples on their backs and limbs. The patterns on their skin suggest the colors of the tree frogs common in the rain forest, as do their eyes of orange, lime green, or sky blue. Their fins are relatively short and thick. They climb trees with ease, move through undergrowth unhindered, and often wield magic to shape vines and branches to their will.\"]}]}}}}},{\"name\":\"Merfolk (Zendikar; Cosi Creed)\",\"source\":\"PSZ\",\"_copy\":{\"name\":\"Merfolk\",\"source\":\"PSZ\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"No merfolk will openly admit to following the creed of the trickster, but those who do view Cosi as an ally who can grant them control over the chaotic forces of the world.\"]}]}}}}},{\"name\":\"Merfolk (Zendikar; Emeria Creed)\",\"source\":\"PSZ\",\"_copy\":{\"name\":\"Merfolk\",\"source\":\"PSZ\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Merfolk who followed Emeria's creed seek wisdom and truth in the Wind Realm, exploring the mystical forces—rather than natural causes—behind historical events. They are evasive and intentionally enigmatic in their interactions with others, and are often described as manipulative and deceptive.\"]}]}}}}},{\"name\":\"Merfolk (Zendikar; Ula Creed)\",\"source\":\"PSZ\",\"_copy\":{\"name\":\"Merfolk\",\"source\":\"PSZ\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Ula-creed merfolk emphasize intellectual pursuits, stressing hard evidence and reason over passion. They are analytical scholars, chroniclers, explorers, and navigators who pride themselves on being blunt and straightforward.\"]}]}}}}},{\"name\":\"Minotaur\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The minotaurs of Ravnica are strong in body, dedication, and courage. They are at home on the battlefield, willing to fight for their various causes. They combine a burning fury in battle with keen tactics that make them excellent commanders as well as valuable shock troops.\",{\"type\":\"entries\",\"name\":\"Horns and Hooves\",\"entries\":[\"Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Their horns range in size from about 1 foot long to great, curling weapons easily three times that length. They often ornament their horns with metal rings or sheathe them in metal to protect them from damage.\",\"Manes of shaggy fur extend down minotaurs' necks and powerful backs, and males have long tufts of hair on their chins and cheeks. Their legs end in heavy, cloven hooves. Minotaurs are born with long, tufted tails, but minotaurs of the Ordruun clan (and some others) have their tails docked as part of a coming-of-age ceremony; they find the heavy armor of the Boros legion much more comfortable without a long tail in the way.\"]},{\"type\":\"entries\",\"name\":\"Strength and Zeal\",\"entries\":[\"Minotaurs are zealous and love battle. They are found among the Gruul Clans, but the minotaurs of the Ordruun family line, long associated with the Boros Legion, are much better known and respected. Boros minotaurs choose the precision of the legion over the fury of the pack.\",\"Minotaurs tend to vent their outrage through violence, but they aren't generally quick to anger. They are passionate, loving their friends and partners fiercely, and they laugh loud and long at good jokes.\"]},{\"type\":\"entries\",\"name\":\"Family and Guild\",\"entries\":[\"Minotaur legends describe a small pantheon of heroes—perhaps they were once thought of as gods—who established the minotaurs' place in the world. Every minotaur in Ravnica claims descent from one of these heroes. The Ordruun line is the most prominent, with thousands of members descended from an ancient hero who is said to have taught minotaurs the arts of war. Other important family lines include the Kharran line (primarily associated with the Gruul Scab clan), the Drendaa line (found scattered among the Gruul Clans), and the Tazgral line (divided between the Boros and the Gruul, with a significant number in the Rakdos as well).\",\"Since each family line has so many members, minotaurs don't usually find it helpful to connect the name of the line to their personal names; even though Commander Grozdan of the Boros Legion's Kamen Fortress is a prominent member of the Ordruun line, he would never call himself Grozdan Ordruun the way a human would.\"]},{\"type\":\"entries\",\"name\":\"Minotaur Names\",\"entries\":[\"The legends that recount the deeds of ancient minotaur heroes are full of other names as well: those of the retainers, allies, lovers, servants, enemies, and others who played roles, however small, in the lives of the heroes. Almost every minotaur name is drawn from that long list of minor characters of legend, so that those folk are never forgotten.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Male Names:\",\"entry\":\"Alovnek, Brogmir, Brozhdar, Dornik, Drakmir, Drazhan, Grozdan, Kalazmir, Klattic, Melislek, Nirikov, Prezhlek, Radolak, Rugilar, Sarovnek, Svarakov, Trovik, Vraslak, Yarvem\"}]},{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Female Names:\",\"entry\":\"Akra, Bolsa, Cica, Dakka, Drakisla, Eleska, Enka, Irnaya, Jaska, Kalka, Makla, Noraka, Pesha, Raisha, Sokali, Takyat, Vrokya, Veska, Yelka, Zarka, Zoka\"}]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/GGR/Minotaur.webp\"},\"width\":420,\"height\":308}]},{\"name\":\"Minotaur\",\"source\":\"MOT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The minotaurs who dwell in the badlands of Phoberos and the remote polis of Skophos are caught between two worlds. Some follow the dark god Mogis, who has tyrannized them for ages untold and shown them a trail of slaughter that is all many minotaurs have ever known. Others, though, have emerged from this bloody path and found a world that welcomes those who pursue their own destinies and heroic callings.\",{\"type\":\"entries\",\"name\":\"Built to Survive\",\"entries\":[\"Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Their horns range in size from about 1 foot long to great, curling weapons easily three times that length. Theros minotaurs often carve their horns to sharpen their edges, etch symbols of power into them, or sheathe them in bronze to prevent them from shattering during battle.\",\"Thick hair extends down minotaurs' necks and powerful backs, and some have long patches of hair on their chins and cheeks. Their legs end in heavy, cloven hooves, and they have long, tufted tails. Minotaur priests often adorn themselves with sacred items, be they trophies from fallen foes, keepsakes from their homeland, or naturally occurring marks of their god's favor.\"]},{\"type\":\"entries\",\"name\":\"Ages of Darkness\",\"entries\":[\"Although minotaurs aren't evil by nature and are free to worship any god, many are raised among those devoted to Mogis's vile whims. Myths tell that Mogis created the first minotaurs from his own followers, typically criminals and monsters of unspeakable depravity. While many groups of minotaurs still honor their villainous progenitors, others have abandoned their ancestors and moved beyond their crimes, seeking their fates in the future, not the past.\",\"While the inhabitants of Akros and other reaches near Phoberos, the homeland of most minotaur herds, have engaged in endless conflicts with bloodthirsty minotaurs, they know there are those who forsake Mogis's depravities. The people of Meletis, Setessa, and lands beyond are also generally open-minded and curious about minotaurs who wander into their lands. Epics like {@i The} {@i Callapheia} also describe multiple heroic minotaurs. As a result, a minotaur traveling in the company of other non-minotaurs is likely to be accepted in any polis.\",\"See {@book chapter 3|MOT|3|Phoberos and Skophos} for more details on Phoberos, the minotaur polis of Skophos, and various minotaur bands.\"]},{\"type\":\"entries\",\"name\":\"Passion and Zeal\",\"entries\":[\"Minotaurs are known for venting their outrage through violence, but they aren't generally quick to anger. They are passionate, loving their friends and partners fiercely, and they laugh loud and long at good jokes. This zeal also extends to their faith. Those who have avoided the corrupting influence of Mogis gravitate toward the service of gods who share their bold nature, especially Erebos, Keranos, and Purphoros. Those who have rejected Mogis sometimes embrace his hated twin brother, Iroas.\"]},{\"type\":\"entries\",\"name\":\"Minotaur Names\",\"entries\":[\"In the labyrinthine polis of Skophos, the deeds of minotaur champions are carved among the winding halls. Minotaurs often name their children after these great heroes, believing that a child will inherit the strength, audacity, guile, or fearsomeness of a heroic namesake. Other minotaur parents invent their own names, though, believing in their child's potential to light a new constellation in Nyx with the brightness of their own soul.\",\"The Minotaur Namesake table suggests possible qualities or deeds that a minotaur's namesake might have been known for. Your character might strive to emulate that quality or seek to forge a new legacy to be associated with your name by future generations.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Female Names:\",\"entry\":\"Bozzri, Dhazdoro, Erinimachis, Ghalantzo, Halafoti, Kerania, Mitévra, Philoprodis, Tavromiki, Ypoudoris\"},{\"type\":\"item\",\"name\":\"Male Names:\",\"entry\":\"Bamvros, Fotiyinos, Halafotios, Keranios, Menetavro, Nikavros, Prodos, Rhordon, Tavrostenes, Thyrogog\"}]},{\"type\":\"insetReadaloud\",\"entries\":[\"Myth of Mogis and the Minotaurs\",\"Some legends claim that Mogis created the minotaurs, transforming his most bloodthirsty followers so that their hulking bodies resembled his own. However, while the tales told in the labyrinth-polis of Skophos affirm that Mogis rewarded his most devoted followers, they assert that these followers were already minotaurs, and all Mogis did was exalt them to an honored status. Among minotaurs who worship Mogis, these heroes are revered as spiritual if not literal ancestors. The moral of this story is simply that Mogis is a god who rewards his faithful servants.\",\"Minotaurs who don't follow Mogis are quick to point out that this myth says nothing about the nature of minotaurs. The worship of Mogis, they argue, is no more inherent to them than it is to humans, and minotaurs aren't destined to a life of slaughter because of the circumstances of their creation. Perhaps most importantly, minotaurs aren't an offshoot of humanity but a people in their own right, and neither their nature nor their destiny is tied to a single god.\"]},{\"type\":\"table\",\"caption\":\"Minotaur namesake\",\"colLabels\":[\"d8\",\"Ancestor's Qualities\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"My namesake defeated a massive enemy.\"],[\"2\",\"My namesake was known for fierce devotion to a god.\"],[\"3\",\"My namesake was a respected leader of other warriors.\"],[\"4\",\"My namesake ran the entire breadth of Phoberos in order to warn the minotaurs of an Akroan attack.\"],[\"5\",\"My namesake was famous for great magical ability.\"],[\"6\",\"My namesake was a hero's devoted companion.\"],[\"7\",\"My namesake is remembered for incredible generosity.\"],[\"8\",\"My namesake was a great oracle.\"]]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/MOT/Minotaur.webp\"},\"credit\":\"Jason Rainville\",\"width\":1000,\"height\":842},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/MOT/Minotaur 2.webp\"},\"credit\":\"Steve Prescott\",\"width\":1200,\"height\":859}]},{\"name\":\"Minotaur\",\"source\":\"MPMM\",\"entries\":[\"Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Blessed with a supernaturally strong sense of direction, minotaurs make great navigators. Some sages believe minotaurs were first created by the Lady of Pain to patrol the magical mazes that she uses to trap her foes.\",\"Minotaur horns range in size from about 1 foot long to easily three times that length. Minotaurs often carve their horns to sharpen their edges, etch symbols of power into them, or sheathe them in bronze to prevent them from shattering during battle.\",\"Thick hair extends down minotaurs' necks and powerful backs, and some have long patches of hair on their chins and cheeks. Their legs end in heavy, cloven hooves, and they have long, tufted tails.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/MPMM/Minotaur.webp\"},\"credit\":\"Jedd Chevrier, Brynn Metheney\",\"width\":1700,\"height\":1578}]},{\"name\":\"Minotaur (Amonkhet)\",\"source\":\"PSA\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Minotaurs are powerfully built, barrel-chested humanoids with heads resembling rams. Their horns curl tight-ly against the sides of their heads to encircle their ears, and manes of shaggy fur—shorter in females—fall over their broad shoulders. As their appearance suggests, they combine physical strength with stubbornness, bravado, and reckless bravery. They revel in combat, especially when the odds against them seem overwhelming.\",\"Minotaurs are rowdy, boisterous, and direct to the point of rudeness. They have no qualms about declaring what they want and defying others to keep it from them. In combat, they bellow loud challenges in defiance of their foes, and roar with laughter as they triumph.\",\"Minotaurs believe they hold a unique place among the races of Amonkhet. The {@race khenra|PSA} can look to Hazoret, the {@race naga|PSA} to Rhonas, and the {@race aven|PSA} to Kefnet to see themselves represented among the gods. Humans have no single god to look to, which explains why they demonstrate such variety. But only one god bears a pair of curving horns: the God-Pharaoh himself, who holds a special place for many of the minotaurs of Amonkhet.\",{\"type\":\"entries\",\"name\":\"Ruthless and Reckless\",\"entries\":[\"Even those minotaurs who feel personal affinity for the horned God-Pharaoh align themselves most closely with Bontu and Hazoret in practice. Driven by a fierce and powerful desire to prove themselves, to earn glory in life, and to win a glorious death, they view every challenge or obstacle as a chance to demonstrate their prowess. With ruthless abandon, they slash, batter, and pummel their way through anyone or anything that stands in the way of their own advancement. With reckless fervor, they fight without heed for their own safety, shrugging off the blows of their enemies.\"]},{\"type\":\"entries\",\"name\":\"Combat Classes\",\"entries\":[\"Their size and strength makes minotaurs ideally suited for hand-to-hand combat. They are most effective on the offensive, delivering an endless barrage of attacks that keep their foes off balance, shatter shields and weapons, and inevitably break their opponents. These minotaurs favor large, heavy weapons such as axes, {@item maul|PHB|mauls}, and two-handed khopeshes (treat as a {@item greatsword|phb}), but they are also fond of unarmed combat. Many love to throw their weapons aside in favor of pummeling opponents into submission with their horns and bare hands, believing that such a victory is more glorious—and more humiliating to the loser.\",\"But though minotaurs are known for their physical size and strength, this hardly precludes the presence of keen minds and powerful spellcasters among them. Though they are fewer in number than hand-to-hand specialists, minotaur mages draw on their natural ferocity to instill terror in the hearts of their opponents with a terrible roaring bellow. They manifest their fury as blasts of flame, or imbue their own horns and fists with searing heat to make their physical attacks more deadly.\",\"The relatively few minotaurs who specialize in long-range combat enjoy one aspect of that style in particular—the opportunity to draw first blood, marking the moment when a battle has truly begun. Minotaurs use {@item longbow|phb|heavy bows} and {@item javelin|phb|javelins}, and take special delight in firing into the middle of enemy formations to sow as much chaos and confusion as possible.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSA/Minotaur (Amonkhet).webp\"},\"title\":\"Neheb, the Worthy\",\"credit\":\"Chris Rahn\",\"width\":1276,\"height\":795},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSA/Minotaur (Amonkhet)2.webp\"},\"title\":\"Minotaur Sureshot\",\"credit\":\"Joseph Meehan\",\"width\":577,\"height\":1374}]},{\"name\":\"Naga\",\"source\":\"PSA\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Naga resemble enormous snakes with shoulders, arms, and a torso that resembles a humanoid form. They typically hold their heads and torsos off the ground while moving, but they can increase their speed by lowering their bodies and using their hands for extra propulsion. They adorn their torsos with armor, jewelry, and a vague nod toward the clothing worn by other races. Male naga have broad hoods, wider than their shoulders, while females have narrower hoods and longer faces.\",\"Naga believe in a principle called the Sweetest Harmony, which describes a perfect balance between the body and the mind. Finding that balance, as they understand it, is a sure path to glory in the trials, since a combination of physical and mental preparation will ensure success in every trial. For an example of this Sweetest Harmony, they point to the Luxa river and the land it nourishes, which exist in a delicate and life-giving balance. Either one without the other would be diminished and useless. Just so, mental strength supports physical capabilities, and physical fortitude feeds mental tenacity, so neither mind nor body can exist in isolation.\",\"In the same way, the naga believe that Kefnet and Rhonas exist in interdependence, and that their trials are best conceived as two halves of a whole. But in practice, as much as they strive for balance and harmony, most naga identify more strongly with one god than the other.\",{\"type\":\"entries\",\"name\":\"Combat Classes\",\"entries\":[\"To the benefit of those naga who struggle with the ideal of the Sweetest Harmony, the training of acolytes encourages specialization. Thus, naga who follow in the path of the snake-headed god Rhonas can cultivate their physical strength as they specialize in hand-to-hand combat styles, while other naga favor the teachings of Kefnet and other combat styles.\",\"Naga who specialize in hand-to-hand combat rely on axes, {@item dagger|PHB|daggers}, and {@item shortsword|PHB|shortswords}—but also on their own fangs and the constricting strength of their serpentine bodies. They make extensive use of poison, coating their weapons with multiple layers of deadly substances—including, but by no means limited to, their own venom. Quick, well-timed, and well-placed blows, followed by an equally nimble retreat, allow many naga to triumph over opponents who might seem stronger. With acknowledgment of the Sweetest Harmony, these naga cultivate an understanding of strategy and tactics that enhances their physical training.\",\"Speed and accuracy are equally important to naga who specialize in long-range combat. Some prefer to analyze a battle from a distance and pick off the strongest opponents with their ranged weapons, including poisoned {@item spear|PHB|spears} and {@item arrow|PHB|arrows}. Others ride in {@item chariot|PHB|chariots} driven by trusted drivers (usually other naga) and throw their {@item spear|PHB|spears} from the midst of battle. In any case, they excel at finding and exploiting strategic advantages.\",\"Some naga mages, drawn to the example of Kefnet, make extensive use of illusion magic to trick and mislead their opponents. Others apply Rhonas's teachings to their studies, wielding poisonous magic that weakens opponents or kills them outright with clouds or darts of deadly toxins. Still others, in service to the ideal of balance, use the magical power of their minds to enhance their physical strength and speed.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSA/Naga.webp\"},\"title\":\"Naga Oracle\",\"credit\":\"Deruchenko Alexander\",\"width\":1217,\"height\":1345},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSA/Naga2.webp\"},\"title\":\"Tah-Crop Skirmisher\",\"credit\":\"Victor Adame Minguez\",\"width\":1277,\"height\":867}]},{\"name\":\"Orc\",\"source\":\"MPMM\",\"entries\":[\"Orcs trace their creation to the one-eyed god Gruumsh, an unstoppable warrior and powerful leader. The divine qualities of Gruumsh resonate within orcs, granting them a reflection of his toughness and tenacity that can't be matched, and the god equipped his children to be able to live above or below ground.\",\"On some worlds, such as Eberron, orcs were among the first defenders of the natural order from the encroachments of Fiends and other extraplanar threats. Gruumsh's blessings have made orcs tireless guardians and mighty allies wherever they are found, even when they turn their devotion to other gods.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/MPMM/Orc.webp\"},\"credit\":\"Mike Jordana\",\"width\":1700,\"height\":1364}]},{\"name\":\"Orc\",\"source\":\"VGM\",\"monstrous\":true,\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/VGM/Orc.webp\"},\"width\":377,\"height\":618}]},{\"name\":\"Orc\",\"source\":\"XPHB\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Orcs trace their creation to Gruumsh, a powerful god who roamed the wide open spaces of the Material Plane. Gruumsh equipped his children with gifts to help them wander great plains, vast caverns, and churning seas and to face the monsters that lurk there. Even when they turn their devotion to other gods, orcs retain Gruumsh's gifts: endurance, determination, and the ability to see in darkness.\",\"Orcs are, on average, tall and broad. They have gray skin, ears that are sharply pointed, and prominent lower canines that resemble small tusks. Orc youths on some worlds are told about their ancestors' great travels and travails. Inspired by those tales, many of those orcs wonder when Gruumsh will call on them to match the heroic deeds of old and if they will prove worthy of his favor. Other orcs are happy to leave old tales in the past and find their own way.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/XPHB/Orc.webp\"},\"credit\":\"Mike Pape\",\"width\":1700,\"height\":1098}]},{\"name\":\"Orc (Ixalan)\",\"source\":\"PSX\",\"entries\":[\"Orcs originally came from the same mountainous region where the kingdom of Torrezon was born, and they have been enemies of the Legion of Dusk since it was originally formed. The entire race has been declared anathema by the Church of Torrezon, and after centuries of fighting the Legion, the orcs have dwindled to only a few hundred in number. Some still live on remote islands near Torrezon, but many have joined the Brazen Coalition to serve on pirate ships—taking on any role that calls for an abundance of sheer muscle.\",\"Orcs are tall, standing head and shoulders above most humans, and are generally twice as broad. They often accentuate their bulging muscles by wearing tight-fitting bands and accessories around the thickest parts of their arms and necks. Their skin color ranges from light brown through gray to almost jet-black.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSX/Orc.webp\"},\"title\":\"Dire Fleet Ravager\",\"credit\":\"Bram Sels\",\"width\":1276,\"height\":785}]},{\"name\":\"Owlin\",\"source\":\"SCC\",\"entries\":[\"Distant kin of giant owls from the Feywild, owlin come in many shapes and sizes, from petite and fluffy to wide-winged and majestic. Owlin have arms and legs like other Humanoids, as well as wings that extend from their back and shoulders.\",\"Like owls, owlin are graced with feathers that make no sound when they move or fly, making it easy for them to sneak up on you in the library.\",\"Your owlin character might be nocturnal. Or perhaps your character is simply prone to rise later, embodying the common nickname of night owl.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/SCC/Owlin.webp\"},\"title\":\"Owlin unleash magic in the sky above Strixhaven\",\"credit\":\"Johan Grenier\",\"width\":1700,\"height\":1237}]},{\"name\":\"Plasmoid\",\"source\":\"AAG\",\"entries\":[\"Plasmoids are amorphous beings with no typical shape. In the presence of other folk, they often adopt a similar shape, but there's little chance of mistaking a plasmoid for anything else. They consume food by osmosis, the way an amoeba does, and excrete waste through tiny pores. They breathe by absorbing oxygen through another set of pores, and their limbs are strong and flexible enough to grasp and manipulate weapons and tools. Although most plasmoids are translucent gray, they can alter their color and translucence by absorbing dyes through their pores.\",\"Plasmoids don't have internal organs of the usual sort. Their bodies are composed of cells, fibers, plasma-like ooze, and clusters of nerves. These nerves enable a plasmoid to detect light, heat, texture, sound, pain, and vibrations. Plasmoids can stiffen the outer layers of their bodies to maintain a humanlike shape, so they can wear clothing and accessories. They speak by forcing air out of tubular cavities that constrict to produce sound.\",\"When plasmoids sleep, they lose their rigidity and spread out and are thus sometimes mistaken for a rock or some other feature of the environment.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/AAG/Plasmoid.webp\"},\"credit\":\"Claudio Pozas\",\"width\":1700,\"height\":1186}]},{\"name\":\"Raptor\",\"source\":\"HWCS\",\"entries\":[\"{@font swift hunters|HPPHumblescratch}\",\"When the birdfolk think of hunters or rangers, they picture a raptor. Resembling small hawks, eagles, and other birds of prey, they have sharp talons and agile builds that help them effortlessly glide through the canopy. These birdfolk are swift and strong with an uncanny knack for tracking. They are rarely prey, and are quick to turn the tables when finding themselves hunted.\",{\"name\":\"Perceptive Awareness\",\"entries\":[\"Given their heightened senses, often raptors appear to be distracted or deep in thought. In reality, they are processing the wealth of sensory information they receive from their particularly keen eyes and sensitive ears. While many folk are only ever aware of what goes on directly around them, raptors have an extremely wide field of awareness.\",\"Raptors are adept at living off the land. They are skilled hunters, usually leading the harvesting of meat and skins for their perches. Raptors are especially well versed in stalking prey from great heights, lining up impossible shots that their prey could not predict.\"],\"type\":\"entries\"},{\"name\":\"Natural Predator\",\"entries\":[\"While many of the birdfolk races are culturally communal, raptors don't have a great sense of connectedness, nor do they tend to create their own perches. They are more likely to adopt a transient lifestyle, moving from perch to perch, or to simply live in the vast forests of the Wood itself.\",\"Though typically quiet, raptors are not averse to forming relationships with other birdfolk. Despite their reserved nature, raptors value personal bonds more highly than societal or even familial ties.\"],\"type\":\"entries\"}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/HWCS/Raptor-Explorer.webp\"},\"width\":452,\"height\":698}]},{\"name\":\"Raptor (Maran)\",\"source\":\"HWCS\",\"_copy\":{\"name\":\"Raptor\",\"source\":\"HWCS\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[\"As a maran raptor, you are as at home in the water as you are in the trees. You also have a wealth of patience, acting only when it best suits your goals.\"]}}}}},{\"name\":\"Raptor (Mistral)\",\"source\":\"HWCS\",\"_copy\":{\"name\":\"Raptor\",\"source\":\"HWCS\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[\"As a mistral raptor, you are most at home far from the ground. You can range for miles in the Wood without ever setting talon to soil, moving more confidently through the branches than some move on flat ground.\"]}}}}},{\"name\":\"Reborn\",\"source\":\"VRGR\",\"entries\":[\"Death isn't always the end. The reborn exemplify this, being individuals who have died yet, somehow, still live. Some reborn exhibit the scars of fatal ends, their ashen flesh or bloodless veins making it clear that they've been touched by death. Other reborn are marvels of magic or science, being stitched together from disparate beings or bearing mysterious minds in manufactured bodies. Whatever their origins, reborn know a new life and seek experiences and answers all their own.\",{\"type\":\"entries\",\"name\":\"Faded Memories\",\"entries\":[\"Reborn suffer from some manner of discontinuity, an interruption of their lives or physical state that their minds are ill equipped to deal with. Their memories of events before this interruption are often vague or absent. Occasionally, the most unexpected experiences might cause sensations or visions of the past to come rushing back.\",\"Rather than sleeping, reborn regularly sit and dwell on the past, hoping for some revelation of what came before. Most of the time, these are dark, silent stretches. Occasionally, though, in a moment of peace, stress, or excitement, a reborn gains a glimpse of what came before. When you desire to have such a dreamlike vision, roll on the Lost Memories table to inspire its details.\",{\"type\":\"table\",\"caption\":\"Lost Memories\",\"colLabels\":[\"d6\",\"Memory\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You recall a physically painful moment. What mark or scar on your body does it relate to?\"],[\"2\",\"A memory brings tears to your eyes. Is it a bitter or cheerful memory? Does recalling it make you feel the same way?\"],[\"3\",\"You recall a childhood memory. What about that event or who you were still influences you?\"],[\"4\",\"A memory brings with it the voice of someone once close to you. How do they advise you?\"],[\"5\",\"You recall enjoying something that you can't stand doing now. What is it? Why don't you like it now?\"],[\"6\",\"A memory carries a vivid smell or sensation. What are you going to do to recreate that experience?\"]]}]},{\"type\":\"entries\",\"name\":\"Reborn Origins\",\"entries\":[\"Reborn might originate from circumstances similar to those of various undead or constructs. The Reborn Origins table provides suggestions for how your character became reborn.\",{\"type\":\"table\",\"caption\":\"Reborn Origins\",\"colLabels\":[\"d8\",\"Origins\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You were magically resurrected, but something went wrong.\"],[\"2\",\"Stitches bind your body's mismatched pieces, and your memories come from multiple different lives.\"],[\"3\",\"After clawing free from your grave, you realized you have no memories except for a single name.\"],[\"4\",\"You were a necromancer's undead servant for years. One day, your consciousness returned.\"],[\"5\",\"You awoke in an abandoned laboratory alongside complex designs for clockwork organs.\"],[\"6\",\"You were released after being petrified for generations. Your memories have faded, though, and your body isn't what it once was.\"],[\"7\",\"Your body hosts a possessing spirit that shares its memories and replaces your missing appendages with phantasmal limbs.\"],[\"8\",\"In public, you pass as an unremarkable individual, but you can feel the itchy straw stuffing inside you.\"]]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/VRGR/Reborn.webp\"},\"credit\":\"Nikki Dawes\",\"width\":580,\"height\":1480}]},{\"name\":\"Satyr\",\"source\":\"MOT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Satyrs have a well-earned reputation for their good spirits, gregarious personalities, and love of revels. Most satyrs are driven by simple desires, to see the world and to sample its every pleasure. While their spontaneity and whimsy sometimes put them at odds with more stoic peoples, satyrs rarely let the moodiness of others hinder their own happiness. Life is a blessing from the gods, after all, and the proper response to such a gift, as far as most satyrs are concerned, is to accept it with relish.\",{\"type\":\"entries\",\"name\":\"Born of the Wild\",\"entries\":[\"In their physical forms, satyrs embody a fusion of humanoid civilization with the freedom of wild beasts. Generally, they look similar to humans, with a range of builds and features. But their goatlike horns, pointed ears, and furred lower bodies sharply distinguish them. Satyrs' solid horns connect to their heads at the base of their skulls, while their legs end in sturdy hooves. Thick fur covers their bodies from the waist down, shorter at the waist and longer below the knees. Short, soft hair grows down their neck and spine, along their shoulders, and on their forearms.\"]},{\"type\":\"entries\",\"name\":\"Embracing Life\",\"entries\":[\"Most satyrs believe that the other peoples of Theros are woefully burdened with the plague of seriousness. Satyrs scoff at the efforts of polis-builders with their laws and right angles, and they poke fun at philosophers with their endless theories and interminable discourse. Satyrs feel that life is to be lived and experienced with all the senses. Satyrs see the world and everything in it as a book of delights, and they want to explore every page. See {@book chapter 3|MOT|3|Skola Vale} for more details on the satyr homeland, the Skola Vale.\"]},{\"type\":\"entries\",\"name\":\"The Art of the Revel\",\"entries\":[\"The humans of the poleis generally think of satyrs' revels as raucous bacchanals, where anything and everything might happen. This picture isn't wrong, but it's incomplete: there's more to a revel than debauchery. For satyrs, revelry is a way of life. It's the delight in small things: the song of a bird, a warm breeze, the smell of a tasty pie, relaxing by a river in the sunshine. Life freely offers these gifts, and for a satyr, they are more valuable than gold or glory. To revel means to forget the constraints of time, to let go of the future and past, and to be wholly in the present moment. For satyrs, encountering life with all the senses honors the gods, and—most importantly—it feels really good. Driven by instinct and intuition, most satyrs prove unpredictable, following their sense of wonder wherever it leads.\"]},{\"type\":\"entries\",\"name\":\"Very Odd Indeed\",\"entries\":[\"Satyrs are known for their eccentricities. Some people spend too much time worrying over why satyrs behave as they do. But satyrs themselves simply are as they are, feeling no need to understand what drives them, much less explain it to others. The Satyr Eccentricities table suggests a few tastes or proclivities your satyr character might possess.\",{\"type\":\"insetReadaloud\",\"entries\":[\"Myth of Xenagos the Satyr God\",\"The satyr Xenagos savored his reputation for presiding over the most raucous revels his people had ever known. However, when fate led him to discover the nature of the gods and how they were beholden to mortals for their very existence, the whole order of the world felt like a joke—one at his expense.\",\"With immortal power no longer feeling so out of reach, Xenagos set into motion a plan that would propel him to godhood. His victory shook the pantheon, but his victory was short-lived. Heliod dispatched his champion, Elspeth, who faced many trials but ultimately killed the god-satyr by driving the spear, Godsend, through his heart.\",\"Many satyrs remember Xenagos as a satyr who lived life to the fullest and who played tricks that stirred up even the gods. Yet, he's also an example of how bitterness can turn a great trick nasty and how schemes that get out of hand aren't fun for anybody. What satyr wants the responsibility of being a god anyway?\"]},{\"type\":\"table\",\"caption\":\"Satyr Eccentricities\",\"colLabels\":[\"d8\",\"Characteristic\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Flowers are the most amazing things ever. I want to pick them, wear them, and discover their silent secrets.\"],[\"2\",\"There isn't a tree or statue that isn't fun to climb.\"],[\"3\",\"Nothing wards off bad luck like a jolly dance.\"],[\"4\",\"Sometimes talking to a plant really helps.\"],[\"5\",\"If stumped, I smoke a pipe. And if I'm going to smoke a pipe, it's going to be a splendid pipe.\"],[\"6\",\"I imagine that my clothes are my glorious soul on display for all the world to behold, and I dress accordingly.\"],[\"7\",\"Having horns is the best. They are fun to decorate, and they can pop open an amphora, no problem.\"],[\"8\",\"If I have something really important to say, I always make sure to sing it.\"]]}]},{\"type\":\"entries\",\"name\":\"Satyr Names\",\"entries\":[\"A satyr's name is as playful and mischievous as they are, and each one is given when a satyr's personality shines through. Most satyrs also give each other nicknames.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Female Names:\",\"entry\":\"Aliki, Avra, Chara, Dafni, Eirini, Elpida, Irini, Kaiti, Lia, Niki, Tasia, Xeni, Yanna, Zoi\"},{\"type\":\"item\",\"name\":\"Male Names:\",\"entry\":\"Alekos, Dimi, Filippos, Ilias, Kyriakos, Neofytos, Omiros, Pantelis, Spyro, Takis, Zenon\"},{\"type\":\"item\",\"name\":\"Nicknames:\",\"entry\":\"Bounder, Bristlechin, Clip-Clop, Dappleback, Hopper, Nobblehorn, Orangebeard, Quickfoot, Scrufflebutt, Sunbeam, Skiphoof, Twinkle-Eyes\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/MOT/Satyr.webp\"},\"credit\":\"Steve Prescott\",\"width\":1000,\"height\":892},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/MOT/Satyr 2.webp\"},\"credit\":\"Johannes Voss\",\"width\":1500,\"height\":1002}]},{\"name\":\"Satyr\",\"source\":\"MPMM\",\"entries\":[\"Originating in the Feywild—a realm of pure emotion-satyrs thrive on the energy of merriment. They resemble elves but have goatlike legs, cloven hooves, and ram or goat horns. The magic of the fey realm has given them an innate ability to perform, to delight, and to resist magical intrusion. While they're usually found in the Feywild, satyrs do wander to other planes of existence, most often to the Material Plane. There they seek to bring a bit of their home plane's splendor to other worlds.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/MPMM/Satyr.webp\"},\"credit\":\"Nikki Dawes, Thom Tenery\",\"width\":1700,\"height\":1231}]},{\"name\":\"Sea Elf\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Elves of Many Realms\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":[\"Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, sea elves navigated the currents and explored the waters of many worlds. Today these elves can be found wherever oceans exist, as well as in the Elemental Plane of Water.\",\"Like other elves, sea elves can live to be over 750 years old.\"]}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/MPMM/Sea Elf.webp\"},\"credit\":\"Nikki Dawes\",\"width\":568,\"height\":850}]},{\"name\":\"Shadar-Kai\",\"source\":\"MPMM\",\"_copy\":{\"name\":\"Elves of Many Realms\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":[\"Shadar-kai are the elves of the Shadowfell, originally drawn to that dread realm by the Raven Queen. Over the centuries, some of them have continued to serve her, while others have ventured into the Material Plane to forge their own destinies.\",\"Once shadar-kai were Fey like the rest of their elven kin; now they exist in a state between life and death, thanks to being transformed by the Shadowfell's grim energy.\",\"Shadar-kai have ashen skin tones, and while they're in the Shadowfell, they also become wizened, reflecting the somber nature of that gloomy plane.\",\"Like other elves, shadar-kai can live to be over 750 years old.\"]}}},\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/MPMM/Shadar-kai.webp\"},\"credit\":\"Eric Belisle, Mark Molnar\",\"width\":1659,\"height\":1700}]},{\"name\":\"Shifter\",\"source\":\"ERLW\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Geth's ancient heritage rose up from deep within him, spreading out from the core of his being. Some shifters manifested terrible claws, others massive fangs, still others astounding speed or heightened senses. Geth's gift from his lycanthrope ancestors was sheer toughness. Strength seeped into his bones and flooded his flesh. His skin hardened, and his hair became coarse like an animal's tough hide. A sense of invincibility spread through him. For the moment at least, he felt unstoppable!\"],\"by\":\"Don Bassingthwaite, {@i The Binding Stone}\"},\"Shifters are sometimes called the weretouched, as many believe they are the descendants of humans and lycanthropes. Whatever their origins, shifters have evolved into a unique race. They are humanoids with a bestial aspect; while they can't fully change shape, they can temporarily enhance their animalistic features—a state they call shifting. Each shifter walks on the knife's edge between the wilds and the world around them. Do they embrace their primal instincts or the path of civilization?\",{\"type\":\"entries\",\"name\":\"The Beast Within\",\"entries\":[\"Early in childhood, a shifter forms a bond with a beast within, a totemic force that shapes their body and mind. Some shifters believe that these spirits are independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression of their inner nature, something that emerges as the shifter's personality takes shape. The beast within is a pool of powerful instincts, and its influence is revealed by a shifter's personality: a feline shifter may be cool and distant, driven by predatory instincts, while a shifter with a lupine spirit might be drawn to find and protect a pack. When a shifter fully embraces this beast within they physically transform for a short time.\",\"A shifter's beast within is reflected by the shifter's subrace. Four subraces are especially common:\",\"{@b Beasthide} often signifies the bear or boar: stoic, stubborn, and thick-skinned.\",\"{@b Longtooth} shifters typically have lupine traits and prefer to run with a pack.\",\"{@b Swiftstride} are often predatory and feline, but a swiftstride could also be a cunning rat who darts through the shadows.\",\"{@b Wildhunt} shifters are born from any creature that tracks its prey.\",\"While the beast within certainly has a physical impact on a shifter, it has a spiritual and psychological effect, as well. Two beasthide shifters share the same special ability, but if one has the aspect of the boar and the other is more like a bear, they'll be quite different in personality. With any shifter, identifying the beast within is a crucial part of understanding the character.\"]},{\"type\":\"entries\",\"name\":\"Similar and Diverse\",\"entries\":[\"Shifters are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes, flat noses, and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies.\",\"The traits of the beast within affect a shifter's appearance as well. A swiftstride shifter may have catlike eyes and delicate build, while a beasthide shifter might be a massive brute built like a bear. While a shifter's appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral.\"]},{\"type\":\"entries\",\"name\":\"The Journey Yet to Come\",\"entries\":[\"Shifters have a strong presence in the Eldeen Reaches but can be found in rural areas across Khorvaire, where they often live among humans. While they form powerful bonds to friends and kin, shifters place great value on self-reliance and freedom. It's a shifter proverb to \\\"always be prepared for the journey yet to come,\\\" and most shifters strive to be ready for change or opportunity.\",\"Shifters have a natural inclination toward classes with a primal connection. A shifter barbarian draws their rage from the beast within. A shifter ranger indulges their urge to wander and hunt. A shifter rogue harnesses their own predatory instincts. But shifters can pursue any path or faith.\"]},{\"type\":\"entries\",\"name\":\"Shifter Names\",\"entries\":[\"Shifters have no language of their own and often live in blended communities. Their names typically overlap with the names of other cultures in their region. Many shifters prefer to keep their personal names for their friends and use \\\"wandering names\\\" with strangers. These are usually tied to a physical or personality trait.\",\"{@b Shifter Names}: Badger, Bear, Cat, Fang, Grace, Grim, Moon, Rain, Red, Scar, Stripe, Swift, Talon, Wolf\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/ERLW/Shifter 001.webp\"},\"width\":362,\"height\":618}]},{\"name\":\"Shifter\",\"source\":\"MPMM\",\"entries\":[\"Shifters are sometimes called weretouched, as they are descendants of people who contracted full or partial lycanthropy. Humanoids with a bestial aspect, shifters can't fully change shape, but they can temporarily enhance their animalistic features by entering a state they call shifting.\",\"Shifters are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. While a shifter's appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral.\",\"Most shifters resemble a particular kind of lycanthrope. You can choose the kind of lycanthrope in your past, or you can determine it randomly by rolling on the Lycanthrope Ancestor table. The table also provides a suggestion for the Shifting option you might have as a result of your ancestry.\",{\"type\":\"table\",\"caption\":\"Lycanthrope Ancestor\",\"colLabels\":[\"d6\",\"Ancestor\",\"Suggested Shifting Option\"],\"colStyles\":[\"col-1 text-center\",\"col-5 text-center\",\"col-6 text-center\"],\"rows\":[[\"1\",\"Werebear\",\"Beasthide\"],[\"2\",\"Wereboar\",\"Beasthide\"],[\"3\",\"Wererat\",\"Swiftstride\"],[\"4\",\"Weretiger\",\"Swiftstride\"],[\"5\",\"Werewolf (wolflike)\",\"Longtooth\"],[\"6\",\"Werewolf (doglike)\",\"Wildhunt\"]]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/MPMM/Shifter.webp\"},\"credit\":\"Eric Belisle\",\"width\":660,\"height\":850}]},{\"name\":\"Shifter (Beasthide)\",\"source\":\"ERLW\",\"_copy\":{\"name\":\"Shifter\",\"source\":\"ERLW\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Stoic and solid, a beasthide shifter draws strength and stability from the beast within. Beasthide shifters are typically tied to the bear or the boar, but this subrace could embody any creature known for its toughness.\"]}]}}}}},{\"name\":\"Shifter (Longtooth)\",\"source\":\"ERLW\",\"_copy\":{\"name\":\"Shifter\",\"source\":\"ERLW\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Longtooth shifters are fierce and aggressive, but they form deep bonds with their friends. Many longtooth shifters have canine traits that become more pronounced as they shift, but they might instead draw on tigers, hyenas, or other predators.\"]}]}}}}},{\"name\":\"Shifter (Swiftstride)\",\"source\":\"ERLW\",\"_copy\":{\"name\":\"Shifter\",\"source\":\"ERLW\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Swiftstride shifters are graceful and quick. Typically feline in nature, swiftstride shifters are often aloof and difficult to pin down physically or socially.\"]}]}}}}},{\"name\":\"Shifter (Wildhunt)\",\"source\":\"ERLW\",\"_copy\":{\"name\":\"Shifter\",\"source\":\"ERLW\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Wildhunt shifters are sharp and insightful. Many are constantly alert, ever wary for possible threats. Others focus on their intuition, searching within. Wildhunt shifters are excellent hunters, and they also tend to become the spiritual leaders of shifter communities.\"]}]}},\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/ERLW/Shifter (Wildhunt).webp\"},\"credit\":\"Eric Belisle\",\"width\":777,\"height\":1000}}}}},{\"name\":\"Simic Hybrid\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The Simic Combine uses magic to fuse different life forms together. In recent years, the Simic Combine has extended this research to humanoid subjects, magically transferring the traits of various animals into humans, elves, and vedalken. The goal of the Guardian Project is to build a Simic army of soldiers perfectly adapted to a variety of combat situations. These hyper-evolved specimens are called Simic hybrids, though they sometimes refer to themselves as guardians.\",{\"type\":\"entries\",\"name\":\"Extensive Adaptation\",\"entries\":[\"A hybrid's biological enhancements can change its appearance drastically, though most hybrids retain their basic physical form. All are augmented with characteristics of animals, mostly aquatic, reptilian, or amphibian creatures. These include crab claws, squid tentacles, wings or fins like those of manta rays, translucent or camouflaged skin, or shark-like maws filled with sharp teeth.\",\"Hybrids are the product of Simic magic. It's not impossible for a hybrid to leave the Simic Combine and join another guild, but the Simic would consider the individual a deserter. And the new guild might never fully welcome a hybrid who could easily be a Simic spy.\"]},{\"type\":\"entries\",\"name\":\"Simic Hybrid Names\",\"entries\":[\"A hybrid usually bears the name given by their human, elf, or vedalken parents. Some hybrids assume a new name after their transformation—a name chosen personally or by those who transformed them.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/GGR/Simic Hybrid.webp\"},\"width\":420,\"height\":459}]},{\"name\":\"Siren\",\"source\":\"PSX\",\"entries\":[\"Sirens are at home along the waters of the Stormwreck Sea. They settle on rocky coasts and remote islands, and even on floating piles of kelp. Sirens are mercurial creatures who can turn in an instant from lonely to repulsed, from desirous to hateful, from welcoming to irritated, from loving to murderous—and then back again. They are fascinated with ships, and enjoy toying with them. One siren might call out to a passing crew for company, only to capriciously draw the ship into an entangling mass of kelp. Another might lure a vessel onto jagged rocks so as to study the wreckage and learn more about the strange contraption. But as the number of Brazen Coalition ships passing through siren-controlled waters has increased over the years, a growing number of sirens have decided to satisfy their curiosity by taking positions on ship crews—including, in at least one case, the position of captain.\",\"Sirens are humanoid creatures with birdlike features. Their long, slender arms extend into powerful wings that easily carry their light frames into the air. Their fingers bear sharp claws but are nimble enough to wield weapons and perform fine manipulation. Crests of feathery plumage start between their eyes and cover the backs of their heads.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSX/Siren.webp\"},\"title\":\"Dreamcaller Siren\",\"credit\":\"Eric Deschamps\",\"width\":1276,\"height\":846}]},{\"name\":\"Strig\",\"source\":\"HWCS\",\"entries\":[\"{@font imposing yet kind|HPPHumblescratch}\",\"Strigs are the most imposing of the birdfolk races. Resembling owls, their thick feathers, solid bodies, and broad wings have earned them a reputation as the most powerful of the birdfolk races. They value strength and endurance, traits they believe crucial for survival in the Wood. Although they are not necessarily prejudiced against those who are weaker, strigs are quick to call out when someone is not doing their best for the common good.\",{\"name\":\"Strong and Brave\",\"entries\":[\"While many of the birdfolk races rely on their prowess or intelligence for superiority, strigs use their immense strength and stamina to endure even the most punishing assault. They make mighty warriors, and whether defending their perch or braving the Wood itself, strigs never shy away from a fight.\",\"Strig culture is largely based on principles of strength and endurance above all, but not necessarily for the purposes of combat. Protecting and providing for others in hard times is considered just as impressive, if not more so, than winning a fight.\"],\"type\":\"entries\"},{\"name\":\"Woodland Survivors\",\"entries\":[\"Strigs, more than any of the other birdfolk race, are most at home in the wild. Their mottled feather patterns, though not as bright or beautiful as others, allow them to easily hide in the forest. Due to this inherent advantage, along with their speed and power, strigs make excellent hunters and rangers.\",\"Strigs prefer the relative simplicity of the forest to the machinations of society and politics. Despite these individualistic tendencies, they are capable of forming familial and community bonds that transcend a permanent or single physical home.\"],\"type\":\"entries\"}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/HWCS/Strig-Tracker.webp\"},\"width\":455,\"height\":656}]},{\"name\":\"Strig (Stout)\",\"source\":\"HWCS\",\"_copy\":{\"name\":\"Strig\",\"source\":\"HWCS\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[\"As a stout strig, you are as hearty as you are strong, able to weather hardship and impose your will on the world around you.\"]}}}}},{\"name\":\"Strig (Swift)\",\"source\":\"HWCS\",\"_copy\":{\"name\":\"Strig\",\"source\":\"HWCS\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[\"As a swift strig, you are a powerful force in the Wood who ranges far and wide without ever missing a step. You are most capable when immersed in the forest.\"]}}}}},{\"name\":\"Tabaxi\",\"source\":\"MPMM\",\"entries\":[\"Created by the Cat Lord—a divine being of the Upper Planes—to blend the qualities of humanoids and cats, tabaxi are a varied people in both attitude and appearance. In some lands, tabaxi live like the cats they resemble, naturally curious and at home in playful environments. In other places, tabaxi live as other folk do, not exhibiting the feline behavior the Cat Lord intended.\",\"Tabaxi's appearance is as varied as their attitudes. Some tabaxi have features or patterning in their fur like tigers, jaguars, or other big cats, while others have appearances more like a house cat. Still others have unique patterns or might style their fur to their preferences—or might even be hairless!\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/MPMM/Tabaxi.webp\"},\"credit\":\"Shawn Wood\",\"width\":619,\"height\":850}]},{\"name\":\"Tabaxi\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Hailing from a strange and distant land, wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders. Ultimate travelers, the inquisitive tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.\",{\"type\":\"entries\",\"name\":\"Wandering Outcasts\",\"entries\":[\"Most tabaxi remain in their distant homeland, content to dwell in small, tight clans. These tabaxi hunt for food, craft goods, and largely keep to themselves.\",\"However, not all tabaxi are satisfied with such a life. The Cat Lord, the divine figure responsible for the creation of the tabaxi, gifts each of his children with one specific feline trait. Those tabaxi gifted with curiosity are compelled to wander far and wide. They seek out stories, artifacts, and lore. Those who survive this period of wanderlust return home in their elder years to share news of the outside world. In this manner, the tabaxi remain isolated but never ignorant of the world beyond their home.\"]},{\"type\":\"entries\",\"name\":\"Barterers of Lore\",\"entries\":[\"Tabaxi treasure knowledge rather than material things. A chest filled with gold coins might be useful to buy food or a coil of rope, but it's not intrinsically interesting. In the tabaxi's eyes, gathering wealth is like packing rations for a long trip. It's important to survive in the world, but not worth fussing over.\",\"Instead, tabaxi value knowledge and new experiences. Their ears perk up in a busy tavern, and they tease out stories with offers of food, drink, and coin. Tabaxi might walk away with empty purses, but they mull over the stories and rumors they collected like a miser counting coins.\",\"Although material wealth holds little attraction for the tabaxi, they have an insatiable desire to find and inspect ancient relics, magical items, and other rare objects. Aside from the power such items might confer, a tabaxi takes great joy in unraveling the stories behind their creation and the history of their use.\"]},{\"type\":\"inset\",\"name\":\"The Cat Lord\",\"entries\":[\"The deity of the tabaxi is a fickle entity, as befits the patron of cats. The tabaxi believe that the Cat Lord wanders the world, watching over them and intervening in their affairs as needed. Clerics of the Cat Lord are rare and typically access the Trickery domain.\"]},{\"type\":\"entries\",\"name\":\"Fleeting Fancies\",\"entries\":[\"Wandering tabaxi are mercurial creatures, trading one obsession or passion for the next as the whim strikes. A tabaxi's desire burns bright, but once met it disappears to be replaced with a new obsession. Objects remain intriguing only as long as they still hold secrets.\",\"A tabaxi rogue could happily spend months plotting to steal a strange gem from a noble, only to trade it for passage on a ship or a week's lodging after stealing it. The tabaxi might take extensive notes or memorize every facet of the gem before passing it on, but the gem holds no more allure once its secrets and nature have been laid bare.\"]},{\"type\":\"entries\",\"name\":\"Tinkers and Minstrels\",\"entries\":[\"Curiosity drives most of the tabaxi found outside their homeland, but not all of them become adventurers. Tabaxi who seek a safer path to satisfy their obsessions become wandering tinkers and minstrels.\",\"These tabaxi work in small troupes, usually consisting of an elder, more experienced tabaxi who guides up to four young ones learning their way in the world. They travel in small, colorful wagons, moving from settlement to settlement. When they arrive, they set up a small stage in a public square where they sing, play instruments, tell stories, and offer exotic goods in trade for items that spark their interest. Tabaxi reluctantly accept gold, but they much prefer interesting objects or pieces of lore as payment.\",\"These wanderers keep to civilized realms, preferring to bargain instead of pursuing more dangerous methods of sating their curiosity. However, they aren't above a little discreet theft to get their claws on a particularly interesting item when an owner refuses to sell or trade it.\"]},{\"type\":\"entries\",\"name\":\"Tabaxi Names\",\"entries\":[\"Each tabaxi has a single name, determined by clan and based on a complex formula that involves astrology, prophecy, clan history, and other esoteric factors. Tabaxi names can apply to both males and females, and most use nicknames derived from or inspired by their full names.\",\"Clan names are usually based on a geographical feature located in or near the clan's territory.\",\"The following list of sample tabaxi names includes nicknames in parenthesis.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Tabaxi Names:\",\"entry\":\"Cloud on the Mountaintop (Cloud), Five Timber (Timber), Jade Shoe (Jade), Left-Handed Hummingbird (Bird), Seven Thundercloud (Thunder), Skirt of Snakes (Snake), Smoking Mirror (Smoke)\"},{\"type\":\"item\",\"name\":\"Tabaxi Clans:\",\"entry\":\"Bright Cliffs, Distant Rain, Mountain Tree, Rumbling River, Snoring Mountain\"}]}]},{\"type\":\"entries\",\"name\":\"Tabaxi Personality\",\"entries\":[\"A tabaxi might have motivations and quirks much different from a dwarf or an elf with a similar background. You can use the following tables to customize your character in addition to the trait, ideal, bond, and flaw from your background.\",\"The Tabaxi Obsession table can help hone your character's goals. For extra fun, roll a new result every few days that pass in the campaign to reflect your ever-changing curiosity.\",{\"type\":\"table\",\"caption\":\"Tabaxi Obsessions\",\"colLabels\":[\"d8\",\"My curiosity is currently fixed on...\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A god or planar entity\"],[\"2\",\"A monster\"],[\"3\",\"A lost civilization\"],[\"4\",\"A wizard's secrets\"],[\"5\",\"A mundane item\"],[\"6\",\"A magic item\"],[\"7\",\"A location\"],[\"8\",\"A legend or tale\"]]},{\"type\":\"table\",\"caption\":\"Tabaxi Quirks\",\"colLabels\":[\"d10\",\"Quirk\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You miss your tropical home and complain endlessly about the freezing weather, even in summer.\"],[\"2\",\"You never wear the same outfit twice, unless you absolutely must.\"],[\"3\",\"You have a minor phobia of water and hate getting wet.\"],[\"4\",\"Your tail always betrays your inner thoughts.\"],[\"5\",\"You purr loudly when you are happy.\"],[\"6\",\"You keep a small ball of yarn in your hand, which you constantly fidget with.\"],[\"7\",\"You are always in debt, since you spend your gold on lavish parties and gifts for friends.\"],[\"8\",\"When talking about something you're obsessed with, you speak quickly and never pause and others can't understand you.\"],[\"9\",\"You are a font of random trivia from the lore and stories you have discovered.\"],[\"10\",\"You can't help but pocket interesting objects you come across.\"]]}]},{\"type\":\"inset\",\"name\":\"Tabaxi in the Forgotten Realms\",\"entries\":[\"In the Forgotten Realms, tabaxi hail from Maztica, a realm located far across the ocean west of the Sword Coast. The tabaxi of Maztica are known for their isolation, and until recently they never ventured from their homeland. The tabaxi say little of why that has changed, though rumors persist of strange happenings in that distant land.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/VGM/Tabaxi.webp\"},\"width\":307,\"height\":618}]},{\"name\":\"Thri-kreen\",\"source\":\"AAG\",\"entries\":[\"Thri-kreen have insectile features and two pairs of arms. Their bodies are encased in protective chitin. They can alter the coloration of this carapace to blend in with their natural surroundings.\",\"Although thri-kreen don't sleep, they do require periods of inactivity to revitalize themselves. During these periods, they are fully aware of what's happening around them.\",\"Thri-kreen speak by clacking their mandibles and waving their antennae, indicating to other thri-kreen what they are thinking and feeling. Other creatures find this method of communication difficult to interpret and impossible to duplicate. To interact with other folk, thri-kreen rely on a form of telepathy.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/AAG/Thri-kreen.webp\"},\"credit\":\"Irina Nordsol\",\"width\":1700,\"height\":1067}]},{\"name\":\"Tiefling\",\"source\":\"PHB\",\"uncommon\":true,\"entries\":[{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus-overlord of the Nine Hells-into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children's children will always be held accountable.\",{\"type\":\"entries\",\"name\":\"Infernal Bloodline\",\"entries\":[\"Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes - some have curling horns like a ram, others have straight and tall horns like a gazelle's, and some spiral upward like an antelopes' horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors black, red, white, silver, or gold with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple.\"]},{\"type\":\"entries\",\"name\":\"Self-Reliant and Suspicious\",\"entries\":[\"Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.\",\"Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling's companions demonstrate that they trust him or her, a tiefling learns to extend the same trust to them. And once a tiefling gives someone loyalty, the tiefling is a friend or ally for life.\"]},{\"type\":\"entries\",\"name\":\"Tiefling Names\",\"entries\":[\"Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the infernal language passed down through generations, and reflect their fiendish heritage. And some younger tieflings striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a quest. For others, its a grim destiny.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Male Infernal Names:\",\"entry\":\"Akmenos, Amnon, Harahas, Ekernon, Tados, Kairon, Leucis, Melech, Morthos, Pelaios, Skamos, Therai\"},{\"type\":\"item\",\"name\":\"Female Infernal Names:\",\"entry\":\"Akra, Anakis, Bryseis, Criella, Ea, Kallista, Lerissa, Makaria, Nemeia, Phelaia, Rieta\"},{\"type\":\"item\",\"name\":\"Virtue Names:\",\"entry\":\"Art, Carrion, Chant, Creed, Despair, Fear, Glory, Hope, Ideal, Music, Nowhere, Poetry, Quest, Random, Reverence, Sorrow, Torment, Weary\"}]}]},{\"type\":\"inset\",\"name\":\"Mutual Mistrust\",\"entries\":[\"People tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. Shopkeepers keep a close eye on their goods when tieflings enter their stores, the town watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings. The reality, though, is that a tiefling's bloodline doesn't affect his or her personality to any great degree. Years of dealing with mistrust does leave its mark on most tieflings, and they respond to it in different ways. Some choose to live up to the wicked stereotype, but others are virtuous. Most are simply very aware of how people respond to them. After dealing with this mistrust throughout youth, a tiefling often develops the ability to overcome prejudice through charm or intimidation.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PHB/Tiefling.webp\"},\"width\":420,\"height\":616}]},{\"name\":\"Tiefling\",\"source\":\"XPHB\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Tieflings are either born in the Lower Planes or have fiendish ancestors who originated there. A tiefling (pronounced TEE-fling) is linked by blood to a devil, a demon, or some other Fiend. This connection to the Lower Planes is the tiefling's fiendish legacy, which comes with the promise of power yet has no effect on the tiefling's moral outlook.\",\"A tiefling chooses whether to embrace or lament their fiendish legacy. The three legacies are described below.\",{\"type\":\"entries\",\"name\":\"Abyssal\",\"entries\":[\"The entropy of the Abyss, the chaos of Pandemonium, and the despair of Carceri call to tieflings who have the abyssal legacy. Horns, fur, tusks, and peculiar scents are common physical features of such tieflings, most of whom have the blood of demons coursing through their veins.\"]},{\"type\":\"entries\",\"name\":\"Chthonic\",\"entries\":[\"Tieflings who have the chthonic legacy feel not only the tug of Carceri but also the greed of Gehenna and the gloom of Hades. Some of these tieflings look cadaverous. Others possess the unearthly beauty of a succubus, or they have physical features in common with a night hag, a yugoloth, or some other Neutral Evil fiendish ancestor.\"]},{\"type\":\"entries\",\"name\":\"Infernal\",\"entries\":[\"The infernal legacy connects tieflings not only to Gehenna but also the Nine Hells and the raging battlefields of Acheron. Horns, spines, tails, golden eyes, and a faint odor of sulfur or smoke are common physical features of such tieflings, most of whom trace their ancestry to devils.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/XPHB/Tiefling.webp\"},\"credit\":\"Clint Cearley\",\"width\":1700,\"height\":1111},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/XPHB/156-05-029.infernal-chthonic-abyssal.webp\"},\"title\":\"Infernal Tiefling, Chthonic Tiefling, Abyssal Tiefling\",\"credit\":\"John Grello\",\"width\":1220,\"height\":737},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/XPHB/157-05-028.armored-tiefling.webp\"},\"credit\":\"Jodie Muir\",\"width\":716,\"height\":1440}]},{\"name\":\"Tiefling (Asmodeus)\",\"source\":\"MTF\",\"_copy\":{\"name\":\"Tiefling\",\"source\":\"PHB\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The tieflings connected to Nessus command the power of fire and darkness, guided by a keener than normal intellect, as befits those linked to Asmodeus himself.\"]}]}}}}},{\"name\":\"Tiefling (Baalzebul)\",\"source\":\"MTF\",\"_copy\":{\"name\":\"Tiefling\",\"source\":\"PHB\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The crumbling realm of Maladomini is ruled by Baalzebul, who excels at corrupting those whose minor sins can be transformed into acts of damnation. Tieflings linked to this archdevil can corrupt others both physically and psychically.\"]}]}}}}},{\"name\":\"Tiefling (Base)\",\"source\":\"PHB\",\"_copy\":{\"name\":\"Tiefling\",\"source\":\"PHB\"}},{\"name\":\"Tiefling (Dispater)\",\"source\":\"MTF\",\"_copy\":{\"name\":\"Tiefling\",\"source\":\"PHB\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The great city of Dis occupies most of Hell's second layer. It is a place where secrets are uncovered and shared with the highest bidder, making tieflings tied to Dispater excellent spies and infiltrators.\"]}]}}}}},{\"name\":\"Tiefling (Fierna)\",\"source\":\"MTF\",\"_copy\":{\"name\":\"Tiefling\",\"source\":\"PHB\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A master manipulator, Fierna grants tieflings tied to her forceful personalities.\"]}]}}}}},{\"name\":\"Tiefling (Glasya)\",\"source\":\"MTF\",\"_copy\":{\"name\":\"Tiefling\",\"source\":\"PHB\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Glasya, Hell's criminal mastermind, grants her tieflings magic that is useful for committing heists.\"]}]}}}}},{\"name\":\"Tiefling (Levistus)\",\"source\":\"MTF\",\"_copy\":{\"name\":\"Tiefling\",\"source\":\"PHB\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom.\"]}]}}}}},{\"name\":\"Tiefling (Mammon)\",\"source\":\"MTF\",\"_copy\":{\"name\":\"Tiefling\",\"source\":\"PHB\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The great miser Mammon loves coins above all else. Tieflings tied to him excel at gathering and safeguarding wealth.\"]}]}}}}},{\"name\":\"Tiefling (Mephistopheles)\",\"source\":\"MTF\",\"_copy\":{\"name\":\"Tiefling\",\"source\":\"PHB\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"In the frozen realm of Cania, Mephistopheles offers arcane power to those who entreat with him. Tieflings linked to him master some arcane magic.\"]}]}}}}},{\"name\":\"Tiefling (Variant)\",\"source\":\"SCAG\",\"_copy\":{\"name\":\"Tiefling\",\"source\":\"PHB\",\"_mod\":{\"images\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/SCAG/Feral Tiefling.webp\"},\"width\":420,\"height\":606}}}}},{\"name\":\"Tiefling (Variant; Devil's Tongue)\",\"source\":\"SCAG\",\"_copy\":{\"name\":\"Tiefling (Variant)\",\"source\":\"SCAG\"}},{\"name\":\"Tiefling (Variant; Hellfire)\",\"source\":\"SCAG\",\"_copy\":{\"name\":\"Tiefling (Variant)\",\"source\":\"SCAG\"}},{\"name\":\"Tiefling (Variant; Infernal Legacy)\",\"source\":\"SCAG\",\"_copy\":{\"name\":\"Tiefling (Variant)\",\"source\":\"SCAG\"}},{\"name\":\"Tiefling (Variant; Winged)\",\"source\":\"SCAG\",\"_copy\":{\"name\":\"Tiefling (Variant)\",\"source\":\"SCAG\"}},{\"name\":\"Tiefling (Zariel)\",\"source\":\"MTF\",\"_copy\":{\"name\":\"Tiefling\",\"source\":\"PHB\",\"_mod\":{\"entries\":{\"mode\":\"prependArr\",\"items\":{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Tieflings with a blood tie to Zariel are stronger than the typical tiefling and receive magical abilities that aid them in battle.\"]}]}}}}},{\"name\":\"Tortle\",\"source\":\"MPMM\",\"entries\":[\"Tortles have a saying: \\\"We wear our homes on our backs.\\\" These turtle folk live on many worlds, most often journeying up and down coasts, along waterways, and across the sea. Tortles don't have a unified story of how they were created, but they all have a sense of being mystically connected to the natural world. Carrying their shelter on their backs gives tortles a special feeling of security wherever they go, for even if they visit a far, unknown country, they have a place to lay their heads.\",\"Tortles exhibit the same range of coloration and patterns found among turtles, and many tortles enjoy adorning their shells in distinctive ways.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/MPMM/Tortle.webp\"},\"credit\":\"Mark Behm, Franz Vohwinkel\",\"width\":1700,\"height\":1209}]},{\"name\":\"Tortle\",\"source\":\"TTP\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"I caught a big fish.\",\"Now I search for a good friend\",\"To share my lunch with.\"],\"by\":\"Tortle haiku\"},\"What many tortles consider a simple life, others might call a life of adventure. Tortles are born near sandy coastlines, but as soon as they're able to walk on two legs, they become nomad survivalists eager to explore the wilderness, experience its many wonders, put their skills to the test, and make new acquaintances.\",{\"type\":\"entries\",\"name\":\"Life of a Tortle\",\"entries\":[\"A tortle hatches from a thick-shelled egg and spends the first few weeks of its life crawling on all fours. Its parents, old and near death, spend what little time they have left telling stories to their offspring. Within a year, the young tortle becomes an orphan, though not before it learns to speak and to survive on its own.\",\"A young tortle and its siblings inherit whatever tools, weapons, and gifts their parents left behind. Each young tortle is expected to fend for itself. It leaves the place of its birth and finds its own corner of the wilderness in which to hunt, catch fish, and get by. With each passing year, a tortle hones its survival skills. It forms friendships with its neighbors while also respecting their privacy. At some point, a tortle feels an almost overwhelming urge to venture far away from home and see more of the world. It gathers up its possessions and heads into the wilderness, returning months or years later with stories of its exploits and new skills.\",\"When a tortle nears the end of its natural lifespan, it seeks out a mate and procreates. Tortles lay their eggs (numbering as few as one or as many as a dozen) in a fortified compound enclosed by stone walls that are easily defensible. If no such compound exists, they build one. The parents spend the remainder of their lives guarding the compound, defending their offspring, and sharing a lifetime of knowledge before they die. When the children are old enough to leave the compound, they pick up whatever weapons and tools their parents left behind and set out on their own.\"]},{\"type\":\"entries\",\"name\":\"Beliefs\",\"entries\":[\"Tortles don't have their own pantheon of gods, but they often worship the gods of other races. It's not unusual for a tortle to hear stories or legends related to a god and choose to worship that deity. In the Forgotten Realms, tortles are especially fond of Eldath, Gond, Lathander, Savras, Selûne, and Tymora. In the Greyhawk setting, they gravitate toward Celestian, Fharlanghn, Pelor, Pholtus, and St. Cuthbert. Tortles are often drawn to the Gods of Good in Dragonlance and the Sovereign Host in Eberron. Among the nonhuman deities, Moradin and Yondalla relate to tortles most of all.\",\"Tortles believe that night and day watch over them and other creatures. The moon is the eye of night that watches over them in darkness, and the sun is the equally vigilant eye of day. Tortles feel most at peace when one or both of these \\\"eyes\\\" are looking down on them. They become more nervous and uneasy when neither orb is visible in the sky. Tortles tend to be most uncomfortable underground, where neither the sun nor the moon is visible to them.\",\"Blessed are the days when both the sun and moon are visible in the sky at the same time. Tortles often choose such days to leave their homes and begin a wilderness expedition, or perform some other task they know to be dangerous.\"]},{\"type\":\"entries\",\"name\":\"Adventurers at Heart\",\"entries\":[\"Tortles have a saying: \\\"We wear our homes on our backs.\\\" The shells they carry around provide all the shelter they require. Consequently, tortles don't feel the need to root themselves in one place for too long. A tortle settlement is primarily used as a kind of moot, where tortles can socialize with one another, share useful information, and trade with strangers in the safety of greater numbers. Tortles don't regard these settlements as places worth defending with their lives, and they will abandon a settlement when it no longer serves their needs.\",\"Most tortles like to see how other creatures live and discover new customs and new ways of doing things. The urge to procreate doesn't kick in until the end of a tortle's life, and a tortle can spend decades away from its native land without feeling homesick.\",\"Tortles embrace a simple view of the world. It is a place of wonder, and tortles see beauty in the ordinary. They live for the chance to hear a soft wind blowing through palm trees, to watch a frog croaking on a lily pad, or to stand in a crowded human marketplace.\",\"Tortles like to learn new skills. They craft their own tools and weapons, and they are good at building structures and fortifications. They marvel at the works of other civilized creatures, humans in particular, and can lose themselves for years in a city, studying its architectural wonders and learning skills they can put to use when building forts to contain their offspring.\",\"Although they spend a considerable portion of their lives in isolation, tortles are social creatures that like to form meaningful friendships. They have no inbred animus toward people of other races. In fact, a tortle will often seek out friendships with non-tortles to learn new customs and new points of view.\"]},{\"type\":\"entries\",\"name\":\"Tortle Names\",\"entries\":[\"Tortles prefer simple, non-gender-specific names that are usually no more than two syllables. If a tortle doesn't like its name for whatever reason, it can change it. A tortle might change its name a dozen times in its life.\",\"Tortles don't have surnames or family names.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Male and Female Names:\",\"entry\":\"Baka, Damu, Gar, Gura, Ini, Jappa, Kinlek, Krull, Lim, Lop, Nortle, Nulka, Olo, Ploqwat, Quee, Queg, Quott, Sunny, Tibor, Ubo, Uhok, Wabu, Xelbuk, Xopa, Yog\"}]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/TTP/Tortle.webp\"},\"width\":420,\"height\":450}]},{\"name\":\"Triton\",\"source\":\"MOT\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Tritons dwell throughout the Siren Sea, exploring a world of coral forests and secret mountains the \\\"dryfolk\\\" of the surface world will never know. While most live their entire lives beneath the sea, they're not bound to the deep. Following their inherent curiosity, some tritons venture beyond the waves, seeking to explore a whole world of wonders beyond their own.\",{\"type\":\"entries\",\"name\":\"Born of the Sea\",\"entries\":[\"Tritons are an amphibious people, at home in the water but mobile on dry land. Their bodies are covered in fine scales that range from yellowish-green through shades of blue to deep purple. Their heads are crowned with prominent crests, and fins sprout from their forearms, calves, and shoulders. Their digits are webbed, allowing them to swim as quickly as they can run.\",\"Well suited to life in the deep, tritons wear little clothing unless armored for battle. They fashion most of their clothes and other items from materials found in the ocean: coral, seaweed, shells, bone, sea urchin spines, the shells of monstrous crustaceans, and so on. Having an old, well-developed civilization, tritons know much of how to refine these materials into garb as rich and weapons as sturdy as any found on land.\"]},{\"type\":\"entries\",\"name\":\"Land and Sea\",\"entries\":[\"For centuries, dryfolk have fished the seas of Theros and have used the sea's surface as a means of travel. Many tritons interpret this as an intrusion into their domains. As a result, some warlike triton communities respond with periodic strikes against sailors and fishing vessels. Others believe that turnabout is fair play and so venture onto land to hunt for meat, steal supplies from coastal travelers, or raid dryfolk poleis for riches.\",\"Despite the tensions between tritons and the peoples of the surface, some tritons make their lives on land. Enchanted by the feeling of the winds, the rustle of leaves, the ingenuity of land-dwelling inventors, or any of countless other surface-world charms, every triton living beyond the waves does so for their own reasons. In some places, like the polis of Meletis, whole triton communities flourish among dryfolk neighbors. See {@book chapter 3|MOT|3|Meletis} for more details on the tritons of Meletis and the Siren Sea.\"]},{\"type\":\"entries\",\"name\":\"Hand of Thassa\",\"entries\":[\"While tritons pay respects to many gods, they tend to revere Thassa, god of the sea, above all other deities. Her devotees see her as the primary god of the pantheon, believing she will bring their people to ascendancy over the monsters of the sea and the poleis of the land.\"]},{\"type\":\"entries\",\"name\":\"Depths of Curiosity\",\"entries\":[\"Many tritons are intrigued by surface culture. The curious among them venture into sunken ruins and shipwrecks, sifting through the debris for whatever grabs their attention. Often these tritons develop collections of a specific kind of object or lore, trading with one another as they develop a sort of expertise in their field. Some tritons approach investigations of the dryfolk with scientific rigor. Such scholars often hold theories to go along with their collections, hypotheses many are eager to test upon meeting new dryfolk.\",{\"type\":\"insetReadaloud\",\"entries\":[\"Myth of Dalakos and the Kraken\",\"Dalakos considered himself a triton like any other—curious, quick-minded, maybe even blessed with exceptional cleverness by the gods. But he was unfocused and easily distracted, his potential scattered like seeds on stone. It wasn't until a kraken rose from the ocean's deepest depths and began a rampage that threatened Dalakos's community that he was forced to focus. As the beast drew closer, Dalakos sought ways to turn the monstrosity from its path. He worked day and night, but ultimately his plans failed. All that Dalakos knew was destroyed, obliterated by the might of the kraken.\",\"Yet the kraken carried on, moving toward a coastal human settlement. Amid the ruins of his home, Dalakos had a revelation. Working desperately, the triton crafted a miraculous device, one that ultimately laid low the kraken and saved the town. Today, Dalakos resides inside the kraken's shell, where he works day and night, his heart broken, but his mind forever focused on bringing his gifts to life.\"]}]},{\"type\":\"entries\",\"name\":\"Triton Names\",\"entries\":[\"A triton's name is a symbol of choice. Upon reaching adulthood, a triton might shed the name they were given by their parents for one of their own choosing. Some opt to keep their name, but the majority select one that represents the adult they've become. Tritons might even go on to choose yet other names, as they shift from one phase of life to another, or after significant life events. Leaving a home community or transitioning to live among dryfolk might constitute such life changes. Tritons also have a fluid concept of gender and might switch names freely as they shift gender identities.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Female Names:\",\"entry\":\"Amathe, Gnorcys, Leurybia, Margomestra, Nereones, Oleia, Samathe, Saphiro, Tethene, Theaneia, Thectra\"},{\"type\":\"item\",\"name\":\"Male Names:\",\"entry\":\"Bysseus, Cetos, Galaukus, Galiton, Kenessos, Odexes, Palamon, Pontreus, Rheteus, Thrasios\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/MOT/Triton.webp\"},\"credit\":\"Ryan Pancoast\",\"width\":1000,\"height\":898},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/MOT/Triton 2.webp\"},\"credit\":\"Jack Wang\",\"width\":1500,\"height\":1096}]},{\"name\":\"Triton\",\"source\":\"MPMM\",\"entries\":[\"Originally from the Elemental Plane of Water, many tritons entered the Material Plane centuries ago in response to the growing threat of evil elementals. Those tritons spread across the worlds' oceans, protecting the surface from terrors in the deep. Over time, triton have extended their stewardship over the sea floor to the ocean's surface.\",\"Tritons have webbed hands and feet, small fins on their calves, and coloration that favors blues and greens.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/MPMM/Triton.webp\"},\"credit\":\"Eric Belisle\",\"width\":514,\"height\":850}]},{\"name\":\"Triton\",\"source\":\"VGM\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor, in recent years the noble tritons have become increasingly active in the world above.\",{\"type\":\"entries\",\"name\":\"Aquatic Crusaders\",\"entries\":[\"Centuries ago, tritons entered the world in response to the growing threat of evil elementals. Tritons waged many wars against their enemies on the Plane of Water, driving them into the Darkened Depths where they escaped into the crushing pressure and utter darkness. In time, the tritons noticed that their ancient elemental foes had grown quiet. Expeditions to the depths revealed that krakens, sahuagin, and far worse foes had fled the Plane of Water for the Material Plane.\",\"The tritons, driven by a sense of duty and responsibility, would not allow their foes to escape so easily. A great conclave of tritons chose volunteers skilled in weapons and magic as part of an expeditionary force to enter the Material Plane and seek out their enemies.\",\"Those tritons spread across the world's oceans and established protectorates to watch over deep sea trenches, portals, undersea caves, and other locations where their enemies might lurk. They defeated their foes when they found them and drove the rest into hiding.\",\"With their foes banished to the deepest reaches of the sea, tritons settled in to watch for any sign of their return. Over time, the tritons extended their stewardship over the sea floor from their initial settlements and built outposts to create trade with other races. Despite this expansion, few folk know of them. Their settlements are so remote even merfolk and sea elves rarely encounter them.\"]},{\"type\":\"entries\",\"name\":\"Haughty Nobles\",\"entries\":[\"As a result of their isolation and limited understanding of the Material Plane, tritons can come across as haughty and arrogant. They see themselves as caretakers of the sea, and they expect other creatures to pay them deep respect, if not complete deference.\",\"This attitude might grate on others, but it arises from a seed of truth. Few know of the tritons' great victories over dreadful undersea threats. The tritons make little allowance for such ignorance and are delighted to expound upon the great debt others owe them.\",\"Tritons also have a tendency to emerge from their isolation under the assumption that other folk will welcome them as respected allies and mentors. Again, distance drives much of this attitude. The tritons' limited view of the world leaves them ignorant of the kingdoms, wars, and other struggles of the surface world. Tritons readily see such concerns as minor events, a sideshow to the tritons' role as the world's true protectors.\"]},{\"type\":\"entries\",\"name\":\"Staunch Champions\",\"entries\":[\"Despite their off-putting manners, tritons are benevolent creatures at heart, convinced that other civilized races deserve their protection. Their attitude might grate, but when pirate fleets prowl the waves or a kraken awakens from its slumber, they are among the first to take up arms to protect others.\",\"Tritons readily sacrifice themselves for the common good. They will fight and die for humans, merfolk, and other creatures without question. Their self-absorbed nature makes them overlook the history of other creatures, but they also endure a sense of guilt over allowing the evils of the Plane of Water to enter the Material Plane and threaten its inhabitants. The tritons believe they owe a debt of honor to the world, and they will fight and die to pay it.\",\"At times their fervor and ignorance of the world can lead them astray. Tritons encountering other creatures for the first time can underestimate them, leaving the tritons vulnerable to deception. With their strong martial tradition, tritons can sometimes be too eager to leap into a fight.\"]},{\"type\":\"entries\",\"name\":\"Strangers to the Surface\",\"entries\":[\"Given their isolation, most tritons have never been to the surface world. They struggle with the idea that they can't easily move up and down out of water, and the changing of the seasons mystifies them.\",\"Tritons also find the variety of social institutions, kingdoms, and other customs bewildering. For all their proud culture, they remain innocent of the surface world. The typical triton protectorate is tightly regimented, organized, and unified around a common cause. A triton on the surface becomes easily confused by the bewildering array of alliances, rivalries, and petty grievances that prevent the surface folk from truly unifying.\",\"At its worst, a triton's arrogance compounds the tendency for the triton not to understand the ways of the surface world.\",\"It's easy for a triton to blame baffling social practices on what the triton perceives as the barbarism, weakness, or cowardice of surface folk.\"]},{\"type\":\"entries\",\"name\":\"Triton Personality\",\"entries\":[\"Far from flawless, these champions of good mean well, but they are easily frustrated by others. You can select, roll, or adapt a triton-specific quirk from the Triton Quirks table. Use the quirk to inform how you portray your character.\",{\"type\":\"table\",\"caption\":\"Triton Quirks\",\"colLabels\":[\"d6\",\"Quirk\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You phrase requests as orders that you expect to be obeyed.\"],[\"2\",\"You are quick to boast of the greatness of your civilization.\"],[\"3\",\"You learned an antiquated version of Common and drop \\\"thee\\\" and \\\"thou\\\" into your speech.\"],[\"4\",\"You assume that people are telling you the truth about local customs and expectations.\"],[\"5\",\"The surface world is a wondrous place, and you catalog all its details in a journal.\"],[\"6\",\"You mistakenly assume that surface folk know about and are impressed by your people's history.\"]]}]},{\"type\":\"entries\",\"name\":\"Triton Names\",\"entries\":[\"Most triton names have two or three syllables. Male names typically end with a vowel and the letter s, and female names traditionally end with an n. Tritons use their home protectorate as a surname, with the name formed by adding a vowel followed by a \\\"th\\\" to the end of the protectorate's name.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Female Triton Names:\",\"entry\":\"Aryn, Belthyn, Duthyn, Feloren, Otanyn, Shalryn, Vlaryn, Wolyn\"},{\"type\":\"item\",\"name\":\"Male Triton Names:\",\"entry\":\"Corus, Delnis, Jhimas, Keros, Molos, Nalos, Vodos, Zunis\"},{\"type\":\"item\",\"name\":\"Triton Surnames:\",\"entry\":\"Ahlorsath, Pumanath, Vuuvaxath\"}]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/VGM/Triton.webp\"},\"width\":374,\"height\":618}]},{\"name\":\"Vampire\",\"source\":\"PSZ\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Born into ancient servitude and bred to a life of decadent corruption, the vampires of Zendikar feed on the energy in the blood of living creatures—an energy that is particularly strong in times of terror and pain. To members of the other races, vampires are a fearsome mystery and the stuff of nightmares, hunting their prey like beasts or reclining on thrones made of skulls in their moss-draped cities. But few understand how the vampires are locked in a brutal civil war. On one side are those who hold to their traditional ways, desperately battling to remain free. On the other side are those vampires whose legacy reaches back into the deepest recesses of history. Bound once more to the Eldrazi who were their ancient masters, those vampires hunt their kin in an effort to extinguish any dreams of freedom and rebellion.\",\"Vampires are associated with black mana. Their existence is predicated on draining the life from others to fuel their own existence, and on putting their own lives ahead of all other concerns. Philosophically, they do not constrain themselves with artificial rules of morality, but believe that the strong can and should take what they need from the weak.\",{\"type\":\"entries\",\"name\":\"Between the Living and the Dead\",\"entries\":[\"The vampires of Zendikar are not undead. Rather, their unique nature comes from an eldritch disease that turns their flesh cold, makes their gray or purple skin feel dead to the touch, and enables them to drain concentrated magical energy from the blood of other living creatures. They are tall and slender, with long, elegant necks and broad shoulders. Bony horns protrude from their shoulders and elbows, often augmented by the layered plates of their armor and clothing. Their canine teeth are slightly elongated, but not enough to protrude between their closed lips.\",\"Vampires dress in leather and the chitin carapaces of the gigantic insects that dwell in the swamps and jungles of their native Guul Draz, augmented with fine silk and gauzy fabric. They decorate their skin in elaborate, symmetrical patterns of red paint made from blood and mineral pigments. Their clothing is an odd mixture of complex layers and elaborate patterns combined with plenty of exposed skin, since their cold bodies are unaffected by the temperature around them.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSZ/Vampire.webp\"},\"title\":\"Kalitas, Bloodchief of Ghet\",\"credit\":\"Todd Lockwood\",\"width\":642,\"height\":468},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSZ/Vampire2.webp\"},\"title\":\"Vampire Nighthawk\",\"credit\":\"Jason Chan\",\"width\":642,\"height\":437}]},{\"name\":\"Vampire (Ixalan)\",\"source\":\"PSX\",\"entries\":[\"The Legion of Dusk is dominated by an aristocratic class made up of vampires. They are faster and stronger than most humans, and gifted with supernatural abilities that made them the most formidable force in their homeland. Now, as they push into the depths of Ixalan in search of the Immortal Sun, they bring this strength to bear against all who would resist their advance.\",\"For many vampires, the Rite of Redemption that transforms a human into a vampire is an act of personal sacrifice, paving the way for a promised glorious age. These vampires embody Torrezon's noble tradition in Ixalan. They are often guided by their dual loyalties to church and crown, believing that the monarch acts with righteous purpose. As such, these vampires carry themselves with a self-assurance that is both imposing and imperial. Other societies seem inferior and unclean compared to their own, leading them to feel that they have a right to claim new lands despite the presence of people already inhabiting those lands.\",\"Other vampires view vampirism merely as a means to attain a powerful advantage over others. These vampires are fierce, ruthless, and often cruel, relishing conflict—be it political or armed—as a means of demonstrating their superiority. Many are politically ambitious, invoking Torrezon's hierarchy when it serves their interests, but ignoring all the rules of church, state, and morality when those rules become a burden. When these vampires come to Ixalan, they are conquerors, motivated by the prospect of personal glory and the accumulation of riches. Those who achieve wealth and power display it ostentatiously.\",\"The core of every vampire's nature is the Feast of Blood. Though it is forbidden to feed on human citizens of Torrezon, including the human sailors and servants who accompany the vampire conquistadors to Ixalan, vampires are encouraged to feed on outsiders and heretics. The Feast of Blood sends new life essence flowing through the vampire who partakes of it, manifesting as even greater strength and speed.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSX/Vampire.webp\"},\"title\":\"Vicious Conquistador\",\"credit\":\"Kieran Yanner\",\"width\":1280,\"height\":943},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSX/Vampire2.webp\"},\"title\":\"Glorifier of Dusk\",\"credit\":\"Viktor Titov\",\"width\":1280,\"height\":1653},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSX/Vampire3.webp\"},\"title\":\"Arterial Flow\",\"credit\":\"Josh Hass\",\"width\":640,\"height\":513}]},{\"name\":\"Vampire (Zendikar)\",\"source\":\"PSZ\",\"_copy\":{\"name\":\"Vampire\",\"source\":\"PSZ\"}},{\"name\":\"Vedalken\",\"source\":\"GGR\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Nothing is perfect. Vedalken not only believe this fact, they rejoice in it. Every imperfection is a chance for improvement, and progress is an endless march toward a state of perfection that can never be reached. This viewpoint leads vedalken to pursue their work with delighted enthusiasm, never deterred by setbacks and excited by every opportunity for improvement.\",\"Vedalken are tall and slender, standing almost a head taller than humans on average but weighing about the same. Their hairless skin comes in a range of shades of blue. Their eyes are darker shades of blue or violet. They lack external ears, their noses are broad and flat, and they are partially amphibious.\",{\"type\":\"entries\",\"name\":\"Cool Rationality\",\"entries\":[\"Despite being talkative, vedalken keep their personal lives private, and they tend to engage more with ideas than with people. They form close friendships based on mutual interests or compelling disagreements, and their interactions dwell on their thoughts about those issues rather than their feelings about them.\",\"To members of other races, vedalken often seem cold, even emotionless. That assessment isn't fair—they feel emotion every bit as intensely as other folk do, but they are skilled at not displaying it. Cool rationality guides their actions, they make and follow careful plans, and they are patient enough to do nothing when the ideal outcome relies on such inaction.\"]},{\"type\":\"entries\",\"name\":\"Reasoning toward Perfection\",\"entries\":[\"Their curious intellects and rational minds incline vedalken toward membership in the Azorius Senate, the Simic Combine, and (less often) the Izzet League. Whatever their guild affiliation, they put their intelligence to use in crafting and improving things, whether those things are laws, procedures, or magical sciences.\",\"Vedalken believe that the path toward the impossible goal of perfection is paved with bricks of education, careful deliberation, and controlled experimentation. Some vedalken direct their energy toward perfecting themselves, whether by means of Simic bioengineering or through extensive study, and others concentrate on perfecting society through the careful drafting and application of laws.\"]},{\"type\":\"entries\",\"name\":\"Vedalken Names\",\"entries\":[\"Vedalken are given names at birth, but usually choose new names for themselves as part of their transition into adulthood. They rarely use family names.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Male Names:\",\"entry\":\"Aglar, Bellin, Dallid, Firellan, Kavin, Koplony, Lomar, Mathvan, Modar, Nebun, Nhillosh, Nitt, Otrovac, Ovlan, Pelener, Rill, Trivaz, Uldin, Yolov, Zataz\"}]},{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Female Names:\",\"entry\":\"Azi, Barvisa, Brazia, Direll, Fainn, Griya, Hallia, Katrille, Kovel, Lilla, Mirela, Morai, Nedress, Ossya, Pierenn, Roya, Sestri, Triel, Uzana, Yaraghiya, Zlovol\"}]}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/GGR/Vedalken.webp\"},\"width\":420,\"height\":466}]},{\"name\":\"Vedalken\",\"source\":\"PSK\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"Of course it's flawed. Everything is. And it's a good thing, too! Can you imagine how dreadful it would be if everything was already perfect?\"]},\"Vedalken have an unusual view of progress. They believe that nothing is perfect, nor can it ever be perfect—and they rejoice in this. Every imperfection is a chance for improvement, and progress is an endless march toward a state of perfection that can never actually be reached. Thus, pointing out imperfection is hardly an insult—which leads vedalken to note flaws and problems with an enthusiasm that members of other races sometimes find exasperating.\",\"This enthusiasm extends to every aspect of vedalken work, both practical and theoretical. They are curious and excitable, and often become deeply engrossed in their labors. It's not uncommon for a vedalken to spend hours on end caught up in the details of an abstract question or a minute engineering problem. Vedalken can be utterly oblivious to their surroundings while meditating on thorny issues, and they are prone to launching into lengthy explanations of their current research, since most find that talking about a problem often leads to a solution.\",\"As a rule, vedalken are gregarious in conversation. However, they are quite circumspect concerning their personal lives, and they engage more with ideas than with people. They form close friendships based around mutual interests or compelling disagreements, and their interactions focus on their thoughts about those issues rather than their feelings about them. Emotional dynamics don't particularly interest vedalken, either as a conversational topic or a field of study. When they talk about their feelings, it is primarily to provide information that might be helpful to others. For example, a vedalken might tell her colleagues, \\\"I'm feeling irritated right now, so I might not be reacting appropriately. Perhaps we should continue this later.\\\" But any questions about the cause of the irritation are likely to be brushed off as being irrelevant to the situation.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Vedalken Politics\",\"entries\":[\"Most vedalken care far more about invention and inquiry than about politics. They would rather unlock the hidden potential of aether-based devices than dwell on the question of how aether should be distributed to the Consulate's citizens. For that reason, though vedalken are found both among the officials of the Consulate and among the renegades, their dedication to either cause often lacks the partisan fervor found in the members of other races\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSK/Vedalken.webp\"},\"title\":\"A flash of genius—resulting in a {@item wand of binding}, a {@item crystal ball}, or a {@item sphere of annihilation}?\",\"credit\":\"Glimmer of Genius by Tommy Arnold\",\"width\":1277,\"height\":911},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/PSK/Vedalken2.webp\"},\"title\":\"Curio Vendor\",\"credit\":\"Igor Kieryluk\",\"width\":766,\"height\":1650}]},{\"name\":\"Verdan\",\"source\":\"AI\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The verdan owe their existence to chaos. Descended and transformed from a large clan of goblins and hobgoblins, those who became the verdan were simply living their lives, doing goblinoid things. But then passing through the shadow of That-Which-Endures changed them forever. Now the newest race to call Faerûn home, the verdan do their best to find their way in an unfamiliar world.\",{\"type\":\"quote\",\"entries\":[\"Reality is a descent into chaos punctuated by brief flashes of order, whence we arose and so imagine it to be the norm rather than a distant outlier. That-Which-Endures held entropy back for a mere instant, and the Verdan emerged. I'm sorry, was that the question?\"],\"by\":\"K'thriss Drow'b\"},{\"type\":\"entries\",\"name\":\"Created by Chaos\",\"entries\":[\"When the power of That-Which-Endures mutated the verdan, their skin was turned the color of jade and their blood began to flow black. Their ears grew pointed, and they gained a limited form of telepathy—but at the cost of forgetting their history. The underground homes of the goblins were places of terror to the new creatures those goblins became, and the verdan quickly fled to the surface and into the sunlight.\",\"When they arrived in the new lands of the surface, the verdan found that they were often mistaken for smaller, green-skinned half-elves. Attracting curiosity but no real questions, they have thus been able to make their way reasonably freely in the world.\"]},{\"type\":\"inset\",\"name\":\"That-Which-Endures\",\"entries\":[\"That-Which-Endures is a nameless, faceless, mysterious entity, something between a multiverse-spanning primordial spirit and an over-god. It represents the amoral and all-encompassing power of entropy—the force that unknowingly and uncaringly changes order into chaos, and that breaks matter and time down into its component parts so that all can be rebuilt. Some who study this entity claim that it is clearly evil and destructive. Others call it simply a necessary part of the cycle of death and rebirth. In the end, though, That-Which-Endures shows precious little interest in what people say about it.\"]},{\"type\":\"entries\",\"name\":\"Ongoing Mutations\",\"entries\":[\"Because the verdan have not dwelled long in the world, they are still discovering new things about themselves. Chief among these discoveries is that their physical forms change as they age, signifying that the mutative power of That-Which-Endures is not done with them. The first verdan emerged from the Underdark as creatures of goblin stature. But they soon learned that their kind were fated to eventually undergo a dramatic, painful, and random growth spurt that sees them transformed to hobgoblin size over a period of days.\",\"At the same time, many verdan undergo changes in coloring as they age. Male verdan typically have little to no hair, while females sport shocks of wiry hair that they try to tame in a variety of styles. But the color of any verdan's hair, skin, and eyes can transform from their original jade tones to pale white, deep ebon, or any other shade in between. A verdan's ears also undergo numerous spontaneous alterations over their lifetime, from the typical range of point and peak seen among the elves, to huge ears that sweep back from the head like wings, and which are often pierced behind the head with a single ring to keep them from flapping about.\",\"Changes in gender are also a known and accepted part of verdan life. These fluid aspects of form and identity are seen as blessings, allowing an individual to experience more of the world and grow in empathy and understanding. There is no pattern to any verdan's mutations, as verdan from the same family can shift in drastically different ways. The verdan assign no cultural or biological relevance to any particular coloration, physical features, or gender.\"]},{\"type\":\"entries\",\"name\":\"Cultural Chameleons\",\"entries\":[\"The clan homes of the Underdark goblinoids who became the verdan covered an enormous area. As the verdan fled to the surface world, they emerged in culturally diverse locations. Some found themselves near dwarven strongholds, others near elven enclaves, and others near the widespread human settlements of Faerûn.\",\"Without a cultural identity or memory of their own, the verdan quickly adopted the cultural practices of the areas into which they migrated. Still, a sense of not truly belonging is felt even by verdan who have been welcomed into other cultures. They are often stricken with wanderlust, keeping their possessions limited and easily portable. It is not unusual to see individual verdan or whole families trooping along the roads of the world with their tents and belongings strapped to their backs.\",\"Even when they are happily steeped in a culture, the verdan remain on the lookout for oppression and curtailment of freedoms. They understand the need for laws that protect, but they rail against laws that restrict and oppress—especially those designed to protect the power and wealth of the elite. When living among enlightened folk, verdan are still the first to speak out against cultural restraints on individuals, particularly those based on physical characteristics such as gender, race, or appearance.\"]},{\"type\":\"entries\",\"name\":\"Wide-Eyed and Curious\",\"entries\":[\"Verdan are hungry to undertake new challenges and absorb new experiences. When they meet other verdan who have traveled to different parts of the world, they drop everything to spend as long as possible sharing stories and observations from their respective travels. However, their inexperience in the world and their racial amnesia sometimes lends the verdan a kind of innocence that works against them. Some are credulous and easily fooled by hucksters, but most verdan have an intuition bred by empathy that helps them eventually sort out those who are sincere from those who are not.\"]},{\"type\":\"entries\",\"name\":\"Verdan Names\",\"entries\":[\"The oldest verdan names spring from goblinoid traditions, but more recent names reflect the character of the different cultures these folk have encountered since coming out into the sunlight. When a group of verdan live near dwarves, they might take on more dwarven-sounding names, only to change those names when they wander into a human area. A verdan is also not hesitant to change their name as their physical appearance changes—or, indeed, whenever the mood strikes them.\",\"Verdan make no differentiation between male, female, and family names, and often eschew family names altogether.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Verdan Names:\",\"entry\":\"Bronn, Crahma, Dolar, Dreeda, Duglee, Gruvald, Hulm, Jeal, Kalo, Klesh, Korm, Lathi, Ovlig, Paracii, Pils, Praet, Promul, Reezni, Rin, Shylk, Slyra, Sollo, Stalsii, Stromvo, Stussa, Syrkart, Takat, Toit, Tubyna, Varr, Veriga, Wraq, Wural, Wurxee\"}]}]},{\"type\":\"inset\",\"name\":\"Underlying Improvements\",\"entries\":[\"When a verdan character gains an ability score improvement at certain levels, that increase can be tied to a physical mutation at the player's determination. A boost to Strength might be accompanied by a growth spurt and the development of rippling muscle, while an increase in Intelligence might produce a stylishly large forehead.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/AI/Verdan.webp\"},\"title\":\"Varieties of Adult Verdan\",\"credit\":\"Kris Straub\",\"width\":792,\"height\":1000}]},{\"name\":\"Vulpin\",\"source\":\"HWCS\",\"entries\":[\"{@font sophisticated yet savage|HPPHumblescratch}\",{\"type\":\"quote\",\"entries\":[\"\\\"My dearest, though your dangerous and reckless lifestyle worries me so, I know that you will outwit any opponent who comes your way...\\\"\"],\"by\":\"Love letter excerpt from Tybalt Hillshaw to his bandit lover\"},\"Vulpins are fox-like in appearance, with light builds and sharp fangs. One of the least understood and most often vilified humblefolk in the Wood, vulpins have earned a bad reputation that isn't entirely deserved. Much of this stems from the fact that vulpins are ambitious. Sometimes their drive to succeed can make it difficult for them to empathize with others. Vulpins feel just as deeply as other folk of the Wood, but they possess a keen survival instinct which sometimes causes them to take courses of action that are selfish. Moreover, they are sharp and savvy, possessing an uncanny force of personality that allows them to easily sway the trust of others. In the right situations, vulpins can be true friends, and in the wrong ones, deadly enemies.\",{\"name\":\"Artful and Cunning\",\"entries\":[\"Vulpins are naturally intelligent, rivalled only by corvums. However, where corvums are studious, vulpins are more creative. They enjoy the arts and the pursuit of leisure. Some devote their lives to mastering an art form; learning sculpture, poetry, or refined swordplay. Even though vulpins come from every walk of life, they also have a reputation for being snobbish and looking down on others.\",\"All vulpins have a natural connection to the magic of the Wood, though they channel it in specialized ways. The right look from a vulpin can bewitch or terrify, and vulpins who are truly skilled can command an entire room through sheer force of presence.\"],\"type\":\"entries\"},{\"name\":\"Prodigious Predators\",\"entries\":[\"Before the Humblefolk Treaty was signed, vulpins controlled a large part of the Wood outside the influence of the birdfolk, and bands of vulpin raiders provided their own kin with a wealth of plundered goods at the expense of birdfolk and other humblefolk alike. Those days are long since gone, but the memory of the sinister vulpin has yet to fade from the minds of the humblefolk, who endured great suffering at their hands.\",\"A few vulpins have attempted to change public opinion, but the majority are unconcerned with their notoriety. Vulpins learn from a young age that they are of two natures: the sophisticated and the savage. While sophistication and elegance are generally preferred, it is considered common sense that vulpins should know when to keep their fangs hidden and when to bear them.\"],\"type\":\"entries\"}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/HWCS/Vulpin-Noble.webp\"},\"width\":631,\"height\":819}]},{\"name\":\"Warforged\",\"source\":\"ERLW\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"quote\",\"entries\":[\"\\\"Pierce was built by design, while you were built by accident,\\\" Lakashtai said. \\\"The soul is what matters, not the shape of the vessel.\\\"\",\"\\\"What makes you think he has a soul?\\\" Gerrion said\",\"\\\"What makes you think you do?\\\"\"],\"skipMarks\":true,\"by\":\"Keith Baker, {@i The Shattered Land}\"},\"The warforged were built to fight in the Last War. While the first warforged were mindless automatons, House Cannith devoted vast resources to improving these steel soldiers. An unexpected breakthrough produced sapient soldiers, giving rise to what some have only grudgingly accepted as a new species. Warforged are made from wood and metal, but they can feel pain and emotion. Built as weapons, they must now find a purpose beyond war. A warforged can be a steadfast ally, a cold-hearted killer, or a visionary in search of meaning.\",{\"type\":\"entries\",\"name\":\"Living Steel and Stone\",\"entries\":[\"Warforged are formed from a blend of organic and inorganic materials. Root-like cords infused with alchemical fluids serve as their muscles, wrapped around a framework of steel, darkwood, or stone. Armored plates form a protective outer shell and reinforce joints. Warforged share a common facial design, with a hinged jaw and crystal eyes embedded beneath a reinforced brow ridge. Beyond these common elements of warforged design, the precise materials and build of a warforged vary based on the purpose for which it was designed.\",\"Although they were manufactured, warforged are living humanoids. Resting, healing magic, and the {@skill Medicine} skill all provide the same benefits to warforged that they do to other humanoids.\"]},{\"type\":\"entries\",\"name\":\"Warforged Personality\",\"entries\":[\"The warforged were built to serve and to fight. For most of their existence, warforged had a clearly defined function and were encouraged to focus purely on that role. The Treaty of Thronehold gave them freedom, but many still struggle both to find a place in the post-war world and to relate to the creatures who created them.\",\"The typical warforged shows little emotion. Many warforged embrace a concrete purpose—such as protecting allies, completing a contract, or exploring a land—and embrace this task as they once did war. However, there are warforged who delight in exploring their feelings, their freedom, and their relationships with others. Most warforged have no interest in religion, but some embrace faith and mysticism, seeking higher purpose and deeper meaning.\",\"The typical warforged has a sexless body shape. Some warforged ignore the concept of gender entirely, while others adopt a gender identity.\",\"The more a warforged develops its individuality, the more likely it is to modify its body, seeking out an artificer to customize the look of its face, limbs, and plating.\"]},{\"type\":\"entries\",\"name\":\"Quirks\",\"entries\":[\"Warforged often display an odd personality trait or two, given how new they are to the world. The Warforged Quirks table contains example quirks.\",{\"type\":\"table\",\"caption\":\"Warforged Quirks\",\"colLabels\":[\"d8\",\"Quirk\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You analyze—out loud—the potential threat posed by every creature you meet.\"],[\"2\",\"You often misread emotional cues.\"],[\"3\",\"You are fiercely protective of your friends.\"],[\"4\",\"You try to apply wartime discipline to every situation.\"],[\"5\",\"You don't know how to filter your feelings and are prone to dramatic emotional outbursts.\"],[\"6\",\"You don't understand clothing beyond its utility and assume it denotes a person's function.\"],[\"7\",\"You are obsessed with your appearance and constantly polish and buff yourself.\"],[\"8\",\"War is the only thing that makes sense to you, and you're always looking for a fight.\"]]}]},{\"type\":\"entries\",\"name\":\"Warforged Names\",\"entries\":[\"Most warforged were assigned numerical designations for use in military service. Many of them adopted nicknames, often given to them by their comrades. As independent individuals, some have chosen new names as a way to express their path in life. A few take on human names, often the name of a fallen friend or mentor.\",\"{@b Warforged Names}: Anchor, Banner, Bastion, Blade, Blue, Bow, Cart, Church, Crunch, Crystal, Dagger, Dent, Five, Glaive, Hammer, Iron, Lucky, Mace, Oak, Onyx, Pants, Pierce, Red, Rod, Rusty, Scout, Seven, Shield, Slash, Smith, Spike, Temple, Vault, Wall\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/ERLW/Warforged.webp\"},\"credit\":\"Craig J Spearing\",\"width\":702,\"height\":1000},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/ERLW/Warforged 001.webp\"},\"width\":347,\"height\":618}]},{\"name\":\"Yuan-Ti\",\"source\":\"MPMM\",\"entries\":[\"Yuan-ti were originally humans who transformed themselves into serpent folk through ancient rituals. Most yuan-ti were corrupted into monsters by those rites, but some yuan-ti instead became a new people who mix characteristics of humans and snakes.\",\"Blessed with resistance to magical and poisonous effects by the rituals that created them, each of these yuan-ti manifests their serpentine heritage in a variety of ways: a forked tongue, snake eyes, a snakelike nose, or some other ophidian characteristic. However a yuan-ti looks, they have the power to pursue great good or evil in the multiverse.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/MPMM/Yuan-ti.webp\"},\"credit\":\"Simon Dominic\",\"width\":1700,\"height\":1192}]},{\"name\":\"Yuan-ti Pureblood\",\"source\":\"VGM\",\"monstrous\":true,\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"races/VGM/Yuan-ti Pureblood.webp\"},\"width\":282,\"height\":618}]}],\"raceFluffMeta\":{\"uncommon\":{\"name\":\"Uncommon Races\",\"type\":\"inset\",\"entries\":[\"This race, and those listed below, are uncommon. They don't exist in every world of D&D, and even where they are found, they are less widespread than dwarves, elves, halflings, and humans. In the cosmopolitan cities of the D&D multiverse, most people hardly look twice at members of even the most exotic races. But the small towns and villages that dot the countryside are different. The common folk aren't accustomed to seeing members of these races, and they react accordingly.\",{\"type\":\"entries\",\"name\":\"Dragonborn\",\"entries\":[\"It's easy to assume that a dragonborn is a monster, especially if his or her scales betray a chromatic heritage. Unless the dragonborn starts breathing fire and causing destruction, though, people are likely to respond with caution rather than outright fear.\"]},{\"type\":\"entries\",\"name\":\"Gnome\",\"entries\":[\"Gnomes don't look like a threat and can quickly disarm suspicion with good humor. The common folk are often curious about gnomes, likely never having seen one before, but they are rarely hostile or fearful.\"]},{\"type\":\"entries\",\"name\":\"Half-Elf\",\"entries\":[\"Although many people have never seen a half-elf, virtually everyone knows they exist. A half-elf stranger's arrival is followed by gossip behind the half-elf's back and stolen glances across the common room, rather than any confrontation or open curiosity.\"]},{\"type\":\"entries\",\"name\":\"Half-Orc\",\"entries\":[\"It's usually safe to assume that a half-orc is belligerent and quick to anger, so people watch themselves around an unfamiliar half-orc. Shopkeepers might surreptitiously hide valuable or fragile goods when a half-orc comes in, and people slowly clear out of a tavern, assuming a fight will break out soon.\"]},{\"type\":\"entries\",\"name\":\"Tiefling\",\"entries\":[\"Half-orcs are greeted with a practical caution, but tieflings are the subject of supernatural fear. The evil of their heritage is plainly visible in their features, and as far as most people are concerned, a tiefling could very well be a devil straight from the Nine Hells. People might make warding signs as a tiefling approaches, cross the street to avoid passing near, or bar shop doors before a tiefling can enter.\"]}]},\"monstrous\":{\"name\":\"Monstrous Adventurers\",\"type\":\"section\",\"entries\":[\"In some campaigns, humanoids normally regarded as sinister threats can emerge to adventure alongside humans and the other standard races. This section is aimed at DMs who wish to expand the race selections for their campaigns beyond the typical folk of D&D.\",{\"type\":\"entries\",\"name\":\"Why a Monstrous Character?\",\"entries\":[\"Creating characters as creatures normally cast as villains offers up some interesting roleplaying possibilities. Whether played for comedy, as a tragic story of betrayal and loss, or as an antihero, a monstrous character gives a player a chance to take on an unusual challenge in the campaign. Before allowing monstrous characters in your campaign, consider the following three questions.\"]},{\"type\":\"entries\",\"name\":\"Rare or Mundane?\",\"entries\":[\"Consider how common orc, goblin, and similar adventurers are in your setting. Are they regarded as no stranger than elves or dwarves? Are they met with suspicion? The role these races play in your setting should determine the kinds of reactions that such characters meet.\",\"Don't be afraid to push things to an extreme. An orc character might have to venture into town in disguise or remain in the wilderness, for fear of imprisonment or mob violence. Be sure to talk to the group about how such characters can expect the world to treat them. Some players like the challenge of taking on an outcast, but don't set up one expectation and deliver another.\",\"You can establish a monstrous creature as just another culture in your campaign, one that has alliances and rivalries with humans, elves, and dwarves. A hobgoblin kingdom might serve as a buffer between a human kingdom and a blighted region overrun by the spawn of Kyuss. Kobolds might be city builders, the architects of grand, heavily fortified edifices, which other folk dwell in for a price. The cultural notes in chapter 1 are the standard D&D depiction of these creatures, but by no means do they define them for your campaign. Use them as a starting point for your own ideas.\"]},{\"type\":\"entries\",\"name\":\"Outcast or Ambassador?\",\"entries\":[\"Consider how a monstrous character's native culture views the character. Is the character an outcast, a spy, an ambassador, or something else? Work with the player to determine how the character ended up as an adventurer.\",\"The character's bond is a great starting point to consider for this question. How did the bond drive the character to adventure? The character's trait, flaw, and ideal can also play a role in fleshing out the story.\"]},{\"type\":\"entries\",\"name\":\"Friends or Enemies?\",\"entries\":[\"Figure out what special ties the character has to other members of the adventuring party. An orc warlock might be the dwarf ranger's sworn enemy, but the two are forced to work together to defeat a mutual foe. Perhaps the kobold sorcerer was the tiefling wizard's familiar, transformed by an irate archmage in return for some petty insult. The hobgoblin paladin might have been human once, but crossed the wrong hag and was cursed to take on an evil guise. A creative tie between a monstrous character and the rest of the party helps make for a memorable campaign.\",\"The Monstrous Origin table gives a number of ideas for adding a monstrous character to the campaign.\",{\"type\":\"table\",\"colLabels\":[\"d8\",\"Origin\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You are a spy sent to undermine your enemies from within.\"],[\"2\",\"You are the victim of a curse or polymorph spell.\"],[\"3\",\"You were raised by humans, elves, or dwarves and have adopted their culture.\"],[\"4\",\"At a young age, you adopted a human religion and now serve it faithfully.\"],[\"5\",\"You received divine insight that sent you on your path, and occasionally receive new visions that guide you.\"],[\"6\",\"Your sworn enemy is an ally of your people, forcing you to leave your tribe to gain vengeance.\"],[\"7\",\"An evil entity corrupted your people's society.\"],[\"8\",\"An injury or strange event caused you to lose all memory of your past, but occasional flashes of it return to you.\"]]}]}]}}}"); JSON_DATA[`data/fluff-rewards.json`] = JSON.parse("{\"rewardFluff\":[{\"name\":\"Curse of Ruin\",\"source\":\"TDCSR\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/TDCSR/Ruiner.webp\"}}]},{\"name\":\"Curse of Strife\",\"source\":\"TDCSR\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"deities/TDCSR/StrifeEmperor.webp\"}}]}]}"); JSON_DATA[`data/fluff-trapshazards.json`] = JSON.parse("{\"trapFluff\":[{\"name\":\"Balance and Ruin\",\"source\":\"BMT\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"traps/BMT/Balance and Ruin.webp\"},\"title\":\"Diagram 4.5: Balance and Ruin\",\"credit\":\"Mike Schley\"}]},{\"name\":\"Poisoned Darts\",\"source\":\"XDMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"traps/XDMG/Poisoned Darts.webp\"},\"title\":\"Bobby and Hank barely avoid a fusillade of poisoned darts!\",\"credit\":\"Linda Lithen\"}]},{\"name\":\"Surface of the Sun\",\"source\":\"BMT\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"traps/BMT/Surface of the Sun.webp\"},\"title\":\"Diagram 4.6: Surface of the Sun\",\"credit\":\"Mike Schley\"}]},{\"name\":\"Test of the Empty Moon\",\"source\":\"BMT\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"traps/BMT/Test of the Empty Moon.webp\"},\"title\":\"Diagram 4.7: Test of the Empty Moon\",\"credit\":\"Mike Schley\"}]}],\"hazardFluff\":[{\"name\":\"Green Slime\",\"source\":\"XDMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"hazards/XDMG/Green Slime.webp\"},\"title\":\"Sheila discovers that green slime is more dangerous than it looks\",\"credit\":\"Diana Cearley\"}]},{\"name\":\"Webs\",\"source\":\"XDMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"hazards/XDMG/Webs.webp\"},\"title\":\"When caught in a web, it's best to get out before the spider shows up\",\"credit\":\"Robson Michel\"}]}]}"); JSON_DATA[`data/fluff-vehicles.json`] = JSON.parse("{\"vehicleFluff\":[{\"name\":\"Apparatus of Kwalish\",\"source\":\"DMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/DMG/Apparatus of Kwalish.webp\"},\"credit\":\"Aaron Hübrich\"}]},{\"name\":\"Apparatus of Kwalish\",\"source\":\"XDMG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"items/XDMG/Apparatus of Kwalish.webp\"},\"credit\":\"Conceptopolis\"}]},{\"name\":\"Astral Brig\",\"source\":\"MTF\",\"entries\":[\"The astral brig is the standard githyanki military vessel. It requires a crew of five and can transport up to sixty passengers. A brig is 90 feet long and 30 feet wide, with two levels below decks for quarters and storage space. It is equipped with two ballistae, each one operated by a pair of crew members, and has a top speed of 12 miles per hour.\"]},{\"name\":\"Astral Skiff\",\"source\":\"MTF\",\"entries\":[\"An astral skiff is operated by a crew of three and carries up to a dozen passengers. The githyanki employ this small vessel, 30 feet long and 10 feet wide, for patrols in the Astral Plane and for quick raids in pursuit of specific objects on the Material Plane. A skiff has a top speed of 15 miles per hour. It lacks weapons aside from those carried by its passengers and has a limited amount of storage space.\"]},{\"name\":\"Battle Balloon\",\"source\":\"AI\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i Through the winter clouds that surround the castle on this desolate hill, you see a shape emerge. Something so gigantic, you can't believe it can actually fly.}\",\"Airships are relatively rare in Acquisitions Incorporated, which is thought to hold no more than five in its fleet. But the unparalleled usefulness of these craft in commerce—and in combat—makes the company-standard battle balloon a much-coveted upgrade for any franchise.\",{\"type\":\"entries\",\"name\":\"Origins and Operations\",\"entries\":[\"Professional secrecy and aggressive marketing make it unclear where the airship originated. Some say battle balloons were an original design created by the Heuristic Arcane Research and Development department of Acquisitions Incorporated. But the wizards of Halruaa developed similar skyships in ages past, and the Cult of the Dragon has been seen with flying ships of its own. Still, among the small number of factions and organizations known to possess or build airships, Acquisitions Incorporated might be the best known for its high-profile aerial escapades. It's certain that neither the mages of Halruaa nor the members of the Cult of the Dragon ever crewed a battle balloon with keg robots, or used one to squash a tyrannosaurus flat.\"]},{\"type\":\"inset\",\"name\":\"The Hard Cloud\",\"entries\":[\"The Hard Cloud is Acquisitions Incorporated's company flagship, and as such, bears special note. The great battle balloon bristles with armaments, including a vicious dragon-slaying spear at the fore that has seen use more than once. The Hard Cloud is a veteran of numerous combat operations, and it has so far come out in one piece. Beyond the tales told of the vessel's exploits, rumors abound regarding the wondrous vehicle. Is it powered by a bound efreeti, as some have said? Does the hold contain clones of every high-ranking member of Acquisitions Incorporated, including Omin Dran himself? Does the mess, in fact, employ a terrifying ghostly chef? The answers lie below decks, where few have had the opportunity to learn the truth.\"]},{\"type\":\"entries\",\"name\":\"Flying Battle Vehicle\",\"entries\":[\"The standard design of an Acquisitions Incorporated-grade airship features an enormous balloon covered in a rope net. Trailing lines connect the balloon to the vessel of metal and wood suspended below. In the center of the deck, directly below the balloon, sits a large magic furnace, whose formidable lifting power is rumored to involve trapped elementals. The airship's captain controls the arcane furnace and directs forward thrust by way of a propeller located at the back of the ship, helming the craft with a wheel positioned in the bow. Metal runners below the ship allow a battle balloon to land on the ground.\"]},{\"type\":\"entries\",\"name\":\"Options and Armaments\",\"entries\":[\"Each franchise or organization customizes the offensive capability of its airships, but most battle balloons feature multiple harpoon guns, perfect for fighting and snaring aerial threats. Battle balloons that see a lot of combat are typically well stocked with other ranged weapons and polearms for ship-to-ship and crew-to-crew fighting.\",\"Whether privately financed or loaned out by Head Office under extraordinarily cautious terms, battle balloons can be customized with unique equipment—different siege weapons, lifting and cargo gear, and so forth—to make each airship unique. However, the most potent weapon featured on most Acquisitions Incorporated battle balloons is the green flame arbalester, a massive ballista whose bolts pulse with arcane power and detonate with formidable explosive force wherever they hit.\"]},{\"type\":\"inset\",\"name\":\"Vehicle Rules\",\"entries\":[\"Battle balloons and mechanical beholders are vehicles, and as such, they have special rules associated with them. Most pertinently, a vehicle has the six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and the corresponding modifiers. The Strength of a vehicle expresses its size and weight. Dexterity represents its ease of handling. A vehicle's Constitution covers its durability and the quality of its construction. Vehicles usually have a score of 0 in Intelligence, Wisdom, and Charisma. If a vehicle has a 0 in a score, it automatically fails any ability check or saving throw that uses that score. How a vehicle is crewed and what actions it can take on its turn are described in the stat block for the vehicle.\"]},{\"type\":\"entries\",\"name\":\"Mobile Franchise Headquarters\",\"entries\":[\"A battle balloon is perhaps the most sought-after of the mobile headquarters options available to Acquisitions Incorporated franchises. The versatility of an airship allows for the rapid shipping of goods, mercenaries, and loot. Such a vessel also allows a quick escape from sticky developments and deals gone bad.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AI/battle-balloon.webp\"},\"credit\":\"Kim Van Deun\"}]},{\"name\":\"Bombard\",\"source\":\"AAG\",\"entries\":[\"Bombards are built by giff. The major feature of each ship is an enormous cannon that fires massive cannon balls capable of blowing other ships to smithereens. (The cannon is included in the cost of the ship.) A bombard can carry up to fourteen giant cannon balls, each of which weighs 10 tons. These cannon balls make up most of the weight of the ship's cargo. A winch mounted on the aft deck is used to load the cannon balls on board.\",\"A bombard can float and sail on water, but it can't land safely on the ground (its keel would cause it to roll on its side).\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Bombard.webp\"},\"credit\":\"Ned Rogers\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Bombard Map.webp\"},\"title\":\"Bombard Deck Plans\",\"credit\":\"Dyson Logos\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Bombard Map Player Version.webp\"},\"title\":\"Unlabeled Version\",\"credit\":\"Dyson Logos\"}]},{\"name\":\"Damselfly Ship\",\"source\":\"AAG\",\"entries\":[\"This swift but cramped ship is made mostly of metal. It can't float on water, but its legs enable it to land safely on the ground. A sliding hatch just behind the wings allows access to the ship's mangonel turret. The ship's cargo hold can easily be turned into crew cabins or another weapon deck.\",\"Damselfly ships are often used as courier vessels and armored transports. Explorers and pirates like them because they're fast and sturdy. Military leaders use them as command ships for the same reasons.\",\"Damselfly ship owners are a proud lot, fond of painting their ships in colorful patterns as well as customizing their vessels with special equipment. Large, private gatherings of damselfly ship owners are not uncommon; they use these get-togethers to show off their ships and to race one another through asteroid belts and other obstacle courses, either for rewards or bragging rights.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Damselfly Ship.webp\"},\"credit\":\"Kent Davis\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Damselfly Ship Map.webp\"},\"title\":\"Damselfly Ship Deck Plans\",\"credit\":\"Dyson Logos\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Damselfly Ship Map Player Version.webp\"},\"title\":\"Unlabeled Version\",\"credit\":\"Dyson Logos\"}]},{\"name\":\"Demon Grinder\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A Demon Grinder is a bulky, armored coach that rumbles loudly as it crushes obstacles and enemies in its path with the help of a swinging wrecking ball. Iron jaws are mounted on the front of the vehicle, which handles like a garbage truck.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/BGDIA/Demon Grinder.webp\"}}]},{\"name\":\"Devil's Ride\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"A Devil's Ride is a two-wheeled infernal war machine that handles like a motorcycle. It has spiked wheels, a screaming engine, and a cowl shaped vaguely like a grinning devil's visage, with horns for handle bars. What the vehicle lacks in weapons, it makes up for with speed and maneuverability.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/BGDIA/Devil's Ride.webp\"}}]},{\"name\":\"Flying Fish Ship\",\"source\":\"AAG\",\"entries\":[\"Aside from {@book space galleons|AAG|2|Space Galleon}, flying fish ships are the most common vessels in Wildspace, favorites among merchants and adventurers alike.\",\"A flying fish ship can float and sail on water, but it isn't built to land on the ground (the ventral fins would snap under the weight of the ship during landing, and the keel would cause the ship to roll to one side).\",\"Typical weapons on a flying fish ship include a forward-mounted mangonel and an aft-mounted ballista.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Flying Fish Ship.webp\"},\"credit\":\"David Rene Christensen\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Flying Fish Ship Map.webp\"},\"title\":\"Flying Fish Ship Deck Plans\",\"credit\":\"Dyson Logos\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Flying Fish Ship Map Player Version.webp\"},\"title\":\"Unlabeled Version\",\"credit\":\"Dyson Logos\"}]},{\"name\":\"Galley\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Galleys are long vessels that rely on sails and sizable rowing crews to move. These ships can carry siege weapons and soldiers to war or transport large amounts of cargo for merchants. No matter the ship's purpose, the crew almost always hires extra protection, since galleys make large, cargo-rich targets for pirates.\",\"A galley has the following features:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Ceilings\",\"entry\":\"The ceiling of the galley's lower deck is 8 feet high.\"},{\"type\":\"item\",\"name\":\"Light\",\"entry\":\"Hanging lanterns cast bright light throughout the ship.\"},{\"type\":\"item\",\"name\":\"Rigging\",\"entry\":\"Rigging on the ship can be climbed without an ability check.\"},{\"type\":\"item\",\"name\":\"Sails and Oars\",\"entry\":\"The galley has one 120-foot-tall mast with sails to catch the wind and oars on the lower deck for rowing the vessel.\"}]},{\"type\":\"entries\",\"name\":\"Example Galley Crew\",\"entries\":[\"A galley requires a crew of eighty to properly sail or row the vessel and might carry extra passengers or soldiers. If the characters are guests on a galley, the crew consists of the following creatures, all of which have proficiency with water vehicles in addition to their normal statistics:\",{\"type\":\"list\",\"items\":[\"One captain ({@creature bandit captain})\",\"Five other officers: a first mate, a bosun, a quartermaster, a surgeon, and a cook ({@creature scout||scouts})\",\"Forty-two sailors ({@creature commoner||commoners})\",\"Twelve siege engineers ({@creature guard||guards})\",\"Twenty {@creature guard||guards}\"]}]},{\"type\":\"entries\",\"name\":\"Main Deck\",\"entries\":[\"The main deck of the galley has the following features:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Ballistas\",\"entry\":\"Four ballistas (DMG, ch. 8) are attached to the fore of the deck. Ten ballista arrows are stacked and secured near each.\"},{\"type\":\"item\",\"name\":\"Mangonels\",\"entry\":\"Two mangonels (DMG, ch. 8) are attached to the aft of the deck. Ten mangonel stones are stacked and secured near each catapult.\"},{\"type\":\"item\",\"name\":\"Naval Ram\",\"entry\":\"The galley's stern features an iron naval ram used for attacking other ships.\"},{\"type\":\"item\",\"name\":\"Opening\",\"entry\":\"A 10-foot-wide, 80-foot-long open space in the middle of the deck stretches fore to aft and leads down to the lower deck.\"},{\"type\":\"item\",\"name\":\"Railing\",\"entry\":\"A 3-foot-high rail is built around the deck's perimeter, providing {@quickref Cover||3||half cover} for Medium creatures and {@quickref Cover||3||three-quarters cover} for Small creatures behind it.\"},{\"type\":\"item\",\"name\":\"Rowboats\",\"entry\":\"Eight rowboats are stacked in two groups of four on this deck. Ropes and pulleys can hoist these boats in and out of the water.\"},{\"type\":\"item\",\"name\":\"Timpani\",\"entry\":\"A timpani with two attached mallets sits on the aft of the main deck just before the opening to the lower deck. A crew member plays this instrument while the sailors on the lower deck row, the beat helping to synchronize the rowers' strokes.\"},{\"type\":\"item\",\"name\":\"Wheel\",\"entry\":\"The ship's wheel stands at the aft of the deck.\"}]}]},{\"type\":\"entries\",\"name\":\"Lower Deck\",\"entries\":[\"The cramped lower deck of the galley ship reeks of body odor and has the following features:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Cargo Holds\",\"entry\":\"Cargo holds at the fore and aft of the lower deck hold crates, barrels, and ammunition secured with rope.\"},{\"type\":\"item\",\"name\":\"Oars\",\"entry\":\"Thirty-two benches are built into the deck, each with a 20-foot-long oar. When the ship is rowed, crew members sit on these benches to work the oars. Ten spare oars hang on the walls.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/GoS/galley-ship.webp\"},\"credit\":\"Mike Schley\"}]},{\"name\":\"Hammerhead Ship\",\"source\":\"AAG\",\"entries\":[\"Hammerhead ships are popular craft, especially among pirates and merchants carrying heavy cargo. They can float on water and sail across it, but they aren't built to land on the ground (their keels would cause them to tip to one side). Standard weapons on a hammerhead ship include fore and aft mangonels, a ballista, and a reinforced bow for ramming.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Hammerhead Ship.webp\"},\"credit\":\"Ralph Horsley\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Hammerhead Ship Map.webp\"},\"title\":\"Hammerhead Ship Deck Plans\",\"credit\":\"Dyson Logos\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Hammerhead Ship Map Player Version.webp\"},\"title\":\"Unlabeled Version\",\"credit\":\"Dyson Logos\"}]},{\"name\":\"Keelboat\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"One of the smallest sailing vessels, keelboats can be sailed or rowed by a single person. These ships often transport small amounts of cargo or passengers. They're perfect for pleasure cruises, as they're easier and less expensive to operate than larger vessels.\",\"A keelboat has the following features:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Light\",\"entry\":\"A hanging lantern or two casts bright light across the ship.\"},{\"type\":\"item\",\"name\":\"Rigging\",\"entry\":\"Rigging on the ship can be climbed without an ability check.\"},{\"type\":\"item\",\"name\":\"Sails\",\"entry\":\"The keelboat has one 10-foot-tall mast with sails.\"}]},{\"type\":\"entries\",\"name\":\"Example Keelboat Crew\",\"entries\":[\"A keelboat requires a single crew member to operate smoothly. If the characters are guests on a keelboat, the crew consists of a single captain who has the statistics of a {@creature bandit captain} with proficiency with water vehicles.\"]},{\"type\":\"entries\",\"name\":\"Keelboat Deck\",\"entries\":[\"The deck of the keelboat has the following features:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Ballista\",\"entry\":\"A ballista (DMG, ch. 8) is mounted on the fore of the deck. Ten ballista arrows are stacked and secured nearby.\"},{\"type\":\"item\",\"name\":\"Oars\",\"entry\":\"The deck of the ship holds twelve benches and four 15-foot-long oars. When the ship is rowed, crew members sit on these benches to work the oars.\"},{\"type\":\"item\",\"name\":\"Railing\",\"entry\":\"The deck has a 3-foot-high rail around its perimeter that provides {@quickref Cover||3||half cover} for Medium creatures and {@quickref Cover||3||three-quarters cover} for Small creatures behind it.\"}]}]},{\"type\":\"entries\",\"name\":\"Keelboat Cabin\",\"entries\":[\"The keelboat cabin has the following features:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Footlockers\",\"entry\":\"Beneath each bed is a footlocker. The footlockers are iron and have AC 19, 18 hit points, and immunity to poison and psychic damage.\"},{\"type\":\"item\",\"name\":\"Furnishings\",\"entry\":\"Two beds and a desk with a chair stand at the aft of the cabin.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/GoS/smaller-ships.webp\"},\"credit\":\"Mike Schley\"}]},{\"name\":\"Lamprey Ship\",\"source\":\"AAG\",\"entries\":[\"Lamprey ships are antiquated, being among the oldest spelljamming ships still in use. {@creature Psurlon|BAM|Psurlons} (see {@book Boo's Astral Menagerie|BAM}) are particularly fond of them.\",\"Using the metal grappling jaws built into its bow, a lamprey ship can attach itself to another ship, which is a critical feature during boarding actions. Other standard weapons include four ballistae on the main deck.\",\"A lamprey can float on water, though it can't land safely on the ground. Lamprey ships that land on the ground have the distressing habit of rolling over, as more than a few crews have discovered to their dismay.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Lamprey Ship.webp\"},\"credit\":\"Kent Davis\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Lamprey Ship Map.webp\"},\"title\":\"Lamprey Ship Deck Plans\",\"credit\":\"Dyson Logos\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Lamprey Ship Map Player Version.webp\"},\"title\":\"Unlabeled Version\",\"credit\":\"Dyson Logos\"}]},{\"name\":\"Living Ship\",\"source\":\"AAG\",\"entries\":[\"Druids, rangers, and clerics devoted to gods of nature are often found aboard living ships, as are Wildspace explorers who don't want to have to worry about their ship's air envelope becoming fouled during a long voyage.\",\"This ship's main distinctive feature is the fully grown {@creature treant} on the aft deck. The treant has a speed of 0 because its roots are woven into the deck; it and the ship are inseparable. If the ship is reduced to 0 hit points, the treant dies of shock. The ship can function if its treant dies, but the treant can never be replaced with another.\",\"When the treant finishes a long rest, it repairs the ship's hull, enabling the ship to regain {@dice 4d12} hit points, and refreshes the ship's air envelope (turning deadly air into foul air, or foul air into fresh air).\",\"A living ship can float on water and sail across it, but it can't land safely on the ground (its keel would cause it to roll on its side). Its standard weaponry is an aft-mounted ballista.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Living Ship.webp\"},\"credit\":\"Alfven Ato\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Living Ship Map.webp\"},\"title\":\"Living Ship Deck Plans\",\"credit\":\"Dyson Logos\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Living Ship Map Player Version.webp\"},\"title\":\"Unlabeled Version\",\"credit\":\"Dyson Logos\"}]},{\"name\":\"Longship\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Longships are vessels that rely on a rowing crew and sails to move across the sea. These ships are typically used to carry soldiers into combat. The size of a longship makes it easy for troops to get on and off quickly, making it the perfect ship for engaging in surprise strikes.\",\"A longship has the following features:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Light\",\"entry\":\"Hanging lanterns cast bright light over the deck.\"},{\"type\":\"item\",\"name\":\"Rigging\",\"entry\":\"Rigging on the ship can be climbed without an ability check.\"},{\"type\":\"item\",\"name\":\"Rudder\",\"entry\":\"The ship is steered by a rudder control on the aft of the deck.\"},{\"type\":\"item\",\"name\":\"Sails\",\"entry\":\"The longship has one 20-foot-tall mast with sails that can be used to sail the ship.\"}]},{\"type\":\"entries\",\"name\":\"Example Longship Crew\",\"entries\":[\"A longship requires a crew of forty to properly sail or row the vessel and often carries extra passengers or soldiers. If the characters are guests on a longship, the crew consists of the following creatures, all of which have proficiency with water vehicles in addition to their normal statistics:\",{\"type\":\"list\",\"items\":[\"One captain ({@creature berserker})\",\"Five other officers: a first mate, a bosun, a quartermaster, a surgeon, and a cook ({@creature berserker||berserkers})\",\"Thirty-four sailors ({@creature commoner||commoners})\"]}]},{\"type\":\"entries\",\"name\":\"Longship Deck\",\"entries\":[\"The deck of the longship has the following features:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Oars\",\"entry\":\"Sixteen benches are built into the deck, each with a 15-foot-long oar. When the ship is rowed, crew members sit on these benches to work the oars. Five spare oars hang on the walls.\"},{\"type\":\"item\",\"name\":\"Railing\",\"entry\":\"The deck has a 3-foot-high rail covered in wooden shields around its perimeter that provides {@quickref Cover||3||half cover} for Medium creatures and {@quickref Cover||3||three-quarters cover} for Small creatures behind it.\"}]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/GoS/smaller-ships.webp\"},\"credit\":\"Mike Schley\"}]},{\"name\":\"Mechanical Beholder\",\"source\":\"AI\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@i When you hear the mechanical beholder click to life, it sounds like death itself snapping its fingers.}\",\"A mechanical beholder takes the form of an oversized eye tyrant whose central eye is a viewport window. Part conveyance, part laboratory, and part siege engine, the vehicle can transport up to six humanoids through any terrain or medium, including underwater and through solid stone. A complex and often dangerous manipulation of gears, levers, and buttons controlled the original mechanical beholders, but more recent models feature magical controls that respond to voice commands—though not always accurately.\",{\"type\":\"entries\",\"name\":\"Equipment and Options\",\"entries\":[\"The mechanical beholder can be outfitted with a variety of sensors, probes, and gauges, allowing for functions as varied as determining alchemical composition, picking up on magical auras, or making masterfully dry martinis. Its range of armaments includes a disintegration ray modeled after that of its monstrous namesake (which for reasons of liability is advertised as being designed exclusively for waste removal). Portholes and hatches allow characters inside the beholder to make ranged and magical attacks from within it.\"]}]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AI/mechanical-beholder.webp\"},\"credit\":\"Chris Walton\"}]},{\"name\":\"Nautiloid\",\"source\":\"AAG\",\"entries\":[\"Built and used by {@creature Mind Flayer||mind flayers}, nautiloids are designed exclusively for space travel. They can't float on water, nor can they land safely on the ground.\",\"As an action, a creature attuned to a nautiloid's {@item spelljamming helm|AAG} and in physical contact with the ship can transport the nautiloid and all creatures and objects aboard it to a different plane of existence, at or near a destination envisioned by the spelljammer (or to a random location on the plane if no destination is envisioned). This property is a feature of the ship, not the {@item spelljamming helm|AAG}. Each time this property is used, roll a {@dice d6}. On a 5–6, the property recharges after 1 minute; otherwise, it can't be used again for 24 hours.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Nautiloid.webp\"},\"credit\":\"Kent Davis\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Nautiloid Map.webp\"},\"title\":\"Nautiloid Deck Plans\",\"credit\":\"Dyson Logos\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Nautiloid Map Player Version.webp\"},\"title\":\"Unlabeled Version\",\"credit\":\"Dyson Logos\"}]},{\"name\":\"Nightspider\",\"source\":\"AAG\",\"entries\":[\"Neogi terrorize Wildspace in ships of their own construction, which others call nightspiders. These vessels often wait in ambush for other ships. Once a target ship is identified, the neogi try to steal its {@item spelljamming helm|AAG} and capture its crew.\",\"A nightspider's crew usually consists of nineteen neogi and up to a half-dozen {@creature Umber Hulk||umber hulks}, which the neogi use as shock troops.\",\"Nightspiders are designed for space travel alone and can't float on water or land safely on the ground (the weight of the ship would snap its spindly legs, destroying its weblike rigging in the process). Standard weaponry on a nightspider includes four ballistae (two forward-facing and two aft-facing) and a forward-facing mangonel.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Nightspider.webp\"},\"credit\":\"Jessica Nguyen\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Nightspider Map.webp\"},\"title\":\"Nightspider Deck Plans\",\"credit\":\"Dyson Logos\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Nightspider Map Player Version.webp\"},\"title\":\"Unlabeled Version\",\"credit\":\"Dyson Logos\"}]},{\"name\":\"Planar Raider\",\"source\":\"MTF\",\"entries\":[\"The largest of the githyanki ships, the planar raider serves as a mobile headquarters during a major attack on the githyanki's enemies. It needs a crew of ten and can carry more than a hundred passengers. A planar raider can travel up to 12 miles per hour. It is 40 feet wide and 120 feet long, with two levels below decks, and is equipped with three ballistae and a catapult.\"]},{\"name\":\"Rowboat\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The humble rowboat serves to ferry passengers back and forth from larger ships or to navigate lakes and rivers. Due to its simple, versatile design, a rowboat has no decks or typical crew. Weighing 100 pounds, a rowboat is easy to transport and might be carried by larger ships.\"]}]}]},{\"name\":\"Sailing Ship\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Sailing ships are fast-moving designs focused on travel.\",\"A sailing ship has the following features:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Ceilings\",\"entry\":\"The ceilings in the lower deck, holds, and cabins are 8 feet high with 6-foot-high doorways.\"},{\"type\":\"item\",\"name\":\"Doors\",\"entry\":\"The ship's doors are made of wood and have AC 15, 18 hit points, and immunity to poison and psychic damage. A lock can be picked with a successful DC 15 Dexterity check made using thieves' tools, or the door can be forced open with a successful DC 20 Strength (Athletics) check.\"},{\"type\":\"item\",\"name\":\"Footlockers\",\"entry\":\"Footlockers on the ship are iron and have AC 19, 18 hit points, and immunity to poison and psychic damage.\"},{\"type\":\"item\",\"name\":\"Light\",\"entry\":\"Hanging lanterns cast bright light throughout the ship.\"},{\"type\":\"item\",\"name\":\"Rigging\",\"entry\":\"Rigging on the ship can be climbed without an ability check.\"},{\"type\":\"item\",\"name\":\"Sails\",\"entry\":\"The ship has three 80-foot-tall masts with sails to catch the wind and oars on the lower deck for rowing.\"}]},{\"type\":\"entries\",\"name\":\"Example Crew\",\"entries\":[\"A sailing ship requires a large crew to properly sail the vessel. If the characters are guests on a sailing ship, the crew consists of the following creatures, all of which have proficiency with water vehicles in addition to their normal statistics:\",{\"type\":\"list\",\"items\":[\"One captain ({@creature bandit captain})\",\"Four other officers: a first mate, a bosun, a quartermaster, and a cook ({@creature noble||nobles})\",\"Twenty-five sailors ({@creature commoner||commoners})\"]}]},{\"type\":\"entries\",\"name\":\"1. Main Deck\",\"entries\":[\"The main deck of the ship has the following features:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Mangonel\",\"entry\":\"Sailing ships have one {@object mangonel} (DMG, ch. 8) attached to the deck. Each weapon has 10 mangonel stones stacked and secured near it.\"},{\"type\":\"item\",\"name\":\"Hatch\",\"entry\":\"A covered, 10-foot-square opening leads to the lower deck (area W8).\"},{\"type\":\"item\",\"name\":\"Railing\",\"entry\":\"The main deck has a 3-foot-high rail around its perimeter that provides {@quickref Cover||3||half cover} for Medium creatures and {@quickref Cover||3||three-quarters cover} for Small creatures behind it.\"},{\"type\":\"item\",\"name\":\"Rowboats\",\"entry\":\"Four {@vehicle rowboat||rowboats} are stacked on top of each other on this deck. Ropes and pulleys can hoist these boats in and out of the water.\"}]}]},{\"type\":\"entries\",\"name\":\"2. Officers' Quarters\",\"entries\":[\"Four beds stand in the officer's quarters. Beneath each is an iron footlocker that holds the officers' belongings. The officers sleep in shifts so someone remains on duty to command the crew and carry out the captain's orders.\"]},{\"type\":\"entries\",\"name\":\"3. Captain's Quarters\",\"entries\":[\"The captain's quarters hold a bed and a desk. Beneath the bed is an iron footlocker that holds the captain's belongings.\"]},{\"type\":\"entries\",\"name\":\"4. Siege Weapon Ammunition\",\"entries\":[\"Shelves and rope on the walls of this cabin secure mangonel stones and ballista arrows.\"]},{\"type\":\"entries\",\"name\":\"5. Supplies\",\"entries\":[\"This area holds tools, barrels of tar, rope, extra material to repair sails, and other supplies needed to maintain the ship.\"]},{\"type\":\"entries\",\"name\":\"6. Forecastle\",\"entries\":[\"The forecastle has the following features:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Ballista\",\"entry\":\"A {@object ballista} (DMG, ch. 8) is attached to the deck. Ten ballista arrows are stacked and secured nearby.\"},{\"type\":\"item\",\"name\":\"Railing\",\"entry\":\"The forecastle has a 3-foot-high rail around its perimeter that provides {@quickref Cover||3||half cover} for Medium creatures and {@quickref Cover||3||three-quarters cover} for Small creatures behind it.\"}]}]},{\"type\":\"entries\",\"name\":\"7. Quarterdeck\",\"entries\":[\"The quarterdeck has the following features:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Railing\",\"entry\":\"The quarterdeck has a 3-foot-high rail around its perimeter that provides {@quickref Cover||3||half cover} for Medium creatures and {@quickref Cover||3||three-quarters cover} for Small creatures behind it.\"},{\"type\":\"item\",\"name\":\"Wheel\",\"entry\":\"The ship's wheel stands at the aft of the quarterdeck.\"}]}]},{\"type\":\"entries\",\"name\":\"8. Oar Deck\",\"entries\":[\"Twenty-two benches are built into the deck of the lower deck, each with a 20-foot-long oar. When the ship is rowed, crew members sit on these benches to work the oars. Ten spare oars hang on the walls of the ship.\"]},{\"type\":\"entries\",\"name\":\"9. Privy\",\"entries\":[\"Benches line the walls of this room. Four holes carved in them house chamber pots.\"]},{\"type\":\"entries\",\"name\":\"10. Medical Cabin\",\"entries\":[\"Hooks and shelves on the walls hold medical instruments, bandages, balms, tonics, jars of leeches, and more, ready to treat injuries from combat or sailing mishaps.\"]},{\"type\":\"entries\",\"name\":\"11. Guest Cabin\",\"entries\":[\"This cabin is meant for guests and visiting high-ranking officials along for the journey.\"]},{\"type\":\"entries\",\"name\":\"12. Hold\",\"entries\":[\"This area houses both passengers and cargo. The ship's off-duty crew sleep on bedrolls among the crates and barrels of food, water, and other supplies.\"]},{\"type\":\"entries\",\"name\":\"13. Armory\",\"entries\":[\"The ship's supply of weapons and armor is held in this cabin. Its walls are fitted with built-in weapon and armor racks. The door to this cabin is usually locked, the key kept by one of the ship's officers.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/GoS/sailing-ship.webp\"},\"credit\":\"Mike Schley\"}]},{\"name\":\"Scavenger\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The Scavenger handles like a small bus and is used to sift through battlefield detritus for scrap metal and other materials worth salvaging. Attached to the back of the vehicle is a swinging crane with an iron grappling claw fastened to the end of a winch and a 50-foot-long chain.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/BGDIA/Scavenger.webp\"}}]},{\"name\":\"Scorpion Ship\",\"source\":\"AAG\",\"entries\":[\"Scorpion ships are archaic metal warships that have never lost their popularity, largely because of their versatility. Articulated legs enable a scorpion ship to land safely on the ground and move across a solid surface at a walking speed of 30 feet. The ship can't float on water, however. A ballista is mounted on the top deck, and a mangonel is perched on the end of the tail. The ship's two claws are relatively inefficient in combat, but a claw that grabs a creature can quickly take it out of action.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Scorpion Ship.webp\"},\"credit\":\"David Rene Christensen\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Scorpion Ship Map.webp\"},\"title\":\"Scorpion Ship Deck Plans\",\"credit\":\"Dyson Logos\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Scorpion Ship Map Player Version.webp\"},\"title\":\"Unlabeled Version\",\"credit\":\"Dyson Logos\"}]},{\"name\":\"Shrike Ship\",\"source\":\"AAG\",\"entries\":[\"This swift vessel is a relatively recent design, quickly gaining popularity with merchants and pirates. A shrike ship's legs enable it to land safely on the ground. The ship can float but isn't built for traveling on water and sinks quickly in rough seas.\",\"Standard weaponry on a shrike ship includes three ballistae—one on the forecastle, one in the middle of the top deck, and one on the sterncastle. In a desperate situation, the ship's reinforced bow can be used as a piercing ram.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Shrike Ship.webp\"},\"credit\":\"Olly Lawson\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Shrike Ship Map.webp\"},\"title\":\"Shrike Ship Deck Plans\",\"credit\":\"Dyson Logos\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Shrike Ship Map Player Version.webp\"},\"title\":\"Unlabeled Version\",\"credit\":\"Dyson Logos\"}]},{\"name\":\"Space Galleon\",\"source\":\"AAG\",\"entries\":[\"The space galleon is a mainstay among the host of vessels that ply Wildspace and the Astral Sea. Space galleons can easily pass for ordinary seafaring galleons. Because they can land on water and move across it like their namesakes, they can sail into ports on terrestrial worlds without attracting undue attention. Like an ordinary galleon, a space galleon isn't built to land on the ground (its keel would cause it to roll on its side). The ship's standard weaponry includes two forward-mounted ballistae and an aft-mounted mangonel.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Space Galleon.webp\"},\"credit\":\"David Rene Christensen\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Space Galleon Map.webp\"},\"title\":\"Space Galleon Deck Plans\",\"credit\":\"Dyson Logos\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Space Galleon Map Player Version.webp\"},\"title\":\"Unlabeled Version\",\"credit\":\"Dyson Logos\"}]},{\"name\":\"Squid Ship\",\"source\":\"AAG\",\"entries\":[\"Among the oldest types of spelljamming vessels, squid ships are popular with privateers and are often used as patrol ships. Standard weapons on a squid ship include a forward-mounted mangonel, two aft-mounted ballistae, and a reinforced bow for ramming. The tentacles that extend from the bow account for nearly half the ship's keel length.\",\"Squid ships can float and sail on water, and they can land on the ground.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Squid Ship.webp\"},\"credit\":\"Katerina Ladon\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Squid Ship Map.webp\"},\"title\":\"Squid Ship Deck Plans\",\"credit\":\"Dyson Logos\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Squid Ship Map Player Version.webp\"},\"title\":\"Unlabeled Version\",\"credit\":\"Dyson Logos\"}]},{\"name\":\"Star Moth\",\"source\":\"AAG\",\"entries\":[\"Star moths are ships constructed and flown by astral elves, who don't like it when these ships end up in the hands of others.\",\"A star moth's hull is fashioned from a grown and sculpted organic substance, and its enormous, decorative wings are made of shimmering crystal. The vessel is built for space travel, but its design does enable it to float on water or land safely on the ground. Standard weaponry includes two ballistae nestled in the star moth's eye holes and a mangonel mounted above the bridge.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Star Moth.webp\"},\"credit\":\"Bruce Brenneise\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Star Moth Map.webp\"},\"title\":\"Star Moth Deck Plans\",\"credit\":\"Dyson Logos\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Star Moth Map Player Version.webp\"},\"title\":\"Unlabeled Version\",\"credit\":\"Dyson Logos\"}]},{\"name\":\"Tormentor\",\"source\":\"BGDIA\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"The Tormentor handles like a dune buggy and is designed for raiding and scouting. Bladed iron wheels drive the vehicle forward.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/BGDIA/Tormentor.webp\"}}]},{\"name\":\"Turtle Ship\",\"source\":\"AAG\",\"entries\":[\"A turtle ship is encased in a protective metal shell, as befits its name, and bristles with weapons. In addition to its roomy quarters, it can carry a decent-sized payload, making it popular among traders and others who need a lot of cargo space. The ship can land on the ground, and it floats on water. Sliding panels can be closed to make the hull airtight, enabling the ship to travel underwater safely, even to great depths. If the ship takes damage while on or under the water, interior hatches can be sealed to prevent the ship from flooding completely.\",\"Standard weaponry on a turtle ship includes three forward-mounted ballistae and a rear-facing mangonel. These weapons can't be used while the ship is underwater.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Turtle Ship.webp\"},\"credit\":\"Alfven Ato\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Turtle Ship Map.webp\"},\"title\":\"Turtle Ship Deck Plans\",\"credit\":\"Dyson Logos\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Turtle Ship Map Player Version.webp\"},\"title\":\"Unlabeled Version\",\"credit\":\"Dyson Logos\"}]},{\"name\":\"Tyrant Ship\",\"source\":\"AAG\",\"entries\":[\"{@creature Beholder||Beholders} carve tyrant ships out of stone using their disintegration rays and use these ships to wander the Astral Plane, looking for worlds to conquer and rival beholders to destroy. No two tyrant ships look alike, but they all have one or more features reminiscent of their creators, such as a bulbous shape and eyestalks.\",\"A spherical chamber on the ship's command deck functions as a {@item spelljamming helm|AAG} that only beholders can attune to. Any beholder that occupies this chamber can attune to it. Reducing a tyrant ship to 0 hit points not only destroys it but also destroys the ship's {@item spelljamming helm|AAG} and eyestalk cannons.\",\"A tyrant ship can't float on water, but it can safely land on the ground.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Tyrant Ship.webp\"},\"credit\":\"Olly Lawson\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Tyrant Ship Map.webp\"},\"title\":\"Tyrant Ship Deck Plans\",\"credit\":\"Dyson Logos\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Tyrant Ship Map Player Version.webp\"},\"title\":\"Unlabeled Version\",\"credit\":\"Dyson Logos\"}]},{\"name\":\"Warship\",\"source\":\"GoS\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"Warships are slow, heavily armed vessels capable of taking on large amounts of cargo.\",\"A warship ship has the following features:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Ceilings\",\"entry\":\"The ceilings in the lower deck, holds, and cabins are 8 feet high with 6-foot-high doorways.\"},{\"type\":\"item\",\"name\":\"Doors\",\"entry\":\"The ship's doors are made of wood and have AC 15, 18 hit points, and immunity to poison and psychic damage. A lock can be picked with a successful DC 15 Dexterity check made using thieves' tools, or the door can be forced open with a successful DC 20 Strength (Athletics) check.\"},{\"type\":\"item\",\"name\":\"Footlockers\",\"entry\":\"Footlockers on the ship are iron and have AC 19, 18 hit points, and immunity to poison and psychic damage.\"},{\"type\":\"item\",\"name\":\"Light\",\"entry\":\"Hanging lanterns cast bright light throughout the ship.\"},{\"type\":\"item\",\"name\":\"Rigging\",\"entry\":\"Rigging on the ship can be climbed without an ability check.\"},{\"type\":\"item\",\"name\":\"Sails\",\"entry\":\"The ship has three 80-foot-tall masts with sails to catch the wind and oars on the lower deck for rowing.\"}]},{\"type\":\"entries\",\"name\":\"Example Crew\",\"entries\":[\"A warship requires a large crew to properly sail the vessel. Warships carry extra soldiers to fight battles and fire the siege weapons. If the characters are guests on a warship, the crew consists of the following creatures, all of which have proficiency with water vehicles in addition to their normal statistics:\",{\"type\":\"list\",\"items\":[\"One captain ({@creature bandit captain})\",\"Four other officers: a first mate, a bosun, a quartermaster, and a cook ({@creature noble||nobles})\",\"Twenty-five sailors ({@creature commoner||commoners})\"]},\"A warship typically includes the following additional crew to augment its fighting ability:\",{\"type\":\"list\",\"items\":[\"Forty soldiers ({@creature guard||guards})\",\"Eight siege engineers ({@creature guard||guards})\",\"One {@creature priest} (the ship's surgeon)\"]}]},{\"type\":\"entries\",\"name\":\"1. Main Deck\",\"entries\":[\"The main deck of the ship has the following features:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Mangonel\",\"entry\":\"Sailing ships have one {@object mangonel} (DMG, ch. 8) attached to the deck. Warships have two mangonels (DMG, ch. 8). Each weapon has 10 mangonel stones stacked and secured near it.\"},{\"type\":\"item\",\"name\":\"Hatch\",\"entry\":\"A covered, 10-foot-square opening leads to the lower deck (area W8).\"},{\"type\":\"item\",\"name\":\"Railing\",\"entry\":\"The main deck has a 3-foot-high rail around its perimeter that provides {@quickref Cover||3||half cover} for Medium creatures and {@quickref Cover||3||three-quarters cover} for Small creatures behind it.\"},{\"type\":\"item\",\"name\":\"Rowboats\",\"entry\":\"Four {@vehicle rowboat||rowboats} are stacked on top of each other on this deck. Ropes and pulleys can hoist these boats in and out of the water.\"}]}]},{\"type\":\"entries\",\"name\":\"2. Officers' Quarters\",\"entries\":[\"Four beds stand in the officer's quarters. Beneath each is an iron footlocker that holds the officers' belongings. The officers sleep in shifts so someone remains on duty to command the crew and carry out the captain's orders.\"]},{\"type\":\"entries\",\"name\":\"3. Captain's Quarters\",\"entries\":[\"The captain's quarters hold a bed and a desk. Beneath the bed is an iron footlocker that holds the captain's belongings.\"]},{\"type\":\"entries\",\"name\":\"4. Siege Weapon Ammunition\",\"entries\":[\"Shelves and rope on the walls of this cabin secure mangonel stones and ballista arrows.\"]},{\"type\":\"entries\",\"name\":\"5. Supplies\",\"entries\":[\"This area holds tools, barrels of tar, rope, extra material to repair sails, and other supplies needed to maintain the ship.\"]},{\"type\":\"entries\",\"name\":\"6. Forecastle\",\"entries\":[\"The forecastle has the following features:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Ballista\",\"entry\":\"A {@object ballista} (DMG, ch. 8) is attached to the deck. Ten ballista arrows are stacked and secured nearby.\"},{\"type\":\"item\",\"name\":\"Figurehead\",\"entry\":\"Warships have an iron figurehead at the front of their forecastle, often shaped to look like a fearsome sea predator. This figurehead serves as the ship's naval ram.\"},{\"type\":\"item\",\"name\":\"Railing\",\"entry\":\"The forecastle has a 3-foot-high rail around its perimeter that provides {@quickref Cover||3||half cover} for Medium creatures and {@quickref Cover||3||three-quarters cover} for Small creatures behind it.\"}]}]},{\"type\":\"entries\",\"name\":\"7. Quarterdeck\",\"entries\":[\"The quarterdeck has the following features:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Ballista\",\"entry\":\"On a warship, a {@object ballista} (DMG, ch. 8) is attached to the deck. Ten ballista arrows are stacked and secured nearby.\"},{\"type\":\"item\",\"name\":\"Railing\",\"entry\":\"The quarterdeck has a 3-foot-high rail around its perimeter that provides {@quickref Cover||3||half cover} for Medium creatures and {@quickref Cover||3||three-quarters cover} for Small creatures behind it.\"},{\"type\":\"item\",\"name\":\"Wheel\",\"entry\":\"The ship's wheel stands at the aft of the quarterdeck.\"}]}]},{\"type\":\"entries\",\"name\":\"8. Oar Deck\",\"entries\":[\"Twenty-two benches are built into the deck of the lower deck, each with a 20-foot-long oar. When the ship is rowed, crew members sit on these benches to work the oars. Ten spare oars hang on the walls of the ship.\"]},{\"type\":\"entries\",\"name\":\"9. Privy\",\"entries\":[\"Benches line the walls of this room. Four holes carved in them house chamber pots.\"]},{\"type\":\"entries\",\"name\":\"10. Medical Cabin\",\"entries\":[\"Hooks and shelves on the walls hold medical instruments, bandages, balms, tonics, jars of leeches, and more, ready to treat injuries from combat or sailing mishaps.\"]},{\"type\":\"entries\",\"name\":\"11. Brig\",\"entries\":[\"This cabin is meant for guests and visiting high-ranking officials along for the journey. Since warships often have a greater need to house prisoners rather than guests, each bed aboard such a vessel also has a set of {@item manacles|phb} (see chapter 5 in the Player's Handbook) attached to its frame.\"]},{\"type\":\"entries\",\"name\":\"12. Hold\",\"entries\":[\"This area houses both passengers and cargo. The ship's off-duty crew sleep on bedrolls among the crates and barrels of food, water, and other supplies.\"]},{\"type\":\"entries\",\"name\":\"13. Armory\",\"entries\":[\"The ship's supply of weapons and armor is held in this cabin. Its walls are fitted with built-in weapon and armor racks. The door to this cabin is usually locked, the key kept by one of the ship's officers.\"]}]}],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/GoS/warship.webp\"},\"credit\":\"Mike Schley\"}]},{\"name\":\"Wasp Ship\",\"source\":\"AAG\",\"entries\":[\"Wasp ships are lightweight wooden vessels capable of landing safely on the ground, but not on water. They appeal to adventurers because they're affordable and don't require a large crew. Pirates like them because they're swift. Aristocrats are fond of using them as flying yachts because the ship's cargo hold can be easily converted into posh living quarters.\",\"The ship's raised back provides high ground for a weapon emplacement, which is typically equipped with a ballista.\"],\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Wasp Ship.webp\"},\"credit\":\"Olly Lawson\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Wasp Ship Map.webp\"},\"title\":\"Wasp Ship Deck Plans\",\"credit\":\"Dyson Logos\"},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"vehicles/AAG/Wasp Ship Map Player Version.webp\"},\"title\":\"Unlabeled Version\",\"credit\":\"Dyson Logos\"}]}]}"); JSON_DATA[`data/generated/gendata-subclass-lookup.json`] = JSON.parse("{\"TCE\":{\"Artificer\":{\"TCE\":{\"Alchemist\":{\"name\":\"Alchemist\"},\"Armorer\":{\"name\":\"Armorer\"},\"Artillerist\":{\"name\":\"Artillerist\"},\"Battle Smith\":{\"name\":\"Battle Smith\"}}}},\"PHB\":{\"Barbarian\":{\"PHB\":{\"Berserker\":{\"name\":\"Path of the Berserker\"},\"Totem Warrior\":{\"name\":\"Path of the Totem Warrior\"}},\"SCAG\":{\"Battlerager\":{\"name\":\"Path of the Battlerager\"}},\"XGE\":{\"Ancestral Guardian\":{\"name\":\"Path of the Ancestral Guardian\"},\"Storm Herald\":{\"name\":\"Path of the Storm Herald\"},\"Zealot\":{\"name\":\"Path of the Zealot\"}},\"TCE\":{\"Beast\":{\"name\":\"Path of the Beast\"},\"Wild Magic\":{\"name\":\"Path of Wild Magic\"}},\"TDCSR\":{\"Juggernaut\":{\"name\":\"Path of the Juggernaut\"}},\"BGG\":{\"Giant\":{\"name\":\"Path of the Giant\"}}},\"Bard\":{\"PHB\":{\"Lore\":{\"name\":\"College of Lore\"},\"Valor\":{\"name\":\"College of Valor\"}},\"XGE\":{\"Glamour\":{\"name\":\"College of Glamour\"},\"Swords\":{\"name\":\"College of Swords\"},\"Whispers\":{\"name\":\"College of Whispers\"}},\"HWCS\":{\"Road\":{\"name\":\"College of the Road\"}},\"TCE\":{\"Creation\":{\"name\":\"College of Creation\"},\"Eloquence\":{\"name\":\"College of Eloquence\"}},\"VRGR\":{\"Spirits\":{\"name\":\"College of Spirits\"}},\"TDCSR\":{\"Tragedy\":{\"name\":\"College of Tragedy\"}}},\"Cleric\":{\"PHB\":{\"Knowledge\":{\"name\":\"Knowledge Domain\"},\"Life\":{\"name\":\"Life Domain\"},\"Light\":{\"name\":\"Light Domain\"},\"Nature\":{\"name\":\"Nature Domain\"},\"Tempest\":{\"name\":\"Tempest Domain\"},\"Trickery\":{\"name\":\"Trickery Domain\"},\"War\":{\"name\":\"War Domain\"}},\"DMG\":{\"Death\":{\"name\":\"Death Domain\"}},\"SCAG\":{\"Arcana\":{\"name\":\"Arcana Domain\"}},\"PSA\":{\"Ambition (PSA)\":{\"name\":\"Ambition Domain (PSA)\"},\"Knowledge (PSA)\":{\"name\":\"Knowledge Domain (PSA)\",\"isReprinted\":true},\"Solidarity (PSA)\":{\"name\":\"Solidarity Domain (PSA)\"},\"Strength (PSA)\":{\"name\":\"Strength Domain (PSA)\"},\"Zeal (PSA)\":{\"name\":\"Zeal Domain (PSA)\"}},\"XGE\":{\"Forge\":{\"name\":\"Forge Domain\"},\"Grave\":{\"name\":\"Grave Domain\"}},\"HWCS\":{\"Community\":{\"name\":\"Community Domain\"},\"Night\":{\"name\":\"Night Domain\"}},\"TCE\":{\"Order\":{\"name\":\"Order Domain\"},\"Peace\":{\"name\":\"Peace Domain\"},\"Twilight\":{\"name\":\"Twilight Domain\"}},\"TDCSR\":{\"Blood\":{\"name\":\"Blood Domain\"},\"Moon\":{\"name\":\"Moon Domain\"}}},\"Druid\":{\"PHB\":{\"Land\":{\"name\":\"Circle of the Land\"},\"Moon\":{\"name\":\"Circle of the Moon\"}},\"XGE\":{\"Dreams\":{\"name\":\"Circle of Dreams\"},\"Shepherd\":{\"name\":\"Circle of the Shepherd\"}},\"TCE\":{\"Spores\":{\"name\":\"Circle of Spores\"},\"Stars\":{\"name\":\"Circle of Stars\"},\"Wildfire\":{\"name\":\"Circle of Wildfire\"}},\"TDCSR\":{\"Blighted\":{\"name\":\"Circle of the Blighted\"}}},\"Fighter\":{\"PHB\":{\"Battle Master\":{\"name\":\"Battle Master\"},\"Champion\":{\"name\":\"Champion\"},\"Eldritch Knight\":{\"name\":\"Eldritch Knight\"}},\"SCAG\":{\"Purple Dragon Knight (Banneret)\":{\"name\":\"Purple Dragon Knight (Banneret)\"}},\"XGE\":{\"Arcane Archer\":{\"name\":\"Arcane Archer\"},\"Cavalier\":{\"name\":\"Cavalier\"},\"Samurai\":{\"name\":\"Samurai\"}},\"HWCS\":{\"Scofflaw\":{\"name\":\"Scofflaw\"}},\"EGW\":{\"Echo Knight\":{\"name\":\"Echo Knight\"}},\"TCE\":{\"Psi Warrior\":{\"name\":\"Psi Warrior\"},\"Rune Knight\":{\"name\":\"Rune Knight\"}}},\"Monk\":{\"PHB\":{\"Shadow\":{\"name\":\"Way of Shadow\"},\"Four Elements\":{\"name\":\"Way of the Four Elements\"},\"Open Hand\":{\"name\":\"Way of the Open Hand\"}},\"SCAG\":{\"Long Death\":{\"name\":\"Way of the Long Death\"}},\"XGE\":{\"Drunken Master\":{\"name\":\"Way of the Drunken Master\"},\"Kensei\":{\"name\":\"Way of the Kensei\"},\"Sun Soul\":{\"name\":\"Way of the Sun Soul\"}},\"TCE\":{\"Mercy\":{\"name\":\"Way of Mercy\"},\"Astral Self\":{\"name\":\"Way of the Astral Self\"}},\"FTD\":{\"Ascendant Dragon\":{\"name\":\"Way of the Ascendant Dragon\"}},\"TDCSR\":{\"Cobalt Soul\":{\"name\":\"Way of the Cobalt Soul\"}}},\"Paladin\":{\"PHB\":{\"Devotion\":{\"name\":\"Oath of Devotion\"},\"Ancients\":{\"name\":\"Oath of the Ancients\"},\"Vengeance\":{\"name\":\"Oath of Vengeance\"}},\"DMG\":{\"Oathbreaker\":{\"name\":\"Oathbreaker\"}},\"SCAG\":{\"Crown\":{\"name\":\"Oath of the Crown\"}},\"XGE\":{\"Conquest\":{\"name\":\"Oath of Conquest\"},\"Redemption\":{\"name\":\"Oath of Redemption\"}},\"TCE\":{\"Glory\":{\"name\":\"Oath of Glory\"},\"Watchers\":{\"name\":\"Oath of the Watchers\"}},\"TDCSR\":{\"Open Sea\":{\"name\":\"Oath of the Open Sea\"}}},\"Ranger\":{\"PHB\":{\"Beast Master\":{\"name\":\"Beast Master\"},\"Hunter\":{\"name\":\"Hunter\"}},\"XGE\":{\"Gloom Stalker\":{\"name\":\"Gloom Stalker\"},\"Horizon Walker\":{\"name\":\"Horizon Walker\"},\"Monster Slayer\":{\"name\":\"Monster Slayer\"}},\"TCE\":{\"Fey Wanderer\":{\"name\":\"Fey Wanderer\"},\"Swarmkeeper\":{\"name\":\"Swarmkeeper\"}},\"FTD\":{\"Drakewarden\":{\"name\":\"Drakewarden\"}}},\"Rogue\":{\"PHB\":{\"Arcane Trickster\":{\"name\":\"Arcane Trickster\"},\"Assassin\":{\"name\":\"Assassin\"},\"Thief\":{\"name\":\"Thief\"}},\"XGE\":{\"Inquisitive\":{\"name\":\"Inquisitive\"},\"Mastermind\":{\"name\":\"Mastermind\"},\"Scout\":{\"name\":\"Scout\"},\"Swashbuckler\":{\"name\":\"Swashbuckler\"}},\"TCE\":{\"Phantom\":{\"name\":\"Phantom\"},\"Soulknife\":{\"name\":\"Soulknife\"}}},\"Sorcerer\":{\"PHB\":{\"Draconic\":{\"name\":\"Draconic Bloodline\"},\"Wild\":{\"name\":\"Wild Magic\"}},\"PSK\":{\"Pyromancer (PSK)\":{\"name\":\"Pyromancer (PSK)\"}},\"XGE\":{\"Divine Soul\":{\"name\":\"Divine Soul\"},\"Shadow\":{\"name\":\"Shadow Magic\"},\"Storm\":{\"name\":\"Storm Sorcery\"}},\"TCE\":{\"Aberrant Mind\":{\"name\":\"Aberrant Mind\"},\"Clockwork Soul\":{\"name\":\"Clockwork Soul\"}},\"TDCSR\":{\"Runechild\":{\"name\":\"Runechild\"}},\"DSotDQ\":{\"Lunar\":{\"name\":\"Lunar Sorcery\"}}},\"Warlock\":{\"PHB\":{\"Archfey\":{\"name\":\"The Archfey\"},\"Fiend\":{\"name\":\"The Fiend\"},\"Great Old One\":{\"name\":\"The Great Old One\"}},\"SCAG\":{\"Undying\":{\"name\":\"The Undying\"}},\"XGE\":{\"Celestial\":{\"name\":\"The Celestial\"},\"Hexblade\":{\"name\":\"The Hexblade\"}},\"TCE\":{\"Fathomless\":{\"name\":\"The Fathomless\"},\"Genie\":{\"name\":\"The Genie\"}},\"VRGR\":{\"Undead\":{\"name\":\"The Undead\"}}},\"Wizard\":{\"PHB\":{\"Abjuration\":{\"name\":\"School of Abjuration\"},\"Conjuration\":{\"name\":\"School of Conjuration\"},\"Divination\":{\"name\":\"School of Divination\"},\"Enchantment\":{\"name\":\"School of Enchantment\"},\"Evocation\":{\"name\":\"School of Evocation\"},\"Illusion\":{\"name\":\"School of Illusion\"},\"Necromancy\":{\"name\":\"School of Necromancy\"},\"Transmutation\":{\"name\":\"School of Transmutation\"}},\"XGE\":{\"War\":{\"name\":\"War Magic\"}},\"EGW\":{\"Chronurgy\":{\"name\":\"Chronurgy Magic\"},\"Graviturgy\":{\"name\":\"Graviturgy Magic\"}},\"TCE\":{\"Bladesinging\":{\"name\":\"Bladesinging\"},\"Scribes\":{\"name\":\"Order of Scribes\"}},\"TDCSR\":{\"Blood Magic\":{\"name\":\"Blood Magic\"}}}},\"XPHB\":{\"Barbarian\":{\"PHB\":{\"Berserker\":{\"name\":\"Path of the Berserker\"},\"Totem Warrior\":{\"name\":\"Path of the Totem Warrior\"}},\"SCAG\":{\"Battlerager\":{\"name\":\"Path of the Battlerager\"}},\"XGE\":{\"Ancestral Guardian\":{\"name\":\"Path of the Ancestral Guardian\"},\"Storm Herald\":{\"name\":\"Path of the Storm Herald\"},\"Zealot\":{\"name\":\"Path of the Zealot\"}},\"TCE\":{\"Beast\":{\"name\":\"Path of the Beast\"},\"Wild Magic\":{\"name\":\"Path of Wild Magic\"}},\"TDCSR\":{\"Juggernaut\":{\"name\":\"Path of the Juggernaut\"}},\"BGG\":{\"Giant\":{\"name\":\"Path of the Giant\"}},\"XPHB\":{\"Berserker\":{\"name\":\"Path of the Berserker\"},\"Wild Heart\":{\"name\":\"Path of the Wild Heart\"},\"World Tree\":{\"name\":\"Path of the World Tree\"},\"Zealot\":{\"name\":\"Path of the Zealot\"}}},\"Bard\":{\"PHB\":{\"Lore\":{\"name\":\"College of Lore\"},\"Valor\":{\"name\":\"College of Valor\"}},\"XGE\":{\"Glamour\":{\"name\":\"College of Glamour\"},\"Swords\":{\"name\":\"College of Swords\"},\"Whispers\":{\"name\":\"College of Whispers\"}},\"HWCS\":{\"Road\":{\"name\":\"College of the Road\"}},\"TCE\":{\"Creation\":{\"name\":\"College of Creation\"},\"Eloquence\":{\"name\":\"College of Eloquence\"}},\"VRGR\":{\"Spirits\":{\"name\":\"College of Spirits\"}},\"TDCSR\":{\"Tragedy\":{\"name\":\"College of Tragedy\"}},\"XPHB\":{\"Dance\":{\"name\":\"College of Dance\"},\"Glamour\":{\"name\":\"College of Glamour\"},\"Lore\":{\"name\":\"College of Lore\"},\"Valor\":{\"name\":\"College of Valor\"}}},\"Cleric\":{\"PHB\":{\"Knowledge\":{\"name\":\"Knowledge Domain\"},\"Life\":{\"name\":\"Life Domain\"},\"Light\":{\"name\":\"Light Domain\"},\"Nature\":{\"name\":\"Nature Domain\"},\"Tempest\":{\"name\":\"Tempest Domain\"},\"Trickery\":{\"name\":\"Trickery Domain\"},\"War\":{\"name\":\"War Domain\"}},\"DMG\":{\"Death\":{\"name\":\"Death Domain\"}},\"SCAG\":{\"Arcana\":{\"name\":\"Arcana Domain\"}},\"PSA\":{\"Ambition (PSA)\":{\"name\":\"Ambition Domain (PSA)\"},\"Knowledge (PSA)\":{\"name\":\"Knowledge Domain (PSA)\"},\"Solidarity (PSA)\":{\"name\":\"Solidarity Domain (PSA)\"},\"Strength (PSA)\":{\"name\":\"Strength Domain (PSA)\"},\"Zeal (PSA)\":{\"name\":\"Zeal Domain (PSA)\"}},\"XGE\":{\"Forge\":{\"name\":\"Forge Domain\"},\"Grave\":{\"name\":\"Grave Domain\"}},\"HWCS\":{\"Community\":{\"name\":\"Community Domain\"},\"Night\":{\"name\":\"Night Domain\"}},\"TCE\":{\"Order\":{\"name\":\"Order Domain\"},\"Peace\":{\"name\":\"Peace Domain\"},\"Twilight\":{\"name\":\"Twilight Domain\"}},\"TDCSR\":{\"Blood\":{\"name\":\"Blood Domain\"},\"Moon\":{\"name\":\"Moon Domain\"}},\"XPHB\":{\"Life\":{\"name\":\"Life Domain\"},\"Light\":{\"name\":\"Light Domain\"},\"Trickery\":{\"name\":\"Trickery Domain\"},\"War\":{\"name\":\"War Domain\"}}},\"Druid\":{\"PHB\":{\"Land\":{\"name\":\"Circle of the Land\"},\"Moon\":{\"name\":\"Circle of the Moon\"}},\"XGE\":{\"Dreams\":{\"name\":\"Circle of Dreams\"},\"Shepherd\":{\"name\":\"Circle of the Shepherd\"}},\"TCE\":{\"Spores\":{\"name\":\"Circle of Spores\"},\"Stars\":{\"name\":\"Circle of Stars\"},\"Wildfire\":{\"name\":\"Circle of Wildfire\"}},\"TDCSR\":{\"Blighted\":{\"name\":\"Circle of the Blighted\"}},\"XPHB\":{\"Land\":{\"name\":\"Circle of the Land\"},\"Moon\":{\"name\":\"Circle of the Moon\"},\"Sea\":{\"name\":\"Circle of the Sea\"},\"Stars\":{\"name\":\"Circle of the Stars\"}}},\"Fighter\":{\"PHB\":{\"Battle Master\":{\"name\":\"Battle Master\"},\"Champion\":{\"name\":\"Champion\"},\"Eldritch Knight\":{\"name\":\"Eldritch Knight\"}},\"SCAG\":{\"Purple Dragon Knight (Banneret)\":{\"name\":\"Purple Dragon Knight (Banneret)\"}},\"XGE\":{\"Arcane Archer\":{\"name\":\"Arcane Archer\"},\"Cavalier\":{\"name\":\"Cavalier\"},\"Samurai\":{\"name\":\"Samurai\"}},\"HWCS\":{\"Scofflaw\":{\"name\":\"Scofflaw\"}},\"EGW\":{\"Echo Knight\":{\"name\":\"Echo Knight\"}},\"TCE\":{\"Psi Warrior\":{\"name\":\"Psi Warrior\"},\"Rune Knight\":{\"name\":\"Rune Knight\"}},\"XPHB\":{\"Battle Master\":{\"name\":\"Battle Master\"},\"Champion\":{\"name\":\"Champion\"},\"Eldritch Knight\":{\"name\":\"Eldritch Knight\"},\"Psi Warrior\":{\"name\":\"Psi Warrior\"}}},\"Monk\":{\"PHB\":{\"Shadow\":{\"name\":\"Way of Shadow\"},\"Four Elements\":{\"name\":\"Way of the Four Elements\"},\"Open Hand\":{\"name\":\"Way of the Open Hand\"}},\"SCAG\":{\"Long Death\":{\"name\":\"Way of the Long Death\"}},\"XGE\":{\"Drunken Master\":{\"name\":\"Way of the Drunken Master\"},\"Kensei\":{\"name\":\"Way of the Kensei\"},\"Sun Soul\":{\"name\":\"Way of the Sun Soul\"}},\"TCE\":{\"Mercy\":{\"name\":\"Way of Mercy\"},\"Astral Self\":{\"name\":\"Way of the Astral Self\"}},\"FTD\":{\"Ascendant Dragon\":{\"name\":\"Way of the Ascendant Dragon\"}},\"TDCSR\":{\"Cobalt Soul\":{\"name\":\"Way of the Cobalt Soul\"}},\"XPHB\":{\"Mercy\":{\"name\":\"Warrior of Mercy\"},\"Shadow\":{\"name\":\"Warrior of Shadow\"},\"Elements\":{\"name\":\"Warrior of the Elements\"},\"Open Hand\":{\"name\":\"Warrior of the Open Hand\"}}},\"Paladin\":{\"PHB\":{\"Devotion\":{\"name\":\"Oath of Devotion\"},\"Ancients\":{\"name\":\"Oath of the Ancients\"},\"Vengeance\":{\"name\":\"Oath of Vengeance\"}},\"DMG\":{\"Oathbreaker\":{\"name\":\"Oathbreaker\"}},\"SCAG\":{\"Crown\":{\"name\":\"Oath of the Crown\"}},\"XGE\":{\"Conquest\":{\"name\":\"Oath of Conquest\"},\"Redemption\":{\"name\":\"Oath of Redemption\"}},\"TCE\":{\"Glory\":{\"name\":\"Oath of Glory\"},\"Watchers\":{\"name\":\"Oath of the Watchers\"}},\"TDCSR\":{\"Open Sea\":{\"name\":\"Oath of the Open Sea\"}},\"XPHB\":{\"Devotion\":{\"name\":\"Oath of Devotion\"},\"Glory\":{\"name\":\"Oath of Glory\"},\"Ancients\":{\"name\":\"Oath of the Ancients\"},\"Vengeance\":{\"name\":\"Oath of Vengeance\"}}},\"Ranger\":{\"PHB\":{\"Beast Master\":{\"name\":\"Beast Master\"},\"Hunter\":{\"name\":\"Hunter\"}},\"XGE\":{\"Gloom Stalker\":{\"name\":\"Gloom Stalker\"},\"Horizon Walker\":{\"name\":\"Horizon Walker\"},\"Monster Slayer\":{\"name\":\"Monster Slayer\"}},\"TCE\":{\"Fey Wanderer\":{\"name\":\"Fey Wanderer\"},\"Swarmkeeper\":{\"name\":\"Swarmkeeper\"}},\"FTD\":{\"Drakewarden\":{\"name\":\"Drakewarden\"}},\"XPHB\":{\"Beast Master\":{\"name\":\"Beast Master\"},\"Fey Wanderer\":{\"name\":\"Fey Wanderer\"},\"Gloom Stalker\":{\"name\":\"Gloom Stalker\"},\"Hunter\":{\"name\":\"Hunter\"}}},\"Rogue\":{\"PHB\":{\"Arcane Trickster\":{\"name\":\"Arcane Trickster\"},\"Assassin\":{\"name\":\"Assassin\"},\"Thief\":{\"name\":\"Thief\"}},\"XGE\":{\"Inquisitive\":{\"name\":\"Inquisitive\"},\"Mastermind\":{\"name\":\"Mastermind\"},\"Scout\":{\"name\":\"Scout\"},\"Swashbuckler\":{\"name\":\"Swashbuckler\"}},\"TCE\":{\"Phantom\":{\"name\":\"Phantom\"},\"Soulknife\":{\"name\":\"Soulknife\"}},\"XPHB\":{\"Arcane Trickster\":{\"name\":\"Arcane Trickster\"},\"Assassin\":{\"name\":\"Assassin\"},\"Soulknife\":{\"name\":\"Soulknife\"},\"Thief\":{\"name\":\"Thief\"}}},\"Sorcerer\":{\"PHB\":{\"Draconic\":{\"name\":\"Draconic Bloodline\"},\"Wild\":{\"name\":\"Wild Magic\"}},\"PSK\":{\"Pyromancer (PSK)\":{\"name\":\"Pyromancer (PSK)\"}},\"XGE\":{\"Divine Soul\":{\"name\":\"Divine Soul\"},\"Shadow\":{\"name\":\"Shadow Magic\"},\"Storm\":{\"name\":\"Storm Sorcery\"}},\"TCE\":{\"Aberrant Mind\":{\"name\":\"Aberrant Mind\"},\"Clockwork Soul\":{\"name\":\"Clockwork Soul\"}},\"TDCSR\":{\"Runechild\":{\"name\":\"Runechild\"}},\"DSotDQ\":{\"Lunar\":{\"name\":\"Lunar Sorcery\"}},\"XPHB\":{\"Aberrant\":{\"name\":\"Aberrant Sorcery\"},\"Clockwork\":{\"name\":\"Clockwork Sorcery\"},\"Draconic\":{\"name\":\"Draconic Sorcery\"},\"Wild Magic\":{\"name\":\"Wild Magic Sorcery\"}}},\"Warlock\":{\"PHB\":{\"Archfey\":{\"name\":\"The Archfey\"},\"Fiend\":{\"name\":\"The Fiend\"},\"Great Old One\":{\"name\":\"The Great Old One\"}},\"SCAG\":{\"Undying\":{\"name\":\"The Undying\"}},\"XGE\":{\"Celestial\":{\"name\":\"The Celestial\"},\"Hexblade\":{\"name\":\"The Hexblade\"}},\"TCE\":{\"Fathomless\":{\"name\":\"The Fathomless\"},\"Genie\":{\"name\":\"The Genie\"}},\"VRGR\":{\"Undead\":{\"name\":\"The Undead\"}},\"XPHB\":{\"Archfey\":{\"name\":\"Archfey Patron\"},\"Celestial\":{\"name\":\"Celestial Patron\"},\"Fiend\":{\"name\":\"Fiend Patron\"},\"Great Old One\":{\"name\":\"Great Old One Patron\"}}},\"Wizard\":{\"PHB\":{\"Abjuration\":{\"name\":\"School of Abjuration\"},\"Conjuration\":{\"name\":\"School of Conjuration\"},\"Divination\":{\"name\":\"School of Divination\"},\"Enchantment\":{\"name\":\"School of Enchantment\"},\"Evocation\":{\"name\":\"School of Evocation\"},\"Illusion\":{\"name\":\"School of Illusion\"},\"Necromancy\":{\"name\":\"School of Necromancy\"},\"Transmutation\":{\"name\":\"School of Transmutation\"}},\"XGE\":{\"War\":{\"name\":\"War Magic\"}},\"EGW\":{\"Chronurgy\":{\"name\":\"Chronurgy Magic\"},\"Graviturgy\":{\"name\":\"Graviturgy Magic\"}},\"TCE\":{\"Bladesinging\":{\"name\":\"Bladesinging\"},\"Scribes\":{\"name\":\"Order of Scribes\"}},\"TDCSR\":{\"Blood Magic\":{\"name\":\"Blood Magic\"}},\"XPHB\":{\"Abjurer\":{\"name\":\"Abjurer\"},\"Diviner\":{\"name\":\"Diviner\"},\"Evoker\":{\"name\":\"Evoker\"},\"Illusionist\":{\"name\":\"Illusionist\"}}}},\"UATheMysticClass\":{\"Mystic\":{\"UATheMysticClass\":{\"Avatar\":{\"name\":\"Order of the Avatar\"},\"Awakened\":{\"name\":\"Order of the Awakened\"},\"Immortal\":{\"name\":\"Order of the Immortal\"},\"Nomad\":{\"name\":\"Order of the Nomad\"},\"Soul Knife\":{\"name\":\"Order of the Soul Knife\"},\"Wu Jen\":{\"name\":\"Order of the Wu Jen\"}}}}}"); JSON_DATA[`data/generated/gendata-tables.json`] = JSON.parse("{\"table\":[{\"page\":5,\"caption\":\"Snout of Omgar Encounters\",\"colLabels\":[\"Encounter\",\"Land\",\"Water\"],\"colStyles\":[\"col-6\",\"col-3 text-center\",\"col-3 text-center\"],\"rows\":[[\"{@area Almiraj|008|x}\",\"01-05\",\"—\"],[\"{@area Axe beaks|009|x}\",\"06-10\",\"—\"],[\"{@area Baboons|00a|x}\",\"11-15\",\"—\"],[\"{@area Blood hawks|00b|x}\",\"16-20\",\"—\"],[\"{@area Cannibals|00c|x}\",\"21-25\",\"01-15\"],[\"{@area Chwinga|00d|x}\",\"26-30\",\"—\"],[\"{@area Dimetrodons|00e|x}\",\"31-35\",\"—\"],[\"{@area Dolphins|00f|x}\",\"—\",\"16-30\"],[\"{@area Eblis|010|x}\",\"36-40\",\"—\"],[\"{@area Flail snail|011|x}\",\"41-45\",\"—\"],[\"{@area Flying snakes|012|x}\",\"46-50\",\"31-40\"],[\"{@area Geonids|013|x}\",\"51-55\",\"—\"],[\"{@area Giant lizards|014|x}\",\"56-60\",\"—\"],[\"{@area Giant snapping turtle|015|x}\",\"61-65\",\"41-50\"],[\"{@area Jaculis|016|x}\",\"66-70\",\"—\"],[\"{@area Marine Decapus|017|x}\",\"—\",\"51-60\"],[\"{@area Plesiosaurus|018|x}\",\"—\",\"61-75\"],[\"{@area Pteranodons|019|x}\",\"71-75\",\"76-85\"],[\"{@area Reef sharks|01a|x}\",\"—\",\"86-00\"],[\"{@area Stirges|01b|x}\",\"76-80\",\"—\"],[\"{@area Topis|01c|x}\",\"81-85\",\"—\"],[\"{@area Tortle|01d|x}\",\"86-00\",\"—\"]],\"name\":\"Random Encounters; Snout of Omgar Encounters\",\"source\":\"TTP\",\"chapter\":{\"name\":\"Exploring the Island\",\"index\":2}},{\"caption\":\"Wilderness Encounters\",\"colLabels\":[\"d10\",\"Encounter\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"A pack of {@creature Sprite||Sprites} pester the party, playing tricks and attempting to steal small items until the characters leave their territory. If they are treated with deference, the sprites might help the characters find the correct path and hurry them along. If assaulted in any way, fifteen {@creature Sprite||Sprites} riding {@creature Stirge||Stirges} attack. (The sprites' invisibility extends to the stirges as well while they are mounted.)\"],[\"2\",\"The path leads into a lonely grove that serves as the grave of a former dryad queen. If appropriate respects are paid, the characters have a {@chance 50} chance to receive a supernatural gift (see {@book chapter 7|DMG|7|Supernatural Gifts} of the {@book Dungeon Master's Guide|DMG})—a charm that allows a character to cast the {@spell Galder's Tower|LLK|Galder's tower} spell (see {@adventure appendix E|LLK|7}) once as an action.\"],[\"3\",\"A {@creature Treant} and a {@creature Stone Golem} were magically locked together during an ancient battle. Over the centuries since, fey gardeners have turned the two into a temple. Characters who explore the temple might inadvertently help the treant or the golem finally overcome its foe.\"],[\"4\",\"A leprechaun (use {@creature Quickling|VGM} statistics from {@book Volo's Guide to Monsters|VGM}) crosses the characters' path. If successfully caught without being killed, the creature negotiates its release with the location of its hidden treasure: 1,000 gp in brightly polished coins.\"],[\"5\",\"Gathering firewood results in a visit from an angered undead {@creature Treant}. (Use normal statistics, but the creature has the undead type and cannot use its Animate Trees feature). The treant collects all such fallen branches to take to a hidden graveyard of treant remains, and it angrily attacks any characters who get in its way.\"],[\"6–7\",\"Some strange creature has wandered down from the Monastery of the Distressed Body. Such creatures might include an ancient security construct gone mad (use {@creature Oaken Bolter|MTF} statistics from {@book Mordenkainen's Tome of Foes|MTF}) or a {@creature Gibbering Mouther} with a mechanical skull housing its central brain.\"],[\"8–10\",\"The characters come across a group of roving outlaws (five to ten {@creature Thug||Thugs} led by a {@creature Bandit Captain}), who are heading to the monastery to join its ranks. They possess rumors and fragments of a map, and are keen to steal the characters' resources—especially if {@creature Gearbox|LLK} the modron is present.\"]],\"name\":\"Wilderness Encounters\",\"page\":32,\"source\":\"LLK\",\"chapter\":{\"name\":\"Random Encounters\",\"ordinal\":{\"type\":\"appendix\",\"identifier\":\"A\"},\"index\":4}},{\"caption\":\"Cavern Encounters\",\"colLabels\":[\"d10\",\"Encounter\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature Xorn} and an {@creature Umber Hulk} hunt as a team, with the umber hulk working to herd characters toward its partner. Alternatively, the xorn and the umber hulk are rivals, with the characters caught in the middle.\"],[\"2\",\"A small war machine built at the monastery has been claimed by three kobolds, which use it to attack any potential threats. Use the statistics for the {@creature Oaken Bolter|MTF} (from {@book Mordenkainen's Tome of Foes|MTF}) and the {@creature Kobold Inventor|VGM} (from {@book Volo's Guide to Monsters|VGM}).\"],[\"3\",\"The characters' tunnel route leads through the lair of a {@creature Froghemoth|VGM} or some other exotic monstrosity escaped from another planar craft that crashed into the Barrier Peaks long ago.\"],[\"4\",\"A {@creature Galeb Duhr} serves as a kind of door between passageways. Negotiating with it successfully allows access to a secret tunnel that cuts days off the characters' journey.\"],[\"5\",\"Roving outlaws (five to ten {@creature Thug||Thugs} led by a {@creature Bandit Captain}) heading to the monastery to join its ranks are hopelessly lost in the tunnels. In gratitude for being rescued, they offer to help the characters in their quest, but betray them at the first opportunity.\"],[\"6–7\",\"Six prisoners ({@creature Commoner||Commoners}) escaping from the monastery look to the characters for aid. They are pursued by monks (five {@creature Cultist||Cultists} led by a {@creature Cult Fanatic}). If the prisoners are aided, they can supply some knowledge of the monastery before making their own way safely out of the mountains.\"],[\"8–10\",\"A monastery work party—six humanoid prisoners ({@creature Commoner||Commoners}) watched by five {@creature Cultist||Cultists} and a {@creature Cult Fanatic}—is seen collecting ore to fuel the monastery's engines. If the prisoners are rescued, they can supply some knowledge of the monastery before fleeing the mountains.\"]],\"name\":\"Cavern Encounters\",\"page\":33,\"source\":\"LLK\",\"chapter\":{\"name\":\"Random Encounters\",\"ordinal\":{\"type\":\"appendix\",\"identifier\":\"A\"},\"index\":4}},{\"caption\":\"Mountain Encounters\",\"colLabels\":[\"d10\",\"Encounter\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1–2\",\"A party of monks (five {@creature Cultist||Cultists} led by a {@creature Cult Fanatic}) either survived the characters' assault on the Monastery of the Distressed Body or were away from the monastery and returned to find it routed. They pursue the characters—to try to convince them to take on leadership of the monastery.\"],[\"3\",\"A party of surviving monks (five {@creature Cultist||Cultists}) pursues the characters in revenge, led by an escaped {@creature Brain in a jar|LLK} using cobbled-together mechanical gear for mobility. (If the Grand Master was defeated and its brain survived any encounter in the treasury (area M10), that brain now leads this group.)\"],[\"4\",\"The characters discover signs of past expeditions to the Barrier Peaks—the remains of travelers crushed by fallen rocks. If searched, the bodies might still possess useful gear or fragmentary maps showing the layout of Daoine Gloine. But a close inspection shows that some bodies have had part of their flesh melted away (from encounters with wandering ooze-folk).\"],[\"5\",\"A {@creature Galeb Duhr} (sibling to the one in the monastery tunnels) blocks a key route into the lost city of Daoine Gloine. A character must succeed on a DC 14 Charisma ({@skill Persuasion}) check for the party to pass. But these galeb duhr have an instinctive knowledge of each other, granting advantage or disadvantage on the check depending on how the other galeb duhr was treated. If the other galeb duhr was killed, this one attacks as soon as the characters are recognized.\"],[\"6–7\",\"A wandering {@creature Ooze-Folk|LLK} appears, having accidentally trekked out of the city.\"],[\"8–10\",\"An isolated village clings to the mountainside, populated by {@creature Kenku} descended from Daoine Gloine refugees who fled the city when it was flooded with ooze. The kenku still remember ancient legends their forebears told about a cult of the medusa, as well as Kwalish's arrival and the \\\"plague of ooze.\\\" However, their ability to speak only in mimicry might make it challenging for the characters to communicate with them. In the course of the conversation, the kenku might mimic the sounds of destruction and screaming heard as the city was overwhelmed, relay the mad ranting of the medusa, and so forth. They might even repeat the words of Kwalish himself as he talks of his extradimensional experiments with glass baubles, and his efforts to hide his lab inside of one.\"]],\"name\":\"Mountain Encounters\",\"page\":33,\"source\":\"LLK\",\"chapter\":{\"name\":\"Random Encounters\",\"ordinal\":{\"type\":\"appendix\",\"identifier\":\"A\"},\"index\":4}},{\"caption\":\"Stagefright's Lines\",\"page\":250,\"colLabels\":[\"1d80\",\"Line\"],\"colStyles\":[\"col-1 text-center\",\"col-11 text-center\"],\"rows\":[[1,\"Did you speak? I thought 'twas the braying of an ass.\"],[2,\"Not even otyughs would dine on this.\"],[3,\"Am I to make pie from these crumbs?\"],[4,\"Are you the lord here? I bring dark tidings from afar.\"],[5,\"You would make a mistress of the moon, if it shone on you.\"],[6,\"You have lit my lantern wick, that's for sure! I am aflame.\"],[7,\"You! Fetch my steed!\"],[8,\"'Tis said that in Veluna they eat such things.\"],[9,\"Careful, whelp. Far greater than thou hath perished for less.\"],[10,\"Hold on to thy seat. This trail has more bumps to come!\"],[11,\"I feel I have inherited much from this meeting.\"],[12,\"Stop saying that! Are you a fool?\"],[13,\"From this wound I shall not recover. You have slain me.\"],[14,\"Let us dance in the whistling wind!\"],[15,\"You dare speak of this, rascal?\"],[16,\"On the contrary, I acknowledge all your faults.\"],[17,\"My liege, he's dead.\"],[18,\"It seems we are in a bit of a pickle.\"],[19,\"No, master! He turned to stone.\"],[20,\"But I am your son!\"],[21,\"Murder! Oh, murder!\"],[22,\"Hurts, doesn't it?\"],[23,\"This portends an unpleasant day.\"],[24,\"What manner of ghoul is this I see before me?\"],[25,\"Knaves, footpads, and liars. I am in good company!\"],[26,\"Even a beholder wouldn't have seen that one coming!\"],[27,\"This truly is the worst outcome.\"],[28,\"Tomorrow, at sunrise, I shall no longer be here.\"],[29,\"Hurry! 'Tis best I die quickly.\"],[30,\"Lend me your hand. There is something I must show you.\"],[31,\"I would not wish you upon a toad.\"],[32,\"You beastly little imp!\"],[33,\"Oh, let us make merry again soon!\"],[34,\"Night comes, and we must away!\"],[35,\"I smell a foul wind.\"],[36,\"Tomorrow should dawn merrier.\"],[37,\"My hope is shriveled like a grape. Let us make wine of it!\"],[38,\"Tell me what I must do.\"],[39,\"Speak only good news! My mood is leaden.\"],[40,\"I think I'll hide in the chimney.\"],[41,\"Enough! I shall not be kicked by any mule!\"],[42,\"An unnecessary footnote, you are.\"],[43,\"I would tear the world in two for a quaff.\"],[44,\"How now, friend. Why the long face?\"],[45,\"I shall make a banquet of your dreams.\"],[46,\"Hush, my sweet dumpling.\"],[47,\"We danced too long; now all the music is gone.\"],[48,\"Such humor. I can barely hold my sides.\"],[49,\"Who goes there, on this woebegone, rain-lashed night?\"],[50,\"The words catch in my throat. I cannot speak them!\"],[51,\"That is a goatish look you have upon your face.\"],[52,\"Is that a hoot or a growl? It chills my blood!\"],[53,\"A tailor could not sew a finer lie.\"],[54,\"Silence, piglet! You have squealed enough.\"],[55,\"This dream shall soon end.\"],[56,\"As for this one: let your sword speak.\"],[57,\"A runt has no place among giants.\"],[58,\"Perhaps I shall have that drink, after all.\"],[59,\"Awake! The time is upon us.\"],[60,\"Strange bedfellows, these ones.\"],[61,\"I have a wicked thought, if you will hear it.\"],[62,\"Well, here is a serpent!\"],[63,\"Two truths told. A lie is sure to follow.\"],[64,\"I warn you: my patience has sunk.\"],[65,\"It seems I am betrayed.\"],[66,\"Have you met my husband?\"],[67,\"Bar the door! They're here!\"],[68,\"Let me answer this one.\"],[69,\"I shall not rest 'til the deed is done.\"],[70,\"My enemies are dead, yet I hunger still.\"],[71,\"This is no night for joy.\"],[72,\"See, 'twas I all along!\"],[73,\"Here's some gristle to chew upon.\"],[74,\"I feel like a giant stepped on my head.\"],[75,\"All is lost! No prayer can save us now!\"],[76,\"Oh, for a sword!\"],[77,\"What malice are you planning?\"],[78,\"What fresh horror is this?\"],[79,\"Something stirs below.\"],[80,\"See! I blush red as a radish.\"]],\"name\":\"Stagefright's Lines\",\"source\":\"WBtW\",\"chapter\":{\"name\":\"Stagefright's Lines\",\"ordinal\":{\"type\":\"appendix\",\"identifier\":\"E\"},\"index\":10}},{\"caption\":\"Summoned Underlings\",\"colLabels\":[\"Archdevil\",\"Underlings Summoned\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"{@creature Asmodeus|CoA}\",\"Any devil, including another archdevil\"],[\"{@creature Baalzebul|CoA}\",\"{@dice 1d6} allied {@creature horned devil||horned devils}, {@dice 1d4} allied {@creature ice devil||ice devils}, or 1 allied {@creature pit fiend}\"],[\"{@creature Bel|CoA}\",\"{@dice 1d6} {@creature bearded devil||bearded devils}\"],[\"{@creature Belial|CoA}\",\"{@dice 1d2} {@creature bone devil||bone devils}\"],[\"{@creature Dispater|CoA}\",\"1 {@creature pit fiend}\"],[\"{@creature Fierna|CoA}\",\"{@dice 1d6} {@creature bearded devil||bearded devils}\"],[\"{@creature Glasya|CoA}\",\"{@dice 1d2} {@creature erinyes}\"],[\"{@creature Levistus|CoA}\",\"1 {@creature pit fiend}\"],[\"{@creature Mammon|CoA}\",\"{@dice 1d2} {@creature bone devil||bone devils}\"],[\"{@creature Mephistopheles|CoA}\",\"{@dice 1d4} {@creature ice devil||ice devils}\"],[\"{@creature Zariel|CoA}\",\"{@dice 1d6} {@creature bearded devil||bearded devils}\"]],\"name\":\"Archdevil Lair Action List; Summoned Underlings\",\"page\":214,\"source\":\"CoA\",\"chapter\":{\"name\":\"Lords of the Nine\",\"ordinal\":{\"type\":\"appendix\",\"identifier\":\"A\"},\"index\":13}},{\"caption\":\"Ability Score Point Cost\",\"basicRules\":true,\"srd\":true,\"colLabels\":[\"Score\",\"Cost\",\"Score\",\"Cost\"],\"colStyles\":[\"col-3 text-center\",\"col-3 text-center\",\"col-3 text-center\",\"col-3 text-center\"],\"rows\":[[\"8\",\"0\",\"12\",\"4\"],[\"9\",\"1\",\"13\",\"5\"],[\"10\",\"2\",\"14\",\"7\"],[\"11\",\"3\",\"15\",\"9\"]],\"name\":\"Variant: Customizing Ability Scores; Ability Score Point Cost\",\"page\":13,\"source\":\"PHB\",\"chapter\":{\"name\":\"Step-by-Step Characters\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Ability Scores and Modifiers\",\"srd\":true,\"basicRules\":true,\"colLabels\":[\"Score\",\"Modifier\",\"Score\",\"Modifier\"],\"colStyles\":[\"col-3 text-center\",\"col-3 text-center\",\"col-3 text-center\",\"col-3 text-center\"],\"rows\":[[\"1\",\"-5\",\"16-17\",\"+3\"],[\"2-3\",\"-4\",\"18-19\",\"+4\"],[\"4-5\",\"-3\",\"20-21\",\"+5\"],[\"6-7\",\"-2\",\"22-23\",\"+6\"],[\"8-9\",\"-1\",\"24-25\",\"+7\"],[\"10-11\",\"+0\",\"26-27\",\"+8\"],[\"12-13\",\"+1\",\"28-29\",\"+9\"],[\"14-15\",\"+2\",\"30\",\"+10\"]],\"name\":\"Variant: Customizing Ability Scores; Ability Scores and Modifiers\",\"page\":13,\"source\":\"PHB\",\"chapter\":{\"name\":\"Step-by-Step Characters\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Character Advancement\",\"srd\":true,\"basicRules\":true,\"colLabels\":[\"Experience Points\",\"Level\",\"Proficiency Bonus\"],\"colStyles\":[\"col-4 text-center\",\"col-4 text-center\",\"col-4 text-center\"],\"rows\":[[\"0\",\"1\",\"+2\"],[\"300\",\"2\",\"+2\"],[\"900\",\"3\",\"+2\"],[\"2,700\",\"4\",\"+2\"],[\"6,500\",\"5\",\"+3\"],[\"14,000\",\"6\",\"+3\"],[\"23,000\",\"7\",\"+3\"],[\"34,000\",\"8\",\"+3\"],[\"48,000\",\"9\",\"+4\"],[\"64,000\",\"10\",\"+4\"],[\"85,000\",\"11\",\"+4\"],[\"100,000\",\"12\",\"+4\"],[\"120,000\",\"13\",\"+5\"],[\"140,000\",\"14\",\"+5\"],[\"165,000\",\"15\",\"+5\"],[\"195,000\",\"16\",\"+5\"],[\"225,000\",\"17\",\"+6\"],[\"265,000\",\"18\",\"+6\"],[\"305,000\",\"19\",\"+6\"],[\"355,000\",\"20\",\"+6\"]],\"name\":\"Beyond 1st Level; Character Advancement\",\"page\":15,\"source\":\"PHB\",\"chapter\":{\"name\":\"Step-by-Step Characters\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"basicRules\":true,\"colLabels\":[\"Class\",\"Description\",\"Hit Die\",\"Primary Ability\",\"Saving Throw Proficiencies\",\"Armor and Weapon Proficiencies\"],\"colStyles\":[\"col-1\",\"col-4\",\"col-1 text-center\",\"col-1\",\"col-1\",\"col-4\"],\"rows\":[[\"{@class Barbarian}\",\"A fierce warrior of primitive background who can enter a battle rage\",\"d12\",\"Strength\",\"Strength & Constitution\",\"Light and medium armor, shields, simple and martial weapons\"],[\"{@class Bard}\",\"An inspiring magician whose power echoes the music of creation\",\"d8\",\"Charisma\",\"Dexterity & Charisma\",\"Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords\"],[\"{@class Cleric}\",\"A priestly champion who wields divine magic in service of a higher power\",\"d8\",\"Wisdom\",\"Wisdom & Charisma\",\"Light and medium armor, shields, simple weapons\"],[\"{@class Druid}\",\"A priest of the Old Faith, wielding the powers of nature—moonlight and plant growth, fire and lightning—and adapting animal forms\",\"d8\",\"Wisdom\",\"Intelligence & Wisdom\",\"Light and medium armor (nonmetal), shields (nonmetal), clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears\"],[\"{@class Fighter}\",\"A master of martial combat, skilled with a variety of weapons and armor\",\"d10\",\"Strength or Dexterity\",\"Strength & Constitution\",\"All armor, shields, simple and martial weapons\"],[\"{@class Monk}\",\"A master of martial arts harnessing the power of the body in pursuit of physical and spiritual perfection\",\"d8\",\"Dexterity & Wisdom\",\"Strength & Wisdom\",\"Simple weapons, shortswords\"],[\"{@class Paladin}\",\"A holy warrior bound to a sacred oath\",\"d10\",\"Strength & Charisma\",\"Wisdom & Charisma\",\"All armor, shields, simple and martial weapons\"],[\"{@class Ranger}\",\"A warrior who uses martial prowess and nature magic to combat threats on the edges of civilization\",\"d10\",\"Dexterity & Wisdom\",\"Strength & Dexterity\",\"Light and medium armor, shields, simple and martial weapons\"],[\"{@class Rogue}\",\"A scoundrel who uses stealth and trickery to overcome obstacles and enemies\",\"d8\",\"Dexterity\",\"Dexterity & Intelligence\",\"Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords\"],[\"{@class Sorcerer}\",\"A spellcaster who draws on inherent magic from a gift or bloodline\",\"d6\",\"Charisma\",\"Constitution & Charisma\",\"Daggers, darts, slings, quarterstaffs, light crossbows\"],[\"{@class Warlock}\",\"A wielder of magic that is derived from a bargain with an extraplanar entity\",\"d8\",\"Charisma\",\"Wisdom & Charisma\",\"Light armor, simple weapons\"],[\"{@class Wizard}\",\"A scholarly magic-user capable of manipulating the structures of reality\",\"d6\",\"Intelligence\",\"Intelligence & Wisdom\",\"Daggers, darts, slings, quarterstaffs, light crossbows\"]],\"name\":\"Classes\",\"page\":45,\"source\":\"PHB\",\"chapter\":{\"name\":\"Classes\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Random Height and Weight\",\"basicRules\":true,\"colLabels\":[\"Race\",\"Base Height\",\"Height Modifier\",\"Base Weight\",\"Weight Modifier\"],\"colStyles\":[\"col-4\",\"col-2\",\"col-2\",\"col-2\",\"col-2\"],\"rows\":[[\"{@race Human}\",\"4'8\\\"\",\"+{@dice 2d10}\",\"110 lb.\",\"× ({@dice 2d4}) lb.\"],[\"{@race Dwarf (hill)}\",\"3'8\\\"\",\"+{@dice 2d4}\",\"115 lb.\",\"× ({@dice 2d6}) lb.\"],[\"{@race Dwarf (mountain)}\",\"4'\",\"+{@dice 2d4}\",\"130 lb.\",\"× ({@dice 2d6}) lb.\"],[\"{@race Elf (high)}\",\"4'6\\\"\",\"+{@dice 2d10}\",\"90 lb.\",\"× ({@dice 1d4}) lb.\"],[\"{@race Elf (wood)}\",\"4'6\\\"\",\"+{@dice 2d10}\",\"100 lb.\",\"× ({@dice 1d4}) lb.\"],[\"{@race Elf (drow)}\",\"4'5\\\"\",\"+{@dice 2d6}\",\"75 lb.\",\"× ({@dice 1d6}) lb.\"],[\"{@race Halfling}\",\"2'7\\\"\",\"+{@dice 2d4}\",\"35 lb.\",\"× 1 lb\"],[\"{@race Dragonborn}\",\"5'6\\\"\",\"+{@dice 2d8}\",\"175 lb.\",\"× ({@dice 2d6}) lb.\"],[\"{@race Gnome}\",\"2' 11\\\"\",\"+{@dice 2d4}\",\"35 lb.\",\"× 1 lb.\"],[\"{@race Half-elf}\",\"4'9\\\"\",\"+{@dice 2d8}\",\"110 lb.\",\"× ({@dice 2d4}) lb.\"],[\"{@race Half-orc}\",\"4'10\\\"\",\"+{@dice 2d10}\",\"140 lb.\",\"× ({@dice 2d6}) lb.\"],[\"{@race Tiefling}\",\"4 '9\\\"\",\"+{@dice 2d8}\",\"110 lb.\",\"× ({@dice 2d4}) lb.\"]],\"name\":\"Random Height and Weight\",\"page\":121,\"source\":\"PHB\",\"chapter\":{\"name\":\"Personality and Background\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Standard Languages\",\"srd\":true,\"basicRules\":true,\"colLabels\":[\"Language\",\"Typical Speakers\",\"Script\"],\"colStyles\":[\"col-4\",\"col-4\",\"col-4\"],\"rows\":[[\"Common\",\"Humans\",\"Common\"],[\"Dwarvish\",\"Dwarves\",\"Dwarvish\"],[\"Elvish\",\"Elves\",\"Elvish\"],[\"Giant\",\"Ogres, giants\",\"Dwarvish\"],[\"Gnomish\",\"Gnomes\",\"Dwarvish\"],[\"Goblin\",\"Goblinoids\",\"Dwarvish\"],[\"Halfling\",\"Halflings\",\"Common\"],[\"Orc\",\"Orcs\",\"Dwarvish\"]],\"name\":\"Standard Languages\",\"page\":123,\"source\":\"PHB\",\"chapter\":{\"name\":\"Personality and Background\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Exotic Languages\",\"basicRules\":true,\"srd\":true,\"colLabels\":[\"Language\",\"Typical Speakers\",\"Script\"],\"colStyles\":[\"col-4\",\"col-4\",\"col-4\"],\"rows\":[[\"Abyssal\",\"Demons\",\"Infernal\"],[\"Celestial\",\"Celestials\",\"Celestial\"],[\"Draconic\",\"Dragons, dragonborn\",\"Draconic\"],[\"Deep Speech\",\"Mind Flayers, beholders\",\"—\"],[\"Infernal\",\"Devils\",\"Infernal\"],[\"Primordial\",\"Elementals\",\"Dwarvish\"],[\"Sylvan\",\"Fey creatures\",\"Elvish\"],[\"Undercommon\",\"Underdark traders\",\"Elvish\"]],\"name\":\"Exotic Languages\",\"page\":123,\"source\":\"PHB\",\"chapter\":{\"name\":\"Personality and Background\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Starting Wealth by Class\",\"basicRules\":true,\"colLabels\":[\"Class\",\"Funds\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"Barbarian\",\"{@dice 2d4×10|2d4 × 10|Barbarian Starting Wealth} gp\"],[\"Bard\",\"{@dice 5d4×10|5d4 × 10|Bard Starting Wealth} gp\"],[\"Cleric\",\"{@dice 5d4×10|5d4 × 10|Cleric Starting Wealth} gp\"],[\"Druid\",\"{@dice 2d4×10|2d4 × 10|Druid Starting Wealth} gp\"],[\"Fighter\",\"{@dice 5d4×10|5d4 × 10|Fighter Starting Wealth} gp\"],[\"Monk\",\"{@dice 5d4|5d4|Monk Starting Wealth} gp\"],[\"Paladin\",\"{@dice 5d4×10|5d4 × 10|Paladin Starting Wealth} gp\"],[\"Ranger\",\"{@dice 5d4×10|5d4 × 10|Ranger Starting Wealth} gp\"],[\"Rogue\",\"{@dice 4d4×10|4d4 × 10|Rogue Starting Wealth} gp\"],[\"Sorcerer\",\"{@dice 3d4×10|3d4 × 10|Sorcerer Starting Wealth} gp\"],[\"Warlock\",\"{@dice 4d4×10|4d4 × 10|Warlock Starting Wealth} gp\"],[\"Wizard\",\"{@dice 4d4×10|4d4 × 10|Wizard Starting Wealth} gp\"]],\"name\":\"Starting Equipment; Starting Wealth by Class\",\"page\":143,\"source\":\"PHB\",\"chapter\":{\"name\":\"Equipment\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Standard Exchange Rates\",\"srd\":true,\"basicRules\":true,\"colLabels\":[\"Coin\",\"cp\",\"sp\",\"ep\",\"gp\",\"pp\"],\"colStyles\":[\"col-2\",\"col-2\",\"col-2\",\"col-2\",\"col-2\",\"col-2\"],\"rows\":[[\"Copper (cp)\",\"1\",\"1/10\",\"1/50\",\"1/100\",\"1/1,000\"],[\"Silver (sp)\",\"10\",\"1\",\"1/5\",\"1/10\",\"1/100\"],[\"Electrum (ep)\",\"50\",\"5\",\"1\",\"1/2\",\"1/20\"],[\"Gold (gp)\",\"100\",\"10\",\"2\",\"1\",\"1/10\"],[\"Platinum (pp)\",\"1,000\",\"100\",\"20\",\"10\",\"1\"]],\"name\":\"Coinage; Standard Exchange Rates\",\"page\":143,\"source\":\"PHB\",\"chapter\":{\"name\":\"Equipment\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Armor\",\"srd\":true,\"basicRules\":true,\"colLabels\":[\"Armor\",\"Cost\",\"Armor Class (AC)\",\"Strength\",\"Stealth\",\"Weight\"],\"colStyles\":[\"col-3\",\"col-1 text-right\",\"col-3 text-center\",\"col-1\",\"col-3\",\"col-1 text-center\"],\"rows\":[[\"{@i Light Armor}\",\"\",\"\",\"\",\"\",\"\"],{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item padded armor|phb|Padded}\",\"5 gp\",\"11 + Dex modifier\",\"—\",\"Disadvantage\",\"8 lb.\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item leather armor|phb|Leather}\",\"10 gp\",\"11 + Dex modifier\",\"—\",\"—\",\"10 lb.\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item studded leather armor|phb|Studded leather}\",\"45 gp\",\"12 + Dex modifier\",\"—\",\"—\",\"13 lb.\"]},[\"{@i Medium Armor}\",\"\",\"\",\"\",\"\",\"\"],{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item hide armor|phb|Hide}\",\"10 gp\",\"12 + Dex modifier (max 2)\",\"—\",\"—\",\"12 lb.\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Chain shirt|phb}\",\"50 gp\",\"13 + Dex modifier (max 2)\",\"—\",\"—\",\"20 lb.\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Scale mail|phb}\",\"50 gp\",\"14 + Dex modifier (max 2)\",\"—\",\"Disadvantage\",\"45 lb.\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Breastplate|phb}\",\"400 gp\",\"14 + Dex modifier (max 2)\",\"—\",\"—\",\"20 lb.\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item half plate armor|phb|Half plate}\",\"750 gp\",\"15 + Dex modifier (max 2)\",\"—\",\"Disadvantage\",\"40 lb.\"]},[\"{@i Heavy Armor}\",\"\",\"\",\"\",\"\",\"\"],{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Ring mail|phb}\",\"30 gp\",\"14\",\"—\",\"Disadvantage\",\"40 lb.\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Chain mail|phb}\",\"75 gp\",\"16\",\"Str 13\",\"Disadvantage\",\"55 lb.\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item splint armor|phb|Splint}\",\"200 gp\",\"17\",\"Str 15\",\"Disadvantage\",\"60 lb.\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item plate armor|phb|Plate}\",\"1,500 gp\",\"18\",\"Str 15\",\"Disadvantage\",\"65 lb.\"]},[\"{@i Shield}\",\"\",\"\",\"\",\"\",\"\"],{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Shield|phb}\",\"10 gp\",\"+2\",\"—\",\"—\",\"6 lb.\"]}],\"name\":\"Armor and Shields; Armor\",\"page\":144,\"source\":\"PHB\",\"chapter\":{\"name\":\"Equipment\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Donning and Doffing Armor\",\"basicRules\":true,\"srd\":true,\"colLabels\":[\"Category\",\"Don\",\"Doff\"],\"colStyles\":[\"col-4\",\"col-4\",\"col-4\"],\"rows\":[[\"Light Armor\",\"1 minute\",\"1 minute\"],[\"Medium Armor\",\"5 minutes\",\"1 minute\"],[\"Heavy Armor\",\"10 minutes\",\"5 minutes\"],[\"Shield\",\"1 action\",\"1 action\"]],\"name\":\"Getting Into and Out of Armor; Donning and Doffing Armor\",\"page\":146,\"source\":\"PHB\",\"chapter\":{\"name\":\"Equipment\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Weapons\",\"srd\":true,\"basicRules\":true,\"colLabels\":[\"Name\",\"Cost\",\"Damage\",\"Weight\",\"Properties\"],\"colStyles\":[\"col-4\",\"col-1 text-center\",\"col-2\",\"col-1 -text-right\",\"col-4\"],\"rows\":[[\"{@i Simple Melee Weapons}\",\"\",\"\",\"\",\"\"],{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Club|phb}\",\"1 sp\",\"1d4 bludgeoning\",\"2 lb.\",\"Light\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Dagger|phb}\",\"2 gp\",\"1d4 piercing\",\"1 lb.\",\"Finesse, light, thrown (range 20/60)\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Greatclub|phb}\",\"2 sp\",\"1d8 bludgeoning\",\"10 lb.\",\"Two-handed\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Handaxe|phb}\",\"5 gp\",\"1d6 slashing\",\"2 lb.\",\"Light, thrown (range 20/60)\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Javelin|phb}\",\"5 sp\",\"1d6 piercing\",\"2 lb.\",\"Thrown (range 30/120)\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Light hammer|phb}\",\"2 gp\",\"1d4 bludgeoning\",\"2 lb.\",\"Light, thrown (range 20/60)\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Mace|phb}\",\"5 gp\",\"1d6 bludgeoning\",\"4 lb.\",\"—\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Quarterstaff|phb}\",\"2 sp\",\"1d6 bludgeoning\",\"4 lb.\",\"Versatile (1d8)\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Sickle|phb}\",\"1 gp\",\"1d4 slashing\",\"2 lb.\",\"Light\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Spear|phb}\",\"1 gp\",\"1d6 piercing\",\"3 lb.\",\"Thrown (range 20/60), versatile (1d8)\"]},[\"{@i Simple Ranged Weapons}\",\"\",\"\",\"\",\"\"],{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item light crossbow|phb|Crossbow, light}\",\"25 gp\",\"1d8 piercing\",\"5 lb.\",\"Ammunition (range 80/320), loading, two-handed\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Dart|phb}\",\"5 cp\",\"1d4 piercing\",\"1/4 lb.\",\"Finesse, thrown (range 20/60)\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Shortbow|phb}\",\"25 gp\",\"1d6 piercing\",\"2 lb.\",\"Ammunition (range 80/320), two-handed\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Sling|phb}\",\"1 sp\",\"1d4 bludgeoning\",\"—\",\"Ammunition (range 30/120)\"]},[\"{@i Martial Melee Weapons}\",\"\",\"\",\"\",\"\"],{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Battleaxe|phb}\",\"10 gp\",\"1d8 slashing\",\"4 lb.\",\"Versatile (1d10)\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Flail|phb}\",\"10 gp\",\"1d8 bludgeoning\",\"2 lb.\",\"—\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Glaive|phb}\",\"20 gp\",\"1d10 slashing\",\"6 lb.\",\"Heavy, reach, two-handed\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Greataxe|phb}\",\"30 gp\",\"1d12 slashing\",\"7 lb.\",\"Heavy, two-handed\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Greatsword|phb}\",\"50 gp\",\"2d6 slashing\",\"6 lb.\",\"Heavy, two-handed\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Halberd|phb}\",\"20 gp\",\"1d10 slashing\",\"6 lb.\",\"Heavy, reach, two-handed\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Lance|phb}\",\"10 gp\",\"1d12 piercing\",\"6 lb.\",\"Reach, special\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Longsword|phb}\",\"15 gp\",\"1d8 slashing\",\"3 lb.\",\"Versatile (1d10)\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Maul|phb}\",\"10 gp\",\"2d6 bludgeoning\",\"10 lb.\",\"Heavy, two-handed\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Morningstar|phb}\",\"15 gp\",\"1d8 piercing\",\"4 lb.\",\"—\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Pike|phb}\",\"5 gp\",\"1d10 piercing\",\"18 lb.\",\"Heavy, reach, two-handed\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Rapier|phb}\",\"25 gp\",\"1d8 piercing\",\"2 lb.\",\"Finesse\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Scimitar|phb}\",\"25 gp\",\"1d6 slashing\",\"3 lb.\",\"Finesse, light\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Shortsword|phb}\",\"10 gp\",\"1d6 piercing\",\"2 lb.\",\"Finesse, light\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Trident|phb}\",\"5 gp\",\"1d6 piercing\",\"4 lb.\",\"Thrown (range 20/60), versatile (1d8)\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item War pick|phb}\",\"5 gp\",\"1d8 piercing\",\"2 lb.\",\"—\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Warhammer|phb}\",\"15 gp\",\"1d8 bludgeoning\",\"2 lb.\",\"Versatile (1d10)\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Whip|phb}\",\"2 gp\",\"1d4 slashing\",\"3 lb.\",\"Finesse, reach\"]},[\"{@i Martial Ranged Weapons}\",\"\",\"\",\"\",\"\"],{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Blowgun|phb}\",\"10 gp\",\"1 piercing\",\"1 lb.\",\"Ammunition (range 25/100), loading\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item hand crossbow|phb|Crossbow, hand}\",\"75 gp\",\"1d6 piercing\",\"3 lb.\",\"Ammunition (range 30/120), light, loading\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item heavy crossbow|phb|Crossbow, heavy}\",\"50 gp\",\"1d10 piercing\",\"18 lb.\",\"Ammunition (range 100/400), heavy, loading, two-handed\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Longbow|phb}\",\"50 gp\",\"1d8 piercing\",\"2 lb.\",\"Ammunition (range 150/600), heavy, two-handed\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Net|phb}\",\"1 gp\",\"—\",\"3 lb.\",\"Special, thrown (range 5/15)\"]}],\"name\":\"Weapons\",\"page\":146,\"source\":\"PHB\",\"chapter\":{\"name\":\"Equipment\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Adventuring Gear\",\"srd\":true,\"basicRules\":true,\"colLabels\":[\"Item\",\"Cost\",\"Weight\"],\"colStyles\":[\"col-4\",\"col-4 text-right\",\"col-4 text-center\"],\"rows\":[[\"{@item Abacus|PHB}\",\"2 gp\",\"2 lb.\"],[\"{@item Acid (vial)|PHB}\",\"25 gp\",\"1 lb.\"],[\"{@item Alchemist's fire (flask)|PHB}\",\"50 gp\",\"1 lb.\"],[\"{@i Ammunition}\",\"\",\"\"],{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Arrows (20)|PHB}\",\"1 gp\",\"1 lb.\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Blowgun needles (50)|PHB}\",\"1 gp\",\"1 lb.\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Crossbow bolts (20)|PHB}\",\"1 gp\",\"1½ lb.\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Sling bullets (20)|PHB}\",\"4 cp\",\"1½ lb.\"]},[\"{@item Antitoxin (vial)|PHB}\",\"50 gp\",\"—\"],[\"{@i {@item Arcane focus|PHB}}\",\"\",\"\"],{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Crystal|PHB}\",\"10 gp\",\"1 lb.\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Orb|PHB}\",\"20 gp\",\"3 lb.\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Rod|PHB}\",\"10 gp\",\"2 lb.\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Staff|PHB}\",\"5 gp\",\"4 lb.\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Wand|PHB}\",\"10 gp\",\"1 lb.\"]},[\"{@item Backpack|PHB}\",\"2 gp\",\"5 lb.\"],[\"{@item Ball bearings (bag of 1,000)|PHB}\",\"1 gp\",\"2 lb.\"],[\"{@item Barrel|PHB}\",\"2 gp\",\"70 lb.\"],[\"{@item Basket|PHB}\",\"4 sp\",\"2 lb.\"],[\"{@item Bedroll|PHB}\",\"1 gp\",\"7 lb.\"],[\"{@item Bell|PHB}\",\"1 gp\",\"—\"],[\"{@item Blanket|PHB}\",\"5 sp\",\"3 lb.\"],[\"{@item Block and tackle|PHB}\",\"1 gp\",\"5 lb.\"],[\"{@item Book|PHB}\",\"25 gp\",\"5 lb.\"],[\"{@item glass bottle|PHB|Bottle, glass}\",\"2 gp\",\"2 lb.\"],[\"{@item Bucket|PHB}\",\"5 cp\",\"2 lb.\"],[\"{@item Caltrops (bag of 20)|PHB}\",\"1 gp\",\"2 lb.\"],[\"{@item Candle|PHB}\",\"1 cp\",\"—\"],[\"{@item crossbow bolt case|PHB|Case, crossbow bolt}\",\"1 gp\",\"1 lb.\"],[\"{@item map or scroll case|PHB|Case, map or scroll}\",\"1 gp\",\"1 lb.\"],[\"{@item Chain (10 feet)|PHB}\",\"5 gp\",\"10 lb.\"],[\"{@item Chalk (1 piece)|PHB}\",\"1 cp\",\"—\"],[\"{@item Chest|PHB}\",\"5 gp\",\"25 lb.\"],[\"{@item common clothes|PHB|Clothes, common}\",\"5 sp\",\"3 lb.\"],[\"{@item costume clothes|PHB|Clothes, costume}\",\"5 gp\",\"4 lb.\"],[\"{@item fine clothes|PHB|Clothes, fine}\",\"15 gp\",\"6 lb.\"],[\"{@item traveler's clothes|PHB|Clothes, traveler's}\",\"2 gp\",\"4 lb.\"],[\"{@item Component pouch|PHB}\",\"25 gp\",\"2 lb.\"],[\"{@item Crowbar|PHB}\",\"2 gp\",\"5 lb.\"],[\"{@i {@item Druidic focus|PHB}}\",\"\",\"\"],{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Sprig of mistletoe|PHB}\",\"1 gp\",\"—\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Totem|PHB}\",\"1 gp\",\"—\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Wooden staff|PHB}\",\"5 gp\",\"4 lb.\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Yew wand|PHB}\",\"10 gp\",\"1 lb.\"]},[\"{@item Fishing tackle|PHB}\",\"1 gp\",\"4 lb.\"],[\"{@item Flask|PHB} or {@item tankard|PHB}\",\"2 cp\",\"1 lb.\"],[\"{@item Grappling hook|PHB}\",\"2 gp\",\"4 lb.\"],[\"{@item Hammer|PHB}\",\"1 gp\",\"3 lb.\"],[\"{@item sledgehammer|PHB|Hammer, sledge}\",\"2 gp\",\"10 lb.\"],[\"{@item Healer's Kit|PHB}\",\"5 gp\",\"3 lb.\"],[\"{@i {@item Holy symbol|PHB}}\",\"\",\"\"],{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Amulet|PHB}\",\"5 gp\",\"1 lb.\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Emblem|PHB}\",\"5 gp\",\"—\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Reliquary|PHB}\",\"5 gp\",\"2 lb.\"]},[\"{@item Holy water (flask)|PHB}\",\"25 gp\",\"1 lb.\"],[\"{@item Hourglass|PHB}\",\"25 gp\",\"1 lb.\"],[\"{@item Hunting trap|PHB}\",\"5 gp\",\"25 lb.\"],[\"{@item Ink (1-ounce bottle)|PHB}\",\"10 gp\",\"—\"],[\"{@item Ink pen|PHB}\",\"2 cp\",\"—\"],[\"{@item Jug|PHB} or {@item pitcher|PHB}\",\"2 cp\",\"4 lb.\"],[\"{@item climber's kit|PHB|Kit, climber's}\",\"25 gp\",\"12 lb.\"],[\"{@item disguise kit|PHB|Kit, disguise}\",\"25 gp\",\"3 lb.\"],[\"{@item forgery kit|PHB|Kit, forgery}\",\"15 gp\",\"5 lb.\"],[\"{@item herbalism kit|PHB|Kit, herbalism}\",\"5 gp\",\"3 lb.\"],[\"{@item healer's kit|PHB|Kit, healer's}\",\"5 gp\",\"3 lb.\"],[\"{@item mess kit|PHB|Kit, mess}\",\"2 sp\",\"1 lb.\"],[\"{@item poisoner's kit|PHB|Kit, poisoner's}\",\"50 gp\",\"2 lb.\"],[\"{@item Ladder (10-foot)|PHB}\",\"1 sp\",\"25 lb.\"],[\"{@item Lamp|PHB}\",\"5 sp\",\"1 lb.\"],[\"{@item bullseye lantern|PHB|Lantern, bullseye}\",\"10 gp\",\"2 lb.\"],[\"{@item hooded lantern|PHB|Lantern, hooded}\",\"5 gp\",\"2 lb.\"],[\"{@item Lock|PHB}\",\"10 gp\",\"1 lb.\"],[\"{@item Magnifying glass|PHB}\",\"100 gp\",\"—\"],[\"{@item Manacles|PHB}\",\"2 gp\",\"6 lb.\"],[\"{@item steel mirror|PHB|Mirror, steel}\",\"5 gp\",\"1/2 lb.\"],[\"{@item Oil (flask)|PHB}\",\"1 sp\",\"1 lb.\"],[\"{@item Paper (one sheet)|PHB}\",\"2 sp\",\"—\"],[\"{@item Parchment (one sheet)|PHB}\",\"1 sp\",\"—\"],[\"{@item Perfume (vial)|PHB}\",\"5 gp\",\"—\"],[\"{@item miner's pick|PHB|Pick, miner's}\",\"2 gp\",\"10 lb.\"],[\"{@item Piton|PHB}\",\"5 cp\",\"1/4 lb.\"],[\"{@item basic poison (vial)|PHB|Poison, basic (vial)}\",\"100 gp\",\"—\"],[\"{@item Pole (10-foot)|PHB}\",\"5 cp\",\"7 lb.\"],[\"{@item iron pot|PHB|Pot, iron}\",\"2 gp\",\"10 lb.\"],[\"{@item Potion of healing|DMG}\",\"50 gp\",\"1/2 lb.\"],[\"{@item Pouch|PHB}\",\"5 sp\",\"1 lb.\"],[\"{@item Quiver|PHB}\",\"1 gp\",\"1 lb.\"],[\"{@item portable ram|PHB|Ram, portable}\",\"4 gp\",\"35 lb.\"],[\"{@item Rations (1 day)|PHB}\",\"5 sp\",\"2 lb.\"],[\"{@item Robes|PHB}\",\"1 gp\",\"4 lb.\"],[\"{@item hempen rope (50 feet)|PHB|Rope, hempen (50 feet)}\",\"1 gp\",\"10 lb.\"],[\"{@item silk rope (50 feet)|PHB|Rope, silk (50 feet)}\",\"10 gp\",\"5 lb.\"],[\"{@item Sack|PHB}\",\"1 cp\",\"1/2 lb.\"],[\"{@item merchant's scale|PHB|Scale, merchant's}\",\"5 gp\",\"3 lb.\"],[\"{@item Sealing wax|PHB}\",\"5 sp\",\"—\"],[\"{@item Shovel|PHB}\",\"2 gp\",\"5 lb.\"],[\"{@item Signal whistle|PHB}\",\"5 cp\",\"—\"],[\"{@item Signet ring|PHB}\",\"5 gp\",\"—\"],[\"{@item Soap|PHB}\",\"2 cp\",\"—\"],[\"{@item Spellbook|PHB}\",\"50 gp\",\"3 lb.\"],[\"{@item iron spikes (10)|PHB|Spikes, iron (10)}\",\"1 gp\",\"5 lb.\"],[\"{@item Spyglass|PHB}\",\"1,000 gp\",\"1 lb.\"],[\"{@item two-person tent|PHB|Tent, two-person}\",\"2 gp\",\"20 lb.\"],[\"{@item Tinderbox|PHB}\",\"5 sp\",\"1 lb.\"],[\"{@item Torch|PHB}\",\"1 cp\",\"1 lb.\"],[\"{@item Vial|PHB}\",\"1 gp\",\"—\"],[\"{@item Waterskin|PHB}\",\"2 sp\",\"5 lb. (full)\"],[\"{@item Whetstone|PHB}\",\"1 cp\",\"1 lb.\"]],\"name\":\"Adventuring Gear\",\"page\":148,\"source\":\"PHB\",\"chapter\":{\"name\":\"Equipment\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Container Capacity\",\"srd\":true,\"basicRules\":true,\"colLabels\":[\"Container\",\"Capacity\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"{@item Backpack|phb}*\",\"1 cubic foot/30 pounds of gear\"],[\"{@item Barrel|phb}\",\"40 gallons liquid, 4 cubic feet solid\"],[\"{@item Basket|phb}\",\"2 cubic feet/40 pounds of gear\"],[\"{@item Glass Bottle|phb|Bottle}\",\"1½ pints liquid\"],[\"{@item Bucket|phb}\",\"3 gallons liquid, 1/2 cubic foot solid\"],[\"{@item Chest|phb}\",\"12 cubic feet/300 pounds of gear\"],[\"{@item Flask|phb} or {@item tankard|phb}\",\"1 pint liquid\"],[\"{@item Jug|phb} or {@item pitcher|phb}\",\"1 gallon liquid\"],[\"{@item Iron Pot|phb|Pot, iron}\",\"1 gallon liquid\"],[\"{@item Pouch|phb}\",\"1/5 cubic foot/6 pounds of gear\"],[\"{@item Sack|phb}\",\"1 cubic foot/30 pounds of gear\"],[\"{@item Vial|phb}\",\"4 ounces liquid\"],[\"{@item Waterskin|phb}\",\"4 pints liquid\"]],\"footnotes\":[\"* You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.\"],\"name\":\"Adventuring Gear; Container Capacity\",\"page\":148,\"source\":\"PHB\",\"chapter\":{\"name\":\"Equipment\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"colLabels\":[\"Item\",\"Cost\",\"Weight\"],\"colStyles\":[\"col-8\",\"col-2 text-right\",\"col-2 text-center\"],\"rows\":[[\"{@i Artisan's tools}\",\"\",\"\"],{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Alchemist's supplies|phb}\",\"50 gp\",\"8 lb.\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Brewer's supplies|phb}\",\"20 gp\",\"9 lb.\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Calligrapher's supplies|phb}\",\"10 gp\",\"5 lb.\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Carpenter's tools|phb}\",\"8 gp\",\"6 lb.\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Cartographer's tools|phb}\",\"15 gp.\",\"6 lb.\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Cobbler's tools|phb}\",\"5 gp\",\"5 lb.\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Cook's utensils|phb}\",\"1 gp\",\"8 lb.\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Glassblower's tools|phb}\",\"30 gp\",\"5 lb.\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Jeweler's tools|phb}\",\"25 gp\",\"2 lb.\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Leatherworker's tools|phb}\",\"5 gp\",\"5 lb.\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Mason's tools|phb}\",\"10 gp\",\"8 lb.\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Painter's supplies|phb}\",\"10 gp\",\"5 lb.\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Potter's tools|phb}\",\"10 gp\",\"3 lb.\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Smith's tools|phb}\",\"20 gp\",\"8 lb.\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Tinker's tools|phb}\",\"50 gp\",\"10 lb.\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Weaver's tools|phb}\",\"1 gp\",\"5 lb.\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Woodcarver's tools|phb}\",\"1 gp\",\"5 lb.\"]},[\"{@item Disguise Kit|phb}\",\"25 gp\",\"3 lb.\"],[\"{@item Forgery kit|phb}\",\"15 gp\",\"5 lb.\"],[\"{@i Gaming sets}\",\"\",\"\"],{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Dice set|phb}\",\"1 sp\",\"—\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Dragonchess set|phb}\",\"1 gp\",\"1/2 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day\"]},[\"Messenger\",\"2 cp per mile\"],[\"Road or gate toll\",\"1 cp\"],[\"Ship's passage\",\"1 sp per mile\"]],\"name\":\"Services\",\"page\":159,\"source\":\"PHB\",\"chapter\":{\"name\":\"Equipment\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Multiclassing Prerequisites\",\"srd\":true,\"colLabels\":[\"Class\",\"Ability Score Minimum\"],\"colStyles\":[\"col-2\",\"col-10\"],\"rows\":[[\"{@class Barbarian}\",\"Strength 13\"],[\"{@class Bard}\",\"Charisma 13\"],[\"{@class Cleric}\",\"Wisdom 13\"],[\"{@class Druid}\",\"Wisdom 13\"],[\"{@class Fighter}\",\"Strength 13 or Dexterity 13\"],[\"{@class Monk}\",\"Dexterity 13 and Wisdom 13\"],[\"{@class Paladin}\",\"Strength 13 and Charisma 13\"],[\"{@class Ranger}\",\"Dexterity 13 and Wisdom 13\"],[\"{@class Rogue}\",\"Dexterity 13\"],[\"{@class Sorcerer}\",\"Charisma 13\"],[\"{@class Warlock}\",\"Charisma 13\"],[\"{@class Wizard}\",\"Intelligence 13\"]],\"name\":\"Multiclassing Prerequisites\",\"page\":163,\"source\":\"PHB\",\"chapter\":{\"name\":\"Customization Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":6}},{\"caption\":\"Multiclassing Proficiencies\",\"srd\":true,\"colLabels\":[\"Class\",\"Proficiencies Gained\"],\"colStyles\":[\"col-2\",\"col-10\"],\"rows\":[[\"{@class Barbarian}\",\"Shields, simple weapons, martial weapons\"],[\"{@class Bard}\",\"Light armor, one skill of your choice, one musical instrument of your choice\"],[\"{@class Cleric}\",\"Light armor, medium armor, shields\"],[\"{@class Druid}\",\"Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)\"],[\"{@class Fighter}\",\"Light armor, medium armor, shields, simple weapons, martial weapons\"],[\"{@class Monk}\",\"Simple weapons, shortswords\"],[\"{@class Paladin}\",\"Light armor, medium armor, shields, simple weapons, martial weapons\"],[\"{@class Ranger}\",\"Light armor, medium armor, shields, simple weapons, martial 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balanced scales\"],[\"{@deity Lathander}, god of birth and renewal\",\"NG\",\"Life, Light\",\"Road traveling into a sunrise\"],[\"{@deity Leira}, goddess of illusion\",\"CN\",\"Trickery\",\"Point-down triangle containing a swirl of mist\"],[\"{@deity Lliira}, goddess of joy\",\"CG\",\"Life\",\"Triangle of three six-pointed stars\"],[\"{@deity Loviatar}, goddess of pain\",\"LE\",\"Death\",\"Nine-tailed barbed scourge\"],[\"{@deity Malar}, god of the hunt\",\"CE\",\"Nature\",\"Clawed paw\"],[\"{@deity Mask}, god of thieves\",\"CN\",\"Trickery\",\"Black mask\"],[\"{@deity Mielikki}, goddess of forests\",\"NG\",\"Nature\",\"Unicorn's head\"],[\"{@deity Milil}, god of poetry and song\",\"NG\",\"Light\",\"Five-stringed harp made of leaves\"],[\"{@deity Myrkul}, god of death\",\"NE\",\"Death\",\"White human skull\"],[\"{@deity Mystra}, goddess of magic\",\"NG\",\"Knowledge\",\"Circle of seven stars, or nine stars encircling a flowing red mist, or a single star\"],[\"{@deity Oghma}, god of 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10\",\"14\",\"11,500\"],[\"1/8\",\"25\",\"15\",\"13,000\"],[\"1/4\",\"50\",\"16\",\"15,000\"],[\"1/2\",\"100\",\"17\",\"18,000\"],[\"1\",\"200\",\"18\",\"20,000\"],[\"2\",\"450\",\"19\",\"22,000\"],[\"3\",\"700\",\"20\",\"25,000\"],[\"4\",\"1,100\",\"21\",\"33,000\"],[\"5\",\"1,800\",\"22\",\"41,000\"],[\"6\",\"2,300\",\"23\",\"50,000\"],[\"7\",\"2,900\",\"24\",\"62,000\"],[\"8\",\"3,900\",\"25\",\"75,000\"],[\"9\",\"5,000\",\"26\",\"90,000\"],[\"10\",\"5,900\",\"27\",\"105,000\"],[\"11\",\"7,200\",\"28\",\"120,000\"],[\"12\",\"8,400\",\"29\",\"135,000\"],[\"13\",\"10,000\",\"30\",\"155,000\"]],\"name\":\"Experience Points by Challenge Rating\",\"page\":9,\"source\":\"MM\",\"chapter\":{\"name\":\"Introduction\",\"index\":0}},{\"colLabels\":[\"Color\",\"Damage Resistance\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[\"Black or copper\",\"Acid\"],[\"Blue or bronze\",\"Lightning\"],[\"Brass, gold, or red\",\"Fire\"],[\"Green\",\"Poison\"],[\"Silver or white\",\"Cold\"]],\"name\":\"Resistances\",\"page\":180,\"source\":\"MM\",\"chapter\":{\"name\":\"Introduction\",\"index\":0}},{\"colLabels\":[\"Size\",\"Breath Weapon\",\"Optional Prerequisite\"],\"colStyles\":[\"col-4\",\"col-4\",\"col-4\"],\"rows\":[[\"Large or smaller\",\"As a wyrmling\",\"Challenge 2 or higher\"],[\"Huge\",\"As a young dragon\",\"Challenge 7 or higher\"],[\"Gargantuan\",\"As an adult dragon\",\"Challenge 8 or higher\"]],\"name\":\"New Action: Breath Weapon\",\"page\":180,\"source\":\"MM\",\"chapter\":{\"name\":\"Introduction\",\"index\":0}},{\"caption\":\"Dawn War Deities\",\"colLabels\":[\"Deity\",\"Alignment\",\"Suggested Domains\",\"Symbol\"],\"colStyles\":[\"col-3\",\"col-1 text-center\",\"col-3\",\"col-5\"],\"rows\":[[\"{@deity Asmodeus|dawn war|dmg}, god of tyranny\",\"LE\",\"Trickery\",\"Three triangles in tight formation\"],[\"{@deity Avandra|dawn war|dmg}, goddess of change and luck\",\"CG\",\"Trickery\",\"Three stacked wavy lines\"],[\"{@deity Bahamut|dawn war|dmg}, god of justice and nobility\",\"LG\",\"Life, War\",\"Dragon's head, in profile, facing left\"],[\"{@deity Bane|dawn war|dmg}, god of war and conquest\",\"LE\",\"War\",\"Claw with three talons pointing down\"],[\"{@deity Corellon|dawn war|dmg}, god of magic and the arts\",\"CG\",\"Light\",\"Eight-pointed star\"],[\"{@deity Erathis|dawn war|dmg}, goddess of civilization and invention\",\"LN\",\"Knowledge\",\"Upper half of a clockwork gear\"],[\"{@deity Gruumsh|dawn war|dmg}, god of destruction\",\"CE\",\"Tempest, War\",\"Triangular eye with bony protrusions\"],[\"{@deity Ioun|dawn war|dmg}, goddess of knowledge\",\"N\",\"Knowledge\",\"Crook shaped like a stylized eye\"],[\"{@deity Kord|dawn war|dmg}, god of strength and storms\",\"CN\",\"Tempest\",\"Sword with a lightning bolt cross guard\"],[\"{@deity Lolth|dawn war|dmg}, goddess of spiders and lies\",\"CE\",\"Trickery\",\"Eight-pointed star with a web motif\"],[\"{@deity Melora|dawn war|dmg}, goddess of wilderness and the sea\",\"N\",\"Nature, Tempest\",\"Wavelike swirl\"],[\"{@deity Moradin|dawn war|dmg}, god of creation\",\"LG\",\"Knowledge, War\",\"Flaming anvil\"],[\"{@deity Pelor|dawn war|dmg}, god of the sun and agriculture\",\"NG\",\"Life, Light\",\"Circle with six outwardly radiating points\"],[\"{@deity Raven Queen|dawn war|dmg}, goddess of death\",\"LN\",\"Life, Death\",\"Raven's head, in profile, facing left\"],[\"{@deity Sehanine|dawn war|dmg}, goddess of the moon\",\"CG\",\"Trickery\",\"Crescent moon\"],[\"{@deity Tharizdun|dawn war|dmg}, god of madness\",\"CE\",\"Trickery\",\"Jagged counter-clockwise spiral\"],[\"{@deity Tiamat|dawn war|dmg}, goddess of wealth, greed, and vengeance\",\"LE\",\"Trickery, War\",\"Five-pointed star with curved points\"],[\"{@deity Torog|dawn war|dmg}, god of the Underdark\",\"NE\",\"Death\",\"T attached to a circular shackle\"],[\"{@deity Vecna|dawn war|dmg}, god of evil secrets\",\"NE\",\"Death, Knowledge\",\"Partially shattered one-eyed skull\"],[\"{@deity Zehir|dawn war|dmg}, god of darkness and poison\",\"CE\",\"Trickery, Death\",\"Snake in the shape of a dagger\"]],\"name\":\"A Sample Pantheon; Dawn War Deities\",\"page\":11,\"source\":\"DMG\",\"chapter\":{\"name\":\"A World of Your Own\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Forms of Government\",\"colLabels\":[\"d100\",\"Government\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-08\",\"Autocracy\"],[\"09-13\",\"Bureaucracy\"],[\"14-19\",\"Confederacy\"],[\"20-22\",\"Democracy\"],[\"23-27\",\"Dictatorship\"],[\"28-42\",\"Feudalism\"],[\"43-44\",\"Gerontocracy\"],[\"45-53\",\"Hierarchy\"],[\"54-56\",\"Magocracy\"],[\"57-58\",\"Matriarchy\"],[\"59-64\",\"Militocracy\"],[\"65-74\",\"Monarchy\"],[\"75-78\",\"Oligarchy\"],[\"79-80\",\"Patriarchy\"],[\"81-83\",\"Meritocracy\"],[\"84-85\",\"Plutocracy\"],[\"86-92\",\"Republic\"],[\"93-94\",\"Satrapy\"],[\"95\",\"Kleptocracy\"],[\"96-00\",\"Theocracy\"]],\"name\":\"Forms of Government\",\"page\":18,\"source\":\"DMG\",\"chapter\":{\"name\":\"A World of Your Own\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Sample Hierarchy of Noble Titles\",\"colLabels\":[\"Rank\",\"Title\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"Emperor/Empress\"],[\"2nd\",\"King/Queen\"],[\"3rd\",\"Duke/Duchess\"],[\"4th\",\"Prince/Princess\"],[\"5th\",\"Marquess/Marquise\"],[\"6th\",\"Earl or Count/Countess\"],[\"7th\",\"Viscount/Viscountess\"],[\"8th\",\"Baron/Baroness\"],[\"9th\",\"Baronet\"],[\"10th\",\"Knight\"]],\"name\":\"Government; Sample Hierarchy of Noble Titles\",\"page\":17,\"source\":\"DMG\",\"chapter\":{\"name\":\"A World of Your Own\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Examples of Faction Ranks\",\"colLabels\":[\"Renown\",\"Harpers\",\"Order of the Gauntlet\",\"Emerald Enclave\",\"Lords' Alliance\",\"Zhentarim\"],\"colStyles\":[\"col-2\",\"col-2\",\"col-2\",\"col-2\",\"col-2\",\"col-2\"],\"rows\":[[\"1\",\"Watcher\",\"Chevall\",\"Springwarden\",\"Cloak\",\"Fang\"],[\"3\",\"Harpshadow\",\"Marcheon\",\"Summerstrider\",\"Redknife\",\"Wolf\"],[\"10\",\"Brightcandle\",\"Whitehawk\",\"Autumnreaver\",\"Stingblade\",\"Viper\"],[\"25\",\"Wise Owl\",\"Vindicator\",\"Winterstalker\",\"Warduke\",\"Ardragon\"],[\"50\",\"High Harper\",\"Righteous Hand\",\"Master of the Wild\",\"Lioncrown\",\"Dread Lord\"]],\"name\":\"Examples of Faction Ranks\",\"page\":22,\"source\":\"DMG\",\"chapter\":{\"name\":\"A World of Your Own\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"World-Shaking Events\",\"colLabels\":[\"d10\",\"Event\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Rise of a leader or an era\"],[\"2\",\"Fall of a leader or an era\"],[\"3\",\"Cataclysmic disaster\"],[\"4\",\"Assault or invasion\"],[\"5\",\"Rebellion, revolution, overthrow\"],[\"6\",\"Extinction or depletion\"],[\"7\",\"New organization\"],[\"8\",\"Discovery, expansion, invention\"],[\"9\",\"Prediction, omen, prophecy\"],[\"10\",\"Myth and legend\"]],\"name\":\"World-Shaking Events\",\"page\":27,\"source\":\"DMG\",\"chapter\":{\"name\":\"A World of Your Own\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Leader Types\",\"colLabels\":[\"d6\",\"Leader Types\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Political\"],[\"2\",\"Religious\"],[\"3\",\"Military\"],[\"4\",\"Crime/underworld\"],[\"5\",\"Art/culture\"],[\"6\",\"Philosophy/learning/magic\"]],\"name\":\"Rise or Fall of a Leader or an Era; Leader Types\",\"page\":27,\"source\":\"DMG\",\"chapter\":{\"name\":\"A World of Your Own\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Cataclysmic Disasters\",\"colLabels\":[\"d10\",\"Cataclysmic Disaster\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Earthquake\"],[\"2\",\"Famine/drought\"],[\"3\",\"Fire\"],[\"4\",\"Flood\"],[\"5\",\"Plague/disease\"],[\"6\",\"Rain of fire (meteoric impact)\"],[\"7\",\"Storm (hurricane, tornado, tsunami)\"],[\"8\",\"Volcanic eruption\"],[\"9\",\"Magic gone awry or a planar warp\"],[\"10\",\"Divine judgment\"]],\"name\":\"Cataclysmic Disasters\",\"page\":28,\"source\":\"DMG\",\"chapter\":{\"name\":\"A World of Your Own\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Invading Forces\",\"colLabels\":[\"d8\",\"Invading Forces\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A criminal enterprise\"],[\"2\",\"Monsters or a unique monster\"],[\"3\",\"A planar threat\"],[\"4\",\"A past adversary reawakened, reborn, or resurgent\"],[\"5\",\"A splinter faction\"],[\"6\",\"A savage tribe\"],[\"7\",\"A secret society\"],[\"8\",\"A traitorous ally\"]],\"name\":\"Assault or Invasion; Invading Forces\",\"page\":29,\"source\":\"DMG\",\"chapter\":{\"name\":\"A World of Your Own\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Extinction or Depletion\",\"colLabels\":[\"d8\",\"Lost Resource\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A kind of animal (insect, bird, fish, livestock)\"],[\"2\",\"Habitable land\"],[\"3\",\"Magic or magic-users (all magic, or specific kinds or schools of magic)\"],[\"4\",\"A mineral resource (gems, metals, ores)\"],[\"5\",\"A type of monster (unicorn, manticore, dragon)\"],[\"6\",\"A people (family line, clan, culture, race)\"],[\"7\",\"A kind of plant (crop, tree, herb, forest)\"],[\"8\",\"A waterway (river, lake, ocean)\"]],\"name\":\"Extinction or Depletion\",\"page\":30,\"source\":\"DMG\",\"chapter\":{\"name\":\"A World of Your Own\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"New Organizations\",\"colLabels\":[\"d10\",\"New Organizations\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Crime syndicate/bandit confederacy\"],[\"2\",\"Guild (masons, apothecaries, goldsmiths)\"],[\"3\",\"Magical circle/society\"],[\"4\",\"Military/knightly order\"],[\"5\",\"New family dynasty/tribe/clan\"],[\"6\",\"Philosophy/discipline dedicated to a principle or ideal\"],[\"7\",\"Realm (village, town, duchy, kingdom)\"],[\"8\",\"Religion/sect/denomination\"],[\"9\",\"School/university\"],[\"10\",\"Secret society/cult/cabal\"]],\"name\":\"New Organizations\",\"page\":31,\"source\":\"DMG\",\"chapter\":{\"name\":\"A World of Your Own\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Discoveries\",\"colLabels\":[\"d10\",\"Discovery\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Ancient ruin/lost city of a legendary race\"],[\"2\",\"Animal/monster/magical mutation\"],[\"3\",\"Invention/technology/magic (helpful, destructive)\"],[\"4\",\"New (or forgotten) god or planar entity\"],[\"5\",\"New (or rediscovered) artifact or religious relic\"],[\"6\",\"New land (island, continent, lost world, demiplane)\"],[\"7\",\"Otherworldly object (planar portal, alien spacecraft)\"],[\"8\",\"People (race, tribe, lost civilization, colony)\"],[\"9\",\"Plant (miracle herb, fungal parasite, sentient plant)\"],[\"10\",\"Resource or wealth (gold, gems, mithral)\"]],\"name\":\"Discovery, Expansion, Invention; Discoveries\",\"page\":31,\"source\":\"DMG\",\"chapter\":{\"name\":\"A World of Your Own\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"colLabels\":[\"Month\",\"Name\",\"Common Name\"],\"colStyles\":[\"col-4 text-center\",\"col-4\",\"col-4\"],\"rows\":[[\"1\",\"Hammer\",\"Deepwinter\"],[\"\",\"Annual holiday: Midwinter\",\"\"],[\"2\",\"Alturiak\",\"The Claw of Winter\"],[\"3\",\"Ches\",\"The Claw of the Sunsets\"],[\"4\",\"Tarsakh\",\"The Claw of the Storms\"],[\"\",\"Annual holiday: Greengrass\",\"\"],[\"5\",\"Mirtul\",\"The Melting\"],[\"6\",\"Kythorn\",\"The Time of Flowers\"],[\"7\",\"Flamerule\",\"Summertide\"],[\"\",\"Annual holiday: Midsummer\",\"\"],[\"\",\"Quadrennial holiday: Shieldmeet\",\"\"],[\"8\",\"Eleasias\",\"Highsun\"],[\"9\",\"Eleint\",\"The Fading\"],[\"\",\"Annual holiday: Highharvesttide\",\"\"],[\"10\",\"Marpenoth\",\"Leaffall\"],[\"11\",\"Uktar\",\"The Rotting\"],[\"\",\"Annual holiday: The Feast of the Moon\",\"\"],[\"12\",\"Nightal\",\"The Drawing Down\"]],\"name\":\"The Calendar of Harptos\",\"page\":33,\"source\":\"DMG\",\"chapter\":{\"name\":\"A World of Your Own\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Starting Equipment\",\"colLabels\":[\"Character Level\",\"Low Magic Campaign\",\"Standard Campaign\",\"High Magic Campaign\"],\"colStyles\":[\"col-2 text-center\",\"col-3\",\"col-3\",\"col-4\"],\"rows\":[[\"1st-4th\",\"Normal starting equipment\",\"Normal starting equipment\",\"Normal starting equipment\"],[\"5th-10th\",\"500 gp plus {@dice 1d10 × 25} gp, normal starting equipment\",\"500 gp plus {@dice 1d10 × 25} gp, normal starting equipment\",\"500 gp plus {@dice 1d10 × 25} gp, one uncommon magic item, normal starting equipment\"],[\"11th-16th\",\"5,000 gp plus {@dice 1d10 × 250} gp, one uncommon magic item, normal starting equipment\",\"5,000 gp plus {@dice 1d10 × 250} gp, two uncommon magic items, normal starting equipment\",\"5,000 gp plus {@dice 1d10 × 250} gp, three uncommon magic items, one rare item, normal starting equipment\"],[\"17th-20th\",\"20,000 gp plus {@dice 1d10 × 250} gp, two uncommon magic items, normal starting equipment\",\"20,000 gp plus {@dice 1d10 × 250} gp, two uncommon magic items, one rare item, normal starting equipment\",\"20,000 gp plus {@dice 1d10 × 250} gp, three uncommon magic items, two rare items, one very rare item, normal starting equipment\"]],\"name\":\"Starting at Higher Level; Starting 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(Japan)\"],[\"Quarterstaff\",\"gun (China), bo (Japan)\"],[\"Scimitar\",\"liuyedao (China), wakizashi (Japan)\"],[\"Shortbow\",\"hankyu (Japan)\"],[\"Shortsword\",\"shuangdao (China)\"],[\"Sickle\",\"kama (Japan)\"],[\"Spear\",\"qiang (China), yari (Japan)\"],[\"Trident\",\"cha (China), magariyari (Japan)\"],[\"Warpick\",\"fang (China), kuwa (Japan)\"]],\"name\":\"Wuxia Weapon Names\",\"page\":41,\"source\":\"DMG\",\"chapter\":{\"name\":\"A World of Your Own\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Astral Color Pools\",\"colLabels\":[\"d20\",\"Plane\",\"Pool Color\"],\"colStyles\":[\"col-2 text-center\",\"col-5\",\"col-5\"],\"rows\":[[\"1\",\"Ysgard\",\"Indigo\"],[\"2\",\"Limbo\",\"Jet black\"],[\"3\",\"Pandemonium\",\"Magenta\"],[\"4\",\"The Abyss\",\"Amethyst\"],[\"5\",\"Carceri\",\"Olive\"],[\"6\",\"Hades\",\"Rust\"],[\"7\",\"Gehenna\",\"Russet\"],[\"8\",\"The Nine Hells\",\"Ruby\"],[\"9\",\"Acheron\",\"Flame red\"],[\"10\",\"Mechanus\",\"Diamond blue\"],[\"11\",\"Arcadia\",\"Saffron\"],[\"12\",\"Mount Celestia\",\"Gold\"],[\"13\",\"Bytopia\",\"Amber\"],[\"14\",\"Elysium\",\"Orange\"],[\"15\",\"The Beastlands\",\"Emerald green\"],[\"16\",\"Arborea\",\"Sapphire blue\"],[\"17\",\"The Outlands\",\"Leather brown\"],[\"18\",\"Ethereal Plane\",\"Spiraling white\"],[\"19-20\",\"Material Plane\",\"Silver\"]],\"name\":\"Astral Color Pools\",\"page\":47,\"source\":\"DMG\",\"chapter\":{\"name\":\"Creating a Multiverse\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Ethereal Curtains\",\"colLabels\":[\"d8\",\"Plane\",\"Color of Curtain\"],\"colStyles\":[\"col-2 text-center\",\"col-5\",\"col-5\"],\"rows\":[[\"1\",\"Material Plane\",\"Bright turquoise\"],[\"2\",\"Shadowfell\",\"Dusky gray\"],[\"3\",\"Feywild\",\"Opalescent white\"],[\"4\",\"Plane of Air\",\"Pale blue\"],[\"5\",\"Plane of Earth\",\"Reddish-brown\"],[\"6\",\"Plane of Fire\",\"Orange\"],[\"7\",\"Plane of Water\",\"Green\"],[\"8\",\"Elemental Chaos\",\"Swirling mix of colors\"]],\"name\":\"Deep Ethereal; Ethereal Curtains\",\"page\":48,\"source\":\"DMG\",\"chapter\":{\"name\":\"Creating a Multiverse\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Ether Cyclones\",\"colLabels\":[\"d20\",\"Effect\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-12\",\"Extended journey\"],[\"13-19\",\"Blown to the Border Ethereal of a random plane (roll on the Ethereal Curtains table)\"],[\"20\",\"Hurled into the Astral Plane\"]],\"name\":\"Ether Cyclones\",\"page\":49,\"source\":\"DMG\",\"chapter\":{\"name\":\"Creating a Multiverse\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Feywild Time Warp\",\"colLabels\":[\"d20\",\"Result\"],\"colStyles\":[\"col-2 text-center no-wrap\",\"col-10\"],\"rows\":[[\"1-2\",\"Days become minutes\"],[\"3-6\",\"Days become hours\"],[\"7-13\",\"No change\"],[\"14-17\",\"Days become weeks\"],[\"18-19\",\"Days become months\"],[\"20\",\"Days become years\"]],\"name\":\"Feywild Time Warp\",\"page\":50,\"source\":\"DMG\",\"chapter\":{\"name\":\"Creating a Multiverse\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Shadowfell Despair\",\"colLabels\":[\"d6\",\"Effect\"],\"colStyles\":[\"col-2 text-center no-wrap\",\"col-10\"],\"rows\":[[\"1-3\",\"{@bold Apathy.} The character has disadvantage on death saving throws and on Dexterity checks for initiative, and gains the following flaw: \\\"I don't believe I can make a difference to anyone or anything.\\\"\"],[\"4-5\",\"{@bold Dread.} The character has disadvantage on all saving throws and gains the following flaw: \\\"I am convinced that this place is going to kill me.\\\"\"],[\"6\",\"{@bold Madness.} The character has disadvantage on ability checks and saving throws that use Intelligence, Wisdom, or Charisma, and gains the following flaw: \\\"I can't tell what's real anymore.\\\"\"]],\"name\":\"Shadowfell Despair\",\"page\":52,\"source\":\"DMG\",\"chapter\":{\"name\":\"Creating a Multiverse\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"The Outer Planes\",\"colLabels\":[\"Outer Plane\",\"Alignment\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"Mount Celestia, the Seven Heavens of\",\"LG\"],[\"Bytopia, the Twin Paradises of\",\"NG, LG\"],[\"Elysium, the Blessed Fields of\",\"NG\"],[\"The Beastlands, the Wilderness of\",\"NG, CG\"],[\"Arborea, the Olympian Glades of\",\"CG\"],[\"Ysgard, the Heroic Domains of\",\"CN, CG\"],[\"Limbo, the Ever-Changing Chaos of\",\"CN\"],[\"Pandemonium, the Windswept Depths of\",\"CN, CE\"],[\"The Abyss, the Infinite Layers of\",\"CE\"],[\"Carceri, the Tarterian Depths of\",\"NE, CE\"],[\"Hades, the Gray Waste of\",\"NE\"],[\"Gehenna, the Bleak Eternity of\",\"NE, LE\"],[\"The Nine Hells of Baator\",\"LE\"],[\"Acheron, the Infinite Battlefield of\",\"LN, LE\"],[\"Mechanus, the Clockwork Nirvana of\",\"LN\"],[\"Arcadia, the Peaceable Kingdoms of\",\"LN, LG\"]],\"name\":\"The Outer Planes\",\"page\":57,\"source\":\"DMG\",\"chapter\":{\"name\":\"Creating a Multiverse\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Abyssal Corruption\",\"colLabels\":[\"d10\",\"Result\"],\"colStyles\":[\"col-2 text-center no-wrap\",\"col-10\"],\"rows\":[[\"1-4\",\"{@bold Treachery.} The character gains the following flaw: \\\"I can only achieve my goals by making sure that my companions don't achieve theirs.\\\"\"],[\"5-7\",\"{@bold Bloodlust.} The character gains the following flaw: \\\"I enjoy killing for its own sake, and once I start, it's hard to stop.\\\"\"],[\"8-9\",\"{@bold Overwhelming Ambition.} The character gains the following flaw: \\\"I am destined to rule the Abyss, and my companions are tools to that end.\\\"\"],[\"10\",\"{@bold Demonic Possession.} The character is possessed by a demonic entity until freed by {@spell dispel evil and good} or similar magic. Whenever the possessed character rolls a 1 on an attack roll, ability check, or saving throw, the demon takes control of the character and determines the character's behavior. At the end of each of the possessed character's turns, he or she can make a DC 15 Charisma saving throw. On a success, the character regains control until he or she rolls another 1.\"]],\"name\":\"Optional Rule: Abyssal Corruption; Abyssal Corruption\",\"page\":62,\"source\":\"DMG\",\"chapter\":{\"name\":\"Creating a Multiverse\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Gate-Towns of the Outlands\",\"colLabels\":[\"Town\",\"Gate Destination\"],\"colStyles\":[\"col-4\",\"col-8\"],\"rows\":[[\"Excelsior\",\"The Seven Heavens of Mount Celestia\"],[\"Tradegate\",\"The Twin Paradises of Bytopia\"],[\"Ecstasy\",\"The Blessed Fields of Elysium\"],[\"Faunel\",\"The Wilderness of the Beastlands\"],[\"Sylvania\",\"The Olympian Glades of Arborea\"],[\"Glorium\",\"The Heroic Domains of Ysgard\"],[\"Xaos\",\"The Ever-Changing Chaos of Limbo\"],[\"Bedlam\",\"The Windswept Depths of Pandemonium\"],[\"Plague-Mort\",\"The Infinite Layers of the Abyss\"],[\"Curst\",\"The Tarterian Depths of Carceri\"],[\"Hopeless\",\"The Gray Waste of Hades\"],[\"Torch\",\"The Bleak Eternity of Gehenna\"],[\"Ribcage\",\"The Nine Hells of Baator\"],[\"Rigus\",\"The Infinite Battlefield of Acheron\"],[\"Automata\",\"The Clockwork Nirvana of Mechanus\"],[\"Fortitude\",\"The Peaceable Kingdoms of Arcadia\"]],\"name\":\"The Outlands and Sigil; Gate-Towns of the Outlands\",\"page\":67,\"source\":\"DMG\",\"chapter\":{\"name\":\"Creating a Multiverse\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Dungeon Goals\",\"colLabels\":[\"d20\",\"Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Stop the dungeon's monstrous inhabitants from raiding the surface world.\"],[\"2\",\"Foil a villain's evil scheme.\"],[\"3\",\"Destroy a magical threat inside the dungeon.\"],[\"4\",\"Acquire treasure.\"],[\"5\",\"Find a particular item for a specific purpose.\"],[\"6\",\"Retrieve a stolen item hidden in the dungeon.\"],[\"7\",\"Find information needed for a special purpose.\"],[\"8\",\"Rescue a captive.\"],[\"9\",\"Discover the fate of a previous adventuring party.\"],[\"10\",\"Find an NPC who disappeared in the area.\"],[\"11\",\"Slay a dragon or some other challenging monster.\"],[\"12\",\"Discover the nature and origin of a strange location or phenomenon.\"],[\"13\",\"Pursue fleeing foes taking refuge in the dungeon.\"],[\"14\",\"Escape from captivity in the dungeon.\"],[\"15\",\"Clear a ruin so it can be rebuilt and reoccupied.\"],[\"16\",\"Discover why a villain is interested in the dungeon.\"],[\"17\",\"Win a bet or complete a rite of passage by surviving in the dungeon for a certain amount of time.\"],[\"18\",\"Parley with a villain in the dungeon.\"],[\"19\",\"Hide from a threat outside the dungeon.\"],[\"20\",\"Roll twice, ignoring results of 20\"]],\"name\":\"Identify the Party's Goals; Dungeon Goals\",\"page\":72,\"source\":\"DMG\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Wilderness Goals\",\"colLabels\":[\"d20\",\"Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Locate a dungeon or other site of interest (roll on the Dungeon Goals table to find out why).\"],[\"2\",\"Assess the scope of a natural or unnatural disaster.\"],[\"3\",\"Escort an NPC to a destination.\"],[\"4\",\"Arrive at a destination without being seen by the villain's forces.\"],[\"5\",\"Stop monsters from raiding caravans and farms.\"],[\"6\",\"Establish trade with a distant town.\"],[\"7\",\"Protect a caravan traveling to a distant town.\"],[\"8\",\"Map a new land.\"],[\"9\",\"Find a place to establish a colony.\"],[\"10\",\"Find a natural resource.\"],[\"11\",\"Hunt a specific monster.\"],[\"12\",\"Return home from a distant place.\"],[\"13\",\"Obtain information from a reclusive hermit.\"],[\"14\",\"Find an object that was lost in the wilds.\"],[\"15\",\"Discover the fate of a missing group of explorers.\"],[\"16\",\"Pursue fleeing foes.\"],[\"17\",\"Assess the size of an approaching army.\"],[\"18\",\"Escape the reign of a tyrant.\"],[\"19\",\"Protect a wilderness site from attackers.\"],[\"20\",\"Roll twice, ignoring results of 20.\"]],\"name\":\"Identify the Party's Goals; Wilderness Goals\",\"page\":72,\"source\":\"DMG\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Other Goals\",\"colLabels\":[\"d12\",\"Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Seize control of a fortified location such as a fortress, town, or ship.\"],[\"2\",\"Defend a location from attackers.\"],[\"3\",\"Retrieve an object from inside a secure location in a settlement.\"],[\"4\",\"Retrieve an object from a caravan.\"],[\"5\",\"Salvage an object or goods from a lost vessel or caravan.\"],[\"6\",\"Break a prisoner out of a jail or prison camp.\"],[\"7\",\"Escape from a jail or prison camp.\"],[\"8\",\"Successfully travel through an obstacle course to gain recognition or reward.\"],[\"9\",\"Infiltrate a fortified location.\"],[\"10\",\"Find the source of strange occurrences in a haunted house or other location.\"],[\"11\",\"Interfere with the operation of a business.\"],[\"12\",\"Rescue a character, monster, or object from a natural or unnatural disaster.\"]],\"name\":\"Identify the Party's Goals; Other Goals\",\"page\":72,\"source\":\"DMG\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Adventure Villains\",\"colLabels\":[\"d20\",\"Villain\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Beast or monstrosity with no particular agenda\"],[\"2\",\"Aberration bent on corruption or domination\"],[\"3\",\"Fiend bent on corruption or destruction\"],[\"4\",\"Dragon bent on domination and plunder\"],[\"5\",\"Giant bent on plunder\"],[\"6-7\",\"Undead with any agenda\"],[\"8\",\"Fey with a mysterious goal\"],[\"9-10\",\"Humanoid cultist\"],[\"11-12\",\"Humanoid conqueror\"],[\"13\",\"Humanoid seeking revenge\"],[\"14-15\",\"Humanoid schemer seeking to rule\"],[\"16\",\"Humanoid criminal mastermind\"],[\"17-18\",\"Humanoid raider or ravager\"],[\"19\",\"Humanoid under a curse\"],[\"20\",\"Misguided humanoid zealot\"]],\"name\":\"Identify Important NPCs; Adventure Villains\",\"page\":74,\"source\":\"DMG\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Adventure Allies\",\"colLabels\":[\"d12\",\"Ally\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Skilled adventurer\"],[\"2\",\"Inexperienced adventurer\"],[\"3\",\"Enthusiastic commoner\"],[\"4\",\"Soldier\"],[\"5\",\"Priest\"],[\"6\",\"Sage\"],[\"7\",\"Revenge seeker\"],[\"8\",\"Raving lunatic adventurer\"],[\"9\",\"Celestial ally\"],[\"10\",\"Fey ally\"],[\"11\",\"Disguised monster\"],[\"12\",\"Villain posing as an ally\"]],\"name\":\"Identify Important NPCs; Adventure Allies\",\"page\":74,\"source\":\"DMG\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Adventure Patrons\",\"colLabels\":[\"d20\",\"Patron\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-2\",\"Retired adventurer\"],[\"3-4\",\"Local ruler\"],[\"5-6\",\"Military officer\"],[\"7-8\",\"Temple official\"],[\"9-10\",\"Sage\"],[\"11-12\",\"Respected elder\"],[\"13\",\"Deity or celestial\"],[\"14\",\"Mysterious fey\"],[\"15\",\"Old friend\"],[\"16\",\"Former teacher\"],[\"17\",\"Parent or other family member\"],[\"18\",\"Desperate Commoner\"],[\"19\",\"Embattled merchant\"],[\"20\",\"Villain posing as a patron\"]],\"name\":\"Identify Important NPCs; Adventure Patrons\",\"page\":74,\"source\":\"DMG\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Adventure Introduction\",\"colLabels\":[\"d12\",\"Introduction\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"While traveling in the wilderness, the characters fall into a sinkhole that opens beneath their feet, dropping them into the adventure location.\"],[\"2\",\"While traveling in the wilderness, the characters notice the entrance to the adventure location.\"],[\"3\",\"While traveling on a road, the characters are attacked by monsters that flee into the nearby adventure location.\"],[\"4\",\"The adventurers find a map on a dead body. In addition to the map setting up the adventure, the adventure's villain wants the map.\"],[\"5\",\"A mysterious magic item or a cruel villain teleports the characters to the adventure location.\"],[\"6\",\"A stranger approaches the characters in a tavern and urges them toward the adventure location.\"],[\"7\",\"A town or village needs volunteers to go to the adventure location.\"],[\"8\",\"An NPC the characters care about needs them to go to the adventure location.\"],[\"9\",\"An NPC the characters must obey orders them to go to the adventure location.\"],[\"10\",\"An NPC the characters respect asks them to go to the adventure location.\"],[\"11\",\"One night, the characters all dream about entering the adventure location.\"],[\"12\",\"A ghost appears and terrorizes a village. Research reveals that it can be put to rest only by entering the adventure location.\"]],\"name\":\"Find the Ideal Introduction; Adventure Introduction\",\"page\":74,\"source\":\"DMG\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Adventure Climax\",\"colLabels\":[\"d12\",\"Climax\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The adventurers confront the main villain and a group of minions in a bloody battle to the finish.\"],[\"2\",\"The adventurers chase the villain while dodging obstacles designed to thwart them, leading to a final confrontation in or outside the villain's refuge.\"],[\"3\",\"The actions of the adventurers or the villain result in a cataclysmic event that the adventurers must escape.\"],[\"4\",\"The adventurers race to the site where the villain is bringing a master plan to its conclusion, arriving just as that plan is about to be completed.\"],[\"5\",\"The villain and two or three lieutenants perform separate rites in a large room. The adventurers must disrupt all the rites at the same time.\"],[\"6\",\"An ally betrays the adventurers as they're about to achieve their goal. (Use this climax carefully, and don't overuse it.)\"],[\"7\",\"A portal opens to another plane of existence. Creatures on the other side spill out, forcing the adventurers to close the portal and deal with the villain at the same time.\"],[\"8\",\"Traps, hazards, or animated objects turn against the adventurers while the main villain attacks.\"],[\"9\",\"The dungeon begins to collapse while the adventurers face the main villain, who attempts to escape in the chaos.\"],[\"10\",\"A threat more powerful than the adventurers appears, destroys the main villain, and then turns its attention on the characters.\"],[\"11\",\"The adventurers must choose whether to pursue the fleeing main villain or save an NPC they care about or a group of innocents.\"],[\"12\",\"The adventurers must discover the main villain's secret weakness before they can hope to defeat that villain.\"]],\"name\":\"Consider the Ideal Climax; Adventure Climax\",\"page\":75,\"source\":\"DMG\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Event-Based Villain Actions\",\"colLabels\":[\"d6\",\"Type of Actions\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Big event\"],[\"2\",\"Crime spree\"],[\"3\",\"Growing corruption\"],[\"4\",\"One and done\"],[\"5\",\"Serial crimes\"],[\"6\",\"Step by step\"]],\"name\":\"Determine the Villain's Actions; Event-Based Villain Actions\",\"page\":75,\"source\":\"DMG\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Event-Based Goals\",\"colLabels\":[\"d20\",\"Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Bring the villain to justice.\"],[\"2\",\"Clear the name of an innocent NPC.\"],[\"3\",\"Protect or hide an NPC.\"],[\"4\",\"Protect an object.\"],[\"5\",\"Discover the nature and origin of a strange phenomenon that might be the villain's doing.\"],[\"6\",\"Find a wanted fugitive.\"],[\"7\",\"Overthrow a tyrant.\"],[\"8\",\"Uncover a conspiracy to overthrow a ruler.\"],[\"9\",\"Negotiate peace between enemy nations or feuding families.\"],[\"10\",\"Secure aid from a ruler or council.\"],[\"11\",\"Help a villain find redemption.\"],[\"12\",\"Parley with a villain.\"],[\"13\",\"Smuggle weapons to rebel forces.\"],[\"14\",\"Stop a band of smugglers.\"],[\"15\",\"Gather intelligence on an enemy force.\"],[\"16\",\"Win a tournament.\"],[\"17\",\"Determine the villain's identity.\"],[\"18\",\"Locate a stolen item.\"],[\"19\",\"Make sure a wedding goes off without a hitch.\"],[\"20\",\"Roll twice, ignoring results of 20.\"]],\"name\":\"Determine the Party's Goals; Event-Based Goals\",\"page\":76,\"source\":\"DMG\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Framing Events\",\"colLabels\":[\"d100\",\"Event\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-02\",\"Anniversary of a monarch's reign\"],[\"03-04\",\"Anniversary of an important event\"],[\"05-06\",\"Arena event\"],[\"07-08\",\"Arrival of a caravan or ship\"],[\"09-10\",\"Arrival of a circus\"],[\"11-12\",\"Arrival of an important NPC\"],[\"13-14\",\"Arrival of marching modrons\"],[\"15-16\",\"Artistic performance\"],[\"17-18\",\"Athletic event\"],[\"19-20\",\"Birth of a child\"],[\"21-22\",\"Birthday of an important NPC\"],[\"23-24\",\"Civic festival\"],[\"25-26\",\"Comet appearance\"],[\"27-28\",\"Commemoration of a past tragedy\"],[\"29-30\",\"Consecration of a new temple\"],[\"31-32\",\"Coronation\"],[\"33-34\",\"Council meeting\"],[\"35-36\",\"Equinox or solstice\"],[\"37-38\",\"Execution\"],[\"39-40\",\"Fertility festival\"],[\"41-42\",\"Full moon\"],[\"43-44\",\"Funeral\"],[\"45-46\",\"Graduation of cadets or wizards\"],[\"47-48\",\"Harvest festival\"],[\"49-50\",\"Holy day\"],[\"51-52\",\"Investiture of a knight or other noble\"],[\"53-54\",\"Lunar eclipse\"],[\"55-58\",\"Midsummer festival\"],[\"59-60\",\"Midwinter festival\"],[\"61-62\",\"Migration of monsters\"],[\"63-64\",\"Monarch's ball\"],[\"65-66\",\"New moon\"],[\"67-68\",\"New year\"],[\"69-70\",\"Pardoning of a prisoner\"],[\"71-72\",\"Planar conjunction\"],[\"73-74\",\"Planetary alignment\"],[\"75-76\",\"Priestly investiture\"],[\"77-78\",\"Procession of ghosts\"],[\"79-80\",\"Remembrance for soldiers lost in war\"],[\"81-82\",\"Royal address or proclamation\"],[\"83-84\",\"Royal audience day\"],[\"85-86\",\"Signing of a treaty\"],[\"87-88\",\"Solar eclipse\"],[\"89-91\",\"Tournament\"],[\"92-94\",\"Trial\"],[\"95-96\",\"Violent uprising\"],[\"97-98\",\"Wedding or wedding anniversary\"],[\"99-100\",\"Concurrence of two events. (roll twice, ignoring results of 99 or 100.)\"]],\"name\":\"Framing Events\",\"page\":79,\"source\":\"DMG\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Moral Quandaries\",\"colLabels\":[\"d20\",\"Quandary\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-3\",\"Ally quandary\"],[\"4-6\",\"Friend quandary\"],[\"7-12\",\"Honor quandary\"],[\"13-16\",\"Rescue quandary\"],[\"17-20\",\"Respect quandary\"]],\"name\":\"Moral Quandaries\",\"page\":79,\"source\":\"DMG\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Twists\",\"colLabels\":[\"d10\",\"Twist\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The adventurers are racing against other creatures with the same or opposite goal.\"],[\"2\",\"The adventurers become responsible for the safety of a noncombatant NPC.\"],[\"3\",\"The adventurers are prohibited from killing the villain, but the villain has no compunctions about killing them.\"],[\"4\",\"The adventurers have a time limit.\"],[\"5\",\"The adventurers have received false or extraneous information.\"],[\"6\",\"Completing an adventure goal fulfills a prophecy or prevents the fulfillment of a prophecy.\"],[\"7\",\"The adventurers have two different goals, but they can complete only one.\"],[\"8\",\"Completing the goal secretly helps the villain.\"],[\"9\",\"The adventurers must cooperate with a known enemy to achieve the goal.\"],[\"10\",\"The adventurers are under magical compulsion (such as a geas spell) to complete their goal.\"]],\"name\":\"Twists\",\"page\":80,\"source\":\"DMG\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Side Quests\",\"colLabels\":[\"d8\",\"Side Quest\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Find a specific item rumored to be in the area.\"],[\"2\",\"Retrieve a stolen item in the villain's possession.\"],[\"3\",\"Receive information from an NPC in the area.\"],[\"4\",\"Rescue a captive.\"],[\"5\",\"Discover the fate of a missing NPC.\"],[\"6\",\"Slay a specific monster.\"],[\"7\",\"Discover the nature and origin of a strange phenomenon in the area.\"],[\"8\",\"Secure the aid of a character or creature in the area.\"]],\"name\":\"Side Quests\",\"page\":81,\"source\":\"DMG\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"XP Thresholds by Character Level\",\"basicRules\":true,\"colLabels\":[\"Character Level\",\"Easy\",\"Medium\",\"Hard\",\"Deadly\"],\"colStyles\":[\"col-4 text-center\",\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\"],\"rows\":[[\"1st\",\"25\",\"50\",\"75\",\"100\"],[\"2nd\",\"50\",\"100\",\"150\",\"200\"],[\"3rd\",\"75\",\"150\",\"225\",\"400\"],[\"4th\",\"125\",\"250\",\"375\",\"500\"],[\"5th\",\"250\",\"500\",\"750\",\"1,100\"],[\"6th\",\"300\",\"600\",\"900\",\"1,400\"],[\"7th\",\"350\",\"750\",\"1,100\",\"1,700\"],[\"8th\",\"450\",\"900\",\"1,400\",\"2,100\"],[\"9th\",\"550\",\"1,100\",\"1,600\",\"2,400\"],[\"10th\",\"600\",\"1,200\",\"1,900\",\"2,800\"],[\"11th\",\"800\",\"1,600\",\"2,400\",\"3,600\"],[\"12th\",\"1,000\",\"2,000\",\"3,000\",\"4,500\"],[\"13th\",\"1,100\",\"2,200\",\"3,400\",\"5,100\"],[\"14th\",\"1,250\",\"2,500\",\"3,800\",\"5,700\"],[\"15th\",\"1,400\",\"2,800\",\"4,300\",\"6,400\"],[\"16th\",\"1,600\",\"3,200\",\"4,800\",\"7,200\"],[\"17th\",\"2,000\",\"3,900\",\"5,900\",\"8,800\"],[\"18th\",\"2,100\",\"4,200\",\"6,300\",\"9,500\"],[\"19th\",\"2,400\",\"4,900\",\"7,300\",\"10,900\"],[\"20th\",\"2,800\",\"5,700\",\"8,500\",\"12,700\"]],\"name\":\"Combat Encounter Difficulty; XP Thresholds by Character Level\",\"page\":82,\"source\":\"DMG\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Encounter Multipliers\",\"basicRules\":true,\"colLabels\":[\"Number of Monsters\",\"Multiplier\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[\"1\",\"×1\"],[\"2\",\"×1.5\"],[\"3-6\",\"×2\"],[\"7-10\",\"×2.5\"],[\"11-14\",\"×3\"],[\"15 or more\",\"×4\"]],\"name\":\"Modify Total XP for Multiple Monsters; Encounter Multipliers\",\"page\":82,\"source\":\"DMG\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Adventuring Day XP\",\"basicRules\":true,\"colLabels\":[\"Level\",\"Adjusted XP per Day per Character\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[\"1st\",\"300\"],[\"2nd\",\"600\"],[\"3rd\",\"1,200\"],[\"4th\",\"1,700\"],[\"5th\",\"3,500\"],[\"6th\",\"4,000\"],[\"7th\",\"5,000\"],[\"8th\",\"6,000\"],[\"9th\",\"7,500\"],[\"10th\",\"9,000\"],[\"11th\",\"10,500\"],[\"12th\",\"11,500\"],[\"13th\",\"13,500\"],[\"14th\",\"15,000\"],[\"15th\",\"18,000\"],[\"16th\",\"20,000\"],[\"17th\",\"25,000\"],[\"18th\",\"27,000\"],[\"19th\",\"30,000\"],[\"20th\",\"40,000\"]],\"name\":\"The Adventuring Day; Adventuring Day XP\",\"page\":84,\"source\":\"DMG\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Sylvan Forest Encounters\",\"colLabels\":[\"d12 + d8\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"2\",\"1 {@creature displacer beast}\"],[\"3\",\"1 {@creature gnoll pack lord} and {@dice 2d4} {@creature gnoll||gnolls}\"],[\"4\",\"{@dice 1d4} {@creature gnoll||gnolls} and {@dice 2d4} {@creature hyena||hyenas}\"],[\"5\",\"A grove of burned trees. Characters searching the area and succeeding on a DC 10 Wisdom ({@skill Survival}) check find {@creature gnoll} tracks. Following the tracks for {@dice 1d4} hours leads to an encounter with {@creature gnoll||gnolls}, or the discovery of dead {@creature gnoll||gnolls} with elven arrows sticking out of their flea-ridden corpses.\"],[\"6\",\"1 {@creature giant owl}\"],[\"7\",\"An ivy-covered statue of an elven deity or hero.\"],[\"8\",\"1 {@creature dryad} (50%) or {@dice 1d4} {@creature satyr||satyrs} (50%)\"],[\"9\",\"{@dice 1d4} {@creature centaur||centaurs}\"],[\"10\",\"{@dice 2d4} {@creature scout||scouts} (elves). One {@creature scout} carries a horn and can use its action to blow it. If the horn is blown within the forest, roll on this table again. If the result indicates a monster encounter, the indicated monster or monsters arrive in {@dice 1d4} minutes. New arrivals other than {@creature gnoll||gnolls}, {@creature hyena||hyenas}, {@creature owlbear||owlbears}, and {@creature displacer beast||displacer beasts} are friendly toward the {@creature scout||scouts}.\"],[\"11\",\"{@dice 2d4} {@creature pixie||pixies} (50%) or {@dice 2d4} {@creature sprite||sprites} (50%)\"],[\"12\",\"1 {@creature owlbear}\"],[\"13\",\"{@dice 1d4} {@creature elk||elks} (75%) or 1 {@creature giant elk} (25%)\"],[\"14\",\"{@dice 1d4} {@creature blink dog||blink dogs}\"],[\"15\",\"A magical plant with {@dice 2d4} glowing berries. A creature that ingests a berry becomes {@condition invisible} for 1 hour, or until it attacks or casts a spell. Once picked, a berry loses its magic after 12 hours. Berries regrow at midnight, but if all its berries are picked, the plant becomes nonmagical and grows no more berries.\"],[\"16\",\"An elven tune carried on a gentle breeze\"],[\"17\",\"{@dice 1d4} {@creature Faerie Dragon (Orange)||orange} (75%) or {@creature Faerie Dragon (Blue)||blue} (25%) faerie dragons\"],[\"18\",\"1 {@creature druid} (elf). The {@creature druid} is initially indifferent toward the party but becomes friendly if the characters agree to rid the forest of its gnoll infestation.\"],[\"19\",\"1 {@creature treant}. The {@creature treant} is friendly if the party includes one or more elves or is accompanied by a visible fey creature. The {@creature treant} is hostile if the characters are carrying open flames. Otherwise, it is indifferent and doesn't announce its presence as the characters pass by.\"],[\"20\",\"1 {@creature unicorn}\"]],\"name\":\"Probabilities; Sylvan Forest Encounters\",\"page\":86,\"source\":\"DMG\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"NPC Appearance\",\"colLabels\":[\"d20\",\"Feature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Distinctive jewelry: earrings, necklace, circlet, bracelets\"],[\"2\",\"Piercings\"],[\"3\",\"Flamboyant or outlandish clothes\"],[\"4\",\"Formal, clean clothes\"],[\"5\",\"Ragged, dirty clothes\"],[\"6\",\"Pronounced scar\"],[\"7\",\"Missing teeth\"],[\"8\",\"Missing fingers\"],[\"9\",\"Unusual eye color (or two different colors)\"],[\"10\",\"Tattoos\"],[\"11\",\"Birthmark\"],[\"12\",\"Unusual skin color\"],[\"13\",\"Bald\"],[\"14\",\"Braided beard or hair\"],[\"15\",\"Unusual hair color\"],[\"16\",\"Nervous eye twitch\"],[\"17\",\"Distinctive nose\"],[\"18\",\"Distinctive posture (crooked or rigid)\"],[\"19\",\"Exceptionally beautiful\"],[\"20\",\"Exceptionally ugly\"]],\"name\":\"NPC Appearance\",\"page\":88,\"source\":\"DMG\",\"chapter\":{\"name\":\"Creating Nonplayer Characters\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"NPC Abilities\",\"colLabels\":[\"d6\",\"High Ability\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Strength-powerful, brawny, strong as an ox\"],[\"2\",\"Dexterity-lithe, agile, graceful\"],[\"3\",\"Constitution-hardy, hale, healthy\"],[\"4\",\"Intelligence-studious, learned, inquisitive\"],[\"5\",\"Wisdom-perceptive, spiritual, insightful\"],[\"6\",\"Charisma-persuasive, forceful, born leader\"]],\"name\":\"NPC Abilities\",\"page\":88,\"source\":\"DMG\",\"chapter\":{\"name\":\"Creating Nonplayer Characters\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"NPC Low Abilities\",\"colLabels\":[\"d6\",\"Low Ability\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Strength-feeble, scrawny\"],[\"2\",\"Dexterity-clumsy, fumbling\"],[\"3\",\"Constitution-sickly, pale\"],[\"4\",\"Intelligence-dim-witted, slow\"],[\"5\",\"Wisdom-oblivious, absentminded\"],[\"6\",\"Charisma-dull, boring\"]],\"name\":\"NPC Low Abilities\",\"page\":88,\"source\":\"DMG\",\"chapter\":{\"name\":\"Creating Nonplayer Characters\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"NPC Talents\",\"colLabels\":[\"d20\",\"Talent\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Plays a musical instrument\"],[\"2\",\"Speaks several languages fluently\"],[\"3\",\"Unbelievably lucky\"],[\"4\",\"Perfect memory\"],[\"5\",\"Great with animals\"],[\"6\",\"Great with children\"],[\"7\",\"Great at solving puzzles\"],[\"8\",\"Great at one game\"],[\"9\",\"Great at impersonations\"],[\"10\",\"Draws beautifully\"],[\"11\",\"Paints beautifully\"],[\"12\",\"Sings beautifully\"],[\"13\",\"Drinks everyone under the table\"],[\"14\",\"Expert carpenter\"],[\"15\",\"Expert cook\"],[\"16\",\"Expert dart thrower and rock skipper\"],[\"17\",\"Expert juggler\"],[\"18\",\"Skilled actor and master of disguise\"],[\"19\",\"Skilled dancer\"],[\"20\",\"Knows thieves' cant\"]],\"name\":\"NPC Talents\",\"page\":90,\"source\":\"DMG\",\"chapter\":{\"name\":\"Creating Nonplayer Characters\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"NPC Mannerisms\",\"colLabels\":[\"d20\",\"Mannerism\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Prone to singing, whistling, or humming quietly\"],[\"2\",\"Speaks in rhyme or some other peculiar way\"],[\"3\",\"Particularly low or high voice\"],[\"4\",\"Speaks in an unusually formal manner\"],[\"5\",\"Enunciates overly clearly\"],[\"6\",\"Speaks loudly\"],[\"7\",\"Whispers\"],[\"8\",\"Uses flowery speech or long words\"],[\"9\",\"Frequently uses the wrong word\"],[\"10\",\"Uses colorful oaths and exclamations\"],[\"11\",\"Makes constant jokes or puns\"],[\"12\",\"Prone to predictions of doom\"],[\"13\",\"Fidgets\"],[\"14\",\"Squints\"],[\"15\",\"Stares into the distance\"],[\"16\",\"Chews something\"],[\"17\",\"Paces\"],[\"18\",\"Taps fingers\"],[\"19\",\"Bites fingernails\"],[\"20\",\"Twirls hair or tugs beard\"]],\"name\":\"NPC Mannerisms\",\"page\":90,\"source\":\"DMG\",\"chapter\":{\"name\":\"Creating Nonplayer Characters\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"NPC Interaction Traits\",\"colLabels\":[\"d12\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Argumentative\"],[\"2\",\"Arrogant\"],[\"3\",\"Blustering\"],[\"4\",\"Rude\"],[\"5\",\"Curious\"],[\"6\",\"Friendly\"],[\"7\",\"Honest\"],[\"8\",\"Hot tempered\"],[\"9\",\"Irritable\"],[\"10\",\"Ponderous\"],[\"11\",\"Quiet\"],[\"12\",\"Suspicious\"]],\"name\":\"Interactions with Others; NPC Interaction Traits\",\"page\":90,\"source\":\"DMG\",\"chapter\":{\"name\":\"Creating Nonplayer Characters\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"NPC Bonds\",\"colLabels\":[\"d10\",\"Bond\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Dedicated to fulfilling a personal life goal\"],[\"2\",\"Protective of close family members\"],[\"3\",\"Protective of colleagues or compatriots\"],[\"4\",\"Loyal to a benefactor, patron, or employer\"],[\"5\",\"Captivated by a romantic interest\"],[\"6\",\"Drawn to a special place\"],[\"7\",\"Protective of a sentimental keepsake\"],[\"8\",\"Protective of a valuable possession\"],[\"9\",\"Out for revenge\"],[\"10\",\"Roll twice, ignoring result of 10.\"]],\"name\":\"NPC Bonds\",\"page\":91,\"source\":\"DMG\",\"chapter\":{\"name\":\"Creating Nonplayer Characters\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"NPC Flaws and Secrets\",\"colLabels\":[\"d12\",\"Flaw or Secret\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Forbidden love or susceptibility to romance\"],[\"2\",\"Enjoys decadent pleasures\"],[\"3\",\"Arrogance\"],[\"4\",\"Envies another creature's possessions or station\"],[\"5\",\"Overpowering greed\"],[\"6\",\"Prone to rage\"],[\"7\",\"Has a powerful enemy\"],[\"8\",\"Prone to sudden suspicion\"],[\"9\",\"Shameful or scandalous history\"],[\"10\",\"Secret crime or misdeed\"],[\"11\",\"Possession of forbidden lore\"],[\"12\",\"Foolhardy bravery\"]],\"name\":\"Flaw or Secret; NPC Flaws and Secrets\",\"page\":91,\"source\":\"DMG\",\"chapter\":{\"name\":\"Creating Nonplayer Characters\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Villain's Scheme\",\"colLabels\":[\"{@dice d8}\",\"Objective\",\"Scheme\"],\"colStyles\":[\"col-2 text-center\",\"col-2 text-center\",\"col-8\"],\"rows\":[[{\"type\":\"cell\",\"roll\":{\"exact\":1}},\"Immortality ({@dice d4|d4|Immortality})\",\"\"],[\"\",\"1\",\"Acquire a legendary item to prolong life\"],[\"\",\"2\",\"Ascend to godhood\"],[\"\",\"3\",\"Become undead or obtain a younger body\"],[\"\",\"4\",\"Steal a planar creature's essence\"],[{\"type\":\"cell\",\"roll\":{\"exact\":2}},\"Influence ({@dice d4|d4|Influence})\",\"\"],[\"\",\"1\",\"Seize a position of power or title\"],[\"\",\"2\",\"Win a contest or tournament\"],[\"\",\"3\",\"Win favor with a powerful individual\"],[\"\",\"4\",\"Place a pawn in a position of power\"],[{\"type\":\"cell\",\"roll\":{\"exact\":3}},\"Magic ({@dice d6|d6|Magic})\",\"\"],[\"\",\"1\",\"Obtain an ancient artifact\"],[\"\",\"2\",\"Build a construct or magical device\"],[\"\",\"3\",\"Carry out a deity's wishes\"],[\"\",\"4\",\"Offer sacrifices to a deity\"],[\"\",\"5\",\"Contact a lost deity or power\"],[\"\",\"6\",\"Open a gate to another world\"],[{\"type\":\"cell\",\"roll\":{\"exact\":4}},\"Mayhem ({@dice d6|d6|Mayhem})\",\"\"],[\"\",\"1\",\"Fulfill an apocalyptic prophecy\"],[\"\",\"2\",\"Enact the vengeful will of a god or patron\"],[\"\",\"3\",\"Spread a vile contagion\"],[\"\",\"4\",\"Overthrow a government\"],[\"\",\"5\",\"Trigger a natural disaster\"],[\"\",\"6\",\"Utterly destroy a bloodline or clan\"],[{\"type\":\"cell\",\"roll\":{\"exact\":5}},\"Passion ({@dice d4})\",\"\"],[\"\",\"1\",\"Prolong the life of a loved one\"],[\"\",\"2\",\"Prove worthy of another person's love\"],[\"\",\"3\",\"Raise or restore a dead loved one\"],[\"\",\"4\",\"Destroy rivals for another person's affection\"],[{\"type\":\"cell\",\"roll\":{\"exact\":6}},\"Power ({@dice d4|d4|Power})\",\"\"],[\"\",\"1\",\"Conquer a region or incite a rebellion\"],[\"\",\"2\",\"Seize control of an army\"],[\"\",\"3\",\"Become the power behind the throne\"],[\"\",\"4\",\"Gain the favor of a ruler\"],[{\"type\":\"cell\",\"roll\":{\"exact\":7}},\"Revenge ({@dice d4})\",\"\"],[\"\",\"1\",\"Avenge a past humiliation or insult\"],[\"\",\"2\",\"Avenge a past imprisonment or injury\"],[\"\",\"3\",\"Avenge the death of a loved one\"],[\"\",\"4\",\"Retrieve stolen property and punish the thief\"],[{\"type\":\"cell\",\"roll\":{\"exact\":8}},\"Wealth ({@dice d4|d4|Wealth})\",\"\"],[\"\",\"1\",\"Control natural resources or trade\"],[\"\",\"2\",\"Marry into wealth\"],[\"\",\"3\",\"Plunder ancient ruins\"],[\"\",\"4\",\"Steal land, goods, or money\"]],\"name\":\"Villains; Villain's Scheme\",\"page\":94,\"source\":\"DMG\",\"chapter\":{\"name\":\"Creating Nonplayer Characters\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Villain's Methods\",\"colLabels\":[\"d20\",\"Methods\"],\"colStyles\":[\"col-2 text-center\",\"col-2 text-center\",\"col-8\"],\"rows\":[[{\"type\":\"cell\",\"roll\":{\"exact\":1}},\"Agricultural devastation ({@dice d4|d4|Agricultural devastation})\",\"\"],[\"\",\"1\",\"Blight\"],[\"\",\"2\",\"Crop failure\"],[\"\",\"3\",\"Drought\"],[\"\",\"4\",\"Famine\"],[\"2\",\"Assault or beatings\",\"\"],[\"3\",\"Bounty hunting or assassination\",\"\"],[{\"type\":\"cell\",\"roll\":{\"exact\":4}},\"Captivity or coercion ({@dice d10|d10|Captivity or coercion})\",\"\"],[\"\",\"1\",\"Bribery\"],[\"\",\"2\",\"Enticement\"],[\"\",\"3\",\"Eviction\"],[\"\",\"4\",\"Imprisonment\"],[\"\",\"5\",\"Kidnapping\"],[\"\",\"6\",\"Legal intimidation\"],[\"\",\"7\",\"Press gangs\"],[\"\",\"8\",\"Shackling\"],[\"\",\"9\",\"Slavery\"],[\"\",\"10\",\"Threats or harassment\"],[{\"type\":\"cell\",\"roll\":{\"exact\":5}},\"Confidence scams ({@dice d6|d6|Confidence scams})\",\"\"],[\"\",\"1\",\"Breach of contract\"],[\"\",\"2\",\"Cheating\"],[\"\",\"3\",\"Fast talking\"],[\"\",\"4\",\"Fine print\"],[\"\",\"5\",\"Fraud or swindling\"],[\"\",\"6\",\"Quackery or tricks\"],[{\"type\":\"cell\",\"roll\":{\"exact\":6}},\"Defamation ({@dice d4|d4|Defamation})\",\"\"],[\"\",\"1\",\"Framing\"],[\"\",\"2\",\"Gossiping or slander\"],[\"\",\"3\",\"Humiliation\"],[\"\",\"4\",\"Libel or insults\"],[\"7\",\"Dueling\",\"\"],[{\"type\":\"cell\",\"roll\":{\"exact\":8}},\"Execution ({@dice d8|d8|Execution})\",\"\"],[\"\",\"1\",\"Beheading\"],[\"\",\"2\",\"Burning at the stake\"],[\"\",\"3\",\"Burying alive\"],[\"\",\"4\",\"Crucifixion\"],[\"\",\"5\",\"Drawing and quartering\"],[\"\",\"6\",\"Hanging\"],[\"\",\"7\",\"Impalement\"],[\"\",\"8\",\"Sacrifice (living)\"],[\"9\",\"Impersonation or disguise\",\"\"],[\"10\",\"Lying or perjury\",\"\"],[{\"type\":\"cell\",\"roll\":{\"exact\":11}},\"Magical mayhem ({@dice d8|d8|Magical mayhem})\",\"\"],[\"\",\"1\",\"Hauntings\"],[\"\",\"2\",\"Illusions\"],[\"\",\"3\",\"Infernal bargains\"],[\"\",\"4\",\"Mind control\"],[\"\",\"5\",\"Petrification\"],[\"\",\"6\",\"Raising or animating the dead\"],[\"\",\"7\",\"Summoning monsters\"],[\"\",\"8\",\"Weather control\"],[{\"type\":\"cell\",\"roll\":{\"exact\":12}},\"Murder ({@dice d10|d10|Murder})\",\"\"],[\"\",\"1\",\"Assassination\"],[\"\",\"2\",\"Cannibalism\"],[\"\",\"3\",\"Dismemberment\"],[\"\",\"4\",\"Drowning\"],[\"\",\"5\",\"Electrocution\"],[\"\",\"6\",\"Euthanasia (involuntary)\"],[\"\",\"7\",\"Disease\"],[\"\",\"8\",\"Poisoning\"],[\"\",\"9\",\"Stabbing\"],[\"\",\"10\",\"Strangulation or suffocation\"],[\"13\",\"Neglect\",\"\"],[{\"type\":\"cell\",\"roll\":{\"exact\":14}},\"Politics ({@dice d6|d6|Politics})\",\"\"],[\"\",\"1\",\"Betrayal or treason\"],[\"\",\"2\",\"Confiscating property\"],[\"\",\"3\",\"Conspiracy\"],[\"\",\"4\",\"Espionage or Spying\"],[\"\",\"5\",\"Oppressive Laws\"],[\"\",\"6\",\"Raising taxes\"],[{\"type\":\"cell\",\"roll\":{\"exact\":15}},\"Religion ({@dice d4|d4|Religion})\",\"\"],[\"\",\"1\",\"Curses\"],[\"\",\"2\",\"Desecration\"],[\"\",\"3\",\"False gods\"],[\"\",\"4\",\"Heresy or cults\"],[\"16\",\"Stalking\",\"\"],[{\"type\":\"cell\",\"roll\":{\"exact\":15}},\"Theft or Property Crime ({@dice d10|d10|Theft or Property Crime})\",\"\"],[\"\",\"1\",\"Arson\"],[\"\",\"2\",\"Blackmail or extortion\"],[\"\",\"3\",\"Burglary\"],[\"\",\"4\",\"Counterfeiting\"],[\"\",\"5\",\"Highway robbery\"],[\"\",\"6\",\"Looting\"],[\"\",\"7\",\"Mugging\"],[\"\",\"8\",\"Poaching\"],[\"\",\"9\",\"Seizing property\"],[\"\",\"10\",\"Smuggling\"],[\"17\",\"Theft or Property Crime\",\"\"],[{\"type\":\"cell\",\"roll\":{\"exact\":18}},\"Torture ({@dice d6|d6|Torture})\",\"\"],[\"\",\"1\",\"Acid\"],[\"\",\"2\",\"Blinding\"],[\"\",\"3\",\"Branding\"],[\"\",\"4\",\"Racking\"],[\"\",\"5\",\"Thumbscrews\"],[\"\",\"6\",\"Whipping\"],[{\"type\":\"cell\",\"roll\":{\"exact\":19}},\"Vice ({@dice d4|d4|Vice})\",\"\"],[\"\",\"1\",\"Adultery\"],[\"\",\"2\",\"Drugs or alcohol\"],[\"\",\"3\",\"Gambling\"],[\"\",\"4\",\"Seduction\"],[{\"type\":\"cell\",\"roll\":{\"exact\":20}},\"Warfare ({@dice d6|d6|Warfare})\",\"\"],[\"\",\"1\",\"Ambush\"],[\"\",\"2\",\"Invasion\"],[\"\",\"3\",\"Massacre\"],[\"\",\"4\",\"Mercenaries\"],[\"\",\"5\",\"Rebellion\"],[\"\",\"6\",\"Terrorism\"]],\"name\":\"Villains; Villain's Methods\",\"page\":94,\"source\":\"DMG\",\"chapter\":{\"name\":\"Creating Nonplayer Characters\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Villain's Weakness\",\"colLabels\":[\"d8\",\"Weakness\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A hidden object holds the villain's soul.\"],[\"2\",\"The villain's power is broken if the death of its true love is avenged.\"],[\"3\",\"The villain is weakened in the presence of a particular artifact.\"],[\"4\",\"A special weapon deals extra damage when used against the villain.\"],[\"5\",\"The villain is destroyed if it speaks its true name.\"],[\"6\",\"An ancient prophecy or riddle reveals how the villain can be overthrown.\"],[\"7\",\"The villain falls when an ancient enemy forgives its past actions.\"],[\"8\",\"The villain loses its power if a mystic bargain it struck long ago is completed.\"]],\"name\":\"Villain's Secret Weakness; Villain's Weakness\",\"page\":96,\"source\":\"DMG\",\"chapter\":{\"name\":\"Creating Nonplayer Characters\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Dungeon Location\",\"colLabels\":[\"d100\",\"Location\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-04\",\"A building in a city\"],[\"05-08\",\"Catacombs or sewers beneath a city\"],[\"09-12\",\"Beneath a farmhouse\"],[\"13-16\",\"Beneath a graveyard\"],[\"17-22\",\"Beneath a ruined castle\"],[\"23-26\",\"Beneath a ruined city\"],[\"27-30\",\"Beneath a temple\"],[\"31-34\",\"In a chasm\"],[\"35-38\",\"In a cliff face\"],[\"39-42\",\"In a desert\"],[\"43-46\",\"In a forest\"],[\"47-50\",\"In a glacier\"],[\"51-54\",\"In a gorge\"],[\"55-58\",\"In a jungle\"],[\"59-62\",\"In a mountain pass\"],[\"63-66\",\"In a swamp\"],[\"67-70\",\"Beneath or on top of a mesa\"],[\"71-74\",\"In sea caves\"],[\"75-78\",\"In several connected mesas\"],[\"79-82\",\"On a mountain peak\"],[\"83-86\",\"On a promontory\"],[\"87-90\",\"On an island\"],[\"91-95\",\"Underwater\"],[\"96-100\",\"Roll on the Exotic Location Table\"]],\"name\":\"Dungeon Location\",\"page\":99,\"source\":\"DMG\",\"chapter\":{\"name\":\"Adventure Environments\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Exotic Location\",\"colLabels\":[\"d20\",\"Location\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Among the branches of a tree\"],[\"2\",\"Around a geyser\"],[\"3\",\"Behind a waterfall\"],[\"4\",\"Buried in an avalanche\"],[\"5\",\"Buried in a sandstorm\"],[\"6\",\"Buried in volcanic ash\"],[\"7\",\"Castle or structure sunken in a swamp\"],[\"8\",\"Castle or structure at the bottom of a sinkhole\"],[\"9\",\"Floating on the sea\"],[\"10\",\"In a meteorite\"],[\"11\",\"On a demiplane or in a pocket dimension\"],[\"12\",\"In an area devastated by a magical catastrophe\"],[\"13\",\"On a cloud\"],[\"14\",\"In the Feywild\"],[\"15\",\"In the Shadowfell\"],[\"16\",\"On an island in an underground sea\"],[\"17\",\"In a volcano\"],[\"18\",\"On the back of a Gargantuan living creature\"],[\"19\",\"Sealed inside a magical dome of force\"],[\"20\",\"Inside a {@spell Mordenkainen's magnificent mansion}\"]],\"name\":\"Dungeon Location; Exotic Location\",\"page\":99,\"source\":\"DMG\",\"chapter\":{\"name\":\"Adventure Environments\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Dungeon Creator\",\"colLabels\":[\"d20\",\"Creator\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Beholder\"],[\"2-4\",\"Cult or religious group. (Roll on the Cults and Religious Groups table to determine specifics)\"],[\"5-8\",\"Dwarves\"],[\"9\",\"Elves (including drow)\"],[\"10\",\"Giants\"],[\"11\",\"Hobgoblins\"],[\"12-15\",\"Humans. (Roll on the NPC Alignment and NPC Class tables to determine specifics)\"],[\"16\",\"Kuo-toa\"],[\"17\",\"Lich\"],[\"18\",\"Mind flayers\"],[\"19\",\"Yuan-ti\"],[\"20\",\"No creator (natural caverns)\"]],\"name\":\"Dungeon Creator\",\"page\":99,\"source\":\"DMG\",\"chapter\":{\"name\":\"Adventure Environments\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Cults and Religions\",\"colLabels\":[\"d20\",\"Cult or Religious Group\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Demon-worshiping cult\"],[\"2\",\"Devil-worshiping cult\"],[\"3-4\",\"Elemental Air cult\"],[\"5-6\",\"Elemental Earth cult\"],[\"7-8\",\"Elemental Fire cult\"],[\"9-10\",\"Elemental Water cult\"],[\"11-15\",\"Worshipers of an evil deity\"],[\"16-17\",\"Worshipers of a good deity\"],[\"18-20\",\"Worshipers of a neutral deity\"]],\"name\":\"Dungeon Creator; Cults and Religions\",\"page\":99,\"source\":\"DMG\",\"chapter\":{\"name\":\"Adventure Environments\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"NPC Alignment\",\"colLabels\":[\"d20\",\"Alignment\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-2\",\"Lawful good\"],[\"3-4\",\"Neutral good\"],[\"5-6\",\"Chaotic good\"],[\"7-9\",\"Lawful neutral\"],[\"10-11\",\"Neutral\"],[\"12\",\"Chaotic neutral\"],[\"13-15\",\"Lawful evil\"],[\"16-18\",\"Neutral evil\"],[\"19-20\",\"Chaotic evil\"]],\"name\":\"Dungeon Creator; NPC Alignment\",\"page\":99,\"source\":\"DMG\",\"chapter\":{\"name\":\"Adventure Environments\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"NPC Class\",\"colLabels\":[\"d20\",\"Class\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Barbarian\"],[\"2\",\"Bard\"],[\"3-4\",\"Cleric\"],[\"5\",\"Druid\"],[\"6-7\",\"Fighter\"],[\"8\",\"Monk\"],[\"9\",\"Paladin\"],[\"10\",\"Ranger\"],[\"11-14\",\"Rogue\"],[\"15\",\"Sorcerer\"],[\"16\",\"Warlock\"],[\"17-20\",\"Wizard\"]],\"name\":\"Dungeon Creator; NPC Class\",\"page\":99,\"source\":\"DMG\",\"chapter\":{\"name\":\"Adventure Environments\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Dungeon Purpose\",\"colLabels\":[\"d20\",\"Purpose\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Death trap\"],[\"2-5\",\"Lair\"],[\"6\",\"Maze\"],[\"7-9\",\"Mine\"],[\"10\",\"Planar gate\"],[\"11-14\",\"Stronghold\"],[\"15-17\",\"Temple or shrine\"],[\"18-19\",\"Tomb\"],[\"20\",\"Treasure vault\"]],\"name\":\"Dungeon Purpose\",\"page\":101,\"source\":\"DMG\",\"chapter\":{\"name\":\"Adventure 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Environments\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Wilderness Navigation\",\"colLabels\":[\"Terrain\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Forest, jungle, swamp, mountains, or open sea with overcast skies and no land in sight\",\"15\"],[\"Arctic, desert, hills, or open sea with clear skies and no land in sight\",\"10\"],[\"Grassland, meadow, farmland\",\"5\"]],\"name\":\"Becoming Lost; Wilderness Navigation\",\"page\":111,\"source\":\"DMG\",\"chapter\":{\"name\":\"Adventure Environments\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Race Relations\",\"colLabels\":[\"d20\",\"Result\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-10\",\"Harmony\"],[\"11-14\",\"Tension or rivalry\"],[\"15-16\",\"Racial majority are conquerors\"],[\"17\",\"Racial minority are rulers\"],[\"18\",\"Racial minority are refugees\"],[\"19\",\"Racial majority oppresses minority\"],[\"20\",\"Racial minority oppresses majority\"]],\"name\":\"Random Settlements; Race Relations\",\"page\":112,\"source\":\"DMG\",\"chapter\":{\"name\":\"Adventure Environments\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Ruler's Status\",\"colLabels\":[\"d20\",\"Ruler\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-5\",\"Respected, fair, and just\"],[\"6-8\",\"Feared tyrant\"],[\"9\",\"Weakling manipulated by others\"],[\"10\",\"Illegitimate ruler, simmering civil war\"],[\"11\",\"Ruled or controlled by a powerful monster\"],[\"12\",\"Mysterious, anonymous cabal\"],[\"13\",\"Contested leadership, open fighting\"],[\"14\",\"Cabal seized power openly\"],[\"15\",\"Doltish lout\"],[\"16\",\"On deathbed, claimants compete for power\"],[\"17-18\",\"Iron-willed but respected\"],[\"19-20\",\"Religious leader\"]],\"name\":\"Random Settlements; Ruler's Status\",\"page\":112,\"source\":\"DMG\",\"chapter\":{\"name\":\"Adventure 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ruins\"]],\"name\":\"Random Settlements; Notable Traits\",\"page\":112,\"source\":\"DMG\",\"chapter\":{\"name\":\"Adventure Environments\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Known For Its...\",\"colLabels\":[\"d20\",\"Feature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Delicious cuisine\"],[\"2\",\"Rude people\"],[\"3\",\"Greedy merchants\"],[\"4\",\"Artists and writers\"],[\"5\",\"Great hero/savior\"],[\"6\",\"Flowers\"],[\"7\",\"Hordes of beggars\"],[\"8\",\"Tough warriors\"],[\"9\",\"Dark magic\"],[\"10\",\"Decadence\"],[\"11\",\"Piety\"],[\"12\",\"Gambling\"],[\"13\",\"Godlessness\"],[\"14\",\"Education\"],[\"15\",\"Wines\"],[\"16\",\"High fashion\"],[\"17\",\"Political intrigue\"],[\"18\",\"Powerful guilds\"],[\"19\",\"Strong drink\"],[\"20\",\"Patriotism\"]],\"name\":\"Random Settlements; Known For Its...\",\"page\":112,\"source\":\"DMG\",\"chapter\":{\"name\":\"Adventure Environments\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Current Calamity\",\"colLabels\":[\"d20\",\"Calamity\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Suspected vampire infestation\"],[\"2\",\"New cult seeks converts\"],[\"3\",\"Important figure died (murder suspected)\"],[\"4\",\"War between rival thieves' guilds\"],[\"5-6\",\"Plague or famine (sparks riots)\"],[\"7\",\"Corrupt officials\"],[\"8-9\",\"Marauding monsters\"],[\"10\",\"Powerful wizard has moved into town\"],[\"11\",\"Economic depression (trade disrupted)\"],[\"12\",\"Flooding\"],[\"13\",\"Undead stirring in cemeteries\"],[\"14\",\"Prophecy of doom\"],[\"15\",\"Brink of war\"],[\"16\",\"Internal strife (leads to anarchy)\"],[\"17\",\"Besieged by enemies\"],[\"18\",\"Scandal threatens powerful families\"],[\"19\",\"Dungeon discovered (adventurers flock to town)\"],[\"20\",\"Religious sects struggle for power\"]],\"name\":\"Random Settlements; Current 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home\"],[\"9-10\",\"Upper-class home\"],[\"11-15\",\"Crowded tenement\"],[\"16-17\",\"Orphanage\"],[\"18\",\"Hidden thieves' den\"],[\"19\",\"Front for a secret cult\"],[\"20\",\"Lavish, guarded mansion\"]],\"name\":\"Random Buildings; Residence\",\"page\":113,\"source\":\"DMG\",\"chapter\":{\"name\":\"Adventure Environments\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Religious Building\",\"colLabels\":[\"d20\",\"Type\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-10\",\"Temple to a good or neutral deity\"],[\"11-12\",\"Temple to a false deity (run by charlatan priests)\"],[\"13\",\"Home of ascetics\"],[\"14-15\",\"Abandoned shrine\"],[\"16-17\",\"Library dedicated to religious study\"],[\"18-20\",\"Hidden shrine to a fiend or an evil deity\"]],\"name\":\"Random Buildings; Religious Building\",\"page\":113,\"source\":\"DMG\",\"chapter\":{\"name\":\"Adventure 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goods\"],[\"7-10\",\"Cheap goods\"],[\"11-14\",\"Bulk goods\"],[\"15\",\"Live animals\"],[\"16-17\",\"Weapons/armor\"],[\"18-19\",\"Goods from a distant land\"],[\"20\",\"Secret smuggler's den\"]],\"name\":\"Random Buildings; Warehouse\",\"page\":113,\"source\":\"DMG\",\"chapter\":{\"name\":\"Adventure Environments\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Shop\",\"colLabels\":[\"d20\",\"Type\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Pawnshop\"],[\"2\",\"Herbs/incense\"],[\"3\",\"Fruits/vegetables\"],[\"4\",\"Dried meats\"],[\"5\",\"Pottery\"],[\"6\",\"Undertaker\"],[\"7\",\"Books\"],[\"8\",\"Moneylender\"],[\"9\",\"Weapons/armor\"],[\"10\",\"Chandler\"],[\"11\",\"Smithy\"],[\"12\",\"Carpenter\"],[\"13\",\"Weaver\"],[\"14\",\"Jeweler\"],[\"15\",\"Baker\"],[\"16\",\"Mapmaker\"],[\"17\",\"Tailor\"],[\"18\",\"Ropemaker\"],[\"19\",\"Mason\"],[\"20\",\"Scribe\"]],\"name\":\"Random Buildings; 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Protest|DMG|5|Protest}\"],[\"17\",\"{@book Runaway cart|DMG|5|Runaway cart}\"],[\"18\",\"{@book Shady transaction|DMG|5|Shady transaction}\"],[\"19\",\"{@book Spectacle|DMG|5|Spectacle}\"],[\"20\",\"{@book Urchin|DMG|5|Urchin}\"]],\"name\":\"Random Urban Encounters\",\"page\":114,\"source\":\"DMG\",\"chapter\":{\"name\":\"Adventure Environments\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Random Undersea Encounters\",\"colLabels\":[\"d12 + d8\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"2\",\"Sunken ship covered in barnacles ({@chance 25} chance that the ship contains treasure—roll randomly on the treasure tables in chapter 7)\"],[\"3\",\"Sunken ship with {@creature reef shark||reef sharks} (shallow waters) or {@creature hunter shark||hunter sharks} (deep waters) circling around it ({@chance 50} chance that the ship contains treasure—roll randomly on the treasure tables in chapter 7)\"],[\"4\",\"Bed of giant 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on the ocean floor\"],[\"20\",\"Sunken treasure chest ({@chance 25} chance that it contains something of value—roll treasure randomly using the tables in chapter 7)\"]],\"name\":\"Random Undersea Encounters\",\"page\":116,\"source\":\"DMG\",\"chapter\":{\"name\":\"Adventure Environments\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Underwater Encounter Distance\",\"colLabels\":[\"Creature Size\",\"Encounter Distance\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Clear water, bright light\",\"60 ft.\"],[\"Clear water, dim light\",\"30 ft.\"],[\"Murky water or no light\",\"10 ft.\"]],\"name\":\"Underwater Encounter Distance\",\"page\":117,\"source\":\"DMG\",\"chapter\":{\"name\":\"Adventure Environments\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Random Encounters at Sea\",\"colLabels\":[\"d12 + d8\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"2\",\"Ghost ship\"],[\"3\",\"Friendly and curious bronze dragon\"],[\"4\",\"Whirlpool ({@chance 25} chance that the whirlpool is a portal to the Elemental Plane of Water)\"],[\"5\",\"{@creature Merfolk} traders\"],[\"6\",\"Passing warship (friendly or hostile)\"],[\"7-8\",\"Pirate ship (hostile)\"],[\"9-10\",\"Passing merchant ship (galley or sailing ship)\"],[\"11-12\",\"{@creature Killer whale} sighting\"],[\"13-14\",\"Floating debris\"],[\"15\",\"Longship crewed by hostile {@creature berserker||berserkers}\"],[\"16\",\"Hostile {@creature griffon||griffons} or {@creature harpy||harpies}\"],[\"17\",\"Iceberg (easily avoided if seen from a distance)\"],[\"18\",\"{@creature Sahuagin} boarding party\"],[\"19\",\"NPC in the water (clinging to floating debris)\"],[\"20\",\"Sea monster (such as a {@creature dragon turtle} or {@creature kraken})\"]],\"name\":\"Random Encounters at Sea\",\"page\":118,\"source\":\"DMG\",\"chapter\":{\"name\":\"Adventure Environments\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Airborne and Waterborne Vehicles\",\"srd\":true,\"colLabels\":[\"Ship\",\"Cost\",\"Speed\",\"Crew\",\"Passengers\",\"Cargo (tons)\",\"AC\",\"HP\",\"Damage Threshold\"],\"colStyles\":[\"col-2\",\"col-2 text-right\",\"col-2 text-center\",\"col-1 text-center\",\"col-1 text-center\",\"col-1 text-center\",\"col-1 text-center\",\"col-1 text-center\",\"col-1 text-center\"],\"rows\":[[\"Airship\",\"20,000 gp\",\"8 mph\",\"10\",\"20\",\"1\",\"13\",\"300\",\"-\"],[\"Galley\",\"30,000 gp\",\"4 mph\",\"80\",\"-\",\"150\",\"15\",\"500\",\"20\"],[\"Keelboat\",\"3,000 gp\",\"1 mph\",\"1\",\"6\",\"1/2\",\"15\",\"100\",\"10\"],[\"Longship\",\"10,000 gp\",\"3 mph\",\"40\",\"150\",\"10\",\"15\",\"300\",\"15\"],[\"Rowboat\",\"50 gp\",\"1½ mph\",\"1\",\"3\",\"-\",\"11\",\"50\",\"-\"],[\"Sailing ship\",\"10,000 gp\",\"2 mph\",\"20\",\"20\",\"100\",\"15\",\"300\",\"15\"],[\"Warship\",\"25,000 gp\",\"2½ mph\",\"60\",\"60\",\"200\",\"15\",\"500\",\"20\"]],\"name\":\"Owning a Ship; Airborne and Waterborne Vehicles\",\"page\":119,\"source\":\"DMG\",\"chapter\":{\"name\":\"Adventure Environments\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Trap Save DCs and Attack Bonuses\",\"srd\":true,\"colLabels\":[\"Trap Danger\",\"Save DC\",\"Attack Bonus\"],\"colStyles\":[\"col-4\",\"col-4\",\"col-4\"],\"rows\":[[\"Setback\",\"10-11\",\"+3 to +5\"],[\"Dangerous\",\"12-15\",\"+6 to +8\"],[\"Deadly\",\"16-20\",\"+9 to +12\"]],\"name\":\"Trap Effects; Trap Save DCs and Attack Bonuses\",\"page\":121,\"source\":\"DMG\",\"chapter\":{\"name\":\"Adventure Environments\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Damage Severity by Level\",\"srd\":true,\"colLabels\":[\"Character Level\",\"Setback\",\"Dangerous\",\"Deadly\"],\"colStyles\":[\"col-3\",\"col-3\",\"col-3\",\"col-3\"],\"rows\":[[\"1st-4th\",\"{@dice 1d10}\",\"{@dice 2d10}\",\"{@dice 4d10}\"],[\"5th-10th\",\"{@dice 2d10}\",\"{@dice 4d10}\",\"{@dice 10d10}\"],[\"11th-16th\",\"{@dice 4d10}\",\"{@dice 10d10}\",\"{@dice 18d10}\"],[\"17th-20th\",\"{@dice 10d10}\",\"{@dice 18d10}\",\"{@dice 24d10}\"]],\"name\":\"Trap Effects; Damage Severity by Level\",\"page\":121,\"source\":\"DMG\",\"chapter\":{\"name\":\"Adventure Environments\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Maintenance Costs\",\"colLabels\":[\"Property\",\"Total Cost per Day\",\"Skilled Hirelings\",\"Untrained Hirelings\"],\"colStyles\":[\"col-3\",\"col-3 text-right\",\"col-3 text-center\",\"col-3 text-center\"],\"rows\":[[\"Abbey\",\"20 gp\",\"5\",\"25\"],[\"Farm\",\"5 sp\",\"1\",\"2\"],[\"Guildhall, town or city\",\"5 gp\",\"5\",\"3\"],[\"Inn, rural roadside\",\"10 gp\",\"5\",\"10\"],[\"Inn, town or city\",\"5 gp\",\"1\",\"5\"],[\"Keep or small castle\",\"100 gp\",\"50\",\"50\"],[\"Lodge, hunting\",\"5 sp\",\"1\",\"-\"],[\"Noble estate\",\"10 gp\",\"3\",\"15\"],[\"Outpost or fort\",\"50 gp\",\"20\",\"40\"],[\"Palace or large castle\",\"400 gp\",\"200\",\"100\"],[\"Shop\",\"2 gp\",\"1\",\"-\"],[\"Temple, large\",\"25 gp\",\"10\",\"10\"],[\"Temple, small\",\"1 gp\",\"2\",\"-\"],[\"Tower, fortified\",\"25 gp\",\"10\",\"-\"],[\"Trading post\",\"10 gp\",\"4\",\"2\"]],\"name\":\"Recurring Expenses; Maintenance Costs\",\"page\":126,\"source\":\"DMG\",\"chapter\":{\"name\":\"Between Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":6}},{\"caption\":\"Individual Treasure: Challenge 0—4\",\"colLabels\":[\"d100\",\"CP\",\"SP\",\"EP\",\"GP\",\"PP\"],\"colStyles\":[\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\"],\"rows\":[[\"01-30\",\"{@dice 5d6} (17)\",\"—\",\"—\",\"—\",\"—\"],[\"31-60\",\"—\",\"{@dice 4d6} (14)\",\"—\",\"—\",\"—\"],[\"61-70\",\"—\",\"—\",\"{@dice 3d6} (10)\",\"—\",\"—\"],[\"71-95\",\"—\",\"—\",\"—\",\"{@dice 3d6} (10)\",\"—\"],[\"96-00\",\"—\",\"—\",\"—\",\"—\",\"{@dice 1d6} (3)\"]],\"name\":\"Individual Treasure: Challenge 0—4\",\"page\":133,\"source\":\"DMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":7}},{\"caption\":\"Individual Treasure: Challenge 5—10\",\"colLabels\":[\"d100\",\"CP\",\"SP\",\"EP\",\"GP\",\"PP\"],\"colStyles\":[\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\"],\"rows\":[[\"01-30\",\"{@dice 4d6 × 100} (1,400)\",\"—\",\"{@dice 1d6 × 10} (35)\",\"—\",\"—\"],[\"31-60\",\"—\",\"{@dice 6d6 × 10} (210)\",\"—\",\"{@dice 2d6 × 10} (70)\",\"—\"],[\"61-70\",\"—\",\"—\",\"{@dice 3d6 × 10} (105)\",\"{@dice 2d6 × 10} (70)\",\"—\"],[\"71-95\",\"—\",\"—\",\"—\",\"{@dice 4d6 × 10} (140)\",\"—\"],[\"96-00\",\"—\",\"—\",\"—\",\"{@dice 2d6 × 10} (70)\",\"{@dice 3d6} (10)\"]],\"name\":\"Individual Treasure: Challenge 5—10\",\"page\":133,\"source\":\"DMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":7}},{\"caption\":\"Individual Treasure: Challenge 11—16\",\"colLabels\":[\"d100\",\"CP\",\"SP\",\"EP\",\"GP\",\"PP\"],\"colStyles\":[\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\"],\"rows\":[[\"01-20\",\"—\",\"{@dice 4d6 × 100} (1,400)\",\"—\",\"{@dice 1d6 × 100} (350)\",\"—\"],[\"21-35\",\"—\",\"—\",\"{@dice 1d6 × 100} (350)\",\"{@dice 1d6 × 100} (350)\",\"—\"],[\"36-75\",\"—\",\"—\",\"—\",\"{@dice 2d6 × 100} (700)\",\"{@dice 1d6 × 10} (35)\"],[\"76-00\",\"—\",\"—\",\"—\",\"{@dice 2d6 × 100} (700)\",\"{@dice 2d6 × 10} (70)\"]],\"name\":\"Individual Treasure: Challenge 11—16\",\"page\":133,\"source\":\"DMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":7}},{\"caption\":\"Individual Treasure: Challenge 17+\",\"colLabels\":[\"d100\",\"CP\",\"SP\",\"EP\",\"GP\",\"PP\"],\"colStyles\":[\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\"],\"rows\":[[\"01-15\",\"—\",\"—\",\"{@dice 2d6 × 1,000} (7,000)\",\"{@dice 8d6 × 100} (2,800)\",\"—\"],[\"16-55\",\"—\",\"—\",\"—\",\"{@dice 1d6 × 1,000} (3,500)\",\"{@dice 1d6 × 100} (350)\"],[\"56-00\",\"—\",\"—\",\"—\",\"{@dice 1d6 × 1,000} (3,500)\",\"{@dice 2d6 × 100} (700)\"]],\"name\":\"Individual Treasure: Challenge 17+\",\"page\":133,\"source\":\"DMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":7}},{\"caption\":\"10 gp Gemstones\",\"colLabels\":[\"d12\",\"Stone Description\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@item Azurite} (opaque mottled deep blue)\"],[\"2\",\"{@item Banded agate} (translucent striped brown, blue, white, or red)\"],[\"3\",\"{@item Blue quartz} (transparent pale blue)\"],[\"4\",\"{@item Eye agate} (translucent circles of gray, white, brown, blue, or green)\"],[\"5\",\"{@item Hematite} (opaque gray-black)\"],[\"6\",\"{@item Lapis lazuli} (opaque light and dark blue with yellow flecks)\"],[\"7\",\"{@item Malachite} (opaque striated light and dark green)\"],[\"8\",\"{@item Moss agate} (translucent pink or yellow-white with mossy gray or green markings)\"],[\"9\",\"{@item Obsidian} (opaque black)\"],[\"10\",\"{@item Rhodochrosite} (opaque light pink)\"],[\"11\",\"{@item Tiger eye} (translucent brown with golden center)\"],[\"12\",\"{@item Turquoise} (opaque light blue-green)\"]],\"name\":\"10 gp Gemstones\",\"page\":134,\"source\":\"DMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":7}},{\"caption\":\"50 gp Gemstones\",\"colLabels\":[\"d12\",\"Stone Description\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@item Bloodstone} (opaque dark gray with red flecks)\"],[\"2\",\"{@item Carnelian} (opaque orange to red-brown)\"],[\"3\",\"{@item Chalcedony} (opaque white)\"],[\"4\",\"{@item Chrysoprase} (translucent green)\"],[\"5\",\"{@item Citrine} (transparent pale yellow-brown)\"],[\"6\",\"{@item Jasper} (opaque blue, black, or brown)\"],[\"7\",\"{@item Moonstone} (translucent white with pale blue glow)\"],[\"8\",\"{@item Onyx} (opaque bands of black and white, or pure black or white)\"],[\"9\",\"{@item Quartz} (transparent white, smoky gray, or yellow)\"],[\"10\",\"{@item Sardonyx} (opaque bands of red and white)\"],[\"11\",\"{@item Star rose quartz} (translucent rosy stone with white star-shaped center)\"],[\"12\",\"{@item Zircon} (transparent pale blue-green)\"]],\"name\":\"50 gp Gemstones\",\"page\":134,\"source\":\"DMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":7}},{\"caption\":\"100 gp Gemstones\",\"colLabels\":[\"d10\",\"Stone Description\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@item Amber} (transparent watery gold to rich gold)\"],[\"2\",\"{@item Amethyst} (transparent deep purple)\"],[\"3\",\"{@item Chrysoberyl} (transparent yellow-green to pale green)\"],[\"4\",\"{@item Coral} (opaque crimson)\"],[\"5\",\"{@item Garnet} (transparent red, brown-green, or violet)\"],[\"6\",\"{@item Jade} (translucent light green, deep green, or white)\"],[\"7\",\"{@item Jet} (opaque deep black)\"],[\"8\",\"{@item Pearl} (opaque lustrous white, yellow, or pink)\"],[\"9\",\"{@item Spinel} (transparent red, red-brown, or deep green)\"],[\"10\",\"{@item Tourmaline} (transparent pale green, blue, brown, or red)\"]],\"name\":\"100 gp Gemstones\",\"page\":134,\"source\":\"DMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":7}},{\"caption\":\"500 gp Gemstones\",\"colLabels\":[\"d6\",\"Stone Description\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@item Alexandrite} (transparent dark green)\"],[\"2\",\"{@item Aquamarine} (transparent pale blue-green)\"],[\"3\",\"{@item Black pearl} (opaque pure black)\"],[\"4\",\"{@item Blue spinel} (transparent deep blue)\"],[\"5\",\"{@item Peridot} (transparent rich olive green)\"],[\"6\",\"{@item Topaz} (transparent golden yellow)\"]],\"name\":\"500 gp Gemstones\",\"page\":134,\"source\":\"DMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":7}},{\"caption\":\"1,000 gp Gemstones\",\"colLabels\":[\"d8\",\"Stone Description\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@item Black opal} (translucent dark green with black mottling and golden flecks)\"],[\"2\",\"{@item Blue sapphire} (transparent blue-white to medium blue)\"],[\"3\",\"{@item Emerald} (transparent deep bright green)\"],[\"4\",\"{@item Fire opal} (translucent fiery red)\"],[\"5\",\"{@item Opal} (translucent pale blue with green and golden mottling)\"],[\"6\",\"{@item Star ruby} (translucent ruby with white star-shaped center)\"],[\"7\",\"{@item Star sapphire} (translucent blue sapphire with white star-shaped center)\"],[\"8\",\"{@item Yellow sapphire} (transparent fiery yellow or yellow-green)\"]],\"name\":\"1,000 gp Gemstones\",\"page\":134,\"source\":\"DMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":7}},{\"caption\":\"5,000 gp Gemstones\",\"colLabels\":[\"d4\",\"Stone Description\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@item Black sapphire} (translucent lustrous black with glowing highlights)\"],[\"2\",\"{@item Diamond} (transparent blue-white, canary, pink, brown, or blue)\"],[\"3\",\"{@item Jacinth} (transparent fiery orange)\"],[\"4\",\"{@item Ruby} (transparent clear red to deep crimson)\"]],\"name\":\"5,000 gp Gemstones\",\"page\":134,\"source\":\"DMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":7}},{\"caption\":\"25 gp Art Objects\",\"colLabels\":[\"d10\",\"Object\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@item Silver ewer}\"],[\"2\",\"{@item Carved bone statuette}\"],[\"3\",\"{@item Small gold bracelet}\"],[\"4\",\"{@item Cloth-of-gold vestments}\"],[\"5\",\"{@item Black velvet mask stitched with silver thread}\"],[\"6\",\"{@item Copper chalice with silver filigree}\"],[\"7\",\"{@item Pair of engraved bone dice}\"],[\"8\",\"{@item Small mirror set in a painted wooden frame}\"],[\"9\",\"{@item Embroidered silk handkerchief}\"],[\"10\",\"{@item Gold locket with a painted portrait inside}\"]],\"name\":\"25 gp Art Objects\",\"page\":134,\"source\":\"DMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":7}},{\"caption\":\"250 gp Art Objects\",\"colLabels\":[\"d10\",\"Object\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@item Gold ring set with bloodstones}\"],[\"2\",\"{@item Carved ivory statuette}\"],[\"3\",\"{@item Large gold bracelet}\"],[\"4\",\"{@item Silver necklace with a gemstone pendant}\"],[\"5\",\"{@item Bronze crown}\"],[\"6\",\"{@item Silk robe with gold embroidery}\"],[\"7\",\"{@item Large well-made tapestry}\"],[\"8\",\"{@item Brass mug with jade inlay}\"],[\"9\",\"{@item Box of turquoise animal figurines}\"],[\"10\",\"{@item Gold bird cage with electrum filigree}\"]],\"name\":\"250 gp Art Objects\",\"page\":134,\"source\":\"DMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":7}},{\"caption\":\"750 gp Art Objects\",\"colLabels\":[\"d10\",\"Object\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@item Silver chalice set with moonstones}\"],[\"2\",\"{@item Silver-plated steel longsword with jet set in hilt}\"],[\"3\",\"{@item Carved harp of exotic wood with ivory inlay and zircon gems}\"],[\"4\",\"{@item Small gold idol}\"],[\"5\",\"{@item Gold dragon comb set with red garnets as eyes}\"],[\"6\",\"{@item Bottle stopper cork embossed with gold leaf and set with amethysts}\"],[\"7\",\"{@item Ceremonial electrum dagger with a black pearl in the pommel}\"],[\"8\",\"{@item Silver and gold brooch}\"],[\"9\",\"{@item Obsidian statuette with gold fittings and inlay}\"],[\"10\",\"{@item Painted gold war mask}\"]],\"name\":\"750 gp Art Objects\",\"page\":134,\"source\":\"DMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":7}},{\"caption\":\"2,500 gp Art Objects\",\"colLabels\":[\"d10\",\"Object\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@item Fine gold chain set with a fire opal}\"],[\"2\",\"{@item Old masterpiece painting}\"],[\"3\",\"{@item Embroidered silk and velvet mantle set with numerous moonstones}\"],[\"4\",\"{@item Platinum bracelet set with a sapphire}\"],[\"5\",\"{@item Embroidered glove set with jewel chips}\"],[\"6\",\"{@item Jeweled anklet}\"],[\"7\",\"{@item Gold music box}\"],[\"8\",\"{@item Gold circlet set with four aquamarines}\"],[\"9\",\"{@item Eye patch with a mock eye set in blue sapphire and moonstone}\"],[\"10\",\"A {@item necklace string of small pink pearls}\"]],\"name\":\"2,500 gp Art Objects\",\"page\":134,\"source\":\"DMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":7}},{\"caption\":\"7,500 gp Art Objects\",\"colLabels\":[\"d8\",\"Object\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@item Jeweled gold crown}\"],[\"2\",\"{@item Jeweled platinum ring}\"],[\"3\",\"{@item Small gold statuette set with rubies}\"],[\"4\",\"{@item Gold cup set with emeralds}\"],[\"5\",\"{@item Gold jewelry box with platinum filigree}\"],[\"6\",\"{@item Painted gold child's sarcophagus}\"],[\"7\",\"{@item Jade game board with solid gold playing pieces}\"],[\"8\",\"{@item Bejeweled ivory drinking horn with gold filigree}\"]],\"name\":\"7,500 gp Art Objects\",\"page\":134,\"source\":\"DMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":7}},{\"caption\":\"Magic Item Rarity\",\"colLabels\":[\"Rarity\",\"Character Level\",\"Value\"],\"colStyles\":[\"col-4\",\"col-4\",\"col-4\"],\"rows\":[[\"Common\",\"1st or higher\",\"50-100 gp\"],[\"Uncommon\",\"1st or higher\",\"101-500 gp\"],[\"Rare\",\"5th or higher\",\"501-5,000 gp\"],[\"Very rare\",\"11th or higher\",\"5,001-50,000 gp\"],[\"Legendary\",\"17th or higher\",\"50,001+ gp\"]],\"name\":\"Magic Item Rarity\",\"page\":135,\"source\":\"DMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":7}},{\"caption\":\"Potion Miscibility\",\"colLabels\":[\"d100\",\"Result\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01\",\"The mixture creates a magical explosion, dealing {@dice 6d10} force damage to the mixer and {@dice 1d10} force damage to each creature within 5 feet of the mixer.\"],[\"02-08\",\"The mixture becomes an ingested poison of the DM's choice.\"],[\"09-15\",\"Both potions lose their effects.\"],[\"16-25\",\"One potion loses its effect.\"],[\"26-35\",\"Both potions work, but with their numerical effects and durations halved. A potion has no effect if it can't be halved in this way.\"],[\"36-90\",\"Both potions work normally.\"],[\"91-99\",\"The numerical effects and duration of one potion are doubled. If neither potion has anything to double in this way, they work normally.\"],[\"00\",\"Only one potion works, but its effect is permanent. Choose the simplest effect to make permanent, or the one that seems the most fun. For example, a {@item potion of healing} might increase the drinker's hit point maximum by 4, or {@item oil of etherealness} might permanently trap the user in the Ethereal Plane. At your discretion, an appropriate spell, such as {@spell dispel magic} or {@spell remove curse}, might end this lasting effect.\"]],\"name\":\"Variant: Mixing Potions; Potion Miscibility\",\"page\":140,\"source\":\"DMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":7}},{\"caption\":\"Spell Scroll\",\"srd\":true,\"colLabels\":[\"Spell Level\",\"Rarity\",\"Save DC\",\"Attack Bonus\"],\"colStyles\":[\"col-3\",\"col-3\",\"col-3 text-center\",\"col-3 text-center\"],\"rows\":[[\"Cantrip\",\"Common\",\"13\",\"+5 \"],[\"1st\",\"Common\",\"13\",\"+5 \"],[\"2nd\",\"Uncommon\",\"13\",\"+5 \"],[\"3rd\",\"Uncommon\",\"15\",\"+7\"],[\"4th\",\"Rare\",\"15\",\"+7\"],[\"5th\",\"Rare\",\"17\",\"+9\"],[\"6th\",\"Very rare\",\"17\",\"+9\"],[\"7th\",\"Very rare\",\"18\",\"+10\"],[\"8th\",\"Very rare\",\"18\",\"+10\"],[\"9th\",\"Legendary\",\"19\",\"+11\"]],\"name\":\"Spell Scrolls; Spell Scroll\",\"page\":139,\"source\":\"DMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":7}},{\"caption\":\"Scroll Mishap\",\"colLabels\":[\"d6\",\"Result\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A surge of magical energy deals the caster {@dice 1d6} force damage per level of the spell.\"],[\"2\",\"The spell affects the caster or an ally (determined randomly) instead of the intended target, or it affects a random target nearby if the caster was the intended target.\"],[\"3\",\"The spell affects a random location within the spell's range.\"],[\"4\",\"The spell's effect is contrary to its normal one, but neither harmful nor beneficial. For instance, a fireball might produce an area of harmless cold.\"],[\"5\",\"The caster suffers a minor but bizarre effect related to the spell. Such effects last only as long as the original spell's duration, or {@dice 1d10} minutes for spells that take effect instantaneously. For example, a fireball might cause smoke to billow from the caster's ears for {@dice 1d10} minutes.\"],[\"6\",\"The spell activates after {@dice 1d12} hours. If the caster was the intended target, the spell takes effect normally. If the caster was not the intended target, the spell goes off in the general direction of the intended target, up to the spell's maximum range, if the target has moved away.\"]],\"name\":\"Variant: Scroll Mishaps; Scroll Mishap\",\"page\":140,\"source\":\"DMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":7}},{\"caption\":\"Who Created It or Was Intended to Use It?\",\"colLabels\":[\"d20\",\"Creator or Intended User\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Aberration. The item was created by aberrations in ancient times, possibly for the use of favored humanoid thralls. When seen from the corner of the eye, the item seems to be moving.\"],[\"2-4\",\"Human. The item was created during the heyday of a fallen human kingdom, or it is tied to a human of legend. It might hold writing in a forgotten tongue or symbols whose significance is lost to the ages.\"],[\"5\",\"Celestial. The weapon is half the normal weight and inscribed with feathered wings, suns, and other symbols of good. Fiends find the item's presence repulsive.\"],[\"6\",\"Dragon. This item is made from scales and talons shed by a dragon. Perhaps it incorporates precious metals and gems from the dragon's hoard. It grows slightly warm when within 120 feet of a dragon.\"],[\"7\",\"Drow. The item is half the normal weight. It is black and inscribed with spiders and webs in honor of Lolth. It might function poorly, or disintegrate, if exposed to sunlight for 1 minute or more.\"],[\"8-9\",\"Dwarf. The item is durable and has Dwarven runes worked into its design. It might be associated with a clan that would like to see it returned to their ancestral halls.\"],[\"10\",\"Elemental Air. The item is half the normal weight and feels hollow. If it's made of fabric, it is diaphanous.\"],[\"11\",\"Elemental Earth. This item might be crafted from stone. Any cloth or leather elements are studded with finely polished rock.\"],[\"12\",\"Elemental Fire. This item is warm to the touch, and any metal parts are crafted from black iron. Sigils of flames cover its surface. Shades of red and orange are the prominent colors.\"],[\"13\",\"Elemental Water. Lustrous fish scales replace leather or cloth on this item, and metal portions are instead crafted from seashells and worked coral as hard as any metal.\"],[\"14-15\",\"Elf. The item is half the normal weight. It is adorned with symbols of nature: leaves, vines, stars, and the like.\"],[\"16\",\"Fey. The item is exquisitely crafted from the finest materials and glows with a pale radiance in moonlight, shedding dim light in a 5-foot radius Any metal in the item is silver or mithral, rather than iron or steel.\"],[\"17\",\"Fiend. The item is made of black iron or horn inscribed with runes, and any cloth or leather components are crafted from the hide of fiends. It is warm to the touch and features leering faces or vile runes engraved on its surface. Celestials find the item's presence repulsive.\"],[\"18\",\"Giant. The item is larger than normal and was crafted by giants for use by their smaller allies.\"],[\"19\",\"Gnome. The item is crafted to appear ordinary and it might look worn. It could also incorporate gears and mechanical components, even if these aren't essential to the item's function.\"],[\"20\",\"Undead. The item incorporates imagery of death such as bones and skulls, and it might be crafted from parts of corpses. It feels cold to the touch\"]],\"name\":\"Special Features; Who Created It or Was Intended to Use It?\",\"page\":141,\"source\":\"DMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":7}},{\"caption\":\"What Is a Detail from Its History?\",\"colLabels\":[\"d8\",\"History\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Arcane. This item was created for an ancient order of spellcasters and bears the order's symbol.\"],[\"2\",\"Bane. This item was created by the foes of a particular culture or kind of creature. If the culture or creatures are still around, they might recognize the item and single out the bearer as an enemy.\"],[\"3\",\"Heroic. A great hero once wielded this item. Anyone who's familiar with the item's history expects great deeds from the new owner.\"],[\"4\",\"Ornament. The item was created to honor a special occasion. Inset gemstones, gold or platinum inlays, and gold or silver filigree adorn its surface.\"],[\"5\",\"Prophecy. The item features in a prophecy: its bearer is destined to play a key role in future events. Someone else who wants to play that role might try to steal the item, or someone who wants to prevent the prophecy from being fulfilled might try to kill the item's bearer.\"],[\"6\",\"Religious. This item was used in religious ceremonies dedicated to a particular deity. It has holy symbols worked into it. The god's followers might try to persuade its owner to donate it to a temple, steal the item for themselves, or celebrate its use by a cleric or paladin of the same deity.\"],[\"7\",\"Sinister. This item is linked to a deed of great evil such as a massacre or an assassination. It might have a name or be closely associated with a villain who used it. Anyone familiar with the item's history is likely to treat it and its owner with suspicion.\"],[\"8\",\"Symbol of Power. This item was once used as part of royal regalia or as a badge of high office. Its former owner or that person's descendants might desire it, or someone might mistakenly assume its new owner is the item's legitimate inheritor.\"]],\"name\":\"Special Features; What Is a Detail from Its History?\",\"page\":141,\"source\":\"DMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":7}},{\"caption\":\"What Minor Property Does It Have\",\"colLabels\":[\"d20\",\"Minor Property\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Beacon. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light.\"],[\"2\",\"Compass. The wielder can use an action to learn which way is north.\"],[\"3\",\"Conscientious. When the bearer of this item contemplates or undertakes a malevolent act, the item enhances pangs of conscience.\"],[\"4\",\"Delver. While underground, the bearer of this item always knows the item's depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.\"],[\"5\",\"Gleaming. This item never gets dirty.\"],[\"6\",\"Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.\"],[\"7\",\"Harmonious. Attuning to this item takes only 1 minute.\"],[\"8\",\"Hidden Message. A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location.\"],[\"9\",\"Key. The item is used to unlock a container, chamber, vault, or other entryway.\"],[\"10\",\"Language. The bearer can speak and understand a language of the DM's choice while the item is on the bearer's person.\"],[\"11\",\"Sentinel. Choose a kind of creature that is an enemy of the item's creator. This item glows faintly when such creatures are within 120 feet of it.\"],[\"12\",\"Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song.\"],[\"13\",\"Strange Material. The item was created from a material that is bizarre given its purpose. Its durability is unaffected.\"],[\"14\",\"Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.\"],[\"15\",\"Unbreakable. The item can't be broken. Special means must be used to destroy it.\"],[\"16\",\"War Leader. The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer's next turn.\"],[\"17\",\"Waterborne. This item floats on water and other liquids. Its bearer has advantage on Strength ({@skill Athletics}) checks to swim.\"],[\"18\",\"Wicked. When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer's urge to do so.\"],[\"19\",\"Illusion. The item is imbued with illusion magic, allowing its bearer to alter the item's appearance in minor ways. Such alterations don't change how the item is worn, carried, or wielded, and they have no effect on its other magical properties. For example, the wearer could make a red robe appear blue, or make a gold ring look like it's made of ivory. The item reverts to its true appearance when no one is carrying or wearing it.\"],[\"20\",\"Roll twice, rerolling any additional 20s.\"]],\"name\":\"Special Features; What Minor Property Does It Have\",\"page\":141,\"source\":\"DMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":7}},{\"caption\":\"What Quirk Does It Have\",\"colLabels\":[\"d12\",\"Quirk\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Blissful. While in possession of the item, the bearer feels fortunate and optimistic about what the future holds. Butterflies and other harmless creatures might frolic in the item's presence.\"],[\"2\",\"Confident. The item helps its bearer feel self-assured.\"],[\"3\",\"Covetous. The item's bearer becomes obsessed with material wealth.\"],[\"4\",\"Frail. The item crumbles, frays, chips, or cracks slightly when wielded, worn, or activated. This quirk has no effect on its properties, but if the item has seen much use, it looks decrepit.\"],[\"5\",\"Hungry. This item's magical properties function only if fresh blood from a humanoid has been applied to it within the past 24 hours. It needs only a drop to activate.\"],[\"6\",\"Loud. The item makes a loud noise-such as a clang, a shout, or a resonating gong-when used.\"],[\"7\",\"Metamorphic. The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item's use.\"],[\"8\",\"Muttering. The item grumbles and mutters. A creature who listens carefully to the item might learn something useful.\"],[\"9\",\"Painful. The bearer experiences a harmless flash of pain when using the item.\"],[\"10\",\"Possessive. The item demands attunement when first wielded or worn, and it doesn't allow its bearer to attune to other items. (Other items already attuned to the bearer remain so until their attunement ends.)\"],[\"11\",\"Repulsive. The bearer feels a sense of distaste when in contact with the item, and continues to sense discomfort while bearing it.\"],[\"12\",\"Slothful. The bearer of this item feels slothful and lethargic. While attuned to the item, the bearer requires 10 hours to finish a long rest.\"]],\"name\":\"Special Features; What Quirk Does It Have\",\"page\":141,\"source\":\"DMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":7}},{\"caption\":\"Magic Item Table A\",\"colLabels\":[\"d100\",\"Magic Item\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-50\",\"{@item Potion of healing}\"],[\"51-60\",\"{@item Spell scroll (cantrip)}\"],[\"61-70\",\"{@item Potion of climbing}\"],[\"71-90\",\"{@item Spell scroll (1st level)}\"],[\"91-94\",\"{@item Spell scroll (2nd level)}\"],[\"95-98\",\"{@item Potion of greater healing}\"],[\"99\",\"{@item Bag of holding}\"],[\"00\",\"{@item Driftglobe}\"]],\"name\":\"Magic Item Table A\",\"page\":144,\"source\":\"DMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":7}},{\"caption\":\"Magic Item Table B\",\"colLabels\":[\"d100\",\"Magic Item\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-15\",\"{@item Potion of greater healing}\"],[\"16-22\",\"{@item Potion of fire breath}\"],[\"23-29\",\"{@item Potion of resistance}\"],[\"30-34\",\"{@item +1 ammunition}\"],[\"35-39\",\"{@item Potion of animal friendship}\"],[\"40-44\",\"{@item Potion of hill giant strength}\"],[\"45-49\",\"{@item Potion of growth}\"],[\"50-54\",\"{@item Potion of water breathing}\"],[\"55-59\",\"{@item Spell scroll (2nd level)}\"],[\"60-64\",\"{@item Spell scroll (3rd level)}\"],[\"65-67\",\"{@item Bag of holding}\"],[\"68-70\",\"{@item Keoghtom's ointment}\"],[\"71-73\",\"{@item Oil of slipperiness}\"],[\"74-75\",\"{@item Dust of disappearance}\"],[\"76-77\",\"{@item Dust of dryness}\"],[\"78-79\",\"{@item Dust of sneezing and choking}\"],[\"80-81\",\"{@item Elemental gem}\"],[\"82-83\",\"{@item Philter of love}\"],[\"84\",\"{@item Alchemy jug}\"],[\"85\",\"{@item Cap of water breathing}\"],[\"86\",\"{@item Cloak of the manta ray}\"],[\"87\",\"{@item Driftglobe}\"],[\"88\",\"{@item Goggles of night}\"],[\"89\",\"{@item Helm of comprehending languages}\"],[\"90\",\"{@item Immovable rod}\"],[\"91\",\"{@item Lantern of revealing}\"],[\"92\",\"{@item Mariner's armor}\"],[\"93\",\"{@item Mithral armor}\"],[\"94\",\"{@item Potion of poison}\"],[\"95\",\"{@item Ring of swimming}\"],[\"96\",\"{@item Robe of useful items}\"],[\"97\",\"{@item Rope of climbing}\"],[\"98\",\"{@item Saddle of the cavalier}\"],[\"99\",\"{@item Wand of magic detection}\"],[\"00\",\"{@item Wand of secrets}\"]],\"name\":\"Magic Item Table B\",\"page\":144,\"source\":\"DMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":7}},{\"caption\":\"Magic Item Table C\",\"colLabels\":[\"d100\",\"Magic Item\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-15\",\"{@item Potion of superior healing}\"],[\"16-22\",\"{@item Spell scroll (4th level)}\"],[\"23-27\",\"{@item +2 ammunition}\"],[\"28-32\",\"{@item Potion of clairvoyance}\"],[\"33-37\",\"{@item Potion of diminution}\"],[\"38-42\",\"{@item Potion of gaseous form}\"],[\"43-47\",\"{@item Potion of frost giant strength}\"],[\"48-52\",\"{@item Potion of stone giant strength}\"],[\"53-57\",\"{@item Potion of heroism}\"],[\"58-62\",\"{@item Potion of invulnerability}\"],[\"63-67\",\"{@item Potion of mind reading}\"],[\"68-72\",\"{@item Spell scroll (5th level)}\"],[\"73-75\",\"{@item Elixir of health}\"],[\"76-78\",\"{@item Oil of etherealness}\"],[\"79-81\",\"{@item Potion of fire giant strength}\"],[\"82-84\",\"{@item Quaal's feather token}\"],[\"85-87\",\"{@item Scroll of protection}\"],[\"88-89\",\"{@item Bag of beans}\"],[\"90-91\",\"{@item Bead of force}\"],[\"92\",\"{@item Chime of opening}\"],[\"93\",\"{@item Decanter of endless water}\"],[\"94\",\"{@item Eyes of minute seeing}\"],[\"95\",\"{@item Folding boat}\"],[\"96\",\"{@item Heward's handy haversack}\"],[\"97\",\"{@item Horseshoes of speed}\"],[\"98\",\"{@item Necklace of fireballs}\"],[\"99\",\"{@item Periapt of health}\"],[\"00\",\"{@item Sending stones}\"]],\"name\":\"Magic Item Table C\",\"page\":144,\"source\":\"DMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":7}},{\"caption\":\"Magic Item Table D\",\"colLabels\":[\"d100\",\"Magic Item\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-20\",\"{@item Potion of supreme healing}\"],[\"21-30\",\"{@item Potion of invisibility}\"],[\"31-40\",\"{@item Potion of speed}\"],[\"41-50\",\"{@item Spell scroll (6th level)}\"],[\"51-57\",\"{@item Spell scroll (7th level)}\"],[\"58-62\",\"{@item +3 ammunition}\"],[\"63-67\",\"{@item Oil of sharpness}\"],[\"68-72\",\"{@item Potion of flying}\"],[\"73-77\",\"{@item Potion of cloud giant strength}\"],[\"78-82\",\"{@item Potion of longevity}\"],[\"83-87\",\"{@item Potion of vitality}\"],[\"88-92\",\"{@item Spell scroll (8th level)}\"],[\"93-95\",\"{@item Horseshoes of a zephyr}\"],[\"96-98\",\"{@item Nolzur's marvelous pigments}\"],[\"99\",\"{@item Bag of devouring}\"],[\"00\",\"{@item Portable hole}\"]],\"name\":\"Magic Item Table D\",\"page\":144,\"source\":\"DMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":7}},{\"caption\":\"Magic Item Table E\",\"colLabels\":[\"d100\",\"Magic Item\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-30\",\"{@item Spell scroll (8th level)}\"],[\"31-55\",\"{@item Potion of storm giant strength}\"],[\"56-70\",\"{@item Potion of supreme healing}\"],[\"71-85\",\"{@item Spell scroll (9th level)}\"],[\"86-93\",\"{@item Universal solvent}\"],[\"94-98\",\"{@item Arrow of slaying}\"],[\"99-100\",\"{@item Sovereign glue}\"]],\"name\":\"Magic Item Table E\",\"page\":144,\"source\":\"DMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":7}},{\"caption\":\"Magic Item Table F\",\"colLabels\":[\"d100\",\"Magic Item\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-15\",\"{@item +1 weapon}\"],[\"16-18\",\"{@item +1 shield}\"],[\"19-21\",\"{@item Sentinel shield}\"],[\"22-23\",\"{@item Amulet of proof against detection and location}\"],[\"24-25\",\"{@item Boots of elvenkind}\"],[\"26-27\",\"{@item Boots of striding and springing}\"],[\"28-29\",\"{@item Bracers of archery}\"],[\"30-31\",\"{@item Brooch of shielding}\"],[\"32-33\",\"{@item Broom of flying}\"],[\"34-35\",\"{@item Cloak of elvenkind}\"],[\"36-37\",\"{@item Cloak of protection}\"],[\"38-39\",\"{@item Gauntlets of ogre power}\"],[\"40-41\",\"{@item Hat of disguise}\"],[\"42-43\",\"{@item Javelin of lightning}\"],[\"44-45\",\"{@item Pearl of power}\"],[\"46-47\",\"{@item +1 rod of the pact keeper}\"],[\"48-49\",\"{@item Slippers of spider climbing}\"],[\"50-51\",\"{@item Staff of the adder}\"],[\"52-53\",\"{@item Staff of the python}\"],[\"54-55\",\"{@item Sword of vengeance}\"],[\"56-57\",\"{@item Trident of fish command}\"],[\"58-59\",\"{@item Wand of magic missiles}\"],[\"60-61\",\"{@item +1 wand of the war mage}\"],[\"62-63\",\"{@item Wand of web}\"],[\"64-65\",\"{@item Weapon of warning}\"],[\"66\",\"{@item Adamantine chain mail}\"],[\"67\",\"{@item Adamantine chain shirt}\"],[\"68\",\"{@item Adamantine scale mail}\"],[\"69\",\"{@item Bag of tricks, gray}\"],[\"70\",\"{@item Bag of tricks, rust}\"],[\"71\",\"{@item Bag of tricks, tan}\"],[\"72\",\"{@item Boots of the winterlands}\"],[\"73\",\"{@item Circlet of blasting}\"],[\"74\",\"{@item Deck of illusions}\"],[\"75\",\"{@item Eversmoking bottle}\"],[\"76\",\"{@item Eyes of charming}\"],[\"77\",\"{@item Eyes of the eagle}\"],[\"78\",\"{@item Figurine of wondrous power, silver raven}\"],[\"79\",\"{@item Gem of brightness}\"],[\"80\",\"{@item Gloves of missile snaring}\"],[\"81\",\"{@item Gloves of swimming and climbing}\"],[\"82\",\"{@item Gloves of thievery}\"],[\"83\",\"{@item Headband of intellect}\"],[\"84\",\"{@item Helm of telepathy}\"],[\"85\",\"{@item Instrument of the bards, doss lute}\"],[\"86\",\"{@item Instrument of the bards, fochlucan bandore}\"],[\"87\",\"{@item Instrument of the bards, mac-fuirmidh cittern}\"],[\"88\",\"{@item Medallion of thoughts}\"],[\"89\",\"{@item Necklace of adaptation}\"],[\"90\",\"{@item Periapt of wound closure}\"],[\"91\",\"{@item Pipes of haunting}\"],[\"92\",\"{@item Pipes of the sewers}\"],[\"93\",\"{@item Ring of jumping}\"],[\"94\",\"{@item Ring of mind shielding}\"],[\"95\",\"{@item Ring of warmth}\"],[\"96\",\"{@item Ring of water walking}\"],[\"97\",\"{@item Quiver of ehlonna}\"],[\"98\",\"{@item Stone of good luck}\"],[\"99\",\"{@item Wind fan}\"],[\"00\",\"{@item Winged boots}\"]],\"name\":\"Magic Item Table F\",\"page\":144,\"source\":\"DMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":7}},{\"caption\":\"Magic Item Table G\",\"colLabels\":[\"d100\",\"Magic Item\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-11\",\"{@item +2 weapon}\"],[\"12-14\",{\"type\":\"table\",\"caption\":\"Figurine of Wondrous Power\",\"colLabels\":[\"d8\",\"Magic Item\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01\",\"{@item Figurine of wondrous power, bronze griffon}\"],[\"02\",\"{@item Figurine of wondrous power, ebony fly}\"],[\"03\",\"{@item Figurine of wondrous power, golden lions}\"],[\"04\",\"{@item Figurine of wondrous power, ivory goats}\"],[\"05\",\"{@item Figurine of wondrous power, marble elephant}\"],[\"06-07\",\"{@item Figurine of wondrous power, onyx dog}\"],[\"08\",\"{@item Figurine of wondrous power, serpentine owl}\"]],\"data\":{\"tableIgnore\":true}}],[\"15\",\"{@item Adamantine breastplate}\"],[\"16\",\"{@item Adamantine splint armor}\"],[\"17\",\"{@item Amulet of health}\"],[\"18\",\"{@item Armor of vulnerability}\"],[\"19\",\"{@item Arrow-catching shield}\"],[\"20\",\"{@item Belt of dwarvenkind}\"],[\"21\",\"{@item Belt of hill giant strength}\"],[\"22\",\"{@item Berserker axe}\"],[\"23\",\"{@item Boots of levitation}\"],[\"24\",\"{@item Boots of speed}\"],[\"25\",\"{@item Bowl of commanding water elementals}\"],[\"26\",\"{@item Bracers of defense}\"],[\"27\",\"{@item Brazier of commanding fire elementals}\"],[\"28\",\"{@item Cape of the mountebank}\"],[\"29\",\"{@item Censer of controlling air elementals}\"],[\"30\",\"{@item +1 chain mail}\"],[\"31\",\"{@item armor of resistance||Chain mail of resistance|}\"],[\"32\",\"{@item +1 chain shirt}\"],[\"33\",\"{@item armor of resistance||Chain shirt of resistance|}\"],[\"34\",\"{@item Cloak of displacement}\"],[\"35\",\"{@item Cloak of the bat}\"],[\"36\",\"{@item Cube of force}\"],[\"37\",\"{@item Daern's instant fortress}\"],[\"38\",\"{@item Dagger of venom}\"],[\"39\",\"{@item Dimensional shackles}\"],[\"40\",\"{@item Dragon slayer}\"],[\"41\",\"{@item Elven chain}\"],[\"42\",\"{@item Flame tongue}\"],[\"43\",\"{@item Gem of seeing}\"],[\"44\",\"{@item Giant slayer}\"],[\"45\",\"{@item Glamoured studded leather}\"],[\"46\",\"{@item Helm of teleportation}\"],[\"47\",\"{@item Horn of blasting}\"],[\"48\",\"Horn of Valhalla ({@item Horn of Valhalla, Silver||Silver|} or {@item Horn of Valhalla, Brass||Brass|})\"],[\"49\",\"{@item Instrument of the bards, canaith mandolin}\"],[\"50\",\"{@item Instrument of the bards, cli lyre}\"],[\"51\",\"{@item Ioun stone, awareness}\"],[\"52\",\"{@item Ioun stone, protection}\"],[\"53\",\"{@item Ioun stone, reserve}\"],[\"54\",\"{@item Ioun stone, sustenance}\"],[\"55\",\"{@item Iron bands of bilarro}\"],[\"56\",\"{@item +1 leather armor}\"],[\"57\",\"{@item armor of resistance||Leather armor of resistance|}\"],[\"58\",\"{@item Mace of disruption}\"],[\"59\",\"{@item Mace of smiting}\"],[\"60\",\"{@item Mace of terror}\"],[\"61\",\"{@item Mantle of spell resistance}\"],[\"62\",\"{@item Necklace of prayer beads}\"],[\"63\",\"{@item Periapt of proof against poison}\"],[\"64\",\"{@item Ring of animal influence}\"],[\"65\",\"{@item Ring of evasion}\"],[\"66\",\"{@item Ring of feather falling}\"],[\"67\",\"{@item Ring of free action}\"],[\"68\",\"{@item Ring of protection}\"],[\"69\",\"{@item Ring of resistance}\"],[\"70\",\"{@item Ring of spell storing}\"],[\"71\",\"{@item Ring of the ram}\"],[\"72\",\"{@item Ring of x-ray vision}\"],[\"73\",\"{@item Robe of eyes}\"],[\"74\",\"{@item Rod of rulership}\"],[\"75\",\"{@item +2 rod of the pact keeper}\"],[\"76\",\"{@item Rope of entanglement}\"],[\"77\",\"{@item +1 scale mail}\"],[\"78\",\"{@item armor of resistance||Scale mail of resistance|}\"],[\"79\",\"{@item +2 shield}\"],[\"80\",\"{@item Shield of missile attraction}\"],[\"81\",\"{@item Staff of charming}\"],[\"82\",\"{@item Staff of healing}\"],[\"83\",\"{@item Staff of swarming insects}\"],[\"84\",\"{@item Staff of the woodlands}\"],[\"85\",\"{@item Staff of withering}\"],[\"86\",\"{@item Stone of controlling earth elementals}\"],[\"87\",\"{@item Sun blade}\"],[\"88\",\"{@item Sword of life stealing}\"],[\"89\",\"{@item Sword of wounding}\"],[\"90\",\"{@item Tentacle rod}\"],[\"91\",\"{@item Vicious weapon}\"],[\"92\",\"{@item Wand of binding}\"],[\"93\",\"{@item Wand of enemy detection}\"],[\"94\",\"{@item Wand of fear}\"],[\"95\",\"{@item Wand of fireballs}\"],[\"96\",\"{@item Wand of lightning bolts}\"],[\"97\",\"{@item Wand of paralysis}\"],[\"98\",\"{@item +2 wand of the war mage}\"],[\"99\",\"{@item Wand of wonder}\"],[\"00\",\"{@item Wings of flying}\"]],\"name\":\"Magic Item Table G\",\"page\":144,\"source\":\"DMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":7}},{\"caption\":\"Magic Item Table H\",\"colLabels\":[\"d100\",\"Magic Item\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-10\",\"{@item +3 weapon}\"],[\"11-12\",\"{@item Amulet of the planes}\"],[\"13-14\",\"{@item Carpet of flying}\"],[\"15-16\",\"{@item Crystal ball}\"],[\"17-18\",\"{@item Ring of regeneration}\"],[\"19-20\",\"{@item Ring of shooting stars}\"],[\"21-22\",\"{@item Ring of telekinesis}\"],[\"23-24\",\"{@item Robe of scintillating colors}\"],[\"25-26\",\"{@item Robe of stars}\"],[\"27-28\",\"{@item Rod of absorption}\"],[\"29-30\",\"{@item Rod of alertness}\"],[\"31-32\",\"{@item Rod of security}\"],[\"33-34\",\"{@item +3 rod of the pact keeper}\"],[\"35-36\",\"{@item Scimitar of speed}\"],[\"37-38\",\"{@item +3 shield}\"],[\"39-40\",\"{@item Staff of fire}\"],[\"41-42\",\"{@item Staff of frost}\"],[\"43-44\",\"{@item Staff of power}\"],[\"45-46\",\"{@item Staff of striking}\"],[\"47-48\",\"{@item Staff of thunder and lightning}\"],[\"49-50\",\"{@item Sword of sharpness}\"],[\"51-52\",\"{@item Wand of polymorph}\"],[\"53-54\",\"{@item +3 wand of the war mage}\"],[\"55\",\"{@item Adamantine half plate armor}\"],[\"56\",\"{@item Adamantine plate armor}\"],[\"57\",\"{@item Animated shield}\"],[\"58\",\"{@item Belt of fire giant strength}\"],[\"59\",\"Belt of {@item Belt of Frost Giant Strength||Frost|} or {@item Belt of Stone Giant Strength||Stone|} giant strength\"],[\"60\",\"{@item +1 breastplate}\"],[\"61\",\"{@item armor of resistance||Breastplate of resistance|}\"],[\"62\",\"{@item Candle of invocation}\"],[\"63\",\"{@item +2 chain mail}\"],[\"64\",\"{@item +2 chain shirt}\"],[\"65\",\"{@item Cloak of arachnida}\"],[\"66\",\"{@item Dancing sword}\"],[\"67\",\"{@item Demon armor}\"],[\"68\",\"{@item Dragon scale mail}\"],[\"69\",\"{@item Dwarven plate}\"],[\"70\",\"{@item Dwarven thrower}\"],[\"71\",\"{@item Efreeti bottle}\"],[\"72\",\"{@item Figurine of wondrous power, obsidian steed}\"],[\"73\",\"{@item Frost brand}\"],[\"74\",\"{@item Helm of brilliance}\"],[\"75\",\"{@item Horn of valhalla, bronze}\"],[\"76\",\"{@item Instrument of the bards, anstruth harp}\"],[\"77\",\"{@item Ioun stone, absorption}\"],[\"78\",\"{@item Ioun stone, agility}\"],[\"79\",\"{@item Ioun stone, fortitude}\"],[\"80\",\"{@item Ioun stone, insight}\"],[\"81\",\"{@item Ioun stone, intellect}\"],[\"82\",\"{@item Ioun stone, leadership}\"],[\"83\",\"{@item Ioun stone, strength}\"],[\"84\",\"{@item +2 leather armor}\"],[\"85\",\"{@item Manual of bodily health}\"],[\"86\",\"{@item Manual of gainful exercise}\"],[\"87\",\"{@item Manual of golems}\"],[\"88\",\"{@item Manual of quickness of action}\"],[\"89\",\"{@item Mirror of life trapping}\"],[\"90\",\"{@item Nine lives stealer}\"],[\"91\",\"{@item Oathbow}\"],[\"92\",\"{@item +2 scale mail}\"],[\"93\",\"{@item Spellguard shield}\"],[\"94\",\"{@item +1 splint armor}\"],[\"95\",\"{@item armor of resistance||Splint armor of resistance|}\"],[\"96\",\"{@item +1 studded leather armor}\"],[\"97\",\"{@item armor of resistance||Studded leather armor of resistance|}\"],[\"98\",\"{@item Tome of clear thought}\"],[\"99\",\"{@item Tome of leadership and influence}\"],[\"00\",\"{@item Tome of understanding}\"]],\"name\":\"Magic Item Table H\",\"page\":144,\"source\":\"DMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":7}},{\"caption\":\"Magic Item Table I\",\"colLabels\":[\"d100\",\"Magic Item\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-05\",\"{@item Defender}\"],[\"06-10\",\"{@item Hammer of thunderbolts}\"],[\"11-15\",\"{@item Luck blade}\"],[\"16-20\",\"{@item Sword of answering}\"],[\"21-23\",\"{@item Holy avenger}\"],[\"24-26\",\"{@item Ring of djinni summoning}\"],[\"27-29\",\"{@item Ring of invisibility}\"],[\"30-32\",\"{@item Ring of spell turning}\"],[\"33-35\",\"{@item Rod of lordly might}\"],[\"36-38\",\"{@item Staff of the magi}\"],[\"39-41\",\"{@item Vorpal sword}\"],[\"42-43\",\"{@item Belt of cloud giant strength}\"],[\"44-45\",\"{@item +2 breastplate}\"],[\"46-47\",\"{@item +3 chain mail}\"],[\"48-49\",\"{@item +3 chain shirt}\"],[\"50-51\",\"{@item Cloak of invisibility}\"],[\"52-53\",\"{@item Crystal ball (legendary version)}\"],[\"54-55\",\"{@item +1 half plate armor}\"],[\"56-57\",\"{@item Iron flask}\"],[\"58-59\",\"{@item +3 leather armor}\"],[\"60-61\",\"{@item +1 plate armor}\"],[\"62-63\",\"{@item Robe of the archmagi}\"],[\"64-65\",\"{@item Rod of resurrection}\"],[\"66-67\",\"{@item +1 scale mail}\"],[\"68-69\",\"{@item Scarab of protection}\"],[\"70-71\",\"{@item +2 splint armor}\"],[\"72-73\",\"{@item +2 studded leather armor}\"],[\"74-75\",\"{@item Well of many worlds}\"],[\"76\",{\"type\":\"table\",\"caption\":\"Magic armor\",\"colLabels\":[\"1d12\",\"\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-2\",\"{@item +2 half plate armor}\"],[\"3-4\",\"{@item +2 plate armor}\"],[\"5-6\",\"{@item +3 studded leather armor}\"],[\"7-8\",\"{@item +3 breastplate}\"],[\"9-10\",\"{@item +3 splint armor}\"],[\"11\",\"{@item +3 half plate armor}\"],[\"12\",\"{@item +3 plate armor}\"]],\"data\":{\"tableIgnore\":true}}],[\"77\",\"{@item Apparatus of kwalish}\"],[\"78\",\"{@item Armor of invulnerability}\"],[\"79\",\"{@item Belt of storm giant strength}\"],[\"80\",\"{@item Cubic gate}\"],[\"81\",\"{@item Deck of many things}\"],[\"82\",\"{@item Efreeti chain}\"],[\"83\",\"{@item armor of resistance||Half plate armor of resistance|}\"],[\"84\",\"{@item Horn of valhalla, iron}\"],[\"85\",\"{@item Instrument of the bards, ollamh harp}\"],[\"86\",\"{@item Ioun stone, greater absorption}\"],[\"87\",\"{@item Ioun stone, mastery}\"],[\"88\",\"{@item Ioun stone, regeneration}\"],[\"89\",\"{@item Plate armor of etherealness}\"],[\"90\",\"{@item armor of resistance||Plate armor of resistance|}\"],[\"91\",\"{@item Ring of air elemental command}\"],[\"92\",\"{@item Ring of earth elemental command}\"],[\"93\",\"{@item Ring of fire elemental command}\"],[\"94\",\"{@item Ring of three wishes}\"],[\"95\",\"{@item Ring of water elemental command}\"],[\"96\",\"{@item Sphere of annihilation}\"],[\"97\",\"{@item Talisman of pure good}\"],[\"98\",\"{@item Talisman of the sphere}\"],[\"99\",\"{@item Talisman of ultimate evil}\"],[\"00\",\"{@item Tome of the stilled tongue}\"]],\"name\":\"Magic Item Table I\",\"page\":144,\"source\":\"DMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":7}},{\"caption\":\"Sentient Magic Item Communication\",\"srd\":true,\"colLabels\":[\"d100\",\"Communication\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-60\",\"The item communicates by transmitting emotion to the creature carrying or wielding it.\"],[\"61-90\",\"The item can speak, read, and understand one or more languages.\"],[\"91-100\",\"The item can speak, read, and understand one or more languages. In addition, the item can communicate telepathically with any character that carries or wields it.\"]],\"name\":\"Sentient Magic Item Communication\",\"page\":214,\"source\":\"DMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":7}},{\"caption\":\"Sentient Magic Item Senses\",\"srd\":true,\"colLabels\":[\"d4\",\"Senses\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Hearing and normal vision out to 30 feet.\"],[\"2\",\"Hearing and normal vision out to 60 feet\"],[\"3\",\"Hearing and normal vision out to 120 feet.\"],[\"4\",\"Hearing and darkvision out to 120 feet.\"]],\"name\":\"Sentient Magic Item Senses\",\"page\":214,\"source\":\"DMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":7}},{\"caption\":\"Sentient Magic Item Alignment\",\"srd\":true,\"colLabels\":[\"d100\",\"Alignment\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-15\",\"Lawful good\"],[\"16-35\",\"Neutral good\"],[\"36-50\",\"Chaotic good\"],[\"51-63\",\"Lawful neutral\"],[\"64-73\",\"Neutral\"],[\"74-85\",\"Chaotic neutral\"],[\"86-89\",\"Lawful evil\"],[\"90-96\",\"Neutral evil\"],[\"97-100\",\"Chaotic evil\"]],\"name\":\"Sentient Magic Item Alignment\",\"page\":216,\"source\":\"DMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":7}},{\"caption\":\"Sentient Special Purpose\",\"srd\":true,\"colLabels\":[\"d10\",\"Purpose\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Aligned: The item seeks to defeat or destroy those of a diametrically opposed alignment. (Such an item is never neutral.)\"],[\"2\",\"Bane: The item seeks to defeat or destroy creatures of a particular kind, such as fiends, shapechangers, trolls, or wizards.\"],[\"3\",\"Protector: The item seeks to defend a particular race or kind of creature, such as elves or druids.\"],[\"4\",\"Crusader: The item seeks to defeat, weaken, or destroy the servants of a particular deity.\"],[\"5\",\"Templar: The item seeks to defend the servants and interests of a particular deity.\"],[\"6\",\"Destroyer: The item craves destruction and goads its user to fight arbitrarily.\"],[\"7\",\"Glory Seeker: The item seeks renown as the greatest magic item in the world, by establishing its user as a famous or notorious figure.\"],[\"8\",\"Lore Seeker: The item craves knowledge or is determined to solve a mystery, learn a secret, or unravel a cryptic prophecy.\"],[\"9\",\"Destiny Seeker: The item is convinced that it and its wielder have key roles to play in future events.\"],[\"10\",\"Creator Seeker: The item seeks its creator and wants to understand why it was created.\"]],\"name\":\"Sentient Special Purpose\",\"page\":216,\"source\":\"DMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":7}},{\"caption\":\"Minor Beneficial Properties\",\"colLabels\":[\"d100\",\"Property\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-20\",\"While attuned to the artifact, you gain proficiency in one skill of the DM's choice.\"],[\"21-30\",\"While attuned to the artifact, you are immune to disease.\"],[\"31-40\",\"While attuned to the artifact, you can't be {@condition charmed} or {@condition frightened}.\"],[\"41-50\",\"While attuned to the artifact, you have resistance against one damage type of the DM's choice.\"],[\"51-60\",\"While attuned to the artifact, you can use an action to cast one {@filter cantrip|spells|level=0} (chosen by the DM) from it.\"],[\"61-70\",\"While attuned to the artifact, you can use an action to cast one {@filter 1st-level|spells|level=1} spell (chosen by the DM) from it. After you cast the spell, roll a {@dice d6}. On a roll of 1-5, you can't cast it again until the next dawn.\"],[\"71-80\",\"As 61-70 above, except the spell is {@filter 2nd level|spells|level=2}.\"],[\"81-90\",\"As 61-70 above, except the spell is {@filter 3rd level|spells|level=3}.\"],[\"91-00\",\"While attuned to the artifact, you gain a +1 bonus to Armor Class.\"]],\"name\":\"Artifact Properties; Minor Beneficial Properties\",\"page\":219,\"source\":\"DMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":7}},{\"caption\":\"Major Beneficial Properties\",\"colLabels\":[\"d100\",\"Property\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-20\",\"While attuned to the artifact, one of your ability scores (DM's choice) increases by 2, to a maximum of 24.\"],[\"21-30\",\"While attuned to the artifact, you regain {@dice 1d6} hit points at the start of your turn if you have at least 1 hit point.\"],[\"31-40\",\"When you hit with a weapon attack while attuned to the artifact, the target takes an extra {@dice 1d6} damage of the weapon's type.\"],[\"41-50\",\"While attuned to the artifact, your walking speed increases by 10 feet.\"],[\"51-60\",\"While attuned to the artifact, you can use an action to cast one {@filter 4th-level|spells|level=4} spell (chosen by the DM) from it. After you cast the spell, roll a {@dice d6}. On a roll of 1-5, you can't cast it again until the next dawn.\"],[\"61-70\",\"As 51-60 above, except the spell is {@filter 5th level|spells|level=5}.\"],[\"71-80\",\"As 51-60 above, except the spell is {@filter 6th level|spells|level=6}.\"],[\"81-90\",\"As 51-60 above, except the spell is {@filter 7th level|spells|level=7}.\"],[\"91-00\",\"While attuned to the artifact, you can't be {@condition blinded}, {@condition deafened}, {@condition petrified}, or {@condition stunned}.\"]],\"name\":\"Artifact Properties; Major Beneficial Properties\",\"page\":219,\"source\":\"DMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":7}},{\"caption\":\"Minor Detrimental Properties\",\"colLabels\":[\"d100\",\"Property\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-05\",\"While attuned to the artifact, you have disadvantage on saving throws against spells.\"],[\"06-10\",\"The first time you touch a gem or piece of jewelry while attuned to this artifact, the value of the gem or jewelry is reduced by half.\"],[\"11-15\",\"While attuned to the artifact, you are {@condition blinded} when you are more than 10 feet away from it.\"],[\"16-20\",\"While attuned to the artifact, you have disadvantage on saving throws against poison.\"],[\"21-30\",\"While attuned to the artifact, you emit a sour stench noticeable from up to 10 feet away.\"],[\"31-35\",\"While attuned to the artifact, all holy water within 10 feet of you is destroyed.\"],[\"36-40\",\"While attuned to the artifact, you are physically ill and have disadvantage on any ability check or saving throw that uses Strength or Constitution.\"],[\"41-45\",\"While attuned to the artifact, your weight increases by {@dice 1d4 × 10} pounds.\"],[\"46-50\",\"While attuned to the artifact, your appearance changes as the DM decides.\"],[\"51-55\",\"While attuned to the artifact, you are {@condition deafened} when you are more than 10 feet away from it.\"],[\"56-60\",\"While attuned to the artifact, your weight drops by {@dice 1d4 × 5} pounds.\"],[\"61-65\",\"While attuned to the artifact, you can't smell.\"],[\"66-70\",\"While attuned to the artifact, nonmagical flames are extinguished within 30 feet of you.\"],[\"71-80\",\"While you are attuned to the artifact, other creatures can't take short or long rests while within 300 feet of you.\"],[\"81-85\",\"While attuned to the artifact, you deal {@dice 1d6} necrotic damage to any plant you touch that isn't a creature.\"],[\"86-90\",\"While you are attuned to the artifact, animals within 30 feet of you are hostile toward you.\"],[\"91-95\",\"While attuned to the artifact, you must eat and drink six times the normal amount each day.\"],[\"96-00\",\"While you are attuned to the artifact, your flaw is amplified in a way determined by the DM.\"]],\"name\":\"Artifact Properties; Minor Detrimental Properties\",\"page\":219,\"source\":\"DMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":7}},{\"caption\":\"Major Detrimental Properties\",\"colLabels\":[\"d100\",\"Property\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-05\",\"While you are attuned to the artifact, your body rots over the course of four days, after which the rotting stops. You lose your hair by the end of day 1, finger tips and toe tips by the end of day 2, lips and nose by the end of day 3, and ears by the end of day 4. A {@spell regenerate} spell restores lost body parts.\"],[\"06-10\",\"While you are attuned to the artifact, you determine your alignment daily at dawn by rolling a {@dice d6} twice. On the first roll, a 1-2 indicates lawful, 3-4 neutral, and 5-6 chaotic. On the second roll, a 1-2 indicates good, 3-4 neutral, and 5-6 evil.\"],[\"11-15\",\"When you first attune to the artifact, it gives you a quest determined by the DM. You must complete this quest as if affected by the {@spell geas} spell. Once you complete the quest, you are no longer affected by this property.\"],[\"16-20\",\"The artifact houses a bodiless life force that is hostile toward you. Each time you use an action to use one of the artifact's properties, there is a {@chance 50} chance that the life force tries to leave the artifact and enter your body. If you fail a DC 20 Charisma saving throw, it succeeds, and you become an NPC under the DM's control until the intruding life force is banished using magic such as the {@spell dispel evil and good} spell.\"],[\"21-25\",\"Creatures with a challenge rating of 0, as well as plants that aren't creatures, drop to 0 hit points when within 10 feet of the artifact.\"],[\"26-30\",\"The artifact imprisons a {@creature death slaad} (see the Monster Manual). Each time you use one of the artifact's properties as an action, the slaad has a {@chance 10} chance of escaping, whereupon it appears within 15 feet of you and attacks you.\"],[\"31-35\",\"While you are attuned to the artifact, creatures of a particular type other than humanoid (as chosen by the DM) are always hostile toward you.\"],[\"36-40\",\"The artifact dilutes magic potions within 10 feet of it, rendering them nonmagical.\"],[\"41-45\",\"The artifact erases magic scrolls within 10 feet of it, rendering them nonmagical.\"],[\"46-50\",\"Before using one of the artifact's properties as an action, you must use a bonus action to draw blood, either from yourself or from a willing or incapacitated creature within your reach, using a piercing or slashing melee weapon. The subject takes {@dice 1d4} damage of the appropriate type.\"],[\"51-60\",\"When you become attuned to the artifact, you gain a form of {@book long-term madness|dmg|8|madness effects} (see chapter 8, \\\"Running the Game\\\").\"],[\"61-65\",\"You take {@dice 4d10} psychic damage when you become attuned to the artifact.\"],[\"66-70\",\"You take {@dice 8d10} psychic damage when you become attuned to the artifact.\"],[\"71-75\",\"Before you can become attuned to the artifact, you must kill a creature of your alignment.\"],[\"76-80\",\"When you become attuned to the artifact, one of your ability scores is reduced by 2 at random. A {@spell greater restoration} spell restores the ability to normal.\"],[\"81-85\",\"Each time you become attuned to the artifact, you age {@dice 3d10} years. You must succeed on a DC 10 Constitution saving throw or die from the shock. If you die, you are instantly transformed into a {@creature wight} (see the Monster Manual) under the DM's control that is sworn to protect the artifact.\"],[\"86-90\",\"While attuned to the artifact, you lose the ability to speak.\"],[\"91-95\",\"While attuned to the artifact, you have vulnerability to all damage.\"],[\"96-00\",\"When you become attuned to the artifact, there is a {@chance 10} chance that you attract the attention of a god that sends an avatar to wrest the artifact from you. The avatar has the same alignment as its creator and the statistics of an {@creature empyrean} (see the Monster Manual). Once it obtains the artifact, the avatar vanishes.\"]],\"name\":\"Artifact Properties; Major Detrimental Properties\",\"page\":219,\"source\":\"DMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":7}},{\"caption\":\"Ability Checks\",\"colLabels\":[\"Ability\",\"Used for...\",\"Example Uses\"],\"colStyles\":[\"col-1\",\"col-3\",\"col-8\"],\"rows\":[[\"Strength\",\"Physical force and athleticism\",\"Smash down a door, move a boulder, use a spike to wedge a door shut\"],[\"Dexterity\",\"Agility, reflexes, and balance\",\"Sneak past a guard, walk along a narrow ledge, wriggle free from chains\"],[\"Constitution\",\"Stamina and health\",\"Endure a marathon, grasp hot metal without flinching, win a drinking contest\"],[\"Intelligence\",\"Memory and reason\",\"Recall a bit of lore, recognize a clue's significance, decode an encrypted message\"],[\"Wisdom\",\"Perceptiveness and willpower\",\"Spot a hidden creature, sense that someone is lying\"],[\"Charisma\",\"Social influence and confidence\",\"Persuade a creature to do something, cow a crowd, lie to someone convincingly\"]],\"name\":\"Ability Checks\",\"page\":237,\"source\":\"DMG\",\"chapter\":{\"name\":\"Running the Game\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":8},\"index\":8}},{\"caption\":\"Saving Throws\",\"colLabels\":[\"Ability\",\"Used For...\"],\"colStyles\":[\"col-2\",\"col-10\"],\"rows\":[[\"Strength\",\"Opposing a force that would physically move or bind you\"],[\"Dexterity\",\"Dodging out of harm's way\"],[\"Constitution\",\"Enduring a disease, poison, or other hazard that saps vitality\"],[\"Intelligence\",\"Disbelieving certain illusions and resisting mental assaults that can be refuted with logic, sharp memory, or both\"],[\"Wisdom\",\"Resisting effects that charm, frighten, or otherwise assault your willpower\"],[\"Charisma\",\"Withstanding effects, such as possession, that would subsume your personality or hurl you to another plane of existence\"]],\"name\":\"Saving Throws\",\"page\":238,\"source\":\"DMG\",\"chapter\":{\"name\":\"Running the Game\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":8},\"index\":8}},{\"caption\":\"Typical DCs\",\"colLabels\":[\"Task\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Very easy\",\"5\"],[\"Easy\",\"10\"],[\"Moderate\",\"15\"],[\"Hard\",\"20\"],[\"Very hard\",\"25\"],[\"Nearly impossible\",\"30\"]],\"name\":\"Difficulty Class; Typical DCs\",\"page\":238,\"source\":\"DMG\",\"chapter\":{\"name\":\"Running the Game\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":8},\"index\":8}},{\"caption\":\"Map Travel Pace\",\"colLabels\":[\"Map Scale\",\"Slow Pace\",\"Normal Pace\",\"Fast Pace\"],\"colStyles\":[\"col-3\",\"col-3\",\"col-3\",\"col-3\"],\"rows\":[[\"Dungeon (1 sq. = 10 ft.)\",\"20 sq./min.\",\"30 sq./min.\",\"40 sq./min.\"],[\"City (1 sq. = 100 ft.)\",\"2 sq./min.\",\"3 sq./min.\",\"4 sq./min.\"],[\"Province (1 hex = 1 mi.)\",\"2 hexes/hr., 18 hexes/day\",\"3 hexes/hr., 24 hexes/day\",\"4 hexes/hr., 30 hexes/day\"],[\"Kingdom (1 hex = 6 mi.)\",\"1 hex/3 hr., 3 hexes/day\",\"1 hex/2 hr., 4 hexes/day\",\"1 hex/1½ hr., 5 hexes/day\"]],\"name\":\"Using a Map; Map Travel Pace\",\"page\":242,\"source\":\"DMG\",\"chapter\":{\"name\":\"Running the Game\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":8},\"index\":8}},{\"caption\":\"Tracking DCs\",\"colLabels\":[\"Ground Surface\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Soft surface such as snow\",\"10\"],[\"Dirt or grass\",\"15\"],[\"Bare stone\",\"20\"],[\"Each day since the creature passed\",\"+5\"],[\"Creature left a trail such as blood\",\"-5\"]],\"name\":\"Tracking DCs\",\"page\":244,\"source\":\"DMG\",\"chapter\":{\"name\":\"Running the Game\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":8},\"index\":8}},{\"caption\":\"Object Armor Class\",\"srd\":true,\"colLabels\":[\"Substance\",\"AC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Cloth, paper, rope\",\"11\"],[\"Crystal, glass, ice\",\"13\"],[\"Wood, bone\",\"15\"],[\"Stone\",\"17\"],[\"Iron, steel\",\"19\"],[\"Mithral\",\"21\"],[\"Adamantine\",\"23\"]],\"name\":\"Object Armor Class\",\"page\":246,\"source\":\"DMG\",\"chapter\":{\"name\":\"Running the Game\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":8},\"index\":8}},{\"caption\":\"Object Hit Points\",\"srd\":true,\"colLabels\":[\"Size\",\"Fragile\",\"Resilient\"],\"colStyles\":[\"col-6\",\"col-3 text-center\",\"col-3 text-center\"],\"rows\":[[\"Tiny (bottle, lock)\",\"2 ({@dice 1d4})\",\"5 ({@dice 2d4})\"],[\"Small (chest, lute)\",\"3 ({@dice 1d6})\",\"10 ({@dice 3d6})\"],[\"Medium (barrel, chandelier)\",\"4 ({@dice 1d8})\",\"18 ({@dice 4d8})\"],[\"Large (cart, 10-ft.-by-10-ft. window)\",\"5 ({@dice 1d10})\",\"27 ({@dice 5d10})\"]],\"name\":\"Object Hit Points\",\"page\":247,\"source\":\"DMG\",\"chapter\":{\"name\":\"Running the Game\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":8},\"index\":8}},{\"caption\":\"Improvising Damage\",\"colLabels\":[\"Dice\",\"Examples\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"{@dice 1d10}\",\"Burned by coals, hit by a falling bookcase, pricked by a poison needle\"],[\"{@dice 2d10}\",\"Being struck by lightning, stumbling into a fire pit\"],[\"{@dice 4d10}\",\"Hit by falling rubble in a collapsing tunnel, stumbling into a vat of acid\"],[\"{@dice 10d10}\",\"Crushed by compacting walls, hit by whirling steel blades, wading through a lava stream\"],[\"{@dice 18d10}\",\"Being submerged in lava, being hit by a crashing flying fortress\"],[\"{@dice 24d10}\",\"Tumbling into a vortex of fire on the Elemental Plane of Fire, being crushed in the jaws of a godlike creature or a moon-sized monster\"]],\"name\":\"Improvising Damage\",\"page\":249,\"source\":\"DMG\",\"chapter\":{\"name\":\"Running the Game\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":8},\"index\":8}},{\"caption\":\"Damage Severity and Level\",\"colLabels\":[\"Character Level\",\"Setback\",\"Dangerous\",\"Deadly\"],\"colStyles\":[\"col-3 text-center\",\"col-3 text-center\",\"col-3 text-center\",\"col-3 text-center\"],\"rows\":[[\"1st-4th\",\"{@dice 1d10}\",\"{@dice 2d10}\",\"{@dice 4d10}\"],[\"5th-10th\",\"{@dice 2d10}\",\"{@dice 4d10}\",\"{@dice 10d10}\"],[\"11th-16th\",\"{@dice 4d10}\",\"{@dice 10d10}\",\"{@dice 18d10}\"],[\"17th-20th\",\"{@dice 10d10}\",\"{@dice 18d10}\",\"{@dice 24d10}\"]],\"name\":\"Improvising Damage; Damage Severity and Level\",\"page\":249,\"source\":\"DMG\",\"chapter\":{\"name\":\"Running the Game\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":8},\"index\":8}},{\"caption\":\"Targets in Areas of Effect\",\"colLabels\":[\"Area\",\"Number of Targets\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"Cone\",\"{@dice ceil(#$prompt_number:title=Enter a Size$# / 10)|Size ÷ 10} (round up)\"],[\"Cube or square\",\"{@dice ceil(#$prompt_number:title=Enter a Size$# / 5)|Size ÷ 5} (round up)\"],[\"Cylinder\",\"{@dice ceil(#$prompt_number:title=Enter a Radius$# / 5)|Radius ÷ 5} (round up)\"],[\"Line\",\"{@dice ceil(#$prompt_number:title=Enter a Length$# / 30)|Length ÷ 30} (round up)\"],[\"Sphere or circle\",\"{@dice ceil(#$prompt_number:title=Enter a Radius$# / 5)|Radius ÷ 5} (round up)\"]],\"name\":\"Adjudicating Areas of Effect; Targets in Areas of Effect\",\"page\":249,\"source\":\"DMG\",\"chapter\":{\"name\":\"Running the Game\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":8},\"index\":8}},{\"caption\":\"Mob Attacks\",\"colLabels\":[\"d20 Roll Needed\",\"Attackers Needed for One to Hit\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[\"1-5\",\"1\"],[\"6-12\",\"2\"],[\"13-14\",\"3\"],[\"15-16\",\"4\"],[\"17-18\",\"5\"],[\"19-19\",\"10\"],[\"20-20\",\"20\"]],\"name\":\"Handling Mobs; Mob Attacks\",\"page\":250,\"source\":\"DMG\",\"chapter\":{\"name\":\"Running the Game\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":8},\"index\":8}},{\"caption\":\"Creature Size and Space\",\"colLabels\":[\"Size\",\"Space: Squares\",\"Space: Hexes\"],\"colStyles\":[\"col-3\",\"col-6\",\"col-3\"],\"rows\":[[\"Tiny\",\"4 per square\",\"4 per hex\"],[\"Small\",\"1 square\",\"1 hex\"],[\"Medium\",\"1 square\",\"1 hex\"],[\"Large\",\"4 squares (2 by 2)\",\"3 hexes\"],[\"Huge\",\"9 squares (3 by 3)\",\"7 hexes\"],[\"Gargantuan\",\"16 squares (4 by 4) or more\",\"12 hexes or more\"]],\"name\":\"Creature Size on Squares and Hexes; Creature Size and Space\",\"page\":251,\"source\":\"DMG\",\"chapter\":{\"name\":\"Running the Game\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":8},\"index\":8}},{\"caption\":\"Escape Factors\",\"colLabels\":[\"Factor\",\"Check Has...\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"Quarry has many things to hide behind\",\"Advantage\"],[\"Quarry is in a very crowded or noisy area\",\"Advantage\"],[\"Quarry has few things to hide behind\",\"Disadvantage\"],[\"Quarry is in an uncrowded or quiet area\",\"Disadvantage\"],[\"The lead pursuer is a ranger or has proficiency in Survival\",\"Disadvantage\"]],\"name\":\"Ending a Chase; Escape Factors\",\"page\":253,\"source\":\"DMG\",\"chapter\":{\"name\":\"Running the Game\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":8},\"index\":8}},{\"caption\":\"Urban Chase Complications\",\"colLabels\":[\"d20\",\"Complication\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A large obstacle such as a horse or cart blocks your way. Make a DC 15 Dexterity ({@skill Acrobatics}) check to get past the obstacle. On a failed check, the obstacle counts as 10 feet of {@quickref difficult terrain||3}.\"],[\"2\",\"A crowd blocks your way. Make a DC 10 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (your choice) to make your way through the crowd unimpeded. On a failed check, the crowd counts as 10 feet of {@quickref difficult terrain||3}.\"],[\"3\",\"A large stained-glass window or similar barrier blocks your path. Make a DC 10 Strength saving throw to smash through the barrier and keep going. On a failed save, you bounce off the barrier and fall prone.\"],[\"4\",\"A maze of barrels, crates, or similar obstacles stands in your way. Make a DC 10 Dexterity ({@skill Acrobatics}) or Intelligence check (your choice) to navigate the maze. On a failed check, the maze counts as 10 feet of {@quickref difficult terrain||3}.\"],[\"5\",\"The ground beneath your feet is slippery with rain, spilled oil, or some other liquid. Make a DC 10 Dexterity saving throw. On a failed save, you fall prone.\"],[\"6\",\"You come upon a pack of dogs fighting over food. Make a DC 10 Dexterity ({@skill Acrobatics}) check to get through the pack unimpeded. On a failed check, you are bitten and take {@dice 1d4} piercing damage, and the dogs count as 5 feet of {@quickref difficult terrain||3}.\"],[\"7\",\"You run into a brawl in progress. Make a DC 15 Strength ({@skill Athletics}), Dexterity ({@skill Acrobatics}), or Charisma ({@skill Intimidation}) check (your choice) to get past the brawlers unimpeded. On a failed check, you take {@dice 2d4} bludgeoning damage, and the brawlers count as 10 feet of {@quickref difficult terrain||3}.\"],[\"8\",\"A beggar blocks your way. Make a DC 10 Strength ({@skill Athletics}), Dexterity ({@skill Acrobatics}), or Charisma ({@skill Intimidation}) check (your choice) to slip past the beggar. You succeed automatically if you toss the beggar a coin. On a failed check, the beggar counts as 5 feet of {@quickref difficult terrain||3}.\"],[\"9\",\"An overzealous guard (see the Monster Manual (or game statistics) mistakes you for someone else. If you move 20 feet or more on your turn, the guard makes an opportunity attack against you with a spear (+3 to hit; {@dice 1d6 + 1} piercing damage on a hit).\"],[\"10\",\"You are forced to make a sharp turn to avoid colliding with something impassable. Make a DC 10 Dexterity saving throw to navigate the turn. On a failed save, you collide with something hard and take {@dice 1d4} bludgeoning damage.\"],[\"11-20\",\"No complication.\"]],\"name\":\"Urban Chase Complications\",\"page\":253,\"source\":\"DMG\",\"chapter\":{\"name\":\"Running the Game\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":8},\"index\":8}},{\"caption\":\"Wilderness Chase Complications\",\"colLabels\":[\"d20\",\"Complication\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Your path takes you through a rough patch of brush. Make a DC 10 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (your choice) to get past the brush. On a failed check, the brush counts as 5 feet of {@quickref difficult terrain||3}.\"],[\"2\",\"Uneven ground threatens to slow your progress. Make a DC 10 Dexterity ({@skill Acrobatics}) check to navigate the area. On a failed check, the ground counts as 10 feet of {@quickref difficult terrain||3}.\"],[\"3\",\"You run through a {@creature swarm of insects} (see the Monster Manual for game statistics, with the DM choosing whichever kind of insects makes the most sense). The swarm makes an opportunity attack against you (+3 to hit; {@dice 4d4} piercing damage on a hit).\"],[\"4\",\"A stream, ravine, or rock bed blocks your path. Make a DC 10 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (your choice) to cross the impediment. On a failed check, the impediment counts as 10 feet of {@quickref difficult terrain||3}.\"],[\"5\",\"Make a DC 10 Constitution saving throw. On a failed save, you are blinded by blowing sand, dirt, ash, snow, or pollen until the end of your turn. While blinded in this way, your speed is halved.\"],[\"6\",\"A sudden drop catches you by surprise. Make a DC 10 Dexterity saving throw to navigate the impediment. On a failed save, you fall {@dice 1d4 × 5} feet, taking {@dice 1d6} bludgeoning damage per 10 feet fallen as normal, and land prone.\"],[\"7\",\"You blunder into a hunter's snare. Make a DC 15 Dexterity saving throw to avoid it. On a failed save, you are caught in a net and restrained. See chapter 5 \\\"Equipment,\\\" of the Player's Handbook for rules on escaping a net.\"],[\"8\",\"You are caught in a stampede of spooked animals. Make a DC 10 Dexterity saving throw. On a failed save, you are knocked about and take {@dice 1d4} bludgeoning damage and {@dice 1d4} piercing damage.\"],[\"9\",\"Your path takes you near a patch of razorvine. Make a DC 15 Dexterity saving throw or use 10 feet of movement (your choice) to avoid the razorvine. On a failed save, you take {@dice 1d10} slashing damage.\"],[\"10\",\"A creature indigenous to the area chases after you. The DM chooses a creature appropriate for the terrain.\"],[\"11-20\",\"No complication.\"]],\"name\":\"Wilderness Chase Complications\",\"page\":253,\"source\":\"DMG\",\"chapter\":{\"name\":\"Running the Game\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":8},\"index\":8}},{\"caption\":\"Poisons\",\"srd\":true,\"colLabels\":[\"Item\",\"Type\",\"Price per Dose\"],\"colStyles\":[\"col-6\",\"col-3\",\"col-3 text-right\"],\"rows\":[[\"{@item Assassin's blood}\",\"Ingested\",\"150 gp\"],[\"{@item Burnt othur fumes}\",\"Inhaled\",\"500 gp\"],[\"{@item Carrion crawler mucus}\",\"Contact\",\"200 gp\"],[\"{@item Drow poison}\",\"Injury\",\"200 gp\"],[\"{@item Essence of ether}\",\"Inhaled\",\"300 gp\"],[\"{@item Malice}\",\"Inhaled\",\"250 gp\"],[\"{@item Midnight tears}\",\"Ingested\",\"1,500 gp\"],[\"{@item Oil of taggit}\",\"Contact\",\"400 gp\"],[\"{@item Pale tincture}\",\"Ingested\",\"250 gp\"],[\"{@item Purple worm poison}\",\"Injury\",\"2,000 gp\"],[\"{@item Serpent venom}\",\"Injury\",\"200 gp\"],[\"{@item Torpor}\",\"Ingested\",\"600 gp\"],[\"{@item Truth serum}\",\"Ingested\",\"150 gp\"],[\"{@item Wyvern poison}\",\"Injury\",\"1,200 gp\"]],\"name\":\"Poisons\",\"page\":257,\"source\":\"DMG\",\"chapter\":{\"name\":\"Running the Game\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":8},\"index\":8}},{\"caption\":\"Short-Term Madness\",\"srd\":true,\"colLabels\":[\"d100\",\"Effects (lasts 1d10 minutes)\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-20\",\"The character retreats into his or her mind and becomes {@condition paralyzed}. The effect ends if the character takes any damage.\"],[\"21-30\",\"The character becomes {@condition incapacitated} and spends the duration screaming, laughing, or weeping.\"],[\"31-40\",\"The character becomes {@condition frightened} and must use his or her action and movement each round to flee from the source of the fear.\"],[\"41-50\",\"The character begins babbling and is incapable of normal speech or spellcasting.\"],[\"51-60\",\"The character must use his or her action each round to attack the nearest creature.\"],[\"61-70\",\"The character experiences vivid hallucinations and has disadvantage on ability checks.\"],[\"71-75\",\"The character does whatever anyone tells him or her to do that isn't obviously self-destructive.\"],[\"76-80\",\"The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal.\"],[\"81-90\",\"The character is {@condition stunned}.\"],[\"91-100\",\"The character falls {@condition unconscious}.\"]],\"name\":\"Short-Term Madness\",\"page\":259,\"source\":\"DMG\",\"chapter\":{\"name\":\"Running the Game\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":8},\"index\":8}},{\"caption\":\"Long-Term Madness\",\"srd\":true,\"colLabels\":[\"d100\",\"Effects (lasts 1d10 × 10 hours)\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-10\",\"The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins.\"],[\"11-20\",\"The character experiences vivid hallucinations and has disadvantage on ability checks.\"],[\"21-30\",\"The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks.\"],[\"31-40\",\"The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the {@spell antipathy/sympathy} spell.\"],[\"41-45\",\"The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects.\"],[\"46-55\",\"The character becomes attached to a \\\"lucky charm,\\\" such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it.\"],[\"56-65\",\"The character is {@condition blinded} (25%) or {@condition deafened} (75%).\"],[\"66-75\",\"The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity.\"],[\"76-85\",\"The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn't recognize other people or remember anything that happened before the madness took effect.\"],[\"86-90\",\"Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the {@spell confusion} spell. The confusion effect lasts for 1 minute.\"],[\"91-95\",\"The character loses the ability to speak.\"],[\"96-100\",\"The character falls {@condition unconscious}. No amount of jostling or damage can wake the character.\"]],\"name\":\"Long-Term Madness\",\"page\":259,\"source\":\"DMG\",\"chapter\":{\"name\":\"Running the Game\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":8},\"index\":8}},{\"caption\":\"Indefinite Madness\",\"srd\":true,\"colLabels\":[\"d100\",\"Flaw (lasts until cured)\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-15\",\"\\\"Being drunk keeps me sane.\\\"\"],[\"16-25\",\"\\\"I keep whatever I find.\\\"\"],[\"26-30\",\"\\\"I try to become more like someone else I know—adopting his or her style of dress, mannerisms, and name.\\\"\"],[\"31-35\",\"\\\"I must bend the truth, exaggerate, or outright lie to be interesting to other people.\\\"\"],[\"36-45\",\"\\\"Achieving my goal is the only thing of interest to me, and I'll ignore everything else to pursue it.\\\"\"],[\"46-50\",\"\\\"I find it hard to care about anything that goes on around me.\\\"\"],[\"51-55\",\"\\\"I don't like the way people judge me all the time.\\\"\"],[\"56-70\",\"\\\"I am the smartest, wisest, strongest, fastest, and most beautiful person I know.\\\"\"],[\"71-80\",\"\\\"I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they're watching me all the time.\\\"\"],[\"81-85\",\"\\\"There's only one person I can trust. And only I can see this special friend.\\\"\"],[\"86-95\",\"\\\"I can't take anything seriously. The more serious the situation, the funnier I find it.\\\"\"],[\"96-100\",\"\\\"I've discovered that I really like killing people.\\\"\"]],\"name\":\"Indefinite Madness\",\"page\":259,\"source\":\"DMG\",\"chapter\":{\"name\":\"Running the Game\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":8},\"index\":8}},{\"caption\":\"Proficiency Dice\",\"colLabels\":[\"Level\",\"Proficiency Bonus\",\"Proficiency Die\"],\"colStyles\":[\"col-2 no-wrap text-center\",\"col-5 text-center\",\"col-5 text-center\"],\"rows\":[[\"1st-4th\",\"+2\",\"{@dice 1d4}\"],[\"5th-8th\",\"+3\",\"{@dice 1d6}\"],[\"9th-12th\",\"+4\",\"{@dice 1d8}\"],[\"13th-16th\",\"+5\",\"{@dice 1d10}\"],[\"17th-20th\",\"+6\",\"{@dice 1d12}\"]],\"name\":\"Proficiency Dice\",\"page\":263,\"source\":\"DMG\",\"chapter\":{\"name\":\"Dungeon Master's Workshop\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":9},\"index\":9}},{\"caption\":\"Ability Check Proficiency by Class\",\"colLabels\":[\"Class\",\"Ability Check\"],\"colStyles\":[\"col-2\",\"col-10\"],\"rows\":[[\"{@class Barbarian}\",\"Strength, Dexterity, or Wisdom\"],[\"{@class Bard}\",\"Any one\"],[\"{@class Cleric}\",\"Intelligence, Wisdom, or Charisma\"],[\"{@class Druid}\",\"Intelligence or Wisdom\"],[\"{@class Fighter}\",\"Strength, Dexterity, or Wisdom\"],[\"{@class Monk}\",\"Strength, Dexterity, or Intelligence\"],[\"{@class Paladin}\",\"Strength, Wisdom, or Charisma\"],[\"{@class Ranger}\",\"Strength, Dexterity, or Wisdom\"],[\"{@class Rogue}\",\"Dexterity, Intelligence, Wisdom, or Charisma\"],[\"{@class Sorcerer}\",\"Intelligence or Charisma\"],[\"{@class Warlock}\",\"Intelligence or Charisma\"],[\"{@class Wizard}\",\"Intelligence or Wisdom\"]],\"name\":\"Ability Check Proficiency by Class\",\"page\":263,\"source\":\"DMG\",\"chapter\":{\"name\":\"Dungeon Master's Workshop\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":9},\"index\":9}},{\"caption\":\"Figuring Out Alien Technology\",\"colLabels\":[\"Int. Check Total\",\"Result\"],\"colStyles\":[\"col-3 no-wrap\",\"col-9\"],\"rows\":[[\"9 or lower\",\"One failure; one charge or use is wasted, if applicable; character has disadvantage on next check\"],[\"10-14\",\"One failure\"],[\"15-19\",\"One success\"],[\"20 or higher\",\"One success; character has advantage on next check\"]],\"name\":\"Figuring Out Alien Technology\",\"page\":268,\"source\":\"DMG\",\"chapter\":{\"name\":\"Dungeon Master's Workshop\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":9},\"index\":9}},{\"caption\":\"Lingering Injuries\",\"colLabels\":[\"d20\",\"Injury\"],\"colStyles\":[\"col-2 text-center no-wrap\",\"col-10\"],\"rows\":[[\"1\",\"{@bold Lose an Eye.} You have disadvantage on Wisdom ({@skill Perception}) checks that rely on sight and on ranged attack rolls. Magic such as the {@spell regenerate} spell can restore the lost eye. If you have no eyes left after sustaining this injury, you're {@condition blinded}.\"],[\"2\",\"{@bold Lose an Arm or a Hand.} You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic such as the {@spell regenerate} spell can restore the lost appendage.\"],[\"3\",\"{@bold Lose a Foot or Leg.} Your speed on foot is halved, and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall {@condition prone} after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the {@spell regenerate} spell can restore the lost appendage.\"],[\"4\",\"{@bold Limp.} Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall {@condition prone}. Magical healing removes the limp.\"],[\"5-7\",\"{@bold Internal Injury.} Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. The injury heals if you receive magical healing or if you spend ten days doing nothing but resting.\"],[\"8-10\",\"{@bold Broken Ribs.} This has the same effect as Internal Injury above, except that the save DC is 10.\"],[\"11-13\",\"{@bold Horrible Scar.} You are disfigured to the extent that the wound can't be easily concealed. You have disadvantage on Charisma ({@skill Persuasion}) checks and advantage on Charisma ({@skill Intimidation}) checks. Magical healing of 6th level or higher, such as {@spell heal} and {@spell regenerate}, removes the scar.\"],[\"14-16\",\"{@bold Festering Wound.} Your hit point maximum is reduced by 1 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The wound heals if you receive magical healing. Alternatively, someone can tend to the wound and make a DC 15 Wisdom ({@skill Medicine}) check once every 24 hours. After ten successes, the wound heals.\"],[\"17-20\",\"{@bold Minor Scar.} The scar doesn't have any adverse effect. Magical healing of 6th level or higher, such as {@spell heal} and {@spell regenerate}, removes the scar.\"]],\"name\":\"Lingering Injuries\",\"page\":272,\"source\":\"DMG\",\"chapter\":{\"name\":\"Dungeon Master's Workshop\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":9},\"index\":9}},{\"caption\":\"System Shock\",\"colLabels\":[\"d10\",\"Effect\"],\"colStyles\":[\"col-1 text-center no-wrap\",\"col-12\"],\"rows\":[[\"1\",\"The creature drops to 0 hit points.\"],[\"2-3\",\"The creature drops to 0 hit points but is stable.\"],[\"4-5\",\"The creature is {@condition stunned} until the end of its next turn.\"],[\"6-7\",\"The creature can't take reactions and has disadvantage on attack rolls and ability checks until the end of its next turn.\"],[\"8-10\",\"The creature can't take reactions until the end of its next turn.\"]],\"name\":\"Massive Damage; System Shock\",\"page\":273,\"source\":\"DMG\",\"chapter\":{\"name\":\"Dungeon Master's Workshop\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":9},\"index\":9}},{\"caption\":\"Monster Statistics by Challenge Rating\",\"colLabels\":[\"CR\",\"Prof. Bonus\",\"Armor Class\",\"Hit Points\",\"Attack Bonus\",\"Damage/Round\",\"Save DC\"],\"colStyles\":[\"col-1 text-center\",\"col-1 text-center\",\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\"],\"rows\":[[\"0\",\"+2\",\"≤ 13\",\"1-6\",\"≤ +3\",\"0-1\",\"≤ 13\"],[\"1/8\",\"+2\",\"13\",\"7-35\",\"+3\",\"2-3\",\"13\"],[\"1/4\",\"+2\",\"13\",\"36-49\",\"+3\",\"4-5\",\"13\"],[\"1/2\",\"+2\",\"13\",\"50-70\",\"+3\",\"6-8\",\"13\"],[\"1\",\"+2\",\"13\",\"71-85\",\"+3\",\"9-14\",\"13\"],[\"2\",\"+2\",\"13\",\"86-100\",\"+3\",\"15-20\",\"13\"],[\"3\",\"+2\",\"13\",\"101-115\",\"+4\",\"21-26\",\"13\"],[\"4\",\"+2\",\"14\",\"116-130\",\"+5\",\"27-32\",\"14\"],[\"5\",\"+3\",\"15\",\"131-145\",\"+6\",\"33-38\",\"15\"],[\"6\",\"+3\",\"15\",\"146-160\",\"+6\",\"39-44\",\"15\"],[\"7\",\"+3\",\"15\",\"161-175\",\"+6\",\"45-50\",\"15\"],[\"8\",\"+3\",\"16\",\"176-190\",\"+7\",\"51-56\",\"16\"],[\"9\",\"+4\",\"16\",\"191-205\",\"+7\",\"57-62\",\"16\"],[\"10\",\"+4\",\"17\",\"206-220\",\"+7\",\"63-68\",\"16\"],[\"11\",\"+4\",\"17\",\"221-235\",\"+8\",\"69-74\",\"17\"],[\"12\",\"+4\",\"17\",\"236-250\",\"+8\",\"75-80\",\"17\"],[\"13\",\"+5\",\"18\",\"251-265\",\"+8\",\"81-86\",\"18\"],[\"14\",\"+5\",\"18\",\"266-280\",\"+8\",\"87-92\",\"18\"],[\"15\",\"+5\",\"18\",\"281-295\",\"+8\",\"93-98\",\"18\"],[\"16\",\"+5\",\"18\",\"296-310\",\"+9\",\"99-104\",\"18\"],[\"17\",\"+6\",\"19\",\"311-325\",\"+10\",\"105-110\",\"19\"],[\"18\",\"+6\",\"19\",\"326-340\",\"+10\",\"111-116\",\"19\"],[\"19\",\"+6\",\"19\",\"341-355\",\"+10\",\"117-122\",\"19\"],[\"20\",\"+6\",\"19\",\"356-400\",\"+10\",\"123-140\",\"19\"],[\"21\",\"+7\",\"19\",\"401-445\",\"+11\",\"141-158\",\"20\"],[\"22\",\"+7\",\"19\",\"446-490\",\"+11\",\"159-176\",\"20\"],[\"23\",\"+7\",\"19\",\"491-535\",\"+11\",\"177-194\",\"20\"],[\"24\",\"+7\",\"19\",\"536-580\",\"+12\",\"195-212\",\"21\"],[\"25\",\"+8\",\"19\",\"581-625\",\"+12\",\"213-230\",\"21\"],[\"26\",\"+8\",\"19\",\"626-670\",\"+12\",\"231-248\",\"21\"],[\"27\",\"+8\",\"19\",\"671-715\",\"+13\",\"249-266\",\"22\"],[\"28\",\"+8\",\"19\",\"716-760\",\"+13\",\"267-284\",\"22\"],[\"29\",\"+9\",\"19\",\"761-805\",\"+13\",\"285-302\",\"22\"],[\"30\",\"+9\",\"19\",\"806-850\",\"+14\",\"303-320\",\"23\"]],\"name\":\"Creating Quick Monster Stats; Monster Statistics by Challenge Rating\",\"page\":274,\"source\":\"DMG\",\"chapter\":{\"name\":\"Dungeon Master's Workshop\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":9},\"index\":9}},{\"caption\":\"Experience Points by Challenge Rating\",\"basicRules\":true,\"srd\":true,\"colLabels\":[\"CR\",\"XP\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[\"0\",\"0 or 10\"],[\"1/8\",\"25\"],[\"1/4\",\"50\"],[\"1/2\",\"100\"],[\"1\",\"200\"],[\"2\",\"450\"],[\"3\",\"700\"],[\"4\",\"1,100\"],[\"5\",\"1,800\"],[\"6\",\"2,300\"],[\"7\",\"2,900\"],[\"8\",\"3,900\"],[\"9\",\"5,000\"],[\"10\",\"5,900\"],[\"11\",\"7,200\"],[\"12\",\"8,400\"],[\"13\",\"10,000\"],[\"14\",\"11,500\"],[\"15\",\"13,000\"],[\"16\",\"15,000\"],[\"17\",\"18,000\"],[\"18\",\"20,000\"],[\"19\",\"22,000\"],[\"20\",\"25,000\"],[\"21\",\"33,000\"],[\"22\",\"41,000\"],[\"23\",\"50,000\"],[\"24\",\"62,000\"],[\"25\",\"75,000\"],[\"26\",\"90,000\"],[\"27\",\"105,000\"],[\"28\",\"120,000\"],[\"29\",\"135,000\"],[\"30\",\"155,000\"]],\"name\":\"Final Challenge Rating; Experience Points by Challenge Rating\",\"page\":274,\"source\":\"DMG\",\"chapter\":{\"name\":\"Dungeon Master's Workshop\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":9},\"index\":9}},{\"caption\":\"Hit Dice by Size\",\"srd\":true,\"basicRules\":true,\"colLabels\":[\"Monster Size\",\"Hit Die\",\"Average HP per Die\"],\"colStyles\":[\"col-3\",\"col-3 text-center\",\"col-3 text-center\"],\"rows\":[[\"Tiny\",\"{@dice d4}\",\"2½\"],[\"Small\",\"{@dice d6}\",\"3½\"],[\"Medium\",\"{@dice d8}\",\"4½\"],[\"Large\",\"{@dice d10}\",\"5½\"],[\"Huge\",\"{@dice d12}\",\"6½\"],[\"Gargantuan\",\"{@dice d20}\",\"10½\"]],\"name\":\"Assign Hit Dice; Hit Dice by Size\",\"page\":276,\"source\":\"DMG\",\"chapter\":{\"name\":\"Dungeon Master's Workshop\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":9},\"index\":9}},{\"caption\":\"Effective Hit Points Based on Resistances and Immunities\",\"colLabels\":[\"Expected Challenge Rating\",\"HP Multiplier for Resistances\",\"HP Multiplier for Immunities\"],\"colStyles\":[\"col-3\",\"col-3\",\"col-3\"],\"rows\":[[\"1-4\",\"× 2\",\"× 2\"],[\"5-10\",\"× 1.5\",\"× 2\"],[\"11-16\",\"× 1.25\",\"× 1.5\"],[\"17 or more\",\"× 1\",\"× 1.25\"]],\"name\":\"Damage Vulnerabilities, Resistances, and Immunities; Effective Hit Points Based on Resistances and Immunities\",\"page\":277,\"source\":\"DMG\",\"chapter\":{\"name\":\"Dungeon Master's Workshop\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":9},\"index\":9}},{\"caption\":\"Monster Features\",\"colLabels\":[\"Name\",\"Example Monster\",\"Effect on Challenge Rating\"],\"colStyles\":[\"col-3\",\"col-3\",\"col-6\"],\"rows\":[[\"Aggressive\",\"{@creature Orc}\",\"Increase the monster's effective per-round damage output by 2.\"],[\"Ambusher\",\"{@creature Doppelganger}\",\"Increase the monster's effective attack bonus by 1.\"],[\"Amorphous\",\"{@creature Black pudding}\",\"—\"],[\"Amphibious\",\"{@creature Kuo-toa}\",\"—\"],[\"Angelic Weapons\",\"{@creature Deva}\",\"Increase the monster's effective per-round damage by the amount noted in the trait.\"],[\"Antimagic Susceptibility\",\"{@creature Flying sword}\",\"—\"],[\"Avoidance\",\"{@creature Demilich}\",\"Increase the monster's effective AC by 1.\"],[\"Blind Senses\",\"{@creature Grimlock}\",\"—\"],[\"Blood Frenzy\",\"{@creature Sahuagin}\",\"Increase the monster's effective attack bonus by 4.\"],[\"Breath Weapon\",\"{@creature Ancient black dragon}\",\"For the purpose of determining effective damage output, assume the breath weapon hits two targets, and that each target fails its saving throw.\"],[\"Brute\",\"{@creature Bugbear}\",\"Increase the monster's effective per-round damage by the amount noted in the trait.\"],[\"Chameleon Skin\",\"{@creature Troglodyte}\",\"—\"],[\"Change Shape\",\"{@creature Ancient brass dragon}\",\"—\"],[\"Charge\",\"{@creature Centaur}\",\"Increase the monster's damage on one attack by the amount noted in the trait.\"],[\"Charm\",\"{@creature Vampire}\",\"—\"],[\"Constrict\",\"{@creature Constrictor snake}\",\"Increase the monster's effective AC by 1.\"],[\"Damage Absorption\",\"{@creature Flesh golem}\",\"—\"],[\"Damage Transfer\",\"{@creature Cloaker}\",\"Double the monster's effective hit points. Add one-third of the monster's hit points to its per-round damage.\"],[\"Death Burst\",\"{@creature Magmin}\",\"Increase the monster's effective damage output for 1 round by the amount noted in the trait, and assume it affects two creatures.\"],[\"Devil Sight\",\"{@creature Barbed devil}\",\"—\"],[\"Dive\",\"{@creature Aarakocra}\",\"Increase the monster's effective damage on one attack by the amount noted in the trait.\"],[\"Echolocation\",\"{@creature Hook horror}\",\"—\"],[\"Elemental Body\",\"{@creature Azer}\",\"Increase the monster's effective per-round damage by the amount noted in the trait.\"],[\"Enlarge\",\"{@creature Duergar}\",\"Increase the monster's effective per-round damage by the amount noted in the trait.\"],[\"Etherealness\",\"{@creature Night hag}\",\"—\"],[\"False Appearance\",\"{@creature Gargoyle}\",\"—\"],[\"Fey Ancestry\",\"{@creature Drow}\",\"—\"],[\"Fiendish Blessing\",\"{@creature Cambion}\",\"Apply the monster's Charisma modifier to its actual AC.\"],[\"Flyby\",\"{@creature Peryton}\",\"—\"],[\"Frightful Presence\",\"{@creature Ancient black dragon}\",\"Increase the monster's effective hit points by 25% if the monster is meant to face characters of 10th level or lower.\"],[\"Grappler\",\"{@creature Mimic}\",\"—\"],[\"Hold Breath\",\"{@creature Lizardfolk}\",\"—\"],[\"Horrifying Visage\",\"{@creature Banshee}\",\"See Frightful Presence.\"],[\"Illumination\",\"{@creature Flameskull}\",\"—\"],[\"Illusory Appearance\",\"{@creature Green hag}\",\"—\"],[\"Immutable Form\",\"{@creature Iron golem}\",\"—\"],[\"Incorporeal Movement\",\"{@creature Ghost}\",\"—\"],[\"Innate Spellcasting\",\"{@creature Djinni}\",\"See step 13 under \\\"Creating a Monster Stat Block.\\\"\"],[\"Inscrutable\",\"{@creature Androsphinx}\",\"—\"],[\"Invisibility\",\"{@creature Imp}\",\"—\"],[\"Keen Senses\",\"{@creature Hell hound}\",\"—\"],[\"Labyrinthine Recall\",\"{@creature Minotaur}\",\"—\"],[\"Leadership\",\"{@creature Hobgoblin captain}\",\"—\"],[\"Legendary Resistance\",\"{@creature Ancient black dragon}\",\"Each per-day use of this trait increases the monster's effective hit points based on the expected challenge rating: 1-4, 10 hp: 5-10, 20 hp: 11 or higher, 30 hp.\"],[\"Life Drain\",\"{@creature Wight}\",\"—\"],[\"Light Sensitivity\",\"{@creature Shadow demon}\",\"—\"],[\"Magic Resistance\",\"{@creature Balor}\",\"Increase the monster's effective AC by 2.\"],[\"Magic Weapons\",\"{@creature Balor}\",\"—\"],[\"Martial Advantage\",\"{@creature Hobgoblin}\",\"Increase the effective damage of one attack per round by the amount gained from this trait.\"],[\"Mimicry\",\"{@creature Kenku}\",\"—\"],[\"Nimble Escape\",\"{@creature Goblin}\",\"Increase the monster's effective AC and effective attack bonus by 4 (assuming the monster hides every round).\"],[\"Otherworldly Perception\",\"{@creature Kuo-toa}\",\"—\"],[\"Pack Tactics\",\"{@creature Kobold}\",\"Increase the monster's effective attack bonus by 1.\"],[\"Parry\",\"{@creature Hobgoblin warlord}\",\"Increase the monster's effective AC by 1.\"],[\"Possession\",\"{@creature Ghost}\",\"Double the monster's effective hit points.\"],[\"Pounce\",\"{@creature Tiger}\",\"Increase the monster's effective damage for 1 round by the amount it deals with the bonus action gained from this trait.\"],[\"Psychic Defense\",\"{@creature Githzerai monk}\",\"Apply the monster's Wisdom modifier to its actual AC if the monster isn't wearing armor or wielding a shield.\"],[\"Rampage\",\"{@creature Gnoll}\",\"Increase the monster's effective per-round damage by 2.\"],[\"Reactive\",\"{@creature Marilith}\",\"—\"],[\"Read Thoughts\",\"{@creature Doppelganger}\",\"—\"],[\"Reckless\",\"{@creature Minotaur}\",\"—\"],[\"Redirect Attack\",\"{@creature Goblin boss}\",\"—\"],[\"Reel\",\"{@creature Roper}\",\"—\"],[\"Regeneration\",\"{@creature Troll}\",\"Increase the monster's effective hit points by 3 × the number of hit points the monster regenerates each round.\"],[\"Rejuvenation\",\"{@creature Lich}\",\"—\"],[\"Relentless\",\"{@creature Wereboar}\",\"Increase the monster's effective hit points based on the expected challenge rating: 1-4, 7 hp: 5-10, 14 hp: 11-16, 21 hp: 17 or higher, 28 hp.\"],[\"Shadow Stealth\",\"{@creature Shadow demon}\",\"Increase the monster's effective AC by 4.\"],[\"Shapechanger\",\"{@creature Wererat}\",\"—\"],[\"Siege Monster\",\"{@creature Earth elemental}\",\"—\"],[\"Slippery\",\"{@creature Kuo-toa}\",\"—\"],[\"Spellcasting\",\"{@creature Lich}\",\"See step 13 under \\\"Creating a Monster Stat Block.\\\"\"],[\"Spider Climb\",\"{@creature Ettercap}\",\"—\"],[\"Standing Leap\",\"{@creature Bullywug}\",\"—\"],[\"Steadfast\",\"{@creature Bearded devil}\",\"—\"],[\"Stench\",\"{@creature Troglodyte}\",\"Increase the monster's effective AC by 1.\"],[\"Sunlight Sensitivity\",\"{@creature Kobold}\",\"—\"],[\"Superior Invisibility\",\"{@creature Faerie dragon (violet)||Faerie dragon}\",\"Increase the monster's effective AC by 2.\"],[\"Sure-Footed\",\"{@creature Dao}\",\"—\"],[\"Surprise Attack\",\"{@creature Bugbear}\",\"Increase the monster's effective damage for 1 round by the amount noted in the trait.\"],[\"Swallow\",\"{@creature Behir}\",\"Assume the monster swallows one creature and deals 2 rounds of acid damage to it.\"],[\"Teleport\",\"{@creature Balor}\",\"—\"],[\"Terrain Camouflage\",\"{@creature Bullywug}\",\"—\"],[\"Tunneler\",\"{@creature Umber hulk}\",\"—\"],[\"Turn Immunity\",\"{@creature Revenant}\",\"—\"],[\"Turn Resistance\",\"{@creature Lich}\",\"—\"],[\"Two Heads\",\"{@creature Ettin}\",\"—\"],[\"Undead Fortitude\",\"{@creature Zombie}\",\"Increase the monster's effective hit points based on the expected challenge rating: 1-4, 7 hp: 5-10, 14 hp: 11-16, 21 hp: 17 or higher, 28 hp.\"],[\"Web\",\"{@creature Giant spider}\",\"Increase the monster's effective AC by 1.\"],[\"Web Sense\",\"{@creature Giant spider}\",\"—\"],[\"Web Walker\",\"{@creature Giant spider}\",\"—\"],[\"Wounded Fury\",\"{@creature Quaggoth}\",\"Increase the monster's damage for 1 round by the amount noted in the trait.\"]],\"name\":\"Creating a Monster Stat Block; Monster Features\",\"page\":275,\"source\":\"DMG\",\"chapter\":{\"name\":\"Dungeon Master's Workshop\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":9},\"index\":9}},{\"caption\":\"NPC Features\",\"colLabels\":[\"Race\",\"Ability Modifiers\",\"Features\"],\"colStyles\":[\"col-3\",\"col-3\",\"col-6\"],\"rows\":[[\"Aarakocra\",\"+2 Dex, +2 Wis\",\"Dive Attack: talon attack action, speed 20 ft., fly 50 ft., speaks Auran\"],[\"Bullywug\",\"-2 Int, -2 Cha\",\"Amphibious, Speak with Frogs and Toads, Swamp Camouflage, Standing Leap: speed 20 ft., swim 40 ft.: speaks Bullywug\"],[\"Dragonborn*\",\"+2 Str, +1 Cha\",\"Breath Weapon (use challenge rating instead of level to determine damage), Damage Resistance, Draconic Ancestry, speaks Common and Draconic\"],[\"Drow*\",\"+2 Dex, +1 Cha\",\"Fey Ancestry, Innate Spellcasting feature of the drow, Sunlight Sensitivity, darkvision 120 ft., speaks Elvish and Undercommon\"],[\"Dwarf*\",\"+2 Str or Wis, +2 Con\",\"Dwarven Resilience, Stonecunning, speed 25 ft., darkvision 60 ft., speaks Common and Dwarvish\"],[\"Elf*\",\"+2 Dex, +1 Int or Wis\",\"Fey Ancestry, Trance, darkvision 60 ft., proficiency in the Perception skill, speaks Common and Elvish\"],[\"Gnoll\",\"+2 Str, -2 Int\",\"Rampage, darkvision 60 ft.\"],[\"Gnome*\",\"+2 Int, +2 Dex or Con\",\"Gnome Cunning, Small size: speed 25 ft., darkvision 60 ft., speaks Common and Gnomish\"],[\"Gnome, deep\",\"+1 Str, +2 Dex\",\"Gnome Cunning, Innate Spellcasting, Stone Camouflage, Small size, speed 20 ft., darkvision 120 ft., speaks Gnomish, Terran, and Undercommon\"],[\"Goblin\",\"-2 Str, +2 Dex\",\"Nimble Escape, Small size, darkvision 60 ft., speaks Common and Goblin\"],[\"Grimlock\",\"+2 Str, -2 Cha\",\"Blind Senses, Keen Hearing and Smell, Stone Camouflage, can't be blinded, blindsight 30 ft., or 10 ft. while deafened (blind beyond this radius), speaks Undercommon\"],[\"Half-elf*\",\"+1 Dex, +1 Int, +2 Cha\",\"Fey Ancestry, darkvision 60 ft., proficiency in two skills, speaks Common and Elvish\"],[\"Half-orc*\",\"+2 Str, +1 Con\",\"Relentless Endurance, darkvision 60 ft., proficiency in the Intimidation skill, speaks Common and Orc\"],[\"Halfling*\",\"+2 Dex, +1 Con or Cha\",\"Brave, Halfling Nimbleness, Lucky, Small size, speed 25 ft., speaks Common and Halfling\"],[\"Hobgoblin\",\"None\",\"Martial Advantage, darkvision 60 ft., speaks Common and Goblin\"],[\"Kenku\",\"+2 Dex\",\"Ambusher, Mimicry, understands Auran and Common but speaks only through the use of its Mimicry trait\"],[\"Kobold\",\"-4 Str, +2 Dex\",\"Pack Tactics, Sunlight Sensitivity, Small size, darkvision 60 ft., speaks Common and Draconic\"],[\"Kuo-toa\",\"None\",\"Amphibious, Otherworldly Perception, Slippery, Sunlight Sensitivity, speed 30 ft., swim 30 ft., darkvision 120 ft., speaks Undercommon\"],[\"Lizardfolk\",\"+2 Str, -2 Int\",\"Hold Breath (15 min.), +3 natural armor bonus to AC, speed 30 ft., swim 30 ft., speaks Draconic\"],[\"Merfolk\",\"None\",\"Amphibious, speed 10 ft., swim 40 ft., speaks Aquan and Common\"],[\"Orc\",\"+2 Str, -2 Int\",\"Aggressive, darkvision 60 ft., speaks Common and Orc\"],[\"Skeleton\",\"+2 Dex, -4 Int, -4 Cha\",\"Vulnerable to bludgeoning damage, immune to poison damage and {@condition exhaustion}, can't be poisoned, darkvision 60 ft., can't speak but understands the languages it knew in life\"],[\"Tiefling*\",\"+1 Int, +2 Cha\",\"Infernal Legacy (use challenge rating instead of level to determine spells), resistance to fire damage, darkvision 60 ft., speaks Common and Infernal\"],[\"Troglodyte\",\"+2 Str, +2 Con, -4 Int, -4 Cha\",\"Chameleon Skin, Stench, Sunlight Sensitivity, +1 natural armor bonus to AC, darkvision 60 ft., speaks Troglodyte\"],[\"Zombie\",\"+1 Str, +2 Con, -6 Int, -4 Wis, -4 Cha\",\"Undead Fortitude, immune to poison damage, can't be poisoned, darkvision 60 ft., can't speak but understands the languages it knew in life\"]],\"footnotes\":[\"* See the {@i Player's Handbook} for descriptions of this race's features, none of which alter the NPC's challenge rating.\"],\"name\":\"Creating NPCs from Scratch; NPC Features\",\"page\":282,\"source\":\"DMG\",\"chapter\":{\"name\":\"Dungeon Master's Workshop\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":9},\"index\":9}},{\"caption\":\"Spell Damage\",\"colLabels\":[\"Spell Level\",\"One Target\",\"Multiple Targets\"],\"colStyles\":[\"col-3 text-center\",\"col-3 text-center\",\"col-3 text-center\"],\"rows\":[[\"Cantrip\",\"{@dice 1d10}\",\"{@dice 1d6}\"],[\"1st\",\"{@dice 2d10}\",\"{@dice 2d6}\"],[\"2nd\",\"{@dice 3d10}\",\"{@dice 4d6}\"],[\"3rd\",\"{@dice 5d10}\",\"{@dice 6d6}\"],[\"4th\",\"{@dice 6d10}\",\"{@dice 7d6}\"],[\"5th\",\"{@dice 8d10}\",\"{@dice 8d6}\"],[\"6th\",\"{@dice 10d10}\",\"{@dice 11d6}\"],[\"7th\",\"{@dice 11d10}\",\"{@dice 12d6}\"],[\"8th\",\"{@dice 12d10}\",\"{@dice 13d6}\"],[\"9th\",\"{@dice 15d10}\",\"{@dice 14d6}\"]],\"name\":\"Spell Damage\",\"page\":283,\"source\":\"DMG\",\"chapter\":{\"name\":\"Dungeon Master's Workshop\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":9},\"index\":9}},{\"caption\":\"Magic Item Power by Rarity\",\"colLabels\":[\"Rarity\",\"Max Spell Level\",\"Max Bonus\"],\"colStyles\":[\"col-3\",\"col-3 text-center\",\"col-3 text-center\"],\"rows\":[[\"Common\",\"1st\",\"—\"],[\"Uncommon\",\"3rd\",\"+1\"],[\"Rare\",\"6th\",\"+2\"],[\"Very rare\",\"8th\",\"+3\"],[\"Legendary\",\"9th\",\"+4\"]],\"name\":\"Power Level; Magic Item Power by Rarity\",\"page\":285,\"source\":\"DMG\",\"chapter\":{\"name\":\"Dungeon Master's Workshop\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":9},\"index\":9}},{\"caption\":\"Spell Point Cost\",\"colLabels\":[\"Spell Level\",\"Point Cost\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[\"1st\",2],[\"2nd\",3],[\"3rd\",5],[\"4th\",6],[\"5th\",7],[\"6th\",9],[\"7th\",10],[\"8th\",11],[\"9th\",13]],\"name\":\"Variant: Spell Points; Spell Point Cost\",\"page\":288,\"source\":\"DMG\",\"chapter\":{\"name\":\"Dungeon Master's Workshop\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":9},\"index\":9}},{\"caption\":\"Spell Points by Level\",\"colLabels\":[\"Class Level\",\"Spell Points\",\"Max Spell Level\"],\"colStyles\":[\"col-4 text-center\",\"col-4 text-center\",\"col-4 text-center\"],\"rows\":[[\"1st\",4,\"1st\"],[\"2nd\",6,\"1st\"],[\"3rd\",14,\"2nd\"],[\"4th\",17,\"2nd\"],[\"5th\",27,\"3rd\"],[\"6th\",32,\"3rd\"],[\"7th\",38,\"4th\"],[\"8th\",44,\"4th\"],[\"9th\",57,\"5th\"],[\"10th\",64,\"5th\"],[\"11th\",73,\"6th\"],[\"12th\",73,\"6th\"],[\"13th\",83,\"7th\"],[\"14th\",83,\"7th\"],[\"15th\",94,\"8th\"],[\"16th\",94,\"8th\"],[\"17th\",107,\"9th\"],[\"18th\",114,\"9th\"],[\"19th\",123,\"9th\"],[\"20th\",133,\"9th\"]],\"name\":\"Variant: Spell Points; Spell Points by Level\",\"page\":288,\"source\":\"DMG\",\"chapter\":{\"name\":\"Dungeon Master's Workshop\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":9},\"index\":9}},{\"caption\":\"Starting Area\",\"colLabels\":[\"d10\",\"Configuration\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Square, 20 × 20 ft.; passage on each wall\"],[\"2\",\"Square, 20 × 20 ft.; door on two walls, passage in third wall\"],[\"3\",\"Square, 40 × 40 ft.; doors on three walls\"],[\"4\",\"Rectangle, 80 × 20 ft., with row of pillars down the middle; two passages leading from each long wall, doors on each short wall\"],[\"5\",\"Rectangle, 20 × 40 ft.; passage on each wall\"],[\"6\",\"Circle, 40 ft. diameter; one passage at each cardinal direction\"],[\"7\",\"Circle, 40 ft. diameter; one passage in each cardinal direction; well in middle of room (might lead down to lower level)\"],[\"8\",\"Square, 20 × 20 ft.; door on two walls, passage on third wall, secret door on fourth wall\"],[\"9\",\"Passage, 10 ft. wide; T intersection\"],[\"10\",\"Passage, 10 ft. wide; four-way intersection\"]],\"name\":\"Starting Area\",\"page\":290,\"source\":\"DMG\",\"chapter\":{\"name\":\"Random Dungeons\",\"ordinal\":{\"type\":\"appendix\",\"identifier\":\"A\"},\"index\":10}},{\"caption\":\"Passage\",\"colLabels\":[\"d20\",\"Detail\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-2\",\"Continue straight 30 ft., no doors or side passages\"],[\"3\",\"Continue straight 20 ft., door to the right, then an additional 10 ft. ahead\"],[\"4\",\"Continue straight 20 ft., door to the left, then an additional 10 ft. ahead\"],[\"5\",\"Continue straight 20 ft.; passage ends in a door\"],[\"6-7\",\"Continue straight 20 ft., side passage to the right, then an additional 10 ft. ahead\"],[\"8-9\",\"Continue straight 20 ft., side passage to the left, then an additional 10 ft. ahead\"],[\"10\",\"Continue straight 20 ft., comes to a dead end; {@chance 10} chance of a secret door\"],[\"11-12\",\"Continue straight 20 ft., then the passage turns left and continues 10 ft.\"],[\"13-14\",\"Continue straight 20 ft., then the passage turns right and continues 10 ft.\"],[\"15-19\",\"Chamber (roll on the Chamber table)\"],[\"20\",\"Stairs* (roll on the Stairs table)\"]],\"footnotes\":[\"* The existence of stairs presumes a dungeon with more than one level. If you don't want a multilevel dungeon, reroll this result, use the stairs as an alternative entrance, or replace them with another feature of your choice.\"],\"name\":\"Passages; Passage\",\"page\":290,\"source\":\"DMG\",\"chapter\":{\"name\":\"Random Dungeons\",\"ordinal\":{\"type\":\"appendix\",\"identifier\":\"A\"},\"index\":10}},{\"caption\":\"Passage Width\",\"colLabels\":[\"{@dice d12;d20}\",\"Width\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[{\"type\":\"cell\",\"roll\":{\"min\":1,\"max\":2}},\"5 ft.\"],[{\"type\":\"cell\",\"roll\":{\"min\":3,\"max\":12}},\"10 ft.\"],[{\"type\":\"cell\",\"roll\":{\"min\":13,\"max\":14}},\"20 ft.\"],[{\"type\":\"cell\",\"roll\":{\"min\":15,\"max\":16}},\"30 ft.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":17}},\"40 ft., with row of pillars down the middle\"],[{\"type\":\"cell\",\"roll\":{\"exact\":18}},\"40 ft., with double row of pillars\"],[{\"type\":\"cell\",\"roll\":{\"exact\":19}},\"40 ft. wide, 20 ft. high\"],[{\"type\":\"cell\",\"roll\":{\"exact\":20}},\"40 ft. wide, 20 ft. high, gallery 10 ft. above floor allows access to level above\"]],\"name\":\"Passages; Passage Width\",\"page\":290,\"source\":\"DMG\",\"chapter\":{\"name\":\"Random Dungeons\",\"ordinal\":{\"type\":\"appendix\",\"identifier\":\"A\"},\"index\":10}},{\"caption\":\"Door Type\",\"colLabels\":[\"d20\",\"Door Type\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-10\",\"Wooden\"],[\"11-12\",\"Wooden, barred or locked\"],[\"13\",\"Stone\"],[\"14\",\"Stone, barred or locked\"],[\"15\",\"Iron\"],[\"16\",\"Iron, barred or locked\"],[\"17\",\"Portcullis\"],[\"18\",\"Portcullis, locked in place\"],[\"19\",\"Secret door\"],[\"20\",\"Secret door, barred or locked\"]],\"name\":\"Doors; Door Type\",\"page\":291,\"source\":\"DMG\",\"chapter\":{\"name\":\"Random Dungeons\",\"ordinal\":{\"type\":\"appendix\",\"identifier\":\"A\"},\"index\":10}},{\"caption\":\"Beyond a Door\",\"colLabels\":[\"d20\",\"Feature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-2\",\"Passage extending 10 ft., then T intersection extending 10 ft. to the right and left\"],[\"3-8\",\"Passage 20 ft. straight ahead\"],[\"9-18\",\"Chamber (roll on the Chamber table)\"],[\"19\",\"Stairs (roll on the Stairs table)\"],[\"20\",\"False door with trap\"]],\"name\":\"Doors; Beyond a Door\",\"page\":291,\"source\":\"DMG\",\"chapter\":{\"name\":\"Random Dungeons\",\"ordinal\":{\"type\":\"appendix\",\"identifier\":\"A\"},\"index\":10}},{\"caption\":\"Chamber\",\"colLabels\":[\"d20\",\"Chamber\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-2\",\"Square, 20 × 20 ft.¹\"],[\"3-4\",\"Square, 30 × 30 ft.¹\"],[\"5-6\",\"Square, 40 × 40 ft.¹\"],[\"7-9\",\"Rectangle, 20 × 30 ft.¹\"],[\"10-12\",\"Rectangle, 30 × 40 ft.¹\"],[\"13-14\",\"Rectangle, 40 × 50 ft.²\"],[\"15\",\"Rectangle, 50 × 80 ft.²\"],[\"16\",\"Circle, 30 ft. diameter¹\"],[\"17\",\"Circle, 50 ft. diameter²\"],[\"18\",\"Octagon, 40 × 40 ft.²\"],[\"19\",\"Octagon, 60 × 60 ft.²\"],[\"20\",\"Trapezoid, roughly 40 × 60 ft.²\"]],\"footnotes\":[\"¹ Use the Normal Chamber column on the Chamber Exits table.\",\"² Use the Large Chamber column on the Chamber Exits table.\"],\"name\":\"Chambers; Chamber\",\"page\":291,\"source\":\"DMG\",\"chapter\":{\"name\":\"Random Dungeons\",\"ordinal\":{\"type\":\"appendix\",\"identifier\":\"A\"},\"index\":10}},{\"caption\":\"Chamber Exits\",\"colLabels\":[\"d20\",\"Normal Chamber\",\"Large Chamber\"],\"colStyles\":[\"col-2 text-center\",\"col-5 text-center\",\"col-5 text-center\"],\"rows\":[[\"1-3\",\"0\",\"0\"],[\"4-5\",\"0\",\"1\"],[\"6-8\",\"1\",\"1\"],[\"9-11\",\"1\",\"2\"],[\"12-13\",\"2\",\"2\"],[\"14-15\",\"2\",\"3\"],[\"16-17\",\"3\",\"3\"],[\"18\",\"3\",\"4\"],[\"19\",\"4\",\"5\"],[\"20\",\"4\",\"6\"]],\"name\":\"Chambers; Chamber Exits\",\"page\":291,\"source\":\"DMG\",\"chapter\":{\"name\":\"Random Dungeons\",\"ordinal\":{\"type\":\"appendix\",\"identifier\":\"A\"},\"index\":10}},{\"caption\":\"Exit Location\",\"colLabels\":[\"d20\",\"Location\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-7\",\"Wall opposite entrance\"],[\"8-12\",\"Wall left of entrance\"],[\"13-17\",\"Wall right of entrance\"],[\"18-20\",\"Same wall as entrance\"]],\"name\":\"Chambers; Exit Location\",\"page\":291,\"source\":\"DMG\",\"chapter\":{\"name\":\"Random Dungeons\",\"ordinal\":{\"type\":\"appendix\",\"identifier\":\"A\"},\"index\":10}},{\"caption\":\"Exit Type\",\"colLabels\":[\"d20\",\"Type\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-10\",\"Door (roll on the Door Type table)\"],[\"11-20\",\"Corridor, 10 ft. long\"]],\"name\":\"Chambers; Exit Type\",\"page\":291,\"source\":\"DMG\",\"chapter\":{\"name\":\"Random Dungeons\",\"ordinal\":{\"type\":\"appendix\",\"identifier\":\"A\"},\"index\":10}},{\"caption\":\"Stairs\",\"colLabels\":[\"d20\",\"Stairs\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-4\",\"Down one level to a chamber\"],[\"5-8\",\"Down one level to a passage 20 ft. long\"],[\"9\",\"Down two levels to a chamber\"],[\"10\",\"Down two levels to a passage 20 ft. long\"],[\"11\",\"Down three levels to a chamber\"],[\"12\",\"Down three levels to a passage 20 ft. long\"],[\"13\",\"Up one level to a chamber\"],[\"14\",\"Up one level to a passage 20 ft. long\"],[\"15\",\"Up to a dead end\"],[\"16\",\"Down to a dead end\"],[\"17\",\"Chimney up one level to a passage 20 ft. long\"],[\"18\",\"Chimney up two levels to a passage 20 ft. long\"],[\"19\",\"Shaft (with or without elevator) down one level to a chamber\"],[\"20\",\"Shaft (with or without elevator) up one level to a chamber and down one level to a chamber\"]],\"name\":\"Stairs\",\"page\":291,\"source\":\"DMG\",\"chapter\":{\"name\":\"Random Dungeons\",\"ordinal\":{\"type\":\"appendix\",\"identifier\":\"A\"},\"index\":10}},{\"caption\":\"Dungeon: Death Trap\",\"colLabels\":[\"d20\",\"Purpose\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Antechamber or waiting room for spectators\"],[\"2-8\",\"Guardroom fortified against intruders\"],[\"9-11\",\"Vault for holding important treasures, accessible only by locked or secret door ({@chance 75} chance of being trapped)\"],[\"12-14\",\"Room containing a puzzle that must be solved to bypass a trap or monster\"],[\"15-19\",\"Trap designed to kill or capture creatures\"],[\"20\",\"Observation room, allowing guards or spectators to observe creatures moving through the dungeon\"]],\"name\":\"Chamber Purpose; Dungeon: Death Trap\",\"page\":292,\"source\":\"DMG\",\"chapter\":{\"name\":\"Random Dungeons\",\"ordinal\":{\"type\":\"appendix\",\"identifier\":\"A\"},\"index\":10}},{\"caption\":\"Dungeon: Lair\",\"colLabels\":[\"d20\",\"Purpose\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Armory stocked with weapons and armor\"],[\"2\",\"Audience chamber, used to receive guests\"],[\"3\",\"Banquet room for important celebrations\"],[\"4\",\"Barracks where the lair's defenders are quartered\"],[\"5\",\"Bedroom, for use by leaders\"],[\"6\",\"Chapel where the lair's inhabitants worship\"],[\"7\",\"Cistern or well for drinking water\"],[\"8-9\",\"Guardroom for the defense of the lair\"],[\"10\",\"Kennel for pets or guard beasts\"],[\"11\",\"Kitchen for food storage and preparation\"],[\"12\",\"Pen or prison where captives are held\"],[\"13-14\",\"Storage, mostly nonperishable goods\"],[\"15\",\"Throne room where the lair's leaders hold court\"],[\"16\",\"Torture chamber\"],[\"17\",\"Training and exercise room\"],[\"18\",\"Trophy room or museum\"],[\"19\",\"Latrine or bath\"],[\"20\",\"Workshop for the construction of weapons, armor, tools, and other goods\"]],\"name\":\"Chamber Purpose; Dungeon: Lair\",\"page\":292,\"source\":\"DMG\",\"chapter\":{\"name\":\"Random Dungeons\",\"ordinal\":{\"type\":\"appendix\",\"identifier\":\"A\"},\"index\":10}},{\"caption\":\"Dungeon: Maze\",\"colLabels\":[\"d20\",\"Purpose\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Conjuring room, used to summon creatures that guard the maze\"],[\"2-5\",\"Guard room for sentinels that patrol the maze\"],[\"6-10\",\"Lair for guard beasts that patrol the maze\"],[\"11\",\"Pen or prison accessible only by secret door, used to hold captives condemned to the maze\"],[\"12\",\"Shrine dedicated to a god or other entity\"],[\"13-14\",\"Storage for food, as well as tools used by the maze's guardians to keep the complex in working order\"],[\"15-18\",\"Trap to confound or kill those sent into the maze\"],[\"19\",\"Well that provides drinking water\"],[\"20\",\"Workshop where doors, torch sconces, and other furnishings are repaired and maintained\"]],\"name\":\"Chamber Purpose; Dungeon: Maze\",\"page\":292,\"source\":\"DMG\",\"chapter\":{\"name\":\"Random Dungeons\",\"ordinal\":{\"type\":\"appendix\",\"identifier\":\"A\"},\"index\":10}},{\"caption\":\"Dungeon: Mine\",\"colLabels\":[\"d20\",\"Purpose\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-2\",\"Barracks for miners\"],[\"3\",\"Bedroom for a supervisor or manager\"],[\"4\",\"Chapel dedicated to a patron deity of miners, earth, or protection\"],[\"5\",\"Cistern providing drinking water for miners\"],[\"6-7\",\"Guardroom\"],[\"8\",\"Kitchen used to feed workers\"],[\"9\",\"Laboratory used to conduct tests on strange minerals extracted from the mine\"],[\"10-15\",\"Lode where metal ore is mined ({@chance 75} chance of being depleted)\"],[\"16\",\"Office used by the mine supervisor\"],[\"17\",\"Smithy for repairing damaged tools\"],[\"18-19\",\"Storage for tools and other equipment\"],[\"20\",\"Strong room or vault used to store ore for transport to the surface\"]],\"name\":\"Chamber Purpose; Dungeon: Mine\",\"page\":292,\"source\":\"DMG\",\"chapter\":{\"name\":\"Random Dungeons\",\"ordinal\":{\"type\":\"appendix\",\"identifier\":\"A\"},\"index\":10}},{\"caption\":\"Dungeon: Planar Gate\",\"colLabels\":[\"d100\",\"Purpose\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-03\",\"Decorated foyer or antechamber\"],[\"04-08\",\"Armory used by the portal's guardians\"],[\"09-10\",\"Audience chamber for receiving visitors\"],[\"11-19\",\"Barracks used by the portal's guards\"],[\"20-23\",\"Bedroom for use by the high-ranking members of the order that guards the portal\"],[\"24-30\",\"Chapel dedicated to a deity or deities related to the portal and its defenders\"],[\"31-35\",\"Cistern providing fresh water\"],[\"36-38\",\"Classroom for use of initiates learning about the portal's secrets\"],[\"39\",\"Conjuring room for summoning creatures used to investigate or defend the portal\"],[\"40-41\",\"Crypt where the remains of those that died guarding the portal are kept\"],[\"42-47\",\"Dining room\"],[\"48-50\",\"Divination room used to investigate the portal and events tied to it\"],[\"51-55\",\"Dormitory for visitors and guards\"],[\"56-57\",\"Entry room or vestibule\"],[\"58-59\",\"Gallery for displaying trophies and objects related to the portal and those that guard it\"],[\"60-67\",\"Guardroom to protect or watch over the portal\"],[\"68-72\",\"Kitchen\"],[\"73-77\",\"Laboratory for conducting experiments relating to the portal and creatures that emerge from it\"],[\"78-80\",\"Library holding books about the portal's history\"],[\"81-85\",\"Pen or prison for holding captives or creatures that emerge from the portal\"],[\"86-87\",\"Planar junction, where the gate to another plane once stood ({@chance 25} chance of being active)\"],[\"88-90\",\"Storage\"],[\"91\",\"Strong room or vault, for guarding valuable treasures connected to the portal or funds used to pay the planar gate's guardians\"],[\"92-93\",\"Study\"],[\"94\",\"Torture chamber, for questioning creatures that pass through the portal or that attempt to clandestinely use it\"],[\"95-98\",\"Latrine or bath\"],[\"99-00\",\"Workshop for constructing tools and gear needed to study the portal\"]],\"name\":\"Chamber Purpose; Dungeon: Planar Gate\",\"page\":292,\"source\":\"DMG\",\"chapter\":{\"name\":\"Random Dungeons\",\"ordinal\":{\"type\":\"appendix\",\"identifier\":\"A\"},\"index\":10}},{\"caption\":\"Dungeon: Stronghold\",\"colLabels\":[\"d100\",\"Purpose\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-02\",\"Antechamber where visitors seeking access to the stronghold wait\"],[\"03-05\",\"Armory holding high-quality gear, including light siege weapons such as ballistas\"],[\"06\",\"Audience chamber used by the master of the stronghold to receive visitors\"],[\"07\",\"Aviary or zoo for keeping exotic creatures\"],[\"08-11\",\"Banquet room for hosting celebrations and guests\"],[\"12-15\",\"Barracks used by elite guards\"],[\"16\",\"Bath outfitted with a marble floor and other luxurious accoutrements\"],[\"17\",\"Bedroom for use by the stronghold's master or important guests\"],[\"18\",\"Chapel dedicated to a deity associated with the stronghold's master\"],[\"19-21\",\"Cistern providing drinking water\"],[\"22-25\",\"Dining room for intimate gatherings or informal meals\"],[\"26\",\"Dressing room featuring a number of wardrobes\"],[\"27-29\",\"Gallery for the display of expensive works of art and trophies\"],[\"30-32\",\"Game room used to entertain visitors\"],[\"33-50\",\"Guardroom\"],[\"51\",\"Kennel where monsters or trained animals that protect the stronghold are kept\"],[\"52-57\",\"Kitchen designed to prepare exotic foods for large numbers of guests\"],[\"58-61\",\"Library with an extensive collection of rare books\"],[\"62\",\"Lounge used to entertain guests\"],[\"63-70\",\"Pantry, including cellar for wine or spirits\"],[\"71-74\",\"Sitting room for family and intimate guests\"],[\"75-78\",\"Stable\"],[\"79-86\",\"Storage for mundane goods and supplies\"],[\"87\",\"Strong room or vault for protecting important treasures ({@chance 75} chance of being hidden behind a secret door)\"],[\"88-92\",\"Study, including a writing desk\"],[\"93\",\"Throne room, elaborately decorated\"],[\"94-96\",\"Waiting room where lesser guests are held before receiving an audience\"],[\"97-98\",\"Latrine or bath\"],[\"99-00\",\"Crypt belonging to the stronghold's master or someone else of importance\"]],\"name\":\"Chamber Purpose; Dungeon: Stronghold\",\"page\":292,\"source\":\"DMG\",\"chapter\":{\"name\":\"Random Dungeons\",\"ordinal\":{\"type\":\"appendix\",\"identifier\":\"A\"},\"index\":10}},{\"caption\":\"Dungeon: Temple or Shrine\",\"colLabels\":[\"d100\",\"Purpose\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-03\",\"Armory filled with weapons and armor, battle banners, and pennants\"],[\"04-05\",\"Audience chamber where priests of the temple receive commoners and low-ranking visitors\"],[\"06-07\",\"Banquet room used for celebrations and holy days\"],[\"08-10\",\"Barracks for the temple's military arm or its hired guards\"],[\"11-14\",\"Cells where the faithful can sit in quiet contemplation\"],[\"15-24\",\"Central temple built to accommodate rituals\"],[\"25-28\",\"Chapel dedicated to a lesser deity associated with the temple's major deity\"],[\"29-31\",\"Classroom used to train initiates and priests\"],[\"32-34\",\"Conjuring room, specially sanctified and used to summon extraplanar creatures\"],[\"35-40\",\"Crypt for a high priest or similar figure, hidden and heavily guarded by creatures and traps\"],[\"41-42\",\"Dining room (large) for the temple's servants and lesser priests\"],[\"43\",\"Dining room (small) for the temple's high priests\"],[\"44-46\",\"Divination room, inscribed with runes and stocked with soothsaying implements\"],[\"47-50\",\"Dormitory for lesser priests or students\"],[\"51-56\",\"Guardroom\"],[\"57\",\"Kennel for animals or monsters associated with the temple's deity\"],[\"58-60\",\"Kitchen (might bear a disturbing resemblance to a torture chamber in an evil temple)\"],[\"61-65\",\"Library, well stocked with religious treatises\"],[\"66-68\",\"Prison for captured enemies (in good or neutral temples) or those designated as sacrifices (in evil temples)\"],[\"69-73\",\"Robing room containing ceremonial outfits and items\"],[\"74\",\"Stable for riding horses and mounts belonging to the temple, or for visiting messengers and caravans\"],[\"75-79\",\"Storage holding mundane supplies\"],[\"80\",\"Strong room or vault holding important relics and ceremonial items, heavily trapped\"],[\"81-82\",\"Torture chamber, used in inquisitions (in good or neutral temples with a lawful bent) or for the sheer joy of causing pain (evil temples)\"],[\"83-89\",\"Trophy room where art celebrating key figures and events from mythology is displayed\"],[\"90\",\"Latrine or bath\"],[\"91-94\",\"Well for drinking water, defendable in the case of attack or siege\"],[\"95-00\",\"Workshop for repairing or creating weapons, religious items, and tools\"]],\"name\":\"Chamber Purpose; Dungeon: Temple or Shrine\",\"page\":292,\"source\":\"DMG\",\"chapter\":{\"name\":\"Random Dungeons\",\"ordinal\":{\"type\":\"appendix\",\"identifier\":\"A\"},\"index\":10}},{\"caption\":\"Dungeon: Tomb\",\"colLabels\":[\"d20\",\"Purpose\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Antechamber for those that have come to pay respect to the dead or prepare themselves for burial rituals\"],[\"2-3\",\"Chapel dedicated to deities that watch over the dead and protect their resting places\"],[\"4-8\",\"Crypt for less important burials\"],[\"9\",\"Divination room, used in rituals to contact the dead for guidance\"],[\"10\",\"False crypt (trapped) to kill or capture thieves\"],[\"11\",\"Gallery to display the deeds of the deceased through trophies, statues, paintings and so forth\"],[\"12\",\"Grand crypt for a noble, high priest, or other important individual\"],[\"13-14\",\"Guardroom, usually guarded by undead, constructs, or other creatures that don't need to eat or sleep\"],[\"15\",\"Robing room for priests to prepare for burial rituals\"],[\"16-17\",\"Storage, stocked with tools for maintaining the tomb and preparing the dead for burial\"],[\"18\",\"Tomb where the wealthiest and most important folk are interred, protected by secret doors and traps\"],[\"19-20\",\"Workshop for embalming the dead\"]],\"name\":\"Chamber Purpose; Dungeon: Tomb\",\"page\":292,\"source\":\"DMG\",\"chapter\":{\"name\":\"Random Dungeons\",\"ordinal\":{\"type\":\"appendix\",\"identifier\":\"A\"},\"index\":10}},{\"caption\":\"Dungeon: Treasure Vault\",\"colLabels\":[\"d20\",\"Purpose\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Antechamber for visiting dignitaries\"],[\"2\",\"Armory containing mundane and magic gear used by the treasure vault's guards\"],[\"3-4\",\"Barracks for guards\"],[\"5\",\"Cistern providing fresh water\"],[\"6-9\",\"Guardroom to defend against intruders\"],[\"10\",\"Kennel for trained beasts used to guard the treasure vault\"],[\"11\",\"Kitchen for feeding guards\"],[\"12\",\"Watch room that allows guards to observe those who approach the dungeon\"],[\"13\",\"Prison for holding captured intruders\"],[\"14-15\",\"Strong room or vault, for guarding the treasure hidden in the dungeon, accessible only by locked or secret door\"],[\"16\",\"Torture chamber for extracting information from captured intruders\"],[\"17-20\",\"Trap or other trick designed to kill or capture creatures that enter the dungeon\"]],\"name\":\"Chamber Purpose; Dungeon: Treasure Vault\",\"page\":292,\"source\":\"DMG\",\"chapter\":{\"name\":\"Random Dungeons\",\"ordinal\":{\"type\":\"appendix\",\"identifier\":\"A\"},\"index\":10}},{\"caption\":\"General Dungeon Chambers\",\"colLabels\":[\"d100\",\"Purpose\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01\",\"Antechamber\"],[\"02-03\",\"Armory\"],[\"04\",\"Audience chamber\"],[\"05\",\"Aviary\"],[\"06-07\",\"Banquet room\"],[\"08-10\",\"Barracks\"],[\"11\",\"Bath or latrine\"],[\"12\",\"Bedroom\"],[\"13\",\"Bestiary\"],[\"14-16\",\"Cell\"],[\"17\",\"Chantry\"],[\"18\",\"Chapel\"],[\"19-20\",\"Cistern\"],[\"21\",\"Classroom\"],[\"22\",\"Closet\"],[\"23-24\",\"Conjuring room\"],[\"25-26\",\"Court\"],[\"27-29\",\"Crypt\"],[\"30-31\",\"Dining room\"],[\"32-33\",\"Divination room\"],[\"34\",\"Dormitory\"],[\"35\",\"Dressing room\"],[\"36\",\"Entry room or vestibule\"],[\"37-38\",\"Gallery\"],[\"39-40\",\"Game 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Torch|phb}\",\"20 ft.\",\"+ 20 ft.\",\"1 hour\"]],\"name\":\"DM Screen; Light\",\"source\":\"Screen\"},{\"caption\":\"The Calendar of Harptos\",\"colLabels\":[\"Month\",\"Name\",\"Common Name\"],\"colStyles\":[\"col-5\",\"col-3\",\"col-5\"],\"rows\":[[\"1\",\"Hammer\",\"Deepwinter\"],[\"Annual Holiday: Midwinter\",\"\",\"\"],[\"2\",\"Alturiak\",\"The Claw of Winter\"],[\"3\",\"Ches\",\"The Claw of Sunsets\"],[\"4\",\"Tarsahk\",\"The Claw of Storms\"],[\"Annual Holiday: Greengrass\",\"\",\"\"],[\"5\",\"Mirtul\",\"The Melting\"],[\"6\",\"Kythorn\",\"The Time of Flowers\"],[\"7\",\"Flamerule\",\"Summertide\"],[\"Annual Holiday: Midsummer\",\"\",\"\"],[\"Quadrennial Holiday: Shieldmeet\",\"\",\"\"],[\"8\",\"Eleasis\",\"Highsun\"],[\"9\",\"Elient\",\"The Fading\"],[\"Annual Holiday: Highharvestide\",\"\",\"\"],[\"10\",\"Marpenoth\",\"Leaffall\"],[\"11\",\"Uktar\",\"The Rotting\"],[\"Annual Holiday: The Feast of the Moon\",\"\",\"\"],[\"12\",\"Nightal\",\"The Drawing Down\"]],\"name\":\"The 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surrounded by ring of bloody droplets\"],[\"Chauntea, goddess of agriculture\",\"NG\",\"Life\",\"Sheaf of grain or a blooming rose over grain\"],[\"Cyric, god of lies\",\"CE\",\"Trickery\",\"White jawless skull on black or purple sunburst\"],[\"Deneir, god of writing\",\"NG\",\"Arcana, Knowledge\",\"Lit candle above an open eye\"],[\"Eldath, goddess of peace\",\"NG\",\"Life, Nature\",\"Waterfall plunging into a still pool\"],[\"Gond, god of craft\",\"N\",\"Knowledge\",\"Toothed cog with four spokes\"],[\"Grumbar, god of earth\",\"N\",\"Knowledge\",\"Mountain\"],[\"Gwaeron Windstrom, god of tracking\",\"NG\",\"Knowledge, Nature\",\"Paw print with a five-pointed star in its center\"],[\"Helm, god of watchfulness\",\"LN\",\"Life, Light\",\"Staring eye on upright left gauntlet\"],[\"Hoar, god of revenge and retribution\",\"LN\",\"War\",\"A coin with a two-faced head\"],[\"Ilmater, god of endurance\",\"LG\",\"Life\",\"Hands bound at the wrist with red cord\"],[\"Istishia, god of water\",\"N\",\"Tempest\",\"Wave\"],[\"Jergal, scribe of the dead\",\"LN\",\"Knowledge, Death\",\"A skull biting a scroll\"],[\"Kelemvor, god of the dead\",\"LN\",\"Death\",\"Upright skeletal arm holding balanced scales\"],[\"Kossuth, god of fire\",\"N\",\"Light\",\"Flame\"],[\"Lathander, god of dawn and renewal\",\"NG\",\"Life, Light\",\"Road traveling into a sunrise\"],[\"Leira, goddess of illusion\",\"CN\",\"Trickery\",\"Point-down triangle containing a swirl of mist\"],[\"Lliira, goddess of joy\",\"CG\",\"Life\",\"Triangle of three six-pointed stars\"],[\"Loviatar, goddess of pain\",\"LE\",\"Death\",\"Nine-tailed barbed scourge\"],[\"Malar, god of the hunt\",\"CE\",\"Nature\",\"Clawed paw\"],[\"Mask, god of thieves\",\"CN\",\"Trickery\",\"Black mask\"],[\"Mielikki, goddess of forests\",\"NG\",\"Nature\",\"Unicorn's head\"],[\"Milil, god of poetry and song\",\"NG\",\"Light\",\"Five-stringed harp made of leaves\"],[\"Myrkul, god of death\",\"NE\",\"Death\",\"White human skull\"],[\"Mystra, goddess of magic\",\"NG\",\"Arcana, Knowledge\",\"Circle of seven stars, nine stars encircling a flowing red mist, or a single star\"],[\"Oghma, god of knowledge\",\"N\",\"Knowledge\",\"Blank scroll\"],[\"The Red Knight, goddess of strategy\",\"LN\",\"War\",\"Red knight lanceboard piece with stars for eyes\"],[\"Savras, god of divination and fate\",\"LN\",\"Arcana, Knowledge\",\"Crystal ball containing many kinds of eyes\"],[\"Selûne, goddess of the moon\",\"CG\",\"Knowledge, Life\",\"Pair of eyes surrounded by seven stars\"],[\"Shar, goddess of darkness and loss\",\"NE\",\"Death, Trickery\",\"Black disk encircled with a purple border\"],[\"Silvanus, god of wild nature\",\"N\",\"Nature\",\"Oak leaf\"],[\"Sune, goddess of love and beauty\",\"CG\",\"Life, Light\",\"Face of a beautiful red-haired woman\"],[\"Talona, goddess of poison and disease\",\"CE\",\"Death\",\"Three teardrops in a triangle\"],[\"Talos, god of storms\",\"CE\",\"Tempest\",\"Three lightning bolts radiating from a point\"],[\"Tempus, god of war\",\"N\",\"War\",\"Upright flaming sword\"],[\"Torm, god of courage and self-sacrifice\",\"LG\",\"War\",\"White right gauntlet\"],[\"Tymora, goddess of good fortune\",\"CG\",\"Trickery\",\"Face-up coin\"],[\"Tyr, god of justice\",\"LG\",\"War\",\"Balanced scales resting on a warhammer\"],[\"Umberlee, goddess of the sea\",\"CE\",\"Tempest\",\"Wave curling left and right\"],[\"Valkur, Northlander god of sailors\",\"CG\",\"Tempest, War\",\"A cloud and three lightning bolts\"],[\"Waukeen, goddess of trade\",\"N\",\"Knowledge, Trickery\",\"Upright coin with Waukeen's profile facing left\"]],\"name\":\"The Faerûnian Pantheon\",\"page\":21,\"source\":\"SCAG\",\"chapter\":{\"name\":\"Welcome to the Realms\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"colLabels\":[\"Deity\",\"Alignment\",\"Domains\",\"Symbol\"],\"colStyles\":[\"col-4\",\"col-1 text-center\",\"col-2\",\"col-5\"],\"rows\":[[\"Abbathor, god of greed\",\"NE\",\"Trickery\",\"Jeweled dagger, point-down\"],[\"Berronar Truesilver, goddess of hearth and home\",\"LG\",\"Life, Light\",\"Intertwined silver rings\"],[\"Clangeddin Silverbeard, god of war\",\"LG\",\"War\",\"Crossed silver battleaxes\"],[\"Deep Duerra, duergar goddess of conquest and psionics\",\"LE\",\"Arcana, War\",\"Mind flayer skull\"],[\"Dugmaren Brightmantle, god of discovery\",\"CG\",\"Knowledge\",\"Open book\"],[\"Dumathoin, god of buried secrets\",\"N\",\"Death, Knowledge\",\"Mountain silhouette with a central gemstone\"],[\"Gorm Gulthyn, god of vigilance\",\"LG\",\"War\",\"Bronze half-mask\"],[\"Haela Brightaxe, goddess of war-luck\",\"CG\",\"War\",\"Upright sword whose blade is spiraled in flame\"],[\"Laduguer, duergar god of magic and slavery\",\"LE\",\"Arcana, Death\",\"Broken arrow\"],[\"Marthammor Duin, god of wanderers\",\"NG\",\"Nature, Trickery\",\"Upright mace in front of a tall boot\"],[\"Moradin, god of creation\",\"LG\",\"Knowledge\",\"Hammer and anvil\"],[\"Sharindlar, goddess of healing\",\"CG\",\"Life\",\"Burning needle\"],[\"Vergadain, god of luck and wealth\",\"N\",\"Trickery\",\"Gold coin with the face of a dwarf\"]],\"name\":\"The Dwarven Pantheon\",\"page\":22,\"source\":\"SCAG\",\"chapter\":{\"name\":\"Welcome to the Realms\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"colLabels\":[\"Deity\",\"Alignment\",\"Domains\",\"Symbol\"],\"colStyles\":[\"col-4\",\"col-1 text-center\",\"col-2\",\"col-5\"],\"rows\":[[\"Aerdrie Faenya, goddess of the sky\",\"CG\",\"Tempest, Trickery\",\"Bird silhouetted against a cloud\"],[\"Angharradh, triple goddess of wisdom and protection\",\"CG\",\"Knowledge, Life\",\"Triangle with three interlocking circles within\"],[\"Corellon Larethian, god of art and magic\",\"CG\",\"Arcana, Light\",\"Crescent moon\"],[\"Deep Sashelas, god of the sea\",\"CG\",\"Nature\",\"Dolphin\"],[\"Erevan Ilesere, god of mischief\",\"CN\",\"Trickery\",\"Asymmetrical eight-armed star\"],[\"Fenmarel Mestarine, god of outcasts\",\"CN\",\"Trickery\",\"Two peering elven eyes\"],[\"Hanali Celanil, goddess of love and beauty\",\"CG\",\"Life\",\"Golden heart\"],[\"Labelas Enoreth, god of time, history, and philosophy\",\"CG\",\"Arcana, Knowledge\",\"Setting sun\"],[\"Rillifane Rallathil, god of nature\",\"CG\",\"Nature\",\"Oak\"],[\"Sehanine Moonbow, goddess of divination, dreams, travel, and death\",\"CG\",\"Knowledge\",\"Full moon under a moonbow\"],[\"Shevarash, god of vengeance\",\"CN\",\"War\",\"Broken arrow over a tear\"],[\"Solonor Thelandira, god of archery\",\"CG\",\"War\",\"Silver arrow with green fletching\"]],\"name\":\"The Elven Pantheon\",\"page\":23,\"source\":\"SCAG\",\"chapter\":{\"name\":\"Welcome to the Realms\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"colLabels\":[\"Deity\",\"Alignment\",\"Domains\",\"Symbol\"],\"colStyles\":[\"col-4\",\"col-1 text-center\",\"col-2\",\"col-5\"],\"rows\":[[\"Eilistraee, goddess of song and moonlight\",\"CG\",\"Light, Nature\",\"Sword-wielding dancing drow female silhouetted against the full moon\"],[\"Kiaransalee, goddess of necromancy\",\"CE\",\"Arcana\",\"Female drow hand wearing many silver rings\"],[\"Lolth, goddess of spiders\",\"CE\",\"Trickery\",\"Spider\"],[\"Selvetarm, god of warriors\",\"CE\",\"War\",\"Spider over crossed sword-and-mace\"],[\"Vhaeraun, god of thieves\",\"CE\",\"Trickery\",\"Black mask with blue glass lenses inset over eyes\"]],\"name\":\"The Drow Pantheon\",\"page\":23,\"source\":\"SCAG\",\"chapter\":{\"name\":\"Welcome to the Realms\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"colLabels\":[\"Deity\",\"Alignment\",\"Domains\",\"Symbol\"],\"colStyles\":[\"col-4\",\"col-1 text-center\",\"col-2\",\"col-5\"],\"rows\":[[\"Arvoreen, god of vigilance and war\",\"LG\",\"War\",\"Crossed short swords\"],[\"Brandobaris, god of thievery and adventure\",\"N\",\"Trickery\",\"Halfling footprint\"],[\"Cyrrollalee, goddess of hearth and home\",\"LG\",\"Life\",\"An open door\"],[\"Sheela Peryroyl, goddess of agriculture and weather\",\"N\",\"Nature, Tempest\",\"Flower\"],[\"Urogalan, god of earth and death\",\"LN\",\"Death, Knowledge\",\"Silhouette of a dog's head\"],[\"Yondalla, goddess of fertility and protection\",\"LG\",\"Life\",\"Cornucopia on a shield\"]],\"name\":\"The Halfling Pantheon\",\"page\":23,\"source\":\"SCAG\",\"chapter\":{\"name\":\"Welcome to the Realms\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"colLabels\":[\"Deity\",\"Alignment\",\"Domains\",\"Symbol\"],\"colStyles\":[\"col-4\",\"col-1 text-center\",\"col-2\",\"col-5\"],\"rows\":[[\"Baervan Wildwanderer, god of woodlands\",\"NG\",\"Nature\",\"Face of a raccoon\"],[\"Baravar Cloakshadow, god of illusion and deception\",\"NG\",\"Arcana, Trickery\",\"Dagger against a hooded cloak\"],[\"Callarduran Smoothhands, god of mining and carving stone\",\"N\",\"Knowledge, Nature\",\"Golden signet ring with six-pointed star\"],[\"Flandal Steelskin, god of metalwork\",\"NG\",\"Knowledge\",\"Flaming hammer\"],[\"Gaerdal Ironhand, god of protection\",\"LG\",\"War\",\"Iron band\"],[\"Garl Glittergold, god of trickery and gems\",\"LG\",\"Trickery\",\"Gold nugget\"],[\"Nebelun, god of invention and luck\",\"CG\",\"Knowledge, Trickery\",\"Bellows and a lizard tail\"],[\"Segojan Earthcaller, god of earth and the dead\",\"NG\",\"Light\",\"Glowing gemstone\"],[\"Urdlen, god of greed and murder\",\"CE\",\"Death, War\",\"White clawed mole emerging from ground\"]],\"name\":\"The Gnomish Pantheon\",\"page\":24,\"source\":\"SCAG\",\"chapter\":{\"name\":\"Welcome to the Realms\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"colLabels\":[\"Deity\",\"Alignment\",\"Domains\",\"Symbol\"],\"colStyles\":[\"col-4\",\"col-1 text-center\",\"col-2\",\"col-5\"],\"rows\":[[\"Bahgtru, god of strength\",\"LE\",\"War\",\"Broken thigh bone\"],[\"Gruumsh, god of storms and war\",\"CE\",\"Tempest, War\",\"Unblinking eye\"],[\"Ilneval, god of strategy and hordes\",\"LE\",\"War\",\"Upright blood-spattered sword\"],[\"Luthic, mother-goddess of fertility and healing\",\"LE\",\"Life, Nature\",\"Orcish rune meaning \\\"cave entrance\\\"\"],[\"Shargaas, god of stealth and darkness\",\"NE\",\"Trickery\",\"Red crescent moon with a skull between the moon's horns\"],[\"Yurtrus, god of death and disease\",\"NE\",\"Death\",\"White hand, palm outward\"]],\"name\":\"The Orc Pantheon\",\"page\":24,\"source\":\"SCAG\",\"chapter\":{\"name\":\"Welcome to the Realms\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"colLabels\":[\"Totem\",\"Spirit\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"Black Lion\",\"Tiger\"],[\"Black Raven\",\"Eagle\"],[\"Blue Bear\",\"Bear\"],[\"Gray Wolf\",\"Wolf\"],[\"Great Worm\",\"Wolf\"],[\"Griffon\",\"Eagle\"],[\"Red Tiger\",\"Tiger\"],[\"Sky Pony\",\"Eagle, with the Elk Aspect of the Beast\"],[\"Thunderbeast\",\"Bear, with the Tiger Totemic Attunement\"],[\"Tree Ghost\",\"Bear, with {@spell speak with plants} in place of the normal rituals for the Spirit Seeker feature\"]],\"name\":\"Uthgardt Totems\",\"page\":121,\"source\":\"SCAG\",\"chapter\":{\"name\":\"Classes\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Faction Advancement\",\"colLabels\":[\"Rank\",\"Renown\",\"Other Requirements\"],\"colStyles\":[\"col-2 text-center\",\"col-2 text-center\",\"col-8\"],\"rows\":[[\"1\",\"0\",\"—\"],[\"2\",\"3\",\"—\"],[\"3\",\"10\",\"5th level, 1 secret mission\"],[\"4\",\"25\",\"11th level, 3 secret missions\"],[\"5\",\"50\",\"17th level, 10 secret missions\"]],\"name\":\"Faction Advancement\",\"source\":\"AL\",\"chapter\":{\"name\":\"Faction Guide\",\"index\":0}},{\"caption\":\"Faction Insignias\",\"colLabels\":[\"Faction\",\"Item\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[\"Harpers\",\"Pin\"],[\"Order of the Gauntlet\",\"Pendant\"],[\"Emerald Enclave\",\"Leaf Clasp\"],[\"Lords' Alliance\",\"Signet right (symbol palm side)\"],[\"Zhentarim\",\"Gold coin (stamped symbol)\"]],\"name\":\"Receive Your Faction's Insignia; Faction Insignias\",\"source\":\"AL\",\"chapter\":{\"name\":\"Faction Guide\",\"index\":0}},{\"caption\":\"Faction Training\",\"colLabels\":[\"Faction\",\"Available Training\"],\"colStyles\":[\"col-4 text-center\",\"col-8\"],\"rows\":[[\"Harpers\",\"Musical Instrument, {@item Calligrapher's supplies|phb}, or {@item Disguise Kit|phb}\"],[\"Order of the Gauntlet\",\"{@item Smith's tools|phb}, {@item Leatherworker's tools|phb}, {@item Carpenter's tools|phb}, {@item Mason's tools|phb}, Vehicles\"],[\"Emerald Enclave\",\"{@item Herbalism kit|phb}, {@item Woodcarver's tools|phb}, {@item Cartographer's tools|phb}\"],[\"Lords' Alliance\",\"{@item Jeweler's tools|phb}, {@item Mason's tools|phb}, {@item Navigator's tools|phb}, {@item Painter's supplies|phb}, Gaming Set, Any Standard Language\"],[\"Zhentarim\",\"{@item Disguise Kit|phb}, {@item Forgery kit|phb}, {@item Poisoner's kit|phb} {@item Thieves' tools|phb},\"]],\"name\":\"Faction Training\",\"source\":\"AL\",\"chapter\":{\"name\":\"Faction Guide\",\"index\":0}},{\"isStriped\":false,\"colStyles\":[\"col-4\",\"col-4\",\"col-4\"],\"rows\":[[\"Beholders\",\"Goblinoids\",\"Mind flayers\"],[\"Giants\",\"Hags\",\"Orcs\"],[\"Gnolls\",\"Kobolds\",\"Yuan-ti\"]],\"name\":\"Monster Lore\",\"page\":5,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Beholder Body Diameter\",\"colLabels\":[\"2d6\",\"Body Diameter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"2\",\"4 feet\"],[\"3-4\",\"4½ feet\"],[\"5-9\",\"5 feet\"],[\"10-11\",\"5½ feet\"],[\"12\",\"6 feet\"]],\"name\":\"Physical Characteristics; Beholder Body Diameter\",\"page\":8,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Beholder Skin Color\",\"colLabels\":[\"d12\",\"Skin Color\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Brown\"],[\"2\",\"Brown-yellow\"],[\"3\",\"Gray\"],[\"4\",\"Green\"],[\"5-7\",\"Pinkish\"],[\"8-9\",\"Purple-blue\"],[\"10-11\",\"Mottled (roll twice, ignoring results above 10)\"],[\"12\",\"Shaded (roll twice, ignoring results above 10)\"]],\"name\":\"Physical Characteristics; Beholder Skin Color\",\"page\":8,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Beholder Skin Texture\",\"colLabels\":[\"d10\",\"Skin Texture\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-2\",\"Pebbled\"],[\"3\",\"Pitted\"],[\"4-5\",\"Plated\"],[\"6\",\"Scaled\"],[\"7-8\",\"Smooth\"],[\"9\",\"Warty\"],[\"10\",\"Wrinkled\"]],\"name\":\"Physical Characteristics; Beholder Skin Texture\",\"page\":8,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Beholder Eye Color\",\"colLabels\":[\"d10\",\"Eye Color\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Red\"],[\"2\",\"Orange\"],[\"3\",\"Yellow\"],[\"4\",\"Green\"],[\"5\",\"Blue\"],[\"6\",\"Violet\"],[\"7\",\"Pink\"],[\"8\",\"Brown\"],[\"9\",\"Black\"],[\"10\",\"Metallic (roll {@dice d6} for color)\"]],\"name\":\"Physical Characteristics; Beholder Eye Color\",\"page\":8,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Beholder Iris Shape\",\"colLabels\":[\"d20\",\"Iris Shape\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-4\",\"Circle\"],[\"5\",\"Crescent\"],[\"6\",\"Hourglass\"],[\"7\",\"Irregular\"],[\"8\",\"Keyhole\"],[\"9-10\",\"Oval\"],[\"11-14\",\"Slit\"],[\"15\",\"Square\"],[\"16\",\"String-of-pearls\"],[\"17-18\",\"Triangle\"],[\"19\",\"Wave\"],[\"20\",\"Double iris (roll twice, ignoring results of 20)\"]],\"name\":\"Physical Characteristics; Beholder Iris Shape\",\"page\":8,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Beholder Eye Size\",\"colLabels\":[\"2d6\",\"Eye Size\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"2\",\"50 percent normal\"],[\"3-4\",\"75 percent normal\"],[\"5-9\",\"Normal\"],[\"10-11\",\"125 percent normal\"],[\"12\",\"150 percent normal\"]],\"name\":\"Physical Characteristics; Beholder Eye Size\",\"page\":8,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Beholder Eyestalk Texture\",\"colLabels\":[\"d6\",\"Eyestalk Texture\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-2\",\"Smooth\"],[\"3-4\",\"Ridged (earthworm)\"],[\"5-6\",\"Segmented (insectile)\"]],\"name\":\"Physical Characteristics; Beholder Eyestalk Texture\",\"page\":8,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Beholder Eyestalk Shape\",\"colLabels\":[\"d4\",\"Eyestalk Shape\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Thick and short\"],[\"2\",\"Thin and short\"],[\"3\",\"Thick and long\"],[\"4\",\"Thin and long\"]],\"name\":\"Physical Characteristics; Beholder Eyestalk Shape\",\"page\":8,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Beholder Mouth Shape and Size\",\"colLabels\":[\"d6\",\"Mouth Shape and Size\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Small/narrow\"],[\"2-5\",\"Normal\"],[\"6\",\"Large/wide\"]],\"name\":\"Physical Characteristics; Beholder Mouth Shape and Size\",\"page\":8,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Beholder Teeth Shape\",\"colLabels\":[\"d10\",\"Teeth Shape\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-4\",\"Thick and pointed\"],[\"5-6\",\"Humanlike\"],[\"7\",\"Humanlike, fanged (vampiric)\"],[\"8-9\",\"Thin and needle-like\"],[\"10\",\"Double row (roll again, ignoring results of 10)\"]],\"name\":\"Physical Characteristics; Beholder Teeth Shape\",\"page\":8,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Beholder Personality Traits\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I enjoy lording my superiority over others.\"],[\"2\",\"Cold, emotionless logic is the way I defeat my foes.\"],[\"3\",\"I determine if a creature is worth keeping alive within the first minute of speaking to it.\"],[\"4\",\"I frequently dream of [a particular creature] and am certain it is trying to manipulate me.\"],[\"5\",\"I pretend to be insane so my enemies underestimate me.\"],[\"6\",\"I am weary of frequent interruptions.\"],[\"7\",\"Assassination attempts are the only events that quell my feelings of loneliness.\"],[\"8\",\"I sometimes fear that I am a flawed abomination.\"]],\"name\":\"Roleplaying a Beholder; Beholder Personality Traits\",\"page\":8,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Beholder Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Greed. My trophies are proof of my success. (Evil)\"],[\"2\",\"Community. My hierarchy of minions keeps me safe. (Lawful)\"],[\"3\",\"Intolerance. All other beholders are imperfect and must be destroyed. (Evil)\"],[\"4\",\"Stability. I must maintain the current balance of power in the region. (Lawful)\"],[\"5\",\"Perfection. Although I am perfect as I am, I can strive to be even better. (Neutral)\"],[\"6\",\"Power. I will be secure when I rule over all. (Evil)\"]],\"name\":\"Roleplaying a Beholder; Beholder Ideals\",\"page\":8,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Beholder Bonds\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"My followers are all spying on me, and I seek motivated, powerful allies to destroy them.\"],[\"2\",\"I miss the kinship of my identical twin, who disappeared years ago.\"],[\"3\",\"I must recover an artifact that was stolen from me.\"],[\"4\",\"I have foreseen the moment of my death and know what will kill me. I hope to curry favor with my slayer to forestall my end.\"],[\"5\",\"I was lucky to escape my enemy, and I worry that I might be discovered again before I am ready.\"],[\"6\",\"I scheme endlessly to recover an ancient tome that contains the secret of creating perfect, obedient clones of myself.\"]],\"name\":\"Roleplaying a Beholder; Beholder Bonds\",\"page\":8,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Beholder Flaws\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I usually ignore advice from my minions.\"],[\"2\",\"I enjoy taunting rivals with hints of my plans.\"],[\"3\",\"I am very quick to take offense.\"],[\"4\",\"I frequently have terrifying dreams.\"],[\"5\",\"I often take out my frustrations on my minions.\"],[\"6\",\"I sometimes forget that others don't have access to all of my knowledge.\"]],\"name\":\"Roleplaying a Beholder; Beholder Flaws\",\"page\":8,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Beholder Names\",\"colLabels\":[\"d20\",\"Name\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Barixis\"],[\"2\",\"Chelm\"],[\"3\",\"Derukoskai\"],[\"4\",\"Eddalx\"],[\"5\",\"Famax\"],[\"6\",\"Irv\"],[\"7\",\"Jantroph\"],[\"8\",\"Khoa\"],[\"9\",\"Lanuhsh\"],[\"10\",\"Nagish\"],[\"11\",\"Orox\"],[\"12\",\"Qualnus\"],[\"13\",\"Ralakor\"],[\"14\",\"Selthdrych\"],[\"15\",\"Sokhalsh\"],[\"16\",\"Thimnoll\"],[\"17\",\"Velxer\"],[\"18\",\"Xeo\"],[\"19\",\"Zalshox\"],[\"20\",\"Zirlarq\"]],\"name\":\"Beholder Names\",\"page\":9,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Beholder Lesser Minions\",\"colLabels\":[\"d100\",\"Lesser Minions*\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-4\",\"{@dice 10d10 + 50} {@creature bandit||bandits} and {@dice 3d6} {@creature bandit captain||bandit captains}\"],[\"5-8\",\"{@dice 10d6} {@creature bugbear||bugbears} and {@dice 1d3} {@creature bugbear chief||bugbear chiefs}\"],[\"9-12\",\"{@dice 1d10} {@creature cultist||cultists} and {@dice 4d6} {@creature cult fanatic||cult fanatics}\"],[\"13-14\",\"{@dice 10d6} {@creature duergar}\"],[\"15-22\",\"{@dice 10d10 + 50} {@creature goblin||goblins} and {@dice 3d4} {@creature goblin boss||goblin bosses}\"],[\"23-25\",\"{@dice 10d10 + 50} {@creature grimlock||grimlocks}\"],[\"26-35\",\"{@dice 10d10 } {@creature hobgoblin||hobgoblins} and {@dice 2d4} {@creature hobgoblin captain||hobgoblin captains}\"],[\"36-43\",\"{@dice 10d10 + 50} {@creature kobold||kobolds}, {@dice 2d4} {@creature kobold inventor|vgm|kobold inventors}, and {@dice 2d6} {@creature kobold scale sorcerer|vgm|kobold scale sorcerers}\"],[\"44-48\",\"{@dice 10d10 + 50} {@creature lizardfolk}\"],[\"49-56\",\"{@dice 10d10} {@creature orc||orcs} and {@dice 1d6} {@creature orc war chief||orc war chiefs}\"],[\"57-59\",\"{@dice 6d6} {@creature quaggoth||quaggoths}\"],[\"60-65\",\"{@dice 10d10 + 50} {@creature troglodyte||troglodytes}\"],[\"66-100\",\"Roll twice, ignoring results above 65\"]],\"footnotes\":[\"* For death tyrant lairs, use this table, but replace approximately half of its humanoid minions with zombies.\"],\"name\":\"Pets; Beholder Lesser Minions\",\"page\":16,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Beholder Greater Minions\",\"colLabels\":[\"d100\",\"Greater Minions*\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-3\",\"{@dice 2d4} {@creature barlgura||barlguras}\"],[\"4-10\",\"{@dice 1d12} {@creature ettin||ettins}\"],[\"11-20\",\"{@dice 1d2} {@creature fire giant||fire giants}, {@dice 1d3} {@creature frost giant||frost giants}, {@dice 2d4} {@creature hill giant||hill giants} or {@dice 1d6} {@creature stone giant||stone giants} (as appropriate to the terrain)\"],[\"21-25\",\"{@dice 3d6} {@creature hook horror||hook horrors}\"],[\"26-32\",\"{@dice 3d6} {@creature manticore||manticores}\"],[\"33-40\",\"{@dice 3d6} {@creature minotaur||minotaurs}\"],[\"41-55\",\"{@dice 6d6} {@creature ogre||ogres}\"],[\"56-70\",\"{@dice 2d4} {@creature troll||trolls}\"],[\"71-75\",\"{@dice 3d6} {@creature wight||wights}\"],[\"76-100\",\"Roll twice, ignoring results above 75\"]],\"footnotes\":[\"* For death tyrant lairs, use this table, but replace approximately half of its living minions with ogre zombies.\"],\"name\":\"Pets; Beholder Greater Minions\",\"page\":16,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Beholder Pets\",\"colLabels\":[\"d100\",\"Pets\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-10\",\"{@dice 1d3} {@creature basilisk||basilisks}\"],[\"11-13\",\"{@dice 1d3} {@creature beholder zombie||beholder zombies}\"],[\"14-22\",\"{@dice 1d4} {@creature chimera||chimeras}\"],[\"23-26\",\"{@dice 1d4} {@creature flesh golem||flesh golems}\"],[\"27-29\",\"{@dice 3d6} {@creature gazer|vgm|gazers}\"],[\"30-37\",\"{@dice 3d6} {@creature hell hound||hell hounds}\"],[\"38-41\",\"{@dice 2d6} {@creature nothic||nothics}\"],[\"42-53\",\"{@dice 2d4} {@creature otyugh||otyughs}\"],[\"54-66\",\"{@dice 2d4} {@creature roper||ropers}\"],[\"67-75\",\"{@dice 1d6} {@creature wyvern||wyverns}\"],[\"76-100\",\"Roll twice, ignoring results above 75\"]],\"name\":\"Beholder Pets\",\"page\":16,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Giant Life Spans\",\"colLabels\":[\"Giant Type\",\"Life Span\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"Hill\",\"200 years\"],[\"Frost\",\"250 years\"],[\"Fire\",\"350 years\"],[\"Cloud\",\"400 years\"],[\"Storm\",\"600 years\"],[\"Stone\",\"800 years\"]],\"name\":\"Living the Giant Life; Giant Life Spans\",\"page\":22,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Giant Personality Traits\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The brutality of my peers is a relic of a bygone era that should be stamped out. I seek a more enlightened path.\"],[\"2\",\"As the most powerful beings in creation, we have a duty to use our strength for the benefit of all.\"],[\"3\",\"I take what I want. I don't care who gets hurt.\"],[\"4\",\"A giant lives for a few centuries, but giantkind is eternal. Everything I do is to glorify my ancestors and make my descendants proud.\"],[\"5\",\"Dragons are my mortal enemies. Everything I do is to ensure their destruction.\"],[\"6\",\"I measure a creature's worth by its size. The small folk are beneath my concern.\"],[\"7\",\"The small folk are vermin. I enjoy torturing and killing them.\"],[\"8\",\"Good or bad, Annam's sons represent the ideals that we, as giants, must strive to uphold.\"]],\"name\":\"Roleplaying a Giant; Giant Personality Traits\",\"page\":23,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Giant Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The Ordning. Annam created the ordning for the good of all giants, and it's our duty to uphold his vision. (Lawful)\"],[\"2\",\"Skill. What sets my clan apart is its mastery of our traditional crafts. (Good)\"],[\"3\",\"Strength. No other race can match the strength of giants, and none should dare to try. (Evil)\"],[\"4\",\"Lordship. Giants are the rightful rulers of the world. All will be well when our empire is restored. (Neutral)\"],[\"5\",\"Tribute. The lesser races owe giants not just respect but payment of tribute, and what they don't pay willingly, we will take by force. (Chaotic)\"],[\"6\",\"Religion. Of Annam's many sons, none is greater than my patron deity. (Any)\"]],\"name\":\"Roleplaying a Giant; Giant Ideals\",\"page\":23,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Giant Bonds\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"My clan is the most important influence on my life, our collective place in the ordning depends on our devotion to one another.\"],[\"2\",\"My clan mates who serve in our deity's temples are the closest companions I'll ever know.\"],[\"3\",\"My place in the ordning is ordained by our patron deity, and it would be blasphemous to aspire to anything higher or lower.\"],[\"4\",\"Though I can never rise above my clan's position in the ordning, I can be a leader among my clan.\"],[\"5\",\"My own kind have turned their backs on me, so I make my way among the lesser creatures of the world.\"],[\"6\",\"Humans have proven their worth in the world and earned a measure of respect from giantkind.\"]],\"name\":\"Roleplaying a Giant; Giant Bonds\",\"page\":23,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Giant Flaws\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The ordning is too restrictive for the likes of me.\"],[\"2\",\"The lesser creatures of the world have no souls\"],[\"3\",\"Unity among giants is a myth, anyone not of my clan is a fair target for my weapons.\"],[\"4\",\"I care nothing for what others expect, to the point where I cannot help but contradict what others ask of me.\"],[\"5\",\"I am terrified of arcane magic and can be cowed by overt displays of it.\"],[\"6\",\"Ancient dragons fill me with dread. My knees grow weak in their presence.\"]],\"name\":\"Roleplaying a Giant; Giant Flaws\",\"page\":23,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Gnoll Names\",\"colLabels\":[\"d12\",\"Name\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Aargab\"],[\"2\",\"Alark\"],[\"3\",\"Andak\"],[\"4\",\"Ethak\"],[\"5\",\"Eyeth\"],[\"6\",\"Ignar\"],[\"7\",\"Immor\"],[\"8\",\"Oduk\"],[\"9\",\"Orrom\"],[\"10\",\"Otal\"],[\"11\",\"Ulthak\"],[\"12\",\"Ustar\"]],\"name\":\"Gnoll Names\",\"page\":36,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Gnoll War Band Name\",\"isNameGenerator\":true,\"colLabels\":[\"d6\",\"Name Part 1\",\"Name Part 2\"],\"colStyles\":[\"col-2 text-center\",\"col-5\",\"col-5\"],\"rows\":[[\"1\",\"Abyssal\",\"Harbingers\"],[\"2\",\"Dire\",\"Hunters\"],[\"3\",\"Howling\",\"Mongrels\"],[\"4\",\"Rabid\",\"Mutilators\"],[\"5\",\"Rotted\",\"Ravagers\"],[\"6\",\"Screaming\",\"Slayers\"]],\"name\":\"Creating a Gnoll War Band; Gnoll War Band Name\",\"page\":39,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Gnoll War Band Composition\",\"colLabels\":[\"War Band Composition\",\"Number Appearing\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"Gnoll fangs ofYeenoghu\",\"{@dice 1d4 + 1}\"],[\"Gnoll hunters\",\"{@dice 1d4 + 1}\"],[\"Gnoll flesh gnawers\",\"{@dice 2d4}\"],[\"Warriors (common gnolls)\",\"{@dice 6d6}\"],[\"Hyenas\",\"{@dice 4d6}\"]],\"name\":\"Creating a Gnoll War Band; Gnoll War Band Composition\",\"page\":39,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"War Band Leadership\",\"colLabels\":[\"d6\",\"Leader\",\"Number Appearing Modifier\"],\"colStyles\":[\"col-2 text-center\",\"col-5\",\"col-5\"],\"rows\":[[\"1\",\"Gnoll War Band Flind Leader\",\"Double\"],[\"2-4\",\"Gnoll War Band Gnoll Pack Lord Leader\",\"None\"],[\"5-6\",\"No Leader\",\"Halve\"]],\"name\":\"Creating a Gnoll War Band; War Band Leadership\",\"page\":39,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Gnoll War Band Special Creatures\",\"colLabels\":[\"d20\",\"Special Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"1 {@creature Barlgura}\"],[\"2-5\",\"{@dice 3d6} {@creature Dretch||Dretches}\"],[\"6-8\",\"{@dice 2d6} {@creature Ghoul||Ghouls}\"],[\"9-10\",\"{@dice 2d6} {@creature Gnoll Witherling|VGM|Gnoll Witherlings}\"],[\"11\",\"1 {@creature Hezrou}\"],[\"12-13\",\"{@dice 1d4} {@creature Leucrotta|VGM|Leucrottas}\"],[\"14-16\",\"{@dice 2d6} {@creature Manes}\"],[\"17-18\",\"{@dice 2d4} {@creature Maw Demon|VGM|Maw Demons}\"],[\"19\",\"1 {@creature Shoosuva|VGM}\"],[\"20\",\"{@dice 1d3} {@creature Troll||Trolls}\"]],\"name\":\"Creating a Gnoll War Band; Gnoll War Band Special Creatures\",\"page\":39,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Shared Physical Trait\",\"colLabels\":[\"d10\",\"Shared Physical Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Rune branded on forehead\"],[\"2\",\"Bone piercings\"],[\"3\",\"Ritual scarring\"],[\"4\",\"Surrounded by clouds of flies\"],[\"5\",\"Constant, cackling laugh\"],[\"6\",\"Covered with strange mushroom growths\"],[\"7\",\"Horrid stench\"],[\"8\",\"Eyes glow like fire\"],[\"9\",\"Long, black fangs\"],[\"10\",\"Albinos\"]],\"name\":\"Creating a Gnoll War Band; Shared Physical Trait\",\"page\":39,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Notable Behavior or Tactics\",\"colLabels\":[\"d8\",\"Notable behavior or Tactics\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Use of flaming arrows and burning pitch\"],[\"2\",\"Use of drums and screeching horns to spread fear\"],[\"3\",\"Attempts to capture and use siege engines\"],[\"4\",\"Carry and spread disease\"],[\"5\",\"Prisoners kept in cages and tormented\"],[\"6\",\"Use of nets to take captives for feasting later\"],[\"7\",\"Leader has a powerful item, such as a horn of blasting\"],[\"8\",\"Actions magically controlled by a spellcaster\"]],\"name\":\"Creating a Gnoll War Band; Notable Behavior or Tactics\",\"page\":39,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Demonic Influence\",\"colLabels\":[\"d12\",\"Demonic Influence\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Food and drink spoil\"],[\"2\",\"Animals become rabid, vicious\"],[\"3\",\"Terrible storms erupt\"],[\"4\",\"Minor earthquakes strike\"],[\"5\",\"Residents suffer bursts of short-term madness\"],[\"6\",\"Folk indulge in decadence, excessive drinking\"],[\"7\",\"Quarrels turn violent\"],[\"8\",\"Friends betray one another\"],[\"9-12\",\"None\"]],\"name\":\"Creating a Gnoll War Band; Demonic Influence\",\"page\":39,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Status Symbols\",\"colLabels\":[\"d20\",\"Status Symbol\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Earrings and notches in an ear\"],[\"2\",\"Rib bones tied into hair\"],[\"3\",\"A belt made from raccoon pelts\"],[\"4\",\"A gnome's boot used as a hat\"],[\"5\",\"A pouch of toenail clippings from an allied ogre\"],[\"6\",\"A frog kept in a jar\"],[\"7\",\"Fragile helmets made from axebeak eggs\"],[\"8\",\"Nose rings\"],[\"9\",\"Painted or stained hands\"],[\"10\",\"Bugs kept in a bag for snacking\"],[\"11\",\"War cry tattooed on chest\"],[\"12\",\"Shields made from ankheg chitin\"],[\"13\",\"Bracelet made of pieces of goblins turned to stone\"],[\"14\",\"Special breed of rat kept as pet\"],[\"15\",\"Teeth pulled out in certain places\"],[\"16\",\"Owlbear-feather cloaks\"],[\"17\",\"Scars from lashings\"],[\"18\",\"Orc-tusk lip piercings\"],[\"19\",\"Umbrellas made from dead darkmantles\"],[\"20\",\"Cloaks made of scraps from an elven tapestry\"]],\"name\":\"Status Symbols\",\"page\":42,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"isStriped\":false,\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"1st rank: Warlord\",\"5th rank: Spear\"],[\"2nd rank: General\",\"6th rank: Fist\"],[\"3rd rank: Captain\",\"7th rank: Soldier\"],[\"4th rank: Fatal Axe\",\"\"]],\"name\":\"Rank, Status, and Title\",\"page\":46,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Hag Personality Traits\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I have made subtle insults into an art form.\"],[\"2\",\"I always act unpleasant so others never learn of my secret affections.\"],[\"3\",\"I enjoy wagers as parts of my bargains, which increase the risk and the stakes.\"],[\"4\",\"I laugh at my own jokes-the darker, the better.\"],[\"5\",\"I never volunteer information, and I respond only to questions.\"],[\"6\",\"I offer generous terms in my deals, but the cost for defaulting is exceedingly high.\"],[\"7\",\"I require all of my bargains to be put in writing and signed in the other party's blood.\"],[\"8\",\"I am very superstitious, and I see omens in every event and action around me.\"]],\"name\":\"Roleplaying a Hag; Hag Personality Traits\",\"page\":54,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Hag Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Change. I will metamorphose into every kind of hag and live a century as each, becoming something even greater in the end. (Chaotic)\"],[\"2\",\"Community. Loneliness is the path to madness. That is why I have minions to keep me company. (Lawful)\"],[\"3\",\"Greed. I will acquire the rarest and most valuable holy treasures to keep them from being used for good. (Evil)\"],[\"4\",\"Independence. I neither require nor want a coven. I will not be someone's equal. (Neutral)\"],[\"5\",\"Power. I will become an auntie or a grandmother, even if I have to kill my own mother to do it. (Evil)\"],[\"6\",\"Ugliness. I want to be envied for my appearance and my cruel heart. (Evil)\"]],\"name\":\"Roleplaying a Hag; Hag Ideals\",\"page\":54,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Hag Bonds\",\"colLabels\":[\"d8\",\"Bond\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I hate a certain mortal family and steal one of their children each generation for my own purposes.\"],[\"2\",\"I am involved in a centuries-long feud with a rival of similar power and status.\"],[\"3\",\"My house holds everything that I hold dear. I can't abide visitors who threaten my hearth and home.\"],[\"4\",\"I owe a great favor to a hag grandmother.\"],[\"5\",\"I traded away something before I realized it was priceless, and now I want it back.\"],[\"6\",\"My daughter was taken from me, and I want to find her and train her.\"],[\"7\",\"My greatest rival and I know a secret word that will destroy both of us simultaneously.\"],[\"8\",\"The ones who looted and burned my home will pay for their offense.\"]],\"name\":\"Roleplaying a Hag; Hag Bonds\",\"page\":54,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Hag Flaws\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I am too eager for gossip.\"],[\"2\",\"I can't resist flirting with a handsome man.\"],[\"3\",\"I have an allergy to a creature (such as cats or ravens) or a substance (such as apples or blood) that is important to my work.\"],[\"4\",\"I will not tell a lie, but I can still say nothing, nod suggestively, or bend the truth a little to suit my needs.\"],[\"5\",\"I am greatly weakened on the nights of the full moon.\"],[\"6\",\"I can't resist a clever riddle.\"]],\"name\":\"Roleplaying a Hag; Hag Flaws\",\"page\":54,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Hag Names\",\"isNameGenerator\":true,\"colLabels\":[\"d12\",\"Title\",\"First Name\",\"Last Name\"],\"colStyles\":[\"col-3 text-center\",\"col-3\",\"col-3\",\"col-3\"],\"rows\":[[\"1\",\"Auntie\",\"Agatha\",\"Bonechewer\"],[\"2\",\"Black\",\"Agnes\",\"Frogwart\"],[\"3\",\"Cackling\",\"Ethel\",\"Greenteeth\"],[\"4\",\"Dismal\",\"May\",\"Gristlegums\"],[\"5\",\"Dread\",\"Mathilda\",\"Knucklebones\"],[\"6\",\"Driftwood\",\"Morgan\",\"Middenheap\"],[\"7\",\"Granny\",\"Olga\",\"Mudwallow\"],[\"8\",\"Old\",\"Peggy\",\"Pigtooth\"],[\"9\",\"Rickety\",\"Polly\",\"Titchwillow\"],[\"10\",\"Rotten\",\"Sally\",\"Toestealer\"],[\"11\",\"Turtleback\",\"Ursula\",\"Twigmouth\"],[\"12\",\"Wicked\",\"Zilla\",\"Wormwiggle\"]],\"name\":\"Hag Names\",\"page\":55,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Servants\",\"colLabels\":[\"d8\",\"Servant(s)\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@creature Flameskull||Flameskulls}\"],[\"2\",\"{@creature Flesh Golem||Flesh Golems}\"],[\"3\",\"{@creature Helmed Horror||Helmed Horrors}\"],[\"4\",\"{@creature Rug of Smothering}\"],[\"5\",\"{@creature Scarecrow||Scarecrows}\"],[\"6\",\"{@creature Shadow Mastiff|VGM|Shadow Mastiffs}\"],[\"7\",\"{@dice 2d4} {@creature swarm of insects||swarms of insects} or {@creature swarm of rats||swarms of rats}\"],[\"8\",\"{@creature Yeth Hound|VGM|Yeth Hounds}\"]],\"name\":\"Random Hag Minions; Servants\",\"page\":61,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Brutes\",\"colLabels\":[\"d12\",\"Brute(s)\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@creature Bugbear||Bugbears}\"],[\"2\",\"{@creature Doppelganger||Doppelgangers}\"],[\"3\",\"{@creature Ettercap||Ettercaps}\"],[\"4\",\"{@creature Gargoyle||Gargoyles}\"],[\"5\",\"{@creature Jackalwere||Jackalweres}\"],[\"6\",\"{@creature Kenku}\"],[\"7\",\"{@creature Meenlock|VGM|Meenlocks}\"],[\"8\",\"{@creature Oni}\"],[\"9\",\"{@creature Quickling|VGM|Quicklings}\"],[\"10\",\"{@creature Redcap|VGM|Redcaps}\"],[\"11\",\"{@creature Wererat||Wererats}\"],[\"12\",\"{@creature Werewolf||Werewolves}\"]],\"name\":\"Random Hag Minions; Brutes\",\"page\":61,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Hag Objects\",\"colLabels\":[\"d10\",\"Object\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The eye of a cleric, preserved in a liquid-filled jar. When an undead creature comes within 100 feet of the jar, the eye darts about as if it is looking around in a panic. It otherwise remains motionless.\"],[\"2\",\"The leathery, preserved head of a dwarf. Anyone who holds its 5-foot-long beard can see through its eyes.\"],[\"3\",\"A perfectly smooth, round stone the size of a human's fist. If placed on the ground, it rolls 20 feet per round toward the nearest source of fresh water.\"],[\"4\",\"A sickly crow with clipped wings. The only sound it can make is to roar like a lion.\"],[\"5\",\"A seemingly empty, sealed jar. If opened, the person standing closest to the jar suddenly recalls {@dice 1d6} happy memories from the life of a long dead elf lord.\"],[\"6\",\"A seemingly mundane gold piece. Anyone who touches it gains the unshakable belief that this is the very first gold coin minted by humanity.\"],[\"7\",\"A black box, 3 feet on each side. Anyone who opens it finds a set of three wooden, articulated figures that are modeled after three members of the adventuring party. If the figures are stood on the ground, they act out insulting parodies of their duplicates' recent actions.\"],[\"8\",\"An oval-shaped disc made of an unknown metal. If it is tossed in the air, it flies in circles around the tosser for a minute, tiny lights winking on its surface, before settling to the ground nearby.\"],[\"9\",\"A thick, dusty tome, every page filled with tiny, barely legible writing. Careful study of the book reveals it to be a written transcript of every conversation that took place over the course of a year, three years ago, in a nearby village.\"],[\"10\",\"A small painting that depicts a placid field. Just after midnight each day, the painting changes to depict the following day's weather.\"]],\"name\":\"One-of-a-Kind Objects; Hag Objects\",\"page\":62,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Kobold Names\",\"colLabels\":[\"d20\",\"Name\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Arix\"],[\"2\",\"Eks\"],[\"3\",\"Ett\"],[\"4\",\"Galax\"],[\"5\",\"Garu\"],[\"6\",\"Hagnar\"],[\"7\",\"Hox\"],[\"8\",\"Irtos\"],[\"9\",\"Kashak\"],[\"10\",\"Meepo\"],[\"11\",\"Molo\"],[\"12\",\"Ohsoss\"],[\"13\",\"Rotom\"],[\"14\",\"Sagin\"],[\"15\",\"Sik\"],[\"16\",\"Sniv\"],[\"17\",\"Taklak\"],[\"18\",\"Tes\"],[\"19\",\"Urak\"],[\"20\",\"Varn\"]],\"name\":\"Kobold Names\",\"page\":66,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Scale Color\",\"colLabels\":[\"d100\",\"Scale Color\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-5\",\"Black\"],[\"6-10\",\"Blue\"],[\"11-25\",\"Brown\"],[\"26-30\",\"Gray\"],[\"31-35\",\"Green\"],[\"36-40\",\"Orange\"],[\"41-55\",\"Orange-brown\"],[\"56-60\",\"Red\"],[\"61-75\",\"Red-brown\"],[\"76-85\",\"Tan\"],[\"86-90\",\"White\"],[\"91-100\",\"Patterned (roll twice, ignoring duplicate results and results of 91 or higher)\"]],\"name\":\"Physical Variations; Scale Color\",\"page\":66,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Scale Pattern\",\"colLabels\":[\"d20\",\"Scale Pattern\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-4\",\"Mottled\"],[\"5-8\",\"Reticulated\"],[\"9-12\",\"Shaded\"],[\"13-16\",\"Spotted\"],[\"17-20\",\"Striped\"]],\"name\":\"Physical Variations; Scale Pattern\",\"page\":66,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Mind Flayer Personality Traits\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I never let pass an opportunity to show my contempt for lesser beings.\"],[\"2\",\"I like to flavor my meals by engendering positive emotions in my victims before feeding on them.\"],[\"3\",\"So as not to taint my thoughts, I avoid telepathically communicating with lesser beings when possible.\"],[\"4\",\"I never eat unless the victim is conscious and aware.\"],[\"5\",\"I'm very picky. I feed only on the brains of a specific kind of humanoid.\"],[\"6\",\"I'm curious about how other races live and how their societies function.\"],[\"7\",\"I find battle stimulating.\"],[\"8\",\"I'm curious about the limits of other creatures' intelligence and devise situations to test them.\"]],\"name\":\"Roleplaying a Mind Flayer; Mind Flayer Personality Traits\",\"page\":74,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Mind Flayer Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Knowledge. All information is of value. (Neutral)\"],[\"2\",\"Obedience. Nothing is more important than following orders. (Lawful)\"],[\"3\",\"Selfishness. I do my best work when motivated by my own self-interest. (Chaotic)\"],[\"4\",\"Truth. Truth is the foundation of knowledge, so I never lie. (Lawful)\"],[\"5\",\"Superiority. Nothing can be gained from the study of lesser beings. (Neutral)\"],[\"6\",\"Domination. All others should submit to my control. 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I'm obsess about it.\"],[\"5\",\"It is inconceivable that another creature could outsmart me.\"],[\"6\",\"I sometimes confuse others' thoughts with my own.\"]],\"name\":\"Roleplaying a Mind Flayer; Mind Flayer Flaws\",\"page\":74,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Mind Flayer Names\",\"colLabels\":[\"d12\",\"Name\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Aurangaul\"],[\"2\",\"Cephalossk\"],[\"3\",\"Drukt\"],[\"4\",\"Drusiss\"],[\"5\",\"Lugribossk\"],[\"6\",\"Quoor\"],[\"7\",\"Ralayan\"],[\"8\",\"Sardsult\"],[\"9\",\"S'venchen\"],[\"10\",\"Tharcereli\"],[\"11\",\"Tobulux\"],[\"12\",\"Zellix\"]],\"name\":\"Mind Flayer Names\",\"page\":75,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Orc Personality Traits\",\"colLabels\":[\"d6\",\"Personality Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I never relinquish my weapon.\"],[\"2\",\"I welcome any chance to prove my battle skills.\"],[\"3\",\"I always appear like I am about to kill everyone around me.\"],[\"4\",\"I love a good brawl.\"],[\"5\",\"I drink the blood of monsters to consume their power.\"],[\"6\",\"I chant orcish war dirges during combat.\"]],\"name\":\"Roleplaying an Orc; Orc Personality Traits\",\"page\":87,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Orc Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Strength. Showing superior strength brings honor to Gruumsh. (Any)\"],[\"2\",\"Prowess. Killing all your enemies is the path to greatness. (Evil)\"],[\"3\",\"Dominance. I will have achieved glory when all cower before my might. (Evil)\"],[\"4\",\"Intimidation. I can get what I want from weaklings that fear me. (Evil)\"],[\"5\",\"Glory. The goals of the tribe don't concern me. Personal glory is what I crave. (Chaotic)\"],[\"6\",\"Savagery. I will not be controlled. (Chaotic)\"]],\"name\":\"Roleplaying an Orc; Orc Ideals\",\"page\":87,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Orc Bonds\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I will defend my tribe to the death.\"],[\"2\",\"Every serious choice I make must be decided by signs or omens from the gods.\"],[\"3\",\"I carry the teeth of a great warrior. They inspire me to commit great deeds in battle.\"],[\"4\",\"To avenge Gruumsh, I will kill every elf I see.\"],[\"5\",\"I will seek and destroy those who murdered my tribe.\"],[\"6\",\"I owe my survival to a non-orc.\"]],\"name\":\"Roleplaying an Orc; Orc Bonds\",\"page\":87,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Orc Flaws\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I have a calm temperament and let insults roll off my back.\"],[\"2\",\"I don't fear the gods and have no patience for superstitions.\"],[\"3\",\"I am slow to anger, but when I do become enraged I fight until my enemies are dead, no matter the cost.\"],[\"4\",\"I understand the value of civilization and the order that society brings.\"],[\"5\",\"I don't trust anyone.\"],[\"6\",\"I believe in living to fight another day.\"]],\"name\":\"Roleplaying an Orc; Orc Flaws\",\"page\":87,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Orc Male Names\",\"colLabels\":[\"d12\",\"Name\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Grutok\"],[\"2\",\"Lortar\"],[\"3\",\"Abzug\"],[\"4\",\"Shugog\"],[\"5\",\"Urzul\"],[\"6\",\"Ruhk\"],[\"7\",\"Mobad\"],[\"8\",\"Shamog\"],[\"9\",\"Mugrub\"],[\"10\",\"Bajok\"],[\"11\",\"Rhorog\"],[\"12\",\"Jahrukk\"]],\"name\":\"Orc Names; 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Type 2 Malison: Arms\",\"page\":97,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Type 4 Malison: Lower Body\",\"colLabels\":[\"d20\",\"Malison Type 4 Lower Body\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-7\",\"Human legs and large snake tail\"],[\"8-10\",\"Human legs and multiple small snake tails\"],[\"11-16\",\"Scaly human legs and large snake tail\"],[\"17-20\",\"Scaly human legs and multiple small snake tails\"]],\"name\":\"Physical Variations; Type 4 Malison: Lower Body\",\"page\":97,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Yuan-ti Personality Traits\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I see omens in every event and action. The serpent gods continue to advise us.\"],[\"2\",\"I have very high standards for food, drink, and physical pleasures.\"],[\"3\",\"I prefer to be alone rather than among other creatures, including my own kind.\"],[\"4\",\"I sometimes become consumed by philosophy.\"],[\"5\",\"I believe I am superior to others of my caste.\"],[\"6\",\"I am driven by wanderlust and want to explore lands far from our cities.\"],[\"7\",\"I am interested in modern human culture, even as primitive as it is.\"],[\"8\",\"I await the day when we again conquer lands by force, as we did in the old times.\"]],\"name\":\"Roleplaying a Yuan-ti; Yuan-ti Personality Traits\",\"page\":98,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Yuan-ti Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Greed. I display my wealth as a sign of my power and prosperity. (Evil)\"],[\"2\",\"Aspiration. I strive to follow the path toward becoming an anathema. (Evil)\"],[\"3\",\"Unity. No leader shall put personal goals above those of our race. (Any)\"],[\"4\",\"Kinship. My allegiance is to my caste and my city. Other settlements can burn for all I care. (Any)\"],[\"5\",\"Inspiration. My actions set an example for the lesser castes to emulate. (Any)\"],[\"6\",\"Power. Everything I choose to do is determined by whether it will make me smarter and stronger. (Evil)\"]],\"name\":\"Roleplaying a Yuan-ti; Yuan-ti Ideals\",\"page\":98,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Yuan-ti Bonds\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I will see our empire rise again and, in so doing, win the favor of the serpent gods.\"],[\"2\",\"I am enamored with the culture and trappings of another society and wish to be part of it.\"],[\"3\",\"I respect my superiors and obey them without question. My fate is theirs to decide.\"],[\"4\",\"I have an interest in an unsuitable mate, which I can't suppress.\"],[\"5\",\"I respect and emulate a great hero or ancestor.\"],[\"6\",\"An enemy destroyed something of value to me, and I will find where it lives and kill the offender.\"]],\"name\":\"Roleplaying a Yuan-ti; Yuan-ti Bonds\",\"page\":98,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Yuan-ti Flaws\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I feel twinges of emotion, and it shames me that I am imperfect in this way.\"],[\"2\",\"I put too much credence in the dictates of a particular god.\"],[\"3\",\"I frequently overindulge in food and wine, and I am impaired and lethargic for days afterward.\"],[\"4\",\"I worship a forbidden god.\"],[\"5\",\"I secretly believe things would be better if I was in charge.\"],[\"6\",\"If I could get away with it, I would gladly kill and eat a superior yuan-ti.\"]],\"name\":\"Roleplaying a Yuan-ti; Yuan-ti Flaws\",\"page\":98,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Yuan-ti Names\",\"colLabels\":[\"d20\",\"Name\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Asutali\"],[\"2\",\"Eztli\"],[\"3\",\"Hessatal\"],[\"4\",\"Hitotee\"],[\"5\",\"Issahu\"],[\"6\",\"Itstli\"],[\"7\",\"Manuya\"],[\"8\",\"Meztli\"],[\"9\",\"Nesalli\"],[\"10\",\"Otleh\"],[\"11\",\"Shalkashlah\"],[\"12\",\"Sisava\"],[\"13\",\"Sitlali\"],[\"14\",\"Soakosh\"],[\"15\",\"Ssimalli\"],[\"16\",\"Suisatal\"],[\"17\",\"Talash\"],[\"18\",\"Teoshi\"],[\"19\",\"Yaotal\"],[\"20\",\"Zihu\"]],\"name\":\"Yuan-ti Names\",\"page\":99,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Yuan-ti Agents\",\"colLabels\":[\"d100\",\"Agents\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-20\",\"{@creature Cultist||Cultists}\"],[\"21-30\",\"{@creature Cult Fanatic||Cult Fanatics}\"],[\"31-34\",\"{@creature Doppelganger||Doppelgangers}\"],[\"35-50\",\"{@creature Guard||Guards}\"],[\"51-60\",\"{@creature Noble||Nobles}\"],[\"61-72\",\"{@creature Priest||Priests}\"],[\"73-86\",\"{@creature Scout||Scouts}\"],[\"87-100\",\"{@creature Spy||Spies}\"]],\"name\":\"Random Yuan-ti Servants; Yuan-ti Agents\",\"page\":102,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Yuan-ti Protectors\",\"colLabels\":[\"d100\",\"Protector(s)\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-10\",\"{@creature Bandit Captain||Bandit Captains} and {@creature Bandit||Bandits}\"],[\"11-12\",\"{@creature Basilisk||Basilisks}\"],[\"13-18\",\"{@creature Constrictor Snake||Constrictor Snakes}\"],[\"19-26\",\"{@creature Cult Fanatic||Cult Fanatics} and {@creature Cultist||Cultists}\"],[\"27-28\",\"{@creature Flying Snake||Flying Snakes}\"],[\"29-35\",\"{@creature Giant Constrictor Snake||Giant Constrictor Snakes}\"],[\"36-45\",\"{@creature Giant Poisonous Snake||Giant Poisonous Snakes}\"],[\"46-50\",\"{@creature Gladiator||Gladiators}\"],[\"51-55\",\"{@creature Guard||Guards}\"],[\"56-58\",\"{@creature Hydra||Hydras}\"],[\"59-60\",\"{@creature Medusa||Medusas}\"],[\"61\",\"{@creature Mummy||Mummies}*\"],[\"62-63\",\"{@creature Poisonous Snake||Poisonous Snakes}\"],[\"64-68\",\"{@creature Priest||Priests}\"],[\"69-70\",\"{@creature Skeleton||Skeletons}\"],[\"71\",\"{@creature Stone Golem||Stone Golems}\"],[\"72-81\",\"{@creature Swarm of Poisonous Snakes||Swarms of Poisonous Snakes}\"],[\"82-91\",\"{@creature Tribal Warrior||Tribal Warriors}\"],[\"92-97\",\"{@creature Veteran||Veterans}\"],[\"98-100\",\"{@creature Zombie||Zombies}\"]],\"footnotes\":[\"* The mummies are the undead remains of yuan-ti malisons or purebloods. Each has the statistics of a normal mummy.\"],\"name\":\"Random Yuan-ti Servants; Yuan-ti Protectors\",\"page\":102,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"\",\"colLabels\":[\"Race\",\"Base Height\",\"Base Weight\",\"Height Modifier\",\"Weight Modifier\"],\"colStyles\":[\"col-4\",\"col-2\",\"col-2\",\"col-2\",\"col-2\"],\"rows\":[[\"Aasimar\",\"4'8\\\"\",\"110 lb.\",\"+{@dice 2d10}\",\"× ({@dice 2d4}) lb.\"],[\"{@race Bugbear|VGM}\",\"6'0\\\"\",\"200 lb.\",\"+{@dice 2d12}\",\"× ({@dice 2d6}) lb.\"],[\"{@race Firbolg|VGM}\",\"6'2\\\"\",\"175 lb.\",\"+{@dice 2d12}\",\"× ({@dice 2d6}) lb.\"],[\"{@race Goblin|VGM}\",\"3'5\\\"\",\"35 lb.\",\"+{@dice 2d4}\",\"× 1 lb.\"],[\"{@race Goliath|VGM}\",\"6'2\\\"\",\"200 lb.\",\"+{@dice 2d10}\",\"× ({@dice 2d6}) lb.\"],[\"{@race Hobgoblin|VGM}\",\"4'8\\\"\",\"110 lb.\",\"+{@dice 2d10}\",\"× ({@dice 2d4}) lb.\"],[\"{@race Kenku|VGM}\",\"4'4\\\"\",\"50 lb.\",\"+{@dice 2d8}\",\"× ({@dice 1d6}) lb.\"],[\"{@race Kobold|VGM}\",\"2'1\\\"\",\"25 lb.\",\"+{@dice 2d4}\",\"× 1 lb.\"],[\"{@race Lizardfolk|VGM}\",\"4'9\\\"\",\"120 lb.\",\"+{@dice 2d10}\",\"× ({@dice 2d6}) lb.\"],[\"{@race Orc|VGM}\",\"5'4\\\"\",\"175 lb.\",\"+{@dice 2d8}\",\"× ({@dice 2d6}) lb.\"],[\"{@race Tabaxi|VGM}\",\"4'10\\\"\",\"90 lb.\",\"+{@dice 2d10}\",\"× ({@dice 2d4}) lb.\"],[\"{@race Triton|VGM}\",\"4'6\\\"\",\"90 lb.\",\"+{@dice 2d10}\",\"× ({@dice 2d4}) lb.\"],[\"{@race Yuan-ti Pureblood|VGM}\",\"4'8\\\"\",\"110 lb.\",\"+{@dice 2d10}\",\"× ({@dice 2d4}) lb.\"]],\"name\":\"Height and Weight\",\"page\":120,\"source\":\"VGM\",\"chapter\":{\"name\":\"Character Races\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":1}},{\"colLabels\":[\"Challenge Rating\",\"Item Rarity\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[\"0–2\",\"Common\"],[\"3–5\",\"Uncommon\"],[\"6–10\",\"Rare\"],[\"11–16\",\"Very rare\"],[\"17+\",\"Legendary\"]],\"name\":\"Automatons and Vehicles\",\"page\":12,\"source\":\"PSK\",\"chapter\":{\"name\":\"The World of Kaladesh\",\"index\":1}},{\"page\":39,\"isStriped\":false,\"colStyles\":[\"col-4 text-enter\",\"col-8\"],\"rows\":[[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"book/PSA/017.webp\"},\"credit\":\"Jonas De Ro\",\"width\":155,\"height\":153},{\"type\":\"entries\",\"name\":\"Amonkhet\",\"entries\":[\"Five deadly trials await the people of this plane as they hope for a glorious death—and eternal glory in the afterlife. But their true fate lies in the hands of the sinister Nicol Bolas.\"],\"id\":\"014\"}],[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"book/PSA/018.webp\"},\"credit\":\"James Paick\",\"width\":137,\"height\":137},{\"type\":\"entries\",\"name\":\"Dominaria\",\"entries\":[\"Home to the volcanic continent of Shiv, the time-shattered isle of Tolaria, and the cold mountains of Keld, Dominaria is the setting for brutal conflicts and home to powerful mages.\"],\"id\":\"015\"}],[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"book/PSA/019.webp\"},\"credit\":\"Jung Park\",\"width\":151,\"height\":151},{\"type\":\"entries\",\"name\":\"Innistrad\",\"entries\":[\"For centuries, the archangel Avacyn and her hosts protected the humans of Innistrad from the terrors of the night. But then she turned on the people she was supposed to protect as an alien madness seized the plane.\"],\"id\":\"016\"}],[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"book/PSA/020.webp\"},\"credit\":\"Daniel Ljunggren\",\"width\":150,\"height\":150},{\"type\":\"entries\",\"name\":\"Kaladesh\",\"entries\":[\"Kaladesh is a vibrant, beautiful land in the midst of an inventors' renaissance, teeming with creativity and optimism.\"],\"id\":\"017\"}],[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"book/PSA/021.webp\"},\"credit\":\"Tomasz Jedruszek\",\"width\":151,\"height\":151},{\"type\":\"entries\",\"name\":\"New Phyrexia\",\"entries\":[\"Once known as Mirrodin, this metallic plane has been transformed by the vile Phyrexian corruption. Its natives fought and lost the war for their world, and now struggle to survive each day.\"],\"id\":\"018\"}],[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"book/PSA/022.webp\"},\"credit\":\"Richard Wright\",\"width\":152,\"height\":150},{\"type\":\"entries\",\"name\":\"Ravnica\",\"entries\":[\"This worldwide cityscape holds countless grand halls, decrepit slums, and ancient ruins. Ten guilds maintain an uneasy peace in governing the various aspects of life in the majestic city.\"],\"id\":\"019\"}],[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"book/PSA/023.webp\"},\"credit\":\"John Severin Brassell\",\"width\":150,\"height\":151},{\"type\":\"entries\",\"name\":\"Shandalar\",\"entries\":[\"Rich with mana, Shandalar is a place where magic flows freely. Planeswalkers seek out this plane for its plentiful, powerful magic.\"],\"id\":\"01a\"}],[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"book/PSA/024.webp\"},\"credit\":\"Jung Park\",\"width\":151,\"height\":150},{\"type\":\"entries\",\"name\":\"Theros\",\"entries\":[\"Theros is ruled by an awe-inspiring pantheon of gods. Mortals tremble before them, feel the sting of their petty whims, and live in terror of their wrath.\"],\"id\":\"01b\"}],[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"book/PSA/025.webp\"},\"credit\":\"Sam Burley\",\"width\":151,\"height\":151},{\"type\":\"entries\",\"name\":\"Zendikar\",\"entries\":[\"This land of primal mana is slowly recovering from the unnatural disaster of colossal predators from the Aether rampaging across the plane.\"],\"id\":\"01c\"}]],\"name\":\"Appendix: Planeswalkers and the Multiverse\",\"source\":\"PSA\",\"chapter\":{\"name\":\"Planeswalkers and the Multiverse\",\"ordinal\":{\"type\":\"appendix\"},\"index\":5}},{\"caption\":\"Subclasses\",\"colLabels\":[\"Class\",\"Subclass\",\"Level Available\",\"Description\"],\"colStyles\":[\"col-1\",\"col-2\",\"col-1 text-center\",\"col-6\"],\"rows\":[[\"Barbarian\",\"{@class Barbarian|phb|Path of the Ancestral Guardian|Ancestral Guardian|xge}\",\"3rd\",\"Calls on the spirits of honored ancestors to protect others\"],[\"Barbarian\",\"{@class Barbarian|phb|Path of the Storm Herald|Storm Herald|xge}\",\"3rd\",\"Filled with a rage that channels the primal magic of the storm\"],[\"Barbarian\",\"{@class Barbarian|phb|Path of the Zealot|Zealot|xge}\",\"3rd\",\"Fueled by a religious zeal that visits destruction on foes\"],[\"Bard\",\"{@class Bard|phb|College of Glamour|Glamour|xge}\",\"3rd\",\"Wields the beguiling, glorious magic of the Feywild\"],[\"Bard\",\"{@class Bard|phb|College of Swords|Swords|xge}\",\"3rd\",\"Entertains and slays with daring feats of weapon prowess\"],[\"Bard\",\"{@class Bard|phb|College of Whispers|Whispers|xge}\",\"3rd\",\"Plants fear and doubt in the minds of others \"],[\"Cleric\",\"{@class Cleric|phb|Forge Domain|Forge|XGE}\",\"1st\",\"Clad in heavy armor, serves a god of the forge or creation\"],[\"Cleric\",\"{@class Cleric|phb|Grave Domain|Grave|XGE}\",\"1st\",\"Opposes the blight of undeath\"],[\"Druid\",\"{@class Druid|phb|Circle of Dreams|Dreams|xge}\",\"2nd\",\"Mends wounds, guards the weary, and strides through dreams\"],[\"Druid\",\"{@class Druid|phb|Circle of the Shepherd|Shepherd|xge}\",\"2nd\",\"Summons nature spirits to bolster friends and harry foes\"],[\"Fighter\",\"{@class Fighter|phb|Arcane Archer|Arcane Archer|xge}\",\"3rd\",\"Imbues arrows with spectacular magical effects\"],[\"Fighter\",\"{@class Fighter|phb|Cavalier|Cavalier|xge}\",\"3rd\",\"Defends allies and knocks down enemies, often on horseback\"],[\"Fighter\",\"{@class Fighter|phb|Samurai|Samurai|xge}\",\"3rd\",\"Combines resilience with courtly elegance and mighty strikes\"],[\"Monk\",\"{@class Monk|phb|Way of the Drunken Master|Drunken Master|xge}\",\"3rd\",\"Confounds foes through a martial arts tradition inspired by the swaying of a drunkard\"],[\"Monk\",\"{@class Monk|phb|Way of the Kensei|Kensei|xge}\",\"3rd\",\"Channels ki through a set of mastered weapons\"],[\"Monk\",\"{@class Monk|phb|Way of the Sun Soul|Sun Soul|xge}\",\"3rd\",\"Transforms ki into bursts of fire and searing bolts of light\"],[\"Paladin\",\"{@class Paladin|phb|Oath of Conquest|Conquest|xge}\",\"3rd\",\"Strikes terror in enemies and crushes the forces of chaos\"],[\"Paladin\",\"{@class Paladin|phb|Oath of Redemption|Redemption|xge}\",\"3rd\",\"Offers redemption to the worthy and destruction to those who refuse mercy or righteousness\"],[\"Ranger\",\"{@class Ranger|phb|Gloom Stalker|Gloom Stalker|xge}\",\"3rd\",\"Unafraid of the dark, relentlessly stalks and ambushes foes\"],[\"Ranger\",\"{@class Ranger|phb|Horizon Walker|Horizon Walker|xge}\",\"3rd\",\"Finds portals to other worlds and channels planar magic\"],[\"Ranger\",\"{@class Ranger|phb|Monster Slayer|Monster Slayer|xge}\",\"3rd\",\"Hunts down creatures of the night and wielders of grim magic\"],[\"Rogue\",\"{@class Rogue|phb|Inquisitive|Inquisitive|xge}\",\"3rd\",\"Roots out secrets, akin to a masterful detective\"],[\"Rogue\",\"{@class Rogue|phb|Mastermind|Mastermind|xge}\",\"3rd\",\"A master tactician, manipulates others\"],[\"Rogue\",\"{@class Rogue|phb|Scout|Scout|xge}\",\"3rd\",\"Combines stealth with a knack for survival\"],[\"Rogue\",\"{@class Rogue|phb|Swashbuckler|Swashbuckler|xge}\",\"3rd\",\"Delivers deadly strikes with speed and panache \"],[\"Sorcerer\",\"{@class Sorcerer|phb|Divine Soul|Divine Soul|xge}\",\"1st\",\"Harnesses magic bestowed by a god or other divine source\"],[\"Sorcerer\",\"{@class Sorcerer|phb|Shadow Magic|Shadow|xge}\",\"1st\",\"Wields the grim magic of the Shadowfell\"],[\"Sorcerer\",\"{@class Sorcerer|phb|Storm Sorcery|Storm|xge}\",\"1st\",\"Crackles with the power of the storm\"],[\"Warlock\",\"{@class Warlock|phb|The Celestial|Celestial|xge}\",\"1st\",\"Forges a pact with a being from celestial realms\"],[\"Warlock\",\"{@class Warlock|phb|The Hexblade|Hexblade|xge}\",\"1st\",\"Serves a shadowy entity that bestows dread curses\"],[\"Wizard\",\"{@class Wizard|phb|War Magic|War|xge}\",\"2nd\",\"Mixes evocation and abjuration magic to dominate the battlefield\"]],\"name\":\"Character Options; Subclasses\",\"page\":7,\"source\":\"XGE\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Parents\",\"colLabels\":[\"d100\",\"Parents\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-95\",\"You know who your parents are or were.\"],[\"96-100\",\"You do not know who your parents were.\"]],\"name\":\"Parents\",\"page\":62,\"source\":\"XGE\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Half-Elf Parents\",\"colLabels\":[\"d8\",\"Parents\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-5\",\"One parent was an elf and the other was a human.\"],[\"6\",\"One parent was an elf and the other was a half-elf.\"],[\"7\",\"One parent was a human and the other was a half-elf.\"],[\"8\",\"Both parents were half-elves.\"]],\"name\":\"Half-Elf Parents\",\"page\":62,\"source\":\"XGE\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Half-Orc Parents\",\"colLabels\":[\"d8\",\"Parents\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-3\",\"One parent was an orc and the other was a human.\"],[\"4-5\",\"One parent was an orc and the other was a half-orc.\"],[\"6-7\",\"One parent was a human and the other was a half-orc.\"],[\"8\",\"Both parents were half-orcs.\"]],\"name\":\"Half-Orc Parents\",\"page\":62,\"source\":\"XGE\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Tiefling Parents\",\"colLabels\":[\"d8\",\"Parents\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-4\",\"Both parents were humans, their infernal heritage dormant until you came along.\"],[\"5-6\",\"One parent was a tiefling and the other was a human.\"],[\"7\",\"One parent was a tiefling and the other was a devil.\"],[\"8\",\"One parent was a human and the other was a devil.\"]],\"name\":\"Tiefling Parents\",\"page\":62,\"source\":\"XGE\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Birthplace\",\"colLabels\":[\"d100\",\"Location\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-50\",\"Home\"],[\"51-55\",\"Home of a family friend\"],[\"56-63\",\"Home of a healer or midwife\"],[\"64-65\",\"Carriage, cart, or wagon\"],[\"66-68\",\"Barn, shed, or other outbuilding\"],[\"69-70\",\"Cave\"],[\"71-72\",\"Field\"],[\"73-74\",\"Forest\"],[\"75-77\",\"Temple\"],[\"78\",\"Battlefield\"],[\"79-80\",\"Alley or street\"],[\"81-82\",\"Brothel, tavern, or inn\"],[\"83-84\",\"Castle, keep, tower, or palace\"],[\"85\",\"Sewer or rubbish heap\"],[\"86-88\",\"Among people of a different race\"],[\"89-91\",\"On board a boat or a ship\"],[\"92-93\",\"In a prison or in the headquarters of a secret organization\"],[\"94-95\",\"In a sage's laboratory\"],[\"96\",\"In the Feywild\"],[\"97\",\"In the Shadowfell\"],[\"98\",\"On the Astral Plane or the Ethereal Plane\"],[\"99\",\"On an Inner Plane of your choice\"],[\"100\",\"On an Outer Plane of your choice\"]],\"name\":\"Birthplace\",\"page\":62,\"source\":\"XGE\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Number of Siblings\",\"colLabels\":[\"d10\",\"Siblings\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-2\",\"None\"],[\"3-4\",\"{@dice 1d3}\"],[\"5-6\",\"{@dice 1d4+1}\"],[\"7-8\",\"{@dice 1d6+2}\"],[\"9-10\",\"{@dice 1d8+3}\"]],\"name\":\"Number of Siblings\",\"page\":62,\"source\":\"XGE\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Birth Order\",\"colLabels\":[\"2d6\",\"Birth Order\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"2\",\"Twin, triplet, or quadruplet\"],[\"3-7\",\"Older\"],[\"8-12\",\"Younger\"]],\"name\":\"Other Details; Birth Order\",\"page\":62,\"source\":\"XGE\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Family\",\"colLabels\":[\"d100\",\"Family\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"None\"],[\"2\",\"Institution, such as an asylum\"],[\"3\",\"Temple\"],[\"4-5\",\"Orphanage\"],[\"6-7\",\"Guardian\"],[\"8-15\",\"Paternal or maternal aunt, uncle, or both\"],[\"16-25\",\"Paternal or maternal grandparent(s)\"],[\"26-35\",\"Adoptive family (same or different race)\"],[\"36-55\",\"Single father or stepfather\"],[\"56-75\",\"Single mother or stepmother\"],[\"76-100\",\"Mother and father\"]],\"name\":\"Supplemental Tables; Family\",\"page\":63,\"source\":\"XGE\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Absent Parent\",\"colLabels\":[\"d4\",\"Fate\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Your parent died (roll on the Cause of Death supplemental table).\"],[\"2\",\"Your parent was imprisoned, enslaved, or otherwise taken away.\"],[\"3\",\"Your parent abandoned you\"],[\"4\",\"Your parent disappeared to an unknown fate.\"]],\"name\":\"Supplemental Tables; Absent Parent\",\"page\":63,\"source\":\"XGE\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Family Lifestyle\",\"colLabels\":[\"3d6\",\"Lifestyle*\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"3\",\"Wretched (-40)\"],[\"4-5\",\"Squalid (-20)\"],[\"6-8\",\"Poor (-10)\"],[\"9-12\",\"Modest (+0)\"],[\"13-15\",\"Comfortable (+10)\"],[\"16-17\",\"Wealthy (+20)\"],[\"18\",\"Aristocratic (+40)\"]],\"footnotes\":[\"* Use the number in this result as a modifier to your roll on the Childhood Home table.\"],\"name\":\"Supplemental Tables; Family Lifestyle\",\"page\":63,\"source\":\"XGE\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Childhood Home\",\"colLabels\":[\"{@dice d100 + #$prompt_number:title=Enter Lifestyle Modifier$#}\",\"Home\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"0\",\"On the streets\"],[\"1-20\",\"Rundown shack\"],[\"21-30\",\"No permanent residence\"],[\"31-40\",\"Encampment or village in the wilderness\"],[\"41-50\",\"Apartment in a rundown neighborhood\"],[\"51-70\",\"Small house\"],[\"71-90\",\"Large house\"],[\"91-110\",\"Mansion\"],[\"111-140\",\"Palace or castle\"]],\"name\":\"Supplemental Tables; Childhood Home\",\"page\":63,\"source\":\"XGE\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Childhood Memories\",\"colLabels\":[\"{@dice 3d6 + #$prompt_number:title=Enter Charisma Modifier$#}\",\"Memory\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-3\",\"I am still haunted by my childhood, when I was treated badly by my peers.\"],[\"4-5\",\"I spent most of my childhood alone, with no close friends.\"],[\"6-8\",\"Others saw me as being different or strange, and so I had few companions.\"],[\"9-12\",\"I had a few close friends and lived an ordinary childhood.\"],[\"13-15\",\"I had several friends, and my childhood was generally a happy one.\"],[\"16-17\",\"I always found it easy to make friends, and I loved being around people.\"],[\"18-25\",\"Everyone knew who I was, and I had friends everywhere I went.\"]],\"name\":\"Supplemental Tables; Childhood Memories\",\"page\":63,\"source\":\"XGE\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Life Events by Age\",\"colLabels\":[\"d100\",\"Current Age\",\"Life Events\"],\"colStyles\":[\"col-2 text-center\",\"col-5\",\"col-5\"],\"rows\":[[\"1-20\",\"20 years or younger\",\"1\"],[\"21-59\",\"21-30 years\",\"{@dice 1d4}\"],[\"60-69\",\"31-40 years\",\"{@dice 1d6}\"],[\"70-89\",\"41-50 years\",\"{@dice 1d8}\"],[\"90-99\",\"51-60 years\",\"{@dice 1d10}\"],[\"100\",\"61 years or older\",\"{@dice 1d12}\"]],\"name\":\"Life Events by Age\",\"page\":69,\"source\":\"XGE\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Life Events\",\"colLabels\":[\"d100\",\"Event\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-10\",\"You suffered a tragedy. Roll on the Tragedies table.\"],[\"11-20\",\"You gained a bit of good fortune. Roll on the Boons table.\"],[\"21-30\",\"You fell in love or got married. If you get this result more than once, you can choose to have a child instead. Work with your DM to determine the identity of your love interest.\"],[\"31-40\",\"You made an enemy of an adventurer. Roll a {@dice d6}. An odd number indicates you are to blame for the rift, and an even number indicates you are blameless. Use the supplemental tables and work with your DM to determine this hostile character's identity and the danger this enemy poses to you.\"],[\"41-50\",\"You made a friend of an adventurer. Use the supplemental tables and work with your DM to add more detail to this friendly character and establish how your friendship began.\"],[\"51-70\",\"You spent time working in a job related to your background. Start the game with an extra {@dice 2d6} gp.\"],[\"71-75\",\"You met someone important. Use the supplemental tables to determine this character's identity and how this individual feels about you. Work out additional details with your DM as needed to fit this character into your backstory.\"],[\"76-80\",\"You went on an adventure. Roll on the Adventures table to see what happened to you. Work with your DM to determine the nature of the adventure and the creatures you encountered.\"],[\"81-85\",\"You had a supernatural experience. Roll on the Supernatural Events table to find out what it was.\"],[\"86-90\",\"You fought in a battle. Roll on the War table to learn what happened to you. Work with your DM to come up with the reason for the battle and the factions involved. It might have been a small conflict between your community and a band of orcs, or it could have been a major battle in a larger war.\"],[\"91-95\",\"You committed a crime or were wrongly accused of doing so. Roll on the Crime table to determine the nature of the offense and on the Punishment table to see what became of you.\"],[\"96-99\",\"You encountered something magical. Roll on the Arcane Matters table.\"],[\"100\",\"Something truly strange happened to you. Roll on the Weird Stuff table.\"]],\"name\":\"Life Events\",\"page\":69,\"source\":\"XGE\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Adventures\",\"colLabels\":[\"d100\",\"Outcome\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-10\",\"You nearly died. You have nasty scars on your body, and you are missing an ear, {@dice 1d3} fingers, or {@dice 1d4} toes.\"],[\"11-20\",\"You suffered a grievous injury. Although the wound healed, it still pains you from time to time.\"],[\"21-30\",\"You were wounded, but in time you fully recovered.\"],[\"31-40\",\"You contracted a disease while exploring a filthy warren. You recovered from the disease, but you have a persistent cough, pockmarks on your skin, or prematurely gray hair.\"],[\"41-50\",\"You were poisoned by a trap or a monster. You recovered, but the next time you must make a saving throw against poison, you make the saving throw with disadvantage.\"],[\"51-60\",\"You lost something of sentimental value to you during your adventure. Remove one trinket from your possessions.\"],[\"61-70\",\"You were terribly frightened by something you encountered and ran away, abandoning your companions to their fate.\"],[\"71-80\",\"You learned a great deal during your adventure. The next time you make an ability check or a saving throw, you have advantage on the roll.\"],[\"81-90\",\"You found some treasure on your adventure. You have {@dice 2d6} gp left from your share of it.\"],[\"91-99\",\"You found a considerable amount of treasure on your adventure. You have {@dice 1d20+50} gp left from your share of it.\"],[\"100\",\"You came across a common magic item (of the DM's choice).\"]],\"name\":\"Secondary Tables; Adventures\",\"page\":70,\"source\":\"XGE\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Arcane Matters\",\"colLabels\":[\"d10\",\"Magical Event\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You were {@condition charmed} or {@condition frightened} by a spell.\"],[\"2\",\"You were injured by the effect of a spell.\"],[\"3\",\"You witnessed a powerful spell being cast by a cleric, a druid, a sorcerer, a warlock, or a wizard.\"],[\"4\",\"You drank a potion (of the DM's choice).\"],[\"5\",\"You found a spell scroll (of the DM's choice) and succeeded in casting the spell it contained.\"],[\"6\",\"You were affected by teleportation magic.\"],[\"7\",\"You turned {@condition invisible} for a time.\"],[\"8\",\"You identified an illusion for what it was.\"],[\"9\",\"You saw a creature being conjured by magic.\"],[\"10\",\"Your fortune was read by a diviner. Roll twice on the Life Events table, but don't apply the results. Instead, the DM picks one event as a portent of your future (which might or might not come true).\"]],\"name\":\"Secondary Tables; Arcane Matters\",\"page\":70,\"source\":\"XGE\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Boons\",\"colLabels\":[\"d10\",\"Boon\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A friendly wizard gave you a spell scroll containing one cantrip (of the DM's choice).\"],[\"2\",\"You saved the life of a commoner, who now owes you a life debt. This individual accompanies you on your travels and performs mundane tasks for you, but will leave if neglected, abused, or imperiled. Determine details about this character by using the supplemental tables and working with your DM.\"],[\"3\",\"You found a riding horse.\"],[\"4\",\"You found some money. You have {@dice 1d20} gp in addition to your regular starting funds.\"],[\"5\",\"A relative bequeathed you a simple weapon of your choice.\"],[\"6\",\"You found something interesting. You gain one additional trinket.\"],[\"7\",\"You once performed a service for a local temple. The next time you visit the temple, you can receive healing up to your hit point maximum.\"],[\"8\",\"A friendly alchemist gifted you with a potion of healing or a flask of acid, as you choose.\"],[\"9\",\"You found a treasure map.\"],[\"10\",\"A distant relative left you a stipend that enables you to live at the comfortable lifestyle for {@dice 1d20} years. If you choose to live at a higher lifestyle, you reduce the price of the lifestyle by 2 gp during that time period.\"]],\"name\":\"Secondary Tables; Boons\",\"page\":70,\"source\":\"XGE\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Crime\",\"colLabels\":[\"d8\",\"Crime\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Murder\"],[\"2\",\"Theft\"],[\"3\",\"Burglary\"],[\"4\",\"Assault\"],[\"5\",\"Smuggling\"],[\"6\",\"Kidnapping\"],[\"7\",\"Extortion\"],[\"8\",\"Counterfeiting\"]],\"name\":\"Secondary Tables; Crime\",\"page\":70,\"source\":\"XGE\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Punishment\",\"colLabels\":[\"d12\",\"Punishment\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-3\",\"You did not commit the crime and were exonerated after being accused.\"],[\"4-6\",\"You committed the crime or helped do so, but nonetheless the authorities found you not guilty.\"],[\"7-8\",\"You were nearly caught in the act. You had to flee and are wanted in the community where the crime occurred.\"],[\"9-12\",\"You were caught and convicted. You spent time in jail, chained to an oar, or performing hard labor. You served a sentence of {@dice 1d4} years or succeeded in escaping after that much time.\"]],\"name\":\"Secondary Tables; Punishment\",\"page\":70,\"source\":\"XGE\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Supernatural Events\",\"colLabels\":[\"d100\",\"Event\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-5\",\"You were ensorcelled by a fey and enslaved for {@dice 1d6} years before you escaped.\"],[\"6-10\",\"You saw a demon and ran away before it could do anything to you.\"],[\"11-15\",\"A devil tempted you. Make a DC 10 Wisdom saving throw. On a failed save, your alignment shifts one step toward evil (if it's not evil already), and you start the game with an additional {@dice 1d20+50} gp.\"],[\"16-20\",\"You woke up one morning miles from your home, with no idea how you got there.\"],[\"21-30\",\"You visited a holy site and felt the presence of the divine there.\"],[\"31-40\",\"You witnessed a falling red star, a face appearing in the frost, or some other bizarre happening. You are certain that it was an omen of some sort.\"],[\"41-50\",\"You escaped certain death and believe it was the intervention of a god that saved you.\"],[\"51-60\",\"You witnessed a minor miracle.\"],[\"61-70\",\"You explored an empty house and found it to be haunted.\"],[\"71-75\",\"You were briefly possessed. Roll a {@dice d6} to determine what kind of creature possessed you: 1, celestial; 2, devil; 3, demon; 4, fey; 5, elemental; 6, undead.\"],[\"76-80\",\"You saw a ghost.\"],[\"81-85\",\"You saw a ghoul feeding on a corpse.\"],[\"86-90\",\"A Celestial or Fiend visited you in your dreams to give a warning of dangers to come.\"],[\"91-95\",\"You briefly visited the Feywild or Shadowfell.\"],[\"96-100\",\"You saw a portal that you believe leads to another plane of existence.\"]],\"name\":\"Secondary Tables; Supernatural Events\",\"page\":70,\"source\":\"XGE\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Tragedies\",\"colLabels\":[\"d12\",\"Tragedy\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-2\",\"A family member or a close friend died. Roll on the Cause of Death supplemental table to find out how.\"],[\"3\",\"A friendship ended bitterly, and the other person is now hostile to you. The cause might have been a misunderstanding or something you or the former friend did.\"],[\"4\",\"You lost all your possessions in a disaster, and you had to rebuild your life.\"],[\"5\",\"You were imprisoned for a crime you didn't commit and spent {@dice 1d6} years at hard labor, in jail, or shackled to an oar in a slave galley.\"],[\"6\",\"War ravaged your home community, reducing everything to rubble and ruin. In the aftermath, you either helped your town rebuild or moved somewhere else.\"],[\"7\",\"A lover disappeared without a trace. You have been looking for that person ever since.\"],[\"8\",\"A terrible blight in your home community caused crops to fail, and many starved. You lost a sibling or some other family member.\"],[\"9\",\"You did something that brought terrible shame to you in the eyes of your family. You might have been involved in a scandal, dabbled in dark magic, or offended someone important. The attitude of your family members toward you becomes indifferent at best, though they might eventually forgive you.\"],[\"10\",\"For a reason you were never told, you were exiled from your community. You then either wandered in the wilderness for a time or promptly found a new place to live.\"],[\"11\",\"A romantic relationship ended. Roll a {@dice d6}. An odd number means it ended with bad feelings, while an even number means it ended amicably.\"],[\"12\",\"A current or prospective romantic partner of yours died. Roll on the Cause of Death supplemental table to find out how. If the result is murder, roll a {@dice d12}. On a 1, you were responsible, whether directly or indirectly.\"]],\"name\":\"Secondary Tables; Tragedies\",\"page\":70,\"source\":\"XGE\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"War\",\"colLabels\":[\"d12\",\"War Outcome\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You were knocked out and left for dead. You woke up hours later with no recollection of the battle.\"],[\"2-3\",\"You were badly injured in the fight, and you still bear the awful scars of those wounds.\"],[\"4\",\"You ran away from the battle to save your life, but you still feel shame for your cowardice.\"],[\"5-7\",\"You suffered only minor injuries, and the wounds all healed without leaving scars.\"],[\"8-9\",\"You survived the battle, but you suffer from terrible nightmares in which you relive the experience.\"],[\"10-11\",\"You escaped the battle unscathed, though many of your friends were injured or lost.\"],[\"12\",\"You acquitted yourself well in battle and are remembered as a hero. You might have received a medal for your bravery.\"]],\"name\":\"Secondary Tables; War\",\"page\":70,\"source\":\"XGE\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Weird Stuff\",\"colLabels\":[\"d12\",\"What Happened\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You were turned into a toad and remained in that form for {@dice 1d4} weeks.\"],[\"2\",\"You were {@condition petrified} and remained a stone statue for a time until someone freed you.\"],[\"3\",\"You were enslaved by a hag, a satyr, or some other being and lived in that creature's thrall for {@dice 1d6} years.\"],[\"4\",\"A dragon held you as a prisoner for {@dice 1d4} months until adventurers killed it.\"],[\"5\",\"You were taken captive by a race of evil humanoids such as drow, kuo-toa, or quaggoths. You lived as a slave in the Underdark until you escaped.\"],[\"6\",\"You served a powerful adventurer as a hireling. You have only recently left that service. Use the supplemental tables and work with your DM to determine the basic details about your former employer.\"],[\"7\",\"You went insane for {@dice 1d6} years and recently regained your sanity. A tic or some other bit of odd behavior might linger.\"],[\"8\",\"A lover of yours was secretly a silver dragon.\"],[\"9\",\"You were captured by a cult and nearly sacrificed on an altar to the foul being the cultists served. You escaped, but you fear they will find you.\"],[\"10\",\"You met a demigod, an archdevil, an archfey, a demon lord, or a titan, and you lived to tell the tale.\"],[\"11\",\"You were swallowed by a giant fish and spent a month in its gullet before you escaped.\"],[\"12\",\"A powerful being granted you a wish, but you squandered it on something frivolous.\"]],\"name\":\"Secondary Tables; Weird Stuff\",\"page\":70,\"source\":\"XGE\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Alignment\",\"colLabels\":[\"3d6\",\"Alignment\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"3\",\"Chaotic evil (50%) or chaotic neutral (50%)\"],[\"4-5\",\"Lawful evil\"],[\"6-8\",\"Neutral evil\"],[\"9-12\",\"Neutral\"],[\"13-15\",\"Neutral good\"],[\"16-17\",\"Lawful good (50%) or lawful neutral (50%)\"],[\"18\",\"Chaotic good (50%) or chaotic neutral (50%)\"]],\"name\":\"Supplemental Tables; Alignment\",\"page\":72,\"source\":\"XGE\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Cause of Death\",\"colLabels\":[\"d12\",\"Cause of Death\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Unknown\"],[\"2\",\"Murdered\"],[\"3\",\"Killed in battle\"],[\"4\",\"Accident related to class or occupation\"],[\"5\",\"Accident unrelated to class or occupation\"],[\"6-7\",\"Natural causes, such as disease or old age\"],[\"8\",\"Apparent suicide\"],[\"9\",\"Torn apart by an animal or a natural disaster\"],[\"10\",\"Consumed by a monster\"],[\"11\",\"Executed for a crime or tortured to death\"],[\"12\",\"Bizarre event, such as being hit by a meteorite, struck down by an angry god, or killed by a hatching slaad egg\"]],\"name\":\"Supplemental Tables; Cause of Death\",\"page\":72,\"source\":\"XGE\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Class\",\"colLabels\":[\"d100\",\"Class\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-7\",\"Barbarian\"],[\"8-14\",\"Bard\"],[\"15-29\",\"Cleric\"],[\"30-36\",\"Druid\"],[\"37-52\",\"Fighter\"],[\"53-58\",\"Monk\"],[\"59-64\",\"Paladin\"],[\"65-70\",\"Ranger\"],[\"71-84\",\"Rogue\"],[\"85-89\",\"Sorcerer\"],[\"90-94\",\"Warlock\"],[\"95-100\",\"Wizard\"]],\"name\":\"Supplemental Tables; Class\",\"page\":72,\"source\":\"XGE\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Occupation\",\"colLabels\":[\"d100\",\"Occupation\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-5\",\"Academic\"],[\"6-10\",\"Adventurer (roll on the Class table)\"],[\"11\",\"Aristocrat\"],[\"12-26\",\"Artisan or guild member\"],[\"27-31\",\"Criminal\"],[\"32-36\",\"Entertainer\"],[\"37-38\",\"Exile, hermit, or refugee\"],[\"39-43\",\"Explorer or wanderer\"],[\"44-55\",\"Farmer or herder\"],[\"56-60\",\"Hunter or trapper\"],[\"61-75\",\"Laborer\"],[\"76-80\",\"Merchant\"],[\"81-85\",\"Politician or bureaucrat\"],[\"86-90\",\"Priest\"],[\"91-95\",\"Sailor\"],[\"96-100\",\"Soldier\"]],\"name\":\"Supplemental Tables; Occupation\",\"page\":72,\"source\":\"XGE\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Race\",\"colLabels\":[\"d100\",\"Race\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-40\",\"Human\"],[\"41-50\",\"Dwarf\"],[\"51-60\",\"Elf\"],[\"61-70\",\"Halfling\"],[\"71-75\",\"Dragonborn\"],[\"76-80\",\"Gnome\"],[\"81-85\",\"Half-elf\"],[\"86-90\",\"Half-orc\"],[\"91-95\",\"Tiefling\"],[\"96-100\",\"DM's choice\"]],\"name\":\"Supplemental Tables; Race\",\"page\":72,\"source\":\"XGE\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Relationship\",\"colLabels\":[\"3d4\",\"Attitude\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"3-4\",\"Hostile\"],[\"5-10\",\"Friendly\"],[\"11-12\",\"Indifferent\"]],\"name\":\"Supplemental Tables; Relationship\",\"page\":72,\"source\":\"XGE\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Status\",\"colLabels\":[\"3d6\",\"Status\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"3\",\"Dead (roll on the Cause of Death table)\"],[\"4-5\",\"Missing or unknown\"],[\"6-8\",\"Alive, but doing poorly due to injury, financial trouble, or relationship difficulties\"],[\"9-12\",\"Alive and well\"],[\"13-15\",\"Alive and quite successful\"],[\"16-17\",\"Alive and infamous\"],[\"18\",\"Alive and famous\"]],\"name\":\"Supplemental Tables; Status\",\"page\":72,\"source\":\"XGE\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Racial Feats\",\"colLabels\":[\"Race\",\"Feat\"],\"colStyles\":[\"col-4\",\"col-8\"],\"rows\":[[\"Dragonborn\",\"{@feat Dragon Fear|xge}\"],[\"Dragonborn\",\"{@feat Dragon Hide|xge}\"],[\"Dwarf\",\"{@feat Dwarven Fortitude|xge}\"],[\"Dwarf\",\"{@feat Squat Nimbleness|xge}\"],[\"Elf\",\"{@feat Elven Accuracy|xge}\"],[\"Elf (drow)\",\"{@feat Drow High Magic|xge}\"],[\"Elf (high)\",\"{@feat Fey Teleportation|xge}\"],[\"Elf (wood)\",\"{@feat Wood Elf Magic|xge}\"],[\"Gnome\",\"{@feat Fade Away|xge}\"],[\"Gnome\",\"{@feat Squat Nimbleness|xge}\"],[\"Half-elf\",\"{@feat Elven Accuracy|xge}\"],[\"Half-elf\",\"{@feat Prodigy|xge}\"],[\"Half-orc\",\"{@feat Orcish Fury|xge}\"],[\"Half-orc\",\"{@feat Prodigy|xge}\"],[\"Halfling\",\"{@feat Bountiful Luck|xge}\"],[\"Halfling\",\"{@feat Second Chance|xge}\"],[\"Halfling\",\"{@feat Squat Nimbleness|xge}\"],[\"Human\",\"{@feat Prodigy|xge}\"],[\"Tiefling\",\"{@feat Flames of Phlegethos|xge}\"],[\"Tiefling\",\"{@feat Infernal Constitution|xge}\"]],\"name\":\"Racial Feats\",\"page\":73,\"source\":\"XGE\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Solo Monster Challenge Rating\",\"colLabels\":[\"Character Level\",\"Party of 6 Characters\",\"Party of 5 Characters\",\"Party of 4 Characters\"],\"colStyles\":[\"col-3 text-center\",\"col-3 text-center\",\"col-3 text-center\",\"col-3 text-center\"],\"rows\":[[\"1st\",\"2\",\"2\",\"1\"],[\"2nd\",\"4\",\"3\",\"2\"],[\"3rd\",\"5\",\"4\",\"3\"],[\"4th\",\"6\",\"5\",\"4\"],[\"5th\",\"9\",\"8\",\"7\"],[\"6th\",\"10\",\"9\",\"8\"],[\"7th\",\"11\",\"10\",\"9\"],[\"8th\",\"12\",\"11\",\"10\"],[\"9th\",\"13\",\"12\",\"11\"],[\"10th\",\"14\",\"13\",\"12\"],[\"11th\",\"15\",\"14\",\"13\"],[\"12th\",\"17\",\"16\",\"15\"],[\"13th\",\"18\",\"17\",\"16\"],[\"14th\",\"19\",\"18\",\"17\"],[\"15th\",\"20\",\"19\",\"18\"],[\"16th\",\"21\",\"20\",\"19\"],[\"17th\",\"22\",\"21\",\"20\"],[\"18th\",\"22\",\"21\",\"20\"],[\"19th\",\"23\",\"22\",\"21\"],[\"20th\",\"24\",\"23\",\"22\"]],\"name\":\"Determine Numbers and Challenge Ratings; Solo Monster Challenge Rating\",\"page\":88,\"source\":\"XGE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Multiple Monsters: 1st-5th Level\",\"colLabels\":[\"Character Level\",\"CR 1/8\",\"CR 1/4\",\"CR 1/2\",\"CR 1\",\"CR 2\",\"CR 3\",\"CR 4\",\"CR 5\",\"CR 6\"],\"colStyles\":[\"col-3 text-center\",\"col-1 text-center\",\"col-1 text-center\",\"col-1 text-center\",\"col-1 text-center\",\"col-1 text-center\",\"col-1 text-center\",\"col-1 text-center\",\"col-1 text-center\",\"col-1 text-center\"],\"rows\":[[\"1st\",\"1/2\",\"1/1\",\"3/1\",\"5/1\",\"—\",\"—\",\"—\",\"—\",\"—\"],[\"2nd\",\"1/3\",\"1/2\",\"1/1\",\"3/1\",\"6/1\",\"—\",\"—\",\"—\",\"—\"],[\"3rd\",\"1/5\",\"1/2\",\"1/1\",\"2/1\",\"4/1\",\"6/1\",\"—\",\"—\",\"—\"],[\"4th\",\"1/8\",\"1/4\",\"1/2\",\"1/1\",\"2/1\",\"4/1\",\"6/1\",\"—\",\"—\"],[\"5th\",\"1/12\",\"1/8\",\"1/4\",\"1/2\",\"1/1\",\"2/1\",\"3/1\",\"5/1\",\"6/1\"]],\"name\":\"Determine Numbers and Challenge Ratings; 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You're married.\"],[\"7\",\"Streaking naked through the streets seemed like a great idea at the time.\"],[\"8\",\"Everyone is calling you by some weird, embarrassing nickname, like Puddle Drinker or Bench Slayer, and no one will say why.*\"]],\"footnotes\":[\"*Might involve a rival\"],\"name\":\"Lower-Class Carousing Complications\",\"page\":128,\"source\":\"XGE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Middle-Class Carousing Complications\",\"colLabels\":[\"d8\",\"Complication\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You accidentally insulted a guild master, and only a public apology will let you do business with the guild again.*\"],[\"2\",\"You swore to complete some quest on behalf of a temple or a guild.\"],[\"3\",\"A social gaffe has made you the talk of the town.*\"],[\"4\",\"A particularly obnoxious person has taken an intense romantic interest in you.*\"],[\"5\",\"You have made a foe out of a local spellcaster.*\"],[\"6\",\"You have been recruited to help run a local festival, play, or similar event.\"],[\"7\",\"You made a drunken toast that scandalized the locals.\"],[\"8\",\"You spent an additional 100 gp trying to impress people.\"]],\"footnotes\":[\"*Might involve a rival\"],\"name\":\"Middle-Class Carousing Complications\",\"page\":128,\"source\":\"XGE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Upper-Class Carousing Complications\",\"colLabels\":[\"d8\",\"Complication\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A pushy noble family wants to marry off one of their scions to you.*\"],[\"2\",\"You tripped and fell during a dance, and people can't stop talking about it.\"],[\"3\",\"You have agreed to take on a noble's debts.\"],[\"4\",\"You have been challenged to a joust by a knight.*\"],[\"5\",\"You have made a foe out of a local noble.*\"],[\"6\",\"A boring noble insists you visit each day and listen to long, tedious theories of magic.\"],[\"7\",\"You have become the target of a variety of embarrassing rumors.*\"],[\"8\",\"You spent an additional 500 gp trying to impress people.\"]],\"footnotes\":[\"*Might involve a rival\"],\"name\":\"Upper-Class Carousing Complications\",\"page\":128,\"source\":\"XGE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"colLabels\":[\"Proficiency\",\"Items\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"{@item Herbalism kit|phb}\",\"Antitoxin, potion of healing\"],[\"{@item Leatherworker's tools|phb}\",\"Leather armor, boots\"],[\"{@item Smith's tools|phb}\",\"Armor, weapons\"],[\"{@item Weaver's tools|phb}\",\"Cloaks, robes\"]],\"name\":\"Crafting an Item; Resources and Resolution\",\"page\":128,\"source\":\"XGE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Magic Item Ingredients\",\"colLabels\":[\"Item Rarity\",\"CR Range\"],\"colStyles\":[\"col-6\",\"col-6 text-center\"],\"rows\":[[\"Common\",\"1—3\"],[\"Uncommon\",\"4—8\"],[\"Rare\",\"9—12\"],[\"Very rare\",\"13—18\"],[\"Legendary\",\"19+\"]],\"name\":\"Crafting Magic Items; Magic Item Ingredients\",\"page\":128,\"source\":\"XGE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Magic Item Crafting Time and Cost\",\"colLabels\":[\"Item Rarity\",\"Workweeks*\",\"Cost*\"],\"colStyles\":[\"col-4\",\"col-4 text-center\",\"col-4 text-right\"],\"rows\":[[\"Common\",\"1\",\"50 gp\"],[\"Uncommon\",\"2\",\"200 gp\"],[\"Rare\",\"10\",\"2,000 gp\"],[\"Very rare\",\"25\",\"20,000 gp\"],[\"Legendary\",\"50\",\"100,000 gp\"]],\"footnotes\":[\"*Halved for a consumable item like a potion or scroll\"],\"name\":\"Crafting Magic Items; Magic Item Crafting Time and Cost\",\"page\":128,\"source\":\"XGE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Crafting Complications\",\"colLabels\":[\"d6\",\"Complication\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Rumors swirl that what you're working on is unstable and a threat to the community.*\"],[\"2\",\"Your tools are stolen, forcing you to buy new ones.*\"],[\"3\",\"A local wizard shows keen interest in your work and insists on observing you.\"],[\"4\",\"A powerful noble offers a hefty price for your work and is not interested in hearing no for an answer.*\"],[\"5\",\"A dwarf clan accuses you of stealing its secret lore to fuel your work.*\"],[\"6\",\"A competitor spreads rumors that your work is shoddy and prone to failure.*\"]],\"footnotes\":[\"*Might involve a rival\"],\"name\":\"Crafting Complications\",\"page\":129,\"source\":\"XGE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Potion of Healing Creation\",\"colLabels\":[\"Type\",\"Time\",\"Cost\"],\"colStyles\":[\"col-4\",\"col-4\",\"col-4 text-right\"],\"rows\":[[\"Healing\",\"1 day\",\"25 gp\"],[\"Greater healing\",\"1 workweek\",\"100 gp\"],[\"Superior healing\",\"3 workweeks\",\"1,000 gp\"],[\"Supreme healing\",\"4 workweeks\",\"10,000 gp\"]],\"name\":\"Brewing Potions of Healing; Potion of Healing Creation\",\"page\":130,\"source\":\"XGE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Loot Value\",\"colLabels\":[\"DC\",\"Value\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"10\",\"50 gp, robbery of a struggling merchant\"],[\"15\",\"100 gp, robbery of a prosperous merchant\"],[\"20\",\"200 gp, robbery of a noble\"],[\"25\",\"1,000 gp, robbery of one of the richest figures in town\"]],\"name\":\"Crime; Loot Value\",\"page\":130,\"source\":\"XGE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Crime Complications\",\"colLabels\":[\"d8\",\"Complication\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A bounty equal to your earnings is offered for information about your crime.*\"],[\"2\",\"An unknown person contacts you, threatening to reveal your crime if you don't render a service.*\"],[\"3\",\"Your victim is financially ruined by your crime.\"],[\"4\",\"Someone who knows of your crime has been arrested on an unrelated matter.*\"],[\"5\",\"Your loot is a single, easily identified item that you can't fence in this region.\"],[\"6\",\"You robbed someone who was under a local crime lord's protection, and who now wants revenge.\"],[\"7\",\"Your victim calls in a favor from a guard, doubling the efforts to solve the case.\"],[\"8\",\"Your victim asks one of your adventuring companions to solve the crime.\"]],\"footnotes\":[\"*Might involve a rival\"],\"name\":\"Crime Complications\",\"page\":130,\"source\":\"XGE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Gambling Results\",\"colLabels\":[\"Result\",\"Value\"],\"colStyles\":[\"col-5\",\"col-7\"],\"rows\":[[\"0 successes\",\"Lose all the money you bet, and accrue a debt equal to that amount.\"],[\"1 success\",\"Lose half the money you bet.\"],[\"2 successes\",\"Gain the amount you bet plus half again more.\"],[\"3 successes\",\"Gain double the amount you bet.\"]],\"name\":\"Gambling Results\",\"page\":130,\"source\":\"XGE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Gambling Complications\",\"colLabels\":[\"d6\",\"Complication\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You are accused of cheating. You decide whether you actually did cheat or were framed.*\"],[\"2\",\"The town guards raid the gambling hall and throw you in jail.*\"],[\"3\",\"A noble in town loses badly to you and loudly vows to get revenge.*\"],[\"4\",\"You won a sum from a low-ranking member of a thieves' guild, and the guild wants its money back.\"],[\"5\",\"A local crime boss insists you start frequenting the boss's gambling parlor and no others.\"],[\"6\",\"A high-stakes gambler comes to town and insists that you take part in a game.\"]],\"footnotes\":[\"*Might involve a rival\"],\"name\":\"Gambling Complications\",\"page\":130,\"source\":\"XGE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Pit Fighting Results\",\"colLabels\":[\"Result\",\"Value\"],\"colStyles\":[\"col-5\",\"col-7\"],\"rows\":[[\"0 successes\",\"Lose your bouts, earning nothing.\"],[\"1 success\",\"Win 50 gp.\"],[\"2 successes\",\"Win 100 gp.\"],[\"3 successes\",\"Win 200 gp.\"]],\"name\":\"Pit Fighting Results\",\"page\":131,\"source\":\"XGE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Pit Fighting Complications\",\"colLabels\":[\"d6\",\"Complication\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An opponent swears to take revenge on you.*\"],[\"2\",\"A crime boss approaches you and offers to pay you to intentionally lose a few matches.*\"],[\"3\",\"You defeat a popular local champion, drawing the crowd's ire.\"],[\"4\",\"You defeat a noble's servant, drawing the wrath of the noble's house.*\"],[\"5\",\"You are accused of cheating. Whether the allegation is true or not, your reputation is tarnished.*\"],[\"6\",\"You accidentally deliver a near-fatal wound to a foe.\"]],\"footnotes\":[\"*Might involve a rival\"],\"name\":\"Pit Fighting Complications\",\"page\":131,\"source\":\"XGE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Religious Service\",\"colLabels\":[\"Check Total\",\"Result\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1—10\",\"No effect. Your efforts fail to make a lasting impression.\"],[\"11—20\",\"You earn one favor.\"],[\"21+\",\"You earn two favors.\"]],\"name\":\"Religious Service\",\"page\":131,\"source\":\"XGE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Religious Service Complications\",\"colLabels\":[\"d6\",\"Complication\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You have offended a priest through your words or actions.*\"],[\"2\",\"Blasphemy is still blasphemy, even if you did it by accident.\"],[\"3\",\"A secret sect in the temple offers you membership.\"],[\"4\",\"Another temple tries to recruit you as a spy.*\"],[\"5\",\"The temple elders implore you to take up a holy quest.\"],[\"6\",\"You accidentally discover that an important person in the temple is a fiend worshiper.\"]],\"footnotes\":[\"*Might involve a rival\"],\"name\":\"Religious Service Complications\",\"page\":132,\"source\":\"XGE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Research Outcomes\",\"colLabels\":[\"Check Total\",\"Outcome\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1—5\",\"No effect.\"],[\"6—10\",\"You learn one piece of lore.\"],[\"11—20\",\"You learn two pieces of lore.\"],[\"21+\",\"You learn three pieces of lore.\"]],\"name\":\"Research Outcomes\",\"page\":132,\"source\":\"XGE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Research Complications\",\"colLabels\":[\"d6\",\"Complication\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You accidentally damage a rare book.\"],[\"2\",\"You offend a sage, who demands an extravagant gift.*\"],[\"3\",\"If you had known that book was cursed, you never would have opened it.\"],[\"4\",\"A sage becomes obsessed with convincing you of a number of strange theories about reality.*\"],[\"5\",\"Your actions cause you to be banned from a library until you make reparations.*\"],[\"6\",\"You uncovered useful lore, but only by promising to complete a dangerous task in return.\"]],\"footnotes\":[\"*Might involve a rival\"],\"name\":\"Research Complications\",\"page\":132,\"source\":\"XGE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Spell Scroll Costs\",\"colLabels\":[\"Spell Level\",\"Time\",\"Cost\"],\"colStyles\":[\"col-4 text-center\",\"col-4\",\"col-4 text-right\"],\"rows\":[[\"Cantrip\",\"1 day\",\"15 gp\"],[\"1st\",\"1 day\",\"25 gp\"],[\"2nd\",\"3 days\",\"250 gp\"],[\"3rd\",\"1 workweek\",\"500 gp\"],[\"4th\",\"2 workweeks\",\"2,500 gp\"],[\"5th\",\"4 workweeks\",\"5,000 gp\"],[\"6th\",\"8 workweeks\",\"15,000 gp\"],[\"7th\",\"16 workweeks\",\"25,000 gp\"],[\"8th\",\"32 workweeks\",\"50,000 gp\"],[\"9th\",\"48 workweeks\",\"250,000 gp\"]],\"name\":\"Resources; Spell Scroll Costs\",\"page\":133,\"source\":\"XGE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Scribe a Scroll Complications\",\"colLabels\":[\"d6\",\"Complication\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You bought up the last of the rare ink used to craft scrolls, angering a wizard in town.\"],[\"2\",\"The priest of a temple of good accuses you of trafficking in dark magic.*\"],[\"3\",\"A wizard eager to collect one of your spells in a book presses you to sell the scroll.\"],[\"4\",\"Due to a strange error in creating the scroll, it is instead a random spell of the same level.\"],[\"5\",\"The rare parchment you bought for your scroll has a barely visible map on it.\"],[\"6\",\"A thief attempts to break into your workroom.*\"]],\"footnotes\":[\"*Might involve a rival\"],\"name\":\"Scribe a Scroll Complications\",\"page\":133,\"source\":\"XGE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Magic Item Base Prices\",\"colLabels\":[\"Rarity\",\"Base Price*\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"Common\",\"100 gp\"],[\"Uncommon\",\"400 gp\"],[\"Rare\",\"4,000 gp\"],[\"Very rare\",\"40,000 gp\"],[\"Legendary\",\"200,000 gp\"]],\"footnotes\":[\"*Halved for a consumable item like a potion or scroll\"],\"name\":\"Resolution; Magic Item Base Prices\",\"page\":133,\"source\":\"XGE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Magic Item Offer\",\"colLabels\":[\"Check Total\",\"Offer\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1—10\",\"50% of base price\"],[\"11—20\",\"100% of base price\"],[\"21+\",\"150% of base price\"]],\"name\":\"Resolution; Magic Item Offer\",\"page\":133,\"source\":\"XGE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Magic Item Sale Complications\",\"colLabels\":[\"d6\",\"Complication\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Your enemy secretly arranges to buy the item to use it against you.*\"],[\"2\",\"A thieves' guild, alerted to the sale, attempts to steal your item.*\"],[\"3\",\"A foe circulates rumors that your item is a fake.*\"],[\"4\",\"A sorcerer claims your item as a birthright and demands you hand it over.\"],[\"5\",\"Your item's previous owner, or surviving allies of the owner, vow to retake the item by force.\"],[\"6\",\"The buyer is murdered before the sale is finalized.*\"]],\"footnotes\":[\"*Might involve a rival\"],\"name\":\"Magic Item Sale Complications\",\"page\":133,\"source\":\"XGE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Training Complications\",\"colLabels\":[\"d6\",\"Complication\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Your instructor disappears, forcing you to spend one workweek finding a new one.*\"],[\"2\",\"Your teacher instructs you in rare, archaic methods, which draw comments from others.\"],[\"3\",\"Your teacher is a spy sent to learn your plans.*\"],[\"4\",\"Your teacher is a wanted criminal.\"],[\"5\",\"Your teacher is a cruel taskmaster.\"],[\"6\",\"Your teacher asks for help dealing with a threat.\"]],\"footnotes\":[\"*Might involve a rival\"],\"name\":\"Training Complications\",\"page\":134,\"source\":\"XGE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Wages\",\"colLabels\":[\"Check Total\",\"Earnings\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"9 or lower\",\"Poor lifestyle for the week\"],[\"10—14\",\"Modest lifestyle for the week\"],[\"15—20\",\"Comfortable lifestyle for the week\"],[\"21+\",\"Comfortable lifestyle for the week + 25 gp\"]],\"name\":\"Resolution; Wages\",\"page\":134,\"source\":\"XGE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Work Complications\",\"colLabels\":[\"d6\",\"Complication\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A difficult customer or a fight with a coworker reduces the wages you earn by one category.*\"],[\"2\",\"Your employer's financial difficulties result in your not being paid.*\"],[\"3\",\"A coworker with ties to an important family in town takes a dislike to you.*\"],[\"4\",\"Your employer is involved with a dark cult or a criminal enterprise.\"],[\"5\",\"A crime ring targets your business for extortion.*\"],[\"6\",\"You gain a reputation for laziness (unjustified or not, as you choose), giving you disadvantage on checks made for this downtime activity for the next six workweeks you devote to it.*\"]],\"footnotes\":[\"*Might involve a rival\"],\"name\":\"Work Complications\",\"page\":134,\"source\":\"XGE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Magic Items Awarded by Tier\",\"colLabels\":[\"Character Level\",\"Minor Items\",\"Major Items\",\"All Items\"],\"colStyles\":[\"col-6\",\"col-2\",\"col-1\",\"col-3\"],\"rows\":[[\"1-4\",\"9\",\"2\",\"11\"],[\"5-10\",\"28\",\"6\",\"34\"],[\"11-16\",\"24\",\"6\",\"30\"],[\"17-20\",\"19\",\"6\",\"25\"],[\"Total\",\"80\",\"20\",\"100\"]],\"name\":\"Distribution by Rarity; 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1\",\"page\":5,\"source\":\"PSX\",\"chapter\":{\"name\":\"The World of Ixalan\",\"index\":1}},{\"caption\":\"Suggested Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"{@b Nation.} The invaders must be driven out and the ancient capital of Orazca reclaimed.\"],[\"2\",\"{@b Glory.} I wish to earn great glory in battle—ideally, by making my foes surrender.\"],[\"3\",\"{@b Poetry.} Beauty is to be found in all things, from creation to destruction, and it should all be recorded in words.\"],[\"4\",\"{@b Zeal.} I am devoted to the Threefold Sun and the commands of the priests.\"],[\"5\",\"{@b History.} I seek to understand the empire's history so I can better chart a course for its future.\"],[\"6\",\"{@b Peace.} I would like to believe that peace can be forged among the peoples of this land.\"]],\"name\":\"Four Peoples, One Party; Suggested Ideals\",\"page\":5,\"source\":\"PSX\",\"chapter\":{\"name\":\"The World of Ixalan\",\"index\":1}},{\"caption\":\"Suggested Bonds\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I left behind a family (living or dead) when I set out on my journey of exploration.\"],[\"2\",\"I have ties to the imperial line.\"],[\"3\",\"I come from a noble family, and have kin who live as hostages in the imperial capital.\"],[\"4\",\"I have fallen in love with a member of a pirate crew.\"],[\"5\",\"I discovered an ancient ruin in the jungle, but I keep it a secret.\"],[\"6\",\"I will one day find the Immortal Sun and restore the empire's ancient glory\"]],\"name\":\"Four Peoples, One Party; Suggested Bonds\",\"page\":5,\"source\":\"PSX\",\"chapter\":{\"name\":\"The World of Ixalan\",\"index\":1}},{\"caption\":\"Suggested Ideals\",\"colLabels\":[\"{@dice 1d6}\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Harmony.}. The peoples of this world should strive for the same harmony that exists between air and water.\"],[\"2\",\"{@b Nature.} In the midst of war, it is often the forest that suffers most—unless we protect it.\"],[\"3\",\"{@b Knowledge.} True understanding of one's self and the world is the highest good.\"],[\"4\",\"{@b Reverence.} The wisdom of the shamans and elders is our best guide in the world.\"],[\"5\",\"{@b Cleverness.} The best way to defeat your opponents is to outsmart them.\"],[\"6\",\"{@b Defense.} The golden city must remain hidden, and its power kept from those who would abuse it.\"]],\"name\":\"River Heralds; Suggested Ideals\",\"page\":7,\"source\":\"PSX\",\"chapter\":{\"name\":\"The World of Ixalan\",\"index\":1}},{\"caption\":\"Suggested Bonds\",\"colLabels\":[\"{@dice 1d6}\",\"Bond\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I have carried on secret trade with a Sun Empire merchant for years now.\"],[\"2\",\"I am related to the shaman of my band.\"],[\"3\",\"I am fascinated by the culture and beliefs of the strangers in our land.\"],[\"4\",\"A small tributary to the Great River is in my care, and I will do anything to defend it.\"],[\"5\",\"I aspire to become the leader of my band—either as a shaman, or by supplanting the shaman as a war leader.\"],[\"6\",\"I will one day find the Immortal Sun and use its power to drive the invaders from our land.\"]],\"name\":\"River Heralds; Suggested Bonds\",\"page\":7,\"source\":\"PSX\",\"chapter\":{\"name\":\"The World of Ixalan\",\"index\":1}},{\"caption\":\"Suggested Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"{@b Conquest.} The destiny of my people is to rule the world.\"],[\"2\",\"{@b Order.} The purpose of our conquest is to establish law and order in the lands we rule.\"],[\"3\",\"{@b Devotion.} Following the tenets of the church is the only way to earn eternal life in the coming age of ever-flowing blood.\"],[\"4\",\"{@b Slaughter.} I love the feeling of warm blood running down my chin.\"],[\"5\",\"{@b Glory.} Those who prove their worth in battle will win eternal life.\"],[\"6\",\"{@b Strength.} In life as in war, the stronger force wins.\"]],\"name\":\"Legion of Dusk; Suggested Ideals\",\"page\":8,\"source\":\"PSX\",\"chapter\":{\"name\":\"The World of Ixalan\",\"index\":1}},{\"caption\":\"Suggested Bonds\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"My family has been feuding with another noble family for seven hundred years.\"],[\"2\",\"I became friends with a merfolk shaman I captured.\"],[\"3\",\"I am a knight of the Bloodstained order, and have forsaken all other bonds since the day I slaughtered my own family.\"],[\"4\",\"I carry a relic of one of the vampire saints known as the Venerables, counting it as my dearest possession.\"],[\"5\",\"I would do anything for the soldiers in my company.\"],[\"6\",\"I will one day find the Immortal Sun and use its power to supplant the queen.\"]],\"name\":\"Legion of Dusk; Suggested Bonds\",\"page\":8,\"source\":\"PSX\",\"chapter\":{\"name\":\"The World of Ixalan\",\"index\":1}},{\"caption\":\"Suggested Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"{@b Wealth.} Money can buy anything.\"],[\"2\",\"{@b Freedom.} The sea is the freedom to go anywhere and do anything.\"],[\"3\",\"{@b Knowledge.} I'm as greedy for secrets and lore as others are for treasure.\"],[\"4\",\"{@b Pillage.} It's not the having, it's the taking that shows who's strongest.\"],[\"5\",\"{@b Crew.} I'm committed to my crewmates, not to ideals.\"],[\"6\",\"{@b Coalition.} I believe we're not just stronger but also better when we join forces in unity.\"]],\"name\":\"Brazen Coalition; Suggested Ideals\",\"page\":9,\"source\":\"PSX\",\"chapter\":{\"name\":\"The World of Ixalan\",\"index\":1}},{\"caption\":\"Suggested Bonds\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"My captain is dearer to me than any other person or possession.\"],[\"2\",\"My greatest dream is to return across the sea to the land my ancestors left.\"],[\"3\",\"I abandoned a child to be fostered in a city somewhere.\"],[\"4\",\"I was shipwrecked on an island with a vampire, and we became good friends.\"],[\"5\",\"I buried a great treasure somewhere... and lost the map.\"],[\"6\",\"I have one piece of a treasure map, and no idea where the other pieces are.\"]],\"name\":\"Brazen Coalition; Suggested Bonds\",\"page\":9,\"source\":\"PSX\",\"chapter\":{\"name\":\"The World of Ixalan\",\"index\":1}},{\"caption\":\"White Personality Traits\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I can find common ground with even the fiercest enemies, empathizing with them and always working toward peace.\"],[\"2\",\"I would rather make a new friend than a new enemy.\"],[\"3\",\"If someone is in trouble, I'm always ready to lend aid.\"],[\"4\",\"I get overly upset when people break even minor rules.\"],[\"5\",\"I am honest to the point of being blunt or rude.\"],[\"6\",\"I go into every situation with at least one backup plan, but I can get lost when my plans go awry.\"],[\"7\",\"I have no patience for selfish or greedy people.\"],[\"8\",\"I like my environment to be well ordered and clean.\"]],\"name\":\"White Personality Traits\",\"page\":43,\"source\":\"PSX\",\"chapter\":{\"name\":\"The Colors of Magic\",\"ordinal\":{\"type\":\"appendix\"},\"index\":5}},{\"caption\":\"White Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"{@b Harmony.} I long for a world in which everyone gets along.\"],[\"2\",\"{@b Community.} It is the duty of all civilized people to strengthen the bonds of community and the security of civilization.\"],[\"3\",\"{@b Peace.} It is each person's responsibility to make the most happiness for the whole community.\"],[\"4\",\"{@b Solidarity.} Working together, we are stronger than any of us alone.\"],[\"5\",\"{@b Law and Order.} We all must obey those in authority and follow laws, or society will devolve into chaos.\"],[\"6\",\"{@b Honor.} If I dishonor myself, I undermine the foundation of my community.\"]],\"name\":\"White Ideals\",\"page\":43,\"source\":\"PSX\",\"chapter\":{\"name\":\"The Colors of Magic\",\"ordinal\":{\"type\":\"appendix\"},\"index\":5}},{\"caption\":\"Blue Personality Traits\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I employ a polysyllabic vocabulary that conveys the impression of tremendous erudition.\"],[\"2\",\"I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others.\"],[\"3\",\"I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings.\"],[\"4\",\"I believe that anything worth doing is worth doing right. I can't help it—I'm a perfectionist.\"],[\"5\",\"I want to know how things work and what makes people act as they do.\"],[\"6\",\"There's nothing I like more than a good mystery.\"],[\"7\",\"Messing up just means an opportunity to learn from my mistakes.\"],[\"8\",\"There's no need to rush into action; I prefer to plan before I act.\"]],\"name\":\"Blue Personality Traits\",\"page\":44,\"source\":\"PSX\",\"chapter\":{\"name\":\"The Colors of Magic\",\"ordinal\":{\"type\":\"appendix\"},\"index\":5}},{\"caption\":\"Blue Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"{@b Perfection.} The goal of a life of study is to constantly improve oneself.\"],[\"2\",\"{@b Education.} Information can change the world only when it is widely shared.\"],[\"3\",\"{@b Knowledge.} The path to power and self-improvement comes through mastery of what can be known.\"],[\"4\",\"{@b Change.} The world is in constant flux, and we must be ready to change with it.\"],[\"5\",\"{@b Logic.} Emotions must not cloud our clear thinking.\"],[\"6\",\"{@b Self-Knowledge.} If you know yourself, there's nothing left to know.\"]],\"name\":\"Blue Ideals\",\"page\":44,\"source\":\"PSX\",\"chapter\":{\"name\":\"The Colors of Magic\",\"ordinal\":{\"type\":\"appendix\"},\"index\":5}},{\"caption\":\"Black Personality Traits\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"The best way to get me to do something is to tell me I can't do it.\"],[\"2\",\"If you do me an injury, I will crush you, ruin your name, and salt your family's lands for all time.\"],[\"3\",\"The first thing I do in a new place is note the locations of everything valuable—or where such things might be hidden.\"],[\"4\",\"I get bitter if I'm not the center of attention.\"],[\"5\",\"I can't stand the dangerous idiots who deny their own needs in order to help others. It's often difficult to motivate them to do what I want.\"],[\"6\",\"If others won't do things when you ask nicely, stop asking nicely.\"],[\"7\",\"Inspiring fear can be the most effective way to motivate people.\"],[\"8\",\"I don't care about morality or taboos—only results. I'll do whatever it takes to get the results I want.\"]],\"name\":\"Black Personality Traits\",\"page\":45,\"source\":\"PSX\",\"chapter\":{\"name\":\"The Colors of Magic\",\"ordinal\":{\"type\":\"appendix\"},\"index\":5}},{\"caption\":\"Black Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"{@b Power.} Power is the only way to guarantee your ability to control your life—and thus your happiness.\"],[\"2\",\"{@b Self-Interest.} If I don't look out for myself, no one else is going to.\"],[\"3\",\"Strength. Helping the weak is merely delaying their inevitable failure.\"],[\"4\",\"{@b Freedom.} If I need something, I'm a fool if I let laws or morality stand in my way.\"],[\"5\",\"{@b Greed.} The clearest way to get ahead in this world is with money.\"],[\"6\",\"{@b Independence.} No one tells me what to do.\"]],\"name\":\"Black Ideals\",\"page\":45,\"source\":\"PSX\",\"chapter\":{\"name\":\"The Colors of Magic\",\"ordinal\":{\"type\":\"appendix\"},\"index\":5}},{\"caption\":\"Red Personality Traits\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I always speak and act before I think.\"],[\"2\",\"My changing emotions dominate my personality, leaving no one in any doubt about what I'm feeling.\"],[\"3\",\"I fall in and out of love faster than the weather changes.\"],[\"4\",\"I'm always angry.\"],[\"5\",\"I either love something or I hate it; there is no in-between.\"],[\"6\",\"I'm always working on some piece of art to express my feelings.\"],[\"7\",\"I revel in the storms and the destruction that give expression to the turmoil inside me.\"],[\"8\",\"I have no patience for people who think they can boss others around.\"]],\"name\":\"Red Personality Traits\",\"page\":46,\"source\":\"PSX\",\"chapter\":{\"name\":\"The Colors of Magic\",\"ordinal\":{\"type\":\"appendix\"},\"index\":5}},{\"caption\":\"Red Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"{@b Freedom.} Everyone should be free to pursue their own dreams.\"],[\"2\",\"{@b Emotion.} My heart tells me what it needs. All I have to do is listen and act accordingly.\"],[\"3\",\"{@b Adventure.} Life is an adventure, and it's up to each individual to experience it.\"],[\"4\",\"{@b Relationships.} Part of life is embracing the passion, loyalty, and camaraderie that ties us to others.\"],[\"5\",\"{@b Creativity.} The world is in need of new ideas and bold action.\"],[\"6\",\"{@b Sincerity.} No one should pretend to be something they're not.\"]],\"name\":\"Red Ideals\",\"page\":46,\"source\":\"PSX\",\"chapter\":{\"name\":\"The Colors of Magic\",\"ordinal\":{\"type\":\"appendix\"},\"index\":5}},{\"caption\":\"Green Personality Traits\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I'm sharply attuned to the cycles of nature, and can almost feel the pull of the full moon.\"],[\"2\",\"My instincts never lead me astray.\"],[\"3\",\"I get along better with animals than I do with most people.\"],[\"4\",\"There is more wisdom in a forest pool than in any library.\"],[\"5\",\"Beasts of the wild have no need for manners, and neither do I.\"],[\"6\",\"Nothing raises my ire like seeing people treat life as disposable.\"],[\"7\",\"I can identify hundreds of bird species by their songs.\"],[\"8\",\"I see omens in every ripple, gust of wind, and flight of birds.\"]],\"name\":\"Green Personality Traits\",\"page\":47,\"source\":\"PSX\",\"chapter\":{\"name\":\"The Colors of Magic\",\"ordinal\":{\"type\":\"appendix\"},\"index\":5}},{\"caption\":\"Green Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"{@b Acceptance.} Things are as they are for a reason, and it's foolish to try to change them.\"],[\"2\",\"{@b Nature.} The natural world is more important than the constructs of civilization.\"],[\"3\",\"{@b Potential.} The secret to happiness is to find one's place in the natural order and embrace it.\"],[\"4\",\"{@b Interdependence.} My role is deeply connected to the web of life, and my actions have consequences for everyone around me.\"],[\"5\",\"{@b Live and Let Live.} Ideals aren't worth killing or going to war for.\"],[\"6\",\"{@b History.} Only through studying the past can we avoid repeating past mistakes.\"]],\"name\":\"Green Ideals\",\"page\":47,\"source\":\"PSX\",\"chapter\":{\"name\":\"The Colors of Magic\",\"ordinal\":{\"type\":\"appendix\"},\"index\":5}},{\"caption\":\"Layers and Rulers of the Nine Hells\",\"colLabels\":[\"Layer\",\"Layer Name\",\"Ruler\"],\"colStyles\":[\"col-1 text-center\",\"col-5\",\"col-6\"],\"rows\":[[\"1\",\"Avernus\",\"{@creature Zariel|MTF}\"],[\"2\",\"Dis\",\"Dispater\"],[\"3\",\"Minauros\",\"Mammon\"],[\"4\",\"Phlegethos\",\"Belial and Fierna\"],[\"5\",\"Stygia\",\"Levistus\"],[\"6\",\"Malbolge\",\"Glasya\"],[\"7\",\"Maladomini\",\"Baalzebul\"],[\"8\",\"Cania\",\"Mephistopheles\"],[\"9\",\"Nessus\",\"Asmodeus\"]],\"name\":\"Lords of the Nine; Layers and Rulers of the Nine Hells\",\"page\":9,\"source\":\"MTF\",\"chapter\":{\"name\":\"The Blood War\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Demon Personality Traits\",\"colLabels\":[\"d6\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I enjoy telling lies.\"],[\"2\",\"Threats are my only language.\"],[\"3\",\"I fawn over others to make my betrayal more unexpected.\"],[\"4\",\"I crush those I can defeat, and lie in wait to weaken and overwhelm those I must respect.\"],[\"5\",\"I will do anything to survive. Anything.\"],[\"6\",\"Someday all will worship me. Until then, I track their insults with obsessive attention.\"]],\"name\":\"Demon Customization Tables; Demon Personality Traits\",\"page\":33,\"source\":\"MTF\",\"chapter\":{\"name\":\"The Blood War\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Demon Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Self-Preservation. It's everything and everyone for themselves in this cruel world.\"],[\"2\",\"Might. The world is divided into the strong who rule and the weak who obey or die.\"],[\"3\",\"Cunning. Always have a backup plan ready, especially if it involves betraying someone.\"],[\"4\",\"Strength. Strength is the one coin accepted in all realms and by all folk.\"],[\"5\",\"Ambition. We reach the station in the cosmos that we deserve due to our drive and talents.\"],[\"6\",\"Cruelty. Strength without regular demonstrations of its potential is an empty weapon.\"]],\"name\":\"Demon Customization Tables; Demon Ideals\",\"page\":33,\"source\":\"MTF\",\"chapter\":{\"name\":\"The Blood War\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Demon Bonds\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-6\",\"I am a perfect product of creation, destined to one day shape the cosmos to my whims. Everything I do verifies my destiny.\"]],\"name\":\"Demon Customization Tables; Demon Bonds\",\"page\":33,\"source\":\"MTF\",\"chapter\":{\"name\":\"The Blood War\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Demon Flaws\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I act based on instinct, rarely with a plan.\"],[\"2\",\"I am cowed by threats, and even preposterous ones make me pause.\"],[\"3\",\"Deep down, I know I am doomed to anonymity.\"],[\"4\",\"My natural inclination is to grovel and beg for the favor of those stronger than me.\"],[\"5\",\"I rage, but I use anger to distract from my fear of confrontation.\"],[\"6\",\"I become entangled and betrayed by my own machinations.\"]],\"name\":\"Demon Customization Tables; Demon Flaws\",\"page\":33,\"source\":\"MTF\",\"chapter\":{\"name\":\"The Blood War\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Unusual Demon Features\",\"colLabels\":[\"d20\",\"Feature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Belches Flies. Once per day, the demon can use an action to belch enough flies to create an effect as though it cast fog cloud.\"],[\"2\",\"Tiny Wings. The demon gains a flying speed of 10 feet. If it could already fly, its flying speed becomes 10 feet.\"],[\"3\",\"Ever-Open Extra Eye. The demon gains advantage on Perception checks related to sight.\"],[\"4\",\"Bleeds Wasps. The first time in each combat the demon is reduced to half its hit points or less, a {@creature swarm of wasps||swarm of insects (wasps)} forms around it. The swarm considers creatures other than the demon to be enemies.\"],[\"5\",\"Extra Arm. The demon gains advantage on Sleight of Hand checks.\"],[\"6\",\"Enormous Ears. The demon gains advantage on Perception checks to hear sounds.\"],[\"7\",\"Silver Bones. The demon's natural weapons are considered silvered.\"],[\"8\",\"Snake Hair. Creatures that grapple the demon or are grappled by it are poisoned until the grapple ends.\"],[\"9\",\"Endlessly Mumbling Second Mouth. The demon suffers disadvantage on Stealth checks against creatures that can hear.\"],[\"10\",\"Huge Feet. The demon suffers disadvantage on Stealth, Athletics, and Acrobatics checks when they involve moving its feet.\"],[\"11\",\"Translucent Skin. The demon's skin is slimy and translucent. It has advantage on attempts to escape a grapple.\"],[\"12\",\"Oily Boils. Each time the demon takes bludgeoning, piercing, or slashing damage, the area within 5 feet of it becomes {@quickref difficult terrain||3} until the end of the demon's next turn.\"],[\"13\",\"Thick Lead Skull. The demon can't use telepathy or be contacted by telepathy. It can't be charmed, frightened, or stunned.\"],[\"14\",\"Worm Tongue. The demon can't speak any language.\"],[\"15\",\"Head Hands. The demon has heads where its hands should be and uses the heads' mouths to manipulate objects. If the demon had claw attacks, they become bite attacks that deal piercing damage.\"],[\"16\",\"Blimp Body. The demon can float at will as if under the effect of the levitate spell (no concentration required). While it has half its hit points or less, it loses this ability.\"],[\"17\",\"Immaterial. The demon has resistance to all damage except psychic damage, and all damage it deals is halved.\"],[\"18\",\"Long Arms. The demon's reach is 5 feet longer than normal.\"],[\"19\",\"Eyeless. The demon is blind. It has blindsight with a radius of 60 feet.\"],[\"20\",\"Vestigial Demon. A miniature vestigial twin of the demon grows from its body. The demon can't be blinded, deafened, or stunned.\"]],\"name\":\"Demon Customization Tables; Unusual Demon Features\",\"page\":33,\"source\":\"MTF\",\"chapter\":{\"name\":\"The Blood War\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Cult Goals\",\"colLabels\":[\"d6\",\"Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Political power, control over the local area\"],[\"2\",\"The death of a hated enemy or rival\"],[\"3\",\"Control of a guild or similar institution\"],[\"4\",\"Recovery of an artifact or magic item that could prove useful in the Blood War\"],[\"5\",\"Revenge for an insult, wrong, or past defeat\"],[\"6\",\"Personal power and comfort for its leaders\"]],\"name\":\"Fiendish Cults; Cult Goals\",\"page\":34,\"source\":\"MTF\",\"chapter\":{\"name\":\"The Blood War\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Cult Resources\",\"colLabels\":[\"d6\",\"Resource\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The cult uses a respectable guild, business, or institution as a front.\"],[\"2\",\"The cult thrives through the support of generations of a powerful noble family.\"],[\"3\",\"The cult controls the local officers of the law.\"],[\"4\",\"The cult has access to a cache of powerful magic.\"],[\"5\",\"The cult can open a direct portal to the Outer Planes, allowing fiends to intercede on their behalf.\"],[\"6\",\"The cult's leader is a renegade fiend seeking to evade its enemies.\"]],\"name\":\"Fiendish Cults; Cult Resources\",\"page\":34,\"source\":\"MTF\",\"chapter\":{\"name\":\"The Blood War\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Cult Organization\",\"colLabels\":[\"d6\",\"Organization\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Conspiracy. Members use passwords and double-blind communication.\"],[\"2\",\"False Front. The cult puts on an elaborate deception to appear as a harmless civic group.\"],[\"3\",\"Criminal Enterprise. The cult is organized through a thieves' guild.\"],[\"4\",\"Network. The cult has a secret alliance of members who have infiltrated the lower ranks of every organization of note in the region.\"],[\"5\",\"Cult of Personality. The cult leader is a beloved figure renowned for great, benevolent deeds.\"],[\"6\",\"Entrenched. The cult is part of the local culture, a tradition that established decades ago and kept secret from outsiders.\"]],\"name\":\"Fiendish Cults; Cult Organization\",\"page\":34,\"source\":\"MTF\",\"chapter\":{\"name\":\"The Blood War\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Cult Hardship\",\"colLabels\":[\"d6\",\"Hardship\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The cult is wracked with infighting.\"],[\"2\",\"A rival cult strives to destroy this group and replace it.\"],[\"3\",\"The cult struggles to rein in its dark, violent impulses in order to remain undetected.\"],[\"4\",\"Murder and betrayal leads to a constant turnover in cult leadership.\"],[\"5\",\"The cult leader is a figurehead. The real power is a crime lord behind the scenes.\"],[\"6\",\"The cult is a disposable pawn manipulated by its master.\"]],\"name\":\"Fiendish Cults; Cult Hardship\",\"page\":34,\"source\":\"MTF\",\"chapter\":{\"name\":\"The Blood War\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Elf Deities (The Seldarine)\",\"colLabels\":[\"Deity\",\"Alignment\",\"Province\",\"Suggested Domains\",\"Common Symbol\"],\"colStyles\":[\"col-2\",\"col-1 text-center\",\"col-4\",\"col-2\",\"col-3\"],\"rows\":[[\"{@deity Aerdrie Faenya|elven|mtf}\",\"CG\",\"Air, rain, fertility, birth\",\"Life, Tempest, Trickery\",\"Bird silhouetted against a cloud\"],[\"{@deity Angharradh|elven|mtf}\",\"CG\",\"Wisdom, growth, protection\",\"Knowledge, Life, War\",\"Three interlocking circles\"],[\"{@deity Alathrien Druanna|elven|mtf}\",\"N\",\"Runes, writing, spellcasting\",\"Arcana,** Knowledge\",\"A quill or glyph\"],[\"{@deity Alobal Lorfiril|elven|mtf}\",\"CG\",\"Revelry, mirth\",\"Life, Trickery\",\"Wine glass\"],[\"{@deity Araleth Letheranil|elven|mtf}\",\"CG\",\"Light, stars, revelations\",\"Knowledge, Light\",\"Shaft of light\"],[\"{@deity Corellon Larethian|elven|mtf}\",\"CG\",\"Primary god of elves\",\"Arcana,** Life, Light, War\",\"Quarter moon or starburst\"],[\"{@deity Darahl Tilvenar|elven|mtf}\",\"LN\",\"Fire, earth, metalwork\",\"Forge,* Light\",\"Flame between hands\"],[\"{@deity Deep Sashelas|elven|mtf}\",\"CG\",\"Creativity, knowledge, sea\",\"Knowledge, Nature, Tempest\",\"Dolphin\"],[\"{@deity Elebrin Liothiel|elven|mtf}\",\"CG\",\"Abundance, gardens, the harvest\",\"Life, Nature\",\"Acorn\"],[\"{@deity Erevan Ilesere|elven|mtf}\",\"CN\",\"Mischief, change\",\"Trickery\",\"Asymmetrical starburst\"],[\"{@deity Fenmarel Mestarine|elven|mtf}\",\"CN\",\"Solitude, outcasts\",\"Nature, Trickery\",\"Two peering elven eyes\"],[\"{@deity Gadhelyn|elven|mtf}\",\"CN\",\"Independence, outlawry\",\"Nature, Trickery\",\"Leaf-shaped arrowhead\"],[\"{@deity Hanali Celanil|elven|mtf}\",\"CG\",\"Love, beauty, the arts\",\"Life\",\"Golden heart\"],[\"{@deity Kirith Sotheril|elven|mtf}\",\"NG\",\"Divination, illusion\",\"Knowledge, Trickery\",\"Rainbow sphere\"],[\"{@deity Labelas Enoreth|elven|mtf}\",\"CG\",\"Time, history, memory\",\"Arcana,** Knowledge, Life\",\"Setting sun\"],[\"{@deity Melira Taralen|elven|mtf}\",\"CG\",\"Poetry, songs\",\"Knowledge, Life, Trickery\",\"Lute\"],[\"{@deity Mythrien Sarath|elven|mtf}\",\"CG\",\"Abjuration, mythals\",\"Arcana,** Forge,* Knowledge\",\"Row of three intertwined rings\"],[\"{@deity Naralis Analor|elven|mtf}\",\"NG\",\"Healing, suffering, death\",\"Life, Grave*\",\"White dove\"],[\"{@deity Rellavar Danuvien|elven|mtf}\",\"NG\",\"Winter, harsh weather\",\"Tempest\",\"Spear between two circles\"],[\"{@deity Rillifane Rallathil|elven|mtf}\",\"CG\",\"Nature, beasts, the seasons\",\"Nature\",\"Oak\"],[\"{@deity Sarula Iliene|elven|mtf}\",\"CG\",\"Lakes, streams\",\"Tempest, Trickery\",\"Three lines symbolizing waves\"],[\"{@deity Sehanine Moonbow|elven|mtf}\",\"CG\",\"Dreams, death, travel\",\"Grave,* Knowledge, Light\",\"Full moon under a moonbow\"],[\"{@deity Shevarash|elven|mtf}\",\"CN\",\"Vengeance, loss, hatred\",\"War\",\"Broken arrow over a tear\"],[\"{@deity Solonor Thelandira|elven|mtf}\",\"CG\",\"Archery, hunting, survival\",\"Nature, War\",\"Silver arrow with green fletching\"],[\"{@deity Tarsellis Meunniduin|elven|mtf}\",\"CN\",\"Mountains, rivers, wild places\",\"Nature, Tempest\",\"Mountain with a river\"],[\"{@deity Tethrin Veraldé|elven|mtf}\",\"NG\",\"Battle, sword fighting\",\"War\",\"Crossed swords beneath a quarter moon and above a full moon\"],[\"{@deity Vandria Gilmadrith|elven|mtf}\",\"LN\",\"War, grief, justice, vigilance\",\"Grave,* War\",\"Weeping eye\"],[\"{@deity Ye'Cind|elven|mtf}\",\"CG\",\"Music, enchantment\",\"Life, Trickery\",\"Recorder\"],[\"{@deity Zandilar|elven|mtf}\",\"CN\",\"Romance, lust, dance\",\"Life\",\"Lips\"]],\"footnotes\":[\"*Appears in {@i Xanathar's Guide to Everything}\",\"**Appears in {@i Sword Coast Adventurer's Guide}\"],\"name\":\"Elf Deities (The Seldarine)\",\"page\":43,\"source\":\"MTF\",\"chapter\":{\"name\":\"Elves\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":1}},{\"caption\":\"Drow Deities (The Dark Seldarine)\",\"colLabels\":[\"Deity\",\"Alignment\",\"Province\",\"Suggested Domains\",\"Common Symbol\"],\"colStyles\":[\"col-1\",\"col-1 text-center\",\"col-4\",\"col-2\",\"col-4\"],\"rows\":[[\"{@deity Eilistraee|drow|mtf}\",\"CG\",\"Freedom, moonlight, song\",\"Life, Light, Nature\",\"Sword-wielding, dancing female drow silhouetted against the full moon\"],[\"{@deity Ghaunadaur|drow|mtf}\",\"CE\",\"Oozes, slimes, outcasts\",\"War\",\"Purple eye with black sclera\"],[\"{@deity Keptolo|drow|mtf}\",\"CE\",\"Beauty, hedonism, fertility\",\"Nature, Trickery\",\"Mushroom\"],[\"{@deity Kiaransalee|drow|mtf}\",\"CE\",\"Necromancy\",\"Arcana,* Death\",\"Drow hand wearing many silver rings\"],[\"{@deity Malyk|drow|mtf}\",\"CE\",\"Chaos, rebellion, wild magic\",\"Tempest, Trickery\",\"A flame in a tear or a multihued vortex\"],[\"{@deity Lolth|drow|mtf}\",\"CE\",\"Primary god of drow, spiders\",\"Trickery, War\",\"Spider\"],[\"{@deity Selvetarm|drow|mtf}\",\"CE\",\"Warriors, slaughter\",\"War\",\"Spider over crossed sword and mace\"],[\"{@deity Vhaeraun|drow|mtf}\",\"CE\",\"Arrogance, thieves\",\"Trickery, War\",\"Black mask with blue glass lenses inset over eyes\"],[\"{@deity Zinzerena|drow|mtf}\",\"CN\",\"Assassination, illusion, lies\",\"Trickery\",\"Shortsword draped with cloth\"]],\"footnotes\":[\"*Appears in {@i Sword Coast Adventurer's Guide}\"],\"name\":\"Drow Deities (The Dark Seldarine)\",\"page\":53,\"source\":\"MTF\",\"chapter\":{\"name\":\"Elves\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":1}},{\"colLabels\":[\"Subrace\",\"Base Height\",\"Base Weight\",\"Height Modifier\",\"Weight Modifier\"],\"colStyles\":[\"col-3\",\"col-1 text-center\",\"col-2 text-center\",\"col-2 text-center\",\"col-4 text-center\"],\"rows\":[[\"Eladrin\",\"4'6\\\"\",\"90 lb.\",\"+{@dice 2d12}\",\"×({@dice 1d4}) lb.\"],[\"Sea elf\",\"4'6\\\"\",\"90 lb.\",\"+{@dice 2d8}\",\"×({@dice 1d4}) lb.\"],[\"Shadar-kai\",\"4'8\\\"\",\"90 lb.\",\"+{@dice 2d8}\",\"×({@dice 1d4}) lb.\"]],\"name\":\"Elf Random Height and Weight\",\"page\":63,\"source\":\"MTF\",\"chapter\":{\"name\":\"Elves\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":1}},{\"caption\":\"Elf (Non-drow) Adventurer Story Hooks\",\"colLabels\":[\"d8\",\"Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You believe the key to reuniting the elves with Corellon lies somewhere in the wider world, not within elven society, and you're determined to find it.\"],[\"2\",\"Your sibling was killed by a rampaging monster. You won't rest until you track it down and slay it.\"],[\"3\",\"A raven brought you a cryptic message from an old friend who needs your help, but the message was vague about the friend's location. You're trying to follow a years-old trail and save your friend.\"],[\"4\",\"A beautiful elf won your heart, then broke it. If you earn enough gold and glory by adventuring, perhaps you can win back your love.\"],[\"5\",\"Your father thought you too weak to survive as an adventurer, but he's wrong, and you'll prove it.\"],[\"6\",\"Only those who perform great deeds are remembered long after their death. Bards will honor your exploits for generations to come.\"],[\"7\",\"You're secretly in love with one of the other members of your adventuring group, and you can't bear the thought of any harm befalling that person.\"],[\"8\",\"When you were born, your grandmother prophesied you would one day rule a human kingdom. You've gone in search of that destiny.\"]],\"name\":\"Elf Tables; Elf (Non-drow) Adventurer Story Hooks\",\"page\":64,\"source\":\"MTF\",\"chapter\":{\"name\":\"Elves\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":1}},{\"caption\":\"Drow Adventurer Story Hooks\",\"colLabels\":[\"d8\",\"Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You overheard members of your own house plotting to poison you, so you fled from the Underdark to save yourself. You won't return until you've amassed enough fortune to surround yourself with loyal mercenary bodyguards.\"],[\"2\",\"You were enslaved as punishment for trying to poison an influential rival, but you escaped and fled to the surface. If you return to the Underdark and are captured, you'll be re-enslaved.\"],[\"3\",\"You were the lover of a high-ranking priestess of Lolth as a means of enhancing your status. When she tired of you, the loss of status was humiliating, so you left.\"],[\"4\",\"You killed a drow from a more powerful house in a duel over a public insult. The slain drow's house vowed to destroy your house unless you were handed over. Your kin urged you to leave the Underdark. You wonder what became of them.\"],[\"5\",\"A close friend of yours was revealed to be a worshiper of Eilistraee. Suspicion fell on everyone in her circle. Running was a tacit admission of guilt, even though you knew nothing about it, but you'd have been sacrificed to Lolth if you stayed.\"],[\"6\",\"You were among a group of surface raiders that was ambushed, and you were captured. During years of captivity, you learned that most of what Lolth's priestesses taught about the outer world was lies. Now you're experiencing the truth for yourself.\"],[\"7\",\"All your life, you were alienated and terrified by the cruelty of your kin. The first chance you got, you volunteered to go on a surface raid, then deserted the group and remained behind. Now you're hated and feared wherever you go, but at least you've found a small group of adventurous friends who trust and support each other.\"],[\"8\",\"You were part of a delegation carrying diplomatic messages to another drow city when duergar attacked the caravan for slaves and treasure. Only you and one other guard escaped. If you'd returned home, you'd have been poisoned or worse for failure. Becoming a mercenary was your best option.\"]],\"name\":\"Elf Tables; Drow Adventurer Story Hooks\",\"page\":64,\"source\":\"MTF\",\"chapter\":{\"name\":\"Elves\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":1}},{\"caption\":\"Drow House Specialty\",\"colLabels\":[\"d10\",\"Specialty\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Adamantine weapons\"],[\"2\",\"Assassinations\"],[\"3\",\"Giant spiders subject to magical control\"],[\"4\",\"Hallucinogenic substances\"],[\"5\",\"High-status slaves and sacrificial victims\"],[\"6\",\"Items taken from surface world in raids\"],[\"7\",\"Low-cost, humanoid slaves\"],[\"8\",\"Maps of the Underdark\"],[\"9\",\"Poisons\"],[\"10\",\"Reptilian beasts of burden\"]],\"name\":\"Elf Tables; Drow House Specialty\",\"page\":64,\"source\":\"MTF\",\"chapter\":{\"name\":\"Elves\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":1}},{\"caption\":\"Dwarf Deities (The Mordinsamman)\",\"colLabels\":[\"Deity\",\"Alignment\",\"Province\",\"Suggested Domains\",\"Common Symbol\"],\"colStyles\":[\"col-2\",\"col-1 text-center\",\"col-3\",\"col-2\",\"col-4\"],\"rows\":[[\"{@deity Abbathor|dwarven|mtf}\",\"NE\",\"Greed\",\"Trickery\",\"Jeweled dagger, point down\"],[\"{@deity Berronar Truesilver|dwarven|mtf}\",\"LG\",\"Hearth, home, truth\",\"Life, Light\",\"Intertwined silver rings\"],[\"{@deity Clangeddin Silverbeard|dwarven|mtf}\",\"LG\",\"War, strategy\",\"War\",\"Crossed silver battleaxes\"],[\"{@deity Dugmaren Brightmantle|dwarven|mtf}\",\"CG\",\"Discovery\",\"Knowledge\",\"Open book\"],[\"{@deity Dumathoin|dwarven|mtf}\",\"N\",\"Buried secrets\",\"Grave,* Knowledge\",\"Gemstone in a mountain\"],[\"{@deity Gorm Gulthyn|dwarven|mtf}\",\"LG\",\"Vigilance\",\"War\",\"Bronze half-mask\"],[\"{@deity Haela Brightaxe|dwarven|mtf}\",\"CG\",\"Combat prowess, luck in battle\",\"War\",\"Upright sword with blade sheathed in flame\"],[\"{@deity Hanseath|dwarven|mtf}\",\"CN\",\"Festivity, brewing, song\",\"Trickery, War\",\"Beer stein\"],[\"{@deity Marthammor Duin|dwarven|mtf}\",\"NG\",\"Explorers, wanderers, the lost\",\"Nature, Trickery\",\"Upright mace in front of a tall boot\"],[\"{@deity Moradin|dwarven|mtf}\",\"LG\",\"Primary deity of dwarves\",\"Forge,* Knowledge\",\"Hammer and anvil\"],[\"{@deity Muamman Duathal|dwarven|mtf}\",\"NG\",\"Storms, travel\",\"Tempest\",\"Mace held in gauntlets\"],[\"{@deity Mya|dwarven|mtf}\",\"NG\",\"Clan, family, wisdom\",\"Knowledge, Life\",\"A faceless mother figure\"],[\"{@deity Roknar|dwarven|mtf}\",\"NE\",\"Lies, intrigue\",\"Trickery\",\"Hands filled with coins\"],[\"{@deity Sharindlar|dwarven|mtf}\",\"CG\",\"Healing, love\",\"Life\",\"Burning needle\"],[\"{@deity Thard Harr|dwarven|mtf}\",\"CG\",\"Wilderness, hunting\",\"Nature\",\"Two clawed gauntlets\"],[\"{@deity Tharmekhûl|dwarven|mtf}\",\"N\",\"Fire, forges, molten rock\",\"Forge,* Light\",\"Fiery axe\"],[\"{@deity Thautam|dwarven|mtf}\",\"N\",\"Mysteries, darkness, lost treasures\",\"Knowledge, Trickery\",\"Blindfold\"],[\"{@deity Ulaa|dwarven|mtf}\",\"LG\",\"Mining, quarrying\",\"Forge*\",\"A miner's pick\"],[\"{@deity Valkauna|dwarven|mtf}\",\"LN\",\"Oaths, birth, aging, death\",\"Grave,* Life\",\"A silver ewer\"],[\"{@deity Vergadain|dwarven|mtf}\",\"N\",\"Luck, wealth\",\"Trickery\",\"Gold coin bearing a dwarf's face\"]],\"footnotes\":[\"*Appears in {@i Xanathar's Guide to Everything}\"],\"name\":\"Dwarven Religion; Dwarf Deities (The Mordinsamman)\",\"page\":72,\"source\":\"MTF\",\"chapter\":{\"name\":\"Dwarves and Duergar\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Duergar Deities\",\"colLabels\":[\"Deity\",\"Alignment\",\"Province\",\"Suggested Domains\",\"Common Symbol\"],\"colStyles\":[\"col-2\",\"col-1 text-center\",\"col-3\",\"col-3\",\"col-3\"],\"rows\":[[\"{@deity Deep Duerra|duergar|mtf}\",\"LE\",\"Conquest, psionics\",\"Knowledge, War\",\"Mind flayer skull\"],[\"{@deity Laduguer|duergar|mtf}\",\"LE\",\"Labor, slavery\",\"Death, Forge*\",\"Broken arrow\"]],\"footnotes\":[\"*Appears in {@i Xanathar's Guide to Everything}\"],\"name\":\"Duergar Deities\",\"page\":79,\"source\":\"MTF\",\"chapter\":{\"name\":\"Dwarves and Duergar\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Group Leader\",\"colLabels\":[\"d6\",\"Leader\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Dwarf Priest\"],[\"2-4\",\"Dwarf Noble\"],[\"5-6\",\"Dwarf Knight\"]],\"name\":\"Dwarves on the Move; Group Leader\",\"page\":81,\"source\":\"MTF\",\"chapter\":{\"name\":\"Dwarves and Duergar\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Special Allies\",\"colLabels\":[\"d8\",\"Ally\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-4\",\"Dwarf Acolytes\"],[\"5\",\"Earth Elementals\"],[\"6\",\"Trained Griffons\"],[\"7\",\"Azers\"],[\"8\",\"Dwarf Mage\"]],\"name\":\"Dwarves on the Move; Special Allies\",\"page\":81,\"source\":\"MTF\",\"chapter\":{\"name\":\"Dwarves and Duergar\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Purpose of Travel\",\"colLabels\":[\"d6\",\"Purpose\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Merchant caravan\"],[\"2\",\"Seeking a specific enemy\"],[\"3\",\"Patrolling to keep roads safe\"],[\"4\",\"Delivering ransom for captive clan member\"],[\"5\",\"Fleeing attack on stronghold\"],[\"6\",\"Diplomatic mission\"]],\"name\":\"Dwarves on the Move; Purpose of Travel\",\"page\":81,\"source\":\"MTF\",\"chapter\":{\"name\":\"Dwarves and Duergar\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Special Circumstances\",\"colLabels\":[\"d4\",\"Circumstance\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Suspicious of all outsiders\"],[\"2\",\"Carrying secret message\"],[\"3\",\"Pursued by foe\"],[\"4\",\"Returning home laden with treasure\"]],\"name\":\"Dwarves on the Move; Special Circumstances\",\"page\":81,\"source\":\"MTF\",\"chapter\":{\"name\":\"Dwarves and Duergar\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Clan's Status\",\"colLabels\":[\"d6\",\"Status\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Prosperous. Clan occupies original stronghold, currently flourishing\"],[\"2\",\"Growing. Stronghold expanding\"],[\"3\",\"Declining. Clan population stagnant or decreasing\"],[\"4\",\"Beleaguered. Victimized by goblinoid and dragon attacks, intact but severely weakened\"],[\"5\",\"Scattered. Stronghold recently lost, many folk slain, survivors scattered\"],[\"6\",\"Refugees. Stronghold lost, survivors occupy a neighborhood or ward in human city\"]],\"name\":\"Dwarves in the Clan; Clan's Status\",\"page\":82,\"source\":\"MTF\",\"chapter\":{\"name\":\"Dwarves and Duergar\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Clan's Notable Trait\",\"colLabels\":[\"d10\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Founder was one of the greatest artisans in history\"],[\"2\",\"Clan owns a powerful artifact, such as an {@item Axe of the Dwarvish Lords}\"],[\"3\",\"Clan noted for expertise in a specific craft, such as brewing or armorsmithing\"],[\"4\",\"Clan has a sinister reputation, history plagued by scandal and mark of Abbathor\"],[\"5\",\"Militaristic clan, known for excellent fighting skills\"],[\"6\",\"Unusual stronghold, such as an undersea castle, a former cloud giant fortress, or an aboveground city\"],[\"7\",\"Prophecies indicate clan is destined to play a pivotal role in history\"],[\"8\",\"Heretical clan has rejected dwarf teachings in favor of human deities\"],[\"9\",\"Unique marker or curse, such as all clan members are hairless\"],[\"10\",\"Clan is known for its evil ways or a particularly sinister, notable member\"]],\"name\":\"Dwarves in the Clan; Clan's Notable Trait\",\"page\":82,\"source\":\"MTF\",\"chapter\":{\"name\":\"Dwarves and Duergar\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Clan Vocations\",\"colLabels\":[\"d20\",\"Vocation\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Armorer\"],[\"2\",\"Blacksmith\"],[\"3\",\"Brewer\"],[\"4\",\"Carpenter\"],[\"5\",\"Cook\"],[\"6\",\"Envoy\"],[\"7\",\"Farmer\"],[\"8\",\"Hunter\"],[\"9\",\"Jeweler\"],[\"10\",\"Mason\"],[\"11\",\"Merchant\"],[\"12\",\"Messenger\"],[\"13\",\"Miner\"],[\"14\",\"Potter\"],[\"15\",\"Scout\"],[\"16\",\"Sculptor\"],[\"17\",\"Shepherd\"],[\"18\",\"Warrior\"],[\"19\",\"Weaponsmith\"],[\"20\",\"Weaver\"]],\"name\":\"Dwarves in the Clan; Clan Vocations\",\"page\":82,\"source\":\"MTF\",\"chapter\":{\"name\":\"Dwarves and Duergar\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Dwarf Adventurer Story Hooks\",\"colLabels\":[\"d6\",\"Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You were accused of stealing a fellow artisan's item and claiming it as your work. Innocent or guilty, you were made an outcast.\"],[\"2\",\"Your wanderlust prompted you to shirk your duties as a crafter in favor of wandering the world. Your clan isn't pleased with this choice.\"],[\"3\",\"You became separated from your clan due to an earthquake, a drow slave raid, or similar event and hope to return home.\"],[\"4\",\"You were assigned to become a merchant by the priests of Moradin and have yet to forgive them for their mistake. You should be working a forge, not wandering the outside world!\"],[\"5\",\"You are a spy, traveling incognito to gather information for the clan elders.\"],[\"6\",\"You struggle to resist the lure of Abbathor, but can't hold it at bay. Better to walk the world and sate your greed on non-dwarves.\"]],\"name\":\"Dwarves in the World; Dwarf Adventurer Story Hooks\",\"page\":83,\"source\":\"MTF\",\"chapter\":{\"name\":\"Dwarves and Duergar\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Dwarf Quirks\",\"colLabels\":[\"d8\",\"Quirk\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Water from the sky! 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Conquered several dwarven strongholds, dominates Underdark region\"],[\"2\",\"Growing. Stronghold expanding\"],[\"3\",\"Declining. Clan growing stale, population falling\"],[\"4\",\"Beleaguered. Surrounded by drow and illithid foes\"],[\"5\",\"Scattered. Torn apart by slave rebellion or civil war\"],[\"6\",\"Refugees. Defeated by enemies, few survivors\"]],\"name\":\"Duergar in the Clan; Duergar Clan's Status\",\"page\":84,\"source\":\"MTF\",\"chapter\":{\"name\":\"Dwarves and Duergar\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Clan's Notable Trait\",\"colLabels\":[\"d12\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Stole a mighty dwarven artifact\"],[\"2\",\"Has bound many devils to service\"],[\"3\",\"Experts in building mechanical devices\"],[\"4\",\"Conducts trade with the City of Brass\"],[\"5\",\"Notable for defeating many dwarves\"],[\"6\",\"Conquered and occupied a drow enclave\"],[\"7\",\"Is secretly controlled by mind flayers\"],[\"8\",\"Has enslaved a colony of troglodytes\"],[\"9\",\"Have interbred with devils\"],[\"10\",\"Known for its extensive spy network on surface\"],[\"11\",\"Masters of psionics\"],[\"12\",\"Dominated by a coven of warlocks\"]],\"name\":\"Duergar in the Clan; Clan's Notable Trait\",\"page\":84,\"source\":\"MTF\",\"chapter\":{\"name\":\"Dwarves and Duergar\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Duergar Adventurer Story Hooks\",\"colLabels\":[\"d6\",\"Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You are a heretic, drawn to worship of Moradin.\"],[\"2\",\"Caught stealing, you escaped imprisonment but not before torture left you with a scar or lasting injury.\"],[\"3\",\"You were enslaved by drow or mind flayers but escaped to the surface.\"],[\"4\",\"You seek only to test yourself in battle with monsters.\"],[\"5\",\"Profit is all that matters to you.\"],[\"6\",\"The best way to defeat the folk of the surface is to study them firsthand.\"]],\"name\":\"Duergar in the World; Duergar Adventurer Story Hooks\",\"page\":84,\"source\":\"MTF\",\"chapter\":{\"name\":\"Dwarves and Duergar\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Duergar Quirks\",\"colLabels\":[\"d6\",\"Quirk\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A separate personality in your mind provides advice and guidance to you.\"],[\"2\",\"Your gear must be perfectly arranged, otherwise someone must bleed.\"],[\"3\",\"When there isn't a roof over your head, you keep your eyes on the ground.\"],[\"4\",\"You don't talk unless you absolutely must.\"],[\"5\",\"The outside world is a giant cave, and nothing will convince you otherwise.\"],[\"6\",\"Humans fascinate you, and you collect odd trinkets of their culture.\"]],\"name\":\"Duergar in the World; Duergar Quirks\",\"page\":84,\"source\":\"MTF\",\"chapter\":{\"name\":\"Dwarves and Duergar\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"colLabels\":[\"Race\",\"Base Height\",\"Base Weight\",\"Height Modifier\",\"Weight Modifier\"],\"colStyles\":[\"col-3\",\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\",\"col-3 text-center\"],\"rows\":[[\"Githyanki\",\"5'0\\\"\",\"100 lb.\",\"+{@dice 2d12}\",\"×({@dice 2d4}) lb.\"],[\"Githzerai\",\"4'11\\\"\",\"90 lb.\",\"+{@dice 2d12}\",\"×({@dice 1d4}) lb.\"]],\"name\":\"Gith Random Height and Weight\",\"page\":96,\"source\":\"MTF\",\"chapter\":{\"name\":\"Gith and Their Endless War\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":3}},{\"caption\":\"Githyanki Names, Male\",\"colLabels\":[\"d10\",\"Name\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Elirdain\"],[\"2\",\"Gaath\"],[\"3\",\"Ja'adoc\"],[\"4\",\"Kar'i'nas\"],[\"5\",\"Lykus\"],[\"6\",\"Quith\"],[\"7\",\"Ris'a'an\"],[\"8\",\"Tropos\"],[\"9\",\"Viran\"],[\"10\",\"Xamodas\"]],\"name\":\"Gith Tables; Githyanki Names, Male\",\"page\":97,\"source\":\"MTF\",\"chapter\":{\"name\":\"Gith and Their Endless War\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":3}},{\"caption\":\"Githyanki Names, Female\",\"colLabels\":[\"d10\",\"Name\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Aaryl\"],[\"2\",\"B'noor\"],[\"3\",\"Fenelzi'ir\"],[\"4\",\"Jen'lig\"],[\"5\",\"Pah'zel\"],[\"6\",\"Quorstyl\"],[\"7\",\"Sirruth\"],[\"8\",\"Vaira\"],[\"9\",\"Yessune\"],[\"10\",\"Zar'ryth\"]],\"name\":\"Gith Tables; Githyanki Names, Female\",\"page\":97,\"source\":\"MTF\",\"chapter\":{\"name\":\"Gith and Their Endless War\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":3}},{\"caption\":\"Githyanki Personality Traits\",\"colLabels\":[\"d4\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"When I'm bored I make my own excitement, and I'm always bored.\"],[\"2\",\"I treat others as if they were animals that simply don't know any better.\"],[\"3\",\"Violence is a spice that makes life worth living.\"],[\"4\",\"Old age is a concept that I find fascinating. Maybe someday I too will be aged.\"]],\"name\":\"Gith Tables; Githyanki Personality Traits\",\"page\":97,\"source\":\"MTF\",\"chapter\":{\"name\":\"Gith and Their Endless War\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":3}},{\"caption\":\"Githyanki Ideals\",\"colLabels\":[\"d4\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Fidelity. Warriors are only as good as the vows they keep.\"],[\"2\",\"Power. The weak rule the strong.\"],[\"3\",\"Duty. It is by Vlaakith's will alone that I act.\"],[\"4\",\"Freedom. No strong soul should be enslaved. Better to die first than live as another's puppet.\"]],\"name\":\"Gith Tables; Githyanki Ideals\",\"page\":97,\"source\":\"MTF\",\"chapter\":{\"name\":\"Gith and Their Endless War\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":3}},{\"caption\":\"Githyanki Bonds\",\"colLabels\":[\"d4\",\"Bond\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"There is no greater duty than to serve the Revered Queen.\"],[\"2\",\"Humanity thrives only because we conquered the illithids. Therefore, what is theirs is ours.\"],[\"3\",\"Without battle, life has no purpose.\"],[\"4\",\"Life is but a spark in the dark. We all go dark, but those who dare can burn bright.\"]],\"name\":\"Gith Tables; Githyanki Bonds\",\"page\":97,\"source\":\"MTF\",\"chapter\":{\"name\":\"Gith and Their Endless War\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":3}},{\"caption\":\"Githyanki Flaws\",\"colLabels\":[\"d4\",\"Flaw\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Hunger and thirst are unbearable pains to me.\"],[\"2\",\"I can't see a non-githyanki as a real threat.\"],[\"3\",\"I follow orders, regardless of their implications.\"],[\"4\",\"I start projects but never finish them.\"]],\"name\":\"Gith Tables; Githyanki Flaws\",\"page\":97,\"source\":\"MTF\",\"chapter\":{\"name\":\"Gith and Their Endless War\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":3}},{\"caption\":\"Githzerai Names, Male\",\"colLabels\":[\"d10\",\"Name\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Dak\"],[\"2\",\"Duurth\"],[\"3\",\"Ferzth\"],[\"4\",\"Greth\"],[\"5\",\"Hurm\"],[\"6\",\"Kalla\"],[\"7\",\"Muurg\"],[\"8\",\"Nurm\"],[\"9\",\"Shrakk\"],[\"10\",\"Xorm\"]],\"name\":\"Gith Tables; Githzerai Names, Male\",\"page\":97,\"source\":\"MTF\",\"chapter\":{\"name\":\"Gith and Their Endless War\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":3}},{\"caption\":\"Githzerai Names, Female\",\"colLabels\":[\"d10\",\"Name\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Adaka\"],[\"2\",\"Adeya\"],[\"3\",\"Ella\"],[\"4\",\"Ezhelya\"],[\"5\",\"Immilzin\"],[\"6\",\"Izera\"],[\"7\",\"Janara\"],[\"8\",\"Loraya\"],[\"9\",\"Uweya\"],[\"10\",\"Vithka\"]],\"name\":\"Gith Tables; Githzerai Names, Female\",\"page\":97,\"source\":\"MTF\",\"chapter\":{\"name\":\"Gith and Their Endless War\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":3}},{\"caption\":\"Githzerai Personality Traits\",\"colLabels\":[\"d4\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"All energy must be expended to a useful end. 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Githzerai Mission Purpose\",\"page\":98,\"source\":\"MTF\",\"chapter\":{\"name\":\"Gith and Their Endless War\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":3}},{\"colLabels\":[\"Deity\",\"Alignment\",\"Province\",\"Suggested Domains\",\"Common Symbol\"],\"colStyles\":[\"col-2\",\"col-1 text-center\",\"col-4\",\"col-2\",\"col-3\"],\"rows\":[[\"{@deity Arvoreen|halfling|mtf}\",\"LG\",\"Vigilance, war\",\"War\",\"Crossed short swords\"],[\"{@deity Brandobaris|halfling|mtf}\",\"N\",\"Adventure, thievery\",\"Trickery\",\"Halfling footprint\"],[\"{@deity Charmalaine|halfling|mtf}\",\"N\",\"Keen senses, luck\",\"Trickery\",\"Burning boot print\"],[\"{@deity Cyrrollalee|halfling|mtf}\",\"LG\",\"Hearth, home\",\"Life\",\"An open door\"],[\"{@deity Sheela Peryroyl|halfling|mtf}\",\"NG\",\"Agriculture, nature, weather\",\"Nature, Tempest\",\"A flower\"],[\"{@deity Urogalan|halfling|mtf}\",\"LN\",\"Earth, death\",\"Death, Grave,* Knowledge\",\"Silhouette of a dog's head\"],[\"{@deity Yondalla|halfling|mtf}\",\"LG\",\"Primary goddess of halflings\",\"Life\",\"Cornucopia\"]],\"name\":\"Halfling Deities\",\"page\":102,\"source\":\"MTF\",\"chapter\":{\"name\":\"Halflings and Gnomes\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":4}},{\"caption\":\"Halfling Personality Traits\",\"colLabels\":[\"d6\",\"Personality Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You try to start every day with a smile.\"],[\"2\",\"Why walk when you can skip?\"],[\"3\",\"You make up songs about your friends that praise them for their bravery and intelligence.\"],[\"4\",\"You are extremely cautious, always on the lookout for monsters and other dangers.\"],[\"5\",\"You always see the bright side of a situation.\"],[\"6\",\"You like to collect mementos of your travels.\"]],\"name\":\"Halfling Tables; Halfling Personality Traits\",\"page\":105,\"source\":\"MTF\",\"chapter\":{\"name\":\"Halflings and Gnomes\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":4}},{\"caption\":\"Halfling Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Courage. You seek to prove that the bravest heart can be contained within the smallest of packages.\"],[\"2\",\"Companionship. You're pretty sure you can be friends with anyone or anything.\"],[\"3\",\"Hopeful. You will live a life of adventure and have many stories to tell.\"],[\"4\",\"Protective. You make sure to shelter the innocent.\"],[\"5\",\"Honest. Your mother told you to always tell the truth.\"],[\"6\",\"Excitement. Can you steal the sleeping giant's pouch? Of course you can!\"]],\"name\":\"Halfling Tables; Halfling Ideals\",\"page\":105,\"source\":\"MTF\",\"chapter\":{\"name\":\"Halflings and Gnomes\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":4}},{\"caption\":\"Halfling Bonds\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The safety of your village is worth any sacrifice.\"],[\"2\",\"Nothing is more valuable than friendship and family.\"],[\"3\",\"You are following your own path through life. No one can tell you what to do.\"],[\"4\",\"You have a special heirloom that you never part with.\"],[\"5\",\"You won't rob or hurt those who are weaker or less fortunate than you.\"],[\"6\",\"No matter how small you may be, you won't back down from a bully.\"]],\"name\":\"Halfling Tables; Halfling Bonds\",\"page\":105,\"source\":\"MTF\",\"chapter\":{\"name\":\"Halflings and Gnomes\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":4}},{\"caption\":\"Halfling Flaws\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You can't resist poking your nose where it doesn't belong.\"],[\"2\",\"You are very fidgety. Sitting still is a major challenge.\"],[\"3\",\"You can't pass up a good time.\"],[\"4\",\"You hate to miss a meal, and become grumpy and illtempered when you must.\"],[\"5\",\"You are fascinated by shiny things and can't help \\\"borrowing\\\" them.\"],[\"6\",\"You never settle for just one slice when you can have the whole cake.\"]],\"name\":\"Halfling Tables; Halfling Flaws\",\"page\":105,\"source\":\"MTF\",\"chapter\":{\"name\":\"Halflings and Gnomes\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":4}},{\"caption\":\"Reasons for Adventuring\",\"colLabels\":[\"d6\",\"Reason\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Peeling taters and herding goats all the time wasn't your cup of tea.\"],[\"2\",\"You fell asleep on a raft one day and woke up near a human city. You were so thrilled with the strange sights and tasty food that you never turned back.\"],[\"3\",\"What started off as simple pumpkin pillaging from nearby farms turned into your becoming a wandering rogue for hire.\"],[\"4\",\"You talked to a nice faerie in the woods, and all of a sudden you were a thousand miles from home.\"],[\"5\",\"Your village elder told you so many stories about being a rogue in an adventuring party that you couldn't resist the urge to try doing it yourself.\"],[\"6\",\"A friend dared you to jump on the back of a sleeping horse, which turned out to be a pegasus, and your life hasn't slowed down since.\"]],\"name\":\"Halfling Tables; Reasons for Adventuring\",\"page\":105,\"source\":\"MTF\",\"chapter\":{\"name\":\"Halflings and Gnomes\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":4}},{\"caption\":\"Gnome Deities\",\"colLabels\":[\"Deity\",\"Alignment\",\"Province\",\"Suggested Domains\",\"Common Symbol\"],\"colStyles\":[\"col-3\",\"col-1 text-center\",\"col-2\",\"col-2\",\"col-4\"],\"rows\":[[\"{@deity Baervan Wildwanderer|gnome|mtf}\",\"NG\",\"Woodlands\",\"Nature\",\"Face of a raccoon\"],[\"{@deity Baravar Cloakshadow|gnome|mtf}\",\"NG\",\"Illusion, deception\",\"Arcana,** Trickery\",\"Dagger against a hooded cloak\"],[\"{@deity Bleredd|gnome|mtf}\",\"N\",\"Labor, craft\",\"Forge,* Light\",\"Iron mule\"],[\"{@deity Callarduran Smoothhands|gnome|mtf}\",\"N\",\"Mining, stone carving\",\"Knowledge, Nature\",\"Golden signet ring with six pointed star\"],[\"{@deity Flandal Steelskin|gnome|mtf}\",\"NG\",\"Metalwork Forge,*\",\"Knowledge\",\"Flaming hammer\"],[\"{@deity Gaerdal Ironhand|gnome|mtf}\",\"LG\",\"Protection\",\"War\",\"Iron band\"],[\"{@deity Garl Glittergold|gnome|mtf}\",\"LG\",\"Primary god of gnomes\",\"Trickery\",\"Gold nugget\"],[\"{@deity Gelf Darkhearth|gnome|mtf}\",\"CN\",\"Frustration, destruction\",\"War\",\"Broken anvil\"],[\"{@deity Nebelun|gnome|mtf}\",\"CG\",\"Invention, luck\",\"Forge,* Knowledge, Trickery\",\"Bellows and lizard tail\"],[\"{@deity Rill Cleverthrush|gnome|mtf}\",\"LN\",\"Law, thought\",\"Knowledge\",\"Interlocking gears\"],[\"{@deity Segojan Earthcaller|gnome|mtf}\",\"NG\",\"Earth, the dead\",\"Grave,* Light\",\"Glowing gemstone\"],[\"{@deity Sheyanna Flaxenstrand|gnome|mtf}\",\"CG\",\"Love, beauty, passion\",\"Light\",\"Two silver goblets\"],[\"{@deity Urdlen|gnome|mtf}\",\"CE\",\"Greed, murder\",\"Death, War\",\"Whiteclawed mole emerging from ground\"]],\"footnotes\":[\"*Appears in {@i Xanathar's Guide to Everything}\",\"**Appears in {@i Sword Coast Adventurer's Guide}\"],\"name\":\"Gnome Gods; Gnome Deities\",\"page\":110,\"source\":\"MTF\",\"chapter\":{\"name\":\"Halflings and Gnomes\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":4}},{\"caption\":\"Gnome Personality Traits\",\"colLabels\":[\"d6\",\"Personality Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Once you develop a liking for something, you quickly become obsessed with it.\"],[\"2\",\"You live life like a leaf on the breeze, letting it take you where it will.\"],[\"3\",\"The world is a miraculous place, and you are fascinated by everything in it.\"],[\"4\",\"You study your friends and take notes about how they act, jotting down things they say that interest you.\"],[\"5\",\"Your curiosity is so wide-ranging that you sometimes have trouble concentrating on any one thing.\"],[\"6\",\"You like to make little objects and creatures out of twigs or bits of metal and give them to friends.\"]],\"name\":\"Gnome Tables; Gnome Personality Traits\",\"page\":114,\"source\":\"MTF\",\"chapter\":{\"name\":\"Halflings and Gnomes\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":4}},{\"caption\":\"Gnome Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Love. You love little (and big) critters and go out of your way to help them.\"],[\"2\",\"Curiosity. You can't stand an unsolved mystery or an unopened door.\"],[\"3\",\"Knowledge. You are interested in everything. You never know when what you learn will come in handy.\"],[\"4\",\"Compassion. You never turn down a plea for help.\"],[\"5\",\"Helpfulness. Whether you see a broken contraption or a broken heart, you have to try to fix it.\"],[\"6\",\"Excellence. You strive to be and do the best you can.\"]],\"name\":\"Gnome Tables; Gnome Ideals\",\"page\":114,\"source\":\"MTF\",\"chapter\":{\"name\":\"Halflings and Gnomes\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":4}},{\"caption\":\"Gnome Bonds\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You pledge to bring something of immense value back to your burrow.\"],[\"2\",\"Anything of great quality and artisanship is to be protected, respected, and cared for.\"],[\"3\",\"Kobolds have caused you and your people nothing but trouble. You will avenge those wrongs.\"],[\"4\",\"You are searching for your lost love.\"],[\"5\",\"You will recover a keepsake stolen from your clan.\"],[\"6\",\"You are willing to take risks to learn about the world.\"]],\"name\":\"Gnome Tables; Gnome Bonds\",\"page\":114,\"source\":\"MTF\",\"chapter\":{\"name\":\"Halflings and Gnomes\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":4}},{\"caption\":\"Gnome Flaws\",\"colLabels\":[\"d4\",\"Flaw\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You embody the typical absent-minded professor. If you could forget where you put your head, you would.\"],[\"2\",\"You prefer to hide during a fight.\"],[\"3\",\"There is no difference between what you think and what you say.\"],[\"4\",\"You can't keep a secret.\"]],\"name\":\"Gnome Tables; Gnome Flaws\",\"page\":114,\"source\":\"MTF\",\"chapter\":{\"name\":\"Halflings and Gnomes\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":4}},{\"caption\":\"Suggested Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"{@b Nation.} I am devoted to the restoration of Benalia's empire.\"],[\"2\",\"{@b Peace.} Life can truly thrive only when war and strife are stilled.\"],[\"3\",\"{@b Protection.} I will also protect the less fortunate from the depredations of the rich and strong.\"],[\"4\",\"{@b Hope.} The world is emerging from a long despair, and needs every shred of inspiration we can offer.\"],[\"5\",\"{@b Honor.} If I dishonor myself, I bring dishonor on my deity, my nation, and my family.\"],[\"6\",\"{@b Solidarity.} Together, we are stronger than any of us alone.\"]],\"name\":\"Heroes of Benalia; Suggested Ideals\",\"page\":5,\"source\":\"PSD\",\"chapter\":{\"name\":\"Seven Pillars of Benalia\",\"index\":2}},{\"caption\":\"Suggested Bonds\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I am connected to one of the Seven Great Houses, and I place its interests above all others.\"],[\"2\",\"I have closer ties among my Star-Clan than in my blood family.\"],[\"3\",\"I own a weapon or a piece of armor used by a renowned ancestor.\"],[\"4\",\"I am in love with a member of a different great house.\"],[\"5\",\"I believe I am the last heir of a great house that was lost.\"],[\"6\",\"My family's estate lies in ruins, and I want to rebuild it.\"]],\"name\":\"Heroes of Benalia; Suggested Bonds\",\"page\":5,\"source\":\"PSD\",\"chapter\":{\"name\":\"Seven Pillars of Benalia\",\"index\":2}},{\"caption\":\"Benalish Quests\",\"colLabels\":[\"d6\",\"Quest\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Defend a mining settlement in the Red Iron Mountains from the raids of Crookshank kobolds.\"],[\"2\",\"Establish trade or negotiate a treaty with minotaurs in the Hurloon Mountains.\"],[\"3\",\"Help settle a dispute between two of the Great Houses.\"],[\"4\",\"Convince the Council of Seven to send military aid to one of the seven houses.\"],[\"5\",\"Establish a trading colony in an inhospitable land.\"],[\"6\",\"Uncover a traitor or Cabal cultist among the Seven Great Houses.\"]],\"name\":\"Benalish Quests\",\"page\":7,\"source\":\"PSD\",\"chapter\":{\"name\":\"Seven Pillars of Benalia\",\"index\":2}},{\"caption\":\"Benalish Sites\",\"colLabels\":[\"d10\",\"Adventure Site\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"A lost Sheoltun temple of the state-sponsored Church of Angelfire\"],[\"2\",\"A hidden mountain cave holding an ancient Thran relic\"],[\"3\",\"A secret subbasement deep under New Benalia, which once served as a meeting place for the outlawed Church of Serra during the Sheoltun Empire's reign\"],[\"4\",\"A wrecked Phyrexian portal-ship, long overgrown by nature\"],[\"5\",\"The remains of a castle that sank in a mire during the Years of Salt\"],[\"6\",\"The top of a tower in Benalia City\"],[\"7\",\"An open field dotted with ruins left behind by long-ago war\"],[\"8\",\"A shipwreck just off the coast\"],[\"9\",\"An abandoned mansion in the Caligo Morass\"],[\"10\",\"A Serran cathedral fallen to the ground from its place in the sky\"]],\"name\":\"Benalish Sites\",\"page\":7,\"source\":\"PSD\",\"chapter\":{\"name\":\"Seven Pillars of Benalia\",\"index\":2}},{\"caption\":\"Benalish Villains\",\"colLabels\":[\"d8\",\"Villain\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"A zealous warrior wants to lead an army to war against Keld.\"],[\"2\",\"A house leader wants their house to be the Highest House several years ahead of schedule.\"],[\"3\",\"A suspicious noble joins forces with a fiery Serran priest to try to root out corruption and the taint of the Cabal from the populace, with many innocents getting hurt in the process.\"],[\"4\",\"A hotheaded aven demands that their people gain immediate representation on the Council of Seven.\"],[\"5\",\"A pious noble seeks to bring the entire Church of Serra under Benalish control, combining church and state into a theocratic empire.\"],[\"6\",\"One member of the Council of Seven has a long-standing grudge against another.\"],[\"7\",\"A skin-witch of the Caligo Morass brings a nearby area under a curse.\"],[\"8\",\"An important noble has fallen under the influence of an advisor with ties to the Cabal, and is advancing the Cabal's plans without knowing it.\"]],\"name\":\"Benalish Villains\",\"page\":7,\"source\":\"PSD\",\"chapter\":{\"name\":\"Seven Pillars of Benalia\",\"index\":2}},{\"caption\":\"Suggested Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"{@b Law.} \\\"Law must be upheld. If the knots of order are loosened, chaos will spill through.\\\" ({@i Song of All}, Canto 167)\"],[\"2\",\"{@b Grace.} \\\"Grace must be preserved. If the strands of Grace are unraveled, its design will be lost, and the people with it.\\\" ({@i Song of All}, Canto 167)\"],[\"3\",\"{@b Duty.} \\\"Duty must be obeyed. If the frame of Duty is broken, none shall weave life's fabric.\\\" ({@i Song of All}, Canto 167)\"],[\"4\",\"{@b Reason.} \\\"Reason must be retained. If the web of Reason comes unwoven, madness will escape.\\\" ({@i Song of All}, Canto 167)\"],[\"5\",\"{@b Truth.} \\\"Truth must be set free. If the wings of Truth are clipped, the voices will fall silent.\\\" ({@i Song of All}, Canto 167)\"],[\"6\",\"{@b The Four Virtues.} Art, discourse, freedom, and peace are the life of the spirit, as the spirit is the life of the body.\"]],\"name\":\"Heroes of Serra; Suggested Ideals\",\"page\":8,\"source\":\"PSD\",\"chapter\":{\"name\":\"Church of Serra\",\"index\":3}},{\"caption\":\"Suggested Bonds\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I would do anything to protect the Cathedral of Serra at Sursi.\"],[\"2\",\"I have sworn to aid Lyra Dawnbringer in protecting Benalia.\"],[\"3\",\"I make regular pilgrimages to the Temple of Serra at Epityr in New Argive, the oldest active Serran worship site in the world.\"],[\"4\",\"I preserve many of the old traditions of the Daru nomads or the aven, revering Serra as the Ancestor.\"],[\"5\",\"A lesser angel has become a close friend and confidante to me.\"],[\"6\",\"I think the stained glass in my holy symbol came from Serra's Realm before that artificial plane's collapse. Invoke the Divine Magali Villeneuve\"]],\"name\":\"Heroes of Serra; Suggested Bonds\",\"page\":8,\"source\":\"PSD\",\"chapter\":{\"name\":\"Church of Serra\",\"index\":3}},{\"caption\":\"Serran Quests\",\"colLabels\":[\"d6\",\"Quest\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Act as an impartial mediator between Benalia and Keld (or two other powers of the region).\"],[\"2\",\"Tame a mesa pegasus from the lands of Sursi on the east coast of southern Aerona, near the great Cathedral of Serra.\"],[\"3\",\"Protect a peaceful community of Serran monks who have come under attack (from without or within).\"],[\"4\",\"Answer the call of a barbarian chieftain who wants to hear the message of Serra and consider conversion.\"],[\"5\",\"Find an angel who has disappeared in a dangerous land.\"],[\"6\",\"Retrieve as much artwork as possible from a ruined Serran church—whether an ancient site or one that was only recently destroyed.\"]],\"name\":\"Serran Quests\",\"page\":9,\"source\":\"PSD\",\"chapter\":{\"name\":\"Church of Serra\",\"index\":3}},{\"caption\":\"Serran Sites\",\"colLabels\":[\"d10\",\"Adventure Site\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"A majestic Serran cathedral floating in the air (perhaps above Benalia City)\"],[\"2\",\"A small monastery surrounded by pastoral farmland or quiet woods\"],[\"3\",\"A remote temple maintained and inhabited by an order of knights\"],[\"4\",\"An ancient ruin preserving some foreign aspect of Serra worship (such as Otarian devotion to the Ancestor)\"],[\"5\",\"A sacred cave where a new angel was (or is about to be) birthed\"],[\"6\",\"An abandoned missionary post destroyed by hostile natives of the area\"],[\"7\",\"A chapel within a castle or palace beset by intrigue\"],[\"8\",\"A roadside shrine where miracles have occurred lately\"],[\"9\",\"A community devoted to the spiritual path of the artistic life\"],[\"10\",\"The scorched site of an angel's death\"]],\"name\":\"Serran Sites\",\"page\":9,\"source\":\"PSD\",\"chapter\":{\"name\":\"Church of Serra\",\"index\":3}},{\"caption\":\"Serran Villains\",\"colLabels\":[\"d8\",\"Villain\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"A Serran priest believes that no one is beyond redemption, and is shielding a murderous villain from the law in the hope that they will repent.\"],[\"2\",\"A naive angel keeps sending Serran knights on deadly quests against impossible odds.\"],[\"3\",\"An aven priest wants to lead other aven away from the Serran church and revive the worship of the Ancestor, but without the accretion of Serran tradition.\"],[\"4\",\"A warrior chieftain claims to have converted to Serra worship and launches a crusade in the church's name—but this is a thinly veiled excuse to conquer a neighboring territory.\"],[\"5\",\"A Serra angel has been corrupted by the demonic power of the Cabal.\"],[\"6\",\"A community of Serran monks has been somehow led astray into the contemplation of an ancient, nameless evil.\"],[\"7\",\"An old priest grows bitter with grief and frustration, convinced that their life's work has been a waste—and turns to the pursuit of revenge.\"],[\"8\",\"A priest twists the teachings of Serra to paint a certain group of innocent people as evil, and to call for their extermination.\"]],\"name\":\"Serran Villains\",\"page\":9,\"source\":\"PSD\",\"chapter\":{\"name\":\"Church of Serra\",\"index\":3}},{\"caption\":\"Suggested Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"{@b Teaching.} Tolaria is a school where the world's most promising wizards can learn from masters of their craft.\"],[\"2\",\"{@b Restoration.} Every day, lost knowledge is regained and devastated lands are renewed. It's our duty to use our magic to help this effort continue.\"],[\"3\",\"{@b Responsibility.} Following the philosophy of the Academy's original headmaster, Barrin, I am dedicated to keeping powerful magic out of the hands of those who would abuse it.\"],[\"4\",\"{@b Innovation.} Like the ancient artificer Urza, I believe progress comes through bold and radical new design.\"],[\"5\",\"{@b Progress.} Like the kind Tolarian chancellor Rayne, I believe progress comes through careful iteration and measured experimentation.\"],[\"6\",\"{@b Self-Improvement.} Like Urza's brother Mishra, I believe that the improvement of the body through genetic and artificial modification leads to the general improvement of humanity.\"]],\"name\":\"Heroes of Tolaria; Suggested Ideals\",\"page\":10,\"source\":\"PSD\",\"chapter\":{\"name\":\"Tolarian Academy\",\"index\":4}},{\"caption\":\"Suggested Bonds\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I have a former student I'm convinced will do great things—for good or for evil.\"],[\"2\",\"I bought a cheap curio from a secondhand store, and I was expelled when it caused a magical accident.\"],[\"3\",\"I've gotten tangled up with illegal research by way of the Shadow Academy, which uses interdimensional spaces to facilitate communication.\"],[\"4\",\"By virtue of a parent who is emeritus faculty, I have the rare privilege of citizenship in one of the Academies.\"],[\"5\",\"One of my old teachers has a knack for contacting me at the strangest times.\"],[\"6\",\"I believe that my genetic makeup was manipulated for some unknown purpose.\"]],\"name\":\"Heroes of Tolaria; Suggested Bonds\",\"page\":10,\"source\":\"PSD\",\"chapter\":{\"name\":\"Tolarian Academy\",\"index\":4}},{\"caption\":\"Tolarian Quests\",\"colLabels\":[\"d6\",\"Quest\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Retrieve a unique magical device from the ruins of a catastrophe—but be careful, because the device might well have been what caused the catastrophe.\"],[\"2\",\"Copy a spell from the spellbook of a mysterious or hostile wizard.\"],[\"3\",\"Find a way to reverse the effect of a disastrous magical experiment.\"],[\"4\",\"Decide what to do with a notebook you found, which is full of forbidden research into Phyrexian transformation.\"],[\"5\",\"Steal a magical object that's on display in a museum on campus in order to uncover its secrets or harness the energy it holds.\"],[\"6\",\"Try to reproduce the research of a wizard who has gone missing, without ending up missing yourself.\"]],\"name\":\"Tolarian Quests\",\"page\":11,\"source\":\"PSD\",\"chapter\":{\"name\":\"Tolarian Academy\",\"index\":4}},{\"caption\":\"Tolarian Sites\",\"colLabels\":[\"d10\",\"Adventure Site\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"An underwater ruin left behind by a terrible catastrophe\"],[\"2\",\"The trap-filled tower of an eccentric, suspicious, and powerful wizard\"],[\"3\",\"An arcane workshop or laboratory filled with inexplicable and undoubtedly dangerous devices\"],[\"4\",\"A laboratory where research was once conducted—or still is conducted—on living monsters\"],[\"5\",\"A small stronghold drifting through the air or across the ocean\"],[\"6\",\"A library hidden in an extradimensional space\"],[\"7\",\"An ancient Phyrexian or Thran artifact, now overgrown by nature\"],[\"8\",\"A crater where a meteorite or a flying vessel crashed to the ground centuries ago\"],[\"9\",\"A newly discovered ruin from an ancient era of advanced magical technology\"],[\"10\",\"An area that has just returned after being phased out of the flow of time\"]],\"name\":\"Tolarian Sites\",\"page\":11,\"source\":\"PSD\",\"chapter\":{\"name\":\"Tolarian Academy\",\"index\":4}},{\"caption\":\"Tolarian Villains\",\"colLabels\":[\"d8\",\"Villain\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"A member of the Society of Mishra seeks to be transformed into a biomechanical demon of fused metal and flesh.\"],[\"2\",\"A Gathist involved in illegal genetic experimentation seeks to create a race of supersoldiers to forge a nation through conquest.\"],[\"3\",\"A collector steals magical items and treats them like valuable works of art.\"],[\"4\",\"A professor of temporal studies seeks to hasten the process of rebirth and renewal—by shifting the entire world backward in time to its \\\"glory days.\\\"\"],[\"5\",\"An archaeologist has discovered an ancient magical weapon that caused untold devastation, and is trying to find a use for it.\"],[\"6\",\"A professor has imprisoned students in a tower and compelled them to participate in genetic, biomechanical, psychological, or other research.\"],[\"7\",\"An artificer built a golem that has achieved its own evil consciousness, and which seeks to better understand living creatures through vivisection.\"],[\"8\",\"A misguided master wizard is trying to trace a single \\\"true Tolarian ancestry,\\\" so as to prevent those who don't belong to that human bloodline from entering the Academies and studying magic.\"]],\"name\":\"Tolarian Villains\",\"page\":12,\"source\":\"PSD\",\"chapter\":{\"name\":\"Tolarian Academy\",\"index\":4}},{\"caption\":\"Vodalian Quests\",\"colLabels\":[\"d6\",\"Quest\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Retrieve an artifact from ancient Vodalia that is kept in a Tolarian museum.\"],[\"2\",\"Sabotage a Cabal port on Walassa, where ships set sail for Aerona carrying Cabal cultists.\"],[\"3\",\"Protect a peripatetic member of the Society of the Conch on a journey to learn about your native culture.\"],[\"4\",\"Defend a surface port loyal to Vodalia from a land-based attack.\"],[\"5\",\"Find a pirate captain who slaughtered a group of merfolk, but who has not been seen in the Voda Sea since.\"],[\"6\",\"Retrieve an item of historical significance from a Keldon fortress.\"]],\"name\":\"Vodalian Quests\",\"page\":13,\"source\":\"PSD\",\"chapter\":{\"name\":\"Merfolk of Vodalia\",\"index\":5}},{\"caption\":\"Vodalian Sites\",\"colLabels\":[\"d10\",\"Adventure Site\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"A shipwreck on the ocean floor\"],[\"2\",\"A surface-built city that sank in a magical catastrophe\"],[\"3\",\"A temple to Svyelune\"],[\"4\",\"A city built on the back of an enormous leviathan\"],[\"5\",\"A palace in a coral reef\"],[\"6\",\"A ship crossing the Voda Sea\"],[\"7\",\"A well-preserved Thran or Phyrexian artifact deep underwater\"],[\"8\",\"A deep ocean trench\"],[\"9\",\"A sea cave on an island shore\"],[\"10\",\"A beach where merfolk trade with surface-dwellers\"]],\"name\":\"Vodalian Sites\",\"page\":14,\"source\":\"PSD\",\"chapter\":{\"name\":\"Merfolk of Vodalia\",\"index\":5}},{\"caption\":\"Vodalian Villains\",\"colLabels\":[\"d8\",\"Villain\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"A hotheaded young military officer, part of the Akula Current, plans to escalate conflict with a surface port in hopes of eventually annexing the port.\"],[\"2\",\"A notable aristocrat decides that no ships may cross their territory—and sinks a merchant vessel to emphasize the point.\"],[\"3\",\"A mage manipulates coastal waters, causing saltwater to back up rivers, beachfront land to flood, and docks to be swept away by the waves.\"],[\"4\",\"A group of merfolk turn to piracy, angering both surface-dwellers and other merfolk.\"],[\"5\",\"A trickster lures sailors into shipwrecks, then either takes them captive or watches them drown.\"],[\"6\",\"A spellcaster calls up horrific monsters from the ocean depths to attack a coastal town.\"],[\"7\",\"A general's crusade against homarids is driving those creatures into human-occupied coastal lands.\"],[\"8\",\"A wizard seeks the Golgothian Sylex—the artifact that destroyed the island of Argoth and launched the ice age—in hopes of destroying all land on Dominaria.\"]],\"name\":\"Vodalian Villains\",\"page\":14,\"source\":\"PSD\",\"chapter\":{\"name\":\"Merfolk of Vodalia\",\"index\":5}},{\"caption\":\"Cabal Sites\",\"colLabels\":[\"d10\",\"Adventure Site\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"A small shrine to Belzenlok located near a major city\"],[\"2\",\"A basement room in a busy town where Cabal cultists meet\"],[\"3\",\"A ruined library that cultists are excavating, hoping to find magic items to decorate Belzenlok's throne\"],[\"4\",\"A half-collapsed temple in a dark swamp\"],[\"5\",\"An ancient war machine whose power the Cabal is trying to harness\"],[\"6\",\"A small outpost of Grimnant knights\"],[\"7\",\"A deep sinkhole with whispering echoes emerging from the darkness\"],[\"8\",\"A secret fortress in the mountains\"],[\"9\",\"An abandoned mine shaft\"],[\"10\",\"The house of an aristocrat who has joined the Cabal\"]],\"name\":\"Cabal Sites\",\"page\":16,\"source\":\"PSD\",\"chapter\":{\"name\":\"Belezenlok's Cabal\",\"index\":6}},{\"caption\":\"Cabal Villains\",\"colLabels\":[\"d8\",\"Villain\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"A Grimnant commander leads raids along a nation's borders to sow chaos and confusion.\"],[\"2\",\"A Cabal assassin starts killing the firstborn children of prominent families.\"],[\"3\",\"A dementist unleashes formless horrors of nightmare upon a defenseless town.\"],[\"4\",\"A cult leader sends a miasma out from a hidden temple to pollute and corrupt the surrounding forest.\"],[\"5\",\"A Cabal cultist has infiltrated a ruling council or prominent church body and begins destroying it from within.\"],[\"6\",\"A dementist is controlling the mind of a monster, sending it to rampage through an area of farms and villages.\"],[\"7\",\"A Cabal infiltrator sows discord among various factions within a larger organization (different Serran orders, different Benalish houses, and so forth).\"],[\"8\",\"Cabal infiltrators detonate nightmare devices designed to cause as much terror as possible, striking in highly populated areas at unpredictable times.\"]],\"name\":\"Cabal Villains\",\"page\":17,\"source\":\"PSD\",\"chapter\":{\"name\":\"Belezenlok's Cabal\",\"index\":6}},{\"caption\":\"Suggested Ideals\",\"colLabels\":[\"d6\",\"ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"{@b Self-Reliance.} I don't wear or use anything I haven't made myself. You can't count on anyone else in this world.\"],[\"2\",\"{@b Future.} I believe a true Twilight still awaits the Keldon faithful, when our fallen heroes will rise up to fight alongside us as we conquer the world.\"],[\"3\",\"{@b Pragmatism.} No ancestors are coming to save us—we are our only hope.\"],[\"4\",\"{@b Coin.} I will happily fight for those too weak to defend themselves, if they pay me enough.\"],[\"5\",\"{@b Freedom.} The so-called \\\"new Keld\\\" is too safe, too controlled. The fire in Keldon blood demands warfare and pillage.\"],[\"6\",\"{@b Keld.} I am Keldon, and that is all that matters. I seek the glory and prosperity of my people above all else.\"]],\"name\":\"Bard or Cleric; Suggested Ideals\",\"page\":18,\"source\":\"PSD\",\"chapter\":{\"name\":\"Warhosts of Keld\",\"index\":7}},{\"caption\":\"Suggested Bonds\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I fight to prove myself worthy of my glorious ancestors.\"],[\"2\",\"Even away from Keld, my loyalty is to my warlord and the rest of my warhost.\"],[\"3\",\"I'm inexplicably drawn to the sacred peak called the Mountain.\"],[\"4\",\"My favorite weapon is one I forged from the broken weapons of my enemies.\"],[\"5\",\"I want to be a warlord someday, and I won't stop there.\"],[\"6\",\"I had a dear mentor from another nation who taught me my skills.\"]],\"name\":\"Bard or Cleric; Suggested Bonds\",\"page\":18,\"source\":\"PSD\",\"chapter\":{\"name\":\"Warhosts of Keld\",\"index\":7}},{\"caption\":\"Keld Quests\",\"colLabels\":[\"d6\",\"Quest\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Persuade a Benalish house to abandon a colony newly established on Keld's soil.\"],[\"2\",\"Carry an urgent message from one warlord to another across a dangerous area.\"],[\"3\",\"Convince a wayward warlord to obey an overseer's orders before the situation escalates into full-on rebellion.\"],[\"4\",\"Undermine the loyalty of a rebellious warlord's warhost, thus depriving the warlord of power.\"],[\"5\",\"Kill a monster lurking in the mountains.\"],[\"6\",\"Fend off attacks by frost giants from the north.\"]],\"name\":\"Keld Quests\",\"page\":20,\"source\":\"PSD\",\"chapter\":{\"name\":\"Warhosts of Keld\",\"index\":7}},{\"caption\":\"Keld Sites\",\"colLabels\":[\"d10\",\"Adventure Site\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"At the foot of the Keldons' sacred Mountain\"],[\"2\",\"At the entrance to the Keldon Necropolis, where great figures of the past are interred\"],[\"3\",\"Inside a glacier\"],[\"4\",\"A mountain cave\"],[\"5\",\"A tower formed from strange black ice\"],[\"6\",\"A forest clearing where the air is cold enough to freeze your breath in your mouth\"],[\"7\",\"A smith's forge\"],[\"8\",\"A plateau where carved megaliths are erected\"],[\"9\",\"A camp with dozens of round tents\"],[\"10\",\"At the peak of the Keldons' sacred Mountain\"]],\"name\":\"Keld Sites\",\"page\":20,\"source\":\"PSD\",\"chapter\":{\"name\":\"Warhosts of Keld\",\"index\":7}},{\"caption\":\"Keld Villains\",\"colLabels\":[\"d8\",\"Villain\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"A warlord leads an attack on a different warhost.\"],[\"2\",\"A doyen advises several different warlords to provoke conflicts with Benalia, believing that a full-scale war will trigger the true Twilight.\"],[\"3\",\"A shaman has secretly made an alliance with the frost giants of the northern wastes to help overthrow the grand warlord.\"],[\"4\",\"A shaman dabbles in the hated arts of necromancy, hoping to reproduce the false Twilight caused by the Phrexians.\"],[\"5\",\"A frost giant shaman brings a nightmarish winter down over Keld, and it begins spreading farther south.\"],[\"6\",\"A warlord leads a host in longboats to the Benalish isle of Avenant.\"],[\"7\",\"A warlord directly challenges the authority of the grand warlord, hoping to take her place.\"],[\"8\",\"A warlord kills the grand warlord and starts transforming Keld back into the land of bloodthirsty raiders it once was.\"]],\"name\":\"Keld Villains\",\"page\":20,\"source\":\"PSD\",\"chapter\":{\"name\":\"Warhosts of Keld\",\"index\":7}},{\"caption\":\"Suggested Ideals\",\"colLabels\":[\"d8\",\"Ideal\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"{@b Riashil Pacifism.} To live at peace with nature, we must first learn to live at peace with each other.\"],[\"2\",\"{@b Staprion Defiance.} Those who cross lines must be put in their place.\"],[\"3\",\"{@b Loridalh Interdependence.} I am my own master, but I am strongest when I work as part of the web of all life.\"],[\"4\",\"{@b Kelfae Flexibility.} The search for stability—whether in a swaying treetop or in the turmoil of life—is fruitless.\"],[\"5\",\"{@b Jubilar Remembrance.} The sacrifice of those who were exterminated in the Phyrexian Invasion must be remembered, and their stories retold.\"],[\"6\",\"{@b Basiphem Pride.} Because we are strong, it is our responsibility to aid the rest of the forest where we can.\"],[\"7\",\"{@b Hedressel Holiness.} We must maintain our distance—culturally and physically—from other peoples to maintain our connections to the wood.\"],[\"8\",\"{@b Ruadach Openness.} We must open ourselves to new cultures, new peoples, and new ideas, or we will rot like a fallen log.\"]],\"name\":\"Fighter or Ranger; Suggested Ideals\",\"page\":21,\"source\":\"PSD\",\"chapter\":{\"name\":\"Elves of Llanowar\",\"index\":8}},{\"caption\":\"Suggested Bonds\",\"colLabels\":[\"d8\",\"Bond\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"I could always count on my mother to give me a good bonk on the head if I did something foolish. (Riashil)\"],[\"2\",\"I will have my revenge against the Cabal for the harm they have done to my kin. (Staprion)\"],[\"3\",\"One of the twelve tallest emergent trees in Llanowar is the dearest place to me in all the world. (Loridalh)\"],[\"4\",\"I was bonded to a kavu at birth. (Kelfae)\"],[\"5\",\"I survived the Phyrexian Invasion over three hundred years ago, and I will never forget the faces of those who died. (Jubilar)\"],[\"6\",\"My family carries the shame of failing to protect Llanowar from the Phyrexian Invasion, and I will stop at nothing to undo that shame. (Basiphem)\"],[\"7\",\"I spent a year in Hedressel, and I would give my life to defend that holy place. (Hedressel)\"],[\"8\",\"I left my family rather than endure the grief of losing them. (Ruadach)\"]],\"name\":\"Fighter or Ranger; Suggested Bonds\",\"page\":21,\"source\":\"PSD\",\"chapter\":{\"name\":\"Elves of Llanowar\",\"index\":8}},{\"caption\":\"Llanowar Quests\",\"colLabels\":[\"d6\",\"Quest\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Find the source of orc raids in the Ironcrown Mountains.\"],[\"2\",\"Retrieve something caught in the web of an enormous spider.\"],[\"3\",\"Carry a message to a Benalish city—about diplomacy, trade, matters of the heart, or anything else.\"],[\"4\",\"Track down an interloper who managed to escape punishment for crimes against the forest (perhaps even trespassing in Hedressel).\"],[\"5\",\"Dispose of a newly uncovered piece of Phyrexian wreckage.\"],[\"6\",\"Plant a seed from Llanowar in the Whispering Woods or another distant forest.\"]],\"name\":\"Llanowar Quests\",\"page\":23,\"source\":\"PSD\",\"chapter\":{\"name\":\"Elves of Llanowar\",\"index\":8}},{\"caption\":\"Llanowar Sites\",\"colLabels\":[\"d10\",\"Adventure Site\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Inside a giant tree that has strangely begun to rot from the inside\"],[\"2\",\"At the top of an emergent tree, where magical flowers grow\"],[\"3\",\"Nestled among the roots of one of the oldest and largest trees in the forest\"],[\"4\",\"A temple hollowed out from a huge branch of a still-living tree\"],[\"5\",\"A statue of the elf hero Eladamri, situated in the middle of a placid forest clearing\"],[\"6\",\"A network of rope bridges connecting canopy trees\"],[\"7\",\"A sinister-looking tower made from a dead tree\"],[\"8\",\"An enormous patch of mushrooms that gets larger every day\"],[\"9\",\"An overgrown Phyrexian war machine\"],[\"10\",\"An anthill, termite nest, or wasp nest that's larger than a grand temple\"]],\"name\":\"Llanowar Sites\",\"page\":23,\"source\":\"PSD\",\"chapter\":{\"name\":\"Elves of Llanowar\",\"index\":8}},{\"caption\":\"Llanowar Villains\",\"colLabels\":[\"d8\",\"Villain\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"A zealous druid wants to drive the humans and half-elves out of Ruadach.\"],[\"2\",\"A pragmatist thinks the old druidic traditions are holding the elves back from greatness, and seeks to destroy Hedressel or Molimo (or both).\"],[\"3\",\"A knight of the Steel Leaf tries to stir up war with Benalia, in order to have an excuse to slaughter the humans.\"],[\"4\",\"A druid uses ancient necromancy to poison a stream supplying water to a Benalish town.\"],[\"5\",\"A Staprion warrior believes the pacifist Riashil are traitors to the elves, and tries to goad them into fighting.\"],[\"6\",\"An elf has bred a giant kavu intended to topple trees and destroy elfhames.\"],[\"7\",\"A necromancer wants to use the spirits of the elven dead that are said to guard Hedressel to destroy the elves entirely.\"],[\"8\",\"A leader of the Order of the Steel Leaf is in league with the Cabal, and tries to undermine the Staprion offensive against that order.\"]],\"name\":\"Llanowar Villains\",\"page\":23,\"source\":\"PSD\",\"chapter\":{\"name\":\"Elves of Llanowar\",\"index\":8}},{\"colLabels\":[\"d10\",\"Guild\"],\"colStyles\":[\"text-center col-6\",\"text-center col-6\"],\"rows\":[[\"1\",\"Azorius Senate\"],[\"2\",\"Boros Legion\"],[\"3\",\"House Dimir\"],[\"4\",\"Golgari Swarm\"],[\"5\",\"Gruul Clans\"],[\"6\",\"Izzet League\"],[\"7\",\"Orzhov Syndicate\"],[\"8\",\"Cult of Rakdos\"],[\"9\",\"Selesnya Conclave\"],[\"10\",\"Simic Combine\"]],\"name\":\"Random Guilds\",\"page\":6,\"source\":\"GGR\",\"chapter\":{\"name\":\"Welcome to Ravnica\",\"index\":0}},{\"colLabels\":[\"Month\",\"Name\"],\"colStyles\":[\"text-center col-6\",\"text-center col-6\"],\"rows\":[[\"1\",\"Seleszeni (March)\"],[\"2\",\"Dhazo (April)\"],[\"3\",\"Prahz (May)\"],[\"4\",\"Mokosh (June)\"],[\"5\",\"Paujal (July)\"],[\"6\",\"Cizarm (August)\"],[\"7\",\"Tevnember (September)\"],[\"8\",\"Golgar (October)\"],[\"9\",\"Quaegar (November)\"],[\"10\",\"Xivaskir (December)\"],[\"11\",\"Griev (January)\"],[\"12\",\"Zuun (February)\"]],\"name\":\"Ravnica's Calendar\",\"page\":7,\"source\":\"GGR\",\"chapter\":{\"name\":\"Welcome to Ravnica\",\"index\":0}},{\"caption\":\"Ravnica Currency\",\"colStyles\":[\"col-3 text-center\",\"col-3\",\"col-3\",\"col-3\"],\"colLabels\":[\"Value\",\"Azorius\",\"Boros\",\"Orzhov\"],\"rows\":[[\"1 cp\",\"copper zib\",\"—\",\"copper alms-coin\"],[\"25 cp\",\"silver 25-zib coin\",\"—\",\"—\"],[\"1 ep\",\"electrum 50-zib coin\",\"—\",\"—\"],[\"1 gp\",\"gold zino\",\"gold zino\",\"—\"],[\"5 gp\",\"—\",\"gold 5-zino coin\",\"—\"],[\"1 pp\",\"—\",\"—\",\"platinum 10-zino coin\"],[\"10 pp\",\"—\",\"—\",\"platinum 100-zino coin\"]],\"name\":\"Currency: Zibs and Zinos; Ravnica Currency\",\"page\":9,\"source\":\"GGR\",\"chapter\":{\"name\":\"Welcome to Ravnica\",\"index\":0}},{\"caption\":\"Cosmopolitan Conveniences\",\"colLabels\":[\"Item\",\"Cost\"],\"colStyles\":[\"col-6\",\"col-6 text-right\"],\"rows\":[[\"Cup of coffee\",\"10 cp\"],[\"Newspaper\",\"15 cp\"],[\"Pendulum clock\",\"100–250 gp\"],[\"Spectacles\",\"25 gp\"],[\"Spyglass\",\"50–100 gp\"]],\"name\":\"Comforts of Civilization; Cosmopolitan Conveniences\",\"page\":9,\"source\":\"GGR\",\"chapter\":{\"name\":\"Welcome to Ravnica\",\"index\":0}},{\"caption\":\"Standard Languages\",\"colLabels\":[\"Language\",\"Typical Speakers\",\"Script\"],\"colStyles\":[\"col-4\",\"col-4\",\"col-4\"],\"rows\":[[\"Abyssal\",\"Demons, devils\",\"Infernal\"],[\"Celestial\",\"Angels\",\"Celestial\"],[\"Common\",\"Humans\",\"Common\"],[\"Draconic\",\"Dragons\",\"Draconic\"],[\"Elvish\",\"Elves\",\"Elvish\"],[\"Giant\",\"Ogres, giants\",\"Minotaur\"],[\"Goblin\",\"Goblins\",\"Common\"],[\"Kraul\",\"Kraul\",\"Kraul\"],[\"Loxodon\",\"Loxodons\",\"Elvish\"],[\"Merfolk\",\"Merfolk\",\"Merfolk\"],[\"Minotaur\",\"Minotaurs\",\"Minotaur\"],[\"Sphinx\",\"Sphinxes\",\"—\"],[\"Sylvan\",\"Centaurs, dryads\",\"Elvish\"],[\"Vedalken\",\"Vedalken\",\"Vedalken\"]],\"name\":\"Standard Languages\",\"page\":9,\"source\":\"GGR\",\"chapter\":{\"name\":\"Welcome to Ravnica\",\"index\":0}},{\"caption\":\"Party Makeup\",\"colLabels\":[\"d8\",\"Party Makeup\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"{@b One-Guild Party}. Choose a guild and refer to its description in {@book chapter 2|GGR|2} for suggestions on building the party around it.\"],[\"2\",\"{@b Classic Party}. Boros or Selesnya cleric (Life Domain), Azorius or Boros fighter (Champion archetype), Dimir or Golgari rogue (Thief archetype), Boros or Izzet wizard (School of Evocation)\"],[\"3\",\"{@b Law and Order Party}. Boros cleric, Azorius fighter, Azorius wizard, Boros ranger\"],[\"4\",\"{@b Mad Science Party}. Simic druid, Izzet fighter, Izzet wizard, Simic monk\"],[\"5\",\"{@b Skulkers Party}. Golgari druid, Golgari fighter or ranger, Dimir rogue or monk, Dimir wizard\"],[\"6\",\"{@b Chaos Party}. Gruul druid, Gruul barbarian, {@creature Rakdos|GGR} warlock, {@creature Rakdos|GGR} rogue\"],[\"7\",\"{@b Nature Party}. Selesnya druid, Gruul barbarian, Simic wizard or Selesnya bard, Golgari rogue\"],[\"8\",\"{@b Benevolent Party}. Selesnya cleric, Boros paladin, Azorius wizard, Selesnya bard\"]],\"name\":\"Building a Party; Party Makeup\",\"page\":11,\"source\":\"GGR\",\"chapter\":{\"name\":\"Character Creation\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Common Cause\",\"colLabels\":[\"d8\",\"Reasons for Cooperating\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"{@b Cellmates}. The characters are prisoners in an Azorius prison, a Gruul camp, or a {@creature Rakdos|GGR} cage.\"],[\"2\",\"{@b Greater Threat}. The characters are fighting each other when a rampaging wurm attacks.\"],[\"3\",\"{@b Sudden Danger}. The characters are trapped together by a sinkhole opening, a building collapsing, or a laboratory exploding.\"],[\"4\",\"{@b Dream Team}. A strange dream leads each character to the same destination.\"],[\"5\",\"{@b Lost Together}. The characters are hopelessly lost in an unfamiliar part of the city.\"],[\"6\",\"{@b Detente}. By order of their guilds' leaders, the characters must cooperate to complete a secret mission.\"],[\"7\",\"{@b Common Foe}. A villain is a common enemy to all the characters.\"],[\"8\",\"{@b Do or Die}. The characters are all trying to avert the catastrophe of an all-out war among the guilds.\"]],\"name\":\"Building a Party; Common Cause\",\"page\":11,\"source\":\"GGR\",\"chapter\":{\"name\":\"Character Creation\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Random Height and Weight\",\"colLabels\":[\"Race\",\"Base Height\",\"Height Modifier\",\"Base Weight\",\"Weight Modifier\"],\"rows\":[[\"Centaur\",\"6'0\\\"\",\"+{@dice 1d10}\",\"600 lb.\",\"× ({@dice 2d12}) lb.\"],[\"Goblin\",\"3'5\\\"\",\"+{@dice 2d4}\",\"35 lb.\",\"× 1 lb.\"],[\"Simic hybrid\",\"*\",\"*\",\"*\",\"*\"],[\"Loxodon\",\"6'7\\\"\",\"+{@dice 2d10}\",\"295 lb.\",\"× ({@dice 2d4}) lb.\"],[\"Minotaur\",\"5'4\\\"\",\"+{@dice 2d8}\",\"175 lb.\",\"× ({@dice 2d6}) lb.\"],[\"Vedalken\",\"5'4\\\"\",\"+{@dice 2d10}\",\"110 lb.\",\"× ({@dice 2d4}) lb.\"]],\"footnotes\":[\"* As humanoid base option\"],\"name\":\"Random Height and Weight\",\"page\":12,\"source\":\"GGR\",\"chapter\":{\"name\":\"Character Creation\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Barbarian\",\"colStyles\":[\"col-6\",\"col-6\"],\"colLabels\":[\"Subclass\",\"Guild\"],\"rows\":[[\"{@class barbarian||Path of the Ancestral Guardian|Ancestral Guardian|XGE}*\",\"Gruul\"],[\"{@class barbarian||Path of the Berserker|Berserker}\",\"Gruul, {@creature Rakdos|GGR}\"],[\"{@class barbarian||Path of the Storm Herald|Storm Herald|XGE}*\",\"Gruul\"],[\"{@class barbarian||Path of the Totem Warrior|Totem Warrior}\",\"Gruul\"],[\"{@class barbarian||Path of the Zealot|Zealot|XGE}*\",\"Boros, {@creature Rakdos|GGR}\"]],\"footnotes\":[\"* Appears in {@book Xanathar's Guide to Everything|XGE}\"],\"name\":\"Barbarian\",\"page\":23,\"source\":\"GGR\",\"chapter\":{\"name\":\"Character Creation\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Bard\",\"colStyles\":[\"col-6\",\"col-6\"],\"colLabels\":[\"Subclass\",\"Guild\"],\"rows\":[[\"{@class bard||College of Glamour|Glamour|XGE}*\",\"Selesnya\"],[\"{@class bard||College of Lore|Lore}\",\"Azorius, Selesnya\"],[\"{@class bard||College of Swords|Swords|XGE}*\",\"{@creature Rakdos|GGR}\"],[\"{@class bard||College of Valor|Valor}\",\"{@creature Rakdos|GGR}\"],[\"{@class bard||College of Whispers|Whispers|XGE}*\",\"Dimir\"]],\"footnotes\":[\"* Appears in {@book Xanathar's Guide to Everything|XGE}\"],\"name\":\"Bard\",\"page\":23,\"source\":\"GGR\",\"chapter\":{\"name\":\"Character Creation\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Cleric\",\"colStyles\":[\"col-6\",\"col-6\"],\"colLabels\":[\"Subclass\",\"Guild\"],\"rows\":[[\"{@class cleric||Forge Domain|Forge|XGE}*\",\"Boros\"],[\"{@class cleric||Knowledge Domain|Knowledge}\",\"Azorius\"],[\"{@class cleric||Life Domain|Life}\",\"Boros, Selesnya\"],[\"{@class cleric||Light Domain|Light}\",\"Boros\"],[\"{@class cleric||Nature Domain|Nature}\",\"Selesnya\"],[\"{@class cleric||Order Domain|Order|TCE}**\",\"Azorius, Orzhov\"],[\"{@class cleric||Tempest Domain|Tempest}\",\"Gruul\"],[\"{@class cleric||Trickery Domain|Trickery}\",\"Dimir\"],[\"{@class cleric||War Domain|War}\",\"Boros\"]],\"footnotes\":[\"* Appears in {@book Xanathar's Guide to Everything|XGE}\",\"** Appears in this chapter\"],\"name\":\"Cleric\",\"page\":23,\"source\":\"GGR\",\"chapter\":{\"name\":\"Character Creation\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Druid\",\"colStyles\":[\"col-6\",\"col-6\"],\"colLabels\":[\"Subclass\",\"Guild\"],\"rows\":[[\"{@class druid||Circle of Dreams|Dreams|XGE}*\",\"Selesnya\"],[\"{@class druid||Circle of Spores|Spores|TCE}**\",\"Golgari\"],[\"{@class druid||Circle of the Land|Land}\",\"Golgari (forest, swamp, Underdark), Selesnya (forest, grassland), Simic (coast, forest)\"],[\"{@class druid||Circle of the Moon|Moon}\",\"Gruul\"],[\"{@class druid||Circle of the Shepherd|Shepherd|XGE}*\",\"Selesnya\"]],\"footnotes\":[\"* Appears in {@book Xanathar's Guide to Everything|XGE}\",\"** Appears in this chapter\"],\"name\":\"Druid\",\"page\":23,\"source\":\"GGR\",\"chapter\":{\"name\":\"Character Creation\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Fighter\",\"colStyles\":[\"col-6\",\"col-6\"],\"colLabels\":[\"Subclass\",\"Guild\"],\"rows\":[[\"{@class fighter||Arcane Archer|Arcane Archer|XGE}*\",\"Selesnya\"],[\"{@class fighter||Battle Master|Battle MAster}\",\"Azorius, Boros, Orzhov, Selesnya\"],[\"{@class fighter||Cavalier|Cavalier|XGE}*\",\"Azorius, Boros\"],[\"{@class fighter||Champion|Champion}\",\"Azorius, Boros, Golgari, Gruul, Orzhov, {@creature Rakdos|GGR}, Selesnya, Simic\"],[\"{@class fighter||Eldritch Knight|Eldritch Knight}\",\"Azorius, Boros, Izzet, {@creature Rakdos|GGR}\"]],\"footnotes\":[\"* Appears in {@book Xanathar's Guide to Everything|XGE}\"],\"name\":\"Fighter\",\"page\":24,\"source\":\"GGR\",\"chapter\":{\"name\":\"Character Creation\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Monk\",\"colStyles\":[\"col-6\",\"col-6\"],\"colLabels\":[\"Subclass\",\"Guild\"],\"rows\":[[\"{@class monk||Way of Shadow|Shadow}\",\"Dimir\"],[\"{@class monk||Way of the Four Elements|Four Elements}\",\"Simic (focus on water- and air-related disciplines)\"],[\"{@class monk||Way of the Open Hand|Open Hand}\",\"Selesnya, Simic\"],[\"{@class monk||Way of the Sun Soul|Sun Soul|XGE}*\",\"Boros\"]],\"footnotes\":[\"* Appears in {@book Xanathar's Guide to Everything|XGE}\"],\"name\":\"Monk\",\"page\":24,\"source\":\"GGR\",\"chapter\":{\"name\":\"Character Creation\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Paladin\",\"colStyles\":[\"col-6\",\"col-6\"],\"colLabels\":[\"Subclass\",\"Guild\"],\"rows\":[[\"{@class Paladin||Oath of Conquest|Conquest|XGE}*\",\"Orzhov\"],[\"{@class Paladin||Oath of Devotion|Devotion}\",\"Boros\"],[\"{@class Paladin||Oath of Redemption|Redemption|XGE}*\",\"Selesnya\"],[\"{@class Paladin||Oath of the Ancients|Ancients}\",\"Selesnya\"],[\"{@class Paladin||Oath of Vengeance|Vengeance}\",\"Azorius\"]],\"name\":\"Paladin\",\"page\":24,\"source\":\"GGR\",\"chapter\":{\"name\":\"Character Creation\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Ranger\",\"colStyles\":[\"col-6\",\"col-6\"],\"colLabels\":[\"Subclass\",\"Guild\"],\"rows\":[[\"{@class ranger||Beast Master|Beast Master}\",\"Golgari (prefer insects and reptiles), Gruul (prefer fierce beasts), Selesnya (prefer wolves)\"],[\"{@class ranger||Gloom Stalker|Gloom Stalker|XGE}*\",\"Golgari\"],[\"{@class ranger||Hunter|Hunter}\",\"Boros, Gruul, Selesnya\"]],\"footnotes\":[\"* Appears in {@book Xanathar's Guide to Everything|XGE}\"],\"name\":\"Ranger\",\"page\":24,\"source\":\"GGR\",\"chapter\":{\"name\":\"Character Creation\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Rogue\",\"colStyles\":[\"col-6\",\"col-6\"],\"colLabels\":[\"Subclass\",\"Guild\"],\"rows\":[[\"{@class Rogue||Arcane Trickster|Arcane Trickster}\",\"Dimir\"],[\"{@class Rogue||Assassin|Assassin}\",\"Dimir, Golgari, Orzhov\"],[\"{@class Rogue||Inquisitive|Inquisitive|XGE}*\",\"Azorius, Dimir\"],[\"{@class Rogue||Mastermind|Mastermind|XGE}*\",\"Dimir\"],[\"{@class Rogue||Scout|Scout|XGE}*\",\"Gruul\"],[\"{@class Rogue||Swashbuckler|Swashbuckler|XGE}*\",\"{@creature Rakdos|GGR}\"],[\"{@class Rogue||Thief|Thief}\",\"Dimir, Golgari, Orzhov, {@creature Rakdos|GGR}\"]],\"name\":\"Rogue\",\"page\":24,\"source\":\"GGR\",\"chapter\":{\"name\":\"Character Creation\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Sorcerer\",\"colStyles\":[\"col-6\",\"col-6\"],\"colLabels\":[\"Subclass\",\"Guild\"],\"rows\":[[\"{@class Sorcerer||Divine Soul|Divine Soul|XGE}*\",\"Boros\"],[\"{@class Sorcerer||Draconic Bloodline|Draconic}\",\"Izzet\"],[\"{@class Sorcerer||Shadow Magic|Shadow|XGE}*\",\"Dimir\"],[\"{@class Sorcerer||Storm Sorcery|Storm|XGE}*\",\"Izzet\"],[\"{@class Sorcerer||Wild Magic|Wild}\",\"Izzet\"]],\"footnotes\":[\"* Appears in {@book Xanathar's Guide to Everything|XGE}\"],\"name\":\"Sorcerer\",\"page\":25,\"source\":\"GGR\",\"chapter\":{\"name\":\"Character Creation\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Warlock\",\"colStyles\":[\"col-6\",\"col-6\"],\"colLabels\":[\"Subclass\",\"Guild\"],\"rows\":[[\"{@class Warlock||The Archfey|Archfey}\",\"Selesnya\"],[\"{@class Warlock||The Celestial|Celestial|XGE}*\",\"Boros\"],[\"{@class Warlock||The Fiend|Fiend}\",\"{@creature Rakdos|GGR}\"],[\"{@class Warlock||The Great Old One|Great Old One}\",\"Any\"]],\"footnotes\":[\"* Appears in {@book Xanathar's Guide to Everything|XGE}\"],\"name\":\"Warlock\",\"page\":25,\"source\":\"GGR\",\"chapter\":{\"name\":\"Character Creation\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Wizard\",\"colStyles\":[\"col-6\",\"col-6\"],\"colLabels\":[\"Subclass\",\"Guild\"],\"rows\":[[\"{@class Wizard||School of Abjuration|Abjuration}\",\"Azorius, Orzhov\"],[\"{@class Wizard||School of Conjuration|Conjuration}\",\"Izzet, Simic\"],[\"{@class Wizard||School of Divination|Divination}\",\"Azorius, Dimir, Orzhov\"],[\"{@class Wizard||School of Enchantment|Enchantment}\",\"Azorius, Dimir, Orzhov\"],[\"{@class Wizard||School of Evocation|Evocation}\",\"Boros, Izzet\"],[\"{@class Wizard||School of Illusion|Illusion}\",\"Dimir\"],[\"{@class Wizard||School of Necromancy|Necromancy}\",\"Golgari, Orzhov\"],[\"{@class Wizard||School of Transmutation|Transmutation}\",\"Izzet, Simic\"],[\"{@class Wizard||War Magic|War|XGE}*\",\"Boros\"]],\"footnotes\":[\"* Appears in {@book Xanathar's Guide to Everything|XGE}\"],\"name\":\"Wizard\",\"page\":25,\"source\":\"GGR\",\"chapter\":{\"name\":\"Character Creation\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"colLabels\":[\"d6\",\"Reason for Independence\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"I've been around long enough that my guild lets me do what I want.\"],[\"2\",\"I've been chosen for special assignments because I'm just that good.\"],[\"3\",\"I've been singled out for special assignments because somebody up the ranks hates me.\"],[\"4\",\"I'm moonlighting, and I'd get in trouble if my superiors knew what I was up to.\"],[\"5\",\"I've been put at the disposal of another guild because my superiors want to help them.\"],[\"6\",\"I've been put at the disposal of another guild because my superiors hope I'll fail.\"]],\"name\":\"Membership and Independence\",\"page\":31,\"source\":\"GGR\",\"chapter\":{\"name\":\"Guilds of Ravnica\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Gruul Clan Options\",\"colLabels\":[\"d8\",\"Clan\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Burning Tree clan\"],[\"2\",\"Ghor clan\"],[\"3\",\"Scab clan\"],[\"4\",\"Slizt clan\"],[\"5\",\"Gravel Hide clan\"],[\"6\",\"Zhur-Taa clan\"],[\"7\",\"Minor or new clan\"],[\"8\",\"Trog\"]],\"name\":\"Joining the Gruul Clans; Gruul Clan Options\",\"page\":59,\"source\":\"GGR\",\"chapter\":{\"name\":\"Guilds of Ravnica\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"People on the Street—Precinct One\",\"colLabels\":[\"d12\",\"Description\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Banker, heading to a favorite restaurant\"],[\"2\",\"Diplomat, heading to the Chamber of the Guildpact\"],[\"3\",\"Gardener, pruning vegetation\"],[\"4\",\"Ghost, looking for directions to Orzhova\"],[\"5\",\"Government official, late for an appointment\"],[\"6\",\"Jeweler, heading to a grooming salon\"],[\"7\",\"Mob boss, leaving a nightclub\"],[\"8\",\"Noble, taking in the sights\"],[\"9\",\"Opera singer, enjoying a meal outside\"],[\"10\",\"Painter, working on a street scene\"],[\"11\",\"Tourist, gawking at everything\"],[\"12\",\"Translator, feeding some birds\"]],\"name\":\"People on the Street—Precinct One\",\"page\":105,\"source\":\"GGR\",\"chapter\":{\"name\":\"The Tenth District\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Rumors—Precinct One\",\"colLabels\":[\"d6\",\"Rumor\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"\\\"Oh, dear! Did you hear all that commotion yesterday evening near the opera house? It appears that a couple of dignitaries went missing during the performance.\\\"\"],[\"2\",\"\\\"I hear that Nolson has purses and handbags in his inventory that bear some sort of magic. They'll get snapped up quickly, I'll wager.\\\"\"],[\"3\",\"\\\"A most dreadful moaning was coming from the plaza today. My friend said she saw a wailing spirit floating over the park. I wish they'd stay in the bank.\\\"\"],[\"4\",\"\\\"Such a commotion at the Wayfinder Club last night. I heard the fight, but a friend told me there were blades drawn, and the perpetrator escaped!\\\"\"],[\"5\",\"\\\"Can you believe the gall of some people? I saw a couple of dirty ruffians in my neighborhood last night, and they were defacing the walls of the courthouse!\\\"\"],[\"6\",\"\\\"I still can't believe that crazy old Orzhov syndic just handing out zinos near the plaza, muttering 'The end is near.' She'll invite nothing but undesirables sniffing for free coin.\\\"\"]],\"name\":\"Rumors—Precinct One\",\"page\":105,\"source\":\"GGR\",\"chapter\":{\"name\":\"The Tenth District\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"People on the Street—Precinct Two\",\"colLabels\":[\"d12\",\"Description\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Arrester, off duty and out buying produce\"],[\"2\",\"Arrester, on duty and watching for trouble\"],[\"3\",\"Baker, returning from a long work shift\"],[\"4\",\"Carpenter, searching for a good pack animal\"],[\"5\",\"Chandler, fuming after a recent argument\"],[\"6\",\"Government official, enjoying a day off\"],[\"7\",\"Locksmith, on the way to unlock a door\"],[\"8\",\"Mob enforcer, trailing a debtor\"],[\"9\",\"Retired soldier, heading to a chess game\"],[\"10\",\"Shopkeeper, taking a child out for a treat\"],[\"11\",\"Teenager, heading to a friend's house\"],[\"12\",\"Tourist, heading to the Millennial Platform\"]],\"name\":\"People on the Street—Precinct Two\",\"page\":108,\"source\":\"GGR\",\"chapter\":{\"name\":\"The Tenth District\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Rumors—Precinct Two\",\"colLabels\":[\"d6\",\"Rumor\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"\\\"Can you believe the deals that Janus has this week in his shop? I wonder if he's in trouble, trying to move his merchandise so quickly.\\\"\"],[\"2\",\"\\\"I got a tip on some high-quality blades at Minera's. She's looking to find good homes for them, and she says some are enchanted.\\\"\"],[\"3\",\"\\\"Two Boros minotaurs garrisoned at Sunhome were meeting with old friends at Newson's Tavern last night. They spent most of the night telling stories about a madness taking hold of their ranks.\\\"\"],[\"4\",\"\\\"An airship docked in the middle of the night at Augustin Station without any people on board. No one knows how it got there without a crew.\\\"\"],[\"5\",\"\\\"This is the third person gone missing in Griffin Heights this week. I hear they were all gamblers and deep in it. Must've owed way too much.\\\"\"],[\"6\",\"\\\"Did you hear about that lawmage who went crazy? They had to send two squads of arresters to bring him down. He kept telling them 'A homunculus made me do it.' I don't want to know what 'it' is.\\\"\"]],\"name\":\"Rumors—Precinct Two\",\"page\":108,\"source\":\"GGR\",\"chapter\":{\"name\":\"The Tenth District\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"People on the Street—Precinct Three\",\"colLabels\":[\"d12\",\"Description\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Beast trainer, walking an animal on a leash\"],[\"2\",\"Awakened shrub, completing an errand\"],[\"3\",\"Centaur, out to get the family some food\"],[\"4\",\"Evangelist, trying to win Selesnya converts\"],[\"5\",\"Farmer, using a healing balm after a hard day\"],[\"6\",\"Guide, taking a wolf out for a stroll\"],[\"7\",\"Healer, on the way to tend to someone sick\"],[\"8\",\"Ledev guardian, on patrol\"],[\"9\",\"Pilgrim, looking for directions to Vitu-Ghazi\"],[\"10\",\"Storyteller, practicing oration out on the street\"],[\"11\",\"Teamster, carrying a broken wagon wheel\"],[\"12\",\"Woodcarver, whistling a familiar song\"]],\"name\":\"People on the Street—Precinct Three\",\"page\":111,\"source\":\"GGR\",\"chapter\":{\"name\":\"The Tenth District\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Rumors—Precinct Three\",\"colLabels\":[\"d6\",\"Rumor\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"\\\"Something keeps spooking the pack animals. I wonder what it could be?\\\"\"],[\"2\",\"\\\"I hear there's an old granary in the rubblebelt that's filled with bandit plunder. Probably worth a peek!\\\"\"],[\"3\",\"\\\"The giant spiders above Velen's Rest have become aggressive as of late. I heard someone got poisoned by one yesterday.\\\"\"],[\"4\",\"\\\"Can you believe they're going to close Vitu-Ghazi to visitors tomorrow? I wonder what's going on.\\\"\"],[\"5\",\"\\\"Those rumblings that shook the ground last night were definitely wurms tunneling. I'm sure the Selesnya aren't pleased.\\\"\"],[\"6\",\"\\\"We should go find that loxodon priest and see if she's still having visions. I'll bet we can get her to tell us our future!\\\"\"]],\"name\":\"Rumors—Precinct Three\",\"page\":111,\"source\":\"GGR\",\"chapter\":{\"name\":\"The Tenth District\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"People on the Street—Precinct Four\",\"colLabels\":[\"d12\",\"Description\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Bounty hunter, asking about a mark\"],[\"2\",\"Displaced merchant, looking for a new home\"],[\"3\",\"Goblin messenger, anxious and impatient\"],[\"4\",\"Healer, covered in blood\"],[\"5\",\"Leatherworker, carrying some flowers\"],[\"6\",\"Merchant, whistling a tune\"],[\"7\",\"Scientist, lost in thought\"],[\"8\",\"Street urchin, busking for money\"],[\"9\",\"Soldier, on duty and eating a quick bite\"],[\"10\",\"Soldier, off duty and fixing his armor\"],[\"11\",\"Thrill seeker, hoping to see some Gruul raiders\"],[\"12\",\"Transient, looking for a good place to sleep\"]],\"name\":\"People on the Street—Precinct Four\",\"page\":114,\"source\":\"GGR\",\"chapter\":{\"name\":\"The Tenth District\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Rumors—Precinct Four\",\"colLabels\":[\"d6\",\"Rumor\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"\\\"Sergeant Uwen got hold of something even the war wurms of the Gruul fear. Don't know what it is, but he sent one of them running just by standing there.\\\"\"],[\"2\",\"\\\"If you're looking for the best deals on explosives, you should talk to one of the Shattergang Brothers. They'll set you up right, no questions asked.\\\"\"],[\"3\",\"\\\"I swear I saw {@creature Niv-Mizzet|GGR}'s head floating above Nivix last night. I wonder what it means.\\\"\"],[\"4\",\"\\\"Beria over on Tin Street just put out some new curiosities. Says they came from an expedition in the undercity. Could be magical.\\\"\"],[\"5\",\"\\\"My whole street's been smelling like sulfur for the past two days now. People are starting to get sick, and the soldiers don't take it seriously.\\\"\"],[\"6\",\"\\\"I saw an angel and a demon having what looked like a polite conversation. I couldn't believe my eyes!\\\"\"]],\"name\":\"Rumors—Precinct Four\",\"page\":114,\"source\":\"GGR\",\"chapter\":{\"name\":\"The Tenth District\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"People on the Street—Precinct Five\",\"colLabels\":[\"d12\",\"Description\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Alchemist, reviewing an ingredient list\"],[\"2\",\"Barkeep, picking up some dropped coins\"],[\"3\",\"Cartographer, laden with map cases\"],[\"4\",\"Engineer, reading a schematic\"],[\"5\",\"Homunculus, on an errand\"],[\"6\",\"Librarian, going home for tea\"],[\"7\",\"Poet, shopping for fresh produce\"],[\"8\",\"Professor, assessing a student\"],[\"9\",\"Scribe, hands stained with ink\"],[\"10\",\"Student, lost in a book\"],[\"11\",\"Tinker, out of breath from running\"],[\"12\",\"Vampire mind drinker, heading to the library\"]],\"name\":\"People on the Street—Precinct Five\",\"page\":118,\"source\":\"GGR\",\"chapter\":{\"name\":\"The Tenth District\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Rumors—Precinct Five\",\"colLabels\":[\"d6\",\"Rumor\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"\\\"The latest is that the translocation device is only operating within fifty percent of tolerances. I'm certain that funding will be pulled any day now.\\\"\"],[\"2\",\"\\\"I don't know how Zameck does it, but they've certainly built a better soldier. And I hear some of the formulas have made it outside their halls.\\\"\"],[\"3\",\"\\\"That ghost haunting the history section of the Ismeri Library is back. I've heard this time it can speak, and it's looking for someone.\\\"\"],[\"4\",\"\\\"Creatures of some sort of elemental composition were emerging from the Blistercoils this morning. Those things could be anywhere in the city by now.\\\"\"],[\"5\",\"\\\"I can't believe Professor Zagany let her see his research. She's going to take his findings to an information broker, I'm sure. He'll never work again.\\\"\"],[\"6\",\"\\\"Sila has a new stock of exotic components. She says they can enhance spells in a way other components cannot.\\\"\"]],\"name\":\"Rumors—Precinct Five\",\"page\":118,\"source\":\"GGR\",\"chapter\":{\"name\":\"The Tenth District\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"People on the Street—Precinct Six\",\"colLabels\":[\"d12\",\"Description\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Actor, out getting a meal\"],[\"2\",\"Carpenter, heading to the next job\"],[\"3\",\"Devkarin elf (dark elf), on an errand\"],[\"4\",\"Goblin cutpurse, looking for an easy mark\"],[\"5\",\"Laborer, ready to head to the tavern\"],[\"6\",\"Merchant, looking for a {@creature Rakdos|GGR} club\"],[\"7\",\"Metalsmith, grimy from a long day's work\"],[\"8\",\"Performer, with a child apprentice\"],[\"9\",\"Shipwright, out buying some supplies\"],[\"10\",\"Soldier, off duty and enjoying a walk\"],[\"11\",\"Soldier, on duty and in a hurry\"],[\"12\",\"Teamster, spoiling for a fight\"]],\"name\":\"People on the Street—Precinct Six\",\"page\":121,\"source\":\"GGR\",\"chapter\":{\"name\":\"The Tenth District\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Rumors—Precinct Six\",\"colLabels\":[\"d6\",\"Rumor\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"\\\"Something very large was lurking in the chasm last night, and it knocked a carriage off a bridge. The passengers jumped out just in time!\\\"\"],[\"2\",\"\\\"I heard that Krenko's gang has been trying to get their hands on mizzium, and are willing to pay a good price for it too.\\\"\"],[\"3\",\"\\\"The wight of Precinct Six has struck again! This morning, an arrester and a cutpurse were found dead in an alley, drained of their life. A bystander saw it happen.\\\"\"],[\"4\",\"\\\"Did you hear those shrieking sounds out near Benzer's Bridge last night? Whatever it was, it didn't sound like anything I've ever heard before. Chilling.\\\"\"],[\"5\",\"\\\"I hear Rhionna is closing up her forge. She says she's getting sick of replacing stolen tools every week. The staff claims they're innocent.\\\"\"],[\"6\",\"\\\"One of the warehouses out in Medori Park had an intense red glow shining through its windows yesterday. Smelled of sulfur. No one wants to go near it.\\\"\"]],\"name\":\"Rumors—Precinct Six\",\"page\":121,\"source\":\"GGR\",\"chapter\":{\"name\":\"The Tenth District\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Guild Location Goals\",\"colLabels\":[\"d8\",\"Adventure Goal\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Prevent a magical catastrophe inside the location.\"],[\"2\",\"Find the source of strange occurrences in or near the location.\"],[\"3\",\"Escape the location (and help others escape) when a disaster occurs inside.\"],[\"4\",\"Quell a riot inside or around the location.\"],[\"5\",\"Kill or drive out a monster that has turned the location into its lair.\"],[\"6\",\"Defend the location against an external attacker.\"],[\"7\",\"Seize control of the location.\"],[\"8\",\"Infiltrate the location and report on what's happening inside.\"]],\"name\":\"Guild Locations; Guild Location Goals\",\"page\":123,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Location Connections\",\"colLabels\":[\"d6\",\"Adventure Connection\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Transport a person, an object, or information collected at the first location safely to the second.\"],[\"2\",\"Plant something taken from the first location inside the second to incriminate someone in the second location.\"],[\"3\",\"Do the same thing at the second location as was done at the first.\"],[\"4\",\"Uncover the source of interference encountered at the first location, which lies in the second.\"],[\"5\",\"Follow a fleeing foe or trail a suspicious figure from the first location to the second.\"],[\"6\",\"Follow up on information gained at the first location by investigating the second.\"]],\"name\":\"Linked Locations; Location Connections\",\"page\":123,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Guild Villains\",\"colLabels\":[\"d6\",\"Villainous Activity\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"A villain is attempting to disgrace or discredit a powerful person.\"],[\"2\",\"A villain is striving for power within their guild.\"],[\"3\",\"A villain has claimed power in their guild and needs to be supplanted.\"],[\"4\",\"The villain is sending agents to infiltrate one or more guilds.\"],[\"5\",\"The villain's agents are luring members away from another guild.\"],[\"6\",\"The villain's agents are sabotaging the operations of another guild.\"]],\"name\":\"Guild Villains\",\"page\":123,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Guild Character Objectives\",\"colLabels\":[\"d8\",\"Adventure Goal\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Find an item that is important to the guild.\"],[\"2\",\"Get information from a guild member.\"],[\"3\",\"Protect or rescue a guild member in the midst of a catastrophe.\"],[\"4\",\"Free a guild member from captivity.\"],[\"5\",\"Find a missing guild member.\"],[\"6\",\"Kill or capture an enemy of the guild.\"],[\"7\",\"Help a guild member who's in trouble with the law.\"],[\"8\",\"Recruit someone to join the guild.\"]],\"name\":\"Guild Character Objectives\",\"page\":124,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Dungeon Delve Guilds\",\"colLabels\":[\"d12\",\"Guild\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1–3\",\"House Dimir\"],[\"4–8\",\"Golgari Swarm\"],[\"9–10\",\"Cult of Rakdos\"],[\"11–12\",\"Simic Combine\"]],\"name\":\"Dungeon Delve Guilds\",\"page\":124,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Wilderness Guilds\",\"colLabels\":[\"d6\",\"Guild\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1–4\",\"Gruul Clans\"],[\"5–6\",\"Selesnya Conclave\"]],\"name\":\"Wilderness Guilds\",\"page\":124,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Intrigue Guilds\",\"colLabels\":[\"d12\",\"Guild\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1–2\",\"Azorius Senate\"],[\"3–6\",\"House Dimir\"],[\"7–8\",\"Golgari Swarm\"],[\"9–11\",\"Orzhov Syndicate\"],[\"12\",\"Simic Combine\"]],\"name\":\"Plots and Intrigue; Intrigue Guilds\",\"page\":124,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Mystery Guilds\",\"colLabels\":[\"d12\",\"Guild\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1–4\",\"House Dimir\"],[\"5–7\",\"Golgari Swarm\"],[\"8\",\"Izzet League\"],[\"9–11\",\"Orzhov Syndicate\"],[\"12\",\"Simic Combine\"]],\"name\":\"Mystery Guilds\",\"page\":125,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Disaster Guilds\",\"colLabels\":[\"d12\",\"Guild\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1–2\",\"Golgari Swarm\"],[\"3–5\",\"Gruul Clans\"],[\"6–8\",\"Izzet League\"],[\"9–10\",\"Selesnya Conclave\"],[\"11–12\",\"Simic Combine\"]],\"name\":\"Disaster Guilds\",\"page\":125,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Protection Guilds\",\"colLabels\":[\"d12\",\"Guild\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1–2\",\"Boros Legion\"],[\"3–6\",\"Gruul Clans\"],[\"7–8\",\"Orzhov Syndicate\"],[\"9–12\",\"Cult of Rakdos\"]],\"name\":\"Protection Guilds\",\"page\":125,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Cross Purposes\",\"colLabels\":[\"d10\",\"The Villain's Activities...\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"... directly target one or more characters. The adventure begins when characters are attacked by the villain's agents.\"],[\"2\",\"... threaten a character's contact or bond.\"],[\"3\",\"... challenge a character's ideal or exploit a flaw. The character might hear rumors of this activity, spurring them into action.\"],[\"4\",\"... open an opportunity for a character to pursue a personal goal.\"],[\"5\",\"... compete with a character's guild. A guild authority might order the character to rectify the situation.\"],[\"6\",\"... threaten guild members or property.\"],[\"7\",\"... conflict with guild goals.\"],[\"8\",\"... open an opportunity for a guild to pursue its own agenda.\"],[\"9\",\"... catch the characters between fighting forces.\"],[\"10\",\"... cause an accident or catastrophe that traps the characters.\"]],\"name\":\"Involving the Characters; Cross Purposes\",\"page\":126,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Secondary Guild Role\",\"colLabels\":[\"d8\",\"Secondary Guild Role\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"A rival pursues the same goal as the adventurers, but is doing it \\\"wrong.\\\"\"],[\"2\",\"One or more members of another guild are caught between the villain and the adventurers.\"],[\"3\",\"A group of NPC adventurers from another guild confront the same villain for different reasons.\"],[\"4\",\"Someone is manipulating the villain for their own purposes.\"],[\"5\",\"A known rival or enemy meddles in the adventure, hoping the adventurers will fail.\"],[\"6\",\"A known rival or enemy can provide essential help in stopping the villain.\"],[\"7\",\"A second villain's plot is unfolding at the same time but is otherwise unrelated.\"],[\"8\",\"A second villain is in competition with the first one.\"]],\"name\":\"Complications; Secondary Guild Role\",\"page\":127,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Guild Intrigue\",\"colLabels\":[\"d6\",\"Adventure Goal\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Guilds are vying for influence over a prominent individual (who might be a player character).\"],[\"2\",\"Guilds are competing for control of a key site or swath of territory.\"],[\"3\",\"Guilds are locked in a deadly feud but might be open to a peace negotiation.\"],[\"4\",\"Villains from two or more guilds are forming a dangerous alliance.\"],[\"5\",\"A villain is trying to disrupt an alliance between two or more guilds.\"],[\"6\",\"Splinter factions from two guilds are trying to form a new guild.\"]],\"name\":\"Guild Intrigue\",\"page\":127,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Arrester Station Adventures\",\"colLabels\":[\"d12\",\"Adventure Goal\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Break out of the holding cells.\"],[\"2\",\"Break someone else out of the holding cells.\"],[\"3\",\"Stop someone before they can give information to the arresters or testify before a judge.\"],[\"4\",\"Protect a prisoner from assassins.\"],[\"5\",\"Get information from or to someone in the holding cells.\"],[\"6\",\"Apprehend a former prisoner who used magic to take over the station and drive the guards away.\"],[\"7\",\"Retrieve something held as evidence.\"],[\"8\",\"Find proof that the captain of this station is corrupt.\"],[\"9\",\"Discover who helped a prisoner escape and how.\"],[\"10\",\"Uncover a plot to discredit, blackmail, or kill the station commander.\"],[\"11\",\"Steal the arresters' files about a criminal or a case.\"],[\"12\",\"Intercept a message being sent to or from the station.\"]],\"name\":\"Arrester Station Adventures\",\"page\":129,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Azorius Villains\",\"colLabels\":[\"d8\",\"Villain\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"An ambitious authority figure seeks to achieve a higher rank by framing or defaming a rival.\"],[\"2\",\"A venal judge's rulings are swayed by bribes and favors.\"],[\"3\",\"A vengeful imperator persecutes a certain group of people, seeking revenge for a past wrong done by one of the group's members.\"],[\"4\",\"An overzealous imperator is prepared to arrest a neighborhood full of people to find a stolen item.\"],[\"5\",\"A sadistic warden tortures prisoners, ostensibly for the sake of law and order.\"],[\"6\",\"A corrupt senator seeks to pass laws that favor a certain class of people.\"],[\"7\",\"A {@creature precognitive mage|GGR} invents visions designed to frame enemies.\"],[\"8\",\"A cowardly bureaucrat destroys evidence to hide someone else's involvement in a crime.\"]],\"name\":\"Azorius Villains\",\"page\":129,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Azorius Assignments\",\"colLabels\":[\"d6\",\"Adventure Goal\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Find and arrest a wanted fugitive.\"],[\"2\",\"Arrest someone identified as a potential criminal by precognitive mages.\"],[\"3\",\"Clear the name of an innocent person.\"],[\"4\",\"Solve a murder by questioning suspects.\"],[\"5\",\"Retrieve a stolen item.\"],[\"6\",\"Quell a riot.\"]],\"name\":\"Azorius Character Goals; Azorius Assignments\",\"page\":131,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Azorius Adventure Hooks\",\"colLabels\":[\"d6\",\"Adventure Hook\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature precognitive mage|GGR} has identified the characters as future criminals, and now there's a warrant out for their arrest.\"],[\"2\",\"A {@creature precognitive mage|GGR} has foreseen the characters' future struggles and tries to protect them, thereby interfering in their next adventure.\"],[\"3\",\"{@creature Felidar|GGR|Felidars} have bonded with the wrong person and now track an innocent citizen.\"],[\"4\",\"Hussars—Azorius {@creature Soldier|GGR|soldiers} mounted on {@creature Griffon||griffons}—declare martial law in a neighborhood and enforce their harsh authority on the citizenry.\"],[\"5\",\"An {@creature archon of the Triumvirate|GGR} interprets innocent actions as illegal ones because its connection to the law has been corrupted.\"],[\"6\",\"A missing {@creature homunculus} is the sole witness to the murder of a judge.\"]],\"name\":\"Other Adventure Hooks; Azorius Adventure Hooks\",\"page\":131,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Legion Garrison Adventures\",\"colLabels\":[\"d12\",\"Adventure Goal\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Lay siege to the garrison.\"],[\"2\",\"Break a siege at the garrison.\"],[\"3\",\"Sabotage the building's defenses so someone else can break into the garrison.\"],[\"4\",\"Find a hidden explosive charge in the garrison before it detonates.\"],[\"5\",\"Steal a magic weapon held inside the garrison.\"],[\"6\",\"Discover evidence that incriminates an officer in the garrison.\"],[\"7\",\"Identify a spy among the garrison's soldiers before the spy can escape.\"],[\"8\",\"Help a spy get safely out of the garrison without being discovered.\"],[\"9\",\"Capture a garrison officer for interrogation.\"],[\"10\",\"Shore up the garrison's defenses before an assault.\"],[\"11\",\"Clear out the monsters infesting a garrison that was abandoned years ago.\"],[\"12\",\"Steal plans for future Boros military action.\"]],\"name\":\"Legion Garrison Adventures\",\"page\":132,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Boros Villains\",\"colLabels\":[\"d8\",\"Villain\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Seeking to avenge a partner's murder, a Wojek League officer turns to vigilantism.\"],[\"2\",\"A Boros commander starts preemptively closing Izzet foundries, Simic research chambers, and other locations considered prone to disaster.\"],[\"3\",\"Angered at the death of a loved one in a certain neighborhood, a Wojek agent is inciting its residents to revolt, knowing that the Boros will respond with force.\"],[\"4\",\"Believing that they are harboring terrorists, a Boros brigadier is slaughtering helpless people in transient communities in the undercity.\"],[\"5\",\"A squad of corrupt Boros {@creature Soldier|GGR|soldiers} is extorting money from local merchants.\"],[\"6\",\"A Boros commander under the thumb of another guild is turning a blind eye to the violence perpetrated by that guild.\"],[\"7\",\"An overzealous angel has risen up against innocent people, including the soldiers in her own garrison, believing that they harbor evil in their hearts.\"],[\"8\",\"A crazed angel demands to be worshiped as a god.\"]],\"name\":\"Boros Villains\",\"page\":132,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Boros Assignments\",\"colLabels\":[\"d6\",\"Assignment\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Help quell a {@creature Rakdos|GGR} riot or hold back Gruul raiders, or otherwise maintain the peace while protecting innocent bystanders.\"],[\"2\",\"Capture or kill a Gruul chieftain who has taken responsibility for a series of brutal raids.\"],[\"3\",\"Help evacuate citizens from the area of a natural or magical disaster.\"],[\"4\",\"Escort an important person safely from one place to another.\"],[\"5\",\"Investigate a Boros commander suspected of cultivating personal loyalty in underlings, rather than loyalty to the legion.\"],[\"6\",\"Uncover a spy in the legion.\"]],\"name\":\"Boros Character Goals; Boros Assignments\",\"page\":133,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Boros Adventure Hooks\",\"colLabels\":[\"d6\",\"Adventure Hook\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"A Boros officer is awaiting trial for unsanctioned and excessive use of force, and the officer's squad is planning a jailbreak.\"],[\"2\",\"The Boros are secretly working with the Shattergang Brothers, a group of black market arms dealers, to develop a devastating weapon.\"],[\"3\",\"A Boros offensive is displacing and even killing innocent bystanders caught in its path.\"],[\"4\",\"Flame-kin soldiers created as part of an abandoned weapons project are suddenly reactivated and run amok. These soldiers use the {@creature azer} stat block in the {@book Monster Manual|MM}.\"],[\"5\",\"A Boros parade meant as a show of strength provokes widespread protests, some of which erupt into violence.\"],[\"6\",\"A flying Boros fortress is about to crash, threatening to devastate the neighborhood below.\"]],\"name\":\"Other Adventure Hooks; Boros Adventure Hooks\",\"page\":133,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Safe House Adventures\",\"colLabels\":[\"d12\",\"Adventure Goal\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Find a fugitive hiding in the safe house.\"],[\"2\",\"Liberate someone being held in the safe house.\"],[\"3\",\"Retrieve a stolen item.\"],[\"4\",\"Get information from a prisoner in the safe house without revealing that information to the Dimir.\"],[\"5\",\"Acquire information from a Dimir agent to unmask a spy embedded in another guild.\"],[\"6\",\"Escape from captivity in the safe house.\"],[\"7\",\"Plant a magical surveillance device inside the safe house.\"],[\"8\",\"Damage or destroy the safe house so the Dimir can't use it anymore.\"],[\"9\",\"Prevent the creation of a horror (a {@creature flying horror|ggr}, {@creature shadow horror|ggr}, or a {@creature skittering horror|ggr}) in the safe house. (You can replace the horror with a different creature from the {@book Monster Manual|MM}.)\"],[\"10\",\"Find and kill a {@creature mind drinker vampire|GGR} or other monster that is picking off the safe house's inhabitants.\"],[\"11\",\"Disable the safe house's wards and plant a beacon inside it so that members of another guild can find and raid the place.\"],[\"12\",\"After stumbling into the safe house accidentally, get out with memories intact.\"]],\"name\":\"Safe House Adventures\",\"page\":135,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Dimir Villains\",\"colLabels\":[\"d8\",\"Villain\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"A spy seeks to plunder another guild's secrets.\"],[\"2\",\"A {@creature mind mage|GGR} is hunting down everyone who witnessed a great humiliation to expunge their memories of the event.\"],[\"3\",\"A {@creature mind mage|GGR} has implanted false memories of a crime in many minds in order to incriminate someone.\"],[\"4\",\"A group of Dimir agents is plundering the minds of people who have knowledge of a vault that holds great wealth or magical power.\"],[\"5\",\"After a Dimir spy is unmasked, a {@creature mind mage|GGR} erases the memory of the spy's identity from the minds of those involved.\"],[\"6\",\"A shapeshifter has replaced a high-ranking member of another guild in order to provoke conflicts.\"],[\"7\",\"A {@creature mind drinker vampire|GGR} is plundering the minds of its victims.\"],[\"8\",\"Roll on another guild's villain table, but the villain is a disguised Dimir agent or someone being manipulated by the Dimir.\"]],\"name\":\"Dimir Villains\",\"page\":135,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Dimir Assignments\",\"colLabels\":[\"d6\",\"Assignment\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Impersonate an individual to gather information from that individual's contacts and associates.\"],[\"2\",\"Make sure that a particular person (not a main antagonist) at an adventure site doesn't survive the encounter with the characters.\"],[\"3\",\"Make sure that a particular person (not the main villain) survives the adventure.\"],[\"4\",\"Get information from the main villain by magically extracting the villain's dying thoughts.\"],[\"5\",\"Plant evidence to steer the other adventurers away from the true villain.\"],[\"6\",\"Get information to a Dimir agent who is embedded in the adventure location.\"]],\"name\":\"Dimir Character Goals; Dimir Assignments\",\"page\":137,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Dimir Adventure Hooks\",\"colLabels\":[\"d6\",\"Adventure Hook\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"The characters find a bundle of {@i thought strands}, and Dimir agents are in a rush to find them before they fade away.\"],[\"2\",\"A rogue agent hunted by Dimir assassins offers crippling information about House Dimir in exchange for protection.\"],[\"3\",\"A Dimir horror (a {@creature flying horror|ggr}, {@creature shadow horror|ggr}, or a {@creature skittering horror|ggr}) is randomly killing people in the dark alleys of a particular neighborhood.\"],[\"4\",\"Word is out that someone claims to have a list of Dimir agents embedded in other guilds, igniting a furious contest to obtain the list.\"],[\"5\",\"While prying too deeply into ancient lore, a Dimir agent (now deceased) released a nameless evil into the city.\"],[\"6\",\"Roll on another guild's adventure hooks table, but the Dimir are secretly behind the situation.\"]],\"name\":\"Other Adventure Hooks; Dimir Adventure Hooks\",\"page\":137,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Undercity Mansion Adventures\",\"colLabels\":[\"d10\",\"Adventure Goal\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Find the source of a noxious fog rising from the undercity and poisoning a surface neighborhood.\"],[\"2\",\"Rescue several citizens being held hostage by Ochran agents.\"],[\"3\",\"Find the daytime lair of an elusive monster that hunts on the surface at night.\"],[\"4\",\"Rescue a guild member {@condition petrified} by an {@creature undercity medusa|GGR} that uses the mansion as its lair.\"],[\"5\",\"Take shelter in the mansion to escape a horrible monster prowling the undercity.\"],[\"6\",\"Win a bet by surviving a night inside.\"],[\"7\",\"Escape from captivity here.\"],[\"8\",\"Find a fugitive hiding here.\"],[\"9\",\"Find and claim a treasure hidden in the mansion.\"],[\"10\",\"Attend a masked ball held in the mansion in order to get information from another guest.\"]],\"name\":\"Undercity Mansion Adventures\",\"page\":138,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Golgari Villains\",\"colLabels\":[\"d8\",\"Villain\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Armed with a powerful magic item found among the dead in the undercity, a {@creature Golgari shaman|GGR} enacts a plan of revenge against another guild.\"],[\"2\",\"A {@creature kraul death priest|GGR} is seeking a way to revive the ancient gods of Ravnica and destroy the world.\"],[\"3\",\"A {@creature Devkarin lich|GGR} is capturing living subjects and infecting them with an insidious, mind-controlling fungus.\"],[\"4\",\"A trophy-hunting {@creature undercity medusa|GGR} for the stat block) is on a killing spree, petrifying victims in interesting poses.\"],[\"5\",\"A {@creature Golgari shaman|GGR} is spreading a fungal infection that transforms its dead victims into {@creature Zombie||zombies}.\"],[\"6\",\"An elf child lures citizens into the sewers, where a monstrous \\\"pet\\\" is waiting to kill and eat them.\"],[\"7\",\"Pursuing a personal vendetta, an Ochran {@creature assassin} is targeting members of a certain guild and trying to ensure that their bodies are never found.\"],[\"8\",\"A {@creature kraul death priest|GGR}, angry at the way the Golgari have treated the kraul in the past, is killing the elves and medusas of the guild, hoping to eventually take Jarad's place as guildmaster.\"]],\"name\":\"Golgari Villains\",\"page\":138,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Golgari Assignments\",\"colLabels\":[\"d6\",\"Assignment\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Find a valuable item believed lost in the undercity.\"],[\"2\",\"Retrieve a corpse in the undercity.\"],[\"3\",\"Collect a sample of a fungus in the undercity.\"],[\"4\",\"Steal something that is important to another guild.\"],[\"5\",\"Kill an outspoken enemy of the Golgari.\"],[\"6\",\"Position a fungus so that its spores will spread into a populated area and drive the inhabitants out.\"]],\"name\":\"Golgari Character Goals; Golgari Assignments\",\"page\":140,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Golgari Adventure Hooks\",\"colLabels\":[\"d6\",\"Adventure Hook\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Citizens who die in a particular neighborhood sprout fungal growths and rise as {@creature Zombie||zombies}, then shamble toward the undercity.\"],[\"2\",\"{@creature Shrieker||Shriekers} sprout throughout a neighborhood.\"],[\"3\",\"{@creature Swarm of Insects||Swarms of insects} under the control of a {@creature Golgari shaman|GGR} terrorize a neighborhood.\"],[\"4\",\"Poor people who subsist on Golgari food contract a dangerous, contagious magical infection.\"],[\"5\",\"Several kraul have moved into an old tenement and are making their neighbors nervous.\"],[\"6\",\"A beloved statue, long assumed to be the image of some forgotten community hero, suddenly returns to life after being {@condition petrified} for a hundred years.\"]],\"name\":\"Other Adventure Hooks; Golgari Adventure Hooks\",\"page\":140,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Rubblebelt Encampment Adventures\",\"colLabels\":[\"d10\",\"Adventure Goal\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Determine why the Gruul have camped so close to a settled neighborhood.\"],[\"2\",\"Free a captive taken in a recent raid.\"],[\"3\",\"Win freedom by defeating a Gruul champion in a duel.\"],[\"4\",\"Retrieve something looted in a recent raid.\"],[\"5\",\"Strike a deal with the Gruul leader to cooperate against a common foe.\"],[\"6\",\"Attempt to overthrow the clan chieftain in a combat challenge.\"],[\"7\",\"Strike a blow to the Gruul to ensure that they don't launch a raid.\"],[\"8\",\"Free a corralled herd of violent beasts so they stampede through the Gruul camp before the Gruul can steer them toward settled areas.\"],[\"9\",\"Interrupt a ritual intended to summon or create a huge elemental.\"],[\"10\",\"Disrupt a gathering of clans that could lead to an alliance between them.\"]],\"name\":\"Rubblebelt Encampment Adventures\",\"page\":141,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Gruul Villains\",\"colLabels\":[\"d8\",\"Villain\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature druid of the Old Ways|GGR}, spurred by visions of the end of civilization, plans humanoid sacrifices in the name of Ilharg the Raze-Boar.\"],[\"2\",\"A druid is directing herds of beasts to run amok through tenement neighborhoods.\"],[\"3\",\"A druid summons huge vines and roots to tear buildings down.\"],[\"4\",\"A clan chieftain leads a raid to settle a personal vendetta against another guild.\"],[\"5\",\"In a display of strength, a clan chieftain seeks to destroy a significant landmark.\"],[\"6\",\"Looking for a totem of spiritual significance, a clanless giant wrecks anything in its path.\"],[\"7\",\"Hoping to form a new clan, a clever centaur tries to break violent criminals out of jail.\"],[\"8\",\"A druid leads a band that has begun starting fires around the district.\"]],\"name\":\"Gruul Villains\",\"page\":141,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Gruul Assignments\",\"colLabels\":[\"d6\",\"Assignment\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Collect a beast cub so it can be trained for battle.\"],[\"2\",\"Slay a powerful monster to prove your strength.\"],[\"3\",\"Destroy a laboratory, a work of engineering, or a similar edifice of decadent civilization.\"],[\"4\",\"Kill someone who has been persecuting the Gruul.\"],[\"5\",\"Free a captive warrior who was imprisoned during a recent raid.\"],[\"6\",\"Create a disruption so the clan can raid elsewhere.\"]],\"name\":\"Gruul Character Goals; Gruul Assignments\",\"page\":143,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Gruul Adventure Hooks\",\"colLabels\":[\"d6\",\"Adventure Hook\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Conflict between two feuding clans spills onto the streets of the city, threatening to destroy entire neighborhoods.\"],[\"2\",\"Gruul {@creature Anarch|GGR|anarchs} deface or destroy monuments throughout the district.\"],[\"3\",\"A Gruul mob riots in the streets in observance of Rauck-Chauv, a holiday celebrated with violence.\"],[\"4\",\"A {@creature wurm|GGR} breaks free of its Gruul controller and goes on a rampage.\"],[\"5\",\"Swine everywhere run wild, and the Gruul interpret this as a sign of the Raze-Boar's return.\"],[\"6\",\"Gruul raiders steal something from an Izzet laboratory that will cause a disaster if it isn't returned.\"]],\"name\":\"Other Adventure Hooks; Gruul Adventure Hooks\",\"page\":143,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Experimental Workshop Adventures\",\"colLabels\":[\"d12\",\"Adventure Goal\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Rescue people trapped in the workshop after a disaster.\"],[\"2\",\"Steal plans or a prototype for a new weapon.\"],[\"3\",\"Capture an inventor for interrogation.\"],[\"4\",\"Stop the spread of toxic gas or molten mizzium from inside the workshop.\"],[\"5\",\"Shut down the operation of a dangerous device.\"],[\"6\",\"Capture or kill an elemental or an Izzet weird (a {@creature blistercoil weird|ggr} or {@creature galvanice weird|ggr}) that is running amok in the workshop, and make sure it doesn't escape out into the city.\"],[\"7\",\"Get out of the workshop before it is destroyed by a spreading catastrophe.\"],[\"8\",\"Destroy the workshop in order to obliterate the research being done there.\"],[\"9\",\"Destroy the workshop in order to bring down a different building nearby.\"],[\"10\",\"Find a saboteur in the workshop before the traitor's plans can be enacted.\"],[\"11\",\"Kill an inventor whose ideas are too dangerous to be put into practice.\"],[\"12\",\"Activate an invention being held in storage in the workshop.\"]],\"name\":\"Experimental Workshop Adventures\",\"page\":144,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Bizarre Magical Effects\",\"colLabels\":[\"d6\",\"Effect\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Every spell cast in the area triggers a wild magic surge. (Roll on the {@table Wild Magic Surge|PHB} table in the \\\"Sorcerer\\\" section of the {@i Player's Handbook}.)\"],[\"2\",\"One or more objects in the area have a random trick effect. (Roll on the Tricks table in {@book appendix A|DMG|10|Random Tricks} of the {@book Dungeon Master's Guide|DMG}.)\"],[\"3\",\"The area is affected by a {@spell guards and wards}{@i spell}.\"],[\"4\",\"Rooms and chambers in the area are affected by random obstacles. (Roll on the Obstacles table in {@book appendix A|DMG|10|Stocking a Dungeon} of the {@book Dungeon Master's Guide|DMG}.)\"],[\"5\",\"One or more objects in the area have a random trap effect. (Roll on the Traps table in {@book appendix A|DMG|10|Random Traps} of the {@book Dungeon Master's Guide|DMG}.)\"],[\"6\",\"Random sections of the area are affected by an {@spell antimagic field} spell.\"]],\"name\":\"Experimental Workshop Map; Bizarre Magical Effects\",\"page\":144,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Izzet Villains\",\"colLabels\":[\"d8\",\"Villain\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"A disgraced member of the Izmundi tries to embarrass the guild by orchestrating a magical disaster.\"],[\"2\",\"A team of inventors is creating a secret arsenal of volatile weapons.\"],[\"3\",\"Trying to impress the guildmaster, a mage from the Laboratory of Storms and Electricity creates a device that pushes the weather from one extreme to another.\"],[\"4\",\"A researcher siphons power from the Blistercoils to fuel experiments, causing failures in parts of the city's infrastructure.\"],[\"5\",\"An obsessive researcher, trying to perfect an alchemical formula, causes a series of ever-worsening laboratory mishaps.\"],[\"6\",\"A guild leader orchestrates a series of \\\"accidental\\\" laboratory explosions that are actually meant to disrupt the nearby activities of other guilds.\"],[\"7\",\"An imprisoned spellcaster stages an explosive prison break using improvised materials.\"],[\"8\",\"A suspicious spellcaster who can't trust research secrets to others creates clones that run amok.\"]],\"name\":\"Izzet Villains\",\"page\":144,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Izzet Assignments\",\"colLabels\":[\"d6\",\"Assignment\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Acquire a hard-to-find metal or energy source.\"],[\"2\",\"Copy a rival's research notes.\"],[\"3\",\"Destroy a rival's research.\"],[\"4\",\"Take measurements of an unusual object or location (such as spatial dimensions or readings of various magical levels).\"],[\"5\",\"Test a new invention.\"],[\"6\",\"Repair an important piece of Ravnica's infrastructure, such as a water main or a boiler pipe, that is tucked away in a remote location.\"]],\"name\":\"Izzet Character Goals; Izzet Assignments\",\"page\":146,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Izzet Adventure Hooks\",\"colLabels\":[\"d6\",\"Adventure Hook\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"An Izzet experiment transforms a researcher, who then seeks help in returning to normal form.\"],[\"2\",\"An escaped Izzet weird (a {@creature blistercoil weird|ggr} or {@creature galvanice weird|ggr}) is causing magical malfunctions around the district.\"],[\"3\",\"A researcher trying to craft an antigravity alloy for a personal flight apparatus has created a number of {@spell reverse gravity} effects, and is now trapped in midair at the top of one.\"],[\"4\",\"After a laboratory explosion, an alchemical fire resistant to conventional firefighting techniques is spreading through several neighborhoods.\"],[\"5\",\"A reckless researcher triggered an explosion in a mizzium foundry, causing a wave of molten metal to spill out into the surrounding streets.\"],[\"6\",\"A researcher who claims to have traveled back in time warns of an impending disaster.\"]],\"name\":\"Other Adventure Hooks; Izzet Adventure Hooks\",\"page\":146,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Grand Basilica Adventures\",\"colLabels\":[\"d12\",\"Adventure Goal\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Steal (or recover) a magic item from the vaults below the basilica.\"],[\"2\",\"Put an end to nightly visitations by finding and confronting the haunting spirit in the basilica.\"],[\"3\",\"Survive a night trapped inside the basilica.\"],[\"4\",\"Deliver a warning to an Orzhov pontiff in the basilica and get out alive.\"],[\"5\",\"Rescue a prisoner being held in the basilica's spire or crypts.\"],[\"6\",\"Escape from captivity in the basilica's spire or crypts.\"],[\"7\",\"Destroy a dangerous weapon stored in a vault beneath the basilica.\"],[\"8\",\"Acquire or destroy some incriminating evidence held by an Orzhov blackmailer.\"],[\"9\",\"Retrieve a precious item held as collateral by an Orzhov loan shark.\"],[\"10\",\"Get information from a spirit who knew something important in life.\"],[\"11\",\"Find concrete evidence of the syndicate's illegal activities.\"],[\"12\",\"Discover the fate of someone who was last seen entering the basilica a week ago.\"]],\"name\":\"Grand Basilica Adventures\",\"page\":147,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Orzhov Villains\",\"colLabels\":[\"d8\",\"Villain\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"A powerful pontiff is using the spirits of dead relatives to intimidate members of other guilds.\"],[\"2\",\"An angel defected from the Boros Legion, bringing a magic sword with her that the Boros want back.\"],[\"3\",\"An Orzhov knight is trying to collect an overdue debt incurred by one of the adventurers' ancestors.\"],[\"4\",\"A pontiff is running an extortion racket, promising local businesses protection from thugs that are also in the Orzhov's employ.\"],[\"5\",\"A {@creature blood drinker vampire|GGR} is holding prisoners as a food supply in a bank vault.\"],[\"6\",\"An advokist is exploiting legal loopholes to win the freedom of several criminals from Azorius prisons.\"],[\"7\",\"A desperate spirit tries to frighten people into paying its debts so it can pass on.\"],[\"8\",\"An unusually quick-witted {@creature Orzhov giant|GGR} for the stat block) with grand visions of starting a criminal gang interferes with the flow of protection money.\"]],\"name\":\"Orzhov Villains\",\"page\":147,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Orzhov Assignments\",\"colLabels\":[\"d6\",\"Assignment\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Convince a debtor to make a payment.\"],[\"2\",\"Damage the person or property of someone who refuses to pay protection money.\"],[\"3\",\"Distribute alms-coins to the poor.\"],[\"4\",\"Transport a chest of coins to an Orzhov bank.\"],[\"5\",\"Destroy evidence that implicates the Orzhov in a crime.\"],[\"6\",\"Find information that can be used to blackmail a powerful person.\"]],\"name\":\"Orzhov Character Goals; Orzhov Assignments\",\"page\":149,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Orzhov Adventure Hooks\",\"colLabels\":[\"d6\",\"Adventure Hook\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Newly minted Orzhov coins are inscribed with a magical symbol that binds the spirit of anyone who uses them.\"],[\"2\",\"{@creature Indentured Spirit|GGR|Indentured spirits} have been deployed to haunt a location the Orzhov want to keep people away from.\"],[\"3\",\"Thrulls (a {@creature servitor thrull|ggr} or {@creature winged thrull|ggr}) that have broken free of Orzhov control are causing mischief.\"],[\"4\",\"Items appear on the black market that were obviously stolen from an Orzhov vault, but no one admits that the theft has occurred or claims credit.\"],[\"5\",\"{@creature Gargoyle||Gargoyles} perched on structures throughout the city are robbing passersby and delivering their stolen goods to an Orzhov basilica.\"],[\"6\",\"An eclipse triggers violent behavior from bound Orzhov spirits.\"]],\"name\":\"Other Adventure Hooks; Orzhov Adventure Hooks\",\"page\":149,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Notorious Nightclub Adventures\",\"colLabels\":[\"d12\",\"Adventure Goal\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Shut down a performance before the performers start attacking the crowd.\"],[\"2\",\"Escape from the club once the violence starts.\"],[\"3\",\"Protect a thrill seeker who wants to witness a performance close up.\"],[\"4\",\"Rescue someone who has been abducted for use as an extra in a show.\"],[\"5\",\"Find evidence that someone important was (or was not) killed in a previous performance here.\"],[\"6\",\"Capture a performer who ran away from a prominent family to \\\"join the circus.\\\"\"],[\"7\",\"Use the distraction of a performance to hold a secret meeting with someone from another guild.\"],[\"8\",\"Spy on someone who is using the distraction of a performance to hold a secret meeting.\"],[\"9\",\"Acquire a magic item the {@creature Rakdos|GGR} are using as part of a performance.\"],[\"10\",\"Investigate rumors that the {@creature Rakdos|GGR} have a wingless angel in their show.\"],[\"11\",\"Find an escaped convict who is rumored to be hiding behind {@creature Rakdos|GGR} makeup.\"],[\"12\",\"Stop a {@creature Rakdos|GGR} member who is blackmailing an important person with embarrassing information.\"]],\"name\":\"Notorious Nightclub Adventures\",\"page\":150,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Rakdos Villains\",\"colLabels\":[\"d8\",\"Villain\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"A coven of {@creature Blood Witch|GGR|blood witches}, seeking {@creature Rakdos|GGR}'s favor, uses magic to turn members of other guilds against their own allies.\"],[\"2\",\"Word spreads that a retiring performer wants to go out with a bang, and their final performance promises to be explosive.\"],[\"3\",\"Mocking the absence of the Guildpact, a {@creature Rakdos|GGR} troupe takes over the Chamber of the Guildpact and performs its satire before a captive audience.\"],[\"4\",\"A demon captures people and makes a game of thwarting their efforts to escape.\"],[\"5\",\"A skilled puppeteer uses skeletal marionettes to recreate historical acts of violence between guilds—which are inexplicably repeated in the real world within the next few days.\"],[\"6\",\"A ringmaster has discovered magic that fills the whole audience with blood lust and sends them rampaging through the streets.\"],[\"7\",\"A hypnotist is programming audience members to go into a murderous rage when a triggering event occurs.\"],[\"8\",\"A crazed {@creature blood witch|GGR} hopes to rouse {@creature Rakdos|GGR} by driving captured sacrificial victims into his lair.\"]],\"name\":\"Rakdos Villains\",\"page\":152,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Rakdos Assignments\",\"colLabels\":[\"d6\",\"Assignment\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Acquire a flashy magic item to use as a prop in a performance.\"],[\"2\",\"Try out a new performance routine in the midst of actual life-or-death combat.\"],[\"3\",\"Sow distrust of an important person through satire or slander.\"],[\"4\",\"Make sure a specific person is in the front row for a certain performance.\"],[\"5\",\"Capture a deadly monster for use in a spectacular show.\"],[\"6\",\"Interrupt a solemn ceremony or ritual being performed by another guild.\"]],\"name\":\"Rakdos Character Goals; Rakdos Assignments\",\"page\":153,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Rakdos Adventure Hooks\",\"colLabels\":[\"d6\",\"Adventure Hook\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Wild-eyed people attending a popular new club seem unwilling or unable to go home after several days of nonstop merriment.\"],[\"2\",\"One morning, everyone who has seen a {@creature Rakdos|GGR} performance in the past week suddenly transforms into a minor demon.\"],[\"3\",\"An apparently spontaneous {@creature Rakdos|GGR}-led riot has spread to take over an entire neighborhood.\"],[\"4\",\"People who die in {@creature Rakdos|GGR}-inspired violence stand back up as {@creature Zombie||zombies} and keep fighting.\"],[\"5\",\"Ordinary knives and chains in homes across the neighborhood seem to come to life in advance of the start of a {@creature Rakdos|GGR} show.\"],[\"6\",\"After several mausoleums are burst open from the inside, people see their undead family members cavorting on a {@creature Rakdos|GGR} stage.\"]],\"name\":\"Other Adventure Hooks; Rakdos Adventure Hooks\",\"page\":153,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Vernadi Center Adventures\",\"colLabels\":[\"d12\",\"Adventure Goal\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Ascertain the numbers of the military forces housed in and around the vernadi.\"],[\"2\",\"Find the source of pollen that is drifting through the neighborhood and making people placid and compliant.\"],[\"3\",\"Find the source of wind-borne seeds that are drifting through the neighborhood and quickly growing into hostile awakened shrubs.\"],[\"4\",\"Retrieve an initiate who was supposedly forced to join the guild through mind-affecting magic.\"],[\"5\",\"Stop the vernadi, whose tree has awakened and escaped the control of its dryad, from trampling through the neighborhood.\"],[\"6\",\"Find a way to tap into the mind, will, and knowledge of Mat'Selesnya through the vernadi's central tree or its dryad.\"],[\"7\",\"Introduce a contagion into Mat'Selesnya through the vernadi's tree or its dryad.\"],[\"8\",\"Capture an equenaut who has been accused of a crime and who has taken refuge at the vernadi.\"],[\"9\",\"Convince or coerce a healer to tend to a sick or wounded person who would normally be an enemy of the conclave.\"],[\"10\",\"Find a spy embedded in the vernadi community.\"],[\"11\",\"Blend into the community to avoid pursuers.\"],[\"12\",\"Retrieve an item that was donated to the community by a new initiate, but without the permission of the item's owner.\"]],\"name\":\"Vernadi Center Adventures\",\"page\":153,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Selesnya Villains\",\"colLabels\":[\"d8\",\"Villain\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"A fanatical leader disrupts building projects because they aren't in harmony with nature.\"],[\"2\",\"A Ledev guardian is leading preemptive raids on other guilds, believing that a full-scale attack on the conclave is imminent.\"],[\"3\",\"A voda, feeling imperiled by the ills of society, causes vines to grow and seal the members of her vernadi inside.\"],[\"4\",\"A militant leader of a splinter group harasses \\\"unbelievers\\\" on the street and threatens to unleash elemental power on them.\"],[\"5\",\"A loxodon evangel uses coercive methods to recruit young people into the conclave.\"],[\"6\",\"An elf seeking spiritual union with Mat'Selesnya threatens the dryad of their own vernadi.\"],[\"7\",\"A crazed prophet claims to be the incarnation of Mat'Selesnya and gathers an army to strike at other guilds.\"],[\"8\",\"A {@creature horncaller|GGR} steals animals that were used as pets, mounts, and beasts of burden throughout the neighborhood.\"]],\"name\":\"Selesnya Villains\",\"page\":155,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Selesnya Assignments\",\"colLabels\":[\"d6\",\"Assignment\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Work to stop the spread of a strange illness.\"],[\"2\",\"Tend to the victims of a catastrophe or an attack.\"],[\"3\",\"Mediate a dispute between two other guilds.\"],[\"4\",\"Plant a magic seed, watch it grow into a great tree, and defend the tree until reinforcements arrive.\"],[\"5\",\"Bring an unruly beast under control and return it to the vernadi it escaped from.\"],[\"6\",\"Lead a targeted military strike to warn another guild against overreaching.\"]],\"name\":\"Selesnya Character Goals; Selesnya Assignments\",\"page\":156,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating 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Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Growth Chamber Adventures\",\"colLabels\":[\"d12\",\"Adventure Goal\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Escape from the chamber while a {@creature category 3 krasis|GGR} runs amok through it after breaking out of its growth pod.\"],[\"2\",\"Break one or more krasis out of their growth pods in order to wreak havoc on the growth chamber.\"],[\"3\",\"Stop a sinister experiment in progress.\"],[\"4\",\"Spy on a research program intended to create superior soldiers.\"],[\"5\",\"Subtly sabotage a research program so that it fails without the interference being obvious.\"],[\"6\",\"Steal research notes from an experiment with broad applications.\"],[\"7\",\"Free someone who has become the involuntary subject of Simic experiments.\"],[\"8\",\"Discover the source of a form of terraforming magic spreading out from the chamber's location.\"],[\"9\",\"Capture a crazed Simic scientist who is trying to use other scientists in the chamber for experimental subjects.\"],[\"10\",\"Capture a crazed Simic scientist whose own body has been drastically altered by their experiments.\"],[\"11\",\"Acquire the laboratory's technology so it can be put to use by another guild.\"],[\"12\",\"Retrieve research notes from a flooded and abandoned laboratory.\"]],\"name\":\"Growth Chamber Adventures\",\"page\":156,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Simic Villains\",\"colLabels\":[\"d8\",\"Villain\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"A rogue researcher is flooding parts of the undercity to serve as aquariums for secret experiments.\"],[\"2\",\"Researchers are capturing members of the other guilds so they can create hybrid soldiers that take advantage of the weaknesses of those guilds.\"],[\"3\",\"Researchers team up to surround 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Simic researcher who is trying to make an exhaustive examination of a new form of plant life.\"],[\"2\",\"Capture a previously unknown type of creature.\"],[\"3\",\"Contain an ooze or a krasis that is running loose.\"],[\"4\",\"Observe the behavior of a new form of krasis or Simic hybrid in the field.\"],[\"5\",\"Test a symbiotic magic item or life form (perhaps something like a living {@item cloak of the manta ray}).\"],[\"6\",\"Introduce a new predator species to the area to prey on a smaller species that is running amok.\"]],\"name\":\"Simic Character Goals; Simic Assignments\",\"page\":159,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Simic Adventure Hooks\",\"colLabels\":[\"d6\",\"Adventure Hook\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"A researcher who was hybridized with an ooze is accidentally spreading that effect throughout a neighborhood, partially liquefying the residents.\"],[\"2\",\"Multiple {@creature category 3 krasis|GGR} under no one's control emerge from canals throughout the city.\"],[\"3\",\"A Simic laboratory has sunk to the bottom of a zonot, and all contact has been lost with the researchers inside.\"],[\"4\",\"A Simic airship falls to the ground, and it contains key research that several parties want to acquire.\"],[\"5\",\"A sage of the Gyre Clade accidentally creates an {@spell antimagic field} that slowly spreads over the neighborhood.\"],[\"6\",\"People and animals near a Simic zonot develop spontaneous mutations.\"]],\"name\":\"Other Adventure Hooks; Simic Adventure Hooks\",\"page\":159,\"source\":\"GGR\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"General Items\",\"colLabels\":[\"Rarity\",\"Item\",\"Source\"],\"colStyles\":[\"col-2 text-center\",\"col-8\",\"col-2 text-center\"],\"rows\":[[\"Uncommon\",\"{@item Skyblinder 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GGR}\"],[\"Rare\",\"{@item Iron bands of Bilarro}\",\"{@i DMG}\"],[\"Rare\",\"{@item Rope of entanglement}\",\"{@i DMG}\"],[\"Rare\",\"{@item Wand of binding}\",\"{@i DMG}\"],[\"Very rare\",\"{@item Rod of alertness}\",\"{@i DMG}\"],[\"Very rare\",\"{@item Rod of security}\",\"{@i DMG}\"],[\"Legendary\",\"{@item Defender}\",\"{@i DMG}\"],[\"Legendary\",\"{@item Rod of lordly might}\",\"{@i DMG}\"]],\"name\":\"Azorius Items\",\"page\":175,\"source\":\"GGR\",\"chapter\":{\"name\":\"Treasures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Boros Items\",\"colLabels\":[\"Rarity\",\"Item\",\"Source\"],\"colStyles\":[\"col-2 text-center\",\"col-8\",\"col-2 text-center\"],\"rows\":[[\"Uncommon\",\"{@item Boros Guild signet|GGR}\",\"{@i GGR}\"],[\"Uncommon\",\"{@item Sentinel shield}\",\"{@i DMG}\"],[\"Rare\",\"{@item Daern's instant fortress}\",\"{@i DMG}\"],[\"Rare\",\"{@item Boros keyrune|GGR}\",\"{@i GGR}\"],[\"Rare or greater\",\"{@item Horn of Valhalla}\",\"{@i DMG}\"],[\"Rare\",\"{@item Pariah's Shield|GGR|Pariah's shield}\",\"{@i GGR}\"],[\"Rare\",\"{@item Sun blade}\",\"{@i DMG}\"],[\"Rare\",\"{@item Sunforger|GGR}\",\"{@i GGR}\"],[\"Very rare\",\"{@item Spellguard shield}\",\"{@i DMG}\"],[\"Legendary\",\"{@item Holy avenger}\",\"{@i DMG}\"]],\"name\":\"Boros Items\",\"page\":175,\"source\":\"GGR\",\"chapter\":{\"name\":\"Treasures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Dimir Items\",\"colLabels\":[\"Rarity\",\"Item\",\"Source\"],\"colStyles\":[\"col-2 text-center\",\"col-8\",\"col-2 text-center\"],\"rows\":[[\"Uncommon\",\"{@item Amulet of proof against detection and location}\",\"{@i DMG}\"],[\"Uncommon\",\"{@item Dimir Guild signet|GGR}\",\"{@i GGR}\"],[\"Uncommon\",\"{@item Hat of disguise}\",\"{@i DMG}\"],[\"Uncommon\",\"{@item Medallion of thoughts}\",\"{@i DMG}\"],[\"Uncommon\",\"{@item Ring of mind shielding}\",\"{@i DMG}\"],[\"Uncommon\",\"{@item Spies' Murmur|GGR|Spies' murmur}\",\"{@i GGR}\"],[\"Very rare or greater\",\"{@item Crystal ball}\",\"{@i DMG}\"],[\"Very rare\",\"{@item Dimir keyrune|GGR}\",\"{@i GGR}\"],[\"Legendary\",\"{@item Cloak of invisibility}\",\"{@i DMG}\"],[\"Legendary\",\"{@item Ring of invisibility}\",\"{@i DMG}\"]],\"name\":\"Dimir Items\",\"page\":175,\"source\":\"GGR\",\"chapter\":{\"name\":\"Treasures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Golgari Items\",\"colLabels\":[\"Rarity\",\"Item\",\"Source\"],\"colStyles\":[\"col-2 text-center\",\"col-8\",\"col-2 text-center\"],\"rows\":[[\"Common\",\"{@item Moodmark paint|GGR}\",\"{@i GGR}\"],[\"Uncommon\",\"{@item Boots of elvenkind}\",\"{@i DMG}\"],[\"Uncommon\",\"{@item Cloak of elvenkind}\",\"{@i DMG}\"],[\"Uncommon\",\"{@item Golgari Guild signet|GGR}\",\"{@i GGR}\"],[\"Uncommon\",\"{@item Pipes of the sewers}\",\"{@i DMG}\"],[\"Rare\",\"{@item Dagger of venom}\",\"{@i DMG}\"],[\"Rare\",\"{@item Staff of swarming 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DMG}\"],[\"Legendary\",\"{@item Ring of spell turning}\",\"{@i DMG}\"]],\"name\":\"Gruul Items\",\"page\":175,\"source\":\"GGR\",\"chapter\":{\"name\":\"Treasures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Izzet Items\",\"colLabels\":[\"Rarity\",\"Item\",\"Source\"],\"colStyles\":[\"col-2 text-center\",\"col-8\",\"col-2 text-center\"],\"rows\":[[\"Uncommon\",\"{@item Alchemy jug}\",\"{@i DMG}\"],[\"Uncommon\",\"{@item Elemental gem}\",\"{@i DMG}\"],[\"Uncommon\",\"{@item Izzet Guild signet|GGR}\",\"{@i GGR}\"],[\"Uncommon\",\"{@item Headband of intellect}\",\"{@i DMG}\"],[\"Uncommon\",\"{@item Mizzium apparatus|GGR}\",\"{@i GGR}\"],[\"Uncommon\",\"{@item Pyroconverger|GGR}\",\"{@i GGR}\"],[\"Rare\",\"{@item Bowl of commanding water elementals}\",\"{@i DMG}\"],[\"Rare\",\"{@item Brazier of commanding fire elementals}\",\"{@i DMG}\"],[\"Rare\",\"{@item Censer of controlling air elementals}\",\"{@i DMG}\"],[\"Rare\",\"{@item Izzet keyrune|GGR}\",\"{@i GGR}\"],[\"Rare\",\"{@item Mizzium armor|GGR}\",\"{@i GGR}\"],[\"Rare\",\"{@item Mizzium mortar|GGR}\",\"{@i GGR}\"],[\"Rare\",\"{@item Wand of wonder}\",\"{@i DMG}\"],[\"Very rare\",\"{@item Manual of golems}\",\"{@i DMG}\"],[\"Very rare\",\"{@item Staff of thunder and lightning}\",\"{@i DMG}\"],[\"Legendary\",\"{@item Apparatus of Kwalish}\",\"{@i DMG}\"],[\"Legendary\",\"{@item Ring of elemental command}\",\"{@i DMG}\"],[\"Legendary\",\"{@item Staff of the magi}\",\"{@i DMG}\"]],\"name\":\"Izzet Items\",\"page\":175,\"source\":\"GGR\",\"chapter\":{\"name\":\"Treasures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Orzhov Items\",\"colLabels\":[\"Rarity\",\"Item\",\"Source\"],\"colStyles\":[\"col-2 text-center\",\"col-8\",\"col-2 text-center\"],\"rows\":[[\"Uncommon\",\"{@item Eyes of charming}\",\"{@i DMG}\"],[\"Uncommon\",\"{@item Orzhov Guild signet|GGR}\",\"{@i GGR}\"],[\"Rare\",\"{@item Orzhov keyrune|GGR}\",\"{@i GGR}\"],[\"Rare\",\"{@item Rod of rulership}\",\"{@i DMG}\"],[\"Rare\",\"{@item Wings of flying}\",\"{@i DMG}\"],[\"Very rare\",\"{@item Mirror of life trapping}\",\"{@i DMG}\"],[\"Very rare\",\"{@item Tome of leadership and influence}\",\"{@i DMG}\"],[\"Legendary\",\"{@item Sphere of annihilation}\",\"{@i DMG}\"]],\"name\":\"Orzhov Items\",\"page\":176,\"source\":\"GGR\",\"chapter\":{\"name\":\"Treasures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Rakdos Items\",\"colLabels\":[\"Rarity\",\"Item\",\"Source\"],\"colStyles\":[\"col-2 text-center\",\"col-8\",\"col-2 text-center\"],\"rows\":[[\"Uncommon\",\"{@item Deck of illusions}\",\"{@i DMG}\"],[\"Uncommon\",\"{@item Rakdos keyrune|GGR}\",\"{@i GGR}\"],[\"Uncommon\",\"{@item Rakdos Guild signet|GGR}\",\"{@i GGR}\"],[\"Uncommon\",\"{@item Potion of fire breath}\",\"{@i DMG}\"],[\"Rare\",\"{@item Cape of the mountebank}\",\"{@i DMG}\"],[\"Rare\",\"{@item Flame tongue}\",\"{@i 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Guild\",\"index\":7}},{\"caption\":\"Selesnya NPCs\",\"colStyles\":[\"col-6\",\"col-6\"],\"colLabels\":[\"Role\",\"Appropriate Stat Block\"],\"rows\":[[\"Equenaut (cavalry)\",\"{@creature Scout} mounted on a {@creature pegasus}\"],[\"Ledev guardian (outrider)\",\"{@creature Knight} mounted on a {@creature dire wolf}\"],[\"Religious leader\",\"{@creature Priest} or {@creature druid}\"],[\"Selesnya soldier\",\"{@creature Soldier|GGR}* or {@creature veteran}\"],[\"Shepherd\",\"{@creature Horncaller|GGR}*\"]],\"footnotes\":[\"* Appears in this chapter\"],\"name\":\"Selesnya NPCs\",\"page\":251,\"source\":\"GGR\",\"chapter\":{\"name\":\"NPCs by Guild\",\"index\":7}},{\"caption\":\"Simic NPCs\",\"colStyles\":[\"col-6\",\"col-6\"],\"colLabels\":[\"Role\",\"Appropriate Stat Block\"],\"rows\":[[\"Biomancer (creates hybrids)\",\"{@creature Biomancer|GGR}*\"],[\"Forcemage (grows flora and fauna)\",\"{@creature Druid}\"],[\"Terraformer (alters environments)\",\"{@creature Druid} or {@creature mage}\"]],\"footnotes\":[\"* Appears in this chapter\"],\"name\":\"Simic NPCs\",\"page\":254,\"source\":\"GGR\",\"chapter\":{\"name\":\"NPCs by Guild\",\"index\":7}},{\"colLabels\":[\"Attack Type\",\"Attack Roll\",\"Damage Roll\"],\"colStyles\":[\"col-4 text-center\",\"col-5 text-center\",\"col-3 text-center\"],\"rows\":[[\"Melee weapon attack\",\"Strength mod.*\",\"Strength mod.\"],[\"Ranged weapon attack\",\"Dexterity mod.*\",\"Dexterity mod.\"],[\"Spell attack\",\"Spellcasting ability mod.**\",\"Depends on effect\"]],\"name\":\"How do I know which ability modifier to use with an attack roll and its damage roll?\",\"source\":\"SAC\",\"chapter\":{\"name\":\"Sage Advice Compendium\",\"index\":0}},{\"caption\":\"Random Height and Weight\",\"colLabels\":[\"Race\",\"Base Height\",\"Height Modifier\",\"Base Weight\",\"Weight Modifier\"],\"colStyles\":[\"col-1\",\"col-1\",\"col-1\",\"col-1\",\"col-1\"],\"rows\":[[\"Cervan (Grove)\",\"4'8\\\"\",\"+{@dice 2d10}\",\"110 lb.\",\"x ({@dice 1d4}) lb.\"],[\"Cervan (Pronghorn)\",\"6'1\\\"\",\"+{@dice 2d10}\",\"120 lb.\",\"x ({@dice 2d4}) lb.\"],[\"Corvum\",\"4'4\\\"\",\"+{@dice 2d10}\",\"70 lb.\",\"x ({@dice 1d4}) lb.\"],[\"Gallus\",\"3'4\\\"\",\"+{@dice 3d10}\",\"55 lb.\",\"x ({@dice 1d4}) lb.\"],[\"Hedge\",\"2'11\\\"\",\"+{@dice 2d6}\",\"30 lb.\",\"x ({@dice 1d4}) lb.\"],[\"Jerbeen\",\"2'4\\\"\",\"+{@dice 2d4}\",\"20 lb.\",\"x ({@dice 1d2}) lb.\"],[\"Luma\",\"2'8\\\"\",\"+{@dice 2d4}\",\"25 lb.\",\"x 1 lb.\"],[\"Mapach\",\"3'11\\\"\",\"+{@dice 2d6}\",\"85 lb.\",\"x ({@dice 2d4}) lb.\"],[\"Raptor\",\"2'11\\\"\",\"+{@dice 2d6}\",\"25 lb.\",\"x 1 lb.\"],[\"Strig\",\"3'10\\\"\",\"+{@dice 2d10}\",\"80 lb.\",\"x ({@dice 1d6}) lb.\"],[\"Vulpin\",\"4'2\\\"\",\"+{@dice 2d10}\",\"80 lb.\",\"x ({@dice 2d4}) lb.\"]],\"name\":\"Random Height and Weight\",\"page\":32,\"source\":\"HWCS\",\"chapter\":{\"name\":\"Ch. 1: Welcome to the Wood\",\"index\":1}},{\"caption\":\"Standard Languages\",\"colLabels\":[\"Language\",\"Typical Speakers\",\"Script\"],\"colStyles\":[\"col-1\",\"col-1\",\"col-1\"],\"rows\":[[\"Birdfolk\",\"Birdfolk, Humblefolk\",\"Birdfolk\"],[\"Cervan\",\"Cervans\",\"–\"],[\"Hedge\",\"Hedges\",\"Sylvan\"],[\"Jerbeen\",\"Jerbeens\",\"Birdfolk\"],[\"Mapach\",\"Mapachs\",\"Mapach\"],[\"Vulpin\",\"Vulpins\",\"Vulpin\"]],\"name\":\"Languages of the Wood; Standard Languages\",\"page\":32,\"source\":\"HWCS\",\"chapter\":{\"name\":\"Ch. 1: Welcome to the Wood\",\"index\":1}},{\"colLabels\":[\"Amaranthine\",\"Alignment\",\"Race\",\"Domains\",\"Symbol\"],\"rows\":[[\"{@deity Altus|Amaranthine|HWCS|Altus, the Enduring}\",\"CG\",\"Strig\",\"Tempest, War\",\"An ornate wooden chalice, out of which pour storm clouds\"],[\"{@deity Ardea|Amaranthine|HWCS|Ardea, the Dawnmother}\",\"NG\",\"–\",\"Life, Light\",\"A radiant sun with two golden feathers\"],[\"{@deity Cairith|Amaranthine|HWCS|Cairith, the Resolute}\",\"LN\",\"Cervan\",\"Life\",\"A pair of white antlers wrapped in flowering vines\"],[\"{@deity Clhuran|Amaranthine|HWCS|Clhuran, the Fickle}\",\"CN\",\"Luma\",\"Arcana, Trickery\",\"Two birds, one singing, the other crowing\"],[\"{@deity Gaspard|Amaranthine|HWCS|Gaspard, the Champion}\",\"NG\",\"Jerbeen\",\"Community\",\"Three rapiers, tied together by a pink ribbon\"],[\"{@deity Gesme|Amaranthine|HWCS|Gesme, the Brilliant}\",\"N\",\"Corvum\",\"Knowledge, The Forge\",\"A gnarled oak branch, burning at one end\"],[\"{@deity Hanera|Amaranthine|HWCS|Hanera, the Provider}\",\"LG\",\"Gallus\",\"Community, Nature\",\"A bird with plants for tail feathers\"],[\"{@deity Hath|Amaranthine|HWCS|Hath, the Whisperer}\",\"CN\",\"Mapach\",\"Night\",\"A raccoon mask with a single star above it\"],[\"{@deity Reya|Amaranthine|HWCS|Reya, the Explorer}\",\"CN\",\"Raptor\",\"Nature, Tempest\",\"Four arrows, in a circle of ivy, forming a compass\"],[\"{@deity Henwin|Amaranthine|HWCS|Henwin, the Kind}\",\"NG\",\"Hedge\",\"Nature\",\"A blooming yellow rose, flecked with dew\"],[\"{@deity Kren|Amaranthine|HWCS|Kren, the Sly}\",\"NE\",\"Vulpin\",\"Trickery\",\"An eye wreathed in fangs\"],[\"{@deity Tyton|Amaranthine|HWCS|Tyton, the Nightfather}\",\"LN\",\"–\",\"Grave, Night\",\"A wing containing three stars and a crescent moon\"]],\"name\":\"The Amaranthine\",\"page\":54,\"source\":\"HWCS\",\"chapter\":{\"name\":\"Ch. 2: Religion in the Wood\",\"index\":2}},{\"caption\":\"City Encounters (Levels 2-4)\",\"colLabels\":[\"d8\",\"Encounter\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[1,\"A {@creature mapach tinkerer|HWCS} with a hand cart of goods distracts the party with his marvelous wares while his {@creature hedge bard|HWCS} partner attempts to pickpocket them.\"],[2,\"An innocent {@creature cervan priest|HWCS} is accosted by {@dice 1d4} {@creature birdfolk guard|HWCS|birdfolk guards}. These birdfolk are criminals who've stolen Perch Guard uniforms, and the party will be rewarded for their capture.\"],[3,\"A visiting {@creature vulpin noble|HWCS} is interested in seeing the sights. Show them around town by rolling again on this table. They will accompany the party for this encounter, and should they survive, will reward the party 20 gp for the invigorating time.\"],[4,\"A gathering of acrobatic street performers. If high enough level, a party member with the Sharp Mind trait, or who makes a DC 14 Intelligence check, will recognize a {@creature gallus monk|HWCS} among them from a wanted poster.\"],[5,\"A citywide parade to honor Gaspard, the Champion. There are jousts, fencing matches, and other contests in which the party can participate. Defeat a {@creature jerbeen swashbuckler|HWCS} in a duel to win a magic item.\"],[6,\"A mysterious death. If players are high enough level, this could lead to a fight with the {@creature corvum assassin|HWCS} who was paid to perform the murder.\"],[7,\"A bar fight breaks out between {@dice 1d4} {@creature mapach bandit|HWCS} patrons and {@dice 1d4} {@creature birdfolk militia|HWCS}.\"],[8,\"A pair of {@creature jerbeen thief|HWCS|jerbeen thieves} steal from the party. This leads back to their {@creature vulpin captain|HWCS} leader, who runs a pickpocketing ring in town.\"]],\"name\":\"Appendix E: Random Encounters; City Encounters (Levels 2-4)\",\"page\":215,\"source\":\"HWCS\",\"chapter\":{\"name\":\"App. E: Random Encounters\",\"index\":9}},{\"caption\":\"Cave Encounters (Level 1)\",\"colLabels\":[\"d8\",\"Encounter\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[1,\"{@dice 1d2} {@creature gray ooze|mm|gray oozes} conceal themselves as stagnant pools.\"],[2,\"A {@creature shifting slime|HWCS} attacks.\"],[3,\"{@dice 1d2} roosting {@creature swarm of emberbats|HWCS|swarms of emberbats} drop from the ceiling.\"],[4,\"2 {@creature caustic slime|HWCS|caustic slimes} attack.\"],[5,\"The party finds a 6-foot-tall bioluminescent mushroom.\"],[6,\"{@dice 1d4} {@creature sticky slime|HWCS|sticky slimes} attack.\"],[7,\"Two {@creature sticky slime|HWCS|sticky slimes} and a {@creature caustic slime|HWCS} attack.\"],[8,\"{@dice 1d4} {@creature violet fungus} attack.\"]],\"name\":\"Appendix E: Random Encounters; Cave Encounters (Level 1)\",\"page\":215,\"source\":\"HWCS\",\"chapter\":{\"name\":\"App. E: Random Encounters\",\"index\":9}},{\"caption\":\"Coast Encounters (Level 4)\",\"colLabels\":[\"d8\",\"Encounter\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[1,\"The party finds a small shrine to Gesme within a hidden grotto. The first player to pray here gains the ability to cast {@spell clairvoyance} once, without material components.\"],[2,\"2 {@creature raptor explorer|HWCS|raptor explorers} are leading a {@creature strig tracker|HWCS} bounty hunter to the party.\"],[3,\"{@dice 1d4} giant petrels circle overhead (use the stat block for a {@creature giant eagle}, but with a 30 ft. swim speed).\"],[4,\"A violent storm rolls in. If the party chooses not to take shelter, they must make a DC 14 Constitution saving throw while traveling, suffering a level of {@condition exhaustion} on a failure.\"],[5,\"A mass of seaweed turns out to be a {@creature shambling mound}.\"],[6,\"A ship is stolen from the docks by {@dice 1d4 + 1} {@creature birdfolk sailor|HWCS} pirates, led by a {@creature jerbeen swashbuckler|HWCS}.\"],[7,\"A sinking ship is spotted with its crew aboard. There are {@dice 1d3} {@creature hunter shark|mm|hunter sharks} circling in the water.\"],[8,\"A crashing wave sweeps in, and the party must make a DC 14 Strength saving throw or be swept 80 feet into the sea, where a {@creature water elemental} lies in wait.\"]],\"name\":\"Appendix E: Random Encounters; Coast Encounters (Level 4)\",\"page\":215,\"source\":\"HWCS\",\"chapter\":{\"name\":\"App. E: Random Encounters\",\"index\":9}},{\"caption\":\"Forest Encounters (Level 1-2)\",\"colLabels\":[\"d8\",\"Encounter\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[1,\"{@dice 2d4} {@creature mapach bandit|HWCS|mapach bandits} ambush the party.\"],[2,\"{@dice 1d2} {@creature swarm of emberbats|HWCS|swarms of emberbats} attack the party.\"],[3,\"{@dice 1d4} {@creature magmin} can be spotted burning foliage through the trees. They haven't started a fire yet, but they will if left unchecked.\"],[4,\"The party finds a moss covered shrine to Reya. The first character that stops to pray here gains the ability to cast {@spell elevated sight|HWCS} once.\"],[5,\"{@dice 1d4} {@creature mapach bandit|HWCS|mapach bandits} and a {@creature jerbeen thief|HWCS} spring from the forest, offering safe passage for a road toll of 3 gp per party member. They will attack if the toll is not paid immediately.\"],[6,\"{@dice 1d3} {@creature wolf|mm|wolves} led by a {@creature dire wolf} attack the party.\"],[7,\"A {@creature birdfolk skirmisher|HWCS} on patrol is struggling in a large spider web and calling for help. He has been bound in silk, requiring a DC 15 Strength check or one round using a cutting tool to free him. There are {@dice 1d2 + 1} {@creature giant spider|mm|giant spiders} hidden in the trees.\"],[8,\"A bandit's net trap has been laid across the trail and covered with leaves. It can be spotted with a DC 15 Wisdom ({@skill Perception}) check. If players walk into it, the trap springs, and players must make a DC 14 Dexterity saving throw to avoid getting caught. On a failure, you can roll on this table again to complicate the encounter.\"]],\"name\":\"Appendix E: Random Encounters; Forest Encounters (Level 1-2)\",\"page\":215,\"source\":\"HWCS\",\"chapter\":{\"name\":\"App. E: Random Encounters\",\"index\":9}},{\"caption\":\"Mountain Encounters (Levels 2-3)\",\"colLabels\":[\"d8\",\"Encounter\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[1,\"Two {@creature griffon|mm|griffons} can be seen in the distance. They give a warning shriek. The party can find another route, losing ground and rolling again on this table, or fight them.\"],[2,\"{@dice 1d4} {@creature mapach bandit|HWCS|mapach bandits} and a {@creature vulpin captain|HWCS} attack.\"],[3,\"A hungry {@creature basilisk} appears.\"],[4,\"{@dice 1d4} {@creature jerbeen thief|HWCS|jerbeen thieves} attack.\"],[5,\"{@dice 1d4} {@creature mountain lion|HWCS|mountain lions} attack.\"],[6,\"The weather suddenly shifts to a bitter storm. If the party chooses not to take shelter, they must make a DC 13 Constitution saving throw while traveling, suffering a level of {@condition exhaustion} from the cold on a failure.\"],[7,\"The party finds a weathered shrine to Altus. The first character that stops to pray here gains the ability to cast {@spell enhance ability} once, without using material components. The player may only select either the {@b Bear's Endurance} or {@b Bull's Strength} options when the spell is cast.\"],[8,\"The party finds a roost of {@dice 1d3} {@creature giant eagle|mm|giant eagles} with {@dice 1d4} young (Medium sized beasts that cannot attack) with them. They will attack unless the party can convince them they are not a threat.\"]],\"name\":\"Appendix E: Random Encounters; Mountain Encounters (Levels 2-3)\",\"page\":215,\"source\":\"HWCS\",\"chapter\":{\"name\":\"App. E: Random Encounters\",\"index\":9}},{\"caption\":\"Scorched Grove Encounters (Level 3)\",\"colLabels\":[\"d8\",\"Encounter\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[1,\"{@dice 1d4 + 1} {@creature swarm of emberbats|HWCS|swarms of emberbats} attack.\"],[2,\"An {@creature ashsnake|HWCS} attacks. If the party is hunting for the ashsnake in {@adventure Part 3|HWAitW|3}, it is waiting to ambush them.\"],[3,\"The party finds a small stand of scorched trees, two of which tower above the others. When approached these two {@creature awakened tree|mm|awakened trees} attack with branches that glow with embers. Their attacks deal fire damage instead of bludgeoning damage, and can set flammable objects carried by characters on fire.\"],[4,\"One {@creature fire elemental} can be seen off in the distance. Players must make a DC 10 Dexterity ({@skill Stealth}) check to avoid its notice, otherwise it will see them and attack. \"],[5,\"{@dice 1d3} {@creature magma mephit|mm|magma mephits} and {@dice 1d2} {@creature dust mephit|mm|dust mephits} attack.\"],[6,\"{@dice 1d4} {@creature magmin} attack.\"],[7,\"A Tender is being attacked by a {@creature swarm of emberbats|HWCS}.\"],[8,\"A field of geysers lays ahead, each intermittently spraying scalding gases into the air. The party can attempt to cross cautiously with a DC 16 Intelligence check to notice a pattern, or by making three DC 14 Dexterity saving throws, taking 4 ({@dice 1d8}) fire damage on each failure. Pass or fail, after 3 saving throws they've made it across. Alternatively, party members can choose to go around. If so, roll again on this table.\"]],\"name\":\"Appendix E: Random Encounters; Scorched Grove Encounters (Level 3)\",\"page\":215,\"source\":\"HWCS\",\"chapter\":{\"name\":\"App. E: Random Encounters\",\"index\":9}},{\"caption\":\"Swamp Encounters (Level 1)\",\"colLabels\":[\"d8\",\"Encounter\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[1,\"{@dice 1d3} {@creature birdfolk skeleton|HWCS|birdfolk skeletons}, covered in moss rise from the murky water and attack.\"],[2,\"Two {@creature sticky slime|HWCS|sticky slimes} and a {@creature caustic slime|HWCS} attack.\"],[3,\"The party stumbles upon a {@creature swarm of quippers} in the water. Players with a passive Perception of 15 or higher notice the swarm and avoid it.\"],[4,\"The party finds a fungus covered shrine to Henwin within a tangle of plant life. The first character to pray here gains the ability to cast {@spell spiny shield|HWCS} once, without using material components.\"],[5,\"{@dice 1d4} {@creature sticky slime|HWCS|sticky slimes} attack.\"],[6,\"{@dice 1d2} {@creature swarm of insects|MM|swarms of insects} envelop the party. They have a walking speed of 5 ft., a 30 ft. flying speed, and no climbing speed.\"],[7,\"Two {@creature caustic slime|HWCS|caustic slimes} attack.\"],[8,\"A birdfolk researcher caught in quicksand. Requires a DC 12 Strength ({@skill Athletics}) check to free. Roll again on this table to complicate the encounter.\"]],\"name\":\"Appendix E: Random Encounters; Swamp Encounters (Level 1)\",\"page\":215,\"source\":\"HWCS\",\"chapter\":{\"name\":\"App. E: Random Encounters\",\"index\":9}},{\"caption\":\"What did They Find?\",\"colLabels\":[\"d20\",\"They find...\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[1,\"A carefully cleaned and varnished mouse skull.\"],[2,\"A ruby statue worth 50 gp, but birdfolk and humblefolk alike believe it to be cursed.\"],[3,\"A golden coin dating back to the very founding of Alderheart.\"],[4,\"A small switch-knife hidden inside of a wooden spoon.\"],[5,\"A holy symbol of an Amaranthine not worshiped in Humblewood.\"],[6,\"A feather with brilliant tropical colors, not seen on any Humblewood birdfolk.\"],[7,\"A ring with a strange seed where a gemstone would normally be.\"],[8,\"A mechanical cricket, but its winding key is missing.\"],[9,\"A thin length of chain, that when examined is actually made of seamless loops of wood.\"],[10,\"A small bag containing hand polished marbles, each one with a different small insect in it.\"],[11,\"A necklace made from the shells of small iridescent beetles.\"],[12,\"A wooden frog that is perpetually slick with some kind of viscous moisture.\"],[13,\"A short, thin twig that is unbendable and indestructible.\"],[14,\"A locket made from a polished periwinkle shell. A strange sigil has been carved on the inside.\"],[15,\"A glass jar filled with eight fireflies, each giving off light. One glows white, and the others glow a different color of the rainbow.\"],[16,\"A bandit mask from a time before the Coalition.\"],[17,\"A detailed onyx carving of a birdfolk skull. It is cold to the touch.\"],[18,\"A silver pinecone that is completely immune to fire damage.\"],[19,\"A locked music box. Mechanical chirping can occasionally be heard from inside.\"],[20,\"A weathered parchment scroll, which unfurls to reveal music inscribed in long-faded ink.\"]],\"name\":\"Appendix F: What did They Find?; What did They Find?\",\"page\":218,\"source\":\"HWCS\",\"chapter\":{\"name\":\"App. F: What did They Find?\",\"index\":10}},{\"caption\":\"Franchise Logos or Livery\",\"colLabels\":[\"d10\",\"Logo or Livery\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"The words \\\"Green Flan\\\" in Elvish\"],[\"2\",\"The symbol of Asmodeus\"],[\"3\",\"The name of the franchise's dead founder, elaborately engraved\"],[\"4\",\"A beholder's central eye\"],[\"5\",\"The silhouette of a catoblepas\"],[\"6\",\"Three werewolves howling at the moon\"],[\"7\",\"\\\"Lathander is Our Copilot\\\"\"],[\"8\",\"A winking {@creature Jim Darkmagic|AI}\"],[\"9\",\"A snaking piece of barbed wire\"],[\"10\",\"The franchise's business number\"]],\"name\":\"Fast Franchise Generator; Franchise Logos or Livery\",\"page\":7,\"source\":\"AI\",\"chapter\":{\"name\":\"Acquisitions Incorporated\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Headquarters Locations\",\"colLabels\":[\"d10\",\"Headquarters\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"A tavern once owned by smugglers. Tunnel entrances have clearly been bricked over, and no one's quite sure where they all lead.\"],[\"2\",\"A simple chapel to a long-forgotten god. The pews are awfully uncomfortable, but fragrant incense burns without ceasing.\"],[\"3\",\"A battle-worn castle. A real fixer-upper, it's seen better days. Better years. Maybe even better centuries.\"],[\"4\",\"A top-of-the-line naval vessel that has somehow been stranded miles inland.\"],[\"5\",\"A private library. The franchise is free to use the space as long as no harm comes to the books.\"],[\"6\",\"A hollowed-out statue of an ancient king.\"],[\"7\",\"An early model airship. Very early. The balloon is mostly patches at this point—a motley assortment of ship sails, cloaks, and animal skins.\"],[\"8\",\"A former blacksmith's shop, which was a former exercise studio, and a former cafe before that.\"],[\"9\",\"A multicolor waterproof canvas stretched over a succession of jutting stone columns. Within, it always appears to be late spring.\"],[\"10\",\"A creaking wagon that smells of turnips, and which is bigger inside than out.\"]],\"name\":\"Fast Franchise Generator; Headquarters Locations\",\"page\":7,\"source\":\"AI\",\"chapter\":{\"name\":\"Acquisitions Incorporated\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Headquarters Quirks\",\"colLabels\":[\"d8\",\"Quirk\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"One staircase leads to two different places somehow.\"],[\"2\",\"Any kettle used in the kitchen screams when it boils.\"],[\"3\",\"Every chair has one leg slightly shorter than the others.\"],[\"4\",\"Every stairwell has an illusion of one additional step at the top.\"],[\"5\",\"There's a nest in the attic. A big nest. Like, really big.\"],[\"6\",\"Every Friday, the color of the walls changes to a different festive theme.\"],[\"7\",\"The building was previously owned by a franchise rival, and the place is filled with their marketing materials.\"],[\"8\",\"There's a space inside the headquarters that's clearly a room, but which has no doors.\"]],\"name\":\"Fast Franchise Generator; Headquarters Quirks\",\"page\":7,\"source\":\"AI\",\"chapter\":{\"name\":\"Acquisitions Incorporated\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Memorable Majordomos\",\"colLabels\":[\"d6\",\"Majordomo\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"A consummate professional. No amount of blood, gore, or viscera will keep them from completing their duties.\"],[\"2\",\"A sinister figure who sticks to the shadows and respond always to requests with, \\\"Yes, master.\\\"\"],[\"3\",\"The ghost of the previous owner. They do a terrible job and refer to all prospective clients as trespassers.\"],[\"4\",\"A brusque, deaf, retired military captain.\"],[\"5\",\"An incredibly cheerful chef, who insists that no business is more pressing than a full belly.\"],[\"6\",\"A druid that keeps an open door policy for any and all animals seeking shelter. Their cleaning policy is less rigorous.\"]],\"name\":\"Fast Franchise Generator; Memorable Majordomos\",\"page\":7,\"source\":\"AI\",\"chapter\":{\"name\":\"Acquisitions Incorporated\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Reliable Connections\",\"colLabels\":[\"d8\",\"Connection\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"{@b Kim the Kid}: The best fence in town.\"],[\"2\",\"{@b Jeremy Snoot}: The most easily intimidated customs official in the city. From blueprints of government buildings to shipping manifests, he's your halfling.\"],[\"3\",\"{@b York Battleby}: A dab hand at knitting and swinging a sword. He takes payment in liquor for either service.\"],[\"4\",\"{@b Diana Fenwick}: Noble who wants to play criminal; enthusiastic, inexperienced, and loaded.\"],[\"5\",\"{@b \\\"G\\\"}: The only thing known about this information broker is the dead-drop point where they exchange messages, and that they're never wrong.\"],[\"6\",\"{@b Teresa Clearlake}: If you're looking for a place to lie low, her funeral home is ideal.\"],[\"7\",\"{@b Jenkin Twotooth}: Always has a job for those looking to scrape together a few coins. Unfortunately, his teeth outnumber his scruples.\"],[\"8\",\"{@b \\\"Mustard\\\" Micah}: Famous for being able to get goods and people past any blockade. Provided you don't mind said goods or people smelling strongly of mustard for the next month.\"]],\"name\":\"Fast Franchise Generator; Reliable Connections\",\"page\":7,\"source\":\"AI\",\"chapter\":{\"name\":\"Acquisitions Incorporated\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Franchise Advancement\",\"colLabels\":[\"Levels\",\"Franchise Rank\",\"Licensed Region\",\"New Staff\",\"Franchise Tasks\",\"Headquarters Features\",\"Costs\"],\"rows\":[[\"1–4\",\"1\",\"Settlement\",\"Majordomo, 2 untrained hirelings, 1 skilled hireling\",\"1 task\",\"Starter headquarters\",\"× 1\"],[\"5–10\",\"2\",\"Small territory\",\"4 untrained hirelings, 1 skilled hireling, 10 crew\",\"2 tasks\",\"Cosmetic, expansion, transportation, weapon\",\"× 1.5\"],[\"11–16\",\"3\",\"Large territory\",\"8 untrained hirelings, 2 skilled hirelings, 10 crew\",\"3 tasks\",\"Arcane, defensive, franchise choice\",\"× 3\"],[\"17–20\",\"4\",\"Limited extraplanar\",\"16 untrained hirelings, 4 skilled hirelings, 20 crew\",\"4 tasks\",\"Arcane, franchise choice, secret\",\"× 5\"]],\"name\":\"Franchise Advancement\",\"page\":10,\"source\":\"AI\",\"chapter\":{\"name\":\"Growing Your Franchise\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":1}},{\"caption\":\"Baseline Costs\",\"colStyles\":[\"col-10\",\"col-2 text-right\"],\"colLabels\":[\"Franchise Headquarters\",\"Monthly Cost\"],\"rows\":[[\"Horse-drawn carriage or wagon\",\"15 gp\"],[\"Farm or rural enterprise\",\"20 gp\"],[\"Settlement enterprise (guildhall, inn, tavern, shop, and so forth)\",\"120 gp\"],[\"Sailing ship, including all port fees\",\"200 gp\"],[\"Remote enterprise (fort, lighthouse, trading post, roadhouse, and so forth)\",\"250 gp\"],[\"Noble estate, large manor, fortified tower\",\"350 gp\"],[\"Airship\",\"800 gp\"],[\"Giant walking statue, magic locomotive\",\"1,000 gp\"],[\"Keep or small castle\",\"3,000 gp\"],[\"Large castle or palace\",\"12,000 gp\"]],\"name\":\"Baseline Costs\",\"page\":17,\"source\":\"AI\",\"chapter\":{\"name\":\"Growing Your Franchise\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":1}},{\"caption\":\"The Cartographer\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"Franchise Rank\",\"Features\"],\"rows\":[[\"1\",\"Proficiencies and Starting Equipment, It's a Rental\"],[\"2\",\"{@item Spyglass of Clairvoyance|AI}, Tale of Safe Travel\"],[\"3\",\"Map of Shortcuts, Map of the Moment\"],[\"4\",\"{@item Elder Cartographer's Glossography|AI}, Greater Tale of Safe Travel\"]],\"name\":\"The Cartographer\",\"page\":19,\"source\":\"AI\",\"chapter\":{\"name\":\"Growing Your Franchise\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":1}},{\"caption\":\"Possible Map Mission Landmarks\",\"colLabels\":[\"d8\",\"Landmark\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"The Ancient Sarcophagus of Gerald Smith\"],[\"2\",\"A tree labeled \\\"This tree\\\"\"],[\"3\",\"\\\"The Last Resting Place of My Rich Brother that is Also a Bear Cave\\\"\"],[\"4\",\"A range of peaks known as the Slightly Wobbly Spires\"],[\"5\",\"An ever-flowing, nonmagical spigot of pure, clear water in the middle of nowhere\"],[\"6\",\"A cave filled with screaming bioluminescent worms\"],[\"7\",\"The most haunted forest for ten miles in any direction\"],[\"8\",\"A huge pile of rocks with no other rocks within sight\"]],\"name\":\"Map of the Moment; Possible Map Mission Landmarks\",\"page\":20,\"source\":\"AI\",\"chapter\":{\"name\":\"Growing Your Franchise\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":1}},{\"caption\":\"Why Be a Cartographer?\",\"colLabels\":[\"d8\",\"Reason\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"A paranoid person by nature, you like seeing what's ahead of you at all times.\"],[\"2\",\"Your parent was a cartographer, their parent was a cartographer, and by the gods, you're going to be one too.\"],[\"3\",\"You're fairly certain no one else in your party even knows how to hold a map, let alone read one.\"],[\"4\",\"You like spyglasses. A lot.\"],[\"5\",\"Your nickname as a child was \\\"the cartography kid.\\\"\"],[\"6\",\"Contrary to popular opinion, the destination is much, much more important than the journey.\"],[\"7\",\"A good map is like an adventure without the bugs. And the mud. And the wolves.\"],[\"8\",\"You suffer from the nagging feeling of never knowing why you've come into a room, and you need the professional flourish that lets you cover for that.\"]],\"name\":\"Why Be a Cartographer?\",\"page\":20,\"source\":\"AI\",\"chapter\":{\"name\":\"Growing Your Franchise\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":1}},{\"caption\":\"The Decisonist\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"Franchise Rank\",\"Features\"],\"rows\":[[\"1\",\"Proficiencies and Starting Equipment, Tiebreaker\"],[\"2\",\"Absentee Ballot, {@item Coin of Decisionry|AI}\"],[\"3\",\"Better Odds, Inspired Decision\"],[\"4\",\"Charming Misdemeanor, Clandestine Kit\"]],\"name\":\"Decisionist; The Decisonist\",\"page\":21,\"source\":\"AI\",\"chapter\":{\"name\":\"Growing Your Franchise\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":1}},{\"caption\":\"Coin of Decisionry \\\"Tails\\\" Image\",\"colLabels\":[\"d8\",\"Tails\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"{@creature Omin Dran|AI}\"],[\"2\",\"Yourself\"],[\"3\",\"A pumpkin\"],[\"4\",\"A fourteen-headed hydra (it's a big coin)\"],[\"5\",\"An old despotic tyrant, their image defaced\"],[\"6\",\"A demon lord\"],[\"7\",\"A foaming tankard of beer\"],[\"8\",\"A Masked Lord of Waterdeep\"]],\"name\":\"Proficiencies and Starting Equipment; Coin of Decisionry \\\"Tails\\\" Image\",\"page\":22,\"source\":\"AI\",\"chapter\":{\"name\":\"Growing Your Franchise\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":1}},{\"colLabels\":[\"d4\",\"Decision\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Lucrative\"],[\"2\",\"Brand Appeal\"],[\"3\",\"Indeterminate\"],[\"4\",\"Ruinous\"]],\"name\":\"Coin of Decisionry\",\"page\":22,\"source\":\"AI\",\"chapter\":{\"name\":\"Growing Your Franchise\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":1}},{\"caption\":\"Why Be a Decisionist?\",\"colLabels\":[\"d8\",\"Reason\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"It's always you who picks where everyone has lunch.\"],[\"2\",\"Roughly half your choices are the right ones. You might as well just toss a coin for it.\"],[\"3\",\"You have no idea. In fact, you're constantly plagued by indecision.\"],[\"4\",\"Democracy is the greatest force for change in the world, but is ruined by everyone else voting.\"],[\"5\",\"All the other positions were taken.\"],[\"6\",\"You've always felt it was your calling to tell other people what to do. Now to make it official.\"],[\"7\",\"When faced with two choices, you've always yearned for the freedom to choose both.\"],[\"8\",\"As a child, you had a sibling make you choose which of your toys lived or died. You were never the same.\"]],\"name\":\"Why Be a Decisionist?\",\"page\":22,\"source\":\"AI\",\"chapter\":{\"name\":\"Growing Your Franchise\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":1}},{\"caption\":\"Favorite Methods to Destroy Documents\",\"colLabels\":[\"d6\",\"Method\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Any way you like, provided you make a copy first\"],[\"2\",\"Mimic shredder\"],[\"3\",\"Fake dragon-head incinerator\"],[\"4\",\"The bottomless hole in the basement—at least you're pretty sure it's bottomless\"],[\"5\",\"Feeding it to the goat out back\"],[\"6\",\"Making your coworkers eat it by slipping it into their food, piece by piece—it's the only way to be sure\"]],\"name\":\"Documancer; Favorite Methods to Destroy Documents\",\"page\":23,\"source\":\"AI\",\"chapter\":{\"name\":\"Growing Your Franchise\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":1}},{\"caption\":\"The Documancer\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"Franchise Rank\",\"Features\"],\"rows\":[[\"1\",\"Proficiencies and Starting Equipment, Gift of Words\"],[\"2\",\"{@item Documancy Satchel|AI}, Fluent in Boss\"],[\"3\",\"Satchel of Holding, Document Flexibility\"],[\"4\",\"Scroll Humidor, Scroll Service\"]],\"name\":\"The Documancer\",\"page\":23,\"source\":\"AI\",\"chapter\":{\"name\":\"Growing Your Franchise\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":1}},{\"caption\":\"Why Be a Documancer?\",\"colLabels\":[\"d8\",\"Reason\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"You heard a rumor once that signing a contract with your off hand is technically nonbinding, and you're desperate to see if it's true. For reasons.\"],[\"2\",\"All businesses have their ups and downs, but there's always money to be made from \\\"processing fees.\\\"\"],[\"3\",\"You have a habit of always being clear about what you've promised, but never saying when you'll do it.\"],[\"4\",\"You love doing decorative scrollwork on documents, knowing that's the best place to hide the fine print.\"],[\"5\",\"As a child, you learned to cross your fingers behind your back when making a promise. Now you yearn to make that legally binding.\"],[\"6\",\"Your habit of screaming, \\\"No take backs!\\\" after any group decision seemed to suggest your true calling.\"],[\"7\",\"You believe that language is an art, not a science. Who's to say what is or isn't a \\\"real\\\" word?\"],[\"8\",\"The smell of old parchment makes you giddy.\"]],\"name\":\"Why Be a Documancer?\",\"page\":24,\"source\":\"AI\",\"chapter\":{\"name\":\"Growing Your Franchise\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":1}},{\"caption\":\"The Hoardsperson\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"Franchise Rank\",\"Features\"],\"rows\":[[\"1\",\"Proficiencies and Starting Equipment, What a Deal\"],[\"2\",\"{@item Living Loot Satchel|AI}, Living the Good Life\"],[\"3\",\"Secret Satchel, That Thing You Need\"],[\"4\",\"Portable Hole Satchel, That Expensive Thing You Need\"]],\"name\":\"The Hoardsperson\",\"page\":24,\"source\":\"AI\",\"chapter\":{\"name\":\"Growing Your Franchise\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":1}},{\"caption\":\"Class-Based Living Loot Satchel\",\"colLabels\":[\"Class\",\"Satchel\"],\"rows\":[[\"Barbarian\",\"Broad belt with a dozen hanging pockets\"],[\"Bard\",\"Lute case\"],[\"Cleric\",\"Hollowed-out holy tome\"],[\"Druid\",\"Made from natural, organic, locally sourced woven fibers\"],[\"Fighter\",\"A thick, battle-scarred iron lockbox\"],[\"Paladin\",\"A metal case with fine engraving and scrollwork\"],[\"Ranger\",\"A fur-lined bindle\"],[\"Rogue\",\"A nondescript coin pouch\"],[\"Sorcerer\",\"A battered leather satchel, prone to spitting out multicolored sparks at the seams\"],[\"Warlock\",\"A patchwork monster-leather satchel with a \\\"purely decorative\\\" fanged mouth.\"],[\"Wizard\",\"A pocket dimension hidden up your sleeve or inside your hat\"]],\"name\":\"Class-Based Living Loot Satchel\",\"page\":25,\"source\":\"AI\",\"chapter\":{\"name\":\"Growing Your Franchise\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":1}},{\"caption\":\"Why Be a Hoardsperson?\",\"colLabels\":[\"d8\",\"Reason\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"You once tried to dive into a huge pool of gold coins. It hurt.\"],[\"2\",\"You've been betrayed by your adventuring party before, and there's no way now that you'll trust anyone else to hold on to the loot\"],[\"3\",\"Once, through a series of increasingly complex negotiations, you traded a paper clip for temporary control of a minor fiefdom.\"],[\"4\",\"Material possessions don't mean that much to you. Or at least that's the story you're going with.\"],[\"5\",\"You've never had a problem spending other people's money. Surely keeping other people's money can't be that hard.\"],[\"6\",\"You believe there's no such thing as worthless goods. Only unmotivated buyers.\"],[\"7\",\"You're not a hoarder. More of a passionate collector. You can stop anytime you want. Really.\"],[\"8\",\"Given the personalities of the other party members, it was mutually agreed that you were the only one who could be trusted\"]],\"name\":\"Why Be a Hoardsperson?\",\"page\":26,\"source\":\"AI\",\"chapter\":{\"name\":\"Growing Your Franchise\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":1}},{\"caption\":\"The Loremonger\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"Franchise Rank\",\"Features\"],\"rows\":[[\"1\",\"Proficiencies and Starting Equipment, {@item Whisper Jar|AI}\"],[\"2\",\"Need to Know, Whispered Encyclopedia\"],[\"3\",\"Construction Permits, Whispered Warnings\"],[\"4\",\"Efficient Upgrades, Whispered Arcana\"]],\"name\":\"The Loremonger\",\"page\":26,\"source\":\"AI\",\"chapter\":{\"name\":\"Growing Your Franchise\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":1}},{\"caption\":\"Things Recorded in Your Whisper Jar\",\"colLabels\":[\"d8\",\"Recording\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"A live recording of the only performance of the mostly forgotten stage play {@i Tabaxi on a Hot Tin Roof}\"],[\"2\",\"The life's work of the loremonger who owned the jar before you\"],[\"3\",\"Every courageous thought you've ever had, to cover for how scared you are most of the time\"],[\"4\",\"Everything, because everyone else around you will eat their words one day!\"],[\"5\",\"The top seven places to eat fried rat skewers in every settlement you've ever visited\"],[\"6\",\"The entire family tree of every royal line, extant or lost, in Faerûn\"],[\"7\",\"A moment-by-moment review of your favorite {@creature Jim Darkmagic|AI} stage performance\"],[\"8\",\"The sound of raucous applause, which you play back liberally\"]],\"name\":\"Things Recorded in Your Whisper Jar\",\"page\":27,\"source\":\"AI\",\"chapter\":{\"name\":\"Growing Your Franchise\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":1}},{\"caption\":\"Why Be a Loremonger?\",\"colLabels\":[\"d8\",\"Reason\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Your favorite thing to hear is, \\\"I probably shouldn't say anything, but did you know... ?\\\"\"],[\"2\",\"Your {@i whisper jar} is a better conversationalist than most people you've ever met.\"],[\"3\",\"You can't keep a secret for the life of you, and you need to tell someone this thing you know or it's going to kill you!\"],[\"4\",\"You never know when someone else's words will come in handy.\"],[\"5\",\"Peoples and cultures can never die as long as their stories are still told.\"],[\"6\",\"You talked about a really cool idea once when you were drunk, and can't remember a word of it now. That'll never happen again.\"],[\"7\",\"A person is only as good as their word, and you feel compelled to keep others honest.\"],[\"8\",\"You can't read or write, so this whole recording-and-playing-back-what-you-say-in-a-jar thing is a huge benefit.\"]],\"name\":\"Why Be a Loremonger?\",\"page\":28,\"source\":\"AI\",\"chapter\":{\"name\":\"Growing Your Franchise\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":1}},{\"caption\":\"The Obviator\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"Franchise Rank\",\"Features\"],\"rows\":[[\"1\",\"Proficiencies and Starting Equipment, Read the Opposition\"],[\"2\",\"Alchemist's Insight, {@item Obviator's Lenses|AI}\"],[\"3\",\"Advanced Preparations, {@item Travel Alchemical Kit|AI}\"],[\"4\",\"Enhanced Lenses, Obviate the Opposition\"]],\"name\":\"The Obviator\",\"page\":28,\"source\":\"AI\",\"chapter\":{\"name\":\"Growing Your Franchise\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":1}},{\"caption\":\"Where You First Dabbled in Alchemy\",\"colLabels\":[\"d8\",\"Learning Experience\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"You traveled with a charlatan alchemist for years, until they were arrested for selling fake healing potions. You still remember how to get the taste just right.\"],[\"2\",\"You were once the head dishwasher in a famous wizard's college.\"],[\"3\",\"One of your parents was a healer in a small outpost, and they taught you that even the most mundane flora and natural materials can be used to wondrous effect.\"],[\"4\",\"While lost in the Underdark, you were forced to consume mold, fungus, and insect parts to survive. You developed a taste for that sort of thing.\"],[\"5\",\"You think you might be addicted to holy water. You just can't stop drinking it long enough to find out for sure.\"],[\"6\",\"You were once the personnel manager of a struggling business and needed to come up with a herbal cure-all that would keep employees awake for eighteen-hour shifts. No one died. Mostly.\"],[\"7\",\"As the child of a wealthy and despotic noble, you learned to smell {@condition poisoned} pastries a mile off. A shame that your siblings weren't so talented.\"],[\"8\",\"As a server in a tavern, you refined the perfect hangover cure but never wrote the recipe down. Now you're desperate to recreate it.\"]],\"name\":\"Alchemist's Insight; Where You First Dabbled in Alchemy\",\"page\":29,\"source\":\"AI\",\"chapter\":{\"name\":\"Growing Your Franchise\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":1}},{\"caption\":\"Why Be an Obviator?\",\"colLabels\":[\"d8\",\"Reason\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"There's nothing that excites you more than a puzzle you can't immediately solve.\"],[\"2\",\"Your favorite saying is, \\\"All according to plan.\\\" Especially when you have no idea what's going on.\"],[\"3\",\"You have an entire room dedicated to notes and sketches connected by red yarn.\"],[\"4\",\"Your plans are so detailed that they have plans of their own.\"],[\"5\",\"You find the little details so much more interesting than... well, anything else.\"],[\"6\",\"You already had the chemical burns on your hands. Might as well make it official.\"],[\"7\",\"Methodical. Calculating. Brilliant. One day, you hope these words will apply to you.\"],[\"8\",\"It's not paranoia if they really are out to get you. And if you're out to get them first.\"]],\"name\":\"Why Be an Obviator?\",\"page\":30,\"source\":\"AI\",\"chapter\":{\"name\":\"Growing Your Franchise\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":1}},{\"caption\":\"The Occultant\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"Franchise Rank\",\"Features\"],\"rows\":[[\"1\",\"Proficiencies and Starting Equipment, Read the Kill\"],[\"2\",\"Eldritch Occultant, Bring Out Your Dead\"],[\"3\",\"Bead of Instant Karma, Death's Omen\"],[\"4\",\"Bead of Diverted Karma, Correct the Balance\"]],\"name\":\"The Occultant\",\"page\":30,\"source\":\"AI\",\"chapter\":{\"name\":\"Growing Your Franchise\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":1}},{\"caption\":\"Ways to Read the Kill\",\"colLabels\":[\"d6\",\"Reading\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Using a tiny bellows to pump one last breath into a corpse.\"],[\"2\",\"Reading the entrails with special reading-the-entrails glasses.\"],[\"3\",\"Burning a small piece of the body and looking for shapes in the smoke.\"],[\"4\",\"A cautious, reasoned, professional guesstimate.\"],[\"5\",\"Careful measurements. The distance between nostrils. The difference between the index finger and the middle finger. The elasticity of the ear lobe.\"],[\"6\",\"You take a long, careful look, and then decide based on which fellow franchisee has been nice to you lately.\"]],\"name\":\"Ways to Read the Kill\",\"page\":31,\"source\":\"AI\",\"chapter\":{\"name\":\"Growing Your Franchise\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":1}},{\"caption\":\"Why Be an Occultant?\",\"colLabels\":[\"d8\",\"Reason\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"You believe in karmic balance, but hate the idea that \\\"balance\\\" means good and bad things can both happen to you. Good things happening to you and bad things happening to other people seems perfectly reasonable.\"],[\"2\",\"You love drinking tea and hate cleaning up, so pretending that the dregs in those dozens of empty cups are there to show ill omens and portents is a perfect cover.\"],[\"3\",\"You collected beads carved as skulls as a child. Nobody ever told you there was a career in that sort of thing.\"],[\"4\",\"You watched someone close to you die, and were overcome by the feeling that you should be making money off it somehow.\"],[\"5\",\"You've always owned a stuffed cat. You're not sure where it came from, but it's given you great career advice so far.\"],[\"6\",\"You've always worn a lot of black.\"],[\"7\",\"You really wanted a job where you can hide a fog machine under the desk for dramatic effect during meetings.\"],[\"8\",\"You have an obsession with death that clearly marks you for great things.\"]],\"name\":\"Why Be an Occultant?\",\"page\":32,\"source\":\"AI\",\"chapter\":{\"name\":\"Growing Your Franchise\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":1}},{\"caption\":\"The Secretarian\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"Franchise Rank\",\"Features\"],\"rows\":[[\"1\",\"Proficiencies and Starting Equipment, {@item Sending Stone|AI}\"],[\"2\",\"{@item Portfolio Keeper|AI}, Rumor Mill\"],[\"3\",\"Cards of Sending, Improved Rumor Mill\"],[\"4\",\"Always Hiring, Charming Introduction\"]],\"name\":\"The Secretarian\",\"page\":32,\"source\":\"AI\",\"chapter\":{\"name\":\"Growing Your Franchise\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":1}},{\"caption\":\"Quirks of Your Sending Stone\",\"colLabels\":[\"d8\",\"Quirk\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"It's a flip stone.\"],[\"2\",\"It gets great reception everywhere except in your headquarters.\"],[\"3\",\"It sometimes picks up other magical conversations.\"],[\"4\",\"It's the perfect size, shape, and weight to be used as a skipping stone.\"],[\"5\",\"It heats up when you use it, to the extent that it once burned through your gloves.\"],[\"6\",\"It has an obnoxious ringtone that you can't work out how to change.\"],[\"7\",\"It fails to notify you of incoming messages except for a faint pulsating glow.\"],[\"8\",\"It's voice activated, so that every time you talk to someone, it tries to send a message to someone else.\"]],\"name\":\"Quirks of Your Sending Stone\",\"page\":33,\"source\":\"AI\",\"chapter\":{\"name\":\"Growing Your Franchise\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":1}},{\"caption\":\"Why Be a Secretarian?\",\"colLabels\":[\"d8\",\"Reason\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"You believe that people shouldn't work harder; they should work smarter. And then they should work harder.\"],[\"2\",\"You've always yearned to be in the people business, because inanimate objects can't pay you.\"],[\"3\",\"Being able to hand out \\\"Employee of the Month\\\" stickers has been a life-long dream.\"],[\"4\",\"You believe that customer loyalty can't be bought, but that it can be rented at reasonable terms and rates.\"],[\"5\",\"Your habit of constantly telling other people how they can improve makes you a master of performance reviews.\"],[\"6\",\"You've always believed that the customer is satisfied when you say the customer is satisfied, and not a second before.\"],[\"7\",\"You love the joy that other people get when you tell them what to do.\"],[\"8\",\"Buzzwords was your first language.\"]],\"name\":\"Why Be a Secretarian?\",\"page\":34,\"source\":\"AI\",\"chapter\":{\"name\":\"Growing Your Franchise\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":1}},{\"caption\":\"Signature Items\",\"colLabels\":[\"d10\",\"Item\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"A tooth from a previous victim, wrapped in a silk handkerchief\"],[\"2\",\"A calling card with your name on it\"],[\"3\",\"A quick charcoal sketch of your victim, done in your own hand\"],[\"4\",\"Petals from your favorite flower\"],[\"5\",\"Six drops of blood, either your own or someone else's\"],[\"6\",\"A carved ivory die with an eye instead of a pip on the 1 face\"],[\"7\",\"A copper coin bearing the likeness of a reaper\"],[\"8\",\"A tiny vial containing a few drops of the homemade ale you're so proud of\"],[\"9\",\"A riddle, joke, or verse\"],[\"10\",\"An IOU, accompanied by you taking something from the victim\"]],\"name\":\"Sending a Clear Message; Signature Items\",\"page\":53,\"source\":\"AI\",\"chapter\":{\"name\":\"Player Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Barbarian Style\",\"colLabels\":[\"d10\",\"Style\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"A fur-lined, double-breasted suit with a corporate logo on the pocket\"],[\"2\",\"A hand-woven turban from a master tailor of Calimshan\"],[\"3\",\"Soft leather boots with a notable personal symbol etched into the side\"],[\"4\",\"A pair of suspenders made from the hide of a displacer beast\"],[\"5\",\"A gold belt buckle depicting the Dwarvish rune for chaos\"],[\"6\",\"A specially tailored belt pouch that you wear at the small of your back\"],[\"7\",\"Stylish mirrored spectacles\"],[\"8\",\"A specially dyed tunic containing all the colors of the rainbow in a swirled pattern\"],[\"9\",\"An overcoat with numerous pockets and leather patches on the elbows\"],[\"10\",\"Golden grillwork for your teeth, set with small gems that mark out ancient glyphs translating as \\\"Getting Paid\\\"\"]],\"name\":\"Barbarian Style\",\"page\":53,\"source\":\"AI\",\"chapter\":{\"name\":\"Player Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"colLabels\":[\"d6\",\"Spirit Guardian\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"A half-orc enforcer called Joey Plantain, missing his right arm\"],[\"2\",\"A disgraced tax collector named Nibbin Clutchquill\"],[\"3\",\"An overly enthusiastic morale liaison called Apricot Reese\"],[\"4\",\"A grumpy dwarf carriage driver nicknamed Bolt\"],[\"5\",\"A pair of identical twin circus performers called Stella and Bella\"],[\"6\",\"An elf bodyguard known as Mistress Leafwind\"]],\"name\":\"Path of the Ancestral Guardian\",\"page\":54,\"source\":\"AI\",\"chapter\":{\"name\":\"Player Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"Totem Animal\",\"Urban Replacements\"],\"rows\":[[\"Bear\",\"Otyugh, giant spider\"],[\"Eagle\",\"Crow, flying snake\"],[\"Wolf\",\"Giant rat, giant fire beetle\"]],\"name\":\"Path of the Totem Warrior\",\"page\":54,\"source\":\"AI\",\"chapter\":{\"name\":\"Player Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Insults to Die For\",\"colLabels\":[\"d20\",\"Insult\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Did your mother have any children who lived?\"],[\"2\",\"Who dressed you, a grimlock?\"],[\"3\",\"You smell like a hell hound's hindquarters.\"],[\"4\",\"You're as helpful as a halfling.\"],[\"5\",\"Let me guess. You're a self-taught wizard?\"],[\"6\",\"Your personality has all the warmth of a winter wolf.\"],[\"7\",\"You're the loveliest hag in the coven.\"],[\"8\",\"You're not the sharpest piercer in the cave.\"],[\"9\",\"Aren't you a little short for a giant?\"],[\"10\",\"Truly, your intellect is as deep as a {@spell Tenser's floating disk}.\"],[\"11\",\"Did you wake up in a troglodyte den this morning, or is that how you normally smell?\"],[\"12\",\"You must have been sick the day they taught fighting at warrior school.\"],[\"13\",\"Gruumsh must have closed his eye when he created you.\"],[\"14\",\"I can see you, but where's the dragon that pooped you out?\"],[\"15\",\"You've got all the good sense of a mind flayer's last meal.\"],[\"16\",\"You don't know a beholder from a gas spore.\"],[\"17\",\"I suspected you'd fallen out of the idiot tree, but I didn't know you were dragged through Stupid Forest afterward.\"],[\"18\",\"There's nothing about your looks that a full-face helmet wouldn't improve.\"],[\"19\",\"You're about as useful as an orc horde at a tea party.\"],[\"20\",\"I've seen better-looking faces on a gibbering mouther.\"]],\"name\":\"Cutting Wit and Wicked Barbs; Insults to Die For\",\"page\":55,\"source\":\"AI\",\"chapter\":{\"name\":\"Player Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Notable Enemies\",\"colLabels\":[\"d10\",\"Enemy\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"A guard captain who was fired for failing to catch you after you flouted the law\"],[\"2\",\"A former master bard whose songs you stole and knowledge you plundered\"],[\"3\",\"A lesser noble who you double-crossed in a brilliant scheme\"],[\"4\",\"A fallen paladin who you tricked into breaking their oath\"],[\"5\",\"A leader of another adventuring party who blames you for their downfall\"],[\"6\",\"A former adventuring partner who you cut loose because of their lack of skill\"],[\"7\",\"The master of a powerful guild whose wares you were involved in pilfering\"],[\"8\",\"A government official who you tricked into providing secrets\"],[\"9\",\"A former tavern owner who lost their business when you implicated them in a scheme they weren't actually involved in\"],[\"10\",\"A moneylender who you inadvertently bankrupted\"]],\"name\":\"The Wrong Kind of People; Notable Enemies\",\"page\":55,\"source\":\"AI\",\"chapter\":{\"name\":\"Player Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Relics of Faith\",\"colLabels\":[\"d8\",\"Relic\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Saint's-thighbone walking stick (50 gp)\"],[\"2\",\"Do-it-yourself indulgence kit (10 gp)\"],[\"3\",\"Holy-water-brewed ale (20 gp)\"],[\"4\",\"Deva wing-feather bookmark (10 gp)\"],[\"5\",\"Deity-autographed holy symbol (100 gp)\"],[\"6\",\"Scratch-and-sniff icon (5 gp)\"],[\"7\",\"Planetar shaving set (15 gp)\"],[\"8\",\"Unexpurgated holy texts with all the really naughty bits (10 gp)\"]],\"name\":\"Divine Deals; Relics of Faith\",\"page\":56,\"source\":\"AI\",\"chapter\":{\"name\":\"Player Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Meditative Rituals\",\"colLabels\":[\"d8\",\"Ritual\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Fifteen minutes of deity-mandated calisthenics\"],[\"2\",\"Handwriting a detailed agenda for the next 24 hours\"],[\"3\",\"Sitting in silence for 15 minutes, while screaming \\\"Shut up!\\\" at anyone who makes noise\"],[\"4\",\"Sleep another hour; your deity says it's fine\"],[\"5\",\"Burning incense and lighting a candle on a makeshift altar while you recite your vows\"],[\"6\",\"Practicing battle forms and stances\"],[\"7\",\"Creating a new likeness of your deity out of whatever materials you have on hand\"],[\"8\",\"Drinking a lot of wine (sacramental, of course)\"]],\"name\":\"Clerical Routine; Meditative Rituals\",\"page\":56,\"source\":\"AI\",\"chapter\":{\"name\":\"Player Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Relationship with Your Deity\",\"colLabels\":[\"d10\",\"Relationship\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Your deity possesses you and speaks through your lips, and you need someone else to take notes.\"],[\"2\",\"You see your deity's signs in the movements of creatures, the changing weather, the shapes of buildings, other stuff.\"],[\"3\",\"In secret, you curse the burden your deity has placed on you.\"],[\"4\",\"You wonder often if you're worthy of your deity's gifts.\"],[\"5\",\"You're convinced your deity isn't all-knowing, because they clearly have no idea what you really get up to.\"],[\"6\",\"Your deity gives you power and you give them glory—at any cost.\"],[\"7\",\"Those other clerics don't love your deity like you do.\"],[\"8\",\"You were raised religious, but you only really go to church on the high holidays.\"],[\"9\",\"Your deity's grace gives you peace. Their anger drives your fury.\"],[\"10\",\"You've got buyer's remorse, and you're wondering if this is really the deity for you.\"]],\"name\":\"The Ways of Faith; Relationship with Your Deity\",\"page\":56,\"source\":\"AI\",\"chapter\":{\"name\":\"Player Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Distinguishing Features of Wild Shape\",\"colLabels\":[\"d6\",\"Feature\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Your pelt is rich hues of gold and silver so bright that they reflect light.\"],[\"2\",\"When you take wild shape form, it's a painful, squelchy process that usually leaves your fellow adventurers queasy.\"],[\"3\",\"Your wild shape forms all wear an identical ceremonial bracelet on one limb, decorated with teeth.\"],[\"4\",\"A dark patch on your body is recognizable as the silhouette of {@creature Omin Dran|AI}\"],[\"5\",\"You always have twigs, leaves, and other refuse tangled in your fur or hair.\"],[\"6\",\"When you switch back to your normal form, one hand always manages to retain its fur or feathers for a short while.\"]],\"name\":\"Running Wild; Distinguishing Features of Wild Shape\",\"page\":58,\"source\":\"AI\",\"chapter\":{\"name\":\"Player Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Urban Sanctuaries\",\"colLabels\":[\"d10\",\"Sanctuary\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"A cemetery that acts as a de facto park\"],[\"2\",\"A museum hosting rare plants and animals from other lands\"],[\"3\",\"A swampy patch, unsuitable for building, teeming with marsh flora and fauna\"],[\"4\",\"A large copse containing the habitats of tree-dwelling animals\"],[\"5\",\"A community garden whose bounty is shared by local residents\"],[\"6\",\"A ruined section of the city that has been reclaimed by nature\"],[\"7\",\"A zoo overseen by a strange but powerful fellow druid\"],[\"8\",\"A private park that charges a fee for entrance, ensuring that only the wealthy can enjoy its serenity\"],[\"9\",\"A nature reserve stocked with scared and confused animals that are hunted for sport\"],[\"10\",\"A business that grows and harvests rare and exotic plants and animals for creating magical and mundane products\"]],\"name\":\"Nature in Unlikely Places; Urban Sanctuaries\",\"page\":58,\"source\":\"AI\",\"chapter\":{\"name\":\"Player Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Creatures to Care For\",\"colLabels\":[\"d10\",\"Creature\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"A carnivorous plant with a taste for fine foods\"],[\"2\",\"A colony of bees whose hive once hung from a tree in your homeland\"],[\"3\",\"A seven-legged pygmy giant spider once used as a pixie's mount\"],[\"4\",\"A baby death dog that shows no evil tendencies (yet)\"],[\"5\",\"An orphaned owlbear cub-chick with a never-ending cold\"],[\"6\",\"An unhatched silvery egg that is ice-cold to the touch\"],[\"7\",\"A very small, very old awakened shrub\"],[\"8\",\"A grouchy badger that lives under your bed\"],[\"9\",\"A feral cat that thinks it's much tougher than it is\"],[\"10\",\"A friendly stirge that nests in your backpack and drinks only fruit juice\"]],\"name\":\"Steward of Nature; Creatures to Care For\",\"page\":58,\"source\":\"AI\",\"chapter\":{\"name\":\"Player Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Martial Tricks\",\"colLabels\":[\"d6\",\"Trick\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"You are an expert at pretending you've been injured to the point where you can't possibly go on. By goading foes to finish you off, you keep your allies safe as you reveal how much fight you still have in you.\"],[\"2\",\"You always keep a small pouch of salt or sand at your belt. If you can blind an opponent, even momentarily, you can usually end a fight quickly.\"],[\"3\",\"You fight with your off hand at the start of a battle, so that your opponent sets their defenses and attacks to one side. Then you quickly switch hands at the most opportune moment, making your foe wonder what other tricks you might play.\"],[\"4\",\"Swearing, name-calling, political satire—you do it all. You make use of a range of down-and-dirty fighting epithets that would make an ogre barbarian blush.\"],[\"5\",\"You constantly converse with your opponents during the battle, doing whatever you can to distract them or get into their heads. It's surprising how many combatants enter a fight not knowing whether their boots have come untied.\"],[\"6\",\"You have a belt pouch specially made to release ball bearings or caltrops in the thick of the fight, forcing your enemies to avoid those hazards while fending off your blows.\"]],\"name\":\"Keeping them Guessing; Martial Tricks\",\"page\":59,\"source\":\"AI\",\"chapter\":{\"name\":\"Player Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Signature Equipment\",\"colLabels\":[\"d12\",\"Equipment\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Handcrafted arrows whose heads bear the mark of a lightning bolt, and which give a distinctive whistle when fired\"],[\"2\",\"A shield made from the shell of a giant turtle\"],[\"3\",\"A matching shortsword and dagger, decorated to look like the upper and lower jaws of a carnivorous dinosaur\"],[\"4\",\"A battleaxe with its head shaped like the flowing hair of a dwarf warrior\"],[\"5\",\"A suit of armor made from the discarded chitin of giant arthropods\"],[\"6\",\"A pair of boots fashioned to look like the paws of a large feline\"],[\"7\",\"A sword whose pommel is shaped in the form of a hand, so that you shake the hand when you wield it\"],[\"8\",\"A hammer forged to resemble a giant's fist on one side and a dragon's head on the other\"],[\"9\",\"A helmet shaped like the head of a hare, with tiny diamonds for eyes\"],[\"10\",\"A bow carved with images of the phases of the moon\"],[\"11\",\"A dagger with a handle made of bone, etched with worn and unreadable runes\"],[\"12\",\"A backpack made from the leather and fur of a skunk\"]],\"name\":\"Wielding the Best; Signature Equipment\",\"page\":59,\"source\":\"AI\",\"chapter\":{\"name\":\"Player Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Victory Celebration\",\"colLabels\":[\"d10\",\"Celebration\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"A finely honed, well-choreographed dance\"],[\"2\",\"Ale! And then more ale!\"],[\"3\",\"Seizing a trophy from a vanquished foe\"],[\"4\",\"Composing a poem extolling your valiant combat prowess\"],[\"5\",\"Adding a commemorative square to your battle quilt\"],[\"6\",\"Adding a decorative stencil to your favorite weapon or armor\"],[\"7\",\"Paying the town crier to proclaim your victory\"],[\"8\",\"Commissioning a painting of the battle\"],[\"9\",\"Praising surviving enemies for a job well done, no hard feelings\"],[\"10\",\"There is no time to celebrate, for your war is eternal!\"]],\"name\":\"Victory Is Yours; Victory Celebration\",\"page\":60,\"source\":\"AI\",\"chapter\":{\"name\":\"Player Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Subtle Stances\",\"colLabels\":[\"d8\",\"Stance\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Incontinent Elder—Standing straight, knees together (excellent for surviving those long queues)\"],[\"2\",\"Addled Adder—Lying flat on the ground (perfect when attempting to hide)\"],[\"3\",\"Ponderous Pudding—Collapsed in a heap (useful when trying to disguise yourself as a drunken fool)\"],[\"4\",\"Frightened Gnome—Curled in the fetal position (excellent when about to take a lot of damage)\"],[\"5\",\"Ambitious Student—Standing with one armed raised (useful when trying to be seen)\"],[\"6\",\"Boisterous Brewmaster—Hand raised as if making a toast (excellent at preventing being slapped)\"],[\"7\",\"Hardy Harpy—Arms flapping wildly while singing (inspires people to leave you alone, and good for cooling off on hot days)\"],[\"8\",\"Broken Bridge—Face down on the ground with knees bent and posterior up (reduces visibility to foes in front, and makes a useful ramp for allies to jump off)\"]],\"name\":\"Stances for Success; Subtle Stances\",\"page\":61,\"source\":\"AI\",\"chapter\":{\"name\":\"Player Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Ancient Tomes\",\"colLabels\":[\"d10\",\"Tome\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"{@i Gambling with the Gods}\"],[\"2\",\"{@i Plowshares into Swords}\"],[\"3\",\"{@i The Poetry of Flumphism}\"],[\"4\",\"{@i Monsters are People Too}\"],[\"5\",\"{@i Oracles of the Future}\"],[\"6\",\"{@i The Sociable Hermit}\"],[\"7\",\"{@i The Enigma of Air}\"],[\"8\",\"{@i The Compendium of Limitless Space}\"],[\"9\",\"{@i The Organic Sun and Moon Cookbook}\"],[\"10\",\"{@i Life is Endless Calamities, What Are You Going to Do About It}?\"]],\"name\":\"By the Book; Ancient Tomes\",\"page\":61,\"source\":\"AI\",\"chapter\":{\"name\":\"Player Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Commercial Monasteries\",\"colLabels\":[\"d10\",\"Monastery\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Monastery of the Eternal Spirits (legendary distillers)\"],[\"2\",\"House of the Upright Arches (creators of quality footwear)\"],[\"3\",\"Dome of the Curious Quill (makers of parchment, ink, and writing quills)\"],[\"4\",\"Crystal Bastion (makers of crystal goblets and ornaments)\"],[\"5\",\"Monastery Actuary (underwriters of reasonably priced insurance policies)\"],[\"6\",\"House of Hot Ki (delicious barbecue take-out)\"],[\"7\",\"Sage's Retreat (custom research services)\"],[\"8\",\"Monastery of the Wayward Grape (vintners of fine wines)\"],[\"9\",\"Spider's House Retreat (drow trainers of giant spiders as mounts and companions)\"],[\"10\",\"Hall of Mysteries (investigators for hire)\"]],\"name\":\"Ascetic Business Practices; Commercial Monasteries\",\"page\":62,\"source\":\"AI\",\"chapter\":{\"name\":\"Player Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Terrible Secrets\",\"colLabels\":[\"d6\",\"Secret\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Before taking your paladin oath, you accidentally publicly humiliated a good friend. You have sworn to make it up to them, despite them wanting nothing to do with you.\"],[\"2\",\"You took another person's identity to escape the law in your younger days—and quickly came to realize that this person was far cooler than the real you. If anyone finds out your true identity, your reputation will suffer.\"],[\"3\",\"You were the child of nobles who were found guilty of stealing vast sums from their subjects. If your identity is discovered, you might be hunted down. But you might also be in line for a massive inheritance.\"],[\"4\",\"You once belonged to an organization that was eventually banned because a typo in its name made it appear seditious. If anyone discovers this, you run the risk of being mistaken for an enemy of the realm.\"],[\"5\",\"You made a deal with a fiendish creature to escape trouble or save another character's life. Emissaries of this fiend appear occasionally to tell you that the paperwork regarding the debt you owe is temporarily lost, but they're working on it.\"],[\"6\",\"You owe an enormous amount of money to a forgetful and amoral person. So far, that person has made no sign of wanting you to repay the debt, and you have no idea what to do about that.\"]],\"name\":\"Things Best Left Unsaid; Terrible Secrets\",\"page\":63,\"source\":\"AI\",\"chapter\":{\"name\":\"Player Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Legendary Catchphrases\",\"colLabels\":[\"d8\",\"Catchphrase\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Looks like this is the end. So let's go back to the beginning.\"],[\"2\",\"There's only one way out of this pickle, and that's by breaking a few jars!\"],[\"3\",\"Looks like trouble has some vacation time coming up. So let's book it a nice inn.\"],[\"4\",\"We've got a real game of cat and mouse here... so it's time to eat some cheese.\"],[\"5\",\"Is that all I've got?!\"],[\"6\",\"It's always darkest before the dawn, except when the moon is full. So let's moon!\"],[\"7\",\"We might be beaten, but we're not beaten! Because \\\"beaten\\\" means different things in both those contexts!\"],[\"8\",\"\\\"Surrender\\\" is my middle name, but it was a family thing and I never use it!\"]],\"name\":\"Fixer of Problems; Legendary Catchphrases\",\"page\":63,\"source\":\"AI\",\"chapter\":{\"name\":\"Player Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Urban Beast Friends\",\"colLabels\":[\"d10\",\"Beast\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Rat\"],[\"2\",\"Pigeon\"],[\"3\",\"Skunk\"],[\"4\",\"Crow\"],[\"5\",\"Raccoon\"],[\"6\",\"Possum\"],[\"7\",\"Snake\"],[\"8\",\"Toad\"],[\"9\",\"Giant beetle\"],[\"10\",\"Lizard\"]],\"name\":\"Animals are Everywhere; Urban Beast Friends\",\"page\":64,\"source\":\"AI\",\"chapter\":{\"name\":\"Player Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Disguised Weapons\",\"colLabels\":[\"d6\",\"Object (Improvised Weapon)\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"The roasted drumstick of a huge bird (greatclub; longsword if a shard of bone is broken off)\"],[\"2\",\"A long loaf of stale bread (mace)\"],[\"3\",\"A musical instrument missing all but one string (shortbow)\"],[\"4\",\"A racket used in a popular sport (handaxe, battleaxe)\"],[\"5\",\"A metal-tipped crutch (greatsword, spear)\"],[\"6\",\"A large bottle of wine (mace, shortsword if shattered)\"]],\"name\":\"No Weapons Allowed; Disguised Weapons\",\"page\":64,\"source\":\"AI\",\"chapter\":{\"name\":\"Player Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Points of Interest\",\"colLabels\":[\"d8\",\"Point of Interest\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"A secret cove a few hours' north of town that is a known meeting spot for pirates.\"],[\"2\",\"A sewer system underneath the local guardhouse.\"],[\"3\",\"The quaint settlement where you grew up, and where you send most of what you earn adventuring.\"],[\"4\",\"A caravan of merchants and sellswords that follows a regular route across the land.\"],[\"5\",\"A temple built to honor a dark god, long abandoned.\"],[\"6\",\"The final resting place of the ranger who trained you.\"],[\"7\",\"The shady market known as Gort Jorkle's Afflicted Finery, openly and proudly selling the most illegal things imaginable.\"],[\"8\",\"An unnamed hill where a ruined tower appears at midnight, then vanishes again at dawn.\"]],\"name\":\"Places to Go; Points of Interest\",\"page\":65,\"source\":\"AI\",\"chapter\":{\"name\":\"Player Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Favorite Trophies\",\"colLabels\":[\"d10\",\"Trophy\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"The handkerchief of a noble's paramour, with their initials sewn into it as well as the date and the place the gift was given. Perfect blackmail fodder.\"],[\"2\",\"A silver goblet from the kitchens of a castle in a wealthy land. It still smells of the wonderful burgundy that was in it when you stole it.\"],[\"3\",\"A gold-tipped fountain pen stolen from the breast pocket of a royal wizard.\"],[\"4\",\"A piece of intricately woven curtain you had to cut to escape a mayor's manor after stealing their valuables.\"],[\"5\",\"A gray cat with white feet, once the pet of a rich merchant's spoiled child. She almost blew your cover. Now she knows when to keep quiet, and she's great at catching mice.\"],[\"6\",\"A small statue of a ballerina, broken off from a marble fountain in a city from which you're now banned.\"],[\"7\",\"A serpentine lapel pin set with tiny diamonds, which you slipped off the chest of a noble whose fete you finessed your way into.\"],[\"8\",\"The solid-gold hammer holy symbol of that one rude blacksmith who refused to fix your sword.\"],[\"9\",\"A full potion bottle from the temple of Oghma, marked \\\"Drink in case of emergency.\\\" So far, no one has dared you to drink it.\"],[\"10\",\"A cracked mirror from a mystic's tower, which sometimes shows you a glint of another realm in one of its shards.\"]],\"name\":\"Sign of Success; Favorite Trophies\",\"page\":65,\"source\":\"AI\",\"chapter\":{\"name\":\"Player Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Former Guilds\",\"colLabels\":[\"d8\",\"Guild\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"The Tumble Dumplings, an all-halfling guild whose cover identities are acrobats\"],[\"2\",\"The Char Hawks, whose front operation is a well-known cleaning service\"],[\"3\",\"The Flattering Butchers, known for their sales of discount meat of unknown provenance\"],[\"4\",\"The Profane Pilferers, who leave lewd calling cards at the scenes of their crimes\"],[\"5\",\"The Undead Rangers, whose cover is that they have nothing to do with rangers or the undead\"],[\"6\",\"The Loyalists, ironically known for breaking contracts at an alarming rate\"],[\"7\",\"The Robust Vultures, who make use of flying magic for specialty jobs\"],[\"8\",\"The Quick and the Fred, who all use \\\"Fred\\\" as an alias\"]],\"name\":\"Old Business Ties; Former Guilds\",\"page\":66,\"source\":\"AI\",\"chapter\":{\"name\":\"Player Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Unusual Arcane Focuses\",\"colLabels\":[\"d10\",\"Focus\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"A stuffed weasel with fake diamonds for eyes\"],[\"2\",\"A rare gold coin that sparkles as you cast\"],[\"3\",\"A copper belt buckle created in your own likeness\"],[\"4\",\"A pair of silver spectacles whose lenses change color based on the school of spell you're casting\"],[\"5\",\"A well-preserved sausage that smells delicious to you and any other creature nearby\"],[\"6\",\"A gold harmonica that cranks out a dramatic tune when you cast\"],[\"7\",\"A shrunken gnome head that blinks and sticks its tongue out occasionally\"],[\"8\",\"A polo mallet carved in the shape of the tarrasque\"],[\"9\",\"A flask of liquid that changes color each time you cast\"],[\"10\",\"The antler stub of a peryton, decorated with nymph hair and pixie dust\"]],\"name\":\"Focusing with Flair; Unusual Arcane Focuses\",\"page\":67,\"source\":\"AI\",\"chapter\":{\"name\":\"Player Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Residual Magic\",\"colLabels\":[\"d10\",\"Effect\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"A smell just slightly less noxious than troglodyte musk wafts off you from time to time.\"],[\"2\",\"At random, your voice shifts three octaves higher or lower than normal.\"],[\"3\",\"Your hair changes color for 1 hour. If you don't have hair, you grow silver hair that lasts for 1 hour, then falls out.\"],[\"4\",\"At random, your speech and movement suggest that you are blind drunk.\"],[\"5\",\"Your eyes glow for 1 minute, cycling intermittently through red, blue, and green.\"],[\"6\",\"Sometimes when you deal damage to a creature, a disembodied voice near you shouts out, \\\"Boo yah!\\\"\"],[\"7\",\"Blood momentarily drips from your ears and eyes.\"],[\"8\",\"Your fingernails grow out to gnarled talons. This new growth falls off after 10 minutes or if you touch something.\"],[\"9\",\"Intermittently, any somatic components for spells you cast take the form of violent coughing.\"],[\"10\",\"For 1 minute, you are 6 inches shorter or taller than normal.\"]],\"name\":\"Personal Magic; Residual Magic\",\"page\":68,\"source\":\"AI\",\"chapter\":{\"name\":\"Player Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Otherworldly Quirks\",\"colLabels\":[\"d10\",\"Quirk\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Every meal you eat must involve copious amounts of raw onions.\"],[\"2\",\"When you are in a stressful situation, you shout every fourth word you speak.\"],[\"3\",\"You have a second set of ears that emerge and retract whenever you are actively listening.\"],[\"4\",\"You can't bear to touch anything valuable without wearing gloves.\"],[\"5\",\"When you wash or bathe, anything less than uncomfortably hot water feels cold to you.\"],[\"6\",\"You have to slap some creature roughly before you can get a good night's sleep.\"],[\"7\",\"You're just not comfortable unless your clothing features garishly contrasting colors or patterns.\"],[\"8\",\"When you cast a spell, the verbal or somatic component must involve a mild obscenity.\"],[\"9\",\"Your hair grows so quickly that you must cut it during every short or long rest.\"],[\"10\",\"When people call you by your correct name, you constantly admonish them by telling them your correct name.\"]],\"name\":\"Eldritch Affectations; Otherworldly Quirks\",\"page\":69,\"source\":\"AI\",\"chapter\":{\"name\":\"Player Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Cool Mottos\",\"colLabels\":[\"d6\",\"Motto\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"\\\"I don't break even; I get even.\\\"\"],[\"2\",\"\\\"I'm the prophet of profit, and I've got a prediction for success.\\\"\"],[\"3\",\"\\\"Victory is the finest perfume, and I smell delightful.\\\"\"],[\"4\",\"\\\"Your treasure is my business.\\\"\"],[\"5\",\"\\\"To err is human, so I'm not.\\\"\"],[\"6\",\"\\\"I get the job done rather than thinking up fancy mottos.\\\"\"]],\"name\":\"Marketing Is Everything; Cool Mottos\",\"page\":69,\"source\":\"AI\",\"chapter\":{\"name\":\"Player Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Lingering Nightmares\",\"colLabels\":[\"d6\",\"Nightmare\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"You stand atop a cliff as an apocalyptic sea monster emerges and begins painting the world around you with a brush in each tentacle. You cannot escape its attention, but wake up just before you are recolored.\"],[\"2\",\"You dream about walking on pieces of paper, each of which is scribed with the word \\\"eggshells.\\\" This is written in multiple languages, some of which you can't read.\"],[\"3\",\"You are giving the most important presentation of your career, and the magic you are using to create an impressive visual display has gone haywire. It now displays an illusory image of you wearing nothing but a strategically placed scarf.\"],[\"4\",\"A franchise staff member has gained a huge inheritance and retired. A note signed by you indicates that you withdrew the same huge amount of cash from company accounts the day before, but you have no memory of doing so.\"],[\"5\",\"You feel the pleasant tickling of feathers, then look up to find a cockatrice preening on your chest.\"],[\"6\",\"All your pockets have been torn open, but you can't stop placing valuable objects in them. Each time an object falls out of a pocket, you pick it up, then put it in a pocket again.\"]],\"name\":\"Nightmare Magic; Lingering Nightmares\",\"page\":70,\"source\":\"AI\",\"chapter\":{\"name\":\"Player Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Arcane Masters\",\"colLabels\":[\"d8\",\"Master\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Philia Fjor, a half-elf abjurer who baked cupcakes that functioned as potions.\"],[\"2\",\"Oghhga, a mute half-orc diviner who beat her unsuccessful students to death with rocks.\"],[\"3\",\"Impler Rickys, a gnome transmuter who lived under a bridge and worked for candied beets and honey peanuts.\"],[\"4\",\"Dame Melna Rothburntonberryville, a 238-year-old elf croquet player and evoker, and hero of the first, second, third, fifth, and sixth Troll Wars. (She was out on maternity leave during the fourth.)\"],[\"5\",\"Fernstern Drockburn, a deep gnome ventriloquist and conjurer, and his \\\"dummy\\\" Vinceroy, an imp familiar in a puppet suit.\"],[\"6\",\"Loa Hatt, a tiefling illusionist and cobbler, whose rumored dealings with devils led to many jokes about fixing soles while destroying souls.\"],[\"7\",\"Reni the Hare, a halfling enchanter with an odd fondness for carrots. You ate a lot of carrots as an apprentice. You don't much like carrots anymore.\"],[\"8\",\"Sylvester Delague, a human necromancer whose greatest possession was a portrait painted by an ex-student, said to capture his green eyes perfectly. In truth, Sylvester was color-blind, and the portrait's eyes are bloodshot red. No one ever told him.\"]],\"name\":\"Learning from the Best; Arcane Masters\",\"page\":71,\"source\":\"AI\",\"chapter\":{\"name\":\"Player Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"colLabels\":[\"Score\",\"Modifier\",\"Score\",\"Modifier\"],\"colStyles\":[\"col-2 text-center\",\"col-4 text-center\",\"col-2 text-center\",\"col-4 text-right\"],\"rows\":[[\"1\",\"−5\",\"16–17\",\"+3\"],[\"2–3\",\"−4\",\"18–19\",\"+4\"],[\"4–5\",\"−3\",\"20–21\",\"+5\"],[\"6–7\",\"−2\",\"22–23\",\"+6\"],[\"8–9\",\"−1\",\"24–25\",\"+7\"],[\"10–11\",\"+0\",\"26–27\",\"+8\"],[\"12–13\",\"+1\",\"28–29\",\"+9\"],[\"14–15\",\"+2\",\"30\",\"+10\"]],\"name\":\"Ability Scores and Modifiers\",\"page\":7,\"source\":\"RMR\",\"chapter\":{\"name\":\"How to Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"colLabels\":[\"{@comic {@dice d12}}\",\"{@comic Surprise}\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A ghostly hand appears and slaps a random character for {@dice 2d4} bludgeoning damage. If this kills them, they rise as a spectral presence that follows the group, endlessly slapping them as well.\"],[\"2\",\"Five {@creature Giant Rat||giant rats} burst from the ground and attack. Name them after your favorite boy band.\"],[\"3\",\"Every magic potion the party carries has turned to spoiled milk.\"],[\"4\",\"Point at the character who last spoke. Their left foot has fallen asleep, causing them to suffer {@b −}1 Dexterity for an hour.\"],[\"5\",\"Two {@creature Flameskull||flameskulls} fly in, accompanied by loud heavy metal music. They attack.\"],[\"6\",\"A lone {@creature flameskull} flies in, looking for his two friends who ditched him on the way to a heavy metal concert. He's confused and angry and also attacks.\"],[\"7\",\"The party hears a scraping noise coming from the nearby wall. Make it seem important to the story. Use this noise to focus the group and lead them to the next encounter.\"],[\"8\",\"A random character vomits up an {@creature ochre jelly}. Describe the burning sensation as it erupts from the character's feeble mouth-hole. Make the party regret ever wasting your time.\"],[\"9\",\"A random character's favorite weapon just gained magical intelligence and starts nagging them about getting on with the adventure.\"],[\"10\",\"An arrow suddenly shoots out from the shadows and hits the character who is pissing you off. The character takes {@dice 1d6 + 4} piercing damage and should reconsider their current course of action.\"],[\"11\",\"Something gold and shiny catches the eye of a party member. What is it? Whatever you want.\"],[\"12\",\"Pick a random character. Tell them their esophagus is cursed.\"]],\"name\":\"Surprise\",\"page\":17,\"source\":\"RMR\",\"chapter\":{\"name\":\"Combat\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":1}},{\"colLabels\":[\"{@comic {@dice d12}}\",\"{@comic CuFuC}\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"If you made this roll during an attack, you just hit a random character with double critical damage instead. If this roll was non-combat, you're so angry at f***ing up that you attack a random character with your primary weapon in frustration.\"],[\"2\",\"Give the die that made this roll to another player at the table. They must use this die for the rest of the game session and, every time they roll it, they have to say \\\"Bad, die. BAD!\\\"\"],[\"3\",\"All your hair falls out. Yes, even down there...\"],[\"4\",\"All your magic items have turned into nonmagical versions of the same stuff.\"],[\"5\",\"Roll twice on the SURPRISE table from earlier in this chapter.\"],[\"6\",\"You take {@dice 1d12} force damage. Describe in excruciating detail what you did to earn this embarrassing injury.\"],[\"7\",\"You get a paper cut. If you fail a DC 16 Constitution saving throw, you lose {@dice 1d6} hit points from blood loss at the start of each of your turns for the next {@dice 1d6} rounds.\"],[\"8\",\"The weapon or item you were using when you made this crappy roll catches on fire. Throw it away or take {@dice 2d10} fire damage while it smolders.\"],[\"9\",\"Whatever you were doing when this roll took place just became a comedic pratfall that hits you in the junk. Take {@dice 2d6} bludgeoning damage, and if you had a point of Inspiration, it's now gone.\"],[\"10\",\"You are so angry at your stupid mistake that an important grouping of blood vessels in your brain bursts. Permanently lose 1 Intelligence and your sense of smell.\"],[\"11\",\"Your roll was so bad that you forsake the gods. If you're a cleric you poop yourself every time you cast a spell until you finish a long rest.\"],[\"12\",\"Your internal organs are replaced with stinging bees. Instant death. No saving throw.\"]],\"name\":\"Critical Hits\",\"page\":28,\"source\":\"RMR\",\"chapter\":{\"name\":\"Combat\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":1}},{\"colLabels\":[\"Experience Points\",\"Level\",\"Proficiency Bonus\"],\"colStyles\":[\"col-2 text-center\",\"col-2 text-right\",\"col-8 text-right\"],\"rows\":[[\"0\",\"1\",\"+2\"],[\"300\",\"2\",\"+2\"],[\"900\",\"3\",\"+2\"],[\"2,700\",\"4\",\"+2\"],[\"6,500\",\"5\",\"+3\"]],\"name\":\"Rewards\",\"page\":35,\"source\":\"RMR\",\"chapter\":{\"name\":\"Adventuring\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"colLabels\":[\"Armor\",\"Cost\",\"Armor Class (AC)\",\"Weight\"],\"colStyles\":[\"col-3\",\"col-3 text-right\",\"col-3 text-center\",\"col-3 text-center\"],\"rows\":[[\"Leather\",\"10 gp\",\"11*\",\"10 lb.\"],[\"Studded leather\",\"45 gp\",\"12*\",\"13 lb.\"]],\"footnotes\":[\"*You add your Dexterity modifier to your Armor Class when you wear this armor.\"],\"name\":\"Light Armor\",\"page\":37,\"source\":\"RMR\",\"chapter\":{\"name\":\"Adventuring\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"colLabels\":[\"Armor\",\"Cost\",\"Armor Class (AC)\",\"Weight\"],\"colStyles\":[\"col-3\",\"col-3 text-right\",\"col-3 text-center\",\"col-3 text-center\"],\"rows\":[[\"Hide\",\"10 gp\",\"12**\",\"12 lb.\"],[\"Chain shirt\",\"50 gp\",\"13**\",\"20 lb.\"],[\"Scale mail\",\"50 gp\",\"14**\",\"45 lb.\"],[\"Breastplate\",\"400 gp\",\"14**\",\"20 lb.\"]],\"footnotes\":[\"**You add your Dexterity modifier, to a maximum of +2, to your Armor Class when you wear this armor.\"],\"name\":\"Medium Armor\",\"page\":37,\"source\":\"RMR\",\"chapter\":{\"name\":\"Adventuring\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"colLabels\":[\"Armor\",\"Cost\",\"Armor Class (AC)\",\"Weight\"],\"colStyles\":[\"col-3\",\"col-3 text-right\",\"col-3 text-center\",\"col-3 text-center\"],\"rows\":[[\"Ring mail\",\"30 gp\",\"14\",\"40 lb.\"],[\"Chain mail\",\"75 gp\",\"16\",\"55 lb.\"],[\"Splint\",\"200 gp\",\"17\",\"60 lb.\"]],\"name\":\"Heavy Armor\",\"page\":37,\"source\":\"RMR\",\"chapter\":{\"name\":\"Adventuring\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"colLabels\":[\"Armor\",\"Cost\",\"Armor Class (AC)\",\"Weight\"],\"colStyles\":[\"col-3\",\"col-3 text-right\",\"col-3 text-center\",\"col-3 text-center\"],\"rows\":[[\"Shield\",\"10 gp\",\"+2\",\"6 lb.\"]],\"name\":\"Shields\",\"page\":37,\"source\":\"RMR\",\"chapter\":{\"name\":\"Adventuring\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"colLabels\":[\"Name\",\"Cost\",\"Damage\",\"Weight\",\"Properties\"],\"colStyles\":[\"col-2\",\"col-1 text-center\",\"col-2 text-center\",\"col-2 text-center\",\"col-5\"],\"rows\":[[\"Club\",\"1 sp\",\"{@dice 1d4} bludgeoning\",\"2 lb.\",\"Light\"],[\"Dagger\",\"2 gp\",\"{@dice 1d4} piercing\",\"1 lb.\",\"Finesse, light, thrown (range 20/60)\"],[\"Greatclub\",\"2 sp\",\"{@dice 1d8} bludgeoning\",\"10 lb.\",\"Two-handed\"],[\"Handaxe\",\"5 gp\",\"{@dice 1d6} slashing\",\"2 lb.\",\"Light, thrown (range 20/60)\"],[\"Javelin\",\"5 sp\",\"{@dice 1d6} piercing\",\"2 lb.\",\"Thrown (range 30/120)\"],[\"Light hammer\",\"2 gp\",\"{@dice 1d4} bludgeoning\",\"2 lb.\",\"Light, thrown (range 20/60)\"],[\"Mace\",\"5 gp\",\"{@dice 1d6} bludgeoning\",\"4 lb.\",\"—\"],[\"Quarterstaff\",\"2 sp\",\"{@dice 1d6} bludgeoning\",\"4 lb.\",\"Versatile ({@dice 1d8})\"],[\"Spear\",\"1 gp\",\"{@dice 1d6} piercing\",\"3 lb.\",\"Thrown (range 20/60), versatile ({@dice 1d8})\"]],\"name\":\"Simple Melee Weapons\",\"page\":39,\"source\":\"RMR\",\"chapter\":{\"name\":\"Adventuring\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"colLabels\":[\"Name\",\"Cost\",\"Damage\",\"Weight\",\"Properties\"],\"colStyles\":[\"col-2\",\"col-1 text-center\",\"col-2 text-center\",\"col-2 text-center\",\"col-5\"],\"rows\":[[\"Crossbow, light\",\"25 gp\",\"{@dice 1d8} piercing\",\"5 lb.\",\"Ammunition (range 80/320), loading, two-handed\"],[\"Shortbow\",\"25 gp\",\"{@dice 1d6} piercing\",\"2 lb.\",\"Ammunition (range 80/320), two-handed\"]],\"name\":\"Simple Ranged Weapons\",\"page\":39,\"source\":\"RMR\",\"chapter\":{\"name\":\"Adventuring\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"colLabels\":[\"Name\",\"Cost\",\"Damage\",\"Weight\",\"Properties\"],\"colStyles\":[\"col-2\",\"col-1 text-center\",\"col-2 text-center\",\"col-2 text-center\",\"col-5\"],\"rows\":[[\"Battleaxe\",\"10 gp\",\"{@dice 1d8} slashing\",\"4 lb.\",\"Versatile ({@dice 1d10})\"],[\"Greataxe\",\"30 gp\",\"{@dice 1d12} slashing\",\"7 lb.\",\"Heavy, two-handed\"],[\"Greatsword\",\"50 gp\",\"{@dice 2d6} slashing\",\"6 lb.\",\"Heavy, two-handed\"],[\"Longsword\",\"15 gp\",\"{@dice 1d8} slashing\",\"3 lb.\",\"Versatile ({@dice 1d10})\"],[\"Maul\",\"10 gp\",\"{@dice 2d6} bludgeoning\",\"10 lb.\",\"Heavy, two-handed\"],[\"Morningstar\",\"15 gp\",\"{@dice 1d8} piercing\",\"4 lb.\",\"—\"],[\"Rapier\",\"25 gp\",\"{@dice 1d8} piercing\",\"2 lb.\",\"Finesse\"],[\"Scimitar\",\"25 gp\",\"{@dice 1d6} slashing\",\"3 lb.\",\"Finesse, light\"],[\"Shortsword\",\"10 gp\",\"{@dice 1d6} piercing\",\"2 lb.\",\"Finesse, light\"],[\"Trident\",\"5 gp\",\"{@dice 1d6} piercing\",\"4 lb.\",\"Thrown (range 20/60), versatile ({@dice 1d8})\"],[\"Warhammer\",\"15 gp\",\"{@dice 1d8} bludgeoning\",\"2 lb.\",\"Versatile ({@dice 1d10})\"]],\"name\":\"Martial Melee Weapons\",\"page\":39,\"source\":\"RMR\",\"chapter\":{\"name\":\"Adventuring\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"colLabels\":[\"Name\",\"Cost\",\"Damage\",\"Weight\",\"Properties\"],\"colStyles\":[\"col-2\",\"col-1 text-center\",\"col-2 text-center\",\"col-2 text-center\",\"col-5\"],\"rows\":[[\"Crossbow, hand\",\"75 gp\",\"{@dice 1d6} piercing\",\"3 lb.\",\"Ammunition (range 30/120), light, loading\"],[\"Crossbow, heavy\",\"50 gp\",\"{@dice 1d10} piercing\",\"18 lb.\",\"Ammunition (range 100/400), heavy, loading, two-handed\"],[\"Longbow\",\"50 gp\",\"{@dice 1d8} piercing\",\"2 lb.\",\"Ammunition (range 150/600), heavy, two-handed\"]],\"name\":\"Martial Ranged Weapons\",\"page\":39,\"source\":\"RMR\",\"chapter\":{\"name\":\"Adventuring\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"colLabels\":[\"{@comic Name}\",\"{@comic Cost}\",\"{@comic Damage}\",\"{@comic Weight}\",\"{@comic Properties}\"],\"colStyles\":[\"col-2\",\"col-1 text-center\",\"col-2 text-center\",\"col-2 text-center\",\"col-5\"],\"rows\":[[\"{@comic Commitment}\",\"{@comic your happiness}\",\"{@comic {@dice 2d12} ongoing}\",\"{@comic your freedom}\",\"{@comic Roll for regrets}\"],[\"{@comic Children}\",\"{@comic your future happiness}\",\"{@comic {@dice 2d20} until adulthood}\",\"{@comic your legacy}\",\"{@comic Just get a pet instead}\"]],\"name\":\"Marital Emotional Weapons\",\"page\":39,\"source\":\"RMR\",\"chapter\":{\"name\":\"Adventuring\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"colLabels\":[\"Item\",\"Cost\",\"Weight\"],\"colStyles\":[\"col-8\",\"col-2 text-center\",\"col-2 text-center\"],\"rows\":[[\"Ammunition - Arrows (20)\",\"1 gp\",\"1 lb.\"],[\"Ammunition - Crossbow bolts (20)\",\"1 gp\",\"1½ lb.\"],[\"Backpack\",\"2 gp\",\"5 lb.\"],[\"Bedroll\",\"1 gp\",\"7 lb.\"],[\"Bell\",\"1 gp\",\"—\"],[\"Blanket\",\"5 sp\",\"3 lb.\"],[\"Book\",\"25 gp\",\"5 lb.\"],[\"Candle\",\"1 cp\",\"—\"],[\"Carpenter's tools\",\"8 gp\",\"6 lb.\"],[\"Case (for map or scroll)\",\"1 gp\",\"1 lb.\"],[\"Chalk (1 piece)\",\"1 cp\",\"—\"],[\"Chest\",\"5 gp\",\"25 lb.\"],[\"Clothes, common\",\"5 sp\",\"3 lb.\"],[\"Clothes, fine\",\"15 gp\",\"6 lb.\"],[\"Component pouch\",\"25 gp\",\"2 lb.\"],[\"Crowbar\",\"2 gp\",\"5 lb.\"],[\"Grappling hook\",\"2 gp\",\"4 lb.\"],[\"Hammer\",\"1 gp\",\"3 lb.\"],[\"Hammer, sledge\",\"2 gp\",\"10 lb.\"],[\"Healer's kit\",\"5 gp\",\"3 lb.\"],[\"Holy symbol\",\"5 gp\",\"1 lb.\"],[\"Hourglass\",\"25 gp\",\"1 lb.\"],[\"Ink (1 ounce bottle)\",\"10 gp\",\"—\"],[\"Ink pen\",\"2 cp\",\"—\"],[\"Lantern, bullseye\",\"10 gp\",\"2 lb.\"],[\"Lantern, hooded\",\"5 gp\",\"2 lb.\"],[\"Lock\",\"10 gp\",\"1 lb.\"],[\"Mason's tools\",\"10 gp\",\"8 lb.\"],[\"Mess kit\",\"2 sp\",\"1 lb.\"],[\"Mirror, steel\",\"5 gp\",\"1/2 lb.\"],[\"Oil (flask)\",\"1 sp\",\"1 lb.\"],[\"Paper (one sheet)\",\"2 sp\",\"—\"],[\"Parchment (one sheet)\",\"1 sp\",\"—\"],[\"Perfume (vial)\",\"5 gp\",\"—\"],[\"Pick, miner's\",\"2 gp\",\"10 lb.\"],[\"Piton\",\"5 cp\",\"1/4 lb.\"],[\"Pot, iron\",\"2 gp\",\"10 lb.\"],[\"Potion of healing\",\"50 gp\",\"1/2 lb.\"],[\"Playing cards\",\"5 sp\",\"—\"],[\"Pouch\",\"5 sp\",\"1 lb.\"],[\"Rations (1 day)\",\"5 sp\",\"2 lb.\"],[\"Robes\",\"1 gp\",\"4 lb.\"],[\"Rope, hempen (50 feet)\",\"1 gp\",\"10 lb.\"],[\"Rope, silk (50 feet)\",\"10 gp\",\"5 lb.\"],[\"Sack\",\"1 cp\",\"1/2 lb.\"],[\"Sealing wax\",\"5 sp\",\"—\"],[\"Shovel\",\"2 gp\",\"5 lb.\"],[\"Signal whistle\",\"5 cp\",\"—\"],[\"Signet ring\",\"5 gp\",\"—\"],[\"Spellbook\",\"50 gp\",\"3 lb.\"],[\"Spike, iron (10)\",\"1 gp\",\"5 lb.\"],[\"Tent, two-person\",\"2 gp\",\"20 lb.\"],[\"Thieves' tools\",\"25 gp\",\"1 lb.\"],[\"Tinderbox\",\"5 sp\",\"1 lb.\"],[\"Torch\",\"1 cp\",\"1 lb.\"],[\"Waterskin\",\"2 sp\",\"5 lb. (full)\"],[\"Whetstone\",\"1 cp\",\"1 lb.\"]],\"name\":\"Adventuring Gear\",\"page\":41,\"source\":\"RMR\",\"chapter\":{\"name\":\"Adventuring\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"colLabels\":[\"Item\",\"Cost\",\"Speed\",\"Carrying Capacity\"],\"colStyles\":[\"col-6\",\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\"],\"rows\":[[\"Donkey or {@creature mule}\",\"8 gp\",\"40 ft.\",\"420 lb.\"],[\"{@creature Draft Horse||Horse, draft}\",\"50 gp\",\"40 ft.\",\"540 lb.\"],[\"{@creature Riding Horse||Horse, riding}\",\"75 gp\",\"60 ft.\",\"480 lb.\"]],\"name\":\"Mounts and Other Animals\",\"page\":43,\"source\":\"RMR\",\"chapter\":{\"name\":\"Adventuring\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"colLabels\":[\"Item\",\"Cost\",\"Weight\"],\"colStyles\":[\"col-8\",\"col-2 text-center\",\"col-2 text-center\"],\"rows\":[[\"Bit and bridle\",\"2 gp\",\"1 lb.\"],[\"Feed (per day)\",\"5 cp\",\"10 lb.\"],[\"{@i Saddle}\",\"\",\"\"],{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Pack\",\"5 gp\",\"15 lb.\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Riding\",\"10 gp\",\"25 lb.\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Saddlebags\",\"4 gp\",\"8 lb.\"]},[\"Stabling (per day)\",\"5 sp\",\"—\"]],\"name\":\"Tack and Harness\",\"page\":43,\"source\":\"RMR\",\"chapter\":{\"name\":\"Adventuring\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"colLabels\":[\"Item\",\"Cost\"],\"colStyles\":[\"col-6\",\"col-6 text-center\"],\"rows\":[[\"{@i Ale}\",\"\"],{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Gallon\",\"2 sp\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Mug\",\"4 cp\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@comic Full Keg}\",\"{@comic 8 sp - Awww yeah!}\"]},[\"Inn stay (per day)\",\"\"],{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Squalid\",\"7 cp\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Poor\",\"1 sp\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Modest\",\"5 sp\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Comfortable\",\"8 sp\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Wealthy\",\"2 gp\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Aristocratic\",\"4 gp\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@comic Passed out in the back alley}\",\"{@comic Free}\"]},[\"Meals (per day)\",\"\"],{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Squalid\",\"3 cp\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Poor\",\"6 cp\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Modest\",\"3 sp\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Comfortable\",\"5 sp\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Wealthy\",\"8 sp\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Aristocratic\",\"2 gp\"]},[\"Wine\",\"\"],{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Common (pitcher)\",\"2 sp\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Fine (bottle)\",\"10 gp\"]}],\"name\":\"Food, Drink, and Lodging\",\"page\":43,\"source\":\"RMR\",\"chapter\":{\"name\":\"Adventuring\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Standard Languages of Eberron\",\"colLabels\":[\"Language\",\"Main Speakers\",\"Script\"],\"colStyles\":[\"col-2\",\"col-8\",\"col-2\"],\"rows\":[[\"Common\",\"The Five Nations, trade language of Khorvaire\",\"Common\"],[\"Dwarvish\",\"Mror Holds\",\"Dwarvish\"],[\"Elvish\",\"Aerenal, Valenar\",\"Elvish\"],[\"Giant\",\"Inhabitants of Xen'drik\",\"Giant\"],[\"Gnomish\",\"Zilargo\",\"Dwarvish\"],[\"Goblin\",\"Darguun, Droaam, Shadow Marches, monsters of Khorvaire\",\"Goblin\"],[\"Halfling\",\"Talenta Plains\",\"Common\"],[\"Riedran\",\"People of Sarlona\",\"Common\"]],\"name\":\"Standard Languages of Eberron\",\"page\":6,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Welcome to Eberron\",\"index\":0}},{\"caption\":\"Exotic Languages of Eberron\",\"colLabels\":[\"Language\",\"Main Speakers\",\"Script\"],\"colStyles\":[\"col-2\",\"col-8\",\"col-2\"],\"rows\":[[\"Celestial\",\"Celestials\",\"Celestial\"],[\"Daelkyr\",\"Aberrations, denizens of Khyber\",\"Daelkyr\"],[\"Draconic\",\"Dragons, dragonborn\",\"Draconic\"],[\"Infernal\",\"Fiends\",\"Infernal\"],[\"Orc\",\"Isolated orc tribes\",\"Goblin\"],[\"Primordial\",\"Elementals\",\"Primordial\"],[\"Quori\",\"Inspired, kalashtar, quori\",\"Quori\"],[\"Sylvan\",\"Fey creatures\",\"Elvish\"]],\"name\":\"Exotic Languages of Eberron\",\"page\":6,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Welcome to Eberron\",\"index\":0}},{\"caption\":\"Eberron Months\",\"colLabels\":[\"Month\",\"Name\"],\"colStyles\":[\"col-2\",\"col-10\"],\"rows\":[[\"1\",\"Zarantyr (mid-winter)\"],[\"2\",\"Olarune (late winter)\"],[\"3\",\"Therendor (early spring)\"],[\"4\",\"Eyre (mid-spring)\"],[\"5\",\"Dravago (late spring)\"],[\"6\",\"Nymm (early summer)\"],[\"7\",\"Lharvion (mid-summer)\"],[\"8\",\"Barrakas (late summer)\"],[\"9\",\"Rhaan (early autumn)\"],[\"10\",\"Sypheros (mid-autumn)\"],[\"11\",\"Aryth (late autumn)\"],[\"12\",\"Vult (early winter)\"]],\"name\":\"Calendar; Eberron Months\",\"page\":7,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Welcome to Eberron\",\"index\":0}},{\"caption\":\"Regrets\",\"colLabels\":[\"d10\",\"Regret\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"While you were serving in the Last War, you were forced to abandon an injured comrade. You don't know if they survived.\"],[\"2\",\"You placed your faith in a lover who betrayed you. You don't know if you can ever trust anyone again.\"],[\"3\",\"You murdered a rival. Your actions may have been justified, but their face still haunts you.\"],[\"4\",\"You made a promise to a child or a lover that you failed to keep.\"],[\"5\",\"You squandered your family's fortune and brought shame and ruin to your household.\"],[\"6\",\"You made a bargain with an extraplanar entity that you now regret.\"],[\"7\",\"You abandoned your family to pursue a life of adventure. Your village was destroyed in the war and you don't know if they survived.\"],[\"8\",\"You engaged in covert operations for a nation as a spy or soldier. While you were serving your country, you did unforgivable things.\"],[\"9\",\"Someone put their trust in you and you betrayed them for personal gain. You might regret it now, but you can never repair the damage you've done.\"],[\"10\",\"You volunteered for mystical experiments. These may be responsible for your class abilities, but you might experience side effects.\"]],\"name\":\"Everyone Has Regrets; Regrets\",\"page\":8,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Welcome to Eberron\",\"index\":0}},{\"caption\":\"Debts\",\"colLabels\":[\"d10\",\"Debt\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You committed a crime during the Last War, and now you're being blackmailed by someone who has proof. You can justify your actions, but the law won't care.\"],[\"2\",\"You've got a gambling problem. If you can't repay Daask (see {@book chapter 3|ERLW|8|Daask}), you're going to be playing tag with a cockatrice.\"],[\"3\",\"You own an uncommon magic item, but you had to sell it to a pawn shop. If you can't reclaim it within the month, they'll sell it off.\"],[\"4\",\"You were making a delivery on behalf of the Boromar Clan (see {@book chapter 3|ERLW|8|The Boromar Clan}) and you lost the merchandise.\"],[\"5\",\"Someone knows the whereabouts of a sibling or loved one you thought lost in the Mourning, but that information is going to cost you.\"],[\"6\",\"You have a degenerative disease that can't be cured by mundane means. If you can't get a lesser restoration soon, you're going to start showing symptoms.\"],[\"7\",\"Your family lost everything in the Last War. You could get them a stake in a new farm, inn, or stagecoach with 200 gp.\"],[\"8\",\"You've got a price on your head. Until you settle things with House Tharashk, you'd better keep an eye out for bounty hunters.\"],[\"9\",\"You have an opportunity to join an influential secret society. But you've got only one month to raise the membership dues.\"],[\"10\",\"Roll again. It's not your debt: it's your lover's problem. Can you solve the problem before they have to face the consequences?\"]],\"name\":\"Why Do You Need 200 Gold Pieces?; Debts\",\"page\":9,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Welcome to Eberron\",\"index\":0}},{\"caption\":\"Communication and Security Services\",\"colLabels\":[\"Service\",\"Cost\"],\"colStyles\":[\"col-9\",\"col-3\"],\"rows\":[[\"{@spell Arcane lock} (House Kundarak)\",\"20 gp\"],[\"Courier service (House Orien)\",\"1 sp per mile\"],[\"{@spell Glyph of warding} (House Kundarak)\",\"350 gp\"],[\"{@spell Illusory script} (House Sivis)\",\"15 gp\"],[\"Mail service (House Orien)\",\"1 cp per mile\"],[\"Message station (House Sivis)\",\"2 sp per word\"],[\"Translation (House Sivis)\",\"2 cp per word\"]],\"name\":\"Communication and Security Services\",\"page\":10,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Welcome to Eberron\",\"index\":0}},{\"caption\":\"Healing Services\",\"colLabels\":[\"Service\",\"Cost\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"Minor nonmagical care\",\"3 sp per use of the {@skill Medicine} skill\"],[\"Major nonmagical care\",\"1 gp per day\"],[\"{@spell Cure wounds}\",\"25 gp per level of the spell\"],[\"{@spell Lesser restoration}\",\"50 gp\"],[\"{@spell Remove curse}\",\"75 gp\"],[\"{@spell Greater restoration}\",\"150 gp\"],[\"{@spell Raise dead}\",\"750 gp\"]],\"name\":\"Medicine; Healing Services\",\"page\":10,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Welcome to Eberron\",\"index\":0}},{\"caption\":\"Travel Services\",\"colLabels\":[\"Service\",\"Cost\",\"Speed\"],\"colStyles\":[\"col-8\",\"col-2 text-center\",\"col-2 text-center\"],\"rows\":[[\"Airship (House Lyrandar)\",\"1 gp per mile\",\"20 mph\"],[\"Elemental galleon (House Lyrandar)\",\"5 sp per mile\",\"10 mph\"],[\"Lightning rail, standard (House Orien)\",\"2 sp per mile\",\"30 mph\"],[\"Lightning rail, first class (House Orien)\",\"5 sp per mile\",\"30 mph\"],[\"Lightning rail, steerage (House Orien)\",\"3 cp per mile\",\"30 mph\"],[\"Magebred coach (House Orien)\",\"3 sp per mile\",\"5 mph\"],[\"{@spell Teleportation circle} (House Orien)\",\"2,500 gp\",\"Instant\"]],\"name\":\"Transportation; Travel Services\",\"page\":11,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Welcome to Eberron\",\"index\":0}},{\"caption\":\"Leaving the Mror Holds\",\"colLabels\":[\"d8\",\"Reason for Leaving\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A feud with a rival clan has gotten out of hand, and it's best that you spend a few decades away from the Holds while things cool down.\"],[\"2\",\"You come from a large family and there's no room for you to shine in your hold, so you hope to make a name for yourself in the wider world.\"],[\"3\",\"Your clan has arranged your marriage and your future, and you've decided to have a few adventures before you settle down.\"],[\"4\",\"You're pursuing a vendetta with a personal rival, seeking to defeat them either in battle or in business.\"],[\"5\",\"You're searching for a legendary dwarven artifact, stolen centuries ago by a Karrnish noble.\"],[\"6\",\"You want to assemble champions who can help you explore the ancient ruins beneath your ancestral home.\"],[\"7\",\"You've rejected your clan's attitude toward daelkyr magic, earning the enmity of powerful dwarves.\"],[\"8\",\"You want to understand how the other peoples of Khorvaire—especially the goblins and orcs—have fought the daelkyr.\"]],\"name\":\"Dwarves of the Mror Holds; Leaving the Mror Holds\",\"page\":19,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Zil Schemes\",\"colLabels\":[\"d10\",\"Scheme\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Your family is working on a new form of elemental binding, but they need a lot of Khyber dragonshards.\"],[\"2\",\"You have an anonymous contact who sends you missions via the {@spell sending} spell. When you do as you're asked, you receive handsome rewards.\"],[\"3\",\"You've inherited a plot of land in Q'barra. If you don't visit within a year, you'll lose the claim.\"],[\"4\",\"Due to an unusual twist of Triumvirate law, you share the same name with a number of other Zil, and you're all legally considered to be the same person.\"],[\"5\",\"You've acquired a {@item spellshard|ERLW} (described in {@book chapter 5|ERLW|12}) that contains a vast amount of text in a strange code.\"],[\"6\",\"You know the location of a wanted war criminal, and you've been trying to decide whether to turn them in or try to get something in exchange for your silence.\"],[\"7\",\"You've been selling false treasure maps, but now you've found one that might be real.\"],[\"8\",\"You've acquired a controlling stake in a dragonshard mine, which was abandoned long ago. But why? Kobolds? Aberrations? There's only one way to find out!\"],[\"9\",\"Your family is facing financial ruin, and they've taken out a life insurance policy on you. It only pays out if you die under unusual circumstances, and they're encouraging you to seek out more dangerous adventures.\"],[\"10\",\"You're peddling a life-extension scheme where clients are {@condition petrified} by a medusa and then restored later.\"]],\"name\":\"Gnomes of Zilargo; Zil Schemes\",\"page\":23,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Khoravar Origin\",\"colLabels\":[\"d10\",\"Origin\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You're the linchpin of a Khoravar community in a major city, hosting unity meals and maintaining connections with every half-elf in the city.\"],[\"2\",\"You grew up in a small town dominated by humans. You didn't know any other half-elves, and you did your best to fit in.\"],[\"3\",\"You lived in the Eldeen Reaches as part of a small Khoravar community, trying to be a bridge between the human farmers in the east and the druids and wilder folk in the west.\"],[\"4\",\"Your small Khoravar community has only survived in the slums of Sharn through the close, family-like support you show each other.\"],[\"5\",\"You're part of a community in Thrane whose devotion to the Silver Flame has led you to extend your unity meals to non-Khoravar.\"],[\"6\",\"Your Khoravar community is the crew of a Lhazaar ship.\"],[\"7\",\"You're part of a tiny Khoravar community in Karrnath that's fascinated with death and the practices of your Aereni ancestors, transforming your unity meals into grim celebrations of death.\"],[\"8\",\"You're part of a tiny community of Khoravar living in an unexpected place, such as Droaam, Darguun, or even the Demon Wastes. Your people strive to find common ground with the native population.\"],[\"9\",\"You are associated with House Lyrandar or House Medani, but you're more interested in the role the house plays in supporting Khoravar communities than in the work of its guilds.\"],[\"10\",\"You ride with the Valenar, hoping one day to prove that you are worthy of taking on a patron ancestor.\"]],\"name\":\"Khoravar Origin\",\"page\":26,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Halfling Quirks\",\"colLabels\":[\"d10\",\"Quirk\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You are constantly amazed by things the people of the Five Nations take for granted.\"],[\"2\",\"You pattern your behavior on a species of dinosaur.\"],[\"3\",\"You are extremely curious, and you're always searching for new experiences.\"],[\"4\",\"You love to boast, and you're always telling exaggerated stories of your amazing adventures.\"],[\"5\",\"You wear a mask that you believe holds the spirit of your former dinosaur mount. You like to talk to it.\"],[\"6\",\"You don't understand the concept of \\\"facts.\\\" To you, everything is a story, and truth is in how you tell it.\"],[\"7\",\"You are annoyed by buildings and tools designed without consideration for small people.\"],[\"8\",\"You seek vengeance for a wrong done to your people.\"],[\"9\",\"You never forget an insult or injury.\"],[\"10\",\"You ascribe everything to the work of spirits.\"]],\"name\":\"Talenta Halflings; Halfling Quirks\",\"page\":27,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Human Origins\",\"colLabels\":[\"d10\",\"Origin\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An impoverished wizard from Aundair, striving to prove you're as intelligent as any other Aundairian\"],[\"2\",\"A streetwise rogue from Breland who wants nothing more than to escape the bustle of Sharn forever\"],[\"3\",\"A displaced Cyran fighter who was engaged in war outside Cyre at the time of the Mourning and is now stranded with no home\"],[\"4\",\"A barbarian from the Demon Wastes who repented from a life of cruelty and hopes to atone for past evils\"],[\"5\",\"A kindly druid from the Eldeen Reaches who wants to learn about the flora and fauna of the rest of Khorvaire and beyond\"],[\"6\",\"A cleric from Karrnath who aspires to learn the arts of necromancy—for the noblest aims, of course\"],[\"7\",\"A piratical bard from the Lhazaar Principalities who loves sea shanties but also wants to immortalize the deeds of great heroes in song\"],[\"8\",\"A ranger trained to hunt the jungles of Q'barra who harbors a grudge against dragons\"],[\"9\",\"A warlock from the Shadow Marches, teetering on the edge of sanity while contemplating the daelkyr\"],[\"10\",\"A Thrane paladin of the Silver Flame who's looking for something to prove the truth underpinning belief\"]],\"name\":\"Humans; Human Origins\",\"page\":29,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Leaving the Shadow Marches\",\"colLabels\":[\"d8\",\"Reason for Leaving\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You're associated with the Gatekeepers, and you're on a quest to combat a daelkyr-related threat beyond the bounds of the Shadow Marches.\"],[\"2\",\"House Tharashk recruited you from the Marches to serve as a mercenary in the Last War.\"],[\"3\",\"You're a simple hunter, but you've decided to seek your fortune or a real challenge in the world beyond the Marches.\"],[\"4\",\"Your village was destroyed by monsters from Droaam, so you're looking for a new place in the world.\"],[\"5\",\"As a cultist of the Dragon Below, you believe that slaying powerful foes is the only way to earn your passage to the paradise that lies deep within the hollow world. You've ventured beyond the Marches in search of worthy enemies.\"],[\"6\",\"Your clan works with House Tharashk, and you've been recruited as a bounty hunter or investigator even though you're not a member of the house.\"],[\"7\",\"The leader of your clan committed a great wrong against another clan, which has now sworn to exterminate every last member of your clan. What better time to see the world?\"],[\"8\",\"Your work as an investigator has set you upon a trail of mysteries that leads far beyond the Marches.\"]],\"name\":\"Orcs of the Shadow Marches; Leaving the Shadow Marches\",\"page\":31,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Dragonmarks and Their Houses\",\"colLabels\":[\"Dragonmark\",\"House\",\"Race\",\"Guild Specialties\"],\"colStyles\":[\"col-2\",\"col-2\",\"col-2\",\"col-6\"],\"rows\":[[\"Detection\",\"Medani\",\"Half-elf\",\"Bodyguards, investigation, risk management\"],[\"Finding\",\"Tharashk\",\"Human, half-orc\",\"Bounty hunting, investigation, prospecting\"],[\"Handling\",\"Vadalis\",\"Human\",\"Animal training and breeding\"],[\"Healing\",\"Jorasco\",\"Halfling\",\"Healing\"],[\"Hospitality\",\"Ghallanda\",\"Halfling\",\"Food, lodging, urban information\"],[\"Making\",\"Cannith\",\"Human\",\"Manufacturing\"],[\"Passage\",\"Orien\",\"Human\",\"Land transportation\"],[\"Scribing\",\"Sivis\",\"Gnome\",\"Communication, translation, verification\"],[\"Sentinel\",\"Deneith\",\"Human\",\"Bodyguards, mercenaries\"],[\"Shadow\",\"Phiarlan\",\"Elf\",\"Entertainment, espionage\"],[\"\",\"Thuranni\",\"Elf\",\"Entertainment, assassination\"],[\"Storm\",\"Lyrandar\",\"Half-elf\",\"Air and sea transportation\"],[\"Warding\",\"Kundarak\",\"Dwarf\",\"Banking, storage, prisons\"]],\"name\":\"Dragonmarks and Their Houses\",\"page\":37,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation - Dragonmarks\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":2}},{\"caption\":\"Dragonmark Quirks\",\"colLabels\":[\"d8\",\"Quirk\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Your dragonmark is unusually small or faint.\"],[\"2\",\"Your dragonmark is exceptionally large.\"],[\"3\",\"Your dragonmark appears somewhere else on your body whenever you finish a long rest.\"],[\"4\",\"Your dragonmark emits dim light in a 5-foot radius for 10 minutes whenever you use it.\"],[\"5\",\"Your dragonmark tingles and changes color for a moment when you're within 10 feet of someone with the same mark.\"],[\"6\",\"When you use your dragonmark, it animates and adopts the appearance of your dragonmarked house's emblem for 1 minute.\"],[\"7\",\"Your dragonmark is an unusual color.\"],[\"8\",\"Your dragonmark changes size whenever you use it.\"]],\"name\":\"Dragonmark Appearance; Dragonmark Quirks\",\"page\":38,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation - Dragonmarks\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":2}},{\"caption\":\"Patrons\",\"colLabels\":[\"Type of Patron\",\"Example\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"Adventurers' Guild\",\"Clifftop Adventurers' Guild\"],[\"Crime Syndicate\",\"Boromar Clan\"],[\"Dragonmarked House\",\"Any dragonmarked house\"],[\"Espionage Agency\",\"King's Dark Lanterns\"],[\"Head of State\",\"Prince Oargev of New Cyre\"],[\"Immortal Being\",\"Sora Kell\"],[\"Inquisitive Agency\",\"Finders Guild\"],[\"Military Force\",\"Redcloak Battalion\"],[\"Newspaper\",\"{@i The Korranberg Chronicle}\"],[\"Religious Order\",\"Templars of the Silver Flame\"],[\"University\",\"Morgrave University\"]],\"name\":\"Patrons in Eberron; Patrons\",\"page\":65,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation - Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":4}},{\"caption\":\"Guild Contacts\",\"colLabels\":[\"d10\",\"Contact\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The charismatic leader of the guild, who doesn't actually do very much except inspire and encourage members\"],[\"2\",\"A retired adventurer who works hard to connect member groups with employment opportunities that match their skills\"],[\"3\",\"A petty rival who continually tries to claim jobs, bounties, and rewards before you can\"],[\"4\",\"A bitter enemy who nurtures a grudge over some past wrong (real or imagined) and does everything possible to undermine you\"],[\"5\",\"A naive adventurer who admires you and tries to emulate you in every way\"],[\"6\",\"A hardened adventurer who thinks a moral compass is akin to a pair of manacles\"],[\"7\",\"An injured retired adventurer who can't quite let go of the adventuring life and experiences it vicariously by spending time in the guildhall\"],[\"8\",\"A grouchy employee who keeps the guildhall clean and cares for its guests while quietly complaining about how adventurers should \\\"grow up,\\\" get a \\\"real job,\\\" and contribute to society\"],[\"9\",\"A kindly mentor who loves to tell stories of past exploits in front of the guildhall fireplace\"],[\"10\",\"A sad, older adventurer who tells cautionary tales in the vain hope that younger members avoid making the same mistakes\"]],\"name\":\"Adventurers' Guild Contacts; Guild Contacts\",\"page\":66,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation - Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":4}},{\"caption\":\"Guild Adventures\",\"colLabels\":[\"d10\",\"Adventures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Crime}. You have to break the law to administer justice or thwart a criminal act (see \\\"{@book Crime Syndicate|ERLW|4|Crime Syndicate}\\\").\"],[\"2\",\"{@b Dragonmarked Affairs}. The job involves some dragonmarked house concern (see \\\"{@book Dragonmarked House|ERLW|4|Dragonmarked House}\\\").\"],[\"3\",\"{@b Espionage}. Someone requires some spying or sabotage (see \\\"{@book Espionage Agency|ERLW|4|Espionage Agency}\\\").\"],[\"4\",\"{@b Statecraft}. You're involved in national or international affairs (see \\\"{@book Head of State|ERLW|4|Head of State}\\\").\"],[\"5\",\"{@b Cryptic Mystery}. The job is linked to the concerns of immortals (see \\\"{@book Immortal Being|ERLW|4|Immortal Being}\\\").\"],[\"6\",\"{@b Investigation}. An assignment involves finding something or solving a mystery (see \\\"{@book Inquisitive Agency|ERLW|4|Inquisitive Agency}\\\").\"],[\"7\",\"{@b Military Action}. Your party is invited to serve as a military unit (see \\\"{@book Military Force|ERLW|4|Military Force}\\\").\"],[\"8\",\"{@b Gathering News}. You're called on to act as freelance reporters (see \\\"{@book Newspaper|ERLW|4|Newspaper}\\\").\"],[\"9\",\"{@b Religious Work}. The job involves the work of faith (see \\\"{@book Religious Order|ERLW|4|Religious Order}\\\").\"],[\"10\",\"{@b Field Research}. The job involves research or relic-hunting (see \\\"{@book University|ERLW|4|University}\\\").\"]],\"name\":\"Guild Adventures\",\"page\":67,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation - Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":4}},{\"caption\":\"Syndicate Crimes\",\"colLabels\":[\"d6\",\"Crime\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Acquisitions and Retrieval}. Your job is to acquire assets for the syndicate. You might steal important documents or clear out a location for use as a hideout.\"],[\"2\",\"{@b Heists}. You plan and execute elaborate robberies that require the skills of everyone on your team.\"],[\"3\",\"{@b Gang Warfare}. Your primary job is to ensure that no other crime syndicate (such as Daask or House Tarkanan) gains a significant foothold in your territory.\"],[\"4\",\"{@b Internal Affairs}. Your task is to keep all the corrupt, headstrong, and avaricious members of your syndicate in line with the goals and rules of the group.\"],[\"5\",\"{@b Assassination}. Your work involves killing prominent people—the sort who have numerous bodyguards and elaborate security systems to circumvent.\"],[\"6\",\"{@b Topple the Powerful}. Your syndicate might be criminal and your methods illegal, but your goals are righteous. You help people who are powerless to defend themselves against exploitation by the rich and powerful.\"]],\"name\":\"Types of Crime; Syndicate Crimes\",\"page\":70,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation - Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":4}},{\"caption\":\"Group Infamy\",\"colLabels\":[\"d6\",\"Notorious Element\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Tattoos}. Each member of your group has a distinct tattoo that inspires fear in others. When possible, you use the symbol as a calling card to mark your work.\"],[\"2\",\"{@b Outfit}. Whether it is a leather duster with a group symbol or a distinctive handkerchief tucked in your pocket, your gang has a signature accessory.\"],[\"3\",\"{@b Infamy}. Your group is linked to an infamous crime, one that remains the talk of the town.\"],[\"4\",\"{@b Idols}. A certain type of person finds criminals alluring, and your band has acquired a group of such hangers-on. They're not criminals themselves, just outsiders who admire you for your brutality, cunning, or flair.\"],[\"5\",\"{@b Legitimate}. The Boromar Clan has a legitimate front, though everyone knows the truth behind it. You're part of that facade of legitimacy, but you have a reputation for getting away with (literal) murder.\"],[\"6\",\"{@b Legends}. You have an air of mystery, and people whisper that you command strange powers. True or not, this reputation keeps people out of your way.\"]],\"name\":\"Group Infamy\",\"page\":70,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation - Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":4}},{\"caption\":\"Group Rivals\",\"colLabels\":[\"d6\",\"Rival\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b The Law}. Someone in the Sharn Watch has vowed to put you in prison or die trying.\"],[\"2\",\"{@b Gang War}. Some members of a rival syndicate (such as Daask, House Tarkanan, or the Tyrants) hate you, probably for good reason.\"],[\"3\",\"{@b The Press}. Your group's adventures make for great headlines. Your every move is reported in the broadsheets and your steps are dogged by journalists.\"],[\"4\",\"{@b Infighting}. Another group within the Boromar Clan is jealous of your success or angry about a past wrong. They do everything they can to undercut you.\"],[\"5\",\"{@b Vigilante}. A citizen you wronged has sworn vengeance. Around any corner, you might find yourself facing a vigilante or a posse of angry citizens out for your blood.\"],[\"6\",\"{@b The Bosses}. The halfling family in control of the syndicate has its eye on you, taking pains to keep you in line and make sure you stay loyal.\"]],\"name\":\"Rival Outfit; Group Rivals\",\"page\":70,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation - Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":4}},{\"caption\":\"Syndicate Contact\",\"colLabels\":[\"d8\",\"Contact\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A surrogate parent who views you as challenging but beloved children\"],[\"2\",\"A no-nonsense boss who treats the syndicate's work as just another business\"],[\"3\",\"A hardened criminal with no mercy, no patience, and no moral compass\"],[\"4\",\"A former urchin, now fabulously wealthy, who wants to see everyone in the syndicate find the same success\"],[\"5\",\"The boss at a gambling den or similar house of vice who enjoys the business just a little too much\"],[\"6\",\"A kind-hearted crook who's grateful to finally be able to delegate the dirty work on the streets to you\"],[\"7\",\"A miserable cynic who only cares about how much money you bring in to the syndicate\"],[\"8\",\"A former law enforcement officer who is full of cheerful tips for avoiding the law\"]],\"name\":\"Crime Syndicate Contacts; Syndicate Contact\",\"page\":71,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation - Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":4}},{\"caption\":\"General House Missions\",\"colLabels\":[\"d8\",\"Mission\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Establish a safe location for a house enclave in a hostile environment.\"],[\"2\",\"Find the wreckage of a crashed vehicle (airship, lightning rail car, sailing ship, or other) carrying house property.\"],[\"3\",\"Retrieve assets from a house enclave in the Mournland.\"],[\"4\",\"Protect a leader of your house from an anticipated assassination attempt.\"],[\"5\",\"Enforce your house's territory by preventing a rival from stealing its business.\"],[\"6\",\"Find a trove of dragonshards for your patron house to use.\"],[\"7\",\"Recruit a renowned sage to join the house's team of researchers.\"],[\"8\",\"Persuade a hostile tribe to agree to a trade agreement with your patron house.\"]],\"name\":\"General House Missions\",\"page\":72,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation - Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":4}},{\"caption\":\"House Missions\",\"colLabels\":[\"d12\",\"House\",\"Mission 1\",\"Mission 2\",\"Mission 3\"],\"colStyles\":[\"col-1 text-center\",\"col-2 text-center\",\"col-3\",\"col-3\",\"col-3\"],\"rows\":[[\"1\",\"Cannith\",\"Escort a valuable shipment of goods\",\"Track down rare materials\",\"Advance the cause of one branch of the family at the expense of the other two\"],[\"2\",\"Deneith\",\"Act as bodyguards for a prominent or wealthy person\",\"Serve as mercenaries in a lingering border conflict\",\"Enforce the law across national borders as Sentinel Marshals\"],[\"3\",\"Ghallanda\",\"Establish useful diplomatic contacts\",\"Acquire rare ingredients or recipes\",\"Defend a Golden Dragon Inn that is under attack\"],[\"4\",\"Jorasco\",\"Provide healing for a caravan or military unit on a dangerous mission\",\"Seek out the source of a mysterious new illness\",\"Find a cure for an exotic curse afflicting a wealthy patient\"],[\"5\",\"Kundarak\",\"Safeguard something valuable until it is locked in a vault\",\"Recover something stolen from your house\",\"Find an abandoned vault in the Mournland\"],[\"6\",\"Lyrandar\",\"Hunt down pirates in the Lhazaar Sea\",\"Salvage a prototype airship lost in the Mournland\",\"Accompany a new airship on its first voyage\"],[\"7\",\"Medani\",\"Protect a powerful figure from kidnapping or assassination\",\"Track down the source of rumors pointing to an imminent threat\",\"Find the villain behind a series of apparently unrelated crimes\"],[\"8\",\"Orien\",\"Carry a sensitive message to its destination\",\"Retrieve an important package stolen from another courier\",\"Investigate a problem on a lightning rail line\"],[\"9\",\"Phiarlan and Thuranni\",\"Sneak into a secret area to serve as the target of a scrying spell\",\"Steal plans for a powerful new weapon\",\"Carry out an assassination\"],[\"10\",\"Sivis\",\"Mediate a tense negotiation\",\"Assure that two parties keep to the terms of their agreement\",\"Break a code used during the Last War\"],[\"11\",\"Tharashk\",\"Track down fugitives\",\"Locate a supply of dragonshards\",\"Find the bandits who have been preying on house prospectors\"],[\"12\",\"Vadalis\",\"Capture wild animals and tame them\",\"Prevent magebred specimens from upsetting a delicate ecosystem\",\"Handle the animals drawing a massive caravan across the continent\"]],\"name\":\"House Missions\",\"page\":72,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation - Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":4}},{\"caption\":\"Group Status\",\"colLabels\":[\"d4\",\"Status\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Favored}. You have access to the leadership of the house, owing to your record of faithful service.\"],[\"2\",\"{@b Reliable}. You are reliable contributors to the house, and can count on it for help in difficult situations.\"],[\"3\",\"{@b Oddballs}. You don't quite fit in, and tend to draw strange assignments or those that other operatives pass up.\"],[\"4\",\"{@b Outcast}. You have made some mistakes in the recent past, and your status in the house is tenuous at best.\"]],\"name\":\"House Status; Group Status\",\"page\":73,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation - Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":4}},{\"caption\":\"House Contacts\",\"colLabels\":[\"d8\",\"Contact\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A lesser guild functionary who is cowed by your group (especially if it includes a dragonmarked character) and apologetic about giving you assignments\"],[\"2\",\"The stern and demanding parent of one (or more) of the characters in your group\"],[\"3\",\"The lovingly indulgent parent of a character in your group\"],[\"4\",\"The smugly superior dragonmarked sibling of an unmarked member of the family in your group\"],[\"5\",\"The money-minded business manager of a guild within your patron house\"],[\"6\",\"A retired adventurer within the family who would rather join you on your adventures than assign them to you\"],[\"7\",\"The proud leader of a regional branch of the dragonmarked family\"],[\"8\",\"The patriarch or matriarch of the patron house\"]],\"name\":\"Dragonmarked House Contacts; House Contacts\",\"page\":73,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation - Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":4}},{\"caption\":\"Espionage Missions\",\"colLabels\":[\"d6\",\"Mission\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Information Gathering}. If information is out there, you can find it and hand it over to your patron.\"],[\"2\",\"{@b Counterintelligence}. Your work focuses on finding, opposing, and eliminating enemy intelligence agents.\"],[\"3\",\"{@b Misinformation}. You are experts at creating false stories and bogus information to foil enemy spies.\"],[\"4\",\"{@b Covert Elimination}. When you disappear someone you leave behind no evidence.\"],[\"5\",\"{@b Disruption}. You excel at infiltration and wreaking havoc via blackmail, misinformation, and subversion.\"],[\"6\",\"{@b Sabotage}. You slip into places, lay the seeds for their destruction, and escape without detection.\"]],\"name\":\"Types of Espionage; Espionage Missions\",\"page\":78,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation - Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":4}},{\"caption\":\"Secrets\",\"colLabels\":[\"d6\",\"Secret\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Blackmail Material}. You have evidence of a career-ending secret concerning an important figure.\"],[\"2\",\"{@b Hidden Agenda}. You are party to a conspiracy that seeks to influence events to better suit your desires.\"],[\"3\",\"{@b Careful Balance}. You have damning information on your patron agency, but it has carefully collected equally damaging secrets on all of you.\"],[\"4\",\"{@b Conspiracy}. A local organization, such as a guild, government, or dragonmarked house, is engaged in dirty deeds, and you have inside information on them.\"],[\"5\",\"{@b Deep Cover}. You know the secret identity of a seemingly innocent but powerful person who would rather remain anonymous.\"],[\"6\",\"{@b Empty Threats}. Rumors say you collect damaging secrets on anyone, and people tread carefully around you as a result. The truth is that your reputation is overblown, so you have your own secret to keep safe.\"]],\"name\":\"Secrets\",\"page\":78,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation - Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":4}},{\"caption\":\"Memorable Mission\",\"colLabels\":[\"d4\",\"Mission\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Betrayal}. A former associate turned against you. You escaped, and want revenge.\"],[\"2\",\"{@b Left in the Cold.} Things went wrong, and you had to make the terrible decision to abandon an ally. They might be dead, or they might be looking for revenge.\"],[\"3\",\"{@b The Perfect Operation}. Your actions made headlines across Khorvaire, shaping history for the next decade. Nobody knows you were involved, and sometimes you wish you could have a little credit for your work.\"],[\"4\",\"{@b The Standoff}. You met your match during a tense operation. Neither side got everything they wanted. You hate to admit it, but the team you went up against proved your match. Maybe you'll cross paths again.\"]],\"name\":\"Memorable Mission\",\"page\":78,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation - Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":4}},{\"caption\":\"Agency Contacts\",\"colLabels\":[\"d8\",\"Contact\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A condescending career desk agent who views you as expendable tools\"],[\"2\",\"A bitter former field agent, now confined to a field office, who envies your work\"],[\"3\",\"A kindly bureau chief who views you as a truly special team with invaluable skills\"],[\"4\",\"A crotchety middle-manager on the cusp of retirement who constantly bemoans the state of today's agents compared to those in the \\\"good old days\\\"\"],[\"5\",\"A hotheaded former soldier who would prefer a return to open warfare instead of this so-called \\\"Shadow War\\\"\"],[\"6\",\"A battle-scarred field agent who would do almost anything to prevent a return to the horrors of the Last War\"],[\"7\",\"A bored but effective manager who refuses to be impressed by anything you do or shocked by anything that happens to you\"],[\"8\",\"A mysterious voice on the other end of a {@item speaking stone|ERLW}\"]],\"name\":\"Espionage Agency Contacts; Agency Contacts\",\"page\":78,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation - Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":4}},{\"caption\":\"Cyran Affairs\",\"colLabels\":[\"d6\",\"Mission\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Convince nations to recognize Oargev as a sovereign\"],[\"2\",\"Work diplomatically to secure land for a Cyran nation\"],[\"3\",\"Track down agents and infiltrators from other nations who are acting against New Cyre's interests\"],[\"4\",\"Venture into the Mournland to salvage Cyran treasures\"],[\"5\",\"Aid Cyran refugees in Breland and elsewhere\"],[\"6\",\"Make incriminating or embarrassing evidence about the prince quietly disappear\"]],\"name\":\"National Affairs; Cyran Affairs\",\"page\":81,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation - Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":4}},{\"caption\":\"State Status\",\"colLabels\":[\"d6\",\"Status\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1–3\",\"{@b Official}. You hold an official position and are recognized as attached to your patron. You can expect the head of state's support, but you must also ensure your actions avoid staining your patron's reputation.\"],[\"4–5\",\"{@b Shadow}. You can expect no official, public recognition of your work, but the head of state you work for does acknowledge you in private and provide help.\"],[\"6\",\"{@b Double}. Your allegiance lies with an official or government other than the one you overtly serve. You may receive support from the head of state you openly answer follow, as well as the official you secretly report to, but must remain on constant guard against having your true loyalties revealed.\"]],\"name\":\"Official Status; State Status\",\"page\":81,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation - Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":4}},{\"caption\":\"State Contacts\",\"colLabels\":[\"d8\",\"Contact\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A disapproving courtier who finds your extrajudicial work highly distasteful\"],[\"2\",\"A fawning sycophant who figures you are the best path to the head of state's good graces\"],[\"3\",\"A wide-eyed bureaucrat who dreams of living a life as exciting and dangerous as yours\"],[\"4\",\"A scheming relative of the head of state who sees you as a path toward seizing power\"],[\"5\",\"A bored chancellor who is constantly irritated at the amount of money you spend\"],[\"6\",\"A grumpy ex-adventurer who was \\\"promoted\\\" from doing your job to supervising you\"],[\"7\",\"A worried parental figure who is sure that every mission will be your last\"],[\"8\",\"The ghost of the previous head of state\"]],\"name\":\"Head of State Contacts; State Contacts\",\"page\":81,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation - Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":4}},{\"caption\":\"Heads of State\",\"colLabels\":[\"d20\",\"Patron and Missions\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"As representatives of the Sibling Kings of Aerenal, secure trade pacts with the nations of Khorvaire.\"],[\"2–3\",\"As agents of Queen Aurala, help her build Aundair's strength in preparation for the next war, without alerting other nations to her ambitions.\"],[\"4–5\",\"Assist the Brelish crown in dealing with matters beyond the capabilities of local law enforcement.\"],[\"6\",\"As emissaries of Darguun's Lhesh Haruuc, work to build respect for Darguun as a nation.\"],[\"7\",\"As agents of the Daughters of Sora Kell, keep the powerful Droaamite warlords in line and strengthen support for your fledging nation.\"],[\"8–9\",\"Patrol the forests of the Eldeen Reaches on guard against threats, particularly those coming from the Demon Wastes to the west.\"],[\"10–11\",\"Crack down on the Order of the Emerald Claw's activities in Karrnath.\"],[\"12\",\"Strengthen the ties between the Lhazaar princes while ensuring your prince comes out on top.\"],[\"13\",\"On behalf of a dwarf clan, search for artifacts in the underground realms below the Mror Holds.\"],[\"14\",\"Clear land for a new settlement in Q'barra, driving out the monsters that haunt the jungle location.\"],[\"15\",\"Unite several halfling tribes of the Talenta Plains under the banner of a single leader.\"],[\"16–17\",\"Combat forces of corruption within the Church of the Silver Flame, both in Thrane and abroad.\"],[\"18\",\"Gain glory for Valenar by leading raids and battling threats from the Mournland.\"],[\"19–20\",\"On behalf of one member of Zilargo's Triumvirate, collect information that could be used as leverage against the other two.\"]],\"name\":\"Other Heads of State; Heads of State\",\"page\":82,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation - Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":4}},{\"caption\":\"Immortal Missions\",\"colLabels\":[\"d8\",\"Mission\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"While in the tower of Mordain the Fleshweaver, spill blood on the stairs between the third and fourth floors.\"],[\"2\",\"As you pursue a Cult of the Dragon Below into the caverns of Khyber, retrieve one (and only one) of a specific variety of mushroom from a cave where twelve crystals glow.\"],[\"3\",\"Ensure that the villain you are pursuing dies by falling from a great height, not by any other means.\"],[\"4\",\"Remove the obstacles that prevent a retired adventurer from marrying the nobleman she loves, so that their child can grow up to carry out another part of your patron's plan.\"],[\"5\",\"Plant a magical seed in a remote location to ensure it grows into a mighty tree and bears fruit that will give power to future heroes.\"],[\"6\",\"Defeat a dragon-blooded sorcerer who is doing the bidding of the Chamber—and wreaking havoc in Darguun in the process.\"],[\"7\",\"Destroy an eldritch machine, created by a rogue Cannith artificer, that is drawing on the energy of an imprisoned rakshasa—and that will, unknown to the inventor, lead to the rakshasa's release.\"],[\"8\",\"Protect a kalashtar monk who is being targeted by Dreaming Dark assassins as she studies a path that might eventually prevent the quori from projecting themselves into the Material Plane.\"]],\"name\":\"Serving an Immortal; Immortal Missions\",\"page\":84,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation - Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":4}},{\"caption\":\"Immortal Communication\",\"colLabels\":[\"d10\",\"Means of Contact\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A party member speaks to your patron in dreams.\"],[\"2\",\"A ghostly projection of your patron appears before you to deliver messages.\"],[\"3\",\"Random people are suddenly seized by your patron's will and, glassy-eyed, deliver messages to you.\"],[\"4\",\"You have a sending stone connected to one in your patron's possession.\"],[\"5\",\"You are adept at interpreting your patron's messages from the movement of smoke in the air.\"],[\"6\",\"A secretive cabal of other mortal agents summons you to meetings in various locations.\"],[\"7\",\"Certain animals speaks to you in your patron's voice.\"],[\"8\",\"Your patron teleports you to their presence, expresses their will, then returns you to where you were.\"],[\"9\",\"Supernatural messengers deliver your patron's messages.\"],[\"10\",\"Your patron unexpectedly appears in person.\"]],\"name\":\"Immortal Contacts; Immortal Communication\",\"page\":84,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation - Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":4}},{\"caption\":\"Contacts\",\"colLabels\":[\"d12\",\"Contact\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A friendly law-enforcement officer sends clients your way and gives you inside information about the workings of the watch.\"],[\"2\",\"A satisfied former client with a minor position in local government can pull strings for you.\"],[\"3\",\"A lieutenant in a crime gang knows the underworld and will help you so long as you don't interfere in that gang's affairs.\"],[\"4\",\"A bitter, more experienced inquisitive spends a lot of time telling you who you could have talked to ten years ago—if that person hadn't died—but still knows a lot about the city's inner workings.\"],[\"5\",\"The owner of a tavern or other business that attracts clientele from the seedy parts of society has an ear to the ground and often feeds you leads to more work.\"],[\"6\",\"A wealthy former client can get you into high-society parties and put you in touch with other rich people.\"],[\"7\",\"A nosy journalist always wants to write stories about your cases, but also helps lead you to new work and key contacts.\"],[\"8\",\"A local priest appreciates the work you do and provides you with minor magical assistance.\"],[\"9\",\"A tough-as-nails street urchin will carry messages for you, lead you anywhere in the city, and squeeze into tight spaces for a meager reward.\"],[\"10\",\"A brooding warforged can connect you to an extensive network of former soldiers.\"],[\"11\",\"A kalashtar seer might be a fraud, but also occasionally provides you with valuable leads.\"],[\"12\",\"A curious changeling always seems to show up when you least expect it.\"]],\"name\":\"Patron Benefits; Contacts\",\"page\":86,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation - Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":4}},{\"caption\":\"Investigative Expertise\",\"colLabels\":[\"d6\",\"Investigation\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Find People}. You seek people who are lost, in hiding, on the run, or victims of foul play.\"],[\"2\",\"{@b Find Items}. Whether it's a stolen painting or a family heirloom, you excel at finding lost items.\"],[\"3\",\"{@b Justice for All}. The powerful often escape justice due to their wealth and influence. Their victims sometimes turn to you, hoping you'll help set things right.\"],[\"4\",\"{@b Help Law Enforcement}. The city watch must obey the rules to bring criminals to justice. When the rules need to be bent or broken, they turn to you for help.\"],[\"5\",\"{@b Uncover Secrets}. You put your inquisitive skills to use inquiring into others' mysterious backgrounds.\"],[\"6\",\"{@b Private Security}. You provide services for a specific organization. Perhaps you travel on airships to provide security or work in a casino to catch cheaters.\"]],\"name\":\"Types of Inquisitive Work; Investigative Expertise\",\"page\":87,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation - Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":4}},{\"caption\":\"Signature Case\",\"colLabels\":[\"d6\",\"Case\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Case of the Century.} You uncovered key evidence in a sensational case. You made headlines, but some parties involved carry grudges against you.\"],[\"2\",\"{@b The Set Up}. You uncovered evidence of a high-profile figure's misdeeds. At trial, that evidence was deemed false, but by then the accused's career was ruined.\"],[\"3\",\"{@b Scandal}. Your work uncovered a deeply embarrassing scandal that ended a powerful politician's career.\"],[\"4\",\"{@b Underdog Champion}. You brought justice to a sympathetic victim, proving yourself a champion of those overlooked by society.\"],[\"5\",\"{@b Genius}. You resolved a case that baffled others, and now you are celebrated for your brilliance.\"],[\"6\",\"{@b Bungler}. You bungled a case, badly. The guilty party walked free, and everyone blames you.\"]],\"name\":\"Signature Case\",\"page\":87,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation - Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":4}},{\"caption\":\"Clientele\",\"colLabels\":[\"d6\",\"Clientele\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Wealthy Socialites}. Your discretion and low-key approach to cases make you the perfect team to handle cases best keep out of the public eye.\"],[\"2\",\"{@b Underdogs}. Whether deserved or not, you have a reputation for doing the right thing even if it comes without a reasonable fee. Anyone pitted against the rich and powerful knows to come to you for justice.\"],[\"3\",\"{@b Magnet for Trouble}. Maybe you trust people too easily or it's just bad luck, but every client who walks into your office has some double deal, hidden agenda, or scam they're running.\"],[\"4\",\"{@b Desperate}. You have a reputation for taking on clients who can't afford your services. Every hard-luck case ends up at your door, whether you want them or not.\"],[\"5\",\"{@b Warforged}. In a world where the rights of warforged are not always certain, you take up their cause.\"],[\"6\",\"{@b Criminals}. When a criminal has been wronged but doesn't want to be brought to justice they come to you, trusting (rightly or wrongly) that you won't turn them in.\"]],\"name\":\"Clientele\",\"page\":88,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation - Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":4}},{\"caption\":\"Military Missions\",\"colLabels\":[\"d6\",\"Missions\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Strike Force}. You are trained to make quick, strategic, devastating attacks against enemy assets.\"],[\"2\",\"{@b Special Forces}. You're trained in covert operations, similar to the work of spies but with more focus on combat.\"],[\"3\",\"{@b Defensive Operations}. Your focus is on protecting your allies from attackers, monsters, or deadlier enemies.\"],[\"4\",\"{@b Reconnaissance}. Your missions involve keeping track of enemy troops and surveying potential battlefields.\"],[\"5\",\"{@b Peacekeeping}. Your paradoxical task is to maintain the fragile peace of the Treaty of Thronehold by maintaining a military presence in turbulent areas.\"],[\"6\",\"{@b Warforged Affairs}. You are responsible for hunting down berserk warforged, working in the gray spaces between national order and a people seeking their destiny.\"]],\"name\":\"Military Missions\",\"page\":90,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation - Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":4}},{\"caption\":\"Defining Mission\",\"colLabels\":[\"d6\",\"Mission\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Heroic Stand}. You knew if you took one step back from the line, all would be lost. When relief arrived days later, you had not budged.\"],[\"2\",\"{@b Telling Blow}. The enemy general never knew what hit them. You still carry their personal flag as a trophy.\"],[\"3\",\"{@b Dawn Raid}. You traveled hundreds of miles around enemy lines to reach your target. In a single day, months of enemy preparation went up in flames.\"],[\"4\",\"{@b Break the Line}. During a key battle, you were part of a heroic push to break the enemy line.\"],[\"5\",\"{@b Liberator}. You were at the forefront of a daring assault to liberate a captured citadel or town.\"],[\"6\",\"{@b Sharp Eye}. The enemy's secret attack would've been devastating. Luckily, you spotted it in time.\"]],\"name\":\"Defining Mission\",\"page\":90,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation - Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":4}},{\"caption\":\"Nemesis\",\"colLabels\":[\"d6\",\"Nemesis\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Necromancer}. You lost a lot of friends in battle, but what made it worse was watching that cackling wizard raise them as zombies and turn them against you.\"],[\"2\",\"{@b Camp Commandant}. As prisoners of war, you were captured and subjected to brutal conditions in a prisoner camp. The commandant delighted in your pain.\"],[\"3\",\"{@b Inept Commander}. Your friends would still be alive if one incompetent officer with political power and influential allies hadn't sent you on a disastrous mission.\"],[\"4\",\"{@b Colossus}. You were among those who survived an encounter with a warforged colossus. Cyre or House Cannith—whoever was responsible for such a nightmare—deserves whatever evil fate comes their way.\"],[\"5\",\"{@b Mercenaries}. A band of traitorous mercenaries who switched sides, turning the battle against you.\"],[\"6\",\"{@b Champion}. One mighty hero fought on the enemy side, wielding powerful magic and cruel strategies against the rank-and-file soldiers on your side.\"]],\"name\":\"Nemesis\",\"page\":91,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation - Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":4}},{\"caption\":\"Commanding Officer\",\"colLabels\":[\"d8\",\"Officer\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An angry officer who yells every order, reprimands you for even the smallest mistake, and fully expects you to fail at every mission you undertake\"],[\"2\",\"A battle-scarred officer who experienced terrible horrors during the Last War and is barely capable of giving you orders through a haze of intoxication\"],[\"3\",\"A grim officer who expects the Last War to reignite at any moment and intends to be ready\"],[\"4\",\"A cheerful officer with a dark sense of humor who merrily sends you into grave danger\"],[\"5\",\"A kindly officer who is hesitant to send you into danger and constantly reminds you to be careful\"],[\"6\",\"A bitter officer who carries deep grudges against your nation's enemies in the Last War and leaps at any chance to deal them any blow\"],[\"7\",\"An optimistic officer who believes that a new era of peace is just over the horizon, as soon as these few last military tasks are complete\"],[\"8\",\"A devout officer who believes that your success or failure lies entirely in divine hands and you're ultimately just along for the ride\"]],\"name\":\"Military Contacts; Commanding Officer\",\"page\":91,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation - Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":4}},{\"caption\":\"Journalistic Focus\",\"colLabels\":[\"d10\",\"Reporting\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Investigation}. Your job is to uncover the secrets that governments, dragonmarked houses, and other powerful people don't want the public to know.\"],[\"2\",\"{@b Muckraking}. You look for scandalous and titillating secrets that famous people would rather hide.\"],[\"3\",\"{@b Local News}. You care about the local community and report on local events and government.\"],[\"4\",\"{@b International Affairs}. You report on the activities of national governments and their relationships.\"],[\"5\",\"{@b Crime}. You work with police and inquisitives—or do some inquisitive work yourselves—to report on criminal activity.\"],[\"6\",\"{@b Cultural Reporting}. You write about arts, fashion, and similar events and trends.\"],[\"7\",\"{@b Science and Magic}. Your job is to investigate scientific and magical advances and explain them in jargon-free language anyone can understand.\"],[\"8\",\"{@b Personal Interest}. You seek out stories of personal triumph over adversity, such as how people are rebuilding and working together in the wake of the Last War.\"],[\"9\",\"{@b Travel}. You travel extensively and write about the best way for others to enjoy such journeys.\"],[\"10\",\"{@b Adventure Logs}. Your job is to entertain the public with exciting stories about your life as an adventurer.\"]],\"name\":\"Types of Reporting; Journalistic Focus\",\"page\":94,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation - Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":4}},{\"caption\":\"Famous Story\",\"colLabels\":[\"d6\",\"Famous Story\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Fear Monger}. You spiced up a story by stretching a few facts, instigating a wave of misinformation that plagues public discourse to this day.\"],[\"2\",\"{@b Hit Piece}. You have revealed secrets that many famous people wanted kept under wraps. You try to keep a low profile when dealing with the rich and powerful.\"],[\"3\",\"{@b Unheeded Warning}. You've been tracking a significant story and have published damning articles. Unfortunately, those who keep the truth hidden work to make even your most ironclad proof look shaky.\"],[\"4\",\"{@b Scandal}. You reported on a massive scandal that completely upended the local political scene.\"],[\"5\",\"{@b Buried Headline}. You almost broke a story, but then received a threat or bribe so significant that you put it on ice.\"],[\"6\",\"{@b Double Cross}. You thought you had the scoop of a lifetime, but you were fed false information and published a story that was pure fiction.\"]],\"name\":\"Famous Story\",\"page\":94,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation - Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":4}},{\"caption\":\"Story Aftermath\",\"colLabels\":[\"d6\",\"Aftermath\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Business}. Your reporting put a serious dent in a business, and that organization refuses to deal with you.\"],[\"2\",\"{@b Dragonmarked House}. One of the dragonmarked houses has sworn revenge against you. You avoid showing your face in their facilities.\"],[\"3\",\"{@b Criminal}. You exposed a criminal conspiracy. Most involved were arrested, but a few crooks remain free.\"],[\"4\",\"{@b Politician}. You ended a politician's career, and they've sworn to return the favor.\"],[\"5\",\"{@b Rival Newspaper}. You got the scoop of a lifetime by stealing it from another newspaper. Now that paper tries to undermine you at every turn.\"],[\"6\",\"{@b Innocent Victim}. You rashly published the name of a person you incorrectly thought was connected to a scandal, ruining their life.\"]],\"name\":\"Reporting Repercussions; Story Aftermath\",\"page\":95,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation - Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":4}},{\"caption\":\"Newspaper Contact\",\"colLabels\":[\"d8\",\"Primary Contact\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A tough-as-nails senior editor who holds you to high standards but rewards you well when you reach them\"],[\"2\",\"A wealthy newspaper owner who demands the paper use your work even though the editor doesn't want to\"],[\"3\",\"An ambitious junior editor who hopes that your work will help them rise through the ranks\"],[\"4\",\"A senior reporter obsessed with their own supposedly groundbreaking work, making you run down the day-to-day stories they don't consider \\\"real journalism.\\\"\"],[\"5\",\"An editor who is more interested in keeping powerful friends happy than in reporting the truth\"],[\"6\",\"An editor who thinks the way to make reporters do their best work is by making them compete with each other, setting your group up against a team of rivals\"],[\"7\",\"An editor who suffered horrors during the Last War and is desperate for signs of hope\"],[\"8\",\"A cynical editor who seeks the corruption and down side in every story\"]],\"name\":\"Newspaper Contact\",\"page\":95,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation - Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":4}},{\"caption\":\"Religious Service\",\"colLabels\":[\"d6\",\"Service\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Smite Evil}. You battle evil in your order's name.\"],[\"2\",\"{@b Fight for Freedom}. You protect the downtrodden from the forces of oppression.\"],[\"3\",\"{@b Retrieval}. Your group seeks sacred relics and holy artifacts on behalf of your church.\"],[\"4\",\"{@b Root Out Corruption}. You are charged with finding corruption within the hierarchy of your own faith.\"],[\"5\",\"{@b Exhortation}. You work with the faithful at a grassroots level to get them to uphold their high ideals.\"],[\"6\",\"{@b Dirty Work}. As the radical zealots of your order, you sin so the other members of the order don't have to.\"]],\"name\":\"Serving the Order; Religious Service\",\"page\":97,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation - Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":4}},{\"caption\":\"Order Reputation\",\"colLabels\":[\"d6\",\"Reputation\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Faithful Few}. You are seen as righteous crusaders, upholding the highest ideals of your faith and doing the gods' work in the world. Your deeds and methods are rarely, if ever, questioned.\"],[\"2\",\"{@b Respectable}. Your behavior and beliefs are in line with the hierarchy's expectations. As long as you stay in line, no one gives you trouble.\"],[\"3\",\"{@b Troublemakers}. You attract unwanted attention to your order or hierarchy from outside, so you are under a great deal of pressure to keep a low profile.\"],[\"4\",\"{@b Rebels}. You flout the dictates of your hierarchy—even if it's for just reasons. Your superiors constantly try to rein you in.\"],[\"5\",\"{@b Reformers}. You bring a much-needed breath of fresh air into the ranks of your faith. If only more people of faith would act as you do!\"],[\"6\",\"{@b Anathema}. For right or wrong, your behavior and beliefs are viewed as unacceptable, and the hierarchy of your faith actively opposes your work.\"]],\"name\":\"Hierarchy; Order Reputation\",\"page\":97,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation - Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":4}},{\"caption\":\"Order Contact\",\"colLabels\":[\"d8\",\"Contact\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A cloistered priest with little worldly experience who doesn't really understand what you do but seems to approve of it anyway\"],[\"2\",\"A cynical priest who thinks nothing you do makes any difference in the grand scheme of things\"],[\"3\",\"A zealous priest who is constantly urging you to do more and do it better\"],[\"4\",\"An ambitious priest who views you as a ticket to advancement in the hierarchy\"],[\"5\",\"A retired adventurer who would rather do your work than direct you in it\"],[\"6\",\"A pious priest who sees the hands of the divine in every event, even the actions of unbelievers\"],[\"7\",\"A devout lay person who envies the magic and power your group wields\"],[\"8\",\"A practical functionary who tries to keep your work isolated from the knowledge and influence of the priests\"]],\"name\":\"Religious Order Contacts; Order Contact\",\"page\":97,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation - Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":4}},{\"caption\":\"Scholarly Missions\",\"colLabels\":[\"d6\",\"Mission\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Adventurous Archeology}. Your focus is on finding ancient artifacts and bringing back what you can.\"],[\"2\",\"{@b Arcane Research}. Your team focuses on acquiring magical knowledge that can only be found outside the university walls.\"],[\"3\",\"{@b Investigative Ecology}. None can say how many amazing creatures make their homes in the world's wildest reaches, but you're dedicated to finding out.\"],[\"4\",\"{@b Historical Research}. Your team's work involves learning more about Eberron's long history.\"],[\"5\",\"{@b Radical Engineering}. The birth of a new race wasn't the peak of magical and mechanical engineering, it was just the beginning of new scientific fields you now explore.\"],[\"6\",\"{@b Exploration}. Khorvaire is a vast continent, and areas beyond the heartland of the Five Nations are poorly charted. Your focus is on understanding the wilder places of the world, as well as distant cultures.\"]],\"name\":\"Scholarly Missions\",\"page\":100,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation - Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":4}},{\"caption\":\"Scholarly Standing\",\"colLabels\":[\"d6\",\"Standing\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Revolutionary}. Your work has upended scholarly consensus and reshaped the way other academics think about your field. Each new discovery you make is received with acclaim.\"],[\"2\",\"{@b Respected}. Your work is considered noteworthy, though not revolutionary. Scholars in your field follow your writing and efforts with interest.\"],[\"3\",\"{@b Anonymous}. Try as you might, you can't earn positive or negative attention. Even worse, after you've published your findings, more prominent scholars have made similar statements to much acclaim.\"],[\"4\",\"{@b Misguided}. Your theories challenge scholarly consensus and are discounted. A prominent scholar argues against your conclusions, and their voice carries the day... for now.\"],[\"5\",\"{@b Fringe}. You work on the edges of your field, advocating bizarre theories that challenge scholarly consensus and seem patently outrageous, even scandalous.\"],[\"6\",\"{@b Fraud}. For right or wrong, many in the academic community believe you have invented at least some of your \\\"findings\\\" to earn attention.\"]],\"name\":\"Scholarly Standing\",\"page\":100,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation - Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":4}},{\"caption\":\"University Contact\",\"colLabels\":[\"d8\",\"Contact\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An overworked department head who doesn't quite know what to make of you but gives you work to keep you busy\"],[\"2\",\"A career bureaucrat who insists you file paperwork in multiple offices in order to get anything done\"],[\"3\",\"A junior professor who might be more interested in selling plundered artifacts than in actual research\"],[\"4\",\"A department secretary who thinks you're a great deal more interesting than any of the regular faculty\"],[\"5\",\"An erudite dean who believes you have tremendous potential and urges you on to greater endeavors\"],[\"6\",\"An energetic librarian or museum curator who addresses every question, assignment, or acquisition with disproportionate enthusiasm\"],[\"7\",\"A tired senior professor whose only joy in academia is seeing what you bring back from your adventures\"],[\"8\",\"An eager researcher who wants to come with you on every adventure because second-hand reports are always incomplete and unsatisfying\"]],\"name\":\"University Contact\",\"page\":101,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Character Creation - Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":4}},{\"caption\":\"Foundation of Faith\",\"colLabels\":[\"d6\",\"Foundation\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You were raised in the faith. Your religion is an important part of your family and community.\"],[\"2\",\"Someone you care about—a mentor, a friend, or a lover—introduced you to the faith.\"],[\"3\",\"You were raised in a different religion but became drawn to the ideals and beliefs of your current faith.\"],[\"4\",\"You never took your faith seriously. Then you made a vow during the Last War, pledging your devotion if a disaster was averted... and it was.\"],[\"5\",\"You're devoted to your religion, but you've never been formally educated in its ways. You follow your own personal interpretation.\"],[\"6\",\"You had a transcendental experience and believe you have a divine purpose to fulfill.\"]],\"name\":\"Chapter 2: Khorvaire Gazeteer - Faiths of Khorvaire; Foundation of Faith\",\"page\":140,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Khorvaire Gazeteer - Faiths of Khorvaire\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":7}},{\"caption\":\"Rejection of Faith\",\"colLabels\":[\"d6\",\"Rejection\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You believe that the magic of clerics and paladins doesn't come from deities, but from the caster's inner power or belief.\"],[\"2\",\"You come from an agnostic community and give little thought to spiritual matters.\"],[\"3\",\"You were once deeply devout, but a tragedy during the Last War caused you to question your faith.\"],[\"4\",\"A personal loss or betrayal shook your faith.\"],[\"5\",\"You were spiritually scarred by an encounter with a fiend or aberration.\"],[\"6\",\"You've created your own personal religion and believe that all the established faiths are flawed.\"]],\"name\":\"Chapter 2: Khorvaire Gazeteer - Faiths of Khorvaire; Rejection of Faith\",\"page\":140,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Khorvaire Gazeteer - Faiths of Khorvaire\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":7}},{\"colLabels\":[\"The Sovereign Host\",\"Province\",\"Suggested Cleric Domains\",\"Common Symbol\"],\"colStyles\":[\"col-2\",\"col-2\",\"col-2\",\"col-6\"],\"rows\":[[\"{@deity Arawai|eberron|erlw}\",\"Life, love\",\"Life, Nature\",\"Sheaf of wheat tied with green ribbon {@i or} bronze dragon\"],[\"{@deity Aureon|eberron|erlw}\",\"Knowledge, law\",\"Knowledge, Order*\",\"Open tome {@i or} blue dragon\"],[\"{@deity Balinor|eberron|erlw}\",\"Beasts, the hunt\",\"Nature, War\",\"Pair of antlers {@i or} green dragon\"],[\"{@deity Boldrei|eberron|erlw}\",\"Community, home\",\"Life\",\"Fire in a stone hearth {@i or} copper dragon\"],[\"{@deity Dol Arrah|eberron|erlw}\",\"Honor, sunlight\",\"Light, War\",\"Rising sun {@i or} red dragon\"],[\"{@deity Dol Dorn|eberron|erlw}\",\"Strength at arms\",\"War\",\"Longsword crossed over a shield {@i or} silver dragon\"],[\"{@deity Kol Korran|eberron|erlw}\",\"Trade, travel\",\"Trickery\",\"Nine-sided gold coin {@i or} white dragon\"],[\"{@deity Olladra|eberron|erlw}\",\"Good fortune\",\"Life, Trickery\",\"Domino {@i or} black dragon\"],[\"{@deity Onatar|eberron|erlw}\",\"Artifice, the forge\",\"Forge**, Knowledge\",\"Crossed hammer and tongs {@i or} brass dragon\"]],\"name\":\"Deities of Eberron; 1\",\"page\":141,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Khorvaire Gazeteer - Faiths of Khorvaire\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":7}},{\"colLabels\":[\"The Dark Six\",\"Province\",\"Suggested Cleric Domains\",\"Common Symbol\"],\"colStyles\":[\"col-2\",\"col-2\",\"col-2\",\"col-6\"],\"rows\":[[\"{@deity The Devourer|eberron|erlw}\",\"Nature's wrath\",\"Tempest\",\"Bundle of five sharpened bones {@i or} dragon turtle\"],[\"{@deity The Fury|eberron|erlw}\",\"Passion, revenge\",\"War\",\"Winged wyrm with woman's head and arms\"],[\"{@deity The Keeper|eberron|erlw}\",\"Death, greed\",\"Death\",\"Dragonshard in the shape of a fang {@i or} dracolich\"],[\"{@deity The Mockery|eberron|erlw}\",\"Betrayal, bloodshed\",\"Trickery, War\",\"Five blood-spattered blades {@i or} flayed dragon\"],[\"{@deity The Shadow|eberron|erlw}\",\"Ambition, dark magic\",\"Knowledge\",\"Obsidian tower\"],[\"{@deity The Traveler|eberron|erlw}\",\"Change, chaos\",\"Forge**, Knowledge, Trickery\",\"Four crossed, rune-inscribed bones\"]],\"name\":\"Deities of Eberron; 2\",\"page\":141,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Khorvaire Gazeteer - Faiths of Khorvaire\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":7}},{\"colLabels\":[\"Other Faiths\",\"Province\",\"Suggested Cleric Domains\",\"Common Symbol\"],\"colStyles\":[\"col-2\",\"col-2\",\"col-2\",\"col-6\"],\"rows\":[[\"{@deity The Silver Flame|eberron|erlw}\",\"Good, protection\",\"Life, Light, War\",\"Flame drawn on silver or molded from silver\"],[\"{@deity The Blood of Vol|eberron|erlw}\",\"Immortality\",\"Death, Life\",\"Red teardrop gem\"],[\"{@deity Cults of the Dragon Below|eberron|erlw}\",\"Madness\",\"Trickery\",\"Varies\"],[\"{@deity The Path of Light|eberron|erlw}\",\"Light, self-improvement\",\"Life, Light\",\"Brilliant crystal\"],[\"{@deity The Spirits of the Past|eberron|erlw}\",\"Elven ancestors\",\"Nature, War\",\"Varies\"],[\"{@deity The Undying Court|eberron|erlw}\",\"Elven ancestors\",\"Grave**, Knowledge, Life\",\"Golden mask\"]],\"name\":\"Deities of Eberron; 3\",\"page\":141,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Khorvaire Gazeteer - Faiths of Khorvaire\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":7}},{\"caption\":\"Falling in Sharn\",\"colLabels\":[\"d8\",\"Result\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You fall hundreds of feet before striking the ground at the base of the towers.\"],[\"2\",\"You fall {@dice 3d6 × 10} feet before striking a bridge. A major bridge in an upper or a middle ward will have a {@spell feather fall} enchantment; otherwise, it's going to be a hard landing.\"],[\"3\",\"You fall {@dice 2d4 × 10} feet and land in a passing skycoach, possibly injuring a passenger.\"],[\"4\",\"You fall {@dice 4d4 × 5} feet and strike an outcropping, flagpole, or projecting statue. If you survive, you're still precariously perched on the edge of a tower or bridge.\"],[\"5\",\"You fall past a {@creature hippogriff}—make a successful DC 15 Dexterity ({@skill Acrobatics}) check to catch its leg!\"],[\"6\",\"A {@creature gargoyle} or {@creature giant owl} catches you—then threatens to drop you if it doesn't get a reward.\"],[\"7\",\"You can fly! Actually, a nearby wizard or artificer casts {@spell feather fall} to save you, but for a moment it felt like you can fly. And now the spellcaster wants payment.\"],[\"8\",\"You strike a small {@creature air elemental} that was drawn to the city. Doing this cushions your fall, but now you're on top of an air elemental.\"]],\"name\":\"Watch Your Step!; Falling in Sharn\",\"page\":152,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Sharn, City of Towers\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":8}},{\"caption\":\"Magewright Casting Fees\",\"colLabels\":[\"Spell Level\",\"Price\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[\"1st\",\"25 gp\"],[\"2nd\",\"50 gp\"],[\"3rd\",\"100 gp\"]],\"name\":\"Spellcasting Services; Magewright Casting Fees\",\"page\":153,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Sharn, City of Towers\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":8}},{\"caption\":\"Sharn Councilors\",\"colLabels\":[\"d12\",\"Councilor\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Sorik Sensos} (human) represents Middle Central. An elder statesman and a brilliant orator, he is rumored to be involved in a web of bribery and graft.\"],[\"2\",\"{@b Sava Kharisa} (human) is the outspoken councilor from Lower Central. Since taking her seat, she has fought to improve conditions for the lower classes of Sharn, and she has made many enemies on the council and beyond.\"],[\"3\",\"{@b Thurik Davandi} (gnome) represents Upper Menthis. He is known to have ties to Zilargo and the Boromar Clan, and reportedly loves intrigues and blackmail.\"],[\"4\",\"{@b Savia Potellas} (human) has her hand in the entertainment industry of Lower Menthis. She hopes to reduce the influence of organized crime in her district, but it's a dangerous game.\"],[\"5\",\"{@b Maza Thadian} (elf) represents Upper Northedge. A venerable elf and owner of one of the finest restaurants in Sharn, she fights to maintain tradition but definitely puts the needs of the wealthy ahead of the poor.\"],[\"6\",\"{@b Shassa Tarr} (shifter), from Lower Northedge, represents the interests of the merchants and shifters of her ward. She is a cunning diplomat and devoted to her constituents.\"],[\"7\",\"{@b Bestan ir'Tonn} (halfling) has represented Upper Tavick's Landing for thirty years, and largely views his ward as a separate city within the city. He has a reputation for stirring up conflict and setting the other councilors against one another.\"],[\"8\",\"{@b Kilk} (changeling) represents the merchants of Lower Tavick's Landing. Whispered rumors suggest that the changeling has ties to the mysterious Tyrants. Some insist that Kilk is actually an identity shared by a group of changelings.\"],[\"9\",\"{@b Hruitt} (owl) is a {@creature giant owl} who can assume human form. A former aerial racer, he's a clever negotiator who fights for the good of the Bazaar and Middle Dura, often opposing the Boromar Clan and its allies.\"],[\"10\",\"{@b Ilyra Boromar} (halfling) is the councilor for Lower Dura, but it's common knowledge that her true allegiance is to her family and its criminal empire. The current ongoing conflict with Daask has weakened her family and her position.\"],[\"11\",\"{@b Evix ir'Marasha} (human) represents Skyway. Lady Marasha owns the Celestial Vista restaurant, along with several other valuable businesses. She's an eloquent speaker who supports many radical positions, including abolishing the monarchy after the death of King Boranel and recognizing Sharn as an independent province.\"],[\"12\",\"{@b Nolan Toranak} (dwarf), the councilor for the Cogs, is largely seen as a tool of the industrialists who own the foundries there. Members of his family were killed by warforged during the Last War, and Toranak harbors a bitter grudge against House Cannith and the warforged. He has tried to have warforged reclassified as property, and seeks to suppress warforged activists in the Cogs.\"]],\"name\":\"City Government; Sharn Councilors\",\"page\":156,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Sharn, City of Towers\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":8}},{\"colLabels\":[\"District\",\"Description\",\"Location\"],\"colStyles\":[\"col-2\",\"col-8\",\"col-2\"],\"rows\":[[\"Highest Towers\",\"The seat of city government, this district is also where airships arrive and depart.\",\"Upper Central\"],[\"Korranath\",\"Named for the great temple of Kol Korran that lies at its center, this district is dedicated to wealth and finance. Moneychangers, banks, and grand vaults are found here, in addition to the estates of powerful merchants.\",\"Upper Central\"],[\"Platinum Heights\",\"Catering to Sharn's elite, this district provides a wide range of shops and services of wealthy to aristocratic quality.\",\"Upper Central\"],[\"Skysedge Park\",\"Home to three sprawling rooftop parks, this district provides a touch of wilderness in the heart of the city. A small community of immigrants from the Eldeen Reaches maintains these groves and gardens.\",\"Upper Central\"],[\"Ambassador Towers\",\"This district contains the embassies to the Thronehold nations, along with Aerenal and Riedra. It's also the seat of the Citadel and home to the Brelish Museum of Fine Art.\",\"Middle Central\"],[\"Dragon Towers\",\"This is the primary place to do business with representatives of the dragonmarked houses. All the houses have outposts here, and Sivis, Tharashk, Jorasco, and Cannith have their primary enclaves in Dragon Towers.\",\"Middle Central\"],[\"Sovereign Towers\",\"A district filled with a vast assortment of temples and shrines. It is home to the two most important temples in Sharn: the Pavilion of the Host and the Cathedral of the Cleansing Flame.\",\"Middle Central\"],[\"Sword Point\",\"This garrison district houses the forces that police and defend Central Plateau, including the Sharn Watch and a detachment of the royal army.\",\"Middle Central\"],[\"Tradefair\",\"A merchant district offering legal goods and services of modest to comfortable quality.\",\"Middle Central\"],[\"Boldrei's Hearth\",\"A haven for travelers, this district contains reliable inns ranging from modest to comfortable quality.\",\"Lower Central\"],[\"Olladra's Kitchen\",\"Neither the best nor worst Sharn has to offer, Olladra's Kitchen is home to a wide number of taverns and restaurants of modest to comfortable quality.\",\"Lower Central\"]],\"name\":\"Central Plateau: Important Districts\",\"page\":161,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Sharn, City of Towers\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":8}},{\"colLabels\":[\"District\",\"Description\",\"Location\"],\"colStyles\":[\"col-2\",\"col-8\",\"col-2\"],\"rows\":[[\"Clifftop\",\"This district caters to adventurers, with a wide array of businesses aimed at explorers and fortune hunters. It is the home base of the Clifftop Adventurer's Guild.\",\"Upper Dura\"],[\"Daggerwatch\",\"Daggerwatch holds garrisons for both the Sharn Watch and the Brelish army, along with business and residences for those who support the garrisons.\",\"Upper Dura\"],[\"Highhold\",\"A district built by dwarves for dwarves, Highhold has strong Mror influences in its architecture. It's a good place to find Mror goods and is home to talented smiths and brewers.\",\"Upper Dura\"],[\"Highwater\",\"The finest residential district in Dura and the seat of House Vadalis, Highwater is largely comfortable in quality with a few wealthy estates.\",\"Upper Dura\"],[\"Hope's Peak\",\"A relatively new temple district, with shrines and churches that have relocated from Fallen in Lower Dura. Hope's Peak includes several monasteries and a sacred grove.\",\"Upper Dura\"],[\"Overlook\",\"Overlook is noteworthy for its kalashtar community, which maintains a community center, a shrine devoted to the Path of Light, and a few restaurants serving Sarlonan cuisine.\",\"Upper Dura\"],[\"The Bazaar\",\"The largest commercial district in Sharn, an excellent place to buy or sell used—and possibly stolen—goods.\",\"Middle Dura\"],[\"Broken Arch\",\"Once a proud residential district, Broken Arch has fallen into disrepair. Its housing is poor to modest in quality, though the shells of wealthy manors can still be seen.\",\"Middle Dura\"],[\"Hareth's Folly\",\"A jumble of architectural styles, Hareth's Folly is a place to gamble and enjoy modest food and drink. The Hollow Tower is a center for aerial sports, and Hareth's Folly is where the Race of Eight Winds begins and ends.\",\"Middle Dura\"],[\"Rattlestone\",\"Rattlestone is a tenement district. Its people have little but their pride, but there's a strong camaraderie between them.\",\"Middle Dura\"],[\"Stormhold\",\"A comfortable residential district, Stormhold is home to the few powerful families that have remained in Dura. It's in better condition than most of Middle Dura, and Deneith mercenaries protect the streets.\",\"Middle Dura\"],[\"Tumbledown\",\"A poor residential district, Tumbledown has experienced recent incursions from Daask.\",\"Middle Dura\"],[\"Underlook\",\"The center of Sharn's nightlife before Menthis Plateau was built, Underlook is a collection of poor taverns and inns.\",\"Middle Dura\"],[\"Callestan\",\"Home to an assortment of squalid and poor businesses, Callestan is a nexus for criminal activity and known as a stronghold of the Boromar Clan.\",\"Lower Dura\"],[\"Fallen\",\"Sharn's oldest temple district, Fallen was abandoned after a floating tower crashed into the district during the Last War. Now it's a collection of wretched ruins.\",\"Lower Dura\"],[\"Gate of Gold\",\"A squalid slum, providing miserable housing for desperate people.\",\"Lower Dura\"],[\"Malleon's Gate\",\"A poor district originally inhabited by goblins, Malleon's Gate has become a haven for monstrous immigrants from Droaam and Darguun, along with members of Daask.\",\"Lower Dura\"],[\"Oldkeep\",\"Another poor slum, largely home to dockworkers from Precarious.\",\"Lower Dura\"],[\"Precarious\",\"The skydocks of Precarious pass goods between the towers and the port on the Dagger River below. The district is filled with warehouses, along with a handful of poor taverns. A small community of Sarlonans lives here.\",\"Lower Dura\"],[\"The Stores\",\"A warehouse district with a large halfling population, with ties to the Boromar Clan.\",\"Lower Dura\"]],\"name\":\"Dura Quarter: Important Districts\",\"page\":162,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Sharn, City of Towers\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":8}},{\"colLabels\":[\"District\",\"Description\",\"Location\"],\"colStyles\":[\"col-2\",\"col-8\",\"col-2\"],\"rows\":[[\"Den'iyas\",\"Founded by gnome immigrants from Zilargo, Den'iyas is a haven for those interested in Zil culture. It's home to many sages and artisans, and a hotbed of schemes and intrigue.\",\"Upper Menthis\"],[\"Ivy Towers\",\"This residential district includes comfortable homes and modest apartments. Many of the students and faculty of Morgrave University live in Ivy Towers.\",\"Upper Menthis\"],[\"Seventh Tower\",\"A shopping district, with restaurants and goods of comfortable to wealthy quality. Seventh Tower is especially noteworthy for Little Xen'drik, a collection of galleries whose owners buy and sell goods from Xen'drik.\",\"Upper Menthis\"],[\"University\",\"This district is dominated by Morgrave University. It's also a nexus for sophisticated entertainment, including the Art Temple, the Grand Stage, and the Great Hall of Aureon.\",\"Upper Menthis\"],[\"Cassan Bridge\",\"A mercantile district with goods of modest to comfortable quality. Home to a significant number of immigrants from the Shadow Marches, Cassan Bridge is the place to visit for exotic Marcher herbs and cuisine.\",\"Middle Menthis\"],[\"Everbright\",\"This district is a source of magical goods and services. Exotic components, magewrights for hire, common or uncommon magic items—all of these and more can be found here.\",\"Middle Menthis\"],[\"Little Plains\",\"Founded by Talenta halflings, this district includes a central campground for visiting halfling nomads. The permanent residents are mostly halflings as well. Talentan foods and crafts can be found here, along with displays of traditional skills and pastimes.\",\"Middle Menthis\"],[\"Smoky Towers\",\"Safer than the lower wards and less expensive than Upper Menthis, Smoky Towers has plenty of entertainment options. The Classic Theater is its most popular venue, but Smoky Towers offers a wide variety of more exotic fare. Dinner theater, changeling burlesque, and other diversions can be found in Smoky Towers. Thovanic Hall has begun performing works from Darguun and Droaam featuring monstrous performers. Smoky Towers has also become a haven for Cyran refugees wealthy enough to avoid High Walls.\",\"Middle Menthis\"],[\"Warden Towers\",\"This district is the primary garrison of the Sharn Watch in Menthis. It's home to a community of Lhazaar immigrants, and the Broken Anchor is a tavern catering to Lhazaar travelers.\",\"Middle Menthis\"],[\"Downstairs\",\"The Downstairs district is primarily known for food and drink. Though most of its taverns and inns are only modest in quality, the Four Sails serves some of the finest seafood in Sharn. The recent success of the Diamond Theater has also drawn travelers to the district.\",\"Lower Menthis\"],[\"Firelight\",\"This district is a destination for those who seek illicit forms of entertainment. Many forms of illegal gambling and paid companionship can be found in Firelight. It's also the most common location of the Burning Ring.\",\"Lower Menthis\"],[\"Torchfire\",\"A district with a notorious reputation, celebrated for cheap entertainment and infamous for its dangerous alleys. Its theaters specialize in musical comedy and lowbrow entertainment, and there are lots of opportunities for hopeful amateurs to get on a stage in Torchfire.\",\"Lower Menthis\"]],\"name\":\"Menthis Plateau: Important Districts\",\"page\":162,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Sharn, City of Towers\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":8}},{\"colLabels\":[\"District\",\"Description\",\"Location\"],\"colStyles\":[\"col-2\",\"col-8\",\"col-2\"],\"rows\":[[\"Crystal Bridge\",\"A peaceful residential district with many wealthy and aristocratic estates.\",\"Upper Northedge\"],[\"Oak Towers\",\"A residential district where housing ranges from comfortable to aristocratic. Construction in Oak Towers uses materials and styles drawn from Aerenal, and the district is home to many of Sharn's established elf and half-elf families.\",\"Upper Northedge\"],[\"Shae Lias\",\"This district is a bastion for the culture and traditions of the elves of Aerenal. It includes a variety of businesses specializing in Aereni goods, as well as a temple of the Undying Court.\",\"Upper Northedge\"],[\"High Hope\",\"A center for worship for the people of Northedge, High Hope includes temples of the Silver Flame and the Sovereign Host, along with many smaller shrines. It lacks the grandeur of Sovereign Towers in Central Plateau, but has an atmosphere of solemn devotion.\",\"Middle Northedge\"],[\"Holdfast\",\"Holdfast is the heart of Sharn's native dwarf population. The ancestors of the Holdfast dwarves helped build Sharn, and many of its people are stonemasons, architects, and smiths. Holdfast dwarves are proud of their Sharn roots and have little interest in Mror customs or traditions.\",\"Middle Northedge\"],[\"Longstairs\",\"The population of this peaceful residential district is mostly made up of dwarves, humans, and half-elves. Neighbors here generally stand together to deal with any trouble.\",\"Lower Northedge\"],[\"North Market\",\"The open market in this region largely deals in simple, locally produced goods. Due to the significant shifter population in Lower Northedge, North Market offers goods and services aimed at shifters (grooming services, claw care, and so forth) as well as those reflecting an Eldeen influence.\",\"Lower Northedge\"],[\"Stoneyard\",\"This residential district is home to the majority of Sharn's shifters, including both recent immigrants from the Eldeen Reaches and long-established local families. The district includes a makeshift hrazhak court and a shrine devoted to the Wardens of the Wood. Conditions are poor to modest.\",\"Lower Northedge\"]],\"name\":\"Northedge Quarter: Important Districts\",\"page\":163,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Sharn, City of Towers\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":8}},{\"colLabels\":[\"District\",\"Description\",\"Location\"],\"colStyles\":[\"col-2\",\"col-8\",\"col-2\"],\"rows\":[[\"Copper Arch\",\"This district is built around the Deneith garrison that polices the upper ward. It contains shops and services catering to the wealthy elite.\",\"Upper Tavick's Landing\"],[\"Ocean View\",\"This residential district is home to some of the most influential citizens of Sharn. It has a mix of wealthy mansions and aristocratic estates.\",\"Upper Tavick's Landing\"],[\"Silvergate\",\"This shopping district is patronized by those with gold to spare. All manner of fine jewelry and expensive clothing can be found here, along with aristocratic food and lodging.\",\"Upper Tavick's Landing\"],[\"Sunrise\",\"This district provides housing for the shopkeepers and servants who keep Upper Tavick's Landing running. Housing is largely modest in quality, with a few comfortable towers.\",\"Upper Tavick's Landing\"],[\"Twelve Pillars\",\"This is the civic heart of Upper Tavick's Landing. The twelve pillars it's named for surround a courthouse, the Tower of Law, where visitors can get licenses to carry weapons in the ward.\",\"Upper Tavick's Landing\"],[\"Cornerstone\",\"A haven for travelers, Cornerstone has a range of comfortable inns and taverns. It's built around the vast Cornerstone arena and is a center of activity for many major sporting events.\",\"Middle Tavick's Landing\"],[\"Deathsgate\",\"Named for the nearby City of the Dead, this district houses the Deathsgate Guild and businesses that cater to adventurers. House Deneith recruits mercenaries at its outpost here.\",\"Middle Tavick's Landing\"],[\"Graywall\",\"This district was founded long ago by Karrnathi immigrants, and its people are proud of their heritage. It is a haven for any Karrnathi travelers passing through Sharn. Rumors say there's a temple devoted to the Blood of Vol in Graywall, but if that's the case, it's kept hidden.\",\"Middle Tavick's Landing\"],[\"Tavick's Market\",\"This district specializes in produce and other goods brought in by the farmers from the surrounding countryside.\",\"Middle Tavick's Landing\"],[\"Black Arch\",\"This district is filled with checkpoints and enchanted gates. These portals are generally open, but in times of trouble, Black Arch can become an impassable fortress. The Sharn Watch maintains the local garrison. House Orien and House Sivis both maintain outposts here, ensuring that messages can be swiftly delivered through the city and beyond.\",\"Lower Tavick's Landing\"],[\"Cogsgate\",\"This warehouse district is the gateway to the Cogs, and shipments of ore and other goods regularly pass through here. House Kundarak has high-security storage facilities for rent, and a House Deneith outpost hires out Blademark mercenaries for venturing below.\",\"Lower Tavick's Landing\"],[\"Dragoneyes\",\"Dragoneyes tends to the needs of weary travelers, providing a wide range of lodging, food, and entertainment for tourists. It's also the home of most of Sharn's changeling population, and many changelings use their gifts to entertain and amuse travelers. Some say that it's the home of the Tyrants criminal guild, but if so, that place is well hidden.\",\"Lower Tavick's Landing\"],[\"High Walls\",\"This district was converted into an internment center during the Last War. Since the end of the war, it has been transformed into a refugee camp. Most of the residents are Cyrans who fled the Mourning, but High Walls also includes Brelish citizens who lost their homes in the war. It's a crowded and dangerous place, but it allows residents to maintain a squalid lifestyle at no cost. Currently the gates are open, but the Sharn Watch could seal them at any time.\",\"Lower Tavick's Landing\"],[\"Terminus\",\"This district is based around Terminus Station, where the lightning rail enters and leaves Sharn. Most local businesses serve the station or travelers.\",\"Lower Tavick's Landing\"],[\"Wroann's Gate\",\"Travelers who arrive on the main road enter Sharn through Wroann's Gate, passing below a huge statue of the legendary Queen Wroaan. Many of the dragonmarked houses maintain shops here so travelers can send messages, hire bodyguards, or make use of other services.\",\"Lower Tavick's Landing\"]],\"name\":\"Tavick's Landing: Important Districts\",\"page\":164,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Sharn, City of Towers\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":8}},{\"colLabels\":[\"District\",\"Description\",\"Location\"],\"colStyles\":[\"col-2\",\"col-8\",\"col-2\"],\"rows\":[[\"Skyway\",\"Skyway is a district that floats above Central Plateau and Menthis, built atop an island of solidified clouds. The richest people in Sharn live here.\",\"Above the city\"],[\"Cliffside\",\"Boats bring cargo and passengers to the dock at Cliffside, on the edge of the Dagger River. From there, enormous lifts carry people up to Precarious. This dangerous district contains an assortment of taverns, shabby inns, and warehouses.\",\"On the banks of the Dagger River\"],[\"Ashblack\",\"The first foundries of Sharn were built here. The district is devoted to industry, and the environment here is sweltering and claustrophobic.\",\"The Cogs\"],[\"Blackbones\",\"Blackbones is newer than Ashblack, and it shows. The district's corridors are wider and better lit. The foundries are well maintained, and the district has a few thriving businesses. Most of the warforged that reside in Sharn work in Blackbones.\",\"The Cogs\"]],\"name\":\"Above and Below Sharn: Important Districts\",\"page\":164,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Sharn, City of Towers\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":8}},{\"caption\":\"Central Plateau: Noteworthy Locations\",\"colLabels\":[\"Location\",\"Description\",\"District\"],\"colStyles\":[\"col-2\",\"col-8\",\"col-2\"],\"rows\":[[\"Aurora Gallery\",\"The most prestigious auction house in Sharn, Aurora deals in magic items, exotic finds from Xen'drik, and other wonders.\",\"Platinum Heights, Upper Central\"],[\"City Archive\",\"This enormous edifice holds the historical and legal records of Sharn and the surrounding regions.\",\"Highest Towers, Upper Central\"],[\"Council Hall\",\"The seat of city government and the site of City Council meetings. The council meets weekly, and visitors can watch from the gallery.\",\"Highest Towers, Upper Central\"],[\"Gray Dragon Inn\",\"This inn provides aristocratic and wealthy lodging for those who can afford it.\",\"Platinum Towers, Upper Central\"],[\"The Korranath\",\"The temple of Kol Korran is an ostentatious display of wealth and a popular tourist attraction, since many believe praying at the Korranath ensures success in business.\",\"Korranath, Upper Central\"],[\"Kundarak Bank of Sharn\",\"This is the largest bank in Sharn and the center of House Kundarak urban operations in the city.\",\"Korranath, Upper Central\"],[\"Lyrandar Tower\",\"All airship travel to and from Sharn passes through the docking spires of Lyrandar Tower, the house's primary enclave in Sharn.\",\"Highest Towers, Upper Central\"],[\"Sannid's\",\"One of Sharn's most celebrated restaurants, Sannid's serves Brelish cuisine of wealthy quality and has a legendary wine cellar.\",\"Platinum Towers, Upper Central\"],[\"The Vaults\",\"Located below the Kundarak Bank, the Vaults are Kundarak's heavily guarded storage facility.\",\"Korranath, Upper Central\"],[\"Wayfinder Foundation\",\"The guildhall for this legendary association of explorers.\",\"Korranath Upper Central\"],[\"Brelish Museum of Fine Art\",\"The museum displays work produced by Brelish artists and relics recovered from Xen'drik.\",\"Ambassador Towers, Middle Central\"],[\"Cathedral of the Cleansing Flame\",\"The central temple of the Church of the Silver Flame serves both as a templar garrison and the site of grand rituals and celebrations.\",\"Sovereign Towers, Middle Central\"],[\"The Citadel\",\"The headquarters of the King's Citadel, Breland's elite military and intelligence service. The Citadel is also a high-security prison holding Sharn's most dangerous criminals.\",\"Ambassador Towers, Middle Central\"],[\"The Panaceum\",\"The largest House Jorasco enclave in Sharn provides high-priced healing services to all who can pay for them.\",\"Dragon Towers, Middle Central\"],[\"Pavilion of the Host\",\"The center for worship of the Sovereign Host is a grand open tower surrounded by nine temples, each dedicated to one of the Sovereigns.\",\"Sovereign Towers, Middle Central\"]],\"name\":\"Central Plateau: Noteworthy Locations\",\"page\":165,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Sharn, City of Towers\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":8}},{\"caption\":\"Dura Quarter: Noteworthy Locations\",\"colLabels\":[\"Location\",\"Description\",\"District\"],\"colStyles\":[\"col-2\",\"col-8\",\"col-2\"],\"rows\":[[\"The Citadel of the Sun\",\"A temple devoted to Dol Arrah, noteworthy for the three blessed griffons that reside there.\",\"Hope's Peak, Upper Dura\"],[\"The Clifftop Adventurer's Guild\",\"An institution that provides adventurers with camaraderie and profitable work.\",\"Clifftop, Upper Dura\"],[\"The Drunken Dragon\",\"A tavern frequented by members of the Clifftop Adventurer's Guild. The food is modest, but it has the widest selection of exotic alcohol in Sharn.\",\"Clifftop, Upper Dura\"],[\"The Esoteric Order of Aureon\",\"The guildhall of one of Sharn's most prestigious arcane orders. A reliable source for arcane spellcasting services.\",\"Clifftop, Upper Dura\"],[\"The Gold & White\",\"This tavern offers fare of comfortable quality at modest prices. It caters to members of the Sharn Watch and Brelish veterans, but others will receive a cold welcome.\",\"Daggerwatch, Upper Dura\"],[\"Moraggan's\",\"A posh tavern specializing in strong Mror spirits. Food and drink are wealthy in quality and cost.\",\"Highhold, Upper Dura\"],[\"The Mystic Market\",\"A collection of shops specializing in different categories of magic items. Most merchandise is common or uncommon, but rare items are occasionally available.\",\"Clifftop, Upper Dura\"],[\"Pegasus Spire\",\"The seat of House Vadalis in Sharn is one of the few enclaves where pegasi are raised and trained. Native to Syrania, these celestial beasts can become stranded in Sharn; Vadalis heirs care for them and match them with virtuous companions.\",\"Highwater, Upper Dura\"],[\"Ghallanda Hall\",\"This proud Ghallanda enclave continues to operate amid the fading squalor of Middle Dura, and has become a tourist attraction. It offers a range of services, with food and lodging of poor to comfortable quality.\",\"Underlook, Middle Dura\"],[\"The Hollow Tower\",\"A vertically oriented arena used for aerial jousting and other unusual sporting events.\",\"Hareth's Folly, Middle Dura\"],[\"The King of Fire\",\"A comfortable tavern and gambling hall, known as one of the safest places to bet on the Race of Eight Winds and the events at the Hollow Tower.\",\"Hareth's Folly, Middle Dura\"],[\"The Anvil\",\"This fading Ghallanda inn struggles to maintain its poor to modest quality. It's known to be under the protection of the Boromar Clan, which makes it one of the safest establishments in Lower Dura.\",\"Callestan, Lower Dura\"],[\"The Broken Mirror\",\"A curious tavern owned by a family of changelings, the Broken Mirror changes its appearance and theme every week. It's rumored to be connected to the Tyrants.\",\"Callestan, Lower Dura\"],[\"The Silvermist Theater\",\"A remnant of Callestan's glory days, this place is a shadow of the grand establishment it once was. The current owners are known for staging bizarre events at the Silvermist. Since the Sharn Watch stays out of Callestan, anything can happen here.\",\"Callestan, Lower Dura\"]],\"name\":\"Dura Quarter: Noteworthy Locations\",\"page\":166,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Sharn, City of Towers\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":8}},{\"caption\":\"Bazaar Merchants\",\"colLabels\":[\"d10\",\"Merchant\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Secondhand Strings}. A must-stop shop for the bard on a budget, with a variety of gently used instruments.\"],[\"2\",\"{@b Korryn's Quill}. A reliable source for cartographers, calligraphers, and scribes of all stripes.\"],[\"3\",\"{@b Seven Leagues}. Owned by the cobbler Boots, this small stall has a remarkable selection of footwear.\"],[\"4\",\"{@b Borran's Blades}. Borran is one of the few halfling smiths in Sharn. He specializes in knives and daggers.\"],[\"5\",\"{@b Hearty Scales}. A stall serving grilled lizard meat and other Talentan delicacies.\"],[\"6\",\"{@b Roll and Conquer}. One of Sharn's only game stores. It does most of its business in cards and dice.\"],[\"7\",\"{@b The Old Apothecary}. Selling supplies for herbalists and alchemists, this claims to be Bazaar's oldest shop.\"],[\"8\",\"{@b Illumination}. This shop sells lamps, lanterns, candles, and torches. Some are magical.\"],[\"9\",\"{@b The Magewright's Miscellany}. This little shop deals in spell components. The clerks love to discuss magic.\"],[\"10\",\"{@b Sundry's Shop}. A gnome named Sundry runs a pawn shop filled with all manner of trinkets.\"]],\"name\":\"Middle Dura; Bazaar Merchants\",\"page\":167,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Sharn, City of Towers\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":8}},{\"caption\":\"Menthis Plateau: Noteworthy Locations\",\"colLabels\":[\"District\",\"Description\",\"Location\"],\"colStyles\":[\"col-2\",\"col-8\",\"col-2\"],\"rows\":[[\"Art Temple\",\"This theater is renowned for its avant-garde techniques and subjects.\",\"University, Upper Menthis\"],[\"Davandi Fine Tailoring\",\"In addition to being the city councilor representing Upper Menthis, the gnome Thurik Davandi is an accomplished tailor and magewright who produces the finest glamerweave clothing available in Sharn.\",\"Den'iyas, Upper Menthis\"],[\"Dezina Museum of Antiquities\",\"Attached to Morgrave University, this building displays the relics recovered on the university's many expeditions.\",\"University, Upper Menthis\"],[\"Golden Horn\",\"This wealthy inn includes a library, a few large meeting rooms, and a small concert hall. Performing at the Horn is an excellent opportunity for aspiring bards.\",\"University, Upper Menthis\"],[\"Grand Stage\",\"This stage hosts grand performances of the beloved classics of Galifar, along with more modern works that follow classical traditions.\",\"University, Upper Menthis\"],[\"Great Hall of Aureon\",\"Sharn's largest temple to the Sovereign Aureon, the Great Hall celebrates knowledge and learning. The clergy are sages and savants in a wide variety of fields.\",\"University, Upper Menthis\"],[\"Khavish Theater\",\"Established by and for gnomes, the Khavish has ample seating for small creatures, and its shows make extensive use of illusions.\",\"Den'iyas, Upper Menthis\"],[\"Little Xen'drik\",\"This area of small shops deals in antiquities and relics recovered from Xen'drik and the ruins below Sharn. Cloud Antiquities specializes in giant artifacts, while the Mekdall Gallery deals in ancient elven and drow goods. Windows on Yesterday looks for items with historical significance, and Echoes of the Past deals in magic items with practical uses.\",\"Seventh Tower, Upper Menthis\"],[\"Sharn Opera House\",\"Performances at the Sharn Opera are one of the most highbrow forms of entertainment in the city.\",\"University, Upper Menthis\"],[\"Stargazer Theater\",\"This open-air theater focuses on popular entertainment with family appeal.\",\"University, Upper Menthis\"],[\"Classic Theater\",\"A small and inexpensive theater, the Classic performs only works written before the start of the Last War.\",\"Smoky Towers, Middle Menthis\"],[\"The Burning Ring\",\"The Ring offers blood sport and gladiatorial combat. These dangerous matches aren't sanctioned by law, and the Burning Ring constantly changes locations to avoid the Sharn Watch. It's always last seen somewhere in Lower Menthis.\",\"Lower Menthis\"],[\"Diamond Theater\",\"A cheap theater once known for bawdy humor, the Diamond has gained fame due to its playwright in residence and has produced several plays about the impact of the Last War.\",\"Downstairs, Lower Menthis\"],[\"Ten Torches\",\"The cheapest ticket in Sharn's theater scene, Ten Torches alternates between lowbrow comedy and bizarre shows that no respectable theater would stage.\",\"Torchfire, Lower Menthis\"]],\"name\":\"Menthis Plateau: Noteworthy Locations\",\"page\":169,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Sharn, City of Towers\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":8}},{\"caption\":\"Shows in Menthis\",\"colLabels\":[\"d8\",\"Event\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Tira's Tears}. A speculative drama about the founder of the Church of the Silver Flame. (Grand Stage, Upper Menthis)\"],[\"2\",\"{@b Facade}. A comedy of errors about a family of changelings, involving a tangled web of mistaken identities. (Art Temple, Upper Menthis)\"],[\"3\",\"{@b Five Lives}. A bitter reflection on the tragedy of the Last War, as seen through the eyes of five soldiers. Written by up-and-coming playwright Luca Syara. (Diamond Theater, Lower Menthis)\"],[\"4\",\"{@b Galifar Triumphant}. A beloved history based on the legendary king and the conflict that established the Kingdom of Galifar. (Classic Theater, Middle Menthis)\"],[\"5\",\"{@b The Late Count}. A comic opera by the bard Kessler, revolving around a Karrnathi count who is resurrected as a zombie. (Sharn Opera House, Upper Menthis)\"],[\"6\",\"{@b The Carnival of Shadows.} House Phiarlan's traveling circus, a mesmerizing blend of illusions, physical arts, and exotic beasts. The traveling troupe always visits Smoky Towers (Middle Menthis).\"],[\"7\",\"{@b The Brelish Symphony Orchestra.} A performance of some of the finest works of Seventh Century Brelish composers. (Kavarrah Concert Hall, Upper Menthis)\"],[\"8\",\"{@b Reflection}. A one-person show performed by the changeling Adi, exploring the multitudes that exist within us all. (Ten Torches, Lower Menthis)\"]],\"name\":\"What's on the Bill?; Shows in Menthis\",\"page\":170,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Sharn, City of Towers\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":8}},{\"caption\":\"Northedge Quarter: Noteworthy Locations\",\"colLabels\":[\"Location\",\"Description\",\"District\"],\"colStyles\":[\"col-2\",\"col-8\",\"col-2\"],\"rows\":[[\"Gates of Passage\",\"Built from Aereni densewood, this spire serves both as the embassy of Aerenal and a temple of the Undying Court. Aereni citizens who die in Sharn are interred in the temple crypts until their remains can be transported to Aerenal.\",\"Shae Lias, Upper Northedge\"],[\"Nightshade\",\"An apothecary dealing in exotic herbs and salves, Nightshade is also a tavern specializing in lightly poisoned beverages.\",\"Shae Lias, Upper Northedge\"],[\"The Oaks\",\"A legendary restaurant that serves Aereni and Brelish cuisine. The quality is unmatched, as are the aristocratic prices. Head chef Maza Thadian has maintained the Oaks for over three hundred years, but after her recent appointment as city councilor for Upper Northedge she is often occupied with other matters.\",\"Shae Lias, Upper Northedge\"],[\"The Silver Bough\",\"This establishment deals in arms crafted in the Aereni tradition. This merchandise includes magic items, but woodshaper Tanar Mendyrian takes time to produce his wonders, and only a limited selection is available at any given time.\",\"Shae Lias, Upper Northedge\"],[\"The Winding Root\",\"A marketplace and gallery that showcases the work of elven artisans, including sculptures, textiles, and fine clothing.\",\"Shae Lias, Upper Northedge\"],[\"The Veil of Flesh\",\"This studio deals in Aereni body art and alteration, such as tattoos and cosmetic transmutation.\",\"Shae Lias, Upper Northedge\"],[\"Coldflame Keep\",\"A garrison temple of the Silver Flame, this place once housed a hundred templars dedicated to protecting Sharn from supernatural threats. It has largely been abandoned; only a dozen devoted templars and adepts remain in residence.\",\"High Hope, Middle Northedge\"],[\"Daca's Watch\",\"A dwarf named Daca has been sitting on a pillar in Northedge for over a century, offering advice and encouragement. Though she doesn't claim to be a priest, many believe that Daca is blessed and guided by Boldrei.\",\"High Hope, Middle Northedge\"],[\"The Bear's Rest\",\"A modest inn maintained by a beasthide shifter named Leara, who usually gives a discount to traveling shifters. The decor features various exotic hides.\",\"North Market, Lower Northedge\"],[\"Fathen's Shrine\",\"This marker in North Market commemorates a miracle that exposed a network of wererats in Sharn, along with the priest of the Silver Flame who died while fighting them. Pilgrims devoted to the Silver Flame often visit the shrine.\",\"North Market, Lower Northedge\"],[\"The Horse and Hearth\",\"Though not as colorful as the Bear's Rest, this large inn is maintained by House Ghallanda and offers rooms of modest and comfortable quality.\",\"North Market, Lower Northedge\"],[\"The Rat's Nest\",\"A modest tavern catering to the shifters of Lower Northedge, the Rat's Nest is a haven for gossip and serves food and drink in the Eldeen style.\",\"North Market, Lower Northedge\"]],\"name\":\"Northedge Quarter: Noteworthy Locations\",\"page\":171,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Sharn, City of Towers\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":8}},{\"caption\":\"Tavick's Landing: Noteworthy Locations\",\"colLabels\":[\"Location\",\"Description\",\"District\"],\"colStyles\":[\"col-2\",\"col-8\",\"col-2\"],\"rows\":[[\"Crystals of Denion\",\"This gallery deals in rare and expensive magic items. The selection is limited, and Denion looks for items that are both beautiful and powerful.\",\"Silvergate, Upper Tavick's Landing\"],[\"The Three Towers\",\"A fortress enclave of House Deneith. One tower is a garrison for the Blademark mercenary forces that police Upper Tavick's Landing. The second is dedicated to house business and training. The third is a private mansion for Deneith heirs.\",\"Copper Arch, Upper Tavick's Landing\"],[\"Transmutation\",\"A beauty salon that employs both magical and mundane cosmetic techniques.\",\"Copper Arch, Upper Tavick's Landing\"],[\"Wyredd's Spirits\",\"Wyredd deals in fine wines and exotic spirits. Wyredd's has the finest selection in Sharn, but his prices are high.\",\"Copper Arch, Upper Tavick's Landing\"],[\"The Bloody Mug\",\"A comfortable tavern catering to Sharn's Karrnathi immigrants. Travelers from Karrnath always receive a warm welcome and a tankard of nightwood ale in exchange for stories from the old country.\",\"Graywall, Middle Tavick's Landing\"],[\"The Cornerstone\",\"A massive arena that hosts a wide array of sporting events. These include jousts and races, both on foot and through the air. The Stone Trees is an offshoot of the Cornerstone that serves as the playing field for hrazhak competitions.\",\"Cornerstone, Middle Tavick's Landing\"],[\"The Deathsgate Guild\",\"A society where adventurers can hone their skills and seek profitable work. The Deathsgate Guild has a sinister reputation, earned because its members will do anything in pursuit of success.\",\"Deathsgate, Middle Tavick's Landing\"],[\"The Guild of Starlight and Shadows\",\"The guildhall of one of Sharn's most prestigious arcane orders. A reliable source for arcane spellcasting services.\",\"Deathsgate, Middle Tavick's Landing\"],[\"Maynard's Menagerie\",\"This Vadalis storefront deals in exotic pets and animal companions, along with barding and other useful gear.\",\"Deathsgate, Middle Tavick's Landing\"],[\"Redblade's\",\"A comfortable tavern catering to the adventurers of the Deathsgate Guild. Redblade is rumored to have a side business selling poison and venoms.\",\"Deathsgate, Middle Tavick's Landing\"],[\"Slogar's\",\"This modest restaurant serves traditional Karrnathi cuisine. The ambience is a bit gloomy, but the prices are reasonable, and the food is very filling.\",\"Graywall, Middle Tavick's Landing\"],[\"Tooth and Nail\",\"A comfortable tavern devoted to the sport of hrazhak. Most of the clientele are shifters, but anyone willing to talk hrazhak will find friends here.\",\"Cornerstone, Middle Tavick's Landing\"],[\"Chance\",\"A legendary gambling hall. In addition to standard games, it's said that the host can cover a wide range of unusual wagers.\",\"Dragoneyes, Lower Tavick's Landing\"],[\"Terminus Station\",\"An enclave of House Orien, this site contains the lightning rail station. The administrators coordinate the many Orien caravans that come and go from Sharn. Many of the other dragonmarked houses have small outposts in or around Terminus Station, allowing travelers to immediately access the services of House Sivis, House Deneith, and others.\",\"Terminus, Lower Tavick's Landing\"],[\"Velvet's\",\"Staffed by changelings, this comfortable inn specializes in fulfilling fantasies; both the staff and the rooms can be adapted to fit any scenario. Though some clients have romance in mind, others come to Velvet's to relive triumphs, to prepare for debates or trials, or for help in developing a new identity.\",\"Dragoneyes, Lower Tavick's Landing\"]],\"name\":\"Tavick's Landing: Noteworthy Locations\",\"page\":172,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Sharn, City of Towers\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":8}},{\"caption\":\"Above and Below Sharn: Noteworthy Locations\",\"colLabels\":[\"Location\",\"Deascription\",\"District\"],\"colStyles\":[\"col-2\",\"col-8\",\"col-2\"],\"rows\":[[\"The Azure Gateway\",\"This luxurious hotel and restaurant recently replaced an old Ghallanda inn. The menu is a \\\"Galifar fusion,\\\" combining styles from across the Five Nations.\",\"Skyway\"],[\"The Celestial Vista\",\"This legendary restaurant is owned by Skyway's city councilor, Lady Evix ir'Marasha. The floor is studded with crystal windows, allowing diners to look down into the city below. The food isn't incredible, but tourist crowds keep the Vista filled with customers.\",\"Skyway\"],[\"The Cloud Dragon\",\"This restaurant serves traditional Brelish cuisine, and it does so exceptionally well. It's rarely as crowded as the other venues in Skyway, but locals know its value.\",\"Skyway\"],[\"The Dragon's Hoard\",\"This resort, maintained by House Ghallanda, offers every luxury for those who can afford its high prices.\",\"Skyway\"],[\"Tain Manor\",\"Sharn's social life revolves around the ir'Tain family. The monthly Tain Gala is the hottest ticket in town, and it's held at the family estate in Skyway.\",\"Skyway\"],[\"Mud Caves\",\"This shantytown sits on the edge of Cliffside, where generations of destitute people have carved out homes in the cliff walls. It's a wretched existence, but most of the inhabitants have no other options. It also makes an excellent hiding place for fugitives.\",\"Cliffside\"],[\"Sharn's Welcome\",\"Also known as the docks of Cliffside, this area is rough and dirty. Its taverns frequently host brawls, while the inns offer travelers a wide variety of ways to be cheated or robbed.\",\"Cliffside\"],[\"Ship's Towers\",\"Drifting alongside the Cliffside docks is a collection of rafts, ships, and houseboats lashed together to form a floating community.\",\"Cliffside\"],[\"Keldoran Forge\",\"Though most of the foundries in the Cogs are devoted to large-scale industry, the dwarf Antos Keldoran maintains a small forge and produces bespoke arms and armor.\",\"Ashblack\"],[\"The Pool of Onatar's Tears\",\"A small temple in the Blackbones district holds a pool said to be blessed by the god Onatar. Smiths come from across Khorvaire to dip their tools in the pool.\",\"Blackbones\"],[\"The Red Hammer\",\"The Red Hammer is Sharn's only inn maintained by and for warforged. It offers those who work in the Cogs opportunities to socialize, along with repair and cosmetic services.\",\"Blackbones\"]],\"name\":\"Above and Below Sharn: Noteworthy Locations\",\"page\":175,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Sharn, City of Towers\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":8}},{\"caption\":\"Boromar Contacts\",\"colLabels\":[\"d6\",\"Contact\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Sundry} (gnome) is a fence who runs a pawn shop in the Bazaar of Dura and has ties to many smugglers, sailors, and burglars.\"],[\"2\",\"{@b Canon} (halfling) is a pickpocket who works across Sharn and is at home throughout the lower districts.\"],[\"3\",\"{@b The Rake} (dwarf) runs a handful of gambling dens and sets odds on the sporting events of Sharn.\"],[\"4\",\"{@b Myri Olar} (halfling) is a burglar and socialite, familiar with many of the mansions of the upper districts.\"],[\"5\",\"{@b Hass Faldren} (half-elf) is a smuggler and the captain of the elemental sloop {@i Ice Storm}. Hass is also well connected on the docks and in the warehouse districts.\"],[\"6\",\"{@b Cala Boromar} (halfling) is a lawyer by trade but with specialties in blackmail and intimidation. Cala loves engaging in the art of negotiation and is always interested in acquiring secrets.\"]],\"name\":\"The Boromar Clan; Boromar Contacts\",\"page\":179,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Sharn, City of Towers\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":8}},{\"caption\":\"Daask Contacts\",\"colLabels\":[\"d6\",\"Contact\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Whyhyr} (gnoll), a talented tracker, loves a good hunt and finding people who don't want to be found.\"],[\"2\",\"{@b Ralscar Shal} (goblin) is a fence and information broker, who is happy to be paid in gold or secrets.\"],[\"3\",\"{@b Kar Bloodhorn} (minotaur) is an enforcer who leads raiding parties in Callestan. Kal is rough and loud but well liked in the organization.\"],[\"4\",\"{@b Ash} (kobold) is a sorcerer with talent in fire magic, who specializes in arson and assault.\"],[\"5\",\"{@b Cask} (changeling), an artificer and alchemist, supplies Daask with drugs and explosives and likes devising new concoctions and finding people to test them on.\"],[\"6\",\"{@b Teller} (human) is one of the few humans with a position of influence in Daask. A grifter, Teller serves as a spy in the upper levels of the city where monsters aren't able to move around freely.\"]],\"name\":\"Daask Contacts\",\"page\":179,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Sharn, City of Towers\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":8}},{\"caption\":\"Tarkanan Contacts\",\"colLabels\":[\"d6\",\"Contact\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Rotting Bal} (human) is an assassin, an expert in unarmed combat, and a founding member of the house.\"],[\"2\",\"{@b Fileon} (halfling) is a healer with a deadly touch, who evaluates and trains potential recruits.\"],[\"3\",\"{@b Nightshade} (gnome) is an assassin and alchemist specializing in exotic poisons, who's always interested in acquiring new toxins or unusual herbs.\"],[\"4\",\"{@b Whisper} (elf) is a thief whose aberrant dragonmark absorbs sound. Whisper appreciates fine things and has a vast collection of unusual trinkets.\"],[\"5\",\"{@b Zae} (halfling) can influence vermin and see through rats' eyes—an ability often used to spy on people.\"],[\"6\",\"{@b Mala Shol} (half-elf) is an expert pickpocket and a master of disguise, with a talent for illusion.\"]],\"name\":\"House Tarkanan; Tarkanan Contacts\",\"page\":179,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Sharn, City of Towers\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":8}},{\"caption\":\"Tyrants Contacts\",\"colLabels\":[\"d4\",\"Contact\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Korryn} (elf) maintains Korryn's Quill, a shop in the Bazaar of Dura that sells supplies for artists and scribes. In addition to being a remarkable calligrapher, Korryn is an expert forger.\"],[\"2\",\"{@b Gray} (changeling) is a bartender at the Crooked Mirror in Callestan and is an information broker, with access to a wide array of rumors.\"],[\"3\",\"{@b Chaela Tas} (half-elf) is a grifter with dozens of plots afoot at any given time. Though this identity is the face they wear with you, they maintain many different personas tied to their schemes.\"],[\"4\",\"{@b Weave} (changeling) is a body artist who runs a salon in the Dragoneyes district.\"]],\"name\":\"The Tyrants; Tyrants Contacts\",\"page\":180,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Sharn, City of Towers\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":8}},{\"caption\":\"Morally Ambiguous Villains\",\"colLabels\":[\"d4\",\"Villain\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The villain is targeting people with aberrant dragonmarks in the desperate hope of preventing another War of the Mark.\"],[\"2\",\"The villain is suffering under a terrible curse, and their increasingly serious crimes are an effort to fight off the curse.\"],[\"3\",\"The villain is rising to power through entirely legal means, winning popular support (through generous campaign promises) and working within the system.\"],[\"4\",\"The villain's schemes are directed at preventing the release of a demonic overlord.\"]],\"name\":\"Shades of Evil; Morally Ambiguous Villains\",\"page\":184,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":9}},{\"caption\":\"Villain You Know\",\"colLabels\":[\"d6\",\"Villain\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A con artist takes advantage of people who fall for their scams, but leaves behind no proof of any crime.\"],[\"2\",\"A cowardly politician fleeces the poor of their last few coins without technically doing anything wrong.\"],[\"3\",\"A righteous zealot is continually poking into the characters' business, judging their actions and methods while doing even worse things in the shadows.\"],[\"4\",\"A powerful figure in a dragonmarked house is using the house's resources for criminal deeds, but there's no trail of evidence leading back to the villain.\"],[\"5\",\"A crime lord has the local authorities on the payroll, so no official action will ever be taken to stop their criminal activities.\"],[\"6\",\"A villainous mastermind cooperates with local law enforcement to track down and eliminate rival villains, without ever giving the authorities a peek into their own evil deeds.\"]],\"name\":\"The Villain You Know; Villain You Know\",\"page\":184,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":9}},{\"caption\":\"Villain You Don't Understand\",\"colLabels\":[\"d6\",\"Driving Force\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@book The Chamber|ERLW|9|The Chamber}\"],[\"2\",\"{@book The Cults of the Dragon Below|ERLW|9|Cults of the Dragon Below}\"],[\"3\",\"{@book The Daughters of Sora Kell|ERLW|9|Daughters of Sora Kell}\"],[\"4\",\"{@book The Dreaming Dark|ERLW|9|The Dreaming Dark}\"],[\"5\",\"{@book The Lords of Dust|ERLW|10|The Lords of Dust}\"],[\"6\",\"{@book The Order of the Emerald Claw|ERLW|10|Order of the Emerald Claw}\"]],\"name\":\"Driving Forces; Villain You Don't Understand\",\"page\":185,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":9}},{\"caption\":\"Story Kickoff\",\"colLabels\":[\"d6\",\"Event\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"On a quiet night, the tavern door bursts open and a group of soldiers calls for one of the party members by name.\"],[\"2\",\"An explosion rocks a market, sending things flying.\"],[\"3\",\"A vehicle crashes near the party: people are hurt and need help, and whatever caused the crash is still around somewhere.\"],[\"4\",\"Two groups of people start fighting each other, blood is drawn, and bystanders are getting hurt.\"],[\"5\",\"Chanting words of the Draconic Prophecy, a dragon appears and starts causing mayhem.\"],[\"6\",\"A tavern patron suddenly leaps up and attacks one of the adventurers, scratching and biting in blind fury.\"]],\"name\":\"Kicking Off the Action; Story Kickoff\",\"page\":186,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":9}},{\"caption\":\"New Development\",\"colLabels\":[\"d8\",\"Event\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"One or more minions of the adventure's primary villain arrive to put a stop to the party's meddling.\"],[\"2\",\"Someone else with the same goal as the party shows up to get them out of the way.\"],[\"3\",\"Someone is out for revenge against the party for a past wrong (perhaps something that happened in a previous adventure).\"],[\"4\",\"Someone has a violent argument with an NPC in the same room as the adventurers.\"],[\"5\",\"Someone wants a special item carried by one of the characters.\"],[\"6\",\"A jealous person thinks one of the adventurers is meddling with the person's romantic partner.\"],[\"7\",\"A person in love with the villain tries to stop the party from interfering with the villain's business.\"],[\"8\",\"A monster bursts in looking for food.\"]],\"name\":\"Keeping the Action Going; New Development\",\"page\":186,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":9}},{\"caption\":\"Story Opening\",\"colLabels\":[\"d6\",\"Event\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The party receives a detailed reading from a street fortune-teller that lays out the start of the adventure.\"],[\"2\",\"A courier escorts the party to an elemental airship, where a wealthy patron outlines their mission.\"],[\"3\",\"At an extravagant costume ball, a masked guest asks for the party's help.\"],[\"4\",\"In a seedy section of town, the disguised heir of a dragonmarked house approaches the characters with an offer.\"],[\"5\",\"A {@creature homunculus} delivers an anonymous letter that contains an offer of employment, but no clue to the author's identity.\"],[\"6\",\"A professor from Morgrave University reaches out to one of the party members, a former student, to ask an important favor.\"]],\"name\":\"Setting the Stage; Story Opening\",\"page\":186,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":9}},{\"caption\":\"The Plot Thickens\",\"colLabels\":[\"d8\",\"Plot Twist\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The apparent victim in the situation is actually the villain.\"],[\"2\",\"A supposedly valuable object is actually worthless (or vice versa).\"],[\"3\",\"A valuable object doesn't belong to the person who claims to own it.\"],[\"4\",\"What's actually precious is not a work of art but a map or other information hidden on it (inside a statue, behind a painting in the frame, and so on).\"],[\"5\",\"Someone is in love with one of the party members, or with the villain.\"],[\"6\",\"Someone is a relative of one of the party members.\"],[\"7\",\"A friend or former ally is working with the villain.\"],[\"8\",\"The initial plot is a distraction from the actual plot.\"]],\"name\":\"The Plot Thickens\",\"page\":186,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":9}},{\"caption\":\"Aurum NPCs\",\"colLabels\":[\"d4\",\"NPC\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An aging dwarf—a retired general and an Aurum Concordian—collects unusual constructs, hoping to find a way to transfer his mind into a superior body.\"],[\"2\",\"An Aurum Concordian is renowned for having the finest arcane library in Khorvaire. Adventurers might help them collect more tome, but when a number of prominent wizards are murdered and their research goes missing, is the Concordian to blame?\"],[\"3\",\"A member of the Gold Concord is on the run from the Aurum after learning a terrible secret.\"],[\"4\",\"An imprisoned Concordian mobilizes a network of contacts and well-placed Aurum members in order to secure their own release.\"]],\"name\":\"Aurum NPCs\",\"page\":187,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":9}},{\"caption\":\"Aurum Missions\",\"colLabels\":[\"d6\",\"Mission\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Retrieve a journal from a ship that sailed to Xen'drik and never returned.\"],[\"2\",\"Locate the grave of a certain dragonmarked scion, and retrieve the signet buried with them.\"],[\"3\",\"Make friends with a scholar at the local university and learn their vices.\"],[\"4\",\"Recover a trove of art, artifacts, or recorded knowledge that was thought lost in a battle during the Last War.\"],[\"5\",\"Capture an officer from a rival nation's army, or convince the officer to defect, to gain access to their specialized knowledge.\"],[\"6\",\"Sabotage the negotiations between a dragonmarked house and the local government on a plan that will undermine the Aurum's status.\"]],\"name\":\"Aurum Missions\",\"page\":188,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":9}},{\"caption\":\"Cults of the Dragon Below\",\"colLabels\":[\"d8\",\"Cult\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A cult of {@creature Belashyrra|ERLW} murders innocents and steals their eyes, magically preserving the image of the last thing the eyes beheld. The cultists collect the eyes in a deep vault, while new eyes grow in strange places on their own bodies.\"],[\"2\",\"A cult of {@creature Dyrrn|ERLW|Dyrrn the Corrupter} seeks to transcend humanity by bonding with aberrations and symbionts.\"],[\"3\",\"A cult of Kyrzin, the daelkyr Prince of Slime, keeps a {@creature gibbering mouther} in the basement and feeds their elders to this creature, believing their voices can still be heard in the whispers of the beast.\"],[\"4\",\"A cult of {@creature Rak Tulkhesh|ERLW} believes that this life is only a stepping stone, and members earn a path to paradise by spilling blood and spreading strife.\"],[\"5\",\"A cult of {@creature Belashyrra|ERLW} serves a {@creature beholder} messiah, believing that only the eye tyrant has the vision to lead them to a golden age.\"],[\"6\",\"A cult of {@creature Dyrrn|ERLW} led by a {@creature mind flayer} kidnaps people with dragonmarks, seeking to decipher the marks and transfer them to others.\"],[\"7\",\"An arcane think tank has become a cult of {@creature Sul Khatesh|ERLW}; the members believe they can heal the damage of the Mourning, but the eldritch machine they are building will surely cause more horror.\"],[\"8\",\"A cult of {@creature Rak Tulkhesh|ERLW} has sprung up among a local militia. Its members are convinced that refugees from the war are secretly inhuman monsters, and must be destroyed.\"]],\"name\":\"Cults of the Dragon Below\",\"page\":188,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":9}},{\"caption\":\"Cult NPCs\",\"colLabels\":[\"d8\",\"NPC\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A monstrous aberration (such as a {@creature beholder}, a {@creature mind flayer}, or a {@creature gibbering mouther}) lairs beneath a popular inn, from where it twists the thoughts and dreams of those sleeping above.\"],[\"2\",\"The headmaster of an exclusive magic academy is actually a cult leader who is indoctrinating the students into a cult of {@creature Sul Khatesh|ERLW}.\"],[\"3\",\"A wizard found mad scrawlings hidden in a library book, used the writing to make contact with a daelkyr, and began creating aberration servants.\"],[\"4\",\"A {@creature mind flayer} serving {@creature Dyrrn|ERLW} dominates a magistrate and takes control of the city watch using {@creature Intellect Devourer||intellect devourers}.\"],[\"5\",\"An assassin mixes mind-altering poisons laced with the whispers of a dark entity.\"],[\"6\",\"A dragonmarked heir whose fortunes were ruined in the Last War founds a cult within their house.\"],[\"7\",\"The local thieves' guild turns from mundane organized crime activities to bizarre murders and acts of chaos.\"],[\"8\",\"A respected noble behaves more erratically as time goes on, treating their servants and family with random and escalating cruelty.\"]],\"name\":\"Cults of the Dragon Below NPCs; Cult NPCs\",\"page\":189,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":9}},{\"caption\":\"Cult Adventure Hooks\",\"colLabels\":[\"d8\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Children throughout town begin reciting the same nursery rhyme, adding increasingly disturbing descriptions as the verses progress. No one knows where they learned the rhyme.\"],[\"2\",\"Shadows around the old asylum take on a deep, inky cast, and things move just outside the light. Then the whispered laughs begin.\"],[\"3\",\"A seemingly healthy noble dies of heart failure brought on by extreme terror, but with no clear source. The noble recently had an exquisite portrait painted. Every other person portrayed by the same artist has also died in a similar fashion.\"],[\"4\",\"In a remote village, the local herbalist is condemned for practicing dark magic against the villagers. They swear their innocence to the characters and beg to be exonerated before their scheduled execution.\"],[\"5\",\"Magic items begin exhibiting strange side effects, causing minor warping of their users' flesh, or fraying their users' sanity.\"],[\"6\",\"Strange bounty hunters stalk the characters, seemingly aware of all their secrets and loved ones. Odd lumps writhe beneath the hunters' cloaks.\"],[\"7\",\"A crazed hermit wanders into town and commits suicide in a grisly fashion. All the food in the village spoils instantly, and aberrant creatures attack every midnight thereafter.\"],[\"8\",\"Several caravans have gone missing over the course of months. The authorities hire mercenary help after an aberration attacks while wearing the signet ring of a missing caravan master.\"]],\"name\":\"Cult Adventures; Cult Adventure Hooks\",\"page\":189,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":9}},{\"caption\":\"Arcane Workshop Adventures\",\"colLabels\":[\"d12\",\"Adventure Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Steal a pattern for creating a magic item, before the workshop's artificers finish making the item.\"],[\"2\",\"Petition the ranking artificer for access to the workshop's specialized library.\"],[\"3\",\"Use the workshop to create a crucial magic item.\"],[\"4\",\"Locate a stolen construct that has been modified for use as a servant in the workshop.\"],[\"5\",\"Storm the workshop before the artificers complete a doomsday weapon.\"],[\"6\",\"Investigate the workshop for signs of the illegal creation of warforged.\"],[\"7\",\"Defend the workshop against an invasion while the artificers try to repair a magic item.\"],[\"8\",\"Bring an unknown artifact to the workshop so the artificers can identify it.\"],[\"9\",\"Convince the owners of the workshop to give up one of their subordinates, who is wanted for crimes in another nation.\"],[\"10\",\"Escort a newly discovered bearer of the Mark of Making to the closest Cannith workshop.\"],[\"11\",\"Seek assistance from the workshop's masters to determine why a young artificer's magic is producing unpredictable, often dangerous results.\"],[\"12\",\"Request assistance from the artificers in recovering crucial memories from a destroyed construct or warforged.\"]],\"name\":\"Arcane Workshop Adventures\",\"page\":190,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":9}},{\"caption\":\"Dragonmarked NPCs\",\"colLabels\":[\"d12\",\"NPC\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A renegade from House Cannith arms a group of bandits with fearsome elemental-bound weapons to prey on caravans as well as facilities belonging to other houses.\"],[\"2\",\"A gang from the League of the Bitter Blade in House Deneith squeezes tribute from local towns in exchange for \\\"protection.\\\"\"],[\"3\",\"An heir of House Ghallanda poisons members of other dragonmarked houses who stay in non-Ghallanda inns, discrediting rival businesses while attacking the houses.\"],[\"4\",\"During a plague, a House Jorasco healer chooses which victims to cure and which to let die—and worse, which ones live to spread the plague to the house's enemies.\"],[\"5\",\"A House Kundarak thief from the Warding Guild breaks into non-Kundarak vaults and banks to discredit them.\"],[\"6\",\"A House Lyrandar airship captain uses the vessel to terrorize the countryside.\"],[\"7\",\"A rogue heir of House Medani starts selling secrets, effectively establishing a new espionage guild within the house.\"],[\"8\",\"A disgraced caravan leader turns to banditry, hoping to win back House Orien's favor by disrupting non-Orien trade along a busy route.\"],[\"9\",\"Two elf assassins, one from House Phiarlan and the other from House Thuranni, are each working to discredit or slay the other while spying on local nobility.\"],[\"10\",\"An heir of House Sivis starts blackmailing people based on the content of intercepted messages.\"],[\"11\",\"A bounty hunter of House Tharashk hunts one of the characters or an associate of theirs.\"],[\"12\",\"A rogue heir of House Vadalis is breeding monstrous animals and setting them loose in the countryside.\"]],\"name\":\"Dragonmarked NPCs\",\"page\":190,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":9}},{\"caption\":\"Dragonmarked House Adventure Hooks\",\"colLabels\":[\"d12\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A House Cannith artificer hires adventurers to steal secrets from a forge associated with a rival branch of the house.\"],[\"2\",\"House Deneith is recruiting adventurers to oppose a sudden rise in bandit or monster activity in a nearby forest.\"],[\"3\",\"A hostel run by House Ghallanda has gained a reputation for being haunted, and the disturbances are growing more dangerous.\"],[\"4\",\"People healed at a local Jorasco enclave suddenly manifest strange abilities they never could before—and soon thereafter, a strange curse as well.\"],[\"5\",\"The Kundarak Bank needs brave adventurers to test their new wards by trying to break into their vault.\"],[\"6\",\"A Lyrandar sky captain lost much of their crew in a recent attack by flying monsters, and hires hands to defend the ship on its return voyage.\"],[\"7\",\"A Medani bodyguard is killed defending their charge from assassins, but manages to force the attackers to drop a clue to the identity of their employer.\"],[\"8\",\"The characters are hired to protect a crucial shipment aboard an Orien lightning rail.\"],[\"9\",\"At a carnival run by House Phiarlan, customers begin acting strangely. They all hum the same song, which spreads like a virus as more people hear it.\"],[\"10\",\"A Sivis translator has gone missing after being hired to decipher a trove of scrolls thought destroyed during the Last War.\"],[\"11\",\"A House Tharaskh mine collapses, and time is running out for the trapped miners.\"],[\"12\",\"House Vadalis needs help recovering a herd of magebred horses stolen from a local ranch.\"]],\"name\":\"Dragonmarked House Adventure Hooks\",\"page\":192,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":9}},{\"caption\":\"Planar Observatory Adventures\",\"colLabels\":[\"d8\",\"Adventure Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A disguised dragon requests assistance repairing a damaged orrery within the observatory.\"],[\"2\",\"One of the character's contacts is secretly the servant of a Chamber dragon observer. When the contact goes missing, their notes point toward a hidden \\\"library\\\" in the mountains.\"],[\"3\",\"The planar observatory might offer a way to prevent or at least predict what seems to be an epidemic of destructive manifest zones.\"],[\"4\",\"An observatory has been taken over by demonic cultists, and the characters must reclaim the facility or destroy it before the cult makes use of it.\"],[\"5\",\"A dragonmarked character has recurring nightmares that lead them to the observatory.\"],[\"6\",\"A thief or assassin has been using a derelict observatory as a hideout, occasionally selling bits of the observatory's dragonshards and equipment.\"],[\"7\",\"A scholar hires the characters to assist with studying and restoring a rediscovered observatory.\"],[\"8\",\"Several observatories across the region will produce a powerful effect if each is brought into a specific, simultaneous alignment.\"]],\"name\":\"Planar Observatory Adventures\",\"page\":193,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":9}},{\"caption\":\"Chamber NPCs\",\"colLabels\":[\"d6\",\"NPC\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A wizard agent of the Chamber seeks to eliminate all the people they worked with in the past to cover their tracks and preserve the Chamber's secrecy.\"],[\"2\",\"The Prophecy requires the eventual destruction of a humanoid city. A disguised silver dragon, cunning and subtle, works to destabilize the city and bring about its ruin.\"],[\"3\",\"A local librarian is a disguised gold dragon in the service of the Chamber, who provides useful leads to send the characters down paths vital to the Prophecy.\"],[\"4\",\"A dragon becomes convinced that the dragonmarked houses are corrupting the Prophecy. It might specifically target dragonmarked heirs, or start a popular movement that seeks to destroy the houses.\"],[\"5\",\"A royal advisor or prominent noble, secretly a servant of the Chamber, guides the leader in a direction vital to the Prophecy but disastrous to the region.\"],[\"6\",\"A disguised dragon is convinced that an adventurer has a critical role to play in the Prophecy, but an agent of the Lords of Dust is determined to drive them down a different path.\"]],\"name\":\"Chamber NPCs\",\"page\":195,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":9}},{\"caption\":\"Chamber Missions\",\"colLabels\":[\"d6\",\"Mission\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Gather pristine dragonshards to expand or repair an observatory.\"],[\"2\",\"Seek out a group of people who must be eliminated in order to bring about the fulfillment of a stanza of Prophecy.\"],[\"3\",\"Discover who killed another minion of the characters' dragon patron.\"],[\"4\",\"Defend a Chamber safe house against a rival draconic attack.\"],[\"5\",\"Steal a local sage's research to prevent them from discovering the Chamber's activities.\"],[\"6\",\"Recreate an ancient ritual that will bring a new piece of the Prophecy to light.\"]],\"name\":\"Chamber Missions\",\"page\":195,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":9}},{\"caption\":\"Dream Adventures\",\"colLabels\":[\"d4\",\"Adventure Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Break a psychic lock that is preventing a House Thuranni spy from remembering what they learned about a sinister Dreaming Dark plot.\"],[\"2\",\"Escape into Dal Quor to find an artifact that can be brought back to the Material Plane when the characters awaken.\"],[\"3\",\"Rescue a character who is suffering from debilitating recurring nightmares by defeating the quori inhabiting the character's mind.\"],[\"4\",\"Stop the construction of an eldritch machine in Dal Quor that will give the quori physical access to the Material Plane again.\"]],\"name\":\"The Role of Dreams; Dream Adventures\",\"page\":196,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":9}},{\"caption\":\"Dreaming Dark NPCs\",\"colLabels\":[\"d4\",\"NPC\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A servant in a manor house overhears everything the visiting nobles whisper about in their private rooms.\"],[\"2\",\"The captain of a successful mercenary company suddenly changes the kinds of contracts they'll accept.\"],[\"3\",\"A local druid searches out monsters in the wilderness and drives them into murderous rampages.\"],[\"4\",\"A charismatic Cyran stirs up anger and discontent among the frightened refugees.\"]],\"name\":\"Dreaming Dark NPCs\",\"page\":197,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":9}},{\"caption\":\"Dreaming Dark Adventure Hooks\",\"colLabels\":[\"d4\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The high priest of a temple falls into a deep sleep from which nothing can awaken them.\"],[\"2\",\"The characters notice a pattern after defeating several foes: each enemy exhibited a particular quirk of speech or gesture. They now recognize that quirk in an ally or mentor.\"],[\"3\",\"A mad wizard encoded the remedy to a destructive spell in their own dreams. The characters must enter the dreamscape and recover the remedy.\"],[\"4\",\"A war criminal imprisoned during the Last War reaches out, claiming to have evidence of their innocence and warning that a destructive force is influencing the government.\"]],\"name\":\"Dreaming Dark Adventure Hooks\",\"page\":197,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":9}},{\"caption\":\"Ruined Fort Adventures\",\"colLabels\":[\"d6\",\"Adventure Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@creature Gnoll||Gnolls} lairing in the fort have been attacking caravans and travelers near the Darguun border. But the gnolls are mercenaries. Who are they working for?\"],[\"2\",\"The ruins are said to hold a powerful magic item that was used by the ancient Dhakaani goblins against the daelkyr.\"],[\"3\",\"The party is hired to recruit several {@creature Hill Giant||hill giants} for a building project in western Breland. Step one is making sure the giants lairing in the fort don't kill the party; step two is persuading them to work for humans.\"],[\"4\",\"The characters must rescue prisoners being held by the monsters in the ruins.\"],[\"5\",\"A group of Brelish humans determined to \\\"take Brelish lands back from the monsters\\\" have settled and started rebuilding the ruined fort. The party is asked to help them defend the fort—or to protect them as they flee back to Breland, pursued by angry Droaamites.\"],[\"6\",\"A Brelish noble hires the party to retrieve a family heirloom lost in the fort's ruins.\"]],\"name\":\"Ruined Dhakaani Fort Adventures; Ruined Fort Adventures\",\"page\":199,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":9}},{\"caption\":\"Droaam Adventure Hooks\",\"colLabels\":[\"d6\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature medusa} sends authorities a broken stone finger bearing a distinctive signet ring, and invites emissaries to bring gold, a magic item, or some other ransom for the {@condition petrified} individual's release.\"],[\"2\",\"A House Lyrandar airship has gone down just beyond the Graywall Mountains. The characters must move immediately to rescue any survivors and secure a secret message the ship was carrying.\"],[\"3\",\"Sora Teraza appears in a character's dreams every few nights, urging the character to explore a particular ruin.\"],[\"4\",\"The characters must entreat the Daughters of Sora Kell for knowledge of how to remove a seemingly unbreakable curse.\"],[\"5\",\"The characters must purchase or steal a daelkyr tome or artifact from the tower of Mordain the Fleshweaver, a powerful wizard banished from the Twelve who now makes his home in western Droaam.\"],[\"6\",\"An {@creature ogre} warlord is accused of destroying a village just outside the borders of Droaam. The characters must bring the warlord to justice or work with the ogre to find the real culprit.\"]],\"name\":\"Droaam Adventure Hooks\",\"page\":201,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":9}},{\"caption\":\"Gatekeeper Seal Adventures\",\"colLabels\":[\"d4\",\"Adventure Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Deliver a specially treated Khyber dragonshard to the Gatekeepers to repair a widening crack in the seal.\"],[\"2\",\"Petition the keepers of a seal for information on an aberration that has been terrorizing the countryside.\"],[\"3\",\"Assist the Gatekeepers in an annual ritual that will reenergize the seal and keep it shut for another year.\"],[\"4\",\"Escort a new Gatekeeper guardian safely to the seal after its previous guardians were corrupted.\"]],\"name\":\"Gatekeeper Seal Adventures\",\"page\":202,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":9}},{\"caption\":\"Gatekeeper NPCs\",\"colLabels\":[\"d4\",\"NPC\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The spirit of a long-dead Gatekeeper lives on in the body of an ancient toad. It speaks in a deep, croaking voice.\"],[\"2\",\"A half-orc Gatekeeper works in House Tharashk as an investigator, searching for signs of planar disturbances.\"],[\"3\",\"A human Gatekeeper is on a pilgrimage, carrying an amulet that serves as a seal on a journey to a number of sacred sites to restore its power.\"],[\"4\",\"An old orc ranger is murdering people in Sharn, claiming that they've been corrupted by the daelkyr.\"]],\"name\":\"Gatekeeper NPCs\",\"page\":202,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":9}},{\"caption\":\"Gatekeeper Adventure Hooks\",\"colLabels\":[\"d8\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"While pursuing rumors of lycanthrope activity, the characters discover a good-aligned werebear that is working with the Gatekeepers to stop an incursion from Khyber.\"],[\"2\",\"A Gatekeeper seal in the form of a stone tablet falls into the characters' hands. They must return the seal to the Gatekeepers before its magic fades.\"],[\"3\",\"A logging operation is moving close to the area protected by a seal, and the party must convince the loggers to relocate before their work touches off a conflict with the Gatekeepers.\"],[\"4\",\"Working with an agent of the Chamber, the Gatekeepers are convinced the actions of the characters will bring a daelkyr one step closer to freedom.\"],[\"5\",\"The characters discover evidence suggesting that the rituals performed by the local Gatekeepers are weakening their seal, not empowering it.\"],[\"6\",\"Pilgrims traveling through a forest draw the attention of Gatekeepers, who think they are spies sent to sabotage the nearby seal.\"],[\"7\",\"One of the kidnapped victims who was rescued from a marauding band of aberrations turns out to be a Gatekeeper initiate.\"],[\"8\",\"The adventurers are sent to the Mror Holds to investigate the activity of {@creature Dyrrn|ERLW} the Corruptor and uncover a daelkyr cult among the dwarves.\"]],\"name\":\"Gatekeeper Adventure Hooks\",\"page\":204,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":9}},{\"caption\":\"Dhakaani Fort Adventures\",\"colLabels\":[\"d10\",\"Adventure Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Steal an ancient magic weapon from the fort's commander.\"],[\"2\",\"Bring a treaty proposal to the fort, in hopes of having it conveyed to the leader of the occupying kech.\"],[\"3\",\"Gather intelligence about the force occupying the fort in preparation for a raid.\"],[\"4\",\"Rescue prospectors who were taken prisoner and held in the fort's dungeons.\"],[\"5\",\"Steal the fort commander's notes on troop movements in the surrounding areas.\"],[\"6\",\"Lead a strike force against the fort to drive out or destroy the occupying Dhakaani.\"],[\"7\",\"Rush to support a small squad besieging the fort before Dhakaani reinforcements arrive and break the siege.\"],[\"8\",\"Assassinate or kidnap the advisor to the fort's commander.\"],[\"9\",\"Work with the occupying commander to discover the spy from another kech in their ranks.\"],[\"10\",\"Break a siege by Darguun goblinoids that has trapped the characters' Dhakaani allies within the fort.\"]],\"name\":\"Dhakaani Fort Adventures\",\"page\":205,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":9}},{\"caption\":\"Goblinoid NPCs\",\"colLabels\":[\"d8\",\"NPC\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A hobgoblin bard of the Kech Volaar leads an elite team of dungeon delvers to recover Dhakaani artifacts from ancient ruins.\"],[\"2\",\"A remarkably intelligent goblin studying at Arcanix or Morgrave is actually a Khesh'dar spy identifying tomes of arcane knowledge worth stealing.\"],[\"3\",\"A Dhakaani strike force assaults a museum or a noble's private holdings, reclaiming goblin artifacts \\\"pillaged\\\" from ruins. These relics could be part of an eldritch machine, or could simply have important ceremonial value.\"],[\"4\",\"A goblin spy stirs up trouble among the city goblins in a major city, using tales of their former glory to incite them to violence.\"],[\"5\",\"A string of mysterious bombings are actually the work of Dhakaani sappers testing the strength of modern fortifications.\"],[\"6\",\"A Dhakaani strike force attacks a Deneith outpost built atop a goblin ruin. Are the goblins just angry about the desecration, or is something hidden beneath the outpost?\"],[\"7\",\"A bugbear of the Kech Sharaat, to test the mettle of the adventurers, engages them in a series of guerrilla attacks as they are traveling through the wilderness.\"],[\"8\",\"A hobgoblin warlock seeks to harness the power of the daelkyr or the fiendish overlords to win the imperial crown for her kech.\"]],\"name\":\"Goblinoid NPCs\",\"page\":205,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":9}},{\"caption\":\"Heirs of Dhakaan Adventure Hooks\",\"colLabels\":[\"d12\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A scout patrol has gone missing near the border of Darguun.\"],[\"2\",\"A mining tunnel has collapsed, revealing a network of caverns leading into Khyber. The Heirs of Dhakaan are waiting in the darkness and decide to strike first.\"],[\"3\",\"A squad of goblins attempts to steal back spoils of a recent adventure, cursing the characters for being grave robbers.\"],[\"4\",\"A lone hobgoblin warrior stands at the gates of a town, intent on dueling the mercenary captain who slew their brother. The warrior has already killed ten soldiers that tried to remove them.\"],[\"5\",\"Race against a Dhakaani force to recover an ancient artifact from a ruin.\"],[\"6\",\"Defend a series of temples against Dhakaani raiders targeting these \\\"houses of false gods.\\\"\"],[\"7\",\"Explorers discover a fragment of an ancient Dhakaani song that seems to tell of the true heir of Dhakaan. The complete lyrics might settle the question of succession.\"],[\"8\",\"The Dhakaani begin kidnapping warforged so that their artificers can learn how to make their own construct soldiers.\"],[\"9\",\"In a sacked human settlement, a battle between two opposing forces of goblinoids breaks out. Which side was the cause of the destruction?\"],[\"10\",\"The Kech Sharaat send emissaries to a nearby city with a simple message: abandon the town within one week, or die.\"],[\"11\",\"Goblin scouts have been spotted far from Darguun, moving with uncharacteristic coordination and precision.\"],[\"12\",\"A representative of the Kech Volaar approaches the characters to request their help in confronting their rivals to maintain the balance of power among the Dhakaani.\"]],\"name\":\"Heirs of Dhakaan Adventure Hooks\",\"page\":206,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":9}},{\"caption\":\"Personal Impact\",\"colLabels\":[\"d6\",\"Impact\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A former comrade-in-arms asks a player character for help.\"],[\"2\",\"One of the adventurers is from a place destroyed during the war; refugees from that location ask for their help.\"],[\"3\",\"One of the characters served with the villain during the war, and the villain betrayed them or their nation.\"],[\"4\",\"The villain was the cruel commander of a camp where one of the characters was held as a prisoner of war.\"],[\"5\",\"One of the adventurers made a promise to a comrade during the war, and achieving the goal of the adventure will fulfill that promise.\"],[\"6\",\"The adventure revolves around something one of the characters saw during the war: a powerful weapon, an unusual battlefield, or a unique warforged.\"]],\"name\":\"Personal Impact\",\"page\":206,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":10}},{\"caption\":\"Everyday Impact\",\"colLabels\":[\"d6\",\"Impact\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A supply shortage is causing tension in the community. This shortage could be of a basic commodity (such as bread), a luxury item (such as wine), or an important service.\"],[\"2\",\"Demonstrators in the streets are protesting against refugees or warforged, urging a return to war, complaining about shortages or neglect, or drawing attention to the needs of veterans, refugees, or others.\"],[\"3\",\"A disabled veteran shares war stories while begging for copper.\"],[\"4\",\"A crowd has gathered around two people engaged in a heated discussion about the war.\"],[\"5\",\"A street vendor is selling unusual souvenirs from the war—pieces of a warforged titan, shards of an airship, and other curiosities.\"],[\"6\",\"A memorial has been raised to commemorate members of the community lost in the war.\"]],\"name\":\"Everyday Impact\",\"page\":208,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":10}},{\"caption\":\"War-Torn Villains\",\"colLabels\":[\"d6\",\"Villain\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The villain doesn't know (or refuses to believe) that the war has ended.\"],[\"2\",\"The villain experienced horrors during the war and targets the people they believe to be responsible.\"],[\"3\",\"The villain is using the skills they learned during the war to target war profiteers or national leaders.\"],[\"4\",\"The villain is a former military commander who commands soldiers who served under them in the war.\"],[\"5\",\"The villain is an ex-soldier with a grudge against citizens of a former enemy nation.\"],[\"6\",\"The villain wants the power to restart, and \\\"properly\\\" finish, the war.\"]],\"name\":\"War-Torn Survivor; War-Torn Villains\",\"page\":209,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":10}},{\"caption\":\"Fortified Outpost Adventures\",\"colLabels\":[\"d8\",\"Adventure Premise\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The Order of the Emerald Claw has seized the outpost and is raising a legion of undead soldiers.\"],[\"2\",\"The outpost is said to be haunted by the vengeful spirit of a former commander who was slain by their own troops.\"],[\"3\",\"A tunnel beneath the outpost leads to a sealed portal to Xoriat.\"],[\"4\",\"The outpost borders the Mournland, where mutant monstrosities emerge from the mists.\"],[\"5\",\"When a force of aberrations arises from Khyber, this abandoned outpost is the adventurers' only chance to stop their advance.\"],[\"6\",\"The outpost is in a critical location, but it was damaged during the war. It needs to be protected while it is being restored.\"],[\"7\",\"The outpost is located on a manifest zone linked to Thelanis. It has been seized by a group of fey, and the locals want it reclaimed.\"],[\"8\",\"The outpost was built on the foundations of an ancient goblin fortress, and treasures are rumored to lie buried beneath it.\"]],\"name\":\"Fortified Outpost Adventures\",\"page\":211,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":10}},{\"caption\":\"Warforged Ossuary Adventures\",\"colLabels\":[\"d6\",\"Adventure Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Rescue an artificer who is being forced to graft warforged components onto {@creature the Lord of Blades|ERLW}' warriors.\"],[\"2\",\"Locate a {@item docent|ERLW} (see {@book chapter 5|ERLW|12}) carried by a warforged wizard who has joined up with {@creature the Lord of Blades|ERLW}.\"],[\"3\",\"Capture a warforged artificer thought to be an advisor to {@creature the Lord of Blades|ERLW}, who is touring a series of ossuaries and inspecting the remains.\"],[\"4\",\"Steal a House Cannith spellbook and workshop log from before the Day of Mourning that is being held in the ossuary's vault.\"],[\"5\",\"Extract a warforged spy from within {@creature the Lord of Blades|ERLW}' followers who is close to being discovered.\"],[\"6\",\"Retrieve a Cannith schema supposedly held within the ossuary that tells of a process for transferring a warforged consciousness from one body to another.\"]],\"name\":\"Warforged Ossuary Adventures\",\"page\":212,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":10}},{\"caption\":\"Lord of Blades NPCs\",\"colLabels\":[\"d6\",\"NPC\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A House Cannith apprentice warforged becomes obsessed with {@creature the Lord of Blades|ERLW}' message, disrupting house operations in the hope of becoming a warrior in the Mournland.\"],[\"2\",\"A warforged druid devises diseases and poisons that have no effect on warforged, and starts to unleash them on the general populace.\"],[\"3\",\"A warforged ranger relentlessly hunts creatures of flesh in the wilderness near the Mournland.\"],[\"4\",\"A warforged assassin poses as a simple workshop assistant while exterminating those who speak out against the rights of the warforged.\"],[\"5\",\"A mad artificer is trying to reactivate a destroyed warforged colossus.\"],[\"6\",\"A band of warforged attacks a lightning rail, intent on stealing something in one of the cargo carriages.\"]],\"name\":\"Lord of Blades NPCs\",\"page\":214,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":10}},{\"caption\":\"Lord of Blades Adventure Hooks\",\"colLabels\":[\"d6\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A newly awakened {@item docent|ERLW} (see {@book chapter 5|ERLW|12}) tells its new owner that {@creature the Lord of Blades|ERLW} is the only hope for averting a coming catastrophe.\"],[\"2\",\"A military officer hires the characters to retrace the steps of a lost scouting party into the Mournland and rescue the commander, who is the officer's son.\"],[\"3\",\"Warforged go missing over the course of several weeks; then one resurfaces, badly damaged and raving about {@creature the Lord of Blades|ERLW}.\"],[\"4\",\"Characters strike out into a ruin held by {@creature the Lord of Blades|ERLW} and recover a lost relic that has resurfaced in the possession of warforged soldiers.\"],[\"5\",\"A warforged accused of murdering several members of their mercenary company claims to have no memory of the night in question.\"],[\"6\",\"The characters are met by a warforged who delivers a written summons from {@creature the Lord of Blades|ERLW} himself.\"]],\"name\":\"Lord of Blades Adventure Hooks\",\"page\":214,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":10}},{\"caption\":\"Demon Ruin Adventures\",\"colLabels\":[\"d4\",\"Adventure Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Make a desperate request for aid from a Lord of Dust who is, by all accounts, an enemy of the characters' adversary.\"],[\"2\",\"Escort an innocent who is prophesied to destroy the Lord of Dust to the ruin, and there confront the fiend.\"],[\"3\",\"Carry an artifact to the river of black lava that runs through the demon ruin, which is the only place where the item can be truly destroyed.\"],[\"4\",\"Gather obsidian shards from the ruin as components for a rare spell.\"]],\"name\":\"Demon Ruin Adventures\",\"page\":215,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":10}},{\"caption\":\"Lords of Dust NPCs\",\"colLabels\":[\"d6\",\"NPC\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A virtuous paladin is hunting and destroying those who might one day thwart the Lords of Dust.\"],[\"2\",\"A possessed lord or lady spreads corruption throughout the noble house.\"],[\"3\",\"A wizard who sought to accelerate their own power by making a dark bargain must now pay the price demanded by their sinister patron.\"],[\"4\",\"A powerful demon has corrupted the local ruler in the name of its overlord.\"],[\"5\",\"A {@creature succubus} or {@creature incubus} tempts a mercenary warlord to engage in greater and greater battles.\"],[\"6\",\"One of the characters' most trusted allies or servants turns out to be a {@creature rakshasa} in disguise.\"]],\"name\":\"Lords of Dust NPCs\",\"page\":215,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":10}},{\"caption\":\"Lords of Dust Adventure Hooks\",\"colLabels\":[\"d6\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A retainer who died recently shows up again, as if nothing happened and with no memory of having \\\"died,\\\" or of the events immediately preceding their supposed demise.\"],[\"2\",\"Agents of the Chamber show up intent on murdering the characters, because their recent actions have unwittingly been at the behest of a Lord of Dust and have twisted a portion of the Prophecy.\"],[\"3\",\"A trusted mentor changes their tune abruptly and begins sending the characters on unusual tasks.\"],[\"4\",\"Everyone the characters used to deal with in town suddenly acts as if they've never seen the characters before.\"],[\"5\",\"Increasingly vicious fiends attack the camp every few nights.\"],[\"6\",\"Agents of a Lord of Dust apologetically kidnap a character's loved one, politely requesting that the character perform a series of favors to secure the hostage's release.\"]],\"name\":\"Lords of Dust Adventure Hooks\",\"page\":217,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":10}},{\"caption\":\"Unusual Locations\",\"colLabels\":[\"d6\",\"Location\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A pool of glowing water sits in the middle of a ruined and abandoned village. Anyone who looks into the water sees brief reflections of the long-dead villagers going about their lives in harmony and joy.\"],[\"2\",\"In the middle of the wreckage of a carnival stands a perfectly preserved carousel. If the carousel is ridden, the characters doing so see visions of Cyre as it was before the Last War.\"],[\"3\",\"All the trees and plants in a forest have been turned to objects of glossy white stone with blood-red flecks.\"],[\"4\",\"The battlefield before the characters contains no bodies, only the clothing and weapons of thousands of missing soldiers.\"],[\"5\",\"The broken bodies of soldiers lie scattered across a battlefield, refusing to decompose.\"],[\"6\",\"The characters find a fallen warforged colossus (described later in this section).\"]],\"name\":\"Unusual Locations\",\"page\":219,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":10}},{\"caption\":\"Monstrous Mutations\",\"colLabels\":[\"d6\",\"Mutation\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The creature has grown to an unusual size. You can either set its new size and alter its statistics using the guidelines in the {@book Dungeon Master's Guide|DMG}, or apply the enlarge effect of the {@spell enlarge/reduce} spell to it.\"],[\"2\",\"The creature has developed magical camouflage. It gains proficiency in the {@skill Stealth} skill, and it has the Chameleon Skin trait: it has advantage on Dexterity ({@skill Stealth}) checks made to hide.\"],[\"3\",\"The creature's body has been infused with one kind of energy: acid, cold, fire, or lightning (your choice, or determine randomly). Its melee attacks deal an extra {@dice 1d6} damage of that type, and it has the Elemental Body trait: a creature that touches it or hits it with a melee attack while within 5 feet of it takes 5 ({@dice 1d10}) damage of that type. You can adjust these damage numbers to suit the creature's challenge rating.\"],[\"4\",\"The creature has the Magic Resistance trait: it has advantage on saving throws against spells and other magical effects.\"],[\"5\",\"The creature has a supernatural ability to heal its wounds. It has the Regeneration trait: it regains hit points at the start of its turn equal to the maximum value of one of its Hit Dice. If it takes acid or fire damage, this trait doesn't function at the start of the creature's next turn. (A particular creature might be susceptible to different damage types.) The creature dies only if it starts its turn with 0 hit points and doesn't regenerate.\"],[\"6\",\"The creature has two heads. If it has a bite attack, it can use Multiattack as an action to make two bite attacks. (If it already has Multiattack, it adds a bite attack to its attack routine.) It also gains the Two Heads trait: it has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}.\"]],\"name\":\"Creatures of the Mournland; Monstrous Mutations\",\"page\":219,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":10}},{\"caption\":\"Environmental Effects\",\"colLabels\":[\"d8\",\"Effect\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Healing spells are impeded here. Any spell that restores hit points does so as if it were cast at a level one lower than the spell slot expended. A spell cast using a 1st-level slot restores no hit points.\"],[\"2\",\"A character who casts a spell must make a Constitution saving throw against the character's own spell save DC. On a failed save, the character takes psychic damage equal to the spell's level and gains one level of {@condition exhaustion}.\"],[\"3\",\"Any Medium humanoid that dies in the area reanimates as a {@creature zombie} at the start of its next turn. The zombie is under the DM's control.\"],[\"4\",\"The area is affected by a {@spell silence} spell.\"],[\"5\",\"Each creature that enters the area is affected by an {@spell enlarge/reduce} spell, with an equal chance for each effect. The effect lasts until the creature leaves the area.\"],[\"6\",\"The pull of gravity is lessened. Creatures can jump twice the normal distance in any direction, and everything effectively weighs half its actual weight.\"],[\"7\",\"All creatures are linked to every other creature in the area as if by the {@spell telepathy} spell.\"],[\"8\",\"A creature that casts a spell of 1st level or higher in the area rolls on the {@table Wild Magic Surge|PHB} table in chapter 3 of the {@book Player's Handbook|PHB}.\"]],\"name\":\"Magical Effects; Environmental Effects\",\"page\":220,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":10}},{\"caption\":\"Mournland Villains\",\"colLabels\":[\"d6\",\"Villain\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@creature The Lord of Blades|ERLW} maintains a detention center where experiments are performed on adventurers and scavengers that his forces capture in the Mournland.\"],[\"2\",\"The leader of a cult devoted to {@creature Belashyrra|ERLW}, the Lord of Eyes, uses daelkyr-made tentacles to tear out the eyes of victims and attaches them to members of the cult.\"],[\"3\",\"A powerful member of House Cannith hopes to find something in the Mournland that will guarantee the ascendancy of her branch of the house.\"],[\"4\",\"A Karrnathi {@creature bone knight|ERLW} (see {@book chapter 6|ERLW|13}) wants to raise up an undead army from the corpses in the Mournland.\"],[\"5\",\"A {@creature rakshasa} works to free a fiendish overlord trapped in a whirlwind of stone and sand somewhere in the Mournland.\"],[\"6\",\"A servant of the Lords of Dust maintains an extensive collection of severed heads and continues to draw on the knowledge in their brains.\"]],\"name\":\"Mournland Villains\",\"page\":222,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":10}},{\"caption\":\"Mournland Adventure Hooks\",\"colLabels\":[\"d6\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A Gatekeeper druid wants a rock sample from the Glass Plateau.\"],[\"2\",\"A magewright from House Cannith wants the party to escort him to a {@book warforged colossus|ERLW|10|Warforged Colossus}. The magewright wants to retrieve the docent network from the colossus before an unscrupulous House Phiarlan operative does so.\"],[\"3\",\"On her deathbed, the visionary artist who designed the lightning rail station at Metrol reveals that she hid a treasure map within a lamp in her old office.\"],[\"4\",\"A wealthy eccentric asks the party to go into the Mournland and retrieve his most prized possession (a letter from a lover, a mechanical caterpillar, or anything else you devise) from his mansion.\"],[\"5\",\"A young Cyran paladin is morose because she was away from Cyre on a mission when the Day of Mourning occurred and never got to say goodbye to her family. She longs to retrieve her father's sword.\"],[\"6\",\"An elderly knight is strapping on his armor one last time so he can ride into the Mournland and die on the battlefield where his companions perished and \\\"where I should have been.\\\"\"]],\"name\":\"Adventures and Encounters; Mournland Adventure Hooks\",\"page\":222,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":10}},{\"caption\":\"Mournland Encounters\",\"colLabels\":[\"d6\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The party meets flickering images of their future selves who are trying desperately to communicate, but their message is garbled.\"],[\"2\",\"The party encounters a {@creature revenant} who was murdered by House Cannith assassins after she learned too much about the house's secret research. The characters can appease her by promising to help her get revenge.\"],[\"3\",\"A tiny kitten mews from inside a hollow log. Within a few hours after being freed, it grows into an adult {@creature displacer beast}.\"],[\"4\",\"The apparition of a parent searches for their lost child. As soon as the two are reunited, parent and spirit child both vanish.\"],[\"5\",\"The mist congeals into the form of a long-lost love of one of the adventurers. The mist apparition (use the {@creature ghost} stat block) wants the character to stay here forever.\"],[\"6\",\"The characters come across the skull of a buried warforged colossus.\"]],\"name\":\"Encounters and Trinkets; Mournland Encounters\",\"page\":222,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":10}},{\"caption\":\"Library Vault Adventures\",\"colLabels\":[\"d6\",\"Adventure Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Destroy a scroll containing an incantation that allows even non-spellcasters to animate the dead.\"],[\"2\",\"Steal the journal of a powerful necromancer that's being held in the vault's collection.\"],[\"3\",\"Trade a powerful dark magic weapon in return for the rescue of important hostages taken by the order.\"],[\"4\",\"Steal a suit of armor that contains the soul of a hero slain during the Last War.\"],[\"5\",\"Search the collection for information on the Queen of the Dead, or \\\"{@creature Lady Illmarrow|ERLW},\\\" as she is known.\"],[\"6\",\"Infiltrate the vault to get close to a new Emerald Claw recruit, then convince them to come to their senses and return to their family.\"]],\"name\":\"Library Vault Adventures\",\"page\":226,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":10}},{\"caption\":\"Emerald Claw NPCs\",\"colLabels\":[\"d6\",\"NPC\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Though mortal, this fanatical warrior drinks the blood of those he slays in battle.\"],[\"2\",\"A cleric tries to convince her enemies to embrace the order, promising eternal life through undeath.\"],[\"3\",\"A noble with sympathies toward the order hides a cell's library vault within the grounds of their estate.\"],[\"4\",\"A suave vampire would rather charm its enemies than crush them in battle.\"],[\"5\",\"An artificer is obsessed with infusing necromantic curses into their construct creations.\"],[\"6\",\"A changeling necromancer often poses as a vampire or a mummy, even though it's still alive.\"]],\"name\":\"Order of the Emerald Claw NPCs; Emerald Claw NPCs\",\"page\":226,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":10}},{\"caption\":\"Emerald Claw Adventure Hooks\",\"colLabels\":[\"d8\",\"NPC\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"What at first appears to be a renegade group of Aundairian soldiers turn out to be undead under the order's control.\"],[\"2\",\"The order strikes at a small keep, demanding the inhabitants surrender a particular volume from their library.\"],[\"3\",\"Investigating strange lights and sounds emanating from a crypt in the dead of night reveals the Emerald Claw experimenting on the corpses within.\"],[\"4\",\"The Emerald Claw violates graves near a small village, animating the corpses into undead laborers to help build an eldritch machine.\"],[\"5\",\"The Emerald Claw claims a village's town hall for its own use, and any who come near are attacked. The sounds of torture ring out from within the building.\"],[\"6\",\"Investigating disappearances among an elf community reveals that the Order of the Emerald Claw has been attempting to inscribe something like a dragonmark in their skin, then reanimating the failed experiments as zombies.\"],[\"7\",\"While searching for a magic item in Dhakaani ruins across southern Khorvaire, the characters discover that Emerald Claw agents are looking for the same thing and seem to have access to information the adventurers lack.\"],[\"8\",\"A large force of Emerald Claw knights offers the characters a choice: join the order, or submit themselves to death and an eternity of servitude from beyond the grave.\"]],\"name\":\"Emerald Claw Adventure Hooks\",\"page\":226,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":10}},{\"caption\":\"Daanvi Manifest Zone Features\",\"colLabels\":[\"d4\",\"Feature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"People who live in the manifest zone are inclined to follow duly enacted regulations without question, regardless of moral implications.\"],[\"2\",\"Creatures can't tell deliberate lies while in the area.\"],[\"3\",\"Flora and fauna are preternaturally orderly and homogeneous. Trees here grow in neat rows without needing to be tended, rocks are situated in geometric patterns, and identical cattle graze in unison.\"],[\"4\",\"A contingent of modrons is methodically deconstructing and reorganizing the zone, heedless of their effect on the other inhabitants.\"]],\"name\":\"Daanvi, the Perfect Order; Daanvi Manifest Zone Features\",\"page\":229,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":10}},{\"caption\":\"Dolurrh Manifest Zone Features\",\"colLabels\":[\"d4\",\"Feature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Bodies buried here reanimate in {@dice 1d4} days, possessed by restless spirits. These spirits might be malevolent or benign.\"],[\"2\",\"Any necromancy spell of 1st level or higher cast within the zone is treated as if it were cast at a level one higher than the spell slot that was expended.\"],[\"3\",\"Spells and abilities that raise the dead have a {@chance 50} chance to bring back {@dice 1d4} angry spirits as well. These might be banshees, ghosts, shadows, specters, wraiths, or other incorporeal undead.\"],[\"4\",\"In order to cast a spell of 1st level or higher in the zone, the caster must succeed on a Constitution check with a DC equal to 10 + the level of the spell. On a failed check, the spell is not cast and its spell slot is not expended, but the action is lost.\"]],\"name\":\"Dolurrh, the Realm of the Dead; Dolurrh Manifest Zone Features\",\"page\":229,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":10}},{\"caption\":\"Fernia Manifest Zone Features\",\"colLabels\":[\"d4\",\"Feature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Spells that deal fire damage are empowered here. Such a spell of 1st level or higher cast within the zone deals fire damage as if it were cast at a level one higher than the spell slot that was expended.\"],[\"2\",\"Weapons and armor with unusual abilities can be forged here, though their enchantments are not always stable.\"],[\"3\",\"The area is dotted with pools of molten earth and fissures of scalding water, from which mephits and elementals emerge with regularity.\"],[\"4\",\"Motes of {@spell continual flame} are spontaneously generated in this region, typically attached to some vegetation or minerals from the area. These flames persist even if they are removed from the region.\"]],\"name\":\"Fernia, the Sea of Fire; Fernia Manifest Zone Features\",\"page\":229,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":10}},{\"caption\":\"Irian Manifest Zone Features\",\"colLabels\":[\"d4\",\"Feature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The waters of a spring hold curative powers—curing disease, healing wounds, even restoring lost senses.\"],[\"2\",\"Clusters of radiant crystals sprout from the earth. A spell of 1st level or higher cast within 30 feet of these crystals, if it restores hit points or deals radiant damage, is treated as if it were cast at a level one higher than the spell slot that was expended.\"],[\"3\",\"A maple tree with translucent, violet-hued bark and shimmering leaves grows in the heart of a swamp. Creatures that live near it age very slowly.\"],[\"4\",\"Undead within the zone have disadvantage on attack rolls, ability checks, and saving throws.\"]],\"name\":\"Irian, the Eternal Dawn; Irian Manifest Zone Features\",\"page\":230,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":10}},{\"caption\":\"Kythri Manifest Zone Features\",\"colLabels\":[\"d4\",\"Feature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The earth here is highly changeable and unstable. A creature that succeeds on a DC 14 Wisdom ({@skill Nature}) check as an action can alter a 20-by-20-foot square of terrain in some way. For example, they might choose to turn the earth to mud, cause stony spikes to erupt from the soil, or warp local plant life. Failing the check causes random, uncontrolled effects.\"],[\"2\",\"Fabulous formations of precariously balancing rocks dot these badlands. They randomly collapse, only to slowly reassemble over the course of days.\"],[\"3\",\"Packs of slaadi erupt from inside a local cave networks at random intervals, terrorizing travelers.\"],[\"4\",\"Any spell that deals acid, cold, fire, force, lightning, or thunder damage cast within the zone instead deals one of those damage types determined at random.\"]],\"name\":\"Kythri, the Churning Chaos; Kythri Manifest Zone Features\",\"page\":230,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":10}},{\"caption\":\"Lamannia Manifest Zone Features\",\"colLabels\":[\"d4\",\"Feature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Spells that summon elementals are empowered here. Such a spell of 1st level or higher cast within the zone is treated as if it were cast at a level one higher than the spell slot that was expended.\"],[\"2\",\"The forces of nature work to tear down anything built within the zone. Weather, vegetation, and a rapid rate of decay combine to quickly destroy structures built in the region and overgrow the ruins.\"],[\"3\",\"The zone is dominated by towering trees and thick undergrowth. Animals come from the surrounding area to live in the zone, where they grow larger and stronger than usual for their species.\"],[\"4\",\"What appears to be a circle of stones is in truth a group of slumbering earth elementals that came from Lamannia during its most recent coterminous period.\"]],\"name\":\"Lamannia, the Twilight Forest; Lamannia Manifest Zone Features\",\"page\":230,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":10}},{\"caption\":\"Mabar Manifest Zone Features\",\"colLabels\":[\"d4\",\"Feature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Undead animated here have 2 extra hit points per Hit Die and make saving throws against being turned or {@condition frightened} with advantage.\"],[\"2\",\"Vegetation here is sour and stunted, animals are stillborn or deformed, and a malaise hangs in the air.\"],[\"3\",\"On nights during the month of Sypheros, when the Shadow Moon is dominant in the sky, horrific monsters stalk the area, prompting residents to leave offerings outside their doors to ward off the evil.\"],[\"4\",\"The radius of any light source in the zone is halved, and saving throws against necromancy spells are made with disadvantage in the zone.\"]],\"name\":\"Mabar, the Endless Night; Mabar Manifest Zone Features\",\"page\":230,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":10}},{\"caption\":\"Risia Manifest Zone Features\",\"colLabels\":[\"d4\",\"Feature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Spells that deal cold damage are empowered here. Such a spell of 1st level or higher cast within the zone deals cold damage as if it were cast at a level one higher than the spell slot that was expended.\"],[\"2\",\"Veins of cobalt-blue ice run through a glacier in the area. If extracted, this ice maintains its temperature and doesn't melt. An object carved from it can function as a spellcasting focus for spells dealing with water or ice.\"],[\"3\",\"Abominable yetis lair in a network of bitterly cold, frost-rimed caves in the mountains.\"],[\"4\",\"Any spell that deals fire damage deals just half the normal damage.\"]],\"name\":\"Risia, the Plain of Ice; Risia Manifest Zone Features\",\"page\":231,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":10}},{\"caption\":\"Shavarath Manifest Zone Features\",\"colLabels\":[\"d4\",\"Feature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Blades crafted here have a reputation for being especially fine and sharp. When a creature in the zone scores a critical hit with an attack that deals piercing or slashing damage, the attack deals one additional die of damage.\"],[\"2\",\"Blood spilled here never washes away. Any Charisma checks made in the zone to avoid hostility are made with disadvantage; Charisma checks made to encourage violence are always successful.\"],[\"3\",\"Storms of whirling blades cut the sky during times of combat, randomly attacking the participants. The effect is the same as that of the {@spell cloud of daggers} spell, but the area and the damage might both increase.\"],[\"4\",\"Devils, demons, and angels duel in the remains of a ruined fortress that serves as a portal to Shavarath.\"]],\"name\":\"Shavarath, the Battleground; Shavarath Manifest Zone Features\",\"page\":231,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":10}},{\"caption\":\"Syrania Manifest Zone Features\",\"colLabels\":[\"d4\",\"Feature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"This zone suppresses all aggressive thought. Any creature that wants to make an attack or cast a damaging spell must succeed on a DC 13 Wisdom saving throw or it doesn't make the attack or cast the spell, but loses its action.\"],[\"2\",\"Those with great will and fortitude who ascend a mountain peak in this area can try to bend the weather for miles around to their will, as if they had cast the {@spell control weather} spell.\"],[\"3\",\"In this sun-dappled field, children—as well as free-spirited, childlike folk—find themselves able to fly for 1 hour.\"],[\"4\",\"A village is built into the side of a cliff face here. Windmills protruding from the cliff collect energy from the power of the wind, which is used to operate elevators throughout the community.\"]],\"name\":\"Syrania, the Azure Sky; Syrania Manifest Zone Features\",\"page\":231,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":10}},{\"caption\":\"Thelanis Manifest Zone Features\",\"colLabels\":[\"d4\",\"Feature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Fey trees whose wood is imbued with magical properties grow here, along with a copse of guardian {@creature Treant||treants} and awakened flora.\"],[\"2\",\"A circle of mushrooms serves as a portal to Thelanis when the proper offering is placed in its center.\"],[\"3\",\"An eladrin commune that holds powerful esoteric knowledge is nestled in the depths of a forest inhabited by large numbers of {@creature Pixie||pixies}.\"],[\"4\",\"The magic of the fey runs deep here. Saving throws against enchantment and illusion spells are made with disadvantage.\"]],\"name\":\"Thelanis, the Faerie Court; Thelanis Manifest Zone Features\",\"page\":232,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":10}},{\"caption\":\"Xoriat Manifest Zone Features\",\"colLabels\":[\"d4\",\"Feature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Reality is frayed here. Casting any spell of 1st level or higher triggers a roll on the {@table Wild Magic Surge|PHB} table in chapter 3 of the {@book Player's Handbook|PHB}.\"],[\"2\",\"A character must make a DC 14 Charisma saving throw at the end of each hour spent in this place. On a failed save, the character is afflicted with a random form of short-term madness (see {@book chapter 8|DMG|8|Madness} of the {@book Dungeon Master's Guide|DMG}).\"],[\"3\",\"Residents of a settlement here display bizarre mutations and unsettling behavior. Visitors who stay too long develop odd characteristics as well.\"],[\"4\",\"A cavern here is a cancerous tumor that issues forth aberrations to prey upon the world, and it is growing.\"]],\"name\":\"Xoriat, the Realm of Madness; Xoriat Manifest Zone Features\",\"page\":232,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":10}},{\"caption\":\"Mysterious Passengers\",\"colLabels\":[\"d100\",\"Passenger\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–02\",\"A human merchant of obvious means seems to be deliberately drawing attention, loudly calling out their name and the time of day.\"],[\"03–04\",\"Two shifters drinking and spoiling for a fight.\"],[\"05–06\",\"A warforged quietly reads a book called {@i The Machine Manifesto}.\"],[\"07–08\",\"A half-elf sits down, says, \\\"Beware—the wolf howls at midnight,\\\" and leaves without further comment.\"],[\"09–10\",\"A gnome watches everyone carefully, writing down observations in a tiny orange book.\"],[\"11–12\",\"A one-armed Brelish veteran verbally assaults any warforged he sees, blaming them for his injury.\"],[\"13–14\",\"A well-dressed human sits awkwardly next to the wall, seemingly trying to avoid touching or being touched by anyone else.\"],[\"15–16\",\"A cloaked figure moves slowly past, pausing briefly upon catching sight of the party.\"],[\"17–18\",\"An acolyte of the Silver Flame preaches loudly in an attempt to convert an essentially captive audience.\"],[\"19–20\",\"A destitute bard plays the harp with mediocre skill while asking for donations.\"],[\"21–22\",\"A deaf couple communicate with each other by sign language, but suddenly stop when they notice they are being watched.\"],[\"23–24\",\"A frail human with a small strongbox shackled to one of her wrists is in the company of two heavily armed half-orc bodyguards.\"],[\"25–26\",\"Three hobgoblin mercenaries from House Deneith discuss their plans in their native tongue.\"],[\"27–28\",\"A harried dwarf tries to keep three children corralled, but the oldest one keeps sneaking away.\"],[\"29–30\",\"A bored changeling practices duplicating the faces of the guests. Not all of them are amused.\"],[\"31–32\",\"A shifter glowers in a corner booth, looking angry at the world.\"],[\"33–34\",\"A warforged bard uses its body as a percussion instrument to entertain the patrons.\"],[\"35–36\",\"A dog with no apparent owner wanders around.\"],[\"37–38\",\"Two Karrnathi soldiers seem extremely nervous and speak to no one.\"],[\"39–40\",\"A halfling leads a tiny pet dinosaur on a leash, tugging at it whenever it tries to examine something.\"],[\"41–42\",\"A half-orc sits with a small potted plant, whispering to it in Orc.\"],[\"43–44\",\"A well-dressed dwarf wearing eight copper rings paces restlessly.\"],[\"45–46\",\"A halfling from House Ghallanda offers food and drink to all passengers except elves or half-elves.\"],[\"47–48\",\"An elf bard from House Phiarlan whispers conspiratorially with a member of the vehicle's crew.\"],[\"49–50\",\"A kalashtar is trying too hard to pass as human, conspicuously and awkwardly using human slang.\"],[\"51–52\",\"A young half-elf in adventuring garb weeps openly.\"],[\"53–54\",\"A silver dragon in human form observes the interactions of the clientele, paying close attention to any dragonmarked characters.\"],[\"55–56\",\"A House Cannith tinker examines the structure of the vehicle closely, looking concerned and asking questions about possible escape procedures.\"],[\"57–58\",\"A one-eyed human (actually an Inspired agent of the Dreaming Dark) watches everyone carefully.\"],[\"59–60\",\"A disheveled human magewright offers meager magical skills in return for food or spare coins.\"],[\"61–62\",\"A warforged leaning on a wooden staff carries on a conversation with the docent attached to its chest.\"],[\"63–64\",\"A human pickpocket circulates among the passengers, looking for another victim.\"],[\"65–66\",\"A human from Aundair obsessively checks and rechecks their traveling papers.\"],[\"67–68\",\"An artificer tinkers with a new invention.\"],[\"69–70\",\"An attractive half-elf makes advances toward a number of other passengers.\"],[\"71–72\",\"An apprentice wizard draws arcane symbols on the window, glaring at anyone who interrupts.\"],[\"73–74\",\"A dwarf with a bandaged wound checks it repeatedly, occasionally pouring whiskey on it and wincing.\"],[\"75–76\",\"A young, red-haired human flirtatiously tries to get other passengers to buy drinks.\"],[\"77–78\",\"An Aerenal elf sits silently, trying to ignore the stares of other passengers.\"],[\"79–80\",\"A disheveled old human loudly proclaims that the end of the world is nigh, according to the dragons.\"],[\"81–82\",\"A human child is apparently traveling with no parent or guardian.\"],[\"83–84\",\"A nervous goblin holds traveling papers out to anyone passing by, as if expecting to be challenged at any moment.\"],[\"85–86\",\"Four kalashtar monks meditate, burning incense and chanting quietly.\"],[\"87–88\",\"A rogue tries to swindle other passengers by using marked cards.\"],[\"89–90\",\"A House Tharashk inquisitive examines the floor of the vessel very carefully, offering no explanation.\"],[\"91–92\",\"A group of unremarkable farmers are transporting a strange device that bears Draconic runes.\"],[\"93–94\",\"A cleric of the Sovereign Host seems annoyed and is rude to several pious passengers who ask for blessings.\"],[\"95–96\",\"An older human reads the {@i Korranberg Chronicle}, loudly proclaiming outrage at every story.\"],[\"97–98\",\"Roll again; the travelers are one or more changelings appearing to be whatever the second roll indicates.\"],[\"99–00\",\"Roll twice more; the two travelers indicated are about to come to a very obvious conflict of some kind (verbal or physical).\"]],\"name\":\"Mysterious Passengers\",\"page\":238,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":10}},{\"caption\":\"Inn Attractions\",\"colLabels\":[\"d6\",\"Attraction\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The bartender is a changeling who is always mimicking the patrons for a laugh.\"],[\"2\",\"The innkeeper is 7 feet tall, claiming to have grown 2 feet after venturing into the mist of the Mournland.\"],[\"3\",\"Rumor has it that the innkeeper here is a gold dragon cloaked in a humanoid guise.\"],[\"4\",\"This inn is haunted by a ghost who loves to sit by the fireplace and tell stories—but it has been accused of more sinister activities once the fire burns down to embers and the guests are in their beds.\"],[\"5\",\"The inn has a {@creature blink dog} that wanders around with her five pups, all of them eager for attention and treats.\"],[\"6\",\"This inn offers \\\"the true Talenta experience\\\"—the halfling family that runs it keeps pet dinosaurs.\"]],\"name\":\"Inn Attractions\",\"page\":239,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":10}},{\"caption\":\"Life in the City\",\"colLabels\":[\"d6\",\"Adventure Seed\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A homicidal changeling has killed two members of different dragonmarked houses, and doesn't plan to stop until one heir from each of the dragonmarked houses is dead.\"],[\"2\",\"A jeweled statuette has fallen into the hands of House Tarkanan, and a powerful member of the Aurum will stop at nothing to obtain it. The statuette's real worth lies in the secret plans hidden inside it.\"],[\"3\",\"A Karrnathi undead soldier troubled by sporadic memories of his former life is trying to locate his wife and family, who have fled Karrnath and now live somewhere in the lower districts of Sharn.\"],[\"4\",\"A shifter shopkeeper in Lower Northedge is being harassed by ruffians who believe that she and her family are lycanthropes.\"],[\"5\",\"A dragonmarked baron is found dead in her Upper Central mansion, seemingly a victim of some sort of ritual slaying. Outside help is needed to solve this delicate matter.\"],[\"6\",\"A {@creature radiant idol|ERLW} (see {@book chapter 6|ERLW|13}) has formed a cult that attracts professors and staff of Morgrave University, promising them knowledge beyond imagining in exchange for their worship.\"]],\"name\":\"Adventures in Sharn; Life in the City\",\"page\":239,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures - Sharn\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":11}},{\"caption\":\"Home Base\",\"colLabels\":[\"d12\",\"Location\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The Drunken Dragon (Clifftop, Upper Dura) is a tavern frequented by members of the Clifftop Adventurer's Guild. It has a wide selection of spirits, and its walls are covered with adventuring trophies. The owner, a middle-aged halfling named Hascal d'Ghallanda, is a former adventurer who lost an eye and a leg in Xen'drik; he always has a story to share.\"],[\"2\",\"The Anvil (Callestan, Lower Dura) was one of the first Ghallanda halls in Sharn. Its glory days are long past, but the young innkeeper, Eranna d'Ghallanda, is determined to keep it alive. The Anvil is frequented by members of the Boromar Clan and is a good choice if one of the player characters has ties to this group.\"],[\"3\",\"The Dezina Museum of Antiquities (University, Upper Menthis) is attached to the library of Morgrave University. The museum has a remarkable collection of relics, but it's always looking for more. The curator is an elf named Emeron Sennared. He might be a personal friend or former teacher of one of the adventurers, or simply one who indulges their enthusiasm for antiquities and exotic locations.\"],[\"4\",\"Coldflame Keep (High Hope, Middle Northedge) is a garrison church dedicated to the Silver Flame. Once it supported a troop of templars, but it was largely abandoned during the war and now maintains a minimal staff. The priest, Mazin Tana, is a faithful servant of the Silver Flame and will provide modest food and lodging to adventurers who are trying to make the city a better place.\"],[\"5\",\"The Red Hammer (Blackbones, the Cogs) caters to warforged. It is run by two warforged, the envoy Blue and a juggernaut named Crucible. Although this place is a haven for warforged, other humanoids are allowed inside if their warforged allies vouch for them.\"],[\"6\",\"A Gold Dragon Inn (described earlier in this chapter) operated by House Ghallanda and located in almost any part of Sharn.\"],[\"7\",\"The district of Fallen (Lower Dura) was abandoned after a floating tower fell on it. The adventurers might have taken over an old temple or tavern on the edge of the district.\"],[\"8\",\"An abandoned bell tower, which could be anywhere in the city. The spells that drove the massive mechanism failed long ago.\"],[\"9\",\"An abandoned library, damaged during the war or thought to be cursed or haunted.\"],[\"10\",\"A shuttered tavern, which is a failed business tied to the family of one of the adventurers.\"],[\"11\",\"If one of the adventurers is a noble, the characters' base of operations is in the basement of the family estate or a tower apartment owned (but not currently used) by a dotty old aunt.\"],[\"12\",\"A ramshackle skycoach tethered to a condemned tower on the edge of the city.\"]],\"name\":\"What Happens Next?; Home Base\",\"page\":240,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures - Sharn\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":11}},{\"caption\":\"Lower Sharn Street Events\",\"colLabels\":[\"d100\",\"Event\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–02\",\"A {@creature minotaur} holding a large piece of wood that could serve as a maul approaches you and politely asks if you have any copper to spare.\"],[\"03–04\",\"Down a nearby alleyway, a dwarf punches a {@creature goblin} in the stomach, then walks away laughing.\"],[\"05–08\",\"A thin human child has been following you, but never gets too close. She keeps coughing, and you can see red marks on her neck that might be an aberrant dragonmark.\"],[\"09–10\",\"A human {@creature priest} of Boldrei wheels a cart of bread loaves through the city, giving food to the homeless.\"],[\"11–15\",\"A {@creature goblin} pushing a cart of rusty weapons and broken clay pots calls out, \\\"Real artifacts of ancient Dhakaan for sale! Recovered from the ruins below!\\\"\"],[\"16–18\",\"A man dressed in the livery of House Vadalis descends a tower wall mounted on the back of a {@creature giant spider}. He shouts, \\\"Need a ride? No faster way to get to the middle and upper wards! Reasonable rates!\\\"\"],[\"19–22\",\"An {@creature ogre} eating several rats on a skewer spits out a rodent skull at your feet.\"],[\"23–26\",\"A playful stray {@creature mastiff} wags its tail as it approaches, drops a very large egg at your feet, and looks up expectantly.\"],[\"27–30\",\"A small, jovial crowd gathers around a {@creature goblin} and a {@creature kobold} that are getting ready to have an arm wrestling match. A dwarf calls for the crowd to place their bets.\"],[\"31–34\",\"Three {@creature Harpy||harpies} fly through the streets singing a jolly drinking song. Each carries a bucket around her neck, and passersby occasionally drop coins in one.\"],[\"35–38\",\"A human woman and a warforged with a silvered body are walking down the street together. They're too well dressed for this district, and are looking around as if lost.\"],[\"39–42\",\"A Khoravar half-elf in the robes of an oracle approaches and promises to give you the answer to all of life's problems for 42 copper crowns.\"],[\"43–44\",\"A human and an elf kiss passionately in an alley near your path. They notice you and quickly move apart.\"],[\"45–46\",\"Three shifter children run by you, yelling and chasing each other with wooden swords. They duck into a boarded-up building.\"],[\"47–48\",\"\\\"Stop her! She stole my necklace!\\\" a priest of the Sovereign Host cries, pointing to a grimy halfling clutching a silver chain and climbing up the side of a tower.\"],[\"49–50\",\"A young woman using a crutch and missing a leg approaches, asking if you can spare any coin to help a Brelish veteran of the Last War.\"],[\"51–52\",\"Cries of alarm fill the street as a wooden crate from somewhere above crashes down into the lower city.\"],[\"53–56\",\"A splash of unidentified, putrid liquid falls from above, soaking you.\"],[\"57–60\",\"The generally unpleasant smell of the lower wards is pierced by the scent of something delicious being baked nearby.\"],[\"61–62\",\"A gnome sits at a table with a sign attached to it that reads, \\\"I say Breland would have won the Last War. Change my mind.\\\"\"],[\"63–64\",\"Two {@creature changeling|ERLW|changelings} sit on a bench in front of a tavern, sharing a flask. They take turns changing their forms into the people who enter and exit the building.\"],[\"65–66\",\"A human woman shouts at a group of Cyran refugees, \\\"Go home! Stop taking our jobs. Let the Mournland have you!\\\"\"],[\"67–68\",\"A group of students from Morgrave University moves through the street, asking for directions to Dragoneyes.\"],[\"69–72\",\"You turn down an empty street. A door suddenly materializes on a nearby building that previously showed no entrances.\"],[\"73–74\",\"Faded graffiti on a wall reads, \\\"Need someone knifed? Tarkanan's got you covered!\\\"\"],[\"75–76\",\"A crowd gathers around a {@creature kobold} playing a pan flute and leading a group of rats in a merry dance.\"],[\"77–80\",\"Four {@creature Orc||orcs} jab at an {@creature ochre jelly} with long staffs, trying to herd the ooze into the sewers.\"],[\"81–82\",\"Several Cyran refugees are gathered in a circle, singing a haunting song.\"],[\"83–84\",\"An old {@creature goblin} offers to pierce your ears or nose for 5 copper crowns. She claims, \\\"It will be painless. I know magic!\\\"\"],[\"85–86\",\"A figure in red robes preaches, \\\"The Last War was not the last! As long as the monarchy rules in Breland, another war is inevitable. Rise up!\\\"\"],[\"87–90\",\"A member of the Sharn Watch looks uncomfortable as she wanders the street. It's clear she doesn't come down here often.\"],[\"91–92\",\"Two humans run into an alley, drawing daggers as they go.\"],[\"93–94\",\"Two drunken humans exit a tavern singing a Karrnathi battle hymn. Another human shouts at them to \\\"shut up or get shut up.\\\" The drunken pair sings louder in response.\"],[\"95–96\",\"Two children reeking of sewage argue over who gets to wear a shiny helmet that sits on the ground between them.\"],[\"97–00\",\"You find a pamphlet on the ground advertising the Silvermist Theater. Someone has scrawled on it, \\\"The real party is in the basement.\\\"\"]],\"name\":\"What Happens Next?; Lower Sharn Street Events\",\"page\":240,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures - Sharn\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":11}},{\"caption\":\"Upper Sharn Street Events\",\"colLabels\":[\"d100\",\"Event\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–03\",\"A group of adventurers approaches, telling you to move along and stop trying to steal their business. (If the characters belong to the Deathsgate Guild or the Clifftop Adventurer's Guild, these could be members of the rival guild.)\"],[\"04–06\",\"Outside a House Kundarak bank, a human noble screams at a dragonmarked dwarf, \\\"What do you mean it's lost?\\\"\"],[\"07–09\",\"A {@creature priest} of Kol Korran preaches to a crowd, saying, \\\"The best way to invest in yourself is to invest in your gods.\\\"\"],[\"10–12\",\"An elf riding a {@creature pegasus} with bulging saddlebags asks you for directions to the Aurora Gallery.\"],[\"13–15\",\"Two drunk dwarves pass a bottle of spirits back and forth and sing a bawdy song. Passersby are mortified.\"],[\"16–18\",\"Two {@creature kalashtar|ERLW} play dragonchess at an outdoor table. They move pieces without touching them.\"],[\"19–21\",\"A halfling chef stands in a large skycoach that is equipped with a stove, oven, and washbasin. Several spectral hands prepare and plate food as the chef serves a party of smiling customers.\"],[\"22–25\",\"A {@creature harpy} decked out in colorful ribbons flies overhead, calling, \\\"Get the best deals on adventuring gear at Old Claggin's in Clifftop.\\\"\"],[\"26–29\",\"Some Morgrave students follow their dwarf professor onto a lift as she says, \\\"Next stop: the Cogs!\\\"\"],[\"30–32\",\"An out-of-breath gnome carrying bagpipes asks you for directions to Kavarrah Concert Hall.\"],[\"33–35\",\"A flustered gnome carries a stack of papers taller than he is—unaware of the plume of smoke coming from inside a scroll case slung on his back.\"],[\"36–38\",\"You walk by a shirtless elf tattooed from head to waist with images of dragons battling each other.\"],[\"39–40\",\"A groomed {@creature hobgoblin} wearing a jeweled vest approaches you and says, \\\"Ah! Adventurers. Any interest in securing some Dhakaani relics for me?\\\"\"],[\"41–42\",\"Someone has painted, \\\"The crown dies with Boranel!\\\" across the gates of a noble's mansion. A member of the Sharn Watch is talking to the household staff.\"],[\"43–44\",\"A {@creature magewright|ERLW} offers to shine your shoes instantly with magic for 2 gold galifars, saying, \\\"You can't be seen with those dirty things up here.\\\"\"],[\"45–46\",\"A human wearing the livery of House Vadalis struggles to carry a 3-foot-tall speckled blue egg down the street.\"],[\"47–48\",\"An aasimar oracle approaches and promises to give you the answer to all the problems that ever existed for 42 gold galifars.\"],[\"49–51\",\"A {@creature shifter|ERLW} with flowers in her hair and a wand in her hand offers to magically gild any item of clothing you wear for 20 gold galifars.\"],[\"52–54\",\"Four warforged work together to operate an enormous tarrasque puppet as publicity for a new play at the Art Temple.\"],[\"55–57\",\"A horrified crowd is gathered around a burning effigy of King Boranel. No one claims responsibility for the act.\"],[\"58–60\",\"A human {@creature noble} is berating a warforged servant for losing her invitation to the next Tain Gala.\"],[\"61–63\",\"A young {@creature noble} proposes to his boyfriend in a beautiful garden on a tower balcony. Nearby, a {@creature changeling|ERLW} looks on in tears.\"],[\"64–66\",\"You walk down a path lined with trees on which are growing candy-coated apples.\"],[\"67–70\",\"Three children sparring with wooden swords play dangerously close to the edge of a bridge.\"],[\"71–73\",\"A {@creature kalashtar|ERLW} on the street approaches you, saying, \\\"I can help you talk with the dead. Is there anyone you miss?\\\"\"],[\"74–76\",\"An artist offers to draw caricatures of everyone in your group at the same time by using several magically animated quills.\"],[\"77–80\",\"You approach a fresco painted on the ground that depicts King Boranel ir'Wynarn. As you get closer, the fresco speaks, delivering an inspiring line taken from one of the king's speeches.\"],[\"81–82\",\"A dragonborn standing near several soarsleds offers you a tour of upper Sharn's most impressive mansions.\"],[\"83–84\",\"Two {@creature Noble||nobles}, one Aundairian and one Brelish, heatedly debate which of their countries would have won the war had it been fought to a conclusion.\"],[\"85–86\",\"A gilded warforged plays a sad song on a trumpet, honoring those who fell during the Last War.\"],[\"87–88\",\"A group of well-outfitted adventurers snicker and whisper to each other as you pass.\"],[\"89–90\",\"You turn a corner and notice a shifter who immediately puts her hands in her pockets and starts whistling, obviously trying to act inconspicuous.\"],[\"91–92\",\"A {@creature pseudodragon} flies out of a nearby bush. As the playful creature licks your faces, you notice it wears a collar engraved with the letter M.\"],[\"93–94\",\"You walk past a placid pond in a small park filled with colorful fish. An attendant removes dead fish from the water with a net.\"],[\"95–96\",\"You come near a mansion, and an illusion of an old man dressed in noble finery appears. \\\"Get off my lawn!\\\" the figure gripes.\"],[\"97–98\",\"An elf child with a {@creature faerie dragon (red)||faerie dragon} on a leash walks toward you and asks if you'd like to touch the exotic pet.\"],[\"99–00\",\"You find a small brass key on the ground that glows blue whenever it is touched.\"]],\"name\":\"What Happens Next?; Upper Sharn Street Events\",\"page\":240,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures - Sharn\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":11}},{\"caption\":\"Skyway Street Events\",\"colLabels\":[\"d12\",\"Event\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A few {@creature Gargoyle||gargoyles} perch on a mansion's walls. They're seemingly there for security, but they offer lively commentary about everyone who passes by.\"],[\"2\",\"A {@creature noble} with auburn hair held in a silver diadem holds a darkwood staff encrusted with dragonshards, and taps it impatiently while waiting for a skycoach.\"],[\"3\",\"You pass by a hope well. Supposedly, any coins you throw in the well are gathered and transported down to help the troubled people of the lower wards.\"],[\"4\",\"\\\"Make way! Make way!\\\" A boy clears a path for a jewel-encrusted warforged wearing a lavish fur cloak.\"],[\"5\",\"You come upon a fountain of cold fire. In the center, a brass dragon spits brilliant flames into the air, and they spill down and out into the surrounding pool.\"],[\"6\",\"A team of handlers from House Vadalis walk alongside a small {@creature gelatinous cube}. \\\"We're trying it out, seeing if it can help keep things clean,\\\" they say.\"],[\"7\",\"A {@creature magewright|ERLW} offers to use a simple charm to polish the coins in your purse for just 3 copper crowns. \\\"We wouldn't want anyone here to get grime on their gloves from handling those filthy coins of yours from the lower wards.\\\"\"],[\"8\",\"A tour group pauses to marvel at a mansion.\"],[\"9\",\"A large statue commemorates Lord Dalian ir'Tain, a noble philanthropist lost at sea at the end of the Last War. He holds a spyglass in one hand and a miniature dragon turtle in the other.\"],[\"10\",\"A warforged with roses twined around her limbs offers to sell you a bouquet for five silver sovereigns.\"],[\"11\",\"It starts to drizzle. A well-dressed half-elf glares at the sky and snaps his fingers. The rain immediately stops.\"],[\"12\",\"A member of the Sharn Watch stops you. \\\"Can I help you? Are you sure you're in the right ward?\\\"\"]],\"name\":\"What Happens Next?; Skyway Street Events\",\"page\":240,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures - Sharn\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":11}},{\"caption\":\"Sharn Heights Adventures\",\"colLabels\":[\"d4\",\"Adventure Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Pose as House Tarkanan operatives to capture a wanted criminal with an aberrant dragonmark. The criminal is waiting on a bridge for his House Tarkanan escort to arrive.\"],[\"2\",\"Obtain a satchel of evidence obtained by a goblin who has infiltrated Daask. The goblin, who is working with the Boromar Clan or the Sharn Watch to take down key Daask operatives, is waiting on a bridge.\"],[\"3\",\"Break into a building connected to Sharn heights to steal something valuable.\"],[\"4\",\"Stop a crooked Sharn Watch official who is trying to reach a skycoach and flee the city to escape arrest.\"]],\"name\":\"Sharn Heights Adventures\",\"page\":244,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures - Sharn\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":11}},{\"caption\":\"Criminal Organizations in Sharn\",\"colLabels\":[\"Organization\",\"Description\"],\"colStyles\":[\"col-2\",\"col-10\"],\"rows\":[[\"The Boromar Clan\",\"Influential criminal syndicate founded by Talenta halflings, with blood ties to House Jorasco\"],[\"Daask\",\"Violent monsters and thugs loyal to Droaam and answerable to Sora Katra\"],[\"House Tarkanan\",\"Enemies of the dragonmarked houses dedicated to protecting and training individuals with aberrant dragonmarks\"],[\"The Tyrants\",\"Evil-minded changelings interested in gathering secrets and using them for all sorts of nefarious purposes\"]],\"name\":\"Crime in Sharn; Criminal Organizations in Sharn\",\"page\":245,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures - Sharn\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":11}},{\"caption\":\"Street Gangs\",\"colLabels\":[\"Gang\",\"Description\"],\"colStyles\":[\"col-2\",\"col-10\"],\"rows\":[[\"The Broken Mirror\",\"Khoravar half-elves who often target elves with acts of violence, frequently disfiguring their victims\"],[\"The Brokenbridge Brawlers\",\"Brelish veterans who antagonize Cyrans and former soldiers from other nations\"],[\"The Eyes\",\"Collection of odd individuals who paint symbolic eyes on their clothing and armor and claim to see things others cannot (in fact, they are a cult dedicated to the daelkyr {@creature Belashyrra|ERLW} and serve a hidden beholder)\"],[\"The Five Faces\",\"Changeling pickpockets who work Middle Menthis\"],[\"The Gremlins\",\"Gnomes and halflings who specialize in illusion magic\"],[\"The Little Fingers\",\"Child pickpockets active in Middle Dura (their leaders are adult halflings loosely allied with the Boromar Clan)\"],[\"The Mourners\",\"Cyran veterans who present themselves as a vigilante militia that protects Cyran refugees, but some say they're just pursuing selfish interests\"],[\"Muut\",\"Bugbears in Lower Dura who have been \\\"protecting\\\" Malleon's Gate for decades (recently they've aligned with Daask, but their focus is their home district)\"],[\"The Quiet Folk\",\"Goblins who live in the sewers below Tavick's Landing and avoid violence, using stealth and knowledge of the sewers to pull off their thievery\"],[\"The Red Jackals\",\"Primarily shifters and half-orcs who live in the sewers below Menthis and clash with anyone who invades their territory\"]],\"name\":\"Crime in Sharn; Street Gangs\",\"page\":245,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures - Sharn\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":11}},{\"caption\":\"Shady Nightclub Adventures\",\"colLabels\":[\"d6\",\"Adventure Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Get accepted into a private high-stakes card game, and try to win the grand prize.\"],[\"2\",\"Find out which Sharn Watch captain has a private meeting with a Boromar fence, and steal whatever the captain is buying.\"],[\"3\",\"Track down a missing noble hunted by assassins.\"],[\"4\",\"Steal a hidden stash of dreamlily.\"],[\"5\",\"Broker a deal with the Boromars on behalf of a city councilor who's too scared to face the family in person.\"],[\"6\",\"Find evidence that could be used to blackmail a member of a dragonmarked house.\"]],\"name\":\"Shady Nightclub Adventures\",\"page\":247,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures - Sharn\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":11}},{\"caption\":\"Boromar Villains\",\"colLabels\":[\"d6\",\"Villain\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A halfling dreamlily dealer (an excoriate of House Ghallanda) smooth-talks new customers into sampling her wares. If pressed, she can call in favors from a number of dangerous clients.\"],[\"2\",\"A judge known as \\\"the Turnkey\\\" always rules in favor of Boromar Clan members.\"],[\"3\",\"A halfling pickpocket using alter self to pose as a child of another race plants contraband on people the Boromars are trying to frame.\"],[\"4\",\"A Boromar rogue has kidnapped the child of a strongly anti-Boromar city councilor.\"],[\"5\",\"A kalashtar psychic serves the clan by detecting thoughts that suggest possibilities for blackmail. What stray thought might they pick up from an adventurer?\"],[\"6\",\"A Boromar smuggler is bringing unstable explosives or an especially addictive form of dreamlily into Sharn, and innocents are being hurt.\"]],\"name\":\"Boromar Villains\",\"page\":247,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures - Sharn\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":11}},{\"caption\":\"Boromar Clan Assignments\",\"colLabels\":[\"d6\",\"Assignment\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Find evidence of an affair between two members of different dragonmarked houses.\"],[\"2\",\"Collect from a fence who is late with a payment.\"],[\"3\",\"Steal the bank records of a city councilor.\"],[\"4\",\"Convince a Sharn Watch captain to aggressively root out Daask operatives.\"],[\"5\",\"Retrieve a package of dreamlily that has gone astray.\"],[\"6\",\"Discover the location of a Daask safe house.\"]],\"name\":\"Boromar Clan Campaign Themes; Boromar Clan Assignments\",\"page\":249,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures - Sharn\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":11}},{\"caption\":\"Boromar Clan Adventure Hooks\",\"colLabels\":[\"d4\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Daask forces capture Boromar family members who are visiting Sharn from the Talenta Plains. The Boromars offer a reward for the safe return of their family and a larger reward for the kidnappers' heads, leading to gang violence in the streets.\"],[\"2\",\"A beloved Sharn Watch captain who openly spoke out against the Boromar Clan disappears. The Boromars claim they had nothing to do with it, but some Sharn Watch members use the incident as an excuse to go after the organization.\"],[\"3\",\"A changeling stole a smuggled artifact of great value from the Boromar Clan. Boromar enforcers shake down people all over Sharn to find it, and clan leaders consider going to war with the Tyrants.\"],[\"4\",\"The Boromars stage a festival in Callestan for Saidan's birthday. All of the family's allies will be there, creating opportunities for espionage and assassination.\"]],\"name\":\"Boromar Clan Adventure Hooks\",\"page\":249,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures - Sharn\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":11}},{\"caption\":\"Cog Hub Adventures\",\"colLabels\":[\"d10\",\"Adventure Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Obtain samples of dragon's blood hidden in the Cog hub.\"],[\"2\",\"Infiltrate a Daask meeting to discover the next Boromar Clan holding they plan to target.\"],[\"3\",\"Capture a Daask worg and replace it with a worg loyal to the Boromar Clan.\"],[\"4\",\"Sniff out a traitor among Daask lieutenants.\"],[\"5\",\"Escape the Cog hub after being captured by Daask forces.\"],[\"6\",\"Kick out squatters to get the Cog hub ready to serve as a Daask safe house.\"],[\"7\",\"Assault Daask members meeting in the Cog hub to disrupt the organization.\"],[\"8\",\"Defend a Daask Cog hub from a Boromar Clan attack.\"],[\"9\",\"Rescue an injured Daask soldier hidden inside a Cog hub that has been taken over by the Boromar Clan.\"],[\"10\",\"Place a lethal trap in a Cog hub, to be triggered the next time Daask forces enter the place.\"]],\"name\":\"Cog Hub Adventures\",\"page\":250,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures - Sharn\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":11}},{\"caption\":\"Daask Villains\",\"colLabels\":[\"d6\",\"Villain\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Several {@creature Harpy||harpies} travel to the upper wards and use their luring songs to make rich people fall to their deaths. The harpies pick the corpses for valuables.\"],[\"2\",\"A pack of {@creature Gnoll||gnolls} rampages through the lower wards, killing any halflings they come across. The gnolls take the halflings' ears as trophies.\"],[\"3\",\"A shifter priest of the Devourer wants to crash Skyway by performing a ritual to create a cataclysmic storm. Sacrifices to the Devourer fuels the ritual.\"],[\"4\",\"A changeling agent of Daask seeks to frame the Tyrants for attacks on the Boromar Clan, driving a wedge between the two organizations.\"],[\"5\",\"A wererat priest of the Mockery starts a cult in Lower Dura, teaching its followers the arts of assassination.\"],[\"6\",\"A gargoyle sharpshooter continually finds new vantage points in the upper wards from where it can assassinate targets in the middle and lower wards.\"]],\"name\":\"Daask Villains\",\"page\":250,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures - Sharn\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":11}},{\"caption\":\"Daask Assignments\",\"colLabels\":[\"d6\",\"Assignment\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Convince several new businesses in the lower wards to pay protection fees to Daask.\"],[\"2\",\"Cause as much death and destruction as possible inside a Boromar-owned establishment.\"],[\"3\",\"Guard a priest of the Dark Six as he preaches the word of the Mockery on the street.\"],[\"4\",\"Assassinate a member of the Boromar Clan.\"],[\"5\",\"Convince a dragonmarked noble to offer the house's services to Daask for free.\"],[\"6\",\"Mug someone to steal a magic item in their possession.\"]],\"name\":\"Daask Assignments\",\"page\":252,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures - Sharn\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":11}},{\"caption\":\"Daask Adventure Hooks\",\"colLabels\":[\"d4\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Daask {@creature harpy||harpies} raid a Skyway mansion and tear the place apart looking for a Boromar Clan member.\"],[\"2\",\"People who take dragon's blood begin turning to stone, and no one can figure out why.\"],[\"3\",\"Cavallah announces a contest within the organization, promising a valuable magic item to whichever Daask soldier kills the most members of the Boromar Clan.\"],[\"4\",\"Ash challenges Cavallah for control of Daask, creating a schism that erupts into a violent gang war.\"]],\"name\":\"Daask Adventure Hooks\",\"page\":252,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures - Sharn\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":11}},{\"caption\":\"House Tarkanan Villains\",\"colLabels\":[\"d4\",\"Villain\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A member of House Tarkanan murders members of dragonmarked houses, reducing her victims to smoldering piles of ash.\"],[\"2\",\"Driven mad by his aberrant dragonmark, a dwarf becomes obsessed with destroying Sharn in the same manner that Halas Tarkanan collapsed Old Sharn.\"],[\"3\",\"A House Tarkanan half-elf kidnaps children with aberrant marks, believing the organization is better suited to bring up the children than their parents.\"],[\"4\",\"A House Tarkanan mage starts drinking the blood of dragonmarked nobles, believing it will increase the strength of his aberrant mark.\"]],\"name\":\"House Tarkanan Villains\",\"page\":253,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures - Sharn\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":11}},{\"caption\":\"House Tarkanan Assignments\",\"colLabels\":[\"d4\",\"Assignment\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Steal a satchel full of research on the War of the Mark, carried by a wizard who works at Morgrave University.\"],[\"2\",\"Kill a Karrnathi warlord who is visiting Sharn, and make it look like an accident.\"],[\"3\",\"Kill a target before she signs her last will and testament to assign her property to a new heir.\"],[\"4\",\"Rescue a dreamlily dealer with an aberrant mark who has been captured by the Sharn Watch.\"]],\"name\":\"House Tarkanan Assignments\",\"page\":253,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures - Sharn\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":11}},{\"caption\":\"House Tarkanan Adventure Hooks\",\"colLabels\":[\"d4\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"House Tarkanan disturbed the dead during an expedition to Old Sharn, causing undead to terrorize the city above.\"],[\"2\",\"House Tarkanan declares war on the dragonmarked houses in Sharn and begins killing nobles in the streets. Many of the houses' businesses in the city are shut down as fear spreads.\"],[\"3\",\"A victim who was killed by a House Tarkanan assassin returns as an undead that tries to kill anyone who bears an aberrant mark.\"],[\"4\",\"House Tarkanan steals a key that can disable a ticking time bomb created by an artificer.\"]],\"name\":\"House Tarkanan Adventure Hooks\",\"page\":254,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures - Sharn\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":11}},{\"caption\":\"Tyrants Villains\",\"colLabels\":[\"d6\",\"Villain\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A changeling rogue infiltrates adventuring parties to steal their magic items.\"],[\"2\",\"A cabal of changelings shares an identity as a Sharn Watch captain. They use the disguise to free criminals from prison.\"],[\"3\",\"A changeling assassin murders members of the Boromar Clan, Daask, and House Tarkanan, then takes on the identities of its victims.\"],[\"4\",\"A changeling bard gathers incriminating information about members of the King's Dark Lanterns, then blackmails them.\"],[\"5\",\"A Brelish changeling veteran of the Last War was distrusted by fellow soldiers because of the shapechanger's heritage. The veteran now exposes those soldiers' darkest secrets to their friends, families, and employers.\"],[\"6\",\"A changeling mage masquerades as a priest of the Silver Flame and uses spells to send the religion's faithful \\\"signs\\\" from Tira Miron that encourage them to spy, steal, and kill for the Tyrants.\"]],\"name\":\"Tyrants Villains\",\"page\":255,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures - Sharn\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":11}},{\"caption\":\"Tyrants Assignments\",\"colLabels\":[\"d6\",\"Assignment\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Kill an important figure without leaving evidence behind so a member of the Tyrants can replace the target.\"],[\"2\",\"Steal a formal badge of office or uniform for a member of the Tyrants to use as part of an assumed identity.\"],[\"3\",\"Act as bodyguards for a member of the Tyrants who is pretending to be an important figure.\"],[\"4\",\"Assume new identities to infiltrate the Sharn Watch and steal criminal records.\"],[\"5\",\"Use incriminating information to blackmail a member of the city council.\"],[\"6\",\"Find evidence that can be used to blackmail a member of a dragonmarked house.\"]],\"name\":\"Tyrants Campaign Themes; Tyrants Assignments\",\"page\":255,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures - Sharn\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":11}},{\"caption\":\"Tyrants Adventure Hooks\",\"colLabels\":[\"d6\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A friendly NPC dies in combat. The corpse reveals its true form to be that of a changeling.\"],[\"2\",\"A list of Tyrants agents and their identities exists somewhere in Sharn. Every legitimate and criminal organization in the city competes to find it.\"],[\"3\",\"The {@i Sharn Inquisitive} publishes an anonymous article accusing several members of the Sharn Watch, the city council, and the dragonmarked houses of being changeling members of the Tyrants. The accused individuals vehemently deny the claims.\"],[\"4\",\"A shamed Brelish general of the Last War goes on a killing spree against changelings, claiming the Tyrants ruined his life by exposing his extramarital affair.\"],[\"5\",\"A Sharn Watch captain being blackmailed by the Tyrants has had enough. He publicly exposes his incriminating secrets, then offers a reward for information concerning the organization.\"],[\"6\",\"Roll on another organization's Adventure Hooks table; the Tyrants are secretly involved in the situation.\"]],\"name\":\"Tyrants Adventure Hooks\",\"page\":255,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures - Sharn\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":11}},{\"caption\":\"Sharn Watch Races\",\"colLabels\":[\"d20\",\"Race\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Changeling\"],[\"2-4\",\"Dwarf\"],[\"5-6\",\"Elf\"],[\"7\",\"Gnome\"],[\"8-9\",\"Half-elf\"],[\"10-11\",\"Half-orc\"],[\"12-13\",\"Halfling\"],[\"14-16\",\"Human\"],[\"17\",\"Kalashtar\"],[\"18\",\"Shifter\"],[\"19-20\",\"Warforged\"]],\"name\":\"Sharn Watch Races\",\"page\":257,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures - Sharn\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":11}},{\"caption\":\"Sharn Watch Personalities\",\"colLabels\":[\"d10\",\"Personality\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Disgruntled veteran of the Last War who has seen everything\"],[\"2\",\"Lifelong Sharn resident who loves discussing rumors and debating the city's best haunts\"],[\"3\",\"Layabout who tries to do as little work as possible\"],[\"4\",\"Eternal optimist who encourages victims of crime to have hope and look on the bright side\"],[\"5\",\"Investigator who loves to get to the bottom of a mystery\"],[\"6\",\"Rookie with no experience in facing danger who is a bundle of nerves\"],[\"7\",\"Brawny meathead who believes all problems can be solved with force\"],[\"8\",\"Greedy opportunist who's always angling for a bribe\"],[\"9\",\"Uptight perfectionist who appears to do everything by the book\"],[\"10\",\"Unfriendly interrogator who assumes everyone spills their secrets to the Tyrants.\"]],\"name\":\"Sharn Watch Personalities\",\"page\":257,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures - Sharn\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":11}},{\"caption\":\"Watch Station Adventures\",\"colLabels\":[\"d6\",\"Adventure Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Destroy evidence of a crime that's being stored in a Watch station, or plant evidence in a Watch station to frame someone for a crime.\"],[\"2\",\"Learn which members of a station's crew are on the payroll of a criminal organization.\"],[\"3\",\"Ensure the station's Watch officers are indisposed during an upcoming crime spree.\"],[\"4\",\"Help defend a Watch station from a siege.\"],[\"5\",\"Free someone being held at a Watch station.\"],[\"6\",\"Steal uniforms from a Watch station.\"]],\"name\":\"Watch Station Adventures\",\"page\":258,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures - Sharn\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":11}},{\"caption\":\"Sharn Watch Villains\",\"colLabels\":[\"d6\",\"Villain\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A dwarf arrests random halflings on the streets in the lower wards and allows Daask agents to interrogate and torture them.\"],[\"2\",\"A Brelish veteran of the Last War arrests and murders innocent Cyran refugees, claiming each time that the victim tried to attack him.\"],[\"3\",\"A changeling investigator works for the Tyrants and pins unsolved crimes on other Sharn Watch members who interfere with the Tyrants' business.\"],[\"4\",\"A half-elf works her way through the ranks of the Sharn Watch by assassinating her superiors but making it look like they died in the line of duty.\"],[\"5\",\"An elf in the lower wards comes to the aid of only those who pay a monthly protection fee.\"],[\"6\",\"A Blackened Book mage confiscates magic items from others to auction off to criminals.\"]],\"name\":\"Sharn Watch Villains\",\"page\":258,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures - Sharn\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":11}},{\"caption\":\"Sharn Watch Assignments\",\"colLabels\":[\"d8\",\"Assignment\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Solve a murder that occurred in Skyway.\"],[\"2\",\"Find a dreamlily den and arrest the place's owner and its supplier.\"],[\"3\",\"Protect an ambassador from Sarlona who is joining a Morgrave University expedition to the Cogs.\"],[\"4\",\"Monitor the Lyrandar Tower airship dock for a specific criminal reportedly trying to leave the city.\"],[\"5\",\"Apprehend a war criminal rumored to be arriving in Sharn by lightning rail, and deliver the criminal to the nearest Watch station.\"],[\"6\",\"Take a visiting dignitary on a tour of the city and keep them happy.\"],[\"7\",\"Venture into the bowels of the city to find a wanted terrorist who has kidnapped a magewright and stolen the parts needed to build an explosive device.\"],[\"8\",\"Handle a prisoner exchange—one captured criminal for one captured Sharn Watch officer.\"]],\"name\":\"Sharn Watch Assignments\",\"page\":258,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures - Sharn\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":11}},{\"caption\":\"Sharn Watch Adventure Hooks\",\"colLabels\":[\"d4\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The Sharn Watch cracks down on Daask, which leads to violent confrontations in the city's lower wards.\"],[\"2\",\"The Sharn Inquisitive publishes an article claiming that changelings of the Tyrants have stolen the identities of many Watch officers, leading to citywide distrust of the organization.\"],[\"3\",\"After a Thrane immigrant opens a sealed entrance to Old Sharn's ruins, the Guardians of the Gate do not allow anyone in or out of Sharn until the immigrant is found and the entrance is resealed.\"],[\"4\",\"Agents of the Blackened Book find scrying sensors in Sharn Watch stations throughout the city.\"]],\"name\":\"Sharn Watch Adventure Hooks\",\"page\":259,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Building Eberron Adventures - Sharn\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":11}},{\"caption\":\"Creating Common Magic Items\",\"colLabels\":[\"Common Magic Item\",\"Time\",\"Cost\"],\"colStyles\":[\"col-8\",\"col-2 text-center\",\"col-2 text-center\"],\"rows\":[[\"{@item Spell scroll} (cantrip)\",\"8 hours\",\"15 gp\"],[\"{@item Potion of healing}\",\"8 hours\",\"25 gp\"],[\"Any other common magic item\",\"32 hours*\",\"50 gp*\"]],\"footnotes\":[\"*Halved for a consumable item like a potion or scroll\"],\"name\":\"Creating Common Magic Items\",\"page\":281,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Treasures\",\"index\":12}},{\"caption\":\"Eberron Crafting Complications\",\"colLabels\":[\"d6\",\"Complication\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"House Cannith or another dragonmarked house takes an interest in your work. Do they view you as a threat, or are they impressed by your techniques?\"],[\"2\",\"A mishap creates a temporary manifest zone (see \\\"{@book The Planes of Existence|ERLW|10|Planes of Existence}\\\" in {@book chapter 4|ERLW|10} for information on manifest zones).\"],[\"3\",\"You need to acquire an additional rare component to complete your work. Time for adventure!\"],[\"4\",\"The shifting balance of the planes interferes with your work; you must wait for the current planar alignment to change. This delays your work by {@dice 2d6} days.\"],[\"5\",\"Your efforts draw the attention of the Aurum, the Chamber, the Emerald Claw, or the Lords of Dust.\"],[\"6\",\"Your item becomes sentient (see chapter 7 of the {@book Dungeon Master's Guide|DMG} for rules on sentient items).\"]],\"name\":\"Eberron Crafting Complications\",\"page\":281,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Treasures\",\"index\":12}},{\"caption\":\"Daelkyr Modifications\",\"colLabels\":[\"d10\",\"Modification\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The creature is fused with another creature or object.\"],[\"2\",\"The creature has additional eyes, or its existing eyes are replaced with the eyes of a different creature.\"],[\"3\",\"The creature produces eerie music instead of speech.\"],[\"4\",\"The creature's skin has an unusual texture or color.\"],[\"5\",\"The creature's hair is replaced by spines or tentacles.\"],[\"6\",\"The creature's flesh is transparent.\"],[\"7\",\"The creature has extra limbs.\"],[\"8\",\"The creature is bioluminescent.\"],[\"9\",\"The creature has an additional head.\"],[\"10\",\"The creature sheds its skin every 60 days.\"]],\"name\":\"Daelkyr Modifications\",\"page\":284,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Friends and Foes\",\"index\":13}},{\"caption\":\"Living Spell Customization\",\"colLabels\":[\"Spell Level\",\"Stat Block to Customize\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1–2\",\"Living burning hands\"],[\"3–4\",\"Living lightning bolt\"],[\"5\",\"Living cloudkill\"]],\"name\":\"Customizing a Living Spell; Living Spell Customization\",\"page\":283,\"source\":\"ERLW\",\"chapter\":{\"name\":\"Friends and Foes\",\"index\":13}},{\"colLabels\":[\"Month\",\"Days\",\"Holidays\"],\"caption\":\"Exandrian Calendar\",\"colStyles\":[\"col-2\",\"col-2 text-center\",\"col-8\"],\"rows\":[[\"Horisal\",\"29\",\"New Dawn (1st), Hillsgold (27th)\"],[\"Misuthar\",\"30\",\"Day of Challenging (7th)\"],[\"Dualahei\",\"30\",\"Renewal Festival (13th), Wild's Grandeur (20th)\"],[\"Thunsheer\",\"31\",\"Harvest's Rise (11th), Merryfrond's Day (31st)\"],[\"Unndilar\",\"28\",\"Deep Solace (8th), Zenith (26th)\"],[\"Brussendar\",\"31\",\"Artisan's Faire (15th), Elvendawn (20th)\"],[\"Sydenstar\",\"32\",\"Highsummer (15th), Morn of Largesse (14th)\"],[\"Fessuran\",\"29\",\"Harvest's Close (3rd)\"],[\"Quen'pillar\",\"27\",\"Hazel Festival (10th), Civilization's Dawn (22nd)\"],[\"Cuersaar\",\"29\",\"Night of Ascension (13th)\"],[\"Duscar\",\"32\",\"Barren Eve (2nd), Embertide (5th)\"]],\"name\":\"Calendar and Time; Exandrian Calendar\",\"page\":8,\"source\":\"EGW\",\"chapter\":{\"name\":\"Welcome to Wildemount\",\"index\":1}},{\"caption\":\"Prime Deities\",\"colLabels\":[\"Deity\",\"Alignment\",\"Province\",\"Suggested Domains\",\"Common Symbol\"],\"colStyles\":[\"col-2\",\"col-1 text-center\",\"col-2\",\"col-2\",\"col-5\"],\"rows\":[[\"{@deity Avandra|Exandria|EGW}\",\"CG\",\"Change, freedom, luck\",\"Nature, Trickery\",\"Woman's profile embossed on a gold coin or pendant\"],[\"{@deity Bahamut|Exandria|EGW}\",\"LG\",\"Honor, justice\",\"Life, Order,* War\",\"Silver dragon's head in profile\"],[\"{@deity Corellon|Exandria|EGW}\",\"CG\",\"Art, beauty, elves\",\"Arcana,** Light\",\"Two crescent moons facing each other atop a four-pointed star\"],[\"{@deity Erathis|Exandria|EGW}\",\"LN\",\"Civilization, law, peace\",\"Knowledge, Order*\",\"Double-headed axe inset with a pattern of scales\"],[\"{@deity Ioun|Exandria|EGW}\",\"N\",\"Knowledge, learning, teaching\",\"Arcana,** Knowledge\",\"Pair of open eyes crowned with a third open eye\"],[\"{@deity Kord|Exandria|EGW}\",\"CN\",\"Battle, competition, storms\",\"Tempest, War\",\"Four bolts of lightning radiating from the center of a shield\"],[\"{@deity Melora|Exandria|EGW}\",\"N\",\"Seas, wilderness\",\"Life, Nature, Tempest\",\"Wreath of grass and grain affixed to a crook\"],[\"{@deity Moradin|Exandria|EGW}\",\"LG\",\"Craft, creation\",\"Forge,*** Knowledge, War\",\"Hammer with ends carved in the likeness of dwarven heads\"],[\"{@deity Pelor|Exandria|EGW}\",\"NG\",\"Healing, sun\",\"Life, Light, Nature\",\"Bright, eight-pointed star\"],[\"{@deity Raei|Exandria|EGW}\",\"NG\",\"Atonement, compassion\",\"Life, Light\",\"Humanoid, feminine phoenix\"],[\"{@deity The Raven Queen|Exandria|EGW}\",\"LN\",\"Death, fate, winter\",\"Death, Grave***\",\"White, humanoid mask framed in black feathers\"],[\"{@deity Sehanine|Exandria|EGW}\",\"CG\",\"Illusion, moonlight, night\",\"Arcana,** Nature, Trickery\",\"Crescent moon turned upward, strung like a bow\"]],\"footnotes\":[\"* The {@class Cleric||Order domain|Order|TCE} appears in {@book Guildmaster's Guide to Ravnica|GGR}.\",\"** The {@class Cleric||Arcana domain|Arcana|SCAG} appears in {@book Sword Coast Adventurer's Guide|SCAG}.\",\"*** The {@class Cleric||Forge|Forge|XGE} and {@class Cleric||Grave|Grave|XGE} domains appear in {@book Xanathar's Guide to Everything|XGE}.\"],\"name\":\"Prime Deities\",\"page\":20,\"source\":\"EGW\",\"chapter\":{\"name\":\"Story of Wildemount\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":2}},{\"caption\":\"Betrayer Gods\",\"colLabels\":[\"Deity\",\"Alignment\",\"Province\",\"Suggested Domains\",\"Common Symbol\"],\"colStyles\":[\"col-2\",\"col-1 text-center\",\"col-2\",\"col-2\",\"col-5\"],\"rows\":[[\"{@deity Asmodeus|Exandria|EGW}\",\"LE\",\"God of the Nine Hells\",\"Trickery, War\",\"Crown of spiked onyx and curved horns\"],[\"{@deity Bane|Exandria|EGW}\",\"LE\",\"Conquest, tyranny\",\"Forge,* Order,** War\",\"Flail of chains, each ending in shackles\"],[\"{@deity Gruumsh|Exandria|EGW}\",\"CE\",\"Slaughter, warfare\",\"Death, Tempest, War\",\"Single, unblinking eye that bleeds\"],[\"{@deity Lolth|Exandria|EGW}\",\"CE\",\"Deceit, spiders\",\"Knowledge, Trickery\",\"Jeweled spider\"],[\"{@deity Tharizdun|Exandria|EGW}\",\"CE\",\"Darkness, destruction\",\"Death, Grave,* Trickery\",\"Crooked, seven-pointed star made of chains\"],[\"{@deity Tiamat|Exandria|EGW}\",\"LE\",\"Dragon god of evil\",\"Order,** Trickery, War\",\"Taloned dragon claw\"],[\"{@deity Torog|Exandria|EGW}\",\"NE\",\"Enslavement, torture\",\"Death, Trickery\",\"Three pale arms clawing from a dark void\"],[\"{@deity Vecna|Exandria|EGW}\",\"NE\",\"Necromancy, secrets\",\"Arcana,*** Death, Grave,* Knowledge\",\"Desiccated hand with an eye in the palm\"],[\"{@deity Zehir|Exandria|EGW}\",\"CE\",\"Assassins, poison, snakes\",\"Nature, Trickery\",\"Coiled serpent\"]],\"footnotes\":[\"* The {@class Cleric||Forge|Forge|XGE} and {@class Cleric||Grave|Grave|XGE} domains appear in {@book Xanathar's Guide to Everything|XGE}.\",\"** The {@class Cleric||Order|Order|TCE} domain appears in {@book Guildmaster's Guide to Ravnica|GGR}.\",\"*** The {@class Cleric||Arcana domain|Arcana|SCAG} appears in {@book Sword Coast Adventurer's Guide|SCAG}.\"],\"name\":\"Betrayer Gods\",\"page\":26,\"source\":\"EGW\",\"chapter\":{\"name\":\"Story of Wildemount\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":2}},{\"caption\":\"Lesser Idols\",\"colLabels\":[\"Deity\",\"Alignment\",\"Province\",\"Suggested Domains\",\"Common Symbol\"],\"colStyles\":[\"col-2\",\"col-1 text-center\",\"col-2\",\"col-2\",\"col-5\"],\"rows\":[[\"{@deity Arms of the Betrayers|Exandria|EGW}\",\"NE\",\"The Fiend, the Hexblade*\",\"Death, War\",\"Blade thrust downward through an eight-eyed skull\"],[\"{@deity Ceratos|Exandria|EGW}\",\"CN\",\"The Great Old One\",\"Knowledge, Tempest\",\"Three mismatched eyes surrounded by teeth\"],[\"{@deity Desirat|Exandria|EGW}\",\"LE\",\"The Fiend, the Undying**\",\"Light, Trickery\",\"Burning purple feather\"],[\"{@deity Naviask|Exandria|EGW}\",\"NG\",\"The Archfey\",\"Life, Nature\",\"Wreath of flowers shaped into demon horns\"],[\"{@deity Quajath|Exandria|EGW}\",\"CN\",\"The Fiend, the Great Old One\",\"Nature, War\",\"Ring of teeth\"],[\"{@deity The Hag Mother|Exandria|EGW}\",\"NE\",\"The Fiend\",\"Knowledge, Trickery\",\"Single red horn\"],[\"{@deity The Luxon|Exandria|EGW}\",\"N\",\"—\",\"Arcana,** Light\",\"Hollow dodecahedron\"],[\"{@deity The Traveler|Exandria|EGW}\",\"CN\",\"The Archfey\",\"Nature, Trickery\",\"Arched doorway over a road that vanishes into the distance\"],[\"{@deity Uk'otoa|Exandria|EGW}\",\"NE\",\"The Great Old One, the Hexblade*\",\"Knowledge, Tempest\",\"Yellow, slitted eye\"],[\"{@deity Vesh|Exandria|EGW}\",\"NE\",\"The Archfey, the Undying**\",\"Death, Life\",\"Crimson ring hanging from a chain\"],[\"{@deity Xalicas|Exandria|EGW}\",\"LG\",\"The Archfey, the Celestial*\",\"Life, Light\",\"Single blackened wing\"]],\"footnotes\":[\"* The {@class Warlock||Celestial|Celestial|XGE} and {@class Warlock||Hexblade|Hexblade|XGE} warlock patrons appear in {@book Xanathar's Guide to Everything|XGE}.\",\"** {@class Warlock||The Undying|Undying|SCAG} warlock patron and the {@class Cleric||Arcana domain|Arcana|SCAG} appear in {@book Sword Coast Adventurer's Guide|SCAG}.\"],\"name\":\"Lesser Idols\",\"page\":30,\"source\":\"EGW\",\"chapter\":{\"name\":\"Story of Wildemount\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":2}},{\"caption\":\"Eiselcross Encounters: Levels 1–4\",\"colLabels\":[\"d6\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The characters encounter {@dice 1d4} wildfolk {@creature Scout||scouts} hunting a {@creature saber-toothed tiger}. The scouts are out of arrows and willing to trade equipment and information to replenish their ammunition.\"],[\"2\",\"The characters encounter a lost Cerberus Assembly {@creature mage} trying to return to Balenpost. The rest of the mage's team died in the ruins of Aeor, and there is a {@chance 50} chance the mage carries a recently recovered Aeorian item.\"],[\"3\",\"The characters find a {@creature griffon} with an arrow in its wing that prevents it from flying. A character who succeeds on a DC 15 Wisdom ({@skill Animal Handling}) check can approach the griffon without being attacked. Such a character can remove the arrow, restoring the griffon's ability to fly, after which the griffon allows the character to ride it as a mount for the next {@dice 1d10} days.\"],[\"4\",\"The characters encounter the {@creature revenant} of a dead explorer from Balenpost who was murdered by one of its team and is looking for vengeance.\"],[\"5\",\"The characters find a 3-foot-tall, 50-pound egg. If they keep the egg in a cold environment for {@dice 1d10} weeks, a {@creature white dragon wyrmling} hatches from it.\"],[\"6\",\"A {@creature young remorhaz} ambushes the characters.\"]],\"name\":\"Eiselcross Encounters: Levels 1–4\",\"page\":122,\"source\":\"EGW\",\"chapter\":{\"name\":\"Wildemount Gazetteer\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":4}},{\"caption\":\"Eiselcross Encounters: Levels 5–10\",\"colLabels\":[\"d6\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The characters encounter {@dice 1d4 + 1} {@creature Mammoth||mammoths} being hunted by {@dice 2d6} wildfolk {@creature Scout||scouts}.\"],[\"2\",\"An {@creature abominable yeti} and {@dice 1d4} {@creature Yeti||yetis} stalk the characters.\"],[\"3\",\"The characters encounter {@dice 2d4} {@creature Allowak Yeti|EGW|yetis from Allowak's Sanctuary} (see \\\"{@book Allowak's Sanctuary Yeti Statistics|EGW|4|Allowak's Sanctuary Yeti Statistics}\\\" later in this chapter). The yetis attempt to scare the characters away but do not wish to do harm.\"],[\"4\",\"The characters pass an Aeorian building that crashed nearby. The building contains {@dice 1d4 + 4} {@creature Wight||wights}.\"],[\"5\",\"An {@creature Aeorian absorber|EGW} (see {@book chapter 7|EGW|8|Aeorian Absorber}) ambushes the characters.\"],[\"6\",\"The characters encounter a large herd of elk. If the characters scare the elk, {@dice 1d6} {@creature elk} attack while the rest of the herd flees. During the combat, a {@creature remorhaz} bursts out of the snow and attacks indiscriminately.\"]],\"name\":\"Eiselcross Encounters: Levels 5–10\",\"page\":122,\"source\":\"EGW\",\"chapter\":{\"name\":\"Wildemount Gazetteer\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":4}},{\"caption\":\"Eiselcross Encounters: Levels 11–16\",\"colLabels\":[\"d6\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An {@creature adult white dragon} confronts the characters, demanding treasure for passage through its territory. The dragon accepts 1,000 gp worth of treasure or a rare magic item as acceptable tribute.\"],[\"2\",\"The characters encounter an {@creature iron golem} that keeps walking in circles. The golem attacks any creatures within 10 feet of it but otherwise continues walking in circles.\"],[\"3\",\"The characters find a camp of {@dice 2d4} {@creature Minotaur||minotaurs} and {@dice 4d6} {@creature Orc||orcs} looking for wildfolk to recruit for the Kryn. These explorers want to keep their operation covert. If they aren't convinced the characters can keep their secret, the Xhorhasians attack.\"],[\"4\",\"A {@creature roc} flies overhead and attempts to scoop up a character of your choice as its next meal.\"],[\"5\",\"The characters encounter a coven of three {@creature Night Hag||night hags} searching for Aeorian items. In their humanoid guises, these hags pretend to be lost explorers and request the characters' escort. When the characters are in a vulnerable spot, the hags reveal their true nature and attack.\"],[\"6\",\"The characters are ambushed by {@dice 1d8 + 1} {@creature Frost Giant||frost giants}.\"]],\"name\":\"Eiselcross Encounters: Levels 11–16\",\"page\":122,\"source\":\"EGW\",\"chapter\":{\"name\":\"Wildemount Gazetteer\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":4}},{\"caption\":\"Eiselcross Encounters: Levels 17–20\",\"colLabels\":[\"d8\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The characters find the buried top of an Aeorian tower that crashed into the ice. Ice fills the lower levels of the tower, and {@dice 1d4 + 1} {@creature Aeorian Nullifier|EGW|Aeorian nullifiers} (see {@book chapter 7|EGW|8|Aeorian Nullifier}) are frozen in the ice.\"],[\"2\",\"The characters encounter {@dice 2d6} gladiator wormkin (see \\\"{@book Tomb of the Worm|EGW|4|Tomb of the Worm}\\\" later in this chapter) attempting to force-feed a group of {@dice 3d6} wildfolk {@creature Commoner||commoners} the meat of the Undermaw.\"],[\"3\",\"The characters find a humanoid skull frozen in the ice. If they free the skull, it comes alive, revealing its true form as a {@creature demilich}.\"],[\"4\",\"The characters encounter two {@creature Mage||mages} from Balenpost planning to steal an Aeorian item from a camp of {@dice 3d6} {@creature Frost Giant||frost giants} and their tamed {@creature frost worm|EGW} (see {@book chapter 7|EGW|8|Frost Worm}) The mages ask for the characters' help with the heist.\"],[\"5\",\"The characters encounter the {@creature ghost} of an Aeorian citizen. If the characters are kind to the ghost, the undead might be able to share the history of the crashed city with the characters.\"],[\"6\",\"The characters encounter {@dice 2d6} {@creature Frost Giant Zombie|EGW|frost giant zombies} (see {@book chapter 7|EGW|8|Frost Giant Zombie}). These zombies did not come from the Fortress of the Dead Jarl. Their origin is up to you.\"],[\"7\",\"The characters cross over an area of thin ice. A {@creature kraken} obsessed with Aeor floats beneath the ice and orders the characters to share any knowledge they have of the place or face its wrath.\"],[\"8\",\"An {@creature ancient white dragon} ambushes the characters.\"]],\"name\":\"Eiselcross Encounters: Levels 17–20\",\"page\":122,\"source\":\"EGW\",\"chapter\":{\"name\":\"Wildemount Gazetteer\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":4}},{\"colLabels\":[\"d8\",\"Habitat\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Arctic\"],[\"2\",\"Desert\"],[\"3\",\"Forest\"],[\"4\",\"Grassland\"],[\"5\",\"Hill\"],[\"6\",\"Mountain\"],[\"7\",\"Ocean\"],[\"8\",\"Swamp\"]],\"name\":\"Mutalos Habitats\",\"page\":128,\"source\":\"EGW\",\"chapter\":{\"name\":\"Wildemount Gazetteer\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":4}},{\"colLabels\":[\"d10\",\"Phenomenon\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"It smells of death here. This area is permanently ridden with the stench of rot and decay.\"],[\"2\",\"Incorporeal phantoms move in and out of reality here. These apparitions ignore any interaction with creatures.\"],[\"3\",\"Everything is a single color here. All physical matter in this area adopts the pigmentation of one of the seven colors of the rainbow or the color black.\"],[\"4\",\"Nonmagical fire can't burn here.\"],[\"5\",\"Sources of light here appear kaleidoscopic. Empty air refracts light in this area, creating dazzling displays of prismatic colors.\"],[\"6\",\"Any character who sleeps here dreams of a different life on a different world in a different body.\"],[\"7\",\"There is no sound here. This area is permanently under the effects of the {@spell silence} spell.\"],[\"8\",\"This place is supernaturally unlucky. Attack rolls, ability checks, and saving throws cannot be rerolled in this area.\"],[\"9\",\"Water turns to acid here. Water introduced to this area becomes acid in {@dice 1d4} days.\"],[\"10\",\"This place is haunted by fragments of the Far Realm. Whenever the target of a Wisdom saving throw fails its save, that creature has a {@chance 5} chance of becoming afflicted by a random form of long-term madness (see \\\"{@book Madness|DMG|8|Madness}\\\" in chapter 8 of the {@book Dungeon Master's Guide|DMG}).\"]],\"name\":\"Uncanny Phenomena\",\"page\":151,\"source\":\"EGW\",\"chapter\":{\"name\":\"Wildemount Gazetteer\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":4}},{\"caption\":\"Social Status Relationships\",\"colLabels\":[\"d20\",\"Background\",\"Clovis Concord\",\"Dwendalian Empire\",\"Greying Wildlands\",\"Kryn Dynasty\"],\"colStyles\":[\"col-2 text-center\",\"col-2\",\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\"],\"rows\":[[\"1\",\"{@background Acolyte}\",\"1 ally\",\"1 ally (legal faith) or 1 rival (illegal faith)\",\"1 rival\",\"1 ally\"],[\"2\",\"{@background Luxonborn (Acolyte)|EGW|Acolyte (Luxonborn)}\",\"—\",\"1 rival\",\"—\",\"1 ally\"],[\"3\",\"{@background Charlatan}\",\"1 ally\",\"1 rival\",\"1 ally\",\"1 rival\"],[\"4\",\"{@background Variant Criminal (Spy)||Criminal}\",\"1 rival\",\"1 rival\",\"1 ally\",\"1 rival\"],[\"5\",\"{@background Myriad Operative (Criminal)|EGW|Criminal (Myriad operative)}\",\"1 rival\",\"1 ally\",\"1 rival\",\"—\"],[\"6\",\"{@background Entertainer}\",\"1 ally\",\"1 ally\",\"1 rival\",\"1 ally\"],[\"7\",\"{@background Folk Hero}\",\"1 ally\",\"1 rival\",\"1 rival\",\"1 ally\"],[\"8\",\"{@background Grinner|EGW}\",\"1 ally\",\"1 rival\",\"—\",\"—\"],[\"9\",\"{@background Variant Guild Artisan (Guild Merchant)||Guild Artisan}\",\"1 rival\",\"1 ally\",\"—\",\"1 ally\"],[\"10\",\"{@background Hermit}\",\"—\",\"1 rival\",\"1 ally\",\"1 ally\"],[\"11\",\"{@background Noble}\",\"1 ally\",\"1 ally and 1 rival\",\"1 rival\",\"1 ally and 1 rival\"],[\"12\",\"{@background Outlander}\",\"—\",\"—\",\"1 ally\",\"—\"],[\"13\",\"{@background Sage}\",\"1 rival\",\"1 rival\",\"—\",\"1 ally\"],[\"14\",\"{@background Cobalt Scholar (Sage)|EGW|Sage (Cobalt Scholar)}\",\"1 ally\",\"1 ally and 1 rival\",\"1 ally\",\"1 rival\"],[\"15\",\"{@background Sailor}\",\"1 ally and 1 rival\",\"—\",\"1 rival\",\"1 ally\"],[\"16\",\"{@background Revelry Pirate (Sailor)|EGW|Sailor (Revelry pirate)}\",\"1 ally and 1 rival\",\"—\",\"1 ally\",\"—\"],[\"17\",\"{@background Soldier}\",\"1 ally\",\"1 ally and 1 rival\",\"1 rival\",\"1 ally and 1 rival\"],[\"18\",\"{@background Augen Trust (Spy)|EGW|Spy (Augen Trust)}\",\"—\",\"1 ally\",\"—\",\"1 rival\"],[\"19\",\"{@background Urchin}\",\"1 ally\",\"1 rival\",\"1 rival\",\"1 rival\"],[\"20\",\"{@background Volstrucker Agent|EGW}\",\"—\",\"1 ally\",\"—\",\"1 rival\"]],\"name\":\"Heroic Chronicle; Social Status Relationships\",\"page\":190,\"source\":\"EGW\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":5}},{\"caption\":\"Homelands\",\"colLabels\":[\"d100\",\"Region (Government)\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–21\",\"Menagerie Coast (choose either the Clovis Concord or Revelry pirates)\"],[\"22–40\",\"Marrow Valley in Western Wynandir (Dwendalian Empire)\"],[\"41–72\",\"Zemni Fields in Western Wynandir (Dwendalian Empire)\"],[\"73–77\",\"Greying Wildlands (choose either the Tribes of Shadycreek Run or Uthodurn)\"],[\"78–00\",\"Xhorhas in Eastern Wynandir (choose either the Kryn Dynasty or Xarzith Kitril)\"]],\"name\":\"Backstory; Homelands\",\"page\":191,\"source\":\"EGW\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":5}},{\"caption\":\"Backgrounds\",\"colLabels\":[\"d20\",\"Background\",\"Reference\"],\"colStyles\":[\"col-2 text-center\",\"col-9\",\"col-1 text-center\"],\"rows\":[[\"1\",\"{@background Acolyte}\",\"PH\"],[\"2\",\"{@background Luxonborn (Acolyte)|EGW|Acolyte (Luxonborn)}\",\"EGW\"],[\"3\",\"{@background Charlatan}\",\"PH\"],[\"4\",\"{@background Variant Criminal (Spy)||Criminal}\",\"PH\"],[\"5\",\"{@background Myriad Operative (Criminal)|EGW|Criminal (Myriad operative)}\",\"EGW\"],[\"6\",\"{@background Entertainer}\",\"PH\"],[\"7\",\"{@background Folk Hero}\",\"PH\"],[\"8\",\"{@background Grinner|EGW}\",\"EGW\"],[\"9\",\"{@background Variant Guild Artisan (Guild Merchant)||Guild Artisan}\",\"PH\"],[\"10\",\"{@background Hermit}\",\"PH\"],[\"11\",\"{@background Noble}\",\"PH\"],[\"12\",\"{@background Outlander}\",\"PH\"],[\"13\",\"{@background Sage}\",\"PH\"],[\"14\",\"{@background Cobalt Scholar (Sage)|EGW|Sage (Cobalt Scholar)}\",\"EGW\"],[\"15\",\"{@background Sailor}\",\"PH\"],[\"16\",\"{@background Revelry Pirate (Sailor)|EGW|Sailor (Revelry pirate)}\",\"EGW\"],[\"17\",\"{@background Soldier}\",\"PH\"],[\"18\",\"{@background Augen Trust (Spy)|EGW|Spy (Augen Trust)}\",\"EGW\"],[\"19\",\"{@background Urchin}\",\"PH\"],[\"20\",\"{@background Volstrucker Agent|EGW}\",\"EGW\"]],\"name\":\"Backstory; Backgrounds\",\"page\":191,\"source\":\"EGW\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":5}},{\"caption\":\"Menagerie Coast Settlements\",\"colLabels\":[\"d100\",\"Settlement Name\",\"Type\"],\"colStyles\":[\"col-2 text-center\",\"col-8\",\"col-2\"],\"rows\":[[\"01\",\"Brokenbank\",\"Town\"],[\"02\",\"Darktow\",\"Town\"],[\"03–09\",\"Feolinn\",\"City\"],[\"10–19\",\"Gwardan\",\"City\"],[\"20–36\",\"Nicodranas\",\"City\"],[\"37–40\",\"Othe\",\"City\"],[\"41\",\"Palma Flora\",\"Town\"],[\"42–84\",\"Port Damali\",\"City\"],[\"85–93\",\"Port Zoon\",\"City\"],[\"94–00\",\"Tussoa\",\"City\"]],\"name\":\"Backstory; Menagerie Coast Settlements\",\"page\":191,\"source\":\"EGW\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":5}},{\"caption\":\"Marrow Valley Settlements\",\"colLabels\":[\"d100\",\"Settlement Name\",\"Type\"],\"colStyles\":[\"col-2 text-center\",\"col-8\",\"col-2\"],\"rows\":[[\"01–02\",\"Alfield\",\"Town\"],[\"03–05\",\"Ashguard Garrison\",\"Military outpost\"],[\"06–07\",\"Berleben\",\"Town\"],[\"08–12\",\"Bladegarden\",\"City\"],[\"13–18\",\"Deastok\",\"City\"],[\"19–22\",\"Felderwin\",\"City\"],[\"23–32\",\"Grimgolir\",\"City\"],[\"33–40\",\"Hupperdook\",\"City\"],[\"41–44\",\"Kamordah\",\"City\"],[\"45\",\"Talonstadt\",\"Town\"],[\"46–50\",\"Trostenwald\",\"City\"],[\"51–52\",\"Vol'antim\",\"Town\"],[\"53–00\",\"Zadash\",\"City\"]],\"name\":\"Backstory; Marrow Valley Settlements\",\"page\":191,\"source\":\"EGW\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":5}},{\"caption\":\"Zemni Fields Settlements\",\"colLabels\":[\"d100\",\"Settlement Name\",\"Type\"],\"colStyles\":[\"col-2 text-center\",\"col-8\",\"col-2\"],\"rows\":[[\"01\",\"Blumenthal\",\"Town\"],[\"02–07\",\"Bysaes Tyl\",\"City\"],[\"08–11\",\"Druvenlode\",\"City\"],[\"12–13\",\"Icehaven\",\"Town\"],[\"14–18\",\"Nogvurot\",\"City\"],[\"19–20\",\"Odessloe\",\"City\"],[\"21–26\",\"Pride's Call\",\"City\"],[\"27–96\",\"Rexxentrum\",\"City\"],[\"97–98\",\"Rockguard Garrison\",\"Military outpost\"],[\"99\",\"Velvin Thicket\",\"Nomadic diaspora\"],[\"00\",\"Yrrosa\",\"Town\"]],\"name\":\"Backstory; Zemni Fields Settlements\",\"page\":191,\"source\":\"EGW\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":5}},{\"caption\":\"Greying Wildlands Settlements\",\"colLabels\":[\"d100\",\"Settlement Name\",\"Type\"],\"colStyles\":[\"col-2 text-center\",\"col-8\",\"col-2\"],\"rows\":[[\"01–03\",\"Boroftkrah\",\"Town\"],[\"04–06\",\"Palebank Village\",\"Village\"],[\"07–30\",\"Shadycreek Run\",\"City\"],[\"31–00\",\"Uthodurn\",\"City\"]],\"name\":\"Backstory; Greying Wildlands Settlements\",\"page\":191,\"source\":\"EGW\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":5}},{\"caption\":\"Eastern Wynandir Settlements\",\"colLabels\":[\"d100\",\"Settlement Name\",\"Type\"],\"colStyles\":[\"col-2 text-center\",\"col-8\",\"col-2\"],\"rows\":[[\"01–20\",\"Asarius\",\"City\"],[\"21\",\"Bazzoxan\",\"Town\"],[\"22\",\"Charis\",\"Village\"],[\"23–30\",\"Igrathad\",\"Seven villages\"],[\"31–36\",\"Jigow\",\"City\"],[\"37\",\"New Haxon\",\"Military outpost\"],[\"38–89\",\"Rosohna (Ghor Dranas)\",\"City\"],[\"90–93\",\"Rotthold\",\"City\"],[\"94–96\",\"Urzin\",\"Town\"],[\"97–00\",\"Xarzith Kitril\",\"City\"]],\"name\":\"Backstory; Eastern Wynandir Settlements\",\"page\":191,\"source\":\"EGW\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":5}},{\"caption\":\"Family Size (Village)\",\"colLabels\":[\"d100\",\"Number of Parents\",\"Number of Siblings\"],\"colStyles\":[\"col-2 text-center\",\"col-8\",\"col-2\"],\"rows\":[[\"01–10\",\"3 or more\",\"{@dice 2d4 + 2}\"],[\"11–50\",\"2\",\"{@dice 2d4}\"],[\"51–89\",\"1\",\"{@dice 1d4}\"],[\"90–00\",\"0\",\"0\"]],\"name\":\"Backstory; Family Size (Village)\",\"page\":191,\"source\":\"EGW\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":5}},{\"caption\":\"Family Size (City)\",\"colLabels\":[\"d100\",\"Number of Parents\",\"Number of Siblings\"],\"colStyles\":[\"col-2 text-center\",\"col-8\",\"col-2\"],\"rows\":[[\"01–05\",\"3 or more\",\"{@dice 2d4 + 2}\"],[\"06–60\",\"2\",\"{@dice 2d4}\"],[\"61–80\",\"1\",\"{@dice 1d4}\"],[\"81–00\",\"0\",\"0\"]],\"name\":\"Backstory; Family Size (City)\",\"page\":191,\"source\":\"EGW\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":5}},{\"caption\":\"Family Relationships\",\"colLabels\":[\"d100\",\"Relationship\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–10\",\"You thought you killed this family member, whether by accident or otherwise. You never expected to see them again—but now they're out for your blood. You gain one rival.\"],[\"11–20\",\"You insulted this family member so gravely that they left your life forever. If they ever return, it will be to settle the score. You gain one rival.\"],[\"21–30\",\"You have always been better than this family member at a particular activity. They grew jealous and abandoned you, so that they could return and best you one day. You gain one rival.\"],[\"31–40\",\"You uncovered a secret about this family member, whether a tiny embarrassment or a life-changing scandal. They now seek to unveil your darkest secret. You gain one rival.\"],[\"41–50\",\"You and this family member have a friendly rivalry, and are constantly trying to best each other in an activity, craft, or other pursuit. You visit occasionally to test each other's skills. You gain one rival.\"],[\"51–60\",\"This family member owes you a debt, and they don't like it. They'll help you out when you need it, but only to clear the slate. You gain one ally.\"],[\"61–70\",\"This family member loves you, but you were never that close. They'll do anything to help you—as long as they won't be at risk of injury or death. You gain one ally.\"],[\"71–80\",\"This family member caused you to have a horrible accident when you were a child. They still feel incredible guilt, which they would do anything to assuage. You gain one ally.\"],[\"81–90\",\"This family member left long ago for reasons you don't understand or won't talk about. Before they left, they promised you that they would return in your hour of greatest need. You gain one ally.\"],[\"91–00\",\"This family member has always loved you with all their heart, and would do anything for you. You gain one ally.\"]],\"name\":\"Backstory; Family Relationships\",\"page\":191,\"source\":\"EGW\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":5}},{\"caption\":\"Ally Relationships\",\"colLabels\":[\"d100\",\"Relationship\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–10\",\"This ally is a loyal pet. Rather than rolling on the Ally and Rival Identities table, choose one beast of CR 1/8 or lower as your pet.\"],[\"11–20\",\"This person once lost a bet to you and is still trying to scrounge up the cash to pay you back. They've decided you'd both be better off if they put you in their debt instead.\"],[\"21–30\",\"This person was once a beggar to whom you gave a large sum of money. They have transformed their life thanks to you, and now want to repay your generosity.\"],[\"31–40\",\"You were this person's favorite drinking buddy, and their home is always open to you and your friends.\"],[\"41–50\",\"This person was once your mentor, but you left before you could complete your training. You are welcome to return and finish what you started, but only when you are ready.\"],[\"51–60\",\"You bonded with this person over a traumatic event such as a battle or an armed robbery. If you ever tell them that you are in danger, they will try to aid you.\"],[\"61–70\",\"You and this person share a terrible secret, and you have sworn to never reveal it to anyone. They will help you keep this secret if it is ever in danger of being revealed.\"],[\"71–80\",\"This person fell in love with you. If you reciprocated, they always stand at your side. If you didn't, they took it well, and still consider you their closest friend.\"],[\"81–90\",\"You and this person were affected by powerful magic, and now you both share a telepathic connection that functions while you are within 1 mile of each other.\"],[\"91–00\",\"This person owes you their life. Even if they can't follow you everywhere you go, they will do anything they can to protect you.\"]],\"name\":\"Backstory; Ally Relationships\",\"page\":191,\"source\":\"EGW\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":5}},{\"caption\":\"Rival Relationships\",\"colLabels\":[\"d100\",\"Relationship\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–10\",\"This person believes that you murdered their sibling. Regardless of your guilt or innocence, they are out for your blood.\"],[\"11–20\",\"You bested this person in combat, but they believe you cheated to defeat them. They long to prove that they are the superior warrior.\"],[\"21–30\",\"You broke a promise to this person, and it caused them to suffer greatly. Now they conspire to make someone else break a valuable promise to you.\"],[\"31–40\",\"You once loved this person, but broke their heart. They are now obsessed with making you feel the same pain they felt.\"],[\"41–50\",\"This person was ordered to arrest you, and doggedly hunts you wherever you go.\"],[\"51–60\",\"This person thinks that you were replaced by a doppelganger or possessed by a spirit or monster. They are now trying to defeat you, so as to find or free the original you.\"],[\"61–70\",\"You fled from your home under mysterious circumstances. This person is obsessed with finding out the truth of what caused you to leave.\"],[\"71–80\",\"You and this person tried to harness power beyond your control, and it left them disfigured and in constant pain. Having since mastered the power that nearly destroyed them, they now seek to turn it upon you.\"],[\"81–90\",\"You helped this person out once when they were down on their luck, and now they go to you whenever they need help.\"],[\"91–00\",\"This person wants to be your friend, but their help has always made your life harder.\"]],\"name\":\"Backstory; Rival Relationships\",\"page\":191,\"source\":\"EGW\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":5}},{\"caption\":\"Ally and Rival Identities\",\"colLabels\":[\"d100\",\"Stat Block\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–05\",\"{@creature Commoner} (MM)\"],[\"06–10\",\"{@creature Acolyte} (MM)\"],[\"11–15\",\"{@creature Bandit} (MM)\"],[\"16–20\",\"{@creature Bandit captain} (MM)\"],[\"21–25\",\"{@creature Berserker} (MM)\"],[\"26–30\",\"{@creature Cultist} (MM)\"],[\"31–35\",\"{@creature Cult fanatic} (MM); gain one fateful moment\"],[\"36–40\",\"{@creature Druid} (MM)\"],[\"41–45\",\"{@creature Gladiator} (MM); gain one fateful moment\"],[\"46–50\",\"{@creature Guard} (MM)\"],[\"51–55\",\"{@creature Knight} (MM)\"],[\"56–60\",\"{@creature Priest} (MM)\"],[\"61–65\",\"{@creature Scout} (MM)\"],[\"66–70\",\"{@creature Spy} (MM)\"],[\"71–75\",\"{@creature Tribal warrior} (MM)\"],[\"76–80\",\"{@creature Veteran} (MM)\"],[\"81–84\",\"{@creature Mage} (MM); gain one fateful moment\"],[\"85–88\",\"{@creature Noble} (MM); gain one fateful moment\"],[\"89–92\",\"{@creature Assassin} (MM); gain one fateful moment\"],[\"93–94\",\"{@creature Blood hunter|EGW} (EGW); gain one fateful moment\"],[\"95–96\",\"Good or neutral {@creature werebear} or {@creature weretiger} (DM's choice; MM); gain one fateful moment\"],[\"97–98\",\"Evil {@creature wereboar}, {@creature wererat}, or {@creature werewolf} (DM's choice; MM); gain one fateful moment\"],[\"99\",\"{@creature Archmage} (MM); gain one fateful moment\"],[\"00\",\"{@creature Adult gold dragon} or {@creature adult red dragon} (DM's choice; MM); gain one fateful moment\"]],\"name\":\"Backstory; Ally and Rival Identities\",\"page\":191,\"source\":\"EGW\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":5}},{\"caption\":\"Fateful Moments\",\"colLabels\":[\"d20\",\"Event\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Your parents were murdered in front of you. Roll on the {@book Ally and Rival Identities table|EGW|5|Ally and Rival Identities} to determine the type of creature that killed them. You have proficiency in the {@skill Stealth} and {@skill Survival} skills.\"],[\"2\",\"You met a dark elf dying in the wilderness. Around their neck was a silver talisman containing a cameo of their child and the name \\\"Il'viranya.\\\" It is an {@item amulet of proof against detection and location}.\"],[\"3\",\"A mysterious stranger gave you a gift that saved your life while you were lost in the wilderness. Roll on the {@book Ally and Rival Identities table|EGW|5|Ally and Rival Identities} to determine the identity of the stranger. Then roll on {@table Magic Item Table B} in the {@book Dungeon Master's Guide|DMG} to determine the item. If you roll a consumable item from the table, roll again.\"],[\"4\",\"You were caught in a terrible storm but miraculously survived. Now your dreams contain visions sent by a mysterious god or demigod. You have proficiency in the {@skill Arcana} or {@skill Religion} skill (your choice).\"],[\"5\",\"A famous warrior trained you with what has become your signature weapon. You have proficiency with a martial weapon of your choice, and you own one such weapon. It has special features as detailed in {@book chapter 7|DMG|7|Types of Treasure} of the {@book Dungeon Master's Guide|DMG}. You also have the {@feat Martial Adept} feat from the {@book Player's Handbook|PHB}.\"],[\"6\",\"You were the sole survivor when a horde of rampaging monsters raided your village or your neighborhood. You have proficiency in the {@skill Stealth} skill or proficiency with martial weapons (your choice).\"],[\"7\",\"A famous mage saw potential in you and tutored you in the arcane arts. You have a spellbook and the {@feat Magic Initiate} feat from the {@book Player's Handbook|PHB}.\"],[\"8\",\"While on a long journey, you were picked up by a traveling circus, spending a year with them before returning to your home. You have proficiency in the {@skill Acrobatics} or {@skill Performance} skill (your choice) and proficiency with the disguise kit.\"],[\"9\",\"You were transformed into a bear by mysterious magic, and lived for a year as an animal before you were saved by a druid. Magic still lingers within you, though, and you can cast {@spell speak with animals} at will.\"],[\"10\",\"You were press-ganged into military service, and were left shaken by what you saw on the battlefield. You have proficiency with medium armor, shields, and martial weapons. You also have a random form of indefinite madness, determined by rolling on the {@table indefinite madness||Indefinite Madness table} in chapter 8 of the {@book Dungeon Master's Guide|DMG}.\"],[\"11\",\"You were kidnapped by bandits while traveling between towns. While captured, you met an old thief who helped you escape. You have proficiency with thieves' tools and proficiency in the {@skill Stealth} skill.\"],[\"12\",\"You were visited by a demon lord in a dream. You awakened knowing the {@spell find familiar} spell and are now able to cast it as a ritual, but your familiar always takes the form of a {@creature quasit}. You also have a random form of indefinite madness, determined by rolling on the {@table indefinite madness||Indefinite Madness table} in chapter 8 of the {@book Dungeon Master's Guide|DMG}.\"],[\"13\",\"While exploring a remote forest, you were attacked by evil lycanthropes but escaped before being killed. You are cursed with {@creature wereboar}, {@creature wererat}, or {@creature werewolf} lycanthropy (DM's choice).\"],[\"14\",\"While lost in a remote forest or jungle, you were saved by a {@creature werebear} or {@creature weretiger} (DM's choice). The lycanthrope believed you were destined for greatness and granted you the gift of lycanthropy with your consent.\"],[\"15\",\"You saved a pseudodragon from being eaten by a giant spider in a dark forest. The {@creature pseudodragon} now loyally follows you wherever you go, even if you'd rather it stay hidden. It is controlled by the DM but obeys your commands if treated well.\"],[\"16\",\"You nearly died from a virulent disease (the DM's choice of cackle fever, sewer plague, or sight rot; see {@book chapter 8|DMG|8|Diseases} of the {@book Dungeon Master's Guide|DMG}). Your life was saved by an agent of the Cobalt Soul, who could not cure the disease, but who gave you a {@item periapt of health} that suppresses it.\"],[\"17\",\"You were accused of a crime and were exiled or imprisoned, regardless of whether or not you were guilty. Having spent time among criminals, you have proficiency in the {@skill Intimidation} skill and you know thieves' cant.\"],[\"18\",\"You saved a riderless horse wearing full tack and harness from wolves. You own a {@creature riding horse} and a saddle, and you have proficiency in the {@skill Animal Handling} skill.\"],[\"19\",\"While reading through a mysterious tome once owned by your parent, you found a treasure map that points toward a place in Wildemount of the DM's choice.\"],[\"20\",\"You received a letter revealing that you were the secret child of a wealthy noble family living in Rexxentrum within the Dwendalian Empire. They enclosed 100 gp to ensure your safe passage to the imperial capital, and a signet ring bearing your true family's seal.\"]],\"name\":\"Backstory; Fateful Moments\",\"page\":191,\"source\":\"EGW\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":5}},{\"caption\":\"Favorite Foods (Menagerie Coast)\",\"colLabels\":[\"d8\",\"Food\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Paella—a working-class dish made with rice, white beans, and seafood\"],[\"2\",\"Plantain cups—a sweet and savory dish of fried plantains stuffed with meat and rice\"],[\"3\",\"Gazpacho—a cold soup served on hot days, made from pounded vegetables and fruit\"],[\"4\",\"Honeyflame bread—a fried dessert soaked in honey and coated in Marquesian spices\"],[\"5\",\"Fusaka fish—seafood cutlets smothered in Marquesian fusaka spice and fried in oil\"],[\"6\",\"Snakelocks noodles—sea anemone tendrils coated in honey batter and delicately fried\"],[\"7\",\"Queen's water—a soft drink made from syrup, honey, guava, and tamarind\"],[\"8\",\"Blacksand coffee—a tiny shot of coffee, brewed atop red-hot sand, Marquet-style\"]],\"name\":\"Backstory; Favorite Foods (Menagerie Coast)\",\"page\":191,\"source\":\"EGW\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":5}},{\"caption\":\"Favorite Foods (Western Wynandir)\",\"colLabels\":[\"d8\",\"Food\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Dumplings—a steamed potato bread that can be served with any meal\"],[\"2\",\"Sauerbraten—a Zemnian peasant dish of pickled horse meat served with cabbage\"],[\"3\",\"Brawn, also known as head cheese—a meat jelly made from boiled calf's head\"],[\"4\",\"Schweinshaxe—a Zemnian peasant dish of long-marinated roasted pork knuckle\"],[\"5\",\"Dampfnudel—a regal steamed roll served in sweet custard or with savory potatoes\"],[\"6\",\"Spanferkel—an expensive dish of suckling pig, roasted and served at royal parties\"],[\"7\",\"Trost—a sweet, dark ale brewed in Trostenwald\"],[\"8\",\"Radler—a sweet, expensive drink made from imported lemonade mixed with beer\"]],\"name\":\"Backstory; Favorite Foods (Western Wynandir)\",\"page\":191,\"source\":\"EGW\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":5}},{\"caption\":\"Favorite Foods (Greying Wildlands)\",\"colLabels\":[\"d8\",\"Food\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Imperial pickled plums, smuggled from the Dwendalian Empire by Myriad agents\"],[\"2\",\"Charred venison and roasted potatoes, prepared with local game and local tubers\"],[\"3\",\"Raw venison still dripping with blood\"],[\"4\",\"Elf-mash—a creamy dish made from overripe cloudberries\"],[\"5\",\"Dwarven rootbake—a hearty casserole of roots and tubers wrapped in seaweed\"],[\"6\",\"Jam porridge—made from Xhorhasian rice and topped with salmonberry jam\"],[\"7\",\"Blazing tea—a beverage blended from fermented fireroot and mouth-scalding spices\"],[\"8\",\"Sbiten—a drink made from honey and spices, best enjoyed hot on snowy days\"]],\"name\":\"Backstory; Favorite Foods (Greying Wildlands)\",\"page\":191,\"source\":\"EGW\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":5}},{\"caption\":\"Favorite Foods (Eastern Wynandir)\",\"colLabels\":[\"d8\",\"Food\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Rzukaal—a dish made from sautéed rice noodles, hearty mushrooms, and giant spider legs\"],[\"2\",\"Yuyandl—grilled yuyo (a zucchini-like vegetable that grows in Rosohna's sunless gardens) spiced and served with rice\"],[\"3\",\"Mastodon kor'rundl—grilled mastodon served with sunless kor'run (a squash-like vegetable that grows in Rosohna's sunless gardens) and rice\"],[\"4\",\"Kinespaji spaaldl—soup made from mushrooms or vegetables and the boiled spit of a horizonback turtle\"],[\"5\",\"Umarindaly—a dessert akin to rice pudding, topped with spiced gooseberry jam\"],[\"6\",\"Keltaly—heavy cream mixed with pulverized black currants and frozen into a fluffy, sweet, creamy dessert\"],[\"7\",\"Erzfaalyu—a potent spirit made from fermented rice\"],[\"8\",\"Yunfaalyu—a fragrant plum liquor served at frigid temperatures and garnished with currants\"]],\"name\":\"Backstory; Favorite Foods (Eastern Wynandir)\",\"page\":191,\"source\":\"EGW\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":5}},{\"caption\":\"Mysterious Secrets\",\"colLabels\":[\"d20\",\"Secret\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Years ago, my best friend came to me in the middle of the night and gave me a key that glowed with an icy blue light. I never saw that friend again.\"],[\"2\",\"I was the only witness to a cold-blooded murder. In the aftermath, I saw the killer take a gold coin with a ruby inlaid at its center from the victim's body.\"],[\"3\",\"I once had a dream where an old stranger looked me dead in the eye, screamed \\\"Scourger!\\\" at the top of their lungs, and then exploded into a column of flame.\"],[\"4\",\"While exploring near my home, I found a cliff with a bunch of caverns dug out of it, all of them large enough for people to hide within.\"],[\"5\",\"I once saw a cat that seemed to be moving with a strange sense of purpose. I followed it to the dwelling of an important local elder, where it gazed through the window for an hour. Then it suddenly shook itself and raced away, as though a spell had been broken.\"],[\"6\",\"One of my parents left home in the middle of a storm, in the middle of the night. They had their sword and shield. They came back a week later, with the shield practically in pieces. They never talked about that night.\"],[\"7\",\"I had a friend who was a farmer. Every week, their crops doubled in size until they had pumpkins as big as houses. Then the next week, the friend was gone and their fields were torched. I never heard from them again.\"],[\"8\",\"I once saw an enormous figure walking through the clouds on a stormy night. At one point, they looked at me, and then kept walking.\"],[\"9\",\"I woke up one night to find one of my siblings perched on my chest, staring into my eyes. They said, \\\"The time is soon,\\\" and then giggled and ran off. When I asked them, they had no memory of the event.\"],[\"10\",\"I once saw a giant bird soar past overhead. It croaked out a cry that sounded like my name, then disappeared beyond the clouds.\"],[\"11\",\"I ate a fruit whose seeds spelled out a magic word where I'd cast them onto the ground. Years later, I saw the same word spelled out within a slice of bread.\"],[\"12\",\"A warrior friend of mine died. But every so often, I swear I see that friend in their old armor, at the corner of my vision.\"],[\"13\",\"An old seer once touched my forehead and gave me a vision of a flaming bird chained beneath a mountain, squirming and wailing in the darkness.\"],[\"14\",\"Once while on a boat, I heard a voice rumbling around me. I looked down below the water, and I swear I saw golden eyes looking up at me.\"],[\"15\",\"While I was eating, a whole potato exploded into worms, and I suffered a vision of a gigantic worm eating the world like a giant apple.\"],[\"16\",\"While picking flowers, I saw a tall figure with red skin and horns wandering the meadow. The flowers grew taller where they walked, but I fled in fear and never saw the figure again.\"],[\"17\",\"I was attacked by wolves in the woods one day, and was saved by a stranger with a bandage over their eyes. This person shone with silver light and was covered with scars—and I think I might have seen black wings tucked in at their back.\"],[\"18\",\"While trying to forge a sword, I accidentally burned myself with the red-hot blade. A strange vision then came to me, of powerful weapons calling out for me to wield them.\"],[\"19\",\"I once met someone fleeing through the woods who said they had escaped from some evil place. I asked what that meant, but the stranger fell dead on the spot. When I returned with help to collect the body, it was gone.\"],[\"20\",\"I once caught a falling star. It looked up from my hands and smiled, then told me to look for it on the day when fire erupts from the earth.\"]],\"name\":\"Backstory; Mysterious Secrets\",\"page\":191,\"source\":\"EGW\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":5}},{\"caption\":\"Prophecy Inspirations\",\"colLabels\":[\"d20\",\"Prophecy\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I will defeat the creature that killed my parents. Its defeat might make me question my purpose in life.\"],[\"2\",\"I will uncover the reason that the Cerberus Assembly took my sibling away. Finding my sibling will set political events beyond my control into motion.\"],[\"3\",\"I will save my village from the gnoll tribe that has raided us for the past year. Their defeat will inspire me to perform even greater feats of heroism.\"],[\"4\",\"I will unlock the secrets of consecution that the Kryn are hiding. This knowledge will open my mind to a terrifying truth.\"],[\"5\",\"I will join a blood hunter order. My new comrades-in-arms will make me powerful, but I must pay a steep price for that power.\"],[\"6\",\"I will steal a king's ransom from a Revelry pirate. That wealth will make me happy, but it will also draw unsavory characters to me.\"],[\"7\",\"I will become a hero of the war between the Dwendalian Empire and the Kryn. I will be haunted by the atrocities I witness on the battlefield.\"],[\"8\",\"I will cleanse the Savalirwood of its corruption while welcoming that corruption into my own body.\"],[\"9\",\"I will infiltrate the Myriad, but doing so will compel me to commit evil acts.\"],[\"10\",\"I will uncover a relic from Eiselcross and become famous, but the relic will exact a terrible cost.\"],[\"11\",\"I will speak to a dragon, live to tell the tale, and provoke the dragon's everlasting wrath.\"],[\"12\",\"I will steal a holy relic of the Kryn Dynasty, making me a target for anyone who desires its power.\"],[\"13\",\"I will hesitate at an important moment. Another person will suffer for it.\"],[\"14\",\"I will stumble by accident into the arms of the Golden Grin. Though I will reject their call at first, something will draw me back.\"],[\"15\",\"I will befriend a flying beast and ride it through the skies. Others will envy me for the bond I have with this creature.\"],[\"16\",\"I will kneel before Bright Queen Leylas Kryn without knowing who she is. This moment of uncertainty will lead to danger.\"],[\"17\",\"I will stand before Princess Suria Dwendal and briefly hold the fate of the empire in my hand. I won't realize the gravity of my decision until it is too late.\"],[\"18\",\"My actions will lead to the death of a marquis of the Clovis Concord. I will know exactly who killed them, but no one in power will believe me.\"],[\"19\",\"I will anger one of the Tribes of Shadycreek Run. As its members hunt me in retribution, others will suffer and I will pay the price.\"],[\"20\",\"I will meet my birth parents. Doing so reveals a secret about my birth that will change the way I look at the world.\"]],\"name\":\"Prophecy Inspirations\",\"page\":199,\"source\":\"EGW\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":5}},{\"caption\":\"Arms of the Betrayers Destruction\",\"colLabels\":[\"d8\",\"Destruction Method\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The weapon must be bathed in the ichor of an archdevil or demon lord.\"],[\"2\",\"A coven of twelve night hags must perform an eight-hour ritual known only to them on the plane of Gehenna to destroy the weapon.\"],[\"3\",\"The weapon must be brought back to a forgotten forge in Xhorhas and melted down by the furnace that made it.\"],[\"4\",\"The fiery breath of an {@creature ancient red dragon} is the only thing that can destroy the weapon.\"],[\"5\",\"The weapon is destroyed if devoured by Uk'otoa.\"],[\"6\",\"Thrusting the weapon into a {@item Luxon beacon|EGW} destroys the weapon and the beacon alike.\"],[\"7\",\"The weapon can be broken only by a blow from another of the Arms of the Betrayers.\"],[\"8\",\"Burning the remains of the first champion to wield the weapon destroys the item.\"]],\"name\":\"Arms of the Betrayers Destruction\",\"page\":274,\"source\":\"EGW\",\"chapter\":{\"name\":\"Wildemount Treasures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":7}},{\"caption\":\"Standard Languages\",\"colLabels\":[\"Language\",\"Typical Speakers\",\"Script\"],\"colStyles\":[\"col-4 text-center\",\"col-4 text-center\",\"col-4 text-center\"],\"rows\":[[\"{@language Common|MOT}\",\"Humans\",\"Common\"],[\"{@language Giant|MOT}\",\"Cyclopes, giants\",\"Minotaur\"],[\"{@language Leonin|MOT}\",\"Leonin\",\"Common\"],[\"{@language Primordial|MOT}\",\"Tritons\",\"Common\"],[\"{@language Minotaur|MOT}\",\"Minotaurs\",\"Minotaur\"],[\"{@language Sylvan|MOT}\",\"Centaurs, satyrs\",\"Elvish\"]],\"name\":\"Standard Languages\",\"page\":9,\"source\":\"MOT\",\"chapter\":{\"name\":\"Welcome to Theros\",\"index\":0}},{\"caption\":\"Exotic Languages\",\"colLabels\":[\"Language\",\"Typical Speakers\",\"Script\"],\"colStyles\":[\"col-4 text-center\",\"col-4 text-center\",\"col-4 text-center\"],\"rows\":[[\"{@language Celestial|MOT}\",\"Gods\",\"Celestial\"],[\"{@language Draconic|MOT}\",\"Dragons\",\"Draconic\"],[\"{@language Sphinx|MOT}\",\"Sphinxes\",\"—\"]],\"name\":\"Exotic Languages\",\"page\":9,\"source\":\"MOT\",\"chapter\":{\"name\":\"Welcome to Theros\",\"index\":0}},{\"caption\":\"Gods of Theros\",\"colLabels\":[\"Deity\",\"Alignment\",\"Suggested Cleric Domains\",\"Common Symbol\"],\"colStyles\":[\"col-4\",\"col-1 text-center\",\"col-3\",\"col-3\"],\"rows\":[[\"Athreos, god of passage\",\"LE\",\"Death, Grave*\",\"Crescent moon\"],[\"Ephara, god of the polis\",\"LN\",\"Knowledge, Light\",\"Urn pouring water\"],[\"Erebos, god of the dead\",\"NE\",\"Death, Trickery\",\"Serene face\"],[\"Heliod, god of the sun\",\"LG\",\"Light\",\"Laurel crown\"],[\"Iroas, god of victory\",\"CG\",\"War\",\"Four-winged helmet\"],[\"Karametra, god of harvests\",\"NG\",\"Life, Nature\",\"Cornucopia\"],[\"Keranos, god of storms\",\"CN\",\"Knowledge, Tempest\",\"Blue eye\"],[\"Klothys, god of destiny\",\"N\",\"Knowledge, War\",\"Drop spindle\"],[\"Kruphix, god of horizons\",\"N\",\"Knowledge, Trickery\",\"Eight-pointed star\"],[\"Mogis, god of slaughter\",\"CE\",\"War\",\"Four-horned bull's head\"],[\"Nylea, god of the hunt\",\"NG\",\"Nature\",\"Four arrows\"],[\"Pharika, god of affliction\",\"NE\",\"Death, Knowledge, Life\",\"Snakes\"],[\"Phenax, god of deception\",\"CN\",\"Trickery\",\"Winged golden mask\"],[\"Purphoros, god of the forge\",\"CN\",\"Forge,* Knowledge\",\"Double crest\"],[\"Thassa, god of the sea\",\"N\",\"Knowledge, Tempest\",\"Waves\"]],\"footnotes\":[\"* The Forge and Grave domains appear in {@book Xanathar's Guide to Everything|XGE}\"],\"name\":\"Gods of Theros\",\"page\":35,\"source\":\"MOT\",\"chapter\":{\"name\":\"Gods of Theros\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Meletian Calendar\",\"colLabels\":[\"Month\",\"Name\",\"Length\",\"God\"],\"colStyles\":[\"col-2 text-center\",\"col-4 text-center\",\"col-2 text-center\",\"col-3 text-center\"],\"rows\":[[\"1\",\"Lyokymion\",\"30 days\",\"Thassa\"],[\"2\",\"Protokynion\",\"29 days\",\"Nylea\"],[\"3\",\"Astrapion\",\"30 days\",\"Keranos\"],[\"4\",\"Polidrysion\",\"29 days\",\"Ephara\"],[\"5\",\"Thriambion\",\"30 days\",\"Iroas\"],[\"6\",\"Megasphagion\",\"29 days\",\"Mogis\"],[\"7\",\"Chalcanapsion\",\"30 days\",\"Purphoros\"],[\"8\",\"Necrologion\",\"29 days\",\"Athreos\"],[\"9\",\"Therimakarion\",\"30 days\",\"Karametra\"],[\"10\",\"Katabasion\",\"29 days\",\"Erebos\"],[\"11\",\"Cheimazion\",\"30 days\",\"Pharika\"],[\"12\",\"Agrypnion\",\"29 days\",\"Kruphix\"],[\"13*\",\"Anagrypnion\",\"30 days\",\"Kruphix\"]],\"footnotes\":[\"* This month occurs only once every three years.\"],\"name\":\"The Meletian Calendar; Meletian Calendar\",\"page\":85,\"source\":\"MOT\",\"chapter\":{\"name\":\"Realms of Gods and Mortals\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Omens of Athreos\",\"colLabels\":[\"d6\",\"d100\",\"Omen of Athreos\"],\"colStyles\":[\"col-2 text-center\",\"col-1 text-right\",\"col-9\"],\"rows\":[[\"1\",\"01\",\"Faintly glowing wisps of fog or mist coalesce into shapes in the air.\"],[\"2\",\"02\",\"Ghostly whispers come from nowhere.\"],[\"3\",\"03\",\"The ground beneath a character's feet flows like water in a river.\"],[\"4\",\"04\",\"A veiled figure observes the character from a distance, then vanishes.\"],[\"5\",\"05\",\"Silent mourners carry a body past.\"],[\"6\",\"06\",\"Echoes produce words different from the ones originally spoken.\"]],\"name\":\"Omens of Athreos\",\"page\":111,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Omens of Ephara\",\"colLabels\":[\"d6\",\"d100\",\"Omen of Ephara\"],\"colStyles\":[\"col-2 text-center\",\"col-1 text-right\",\"col-9\"],\"rows\":[[\"1\",\"07\",\"A carved image or face-like pattern on a wall animates and speaks.\"],[\"2\",\"08\",\"The streets of a city seem to alter course to lead to a specific destination.\"],[\"3\",\"09\",\"Birds fly in parallel rows, like a marching army.\"],[\"4\",\"10\",\"Eddies in a stream subside, and the water flows in a straight line.\"],[\"5\",\"11\",\"A grove of trees has a perfectly symmetrical configuration.\"],[\"6\",\"12\",\"A clay vessel overflows with water.\"]],\"name\":\"Omens of Ephara\",\"page\":111,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Omens of Erebos\",\"colLabels\":[\"d8\",\"d100\",\"Omen of Erebos\"],\"colStyles\":[\"col-2 text-center\",\"col-1 text-right\",\"col-9\"],\"rows\":[[\"1\",\"13\",\"Small animals drop dead within an area.\"],[\"2\",\"14\",\"A gold coin hangs like a piece of fruit from the branch of a dead tree.\"],[\"3\",\"15\",\"The sun's light does not penetrate an area.\"],[\"4\",\"16\",\"A character is stung as if struck by a whip.\"],[\"5\",\"17\",\"Words can be heard in the sounds made by clinking coins.\"],[\"6\",\"18\",\"An eclipse suddenly occurs.\"],[\"7\",\"19\",\"Crows or vultures drop bones in an ominous pattern.\"],[\"8\",\"20\",\"Swirling smoke forms macabre shapes.\"]],\"name\":\"Omens of Erebos\",\"page\":111,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Omens of Heliod\",\"colLabels\":[\"d8\",\"d100\",\"Omen of Heliod\"],\"colStyles\":[\"col-2 text-center\",\"col-1 text-right\",\"col-9\"],\"rows\":[[\"1\",\"21\",\"A brilliant pattern appears around the sun.\"],[\"2\",\"22\",\"A shaft of sunlight breaks through cloud cover or foliage to shine on a specific spot.\"],[\"3\",\"23\",\"A pegasus appears and invites a character to touch it.\"],[\"4\",\"24\",\"The sun remains in the same place in the sky for far too long.\"],[\"5\",\"25\",\"The sun blinks.\"],[\"6\",\"26\",\"No shadows are cast.\"],[\"7\",\"27\",\"A specific area can't be made dark.\"],[\"8\",\"28\",\"The sky turns blood-red at sunrise or sunset.\"]],\"name\":\"Omens of Heliod\",\"page\":111,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Omens of Iroas\",\"colLabels\":[\"d6\",\"d100\",\"Omen of Iroas\"],\"colStyles\":[\"col-2 text-center\",\"col-1 text-right\",\"col-9\"],\"rows\":[[\"1\",\"29\",\"The rousing blare of distant trumpets drowns out other sounds.\"],[\"2\",\"30\",\"Clouds limned by sunlight take a form that resembles Iroas.\"],[\"3\",\"31\",\"A character's weapon or shield shatters dramatically, then repairs itself.\"],[\"4\",\"32\",\"A four-winged bird circles overhead.\"],[\"5\",\"33\",\"The sun or moon appears to have four glowing wings.\"],[\"6\",\"34\",\"Water or wind sounds like cheering.\"]],\"name\":\"Omens of Iroas\",\"page\":111,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Omens of Karametra\",\"colLabels\":[\"d6\",\"d100\",\"Omen of Karametra\"],\"colStyles\":[\"col-2 text-center\",\"col-1 text-right\",\"col-9\"],\"rows\":[[\"1\",\"35\",\"Patterns form in fallen leaves or in the scattered leavings of grain in a field.\"],[\"2\",\"36\",\"Rustling plants produce sounds that resemble words.\"],[\"3\",\"37\",\"Fruit begins mewling and giggling like delighted infants.\"],[\"4\",\"38\",\"Hearth fires blaze or small fires start up, attracting small creatures to curl up in front of them.\"],[\"5\",\"39\",\"Wild animals act domesticated.\"],[\"6\",\"40\",\"Food multiplies or heals when bitten.\"]],\"name\":\"Omens of Karametra\",\"page\":111,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Omens of Keranos\",\"colLabels\":[\"d6\",\"d100\",\"Omen of Keranos\"],\"colStyles\":[\"col-2 text-center\",\"col-1 text-right\",\"col-9\"],\"rows\":[[\"1\",\"41\",\"Lightning strikes, thunder rumbles, or rain falls in a clear sky.\"],[\"2\",\"42\",\"A powerful thought springs unbidden to mind, like a shout in one's head.\"],[\"3\",\"43\",\"Rain produces a melody that sounds like a familiar song.\"],[\"4\",\"44\",\"A lightning-scarred tree stands alone in a forest clearing.\"],[\"5\",\"45\",\"A fierce wind blows in a particular direction.\"],[\"6\",\"46\",\"A character sees distinct figures or patterns in the sky when lightning flashes.\"]],\"name\":\"Omens of Keranos\",\"page\":111,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Omens of Klothys\",\"colLabels\":[\"d6\",\"d100\",\"Omen of Klothys\"],\"colStyles\":[\"col-2 text-center\",\"col-1 text-right\",\"col-9\"],\"rows\":[[\"1\",\"47\",\"A character experiences an extended episode of déjà vu.\"],[\"2\",\"48\",\"Spider webs gleam as if they were made of silver threads.\"],[\"3\",\"49\",\"The sky turns a rich gold color.\"],[\"4\",\"50\",\"A character's hair grows several inches and braids itself.\"],[\"5\",\"51\",\"Glowing green threads create a pattern or follow a path in the air.\"],[\"6\",\"52\",\"A character experiences a powerful episode of déjà vu.\"]],\"name\":\"Omens of Klothys\",\"page\":111,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Omens of Kruphix\",\"colLabels\":[\"d6\",\"d100\",\"Omen of Kruphix\"],\"colStyles\":[\"col-2 text-center\",\"col-1 text-right\",\"col-9\"],\"rows\":[[\"1\",\"53\",\"The natural world falls utterly silent.\"],[\"2\",\"54\",\"An aurora shimmers on the horizon.\"],[\"3\",\"55\",\"The attention of every celestial figure in the night sky is suddenly focused on one character or place.\"],[\"4\",\"56\",\"Nyx appears in the shadows of all things.\"],[\"5\",\"57\",\"Two extra ethereal arms sprout from a character's body.\"],[\"6\",\"58\",\"The night sky appears to wheel overhead as though years are streaming by.\"]],\"name\":\"Omens of Kruphix\",\"page\":111,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Omens of Mogis\",\"colLabels\":[\"d6\",\"d100\",\"Omen of Mogis\"],\"colStyles\":[\"col-2 text-center\",\"col-1 text-right\",\"col-9\"],\"rows\":[[\"1\",\"59\",\"A creature spontaneously starts bleeding, their blood pooling in a bull shape.\"],[\"2\",\"60\",\"Normally harmless animals turn aggressive—the smaller, the angrier.\"],[\"3\",\"61\",\"Water (a stream, pool, rain, or a liquid in a container) turns to boiling blood.\"],[\"4\",\"62\",\"A bestial roar erupts from over the horizon or deep within the earth.\"],[\"5\",\"63\",\"The stars turn red.\"],[\"6\",\"64\",\"A character develops a ravenous hunger for raw meat.\"]],\"name\":\"Omens of Mogis\",\"page\":111,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Omens of Nylea\",\"colLabels\":[\"d8\",\"d100\",\"Omen of Nylea\"],\"colStyles\":[\"col-2 text-center\",\"col-1 text-right\",\"col-9\"],\"rows\":[[\"1\",\"65\",\"Butterflies land on a character or fly together in a particular direction.\"],[\"2\",\"66\",\"Fallen leaves blow perpendicular to the wind.\"],[\"3\",\"67\",\"The weather suddenly changes radically.\"],[\"4\",\"68\",\"A colored arrow strikes nearby, arching from an impossible direction.\"],[\"5\",\"69\",\"Plants sprout and grow to maturity instantly.\"],[\"6\",\"70\",\"Trees and vines coil to hinder movement.\"],[\"7\",\"71\",\"Animal tracks appear where nothing walks.\"],[\"8\",\"72\",\"A celestial lynx paces back and forth across the night sky.\"]],\"name\":\"Omens of Nylea\",\"page\":111,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Omens of Pharika\",\"colLabels\":[\"d6\",\"d100\",\"Omen of Pharika\"],\"colStyles\":[\"col-2 text-center\",\"col-1 text-right\",\"col-9\"],\"rows\":[[\"1\",\"73\",\"Hundreds of snakes, spiders, or centipedes crawl from the ground.\"],[\"2\",\"74\",\"A strong chemical smell follows a character.\"],[\"3\",\"75\",\"A character exhibits a disease's symptoms.\"],[\"4\",\"76\",\"Leaves shrivel and turn black, while flowers pour acidic nectar.\"],[\"5\",\"77\",\"A snakeskin wraps around a way marker or personal possession.\"],[\"6\",\"78\",\"Patterns of clouds or stars slither away, moving with an audible susurrus.\"]],\"name\":\"Omens of Pharika\",\"page\":111,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Omens of Phenax\",\"colLabels\":[\"d6\",\"d100\",\"Omen of Phenax\"],\"colStyles\":[\"col-2 text-center\",\"col-1 text-right\",\"col-9\"],\"rows\":[[\"1\",\"79\",\"Shadows move independently of whatever casts them, appearing to run away.\"],[\"2\",\"80\",\"A gold mask momentarily appears over the face of every living creature in sight.\"],[\"3\",\"81\",\"Objects, landmarks, even stars momentarily vanish, as if pilfered in plain sight.\"],[\"4\",\"82\",\"Everything turns shades of gray.\"],[\"5\",\"83\",\"Creatures' mouths momentarily vanish and they can't make sounds or speak.\"],[\"6\",\"84\",\"The sun momentarily melts, raining gold coins that vanish soon after landing.\"]],\"name\":\"Omens of Phenax\",\"page\":111,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Omens of Purphoros\",\"colLabels\":[\"d8\",\"d100\",\"Omen of Purphoros\"],\"colStyles\":[\"col-2 text-center\",\"col-1 text-right\",\"col-9\"],\"rows\":[[\"1\",\"85\",\"The sound of a hammer rings in the air.\"],[\"2\",\"86\",\"Noxious gas suddenly vents from underground.\"],[\"3\",\"87\",\"The ground or a metal object becomes uncomfortably hot.\"],[\"4\",\"88\",\"An animal moves in a mechanical manner.\"],[\"5\",\"89\",\"Huge plumes of smoke rise from the horizon.\"],[\"6\",\"90\",\"The earth shakes in a deliberate rhythm.\"],[\"7\",\"91\",\"Something that was broken is reshaped into something new.\"],[\"8\",\"92\",\"A statue or metal object comes to life.\"]],\"name\":\"Omens of Purphoros\",\"page\":111,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Omens of Thassa\",\"colLabels\":[\"d8\",\"d100\",\"Omen of Thassa\"],\"colStyles\":[\"col-2 text-center\",\"col-1 text-right\",\"col-9\"],\"rows\":[[\"1\",\"93\",\"A lustrous seashell or small fish appears in someone's drink.\"],[\"2\",\"94\",\"The tide goes out (or in) at the wrong time.\"],[\"3\",\"95\",\"The sound of crashing waves fills the air.\"],[\"4\",\"96\",\"Ripples in water form patterns of ships and sea creatures.\"],[\"5\",\"97\",\"A beautiful coral pillar rises from the earth.\"],[\"6\",\"98\",\"A flock of dozens of noisy seabirds land.\"],[\"7\",\"99\",\"A school of sea creatures swim in the air.\"],[\"8\",\"00\",\"Someone starts drowning on dry land.\"]],\"name\":\"Omens of Thassa\",\"page\":111,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Athreos's Quests\",\"colLabels\":[\"d6\",\"Adventure Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Seal a secret path that the Returned use to escape the Underworld.\"],[\"2\",\"Strike against one of the necropoleis, either Asphodel or Odunos, curtailing its growth or bringing it to ruin.\"],[\"3\",\"Seek out a {@creature lampad|MOT} nymph who has fallen in love with a soul he was supposed to lead to the Underworld.\"],[\"4\",\"Hunt down a rampaging cerberus and return it to its place guarding the Underworld.\"],[\"5\",\"Reconsecrate a grand but neglected mausoleum, putting the unquiet spirits there to rest.\"],[\"6\",\"Defeat an agent of a god who seeks to free a loved one, a mentor, or a champion from the Underworld.\"]],\"name\":\"Athreos's Quests\",\"page\":116,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Athreos's Villains\",\"colLabels\":[\"d6\",\"Villain\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) follows omens to find those who have been resurrected, claiming they owe Athreos a debt.\"],[\"2\",\"A mercenary ({@creature gladiator}) accuses a community of harboring Returned and threatens to claim their leader's life to restore the balance.\"],[\"3\",\"A warmongering {@creature noble} rallies the public against a necropolis, encouraging a war between the living and the dead.\"],[\"4\",\"A group of {@creature Cult Fanatic||cult fanatics} charges exorbitant prices for funeral rites, threatening to lead the dead astray unless they're shown proper respect.\"],[\"5\",\"A {@creature priest} of Athreos speaks out against healers and Pharika's followers during a plague, offering death as the only alternative to suffering.\"],[\"6\",\"A {@creature lampad|MOT} (see {@book chapter 6|MOT|6|Lampad}) hunts the offspring of an ancient hero who escaped death, claiming they shouldn't exist.\"]],\"name\":\"Athreos's Villains\",\"page\":116,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Athreos's Monsters\",\"colLabels\":[\"Challenge\",\"Creature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@creature Giant vulture}\"],[\"2\",\"{@creature Two-headed cerberus|MOT}\"],[\"3\",\"{@creature Hell hound}\"],[\"3\",\"{@creature Lampad|MOT}\"],[\"6\",\"{@creature Invisible stalker}\"],[\"6\",\"{@creature Underworld cerberus|MOT}\"],[\"8\",\"{@creature Spirit naga}\"],[\"9\",\"{@creature Phylaskia|MOT}\"]],\"name\":\"Athreos's Monsters\",\"page\":116,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Athreos's Divine Schemes\",\"colLabels\":[\"d4\",\"Scheme\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Athreos tires of his responsibilities but refuses to abandon them. Secretly, he has allowed the same spirit to be reborn again and again, allowing it to see all of life and death so it might one day take his place. When this apprentice disappears, Athreos refuses to ferry any more souls until his student is returned.\"],[\"2\",\"The wealth Athreos collects in payment for his work has gone missing, stolen from his sanctuary at the end of the Tartyx River. The River Guide needs the treasure returned swiftly, not out of greed, but as it is payment for something beyond the gods.\"],[\"3\",\"The Rivers That Ring the World are drying up. As the tides recede, great ruins are revealed, rising from the river bottom. Athreos sends agents to the headwaters of the Tartyx River, seeking the cause of the problem before whatever the river had kept drowned emerges.\"],[\"4\",\"War between Heliod and Erebos is inevitable. Rather than letting it explode unpredictably, Athreos puts a plan into Motion to mitigate the damage. Ultimately, all it takes to end the war is Heliod's death or Erebos joining the Returned.\"]],\"name\":\"Athreos's Divine Schemes\",\"page\":117,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Underworld Crossing Adventures\",\"colLabels\":[\"d12\",\"Adventure Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Enter the Underworld without alerting Athreos to your presence.\"],[\"2\",\"Escape the Underworld.\"],[\"3\",\"Force someone to lose their identity in the waters of the Tartyx River.\"],[\"4\",\"Escort a {@creature Returned sentry|MOT} (see {@book chapter 6|MOT|6|Returned Sentry}) escaping from the Underworld into the mortal world.\"],[\"5\",\"Bargain with a {@creature lampad|MOT} (see {@book chapter 6|MOT|6|Lampad}) to learn where the body of a lost hero lies entombed.\"],[\"6\",\"Get information from a soul waiting to be ferried to the Underworld.\"],[\"7\",\"Pay for a stranded soul to cross the Tartyx River.\"],[\"8\",\"Steal a specific valuable from the banks of the Tartyx River and escape unseen.\"],[\"9\",\"Sail from the crossing to a nearby, haunted island in the center of the Tartyx River.\"],[\"10\",\"Convince an innocent spirit who keeps returning to their mortal home to pass into the Underworld.\"],[\"11\",\"Seek an audience with Athreos.\"],[\"12\",\"Capture an {@creature Underworld cerberus|MOT} (see {@book chapter 6|MOT|6|Underworld Cerberus}).\"]],\"name\":\"Underworld Crossing Adventures\",\"page\":118,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Underworld Crossings Villains\",\"colLabels\":[\"d6\",\"Villain\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature Returned palamnite|MOT} (see {@book chapter 6|MOT|6|Returned Palamnite}) seeks to destroy all Underworld crossings so the dead can freely enter the mortal world.\"],[\"2\",\"A conquering general captures a number of {@creature Underworld Cerberus|MOT|Underworld cerberi} (see {@book chapter 6|MOT|6|Underworld Cerberus}), plotting to unleash the terrifying beasts during a war.\"],[\"3\",\"A greedy {@creature priest} of Erebos steals coins from the dead before they are buried, thereby filling a crossing with stranded souls.\"],[\"4\",\"A {@creature nightmare shepherd|MOT} (see {@book chapter 6|MOT|6|Nightmare Shepherd}) takes over a crossing and doesn't allow souls to pass into the Underworld. As a result, they become {@creature Specter||specters} that harass the living in the mortal world.\"],[\"5\",\"A {@creature priest} of Athreos becomes annoyed with the dead returning and sends armies of clergy to secure the mortal side of the crossing.\"],[\"6\",\"A {@creature satyr reveler|MOT} (see {@book chapter 6|MOT|6|Satyr Reveler}) seeks to throw an eternal revel! By stealing coins from the dead, the satyr traps souls at his morbid, Tartyx-side bacchanal.\"]],\"name\":\"Underworld Crossings Villains\",\"page\":118,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Ephara's Quests\",\"colLabels\":[\"d6\",\"Adventure Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Oust the corrupt leader of a town or a city.\"],[\"2\",\"Reclaim a city that has been overrun by creatures of the wild.\"],[\"3\",\"Help establish a new city in a sparsely populated area.\"],[\"4\",\"Find a treasure to adorn a major landmark of a city.\"],[\"5\",\"Hunt down a criminal who is causing devastating damage to a city, such as by arson.\"],[\"6\",\"Defeat a champion of an opposed deity, most likely Phenax or Nylea.\"]],\"name\":\"Ephara's Quests\",\"page\":120,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Ephara's Villains\",\"colLabels\":[\"d6\",\"Villain\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A neighborhood leader enacts punitive laws, preventing people from expressing themselves.\"],[\"2\",\"A {@creature guard} imprisons people who worship gods opposed to Ephara, such as Phenax and Nylea.\"],[\"3\",\"A {@creature noble} is building a new development directly in a forest, where it will displace wildlife that has lived there for millennia.\"],[\"4\",\"A {@creature soldier|GGR} begins killing people who have committed terrible crimes but have been acquitted because of loopholes in the judicial system.\"],[\"5\",\"A group of {@creature Mage||mages} who follow Ephara want to build a city on an island, heedless of the current residents.\"],[\"6\",\"An {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) leads a cadre of scholars secretly destroying work that they deem antithetical to proper society.\"]],\"name\":\"Ephara's Villains\",\"page\":120,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Ephara's Monsters\",\"colLabels\":[\"Challenge\",\"Creature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\",\"col-1 text-center\"],\"rows\":[[\"1/8\",\"{@creature Guard}\"],[\"1/2\",\"{@creature Anvilwrought raptor|MOT}\"],[\"3\",\"{@creature Meletian hoplite|MOT}\"],[\"9\",\"{@creature War priest|VGM}\"],[\"11\",\"{@creature Gynosphinx}*\"],[\"15\",\"{@creature Hundred-handed one|MOT}\"],[\"17\",\"{@creature Androsphinx}*\"],[\"23\",\"{@creature Empyrean}\"]],\"footnotes\":[\"* See {@book chapter 6|MOT|6|Sphinx} for details about these creatures in Theros.\"],\"name\":\"Ephara's Monsters\",\"page\":120,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Ephara's Divine Schemes\",\"colLabels\":[\"d4\",\"Scheme\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Ephara tries to curry Karametra's favor, hoping to persuade her to use her influence over agriculture to help the cities under Ephara's protection flourish. But Karametra, as the patron of Setessa, thinks that Ephara's focus on cities is dangerous and damaging to the lands. Nylea lashes out at both Karametra and Ephara, believing them to be working together.\"],[\"2\",\"Ephara attempts to strip Phenax of his \\\"stolen\\\" divinity, outraged by his influence over criminals.\"],[\"3\",\"A recent earthquake has changed the coastline, exposing a new island with a verdant and lush landscape. Ephara and Nylea are locked in a battle for control over the island, with Nylea wanting it to remain wilderness and Ephara seeking to build a city on the fertile ground.\"],[\"4\",\"Ephara sends champions to free a city from the control of tyrants who worship Mogis, god of wrath. Mogis retaliates by sending his armies to attack a city under Ephara's protection.\"]],\"name\":\"Ephara's Divine Schemes\",\"page\":121,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Agora Adventures\",\"colLabels\":[\"d12\",\"Adventure Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Apprehend the ringleader of a thieves' guild who frequently targets people in the agora.\"],[\"2\",\"Protect a civil leader giving a speech.\"],[\"3\",\"Perform for an audience.\"],[\"4\",\"Humiliate someone giving a speech or performing.\"],[\"5\",\"Make a profit running someone's market stall.\"],[\"6\",\"Sabotage business for the entire market.\"],[\"7\",\"Eavesdrop on a private meeting under a stoa.\"],[\"8\",\"Incite a crowd to action with a public speech.\"],[\"9\",\"Debate a well-loved politician or philosopher and convince the audience to take your side.\"],[\"10\",\"Recapture an escaped beast that was up for sale.\"],[\"11\",\"Stop a public execution.\"],[\"12\",\"Quell a riot without violence.\"]],\"name\":\"Agora Adventures\",\"page\":122,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Agora Villains\",\"colLabels\":[\"d6\",\"Villain\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An {@creature assassin} murders a politician's rivals then poses the victims in grisly, public tableaus.\"],[\"2\",\"A group of {@creature Thug||thugs} vandalizes market stalls whose owners don't pay a weekly protection fee.\"],[\"3\",\"{@creature Cultist||Cultists} of Pharika plot to spike the wine at a party in the agora with an experimental poison.\"],[\"4\",\"A snake charmer overreaches when he unsuccessfully attempts to control an {@creature amphisbaena|GoS} (see {@book chapter 6|MOT|6|Amphisbaena}) during a performance.\"],[\"5\",\"A disgraced priest of Ephara releases a horde of anvilwrought creatures (see {@book chapter 6|MOT|6|Anvilwroughts}) on a crowd gathered at the agora.\"],[\"6\",\"A {@creature mage} politician uses enchantment magic to spread rumors about rivals.\"]],\"name\":\"Agora Villains\",\"page\":122,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Erebos's Quests\",\"colLabels\":[\"d6\",\"Adventure Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Capture a hero who came back to Theros as a Returned and send them back to the Underworld.\"],[\"2\",\"Find out why those who die in a coastal village never arrive in the Underworld, and why the village is haunted by eidolons.\"],[\"3\",\"Protect those who attend the funeral of a village elder in the hills near Akros, where minotaurs have disrupted recent burials.\"],[\"4\",\"Investigate an alchemist who claims to have transmuted lead into gold—but who might somehow be stealing it from the Underworld.\"],[\"5\",\"Refute the claim of a priest of Heliod who is said to be immortal because of the sun god's blessing.\"],[\"6\",\"Take an aging champion of Iroas who has pledged their soul to Erebos in exchange for a glorious death on one last foray into the wild lands.\"]],\"name\":\"Erebos's Quests\",\"page\":124,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Erebos's Villains\",\"colLabels\":[\"d6\",\"Villain\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature veteran} bargains with Erebos to allow him to remain in the living world as a Returned in exchange for a steady stream of mortal sacrifices.\"],[\"2\",\"A prominent {@creature knight} of another god loses their entire family, then publicly turns to Erebos in hopes of being reunited with loved ones in the Underworld.\"],[\"3\",\"An {@creature acolyte} convinces Erebos to bring her murdered daughter back to life, but the daughter is restored as a potent Returned who now terrorizes the polis.\"],[\"4\",\"A wealthy {@creature noble} drives tenants out of a poor part of a polis so he can build a temple to Erebos.\"],[\"5\",\"The queen of a remote settlement prays to Erebos for endless treasure, and Erebos \\\"blesses\\\" her by turning the nearby river to liquid silver. The tyrant is delighted, but everyone else in her domain suffers.\"],[\"6\",\"A {@creature priest} of Erebos terrorizes a village, convinced that a particular Returned has taken refuge there.\"]],\"name\":\"Erebos's Villains\",\"page\":124,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Erebos's Monsters\",\"colLabels\":[\"Challenge\",\"Creature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1/2\",\"{@creature Shadow}\",\"MM\"],[\"2\",\"{@creature Two-headed cerberus|MOT}\",\"MOoT\"],[\"3\",\"{@creature Lampad|MOT}\",\"MOoT\"],[\"3\",\"{@creature Nightmare}\",\"MM\"],[\"5\",\"{@creature Night hag}*\",\"MM\"],[\"9\",\"{@creature Abhorrent Overlord|MOT}\",\"MOoT\"],[\"11\",\"{@creature Doomwake giant|MOT}\",\"MOoT\"],[\"11\",\"{@creature Nightmare shepherd|MOT}\",\"MOoT\"]],\"footnotes\":[\"* See {@book chapter 6|MOT|6} for details about these creatures in Theros.\"],\"name\":\"Erebos's Monsters\",\"page\":124,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Erebos's Divine Schemes\",\"colLabels\":[\"d4\",\"Scheme\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Erebos has captured Phenax's eidolon, the identity severed from Phenax's body when he became the first Returned, and uses it to force Phenax to serve his whims.\"],[\"2\",\"Erebos unleashes a deadly plague. The cure grows only in the peaceful Underworld realm of Ilysia. Mortal champions flock to Ilysia, threatening to breach the ward's sanctity and allow Erebos's influence to creep in.\"],[\"3\",\"Servants of Heliod find a stone that can raise the dead in both body and soul. Enraged, Erebos sends his followers to claim the stone, which Heliod's worshipers have claimed as a holy relic.\"],[\"4\",\"With the aid of Pharika, Erebos creates a poison capable of killing a god. Learning of this, the other gods try to force Erebos to relinquish the poison, but the god of the dead has already deployed it in the form of a sapient being. Now, champions of the gods scour the world, searching for the living weapon.\"]],\"name\":\"Erebos's Divine Schemes\",\"page\":125,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Graveyard Temple Adventures\",\"colLabels\":[\"d10\",\"Adventure Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Rob a grave or the temple's vault.\"],[\"2\",\"Protect a grave or the temple's vault from robbery.\"],[\"3\",\"Destroy a seemingly endless wave of undead pouring forth from a graveyard.\"],[\"4\",\"Prevent the funeral of a loathed individual from being disrupted.\"],[\"5\",\"Find an entrance to the Underworld in the graveyard.\"],[\"6\",\"Reunite a {@creature Returned sentry|MOT} (see {@book chapter 6|MOT|6|Returned Sentry}) and their {@creature ghostblade eidolon|MOT} (see {@book chapter 6|MOT|6|Eidolons}).\"],[\"7\",\"Destroy {@creature Giant Spider||giant spiders} infesting a tomb.\"],[\"8\",\"Acquire death records for a family from a temple full of angry spirits.\"],[\"9\",\"Escape the graveyard when undead suddenly rise and overtake the complex.\"],[\"10\",\"Use a person's remains to raise them from the dead.\"]],\"name\":\"Graveyard Temple Adventures\",\"page\":126,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Graveyard Temple Villains\",\"colLabels\":[\"d6\",\"Villain\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A terrified {@creature Returned palamnite|MOT} (see {@book chapter 6|MOT|6|Returned Palamnite}) runs amok in the graveyard, having lost all sense of itself after finding its way back to the world.\"],[\"2\",\"A {@creature cyclops} with a taste for rotting flesh digs up plots in the graveyard each night.\"],[\"3\",\"A priest removes limbs from corpses to build an congregation of {@creature Flesh Golem||flesh golems} he can't control.\"],[\"4\",\"A gate to the Underworld releases a bloodthirsty {@creature Underworld cerberus|MOT} (see {@book chapter 6|MOT|6|Underworld Cerberus}) into the graveyard.\"],[\"5\",\"An {@creature archmage} works to raise a vengeful army from the remains of her war-ravaged village.\"],[\"6\",\"A mob of paranoid, inexperienced {@creature Commoner||commoners} hunt for Returned but end up tormenting all strangers.\"]],\"name\":\"Graveyard Temple Villains\",\"page\":126,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Heliod's Quests\",\"colLabels\":[\"d6\",\"Adventure Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Bring a shard of sunlight to a place of unending darkness.\"],[\"2\",\"Establish law and order in a place of anarchy and lawlessness.\"],[\"3\",\"Keep people safe from a natural disaster caused by the anger of another god (such as a volcano spawned by Purphoros or a tidal wave caused by Thassa).\"],[\"4\",\"Hunt down a notorious lawbreaker who has fled from a polis into the wilderness.\"],[\"5\",\"Triumph in a contest of strength or charisma to prove Heliod's superiority over the other gods.\"],[\"6\",\"Defeat a champion of another god (most likely Erebos, Purphoros, Phenax, or Mogis).\"]],\"name\":\"Heliod's Quests\",\"page\":128,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Heliod's Villains\",\"colLabels\":[\"d6\",\"Villain\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A local {@creature noble} imposes overwhelming punishments for even minor infractions of law.\"],[\"2\",\"A leader persecutes an entire population of people because of a crime committed by a single member.\"],[\"3\",\"An {@creature assassin} starts killing everyone connected to a trial after which the perpetrator was exonerated.\"],[\"4\",\"A fanatical {@creature priest} tries to undermine the priests of other gods by outlawing their holidays.\"],[\"5\",\"A tyrant suppresses free expression, punishes protesters, and quashes any form of dissent.\"],[\"6\",\"A nervous {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) identifies the characters as a threat to the stability of the polis.\"]],\"name\":\"Heliod's Villains\",\"page\":128,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Heliod's Monsters\",\"colLabels\":[\"Challenge\",\"Creature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1/8\",\"{@creature Noble}\"],[\"2\",\"{@creature Centaur}\"],[\"2\",\"{@creature Griffon}\"],[\"2\",\"{@creature Pegasus}\"],[\"3\",\"{@creature Fleecemane lion|MOT}\"],[\"9\",\"{@creature Cloud giant}\"],[\"11\",\"{@creature Roc}\"],[\"23\",\"{@creature Empyrean}\"]],\"name\":\"Heliod's Monsters\",\"page\":128,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Heliod's Divine Schemes\",\"colLabels\":[\"d4\",\"Scheme\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Heliod decides to confront Erebos in the Underworld. He gathers fallen heroes around him as he marches on Erebos's palace in Tizerus. Meanwhile, the sun has vanished from the sky in the mortal world, and the dead can't enter the Underworld.\"],[\"2\",\"Heliod grows tired of the battles between Iroas and Mogis, and he decides to end their conflict by banishing Mogis. To his surprise, both gods turn against him. The resulting conflict causes the sun to rain divine blood, producing bizarre effects.\"],[\"3\",\"Angry at the hubris of nobles who boast of having the best hounds, Heliod turns all dogs into wolves and monsters that kill and run wild.\"],[\"4\",\"Heliod arms a champion with his weapon, Khrusor, but the hero goes wild with power and tries to slay Purphoros. The repercussions border on the cataclysmic, with the champion slain, Mount Velus erupting, and the spear shattered. Only Purphoros can repair the spear, and he's hardly in the mood to do so.\"]],\"name\":\"Heliod's Divine Schemes\",\"page\":129,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Sun Temple Adventures\",\"colLabels\":[\"d12\",\"Adventure Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Acquire an artifact used by a legendary hero.\"],[\"2\",\"Defend a hero being honored in a ceremony from an assassination attempt.\"],[\"3\",\"Acquire the remains of a legendary hero from the temple's crypts so the person can be resurrected.\"],[\"4\",\"Prevent a wedding from taking place, so the couple's union doesn't fulfill an ominous prophecy.\"],[\"5\",\"Expose a celebrated hero as a fraud.\"],[\"6\",\"Learn the sins of a person seeking religious counsel.\"],[\"7\",\"Find out who among a crowd of people gathered at the temple murdered a priest.\"],[\"8\",\"Disperse a mob of people who blame Heliod and his clergy for a long drought.\"],[\"9\",\"Defend the temple's worshipers from followers of Mogis assaulting the building.\"],[\"10\",\"Offer Heliod a burnt sacrifice to gain his blessing.\"],[\"11\",\"Offer Heliod a mass sacrifice to prevent him from smiting a nearby settlement.\"],[\"12\",\"Find a hero's firsthand account of a battle with a unique monster among the temple's records before a rival group of adventurers does.\"]],\"name\":\"Sun Temple Adventures\",\"page\":130,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Sun Temple Villains\",\"colLabels\":[\"d6\",\"Villain\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A once-heroic {@creature veteran} seeking to regain his youthful strength tries to burn attendees at a dawn banquet as a sacrifice to Heliod.\"],[\"2\",\"A secret cabal of Phenax {@creature Cult Fanatic||cult fanatics} infiltrates the temple and uses details learned in private counseling sessions to blackmail worshipers.\"],[\"3\",\"An {@creature adult blue dragon}, scarred by a champion of Heliod, seeks to destroy all sun temples in the hopes of bringing about everlasting night.\"],[\"4\",\"A corrupt {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) of Heliod sells counterfeit heroic artifacts to those he can't see as being destined for greatness.\"],[\"5\",\"A lazy {@creature priest} of Heliod risks bringing the god's wrath down upon the entire temple.\"],[\"6\",\"An {@creature archmage} devoted to Heliod has created a second sun, one which endlessly illuminates the land and burns those she considers wicked.\"]],\"name\":\"Sun Temple Villains\",\"page\":130,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Iroas's Quests\",\"colLabels\":[\"d6\",\"Adventure Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Defeat Returned bandits who are terrorizing the polis.\"],[\"2\",\"Defend a polis against a champion of Mogis.\"],[\"3\",\"Sail to a remote island to reclaim a lost weapon of great power.\"],[\"4\",\"Establish law and order in a place of anarchy and lawlessness.\"],[\"5\",\"Triumph in a contest of strength or dexterity to prove Iroas's superiority over the other gods.\"],[\"6\",\"Defeat a champion of another god (most likely Mogis, Phenax, or Pharika).\"]],\"name\":\"Iroas's Quests\",\"page\":132,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Iroas's Villains\",\"colLabels\":[\"d6\",\"Villain\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature knight} in the polis guard regularly subjects his soldiers to extreme disciplinary techniques, leading them to start a revolt.\"],[\"2\",\"A general ({@creature Akroan hoplite|MOT}; see {@book chapter 6|MOT|6|Hoplites}) commands a town be put to the torch for its soldiers' crimes. Followers of Phenax are actually responsible for the crimes and are framing the community so it will be destroyed and turned into a haven for the Returned.\"],[\"3\",\"An aging athlete ({@creature gladiator}) pursues sinister magic to aid his performance at the cost of innocent lives.\"],[\"4\",\"The government of a polis fearful of impending war forces farmers to join a militia, precipitating a famine as crops are left untended.\"],[\"5\",\"A {@creature priest} tries to undermine the servants of other gods by forcing them into duels and shaming them if they lose.\"],[\"6\",\"A gifted orator ({@creature noble}) offers honest but scathing criticism of a champion of Iroas. The champion demands recompense, and the orator needs support against this threat.\"]],\"name\":\"Iroas's Villains\",\"page\":132,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Iroas's Monsters\",\"colLabels\":[\"Challenge\",\"Creature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1/8\",\"{@creature Guard}\"],[\"1\",\"{@creature Nyx-fleece ram|MOT}\"],[\"2\",\"{@creature Griffon}\"],[\"3\",\"{@creature Akroan hoplite|MOT}\"],[\"3\",\"{@creature Fleecemane lion|MOT}\"],[\"5\",\"{@creature Gladiator}\"],[\"7\",\"{@creature Stone giant}\"],[\"11\",\"{@creature Roc}\"]],\"name\":\"Iroas's Monsters\",\"page\":132,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Iroas's Divine Schemes\",\"colLabels\":[\"d4\",\"Scheme\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Iroas inspires a brave Akroan general to travel forth with a handpicked army and confront the forces of a powerful and supposedly vulnerable minotaur warlord. The general loses despite Iroas's favor, and Akros is left exposed and poorly defended before a wave of Mogis-worshiping minotaurs.\"],[\"2\",\"Heliod, weary of the constant strife between Iroas and Mogis, swears an oath to destroy Mogis with a godly coalition behind him. Erebos, disgusted with Heliod's hubris, forms a group in support of Mogis. Iroas, rather than accepting Heliod's aid, launches a grand campaign of his own against his brother.\"],[\"3\",\"Mogis arms one of his champions with an axe capable of sundering the souls of mortal creatures. Iroas wants his champions to procure the weapon so he can lock it away in his armory and thwart his brother. Agents of Erebos also seek to recover the weapon on their master's behalf.\"],[\"4\",\"Iroas achieves the victory he has always pursued: he kills his brother, and the world falls into chaos.\"]],\"name\":\"Iroas's Divine Schemes\",\"page\":133,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Arena Adventures\",\"colLabels\":[\"d8\",\"Adventure Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Help an unfit participant survive an athletic competition.\"],[\"2\",\"Convincingly lose an athletic competition so a gambler can win big.\"],[\"3\",\"Sabotage a star athlete's chances of winning.\"],[\"4\",\"Attend tryouts to become members of a chariot racing team.\"],[\"5\",\"Assassinate a person watching a competition before the final match ends.\"],[\"6\",\"Save a wrestler from a planned murder in the arena.\"],[\"7\",\"Capture a beast that has escaped from the stadium.\"],[\"8\",\"Recover a blessed trophy and award it to a contest's rightful victor.\"]],\"name\":\"Arena Adventures\",\"page\":134,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Arena Villains\",\"colLabels\":[\"d8\",\"Villain\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A champion pankratiast ({@creature Akroan hoplite|MOT}; see {@book chapter 6|MOT|6|Hoplites}) has her cronies lock everyone in the arena. She allows none to leave until a challenger defeats her.\"],[\"2\",\"A {@creature minotaur} frees all the beasts in the amphitheater during a well-attended event.\"],[\"3\",\"A chariot racer ({@creature gladiator}) poisons members of a rival team, causing them to fall asleep during competition.\"],[\"4\",\"A {@creature mage} uses magic to spy on athletes' conversations and then blackmails them with the information.\"],[\"5\",\"A {@creature stone giant} interrupts a session of games and demands a chance to compete.\"],[\"6\",\"A promoter forces athletes to overexert themselves, causing dangerous accidents during competitions.\"],[\"7\",\"An {@creature archmage} enchants or polymorphs innocents, forcing them to participate in brutal contests.\"],[\"8\",\"A {@creature druid} uses the {@spell awaken} spell on beasts in the arena to make them more capable competitors.\"]],\"name\":\"Arena Villains\",\"page\":134,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Karametra's Quests\",\"colLabels\":[\"d6\",\"Adventure Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Plant a fruit-bearing tree where one has never grown.\"],[\"2\",\"Save a village whose crops are failing.\"],[\"3\",\"Defend or found an orphanage.\"],[\"4\",\"Teach a settlement to defend itself from wild beasts.\"],[\"5\",\"Reunite an orphan with living relatives.\"],[\"6\",\"Convince raiders to give up their ways, settle down, found a village, and devote their lives to farming.\"]],\"name\":\"Karametra's Quests\",\"page\":136,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Karametra's Villains\",\"colLabels\":[\"d6\",\"Villain\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The head of an orphanage ({@creature commoner}) believes she can care for the city's children better than their parents and works to have the other adults arrested.\"],[\"2\",\"A {@creature priest} begins imposing restrictive lifestyle rules on a nearby population in order to \\\"civilize\\\" them.\"],[\"3\",\"A local leader ({@creature Setessan hoplite|MOT}; see {@book chapter 6|MOT|6|Hoplites}) imposes harsh penalties on the poor, claiming their poverty is a sign they have invited the gods' wrath.\"],[\"4\",\"The head of a prominent family ({@creature noble}) continues to exert abusive control over their adult children, citing their role as matriarch or patriarch to justify it.\"],[\"5\",\"A local leader ({@creature druid}) forces marriages between widows and widowers to increase the population.\"],[\"6\",\"A polis leader ({@creature soldier|GGR}) begins doing sweeps of the surrounding countryside to round up non-citizens and put them to work supporting the community.\"]],\"name\":\"Karametra's Villains\",\"page\":136,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Karametra's Monsters\",\"colLabels\":[\"Challenge\",\"Creature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"0\",\"{@creature Awakened shrub}\"],[\"1\",\"{@creature Alseid|MOT}\"],[\"1\",\"{@creature Dryad}\"],[\"2\",\"{@creature Awakened tree}\"],[\"2\",\"{@creature Druid}\"],[\"4\",\"{@creature Setessan hoplite|MOT}\"],[\"5\",\"{@creature Earth elemental}\"],[\"5\",\"{@creature Unicorn}*\"],[\"9\",\"{@creature Treant}\"],[\"12\",\"{@creature Archdruid|VGM}\"]],\"footnotes\":[\"* See {@book chapter 6|MOT|6|Unicorn} for details about these creatures in Theros.\"],\"name\":\"Karametra's Monsters\",\"page\":136,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Karametra's Divine Schemes\",\"colLabels\":[\"d4\",\"Scheme\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Karametra's statues have covered their faces as if in despair, and nothing will grow. No one seems to know what has caused the god of fertility to withdraw her blessings from the world, but the problem must be solved if life is to endure.\"],[\"2\",\"Karametra judges that mortals have over produced and moves to cull populations. She creates new plant species that feed on mortals, while her followers act oddly, running off to join bloody revels or sacrificing each other in the fields. How many must die before balance is restored?\"],[\"3\",\"Karametra's civilizing influence infringes on the territory and freedom of other nature gods, and so Nylea and Pharika band together to reduce her power.\"],[\"4\",\"Karametra bestows her gifts on a wild cultist or minotaur champion trying to encourage her older, more bloodthirsty worship. The faith takes hold, causing the god to make vicious demands of her followers.\"]],\"name\":\"Karametra's Divine Schemes\",\"page\":137,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Watchtower Adventures\",\"colLabels\":[\"d10\",\"Adventure Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Guard a watchtower from assault.\"],[\"2\",\"Assault a watchtower, defeating the guards defending it and claiming it for a different god.\"],[\"3\",\"Steal military plans kept within a watchtower without alerting any of the guards inside.\"],[\"4\",\"Free a prisoner from a cell.\"],[\"5\",\"Infiltrate the watchtower as spies.\"],[\"6\",\"Clear out monsters than have taken over the place.\"],[\"7\",\"Steal a legendary weapon.\"],[\"8\",\"Steal griffon mounts.\"],[\"9\",\"Find a spy among the soldiers stationed at a watchtower.\"],[\"10\",\"Train soldiers at a watchtower to face an approaching mythic monster.\"]],\"name\":\"Watchtower Adventures\",\"page\":138,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Watchtower Villains\",\"colLabels\":[\"d8\",\"Villain\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A disguised {@creature abhorrent overlord|MOT} (see {@book chapter 6|MOT|6|Abhorrent Overlord}) convinces the soldiers in a watchtower to rise up against the officers.\"],[\"2\",\"A {@creature medusa} takes over a watchtower and conducts experiments on the soldiers she captures.\"],[\"3\",\"{@creature Siren|TftYP|Sirens} (see the harpies entry in {@book chapter 6|MOT|6|Harpies}) call soldiers to the top of the watchtower, then entice them over the edge so they can feast on the corpses.\"],[\"4\",\"A flight of {@creature Griffon||griffons} attacks a watchtower after soldiers steal the creatures' eggs to train the hatchlings to serve as mounts.\"],[\"5\",\"A {@creature cyclops} attacks a watchtower, eager to devour the animals within.\"],[\"6\",\"A {@creature druid} of Nylea, angered by the construction of a watchtower in the forest, attracts a mythic beast to the area to destroy the structure.\"],[\"7\",\"{@creature Blood-Toll Harpy|MOT|Blood-toll harpies} (see {@book chapter 6|MOT|6|Harpies}) take over a watchtower and light its beacon to bring more victims to the place.\"],[\"8\",\"A {@creature spy} in a watchtower poisons the tower's food supply in advance of an upcoming attack.\"]],\"name\":\"Watchtower Villains\",\"page\":138,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Keranos's Quests\",\"colLabels\":[\"d6\",\"Adventure Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Help a genius artist who had their inspiration physically stolen.\"],[\"2\",\"Break down a ruling structure that stifles ingenuity and creativity.\"],[\"3\",\"Bring together lost icons of power to create an incredible storm with the might to halt a greater threat.\"],[\"4\",\"Find a long-lost artifact that bestows oracular visions upon the user.\"],[\"5\",\"Defeat the champion of another god in a battle of wits (perhaps Phenax, Mogis, or Klothys).\"],[\"6\",\"Find and restore a lost art form, arcane technique, or crafting method for the glory of Keranos.\"]],\"name\":\"Keranos's Quests\",\"page\":140,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Keranos's Villains\",\"colLabels\":[\"d6\",\"Villain\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) foretells disaster for a polis unless a number of innocent citizens are sacrificed.\"],[\"2\",\"An {@creature mage} servant of Keranos enhances storms as they form, threatening the countryside.\"],[\"3\",\"An artist ({@creature commoner}) creates incredible works of art whose subjects come to life and wreak havoc.\"],[\"4\",\"An {@creature archmage} who controls lightning rises to power, blasting those who oppose her to smithereens.\"],[\"5\",\"A wild-eyed {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) points to the characters as harbingers of a coming disaster.\"],[\"6\",\"A living storm deluges an area, taking what it believes is righteous revenge on a community.\"]],\"name\":\"Keranos's Villains\",\"page\":140,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Keranos's Monsters\",\"colLabels\":[\"Challenge\",\"Creature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"2\",\"{@creature Centaur}\"],[\"3\",\"{@creature Akroan hoplite|MOT}\"],[\"3\",\"{@creature Blue dragon wyrmling}*\"],[\"5\",\"{@creature Air elemental}\"],[\"7\",\"{@creature Theran chimera|MOT}\"],[\"9\",\"{@creature Young blue dragon}*\"],[\"13\",\"{@creature Storm giant}\"],[\"16\",\"{@creature Adult blue dragon}*\"],[\"23\",\"{@creature Ancient blue dragon}*\"]],\"footnotes\":[\"* See {@book chapter 6|MOT|6|Blue Dragons} for details about these creatures in Theros.\"],\"name\":\"Keranos's Monsters\",\"page\":140,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Keranos's Divine Schemes\",\"colLabels\":[\"d4\",\"Scheme\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Bored with the temporary beauty of violent weather, Keranos creates a massive, self-perpetuating storm. Over time, the storm grows out of control. Keranos is delighted by his creation.\"],[\"2\",\"Dared by Phenax to prove that he can, Keranos inspires eight mortals with eight ingenious ways to destroy the world. As a result, a genius actor, alchemist, inventor, diver, miner, sculptor, thief, and a duplicitous goat all set forth to enact their terrible brilliance.\"],[\"3\",\"Keranos finds the spread of mortal knowledge inconsistent and slow. He empowers a champion to grant vast knowledge to any person or beast she touches. The advent of sagacious cattle, wolves, and children greatly disrupts (and unnerves) those who live in the areas through which Keranos's champion travels.\"],[\"4\",\"Keranos creates a realm of his own design amid the Dakra Isles, a place where the land and its creatures obey unique physical laws and strange truths. Some of the inhabitants escape the isle and begin infecting the rest of Theros with their alternate reality.\"]],\"name\":\"Keranos's Divine Schemes\",\"page\":141,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Oracular Conflux Adventures\",\"colLabels\":[\"d12\",\"Adventure Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Race an air elemental to an oracular conflux in order to receive a prediction of the future before the elemental's whirlwind obliterates all evidence of the reading.\"],[\"2\",\"Defend the shrine from a worshiper who is angry with an oracle for an incorrect prediction.\"],[\"3\",\"Convince an oracle to give a worshiper a particular false prediction.\"],[\"4\",\"Help the addled victim of a lightning strike recover.\"],[\"5\",\"Recover sacrificial animals from a {@creature cyclops} raider.\"],[\"6\",\"Rig tools used to predict the future so that they produce a specific outcome.\"],[\"7\",\"Manipulate a situation so prophesied events transpire within sight of a half-blind oracle.\"],[\"8\",\"Evacuate a crowded shrine during a storm when lightning strike sets the temple ablaze.\"],[\"9\",\"Infiltrate the shrine to determine the accuracy of a particular oracle or prediction method.\"],[\"10\",\"Steal a book of recorded predictions from the shrine.\"],[\"11\",\"Collect the materials necessary to create a revolutionary oracular device.\"],[\"12\",\"Protect an oracle who must deliver bad news to a worshiper who is both influential and unpredictable.\"]],\"name\":\"Oracular Conflux Adventures\",\"page\":142,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Oracular Conflux Villains\",\"colLabels\":[\"d6\",\"Villain\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A bitter {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) who has foreseen her imminent death gives false predictions to worshipers so they will share her misery.\"],[\"2\",\"A {@creature storm giant} pretends to be an avatar of Keranos and takes over the shrine, making its worshipers his subjects.\"],[\"3\",\"A {@creature revenant} who died due to a misinterpreted prophecy comes back for revenge against the oracle who issued it.\"],[\"4\",\"A {@creature cult fanatic} from a rival shrine gets the temple's animals drunk on fermented fruit, throwing off their predictions.\"],[\"5\",\"An angry athlete ({@creature gladiator}) takes the conflux's oracles hostage, demanding they alter the future after predicting his defeat in an upcoming match.\"],[\"6\",\"An {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) makes false predictions to convince nobles to give him money and lavish gifts.\"]],\"name\":\"Oracular Conflux Villains\",\"page\":142,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Klothys's Quests\",\"colLabels\":[\"d6\",\"Adventure Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Defeat a titan-spawned monster that has escaped the Underworld.\"],[\"2\",\"Destroy an undead creature terrorizing a small community.\"],[\"3\",\"Punish a powerful mortal for their hubris.\"],[\"4\",\"Reestablish the balance between nature and civilization in a particular location.\"],[\"5\",\"Repair the fabric of reality in a place where the mortal world was overlaid by Nyx during Xenagos's pretensions to godhood.\"],[\"6\",\"Defeat a champion of another god (most likely Ephara, Heliod, or Iroas).\"]],\"name\":\"Klothys's Quests\",\"page\":144,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Klothys's Villains\",\"colLabels\":[\"d6\",\"Villain\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A single-minded Nyxborn {@creature assassin} of Klothys hunts a hero who was raised from the dead.\"],[\"2\",\"Believing in the holiness of a terrible beast, Klothys's {@creature Acolyte||acolytes} murder heroes sent to deal with it.\"],[\"3\",\"Certain that civilization offends fate, a {@creature priest} raises a herd of {@creature Typhon|MOT|typhons} to release on a city.\"],[\"4\",\"Insulted {@creature Satyr Reveler|MOT|satyr revelers} (see {@book chapter 6|MOT|6|Satyr}) channel Klothys's magic to drive a polis's priests into embarrassing debauchery.\"],[\"5\",\"An {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) knows it is a character's destiny to serve Klothys. The seer manufactures tragedy for the individual to provoke this revelation.\"],[\"6\",\"A {@creature cult fanatic} of Klothys believes that the characters' deeds mark them as servants of the titans, destined to free one of those ancient terrors.\"]],\"name\":\"Klothys's Villains\",\"page\":144,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Klothys's Monsters\",\"colLabels\":[\"Challenge\",\"Creature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@creature Satyr reveler|MOT}\"],[\"2\",\"{@creature Satyr thornbearer|MOT}\"],[\"3\",\"{@creature Green hag}\"],[\"4\",\"{@creature Oracle|MOT}\"],[\"6\",\"{@creature Annis hag|VGM}\"],[\"6\",\"{@creature Cyclops}*\"],[\"6\",\"{@creature Underworld cerberus|MOT}\"],[\"7\",\"{@creature Woe strider|MOT}\"],[\"9\",\"{@creature Phylaskia|MOT}\"],[\"15\",\"{@creature Typhon|MOT}\"]],\"footnotes\":[\"* See {@book chapter 6|MOT|6|Cyclops} for details about these creatures in Theros.\"],\"name\":\"Klothys's Monsters\",\"page\":144,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Klothys's Divine Schemes\",\"colLabels\":[\"d4\",\"Scheme\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Convinced that Heliod's boundless ambition will destroy Theros, Klothys creates an artifact that will destroy the sun god once he claims it as his own. She needs mortal heroes who can demonstrate the artifact's power by vanquishing Erebos's servants, and in the process stoke Heliod's envy.\"],[\"2\",\"Concerned by the spread of Meletian influence, Klothys fills the dreams of the polis's people with treachery. Neighbors attack neighbors, and attempts by Ephara's followers to intervene only redirect the violence toward the polis's patron.\"],[\"3\",\"Klothys becomes convinced that mortals giving worship to the gods distorts their proper relationship to each other, and she sets out to abolish religion.\"],[\"4\",\"Now that she has left the Underworld, Klothys knows it's only a matter of time until the titans escape. To prepare the world for the horrors of that inevitable conflict, she unleashes Underworld beasts into the mortal realm, trusting that the mayhem will bring forth heroes who can ultimately defeat the titans.\"]],\"name\":\"Klothys's Divine Schemes\",\"page\":145,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Abandoned Temple Condition\",\"colLabels\":[\"d8\",\"Status\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Sunken underground\"],[\"2\",\"Overgrown with plants\"],[\"3\",\"Underwater\"],[\"4\",\"Partially collapsed\"],[\"5\",\"Buried in dirt, mud, sand, or snow\"],[\"6\",\"Beneath a new temple\"],[\"7\",\"Cracked into more than one piece\"],[\"8\",\"Floating in an unstable parallel reality\"]],\"name\":\"Abandoned Temple Condition\",\"page\":146,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Abandoned Temple Adventures\",\"colLabels\":[\"d12\",\"Adventure Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Retrieve records or a magic item left in the temple.\"],[\"2\",\"Demolish what's left of the temple to prevent anyone from retrieving the ancient secrets hidden inside.\"],[\"3\",\"Retrieve the remains of a dead humanoid from the temple.\"],[\"4\",\"Kill monsters infesting the temple.\"],[\"5\",\"Find a replacement for the temple's current guardian.\"],[\"6\",\"Consult with a hermit who lives in the temple.\"],[\"7\",\"Stop cultists from performing a destructive ritual in the temple.\"],[\"8\",\"Restore the temple to receive the patron deity's blessing.\"],[\"9\",\"Find a gate to the Underworld or Nyx.\"],[\"10\",\"Consult a demon living in the temple.\"],[\"11\",\"Discover why the temple was abandoned.\"],[\"12\",\"Restore the temple to reveal the truth hidden in its architecture.\"]],\"name\":\"Abandoned Temple Adventures\",\"page\":146,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Abandoned Temple Villains\",\"colLabels\":[\"d6\",\"Villain\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A depraved cult of Klothys captures victims on the road and brings them to the temple for ritual torture.\"],[\"2\",\"A {@creature hydra} slumbers within an abandoned temple, having dug a lair out of one of the collapsed sections.\"],[\"3\",\"A {@creature medusa} living in an abandoned temple grants curative aid to those who bring her a humanoid sacrifice.\"],[\"4\",\"A {@creature bandit captain} hiding in a temple hopes to open its vault to find treasure, not knowing that a demon is trapped inside.\"],[\"5\",\"{@creature Blood-Toll Harpy|MOT|Blood-toll harpies} make an abandoned temple their nest and devour any creatures that get too close.\"],[\"6\",\"A {@creature gynosphinx} curious about human behavior creates a series of deadly traps in an abandoned temple and lures adventurers to the place to witness if and how they overcome its challenges.\"]],\"name\":\"Abandoned Temple Villains\",\"page\":146,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Kruphix's Quests\",\"colLabels\":[\"d6\",\"Adventure Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Seize a powerful magic item from those who would misuse it, study it, and then destroy it.\"],[\"2\",\"Capture a former follower of Kruphix who used secret knowledge for personal gain and deliver them to Kruphix's temple for judgment.\"],[\"3\",\"Suppress all knowledge of a dangerous secret, such as the location of a fountain of immortality, by any means necessary.\"],[\"4\",\"Bring proof of a powerful conspiracy to the leaders of a human polis while evading or defeating the agents sent to stop you.\"],[\"5\",\"Investigate rumors of an unearthed divine relic and decide whether it's safe to be in the mortal realm.\"],[\"6\",\"End a conflict between the followers of two other gods, whether by mediating, forcing a truce, or siding with the weaker group to defeat the stronger one.\"]],\"name\":\"Kruphix's Quests\",\"page\":148,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Kruphix's Villains\",\"colLabels\":[\"d6\",\"Villain\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) seeks to erase the memories of an entire community, reducing them to a simpler, happier, more natural state.\"],[\"2\",\"A {@creature gynosphinx} possesses magic that can stop a rampaging monster, but refuses to share it for fear that it might be misused.\"],[\"3\",\"A former agent ({@creature spy}) of Kruphix knows the location of an unguarded portal to the Underworld and plans to sell it to the highest bidder.\"],[\"4\",\"A {@creature noble} sows discord among Heliod's followers, believing that the sun god is the greatest threat to harmony among the gods.\"],[\"5\",\"An {@creature archmage} works to destroy the Temple of Mystery to further divide Nyx from the mortal world.\"],[\"6\",\"A {@creature cult fanatic} of Kruphix learns that the characters have discovered knowledge mortals were not meant to know and works to silence them.\"]],\"name\":\"Kruphix's Villains\",\"page\":148,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Kruphix's Monsters\",\"colLabels\":[\"Challenge\",\"Creature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1/4\",\"{@creature Blink dog}\"],[\"1/2\",\"{@creature Cockatrice}\"],[\"2\",\"{@creature Nothic}\"],[\"3\",\"{@creature Phase spider}\"],[\"6\",\"{@creature Invisible stalker}\"],[\"7\",\"{@creature Theran chimera|MOT}\"],[\"11\",\"{@creature Gynosphinx}*\"],[\"12\",\"{@creature Archmage}\"],[\"17\",\"{@creature Androsphinx}*\"]],\"footnotes\":[\"* See {@book chapter 6|MOT|6|Sphinx} for details about these creatures in Theros.\"],\"name\":\"Kruphix's Monsters\",\"page\":148,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Kruphix's Divine Schemes\",\"colLabels\":[\"d4\",\"Scheme\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Shadowy forces steal a holy artifact, thought to be a part of the sun, from Heliod's followers. The priesthood blames Phenax or Erebos, but Kruphix is behind the theft. The sun stone holds a terrible secret power, and Kruphix seeks to remove it from the mortal world before it does great harm.\"],[\"2\",\"Kruphix sends Nyxborn to torment a community. The locals are baffled, until it's revealed that miners have impeded on a cave that underpins the nature of time. Not only are mortals not welcome there, but someone has already entered, employed the passages there, and stolen something from the past.\"],[\"3\",\"A philosopher in Meletis argues that the gods rely on mortals for their existence, rather than the other way around. When this idea gains adherents, Kruphix curses the polis so that no one can speak or read.\"],[\"4\",\"After a minor altercation between the gods, Kruphix declares a new Silence. He refuses to lift it unless the other gods agree to aid him in forcing Klothys back into the Underworld.\"]],\"name\":\"Kruphix's Divine Schemes\",\"page\":149,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Temple of Mystery Adventures\",\"colLabels\":[\"d12\",\"Adventure Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Find and repair one of the temple's challenges that has malfunctioned.\"],[\"2\",\"Seek the help of the temple's priest, who's become trapped in stasis due to a malfunctioning trap.\"],[\"3\",\"Solve the puzzles in a temple to claim a magic item hidden inside.\"],[\"4\",\"Rescue someone trapped in the temple.\"],[\"5\",\"Learn how a particular trap or puzzle works so it can be recreated.\"],[\"6\",\"Solve more challenges than a rival party of adventurers who are also in the temple.\"],[\"7\",\"Enter the temple and contend with a complex trap that, over time, has developed consciousness.\"],[\"8\",\"Lead dangerous individuals into the temple and ensure they never leave.\"],[\"9\",\"Question the priest to find the location of another temple of mystery.\"],[\"10\",\"Lead dangerous creatures into the temple to trap them there.\"],[\"11\",\"Defeat a cabal of mages that has claimed the temple.\"],[\"12\",\"Defeat a temple's challenges to get the attention of the gods.\"]],\"name\":\"Temple of Mystery Adventures\",\"page\":150,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Temple of Mystery Villains\",\"colLabels\":[\"d6\",\"Villain\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A bored {@creature androsphinx} asks visitors riddles with no correct answer, then tears them apart for fun when they respond incorrectly.\"],[\"2\",\"A mad {@creature archmage}, obsessed with a mystery she can't solve, wanders the halls of the temple and forces those she meets to confront the puzzle.\"],[\"3\",\"A dragon disguised as a humanoid waits in the temple's entrance and demands treasure from anyone leaving.\"],[\"4\",\"The {@creature priest} caring for the temple gets jealous whenever adventurers solve a puzzle he couldn't and tries to kill them.\"],[\"5\",\"A hero challenges adventurers to solve the temple's mysteries faster than she can, but she has rigged each to ensure her victory.\"],[\"6\",\"A {@creature cyclops} accidentally trapped in the temple goes on a rampage.\"]],\"name\":\"Temple of Mystery Villains\",\"page\":150,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Mogis's Quests\",\"colLabels\":[\"d6\",\"Adventure Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Foment a war between rival poleis.\"],[\"2\",\"Bring about anarchy and lawlessness in a formerly peaceful polis.\"],[\"3\",\"Organize disparate groups of bandits and criminals into a cohesive fighting force.\"],[\"4\",\"Hunt down a famous defender of the law who champions Iroas.\"],[\"5\",\"Triumph in a contest of strength or endurance to prove Mogis's superiority over other gods.\"],[\"6\",\"Defeat a champion of another god (most likely Iroas, Heliod, or Ephara).\"]],\"name\":\"Mogis's Quests\",\"page\":152,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Mogis's Villains\",\"colLabels\":[\"d8\",\"Villain\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A petty tyrant ({@creature gladiator}) rules his populace through threats and intimidation. His favorite pastime is forcing unwilling subjects to fight in gladiatorial blood sports.\"],[\"2\",\"A band of {@creature Minotaur||minotaurs} directed by a champion of Mogis forges a trail of devastation through the countryside.\"],[\"3\",\"A serial killer ({@creature assassin}) stalks the streets of the polis, taking lives seemingly at random.\"],[\"4\",\"An {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) of Mogis marches into town and predicts doom on the populace within a fortnight.\"],[\"5\",\"Priests of Iroas and Heliod are being murdered by unknown assailants and their temples desecrated.\"],[\"6\",\"An {@creature archmage} is corrupted by Mogis and begins summoning demons to savage the population.\"],[\"7\",\"A badly wounded caravan guard ({@creature bandit captain}) accuses the characters of murder and banditry.\"],[\"8\",\"A cabal of Mogis's {@creature Cult Fanatic||cult fanatics} have almost succeeded in finding a way to summon Mogis's warhound to their service.\"]],\"name\":\"Mogis's Villains\",\"page\":152,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Mogis's Monsters\",\"colLabels\":[\"Challenge\",\"Creature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@creature Death dog}\"],[\"2\",\"{@creature Berserker}\"],[\"3\",\"{@creature Fleecemane lion|MOT}\"],[\"3\",\"{@creature Manticore}\"],[\"3\",\"{@creature Minotaur}\"],[\"5\",\"{@creature Catoblepas|VGM}*\"],[\"6\",\"{@creature Cyclops}*\"],[\"7\",\"{@creature Theran chimera|MOT}\"],[\"8\",\"{@creature Blackguard|VGM}\"]],\"footnotes\":[\"* See {@book chapter 6|MOT|6|Classic Monsters} for details about these creatures in Theros.\"],\"name\":\"Mogis's Monsters\",\"page\":152,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Mogis's Divine Schemes\",\"colLabels\":[\"d4\",\"Scheme\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A champion of Mogis unites the {@creature minotaur} bands and {@creature cyclops} tribes of Phoberos under her banner, creating a terrifying army. At Mogis's command, she leads the army in an all-out assault on Akros, hoping to draw Iroas into battle and defeat him once and for all.\"],[\"2\",\"Mogis bargains with Pharika, convincing her to create elixirs that will turn his followers into invincible monsters. He sends his champions to fetch the necessary ingredients for her.\"],[\"3\",\"A bitter noble makes a pact with Mogis for power in exchange for carrying out a plot to ignite a war between Meletis and Setessa. Thousands will die unless the scheme is put to rest.\"],[\"4\",\"Mogis agrees to ally with three other gods against their rivals if they help him defeat Iroas. Mogis's brother does the same. Soon the entire pantheon divides along faction lines and prepare for the final war.\"]],\"name\":\"Mogis's Divine Schemes\",\"page\":153,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Canyon Shrine Adventures\",\"colLabels\":[\"d10\",\"Adventure Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Survive a journey through the canyon while escorting a caravan transporting offerings to another god.\"],[\"2\",\"Slay a massive, blood-drunk monster that rampages through the region.\"],[\"3\",\"Find a band of {@creature Minotaur||minotaurs} residing in the canyon and convince them to attack a gang of undead about to pass through on their way to attack a village.\"],[\"4\",\"Consult a hermit who lives in a hidden part of the canyon.\"],[\"5\",\"Retrieve an item buried amid the shrine's sacrifices.\"],[\"6\",\"Destroy the shrine.\"],[\"7\",\"Negotiate with a group of Mogis's followers.\"],[\"8\",\"Convince a young aristocrat who was seduced into joining a cult of Mogis to return home.\"],[\"9\",\"Infiltrate a cult of Mogis to learn of any raids they have planned.\"],[\"10\",\"Steal an egg from a griffon nest in the canyon.\"]],\"name\":\"Canyon Shrine Adventures\",\"page\":154,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Canyon Shrine Villains\",\"colLabels\":[\"d8\",\"Villain\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature minotaur} captures and devours other creatures limb by limb as part of a bizarre ritual honoring Mogis.\"],[\"2\",\"A tribe of {@creature Berserker||berserkers} ride {@creature Giant Bat||giant bats} and hunt humanoids that travel through the canyon.\"],[\"3\",\"An {@creature adult blue dragon} enslaves the inhabitants of the caves, intent on building an army to conquer a neighboring settlement.\"],[\"4\",\"A {@creature manticore} captures warriors and forces them to fight to the death for its amusement.\"],[\"5\",\"A group of {@creature Cyclops||cyclopes} capture travelers and keep them as livestock in their caves.\"],[\"6\",\"A {@creature lamia} lures young nobles into its cult with promises of hedonism and sells those who disappoint it to other canyon inhabitants.\"],[\"7\",\"A vicious {@creature gynosphinx} captures groups of people, then forces one person to choose which of the others should be devoured first.\"],[\"8\",\"The victims of the canyon's inhabitants rise as {@creature Wraith||wraiths} determined to end all life in the area.\"]],\"name\":\"Canyon Shrine Villains\",\"page\":154,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Nylea's Quests\",\"colLabels\":[\"d6\",\"Adventure Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Free a hydra that has been captured and imprisoned in a menagerie.\"],[\"2\",\"Investigate reports of unnatural horrors infesting the Nessian Wood.\"],[\"3\",\"Plant a golden acorn in a distant grove guarded by monsters.\"],[\"4\",\"Find and punish an unknown perpetrator who killed a unicorn, cut off its horn, and left its body to rot, and retrieve the horn.\"],[\"5\",\"Hunt a dangerous creature for a sacred feast.\"],[\"6\",\"Defeat a champion of another god (most likely Karametra, Heliod, or Ephara).\"]],\"name\":\"Nylea's Quests\",\"page\":156,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Nylea's Villains\",\"colLabels\":[\"d6\",\"Villain\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A Setessan hunt-leader ({@creature Setessan hoplite|MOT}; see {@book chapter 6|MOT|6|Hoplites}) swears vengeance on a poacher in the Nessian Wood who turns out to be an Akroan general.\"],[\"2\",\"A {@creature hydra} goes on a rampage at the edge of the forest. It must be dealt with, but a {@creature druid} follower of Nylea will take vengeance on anyone who kills it outright.\"],[\"3\",\"A {@creature mage} who lives in a secluded grove has been using a magic item to transform interlopers into boars. She claims that Nylea gave her this item.\"],[\"4\",\"A {@creature druid} uses magic on fields near the border of the forest, creating animated plants to drive off farmers.\"],[\"5\",\"A {@creature scout} has taken to hunting and eating sapient beings. What could have caused this gruesome turn?\"],[\"6\",\"Those who follow a mysterious green {@creature unicorn} inevitably turn up dead, their bodies entangled in strangling vines.\"]],\"name\":\"Nylea's Villains\",\"page\":156,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Nylea's Monsters\",\"colLabels\":[\"Challenge\",\"Creature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1/2\",\"{@creature Scout}\"],[\"1\",\"{@creature Dryad}\"],[\"1\",\"Nyxborn {@creature brown bear}*\"],[\"2\",\"Nyxborn {@creature saber-toothed tiger}*\"],[\"2\",\"{@creature Satyr thornbearer|MOT}\"],[\"3\",\"{@creature Archer|VGM}\"],[\"5\",\"{@creature Shambling mound}\"],[\"5\",\"{@creature Unicorn}*\"],[\"9\",\"{@creature Treant}\"],[\"12\",\"{@creature Ironscale hydra|MOT}\"],[\"19\",\"{@creature Polukranos|MOT}\"]],\"footnotes\":[\"* See {@book chapter 6|MOT|6} for details about these creatures in Theros.\"],\"name\":\"Nylea's Monsters\",\"page\":157,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Nylea's Divine Schemes\",\"colLabels\":[\"d4\",\"Scheme\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"When the polis of Meletis expands, clearing new land for houses and crops, Nylea decides to punish the polis and destroy it if necessary. Animated trees topple the walls, and Nyxborn beasts invade the city.\"],[\"2\",\"Nylea refuses to turn winter into spring unless Karametra agrees to abolish agriculture and yield all cropland back to the forest.\"],[\"3\",\"When tensions between Akros and Setessa peak, Nylea blames Iroas for stirring up the conflict and puts Setessa under her protection, expanding the borders of the Nessian Wood to encompass all of Setessa, creating a near-impenetrable fortress filled with dangerous creatures.\"],[\"4\",\"Nylea abruptly vanishes. Explorers deep in the Nessian Wood discover her sacred grove abandoned, and the giant chrysalis at its heart empty. What was in the chrysalis? Could it have harmed Nylea? Or did she leave with the creature—and if so, did she do that to protect the creature, or to protect Theros?\"]],\"name\":\"Nylea's Divine Schemes\",\"page\":157,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Forest Shrine Adventures\",\"colLabels\":[\"d10\",\"Adventure Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Get permission from the shrine's {@creature Druid||druids} to take part in a sacred hunt with them.\"],[\"2\",\"Prevent game hunters from killing a {@creature unicorn}, and lead the unicorn to a shrine for shelter.\"],[\"3\",\"Find a {@creature scout} from the shrine who has gone missing.\"],[\"4\",\"Escape a shrine after being captured and held there for crimes against the forest.\"],[\"5\",\"Rescue trophy hunters being tortured at a shrine.\"],[\"6\",\"Earn a {@creature Druid||druid's} trust to learn a valuable secret about the forest.\"],[\"7\",\"Retrieve a sacred weapon held in the grove.\"],[\"8\",\"Recruit the help of the shrine's {@creature Druid||druids} to defeat a group of poachers.\"],[\"9\",\"Acquire a beast companion from the shrine.\"],[\"10\",\"Defend the shrine from a group of {@creature Harpy||harpies}.\"]],\"name\":\"Forest Shrine Adventures\",\"page\":158,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Forest Shrine Villains\",\"colLabels\":[\"d6\",\"Villain\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A group of {@creature Dryad||dryads}, enraged by seeing a section of forest burned, plots to destroy the shrine in order to punish the druids for failing to protect the trees.\"],[\"2\",\"Poachers ({@creature Scout||scouts}) kill the shrine's defenders and set their traps in the surrounding forest.\"],[\"3\",\"The shrine stands in the path of a {@creature hydra} on a destructive rampage.\"],[\"4\",\"A {@creature druid} who lost her spouse in a hunting accident attacks any hunters who come to the shrine.\"],[\"5\",\"A {@creature giant boar} affected by the {@spell awaken} spell convinces the shrine's druids to cast the spell on other boars to strike back at a contingent of hunting nobles.\"],[\"6\",\"A {@creature cult fanatic} of Erebos infiltrates the shrine in disguise and plans to kill all its plant life.\"]],\"name\":\"Forest Shrine Villains\",\"page\":158,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Pharika's Quests\",\"colLabels\":[\"d6\",\"Adventure Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Concoct the antidote for a powerful affliction that resists conventional treatments.\"],[\"2\",\"Seek out a powerful beast whose blood has unique alchemical value.\"],[\"3\",\"Infiltrate the Underworld to extract a secret someone carried with them to the grave.\"],[\"4\",\"Track down and eliminate someone who is trying to keep a radical discovery a secret.\"],[\"5\",\"Assassinate an important figure whose death would catalyze one of Pharika's experiments.\"],[\"6\",\"Perfect a perilous ritual to awaken the landscape and learn how to discover its forgotten lore.\"]],\"name\":\"Pharika's Quests\",\"page\":160,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Pharika's Villains\",\"colLabels\":[\"d6\",\"Villain\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature druid} seeds deadly herbs into a village's fields, coaxing the plants to resemble farmers' crops.\"],[\"2\",\"The life of a tyrant ({@creature knight}) is central to one of Pharika's experiments in mortal suffering, so the god resurrects the tyrant whenever enemies kill him.\"],[\"3\",\"Legend tells of a hydra with alchemical lore scribed upon its bones. When an alchemist ({@creature mage}) begins poisoning the beasts, Nylea sends dozens of {@creature Hydra||hydras} to seek revenge, catching innocents in the fray.\"],[\"4\",\"A town suffering from a plague seeks a cure from a {@creature cult fanatic} of Pharika engaged in warlike research. The researcher's blessing alleviates the pox but leaves the survivors delusional and violent.\"],[\"5\",\"After the characters witness a miracle, an apothecary ({@creature mage}) seeks their blood as a medicinal ingredient.\"],[\"6\",\"An {@creature archmage} devotee of Pharika manages to shrink monsters to a size so small that they effectively behave as viruses.\"]],\"name\":\"Pharika's Villains\",\"page\":160,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Pharika's Monsters\",\"colLabels\":[\"Challenge\",\"Creature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1/4\",\"Nyxborn {@creature giant poisonous snake}*\"],[\"1/2\",\"{@creature Amphisbaena|GoS}\"],[\"1/2\",\"{@creature Cockatrice}\"],[\"2\",\"{@creature Swarm of poisonous snakes}\"],[\"3\",\"{@creature Basilisk}*\"],[\"6\",\"{@creature Medusa}*\"],[\"8\",\"{@creature Assassin}\"],[\"8\",\"{@creature Hydra}\"],[\"8\",\"{@creature Spirit naga}\"],[\"17\",\"{@creature Hythonia|MOT}\"]],\"footnotes\":[\"* See {@book chapter 6|MOT|6} for details about these creatures in Theros.\"],\"name\":\"Pharika's Monsters\",\"page\":160,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Pharika's Divine Schemes\",\"colLabels\":[\"d4\",\"Scheme\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Pharika creates a mind-controlling incense to manipulate several of Kruphix's oracles, compelling them to reveal secrets of the cosmos. Unfortunately, her mutagenic mist causes them to transform into beings they've glimpsed from beyond Theros.\"],[\"2\",\"Seeking to understand more about the Returned, Pharika begins granting them elixirs meant to restore their lost memories. Although this works as intended for a rare few, most of the Returned instead experience traumatic visions that drive them to violence.\"],[\"3\",\"Medusas the world over find themselves infected with a strange disease. They believe Pharika is collecting their souls to harvest the secrets they hoard. The medusas seek advocates to end Pharika's plague.\"],[\"4\",\"After losing a bet to an ambitious physician, Pharika loans the doctor her sacred kylix for one week and invites him to cure as many patients as he pleases. In that time, he cures death itself in a small town. Not only has this emboldened some of the town's scalawags to commit crimes without fear of retribution, but the news has also infuriated disciples of Erebos, Mogis, and Klothys. Meanwhile, Pharika watches with delight as too much of a good medicine inspires distress and conflict that threaten to boil over into surrounding regions.\"]],\"name\":\"Pharika's Divine Schemes\",\"page\":161,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Healing Pools Adventures\",\"colLabels\":[\"d10\",\"Adventure Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Heal yourself or a diseased or injured party member in the pools.\"],[\"2\",\"Escort a sick or injured person to the pools.\"],[\"3\",\"Kill monsters taking up residence in the pools.\"],[\"4\",\"Capture people and creatures for the priests to use in their experiments.\"],[\"5\",\"Cure the pools of a contamination.\"],[\"6\",\"Create a poison based on notes provided to you by one of Pharika's priests and contaminate the pools.\"],[\"7\",\"Steal reagent-rich water from the pools.\"],[\"8\",\"Rescue a priest's test subject and help them undo or adapt to the transformations they underwent due to the priest's experiments.\"],[\"9\",\"Kill or capture an escaped beast monstrously transformed by the priest's experiments.\"],[\"10\",\"Retrieve materials needed to create a cure for a disease and convince a priest to help you make it.\"]],\"name\":\"Healing Pools Adventures\",\"page\":162,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Healing Pools Villains\",\"colLabels\":[\"d6\",\"Villain\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A group of {@creature Returned Palamnite|MOT|Returned palamnites} (see {@book chapter 6|MOT|6|Returned Palamnite}) invade the pools, believing the waters' magic can restore their lost memories and mortal bodies.\"],[\"2\",\"{@creature Naiad|MOT|Naiads} (see {@book chapter 6|MOT|6|Naiad}) guard the pools, making their own judgments about who is and isn't worthy of the pools' healing magic.\"],[\"3\",\"The magic waters of the pools wash out to sea and attract a dying {@creature kraken} to the area.\"],[\"4\",\"An {@creature assassin} barters captured humanoid test subjects for poison from the pools' {@creature medusa} priest.\"],[\"5\",\"A dying {@creature veteran} who was {@condition poisoned} by the pools slaughters any person who is healed by the waters.\"],[\"6\",\"An {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) allows the pools' poisons to seep from the caves and contaminate a community.\"]],\"name\":\"Healing Pools Villains\",\"page\":162,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Phenax's Quests\",\"colLabels\":[\"d6\",\"Adventure Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Rob or defend a gambling parlor.\"],[\"2\",\"Destabilize or aid the government of the local polis.\"],[\"3\",\"Form or foil a heretical cult of Heliod to bring discord to the countryside.\"],[\"4\",\"Assassinate or protect the local magistrate who has been cracking down on Phenax worshipers.\"],[\"5\",\"Create a grand prank built around obfuscation and deceit to embarrass a local government or temple.\"],[\"6\",\"Defeat a champion of another god (most likely Heliod, Erebos, or Iroas).\"]],\"name\":\"Phenax's Quests\",\"page\":164,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Phenax's Villains\",\"colLabels\":[\"d8\",\"Villain\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A charismatic crime boss ({@creature bandit captain}) unites local gangs in a bid to seize control of the polis.\"],[\"2\",\"A {@creature Returned palamnite|MOT} (see {@book chapter 6|MOT|6|Returned Palamnite}) wreaks havoc across the countryside in Phenax's name.\"],[\"3\",\"The lies of a government functionary ({@creature noble}) start a trade war between struggling settlements.\"],[\"4\",\"Phenax {@creature Cultist||cultists} establish a fake cult of Ephara in a bid to start a sectarian civil war in Meletis.\"],[\"5\",\"An information broker ({@creature spy}) holds damaging secrets about important folk and is blackmailing them.\"],[\"6\",\"A group of vocal iconoclasts ({@creature Noble||nobles}) are fomenting social upheaval that threatens to turn to violence.\"],[\"7\",\"A champion ({@creature veteran}) of Heliod is threatening to torch a section of the polis in her hunt for a Phenax-worshiping oath breaker.\"],[\"8\",\"Folk go missing then turn up with no memory of their disappearance. Phenax {@creature Cult Fanatic||cult fanatics} are brainwashing these souls for use as sleeper agents.\"]],\"name\":\"Phenax's Villains\",\"page\":164,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Phenax's Monsters\",\"colLabels\":[\"Challenge\",\"Creature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@creature Returned sentry|MOT}\"],[\"3\",\"{@creature Leucrotta|VGM}\"],[\"3\",\"{@creature Slithering tracker|VGM}\"],[\"4\",\"{@creature Returned palamnite|MOT}\"],[\"5\",\"{@creature Ghostblade eidolon|MOT}\"],[\"5\",\"{@creature Master thief|VGM}\"],[\"8\",\"{@creature Assassin}\"],[\"16\",\"{@creature Phoenix|MTF}\"]],\"name\":\"Phenax's Monsters\",\"page\":164,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Phenax's Divine Schemes\",\"colLabels\":[\"d4\",\"Scheme\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Phenax finds an artifact capable of imprisoning Athreos and engages in a shadow war with Erebos, causing pandemonium in the Underworld. As a result, droves of Returned flood the mortal world.\"],[\"2\",\"Phenax undertakes a plot to transform Erebos into one of the Returned. If he succeeds, the balance of life and death will be shattered.\"],[\"3\",\"Phenax vanishes. For a time, it's believe the god has been killed or grew bored and left Theros. In fact, though, Phenax managed to imprison another god and has since taken their place.\"],[\"4\",\"Phenax dispatches a powerful agent to find a lost relic called Deception's Edge, a dagger that enables the wielder to warp the minds of mortals. Once in possession of the artifact, the agent embarks on a campaign of assassination and espionage that threatens to lead to all-out war between Akros and Meletis.\"]],\"name\":\"Phenax's Divine Schemes\",\"page\":165,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Amphitheater Adventures\",\"colLabels\":[\"d10\",\"Adventure Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Steal an item from an audience member.\"],[\"2\",\"Find evidence of a crime hidden backstage.\"],[\"3\",\"Defend a theater being run by a criminal cabal from a rival gang's assault.\"],[\"4\",\"Take the place of a group of performers on stage to impress an audience member.\"],[\"5\",\"Assassinate an audience member during a performance without being seen.\"],[\"6\",\"Serve as bodyguards for an audience member.\"],[\"7\",\"Learn which performers are criminals.\"],[\"8\",\"Find a spy among the audience members and deliver a message to that person.\"],[\"9\",\"Steal costumes from the theater to infiltrate a temple in disguise.\"],[\"10\",\"Intercept and decipher a coded message meant for someone else.\"]],\"name\":\"Amphitheater Adventures\",\"page\":166,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Amphitheater Villains\",\"colLabels\":[\"d8\",\"Villain\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An actor charms nobles who see him perform into surrendering their fortunes.\"],[\"2\",\"The {@creature wraith} of a murdered actress reenacts her death every night, playing the role of the murderer and targeting a new performer in her place.\"],[\"3\",\"An untalented dancer ({@creature scout}) poisons those with more skill in order to get ahead.\"],[\"4\",\"A {@creature mage} playwright invites political figures to see his satires, then uses magic to make them react dramatically, which encourages more people to see his plays.\"],[\"5\",\"A leading lady is also an {@creature assassin} for hire, and she uses a secret room in the theater as her base.\"],[\"6\",\"Burglars ({@creature Veteran||veterans}) masquerading as acrobats identify marks during their performances, then rob them afterward.\"],[\"7\",\"A murderer ({@creature spy}) who works as a prop maker hides his weapons and victims in among pieces of the set.\"],[\"8\",\"A theater-loving {@creature mage} uses a {@creature homunculus} to spy on audience members to gain blackmail material.\"]],\"name\":\"Amphitheater Villains\",\"page\":166,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Purphoros's Quests\",\"colLabels\":[\"d6\",\"Adventure Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Clear out a monster-infested mine and help procure precious iron ore for a master smith.\"],[\"2\",\"Protect a traveling theater troupe as they perform a new play that glorifies Purphoros and makes another god look foolish.\"],[\"3\",\"Retrieve a sacred weapon of Purphoros that has fallen into the hands of minotaurs.\"],[\"4\",\"Resist the corrupt authority of a powerful priest of Heliod or a cruel village elder.\"],[\"5\",\"Triumph in a contest of strength or crafting to bring glory to Purphoros.\"],[\"6\",\"Defeat a champion of another god (most likely Heliod, Kruphix, Phenax, or Mogis).\"]],\"name\":\"Purphoros's Quests\",\"page\":168,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Purphoros's Villains\",\"colLabels\":[\"d6\",\"Villain\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature cult fanatic} of Purphoros turns to Mogis to enhance his craft, engaging in bloody rituals to produce exquisite cursed weapons.\"],[\"2\",\"An aging {@creature veteran} seeks to replace her body with living bronze and enlists a genius {@creature archmage} of Purphoros to aid her. Then several of their test limbs escape.\"],[\"3\",\"A rebel ({@creature spy}) plots to set fire to a temple of Heliod and dedicate the blaze to Purphoros, driving the gods toward a conflict he's certain Purphoros will win.\"],[\"4\",\"A {@creature gladiator} of Purphoros partakes of the fumes at Mount Velus then goes on what seems to be a rampage that contributes to a mysterious design.\"],[\"5\",\"A {@creature priest} of Purphoros condemns the party for treating their weapons and tools poorly, insisting they discard them until the heroes prove their worthiness.\"],[\"6\",\"A group of {@creature Oread|MOT|oreads} (see {@book chapter 6|MOT|6|Oread}) seeks inspiration in flames. The oreads leave Purphoros's forge and conduct thorough studies of everything they burn.\"]],\"name\":\"Purphoros's Villains\",\"page\":168,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Purphoros's Monsters\",\"colLabels\":[\"Challenge\",\"Creature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1/2\",\"{@creature Anvilwrought raptor|MOT}\"],[\"1\",\"{@creature Bronze sable|MOT}\"],[\"2\",\"{@creature Burnished hart|MOT}\"],[\"4\",\"{@creature Oread|MOT}\"],[\"5\",\"{@creature Gold-forged sentinel|MOT}\"],[\"5\",\"{@creature Fire elemental}\"],[\"6\",\"{@creature Cyclops}*\"],[\"9\",\"{@creature Fire giant}\"],[\"16\",\"{@creature Iron golem}\"],[\"17\",\"{@creature Adult red dragon}*\"],[\"24\",\"{@creature Ancient red dragon}*\"]],\"footnotes\":[\"* See {@book chapter 6|MOT|6|Classic Monsters} for details about these creatures in Theros.\"],\"name\":\"Purphoros's Monsters\",\"page\":168,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Purphoros's Divine Schemes\",\"colLabels\":[\"d4\",\"Scheme\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Enraged at Heliod's latest insult, Purphoros causes Mount Velus to erupt. The volcano's rage doesn't cease, though, threatening the region.\"],[\"2\",\"Insulted that the other gods don't appreciate his creations, Purphoros breaks the Nyx-infused chains that bind the ancient red dragon Thraxes, allowing it to go on a far-ranging rampage.\"],[\"3\",\"Gripped by sudden inspiration, Purphoros begins building a massive Nyx-bronze bridge that will link Mount Velus in the mortal world with Nyx itself. Every god opposes him in this effort. Can the construction effort be sabotaged without bringing the bridge tumbling down on the mortal world?\"],[\"4\",\"Purphoros's double, Petros, reveals an army of metal Nyxborn creatures and unleashes them against temples and settlements dedicated to other gods. The gods blame Purphoros for the attack, but he is too proud, and too fond of Petros, to stop the attacks.\"]],\"name\":\"Purphoros's Divine Schemes\",\"page\":169,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Volcano Temple Adventures\",\"colLabels\":[\"d10\",\"Adventure Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Acquire an item that wasn't up to Purphoros's standards before it's cast into the lava.\"],[\"2\",\"Defend the temple from fiery zombies emerging from tunnels connecting to a collapsed temple.\"],[\"3\",\"Steal a phoenix egg from the temple.\"],[\"4\",\"Become an apprentice to one of the priests and craft an item in the temple.\"],[\"5\",\"Explore a ruined temple after an eruption to make sure it is safe for others to enter.\"],[\"6\",\"Stop the temple priests from destroying well-crafted but substandard armor and weapons that are needed by a nearby settlement.\"],[\"7\",\"The volcano is erupting! Prevent it, or save the most fanatical priests who refuse to leave their forges.\"],[\"8\",\"Negotiate with fire giants who want to use the temple's forges.\"],[\"9\",\"Destroy a near-indestructible item in the volcano's forges.\"],[\"10\",\"Rescue an artisan lost in the temple's twisting halls.\"]],\"name\":\"Volcano Temple Adventures\",\"page\":170,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Volcano Temple Villains\",\"colLabels\":[\"d6\",\"Villain\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An {@creature adult red dragon} tries to make its nest inside the temple, attacking the artisans and priests within.\"],[\"2\",\"A {@creature priest} of Mogis infiltrates the volcano and mars its ornate halls, hoping to draw Purphoros's ire and thus cause the volcano to erupt at an unexpected time, killing everyone in the temple.\"],[\"3\",\"A obsessed {@creature cult fanatic} is never satisfied with her apprentices' creations and works them to death.\"],[\"4\",\"A unit of defeated and desperate {@b hoplites} (see {@book chapter 6|MOT|6|Hoplites}) raid the temple, steal magical weapons, and prepare to avenge their fallen companions.\"],[\"5\",\"An apprentice artisan summons {@creature Fire Elemental||fire elementals} that he can't control to murder his cruel master.\"],[\"6\",\"An {@creature iron golem} forged in the temple breaks free of its maker's control and goes on a killing spree.\"]],\"name\":\"Volcano Temple Villains\",\"page\":170,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Thassa's Quests\",\"colLabels\":[\"d6\",\"Adventure Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Help a village of Thassa's faithful evacuate to the hills before Thassa sends a great wave to punish the village's willful coastal neighbors.\"],[\"2\",\"Phenax has learned the location of a sunken treasure in a flooded cave. Retrieve the treasure before his fortune-hunters can steal it from Thassa.\"],[\"3\",\"Smuggle a cargo of offerings for Thassa past harbor inspectors at Meletis, skirting new laws put into place at the behest of Heliod's priesthood that ban the import of items intended for sacrifice to other gods.\"],[\"4\",\"Find a magically stolen vessel sequestered high in the mountains and return it to the ocean.\"],[\"5\",\"Capture a great beast of the land and bring it to the shore as an offering for a kraken.\"],[\"6\",\"Humiliate a champion of another god (most likely Ephara, Karametra, Pharika, Iroas, or Mogis).\"]],\"name\":\"Thassa's Quests\",\"page\":172,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Thassa's Villains\",\"colLabels\":[\"d6\",\"Villain\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature triton master of waves|MOT} (see {@book chapter 6|MOT|6|Triton}) demands ever greater sacrifices to Thassa from merchants moving along a crucial trade route, threatening to sink ships that don't comply.\"],[\"2\",\"A former {@creature priest} of Thassa kidnaps indigents and plans to drown them as offerings to regain her favor.\"],[\"3\",\"A {@creature druid} of Thassa, after being mistreated by a coastal community, uses magic to lure a plague of {@creature Giant Crab||giant crabs} out of the depths to take revenge.\"],[\"4\",\"A {@creature water elemental} is trapped in a village well and has changed the drinking water to saltwater. It needs help returning to the sea.\"],[\"5\",\"Sirens (see the harpies entry in {@book chapter 6|MOT|6|Harpies}) favored by Thassa take up residence in a lighthouse, preventing its use.\"],[\"6\",\"A ship carrying a massive pearl sacred to Thassa has been sunk. Thassa's {@creature Cultist||cultists} want the pearl back, but anyone trying to retrieve it find that the god's triton followers have claimed it.\"]],\"name\":\"Thassa's Villains\",\"page\":172,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Thassa's Monsters\",\"colLabels\":[\"Challenge\",\"Creature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1/2\",\"{@creature Hippocamp|MOT}\"],[\"1\",\"Siren ({@creature harpy})*\"],[\"2\",\"{@creature Naiad|MOT}\"],[\"2\",\"{@creature Triton shorestalker|MOT}\"],[\"5\",\"{@creature Water elemental}\"],[\"8\",\"{@creature Triton master of waves|MOT}\"],[\"13\",\"{@creature Storm giant}\"],[\"17\",\"{@creature Dragon turtle}\"],[\"23\",\"{@creature Kraken}*\"],[\"26\",\"{@creature Tromokratis|MOT}\"]],\"footnotes\":[\"* See {@book chapter 6|MOT|6} for details about these creatures in Theros.\"],\"name\":\"Thassa's Monsters\",\"page\":172,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Thassa's Divine Schemes\",\"colLabels\":[\"d4\",\"Scheme\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"After a kraken is sighted near an inhabited island, a fleet prepares to set sail from Meletis to face it. In retribution, Thassa pulls the ocean back from the entire coastline, stranding not only the fleet, but the fishing boats and merchant vessels that keep the polis fed and supplied. Thassa's oracles announce that \\\"the forest of masts must be felled\\\" before the waters will return, but Meletis refuses to give up its navy. How can Thassa be appeased?\"],[\"2\",\"During a divine conflict, one of the gods' weapons tumbles into the sea. Thassa refuses to return the godly weapon, claiming it as her own, much to the owner's ire.\"],[\"3\",\"Thassa turns a ship full of another god's champions into dolphins as punishment for setting foot on one of her holy isles. Can she be persuaded to change them back? How will the champions' patrons respond if she refuses?\"],[\"4\",\"When multiple gods turn against her in a dispute, Thassa is enraged. She releases the locks binding every kraken in the sea, along with that of an ancient and mysterious kraken brood mother.\"]],\"name\":\"Thassa's Divine Schemes\",\"page\":173,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Coastal Temple Adventures\",\"colLabels\":[\"d12\",\"Adventure Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Save land-dwelling worshipers who became trapped inside the temple during a flood.\"],[\"2\",\"Steal an offering before it washes away.\"],[\"3\",\"Confront pirates worshiping at the temple.\"],[\"4\",\"Defend the temple from kraken-worshiping cultists.\"],[\"5\",\"Kill or drive off a {@creature hydra} that has claimed the temple as its home.\"],[\"6\",\"Help a {@creature killer whale} beached in the temple.\"],[\"7\",\"Get information from a worshiper.\"],[\"8\",\"Kidnap a worshiper without making a scene.\"],[\"9\",\"Steal a magic {@creature quipper} from a sacred tide pool.\"],[\"10\",\"Spy on a conversation between two worshipers.\"],[\"11\",\"Negotiate with a {@b blue dragon} that wants to claim the temple as its lair.\"],[\"12\",\"Escape the temple as it floods.\"]],\"name\":\"Coastal Temple Adventures\",\"page\":174,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Coastal Temple Villains\",\"colLabels\":[\"d6\",\"Villain\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature kraken} threatens to destroy the temple if worshipers don't pay tribute to the creature.\"],[\"2\",\"A {@creature Naiad|MOT} (see {@book chapter 6|MOT|6|Naiad}) hides inside the temple and murders fishers who worship here for their crimes against the sea.\"],[\"3\",\"A group of sirens (see the {@creature Harpy||harpies} entry in {@book chapter 6|MOT|6|Harpies}) take over the temple and lure new victims inside to drown themselves during high tide.\"],[\"4\",\"A {@creature priest} of Thassa falsely convinces elderly worshipers that giving more wealth to the temple increases the length of time they live.\"],[\"5\",\"A {@creature giant octopus} under the effects of the {@spell awaken} spell hunts in the temple at high tide.\"],[\"6\",\"A rageful {@creature triton master of waves|MOT} (see {@book chapter 6|MOT|6|Triton Master of Waves}) believes everyone in a temple is secretly serving a kraken and begins murdering them.\"]],\"name\":\"Coastal Temple Villains\",\"page\":174,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Adventures at Sea\",\"colLabels\":[\"d10\",\"Adventure Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Slay a monster or pirates terrorizing ships at sea.\"],[\"2\",\"Follow an omen that leads out to sea.\"],[\"3\",\"Seek an artifact hidden underwater or on an island.\"],[\"4\",\"Find your way home after getting lost.\"],[\"5\",\"Find a lost temple of a god.\"],[\"6\",\"Relocate settlers trying to colonize an inhabited isle.\"],[\"7\",\"Discover a safe route through deadly waters.\"],[\"8\",\"Retrace the path of a hero lost at sea.\"],[\"9\",\"Find a whirlpool that is a passage to the Underworld.\"],[\"10\",\"Sail from the edge of the world into Nyx.\"]],\"name\":\"Embarking on Adventure; Adventures at Sea\",\"page\":176,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Island Environments\",\"colLabels\":[\"d10\",\"Environment\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Frozen. The island is magically frozen or is a floating iceberg. Perhaps something lies locked within.\"],[\"2\",\"Sargassum. The island is a dense layer of seaweed that has developed its own ecosystem of strange beasts and trapped sailors.\"],[\"3\",\"Living. The island is actually a gigantic slumbering creature—potentially unbeknown to its residents.\"],[\"4\",\"Mirage. Magical phenomena surround a mundane island with tempting or treacherous illusions.\"],[\"5\",\"Nyx Shard. The island is a manifestation of Nyx, a recreation of a land from the distant past or completely from fiction.\"],[\"6\",\"Idyllic. The island has beautiful weather and abundant fruit—so much so that some might consider never leaving.\"],[\"7\",\"Lost Ruin. The island is all that survived a calamity that destroyed a legendary city.\"],[\"8\",\"Gateway. The island is inherently magical, perhaps being an intrusion from a bizarre demiplane or the dream of a sleeping demigod.\"],[\"9\",\"Promised Land. The island is a gift from a god to a favored individual or population, specially tailored to suit their whims.\"],[\"10\",\"Divine Refuge. A god created this island to be a personal getaway, making it a reflection of the world as it would appear if they were in complete control.\"]],\"name\":\"Island Environments\",\"page\":177,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Island Inhabitants\",\"colLabels\":[\"d10\",\"Inhabitants\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The Last. Creatures that think they're the last of their kind—perhaps Returned, leonin, or humans—make their home on the island.\"],[\"2\",\"First Contact. A prosperous civilization, unconnected to the great poleis, thrives on the island.\"],[\"3\",\"Strangers. A species not usually connected to Theros dwells here—such as thri-kreen, yuan-ti, or another creature from the {@book Monster Manual|MM}.\"],[\"4\",\"Rivals. Two settlements have turned the island into a war zone.\"],[\"5\",\"Prisoner. A powerful monster or dangerous figure from legend is imprisoned on this island.\"],[\"6\",\"Tyrant. A powerful individual built a fortress on the island, and all other residents revere them.\"],[\"7\",\"Fanatics. The island's residents know only one god and don't appreciate visits from heretics.\"],[\"8\",\"The Dead. A settlement of the Returned is located near an obscure passage to the Underworld.\"],[\"9\",\"Memories. Everyone on the island is Nyxborn, being the reincarnation of a lost people.\"],[\"10\",\"Oracle. An oracle with a reputation for accurate knowledge and prediction lives on the island.\"]],\"name\":\"Island Inhabitants\",\"page\":178,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Underwater Adventures\",\"colLabels\":[\"d12\",\"Plot\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Seek aid or advice from the eldest member of an aquatic species—such as the first dolphin.\"],[\"2\",\"Recover the treasure of a hero long ago devoured by a sea beast.\"],[\"3\",\"Carry a coastal city's gifts and diplomatic messages to an underwater community.\"],[\"4\",\"Calm a kraken attempting to break out of its sea lock (see {@book chapter 6|MOT|6|Kraken}).\"],[\"5\",\"Make a sacrifice at a triton temple devoted to Thassa or another god.\"],[\"6\",\"Transform into a sea creature and infiltrate an undersea community.\"],[\"7\",\"Convince a hero who's fallen in love with a sea dweller to return home.\"],[\"8\",\"Raise a sunken city back above the waves while avoiding whatever now makes the place its home.\"],[\"9\",\"Seek information from an oracle who lives on a sunken island inside a giant bubble.\"],[\"10\",\"Seal a hole in the sea that's allowing denizens of the Underworld ward of Nerono to escape.\"],[\"11\",\"Return a juvenile sea monster caught in a fisher's net to its home.\"],[\"12\",\"Protect a priest of Thassa intent on journeying to the bottom of the sea.\"]],\"name\":\"Underwater Adventures\",\"page\":179,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Underworld Adventures\",\"colLabels\":[\"d20\",\"Plot\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"In Phylias, find and bargain for information with your least favorite dead acquaintance or family member.\"],[\"2\",\"Smuggle the puppy of an {@creature Underworld cerberus|MOT} (see {@book chapter 6|MOT|6|Underworld Cerberus}) into the mortal world.\"],[\"3\",\"Find and free a lost hero from the Labyrinth of Memories on Nerono.\"],[\"4\",\"Free a legendary lost ship and the souls aboard from the endless Nerono whirlpool they're trapped within.\"],[\"5\",\"Meet with your family's most legendary member in Ilysia and prove yourself worthy of their name.\"],[\"6\",\"Steal a legendary, long-shattered treasure from its resting place in Ilysia's Citadel of Destiny.\"],[\"7\",\"Seek out a long-dead foe and learn how they're keeping you from being magically resurrected.\"],[\"8\",\"Discover a secret from an infamous member of your family who became a {@creature typhon|MOT} (see {@book chapter 6|MOT|6|Typhon}).\"],[\"9\",\"Save a god's favored worshiper from a cruel punishment in the Underworld—even though they've been dead for hundreds of years.\"],[\"10\",\"Sever one of the massive chains of Tizerus, releasing the ancient being it binds.\"],[\"11\",\"Lead an immortal anvilwrought to Erebos's palace and convince the god to let the construct die.\"],[\"12\",\"Discover why Erebos is no longer allowing certain individuals to die.\"],[\"13\",\"Coerce a {@creature night hag} into granting a morbid prophecy by stealing its eye.\"],[\"14\",\"Learn a secret way to escape the Underworld from one of the titans.\"],[\"15\",\"Find the lost secret of a long-dead warlord that now rests with the villain's misera.\"],[\"16\",\"Discover from a {@creature woe strider|MOT} (see {@book chapter 6|MOT|6|Woe Strider}) how to escape the bonds of destiny.\"],[\"17\",\"Defeat a host of legendary villains in Agonas's Stadium of Dishonor.\"],[\"18\",\"Prevent one of your ancestors from transforming into an {@creature eater of hope|MOT} (see {@book chapter 6|MOT|6|Eater of Hope}).\"],[\"19\",\"Travel to Erebos's palace and recover a secret from one who failed to bargain for their release.\"],[\"20\",\"Seek out Klothys's domain and learn from her oracles how you're destined to escape the Underworld.\"]],\"name\":\"Underworld Adventures\",\"page\":183,\"source\":\"MOT\",\"chapter\":{\"name\":\"Creating Theros Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Remarkable Origins\",\"colLabels\":[\"d12\",\"Origin\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The item bears the name or emblem of a lost troop of Akroan stratians (described in {@book chapter 3|MOT|3|Stratians}).\"],[\"2\",\"The item is etched with a name or prayer written in Celestial (the language of the gods).\"],[\"3\",\"The item looks like it's been at the bottom of the sea for a hundred years but functions perfectly.\"],[\"4\",\"The item is wrapped in handwritten scrolls, suggesting it was once possessed by a founder of one of Meletis's philosophical schools (described in {@book chapter 3|MOT|3|Meletis}).\"],[\"5\",\"The item bears a design or sculpted feature suggestive of a Returned mask.\"],[\"6\",\"A knotted cover or grip depicts colorful birds or stylized herd animals from the plains of Oreskos.\"],[\"7\",\"The item is at least partially made from the heartwood of a Setessan caryatid (described in {@book chapter 3|MOT|3|Caryatid Groves}). The wood regularly sprouts fresh leaves, or its whorls suggest humanoid features.\"],[\"8\",\"The item rests among the remains of its former owner, who thanks (or curses) those who take it.\"],[\"9\",\"The item is at least partially made of iron.\"],[\"10\",\"Whoever first touches the item receives an omen from the god who watches over it (see {@book chapter 4|MOT|4|Omens} for details on omens).\"],[\"11\",\"The item lies in a crater, as if it fell from the heavens.\"],[\"12\",\"The item glimmers with the stars of Nyx and is a perfect facsimile of an item used by a legendary hero.\"]],\"name\":\"Gifts of the Gods; Remarkable Origins\",\"page\":195,\"source\":\"MOT\",\"chapter\":{\"name\":\"Treasures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Weapons of the Gods Adventures\",\"colLabels\":[\"d6\",\"Plot\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Steal a god's weapon to lay low one of that god's servants—a creature that can only be harmed by its creator's wrath.\"],[\"2\",\"Recover a god's weapon that has been stolen by another god's champion in an attempt to frame the weapon's owner for cruel acts.\"],[\"3\",\"Wrest back a god's weapon from a divine champion who needed it but refuses to return it.\"],[\"4\",\"Destroy a god's weapon and channel the energy released to create a new magic item or work a miracle.\"],[\"5\",\"Reforge a god's weapon after an incredible feat caused it to shatter.\"],[\"6\",\"A god's weapon has gained sentience (see \\\"{@book Sentient Magic Items|DMG|-1}\\\" in chapter 7 of the {@book Dungeon Master's Guide|DMG}). Determine whether to use it, return it to its creator, or help it grow into its own being.\"]],\"name\":\"Artifacts; Weapons of the Gods Adventures\",\"page\":198,\"source\":\"MOT\",\"chapter\":{\"name\":\"Treasures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Nyxborn Monster Origin\",\"colLabels\":[\"d6\",\"Origin\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A god created the creature to serve as an emissary.\"],[\"2\",\"The creature formed as the side effect of some other divine action.\"],[\"3\",\"The creature escaped from the Underworld.\"],[\"4\",\"The creature took shape from the tales told about it.\"],[\"5\",\"A god made the creature to serve as a pet or mount.\"],[\"6\",\"The creature took shape from dreams or nightmares.\"]],\"name\":\"Nyxborn Creatures; Nyxborn Monster Origin\",\"page\":203,\"source\":\"MOT\",\"chapter\":{\"name\":\"Friends and Foes\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":6}},{\"caption\":\"Nyxborn Traits\",\"colLabels\":[\"d6\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Magic Resistance}. The creature's Nyxborn nature gives it advantage on saving throws against spells and other magical effects.\"],[\"2\",\"{@b Light Sensitivity}. A creature of the night sky, the Nyxborn has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight, while it is in bright light.\"],[\"3\",\"{@b Immutable Form}. The Nyxborn creature is the philosophical ideal of its kind. It is immune to any spell or effect that would alter its form.\"],[\"4\",\"{@b Magic Weapons}. The Nyxborn creature's weapon attacks are magical.\"],[\"5\",\"{@b Nyx Step}. The Nyxborn can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@dice 1d10}) force damage if it ends its turn inside an object.\"],[\"6\",\"{@b Starlight Form}. The Nyxborn glows with the soft light of the night sky, shedding dim light in a 15-foot radius.\"]],\"name\":\"Nyxborn Statistics; Nyxborn Traits\",\"page\":203,\"source\":\"MOT\",\"chapter\":{\"name\":\"Friends and Foes\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":6}},{\"caption\":\"Setting a DC\",\"colLabels\":[\"Difficulty\",\"DC\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[\"Very Easy\",\"5\"],[\"Easy\",\"10\"],[\"Moderate\",\"15\"],[\"Hard\",\"20\"],[\"Very Hard\",\"25\"],[\"Nearly Impossible\",\"30\"]],\"name\":\"Screen; Setting a DC\",\"source\":\"ScreenDungeonKit\",\"chapter\":{\"name\":\"Screen\",\"index\":0}},{\"caption\":\"Monster Motivation\",\"colLabels\":[\"d20\",\"Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1–2\",\"Find a sanctuary\"],[\"3–5\",\"Conquer the dungeon\"],[\"6–8\",\"Seek an item\"],[\"9–11\",\"Slay a rival\"],[\"12–13\",\"Hide from enemies\"],[\"14–15\",\"Recover from a battle\"],[\"16–17\",\"Avoid danger\"],[\"18–20\",\"Seek wealth\"]],\"name\":\"Screen; Monster Motivation\",\"source\":\"ScreenDungeonKit\",\"chapter\":{\"name\":\"Screen\",\"index\":0}},{\"caption\":\"Damage by Level and Severity\",\"colLabels\":[\"Character Level\",\"Setback\",\"Dangerous\",\"Deadly\"],\"colStyles\":[\"col-3 text-center\",\"col-3 text-center\",\"col-3 text-center\",\"col-3 text-center\"],\"rows\":[[\"1–4\",\"{@dice 1d10}\",\"{@dice 2d10}\",\"{@dice 4d10}\"],[\"5–10\",\"{@dice 2d10}\",\"{@dice 4d10}\",\"{@dice 10d10}\"],[\"11–16\",\"{@dice 4d10}\",\"{@dice 10d10}\",\"{@dice 18d10}\"],[\"17–20\",\"{@dice 10d10}\",\"{@dice 18d10}\",\"{@dice 24d10}\"]],\"name\":\"Screen; Damage by Level and Severity\",\"source\":\"ScreenDungeonKit\",\"chapter\":{\"name\":\"Screen\",\"index\":0}},{\"caption\":\"Improvising Damage\",\"colLabels\":[\"Dice\",\"Examples\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"{@dice 1d10}\",\"Burned by coals, hit by a falling bookcase, pricked by a poison needle\"],[\"{@dice 2d10}\",\"Being struck by lightning, stumbling into a fire pit\"],[\"{@dice 4d10}\",\"Hit by falling rubble in a collapsing tunnel, stumbling into a vat of acid\"],[\"{@dice 10d10}\",\"Crushed by compacting walls, hit by whirling steel blades, wading through a lava stream\"],[\"{@dice 18d10}\",\"Being submerged in lava, being hit by a crashing flying fortress\"],[\"{@dice 24d10}\",\"Tumbling into a vortex of fire on the Elemental Plane of Fire, being crushed in the jaws of a godlike creature or a moon-sized monster\"]],\"name\":\"Screen; Improvising Damage\",\"source\":\"ScreenDungeonKit\",\"chapter\":{\"name\":\"Screen\",\"index\":0}},{\"caption\":\"Object Armor Class\",\"colLabels\":[\"Substance\",\"AC\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[\"Cloth, paper, rope\",\"11\"],[\"Crystal, glass, ice\",\"13\"],[\"Wood, bone\",\"15\"],[\"Stone\",\"17\"],[\"Iron, steel\",\"19\"],[\"Mithral\",\"21\"],[\"Adamantine\",\"23\"]],\"name\":\"Screen; Object Armor Class\",\"source\":\"ScreenDungeonKit\",\"chapter\":{\"name\":\"Screen\",\"index\":0}},{\"caption\":\"Object Hit Points\",\"colLabels\":[\"Size\",\"Fragile\",\"Resilient\"],\"colStyles\":[\"col-6\",\"col-3 text-center\",\"col-3 text-center\"],\"rows\":[[\"Tiny ({@item glass bottle|phb|bottle}, {@item lock|phb})\",\"2 ({@dice 1d4})\",\"5 ({@dice 2d4})\"],[\"Small ({@item chest|phb}, {@item lute|phb})\",\"3 ({@dice 1d6})\",\"10 ({@dice 3d6})\"],[\"Medium ({@item barrel|phb}, chandelier)\",\"4 ({@dice 1d8})\",\"18 ({@dice 4d8})\"],[\"Large ({@item cart|phb}, 10-ft.-by-10-ft. window)\",\"5 ({@dice 1d10})\",\"27 ({@dice 5d10})\"]],\"name\":\"Screen; Object Hit Points\",\"source\":\"ScreenDungeonKit\",\"chapter\":{\"name\":\"Screen\",\"index\":0}},{\"caption\":\"Skills and Associated Abilities\",\"colLabels\":[\"Skill\",\"Ability\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"{@skill Acrobatics}\",\"Dexterity\"],[\"{@skill Animal Handling}\",\"Wisdom\"],[\"{@skill Arcana}\",\"Intelligence\"],[\"{@skill Athletics}\",\"Strength\"],[\"{@skill Deception}\",\"Charisma\"],[\"{@skill History}\",\"Intelligence\"],[\"{@skill Insight}\",\"Wisdom\"],[\"{@skill Intimidation}\",\"Charisma\"],[\"{@skill Investigation}\",\"Intelligence\"],[\"{@skill Medicine}\",\"Wisdom\"],[\"{@skill Nature}\",\"Intelligence\"],[\"{@skill Perception}\",\"Wisdom\"],[\"{@skill Performance}\",\"Charisma\"],[\"{@skill Persuasion}\",\"Charisma\"],[\"{@skill Religion}\",\"Intelligence\"],[\"{@skill Sleight of Hand}\",\"Dexterity\"],[\"{@skill Stealth}\",\"Dexterity\"],[\"{@skill Survival}\",\"Wisdom\"]],\"name\":\"Screen; Skills and Associated Abilities\",\"source\":\"ScreenDungeonKit\",\"chapter\":{\"name\":\"Screen\",\"index\":0}},{\"colLabels\":[\"Level\",\"Effect\"],\"colStyles\":[\"col-2 text-center\",\"col-2\"],\"rows\":[[\"1\",\"Disadvantage on ability checks\"],[\"2\",\"Speed halved\"],[\"3\",\"Disadvantage on attack rolls and saving throws\"],[\"4\",\"Hit point maximum halved\"],[\"5\",\"Speed reduced to 0\"],[\"6\",\"Death\"]],\"name\":\"Exhaustion\",\"source\":\"ScreenDungeonKit\",\"chapter\":{\"name\":\"Screen\",\"index\":0}},{\"colLabels\":[\"d6\",\"Quality\",\"Effect\"],\"colStyles\":[\"col-2 text-center\",\"col-2\",\"col-8\"],\"rows\":[[\"1\",\"Perilous\",\"The area is dangerously worn and prone to collapse. Any impacts or damage to the structure, including from spells and other areas of effect, have a 50 percent chance of causing a collapse (see the {@table Improvising Damage|DMG} table).\"],[\"2\",\"Crumbling\",\"Areas within the dungeon section are choked with rubble and have a {@chance 50} chance of being {@quickref difficult terrain||3}. {@quickref Cover||3||Half cover} and hiding places are plentiful.\"],[\"3\",\"Neglected\",\"One dungeon {@5etools hazard|trapshazards.html} such as {@hazard brown mold}, {@hazard yellow mold}, or {@hazard green slime} is abundant.\"],[\"4\",\"Abandoned\",\"Most of the dungeon is deserted and quiet as a tomb. Dexterity ({@skill Stealth}) checks have disadvantage because any sounds stand out as unusual.\"],[\"5\",\"Secure\",\"Ability checks made to break down doors, open locks, or similar breaking and entering activities have disadvantage.\"],[\"6\",\"Thriving\",\"The dungeon is heavily populated. Any loud noises or other attention-drawing phenomena require a check for Dungeon Encounters (see below).\"]],\"name\":\"State of Ruin\",\"source\":\"ScreenDungeonKit\",\"chapter\":{\"name\":\"Screen\",\"index\":0}},{\"colLabels\":[\"d6\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A lone, powerful creature appears! You choose the creature, selecting one with a challenge rating that is 1–3 higher than the level of the player characters. The creature lives in the dungeon or is passing through, and it is hostile toward the group only if they provoke it.\"],[\"2–4\",\"Hostile creatures prowl nearby! You choose the creatures, selecting five with a challenge rating equal to the level of the player characters. These creatures are either monsters native to the dungeon or hostile explorers.\"],[\"5\",\"A patch of {@hazard brown mold}, {@hazard green slime}, or {@hazard yellow mold} lies nearby. \"],[\"6\",\"A group of friendly explorers crosses the player characters' path. The explorers have {@dice 2d4} goods for sale that cost 1 gp or less, which you can select from the {@table Adventuring Gear|PHB} table in the Player's Handbook.\"]],\"name\":\"Dungeon Encounters\",\"source\":\"ScreenDungeonKit\",\"chapter\":{\"name\":\"Screen\",\"index\":0}},{\"colLabels\":[\"d100\",\"Purpose\"],\"colStyles\":[\"col-2 text-center\",\"col-8\"],\"rows\":[[\"01\",\"Antechamber\"],[\"02–03\",\"Armory\"],[\"04\",\"Audience chamber\"],[\"05\",\"Aviary\"],[\"06–07\",\"Banquet room\"],[\"08–10\",\"Barracks\"],[\"11\",\"Bath or latrine\"],[\"12\",\"Bedroom\"],[\"13\",\"Bestiary\"],[\"14–16\",\"Cell\"],[\"17\",\"Chantry\"],[\"18\",\"Chapel\"],[\"19–20\",\"Cistern\"],[\"21\",\"Classroom\"],[\"22\",\"Closet\"],[\"23–24\",\"Conjuring room\"],[\"25–26\",\"Court\"],[\"27–29\",\"Crypt\"],[\"30–31\",\"Dining room\"],[\"32–33\",\"Divination room\"],[\"34\",\"Dormitory\"],[\"35\",\"Dressing room\"],[\"36–37\",\"Gallery\"],[\"38–39\",\"Game room\"],[\"40–42\",\"Guardroom\"],[\"43–44\",\"Hall\"],[\"45–46\",\"Hall, great\"],[\"47–48\",\"Hallway\"],[\"49\",\"Kennel\"],[\"50–51\",\"Kitchen\"],[\"52–53\",\"Laboratory\"],[\"54–56\",\"Library\"],[\"57–58\",\"Lounge\"],[\"59\",\"Meditation chamber\"],[\"60\",\"Nursery\"],[\"61\",\"Observatory\"],[\"62\",\"Office\"],[\"63–64\",\"Pantry\"],[\"65–66\",\"Pen or Prison\"],[\"67–68\",\"Reception room\"],[\"69–70\",\"Refectory\"],[\"71\",\"Robing room\"],[\"72\",\"Salon\"],[\"73–74\",\"Shrine\"],[\"75–76\",\"Sitting room\"],[\"77–78\",\"Smithy\"],[\"79\",\"Stable\"],[\"80–81\",\"Storage room\"],[\"82–83\",\"Strong room\"],[\"84–85\",\"Study\"],[\"86–88\",\"Temple\"],[\"89–90\",\"Throne room\"],[\"91\",\"Torture chamber\"],[\"92–93\",\"Training room\"],[\"94–95\",\"Trophy room\"],[\"96\",\"Vestibule\"],[\"97\",\"Waiting room\"],[\"98\",\"Well\"],[\"99–00\",\"Workshop\"]],\"name\":\"Dungeon Chambers\",\"source\":\"ScreenDungeonKit\",\"chapter\":{\"name\":\"Screen\",\"index\":0}},{\"caption\":\"Travel Pace\",\"colLabels\":[\"Pace\",\"Distance Traveled per Minute\",\"Distance Traveled per Hour\",\"Distance Traveled per Day\",\"Effect\"],\"colStyles\":[\"col-2\",\"col-2\",\"col-2\",\"col-2\",\"col-4\"],\"rows\":[[\"Fast\",\"400 feet\",\"4 miles\",\"30 miles\",\"-5 penalty to passive Wisdom ({@skill Perception}) scores\"],[\"Normal\",\"300 feet\",\"3 miles\",\"24 miles\",\"-\"],[\"Slow\",\"200 feet\",\"2 miles\",\"18 miles\",\"Able to use stealth\"]],\"name\":\"Screen; Travel Pace\",\"source\":\"ScreenDungeonKit\",\"chapter\":{\"name\":\"Screen\",\"index\":0}},{\"caption\":\"Cover\",\"colLabels\":[\"Cover\",\"Effect\"],\"colStyles\":[\"col-3\",\"col-9\"],\"rows\":[[\"Half cover\",\"+2 bonus to AC and Dexterity saving throws against attacks and effects that originate on the opposite side of the cover\"],[\"Three-quarters cover\",\"+5 bonus to AC and Dexterity saving throws against attacks and effects that originate on the opposite side of the cover\"],[\"Total cover\",\"Can't be targeted directly by an attack or a spell\"]],\"name\":\"Screen; Cover\",\"source\":\"ScreenDungeonKit\",\"chapter\":{\"name\":\"Screen\",\"index\":0}},{\"caption\":\"Light\",\"colLabels\":[\"Source\",\"Bright Light\",\"Dim Light\",\"Duration\"],\"colStyles\":[\"col-3\",\"col-3\",\"col-3\",\"col-3\"],\"rows\":[[\"{@item Candle|phb}\",\"5 ft.\",\"+ 5 ft.\",\"1 hour\"],[\"{@item Lamp|phb}\",\"15 ft.\",\"+ 30 ft.\",\"6 hours\"],[\"{@item Bullseye Lantern|phb|Lantern, bullseye}\",\"60 ft. cone\",\"+ 60 ft.\",\"6 hours\"],[\"{@item Hooded Lantern|phb|Lantern, hooded}\",\"30 ft.\",\"+ 30 ft.\",\"6 hours\"],{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Lowered hood\",\"—\",\"+ 5 ft.\",\"—\"]},[\"{@item Torch|phb}\",\"20 ft.\",\"+ 20 ft.\",\"1 hour\"]],\"name\":\"Screen; Light\",\"source\":\"ScreenDungeonKit\",\"chapter\":{\"name\":\"Screen\",\"index\":0}},{\"caption\":\"Obscured Areas\",\"colLabels\":[\"Obscureness\",\"Effect\",\"Examples\"],\"colStyles\":[\"col-3\",\"col-5\",\"col-4\"],\"rows\":[[\"Lightly obscured\",\"Creatures have disadvantage on Wisdom ({@skill Perception}) checks that rely on sight.\",\"Dim light, patchy fog, moderate foliage\"],[\"Heavily obscured\",\"Vision is blocked; creatures are effectively {@condition blinded}.\",\"Darkness, opaque fog, dense foliage\"]],\"name\":\"Screen; Obscured Areas\",\"source\":\"ScreenDungeonKit\",\"chapter\":{\"name\":\"Screen\",\"index\":0}},{\"caption\":\"Tracking DCs\",\"colLabels\":[\"Ground Surface\",\"DC\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[\"Soft surface such as snow\",\"10\"],[\"Dirt or grass\",\"15\"],[\"Bare stone\",\"20\"],[\"Each day since the creature passed\",\"+5\"],[\"Creature left a trail such as blood\",\"-5\"]],\"name\":\"Screen; Tracking DCs\",\"source\":\"ScreenDungeonKit\",\"chapter\":{\"name\":\"Screen\",\"index\":0}},{\"caption\":\"Visibility Outdoors\",\"colLabels\":[\"Environment\",\"Distance\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"Clear day, no obstructions\",\"2 miles\"],[\"Rain\",\"1 mile\"],[\"Fog\",\"100 to 300 feet\"],[\"From a height\",\"× 20\"]],\"name\":\"Screen; Visibility Outdoors\",\"source\":\"ScreenDungeonKit\",\"chapter\":{\"name\":\"Screen\",\"index\":0}},{\"caption\":\"Audible Distance\",\"colLabels\":[\"Noise\",\"Distance\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[\"Trying to be quiet\",\"{@dice 2d6 × 5} feet\"],[\"Normal noise level\",\"{@dice 2d6 × 10} feet\"],[\"Very loud\",\"{@dice 2d6 × 50} feet\"]],\"name\":\"Screen; Audible Distance\",\"source\":\"ScreenDungeonKit\",\"chapter\":{\"name\":\"Screen\",\"index\":0}},{\"caption\":\"Food, Drink, and Lodging\",\"colLabels\":[\"Item\",\"Cost\"],\"colStyles\":[\"col-6\",\"col-6 text-right\"],\"rows\":[[\"{@i Ale}\",\"\"],{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Ale (Gallon)|PHB|Gallon}\",\"2 sp\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Ale (mug)|phb|Mug}\",\"4 cp\"]},[\"Banquet (per person)\",\"10 gp\"],[\"{@item loaf of bread|phb|Bread, loaf}\",\"2 cp\"],[\"{@item hunk of cheese|phb|Cheese, hunk}\",\"1 sp\"],[\"{@i Inn stay (per day)}\",\"\"],{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Squalid\",\"7 cp\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Poor\",\"1 sp\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Modest\",\"5 sp\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Comfortable\",\"8 sp\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Wealthy\",\"2 gp\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Aristocratic\",\"4 gp\"]},[\"{@i Meals (per day)}\",\"\"],{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Squalid\",\"3 cp\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Poor\",\"6 cp\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Modest\",\"3 sp\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Comfortable\",\"5 sp\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Wealthy\",\"8 sp\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Aristocratic\",\"2 gp\"]},[\"{@item chunk of meat|phb|Meat, chunk}\",\"3 sp\"],[\"{@i Wine}\",\"\"],{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item common wine (pitcher)|phb|Common (pitcher)}\",\"2 sp\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item fine wine (bottle)|phb|Fine (bottle)}\",\"10 gp\"]}],\"name\":\"Screen; Food, Drink, and Lodging\",\"source\":\"ScreenDungeonKit\",\"chapter\":{\"name\":\"Screen\",\"index\":0}},{\"caption\":\"Foraging DCs\",\"colLabels\":[\"Food and Water Availability\",\"DC\"],\"colStyles\":[\"col-6\",\"col-6 text-center\"],\"rows\":[[\"Abundant food and water sources\",\"10\"],[\"Limited food and water sources\",\"15\"],[\"Very little, if any, food and water sources\",\"20\"]],\"name\":\"Screen; Foraging DCs\",\"source\":\"ScreenDungeonKit\",\"chapter\":{\"name\":\"Screen\",\"index\":0}},{\"caption\":\"Wilderness Encounter\",\"colLabels\":[\"d8\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A lone, powerful creature appears! The DM chooses the creature, selecting one with a challenge rating that is 1-3 higher than the group's level. The creature lives in the area or is passing through, and it is hostile toward the group only if they provoke it.\"],[\"2-4\",\"Hostile creatures prowl nearby! The DM chooses the creatures, selecting five with a challenge rating equal to the group's level. These creatures are either monsters native to the area or hostile travelers\"],[\"5-6\",\"A group of friendly travelers crosses the group's path. The travelers have {@dice 2d6} goods for sale that cost 1 gp or less on the Adventuring Gear table in the Player's Handbook\"],[\"7\",\"The group discovers a monument. Roll on the {@table Wilderness Journeys; Monuments|ScreenWildernessKit|Monuments} table.\"],[\"8\",\"The group wanders into a strange place. Roll on the {@table Wilderness Journeys; Weird Locales|ScreenWildernessKit|Weird Locales} table.\"]],\"name\":\"Random Encounter; Wilderness Encounter\",\"source\":\"ScreenWildernessKit\",\"chapter\":{\"name\":\"Wilderness Journeys\",\"index\":0}},{\"caption\":\"Monuments\",\"colLabels\":[\"d20\",\"Monument\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Sealed burial mound or pyramid\"],[\"2\",\"Plundered burial mound or pyramid\"],[\"3\",\"Faces carved into a mountainside or cliff\"],[\"4\",\"Giant statues carved out of a mountainside or cliff\"],[\"5-6\",\"intact obelisk etched with a warning, historical lore, dedication, or religious iconography\"],[\"7-8\",\"Ruined or toppled obelisk\"],[\"9-10\",\"Intact statue of a person or deity\"],[\"11-13\",\"Ruined or toppled statue of a person or deity\"],[\"14\",\"Great stone wall, intact, with tower fortifications spaced at one-mile intervals\"],[\"15\",\"Great stone wall in ruins\"],[\"16\",\"Great stone arch\"],[\"17\",\"Fountain\"],[\"18\",\"Intact circle of standing stones\"],[\"19\",\"Ruined or toppled circle of standing stones\"],[\"20\",\"Pillar carved with elemental or fey symbols\"]],\"name\":\"Wilderness Journeys; Monuments\",\"source\":\"ScreenWildernessKit\",\"chapter\":{\"name\":\"Wilderness Journeys\",\"index\":0}},{\"caption\":\"Weird Locales\",\"colLabels\":[\"d20\",\"Locale\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-2\",\"Dead magic zone (similar to an antimagic field)\"],[\"3\",\"Wild magic zone (roll on the {@table Wild Magic Surge|PHB} table in the Player's Handbook whenever a spell is cast within the zone)\"],[\"4\",\"Boulder carved with talking faces\"],[\"5\",\"Crystal cave that mystically answers questions\"],[\"6\",\"Ancient tree containing a trapped spirit\"],[\"7-8\",\"Battlefield where lingering fog occasionally assumes humanoid forms\"],[\"9-10\",\"A portal to another plane of existence\"],[\"11\",\"Wishing well\"],[\"12\",\"Giant crystal shard protruding from the ground\"],[\"13\",\"Wrecked ship, even if water is nowhere nearby\"],[\"14-15\",\"Haunted hill or barrow mound\"],[\"16\",\"River ferry guided by a skeletal captain\"],[\"17\",\"Field of {@condition petrified} soldiers or other creatures\"],[\"18\",\"Forest of {@condition petrified} or {@creature awakened tree||awakened trees}\"],[\"19\",\"Canyon containing a dragons' graveyard\"],[\"20\",\"Floating earth mote with a tower on it\"]],\"name\":\"Wilderness Journeys; Weird Locales\",\"source\":\"ScreenWildernessKit\",\"chapter\":{\"name\":\"Wilderness Journeys\",\"index\":0}},{\"caption\":\"Food and Water Needs\",\"colLabels\":[\"Creature Size\",\"Food/Water per Cycle\",\"Food Cost per Short Cycle\",\"Food Cost per Long Cycle\"],\"colStyles\":[\"col-3\",\"col-3\",\"col-3\",\"col-3\"],\"rows\":[[\"Tiny\",\"1/4 unit\",\"1 sp, 2 cp\",\"7 sp, 5 cp\"],[\"Small\",\"1 unit\",\"5 sp\",\"3 gp, 5 sp\"],[\"Medium\",\"1 unit\",\"5 sp\",\"3 gp, 5 sp\"],[\"Large\",\"4 units\",\"2 gp\",\"14 gp\"],[\"Huge\",\"16 units\",\"8 gp\",\"56 gp\"],[\"Gargantuan\",\"64 units\",\"32 gp\",\"224 gp\"]],\"name\":\"Food and Water Needs\",\"source\":\"ScreenWildernessKit\",\"chapter\":{\"name\":\"Wilderness Journeys\",\"index\":0}},{\"caption\":\"Wilderness Chase Complications\",\"colLabels\":[\"d20\",\"Complication\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[1,\"Your path takes you through a rough patch of brush. Make a DC 10 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (your choice) to get past the brush. On failed check, the brush counts as 5feet of {@quickref difficult terrain||3}.\"],[2,\"Uneven ground threatens to slow your progress. Make a DC 10 Dexterity ({@skill Acrobatics}) check to navigate the area. On failed check, the ground counts as 10 feet of {@quickref difficult terrain||3}.\"],[3,\"You run through a {@creature swarm of insects} (see the Monster Manual For game statistics). The swarm makes an opportunity attack against you (+3 to hit; {@damage 4d4} piercing damage on a hit).\"],[4,\"A stream, ravine, or rock bed blocks your path. Make a DC 10 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (your choice) to cross the impediment. On a failed check, the impediment counts as 10 feet of {@quickref difficult terrain||3}.\"],[5,\"Make a DC 10 Constitution saving throw. Ona failed save, you are {@condition blinded} by blowing sand,dirt, ash, snow,or pollen until the end of your turn. While {@condition blinded} in this way, your speed is halved.\"],[6,\"A sudden drop catches you by surprise. Make a DC 10 Dexterity saving throw to navigate the impediment. On failed save, you fall {@dice 1d4 x 5} feet, taking {@damage 1d6} bludgeoning damage per 10 feet fallen as normal, and land {@condition prone}.\"],[7,\"You blunder into a snare. Make a DC 15 Dexterity saving throw. On failed save, you are caught in the snare and {@condition restrained}. As an action, you or someone within 5 feet of you can make a DC 10 Strength check, freeing you on a success. The snare can also be destroyed; it has an AC of 10 and 5 hit points, and it is immune to poison and psychic damage. Complication\"],[8,\"You are caught in a stampede of spooked animals. Make a DC 10 Dexterity saving throw. Ona failed save, you are knocked about and take {@damage 1d4} bludgeoning damage and {@damage 1d4} piercing damage.\"],[9,\"Your path takes you near a patch of razorvine. Make a DC 15 Dexterity saving throw or use 10 feet of movement (your choice) to avoid the razorvine. On a failed save, you take {@damage 1d10} slashing damage.\"],[10,\"One or more creatures in the area chase after you! The DM chooses these pursuers or rolls a {@dice d8} to determine them: (1) 2 {@creature brown bear||brown bears}, (2) {@dice 2d4} {@creature giant toad||giant toads}, (3) {@dice 1d4} {@creature poisonous snake||poisonous snakes}, (4) {@dice 2d4} {@creature wolf||wolves}, (5) 1 {@creature giant boar}, (6) 2 {@creature dire wolf||dire wolves}, (7) {@creature griffon}, or (8) {@dice 1d12} {@creature giant rat||giant rats} (see the {@book Monster Manual|MM} for the creatures' game statistics).\"],[\"11-20\",\"No complication.\"]],\"name\":\"Playing a Chase; Wilderness Chase Complications\",\"source\":\"ScreenWildernessKit\",\"chapter\":{\"name\":\"Wilderness Chases\",\"index\":1}},{\"caption\":\"Escape Factors\",\"colLabels\":[\"Factor\",\"Check Has...\"],\"colStyles\":[\"col-8\",\"col-4\"],\"rows\":[[\"Quarry has many things to hide behind\",\"Advantage\"],[\"Quarry is in a very crowded or noisy area\",\"Advantage\"],[\"Quarry has few things to hide behind\",\"Disadvantage\"],[\"Quarry is in an uncrowded or quiet area\",\"Disadvantage\"],[\"The lead pursuer is a ranger or has proficiency in {@skill Survival}\",\"Disadvantage\"]],\"name\":\"Ending a Chase; Escape Factors\",\"source\":\"ScreenWildernessKit\",\"chapter\":{\"name\":\"Wilderness Chases\",\"index\":1}},{\"caption\":\"Academy Type\",\"colLabels\":[\"d6\",\"Academy Types\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Boarding School}. Students and faculty enjoy a familial relationship on a self-contained campus.\"],[\"2\",\"{@b Arcane Enclave}. Drawn together by cutting-edge magical scholarship, the enclave's residents are hungry for secrets, reagents, and subjects.\"],[\"3\",\"{@b Secret Monastery}. Ageless secrets remain the focus of contemplation and rigorous training at this site.\"],[\"4\",\"{@b Elite Institute}. This cutthroat college of science or the arts accepts only the crème de la crème of society and talent.\"],[\"5\",\"{@b Vault of Secrets}. This conspiracy strives to keep or eradicate all knowledge of a specific truth.\"],[\"6\",\"{@b Museum of Dreams}. Magical communication or shared dreamscapes connect a network of wide-ranging specialists.\"]],\"name\":\"Academy Type\",\"page\":84,\"source\":\"TCE\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Academy Contact\",\"colLabels\":[\"d6\",\"Contact\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Harried Functionary}. A disinterested secretary conveys written correspondence to you from an exceptionally busy or aloof senior faculty member.\"],[\"2\",\"{@b Celebrated Instructor}. Despite their throngs of ambitious assistants, a celebrity researcher considers you their star pupil.\"],[\"3\",\"{@b Wizened Fixture}. A fantastically old, believed-to-be-deceased librarian gives you assignments from the circulation desk they never leave.\"],[\"4\",\"{@b Infatuated Tourist}. A flirtatious visiting scholar perceives your every report and donated discovery as a personal gift.\"],[\"5\",\"{@b Spectral Fragment}. A haunted piece of the academy's collection compels you to complete its secret research.\"],[\"6\",\"{@b Distant Observer}. A mysterious sponsor encourages your research from afar to avoid alerting nefarious forces embedded within the academy's bureaucracy.\"]],\"name\":\"Academy Contact\",\"page\":85,\"source\":\"TCE\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Academy Factotum Roles\",\"colLabels\":[\"Role\",\"Backgrounds\"],\"colStyles\":[\"col-2\",\"col-10\"],\"rows\":[[\"Student\",\"{@background Acolyte}, {@background Guild Artisan}, {@background Noble}, {@background Outlander}, {@background Sage}, {@background Urchin}\"],[\"Groundskeeper\",\"{@background Charlatan}, {@background Hermit}, {@background Outlander}, {@background Soldier}, {@background Urchin}\"],[\"Professor\",\"{@background Acolyte}, {@background Entertainer}, {@background Folk Hero}, {@background Noble}, {@background Sage}\"],[\"Researcher\",\"{@background Acolyte}, {@background Charlatan}, {@background Guild Artisan}, {@background Hermit}, {@background Sage}\"],[\"Financier\",\"{@background Charlatan}, {@background Criminal}, {@background Noble}, {@background Sailor}, {@background Urchin}\"],[\"Expert Speaker\",\"{@5etools Any|backgrounds.html}\"]],\"name\":\"Academy Factotum Roles\",\"page\":85,\"source\":\"TCE\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Academy Quests\",\"colLabels\":[\"d6\",\"Quest\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Aberrant Zoology}. You undertake expeditions to document, capture, and explain beings antithetical to the natural order.\"],[\"2\",\"{@b Arcanodynamics}. You investigate the ways magic underpins existence, exploring its flows and seeking ways to harness its nexuses.\"],[\"3\",\"{@b Forbidden History}. You reveal the lost truths of the world's darkest ages, pursuing the history of purposefully hidden or taboo eras.\"],[\"4\",\"{@b Cryptogeography}. You search for proof of a hidden land or that the world isn't structured as commonly assumed.\"],[\"5\",\"{@b Restorative Antiquarianism}. You track clues leading to plundered artifacts and then restore them to their rightful owners.\"],[\"6\",\"{@b Evolutionary Divinity}. You dare to explore what no mortal was meant to know: the origins of divinity.\"]],\"name\":\"Academy Quests\",\"page\":86,\"source\":\"TCE\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Ancient Being\",\"colLabels\":[\"d6\",\"Ancient Being\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Elder Dragon}. An ancient dragon seeks knowledge or power. It wishes to gather greater wealth for its hoard, its ambitions expanding in its advancing years.\"],[\"2\",\"{@b Lich}. An undead spellcaster of immense power employs your group. Its interests are strangely diverse and seemingly benign. Perhaps it's not as evil as conventional adventuring wisdom suggests?\"],[\"3\",\"{@b Bound Fiend}. This fiend is bound to a location, either in its true form or as a possessing spirit. Whether trapped in an unbreakable circle of binding sigils or sealed as a spirit within a gigantic statue, the fiend's influence drives your group.\"],[\"4\",\"{@b Guardian Celestial}. An angel or another powerful celestial takes an interest in a specific region of the Material Plane. It cultivates a network of mortal informants and agents to serve its agenda.\"],[\"5\",\"{@b The Endless}. This person has lived many lifetimes because they can't die—at least not permanently. No matter the cause of their demise, they return. To all appearances, they are alive and mortal, but they control the amassed resources of an immortal.\"],[\"6\",\"{@b Primal Manifestation}. Its existence defies mortal understanding; the being simply is. It could be a primordial force of nature awakened to self-awareness that now inhabits the landscape or an alien intellect that whispers through proxies, omens, and idols.\"]],\"name\":\"Ancient Being\",\"page\":86,\"source\":\"TCE\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Ancient Being Contact\",\"colLabels\":[\"d6\",\"Contact\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Employer}. An established member of local society acts as the interface between you and the patron and provides the cover of legitimate employment. They could be a bartender, shopkeeper, local official, or noble.\"],[\"2\",\"{@b Back-Room Dealers}. An exclusive area in an otherwise-ordinary establishment requires a password or token to gain entry. There you meet and communicate with shadowy agents of your patron.\"],[\"3\",\"{@b Magical Message Drop}. Magically recorded messages from your contact or your patron appear in odd places. You know to check a predetermined location, such as a crack in an ancient monolith or a specific grave, for instructions.\"],[\"4\",\"{@b Visions}. Your patron doesn't use intermediaries, instead speaking to you in dreams, omens, or visions. The being appears in your mind as you sleep, taking control of your dreams to deliver instructions that become difficult to ignore.\"],[\"5\",\"{@b Ephemeral Echo}. Your contact never physically reveals itself to you. Perhaps it is the ghost of a dead person, an entity that appears outside the flow of time, or a projected illusion of a being that never leaves your patron's hidden sanctum.\"],[\"6\",\"{@b The Mouthpiece}. The ancient being's voice whispers through the lips of an ordinary person. You patron might posses the body of a stranger or a party member to converse with you.\"]],\"name\":\"Ancient Being Contact\",\"page\":87,\"source\":\"TCE\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Ancient Being Operative Roles\",\"colLabels\":[\"Role\",\"Backgrounds\"],\"colStyles\":[\"col-2\",\"col-10\"],\"rows\":[[\"Devotee\",\"{@background Acolyte}, {@background Hermit}, {@background Noble}, {@background Outlander}, {@background Sage}\"],[\"Infiltrator\",\"{@background Charlatan}, {@background Criminal}, {@background Hermit}, {@background Soldier}, {@background Urchin}\"],[\"Mouthpiece\",\"{@background Charlatan}, {@background Entertainer}, {@background Folk Hero}, {@background Hermit}, {@background Sage}\"],[\"Pupil\",\"{@background Acolyte}, {@background Entertainer}, {@background Folk Hero}, {@background Guild Artisan}, {@background Sage}\"],[\"Guardian\",\"{@background Acolyte}, {@background Folk Hero}, {@background Hermit}, {@background Outlander}, {@background Soldier}\"],[\"Offspring\",\"{@5etools Any|backgrounds.html}\"]],\"name\":\"Ancient Being Operative Roles\",\"page\":88,\"source\":\"TCE\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Ancient Being Quests\",\"colLabels\":[\"d6\",\"Quest\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Rescue}. A wayward agent went missing while gathering information or materials. You must discover their fate and recover them and their findings.\"],[\"2\",\"{@b Sabotage}. You must destroy an aspect of a rival's organization, either assassinating a key minion or destroying a critical object.\"],[\"3\",\"{@b Artifice}. Your specialized skills are instrumental to assembling components for a powerful magic ritual or object.\"],[\"4\",\"{@b Treachery}. A high-profile minion of another powerful figure is in a position to betray their master, to the benefit of your patron. You must convince them to defect to your organization or extract them from now-hostile territory.\"],[\"5\",\"{@b Culling}. A respected agent of your patron (possibly an ally or a mentor for your group) has been compromised. Perhaps they are defecting to a rival, attempting to seize the ancient being's power. Whatever the case, you must catch them to end their threat.\"],[\"6\",\"{@b Astral Heist}. A powerful rival of your patron stores their secrets in a mind vault on the Astral Plane. That means they can't be tricked or coerced into revealing anything, nor can their thoughts be read. You must find the vault and travel through the rival's deadly memories to find the knowledge your patron desires.\"]],\"name\":\"Ancient Being Quests\",\"page\":88,\"source\":\"TCE\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Aristocrat Types\",\"colLabels\":[\"d6\",\"Aristocrats\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Local Lord}. Convinced that power and prestige lie just around the corner, this minor lordling grasps for every opportunity to climb the ranks.\"],[\"2\",\"{@b Merchant Mastermind}. Reputation, wealth, and power are one and the same for the head of a family with world-spanning business holdings.\"],[\"3\",\"{@b Nomadic Princeling}. Nothing is more appealing to this princeling than treasure. Their sprawling merchant caravan trails behind their palanquin as far as the eye can see.\"],[\"4\",\"{@b Double Dealer}. The leader of a noble family has turned against their nation, secretly opposing their liege for personal gain or ethical reasons.\"],[\"5\",\"{@b Ambitious Entrepreneur}. The sole heir of a vast fortune, this entrepreneur seeks allies to expand their wealth in a new business on the international, global, or planar stage.\"],[\"6\",\"{@b Future Ruler}. This young noble is destined to rule, but currently their whims are fickle and dangerous.\"]],\"name\":\"Aristocrat Types\",\"page\":89,\"source\":\"TCE\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Aristocrat Contact\",\"colLabels\":[\"d6\",\"Contact\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Common Contact}. A servant with ambitions toward a title works as a go-between for your patron.\"],[\"2\",\"{@b Professional}. A level-headed advisor or manager of your patron's business directs you in keeping their reckless employer safe.\"],[\"3\",\"{@b Family Peacemaker}. A naive aristocrat appointed by your patron wants your assistance in keeping the peace between fractious family members, which isn't your patron's priority.\"],[\"4\",\"{@b Intimate Connection}. A common-born confidant or lover of your patron guides you in creating circumstances to bolster the noble family's best interests.\"],[\"5\",\"{@b Outside Insider}. An outcast noble favored by your patron works with you to uphold their family's interests despite their exile.\"],[\"6\",\"{@b Outsider Inside}. A mysterious entity manipulates a noble family's fortunes. Through your patron, it employs you to help guide its chosen family along a centuries-long course.\"]],\"name\":\"Aristocrat Contact\",\"page\":90,\"source\":\"TCE\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Aristocrat Retainer Roles\",\"colLabels\":[\"Role\",\"Backgrounds\"],\"colStyles\":[\"col-2\",\"col-10\"],\"rows\":[[\"Advisor\",\"{@background Acolyte}, {@background Charlatan}, {@background Folk Hero}, {@background Hermit}, {@background Sage}\"],[\"Bodyguard\",\"{@background Criminal}, {@background Folk Hero}, {@background Noble}, {@background Outlander}, {@background Soldier}\"],[\"Informant\",\"{@background Charlatan}, {@background Criminal}, {@background Entertainer}, {@background Sailor}, {@background Urchin}\"],[\"House Staff\",\"{@background Entertainer}, {@background Guild Artisan}, {@background Sailor}, {@background Soldier}, {@background Urchin}\"],[\"Messenger\",\"{@background Charlatan}, {@background Entertainer}, {@background Outlander}, {@background Sailor}, {@background Urchin}\"],[\"Family Scion\",\"{@5etools Any|backgrounds.html}\"]],\"name\":\"Aristocrat Retainer Roles\",\"page\":90,\"source\":\"TCE\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Aristocrat Quests\",\"colLabels\":[\"d6\",\"Quest\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Noble Union}. You work within multiple noble factions to unite rival families.\"],[\"2\",\"{@b Business Breakthrough}. You track down and obtain a wonder your patron believes is the key to their financial fortunes.\"],[\"3\",\"{@b Sabotage Rival}. You break into the business or estate of an enemy noble family and undermine their political or professional ventures.\"],[\"4\",\"{@b Lost Lineage}. You seek evidence of a lost branch of a noble family or proof that individuals don't possess a noble pedigree.\"],[\"5\",\"{@b Origin of Nobility}. You reveal the secret reason why certain individuals were elevated to noble status and how they will soon fulfill their purpose.\"],[\"6\",\"{@b The New Nobility}. You recreate the remarkable event that granted today's noble families their special standing, enabling the rise of new nobles.\"]],\"name\":\"Aristocrat Quests\",\"page\":90,\"source\":\"TCE\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Syndicate Types\",\"colLabels\":[\"d6\",\"Syndicate\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Thieves' Guild}. A disparate convocation of thieves, spies, smugglers, and other scoundrels controls criminal activity in a region of a city.\"],[\"2\",\"{@b Assassin Society}. The network's livelihood is death. Members of the society hone their skills as cutthroats, poisoners, body-disposal specialists, and any other profession focused on ending lives. The society is motivated by profit or labors in service to a greater cause.\"],[\"3\",\"{@b Magical Arms Dealer}. The syndicate has cornered the market on deadly magical devices. They offer their services and wares for a price and acquire staggering magical might for those who meet their demands.\"],[\"4\",\"{@b Pirate Fleet}. This alliance of pirate captains is unified under a ruling captain or admiral and adheres to a strict code of honor. They converge only in response to an outside threat.\"],[\"5\",\"{@b Body Snatchers}. The syndicate consists predominantly, if not entirely, of creatures that possess or impersonate other people. They seek to replace influential individuals throughout society with members of their ranks.\"],[\"6\",\"{@b Thought Thieves}. These psychic criminals infiltrate their target's minds to steal secrets and disguise their existence.\"]],\"name\":\"Types of Criminal Syndicates; Syndicate Types\",\"page\":91,\"source\":\"TCE\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Syndicate Contact\",\"colLabels\":[\"d6\",\"Contact\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Personal Mentor}. This longtime member of the syndicate took you under their wing when you were young and became a parental figure.\"],[\"2\",\"{@b Clever Urchin}. An innocuous person, perhaps a beggar or menial laborer, knows all the right people and shares their connections with you.\"],[\"3\",\"{@b Former Law Enforcement}. Your contact used to be (or maybe still is) a member of local law enforcement. They have sharp insight into the law's workings in your area and a healthy dose of paranoia for that reason.\"],[\"4\",\"{@b Bon Vivant}. The boss of a local den of vice—whether gambling, narcotics, or other pleasures—aids you when they're not distracted by their own debauchery.\"],[\"5\",\"{@b Traitor}. You know your contact in the syndicate has betrayed it, but they have enough clout and leverage that you don't dare cross them—yet.\"],[\"6\",\"{@b Criminal Royalty}. Unknown to most, your contact is a member of local nobility or royalty. Why they maintain relations with the syndicate is a troubling mystery.\"]],\"name\":\"Criminal Syndicate Contact; Syndicate Contact\",\"page\":92,\"source\":\"TCE\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Criminal Syndicate Member Roles\",\"colLabels\":[\"Role\",\"Backgrounds\"],\"colStyles\":[\"col-2\",\"col-10\"],\"rows\":[[\"Burglar\",\"{@background Criminal}, {@background Folk Hero}, {@background Noble}, {@background Outlander}, {@background Urchin}\"],[\"Muscle\",\"{@background Criminal}, {@background Entertainer}, {@background Outlander}, {@background Sailor}, {@background Soldier}\"],[\"Con Artist\",\"{@background Acolyte}, {@background Charlatan}, {@background Criminal}, {@background Entertainer}, {@background Noble}, {@background Urchin}\"],[\"Cleaner\",\"{@background Acolyte}, {@background Charlatan}, {@background Guild Artisan}, {@background Noble}, {@background Soldier}\"],[\"Mastermind\",\"{@background Acolyte}, {@background Criminal}, {@background Folk Hero}, {@background Noble}, {@background Sage}\"],[\"Mole\",\"{@5etools Any|backgrounds.html}\"]],\"name\":\"Criminal Syndicate Member Roles\",\"page\":92,\"source\":\"TCE\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Criminal Syndicate Quests\",\"colLabels\":[\"d6\",\"Quest\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Acquisition and Retrieval}. You acquire assets for the syndicate. You steal important documents or clear out locations for use as hideouts.\"],[\"2\",\"{@b Heists}. You plan and execute elaborate robberies that require the combined skills of your team.\"],[\"3\",\"{@b Gang Warfare}. You ensure that no other crime syndicate gains a significant foothold in your territory.\"],[\"4\",\"{@b Enforcement}. You keep the corrupt, headstrong, and avaricious members of your syndicate in line with the goals and rules of the organization.\"],[\"5\",\"{@b Assassination}. You dispatch prominent people—the sort who have numerous bodyguards and elaborate security systems to circumvent.\"],[\"6\",\"{@b Topple the Powerful}. Your syndicate is criminal and your methods illegal, but your goals are righteous. You help people who are powerless against exploitation by the powerful.\"]],\"name\":\"Criminal Syndicate Quests\",\"page\":93,\"source\":\"TCE\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Guild Types\",\"colLabels\":[\"d6\",\"Guild\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Crafters' Guild}. This conglomerate of artisans pools its resources and influence to ensure a steady exchange of gold for its crafts.\"],[\"2\",\"{@b Merchant Consortium}. These entrepreneurs don't create the wares they peddle, instead specializing in linking products to prospective owners. If they don't have it, they find it.\"],[\"3\",\"{@b Miracle Makers' Association}. The magically inclined crafters of this guild specialize in imbuing physical goods with magical effects. Rumor has it they can strip the magic from existing enchanted items and might be willing to buy or trade adventurers' spoils.\"],[\"4\",\"{@b Moneychangers}. These merchants deal in all forms of currency, acting as bankers, loan agents, and crucial contacts for adventurers and other individuals who deal with large sums of wealth. They exchange coin for gemstones as readily as they find buyers for historical relics and recovered art.\"],[\"5\",\"{@b Philosophical Faction}. These like-minded individuals follow specific teachings, spreading word of their expertise through their services and training.\"],[\"6\",\"{@b Identity Traders}. These enigmatic dealers buy and sell documents, memories, and the trappings of thoroughly lived lives, selling them to those in need of the ultimate fresh start.\"]],\"name\":\"Guild Types\",\"page\":93,\"source\":\"TCE\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Guild Contact\",\"colLabels\":[\"d6\",\"Contact\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b The Perfectionist}. Your contact is a skilled but obsessive creator consumed with the quest to create something perfect that will define their life's work and secure their legacy. They lose sight of right and wrong in pursuit of the finest materials and exciting opportunities.\"],[\"2\",\"{@b Attentive Overseer}. A guild representative takes personal interest in your group's tasks. They follow your exploits and know of your adventures before you return to report. Despite the unsettling depth of their knowledge, they seem genuinely eager to shepherd your work.\"],[\"3\",\"{@b Hidden Benefactor}. Whoever your contact is, they don't communicate directly. They send messages via couriers or letters. No one in the guild knows who the contact is, or if they do, they aren't telling you. Regardless, the contact's information is good, and they pay on time.\"],[\"4\",\"{@b Discerning Mentor}. No matter how well you perform, or how perfect your creations, nothing is ever good enough for this contact. They point out every flaw and missed opportunity. Are they bitter, lashing out at anyone around them, or do they recognize your potential and try to push you to greatness?\"],[\"5\",\"{@b Golem Guide}. Your guild contact is the soul of a long-dead artisan preserved in a construct body. This golem is wise and knowledgeable, but it has difficulty grasping the passage of time and the state of the world compared to its original era.\"],[\"6\",\"{@b Fallen Muse}. Your contact is a fallen celestial. Whether they regret their transgressions or hunger for vengeance, they provide divine inspiration and guidance to you and to the guild. Somehow your group and the guild inspire their hope for ascension.\"]],\"name\":\"Guild Contact\",\"page\":94,\"source\":\"TCE\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Guild Representative Roles\",\"colLabels\":[\"Role\",\"Backgrounds\"],\"colStyles\":[\"col-2\",\"col-10\"],\"rows\":[[\"Researcher\",\"{@background Acolyte}, {@background Entertainer}, {@background Guild Artisan}, {@background Sage}\"],[\"Negotiator\",\"{@background Charlatan}, {@background Entertainer}, {@background Guild Artisan}, {@background Noble}, {@background Sailor}\"],[\"Saboteur\",\"{@background Charlatan}, {@background Criminal}, {@background Guild Artisan}, {@background Soldier}, {@background Urchin}\"],[\"Guard\",\"{@background Criminal}, {@background Folk Hero}, {@background Outlander}, {@background Sailor}, {@background Soldier}\"],[\"Explorer\",\"{@background Acolyte}, {@background Folk Hero}, {@background Guild Artisan}, {@background Outlander}, {@background Sailor}\"],[\"Expert\",\"{@5etools Any|backgrounds.html}\"]],\"name\":\"Guild Representative Roles\",\"page\":95,\"source\":\"TCE\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Guild Quests\",\"colLabels\":[\"d6\",\"Quest\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Deliver Goods}. You need to deliver an order to an important customer or partner of the guild. The delivery must arrive by a critical deadline—regardless of who or what tries to stop you.\"],[\"2\",\"{@b Acquire Materials}. Your guild requires materials that are rare and difficult to procure, either for a guild project or for a paying client. Your group must gather the missing components from a dangerous location or a recalcitrant owner while outpacing a rival to the prize.\"],[\"3\",\"{@b Eliminate a Rival}. A competitor has humiliated the guild one too many times, and it's time for that to stop. Your group is charged with assuring the rival never darkens the guild's reputation again. Can you trick them into permanent disgrace, or must you resort to more direct methods?\"],[\"4\",\"{@b The Masterpiece}. An exquisite work of art for an influential client, either created by your guild or acquired through agents, has gone missing. You must track down its whereabouts and secure it before time runs out and the guild suffers a penalty.\"],[\"5\",\"{@b The Collector}. Your guild is tasked to create or acquire something wondrous for a wealthy but secretive client's collection. Guild members who previously failed to fulfill this assignment ended up missing. The collector promises to return your comrades if you provide what the collector seeks, but if you fail, you'll become part of the collection.\"],[\"6\",\"{@b The Bill Comes Due}. Your guild master achieved their vaunted position by means of an otherworldly bargain. That price has come due, and they are desperate to avoid paying. You must defeat whatever's coming to collect the master's debt or find another acceptable payment.\"]],\"name\":\"Guild Quests\",\"page\":95,\"source\":\"TCE\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Military Force Types\",\"colLabels\":[\"d6\",\"Military Organization\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Standing Army}. A standing army serves as the highly disciplined and structured guardian of a province or an entire nation. Strict tiers of command ensure coordination between branches of the force.\"],[\"2\",\"{@b Mercenary Company}. Hard-bitten veterans of numerous conflicts, mercenaries serve an employer for coin rather than out of loyalty.\"],[\"3\",\"{@b Expeditionary Force}. This military force is far from home, fighting behind enemy lines or striking into wild, unsettled lands. The force must be fast, self-sufficient, and either diplomatic or decisive to assure their survival.\"],[\"4\",\"{@b Horde}. The horde is almost a force of nature, and what it lacks in discipline it makes up in ferocity. It doesn't have a rigid command structure, instead functioning like a pyramid of smaller armies. Horde commanders owe fealty to stronger leaders above them, all the way up to the warlord.\"],[\"5\",\"{@b Planar Conscripts}. This military force battles for cosmic stakes on far-flung planes of the multiverse or fights against extraplanar invasion on the Material Plane. Warriors include conscripts pressed into service in the Blood War, fodder in the thrall of ruthless yugoloth mercenaries, or members of a glorious celestial host defending against fiendish incursion.\"],[\"6\",\"{@b Sky Warriors}. This military force consists of winged creatures, employs magical flight, or sails airships as a sky navy. Traditional defenses are ineffective against attacks from the air, positioning the sky warriors as a fearsome nation or expensive and coveted mercenaries.\"]],\"name\":\"Military Force Types\",\"page\":96,\"source\":\"TCE\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Commanding Officer\",\"colLabels\":[\"d6\",\"Officer\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Tested Veteran}. Your commander is a battle-scarred officer who experienced horrors in combat. They rely on something to dull the pain of their memories or wounds, from a favorite writer's prose to a distracting vice.\"],[\"2\",\"{@b Taskmaster}. This angry officer yells every order, reprimands you for the smallest mistake, and fully expects you to fail at every mission you undertake. This might be tough love or simple brutishness.\"],[\"3\",\"{@b Protective Officer}. A kindly officer is hesitant to send you into danger and constantly reminds you to be careful.\"],[\"4\",\"{@b Bitter Soldier}. Your commander carries deep grudges against your force's enemies. They leap at any chance to do those foes harm, even if it puts your group in terrible risk.\"],[\"5\",\"{@b Hopeful Commander}. This optimistic officer knows that a new era of peace is just over the horizon. You just need to complete these last few missions, then it should all finally be over.\"],[\"6\",\"{@b Devout Leader}. Your commander is a person of deep faith. They believe that your success or failure lies entirely in divine hands and you are the instruments of that will.\"]],\"name\":\"Military Force Contact; Commanding Officer\",\"page\":97,\"source\":\"TCE\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Military Force Envoy Roles\",\"colLabels\":[\"Role\",\"Backgrounds\"],\"colStyles\":[\"col-2\",\"col-10\"],\"rows\":[[\"Combatant\",\"{@background Criminal}, {@background Folk Hero}, {@background Outlander}, {@background Sailor}, {@background Soldier}\"],[\"Tactician\",\"{@background Acolyte}, {@background Folk Hero}, {@background Noble}, {@background Outlander}, {@background Sage}, {@background Soldier}\"],[\"Medic\",\"{@background Acolyte}, {@background Folk Hero}, {@background Hermit}, {@background Sage}, {@background Soldier}\"],[\"Scout\",\"{@background Hermit}, {@background Outlander}, {@background Sailor}, {@background Soldier}, {@background Urchin}\"],[\"Provocateur\",\"{@background Acolyte}, {@background Charlatan}, {@background Criminal}, {@background Entertainer}, {@background Noble}\"],[\"Spy\",\"{@5etools Any|backgrounds.html}\"]],\"name\":\"Military Force Envoy Roles\",\"page\":97,\"source\":\"TCE\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Military Quests\",\"colLabels\":[\"d6\",\"Quest\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Strike Force}. You undertake a quick, strategic, and devastating attack against an enemy force.\"],[\"2\",\"{@b Defensive Operations}. You must preserve the safety of an important location such as a civilian population center, a supply depot, or strategically critical bridge or seaport.\"],[\"3\",\"{@b Special Forces}. You are assigned to a covert operation behind enemy lines. This is similar to the work of a spy or an assassin but with a broader scope. You engage in equipment sabotage or execute targeted strikes against high-value targets.\"],[\"4\",\"{@b Reconnaissance}. You gather information on enemy troop numbers, placements, movement, or supply caches and routes.\"],[\"5\",\"{@b Seek and Destroy}. You are responsible for hunting down specific high-value and dangerous targets, which include deserters, suspected enemy special forces, or magical war machines run amok.\"],[\"6\",\"{@b Siege}. You are assigned to initiate a siege on an enemy stronghold or help break a siege in progress on an allied fortress.\"]],\"name\":\"Military Quests\",\"page\":98,\"source\":\"TCE\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Religious Order Types\",\"colLabels\":[\"d6\",\"Religious Order\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Undead Hunters}. This community of scholars and monster hunters laboriously researches the unquiet dead, tracking them to their lairs and permanently laying them to rest.\"],[\"2\",\"{@b Devout Scholars}. This federation prizes knowledge and texts pertaining to their god. They collect rare holy books and record the life stories of miracle-working prophets.\"],[\"3\",\"{@b Relic Collectors}. This order of archaeologist-monks seeks to fill their museum-like temple with storied holy relics.\"],[\"4\",\"{@b Charitable Missionaries}. Adhering to the belief that religion empowers civilization, this order travels far to help the downtrodden, seeking to draw new believers by their virtuous example.\"],[\"5\",\"{@b Militant Inquisitors}. This dogmatically rigid hierarchy seeks to stamp out all threats to their beliefs.\"],[\"6\",\"{@b Doomsaying Evangelists}. This order believes the world is about to end. They're convinced that if they persuade everyone else of this fact they might stave off the impending doom.\"]],\"name\":\"Religious Order Types\",\"page\":98,\"source\":\"TCE\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Religious Order Contact\",\"colLabels\":[\"d6\",\"Contact\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Shadow Tongue}. A mysterious speaker for your order advises your next steps but fears being discovered by a powerful rival faith.\"],[\"2\",\"{@b Inspired Creator}. A gifted artisan conveys the will of the divine through prophetic song or artwork.\"],[\"3\",\"{@b Mysterious Text}. The gradual translation of a secret holy text points you toward the next step of a divine destiny.\"],[\"4\",\"{@b Fierce Inquisitor}. A severe hierarch directs you to cleanse wickedness from a region, from the order, or from within yourself.\"],[\"5\",\"{@b Beloved Healer}. A famed healer guides you to where you'll be needed most, even if their reasons are unclear until you arrive.\"],[\"6\",\"{@b Divinity's Voice}. Otherworldly messages direct you to undertake divine quests.\"]],\"name\":\"Religious Order Contact\",\"page\":99,\"source\":\"TCE\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Religious Order Member Roles\",\"colLabels\":[\"Role\",\"Backgrounds\"],\"colStyles\":[\"col-2\",\"col-10\"],\"rows\":[[\"Councilor\",\"{@background Acolyte}, {@background Folk Hero}, {@background Hermit}, {@background Sage}, {@background Urchin}\"],[\"Defender\",\"{@background Acolyte}, {@background Criminal}, {@background Folk Hero}, {@background Outlander}, {@background Soldier}\"],[\"Ascetic\",\"{@background Acolyte}, {@background Entertainer}, {@background Hermit}, {@background Sage}, {@background Soldier}\"],[\"Inquisitor\",\"{@background Acolyte}, {@background Criminal}, {@background Noble}, {@background Sailor}, {@background Soldier}\"],[\"Emissary\",\"{@background Acolyte}, {@background Charlatan}, {@background Entertainer}, {@background Noble}, {@background Sailor}\"],[\"Chosen One\",\"{@5etools Any|backgrounds.html}\"]],\"name\":\"Religious Order Member Roles\",\"page\":99,\"source\":\"TCE\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Religious Order Quests\",\"colLabels\":[\"d6\",\"Quest\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Safe Escape}. A band of the faithful wandered into territory hostile to your order. You must find them and escort them to safety.\"],[\"2\",\"{@b Relic Recovery}. You seek a lost symbol of the order discovered in a dangerous place or in the hands of an enemy.\"],[\"3\",\"{@b Cult Hunt}. You hunt a cell of zealots dangerous to your order or mortals at large.\"],[\"4\",\"{@b Desperate Pilgrimage}. You protect members of the order as they participate in a pilgrimage that takes them through dangerous lands.\"],[\"5\",\"{@b Expunge Heresy}. You seek out the source of blasphemy that's taken root within the order.\"],[\"6\",\"{@b Prevent Prophecy}. A rival order stands on the cusp of fulfilling a prophecy with deadly ramifications. You strive to undermine their blasphemous agenda.\"]],\"name\":\"Religious Order Quests\",\"page\":100,\"source\":\"TCE\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Sovereign Types\",\"colLabels\":[\"d6\",\"Sovereign\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Village Elder}. The wizened leader of a community offers both civic and moral leadership.\"],[\"2\",\"{@b Young Noble}. An ambitious noble eagerly seeks to reform society to align with a personal vision.\"],[\"3\",\"{@b Shipwrecked Governor}. A desperate leader struggles to keep people alive in a wilderness they're not prepared to endure.\"],[\"4\",\"{@b Ruler Returned}. A tribe's revered leader has returned from the dead and seeks to resurrect their past glories.\"],[\"5\",\"{@b Hidden Power}. A mysterious figure manipulates the nation's puppet leader and guides the government's true agenda.\"],[\"6\",\"{@b True Regent}. The rightful heir to the throne struggles to reclaim power from a perfect impostor.\"]],\"name\":\"Sovereign Types\",\"page\":100,\"source\":\"TCE\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Sovereign Contact\",\"colLabels\":[\"d6\",\"Contact\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Intimate Confidant}. The sovereign's friend or lover seeks to aid their companion in any way possible.\"],[\"2\",\"{@b Spymaster}. An intelligence operative attends to the nation's dirty work so the sovereign keeps their hands clean.\"],[\"3\",\"{@b Administrator}. This severe bureaucrat disagrees with many of the sovereign's policies but takes loyal service seriously.\"],[\"4\",\"{@b Executive Assistant}. The responsibilities of an exacting butler or other servant at the royal household far exceed their title.\"],[\"5\",\"{@b Envoy}. A semi-retired, leisure-loving ambassador speaks in suggestion and innuendo.\"],[\"6\",\"{@b Spectral Assembly}. A ghostly council of the nation's previous regents manifests to avert disasters.\"]],\"name\":\"Sovereign Contact\",\"page\":102,\"source\":\"TCE\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Sovereign Proxy Roles\",\"colLabels\":[\"Role\",\"Backgrounds\"],\"colStyles\":[\"col-2\",\"col-10\"],\"rows\":[[\"Advisor\",\"{@background Acolyte}, {@background Folk Hero}, {@background Noble}, {@background Sage}, {@background Soldier}\"],[\"Ambassador\",\"{@background Charlatan}, {@background Folk Hero}, {@background Guild Artisan}, {@background Noble}, {@background Sailor}\"],[\"Secret Agent\",\"{@background Charlatan}, {@background Criminal}, {@background Entertainer}, {@background Soldier}, {@background Urchin}\"],[\"Champion\",\"{@background Criminal}, {@background Noble}, {@background Outlander}, {@background Soldier}, {@background Urchin}\"],[\"Jester\",\"{@background Charlatan}, {@background Criminal}, {@background Entertainer}, {@background Outlander}, {@background Urchin}\"],[\"Confidant\",\"{@5etools Any|backgrounds.html}\"]],\"name\":\"Sovereign Proxy Roles\",\"page\":102,\"source\":\"TCE\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Sovereign Quests\",\"colLabels\":[\"d6\",\"Quest\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b International Espionage}. You attempt to steal intelligence, national symbols, or super weapons from an enemy power.\"],[\"2\",\"{@b Undermine Rival}. You seek to weaken or remove a rival to the regent's rule—perhaps a general, an archdruid, or a noble with a claim to the throne.\"],[\"3\",\"{@b Expel Corruption}. You help the sovereign reform their government, rooting out institutional vices.\"],[\"4\",\"{@b Subvert Blame}. The sovereign is caught in an embarrassing affair. Make it disappear.\"],[\"5\",\"{@b Test Heir}. You prepare the sovereign's heir for the challenge of taking the throne.\"],[\"6\",\"{@b Desperate Diplomacy}. You seek to make peace with a force or entity that could wipe out your nation.\"]],\"name\":\"Sovereign Quests\",\"page\":102,\"source\":\"TCE\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"colLabels\":[\"Level\",\"Spell\",\"School\",\"Conc.\",\"Ritual\",\"Class\"],\"colStyles\":[\"col-1 text-center\",\"col-3\",\"col-2\",\"col-1 text-center\",\"col-1 text-center\",\"col-5\"],\"rows\":[[\"0\",\"{@spell Booming Blade|TCE}\",\"Evocation\",\"No\",\"No\",\"Artificer, Sorcerer, Warlock, Wizard\"],[\"0\",\"{@spell Green-Flame Blade|TCE}\",\"Evocation\",\"No\",\"No\",\"Artificer, Sorcerer, Warlock, Wizard\"],[\"0\",\"{@spell Lightning Lure|TCE}\",\"Evocation\",\"No\",\"No\",\"Artificer, Sorcerer, Warlock, Wizard\"],[\"0\",\"{@spell Mind Sliver|TCE}\",\"Enchantment\",\"No\",\"No\",\"Sorcerer, Warlock, Wizard\"],[\"0\",\"{@spell Sword Burst|TCE}\",\"Conjuration\",\"No\",\"No\",\"Artificer, Sorcerer, Warlock, Wizard\"],[\"1st\",\"{@spell Tasha's Caustic Brew|TCE}\",\"Evocation\",\"Yes\",\"No\",\"Artificer, Sorcerer, Wizard\"],[\"2nd\",\"{@spell Summon Beast|TCE}\",\"Conjuration\",\"Yes\",\"No\",\"Druid, Ranger\"],[\"2nd\",\"{@spell Tasha's Mind Whip|TCE}\",\"Enchantment\",\"No\",\"No\",\"Sorcerer, Wizard\"],[\"3rd\",\"{@spell Intellect Fortress|TCE}\",\"Abjuration\",\"Yes\",\"No\",\"Artificer, Bard, Sorcerer, Warlock, Wizard\"],[\"3rd\",\"{@spell Spirit Shroud|TCE}\",\"Necromancy\",\"Yes\",\"No\",\"Cleric, Paladin, Warlock, Wizard\"],[\"3rd\",\"{@spell Summon Fey|TCE}\",\"Conjuration\",\"Yes\",\"No\",\"Druid, Ranger, Warlock, Wizard\"],[\"3rd\",\"{@spell Summon Shadowspawn|TCE}\",\"Conjuration\",\"Yes\",\"No\",\"Warlock, Wizard\"],[\"3rd\",\"{@spell Summon Undead|TCE}\",\"Necromancy\",\"Yes\",\"No\",\"Warlock, Wizard\"],[\"4th\",\"{@spell Summon Aberration|TCE}\",\"Conjuration\",\"Yes\",\"No\",\"Warlock, Wizard\"],[\"4th\",\"{@spell Summon Construct|TCE}\",\"Conjuration\",\"Yes\",\"No\",\"Artificer, Wizard\"],[\"4th\",\"{@spell Summon Elemental|TCE}\",\"Conjuration\",\"Yes\",\"No\",\"Druid, Ranger, Wizard\"],[\"5th\",\"{@spell Summon Celestial|TCE}\",\"Conjuration\",\"Yes\",\"No\",\"Cleric, Paladin\"],[\"6th\",\"{@spell Summon Fiend|TCE}\",\"Conjuration\",\"Yes\",\"No\",\"Warlock, Wizard\"],[\"6th\",\"{@spell Tasha's Otherworldly Guise|TCE}\",\"Transmutation\",\"Yes\",\"No\",\"Sorcerer, Warlock, Wizard\"],[\"7th\",\"{@spell Dream of the Blue Veil|TCE}\",\"Conjuration\",\"No\",\"No\",\"Bard, Sorcerer, Warlock, Wizard\"],[\"9th\",\"{@spell Blade of Disaster|TCE}\",\"Conjuration\",\"Yes\",\"No\",\"Sorcerer, Warlock, Wizard\"]],\"name\":\"Spells\",\"page\":105,\"source\":\"TCE\",\"chapter\":{\"name\":\"Magical Miscellany\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Magic Themes\",\"colLabels\":[\"d10\",\"Theme\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Book pages, origami, quills, and ink, all accompanied by rustling sounds and library scents\"],[\"2\",\"Brine-scented shapes of sharks, jellyfish, octopi, and other sea creatures\"],[\"3\",\"Food or utensils that carry the scent of cuisine from the spellcaster's homeland\"],[\"4\",\"Rich, copper scents accompanied by what appears to be the caster's own imbalanced humors\"],[\"5\",\"Bursts and strokes of watercolor painted by an invisible brush\"],[\"6\",\"Transparent weapons, armor, miniature war machines, and phantom soldiers\"],[\"7\",\"Golden rays that carry faint warmth and the hint of windblown sand\"],[\"8\",\"Rowdy barnyard animals accompanied by the warm scents of coops and stables\"],[\"9\",\"Manifestations of deep emotions, like the faint shackles of melancholy, sepia shades of nostalgia, or heart-shaped bursts of affection\"],[\"10\",\"Tiny whimsical or fearsome beings from the spellcaster's inescapable, recurring dreams\"]],\"name\":\"Personalizing Spells; Magic Themes\",\"page\":116,\"source\":\"TCE\",\"chapter\":{\"name\":\"Magical Miscellany\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Magic Items\",\"colLabels\":[\"Rarity\",\"Item\",\"Attunement\"],\"colStyles\":[\"col-2 text-center\",\"col-7 text-center\",\"col-3 text-center\"],\"rows\":[[\"Common\",\"{@item Illuminator's Tattoo|TCE}\",\"Yes\"],[\"Common\",\"{@item Masquerade Tattoo|TCE}\",\"Yes\"],[\"Common\",\"{@item Prosthetic Limb|TCE}\",\"No\"],[\"Common+\",\"{@item Spellwrought Tattoo|TCE}\",\"No\"],[\"Uncommon+\",\"{@item +1 All-Purpose Tool|TCE|All-Purpose Tool}\",\"Yes\"],[\"Uncommon+\",\"{@item +1 Amulet of the Devout|TCE|Amulet of the Devout}\",\"Yes\"],[\"Uncommon+\",\"{@item +1 Arcane Grimoire|TCE|Arcane Grimoire}\",\"Yes\"],[\"Uncommon+\",\"{@item Barrier Tattoo (small)|TCE|Barrier Tattoo}\",\"Yes\"],[\"Uncommon+\",\"{@item +1 Bloodwell Vial|TCE|Bloodwell Vial}\",\"Yes\"],[\"Uncommon\",\"{@item Coiling Grasp Tattoo|TCE}\",\"Yes\"],[\"Uncommon\",\"{@item Eldritch Claw Tattoo|TCE}\",\"Yes\"],[\"Uncommon\",\"{@item Feywild Shard|TCE}\",\"Yes\"],[\"Uncommon\",\"{@item Guardian Emblem|TCE}\",\"Yes\"],[\"Uncommon+\",\"{@item +1 Moon Sickle|TCE|Moon Sickle}\",\"Yes\"],[\"Uncommon\",\"{@item Nature's Mantle|TCE}\",\"Yes\"],[\"Uncommon+\",\"{@item +1 Rhythm-Maker's Drum|TCE|Rhythm-Maker's Drum}\",\"Yes\"],[\"Rare\",\"{@item Alchemical Compendium|TCE}\",\"Yes\"],[\"Rare\",\"{@item Astral Shard|TCE}\",\"Yes\"],[\"Rare\",\"{@item Astromancy Archive|TCE}\",\"Yes\"],[\"Rare\",\"{@item Atlas of Endless Horizons|TCE}\",\"Yes\"],[\"Rare\",\"{@item Bell Branch|TCE}\",\"Yes\"],[\"Rare\",\"{@item Devotee's Censer|TCE}\",\"Yes\"],[\"Rare\",\"{@item Duplicitous Manuscript|TCE}\",\"Yes\"],[\"Rare\",\"{@item Elemental Essence Shard|TCE}\",\"Yes\"],[\"Rare\",\"{@item Far Realm Shard|TCE}\",\"Yes\"],[\"Rare\",\"{@item Fulminating Treatise|TCE}\",\"Yes\"],[\"Rare\",\"{@item Heart Weaver's Primer|TCE}\",\"Yes\"],[\"Rare\",\"{@item Libram of Souls and Flesh|TCE}\",\"Yes\"],[\"Rare\",\"{@item Lyre of Building|TCE}\",\"Yes\"],[\"Rare\",\"{@item Outer Essence Shard|TCE}\",\"Yes\"],[\"Rare\",\"{@item Planecaller's Codex|TCE}\",\"Yes\"],[\"Rare\",\"{@item Protective Verses|TCE}\",\"Yes\"],[\"Rare\",\"{@item Reveler's Concertina|TCE}\",\"Yes\"],[\"Rare\",\"{@item Shadowfell Brand Tattoo|TCE}\",\"Yes\"],[\"Rare\",\"{@item Shadowfell Shard|TCE}\",\"Yes\"],[\"Very Rare\",\"{@item Absorbing Tattoo|TCE}\",\"Yes\"],[\"Very Rare\",\"{@item Cauldron of Rebirth|TCE}\",\"Yes\"],[\"Very Rare\",\"{@item Crystalline Chronicle|TCE}\",\"Yes\"],[\"Very Rare\",\"{@item Ghost Step Tattoo|TCE}\",\"Yes\"],[\"Very Rare\",\"{@item Lifewell Tattoo|TCE}\",\"Yes\"],[\"Legendary\",\"{@item Blood Fury Tattoo|TCE}\",\"Yes\"],[\"Artifact\",\"{@item Baba Yaga's Mortar and Pestle|TCE}\",\"Yes\"],[\"Artifact\",\"{@item Crook of Rao|TCE}\",\"Yes\"],[\"Artifact\",\"{@item Demonomicon of Iggwilv|TCE}\",\"Yes\"],[\"Artifact\",\"{@item Luba's Tarokka of Souls|TCE}\",\"Yes\"],[\"Artifact\",\"{@item Mighty Servant of Leuk-o|TCE}\",\"Yes\"],[\"Artifact\",\"{@item Teeth of Dahlver-Nar|TCE}\",\"Yes\"]],\"name\":\"Magic Items\",\"page\":117,\"source\":\"TCE\",\"chapter\":{\"name\":\"Magical Miscellany\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Magic Tattoo Coverage\",\"colLabels\":[\"Tattoo Rarity\",\"Area Covered\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[\"Common\",\"One hand or foot or a quarter of a limb\"],[\"Uncommon\",\"Half a limb or the scalp\"],[\"Rare\",\"One limb\"],[\"Very Rare\",\"Two limbs or the chest or upper back\"],[\"Legendary\",\"Two limbs and the torso\"]],\"name\":\"Magic Tattoos; Magic Tattoo Coverage\",\"page\":118,\"source\":\"TCE\",\"chapter\":{\"name\":\"Magical Miscellany\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Party Origin\",\"colLabels\":[\"d6\",\"Origin Story\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The characters grew up in the same place and have known each other for years.\"],[\"2\",\"The characters have united to overcome a foe.\"],[\"3\",\"The characters were brought together by a common benefactor who wishes to sponsor their adventures.\"],[\"4\",\"A funeral brings the characters together.\"],[\"5\",\"A festival brings the characters together.\"],[\"6\",\"The characters find themselves trapped together.\"]],\"name\":\"Party Formation; Party Origin\",\"page\":139,\"source\":\"TCE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Monster Research\",\"colLabels\":[\"Type\",\"Suggested Skills\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[\"Aberration\",\"{@skill Arcana}\"],[\"Beast\",\"{@skill Animal Handling}, {@skill Nature}, or {@skill Survival}\"],[\"Celestial\",\"{@skill Arcana} or {@skill Religion}\"],[\"Construct\",\"{@skill Arcana}\"],[\"Dragon\",\"{@skill Arcana}, {@skill History}, or {@skill Nature}\"],[\"Elemental\",\"{@skill Arcana} or {@skill Nature}\"],[\"Fey\",\"{@skill Arcana} or {@skill Nature}\"],[\"Fiend\",\"{@skill Arcana} or {@skill Religion}\"],[\"Giant\",\"{@skill History}\"],[\"Humanoid\",\"{@skill History}\"],[\"Monstrosity\",\"{@skill Nature} or {@skill Survival}\"],[\"Ooze\",\"{@skill Arcana} or {@skill Survival}\"],[\"Plant\",\"{@skill Nature} or {@skill Survival}\"],[\"Undead\",\"{@skill Arcana} or {@skill Religion}\"]],\"name\":\"Monster Research\",\"page\":148,\"source\":\"TCE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Aberrations\",\"colLabels\":[\"d4\",\"Desired Offering\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The brain or other organs of a rare creature\"],[\"2\",\"Flattery and obsequiousness\"],[\"3\",\"Secrets or lore it doesn't already know\"],[\"4\",\"Accepting a strange, organic graft onto your body\"]],\"name\":\"Monsters' Desires; Aberrations\",\"page\":148,\"source\":\"TCE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Beasts\",\"colLabels\":[\"d4\",\"Desired Offering\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Fresh meat\"],[\"2\",\"A soothing melody\"],[\"3\",\"Brightly colored beads, cloth, feathers, or string\"],[\"4\",\"An old stuffed animal or other soft trinket\"]],\"name\":\"Monsters' Desires; Beasts\",\"page\":148,\"source\":\"TCE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Celestials\",\"colLabels\":[\"d4\",\"Desired Offering\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The tale of a heroic figure\"],[\"2\",\"An oath to do three charitable deeds before dawn\"],[\"3\",\"The crown of a defeated tyrant\"],[\"4\",\"A holy relic or treasured family heirloom\"]],\"name\":\"Monsters' Desires; Celestials\",\"page\":148,\"source\":\"TCE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Constructs\",\"colLabels\":[\"d4\",\"Desired Offering\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Oil to apply to the construct's joints\"],[\"2\",\"A magic item with charges, to be used as fuel\"],[\"3\",\"A vessel infused with elemental power\"],[\"4\",\"Adamantine or mithral components\"]],\"name\":\"Monsters' Desires; Constructs\",\"page\":148,\"source\":\"TCE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Dragons\",\"colLabels\":[\"d4\",\"Desired Offering\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Gold or gems\"],[\"2\",\"Anything from a draconic rival's hoard\"],[\"3\",\"An antique passed down at least three generations\"],[\"4\",\"A flattering artistic depiction of the dragon\"]],\"name\":\"Monsters' Desires; Dragons\",\"page\":148,\"source\":\"TCE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Elementals\",\"colLabels\":[\"d4\",\"Desired Offering\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A gem worth at least 50 gp, which the creature eats\"],[\"2\",\"An exceedingly pure sample of a favored element\"],[\"3\",\"A way to return the elemental to its home plane\"],[\"4\",\"Performing a dance from the elemental's home plane\"]],\"name\":\"Monsters' Desires; Elementals\",\"page\":148,\"source\":\"TCE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Fey\",\"colLabels\":[\"d4\",\"Desired Offering\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The memory of your first kiss\"],[\"2\",\"The color of your eyes\"],[\"3\",\"An object of deep sentimental value to you\"],[\"4\",\"Reciting a sublime poem\"]],\"name\":\"Monsters' Desires; Fey\",\"page\":148,\"source\":\"TCE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Fiends\",\"colLabels\":[\"d4\",\"Desired Offering\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Your soul\"],[\"2\",\"A desecrated holy object\"],[\"3\",\"Blood from a living or recently slain loved one\"],[\"4\",\"Breaking a sacred promise in the fiend's presence\"]],\"name\":\"Monsters' Desires; Fiends\",\"page\":148,\"source\":\"TCE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Giants\",\"colLabels\":[\"d4\",\"Desired Offering\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A dwarf admitting giant-craft to be superior to dwarf-craft\"],[\"2\",\"A strong working animal\"],[\"3\",\"Multiple barrels of ale\"],[\"4\",\"Treasure stolen from a rival giant\"]],\"name\":\"Monsters' Desires; Giants\",\"page\":148,\"source\":\"TCE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Humanoids\",\"colLabels\":[\"d4\",\"Desired Offering\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Promising to find a lost item of great importance to their culture\"],[\"2\",\"Challenging them to a type of friendly contest, such as dancing, singing, or drinking\"],[\"3\",\"Recovering something they've lost\"],[\"4\",\"Information on a foe's secrets or weaknesses\"]],\"name\":\"Monsters' Desires; Humanoids\",\"page\":148,\"source\":\"TCE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Monstrosities\",\"colLabels\":[\"d4\",\"Desired Offering\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Dislodging the stuck scraps of the creature's last meal\"],[\"2\",\"The creature's favorite food\"],[\"3\",\"Driving off the creature's rival\"],[\"4\",\"Making movements that mimic the monster's mating dance\"]],\"name\":\"Monsters' Desires; Monstrosities\",\"page\":148,\"source\":\"TCE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Oozes\",\"colLabels\":[\"d4\",\"Desired Offering\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A vial of putrid liquids\"],[\"2\",\"A cloth bearing a noxious odor\"],[\"3\",\"Bones or metal, which the ooze promptly absorbs\"],[\"4\",\"A gallon of any effervescent fluid\"]],\"name\":\"Monsters' Desires; Oozes\",\"page\":148,\"source\":\"TCE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Plants\",\"colLabels\":[\"d4\",\"Desired Offering\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A pound of mulch\"],[\"2\",\"Water from a spring infused with Feywild energy\"],[\"3\",\"Clearing invasive vegetation from the creature's territory\"],[\"4\",\"Destroying all axes and fire-making implements the party carries\"]],\"name\":\"Monsters' Desires; Plants\",\"page\":148,\"source\":\"TCE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Undead\",\"colLabels\":[\"d4\",\"Desired Offering\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A vial of blood\"],[\"2\",\"A personal memento from the creature's past\"],[\"3\",\"Materials, tools, or the skills to sun-proof a crumbling mausoleum\"],[\"4\",\"Completing a task the creature was unable to finish in life\"]],\"name\":\"Monsters' Desires; Undead\",\"page\":148,\"source\":\"TCE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Blessed Radiance Effects\",\"colLabels\":[\"d100\",\"Effect\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–06\",\"Golden light fills a 20-foot-radius, 40-foot-high cylinder centered on one character in the region and then fades. That character and their friends in the cylinder gain the benefits of the {@spell divine favor} spell for 1 hour.\"],[\"07–12\",\"Radiant energy erupts in a 10-foot-radius sphere centered on one random creature in the region. Each creature in the sphere that isn't undead regains {@dice 3d6} hit points. Each undead creature in the sphere takes {@dice 3d6} radiant damage.\"],[\"13–18\",\"Aberrations, fiends, and undead in the region have disadvantage on attack rolls and ability checks for the next 24 hours.\"],[\"19–24\",\"Each creature carrying the holy symbol of a deity from a non-evil plane while in the region gains advantage on saving throws for the next 24 hours.\"],[\"25–30\",\"One character in the region is suffused with celestial power. For 1 minute, the character's melee attacks deal an extra {@dice 2d6} radiant damage on a hit.\"],[\"31–36\",\"One {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon} that is nonmagical and carried by one character in the region gains the properties of a {@item mace of disruption} for 24 hours.\"],[\"37–42\",\"A flying, gleaming sword (use the {@creature flying sword} stat block in the {@book Monster Manual|MM}) appears within 60 feet of an aberration, a fiend, or an undead, which becomes the sword's target. The sword deals radiant damage instead of slashing damage and knows the exact location of its target while the target is within the region. The sword vanishes when it or its target is reduced to 0 hit points.\"],[\"43–48\",\"One character in the region hears whispers from celestial beings or refrains of celestial choirs. The character can ask those voices one question as if using the {@spell commune} spell.\"],[\"49–54\",\"Aberrations, fiends, and undead in the region give off a crimson glow for 1 minute. The creatures shed dim light in a 10-foot radius, attacks against them have advantage if the attacker can see them, and the creatures can't benefit from being {@condition invisible}.\"],[\"55–60\",\"Celestial power explodes in a 30-foot-radius sphere of divine light centered on an aberration, a fiend, or an undead creature within the region. Each creature in the sphere must make a DC 15 Constitution saving throw. On a failure, the creature takes {@dice 4d6} radiant damage and is {@condition blinded}. On a success, it takes half damage and isn't {@condition blinded}.\"],[\"61–66\",\"One character in the region feels a profound sense of purpose and gains the benefit of the {@spell bless} spell for 1 minute. They can choose two other creatures they can see to gain the spell's benefits as well.\"],[\"67–72\",\"A booming voice thunders in Celestial and can be heard throughout the region. Each creature in the region must make a DC 15 Constitution saving throw. On a success, the creature gains {@dice 2d10} temporary hit points. On a failure, the creature is {@condition deafened} for 1 minute.\"],[\"73–78\",\"One character in the region gains the ability to cure afflictions for 1 hour. As an action, they can cast {@spell lesser restoration} or {@spell greater restoration} without expending a spell slot and requiring no material components.\"],[\"79–84\",\"The effects of a {@spell hallow} spell (save DC 17), with one of its extra effects (DM's choice), settle over the region for 24 hours.\"],[\"85–90\",\"An angelic voice rings throughout the region. Each creature there must succeed on a DC 15 Wisdom saving throw or perform the grovel option of the {@spell command} spell.\"],[\"91–95\",\"One character in the region permanently gains resistance to necrotic damage. Reroll if you've already rolled this effect.\"],[\"96–00\",\"One character in the region gains the ability to use the {@classFeature Divine Intervention|Cleric||10} cleric feature, which succeeds automatically. The character can use the feature granted in this way only once and must use it within 7 days. Reroll if you've already rolled this effect.\"]],\"name\":\"Blessed Radiance Effects\",\"page\":150,\"source\":\"TCE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Far Realm Effects\",\"colLabels\":[\"d100\",\"Effect\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–09\",\"A structure in the region whispers faintly. Any creature within 60 feet of the structure that can hear it must succeed on a DC 12 Wisdom saving throw or be {@condition charmed}. While {@condition charmed} in this way, the creature must move toward the source of the whispering, avoiding obvious hazards. When it reaches the source, it is {@condition incapacitated}. The creature can repeat the saving throw when it takes damage and at the end of every hour, ending the effect on itself on a success.\"],[\"10–18\",\"An elder evil turns its attention to the region, imposing the pressure of its unfathomable presence upon the place. Any creature that finishes a rest in the region must succeed on a DC 12 Charisma saving throw, or it gains no benefit from finishing the rest. It instead finds strange scrawls, stacked stones, or its belongings arranged in intricate, abstruse patterns nearby.\"],[\"19–27\",\"Local plants and animals share a malevolent intelligence. Roll a {@dice d6}. On a 1–2, an {@spell insect plague} spell is centered on one random creature in the region. On a 3–4, {@dice 1d4} {@creature Swarm of Ravens||swarms of ravens} and {@dice 1d4} {@creature Swarm of Rats||swarms of rats} gather and attack any other creatures in the region. On a 5–6, a {@creature treant} (in forested terrain) or a {@creature galeb duhr} (in rockier terrain) attacks.\"],[\"28–36\",\"Distance no longer functions in a comprehensible manner within the region. Creatures make ranged attack rolls with disadvantage, and the range of those attacks is halved.\"],[\"37–45\",\"The landscape melts into a mass of writhing flesh, eyes, and fanged mouths. From an unoccupied space in the fleshy ground arise {@dice 1d4 + 5} {@creature Gibbering Mouther||gibbering mouthers} that attack anyone in sight.\"],[\"46–54\",\"Unintelligible murmurings threaten to overcome the mind of one random creature within the region. At the start of the creature's turn, it must succeed on a DC 13 Intelligence saving throw or use its action to make one melee attack against the nearest creature it can see. If there are no other creatures within reach, the target spends its action babbling.\"],[\"55–63\",\"Bizarre appendages squirm beneath the ground and around trees or other structures within this region. Dozens of limbs burst forth, entangling anyone within a 30-foot sphere surrounding one random creature. Each creature in the sphere must succeed on a DC 14 Dexterity saving throw or take {@dice 3d6} bludgeoning damage and be {@condition restrained}. Any creature that ends its turn in the area takes {@dice 3d6} bludgeoning damage. A creature can free itself or someone else within reach from being {@condition restrained} in this way by using an action to make a successful DC 14 Strength or Dexterity check (its choice).\"],[\"64–72\",\"Creatures in the region can't leave it and find themselves covering the same ground over and over. By the time they realize this, {@dice 2d10} hours have passed, during which they have made no progress in their effort to leave. The effect then ends, and each creature must succeed on a DC 10 Constitution saving throw or gain 1 level of {@condition exhaustion}.\"],[\"73–79\",\"One random creature in the region hears strange whispers and must succeed on a DC 14 Wisdom saving throw or become {@condition charmed}. While {@condition charmed} in this way, the creature focuses on copying the blasphemous designs that appear in its mind using whatever medium it has available (ink, charcoal, mud, or its own blood). Unless {@condition restrained}, the creature completes the designs in 1 hour of work. When the creature finishes its work, it is no longer {@condition charmed}, and a {@creature death slaad} appears within 30 feet of it and attacks anyone in sight.\"],[\"80–85\",\"Natural features and structures in this region writhe to spell out words and form strange symbols. Any creature that tries to read the messages must make a DC 20 Intelligence ({@skill Arcana}) check. On a success, the creature gains insight as if it had cast the {@spell contact other plane} spell. On a failure, the creature is affected as if it failed a saving throw against the {@spell confusion} spell. This effect ends at the end of the creature's next turn.\"],[\"86–90\",\"In this region, circular things (such as buttons, crystal balls, the sun, and so on) seem appallingly wrong. One random creature that starts its turn in this region must succeed on a DC 14 Intelligence saving throw or spend their turn loudly trying to destroy these objects.\"],[\"91–95\",\"Glaring eyes, which weep viscid tears, appear on inanimate objects throughout the region. These eyes watch the characters, and creatures within the region can't be {@status surprised} by the characters for as long as the eyes exist. An eye closes and disappears if it takes any damage. Reroll if you've already rolled this effect.\"],[\"96–00\",\"A tear in reality creates a rift in the region, similar to the spell {@spell gate}, that passes through the Far Realm and connects with a random plane. Any creature that enters the rift takes {@dice 10d10} psychic damage from the horrors of the Far Realm and appears in an empty space closest to the rift's opening on another random plane. The rift vanishes after {@dice 2d10 + 2} hours.\"]],\"name\":\"Far Realm Effects\",\"page\":152,\"source\":\"TCE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Haunted Effects\",\"colLabels\":[\"d100\",\"Effect\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–05\",\"A violent thunderstorm begins, centered over the region. It doesn't end until the party leaves the region.\"],[\"06–10\",\"A random building in the region gains the benefits of the {@spell guards and wards} spell (save DC 13) for the next 24 hours.\"],[\"11–15\",\"A mundane part of one random character's surroundings—perhaps a tree bole or a taxidermied animal head—animates for 1 minute and whispers a warning or threatens to reveal one of the character's secrets.\"],[\"16–20\",\"All bright light weakens to dim light for 24 hours. Sources that provide dim light, such as candles, do not shed any light.\"],[\"21–25\",\"The temperature in the region drops by 10 degrees Fahrenheit every hour for the next {@dice 1d6} hours, after which the temperature returns to normal. If cold enough, ice crystals form in sinister patterns.\"],[\"26–30\",\"One random creature's shadow acts independently for the next 24 hours. The shadow acts out of sync with its owner, perhaps dramatically choking or trying to murder another shadow.\"],[\"31–35\",\"After the next sunset, the sun doesn't rise again for 36 hours. During this time, the sky over the region might hold a crimson moon, be obscured by roiling fog, or display blinking, alien stars.\"],[\"36–40\",\"During the next night, one random sleeping creature vanishes and reappears approximately a foot beneath where they were sleeping—typically buried in undisturbed dirt or in a space beneath floorboards. The creature or someone else can free it with a successful DC 13 Strength ({@skill Athletics}) check.\"],[\"41–45\",\"One random creature in the region is targeted by the {@spell levitate} spell (save DC 15) for 1 minute.\"],[\"46–50\",\"A nonviolent but unsettling {@creature ghost}—perhaps a pet, an accident-prone child, or a dismembered big toe—appears and follows one random creature for 24 hours before vanishing. The ghost vanishes if reduced to 0 hit points.\"],[\"51–55\",\"One player character's appearance changes for the next 24 hours to reflect the region's haunted history. For example, they might manifest the distinctive facial scar associated with a notorious tyrant who died in the region.\"],[\"56–60\",\"For the next 24 hours, any humanoid killed in the region rapidly decomposes and rises as a {@creature skeleton} {@dice 1d10} minutes after dying.\"],[\"61–65\",\"Over the next 24 hours, whenever any creature is wounded, its blood (or similar fluid) spreads to form a short message or grisly tableau.\"],[\"66–70\",\"A spirit inhabits one character's {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon}, making it a sentient magic item until the character leaves the region. Randomly generate the item's properties as described in the \\\"{@book Sentient Magic Items|DMG|-1}\\\" section of the {@book Dungeon Master's Guide|DMG}.\"],[\"71–75\",\"A spectral force manifests to one character in the region, allowing them to ask one question and receive a short answer as through the {@spell augury} spell. The force manifests as a planchette moving on a talking board, writing on foggy glass, or insects swarming to create messages.\"],[\"76–80\",\"During the next night, one sleeping character in the region receives a vision as if the target of the {@spell dream} spell. The dream is brief and unsettling, revealing some element of the environment's history and putting the character in the place of someone who suffered a grim fate there.\"],[\"81–85\",\"A coffin or small enclosed space in the region—perhaps an antique box, stone cairn, or tree stump sealed with rocks—radiates palpable malice. The first time a creature opens it, roll a die. If you roll an even number, the creature receives a terrible vision and is {@condition frightened} of all creatures for the next 24 hours. If you roll an odd number, an {@creature avatar of death|DMG} appears and attacks as though summoned by the Skull card from a {@item deck of many things}.\"],[\"86–90\",\"Over the next 24 hours, whenever any creature in the region regains hit points from a spell, the healing magic leaves scars. This might be accompanied by a purging of black bile or a spectral force tearing free from the creature. These scars can be removed only by {@spell greater restoration} or {@spell wish}.\"],[\"91–95\",\"For 24 hours, a luminous wisp of vapor floats above a corpse or grave in the region. If the wisp is put in a container, a creature holding the receptacle can cast the {@spell resurrection} spell once, requiring no components and causing the wisp to vanish. Any creature returned to life in this way experiences strange dreams.\"],[\"96–00\",\"A mysterious mist rises from the shadows. This dense fog heavily obscures everything in a 50-foot-radius sphere around one random creature in the region. Any creature that starts its turn in the mist must succeed on a DC 10 Constitution saving throw or gain 1 level of {@condition exhaustion}. This {@condition exhaustion} can't be removed while the creature is in the mist. Additionally, creatures notice unsettling sights through the fog, such as ominous ruins or soundless silhouettes fleeing pursuit. The mists can't be dispersed by any wind, but clear after 1 minute.\"]],\"name\":\"Haunted Effects\",\"page\":154,\"source\":\"TCE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Infested Effects\",\"colLabels\":[\"d100\",\"Infested Effects\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–05\",\"Intense buzzing or grinding noises fill the region for the next 24 hours. With the exception of truly cacophonous sounds, creatures can only hear speech and noises that originate within 10 feet of them.\"],[\"06–10\",\"A mass migration of insects begins, with waves of Tiny bugs crawling over everything in the region. Creatures cannot take a short or long rest in the region for the next 24 hours.\"],[\"11–15\",\"A swarm of bioluminescent flies converges on one random creature in the region. For the next minute, the creature sheds dim light in a 10-foot radius, any attack against it has advantage if the attacker can see it, and the creature can't benefit from being {@condition invisible}.\"],[\"16–20\",\"A boil of termites bursts from the ground, along with dozens of bones and a treasure of the DM's choice (see \\\"{@book Random Treasure|DMG|7|Random Treasure}\\\" in the {@book Dungeon Master's Guide|DMG}).\"],[\"21–25\",\"A cricket-shaped creature with the statistics of a {@creature cat} bounds up to one random creature and follows it like an affectionate pet for 24 hours before scampering off.\"],[\"26–30\",\"A cluster of {@dice 1d4 + 2} faintly glowing grubs appears in an unoccupied space within 30 feet of the party. Any creature that consumes one of these succulent grubs receives the benefits of a {@item potion of healing}.\"],[\"31–35\",\"A large, psychedelically colored moth flies over the party, dusting the characters with strange powder. Creatures the moth flies over must succeed on a DC 16 Constitution saving throw or be {@condition charmed} by all creatures for 1 hour.\"],[\"36–45\",\"The region is choked with wispy webbing, which acts as {@quickref difficult terrain||3}.\"],[\"46–50\",\"Nearly every surface is covered with discarded cicadae-like shells that crunch loudly when trod upon, imposing disadvantage on Dexterity ({@skill Stealth}) checks made while moving across them. The shells vanish after 1 hour.\"],[\"51–55\",\"A massive, bloated maggot emerges from the ground within 10 feet of the party and bursts, covering the ground with ichor in a 10-foot square centered on it. This region is affected by the {@spell grease} spell (save DC 13) for 1 minute.\"],[\"56–60\",\"The ground opens up beneath one random creature, creating a {@book quicksand|DMG|5|Quicksand} pit (see the {@book Dungeon Master's Guide|DMG}).\"],[\"61–65\",\"One random creature in the region must succeed on a DC 16 Constitution saving throw or contract the {@disease Sight Rot||sight rot disease} (see the {@book Dungeon Master's Guide|DMG}) from minute parasites.\"],[\"66–70\",\"Dung-colored bugs cover the ground. Creatures that move at half their normal walking speed can ignore the bugs. Those that move faster must succeed on a DC 16 Constitution saving throw or become {@condition poisoned} until the start of their next turn. A creature {@condition poisoned} in this way has its speed reduced to 0, as it is overcome by the squashed insects' foul smell. Creatures that don't need to breathe automatically succeed on this saving throw.\"],[\"71–75\",\"One of the characters in the region must succeed on a DC 15 Wisdom saving throw or be transformed into a giant spider, as if by the {@spell polymorph} spell. The spell lasts for 1 hour or until dispelled.\"],[\"76–80\",\"One random creature in the region must succeed on a DC 16 Constitution saving throw, or it acquires a ravenous silverfish infestation among its gear. The infestation is discovered the next time the creature finishes a short or long rest. If the creature has any paper material, the silverfish destroy one random book or other paper item that isn't magical.\"],[\"81–85\",\"One random creature in the region must succeed on a DC 16 Constitution saving throw or become host to a particularly aggressive tapeworm. The affected creature gains no benefit from eating until it receives treatment that removes a disease. A creature immune to disease automatically succeeds on this saving throw.\"],[\"86–90\",\"Biting mites infest creatures' clothing in the region. Any creature wearing medium or heavy armor has disadvantage on attack rolls, ability checks, and saving throws for the next 24 hours.\"],[\"91–95\",\"Tiny arachnids invade unattended spaces. The next time one random creature in the region dons its clothing or armor after finishing a long rest, it must succeed on a DC 16 Constitution saving throw or take 11 ({@dice 2d10}) poison damage.\"],[\"96–00\",\"Countless tiny, bloodsucking insects infest the region for the next {@dice 1d6} hours. Every hour, each creature in the region must succeed on a DC 10 Constitution saving throw or gain 1 level of {@condition exhaustion}. The insects don't affect creatures that are immune to disease.\"]],\"name\":\"Infested Effects\",\"page\":156,\"source\":\"TCE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Mirror Zone Effects\",\"colLabels\":[\"d100\",\"Effect\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–06\",\"Creatures in the region begin to display features other than their own for the next 24 hours. During that time, affected creatures have advantage on Charisma ({@skill Deception}) checks and ability checks made to disguise themselves.\"],[\"07–12\",\"The {@spell hallucinatory terrain} spell (save DC 15) affects the natural terrain of the region, changing it into a different kind of terrain (DM's choice).\"],[\"13–18\",\"One random creature in the region gains the benefits of the {@spell blink} spell for 1 minute, shimmering with overlapping shattered reflections.\"],[\"19–24\",\"Creatures in the region don't cast reflections. Wisdom ({@skill Insight}) checks made against those creatures have disadvantage, and the creatures have disadvantage on Charisma ({@skill Persuasion}) checks made against anyone who notices their lack of {@creature reflection|TCE}. When they leave the region, creatures regain their reflections, and the effect ends.\"],[\"25–34\",\"Reflections of {@dice 1d4} creatures in the region emerge from mirrors and attack. The {@creature reflection|TCE|reflections} are two-dimensional, shimmering versions of the creatures that cast them. Treat the reflections as {@creature Shadow||shadows} that are fey instead of undead and vulnerable to bludgeoning damage instead of radiant.\"],[\"35–40\",\"One character in the region gains the benefit of the {@spell mirror image} spell. The images created sometimes move or speak of their own volition.\"],[\"41–46\",\"For the next 24 hours, certain wounds caused in the region attract spectral slivers of glass that cause extra damage. Any creature, other than a construct or an undead, hit by an attack that deals piercing or slashing damage begins to bleed, losing {@dice 1d4} hit points at the start of each of its turns. If the bleeding creature is hit by another such attack, the bleeding increases by {@dice 1d4}. Any creature can take an action to stanch the wound with a successful DC 10 Wisdom ({@skill Medicine}) check. The bleeding also stops if the target receives magical healing.\"],[\"47–52\",\"Mirrors and other highly reflective surfaces allow magical transport while in the region. Any creature that touches its {@creature reflection|TCE} in an object that it isn't wearing or carrying can immediately cast the {@spell misty step} spell, requiring no components.\"],[\"53–58\",\"One character can cast the {@spell scrying} spell (save DC 17) once within the next 24 hours, requiring no components but using a mirror or other reflective surface.\"],[\"59–64\",\"The skin of one random creature in the region becomes silvery and reflective for the next 24 hours. For the duration, that creature has advantage on saving throws against spells, and spell attacks have disadvantage against that creature.\"],[\"65–70\",\"A longsword or shortsword with a blade made of a jagged mirror appears in an unoccupied space within 60 feet of a random creature in the region. The weapon is a {@item sword of wounding} (see the {@book Dungeon Master's Guide|DMG}). If the weapon's wielder rolls a 1 or 20 on an attack roll using the weapon, the weapon shatters and is destroyed after that attack.\"],[\"71–76\",\"For the next 24 hours, when anyone in the region hits a creature with an attack roll and deals damage to it, the attacker must succeed on a DC 13 Charisma saving throw or take force damage equal to half the damage dealt.\"],[\"77–82\",\"Two shimmering, vertical, reflective disks of energy appear in unoccupied spaces in the region for 1 minute. Each is 6 feet in diameter and floats 1 foot above the ground. One appears in an unoccupied space within 30 feet of the party. Any creature that moves through the disk instantly appears within 5 feet of the other disk or the nearest unoccupied space.\"],[\"83–88\",\"The next time one character in the party sees their {@creature reflection|TCE} in the region, that {@creature reflection|TCE} of comes to life and engages its counterpart in conversation. It offers to answer one question posed to it as if the creature cast the {@spell divination} spell. After answering the question, the {@creature reflection|TCE} returns to normal.\"],[\"89–94\",\"Floating shards of broken mirrors swirl through the region, showing reflections of creatures and places that aren't present, for the next minute before vanishing. On initiative count 20 (losing all ties), the shards make a ranged weapon attack (+6 to hit) against one random creature in the region. On a hit, the target takes 10 ({@dice 3d6}) slashing damage.\"],[\"95–00\",\"A duplicate of one random creature in the region appears in an unoccupied space within 30 feet of that creature. The duplicate's appearance, game statistics, and equipment are identical to the creature's. The duplicate immediately attacks the creature, seeking to slay it. If the duplicate dies, it and all its equipment shatter into mirror shards. If the duplicate fails to slay the creature within 1 hour, the duplicate vanishes.\"]],\"name\":\"Mirror Zone Effects\",\"page\":157,\"source\":\"TCE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Psychic Resonance Effects\",\"colLabels\":[\"d100\",\"Effect\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–06\",\"One random creature in the region gains the ability to cast the {@spell detect thoughts} spell (save DC 13) once over the next 24 hours, requiring no components. Intelligence is the spellcasting ability for this spell.\"],[\"07–12\",\"One random creature in the region is affected by the {@spell mind blank} spell for the next 24 hours.\"],[\"13–18\",\"For 1 minute on initiative count 20 (losing all ties), Tiny and Small objects in the region that aren't being worn or carried are flung by an unseen force. One random creature in the region must succeed on a DC 15 Dexterity saving throw or take {@dice 2d4} bludgeoning damage from the flung objects.\"],[\"19–24\",\"Memories become sharp and clear for 1 hour. During this time, each creature in the region adds double its proficiency bonus to Intelligence checks made to recall information.\"],[\"25–34\",\"Headaches and nosebleeds plague humanoids in the region, imposing disadvantage on Wisdom ({@skill Perception}) checks for 1 hour.\"],[\"35–40\",\"Psychic power builds in the mind of one random creature in the region. Once within the next minute, the creature can use a bonus action to magically assault the mind of another creature it can see. The target must succeed on a DC 14 Intelligence saving throw or take {@dice 4d10} psychic damage.\"],[\"41–46\",\"Lurking fears become nightmares. Any creature that finishes a short or long rest in the region must succeed on a DC 10 Wisdom saving throw or gain no benefit for finishing the rest.\"],[\"47–52\",\"For 1 hour, each creature in the region gains the ability to communicate telepathically with any creature it can see within 60 feet. If the target understands any languages, it can respond telepathically.\"],[\"53–58\",\"One random creature in the region can sense the presence of nearby minds for 1 hour. For the duration, the creature gains advantage on Wisdom ({@skill Perception}) checks made to locate other creatures within 120 feet of it, even creatures behind {@quickref Cover||3||total cover}.\"],[\"59–64\",\"Creatures in the region suffer from disjointed thoughts and difficulty concentrating for 1 hour. For the duration, creatures have disadvantage on Intelligence checks and Constitution saving throws to maintain concentration on spells.\"],[\"65–70\",\"One random creature in the region hears strange whispers in its mind. The whispers are fragments of thoughts from other creatures nearby. The creature has advantage on Wisdom ({@skill Insight}) checks for 1 hour.\"],[\"71–76\",\"One random creature in the region gains the ability to cast the {@spell telekinesis} spell (save DC 15) once over the next 24 hours, requiring no components. Intelligence is the spellcasting ability for this spell.\"],[\"77–82\",\"Thoughts in the region attract ambient psychic energy, forming protective fields around creatures' minds. Creatures in the region gain resistance to psychic damage for the next hour.\"],[\"83–88\",\"For 1 minute on initiative count 20 (losing all ties), one random creature in the region must succeed on a DC 15 Intelligence saving throw or take {@dice 2d6} psychic damage.\"],[\"89–94\",\"Compassion and joy fill the mind of one random creature in the region for 1 minute. For the duration, the creature has advantage on Intelligence, Wisdom, and Charisma saving throws, and disadvantage on attack rolls.\"],[\"95–00\",\"The mind of every beast in the region is flooded with psychic energy. This energy causes each beast's Intelligence score to become 10, if it wasn't already higher, and the beast gains the ability to speak Common and Sylvan fluently. These changes are permanent.\"]],\"name\":\"Psychic Resonance Effects\",\"page\":160,\"source\":\"TCE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Unraveling Magic Effects\",\"colLabels\":[\"d100\",\"Effect\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–05\",\"All magic items in the region temporarily lose their magical properties, becoming nonmagical for 1 hour. Artifacts are unaffected. When the items regain their magic, a creature's attunement to any of them is restored.\"],[\"06–10\",\"The region becomes a dead-magic zone for 1 hour. For the duration, the entire region is affected by the {@spell antimagic field} spell.\"],[\"11–15\",\"One random creature in the region must succeed on a DC 15 Dexterity saving throw or be enclosed in {@spell Otiluke's resilient sphere} for 1 minute.\"],[\"16–20\",\"One random creature in the region that has expended spell slots regains one expended spell slot of a random level.\"],[\"21–25\",\"Flares of magical energy flash through the region for 1 minute. For the duration, each round on initiative count 20 (losing all ties) one random creature in the region takes {@dice 2d4} damage of a type determined by a {@dice d6}: 1, acid; 2, cold; 3, fire; 4, force; 5, lightning; or 6, thunder.\"],[\"26–30\",\"One of the characters in the region must succeed on a DC 15 Wisdom saving throw or be transformed into a {@creature blink dog}, as if by the {@spell polymorph} spell. The spell lasts for 1 hour or until dispelled.\"],[\"31–35\",\"One random creature in the region that has spell slots expends one spell slot of a random level in a harmless shower of sparks and sounds.\"],[\"36–40\",\"All fire in the region freezes into ice that gives off a blue light equal to the illumination it normally provides. In addition, the region radiates {@book extreme cold|DMG|5|Extreme Cold} (see the {@book Dungeon Master's Guide|DMG}) for 1 day.\"],[\"41–45\",\"One random creature in the region with spell slots becomes a focal point for ambient magic for 1 hour. At the end of each of the creature's turns, other creatures within 10 feet of it must succeed on a Dexterity saving throw against the spellcaster's spell save DC or take {@dice 1d6} force damage.\"],[\"46–50\",\"The {@spell flaming sphere} spell (save DC 15) spontaneously activates in an unoccupied space within 5 feet of the party. On initiative count 20 (losing all ties), the sphere moves 30 feet toward the nearest creature. The sphere vanishes after 1 minute.\"],[\"51–55\",\"{@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon}s in the region that are nonmagical crackle with power. For 1 hour, they become magic weapons that grant a +1 bonus to attack and damage rolls made with them.\"],[\"56–60\",\"Swirling energy surrounds one random creature in the region for 24 hours. For the duration, the creature gains resistance to force damage and its speed is reduced by 10 feet.\"],[\"61–65\",\"Each character in the region suddenly learns some magic. A character learns one wizard cantrip of the character's choice and knows the cantrip for {@dice 1d8} days.\"],[\"66–70\",\"One random creature in the region crackles with sparks of light for 1 hour. For the duration, the creature magically sheds bright light in a 10-foot radius and dim light for an additional 10 feet. In addition, any creature it touches (requiring an unarmed strike if the target is unwilling) takes {@dice 1d6} force damage.\"],[\"71–75\",\"Lightning arcs in a 5-foot wide line between two creatures in the region that are within 30 feet of each other and not behind {@quickref Cover||3||total cover}. Each creature in the line (including the two) must make a DC 13 Dexterity saving throw, taking {@dice 4d6} lightning damage on a failed save or half as much damage on a successful one.\"],[\"76–80\",\"The {@spell reverse gravity} spell (save DC 18) activates for 1 minute, centered on the ground beneath one random creature in the region.\"],[\"81–85\",\"On initiative count 20 (losing all ties), two random creatures in the region must each make a DC 15 Charisma saving throw. If either save fails, the creatures magically teleport, switching places. If both saves succeed, they don't teleport.\"],[\"86–90\",\"One random creature in the region breaks spells for 1 hour. Whenever anyone within 20 feet of the creature casts a spell, the spellcaster must succeed on a DC 15 saving throw using its spellcasting ability, or the spell drains away without effect. The spell slot, charge, or feature use that powered the spell is wasted.\"],[\"91–95\",\"During the next 24 hours, the first time a creature in the region targets another creature with a spell, the caster must make a DC 11 saving throw using its spellcasting ability. On a failed save, the spell targets the caster instead. On a successful save, the spell functions normally. This effect then ends.\"],[\"96–00\",\"One random creature in the region can suddenly cast the {@spell wish} spell once, within the next minute. Reroll if you've rolled this effect in the past 24 hours.\"]],\"name\":\"Unraveling Magic Effects\",\"page\":161,\"source\":\"TCE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Enchanted Spring Effects\",\"colLabels\":[\"d12\",\"Effect\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Any creature that touches or drinks the water of this spring feels blessed. The creature gains the benefits of a {@spell bless} spell for 1 hour.\"],[\"2\",\"Bathing in the spring covers a creature with a glowing coat of golden feathers. While the creature isn't wearing armor, the feathers grant a +1 bonus to AC. The feathers vanish after {@dice 1d4} days.\"],[\"3\",\"A creature that touches or drinks the water of this spring develops an overwhelming desire to sing. Every sentence the creature speaks for the next 24 hours rings with lyrical splendor, which grants it advantage on all Charisma checks.\"],[\"4\",\"Bathing in the spring grants a creature the benefits of the {@spell greater restoration} spell. As a side effect, the creature's skin, hair, and eyes become a shimmering golden color for {@dice 1d4} days.\"],[\"5\",\"Bathing in the spring grants a creature the benefits of the {@spell spider climb} spell for 24 hours.\"],[\"6\",\"A creature that touches or drinks the water of this spring grows the tail of its favorite animal. The tail is not under the creature's control; it moves or reacts to emotions. The tail vanishes after 24 hours.\"],[\"7\",\"Any creature with an Intelligence score of 6 or higher that touches or drinks the water of this spring gains advantage on Wisdom ({@skill Insight}) checks and can cast the {@spell detect thoughts} spell once, requiring no components. The effects of the spring fade when either the spell is used or 24 hours pass, whichever happens first.\"],[\"8\",\"Bathing in the spring causes {@dice 1d10} flowers to grow from a creature's head. The flowers smell lovely, and they renew their vitality and scent every day. The flowers vanish after 7 days.\"],[\"9\",\"A creature that touches or drinks the water of this spring grows {@dice 1d4} eyestalks. These eyestalks let the creature see in all directions and grant it advantage on Wisdom ({@skill Perception}) checks that rely on sight. The eyestalks vanish after {@dice 1d4} days.\"],[\"10\",\"Bathing in the spring causes a creature's voice to sound sinister. For the next 24 hours, the creature's voice grants it advantage on Charisma ({@skill Intimidation}) checks and disadvantage on Charisma ({@skill Deception}) and Charisma ({@skill Persuasion}) checks.\"],[\"11\",\"A creature that touches or drinks the water of this spring grows a set of donkey ears. The ears grant the creature advantage on Wisdom ({@skill Perception}) checks that rely on hearing. The ears vanish after {@dice 1d4} days.\"],[\"12\",\"Bathing in the spring causes a creature to develop a third eye on its forehead. The eye grants the creature {@sense truesight} out to a range of 60 feet. The eye vanishes after 24 hours.\"]],\"name\":\"Enchanted Springs; Enchanted Spring Effects\",\"page\":165,\"source\":\"TCE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Magic Mushroom Effects\",\"colLabels\":[\"d10\",\"Effects\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The creature's skin turns an unusual color. Roll a {@dice d4}: 1, purple with yellow splotches; 2, bright orange with tiger stripes; 3, tree-frog green with red squiggles; 4, hot pink with yellow spots. This change is permanent unless removed by a {@spell greater restoration} spell or similar magic.\"],[\"2\",\"The creature gains the enlarge or reduce effect ({@chance 50} chance of either) of the {@spell enlarge/reduce} spell for 1 hour.\"],[\"3\",\"The creature regains {@dice 5d8 + 20} hit points.\"],[\"4\",\"Vocally, the creature can only cluck and croon like a chicken. The creature can also understand and speak to chickens. This curse lasts for 1 hour unless ended by a {@spell remove curse} spell or similar magic.\"],[\"5\",\"The creature can understand and speak all languages for {@dice 1d4} days.\"],[\"6\",\"The creature gains the benefits of the {@spell telepathy} spell for the next 24 hours.\"],[\"7\",\"The creature gains the benefits of the {@spell speak with plants} spell for 8 hours.\"],[\"8\",\"The creature immediately casts the {@spell time stop} spell, requiring no components. Constitution is the spellcasting ability for this spell.\"],[\"9\",\"The creature immediately casts the {@spell detect thoughts} spell, requiring no components. Constitution is the spellcasting ability for this spell.\"],[\"10\",\"Magical mists pour out of the creature's eyes and ears, acting as a {@spell fog cloud} spell for 1 hour that is centered on the creature and moves with it.\"]],\"name\":\"Magic Mushrooms; Magic Mushroom Effects\",\"page\":166,\"source\":\"TCE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Primal Fruit Effects\",\"colLabels\":[\"d8\",\"Effect\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The creature regains {@dice 3d8 + 4} hit points, and its skin sheds bright light in a 5-foot radius and dim light for an additional 5 feet for 1 hour\"],[\"2\",\"The creature feels a surge of might. For 1 hour, the creature has advantage on attack rolls using Strength, Strength checks, and Strength saving throws. When the effect ends, the creature gains 1 level of {@condition exhaustion}.\"],[\"3\",\"Waves of vitality crash over the creature. The creature's hit point maximum increases by {@dice 2d10}, and it gains the same number of hit points. The increase lasts until the creature finishes a long rest, at which time the creature must succeed on a DC 15 Charisma saving throw or be cursed with a random form of lycanthropy (see \\\"Lycanthropes\\\" in the {@book Monster Manual|MM}).\"],[\"4\",\"The creature's skin prickles faintly. For 1 hour, it gains resistance to one damage type (chosen by the DM).\"],[\"5\",\"Euphoric visions of bright light swim through the creature's mind. The creature gains the benefits of the {@spell death ward} spell for 8 hours and must succeed on a DC 13 Constitution saving throw or be {@condition poisoned} for the duration.\"],[\"6\",\"A faint humming drones in the background of everything the creature hears for 1 hour, during which the creature has advantage on saving throws against spells.\"],[\"7\",\"The creature doesn't require food, drink, or sleep for {@dice 1d4} days. For the duration, the creature can't be put to sleep by magic, and its dreams intrude upon its waking thoughts, imposing disadvantage on its Wisdom ({@skill Perception}) checks.\"],[\"8\",\"Whispers intrude on the creature's mind for 24 hours. For the duration, the creature can telepathically communicate with any creature it can see within 120 feet of it. If the other creature understands at least one language, it can respond telepathically.\"]],\"name\":\"Primal Fruit Effects\",\"page\":168,\"source\":\"TCE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Unearthly Road Keys\",\"colLabels\":[\"d6\",\"Key\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Throwing a silver orb through an ancient arch\"],[\"2\",\"Spilling a pint of humanoid blood\"],[\"3\",\"Calling the name of a specific archfey three times\"],[\"4\",\"Wearing the regalia of a lost royal dynasty\"],[\"5\",\"Permanently sacrificing a memory of joy\"],[\"6\",\"Being the descendant of a legendary hero\"]],\"name\":\"Unearthly Roads; Unearthly Road Keys\",\"page\":169,\"source\":\"TCE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Spells as Natural Hazards\",\"colLabels\":[\"Natural Hazard\",\"Approximate Spell\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"Ball lightning\",\"{@spell Chromatic orb}\"],[\"Blizzard\",\"{@spell Cone of cold}, {@spell ice storm}, {@spell sleet storm}\"],[\"Earthquake\",\"{@spell Earthquake}\"],[\"Falling debris\",\"{@spell Conjure barrage}, {@spell conjure volley}\"],[\"Flood\",\"{@spell Control water}, {@spell tsunami}\"],[\"Fog\",\"{@spell Fog cloud}\"],[\"Lava bomb\",\"{@spell Fireball}, {@spell produce flame}\"],[\"Lightning\",\"{@spell Call lightning}, {@spell lightning bolt}\"],[\"Meteor\",\"{@spell Fireball}, {@spell meteor swarm}\"],[\"Mirage\",\"{@spell Hallucinatory terrain}\"],[\"Pyroclastic flow\",\"{@spell Incendiary cloud}\"],[\"Radiation\",\"{@spell Blight}, {@spell circle of death}\"],[\"Smoke\",\"{@spell Fog cloud}\"],[\"St. Elmo's fire\",\"{@spell Faerie fire}\"],[\"Swamp gas\",\"{@spell Dancing lights}\"],[\"Tidal wave\",\"{@spell Tsunami}\"],[\"Toxic eruption\",\"{@spell Acid splash}\"],[\"Toxic gas\",\"{@spell Cloudkill}, {@spell stinking cloud}\"],[\"Thunder\",\"{@spell Thunderwave}\"],[\"Volcanic lightning\",\"{@spell Storm of vengeance}\"],[\"Whirlpool\",\"{@spell Control water}\"],[\"Wildfire\",\"{@spell Fire storm}, {@spell wall of fire}\"],[\"Windstorm\",\"{@spell Gust of wind}\"]],\"name\":\"Spells as Natural Hazards\",\"page\":170,\"source\":\"TCE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Creature Paintings\",\"colLabels\":[\"Painting\",\"Number\",\"Letter\"],\"colStyles\":[\"col-6\",\"col-3 text-center\",\"col-3 text-center\"],\"rows\":[[\"Gnolls\",\"3\",\"O\"],[\"Werewolf\",\"1\",\"W\"],[\"Kobolds\",\"5\",\"L\"],[\"Beholder\",\"1\",\"B\"],[\"Gelatinous Cubes\",\"2\",\"E\"],[\"Dragons\",\"3\",\"A\"],[\"Trolls\",\"2\",\"R\"]],\"name\":\"Creature Paintings\",\"page\":172,\"source\":\"TCE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Skeleton Keys Solution\",\"colLabels\":[\"Lock\",\"Key\"],\"colStyles\":[\"col-4 text-center\",\"col-8 text-center\"],\"rows\":[[\"Bat\",\"Three teeth\"],[\"Snake\",\"Five teeth\"],[\"Spider\",\"Six teeth\"],[\"Wolf\",\"Four teeth\"]],\"name\":\"Skeleton Keys Solution\",\"page\":175,\"source\":\"TCE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Gem Inventory\",\"colLabels\":[\"Gem\",\"Amount\",\"Letter\"],\"colStyles\":[\"col-6\",\"col-3 text-center\",\"col-3 text-center\"],\"rows\":[[\"Amber\",\"9\",\"I\"],[\"Amethyst\",\"14\",\"N\"],[\"Citrine\",\"8\",\"H\"],[\"Garnet\",\"5\",\"E\"],[\"Jade\",\"18\",\"R\"],[\"Onyx\",\"16\",\"P\"],[\"Quartz\",\"1\",\"A\"],[\"Ruby\",\"12\",\"L\"],[\"Sapphire\",\"13\",\"M\"]],\"name\":\"Solution; Gem Inventory\",\"page\":176,\"source\":\"TCE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Potential Passwords\",\"colLabels\":[\"Number Provided\",\"Response Required\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[\"One\",\"Three\"],[\"Two\",\"Three\"],[\"Three\",\"Five\"],[\"Four\",\"Four\"],[\"Five\",\"Four\"],[\"Six\",\"Three\"],[\"Eight\",\"Five\"],[\"Nine\",\"Four\"],[\"Eleven\",\"Six\"],[\"Thirteen\",\"Eight\"]],\"name\":\"Solution; Potential Passwords\",\"page\":183,\"source\":\"TCE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Remembered Names\",\"colLabels\":[\"Alcove\",\"Name\",\"Letter\"],\"colStyles\":[\"col-2 text-center\",\"col-5 text-center\",\"col-5 text-center\"],\"rows\":[[\"1\",\"Sam\",\"S\"],[\"2\",\"Delia\",\"E\"],[\"3\",\"Fifi\",\"F\"],[\"4\",\"Tobias\",\"I\"],[\"5\",\"Johana\",\"N\"],[\"6\",\"Alexia\",\"A\"]],\"name\":\"Solution; Remembered Names\",\"page\":187,\"source\":\"TCE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Menu Items\",\"colLabels\":[\"Item\",\"Price\"],\"colStyles\":[\"col-10\",\"col-2 text-right\"],\"rows\":[[\"Corn and lentil soup\",\"12 cp\"],[\"Rabbit stew\",\"1 cp\"],[\"Ale and cheese pastry\",\"7 cp\"],[\"Brandied ham and carrots\",\"9 cp\"],[\"Grilled fish and carrots\",\"6 cp\"],[\"Seared boar and potatoes\",\"9 cp\"],[\"Dragonfire mead\",\"11 cp\"]],\"name\":\"Menu Items\",\"page\":187,\"source\":\"TCE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"What's on the Menu Solution\",\"colLabels\":[\"Item (Price)\",\"Letter\"],\"colStyles\":[\"col-8\",\"col-4 text-center\"],\"rows\":[[\"Ale and cheese pastry (7 cp)\",\"C (7th letter)\"],[\"Brandied ham and carrots (9 cp)\",\"H (9th letter)\"],[\"Corn and lentil soup (12 cp)\",\"I (12th letter)\"],[\"Dragonfire mead (11 cp)\",\"M (11th letter)\"],[\"Grilled fish and carrots (6 cp)\",\"E (6th letter)\"],[\"Rabbit stew (1 cp)\",\"R (1st letter)\"],[\"Seared boar and potatoes (3 cp)\",\"A (3rd letter)\"]],\"name\":\"What's on the Menu Solution\",\"page\":188,\"source\":\"TCE\",\"chapter\":{\"name\":\"Dungeon Master's Tools\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Horror Character Personality Traits\",\"colLabels\":[\"d12\",\"Personality Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I had an encounter that I believe gives me a special affinity with a supernatural creature or event.\"],[\"2\",\"A signature piece of clothing or distinct weapon serves as an emblem of who I am.\"],[\"3\",\"I never accept that I'm out of my depth.\"],[\"4\",\"I must know the answer to every secret. No door remains unopened in my presence.\"],[\"5\",\"I let people underestimate me, revealing my full competency only to those close to me.\"],[\"6\",\"I compulsively seek to collect trophies of my travels and victories.\"],[\"7\",\"It doesn't matter if the whole world's against me. I'll always do what I think is right.\"],[\"8\",\"I have morbid interests and a macabre aesthetic.\"],[\"9\",\"I have a personal ritual, mantra, or relaxation method I use to deal with stress.\"],[\"10\",\"Nothing is more important than life, and I never leave anyone in danger.\"],[\"11\",\"I'm quick to jump to extreme solutions. Why risk a lesser option not working?\"],[\"12\",\"I'm easily startled, but I'm not a coward.\"]],\"name\":\"Horror Characteristics; Horror Character Personality Traits\",\"page\":32,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Character Creation\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Horror Character Ideals\",\"colLabels\":[\"d12\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Adrenaline. I've experienced such strangeness that now I feel alive only in extreme situations.\"],[\"2\",\"Balance. I strive to counter the deeds of someone for whom I feel responsible.\"],[\"3\",\"Bound. I've wronged someone and must work their will to avoid their curse.\"],[\"4\",\"Escape. I believe there is something beyond the world I know, and I need to find it.\"],[\"5\",\"Legacy. I must do something great so that I'm remembered, and my time is running out.\"],[\"6\",\"Misdirection. I work vigorously to keep others from realizing my flaws or misdeeds.\"],[\"7\",\"Obsession. I've lived this way for so long that I can't imagine another way.\"],[\"8\",\"Obligation. I owe it to my people, faith, family, or teacher to continue a vaunted legacy.\"],[\"9\",\"Promise. My life is no longer my own. I must fulfill the dream of someone who's gone.\"],[\"10\",\"Revelation. I need to know what lies beyond the mysteries of death, the world, or the Mists.\"],[\"11\",\"Sanctuary. I know the forces at work in the world and strive to create islands apart from them.\"],[\"12\",\"Truth. I care about the truth above all else, even if it doesn't benefit anyone.\"]],\"name\":\"Horror Characteristics; Horror Character Ideals\",\"page\":32,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Character Creation\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Horror Character Bonds\",\"colLabels\":[\"d12\",\"Bond\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I desperately need to get back to someone or someplace, but I lost them in the Mists.\"],[\"2\",\"Everything I do is in the service of a powerful master, one I must keep a secret from everyone.\"],[\"3\",\"I owe much to my vanished mentor. I seek to continue their work even as I search to find them.\"],[\"4\",\"I've seen great darkness, and I'm committed to being a light against it—the light of all lights.\"],[\"5\",\"Someone I love has become a monster, murderer, or other threat. It's up to me to redeem them.\"],[\"6\",\"The world has been convinced of a terrible lie. It's up to me to reveal the truth.\"],[\"7\",\"I deeply miss someone and am quick to adopt people who remind me of them.\"],[\"8\",\"A great evil dwells within me. I will fight against it and the world's other evils for as long as I can.\"],[\"9\",\"I'm desperately seeking a cure to an affliction or a curse, either for someone close to me for myself.\"],[\"10\",\"Spirits are drawn to me. I do all I can to help them find peace.\"],[\"11\",\"I use my cunning mind to solve mysteries and find justice for those who've been wronged.\"],[\"12\",\"I lost someone I care about, but I still see them in guilty visions, recurring dreams, or as a spirit.\"]],\"name\":\"Horror Characteristics; Horror Character Bonds\",\"page\":32,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Character Creation\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Horror Character Flaws\",\"colLabels\":[\"d12\",\"Flaw\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I believe doom follows me and that anyone who gets close to me will face a tragic end.\"],[\"2\",\"I'm convinced something is after me, appearing in mirrors, dreams, and places where no one could.\"],[\"3\",\"I'm especially superstitious and live life seeking to avoid bad luck, wicked spirits, or the Mists.\"],[\"4\",\"I've done unspeakable evil and will do anything to prevent others from finding out.\"],[\"5\",\"I am exceptionally credulous and believe any story or legend immediately.\"],[\"6\",\"I'm a skeptic and don't believe in the power of rituals, religion, superstition, or spirits.\"],[\"7\",\"I know my future is written and that anything I do will lead to a prophesied end.\"],[\"8\",\"I need to find the best in everyone and everything, even when that means denying obvious malice.\"],[\"9\",\"I've seen the evil of a type of place—like forests, cities, or graveyards—and resist going there.\"],[\"10\",\"I'm exceptionally cautious, planning laboriously and devising countless contingencies.\"],[\"11\",\"I have a reputation for defeating a great evil, but that's a lie and the wicked force knows.\"],[\"12\",\"I know the ends always justify the means and am quick to make sacrifices to attain my goals.\"]],\"name\":\"Horror Characteristics; Horror Character Flaws\",\"page\":32,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Character Creation\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Fatal Flaws\",\"colLabels\":[\"d10\",\"Flaw\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Once someone questions me, I won't stop until I befriend them and then betray them.\"],[\"2\",\"Others' concerns bore me, and I would rather have my lessers handle everything possible.\"],[\"3\",\"I am always right, and anyone who doesn't agree with me is cut out of my life.\"],[\"4\",\"When someone loves me, I will do anything for them, no matter whom they hurt.\"],[\"5\",\"I've given up resisting my habits and indulge myself whenever possible.\"],[\"6\",\"I would rather be righteously angry at problems than solve them.\"],[\"7\",\"I assume everyone is lying to me, even my most trusted allies, and constantly test their loyalty.\"],[\"8\",\"I don't know love, only domineering obsession, and I chain objects of my affection to pedestals.\"],[\"9\",\"When I see something priceless or rare, I sacrifice all of my beliefs and loyalties to possess it.\"],[\"10\",\"I'm distrustful of anyone who seems pure of heart and will prove to all their admirers how secretly ugly they are.\"]],\"name\":\"Wicked Personality; Fatal Flaws\",\"page\":40,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Creating Domains of Dread\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Monstrous Transformations\",\"colLabels\":[\"d10\",\"Transformation\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The Darklord loses their voice; their words now carve themselves on their skin as lingering scars.\"],[\"2\",\"Something the Darklord stole or used in a terrible crime becomes part of their body—perhaps a sizable jewel, emblem of rulership, or suit of armor.\"],[\"3\",\"The Darklord's eyes distend from their sockets like a slug's tentacles, in the mouths of serpents, or on metallic cables.\"],[\"4\",\"The Darklord's most painful memories visually repeat in reflections around them or amid illusory projections.\"],[\"5\",\"The Darklord gains an idealized form, though it's made of an inorganic material or others react as if it were terrifying.\"],[\"6\",\"The Darklord's body disintegrates, leaving only an animate heart, hand, gory ooze, or nervous system that must attach to new, temporary bodies.\"],[\"7\",\"Clouds of incense, insects, poison gas, or smoke leak from the Darklord's mouth, fingers, or pores.\"],[\"8\",\"The Darklord appears as someone they wronged, and their true appearance is revealed at particular hours, in reflections, or under certain lights.\"],[\"9\",\"The Darklord splits into multiple creatures, each representing them at a different time in their life.\"],[\"10\",\"The Darklord retains their memories and intellect but is otherwise any monster from {@book chapter 5|VRGR|5} or the {@book Monster Manual|MM}.\"]],\"name\":\"Monstrous Transformations\",\"page\":41,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Creating Domains of Dread\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Darklord Connections\",\"colLabels\":[\"d8\",\"Connection\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An adventurer reminds the Darklord of their bond, desire, or loved one.\"],[\"2\",\"An adventurer shares a Darklord's flaw.\"],[\"3\",\"The Darklord and an adventurer share camaraderie over a mutual ideal.\"],[\"4\",\"The Darklord believes they can teach an adventurer, making them their apprentice or inheritor.\"],[\"5\",\"An adventurer is a reincarnated version of the Darklord's beloved or their murderer.\"],[\"6\",\"The Darklord is convinced that an adventurer is the key to finally attaining their desire.\"],[\"7\",\"The Darklord immediately looks up to an adventurer and seeks to emulate them to grim extremes.\"],[\"8\",\"An adventurer is a reincarnated younger version of the Darklord before they became irredeemable.\"]],\"name\":\"Adventures; Darklord Connections\",\"page\":44,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Creating Domains of Dread\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Darklord Interactions\",\"colLabels\":[\"d8\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The Darklord promises to give the adventurers what they want if they join the Darklord for dinner.\"],[\"2\",\"The Darklord contacts the adventurers via letters or dreams.\"],[\"3\",\"The Darklord meets the adventurers disguised as a nonthreatening inhabitant or animal.\"],[\"4\",\"The Darklord meets the adventurers at a ceremony, funeral, or wedding where violence is discouraged.\"],[\"5\",\"The Darklord meets the adventurers at a public market, festival, temple, or library, surrounded by a crowd of innocents.\"],[\"6\",\"The Darklord possesses the body of someone the adventurers care about.\"],[\"7\",\"The Darklord possesses the body of one of the adventurers.\"],[\"8\",\"The Darklord invites the adventurers to a negotiation, promising nonviolent solutions to a conflict.\"]],\"name\":\"Adventures; Darklord Interactions\",\"page\":44,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Creating Domains of Dread\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Body Horror Monsters\",\"colLabels\":[\"Challenge\",\"Creature\",\"Source\"],\"colStyles\":[\"col-2 text-center\",\"col-7 text-center\",\"col-3 text-center\"],\"rows\":[[\"1\",\"{@creature Carrionette|VRGR}\",\"VGR\"],[\"2\",\"{@creature Gibbering mouther}\",\"{@book MM|MM}\"],[\"3\",\"{@creature Carrion stalker|VRGR}\",\"VGR\"],[\"3\",\"{@creature Doppelganger}\",\"{@book MM|MM}\"],[\"4\",\"{@creature Black pudding}\",\"{@book MM|MM}\"],[\"4\",\"{@creature Strigoi|VRGR}\",\"VGR\"],[\"5\",\"{@creature Flesh golem}\",\"{@book MM|MM}\"],[\"5\",\"{@creature Red slaad}\",\"{@book MM|MM}\"],[\"6\",\"{@creature Medusa}\",\"{@book MM|MM}\"],[\"6\",\"{@creature Zombie clot|VRGR}\",\"VGR\"],[\"8\",\"{@creature Chain devil}\",\"{@book MM|MM}\"],[\"10\",\"{@creature Aboleth}\",\"{@book MM|MM}\"]],\"name\":\"Body Horror Monsters\",\"page\":45,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Creating Domains of Dread\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Body Horror Villains\",\"colLabels\":[\"d10\",\"Villain\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An abandoned homunculus made in the image of its creator's child, now left to fester alone\"],[\"2\",\"A scientist who, hoping to keep their spouse alive, grafted the spouse onto their body\"],[\"3\",\"A seething mass of fungi that grows more intelligent with every sapient life it engulfs\"],[\"4\",\"A guardian angel possessed by the vile blood of the demons it has slain\"],[\"5\",\"An aging king obsessed with creating a new body so he can continue his reign indefinitely\"],[\"6\",\"A cancer possessed by the mind of a dead necromancer that seeks to regrow his body\"],[\"7\",\"A monarch who feeds their cannibal children, no matter the cost\"],[\"8\",\"The priests of a forgotten god who attempt to raise their deity from the flesh of the faithful\"],[\"9\",\"A house that remembers having tenants and will do anything to regain them\"],[\"10\",\"A grieving mortician who sculpts every face she encounters into the countenance of her lost love\"]],\"name\":\"Body Horror Villains\",\"page\":45,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Creating Domains of Dread\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Body Horror Torments\",\"colLabels\":[\"d8\",\"Torment\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The Darklord is pockmarked with eyes that never close and never allow for sleep.\"],[\"2\",\"The Darklord suffers ever-growing, tumorous organs, the mass expanding beyond them to choke their dwelling.\"],[\"3\",\"The Darklord possesses a second starving mouth in their torso, one that howls unless fed.\"],[\"4\",\"The Darklord can't control their transformation into a beast and back.\"],[\"5\",\"The voices of those the Darklord have wronged scream endlessly from inside them.\"],[\"6\",\"The Darklord aches daily with a monstrous, unceasing hunger.\"],[\"7\",\"The Darklord is perpetually gravid with monstrous egg sacs that hatch waves of insects.\"],[\"8\",\"The Darklord has extraneous limbs that tear the Darklord apart then re-stitch the pieces.\"]],\"name\":\"Body Horror Torments\",\"page\":47,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Creating Domains of Dread\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Body Horror Settings\",\"colLabels\":[\"d8\",\"Setting\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A country of red muscle, with bleeding eyes embedded in the hair-strangled trees\"],[\"2\",\"A 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to\"]],\"name\":\"Cosmic Horror Villains\",\"page\":48,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Creating Domains of Dread\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Cosmic Horror Torments\",\"colLabels\":[\"d8\",\"Torment\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The Darklord is obsessed with music, their body warping to embody whatever song they hear.\"],[\"2\",\"The Darklord is transforming into a long-extinct being or something from the far-flung future.\"],[\"3\",\"The Darklord sees multiple dimensions at once and is going blind from their incandescence.\"],[\"4\",\"The Darklord is haunted by otherworldly masters that whisper from reflective surfaces.\"],[\"5\",\"The Darklord incubates something within them, an entity that slowly eats through their skin.\"],[\"6\",\"The Darklord is emptying of their own thoughts and filling with the voices of their scrolls.\"],[\"7\",\"The Darklord randomly screams their masters' words, messages that etch upon stone and flesh.\"],[\"8\",\"Any object the Darklord sees is drained of all but one portentous color.\"]],\"name\":\"Cosmic Horror Torments\",\"page\":49,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Creating Domains of Dread\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Cosmic Horror Settings\",\"colLabels\":[\"d8\",\"Setting\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A wind-blasted dimension of indigo sand and eyeless statues\"],[\"2\",\"A world with slowly vanishing land masses being consumed by an obsidian sea\"],[\"3\",\"A kingdom of rusting spires ruled by oblivious academics\"],[\"4\",\"A land possessed by fear of the colossi that move only during dawn and dusk\"],[\"5\",\"A red ocean that manifested without warning\"],[\"6\",\"An ambulatory forest riddled with glowing eyes\"],[\"7\",\"A kingdom of undying monarchs who outnumber their frightened subjects\"],[\"8\",\"A dimension of featureless white, broken up only by the eyes that blink across the landscape\"]],\"name\":\"Cosmic Horror Settings\",\"page\":49,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Creating Domains of Dread\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Cosmic Horror Adventure Sites\",\"colLabels\":[\"d8\",\"Adventure Site\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A hidden floor of the royal library\"],[\"2\",\"The ninth basement beneath a family home that seems normal from the outside\"],[\"3\",\"A decrepit manor, empty save for staff who swear the lord is merely preoccupied\"],[\"4\",\"A small inn in the mountains that smells perpetually of brine\"],[\"5\",\"The place in the forest where all the animals come to die\"],[\"6\",\"A fortress manned by paladins, all of whom removed their own tongues\"],[\"7\",\"A sewage system that predates the city above\"],[\"8\",\"A thin chapel in the woods, whose bells rings without ceasing\"]],\"name\":\"Cosmic Horror Adventure Sites\",\"page\":49,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Creating Domains of Dread\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Cosmic Horror Plots\",\"colLabels\":[\"d8\",\"Plot\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Help a parent recover a child who's gone missing in the impossibly vast space underneath their bed.\"],[\"2\",\"Stop a sapient, unholy tome from reaching a group of cultists.\"],[\"3\",\"Save the inheritors of an ancient sect before they transform into horrors.\"],[\"4\",\"Stop the sacrifice of a young noble by those who believe the noble's grandchild will end the world.\"],[\"5\",\"Find and stop the musician whose music has robbed entire cities of sleep.\"],[\"6\",\"Survive an evening in the sinking, ancestral home of a hydrophobic family.\"],[\"7\",\"Discover what is dragging the people of a hamlet out of their homes, garbing them in silver, and leading them into the surf to drown.\"],[\"8\",\"Learn why the bakers of a small town have started making pastries filled with a popular, delicious, and faintly glowing blue goo.\"]],\"name\":\"Cosmic Horror Plots\",\"page\":49,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Creating Domains of Dread\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Dark Fantasy Monsters\",\"colLabels\":[\"Challenge\",\"Creature\",\"Source\"],\"colStyles\":[\"col-2 text-center\",\"col-8 text-center\",\"col-2 text-center\"],\"rows\":[[\"1/8\",\"{@creature Gremishka|VRGR}\",\"VGR\"],[\"1/4\",\"{@creature Goblin}\",\"{@book MM|MM}\"],[\"1/4\",\"{@creature Sprite}\",\"{@book MM|MM}\"],[\"3\",\"{@creature Displacer beast}\",\"{@book MM|MM}\"],[\"4\",\"{@creature Shadow demon}\",\"{@book MM|MM}\"],[\"5\",\"{@creature Umber hulk}\",\"{@book MM|MM}\"],[\"6\",\"{@creature Drider}\",\"{@book MM|MM}\"],[\"7\",\"{@creature Necrichor|VRGR}\",\"VGR\"],[\"8\",\"{@creature Fomorian}\",\"{@book MM|MM}\"],[\"8\",\"{@creature Inquisitor of the Mind Fire|VRGR}\",\"VGR\"],[\"10\",\"{@creature Yochlol}\",\"{@book MM|MM}\"],[\"13\",\"{@creature Beholder}\",\"{@book MM|MM}\"],[\"15\",\"{@creature Purple worm}\",\"{@book MM|MM}\"],[\"17\",\"{@creature Death knight}\",\"{@book MM|MM}\"],[\"17\",\"{@creature Adult blue dracolich}\",\"{@book MM|MM}\"],[\"21\",\"{@creature Lich}\",\"{@book MM|MM}\"]],\"name\":\"Dark Fantasy Monsters\",\"page\":50,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Creating Domains of Dread\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Dark Fantasy Villains\",\"colLabels\":[\"d10\",\"Villain\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A machine that believes it's a resurrected tyrant and seeks to rebuild its empire in iron\"],[\"2\",\"The leader of a subterranean people who plots to manipulate the moon to blot out the sun's searing light\"],[\"3\",\"A high priest intent on shifting an entire nation into their god's otherworldly realm\"],[\"4\",\"A desperate general who unleashes otherworldly armies or war machines that they can't control\"],[\"5\",\"A massive treant who has allied with exploitative raiders and seeks to fell every forest\"],[\"6\",\"A sage who, heedless of the consequences, solves an endless war by preventing anyone from dying\"],[\"7\",\"A member of a cabal of eternal royals who support a war against Mount Celestia, as their immortality relies on the blood of angels\"],[\"8\",\"The commander of a legion of soul-addicted templars who punish crimes by burning criminals into psychoactive spirit dust\"],[\"9\",\"An ancient dragon whose godlike magic drains the domain of life\"],[\"10\",\"A god who killed all their peers and now rules the mortal realm\"]],\"name\":\"Dark Fantasy Villains\",\"page\":50,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Creating Domains of Dread\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Dark Fantasy Torments\",\"colLabels\":[\"d8\",\"Torment\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The Darklord's regime is fraught with spies and saboteurs, increasing the Darklord's paranoia.\"],[\"2\",\"Worthless sycophants surround the Darklord, their incessant praise making every success hollow.\"],[\"3\",\"The Darklord's incredible power uncontrollably damages everything the Darklord cares for.\"],[\"4\",\"Others excessively revere or fear the Darklord, leaving the Darklord isolated.\"],[\"5\",\"Imagined or remembered rivals endlessly critique the Darklord, causing them doubt.\"],[\"6\",\"Society preemptively celebrates an achievement the Darklord will never be able to provide.\"],[\"7\",\"The Darklord seeks the pleasure of lost glories, engaging in hollow contests against unworthy foes.\"],[\"8\",\"The Darklord manufactures catastrophes to distract from their inability to fulfill their role.\"]],\"name\":\"Dark Fantasy Torments\",\"page\":51,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Creating Domains of Dread\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Dark Fantasy Settings\",\"colLabels\":[\"d8\",\"Setting\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A land where towering stents pierce magical leylines, allowing their power to be drained\"],[\"2\",\"A country devastated by magical pollution or the fallout of weapons used in an age-old war\"],[\"3\",\"An empire covered in the watchful symbols of an all-seeing religion\"],[\"4\",\"A city adrift on a sea full of primeval predators\"],[\"5\",\"A land dotted with the floating and fallen ruins of magical megastructures\"],[\"6\",\"A world where an unstoppable ooze, infection, or hive encroaches on civilization\"],[\"7\",\"A demiplane created by unknowable beings and populated with their test subjects\"],[\"8\",\"A place of punishment or endless boredom that a Darklord believes is part of the afterlife\"]],\"name\":\"Dark Fantasy Settings\",\"page\":51,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Creating Domains of Dread\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Dark Fantasy Adventure Sites\",\"colLabels\":[\"d8\",\"Adventure Site\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An expanding labyrinth that grows to protect the evil imprisoned at its heart\"],[\"2\",\"A forest where every tree grows from the body of a mummified hero\"],[\"3\",\"A magical factory that distills living beings into the reagents of a wish-granting elixir\"],[\"4\",\"A criminal consortium's lavish sewer-academy, where recruits are transformed to be perfectly suited to enacting one near-impossible heist\"],[\"5\",\"The fractured mind-scape of a powerful but dormant sentient weapon\"],[\"6\",\"A massive construct-cathedral built to exact the ultimate expression of faith and sacrifice\"],[\"7\",\"A palace where the nonhumanoid inhabitants purposefully {@condition petrified} themselves\"],[\"8\",\"A fortress with seven locked gates that seal off the underworld\"]],\"name\":\"Dark Fantasy Adventure Sites\",\"page\":51,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Creating Domains of Dread\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Dark Fantasy Plots\",\"colLabels\":[\"d8\",\"Plot\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Track down a beholder-shaped flesh golem and learn why it's targeting specific individuals.\"],[\"2\",\"Seal a portal to a demonic realm that opens within the mouth of an innocent acolyte.\"],[\"3\",\"Cure a virus turning people into shadows.\"],[\"4\",\"Mount a defense against the swarm of giant spiders that's declared war on bipeds.\"],[\"5\",\"Prevent a mighty spell that a coven of witches is casting using a volcanic caldera as a cauldron.\"],[\"6\",\"Keep a 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Shambling mound}\",\"{@book MM|MM}\"],[\"7\",\"{@creature Bodytaker plant|VRGR}\",\"VGR\"],[\"9\",\"{@creature Jiangshi|VRGR}\",\"VGR\"]],\"name\":\"Folk Horror Monsters\",\"page\":52,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Creating Domains of Dread\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Folk Horror Villains\",\"colLabels\":[\"d8\",\"Villain\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A secluded temple's high priest who needs to find the perfect sacrifice before the annual festival\"],[\"2\",\"An erinyes that appears when youngsters speak a rhyme into a darkened mirror\"],[\"3\",\"A night hag that dwells in the dreams of those who drink a special lavender and ergot tea\"],[\"4\",\"A shape-shifter that takes on the appearance of the last person it fed upon\"],[\"5\",\"A wicker giant that animates during the new moon, collecting sacrifices and punishing the unwary\"],[\"6\",\"A village of people who behave in archaic ways so they don't enrage an ancient, lingering ghost\"],[\"7\",\"A treant who demands living limbs to replace the branches of trees cleared by a town's construction\"],[\"8\",\"A protective giant made from the corpses of deceased villagers\"]],\"name\":\"Folk Horror Villains\",\"page\":52,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Creating Domains of Dread\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Folk Horror Torments\",\"colLabels\":[\"d6\",\"Torment\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The Darklord can't commune with the spirit they worship. They offer ever greater sacrifices in hopes of proving their worthiness.\"],[\"2\",\"The Darklord constantly, uncontrollably speaks prophecies.\"],[\"3\",\"The Darklord is haunted by the judgmental spirits of their predecessors.\"],[\"4\",\"The Darklord is the only one who adheres to an ancient faith and desperately works to convert nonbelievers.\"],[\"5\",\"The Darklord seeks to transform their body into a vessel or gate for the subject of their belief.\"],[\"6\",\"The Darklord knows the community's beliefs are false but keeps up the facade to maintain power.\"]],\"name\":\"Folk Horror Torments\",\"page\":53,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Creating Domains of Dread\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Folk Horror Settings\",\"colLabels\":[\"d6\",\"Setting\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A countryside with stretches of hayfields, colorful barns, and perpetually smiling residents\"],[\"2\",\"An island floating in the air where ground-worshipers dream of the lands below\"],[\"3\",\"A telepathic collective that townsfolk join by ingesting a rare fungus\"],[\"4\",\"Tunnels where sewer dwellers assure that the \\\"blood of the city\\\" ever flows\"],[\"5\",\"A glacier that residents never leave, lest the icy spirits haunting their community escape\"],[\"6\",\"Rival villages engaged in a private, age-old war\"]],\"name\":\"Folk Horror Settings\",\"page\":53,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Creating Domains of Dread\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Folk Horror Adventure Sites\",\"colLabels\":[\"d6\",\"Adventure Site\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A seemingly deserted chapel that has been burnt down and rebuilt a thousand times\"],[\"2\",\"A hag's hut that stands atop a growing hill of rotten sweets\"],[\"3\",\"A whispering pit once plugged by a monolith covered in prayer scrolls\"],[\"4\",\"A field where paths grow in corridor-like patterns leading to a ruin at the center\"],[\"5\",\"A mansion built incorporating a stone circle\"],[\"6\",\"A cavern where the glowing bones of an otherworldly being jut from the walls\"]],\"name\":\"Folk Horror Adventure Sites\",\"page\":53,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Creating Domains of Dread\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Folk Horror Plots\",\"colLabels\":[\"d8\",\"Plot\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Recover a missing villager who ran away to escape the local cult.\"],[\"2\",\"Hunt down the monster blamed for causing a blight: a unicorn meant to serve as a sacrifice.\"],[\"3\",\"Discover why anyone entering the city on horseback is imprisoned and sentenced to death.\"],[\"4\",\"Help a cult summon a fiend to combat an impending greater evil.\"],[\"5\",\"Defeat a violent hag who's protected by 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the cathedral's hungry spirits\"],[\"5\",\"A phantom rider who sweeps through the village, stealing victims who disbelieve her legend\"],[\"6\",\"An unbound spirit that repeatedly manifests in victims' nightmares\"],[\"7\",\"The capricious phantasm of an amoral accident victim who torments victims for fun\"],[\"8\",\"The spirit of a former tyrant who demands sacrifices from the village she once ruled\"],[\"9\",\"A ghost hunter who inflicts hauntings on unwitting clients—and then charges to remove the undead\"],[\"10\",\"The spirit of an evil captain who lurks near their shipwreck, harassing vessels and crews that pass\"]],\"name\":\"Ghost Story Villains\",\"page\":54,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Creating Domains of Dread\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Ghost Story Torments\",\"colLabels\":[\"d8\",\"Torment\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The Darklord tames the spirits in his haunted mansion, but only when he sacrifices a memory.\"],[\"2\",\"The Darklord's skin is haunted, but she can temporarily release spirits from her elaborate scars.\"],[\"3\",\"A dozen phantoms cater to the Darklord; each spirit is an emotion he can no longer feel.\"],[\"4\",\"Vampiric spirits keep the Darklord forever young, but physical sensation fled them long ago.\"],[\"5\",\"Despite being alive, the Darklord is cursed with the inability to convince anyone they're not a spirit.\"],[\"6\",\"All spirits obey a Darklord who can't touch anyone without stealing their soul.\"],[\"7\",\"The Darklord fully controls the veil between this world and the spirit world, but if he steps outside his mansion, he'll be permanently destroyed.\"],[\"8\",\"Any animal the Darklord sees dies and comes to haunt the morbid zoo her home has become.\"]],\"name\":\"Ghost Story Torments\",\"page\":55,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Creating Domains of Dread\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Ghost Story Settings\",\"colLabels\":[\"d8\",\"Setting\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A realm where speaking to spirits is just like speaking with the living\"],[\"2\",\"A graveyard city-state where all living residents are grave keepers\"],[\"3\",\"A nation where the residents observe grueling rituals to keep the angry dead appeased\"],[\"4\",\"A city where the victims of violence can't cross into the afterlife until their murders are solved\"],[\"5\",\"A ship with the same name and lines as a vessel lost at sea a hundred years earlier\"],[\"6\",\"A realm in which a common ritual allows a living individual to trade places with a dead one\"],[\"7\",\"An expansive forest in which a cruel noble once hunted the poor for sport\"],[\"8\",\"A land in which mediums are revered because they maintain the veil between the living and dead\"]],\"name\":\"Ghost Story Settings\",\"page\":55,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Creating Domains of Dread\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Ghost Story Adventure Sites\",\"colLabels\":[\"d8\",\"Adventure Site\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A decrepit conservatory whose inhabitants are prone to terrible accidents\"],[\"2\",\"A village graveyard that holds the victims of a terrible mass crime\"],[\"3\",\"A decrepit barn where dozens of remarkable animals lost their lives in a fire\"],[\"4\",\"An attic in which a hateful spirit has been sealed for decades\"],[\"5\",\"A theater in which, decades ago, an actor systematically poisoned their rivals\"],[\"6\",\"A swanky inn where, for years, nobles killed the staff to prevent word of their affairs getting out\"],[\"7\",\"A picturesque cliff that's a popular destination for lovers, despite the fact that couples frequently fall to their deaths\"],[\"8\",\"A lighthouse where a lone guard is the only living individual keeping an army of spirits at bay\"]],\"name\":\"Ghost Story Adventure Sites\",\"page\":55,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Creating Domains of Dread\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Ghost Story Plots\",\"colLabels\":[\"d8\",\"Plot\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Investigate the bloody graffiti being left on the village's ancient walls and stop the vandal.\"],[\"2\",\"A dying hero is convinced they're going to return as a spirit. Prevent this from happening.\"],[\"3\",\"Discover why members of a prominent family never allow anyone to enter their guest house.\"],[\"4\",\"Solve the murder of a phantom who can say only the words \\\"blood,\\\" \\\"onions,\\\" and \\\"wine.\\\"\"],[\"5\",\"Solve the murder of the countess, who drowned in the same well as her mother and grandmother.\"],[\"6\",\"Convince a stubborn miser to visit his haunted family home and put his deathless family to rest.\"],[\"7\",\"Discreetly follow a phantom vagabond to find out where she disappears to and with whom.\"],[\"8\",\"Learn why a mob of spirits besieges the local temple on the winter solstice each year.\"]],\"name\":\"Ghost Story Plots\",\"page\":55,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Creating Domains of Dread\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Gothic Horror Monsters\",\"colLabels\":[\"Challenge\",\"Creature\",\"Source\"],\"colStyles\":[\"col-2 text-center\",\"col-7 text-center\",\"col-3 text-center\"],\"rows\":[[\"1/4\",\"{@creature Zombie}\",\"{@book MM|MM}\"],[\"1\",\"{@creature Ghoul}\",\"{@book MM|MM}\"],[\"2\",\"{@creature Gargoyle}\",\"{@book MM|MM}\"],[\"2\",\"{@creature Wereraven|VRGR}\",\"VGR\"],[\"3\",\"{@creature Green hag}\",\"{@book MM|MM}\"],[\"3\",\"{@creature Werewolf}\",\"{@book MM|MM}\"],[\"4\",\"{@creature Succubus}/ {@creature incubus}\",\"{@book MM|MM}\"],[\"8\",\"{@creature Nosferatu|VRGR}\",\"VGR\"],[\"11\",\"{@creature Efreeti}\",\"{@book MM|MM}\"],[\"13\",\"{@creature Loup garou|VRGR}\",\"VGR\"],[\"13\",\"{@creature Vampire}\",\"{@book MM|MM}\"]],\"name\":\"Gothic Horror Monsters\",\"page\":56,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Creating Domains of Dread\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Gothic Horror Villains\",\"colLabels\":[\"d10\",\"Villain\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A reclusive noble who isn't a vampire, but uses his reputation as one to terrorize his vassals\"],[\"2\",\"An indulgent socialite who made a terrible bargain with a fell power to retain her youth\"],[\"3\",\"A scientist obsessed with creating the perfect poison, machine, or lifeform\"],[\"4\",\"A beloved magnate who abducts commoners to steal their blood for his beauty rituals\"],[\"5\",\"A celebrity who openly murders innocents but uses their charm to avoid repercussions\"],[\"6\",\"Someone who loves a monstrous creature and does anything to keep it fed and safe\"],[\"7\",\"A wealthy heir who manipulates the ambitious into committing terrible deeds\"],[\"8\",\"A poisoner who seeks to manipulate history through targeted killings\"],[\"9\",\"An artist who manufactures terrible accidents to provide inspiration and reference for her art\"],[\"10\",\"A monster hunter who accuses those they consider sinful of being monsters\"]],\"name\":\"Gothic Horror Villains\",\"page\":56,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Creating Domains of Dread\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Gothic Horror Torments\",\"colLabels\":[\"d8\",\"Torment\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The Darklord's soul is so consumed by shadows that it extinguishes all light that shines on them.\"],[\"2\",\"The Darklord inherited unlimited wealth, but finery she wears turns to rags and food tastes like ash.\"],[\"3\",\"The Darklord is incomparably beautiful, but locals perceive him as a terrible beast.\"],[\"4\",\"Tattoos detailing the Darklord's sins cover their body.\"],[\"5\",\"Every night, the Darklord is the focus of a lavish ball, but during the day he turns into a lead statue.\"],[\"6\",\"A choir of spirits follows the Darklord, endlessly singing her sins.\"],[\"7\",\"The Darklord endlessly cries tears of blood, ink, poison, or molten iron.\"],[\"8\",\"The Darklord knows how he's going to die and sees evidence of impending doom everywhere.\"]],\"name\":\"Gothic Horror Torments\",\"page\":56,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Creating Domains of Dread\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Gothic Horror Settings\",\"colLabels\":[\"d8\",\"Setting\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A city-state where the rulers are secretly warring lycanthropes, hags, and vampires\"],[\"2\",\"A countryside littered with gigantic pieces of armor\"],[\"3\",\"A nation where fog hides packs of deadly beasts\"],[\"4\",\"An island where the inhabitants make sacrifices to avoid eerie transformations\"],[\"5\",\"A mountain-sized cathedral devoted to transforming a prophesied being into a deity\"],[\"6\",\"A forest of eternal night where bloodthirsty creatures live in monstrous peace\"],[\"7\",\"A city where all who die are cast in plaster and used to adorn tableau-covered avenues\"],[\"8\",\"An artist's paradise where cruelties are elevated to terrible and beautiful art forms\"]],\"name\":\"Gothic Horror Settings\",\"page\":57,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Creating Domains of Dread\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Gothic Horror Adventure Sites\",\"colLabels\":[\"d8\",\"Adventure Site\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A mansion's forbidden east wing, where terrible noises sound from every night\"],[\"2\",\"A castle where all visitors are transformed into rats, bats, spiders, and other beasts\"],[\"3\",\"A science lab where preserved body parts carry the consciousnesses of their former owners\"],[\"4\",\"A hidden fighting arena where rivals and lovers battle to prove the strength of their emotions\"],[\"5\",\"A beautiful garden where the past keepers find immortality as statues and in ancient trees\"],[\"6\",\"A tower where honorable heroes are sworn to protect a monstrous ruler\"],[\"7\",\"A lavish inn where a random guest chokes on their own blood each night\"],[\"8\",\"A rectory where the stained glass windows hold the trapped souls of the pious\"]],\"name\":\"Gothic Horror Adventure Sites\",\"page\":57,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Creating Domains of Dread\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Gothic Horror Plots\",\"colLabels\":[\"d8\",\"Plot\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Discover why anyone who utters the prince's true name immediately turns to dust.\"],[\"2\",\"Investigate the disappearance of a scientist known only through their correspondence.\"],[\"3\",\"Help a repentant immortal lose centuries of painful memories.\"],[\"4\",\"Track down a serial killer who impales her victims on the same monument.\"],[\"5\",\"End an affliction that turns a noble into a living doll every night.\"],[\"6\",\"Settle a dispute between mortals and devils who both claim the same child is their next ruler.\"],[\"7\",\"Put to rest a pair of spirits that bring tragedy to any couple who tries to get married.\"],[\"8\",\"Find a way to end a land's generational curse that doesn't involve a group of innocents willingly sacrificing themselves.\"]],\"name\":\"Gothic Horror Plots\",\"page\":57,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Creating Domains of Dread\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Wandering the Mists\",\"colLabels\":[\"d100\",\"Effect\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–20\",\"Characters emerge in a domain of your choosing.\"],[\"21–40\",\"Characters wander the Mists for another {@dice 1d6} hours, then roll on this table again.\"],[\"41–65\",\"Characters emerge from the Mists on stable ground {@dice 1d100} feet away from where they entered.\"],[\"66–75\",\"Characters emerge on stable ground a mile from where they entered the Mists at midnight of the night after they entered the Mists.\"],[\"76–85\",\"Characters emerge from the Mists inside a structure somewhere within the domain they tried to leave, perhaps a cave, crypt, shed, or closet.\"],[\"86–95\",\"Other creatures appear within the Mists. Roll any die. If you roll an even number, a lost and terrified {@creature commoner} appears. If you roll an odd number, {@dice 2d6} {@creature Skeleton||skeletons} or 1 {@creature unspeakable horror|VRGR} (see {@book chapter 5|VRGR|5}) appears. After the encounter, another {@dice 1d6} hours pass, then roll on this table again.\"],[\"96–99\",\"Characters emerge from the Mists where they entered to find the domain changed. Perhaps someone the characters knew is gone, and no one has any knowledge of them ever existing.\"],[\"100\",\"Characters emerge from the Mists on a world on the Material Plane. After {@dice 1d6} hours, the Mists rise around them once more. Roll again on this table.\"]],\"name\":\"Wandering the Mists\",\"page\":61,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Barovia Adventures\",\"colLabels\":[\"d8\",\"Adventure\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The Mists draw the characters into Barovia, where the fortune-teller Madam Eva sets them on a dark course that leads them to Castle Ravenloft.\"],[\"2\",\"{@creature Priest of Osybus|VRGR|Priests of Osybus} (see {@book chapter 5|VRGR|5|Priests of Osybus}) have gained a following in Vallaki. They consider Strahd a demigod of their faith and drain the blood of nonbelievers in his name.\"],[\"3\",\"A merchant working for a mysterious patron hires the party to recover the bones of Tatsaul Eris, a noble buried in the catacombs of Castle Ravenloft.\"],[\"4\",\"The Martikovs, owners of the Wizard of Wines winery, seek aid recovering a shipment of cursed wine that turns drinkers into {@creature Vine Blight||vine blights}.\"],[\"5\",\"A dying {@creature wereraven|VRGR} (see {@book chapter 5|VRGR|5|Wereraven}) gives the characters a scroll and an amulet bearing the Mark of the Raven. It begs the characters to deliver the message to the Keepers of the Feather.\"],[\"6\",\"A megalith erected by Barovia's original inhabitants topples near Vallaki. Beneath lies the tomb of an ancient {@creature nosferatu|VRGR} (see {@book chapter 5|VRGR|5|Nosferatu}) who calls himself Duke Gundar; he immediately takes a disliking to Count Strahd von Zarovich.\"],[\"7\",\"From the ruined mansion of Argynvostholt, the {@creature revenant} knight Vladimir Horngaard dragoons innocents into the Order of the Silver Dragon and pits them against Strahd's servants.\"],[\"8\",\"The characters are accused of a crime. Surprising everyone, word arrives that Count Strahd von Zarovich will serve as their judge.\"]],\"name\":\"Barovia Adventures\",\"page\":69,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Tatyana's Incarnation\",\"colLabels\":[\"d8\",\"Who Is Tatyana's Newest Incarnation?\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Ireena Kolyana, the adopted daughter of burgomaster Kolyan Indirovich of the village of Barovia\"],[\"2\",\"{@book Ez d'Avenir|VRGR|3|Ez d'Avenir},* vampire slayer and protégé of Rudolph van Richten\"],[\"3\",\"Vasilka, a {@creature flesh golem} or reborn (see {@book chapter 1|VRGR|1|Reborn}) who lives in the abbey near the village of Krezk\"],[\"4\",\"The identical twins Yasmine and Nasseri, who are devout servants of the god Ezra\"],[\"5\",\"Renoir Laurent, the teenage son of Chantal Laurent, a woman Strahd abducted years ago\"],[\"6\",\"Petra Rilenovich, a young prodigy who has gained local renown for her remarkable paintings of what she calls her \\\"dream lives\\\"\"],[\"7\",\"Vanasia, the leader of a far-ranging Vistani band\"],[\"8\",\"Quentin L'Argent, the dragonborn son of human goat herders living near the ruined manor Argynvostholt.\"]],\"name\":\"Who Is Tatyana?; Tatyana's Incarnation\",\"page\":70,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Avoiding Strahd\",\"colLabels\":[\"d8\",\"Concealment\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The incarnation pretends to be a religious zealot who took a vow of silence.\"],[\"2\",\"The incarnation (or their guardians) made a bargain with Madam Eva or the Keepers of the Feather to hide the incarnation from Strahd.\"],[\"3\",\"The incarnation is the ward of a famous monster hunter, who might not know the soul's identity.\"],[\"4\",\"The incarnation was adopted by a group of Vistani travelers and rarely visits Barovia.\"],[\"5\",\"The incarnation hides from Strahd by taking a magic potion that causes them to sleep for all but one hour a day.\"],[\"6\",\"The incarnation uses magic to appear as an old person, a child, or a white raven.\"],[\"7\",\"Some evil, such as the Abbot of the Abbey of Saint Markovia or an inhabitant of the Amber Temple, cloaks the incarnation's existence from Strahd.\"],[\"8\",\"The incarnation lives a charmed life and is heedless of the count, not realizing Strahd is cultivating them until a particular time.\"]],\"name\":\"Connection to Strahd; Avoiding Strahd\",\"page\":70,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Hunting Strahd\",\"colLabels\":[\"d10\",\"Hunting Method\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The incarnation seeks to become the greatest monster hunter ever, training constantly so they're prepared when Strahd eventually appears.\"],[\"2\",\"The incarnation misguidedly plans to redeem Strahd through their exceptional kindness or faith.\"],[\"3\",\"The incarnation knows their true nature and has weaponized their blood with poison that will put Strahd to sleep for a generation.\"],[\"4\",\"The incarnation seeks to resurrect a historic figure to battle Strahd, perhaps Sergei von Zarovich, the first Tatyana, or another enemy of the count.\"],[\"5\",\"The incarnation has located a relic that can weaken Strahd. However, they need the heroes to recover the item while they distract the count.\"],[\"6\",\"The incarnation used powerful magic to lead the heroes to Barovia so they can destroy Strahd.\"],[\"7\",\"The incarnation has joined the {@book Keepers of the Feather|VRGR|3|Keepers of the Feather}* and seeks to organize a siege of Castle Ravenloft.\"],[\"8\",\"The incarnation feels the weight of their past lives and seeks a way to end their cycle of rebirth by freeing Barovia from the Mists—or destroying it.\"],[\"9\",\"The incarnation falls in with a sinister group such as the {@book priests of Osybus|VRGR|3|Priests of Osybus}* and seeks to manipulate Strahd to further their organization's schemes.\"],[\"10\",\"The incarnation has drawn an enemy of Strahd's to Barovia, such as {@book Firan Zal'honen|VRGR|3|Firan Zal'honan}* or {@book Jander Sunstar|VRGR|3|Jander Sunstar},* hoping the rivals will slay one another.\"]],\"name\":\"Connection to Strahd; Hunting Strahd\",\"page\":70,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Lost Tatyana\",\"colLabels\":[\"d6\",\"Resurrection Circumstances\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Tatyana's incorporeal spirit assembles and haunts heroes whom she believes have the best chance of defeating Strahd.\"],[\"2\",\"A character's friend or loved one is the incarnation of Tatyana. When the Mists claim that individual, the character is drawn into Barovia as well.\"],[\"3\",\"A character's own reincarnation allows Tatyana's soul to enter their body, bringing with it memories in the form of vivid dreams.\"],[\"4\",\"Tatyana's soul was captured by an effect similar to the {@spell magic jar} spell. Strahd or another entity hires the characters to seek out the container holding the soul, not revealing its true nature.\"],[\"5\",\"Tatyana's soul reincarnated as someone another Darklord covets, such as the bearer of Ankhtepot's ka in {@book Har'Akir|VRGR|3} or {@creature Elise|VRGR} in {@book Lamordia|VRGR|3} (both detailed later in this chapter).\"],[\"6\",\"Tatyana's soul found its way into a distant relative of Strahd, Lyssa von Zarovich. Lyssa seeks to grow more powerful and claim Castle Ravenloft for herself. Her first step to deposing Strahd was to become a {@creature vampire}. Now she needs allies.\"]],\"name\":\"Beyond Barovia; Lost Tatyana\",\"page\":71,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Bluetspur Adventures\",\"colLabels\":[\"d8\",\"Adventure\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Characters awake within the shattered remains of a fluid-filled tube deep in Citadel Subterrene. They have no idea how they arrived there.\"],[\"2\",\"A cavern the characters were exploring seamlessly abuts with Bluetspur, trapping them in caves overrun with {@creature Vampiric Mind Flayer|VRGR|vampiric mind flayers} (see {@book chapter 5|VRGR|5}).\"],[\"3\",\"A strange message leads characters to a silvery vessel full of alien mysteries wrecked on Bluetspur's surface. The only surviving creature in the wreck is a cunning {@creature displacer beast}.\"],[\"4\",\"The characters find a strange but adorable creature trapped within an abandoned alien installation. The being is a lovable companion, until it reveals itself to be a {@b star spawn emissary} (see {@book chapter 5|VRGR|5|Star Spawn Emissary}).\"],[\"5\",\"An acquaintance of the characters complains of reoccurring nightmares. The complaints stop when the dreamer is taken over by an {@creature intellect devourer}.\"],[\"6\",\"An inventor requests the characters' insight into a pill-sized device she extracted from her own body. As the characters examine it, the device projects a map into their minds and emits a telepathic call for help. The map leads to a {@creature mind flayer} who wants to put the God-Brain out of its misery.\"],[\"7\",\"A farmer hires the characters to protect his family, whom he believes—without evidence—are being abducted and returned every night.\"],[\"8\",\"The High Master mind flayer of Mount Grysl seeks to claim all the God-Brain knows. To do this, it creates a copy of the Apparatus (see \\\"{@book Mordent|VRGR|3}\\\" later in this chapter). All it needs is a relic called the Rod of Rastinon, which it wants the characters to retrieve for it.\"]],\"name\":\"Bluetspur Adventures\",\"page\":74,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Aberrant Evidence\",\"colLabels\":[\"d6\",\"Evidence\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A needle-like device buried under someone's skin\"],[\"2\",\"An inexplicable crater or circle of scorched crops\"],[\"3\",\"A stable full of exploded livestock\"],[\"4\",\"An {@item antimatter rifle} (detailed in the {@book Dungeon Master's Guide|DMG})\"],[\"5\",\"A missing person or otherworldly being transformed into a {@creature brain in a jar|VRGR} (see {@book chapter 5|VRGR|5|Brain in a Jar})\"],[\"6\",\"The damaged corpse of a {@creature vampiric mind flayer|VRGR} (see {@book chapter 5|VRGR|5|Vampiric Mind Flayer})\"]],\"name\":\"Alien Artifacts; Aberrant Evidence\",\"page\":75,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Suppressed Memories\",\"colLabels\":[\"d6\",\"Memory\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You're paralyzed on a cold table. Clicking sounds surround you. Pallid tentacles slither toward your face, each ending in gleaming surgical instruments. What are they trying to do?\"],[\"2\",\"Some unfamiliar reflex moves your arm. Looking, you catch a glimpse of a bruise slithering beneath your skin. What do you do?\"],[\"3\",\"A many-legged, ferret-like creature floats into your cell. You feel multitudes of unseen eyes upon you. What do your captors expect you to do with this? What do you do?\"],[\"4\",\"Rainbow storms assail the heights of a mountain so tall it seems to curve over you. You're floating over a red wasteland, just one in a line of hovering beings. What do you see ahead?\"],[\"5\",\"You knew a stranger. You were each other's comfort against fear and pain. Then they were taken away. What were their final words to you?\"],[\"6\",\"The figure hovering before you is deemed acceptable. They're lowered into a pool, where pale, slug-like beings set upon them. You float forward. Why are you deemed unacceptable?\"]],\"name\":\"Lost Memories; Suppressed Memories\",\"page\":75,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Noble Families and Estates\",\"colLabels\":[\"Noble Family\",\"Estate Name\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[\"Boritsi\",\"Misericordia\"],[\"Dilisnya\",\"Degravo\"],[\"Eris\",\"Coairdeiador\"],[\"Ivliskova\",\"Abreptoro\"],[\"Nobriskov\",\"Cubratdis\"],[\"Nuikin\",\"Esecklae\"],[\"Ocrotire\",\"Sanctesalat\"],[\"Olzanik\",\"Kinisaradia\"],[\"Piechota\",\"Alieselti\"],[\"Pretorius\",\"Mundorhova\"],[\"Ritter\",\"Vetistiqua\"],[\"Tatenna\",\"Fulchighora\"]],\"name\":\"Misericordia and Other Noble Estates; Noble Families and Estates\",\"page\":77,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Borca Adventures\",\"colLabels\":[\"d8\",\"Adventure\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A noble asks the characters to protect their sibling from a mysterious assassin. The killer is Nostalia Romaine, whose blood was replaced with poison by Ivana Boritsi.\"],[\"2\",\"A scholar requests aid in gaining access to Scholomance. This institution is Borca's elite school of magic and also home to the Rainmaker Society, which is said to control Borcan politics.\"],[\"3\",\"A young noble befriends the characters and introduces them to the fabulously amoral Levkarest club scene. By the night's end, a character is accused of murder.\"],[\"4\",\"Half the village of Leoni is arrested by the erinyes-masked Judge Ranziska and marched before Sturben's Faceless Court. The remaining villagers beseech the party to defend their families in court.\"],[\"5\",\"The eligible noble Vladimir Nobriskov hosts a contest for his affections. Participants turn up murdered, victims of Nobriskov's lycanthropic hunger.\"],[\"6\",\"A book-collecting noble seeks the party's help in finding a rare text called The Revelations of the Prince of Twilight, a tome said to teach the reader to tap into the hidden power of their shadow.\"],[\"7\",\"The Ocrotire family offers a sizable bounty for anyone who can capture the Lake Balaur Beast, which has escaped from the estate's oceanarium.\"],[\"8\",\"Members of the Ulmist Inquisition accuse the characters of crimes they haven't yet committed. They relent only if the characters undertake a mission against the {@creature Priest of Osybus|VRGR|priests of Osybus} (see {@book chapter 5|VRGR|5|Priests of Osybus}).\"]],\"name\":\"Borca Adventures\",\"page\":81,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Ignoble Request\",\"colLabels\":[\"d6\",\"Request\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Manufacture a business or social opportunity for the target's confidant, leaving the target isolated.\"],[\"2\",\"Deliver a lavish gift to the target, such as a large sculpture or a steed, at an inappropriate time.\"],[\"3\",\"Make the target cry in public.\"],[\"4\",\"Plant evidence of a crime at the target's home.\"],[\"5\",\"Orchestrate a false business deal, political alliance, or arranged relationship.\"],[\"6\",\"Make the target miss their own social event.\"]],\"name\":\"Ignoble Bonds; Ignoble Request\",\"page\":82,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Lethal Leverage\",\"colLabels\":[\"d6\",\"Leverage\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The contact provides the characters with noteworthy gear to use during a request, then collects it afterward as evidence.\"],[\"2\",\"The contact conveniently \\\"goes out of town,\\\" requesting characters report to them in writing.\"],[\"3\",\"The contact requests magical insurance, such as a {@spell geas} spell preventing mutual harm or committing the characters to a misrepresented act.\"],[\"4\",\"The contact becomes the guardian of someone close to the characters.\"],[\"5\",\"The contact holds a powerful magic item for the characters \\\"so it doesn't fall into the wrong hands.\\\"\"],[\"6\",\"The contact has the characters act against a mutual friend \\\"for their own good.\\\" The contact then threatens to reveal this act to the friend.\"]],\"name\":\"Lethal Leverage\",\"page\":82,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Carnival Adventures\",\"colLabels\":[\"d4\",\"Adventure\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"One of the Carnival's performers has been arrested by a local sheriff. Hermos asks the party to return the trouper, either to save them or to make them face Carnival justice.\"],[\"2\",\"A local hires the party to find a loved one who disappeared at the Carnival. The trail leads to a Litwick Market vendor whose trinkets turn people into their favorite animals.\"],[\"3\",\"The Carnival adopts a new performer escaping their family. The performer asks the party to deter family members intent on bringing them home.\"],[\"4\",\"The characters find a mirror holding the disembodied reflection of Tindafulus, a {@creature mage} trapped by his own reflection. He wants the party to find his duplicate, who escaped with a mysterious carnival.\"]],\"name\":\"Adventures in the Carnival; Carnival Adventures\",\"page\":87,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Darkon Adventures\",\"colLabels\":[\"d6\",\"Adventure\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The party learns how to destroy the Heart of the Abyss, a relic held by the Order of the Guardians and hunted by a demon called the Whistling Fiend.\"],[\"2\",\"The {@creature night hag} Styrix has created a device called the Rift Spanner that she plans to use to escape the Domains of Dread. She just needs to transform a few hundred innocents into larvae to power it.\"],[\"3\",\"A ship captain offers to take the characters away from Darkon, but only after they deliver a trunk full of alchemical supplies to Madame Eris at her family estate.\"],[\"4\",\"Merchants hire the party as protection from the pirate ship Bountiful. Captain Damon Skragg raids not for loot, but for flesh to feed his {@creature ghoul} crew.\"],[\"5\",\"Researchers from the Brautslava Institute require assistants to aid in investigations into fields such as necrolinguistics and temporal archaeozoology.\"],[\"6\",\"Murders plague the wealthy families of Redleaf Lake. Locals seek aid from the characters, unaware the bitter dowager Damita Adler exacts a generations-old revenge from her dilapidated home.\"]],\"name\":\"Darkon Adventures\",\"page\":91,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Darkon's Destruction\",\"colLabels\":[\"d4\",\"Destruction\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"With Azalin gone, Darkon has no purpose. The Shadowfell is reabsorbing the demiplane.\"],[\"2\",\"Darkon is being consumed to fuel magic funneling power from Castle Avernus into the King's Tear.\"],[\"3\",\"The Hour of Ascension was an attack. Invaders are using the Shroud to disguise their assault.\"],[\"4\",\"The {@creature Priest of Osybus|VRGR|priests of Osybus} (see {@book chapter 5|VRGR|5|Priests of Osybus}) are draining life from Darkon to empower the imprisoned vestige of a wicked deity.\"]],\"name\":\"Darkon's Destruction\",\"page\":92,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Azalin's Fate\",\"colLabels\":[\"d4\",\"Fate\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Azalin was destroyed—slain by a failed magical experiment, a rival, or the Dark Powers.\"],[\"2\",\"Azalin escaped the Domains of Dread and returned to his home world of Oerth.\"],[\"3\",\"Azalin caused an ongoing conjunction that allows him to walk free so long as Darkon is collapsing.\"],[\"4\",\"Azalin escaped into his past or drew multiple versions of himself into the present.\"]],\"name\":\"The Secret of Darkon's Doom; Azalin's Fate\",\"page\":92,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Darkon's Salvation\",\"colLabels\":[\"d6\",\"Method\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Find or restore Azalin and return him to Darkon.\"],[\"2\",\"Present the Dark Powers a worthy new Darklord.\"],[\"3\",\"Bestow a symbol of rule upon a new Darklord.\"],[\"4\",\"Free Darkon from the Shadowfell.\"],[\"5\",\"Merge Darkon with another domain.\"],[\"6\",\"Trick another Darklord into entering Darkon.\"]],\"name\":\"Darkon's Salvation\",\"page\":92,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Means to Save Darkon\",\"colLabels\":[\"d6\",\"Implement\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Pieces of Azalin's shattered crown\"],[\"2\",\"The Rift Spanner, a portal-making contraption\"],[\"3\",\"A hidden amber sarcophagus that contains the last vestige of a powerful evil being\"],[\"4\",\"The King's Tear, a floating anomaly or structure\"],[\"5\",\"The Apparatus (see \\\"{@book Mordent|VRGR|3}\\\" in this chapter)\"],[\"6\",\"The blood of Strahd von Zarovich, fundamental to the nature of the Domains of Dread\"]],\"name\":\"Means to Save Darkon\",\"page\":92,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Darkon Allies\",\"colLabels\":[\"d6\",\"Ally\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Irik Zal'honen, the mournful spirit of Azalin's son\"],[\"2\",\"The Order of the Guardians, ascetics who isolate dangerous magic and prevent supernatural ruin\"],[\"3\",\"Cardinna Artazas of the Eternal Order\"],[\"4\",\"Doctor Ingrid van Richten, a scholarly spirit who haunts Richten House near Rivalis\"],[\"5\",\"The Ray Agency, investigators based in Martira Bay\"],[\"6\",\"Skeever, Azalin's {@creature imp} familiar\"]],\"name\":\"Darkon Allies\",\"page\":92,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Darkon Rivals\",\"colLabels\":[\"d6\",\"Rival\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Alcio Metus and the Kargat\"],[\"2\",\"Darcalus Rex and the Eternal Order\"],[\"3\",\"Madame Talisveri Eris and the Family\"],[\"4\",\"Ebbasheyth, Azalin's black shadow dragon advisor\"],[\"5\",\"A cursed artifact held within an Order of the Guardians monastery\"],[\"6\",\"Azalin's shadow, an echo of the Darklord\"]],\"name\":\"Darkon Rivals\",\"page\":92,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Dread in Darkon\",\"colLabels\":[\"d6\",\"Dread Possibility\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A prophecy foretells the characters' involvement in Darkon's salvation or destruction, and comes with eight unavoidable omens.\"],[\"2\",\"The characters were involved in the Hour of Ascension and share a Dark Gift (see {@book chapter 1|VRGR|1}).\"],[\"3\",\"One of the characters is the perfect vessel for a new Darklord or Azalin's rebirth.\"],[\"4\",\"The party is forced to work with an evil being, one from the Darkon Rivals table or another Darklord.\"],[\"5\",\"The dead of Darkon wish to aid the characters, flocking to them in a growing legion.\"],[\"6\",\"The characters suffer desperate, fractured dreams sent from mysterious allies or their future selves, warning them of calamity.\"]],\"name\":\"Dread in Darkon\",\"page\":93,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Darkon Finale\",\"colLabels\":[\"d6\",\"Finale\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"None of Azalin's would-be inheritors are fit to become Darklord. Only by merging their spirits or making one inheritor the vessel for a hidden evil can a new Darklord arise.\"],[\"2\",\"The King's Tear is a dungeon-sized amber chrysalis that Azalin is using to create a new Dark Power. The characters must find the black shadow dragon Ebbasheyth and convince her to help infiltrate the floating construction and shatter it from within.\"],[\"3\",\"Azalin believes the only way to escape the Domains of Dread is by shattering their linchpin: the first domain, Barovia. He has escaped Darkon, but the next stage of his scheme must be stopped before he destroys all the domains.\"],[\"4\",\"Each of Azalin's inheritors holds a piece of the Darklord's crown. Claiming the pieces and bringing them to Castle Avernus allows Azalin's restoration or a new Darklord's ascension.\"],[\"5\",\"One of the characters is a clone of Azalin, created as a potential Darklord so the real Azalin could escape. The Hour of Ascension was a distraction to mislead the Dark Powers.\"],[\"6\",\"Azalin changed time so he never became a Darklord. The characters must follow Azalin into his past and ensure his deeds attract the Dark Powers' notice.\"]],\"name\":\"Darkon Finale\",\"page\":93,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Dementlieu Adventures\",\"colLabels\":[\"d6\",\"Adventure\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A shrieky soprano is starring in the new production at the Port-a-Lucine Opera House. Jealous divas hire the party to figure out what magic she used to bewitch her way into a role.\"],[\"2\",\"A Phlegethan Hospital patient contacts the party, claiming to be the rightful Duke d'Honaire. He has a preternatural ability to bend others to his will.\"],[\"3\",\"The party runs afoul of the city watch and learns that their captain has been replaced by a devil who's transforming them into a brutal force.\"],[\"4\",\"People are being replaced by lifelike constructs, while the originals are held captive in the cellar beneath Alexandre du Cire's House of Wax. A party member is the next target.\"],[\"5\",\"A crusader hunting the Red Death is murdered. The culprit isn't the Red Death, but the family of a recent victim, who don't want the victim's poverty and lies to come to light.\"],[\"6\",\"A woman claiming to be Duchess Saidra's stepsister arrives in town and makes discreet inquiries about how to best reveal the horrible truth about the duchess: that she is a lowborn fraud.\"]],\"name\":\"Dementlieu Adventures\",\"page\":97,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Grand Masquerade Objectives\",\"colLabels\":[\"d6\",\"Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Find a specific aristocrat at the masquerade and get information from (or to) them.\"],[\"2\",\"Prevent a villain from committing a crime at the masquerade.\"],[\"3\",\"Perform a trivial task in exchange for a favor from the hags of the Three Odd Gables, such as leaving a trinket on a mantle or filching a fruit tart.\"],[\"4\",\"Protect another attendee, ensuring that person isn't assassinated... or unmasked.\"],[\"5\",\"Use the crowd to expose people to an antidote, a curse, or important information.\"],[\"6\",\"Secure a private audience with Duchess Saidra.\"]],\"name\":\"The Grand Masquerade; Grand Masquerade Objectives\",\"page\":97,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Grand Masquerade Complications\",\"colLabels\":[\"d6\",\"Complication\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An angry guest with a costume identical to a character's accuses them of stealing the idea.\"],[\"2\",\"A flirtatious guest decides these interesting characters deserve to be introduced to the city's elite.\"],[\"3\",\"The character with the highest passive Wisdom ({@skill Perception}) score notices a nimble-fingered guest slipping a necklace off their dance partner.\"],[\"4\",\"An intoxicated guest loudly confesses truths that other guests pretend not to hear.\"],[\"5\",\"A scream from a different part of the estate pierces the air. Everyone hushes for a moment, then immediately carries on as if nothing had happened.\"],[\"6\",\"Duchess Saidra enters the room, and sycophants immediately surround her.\"]],\"name\":\"Random Complications; Grand Masquerade Complications\",\"page\":99,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Falkovnia Adventures\",\"colLabels\":[\"d10\",\"Adventure\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The party discovers a town where {@creature Zombie||zombies} have begun acting strangely: plowing fields, tarrying in shops, and congregating in the crumbling temple. What's causing this odd behavior?\"],[\"2\",\"In Morfenzi, Vjorn Horstman envisions an army of bestial super soldiers. He works to perfect what he calls his \\\"primal serum,\\\" an elixir that inflicts those injected with a random form of lycanthropy. He seeks to use the characters as test subjects.\"],[\"3\",\"A plague strikes the slums of Lekar. Those killed by the disease rise as {@creature Zombie Plague Spreader|VRGR|zombie plague spreaders} (see {@book chapter 5|VRGR|5}).\"],[\"4\",\"A pack of zombie animals—predominantly wolves, ravens, and cattle—attacks work bands from Lekar and survivors upon the roads. The characters are enlisted to serve as guards.\"],[\"5\",\"The characters are sent to investigate a fallen star that crashed near the village of Delmunster. The village proves remarkably peaceful and free of zombies, in large part because it's populated by the {@creature Podling|VRGR|podlings} of a {@creature bodytaker plant|VRGR} (see {@book chapter 5|VRGR|5}).\"],[\"6\",\"A character learns that an influential Talon plans to overthrow General Drakov during the next zombie assault on Lekar by sabotaging the city's defenses and admitting the zombies to the Bastion Ward.\"],[\"7\",\"The Jimsonweeds, a band of survivors in Silbervas, vanish after attempting to pillage Dekovan Palace. Soon after, the palace's strange lights appear among buildings formerly claimed by the lost survivors.\"],[\"8\",\"A knight named Gondegal attacks Talon patrols and claims she can lead common folk to a safe holdfast. None who go with her are seen again. The Talons hire the party to hunt down the knight.\"],[\"9\",\"The characters learn of downtrodden citizens in Lekar plotting to escape into the Mists following the next zombie siege. Are the citizens desperate noncombatants, or are they Talon agents seeking to draw out \\\"traitors\\\"?\"],[\"10\",\"On the night of the new moon, no zombie horde appears at Lekar's walls. Instead, a undead messenger arrives with a missive for General Drakov.\"]],\"name\":\"Falkovnia Adventures\",\"page\":103,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Zombie Siege Encounters\",\"colLabels\":[\"{@dice 1d6;2d6|d6s}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Zombies rip apart a soldier, causing those nearby to freeze or flee.\"],[\"2\",\"Commoners flee the battle. A Talon attacks them, killing deserters to deter further flight.\"],[\"3\",\"A Talon messenger, bearing orders from General Drakov, struggles to reach a besieged gate.\"],[\"4\",\"A panicked Talon mage recklessly casts destructive spells, catching zombies and soldiers in the effects.\"],[\"5\",\"A group of commoners attempts to flee the city, revealing a hidden gap in the wall.\"],[\"6\",\"Zombie bodies pile up, creating a growing ramp onto a section of wall.\"],[\"7\",\"Zombies dig through or under the wall, allowing them to flow steadily into the city.\"],[\"8\",\"Zombies cause a siege weapon to fire into the city or start a conflagration.\"],[\"9\",\"Fighting breaks out at a building Talon priests use to treat the wounded.\"],[\"10\",\"Zombies break through a gate and begin scaling the portcullis beyond.\"],[\"11\",\"Zombies infiltrate the sewers and appear in a supposedly safe part of the city.\"],[\"12+\",\"Masses of zombies or a botched scheme by defenders causes a wall or tower to collapse.\"]],\"name\":\"During the Siege; Zombie Siege Encounters\",\"page\":105,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Zombie Siege Climax\",\"colLabels\":[\"d4\",\"Climax\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Breaching the river grates, zombies pour into the city via the Zapadnost River. Drakov orders thousands of gallons of oil emptied into the sewer and then lit. The zombies burn, but flames consume the districts and the river is poisoned.\"],[\"2\",\"The northern district will be overwhelmed. Drakov plans to destroy the bridges crossing the river using kegs of explosive powder. This will halt the zombies but trap many soldiers and civilians on the other side.\"],[\"3\",\"Drakov plans to open several gates, admitting the zombies into one populated district. While the zombies feed, the district will be set aflame.\"],[\"4\",\"Drakov's troops round up civilians and force them out of the city, splitting the zombies' attention. This allows the Talons to shore up defenses and repel a second, less concentrated zombie attack.\"]],\"name\":\"Concluding the Siege; Zombie Siege Climax\",\"page\":105,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Har'Akir Adventures\",\"colLabels\":[\"d8\",\"Adventure\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The priests of Ese seek adventurers to retrieve someone they condemned from the Labyrinth.\"],[\"2\",\"The historian Kharafek has excavated a canyon riddled with sealed tombs. She's paying laborers well but is also using them to bear the brunt of the curses the crypts conceal.\"],[\"3\",\"The hermits settled in River's Shelter accidentally revealed a crypt and released {@creature Mummy||mummies} that resent being disturbed.\"],[\"4\",\"The pyramid of a former high priest has vanished. The priests of Neb seek help finding the monument before the pharaoh notices and is displeased.\"],[\"5\",\"Snefru, a priest of Oru, discovers that the Bent Pyramid responds to song. She seeks aid to assemble a massive chorus to open a path inside.\"],[\"6\",\"The revolutionary Aliz is secretly a jackal-headed {@creature werewolf} allied with the {@creature mummy lord} Senmet. She seeks to find Ankhtepot's ka to bring the pharaoh's rule to an end.\"],[\"7\",\"Sute's Chosen seek help rescuing travelers missing in the Breath of the Forgotten. The party must endure the gods' tests to save them from the storm.\"],[\"8\",\"Nephyr, a cat-headed Child of Ankhtepot, arrives in Muhar. To motivate the living to find the pharaoh's lost treasure, each dawn she curses a number of innocents equal to the days she's spent in the city.\"]],\"name\":\"Har'Akir Adventures\",\"page\":110,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Ankhtepot's Soul\",\"colLabels\":[\"d8\",\"The Ka's Form\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature hawk} or {@creature giant eagle} that tirelessly circles the sun.\"],[\"2\",\"A canopic jar containing the pharaoh's heart hidden within a forgotten tomb\"],[\"3\",\"Mummified and divided-up heart-meat, a piece of which is hidden within each of the remaining loyal Children of Ankhtepot\"],[\"4\",\"A blessing granted to those who survive both the Breath of the Forgotten and the Breath of the False\"],[\"5\",\"A set of relics holy to the old gods of Har'Akir\"],[\"6\",\"The manifestation of a joyous song sung by Muhar's people\"],[\"7\",\"The soul of an innocent healer who resembles the pharaoh as he was in life\"],[\"8\",\"The soul of a character, perhaps one with an Echoing Soul (a Dark Gift detailed in {@book chapter 1|VRGR|1|Echoing Soul})\"]],\"name\":\"The Soul's Shape; Ankhtepot's Soul\",\"page\":110,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Hunt for the Ka\",\"colLabels\":[\"d6\",\"Hunt\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The characters come to the attention of High Priest Rehkotep, who demands they aid her in finding the pharaoh's lost treasure or face punishment.\"],[\"2\",\"Revolutionaries displeased with the priests and the pharaoh search for Ankhtepot's lost treasure in hopes of gaining leverage over the ruler.\"],[\"3\",\"The sphinxes of Har'Akir know that Ankhtepot is close to finding his lost ka. They hope to find it first and place it outside the Darklord's reach.\"],[\"4\",\"A Child of Ankhtepot, either a loyal servant like Nephyr or a traitor like Senmet, tasks the characters with finding the lost ka to fulfill their own ends.\"],[\"5\",\"Murals or hieroglyphs within a tomb the characters discover lead to other ruins, each bearing a clue to finding the pharaoh's missing treasure.\"],[\"6\",\"After the characters die, Pharaoh Ankhtepot resurrects them (perhaps as reborn; see {@book chapter 1|VRGR|1|Reborn}). Their continued existence is contingent on searching for and finding his ka.\"]],\"name\":\"The Hunters' Role; Hunt for the Ka\",\"page\":111,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Ankhtepot Reborn\",\"colLabels\":[\"d4\",\"Development\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Ankhtepot is now mortal, but retains all his supernatural abilities. Newly invigorated, the tyrant takes a more active role in Har'Akir's rulership, indulging in decadences and forcing the people to raise vast monuments to his newfound glory.\"],[\"2\",\"Ankhtepot is only briefly mortal. His body rapidly wastes away, returning him to his Undead state. Furious, he unleashes his deathless hordes, intent on transforming Har'Akir into an afterlife of his own making.\"],[\"3\",\"Ankhtepot is reborn and soon after dies for good. The remaining Children of Ankhtepot turn against one another, each declaring themself Pharaoh Ankhtepot II.\"],[\"4\",\"Ankhtepot is reborn, dies, is cursed by the gods anew, and is locked within a hidden tomb. Har'Akir falls to chaos as the land is scoured by squabbling mummies, a fruitless revolution, and harsh storms. Only by returning Ankhtepot to power can the land be saved.\"]],\"name\":\"The Pharaoh's Return; Ankhtepot Reborn\",\"page\":110,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Hazlan Adventures\",\"colLabels\":[\"d10\",\"Adventure\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Hazlik's apprentice Eleni charmed the ancient albino {@creature purple worm} Gravedrinker, using it as a weapon against any who oppose her master. When the worm breaks free of her control, Eleni seeks aid with recapturing it before Hazlik finds out.\"],[\"2\",\"Castoff magical creations litter the dry lake bed called Obsession's End. A sapient war machine or an {@creature iron golem} escapes the midden and asks the party to help it find a way to live an ordinary life.\"],[\"3\",\"Innumerable {@creature Gremishka|VRGR|gremishkas} (see {@book chapter 5|VRGR|5|Gremishka}) collect in caves along what's known as the Gnawing Path. The creatures plot to overwhelm Sly-Var and will pass through Toyalis in the process. Members of both communities request exterminators.\"],[\"4\",\"A cult forms around the Philosopher's Egg, an eight-story citrine egg perched atop a mesa in the region called Seething. The cultists hunt for someone who has never been touched by magic to release the unborn antimagic entity within.\"],[\"5\",\"One of Hazlik's apprentices sends multiple groups to capture a {@b star spawn emissary} (see {@book chapter 5|VRGR|5|Star Spawn Emissary}) that emerged from a meteor in Moonstone Valley. But the shape-shifter disappears, slipping in among its would-be captors.\"],[\"6\",\"An apprentice of Hazlik yearns to explore the bottomless pit known as Gluttonkettle. He needs a test crew for a vehicle he's devised to traverse impossible distances.\"],[\"7\",\"A magically talented commoner is kidnapped and forced to become a wizard's apprentice. Their family hires the characters to retrieve them, but the kidnappee has quickly adjusted to the decadent life of an amoral wizard.\"],[\"8\",\"The moon over Hazlan shatters and plummets toward the ground. Whether caused by a mighty spell gone awry or a domain-spanning illusion, the sight throws Toyalis into chaos. Residents demand that the characters help them flee the disaster.\"],[\"9\",\"One of Hazlik's apprentices needs agents to search for a suspected fountain of youth said to have formed among the innumerable magical toxins polluting the swamp known as the Brew.\"],[\"10\",\"Hazlik knows his domain's days are numbered. He attempts to use the characters to recreate the living portal that first brought him to Hazlan, either as its creators or its raw materials.\"]],\"name\":\"Hazlan Adventures\",\"page\":115,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Hazlan Wild Magic\",\"colLabels\":[\"d20\",\"Wild Magic Effect\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1–5\",\"The character causes a random effect from the {@table Wild Magic Surge|phb} table in the {@book Player's Handbook|PHB}.\"],[\"6–7\",\"The character is {@condition frightened} of all creatures until the end of their next turn.\"],[\"8–9\",\"A number ({@dice 2d4}) of the Staring Cats of Uldun-dar appear within 30 feet of the character. These sapient, hyperdimensional {@creature Cat||cats} have uneven numbers of eyes and are not hostile, but they ominously share reports on how the character died in multiple parallel dimensions. The cats vanish after the character's next long rest.\"],[\"10–11\",\"The character and the creature nearest them both teleport up to 60 feet to random unoccupied spaces of the DM's choice. When they reappear, they are covered in harmless ectoplasm.\"],[\"12\",\"The character broadcasts their surface thoughts for 1 round, as if all creatures within 30 feet of them had cast {@spell detect thoughts} targeting them.\"],[\"13–14\",\"A spectral Eye of Hazlik appears, hovering over the character for 1 hour. The eye functions as detailed in the \\\"{@book The Eye of Hazlik|VRGR|3|The Eye of Hazlik}\\\" section.\"],[\"15–16\",\"A portal similar to that created by {@spell arcane gate} opens within 10 feet of the character. It connects to another portal somewhere in Hazlan. The portal remains open for 1 hour, during which creatures from either side can pass through.\"],[\"17–18\",\"A shrieking, skinless, many-limbed horror that has the statistics of (and vaguely resembles) a {@creature unicorn} appears within 30 feet of the character. It is hostile to them, vanishing after 1 minute.\"],[\"19\",\"The character casts {@spell fireball} as a 5th-level spell centered on themself using Charisma as the spellcasting ability. Screams and laughter emanate from the flames.\"],[\"20\",\"A fog cloud appears, centered on the character. The effect is similar to a {@spell fog cloud} spell and lasts for 10 minutes. The DM can choose to have the fog affect creatures as if they'd entered the Mists.\"]],\"name\":\"Hazlan Wild Magic\",\"page\":116,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"I'Cath Adventures\",\"colLabels\":[\"d10\",\"Adventure\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A desperate local needs medicine for a sick spouse, but the only merchant in Gwai-Huit Center with the necessary herbs demands fresh fruit from the Gemstone Gardens. The local entreats the characters to infiltrate the {@creature jiangshi|VRGR}-haunted park (see {@book chapter 5|VRGR|5}).\"],[\"2\",\"A child has gone missing on the streets of I'Cath. The child's parents plead with the characters to find the youngster before dusk.\"],[\"3\",\"A {@creature spy} known as a criminal in I'Cath's dream city is imprisoned and tormented every time he falls asleep. He begs for the characters' aid to help keep him awake.\"],[\"4\",\"A group of {@creature Bandit||bandits} waylay anyone who passes through their territory, demanding fresh meat for passage. Trapped locals seek help in moving through the gang's territory.\"],[\"5\",\"A melancholy elf is unable to enter Tsien Chiang's dream to join his family. He entreats the characters to help him find a way.\"],[\"6\",\"A {@creature jiangshi|VRGR} approaches the characters and asks them to locate one or more of her lost family members within the dream city. She's worried about what's become of her family—their bodies should be in the city, but she's lost track of them.\"],[\"7\",\"A family in the Mansions made offerings of food and remembrances to placate a hungry {@creature ghost}. This has attracted dozens of other ghosts. The family seeks help placating the undead mouths they can't feed.\"],[\"8\",\"Tsien Chiang's library in the Palace of Bones holds secrets about the border between dreams and reality. The characters must infiltrate the palace, find the information they need, and escape before Tsien Chiang returns at dawn.\"],[\"9\",\"A desperate {@creature veteran} wakes from the dream and attempts to set I'Cath on fire, believing it's better for everything to burn than to live a lie. The characters must choose how to contend with the murderous arsonist.\"],[\"10\",\"All but one of Tsien Chiang's daughters have gone missing—and the remaining daughter is either Tsien Seu-Mei or Tsien Lei-An, neither of whom can speak. This daughter crosses the party's path and silently begs for help.\"]],\"name\":\"I'Cath Adventures\",\"page\":121,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Kalakeri Adventures\",\"colLabels\":[\"d10\",\"Adventure\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@creature Bandit||Bandits} takes over the village of Neelakurinji, claiming Ramya or Arijani as their leader. In truth they serve neither and are opportunistically robbing those who fear disobeying the factions. An escaped villager entreats the characters for help.\"],[\"2\",\"The {@creature stone giant} guru Jalendu claims to know a path to religious enlightenment. Those who fail to prove their devotion to his teachings turn up {@condition petrified}.\"],[\"3\",\"The sea boils around an ancient, submerged ruin called the Drowned Altar. With constant upheaval, no one has performed the rites necessary to placate what dwells in the deep.\"],[\"4\",\"Dozens of servants were hired to help host a grand gala thrown by Arijani. The event was a success, but none of the servants returned home. Their families entreat the characters to seek answers.\"],[\"5\",\"The rare ralvanji spice has miraculous medicinal properties, but by royal edict it is grown only in the gardens of the Cerulean Citadel. Estavan, a mysterious {@creature oni} merchant, offers to pay good money for the spice and even more for the seeds.\"],[\"6\",\"A parent asks the characters to bring their runaway teenager home, not knowing their child joined Ramya's army, died, and returned as a {@creature wight}.\"],[\"7\",\"Reeva employs the party to find the forbidden ruins of Bahru, said to lie somewhere in the Ashwagangha Mountains. She believes her ancestors imprisoned a powerful force there, which she hopes to awaken and bend to her service.\"],[\"8\",\"The shadows of people in Meenakara are disappearing, and the shadow-bereft soon sicken and die. A local leader claims that the strange plague's cure lies among the hidden isles known as the Ashram of {@book Niranjan|VRGR|3|Niranjan} (detailed in \\\"{@book Other Domains of Dread|VRGR|3}\\\" later in this chapter).\"],[\"9\",\"A {@creature commoner} begs the characters to prove their sibling's loyalty to Ramya. Time is short, since the sibling was arrested and taken to the Tower of Traitors to face execution.\"],[\"10\",\"Ramya desires a consort to cement her rulership and bring stability to the kingdom. A character who is a capable warrior catches her attention.\"]],\"name\":\"Kalakeri Adventures\",\"page\":128,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Renown in Kalakeri\",\"colLabels\":[\"Adjusted Renown\",\"Activity\",\"Faction\"],\"colStyles\":[\"col-2 text-center\",\"col-9\",\"col-1 text-center\"],\"rows\":[[\"+1\",\"Advancing the faction's interests\",\"Either\"],[\"+1\",\"Revealing a traitor\",\"Either\"],[\"+1\",\"Attaining victory over a rival through martial skill\",\"Loyalists\"],[\"+1\",\"Evicting rebels from a community\",\"Loyalists\"],[\"+1\",\"Attaining victory over a rival through duplicity\",\"Rebels\"],[\"+2\",\"Completing a mission assigned by the faction\",\"Either\"],[\"+2\",\"Executing a traitor\",\"Either\"],[\"+2\",\"Evicting loyalists from a community\",\"Rebels\"],[\"+2\",\"Gaining a rich or powerful ally for the faction\",\"Rebels\"],[\"+2\",\"Offering rare occult lore to Reeva\",\"Rebels\"],[\"+3\",\"Recovering Arijani or Reeva's skull from the Tower of Traitors\",\"Rebels\"],[\"+4\",\"Ousting foes from the Cerulean Citadel\",\"Either\"],[\"–1\",\"Being accused of treachery\",\"Either\"],[\"–2\",\"Being caught aiding a rival faction's agenda\",\"Either\"],[\"–2\",\"Failing at an assignment\",\"Either\"],[\"–2\",\"Offending Arijani's ego\",\"Rebels\"],[\"–3\",\"Discovering a faction leader's true form\",\"Either\"],[\"–5\",\"Openly betraying the faction\",\"Either\"]],\"name\":\"Renown in Kalakeri\",\"page\":130,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Loyalist Benefits\",\"colLabels\":[\"Renown Threshold\",\"Request\",\"Renown Adjustment\"],\"colStyles\":[\"col-2 text-center\",\"col-9\",\"col-1 text-center\"],\"rows\":[[\"1\",\"Moving unimpeded through loyalist-controlled territory\",\"—\"],[\"1\",\"Learning the location of the bulk of Ramya's armies\",\"—\"],[\"3\",\"Learning where a particular skull is in the Tower of Traitors\",\"–1\"],[\"3\",\"Learning where a specific soldier in Ramya's army is stationed\",\"—\"],[\"5\",\"Gaining an audience with Maharani Ramya\",\"—\"],[\"10\",\"Pardoning someone accused of being a traitor\",\"–2\"],[\"10\",\"Gaining command of a contingent of Undead soldiers to fulfill a mission\",\"–2\"],[\"15\",\"Convincing the faction to heed advice\",\"–2\"],[\"15\",\"Convincing Ramya to relinquish a skull from the Tower of Traitors or dismiss a soldier from her army\",\"–2\"],[\"20\",\"Convincing the faction to heed advice seemingly counter to its interests\",\"–5\"],[\"25\",\"Convincing Ramya to leave Jadurai\",\"–5\"]],\"name\":\"Benefits of Renown; Loyalist Benefits\",\"page\":131,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Rebel Benefits\",\"colLabels\":[\"Renown Threshold\",\"Request\",\"Renown Adjustment\"],\"colStyles\":[\"col-2 text-center\",\"col-8\",\"col-2 text-center\"],\"rows\":[[\"1\",\"Moving unimpeded through rebel-controlled territory\",\"—\"],[\"1\",\"Learning if a wealthy individual has been courted by the rebels in the past month\",\"—\"],[\"3\",\"Learning where Arijani and Reeva are encamped\",\"—\"],[\"5\",\"Gaining a private audience with both Arijani and Reeva\",\"—\"],[\"7\",\"Gaining a private audience with either Arijani or Reeva\",\"—\"],[\"10\",\"Obtaining an invitation to one of Arijani and Reeva's galas\",\"–4\"],[\"15\",\"Convincing the faction to heed advice\",\"–2\"],[\"15\",\"Convincing the faction to heed advice seemingly counter to its interests\",\"–5\"],[\"20\",\"Obtaining an invitation to one of Arijani and Reeva's private feasts\",\"–5\"],[\"25\",\"Convincing Reeva to reveal secrets hidden under the Cerulean Citadel\",\"–5\"]],\"name\":\"Benefits of Renown; Rebel Benefits\",\"page\":131,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Kartakass Adventures\",\"colLabels\":[\"d8\",\"Adventure\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The characters arrive in Kartakass and immediately meet a friendly local: Harkon Lukas.\"],[\"2\",\"A foe carries an invitation to Harmonia's Crystal Club. If the characters visit, they find themselves the only non-lycanthropes in the crowd.\"],[\"3\",\"A set dresser in Medria used \\\"tamed\\\"{@creature Mimic||mimics} during a stage production. Now the audience is trapped inside a theater overrun by the monsters.\"],[\"4\",\"The party investigates a murder in Emherst. The victim is an actor who played a character murdered daily in the ongoing immersive play.\"],[\"5\",\"Akriel Lukas hires the party to \\\"borrow\\\" her father's violin so she can accurately model her own violin, Sundered Heart, from it.\"],[\"6\",\"A scholar named Radaga seeks the characters' aid in recovering a mysterious relic—an ancient crown—from a skeleton-haunted canyon in the Martello Hills.\"],[\"7\",\"The party is invited to participate in a fighting tournament in the goblin-overrun hills known as the Catacombs. Upon arriving, they find that {@creature Goblin||goblins} organized the event under the oversight of the flamboyant {@creature gladiator} Nym Pymplee.\"],[\"8\",\"A brewer in Harmonia hires the party to deliver a cart of meekulbrau—a local berry wine that soothes the throat and improves vocal performances. A band of thieves hijacked the last two deliveries, and the brewer wants to make sure this latest delivery reaches its buyer, Harkon Lukas.\"]],\"name\":\"Kartakass Adventures\",\"page\":135,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Favors for Harkon Lukas\",\"colLabels\":[\"d4\",\"Favor\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Harkon is expected to debut a new song, \\\"Just Like the Wind,\\\" but his backup performers and entourage are missing. The Darklord asks for the characters to fill in as entertainers and personal security.\"],[\"2\",\"Harkon expects to be attacked by a toxic former student or lover at a public event. The Darklord asks the party to intercept this stalker.\"],[\"3\",\"Harkon feigns fear of being mobbed by fans. The Darklord asks the party to disguise him and escort him to an event.\"],[\"4\",\"In the wild, Harkon's entourage is slain by wolves or by bandits. If the party saves him, the Darklord feigns helplessness and asks to travel with them.\"]],\"name\":\"Meeting the Darklord; Favors for Harkon Lukas\",\"page\":136,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Lamordia Adventures\",\"colLabels\":[\"d10\",\"Adventure\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Sapient lab animals escape Ludendorf University and need help finding a new home. One, however, is eager to improve upon its form and the forms of its fellows.\"],[\"2\",\"Medical student Emil Bollenbach strives to craft revolutionary {@creature Flesh Golem||flesh golems}, such as ones made entirely of doppelgangers or beholders. His patrons enlist the party to aid his research.\"],[\"3\",\"A murderous, jaundiced whale is hunting Ludendorf's ships. The superstitious Captain Furschter of the city's navy asks the party to learn why by seeking Winter's Mouth, a crack in the ice where the sea supposedly whispers its secrets.\"],[\"4\",\"Three brilliant Ludendorf University students compete to become Dr. Mordenheim's new assistant. Each seeks the party's assistance in ensuring they're chosen for the opportunity.\"],[\"5\",\"A wave of warped monstrosities is preparing to assault Neufurchtenburg. The metallurgists at the Giesbrecht Automatic Armaments company have created a new weapon or vehicle that could save the town, but they need someone to test it.\"],[\"6\",\"Ruprekt Schaller stood to inherit his dying father's factory in Ludendorf. Instead, Udo Schaller paid assassins to murder his son and had his brain transplanted into Ruprekt's young body, with the help of Dr. Mordenheim. Udo's daughter and sole surviving heir, Varissa Schaller, wants to avenge her brother's murder and begs the party to help destroy her father.\"],[\"7\",\"Prospectors seeking rare gas pockets discover numerous well-preserved bog mummies dating back to Lamordia's ancient druidic peoples. They seek help when the mummies vanish and undead animals begin terrorizing their camp.\"],[\"8\",\"Baron von Aubrecker writes to the party, asking them to recover the body of a \\\"relative\\\" from the Haifisch, a shipwreck impaled on a spire of ice.\"],[\"9\",\"The Sleeping Beast is experiencing an increasing number of earthquakes. The overseers of the Pulstein Mine call for aid, believing that strange creatures are causing the quakes to steal the \\\"marrowstone\\\" they're mining.\"],[\"10\",\"Scholars at Ludendorf University learn of the Unbreakable Heart and claim a monster stole it. The characters and dozens of other hunters are sent to the Isles of Agony to recover the device.\"]],\"name\":\"Lamordia Adventures\",\"page\":141,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Serving Dr. Mordenheim\",\"colLabels\":[\"d4\",\"Mission\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The doctor desires a cutting-edge discovery from a factory in Neufurchtenburg. To acquire it, she has kidnapped the factory owner's family and put the characters' consciousnesses into their bodies. Until the characters deliver the discovery, she holds their bodies and the family's brains in cold storage.\"],[\"2\",\"Wishing to spy on Ludendorf University, Mordenheim mounts the characters' heads onto suits of {@creature animated armor}. The characters will get their bodies back when they return with the information the doctor desires.\"],[\"3\",\"Agents of Baron von Aubrecker attack Schloss Mordenheim and wreak considerable damage. Dr. Mordenheim places the characters' brains into {@creature Flesh Golem||flesh golems} and sets them loose to punish the baron.\"],[\"4\",\"Dr. Mordenheim wants {@creature Elise|VRGR} found and returned. Using various monster parts, she creates unique hunter bodies with the statistics of {@creature Flesh Golem||flesh golems} or {@b} other monsters. She places the characters' minds into these bodies, promising to restore them when they bring her {@creature Elise|VRGR}.\"]],\"name\":\"Mordenheim's Designs; Serving Dr. Mordenheim\",\"page\":142,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Mordent Adventures\",\"colLabels\":[\"d8\",\"Adventure\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An alchemist discovers a way to \\\"burn\\\" spirits to provide fuel for magical fire. Several spirits seek the party's aid in preventing their second death.\"],[\"2\",\"A {@creature noble} seeks help as an undead ancestor tries to prevent the {@creature noble}'s marriage to an \\\"unsuitable\\\" partner.\"],[\"3\",\"The spirits of two lovers whose families prevented their union begin exacting revenge on the living.\"],[\"4\",\"A pair of rival fiends, Athos and Diche, break loose from idols in the collection at Heather House. Members of the Weathermay family call for aid.\"],[\"5\",\"The citizens of the village of Crawford spread tales of a gigantic {@creature raven}. Sheriff Perkins hires the characters to hunt down the creature, which is actually a {@creature wereraven|VRGR} (see {@book chapter 5|VRGR|5}) protecting the community from a greater threat.\"],[\"6\",\"A curse has afflicted Westcote Manor for a hundred years. The surrounding bog encroaches on the house, and howling bog hounds draw ever closer to the estate's beleaguered lord.\"],[\"7\",\"The baronet of a small estate is forced to commit increasingly heinous crimes each day or face unspeakable torment at the hands of his ghostly ancestors, who suffered under the same curse.\"],[\"8\",\"Someone has rebuilt the infamous Apparatus and is using it to transpose vicious souls into the bodies of mild-mannered citizens of Mordentshire.\"]],\"name\":\"Mordent Adventures\",\"page\":147,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Ghost's History\",\"colLabels\":[\"d6\",\"Ghost's History\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The ghost died so recently that they might not yet fully realize they are dead.\"],[\"2\",\"The ghost died recently enough that people who knew them in life are still around.\"],[\"3\",\"The ghost died years ago, and few people who knew them in life are still alive.\"],[\"4\",\"The ghost died a generation ago; folks remember rumors or stories told about the person's life.\"],[\"5\",\"The ghost died multiple generations ago, and only local folklore or histories preserve their memory.\"],[\"6\",\"The ghost died a very long time ago, and no one knows anything about their history.\"]],\"name\":\"Ghost's History\",\"page\":148,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Tragic Elements\",\"colLabels\":[\"d10\",\"Tragic Element\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The ghost aches from a broken heart.\"],[\"2\",\"The ghost interferes with the romantic life of their victim.\"],[\"3\",\"The ghost was falsely accused and convicted of a crime.\"],[\"4\",\"The ghost makes an innocent person appear to be guilty of the ghost's crimes.\"],[\"5\",\"In life, the ghost was cut off by family members and denied a rightful inheritance.\"],[\"6\",\"The ghost refuses to acknowledge any living heirs as family members and tries to prevent these heirs from inheriting what is rightly theirs.\"],[\"7\",\"Society shunned the ghost unfairly in life.\"],[\"8\",\"Association with the ghost causes their living victim to be shunned by society.\"],[\"9\",\"In life, the ghost's efforts to do good led them to be cursed by a hag, fiend, or powerful spirit.\"],[\"10\",\"The ghost foils their victim's efforts to do good.\"]],\"name\":\"Tragedy; Tragic Elements\",\"page\":148,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Romantic Elements\",\"colLabels\":[\"d8\",\"Romantic Element\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The ghost hopes to be reunited with another ghost—the spirit of someone they loved in life.\"],[\"2\",\"The ghost haunts someone they loved in life, who still returns that love.\"],[\"3\",\"The ghost haunts a place they loved in life, perhaps their home or a memorial to one they lost.\"],[\"4\",\"The ghost haunts someone they loved in life, who is trying to move on.\"],[\"5\",\"The ghost haunts someone who looks like a person the ghost loved in life (possibly a descendant of that person).\"],[\"6\",\"A person who loved the ghost in life refuses to let the spirit leave.\"],[\"7\",\"The ghost was murdered by someone they loved in life.\"],[\"8\",\"The ghost seeks vengeance on someone who spurned them in life.\"]],\"name\":\"Romance; Romantic Elements\",\"page\":148,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Richemulot Adventures\",\"colLabels\":[\"d6\",\"Adventure\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"At the command of Jacqueline Renier, {@creature Swarm of Rats||swarms of rats} nightly slip into homes and murder the resident cats. Distraught pet owners entreat the characters for aid.\"],[\"2\",\"A desperate rogue seeks the characters' aid when the rest of her band is trapped within the abandoned Fiox Estate by a haywire security system.\"],[\"3\",\"A band of students plot a revolution against Jacqueline Renier in the valley called Assassin's Echo. They're convinced one among them is a traitor but don't realize there's a {@creature wererat} in their midst.\"],[\"4\",\"A constable requests the characters' aid in solving murders in which the victims have been drained of blood. The murderer is a {@creature strigoi|VRGR} (see {@book chapter 5|VRGR|5}) that haunts a sunken chapel in the swamp known as the Gardens.\"],[\"5\",\"Doctor Temator of Mortigny believes she can create a cure for the Gnawing Plague and enlists the characters to find subjects who have never had the disease. Rumors soon spread that the doctor and characters are actually spreading the plague.\"],[\"6\",\"Louise Renier seeks the characters' aid in infiltrating a ball Jacqueline is holding at Chateau Delanuit. She aims to infuriate Jacqueline so that she reveals her {@creature wererat} nature before her guests.\"]],\"name\":\"Richemulot Adventures\",\"page\":153,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Stage Two Encounters\",\"colLabels\":[\"d6\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The character avoids direct contact with anyone who might be infected.\"],[\"2\",\"How many people brush up against the character as they push through the crowds? The character must succeed on a DC 12 Constitution saving throw or contract the Gnawing Plague.\"],[\"3\",\"A nearby person turns and coughs directly on the character, who must succeed on a DC 14 Constitution saving throw or contract the Gnawing Plague.\"],[\"4\",\"A {@creature rat} scurries across the character's foot. If the character isn't wearing metal armor, it scratches them and they must succeed on a DC 12 Constitution saving throw or contract the Gnawing Plague.\"],[\"5\",\"A sobbing child is separated from their parents in a crowd. A character who physically interacts with the child must succeed on a DC 14 Constitution saving throw or contract the Gnawing Plague.\"],[\"6\",\"A cutpurse tries to pick the character's pocket. If the character tries to physically stop the criminal, they must succeed on a DC 12 Constitution saving throw or contract the Gnawing Plague.\"]],\"name\":\"Stage Two: Outbreak; Stage Two Encounters\",\"page\":154,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Stage Three Encounters\",\"colLabels\":[\"d6\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A dead body lies in the character's path. A character who touches the body must succeed on a DC 12 Constitution saving throw or contract the Gnawing Plague.\"],[\"2\",\"A retching {@creature commoner} tries to grapple the character, begging for any help. Anyone the commoner touches must succeed on a DC 16 Constitution saving throw or contract the Gnawing Plague.\"],[\"3\",\"Three Casques Silencieux ({@creature animated armor}) gesture for the character to get indoors immediately. They turn hostile if the character resists.\"],[\"4\",\"Several mangy {@creature Giant Rat||giant rats} attack. Anyone bitten by a giant rat must succeed on a DC 14 Constitution saving throw or contract the Gnawing Plague.\"],[\"5\",\"A {@creature swarm of rats} shadows the character as they travel. If confronted, the swarm attacks. Anyone bitten by the rats must succeed on a DC 14 Constitution saving throw or contract the Gnawing Plague.\"],[\"6\",\"A young, well-heeled couple cavorts openly, oblivious to the quarantine. These {@creature Wererat||wererats} don't reveal their true nature unless they must, and then only to blend in with the swarms of rats.\"]],\"name\":\"Stage Three: Illness; Stage Three Encounters\",\"page\":155,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Stage Four Encounters\",\"colLabels\":[\"d6\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A desperate group of {@creature Commoner||commoners} tries to break through a sealed gate to escape quarantine. Anyone who tries to aid or deter them must succeed on a DC 16 Constitution saving throw or contract the Gnawing Plague.\"],[\"2\",\"Three thieves attack someone who cries out for help. If a character intervenes, all four thieves reveal themselves to be {@creature Wererat||wererats} and attack.\"],[\"3\",\"A squad of Casques Silencieux ({@creature animated armor}) marches through the street. If the Casques Silencieux spot a character, they try to force the character into a home where the residents are all dead.\"],[\"4\",\"The character spots several rats in an alley using trash to enact a miniature courtroom drama. If a character interrupts or is critical of the rats' play, the rats become a {@creature swarm of rats} and attack.\"],[\"5\",\"The character notices a {@creature giant rat} about to throw alchemist's fire at an inhabited home. If they intervene, the rat flees. Whether or not it escapes, the character's lodgings are soon the target of arson.\"],[\"6\",\"A celebration takes place in a nearby house. Six {@creature Wererat||wererats} openly cavort in hybrid form, dancing and carousing with the corpses of the home's former owners.\"]],\"name\":\"Stage Four: Pestilence; Stage Four Encounters\",\"page\":155,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Tepest Adventures\",\"colLabels\":[\"d10\",\"Adventure\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Toxic, vision-inducing fungi taint the ruined village of Briggdarrow. Recently, homesteaders outside Viktal discovered the fungus on their properties and claim it's being spread by strange fungus-covered bipeds (myconids).\"],[\"2\",\"A hermit who once lived in the abandoned fortress on Cas Island hires the party to retrieve an heirloom she left behind. But she warns that the Avanc, a dangerous lake monster, swims nearby.\"],[\"3\",\"A shepherd's youngest child went missing after a sinkhole opened in a nearby pasture, revealing a glowing cavern that leads into the tunnels of Arak.\"],[\"4\",\"The Parrish family fled Viktal in fear of Mother. They seek help revealing her malice to their former neighbors before she finds them.\"],[\"5\",\"Mother's Minders nail wicker dolls over the doors of a dozen houses in Viktal. Soon after, both the dolls and the inhabitants of those houses vanish.\"],[\"6\",\"A druid seeks aid in reclaiming their people's holy site from an ancient, evil {@creature treant} called Blightroot. The druid doesn't mention that the surrounding forests are a clonal colony of the villainous plant.\"],[\"7\",\"A grieving villager begs the characters to take their deceased loved one to the Cauldron, a pool said to restore life to a corpse bathed in its waters. The villager says nothing of the terrible price the pool's magic exacts.\"],[\"8\",\"Two young lovers go missing from Viktal. One is found days later, unable to remember anything, aged fifty years, and desperate for help to find their partner.\"],[\"9\",\"A character's reflection on the water warns of impending doom. The image insists they find the Seer's Glass, which can reveal the past and future.\"],[\"10\",\"A strange old woman claims to have lost her child and begs the characters for help. Thus disguised, Lorinda hopes to have the party track down her runaway Laoirse.\"]],\"name\":\"Tepest Adventures\",\"page\":159,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Sights in Viktal\",\"colLabels\":[\"d8\",\"Sight\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Locals weave flowers into crowns and sew cuts of meat into cloaks, creating traditional garb for an upcoming festival.\"],[\"2\",\"Most children in town are hexbloods (see {@book chapter 1|VRGR|1|Hexblood}). Evasive locals refuse to say why.\"],[\"3\",\"Villagers harvest wings and chrysalises from caged moths, which are powdered and used to make \\\"shift spice\\\"—a pervasive ingredient in local dishes.\"],[\"4\",\"A group of young people dramatically sob at the window of an old woman, who tosses horned wicker dolls to those who sob loudest.\"],[\"5\",\"A local fisher teaches knife-wielding youngsters how to debone live eels and create festive \\\"elver-crowns,\\\" a grim local decoration.\"],[\"6\",\"With adult approval, youngsters affix hornlike sticks to a terrified animal's head.\"],[\"7\",\"A lovingly carved door or mural depicts a woman's face made of moth wings, watching over an explicitly detailed scene of butchery or surgery.\"],[\"8\",\"Villagers sing and dance in a circle around someone undergoing a ritual to have their left eye removed.\"]],\"name\":\"Welcome to Viktal; Sights in Viktal\",\"page\":160,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Tithe Events\",\"colLabels\":[\"d6\",\"Event\",\"Token\"],\"colStyles\":[\"col-2 text-center\",\"col-6\",\"col-4\"],\"rows\":[[\"1\",\"Crooked Joust. Participants use stilts strapped to their arms and legs to topple one another.\",\"Five-legged sheep figurine\"],[\"2\",\"Powrie Chase. Pursuers dress as wicked faeries, donning tattered red cloaks and using sharp darts in a game of tag.\",\"Red wooden ring\"],[\"3\",\"Lost Siblings. Blindfolded participants identify other players by touching their hair.\",\"Sheaf of black wheat\"],[\"4\",\"Gossamer Glutton. Whoever eats the most live moths wins.\",\"Glass butterfly wing\"],[\"5\",\"Hungry Sister. A dozen players with a rope tied around them try to stop someone from getting past them and stealing a pear from a bowl.\",\"A dried length of pear skin\"],[\"6\",\"Never Naughty. Participants take turns flattering three elderly villagers, who decide who wins and who gets paddled.\",\"A reed switch\"]],\"name\":\"Tithe Events\",\"page\":160,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Lorinda's Daughter\",\"colLabels\":[\"d6\",\"Laoirse's Form\",\"Statistics\",\"CR\"],\"colStyles\":[\"col-2 text-center\",\"col-4\",\"col-3 text-center\",\"col-3 text-center\"],\"rows\":[[\"1\",\"Giant upright-walking ram\",\"{@creature Minotaur}\",\"3\"],[\"2\",\"Humanoid made of wicker\",\"{@creature Shambling mound}\",\"5\"],[\"3\",\"Dozens of stitched together corpses\",\"{@creature Zombie clot|VRGR}*\",\"6\"],[\"4\",\"Shivering, hairless, rabbit-bear\",\"{@creature Abominable yeti}\",\"9\"],[\"5\",\"Bipedal wolf-elk\",\"{@creature Loup garou|VRGR}*\",\"13\"],[\"6\",\"Giant, shrieking, bipedal sheep\",\"{@creature Goristro}\",\"17\"]],\"name\":\"Mother's Blessing; Lorinda's Daughter\",\"page\":161,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Valachan Adventures\",\"colLabels\":[\"d8\",\"Adventure\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The Oselo joyously adopt a new member into their community, but the ceremony erupts in strife when Chakuna appears and demands that all newcomers participate in the Trial of Hearts.\"],[\"2\",\"Shuaran warriors seek help in slaying a massive {@creature saber-toothed tiger} killing their people. They don't mention that they recently lost the Cat of Felkovic, a sentient magic item similar to a {@item figurine of wondrous power} that conjures a feline killer.\"],[\"3\",\"A sapient {@creature giant spider} emerges from the caverns known as the Council of the Whip Spider. It demands that the Oselo provide it a sacrifice, or every arachnid in Valachan will attack the village.\"],[\"4\",\"The {@creature tyrannosaurus rex} called Mother Heartless rampages from the Forest of Fossils, incensed by something amiss in her hunting grounds.\"],[\"5\",\"The {@creature lizardfolk} of the lakes surrounding the Anquara Plateau discover a submerged ruin and unleash an {@creature aboleth} that now holds them in thrall.\"],[\"6\",\"Beast-shaped {@creature Treant||treants} animate and lay siege to Pantara Lodge, obeying Urik von Kharkov's will.\"],[\"7\",\"The merchant ship Zodiac runs aground on Kiru Island. The sailors seek help salvaging other shipwrecks and escaping back to sea—preferably before Chakuna notices them.\"],[\"8\",\"A pack of {@creature Displacer Beast||displacer beasts} washes up dead in Sangui Cove. An enraged Chakuna prowls the jungle, slaying anyone she suspects of being involved.\"]],\"name\":\"Valachan Adventures\",\"page\":164,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Valachan Hunt Complications\",\"colLabels\":[\"d20\",\"Complication\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Chakuna appears and attacks. Roll a die. If you roll an even number, this occurs during another complication and you can roll again on this table. If you roll an odd number, Chakuna attacks suddenly without another complication.\"],[\"2\",\"Dense foliage, swampy ground, clouds of insects, or thick fog slows the party's travel to a crawl. The party chooses one character, who must succeed on a DC 14 Wisdom ({@skill Survival}) check or the party's travel speed is reduced by half for the next hour (this is in addition to any speed reduction from {@quickref difficult terrain||3}).\"],[\"3\",\"The area is riddled with traps set by Chakuna. A random character must succeed on a DC 15 Wisdom ({@skill Perception}) check or fall into a {@trap pits||spiked pit} (see the {@book Dungeon Master's Guide|DMG}).\"],[\"4\",\"{@creature Chuul||Chuuls}, {@creature Vine Blight||vine blights}, or {@creature Zombie Plague Spreader|VRGR|zombie plague spreaders} (see {@book chapter 5|VRGR|5}) ambush the party.\"],[\"5\",\"The characters find a tree bound in rope. One or more withered, oversized hearts hang from cords attached to its branches. Roll a die. If you roll an even number, the hearts look grim but are harmless. If you roll an odd number, the {@dice 1d6} hearts have the statistics of gnashing {@creature Death's Head|VRGR|death's heads} (see {@book chapter 5|VRGR|5}) and attack.\"],[\"6\",\"Clouds of insects, persistent leeches, or other parasites torment the party. Each character must succeed on a DC 16 Wisdom ({@skill Survival}) check or gain 1 level of {@condition exhaustion}. Creatures immune to disease suffer no ill effects from the parasites.\"],[\"7\",\"The party encounters a {@creature druid}, {@creature green hag}, or {@creature displacer beast} that is not part of the hunt. If a character succeeds on a DC 16 Charisma ({@skill Persuasion}) check, that creature shows them a route that allows them to move at double their speed for the next hour and avoid rolling on this table at the end of that time.\"],[\"8\",\"An individual or a group of competitors—{@creature Gladiator||gladiators}, {@creature Scout||scouts}, or {@creature Tribal Warrior||tribal warriors}—attempts to ambush the party.\"],[\"9\",\"Whispers in the Druidic language issue from the boughs of trees and cracks in the earth. They repeat one word: Blood.\"],[\"10\",\"A desperate competitor appears. Roll a die. If you roll an even number, the competitor is gravely wounded, incoherent, and suffering from hallucinations. If you roll an odd number, the competitor offers to help the party break the trial's rules and is struck dead by an arrow from the forest seconds later.\"],[\"11\",\"Dinosaurs, {@creature Giant Poisonous Snake||giant poisonous snakes}, or {@creature Hydra||hydras} attack the party.\"],[\"12\",\"A rope bridge provides the only method of crossing a river or ravine. Each character must succeed on a DC 10 Dexterity ({@skill Acrobatics}) check to cross the bridge or fall 60 feet into the jungle or water below. The bridge has AC 11, 16 hit points, and immunity to poison and psychic damage.\"],[\"13\",\"The party discovers an overgrown ruin. A character who succeeds on a DC 18 Wisdom ({@skill Perception}) check spots a relief carving of a wicked-looking figure ripping out its own heart.\"],[\"14\",\"A random character must succeed on a DC 14 Wisdom ({@skill Perception}) check or fall into {@book quicksand|DMG|5|Quicksand} (see the {@book Dungeon Master's Guide|DMG}).\"],[\"15\",\"{@creature Panther||Panthers}, {@creature Displacer Beast||displacer beasts}, or werepanthers ({@creature Weretiger||weretigers}) attempt to ambush the party.\"],[\"16\",\"The characters discover the corpse of a competitor. Roll a die. If you roll an even number, the corpse has a {@item potion of healing}. If you roll an odd number, the corpse's heart has been removed.\"],[\"17\",\"The party chooses one character who must succeed on a DC 16 Wisdom ({@skill Survival}) check. On a failed check, the party becomes lost. It takes the characters 1 hour to realize they are {@dice 1d4} miles away from their assumed location in a disadvantageous direction.\"],[\"18–20\",\"No complication\"]],\"name\":\"Valachan Hunt Complications\",\"page\":167,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Domains of Ravenloft\",\"colLabels\":[\"d100\",\"Domain\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–04\",\"{@book Barovia|VRGR|3}*\"],[\"05–06\",\"{@book Bluetspur|VRGR|3}*\"],[\"07–09\",\"{@book Borca|VRGR|3}*\"],[\"10–12\",\"{@book Carnival|VRGR|3}*\"],[\"13–14\",\"{@book Cyre 1313|VRGR|3|Cyre 1313, The Mourning Rail}\"],[\"15–18\",\"{@book Darkon|VRGR|3}*\"],[\"19–21\",\"{@book Dementlieu|VRGR|3}*\"],[\"22–24\",\"{@book Falkovnia|VRGR|3}*\"],[\"25–26\",\"{@book Forlorn|VRGR|3|Forlorn}\"],[\"27–28\",\"{@book Ghastria|VRGR|3|Ghastria}\"],[\"29–30\",\"{@book G'henna|VRGR|3|G'henna}\"],[\"31–33\",\"{@book Har'Akir|VRGR|3}*\"],[\"34–36\",\"{@book Hazlan|VRGR|3}*\"],[\"37–39\",\"{@book I'Cath|VRGR|3}*\"],[\"40–41\",\"{@book Invidia|VRGR|3|Invidia}\"],[\"42–44\",\"{@book Kalakeri|VRGR|3}*\"],[\"45–47\",\"{@book Kartakass|VRGR|3}*\"],[\"48–49\",\"{@book Keening|VRGR|3|Keening}\"],[\"50–51\",\"{@book Klorr|VRGR|3|Klorr}\"],[\"52–54\",\"{@book Lamordia|VRGR|3}*\"],[\"55–56\",\"{@book Markovia|VRGR|3|Markovia}\"],[\"57–59\",\"{@book Mordent|VRGR|3}*\"],[\"60–62\",\"{@book Nightmare Lands|VRGR|3|The Nightmare Lands}\"],[\"63–64\",\"{@book Niranjan|VRGR|3|Niranjan}\"],[\"65–66\",\"{@book Nova Vaasa|VRGR|3|Nova Vaasa}\"],[\"67–69\",\"{@book Odaire|VRGR|3|Odaire}\"],[\"70–71\",\"{@book Rider's Bridge|VRGR|3|The Rider's Bridge}\"],[\"72–74\",\"{@book Richemulot|VRGR|3}*\"],[\"75–76\",\"{@book Risibilos|VRGR|3|Risibilos}\"],[\"77–78\",\"{@book Scaena|VRGR|3|Scaena}\"],[\"79–81\",\"{@book Sea of Sorrows|VRGR|3|Sea of Sorrows}\"],[\"82–83\",\"{@book Shadowlands|VRGR|3|The Shadowlands}\"],[\"84–85\",\"{@book Souragne|VRGR|3|Souragne}\"],[\"86–87\",\"{@book Staunton Bluffs|VRGR|3|Staunton Bluffs}\"],[\"88–90\",\"{@book Tepest|VRGR|3}*\"],[\"91–92\",\"{@book Tovag|VRGR|3|Tovag}\"],[\"93–95\",\"{@book Valachan|VRGR|3}*\"],[\"96–97\",\"{@book Vhage Agency|VRGR|3|Vhage Agency}\"],[\"98–99\",\"{@book Zherisia|VRGR|3|Zherisia}\"],[\"100\",\"DM's design\"]],\"name\":\"Domains of Ravenloft\",\"page\":168,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Strangers in the Mists\",\"colLabels\":[\"d6\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Someone from another world who's just been drawn into a domain by the Mists\"],[\"2\",\"Someone fleeing the Darklord of another domain\"],[\"3\",\"A raven carrying a message from the Keepers of the Feather\"],[\"4\",\"Curious members of the Keepers of the Feather led by a {@creature wereraven|VRGR} (see {@book chapter 5|VRGR|5}) in disguise\"],[\"5\",\"A band of Vistani\"],[\"6\",\"A spirit that cries out before being yanked back into the Mists, leaving behind a Mist talisman\"]],\"name\":\"Travelers in the Mists; Strangers in the Mists\",\"page\":174,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Keeper Adventures\",\"colLabels\":[\"d6\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Keepers invite the characters to a social gathering where fortunes are told and attendees sample rare imported mumia—powdered mummy.\"],[\"2\",\"A Keeper delivers a letter to the characters that arrived by raven. The message has no sender.\"],[\"3\",\"Orphir Brindletop, a Kalakeri gnome occultist, is surprised to meet one of the characters, as he received a message for them in a séance long ago.\"],[\"4\",\"The characters are invited to help a Keeper stake out a graveyard in hopes of spotting a legendary creature said to dwell there.\"],[\"5\",\"The party is hired to collect a parcel from the Blue Water Inn in the Barovian town of Vallaki, which is secretly run by wereravens. They must not open the package and must get it out of Barovia swiftly.\"],[\"6\",\"A character glimpses a raven-like figure. When they investigate, they find only the mysterious talisman that it left behind.\"]],\"name\":\"Keeper Adventures\",\"page\":175,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Domains of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Creatures by Challenge Rating\",\"colLabels\":[\"CR\",\"Creature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1/8\",\"{@creature Gremishka|VRGR}\"],[\"1/2\",\"{@creature Death's head|VRGR}\"],[\"1/2\",\"{@creature Podling|VRGR}\"],[\"1\",\"{@creature Boneless|VRGR}\"],[\"1\",\"{@creature Carrionette|VRGR}\"],[\"1\",\"{@creature Swarm of zombie limbs|VRGR}\"],[\"2\",\"{@creature Swarm of gremishkas|VRGR}\"],[\"2\",\"{@creature Swarm of maggots|VRGR}\"],[\"2\",\"{@creature Wereraven|VRGR}\"],[\"3\",\"{@creature Brain in a jar|VRGR}\"],[\"3\",\"{@creature Carrion stalker|VRGR}\"],[\"3\",\"{@creature Swarm of scarabs|VRGR}\"],[\"4\",\"{@creature Strigoi|VRGR}\"],[\"4\",\"{@creature Zombie plague spreader|VRGR}\"],[\"5\",\"{@creature Vampiric mind flayer|VRGR}\"],[\"6\",\"{@creature Gallows speaker|VRGR}\"],[\"6\",\"{@creature Priest of Osybus|VRGR}\"],[\"6\",\"{@creature Zombie clot|VRGR}\"],[\"7\",\"{@creature Bodytaker plant|VRGR}\"],[\"7\",\"{@creature Necrichor|VRGR}\"],[\"8\",\"{@creature Inquisitor of the Mind Fire|VRGR}\"],[\"8\",\"{@creature Inquisitor of the Sword|VRGR}\"],[\"8\",\"{@creature Inquisitor of the Tome|VRGR}\"],[\"8\",\"{@creature Nosferatu|VRGR}\"],[\"8\",\"{@creature Relentless slasher|VRGR}\"],[\"8\",\"{@creature Unspeakable horror|VRGR}\"],[\"9\",\"{@creature Jiangshi|VRGR}\"],[\"10\",\"{@creature Dullahan|VRGR}\"],[\"12\",\"{@creature Relentless juggernaut|VRGR}\"],[\"13\",\"{@creature Loup garou|VRGR}\"],[\"19\",\"{@creature Lesser star spawn emissary|VRGR}\"],[\"21\",\"{@creature Greater star spawn emissary|VRGR}\"]],\"name\":\"Bestiary; Creatures by Challenge Rating\",\"page\":226,\"source\":\"VRGR\",\"chapter\":{\"name\":\"Monsters of Ravenloft\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Feywild Weather\",\"colLabels\":[\"d8\",\"Weather Effect\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Flower blossoms rain from a sky filled with sparkling, pastel-colored clouds.\"],[\"2\",\"A grand fairy drama plays in the sky as a stylistically rendered illusion or a swirling aurora.\"],[\"3\",\"It rains tiny fruit tarts. They fall slowly and disappear just before they hit the ground. If caught from the air and eaten, they're delicious.\"],[\"4\",\"Fog rolls in and plays harmless tricks on the characters, giving them fog mustaches, fog eyebrows, and fog wigs of many styles—perhaps even fog cloaks or fog companions.\"],[\"5\",\"Snow begins to fall, and the flakes grow bigger over time. Flakes as big as dinner plates, wagon wheels, and even a waterwheel fall, but they're light as a feather.\"],[\"6\",\"The sky fills with iridescent bubbles that lazily fall to the ground. Giggling pixie children chase and pop the bubbles but turn {@condition invisible} and flee if spoken to or approached.\"],[\"7\",\"A silvery rain lifts the spirits and brings a song to each heart that it touches.\"],[\"8\",\"A howling wind blows through the party, and each party member must roll a {@dice d8}. Anyone who rolls an 8 has a trinket or some other tiny, nonmagical item (such as a coin) stolen from them by weather spirits.\"]],\"name\":\"Feywild Weather\",\"page\":5,\"source\":\"DoD\",\"chapter\":{\"name\":\"Feywild Overview\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Feywild Guide Names\",\"colLabels\":[\"d8\",\"Name\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Fetter\"],[\"2\",\"Fiddlebones\"],[\"3\",\"Moonray\"],[\"4\",\"Pip\"],[\"5\",\"Starlight\"],[\"6\",\"Stumpwick\"],[\"7\",\"Thistledown\"],[\"8\",\"Whisperwind\"]],\"name\":\"Feywild Guides; Feywild Guide Names\",\"page\":5,\"source\":\"DoD\",\"chapter\":{\"name\":\"Feywild Overview\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Feywild Guide Identities\",\"colLabels\":[\"d8\",\"Identity\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Friendly forest gnome (use the {@creature scout} stat block, but change its size to Small)\"],[\"2\",\"Gloomy wood elf druid (use the {@creature druid} stat block)\"],[\"3\",\"Flamboyant {@creature pixie}\"],[\"4\",\"Happy-go-lucky {@creature satyr}\"],[\"5\",\"Ultra-competitive {@creature sprite}\"],[\"6\",\"Overly cautious {@creature treant sapling|wbtw} (see chapter 1 of The Wild Beyond the Witchlight for its stat block)\"],[\"7\",\"Giggly goblin warlock (use the {@creature cult fanatic} stat block, but change its size to Small)\"],[\"8\",\"Humorless {@creature centaur}\"]],\"name\":\"Feywild Guides; Feywild Guide Identities\",\"page\":5,\"source\":\"DoD\",\"chapter\":{\"name\":\"Feywild Overview\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Feywild Guide Quirks\",\"colLabels\":[\"d8\",\"Quirk\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Always hearkens back and compares things to \\\"the good old days\\\"\"],[\"2\",\"Can't tell a lie without wiggling their nose first\"],[\"3\",\"Never takes off their hat\"],[\"4\",\"Loves food and isn't picky about what they eat\"],[\"5\",\"On a secret quest that they can't talk about, except to remind others that they're \\\"on a secret quest\\\"\"],[\"6\",\"Afraid of something commonplace, such as heights, enclosed spaces, or bare hands and feet\"],[\"7\",\"Carries around a suitcase full of wigs, forks, ashes, glass orbs, left shoes, or something else strange\"],[\"8\",\"Full of folksy wisdom that usually starts with, \\\"Papa always said...\\\" or \\\"Mama always said...\\\"\"]],\"name\":\"Feywild Guides; Feywild Guide Quirks\",\"page\":5,\"source\":\"DoD\",\"chapter\":{\"name\":\"Feywild Overview\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Fey Desires for Greater Contracts\",\"colLabels\":[\"d8\",\"What the Fey Wants\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"One of your fingers\"],[\"2\",\"To take the next child born in your family and raise the child in the Feywild\"],[\"3\",\"The completion of three quests, each of which you must agree to before the contract is formed\"],[\"4\",\"Your everlasting fealty\"],[\"5\",\"The ruin or demise of the Fey's sworn enemy\"],[\"6\",\"A precious object (such as a rare, very rare, or legendary magic item) that was stolen by or belongs to the Fey's sworn enemy\"],[\"7\",\"An art object that is deemed priceless, such as a famous painting that hangs in a museum\"],[\"8\",\"Your youth (which the Fey can harvest and bestow on another creature)\"]],\"name\":\"Price of a Contract; Fey Desires for Greater Contracts\",\"page\":9,\"source\":\"DoD\",\"chapter\":{\"name\":\"Feywild Overview\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Fey Desires for Lesser Contracts\",\"colLabels\":[\"d8\",\"What the Fey Wants\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Your singing voice\"],[\"2\",\"A trinket that carries great sentimental value\"],[\"3\",\"Companionship (you remain in the Fey's company for an agreed-upon period of time)\"],[\"4\",\"The color in your eyes\"],[\"5\",\"The memory of your first kiss\"],[\"6\",\"The spring in your step or the sparkle in your eyes\"],[\"7\",\"A lock of your hair\"],[\"8\",\"Your name (requiring you to choose a new one for yourself)\"]],\"name\":\"Price of a Contract; Fey Desires for Lesser Contracts\",\"page\":9,\"source\":\"DoD\",\"chapter\":{\"name\":\"Feywild Overview\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Breaking a Greater Contract\",\"colLabels\":[\"d8\",\"Penalty\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You can't speak or cast spells with verbal components. Whenever you try to speak, you bray like a donkey instead.\"],[\"2–3\",\"You magically transform into an owl. You retain your languages, your ability to speak, and your mental ability scores (Intelligence, Wisdom, and Charisma). You otherwise have the statistics of an owl.\"],[\"4–5\",\"You can't attune to magic items. If you are currently attuned to one or more magic items, your attunement to those items ends immediately.\"],[\"6–7\",\"You are {@condition petrified}.\"],[\"8\",\"An iron thorn is magically lodged in your chest. Every day, you can feel it move closer to your heart. If this effect is not ended within 3 days, you die and can't be revived for {@dice 5d12} days.\"]],\"name\":\"Breaking a Contract; Breaking a Greater Contract\",\"page\":9,\"source\":\"DoD\",\"chapter\":{\"name\":\"Feywild Overview\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Breaking a Lesser Contract\",\"colLabels\":[\"d8\",\"Penalty\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1–2\",\"Your appearance becomes more toad-like (warty skin, bulbous eyes, large mouth, and webbed digits). This transformation has no game effects.\"],[\"3\",\"You smell like swamp gas. No amount of bathing can rid you of this stench.\"],[\"4\",\"Your shadow does not match your movements, which other creatures find unsettling.\"],[\"5–6\",\"Your appearance becomes more rat-like (beady eyes, whiskers, small ears, pointy nose, little hands and feet, and a rat's tail). This transformation has no game effects.\"],[\"7\",\"You cast no reflection. Superstitious folk who notice think you're a vampire.\"],[\"8\",\"You are constantly surrounded by a small cloud of annoying but harmless flies.\"]],\"name\":\"Breaking a Contract; Breaking a Lesser Contract\",\"page\":9,\"source\":\"DoD\",\"chapter\":{\"name\":\"Feywild Overview\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Fey Curses\",\"colLabels\":[\"d8\",\"Curse\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Your ears are magically replaced by a pair of soft, fuzzy donkey ears. Moreover, when you try to speak, you instead bray.\"],[\"2\",\"You gain {@dice 1d3} levels of {@condition exhaustion}. Until the curse ends, these levels of {@condition exhaustion} can't be removed.\"],[\"3\",\"Spells can't restore hit points to you.\"],[\"4\",\"The sound of pixie laughter fills your head while you are awake, drowning out all other sounds.\"],[\"5\",\"Anything you try to pick up or hold in your hands slips through your fingers.\"],[\"6\",\"Moonlight burns your flesh. You take {@damage 1d10} radiant damage when you start your turn in moonlight.\"],[\"7\",\"You are magically transformed into an animated wooden doll that looks like you. Your statistics are the same, but you are a Construct with vulnerability to fire damage, and you don't require air, food, or drink. Items worn or carried by you are unaffected.\"],[\"8\",\"Whenever you tell a lie, you lose the ability to speak for {@dice 1d8} hours.\"]],\"name\":\"Fey Curses\",\"page\":10,\"source\":\"DoD\",\"chapter\":{\"name\":\"Feywild Overview\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Ending the Curse\",\"colLabels\":[\"d12\",\"Ending the Curse\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You must carve your name into a tree, whereupon the tree inherits the curse's magic and dies.\"],[\"2\",\"You must drink the blood of a pixie or sprite while basking in moonlight.\"],[\"3\",\"You must speak the true name of the creature that cursed you three times in a row.\"],[\"4\",\"While standing in sunlight on an arched bridge over running water, you must beg the Summer Queen for her \\\"fair blessing.\\\"\"],[\"5\",\"After filling your pockets with fool's gold, you must flap your arms and quack like a duck.\"],[\"6\",\"You must bury an executioner's hood (a blackcapped mushroom found in the Feywild) in the earth and pour goat's milk over it while whistling.\"],[\"7\",\"You must be bitten by a faerie dragon. (It's possible any faerie dragon might do, or the faerie dragon might have to be of a particular color.)\"],[\"8\",\"You must leave a bouquet of eight black roses at the place where you were cursed, or you must give the bouquet to the creature that cursed you.\"],[\"9\",\"You must persuade a centaur to carry you on its back for eight miles. Before the centaur will do this willingly, it might demand a gift or service in exchange, or the completion of a quest.\"],[\"10\",\"You must obtain leaves or pinecones from three different species of treants and burn them in a campfire under a full moon while singing a particular campfire song.\"],[\"11\",\"You must bake a small cake and leave it on the doorstep of a forest gnome's abode. Only when the gnome eats the whole cake does your curse end.\"],[\"12\",\"You must persuade another creature to willingly take your name. If it does so, it inherits your curse, whereupon you are nameless and must choose a new name for yourself.\"]],\"name\":\"Fey Curses; Ending the Curse\",\"page\":10,\"source\":\"DoD\",\"chapter\":{\"name\":\"Feywild Overview\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Fey Abodes\",\"colLabels\":[\"d20\",\"Abode\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A pagoda overgrown with flowering vines that beckon visitors with pleasing scents\"],[\"2\",\"A crooked stone tower that has a moon-like orb of light circling its rooftop, which causes the tower's shadow to move like a clock hand\"],[\"3\",\"A decrepit mansion that is partially sunk in the middle of a bog\"],[\"4\",\"A rocky hill shaped like a sleeping satyr, with its open mouth forming a cave entrance\"],[\"5\",\"A windmill that walks around on giant crow's feet\"],[\"6\",\"A crumbling keep on a small island in the middle of a mist-shrouded loch\"],[\"7\",\"An old farm overgrown with giant pumpkins\"],[\"8\",\"A treehouse built in the boughs of a treant\"],[\"9\",\"A tower that used to be the trunk of a giant {@condition petrified} tree, with rope bridges connecting it to the giant living trees that surround it\"],[\"10\",\"One or more houses in hollowed-out mushrooms\"],[\"11\",\"A gingerbread cottage with a frosting-covered roof, frosting icicles, chocolate doors, and gumdrop gardens\"],[\"12\",\"A musty, web-shrouded stone cottage surrounded by an orchard of awakened apple trees\"],[\"13\",\"A walking stone colossus with a tower for a head\"],[\"14\",\"A cave-riddled hill that walks around on giant stone feet\"],[\"15\",\"A walled garden filled with friendly critters, talking flowers, and grasping vines\"],[\"16\",\"A well-preserved elven tomb overgrown with moss, decorated with statues, and festooned with bird nests\"],[\"17\",\"A giant beaver's lodge\"],[\"18\",\"An inn or hostel carved into the foot of a hill\"],[\"19\",\"A dragon skull lying in the sand\"],[\"20\",\"One or more giant rusty helmets that serve as houses, surrounded by an ancient battlefield\"]],\"name\":\"Fey Abodes\",\"page\":11,\"source\":\"DoD\",\"chapter\":{\"name\":\"Feywild Overview\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"caption\":\"Archfey's Presentation\",\"colLabels\":[\"d8\",\"Presentation\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Adorable.} The archfey has taken on the form of something adorable, such as an otter, a fawn, a sugar glider, a wombat, or a beautiful butterfly.\"],[\"2\",\"{@b Ancient.} This archfey appears to be eons old. They might have gnarled skin like teakwood and long, gray hair that looks like elaborate lacework.\"],[\"3\",\"{@b Bizarre.} This archfey looks like something from the realm of dreams. They could take on the appearance of a scintillating ball of light, a floating mask, or a whispering shadow.\"],[\"4\",\"{@b Floral.} Flowers bloom from the archfey's fingertips, and their skin is covered in petals. Their body might have thorns, or they could have vine-like hair covered in sweet-smelling blossoms.\"],[\"5\",\"{@b Fluid.} The archfey can change body type or transform from one creature into another.\"],[\"6\",\"{@b Iridescent.} The archfey floats off the ground and gazes about with glowing eyes, their body surrounded by a nimbus of light and their skin sparkling like sunlight on water.\"],[\"7\",\"{@b Metallic.} The archfey appears to be made of metal. Their face is an exquisitely crafted mask of mithral, silver, or gold, and their body is made of finely tooled metal etched with organic designs or cryptic symbols.\"],[\"8\",\"{@b Monstrous.} This archfey has a monstrous form. For example, they might resemble an enormous spider, a hydra whose heads look like oversized elf heads with fangs, or any other horrific form you can imagine.\"]],\"name\":\"Archfey's Presentation\",\"page\":12,\"source\":\"DoD\",\"chapter\":{\"name\":\"Creating an Archfey\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":1}},{\"caption\":\"Archfey's Personality\",\"colLabels\":[\"d8\",\"Personality\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Benevolent.} The archfey welcomes all into their domain and does everything in their power to assist those who come to them in true friendship or grave need.\"],[\"2\",\"{@b Covetous.} The archfey hoards things they consider valuable and uses spies to find more of what they covet. The archfey never leaves their lair for fear that their hoard might be plundered.\"],[\"3\",\"{@b Imperious.} The archfey surrounds themself with a court of sycophants and expects visitors to grovel before them. Their mercy is rare, and their superiority complex is legendary.\"],[\"4\",\"{@b Madcap.} The archfey loves to sing, dance, drink, wear silly masks, do cartwheels, and throw parties where everyone is free to cavort and revel how they wish.\"],[\"5\",\"{@b Mercurial.} The archfey has two personalities (choose two other personalities from this table). They shift back and forth between these personalities at certain times or when certain conditions are met.\"],[\"6\",\"{@b Mischievous.} The archfey is a trickster who likes to confound and frustrate visitors to their domain and who surrounds themself with sly creatures such as boggles, pixies, foxes, magpies, and crows.\"],[\"7\",\"{@b Reclusive.} The archfey prefers to be left alone and seldom, if ever, leaves their domain. They might adopt disguises or turn {@condition invisible} when they travel, and they might use magic to conceal their lair.\"],[\"8\",\"{@b Wild.} The archfey has the demeanor of a wild animal and shuns the trappings of society.\"]],\"name\":\"Archfey's Personality\",\"page\":13,\"source\":\"DoD\",\"chapter\":{\"name\":\"Creating an Archfey\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":1}},{\"caption\":\"Archfey Obsession\",\"colLabels\":[\"d8\",\"Obsession\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Beauty.} The archfey does everything in their power to rid their domain of that which they consider ugly. What they consider beautiful is not always clear, however.\"],[\"2\",\"{@b Color.} This archfey is obsessed with a particular color and puts their subjects to work making sure the archfey's favorite color is predominant. Wearing another color in the domain could be seen as laughable, obnoxious, or downright rude.\"],[\"3\",\"{@b Etiquette.} The rules in the archfey's domain change as they learn about some new custom that is popular in the Summer Court. The archfey requires all creatures in their domain to respect the new rules of etiquette.\"],[\"4\",\"{@b Magic.} Magic in all its forms fascinates the archfey. They collect magic items and spellbooks, and they enjoy seeing demonstrations of magic from visitors.\"],[\"5\",\"Material {@b Plane.} The archfey is obsessed with creatures and objects from the Material Plane. There is a scent, an energy, and a uniqueness to them that fascinates the archfey.\"],[\"6\",\"{@b Monsters.} The archfey has a menagerie of monsters and is obsessed with finding marvelous new creatures to add to its collection.\"],[\"7\",\"Rule of {@b Three.} The archfey is obsessed with the Rule of Three. They look for patterns, deeper meanings, and ill omens in things that occur in threes. The archfey's obsession is reflected throughout their domain, where things seem to naturally come in threes.\"],[\"8\",\"{@b Stories.} The archfey wants nothing more than to listen to stories told by creatures from faraway places. They love to gather lore so they can build their own internal world of imagination or transform their domain with ideas from other worlds. Their lair is festooned with books, which give the archfey inspiration.\"]],\"name\":\"Obsessions; Archfey Obsession\",\"page\":13,\"source\":\"DoD\",\"chapter\":{\"name\":\"Creating an Archfey\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":1}},{\"caption\":\"Signature Magic\",\"colLabels\":[\"d8\",\"Magic\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Arcane Antlers.} The archfey has antlers made of metal, crystal, bone, or some other substance, which allow the archfey to raise the dead. They shed their antlers and grow new ones every hundred years, prompting thieves to sneak into the domain to acquire the shed antlers.\"],[\"2\",\"{@b Compelling Voice.} The archfey has a magical voice that can charm creatures of a certain type (such as Beasts or Fey). This voice might be as soft as a whisper or loud like thunder.\"],[\"3\",\"{@b Dreamwalk.} When they sleep, the archfey projects a ghost-like version of themself that can leave their body and go anywhere in their domain.\"],[\"4\",\"{@b Hand of Knowing.} One of the archfey's hands blurs as though it were in multiple places at once. The archfey can learn the entire history of a creature or object by touching it with that hand.\"],[\"5\",\"{@b Health Aura.} The archfey's presence rids creatures and vegetation of disease. Healthy vegetation yields an overabundance of flowers and fruit.\"],[\"6\",\"{@b Scrying Eye.} This archfey has an ornately crafted, removable eye that has the power of {@sense truesight} (as described in the Monster Manual). The archfey can see through this orb at all times. If the detached eye is destroyed, it rematerializes undamaged in the archfey's empty eye socket.\"],[\"7\",\"{@b Simulacra.} The archfey can make magical copies of themself and other creatures. These simulacra are similar to those created by the {@spell simulacrum} spell.\"],[\"8\",\"{@b Time Distortion.} For each minute spent in the archfey's presence, an hour passes elsewhere.\"]],\"name\":\"Signature Magic\",\"page\":14,\"source\":\"DoD\",\"chapter\":{\"name\":\"Creating an Archfey\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":1}},{\"caption\":\"Magical Gifts\",\"colLabels\":[\"d8\",\"Gift\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Charm.} The archfey bestows a charm of the DM's choice (see \\\"Supernatural Gifts\\\" in the Dungeon Master's Guide).\"],[\"2\",\"{@b Guide.} The archfey summons a magical guide that takes the form of a faerie dragon, a sprite, or some other creature. The guide is a harmless figment that can't be damaged, and it knows its way around the Feywild. It can't leave the Feywild and disappears after eight days.\"],[\"3\",\"{@b Lore.} With a touch, the archfey magically imparts useful knowledge about a particular subject of the archfey's choice. This knowledge might be permanent, or it might fade over time.\"],[\"4\",\"Magic {@b Item.} The archfey bestows a useful magic item (such as a crystal ball or an oathbow) but warns that the item will vanish after a specified period of time, which it does.\"],[\"5\",\"{@b Refuge.} The archfey creates a wooded glen, a dome of brambles, a silken cocoon, or some other kind of refuge. Creatures hostile toward the gift's recipient can't enter this refuge without the recipient's consent. After a specified period of time, the refuge vanishes.\"],[\"6\",\"{@b Resurrection.} The archfey offers one free casting of the {@spell true resurrection} spell, which they can cast as an action without material components once per century.\"],[\"7\",\"{@b Training.} With a touch, the archfey grants the benefit of months of special training (see \\\"Marks of Prestige\\\" in the Dungeon Master's Guide for different benefits of training).\"],[\"8\",\"{@b Transformation.} The archfey offers one free casting of the {@spell true polymorph} spell, which they can cast without material components. The spell's effect can be made permanent, if you wish.\"]],\"name\":\"Magical Gifts\",\"page\":15,\"source\":\"DoD\",\"chapter\":{\"name\":\"Creating an Archfey\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":1}},{\"caption\":\"Geographical Features\",\"colLabels\":[\"d8\",\"Feature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A colossal, gnarled tree, its trunk riddled with passageways, halls, chambers, and staircases\"],[\"2\",\"A valley filled with grassy meadows and groves of trees along a running river, nestled between two snow-capped mountains that look like the points of a crescent moon\"],[\"3\",\"A crystal castle that sings in sunlight or moonlight\"],[\"4\",\"A vast thicket of thick roots, thorny vines, and sinuous creepers that weave together to form long tunnels, grand hallways, and enormous domes\"],[\"5\",\"A complex of caves connected by passageways formed by Fey magic to create grand galleries and soaring vaults\"],[\"6\",\"Rolling farmland that yields healthy, bountiful produce of amazing size\"],[\"7\",\"A forest of tower-sized mushrooms, or a forest of tiny mushrooms that characters must shrink down to explore\"],[\"8\",\"An island that is actually a colossal sleeping turtle\"]],\"name\":\"Geographical Features\",\"page\":16,\"source\":\"DoD\",\"chapter\":{\"name\":\"Creating a Domain of Delight\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Domain Theme\",\"colLabels\":[\"d8\",\"Theme\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Adversarial.} Adversarial personalities are common here, even among the local wildlife. Animated trees swat at passersby, sentient flowers scoff and sneer, and local Fey are grumpy and uncooperative.\"],[\"2\",\"{@b Crystalline.} This domain contains a profusion of crystal formations and outgrowths, as well as structures and trees made of crystal. Some of the crystals might generate light, music, or both.\"],[\"3\",\"{@b Gloomy.} Everything here has a gloomy cast. Tree branches look like skeletal fingers, night creatures slink and flutter about, and skull-like faces appear on plants, stones, and sprites' wings.\"],[\"4\",\"{@b Inquisitive.} Creatures in this domain are nosy and hungry for gossip. Animated trees use their branches to pick through backpacks when travelers aren't looking; pixies spy on strangers; and birds eavesdrop on conversations, repeating what they've heard to their masters.\"],[\"5\",\"{@b Kaleidoscopic.} This domain is a riot of everchanging colors. Plants come in a dazzling array of colors, flowers change color to suit the prevailing mood, and Fey wear costumes of scintillating hues.\"],[\"6\",\"{@b Lackadaisical.} The creatures here are easygoing. No one is in a hurry, and no task is greeted with a sense of urgency.\"],[\"7\",\"{@b Musical.} This domain abounds with music. Frogs, toads, and insects break into multipart harmonies that sometimes crescendo into a symphonic rapture of melodious tweets, trills, chirps, and whistles. Fey in this domain are just as musically inclined.\"],[\"8\",\"{@b Poisonous.} Almost every plant here has spines or thorns that cause anything from itchy welts to damage or out-of-body experiences. Other sources of poison might be present as well (for example, toxic bogs or giant, poisonous Beasts).\"]],\"name\":\"Domain Theme\",\"page\":16,\"source\":\"DoD\",\"chapter\":{\"name\":\"Creating a Domain of Delight\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Fey Crossings\",\"colLabels\":[\"d8\",\"Fey Crossing\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Altar.} This stone altar might be found atop a lonely plateau, behind a waterfall, inside a cave, or in some other remote location. When certain stars align and the proper ritual is performed, the fey crossing appears as a portal above the altar.\"],[\"2\",\"{@b Crystal Cave.} This cave is filled with natural crystalline formations and resembles a glittering cathedral. When moonlight shines into the cave at night, it causes a shimmering pool or spring in the center of the cave to transform into a fey crossing.\"],[\"3\",\"{@b Hollow Tree.} The fey crossing lies within the hollow interior of an enormous tree. The crossing is open to anyone who carries a leaf or acorn from the tree.\"],[\"4\",\"{@b Maze.} The fey crossing lies at the center of a maze that might change configuration from time to time. To use the crossing, one must walk or run from the maze's entrance to its center. Creatures who circumvent the maze using magic or flight find themselves unable to use the crossing.\"],[\"5\",\"{@b Mushroom Circle.} This fey crossing appears as a circle of mushrooms. The size of the mushrooms and the width of the circle can vary, but activating the fey crossing requires that a particular act be performed inside it or a particular object or creature be present.\"],[\"6\",\"{@b Ruined Tower.} The ruins of an ancient elven tower house a fey crossing. For three nights each year, a ghostly image of the intact tower appears above the ruined foundation, during which time the fey crossing appears as a shimmering doorway that creatures can pass through.\"],[\"7\",\"{@b Stone Bridge.} A Fey creature hides under this ancient stone bridge. In exchange for treasure or some other gift, this Fey can use its innate magic to create a portal atop the bridge that serves as a fey crossing.\"],[\"8\",\"{@b Stone Circle.} This circle of stone megaliths contains a fey crossing that is active during equinoxes and solstices.\"]],\"name\":\"Coming and Going; Fey Crossings\",\"page\":17,\"source\":\"DoD\",\"chapter\":{\"name\":\"Creating a Domain of Delight\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Shortcut Routines\",\"colLabels\":[\"d8\",\"Routine\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Picking petals from a flower while walking toward a beckoning sunset\"],[\"2\",\"Playing \\\"Ode to the Summer Queen\\\" on a {@item lute|PHB} while skipping counterclockwise around a tree\"],[\"3\",\"Eating a mushroom while gazing at one's own reflection in a clear pool or stream of water\"],[\"4\",\"Doing a headstand in a ring of stones\"],[\"5\",\"Staring at firelight while playing a {@item flute|PHB} or singing about a fond memory\"],[\"6\",\"Sitting by a creek while lost in childlike wonder\"],[\"7\",\"Whistling a tune while walking backward\"],[\"8\",\"Holding hands and dancing around a tree at twilight\"]],\"name\":\"Magical Shortcuts; Shortcut Routines\",\"page\":18,\"source\":\"DoD\",\"chapter\":{\"name\":\"Creating a Domain of Delight\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Domain Drama\",\"colLabels\":[\"d8\",\"Drama\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A cherished object or favorite pet belonging to the domain's archfey ruler has gone missing.\"],[\"2\",\"Fomorians (or other hostile creatures) have emerged from a cave and are causing a ruckus.\"],[\"3\",\"The domain's archfey ruler recently turned down an invitation to the Gloaming Court, offending the Queen of Air and Darkness, whose spies are now sowing discord throughout the domain.\"],[\"4\",\"The domain's archfey has fallen into a magical slumber. Others are looking for someone they can trust to find a way to awaken the archfey.\"],[\"5\",\"The vegetation is sick in part of the domain, and the contagion is spreading. The domain's archfey needs help finding the cause of the sickness.\"],[\"6\",\"Part of the domain overlaps the domain of another archfey, and the Fey living in that region are tired of answering to two masters. They won't be happy until one archfey yields to the other.\"],[\"7\",\"A sleeping knight in silver plate mail bearing no distinguishing symbols has been discovered in a hollow tree trunk. Local Fey wonder who she is and if they should revive her or not.\"],[\"8\",\"An arranged wedding was supposed to unite two feuding villages, but one of the grooms has disappeared. Everyone is searching for him in the hope that the wedding will take place, bringing peace to the domain.\"]],\"name\":\"Domain Drama\",\"page\":19,\"source\":\"DoD\",\"chapter\":{\"name\":\"Creating a Domain of Delight\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Weird Magic Effects\",\"colLabels\":[\"d8\",\"Effect\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Time visibly moves more quickly outside the region than inside it. For every minute the party spends inside the region, one hour passes outside the region.\"],[\"2\",\"Flowers not only are abundant in the region but also have faces and limited sentience, allowing them to communicate with creatures in the Elvish and Sylvan tongues. They know what has transpired in the region within the past day and happilyshare this information.\"],[\"3\",\"Each character in the region gains the benefit of a {@spell barkskin} spell that lasts for 8 hours.\"],[\"4\",\"Each character who spends 1 hour in the region undergoes a magical transformation, gaining fur, a tail, and large ears reminiscent of a donkey's, goat's, or llama's. This effect ends on a character {@dice 3d8} hours after the character leaves the region. Any magic that ends a curse also restores the character's normal appearance.\"],[\"5\",\"Harmless fireflies gather and flit around one character in the region, sharing that character's space for 1 hour. The fireflies generate bright light out to a range of 10 feet and dim light for an additional 10 feet. While surrounded by the fireflies, the character feels a profound sense of purpose and gains the benefit of the {@spell bless} spell.\"],[\"6\",\"Creatures in the region can't leave it and find themselves covering the same ground over and over. By the time they realize this, {@dice 3d8} hours have passed, during which they have made no progress in their effort to leave. The effect then ends.\"],[\"7\",\"One character in the region sees a wide, grinning mouth that floats in midair, 10 feet away from them. No other creature can see the grinning mouth. In a language the character understands, the mouth says, \\\"I'll answer three questions you put to me. Noes and yesses, I promise thee.\\\" The character can ask it three questions as if using the {@spell commune} spell.\"],[\"8\",\"One character in the region triggers a wild magic effect that is determined by rolling on the {@table Wild Magic Surge|PHB} table in the \\\"Sorcerer\\\" section of the Player's Handbook. If the effect duplicates a spell, the character's spellcasting ability for that spell is Charisma.\"]],\"name\":\"Weird Magic Effects\",\"page\":19,\"source\":\"DoD\",\"chapter\":{\"name\":\"Creating a Domain of Delight\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Feywild Creatures\",\"colLabels\":[\"CR\",\"Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"0\",\"{@creature Awakened shrub}, {@creature baboon}, {@creature badger}, {@creature campestri|WBtW}, {@creature cat}, {@creature crab}, {@creature deer}, {@creature eagle}, {@creature frog}, {@creature giant fire beetle}, {@creature goat}, {@creature hawk}, {@creature hyena}, {@creature jackal}, {@creature lizard}, {@creature myconid sprout}, {@creature octopus}, {@creature owl}, {@creature rat}, {@creature raven}, {@creature scorpion}, {@creature sea horse}, {@creature shrieker}, {@creature spider}, {@creature vulture}, {@creature weasel}\"],[\"1/8\",\"{@creature Bandit}, {@creature blood hawk}, {@creature boggle|vgm}, {@creature brigganock|WBtW}, {@creature camel}, {@creature displacer beast kitten|WBtW}, {@creature flying snake}, {@creature giant crab}, {@creature giant rat}, {@creature giant weasel}, {@creature guard}, {@creature harengon brigand|WBtW}, {@creature mastiff}, {@creature merfolk}, {@creature mule}, {@creature poisonous snake}, {@creature pony}, {@creature stirge}, {@creature twig blight}\"],[\"1/4\",\"{@creature Blink dog}, {@creature boar}, {@creature bullywug}, {@creature constrictor snake}, {@creature draft horse}, {@creature drow}, {@creature elk}, {@creature flying sword}, {@creature giant badger}, giant crane ({@creature pteranodon}), {@creature giant frog}, {@creature giant lizard}, {@creature giant owl}, {@creature giant poisonous snake}, {@creature giant snail|WBtW}, {@creature giant wolf spider}, {@creature goblin}, {@creature harengon sniper|WBtW}, {@creature needle blight}, {@creature panther}, {@creature pixie}, {@creature pseudodragon}, {@creature riding horse}, {@creature sprite}, {@creature swarm of ravens}, {@creature violet fungus}, {@creature wolf}\"],[\"1/2\",\"{@creature Ape}, {@creature black bear}, {@creature cockatrice}, {@creature crocodile}, {@creature darkling|vgm}, {@creature giant dragonfly|WBtW}, {@creature giant goat}, {@creature giant sea horse}, {@creature giant wasp}, {@creature hobgoblin}, {@creature myconid adult}, {@creature satyr}, {@creature scout}, {@creature swarm of insects}, {@creature vine blight}, {@creature warhorse}, {@creature worg}\"],[\"1\",\"{@creature Animated armor}, {@creature brown bear}, {@creature bugbear}, {@creature dryad}, {@creature faerie dragon (red)||faerie dragon (young)}, {@creature giant eagle}, {@creature giant hyena}, {@creature giant octopus}, {@creature giant spider}, {@creature giant toad}, {@creature giant vulture}, {@creature goblin boss}, {@creature half-ogre (ogrillon)||half-ogre}, {@creature harpy}, {@creature hippogriff}, {@creature lion}, {@creature quickling|vgm}, {@creature scarecrow}, {@creature spy}, {@creature swarm of campestris|WBtW}, {@creature tiger}\"],[\"2\",\"{@creature Awakened tree}, {@creature bandit captain}, {@creature berserker}, {@creature centaur}, {@creature darkling elder|vgm}, {@creature druid}, {@creature ettercap}, {@creature faerie dragon (violet)||faerie dragon (old)}, {@creature giant boar}, {@creature giant constrictor snake}, {@creature giant elk}, {@creature griffon}, {@creature merrow}, {@creature myconid sovereign}, {@creature ogre}, {@creature peryton}, {@creature sea hag}, {@creature swarm of poisonous snakes}, {@creature treant sapling|WBtW}, {@creature will-o'-wisp}\"],[\"3\",\"{@creature Basilisk}, {@creature bugbear chief}, {@creature bullywug knight|WBtW}, {@creature bullywug royal|GoS}, {@creature displacer beast}, {@creature giant scorpion}, {@creature green hag}, {@creature hobgoblin captain}, {@creature knight}, {@creature manticore}, {@creature minotaur}, {@creature owlbear}, {@creature phase spider}, {@creature redcap|vgm}, {@creature veteran}, {@creature water weird}, {@creature winter wolf}, {@creature yeti}\"],[\"4\",\"{@creature Banshee}, {@creature elephant}, {@creature ettin}, {@creature sea hag} (in coven)\"],[\"5\",\"{@creature Bulette}, {@creature drow elite warrior}, {@creature giant crocodile}, {@creature giant shark}, {@creature gorgon}, {@creature green hag} (in coven), {@creature hill giant}, {@creature shambling mound}, {@creature troll}, {@creature unicorn}\"],[\"6\",\"{@creature Chimera}, {@creature cyclops}, {@creature galeb duhr}, {@creature hobgoblin warlord}, {@creature mage}, {@creature mammoth}, {@creature medusa}, {@creature wyvern}\"],[\"7\",\"{@creature Drow mage}, {@creature giant ape}, {@creature korred|vgm}, {@creature oni}, {@creature stone giant}, {@creature tree blight|cos}\"],[\"8\",\"{@creature Fomorian}, {@creature frost giant}, {@creature hydra}\"],[\"9\",\"{@creature Abominable yeti}, {@creature cloud giant}, {@creature fire giant}, {@creature treant}\"],[\"11\",\"{@creature Behir}, {@creature roc}\"],[\"12\",\"{@creature Archmage}\"],[\"13\",\"{@creature Jabberwock|WBtW}, {@creature storm giant}\"],[\"17\",\"{@creature Dragon turtle}\"]],\"name\":\"Domain Denizens; Feywild Creatures\",\"page\":20,\"source\":\"DoD\",\"chapter\":{\"name\":\"Creating a Domain of Delight\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Domain Visitors\",\"colLabels\":[\"d8\",\"Visitor\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A ranger (use the {@creature scout} stat block) searching for a missing companion, lover, or long-lost ancestor\"],[\"2\",\"A {@creature druid} searching for herbs, mushrooms, or seeds found only in the Feywild\"],[\"3\",\"A {@creature mage} or an {@creature archmage} who wants to serve the Summer Queen or the Queen of Air and Darkness but doesn't know how or where to find her\"],[\"4\",\"An elf (use the {@creature noble} stat block) from the Material Plane who is researching their Fey ancestry\"],[\"5\",\"A hunter (use the {@creature gladiator} or {@creature scout} stat block) who was lured into the Feywild by their prey\"],[\"6\",\"A {@creature githzerai zerth} studying the chaotic energy of the Feywild and the magic of Fey creatures\"],[\"7\",\"A would-be warlock (use the {@creature cultist} or {@creature cult fanatic} stat block) seeking an audience with the domain's archfey in the hope of gaining its patronage\"],[\"8\",\"A friendly {@creature arcanaloth} using {@spell alter self} spells to assume Humanoid form as it searches the Feywild for one of the Books of Keeping\"]],\"name\":\"Domain Visitors\",\"page\":21,\"source\":\"DoD\",\"chapter\":{\"name\":\"Creating a Domain of Delight\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Random Hometown\",\"colLabels\":[\"d4\",\"Hometown\",\"Themes\",\"Suggested Group Patrons\"],\"colStyles\":[\"col-1 text-center\",\"col-2\",\"col-2\",\"col-8\"],\"rows\":[[\"1\",\"Athkatla\",\"Sword and Sorcery, Urban\",\"Adventurer's Guild, Church of Sune, Knights of Bahamut, Emerald Enclave, Harpers, Shadow Thieves\"],[\"2\",\"Baldur's Gate\",\"Heroic Fantasy\",\"Adventurer's Guild, Candlekeep, Church of Sune, Knights of Bahamut, Emerald Enclave, Flaming Fist, Harpers\"],[\"3\",\"Suldanesellar\",\"Horror\",\"Order of Icarus, Raven Circle\"],[\"4\",\"Ust Natha\",\"Dark Fantasy, Underdark\",\"Adventurer's Guild, Knights of Bahamut, Shadow Thieves\"]],\"name\":\"Campaign Villains; Random Hometown\",\"page\":6,\"source\":\"MaBJoV\",\"chapter\":{\"name\":\"Heroic Stories\",\"index\":1}},{\"caption\":\"Random Group Patron\",\"colLabels\":[\"d10\",\"Group Patron\",\"Contacts\",\"Themes\",\"Overview\"],\"colStyles\":[\"col-1 text-center\",\"col-2\",\"col-2\",\"col-2\",\"col-5\"],\"rows\":[[\"1\",\"Adventurer's Guild\",\"Doc Watson, Flimp Shagglecran\",\"Lighthearted\",\"An unlikely pair who want to bankroll you to become famous adventurers. Why not have some laughs on your way to stardom.\"],[\"2\",\"Candlekeep\",\"{@creature Valygar|MaBJoV|Valygar Corthola, Xan Moonblade}\",\"High adventure\",\"Work for the most prestigious academy in the world. Seek out ancient secrets and rare artifacts and place them in the care of the monks of Candlekeep.\"],[\"3\",\"Church of Sune\",\"{@creature Naes Inuus|MaBJoV}, {@creature Tiberius Inuus|MaBJoV}\",\"Epic Fantasy and War\",\"Join in the epic struggle between good and evil and help ensure that war doesn't engulf the world.\"],[\"4\",\"Emerald Enclave\",\"{@creature Faldorn|MaBJoV}, {@creature Kivan|MaBJoV}\",\"Exploration\",\"Become an explorer who travels to the edges of the world.\"],[\"5\",\"Flaming Fist\",\"Borivik Windheim, {@creature Nauk|MaBJoV}\",\"Mercenaries and War\",\"Work for the world's most feared mercenaries.\"],[\"6\",\"Harpers\",\"{@creature Jaheira|MaBJoV|Jaheira, Vellin Farstride}\",\"Spies and Intrigue\",\"Join the Harpers, a famed organization that works from the shadows to keep the world from falling into ruin.\"],[\"7\",\"Knights of Bahamut\",\"{@creature Suldil Baldoriel|MaBJoV|Suldil}, {@creature Minsc and Boo!|MaBJoV|Minsc}\",\"Dragonriders\",\"Lost in the Feywild for more than a millennium, Suldil wants you to help her resurrect the ancient Knights of Bahamut.\"],[\"8\",\"Order of Icarus\",\"{@creature Jon Irenicus|MaBJoV}, {@creature Bodhi Irenicus|MaBJoV}\",\"Horror\",\"Rulers and prisoners of a haunted elven city consumed by the Shadowfell. You must help them escape.\"],[\"9\",\"Raven Circle\",\"{@creature Viktor|MaBJoV}, {@creature Lothar|MaBJoV|Lothar of the Raven}\",\"Lovecraftian horror\",\"Grizzled veterans recruit you to aid the enigmatic Raven Queen in her quest to collect memories.\"],[\"10\",\"Shadow Thieves\",\"{@creature Imoen|MaBJoV}, {@creature Montaron and the Laughing Skull|MaBJoV|Montaron}\",\"Urban\",\"The oldest and most dangerous thief's guild in Faerûn, the Shadow Thieves have long ago grown beyond simple thievery.\"]],\"name\":\"Campaign Villains; Random Group Patron\",\"page\":6,\"source\":\"MaBJoV\",\"chapter\":{\"name\":\"Heroic Stories\",\"index\":1}},{\"caption\":\"Random Campaign Villain\",\"colLabels\":[\"d6\",\"Campaign Villain\",\"Overview\",\"Henchmen\"],\"colStyles\":[\"col-1 text-center\",\"col-2\",\"col-7\",\"col-2\"],\"rows\":[[\"1\",\"{@creature Baalzebul|MaBJoV}\",\"The lord of lies. He spins a web of intrigue and untruths that threatens to make a mockery of all that is good and decent.\",\"{@creature Dagryn|MaBJoV|Dagryn the Lost}, {@creature Saemon Havarian|MaBJoV}\"],[\"2\",\"Bhaal\",\"The god of murder. Thought dead for more than a century. Recently reborn, he seeks to wash the world in blood in order to rebuild his power.\",\"{@creature Pelyious Avhoste|MaBJoV|Pelyious}, {@creature Kagain|MaBJoV}, {@creature Sarevok|MaBJoV|Sarevok Anchev}\"],[\"3\",\"{@creature Cryonax|MaBJoV}\",\"A prince of elemental evil. Ruler of the Plane of ice. He wants to bring a winter to the world that never ends.\",\"{@creature Darien|MaBJoV}, {@creature Viconia DeVir|mabjov|Viconia}\"],[\"4\",\"{@creature Mephistopheles|MaBJoV}\",\"The archdevil of Hellfire. Second only to Asmodeus in power and deviousness. Why corrupt a single soul when you can corrupt the soul of an entire world.\",\"{@creature Aribeth de Tylmarande|mabjov}, A Group Patron\"],[\"5\",\"{@creature Pazuzu|MaBJoV}\",\"The first and most ancient demon lord. He has been trapped in an {@item iron flask} and must be kept imprisoned until a way is found to destroy him.\",\"{@creature Eo Ashmajiir|MaBJoV}, {@creature Edwin Odesseiron|mabjov}\"],[\"6\",\"Ssendam\",\"The first slaad. Lord of chaos and insanity. She wants to spread her anarchy and filth across the entire world.\",\"{@creature Xzar the Chaos Clone|mabjov|Xzar, Death Slaad}\"]],\"name\":\"Campaign Villains; Random Campaign Villain\",\"page\":6,\"source\":\"MaBJoV\",\"chapter\":{\"name\":\"Heroic Stories\",\"index\":1}},{\"caption\":\"Random Encounters in Athkatla\",\"colLabels\":[\"d6\",\"Encounter\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"{@creature Farastu Stalker|mabjov} in pursuit of an escaped Carceri prisoner\"],[\"2\",\"{@creature Dread Doppelganger|MaBJoV} posing as a fellow adventurer\"],[\"3\",\"Shadow Thief Slavers ({@creature thug||thugs}) looking to replace escaped slaves\"],[\"4\",\"Cowled Wizards ({@creature mage||mages}) seeking to incarcerate illegal magic users\"],[\"5\",\"{@creature Tasloi|MaBJoV} who have infested a forest or sewer system\"],[\"6\",\"{@creature Sirene|MaBJoV} band hunting to retrieve a stolen sacred item\"]],\"name\":\"Random Encounters in Athkatla\",\"page\":12,\"source\":\"MaBJoV\",\"chapter\":{\"name\":\"Hometowns\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":2}},{\"caption\":\"Random Magical Item at Waukeen's Promenade\",\"colLabels\":[\"d100\",\"Magic Item\",\"Cost\"],\"colStyles\":[\"col-1 text-center\",\"col-9\",\"col-2 text-right\"],\"rows\":[[\"1-10\",\"{@item +1 Ammunition||Ammunition, +1}—{@item +1 Arrow||arrows} (10), {@item +1 Crossbow Bolt||bolts} (10) or {@item +1 sling bullet||sling bullets} (20)\",\"100 gp\"],[\"11-15\",\"{@item Rope of climbing}\",\"250 gp\"],[\"16-24\",\"Simple {@item +1 Weapon||weapon, +1}—{@item +1 dagger||dagger}, {@item +1 mace||mace} or {@item +1 sickle||sickle}\",\"300 gp\"],[\"25-26\",\"{@item +1 Battleaxe||Battleaxe, +1}\",\"400 gp\"],[\"27-28\",\"{@item +1 Shortsword||Shortsword, +1}\",\"400 gp\"],[\"29-30\",\"{@item +1 Warhammer||Warhammer, +1}\",\"400 gp\"],[\"31-35\",\"{@item Potion of growth}\",\"200 gp\"],[\"36-40\",\"{@item Potion of greater healing}\",\"300 gp\"],[\"41-45\",\"{@item +1 Shield||Shield, +1}\",\"300 gp\"],[\"46-50\",\"{@item Lantern of revealing}\",\"400 gp\"],[\"51-55\",\"{@item Medallion of thoughts}\",\"400 gp\"],[\"56-60\",\"{@item Robe of useful items}\",\"500 gp\"],[\"61-65\",\"{@item Driftglobe}\",\"600 gp\"],[\"66-70\",\"{@item Wand of secrets}\",\"600 gp\"],[\"71-75\",\"{@item Wand of magic missiles}\",\"1000 gp\"],[\"76-80\",\"{@item +2 Shield||Shield, +2}\",\"3,000 gp\"],[\"81-83\",\"{@item Potion of invulnerability}\",\"4,000 gp\"],[\"84-86\",\"{@item +1 Breastplate||Breastplate, +1}\",\"7,500 gp\"],[\"87-88\",\"{@item Rope of entanglement}\",\"7,500 gp\"],[\"89-90\",\"{@item +2 Shortbow||Shortbow, +2}\",\"8,000 gp\"],[\"91-92\",\"{@item Belt of hill giant strength}\",\"9,000 gp\"],[\"93-94\",\"{@item Mantle of spell resistance}\",\"9,000 gp\"],[\"95-96\",\"{@item +2 Rapier||Rapier, +2}\",\"9,000 gp\"],[\"97\",\"{@item Portable hole}\",\"11,000 gp\"],[\"98\",\"{@item +2 Studded leather armor||Studded leather, +2}\",\"25,000 gp\"],[\"99\",\"{@item Crystal ball} (very rare version)\",\"32,500 gp\"],[\"00\",\"{@item Greatsword of sharpness}\",\"36,000 gp\"]],\"name\":\"Waukeen's Promenade (Area A3); Random Magical Item at Waukeen's Promenade\",\"page\":13,\"source\":\"MaBJoV\",\"chapter\":{\"name\":\"Hometowns\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":2}},{\"caption\":\"Shop of the Bizarre Finds\",\"colLabels\":[\"Roll\",\"DMG Treasure Tables\",\"Chance of Being Illusionary\"],\"colStyles\":[\"col-1 text-center\",\"col-9\",\"col-2 text-center\"],\"rows\":[[\"01-20\",\"Roll 3 times on Table A, 3 times on Table B\",\"0%\"],[\"21-30\",\"Roll {@dice 4d4} times on Table B\",\"10%\"],[\"31-40\",\"Roll {@dice 2d4} times on Table B, Roll {@dice 2d4} times on Table C\",\"10%\"],[\"41-50\",\"Roll {@dice 3d4} times on Table B, Roll {@dice 1d4} times on Table D\",\"20%\"],[\"51-60\",\"Roll {@dice 2d4} times on Table C, Roll {@dice 1d4} times on Table D\",\"20%\"],[\"61-65\",\"Roll {@dice 2d4} time on Table C, Roll {@dice 1d4} times on Table E\",\"20%\"],[\"66-73\",\"Roll {@dice 1d4} times on Table E, Roll {@dice 2d4} times on Table F\",\"20%\"],[\"74-80\",\"Roll {@dice 3d4} times on Table F\",\"30%\"],[\"81-85\",\"Roll {@dice 2d12} times on Table F\",\"40%\"],[\"86-90\",\"Roll {@dice 1d12} times on Table F, Roll {@dice 2d4} times on Table G\",\"50%\"],[\"91-94\",\"Roll {@dice 2d12} times on Table G\",\"60%\"],[\"95-98\",\"Roll {@dice 2d12} times on Table H\",\"70%\"],[\"99-00\",\"Roll {@dice 2d12} times on Table I\",\"80%\"]],\"name\":\"Shop of the Bizarre (Area A17); Shop of the Bizarre Finds\",\"page\":13,\"source\":\"MaBJoV\",\"chapter\":{\"name\":\"Hometowns\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":2}},{\"caption\":\"Random Encounters in Baldur's Gate\",\"colLabels\":[\"d6\",\"Encounter\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"{@creature Dread doppelganger|mabjov} posing as a Flaming Fist captain\"],[\"2\",\"{@creature Gibberling|MaBJoV} horde erupts from burrows on the roadside\"],[\"3\",\"{@creature Wolfwere|MaBJoV} hunt for victims during the night\"],[\"4\",\"{@creature Skeleton warrior|MaBJoV} hunting for its golden circlet\"],[\"5\",\"{@creature Hamadryad|MaBJoV} seek vengeance on human loggers\"],[\"6\",\"Bhaal cultist ({@creature assassin}) looking to kill in the name of her god\"]],\"name\":\"Random Encounters in Baldur's Gate\",\"page\":18,\"source\":\"MaBJoV\",\"chapter\":{\"name\":\"Hometowns\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":2}},{\"caption\":\"Rilsa Rael's Wares\",\"colLabels\":[\"Magic Item\",\"Persuasion DC\",\"Cost\"],\"colStyles\":[\"col-8\",\"col-2 text-center\",\"col-2 text-right\"],\"rows\":[[\"{@item Deck of illusions}\",\"12\",\"400 gp\"],[\"{@item Gloves of thievery}\",\"12\",\"500 gp\"],[\"{@item Bead of force}\",\"18\",\"5,000 gp\"],[\"{@item Ring of free action}\",\"18\",\"9,000 gp\"],[\"{@item Sword of life stealing}\",\"22\",\"11,000 gp\"],[\"{@item Wand of binding}\",\"22\",\"11,000 gp\"],[\"{@item Elven chain}\",\"22\",\"11,000 gp\"],[\"{@item Mace of terror}\",\"22\",\"12,000 gp\"],[\"{@item Arrow-catching shield}\",\"22\",\"13,000 gp\"],[\"{@item Ioun Stone, Reserve||Ioun stone (reserve)}\",\"22\",\"13,000 gp\"]],\"name\":\"Rilsa Rael, Fence (Area B21); Rilsa Rael's Wares\",\"page\":19,\"source\":\"MaBJoV\",\"chapter\":{\"name\":\"Hometowns\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":2}},{\"caption\":\"Magic Items at Sorcerous Sundries\",\"colLabels\":[\"Magic Item\",\"Required Level\",\"Cost\"],\"colStyles\":[\"col-8\",\"col-2 text-center\",\"col-2 text-right\"],\"rows\":[[\"{@item Dust of disappearance}\",\"–\",\"100 gp\"],[\"{@item Potion of growth}\",\"–\",\"100 gp\"],[\"Wizard {@item Spell Scroll (1st Level)||scroll (1st level)}\",\"–\",\"100 gp\"],[\"{@item Potion of fire breath}\",\"–\",\"150 gp\"],[\"{@item Alchemy jug}\",\"–\",\"200 gp\"],[\"{@item Spell Scroll (2nd Level)||Wizard scroll (2nd level)}\",\"5\",\"200 gp\"],[\"{@item Bag of holding}\",\"5\",\"500 gp\"],[\"{@item Spell Scroll (3rd Level)||Wizard scroll (3rd level)}\",\"5\",\"800 gp\"],[\"{@item Spell Scroll (4th Level)||Wizard scroll (4th level)}\",\"10\",\"2,000 gp\"],[\"{@item Oil of etherealness}\",\"10\",\"3,000 gp\"],[\"{@item Spell Scroll (5th Level)||Wizard scroll (5th level)}\",\"10\",\"4,000 gp\"],[\"{@item Ring of protection}\",\"10\",\"9,000 gp\"],[\"{@item spell scroll (6th level)||Wizard scroll}—{@spell Globe of Invulnerability}\",\"10\",\"10,000 gp\"],[\"{@item spell scroll (6th level)||Wizard scroll}—{@spell True Seeing}\",\"10\",\"10,000 gp\"],[\"{@item spell scroll (7th level)||Wizard scroll}—{@spell Mordenkainen's Magnificent Mansion}\",\"10\",\"15,000 gp\"],[\"{@item +3 Wand of the war mage||Wand of the war mage, +3}\",\"15\",\"40,000 gp\"]],\"name\":\"Magic Items at Sorcerous Sundries\",\"page\":19,\"source\":\"MaBJoV\",\"chapter\":{\"name\":\"Hometowns\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":2}},{\"caption\":\"Magic Items at the High House of Wonders\",\"colLabels\":[\"Magic Item\",\"Religion DC\",\"Cost\"],\"colStyles\":[\"col-8\",\"col-2 text-center\",\"col-2 text-right\"],\"rows\":[[\"{@item Instrument of the Bards, Doss Lute||Instrument of the bard (Doss lute)}\",\"12\",\"500 gp\"],[\"{@item Broom of flying}\",\"12\",\"600 gp\"],[\"{@item Gauntlets of ogre power}\",\"12\",\"700 gp\"],[\"{@item Heward's handy haversack}\",\"18\",\"8,000 gp\"],[\"{@item Instrument of the Bards, Canaith Mandolin||Instrument of the bard (Canaith mandolin)}\",\"18\",\"9,000 gp\"],[\"{@item Wings of flying}\",\"22\",\"12,000 gp\"],[\"{@item Chime of opening}\",\"22\",\"12,000 gp\"],[\"{@item Quaal's Feather Token, Swan Boat||Quaal's feather token (swan boat)}\",\"22\",\"12,000 gp\"],[\"{@item Figurine of Wondrous Power, Onyx Dog||Figurine of wondrous power (onyx dog)}\",\"22\",\"14,000 gp\"],[\"{@item Horseshoes of a zephyr}\",\"22\",\"27,000 gp\"],[\"{@item Helm of brilliance}\",\"22\",\"33,000 gp\"],[\"{@item Spellguard shield}\",\"24\",\"40,000 gp\"],[\"{@item Ioun stone, intellect||Ioun stone (intellect)}\",\"15\",\"45,000 gp\"]],\"name\":\"High House of Wonders (Area B11); Magic Items at the High House of Wonders\",\"page\":19,\"source\":\"MaBJoV\",\"chapter\":{\"name\":\"Hometowns\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":2}},{\"caption\":\"Random Encounters in Suldanessellar\",\"colLabels\":[\"d6\",\"Encounter\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"{@creature Hamadryad|MaBJoV} haunt an abandoned elven house\"],[\"2\",\"{@creature Sirene|MaBJoV} crazed from the influence of the Shadowfell\"],[\"3\",\"Victims hunted by a {@creature Wolfwere|MaBJoV} in the Black Branches\"],[\"4\",\"A {@creature Skeleton warrior|MaBJoV} seeking to punish one who has transgressed against {@creature Jon Irenicus|MaBJoV}\"],[\"5\",\"{@creature Sword spider|MaBJoV|Sword spiders} prowling the outskirts\"],[\"6\",\"{@creature Vampire spawn} seeking victims for {@creature Bodhi Irenicus|MaBJoV}\"]],\"name\":\"Random Encounters in Suldanessellar\",\"page\":21,\"source\":\"MaBJoV\",\"chapter\":{\"name\":\"Hometowns\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":2}},{\"caption\":\"Random Magic Items at the House of the Horn\",\"colLabels\":[\"d100\",\"Magic Item\",\"Intimidation DC\",\"Cost\"],\"colStyles\":[\"col-1 text-center\",\"col-2\",\"col-7 text-center\",\"col-2 text-right\"],\"rows\":[[\"1-10\",\"{@item Pipes of haunting}\",\"12\",\"500 gp\"],[\"11-20\",\"{@item Ring of mind shielding}\",\"12\",\"600 gp\"],[\"21-30\",\"{@item Shortbow of warning}\",\"12\",\"800 gp\"],[\"31-40\",\"{@item Mariner's plate armor}\",\"12\",\"1,200 gp\"],[\"41-50\",\"{@item Ring of feather falling}\",\"18\",\"7,500 gp\"],[\"51-60\",\"{@item +2 Rod of the pact keeper||Rod of the pact keeper, +2}\",\"18\",\"9,000 gp\"],[\"61-67\",\"{@item Vicious weapon}\",\"20\",\"10,000 gp\"],[\"68-74\",\"{@item Cloak of the bat}\",\"20\",\"11,000 gp\"],[\"75-82\",\"{@item +2 Greatsword||Greatsword, +2}\",\"20\",\"12,000 gp\"],[\"83-89\",\"{@item Scale Mail of Cold Resistance||Scale mail armor of resistance (cold)}\",\"20\",\"12,000 gp\"],[\"90-93\",\"{@item Staff of withering}\",\"22\",\"12,000 gp\"],[\"94-97\",\"{@item Robe of eyes}\",\"22\",\"15,000 gp\"],[\"98-00\",\"{@item Shortsword of wounding}\",\"22\",\"20,000 gp\"]],\"name\":\"House of the Horn (Area S4); Random Magic Items at the House of the Horn\",\"page\":23,\"source\":\"MaBJoV\",\"chapter\":{\"name\":\"Hometowns\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":2}},{\"caption\":\"Random Curses\",\"colLabels\":[\"d10\",\"Curse\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"The previous owner, a vampire, will hunt down the purchasers in {@dice 1d4} weeks\"],[\"2\",\"The item requires two attunement slots (if the item does not normally require attunement, it now requires one)\"],[\"3\",\"After {@dice 2d4} days, the item disappears, returning to the Shadar-Kai's store\"],[\"4\",\"A commoner will find the new owner after {@dice 1d4} weeks and explain the item was stolen from her and that she needs the money from selling it or else her family will starve\"],[\"5\",\"The item is part of a game between two rakshasa. They gamble to see how long each owner of the item survives after obtaining it. Within {@dice 3d6} days one of the rakshasa will attempt to kill the owner\"],[\"6\",\"Within {@dice 1d6} weeks an adult gold dragon will confront the new owner when she recognizes the item as belonging to the lair of her recently slain child\"],[\"7\",\"1 week after first obtaining the item, the new owner loses {@dice 4d4} from their hit point maximum until a {@spell greater restoration} spell is cast upon the item\"],[\"8\",\"Within {@dice 1d6} days of purchasing the item, it becomes a normal version of its base item\"],[\"9\",\"Each day the item changes to a random color\"],[\"10\",\"The item begins to stink after {@dice 1d4} weeks, giving disadvantage to anyone within 10 ft. making Wisdom ({@skill Perception}) checks involving smell.\"]],\"name\":\"House of the Horn (Area S4); Random Curses\",\"page\":23,\"source\":\"MaBJoV\",\"chapter\":{\"name\":\"Hometowns\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":2}},{\"caption\":\"Magic Items at the House of the Horn\",\"colLabels\":[\"Magic Item\",\"Religion DC\",\"Cost\"],\"colStyles\":[\"col-8\",\"col-2 text-center\",\"col-2 text-right\"],\"rows\":[[\"{@item Potion of healing}\",\"12\",\"30 gp\"],[\"{@item Elixir of health}\",\"12\",\"100 gp\"],[\"{@item Potion of greater healing}\",\"12\",\"300 gp\"],[\"{@item Boots of elvenkind}\",\"12\",\"600 gp\"],[\"{@item Stone of good luck} (luckstone)\",\"12\",\"600 gp\"],[\"{@item Boots of striding and springing}\",\"12\",\"600 gp\"],[\"{@item Mithral chain mail}\",\"12\",\"800 gp\"],[\"{@item Cloak of elvenkind}\",\"18\",\"1,000 gp\"],[\"{@item Mariner's chain mail} armor\",\"18\",\"1,000 gp\"],[\"{@item Potion of flying}\",\"18\",\"9,000 gp\"],[\"{@item Elven chain}\",\"22\",\"12,000 gp\"],[\"{@item Bracers of defense}\",\"22\",\"13,000 gp\"],[\"{@item Boots of levitation}\",\"22\",\"15,000 gp\"],[\"{@item Folding boat}\",\"22\",\"15,000 gp\"],[\"{@item Oathbow}\",\"24\",\"50,000 gp\"]],\"name\":\"House of the Horn (Area S4); Magic Items at the House of the Horn\",\"page\":23,\"source\":\"MaBJoV\",\"chapter\":{\"name\":\"Hometowns\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":2}},{\"caption\":\"Random encounters in Ust Natha\",\"colLabels\":[\"d6\",\"Encounter\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"An {@creature Achaierai|MaBJoV} band hunting for vengeance\"],[\"2\",\"{@creature Kelubar Consul|mabjov|Kelubar Consuls} pursuing an escaped prisoner\"],[\"3\",\"{@creature Phaerimm|MaBJoV} seeking victims to experiment upon\"],[\"4\",\"{@creature Deep Spider|MaBJoV|Deep Spiders} in service of house Despana\"],[\"5\",\"A war band of eight {@creature drow} led by a {@creature drow mage}\"],[\"6\",\"{@creature Aboleth} in water filled crystal bowl carried by four {@creature chuul}\"]],\"name\":\"Random encounters in Ust Natha\",\"page\":25,\"source\":\"MaBJoV\",\"chapter\":{\"name\":\"Hometowns\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":2}},{\"caption\":\"Common Items at the Trade Center\",\"colLabels\":[\"Magic Item\",\"Cost\"],\"colStyles\":[\"col-10\",\"col-2 text-right\"],\"rows\":[[\"{@item Spell scroll (1st level)}\",\"50 gp\"],[\"{@item Potion of healing}\",\"40 gp\"],[\"{@item +1 Ammunition||Ammunition, +1}—{@item +1 Arrow||arrows} (10), {@item +1 Crossbow Bolt||bolts} (10) or {@item +1 sling bullet||sling bullets} (20)\",\"100 gp\"],[\"{@item Elixir of health}\",\"125 gp\"],[\"{@item Potion of poison}\",\"125 gp\"],[\"{@item Spell scroll (2nd level)}\",\"300 gp\"],[\"{@item +1 weapon||Weapon, +1}—any simple or martial\",\"400 gp\"],[\"{@item Bag of holding}\",\"500 gp\"],[\"{@item Cloak of elvenkind}\",\"600 gp\"],[\"{@item Driftglobe}\",\"700 gp\"],[\"{@item Wand of secrets}\",\"750 gp\"],[\"{@item Cloak of protection}\",\"800 gp\"],[\"{@item Adamantine Half Plate Armor||Adamantine half plate}\",\"900 gp\"]],\"name\":\"Trade Center (Area U13); Common Items at the Trade Center\",\"page\":25,\"source\":\"MaBJoV\",\"chapter\":{\"name\":\"Hometowns\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":2}},{\"caption\":\"Random Rare Magic Items at the Trade Center\",\"colLabels\":[\"d100\",\"Magic Item\",\"Cost\"],\"colStyles\":[\"col-1 text-center\",\"col-9\",\"col-2 text-right\"],\"rows\":[[\"1-10\",\"{@item Spell scroll (3rd level)}\",\"300 gp\"],[\"11-20\",\"{@item Potion of greater healing}\",\"400 gp\"],[\"21-25\",\"{@item Medallion of thoughts}\",\"600 gp\"],[\"26-30\",\"{@item Ring of mind shielding}\",\"700 gp\"],[\"31-40\",\"{@item Adamantine plate armor||Adamantine plate}\",\"2,000 gp\"],[\"41-45\",\"{@item Dimensional shackles}\",\"3,000 gp\"],[\"46-55\",\"{@item Spell scroll (4th level)}\",\"6,500 gp\"],[\"56-60\",\"{@item +2 Weapon||Weapon, +2}—any simple or martial (ranged)\",\"9,000 gp\"],[\"61-65\",\"{@item Mantle of spell resistance}\",\"12,000 gp\"],[\"66-70\",\"{@item +2 Weapon||Weapon, +2}—any martial\",\"12,500 gp\"],[\"71-75\",\"{@item Wand of lightning bolts}\",\"15,000 gp\"],[\"76-80\",\"{@item Periapt of proof against poison}\",\"20,000 gp\"],[\"81-85\",\"{@item +3 Shield||Shield, +3}\",\"30,000 gp\"],[\"86-89\",\"{@item +2 Splint armor||Splint armor, +2}\",\"40,000 gp\"],[\"90-91\",\"{@item +3 Weapon||Weapon, +3}—heavy crossbow, rapier or morningstar\",\"60,000 gp\"],[\"92-93\",\"{@item +3 Rapier||Rapier, +3}\",\"60,000 gp\"],[\"94-95\",\"{@item +3 Morningstar||Morningstar, +3}\",\"60,000 gp\"],[\"96-00\",\"{@item +3 Rod of the pact keeper||Rod of the pact keeper, +3}\",\"60,000 gp\"]],\"name\":\"Trade Center (Area U13); Random Rare Magic Items at the Trade Center\",\"page\":25,\"source\":\"MaBJoV\",\"chapter\":{\"name\":\"Hometowns\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":2}},{\"caption\":\"Magic Items at the Aboleth Bowl\",\"colLabels\":[\"Magic Item\",\"Intimidation DC\",\"Cost\"],\"colStyles\":[\"col-8\",\"col-2 text-center\",\"col-2 text-right\"],\"rows\":[[\"{@item Oil of slipperiness}\",\"12\",\"200 gp\"],[\"{@item Periapt of wound closure}\",\"12\",\"500 gp\"],[\"{@item Wand of magic detection}\",\"18\",\"1,200 gp\"],[\"{@item Staff of swarming insects}\",\"18\",\"9,000 gp\"],[\"{@item Ring of evasion}\",\"22\",\"12,000 gp\"],[\"{@item Nolzur's marvelous pigments}\",\"22\",\"32,500 gp\"],[\"{@item Amulet of the planes}\",\"22\",\"35,000 gp\"],[\"{@item Horn of Valhalla, Bronze||Horn of valhalla (bronze)}\",\"24\",\"40,000 gp\"],[\"{@item Efreeti bottle}\",\"24\",\"45,000 gp\"],[\"{@item Ioun stone} (fortitude)\",\"24\",\"50,000 gp\"],[\"{@item Tome of leadership and influence}\",\"24\",\"55,000 gp\"],[\"{@item Ring of regeneration}\",\"24\",\"60,000 gp\"],[\"{@item Cloak of invisibility}\",\"26\",\"150,000 gp\"]],\"name\":\"Aboleth Bowl (Area U15); Magic Items at the Aboleth Bowl\",\"page\":26,\"source\":\"MaBJoV\",\"chapter\":{\"name\":\"Hometowns\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":2}},{\"caption\":\"Random Quests From the Adventurer's Guild\",\"colLabels\":[\"d6\",\"Quest\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Monster Hunter. You take missions to hunt down and capture or kill monsters\"],[\"2\",\"Archaeologist. You track down ancient treasures of historical significance and bring them back to museums\"],[\"3\",\"Treasure Hunter. You purchase treasure maps to dungeons, tombs and ruins that haven't yet been plundered\"],[\"4\",\"Mercenary. You hire out to anyone who needs the unique set of skills that your group provides. As long as the money is good\"],[\"5\",\"Surveyor. You go into and map unexplored lands for kingdoms and city states\"],[\"6\",\"Zoologist. You seek out monsters to research and write about\"]],\"name\":\"Random Quests From the Adventurer's Guild\",\"page\":28,\"source\":\"MaBJoV\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":3}},{\"caption\":\"Henchmen Rates and Risk-taking DCs\",\"colLabels\":[\"Henchman\",\"Daily Rate\",\"Intimidation DC\",\"Persuasion DC\"],\"colStyles\":[\"col-6\",\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\"],\"rows\":[[\"Talkative {@creature tasloi|MaBJoV}\",\"1 gp\",\"12\",\"10\"],[\"Slobbering {@creature gibberling|MaBJoV}\",\"1 gp\",\"10\",\"20\"],[\"Flatuelent {@creature thug}\",\"2 gp\",\"20\",\"12\"],[\"Anxious {@creature scout}\",\"2 gp\",\"12\",\"15\"],[\"Egotistical svirfneblin\",\"2 gp\",\"15\",\"15\"],[\"Alluring {@creature sirene|MaBJoV}\",\"10 gp\",\"15\",\"15\"],[\"Ridiculous {@creature berserker}\",\"10 gp\",\"20\",\"10\"]],\"name\":\"Henchmen Rates and Risk-taking DCs\",\"page\":29,\"source\":\"MaBJoV\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":3}},{\"caption\":\"Random Quests From Candlekeep\",\"colLabels\":[\"d6\",\"Quest\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Retrieval. You must retrieve a rare tome that was stolen from the library\"],[\"2\",\"Tomb Raiding. Break into an ancient tomb and bring back any relics, scrolls or ancient texts\"],[\"3\",\"Archeology. Investigate newly discovered Netherese ruins. Bring back any secrets found\"],[\"4\",\"Evil Magic User. Defeat a {@creature necromancer wizard|mpmm} or {@creature lich} and take their magical relics or tomes to be sealed up in Candlekeep\"],[\"5\",\"Corrupting Relic. Track down an evil relic that is corrupting a forest/river/town\"],[\"6\",\"Artifact. An ancient book that has the location of a powerful artifact has been discovered. Track it down before it falls into the wrong hands\"]],\"name\":\"Random Quests From Candlekeep\",\"page\":34,\"source\":\"MaBJoV\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":3}},{\"caption\":\"Adventurer's Guild Arcane Secrets\",\"colLabels\":[\"Magic Item Recipe\",\"Assistant\",\"Components Needed\",\"Arcana Roll Bonus\",\"Material Cost\"],\"colStyles\":[\"col-3\",\"col-3\",\"col-3\",\"col-1-5 text-center\",\"col-1-5 text-right\"],\"rows\":[[\"{@item Flame tongue}\",\"Force a Salamander to forge it\",\"Remorhaz heart\",\"+8\",\"2000 gp\"],[\"{@item Glamoured Studded Leather||Glamoured leather armor}\",\"Convince a Deva to bless it\",\"Behir hide\",\"+8\",\"2000 gp\"],[\"{@item +2 Shield||Shield, +2}\",\"Force a Fire Giant to forge it\",\"Young Red Dragon hide\",\"+8\",\"2000 gp\"],[\"{@item Staff of charming}\",\"Complete a task for a hag coven to get their assistance\",\"Incubus/Succubus tail\",\"+8\",\"2000 gp\"],[\"{@item Helm of brilliance}\",\"A Dao must forge it\",\"Crown of a Mummy Lord\",\"+12\",\"20,000 gp\"],[\"{@item Robe of stars}\",\"A cloud giant must help you forge it\",\"Sail from a Githyanki astral ship\",\"+12\",\"20,000 gp\"],[\"{@item +3 Shield||Shield +3}\",\"Force an Efreet to forge it\",\"Dragon Turtle shell\",\"+12\",\"20,000 gp\"],[\"{@item Ioun stone} (mastery)\",\"Convince an Archmage to help you\",\"A Pit Fiend's {@condition petrified} eye\",\"+15\",\"100,000 gp\"],[\"{@item Staff of power}\",\"Best a Planetar in a friendly single combat to gain his aid\",\"A rare magical rod or staff\",\"+15\",\"100,000 gp\"],[\"{@item Talisman of pure good}\",\"Prove yourself to an Adult Gold Dragon in a contest to gain its aid\",\"A rare magical ring\",\"+15\",\"100,000 gp\"]],\"name\":\"Adventurer's Guild Arcane Secrets\",\"page\":35,\"source\":\"MaBJoV\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":3}},{\"caption\":\"Random Quests from The Church of Sune\",\"colLabels\":[\"d6\",\"Quest\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Musical Prodigy. Rescue a musical prodigy who has been taken prisoner by a goblin or orc war band\"],[\"2\",\"Architect. Escort a famed architect to a far-off town where he is to set down the foundations of a new temple to Sune\"],[\"3\",\"Necromancers. Hunt down a band of necromancers who have been vandalizing beautiful monuments and terrorizing artists\"],[\"4\",\"Cult. Root out and destroy a cult devoted to an infernal lord that is especially abhorrent to Sune\"],[\"5\",\"Warlord. Assassinate a powerful warlord who leads an alliance of orcs, hobgoblins and giants\"],[\"6\",\"Siege Breaker. Break the siege of an important town by destroying the siege equipment of the enemy force\"]],\"name\":\"Random Quests from The Church of Sune\",\"page\":41,\"source\":\"MaBJoV\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":3}},{\"caption\":\"Religious Relics from the Church of Sune\",\"colLabels\":[\"Religious Relics\",\"Religious Service\",\"Required Level\",\"Cost\"],\"colStyles\":[\"col-6\",\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-right\"],\"rows\":[[\"{@item Gem of brightness}\",\"None\",\"–\",\"600 gp\"],[\"{@item Pearl of power}\",\"Required\",\"5\",\"600 gp\"],[\"{@item Periapt of wound closure}\",\"Required\",\"5\",\"500 gp\"],[\"{@item Ring of Warmth}\",\"None\",\"5\",\"100 gp\"],[\"{@item Wind fan}\",\"None\",\"5\",\"100 gp\"],[\"{@item Amulet of health}\",\"Required\",\"10\",\"4,000 gp\"],[\"{@item Gem of seeing}\",\"Required\",\"10\",\"18,000 gp\"],[\"Glamoured leather armor\",\"None\",\"10\",\"5,000 gp\"],[\"{@item Ioun stone, awareness||Ioun stone (awareness)}\",\"Required\",\"10\",\"6,000 gp\"],[\"{@item Ioun stone, sustenance||Ioun stone (sustenance)}\",\"Required\",\"10\",\"6,000 gp\"],[\"{@item Mace of disruption}\",\"Required\",\"10\",\"10,000 gp\"],[\"{@item Necklace of prayer beads}\",\"None\",\"10\",\"10,000 gp\"],[\"{@item Ring of x-ray vision}\",\"Required\",\"10\",\"4,000 gp\"],[\"{@item Staff of charming}\",\"None\",\"10\",\"8,000 gp\"],[\"{@item Staff of healing}\",\"Required\",\"10\",\"10,000 gp\"],[\"{@item Ioun stone, leadership||Ioun stone (leadership)}\",\"None\",\"15\",\"30,000 gp\"],[\"{@item Rod of security}\",\"Required\",\"15\",\"30,000 gp\"],[\"{@item Tome of leadership and influence}\",\"None\",\"15\",\"40,000 gp\"]],\"name\":\"Religious Relics from the Church of Sune\",\"page\":41,\"source\":\"MaBJoV\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":3}},{\"caption\":\"Required Religious Service\",\"colLabels\":[\"d20\",\"Religious Service\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1-4\",\"Seduce an important noble's daughter/son\"],[\"5-8\",\"Restore a desecrated shrine of Sune\"],[\"9-12\",\"Destroy a necromancer who has been raising an army of dead\"],[\"13-15\",\"Stamp out a potential warlord\"],[\"16-19\",\"Protect a young and powerful noble in the Lord's Alliance who has recently converted to Sune. Assassins have targeted the noble\"],[\"20\",\"Vanquish a powerful foe of the Church\"]],\"name\":\"Religious Relics; Required Religious Service\",\"page\":41,\"source\":\"MaBJoV\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":3}},{\"caption\":\"Random Quests from the Emerald Enclave\",\"colLabels\":[\"d6\",\"Quest\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Logging Camp. Raid a {@creature hobgoblin} logging camp\"],[\"2\",\"Spider Nest. Clear out a den of {@creature sword spider|MaBJoV|sword spiders} and giant spiders that have infested a forest\"],[\"3\",\"Inferno. {@action Help} to put out a forest fire by destroying the efreet who is keeping it going\"],[\"4\",\"Snake Men. Destroy the nest of yuan-ti that is poisoning the headwater of a major river\"],[\"5\",\"Shadow Druid. Capture the shadow druid who is terrorizing a town with his {@condition charmed} animals\"],[\"6\",\"Alkilith. Close a portal to the abyss that is corrupting a beautiful mountain valley\"]],\"name\":\"Random Quests from the Emerald Enclave\",\"page\":46,\"source\":\"MaBJoV\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":3}},{\"caption\":\"Emerald Enclave Secret Trails\",\"colLabels\":[\"Trail\",\"The Trail Leads to...\",\"Required Level\",\"Dangers of the Trail\"],\"colStyles\":[\"col-2\",\"col-6\",\"col-2 text-center\",\"col-2\"],\"rows\":[[\"Folk path\",\"Llyrath forest in the Moonshae islands\",\"1\",\"{@creature Needle Blight||Needle Blights}\"],[\"Mythal paths\",\"Myth Rynn in the forest of Tethyr or Myth Drannor in the forest of Cormanthor\",\"1\",\"{@creature Quickling|mpmm|Quicklings}\"],[\"The unicorn run\",\"The Star Mounts or the Grandfather Tree in the High Forest\",\"3\",\"{@creature Displacer Beast||Displacer beasts}\"],[\"Forest pool to the Feywild\",\"The fens bordering the Summer Court\",\"5\",\"{@creature Ettercap||Ettercaps} and {@creature Giant Spider||giant spiders}\"],[\"Tree roots to Ysgard\",\"The Gates of the Moon—home to the goddesses Selune and Sune\",\"7\",\"Lone {@creature green hag} or a coven\"],[\"Forest paths to the Beastlands\",\"The Grove of the Unicorns—the realm of the goddess Mielikki\",\"7\",\"{@creature fomorian||Fomorian giants}\"],[\"Mushroom ring to Bytopia\",\"Whispertree—the ancient oak tree that is home to the god Baervan Wildwanderer\",\"7\",\"Lone {@creature night hag} or a coven\"]],\"name\":\"Emerald Enclave Secret Trails\",\"page\":47,\"source\":\"MaBJoV\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":3}},{\"caption\":\"Random Quests from The Flaming Fist\",\"colLabels\":[\"d6\",\"Quest\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Exploration. The Flaming Fist is considering building a new fort. You are sent on a mission to scout out the area where it is to be built\"],[\"2\",\"Siege Breaker. You are sent to a town or city that is under siege by the Flaming Fist. You must help break the siege by opening the main gate, blowing a hole in the city wall or some other means\"],[\"3\",\"Scout. You must scout out an enemy army and determine their numbers, access to magic, monstrous allies, etc.\"],[\"4\",\"Destabilize. You are to foment tensions in a region so that war is more likely\"],[\"5\",\"Extraction. You must rescue a Flaming Fist agent or prisoners of war\"],[\"6\",\"Defense. You are to defend a bridge or other choke point against a large warband of orcs\"]],\"name\":\"Random Quests from The Flaming Fist\",\"page\":52,\"source\":\"MaBJoV\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":3}},{\"caption\":\"Flaming Fist Ranks\",\"colLabels\":[\"Rank\",\"Equivalent\",\"Level\"],\"colStyles\":[\"col-2\",\"col-8\",\"col-2 text-center\"],\"rows\":[[\"Fist\",\"Common soldier\",\"1\"],[\"Manip\",\"Sergeant\",\"2\"],[\"Flame\",\"Captain\",\"5\"],[\"Blaze\",\"General\",\"8\"],[\"Marshal\",\"Commander of the Flaming Fist\",\"12\"]],\"name\":\"Flaming Fist Ranks\",\"page\":52,\"source\":\"MaBJoV\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":3}},{\"caption\":\"Flaming Fist Salaries\",\"colLabels\":[\"Rank\",\"Lifestyle\",\"Pay\"],\"colStyles\":[\"col-2\",\"col-2 text-center\",\"col-8 text-center\"],\"rows\":[[\"Fist\",\"Modest\",\"5 sp per day\"],[\"Manip\",\"Modest\",\"1 gp per day\"],[\"Flame\",\"Modest\",\"5 gp per day\"],[\"Blaze\",\"Wealthy\",\"10 gp per day\"],[\"Marshal\",\"Aristocratic\",\"Every month roll on the Treasure Horde: Challenge 0-4 table from the {@book Dungeon Master's Guide|DMG}\"]],\"name\":\"Flaming Fist Salaries\",\"page\":53,\"source\":\"MaBJoV\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":3}},{\"caption\":\"Flaming Fist Land Grants\",\"colLabels\":[\"Land Grant\",\"Required Rank\",\"Monthly Upkeep Cost\",\"Donation\"],\"colStyles\":[\"col-3\",\"col-3 text-center\",\"col-3 text-center\",\"col-3 text-right\"],\"rows\":[[\"Fortified Tower\",\"Flame\",\"5 gp\",\"5,000 gp\"],[\"Fort\",\"Flame\",\"10 gp\",\"10,000 gp\"],[\"Keep\",\"Blaze\",\"20 gp\",\"25,000 gp\"],[\"Castle\",\"Marshal\",\"100 gp\",\"100,000 gp\"]],\"name\":\"Flaming Fist Land Grants\",\"page\":53,\"source\":\"MaBJoV\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":3}},{\"caption\":\"Random Quests from the Harpers\",\"colLabels\":[\"d6\",\"Quest\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"The Black Network. Take out a Zhentarim safe house in a major city\"],[\"2\",\"Devil Worshippers. Expose an Athkatlan noble family that secretly worships a lord of the Nine Hells\"],[\"3\",\"Demon Possession. Banish a demon that has possessed the lord of a major city\"],[\"4\",\"Slavers. Take out the transport ships of a major slave ring operation\"],[\"5\",\"Assassination. Assassinate an evil noble who threatens to destabilize the Lords' Alliance\"],[\"6\",\"Spies. Infiltrate the court of a powerful king who has been preparing to go to war against his neighbors\"]],\"name\":\"Random Quests from the Harpers\",\"page\":58,\"source\":\"MaBJoV\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":3}},{\"caption\":\"Items Aquired via Harper Fences\",\"colLabels\":[\"Magic Item\",\"Required Trade\",\"Cost\"],\"colStyles\":[\"col-8\",\"col-2 text-center\",\"col-2 text-right\"],\"rows\":[[\"Armor, +1 of your choice\",\"Armor, +1\",\"200 gp\"],[\"{@item Bag of holding}, {@item bag of tricks}, {@item boots of elvenkind}, {@item cloak of elvenkind}, {@item cloak of protection}, {@item robe of useful items}, {@item winged boots}\",\"Uncommon magical bag, boots or cloak\",\"75 gp\"],[\"{@item Eyes of charming}, {@item eyes of minute seeing}, {@item eyes of the eagle}, {@item gloves of missile snaring}, {@item gloves of swimming and climbing}, {@item gloves of thievery}, {@item hat of disguise}\",\"Any uncommon magical wondrous item\",\"75 gp\"],[\"{@item Wand of magic detection}, {@item wand of magic missiles}, {@item wand of secrets}, wand of the war mage, {@item wand of web}\",\"Any magical wand\",\"100 gp\"],[\"{@item +1 Weapon||Weapon, +1} of your choice\",\"{@item +1 Weapon||Weapon, +1}\",\"100 gp\"]],\"name\":\"Items Aquired via Harper Fences\",\"page\":59,\"source\":\"MaBJoV\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":3}},{\"caption\":\"Random Quests from the Knights of Bahamut\",\"colLabels\":[\"d6\",\"Quest\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Relic of Bahamut. Track down an ancient relic blessed by Bahamut\"],[\"2\",\"Dragon Egg. Steal a dragon egg from a chromatic dragon that raided the nest of a metallic dragon\"],[\"3\",\"Recovery. Recover dragon eggs from the lair of a recently slain metallic dragon\"],[\"4\",\"Pearls. Loot a horde of pearls from the bottom of the ocean to give to an ancient gold dragon as a gift (pearls are a food delicacy to such beings)\"],[\"5\",\"Assault. Join an adult bronze dragon in an assault against a castle ruled by goblinoids and devils\"],[\"6\",\"Silver Dragon. Accompany an adult silver dragon into the Anauroch desert to investigate Netherese ruins\"]],\"name\":\"Random Quests from the Knights of Bahamut\",\"page\":64,\"source\":\"MaBJoV\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":3}},{\"caption\":\"Dragon Eggs from Suldil\",\"colLabels\":[\"Dragon Egg\",\"Required Level\",\"Magic Item\"],\"colStyles\":[\"col-4\",\"col-4 text-center\",\"col-4 text-center\"],\"rows\":[[\"Copper\",\"12\",\"Very Rare\"],[\"Brass\",\"12\",\"Very Rare\"],[\"Bronze\",\"14\",\"Very Rare\"],[\"Silver\",\"16\",\"Legendary\"],[\"Gold\",\"18\",\"Legendary\"]],\"name\":\"Dragon Eggs from Suldil\",\"page\":64,\"source\":\"MaBJoV\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":3}},{\"caption\":\"Random Quests from the Order of Irenicus\",\"colLabels\":[\"d6\",\"Quest\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Domain of Dread. Steal a relic from a rival Dark Lord in another Domain of Dread\"],[\"2\",\"Elemental Evil. Loot a temple dedicated to the Elder Elemental Eye\"],[\"3\",\"Netherese Ruins. Explore the ruins of a crashed Netherese city\"],[\"4\",\"Horrific Tomb. Steal the spell books of a rival lich\"],[\"5\",\"Mythal. Investigate a recently discovered Mythal\"],[\"6\",\"Dark Elf Vault. Infiltrate a dark elf city and break into the vault of their magical academy\"]],\"name\":\"Icarus Quests; Random Quests from the Order of Irenicus\",\"page\":70,\"source\":\"MaBJoV\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":3}},{\"caption\":\"Scrolls and Books\",\"colLabels\":[\"Scroll\",\"Required Level\",\"Cost\"],\"colStyles\":[\"col-8\",\"col-2 text-center\",\"col-2 text-right\"],\"rows\":[[\"{@item Spell scroll (1st level)||Spell scroll—1st level wizard spells}\",\"1\",\"100 gp\"],[\"{@item Spell scroll (2nd level)||Spell scroll—2nd level wizard spells}\",\"1\",\"200 gp\"],[\"{@item Spell scroll (3rd level)||Spell scroll—3rd level wizard spells}\",\"3\",\"500 gp\"],[\"{@item Spell scroll (4th level)||Spell scroll—4th level wizard spells}\",\"3\",\"900 gp\"],[\"{@item Spell scroll (5th level)||Spell scroll—5th level wizard spells}\",\"9\",\"2,000 gp\"],[\"{@item Spell scroll (6th level)||Spell scroll—6th level wizard spells}\",\"12\",\"4,000 gp\"],[\"{@item Spell scroll (7th level)||Spell scroll—7th level wizard spells}\",\"12\",\"7,500 gp\"],[\"{@item Scroll of protection}\",\"3\",\"1,500 gp\"],[\"{@item Manual of Clay Golems||Manual of golems—clay}\",\"12\",\"5,000 gp\"],[\"{@item Manual of flesh Golems||Manual of golems—flesh}\",\"9\",\"5,000 gp\"]],\"name\":\"Magical Scrolls and Books; Scrolls and Books\",\"page\":70,\"source\":\"MaBJoV\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":3}},{\"caption\":\"Item Transmutation Components and Costs\",\"colLabels\":[\"Magic Item\",\"Magical Component\",\"Arcana Check DC\",\"Material Component Cost\"],\"colStyles\":[\"col-4\",\"col-4 text-center\",\"col-2 text-center\",\"col-2 text-right\"],\"rows\":[[\"{@item Amulet of the planes}\",\"Rare or Very Rare Wondrous Item\",\"20\",\"1,500 gp\"],[\"{@item Belt of fire giant strength}\",\"Rare or Very Rare Wondrous Item\",\"25\",\"7,500 gp\"],[\"{@item Crystal ball}\",\"Rare or Very Rare Wondrous Item\",\"20\",\"1,500 gp\"],[\"{@item Efreeti bottle}\",\"Rare or Very Rare Wondrous Item\",\"25\",\"5,000 gp\"],[\"{@item Ring of shooting stars}\",\"Rare or Very Rare Ring\",\"20\",\"1,500 gp\"],[\"{@item Robe of stars}\",\"Rare or Very Rare magical Cloak or Robe\",\"20\",\"1,500 gp\"],[\"{@item Staff of fire}\",\"Rare or Very Rare Magical Rod or Staff\",\"20\",\"1,500 gp\"],[\"{@item Staff of frost}\",\"Rare or Very Rare Magical Rod or Staff\",\"20\",\"1,500 gp\"],[\"{@item Staff of power}\",\"Rare or Very Rare Magical Rod or Staff\",\"25\",\"7,500 gp\"],[\"{@item Spellguard shield}\",\"Rare or Very Rare Shield\",\"20\",\"1,500 gp\"]],\"name\":\"Magic Item Transmutation; Item Transmutation Components and Costs\",\"page\":71,\"source\":\"MaBJoV\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":3}},{\"caption\":\"Random Quests from the Raven Circle\",\"colLabels\":[\"d6\",\"Quest\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Vecna. Collect the memories from an archmage who is dedicated to Vecna\"],[\"2\",\"Fallen Paladin. Collect the memories of an oath breaking paladin\"],[\"3\",\"Corrupt Despot. A powerful lord or king rules with an iron fist while drowning himself in drink and debauchery to forget the many tragedies of his life. Complete his fall by engineering his overthrow\"],[\"4\",\"Faithless Priestess. Collect the memories of a priestess who has lost faith in her god after the death of her husband and children\"],[\"5\",\"Obsessed Vigilante. Capture or kill a vigilante that has been terrorizing a city. Collect the memories of the tragedy that drives his obsession\"],[\"6\",\"Dark Lord. Stop a Dark Lord's scheme to escape the Domain of Dread that she rules\"]],\"name\":\"Random Quests from the Raven Circle\",\"page\":78,\"source\":\"MaBJoV\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":3}},{\"caption\":\"Devotion Tokens\",\"colLabels\":[\"CR\",\"Neutral\",\"Chaotic\",\"Lawful\",\"Lycanthrope, Intelligent Undead*, Cursed**\",\"Good, Used To Be Evil\",\"Evil, Used To Be Good\"],\"colStyles\":[\"col-2\",\"col-1-3 text-center\",\"col-1-3 text-center\",\"col-1-3 text-center\",\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\"],\"rows\":[[\"5-9\",\"Feather\",\"Feather\",\"Feather\",\"Gold Coin\",\"Gold Coin\",\"Gem\"],[\"10-12\",\"Feather\",\"Feather\",\"Feather\",\"Gold Coin\",\"Gold Coin\",\"Gem\"],[\"13-15\",\"Feather\",\"Feather\",\"Feather\",\"Gold Coin\",\"Gem\",\"Gem\"],[\"16-18\",\"Feather\",\"Feather\",\"Gold Coin\",\"Gold Coin\",\"Gem\",\"Gem\"],[\"19+\",\"Feather\",\"Feather\",\"Gold Coin\",\"Gem\",\"Gem\",\"Gem\"]],\"footnotes\":[\"* Intelligent undead must have an Intelligence or Wisdom score of at least 16. Examples include dracoliches, liches, mummy lords, vampires.\",\"** DMs discretion; examples include driders, medusa, shadow dragons.\"],\"name\":\"Collect Memories; Devotion Tokens\",\"page\":79,\"source\":\"MaBJoV\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":3}},{\"caption\":\"Raven Queen Sentient Weapon Bonuses\",\"colLabels\":[\"CR\",\"Rare\",\"Very Rare\",\"Legendary\"],\"colStyles\":[\"col-3\",\"col-3 text-center\",\"col-3 text-center\",\"col-3 text-center\"],\"rows\":[[\"5-9\",\"+1\",\"+1\",\"+2\"],[\"10-15\",\"+2\",\"+2\",\"+3\"],[\"16+\",\"+2\",\"+3\",\"+3\"]],\"name\":\"Weapons of the Raven Queen; Raven Queen Sentient Weapon Bonuses\",\"page\":79,\"source\":\"MaBJoV\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":3}},{\"caption\":\"Sentient Weapon Powers\",\"colLabels\":[\"Devotion Cost\",\"Level Required\",\"Power\"],\"colStyles\":[\"col-2\",\"col-1 text-center\",\"col-9\"],\"rows\":[[\"Feather token\",\"1\",\"The weapon can speak, read, and understand one language. This can be taken multiple times\"],[\"Gold token\",\"3\",\"The weapon can communicate telepathically with any character that carries or wields it\"],[\"Gem token\",\"3\",\"Roll on the Magic Item Minor Property table of the {@book Dungeon Master's Guide|DMG}. This can only be taken three times\"],[\"Feather token\",\"3\",\"The weapon has hearing and normal vision out to 30 feet\"],[\"Gold token\",\"5\",\"The weapon has hearing and normal vision out an additional 30 feet (to a maximum of 120 ft.)\"],[\"Gold token\",\"7\",\"The weapon has {@sense darkvision} (requires hearing and normal vision)\"],[\"Gem token\",\"7\",\"The weapon has advantage on all {@skill Perception} checks\"],[\"Feather token\",\"9\",\"One aspect of the weapon's alignment can be changed (good to evil, chaotic to lawful)\"],[\"Gold token\",\"9\",\"The weapon scores a critical hit on a roll of 19 or 20\"],[\"Gem token\",\"12\",\"Roll once on the Artifact Minor Beneficial Properties table in the {@book Dungeon Master's Guide|DMG}. This can only be taken three times\"]],\"name\":\"Sentient Weapon Powers\",\"page\":79,\"source\":\"MaBJoV\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":3}},{\"caption\":\"Random Quests from the Shadow Thieves\",\"colLabels\":[\"d6\",\"Quest\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Assassination. Kill an enemy of the Shadow Thieves\"],[\"2\",\"Difficult Heist. Rob a high-profile target such as a noble family estate, temple or palace\"],[\"3\",\"Prison Break. Break a number of Shadow Thief operatives out of a prison\"],[\"4\",\"Destroy a rival. Destroy an existing thief's guild in a town or city so that the Shadow Thieves can move in\"],[\"5\",\"Disrupt Slave Lords. {@action Attack} a slaver stockade run by the Zhentarim\"],[\"6\",\"Infiltrate the Undercity. Spy on a newly started organization with ties to Xanathar based out of the undercity of a major city\"]],\"name\":\"Random Quests from the Shadow Thieves\",\"page\":84,\"source\":\"MaBJoV\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":3}},{\"caption\":\"Heist Details\",\"colLabels\":[\"Heist\",\"Magical Treasure\",\"Gold\",\"Guardians\",\"Lock DC\"],\"colStyles\":[\"col-3\",\"col-3 text-center\",\"col-1-5 text-center\",\"col-3 text-center\",\"col-1-5 text-center\"],\"rows\":[[\"Diamond Dragon Jewelers in Athkatla\",\"{@item Gem of seeing}\",\"15,000 gp in jewels\",\"one {@creature mage}, four {@creature veteran||veterans}\",\"20\"],[\"Seven Songs import in Athkatla\",\"{@item Nolzur's marvelous pigments}\",\"8,000 gp\",\"twelve {@creature thug||thugs}, one {@creature assassin}\",\"15\"],[\"High House of Wonders in Baldur's Gate\",\"{@item Apparatus of kwalish}, shield guardian control medallion\",\"20,000 gp in art objects\",\"two {@creature clay golem||clay golems}, one {@creature stone golem}, one {@creature iron golem}\",\"25\"],[\"Ducal Palace in Baldur's Gate\",\"{@item Figurine of wondrous power}—obsidian steed\",\"15,000 gp in platinum ingots\",\"twelve {@creature knight||knights}, two {@creature mage||mages}\",\"25\"],[\"Temple of Lolth in Ust Natha\",\"{@item Candle of invocation}\",\"10,000 gp\",\"six {@creature drow elite warrior||elite drow warriors}, four {@creature drow priestess of lolth||drow priestesses}\",\"20\"]],\"name\":\"Heist Targets; Heist Details\",\"page\":85,\"source\":\"MaBJoV\",\"chapter\":{\"name\":\"Group Patrons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":3}},{\"caption\":\"Draconic Character Ties\",\"colLabels\":[\"d10\",\"Draconic Tie\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I revere and draw my power from one of the dragon gods—most likely Bahamut or Tiamat, but possibly Sardior or a powerful dragon with heightened dragonsight, such as Aasterinian, Ashardalon, or Chronepsis. (Cleric, paladin, warlock)\"],[\"2\",\"I revere or host a draconic spirit, akin to a nature or ancestral spirit. (Barbarian, druid, ranger)\"],[\"3\",\"I was part of an order that preserves the teachings of an ancient dragon founder. (Fighter, monk, paladin, wizard)\"],[\"4\",\"I have a dragon for a mentor or patron. (Bard, druid, fighter, rogue, sorcerer, warlock)\"],[\"5\",\"I use my class features to take on draconic characteristics. (Barbarian, sorcerer)\"],[\"6\",\"I have a dragon tooth, horn, claw, or scale that I use as a focus for my spellcasting. (Cleric, druid, paladin, ranger, sorcerer, warlock, wizard)\"],[\"7\",\"A dragon ancestor, or a dragon's gift to my ancestor, fuels my might. (Barbarian, fighter, sorcerer)\"],[\"8\",\"My connection to nature gives me a strange link to a dragon whose presence alters the fabric of nature around the dragon's lair. (Druid, ranger)\"],[\"9\",\"I recently discovered that a person I loved and trusted was a dragon in disguise. (Any)\"],[\"10\",\"I have an apparently mundane item that was stolen from a dragon's hoard, and inexplicable things happen when I carry it with me. (Any)\"]],\"name\":\"Heroes of the Dragon; Draconic Character Ties\",\"page\":16,\"source\":\"FTD\",\"chapter\":{\"name\":\"Character Creation\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Spells\",\"colLabels\":[\"Level\",\"Spell\",\"School\",\"Conc.\",\"Ritual\",\"Class\"],\"colStyles\":[\"col-1 text-center\",\"col-2\",\"col-2\",\"col-1 text-center\",\"col-1 text-center\",\"col-5\"],\"rows\":[[\"2nd\",\"{@spell Nathair's Mischief|FTD}\",\"Illusion\",\"Yes\",\"No\",\"Bard, Sorcerer, Wizard\"],[\"2nd\",\"{@spell Rime's Binding Ice|FTD}\",\"Evocation\",\"No\",\"No\",\"Sorcerer, Wizard\"],[\"3rd\",\"{@spell Ashardalon's Stride|FTD}\",\"Transmutation\",\"Yes\",\"No\",\"Artificer,* Ranger, Sorcerer, Wizard\"],[\"4th\",\"{@spell Raulothim's Psychic Lance|FTD}\",\"Enchantment\",\"No\",\"No\",\"Bard, Sorcerer, Warlock, Wizard\"],[\"5th\",\"{@spell Summon Draconic Spirit|FTD}\",\"Conjuration\",\"Yes\",\"No\",\"Druid, Sorcerer, Wizard\"],[\"6th\",\"{@spell Fizban's Platinum Shield|FTD}\",\"Abjuration\",\"Yes\",\"No\",\"Sorcerer, Wizard\"],[\"7th\",\"{@spell Draconic Transformation|FTD}\",\"Transmutation\",\"Yes\",\"No\",\"Druid, Sorcerer, Wizard\"]],\"footnotes\":[\"*The artificer class appears in {@book Tasha's Cauldron of Everything|TCE} and {@book Eberron: Rising from the Last War|ERLW}.\"],\"name\":\"Spells\",\"page\":19,\"source\":\"FTD\",\"chapter\":{\"name\":\"Dragon Magic\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Hoard Item States\",\"colLabels\":[\"State\",\"Age\"],\"colStyles\":[\"col-7 text-center\",\"col-5 text-center\"],\"rows\":[[\"Slumbering\",\"—\"],[\"Stirring\",\"Young\"],[\"Wakened\",\"Adult\"],[\"Ascendant\",\"Ancient\"]],\"name\":\"Hoard Magic Items; Hoard Item States\",\"page\":25,\"source\":\"FTD\",\"chapter\":{\"name\":\"Dragon Magic\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Draconic Quirks\",\"colLabels\":[\"d8\",\"Quirk\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"When resting on the ground, the item points in the direction of the last hoard it steeped in.\"],[\"2\",\"The item's bearer can speak and understand Draconic.\"],[\"3\",\"The item glows softly when within 60 feet of a Dragon or another hoard item.\"],[\"4\",\"The item's bearer gains a swimming speed equal to their walking speed.\"],[\"5\",\"The item's bearer has advantage on Intelligence ({@skill History}) checks.\"],[\"6\",\"The item's bearer has advantage on Charisma ({@skill Intimidation}) checks made against non-Dragons.\"],[\"7\",\"The item grants its bearer resistance to the damage type of the breath weapon of the last dragon whose hoard the item steeped in.\"],[\"8\",\"The item's bearer dreams of the dragon whose hoard the item last steeped in.\"]],\"name\":\"Hoard Item Quirks; Draconic Quirks\",\"page\":25,\"source\":\"FTD\",\"chapter\":{\"name\":\"Dragon Magic\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Draconic Marks\",\"colLabels\":[\"d4\",\"Visual Manifestation\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"One or both of the character's eyes change color to resemble the dragon's eyes or scales.\"],[\"2\",\"The character's hair (or a streak of it) changes color to match the color of the dragon's scales.\"],[\"3\",\"A mark like a stylized dragon eye or claw appears on the body.\"],[\"4\",\"Patches of scales appear on the character's body, typically on the neck, shoulders, or forearms.\"]],\"name\":\"Draconic Gifts; Draconic Marks\",\"page\":27,\"source\":\"FTD\",\"chapter\":{\"name\":\"Dragon Magic\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Draconic Gift Rarity\",\"colLabels\":[\"Rarity\",\"Age Category\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[\"Uncommon\",\"Wyrmling\"],[\"Rare\",\"Young\"],[\"Very rare\",\"Adult\"],[\"Legendary\",\"Ancient\"]],\"name\":\"Draconic Gift Descriptions; Draconic Gift Rarity\",\"page\":28,\"source\":\"FTD\",\"chapter\":{\"name\":\"Dragon Magic\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Dragon Appearance\",\"colLabels\":[\"d20\",\"Appearance\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Draconic letters or symbols engraved on prominent scales\"],[\"2\",\"Large scar\"],[\"3\",\"One eye missing or milky\"],[\"4\",\"Crooked teeth\"],[\"5\",\"Notably overweight or underweight\"],[\"6\",\"Elongated, sinuous body\"],[\"7\",\"Shortened, stocky body\"],[\"8\",\"Coins or gems embedded in hide\"],[\"9\",\"Sculpted horns or claws\"],[\"10\",\"Rings piercing crest or wing edges\"],[\"11\",\"Draped in some semblance of clothing, from a stole to a full robe\"],[\"12\",\"Unusual coloration (for example, a red dragon with an orange, brown, or purple cast)\"],[\"13\",\"Crouched, predatory posture like a stalking cat's\"],[\"14\",\"Erect, almost bipedal posture\"],[\"15\",\"Scales covered with painted handprints of minions, admirers, or children\"],[\"16\",\"Necklaces made of bones, horns, claws, or teeth taken from enemies\"],[\"17\",\"Extra horns or spines\"],[\"18\",\"Elongated, fang-like teeth, or extra rows of teeth\"],[\"19\",\"Sharpened or serrated scales\"],[\"20\",\"Elemental energy matching the dragon's breath weapon, seeping out between the scales\"]],\"name\":\"Dragon Characters; Dragon Appearance\",\"page\":31,\"source\":\"FTD\",\"chapter\":{\"name\":\"Dragons in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Dragon Mannerisms\",\"colLabels\":[\"d20\",\"Mannerism\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Rotates head from side to side when listening or speaking\"],[\"2\",\"Tail writhes constantly in a snakelike fashion\"],[\"3\",\"Slowly and constantly fans wings\"],[\"4\",\"Lowers head to speak eye-to-eye to smaller creatures—unless angry\"],[\"5\",\"Uses Draconic words and phrases even when speaking other languages\"],[\"6\",\"Punctuates speech with bestial sounds—growls, roars, croaks, chirps, or whistles\"],[\"7\",\"Fiddles with tip of tail\"],[\"8\",\"Absently chews on or picks at teeth with swords, spears, or lances\"],[\"9\",\"Quickly forgets names and invents random nicknames instead\"],[\"10\",\"Burdens conversation with extensive historical context, whether or not it's relevant\"],[\"11\",\"Constantly twitches tail—and occasionally pounces on it\"],[\"12\",\"Speaks an archaic form of Common (equivalent to Shakespearean English) and doesn't understand contemporary slang and idioms\"],[\"13\",\"Prone to uttering terrifying, guttural sounds, which are actually laughter\"],[\"14\",\"Enjoys mimicking Humanoid voices\"],[\"15\",\"Dismisses modern cultures as historical curiosities sure to collapse imminently\"],[\"16\",\"Has trouble discerning details of anything as small as Humanoids\"],[\"17\",\"Sharpens claws or horns on nearby stone surfaces\"],[\"18\",\"Manifests small signs of the breath weapon, such as exhaling smoke rings, setting arc lightning dancing over teeth, or blowing acid bubbles\"],[\"19\",\"Sighs restlessly, giving an impression of tremendous boredom\"],[\"20\",\"Deeply suspicious, treating all Humanoids encountered as probable agents of a rival dragon\"]],\"name\":\"Dragon Characters; Dragon Mannerisms\",\"page\":31,\"source\":\"FTD\",\"chapter\":{\"name\":\"Dragons in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Dragon Bonds\",\"colLabels\":[\"d10\",\"Bond\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I treasure one particular item in my hoard—a gift from a person I loved, who is long since dead.\"],[\"2\",\"I am close to my siblings, whose lairs are nearby. I would go to great lengths to protect them—or avenge them.\"],[\"3\",\"A nearby person intrigues me with fascinating questions and bizarre ideas.\"],[\"4\",\"I collect information about the worlds of the Material Plane, and I would love to visit another world someday.\"],[\"5\",\"I am devoted to Bahamut or Tiamat and put their interests ahead of my own.\"],[\"6\",\"I'm determined to destroy the adventurers who slew my parent—and everyone connected to them.\"],[\"7\",\"I'm obsessed with attracting the attention of another dragon.\"],[\"8\",\"I feel an obligation to protect the creatures that inhabit my territory (except the ones I eat).\"],[\"9\",\"I am trying to collect an extremely rare set of priceless treasures.\"],[\"10\",\"I won't rest until I retrieve an item stolen from my hoard.\"]],\"name\":\"Dragon Characters; Dragon Bonds\",\"page\":31,\"source\":\"FTD\",\"chapter\":{\"name\":\"Dragons in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Dragon Flaws and Secrets\",\"colLabels\":[\"d10\",\"Flaw or Secret\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I find adventurers fearsome, and I'm convinced that I'll meet my doom at their hands one day.\"],[\"2\",\"One item in my possession is worth as much as the rest of my hoard combined, and the fear that it might be stolen consumes me.\"],[\"3\",\"Given the opportunity, I eat to excess and then fall into a long, deep sleep.\"],[\"4\",\"I would rather let my fearsome reputation scare away intruders than fight them off.\"],[\"5\",\"Other dragons would scorn me if they knew how fondly I regard my minions. They're so cute!\"],[\"6\",\"I am terrified of creatures from the Outer Planes—especially modrons.\"],[\"7\",\"Another dragon has sworn to find and destroy me.\"],[\"8\",\"Humanoids are not ready to learn the horrible cosmic truths in the books in my hoard.\"],[\"9\",\"The prospect of living for centuries more exhausts me.\"],[\"10\",\"I'm convinced that a version of me on a different world in the Material Plane is hoping to destroy me and steal my hoard.\"]],\"name\":\"Dragon Characters; Dragon Flaws and Secrets\",\"page\":31,\"source\":\"FTD\",\"chapter\":{\"name\":\"Dragons in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Dragon Name Elements\",\"isNameGenerator\":true,\"colLabels\":[\"d20\",\"1\",\"2\",\"3\",\"4\"],\"colStyles\":[\"col-2-4 text-center\",\"col-2-4 text-center\",\"col-2-4 text-center\",\"col-2-4 text-center\",\"col-2-4 text-center\"],\"rows\":[[\"1\",\"Aeros\",\"Agha\",\"Akkan\",\"Alae\"],[\"2\",\"Andra\",\"Andusk\",\"Angkar\",\"Aradace\"],[\"3\",\"Arauth\",\"Arveia\",\"Aryz\",\"Atar\"],[\"4\",\"Auntyr\",\"Auth\",\"Bahr\",\"Bala\"],[\"5\",\"Calaun\",\"Ciym\",\"Claug\",\"Daerev\"],[\"6\",\"Dalagh\",\"Durg\",\"Eir\",\"Elden\"],[\"7\",\"Endar\",\"Ethar\",\"Fel\",\"Galad\"],[\"8\",\"Gaul\",\"Golos\",\"Guth\",\"Ingeir\"],[\"9\",\"Ix\",\"Iyliam\",\"Jhar\",\"Kerin\"],[\"10\",\"Lham\",\"Lothtor\",\"Malae\",\"Marun\"],[\"11\",\"Mere\",\"Miir\",\"Morn\",\"Nabal\"],[\"12\",\"Nur\",\"Nym\",\"Oloth\",\"Ontor\"],[\"13\",\"Othim\",\"Palar\",\"Raali\",\"Ragoth\"],[\"14\",\"Rith\",\"Rysear\",\"Saryx\",\"Ser\"],[\"15\",\"Skad\",\"Surr\",\"Thal\",\"Thanach\"],[\"16\",\"Thoth\",\"Thrax\",\"Thriin\",\"Tostyn\"],[\"17\",\"Tratain\",\"Treori\",\"Turace\",\"Ualin\"],[\"18\",\"Umer\",\"Uryte\",\"Uxin\",\"Vaer\"],[\"19\",\"Vala\",\"Valos\",\"Vinc\",\"Voar\"],[\"20\",\"Vureem\",\"Waur\",\"Zundae\",\"Zyreph\"]],\"name\":\"How to Name Your Dragon; Dragon Name Elements\",\"page\":33,\"source\":\"FTD\",\"chapter\":{\"name\":\"Dragons in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Wyrmling Goals\",\"colLabels\":[\"d6\",\"Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Establish independence from adult dragons (or other powerful creatures)\"],[\"2\",\"Acquire one valuable magic item or art object to build a hoard around\"],[\"3\",\"Acquire minions who will bring food and treasure\"],[\"4\",\"Establish dominance over other wyrmlings in the same brood\"],[\"5\",\"Secure a partnership with a more powerful creature for safety\"],[\"6\",\"Find a good spot for a first independent lair\"]],\"name\":\"Wyrmlings; Wyrmling Goals\",\"page\":35,\"source\":\"FTD\",\"chapter\":{\"name\":\"Dragons in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Young Dragon Goals\",\"colLabels\":[\"d6\",\"Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Establish a lair and develop the land around it to maximize safety and good hunting\"],[\"2\",\"Amass as much treasure as possible\"],[\"3\",\"Acquire magical wards to help protect the lair\"],[\"4\",\"Sabotage the efforts of other young dragons to establish lairs in the local area\"],[\"5\",\"Earn the fear and respect of other creatures living near the lair through displays of power\"],[\"6\",\"Secure the allegiance of loyal and powerful minions\"]],\"name\":\"Young Dragons; Young Dragon Goals\",\"page\":36,\"source\":\"FTD\",\"chapter\":{\"name\":\"Dragons in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Adult Dragon Goals\",\"colLabels\":[\"d6\",\"Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Find a good location for an additional lair\"],[\"2\",\"Acquire an artifact or a powerful magic item for the hoard\"],[\"3\",\"Establish a dynastic bloodline by producing young\"],[\"4\",\"Eliminate younger dragons who could become rivals or threats if they are allowed to grow older\"],[\"5\",\"Transform a large region into an environment suitable for the dragon's preferred sort of lair\"],[\"6\",\"Develop dragonsight to pursue goals across multiple worlds\"]],\"name\":\"Adult Dragons; Adult Dragon Goals\",\"page\":36,\"source\":\"FTD\",\"chapter\":{\"name\":\"Dragons in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Ancient Dragon Goals\",\"colLabels\":[\"d6\",\"Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Avoid decline by becoming Undead or seeking magical alternatives to aging\"],[\"2\",\"Transcend the limits of physical existence on a single world by uniting echoes across multiple worlds or establishing a lair on another plane of existence\"],[\"3\",\"Acquire a particular artifact, perhaps to complete a set (all three parts of the Regalia of Evil, the {@item Eye of Vecna} and {@item Hand of Vecna}, and so forth)\"],[\"4\",\"Collect a complete set of artistic treasures, such as all the paintings of a great master, manuscripts for a famed author's entire body of writings, or every piece of jewelry made by a master artisan\"],[\"5\",\"Transform an entire world into an extreme environment suitable as a lair—a volcanic hellscape, a frozen wonderland, an arid wasteland, or the like\"],[\"6\",\"Destroy one or more gods as an act of vengeance or to ascend to godhood\"]],\"name\":\"Greatwyrms; Ancient Dragon Goals\",\"page\":37,\"source\":\"FTD\",\"chapter\":{\"name\":\"Dragons in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Origin of Dragon Eggs\",\"colLabels\":[\"d10\",\"Origin\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Spontaneous Reincarnation}. When an adult or older dragon dies, one or more eggs form in the dragon's decomposing body. These eggs might grow like fungus as the body rots away, they could appear among the ashes after the body is consumed by fire, or they might need to be mined out from a corpse that has turned to solid stone or metal.\"],[\"2\",\"{@b Seedlings of the First World}. At the heart of the world (underground, or in a remote area of pristine wilderness) stands a tree on which dragon eggs grow like fruit. Once in a lifetime, each dragon feels an overwhelming urge to seek out this tree. After finding it, the dragon must persuade its guardian to relinquish one or more eggs.\"],[\"3\",\"{@b Consuming Treasure}. By eating a significant portion of their own hoards, dragons cause themselves to lay clutches of eggs.\"],[\"4\",\"{@b Magical Crafting}. Mirroring the creative acts of Bahamut and Tiamat, dragons craft their eggs through painstaking labor, then breathe the gift of life into them.\"],[\"5\",\"{@b Draconic Transformation}. Enlightened non-dragons (most often Humanoids) are transformed into dragon eggs when they die, when they experience profound enlightenment, or when they undergo a ritual that might involve bathing in dragon blood or being devoured by a dragon. Humanoids and dragons alike understand the transformation to be a transition into a higher state of existence.\"],[\"6\",\"{@b Divine Origin}. Only Bahamut and Tiamat can create dragon eggs—each egg is the result of divine intervention.\"],[\"7\",\"{@b Spontaneous Formation}. Dragon eggs arise naturally in certain regions, often in underground veins of metal ore or gems for metallic and gem dragons, respectively, or in extreme environments (volcanoes, arctic wastes, deadly swamps, and so forth) for chromatic dragons. The eggs might hatch on their own, or they might have to be unearthed first by another creature, whether that's an adult or older dragon or a hapless miner.\"],[\"8\",\"{@b Parthenogenesis}. An adult or older dragon can lay a clutch of eggs whenever the dragon feels ready to rear a clutch of wyrmlings—or to impose that responsibility on others.\"],[\"9\",\"{@b Dragon Conclave}. Five adult or older dragons of different kinds come together to create a clutch of eggs, with each giving up a bit of life energy as part of the process. This clutch of eggs hatches five dragons of different kinds, depending on the dragons making up the conclave.\"],[\"10\",\"{@b Rejuvenation}. An ancient dragon voluntarily enters a deep trance and eventually dies, leaving behind a single egg.\"]],\"name\":\"Reproduction; Origin of Dragon Eggs\",\"page\":38,\"source\":\"FTD\",\"chapter\":{\"name\":\"Dragons in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Half-Dragon Origin\",\"colLabels\":[\"d6\",\"Origin\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Regional Effects}. The magical influence of a dragon's lair causes half-dragons to spontaneously arise among the area's other creatures.\"],[\"2\",\"{@b Forbidden Fruit}. A dragon can cause a particular tree to produce magical fruit. When eaten by a creature able to bear children, the fruit causes the creature to bear a half-dragon.\"],[\"3\",\"{@b True Love's Gift}. Love occasionally blossoms between dragons and creatures of other kinds, and this life bond can result in half-dragon children. Most half-dragons born of love are created as a magical gift.\"],[\"4\",\"{@b Blood Transformation}. A creature that bathes in or drinks the blood of a dragon can sometimes be transformed into a half-dragon. A dragon might voluntarily offer some blood to bring this about, or it could happen accidentally when a would-be dragonslayer is splashed with dragon blood.\"],[\"5\",\"{@b Cradle Favor}. A dragon might bestow the gift of draconic power on a newborn baby or an unborn child—as either a blessing or a curse.\"],[\"6\",\"{@b Hoard Thieves}. The hoard of an older dragon is imbued with that dragon's power. Those who steal from such a hoard might transform into half-dragons as that power leaches into them.\"]],\"name\":\"Half-Dragons; Half-Dragon Origin\",\"page\":39,\"source\":\"FTD\",\"chapter\":{\"name\":\"Dragons in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Dragon Death Throes\",\"colLabels\":[\"d6\",\"Effect\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The dragon immediately uses one of its lair actions, centering the effect on itself. For example, a fallen black dragon and any characters around it might be pulled into a nearby pool of water, and a copper dragon's body might be swallowed suddenly in mud.\"],[\"2\",\"The dragon uses its breath weapon one last time.\"],[\"3\",\"The dragon's body transforms into stone, metal, lava, ice, or mist. Or the body dissipates, leaving behind only a transformed heart or other organ.\"],[\"4\",\"Roll on the {@table Wild Magic Surge|PHB} table in the \\\"{@class Sorcerer|phb}\\\" section of the {@book Player's Handbook|PHB}, rerolling any inappropriate result.\"],[\"5\",\"A surge of life energy erupts from the dragon, causing each creature within 120 feet of the body to gain the benefit of finishing a long rest.\"],[\"6\",\"The body is drawn through a portal to the lair of one of the dragon's echoes on another world, increasing that echo's power.\"]],\"name\":\"Death of a Dragon; Dragon Death Throes\",\"page\":40,\"source\":\"FTD\",\"chapter\":{\"name\":\"Dragons in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Undead Dragon Adventure Hooks\",\"colLabels\":[\"d6\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A dragon seeks help, desperate to prevent a dracolich-worshiping cult from convincing the dragon's sibling, mate, or rival to become a dracolich.\"],[\"2\",\"A dragon suffering from a wasting affliction asks the characters to travel to another world, where they must destroy an echo of that dragon who has become a dracolich.\"],[\"3\",\"A pirate crew under the command of a {@creature ghost dragon|FTD} fights to recover the dead dragon's scattered hoard.\"],[\"4\",\"A {@creature hollow dragon|FTD} guards an artifact meant to be used in the dire circumstances foretold in an ancient prophecy. Now the prophecy is coming to pass, but the dragon won't let the artifact be used for its intended purpose.\"],[\"5\",\"A gem dragon from another world is searching for the dragon's echo, which has become a {@creature draconic shard|FTD}.\"],[\"6\",\"A dracolich keeps returning after being destroyed. The dracolich's connection to its echoes on other worlds is keeping its soul intact, like a phylactery, and the connection must be severed before the creature's threat can be ended.\"]],\"name\":\"Undeath; Undead Dragon Adventure Hooks\",\"page\":41,\"source\":\"FTD\",\"chapter\":{\"name\":\"Dragons in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Dragon Echo Characteristics\",\"colLabels\":[\"d8\",\"Echo Characteristics\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Same dragon kind and age, differing only in physical appearance\"],[\"2\",\"Same dragon kind and age, differing only in a peculiar mannerism\"],[\"3\",\"Same dragon kind and age, but significantly different in personality, ideals, or alignment\"],[\"4\",\"Same dragon kind and generally alike, but older or younger by one category\"],[\"5\",\"Same age, different kind within the same family (chromatic, gem, or metallic), and similar in appearance and personality\"],[\"6\",\"Same age, different kind in a different family (with a similar breath weapon or habitat), with similar appearance but very different ideals or alignment\"],[\"7\",\"Radically different in almost every way imaginable but still bound by fate across the worlds\"],[\"8\",\"Roll again, and in addition the echo is Undead (a dracolich, {@creature hollow dragon|FTD}, {@creature ghost dragon|FTD}, or {@creature draconic shard|FTD}) or a shadow dragon.\"]],\"name\":\"Echoes across the Worlds; Dragon Echo Characteristics\",\"page\":42,\"source\":\"FTD\",\"chapter\":{\"name\":\"Dragons in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Cult of the Dragon Adventure Hooks\",\"colLabels\":[\"d6\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A group of cultists has stolen a dragon egg, with the dual goal of hatching a minion for themselves and gaining leverage over the dragon who was caring for the egg. But the dragon wants the egg back.\"],[\"2\",\"A group of cultists is trying to access a magic portal linking the Material Plane to Tiamat's domain, hoping to break the seal that has kept the portal closed for centuries.\"],[\"3\",\"A dragon whose echo on another world has become a dracolich suffers from a wasting affliction (see \\\"{@book Undeath|FTD|3|Undeath}\\\" above). Members of the Cult of the Dragon are trying to persuade the afflicted dragon to become a dracolich as well.\"],[\"4\",\"A dragon and a dracolich, representing the opposing factions of the Cult of the Dragon, war against each other. Their battle is devastating the region between their lairs and endangers countless innocents.\"],[\"5\",\"A group of cultists searches for all the {@item Orb of Dragonkind||Orbs of Dragonkind}, planning to use them to bend dragons to their will.\"],[\"6\",\"A fringe group of cultists decides to focus on the \\\"shattered thrones\\\" part of the ancient prophecy and attempts to assassinate rulers and destroy their seats of power.\"]],\"name\":\"Cult of the Dragon Adventure Hooks\",\"page\":45,\"source\":\"FTD\",\"chapter\":{\"name\":\"Dragons in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Chamber Adventure Hooks\",\"colLabels\":[\"d6\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An agent of the Chamber has plundered the research of an eccentric sage whose work is widely considered nonsense, suggesting that something important is hidden in the sage's notes.\"],[\"2\",\"A dragon of the Chamber is convinced that dragonmarked Humanoids on Eberron have echoes on other worlds of the Material Plane, and seeks ways to identify them.\"],[\"3\",\"A dragon of the Chamber draws the characters from one Material Plane world to another, trying to glean information about the Prophecy by examining the relationship between the two worlds.\"],[\"4\",\"A member of the Chamber seeks to hire the characters to explore a dungeon that was recently discovered behind a sigil-inscribed stone seal.\"],[\"5\",\"A member of the Chamber believes that one of the characters could serve as \\\"the Child of Winter\\\" (or some similar title) mentioned in the Prophecy and tries to manipulate the character into bringing the terms of the Prophecy to pass.\"],[\"6\",\"A Fiend tries to trick the characters into slaying a dragon belonging to the Chamber.\"]],\"name\":\"Chamber Adventure Hooks\",\"page\":46,\"source\":\"FTD\",\"chapter\":{\"name\":\"Dragons in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Lauth Goals\",\"colLabels\":[\"d6\",\"Goal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Support the establishment of a powerful empire to maintain order in the lauth's territory\"],[\"2\",\"Bring about the downfall of a powerful empire\"],[\"3\",\"End the influence of Aberrations originating in the Underdark\"],[\"4\",\"Seek out and destroy hundreds of cursed magic items created by an ancient lich\"],[\"5\",\"Destroy an archdevil, a demon prince, a powerful Celestial, or an archfey whose extraplanar influence is altering the lauth's territory\"],[\"6\",\"Bring about (or prevent) the fulfillment of a prophecy uttered by an ancient dragon centuries ago\"]],\"name\":\"Common Purpose; Lauth Goals\",\"page\":47,\"source\":\"FTD\",\"chapter\":{\"name\":\"Dragons in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Hidecarved Wards\",\"colLabels\":[\"d6\",\"Ward Effect\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@b Immutability}. The dragon is immune to any spell or effect that would alter its form.\"],[\"2\",\"{@b Inscrutability}. The dragon is immune to any effect that would sense its emotions or read its thoughts. Wisdom ({@skill Insight}) checks made to ascertain its intentions or sincerity have disadvantage.\"],[\"3\",\"{@b Magic Resistance}. The dragon has advantage on saving throws against spells and other magical effects.\"],[\"4\",\"{@b Damage Resistance}. The dragon has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.\"],[\"5\",\"{@b Additional Resistance}. The dragon has resistance to one type of damage. Roll a {@dice d8}, rerolling if you get a damage type the dragon is already resistant or immune to: 1, acid; 2, cold; 3, fire; 4, lightning; 5, necrotic: 6, psychic; 7, radiant; 8, thunder.\"],[\"6\",\"{@b Death Ward}. The dragon can cast the {@spell death ward} spell on itself and regains the ability to do so after a long rest.\"]],\"name\":\"Engraved Wards; Hidecarved Wards\",\"page\":47,\"source\":\"FTD\",\"chapter\":{\"name\":\"Dragons in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Hidecarved Dragons Adventure Hooks\",\"colLabels\":[\"d6\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A hidecarved dragon hires the characters to undertake a quest in pursuit of the lauth's goal.\"],[\"2\",\"A lauth becomes convinced that their goal demands the destruction of the characters.\"],[\"3\",\"A lauth unexpectedly aids the characters' quest, which aligns with the hidecarved dragons' goal.\"],[\"4\",\"A lauth opposes the characters' quest, which is at odds with the hidecarved dragons' goal.\"],[\"5\",\"Following reports of a dangerous dragon in the region, the characters discover the dragon is part of a lauth whose goal is worth aiding.\"],[\"6\",\"A dragon asks the characters to help figure out why mysterious arcane markings have suddenly appeared on the dragon's scales. Solving this puzzle might mean journeying to another world or finding a way to help awaken the dragon's dragonsight.\"]],\"name\":\"Hidecarved Dragons Adventure Hooks\",\"page\":48,\"source\":\"FTD\",\"chapter\":{\"name\":\"Dragons in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Inheritors of the First World Adventure Hooks\",\"colLabels\":[\"d6\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A fleeing foe disappears into a magic portal linked to another world of the Material Plane. When the characters follow this enemy, they draw the attention of dragons who want to know more about the world they came from.\"],[\"2\",\"The lair of a gem dragon turns out to be a magical nexus containing portals linked to the lairs of the dragon's echoes on several other worlds.\"],[\"3\",\"The characters discover an enormous ruby deep in the Underdark. When word of their find gets out, the gem becomes the target of thieves and eventually of dragons who believe it is the heart of Sardior and a key to the Ruby Dragon's return.\"],[\"4\",\"A dragon offers to pay the characters handsomely if they travel to another world. There, they must make contact with the dragon's echo and solve the mystery of why their patron has been unable to learn dragonsight.\"],[\"5\",\"Priests or dragon servitors of Bahamut send the characters to combat the Inheritors of the First World, worried that any attempt to restore Bahamut and Tiamat's primal creation will anger the gods and rekindle the ancient wars between dragons and Humanoids.\"],[\"6\",\"Dragons establish a permanent portal connecting two worlds of the Material Plane, establishing an exciting era of discovery and trade between them. But the longer the portal remains open, the larger it grows, seemingly drawing the two worlds together into a catastrophic collision.\"]],\"name\":\"Inheritors of the First World Adventure Hooks\",\"page\":49,\"source\":\"FTD\",\"chapter\":{\"name\":\"Dragons in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Relationships and Adventures\",\"colLabels\":[\"d20\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The dragon is trying to eliminate a business rival through ruthless competition or underhanded means, and the rival seeks the characters' help. (Business owner)\"],[\"2\",\"A struggling merchant hires the characters to identify a mysterious competitor who seems to have unlimited resources. (Business owner)\"],[\"3\",\"A repentant enemy comes to the characters, telling them that a former companion of the enemy is actually a manipulative dragon—and asking them to help get revenge. (Companion)\"],[\"4\",\"The characters develop an ever-closer friendship with a secretive person who seems to have inexhaustible wealth and an endless supply of useful information. (Companion)\"],[\"5\",\"A city council asks the characters to help put an end to a deadly war between two criminal gangs, not knowing one of the gangs is led by a dragon. (Crime boss)\"],[\"6\",\"While the characters fight a crime family in a major city, they discover their patron is a dragon hoping to take over the criminal enterprise. (Crime boss)\"],[\"7\",\"A small nation is worried about the aggressive expansion of a dragon-ruled empire on the opposite side of a desert, ocean, or mountain range. Its leaders seek aid from powerful adventurers who can protect the nation from conquest. (Emperor)\"],[\"8\",\"As the characters become powerful enough that they might conceivably threaten a dragon ruler, they are given a choice: enter government service or face exile in the wild borderlands. (Emperor)\"],[\"9\",\"Two nobles worry about the amount of money their heir is donating to a new temple. (God)\"],[\"10\",\"A dragon with developed dragonsight is trying to bring together worshipers from multiple worlds to perform a ritual that will let the dragon ascend to true godhood. (God)\"],[\"11\",\"A dragon noble's servants have kidnapped a well-known storyteller or musician because the dragon is having trouble sleeping. (Noble)\"],[\"12\",\"An aristocrat is being blackmailed by someone threatening to reveal that the noble is actually a dragon in disguise. (Noble)\"],[\"13\",\"When the characters defeat a powerful enemy, the enemy's \\\"pet\\\" dragon tries to adopt the characters. (Parental figure)\"],[\"14\",\"When the characters kill a dragon's minions, the distraught dragon surrenders and agrees to leave the area—while secretly plotting revenge against the party. (Parental figure)\"],[\"15\",\"Another group of adventurers—supplied with superior equipment and information by their dragon patron—is pursuing the same goal as the characters. (Patron)\"],[\"16\",\"Local aristocrats complain that the best artists and performers are being lured away by a mysterious patron's promises of riches. (Patron)\"],[\"17\",\"A dragon can teach great magical secrets. But any would-be disciples must prove their worth by acquiring a valuable item to add to the dragon's hoard. (Teacher)\"],[\"18\",\"A dragon teacher from a character's past (whom the character might not know is a dragon) asks for help tracking down a student who has turned to evil. (Teacher)\"],[\"19\",\"A marauding group of bandits has grown from an irritation to a significant threat after coming under the leadership of a dragon. (Warlord)\"],[\"20\",\"The warlike minions of two dragons are clashing in skirmishes across the region, devastating peaceful villages and farmlands. (Warlord)\"]],\"name\":\"Warlord; Relationships and Adventures\",\"page\":51,\"source\":\"FTD\",\"chapter\":{\"name\":\"Dragons in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Dragon Encounter Complications\",\"colLabels\":[\"d20\",\"Complication\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The dragon has no interest in fighting and tries to avoid the characters, until they anger the dragon through significantly injury or insult.\"],[\"2\",\"The dragon is too bored to fight and offers the characters a tiny amount of treasure if they'll leave.\"],[\"3\",\"The dragon hates a certain type of character (sneaky rogues, healers, or heavily armored fighters, perhaps) and directs at least one attack each round at such a character.\"],[\"4\",\"The dragon tries to drive the characters off by emotionally hurting or humiliating them—threatening something they obviously care about, damaging their equipment, insulting them, or showing how ineffectual their attacks are.\"],[\"5\",\"The dragon has a way to call for help hidden deep inside the lair, such as a magic horn that summons minions, an {@item iron flask} with a powerful Fiend inside, or a magic portal to an echo's lair. The characters must prevent the dragon from summoning aid or face a new threat.\"],[\"6\",\"The dragon is desperately trying to protect a particular treasure, one or more eggs, or perhaps a minion, bargaining to protect this treasure and flying into a rage if it is harmed.\"],[\"7\",\"The previous occupant of the dragon's lair left behind a curse, a trap, or a lingering spirit that clever characters can turn against the dragon.\"],[\"8\",\"The dragon's lair is almost impossible to navigate without access to one or more of the dragon's special movement modes (typically flight, but possibly burrowing, swimming, or climbing).\"],[\"9\",\"It's been so long since anyone has dared to intrude on the dragon's lair that the dragon is more interested in showing off the lair—and impressive lair actions—than in doing serious harm to the characters. If the characters escape and spread stories of the dragon's grandeur, so much the better.\"],[\"10\",\"When the dragon is agitated, the regional effects that alter the terrain around the lair create visible changes around the dragon each round.\"],[\"11\",\"Factions and grudges within the ranks of the dragon's minions erupt when the characters challenge the dragon, resulting in infighting that might tip the odds in the main battle in either direction.\"],[\"12\",\"A feature in the dragon's lair has an unpredictable magical effect, perhaps similar to a {@item wand of wonder}, a sorcerer's {@table Wild Magic Surge|PHB}, or a {@book dungeon trick|DMG|10|Random Tricks} as described in the {@book Dungeon Master's Guide|DMG}. The dragon avoids the feature unless the encounter is going badly, then either activates the feature or tries to goad the characters into doing so.\"],[\"13\",\"Spell effects and breath weapons used inside the dragon's lair cause dramatic destruction, including chasms opening up, ceilings collapsing, pillars toppling, and other effects that can damage or hinder the characters and the dragon equally.\"],[\"14\",\"The dragon has a rival who notices the characters approaching the dragon's lair and keeps tabs on the fight. This rival might step in to help the characters or the dragon, depending on the circumstances, or might ambush the characters when they leave the dragon's lair.\"],[\"15\",\"The dragon takes tremendous pleasure in adopting Humanoid form and pretending to be a minion, groveling and sniveling when intruders enter the lair and claiming that the dragon is away.\"],[\"16\",\"The dragon's only goal is to learn a key piece of information about the characters' larger goals and then escape.\"],[\"17\",\"The dragon enjoys combat, roaring in appreciation each time the characters pull off effective attacks or flashy spells. But if seriously hurt, the dragon quickly calls for a truce.\"],[\"18\",\"Each round of combat with the dragon, the characters catch an eerie glimpse of another world where one of the dragon's echoes is active.\"],[\"19\",\"The dragon has a plan to feign death in case of attack—apparently being buried in a cave-in, tumbling into a deep chasm, drowning in lava, or some similarly dramatic exit. After escaping, the dragon plots revenge.\"],[\"20\",\"At the same time the characters are confronting the dragon, another group of adventurers is confronting one of the dragon's echoes on another world. Halfway through the fight, either the dragons or the characters and the other adventurers switch places.\"]],\"name\":\"Dragon Encounters; Dragon Encounter Complications\",\"page\":53,\"source\":\"FTD\",\"chapter\":{\"name\":\"Dragons in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Cross-Purposes\",\"colLabels\":[\"d6\",\"The Dragon's Schemes...\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"...directly target one or more characters. The adventure begins when the dragon or the dragon's minions confront the characters.\"],[\"2\",\"...threaten a character's bond or an NPC who's important to one or more characters.\"],[\"3\",\"...challenge a character's ideal or exploit a flaw. The character might hear rumors of the dragon's activity, spurring them into action.\"],[\"4\",\"...trap the characters between clashing forces.\"],[\"5\",\"...create an opportunity for a character to pursue a personal goal.\"],[\"6\",\"...cause an accident or catastrophe that threatens the characters.\"]],\"name\":\"Dragon as Schemer; Cross-Purposes\",\"page\":56,\"source\":\"FTD\",\"chapter\":{\"name\":\"Dragons in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Lair Location\",\"colLabels\":[\"d10\",\"Unusual Feature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The area is a climate anomaly—a cool and lush oasis in a hot desert, a balmy spring within a frozen tundra, a drifting iceberg in a warm sea, a barren waste in the midst of a verdant forest, or the like.\"],[\"2\",\"The area is a wild magic zone. Whenever a creature casts a spell of 1st level or higher or activates a magic item, roll a {@dice d10}. On a 1, roll on the {@table Wild Magic Surge|PHB} table in the {@book Player's Handbook|PHB}.\"],[\"3\",\"Natural rock formations align with celestial phenomena at particular times of the year. Stars and planets might line up with rock spires and windows on solstices and equinoxes, for example.\"],[\"4\",\"A dead god or titan is buried in the area.\"],[\"5\",\"The area is a vast crater, at the center of which is a long-buried meteorite.\"],[\"6\",\"A magical portal to another plane of existence releases dangerous energy—and sometimes creatures—into the area.\"],[\"7\",\"The area was a battlefield in an ancient war where thousands of soldiers were annihilated in a devastating magical assault.\"],[\"8\",\"Gravity does not function as expected in the area, which might manifest as giant floating earth motes or similar terrain.\"],[\"9\",\"An enormous tree—possibly the oldest living organism in the world—grows at the heart of the area.\"],[\"10\",\"A god left a profound impression on the site during an ancient visit to the Material Plane—perhaps a footprint, a pool of tears, or a splash of blood that has permanently infused the ground.\"]],\"name\":\"Dragon Lairs; Lair Location\",\"page\":63,\"source\":\"FTD\",\"chapter\":{\"name\":\"Lairs and Hoards\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Hoard Linking Items\",\"colLabels\":[\"d10\",\"Linking Items\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The broken pieces of an artifact (such as the Rod of Seven Parts)\"],[\"2\",\"A set of large gemstones, each engraved with the seal of a particular nation or the symbol of a deity\"],[\"3\",\"Numbered volumes of an encyclopedia or comprehensive history\"],[\"4\",\"Statuettes depicting different kinds of dragons\"],[\"5\",\"Portraits of the members of a well-known historical family\"],[\"6\",\"Ornate nesting dolls that feature a large gemstone egg at the heart of the set\"],[\"7\",\"Regalia—an orb, a crown, a scepter, and so forth—belonging to a recently deposed monarch\"],[\"8\",\"Pieces of a full suit of armor that once belonged to an ancient hero\"],[\"9\",\"A set of teeth from a rival dragon, a prophet, or a rare creature\"],[\"10\",\"Pieces of a chess set or another board game, or cards from a deck of playing cards, a {@deck tarokka deck|CoS}, or a {@item deck of many things}\"]],\"name\":\"Linking Hoards; Hoard Linking Items\",\"page\":67,\"source\":\"FTD\",\"chapter\":{\"name\":\"Lairs and Hoards\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Unfinished Business\",\"colLabels\":[\"d6\",\"Unfinished Business\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Entrust the haunted item to the ghost's heir\"],[\"2\",\"Entomb the haunted item with the ghost's corpse\"],[\"3\",\"Destroy the haunted item\"],[\"4\",\"Use the haunted item for a specific purpose\"],[\"5\",\"Reunite the haunted item with other items forming a set\"],[\"6\",\"Destroy the ghost's killer: a dragon who is an echo of the hoard's owner on another world\"]],\"name\":\"Haunted Hoards; Unfinished Business\",\"page\":68,\"source\":\"FTD\",\"chapter\":{\"name\":\"Lairs and Hoards\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Hoard Curse Effects\",\"colLabels\":[\"d6\",\"Hoard Curse Effect\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Each affected creature gains 1 level of {@condition exhaustion} that can't be removed until the curse is broken.\"],[\"2\",\"Each affected creature automatically fails saving throws against dragons' breath weapons and Frightful Presence.\"],[\"3\",\"Each affected creature gains vulnerability to the damage type of the breath weapon of the dragon who cursed the hoard.\"],[\"4\",\"Each affected creature's speed is reduced by 10 feet.\"],[\"5\",\"Affected creatures can't spend Hit Dice to regain hit points during a short rest.\"],[\"6\",\"When an affected creature dies, its soul becomes imprisoned by the slain dragon's spirit, preventing the creature from being raised from the dead.\"]],\"name\":\"A Dragon's Curse; Hoard Curse Effects\",\"page\":68,\"source\":\"FTD\",\"chapter\":{\"name\":\"Lairs and Hoards\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Breaking a Hoard Curse\",\"colLabels\":[\"d4\",\"Rite Elements\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Cast the {@spell hallow} spell\"],[\"2\",\"Make an offering of blood from everyone who participated in killing the dragon (or those creatures' nearest kin)\"],[\"3\",\"Bathe or sprinkle the treasure in the dragon's blood\"],[\"4\",\"Make a sacrifice to Bahamut, Tiamat, or both\"]],\"name\":\"A Dragon's Curse; Breaking a Hoard Curse\",\"page\":68,\"source\":\"FTD\",\"chapter\":{\"name\":\"Lairs and Hoards\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Hoard Magic\",\"colLabels\":[\"d6\",\"Magical Motivation\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Create a permanent protective ward covering a city-state or small kingdom\"],[\"2\",\"Destroy a large magical ward protecting a region\"],[\"3\",\"Create a dead magic zone where spells and magic items won't function\"],[\"4\",\"Repair the fabric of magic in a dead magic zone\"],[\"5\",\"Reassert the dominance of the Material Plane in a region, banishing influence that has been seeping in from another plane of existence\"],[\"6\",\"Open a portal to another plane of existence or another world of the Material Plane\"]],\"name\":\"Competition for a Hoard; Hoard Magic\",\"page\":69,\"source\":\"FTD\",\"chapter\":{\"name\":\"Lairs and Hoards\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Coin Origins\",\"colLabels\":[\"d10\",\"Origin\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Equivalent value in {@book trade goods|PHB|5|Trade Goods} (see the {@book Player's Handbook|PHB}) rather than coins\"],[\"2–3\",\"Coins from an ancient culture local to this region, ancestral to the people who live here now\"],[\"4–5\",\"Coins from an ancient culture in a distant region\"],[\"6–7\",\"Coins from a nearby contemporary culture\"],[\"8–9\",\"Coins from a local contemporary culture\"],[\"10\",\"Coins from another world\"]],\"name\":\"Coins; Coin Origins\",\"page\":70,\"source\":\"FTD\",\"chapter\":{\"name\":\"Lairs and Hoards\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Hoard Mundane Items\",\"colLabels\":[\"d100\",\"Mundane Items\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–04\",\"A painting by an artist long forgotten by everyone except the dragon\"],[\"05–08\",\"A hogshead (large cask) containing 65 gallons of clean drinking water\"],[\"09–12\",\"Several embroidered throw pillows depicting wyrmling dragons\"],[\"13–16\",\"A funerary urn containing remains the dragon can't identify\"],[\"17–20\",\"A set of seven candlesticks bearing a god's holy symbol\"],[\"21–24\",\"A tarnished brazier with pleasant-smelling ash\"],[\"25–28\",\"A drum for use in religious rites, with a foreboding echo to its beat\"],[\"29–32\",\"A stuffed Monstrosity appropriate to the local terrain\"],[\"33–36\",\"The skull of a Fiend or Celestial\"],[\"37–40\",\"A spinning wheel\"],[\"41–44\",\"An hourglass filled with sparkling sand\"],[\"45–48\",\"A crude flute with a pleasing sound\"],[\"49–52\",\"Hundreds or thousands of fake coins interspersed with the real treasure\"],[\"53–56\",\"A treatise on alchemy etched on steel cylinders\"],[\"57–60\",\"The battle standard of one of the dragon's ancient foes\"],[\"61–64\",\"A sketchbook from another world of the Material Plane, depicting unfamiliar creatures and one very familiar dragon\"],[\"65–68\",\"A set of irregular polyhedral dice (with 9, 13, 25, and 34 sides)\"],[\"69–72\",\"A map showing the dragon's lair in relation to villages and other long-gone landmarks\"],[\"73–76\",\"A kneeling bench, which anyone addressing the dragon is required to use\"],[\"77–80\",\"A scroll containing a long epic poem in praise of the dragon\"],[\"81–84\",\"A star chart showing Bahamut and a one-headed Tiamat as constellations, with \\\"Elegy for the First World\\\" written between the stars\"],[\"85–88\",\"A large, noisy wind chime\"],[\"89–92\",\"A small shrine with a statuette, a brazier, and an altar dedicated to a god worshiped by many of the dragon's minions\"],[\"93–96\",\"A jar with a dead illithid tadpole floating in preserving chemicals\"],[\"97–00\",\"An extensive historical record in the form of carefully knotted strings\"]],\"name\":\"Creating a Hoard; Hoard Mundane Items\",\"page\":72,\"source\":\"FTD\",\"chapter\":{\"name\":\"Lairs and Hoards\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Hoard Gems\",\"colLabels\":[\"Wyrmling d100\",\"Young d100\",\"Adult d100\",\"Ancient d100\",\"Gem Value\"],\"colStyles\":[\"col-2-4 text-center\",\"col-2-4 text-center\",\"col-2-4 text-center\",\"col-2-4 text-center\",\"col-2-4 text-center\"],\"rows\":[[\"01–43\",\"01–51\",\"01–18\",\"01–14\",\"10 gp\"],[\"44–99\",\"52–75\",\"19–36\",\"15–28\",\"50 gp\"],[\"00\",\"76–99\",\"37–54\",\"29–42\",\"100 gp\"],[\"—\",\"00\",\"55–77\",\"43–58\",\"500 gp\"],[\"—\",\"—\",\"78–99\",\"59–93\",\"1,000 gp\"],[\"—\",\"—\",\"00\",\"94–00\",\"5,000 gp\"]],\"name\":\"Creating a Hoard; Hoard Gems\",\"page\":72,\"source\":\"FTD\",\"chapter\":{\"name\":\"Lairs and Hoards\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Hoard Art Objects\",\"colLabels\":[\"Wyrmling d100\",\"Young d100\",\"Adult d100\",\"Ancient d100\",\"Art Object Value\"],\"colStyles\":[\"col-2-4 text-center\",\"col-2-4 text-center\",\"col-2-4 text-center\",\"col-2-4 text-center\",\"col-2-4 text-center\"],\"rows\":[[\"01–95\",\"01–53\",\"01–49\",\"01–22\",\"25 gp\"],[\"96–00\",\"54–99\",\"50–75\",\"23–42\",\"250 gp\"],[\"—\",\"00\",\"76–99\",\"43–58\",\"750 gp\"],[\"—\",\"—\",\"00\",\"59–93\",\"2,500 gp\"],[\"—\",\"—\",\"—\",\"94–00\",\"7,500 gp\"]],\"name\":\"Creating a Hoard; Hoard Art Objects\",\"page\":72,\"source\":\"FTD\",\"chapter\":{\"name\":\"Lairs and Hoards\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Hoard Magic Items\",\"colLabels\":[\"Wyrmling d100\",\"Young d100\",\"Adult d100\",\"Ancient d100\",\"Magic Items\"],\"colStyles\":[\"col-2-4 text-center\",\"col-2-4 text-center\",\"col-2-4 text-center\",\"col-2-4 text-center\",\"col-2-4 text-center\"],\"rows\":[[\"01–34\",\"01–21\",\"01–06\",\"—\",\"Common minor item ({@table Magic Item Table A}*)\"],[\"35–61\",\"22–49\",\"07–18\",\"—\",\"Uncommon minor item ({@table Magic Item Table B}*)\"],[\"62–77\",\"50–64\",\"19–41\",\"01–12\",\"Rare minor item ({@table Magic Item Table C}*)\"],[\"—\",\"65–72\",\"42–64\",\"13–56\",\"Very rare minor item ({@table Magic Item Table D}*)\"],[\"—\",\"—\",\"65–69\",\"57–67\",\"Legendary minor item ({@table Magic Item Table E}*)\"],[\"78–96\",\"73–91\",\"70–72\",\"—\",\"Uncommon major item ({@table Magic Item Table F}*)\"],[\"97–00\",\"92–97\",\"73–80\",\"68–73\",\"Rare major item ({@table Magic Item Table G}*)\"],[\"—\",\"98–00\",\"81–91\",\"74–82\",\"Very rare major item ({@table Magic Item Table H}*)\"],[\"—\",\"—\",\"92–00\",\"83–00\",\"Legendary major item ({@table Magic Item Table I}*)\"]],\"footnotes\":[\"*See the {@book Dungeon Master's Guide|DMG}.\"],\"name\":\"Creating a Hoard; Hoard Magic Items\",\"page\":72,\"source\":\"FTD\",\"chapter\":{\"name\":\"Lairs and Hoards\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Amethyst Dragon Personality Traits\",\"colLabels\":[\"d8\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I am never so content as when contemplating the beauty and wonders of the multiverse.\"],[\"2\",\"I am a sworn protector against the depredations of the Far Realm, and I will root out its corruption wherever it may arise.\"],[\"3\",\"What use is vast knowledge or insight if it is not shared with those who can appreciate it?\"],[\"4\",\"Although some are fascinated by words, I think numbers are the true foundations of creation.\"],[\"5\",\"To experience a thing is to truly understand it. Direct and personal experience is the most valuable form of knowledge.\"],[\"6\",\"I see a far more kaleidoscopic reality than you do... or than any of your selves do, really.\"],[\"7\",\"It is not my place to interfere. I merely seek to observe, learn, and understand.\"],[\"8\",\"With a true understanding of metaphysics, anything is possible—including the creation of a more orderly and perfect cosmos than this one.\"]],\"name\":\"Creating an Amethyst Dragon; Amethyst Dragon Personality Traits\",\"page\":76,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Amethyst Dragon Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Balance. Everything is a complex interaction of forces that must be kept in a delicate and carefully maintained balance. (Neutral)\"],[\"2\",\"Knowledge. We are the whole of creation, seeking to understand itself. (Any)\"],[\"3\",\"Self-Improvement. I am a complex gem, and I constantly polish and refine my many facets to make the whole that much more perfect. (Any)\"],[\"4\",\"Responsibility. Having knowledge and power gives one a responsibility to those who have less of either. (Lawful)\"],[\"5\",\"Noble Obligation. My superior experience, intellect, and insight give me a duty to mediate disputes when I can. (Good)\"],[\"6\",\"Power. Knowledge is power, power must be used, and I use it. Your concerns are irrelevant. (Evil)\"]],\"name\":\"Creating an Amethyst Dragon; Amethyst Dragon Ideals\",\"page\":76,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Amethyst Dragon Adventure Hooks\",\"colLabels\":[\"d8\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An amethyst dragon seeks a rare type of crystal found in the domain of a territorial stone giant clan.\"],[\"2\",\"A coven of hags seeks to reclaim its hag eye, which rests within an amethyst dragon's hoard.\"],[\"3\",\"An amethyst dragon magically disables all teleportation within a thousand miles of their lair. Governments within that area seek emissaries who can negotiate an end to the restriction.\"],[\"4\",\"An amethyst dragon recruits a group of adventurers to psychically trade bodies with adventurers from another world, so that each can carry out certain tasks before swapping back.\"],[\"5\",\"A cult devoted to a Great Old One of the Far Realm seeks an alien monolith that can summon its master, but the site is guarded by an amethyst dragon.\"],[\"6\",\"An {@creature amethyst dragon wyrmling|FTD} is actually the temporally displaced form of an {@creature ancient amethyst dragon|FTD} who already exists in the same time line.\"],[\"7\",\"An amethyst dragon seeks the means to plant special crystals that will allow the dragon to magically coexist in multiple places at once across the world during a rare celestial alignment.\"],[\"8\",\"An amethyst dragon is fusing with their echoes on other worlds. They all hope to ascend to godhood, perhaps recreating or replacing Sardior.\"]],\"name\":\"Amethyst Dragon Adventures; Amethyst Dragon Adventure Hooks\",\"page\":76,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Amethyst Dragon Wyrmling Connections\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An {@creature amethyst dragon wyrmling|FTD} is in the care of a cloistered religious order of scribes.\"],[\"2\",\"A half-amethyst dragon cares for an {@creature amethyst dragon wyrmling|FTD} sibling after the disappearance of their dragon parent.\"],[\"3\",\"A {@creature Faerie Dragon (Violet)||violet faerie dragon} is the playmate and guardian of an {@creature amethyst dragon wyrmling|FTD}.\"],[\"4\",\"An {@creature amethyst dragon wyrmling|FTD} lives alone in a lair, cared for by a cadre of animated objects.\"],[\"5\",\"A cloister of {@creature Flumph||flumphs} protects an {@creature amethyst dragon wyrmling|FTD} while feeding on the wyrmling's excess psionic energy.\"],[\"6\",\"A circle of druids looks after an {@creature amethyst dragon wyrmling|FTD} lairing in the circle's mountain tarn.\"]],\"name\":\"Connected Creatures; Amethyst Dragon Wyrmling Connections\",\"page\":77,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Young Amethyst Dragon Connections\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A myconid community dwells in tunnels near a {@creature Young Amethyst Dragon|FTD|young amethyst dragon's} lair, and its members telepathically commune with the dragon and any visitors in the lair from time to time.\"],[\"2\",\"A {@creature young amethyst dragon|FTD} and a {@creature githzerai zerth} travel together, learning about the multiverse.\"],[\"3\",\"A {@creature young amethyst dragon|FTD} wants to take over the cavern lair of a {@creature hydra}.\"],[\"4\",\"A deep pool in a {@creature Young Amethyst Dragon|FTD|young amethyst dragon's} lair leads to the underground domain of an {@creature aboleth} the dragon has been seeking to eliminate.\"],[\"5\",\"A {@creature young amethyst dragon|FTD} and a {@creature cloud giant} regularly host each other to play strategy games.\"],[\"6\",\"{@creature Pegasus||Pegasi} nesting in the mountain heights are under the protection of a {@creature young amethyst dragon|FTD}.\"]],\"name\":\"Connected Creatures; Young Amethyst Dragon Connections\",\"page\":77,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Adult Amethyst Dragon Connections\",\"colLabels\":[\"d8\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@creature Merfolk} dwelling near an {@creature Adult Amethyst Dragon|FTD|adult amethyst dragon's} lair are under threat from {@creature sahuagin} raiders.\"],[\"2\",\"Clusters of {@creature Shrieker||shriekers} serve as a warning system in the tunnels of an {@creature Adult Amethyst Dragon|FTD|adult amethyst dragon's} lair.\"],[\"3\",\"The Enlightened Dragon Master of an isolated monastery is, in fact, an {@creature adult amethyst dragon|FTD}.\"],[\"4\",\"An {@creature adult amethyst dragon|FTD} is at war with a {@creature beholder} that has moved into the dragon's domain.\"],[\"5\",\"{@creature Xorn} serve as lookouts and spies for an {@creature adult amethyst dragon|FTD} who rewards them with gems.\"],[\"6\",\"To repay a favor long owed to a monastery of githzerai warrior-monks, an {@creature adult amethyst dragon|FTD} sends them aid against a {@creature mind flayer} colony.\"],[\"7\",\"An apostate community of githyanki follows the tutelage of an {@creature adult amethyst dragon|FTD}, who safeguards their creche on the Material Plane.\"],[\"8\",\"The crystal-infused clay near an {@creature Adult Amethyst Dragon|FTD|adult amethyst dragon's} lair is ideal for the creation of {@creature Clay Golem||clay golems}, and the dragon can perceive everything those golems do.\"]],\"name\":\"Connected Creatures; Adult Amethyst Dragon Connections\",\"page\":77,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Ancient Amethyst Dragon Connections\",\"colLabels\":[\"d4\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A yuan-ti cult known as the Serpents of the Dreaming City draws power from an {@creature ancient amethyst dragon|FTD}, which the cultists keep in eternal slumber with braziers of enchanted smoke.\"],[\"2\",\"A rogue {@creature purple worm} swallowed a large portion of an amethyst dragon's hoard before burrowing back into the deep Underdark. The dragon has a magic crystal that can trace the worm's movement.\"],[\"3\",\"An {@creature ancient amethyst dragon|FTD} is able to awaken psionic potential in others, and many of the greatest psi warriors in history were the dragon's students.\"],[\"4\",\"After centuries guarding the world against incursions from the Far Realm, an {@creature ancient amethyst dragon|FTD} has been corrupted by aberrant influences and now leads a cult the dragon once opposed.\"]],\"name\":\"Connected Creatures; Ancient Amethyst Dragon Connections\",\"page\":77,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Amethyst Dragon Art Objects\",\"colLabels\":[\"d8\",\"Object\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A complex orrery of the planes of existence made of engraved movable plates of precious metals and set with gemstones\"],[\"2\",\"A two-foot-long rod of pale crystal that gives off eerie sounds when touched, with the tone varying up and down the length of the rod\"],[\"3\",\"A life-sized human skull carved from a single piece of crystal, including a hollow interior\"],[\"4\",\"A beautifully engraved gong, 3 feet in diameter, suspended from an ornate, inlaid frame\"],[\"5\",\"A crystal singing bowl etched with mantras in Gith, accompanied by an inlaid wooden mallet\"],[\"6\",\"A beautifully illuminated treatise on the planes of existence, bound in ebony covers with metal corner caps and a cover boss set with polished gems\"],[\"7\",\"An etched crystal that projects a star map showing an unfamiliar star field and constellations when set on top of a light source\"],[\"8\",\"A ring in the shape of a coiling dragon, with tiny gemstones for eyes\"]],\"name\":\"Amethyst Dragon Treasures; Amethyst Dragon Art Objects\",\"page\":79,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Black Dragon Personality Traits\",\"colLabels\":[\"d8\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I demonstrate my brilliance through the cruel subtlety of my actions.\"],[\"2\",\"Watching the works of lesser beings crumble and fall into ruin fills me with joy.\"],[\"3\",\"I never confront a threat directly when deceit and skulduggery are available options.\"],[\"4\",\"Subjugating others is preferable to destroying them. Thralls make life so much more pleasant.\"],[\"5\",\"I will go to great lengths to obtain deadly new magical knowledge.\"],[\"6\",\"Nothing lasts forever. But I promise to outlast you.\"],[\"7\",\"I have witnessed the rise and fall of civilizations. What consideration does a creature as pitiful and short-lived as you deserve?\"],[\"8\",\"Collecting antiquities and learning why lost cultures vanished are my reasons for existing. If you can help me in that, I'll let you live.\"]],\"name\":\"Creating a Black Dragon; Black Dragon Personality Traits\",\"page\":80,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Black Dragon Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Envy. If the achievements of others cannot be eclipsed, they can always be torn down. (Evil)\"],[\"2\",\"Acquisitiveness. Possessing what others covet is immensely satisfying. (Any)\"],[\"3\",\"Cunning. Destroying your foes without exposing yourself to danger is an art. (Evil)\"],[\"4\",\"Adaptability. It is not the most powerful, but the most flexible who survive. (Chaotic)\"],[\"5\",\"Patience. There's no need to rush a poorly constructed plan when time is on your side. (Any)\"],[\"6\",\"Serenity. Observing a culture sliding into oblivion along the trek of time puts life in perspective. (Any)\"]],\"name\":\"Creating a Black Dragon; Black Dragon Ideals\",\"page\":80,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Black Dragon Spellcasting\",\"colLabels\":[\"Age\",\"Spell Save DC\",\"Spells Known\"],\"colStyles\":[\"col-2 text-center\",\"col-2 text-center\",\"col-8\"],\"rows\":[[\"{@creature Young Black Dragon||Young}\",\"13\",\"{@spell blindness/deafness}, {@spell create or destroy water}\"],[\"{@creature Adult Black Dragon||Adult}\",\"16\",\"{@spell blindness/deafness}, {@spell create or destroy water}, {@spell plant growth}\"],[\"{@creature Ancient Black Dragon||Ancient}\",\"19\",\"{@spell blindness/deafness}, {@spell create or destroy water}, {@spell insect plague}, {@spell plant growth}\"]],\"name\":\"Creating a Black Dragon; Black Dragon Spellcasting\",\"page\":80,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Black Dragon Adventure Hooks\",\"colLabels\":[\"d8\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A black dragon recently took control of a band of pirates and their backwater hideout. Emboldened, the pirates have started raiding nearby shipping lanes.\"],[\"2\",\"A conflict-averse black dragon is secretly spraying an alchemical defoliant on local farmland to push people living in the area away from the dragon's lair. The resulting famine is devastating the countryside.\"],[\"3\",\"Rival realms are secretly being driven to war by the machinations of a black dragon, who hopes to revel in the resulting carnage.\"],[\"4\",\"When swamplands shrink due to a prolonged drought, two black dragons form a temporary alliance to destroy a nearby town for more living space.\"],[\"5\",\"The acidic bile of a black dragon is the only substance able to melt the lock of a despot's vault.\"],[\"6\",\"A potent artifact is rumored to lie in the ruins where a black dragon dwells.\"],[\"7\",\"A group of adventurers and a black dragon are hunting the same treasure in the ruins of a partially sunken city.\"],[\"8\",\"A black dragon with epicurean tastes is poaching game in a noble's hunting preserve at a frightening pace.\"]],\"name\":\"Black Dragon Adventures; Black Dragon Adventure Hooks\",\"page\":80,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Black Dragon Wyrmling Connections\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"After breaking free from captivity at the hands of a cocky mage, a cunning {@creature black dragon wyrmling} claimed the mage's amulet—and the suits of {@creature animated armor} the amulet controls.\"],[\"2\",\"A band of {@creature Troglodyte||troglodytes} is cowed into serving a {@creature black dragon wyrmling} as bodyguards.\"],[\"3\",\"The recent appearance of a {@creature black dragon wyrmling} has altered the local ecosystem, allowing various types of blights to spread prodigiously and upset nature's balance.\"],[\"4\",\"A {@creature black dragon wyrmling} is setting cunning traps along local roadways, hoping to injure horses and draft animals for easy butchering.\"],[\"5\",\"Kobolds dwelling under a tropical city serve as safecrackers and tunneling burglars to amass treasure for their beloved {@creature black dragon wyrmling} master.\"],[\"6\",\"A gnome relic hunter looting a long-abandoned city strikes up an unlikely partnership with a {@creature black dragon wyrmling} to plunder an archaeological dig.\"]],\"name\":\"Connected Creatures; Black Dragon Wyrmling Connections\",\"page\":81,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Young Black Dragon Connections\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature young black dragon} with a talent for alchemy has weaponized the spores of a myconid colony.\"],[\"2\",\"A {@creature merrow} war band has negotiated an alliance with a {@creature young black dragon} to sack a nearby trading port.\"],[\"3\",\"A pack of {@creature Ghoul||ghouls} infesting a necropolis serve as a {@creature Young Black Dragon||young black dragon's} bodyguards and enforcers.\"],[\"4\",\"A {@creature young black dragon} has cultivated an awakened carnivorous plant (use the {@creature awakened tree} stat block) as a lair guardian and has been abducting travelers to feed the plant creature.\"],[\"5\",\"Lizardfolk worshiping a {@creature young black dragon} have been raiding a local fishing community.\"],[\"6\",\"A {@creature young black dragon} has struck up a mutual assistance pact with a {@creature roper} that haunts the ruins outside the dragon's lair.\"]],\"name\":\"Connected Creatures; Young Black Dragon Connections\",\"page\":81,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Adult Black Dragon Connections\",\"colLabels\":[\"d8\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An {@creature adult black dragon} has learned to domesticate swamp-bred {@creature Chimera||chimeras} as guardians and has sold a few of the creatures to local warlords.\"],[\"2\",\"A cult of assassins worships an {@creature adult black dragon} as an avatar of their deity. The dragon now uses the cult to destabilize the local sovereign's rule.\"],[\"3\",\"Ruins rumored to hold the treasury of a lost empire are guarded by an elaborate network of ooze-based traps designed by a restless {@creature adult black dragon}.\"],[\"4\",\"The appearance of a {@creature spirit naga} in the domain of an {@creature adult black dragon} encourages the dragon to study necromancy.\"],[\"5\",\"An {@creature adult black dragon} has hidden a cache of gems in a dismal topiary maze filled with {@creature Shambling Mound||shambling mounds}, traps, and noxious plant life, all for the amusement of testing adventurers.\"],[\"6\",\"An {@creature adult black dragon} has bound {@creature Water Elemental||water elementals} to the task of bringing food to the dragon's lair.\"],[\"7\",\"A bullywug community seeks help to defeat an {@creature adult black dragon} who has been feasting on the bullywugs' domesticated {@creature Giant Frog||giant frogs}.\"],[\"8\",\"Two nations—one led by an {@creature adult black dragon} and the other by a {@creature yuan-ti abomination}—are on the brink of joining forces to destroy a third nation. The threatened nation is recruiting adventurers to defend it.\"]],\"name\":\"Connected Creatures; Adult Black Dragon Connections\",\"page\":81,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Ancient Black Dragon Connections\",\"colLabels\":[\"d4\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An {@creature ancient black dragon}, after studying blasphemous texts dedicated to alien gods, issues a warning that a corrupted {@creature planetar} will soon fall to earth like a meteor in the fens outside a great city's walls.\"],[\"2\",\"An illithid community has spent nearly a millennium raising and preparing a black dragon to become an {@creature elder brain dragon|FTD} (described in {@book chapter 6|FTD|6|Elder Brain Dragon}), so the {@creature elder brain|VGM} can wreak ruin upon its rivals.\"],[\"3\",\"The decades-long machinations of an {@creature ancient black dragon} and an evil {@creature archmage} are nearing fruition. If their pact succeeds, they will unleash devastation on a continental scale.\"],[\"4\",\"An {@creature ancient black dragon} rules a vast, decadent city built on artificial islands within a polluted lake. The site is threatened with destruction by an enraged {@creature archdruid|VGM}—but destroying the city means thousands of innocents will die.\"]],\"name\":\"Connected Creatures; Ancient Black Dragon Connections\",\"page\":81,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Black Dragon Art Objects\",\"colLabels\":[\"d10\",\"Object\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An elegant necklace owned by a beloved noble who disappeared years ago\"],[\"2\",\"Stone carvings representing a pantheon of deities that passed from common knowledge long ago\"],[\"3\",\"The lost secret to forging an alloy imbued with arcane potential, etched on twelve metal disks the size of dinner plates\"],[\"4\",\"A sealed platinum flask containing the last known aqua vitae created by a master dwarf distiller\"],[\"5\",\"A ceremonial longsword with an embossed silver hilt and a blade of amber\"],[\"6\",\"A lavishly illustrated genealogy kept in a magically sealed container that disputes a current monarch's right to the throne\"],[\"7\",\"Heretical religious symbols carved on a trio of gemstones the size of apples\"],[\"8\",\"An elaborately carved mask representing a god of harvest and fertility\"],[\"9\",\"Metal horn caps inset with gems, made for the dragon by loyal cultists\"],[\"10\",\"A beautifully enameled urn holding the desiccated heart of the dragon's former green dragon rival\"]],\"name\":\"Black Dragon Treasures; Black Dragon Art Objects\",\"page\":84,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Blue Dragon Personality Traits\",\"colLabels\":[\"d8\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I enforce order and social hierarchies because I believe this is how strong societies are built.\"],[\"2\",\"Why waste time and energy murdering weaker creatures when I can make them entertain me instead?\"],[\"3\",\"My children, whether born to me or chosen by me, are treasures.\"],[\"4\",\"Nothing is funnier than tricking a thirsty traveler into drinking a mouthful of sand.\"],[\"5\",\"I have standards for my hoard. Not just any gem or trinket will do.\"],[\"6\",\"I'm so pleased with myself and my own good fortune that I can't stop laughing or chuckling.\"],[\"7\",\"I would rather destroy my lair and lose my hoard than allow anyone to steal from me.\"],[\"8\",\"I am sometimes secretly impressed by what other peoples can accomplish with the proper guidance.\"]],\"name\":\"Creating a Blue Dragon; Blue Dragon Personality Traits\",\"page\":85,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Blue Dragon Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Order. Life is best when everyone is part of a hierarchy and rules are clear and consistent. (Lawful)\"],[\"2\",\"Humor. Lesser beings exist to be my playthings, and I excel at finding ways to toy with them. (Evil)\"],[\"3\",\"Taste. I value my possessions for more than just their beauty and consider gauche displays of wealth a sign of inferiority. (Any)\"],[\"4\",\"Family. Blood ties are irrevocable, and even if one doesn't particularly like one's family members, they come before anyone else. (Lawful)\"],[\"5\",\"Display. One should never take risks or waste resources by using power if one can achieve the same results merely by the threat of power. (Any)\"],[\"6\",\"Loyalty. I don't form bonds with those outside my kindred often. But when I do, I am an unshakable and powerful ally. (Good)\"]],\"name\":\"Creating a Blue Dragon; Blue Dragon Ideals\",\"page\":85,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Blue Dragon Spellcasting\",\"colLabels\":[\"Age\",\"Spell Save DC\",\"Spells Known\"],\"colStyles\":[\"col-2 text-center\",\"col-2 text-center\",\"col-8\"],\"rows\":[[\"{@creature Young Blue Dragon||Young}\",\"15\",\"{@spell create or destroy water}, {@spell major image}\"],[\"{@creature Adult Blue Dragon||Adult}\",\"17\",\"{@spell arcane eye}, {@spell create or destroy water}, {@spell major image}\"],[\"{@creature Ancient Blue Dragon||Ancient}\",\"20\",\"{@spell arcane eye}, {@spell create or destroy water}, {@spell major image}, {@spell project image}\"]],\"name\":\"Creating a Blue Dragon; Blue Dragon Spellcasting\",\"page\":85,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Blue Dragon Adventure Hooks\",\"colLabels\":[\"d8\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A blue dragon family demands tribute from desert communities in exchange for protection.\"],[\"2\",\"Enraged at the loss of a wyrmling, a blue dragon is causing lightning storms to destroy coastal settlements and refuses to stop until someone delivers the adventurer responsible.\"],[\"3\",\"A prosperous-looking city appears among the desert dunes, drawing explorers and treasure hunters aplenty, but it's an illusion created by a blue dragon.\"],[\"4\",\"A blue dragon promises great wealth to anyone who offers worthy treasures—but eats anyone who misses the mark.\"],[\"5\",\"A blue dragon recently acquired trunks full of dress clothes and costumes and is abducting people to put on a fashion show.\"],[\"6\",\"A pair of blue dragons is hiring adventurers to find their missing egg, which appears to have been stolen by another blue dragon related to them.\"],[\"7\",\"Rock slides have closed a mountain pass, and the only other road through the area wends through the territory of a blue dragon notorious for playing illusory tricks on travelers.\"],[\"8\",\"{@creature Blue Dragon Wyrmling||Blue dragon wyrmlings} are playing deadly pranks on the people in their territory, and those people are afraid to ask the wyrmlings' parents to stop them.\"]],\"name\":\"Blue Dragon Adventures; Blue Dragon Adventure Hooks\",\"page\":85,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Blue Dragon Wyrmling Connections\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A recently hatched brood of {@creature Blue Dragon Wyrmling||blue dragon wyrmlings} has adopted a wounded {@creature pseudodragon} as a sibling.\"],[\"2\",\"A {@creature blue dragon wyrmling} frequently wanders off to a nearby city, where the residents treat the wyrmling as royalty.\"],[\"3\",\"A clan of druids has taken in an orphaned {@creature blue dragon wyrmling}, and its members are trying to teach the creature the value of compassion.\"],[\"4\",\"A family of gnolls is holding a {@creature blue dragon wyrmling} hostage in an attempt to force the wyrmling's parents to leave the gnolls' hunting grounds.\"],[\"5\",\"Because of the friendship between a bandit leader's child and a {@creature blue dragon wyrmling}, the wyrmling's parents are considering allowing the bandits to move into the dragons' territory.\"],[\"6\",\"The accidental death of a {@creature blue dragon wyrmling} has caused a sibling to seek revenge.\"]],\"name\":\"Connected Creatures; Blue Dragon Wyrmling Connections\",\"page\":86,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Young Blue Dragon Connections\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature Young Blue Dragon||young blue dragon's} family was killed, and the dragon is building a whole realm as a base for exterminating those responsible.\"],[\"2\",\"A {@creature young blue dragon} claims the rule of a fast-growing city to impress the dragon's family.\"],[\"3\",\"A {@creature young blue dragon} running a protection racket has run afoul of an {@creature efreeti}, who has decided the area would be better off without dragons.\"],[\"4\",\"A tough but fair {@creature young blue dragon} leads a fanatically loyal mercenary squad.\"],[\"5\",\"A {@creature young blue dragon} schemes to take over a {@creature Guardian Naga||guardian naga's} ancient temple.\"],[\"6\",\"A {@creature mummy lord} keeps a {@creature young blue dragon} bodyguard as a sign of power.\"]],\"name\":\"Connected Creatures; Young Blue Dragon Connections\",\"page\":86,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Adult Blue Dragon Connections\",\"colLabels\":[\"d8\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An {@creature adult blue dragon} rules a city and applies exacting standards of aesthetic perfection to everything and everyone in it, swiftly disposing of anyone who fails to meet those standards.\"],[\"2\",\"An {@creature adult blue dragon} and an {@creature efreeti} have formed a friendship over the decades. They now share a territory and assist one another in protecting it.\"],[\"3\",\"Feeling unappreciated and disrespected in one family, an {@creature adult blue dragon} offers allegiance to a rival dragon family, setting off a blood feud.\"],[\"4\",\"A pair of {@creature Adult Blue Dragon||adult blue dragons} has decided to take over a thriving, wealthy city, whose governor is desperate to buy them off.\"],[\"5\",\"Decades ago, a {@creature gynosphinx} insulted an {@creature adult blue dragon}, earning the lasting enmity of a whole dragon family.\"],[\"6\",\"An {@creature adult blue dragon} has adopted a half-blue dragon as an heir and is setting this heir up to be a puppet ruler.\"],[\"7\",\"An {@creature adult blue dragon} plans to present a loyal bandit clan to a bronze dragon as a courting gift.\"],[\"8\",\"An {@creature adult blue dragon} is obsessed with getting at the treasure guarded by a {@creature medusa}.\"]],\"name\":\"Connected Creatures; Adult Blue Dragon Connections\",\"page\":86,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Ancient Blue Dragon Connections\",\"colLabels\":[\"d4\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An {@creature ancient blue dragon} is worried that no members of the younger generation are strong enough to inherit the ancient dragon's territory, and this elder is trying to start a war to test the younger dragons and determine which, if any, might be a worthy heir.\"],[\"2\",\"An {@creature ancient blue dragon} without offspring has adopted wyrmlings of various colors—including a number stolen from the wyrmlings' parents.\"],[\"3\",\"An {@creature ancient blue dragon} is training an {@creature androsphinx} as heir to the region the dragon rules and searching for magic items that will allow the sphinx to control the weather as the dragon does.\"],[\"4\",\"Under the pretense of helping an {@creature ancient blue dragon} become a dracolich, an {@creature archmage} is actually hoping to claim the dragon's vast hoard.\"]],\"name\":\"Connected Creatures; Ancient Blue Dragon Connections\",\"page\":86,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Blue Dragon Art Objects\",\"colLabels\":[\"d8\",\"Object\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An intricately carved seal from a civilization that worshiped the dragon's ancestors as gods\"],[\"2\",\"An extensive collection of elaborate jewelry, including a tiara, tail rings, and claw covers, which the dragon wears when meeting with supplicants\"],[\"3\",\"A set of sculptures depicting the dragon's deceased relatives, all adorned with ground-up jewels\"],[\"4\",\"A jeweled mosaic map of the dragon's territory\"],[\"5\",\"A glass bell that creates the sound of rainstorms and thunder for 1 hour when struck\"],[\"6\",\"An ornately tooled tome recording the lineages of all the blue dragon families in the area\"],[\"7\",\"A massive geode that contains spectacular blue, purple, and black crystals\"],[\"8\",\"A blue silk fan painted with ground gems that creates a briny breeze when hung from the ceiling\"]],\"name\":\"Blue Dragon Treasures; Blue Dragon Art Objects\",\"page\":88,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Brass Dragon Personality Traits\",\"colLabels\":[\"d8\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I don't ask for much in a conversation partner—just smile, occasionally nod, and stay awake!\"],[\"2\",\"I'm skilled at making others feel that I'm interested in the details of their tiny, meaningless lives.\"],[\"3\",\"Every word I say is worth hearing, so I speak loudly and eloquently to make sure I get my point across.\"],[\"4\",\"I don't care about the opinions of creatures that are less intelligent than I am. But I'm fascinated by creatures that are significantly more intelligent.\"],[\"5\",\"Hoarding knowledge is no fun. It's best when you can trade knowledge away for treasure.\"],[\"6\",\"I'm fascinated by intelligence with no brain—talking swords, sapient Constructs, and the like.\"],[\"7\",\"I love hearing stories and songs and sharing them with others to bring comfort and calm.\"],[\"8\",\"I have no patience for people who imagine their lives are the least bit important.\"]],\"name\":\"Creating a Brass Dragon; Brass Dragon Personality Traits\",\"page\":90,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Brass Dragon Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Curiosity. The best way to show you value others is to learn as much as you can about them. (Good)\"],[\"2\",\"Perspective. Everyone sees things differently, so if you want to know about the world, gather as many different points of view as you can. (Any)\"],[\"3\",\"Knowledge. What's the point of living for centuries if you don't learn all there is to know? (Any)\"],[\"4\",\"Self-Determination. All creatures have the right to make their own decisions about their lives and ultimate destinies. (Chaotic)\"],[\"5\",\"Compassion. Sharing each other's pain and loss brings us all closer to peace and unity. (Good)\"],[\"6\",\"Cruelty. The most hilarious thing about lesser creatures who think they're important is how outraged they get when I hurt them. (Evil)\"]],\"name\":\"Creating a Brass Dragon; Brass Dragon Ideals\",\"page\":90,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Brass Dragon Spellcasting\",\"colLabels\":[\"Age\",\"Spell Save DC\",\"Spells Known\"],\"colStyles\":[\"col-2 text-center\",\"col-2 text-center\",\"col-8\"],\"rows\":[[\"{@creature Young Brass Dragon||Young}\",\"13\",\"{@spell create or destroy water}, {@spell speak with animals}\"],[\"{@creature Adult Brass Dragon||Adult}\",\"16\",\"{@spell create or destroy water}, {@spell speak with animals}, {@spell suggestion}\"],[\"{@creature Ancient Brass Dragon||Ancient}\",\"18\",\"{@spell create or destroy water}, {@spell locate creature}, {@spell speak with animals}, {@spell suggestion}\"]],\"name\":\"Creating a Brass Dragon; Brass Dragon Spellcasting\",\"page\":90,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Brass Dragon Adventure Hooks\",\"colLabels\":[\"d8\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A brass dragon has discovered an unfamiliar settlement and is determined to learn everything about the site's inhabitants, drastically disrupting the inhabitants' lives.\"],[\"2\",\"A brass dragon is the secret power behind the throne in an aggressively colonizing realm, using this position to learn about neighboring realms without regard for the consequences.\"],[\"3\",\"A brass dragon is the most likely source of crucial information about how to stop an extraplanar incursion that coincides with a certain comet's arrival.\"],[\"4\",\"A caravan is being held captive by a brass dragon who is delighted to have such wonderfully diverse conversation partners.\"],[\"5\",\"Offended by the sudden departure of a rude guest, a brass dragon rampages through a nearby settlement—and demands the return of a treasure the guest stole.\"],[\"6\",\"An intelligent magic item in a brass dragon's hoard sends out a telepathic distress call, wanting to be rescued so it can be used for its intended purpose.\"],[\"7\",\"A windstorm uncovers part of a brass dragon's hoard, and various people and creatures carry off parts of it. The dragon wants every scattered coin and trinket back.\"],[\"8\",\"A brass dragon, tired of the increasing traffic, starts leading caravans away from safe water sources and stranding them in the desert.\"]],\"name\":\"Brass Dragon Adventures; Brass Dragon Adventure Hooks\",\"page\":90,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Brass Dragon Wyrmling Connections\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Captured by a band of gnolls, a {@creature brass dragon wyrmling} is patiently trying to teach the gnolls to speak Draconic.\"],[\"2\",\"Grieved by the fate of a former friend, a {@creature brass dragon wyrmling} guards a tomb haunted by a {@creature wight}.\"],[\"3\",\"Yuan-ti have captured a {@creature brass dragon wyrmling} and are picking up the dragon's twisted sense of humor.\"],[\"4\",\"A party of {@creature Bandit||bandits} stole a brass dragon egg, and now the hatched wyrmling is manipulating the bandits to do the dragon's whimsical bidding.\"],[\"5\",\"A lost {@creature brass dragon wyrmling} was raised by {@creature Hyena||hyenas} and now leads the pack.\"],[\"6\",\"A {@creature druid} who tends a desert oasis has been keeping watch over several {@creature Brass Dragon Wyrmling||brass dragon wyrmlings} since adventurers killed the wyrmlings' parents.\"]],\"name\":\"Connected Creatures; Brass Dragon Wyrmling Connections\",\"page\":91,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Young Brass Dragon Connections\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature young brass dragon} and a {@creature young blue dragon} fight over territory.\"],[\"2\",\"A {@creature young brass dragon} frequently visits a {@creature couatl} who is charged with guarding an ancient temple, sharing stories to help the couatl pass the years.\"],[\"3\",\"A {@creature lamia} and a {@creature young brass dragon} lair in the same desert ruin, mostly leaving each other alone—but the lamia hopes to corrupt the dragon.\"],[\"4\",\"A {@creature Young Brass Dragon||young brass dragon's} lair occasionally spawns {@creature Air Elemental||air elementals} that roam around the area for a while, causing havoc before eventually dissipating.\"],[\"5\",\"A {@creature young brass dragon} and a {@creature weretiger} have become close friends as they try to keep a region safe from a growing horde of malicious gnolls.\"],[\"6\",\"A {@creature young brass dragon} allowed a group of {@creature Cyclops||cyclopes} to shelter in the dragon's lair when they were harassed by a blue dragon. Now the cyclopes won't leave, so the dragon is trying to educate them.\"]],\"name\":\"Connected Creatures; Young Brass Dragon Connections\",\"page\":91,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Adult Brass Dragon Connections\",\"colLabels\":[\"d8\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An {@creature adult brass dragon} enjoys trading riddles with a {@creature gynosphinx}.\"],[\"2\",\"Long ago, an {@creature adult brass dragon} swore service to a human priest, expecting to outlive the priest. But now the priest is a {@creature mummy lord}, and the dragon remains bound to serve.\"],[\"3\",\"An {@creature efreeti} wants to claim an {@creature Adult Brass Dragon||adult brass dragon's} palatial lair and fabulous hoard.\"],[\"4\",\"A pair of {@creature Roc||rocs} have nested too close to an {@creature Adult Brass Dragon||adult brass dragon's} lair, and they harass the dragon whenever they can.\"],[\"5\",\"A {@creature guardian naga} charged with protecting an ancient artifact has decided that the artifact—as well as the naga—would be safer in an {@creature Adult Brass Dragon||adult brass dragon's} hoard than left alone in some crumbling ruin.\"],[\"6\",\"A half-brass dragon {@creature yuan-ti abomination} leads other yuan-ti in worshiping an {@creature adult brass dragon} as a serpent god, much to the dragon's amusement.\"],[\"7\",\"Two {@creature Adult Brass Dragon||adult brass dragons} are rearing a clutch of wyrmlings together, and they allow the infant dragons to wreak innocent havoc on nearby settlements.\"],[\"8\",\"A solitary {@creature adult brass dragon} has adopted a {@creature blue dragon wyrmling} found starving in the desert.\"]],\"name\":\"Connected Creatures; Adult Brass Dragon Connections\",\"page\":91,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Ancient Brass Dragon Connections\",\"colLabels\":[\"d4\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An {@creature ancient brass dragon} once ruled a temple-state through a puppet sovereign, who is now a {@creature mummy lord} ruling a city of {@creature Ghoul||ghouls} that owe the dragon fealty.\"],[\"2\",\"An {@creature ancient brass dragon} believes that a local {@creature androsphinx} is an insufferable know-it-all with no sense of humor and enjoys playing pranks on the sphinx.\"],[\"3\",\"An {@creature ancient brass dragon} and an {@creature ancient blue dragon} have a centuries-old rivalry, and each dragon manipulates adventurers into harassing the other.\"],[\"4\",\"An {@creature ancient brass dragon} rules a mighty city whose folk have erected massive stone monuments to honor the dragon over the centuries.\"]],\"name\":\"Connected Creatures; Ancient Brass Dragon Connections\",\"page\":91,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Brass Dragon Art Objects\",\"colLabels\":[\"d10\",\"Object\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A finely carved bust of a long-dead human ruler, which the dragon has named Cornelius and argues with incessantly\"],[\"2\",\"An elegant locket holding a watercolor portrait of a dragonborn the dragon fondly calls Lux\"],[\"3\",\"A polished platter engraved with an elaborate scene showing a person talking to a sphinx; the dragon likes to imagine being in the scene, dominating the conversation\"],[\"4\",\"A sculpture depicting a pod of dolphins leaping among stone waves, all of which the dragon has named and imagines as pets\"],[\"5\",\"A cameo pendant depicting a human woman the dragon calls \\\"Bruno\\\" and imagines to be a brilliant philosopher\"],[\"6\",\"A statuette of an important deity, which the dragon calls by a diminutive version of the god's name and baby-talks to\"],[\"7\",\"A large tapestry depicting a party of elves riding stags through the woods; the dragon has named all the stags and offers condolences on their being saddled and mounted\"],[\"8\",\"A sculpted bird in an ornate cage; the dragon calls the bird Fweep and sings to it\"],[\"9\",\"A large mirror in a frame studded with gemstones; the dragon likes to gaze in the mirror and imagine having a mate\"],[\"10\",\"An idol of an obscure minor divinity; the dragon addresses it reverently as \\\"O mighty Froglet\\\" (its shape is only vaguely frog-like)\"]],\"name\":\"Brass Dragon Treasures; Brass Dragon Art Objects\",\"page\":94,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Bronze Dragon Personality Traits\",\"colLabels\":[\"d8\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The weakest creatures sometimes display the greatest courage. I respect all beings who risk their lives in defense of something greater than themselves.\"],[\"2\",\"My payment is a matter of principle. Requiring even a small fee for my service allows those I help to preserve their dignity. It's really for your benefit.\"],[\"3\",\"I have no time for chitchat or insinuation. I get to the point and expect others to do the same.\"],[\"4\",\"I respect law and order, but it's no excuse for tyranny. Those who abuse power must be stripped of it, and soldiers have a responsibility to refuse immoral orders.\"],[\"5\",\"I strive to treat foes honorably, but not at the expense of strategy. A quick death in combat is its own kind of courtesy.\"],[\"6\",\"I trust my gut. I'd rather act on incomplete information than be hamstrung by indecision.\"],[\"7\",\"I'm fascinated by other species' military technology, especially magic armaments and siege engines—the bigger, the better!\"],[\"8\",\"Conflict drives evolution. By sparking wars between nations, I contribute to the advancement of their civilizations. (And they pay me for it, too!)\"]],\"name\":\"Creating a Bronze Dragon; Bronze Dragon Personality Traits\",\"page\":94,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Bronze Dragon Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Action. Passivity is shameful. We owe it to the world and ourselves to try to improve things, even if we can't guarantee success. (Any)\"],[\"2\",\"Analysis. When possible, dig into the root of a conflict before committing to end it, to ensure you aren't fighting for the wrong side. (Any)\"],[\"3\",\"Honor. I never lie outright, though I choose my words carefully. I will fight to the death rather than break my word or abandon a comrade. (Lawful)\"],[\"4\",\"Discipline. Disorganization breeds defeat. I demand self-control from both myself and those who fight beside me. (Lawful)\"],[\"5\",\"Guardianship. It's the duty of the strong to protect the weak. (Good)\"],[\"6\",\"Dominance. Anyone who opposes my will is either an underling to be punished or an enemy to be vanquished. (Evil)\"]],\"name\":\"Creating a Bronze Dragon; Bronze Dragon Ideals\",\"page\":94,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Bronze Dragon Spellcasting\",\"colLabels\":[\"Age\",\"Spell Save DC\",\"Spells Known\"],\"colStyles\":[\"col-2 text-center\",\"col-2 text-center\",\"col-8\"],\"rows\":[[\"{@creature Young Bronze Dragon||Young}\",\"14\",\"{@spell beast sense}, {@spell detect thoughts}, {@spell speak with animals}\"],[\"{@creature Adult Bronze Dragon||Adult}\",\"17\",\"{@spell beast sense}, {@spell control water}, {@spell detect thoughts}, {@spell speak with animals}\"],[\"{@creature Ancient Bronze Dragon||Ancient}\",\"20\",\"{@spell beast sense}, {@spell control water}, {@spell detect thoughts}, {@spell heroes' feast},* {@spell speak with animals}\"]],\"footnotes\":[\"*This spell's casting time is longer than 1 action.\"],\"name\":\"Creating a Bronze Dragon; Bronze Dragon Spellcasting\",\"page\":94,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Bronze Dragon Adventure Hooks\",\"colLabels\":[\"d8\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Attempts to salvage a sunken merchant ship are being thwarted by a bronze dragon who claims \\\"finder's rights.\\\"\"],[\"2\",\"Betrayed by corrupt city officials, a bronze dragon is punishing the city by preventing ships from entering its harbor, but the citizens are suffering.\"],[\"3\",\"A bronze dragon gathers crusaders to rescue a hero imprisoned in the Abyss—a mission that will mean almost certain death for the rank-and-file troops.\"],[\"4\",\"A bronze dragon has conscripted a local militia into an ongoing conflict with a black dragon who lives in the waterlogged ruins of a magical academy.\"],[\"5\",\"The bronze dragon who protects a coastal nation is stricken by a curse, and the cure lies in a sunken temple the dragon destroyed generations ago.\"],[\"6\",\"Believing that the winner of a city's democratic election is unworthy of the job, a bronze dragon is now supporting an authoritarian leader instead.\"],[\"7\",\"A bronze dragon has been approached by both sides in a war and needs agents to get close to both leaders to discover which has the worthier claim.\"],[\"8\",\"A bronze dragon fears that a remote library-fortress is no longer the best place to safeguard an infamous tome called the Antitheorem Codex—and has decided to prove it by attacking the site.\"]],\"name\":\"Bronze Dragon Adventures; Bronze Dragon Adventure Hooks\",\"page\":95,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Bronze Dragon Wyrmling Connections\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A flight of {@creature Pseudodragon||pseudodragons} has raised an orphaned {@creature bronze dragon wyrmling}, who is quickly growing too large for the group's usual activities.\"],[\"2\",\"A {@creature knight} rescued a {@creature bronze dragon wyrmling} from sacrifice at the hands of a cult, and the two now travel together in search of wrongs to right.\"],[\"3\",\"A {@creature Bronze Dragon Wyrmling||bronze dragon wyrmling's} murdered tutor rose as a {@creature revenant}, and the dragon seeks anyone who can help obtain justice.\"],[\"4\",\"A {@creature bronze dragon wyrmling} has chosen a lair filled with {@creature Poisonous Snake||poisonous snakes}, admiring the elegance with which they slither through the flooded tunnels.\"],[\"5\",\"A {@creature bronze dragon wyrmling} has been captured by {@creature sahuagin} raiders and manipulated into serving as the band's icon and war leader.\"],[\"6\",\"A group of {@creature merrow} stole a {@creature Bronze Dragon Wyrmling||bronze dragon wyrmling's} hoard, and the wyrmling is training a {@creature plesiosaurus} to help attack the merrow's stronghold.\"]],\"name\":\"Connected Creatures; Bronze Dragon Wyrmling Connections\",\"page\":95,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Young Bronze Dragon Connections\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature guardian naga} and a {@creature young bronze dragon} each defend half of an artifact called the Sundered Crown.\"],[\"2\",\"A {@creature young bronze dragon} and a {@creature medusa} have been enemies for so long that they've developed mutual respect, communicating by way of a magical book that teleports back and forth between them.\"],[\"3\",\"A {@creature young bronze dragon} seeks to turn a band of {@creature Cyclops||cyclopes} into a disciplined army, with little success.\"],[\"4\",\"A {@creature young bronze dragon} has been magically bound to the service of a {@creature marid}, and the dragon is unable to take direct action to get free of the genie.\"],[\"5\",\"A {@creature young bronze dragon} runs a prestigious military academy, training paladins of smaller species to fight for justice beneath the dragon's banner.\"],[\"6\",\"Dragonborn pirates bribe a {@creature young bronze dragon} into helping them steal ship cargoes for a sizable cut of the profits.\"]],\"name\":\"Connected Creatures; Young Bronze Dragon Connections\",\"page\":95,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Adult Bronze Dragon Connections\",\"colLabels\":[\"d8\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature rakshasa} disguised as a pirate lord seeks revenge on the {@creature adult bronze dragon} who has killed the Fiend three times so far.\"],[\"2\",\"An {@creature adult bronze dragon} regularly consults a {@creature storm giant} whose prophecies give hints as to which conflicts the dragon should seek out and engage in.\"],[\"3\",\"An {@creature adult bronze dragon} keeps a {@creature roc} as a beloved pet and views the creature's predations on local settlements as simply part of the natural order.\"],[\"4\",\"An {@creature adult bronze dragon} swore an oath to a comrade who later became a {@creature vampire}. The dragon reluctantly continues to protect the vampire, all the while searching for a way to reverse the transformation.\"],[\"5\",\"An {@creature adult bronze dragon} sends regular tributes of treasure to an {@creature adult topaz dragon|FTD}, not wanting the topaz dragon's enmity to become a threat to coastal communities under the bronze dragon's protection.\"],[\"6\",\"An {@creature archmage} and an {@creature adult bronze dragon} who have been friends since they fought together in the mage's youth often visit each other to share stories.\"],[\"7\",\"An {@creature adult bronze dragon} attempting to raise a clutch of wyrmlings alone is in desperate need of tutors and babysitters who can survive the assignment.\"],[\"8\",\"An obsessed shadow dragon plots to trap an {@creature adult bronze dragon} in the Shadowfell until the bronze dragon too is transformed.\"]],\"name\":\"Connected Creatures; Adult Bronze Dragon Connections\",\"page\":95,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Ancient Bronze Dragon Connections\",\"colLabels\":[\"d4\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An {@creature ancient bronze dragon} is locked in a centuries-old conflict with a {@creature kraken} that destroyed a settlement under the bronze dragon's protection.\"],[\"2\",\"Two ancient dragons, one {@creature Ancient Bronze Dragon||bronze} and one {@creature Ancient Silver Dragon||silver}, support different nations locked in a war, each believing that their side has the moral high ground.\"],[\"3\",\"An {@creature ancient bronze dragon} controls a network of privateers who prey on pirates and accept government commissions if the dragon deems a cause worthy.\"],[\"4\",\"An {@creature ancient bronze dragon} guards a {@creature merfolk} monastery that's risen mysteriously from the depths, prompting attacks by greedy coastal nations even as the monks warn of a coming apocalypse.\"]],\"name\":\"Connected Creatures; Ancient Bronze Dragon Connections\",\"page\":95,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Bronze Dragon Art Objects\",\"colLabels\":[\"d10\",\"Object\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A painting of the bronze dragon alongside a human woman wearing an outdated military uniform\"],[\"2\",\"An ornate, mostly complete collection of Oristene's multi-volume Military History of the Outer Planes\"],[\"3\",\"A heavy cloak of shimmering blue scales, with an attached half-mask\"],[\"4\",\"An oversized key of living wood, with seemingly natural whorls in the bark that form the words, \\\"For service not forgotten\\\"\"],[\"5\",\"A dragon-sized drinking vessel crafted from a behir horn\"],[\"6\",\"Framed blueprints of a siege engine called the Moonhammer\"],[\"7\",\"An aquatic howdah made of sharkskin and bearing an emblem of a lonely black tower perched high atop a sea stack\"],[\"8\",\"A statue of a dishonored elf general, which is surrounded by historical treatises recounting the general's disgrace and notes that suggest the dragon has vowed to redeem this former hero\"],[\"9\",\"An idol of an insectile devil, with a blindfold tied carefully around its compound eyes\"],[\"10\",\"An elaborate clockwork zoetrope that, when activated, displays a moving picture of a bronze dragon fighting a red dragon over a burning city\"]],\"name\":\"Bronze Dragon Treasures; Bronze Dragon Art Objects\",\"page\":98,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Copper Dragon Personality Traits\",\"colLabels\":[\"d8\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I am generous with my time, my words, and my considerable wisdom—but my treasure is mine.\"],[\"2\",\"I love music. It is truly the universal language, able to express ideas far better than mere words alone.\"],[\"3\",\"I find the notion of trade and barter fascinating, and sometimes even find ways to participate in them.\"],[\"4\",\"There is no sound I love more than laughter, a powerful balm for hearts and minds.\"],[\"5\",\"I enjoy games of all kinds, especially challenges of wit and intellect—and those I can decisively win.\"],[\"6\",\"I admire how brightly short-lived creatures shine before their lights go out.\"],[\"7\",\"Nothing is more satisfying than deflating the egos of the high-and-mighty with a well-placed jibe.\"],[\"8\",\"When I'm bored, stirring up a settlement and watching its people scurry about amuses me.\"]],\"name\":\"Creating a Copper Dragon; Copper Dragon Personality Traits\",\"page\":99,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Copper Dragon Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Beauty. The ability to create, appreciate, and sustain beauty is the true measure of a creature or civilization. (Good)\"],[\"2\",\"Curiosity. The world holds so much to experience. I value different perspectives and insights. (Any)\"],[\"3\",\"Creativity. Our purpose is to create something new and clever, and I admire those who do so. (Any)\"],[\"4\",\"Change. The only constant is change, and we must change with the world. (Chaotic)\"],[\"5\",\"Fairness. Life is often unfair, and it is up to us to rebalance its scales from time to time. (Good)\"],[\"6\",\"Cruelty. Existence is a cruel joke. You can either be in on the joke, or be made a fool by it. (Evil)\"]],\"name\":\"Creating a Copper Dragon; Copper Dragon Ideals\",\"page\":99,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Copper Dragon Spellcasting\",\"colLabels\":[\"Age\",\"Spell Save DC\",\"Spells Known\"],\"colStyles\":[\"col-2 text-center\",\"col-2 text-center\",\"col-8\"],\"rows\":[[\"{@creature Young Copper Dragon||Young}\",\"13\",\"{@spell lesser restoration}, {@spell phantasmal force}\"],[\"{@creature Adult Copper Dragon||Adult}\",\"16\",\"{@spell lesser restoration}, {@spell phantasmal force}, {@spell stone shape}\"],[\"{@creature Ancient Copper Dragon||Ancient}\",\"19\",\"{@spell lesser restoration}, {@spell move earth}, {@spell phantasmal force}, {@spell stone shape}\"]],\"name\":\"Creating a Copper Dragon; Copper Dragon Spellcasting\",\"page\":99,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Copper Dragon Adventure Hooks\",\"colLabels\":[\"d8\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A copper dragon holds an annual competition of poetry and music. The winner dwells with and entertains the dragon for a year—providing a perfect opportunity to access the dragon's lair and hoard.\"],[\"2\",\"An area of reputedly haunted hills is the domain of a copper dragon, who takes advantage of local legend and trickery for amusement and to deter intruders.\"],[\"3\",\"A copper dragon is found half buried in a rock slide, badly injured and unable to recall what happened—or the location of the dragon's lair.\"],[\"4\",\"A reclusive, eccentric noble who sometimes employs adventurers turns out to be a copper dragon working through various intermediaries.\"],[\"5\",\"An {@creature adult copper dragon} wants {@creature Griffon||griffons} nesting near the dragon's lair gone but hopes to have the griffons—and their eggs—relocated rather than killed.\"],[\"6\",\"A message found in the Underdark was meant for a copper dragon, who has believed for generations that the message's original bearer betrayed them.\"],[\"7\",\"A copper dragon has been trying to engineer peace for two nearby domains by facilitating a romance between the heirs of those lands' rulers.\"],[\"8\",\"A {@creature hobgoblin warlord} scarred by a copper dragon in youth has raised an army to slay the dragon and plunder the dragon's hoard.\"]],\"name\":\"Copper Dragon Adventures; Copper Dragon Adventure Hooks\",\"page\":99,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Copper Dragon Wyrmling Connections\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A flock of {@creature aarakocra} shelters a {@creature copper dragon wyrmling} from {@creature Gargoyle||gargoyles} hunting in the mountains.\"],[\"2\",\"A {@creature copper dragon wyrmling} guards a hidden pass that leads into a sylvan valley populated by {@creature Centaur||centaurs}, {@creature Pixie||pixies}, and {@creature Satyr||satyrs}.\"],[\"3\",\"A {@creature copper dragon wyrmling} has killed a number of domestic animals. A group of {@creature Druid||druids} wants the wyrmling captured and relocated, rather than killed.\"],[\"4\",\"A ruined manor house being reclaimed by a newly titled noble is the lair of a {@creature copper dragon wyrmling}.\"],[\"5\",\"A {@creature copper dragon wyrmling} follows a wizard everywhere, fascinated by {@spell prestidigitation} tricks.\"],[\"6\",\"An {@creature ettin} is trying to keep a captured {@creature copper dragon wyrmling} as a pet.\"]],\"name\":\"Connected Creatures; Copper Dragon Wyrmling Connections\",\"page\":100,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Young Copper Dragon Connections\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature young copper dragon} has enticed a band of {@creature Kobold||kobolds} to undertake activities for the dragon's amusement—and to rein in the band's more chaotic tendencies.\"],[\"2\",\"The head of a local thieves' guild is a {@creature young copper dragon} who delights in tales of daring thefts and skims the best stolen art objects as tribute.\"],[\"3\",\"A {@creature young copper dragon} needs aid to root out a {@creature behir} that has claimed the dragon's lair.\"],[\"4\",\"A band of raiders tithes treasure and tales to a {@creature young copper dragon}, in exchange for using the canyons around the dragon's lair as a haven.\"],[\"5\",\"A {@creature dryad} dwelling in the woods near a {@creature Young Copper Dragon||young copper dragon's} lair helps to ward off intruders.\"],[\"6\",\"A child's imaginary friend is a very real {@creature young copper dragon} who can cast {@spell invisibility}.\"]],\"name\":\"Connected Creatures; Young Copper Dragon Connections\",\"page\":100,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Adult Copper Dragon Connections\",\"colLabels\":[\"d8\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An {@creature adult copper dragon} befriended a {@creature djinni} after granting the genie freedom. Now the two meet yearly to talk and exchange news.\"],[\"2\",\"{@creature Centaur} communities in the foothills surrounding an {@creature Adult Copper Dragon||adult copper dragon's} lair gather yearly to offer tribute to the dragon, who settles disputes and dispenses advice for them.\"],[\"3\",\"A {@creature galeb duhr} acts as the guardian of an {@creature Adult Copper Dragon||adult copper dragon's} hoard.\"],[\"4\",\"An {@creature adult copper dragon} regularly visits the {@creature Treant||treants} of the nearby forest to help protect their woods from encroachment.\"],[\"5\",\"A band of {@creature Fomorian||fomorians} believe they have allied with a red dragon to burn a Feywild grove, but an {@creature adult copper dragon} has deceived them.\"],[\"6\",\"An {@creature adult copper dragon} serves as the patron of a community of gnome tinkerers, who present their best ideas to the dragon in hopes of being funded.\"],[\"7\",\"A community of {@creature Stone Giant||stone giants} believes an {@creature adult copper dragon} is a key figure in a prophecy—and the dragon has decided to play along for fun.\"],[\"8\",\"An {@creature adult copper dragon} sends agents into a {@creature goristro} demon's labyrinth to steal a lost soul, as part of a centuries-long game.\"]],\"name\":\"Connected Creatures; Adult Copper Dragon Connections\",\"page\":100,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Ancient Copper Dragon Connections\",\"colLabels\":[\"d4\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An {@creature ancient copper dragon} and an {@creature ancient red dragon} have been playing a complex game of strategy for centuries, using whole communities as their pawns and nations as their game board.\"],[\"2\",\"An {@creature ancient copper dragon} guards the sealed entrance to a ruined temple filled with devils.\"],[\"3\",\"A renowned gnome trickster, now deceased, so impressed an {@creature ancient copper dragon} that the dragon assumes the gnome's form from time to time to help keep their legend alive.\"],[\"4\",\"The {@creature ancient copper dragon} progenitor of a lineage of dragon-blooded sorcerers likes to check in on these descendants from time to time.\"]],\"name\":\"Connected Creatures; Ancient Copper Dragon Connections\",\"page\":100,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Copper Dragon Art Objects\",\"colLabels\":[\"d8\",\"Object\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A jeweled cloak pin bearing the symbol of an ancient secret society\"],[\"2\",\"A smooth piece of amber with what appears to be a tiny sprite frozen inside it\"],[\"3\",\"A metal egg that unfolds into a lotus-like flower\"],[\"4\",\"A harp that plays by itself on command\"],[\"5\",\"A six-foot-tall mirror of silvered glass in a precious frame carved with the shapes of coiling dragons\"],[\"6\",\"A complex puzzle box made of rare woods and inlaid with stone\"],[\"7\",\"The figurehead of a ship, carved in rare woods and set with gemstones—and bearing the likeness of the copper dragon's head\"],[\"8\",\"A complex astrological clock, with tiny gemstones marking out stars and constellations\"]],\"name\":\"Copper Dragon Treasures; Copper Dragon Art Objects\",\"page\":102,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Crystal Dragon Personality Traits\",\"colLabels\":[\"d8\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"If you're not a thief or a frost giant, let's talk!\"],[\"2\",\"Are you comfortable? Can I tell your future for you? Just let me know what I can do for you, okay?\"],[\"3\",\"Jokes are as valuable as any gemstone and more fun to share.\"],[\"4\",\"My empathy is a bottomless well. I can't help but lose myself in the emotions of others.\"],[\"5\",\"The stars have much to tell us, and folk need me to interpret what the stars say.\"],[\"6\",\"All play and no work—those are the words I live by.\"],[\"7\",\"I am always the first to offer a compliment.\"],[\"8\",\"Get off my snowfield, you immature bipeds! When I was a wyrmling, people respected their elders!\"]],\"name\":\"Creating a Crystal Dragon; Crystal Dragon Personality Traits\",\"page\":103,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Crystal Dragon Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Exploration. Yesterday is already known. Today is for something new. (Chaotic)\"],[\"2\",\"Empathy. It's a gift to share in another's joy, even if sometimes you must bear their pain, too. (Good)\"],[\"3\",\"Hospitality. We all live beautiful lives—it would be a shame not to share our lives with others. (Neutral)\"],[\"4\",\"Determinism. Our destinies may already be written, but the way we achieve them still matters. (Any)\"],[\"5\",\"Fun and Games. Play is learning, but without the boredom. (Chaotic)\"],[\"6\",\"Control. Everyone is welcome, as long as they follow my rules. (Lawful)\"]],\"name\":\"Creating a Crystal Dragon; Crystal Dragon Ideals\",\"page\":103,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Crystal Dragon Adventure Hooks\",\"colLabels\":[\"d8\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A towering palace of ice and quartz that was once the abode of an {@creature ancient crystal dragon|FTD} is found deserted, with no clue as to whether its master will return or whether some other creature has claimed it.\"],[\"2\",\"Prismatic shards rain from the sky in a beautiful but dangerous display. Rumors quickly spread that a crystal dragon is responsible.\"],[\"3\",\"A crystal dragon invites the greatest bards and philosophers to partake in \\\"the Great Dialogue\\\" in the dragon's mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can leave the lair once it has begun.\"],[\"4\",\"A crystal dragon intent on exploring a new world of the Material Plane has acquired a magic ship for the journey and now just needs a brave crew.\"],[\"5\",\"A crystal dragon who has guarded a mountain pass for decades unexpectedly retires to the Elemental Plane of Air. Monstrous forces immediately move into the area—and might take control of the pass unless the dragon can be convinced to return.\"],[\"6\",\"A royal heir goes missing while secretly visiting a crystal dragon. The heir's family, the heir's friends, and the dragon all want to find the heir, but no faction trusts the others.\"],[\"7\",\"A crystal dragon seeks bold adventurers to steal an egg from an {@creature ancient white dragon} who is infamous for abject cruelty and utter remorselessness.\"],[\"8\",\"A crystal dragon has ripped open holes to the Elemental Planes of Air and Water, creating flash glaciation that encroaches upon inhabited lands.\"]],\"name\":\"Crystal Dragon Adventures; Crystal Dragon Adventure Hooks\",\"page\":103,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Crystal Dragon Wyrmling Connections\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature crystal dragon wyrmling|FTD} rides a sled pulled by a trained pack of {@creature Wolf||wolves} and frets about outgrowing this favorite pastime.\"],[\"2\",\"A {@creature crystal dragon wyrmling|FTD} has foreseen an untimely end for the {@creature Bandit||bandits} who raided the wyrmling's lair and follows the bandits to keep them safe.\"],[\"3\",\"A {@creature crystal dragon wyrmling|FTD} has befriended a {@creature white dragon wyrmling}. The wyrmlings' parents, who are ancient rivals, regard the relationship with concern.\"],[\"4\",\"A {@creature crystal dragon wyrmling|FTD} encourages nearby farmers to go on dangerous excursions so they'll return with interesting stories to tell the dragon.\"],[\"5\",\"A {@creature crystal dragon wyrmling|FTD} finds {@creature Ice Mephit||ice mephits} to be the perfect household servants—if only they would stop trying to kill the dragon's guests.\"],[\"6\",\"A {@creature crystal dragon wyrmling|FTD} is placed in a monastery to learn the teachings of the monks before returning home in three years. The monks don't appreciate the wyrmling's pranks.\"]],\"name\":\"Connected Creatures; Crystal Dragon Wyrmling Connections\",\"page\":104,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Young Crystal Dragon Connections\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature young crystal dragon|FTD} tries to protect a local population of rare {@creature Snowy Owlbear|IDRotF|snowy owlbears} from poachers and hunters.\"],[\"2\",\"A {@creature young crystal dragon|FTD} has adopted a group of {@creature Kobold||kobolds} and is trying to teach them the value of a good practical joke.\"],[\"3\",\"A {@creature young crystal dragon|FTD} has captured a pack of {@creature Winter Wolf||winter wolves} loyal to a {@creature frost giant}, intent on convincing the wolves to change their evil ways.\"],[\"4\",\"A lonely {@creature werebear} enjoys long conversations with a {@creature young crystal dragon|FTD} but doesn't always appreciate the dragon's sense of humor.\"],[\"5\",\"A {@creature young crystal dragon|FTD} finds some {@creature Manticore||manticores'} bluster hilarious and befriends them despite their fear. But the dragon is having trouble overcoming the manticores' predatory nature.\"],[\"6\",\"A {@creature young crystal dragon|FTD} uses {@spell dancing lights} and {@spell hypnotic pattern} to give an air of authenticity to a charlatan fortuneteller's act, in exchange for a portion of the take from the charlatan's clients.\"]],\"name\":\"Connected Creatures; Young Crystal Dragon Connections\",\"page\":104,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Adult Crystal Dragon Connections\",\"colLabels\":[\"d8\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An {@creature adult crystal dragon|FTD} convinces a {@creature druid} to cast the {@spell awaken} spell on creatures around the dragon's lair, so the dragon will never want for conversation.\"],[\"2\",\"A family of {@creature Yeti||yetis} seized an {@creature Adult Crystal Dragon|FTD|adult crystal dragon's} lair and hoard, and the dragon seeks help to drive the yetis out.\"],[\"3\",\"An {@creature adult crystal dragon|FTD} and an elf {@creature archmage} have been friends for centuries and often go stargazing together on the peaks of their favorite mountains, but the dragon is grieving as the elf approaches the end of life.\"],[\"4\",\"A pair of {@creature Adult Crystal Dragon|FTD|adult crystal dragons} lairing on neighboring mountaintops have enjoyed a decades-long snowball war, but their antics sometimes cause avalanches that threaten nearby villages.\"],[\"5\",\"An {@creature adult crystal dragon|FTD} enjoys shaping the ice and snow near a den of {@creature Troll||trolls} into a labyrinth and watching the trolls try to make their way through it.\"],[\"6\",\"{@creature Remorhaz||Remorhazes} infest the glacier beneath an {@creature Adult Crystal Dragon|FTD|adult crystal dragon's} lair, posing an imminent threat to the dragon's home and hoard.\"],[\"7\",\"A {@creature revenant} persuades an {@creature adult crystal dragon|FTD} to help get revenge on the {@creature Frost Giant||frost giants} who murdered her.\"],[\"8\",\"An {@creature adult crystal dragon|FTD} teaches astronomy to students of a renowned university, but the students must travel to the dragon's mountain lair for class.\"]],\"name\":\"Connected Creatures; Adult Crystal Dragon Connections\",\"page\":104,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Ancient Crystal Dragon Connections\",\"colLabels\":[\"d4\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A clan of dwarves has discovered a self-renewing vein of quartz near an {@creature Ancient Crystal Dragon|FTD|ancient crystal dragon's} lair. The dwarves mine the area aggressively, unaware that the dragon is spying on them—and intends to demand recompense at some point in the future.\"],[\"2\",\"An {@creature ancient crystal dragon|FTD} is stalked by a villainous ranger who has already claimed a dozen draconic trophies.\"],[\"3\",\"An {@creature ancient crystal dragon|FTD} follows a pod of whales from one sea to another, having grown fond of the valuable ambergris they leave in their wake. Now whalers are scheming to kill the dragon.\"],[\"4\",\"A community of seal hunters reveres an {@creature ancient crystal dragon|FTD} as the spirit of their glacier home. Such worship amuses and flatters the dragon, who keeps the hunters safe and leads them to locations where seals are plentiful.\"]],\"name\":\"Connected Creatures; Ancient Crystal Dragon Connections\",\"page\":104,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Crystal Dragon Art Objects\",\"colLabels\":[\"d12\",\"Object\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An armillary sphere revealing the positions of several unknown worlds in the Material Plane (relative to the one the dragon is on)\"],[\"2\",\"A set of handmade {@deck Tarokka Deck|CoS|tarokka cards} depicting the various wizard clans of a magocracy called Glantri\"],[\"3\",\"A dazzling array of crystals carved to refract any light passing through them into star-like patterns\"],[\"4\",\"An oversized monocle custom-made for the crystal dragon, who thinks it looks stylish\"],[\"5\",\"A children's coin bank shaped like an owlbear, with beautiful blue gemstone eyes\"],[\"6\",\"An ancient water clock that tells the time with perfect accuracy\"],[\"7\",\"A star chart reproducing the night sky of some other Material Plane world\"],[\"8\",\"A magnificent fresco depicting a noble court in the Feywild\"],[\"9\",\"Alabaster panels etched with unusual glyphs, designed to be hung in windows to catch the light\"],[\"10\",\"Astrological birth charts for every year since the dragon was born\"],[\"11\",\"A vast number of colored glass bottles collected from dozens of cultures and historical periods\"],[\"12\",\"A fine divan set with gemstone buttons and stitched with silver thread\"]],\"name\":\"Crystal Dragon Treasures; Crystal Dragon Art Objects\",\"page\":106,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Deep Dragon Personality Traits\",\"colLabels\":[\"d8\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I will not risk injury at the hands of weaker creatures—especially while I can turn them against one another and have them fight in my stead.\"],[\"2\",\"It is difficult for anyone not of dragonkind to penetrate the twisting labyrinth of my thoughts.\"],[\"3\",\"I might disagree with other dragons, but we are superior beings and should not lower ourselves to direct conflict.\"],[\"4\",\"I have no interest in going to the surface world. It's where one sends one's servants.\"],[\"5\",\"While the petty squabbles of other creatures bore and irritate me, I might hear out those who demonstrate an appreciation for the finer things in life by bringing me delicacies like clams or {@creature aboleth} flesh.\"],[\"6\",\"I might be willing to exert myself to take out a {@creature mind flayer}. Those disgusting creatures must be stopped.\"],[\"7\",\"I dream of seeing the deepest places in the ocean.\"],[\"8\",\"I find I rather enjoy the company of people—as long as they remain unaware of my true nature.\"]],\"name\":\"Creating a Deep Dragon; Deep Dragon Personality Traits\",\"page\":107,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Deep Dragon Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Understanding. True power comes from the ability to discern other creatures' motivations better than they can discern yours. (Any)\"],[\"2\",\"Kindred. All dragons are kin to one another, and we would all do well to prioritize that kinship. (Any)\"],[\"3\",\"Mystery. I appreciate a question I cannot answer, so I strive to be an enigma for other creatures. (Any)\"],[\"4\",\"Adaptability. Whether taking on a new form, making new allies, or trying a new strategy, flexibility keeps one youthful. (Chaotic)\"],[\"5\",\"Superiority. Weaker creatures cannot be trusted, so I constantly remind my servants of my power. (Evil)\"],[\"6\",\"Patience. All creatures might teach me something, and I'm willing to wait and find out what that might be rather than acting in haste. (Good)\"]],\"name\":\"Creating a Deep Dragon; Deep Dragon Ideals\",\"page\":107,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Deep Dragon Spellcasting\",\"colLabels\":[\"Age\",\"Spell Save DC\",\"Spells Known\"],\"colStyles\":[\"col-2 text-center\",\"col-2 text-center\",\"col-8\"],\"rows\":[[\"{@creature Young Deep Dragon|FTD|Young}\",\"14\",\"{@spell command}, {@spell dissonant whispers}, {@spell faerie fire}\"],[\"{@creature Adult Deep Dragon|FTD|Adult}\",\"16\",\"{@spell command}, {@spell dissonant whispers}, {@spell faerie fire}, {@spell water breathing}\"],[\"{@creature Ancient Deep Dragon|FTD|Ancient}\",\"19\",\"{@spell command}, {@spell dissonant whispers}, {@spell faerie fire}, {@spell passwall}, {@spell water breathing}\"]],\"name\":\"Creating a Deep Dragon; Deep Dragon Spellcasting\",\"page\":107,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Deep Dragon Adventure Hooks\",\"colLabels\":[\"d8\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Unfamiliar drow adventurers have been prowling a city's streets at night and have been overheard talking about the dragon they serve.\"],[\"2\",\"Svirfneblin hire the characters to deliver tribute to their deep dragon neighbor.\"],[\"3\",\"A disguised deep dragon offers access to rare artifacts—to a party who is willing to partner up on a seafood shipping business.\"],[\"4\",\"A talented young ranger is kidnapped by a deep dragon who wants a hunting partner.\"],[\"5\",\"A friendly {@creature young copper dragon} seeks an entourage, hoping to impress the deep dragon holding the copper dragon's inheritance in trust.\"],[\"6\",\"A deep dragon wants to know if rumors of a sea monster in an Underdark lake are true, so the dragon hires adventurers to investigate.\"],[\"7\",\"Two Underdark settlements are about to go to war, having been carefully manipulated by a deep dragon. A desperate ruler offers a reward to anyone who can uncover the true cause of the hostility.\"],[\"8\",\"A deep dragon wants someone to manufacture a scenario that will get the dragon out of an old commitment to protect a city.\"]],\"name\":\"Deep Dragon Adventures; Deep Dragon Adventure Hooks\",\"page\":107,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Deep Dragon Wyrmling Connections\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An {@creature ogre} has acquired a {@creature deep dragon wyrmling|FTD} as a pet, ignoring the fact that the dragon is an intelligent creature who will grow extremely large.\"],[\"2\",\"An inquisitive {@creature deep dragon wyrmling|FTD} has made it to the surface world. Lost and confused, the wyrmling has been captured by a group of cruel adventurers.\"],[\"3\",\"A {@creature deep dragon wyrmling|FTD} whimsically rules over a worshipful group of kobolds, sending them to the surface to fetch delicacies the wyrmling craves.\"],[\"4\",\"An exclusive auction in an enclave of Lolth-worshipers features a deep dragon egg just about to hatch.\"],[\"5\",\"A {@creature deep dragon wyrmling|FTD} with an experimental bent has created a \\\"garden\\\" of {@creature Gray Ooze||gray oozes}.\"],[\"6\",\"An orphaned {@creature deep dragon wyrmling|FTD} is cared for by a {@creature giant constrictor snake} that is the recipient of a druid's {@spell awaken} spell.\"]],\"name\":\"Connected Creatures; Deep Dragon Wyrmling Connections\",\"page\":108,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Young Deep Dragon Connections\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature young deep dragon|FTD} has captured a number of {@creature kuo-toa} and has decided to try them out as servants instead of eating them.\"],[\"2\",\"A {@creature young deep dragon|FTD} maintains the guise of a handsome Humanoid artist so as to maintain an adoring cult of drow and duergar admirers.\"],[\"3\",\"A rather snooty {@creature Bone Naga (Spirit)||bone naga} serves as a {@creature Young Deep Dragon|FTD|young deep dragon's} loyal butler, as it did for the dragon's parent.\"],[\"4\",\"A {@creature young deep dragon|FTD} has organized a society of hobgoblin explorers, whose members seek out new places in the Underdark for the dragon to visit.\"],[\"5\",\"A {@creature doppelganger} mimics a {@creature Young Deep Dragon|FTD|young deep dragon's} Humanoid form while committing a string of murders, hoping to turn local Underdark settlements against the dragon.\"],[\"6\",\"Despite repeated {@creature mind flayer} attacks, a {@creature young deep dragon|FTD} refuses to leave the cave where the dragon's best friend—an adventurer who won the dragon's respect and affection—lingers as a {@creature ghost}.\"]],\"name\":\"Connected Creatures; Young Deep Dragon Connections\",\"page\":108,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Adult Deep Dragon Connections\",\"colLabels\":[\"d8\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An {@creature adult deep dragon|FTD} has played chess with a drow matriarch for centuries. Each move represents what that player plans to do next in the competitors' long struggle for domination in the Underdark.\"],[\"2\",\"A {@creature fire giant} who accidentally insulted a deep dragon is tormented by the dragon's servants in ways that can't be tied to the dragon conclusively.\"],[\"3\",\"A group of {@creature Cyclops||cyclopes} wants a deep dragon to protect them from {@creature Mind Flayer||mind flayers}, but the dragon is uninterested in meeting with them despite their repeated petitions.\"],[\"4\",\"A nest of {@creature Vampire||vampires} has developed a taste for deep dragon blood.\"],[\"5\",\"An {@creature adult deep dragon|FTD} craves the knowledge stored in an {@creature Aboleth||aboleth's} nearby lair.\"],[\"6\",\"A {@creature spirit naga} desperately wants to claim the key to a mysterious underground door from the hoard of an {@creature adult deep dragon|FTD}.\"],[\"7\",\"An {@creature adult deep dragon|FTD} has ended up rearing a {@creature young brass dragon} and is running out of patience for the young dragon's mischief.\"],[\"8\",\"An {@creature adult deep dragon|FTD} takes pride in breeding {@creature Hell Hound||hell hounds} but can't control them.\"]],\"name\":\"Connected Creatures; Adult Deep Dragon Connections\",\"page\":108,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Ancient Deep Dragon Connections\",\"colLabels\":[\"d4\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An {@creature ancient deep dragon|FTD} has taken on a {@creature young red shadow dragon} as a protégé.\"],[\"2\",\"Two ancient dragon lovers—one {@creature Ancient Deep Dragon|FTD|deep} and one {@creature Ancient White Dragon||white}—see each other only once every hundred years, when they choose targets for a deadly hunting spree.\"],[\"3\",\"Two {@creature Ancient Deep Dragon|FTD|ancient deep dragons} fight over territory. Unwilling to move against each other directly, they use local settlements—and any competent visitors—as pawns in their struggle.\"],[\"4\",\"An {@creature ancient deep dragon|FTD} has put the folk of a city to work building the dragon a metropolis to rule in the center of a vast underground salt lake.\"]],\"name\":\"Connected Creatures; Ancient Deep Dragon Connections\",\"page\":108,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Deep Dragon Art Objects\",\"colLabels\":[\"d12\",\"Object\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A statue of an unknown winged antelope-like creature carved from a single massive opal\"],[\"2\",\"A preserved juvenile purple worm on an ebony stand set with amethysts\"],[\"3\",\"A cunningly worked metal automaton of a sphinx that, when addressed directly, answers every question with a question referencing forgotten civilizations\"],[\"4\",\"A set of filigreed gold claw covers set with gems that change color according to the wearer's mood\"],[\"5\",\"A silver pelt that belonged to a long-extinct species of bear and sheds snowflakes when touched\"],[\"6\",\"A painting of a caldera island with unique fauna that shows how to access the interior by swimming through an underwater cave\"],[\"7\",\"A magic chandelier that projects images of the most inaccessible places in the world on the wall, changing the images each time the chandelier is relit\"],[\"8\",\"A magical goblet activated when the creature holding it speaks the name of a country, whereupon the goblet fills with the finest wine from that land's vineyards\"],[\"9\",\"A set of exquisite miniature dragons made of precious metals, jewels, and stone, with one representing each kind of chromatic, metallic, and gem dragon\"],[\"10\",\"The jewel-encrusted skull of an ancient dragon, which the deep dragon always keeps close at hand and talks to when lonely\"],[\"11\",\"A magnificent set of drums painted with scenes from the folklore of an isolated mountain community\"],[\"12\",\"A beautifully worked statue of the deep dragon in a favorite Humanoid form, made by an artist the dragon knew centuries ago\"]],\"name\":\"Deep Dragon Treasures; Deep Dragon Art Objects\",\"page\":109,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Dragon Turtle Personality Traits\",\"colLabels\":[\"d8\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I speak slowly and deliberately, pausing to reflect after (or sometimes in the middle of) each utterance.\"],[\"2\",\"I am more interested in the shiny baubles people carry than in anything they have to say.\"],[\"3\",\"I think of ships as kindred spirits and like to rub affectionately against their keels.\"],[\"4\",\"I like to show visitors the vastness of my domain, so they appreciate how insignificant they are.\"],[\"5\",\"I attack anyone I notice taking from the sea's bounty without offering something in return.\"],[\"6\",\"I think of sailors' songs as their \\\"water speech\\\" and try to converse with them by humming snippets of tunes I have overheard.\"],[\"7\",\"I swim alongside ships sailing through my domain, just out of arrow range, so they know I am watching.\"],[\"8\",\"I am fascinated by the politics of surface realms and talk endlessly with sailors and adventurers to stay current on the latest happenings on land.\"]],\"name\":\"Creating a Dragon Turtle; Dragon Turtle Personality Traits\",\"page\":110,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Dragon Turtle Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Endurance. We who dwell beneath the waves can weather all storms. (Any)\"],[\"2\",\"Indifference. What do I care for the fleeting concerns of those who crawl upon the land? (Any)\"],[\"3\",\"Curiosity. I want to know about everything that enters my domain, especially oddities from the surface world. (Any)\"],[\"4\",\"Supremacy. Creatures who refuse to recognize my rule over these waters suffer my displeasure. (Lawful or Evil)\"],[\"5\",\"Preservation. I am the ocean's steward, tending reefs and waters to ensure that they remain unspoiled. (Lawful)\"],[\"6\",\"Eradication. The peoples of the surface world were a mistake of creation. I will correct that error. (Evil)\"]],\"name\":\"Creating a Dragon Turtle; Dragon Turtle Ideals\",\"page\":110,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Dragon Turtle Spellcasting\",\"colLabels\":[\"Age\",\"Spell Save DC\",\"Spells Known\"],\"colStyles\":[\"col-2 text-center\",\"col-2 text-center\",\"col-8\"],\"rows\":[[\"{@creature Young Dragon Turtle|FTD|Young}\",\"13\",\"{@spell fog cloud}\"],[\"{@creature Dragon Turtle||Adult}\",\"15\",\"{@spell control water}, {@spell fog cloud}\"],[\"{@creature Ancient Dragon Turtle|FTD|Ancient}\",\"17\",\"{@spell control water}, {@spell control weather},* {@spell fog cloud}\"]],\"footnotes\":[\"*This spell's casting time is longer than 1 action.\"],\"name\":\"Creating a Dragon Turtle; Dragon Turtle Spellcasting\",\"page\":110,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Dragon Turtle Adventure Hooks\",\"colLabels\":[\"d8\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A ruthless shipping magnate has bribed a dragon turtle to attack competitors' vessels and drive them out of business.\"],[\"2\",\"A curious dragon turtle swam upriver from the sea and is now stuck beneath a bridge on a major trade road, terrifying travelers.\"],[\"3\",\"After an unwise attack from a whaling ship, a dragon turtle pursued the ship back to harbor and now attacks any ship that tries to leave.\"],[\"4\",\"The sea around a wizard's tower is too stormy for ships to sail through, but a resident dragon turtle might be convinced to ferry the characters across.\"],[\"5\",\"A royal bathhouse was renowned for its sauna, until the dragon turtle supplying the steam escaped and started rampaging through the palace.\"],[\"6\",\"A millennium ago, a fabled sword was buried at sea with its wielder. Now the sword must be found, and only a dragon turtle remembers where it is.\"],[\"7\",\"A dragon turtle has taken up residence in a subterranean lake, and the steam has been driving other creatures up out of their tunnels toward the surface.\"],[\"8\",\"A sea god has sent a dragon turtle to unleash devastation along a populated coast.\"]],\"name\":\"Dragon Turtle Adventures; Dragon Turtle Adventure Hooks\",\"page\":110,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Dragon Turtle Wyrmling Connections\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature sea hag} has promised treasure to a {@creature dragon turtle wyrmling|FTD} if the wyrmling brings the hag \\\"visitors\\\" by capsizing fishing boats.\"],[\"2\",\"A school of {@creature Hunter Shark||hunter sharks} try to drive a {@creature dragon turtle wyrmling|FTD} out of their waters.\"],[\"3\",\"A {@creature dragon turtle wyrmling|FTD} shares food with a {@creature giant octopus} in exchange for the octopus pilfering baubles from passing ships.\"],[\"4\",\"A {@creature dragon turtle wyrmling|FTD} lairs in a geyser inhabited by {@creature Steam Mephit||steam mephits}, believing the creatures to be dragon turtle spirits.\"],[\"5\",\"A {@creature dragon turtle wyrmling|FTD} is blamed for attacks on sea traffic being made by a {@creature plesiosaurus}.\"],[\"6\",\"A {@creature dragon turtle wyrmling|FTD} plays with a pod of {@creature Killer Whale||killer whales}, leaping into the air and blowing clouds of steam each time the whales breach.\"]],\"name\":\"Connected Creatures; Dragon Turtle Wyrmling Connections\",\"page\":111,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Young Dragon Turtle Connections\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature young dragon turtle|FTD} serves as a mount for a {@creature sahuagin baron} in exchange for plunder.\"],[\"2\",\"A {@creature young blue dragon} is teaching a {@creature young dragon turtle|FTD} to terrorize nearby settlements so the inhabitants will propitiate the dragon turtle with gold.\"],[\"3\",\"A {@creature young dragon turtle|FTD} serves as a mobile rookery for a flock of {@creature Pteranodon||pteranodons} and eats fish they drop.\"],[\"4\",\"A {@creature young dragon turtle|FTD} has been enslaved by an {@creature aboleth} and forced to guard the creature's lair.\"],[\"5\",\"A clan of gnomes pays a {@creature young dragon turtle|FTD} to serve as a mobile refueling platform for their fleet of steamboats.\"],[\"6\",\"A {@creature young dragon turtle|FTD} likes to feast on {@creature Giant Crocodile||giant crocodiles'} eggs.\"]],\"name\":\"Connected Creatures; Young Dragon Turtle Connections\",\"page\":111,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Adult Dragon Turtle Connections\",\"colLabels\":[\"d8\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An {@creature adult bronze dragon} has befriended an {@creature Dragon Turtle||adult dragon turtle} and is trying to convince the dragon turtle to help fight off an invading navy.\"],[\"2\",\"A {@creature marid} and an {@creature Dragon Turtle||adult dragon turtle} are traveling companions, touring oceans across the multiverse.\"],[\"3\",\"{@creature Shambling Mound||Shambling mounds} grow like an infestation on an {@creature Dragon Turtle||adult dragon turtle's} shell and spread wherever the dragon turtle travels.\"],[\"4\",\"An {@creature archmage} is helping an {@creature Dragon Turtle||adult dragon turtle} write a definitive history of the deep.\"],[\"5\",\"An {@creature Dragon Turtle||adult dragon turtle} serves as a mount for the {@creature storm giant} who saved the dragon turtle's life.\"],[\"6\",\"An {@creature Dragon Turtle||adult dragon turtle} hunts an aquatic {@creature purple worm} that has been hollowing out the reef where the dragon turtle dwells.\"],[\"7\",\"An {@creature Dragon Turtle||adult dragon turtle} has awoken from a decades-long nap to discover that halflings have unwittingly built a seaside tavern upon the dragon turtle's back.\"],[\"8\",\"An {@creature ultroloth} works with an {@creature Dragon Turtle||adult dragon turtle} living in the River Styx, using magic to protect the dragon turtle from the river's effects and charging travelers for safe passage to the other side.\"]],\"name\":\"Connected Creatures; Adult Dragon Turtle Connections\",\"page\":111,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Ancient Dragon Turtle Connections\",\"colLabels\":[\"d4\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An {@creature ancient dragon turtle|FTD} and an {@creature ancient gold dragon} meet once a year to trade moves in a game of dragonchess that has been going on for centuries.\"],[\"2\",\"An {@creature ancient dragon turtle|FTD} serves as counsel to an {@creature empyrean} court, tempering the Celestials' passions with the dragon turtle's endless patience.\"],[\"3\",\"A {@spell geas} spell forces an {@creature ancient dragon turtle|FTD} to carry a {@creature Lich||lich's} tower.\"],[\"4\",\"An {@creature ancient dragon turtle|FTD} is responsible for ensuring that a {@creature kraken} is never woken from its slumber.\"]],\"name\":\"Connected Creatures; Ancient Dragon Turtle Connections\",\"page\":111,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Dragon Turtle Art Objects\",\"colLabels\":[\"d10\",\"Object\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An elven coronet, which the dragon turtle wears as an earring\"],[\"2\",\"A pipe organ that the dragon turtle refers to as \\\"Bubbles,\\\" which works underwater\"],[\"3\",\"Cast-metal masks painted with the faces of rulers whose names the dragon turtle constantly misremembers\"],[\"4\",\"A zither fashioned from a conch shell, which the dragon turtle insists visitors play before granting them an audience\"],[\"5\",\"A painted egg decorated with glittering jewels\"],[\"6\",\"An ornate underwater carriage fashioned from coral and seashells, which the dragon turtle pushes back and forth like a toy\"],[\"7\",\"A sculpture depicting a knight on griffonback, whose lance the dragon turtle uses to scrape off barnacles\"],[\"8\",\"An urn engraved with a scowling dwarf's face, whose expression the dragon turtle mimics comically\"],[\"9\",\"A scepter fashioned to resemble a skeletal arm, which unnerves the dragon turtle for some inexplicable reason\"],[\"10\",\"An elegant candelabra that the dragon turtle thinks is lost, but that is actually wedged into a crack in their shell\"]],\"name\":\"Dragon Turtle Treasures; Dragon Turtle Art Objects\",\"page\":113,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Emerald Dragon Personality Traits\",\"colLabels\":[\"d8\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I repeat what others have said back to them to make sure I have remembered it correctly.\"],[\"2\",\"I might not like you, but I will endeavor to treat you with respect, if not kindness.\"],[\"3\",\"I like to impress visitors by reciting epic poetry.\"],[\"4\",\"The only people I'm interested in are those who know history and those who make history.\"],[\"5\",\"I like to adopt the personas of characters from legend.\"],[\"6\",\"I studiously mimic the mannerisms of my guests.\"],[\"7\",\"I prefer to get others talking, then fade into the background. Sometimes literally.\"],[\"8\",\"I seek out audiences and like to be the center of attention.\"]],\"name\":\"Creating an Emerald Dragon; Emerald Dragon Personality Traits\",\"page\":114,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Emerald Dragon Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Seclusion. It's safer if others don't know I'm here—safer for me and safer for them. (Any)\"],[\"2\",\"Observation. People lie. Histories lie. Even dragons lie. But actions always ring true. (Lawful)\"],[\"3\",\"Storytelling. There is a magic in the retelling of stories. Each new teller adds a bit of themself to the spell. (Any)\"],[\"4\",\"Nurture. Rearing a child is our best chance to make sure our own stories are passed on. (Any)\"],[\"5\",\"Inquisitiveness. Even the smallest village contains myriad stories of love, loss, triumph, and betrayal. There is always more to learn about people. (Any)\"],[\"6\",\"Espionage. Once I get paid for the information I glean, I don't care what others do with it. (Evil)\"]],\"name\":\"Creating an Emerald Dragon; Emerald Dragon Ideals\",\"page\":114,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Emerald Dragon Adventure Hooks\",\"colLabels\":[\"d8\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An emerald dragon is the only witness to a murder but doesn't want to be found or identified.\"],[\"2\",\"An emerald dragon seeks heroes to participate in a dramatic reenactment of a legendary battle involving dragon riders.\"],[\"3\",\"An emerald dragon's assault on a {@creature fire giant} has attracted the attention of the giant's clan, and now the dragon seeks aid.\"],[\"4\",\"Villagers have been going missing, and then are found weeks later roaming the forest. They have no memory of the emerald dragon who charmed them for wandering too close to the dragon's lair.\"],[\"5\",\"{@creature Giant Lizard||Giant lizards} drawn to the lair of a legendary emerald dragon are terrorizing a nearby halfling settlement. One solution is to get rid of the dragon.\"],[\"6\",\"An emerald dragon is the headmaster in absentia of a bardic college and must be convinced to defend the school in a contest against a rival college.\"],[\"7\",\"An emerald dragon invisibly tails a party of adventurers, causing trouble for the heroes so the dragon can watch how they respond.\"],[\"8\",\"An emerald dragon has been spying for a villainous cabal, ensuring the villains remain one step ahead of the adventurers.\"]],\"name\":\"Emerald Dragon Adventures; Emerald Dragon Adventure Hooks\",\"page\":114,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Emerald Dragon Wyrmling Connections\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@creature Blood Hawk||Blood hawks} routinely accost an {@creature emerald dragon wyrmling|FTD} who lairs near the hawks' nest.\"],[\"2\",\"An {@creature emerald dragon wyrmling|FTD} is being hunted by a {@creature Fire Giant||fire giant's} pet {@creature hell hound}.\"],[\"3\",\"An {@creature emerald dragon wyrmling|FTD} follows a {@creature berserker} to observe the berserker's life. The berserker believes the dragon is a spirit companion.\"],[\"4\",\"A flattering {@creature orog} plies an {@creature emerald dragon wyrmling|FTD} with gems in exchange for information about a settlement the wyrmling has been observing.\"],[\"5\",\"An {@creature emerald dragon wyrmling|FTD} keeps trying to play with a pair of newly hatched {@creature Fire Snake||fire snakes}.\"],[\"6\",\"An {@creature emerald dragon wyrmling|FTD} has been captured by scheming duergar, who plan to use the wyrmling as bait to lure the wyrmling's parents out of their lair.\"]],\"name\":\"Connected Creatures; Emerald Dragon Wyrmling Connections\",\"page\":114,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Young Emerald Dragon Connections\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature young emerald dragon|FTD} has befriended a {@creature stone giant}, who is teaching the dragon giant folklore.\"],[\"2\",\"A {@creature young emerald dragon|FTD} lairs in abandoned bandit caverns also occupied by a friendly {@creature earth elemental}, which hunts for buried coins for the dragon's hoard.\"],[\"3\",\"A {@creature galeb duhr} acts as a door guard to a {@creature Young Emerald Dragon|FTD|young emerald dragon's} lair.\"],[\"4\",\"A {@creature young emerald dragon|FTD} invites repeated visits from a {@creature drow mage} who corrects what the dragon has learned about the history of the elven schism.\"],[\"5\",\"A {@creature young emerald dragon|FTD} attempts to drive off a clan of {@creature Cyclops||cyclopes} who have taken up residence in a nearby cave, attacking the clan's herd of {@creature Giant Goat||giant goats}.\"],[\"6\",\"An {@creature assassin} and a {@creature young emerald dragon|FTD} train together to master the art of stealth.\"]],\"name\":\"Connected Creatures; Young Emerald Dragon Connections\",\"page\":114,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Adult Emerald Dragon Connections\",\"colLabels\":[\"d8\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An {@creature adult emerald dragon|FTD} wages a constant battle against deep gnome miners, who scour the tunnels of the dragon's lair in search of emeralds.\"],[\"2\",\"An {@creature adult silver dragon} tries to befriend and draw out a reclusive {@creature adult emerald dragon|FTD}.\"],[\"3\",\"An {@creature adult emerald dragon|FTD} unwillingly serves a {@creature fire giant} tribe holding the dragon's egg hostage.\"],[\"4\",\"An {@creature adult emerald dragon|FTD} is fascinated by the intrigues of a {@creature rakshasa} disguised as a human merchant prince.\"],[\"5\",\"An {@creature adult emerald dragon|FTD} shows an {@creature emerald dragon wyrmling|FTD} how to safely observe Humanoids without being detected.\"],[\"6\",\"An {@creature adult emerald dragon|FTD} keeps a wary eye on the {@creature Efreeti||efreet} who have built a tower near the dragon's lair, and indirectly aids any who oppose the efreet.\"],[\"7\",\"An {@creature iron golem} ferries visitors across the lava moat surrounding an {@creature Adult Emerald Dragon|FTD|adult emerald dragon's} lair.\"],[\"8\",\"An {@creature adult emerald dragon|FTD} spies on the {@creature adult red dragon} who killed the emerald dragon's mate, looking for weaknesses.\"]],\"name\":\"Connected Creatures; Adult Emerald Dragon Connections\",\"page\":114,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Ancient Emerald Dragon Connections\",\"colLabels\":[\"d4\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An {@creature ancient emerald dragon|FTD} bargains with a {@creature pit fiend} to buy back the soul of a legendary hero.\"],[\"2\",\"A group of {@creature Adult Red Dragon||adult red} and {@creature Adult Silver Dragon||silver} dragons set aside their differences to learn wisdom from an {@creature ancient emerald dragon|FTD}.\"],[\"3\",\"Two {@creature Balor||balors} act as jailers for an {@creature ancient emerald dragon|FTD} imprisoned by a long-dead enemy.\"],[\"4\",\"An {@creature ancient emerald dragon|FTD} works to summon a {@creature solar} to get a firsthand account for a history of the gods the dragon is compiling.\"]],\"name\":\"Connected Creatures; Ancient Emerald Dragon Connections\",\"page\":114,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Emerald Dragon Art Objects\",\"colLabels\":[\"d10\",\"Object\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A traveling cloak worn by an elf apostate named Huwellah Starshine to the trial where she was convicted and executed\"],[\"2\",\"A nonmagical crystal ball used by Firendelbip, a deep gnome seer who predicted the overthrow of a thousand-year-old fomorian empire\"],[\"3\",\"Spurs worn by the famous human cavalier Roganvald, who challenged the dragon Arathimax the Red (Roganvald's armor now lies in Arathimax's hoard)\"],[\"4\",\"The ornate badge of office of the lich Zakir, nine-time governor of the city of Durn\"],[\"5\",\"A gravy ladle belonging to Lara Rumpledeep, a famed halfling gourmand\"],[\"6\",\"A sextant used by the renowned dwarf explorer Thavrik Rustbeard\"],[\"7\",\"A jeweled hairnet worn by the cloud giant Ultania, who slew her own mother to claim her throne\"],[\"8\",\"A phoenix-shaped brooch passed down to each of the forty-seven recorded incarnations of Gaz, a githzerai monk\"],[\"9\",\"A trophy cup engraved with a pumpkin, awarded each year at the harvest festival of Riksdell before that settlement fell to a plague\"],[\"10\",\"Rusty chains used to bind the orc master thief Korjus before she escaped and conquered half the lands of the south\"]],\"name\":\"Emerald Dragon Treasures; Emerald Dragon Art Objects\",\"page\":117,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Faerie Dragon Personality Traits\",\"colLabels\":[\"d8\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Some people say I have a short attention span, and that I'm easily distractable, but they don't... oh wow, is that a lute?\"],[\"2\",\"I do not constantly steal food. If you can't keep track of your rations, that's really a personal failing.\"],[\"3\",\"I'm much smarter than I look, and if you can't say the same, this is going to be a short conversation.\"],[\"4\",\"Elf, dwarf, horse—you non-dragons all look the same to me. No offense.\"],[\"5\",\"When I narrate what I'm doing in song, it makes everything feel more epic, don't you think?\"],[\"6\",\"The world is a product of my imagination. The fact that you think you exist when I'm not thinking about you is adorable.\"],[\"7\",\"I'm quick to make friends and love winning over grumpy and stoic types. If they don't yet appreciate my help, that just means they need more of it!\"],[\"8\",\"I like to earn people's trust, then lead them into dangerous situations and make off with their treasure while they're distracted.\"]],\"name\":\"Creating a Faerie Dragon; Faerie Dragon Personality Traits\",\"page\":118,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Faerie Dragon Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Benevolence. Jokes are one thing, but I won't abide cruelty. My mischief brings joy to the downtrodden and ridicule to oppressors. (Good)\"],[\"2\",\"Variety. How can anyone stand to do the same things over and over? I take any opportunity to shake things up by trying something new. (Chaotic)\"],[\"3\",\"Fun. What's the point of living if you're not going to enjoy yourself? (Any)\"],[\"4\",\"Humor. My jokes make life more interesting for everyone. Or at least for me. (Any)\"],[\"5\",\"Energy. Boredom is worse than death. I'm not much for plans, but you can always count on me to make something happen! (Chaotic)\"],[\"6\",\"Selfishness. Other creatures exist for my amusement. If tormenting them were wrong, why would I enjoy it so much? (Evil)\"]],\"name\":\"Creating a Faerie Dragon; Faerie Dragon Ideals\",\"page\":118,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Faerie Dragon Adventure Hooks\",\"colLabels\":[\"d8\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A faerie dragon has noticed raiders tracking a defenseless caravan and is eager to warn someone who can help.\"],[\"2\",\"A faerie dragon seeks revenge on the monsters that killed the dragon's ranger companion.\"],[\"3\",\"A faerie dragon needs help ending a curse that has begun corrupting local plants and animals in the dragon's forest.\"],[\"4\",\"A faerie dragon has been harassing local miners who are disturbing the dragon's territory.\"],[\"5\",\"A faerie dragon has discovered the entrance to an ancient ruin and is eager to tag along while an adventuring party explores it.\"],[\"6\",\"A faerie dragon has stolen a dangerous magic item from a wizard's workshop, without any idea of what it actually does.\"],[\"7\",\"A faerie dragon has stumbled upon the recently dead corpse of a centaur messenger bearing a crucial warning for the centaur's community.\"],[\"8\",\"A faerie dragon has been magically compelled to work as an invisible assassin and is desperate for someone to break the compulsion.\"]],\"name\":\"Faerie Dragon Adventures; Faerie Dragon Adventure Hooks\",\"page\":118,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Faerie Dragon Connections\",\"colLabels\":[\"d10\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An entrepreneurial gnome uses a {@creature Faerie Dragon (Violet)||faerie dragon's} Euphoria Breath to open a novel relaxation spa; the dragon appreciates the steady stream of treats and baubles they receive in exchange for their labor.\"],[\"2\",\"A {@creature Faerie Dragon (Violet)||faerie dragon} is in love with a member of a {@creature pixie} royal court and is constantly searching for some grand deed capable of impressing their beloved.\"],[\"3\",\"A {@creature Faerie Dragon (Violet)||faerie dragon} uses magic to aid in the rambling revels of a band of {@creature Satyr||satyrs}.\"],[\"4\",\"A {@creature Faerie Dragon (Violet)||faerie dragon} and a {@creature quasit} are sworn enemies, and their invisible battles and the elaborate traps they lay for each other cause havoc in the area where they both live.\"],[\"5\",\"A mercenary band keeps a {@creature Faerie Dragon (Violet)||faerie dragon} captive in a cage, forcing the dragon to act as a jester.\"],[\"6\",\"A {@creature Faerie Dragon (Violet)||faerie dragon} nests in the branches of a tree that recently received the benefit of a {@creature Druid||druid's} {@spell awaken} spell and promises to teach the {@creature awakened tree} in exchange for shelter and companionship.\"],[\"7\",\"A {@creature Faerie Dragon (Violet)||faerie dragon} rules a pack of {@creature Blink Dog||blink dogs}, leading them on a grand quest against evil that the dragon is making up along the way.\"],[\"8\",\"A {@creature green dragon wyrmling} has recruited a {@creature Faerie Dragon (Violet)||faerie dragon} as a spy, though the faerie dragon's bizarre means of carrying out orders leaves the green dragon wondering if it's worth the effort.\"],[\"9\",\"A {@creature Faerie Dragon (Violet)||faerie dragon} constantly tries to impress a gruff dwarf priest by proselytizing to everyone they meet as they travel together, but the dragon's interpretation of their \\\"shared faith\\\" is extremely eccentric.\"],[\"10\",\"A {@creature Faerie Dragon (Violet)||faerie dragon} has intimidated a gang of {@creature Goblin||goblins} and now forces the goblins to follow an increasingly bizarre set of rules.\"]],\"name\":\"Connected Creatures; Faerie Dragon Connections\",\"page\":118,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Faerie Dragon Art Objects\",\"colLabels\":[\"d8\",\"Object\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A fist-sized puzzle box that the dragon hasn't been able to open, and that holds a tiny clay tablet marked with a mysterious string of numbers\"],[\"2\",\"An illustrated tome titled Hrgold's Bestiary, which falls open to an oft-read entry on faerie dragons\"],[\"3\",\"A majestic military jacket featuring a dazzling array of medals and five different secret pockets\"],[\"4\",\"A gold-rimmed monocle sized for a cyclops, complete with a gold chain\"],[\"5\",\"A gilded pseudodragon skull that the faerie dragon likes to wear as a mask while pretending to be a different dragon called \\\"Regnus the Unspeakable\\\"\"],[\"6\",\"A cask of wine stamped with the seal of a noble's private collection\"],[\"7\",\"A framed painting of a red dragon destroying an army, with a hole chewed through the dragon's face so the faerie dragon can stick their head through it\"],[\"8\",\"A tiny scale model of a castle that opens like a dollhouse to reveal the chambers and secret passages within\"]],\"name\":\"Faerie Dragon Treasures; Faerie Dragon Art Objects\",\"page\":120,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Gold Dragon Personality Traits\",\"colLabels\":[\"d8\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I prefer to parley before combat. If villains can be reformed without violence, all the better.\"],[\"2\",\"Shorter-lived species often have difficulty perceiving the full scope of time's tapestry and lack the patience for my appropriately thorough explanations.\"],[\"3\",\"Others might find me cold and dispassionate, but such is the price of perspective. Few creatures enjoy confronting the relative smallness of their lives.\"],[\"4\",\"Disguises allow me to bestow small kindnesses and experience the simple pleasures of companionship without constantly being petitioned. I'm proud of my acting ability and never break character.\"],[\"5\",\"The future is writ large in the patterns of history. I enjoy conversing with others who think critically about history and society.\"],[\"6\",\"I enjoy gifts but find attempts to hire or bribe me deeply offensive.\"],[\"7\",\"My reclusiveness is a filter. If someone lacks the motivation to overcome my barriers, then their matter is unworthy of my attention.\"],[\"8\",\"On a long enough timescale, all actions are meaningless. So why should I deny myself anything?\"]],\"name\":\"Creating a Gold Dragon; Gold Dragon Personality Traits\",\"page\":121,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Gold Dragon Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Foresight. Righteous action requires carefully weighing potential consequences to ensure the cure is not worse than the disease. (Lawful)\"],[\"2\",\"Restraint. I cannot right every wrong. I encourage others to solve their own problems, and I save my strength for tribulations only I can address. (Any)\"],[\"3\",\"Stewardship. I do not serve individuals, but rather history. By acting strategically, I tip the ultimate balance toward justice and virtue. (Good)\"],[\"4\",\"Objectivity. I remain impartial in my judgments and refuse to let personal feelings get in the way of what's fair or necessary. (Lawful)\"],[\"5\",\"Isolation. Every interaction has ramifications that stretch on into infinity. I curate my impact on the world by remaining aloof and self-reliant. (Any)\"],[\"6\",\"Sovereignty. Other creatures lack my wisdom and must be controlled to prevent wrongdoing. (Evil)\"]],\"name\":\"Creating a Gold Dragon; Gold Dragon Ideals\",\"page\":121,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Gold Dragon Spellcasting\",\"colLabels\":[\"Age\",\"Spell Save DC\",\"Spells Known\"],\"colStyles\":[\"col-2 text-center\",\"col-2 text-center\",\"col-8\"],\"rows\":[[\"{@creature Young Gold Dragon||Young}\",\"17\",\"{@spell bless}, {@spell cure wounds}, {@spell slow}, {@spell suggestion}, {@spell zone of truth}\"],[\"{@creature Adult Gold Dragon||Adult}\",\"21\",\"{@spell bless}, {@spell commune}, {@spell cure wounds}, {@spell geas},* {@spell slow}, {@spell suggestion}, {@spell zone of truth}\"],[\"{@creature Ancient Gold Dragon||Ancient}\",\"24\",\"{@spell bless}, {@spell commune},* {@spell cure wounds}, {@spell geas},* {@spell plane shift} (+16 to hit), {@spell slow}, {@spell suggestion}, {@spell word of recall}, {@spell zone of truth}\"]],\"footnotes\":[\"*This spell's casting time is longer than 1 action.\"],\"name\":\"Creating a Gold Dragon; Gold Dragon Spellcasting\",\"page\":121,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Gold Dragon Adventure Hooks\",\"colLabels\":[\"d8\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"When two cities stand on the brink of war, someone needs to make the arduous journey to convince a gold dragon to arbitrate the dispute.\"],[\"2\",\"A scholar has learned a secret so dangerous that a gold dragon is set on magically wiping the scholar's mind. The dragon is recruiting trackers to locate the scholar, while the scholar tries to hire bodyguards.\"],[\"3\",\"A gold dragon seeks to vanquish evil by conquering and uniting all nations under a totalitarian government that will enforce the dragon's benevolent laws.\"],[\"4\",\"A gold dragon has been attacking travelers in an effort to drive them away from the dragon's territory, which holds a deadly artifact at its center.\"],[\"5\",\"A gold dragon has decided to burn a plague- infected city to the ground, sacrificing the residents to limit the contagion's spread.\"],[\"6\",\"A gold dragon needs agents to infiltrate a magical prison complex and liberate the dragon's monk companion, who has been unjustly sentenced.\"],[\"7\",\"A gold dragon demands reparations from a city whose rulers sent adventurers to steal from the dragon's hoard.\"],[\"8\",\"A gold dragon requires a team of specialists to help break into the infamous Lamentation Vault and acquire the world-shaking prophecy held within.\"]],\"name\":\"Gold Dragon Adventures; Gold Dragon Adventure Hooks\",\"page\":121,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Gold Dragon Wyrmling Connections\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature gold dragon wyrmling} bonded with a {@creature xorn} over their shared love of gems and seeks to help the creature back to the Elemental Plane of Earth.\"],[\"2\",\"A {@creature gold dragon wyrmling} yearns to imitate a {@creature couatl} mentor and is searching for a magical location worth guarding.\"],[\"3\",\"A {@creature gold dragon wyrmling} is venerated by a tribe of lizardfolk—much to the consternation of the priest who used to rule the tribe.\"],[\"4\",\"A band of {@creature Centaur||centaurs} makes pilgrimages to a {@creature Gold Dragon Wyrmling||gold dragon wyrmling's} lair, bringing gifts of gems and knowledge.\"],[\"5\",\"A {@creature gold dragon wyrmling} is fascinated by modrons' clockwork determinism and has tracked down and befriended a rogue {@creature pentadrone}.\"],[\"6\",\"A {@creature gold dragon wyrmling} has befriended a group of {@creature Githzerai Monk||githzerai monks} and visits them regularly to conduct elaborate thought experiments.\"]],\"name\":\"Connected Creatures; Gold Dragon Wyrmling Connections\",\"page\":122,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Young Gold Dragon Connections\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature young gold dragon} enjoys the company of {@creature Treant||treants}, who share the dragon's long view of history and methodical conversational style.\"],[\"2\",\"A {@creature young gold dragon} lives in a cluster of stone spires and has secured the service of the {@creature galeb duhr} who watch over the site.\"],[\"3\",\"An {@creature arcanaloth} has secured a contract requiring a {@creature young gold dragon} to serve the Fiend once every five years. It can't make the dragon do evil acts, but the jobs often have unforeseen consequences.\"],[\"4\",\"A {@creature young gold dragon} maintains a lair in a flying cloud giant citadel, winning the continued right to dwell there in repeated gambling games.\"],[\"5\",\"A {@creature young gold dragon} and an {@creature archmage} are uneasy companions, bound to defend each other by the dying wish of a heroic warrior they both loved.\"],[\"6\",\"After a {@creature young gold dragon} freed a {@creature djinni} from servitude, the djinni installed a portal linking the dragon's lair to the djinni's citadel on the Elemental Plane of Air.\"]],\"name\":\"Connected Creatures; Young Gold Dragon Connections\",\"page\":122,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Adult Gold Dragon Connections\",\"colLabels\":[\"d8\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An {@creature adult gold dragon} has sworn to destroy the {@creature balor} who killed the dragon's mate.\"],[\"2\",\"An {@creature adult gold dragon} feels responsible for a paladin's fall from grace and sends minions across the world in search of the paladin—now a {@creature death knight}—so they both might be redeemed.\"],[\"3\",\"An {@creature adult green dragon} and an {@creature adult gold dragon} skirmish over control of the vine-choked ruins of a floating mausoleum and its library of talking skulls.\"],[\"4\",\"An {@creature adult gold dragon} enjoys playing strategy games with an {@creature androsphinx}, one of the few creatures able to successfully bluff the dragon.\"],[\"5\",\"An {@creature adult gold dragon} living in a desert temple helps some elf oracles interpret visions bestowed by an artifact called the Siren's Lens.\"],[\"6\",\"An imprisoned {@creature mummy lord} has convinced its {@creature adult gold dragon} jailer that the mummy's plans for domination will be for the best in the long run.\"],[\"7\",\"An {@creature adult gold dragon} crafted an {@creature iron golem} to defend the dragon's lair and talks to it as if it were a person.\"],[\"8\",\"An {@creature adult gold dragon} hunts the {@creature adult blue dracolich} who stole the legendary Crown of Endings from the gold dragon's hoard.\"]],\"name\":\"Connected Creatures; Adult Gold Dragon Connections\",\"page\":122,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Ancient Gold Dragon Connections\",\"colLabels\":[\"d4\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature solar} who admires an {@creature ancient gold dragon} campaigns to recruit the dragon into the service of the solar's god.\"],[\"2\",\"An {@creature ancient gold dragon} is infatuated with an oblivious {@creature empyrean}, drawn in by the empyrean's carefree nature and larger-than-life emotions.\"],[\"3\",\"An {@creature ancient gold dragon} and a {@creature lich} have vied to bend history to their respective wills. The two have reluctantly come to understand and empathize with each other.\"],[\"4\",\"An {@creature ancient gold dragon} takes little interest in the day-to-day governance of a powerful empire. But the dragon expects to be obeyed completely when deigning to address the populace.\"]],\"name\":\"Connected Creatures; Ancient Gold Dragon Connections\",\"page\":122,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Gold Dragon Art Objects\",\"colLabels\":[\"d10\",\"Object\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A fine tapestry depicting the intermingled family trees of several royal bloodlines going back multiple generations—and containing surprising revelations\"],[\"2\",\"An orrery showing the world's place in the solar system—with one gemstone planet too many\"],[\"3\",\"A scroll covered with surrealist imagery, entitled Voyage through the Land of Dreams\"],[\"4\",\"A black dragon skull with a crack down the middle and gems fixed in its eye sockets; a plaque along the bottom reads, \\\"So too shall ye be\\\"\"],[\"5\",\"A metal wheel with various holy symbols affixed to its edges; thin arms at the center of the wheel are made to hold a spherical object that is missing\"],[\"6\",\"A series of nesting metal cylinders, each inscribed with a different proverb or paradox; the central cylinder contains a single gold dragon scale\"],[\"7\",\"An elaborate atlas bound in wyvern hide, with several remote regions circled and labeled in code\"],[\"8\",\"A clever clockwork music box that, when cranked, recites a prophecy in Modron\"],[\"9\",\"An elaborately decorated tea set, each of its cups themed after a different plane of existence\"],[\"10\",\"An elaborate calendar clock with one face burned and cracked and two others that are counting down to unspecified future events, including one less than a month away\"]],\"name\":\"Gold Dragon Treasures; Gold Dragon Art Objects\",\"page\":124,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Green Dragon Personality Traits\",\"colLabels\":[\"d8\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You're either with me or you're against me. Just kidding—you're lunch either way!\"],[\"2\",\"I hate how much people think they matter in a world that was old before their kind even learned the idea of names.\"],[\"3\",\"The more the merrier as far as I'm concerned: more to control, more to torture, more to feast upon when I'm finally bored.\"],[\"4\",\"Bipedal life is too ugly and ignorant to merit even a scrap of compassion.\"],[\"5\",\"I like seeing life through the eyes of a lesser being—before forcing that creature to gouge their eyes out.\"],[\"6\",\"The wilds are mine and mine alone, and anyone who thinks they can enter my territory had best hope I have other distractions that day.\"],[\"7\",\"I allow others to dwell in my forest—if they act as my eyes, ears, and occasional playthings in return.\"],[\"8\",\"I harbor no animosity toward anyone. Let me grow ancient with my forest, and I'll leave you in peace.\"]],\"name\":\"Creating a Green Dragon; Green Dragon Personality Traits\",\"page\":126,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Green Dragon Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Isolation. Territories can be properly established only when all parties respect the borders of their neighbors. (Lawful)\"],[\"2\",\"Control. All lesser beings should bare their throats to their betters. (Evil)\"],[\"3\",\"Respect. Fear is amusing, but reverence is delicious. (Any)\"],[\"4\",\"Intrigue. The world is so much more entertaining when no one trusts anyone. (Evil)\"],[\"5\",\"Imagination. Nothing is more gauche than repeating the same activities day after day. (Any)\"],[\"6\",\"Tolerance. The impermanence of intelligent life is bittersweet and should be honored as such. (Good)\"]],\"name\":\"Creating a Green Dragon; Green Dragon Ideals\",\"page\":126,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Green Dragon Spellcasting\",\"colLabels\":[\"Age\",\"Spell Save DC\",\"Spells Known\"],\"colStyles\":[\"col-2 text-center\",\"col-2 text-center\",\"col-8\"],\"rows\":[[\"{@creature Young Green Dragon||Young}\",\"13\",\"{@spell invisibility}, {@spell speak with animals}\"],[\"{@creature Adult Green Dragon||Adult}\",\"16\",\"{@spell invisibility}, {@spell plant growth}, {@spell speak with animals}\"],[\"{@creature Ancient Green Dragon||Ancient}\",\"19\",\"{@spell invisibility}, {@spell mass suggestion}, {@spell plant growth}, {@spell speak with animals}\"]],\"name\":\"Creating a Green Dragon; Green Dragon Spellcasting\",\"page\":126,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Green Dragon Adventure Hooks\",\"colLabels\":[\"d8\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A green dragon is terrorizing a forest settlement, murdering and eating someone each night before depositing the grisly remains in the village square.\"],[\"2\",\"{@creature Troll||Trolls} are attacking trade caravans, stealing and killing whatever they can—all to placate a green dragon living in their territory.\"],[\"3\",\"A cult is capturing travelers to feed a newly hatched pair of green dragons.\"],[\"4\",\"A convicted murderer begs for clemency, claiming to have been under the control of a green dragon while on a killing spree.\"],[\"5\",\"The misty forest at the border of a coastal realm is beginning to grow alarmingly, and sages suspect it might be the work of a green dragon.\"],[\"6\",\"A green dragon stirs from a long underground slumber to discover that a city has been built where the dragon's forest lair once stood.\"],[\"7\",\"{@creature Hill giant} raiders promise to stop their pillaging in exchange for a clutch of {@creature Green Dragon Wyrmling||green dragon wyrmlings} to raise.\"],[\"8\",\"A green dragon stalks a well-known trade route, interrogating all passersby on what they know about a dead gold dragon's lost hoard.\"]],\"name\":\"Green Dragon Adventures; Green Dragon Adventure Hooks\",\"page\":126,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Green Dragon Wyrmling Connections\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature green dragon wyrmling} is the centerpiece of a traveling circus but might not be a prisoner after all.\"],[\"2\",\"A {@creature green dragon wyrmling} was raised by a cluster of {@creature Pseudodragon||pseudodragons}, whom the wyrmling now protects.\"],[\"3\",\"Hobgoblin raiders have captured several {@creature Green Dragon Wyrmling||green dragon wyrmlings}, hoping to use them as the vanguards of their war parties.\"],[\"4\",\"A {@creature green dragon wyrmling} exacerbates the chaotic tendencies of a group of {@creature Satyr||satyrs}, driving them to greater acts of mischief with the promise of rich rewards.\"],[\"5\",\"A {@creature green dragon wyrmling} tricks a village of lizardfolk into believing the dragon is an incarnation of a lizardfolk god.\"],[\"6\",\"An ancient {@creature couatl} attempts to shape the moral outlook of a {@creature green dragon wyrmling}, so the dragon might inherit the duty of guarding the couatl's treasures.\"]],\"name\":\"Connected Creatures; Green Dragon Wyrmling Connections\",\"page\":127,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Young Green Dragon Connections\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature young green dragon} and a {@creature treant} vie for influence over a woodland region.\"],[\"2\",\"A {@creature young green dragon} forces a group of {@creature Dryad||dryads} to collect treasures for the dragon's hoard, threatening to destroy their trees if they refuse.\"],[\"3\",\"An infestation of {@creature Twig Blight||twig blights} has taken over the lair of a {@creature young green dragon}, and the dragon will do anything to reclaim it.\"],[\"4\",\"{@creature Green Hag||Green hags} compete to gain an alliance with a {@creature young green dragon}, turning a village into a staging ground for their games of deceit.\"],[\"5\",\"A {@creature young green dragon} directs a conclave of yuan-ti under the command of a {@creature yuan-ti abomination}, ordering the serpentfolk to search the forgotten tunnels of a city for the ancient treasures buried there.\"],[\"6\",\"An {@creature oni} and a {@creature young green dragon} work together to terrorize a village, taking a victim every night and leaving the rest too frightened to flee.\"]],\"name\":\"Connected Creatures; Young Green Dragon Connections\",\"page\":127,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Adult Green Dragon Connections\",\"colLabels\":[\"d8\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A ruler controlled by an {@creature adult green dragon} plunders the realm's populace to fill the dragon's hoard.\"],[\"2\",\"Several {@creature Adult Green Dragon||adult green dragons} fight to claim a treasure hoard hidden under a woodland city.\"],[\"3\",\"An {@creature adult green dragon} is bound to the service of a {@creature guardian naga} and baits other creatures to kill the dragon's naga captor.\"],[\"4\",\"{@creature Giant Ape||Giant apes} raised from birth by an {@creature adult green dragon} now serve as the dragon's hunting party.\"],[\"5\",\"Mind-controlled clerics lead unsuspecting worshipers to the lair of an {@creature adult green dragon}.\"],[\"6\",\"An {@creature adult green dragon} works to corrupt a {@creature young gold dragon} trapped in the green dragon's woods.\"],[\"7\",\"Wood elves flagellate themselves to earn the favor of a god suddenly turned cruel, not knowing they've been misled by an {@creature adult green dragon}.\"],[\"8\",\"An {@creature adult green dragon} turns {@creature Treant||treants} against the druids who once guarded the treants' grove.\"]],\"name\":\"Connected Creatures; Adult Green Dragon Connections\",\"page\":127,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Ancient Green Dragon Connections\",\"colLabels\":[\"d4\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An {@creature ancient green dragon} returns to the same sylvan forest every year to feed upon a herd of {@creature Unicorn||unicorns}.\"],[\"2\",\"An {@creature ancient green dragon} prevents would-be rescuers from reaching a cursed realm whose people are magically asleep and hidden behind a forest of thorns.\"],[\"3\",\"A once-peaceful land has become warlike, thanks to the {@creature ancient green dragon} controlling its elf monarchs.\"],[\"4\",\"An {@creature ancient green dragon} is the guardian of a {@creature Lich||lich's} phylactery and extorts favors from the lich.\"]],\"name\":\"Connected Creatures; Ancient Green Dragon Connections\",\"page\":127,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Green Dragon Art Objects\",\"colLabels\":[\"d10\",\"Object\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The polished skull of a unicorn, latticed with luminescent blooms\"],[\"2\",\"An elaborate necklace of yuan-ti origin, set with gleaming gems and dripping with strands of pearls\"],[\"3\",\"A harp, its pillar carved to resemble a beautiful elf who weeps loudly and inconsolably\"],[\"4\",\"A marble statue that once showed a knight vanquishing a dragon, but due to strategic damage, now looks like a knight tumbling into massive jaws\"],[\"5\",\"The baby teeth of a Humanoid, preserved in amber furred with a golden fungus that smells like gingerbread\"],[\"6\",\"A giant-sized hunting horn scrimshawed with elaborate patterns, the pewter only slightly tarnished\"],[\"7\",\"A stained glass window still set within a fragment of wall depicting the many deaths of an elf monarch\"],[\"8\",\"A triptych of silver mirrors, set in an ornate brambled iron frame sculpted to depict figures in a grotesque bacchanal\"],[\"9\",\"Quartz terrariums carried on the backs of tourmaline jaguars, overgrown with misshapen cacti\"],[\"10\",\"A string of skulls riddled with too many eye sockets, their jaws replaced by carved gemstones\"]],\"name\":\"Green Dragon Treasures; Green Dragon Art Objects\",\"page\":129,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Moonstone Dragon Personality Traits\",\"colLabels\":[\"d8\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I often lose track of whether I'm in the Feywild or on the Material Plane.\"],[\"2\",\"I have been known to throw caution to the wind when in pursuit of new items for my hoard.\"],[\"3\",\"No matter how old I get, I always delight in harmless pranks and tricks.\"],[\"4\",\"I've always been mature for my age, and I can't wait for the day I can retire to my lair to be taken care of by doting fey.\"],[\"5\",\"I look down upon any being who resorts to violence to solve a problem.\"],[\"6\",\"Conversing with others is often difficult because I'm so easily distr... oh my goodness, is that circlet made of silver?\"],[\"7\",\"I find the waking world tedious and mundane and would much rather spend my time asleep, in the realm of dreams.\"],[\"8\",\"I find the whimsy of fey, and whimsy in general, to be exasperating and exhausting.\"]],\"name\":\"Creating a Moonstone Dragon; Moonstone Dragon Personality Traits\",\"page\":130,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Moonstone Dragon Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Curiosity. I might never be able to experience everything in the multiverse—but it doesn't hurt to try. (Any)\"],[\"2\",\"Nonviolence. Violence need never be the answer in a multiverse of infinite possibilities. (Neutral)\"],[\"3\",\"Whimsy. Why waste time on boring, ordinary concerns when the world is filled with fantastic and ludicrous wonders? (Chaotic)\"],[\"4\",\"Beauty. There is beauty to be found in even the simplest things if you look hard enough. (Good)\"],[\"5\",\"Inspiration. Great are history's artists and creators. But greater still are those who inspire them. (Any)\"],[\"6\",\"Power. Creatures are at their most vulnerable in their dreams, and I am the master of dreams. (Evil)\"]],\"name\":\"Creating a Moonstone Dragon; Moonstone Dragon Ideals\",\"page\":130,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Moonstone Dragon Adventure Hooks\",\"colLabels\":[\"d8\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A wealthy and well-known artist's muse—a moonstone dragon—has stopped appearing in their dreams. The artist is desperate to hire adventurers to find the dragon.\"],[\"2\",\"A clutch of moonstone dragons has discovered a portal to the Material Plane and is wreaking havoc on nearby villages, pilfering every bit of silver the locals own.\"],[\"3\",\"A moonstone dragon seeks the platinum crown of a Fey prince—and will do anything to get it.\"],[\"4\",\"A gluttonous moonstone dragon is consuming all the moonlight in a small forest, making the darkened path through the woods ideal for banditry.\"],[\"5\",\"A moonstone dragon hosts a storytelling competition in the Feywild, and the winner gets to claim any one item on display in the dragon's lair.\"],[\"6\",\"A moonstone dragon, offended by gifts of gold, is causing nightmares among the local nobility.\"],[\"7\",\"A powerful spellcaster is forcing a captive moonstone dragon to invade the dreams of adventurers, sending parties on quests to assist the spellcaster's nefarious schemes.\"],[\"8\",\"A moonstone dragon that accidentally stumbled through a portal to the Material Plane can't find a way back home to the Feywild.\"]],\"name\":\"Moonstone Dragon Adventures; Moonstone Dragon Adventure Hooks\",\"page\":131,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Moonstone Dragon Wyrmling Connections\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An abandoned {@creature moonstone dragon wyrmling|FTD} is being raised by a family of {@creature Faerie Dragon (Violet)||faerie dragons}, who eagerly encourage the wyrmling's mischievous habits.\"],[\"2\",\"A {@creature moonstone dragon wyrmling|FTD} searches for whoever made the dragon's friend—a suit of {@creature animated armor} able to make witty, if limited, conversation.\"],[\"3\",\"A {@creature moonstone dragon wyrmling|FTD} has convinced a lost {@creature white dragon wyrmling} that the latter is also a moonstone dragon, cursed by an archfey of winter. The two travel together, causing trouble in the name of lifting the \\\"curse.\\\"\"],[\"4\",\"{@creature Ettercap||Ettercaps} captured a {@creature moonstone dragon wyrmling|FTD}, who has so far avoided becoming dinner by teaching the ettercaps to create wild, impossible sculptures with their webs.\"],[\"5\",\"A {@creature moonstone dragon wyrmling|FTD} torments a group of lost modrons by tricking them into performing chaotic acts.\"],[\"6\",\"A {@creature moonstone dragon wyrmling|FTD} has volunteered to be a spy in a conflict between a group of {@creature Pixie||pixies} and a group of {@creature Quickling|VGM|quicklings}. Both sides believe the wyrmling is working exclusively for them.\"]],\"name\":\"Connected Creatures; Moonstone Dragon Wyrmling Connections\",\"page\":131,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Young Moonstone Dragon Connections\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature young moonstone dragon|FTD} on the cusp of adulthood refuses to settle down and build a lair. To protect the local populace from the dragon's chaotic activities, a minor deity sends a {@creature deva} to temper the dragon's mischievous spirit.\"],[\"2\",\"A {@creature young moonstone dragon|FTD} fell victim to a {@creature Fomorian||fomorian's} curse and has elected to stay with the Giant rather than reveal this magical affliction.\"],[\"3\",\"A {@creature treant} and a {@creature young moonstone dragon|FTD} love to meet and share stories. While the dragon speaks of travels and adventures, the treant tells tales of the tiny moments that make up a forest's life.\"],[\"4\",\"A {@creature young moonstone dragon|FTD} has acquired a powerful magic item belonging to one of the fey courts and is leading the assassin sent to retrieve the item on a chase through the Feywild.\"],[\"5\",\"A {@creature young moonstone dragon|FTD} has joined a pack of {@creature Blink Dog||blink dogs} for a year and a day. The dragon pretends to be a blink dog and refuses to admit otherwise until this time with the pack expires.\"],[\"6\",\"A {@creature young moonstone dragon|FTD} and a {@creature night hag} repeatedly encounter each other in the dream realm, but they have never met in the flesh.\"]],\"name\":\"Connected Creatures; Young Moonstone Dragon Connections\",\"page\":131,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Adult Moonstone Dragon Connections\",\"colLabels\":[\"d8\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A Fey noble has sent an {@creature archmage} advisor to parley with an {@creature adult moonstone dragon|FTD} whose lair is in the noble's territory, and it isn't going well.\"],[\"2\",\"Fascinated by the dreams of a {@creature myconid sovereign}, an {@creature adult moonstone dragon|FTD} has befriended the whole myconid colony.\"],[\"3\",\"In the midst of a {@creature werewolf} invasion, someone suggests that a nearby {@creature Adult Moonstone Dragon|FTD|adult moonstone dragon's} hoard could be a good source of silver.\"],[\"4\",\"An {@creature Adult Moonstone Dragon|FTD|adult moonstone dragon's} burgeoning hoard attracts the attention of an {@creature arcanaloth} seeking a powerful Feywild artifact.\"],[\"5\",\"An {@creature adult moonstone dragon|FTD} attempts to help a {@creature beholder} worried that its dreams will soon give birth to a rival beholder.\"],[\"6\",\"Members of a {@creature Night Hag||night hag coven} are determined to prevent an {@creature adult moonstone dragon|FTD} from contacting creatures in the dream realm, and the dragon has no idea why.\"],[\"7\",\"An {@creature adult moonstone dragon|FTD} is called upon to discipline a group of {@creature Moonstone Dragon Wyrmling|FTD|moonstone dragon wyrmlings} that rampaged through a Fey noble's territory.\"],[\"8\",\"An {@creature adult moonstone dragon|FTD} has amassed a menagerie of {@item Figurine of Wondrous Power||figurines of wondrous power} and activates the items regularly to liven up the lair.\"]],\"name\":\"Connected Creatures; Adult Moonstone Dragon Connections\",\"page\":131,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Ancient Moonstone Dragon Connections\",\"colLabels\":[\"d4\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An {@creature ancient moonstone dragon|FTD} and an {@creature ancient green dragon} vie for supremacy in a primeval forest.\"],[\"2\",\"An {@creature ancient moonstone dragon|FTD} has partnered with an {@creature androsphinx} to guard a precious treasure, taking the place of the sphinx's slain {@creature gynosphinx} partner.\"],[\"3\",\"An {@creature ancient moonstone dragon|FTD} is summoned to mediate a centuries-old conflict between fey courts.\"],[\"4\",\"An {@creature Ancient Moonstone Dragon|FTD|ancient moonstone dragon's} sibling, imprisoned for centuries in the Shadowfell, has finally returned home as a shadow dragon.\"]],\"name\":\"Connected Creatures; Ancient Moonstone Dragon Connections\",\"page\":131,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Moonstone Dragon Art Objects\",\"colLabels\":[\"d8\",\"Object\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A statue of a beautiful Fey who appears to be laughing, crying, or scowling, depending on the viewer's mood; the dragon requires all who visit to describe the face and sends away anyone who sees an angry visage\"],[\"2\",\"A string of leaves collected from the rarest trees in the Feywild and then dipped in silver\"],[\"3\",\"A small mithral ball that shows significant scuffing, as the dragon plays with it constantly\"],[\"4\",\"A mobile from which hang six figurines of pixies and sprites; the dragon insists that Fey allies address any questions and concerns to the figurines\"],[\"5\",\"A painting of a beautiful Feywild vista; the dragon studies the painting every day for clues about the vista's whereabouts\"],[\"6\",\"An ornate silver chest that holds a mountain of gold coins; the dragon refuses to open the chest, claiming it can still smell the stink of the \\\"noxious metal\\\"\"],[\"7\",\"A collection of gem-encrusted pitchers, decanters, and goblets; the dragon will not consume faerie nectar unless it is served in one of these items\"],[\"8\",\"A vast bookshelf full of dream journals written by creatures the dragon has befriended over the years; the dragon has each entry illustrated by a different celebrated artist, making the library one of the largest art collections in the world\"]],\"name\":\"Moonstone Dragon Treasures; Moonstone Dragon Art Objects\",\"page\":132,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Red Dragon Personality Traits\",\"colLabels\":[\"d8\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The thrill of the hunt and of battle makes my blood burn and stokes the fire in my heart. A pity there are so few foes and so little prey worthy of me.\"],[\"2\",\"The worship of smaller creatures pleases me, though their weakness is pathetic—how can they do other than adore me?\"],[\"3\",\"Nothing is better than to sleep and dream upon my hoard with the warmth of a full belly. Let those who would disturb me beware!\"],[\"4\",\"Ah, if these foolish creatures only knew they were but pawns in the games I play to amuse myself.\"],[\"5\",\"I know that others seek to steal my treasures, my beautiful baubles, won through strength and cunning. But they are mine. Mine!\"],[\"6\",\"All that I survey, I could easily destroy. From time to time, it is important to remind these small creatures of the true extent of my power.\"],[\"7\",\"Although my power and life span are vast, they have merely whetted my appetite for immortality.\"],[\"8\",\"Heroes need foes to test them. Not all teachers can afford to be kind, and some lessons must be harsh.\"]],\"name\":\"Creating a Red Dragon; Red Dragon Personality Traits\",\"page\":133,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Red Dragon Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Cruelty. Pain and fear are the most powerful tools. With them, any creature's will can be broken. (Evil)\"],[\"2\",\"Might. Only the strongest survive and prosper, so I must be the strongest of all. (Any)\"],[\"3\",\"Greed. If I desire a thing, then it must be mine and mine alone. (Evil)\"],[\"4\",\"Respect. All that I have achieved must be acknowledged and treated with the utmost respect. (Any)\"],[\"5\",\"No Limits. I do whatever I please, whenever it pleases me to do so. (Chaotic)\"],[\"6\",\"Responsibility. Fire destroys, but it can also temper when it is applied carefully—if the material tested is strong enough. (Lawful)\"]],\"name\":\"Creating a Red Dragon; Red Dragon Ideals\",\"page\":133,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Red Dragon Spellcasting\",\"colLabels\":[\"Age\",\"Spell Save DC\",\"Spells Known\"],\"colStyles\":[\"col-2 text-center\",\"col-2 text-center\",\"col-8\"],\"rows\":[[\"{@creature Young Red Dragon||Young}\",\"16\",\"{@spell bane}, {@spell heat metal}, {@spell hypnotic pattern}, {@spell suggestion}\"],[\"{@creature Adult Red Dragon||Adult}\",\"19\",\"{@spell bane}, {@spell dominate person}, {@spell heat metal}, {@spell hypnotic pattern}, {@spell suggestion}\"],[\"{@creature Ancient Red Dragon||Ancient}\",\"21\",\"{@spell bane}, {@spell dominate person}, {@spell heat metal}, {@spell hypnotic pattern}, {@spell power word stun}, {@spell suggestion}\"]],\"name\":\"Creating a Red Dragon; Red Dragon Spellcasting\",\"page\":133,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Red Dragon Adventure Hooks\",\"colLabels\":[\"d8\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A red dragon has spent years hunting a stolen treasure, which has fallen into the hands of adventurers who have no idea where it came from.\"],[\"2\",\"A red dragon's fiery breath is the only means of completing an important magic item or of destroying a baleful artifact.\"],[\"3\",\"A red dragon is the cause of raging wildfires, making the hunt for the dragon even more dangerous.\"],[\"4\",\"A red dragon is unusually willing to entertain a peace envoy representing the various peoples dwelling in the valley below the dragon's mountain lair.\"],[\"5\",\"A dwarf wants to recover a family heirloom rumored to be in the hoard of a red dragon.\"],[\"6\",\"Evil cultists plan to meet with a red dragon and persuade it to become a dracolich.\"],[\"7\",\"A red dragon has been held in an enchanted slumber for generations, but signs suggest the enchantment is beginning to fail.\"],[\"8\",\"A region has survived for generations by annually tithing victims and treasures to a red dragon.\"]],\"name\":\"Red Dragon Adventures; Red Dragon Adventure Hooks\",\"page\":134,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Red Dragon Wyrmling Connections\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature fire giant} lord has captured a {@creature red dragon wyrmling} and is looking to train the willful creature as a pet.\"],[\"2\",\"A {@creature red dragon wyrmling} adopted a nest of {@creature Fire Snake||fire snakes}, which have now grown into {@creature Salamander||salamanders} who protect the wyrmling.\"],[\"3\",\"A band of {@creature Kobold||kobolds} was driven out of its warren by a {@creature red dragon wyrmling}; they now raid to survive—and to gather offerings to propitiate \\\"the winged god.\\\"\"],[\"4\",\"A tiefling child has secretly hidden and raised a {@creature red dragon wyrmling} from an egg. The wyrmling is bonded to the child, but dangerous to anyone else.\"],[\"5\",\"A bound {@creature fire elemental} serves as the guardian of an orphaned {@creature red dragon wyrmling}.\"],[\"6\",\"A band of {@creature Hobgoblin||hobgoblins} is thrown into chaos when a {@creature red dragon wyrmling} supports a coup by an ambitious war leader, in exchange for tribute.\"]],\"name\":\"Connected Creatures; Red Dragon Wyrmling Connections\",\"page\":134,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Young Red Dragon Connections\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature specter} is bound as the guardian of a {@creature Young Red Dragon||young red dragon's} treasure hoard.\"],[\"2\",\"A {@creature Young Red Dragon||young red dragon's} new lair spawns {@creature Magma Mephit||magma mephits} and {@creature Smoke Mephit||smoke mephits}, which escape into the surrounding countryside and cause mischief.\"],[\"3\",\"A {@creature young red dragon} serves as the guardian of a githyanki creche, hoping to eventually earn the allegiance of the young githyanki raised there.\"],[\"4\",\"{@creature Ogre||Ogres} and {@creature Ettin||ettins} cowed by a {@creature young red dragon} wander the foothills near the dragon's lair, helping to drive away intruders.\"],[\"5\",\"A colony of {@creature Mind Flayer||mind flayers} has captured and controlled a {@creature young red dragon}, which now guards the passages to the illithids' underground lair.\"],[\"6\",\"A parent of a {@creature young red dragon} has become a dracolich, and the dragon wishes to see the Undead abomination destroyed.\"]],\"name\":\"Connected Creatures; Young Red Dragon Connections\",\"page\":134,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Adult Red Dragon Connections\",\"colLabels\":[\"d8\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A flock of {@creature Gargoyle||gargoyles} dwell near an {@creature Adult Red Dragon||adult red dragon's} lair, serving as lookouts and guardians.\"],[\"2\",\"{@creature Azer} artisans are bound in service to an {@creature adult red dragon}, for whom they make sculptures and art objects from precious metals and gems.\"],[\"3\",\"An {@creature adult red dragon} rules over a hidden valley filled with dinosaurs.\"],[\"4\",\"A {@creature shadow demon} serves as an {@creature Adult Red Dragon||adult red dragon's} spy and messenger.\"],[\"5\",\"Cultists worshiping an {@creature adult red dragon} act as the dragon's agents throughout the region.\"],[\"6\",\"A mysterious masked knight relentlessly hunting an {@creature adult red dragon} is, in fact, the dragon's half-dragon offspring bent on vengeance.\"],[\"7\",\"An {@creature adult red dragon} owes a debt of service to an elderly {@creature druid}, enforced by a magical oath.\"],[\"8\",\"An {@creature adult red dragon} has seized an outpost of an {@creature efreeti} pasha's domain as a lair, and the noble genie wants to evict the intruder.\"]],\"name\":\"Connected Creatures; Adult Red Dragon Connections\",\"page\":134,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Ancient Red Dragon Connections\",\"colLabels\":[\"d4\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An {@creature ancient red dragon} controls a vast intelligence network that has infiltrated nearly every nation.\"],[\"2\",\"An {@creature ancient red dragon} warlord has united a number of formerly squabbling nations, creating a massive army ready to conquer the known world.\"],[\"3\",\"A cult in service to an {@creature ancient red dragon} is gathering resources to summon a consort of Tiamat, so the cult's master can defeat the consort in single combat and claim a place at Tiamat's side.\"],[\"4\",\"A {@creature balor} demon hopes an {@creature Ancient Red Dragon||ancient red dragon's} dragonsight can help the demon coordinate a multidimensional play for power in the Abyss.\"]],\"name\":\"Connected Creatures; Ancient Red Dragon Connections\",\"page\":134,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Red Dragon Art Objects\",\"colLabels\":[\"d12\",\"Object\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A hammered metal brazier elaborately etched and set with polished obsidian, which sits atop a stand holding rare incense blends\"],[\"2\",\"A beautifully inlaid mosaic map of the region within a 100-mile radius of the dragon's lair\"],[\"3\",\"A life-sized basalt statue of a fierce knight, weapon raised to strike, which might be the preserved form of an actual knight turned to stone\"],[\"4\",\"The blackened skull of a young dragon that has been etched with designs and decorated with gems\"],[\"5\",\"A tiered fountain filled with liquid gold that is cool to the touch, but immediately hardens if removed from the fountain\"],[\"6\",\"A statue of the red dragon with gemstones for eyes\"],[\"7\",\"A detailed, life-sized elf skull cast in precious metal\"],[\"8\",\"A game board and a complete set of pieces, all carved and inlaid with precious and semiprecious stones (the dragon is fond of playing the game but has few worthy opponents)\"],[\"9\",\"A fist-sized gemstone carved into a likeness of the dragon's head\"],[\"10\",\"A set of precious metal tablets containing ancient lore\"],[\"11\",\"A beautifully wrought crown set with fiery gemstones, possibly the legacy of a lost empire\"],[\"12\",\"A beautiful polished sphere of rainbow obsidian, set on a wrought-gold stand\"]],\"name\":\"Red Dragon Treasures; Red Dragon Art Objects\",\"page\":137,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Sapphire Dragon Personality Traits\",\"colLabels\":[\"d8\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I often fixate on specific historical battles or wars and won't rest until my hoard contains that conflict's most significant artifacts.\"],[\"2\",\"I am constantly aware of a call from beyond this world. I must prepare to answer that call by amassing powerful arms and armor.\"],[\"3\",\"I secretly look forward to adventurers trying to infiltrate my lair. How else could I try out new defenses?\"],[\"4\",\"Give me a storied helmet or scimitar over a pile of gold any day.\"],[\"5\",\"No creature can outsmart my defenses—if they do, they obviously cheated.\"],[\"6\",\"Any creature that can hold their own against me must teach me how—whether they want to or not.\"],[\"7\",\"I cannot resist a game of dragonchess—which, I will have you know, my ancestors probably invented.\"],[\"8\",\"The sight of blood makes me queasy.\"]],\"name\":\"Creating a Sapphire Dragon; Sapphire Dragon Personality Traits\",\"page\":138,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Sapphire Dragon Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Solitude. A stranger is just an intruder I haven't dealt with yet. (Neutral)\"],[\"2\",\"Preservation. Most creatures cannot be trusted to properly safeguard historically significant artifacts. I can. (Lawful)\"],[\"3\",\"Knowledge. The stories surrounding every piece in my collection are as important as the treasures themselves. (Any)\"],[\"4\",\"Order. An organized hoard makes me happy—and you don't want to see me unhappy. (Lawful)\"],[\"5\",\"Preparation. Justice and righteousness do not guarantee victory. Planning and tactics do. (Lawful)\"],[\"6\",\"Companionship. Sure, my hoard brings me great joy. But the real treasures are the guests who stop by to see it. (Good)\"]],\"name\":\"Creating a Sapphire Dragon; Sapphire Dragon Ideals\",\"page\":138,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Sapphire Dragon Adventure Hooks\",\"colLabels\":[\"d8\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Posing as an avatar of an evil earth elemental-god, a sapphire dragon serves as general to a fanatical cult—and claims the spoils of the cult's victories.\"],[\"2\",\"A sapphire dragon is bound by an ancient pact to advise a monarchy on matters of defense—until someone bests the dragon's security measures.\"],[\"3\",\"A sapphire dragon seeks adventurers to lead into battle against the {@creature Mind Flayer||mind flayers} that usurped the dragon's lair.\"],[\"4\",\"Powerful infernal creatures have opened a portal in the middle of a city square. The key to closing the portal is a mythical holy weapon that happens to be the pride and joy of a sapphire dragon's hoard.\"],[\"5\",\"A sapphire dragon threatens to sink a town into the Underdark unless the authorities find and turn over a thief who stole from the dragon.\"],[\"6\",\"A village is beset by swarms of {@creature Giant Spider||giant spiders} drawn to the area when a sapphire dragon took up residence nearby. Ridding the village of the spiders means tampering with the dragon's food supply.\"],[\"7\",\"A sapphire dragon invites warriors to vie for the honor of studying military tactics under the dragon. The front-runner is an infamous bandit leader who will undoubtedly terrorize the area if they win.\"],[\"8\",\"A sapphire dragon's lair is so well protected that its inner defenses have never been tested. The dragon spreads rumors of the treasures within to attract adventurers who can put the traps to the test.\"]],\"name\":\"Sapphire Dragon Adventures; Sapphire Dragon Adventure Hooks\",\"page\":138,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Sapphire Dragon Wyrmling Connections\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"After being robbed by gnomes who had pledged to protect the hoard, a {@creature sapphire dragon wyrmling|FTD} installs new guardians that have no interest in material riches: {@creature Gelatinous Cube||gelatinous cubes} and {@creature Ochre Jelly||ochre jellies}.\"],[\"2\",\"A band of {@creature Minotaur||minotaurs} in service to Baphomet has captured a {@creature sapphire dragon wyrmling|FTD} to learn from the wyrmling's strategies.\"],[\"3\",\"Two {@creature Sapphire Dragon Wyrmling|FTD|sapphire dragon wyrmlings} vie for the same territory. Their primary battle tactic involves luring {@creature Grell||grells} into each other's lairs.\"],[\"4\",\"A group of Lolth-worshiping {@creature Drow Elite Warrior||drow warriors} were sent to kill a {@creature sapphire dragon wyrmling|FTD} who has been making meals of their goddess's holy spiders.\"],[\"5\",\"A {@creature sapphire dragon wyrmling|FTD} is on the verge of starvation after incorrectly identifying a nearby {@creature phase spider} nest as an easy food source.\"],[\"6\",\"A {@creature Sapphire Dragon Wyrmling|FTD|sapphire dragon wyrmling's} hoard contains a cursed item, which has attracted {@creature Specter||specters} and {@creature Wraith||wraiths} to the area around the dragon's lair.\"]],\"name\":\"Connected Creatures; Sapphire Dragon Wyrmling Connections\",\"page\":139,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Young Sapphire Dragon Connections\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature young sapphire dragon|FTD} practices martial skills by regularly using a {@item horn of Valhalla} to summon {@creature Berserker||berserker spirits} to fight.\"],[\"2\",\"A {@creature young sapphire dragon|FTD} has found a collection of long-forgotten {@creature Clay Golem||clay golems} and is trying to teach them military tactics.\"],[\"3\",\"A {@creature druid} summoned {@creature galeb duhr} to guard a {@creature Young Sapphire Dragon|FTD|young sapphire dragon's} hoard in exchange for the dragon controlling the {@creature giant spider} population, but the galeb duhr are causing trouble for local miners.\"],[\"4\",\"Two Lolth {@creature Cultist||cultists} seek a magical relic that attracts {@creature Giant Spider||giant spiders}, but the relic's resting place has become a {@creature Young Sapphire Dragon|FTD|young sapphire dragon's} feeding ground.\"],[\"5\",\"A {@creature young sapphire dragon|FTD} and a {@creature hobgoblin warlord} have become friends. The hobgoblin visits regularly to trade war stories and tactics with the dragon.\"],[\"6\",\"A {@creature kuo-toa archpriest} believes a {@creature young sapphire dragon|FTD} is a god named Sliploopdreegoo, and calls on other kuo-toa to worship the dragon.\"]],\"name\":\"Connected Creatures; Young Sapphire Dragon Connections\",\"page\":139,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Adult Sapphire Dragon Connections\",\"colLabels\":[\"d8\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An {@creature adult sapphire dragon|FTD} lives adjacent to active {@creature purple worm} tunnels, hoping the threat of the worm will deter treasure hunters.\"],[\"2\",\"An {@creature adult sapphire dragon|FTD} employs a {@creature dao} to help shape and defend the dragon's lair, and the dao maintains a portal to the Elemental Plane of Earth there.\"],[\"3\",\"An {@creature adult sapphire dragon|FTD} regularly confers with a plane-hopping {@creature archmage} regarding the dragon's ongoing dreams of other worlds and other lives.\"],[\"4\",\"A {@creature drow priestess of Lolth} and several {@creature yochlol} demons have been ordered by their goddess to deal with the {@creature adult sapphire dragon|FTD} who has been hunting her holy spiders.\"],[\"5\",\"A forgetful and nearsighted {@creature adult sapphire dragon|FTD} believes a {@creature blue dragon wyrmling} is actually the {@creature Sapphire Dragon Wyrmling|FTD|sapphire wyrmling} who left home months before.\"],[\"6\",\"An {@creature adult sapphire dragon|FTD} and a squadron of githyanki have joined forces to locate and destroy a {@creature mind flayer} colony.\"],[\"7\",\"A group of {@creature Stone Giant||stone giants} believes a {@creature young sapphire dragon|FTD} to be an emissary of their god, Skoraeus Stonebones. The dragon considers the notion ridiculous but loves having an audience who will listen to lectures on military history without complaint.\"],[\"8\",\"An {@creature adult sapphire dragon|FTD} and an {@creature aboleth} psychically face off for control of an area of the Underdark. The constant bombardment of psychic forces has begun to affect the local fauna in strange ways.\"]],\"name\":\"Connected Creatures; Adult Sapphire Dragon Connections\",\"page\":139,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Ancient Sapphire Dragon Connections\",\"colLabels\":[\"d4\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An {@creature ancient sapphire dragon|FTD} has called a conclave of ancient gem dragons to discuss how they might reunite and restore Sardior, the Ruby Dragon.\"],[\"2\",\"A horde of {@creature Revenant||revenants} led by a {@creature death knight} has one goal—destroying the {@creature ancient sapphire dragon|FTD} who defeated their army in battle centuries ago.\"],[\"3\",\"An {@creature ancient sapphire dragon|FTD} guards the phylactery of a {@creature lich} who helped the dragon establish a lair centuries before becoming Undead.\"],[\"4\",\"Lolth the Spider Queen has declared war on an {@creature ancient sapphire dragon|FTD} who has annexed the heart of her cult's Underdark territory.\"]],\"name\":\"Connected Creatures; Ancient Sapphire Dragon Connections\",\"page\":139,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Sapphire Dragon Art Objects\",\"colLabels\":[\"d6\",\"Object\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A battle standard showing the coat of arms of an ancient realm the dragon failed to protect\"],[\"2\",\"A dragonchess set with the white knights replaced by the symbols of a war god; the board is set up for the start of a new game, and the dragon has been waiting decades for the god to make the first move\"],[\"3\",\"A large tapestry depicting a bloody battle between two realms of the surface world; the dragon claims it is the tiny dragon embroidered in one corner\"],[\"4\",\"A music box that plays a haunting song; the dragon claims the music is very popular on another world\"],[\"5\",\"A necklace made from discarded sapphire dragon horn tips and tail barbs; the dragon refuses to say whether the pieces were donated willingly\"],[\"6\",\"A perfectly polished mirror that the dragon spends hours staring into, hoping to catch glimpses into other worlds\"]],\"name\":\"Sapphire Dragon Treasures; Sapphire Dragon Art Objects\",\"page\":140,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Shadow Dragon Personality Traits\",\"colLabels\":[\"d8\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I am a creature of endless consumption, always looking for the next thing to possess or devour.\"],[\"2\",\"I am rarely satisfied with what I have. I envy others' lives and belongings.\"],[\"3\",\"I'm constantly calculating my next move. If I'm not at least one step ahead of foes, I'm a step behind.\"],[\"4\",\"I loathe my existence, and the only thing that pleases me is sharing my misery.\"],[\"5\",\"It isn't that I'm unsympathetic to others' needs; I just don't let sympathy get in the way.\"],[\"6\",\"Everything is a transaction. I don't do anything before I know what's in it for me.\"],[\"7\",\"It's nearly impossible for me to conceal my contempt for others.\"],[\"8\",\"I truly regret the things I have done and will do whatever I can to atone.\"]],\"name\":\"Creating a Shadow Dragon; Shadow Dragon Personality Traits\",\"page\":142,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Shadow Dragon Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Merciless. Life doesn't offer second chances, and neither do I. (Lawful)\"],[\"2\",\"Hedonism. The multiverse is painful enough. Seek pleasure wherever you can find it. (Chaotic)\"],[\"3\",\"Cruelty. The only release for my pain is to visit it upon others. (Evil)\"],[\"4\",\"Aspiration. I will one day find an escape from this condemnation. (Any)\"],[\"5\",\"Self-Serving. The petty concerns of other creatures are of no concern to me. I have enough to occupy my attention. (Neutral)\"],[\"6\",\"Compassion. My existence is misery, and no one else should have to suffer such torment. (Good)\"]],\"name\":\"Creating a Shadow Dragon; Shadow Dragon Ideals\",\"page\":142,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Shadow Dragon Adventure Hooks\",\"colLabels\":[\"d8\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A shadow dragon hunts the descendants of the miners who, centuries ago, uncovered the Shadowfell portal that caused the dragon's corruption.\"],[\"2\",\"A magical catastrophe has transported a town into the Underdark. The only path back to the surface goes directly through a shadow dragon's lair.\"],[\"3\",\"A young woman seeks heroes to retrieve a family heirloom stolen from her. The woman is actually a {@creature night hag}, the heirloom is her heartstone, and the thief is a shadow dragon in Humanoid guise.\"],[\"4\",\"As war brews in a Material Plane world, a shrewd shadow dragon exploits a convergence with the Shadowfell to establish a cross-planar arms trade.\"],[\"5\",\"A hundred years ago, a savvy ruler bargained with a dragon to ensure the safety of the populace. The treaty is about to expire and must be renegotiated, but in the intervening century, the dragon has fallen to shadow.\"],[\"6\",\"A group of shadar-kai (elves native to the Shadowfell) arrive at a city's gates, seeking refuge. They are fleeing the despotic rule of a shadow dragon—but fail to mention that the dragon pursues them.\"],[\"7\",\"A shadow dragon has seized control of a city's criminal underworld. Those who want to depose the dragon face an army of assassins and Undead shadows.\"],[\"8\",\"Night after night, innocent folk are drained of their life's energy and rise as {@creature Shadow||shadows}. A shadow dragon living in the area is suspected of the foul murders, but the real culprit is something else.\"]],\"name\":\"Shadow Dragon Adventures; Shadow Dragon Adventure Hooks\",\"page\":142,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Shadow Dragon Wyrmling Connections\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature bard|VGM} befriends a shadow dragon wyrmling and teaches the dragon about the Shadowfell.\"],[\"2\",\"A group of wicked duergar has discovered that dragon eggs hatched in a certain part of the Underdark produce shadow dragon wyrmlings. They believe (wrongly) that they can raise these wyrmlings to serve them.\"],[\"3\",\"A shadow dragon wyrmling is training a colony of {@creature Darkmantle||darkmantles} to guard the lair the creatures all share.\"],[\"4\",\"A shadow dragon wyrmling and a {@creature shadow demon} have become unlikely companions as they compare and contrast their parallel evolutions.\"],[\"5\",\"Two shadow dragon wyrmlings of different dragon kinds blame each other for their transformation.\"],[\"6\",\"A family of deep gnomes adopts a shadow dragon wyrmling, hoping to show the dragon a noble path through gloom and despair.\"]],\"name\":\"Connected Creatures; Shadow Dragon Wyrmling Connections\",\"page\":143,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Young Shadow Dragon Connections\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A young shadow dragon demands tribute from a group of myconids in exchange for shielding the myconids from other creatures of the Underdark.\"],[\"2\",\"A young shadow dragon kidnaps a cleric to help stave off despair. The cleric is torn between attempting escape or trying to earn their freedom by helping the dragon.\"],[\"3\",\"A coterie of dragon cultists has fallen under the sway of a young shadow dragon, and their obeisance borders on fanaticism.\"],[\"4\",\"A young shadow dragon shares a lair with a {@creature cloaker}; the cloaker leaves the dragon alone but hunts other creatures in the lair.\"],[\"5\",\"A young shadow dragon is attended by the {@creature Shadow||shadows} formed from the dragon's breath, even though the dragon despises these Undead.\"],[\"6\",\"A young shadow dragon has been summoned from the Shadowfell and forced to stand guard over a wizard's sanctum.\"]],\"name\":\"Connected Creatures; Young Shadow Dragon Connections\",\"page\":143,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Adult Shadow Dragon Connections\",\"colLabels\":[\"d8\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An adult red dragon continues to serve as the steed for a {@creature githyanki knight} even after transforming into a shadow dragon.\"],[\"2\",\"An adult shadow dragon and an evil {@creature lich} vie for control of a crumbling empire, whose thousand-year history chronicles their struggle.\"],[\"3\",\"An adult shadow dragon and a {@creature death knight} are both hunted by adventurers. In their previous lives, the two were sworn enemies, but now they join together against their common foes.\"],[\"4\",\"An adult shadow dragon and a {@creature beholder} share a precarious bond, allied against an {@creature ancient sapphire dragon|FTD} neither can defeat alone.\"],[\"5\",\"An adult shadow dragon is gathering a {@creature fomorian} army for some mysterious purpose.\"],[\"6\",\"A recently transformed adult shadow dragon uses the new power of shadow to terrorize the {@creature adult silver dragon} who has been a rival for centuries.\"],[\"7\",\"An adult shadow dragon hired a {@creature vampire} to convert the dragon's lizardfolk servants to immortal Undead minions, but the dragon now vies with the vampire for the Undead lizardfolk's loyalty.\"],[\"8\",\"Two mated adult metallic dragons try to rebuild their lives after one becomes a shadow dragon.\"]],\"name\":\"Connected Creatures; Adult Shadow Dragon Connections\",\"page\":143,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Ancient Shadow Dragon Connections\",\"colLabels\":[\"d4\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A warlock hopes to make a pact with an ancient shadow dragon by way of an eldritch ritual. If the ritual succeeds, the dragon will be elevated to a status akin to that of a Great Old One.\"],[\"2\",\"An ancient shadow dragon is harried by a {@creature solar}. Once the two were friends, and the solar hopes to cleanse the shadow from the dragon.\"],[\"3\",\"Hidden away in an ancient shadow dragon's lair lurks a {@creature demilich}, its jeweled skull almost indistinguishable from the dragon's other grim baubles.\"],[\"4\",\"An ancient shadow dragon courts Tiamat, enacting the Dragon Queen's every demand in hopes of gaining her affection—and becoming her first shadow dragon consort.\"]],\"name\":\"Connected Creatures; Ancient Shadow Dragon Connections\",\"page\":143,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Shadow Dragon Art Objects\",\"colLabels\":[\"d10\",\"Object\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An ornate scepter marred by soot and grime\"],[\"2\",\"A priceless painting badly in need of restoration\"],[\"3\",\"A lump of melted precious metal that was once a splendid necklace and holds gemstones inside it\"],[\"4\",\"A series of fine charcoal drawings depicting the royal lineage of a prominent drow house\"],[\"5\",\"A seemingly plain gray tapestry; close inspection reveals a tableau in shades of dove, ash, and slate\"],[\"6\",\"A pair of stonework gargoyles rendered in a grotesquely baroque and terrifying style\"],[\"7\",\"A pile of loose sheet music representing the lost dirges of a famous shadar-kai bard\"],[\"8\",\"An exquisitely crafted mirror that drains all color from the reflections of those who look into it\"],[\"9\",\"A ventriloquist's dummy made to resemble the vampire Strahd von Zarovich\"],[\"10\",\"A peculiar dragonchess set entirely crafted from onyx, making it extremely difficult to tell one side's pieces from the other\"]],\"name\":\"Shadow Dragon Treasures; Shadow Dragon Art Objects\",\"page\":144,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Silver Dragon Personality Traits\",\"colLabels\":[\"d8\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"People are so wonderfully varied, and I do so love experiencing life with them.\"],[\"2\",\"I'm an epicurean, and I live to eat all the delightful foods people concoct.\"],[\"3\",\"It's my duty as a member of an elder species to protect and guide other peoples.\"],[\"4\",\"I like coming up with new disguises to use among small folk. It makes me feel clever!\"],[\"5\",\"Violence is the provenance of uncouth beings, and I will do my best to avoid its use.\"],[\"6\",\"I don't understand why anyone would fight when they could talk instead and build on this ecosystem of wondrous cultures and fascinating traditions.\"],[\"7\",\"I owe the short-lived mortals I become friends with the responsibility of watching over their progeny.\"],[\"8\",\"People must earn my respect—and they're failing badly.\"]],\"name\":\"Creating a Silver Dragon; Silver Dragon Personality Traits\",\"page\":145,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Silver Dragon Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Sensualism. I savor the world and consume its myriad delights with appropriate gratitude. (Any)\"],[\"2\",\"Altruism. We are surrounded by a malignant and unfeeling cosmos. Ultimately, all we have is each other. (Good)\"],[\"3\",\"Camaraderie. The true treasure is the friends we make along the way. (Good)\"],[\"4\",\"Leadership. These younger species will do great things—but need some subtle support. (Good)\"],[\"5\",\"Guile. All the world is a stage, and it is both my purpose and my pleasure to give an excellent performance. (Any)\"],[\"6\",\"Ownership. This town, these families, this world—I've spent centuries watching over them, and they belong to me. (Evil)\"]],\"name\":\"Creating a Silver Dragon; Silver Dragon Ideals\",\"page\":145,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Silver Dragon Spellcasting\",\"colLabels\":[\"Age\",\"Spell Save DC\",\"Spells Known\"],\"colStyles\":[\"col-2 text-center\",\"col-2 text-center\",\"col-8\"],\"rows\":[[\"{@creature Young Silver Dragon||Young}\",\"16\",\"{@spell beacon of hope}, {@spell calm emotions}, {@spell hold person}, {@spell zone of truth}\"],[\"{@creature Adult Silver Dragon||Adult}\",\"18\",\"{@spell beacon of hope}, {@spell calm emotions}, {@spell hold person}, {@spell polymorph}, {@spell zone of truth}\"],[\"{@creature Ancient Silver Dragon||Ancient}\",\"21\",\"{@spell beacon of hope}, {@spell calm emotions}, {@spell hold person}, {@spell polymorph}, {@spell teleport}, {@spell zone of truth}\"]],\"name\":\"Creating a Silver Dragon; Silver Dragon Spellcasting\",\"page\":145,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Silver Dragon Adventure Hooks\",\"colLabels\":[\"d8\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"For centuries, a silver dragon has posed as a sage dwelling on a mountaintop. Now it's time to retire this persona without alarming the people who have grown reliant on the sage's advice.\"],[\"2\",\"An adventurer's funeral takes a surprising turn when a silver dragon arrives to pay respects.\"],[\"3\",\"A disgraced knight tries to escape the attention of the silver dragon whose kindness the knight once took advantage of.\"],[\"4\",\"As a city comes under siege, a silver dragon must decide between solitude and saving the place where the dragon has lived so many lives.\"],[\"5\",\"In memory of a long friendship with a late sovereign, a silver dragon vows to assist the sovereign's newly crowned child.\"],[\"6\",\"Portraits have been vanishing from a silver dragon's hoard, and the people depicted in the portraits have begun committing crimes.\"],[\"7\",\"An enraged silver dragon causes a blizzard in an oft-traveled mountain route and will not stop until stolen treasures are returned.\"],[\"8\",\"A silver dragon is kidnapping children from a village, and no one knows why.\"]],\"name\":\"Silver Dragon Adventures; Silver Dragon Adventure Hooks\",\"page\":145,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Silver Dragon Wyrmling Connections\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature silver dragon wyrmling} is raised by {@creature Giant Eagle||giant eagles} who have lost their own clutch of eggs.\"],[\"2\",\"A {@creature silver dragon wyrmling} becomes the mascot and would-be protector of a group of refugee {@creature aarakocra}.\"],[\"3\",\"A {@creature silver dragon wyrmling} practices precocious shape-shifting abilities among a colony of {@creature Kobold||kobolds}.\"],[\"4\",\"A {@creature hell hound} watches over a {@creature silver dragon wyrmling} in the name of its master—a {@creature lich} hoping to corrupt the dragon when the dragon is older.\"],[\"5\",\"A {@creature silver dragon wyrmling} besieges a pack of {@creature Pseudodragon||pseudodragons}, intent on teaching them poetry.\"],[\"6\",\"{@creature Ogre||Ogres} keep a young {@creature silver dragon wyrmling} as a pet, and the dragon has become dedicated to changing the ogres' nefarious ways.\"]],\"name\":\"Connected Creatures; Silver Dragon Wyrmling Connections\",\"page\":146,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Young Silver Dragon Connections\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature young silver dragon} allows a {@creature stone giant} to take refuge in the dragon's lair.\"],[\"2\",\"A {@creature young silver dragon} in Humanoid form tries to keep an unsuspecting royal heir away from an attractive stranger the dragon knows to be a {@creature succubus} or {@creature incubus} in disguise.\"],[\"3\",\"A herd of {@creature Hippogriff||hippogriffs} has taken over a {@creature Young Silver Dragon||young silver dragon's} lair, and the dragon seeks to get rid of the interlopers without violence.\"],[\"4\",\"Two silver dragons compete to see who is better at playing the part of a young noble.\"],[\"5\",\"A {@creature young silver dragon} rules over a group of yuan-ti, claiming to be an ancient yuan-ti leader reborn.\"],[\"6\",\"A {@creature young silver dragon} performs nightly to entertain a village of {@creature Cloud Giant||cloud giants}, hoping to earn their help in securing a new lair.\"]],\"name\":\"Connected Creatures; Young Silver Dragon Connections\",\"page\":146,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Adult Silver Dragon Connections\",\"colLabels\":[\"d8\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An {@creature adult silver dragon} watches over a flock of rare {@creature Goat||goats}, but a group of {@creature Storm Giant||storm giants} covet their wool.\"],[\"2\",\"An {@creature adult silver dragon} and a {@creature vampire} write books of philosophy arguing with each other's works.\"],[\"3\",\"An {@creature adult red dragon} killed a group of adventurers that an {@creature adult silver dragon} had befriended, and the silver dragon now seeks revenge.\"],[\"4\",\"In making a new lair, an {@creature adult silver dragon} destroyed the home of some {@creature galeb duhr}, and the dragon now seeks help to restore the site for them.\"],[\"5\",\"A number of {@creature Adult Silver Dragon||adult silver dragons} all pretend to be painters and vie for the commission to paint the ceiling of a huge cathedral.\"],[\"6\",\"An {@creature adult silver dragon} leads a group of warriors, changing identities every generation.\"],[\"7\",\"Having lost their own offspring, two {@creature Adult Silver Dragon||adult silver dragons} raise a clutch of {@creature Wyvern||wyverns}.\"],[\"8\",\"A solitary {@creature adult silver dragon} domesticates {@creature Roc||rocs} as an amusement.\"]],\"name\":\"Connected Creatures; Adult Silver Dragon Connections\",\"page\":146,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Ancient Silver Dragon Connections\",\"colLabels\":[\"d4\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An {@creature ancient silver dragon} helps a group of spellcasters keep the {@creature tarrasque} asleep.\"],[\"2\",\"An {@creature ancient silver dragon} is secretly the age-old blacksmith who creates magical weapons for a kingdom's heroes.\"],[\"3\",\"Bound by an oath, an {@creature ancient silver dragon} rules a dead city in place of its original monarchs.\"],[\"4\",\"An {@creature ancient silver dragon} has become the figurehead and protector of a clan of {@creature Frost Giant||frost giants}.\"]],\"name\":\"Connected Creatures; Ancient Silver Dragon Connections\",\"page\":146,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Silver Dragon Art Objects\",\"colLabels\":[\"d10\",\"Object\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A group portrait of nobles set in a faded mahogany frame, one corner of which is etched with signatures\"],[\"2\",\"An ancient shortsword with a pommel in the shape of a goblin's face, its blade notched with heavy use\"],[\"3\",\"The shattered helm of a dwarf monarch, mended with brazed gold\"],[\"4\",\"A full suit of ancient armor, its breastplate scrimshawed with draconic faces\"],[\"5\",\"A pearl-handled switchblade, its blade eaten away by salt water and its handle emblazoned with a crest\"],[\"6\",\"An elaborate elven crown made to resemble a dragon's head\"],[\"7\",\"A triptych of tapestries depicting the end of a war, the restoration work that followed, and the sunset flight of a silver dragon leaving the renewed realm\"],[\"8\",\"A cape studded with gemstones and featuring epaulets of egret feathers, set on the shoulders of a battered tailor's mannequin\"],[\"9\",\"A dramatic portrait of a human noble rendered mostly as shadow and glinting light that reveals the dragon-shaped pendant the figure wears\"],[\"10\",\"A series of detailed obsidian sculptures depicting a human transitioning from childhood to old age\"]],\"name\":\"Silver Dragon Treasures; Silver Dragon Art Objects\",\"page\":148,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Topaz Dragon Personality Traits\",\"colLabels\":[\"d8\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I seek no company other than my own, for no one else can compete with me.\"],[\"2\",\"If my offspring can't care for themselves, I'm not sure they're worthy of my attention.\"],[\"3\",\"The sea is beautiful and I love gazing upon it, but I abhor being wet.\"],[\"4\",\"Why should I risk damaging my splendid physique when I can fight with the power of my mind?\"],[\"5\",\"I am predictable only in my unpredictability.\"],[\"6\",\"It takes true artistry to maintain a warm, desert-like dwelling under the water.\"],[\"7\",\"I soothe myself to sleep by imagining the perfect insults for bronze dragons; while I wait to meet one, I hone them on other creatures.\"],[\"8\",\"I secretly enjoy conversing with lesser beings, although I usually do so only to find their weaknesses.\"]],\"name\":\"Creating a Topaz Dragon; Topaz Dragon Personality Traits\",\"page\":149,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Topaz Dragon Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Solitude. My own company obviates the need for others in my life, whether they are dragons or lesser creatures. (Any)\"],[\"2\",\"Change. Consistency is stagnation. (Chaotic)\"],[\"3\",\"Mental Superiority. I hone my mental powers so I can confuse, control, or kill any who annoy me. (Evil)\"],[\"4\",\"Territoriality. Any creature that comes into my territory has forfeited its right to be upset by anything I do to it. (Evil)\"],[\"5\",\"Wonder. Though I don't wish to spend time in it, my soul sings at the sight of the vast beauty of the ocean. (Good)\"],[\"6\",\"Code of Combat. I despise most other dragons, but I meet them face to face without resorting to the base trickery I use on lesser creatures. (Lawful)\"]],\"name\":\"Creating a Topaz Dragon; Topaz Dragon Ideals\",\"page\":149,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Topaz Dragon Adventure Hooks\",\"colLabels\":[\"d8\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A pirate ship is found floating on the open sea, the bodies of the crew completely desiccated. The only clue to what happened is a single topaz dragon scale on the deck.\"],[\"2\",\"A topaz dragon has claimed a stretch of coastline and ordered the residents of a seaside town to vacate the area or suffer the dragon's wrath.\"],[\"3\",\"A fishery that specializes in a type of eel favored by a local topaz dragon is \\\"haunted,\\\" and shipments of the eel vanish every time the ghost appears.\"],[\"4\",\"Legends claim that a gauntlet imbued with divine power rests in a temple beneath the waves. Unfortunately, that temple is now the lair of an especially tricky topaz dragon.\"],[\"5\",\"A topaz dragon is injured and stranded far from the sea, but the dragon is too proud to ask for help getting home.\"],[\"6\",\"A topaz dragon is building a tableau of desiccated creatures and has grown obsessed with catching one treasure hunter who escaped the dragon's clutches.\"],[\"7\",\"A topaz dragon has developed a taste for {@creature merfolk}, and the merfolk community near the dragon's lair is desperate for help.\"],[\"8\",\"A topaz dragon is intent on destroying the homes of all intelligent creatures in the dragon's territory, and desperate locals seek to find out what's behind the dragon's wrath.\"]],\"name\":\"Topaz Dragon Adventures; Topaz Dragon Adventure Hooks\",\"page\":149,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Topaz Dragon Wyrmling Connections\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Moved by pity, a {@creature giant eagle} continues bringing food to an abandoned {@creature topaz dragon wyrmling|FTD}, despite the wyrmling's attempts to eat the eagle.\"],[\"2\",\"A {@creature pseudodragon} who is fanatical about the kinship of all dragonkind is trying to win a {@creature Topaz Dragon Wyrmling|FTD|topaz dragon wyrmling's} friendship.\"],[\"3\",\"A {@creature topaz dragon wyrmling|FTD} has developed a taste for crab meat and persistently hunts a {@creature giant crab} that always manages to evade the wyrmling. (The crab might have been the recipient of a druid's {@spell awaken} spell.)\"],[\"4\",\"A mated pair of {@creature Griffon||griffons} found a topaz dragon egg, and they care for it as if it were their own.\"],[\"5\",\"A {@creature sea hag} is on the hunt for a {@creature topaz dragon wyrmling|FTD}, to be used as a component in a fell ritual.\"],[\"6\",\"A pirate crew keeps a curmudgeonly {@creature topaz dragon wyrmling|FTD} as a beloved mascot.\"]],\"name\":\"Connected Creatures; Topaz Dragon Wyrmling Connections\",\"page\":149,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Young Topaz Dragon Connections\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature young topaz dragon|FTD} engages in repeated aerial battles with a young {@creature gynosphinx} to determine territory. Both of them are secretly starting to enjoy the bouts.\"],[\"2\",\"A {@creature young topaz dragon|FTD} found and ate a dead {@creature sahuagin} on the beach, unwittingly incurring the wrath of the sahuagin's community.\"],[\"3\",\"A flock of {@creature Harpy||harpies} enjoy taunting a {@creature young topaz dragon|FTD} who has moved into their territory. The dragon adds a feather to a necklace for each harpy slain.\"],[\"4\",\"A curious {@creature water elemental} supplies a {@creature young topaz dragon|FTD} with aquatic delicacies so as to learn more about the dragon.\"],[\"5\",\"A {@creature young topaz dragon|FTD} continually attempts to steal eggs from a {@creature roc} nest, despite having nearly been killed by the roc parents multiple times.\"],[\"6\",\"A clan of {@creature Winged Kobold||winged kobolds} consider a {@creature young topaz dragon|FTD} their monarch, despite the dragon's complete lack of interest and growing annoyance toward them.\"]],\"name\":\"Connected Creatures; Young Topaz Dragon Connections\",\"page\":149,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Adult Topaz Dragon Connections\",\"colLabels\":[\"d8\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An {@creature adult topaz dragon|FTD} vies with a {@creature storm giant} over territory. The giant keeps live seafood in a tide pool, and the dragon keeps drying out the pool in an effort to drive the giant away.\"],[\"2\",\"An {@creature adult topaz dragon|FTD} and an {@creature adult bronze dragon} are finding their centuries-old enmity turning into a more romantic passion.\"],[\"3\",\"A {@creature djinni} hopes to convince a topaz dragon to tolerate the djinni's presence by driving off a clan of {@creature Cyclops||cyclopes} harassing the dragon.\"],[\"4\",\"Reunited after years apart, an {@creature adult topaz dragon|FTD} parent and young dragon child realize they enjoy hunting together.\"],[\"5\",\"A tempestuous {@creature marid} continually floods the carefully dried-out lair of a topaz dragon.\"],[\"6\",\"A {@creature sahuagin baron} attempts to gain the support of other sahuagin for driving away a topaz dragon attempting to claim the sea devils' territory.\"],[\"7\",\"A pirate captain tells stories of an {@creature Adult Topaz Dragon|FTD|adult topaz dragon's} legendary hoard while attempting to gather a crew to raid the dragon's lair.\"],[\"8\",\"A ship wrecks near an {@creature Adult Topaz Dragon|FTD|adult topaz dragon's} lair. The dragon claims what's left of the cargo and tries to ransom the survivors (including the dragonborn ship captain) back to the city they came from.\"]],\"name\":\"Connected Creatures; Adult Topaz Dragon Connections\",\"page\":149,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Ancient Topaz Dragon Connections\",\"colLabels\":[\"d4\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An {@creature ancient topaz dragon|FTD} has decided to set local {@creature ogre} and bandit clans against one another, hoping they wipe each other out.\"],[\"2\",\"An {@creature adult bronze dragon} has ignored the petitions of townsfolk to deal with an {@creature ancient topaz dragon|FTD} killing livestock and farmers alike. But now the topaz dragon has killed the bronze dragon's child.\"],[\"3\",\"An {@creature Ancient Topaz Dragon|FTD|ancient topaz dragon's} lair contains a portal to the Elemental Chaos.\"],[\"4\",\"An {@creature ancient bronze dragon} and an {@creature ancient topaz dragon|FTD} are locked in an ongoing conflict that threatens shipping and caravans around a major city.\"]],\"name\":\"Connected Creatures; Ancient Topaz Dragon Connections\",\"page\":149,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Topaz Dragon Art Objects\",\"colLabels\":[\"d8\",\"Object\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An ornate statue of a sea serpent that plays ocean sounds when its gemstone eyes are pressed\"],[\"2\",\"A set of seven levered brass mirrors that can be adjusted to direct light in different directions\"],[\"3\",\"A stained glass window depicting a golden city whose buildings are decorated with statues of dragons and other winged creatures\"],[\"4\",\"A gold scrying bowl that shows random, constantly shifting views of the Elemental Chaos\"],[\"5\",\"A 10-foot-tall statue of the dragon, carved out of a single massive yellow crystal (the dragon thinks it's flattering, except for the tail)\"],[\"6\",\"A large, shallow dish filled with water on which floats a set of delicate wooden ships; speaking different command words creates waves and whirlpools in the bowl\"],[\"7\",\"A large spherical gold chandelier that gives off sunlight and is surrounded by an intricate and interlocking set of glass bands engraved in an unknown language\"],[\"8\",\"A set of topaz-inlaid gold claw rings engraved with the names of bronze dragons the topaz dragon has killed\"]],\"name\":\"Topaz Dragon Treasures; Topaz Dragon Art Objects\",\"page\":152,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"White Dragon Personality Traits\",\"colLabels\":[\"d8\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Talkative people are usually the most dangerous. I like to eat them first.\"],[\"2\",\"I brood over past encounters with foes and sometimes mistake newcomers for my ancient enemies.\"],[\"3\",\"I can recall many tidbits of lore picked up over the centuries but have no sense of their import.\"],[\"4\",\"I don't like the taste of warm blood and always rinse my mouth out with snow after a fight.\"],[\"5\",\"Whenever I encounter a new type of creature, I try to lure it back to my lair so I can add it to my collection of frozen trophies.\"],[\"6\",\"I have named the wind that blows through my lair and speak to it often. It is my sole companion.\"],[\"7\",\"I meet any challenge to my territory with aggression, even if I can't win outright.\"],[\"8\",\"I feel protective of smaller, weaker creatures that are tormented by larger monsters.\"]],\"name\":\"Creating a White Dragon; White Dragon Personality Traits\",\"page\":153,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"White Dragon Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Rapacity. When a creature has the misfortune of crossing my path, I ask myself two questions: Am I hungry now? And if not, will I be hungry later? (Any)\"],[\"2\",\"Survival. This world is harsh and unforgiving, and so am I. I do whatever it takes to survive. (Any)\"],[\"3\",\"Dominance. I delight in making others tremble, knowing that I could kill them at any time. (Evil)\"],[\"4\",\"Isolation. All creatures are either prey or rivals. What do you mean by \\\"company?\\\" (Any)\"],[\"5\",\"Vengeance. Every scar upon my scales, every treasure beyond my reach, is a slight that must be answered. (Evil)\"],[\"6\",\"Service. I used to live as a beast, before learning what is possible when creatures put aside their petty needs in service of a greater goal. (Lawful)\"]],\"name\":\"Creating a White Dragon; White Dragon Ideals\",\"page\":153,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"White Dragon Spellcasting\",\"colLabels\":[\"Age\",\"Spell Save DC\",\"Spells Known\"],\"colStyles\":[\"col-2 text-center\",\"col-2 text-center\",\"col-8\"],\"rows\":[[\"{@creature Young White Dragon||Young}\",\"12\",\"{@spell gust of wind}\"],[\"{@creature Adult White Dragon||Adult}\",\"14\",\"{@spell gust of wind}\"],[\"{@creature Ancient White Dragon||Ancient}\",\"16\",\"{@spell gust of wind}, {@spell ice storm}\"]],\"name\":\"Creating a White Dragon; White Dragon Spellcasting\",\"page\":153,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"White Dragon Adventure Hooks\",\"colLabels\":[\"d8\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A white dragon has been starving out a fortified settlement by decimating the local caribou herds.\"],[\"2\",\"The words of a ritual to propitiate a vengeful spirit are tattooed on the flesh of a frost giant druid—who is entombed in the ice of a white dragon's lair.\"],[\"3\",\"{@creature Aarakocra} have become a nuisance in the lowlands ever since they were driven out of their mountain aerie by the arrival of a white dragon.\"],[\"4\",\"An item stolen from a white dragon's hoard has been passed down to an adventurer as a family heirloom—and the dragon is coming to get it back.\"],[\"5\",\"After driving away a white dragon, a group of adventurers discovered a mighty demon trapped in the ice in the dragon's lair. Now the ice is melting and the demon will soon awaken—so the dragon must be lured back.\"],[\"6\",\"A white dragon has been raiding distant farmlands, procuring gifts of food for a mate with a taste for unusual cuisine.\"],[\"7\",\"A white dragon has been exacting vengeance on a rival silver dragon by killing off the silver dragon's Humanoid companions.\"],[\"8\",\"A {@creature frost giant} wants to subdue a white dragon, hoping to overthrow the current frost giant jarl with the dragon's aid. In exchange for assistance from adventurers, the giant promises peace between the giant clan and nearby settlements.\"]],\"name\":\"White Dragon Adventures; White Dragon Adventure Hooks\",\"page\":153,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"White Dragon Wyrmling Connections\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A pair of {@creature Ice Mephit||ice mephits} delight in chasing townsfolk into a {@creature White Dragon Wyrmling||white dragon wyrmling's} lair to be eaten.\"],[\"2\",\"A brooding {@creature griffon} found a dragon egg and cared for it along with her own brood. Though the {@creature white dragon wyrmling} ate the griffon's other hatchlings, the griffon treats the wyrmling as her offspring and protects the creature fiercely.\"],[\"3\",\"A clan of warriors has adopted a {@creature white dragon wyrmling} as the clan's sacred guardian and brings the wyrmling captured foes as offerings.\"],[\"4\",\"{@creature Yeti||Yetis} keep a {@creature white dragon wyrmling} chained near the entrance of their lair to discourage scavengers.\"],[\"5\",\"A well-meaning {@creature druid} is trying to rear a {@creature white dragon wyrmling} as a guardian of nature, training the dragon to hunt only Monstrosities. But the wyrmling keeps attacking other creatures.\"],[\"6\",\"A band of {@creature Ogre||ogres} keeps a {@creature white dragon wyrmling} caged near their larder, as they have discovered that the dragon's cold breath keeps their meat fresh.\"]],\"name\":\"Connected Creatures; White Dragon Wyrmling Connections\",\"page\":154,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Young White Dragon Connections\",\"colLabels\":[\"d6\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature young white dragon} and a {@creature young remorhaz} are vying for control of the same territory, and their altercations endanger the other creatures in the area.\"],[\"2\",\"A {@creature young white dragon} has gained control of an {@creature invisible stalker} and sends it out to steal treasure.\"],[\"3\",\"A {@creature young white dragon} allows a clan of deep gnomes to mine the dragon's mountain home in exchange for a healthy portion of the gemstones they extract.\"],[\"4\",\"A {@creature frost giant} hunter has raised a {@creature young white dragon} since the dragon hatched, and the two are now inseparable.\"],[\"5\",\"A {@creature young white dragon} is pestered by a {@creature flameskull} bound to guard a magic item the dragon recently acquired.\"],[\"6\",\"A {@creature young white dragon} has been stalking a herd of {@creature Mammoth||mammoths} for days, trying to pick off the herd's newborn calves.\"]],\"name\":\"Connected Creatures; Young White Dragon Connections\",\"page\":154,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Adult White Dragon Connections\",\"colLabels\":[\"d8\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A pirate captain uses the pervasive fog near an {@creature Adult White Dragon||adult white dragon's} lair to elude capture and propitiates the dragon with a share of the crew's booty.\"],[\"2\",\"A {@creature djinni} has pledged to serve an {@creature adult white dragon} for a year and a day in exchange for sparing the genie's previous master's life.\"],[\"3\",\"An {@creature arcanaloth} has been trying to tease information out of an {@creature adult white dragon}, hoping the dragon can lead it to a lost font of magical power.\"],[\"4\",\"An {@creature adult white dragon}, captured by devils decades ago, now serves as a mount for an {@creature ice devil}.\"],[\"5\",\"A {@creature beholder} manipulates an {@creature adult white dragon} into eliminating its enemies by inventing ways in which these foes have supposedly offended the dragon.\"],[\"6\",\"A {@creature storm giant} and an {@creature adult white dragon} are engaged in a deadly game of cat-and-mouse, leaving a trail of destruction behind them.\"],[\"7\",\"An {@creature adult white dragon} periodically brings a mouthful of gems to the {@creature ancient crystal dragon|FTD} who raised them, and who is now too old and tired to seek out new mineral veins for sustenance.\"],[\"8\",\"A clan of {@creature Winged Kobold||winged kobolds} treat the air currents and ice slides of an {@creature Adult White Dragon||adult white dragon's} lair as an obstacle course. The dragon enjoys devising increasingly hazardous routes for the kobolds to tackle.\"]],\"name\":\"Connected Creatures; Adult White Dragon Connections\",\"page\":154,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Ancient White Dragon Connections\",\"colLabels\":[\"d4\",\"Connected Creatures\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature death knight} and an {@creature ancient white dragon} swap tales of old foes and unanswered grievances, nursing the hunger for vengeance that sustains them.\"],[\"2\",\"An {@creature ancient white dragon} makes intermittent assaults against a mated pair of {@creature Adult Silver Dragon||adult silver dragons} who lair nearby.\"],[\"3\",\"An {@creature ancient white dragon} guards a {@creature Lich||lich's} phylactery, keeping it sealed in a tomb of ice. The lich visits periodically, bearing fabulous treasures as payment.\"],[\"4\",\"A community of orcs believe an {@creature ancient white dragon} to be the reincarnation of a legendary leader. They've been venerating the dragon so long that the dragon now believes the story and speaks proudly in Orc about the orcs' triumphs.\"]],\"name\":\"Connected Creatures; Ancient White Dragon Connections\",\"page\":154,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"White Dragon Art Objects\",\"colLabels\":[\"d12\",\"Object\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A war horn carved to resemble a dragon's head with a wide-open maw, which the dragon calls \\\"Little Toot\\\"\"],[\"2\",\"A statue depicting an elf paladin with the face turned upward; the body has been defaced by the dragon's claws\"],[\"3\",\"A mammoth tusk engraved with images depicting the history of a nomadic tribe; the dragon uses the tusk to mark the spot where it has buried its pile of gold\"],[\"4\",\"A giant-sized cloak decorated with silver braiding that the dragon uses as a nest lining for its egg\"],[\"5\",\"A wooden throne heaped with furs; any visitors must sit on the throne while the dragon recounts the grisly death of the seat's previous owner\"],[\"6\",\"A huge wooden door carved and painted to depict a monarch enthroned with sword and scepter; the dragon occasionally raps the door with its knuckles, pauses, and then chortles, \\\"Nobody home\\\"\"],[\"7\",\"A frost giant jarl's crown with broken horns; the dragon enjoys perching the crown on an icy stalagmite and then knocking it off with its tail\"],[\"8\",\"The prow of a ship carved to look like a pouncing lion; the dragon occasionally roars at the lion\"],[\"9\",\"A gilded shield emblazoned with the holy symbol of a forgotten god; the dragon enjoys flicking the shield with a claw to hear the sound it makes\"],[\"10\",\"A ceremonial anvil of dwarven make; gazing at the anvil, the dragon fondly recounts, \\\"Seven at one blow!\\\"\"],[\"11\",\"A long, embroidered linen tapestry showing the history of an ancient realm's civil war; the dragon \\\"reads\\\" the tapestry when it has trouble sleeping.\"],[\"12\",\"A bell engraved with images of an angelic host, still attached to its splintered belfry; the dragon tolls the bell with its tail, growling the name of one of its defeated foes with each ring\"]],\"name\":\"White Dragon Treasures; White Dragon Art Objects\",\"page\":157,\"source\":\"FTD\",\"chapter\":{\"name\":\"Draconomicon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Creatures by Challenge Rating\",\"colLabels\":[\"CR\",\"Creature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1/8\",\"{@creature Hoard scarab|FTD}\"],[\"1/4\",\"{@creature Metallic warbler|FTD}\"],[\"1/2\",\"{@creature Draconian foot soldier|FTD}\"],[\"1\",\"{@creature Deep dragon wyrmling|FTD}\"],[\"2\",\"{@creature Crystal dragon wyrmling|FTD}\"],[\"2\",\"{@creature Draconian mage|FTD}\"],[\"2\",\"{@creature Dragonnel|FTD}\"],[\"2\",\"{@creature Dragon speaker|FTD}\"],[\"2\",\"{@creature Egg hunter hatchling|FTD}\"],[\"2\",\"{@creature Emerald dragon wyrmling|FTD}\"],[\"2\",\"{@creature Moonstone dragon wyrmling|FTD}\"],[\"2\",\"{@creature Swarm of hoard scarabs|FTD}\"],[\"2\",\"{@creature Topaz dragon wyrmling|FTD}\"],[\"3\",\"{@creature Draconian infiltrator|FTD}\"],[\"3\",\"{@creature Dragon chosen|FTD}\"],[\"3\",\"{@creature Dragonflesh grafter|FTD}\"],[\"3\",\"{@creature Sapphire dragon wyrmling|FTD}\"],[\"4\",\"{@creature Amethyst dragon wyrmling|FTD}\"],[\"4\",\"{@creature Draconian dreadnought|FTD}\"],[\"4\",\"{@creature Dragon turtle wyrmling|FTD}\"],[\"4\",\"{@creature Metallic peacekeeper|FTD}\"],[\"5\",\"{@creature Dragon blessed|FTD}\"],[\"5\",\"{@creature Dragonblood ooze|FTD}\"],[\"5\",\"{@creature Egg hunter adult|FTD}\"],[\"5\",\"{@creature Gem stalker|FTD}\"],[\"5\",\"{@creature Young crystal dragon|FTD}\"],[\"5\",\"{@creature Young deep dragon|FTD}\"],[\"6\",\"{@creature Animated breath|FTD}\"],[\"6\",\"{@creature Draconian mastermind|FTD}\"],[\"6\",\"{@creature Dragonborn of Sardior|FTD}\"],[\"6\",\"{@creature Dragonflesh abomination|FTD}\"],[\"7\",\"{@creature Dragonborn of Tiamat|FTD}\"],[\"7\",\"{@creature Liondrake|FTD}\"],[\"7\",\"{@creature Young topaz dragon|FTD}\"],[\"8\",\"{@creature Dragonborn of Bahamut|FTD}\"],[\"8\",\"{@creature Eyedrake|FTD}\"],[\"8\",\"{@creature Hoard mimic|FTD}\"],[\"8\",\"{@creature Young emerald dragon|FTD}\"],[\"8\",\"{@creature Young moonstone dragon|FTD}\"],[\"8\",\"{@creature Young sea serpent|FTD}\"],[\"9\",\"{@creature Young amethyst dragon|FTD}\"],[\"9\",\"{@creature Young sapphire dragon|FTD}\"],[\"10\",\"{@creature Young dragon turtle|FTD}\"],[\"11\",\"{@creature Adult deep dragon|FTD}\"],[\"11\",\"{@creature Dracohydra|FTD}\"],[\"11\",\"{@creature Dragonbone golem|FTD}\"],[\"12\",\"{@creature Adult crystal dragon|FTD}\"],[\"13\",\"{@creature Adult topaz dragon|FTD}\"],[\"14\",\"{@creature Adult emerald dragon|FTD}\"],[\"14\",\"{@creature Ancient sea serpent|FTD}\"],[\"15\",\"{@creature Adult moonstone dragon|FTD}\"],[\"15\",\"{@creature Adult sapphire dragon|FTD}\"],[\"16\",\"{@creature Adult amethyst dragon|FTD}\"],[\"17\",\"{@creature Draconic shard|FTD}\"],[\"17\",\"{@creature Ghost dragon|FTD}\"],[\"18\",\"{@creature Ancient deep dragon|FTD}\"],[\"18\",\"{@creature Hollow dragon|FTD}\"],[\"19\",\"{@creature Ancient crystal dragon|FTD}\"],[\"20\",\"{@creature Ancient topaz dragon|FTD}\"],[\"21\",\"{@creature Ancient emerald dragon|FTD}\"],[\"21\",\"{@creature Ancient moonstone dragon|FTD}\"],[\"22\",\"{@creature Ancient sapphire dragon|FTD}\"],[\"22\",\"{@creature Elder brain dragon|FTD}\"],[\"23\",\"{@creature Ancient amethyst dragon|FTD}\"],[\"24\",\"{@creature Ancient dragon turtle|FTD}\"],[\"26\",\"Gem greatwyrm\"],[\"27\",\"Chromatic greatwyrm\"],[\"28\",\"Metallic greatwyrm\"],[\"30\",\"{@creature Aspect of Bahamut|FTD}\"],[\"30\",\"{@creature Aspect of Tiamat|FTD}\"]],\"name\":\"Challenge Ratings; Creatures by Challenge Rating\",\"page\":224,\"source\":\"FTD\",\"chapter\":{\"name\":\"Creature Lists\",\"index\":7}},{\"caption\":\"Colleges of Strixhaven\",\"colLabels\":[\"College\",\"Description\"],\"colStyles\":[\"col-1\",\"col-11\"],\"rows\":[[\"Lorehold\",\"Explores the past and preserves its lessons for future generations. Also called the College of Archaeomancy.\"],[\"Prismari\",\"Uses the elements to practice the arts. Also called the College of Elemental Arts.\"],[\"Quandrix\",\"Focuses on the mathematics of nature. Also called the College of Numeromancy.\"],[\"Silverquill\",\"Teaches the magic of rhetoric, poetry, oration, and writing. Also called the College of Eloquence.\"],[\"Witherbloom\",\"Harnesses the forces of life and death. Also called the College of Essence Studies.\"]],\"name\":\"Welcome to Strixhaven; Colleges of Strixhaven\",\"page\":4,\"source\":\"SCC\",\"chapter\":{\"name\":\"Welcome to Strixhaven\",\"index\":0}},{\"caption\":\"Founder Dragons\",\"colLabels\":[\"College\",\"Founder\"],\"colStyles\":[\"col-4 text-center\",\"col-8 text-center\"],\"rows\":[[\"Lorehold\",\"{@creature Velomachus Lorehold|SCC}\"],[\"Prismari\",\"{@creature Galazeth Prismari|SCC}\"],[\"Quandrix\",\"{@creature Tanazir Quandrix|SCC}\"],[\"Silverquill\",\"{@creature Shadrix Silverquill|SCC}\"],[\"Witherbloom\",\"{@creature Beledros Witherbloom|SCC}\"]],\"name\":\"Founder Dragons\",\"page\":6,\"source\":\"SCC\",\"chapter\":{\"name\":\"Welcome to Strixhaven\",\"index\":0}},{\"caption\":\"Strixhaven Mascots\",\"colLabels\":[\"College\",\"Mascot\"],\"colStyles\":[\"col-4 text-center\",\"col-8 text-center\"],\"rows\":[[\"Lorehold\",\"{@creature Spirit Statue Mascot|SCC}\"],[\"Prismari\",\"{@creature Art Elemental Mascot|SCC}\"],[\"Quandrix\",\"{@creature Fractal Mascot|SCC}\"],[\"Silverquill\",\"{@creature Inkling Mascot|SCC}\"],[\"Witherbloom\",\"{@creature Pest Mascot|SCC}\"]],\"name\":\"Strixhaven Mascots\",\"page\":10,\"source\":\"SCC\",\"chapter\":{\"name\":\"Life at Strixhaven\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Lorehold Scholars\",\"colLabels\":[\"d10\",\"Scholar\",\"Principle\"],\"colStyles\":[\"col-2 text-center\",\"col-9\",\"col-1 text-center\"],\"rows\":[[\"1\",\"Archaeoscribe, chronicling historical truths for posterity\",\"Order\"],[\"2\",\"Battle medium, strengthening summoned spirits for use in battles\",\"Order\"],[\"3\",\"Chaos scholar, chasing down historical anecdotes as a litany of happenstance\",\"Chaos\"],[\"4\",\"Conservator, preserving ancient spell knowledge and other relics of the past\",\"Order\"],[\"5\",\"Dustspeaker, conversing with spirits of the past to learn their stories\",\"Chaos\"],[\"6\",\"Pastraiser, binding spirits into the monuments that bear their likeness to learn about their inspiring deeds\",\"Order\"],[\"7\",\"Relic reader, divining wisdom from the past from the context of ruin sites\",\"Order\"],[\"8\",\"Ruin shaman, wielding magic that helps delve into ancient sites\",\"Chaos\"],[\"9\",\"Tomewielder, summoning fiery magic from the words in old writings\",\"Chaos\"],[\"10\",\"Warsinger, studying the magic used in ancient wars\",\"Chaos\"]],\"name\":\"Scholars of Lorehold; Lorehold Scholars\",\"page\":13,\"source\":\"SCC\",\"chapter\":{\"name\":\"Life at Strixhaven\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Prismari Scholars\",\"colLabels\":[\"d12\",\"Scholar\",\"Principle\"],\"colStyles\":[\"col-2 text-center\",\"col-9\",\"col-1 text-center\"],\"rows\":[[\"1\",\"Aesthemancer, studying abstract principles of beauty for insight into the workings of the multiverse\",\"Perfection\"],[\"2\",\"Electrovisionary, wielding the forms of lightning as a paintbrush\",\"Expression\"],[\"3\",\"Flamesinger, combining fire and music\",\"Expression\"],[\"4\",\"Geosculptor, using earth and lava in volatile emotional displays\",\"Expression\"],[\"5\",\"Heartrager, turning inner creative fire into personal strength\",\"Expression\"],[\"6\",\"Ice sculptor, crafting ice and cold into immersive experiences\",\"Perfection\"],[\"7\",\"Mistmage, shaping cloud, fog, and mist into lasting sculptures\",\"Perfection\"],[\"8\",\"Muse channeler, projecting blasts of inspiration toward others\",\"Expression\"],[\"9\",\"Opusmancer, creating magical effects on a monumental scale\",\"Perfection\"],[\"10\",\"Spectacle mage, hurling stormy displays into the sky\",\"Expression\"],[\"11\",\"Waterbinder, shaping water into animated elemental forms\",\"Perfection\"],[\"12\",\"Zephyrist, weaving wind with dance\",\"Perfection\"]],\"name\":\"Scholars of Prismari; Prismari Scholars\",\"page\":16,\"source\":\"SCC\",\"chapter\":{\"name\":\"Life at Strixhaven\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Quandrix Scholars\",\"colLabels\":[\"d8\",\"Scholar\",\"Principle\"],\"colStyles\":[\"col-2 text-center\",\"col-9\",\"col-1 text-center\"],\"rows\":[[\"1\",\"Abstractor, using magic to stretch the possibilities of space\",\"Theory\"],[\"2\",\"Augmenter, making creatures and things larger\",\"Substance\"],[\"3\",\"Fractalologist, creating beautiful illusory patterns\",\"Theory\"],[\"4\",\"Mana scholar, studying snarls, leylines, and star arches\",\"Substance\"],[\"5\",\"Metamancer, studying metaphysics to alter reality\",\"Theory\"],[\"6\",\"Scale druid, manipulating the size of plants and animals\",\"Substance\"],[\"7\",\"Sequence prophet, studying repeating patterns that bend the mind\",\"Theory\"],[\"8\",\"Vivifier, conjuring fractal creatures based on biological life\",\"Substance\"]],\"name\":\"Scholars of Quandrix; Quandrix Scholars\",\"page\":19,\"source\":\"SCC\",\"chapter\":{\"name\":\"Life at Strixhaven\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Silverquill Scholars\",\"colLabels\":[\"d8\",\"Scholar\",\"Principle\"],\"colStyles\":[\"col-2 text-center\",\"col-9\",\"col-1 text-center\"],\"rows\":[[\"1\",\"Bantermage, using incisive observation to pierce rivals' confidence\",\"Shadow\"],[\"2\",\"Duskmage, conjuring inky voids of shadow magic\",\"Shadow\"],[\"3\",\"Inkcaster, summoning living inklings to service\",\"Shadow\"],[\"4\",\"Lumimancer, bringing light to bear on shameful situations and holding corrupt institutions to account\",\"Radiance\"],[\"5\",\"Shadewing, forming weapons from darkness to slice and stab at foes\",\"Shadow\"],[\"6\",\"Silvertongue, bathing others in the light of inspiring words\",\"Radiance\"],[\"7\",\"Vainglory, wielding the power of a perfectly crafted compliment to enhance a person's best qualities\",\"Radiance\"],[\"8\",\"Warsinger, stirring hearts through poetic performance and song\",\"Radiance\"]],\"name\":\"Scholars of Silverquill; Silverquill Scholars\",\"page\":22,\"source\":\"SCC\",\"chapter\":{\"name\":\"Life at Strixhaven\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Witherbloom Scholars\",\"colLabels\":[\"d8\",\"Scholar\",\"Principle\"],\"colStyles\":[\"col-2 text-center\",\"col-9\",\"col-1 text-center\"],\"rows\":[[\"1\",\"Banelock, using concoctions of noxious ingredients for withering magic\",\"Decay\"],[\"2\",\"Bleed doctor, drain the essence of living creatures to fuel sinister spells\",\"Decay\"],[\"3\",\"Boon witch, brewing drafts to empower the living\",\"Growth\"],[\"4\",\"Boughcaller, summoning creatures from bogs\",\"Growth\"],[\"5\",\"Dreadbones, infusing dead tissue with magic to create Undead servants\",\"Decay\"],[\"6\",\"Earthcroucher, connecting directly with the land to power nature magic\",\"Growth\"],[\"7\",\"Leafbinder, using medicinal herbs to soothe wounds\",\"Growth\"],[\"8\",\"Pestcatcher, harvesting life energy from the pests of the bayou\",\"Decay\"]],\"name\":\"Scholars of Witherbloom; Witherbloom Scholars\",\"page\":25,\"source\":\"SCC\",\"chapter\":{\"name\":\"Life at Strixhaven\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Spells\",\"colLabels\":[\"Level\",\"Spell\",\"School\",\"Class\"],\"colStyles\":[\"col-2 text-center\",\"col-2\",\"col-2\",\"col-6\"],\"rows\":[[\"1st\",\"{@spell Silvery Barbs|SCC}\",\"Enchantment\",\"{@class Bard}, {@class Sorcerer}, {@class Wizard}\"],[\"2nd\",\"{@spell Borrowed Knowledge|SCC}\",\"Divination\",\"{@class Bard}, {@class Cleric}, {@class Warlock}, {@class Wizard}\"],[\"2nd\",\"{@spell Kinetic Jaunt|SCC}\",\"Transmutation\",\"{@class Artificer|TCE},* {@class Bard}, {@class Sorcerer}, {@class Wizard}\"],[\"2nd\",\"{@spell Vortex Warp|SCC}\",\"Conjuration\",\"{@class Artificer|TCE},* {@class Sorcerer}, {@class Wizard}\"],[\"2nd\",\"{@spell Wither and Bloom|SCC}\",\"Necromancy\",\"{@class Druid}, {@class Sorcerer}, {@class Wizard}\"]],\"footnotes\":[\"*The artificer class appears in {@book Tasha's Cauldron of Everything|TCE} and {@book Eberron: Rising from the Last War|ERLW}.\"],\"name\":\"Spells\",\"page\":37,\"source\":\"SCC\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Magic Items for Sale\",\"colLabels\":[\"Item\",\"Rarity\",\"Cost\"],\"colStyles\":[\"col-9\",\"col-2 text-center\",\"col-1 text-right\"],\"rows\":[[\"{@item Bottle of Boundless Coffee|SCC}\",\"Common\",\"100 gp\"],[\"{@item Cuddly Strixhaven Mascot|SCC}\",\"Common\",\"100 gp\"],[\"{@item Lorehold Primer|SCC}\",\"Uncommon\",\"300 gp\"],[\"{@item Prismari Primer|SCC}\",\"Uncommon\",\"300 gp\"],[\"{@item Quandrix Primer|SCC}\",\"Uncommon\",\"300 gp\"],[\"{@item Silverquill Primer|SCC}\",\"Uncommon\",\"300 gp\"],[\"{@item Spell Scroll (1st Level)||Spell Scroll} (1st-Level Spell; {@book DMG|DMG})\",\"Common\",\"50 gp\"],[\"{@item Strixhaven Pennant|SCC}\",\"Common\",\"100 gp\"],[\"{@item +1 Weapon||Weapon, +1} ({@book DMG|DMG})\",\"Uncommon\",\"300 gp\"],[\"{@item Witherbloom Primer|SCC}\",\"Uncommon\",\"300 gp\"]],\"name\":\"Magic Items for Sale\",\"page\":38,\"source\":\"SCC\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Adventure Levels\",\"colLabels\":[\"Adventure\",\"Starting Level\",\"Chapter\"],\"colStyles\":[\"col-6\",\"col-4 text-center\",\"col-2 text-center\"],\"rows\":[[\"Campus Kerfuffle\",\"1st\",\"{@adventure 3|SCC-CK|0}\"],[\"Hunt for Mage Tower\",\"4th\",\"{@adventure 4|SCC-HfMT|0}\"],[\"The Magister's Masquerade\",\"6th\",\"{@adventure 5|SCC-TMM|0}\"],[\"A Reckoning in Ruins\",\"8th\",\"{@adventure 6|SCC-ARiR|0}\"]],\"name\":\"Standalone Adventures; Adventure Levels\",\"page\":41,\"source\":\"SCC\",\"chapter\":{\"name\":\"School Is in Session\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Starting Relationship Points\",\"colLabels\":[\"Person\",\"Relationship Points\"],\"colStyles\":[\"col-3 text-center\",\"col-3 text-center\"],\"rows\":[[\"Friend\",\"2\"],[\"Beloved\",\"3\"],[\"Rival\",\"−2\"]],\"name\":\"Relationships; Starting Relationship Points\",\"page\":42,\"source\":\"SCC\",\"chapter\":{\"name\":\"School Is in Session\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Student NPC Stat Blocks\",\"colLabels\":[\"Year\",\"Stat Block\"],\"colStyles\":[\"col-5 text-center\",\"col-7 text-center\"],\"rows\":[[\"First\",\"{@creature First-Year Student|SCC}\"],[\"Second\",\"[College] Apprentice\"],[\"Third or Later\",\"[College] Pledgemage\"]],\"name\":\"Student NPC Stat Blocks\",\"page\":50,\"source\":\"SCC\",\"chapter\":{\"name\":\"School Is in Session\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Strixhaven Creatures\",\"colLabels\":[\"Creature\",\"Creature Type\",\"CR\"],\"colStyles\":[\"col-8\",\"col-3 text-center\",\"col-1 text-center\"],\"rows\":[[\"{@creature Archaic|SCC}\",\"Celestial\",\"18\"],[\"{@creature Art Elemental Mascot|SCC}\",\"Elemental\",\"1/4\"],[\"{@creature Beledros Witherbloom|SCC}\",\"Dragon\",\"24\"],[\"{@creature Brackish Trudge|SCC}\",\"Plant\",\"3\"],[\"{@creature Cogwork Archivist|SCC}\",\"Construct\",\"4\"],[\"{@creature Daemogoth|SCC}\",\"Fiend\",\"10\"],[\"{@creature Daemogoth Titan|SCC}\",\"Fiend\",\"16\"],[\"{@creature First-Year Student|SCC}\",\"Humanoid\",\"1/2\"],[\"{@creature Fractal Mascot|SCC}\",\"Construct\",\"1/4\"],[\"{@creature Galazeth Prismari|SCC}\",\"Dragon\",\"23\"],[\"{@creature Groff|SCC}\",\"Plant\",\"4\"],[\"{@creature Inkling Mascot|SCC}\",\"Ooze\",\"1/4\"],[\"{@creature Lorehold Apprentice|SCC}\",\"Humanoid\",\"2\"],[\"{@creature Lorehold Pledgemage|SCC}\",\"Humanoid\",\"4\"],[\"{@creature Lorehold Professor of Chaos|SCC}\",\"Humanoid\",\"7\"],[\"{@creature Lorehold Professor of Order|SCC}\",\"Humanoid\",\"7\"],[\"{@creature Mage Hunter|SCC}\",\"Monstrosity\",\"5\"],[\"{@creature Oracle of Strixhaven|SCC}\",\"Humanoid\",\"15\"],[\"{@creature Oriq Blood Mage|SCC}\",\"Humanoid\",\"9\"],[\"{@creature Oriq Recruiter|SCC}\",\"Humanoid\",\"4\"],[\"{@creature Pest Mascot|SCC}\",\"Monstrosity\",\"1/4\"],[\"{@creature Prismari Apprentice|SCC}\",\"Humanoid\",\"2\"],[\"{@creature Prismari Pledgemage|SCC}\",\"Humanoid\",\"4\"],[\"{@creature Prismari Professor of Expression|SCC}\",\"Humanoid\",\"7\"],[\"{@creature Prismari Professor of Perfection|SCC}\",\"Humanoid\",\"7\"],[\"{@creature Quandrix Apprentice|SCC}\",\"Humanoid\",\"2\"],[\"{@creature Quandrix Pledgemage|SCC}\",\"Humanoid\",\"4\"],[\"{@creature Quandrix Professor of Substance|SCC}\",\"Humanoid\",\"7\"],[\"{@creature Quandrix Professor of Theory|SCC}\",\"Humanoid\",\"7\"],[\"{@creature Relic Sloth|SCC}\",\"Beast\",\"2\"],[\"{@creature Ruin Grinder|SCC}\",\"Construct\",\"5\"],[\"{@creature Shadrix Silverquill|SCC}\",\"Dragon\",\"22\"],[\"{@creature Silverquill Apprentice|SCC}\",\"Humanoid\",\"2\"],[\"{@creature Silverquill Pledgemage|SCC}\",\"Humanoid\",\"4\"],[\"{@creature Silverquill Professor of Radiance|SCC}\",\"Humanoid\",\"7\"],[\"{@creature Silverquill Professor of Shadow|SCC}\",\"Humanoid\",\"7\"],[\"{@creature Spirit Statue Mascot|SCC}\",\"Construct\",\"1/4\"],[\"{@creature Strixhaven Campus Guide|SCC}\",\"Construct\",\"1\"],[\"{@creature Tanazir Quandrix|SCC}\",\"Dragon\",\"24\"],[\"{@creature Velomachus Lorehold|SCC}\",\"Dragon\",\"25\"],[\"{@creature Witherbloom Apprentice|SCC}\",\"Humanoid\",\"2\"],[\"{@creature Witherbloom Pledgemage|SCC}\",\"Humanoid\",\"4\"],[\"{@creature Witherbloom Professor of Decay|SCC}\",\"Humanoid\",\"7\"],[\"{@creature Witherbloom Professor of Growth|SCC}\",\"Humanoid\",\"7\"]],\"name\":\"Friends and Foes; Strixhaven Creatures\",\"page\":183,\"source\":\"SCC\",\"chapter\":{\"name\":\"Friends and Foes\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":8}},{\"caption\":\"Exandrian Calendar\",\"colLabels\":[\"Month\",\"Day\",\"Holidays\"],\"colStyles\":[\"col-4\",\"col-3 text-center\",\"col-5\"],\"rows\":[[\"Horisal\",\"29\",{\"type\":\"entries\",\"entries\":[\"New Dawn (1st)\",\"Hillsgold (27th)\"],\"id\":\"012\"}],[\"Misuthar\",\"30\",\"Day of Challenging (7th)\"],[\"Dualahei\",\"30\",{\"type\":\"entries\",\"entries\":[\"Renewal Festival (13th)\",\"Wild's Grandeur (20th)\"],\"id\":\"013\"}],[\"Thunsheer\",\"31\",{\"type\":\"entries\",\"entries\":[\"Harvest's Rise (11th)\",\"Merryfrond's Day (31st)\"],\"id\":\"014\"}],[\"Unndilar\",\"28\",{\"type\":\"entries\",\"entries\":[\"Deep Solace (8th)\",\"Zenith (26th)\"],\"id\":\"015\"}],[\"Brussendar\",\"31\",{\"type\":\"entries\",\"entries\":[\"Artisan's Faire (15th)\",\"Elvendawn or Midsummer (20th)\"],\"id\":\"016\"}],[\"Sydenstar\",\"32\",{\"type\":\"entries\",\"entries\":[\"Highsummer (7th)\",\"Morn of Largesse (14th)\"],\"id\":\"017\"}],[\"Fessuran\",\"29\",\"Harvest's Close (3rd)\"],[\"Quen'pillar\",\"27\",{\"type\":\"entries\",\"entries\":[\"The Hazel Festival (10th)\",\"Civilization's Dawn (22nd)\"],\"id\":\"018\"}],[\"Cuersaar\",\"29\",{\"type\":\"entries\",\"entries\":[\"Night of Ascension (13th)\",\"Zan's Cup (21st)\"],\"id\":\"019\"}],[\"Duscar\",\"32\",{\"type\":\"entries\",\"entries\":[\"Barren Eve (2nd)\",\"Embertide (5th)\",\"Winter's Crest (20th)\"],\"id\":\"01a\"}]],\"name\":\"Exandrian Calendar\",\"page\":9,\"source\":\"TDCSR\",\"chapter\":{\"name\":\"Welcome to Tal'Dorei\",\"ordinal\":{\"identifier\":1,\"type\":\"chapter\"},\"index\":1}},{\"caption\":\"Prime Deities\",\"colLabels\":[\"Deity\",\"Alignment\",\"Province\"],\"colStyles\":[\"col-4\",\"col-4\",\"col-4\"],\"rows\":[[\"{@deity The Changebringer|Exandria|TDCSR|Changebringer}\",\"Chaotic good\",\"Change, freedom, luck\"],[\"{@deity The Platinum Dragon|Exandria|TDCSR|Platinum Dragon}\",\"Lawful good\",\"Honor, justice\"],[\"{@deity The Arch Heart|Exandria|TDCSR|Arch Heart}\",\"Chaotic good\",\"Art, beauty, {@book elves|TDCSR|4|elves}\"],[\"{@deity The Lawbearer|Exandria|TDCSR|Lawbearer}\",\"Lawful neutral\",\"Civilization, law, peace\"],[\"{@deity The Knowing Mentor|Exandria|TDCSR|Knowing Mentor}\",\"Neutral\",\"Knowledge, learning, teaching\"],[\"{@deity The Stormlord|Exandria|TDCSR|Stormlord}\",\"Chaotic neutral\",\"Battle, competition, storms\"],[\"{@deity The Wildmother|Exandria|TDCSR|Wildmother}\",\"Neutral\",\"Seas, wilderness\"],[\"{@deity The All-Hammer|Exandria|TDCSR|All-Hammer}\",\"Lawful good\",\"Craft, creation\"],[\"{@deity The Dawnfather|Exandria|TDCSR|Dawnfather}\",\"Neutral good\",\"Healing, sun\"],[\"{@deity The Everlight|Exandria|TDCSR|Everlight}\",\"Neutral good\",\"Atonement, compassion\"],[\"{@deity The Matron of Ravens|Exandria|TDCSR|Matron of Ravens}\",\"Lawful neutral\",\"Death, fate, winter\"],[\"{@deity The Moonweaver|Exandria|TDCSR|Moonweaver}\",\"Chaotic good\",\"Illusion, moonlight, night\"]],\"name\":\"Prime Deities\",\"page\":27,\"source\":\"TDCSR\",\"chapter\":{\"name\":\"Allegiances of Tal'Dorei\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Betrayer Gods\",\"colLabels\":[\"Deity\",\"Alignment\",\"Province\"],\"colStyles\":[\"col-4\",\"col-4\",\"col-4\"],\"rows\":[[\"{@deity The Lord of the Hells|Exandria|TDCSR|Lord of the Hells}\",\"Lawful evil\",\"God of devils and the Hells\"],[\"{@deity The Strife Emperor|Exandria|TDCSR|Strife Emperor}\",\"Lawful evil\",\"Conquest, tyranny\"],[\"{@deity The Ruiner|Exandria|TDCSR}\",\"Chaotic evil\",\"Slaughter, warfare\"],[\"{@deity The Spider Queen|Exandria|TDCSR|Spider Queen}\",\"Chaotic evil\",\"Deceit, spiders\"],[\"{@deity The Chained Oblivion|Exandria|TDCSR|Chained Oblivion}\",\"Chaotic evil\",\"Darkness, destruction\"],[\"{@deity The Scaled Tyrant|Exandria|TDCSR|Scaled Tyrant}\",\"Lawful evil\",\"Dragon god of evil\"],[\"{@deity The Crawling King|Exandria|TDCSR|Crawling King}\",\"Neutral evil\",\"Enslavement, torture\"],[\"{@deity The Whispered One|Exandria|TDCSR|Whispered One}\",\"Neutral evil\",\"Necromancy, secrets\"],[\"{@deity The Cloaked Serpent|Exandria|TDCSR|Cloaked Serpent}\",\"Chaotic evil\",\"Assassins, poison, snakes\"]],\"name\":\"Betrayer Gods\",\"page\":34,\"source\":\"TDCSR\",\"chapter\":{\"name\":\"Allegiances of Tal'Dorei\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Lesser Idols\",\"colLabels\":[\"Deity\",\"Alignment\",\"Province\"],\"colStyles\":[\"col-4\",\"col-4\",\"col-4\"],\"rows\":[[\"{@deity Azgrah|Exandria|TDCSR}\",\"Lawful neutral\",\"Undying\"],[\"{@deity Galdric|Exandria|TDCSR}\",\"Lawful good\",\"Celestial, Undying\"],[\"{@deity Graz'tchar|Exandria|TDCSR}\",\"Chaotic evil\",\"Fiend, Hexblade\"],[\"{@deity Khedive Xundi|Exandria|TDCSR}\",\"Chaotic neutral\",\"Genie\"],[\"{@deity The Lost Beacon of Unknown Light|Exandria|TDCSR|Lost Beacon}\",\"Neutral\",\"Celestial\"],[\"{@deity The Observer|Exandria|TDCSR}\",\"Neutral good\",\"Archfey, Celestial\"],[\"{@deity The Sightless|Exandria|TDCSR}\",\"Chaotic evil\",\"Great Old One\"],[\"{@deity The Traveler|Exandria|TDCSR}\",\"Chaotic neutral\",\"Archfey\"],[\"{@deity Vesh|Exandria|TDCSR}\",\"Neutral evil\",\"Archfey, Undying\"]],\"name\":\"Lesser Idols\",\"page\":39,\"source\":\"TDCSR\",\"chapter\":{\"name\":\"Allegiances of Tal'Dorei\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Cracksackle Wares\",\"colLabels\":[\"Item\",\"Cost\",\"Description\"],\"colStyles\":[\"col-3\",\"col-2\",\"col-7\"],\"rows\":[[\"{@item Dynamite|TDCSR}\",\"100gp\",\"This bundle of explosives can be lit and thrown up to 30 feet as an action. It explodes at the start of your next turn. Creatures and objects within 20 feet of it must make a {@dc 12} Dexterity {@quickref saving throws|PHB|2|1|saving throw}, taking {@damage 6d6} fire damage on a failed save, or half as much damage on a successful one.\"],[\"{@item Gluebomb|TDCSR}\",\"50gp\",\"This unique explosive can be primed and thrown up to 30 feet as an action. It explodes on impact. Creatures within 20 feet of it must make a {@dc 12} Dexterity {@quickref saving throws|PHB|2|1|saving throw} or be {@condition restrained} for 1 minute. A {@condition restrained} creature can make a {@dc 12} Strength check as an action, escaping on a success.\"],[\"{@item Stink bomb|TDCSR}\",\"25gp\",\"This smelly explosive can be primed and thrown up to 30 feet as an action. It explodes at the start of your next turn. Creatures within 20 feet of it must make a {@dc 12} Constitution {@quickref saving throws|PHB|2|1|saving throw} or be {@condition poisoned} for 1 minute. A creature can repeat this save at the end of each of its turns, ending the effect on itself on a success.\"]],\"name\":\"Cracksackle Guildhall (Middle Slab); Cracksackle Wares\",\"page\":100,\"source\":\"TDCSR\",\"chapter\":{\"name\":\"Tal'Dorei Gazetteer\",\"ordinal\":{\"identifier\":3,\"type\":\"chapter\"},\"index\":3}},{\"caption\":\"Vestiges of Divergence by Advancement\",\"colLabels\":[\"Item Group\",\"Dormant\",\"Awakened\",\"Exalted\"],\"colStyles\":[\"col-3 text-left\",\"col-3 text-right\",\"col-3 text-right\",\"col-3 text-right\"],\"rows\":[[\"{@item Agony|TDCSR}\",\"{@item Agony (Dormant)|TDCSR}\",\"{@item Agony (Awakened)|TDCSR}\",\"{@item Agony (Exalted)|TDCSR}\"],[\"{@item Armor of the Valiant Soul|TDCSR}\",\"{@item Armor of the Valiant Soul (Dormant)|TDCSR}\",\"{@item Armor of the Valiant Soul (Awakened)|TDCSR}\",\"{@item Armor of the Valiant Soul (Exalted)|TDCSR}\"],[\"{@item Cabal's Ruin|TDCSR}\",\"{@item Cabal's Ruin (Dormant)|TDCSR}\",\"{@item Cabal's Ruin (Awakened)|TDCSR}\",\"{@item Cabal's Ruin (Exalted)|TDCSR}\"],[\"{@item Circlet of Barbed Vision|TDCSR}\",\"{@item Circlet of Barbed Vision (Dormant)|TDCSR}\",\"{@item Circlet of Barbed Vision (Awakened)|TDCSR}\",\"{@item Circlet of Barbed Vision (Exalted)|TDCSR}\"],[\"{@item Condemner|TDCSR}\",\"{@item Condemner (Dormant)|TDCSR}\",\"{@item Condemner (Awakened)|TDCSR}\",\"{@item Condemner (Exalted)|TDCSR}\"],[\"{@item Deathwalker's Ward|TDCSR}\",\"{@item Deathwalker's Ward (Dormant)|TDCSR}\",\"{@item Deathwalker's Ward (Awakened)|TDCSR}\",\"{@item Deathwalker's Ward (Exalted)|TDCSR}\"],[\"{@item Fenthras|TDCSR}\",\"{@item Fenthras (Dormant)|TDCSR}\",\"{@item Fenthras (Awakened)|TDCSR}\",\"{@item Fenthras (Exalted)|TDCSR}\"],[\"{@item Honor's Last Stand|TDCSR}\",\"{@item Honor's Last Stand (Dormant)|TDCSR}\",\"{@item Honor's Last Stand (Awakened)|TDCSR}\",\"{@item Honor's Last Stand (Exalted)|TDCSR}\"],[\"{@item Kiss of the Changebringer|TDCSR}\",\"{@item Kiss of the Changebringer (Dormant)|TDCSR}\",\"{@item Kiss of the Changebringer (Awakened)|TDCSR}\",\"{@item Kiss of the Changebringer (Exalted)|TDCSR}\"],[\"{@item Mythcarver|TDCSR}\",\"{@item Mythcarver (Dormant)|TDCSR}\",\"{@item Mythcarver (Awakened)|TDCSR}\",\"{@item Mythcarver (Exalted)|TDCSR}\"],[\"{@item Plate of the Dawnmartyr|TDCSR}\",\"{@item Plate of the Dawnmartyr (Dormant)|TDCSR}\",\"{@item Plate of the Dawnmartyr (Awakened)|TDCSR}\",\"{@item Plate of the Dawnmartyr (Exalted)|TDCSR}\"],[\"{@item Pyremaul|TDCSR}\",\"{@item Pyremaul (Dormant)|TDCSR}\",\"{@item Pyremaul (Awakened)|TDCSR}\",\"{@item Pyremaul (Exalted)|TDCSR}\"],[\"{@item Spire of Conflux|TDCSR}\",\"{@item Spire of Conflux (Dormant)|TDCSR}\",\"{@item Spire of Conflux (Awakened)|TDCSR}\",\"{@item Spire of Conflux (Exalted)|TDCSR}\"],[\"{@item Star Razor|TDCSR}\",\"{@item Star Razor (Dormant)|TDCSR}\",\"{@item Star Razor (Awakened)|TDCSR}\",\"{@item Star Razor (Exalted)|TDCSR}\"],[\"{@item Titanstone Knuckles|TDCSR}\",\"{@item Titanstone Knuckles (Dormant)|TDCSR}\",\"{@item Titanstone Knuckles (Awakened)|TDCSR}\",\"{@item Titanstone Knuckles (Exalted)|TDCSR}\"],[\"{@item Whisper|TDCSR}\",\"{@item Whisper (Dormant)|TDCSR}\",\"{@item Whisper (Awakened)|TDCSR}\",\"{@item Whisper (Exalted)|TDCSR}\"],[\"{@item Wraps of Dyamak|TDCSR}\",\"{@item Wraps of Dyamak (Dormant)|TDCSR}\",\"{@item Wraps of Dyamak (Awakened)|TDCSR}\",\"{@item Wraps of Dyamak (Exalted)|TDCSR}\"]],\"name\":\"Vestiges of Divergence by Advancement\",\"page\":200,\"source\":\"TDCSR\",\"chapter\":{\"name\":\"Game Master's Toolkit\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"First Adventure\",\"colLabels\":[\"d10\",\"Adventure Seed\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The adventure begins on the Rock of Bral, where an {@creature autognome|BAM} (see {@book Boo's Astral Menagerie|BAM}) needs the characters' help to find its creator, who has gone missing on the Rock.\"],[\"2\",\"One of the characters inherits a ship equipped with a {@item spelljamming helm|AAG} and an old captain's log that hints at places to explore, treasure to find, and perils to avoid.\"],[\"3\",\"In the wilderness on their home world, the characters find a {@item spelljamming helm|AAG} in the wreckage of a crashed {@vehicle scorpion ship|AAG} (see {@book chapter 2|AAG|2|Scorpion Ship}) and run afoul of goblins who want to plunder the wreck.\"],[\"4\",\"A wealthy patron gives the characters a ship and a {@item spelljamming helm|AAG} to call their own and expects them to accomplish a dangerous task in return.\"],[\"5\",\"A spelljamming ship lands on the outskirts of a village where the characters are staying. The ship's captain is looking for raw recruits to join a war in Wildspace.\"],[\"6\",\"Villagers ask the characters to investigate a strange object in the hills, which turns out to be a crashed {@vehicle nightspider|AAG} (see {@book chapter 2|AAG|2|Nightspider}) with survivors: a {@creature neogi pirate|BAM} and a {@creature neogi hatchling swarm|BAM} (see {@book Boo's Astral Menagerie|BAM} for both).\"],[\"7\",\"A {@creature hadozee explorer|BAM} (see {@book Boo's Astral Menagerie|BAM}) needs the characters' help to slay a white {@creature kindori|BAM} (see {@book Boo's Astral Menagerie|BAM}) that keeps attacking her {@vehicle flying fish ship|AAG} (see {@book chapter 2|AAG|2|Flying Fish Ship}). The hadozee can't tell whether the kindori is mean-spirited or amorous. Perhaps it has mistaken the ship for a rival—or a mate!\"],[\"8\",\"The characters were passengers aboard a spelljamming ship that crash-landed on a strange world after the {@item spelljamming helm|AAG} malfunctioned. The characters must fend off alien monsters until they are rescued.\"],[\"9\",\"The characters are hired by a trading company to protect a valuable cargo that's being delivered to a distant world. The characters become crew members aboard the {@vehicle squid ship|AAG} (see {@book chapter 2|AAG|2|Squid Ship}) that is transporting the precious cargo.\"],[\"10\",\"The adventure begins on the Rock of Bral, where one or more characters have earned the enmity of a {@creature plasmoid boss|BAM} (see {@book Boo's Astral Menagerie|BAM}). The heroes must either flee Bral to save themselves or contend with the boss's underlings.\"]],\"name\":\"Astral Campaigns; First Adventure\",\"page\":4,\"source\":\"AAG\",\"chapter\":{\"name\":\"Introduction: Vast Oceans of Adventure\",\"index\":0}},{\"caption\":\"Air Envelopes of Creatures\",\"colLabels\":[\"Creature's Size\",\"Air Envelope\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[\"Tiny\",\"2½-foot cube\"],[\"Small or Medium\",\"5-foot cube\"],[\"Large\",\"10-foot cube\"],[\"Huge\",\"15-foot cube\"],[\"Gargantuan\",\"20-foot cube\"]],\"name\":\"Air Envelopes of Creatures\",\"page\":17,\"source\":\"AAG\",\"chapter\":{\"name\":\"Astral Adventuring\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Fishing\",\"colLabels\":[\"d10\",\"Catch\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1–2\",\"Tiny, inedible fish (a creature that consumes it is {@condition poisoned} for 1 hour)\"],[\"3–5\",\"Tiny, edible fish (feeds one person)\"],[\"6–8\",\"Small, edible fish (feeds up to four people)\"],[\"9\",\"Hostile {@creature space eel|BAM} (see {@book Boo's Astral Menagerie|BAM}; feeds up to twelve people)\"],[\"10\",\"Hostile {@creature gray scavver|BAM} (see {@book Boo's Astral Menagerie|BAM}; feeds up to twenty people), some other creature of the DM's choosing, or an Tiny object of the DM's choosing\"]],\"name\":\"Astral Fishing; Fishing\",\"page\":21,\"source\":\"AAG\",\"chapter\":{\"name\":\"Astral Adventuring\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Spells\",\"colLabels\":[\"Level\",\"Spell\",\"School\",\"Class\"],\"colStyles\":[\"col-2 text-center\",\"col-3\",\"col-2\",\"col-5\"],\"rows\":[[\"2nd\",\"{@spell Air Bubble|AAG}\",\"Conjuration\",\"Artificer, Druid, Ranger, Sorcerer, Wizard\"],[\"5th\",\"{@spell Create Spelljamming Helm|AAG}\",\"Transmutation\",\"Artificer, Wizard\"]],\"name\":\"Spells\",\"page\":22,\"source\":\"AAG\",\"chapter\":{\"name\":\"Astral Adventuring\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Helpful Spells\",\"colLabels\":[\"Spell\",\"Donation\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"{@spell Commune}\",\"1,000 gp\"],[\"{@spell Legend lore}\",\"1,500 gp\"],[\"{@spell Lesser restoration}\",\"150 gp\"],[\"{@spell Raise dead}\",\"2,000 gp\"],[\"{@spell Remove curse}\",\"250 gp\"],[\"{@spell Scrying}\",\"1,000 gp\"]],\"name\":\"Temple District; Helpful Spells\",\"page\":61,\"source\":\"AAG\",\"chapter\":{\"name\":\"The Rock of Bral\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Shipboard Tasks\",\"colLabels\":[\"d12\",\"Task\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Scrape barnacles off the hull.\"],[\"2\",\"Scrub pots and dishes in the galley.\"],[\"3\",\"Chop vegetables in the galley.\"],[\"4\",\"Swab the deck or sweep the cargo hold.\"],[\"5\",\"Update the ship's navigational charts, which requires cartographer's tools.\"],[\"6\",\"Repair the captain's favorite pair of boots, which requires cobbler's tools. (A {@spell mending} spell also does the trick.)\"],[\"7\",\"Repair superficial damage to the ship, which requires carpenter's tools or woodcarver's tools. (A {@spell mending} spell also does the trick.)\"],[\"8\",\"Compose a new chantey, which requires a musical instrument.\"],[\"9\",\"Entertain the crew with tall tales or gossip.\"],[\"10\",\"Fix the captain's broken spyglass, which requires jeweler's tools or tinker's tools. (A {@spell mending} spell also does the trick.)\"],[\"11\",\"Teach the captain the basics of a language they don't already know.\"],[\"12\",\"Prepare a tasty dinner for the captain's table, which requires cook's utensils.\"]],\"name\":\"Shipboard Tasks\",\"source\":\"AAG\",\"chapter\":{\"name\":\"Additional Spelljammer Tables\",\"index\":4}},{\"caption\":\"Ship Quirks\",\"colLabels\":[\"d10\",\"Quirk\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A chatty but harmless spirit haunts the cargo hold.\"],[\"2\",\"The excessive creaking of the hull echoes throughout the ship.\"],[\"3\",\"Any creature that removes itself from the ship's {@item spelljamming helm|AAG} receives a startling but harmless magical shock.\"],[\"4\",\"The ship's companionways are smaller than those found in most other similar vessels.\"],[\"5\",\"The ship makes a groaning sound in what seems like defiance whenever it comes to a stop.\"],[\"6\",\"The floor of the main deck is adorned with a stylized rendering of a mysterious star chart that pulsates occasionally with scintillating colors.\"],[\"7\",\"The ship's air envelope has a salty, briny smell.\"],[\"8\",\"Bulkheads throughout the ship have lines of poetry scrawled on them.\"],[\"9\",\"Unattended tools often go missing, only to reappear {@dice 1d4} hours later in another part of the ship.\"],[\"10\",\"A creature seated in the ship's {@item spelljamming helm|AAG} hears faint spacefaring chanteys in its mind except when the ship is under attack.\"]],\"name\":\"Ship Quirks\",\"source\":\"AAG\",\"chapter\":{\"name\":\"Additional Spelljammer Tables\",\"index\":4}},{\"caption\":\"Cheap Cargo\",\"colLabels\":[\"d12\",\"Cargo\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Trunk containing ten outfits of {@item traveler's clothes|PHB} (2 gp each)\"],[\"2\",\"Crate containing one hundred bars of soap (2 cp each)\"],[\"3\",\"Twenty ballista bolts (5 gp each)\"],[\"4\",\"Coop containing fifty live chickens (2 cp each)\"],[\"5\",\"Crate containing twenty wheels of cheese (5 sp each)\"],[\"6\",\"Locked cage containing one friendly Beast of your choice\"],[\"7\",\"Ten 40-gallon barrels of fresh water\"],[\"8\",\"Ten crates, each containing fifty days of rations (25 gp per crate)\"],[\"9\",\"Locked cage containing one hostile Beast of your choice\"],[\"10\",\"Chest containing fifty {@item Perfume (vial)|PHB|vials of perfume} (2 gp each)\"],[\"11\",\"Crate containing fifty loaves of bread (2 cp each)\"],[\"12\",\"Ten 40-gallon barrels of ale (4 gp each)\"]],\"name\":\"Ship Cargo; Cheap Cargo\",\"source\":\"AAG\",\"chapter\":{\"name\":\"Additional Spelljammer Tables\",\"index\":4}},{\"caption\":\"Expensive Cargo\",\"colLabels\":[\"d12\",\"Cargo\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Crate containing fifty blank {@item Spellbook|PHB|spellbooks} (50 gp each)\"],[\"2\",\"Crate containing one hundred {@item Ink (1-ounce bottle)|PHB|1-ounce bottles of ink} (10 gp each) and one thousand sheets of {@item Parchment (one sheet)|PHB|parchment} (1 sp each)\"],[\"3\",\"Crate containing twenty {@item Potion of Healing||potions of healing}, {@item Alchemist's Fire (flask)|PHB|flasks of alchemist's fire}, or {@item Antitoxin (vial)|PHB|vials of antitoxin} (50 gp each)\"],[\"4\",\"Crate containing one hundred bottles of exquisite wine (25 gp each)\"],[\"5\",\"Set of exquisitely crafted furniture (2,500 gp)\"],[\"6\",\"Locked trunk containing five unloaded {@item Pistol||pistols} (250 gp each) and a box of 100 bullets\"],[\"7\",\"Locked case containing an exquisite Dragonchess set made of crystal or ivory (2,500 gp)\"],[\"8\",\"Locked trunk containing ten {@item Bomb||bombs} (150 gp each; see \\\"{@book Explosives|DMG|9|Explosives}\\\" in the {@book Dungeon Master's Guide|DMG})\"],[\"9\",\"Crate containing one hundred fireworks (25 gp each)\"],[\"10\",\"Crate containing five unloaded {@item Musket||muskets} (500 gp each) and a box of 100 bullets\"],[\"11\",\"Locked case containing five {@item Spyglass|PHB|spyglasses} (1,000 gp each)\"],[\"12\",\"Ten 20-pound {@item Gunpowder Keg||kegs of gunpowder} (250 gp each; see \\\"{@book Explosives|DMG|9|Explosives}\\\" in the {@book Dungeon Master's Guide|DMG})\"]],\"name\":\"Ship Cargo; Expensive Cargo\",\"source\":\"AAG\",\"chapter\":{\"name\":\"Additional Spelljammer Tables\",\"index\":4}},{\"caption\":\"Stat Blocks by Challenge Rating\",\"colLabels\":[\"CR\",\"Stat Block Name\",\"Creature Type\"],\"colStyles\":[\"col-2 text-center\",\"col-6\",\"col-4\"],\"rows\":[[\"0\",\"{@creature Chwinga astronaut|BAM}\",\"Elemental\"],[\"0\",\"{@creature Dohwar|BAM}\",\"Fey\"],[\"0\",\"{@creature Space guppy|BAM}\",\"Beast\"],[\"0\",\"{@creature Space mollymawk|BAM}\",\"Beast\"],[\"1/8\",\"{@creature Hadozee shipmate|BAM}\",\"Humanoid\"],[\"1/4\",\"{@creature Giant space hamster|BAM}\",\"Beast\"],[\"1/4\",\"{@creature Gray scavver|BAM}\",\"Monstrosity\"],[\"1/4\",\"{@creature Plasmoid explorer|BAM}\",\"Ooze\"],[\"1/4\",\"{@creature Space hamster|BAM}\",\"Monstrosity\"],[\"1/4\",\"{@creature Space swine|BAM}\",\"Beast\"],[\"1/2\",\"{@creature Hadozee warrior|BAM}\",\"Humanoid\"],[\"1/2\",\"{@creature Space eel|BAM}\",\"Beast\"],[\"1/2\",\"{@creature Ssurran poisoner|BAM}\",\"Monstrosity\"],[\"1\",\"{@creature Jammer leech|BAM}\",\"Plant\"],[\"1\",\"{@creature Psurlon ringer|BAM}\",\"Aberration\"],[\"2\",\"{@creature Aartuk starhorror|BAM}\",\"Plant\"],[\"2\",\"{@creature Aartuk weedling|BAM}\",\"Plant\"],[\"2\",\"{@creature Autognome|BAM}\",\"Construct\"],[\"2\",\"{@creature Hadozee explorer|BAM}\",\"Humanoid\"],[\"2\",\"{@creature Lunar dragon wyrmling|BAM}\",\"Dragon\"],[\"2\",\"{@creature Psurlon|BAM}\",\"Aberration\"],[\"2\",\"{@creature Space clown|BAM}\",\"Fiend\"],[\"2\",\"{@creature Thri-kreen hunter|BAM}\",\"Monstrosity\"],[\"2\",\"{@creature Vampirate|BAM}\",\"Undead\"],[\"3\",\"{@creature Aartuk elder|BAM}\",\"Plant\"],[\"3\",\"{@creature Astral elf warrior|BAM}\",\"Humanoid\"],[\"3\",\"{@creature Giff shipmate|BAM}\",\"Humanoid\"],[\"3\",\"{@creature Githyanki buccaneer|BAM}\",\"Humanoid\"],[\"3\",\"{@creature Neogi hatchling swarm|BAM}\",\"Aberration\"],[\"3\",\"{@creature Neogi pirate|BAM}\",\"Aberration\"],[\"3\",\"{@creature Plasmoid warrior|BAM}\",\"Ooze\"],[\"3\",\"{@creature Solar dragon wyrmling|BAM}\",\"Dragon\"],[\"3\",\"{@creature Ssurran defiler|BAM}\",\"Monstrosity\"],[\"4\",\"{@creature Brown scavver|BAM}\",\"Monstrosity\"],[\"4\",\"{@creature Gaj|BAM}\",\"Aberration\"],[\"4\",\"{@creature Neh-thalggu|BAM}\",\"Aberration\"],[\"4\",\"{@creature Neogi void hunter|BAM}\",\"Aberration\"],[\"4\",\"{@creature Plasmoid boss|BAM}\",\"Ooze\"],[\"5\",\"{@creature Astral elf honor guard|BAM}\",\"Humanoid\"],[\"5\",\"{@creature Astral elf star priest|BAM}\",\"Humanoid\"],[\"5\",\"{@creature Feyr|BAM}\",\"Aberration\"],[\"5\",\"{@creature Mercane|BAM}\",\"Giant\"],[\"5\",\"{@creature Murder comet|BAM}\",\"Elemental\"],[\"5\",\"{@creature Night scavver|BAM}\",\"Monstrosity\"],[\"5\",\"{@creature Starlight apparition|BAM}\",\"Celestial\"],[\"5\",\"{@creature Thri-kreen mystic|BAM}\",\"Monstrosity\"],[\"5\",\"{@creature Vampirate mage|BAM}\",\"Undead\"],[\"6\",\"{@creature B'rohg|BAM}\",\"Giant\"],[\"6\",\"{@creature Giff shock trooper|BAM}\",\"Humanoid\"],[\"6\",\"{@creature Psurlon leader|BAM}\",\"Aberration\"],[\"6\",\"{@creature Vampirate captain|BAM}\",\"Undead\"],[\"7\",\"{@creature Astral elf commander|BAM}\",\"Humanoid\"],[\"7\",\"{@creature Githyanki star seer|BAM}\",\"Humanoid\"],[\"7\",\"{@creature Kindori|BAM}\",\"Celestial\"],[\"7\",\"{@creature Thri-kreen gladiator|BAM}\",\"Monstrosity\"],[\"7\",\"{@creature Young lunar dragon|BAM}\",\"Dragon\"],[\"8\",\"{@creature Astral elf aristocrat|BAM}\",\"Humanoid\"],[\"8\",\"{@creature Reigar|BAM}\",\"Celestial\"],[\"9\",\"{@creature Braxat|BAM}\",\"Giant\"],[\"9\",\"{@creature Githyanki xenomancer|BAM}\",\"Humanoid\"],[\"9\",\"{@creature Young solar dragon|BAM}\",\"Dragon\"],[\"10\",\"{@creature Eye monger|BAM}\",\"Aberration\"],[\"10\",\"{@creature Giff warlord|BAM}\",\"Humanoid\"],[\"11\",\"{@creature Megapede|BAM}\",\"Monstrosity\"],[\"11\",\"{@creature Void scavver|BAM}\",\"Monstrosity\"],[\"12\",\"{@creature Esthetic|BAM}\",\"Aberration\"],[\"13\",\"{@creature Adult lunar dragon|BAM}\",\"Dragon\"],[\"14\",\"{@creature Adult solar dragon|BAM}\",\"Dragon\"],[\"16\",\"{@creature Zodar|BAM}\",\"Aberration\"],[\"18\",\"{@creature Cosmic horror|BAM}\",\"Aberration\"],[\"19\",\"{@creature Ancient lunar dragon|BAM}\",\"Dragon\"],[\"21\",\"{@creature Ancient solar dragon|BAM}\",\"Dragon\"]],\"name\":\"Using a Stat Block; Stat Blocks by Challenge Rating\",\"page\":4,\"source\":\"BAM\",\"chapter\":{\"name\":\"Introduction\",\"index\":0}},{\"caption\":\"Initial Attitude\",\"colLabels\":[\"Attitude Roll Total\",\"Initial Attitude\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[\"4 or lower\",\"Hostile\"],[\"5–8\",\"Indifferent\"],[\"9 or higher\",\"Friendly\"]],\"name\":\"Initial Attitude\",\"page\":6,\"source\":\"BAM\",\"chapter\":{\"name\":\"Introduction\",\"index\":0}},{\"caption\":\"Setting a DC\",\"colLabels\":[\"Difficulty\",\"DC\",\"Difficulty\",\"DC\"],\"colStyles\":[\"col-5\",\"col-1 text-center\",\"col-5\",\"col-1 text-center\"],\"rows\":[[\"Very easy\",\"5\",\"Hard\",\"20\"],[\"Easy\",\"10\",\"Very hard\",\"25\"],[\"Moderate\",\"15\",\"Nearly impossible\",\"30\"]],\"name\":\"Setting a DC\",\"source\":\"ScreenSpelljammer\",\"chapter\":{\"name\":\"Screen\",\"index\":0}},{\"caption\":\"Skills and Associated Abilities\",\"colLabels\":[\"Skill\",\"Ability\",\"Skill\",\"Ability\"],\"colStyles\":[\"col-3\",\"col-3\",\"col-3\",\"col-3\"],\"rows\":[[\"{@skill Acrobatics}\",\"Dexterity\",\"{@skill Medicine}\",\"Wisdom\"],[\"{@skill Animal Handling}\",\"Wisdom\",\"{@skill Nature}\",\"Intelligence\"],[\"{@skill Arcana}\",\"Intelligence\",\"{@skill Perception}\",\"Wisdom\"],[\"{@skill Athletics}\",\"Strength\",\"{@skill Performance}\",\"Charisma\"],[\"{@skill Deception}\",\"Charisma\",\"{@skill Persuasion}\",\"Charisma\"],[\"{@skill History}\",\"Intelligence\",\"{@skill Religion}\",\"Intelligence\"],[\"{@skill Insight}\",\"Wisdom\",\"{@skill Sleight of Hand}\",\"Dexterity\"],[\"{@skill Intimidation}\",\"Charisma\",\"{@skill Stealth}\",\"Dexterity\"],[\"{@skill Investigation}\",\"Intelligence\",\"{@skill Survival}\",\"Wisdom\"]],\"name\":\"Skills and Associated Abilities\",\"source\":\"ScreenSpelljammer\",\"chapter\":{\"name\":\"Screen\",\"index\":0}},{\"caption\":\"Initial Attitude\",\"colLabels\":[\"Attitude Roll Total\",\"Initial Attitude\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[\"4 or lower\",\"Hostile\"],[\"5–8\",\"Indifferent\"],[\"9 or higher\",\"Friendly\"]],\"name\":\"Initial Attitude\",\"source\":\"ScreenSpelljammer\",\"chapter\":{\"name\":\"Screen\",\"index\":0}},{\"colLabels\":[\"Distance\",\"Notes\"],\"colStyles\":[\"col-2\",\"col-10\"],\"rows\":[[\"250 feet\",\"Long range for {@object ballista||ballistae}, {@object Mangonel||mangonels}, {@item shortbow|phb|shortbows}, {@item longbow|phb|longbows}, {@item light crossbow|phb|light crossbows}, and {@item heavy crossbow|phb|heavy crossbows}\"],[\"500 feet\",\"Long range for {@item longbow|phb|longbows} and {@object Mangonel||mangonels}; beyond the range of {@object ballista||ballistae} and crossbows\"],[\"1,000 feet\",\"Beyond the range of most ranged weapons\"]],\"name\":\"Ship-to-Ship Starting Distance\",\"source\":\"ScreenSpelljammer\",\"chapter\":{\"name\":\"Screen\",\"index\":0}},{\"colLabels\":[\"Size of Creature or Object Struck\",\"Bludgeoning Damage\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[\"Large\",\"{@dice 4d10}\"],[\"Huge\",\"{@dice 8d10}\"],[\"Gargantuan\",\"{@dice 16d10}\"]],\"name\":\"Crashing\",\"source\":\"ScreenSpelljammer\",\"chapter\":{\"name\":\"Screen\",\"index\":0}},{\"caption\":\"Shipboard Tasks\",\"colLabels\":[\"d12\",\"Task\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Scrape barnacles off the hull.\"],[\"2\",\"Scrub pots and dishes in the galley.\"],[\"3\",\"Chop vegetables in the galley.\"],[\"4\",\"Swab the deck or sweep the cargo hold.\"],[\"5\",\"Update the ship's navigational charts, which requires cartographer's tools.\"],[\"6\",\"Repair the captain's favorite pair of boots, which requires cobbler's tools. (A {@spell mending} spell also does the trick.)\"],[\"7\",\"Repair superficial damage to the ship, which requires carpenter's tools or woodcarver's tools. (A {@spell mending} spell also does the trick.)\"],[\"8\",\"Compose a new chantey, which requires a musical instrument.\"],[\"9\",\"Entertain the crew with tall tales or gossip.\"],[\"10\",\"Fix the captain's broken spyglass, which requires jeweler's tools or tinker's tools. (A {@spell mending} spell also does the trick.)\"],[\"11\",\"Teach the captain the basics of a language they don't already know.\"],[\"12\",\"Prepare a tasty dinner for the captain's table, which requires cook's utensils.\"]],\"name\":\"Shipboard Tasks\",\"source\":\"ScreenSpelljammer\",\"chapter\":{\"name\":\"Screen\",\"index\":0}},{\"caption\":\"Ship Quirks\",\"colLabels\":[\"d10\",\"Quirk\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A chatty but harmless spirit haunts the cargo hold.\"],[\"2\",\"The excessive creaking of the hull echoes throughout the ship.\"],[\"3\",\"Any creature that removes itself from the ship's {@item spelljamming helm|AAG} receives a startling but harmless magical shock.\"],[\"4\",\"The ship's companionways are smaller than those found in most other similar vessels.\"],[\"5\",\"The ship makes a groaning sound in what seems like defiance whenever it comes to a stop.\"],[\"6\",\"The floor of the main deck is adorned with a stylized rendering of a mysterious star chart that pulsates occasionally with scintillating colors.\"],[\"7\",\"The ship's air envelope has a salty, briny smell.\"],[\"8\",\"Bulkheads throughout the ship have lines of poetry scrawled on them.\"],[\"9\",\"Unattended tools often go missing, only to reappear {@dice 1d4} hours later in another part of the ship.\"],[\"10\",\"A creature seated in the ship's {@item spelljamming helm|AAG} hears faint spacefaring chanteys in its mind except when the ship is under attack.\"]],\"name\":\"Ship Quirks\",\"source\":\"ScreenSpelljammer\",\"chapter\":{\"name\":\"Screen\",\"index\":0}},{\"caption\":\"Cheap Cargo\",\"colLabels\":[\"d12\",\"Cargo\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Trunk containing ten outfits of {@item traveler's clothes|PHB} (2 gp each)\"],[\"2\",\"Crate containing one hundred bars of soap (2 cp each)\"],[\"3\",\"Twenty ballista bolts (5 gp each)\"],[\"4\",\"Coop containing fifty live chickens (2 cp each)\"],[\"5\",\"Crate containing twenty wheels of cheese (5 sp each)\"],[\"6\",\"Locked cage containing one friendly Beast of your choice\"],[\"7\",\"Ten 40-gallon barrels of fresh water\"],[\"8\",\"Ten crates, each containing fifty days of rations (25 gp per crate)\"],[\"9\",\"Locked cage containing one hostile Beast of your choice\"],[\"10\",\"Chest containing fifty {@item Perfume (vial)|PHB|vials of perfume} (2 gp each)\"],[\"11\",\"Crate containing fifty loaves of bread (2 cp each)\"],[\"12\",\"Ten 40-gallon barrels of ale (4 gp each)\"]],\"name\":\"Ship Cargo; Cheap Cargo\",\"source\":\"ScreenSpelljammer\",\"chapter\":{\"name\":\"Screen\",\"index\":0}},{\"caption\":\"Expensive Cargo\",\"colLabels\":[\"d12\",\"Cargo\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Crate containing fifty blank {@item Spellbook|PHB|spellbooks} (50 gp each)\"],[\"2\",\"Crate containing one hundred {@item Ink (1-ounce bottle)|PHB|1-ounce bottles of ink} (10 gp each) and one thousand sheets of {@item Parchment (one sheet)|PHB|parchment} (1 sp each)\"],[\"3\",\"Crate containing twenty {@item Potion of Healing||potions of healing}, {@item Alchemist's Fire (flask)|PHB|flasks of alchemist's fire}, or {@item Antitoxin (vial)|PHB|vials of antitoxin} (50 gp each)\"],[\"4\",\"Crate containing one hundred bottles of exquisite wine (25 gp each)\"],[\"5\",\"Set of exquisitely crafted furniture (2,500 gp)\"],[\"6\",\"Locked trunk containing five unloaded {@item Pistol||pistols} (250 gp each) and a box of 100 bullets\"],[\"7\",\"Locked case containing an exquisite Dragonchess set made of crystal or ivory (2,500 gp)\"],[\"8\",\"Locked trunk containing ten {@item Bomb||bombs} (150 gp each; see \\\"{@book Explosives|DMG|9|Explosives}\\\" in the {@book Dungeon Master's Guide|DMG})\"],[\"9\",\"Crate containing one hundred fireworks (25 gp each)\"],[\"10\",\"Crate containing five unloaded {@item Musket||muskets} (500 gp each) and a box of 100 bullets\"],[\"11\",\"Locked case containing five {@item Spyglass|PHB|spyglasses} (1,000 gp each)\"],[\"12\",\"Ten 20-pound {@item Gunpowder Keg||kegs of gunpowder} (250 gp each; see \\\"{@book Explosives|DMG|9|Explosives}\\\" in the {@book Dungeon Master's Guide|DMG})\"]],\"name\":\"Ship Cargo; Expensive Cargo\",\"source\":\"ScreenSpelljammer\",\"chapter\":{\"name\":\"Screen\",\"index\":0}},{\"caption\":\"NPC Features\",\"colStyles\":[\"col-2\",\"col-2\",\"col-8\"],\"rows\":[[\"{@creature Behtu|ToB1-2023}\",\"+2 Str, +1 Dex\",\"Fire Breath action; Bite attack; resistance to cold, fire, and lightning damage; {@sense darkvision} 60 ft.; walking speed of 20 feet, climbing speed of 20 feet; knows the Infernal and Behtu languages\"],[\"{@creature Burrowling|ToB1-2023}\",\"+2 Dex\",\"Burrow Awareness and Pack Tactics traits; Bite and Claw attacks; {@sense darkvision} 60 ft.; burrowing speed of 10 feet\"],[\"{@creature Deep One|ToB1-2023}\",\"+2 Str, +1 Con\",\"Amphibious and Frenzied Rage traits; Claw attack; resistance to cold damage and vulnerability to fire damage; {@sense darkvision} 120 ft.; swimming speed of 30 feet; knows the Void Speech language\"],[\"{@creature Eonic Drifter|ToB1-2023}\",\"+2 Int, +1 Dex\",\"Drift Forward action; Call to the Future bonus action; proficiency in the {@skill History} skill; knows the Eonic, Giant, and Sylvan languages\"],[\"{@creature Lemurfolk|ToB1-2023}\",\"+2 Dex\",\"Glide trait; Small size; {@sense darkvision} 60 ft.; walking speed of 30 feet, climbing speed of 20 feet; knows the Lemurfolk language\"],[\"{@creature Noctiny|ToB1-2023}\",\"+2 Cha, +1 Str\",\"Eldritch Weapons and Magic Resistance traits; Eldritch Fury attack; immunity to the {@condition frightened} condition\"],[\"{@creature Roachling Skirmisher|ToB1-2023|Roachling}\",\"+2 Dex\",\"Hardy and Unpleasant Scent traits; Small size; AC equals 11 + its Dexterity modifier; {@sense darkvision} 60 ft., {@sense tremorsense|MM} 10 ft.; walking speed of 25 feet\"]],\"name\":\"NPC Features Table; NPC Features\",\"page\":405,\"source\":\"ToB1-2023\",\"chapter\":{\"name\":\"Appendix: NPCs\",\"index\":2}},{\"caption\":\"Elemental Marks\",\"colLabels\":[\"d6\",\"Mark\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Small, benign motes of elemental energy, like pebbles or water droplets, float around your head.\"],[\"2\",\"Your skin harmlessly feels blazing hot or freezing cold (your choice).\"],[\"3\",\"You have a faint scent reminiscent of your primordial nexus home, like petrichor, ozone, or smoke.\"],[\"4\",\"Sparks flicker in your eyes whenever you are angry or excited.\"],[\"5\",\"Patches of your skin are veined with stone, like marble or obsidian.\"],[\"6\",\"Your hair ripples as if moved by an unseen current.\"]],\"name\":\"Elemental Marks\",\"page\":16,\"source\":\"BGG\",\"chapter\":{\"name\":\"Character Creation\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Underground Quirks\",\"colLabels\":[\"d6\",\"Quirk\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You've seen few colors, instead primarily experiencing the world in shades of black and white.\"],[\"2\",\"Your eyes lack pigment and appear translucent.\"],[\"3\",\"You vaguely recall a phenomenon called \\\"rain,\\\" during which fresh water fell from above.\"],[\"4\",\"Your ears are used to the echo of empty caverns, and the bustling noises of the surface are distracting for you.\"],[\"5\",\"The idea of a space with no ceiling terrifies you.\"],[\"6\",\"You're desperate to touch a cloud. You don't know what it will feel like, but you hope it's fluffy.\"]],\"name\":\"Underground Quirks\",\"page\":16,\"source\":\"BGG\",\"chapter\":{\"name\":\"Character Creation\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Tall Tales\",\"colLabels\":[\"d6\",\"Tall Tale Connection\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You stumbled into a giant castle in the sky when you were younger, but no one believed your story. You aim to prove them wrong.\"],[\"2\",\"A loved one died mysteriously at sea. You swore the culprit was a sea leviathan everyone else dismissed as a myth, and you seek vindication and revenge.\"],[\"3\",\"Stories say you're descended from a legendary giant-killer, and you strive to uphold that legacy.\"],[\"4\",\"A city's legends claim the neighboring landscape is the work of some ancient giant sculptor or rampaging titanic beast—or is itself a sleeping giant. You seek to discover the truth of the land's origin.\"],[\"5\",\"A relative once returned home claiming to have found a strange island inhabited by ancient, larger-than-life creatures. Because of this, your family became the town laughingstock, and you seek to redeem your family's reputation.\"],[\"6\",\"Your sibling says giants and other enormous creatures are stories for children. You hope to slay such a creature and bring back proof of their existence out of spite.\"]],\"name\":\"Tall Tales\",\"page\":17,\"source\":\"BGG\",\"chapter\":{\"name\":\"Character Creation\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Huge Behaviors\",\"colLabels\":[\"d8\",\"Behavior\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The giant has a pet (a {@creature panther}, a {@creature wolf}, or a {@creature giant weasel}) that sits on the giant's lap or shoulder.\"],[\"2\",\"The giant swats at a murmuration of starlings as if it were a cloud of gnats.\"],[\"3\",\"The giant uses a {@item dagger|PHB} as a toothpick, a {@item greatsword|PHB} as a letter opener, or a pair of {@item Javelin|PHB|javelins} as knitting needles.\"],[\"4\",\"The giant carefully lifts Humanoids (cradling their heads to avoid injury) to see and hear them better.\"],[\"5\",\"The giant exclaims with admiration at the fine detail and exquisite articulation of the characters' armor.\"],[\"6\",\"The giant fidgets with the skulls of Humanoids.\"],[\"7\",\"The giant drinks from a barrel as a human would from a waterskin.\"],[\"8\",\"The giant takes a messy bite from a large melon held in one hand.\"]],\"name\":\"Size; Huge Behaviors\",\"page\":21,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giants in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Life Spans\",\"colLabels\":[\"Giant Kind\",\"Life Span\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"Hill\",\"200 years\"],[\"Frost\",\"250 years\"],[\"Fire\",\"350 years\"],[\"Cloud\",\"400 years\"],[\"Storm\",\"600 years\"],[\"Stone\",\"800 years\"]],\"name\":\"Age; Life Spans\",\"page\":22,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giants in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Ancient Behaviors\",\"colLabels\":[\"d8\",\"Behavior\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The giant addresses Humanoids as citizens of a fallen realm (equivalent to calling people in the real world \\\"Babylonians\\\").\"],[\"2\",\"The giant burdens conversation with irrelevant historical context.\"],[\"3\",\"The giant is curious about minute details of fashion, slang, and popular culture among Humanoids.\"],[\"4\",\"The giant is a hopeless procrastinator, always convinced there will be time later for any task.\"],[\"5\",\"The giant is prone to reminiscing about friends and family members who have died.\"],[\"6\",\"The giant is unwilling to accept any problems as truly urgent.\"],[\"7\",\"The giant is determined to wring every possible ounce of enjoyment from each day.\"],[\"8\",\"The giant is convinced that giants were meant to use their long lives to make a mark on the world.\"]],\"name\":\"Age; Ancient Behaviors\",\"page\":22,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giants in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Loud Behaviors\",\"colLabels\":[\"d6\",\"Behavior\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The giant constantly (and loudly) encourages smaller creatures to speak up.\"],[\"2\",\"The giant's thoughtful \\\"hmm\\\" causes a rumbling vibration in the ground and the pit of listeners' stomachs.\"],[\"3\",\"The giant's exclamation of surprise or anger briefly sets listeners' ears ringing.\"],[\"4\",\"The giant's sneeze, snore, or sigh rattles windows or blows leaves off trees.\"],[\"5\",\"The giant's laughter feels like a small earthquake.\"],[\"6\",\"The giant's armor or weapons clang thunderously.\"]],\"name\":\"Volume; Loud Behaviors\",\"page\":22,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giants in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Proud Behaviors\",\"colLabels\":[\"d8\",\"Behavior\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The giant ignores smaller creatures unless they offer the giant obeisance and flattery.\"],[\"2\",\"The giant refuses to bend over, sit, or kneel in the presence of smaller creatures.\"],[\"3\",\"The giant ignores the names of smaller creatures, referring to them with generic labels (such as \\\"human\\\" or \\\"armor shaker\\\").\"],[\"4\",\"The giant's first reaction to smaller creatures—even when threatened or presented with a terrible problem—is laughter.\"],[\"5\",\"The giant constantly demeans or patronizes smaller creatures, calling them \\\"tiny,\\\" \\\"insignificant,\\\" \\\"babies,\\\" \\\"pests,\\\" \\\"vermin,\\\" or similar terms.\"],[\"6\",\"The giant won't speak any language but Giant.\"],[\"7\",\"The giant erupts in rage at the slightest sign of insult or disrespect from a smaller creature.\"],[\"8\",\"The giant addresses smaller creatures in a tone that drips with condescension and refuses to take them seriously.\"]],\"name\":\"Pride; Proud Behaviors\",\"page\":22,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giants in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Giants' Names\",\"colLabels\":[\"d10\",\"Hill\",\"Stone\",\"Frost\",\"Fire\",\"Cloud\",\"Storm\"],\"colStyles\":[\"col-1-8 text-center\",\"col-1-7\",\"col-1-7\",\"col-1-7\",\"col-1-7\",\"col-1-7\",\"col-1-7\"],\"rows\":[[\"1\",\"Adj\",\"Brunnar\",\"Estia\",\"Ashvalk\",\"Alastrah\",\"Adana\"],[\"2\",\"Bor\",\"Delveni\",\"Flakkar\",\"Askavar\",\"Cressaro\",\"Bullrak\"],[\"3\",\"Cug\",\"Frasta\",\"Grugnur\",\"Brasalag\",\"Eigeron\",\"Eblixten\"],[\"4\",\"Dop\",\"Kragsten\",\"Gurdrim\",\"Brimskarda\",\"Kaaltar\",\"Mirran\"],[\"5\",\"Gug\",\"Maddag\",\"Jokalla\",\"Glodden\",\"Lissia\",\"Nym\"],[\"6\",\"Kru\",\"Olhuud\",\"Kallen\",\"Osaglod\",\"Messet\",\"Orlekto\"],[\"7\",\"Moog\",\"Pashka\",\"Luskig\",\"Snurre\",\"Mollen\",\"Serissa\"],[\"8\",\"Noad\",\"Ralden\",\"Rimna\",\"Svavehild\",\"Nedimma\",\"Shaldoor\"],[\"9\",\"Paff\",\"Steyras\",\"Storvald\",\"Tartha\",\"Santar\",\"Uthor\"],[\"10\",\"Tig\",\"Thonna\",\"Thryggid\",\"Zaltasker\",\"Thullen\",\"Vaasha\"]],\"name\":\"Giants' Names\",\"page\":23,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giants in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Giants and the Ordning\",\"colLabels\":[\"d10\",\"Ranking\",\"Status\"],\"colStyles\":[\"col-2 text-center\",\"col-2\",\"col-8\"],\"rows\":[[\"1\",\"High\",\"Very protective of that high status and angling to get even higher\"],[\"2\",\"High\",\"Hoping to improve but not doing much to pursue an increase in status\"],[\"3\",\"High\",\"Unconcerned with maintaining that status\"],[\"4\",\"Medium\",\"On the rise\"],[\"5\",\"Medium\",\"Contented\"],[\"6\",\"Medium\",\"In a state of decline\"],[\"7\",\"Low\",\"Despairing after years of steady decline\"],[\"8\",\"Low\",\"Desperate to improve\"],[\"9\",\"Low\",\"Resigned to that status\"],[\"10\",\"Outcast\",\"Shunned by giant society\"]],\"name\":\"Giants and the Ordning\",\"page\":24,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giants in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Cloud Giant Wealth\",\"colLabels\":[\"d6\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A cloud giant seeks to gain wealth by investing in an adventuring party (perhaps giving the characters magic items or other valuables) in exchange for a share of the party's rewards.\"],[\"2\",\"A cloud giant hosts an art gala in a cloud castle to display their wealth, providing an opportunity for the characters to retrieve an important magic item from the giant's collection.\"],[\"3\",\"Wishing to one-up rivals, a cloud giant seeks adventurers to hunt exotic monsters for a lavish banquet.\"],[\"4\",\"With two nations on the brink of war, the characters discover cloud giants are betting on the outcome—and at least one giant is meddling behind the scenes to increase the likelihood of one side winning.\"],[\"5\",\"A cloud giant who recently lost a large amount of money on bad bets tries to recoup those losses by plundering a royal treasury or the adventurers' stronghold.\"],[\"6\",\"A cloud giant offers to buy the adventurers' services as an extravagant (and useful) gift for another giant.\"]],\"name\":\"The Ordning; Cloud Giant Wealth\",\"page\":24,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giants in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Fire Giant Skill\",\"colLabels\":[\"d6\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A fire giant demands payments from miners transporting a rare ore through a mountain pass. The miners seek adventurers to intervene.\"],[\"2\",\"The characters acquire a broken magic weapon that only a renowned fire giant smith can repair.\"],[\"3\",\"The characters find a giant-crafted sword—a magical masterpiece; when word of their find gets out, the artisan's descendants come looking for the sword.\"],[\"4\",\"When the characters' enemies take refuge in a giant-built ruin, an ambitious fire giant offers to help the characters get inside in return for a share of the treasure.\"],[\"5\",\"A fire giant captures a renowned Humanoid smith in the hope of learning a new technique, and the smith's spouse begs the adventurers to help.\"],[\"6\",\"A fire giant offers adventurers an extravagant sum for metal ore retrieved from another plane of existence.\"]],\"name\":\"The Ordning; Fire Giant Skill\",\"page\":24,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giants in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Frost Giant Might\",\"colLabels\":[\"d6\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Planning to claim all the credit, a frost giant seeks the help of powerful adventurers to defeat a foe the giant could never handle alone.\"],[\"2\",\"A frost giant wants help obtaining a {@item manual of gainful exercise} believed to be in a dragon's hoard.\"],[\"3\",\"A low-ranking frost giant prefers to be surrounded with weaker creatures and so leads a band of Humanoid brigands. A merchant council asks for aid against them.\"],[\"4\",\"A frost giant keeps a defeated foe's head as a trophy; the foe's family wants justice—and the head back—and asks adventurers for help.\"],[\"5\",\"Two groups of frost giants meet near a mountain pass. When their wrestling matches cause avalanches, travelers who rely on the pass ask for help.\"],[\"6\",\"A frost giant destroys works of Humanoid construction—such as bridges, barns, and walls—as a show of strength. Affected farmers beg for help.\"]],\"name\":\"The Ordning; Frost Giant Might\",\"page\":24,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giants in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Stone Giant Artistry\",\"colLabels\":[\"d6\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A stone giant has been throwing stones near a city in the mountains. The mayor seeks help to protect the city from the destructive effects of the boulders.\"],[\"2\",\"A famous Humanoid sculptor attracts stone giants to the sculptor's town. The struggling town seeks protection from the rowdy giants, who thoughtlessly cause great damage because they believe they're in the dream world.\"],[\"3\",\"The characters' discovery of a huge, raw onyx attracts the attention of a stone giant who wants to carve the stone.\"],[\"4\",\"A stone giant traveler hones their skills by carving a relief into a city's walls. The city's rulers and masons beg for help.\"],[\"5\",\"Characters traveling underground encounter feuding stone giants who accuse each other of destroying their artwork; the characters can end the feud by finding the actual vandal (perhaps a third giant, a group of duergar, or an unwitting {@creature umber hulk}).\"],[\"6\",\"A stone giant tries to manipulate characters into killing a fierce rival.\"]],\"name\":\"The Ordning; Stone Giant Artistry\",\"page\":24,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giants in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Rejecting the Ordning\",\"colLabels\":[\"d8\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A giant wanders into a settlement of Humanoids looking for an opportunity to use talents the giant's kin do not value, but the giant is greeted with suspicion and hostility. The giant seeks adventurers to help negotiate peace with the settlement.\"],[\"2\",\"Characters must find a wise giant who has pursued specialized knowledge instead of excellence within the ordning.\"],[\"3\",\"A giant tries to use the characters as pawns in a scheme to subvert the ordning and increase the giant's status.\"],[\"4\",\"A charismatic leader gathers giants of different kinds into a mighty war band, intending to conquer and settle lands inhabited by Humanoids who seek adventurers' protection.\"],[\"5\",\"A {@creature storm giant} asks adventurers to kill a revolutionary before the ordning is irrevocably disrupted.\"],[\"6\",\"A family of giants joined a cult of Elemental Evil and quickly took over the leadership, sorting its membership into a new hierarchy and creating dissension within the ranks—which the adventurers can use as they try to foil the cult's evil schemes.\"],[\"7\",\"A giant serving a demon lord attacks a town. The town's leaders ask the characters to retaliate against the giant's kin—which is exactly what the demon cultist was hoping for.\"],[\"8\",\"A group of giants seeks adventurers to deal with a surge of demon cult activity within the giants' community.\"]],\"name\":\"Rejecting the Ordning\",\"page\":26,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giants in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Gods of the Ordning\",\"colLabels\":[\"Name\",\"Alignment\",\"Suggested Cleric Domains\",\"Symbol\"],\"colStyles\":[\"col-2\",\"col-2 text-center\",\"col-4\",\"col-4\"],\"rows\":[[\"Annam\",\"LN\",\"{@class Cleric||Knowledge|Knowledge}\",\"Two hands, wrists crossed, with fingers pointing downward\"],[\"Diancastra\",\"CN\",\"{@class Cleric||Trickery|Trickery}\",\"Journey rune\"],[\"Grolantor\",\"CE\",\"{@class Cleric||War|War}\",\"Wooden club\"],[\"Hiatea\",\"N\",\"{@class Cleric||Life|Life}, {@class Cleric||Nature|Nature}\",\"Flaming spear\"],[\"Iallanis\",\"NG\",\"{@class Cleric||Light|Light}, {@class Cleric||Peace|Peace|TCE}*\",\"Garland of flowers\"],[\"Karontor\",\"NE\",\"{@class Cleric||Death|Death|DMG}, {@class Cleric||Knowledge|Knowledge}\",\"Broken shackles\"],[\"Memnor\",\"N or NE\",\"{@class Cleric||Knowledge|Knowledge}, {@class Cleric||Trickery|Trickery}\",\"Black obelisk\"],[\"Skoraeus\",\"N\",\"{@class Cleric||Knowledge|Knowledge}\",\"Stalactite\"],[\"Stronmaus\",\"NG\",\"{@class Cleric||Life|Life}, {@class Cleric||Tempest|Tempest}\",\"Forked lightning bolt descending from a cloud partly obscuring the sun\"],[\"Surtur\",\"LE\",\"{@class Cleric||Forge|Forge|XGE},** {@class Cleric||Knowledge|Knowledge}, {@class Cleric||War|War}\",\"Flaming sword\"],[\"Thrym\",\"CE\",\"{@class Cleric||War|War}\",\"White double-bladed axe\"]],\"name\":\"Gods and Religion; Gods of the Ordning\",\"page\":27,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giants in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Annam's Children Adventures\",\"colLabels\":[\"d12\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A storm giant prophet claims a revelation from Annam and begins a campaign of unification and conquest to prepare the way for the All-Father's return. A rival asks adventurers to stop the prophet.\"],[\"2\",\"A mysterious woman leads adventurers through a perilous dungeon to find an ancient giant queen's crown. In the end, she reveals herself to be Diancastra and either blesses or curses the adventurers, depending on how they acted.\"],[\"3\",\"A stone giant recluse asks adventurers to help stop a hill giant who has gathered a band of other giants and is plundering nearby giant steadings in Grolantor's name.\"],[\"4\",\"A fire giant priest of Hiatea warns a city of a titanic monster wandering nearby. The city asks adventurers for aid, and the priest offers to help.\"],[\"5\",\"A cloud giant priest of Iallanis seeks a neutral party to negotiate a truce between warring giant families whose conflict threatens a town.\"],[\"6\",\"Adventurers investigating a series of kidnappings discover a stone giant carrying people into the Underdark as an offering to Karontor.\"],[\"7\",\"Adventurers sent as emissaries to a cloud giant enclave find the place in chaos, sown by a devotee of Memnor in a bid to seize power.\"],[\"8\",\"Adventurers find a stone giant community in distress because its priest of Skoraeus has not returned from a pilgrimage to the Underdark. The giants suspect the priest has been captured by mind flayers.\"],[\"9\",\"Adventurers are shipwrecked in a mighty storm and rescued by storm giants, who believe the storm is a message from Stronmaus and are trying to discern its meaning.\"],[\"10\",\"A metallic dragon wyrmling asks adventurers for help stopping a fire giant who is slaughtering older dragons. The giant hopes to provoke a conflict between giants and dragons that will lead to Surtur cleansing the world with fire.\"],[\"11\",\"When winter stretches too long, food grows scarce and a priest of Thrym leads a hunting band to prey on the beleaguered people, who seek adventurers' protection.\"],[\"12\",\"A frost giant seeks help protecting a strange baby giant whom she believes to be a child of Annam who will herald a new age for all giantkind.\"]],\"name\":\"Gods and Adventures; Annam's Children Adventures\",\"page\":33,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giants in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Interloper Gods Adventures\",\"colLabels\":[\"d10\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A giant who worships Vaprak leads ogres and ettins in a rebellion against their steading. The leaders ask adventurers for help.\"],[\"2\",\"Adventurers traveling underground become lost in a labyrinthine network of passages and are hunted by stone giant cultists of Baphomet.\"],[\"3\",\"A storm giant devotee of Demogorgon begins summoning the Prince of Demons in a sea cave, but before the ritual is complete, hordes of aquatic monsters swarm the area. Local fishers seek protection.\"],[\"4\",\"After being cast out from a steading, a frost giant devotee of Kostchtchie attacks caravans. The drivers hire adventurers as guards.\"],[\"5\",\"The characters discover a large horde of gnolls attacking a hill giant steading, but the more gnolls the hill giants kill (and eat), the more the giants seem to change into demonic forms.\"],[\"6\",\"The characters experience a series of small earthquakes while visiting a mountain town. Their investigation suggests Evil Earth cultists might be active nearby, practicing for a larger catastrophe. A stone giant leads the cult.\"],[\"7\",\"Adventurers encounter a longboat crewed by frost giant cultists of Evil Water, which is plundering a busy trade route.\"],[\"8\",\"Forest gnomes seek protection from Evil Fire cultists who are burning the forest, having grown impatient waiting for Surtur to cleanse the world in flames.\"],[\"9\",\"A storm giant cultist of Evil Air unleashes an endless storm upon a thriving seaport. The locals ask for help.\"],[\"10\",\"A fire giant opens a gateway to the Nine Hells in the heart of a volcano. Locals seek protection from the lava and marauding fiends.\"]],\"name\":\"Gods and Adventures; Interloper Gods Adventures\",\"page\":33,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giants in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Recluses\",\"colLabels\":[\"d6\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Adventurers stumble upon a giants' enclave where a deadly plague wiped out most of the inhabitants. One survivor remains, tending the site and trying to hold back the ravages of time.\"],[\"2\",\"A new settlement in a remote region seeks to hire adventurers to get rid of a giant lairing nearby. The giant just wants to be left alone and is tired of having to move every few decades as other creatures crowd too close to the giant's dwelling.\"],[\"3\",\"Adventurers are hired to deal with a rampaging wild beast, but they discover the beast has a collar. The beast's owner is a giant who was forced to move recently, and the beast got lost trying to find its new home.\"],[\"4\",\"A wandering giant comes to a city looking for people who are knowledgeable about the world and might possess maps of remote regions. City authorities point the giant to the adventurers.\"],[\"5\",\"An approaching giant alarms the people of a small town, who ask the adventurers to protect them. But the peaceful giant is just searching for a new community of giants to join after fleeing a community ravaged by internal conflict. The giant agrees to leave the town in peace if the adventurers will help find a new home for the giant.\"],[\"6\",\"Adventurers stumble across the humble abode of a reclusive giant who is hungry for company and doesn't want them to leave.\"]],\"name\":\"Recluses\",\"page\":35,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giants in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Exiles\",\"colLabels\":[\"d6\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Characters get entangled in the affairs of a criminal gang operating in a major city and eventually discover the gang's leader is a giant whose headquarters is a huge warehouse at the city's outskirts.\"],[\"2\",\"Adventurers discover a secret cult conducting sinister rites in a vast mansion where a giant lives in luxury.\"],[\"3\",\"A giant takes up residence in a city and demands a huge share of tax revenue in exchange for protecting the city from outside threats.\"],[\"4\",\"An adventurer receives an exclusive invitation to study a topic of interest (perhaps giants' sagas or religion), but the invitation seems suspicious—demanding secrecy, traveling to a remote place, and so on. The teacher is a giant living near a city who is trying not to attract attention.\"],[\"5\",\"A group of adventurers—supplied with superior equipment and information by their giant patron—pursues the same goal as the characters.\"],[\"6\",\"A giant who lives in a city asks the characters to take the giant's teenage child with them on their next adventure. (See the \\\"{@book Giant Children|BGG|2|Giant Children}\\\" sidebar for suggestions on how to represent the teenage giant with a stat block.)\"]],\"name\":\"Exiles\",\"page\":35,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giants in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Bands\",\"colLabels\":[\"d6\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A band of giants is spotted near a town, and the adventurers are asked to dissuade the giants from coming any closer.\"],[\"2\",\"A raiding band of giants draws disaffected citizens of the region to join its ranks. The region's desperate despot hires adventurers to fight the giants.\"],[\"3\",\"A giant-led cult devoted to a demon lord or Elemental Evil wreaks destruction across the countryside.\"],[\"4\",\"A band of nature-revering giants seeks adventurers' help dealing with a corruption spreading through the local flora and turning animals into Aberrations.\"],[\"5\",\"A band of hunting giants has driven its prey—enormous beasts—into pastureland. The local farmers seek help.\"],[\"6\",\"Devout giants live a monastic life at a sacred site with vast magical power—power the adventurers require to deal with a cosmic threat.\"]],\"name\":\"Bands\",\"page\":36,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giants in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Families\",\"colLabels\":[\"d6\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"After a family of giants plunders a farming village of grain and livestock, adventurers are asked to track the raiders to their lair and prevent any further raids.\"],[\"2\",\"After a devastating storm, a lost giant child wanders into a settlement, looking for help getting home.\"],[\"3\",\"A giant begs adventurers for help after a family member becomes possessed by a murderous ghost.\"],[\"4\",\"Lost or stranded in the wilderness, the adventurers stumble upon a giant family's home.\"],[\"5\",\"Adventurers follow or track a fugitive to a giant family's home, where the villain hides from both the giants and the characters.\"],[\"6\",\"Characters seeking a mighty magical artifact learn it was lost during a battle against giants, and magical divination reveals it's now an heirloom treasured by a family of giants.\"]],\"name\":\"Family; Families\",\"page\":37,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giants in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Steadings\",\"colLabels\":[\"d6\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A young giant looks for adventurers' help turning the rest of the steading, including the young giant's family, away from the worship of a demon lord.\"],[\"2\",\"The only possible source to learn about an ancient evil threatening the world is a steading of giants who preserved a detailed history of the evil's previous appearance thousands of years ago.\"],[\"3\",\"Giants raided a village and took several prisoners to their steading, and adventurers must free them.\"],[\"4\",\"An evil conqueror tries to recruit giants from a steading, which would be disastrous for the peaceful peoples standing against the conqueror. Adventurers are asked to make sure no alliance is made.\"],[\"5\",\"A dozen people arrive in a small town after escaping from captivity in a giant steading. Their fierce habits disrupt the peace in the town while they look for heroes who can help free the remaining captives.\"],[\"6\",\"A metallic dragon asks adventurers to help reclaim the dragon's lair, which has been occupied by giants.\"]],\"name\":\"Steadings\",\"page\":37,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giants in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Settlements\",\"colLabels\":[\"d6\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Adventurers track marauding giants to a settlement where a cult of an interloper god dominates about half the steadings. The giants who remain faithful to the gods of the Ordning are barricaded in their steadings.\"],[\"2\",\"Adventurers are sent on a diplomatic mission to a giant sovereign to ask permission to open new mines in the giants' territory.\"],[\"3\",\"Adventurers need to infiltrate a giants' settlement to discover who is leading its ruler on the path to war.\"],[\"4\",\"The death of a giant monarch is an opportunity for adventurers to help a giant who has a peaceable attitude toward smaller folk to claim the throne.\"],[\"5\",\"Characters investigating a magical catastrophe discover that it engulfed a giants' settlement, and the giants need help dealing with its effects.\"],[\"6\",\"Adventurers are asked to deliver a ransom to a giants' settlement to secure the freedom of a very important captive, but the giants decide the adventurers would be even more valuable captives!\"]],\"name\":\"Settlements\",\"page\":38,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giants in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Hidden Rune Adventures\",\"colLabels\":[\"d6\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"While exploring an ancient giant ruin, adventurers encounter an agent of the Hidden Rune who tries to drive them from the ruin.\"],[\"2\",\"After adventurers discover an artifact made by ancient giants, an agent of the Hidden Rune approaches them and demands the item for the order's archive.\"],[\"3\",\"A collector hires adventurers to retrieve stolen items, but the thief has already sold the items to a giant. The chase could lead all the way to the Elemental Plane of Earth.\"],[\"4\",\"An agent of the Hidden Rune is unable to open the sealed entrance to an ancient ruin. The giant lures adventurers there, hoping they'll figure it out.\"],[\"5\",\"A comet appears in the sky, last seen when giants ruled the world. Adventurers discover there is information about the comet in the Hidden Rune's archive, if the giants can be persuaded to share it.\"],[\"6\",\"An agent of the Hidden Rune steals an important artifact and flees to another world, but the adventurers have a chance to follow.\"]],\"name\":\"Hidden Rune Adventures\",\"page\":39,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giants in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Eternal Throne Adventures\",\"colLabels\":[\"d6\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Characters arriving in a remote village are greeted by a stern giant who urges them to move along quickly, as the town is under the giant's protection.\"],[\"2\",\"A wandering knight of the stewards asks adventurers for help closing a planar portal that is allowing demons to spill across the countryside.\"],[\"3\",\"A Fiend or Undead hunted by a knight of the stewards poses as human and tells adventurers the giant is a dangerous marauder.\"],[\"4\",\"A giant knight is convinced the adventurers pose a threat and must be eliminated.\"],[\"5\",\"Following rumors of a \\\"dangerous giants' hideout\\\" in the mountains, the adventurers discover a bastion of the stewards.\"],[\"6\",\"After defeating a terrible evil, the adventurers receive an invitation to a stronghold of the stewards, where they are welcomed warmly and offered a peaceful life in the bastion if they agree to help protect it.\"]],\"name\":\"Eternal Throne Adventures\",\"page\":40,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giants in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Worldroot Circle Adventures\",\"colLabels\":[\"d6\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Giants of the Worldroot Circle need smaller adventurers to brave the caves beneath their world tree to stop whatever is gnawing or corrupting its roots.\"],[\"2\",\"A druid who saw the root of the world in a vision hires adventurers for protection on a pilgrimage to the site, which is guarded by the Worldroot Circle.\"],[\"3\",\"Long ago, the Worldroot Circle helped seal portals where invaders from another plane broke through. Now one of those portals has reopened, and the characters must find giants to reseal it.\"],[\"4\",\"Multiple oracles see visions of a great evil entering the world through a portal at its root, so adventurers are sent to find the place and ensure the portal doesn't open. They arrive to find giants of the Worldroot Circle locked in a losing battle to hold back the evil.\"],[\"5\",\"The characters find a magic staff made from a branch of a world tree, but the staff gives its owner haunting dreams that echo the Worldroot Circle's rites.\"],[\"6\",\"A giant of the Worldroot Circle comes to a city and insists a portal to the Far Realm has opened somewhere inside. Adventurers are tasked with helping the giant find and seal the portal.\"]],\"name\":\"Worldroot Circle Adventures\",\"page\":41,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giants in Play\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Initial Attitudes\",\"colLabels\":[\"Attitude Roll Total\",\"Initial Attitude\"],\"colStyles\":[\"col-2\",\"col-10\"],\"rows\":[[\"4 or lower\",\"Hostile\"],[\"5–8\",\"Indifferent\"],[\"9 or higher\",\"Friendly\"]],\"name\":\"Initial Attitudes\",\"page\":44,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giant Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Giantkind Encounters\",\"colLabels\":[\"d8\",\"Encounter Table\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@book Cloud Giant Encounters|BGG|3|Cloud Giant Encounters}\"],[\"2\",\"{@book Death Giant Encounters|BGG|3|Death Giant Encounters}\"],[\"3\",\"{@book Fire Giant Encounters|BGG|3|Fire Giant Encounters}\"],[\"4\",\"{@book Fomorian Encounters|BGG|3|Fomorian Encounters}\"],[\"5\",\"{@book Frost Giant Encounters|BGG|3|Frost Giant Encounters}\"],[\"6\",\"{@book Hill Giant Encounters|BGG|3|Hill Giant Encounters}\"],[\"7\",\"{@book Stone Giant Encounters|BGG|3|Stone Giant Encounters}\"],[\"8\",\"{@book Storm Giant Encounters|BGG|3|Storm Giant Encounters}\"]],\"name\":\"Giantkind Encounters\",\"page\":44,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giant Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Against the Giants\",\"colLabels\":[\"d8\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Adventurers find a village completely deserted, with tracks leading to a hill giant steading. Can they rescue the surviving villagers and livestock before the {@creature Hill Giant||hill giants} eat them all?\"],[\"2\",\"A family of {@creature Stone Giant||stone giants} fell under the sway of Lolth and allied with Lolth-worshiping drow to raid the surface. Adventurers must break the alliance or eliminate the stone giants if necessary.\"],[\"3\",\"An especially harsh winter is accompanied by roving bands of {@creature Frost Giant||frost giants} and {@creature Winter Wolf||winter wolves} preying on travelers.\"],[\"4\",\"{@creature Fire Giant||Fire giants} send {@creature Hell Hound||hell hounds} into mine tunnels to chase the miners out, then send their own azer servants to plunder the mineral-rich mines. The miners seek help to reclaim their mines.\"],[\"5\",\"A clever {@creature cloud giant} plays several other powerful creatures against each other and against nearby Humanoids. Eliminating the giant will return the volatile situation to an uneasy status quo.\"],[\"6\",\"A {@creature frost giant} leads a mixed band of weaker giants in a campaign of bloodlust to honor Thrym or a demon lord.\"],[\"7\",\"After a villainous group slays a young {@creature storm giant}, the giant's parent unleashes an undiscriminating campaign of vengeance against any \\\"interfering little gnats\\\" living nearby.\"],[\"8\",\"As characters explore a steading belonging to one kind of giant (you can roll a {@dice d6} on this table to decide why the characters are there), they discover an honored guest of a more powerful giant kind who is coordinating the weaker giants' activities.\"]],\"name\":\"Against the Giants\",\"page\":55,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giant Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Clash of Titans\",\"colLabels\":[\"d6\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Frost giants besiege a fire giant settlement, disrupting travel and trade across the region. Injured frost giants shelter in nearby towns, demanding the people there serve them while they recover.\"],[\"2\",\"A dragon and a giant, in the middle of a fierce battle, suddenly fall from the sky into a town square. Neither combatant is concerned about protecting the people around them.\"],[\"3\",\"Hired to guard a caravan heading to a remote mountain town, adventurers find the pass blocked with rockslides caused by stone giants at play.\"],[\"4\",\"A group of giants (perhaps members of the Stewards of the Eternal Throne, described in {@book chapter 2|BGG|2|Stewards of the Eternal Throne}) warns a city that the {@creature tarrasque} is approaching and asks for heroes to evacuate the city while the giants hold the monster at bay.\"],[\"5\",\"A terrifying storm lashes a fishing village for days. After helping people get to safety, the adventurers investigate the storm, and they discover a storm giant locked in battle with a kraken nearby.\"],[\"6\",\"After slumbering for centuries, a {@creature scion of Grolantor|BGG} (described in {@book chapter 6)|BGG|6|Hill Scion}, begins to stir. The residents of the farming village built on the sleeping giant's back seek help evacuating.\"]],\"name\":\"Clash of Titans\",\"page\":56,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giant Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Delve into the Past\",\"colLabels\":[\"d6\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"During a long drought, the water level of a lake lowers, revealing huge structures at its bottom.\"],[\"2\",\"A sinkhole releases strange monsters into the surface world, and characters who investigate discover a ruined stronghold in its depths.\"],[\"3\",\"An eccentric aristocrat finances an expedition to a remote ruin to retrieve giant-made art and artifacts.\"],[\"4\",\"The characters' research suggests the last known location of the {@item Axe of the Dwarvish Lords} (or some other artifact they want to retrieve) was in an ancient giant stronghold.\"],[\"5\",\"Adventurers tracking a monster discover its lair in an ancient giants' ruin. While they hunt the monster, they can also piece together the history of the place.\"],[\"6\",\"Characters exploring a strange ruin accidentally trigger magic that causes seven flying castles—including the one the characters are in—to rise into the sky from where they had fallen.\"]],\"name\":\"Delve into the Past\",\"page\":57,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giant Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Giant-Sized Schemes\",\"colLabels\":[\"d6\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The ghost of a murdered giant monarch appears to the monarch's heirs and demands they claim vengeance. The heirs and the murderer end up in a wide-ranging conflict that threatens to devastate settlements near the giants' realm.\"],[\"2\",\"Convinced she is the rightful ruler of another giant's domain, a giant launches an invasion, heedless of the inhabitants of the lands between the giants' realms.\"],[\"3\",\"Believing his sovereign has violated the ordning by promoting an inferior giant instead of him, a scheming giant hires adventurers to undermine the sovereign's authority.\"],[\"4\",\"Seeking to impress a fire giant, a frost giant tries to bind a powerful elemental, but the elemental escapes and rampages across the region.\"],[\"5\",\"A dejected storm or cloud giant causes a drought or flooding across nearby farmlands.\"],[\"6\",\"After being insulted by a giant sovereign, a noble giant schemes to open a portal to the Abyss and summon a demon lord to destroy the sovereign's settlement. The site becomes a festering sinkhole of evil as demons roam the surrounding area.\"]],\"name\":\"Giant-Sized Schemes\",\"page\":57,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giant Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Into the Giant Realms\",\"colLabels\":[\"d6\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A fissure opens during an earthquake, and ordinary means can't determine its depth. Adventurers are asked to explore it and determine the source of the light that is barely visible far below.\"],[\"2\",\"Characters find a coded journal in a dragon's treasure hoard, indicating a path to a hidden paradise.\"],[\"3\",\"Adventurers find a giant-sized ring inscribed with the sigil sequence for a teleportation circle.\"],[\"4\",\"An enormous stone archway is carved with symbols that, when touched in the correct sequence, activate a portal.\"],[\"5\",\"A strange map shows a road where no road exists. During solstices, the road appears and stretches in an impossible direction to a mysterious destination.\"],[\"6\",\"Characters acquire a broken piece of an artifact that magically guides them to the location of another piece, which is in a realm of giants.\"]],\"name\":\"Into the Giant Realms\",\"page\":58,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giant Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Giant Patrons\",\"colLabels\":[\"Giant Role\",\"Group Patron Type\"],\"colStyles\":[\"col-4 text-center\",\"col-8 text-center\"],\"rows\":[[\"{@book Boss|BGG|3|Boss}\",\"Criminal Syndicate\"],[\"{@book Financier|BGG|3|Financier}\",\"Aristocrat\"],[\"{@book Seer|BGG|3|Seer}\",\"Ancient Being\"],[\"{@book Sovereign|BGG|3|Sovereign}\",\"Sovereign\"],[\"{@book Tutor|BGG|3|Tutor}\",\"Academy\"],[\"{@book Warleader|BGG|3|Warleader}\",\"Military Force\"]],\"name\":\"Giant Patrons\",\"page\":59,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giant Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Boss Assignments\",\"colLabels\":[\"d6\",\"Assignment\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Thieves stole the giant's most precious treasure and fled into the sewers, where the giant can't follow. Hunt the thieves and retrieve the treasure.\"],[\"2\",\"A rival gang is encroaching on the giant's territory. Spy on these rivals, and identify the best place for the giant to strike to shut them down for good.\"],[\"3\",\"Somebody who works for the giant is stealing. Find out who it is, and make sure they never think about double-crossing the giant again.\"],[\"4\",\"The giant has a score to settle with a powerful foe (perhaps a dragon, a {@creature beholder}, or another monstrous crime lord). Make sure the boss survives!\"],[\"5\",\"The boss wants a treasure that's being held in an underground refuge the giant can't enter. Plan and execute the perfect heist.\"],[\"6\",\"Another group of adventurers refuses to serve the boss anymore. Find them and convince them to return, or join forces with them to topple the giant.\"]],\"name\":\"Boss Assignments\",\"page\":59,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giant Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Financier Assignments\",\"colLabels\":[\"d6\",\"Assignment\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Follow a map found in an ancient tome to a long-forgotten ruin in search of treasure or lore.\"],[\"2\",\"Find a new route around or across inhospitable terrain such as a desert or ocean.\"],[\"3\",\"Delve into the Underdark in search of deposits of rare magical crystal, and map your route so miners can retrace it.\"],[\"4\",\"Sabotage the business of a rival giant.\"],[\"5\",\"Guard a wagon or caravan hauling goods to a remote settlement of giants.\"],[\"6\",\"Venture into a desolate wasteland to find the undiscovered ruined city at the center and identify the catastrophe that devastated the region.\"]],\"name\":\"Financier Assignments\",\"page\":59,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giant Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Seer Assignments\",\"colLabels\":[\"d6\",\"Assignment\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Help the giant re-create an ancient ritual that should reveal an omen or revelation from Annam.\"],[\"2\",\"Steal the research notes of some ancient sage (perhaps a dragon or a yugoloth), which hold information pertinent to Annam's activities.\"],[\"3\",\"Explore the ruins of an ancient temple to Annam, looking for records of revelations or prophecies.\"],[\"4\",\"Follow a devastating storm across the countryside, carefully mapping its path and cataloging the destruction left in its wake.\"],[\"5\",\"Brave a dragon's hoard to steal a device that tracks the positions of invisible celestial bodies.\"],[\"6\",\"Search for clues pointing to the location of the {@item Adze of Annam|BGG} (described in {@book chapter 5|BGG|5|Adze of Annam}) or some other artifact related to the gods of the Ordning.\"]],\"name\":\"Seer Assignments\",\"page\":60,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giant Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Sovereign Assignments\",\"colLabels\":[\"d6\",\"Assignment\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Steal intelligence from an enemy giant sovereign.\"],[\"2\",\"Weaken or remove a rival to the sovereign's rule—an ambitious general, fanatical priest, or jealous sibling.\"],[\"3\",\"Root out corruption or disloyalty among the giants, and eliminate their abuse of their strength to exploit the settlement's smaller inhabitants.\"],[\"4\",\"Bring gifts to a powerful dragon—and convince it not to destroy the settlement of giants.\"],[\"5\",\"Suppress (or secretly aid) an underground rebellion among the smaller folk of the settlement.\"],[\"6\",\"While pretending to entertain visiting diplomats, try to discover their secret reason for visiting.\"]],\"name\":\"Sovereign Assignments\",\"page\":60,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giant Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Tutor Assignments\",\"colLabels\":[\"d6\",\"Assignment\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Capture and document the elemental hulks (see {@book chapter 6|BGG|6}) or other creatures that inhabit a remote valley, island, or cavern.\"],[\"2\",\"Explore the effects of a planar nexus on spellcasting, creatures, and magic items.\"],[\"3\",\"Delve into an ancient ruin to discover the nature of the plague, conflict, or magical catastrophe that exterminated the giants who once lived there.\"],[\"4\",\"Find the secret demiplane where an ancient city of giants was hidden to avoid catastrophe.\"],[\"5\",\"Find a set of artifacts that was plundered and scattered when a settlement of giants fell.\"],[\"6\",\"Plumb the secrets of a sect of giants that was wiped from the face of the earth by the gods' wrath.\"]],\"name\":\"Tutor Assignments\",\"page\":60,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giant Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Warleader Assignments\",\"colLabels\":[\"d6\",\"Assignment\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Take out a champion or commander at the rear of a mass of enemy forces.\"],[\"2\",\"Oversee the defense of a supply depot when enemies attack.\"],[\"3\",\"Sabotage or steal a powerful magical weapon before enemies can use it against the giant's forces.\"],[\"4\",\"Gather information on enemy troop numbers, placements, composition, or supply routes.\"],[\"5\",\"Protect the giant's forces from an attacking dragon.\"],[\"6\",\"Suppress the activities of bandits and rebels within the giant's territory.\"]],\"name\":\"Warleader Assignments\",\"page\":61,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giant Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"World-Shaking Events\",\"colLabels\":[\"d8\",\"Event\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A giant who claims prophetic inspiration from Annam unites scattered bands of giants into a powerful political and militaristic force.\"],[\"2\",\"The death of a storm giant sets off a wide-ranging struggle among various giant leaders to fill the resulting power vacuum.\"],[\"3\",\"A cataclysmic disaster (such as a volcanic eruption, unending winter, or relentless storm) displaces both giants and smaller folk from their homes; only later do adventurers discover giants caused the disaster.\"],[\"4\",\"A mighty army led by giants launches an invasion of its neighbors, secretly motivated by the desire to access an ancient ruin in neighboring territory.\"],[\"5\",\"Humanoids mobilize to overthrow their giant oppressors, but the Humanoids are hopelessly outmatched in battle.\"],[\"6\",\"One of the giants' organizations described in {@book chapter 2|BGG|2|Organizations} is founded or comes to this world for the first time.\"],[\"7\",\"A group of giants sailing in enormous boats makes landfall in an area inhabited by Humanoids, marking each people's first awareness of the other and the lands they inhabit.\"],[\"8\",\"A small but growing number of giants believe the adventurers might be the fulfillment of an ancient prophecy that means they will bring about the return of Annam—and either the downfall or the resurgence of the giants.\"]],\"name\":\"Campaign Events; World-Shaking Events\",\"page\":62,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giant Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Howling Iceberg Tunnels\",\"colLabels\":[\"d10\",\"Destination\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1–4\",\"A planar portal leading to the Frostfell\"],[\"5–8\",\"A planar portal leading to Pandemonium\"],[\"9–10\",\"The cavern where the Frostfell Shard rests\"]],\"name\":\"Howling Iceberg Tunnels\",\"page\":88,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giant Enclaves\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Star Forge Item Creation\",\"colLabels\":[\"Rarity\",\"Material Cost\",\"Check DC\"],\"colStyles\":[\"col-4\",\"col-5 text-right\",\"col-3 text-right\"],\"rows\":[[\"Common\",\"100 gp\",\"10\"],[\"Uncommon\",\"500 gp\",\"15\"],[\"Rare\",\"5,000 gp\",\"20\"],[\"Very Rare\",\"50,000 gp\",\"25\"],[\"Legendary\",\"500,000 gp\",\"30\"]],\"name\":\"Star Forge Item Creation\",\"page\":98,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giant Enclaves\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"caption\":\"Cloud Giant Bag Items\",\"colLabels\":[\"d12\",\"Item\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A 4-foot-diameter gourd\"],[\"2\",\"A massive mortar and pestle\"],[\"3\",\"A gilded birdcage, large enough to hold a Medium creature, worth 50 gp\"],[\"4\",\"A giant-sized silver ring set with blue crystals, worth 75 gp\"],[\"5\",\"A large, gaudy citrine pendant carved to look like the sun, worth 90 gp\"],[\"6\",\"A giant-sized brass spyglass worth 100 gp\"],[\"7\",\"A life-sized malachite statue of a vulture, worth 110 gp\"],[\"8\",\"A tall electrum goblet inlaid with jade, worth 115 gp\"],[\"9\",\"A giant-sized silk dressing gown worth 125 gp\"],[\"10\",\"A 3-foot-tall turquoise idol depicting Memnor, worth 150 gp\"],[\"11\",\"Two 1-foot-tall golden eggs, each worth 100 gp\"],[\"12\",\"A large platinum mask worth 200 gp, which can depict two expressions—one of grand joy and one of deep sorrow—depending on its orientation\"]],\"name\":\"Cloud Giant Bag Contents; Cloud Giant Bag Items\",\"page\":105,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giant Treasures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Fire Giant Bag Items\",\"colLabels\":[\"d12\",\"Item\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A battered, giant-sized pewter bowl and spoon\"],[\"2\",\"A giant-sized leather apron stained with soot\"],[\"3\",\"A branding iron of the giant's family name\"],[\"4\",\"Six giant-sized iron ingots\"],[\"5\",\"A large pot of metal polish\"],[\"6\",\"An old iron warhammer (used to emboss metal)\"],[\"7\",\"120 feet of thick hemp rope coated in fire-retardant lacquer\"],[\"8\",\"A diagram showing how to make a spiked tower shield\"],[\"9\",\"A 3-foot-tall ceramic mug with golden paint\"],[\"10\",\"A giant-sized ivory beard comb worth 50 gp\"],[\"11\",\"Fragments of a fire opal, worth 60 gp\"],[\"12\",\"A delicate, blown-glass flower wrapped carefully in gauze, worth 80 gp\"]],\"name\":\"Fire Giant Bag Contents; Fire Giant Bag Items\",\"page\":106,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giant Treasures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Frost Giant Bag Items\",\"colLabels\":[\"d12\",\"Item\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A large bronze bell with no clapper\"],[\"2\",\"A giant-sized wineskin, half-filled with wine frozen to slush\"],[\"3\",\"A necklace made of griffon beaks and skulls\"],[\"4\",\"The jagged claw of a white dragon with ice still riming its tip\"],[\"5\",\"A giant-sized fur cloak, ripped and patched in multiple places\"],[\"6\",\"A rusty longsword used to skin animals\"],[\"7\",\"A sack of dried meat strips, with \\\"Wolf Treats\\\" stitched in Giant on the front\"],[\"8\",\"Six large iron caltrops\"],[\"9\",\"Three ivory tusks, each worth 10 gp\"],[\"10\",\"Two polar bear pelts, each worth 20 gp\"],[\"11\",\"A massive, gold-tipped war horn worth 50 gp\"],[\"12\",\"Five large blue quartz gems, each worth 25 gp\"]],\"name\":\"Frost Giant Bag Contents; Frost Giant Bag Items\",\"page\":106,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giant Treasures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Hill Giant Bag Items\",\"colLabels\":[\"d12\",\"Item\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Five wheels of cheese\"],[\"2\",\"A giant-sized pair of old sandals\"],[\"3\",\"The skull of a Monstrosity native to the region\"],[\"4\",\"A haunch of smoked meat\"],[\"5\",\"A rusty dagger the giant used as a toothpick\"],[\"6\",\"Iron prongs and a trough of coal to create a makeshift spit-roast setup\"],[\"7\",\"A beehive with live bees\"],[\"8\",\"A small picture book for learning Common\"],[\"9\",\"A hefty box containing an assortment of colorful peppercorns\"],[\"10\",\"A clay tablet carved with stirring poetry\"],[\"11\",\"An unopened cask of honey mead, worth 25 gp\"],[\"12\",\"A cracked, giant-sized porcelain plate, repaired with silver lacquer, worth 50 gp\"]],\"name\":\"Hill Giant Bag Contents; Hill Giant Bag Items\",\"page\":107,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giant Treasures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Stone Giant Bag Items\",\"colLabels\":[\"d12\",\"Item\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A striated boulder, notably smooth on one side but rough and bumpy on the other\"],[\"2\",\"A pair of flat stones tied together with hempen rope, currently pressing bioluminescent flowers\"],[\"3\",\"A string of giant-sized clay beads, each engraved with different patterns that mimic constellations\"],[\"4\",\"A wooden ocarina that perfectly imitates the sound of wind echoing in an underground cavern\"],[\"5\",\"A leather sack containing pungent spices\"],[\"6\",\"A multifaceted crystal prism\"],[\"7\",\"A giant-sized iron kettle\"],[\"8\",\"A misshapen, plush rendition of a giant cave spider\"],[\"9\",\"A giant-sized, elegant silver chisel and hammer used for carving runes, worth 20 gp\"],[\"10\",\"Seven giant-sized knucklebones worth 50 gp total\"],[\"11\",\"A 2-foot-diameter moonstone pendant depicting the profile of Skoraeus, worth 70 gp\"],[\"12\",\"Two halves of a 3-foot-diameter geode worth 120 gp total, split to reveal jagged indigo crystals\"]],\"name\":\"Stone Giant Bag Contents; Stone Giant Bag Items\",\"page\":107,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giant Treasures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Storm Giant Bag Items\",\"colLabels\":[\"d12\",\"Item\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The bones of a roc, carved with prophetic runes\"],[\"2\",\"A giant-sized deck of ornately illustrated cards, their edges trimmed with gold foil\"],[\"3\",\"A drop of crystallized amber from a sacred tree\"],[\"4\",\"An earthenware jar filled with salt\"],[\"5\",\"10 pounds of candle wax in various colors\"],[\"6\",\"An elegant, giant-sized drinking horn engraved with a prayer to Stronmaus in the Giant language\"],[\"7\",\"A smooth, triangular blue stone crossed with etchings that look like lightning strikes\"],[\"8\",\"A giant-sized dulcimer inlaid with mother-of-pearl, worth 100 gp\"],[\"9\",\"A large bronze gong worth 50 gp\"],[\"10\",\"A gold toad pendant with carnelian eyes, worth 90 gp\"],[\"11\",\"A star rose quartz orb worth 120 gp\"],[\"12\",\"Three giant-sized sticks of incense, worth 75 gp each\"]],\"name\":\"Storm Giant Bag Contents; Storm Giant Bag Items\",\"page\":108,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giant Treasures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"25 gp Art Objects\",\"colLabels\":[\"d8\",\"Item\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A dome-shaped crystal carved with patterns of constellations\"],[\"2\",\"A pale-blue clay mask depicting an expression of raucous laughter\"],[\"3\",\"A set of gilded, giant-sized cutlery\"],[\"4\",\"A 5-foot-tall stone tablet engraved with runes that feel warm to the touch\"],[\"5\",\"A quartz pendant carved in the likeness of a god\"],[\"6\",\"A slightly bent silver crown kept as a trophy\"],[\"7\",\"A lopsided chunk of luminous stone\"],[\"8\",\"A bronze war horn, its flared bell shaped like a charging ram\"]],\"name\":\"25 gp Art Objects\",\"page\":109,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giant Treasures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"250 gp Art Objects\",\"colLabels\":[\"d8\",\"Item\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An ornate tapestry depicting a high-ranking family of giants\"],[\"2\",\"The expertly stuffed and mounted remains of a Large Monstrosity native to the area\"],[\"3\",\"An abstract spiral sculpture carved from a fulgurite\"],[\"4\",\"A rowboat displayed inside a giant-sized green crystal bottle\"],[\"5\",\"An iridescent conch shell that echoes with the sounds of a maelstrom\"],[\"6\",\"A hefty ceramic funerary urn, intricately painted with scenes from its inhabitant's lifetime\"],[\"7\",\"A 10-foot-tall mirror set in a gem-encrusted frame\"],[\"8\",\"A complex bronze armillary sphere, its rings engraved with various Giant runes and prophecies\"]],\"name\":\"250 gp Art Objects\",\"page\":109,\"source\":\"BGG\",\"chapter\":{\"name\":\"Giant Treasures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":5}},{\"caption\":\"Cloud Giants\",\"colLabels\":[\"Giant\",\"CR\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"{@creature Cloud giant}\",\"9\"],[\"{@creature Cloud giant destiny gambler|BGG}*\",\"19\"],[\"{@creature Cloud giant of Evil Air|BGG}*\",\"12\"],[\"{@creature Cloud giant smiling one|MPMM}†\",\"11\"],[\"{@creature Mist hulk|BGG}*\",\"6\"],[\"{@creature Scion of Memnor|BGG}*\",\"26\"],[\"{@creature Spectral cloud|BGG}*\",\"13\"]],\"name\":\"Giants by Kind; Cloud Giants\",\"page\":188,\"source\":\"BGG\",\"chapter\":{\"name\":\"Bestiary\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":6}},{\"caption\":\"Fire Giants\",\"colLabels\":[\"Giant\",\"CR\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"{@creature Cinder hulk|BGG}*\",\"7\"],[\"{@creature Firegaunt|BGG}*\",\"11\"],[\"{@creature Fire giant}\",\"9\"],[\"{@creature Fire giant dreadnought|MPMM}†\",\"14\"],[\"{@creature Fire giant forgecaller|BGG}*\",\"18\"],[\"{@creature Fire giant of Evil Fire|BGG}*\",\"10\"],[\"{@creature Fire hellion|BGG}*\",\"11\"],[\"{@creature Scion of Surtur|BGG}*\",\"25\"]],\"name\":\"Giants by Kind; Fire Giants\",\"page\":188,\"source\":\"BGG\",\"chapter\":{\"name\":\"Bestiary\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":6}},{\"caption\":\"Frost Giants\",\"colLabels\":[\"Giant\",\"CR\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"{@creature Frost giant}\",\"8\"],[\"{@creature Frost giant everlasting one|MPMM}†\",\"12\"],[\"{@creature Frost giant ice shaper|BGG}*\",\"17\"],[\"{@creature Frost giant of Evil Water|BGG}*\",\"11\"],[\"{@creature Frostmourn|BGG}*\",\"10\"],[\"{@creature Fury of Kostchtchie|BGG}*\",\"14\"],[\"{@creature Rime hulk|BGG}*\",\"5\"],[\"{@creature Scion of Thrym|BGG}*\",\"24\"]],\"name\":\"Giants by Kind; Frost Giants\",\"page\":188,\"source\":\"BGG\",\"chapter\":{\"name\":\"Bestiary\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":6}},{\"caption\":\"Hill Giants\",\"colLabels\":[\"Giant\",\"CR\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"{@creature Barrowghast|BGG}*\",\"7\"],[\"{@creature Hill giant}\",\"5\"],[\"{@creature Hill giant avalancher|BGG}*\",\"12\"],[\"{@creature Maw of Yeenoghu|BGG}*\",\"10\"],[\"{@creature Mouth of Grolantor|MPMM}†\",\"6\"],[\"{@creature Mud hulk|BGG}*\",\"3\"],[\"{@creature Scion of Grolantor|BGG}*\",\"22\"]],\"name\":\"Giants by Kind; Hill Giants\",\"page\":188,\"source\":\"BGG\",\"chapter\":{\"name\":\"Bestiary\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":6}},{\"caption\":\"Stone Giants\",\"colLabels\":[\"Giant\",\"CR\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"{@creature Cairnwight|BGG}*\",\"9\"],[\"{@creature Dust hulk|BGG}*\",\"5\"],[\"{@creature Scion of Skoraeus|BGG}*\",\"23\"],[\"{@creature Stalker of Baphomet|BGG}*\",\"12\"],[\"{@creature Stone giant}\",\"7\"],[\"{@creature Stone giant dreamwalker|MPMM}†\",\"10\"],[\"{@creature Stone giant of Evil Earth|BGG}*\",\"9\"],[\"{@creature Stone giant rockspeaker|BGG}*\",\"16\"]],\"name\":\"Giants by Kind; Stone Giants\",\"page\":188,\"source\":\"BGG\",\"chapter\":{\"name\":\"Bestiary\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":6}},{\"caption\":\"Storm Giants\",\"colLabels\":[\"Giant\",\"CR\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"{@creature Lightning hulk|BGG}*\",\"9\"],[\"{@creature Scion of Stronmaus|BGG}*\",\"27\"],[\"{@creature Storm giant}\",\"13\"],[\"{@creature Storm giant quintessent|MPMM}†\",\"16\"],[\"{@creature Storm giant tempest caller|BGG}*\",\"20\"],[\"{@creature Storm herald|BGG}*\",\"17\"],[\"{@creature Tempest spirit|BGG}*\",\"15\"]],\"name\":\"Giants by Kind; Storm Giants\",\"page\":188,\"source\":\"BGG\",\"chapter\":{\"name\":\"Bestiary\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":6}},{\"caption\":\"Other Giants\",\"colLabels\":[\"Giant\",\"CR\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"{@creature Cyclops}\",\"6\"],[\"{@creature Death giant reaper|BGG}*\",\"12\"],[\"{@creature Death giant shrouded one|BGG}*\",\"15\"],[\"{@creature Dire troll|MPMM}†\",\"13\"],[\"{@creature Echo of Demogorgon|BGG}*\",\"6\"],[\"{@creature Ettin}\",\"4\"],[\"{@creature Ettin ceremorph|BGG}*\",\"8\"],[\"{@creature Fensir skirmisher|BGG}*\",\"6\"],[\"{@creature Fensir devourer|BGG}*\",\"8\"],[\"{@creature Fomorian}\",\"8\"],[\"{@creature Fomorian deep crawler|BGG}*\",\"10\"],[\"{@creature Fomorian noble|BGG}*\",\"15\"],[\"{@creature Fomorian warlock of the dark|BGG}*\",\"12\"],[\"{@creature Gargantua|BGG}*\",\"21\"],[\"{@creature Ogre}\",\"2\"],[\"{@creature Ogre battering ram|MPMM}†\",\"4\"],[\"{@creature Ogre bolt launcher|MPMM}†\",\"2\"],[\"{@creature Ogre chain brute|MPMM}†\",\"3\"],[\"{@creature Ogre howdah|MPMM}†\",\"2\"],[\"{@creature Rot troll|MPMM}†\",\"9\"],[\"{@creature Spirit troll|MPMM}†\",\"11\"],[\"{@creature Troll}\",\"5\"],[\"{@creature Troll amalgam|BGG}*\",\"17\"],[\"{@creature Troll mutate|BGG}*\",\"7\"],[\"{@creature Venom troll|MPMM}†\",\"7\"]],\"name\":\"Giants by Kind; Other Giants\",\"page\":188,\"source\":\"BGG\",\"chapter\":{\"name\":\"Bestiary\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":6}},{\"caption\":\"Creatures by Challenge Rating\",\"colLabels\":[\"CR\",\"Creature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1/2\",\"{@creature Giant lynx|BGG}\"],[\"1\",\"{@creature Bag jelly|BGG}\"],[\"1\",\"{@creature Giant ram|BGG}\"],[\"1\",\"{@creature Grinning cat|BGG}\"],[\"2\",\"{@creature Giant tick|BGG}\"],[\"3\",\"{@creature Giant goose|BGG}\"],[\"3\",\"{@creature Giant ox|BGG}\"],[\"3\",\"{@creature Goliath giant-kin|BGG}\"],[\"3\",\"{@creature Mud hulk|BGG}\"],[\"3\",\"{@creature Spotted lion|BGG}\"],[\"4\",\"{@creature Firbolg primeval warden|BGG}\"],[\"5\",\"{@creature Dust hulk|BGG}\"],[\"5\",\"{@creature Firbolg wanderer|BGG}\"],[\"5\",\"{@creature Rime hulk|BGG}\"],[\"5\",\"{@creature Titanothere|BGG}\"],[\"6\",\"{@creature Echo of Demogorgon|BGG}\"],[\"6\",\"{@creature Fensir skirmisher|BGG}\"],[\"6\",\"{@creature Mist hulk|BGG}\"],[\"7\",\"{@creature Barrowghast|BGG}\"],[\"7\",\"{@creature Cinder hulk|BGG}\"],[\"7\",\"{@creature Troll mutate|BGG}\"],[\"8\",\"{@creature Ettin ceremorph|BGG}\"],[\"8\",\"{@creature Fensir devourer|BGG}\"],[\"9\",\"{@creature Cairnwight|BGG}\"],[\"9\",\"{@creature Ceratops|BGG|Ceratops (dinosaur)}\"],[\"9\",\"{@creature Lightning hulk|BGG}\"],[\"9\",\"{@creature Stone giant of Evil Earth|BGG}\"],[\"10\",\"{@creature Aerosaur|BGG|Aerosaur (dinosaur)}\"],[\"10\",\"{@creature Fire giant of Evil Fire|BGG}\"],[\"10\",\"{@creature Fomorian deep crawler|BGG}\"],[\"10\",\"{@creature Frostmourn|BGG}\"],[\"10\",\"{@creature Maw of Yeenoghu|BGG}\"],[\"11\",\"{@creature Firegaunt|BGG}\"],[\"11\",\"{@creature Fire hellion|BGG}\"],[\"11\",\"{@creature Frost giant of Evil Water|BGG}\"],[\"11\",\"{@creature Storm crab|BGG}\"],[\"12\",\"{@creature Cloud giant of Evil Air|BGG}\"],[\"12\",\"{@creature Death giant reaper|BGG}\"],[\"12\",\"{@creature Fomorian warlock of the dark|BGG}\"],[\"12\",\"{@creature Hill giant avalancher|BGG}\"],[\"12\",\"{@creature Stalker of Baphomet|BGG}\"],[\"13\",\"{@creature Altisaur|BGG|Altisaur (dinosaur)}\"],[\"13\",\"{@creature Spectral cloud|BGG}\"],[\"14\",\"{@creature Fury of Kostchtchie|BGG}\"],[\"14\",\"{@creature Regisaur|BGG|Regisaur (dinosaur)}\"],[\"15\",\"{@creature Death giant shrouded one|BGG}\"],[\"15\",\"{@creature Fomorian noble|BGG}\"],[\"15\",\"{@creature Tempest spirit|BGG}\"],[\"16\",\"{@creature Stone giant rockspeaker|BGG}\"],[\"17\",\"{@creature Frost giant ice shaper|BGG}\"],[\"17\",\"{@creature Storm herald|BGG}\"],[\"17\",\"{@creature Troll amalgam|BGG}\"],[\"18\",\"{@creature Fire giant forgecaller|BGG}\"],[\"19\",\"{@creature Cloud giant destiny gambler|BGG}\"],[\"20\",\"{@creature Flesh colossus|BGG}\"],[\"20\",\"{@creature Gigant|BGG}\"],[\"20\",\"{@creature Storm giant tempest caller|BGG}\"],[\"21\",\"{@creature Gargantua|BGG}\"],[\"21\",\"{@creature Runic colossus|BGG}\"],[\"22\",\"{@creature Scion of Grolantor|BGG}\"],[\"23\",\"{@creature Scion of Skoraeus|BGG}\"],[\"24\",\"{@creature Scion of Thrym|BGG}\"],[\"25\",\"{@creature Scion of Surtur|BGG}\"],[\"26\",\"{@creature Scion of Memnor|BGG}\"],[\"27\",\"{@creature Scion of Stronmaus|BGG}\"]],\"name\":\"Challenge Ratings; Creatures by Challenge Rating\",\"page\":188,\"source\":\"BGG\",\"chapter\":{\"name\":\"Bestiary\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":6}},{\"caption\":\"Adventure Hooks\",\"colLabels\":[\"d100\",\"Adventure Hook Table or Text\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–02\",\"{@book Cloud Giant Wealth|BGG|2|Cloud Giant Wealth} (chapter 2, \\\"{@book The Ordning|BGG|2|The Ordning}\\\")\"],[\"03–04\",\"{@book Fire Giant Skill|BGG|2|Fire Giant Skill} (chapter 2, \\\"{@book The Ordning|BGG|2|The Ordning}\\\")\"],[\"05–06\",\"{@book Frost Giant Might|BGG|2|Frost Giant Might} (chapter 2, \\\"{@book The Ordning|BGG|2|The Ordning}\\\")\"],[\"07–08\",\"{@book Stone Giant Artistry|BGG|2|Stone Giant Artistry} (chapter 2, \\\"{@book The Ordning|BGG|2|The Ordning}\\\")\"],[\"09–11\",\"{@book Rejecting the Ordning|BGG|2|Rejecting the Ordning} (chapter 2, \\\"{@book The Ordning|BGG|2|The Ordning}\\\")\"],[\"12–14\",\"{@book Annam's Children Adventures|BGG|2|Annam's Children Adventures} (chapter 2, \\\"{@book Gods and Religion|BGG|2|Gods and Religion}\\\")\"],[\"15–17\",\"{@book Interloper Gods Adventures|BGG|2|Interloper Gods Adventures} (chapter 2, \\\"{@book Gods and Religion|BGG|2|Gods and Religion}\\\")\"],[\"18–20\",\"{@book Recluses|BGG|2|Recluses} (chapter 2, \\\"{@book Social Structures|BGG|2|Social Structures}\\\")\"],[\"21–23\",\"{@book Exiles|BGG|2|Exiles} (chapter 2, \\\"{@book Social Structures|BGG|2|Social Structures}\\\")\"],[\"24–25\",\"{@book Bands|BGG|2|Bands} (chapter 2, \\\"{@book Social Structures|BGG|2|Social Structures}\\\")\"],[\"26–27\",\"{@book Families|BGG|2|Families} (chapter 2, \\\"{@book Social Structures|BGG|2|Social Structures}\\\")\"],[\"28–29\",\"{@book Steadings|BGG|2|Steadings} (chapter 2, \\\"{@book Social Structures|BGG|2|Social Structures}\\\")\"],[\"30–31\",\"{@book Settlements|BGG|2|Settlements} (chapter 2, \\\"{@book Social Structures|BGG|2|Social Structures}\\\")\"],[\"32–33\",\"{@book Hidden Rune Adventures|BGG|2|Hidden Rune Adventures} (chapter 2, \\\"{@book Organizations|BGG|2|Organizations}\\\")\"],[\"34–35\",\"{@book Eternal Throne Adventures|BGG|2|Eternal Throne Adventures} (chapter 2, \\\"{@book Organizations|BGG|2|Organizations}\\\")\"],[\"36–37\",\"{@book Worldroot Circle Adventures|BGG|2|Worldroot Circle Adventures} (chapter 2, \\\"{@book Organizations|BGG|2|Organizations}\\\")\"],[\"38–40\",\"{@book Against the Giants|BGG|3|Against the Giants} (chapter 3, \\\"{@book Adventure Models|BGG|3|Adventure Models}\\\")\"],[\"41–43\",\"{@book Clash of Titans|BGG|3|Clash of Titans} (chapter 3, \\\"{@book Adventure Models|BGG|3|Adventure Models}\\\")\"],[\"44–46\",\"{@book Delve into the Past|BGG|3|Delve into the Past} (chapter 3, \\\"{@book Adventure Models|BGG|3|Adventure Models}\\\")\"],[\"47–49\",\"{@book Giant-Sized Schemes|BGG|3|Giant-Sized Schemes} (chapter 3, \\\"{@book Adventure Models|BGG|3|Adventure Models}\\\")\"],[\"50–52\",\"{@book Into the Giant Realms|BGG|3|Into the Giant Realms} (chapter 3, \\\"{@book Adventure Models|BGG|3|Adventure Models}\\\")\"],[\"53–54\",\"{@book Boss Assignments|BGG|3|Boss Assignments} (chapter 3, \\\"{@book Giant Patrons|BGG|3|Giant Patrons}\\\")\"],[\"55–56\",\"{@book Financier Assignments|BGG|3|Financier Assignments} (chapter 3, \\\"{@book Giant Patrons|BGG|3|Giant Patrons}\\\")\"],[\"57–58\",\"{@book Seer Assignments|BGG|3|Seer Assignments} (chapter 3, \\\"{@book Giant Patrons|BGG|3|Giant Patrons}\\\")\"],[\"59–60\",\"{@book Sovereign Assignments|BGG|3|Sovereign Assignments} (chapter 3, \\\"{@book Giant Patrons|BGG|3|Giant Patrons}\\\")\"],[\"61–62\",\"{@book Tutor Assignments|BGG|3|Tutor Assignments} (chapter 3, \\\"{@book Giant Patrons|BGG|3|Giant Patrons}\\\")\"],[\"63–64\",\"{@book Warleader Assignments|BGG|3|Warleader Assignments} (chapter 3, \\\"{@book Giant Patrons|BGG|3|Giant Patrons}\\\")\"],[\"65–66\",\"{@book Annam's Cradle Adventures|BGG|4|Annam's Cradle Adventures} ({@book chapter 4|BGG|4|Annam's Cradle})\"],[\"67–68\",\"{@book Ashen Grotto Adventures|BGG|4|Ashen Grotto Adventures} ({@book chapter 4|BGG|4|Ashen Grotto})\"],[\"69–70\",\"{@book Dreamer's Reach Adventures|BGG|4|Dreamer's Reach Adventures} ({@book chapter 4|BGG|4|Dreamer's Reach})\"],[\"71–72\",\"{@book Endless Rockslide Adventures|BGG|4|Endless Rockslide Adventures} ({@book chapter 4|BGG|4|Endless Rockslide})\"],[\"73–74\",\"{@book Forest Crystal Adventures|BGG|4|Forest Crystal Adventures} ({@book chapter 4|BGG|4|Forest Crystal})\"],[\"75–76\",\"{@book Forsaken Deep Adventures|BGG|4|Forsaken Deep Adventures} ({@book chapter 4|BGG|4|Forsaken Deep})\"],[\"77–78\",\"{@book Gale's Eye Tower Adventures|BGG|4|Gale's Eye Tower Adventures} ({@book chapter 4|BGG|4|Gale's Eye Tower})\"],[\"79–80\",\"{@book Grolantor's Larder Adventures|BGG|4|Grolantor's Larder Adventures} ({@book chapter 4|BGG|4|Grolantor's Larder})\"],[\"81–82\",\"{@book Hiatea's Hearth Adventures|BGG|4|Hiatea's Hearth Adventures} ({@book chapter 4|BGG|4|Hiatea's Hearth})\"],[\"83–84\",\"{@book Horizon's Edge Adventures|BGG|4|Horizon's Edge Adventures} ({@book chapter 4|BGG|4|Horizon's Edge})\"],[\"85–86\",\"{@book Howling Iceberg Adventures|BGG|4|Howling Iceberg Adventures} ({@book chapter 4|BGG|4|Howling Iceberg})\"],[\"87–88\",\"{@book Karontor's Hold Adventures|BGG|4|Karontor's Hold Adventures} ({@book chapter 4|BGG|4|Karontor's Hold})\"],[\"89–90\",\"{@book Misty Vale Adventures|BGG|4|Misty Vale Adventures} ({@book chapter 4|BGG|4|Misty Vale})\"],[\"91–92\",\"{@book Runic Circle Adventures|BGG|4|Runic Circle Adventures} ({@book chapter 4|BGG|4|Runic Circle})\"],[\"93–94\",\"{@book Singing Sands Adventures|BGG|4|Singing Sands Adventures} ({@book chapter 4|BGG|4|Singing Sands})\"],[\"95–96\",\"{@book Star Forge Adventures|BGG|4|Star Forge Adventures} ({@book chapter 4|BGG|4|Star Forge})\"],[\"97–98\",\"{@book Thundering Observatory Adventures|BGG|4|Thundering Observatory Adventures} ({@book chapter 4|BGG|4|Thundering Observatory})\"],[\"99–00\",\"{@book Worldroot Sapling Adventures|BGG|4|Worldroot Sapling Adventures} ({@book chapter 4|BGG|4|Worldroot Sapling})\"]],\"name\":\"Appendix B: Adventure Hooks; Adventure Hooks\",\"page\":192,\"source\":\"BGG\",\"chapter\":{\"name\":\"Adventure Hooks\",\"ordinal\":{\"type\":\"appendix\",\"identifier\":\"B\"},\"index\":8}},{\"caption\":\"Eldraine Creatures\",\"colLabels\":[\"CR\",\"Creature\",\"Creature Type\"],\"colStyles\":[\"col-2 text-center\",\"col-6\",\"col-4\"],\"rows\":[[\"1/2\",\"{@creature Faerie Borrower|MCV4EC}\",\"Fey\"],[\"1/2\",\"{@creature Gingerbrute|MCV4EC}\",\"Construct\"],[\"1\",\"{@creature Faerie Pest|MCV4EC}\",\"Fey\"],[\"2\",\"{@creature Faerie Pathlighter|MCV4EC}\",\"Fey\"],[\"2\",\"{@creature Sewer King|MCV4EC}\",\"Fiend\"],[\"3\",\"{@creature Knight of Eldraine|MCV4EC}\",\"Humanoid\"],[\"3\",\"{@creature Ogre Chitterlord|MCV4EC}\",\"Giant\"],[\"3\",\"{@creature Redtooth Werefox|MCV4EC}\",\"Monstrosity\"],[\"4\",\"{@creature Sweettooth Horror|MCV4EC}\",\"Fiend\"],[\"5\",\"{@creature Deathless Rider|MCV4EC}\",\"Undead\"],[\"5\",\"{@creature Dunbarrow Witch|MCV4EC}\",\"Humanoid\"],[\"5\",\"{@creature Nightmare Haunt|MCV4EC}\",\"Aberration\"],[\"6\",\"{@creature Witchstalker|MCV4EC}\",\"Monstrosity\"],[\"7\",\"{@creature Goose Mother|MCV4EC}\",\"Fey\"],[\"11\",\"{@creature High Fae Impostor|MCV4EC}\",\"Fey\"],[\"11\",\"{@creature Snapping Hydra|MCV4EC}\",\"Monstrosity\"],[\"11\",\"{@creature Tempest Hart|MCV4EC}\",\"Elemental\"],[\"11\",\"{@creature Treefolk|MCV4EC}\",\"Plant\"],[\"12\",\"{@creature High Fae Kindguard|MCV4EC}\",\"Fey\"],[\"12\",\"{@creature High Fae Mage|MCV4EC}\",\"Fey\"],[\"12\",\"{@creature Specter of Night|MCV4EC}\",\"Undead\"],[\"13\",\"{@creature High Fae Noble|MCV4EC}\",\"Fey\"],[\"15\",\"{@creature Archon of Boundaries|MCV4EC}\",\"Celestial\"],[\"15\",\"{@creature Witchkite|MCV4EC}\",\"Dragon\"],[\"18\",\"{@creature Beanstalk Wurm|MCV4EC}\",\"Monstrosity\"]],\"name\":\"In This Collection; Eldraine Creatures\",\"source\":\"MCV4EC\",\"chapter\":{\"name\":\"Monstrous Compendium Vol. Four: Eldraine Creatures\",\"index\":0}},{\"caption\":\"Stat Blocks by Challenge Rating\",\"colLabels\":[\"CR\",\"Stat Block\",\"Creature Type\"],\"colStyles\":[\"col-2 text-center\",\"col-6\",\"col-4\"],\"rows\":[[\"0\",\"{@creature Cranium rat squeaker|MPP}\",\"Aberration\"],[\"0\",\"{@creature Sunfly|MPP}\",\"Celestial\"],[\"1\",\"{@creature Swarm of sunflies|MPP}\",\"Celestial\"],[\"1\",\"{@creature Vargouille reflection|MPP}\",\"Fiend\"],[\"2\",\"{@creature Dabus|MPP}\",\"Celestial\"],[\"2\",\"{@creature Lantern archon|MPP}\",\"Celestial\"],[\"2\",\"{@creature Musteval guardinal|MPP}\",\"Celestial\"],[\"3\",\"{@creature Bariaur wanderer|MPP}\",\"Celestial\"],[\"3\",\"{@creature Bleak Cabal void soother|MPP}*\",\"Humanoid\"],[\"3\",\"{@creature Githzerai traveler|MPP}\",\"Aberration\"],[\"3\",\"{@creature Harmonium peacekeeper|MPP}*\",\"Humanoid\"],[\"3\",\"{@creature Society of Sensation muse|MPP}*\",\"Humanoid\"],[\"3\",\"{@creature Transcendent Order instinct|MPP}*\",\"Humanoid\"],[\"4\",\"{@creature Hands of Havoc fire starter|MPP}*\",\"Humanoid\"],[\"4\",\"{@creature Heralds of Dust remnant|MPP}*\",\"Humanoid\"],[\"4\",\"{@creature Hound archon|MPP}\",\"Celestial\"],[\"4\",\"{@creature Mind's Eye matter smith|MPP}*\",\"Humanoid\"],[\"5\",\"{@creature Athar null|MPP}*\",\"Humanoid\"],[\"5\",\"{@creature Cranium rat squeaker swarm|MPP}\",\"Aberration\"],[\"5\",\"{@creature Fated shaker|MPP}*\",\"Humanoid\"],[\"5\",\"{@creature Time dragon wyrmling|MPP}\",\"Dragon\"],[\"6\",\"{@creature Doomguard rot blade|MPP}*\",\"Humanoid\"],[\"6\",\"{@creature Eater of knowledge|MPP}\",\"Aberration\"],[\"6\",\"{@creature Equinal guardinal|MPP}\",\"Celestial\"],[\"7\",\"{@creature Githzerai uniter|MPP}\",\"Aberration\"],[\"7\",\"{@creature Mercykiller bloodhound|MPP}*\",\"Humanoid\"],[\"8\",\"{@creature Decaton modron|MPP}\",\"Celestial\"],[\"8\",\"{@creature Harmonium captain|MPP}*\",\"Humanoid\"],[\"8\",\"{@creature Transcendent Order conduit|MPP}*\",\"Humanoid\"],[\"8\",\"{@creature Warden archon|MPP}\",\"Celestial\"],[\"9\",\"{@creature Avoral guardinal|MPP}\",\"Celestial\"],[\"9\",\"{@creature Ferrumach rilmani|MPP}\",\"Celestial\"],[\"9\",\"{@creature Fraternity of Order law bender|MPP}*\",\"Humanoid\"],[\"9\",\"{@creature Githzerai futurist|MPP}\",\"Aberration\"],[\"10\",\"{@creature Darkweaver|MPP}\",\"Aberration\"],[\"10\",\"{@creature Maelephant|MPP}\",\"Fiend\"],[\"10\",\"{@creature Nonaton modron|MPP}\",\"Construct\"],[\"11\",\"{@creature Farastu demodand|MPP}\",\"Fiend\"],[\"11\",\"{@creature Octon modron|MPP}\",\"Construct\"],[\"11\",\"{@creature Young time dragon|MPP}\",\"Dragon\"],[\"12\",\"{@creature Cuprilach rilmani|MPP}\",\"Celestial\"],[\"12\",\"{@creature Doomguard doom lord|MPP}*\",\"Humanoid\"],[\"12\",\"{@creature Septon modron|MPP}\",\"Construct\"],[\"13\",\"{@creature Hexton modron|MPP}\",\"Construct\"],[\"13\",\"{@creature Kelubar demodand|MPP}\",\"Fiend\"],[\"14\",\"{@creature Shemeshka|MPP}\",\"Fiend\"],[\"16\",\"{@creature Shator demodand|MPP}\",\"Fiend\"],[\"17\",\"{@creature Aurumach rilmani|MPP}\",\"Celestial\"],[\"17\",\"{@creature Baernaloth|MPP}\",\"Fiend\"],[\"18\",\"{@creature Adult time dragon|MPP}\",\"Dragon\"],[\"20\",\"{@creature Kolyarut|MPP}\",\"Construct\"],[\"22\",\"{@creature Planar incarnate|MPP}\",\"Celestial or Fiend\"],[\"26\",\"{@creature Ancient time dragon|MPP}\",\"Dragon\"]],\"footnotes\":[\"*Appears in the \\\"{@book Faction Agents|MPP|1|Faction Agents}\\\" section\"],\"name\":\"Meeting Magic Item Prerequisites; Stat Blocks by Challenge Rating\",\"page\":4,\"source\":\"MPP\",\"chapter\":{\"name\":\"Introduction: Multiversal Menagerie\",\"index\":0}},{\"caption\":\"Outer Plane Alignments\",\"colLabels\":[\"Outer Plane\",\"Alignment\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"{@book The Abyss|MPP|0|The Abyss}\",\"CE\"],[\"{@book Acheron|MPP|0|Acheron}\",\"LN, LE\"],[\"{@book Arborea|MPP|0|Arborea}\",\"CG\"],[\"{@book Arcadia|MPP|0|Arcadia}\",\"LN, LG\"],[\"{@book The Beastlands|MPP|0|The Beastlands}\",\"NG, CG\"],[\"{@book Bytopia|MPP|0|Bytopia}\",\"NG, LG\"],[\"{@book Carceri|MPP|0|Carceri}\",\"NE, CE\"],[\"{@book Elysium|MPP|0|Elysium}\",\"NG\"],[\"{@book Gehenna|MPP|0|Gehenna}\",\"NE, LE\"],[\"{@book Hades|MPP|0|Hades}\",\"NE\"],[\"{@book Limbo|MPP|0|Limbo}\",\"CN\"],[\"{@book Mechanus|MPP|0|Mechanus}\",\"LN\"],[\"{@book Mount Celestia|MPP|0|Mount Celestia}\",\"LG\"],[\"{@book The Nine Hells|MPP|0|The Nine Hells}\",\"LE\"],[\"{@book Pandemonium|MPP|0|Pandemonium}\",\"CN, CE\"],[\"{@book Ysgard|MPP|0|Ysgard}\",\"CN, CG\"]],\"name\":\"Planar Alignment; Outer Plane Alignments\",\"page\":6,\"source\":\"MPP\",\"chapter\":{\"name\":\"Introduction: Multiversal Menagerie\",\"index\":0}},{\"caption\":\"Outlands Aberrations\",\"colLabels\":[\"d4\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An {@creature aboleth} travels in a muck-filled, orbicular carriage, seeking to better understand the Outer Planes in preparation for a future world-domination scheme.\"],[\"2\",\"A {@creature beholder} influenced by {@book the Abyss|MPP|0|The Abyss} has compound eyes and looks like a floating, cyclopean fly head. It promises not to destroy the characters if they bring it a corpse it has never tasted before.\"],[\"3\",\"A dejected {@creature red slaad} wishes to be reunited with its {@creature slaad tadpole}, but it isn't certain where—or in what—it implanted its egg.\"],[\"4\",\"A hirsute, axe-wielding {@creature flumph} influenced by {@book Ysgard|MPP|0|Ysgard} quests across the land, seeking legendary beasts to slay and epic songs to sing.\"]],\"name\":\"Outlands Aberrations\",\"page\":11,\"source\":\"MPP\",\"chapter\":{\"name\":\"Introduction: Multiversal Menagerie\",\"index\":0}},{\"caption\":\"Outlands Beasts\",\"colLabels\":[\"d4\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An awakened {@creature giant scorpion} owns a custom-made boat and runs a ferry business along a prominent river. It offers its services to characters in need.\"],[\"2\",\"A {@creature triceratops} influenced by {@book Mechanus|MPP|0|Mechanus} and composed of simple geometric shapes charges creatures that enter the angular canyons it inhabits. It moves only in straight lines and turns only at right angles.\"],[\"3\",\"{@creature Stirge||Stirges} drawn from countless worlds congregate in a tornado-sized, bloodsucking cloud that threatens a gate-town.\"],[\"4\",\"A desiccated {@creature giant frog} influenced by {@book Pandemonium|MPP|0|Pandemonium} screams whenever it opens its mouth. Its interior is even noisier.\"]],\"name\":\"Outlands Beasts\",\"page\":11,\"source\":\"MPP\",\"chapter\":{\"name\":\"Introduction: Multiversal Menagerie\",\"index\":0}},{\"caption\":\"Outlands Celestials\",\"colLabels\":[\"d4\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An {@creature empyrean} calls for aid in taking back a corner of the Outlands overrun by demons.\"],[\"2\",\"Wearing grim armor and displaying a rust-colored horn, a {@creature unicorn} influenced by {@book Acheron|MPP|0|Acheron} challenges all it encounters to mortal combat.\"],[\"3\",\"A fallen {@creature deva}, now neutral aligned, is on permanent vacation. The mellow angel is a font of multiversal secrets, but it shares them only with strangers who prove themselves more relaxed than it.\"],[\"4\",\"A {@creature couatl} influenced by {@book Limbo|MPP|0|Limbo} has color-changing wings and insists passersby convince it that they're worthy of existing. If the couatl isn't convinced, it has a 50 percent chance of either attacking or wandering off.\"]],\"name\":\"Outlands Celestials\",\"page\":11,\"source\":\"MPP\",\"chapter\":{\"name\":\"Introduction: Multiversal Menagerie\",\"index\":0}},{\"caption\":\"Outlands Constructs\",\"colLabels\":[\"d4\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A tyrannical {@creature homunculus} rules over the small domain of its long-lost archmage master.\"],[\"2\",\"A beautiful but vain {@creature flesh golem} influenced by {@book Arborea|MPP|0|Arborea} insists on following a character until the character sketches, sculpts, or otherwise artistically renders it.\"],[\"3\",\"A gang of inquisitive {@creature Monodrone||monodrones} and its {@creature duodrone} leader insist on following a character, saying they expect that individual's doom to be \\\"statistically noteworthy.\\\"\"],[\"4\",\"A {@creature clay golem} influenced by {@book the Beastlands|MPP|0|The Beastlands} has been transformed into the walking hive that's home to numerous {@creature Swarm of Wasps||swarms of insects (wasps)}.\"]],\"name\":\"Outlands Constructs\",\"page\":12,\"source\":\"MPP\",\"chapter\":{\"name\":\"Introduction: Multiversal Menagerie\",\"index\":0}},{\"caption\":\"Outlands Dragons\",\"colLabels\":[\"d4\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An {@creature ancient gold dragon} disguised as a canary gives the characters a nonmagical item and offers them Bahamut's best wishes.\"],[\"2\",\"A lawful good {@creature Faerie Dragon (Violet)||faerie dragon} with wings like stained glass has been influenced by {@book Mount Celestia|MPP|0|Mount Celestia}. It seeks the characters' aid in recovering a stolen {@item holy avenger}.\"],[\"3\",\"A {@creature time dragon wyrmling|MPP} (presented later in this book) wants help constructing a magical structure that will be important in the future.\"],[\"4\",\"A neutral evil {@creature adult silver dragon} with dull, gray scales has been influenced by {@book Hades|MPP|0|Hades}. It demands a toll from any who crosses its domain.\"]],\"name\":\"Outlands Dragons\",\"page\":12,\"source\":\"MPP\",\"chapter\":{\"name\":\"Introduction: Multiversal Menagerie\",\"index\":0}},{\"caption\":\"Outlands Elementals\",\"colLabels\":[\"d4\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@creature Water Elemental||Water elementals} travel in a group that looks like a long, wandering river.\"],[\"2\",\"Some skull-headed {@creature Azer||azers} have been influenced by {@book the Nine Hells|MPP|0|The Nine Hells}. They escort a heavily armored caravan of rare ore to the gate-town of Ribcage.\"],[\"3\",\"A wounded {@creature mud mephit} asks the characters to help it deliver a sealed package to a leader in a nearby gate-town.\"],[\"4\",\"A wealthy {@creature dao} that glistens with gemstones has been influenced by {@book Arborea|MPP|0|Arborea}. It leads a parade of glimmering {@creature galeb duhr} between gate-towns as part of a shopping spree for precious rocks.\"]],\"name\":\"Outlands Elementals\",\"page\":13,\"source\":\"MPP\",\"chapter\":{\"name\":\"Introduction: Multiversal Menagerie\",\"index\":0}},{\"caption\":\"Outlands Fey\",\"colLabels\":[\"d4\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Revelers joined a group of {@creature Satyr||satyrs} in their festivities. As the satyrs' celebration has continued for over a year, the revelers seek the characters' help in extricating themselves without offending their hosts.\"],[\"2\",\"A kindly {@creature green hag} influenced by {@book Elysium|MPP|0|Elysium} invites passersby to join her for tea in her cottage made of sweets. She makes some of the best cookies in the Outlands.\"],[\"3\",\"A pack of {@creature Blink Dog||blink dogs} tracks a band of {@creature Maelephant|MPP|maelephants} (presented {@book later|MPP|1|Maelephant} in this book) to prevent them from spoiling lands influenced by the Upper Planes.\"],[\"4\",\"A gnarled {@creature dryad} influenced by {@book Carceri|MPP|0|Carceri} seeks to entrap creatures within the root-snarled, prison-like cavern beneath her grove.\"]],\"name\":\"Outlands Fey\",\"page\":13,\"source\":\"MPP\",\"chapter\":{\"name\":\"Introduction: Multiversal Menagerie\",\"index\":0}},{\"caption\":\"Outlands Fiends\",\"colLabels\":[\"d4\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature nycaloth} seeks to capture several monochromatic {@creature Hell Hound||hell hounds} influenced by {@book Gehenna|MPP|0|Gehenna}. The yugoloth seeks to sell the hounds to Fiends participating in the Blood War.\"],[\"2\",\"After being ambushed by a rival, a {@creature night hag} merchant offers a reward to characters who help her recover her lost inventory: several dozen stray {@creature Larva|DMG|larvae} (see the {@book Dungeon Master's Guide|DMG}).\"],[\"3\",\"A hero requests the characters' help in gaining the aid of a legendary steed called a nic'epona, a {@creature nightmare} influenced by one of the Upper Planes.\"],[\"4\",\"Rival {@creature Incubus||incubi} seek to recruit the characters to serve either a {@creature balor} warlord or a {@creature pit fiend} general whose fiendish armies are prepared to clash nearby.\"]],\"name\":\"Outlands Fiends\",\"page\":13,\"source\":\"MPP\",\"chapter\":{\"name\":\"Introduction: Multiversal Menagerie\",\"index\":0}},{\"caption\":\"Outlands Giants\",\"colLabels\":[\"d4\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Several {@creature Cyclops||cyclopes} refuse to let the characters pass through a region where they're constructing a massive ring of beautifully carved standing stones.\"],[\"2\",\"An {@creature ettin} influenced by {@book the Beastlands|MPP|0|The Beastlands} has one head with bovine features and one head with lupine features. It desperately needs help finding something both heads are willing to eat.\"],[\"3\",\"A {@creature storm giant} seeks the characters' help in finding an offering of significant worth and size to impress the god Annam.\"],[\"4\",\"A jade-skinned {@creature oni} from Bytopia has become separated from the spirit she was bound to protect. She requests aid in catching up to her lost ward.\"]],\"name\":\"Outlands Giants\",\"page\":13,\"source\":\"MPP\",\"chapter\":{\"name\":\"Introduction: Multiversal Menagerie\",\"index\":0}},{\"caption\":\"Outlands Humanoids\",\"colLabels\":[\"d4\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The characters need to find a wandering {@creature priest} who alone knows the ritual necessary to open a specific portal.\"],[\"2\",\"Several gnome {@creature Mage||mages} seek help recovering their walking castle from a band of aggressive, spine-covered {@creature lizardfolk} influenced by {@book the Abyss|MPP|0|The Abyss}.\"],[\"3\",\"The characters stumble across a youthful or elderly {@creature commoner} who doesn't know how they came to be in the Outlands and who wants only to go home.\"],[\"4\",\"A {@creature bandit captain} and his gang seek the characters' help as they plan a heist in the realm of an immortal being, like the {@book Realm of the Norns|SatO|_UNKNOWN} or {@book Wonderhome|SatO|_UNKNOWN} (see {@book Sigil and the Outlands|SatO} for details on both locations).\"]],\"name\":\"Outlands Humanoids\",\"page\":14,\"source\":\"MPP\",\"chapter\":{\"name\":\"Introduction: Multiversal Menagerie\",\"index\":0}},{\"caption\":\"Outlands Monstrosities\",\"colLabels\":[\"d4\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The characters are hired to recover cargo from a crashed vessel brimming with rare technology, but the wreckage is overrun with {@creature Rust Monster||rust monsters}.\"],[\"2\",\"The characters have to retrieve a treasure from a group of mischievous {@creature Sprite||sprites}. The sprites are secretly defended by {@creature Mimic||mimics} influenced by {@book Elysium|MPP|0|Elysium} that take the form of tiny, whimsical cottages.\"],[\"3\",\"A pride of {@creature Displacer Beast||displacer beasts} stalks a band of traveling merchants. The merchants seek protection from the predators hunting them for sport.\"],[\"4\",\"A {@creature drider} influenced by {@book Arborea|MPP|0|Arborea} runs a {@creature giant spider} ranch. She hires the characters to hunt a rare breed of {@creature sunfly|MPP} (detailed {@book later|MPP|1|Sunflies} in this book) that, when fed to her spiders, will allow them to produce a remarkable type of silk.\"]],\"name\":\"Outlands Monstrosities\",\"page\":14,\"source\":\"MPP\",\"chapter\":{\"name\":\"Introduction: Multiversal Menagerie\",\"index\":0}},{\"caption\":\"Outlands Oozes\",\"colLabels\":[\"d4\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A yugoloth arms dealer has captured a hundred {@creature Gray Ooze||gray oozes} and seeks to sell them in the gate-town of Rigus as a weapon capable of destroying Acheron's floating cubes. A rival hires the characters to steal and dispose of the oozes.\"],[\"2\",\"Within a {@creature gelatinous cube} influenced by {@book Gehenna|MPP|0|Gehenna} floats a gigantic fiendish skull. Numerous Fiends revere the cube and interpret depraved schemes and threatening orders from its quivering. A Celestial seeks aid in destroying the cube.\"],[\"3\",\"A bog in a region influenced by {@book Carceri|MPP|0|Carceri} is swamped with countless {@creature Black Pudding||black puddings}. The characters are hired to recover a lost relic from the bottom of the bog.\"],[\"4\",\"A chef in the gate-town of {@book Tradegate|SatO|_UNKNOWN} wants the characters to retrieve royal jelly from a hive of giant bees (use the {@creature giant wasp} stat block). He doesn't note that the hive's honey takes the form of sweet-tasting {@creature Ochre Jelly||ochre jellies}.\"]],\"name\":\"Outlands Oozes\",\"page\":14,\"source\":\"MPP\",\"chapter\":{\"name\":\"Introduction: Multiversal Menagerie\",\"index\":0}},{\"caption\":\"Outlands Plants\",\"colLabels\":[\"d4\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A young {@creature treant} wants to put down roots. It asks the characters to help it travel around the Outlands so it can find a suitable place to call home.\"],[\"2\",\"A {@creature myconid sovereign} has convinced a group of {@creature Githzerai Monk||githzerai monks} to abandon their teachings and follow its path to serenity. Another githzerai hires the characters to oust the fungal guru.\"],[\"3\",\"An herbalist has cultivated a unique breed of {@creature Gas Spore||gas spores}. She hires the characters to convey the spores to her buyer without setting off the fungi.\"],[\"4\",\"A resident of the gate-town of {@book Ecstasy|SatO|_UNKNOWN} is missing. His garden of {@creature Twig Blight||twig blights}—influenced by {@book Elysium|MPP|0|Elysium} to resemble topiary sculptures—haven't been fed and now sow chaos in town.\"]],\"name\":\"Outlands Plants\",\"page\":14,\"source\":\"MPP\",\"chapter\":{\"name\":\"Introduction: Multiversal Menagerie\",\"index\":0}},{\"caption\":\"Outlands Undead\",\"colLabels\":[\"d4\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The characters find a trapped {@creature crawling claw}. Rather than attacking, the severed hand can lead the characters to the thankful immortal who lost it.\"],[\"2\",\"A {@creature banshee} influenced by {@book Acheron|MPP|0|Acheron} appears as a fallen knight-commander with a legion of {@creature Specter||specters}. Guardians of the gate-town of Rigus hire the characters to help banish the phantom army.\"],[\"3\",\"A {@creature lich} seeks to dominate the gate-town of Hopeless and see it dragged into Hades with himself as its ruler. Citizens of the gate-town entreat the characters to keep the gate-town hopeful enough that it doesn't fall into the Lower Plane.\"],[\"4\",\"Several confused {@creature ghost} {@book petitioners|MPP|0|Petitioners} have become lost. They seek someone to pass judgment on their lives and deliver them to the proper planes.\"]],\"name\":\"Outlands Undead\",\"page\":15,\"source\":\"MPP\",\"chapter\":{\"name\":\"Introduction: Multiversal Menagerie\",\"index\":0}},{\"caption\":\"Chaotic Planar Encounters\",\"colLabels\":[\"d100\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–8\",\"{@dice 1d6} {@creature Bariaur Wanderer|MPP|bariaur wanderers}*\"],[\"09–16\",\"1 {@creature monodrone} that has gone rogue and seeks the meaning of the multiverse\"],[\"17–24\",\"{@dice 1d6} {@creature Swarm of Sunflies|MPP|swarms of sunflies}*\"],[\"25–31\",\"{@dice 1d4} {@creature Red Slaad||red slaadi}\"],[\"32–38\",\"1 {@creature Cranium Rat Squeaker Swarm|MPP|swarm of cranium rat squeakers}.* Roll a die. If the number is even, these cranium rats have set up a tiny shop. If the number is odd, these cranium rats have also set up a tiny shop but are con artists.\"],[\"39–46\",\"{@dice 1d6} {@creature Pteranodon||pteranodons}\"],[\"47–55\",\"{@dice 1d4} {@creature Mercykiller Bloodhound|MPP|Mercykiller bloodhounds}* tracking a planar criminal\"],[\"56–62\",\"{@dice 1d8} {@creature berserker} {@book petitioners|MPP|0|Petitioners}\"],[\"63–72\",\"A rift-like portal connecting to a random plane\"],[\"73–79\",\"1 {@creature ettin} with two different animal heads\"],[\"80–85\",\"1 {@creature green slaad} disguised as a lost explorer from the Material Plane\"],[\"86–90\",\"{@dice 1d6} {@creature Vrock||vrocks} seeking to dragoon captives into the Blood War\"],[\"91–97\",\"A location the characters passed hours ago\"],[\"98–00\",\"1 chaotic {@creature empyrean} seeking companions to undertake a mighty quest\"]],\"name\":\"Chaotic Planar Encounters\",\"page\":63,\"source\":\"MPP\",\"chapter\":{\"name\":\"Introduction: Multiversal Menagerie\",\"index\":0}},{\"caption\":\"Evil Planar Encounters\",\"colLabels\":[\"d100\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–7\",\"{@dice 1d6} {@creature Vargouille Reflection|MPP|vargouille reflections}*\"],[\"08–16\",\"1 {@creature night hag} selling {@dice 2d6} {@creature Larva|DMG|larvae} (see the {@book Dungeon Master's Guide|DMG})\"],[\"17–23\",\"{@dice 1d4} {@creature Razorvine Blight|MPP|razorvine blights}*\"],[\"24–31\",\"A force of {@dice 3d10} {@creature Hobgoblin||hobgoblins} and 1 {@creature hobgoblin} {@creature warlord|MPMM}\"],[\"32–38\",\"1 {@creature gnoll fang of Yeenoghu} and {@dice 2d6} {@creature Gnoll||gnolls}\"],[\"39–47\",\"1 {@creature ultroloth} and {@dice 1d4} {@creature Mezzoloth||mezzoloths}\"],[\"48–53\",\"1 {@creature darkweaver|MPP}* that calls from its shadowy lair\"],[\"54–63\",\"A portal to a Lower Plane that whispers sinister promises\"],[\"64–69\",\"1 {@creature shator demodand|MPP}* seeking its lost prisoners\"],[\"70–77\",\"{@dice 2d6} {@creature Nightmare||nightmares}\"],[\"78–84\",\"1 {@creature githyanki knight} mounted on 1 {@creature young red dragon}\"],[\"85–91\",\"1 {@creature lich} in a sinister walking citadel\"],[\"92–98\",\"A Blood War battlefield where 1 {@creature marilith} general leads demons against 1 {@creature ice devil} general and its devils\"],[\"99–00\",\"1 {@creature baernaloth|MPP}* with a sinister magic item\"]],\"name\":\"Evil Planar Encounters\",\"page\":63,\"source\":\"MPP\",\"chapter\":{\"name\":\"Introduction: Multiversal Menagerie\",\"index\":0}},{\"caption\":\"Good Planar Encounters\",\"colLabels\":[\"d100\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–09\",\"1 {@creature sunfly|MPP}* carrying a tiny dessert\"],[\"10–16\",\"1 {@creature lantern archon|MPP}* leading a group of {@dice 2d4} {@creature commoner} {@book petitioners|MPP|0|Petitioners} who are prone to getting lost\"],[\"17–22\",\"{@dice 1d6} {@creature Musteval Guardinal|MPP|musteval guardinals}* on a secret mission\"],[\"23–28\",\"1 {@creature time dragon wyrmling|MPP}*\"],[\"29–35\",\"{@dice 1d4} {@creature Hound Archon|MPP|hound archons},* each with a {@creature mastiff} tracking dog\"],[\"36–41\",\"A friendly, awakened {@creature swarm of bats}\"],[\"42–48\",\"{@dice 1d4} {@creature Cloud Giant||cloud giants} on a floating island\"],[\"49–56\",\"1 {@creature druid} studying an inert, magical animal sculpture made of thousands of tanzanite crystals\"],[\"57–63\",\"1 {@creature treant} comprised of cacti, coral, or mushrooms\"],[\"64–70\",\"1 {@creature avoral guardinal|MPP}* seeking a lost animal {@book petitioner|MPP|0|Petitioners}\"],[\"71–80\",\"A portal to an Upper Plane that beckons with promises of eternal peace and comfort\"],[\"81–87\",\"1 gold dragon (your choice of {@creature Young Gold Dragon||young}, {@creature Adult Gold Dragon||adult}, or {@creature Ancient Gold Dragon||ancient})\"],[\"88–95\",\"1 {@creature planar incarnate|MPP|planar incarnate (Celestial form)}\"],[\"96–00\",\"1 {@creature solar} angel sent to bestow a {@book blessing|DMG|7|Blessings} (see the {@book Dungeon Master's Guide|DMG}) on a character\"]],\"name\":\"Good Planar Encounters\",\"page\":63,\"source\":\"MPP\",\"chapter\":{\"name\":\"Introduction: Multiversal Menagerie\",\"index\":0}},{\"caption\":\"Lawful Planar Encounters\",\"colLabels\":[\"d100\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–06\",\"A {@creature warden archon|MPP}* guarding a portal to a dangerous plane\"],[\"07–13\",\"1 {@creature imp} who claims to speak for an archdevil\"],[\"14–21\",\"{@dice 1d6} {@creature Hands of Havoc Fire Starter|MPP|Hands of Havoc fire starters}*\"],[\"22–29\",\"1 {@creature maelephant|MPP}*\"],[\"30–36\",\"1 {@creature flumph} {@book petitioner|MPP|0|Petitioners} that's excited to learn about the planes\"],[\"37–42\",\"1 {@creature decaton modron|MPP}* and {@dice 2d6} {@creature Quadrone||quadrones} on their way back to Mechanus\"],[\"43–48\",\"1 {@creature guardian naga} storyteller\"],[\"49–54\",\"1 {@creature gynosphinx} who guards secret wisdom\"],[\"55–61\",\"{@dice 1d6} {@creature Knight||knights} on a quest across the planes\"],[\"62–69\",\"1 {@creature nonaton modron|MPP}* in a walking citadel that looks like a giant modron\"],[\"70–76\",\"{@dice 1d4} {@creature Couatl||couatls}\"],[\"77–84\",\"1 {@creature Mind's Eye matter smith|MPP}* testing a new invention\"],[\"85–90\",\"1 {@creature beholder} {@book petitioner|MPP|0|Petitioners} scheming against a rival who's still alive\"],[\"91–97\",\"1 {@creature pit fiend} who claims to speak for an archdevil\"],[\"98–00\",\"1 {@creature hexton modron|MPP}* leading a march of hundreds of lesser modrons\"]],\"name\":\"Lawful Planar Encounters\",\"page\":63,\"source\":\"MPP\",\"chapter\":{\"name\":\"Introduction: Multiversal Menagerie\",\"index\":0}},{\"caption\":\"Neutral Planar Encounters\",\"colLabels\":[\"d100\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–07\",\"{@dice 1d6} {@creature thri-kreen} looking for a way back to their Material Plane home\"],[\"08–15\",\"A mysterious being who communicates via 1 {@creature cranium rat squeaker|MPP}*\"],[\"16–22\",\"{@dice 1d4} {@creature Society of Sensation Muse|MPP|Society of Sensation muses}* undertaking increasingly daring feats\"],[\"23–31\",\"1 {@creature smoke mephit} carrying challenges between archmage rivals\"],[\"32–38\",\"1 {@creature eater of knowledge|MPP}*\"],[\"39–46\",\"{@dice 2d12} {@creature commoner} {@book petitioners|MPP|0|Petitioners} fleeing {@dice 1d4} {@creature Farastu Demodand|MPP|farastu demodands}* and 1 {@creature kelubar demodand|MPP}*\"],[\"47–55\",\"1 {@creature cuprilach rilmani|MPP}* on an assassination mission\"],[\"56–64\",\"1 {@creature equinal guardinal|MPP}* messenger\"],[\"65–71\",\"{@dice 1d4} {@creature Githzerai Traveler|MPP|githzerai travelers}*\"],[\"72–79\",\"1 {@creature kolyarut|MPP}* seeking a contract breaker\"],[\"80–86\",\"1 {@creature aurumach rilmani|MPP}*\"],[\"87–92\",\"1 {@creature githzerai futurist|MPP}* with a warning about a character's future\"],[\"93–98\",\"1 {@creature flameskull} claiming to be the famed planar explorer Morte\"],[\"99–00\",\"1 {@creature ancient time dragon|MPP}* (50 percent chance the time dragon is from the past, 50 percent chance it's from the future)\"]],\"name\":\"Neutral Planar Encounters\",\"page\":63,\"source\":\"MPP\",\"chapter\":{\"name\":\"Introduction: Multiversal Menagerie\",\"index\":0}},{\"caption\":\"Ascendant Factions of Sigil\",\"colLabels\":[\"Name\",\"Summary\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"{@creature Athar Null|MPP|Athar}\",\"Claim the gods are frauds\"],[\"{@creature Bleak Cabal Void Soother|MPP|Bleak Cabal}\",\"Find no sense in the multiverse\"],[\"{@creature Doomguard Doom Lord|MPP|Doomguard}\",\"Celebrate destruction\"],[\"{@creature Doomguard Rot Blade|MPP|Fated}\",\"Take all they can\"],[\"{@creature Fated Shaker|MPP|Fraternity of Order}\",\"Discover laws to find truth\"],[\"{@creature Fraternity of Order Law Bender|MPP|Hands of Havoc}\",\"Free society through chaos\"],[\"{@creature Hands of Havoc Fire Starter|MPP|Harmonium}\",\"Enforce peace through might\"],[\"{@creature Harmonium Captain|MPP|Heralds of Dust}\",\"Believe we're already dead\"],[\"{@creature Harmonium Peacekeeper|MPP|Mercykillers}\",\"Bringers of merciless justice\"],[\"{@creature Heralds of Dust Remnant|MPP|Mind's Eye}\",\"Seekers of godhood\"],[\"{@creature Mercykiller Bloodhound|MPP|Society of Sensation}\",\"Find truth through experience\"],[\"{@creature Mind's Eye Matter Smith|MPP|Transcendent Order}\",\"Act unfettered by thought\"]],\"name\":\"Faction Agents; Ascendant Factions of Sigil\",\"page\":53,\"source\":\"MPP\",\"chapter\":{\"name\":\"Bestiary A to Z\",\"index\":1}},{\"caption\":\"Spells\",\"colLabels\":[\"Level\",\"Spell\",\"School\",\"Class\"],\"colStyles\":[\"col-2 text-center\",\"col-2\",\"col-2\",\"col-6\"],\"rows\":[[\"2nd\",\"{@spell Warp sense|SatO}\",\"Divination\",\"Sorcerer, warlock, wizard\"],[\"4th\",\"{@spell Gate seal|SatO}\",\"Abjuration\",\"Sorcerer, warlock, wizard\"]],\"name\":\"Spells\",\"page\":12,\"source\":\"SatO\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Portal Quirks\",\"colLabels\":[\"d6\",\"Portal Quirk\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"One-Way. The portal functions only one way, either into or out of Sigil. The portal isn't visible or detectable from the exit side.\"],[\"2\",\"Shifting. One end of the portal moves in a pattern between different locations in Sigil or the destination plane.\"],[\"3\",\"Slow. After a creature enters the portal, {@dice 2d4} days pass before the creature appears at its destination, during which time the creature is trapped in a stasis and is unaware of the passage of time.\"],[\"4\",\"Taxing. The portal's energy is unstable. A creature that passes through the portal must succeed on a DC 10 Constitution saving throw or gain 1 level of {@condition exhaustion}.\"],[\"5\",\"Temporary. The portal allows only {@dice 1d6 + 6} travelers to pass through in either direction, then vanishes.\"],[\"6\",\"Tumbling Lock. Every time the portal is opened, it requires a different portal key.\"]],\"name\":\"Portal Quirks\",\"page\":18,\"source\":\"SatO\",\"chapter\":{\"name\":\"Sigil, the City of Doors\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Planar Portals\",\"colLabelRows\":[[\"\",\"\",{\"type\":\"cellHeader\",\"width\":2,\"entry\":\"Destination\",\"style\":\"th-skewer\"},\"\"],[\"d100\",\"Portal Anchor\",\"Sigil\",\"Other Plane\",\"Sample Keys\"]],\"colStyles\":[\"col-2 text-center\",\"col-2\",\"col-2\",\"col-2\",\"col-4\"],\"rows\":[[\"01–03\",\"Carved wooden arch\",\"{@book Bottle and Jug|SatO|2|Bottle and Jug}\",\"{@book Ysgard|DMG|2|Ysgard}\",\"Stein, war horn\"],[\"04–06\",\"Revolving door\",\"{@book Face of Gith|SatO|2|Face of Gith}\",\"{@book Limbo|DMG|2|Limbo}\",\"Melting ice, red slaad egg\"],[\"07–09\",\"Shattered window\",\"{@book Nowhere|SatO|2|Nowhere}\",\"{@book Pandemonium|DMG|2|Pandemonium}\",\"Brick from an infirmary, tattered paper fan\"],[\"10–12\",\"Sewer pipe\",\"{@book Infinite Well|SatO|2|Infinite Well}\",\"{@book The Abyss|DMG|2|The Abyss}\",\"Celestial blood, demon ichor\"],[\"13–15\",\"Cell door\",\"{@book Prison|SatO|2|Prison}\",\"{@book Carceri|DMG|2|Carceri}\",\"Broken key, length of chain\"],[\"16–18\",\"Open grave\",\"{@book Dead Nations|SatO|2|Dead Nations}\",\"{@book Hades|DMG|2|Hades}\",\"Faceless mask, scrap of gray cloth\"],[\"19–21\",\"Trapdoor\",\"{@book Grease Pit|SatO|2|Grease Pit}\",\"{@book Gehenna|DMG|2|Gehenna}\",\"Bloody knife, lava rock\"],[\"22–24\",\"Furnace door\",\"{@book Bank of Abbathor|SatO|2|Bank of Abbathor Inc.}\",\"{@book The Nine Hells|DMG|2|The Nine Hells}\",\"Pinch of sulfur, signed contract\"],[\"25–27\",\"Iron gate\",\"{@book Armory|SatO|2|Armory}\",\"{@book Acheron|DMG|2|Acheron}\",\"Broken blade, medal\"],[\"28–30\",\"Clock tower face\",\"{@book High Courts|SatO|2|High Courts}\",\"{@book Mechanus|DMG|2|Mechanus}\",\"Metal cog, perfectly balanced scales\"],[\"31–33\",\"Razorvine trellis\",\"{@book Great Foundry|SatO|2|Great Foundry}\",\"{@book Arcadia|DMG|2|Arcadia}\",\"Rune-inscribed ingot, sprig of grapes\"],[\"34–36\",\"Temple window\",\"{@book Heart's Fire|SatO|2|Heart's Fire}\",\"{@book Mount Celestia|DMG|2|Mount Celestia}\",\"Angel feather, holy water\"],[\"37–39\",\"Ornate mirror\",\"{@book Hall of Speakers|SatO|2|Hall of Speakers}\",\"{@book Bytopia|DMG|2|Bytopia}\",\"Garden trowel, pair of twins\"],[\"40–42\",\"Reflecting pool\",\"{@book Gatehouse|SatO|2|Gatehouse}\",\"{@book Elysium|DMG|2|Elysium}\",\"Tears of joy, white lily\"],[\"43–45\",\"Stable gate\",\"{@book Flame Pits|SatO|2|Flame Pits}\",\"{@book The Beastlands|DMG|2|The Beastlands}\",\"Animal tooth, fresh wildflower\"],[\"46–48\",\"Garden arch\",\"{@book Civic Festhall|SatO|2|Civic Festhall}\",\"{@book Arborea|DMG|2|Arborea}\",\"Boisterous laughter, pinprick from a thorn\"],[\"49–58\",\"Courtyard gate\",\"{@book Fortune's Wheel|SatO|2|Fortune's Wheel}\",\"{@book The Outlands|DMG|2|The Outlands and Sigil}\",\"Stone from the Spire, spoked wheel\"],[\"59–63\",\"Bedroom closet\",\"{@book Planar Energy Cooperative|SatO|2|Planar Energy Cooperative}\",\"{@book Ethereal Plane|DMG|2|Ethereal Plane}\",\"Burial shroud, phase spider mandible\"],[\"64–68\",\"Skylight\",\"{@book Shattered Temple|SatO|2|Shattered Temple}\",\"{@book Astral Plane|DMG|2|Astral Plane}\",\"Scrap of githyanki armor, silver sphere\"],[\"69–71\",\"Chimney\",\"{@book Great Bazaar|SatO|2|Great Bazaar}\",\"{@book Elemental Plane of Air|DMG|2|Plane of Air}\",\"Incense smoke, silken scarf\"],[\"72–74\",\"Cellar door\",\"{@book Tower Sorcerous|SatO|2|Tower Sorcerous}\",\"{@book Elemental Plane of Earth|DMG|2|Plane of Earth}\",\"Granite cube, metal ore\"],[\"75–77\",\"Blazing hearth\",\"{@book Smoldering Corpse Bar|SatO|2|Smoldering Corpse Bar}\",\"{@book Elemental Plane of Fire|DMG|2|Plane of Fire}\",\"Brass brazier, burning coal\"],[\"78–80\",\"Crumbling well\",\"{@book The Ditch|SatO|2|The Ditch}\",\"{@book Elemental Plane of Water|DMG|2|Plane of Water}\",\"Pearl, pure water\"],[\"81–90\",\"Mausoleum entrance\",\"{@book Mortuary|SatO|2|Mortuary}\",\"{@book Shadowfell|DMG|2|Shadowfell}\",\"Grave dirt, mourner's veil\"],[\"91–94\",\"Yew wardrobe\",\"{@book Parted Veil|SatO|2|Parted Veil}\",\"{@book Feywild|DMG|2|Feywild}\",\"Book of limericks, toadstool\"],[\"95–98\",\"Human-shaped hole\",\"{@book Gastrognome|SatO|2|Gastrognome}\",\"{@book Far Realm|DMG|2|The Far Realm}\",\"Alien fossil, bezoar\"],[\"99–00\",\"Inn room door\",\"{@book Ubiquitous Wayfarer|SatO|2|Ubiquitous Wayfarer}\",\"{@book Material Plane|DMG|2|Known Worlds of the Material Plane}\",\"Childhood toy, map scroll\"]],\"name\":\"Planar Portals\",\"page\":18,\"source\":\"SatO\",\"chapter\":{\"name\":\"Sigil, the City of Doors\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Sigil Wards\",\"colLabels\":[\"Ward\",\"Prominent Factions\"],\"colStyles\":[\"col-3\",\"col-9\"],\"rows\":[[\"{@book Clerks' Ward|SatO|2|Clerks' Ward}\",\"{@book Fated|SatO|2|Fated}, {@book Incanterium|SatO|2|Incanterium},* {@book Society of Sensation|SatO|2|Society of Sensation}\"],[\"{@book Hive Ward|SatO|2|Hive Ward}\",\"{@book Bleak Cabal|SatO|2|Bleak Cabal}, {@book Hands of Havoc|SatO|2|Hands of Havoc}, {@book Heralds of Dust|SatO|2|Heralds of Dust}\"],[\"{@book Lady's Ward|SatO|2|Lady's Ward}\",\"{@book Doomguard|SatO|2|Doomguard}, {@book Fraternity of Order|SatO|2|Fraternity of Order}, {@book Harmonium|SatO|2|Harmonium}, {@book Mercykillers|SatO|2|Mercykillers}\"],[\"{@book Lower Ward|SatO|2|Lower Ward}\",\"{@book Athar|SatO|2|Athar}, {@book Ring Givers|SatO|2|Ring Givers},* {@book Mind's Eye|SatO|2|Mind's Eye}\"],[\"{@book Market Ward|SatO|2|Market Ward}\",\"{@book Free League|SatO|2|Free League},* {@book Transcendent Order|SatO|2|Transcendent Order}\"],[\"{@book Undersigil|SatO|2|Undersigil}\",\"Coterie of Cakes,* Revolutionary League,* Undivided* (see the \\\"{@book Undersigil|SatO|2|Undersigil}\\\" section later in this chapter for these factions)\"]],\"name\":\"Sigil Gazetteer; Sigil Wards\",\"page\":29,\"source\":\"SatO\",\"chapter\":{\"name\":\"Sigil, the City of Doors\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Prison Inmates\",\"colLabels\":[\"d12\",\"Inmate\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A chaotic evil {@creature storm giant} conquerer who darkened Sigil's skies with storm clouds\"],[\"2\",\"A disheveled wizard named Gifad (chaotic neutral, human {@creature mage}) who claims to hail from the future\"],[\"3\",\"Koe, a fiery-winged, chaotic neutral {@creature deva} imprisoned for smuggling weapons forged on Mount Celestia to Fiends on both sides of the Blood War\"],[\"4\",\"A clone of Manshoon (lawful evil, human {@creature archmage}), an infamous masked archwizard from the world of Toril, who insists he has been framed\"],[\"5\",\"A {@creature cuprilach rilmani|MPP} (see {@book Morte's Planar Parade|MPP}) that killed a former factol to preserve the Balance\"],[\"6\",\"A malevolent cosmic force manifesting as a {@creature planar incarnate|MPP} (see {@book Morte's Planar Parade|MPP}) that feeds on entire realities\"],[\"7\",\"A nameless, chaotic evil {@creature doppelganger} who has impersonated every factol in Sigil\"],[\"8\",\"A supernatural {@creature assassin} who targets only former mortals\"],[\"9\",\"A world-destroying Construct (use the {@creature kolyarut|MPP} stat block) whose creator is still at large\"],[\"10\",\"A {@creature decaton modron|MPP} (see {@book Morte's Planar Parade|MPP}) that turned itself in after a {@creature pentadrone} under its command malfunctioned and abandoned its post\"],[\"11\",\"A {@creature darkweaver|MPP} guilty of trying to eat a {@creature dabus|MPP} (both stat blocks are in {@book Morte's Planar Parade|MPP})\"],[\"12\",\"A {@creature kraken} that briefly drowned one of Sigil's wards by using portals to aquatic planes\"]],\"name\":\"Prison Inmates\",\"page\":45,\"source\":\"SatO\",\"chapter\":{\"name\":\"Sigil, the City of Doors\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Spells for Sale\",\"colLabels\":[\"Spell\",\"Cost per Spell\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"{@spell Comprehend languages}, {@spell detect magic}, {@spell disguise self}, {@spell feather fall}, {@spell illusory script}, {@spell protection from evil and good}, {@spell shield}, {@spell Tenser's floating disk}\",\"25 gp\"],[\"{@spell Arcane lock}, {@spell darkvision}, {@spell detect thoughts}, {@spell hold person}, {@spell invisibility}, {@spell knock}, {@spell Nystul's magic aura}, {@spell warp sense|SatO}*\",\"75 gp\"],[\"{@spell Dispel magic}, {@spell fly}, {@spell glyph of warding}, {@spell magic circle}, {@spell sending}, {@spell tongues}\",\"150 gp\"],[\"{@spell Dimension door}, {@spell fabricate}, {@spell gate seal|SatO},* {@spell locate creature}\",\"300 gp\"],[\"{@spell Contact other plane}, {@spell legend lore}, {@spell planar binding}, {@spell Rary's telepathic bond}\",\"750 gp\"]],\"name\":\"Spells for Sale\",\"page\":50,\"source\":\"SatO\",\"chapter\":{\"name\":\"Sigil, the City of Doors\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Bazaar Shops\",\"colLabels\":[\"d8\",\"Vendor\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Boastful human hunter ({@creature assassin}) who sells hides and armors made from creatures she has slain—such as ankheg breastplates, angel-feathered cloaks, and horned gorgon shields\"],[\"2\",\"Celestial-owned bookstall carrying holy texts, illuminated manuscripts, and divine stationary\"],[\"3\",\"Boutique where a {@creature darkweaver|MPP} (see {@book Morte's Planar Parade|MPP}) with an eye for fashion weaves the latest styles out of pure shadow\"],[\"4\",\"Food stall catering to creatures of a specific type\"],[\"5\",\"Sweltering iron shack where a {@creature fire giant} blacksmith and his two {@creature magmin} helpers craft sturdy weapons with harmlessly smoldering pommels\"],[\"6\",\"Pawn shop that specializes in portal keys\"],[\"7\",\"Souvenir shop full of chintzy planar trinkets that might all be Tiny {@creature Mimic||mimics}\"],[\"8\",\"Contractor hiring monsters to defend dungeons on other worlds\"]],\"name\":\"Shopping in the Bazaar; Bazaar Shops\",\"page\":53,\"source\":\"SatO\",\"chapter\":{\"name\":\"Sigil, the City of Doors\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Sigil Adventure Hooks\",\"colLabels\":[\"d10\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A lost soul asks the party to escort them to the home of their deity—who no one's ever heard of.\"],[\"2\",\"A barrister begs the characters to serve as witnesses during a trial in the {@book High Courts|SatO|2|High Courts}, but the characters have no memory of witnessing a crime.\"],[\"3\",\"A {@creature cranium rat squeaker|MPP} (see {@book Morte's Planar Parade|MPP}) with an important secret needs help avoiding foes and finding its swarm elsewhere in Sigil.\"],[\"4\",\"Refugees entreat the characters to help them find a safe new home in Sigil.\"],[\"5\",\"The characters learn that a terrifying war machine is being transported through Sigil for use in conquering a Material Plane world.\"],[\"6\",\"A shop or tavern owner hires the characters to track down a deadbeat patron—a {@creature solar}, a {@creature pit fiend}, a {@creature death knight}, or other powerful being.\"],[\"7\",\"A group tries to kidnap a character, as the character is the key to a portal the group plans to use.\"],[\"8\",\"A villain looks remarkably like one of the characters, enough so that a {@creature kolyarut|MPP} or {@creature cuprilach rilmani|MPP} (both detailed in {@book Morte's Planar Parade|MPP}) mistakes the character for the scoundrel.\"],[\"9\",\"An {@creature archmage} new to the city offers to reward the characters with a magic item if they serve as their touts and sedan chair carriers for a day.\"],[\"10\",\"A {@creature dabus|MPP} (see {@book Morte's Planar Parade|MPP}) requests the characters' aid in removing someone or someplace from Sigil before the Lady of Pain learns of it.\"]],\"name\":\"Sigil Adventure Hooks\",\"page\":58,\"source\":\"SatO\",\"chapter\":{\"name\":\"Sigil, the City of Doors\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Faction Missions\",\"colLabels\":[\"d6\",\"Mission\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A factol hires the characters to dig up dirt on a rival faction leader.\"],[\"2\",\"The characters must infiltrate another faction's headquarters and steal a priceless item.\"],[\"3\",\"A faction leader hires the characters as bodyguards for an important city event at the {@book Hall of Speakers|SatO|2|Hall of Speakers}.\"],[\"4\",\"Suspicious of their own ranks, a factol hires the characters to root out a spy.\"],[\"5\",\"A factotum secretly offers the characters a hefty reward to break someone out of the {@book Prison|SatO|2|Prison}.\"],[\"6\",\"After a public spat with another faction leader, a factol goes missing. Their second-in-command hires the characters to investigate.\"]],\"name\":\"Faction Missions\",\"page\":58,\"source\":\"SatO\",\"chapter\":{\"name\":\"Sigil, the City of Doors\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Sigil Calamities\",\"colLabels\":[\"d8\",\"Calamity\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Sigil begins to shudder daily at peak and antipeak, causing a citywide panic.\"],[\"2\",\"Waves of arcane blackouts sweep across Sigil. During these events, magic items have their effects suppressed, spells behave unpredictably, and portals cease to function. The {@book Incanterium|SatO|2|Incanterium} is to blame.\"],[\"3\",\"Without warning, the Lady of Pain sends two-thirds of Sigil's population to {@book the Mazes|SatO|2|The Mazes}. It's up to the characters to figure out why.\"],[\"4\",\"Reliable portals throughout Sigil begin to malfunction. Chaos ensues as citizens vanish to unknown planes in a mass.\"],[\"5\",\"A portal to the front lines of the Blood War opens in the {@book Lower Ward|SatO|2|Lower Ward}, bringing the conflict to the city.\"],[\"6\",\"Dozens of dead factions unite in {@book Undersigil|SatO|2|Undersigil}. They mount an uprising on the surface and attempt to oust several factions.\"],[\"7\",\"The Lady of Pain locks the Cage without warning, barring anything and anyone from entering or exiting the City of Doors.\"],[\"8\",\"The Lady of Pain decrees that Sigil tolerates its factions no longer. They must disband or risk her wrath. Three factols come together and hire the characters to change the Lady's mind.\"]],\"name\":\"Sigil Calamities\",\"page\":58,\"source\":\"SatO\",\"chapter\":{\"name\":\"Sigil, the City of Doors\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Automata Adventures\",\"colLabels\":[\"d4\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Fleeing interplanar bounty hunters, a three-horned tiefling named Romerillo (chaotic good, tiefling {@creature spy}) seeks refuge on one of the Upper Planes. Romerillo asks the characters to sneak them aboard the Concordant Express.\"],[\"2\",\"Disguised as Serafil, a {@creature shator demodand|MPP} (see {@book Morte's Planar Parade|MPP}) assumes the council member's position and has the \\\"impostor\\\" arrested. Serafil's disheveled secretary beseeches the characters for aid.\"],[\"3\",\"A chaotic evil {@creature quadrone} tampers with the street numbers at night, causing widespread gridlock as modrons leave for work each morning. The Council of Order asks the characters to investigate.\"],[\"4\",\"A {@creature marid} fruit vendor is arrested in the Inverse for color-coordinating the produce in their stall. The genie petitions the characters to defend them in the nonsensical courts of the Hall of Discord.\"]],\"name\":\"Automata Adventures\",\"page\":63,\"source\":\"SatO\",\"chapter\":{\"name\":\"The Outlands\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Bedlam Adventures\",\"colLabels\":[\"d4\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The winds puppeteer the contents of an armory in the Bleakheights. A {@creature goblin} shopkeep pays the characters to defend their shop's wind chimes from rampaging suits of {@creature animated armor}.\"],[\"2\",\"Each night, a {@creature darkweaver|MPP} (see {@book Morte's Planar Parade|MPP}) snatches a resident of Midtown and drags them into the {@book Wailing Hollows|SatO|3|Wailing Hollows}. Gatekeeper Cirrus calls for the creature's capture or extermination.\"],[\"3\",\"Orbys Bumblewing asks the characters to test a dubious new flying machine. During their flight, Nimbus Knife {@creature Bandit||bandits} attempt to steal it.\"],[\"4\",\"A wave of murder sweeps through Midtown, caused by a malevolent breeze (use the {@creature ghost} stat block) that possesses the townsfolk.\"]],\"name\":\"Bedlam Adventures\",\"page\":65,\"source\":\"SatO\",\"chapter\":{\"name\":\"The Outlands\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Curst Adventures\",\"colLabels\":[\"d4\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Dolores ({@creature green hag}) pays the characters to remove a group of {@creature Bandit||bandits} from her junkyard.\"],[\"2\",\"A disgraced {@creature githzerai uniter|MPP} (see {@book Morte's Planar Parade|MPP}) in the {@book Traitor's Gate|SatO|3|Traitor's Gate} pays the characters to free Tovus Gilaf from the burgomaster's estate.\"],[\"3\",\"A {@creature Mercykiller bloodhound|MPP} (see {@book Morte's Planar Parade|MPP}) arrives in town, searching for a fugitive who looks exactly like one of the characters.\"],[\"4\",\"The gate to Carceri briefly ruptures, releasing a host of destructive {@creature Fomorian||fomorians} on Curst.\"]],\"name\":\"Curst Adventures\",\"page\":67,\"source\":\"SatO\",\"chapter\":{\"name\":\"The Outlands\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Ecstasy Adventures\",\"colLabels\":[\"d4\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A convincing petitioner (chaotic neutral {@creature ghost}) pretends to be the long-lost relative of a character. The spirit aims to possess the character and live life to the fullest.\"],[\"2\",\"The Lightcaller holds a peace banquet in {@book Solrise Tower|SatO|3|Solrise Tower}, inviting powerful devils and demons in hopes of ending the Blood War. A {@creature solar} requests the characters attend in case things turn ugly.\"],[\"3\",\"A {@creature green hag} poisons Ecstasy's orchards daily at twilight, outside the jurisdiction of either monarch. After a string of illnesses at {@book Revelhome|SatO|3|Revelhome}, Madame Millani hires the characters to investigate.\"],[\"4\",\"Three evenings have passed since the gates of {@book Moondark Tower|SatO|3|Moondark Tower} last opened. An owl-like {@creature avoral guardinal|MPP} (see {@book Morte's Planar Parade|MPP}) night merchant asks the party to solve the mystery.\"]],\"name\":\"Ecstasy Adventures\",\"page\":69,\"source\":\"SatO\",\"chapter\":{\"name\":\"The Outlands\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Excelsior Adventures\",\"colLabels\":[\"d4\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An {@creature androsphinx} arrives in Excelsior and declares itself the new high chancellor. Forough petitions the characters to help cement her authority.\"],[\"2\",\"The {@creature empyrean} Tygrant receives a prophecy that he can return to Mount Celestia only if he is humbled through defeat. He challenges all of Excelsior, including the characters, to wrestling matches in his tower.\"],[\"3\",\"Allowed into the {@book forum|SatO|3|Forum} on an ancient contract, a silver-tongued {@creature pit fiend} invites Excelsior's orators to debate the worth of a soul. An angel asks the characters to take the podium.\"],[\"4\",\"The faith of a divine champion ({@creature gladiator}) begins to waver in the {@book Chandelier|SatO|3|Chandelier}, causing their cloud keep to shudder. A {@creature lantern archon|MPP} (see {@book Morte's Planar Parade|MPP}) asks the characters to erase the warrior's doubt before their fortress falls from the sky.\"]],\"name\":\"Excelsior Adventures\",\"page\":71,\"source\":\"SatO\",\"chapter\":{\"name\":\"The Outlands\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Faunel Adventures\",\"colLabels\":[\"d4\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Mick Mangehide ({@creature gnoll fang of Yeenoghu}) and his band of {@creature Gnoll||gnolls} set out to claim the hides of Faunel's three pack leaders.\"],[\"2\",\"Commanded by a general in Rigus, a {@creature hobgoblin warlord} attempts to capture {@book Camp Greenbriar|SatO|3|Camp Greenbriar} and convert it into a logging camp.\"],[\"3\",\"A {@creature musteval guardinal|MPP} (see {@book Morte's Planar Parade|MPP}) explorer hires the characters to join an expedition to recover a lost treasure from Old Faunel.\"],[\"4\",\"An irate {@creature roc} assails Eagles' Aerie, gobbling up its inhabitants and destroying their nests in search of its egg, which was stolen by the Vile Hunt.\"]],\"name\":\"Faunel Adventures\",\"page\":73,\"source\":\"SatO\",\"chapter\":{\"name\":\"The Outlands\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Fortitude Adventures\",\"colLabels\":[\"d4\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A local politician (dwarf {@creature noble}) pays the characters to dig up dirt on an opponent.\"],[\"2\",\"After a series of guilty admissions, {@creature Black Pudding||black puddings} begin to slither from the {@book Pavilion of Purity|SatO|3|Pavilion of Purity} at night, slaying their confessors one by one. The Spotless Seven hires the party to scrub the black puddings from the town.\"],[\"3\",\"One of the Storm Lords falls ill with a supernatural cold, plunging Fortitude into a sudden brutal winter. The remaining three elemental beings ask the characters to enter the gate in search of a cure.\"],[\"4\",\"A popular candidate for the Spotless Seven convinces several citizens that to achieve inner harmony, they must indulge themselves in one night of unchecked mayhem.\"]],\"name\":\"Fortitude Adventures\",\"page\":75,\"source\":\"SatO\",\"chapter\":{\"name\":\"The Outlands\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Glorium Adventures\",\"colLabels\":[\"d4\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The town's deceased warriors rise to fight again as {@creature Ghost||ghosts}, but their resurgence creates headaches when the spirit of Flatnose Grim expects to be reinstated as the town's ruler.\"],[\"2\",\"After an argument with Tyrza, Jek Thanol refuses to shield Glorium from the armies of Gzemnid. With their treaty shattered, a {@creature death tyrant} attacks the gate-town.\"],[\"3\",\"A {@creature frost giant} jarl learns of the entrance to the World Tree within {@book Serpent's Rise|SatO|3|Serpent's Rise}. Rather than attack Glorium, he sets out to find the root and use it to conquer untold worlds.\"],[\"4\",\"A {@creature sea hag} in the {@book Sacred Well|SatO|3|Sacred Well} tells one of the characters they will die at the hand of Gzemnid in five days.\"]],\"name\":\"Glorium Adventures\",\"page\":77,\"source\":\"SatO\",\"chapter\":{\"name\":\"The Outlands\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Hopeless Adventures\",\"colLabels\":[\"d4\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The party is caught red-handed after a mean-spirited {@creature goblin} makeup artist ambushes them with a splash of magic paint. Two {@creature Beholder||beholders} demand the characters perform at the {@book Gallows|SatO|3|Gallows} or be disintegrated where they stand.\"],[\"2\",\"Commanded by its superiors in Hades, a {@creature nycaloth} bubbles up through the Wishless Well and begins hunting members of the resistance in Hopeless.\"],[\"3\",\"High Cardinal Thingol hires the characters to catch the Jester, a costumed vigilante ({@creature mage}) in possession of a wand that spreads joy.\"],[\"4\",\"A {@creature baernaloth|MPP} (see {@book Morte's Planar Parade|MPP}) whispers to the characters through the Wishless Well, offering to trade ancient secrets for the Maiden of Misery's true identity.\"]],\"name\":\"Hopeless Adventures\",\"page\":79,\"source\":\"SatO\",\"chapter\":{\"name\":\"The Outlands\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Plague-Mort Adventures\",\"colLabels\":[\"d4\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Disguised as a cleric of a sun god, a {@creature deva} from Excelsior begins proselytizing among hopeful townsfolk in secret. Archlector Bex commands the characters to capture the missionary and deliver them to the Pit.\"],[\"2\",\"A farmer pays the characters to prune a patch of pustules from a field before the harvest is spoiled. Dozens of {@creature Zombie||zombies} lurk within the maze of stalks.\"],[\"3\",\"Armed with a forked spear, the vindictive Martari Mayhem (lawful evil, tiefling {@creature gladiator}) plans to storm {@book Blightsteel Keep|SatO|3|Blightsteel Keep}. At the {@book Razed Altar|SatO|3|Razed Altar}, she hires the characters to infiltrate the stronghold and report on its defenses.\"],[\"4\",\"Alorio Nightriddle (chaotic evil, human {@creature mage}) invites the characters to a clandestine meeting at A Pinch of Salt, a rundown tavern with a {@creature glabrezu} proprietor. Alorio wants their help to oust the archlector.\"]],\"name\":\"Plague-Mort Adventures\",\"page\":81,\"source\":\"SatO\",\"chapter\":{\"name\":\"The Outlands\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Ribcage Adventures\",\"colLabels\":[\"d4\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"One of the character's loved ones pledges their soul in an infernal contract. To win it back, the party must argue their case before a {@creature pit fiend} judge in the Court of Cinders.\"],[\"2\",\"Commanded by a fallen angel (lawful evil {@creature planetar}) who runs a rival tavern, a gaggle of {@creature Imp||imps} begins vandalizing the {@book Bleeding Horn|SatO|3|Bleeding Horn}. The {@creature ice devil} Sparax pays characters to deal with the situation.\"],[\"3\",\"Thalamra Vanthampur, a deceased duke of Baldur's Gate, claws her way out of the depths of Avernus and emerges in Ribcage as a {@creature death knight}. A vengeful conqueror, she calls on the characters to help topple Duchess Zurkbane and her cronies.\"],[\"4\",\"Duchess Zurkbane hires the characters to capture a supposedly dangerous criminal, who turns out to be an innocent {@creature commoner} who saw Zurkbane's true form.\"]],\"name\":\"Ribcage Adventures\",\"page\":83,\"source\":\"SatO\",\"chapter\":{\"name\":\"The Outlands\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Rigus Adventures\",\"colLabels\":[\"d4\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The {@creature arcanaloth} Fetchtatter pays the characters to steal an infernal war machine from {@book Ribcage|SatO|3|Ribcage} so it can be sold to a general in Rigus.\"],[\"2\",\"The avatar of an evil deity of war (use the {@creature planar incarnate|MPP} stat block from {@book Morte's Planar Parade|MPP}) emerges from the {@book Lion's Gate|SatO|3|Gate} to destroy Rigus.\"],[\"3\",\"A {@creature mummy lord} in the {@book Crown|SatO|3|Crown} commands General Braahg to implement an outdated strategy. Risking treason, the hobgoblin hires the characters to lay his superior to rest.\"],[\"4\",\"The {@creature ghost} of a fallen warrior asks the party to investigate why their name isn't on the {@book Final Procession|SatO|3|Final Procession}. The culprit is a petty Crown General who took credit for the warrior's heroism.\"]],\"name\":\"Rigus Adventures\",\"page\":85,\"source\":\"SatO\",\"chapter\":{\"name\":\"The Outlands\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Sylvania Adventures\",\"colLabels\":[\"d4\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature vampire} bachelorette invites the characters to a costumed ball at the {@book Yearning Timbers|SatO|3|Yearning Timbers}, hoping to enlist their help in choosing her next partner.\"],[\"2\",\"A jolly halfling invites the characters to a tea party at their woodland cottage. The halfling is actually a {@creature green hag} intent on eating her guests.\"],[\"3\",\"A {@creature blink dog} gobbles up King Ewren III. As the kingdom descends into chaos, a {@creature pixie} messenger asks the characters to help determine the next monarch.\"],[\"4\",\"One of the Seven Spiritors (use the {@creature ghost} stat block) possesses a {@creature satyr} and involves the characters in a scandal that must be remedied.\"]],\"name\":\"Sylvania Adventures\",\"page\":87,\"source\":\"SatO\",\"chapter\":{\"name\":\"The Outlands\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Torch Adventures\",\"colLabels\":[\"d4\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"When a buyer stiffs the Stolen Glance, Zephesta hires the characters to collect the debt and \\\"rough him up a little bit.\\\" She fails to mention the buyer is a {@creature cloud giant}.\"],[\"2\",\"A {@creature death tyrant} claiming to be the deceased founder of the Xanathar's Guild on Toril hires the party to obtain an invitation to the Family on its behalf—or be destroyed.\"],[\"3\",\"The {@book Bank of Abbathor|SatO|3|Bank of Abbathor} hires the characters as security. The very same day, two {@creature Maelephant|MPP|maelephants} (see {@book Morte's Planar Parade|MPP}) attempt to rob the bank.\"],[\"4\",\"{@creature Doppelganger||Doppelgangers} in the Lookalikes gang take on the characters' appearances and go on a crime spree, creating problems for the party at multiple locations.\"]],\"name\":\"Torch Adventures\",\"page\":89,\"source\":\"SatO\",\"chapter\":{\"name\":\"The Outlands\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Tradegate Adventures\",\"colLabels\":[\"d4\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"While the characters are shopping, several hostile {@creature xorn} attack the {@book Trademill Mint|SatO|3|Trademill Mint}.\"],[\"2\",\"During a demonstration for the characters, a gnome inventor's latest creation (use the {@creature iron golem} stat block) runs amok, wreaking havoc.\"],[\"3\",\"Melvin Manyroads (chaotic good, gnome {@creature mage}) asks the characters to help map one of the many sites in the Outlands (see the \\\"{@book Other Realms|SatO|3|Other Realms}\\\" section later in this chapter).\"],[\"4\",\"A local beekeeper wants to sell a special planar honey in the {@book Everything Emporium|SatO|3|Everything Emporium}. To help her get started, the beekeeper asks the characters to capture {@dice 1d10} live {@creature Sunfly|MPP|sunflies} (see {@book Morte's Planar Parade|MPP}).\"]],\"name\":\"Tradegate Adventures\",\"page\":91,\"source\":\"SatO\",\"chapter\":{\"name\":\"The Outlands\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Xaos Adventures\",\"colLabels\":[\"d4\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A team of four {@creature Quadrone||quadrones} recruits the party on a rescue mission into the {@book Cube|SatO|3|The Cube}.\"],[\"2\",\"Lazethon, a {@creature githzerai uniter|MPP} (see {@book Morte's Planar Parade|MPP}), recruits the characters to defend the embassy from an approaching githyanki warship.\"],[\"3\",\"A merciless {@creature githyanki knight} arrives in Xaos on the back of a {@creature young red dragon}. He asks the characters to help him sniff out members of the Sha'sal Khou on behalf of Vlaakith the Lich-Queen.\"],[\"4\",\"Slaadi flock to their nest in Xaos for a ritual that occurs once every century. Afraid of becoming hosts for {@creature Slaad Tadpole||slaad tadpoles}, townsfolk beseech the characters for aid.\"]],\"name\":\"Xaos Adventures\",\"page\":93,\"source\":\"SatO\",\"chapter\":{\"name\":\"The Outlands\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":3}},{\"caption\":\"Heralds of Dust Spellcasting Fees\",\"colLabels\":[\"Spell\",\"Price\"],\"colStyles\":[\"col-11\",\"col-2 text-right\"],\"rows\":[[\"{@spell Identify}, {@spell illusory script}\",\"25 gp\"],[\"{@spell Darkvision}, {@spell gentle repose}\",\"50 gp\"],[\"{@spell Animate dead}, {@spell feign death}, {@spell speak with dead}\",\"100 gp\"]],\"name\":\"Heralds of Dust Spellcasting Fees\",\"source\":\"AATM\",\"chapter\":{\"name\":\"Adventure Atlas: The Mortuary\",\"index\":0}},{\"caption\":\"Mortuary Portals\",\"colLabels\":[\"d6\",\"Portal Anchor\",\"Portal Key\"],\"colStyles\":[\"col-2 text-center\",\"col-5 text-center\",\"col-5\"],\"rows\":[[\"1\",\"Body bag\",\"Vial of embalming fluid\"],[\"2\",\"Bone-filled ossuary\",\"Mourning dance\"],[\"3\",\"Funerary urn\",\"Spoken eulogy\"],[\"4\",\"Eye of a giant's skull\",\"Two gold coins\"],[\"5\",\"Open casket\",\"Flower from a grave\"],[\"6\",\"Pile of ashes\",\"Dead creature's keepsake\"]],\"name\":\"Entering the Mortuary; Mortuary Portals\",\"source\":\"AATM\",\"chapter\":{\"name\":\"Adventure Atlas: The Mortuary\",\"index\":0}},{\"caption\":\"Mortuary Chambers\",\"colLabels\":[\"d10\",\"Chamber\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A storage room for objects bequeathed by the dead\"],[\"2\",\"A cramped, tenement-like catacomb housing for sapient Undead who live and work in Sigil\"],[\"3\",\"A crematorium littered with ash\"],[\"4\",\"A scriptorium for epitaphs, eulogies, and obituaries\"],[\"5\",\"A filthy room filled with mounds of grave dirt\"],[\"6\",\"A cadaver room where maimed Undead can peruse replacement limbs\"],[\"7\",\"A craft room for caskets, ships, and other containers used in funerary ceremonies\"],[\"8\",\"A ritual chamber affected by a permanent {@spell hallow} spell\"],[\"9\",\"A reception hall that smells of funeral potatoes\"],[\"10\",\"An autopsy room lined with surgical instruments\"]],\"name\":\"Exploring the Mortuary; Mortuary Chambers\",\"source\":\"AATM\",\"chapter\":{\"name\":\"Adventure Atlas: The Mortuary\",\"index\":0}},{\"caption\":\"Mortuary Adventure Hooks\",\"colLabels\":[\"d4\",\"Adventure Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A wrongfully interred {@creature death knight} launches a campaign against Factol Skall, fomenting dissent and dividing the Heralds of Dust into splinter factions. Factol Skall hires the characters to unite the dead before the faction crumbles beyond repair.\"],[\"2\",\"A multiversal law dictates that a death council must convene in the Mortuary once every century. The characters are charged with exhuming a series of influential Undead entombed on other planes and escorting them to the Mortuary. Some of the council members are especially cranky when awoken.\"],[\"3\",\"When a godling is born on the Upper Planes, a wave of positive energy sweeps over the Mortuary through its myriad portals, restoring hundreds of long-dead creatures to life.\"],[\"4\",\"{@creature Factol Skall|AATM} (see the appendix) announces his retirement. Before he transcends to True Death, he asks the characters to help him name his successor.\"]],\"name\":\"Mortuary Adventures; Mortuary Adventure Hooks\",\"source\":\"AATM\",\"chapter\":{\"name\":\"Adventure Atlas: The Mortuary\",\"index\":0}},{\"caption\":\"Animated Coffin Contents\",\"colLabels\":[\"d6\",\"Contents\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@dice 1d4} {@creature swarm of bats}\"],[\"2\",\"{@dice 1d4} {@creature Skeleton||skeletons} packed like sardines\"],[\"3\",\"A groaning {@creature mummy}\"],[\"4\",\"A patch of {@hazard yellow mold} (see the {@book Dungeon Master's Guide|DMG})\"],[\"5\",\"A slumbering {@creature vampire spawn}\"],[\"6\",\"A portal to the {@area Path of Graves|02a|x} (detailed earlier in this supplement)\"]],\"name\":\"Animated Coffin Contents\",\"source\":\"AATM\",\"chapter\":{\"name\":\"Adventure Atlas: The Mortuary\",\"index\":0}},{\"caption\":\"Inspiration Cards\",\"colLabels\":[\"Card\",\"Effect\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"Balance (or 2 ♠)\",\"When you deal damage to a creature, immediately spend 1 Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum 1).\"],[\"Comet (or 2 {@color ♦|#ff0000})\",\"As a bonus action, select one creature as your chosen foe. That creature has vulnerability to damage you deal and resistance to all other damage, and it has disadvantage on its attack rolls against any creature other than you. This effect ends when any creature other than you deals damage to the target.\"],[\"Donjon (or A ♠)\",\"As an action, you are transported to an empty demiplane until the end of your next turn. You can't affect or be affected by anything on the plane you left until you return. You return to the same space you left or, if that space is occupied, to the nearest unoccupied space.\"],[\"Euryale (or Q ♠)\",\"When a creature makes a saving throw, it has disadvantage on that saving throw.\"],[\"Fates (or A {@color ♥|#ff0000})\",\"Reroll a single {@dice d20} roll you've just made. You must use the second roll.\"],[\"Flames (or Q ♣)\",\"When you deal damage to a creature, that creature takes an extra {@dice 1d6} fire damage.\"],[\"Fool (or Joker with ™)\",\"As a reaction, when you take damage, you cause the creature that dealt it to have the {@condition prone} condition.\"],[\"Gem (or 2 {@color ♥|#ff0000})\",\"Take an additional action on your turn.\"],[\"Jester (or Joker without ™)\",\"Take the {@action Disengage} action as a bonus action.\"],[\"Key (or Q {@color ♥|#ff0000})\",\"As a bonus action, teleport, with anything you are wearing or carrying, up to 30 feet to a space you can see.\"],[\"Knight (or J {@color ♥|#ff0000})\",\"As a reaction, impose disadvantage on the attack roll of a creature you can see.\"],[\"Moon (or Q {@color ♦|#ff0000})\",\"As a bonus action, regain one expended 1st-level spell slot or a single use of an ability that can be used a certain number of times per day.\"],[\"Puzzle (or 2 ♣)\",\"Gain advantage on a saving throw.\"],[\"Rogue (or J ♠)\",\"Gain advantage on an attack roll.\"],[\"Ruin (or K ♠)\",\"As a bonus action, impose disadvantage on all ability checks of a creature you can see until the end of its next turn.\"],[\"Sage (or A {@color ♦|#ff0000})\",\"Take the {@action Help} or {@action Search} action as a bonus action.\"],[\"Skull (or J ♣)\",\"As an action, surround yourself with a shroud of death. Until the start of your next turn, any creature that ends its turn within 5 feet of you takes {@dice 1d6} necrotic damage.\"],[\"Star (or J {@color ♦|#ff0000})\",\"Gain advantage on an ability check.\"],[\"Sun (or K {@color ♦|#ff0000})\",\"As a reaction, when a creature makes a melee attack that hits you, that creature has the {@condition blinded} condition until the end of your next turn.\"],[\"Talons (or A ♣)\",\"As a bonus action, reduce the speed of one creature within 5 feet of you to 0 until the start of your next turn.\"],[\"Throne (or K {@color ♥|#ff0000})\",\"As a reaction, when you take damage, the creature that dealt the damage has the {@condition frightened} condition until the end of its next turn. You are the source of its fear.\"],[\"Void (or K ♣)\",\"As a reaction, when you take damage, gain resistance to that damage until the start of your next turn.\"]],\"name\":\"Inspiration Hand; Inspiration Cards\",\"page\":18,\"source\":\"BMT\",\"chapter\":{\"name\":\"Balance\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Forest Encounter Deck\",\"colLabels\":[\"{@dice 1d21|Card}\",\"Creature\",\"Challenge\",\"Group\"],\"colStyles\":[\"col-2 text-center\",\"col-6\",\"col-2 text-center\",\"col-2 text-center\"],\"rows\":[[{\"type\":\"cell\",\"roll\":{\"exact\":1},\"entry\":\"A ♠\"},\"{@creature Young green dragon}\",\"8\",\"—\"],[{\"type\":\"cell\",\"roll\":{\"exact\":2},\"entry\":\"A ♣\"},\"{@creature Druid} (friend)\",\"—\",\"—\"],[{\"type\":\"cell\",\"roll\":{\"exact\":3},\"entry\":\"K ♠\"},\"{@creature Bandit captain}\",\"2\",\"Bandits\"],[{\"type\":\"cell\",\"roll\":{\"exact\":4},\"entry\":\"K ♣\"},\"{@creature Bandit} ×4\",\"1/8\",\"Bandits\"],[{\"type\":\"cell\",\"roll\":{\"exact\":5},\"entry\":\"K {@color ♥|#ff0000}\"},\"{@creature Bandit} ×4\",\"1/8\",\"Bandits\"],[{\"type\":\"cell\",\"roll\":{\"exact\":6},\"entry\":\"Q ♠\"},\"{@creature Owlbear}\",\"3\",\"—\"],[{\"type\":\"cell\",\"roll\":{\"exact\":7},\"entry\":\"Q ♣\"},\"{@creature Owlbear}\",\"3\",\"—\"],[{\"type\":\"cell\",\"roll\":{\"exact\":8},\"entry\":\"J ♠\"},\"{@creature Ettercap}\",\"2\",\"Spiders\"],[{\"type\":\"cell\",\"roll\":{\"exact\":9},\"entry\":\"J ♣\"},\"{@creature Swarm of Spiders||Swarm of insects (spiders)}\",\"2\",\"Spiders\"],[{\"type\":\"cell\",\"roll\":{\"exact\":10},\"entry\":\"J {@color ♥|#ff0000}\"},\"{@creature Giant spider} ×2\",\"1\",\"Spiders\"],[{\"type\":\"cell\",\"roll\":{\"exact\":11},\"entry\":\"J {@color ♦|#ff0000}\"},\"{@creature Giant spider} ×2\",\"1\",\"Spiders\"],[{\"type\":\"cell\",\"roll\":{\"exact\":12},\"entry\":\"9 ♣\"},\"{@creature Giant boar}\",\"2\",\"—\"],[{\"type\":\"cell\",\"roll\":{\"exact\":13},\"entry\":\"8 ♣\"},\"{@creature Ankheg} (lurker)\",\"2\",\"—\"],[{\"type\":\"cell\",\"roll\":{\"exact\":14},\"entry\":\"7 ♠\"},\"{@creature Displacer beast} (twin)\",\"3\",\"—\"],[{\"type\":\"cell\",\"roll\":{\"exact\":15},\"entry\":\"7 ♣\"},\"{@creature Displacer beast} (twin)\",\"3\",\"—\"],[{\"type\":\"cell\",\"roll\":{\"exact\":16},\"entry\":\"6 ♠\"},\"{@creature Worg} ×2 (lurker)\",\"1/2\",\"—\"],[{\"type\":\"cell\",\"roll\":{\"exact\":17},\"entry\":\"5 ♠\"},\"{@creature Pegasus}\",\"2\",\"—\"],[{\"type\":\"cell\",\"roll\":{\"exact\":18},\"entry\":\"5 ♣\"},\"{@creature Pegasus}\",\"2\",\"—\"],[{\"type\":\"cell\",\"roll\":{\"exact\":19},\"entry\":\"4 ♠\"},\"{@creature Shambling mound}\",\"5\",\"—\"],[{\"type\":\"cell\",\"roll\":{\"exact\":20},\"entry\":\"3 ♠\"},\"{@creature Vampiric mist|MPMM}*\",\"3\",\"—\"],[{\"type\":\"cell\",\"roll\":{\"exact\":21},\"entry\":\"2 ♠\"},\"Draw two\",\"—\",\"—\"]],\"footnotes\":[\"*This monster appears in {@book Mordenkainen Presents: Monsters of the Multiverse|MPMM}. Omit this card if you don't have that book.\"],\"name\":\"Forest Encounter Deck\",\"page\":23,\"source\":\"BMT\",\"chapter\":{\"name\":\"Balance\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Corrupted Lands Encounter Deck\",\"colLabels\":[\"{@dice 1d21|Card}\",\"Creature\",\"Challenge\",\"Group\"],\"colStyles\":[\"col-2 text-center\",\"col-6\",\"col-2 text-center\",\"col-2 text-center\"],\"rows\":[[{\"type\":\"cell\",\"roll\":{\"exact\":1},\"entry\":\" A {@color ♦|#ff0000}\"},\"{@creature Shoosuva|MPMM}*\",\"8\",\"—\"],[{\"type\":\"cell\",\"roll\":{\"exact\":2},\"entry\":\" A {@color ♥|#ff0000}\"},\"{@creature Gold dragon wyrmling} (friend)\",\"—\",\"—\"],[{\"type\":\"cell\",\"roll\":{\"exact\":3},\"entry\":\" K {@color ♦|#ff0000}\"},\"{@creature Ochre jelly} (lurker)\",\"2\",\"—\"],[{\"type\":\"cell\",\"roll\":{\"exact\":4},\"entry\":\" Q {@color ♥|#ff0000}\"},\"{@creature Nothic} (twin)\",\"2\",\"—\"],[{\"type\":\"cell\",\"roll\":{\"exact\":5},\"entry\":\" Q {@color ♦|#ff0000}\"},\"{@creature Nothic} (twin)\",\"2\",\"—\"],[{\"type\":\"cell\",\"roll\":{\"exact\":6},\"entry\":\"10 ♠\"},\"{@creature Cult fanatic}\",\"2\",\"Cultists\"],[{\"type\":\"cell\",\"roll\":{\"exact\":7},\"entry\":\"10 ♣\"},\"{@creature Veteran}\",\"3\",\"Cultists\"],[{\"type\":\"cell\",\"roll\":{\"exact\":8},\"entry\":\"10 {@color ♥|#ff0000}\"},\"{@creature Cultist} ×4\",\"1/8\",\"Cultists\"],[{\"type\":\"cell\",\"roll\":{\"exact\":9},\"entry\":\"10 {@color ♦|#ff0000}\"},\"{@creature Maw demon|MPMM}*\",\"1\",\"Cultists\"],[{\"type\":\"cell\",\"roll\":{\"exact\":10},\"entry\":\" 9 ♠\"},\"{@creature Gnoll fang of Yeenoghu}\",\"4\",\"Gnolls\"],[{\"type\":\"cell\",\"roll\":{\"exact\":11},\"entry\":\" 9 {@color ♥|#ff0000}\"},\"{@creature Gnoll pack lord}\",\"2\",\"Gnolls\"],[{\"type\":\"cell\",\"roll\":{\"exact\":12},\"entry\":\" 9 {@color ♦|#ff0000}\"},\"{@creature Gnoll}\",\"1/2\",\"Gnolls\"],[{\"type\":\"cell\",\"roll\":{\"exact\":13},\"entry\":\" 8 {@color ♥|#ff0000}\"},\"{@creature Vrock}\",\"6\",\"—\"],[{\"type\":\"cell\",\"roll\":{\"exact\":14},\"entry\":\" 7 {@color ♥|#ff0000}\"},\"{@creature Harpy}\",\"1\",\"—\"],[{\"type\":\"cell\",\"roll\":{\"exact\":15},\"entry\":\" 7 {@color ♦|#ff0000}\"},\"{@creature Harpy}\",\"1\",\"—\"],[{\"type\":\"cell\",\"roll\":{\"exact\":16},\"entry\":\" 6 {@color ♥|#ff0000}\"},\"{@creature Manticore}\",\"3\",\"—\"],[{\"type\":\"cell\",\"roll\":{\"exact\":17},\"entry\":\" 5 {@color ♥|#ff0000}\"},\"{@creature Deathlock|MPMM}* (twin)\",\"4\",\"—\"],[{\"type\":\"cell\",\"roll\":{\"exact\":18},\"entry\":\" 5 {@color ♦|#ff0000}\"},\"{@creature Ghoul} ×2 (twin)\",\"1\",\"—\"],[{\"type\":\"cell\",\"roll\":{\"exact\":19},\"entry\":\" 4 {@color ♥|#ff0000}\"},\"{@creature Gibbering mouther} (lurker)\",\"2\",\"—\"],[{\"type\":\"cell\",\"roll\":{\"exact\":20},\"entry\":\" 3 {@color ♥|#ff0000}\"},\"{@creature Treant} (noncombat encounter)\",\"—\",\"—\"],[{\"type\":\"cell\",\"roll\":{\"exact\":21},\"entry\":\" 2 {@color ♦|#ff0000}\"},\"Draw two\",\"—\",\"—\"]],\"footnotes\":[\"*This monster appears in {@book Mordenkainen Presents: Monsters of the Multiverse|MPMM}. Omit this card if you don't have that book.\"],\"name\":\"Corrupted Lands Encounter Deck\",\"page\":23,\"source\":\"BMT\",\"chapter\":{\"name\":\"Balance\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Magic Items by Name\",\"colLabels\":[\"Magic Item\",\"Rarity\",\"Chapter\"],\"colStyles\":[\"col-8\",\"col-2 text-center\",\"col-2 text-center\"],\"rows\":[[\"{@item Antimagic Armor|BMT}\",\"Very rare\",\"{@book 9|BMT|8|Starshot Crossbow}\"],[\"{@item Armor of Fungal Spores|BMT}\",\"Uncommon\",\"{@book 9|BMT|8|Armor of Fungal Spores}\"],[\"{@item Armor of the Fallen|BMT}\",\"Uncommon\",\"{@book 9|BMT|8|Armor of the Fallen}\"],[\"{@item Armor of Weightlessness|BMT}\",\"Uncommon\",\"{@book 9|BMT|8|Armor of Weightlessness}\"],[\"{@item Baleful Talon|BMT}\",\"Very rare\",\"{@book 5|BMT|4|Baleful Talon}\"],[\"{@item Blasted Goggles|BMT}\",\"Uncommon\",\"{@book 20|BMT|19|Blasted Goggles}\"],[\"{@item Bloodrage Greataxe|BMT}\",\"Uncommon\",\"{@book 9|BMT|8|Bloodrage Greataxe}\"],[\"{@item Bloodseeker Ammunition|BMT}\",\"Very rare\",\"{@book 9|BMT|8|Bloodseeker Ammunition}\"],[\"{@item Boomerang Shield|BMT}\",\"Uncommon\",\"{@book 9|BMT|8|Boomerang Shield}\"],[\"{@item Bow of Conflagration|BMT}\",\"Rare\",\"{@book 9|BMT|8|Bow of Conflagration}\"],[\"{@item Bow of Melodies|BMT}\",\"Very rare\",\"{@book 9|BMT|8|Bow of Melodies}\"],[\"{@item Breastplate of Balance|BMT}\",\"Rare\",\"{@book 5|BMT|4|Breastplate of Balance}\"],[\"{@item Card Sharp's Deck|BMT}\",\"Uncommon\",\"{@book 6|BMT|5|Card Sharp's Deck}\"],[\"{@item Clockwork Armor|BMT}\",\"Very rare\",\"{@book 9|BMT|8|Clockwork Armor}\"],[\"{@item Crown of Whirling Comets|BMT}\",\"Very rare\",\"{@book 5|BMT|4|Crown of Whirling Comets}\"],[\"{@item Deck of Dimensions|BMT}\",\"Very rare\",\"{@book 6|BMT|5|Deck of Dimensions}\"],[\"{@item Deck of Many More Things|BMT}\",\"Legendary\",\"{@book 7|BMT|6|Deck of Many More Things}\"],[\"{@item Deck of Miscellany|BMT}\",\"Uncommon\",\"{@book 6|BMT|5|Deck of Miscellany}\"],[\"{@item Deck of Oracles|BMT}\",\"Rare\",\"{@book 8|BMT|7|Deck of Oracles}\"],[\"{@item Deck of Wild Cards|BMT}\",\"Very rare\",\"{@book 6|BMT|5|Deck of Wild Cards}\"],[\"{@item Deck of Wonder|BMT}\",\"Uncommon\",\"{@book 7|BMT|6|Deck of Wonder}\"],[\"{@item Donjon's Sundering Sphere|BMT}\",\"Rare\",\"{@book 5|BMT|4|Donjon's Sundering Sphere}\"],[\"{@item Dried Leech|BMT}\",\"Uncommon\",\"{@book 9|BMT|8|Dried Leech}\"],[\"{@item Euryale's Aegis|BMT}\",\"Legendary\",\"{@book 5|BMT|4|Euryale's Aegis}\"],[\"{@item Fabulist Gem|BMT}\",\"Uncommon\",\"{@book 5|BMT|4|Fabulist Gem}\"],[\"{@item Fate Cutter Shears|BMT}\",\"Very rare\",\"{@book 8|BMT|7|Fate Cutter Shears}\"],[\"{@item +1 Fate Dealer's Deck|BMT|Fate Dealer's Deck}\",\"Varies\",\"{@book 8|BMT|7|Fate Dealer's Deck}\"],[\"{@item Feywrought Armor|BMT}\",\"Rare\",\"{@book 9|BMT|8|Feywrought Armor}\"],[\"{@item Fool's Blade|BMT}\",\"Very rare\",\"{@book 5|BMT|4|Fool's Blade}\"],[\"{@item Forcebreaker Weapon|BMT}\",\"Very rare\",\"{@book 9|BMT|8|Forcebreaker Weapon}\"],[\"{@item Glimmering Moonbow|BMT}\",\"Rare\",\"{@book 5|BMT|4|Glimmering Moonbow}\"],[\"{@item Gloomwrought Armor|BMT}\",\"Rare\",\"{@book 9|BMT|8|Gloomwrought Armor}\"],[\"{@item Grasping Whip|BMT}\",\"Rare\",\"{@book 9|BMT|8|Grasping Whip}\"],[\"{@item Hammer of Runic Focus|BMT}\",\"Very rare\",\"{@book 9|BMT|8|Hammer of Runic Focus}\"],[\"{@item House of Cards|BMT}\",\"Uncommon\",\"{@book 8|BMT|7|House of Cards}\"],[\"{@item Jester's Mask|BMT}\",\"Legendary\",\"{@book 5|BMT|4|Jester's Mask}\"],[\"{@item Plate of Knight's Fellowship|BMT}\",\"Uncommon\",\"{@book 5|BMT|4|Plate of Knight's Fellowship}\"],[\"{@item Ring of Puzzler's Wit|BMT}\",\"Uncommon\",\"{@book 5|BMT|4|Ring of Puzzler's Wit}\"],[\"{@item Rod of Hellish Flames|BMT}\",\"Very rare\",\"{@book 5|BMT|4|Rod of Hellish Flames}\"],[\"{@item Rogue's Mantle|BMT}\",\"Rare\",\"{@book 5|BMT|4|Rogue's Mantle}\"],[\"{@item Ruinous Flail|BMT}\",\"Rare\",\"{@book 5|BMT|4|Ruinous Flail}\"],[\"{@item Sage's Signet|BMT}\",\"Varies\",\"{@book 5|BMT|4|Sage's Signet}\"],[\"{@item Shield of the Tortoise|BMT}\",\"Uncommon\",\"{@book 9|BMT|8|Shield of the Tortoise}\"],[\"{@item Shrieking Greaves|BMT}\",\"Rare\",\"{@book 20|BMT|19|Shrieking Greaves}\"],[\"{@item Skull Helm|BMT}\",\"Very rare\",\"{@book 5|BMT|4|Skull Helm}\"],[\"{@item Sling of Giant Felling|BMT}\",\"Uncommon\",\"{@book 9|BMT|8|Sling of Giant Felling}\"],[\"{@item Spindle of Fate|BMT}\",\"Legendary\",\"{@book 5|BMT|4|Spindle of Fate}\"],[\"{@item Starshot Crossbow|BMT}\",\"Rare\",\"{@book 5|BMT|4|Antimagic Armor}\"],[\"{@item Stonemaker War Pick|BMT}\",\"Very rare\",\"{@book 9|BMT|8|Stonemaker War Pick}\"],[\"{@item Sun Staff|BMT}\",\"Rare\",\"{@book 5|BMT|4|Sun Staff}\"],[\"{@item Sword of the Planes|BMT}\",\"Legendary\",\"{@book 9|BMT|8|Sword of the Planes}\"],[\"{@item Telescopic Transporter|BMT}\",\"Legendary\",\"{@book 13|BMT|12|Telescopic Transporter}\"],[\"{@item Tidecaller Trident|BMT}\",\"Very rare\",\"{@book 9|BMT|8|Tidecaller Trident}\"],[\"{@item Voidwalker Armor|BMT}\",\"Rare\",\"{@book 5|BMT|4|Voidwalker Armor}\"],[\"{@item Warrior's Passkey|BMT}\",\"Rare\",\"{@book 5|BMT|4|Warrior's Passkey}\"],[\"{@item Weapon of Throne's Command|BMT}\",\"Very rare\",\"{@book 5|BMT|4|Weapon of Throne's Command}\"],[\"{@item Winged Ammunition|BMT}\",\"Uncommon\",\"{@book 9|BMT|8|Winged Ammunition}\"],[\"{@item +1 Wraps of Unarmed Prowess|BMT|Wraps of Unarmed Prowess}\",\"Varies\",\"{@book 9|BMT|8|Wraps of Unarmed Prowess}\"]],\"name\":\"Magic Items in This Book; Magic Items by Name\",\"page\":32,\"source\":\"BMT\",\"chapter\":{\"name\":\"Gem\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":4}},{\"caption\":\"Gem Stories\",\"colLabels\":[\"d6\",\"Moment\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"One of the party's patrons dies, and the patron's will bequeaths all their wealth to the characters.\"],[\"2\",\"The party is hired by a disguised dragon who offers them part of its hoard as payment.\"],[\"3\",\"A character falls through a crevice and discovers a massive deposit of glittering ore.\"],[\"4\",\"The party finds a map in an old bottle that leads to a buried treasure chest filled with ancient coins.\"],[\"5\",\"The local merchants' guild, enamored with the party's exploits, offers to sponsor the characters.\"],[\"6\",\"The characters are invited to participate in a grand talent competition. Despite the odds, one of the characters wins.\"]],\"name\":\"Sudden Riches; Gem Stories\",\"page\":33,\"source\":\"BMT\",\"chapter\":{\"name\":\"Gem\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":4}},{\"caption\":\"Rogue Destinies\",\"colLabels\":[\"{@dice 1d22|Card}\",\"Heroic Tie\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[{\"type\":\"cell\",\"roll\":{\"exact\":1},\"entry\":\"Balance\"},\"Your family is connected to an organization that seeks justice and opposes tyranny.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":2},\"entry\":\"Comet\"},\"A powerful member of a thieves' guild or spy network opposes you at every turn.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":3},\"entry\":\"Donjon\"},\"Someone important to you is imprisoned, but you believe they're innocent.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":4},\"entry\":\"Euryale\"},\"You committed a terrible trespass and have a bounty on your head.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":5},\"entry\":\"Fates\"},\"An important individual owes you a favor; what did you do to earn it?\"],[{\"type\":\"cell\",\"roll\":{\"exact\":6},\"entry\":\"Flames\"},\"A Fiend threatens someone dear to you.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":7},\"entry\":\"Fool\"},\"Your friend since childhood is optimistic to a fault and often conned or exploited.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":8},\"entry\":\"Gem\"},\"Someone searches for the same treasure you do, and disaster will strike if they find it first.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":9},\"entry\":\"Jester\"},\"Hardships bring out your optimism—which is lucky, since you seem to attract unfortunate events!\"],[{\"type\":\"cell\",\"roll\":{\"exact\":10},\"entry\":\"Key\"},\"You've had an unexpected crisis. Did you solve it quickly, or did you hesitate and risk doom?\"],[{\"type\":\"cell\",\"roll\":{\"exact\":11},\"entry\":\"Knight\"},\"An ally who is a member of a helpful organization passes you information or exerts influence on your behalf in subtle ways.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":12},\"entry\":\"Moon\"},\"Your life is an idyllic story, except for something that makes you wonder if any of it is true.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":13},\"entry\":\"Puzzle\"},\"You have part of a riddle that leads to a great treasure or momentous secret.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":14},\"entry\":\"Rogue\"},\"Someone important to you isn't who you think they are.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":15},\"entry\":\"Ruin\"},\"You lived a life of luxury until someone in power took it away. Will you get revenge?\"],[{\"type\":\"cell\",\"roll\":{\"exact\":16},\"entry\":\"Sage\"},\"A mage or magical creature takes an interest in you, offering you advice—for a price.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":17},\"entry\":\"Skull\"},\"You've defied certain death so many times that it doesn't seem like coincidence anymore.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":18},\"entry\":\"Star\"},\"You overcame a hardship imposed by your life circumstances, transforming your position entirely or turning the situation to your benefit.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":19},\"entry\":\"Sun\"},\"A divine spellcaster or divine emissary provides you with guidance, whether you want it or not.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":20},\"entry\":\"Talons\"},\"A precious object was stolen from you.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":21},\"entry\":\"Throne\"},\"You are secretly the heir to great power, but those who usurped that power want you dead.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":22},\"entry\":\"Void\"},\"Someone you care for is lost; although others have written them off, you believe they're still alive somewhere.\"]],\"name\":\"Heroes of Destiny; Rogue Destinies\",\"page\":42,\"source\":\"BMT\",\"chapter\":{\"name\":\"Rogue\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":5}},{\"caption\":\"Villainous Motivations\",\"colLabels\":[\"d6\",\"Motivation\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Eliminate the character and take their place.\"],[\"2\",\"Use the character as the key to unlocking immense power, perhaps as a ritual sacrifice.\"],[\"3\",\"Claim a treasure from the character, or take the character's wealth and holdings for themself.\"],[\"4\",\"Avenge a harm caused by the character or someone the character represents.\"],[\"5\",\"Prove their superiority by bringing the character to ruin in a public and inescapable fashion.\"],[\"6\",\"Use the character to solve a great mystery and then claim credit.\"]],\"name\":\"The Rogue's Motivation; Villainous Motivations\",\"page\":43,\"source\":\"BMT\",\"chapter\":{\"name\":\"Rogue\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":5}},{\"caption\":\"Spells\",\"colLabels\":[\"Level\",\"Spell\",\"School\",\"Concentration\",\"Ritual\",\"Class\"],\"colStyles\":[\"col-1 text-center\",\"col-2\",\"col-2\",\"col-1 text-center\",\"col-1 text-center\",\"col-5\"],\"rows\":[[\"2nd\",\"{@spell Spray of Cards|BMT}\",\"Conjuration\",\"No\",\"No\",\"Bard, sorcerer, warlock, wizard\"],[\"3rd\",\"{@spell Antagonize|BMT}\",\"Enchantment\",\"No\",\"No\",\"Bard, sorcerer, warlock, wizard\"],[\"4th\",\"{@spell Spirit of Death|BMT}\",\"Necromancy\",\"Yes\",\"No\",\"Sorcerer, warlock, wizard\"]],\"name\":\"Spells\",\"page\":49,\"source\":\"BMT\",\"chapter\":{\"name\":\"Sage\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"Sage Destinies\",\"colLabels\":[\"{@dice 1d22|Card}\",\"Heroic Tie\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[{\"type\":\"cell\",\"roll\":{\"exact\":1},\"entry\":\"Balance\"},\"You were once a member of an order dedicated to keeping magical artifacts out of the hands of those who would abuse their power.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":2},\"entry\":\"Comet\"},\"A seer predicted you're destined for immense power. Do you seek this power or reject it?\"],[{\"type\":\"cell\",\"roll\":{\"exact\":3},\"entry\":\"Donjon\"},\"Your dreams include visions of an imprisoned extraplanar entity.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":4},\"entry\":\"Euryale\"},\"You wish to learn powerful magic to protect your loved ones from harm.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":5},\"entry\":\"Fates\"},\"Your magical studies are driven by a desire to manipulate reality.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":6},\"entry\":\"Flames\"},\"Your magical ability stems from a gamble you made with a Fiend—though you're not sure if you won or lost.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":7},\"entry\":\"Fool\"},\"You use your arcane prowess to con unsuspecting individuals.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":8},\"entry\":\"Gem\"},\"You carry a seemingly ordinary item stolen from a powerful archmage, and it causes inexplicable things to happen around you.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":9},\"entry\":\"Jester\"},\"You come from a long tradition of wild mages, even if your own powers are different.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":10},\"entry\":\"Key\"},\"Your spellbook manifests as a deck of cards.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":11},\"entry\":\"Knight\"},\"Your family of renowned warriors judges you on your martial talents (or lack thereof).\"],[{\"type\":\"cell\",\"roll\":{\"exact\":12},\"entry\":\"Moon\"},\"A loved one is cursed, and you're determined to break that curse.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":13},\"entry\":\"Puzzle\"},\"You live for the pursuit of arcane secrets and lost legends.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":14},\"entry\":\"Rogue\"},\"Someone you trust is actually a monster, such as a dragon or a hag, in disguise.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":15},\"entry\":\"Ruin\"},\"A fortune teller warned that you're destined to cause great destruction, which you're trying to avoid.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":16},\"entry\":\"Sage\"},\"You use a divinatory card spread to decide which spells to prepare each day.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":17},\"entry\":\"Skull\"},\"You seek a way to cheat death.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":18},\"entry\":\"Star\"},\"Your spells and magical abilities take on the appearance of playing cards.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":19},\"entry\":\"Sun\"},\"Agents of the Solar Bastion (see {@book chapter 10|BMT|9}) once saved your life.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":20},\"entry\":\"Talons\"},\"You seek to reclaim a stolen magical artifact.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":21},\"entry\":\"Throne\"},\"You began your arcane scholarship as an apprentice to a court magician.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":22},\"entry\":\"Void\"},\"You've glimpsed another plane of existence, but no one believes you. You strive to prove them wrong.\"]],\"name\":\"Heroes of Destiny; Sage Destinies\",\"page\":47,\"source\":\"BMT\",\"chapter\":{\"name\":\"Sage\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"Fated Destinies\",\"colLabels\":[\"{@dice 1d22|Card}\",\"Heroic Tie\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[{\"type\":\"cell\",\"roll\":{\"exact\":1},\"entry\":\"Balance\"},\"You were trained by an organization that opposes a deity or another powerful cosmic force.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":2},\"entry\":\"Comet\"},\"You were born under a sign associated with cataclysm, and every attempt to glimpse your future reveals ill omens.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":3},\"entry\":\"Donjon\"},\"A religious organization imprisoned you, perhaps because of a crime you committed against that faith or because the leaders considered you the servant of a rival power.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":4},\"entry\":\"Euryale\"},\"You or your family are watched by secretive figures. They usually keep hidden, but you've seen they wear an unknown symbol.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":5},\"entry\":\"Fates\"},\"You made a choice in your past that haunts you. Whatever the consequences, it's not clear you made the right choice.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":6},\"entry\":\"Flames\"},\"A powerful figure opposed to your beliefs vexes your life; even your triumphs seem to serve this being's ends.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":7},\"entry\":\"Fool\"},\"What could have been one of the happiest moments in your life turned into a tragedy.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":8},\"entry\":\"Gem\"},\"You inherited land containing the ruins of a temple where a coveted relic was hidden.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":9},\"entry\":\"Jester\"},\"You were brought up to believe in a prophecy of impending doom, but you perceive potential and hope where others expect disaster.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":10},\"entry\":\"Key\"},\"An inflexible person with power over you threatened to bring about disaster, but your decisive action prevailed.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":11},\"entry\":\"Knight\"},\"The defenders of a religious organization such as a druid circle, paladin order, or temple watch over you.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":12},\"entry\":\"Moon\"},\"You are most comfortable at night, and all your greatest successes have taken place then. You also bear a silvery, crescent-shaped birthmark.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":13},\"entry\":\"Puzzle\"},\"Your studies led you to a scrap of prophecy or the memoir of a prominent figure, which calls your beliefs into question.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":14},\"entry\":\"Rogue\"},\"A devout individual whom you looked up to revealed themself to be false, a disciple of a power opposed to your beliefs.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":15},\"entry\":\"Ruin\"},\"You were once a favored adherent of a religious order, but you've been cast out in disgrace.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":16},\"entry\":\"Sage\"},\"An otherworldly being whispers advice to you in dreams or visitations, taking on different guises and speaking through others.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":17},\"entry\":\"Skull\"},\"You were returned to life through resurrection magic, divine intervention, or a mysterious circumstance you don't yet understand.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":18},\"entry\":\"Star\"},\"When you adopted your current beliefs, your life changed dramatically for the better.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":19},\"entry\":\"Sun\"},\"While you never placed much stock in the beliefs you were taught, adhering to them saved you from a catastrophe.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":20},\"entry\":\"Talons\"},\"You have a well-used holy symbol from someone you looked up to, and you feel uncertain anytime you're without it.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":21},\"entry\":\"Throne\"},\"You were born to a family of divinely favored folk, and they have big expectations for you.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":22},\"entry\":\"Void\"},\"Your soul, or a loved one's, is doomed to be taken by a Fiend, a powerful Undead, or another wicked power.\"]],\"name\":\"Heroes of Destiny; Fated Destinies\",\"page\":58,\"source\":\"BMT\",\"chapter\":{\"name\":\"Fates\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":8},\"index\":7}},{\"caption\":\"Knight Destinies\",\"colLabels\":[\"{@dice 1d22|Card}\",\"Heroic Tie\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[{\"type\":\"cell\",\"roll\":{\"exact\":1},\"entry\":\"Balance\"},\"Someone—or something—wronged you in your past. You seek revenge.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":2},\"entry\":\"Comet\"},\"You've been promised an inheritance if you can make a name for yourself as a hero.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":3},\"entry\":\"Donjon\"},\"You're stranded far from home and intend to fight your way back.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":4},\"entry\":\"Euryale\"},\"A year of solitude gave you clarity and led you down the path of the warrior.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":5},\"entry\":\"Fates\"},\"A fortune teller foresaw that you would find your calling in a life of battle.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":6},\"entry\":\"Flames\"},\"When the heat of battle takes over, you barely recognize yourself. This scares you.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":7},\"entry\":\"Fool\"},\"Friendly (or not-so-friendly) competition with a rival has spurred you to adventure.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":8},\"entry\":\"Gem\"},\"You seek a fabled magic weapon or magic suit of armor. You won't rest until you find it.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":9},\"entry\":\"Jester\"},\"You feel like a laughingstock but believe you'll make something of yourself on the battlefield.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":10},\"entry\":\"Key\"},\"Someone close to you was kidnapped. You hope to find and rescue them.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":11},\"entry\":\"Knight\"},\"You used to be a squire to a brave knight, but that knight died in combat.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":12},\"entry\":\"Moon\"},\"Your dreams are haunted by the screams of those you couldn't save in battle.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":13},\"entry\":\"Puzzle\"},\"Unpredictability is a hallmark of your fighting style. You keep enemies on their toes.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":14},\"entry\":\"Rogue\"},\"Tales of your past heroic deeds might be somewhat exaggerated.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":15},\"entry\":\"Ruin\"},\"When you lost everything, you realized the only thing you could rely on was your martial skill.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":16},\"entry\":\"Sage\"},\"Descended from a family of sorcerers, you were the only one not to show magical aptitude.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":17},\"entry\":\"Skull\"},\"You had a near-death experience, and you believe you saw yourself going to the Nine Hells.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":18},\"entry\":\"Star\"},\"You're chasing notoriety, hoping for folk to sing of your deeds for years to come.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":19},\"entry\":\"Sun\"},\"You once belonged to a small but mighty militia. Sometimes, you miss the regimented structure of that life.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":20},\"entry\":\"Talons\"},\"When monsters attacked your hamlet, you found you had a way with weapons.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":21},\"entry\":\"Throne\"},\"You honed your martial skills as a bodyguard to an important political figure.\"],[{\"type\":\"cell\",\"roll\":{\"exact\":22},\"entry\":\"Void\"},\"Slaying monsters is a welcome distraction to the growing emptiness inside you.\"]],\"name\":\"Heroes of Destiny; Knight Destinies\",\"page\":69,\"source\":\"BMT\",\"chapter\":{\"name\":\"Knight\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":9},\"index\":8}},{\"caption\":\"Solar Bastion Contact\",\"colLabels\":[\"d6\",\"Contact\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Restless Retiree. Gundra, an ancient dwarf, served the Solar Bastion in the field for over a century before retiring. She lives in the Solar Bastion now and relentlessly drills the knights she trains. She clearly misses working in the field.\"],[\"2\",\"Grumpy Veteran. Howart, an older human, has mentored many young adventurers, but most were smart enough to listen to his advice... unlike you lot, who seem to think you know everything.\"],[\"3\",\"Busy Supervisor. Theira, a frazzled elf, has so many irons in the fire, so many projects to keep track of! Of course you're not imposing, she says, but can you get quickly to the point, please?\"],[\"4\",\"Distracted Researcher. Haddick, a middle-aged halfling, spends most of her time in the Library Tower at the Solar Bastion. Even when she's not at the library, or when she's talking to you, it's pretty clear that her mind is still there, focused on her latest subject of research.\"],[\"5\",\"Lonely Knight. Jared, a human knight of the Solar Bastion with a distinguished career, has traveled the multiverse alone so long he's become isolated and unsure of himself in social situations. He wants to help but needs encouragement to regain his naturally friendly demeanor.\"],[\"6\",\"Hilarion. The solar speaks to you directly, via the {@spell Sending} spell or after summoning you to the Solar Bastion.\"]],\"name\":\"Solar Bastion Contact\",\"page\":79,\"source\":\"BMT\",\"chapter\":{\"name\":\"Sun\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":10},\"index\":9}},{\"caption\":\"Solar Bastion Member Roles\",\"colLabels\":[\"Role\",\"Backgrounds\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"Counselor\",\"{@background Charlatan}, {@background entertainer}, {@background noble}\"],[\"Curse-breaker\",\"{@background Acolyte}, {@background folk hero}, {@background hermit}, {@background soldier}\"],[\"Investigator\",\"{@background Variant Criminal (Spy)||Criminal}, {@background sage}, {@background sailor}\"],[\"Researcher\",\"{@background Variant Guild Artisan (Guild Merchant)||Guild artisan}, {@background sage}\"],[\"Tracker\",\"{@background Outlander}, {@background urchin}\"]],\"name\":\"Solar Bastion Specialists; Solar Bastion Member Roles\",\"page\":79,\"source\":\"BMT\",\"chapter\":{\"name\":\"Sun\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":10},\"index\":9}},{\"caption\":\"Solar Bastion Quests\",\"colLabels\":[\"d8\",\"Quest\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Aid and Counsel. Your contact has learned another group of adventurers has discovered a {@item Deck of Many Things}. Find them before they draw from it, and warn them of its dangers—or help them get out of the mess their draws bring upon them.\"],[\"2\",\"Research. A rare tome said to describe early encounters with Decks of Many Things is thought to lie in the hoard of a dragon. Retrieve it!\"],[\"3\",\"Track Rifflers. {@creature Riffler|BMT|Rifflers} (see {@book chapter 21|BMT|20|Riffler}) have been active in a remote countryside. Find out if they have a {@item Deck of Many Things}, and ensure they don't give it to a hapless mortal.\"],[\"4\",\"Stay Ahead of the Grim Harrow. Riders of the Grim Harrow (see {@book chapter 19|BMT|18}) are terrorizing a village as they search for a {@item Deck of Many Things}. Figure out where they're going, and get there before they do!\"],[\"5\",\"Find {@creature Euryale|BMT}. Rumors of a reclusive medusa are spreading through a city. There's a slim chance the medusa could be {@creature Euryale|BMT}, who could lead the knights to {@creature Asteria|BMT}. Determine the medusa's identity and secretly follow her trail, if any, to {@creature Asteria|BMT}.\"],[\"6\",\"Prevent Misuse. A {@creature Hierophant of the Comet|BMT|hierophant} of the Heralds of the Comet (see {@book chapter 12|BMT|11|Hierophant of the Comet}) has acquired a few cards from the original {@item Deck of Many Things}. Ensure the complete artifact doesn't fall into her hands.\"],[\"7\",\"Combat a Curse. After plundering a dragon's hoard, adventurers attract constant ill luck. Make sure the treasure isn't cursed; if it is, ensure they aren't spreading the curse as they spend the gold.\"],[\"8\",\"Contain an Evil Artifact. The blights and ruination befalling a region suggest someone there is casting spells from the {@item Book of Vile Darkness} or perhaps wielding the {@item Wand of Orcus}. Do whatever is necessary to stop this person, and bring the evil artifact back to Hilarion so it can be contained.\"]],\"name\":\"Solar Bastion Quests\",\"page\":79,\"source\":\"BMT\",\"chapter\":{\"name\":\"Sun\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":10},\"index\":9}},{\"caption\":\"Apocalyptic Warnings\",\"colLabels\":[\"d12\",\"Warning\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A large star or comet appears in the night sky, shedding as much light as the full moon.\"],[\"2\",\"A constant stream of meteors is visible in the sky, even during the day, always moving in the same direction.\"],[\"3\",\"The sky turns sickly green or bruised purple.\"],[\"4\",\"The water of a river or a lake or along a coastline turns to blood, acid, or blue sand.\"],[\"5\",\"All creatures born on a particular day (including livestock and wild animals) have a common feature, such as incandescent eyes, a fiery halo, or brightly glowing blood that is visible through the skin.\"],[\"6\",\"Locusts, cicadas, wasps, spiders, or snakes swarm in unimaginable numbers.\"],[\"7\",\"Earthquakes shake the ground with increasing frequency and strength.\"],[\"8\",\"A warning message in countless languages appears all over a city's walls.\"],[\"9\",\"A hermit who is a local legend comes to town and delivers a warning.\"],[\"10\",\"A dead angel falls from the sky in a fireball that strikes the earth, leaving a charred skeleton with burnt wings and a scorched trumpet.\"],[\"11\",\"Everyone has the exact same dream, in which a disembodied presence delivers a warning.\"],[\"12\",\"All children simultaneously stop what they're doing and convey the same warning in unison.\"]],\"name\":\"Apocalyptic Warnings\",\"page\":96,\"source\":\"BMT\",\"chapter\":{\"name\":\"Comet\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":12},\"index\":11}},{\"caption\":\"Apocalyptic Calamities\",\"colLabels\":[\"d12\",\"Calamity\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The {@creature tarrasque} awakens. (A {@creature kraken}, an {@creature empyrean}, or another titan might also serve as an agent of apocalyptic wrath.)\"],[\"2\",\"A deadly plague that's resistant to curative magic sweeps the land.\"],[\"3\",\"A prolonged drought leads to terrible famine.\"],[\"4\",\"A volcano (or chain of volcanoes) erupts.\"],[\"5\",\"A large asteroid crashes into the world.\"],[\"6\",\"A vast sinkhole opens, swallowing a city into the Underdark or one of the Lower Planes, or releasing hordes of Fiends.\"],[\"7\",\"The gods are stripped of their power and are forced to occupy mortal forms.\"],[\"8\",\"The world is drawn into another plane of existence.\"],[\"9\",\"The gods war among themselves or against incredibly powerful alien beings.\"],[\"10\",\"Magic goes awry, creating random zones of wild magic (where casting any spell of 1st level or higher causes a roll on the {@table Wild Magic Surge|PHB|Wild Magic Surge table} in the {@book Player's Handbook|PHB}) and dead magic (like an {@spell Antimagic Field} spell on a larger scale).\"],[\"11\",\"The corpse of a slain god falls to the earth.\"],[\"12\",\"Every Dragon is consumed with unthinking rage and unleashes devastation on those living nearby.\"]],\"name\":\"Apocalyptic Calamities\",\"page\":97,\"source\":\"BMT\",\"chapter\":{\"name\":\"Comet\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":12},\"index\":11}},{\"caption\":\"Common Zodiac Associations\",\"colLabels\":[\"Sign\",\"Nickname\",\"Prominence\",\"Birthstone\",\"Creature\",\"Color\",\"Ability Score\"],\"colStyles\":[\"col-1-8\",\"col-1-7\",\"col-1-7\",\"col-1-7\",\"col-1-7\",\"col-1-7\",\"col-1-7\"],\"rows\":[[\"{@book Skull|BMT|12|Skull}\",\"The Watcher\",\"Midwinter\",\"Onyx\",\"Imp\",\"Black, white\",\"Constitution\"],[\"{@book Balance|BMT|12|Balance}\",\"The Merchant\",\"Late winter\",\"Quartz\",\"Fish\",\"Orange\",\"Intelligence\"],[\"{@book Sage|BMT|12|Sage}\",\"The Wise One\",\"Early spring\",\"Garnet\",\"Sphinx\",\"Purple\",\"Intelligence\"],[\"{@book Throne|BMT|12|Throne}\",\"The Everlasting\",\"Midspring\",\"Ruby\",\"Dragon\",\"Gold\",\"Charisma\"],[\"{@book Key|BMT|12|Key}\",\"The Child\",\"Late spring\",\"Opal\",\"Cat\",\"Silver\",\"Wisdom\"],[\"{@book Flames|BMT|12|Flames}\",\"The Lovers\",\"Early summer\",\"Moonstone\",\"Unicorn\",\"Pink\",\"Charisma\"],[\"{@book Knight|BMT|12|Knight}\",\"The Dragon Slayer\",\"Midsummer\",\"Diamond\",\"Griffon\",\"Blue\",\"Strength\"],[\"{@book Euryale|BMT|12|Euryale}\",\"The Gardener\",\"Late summer\",\"Emerald\",\"Basilisk\",\"Green\",\"Wisdom\"],[\"{@book Rogue|BMT|12|Rogue}\",\"Night's Edge\",\"Early autumn\",\"Jet\",\"Rat\",\"Black\",\"Dexterity\"],[\"{@book Gem|BMT|12|Gem}\",\"The Genie\",\"Midautumn\",\"Blue sapphire\",\"Whale\",\"Indigo\",\"Strength\"],[\"{@book Talons|BMT|12|Talons}\",\"The Elder\",\"Late autumn\",\"Jade\",\"Owlbear\",\"Yellow\",\"Constitution\"],[\"{@book Jester|BMT|12|Jester}\",\"The Nilbog\",\"Early winter\",\"Pearl\",\"Goose\",\"Red\",\"Dexterity\"]],\"name\":\"Common Zodiac Associations\",\"page\":101,\"source\":\"BMT\",\"chapter\":{\"name\":\"Star\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":13},\"index\":12}},{\"caption\":\"Zodiac Phenomena\",\"colLabels\":[\"d12\",\"Effect\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Skull. The unliving surge with renewed zeal. Undead in the region gain 13 ({@dice 3d8}) {@book temporary hit points|PHB|9|Temporary Hit Points} daily at dusk.\"],[\"2\",\"Balance. Each creature in the region intuitively knows the immunities, resistances, and vulnerabilities of any creature it sees in the region.\"],[\"3\",\"Sage. Emotions are muted in the region, but minds open to new ideas. Creatures in the region have advantage on Charisma checks made to improve the attitude of other creatures in the region.\"],[\"4\",\"Throne. The resolve of the law-abiding is bolstered, while rebels are emboldened to passionately pursue their causes. Creatures in the region are immune to the {@condition frightened} condition.\"],[\"5\",\"Key. A creature can unlock an object in this region simply by touching it, even if the lock is magical.\"],[\"6\",\"Flames. Emotions in the region become more intense. Whenever a creature in the region tries to alter the attitude of another, a failed Charisma check always results in the latter creature turning hostile if it wasn't hostile already.\"],[\"7\",\"Knight. Spectral knights routinely fly across the sky. Whenever the characters are outdoors and become embroiled in combat in the region, one or more knights descend from the sky to help them, provided none of the characters is evil. Each round on initiative count 20 (losing initiative ties), the knights deal 9 ({@dice 2d8}) force damage to each of the characters' enemies. After the battle, the knights bow, then disappear.\"],[\"8\",\"Euryale. Natural vegetation in the region grows poisonous thorns. A creature that enters or ends its turn in {@book difficult terrain|PHB|8|Difficult Terrain} caused by this vegetation must succeed on a DC 12 Constitution saving throw or take 7 ({@dice 2d6}) poison damage. If this damage reduces a creature to 0 hit points, the creature instead has 1 hit point and has the {@condition petrified} condition until that condition is removed by the {@spell Greater Restoration} spell or similar magic.\"],[\"9\",\"Rogue. Sneaks find their efforts easier in the region. Creatures in the region make Dexterity ({@skill Stealth}) checks with advantage.\"],[\"10\",\"Gem. At midnight on a clear night, the stars appear to multiply tenfold, then rain down to the ground as minuscule silver meteorites. In all, 100 gp worth of silver falls harmlessly from the sky, scattered throughout the region.\"],[\"11\",\"Talons. Some magic is suppressed in the region. Common magic items, cantrips, and 1st-level spells don't function within this area.\"],[\"12\",\"Jester. Misfortune besets people in the region. Whenever a Humanoid in the region makes an ability check or an attack roll and rolls a 1 on the {@dice d20}, it has the {@condition incapacitated} condition until the end of its next turn, as it is magically overcome with laughter.\"]],\"name\":\"Zodiac Phenomena\",\"page\":102,\"source\":\"BMT\",\"chapter\":{\"name\":\"Star\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":13},\"index\":12}},{\"caption\":\"Telescope Travel Mishaps\",\"colLabels\":[\"d6\",\"Mishap\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The travelers appear adrift in the Astral Sea.\"],[\"2\",\"The travelers appear on a different plane of existence, determined randomly or chosen by the DM.\"],[\"3\",\"Excess cosmic energy overloads the telescope, causing it to explode. Each creature within 60 feet of the telescope takes {@dice 8d6} necrotic damage. Any Humanoid who survives this damage is transformed into a different kind of creature, as if it had been subject to the {@spell Reincarnate} spell.\"],[\"4\",\"A creature from the Astral Sea (such as a {@creature githyanki knight}) appears within 60 feet of the telescope. The DM decides its attitude.\"],[\"5\",\"The travelers appear on a different planet or celestial body in the Wildspace system nearest to their target destination.\"],[\"6\",\"The travelers arrive at their intended destination, but they each appear coated in harmless slime.\"]],\"name\":\"Telescope Travel Mishaps\",\"page\":105,\"source\":\"BMT\",\"chapter\":{\"name\":\"Star\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":13},\"index\":12}},{\"caption\":\"Seelie Market Introductions\",\"colLabels\":[\"d6\",\"Introduction\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A strange trail of toadstools leads off the beaten path into the nearby woods.\"],[\"2\",\"A pixie beckons you to follow her, promising you a sight beyond your wildest dreams.\"],[\"3\",\"A man stumbles from the forest. He doesn't speak, but his arms are full of delicious-looking fruit.\"],[\"4\",\"The party hears chattering voices and the music of panpipes coming from a secluded area.\"],[\"5\",\"In the distance, the party sees a descending dragon pulling a caravan of wagons.\"],[\"6\",\"A dragon's gentle voice calls out to the characters in their dreams, giving them directions to the market but no further details.\"]],\"name\":\"Seelie Market Introductions\",\"page\":106,\"source\":\"BMT\",\"chapter\":{\"name\":\"Jester\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":14},\"index\":13}},{\"caption\":\"Fey Fruit Effects\",\"colLabels\":[\"d10\",\"Effect\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Every 10 minutes, the creature must eat another fey fruit or make a DC 10 Constitution saving throw, gaining 1 level of {@condition exhaustion} on a failed save. Magic that ends the {@condition charmed} condition cures the cravings, which otherwise end after 1 hour.\"],[\"2\",\"The creature turns a sickly green and has the {@condition poisoned} condition for 1 hour.\"],[\"3\",\"The creature can't deliberately lie for 24 hours.\"],[\"4\",\"The creature can't understand any language for the next 8 hours.\"],[\"5\",\"The creature turns into a {@creature Faerie Dragon (Violet)||faerie dragon}, as if by a {@spell True Polymorph} spell that has a duration of 24 hours.\"],[\"6\",\"Regenerative bark covers the creature's skin, granting the effects of a {@spell Barkskin} spell for 24 hours.\"],[\"7\",\"The creature and anything it is wearing or carrying become {@condition invisible} for 24 hours. This invisibility ends early immediately after the creature attacks or casts a spell.\"],[\"8\",\"The creature gains the benefits of a {@spell Speak with Animals} spell for 8 hours.\"],[\"9\",\"The creature gains {@dice 4d4 + 4} {@book temporary hit points|PHB|9|Temporary Hit Points}.\"],[\"10\",\"The creature sprouts dragonfly-like wings, gaining a flying speed of 30 feet for 1 hour.\"]],\"name\":\"Fruit Stalls; Fey Fruit Effects\",\"page\":107,\"source\":\"BMT\",\"chapter\":{\"name\":\"Jester\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":14},\"index\":13}},{\"caption\":\"Lavender's Spell Scrolls\",\"colLabels\":[\"Spell Level\",\"Spell Scroll\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell Cure Wounds}, {@spell Faerie Fire}\"],[\"2nd\",\"{@spell Moonbeam}, {@spell Protection from Poison}\"],[\"3rd\",\"{@spell Antagonize|BMT}*\"]],\"footnotes\":[\"*This spell appears in {@book chapter 7|BMT|6|Antagonize}.\"],\"name\":\"Lavender's Spell Scrolls\",\"page\":109,\"source\":\"BMT\",\"chapter\":{\"name\":\"Jester\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":14},\"index\":13}},{\"caption\":\"Fortunes\",\"colLabels\":[\"{@dice 1d9|Card}\",\"Fortune\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[{\"type\":\"cell\",\"roll\":{\"exact\":1},\"entry\":\"Comet\"},\"\\\"Carry a lit flame with you at all times. You will be rewarded with wondrous treasure.\\\"\"],[{\"type\":\"cell\",\"roll\":{\"exact\":2},\"entry\":\"Fates\"},\"\\\"You are fated to witness a terrible catastrophe. Take solace in knowing there is nothing you can do to stop it.\\\"\"],[{\"type\":\"cell\",\"roll\":{\"exact\":3},\"entry\":\"Fool\"},\"\\\"Someone who seems helpless will call for your aid. Do not trust them.\\\"\"],[{\"type\":\"cell\",\"roll\":{\"exact\":4},\"entry\":\"Key\"},\"\\\"A dream will bring answers to the questions you seek.\\\"\"],[{\"type\":\"cell\",\"roll\":{\"exact\":5},\"entry\":\"Knight\"},\"\\\"Someone will offer you their services in a time of great need. Trust them.\\\"\"],[{\"type\":\"cell\",\"roll\":{\"exact\":6},\"entry\":\"Rogue\"},\"\\\"A foe is hunting you. They seek vengeance and shall arrive soon.\\\"\"],[{\"type\":\"cell\",\"roll\":{\"exact\":7},\"entry\":\"Ruin\"},\"\\\"You will soon lose something you hold dear.\\\"\"],[{\"type\":\"cell\",\"roll\":{\"exact\":8},\"entry\":\"Sage\"},\"\\\"Give advice freely and often. It will save another's life in the near future, earning you their loyalty.\\\"\"],[{\"type\":\"cell\",\"roll\":{\"exact\":9},\"entry\":\"Throne\"},\"\\\"Great responsibility shall be thrust upon you. Only you will know if you are ready.\\\"\"]],\"name\":\"Fortune-Telling; Fortunes\",\"page\":110,\"source\":\"BMT\",\"chapter\":{\"name\":\"Jester\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":14},\"index\":13}},{\"caption\":\"Ruin Encounters\",\"colLabels\":[\"1d12\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Animals—such as a {@creature brown bear}, {@creature giant owl}, or pack of {@dice 2d6} {@creature Wolf||wolves}—attack, made vicious by the effect of Baphomet's temple deep under the hill.\"],[\"2\",\"{@dice 2d4} {@creature Minotaur Archaeologist|BMT|minotaur archaeologists} explore the hill, looking for artifacts and places to dig.\"],[\"3\",\"{@dice 1d6} {@creature Minotaur Infiltrator|BMT|minotaur infiltrators} are performing a bloody rite to Baphomet; if there are six, one is their leader, {@creature Brusipha|BMT} (both stat blocks appear in this chapter). If discovered, the minotaurs attack to conceal their activity from outsiders.\"],[\"4\",\"{@dice 1d3} {@creature Displacer Beast||displacer beasts}, pets of the green hags, are on the prowl; alternatively, use {@creature Yeth Hound|MPMM|yeth hounds} from {@book Mordenkainen Presents: Monsters of the Multiverse|MPMM}.\"],[\"5\",\"A plaintive howl echoes over the hill. Characters who succeed on a DC 12 Wisdom ({@skill Perception}) check identify the source as the collapsed bell tower in the Feygrove, where a young {@creature displacer beast} is trapped.\"],[\"6\",\"A {@creature green hag} from the coven hidden in the Feygrove is on a mysterious errand. If she detects the adventurers before they spot her, the hag uses Illusory Appearance to conceal herself as a dryad and invites the characters to the Feygrove, then returns to her coven and sets a trap for the characters.\"],[\"7\",\"Vegetation on the hillside has grown into a hedge maze due to the magical influence of Baphomet's temple. Navigating the maze requires 1 hour and a successful DC 18 Wisdom ({@skill Survival}) check.\"],[\"8\",\"Mekkalath's presence prompts a fiery eruption. Creatures in a 5-foot-radius, 20-foot-high cylinder must succeed on a DC 15 Dexterity saving throw or take 17 ({@dice 5d6}) fire damage.\"],[\"9\",\"{@dice 1d3} {@creature Fire Elemental||fire elementals} drawn from the Elemental Plane of Fire by Mekkalath's aura wander the hill.\"],[\"10\",\"Spiders from the Feygrove are on the prowl; they include {@dice 2d4} {@creature Giant Spider||giant spiders} plus either {@dice 1d3} {@creature Phase Spider||phase spiders} or 1 {@creature ruin spider|BMT} (see {@book chapter 21|BMT|20|Ruin Spider}).\"],[\"11\",\"A lone {@creature githyanki warrior} hunts for tonight's meal.\"],[\"12\",\"A {@creature red slaad}, dropped here by the comet that recently overflew the site, searches the hill for any way to lift the wards around the watchtower.\"]],\"name\":\"Random Encounters; Ruin Encounters\",\"page\":124,\"source\":\"BMT\",\"chapter\":{\"name\":\"Ruin\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":16},\"index\":15}},{\"caption\":\"Visions of Ioun\",\"colLabels\":[\"1d6\",\"Vision\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Minotaurs dig beneath the hill and build a temple to Bahamut and other gods.\"],[\"2\",\"Minotaurs clad in the garb of a bestial cult summon demons and slay other minotaur priests in a horrific bloodbath.\"],[\"3\",\"Monks and knights travel to the hill and construct the abbey at its summit.\"],[\"4\",\"Knights defeat a hobgoblin warlord and bring back a {@item Deck of Many Things} and other trophies.\"],[\"5\",\"As an army besieges the abbey, a knight draws the Skull card from a {@item Deck of Many Things}. Skull-headed Undead appear and massacre everyone they see.\"],[\"6\",\"A huge red dragon emerges from the catacombs beneath the abbey to make his lair atop the hill. Among his treasures is a {@item Deck of Many Things}.\"]],\"name\":\"Feygrove; Visions of Ioun\",\"page\":126,\"source\":\"BMT\",\"chapter\":{\"name\":\"Ruin\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":16},\"index\":15}},{\"caption\":\"Marks of the Donjon\",\"colLabels\":[\"d6\",\"Curse\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The character can't stop shivering.\"],[\"2\",\"The character's vision is limited to a 5-foot-wide line pointing in a single direction.\"],[\"3\",\"The character gets nauseous near windows or doorways. If the character moves through such a threshold, the character has disadvantage on saving throws for 1 minute.\"],[\"4\",\"The character is plagued by nightmares of metal constructs.\"],[\"5\",\"The character is disoriented by wide-open spaces and has no sense of direction outdoors.\"],[\"6\",\"While in sunlight, the character has disadvantage on attack rolls.\"]],\"name\":\"Mark of the Donjon; Marks of the Donjon\",\"page\":134,\"source\":\"BMT\",\"chapter\":{\"name\":\"Donjon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":17},\"index\":16}},{\"caption\":\"Drone Patrols\",\"colLabels\":[\"d6\",\"Patrol Composition\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1–2\",\"{@dice 1d6} {@creature Quadrone Detention Drone|BMT|quadrones}\"],[\"3\",\"{@dice 1d4} suits of {@creature Animated Armor Detention Drone|BMT|animated armor}\"],[\"4–5\",\"2 {@creature Helmed Horror Detention Drone|BMT|helmed horrors}\"],[\"6\",\"1 {@creature Advanced Detention Drone|BMT|shield guardian}\"]],\"name\":\"Drone Patrols\",\"page\":135,\"source\":\"BMT\",\"chapter\":{\"name\":\"Donjon\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":17},\"index\":16}},{\"caption\":\"Gem Shards\",\"colLabels\":[\"Attack Roll or Check Total\",\"Thunder Damage\",\"Gemstone Value\"],\"colStyles\":[\"col-4\",\"col-4\",\"col-4\"],\"rows\":[[\"5 or lower\",\"33 ({@dice 6d10})\",\"10 gp\"],[\"10–14\",\"22 ({@dice 4d10})\",\"50 gp\"],[\"15–19\",\"11 ({@dice 2d10})\",\"100 gp\"],[\"20–24\",\"5 ({@dice 1d10})\",\"500 gp\"],[\"25–29\",\"—\",\"1,000 gp\"],[\"30 or higher\",\"—\",\"5,000 gp\"]],\"name\":\"Gem Shards\",\"page\":147,\"source\":\"BMT\",\"chapter\":{\"name\":\"Void\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":18},\"index\":17}},{\"caption\":\"Stat Blocks by Challenge Rating\",\"colLabels\":[\"CR\",\"Stat Block\",\"Creature Type\",\"Chapter\"],\"colStyles\":[\"col-2 text-center\",\"col-6\",\"col-2\",\"col-2 text-center\"],\"rows\":[[\"1/4\",\"{@creature Minotaur archaeologist|BMT}\",\"Humanoid\",\"{@book 16|BMT|15}\"],[\"1/2\",\"{@creature Aspirant of the Comet|BMT}\",\"Humanoid\",\"{@book 12|BMT|11}\"],[\"1\",\"{@creature Harrow hawk|BMT}\",\"Undead\",\"{@book 21|BMT|20}\"],[\"2\",\"{@creature Minotaur infiltrator|BMT}\",\"Humanoid\",\"{@book 16|BMT|15}\"],[\"2\",\"{@creature Oddlewin|BMT}\",\"Fey\",\"{@book 14|BMT|13}\"],[\"3\",\"{@creature Brusipha|BMT}\",\"Humanoid\",\"{@book 16|BMT|15}\"],[\"3\",\"{@creature Harrow hound|BMT}\",\"Undead\",\"{@book 19|BMT|18}\"],[\"3\",\"{@creature Living portent|BMT}\",\"Celestial\",\"{@book 21|BMT|20}\"],[\"4\",\"{@creature Fate hag|BMT}\",\"Fey\",\"{@book 21|BMT|20}\"],[\"4\",\"{@creature Initiate of the Comet|BMT}\",\"Humanoid\",\"{@book 12|BMT|11}\"],[\"4\",\"{@creature Werevulture|BMT}\",\"Fiend\",\"{@book 21|BMT|20}\"],[\"5\",\"{@creature Ambitious assassin|BMT}\",\"Humanoid\",\"{@book 6|BMT|5}\"],[\"5\",\"{@creature Riffler|BMT}\",\"Fey\",\"{@book 21|BMT|20}\"],[\"5\",\"{@creature Ruin spider|BMT}\",\"Monstrosity\",\"{@book 21|BMT|20}\"],[\"5\",\"{@creature Sir Jared|BMT}\",\"Humanoid\",\"{@book 10|BMT|9}\"],[\"7\",\"{@creature Talon beast|BMT}\",\"Monstrosity\",\"{@book 21|BMT|20}\"],[\"9\",\"{@creature Boss Augustus|BMT}\",\"Monstrosity\",\"{@book 11|BMT|10}\"],[\"9\",\"{@creature Boss Delour|BMT}\",\"Monstrosity\",\"{@book 11|BMT|10}\"],[\"9\",\"{@creature Gremorly's ghost|BMT}\",\"Undead\",\"{@book 15|BMT|14}\"],[\"9\",\"{@creature Solar Bastion knight|BMT}\",\"Humanoid\",\"{@book 10|BMT|9}\"],[\"11\",\"{@creature Enchanting infiltrator|BMT}\",\"Fey\",\"{@book 6|BMT|5}\"],[\"11\",\"{@creature Hierophant of the Comet|BMT}\",\"Humanoid\",\"{@book 12|BMT|11}\"],[\"14\",\"{@creature Breath drinker|BMT}\",\"Aberration\",\"{@book 18|BMT|17}\"],[\"14\",\"{@creature Hulgaz|BMT}\",\"Fiend\",\"{@book 20|BMT|19}\"],[\"15\",\"{@creature Grim Champion of Pestilence|BMT}\",\"Undead\",\"{@book 19|BMT|18}\"],[\"17\",\"{@creature Hierophant medusa|BMT}\",\"Monstrosity\",\"{@book 21|BMT|20}\"],[\"17\",\"{@creature Otherworldly corrupter|BMT}\",\"Aberration\",\"{@book 6|BMT|5}\"],[\"18\",\"{@creature Asteria|BMT}\",\"Humanoid\",\"{@book 22|BMT|21}\"],[\"18\",\"{@creature Euryale|BMT}\",\"Monstrosity\",\"{@book 22|BMT|21}\"],[\"18\",\"{@creature Malaxxix|BMT}\",\"Fiend\",\"{@book 20|BMT|19}\"],[\"20\",\"{@creature Grim Champion of Bloodshed|BMT}\",\"Undead\",\"{@book 19|BMT|18}\"],[\"21\",\"{@creature Pazrodine|BMT}\",\"Dragon\",\"{@book 14|BMT|13}\"],[\"21\",\"{@creature Veiled presence|BMT}\",\"Celestial\",\"{@book 6|BMT|5}\"],[\"22\",\"{@creature Aurnozci|BMT}\",\"Fiend\",\"{@book 20|BMT|19}\"],[\"25\",\"{@creature Grim Champion of Desolation|BMT}\",\"Undead\",\"{@book 19|BMT|18}\"]],\"name\":\"Monsters in This Book; Stat Blocks by Challenge Rating\",\"page\":175,\"source\":\"BMT\",\"chapter\":{\"name\":\"Talons\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":21},\"index\":20}},{\"caption\":\"Cair Ophidian Flowers\",\"colLabels\":[\"d20\",\"Flower\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1–10\",\"Nonmagical Flower. This bloom has no magical properties but is very pretty.\"],[\"11–14\",\"Swift Lily. This flower crackles with energy. As a bonus action, you can crush the flower to increase your speed by 30 feet until the start of your next turn. The flower is then destroyed. The flower loses its magic {@dice 1d6} days after being plucked.\"],[\"15–17\",\"Drowsing Lavender. This stalk of purple blooms glows faintly. As an action, you can wave it at a creature within your reach. The creature must succeed on a DC 17 Wisdom saving throw or have the {@condition unconscious} condition until the start of your next turn. Once used this way, the flower is destroyed. The flower loses its magic {@dice 1d8} days after being plucked.\"],[\"18–19\",\"Iron Peony. This flower's petals are silver-tipped. As a bonus action, you can crush the flower to gain resistance to all damage until the start of your next turn. The flower is then destroyed. This flower loses its magic {@dice 1d12} days after being plucked.\"],[\"20\",\"Wishing Lion. This flower appears as a dandelion with a tiny lion head embedded in the fluff. As an action, you can blow on the fluff and cast the {@spell Wish} spell. The flower is then destroyed. This flower retains its magic until the spell is cast.\"]],\"name\":\"Cair Ophidian Flowers\",\"page\":190,\"source\":\"BMT\",\"chapter\":{\"name\":\"Euryale\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":22},\"index\":21}},{\"caption\":\"Fortune Tellers\",\"page\":12,\"colLabels\":[\"d6\",\"Fortune Teller\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"An entertainer at a street fair or civic festival, who emphasizes that this card reading is \\\"for entertainment purposes only\\\"\"],[\"2\",\"A professional fortune teller with a shop in a small town, who tries to inject the reading with elements of romance\"],[\"3\",\"A seer in a temple, whose eyes are closed throughout the reading and who couches everything in terms of the will of a certain god\"],[\"4\",\"A hag who cackles gleefully at every hint of danger or destruction in the reading\"],[\"5\",\"A haunted deck of cards that lays itself out and narrates the reading in a distant, ghostly echo\"],[\"6\",\"A member of the {@book Heralds of the Comet|BMT|11|Heralds of the Comet} (an apocalyptic cult described in The Book of Many Things), who stresses danger and destruction in the reading\"]],\"name\":\"Using an Adventure Spread During Play; Fortune Tellers\",\"source\":\"DMTCRG\",\"chapter\":{\"name\":\"Adventure Spreads\",\"index\":2}},{\"caption\":\"Ability Descriptions\",\"colLabels\":[\"Ability\",\"Score Measures...\"],\"colStyles\":[\"col-4\",\"col-8\"],\"rows\":[[\"Strength\",\"Physical might\"],[\"Dexterity\",\"Agility, reflexes, and balance\"],[\"Constitution\",\"Health and stamina\"],[\"Intelligence\",\"Reasoning and memory\"],[\"Wisdom\",\"Perceptiveness and mental fortitude\"],[\"Charisma\",\"Confidence, poise, and charm\"]],\"name\":\"The Six Abilities; Ability Descriptions\",\"page\":10,\"source\":\"XPHB\",\"chapter\":{\"name\":\"Playing the Game\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Ability Scores\",\"colLabels\":[\"Score\",\"Meaning\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"This is the lowest a score can normally go. If an effect reduces a score to 0, that effect explains what happens.\"],[\"2–9\",\"This represents a weak capability.\"],[\"10–11\",\"This represents the human average.\"],[\"12–19\",\"This represents a strong capability.\"],[\"20\",\"This is the highest an adventurer's score can go unless a feature says otherwise.\"],[\"21–29\",\"This represents an extraordinary capability.\"],[\"30\",\"This is the highest a score can go.\"]],\"name\":\"Ability Scores\",\"page\":10,\"source\":\"XPHB\",\"chapter\":{\"name\":\"Playing the Game\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Ability Modifiers\",\"colLabels\":[\"Score\",\"Modifier\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[\"1\",\"−5\"],[\"2–3\",\"−4\"],[\"4–5\",\"−3\"],[\"6–7\",\"−2\"],[\"8–9\",\"−1\"],[\"10–11\",\"+0\"],[\"12–13\",\"+1\"],[\"14–15\",\"+2\"],[\"16–17\",\"+3\"],[\"18–19\",\"+4\"],[\"20–21\",\"+5\"],[\"22–23\",\"+6\"],[\"24–25\",\"+7\"],[\"26–27\",\"+8\"],[\"28–29\",\"+9\"],[\"30\",\"+10\"]],\"name\":\"Ability Modifiers\",\"page\":10,\"source\":\"XPHB\",\"chapter\":{\"name\":\"Playing the Game\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Ability Check Examples\",\"colLabels\":[\"Ability\",\"Make a Check To...\"],\"colStyles\":[\"col-4\",\"col-8\"],\"rows\":[[\"Strength\",\"Lift, push, pull, or break something\"],[\"Dexterity\",\"Move nimbly, quickly, or quietly\"],[\"Constitution\",\"Push your body beyond normal limits\"],[\"Intelligence\",\"Reason or remember\"],[\"Wisdom\",\"Notice things in the environment or in creatures' behavior\"],[\"Charisma\",\"Influence, entertain, or deceive\"]],\"name\":\"Ability Modifier; Ability Check Examples\",\"page\":10,\"source\":\"XPHB\",\"chapter\":{\"name\":\"Playing the Game\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Typical Difficulty Classes\",\"colLabels\":[\"Task Difficulty\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Very easy\",\"5\"],[\"Easy\",\"10\"],[\"Medium\",\"15\"],[\"Hard\",\"20\"],[\"Very hard\",\"25\"],[\"Nearly impossible\",\"30\"]],\"name\":\"Typical Difficulty Classes\",\"page\":11,\"source\":\"XPHB\",\"chapter\":{\"name\":\"Playing the Game\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Saving Throw Examples\",\"colLabels\":[\"Ability\",\"Make a Save To...\"],\"colStyles\":[\"col-4\",\"col-8\"],\"rows\":[[\"Strength\",\"Physically resist direct force\"],[\"Dexterity\",\"Dodge out of harm's way\"],[\"Constitution\",\"Endure a toxic hazard\"],[\"Intelligence\",\"Recognize an illusion as fake\"],[\"Wisdom\",\"Resist a mental assault\"],[\"Charisma\",\"Assert your identity\"]],\"name\":\"Ability Modifier; Saving Throw Examples\",\"page\":11,\"source\":\"XPHB\",\"chapter\":{\"name\":\"Playing the Game\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Attack Roll Abilities\",\"colLabels\":[\"Ability\",\"Attack Type\"],\"colStyles\":[\"col-2\",\"col-10\"],\"rows\":[[\"Strength\",\"Melee attack with a weapon or an {@variantrule Unarmed Strike|XPHB}\"],[\"Dexterity\",\"Ranged attack with a weapon\"],[\"Varies\",\"Spell attack (the ability used is determined by the spellcaster's spellcasting feature, as explained in {@book chapter 7|XPHB|7})\"]],\"name\":\"Ability Modifier; Attack Roll Abilities\",\"page\":12,\"source\":\"XPHB\",\"chapter\":{\"name\":\"Playing the Game\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Proficiency Bonus\",\"colLabels\":[\"Level or CR\",\"Bonus\"],\"colStyles\":[\"col-5 text-center\",\"col-5 text-center\"],\"rows\":[[\"Up to 4\",\"+2\"],[\"5–8\",\"+3\"],[\"9–12\",\"+4\"],[\"13–16\",\"+5\"],[\"17–20\",\"+6\"],[\"21–24\",\"+7\"],[\"25–28\",\"+8\"],[\"29–30\",\"+9\"]],\"name\":\"Proficiency Bonus\",\"page\":13,\"source\":\"XPHB\",\"chapter\":{\"name\":\"Playing the Game\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Skills\",\"colLabels\":[\"Skill\",\"Ability\",\"Example Uses\"],\"colStyles\":[\"col-2\",\"col-2\",\"col-8\"],\"rows\":[[\"{@skill Acrobatics|XPHB}\",\"Dexterity\",\"Stay on your feet in a tricky situation, or perform an acrobatic stunt.\"],[\"{@skill Animal Handling|XPHB}\",\"Wisdom\",\"Calm or train an animal, or get an animal to behave in a certain way.\"],[\"{@skill Arcana|XPHB}\",\"Intelligence\",\"Recall lore about spells, magic items, and the planes of existence.\"],[\"{@skill Athletics|XPHB}\",\"Strength\",\"Jump farther than normal, stay afloat in rough water, or break something.\"],[\"{@skill Deception|XPHB}\",\"Charisma\",\"Tell a convincing lie, or wear a disguise convincingly.\"],[\"{@skill History|XPHB}\",\"Intelligence\",\"Recall lore about historical events, people, nations, and cultures.\"],[\"{@skill Insight|XPHB}\",\"Wisdom\",\"Discern a person's mood and intentions.\"],[\"{@skill Intimidation|XPHB}\",\"Charisma\",\"Awe or threaten someone into doing what you want.\"],[\"{@skill Investigation|XPHB}\",\"Intelligence\",\"Find obscure information in books, or deduce how something works.\"],[\"{@skill Medicine|XPHB}\",\"Wisdom\",\"Diagnose an illness, or determine what killed the recently slain.\"],[\"{@skill Nature|XPHB}\",\"Intelligence\",\"Recall lore about terrain, plants, animals, and weather.\"],[\"{@skill Perception|XPHB}\",\"Wisdom\",\"Using a combination of senses, notice something that's easy to miss.\"],[\"{@skill Performance|XPHB}\",\"Charisma\",\"Act, tell a story, perform music, or dance.\"],[\"{@skill Persuasion|XPHB}\",\"Charisma\",\"Honestly and graciously convince someone of something.\"],[\"{@skill Religion|XPHB}\",\"Intelligence\",\"Recall lore about gods, religious rituals, and holy symbols.\"],[\"{@skill Sleight of Hand|XPHB}\",\"Dexterity\",\"Pick a pocket, conceal a handheld object, or perform legerdemain.\"],[\"{@skill Stealth|XPHB}\",\"Dexterity\",\"Escape notice by moving quietly and hiding behind things.\"],[\"{@skill Survival|XPHB}\",\"Wisdom\",\"Follow tracks, forage, find a trail, or avoid natural hazards.\"]],\"name\":\"Skill List; Skills\",\"page\":14,\"source\":\"XPHB\",\"chapter\":{\"name\":\"Playing the Game\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Actions\",\"colLabels\":[\"Action\",\"Summary\"],\"colStyles\":[\"col-2\",\"col-10\"],\"rows\":[[\"{@action Attack|XPHB}\",\"Attack with a weapon or an {@variantrule Unarmed Strike|XPHB}.\"],[\"{@action Dash|XPHB}\",\"For the rest of the turn, give yourself extra movement equal to your {@variantrule Speed|XPHB}.\"],[\"{@action Disengage|XPHB}\",\"Your movement doesn't provoke {@action Opportunity Attack|XPHB} for the rest of the turn.\"],[\"{@action Dodge|XPHB}\",\"Until the start of your next turn, attack rolls against you have {@variantrule Disadvantage|XPHB}, and you make Dexterity saving throws with {@variantrule Advantage|XPHB}. You lose this benefit if you have the {@condition Incapacitated|XPHB} condition or if your Speed is 0.\"],[\"{@action Help|XPHB}\",\"Help another creature's ability check or attack roll, or administer first aid.\"],[\"{@action Hide|XPHB}\",\"Make a Dexterity ({@skill Stealth|XPHB}) check.\"],[\"{@action Influence|XPHB}\",\"Make a Charisma ({@skill Deception|XPHB}, {@skill Intimidation|XPHB}, {@skill Performance|XPHB}, or {@skill Persuasion|XPHB}) or Wisdom ({@skill Animal Handling|XPHB}) check to alter a creature's attitude.\"],[\"{@action Magic|XPHB}\",\"Cast a spell, use a magic item, or use a magical feature.\"],[\"{@action Ready|XPHB}\",\"Prepare to take an action in response to a trigger you define.\"],[\"{@action Search|XPHB}\",\"Make a Wisdom ({@skill Insight|XPHB}, {@skill Medicine|XPHB}, {@skill Perception|XPHB}, or {@skill Survival|XPHB}) check.\"],[\"{@action Study|XPHB}\",\"Make an Intelligence ({@skill Arcana|XPHB}, {@skill History|XPHB}, {@skill Investigation|XPHB}, {@skill Nature|XPHB}, or {@skill Religion|XPHB}) check.\"],[\"{@action Utilize|XPHB}\",\"Use a nonmagical object.\"]],\"name\":\"Actions\",\"page\":15,\"source\":\"XPHB\",\"chapter\":{\"name\":\"Playing the Game\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Travel Pace\",\"colLabelRows\":[[\"\",{\"type\":\"cellHeader\",\"width\":3,\"entry\":\"Distance Traveled Per...\",\"style\":\"th-skewer\"}],[\"Pace\",\"Minute\",\"Hour\",\"Day\"]],\"colStyles\":[\"col-3\",\"col-3\",\"col-3\",\"col-3\"],\"rows\":[[\"Fast\",\"400 feet\",\"4 miles\",\"30 miles\"],[\"Normal\",\"300 feet\",\"3 miles\",\"24 miles\"],[\"Slow\",\"200 feet\",\"2 miles\",\"18 miles\"]],\"name\":\"Travel Pace\",\"page\":20,\"source\":\"XPHB\",\"chapter\":{\"name\":\"Playing the Game\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Creature Size and Space\",\"colLabels\":[\"Size\",\"Space (Feet)\",\"Space (Squares)\"],\"colStyles\":[\"col-4\",\"col-4\",\"col-4\"],\"rows\":[[\"Tiny\",\"2½ by 2½ feet\",\"4 per square\"],[\"Small\",\"5 by 5 feet\",\"1 square\"],[\"Medium\",\"5 by 5 feet\",\"1 square\"],[\"Large\",\"10 by 10 feet\",\"4 squares (2 by 2)\"],[\"Huge\",\"15 by 15 feet\",\"9 squares (3 by 3)\"],[\"Gargantuan\",\"20 by 20 feet\",\"16 squares (4 by 4)\"]],\"name\":\"Creature Size and Space\",\"page\":25,\"source\":\"XPHB\",\"chapter\":{\"name\":\"Playing the Game\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Cover\",\"colLabels\":[\"Degree\",\"Benefit to Target\",\"Offered By...\"],\"colStyles\":[\"col-2\",\"col-4\",\"col-6\"],\"rows\":[[\"{@variantrule Cover|XPHB|Half}\",\"+2 bonus to AC and Dexterity saving throws\",\"Another creature or an object that covers at least half of the target\"],[\"{@variantrule Cover|XPHB|Three-Quarters}\",\"+5 bonus to AC and Dexterity saving throws\",\"An object that covers at least three-quarters of the target\"],[\"{@variantrule Cover|XPHB|Total}\",\"Can't be targeted directly\",\"An object that covers the whole target\"]],\"name\":\"Cover\",\"page\":25,\"source\":\"XPHB\",\"chapter\":{\"name\":\"Playing the Game\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"caption\":\"Class Overview\",\"colLabels\":[\"Class\",\"Likes...\",\"Primary Ability\",\"Complexity\"],\"colStyles\":[\"col-3\",\"col-3\",\"col-3\",\"col-3\"],\"rows\":[[\"{@class Barbarian|XPHB}\",\"Battle\",\"Strength\",\"Average\"],[\"{@class Bard|XPHB}\",\"Performing\",\"Charisma\",\"High\"],[\"{@class Cleric|XPHB}\",\"Gods\",\"Wisdom\",\"Average\"],[\"{@class Druid|XPHB}\",\"Nature\",\"Wisdom\",\"High\"],[\"{@class Fighter|XPHB}\",\"Weapons\",\"Strength or Dexterity\",\"Low\"],[\"{@class Monk|XPHB}\",\"Unarmed combat\",\"Dexterity and Wisdom\",\"High\"],[\"{@class Paladin|XPHB}\",\"Defense\",\"Strength and Charisma\",\"Average\"],[\"{@class Ranger|XPHB}\",\"Survival\",\"Dexterity and Wisdom\",\"Average\"],[\"{@class Rogue|XPHB}\",\"Stealth\",\"Dexterity\",\"Low\"],[\"{@class Sorcerer|XPHB}\",\"Power\",\"Charisma\",\"High\"],[\"{@class Warlock|XPHB}\",\"Occult lore\",\"Charisma\",\"High\"],[\"{@class Wizard|XPHB}\",\"Spellbooks\",\"Intelligence\",\"Average\"]],\"name\":\"Choose a Class; Class Overview\",\"page\":33,\"source\":\"XPHB\",\"chapter\":{\"name\":\"Creating a Character\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Ability Scores and Backgrounds\",\"colLabels\":[\"Ability\",\"Backgrounds\"],\"colStyles\":[\"col-2\",\"col-10\"],\"rows\":[[\"Strength\",\"{@background Artisan|XPHB}, {@background Entertainer|XPHB}, {@background Farmer|XPHB}, {@background Guard|XPHB}, {@background Noble|XPHB}, {@background Sailor|XPHB}, {@background Soldier|XPHB}\"],[\"Dexterity\",\"{@background Artisan|XPHB}, {@background Charlatan|XPHB}, {@background Criminal|XPHB}, {@background Entertainer|XPHB}, {@background Guide|XPHB}, {@background Sailor|XPHB}, {@background Scribe|XPHB}, {@background Soldier|XPHB}, {@background Wayfarer|XPHB}\"],[\"Constitution\",\"{@background Charlatan|XPHB}, {@background Criminal|XPHB}, {@background Farmer|XPHB}, {@background Guide|XPHB}, {@background Hermit|XPHB}, {@background Merchant|XPHB}, {@background Sage|XPHB}, {@background Soldier|XPHB}\"],[\"Intelligence\",\"{@background Acolyte|XPHB}, {@background Artisan|XPHB}, {@background Criminal|XPHB}, {@background Guard|XPHB}, {@background Merchant|XPHB}, {@background Noble|XPHB}, {@background Sage|XPHB}, {@background Scribe|XPHB}\"],[\"Wisdom\",\"{@background Acolyte|XPHB}, {@background Farmer|XPHB}, {@background Guard|XPHB}, {@background Guide|XPHB}, {@background Hermit|XPHB}, {@background Sage|XPHB}, {@background Sailor|XPHB}, {@background Scribe|XPHB}, {@background Wayfarer|XPHB}\"],[\"Charisma\",\"{@background Acolyte|XPHB}, {@background Charlatan|XPHB}, {@background Entertainer|XPHB}, {@background Hermit|XPHB}, {@background Merchant|XPHB}, {@background Noble|XPHB}, {@background Wayfarer|XPHB}\"]],\"name\":\"Choose a Background; Ability Scores and Backgrounds\",\"page\":36,\"source\":\"XPHB\",\"chapter\":{\"name\":\"Creating a Character\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Standard Languages\",\"colLabels\":[\"{@dice 1d12}\",\"Language\",\"Origin\"],\"colStyles\":[\"col-2 text-center\",\"col-8\",\"col-2\"],\"rows\":[[\"—\",\"{@language Common|XPHB}\",\"Sigil\"],[{\"type\":\"cell\",\"roll\":{\"exact\":1}},\"{@language Common Sign Language|XPHB}\",\"Sigil\"],[{\"type\":\"cell\",\"roll\":{\"exact\":2}},\"{@language Draconic|XPHB}\",\"Dragons\"],[{\"type\":\"cell\",\"roll\":{\"min\":3,\"max\":4}},\"{@language Dwarvish|XPHB}\",\"Dwarves\"],[{\"type\":\"cell\",\"roll\":{\"min\":5,\"max\":6}},\"{@language Elvish|XPHB}\",\"Elves\"],[{\"type\":\"cell\",\"roll\":{\"exact\":7}},\"{@language Giant|XPHB}\",\"Giants\"],[{\"type\":\"cell\",\"roll\":{\"exact\":8}},\"{@language Gnomish|XPHB}\",\"Gnomes\"],[{\"type\":\"cell\",\"roll\":{\"exact\":9}},\"{@language Goblin|XPHB}\",\"Goblinoids\"],[{\"type\":\"cell\",\"roll\":{\"min\":10,\"max\":11}},\"{@language Halfling|XPHB}\",\"Halflings\"],[{\"type\":\"cell\",\"roll\":{\"exact\":12}},\"{@language Orc|XPHB}\",\"Orcs\"]],\"name\":\"Choose Languages; Standard Languages\",\"page\":37,\"source\":\"XPHB\",\"chapter\":{\"name\":\"Creating a Character\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Rare Languages\",\"colLabels\":[\"Language\",\"Origin\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"Abyssal\",\"Demons of the Abyss\"],[\"Celestial\",\"Celestials\"],[\"Deep Speech\",\"Aberrations\"],[\"Druidic\",\"Druidic circles\"],[\"Infernal\",\"Devils of the Nine Hells\"],[\"Primordial*\",\"Elementals\"],[\"Sylvan\",\"The Feywild\"],[\"Thieves' Cant\",\"Various criminal guilds\"],[\"Undercommon\",\"The Underdark\"]],\"footnotes\":[\"*Primordial includes the Aquan, Auran, Ignan, and Terran dialects. Creatures that know one of these dialects can communicate with those that know a different one.\"],\"name\":\"Choose Languages; Rare Languages\",\"page\":37,\"source\":\"XPHB\",\"chapter\":{\"name\":\"Creating a Character\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Ability Score Point Costs\",\"colLabels\":[\"Score\",\"Cost\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[\"8\",\"0\"],[\"9\",\"1\"],[\"10\",\"2\"],[\"11\",\"3\"],[\"12\",\"4\"],[\"13\",\"5\"],[\"14\",\"7\"],[\"15\",\"9\"]],\"name\":\"Ability Score Point Costs\",\"page\":38,\"source\":\"XPHB\",\"chapter\":{\"name\":\"Creating a Character\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Standard Array by Class\",\"colLabels\":[\"Class\",\"Str.\",\"Dex.\",\"Con.\",\"Int.\",\"Wis.\",\"Cha.\"],\"colStyles\":[\"col-6\",\"col-1 text-center\",\"col-1 text-center\",\"col-1 text-center\",\"col-1 text-center\",\"col-1 text-center\",\"col-1 text-center\"],\"rows\":[[\"{@class Barbarian|XPHB}\",\"15\",\"13\",\"14\",\"10\",\"12\",\"8\"],[\"{@class Bard|XPHB}\",\"8\",\"14\",\"12\",\"13\",\"10\",\"15\"],[\"{@class Cleric|XPHB}\",\"14\",\"8\",\"13\",\"10\",\"15\",\"12\"],[\"{@class Druid|XPHB}\",\"8\",\"12\",\"14\",\"13\",\"15\",\"10\"],[\"{@class Fighter|XPHB}\",\"15\",\"14\",\"13\",\"8\",\"10\",\"12\"],[\"{@class Monk|XPHB}\",\"12\",\"15\",\"13\",\"10\",\"14\",\"8\"],[\"{@class Paladin|XPHB}\",\"15\",\"10\",\"13\",\"8\",\"12\",\"14\"],[\"{@class Ranger|XPHB}\",\"12\",\"15\",\"13\",\"8\",\"14\",\"10\"],[\"{@class Rogue|XPHB}\",\"12\",\"15\",\"13\",\"14\",\"10\",\"8\"],[\"{@class Sorcerer|XPHB}\",\"10\",\"13\",\"14\",\"8\",\"12\",\"15\"],[\"{@class Warlock|XPHB}\",\"8\",\"14\",\"13\",\"12\",\"10\",\"15\"],[\"{@class Wizard|XPHB}\",\"8\",\"12\",\"13\",\"15\",\"14\",\"10\"]],\"name\":\"Assign Ability Scores; Standard Array by Class\",\"page\":38,\"source\":\"XPHB\",\"chapter\":{\"name\":\"Creating a Character\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Ability Scores and Modifiers\",\"colLabels\":[\"Score\",\"Modifier\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[\"3\",\"−4\"],[\"4–5\",\"−3\"],[\"6–7\",\"−2\"],[\"8–9\",\"−1\"],[\"10–11\",\"+0\"],[\"12–13\",\"+1\"],[\"14–15\",\"+2\"],[\"16–17\",\"+3\"],[\"18–19\",\"+4\"],[\"20\",\"+5\"]],\"name\":\"Determine Ability Modifiers; Ability Scores and Modifiers\",\"page\":38,\"source\":\"XPHB\",\"chapter\":{\"name\":\"Creating a Character\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Strength\",\"colLabels\":[\"1d4\",\"High Strength\",\"Low Strength\"],\"colStyles\":[\"col-2 text-center\",\"col-5 text-center\",\"col-5 text-center\"],\"rows\":[[\"1\",\"Muscular\",\"Weak\"],[\"2\",\"Sinewy\",\"Slight\"],[\"3\",\"Protective\",\"Self-conscious\"],[\"4\",\"Direct\",\"Indirect\"]],\"name\":\"Describe Appearance and Personality; Strength\",\"page\":38,\"source\":\"XPHB\",\"chapter\":{\"name\":\"Creating a Character\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Dexterity\",\"colLabels\":[\"1d4\",\"High Dexterity\",\"Low Dexterity\"],\"colStyles\":[\"col-2 text-center\",\"col-5 text-center\",\"col-5 text-center\"],\"rows\":[[\"1\",\"Lithe\",\"Jittery\"],[\"2\",\"Dynamic\",\"Clumsy\"],[\"3\",\"Fidgety\",\"Hesitant\"],[\"4\",\"Poised\",\"Unsteady\"]],\"name\":\"Describe Appearance and Personality; Dexterity\",\"page\":38,\"source\":\"XPHB\",\"chapter\":{\"name\":\"Creating a Character\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"caption\":\"Constitution\",\"colLabels\":[\"1d4\",\"High Constitution\",\"Low Constitution\"],\"colStyles\":[\"col-2 text-center\",\"col-5 text-center\",\"col-5 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Expert|XPHB}\",\"{@book General|XPHB|5|General Feats}\"],[\"{@feat Crusher|XPHB}\",\"{@book General|XPHB|5|General Feats}\"],[\"{@feat Defense|XPHB}\",\"{@book Fighting Style|XPHB|5|Fighting Style Feats}\"],[\"{@feat Defensive Duelist|XPHB}\",\"{@book General|XPHB|5|General Feats}\"],[\"{@feat Dual Wielder|XPHB}\",\"{@book General|XPHB|5|General Feats}\"],[\"{@feat Dueling|XPHB}\",\"{@book Fighting Style|XPHB|5|Fighting Style Feats}\"],[\"{@feat Durable|XPHB}\",\"{@book General|XPHB|5|General Feats}\"],[\"{@feat Elemental Adept|XPHB}*\",\"{@book General|XPHB|5|General Feats}\"],[\"{@feat Fey-Touched|XPHB}\",\"{@book General|XPHB|5|General Feats}\"],[\"{@feat Grappler|XPHB}\",\"{@book General|XPHB|5|General Feats}\"],[\"{@feat Great Weapon Fighting|XPHB}\",\"{@book Fighting Style|XPHB|5|Fighting Style Feats}\"],[\"{@feat Great Weapon Master|XPHB}\",\"{@book General|XPHB|5|General Feats}\"],[\"{@feat Healer|XPHB}\",\"{@book Origin|XPHB|5|Origin Feats}\"],[\"{@feat Heavily Armored|XPHB}\",\"{@book General|XPHB|5|General Feats}\"],[\"{@feat Heavy Armor Master|XPHB}\",\"{@book General|XPHB|5|General Feats}\"],[\"{@feat Inspiring Leader|XPHB}\",\"{@book General|XPHB|5|General Feats}\"],[\"{@feat Interception|XPHB}\",\"{@book Fighting Style|XPHB|5|Fighting Style Feats}\"],[\"{@feat Keen Mind|XPHB}\",\"{@book General|XPHB|5|General Feats}\"],[\"{@feat Lightly Armored|XPHB}\",\"{@book General|XPHB|5|General Feats}\"],[\"{@feat Lucky|XPHB}\",\"{@book Origin|XPHB|5|Origin Feats}\"],[\"{@feat Mage Slayer|XPHB}\",\"{@book General|XPHB|5|General Feats}\"],[\"{@feat Magic Initiate|XPHB}*\",\"{@book Origin|XPHB|5|Origin Feats}\"],[\"{@feat Martial Weapon Training|XPHB}\",\"{@book General|XPHB|5|General Feats}\"],[\"{@feat Medium Armor Master|XPHB}\",\"{@book General|XPHB|5|General Feats}\"],[\"{@feat Moderately Armored|XPHB}\",\"{@book General|XPHB|5|General Feats}\"],[\"{@feat Mounted Combatant|XPHB}\",\"{@book General|XPHB|5|General Feats}\"],[\"{@feat Musician|XPHB}\",\"{@book Origin|XPHB|5|Origin Feats}\"],[\"{@feat Observant|XPHB}\",\"{@book General|XPHB|5|General Feats}\"],[\"{@feat Piercer|XPHB}\",\"{@book General|XPHB|5|General Feats}\"],[\"{@feat Poisoner|XPHB}\",\"{@book General|XPHB|5|General Feats}\"],[\"{@feat Polearm Master|XPHB}\",\"{@book General|XPHB|5|General Feats}\"],[\"{@feat Protection|XPHB}\",\"{@book Fighting Style|XPHB|5|Fighting Style Feats}\"],[\"{@feat Resilient|XPHB}\",\"{@book General|XPHB|5|General Feats}\"],[\"{@feat Ritual Caster|XPHB}\",\"{@book General|XPHB|5|General Feats}\"],[\"{@feat Savage Attacker|XPHB}\",\"{@book Origin|XPHB|5|Origin Feats}\"],[\"{@feat Sentinel|XPHB}\",\"{@book General|XPHB|5|General Feats}\"],[\"{@feat Shadow-Touched|XPHB}\",\"{@book General|XPHB|5|General Feats}\"],[\"{@feat Sharpshooter|XPHB}\",\"{@book General|XPHB|5|General Feats}\"],[\"{@feat Shield Master|XPHB}\",\"{@book General|XPHB|5|General Feats}\"],[\"{@feat Skilled|XPHB}*\",\"{@book Origin|XPHB|5|Origin 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GP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Javelin|XPHB}\",\"{@dice 1d6} Piercing\",\"{@itemProperty T|XPHB|Thrown} (Range 30/120)\",\"{@itemMastery Slow}\",\"2 lb.\",\"5 SP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Light Hammer|XPHB}\",\"{@dice 1d4} Bludgeoning\",\"{@itemProperty L|XPHB|Light}, {@itemProperty T|XPHB|Thrown} (Range 20/60)\",\"{@itemMastery Nick}\",\"2 lb.\",\"2 GP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Mace|XPHB}\",\"{@dice 1d6} Bludgeoning\",\"—\",\"{@itemMastery Sap}\",\"4 lb.\",\"5 GP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Quarterstaff|XPHB}\",\"{@dice 1d6} Bludgeoning\",\"{@itemProperty V|XPHB|Versatile} ({@dice 1d8})\",\"{@itemMastery Topple}\",\"4 lb.\",\"2 SP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Sickle|XPHB}\",\"{@dice 1d4} Slashing\",\"{@itemProperty L|XPHB|Light}\",\"{@itemMastery Nick}\",\"2 lb.\",\"1 GP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Spear|XPHB}\",\"{@dice 1d6} Piercing\",\"{@itemProperty T|XPHB|Thrown} (Range 20/60), {@itemProperty V|XPHB|Versatile} ({@dice 1d8})\",\"{@itemMastery Sap}\",\"3 lb.\",\"1 GP\"]},[{\"type\":\"cell\",\"width\":6,\"entry\":\"{@i Simple Ranged Weapons}\"}],{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Dart|XPHB}\",\"{@dice 1d4} Piercing\",\"{@itemProperty F|XPHB|Finesse}, {@itemProperty T|XPHB|Thrown} (Range 20/60)\",\"{@itemMastery Vex}\",\"1/4 lb.\",\"5 CP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Light Crossbow|XPHB}\",\"{@dice 1d8} Piercing\",\"{@itemProperty A|XPHB|Ammunition} (Range 80/320; Bolt), {@itemProperty LD|XPHB|Loading}, {@itemProperty 2H|XPHB|Two-Handed}\",\"{@itemMastery Slow}\",\"5 lb.\",\"25 GP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Shortbow|XPHB}\",\"{@dice 1d6} Piercing\",\"{@itemProperty A|XPHB|Ammunition} (Range 80/320; Arrow), {@itemProperty 2H|XPHB|Two-Handed}\",\"{@itemMastery Vex}\",\"2 lb.\",\"25 GP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Sling|XPHB}\",\"{@dice 1d4} Bludgeoning\",\"{@itemProperty A|XPHB|Ammunition} (Range 30/120; Bullet)\",\"{@itemMastery Slow}\",\"—\",\"1 SP\"]},[{\"type\":\"cell\",\"width\":6,\"entry\":\"{@i Martial Melee Weapons}\"}],{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Battleaxe|XPHB}\",\"{@dice 1d8} Slashing\",\"{@itemProperty V|XPHB|Versatile} ({@dice 1d10})\",\"{@itemMastery Topple}\",\"4 lb.\",\"10 GP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Flail|XPHB}\",\"{@dice 1d8} Bludgeoning\",\"—\",\"{@itemMastery Sap}\",\"2 lb.\",\"10 GP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Glaive|XPHB}\",\"{@dice 1d10} Slashing\",\"{@itemProperty H|XPHB|Heavy}, {@itemProperty R|XPHB|Reach}, {@itemProperty 2H|XPHB|Two-Handed}\",\"{@itemMastery Graze}\",\"6 lb.\",\"20 GP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Greataxe|XPHB}\",\"{@dice 1d12} Slashing\",\"{@itemProperty H|XPHB|Heavy}, {@itemProperty 2H|XPHB|Two-Handed}\",\"{@itemMastery Cleave}\",\"7 lb.\",\"30 GP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Greatsword|XPHB}\",\"{@dice 2d6} Slashing\",\"{@itemProperty H|XPHB|Heavy}, {@itemProperty 2H|XPHB|Two-Handed}\",\"{@itemMastery Graze}\",\"6 lb.\",\"50 GP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Halberd|XPHB}\",\"{@dice 1d10} Slashing\",\"{@itemProperty H|XPHB|Heavy}, {@itemProperty R|XPHB|Reach}, {@itemProperty 2H|XPHB|Two-Handed}\",\"{@itemMastery Cleave}\",\"6 lb.\",\"20 GP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Lance|XPHB}\",\"{@dice 1d10} Piercing\",\"{@itemProperty H|XPHB|Heavy}, {@itemProperty R|XPHB|Reach}, {@itemProperty 2H|XPHB|Two-Handed} (unless mounted)\",\"{@itemMastery Topple}\",\"6 lb.\",\"10 GP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Longsword|XPHB}\",\"{@dice 1d8} Slashing\",\"{@itemProperty V|XPHB|Versatile} ({@dice 1d10})\",\"{@itemMastery Sap}\",\"3 lb.\",\"15 GP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Maul|XPHB}\",\"{@dice 2d6} Bludgeoning\",\"{@itemProperty H|XPHB|Heavy}, {@itemProperty 2H|XPHB|Two-Handed}\",\"{@itemMastery Topple}\",\"10 lb.\",\"10 GP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Morningstar|XPHB}\",\"{@dice 1d8} Piercing\",\"—\",\"{@itemMastery Sap}\",\"4 lb.\",\"15 GP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Pike|XPHB}\",\"{@dice 1d10} Piercing\",\"{@itemProperty H|XPHB|Heavy}, {@itemProperty R|XPHB|Reach}, {@itemProperty 2H|XPHB|Two-Handed}\",\"{@itemMastery Push}\",\"18 lb.\",\"5 GP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Rapier|XPHB}\",\"{@dice 1d8} Piercing\",\"{@itemProperty F|XPHB|Finesse}\",\"{@itemMastery Vex}\",\"2 lb.\",\"25 GP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Scimitar|XPHB}\",\"{@dice 1d6} Slashing\",\"{@itemProperty F|XPHB|Finesse}, {@itemProperty L|XPHB|Light}\",\"{@itemMastery Nick}\",\"3 lb.\",\"25 GP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Shortsword|XPHB}\",\"{@dice 1d6} Piercing\",\"{@itemProperty F|XPHB|Finesse}, {@itemProperty L|XPHB|Light}\",\"{@itemMastery Vex}\",\"2 lb.\",\"10 GP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Trident|XPHB}\",\"{@dice 1d8} Piercing\",\"{@itemProperty T|XPHB|Thrown} (Range 20/60), {@itemProperty V|XPHB|Versatile} ({@dice 1d10})\",\"{@itemMastery Topple}\",\"4 lb.\",\"5 GP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Warhammer|XPHB}\",\"{@dice 1d8} Bludgeoning\",\"{@itemProperty V|XPHB|Versatile} ({@dice 1d10})\",\"{@itemMastery Push}\",\"5 lb.\",\"15 GP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item War Pick|XPHB}\",\"{@dice 1d8} Piercing\",\"{@itemProperty V|XPHB|Versatile} ({@dice 1d10})\",\"{@itemMastery Sap}\",\"2 lb.\",\"5 GP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Whip|XPHB}\",\"{@dice 1d4} Slashing\",\"{@itemProperty F|XPHB|Finesse}, {@itemProperty R|XPHB|Reach}\",\"{@itemMastery Slow}\",\"3 lb.\",\"2 GP\"]},[{\"type\":\"cell\",\"width\":6,\"entry\":\"{@i Martial Ranged Weapons}\"}],{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Blowgun|XPHB}\",\"1 Piercing\",\"{@itemProperty A|XPHB|Ammunition} (Range 25/100; Needle), {@itemProperty LD|XPHB|Loading}\",\"{@itemMastery Vex}\",\"1 lb.\",\"10 GP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Hand Crossbow|XPHB}\",\"{@dice 1d6} Piercing\",\"{@itemProperty A|XPHB|Ammunition} (Range 30/120; Bolt), {@itemProperty L|XPHB|Light}, {@itemProperty LD|XPHB|Loading}\",\"{@itemMastery Vex}\",\"3 lb.\",\"75 GP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Heavy Crossbow|XPHB}\",\"{@dice 1d10} Piercing\",\"{@itemProperty A|XPHB|Ammunition} (Range 100/400; Bolt), {@itemProperty H|XPHB|Heavy}, {@itemProperty LD|XPHB|Loading}, {@itemProperty 2H|XPHB|Two-Handed}\",\"{@itemMastery Push}\",\"18 lb.\",\"50 GP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Longbow|XPHB}\",\"{@dice 1d8} Piercing\",\"{@itemProperty A|XPHB|Ammunition} (Range 150/600; Arrow), {@itemProperty H|XPHB|Heavy}, {@itemProperty 2H|XPHB|Two-Handed}\",\"{@itemMastery Slow}\",\"2 lb.\",\"50 GP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Musket|XPHB}\",\"{@dice 1d12} Piercing\",\"{@itemProperty A|XPHB|Ammunition} (Range 40/120; Bullet), {@itemProperty LD|XPHB|Loading}, {@itemProperty 2H|XPHB|Two-Handed}\",\"{@itemMastery Slow}\",\"10 lb.\",\"500 GP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Pistol|XPHB}\",\"{@dice 1d10} Piercing\",\"{@itemProperty A|XPHB|Ammunition} (Range 30/90; Bullet), {@itemProperty LD|XPHB|Loading}\",\"{@itemMastery Vex}\",\"3 lb.\",\"250 GP\"]}],\"name\":\"Weapons\",\"page\":213,\"source\":\"XPHB\",\"chapter\":{\"name\":\"Equipment\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":6}},{\"caption\":\"Armor\",\"colLabels\":[\"Armor\",\"Armor Class (AC)\",\"Strength\",\"Stealth\",\"Weight\",\"Cost\"],\"colStyles\":[\"col-2-9\",\"col-2-9\",\"col-1-4\",\"col-2\",\"col-1-4 text-center\",\"col-1-4 text-right\"],\"rows\":[[{\"type\":\"cell\",\"width\":6,\"entry\":\"{@i Light Armor (1 Minute to Don or Doff)}\"}],{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Padded Armor|XPHB}\",\"11 + Dex modifier\",\"—\",\"{@variantrule Disadvantage|XPHB}\",\"8 lb.\",\"5 GP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Leather Armor|XPHB}\",\"11 + Dex modifier\",\"—\",\"—\",\"10 lb.\",\"10 GP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Studded Leather Armor|XPHB}\",\"12 + Dex modifier\",\"—\",\"—\",\"13 lb.\",\"45 GP\"]},[{\"type\":\"cell\",\"width\":6,\"entry\":\"{@i Medium Armor (5 Minutes to Don and 1 Minute to Doff)}\"}],{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Hide Armor|XPHB}\",\"12 + Dex modifier (max 2)\",\"—\",\"—\",\"12 lb.\",\"10 GP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Chain Shirt|XPHB}\",\"13 + Dex modifier (max 2)\",\"—\",\"—\",\"20 lb.\",\"50 GP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Scale Mail|XPHB}\",\"14 + Dex modifier (max 2)\",\"—\",\"{@variantrule Disadvantage|XPHB}\",\"45 lb.\",\"50 GP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Breastplate|XPHB}\",\"14 + Dex modifier (max 2)\",\"—\",\"—\",\"20 lb.\",\"400 GP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Half Plate Armor|XPHB}\",\"15 + Dex modifier (max 2)\",\"—\",\"{@variantrule Disadvantage|XPHB}\",\"40 lb.\",\"750 GP\"]},[{\"type\":\"cell\",\"width\":6,\"entry\":\"{@i Heavy Armor (10 Minutes to Don and 5 Minutes to Doff)}\"}],{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Ring Mail|XPHB}\",\"14\",\"—\",\"{@variantrule Disadvantage|XPHB}\",\"40 lb.\",\"30 GP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Chain Mail|XPHB}\",\"16\",\"Str 13\",\"{@variantrule Disadvantage|XPHB}\",\"55 lb.\",\"75 GP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Splint Armor|XPHB}\",\"17\",\"Str 15\",\"{@variantrule Disadvantage|XPHB}\",\"60 lb.\",\"200 GP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Plate Armor|XPHB}\",\"18\",\"Str 15\",\"{@variantrule Disadvantage|XPHB}\",\"65 lb.\",\"1,500 GP\"]},[{\"type\":\"cell\",\"width\":6,\"entry\":\"{@i Shield ({@action Utilize|XPHB} Action to Don or Doff)}\"}],{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Shield|XPHB}\",\"+2\",\"—\",\"—\",\"6 lb.\",\"10 GP\"]}],\"name\":\"Armor\",\"page\":219,\"source\":\"XPHB\",\"chapter\":{\"name\":\"Equipment\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":6}},{\"caption\":\"Adventuring Gear\",\"colLabels\":[\"Item\",\"Weight\",\"Cost\"],\"colStyles\":[\"col-8\",\"col-2 text-center\",\"col-2 text-right\"],\"rows\":[[\"{@item Acid|XPHB}\",\"1 lb.\",\"25 GP\"],[\"{@item Alchemist's Fire|XPHB}\",\"1 lb.\",\"50 GP\"],[\"Ammunition\",\"Varies\",\"Varies\"],[\"{@item Antitoxin|XPHB}\",\"—\",\"50 GP\"],[\"{@item Arcane Focus|XPHB}\",\"Varies\",\"Varies\"],[\"{@item Backpack|XPHB}\",\"5 lb.\",\"2 GP\"],[\"{@item Ball Bearings|XPHB}\",\"2 lb.\",\"1 GP\"],[\"{@item Barrel|XPHB}\",\"70 lb.\",\"2 GP\"],[\"{@item Basket|XPHB}\",\"2 lb.\",\"4 SP\"],[\"{@item Bedroll|XPHB}\",\"7 lb.\",\"1 GP\"],[\"{@item Bell|XPHB}\",\"—\",\"1 GP\"],[\"{@item Blanket|XPHB}\",\"3 lb.\",\"5 SP\"],[\"{@item Block and Tackle|XPHB}\",\"5 lb.\",\"1 GP\"],[\"{@item Book|XPHB}\",\"5 lb.\",\"25 GP\"],[\"{@item Glass Bottle|XPHB|Bottle, Glass}\",\"2 lb.\",\"2 GP\"],[\"{@item Bucket|XPHB}\",\"2 lb.\",\"5 CP\"],[\"{@item Burglar's Pack|XPHB}\",\"42 lb.\",\"16 GP\"],[\"{@item Caltrops|XPHB}\",\"2 lb.\",\"1 GP\"],[\"{@item Candle|XPHB}\",\"—\",\"1 CP\"],[\"{@item Crossbow Bolt Case|XPHB|Case, Crossbow Bolt}\",\"1 lb.\",\"1 GP\"],[\"{@item Map or Scroll Case|XPHB|Case, Map or Scroll}\",\"1 lb.\",\"1 GP\"],[\"{@item Chain|XPHB}\",\"10 lb.\",\"5 GP\"],[\"{@item Chest|XPHB}\",\"25 lb.\",\"5 GP\"],[\"{@item Climber's Kit|XPHB}\",\"12 lb.\",\"25 GP\"],[\"{@item Fine Clothes|XPHB|Clothes, Fine}\",\"6 lb.\",\"15 GP\"],[\"{@item Traveler's Clothes|XPHB|Clothes, Traveler's}\",\"4 lb.\",\"2 GP\"],[\"{@item Component Pouch|XPHB}\",\"2 lb.\",\"25 GP\"],[\"{@item Costume|XPHB}\",\"4 lb.\",\"5 GP\"],[\"{@item Crowbar|XPHB}\",\"5 lb.\",\"2 GP\"],[\"{@item Diplomat's Pack|XPHB}\",\"39 lb.\",\"39 GP\"],[\"{@item Druidic Focus|XPHB}\",\"Varies\",\"Varies\"],[\"{@item Dungeoneer's Pack|XPHB}\",\"55 lb.\",\"12 GP\"],[\"{@item Entertainer's Pack|XPHB}\",\"58½ lb.\",\"40 GP\"],[\"{@item Explorer's Pack|XPHB}\",\"55 lb.\",\"10 GP\"],[\"{@item Flask|XPHB}\",\"1 lb.\",\"2 CP\"],[\"{@item Grappling Hook|XPHB}\",\"4 lb.\",\"2 GP\"],[\"{@item Healer's Kit|XPHB}\",\"3 lb.\",\"5 GP\"],[\"{@item Holy Symbol|XPHB}\",\"Varies\",\"Varies\"],[\"{@item Holy Water|XPHB}\",\"1 lb.\",\"25 GP\"],[\"{@item Hunting Trap|XPHB}\",\"25 lb.\",\"5 GP\"],[\"{@item Ink|XPHB}\",\"—\",\"10 GP\"],[\"{@item Ink Pen|XPHB}\",\"—\",\"2 CP\"],[\"{@item Jug|XPHB}\",\"4 lb.\",\"2 CP\"],[\"{@item Ladder|XPHB}\",\"25 lb.\",\"1 SP\"],[\"{@item Lamp|XPHB}\",\"1 lb.\",\"5 SP\"],[\"{@item Bullseye Lantern|XPHB|Lantern, Bullseye}\",\"2 lb.\",\"10 GP\"],[\"{@item Hooded Lantern|XPHB|Lantern, Hooded}\",\"2 lb.\",\"5 GP\"],[\"{@item Lock|XPHB}\",\"1 lb.\",\"10 GP\"],[\"{@item Magnifying Glass|XPHB}\",\"—\",\"100 GP\"],[\"{@item Manacles|XPHB}\",\"6 lb.\",\"2 GP\"],[\"{@item Map|XPHB}\",\"—\",\"1 GP\"],[\"{@item Mirror|XPHB}\",\"1/2 lb.\",\"5 GP\"],[\"{@item Net|XPHB}\",\"3 lb.\",\"1 GP\"],[\"{@item Oil|XPHB}\",\"1 lb.\",\"1 SP\"],[\"{@item Paper|XPHB}\",\"—\",\"2 SP\"],[\"{@item Parchment|XPHB}\",\"—\",\"1 SP\"],[\"{@item Perfume|XPHB}\",\"—\",\"5 GP\"],[\"{@item Basic Poison|XPHB|Poison, Basic}\",\"—\",\"100 GP\"],[\"{@item Pole|XPHB}\",\"7 lb.\",\"5 CP\"],[\"{@item Iron Pot|XPHB|Pot, Iron}\",\"10 lb.\",\"2 GP\"],[\"{@item Potion of Healing|XDMG}\",\"1/2 lb.\",\"50 GP\"],[\"{@item Pouch|XPHB}\",\"1 lb.\",\"5 SP\"],[\"{@item Priest's Pack|XPHB}\",\"29 lb.\",\"33 GP\"],[\"{@item Quiver|XPHB}\",\"1 lb.\",\"1 GP\"],[\"{@item Portable Ram|XPHB|Ram, Portable}\",\"35 lb.\",\"4 GP\"],[\"{@item Rations|XPHB}\",\"2 lb.\",\"5 SP\"],[\"{@item Robe|XPHB}\",\"4 lb.\",\"1 GP\"],[\"{@item Rope|XPHB}\",\"5 lb.\",\"1 GP\"],[\"{@item Sack|XPHB}\",\"1/2 lb.\",\"1 CP\"],[\"{@item Scholar's Pack|XPHB}\",\"22 lb.\",\"40 GP\"],[\"{@item Shovel|XPHB}\",\"5 lb.\",\"2 GP\"],[\"{@item Signal Whistle|XPHB}\",\"—\",\"5 CP\"],[\"Spell Scroll (Cantrip)\",\"—\",\"30 GP\"],[\"Spell Scroll (Level 1)\",\"—\",\"50 GP\"],[\"{@item Iron Spikes|XPHB|Spikes, Iron}\",\"5 lb.\",\"1 GP\"],[\"{@item Spyglass|XPHB}\",\"1 lb.\",\"1,000 GP\"],[\"{@item String|XPHB}\",\"—\",\"1 SP\"],[\"{@item Tent|XPHB}\",\"20 lb.\",\"2 GP\"],[\"{@item Tinderbox|XPHB}\",\"1 lb.\",\"5 SP\"],[\"{@item Torch|XPHB}\",\"1 lb.\",\"1 CP\"],[\"{@item Vial|XPHB}\",\"—\",\"1 GP\"],[\"{@item Waterskin|XPHB}\",\"5 lb. (full)\",\"2 SP\"]],\"name\":\"Adventuring Gear\",\"page\":222,\"source\":\"XPHB\",\"chapter\":{\"name\":\"Equipment\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":6}},{\"caption\":\"Ammunition\",\"colLabels\":[\"Type\",\"Amount\",\"Storage\",\"Weight\",\"Cost\"],\"colStyles\":[\"col-3\",\"col-2 text-center\",\"col-3\",\"col-2 text-center\",\"col-2 text-right\"],\"rows\":[[\"{@item Arrows (20)|XPHB|Arrows}\",\"20\",\"{@item Quiver|XPHB}\",\"1 lb.\",\"1 GP\"],[\"{@item Bolts (20)|XPHB|Bolts}\",\"20\",\"{@item Crossbow Bolt Case|XPHB|Case}\",\"1½ lb.\",\"1 GP\"],[\"{@item Firearm Bullets (10)|XPHB|Bullets, Firearm}\",\"10\",\"{@item Pouch|XPHB}\",\"2 lb.\",\"3 GP\"],[\"{@item Sling Bullet|XPHB|Bullets, Sling}\",\"20\",\"{@item Pouch|XPHB}\",\"1½ lb.\",\"4 CP\"],[\"{@item Needles (50)|XPHB|Needles}\",\"50\",\"{@item Pouch|XPHB}\",\"1 lb.\",\"1 GP\"]],\"name\":\"Ammunition (Varies); Ammunition\",\"page\":222,\"source\":\"XPHB\",\"chapter\":{\"name\":\"Equipment\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":6}},{\"caption\":\"Arcane Focuses\",\"colLabels\":[\"Focus\",\"Weight\",\"Cost\"],\"colStyles\":[\"col-8\",\"col-2 text-center\",\"col-2 text-right\"],\"rows\":[[\"{@item Crystal|XPHB}\",\"1 lb.\",\"10 GP\"],[\"{@item Orb|XPHB}\",\"3 lb.\",\"20 GP\"],[\"{@item Rod|XPHB}\",\"2 lb.\",\"10 GP\"],[\"{@item Staff|XPHB} (also a {@item Quarterstaff|XPHB})\",\"4 lb.\",\"5 GP\"],[\"{@item Wand|XPHB}\",\"1 lb.\",\"10 GP\"]],\"name\":\"Arcane Focus (Varies); Arcane Focuses\",\"page\":224,\"source\":\"XPHB\",\"chapter\":{\"name\":\"Equipment\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":6}},{\"caption\":\"Druidic Focuses\",\"colLabels\":[\"Focus\",\"Weight\",\"Cost\"],\"colStyles\":[\"col-8\",\"col-2 text-center\",\"col-2 text-right\"],\"rows\":[[\"{@item Sprig of mistletoe|XPHB}\",\"—\",\"1 GP\"],[\"{@item Wooden staff|XPHB} (also a {@item Quarterstaff|XPHB})\",\"4 lb.\",\"5 GP\"],[\"{@item Yew wand|XPHB}\",\"1 lb.\",\"10 GP\"]],\"name\":\"Druidic Focus (Varies); Druidic Focuses\",\"page\":225,\"source\":\"XPHB\",\"chapter\":{\"name\":\"Equipment\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":6}},{\"caption\":\"Holy Symbols\",\"colLabels\":[\"Symbol\",\"Weight\",\"Cost\"],\"colStyles\":[\"col-8\",\"col-2 text-center\",\"col-2 text-right\"],\"rows\":[[\"{@item Amulet|XPHB} (worn or held)\",\"1 lb.\",\"5 GP\"],[\"{@item Emblem|XPHB} (borne on fabric or a Shield)\",\"—\",\"5 GP\"],[\"{@item Reliquary|XPHB} (held)\",\"2 lb.\",\"5 GP\"]],\"name\":\"Holy Symbol (Varies); Holy Symbols\",\"page\":226,\"source\":\"XPHB\",\"chapter\":{\"name\":\"Equipment\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":6}},{\"caption\":\"Mounts and Other Animals\",\"colLabels\":[\"Item\",\"Carrying Capacity\",\"Cost\"],\"colStyles\":[\"col-8\",\"col-2 text-center\",\"col-2 text-right\"],\"rows\":[[\"{@item Camel|XPHB}\",\"450 lb.\",\"50 GP\"],[\"{@item Elephant|XPHB}\",\"1,320 lb.\",\"200 GP\"],[\"{@item Draft Horse|XPHB|Horse, Draft}\",\"540 lb.\",\"50 GP\"],[\"{@item Riding Horse|XPHB|Horse, Riding}\",\"480 lb.\",\"75 GP\"],[\"{@item Mastiff|XPHB}\",\"195 lb.\",\"25 GP\"],[\"{@item Mule|XPHB}\",\"420 lb.\",\"8 GP\"],[\"{@item Pony|XPHB}\",\"225 lb.\",\"30 GP\"],[\"{@item Warhorse|XPHB}\",\"540 lb.\",\"400 GP\"]],\"name\":\"Mounts and Vehicles; Mounts and Other Animals\",\"page\":229,\"source\":\"XPHB\",\"chapter\":{\"name\":\"Equipment\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":6}},{\"caption\":\"Tack, Harness, and Drawn Vehicles\",\"colLabels\":[\"Item\",\"Weight\",\"Cost\"],\"colStyles\":[\"col-8\",\"col-2 text-center\",\"col-2 text-right\"],\"rows\":[{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Carriage|XPHB}\",\"600 lb.\",\"100 GP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Cart|XPHB}\",\"200 lb.\",\"15 GP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Chariot|XPHB}\",\"100 lb.\",\"250 GP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Feed (per day)|XPHB|Feed per day}\",\"10 lb.\",\"5 CP\"]},[{\"type\":\"cell\",\"width\":3,\"entry\":\"{@i Saddle}\"}],{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Exotic Saddle|XPHB|Exotic}\",\"40 lb.\",\"60 GP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Military Saddle|XPHB|Military}\",\"30 lb.\",\"20 GP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Riding Saddle|XPHB|Riding}\",\"25 lb.\",\"10 GP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Sled|XPHB}\",\"300 lb.\",\"20 GP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Stabling per day\",\"—\",\"5 SP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Wagon|XPHB}\",\"400 lb.\",\"35 GP\"]}],\"name\":\"Mounts and Vehicles; 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see \\\"Vehicles.\\\"\"],\"name\":\"Travel Terrain\",\"page\":39,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Running the Game\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":1}},{\"caption\":\"Creature Size and Space\",\"colLabels\":[\"Size\",\"Space in Squares\",\"Space in Hexes\"],\"colStyles\":[\"col-2\",\"col-5\",\"col-5\"],\"rows\":[[\"Tiny\",\"4 per square\",\"4 per hex\"],[\"Small\",\"1 square\",\"1 hex\"],[\"Medium\",\"1 square\",\"1 hex\"],[\"Large\",\"4 squares (2 by 2)\",\"3 hexes\"],[\"Huge\",\"9 squares (3 by 3)\",\"7 hexes\"],[\"Gargantuan\",\"16 squares (4 by 4) or more\",\"12 hexes or more\"]],\"name\":\"Creature Size and Space\",\"page\":44,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Running the Game\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":1}},{\"caption\":\"Describing Actions\",\"colLabels\":[\"Action\",\"Description\"],\"colStyles\":[\"col-2\",\"col-10\"],\"rows\":[[\"{@action Dash|XPHB}\",\"\\\"Dispensing with attacks, your foe hurries across the room.\\\"\"],[\"{@action Disengage|XPHB}\",\"\\\"Careful not to drop its guard, your foe edges away from you.\\\"\"],[\"{@action Dodge|XPHB}\",\"\\\"Your foe watches you closely and tries to parry your attacks.\\\"\"],[\"{@action Help|XPHB}\",\"\\\"While its ally attacks, your foe darts around, causing a distraction.\\\"\"],[\"{@action Magic|XPHB}\",\"\\\"Your foe gestures in a deliberate manner and utters an invocation.\\\"\"],[\"{@action Ready|XPHB}\",\"\\\"Your foe seems to be waiting for something, ready to act.\\\"\"]],\"name\":\"Actions in Combat; Describing Actions\",\"page\":46,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Running the Game\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":1}},{\"caption\":\"Training to Gain Levels\",\"colLabels\":[\"Level Attained\",\"Training Time\",\"Training Cost\"],\"colStyles\":[\"col-3 text-center\",\"col-3 text-center\",\"col-3 text-center\"],\"rows\":[[\"2–4\",\"10 days\",\"20 GP\"],[\"5–10\",\"20 days\",\"40 GP\"],[\"11–16\",\"30 days\",\"60 GP\"],[\"17–20\",\"40 days\",\"80 GP\"]],\"name\":\"Variant: Training to Gain Levels; Training to Gain Levels\",\"page\":49,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Running the Game\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":1}},{\"caption\":\"Escape Factors\",\"colLabels\":[\"Factor\",\"Check Has...\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"Many things to hide behind\",\"Advantage\"],[\"A very crowded area\",\"Advantage\"],[\"Few things to hide behind\",\"Disadvantage\"],[\"An uncrowded area\",\"Disadvantage\"]],\"name\":\"Ending a Chase; Escape Factors\",\"page\":53,\"source\":\"XDMG\",\"chapter\":{\"name\":\"DM's Toolbox\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Urban Chase Complications\",\"colLabels\":[\"1d12\",\"Complication\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A cart or another large obstacle blocks your way. Make a DC 10 Dexterity saving throw to get past the obstacle. On a failed save, the obstacle counts as 10 feet of {@variantrule Difficult Terrain|XPHB} for you.\"],[\"2\",\"A crowd blocks your way. Make a DC 10 Strength, Dexterity, or Charisma saving throw (your choice) to navigate through the crowd. On a failed save, the crowd counts as 10 feet of {@variantrule Difficult Terrain|XPHB} for you.\"],[\"3\",\"A maze of barrels, crates, or similar obstacles stands in your way. Make a DC 10 Dexterity or Intelligence saving throw (your choice) to navigate the maze. On a failed save, the maze counts as 10 feet of {@variantrule Difficult Terrain|XPHB} for you.\"],[\"4\",\"The ground is slippery with rain, spilled oil, or some other liquid. Make a DC 10 Dexterity saving throw. On a failed save, you have the {@condition Prone|XPHB} condition.\"],[\"5\",\"You encounter a brawl in progress. Make a DC 15 Strength, Dexterity, or Charisma saving throw (your choice) to get past the brawlers unimpeded. On a failed save, you take {@dice 2d4} Bludgeoning damage, and the brawlers count as 10 feet of {@variantrule Difficult Terrain|XPHB} for you.\"],[\"6\",\"You must make a sharp turn to avoid colliding with something impassable. Make a DC 10 Dexterity saving throw to navigate the turn. On a failed save, you collide with something hard and take {@dice 1d4} Bludgeoning damage.\"],[\"7–12\",\"There is no complication.\"]],\"name\":\"Urban Chase Complications\",\"page\":53,\"source\":\"XDMG\",\"chapter\":{\"name\":\"DM's Toolbox\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Wilderness Chase Complications\",\"colLabels\":[\"1d12\",\"Complication\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You pass through a {@creature Swarm of Insects|XMM} (see the {@book Monster Manual|XMM}, with the DM choosing whichever kind of insects makes the most sense). The swarm uses one of its actions, targeting you.\"],[\"2\",\"A stream or ravine blocks your path. Make a DC 10 Strength or Dexterity saving throw (your choice) to cross the impediment. On a failed save, the impediment counts as 10 feet of {@variantrule Difficult Terrain|XPHB} for you.\"],[\"3\",\"Make a DC 10 Constitution saving throw. On a failed save, blowing sand, dirt, ash, snow, or pollen causes you to have the {@condition Blinded|XPHB} condition until the end of your turn. While you are Blinded in this way, your Speed is halved.\"],[\"4\",\"A sudden drop catches you by surprise. Make a DC 10 Dexterity saving throw to navigate the impediment. On a failed save, you fall 10 feet.\"],[\"5\",\"Your path takes you near a patch of {@book razorvine|XDMG|2|Razorvine} (see \\\"{@book Hazards|XDMG|2|Hazards}\\\" in this chapter). Make a DC 15 Dexterity saving throw or use 10 feet of movement (your choice) to avoid the razorvine. On a failed save, you take {@dice 1d10} Slashing damage.\"],[\"6\",\"A creature native to the area notices you. (The DM chooses a creature appropriate for the terrain.) Make a DC 10 Wisdom or Charisma saving throw (your choice). On a failed save, the creature joins the chase, with you as its quarry.\"],[\"7–12\",\"There is no complication.\"]],\"name\":\"Wilderness Chase Complications\",\"page\":53,\"source\":\"XDMG\",\"chapter\":{\"name\":\"DM's Toolbox\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Magic Item Power by Rarity\",\"colLabels\":[\"Rarity\",\"Max. Spell Level\",\"Max. Bonus\"],\"colStyles\":[\"col-4\",\"col-4 text-center\",\"col-4 text-center\"],\"rows\":[[\"Common\",\"1\",\"—\"],[\"Uncommon\",\"3\",\"+1\"],[\"Rare\",\"5\",\"+2\"],[\"Very Rare\",\"8\",\"+3\"],[\"Legendary\",\"9\",\"+4\"]],\"name\":\"Power Level; Magic Item Power by Rarity\",\"page\":58,\"source\":\"XDMG\",\"chapter\":{\"name\":\"DM's Toolbox\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Spell Damage\",\"colLabels\":[\"Spell Level\",\"One Target\",\"Multiple Targets\"],\"colStyles\":[\"col-4 text-center\",\"col-4 text-center\",\"col-4 text-center\"],\"rows\":[[\"Cantrip\",\"{@dice 1d10}\",\"{@dice 1d6}\"],[\"1\",\"{@dice 2d10}\",\"{@dice 2d6}\"],[\"2\",\"{@dice 3d10}\",\"{@dice 3d6}\"],[\"3\",\"{@dice 5d10}\",\"{@dice 6d6}\"],[\"4\",\"{@dice 6d10}\",\"{@dice 7d6}\"],[\"5\",\"{@dice 7d10}\",\"{@dice 8d6}\"],[\"6\",\"{@dice 10d10}\",\"{@dice 11d6}\"],[\"7\",\"{@dice 11d10}\",\"{@dice 12d6}\"],[\"8\",\"{@dice 12d10}\",\"{@dice 13d6}\"],[\"9\",\"{@dice 15d10}\",\"{@dice 16d6}\"]],\"name\":\"Spell Damage\",\"page\":59,\"source\":\"XDMG\",\"chapter\":{\"name\":\"DM's Toolbox\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Doors\",\"colLabels\":[\"Door\",\"AC\",\"HP\",\"DC to Open\"],\"colStyles\":[\"col-3\",\"col-3 text-center\",\"col-3 text-center\",\"col-3 text-center\"],\"rows\":[[\"Glass door\",\"13\",\"4\",\"10\"],[\"Metal door\",\"19\",\"72\",\"25\"],[\"Stone door\",\"17\",\"40\",\"20\"],[\"Wooden door\",\"15\",\"18\",\"15\"]],\"name\":\"Doors\",\"page\":64,\"source\":\"XDMG\",\"chapter\":{\"name\":\"DM's Toolbox\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Lock Complexity\",\"colLabels\":[\"Complexity\",\"Time\"],\"colStyles\":[\"col-6\",\"col-6 text-center\"],\"rows\":[[\"Simple\",\"1 action\"],[\"Complex\",\"1 minute\"]],\"name\":\"Locked Door; Lock Complexity\",\"page\":64,\"source\":\"XDMG\",\"chapter\":{\"name\":\"DM's Toolbox\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Lock Quality\",\"colLabels\":[\"Quality\",\"DC to Unlock\"],\"colStyles\":[\"col-6\",\"col-6 text-center\"],\"rows\":[[\"Inferior\",\"10\"],[\"Good\",\"15\"],[\"Superior\",\"20\"]],\"name\":\"Locked Door; Lock Quality\",\"page\":64,\"source\":\"XDMG\",\"chapter\":{\"name\":\"DM's Toolbox\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Secret Doors\",\"colLabels\":[\"Secret Door\",\"DC to Detect\"],\"colStyles\":[\"col-6\",\"col-6 text-center\"],\"rows\":[[\"Barely hidden secret door\",\"10\"],[\"Standard secret door\",\"15\"],[\"Well-hidden secret door\",\"20\"]],\"name\":\"Secret Doors\",\"page\":64,\"source\":\"XDMG\",\"chapter\":{\"name\":\"DM's Toolbox\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Portcullises\",\"colLabels\":[\"Portcullis Size\",\"Iron DC\",\"Wood DC\"],\"colStyles\":[\"col-8\",\"col-2 text-center\",\"col-2 text-center\"],\"rows\":[[\"Medium (8 ft. tall × 5 ft. wide)\",\"20\",\"15\"],[\"Large (10 ft. tall × 10 ft. wide)\",\"25\",\"20\"],[\"Huge (20 ft. tall × 15 ft. wide)\",\"30\",\"25\"]],\"name\":\"Portcullises\",\"page\":64,\"source\":\"XDMG\",\"chapter\":{\"name\":\"DM's Toolbox\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Dungeon Quirks\",\"colLabels\":[\"1d100\",\"Quirk\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–02\",\"Abandoned after internal strife devastated its population\"],[\"03–04\",\"Abandoned because the site was cursed by a god or other powerful entity\"],[\"05–06\",\"Abandoned by its original creators when a plague spread through the dungeon\"],[\"07–09\",\"Amazingly well preserved ancient city inside a dome encased in volcanic ash, submerged underwater, or entombed in desert sands\"],[\"10–12\",\"Built as a fortress guarding a mountain pass\"],[\"13–15\",\"Built as a maze, either to protect treasure from intruders or as a gauntlet where prisoners were hunted by monsters\"],[\"16–18\",\"Built as a stronghold but abandoned after it fell to invaders\"],[\"19–21\",\"Built as a treasure vault to protect powerful magic items and great wealth\"],[\"22–23\",\"Built atop a cloud\"],[\"24–26\",\"Built beneath a city in catacombs or sewers\"],[\"27–29\",\"Built beneath or on top of a mesa or several connected mesas\"],[\"30–32\",\"Built by a religious group to serve as a temple and linked to the energy of other planes of existence\"],[\"33–35\",\"Built by dwarves and decorated with enormous dwarven faces that have been defaced by its current inhabitants\"],[\"36–38\",\"Built in a volcano\"],[\"39–40\",\"Built in or among the branches of a tree\"],[\"41–43\",\"Built to house a planar portal but abandoned when creatures or energy from the other side of the portal seeped into the dungeon\"],[\"44–46\",\"Carved into a meteorite (before or after it fell to earth)\"],[\"47–49\",\"Carved into a sheer cliff face\"],[\"50–52\",\"Caverns carved by a beholder's disintegration eye ray, with unnaturally smooth walls and vertical shafts connecting different levels\"],[\"53–55\",\"Contains something that led to the downfall of its creators or inhabitants\"],[\"56–58\",\"Dug as a burrow by a monster that might still live inside\"],[\"59–61\",\"Entrance concealed behind a waterfall\"],[\"62–64\",\"Floating on the sea\"],[\"65–66\",\"Intended as a death trap to eliminate any creature that enters, perhaps to guard a treasure or to harvest souls for a necromantic rite\"],[\"67–69\",\"Intended as a tomb\"],[\"70–72\",\"Long known as the site of a great miracle or another auspicious event\"],[\"73–75\",\"Made by amphibious creatures (such as kuo-toa or aboleths), using water to protect the innermost reaches from air-breathing intruders\"],[\"76–78\",\"Made by a powerful spellcaster (perhaps a lich) as a site for magical research and experimentation\"],[\"79–81\",\"Made by giants at a vast scale\"],[\"82–84\",\"Natural caverns featuring a range of strikingly beautiful rock and crystal formations\"],[\"85–87\",\"On an island in an underground sea\"],[\"88–90\",\"On the back of a Gargantuan creature\"],[\"91–93\",\"Originally constructed as a mine but abandoned when tunnels connected to dangerous Underdark tunnels\"],[\"94–96\",\"Secreted away in a demiplane or in a pocket dimension\"],[\"97–98\",\"Slowly abandoned as its creators died out or migrated away\"],[\"99–00\",\"Transformed by multiple events or disasters over the course of centuries\"]],\"name\":\"Dungeons; Dungeon Quirks\",\"page\":65,\"source\":\"XDMG\",\"chapter\":{\"name\":\"DM's Toolbox\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"States of Ruin\",\"colLabels\":[\"1d6\",\"Features\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Perilous. The area is dangerously worn and prone to collapse. Any impacts or damage to the structure, including from spells and other areas of effect, have a 50 percent chance of causing a collapse.\"],[\"2\",\"Crumbling. Areas within the dungeon section are choked with rubble and have a 50 percent chance of being {@variantrule Difficult Terrain|XPHB}. {@table Cover|XPHB|Half Cover} and hiding places are plentiful.\"],[\"3\",\"Neglected. One dungeon hazard—such as {@book brown mold|XDMG|2|Brown Mold}, {@book green slime|XDMG|2|Green Slime}, or {@book yellow mold|XDMG|2|Yellow Mold} (see \\\"{@book Hazards|XDMG|2|Hazards}\\\" in this chapter)—is abundant.\"],[\"4\",\"Abandoned. Most of the dungeon is deserted. Dexterity ({@skill Stealth|XPHB}) checks have {@variantrule Disadvantage|XPHB} because any sounds stand out as unusual.\"],[\"5\",\"Secure. Ability checks made to break down doors, open locks, or carry out similar activities have Disadvantage.\"],[\"6\",\"Thriving. The dungeon is heavily populated. Any loud noises draw the attention of nearby creatures.\"]],\"name\":\"Dungeon Decay; States of Ruin\",\"page\":67,\"source\":\"XDMG\",\"chapter\":{\"name\":\"DM's Toolbox\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Sample Fear DCs\",\"colLabels\":[\"Example\",\"Save DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"When the characters open a sarcophagus, a harmless yet terrifying apparition appears.\",\"10\"],[\"A character triggers a magical trap that creates an illusory manifestation of that character's worst fears, visible only to that character.\",\"15\"],[\"A portal to the Abyss opens, revealing a nightmarish realm of torment and slaughter.\",\"20\"]],\"name\":\"Fear Effects; Sample Fear DCs\",\"page\":70,\"source\":\"XDMG\",\"chapter\":{\"name\":\"DM's Toolbox\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Sample Mental Stress Effects\",\"colLabels\":[\"Example\",\"Save DC\",\"Psychic Damage\"],\"colStyles\":[\"col-8\",\"col-2 text-center\",\"col-2 text-center\"],\"rows\":[[\"A character ingests a hallucinogenic substance that distorts the character's perception of reality.\",\"10\",\"{@dice 1d6}\"],[\"A character touches a fiendish idol that tears at the character's mind, threatening to shatter it.\",\"15\",\"{@dice 3d6}\"],[\"A magical trap flings a character into the Far Realm until the end of that character's next turn.\",\"20\",\"{@dice 9d6}\"]],\"name\":\"Sample Mental Stress Effects\",\"page\":70,\"source\":\"XDMG\",\"chapter\":{\"name\":\"DM's Toolbox\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Firearms\",\"colLabels\":[\"Modern Item\",\"Damage\",\"Properties\",\"Mastery\",\"Weight\"],\"colStyles\":[\"col-2\",\"col-2\",\"col-5-4\",\"col-1-3 text-center\",\"col-1-3 text-center\"],\"rows\":[[{\"type\":\"cell\",\"width\":5,\"entry\":\"{@i Martial Ranged Weapons}\"}],{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Automatic Rifle|XDMG}\",\"{@dice 2d8} Piercing\",\"{@itemProperty AF|XDMG|Ammunition} (Range 80/240; Bullet), {@itemProperty BF|XDMG|Burst Fire}, {@itemProperty RLD|XDMG|Reload} (30 shots), {@itemProperty 2H|XPHB|Two-Handed}\",\"{@itemMastery Slow}\",\"8 lb.\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Hunting Rifle|XDMG}\",\"{@dice 2d10} Piercing\",\"{@itemProperty AF|XDMG|Ammunition} (Range 80/240; Bullet), {@itemProperty RLD|XDMG|Reload} (5 shots), {@itemProperty 2H|XPHB|Two-Handed}\",\"{@itemMastery Slow}\",\"8 lb.\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Revolver|XDMG}\",\"{@dice 2d8} Piercing\",\"{@itemProperty AF|XDMG|Ammunition} (Range 40/120; Bullet), {@itemProperty RLD|XDMG|Reload} (6 shots)\",\"{@itemMastery Sap}\",\"3 lb.\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Semiautomatic Pistol|XDMG}\",\"{@dice 2d6} Piercing\",\"{@itemProperty AF|XDMG|Ammunition} (Range 50/150; Bullet), {@itemProperty RLD|XDMG|Reload} (15 shots)\",\"{@itemMastery Vex}\",\"3 lb.\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Shotgun|XDMG}\",\"{@dice 2d8} Piercing\",\"{@itemProperty AF|XDMG|Ammunition} (Range 30/90; Bullet), {@itemProperty RLD|XDMG|Reload} (2 shots), {@itemProperty 2H|XPHB|Two-Handed}\",\"{@itemMastery Push}\",\"7 lb.\"]}],\"name\":\"Firearms\",\"page\":72,\"source\":\"XDMG\",\"chapter\":{\"name\":\"DM's Toolbox\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"colLabels\":[\"Futuristic Item\",\"Damage\",\"Properties\",\"Mastery\",\"Weight\"],\"colStyles\":[\"col-2\",\"col-2\",\"col-5-4\",\"col-1-3 text-center\",\"col-1-3 text-center\"],\"rows\":[[{\"type\":\"cell\",\"width\":5,\"entry\":\"{@i Martial Ranged Weapons}\"}],{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Antimatter Rifle|XDMG}\",\"{@dice 6d8} Necrotic\",\"{@itemProperty AF|XDMG|Ammunition} (Range 120/360; Energy Cell), {@itemProperty RLD|XDMG|Reload} (2 shots), {@itemProperty 2H|XPHB|Two-Handed}\",\"{@itemMastery Sap}\",\"10 lb.\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Laser Pistol|XDMG}\",\"{@dice 3d6} Radiant\",\"{@itemProperty AF|XDMG|Ammunition} (Range 40/120; Energy Cell), {@itemProperty RLD|XDMG|Reload} (50 shots)\",\"{@itemMastery Vex}\",\"2 lb.\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Laser Rifle|XDMG}\",\"{@dice 3d8} Radiant\",\"{@itemProperty AF|XDMG|Ammunition} (Range 100/300; Energy Cell), {@itemProperty RLD|XDMG|Reload} (30 shots), {@itemProperty 2H|XPHB|Two-Handed}\",\"{@itemMastery Slow}\",\"7 lb.\"]}],\"name\":\"Ammunition; 2\",\"page\":72,\"source\":\"XDMG\",\"chapter\":{\"name\":\"DM's Toolbox\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Explosives\",\"colLabels\":[\"Item\",\"Cost\",\"Weight\"],\"colStyles\":[\"col-8\",\"col-2 text-right\",\"col-2 text-center\"],\"rows\":[[\"{@item Bomb|XDMG}\",\"100 GP\",\"1 lb.\"],[\"{@item Dynamite Stick|XDMG}\",\"—\",\"1 lb.\"],[\"{@item Fragmentation Grenade|XDMG|Grenade, Fragmentation}\",\"—\",\"1 lb.\"],[\"{@item Grenade Launcher|XDMG}\",\"—\",\"7 lb.\"],[\"{@item Smoke Grenade|XDMG|Grenade, Smoke}\",\"50 GP\",\"2 lb.\"],[\"{@item Gunpowder (keg)|XDMG}\",\"250 GP\",\"20 lb.\"],[\"{@item Gunpowder (powder horn)|XDMG}\",\"35 GP\",\"2 lb.\"]],\"name\":\"Explosives\",\"page\":72,\"source\":\"XDMG\",\"chapter\":{\"name\":\"DM's Toolbox\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Maintenance Costs\",\"colLabels\":[\"Fortification\",\"Cost per Day\"],\"colStyles\":[\"col-10\",\"col-2 text-right\"],\"rows\":[[\"Fortified outpost or watchtower\",\"50 GP\"],[\"Keep or small castle\",\"100 GP\"],[\"Large castle or fortress\",\"400 GP\"]],\"name\":\"Fortifications; Maintenance Costs\",\"page\":80,\"source\":\"XDMG\",\"chapter\":{\"name\":\"DM's Toolbox\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Mob Results\",\"colLabelRows\":[[{\"type\":\"cellHeader\",\"width\":3,\"entry\":\"Roll Needed\",\"style\":\"th-skewer\"},{\"type\":\"cellHeader\",\"width\":4,\"entry\":\"Number of Successes\",\"style\":\"th-skewer\"}],[\"Normal\",\"With Advantage\",\"With Disadvantage\",\"Out of 4\",\"Out of 5\",\"Out of 6\",\"Out of 8\",\"Out of 10\"]],\"colStyles\":[\"col-1-5 text-center\",\"col-1-5 text-center\",\"col-1-5 text-center\",\"col-1-5 text-center\",\"col-1-5 text-center\",\"col-1-5 text-center\",\"col-1-5 text-center\",\"col-1-5 text-center\"],\"rows\":[[\"1\",\"1–4\",\"1\",\"4/4\",\"5/5\",\"6/6\",\"8/8\",\"10/10\"],[\"2\",\"5–6\",\"—\",\"4/4\",\"5/5\",\"6/6\",\"8/8\",\"10/10\"],[\"3\",\"7–8\",\"2\",\"4/4\",\"5/5\",\"5/6\",\"7/8\",\"9/10\"],[\"4\",\"9\",\"—\",\"3/4\",\"4/5\",\"5/6\",\"7/8\",\"9/10\"],[\"5\",\"10\",\"3\",\"3/4\",\"4/5\",\"5/6\",\"6/8\",\"8/10\"],[\"6\",\"11\",\"—\",\"3/4\",\"4/5\",\"5/6\",\"6/8\",\"8/10\"],[\"7\",\"12\",\"4\",\"3/4\",\"4/5\",\"4/6\",\"6/8\",\"7/10\"],[\"8\",\"13\",\"5\",\"3/4\",\"3/5\",\"4/6\",\"5/8\",\"7/10\"],[\"9\",\"14\",\"—\",\"2/4\",\"3/5\",\"4/6\",\"5/8\",\"6/10\"],[\"10\",\"—\",\"6\",\"2/4\",\"3/5\",\"3/6\",\"4/8\",\"6/10\"],[\"11\",\"15\",\"7\",\"2/4\",\"3/5\",\"3/6\",\"4/8\",\"5/10\"],[\"12\",\"16\",\"—\",\"2/4\",\"2/5\",\"3/6\",\"4/8\",\"5/10\"],[\"13\",\"—\",\"8\",\"2/4\",\"2/5\",\"2/6\",\"3/8\",\"4/10\"],[\"14\",\"17\",\"9\",\"1/4\",\"2/5\",\"2/6\",\"3/8\",\"4/10\"],[\"15\",\"18\",\"10\",\"1/4\",\"2/5\",\"2/6\",\"2/8\",\"3/10\"],[\"16\",\"—\",\"11\",\"1/4\",\"1/5\",\"2/6\",\"2/8\",\"3/10\"],[\"17\",\"19\",\"12\",\"1/4\",\"1/5\",\"1/6\",\"2/8\",\"2/10\"],[\"18\",\"—\",\"13\",\"1/4\",\"1/5\",\"1/6\",\"1/8\",\"2/10\"],[\"19\",\"20\",\"14–15\",\"0\",\"1/5\",\"1/6\",\"1/8\",\"1/10\"],[\"20\",\"—\",\"16–17\",\"0\",\"0\",\"0\",\"0\",\"1/10\"]],\"name\":\"Average Results; Mob Results\",\"page\":82,\"source\":\"XDMG\",\"chapter\":{\"name\":\"DM's Toolbox\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Targets in Area of Effect\",\"colLabelRows\":[[{\"type\":\"cellHeader\",\"width\":4,\"entry\":\"Area Shape and Size\",\"style\":\"th-skewer\"}],[\"Cone\",\"Cube\",\"Circular*\",\"Line\",\"Number of Targets\"]],\"colStyles\":[\"col-2\",\"col-2\",\"col-2\",\"col-4\",\"col-2 text-center\"],\"rows\":[[\"10-foot\",\"5- to 10-foot\",\"5-foot-radius\",\"—\",\"1\"],[\"15- to 20-foot\",\"15-foot\",\"—\",\"30-foot-long, 5-foot-wide\",\"2\"],[\"25-foot\",\"—\",\"10-foot-radius\",\"30-foot-long, 10-foot-wide or 60-foot-long, 5-foot-wide\",\"3\"],[\"—\",\"20-foot\",\"—\",\"90- or 100-foot-long, 5-foot-wide\",\"4\"],[\"30-foot\",\"—\",\"—\",\"60-foot-long, 10-foot-wide or 120-foot-long, 5-foot-wide\",\"5\"],[\"35-foot\",\"25-foot\",\"15-foot-radius\",\"—\",\"6\"],[\"40-foot\",\"30-foot\",\"—\",\"90- or 100-foot-long, 10-foot-wide\",\"8\"],[\"45-foot\",\"—\",\"—\",\"—\",\"9\"],[\"50-foot\",\"35-foot\",\"20-foot-radius\",\"120-foot-long, 10-foot-wide\",\"10\"],[\"55-foot\",\"40-foot\",\"—\",\"—\",\"12\"],[\"60-foot\",\"45-foot\",\"25-foot-radius\",\"—\",\"16\"],[\"—\",\"50-foot\",\"30-foot-radius\",\"—\",\"20\"]],\"footnotes\":[\"*Use this column for {@variantrule Cylinder [Area of Effect]|XPHB|Cylinders}, {@variantrule Emanation [Area of Effect]|XPHB|Emanations} (using the size of the Emanation rather than its radius), and {@variantrule Sphere [Area of Effect]|XPHB|Spheres}.\"],\"name\":\"Adjudicating Areas of Effect; Targets in Area of Effect\",\"page\":82,\"source\":\"XDMG\",\"chapter\":{\"name\":\"DM's Toolbox\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"1: Common Names\",\"isNameGenerator\":true,\"colLabels\":[\"1d12\",\"Common Given Name\",\"Common Surname\"],\"colStyles\":[\"col-2 text-center\",\"col-5\",\"col-5\"],\"rows\":[[\"1\",\"Adrik\",\"Brightsun\"],[\"2\",\"Alvyn\",\"Dundragon\"],[\"3\",\"Aurora\",\"Frostbeard\"],[\"4\",\"Eldeth\",\"Garrick\"],[\"5\",\"Eldon\",\"Goodbarrel\"],[\"6\",\"Farris\",\"Greycastle\"],[\"7\",\"Kathra\",\"Ironfist\"],[\"8\",\"Kellen\",\"Jaerin\"],[\"9\",\"Lily\",\"Merryweather\"],[\"10\",\"Nissa\",\"Redthorn\"],[\"11\",\"Xinli\",\"Stormriver\"],[\"12\",\"Zorra\",\"Wren\"]],\"name\":\"1: Common Names\",\"page\":84,\"source\":\"XDMG\",\"chapter\":{\"name\":\"DM's Toolbox\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"2: Guttural Names\",\"isNameGenerator\":true,\"colLabels\":[\"1d12\",\"Guttural Given Name\",\"Guttural Surname\"],\"colStyles\":[\"col-2 text-center\",\"col-5\",\"col-5\"],\"rows\":[[\"1\",\"Abzug\",\"Burska\"],[\"2\",\"Bajok\",\"Gruuthok\"],[\"3\",\"Bharash\",\"Hrondl\"],[\"4\",\"Grovis\",\"Jarzzok\"],[\"5\",\"Gruuna\",\"Kraltus\"],[\"6\",\"Hokrun\",\"Shamog\"],[\"7\",\"Mardred\",\"Skrangval\"],[\"8\",\"Rhogar\",\"Ungart\"],[\"9\",\"Skuldark\",\"Uuthrakt\"],[\"10\",\"Thokk\",\"Vrakir\"],[\"11\",\"Urzul\",\"Yuldra\"],[\"12\",\"Varka\",\"Zulrax\"]],\"name\":\"2: Guttural Names\",\"page\":84,\"source\":\"XDMG\",\"chapter\":{\"name\":\"DM's Toolbox\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"3: Lyrical Names\",\"isNameGenerator\":true,\"colLabels\":[\"1d12\",\"Lyrical Given Name\",\"Lyrical Surname\"],\"colStyles\":[\"col-2 text-center\",\"col-5\",\"col-5\"],\"rows\":[[\"1\",\"Arannis\",\"Arvannis\"],[\"2\",\"Damaia\",\"Brawnanvil\"],[\"3\",\"Darsis\",\"Daardendrian\"],[\"4\",\"Dweomer\",\"Drachedandion\"],[\"5\",\"Evabeth\",\"Endryss\"],[\"6\",\"Jhessail\",\"Meliamne\"],[\"7\",\"Keyleth\",\"Mishann\"],[\"8\",\"Netheria\",\"Silverfrond\"],[\"9\",\"Orianna\",\"Snowmantle\"],[\"10\",\"Sorcyl\",\"Summerbreeze\"],[\"11\",\"Umarion\",\"Thunderfoot\"],[\"12\",\"Velissa\",\"Zashir\"]],\"name\":\"3: Lyrical Names\",\"page\":84,\"source\":\"XDMG\",\"chapter\":{\"name\":\"DM's Toolbox\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"4: Monosyllabic Names\",\"isNameGenerator\":true,\"colLabels\":[\"1d12\",\"Monosyllabic Given Name\",\"Monosyllabic Surname\"],\"colStyles\":[\"col-2 text-center\",\"col-5\",\"col-5\"],\"rows\":[[\"1\",\"Chen\",\"Dench\"],[\"2\",\"Creel\",\"Drog\"],[\"3\",\"Dain\",\"Dusk\"],[\"4\",\"Dorn\",\"Holg\"],[\"5\",\"Flint\",\"Horn\"],[\"6\",\"Glim\",\"Imsh\"],[\"7\",\"Henk\",\"Jask\"],[\"8\",\"Krusk\",\"Keth\"],[\"9\",\"Nox\",\"Ku\"],[\"10\",\"Nyx\",\"Kung\"],[\"11\",\"Rukh\",\"Mott\"],[\"12\",\"Shan\",\"Quaal\"]],\"name\":\"4: Monosyllabic Names\",\"page\":84,\"source\":\"XDMG\",\"chapter\":{\"name\":\"DM's Toolbox\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"5: Sinister Names\",\"isNameGenerator\":true,\"colLabels\":[\"1d12\",\"Sinister Given Name\",\"Sinister Surname\"],\"colStyles\":[\"col-2 text-center\",\"col-5\",\"col-5\"],\"rows\":[[\"1\",\"Arachne\",\"Doomwhisper\"],[\"2\",\"Axyss\",\"Dreadfield\"],[\"3\",\"Carrion\",\"Gallows\"],[\"4\",\"Grinnus\",\"Hellstryke\"],[\"5\",\"Melkhis\",\"Killraven\"],[\"6\",\"Morthos\",\"Nightblade\"],[\"7\",\"Nadir\",\"Norixius\"],[\"8\",\"Scandal\",\"Shadowfang\"],[\"9\",\"Skellendyre\",\"Valtar\"],[\"10\",\"Thaltus\",\"Winterspell\"],[\"11\",\"Valkora\",\"Xandros\"],[\"12\",\"Vexander\",\"Zarkynzorn\"]],\"name\":\"5: Sinister Names\",\"page\":84,\"source\":\"XDMG\",\"chapter\":{\"name\":\"DM's Toolbox\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"6: Whimsical Names\",\"isNameGenerator\":true,\"colLabels\":[\"1d12\",\"Whimsical Given Name\",\"Whimsical Surname\"],\"colStyles\":[\"col-2 text-center\",\"col-5\",\"col-5\"],\"rows\":[[\"1\",\"Cricket\",\"Borogove\"],[\"2\",\"Daisy\",\"Goldjoy\"],[\"3\",\"Dimble\",\"Hoddypeak\"],[\"4\",\"Ellywick\",\"Huddle\"],[\"5\",\"Erky\",\"Jollywind\"],[\"6\",\"Fiddlestyx\",\"Oneshoe\"],[\"7\",\"Fonkin\",\"Scramblewise\"],[\"8\",\"Golly\",\"Sunnyhill\"],[\"9\",\"Mimsy\",\"Tallgrass\"],[\"10\",\"Pumpkin\",\"Timbers\"],[\"11\",\"Quarrel\",\"Underbough\"],[\"12\",\"Sybilwick\",\"Wimbly\"]],\"name\":\"6: Whimsical Names\",\"page\":84,\"source\":\"XDMG\",\"chapter\":{\"name\":\"DM's Toolbox\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"NPC Appearance\",\"colLabels\":[\"1d12\",\"Feature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Distinctive jewelry\"],[\"2\",\"Flamboyant, outlandish, formal, or ragged clothes\"],[\"3\",\"Uses an elegant mobility device (wheelchair, brace, or cane)\"],[\"4\",\"Pronounced scar\"],[\"5\",\"Unusual eye color (or two different colors)\"],[\"6\",\"Tattoos or piercings\"],[\"7\",\"Birthmark\"],[\"8\",\"Unusual hair color\"],[\"9\",\"Bald, or braided beard or hair\"],[\"10\",\"Distinctive nose (large, bulbous, angular, small)\"],[\"11\",\"Distinctive posture (stooped or rigid)\"],[\"12\",\"Exceptionally beautiful or ugly\"]],\"name\":\"NPC Appearance\",\"page\":86,\"source\":\"XDMG\",\"chapter\":{\"name\":\"DM's Toolbox\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"NPC Secrets\",\"colLabels\":[\"1d10\",\"Secret\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The NPC is in disguise, concealing their identity or some aspect of their appearance.\"],[\"2\",\"The NPC is currently planning, executing, or covering up a crime.\"],[\"3\",\"The NPC (or their family) has been threatened with harm unless the NPC does something.\"],[\"4\",\"The NPC is under a magical compulsion (perhaps a {@spell Geas|XPHB} spell or some kind of curse) to behave in a certain way.\"],[\"5\",\"The NPC is seriously ill or in terrible pain.\"],[\"6\",\"The NPC feels responsible for someone's death or ill fortune.\"],[\"7\",\"The NPC is on the brink of financial ruin.\"],[\"8\",\"The NPC is desperately lonely or harboring an unrequited passion.\"],[\"9\",\"The NPC nurses a powerful ambition.\"],[\"10\",\"The NPC is deeply dissatisfied or unhappy.\"]],\"name\":\"NPC Secrets\",\"page\":86,\"source\":\"XDMG\",\"chapter\":{\"name\":\"DM's Toolbox\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Level-Based Renown\",\"colLabels\":[\"Renown Score\",\"Character Level\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"1\"],[\"3\",\"3\"],[\"10\",\"5\"],[\"25\",\"11\"],[\"50\",\"17\"]],\"name\":\"Level-Based Renown\",\"page\":92,\"source\":\"XDMG\",\"chapter\":{\"name\":\"DM's Toolbox\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Settlements by Size\",\"colLabels\":[\"Settlement\",\"Population Range\",\"Max. GP Value\"],\"colStyles\":[\"col-4\",\"col-4\",\"col-4 text-right\"],\"rows\":[[\"Village\",\"Up to 500\",\"20 GP\"],[\"Town\",\"501–5,000\",\"2,000 GP\"],[\"City\",\"5,001 and higher\",\"200,000 GP\"]],\"name\":\"Settlements by Size\",\"page\":93,\"source\":\"XDMG\",\"chapter\":{\"name\":\"DM's Toolbox\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Defining Traits\",\"colLabels\":[\"1d20\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1–2\",\"Fortified outer wall\"],[\"3–4\",\"Lots of gardens, parks, and greenery\"],[\"5–6\",\"Lots of mud, filth, and litter\"],[\"7–8\",\"Sprawling cemetery\"],[\"9–10\",\"Lingering fog\"],[\"11–12\",\"Noise and smoke from smithies and forges\"],[\"13\",\"Canals and bridges\"],[\"14\",\"Cliffs on one or more sides\"],[\"15–16\",\"Clean streets and well-maintained buildings\"],[\"17–18\",\"Ancient ruins within the settlement\"],[\"19–20\",\"Impressive structure (such as a keep, temple, circle of standing stones, or ziggurat)\"]],\"name\":\"Settlement Tables and Tracker; Defining Traits\",\"page\":93,\"source\":\"XDMG\",\"chapter\":{\"name\":\"DM's Toolbox\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Claims to Fame\",\"colLabels\":[\"1d20\",\"Claim to Fame\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Delicious food\"],[\"2\",\"Rude people\"],[\"3\",\"Friendly folk\"],[\"4\",\"Artists or writers\"],[\"5\",\"Great hero/savior\"],[\"6\",\"Flowers\"],[\"7\",\"Seasonal festival\"],[\"8\",\"Hauntings\"],[\"9\",\"Spellcasters\"],[\"10\",\"Decadence\"],[\"11\",\"Piety\"],[\"12\",\"Gambling\"],[\"13\",\"Godlessness\"],[\"14\",\"Education\"],[\"15\",\"Wines\"],[\"16\",\"High fashion\"],[\"17\",\"Political intrigue\"],[\"18\",\"Powerful guilds\"],[\"19\",\"Patriotism\"],[\"20\",\"Ancient ruins\"]],\"name\":\"Settlement Tables and Tracker; Claims to Fame\",\"page\":93,\"source\":\"XDMG\",\"chapter\":{\"name\":\"DM's Toolbox\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Current Calamities\",\"colLabels\":[\"1d12\",\"Calamity\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Monsters infest the settlement.\"],[\"2\",\"A key figure died; murder is suspected.\"],[\"3\",\"War brews between rival guilds or gangs.\"],[\"4\",\"A plague or famine sparks riots.\"],[\"5\",\"Monsters attack anyone who approaches or leaves the settlement.\"],[\"6\",\"Trade disputes cause economic hardship.\"],[\"7\",\"A natural disaster threatens the settlement.\"],[\"8\",\"A prophecy of doom has residents on edge.\"],[\"9\",\"Locals are being drafted to fight in a war.\"],[\"10\",\"Political or religious strife threatens violence.\"],[\"11\",\"The settlement is under siege.\"],[\"12\",\"Scandal threatens powerful local families.\"]],\"name\":\"Settlement Tables and Tracker; Current Calamities\",\"page\":93,\"source\":\"XDMG\",\"chapter\":{\"name\":\"DM's Toolbox\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Local Leaders\",\"colLabels\":[\"1d12\",\"Leader\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Respected, fair, and just leader or council\"],[\"2\",\"Feared tyrant\"],[\"3\",\"Coward manipulated by others\"],[\"4\",\"Illegitimate leader causing civil unrest\"],[\"5\",\"Powerful monster\"],[\"6\",\"Mysterious, anonymous conspirators\"],[\"7\",\"Contested leadership (with open fighting)\"],[\"8\",\"Acrimonious council unable to make decisions\"],[\"9\",\"Doltish lout\"],[\"10\",\"Dying leader (with disputed succession)\"],[\"11\",\"Iron-willed and respected leader or council\"],[\"12\",\"Religious leader or council\"]],\"name\":\"Settlement Tables and Tracker; Local Leaders\",\"page\":93,\"source\":\"XDMG\",\"chapter\":{\"name\":\"DM's Toolbox\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Tavern Names\",\"isNameGenerator\":true,\"colLabels\":[\"1d20\",\"First Part\",\"Second Part\"],\"colStyles\":[\"col-2 text-center\",\"col-5\",\"col-5\"],\"rows\":[[\"1\",\"The Golden\",\"Lyre\"],[\"2\",\"The Silver\",\"Dolphin\"],[\"3\",\"The Beardless\",\"Dwarf\"],[\"4\",\"The Laughing\",\"Pegasus\"],[\"5\",\"The Dancing\",\"Hut\"],[\"6\",\"The Gilded\",\"Rose\"],[\"7\",\"The Stumbling\",\"Stag\"],[\"8\",\"The Wolf and\",\"Duck\"],[\"9\",\"The Fallen\",\"Lamb\"],[\"10\",\"The Leering\",\"Demon\"],[\"11\",\"The Drunken\",\"Goat\"],[\"12\",\"The Wine and\",\"Spirit\"],[\"13\",\"The Roaring\",\"Horde\"],[\"14\",\"The Frowning\",\"Jester\"],[\"15\",\"The Barrel and\",\"Bucket\"],[\"16\",\"The Thirsty\",\"Crow\"],[\"17\",\"The Wandering\",\"Satyr\"],[\"18\",\"The Barking\",\"Dog\"],[\"19\",\"The Happy\",\"Spider\"],[\"20\",\"The Witch and\",\"Dragon\"]],\"footnotes\":[\"*Roll a separate {@dice d20} for each part of the tavern's name.\"],\"name\":\"Settlement Tables and Tracker; Tavern Names\",\"page\":93,\"source\":\"XDMG\",\"chapter\":{\"name\":\"DM's Toolbox\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Random Shops\",\"colLabels\":[\"1d20\",\"Type\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Pawnshop\"],[\"2\",\"Apothecary\"],[\"3\",\"Grocer\"],[\"4\",\"Delicatessen\"],[\"5\",\"Potter\"],[\"6\",\"Undertaker\"],[\"7\",\"Bookstore\"],[\"8\",\"Moneylender\"],[\"9\",\"Armorer\"],[\"10\",\"Chandler\"],[\"11\",\"Smithy\"],[\"12\",\"Carpenter\"],[\"13\",\"Weaver\"],[\"14\",\"Jeweler\"],[\"15\",\"Baker\"],[\"16\",\"Mapmaker\"],[\"17\",\"Tailor\"],[\"18\",\"Ropemaker\"],[\"19\",\"Mason\"],[\"20\",\"Scribe\"]],\"name\":\"Settlement Tables and Tracker; Random Shops\",\"page\":93,\"source\":\"XDMG\",\"chapter\":{\"name\":\"DM's Toolbox\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Building a Trap\",\"colLabelRows\":[[\"\",{\"type\":\"cellHeader\",\"width\":3,\"entry\":\"Nuisance Traps\",\"style\":\"th-skewer\"},{\"type\":\"cellHeader\",\"width\":3,\"entry\":\"Deadly Traps\",\"style\":\"th-skewer\"}],[\"Levels\",\"Attack Bonus\",\"Save DC\",\"Damage\",\"Attack Bonus\",\"Save DC\",\"Damage\"]],\"colStyles\":[\"col-1-8 text-center\",\"col-1-7 text-center\",\"col-1-7 text-center\",\"col-1-7 text-center\",\"col-1-7 text-center\",\"col-1-7 text-center\",\"col-1-7 text-center\"],\"rows\":[[\"1–4\",\"{@hit 4}\",\"10–12\",\"5 ({@dice 1d10})\",\"{@hit 8}\",\"13–15\",\"11 ({@dice 2d10})\"],[\"5–10\",\"{@hit 4}\",\"12–14\",\"11 ({@dice 2d10})\",\"{@hit 8}\",\"15–17\",\"22 ({@dice 4d10})\"],[\"11–16\",\"{@hit 4}\",\"14–16\",\"22 ({@dice 4d10})\",\"{@hit 8}\",\"17–19\",\"55 ({@dice 10d10})\"],[\"17–20\",\"{@hit 4}\",\"16–18\",\"55 ({@dice 10d10})\",\"{@hit 8}\",\"19–21\",\"99 ({@dice 18d10})\"]],\"name\":\"Building Your Own Traps; Building a Trap\",\"page\":103,\"source\":\"XDMG\",\"chapter\":{\"name\":\"DM's Toolbox\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":3},\"index\":2}},{\"caption\":\"Levels 1–4 Adventure Situations\",\"colLabels\":[\"1d20\",\"Situation\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A dragon wyrmling has gathered a band of kobolds to help it amass a hoard.\"],[\"2\",\"Wererats living in a city's sewers plot to take control of the governing council.\"],[\"3\",\"Bandit activity signals efforts to revive an evil cult long ago driven from the region.\"],[\"4\",\"A pack of gnolls is rampaging dangerously close to local farmlands.\"],[\"5\",\"A rivalry between two merchant families escalates from mischief to mayhem.\"],[\"6\",\"A new sinkhole has revealed a long-buried dungeon thought to hold treasure.\"],[\"7\",\"Miners discovered an underground ruin and were captured by monsters living there.\"],[\"8\",\"An innocent person is being framed for the crimes of a shape-shifting monster.\"],[\"9\",\"Ghouls are venturing out of the catacombs at night.\"],[\"10\",\"A notorious criminal hides from the law in an old ruin or abandoned mine.\"],[\"11\",\"A contagion in a forest is causing spiders to grow massive and become aggressive.\"],[\"12\",\"To take revenge against a village for an imagined slight, a necromancer has been animating the corpses in the village cemetery.\"],[\"13\",\"An evil cult is spreading in a village. Those who oppose the cult are marked for sacrifice.\"],[\"14\",\"An abandoned house on the edge of town is haunted by Undead because of a cursed item in the house.\"],[\"15\",\"Creatures from the Feywild enter the world and cause mischief and misfortune among villagers and their livestock.\"],[\"16\",\"A hag's curse is making animals unusually aggressive.\"],[\"17\",\"Bullies have appointed themselves the village militia and are extorting money and food from villagers.\"],[\"18\",\"After a local fisher pulls a grotesque statue from the sea, aquatic monsters start attacking the waterfront at night.\"],[\"19\",\"The ruins on the hill near the village lie under a curse, so people don't go there—except a scholar who wants to study the ruins.\"],[\"20\",\"A new captain has taken charge of a band of pirates or bandits and started raiding more frequently.\"]],\"name\":\"Levels 1–4: Local Heroes; Levels 1–4 Adventure Situations\",\"page\":106,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":3}},{\"caption\":\"Levels 5–10 Adventure Situations\",\"colLabels\":[\"1d20\",\"Situation\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A group of cultists has summoned a demon to wreak havoc in the city.\"],[\"2\",\"A rebel lures monsters to the cause with the promise of looting the king's treasury.\"],[\"3\",\"An evil Artifact has transformed a forest into a dismal swamp full of horrific monsters.\"],[\"4\",\"An Aberration living in the Underdark sends minions to capture people from the surface to turn those people into new minions.\"],[\"5\",\"A monster (perhaps a devil, slaad, or hag) is impersonating a prominent noble to throw the realm into civil war.\"],[\"6\",\"A master thief plans to steal royal regalia.\"],[\"7\",\"A golem intended to serve as a protector has gone berserk and captured its creator.\"],[\"8\",\"A conspiracy of spies, assassins, and necromancers schemes to overthrow a ruler.\"],[\"9\",\"After establishing a lair, a young dragon is trying to earn the fear and respect of other creatures living nearby.\"],[\"10\",\"The approach of a lone giant alarms the people of a town, but the giant is simply looking for a place to live in peace.\"],[\"11\",\"An enormous monster on display in a menagerie breaks free and goes on a rampage.\"],[\"12\",\"A coven of hags steals cherished memories from travelers.\"],[\"13\",\"A villain seeks powerful magic in an ancient ruin, hoping to use it to conquer the region.\"],[\"14\",\"A scheming aristocrat hosts a masquerade ball, which many guests see as an opportunity to advance their own agendas. At least one shape-shifting monster also attends.\"],[\"15\",\"A ship carrying a valuable treasure or an evil Artifact sinks in a storm or monster attack.\"],[\"16\",\"A natural disaster was actually caused by magic gone awry or a cult's villainous plans.\"],[\"17\",\"A secretive cult uses spies to heighten tensions between two rival nations, hoping to provoke a war that will weaken both.\"],[\"18\",\"Rebels or forces of an enemy nation have kidnapped an important noble.\"],[\"19\",\"The descendants of a displaced people want to reclaim their ancestral city, which is now inhabited by monsters.\"],[\"20\",\"A renowned group of adventurers never returned from an expedition to a famous ruin.\"]],\"name\":\"Levels 5–10: Heroes of the Realm; Levels 5–10 Adventure Situations\",\"page\":106,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":3}},{\"caption\":\"Levels 11–16 Adventure Situations\",\"colLabels\":[\"1d12\",\"Situation\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A portal to the Abyss opens in a cursed location and spews demons into the world.\"],[\"2\",\"A band of hunting giants has driven its prey—enormous beasts—into pastureland.\"],[\"3\",\"An adult dragon's lair is transforming an expanse into an environment inhospitable to the other creatures living there.\"],[\"4\",\"A long-lost journal describes an incredible journey to a hidden subterranean realm full of magical wonders.\"],[\"5\",\"Cultists hope to persuade a dragon to undergo the rite that will transform it into a dracolich.\"],[\"6\",\"The ruler of the realm is sending an emissary to a hostile neighbor to negotiate a truce, and the emissary needs protection.\"],[\"7\",\"A castle or city has been drawn into another plane of existence.\"],[\"8\",\"A storm tears across the land, with a mysterious flying citadel in the eye of the storm.\"],[\"9\",\"Two parts of a magic item are in the hands of bitter enemies; the third piece is lost.\"],[\"10\",\"Evil cultists gather from around the world to summon a monstrous god or alien entity.\"],[\"11\",\"A tyrannical ruler outlaws the use of magic without official sanction. A secret society of spellcasters seeks to oust the tyrant.\"],[\"12\",\"During a drought, low water levels in a lake reveal previously unknown ancient ruins that contain a powerful evil.\"]],\"name\":\"Levels 11–16: Masters of the Realm; Levels 11–16 Adventure Situations\",\"page\":106,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":3}},{\"caption\":\"Levels 17–20 Adventure Situations\",\"colLabels\":[\"1d10\",\"Situation\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An ancient dragon is scheming to destroy a god and take the god's place in the pantheon. The dragon's minions are searching for Artifacts that can summon and weaken this god.\"],[\"2\",\"A band of giants drove away a metallic dragon and took over the dragon's lair, and the dragon wants to reclaim the lair.\"],[\"3\",\"An ancient hero returns from the dead to prepare the world for the return of an equally ancient monster.\"],[\"4\",\"An ancient Artifact has the power to defeat or imprison a rampaging titan.\"],[\"5\",\"A god of agriculture is angry, causing rivers to dry up and crops to wither.\"],[\"6\",\"An Artifact belonging to a god falls into mortal hands.\"],[\"7\",\"A titan imprisoned in the Underdark begins to break free, causing terrible earthquakes that are only a hint of the destruction that the titan will cause if it is released.\"],[\"8\",\"A lich tries to exterminate any spellcasters that approach the lich's level of power.\"],[\"9\",\"A holy temple was built around a portal leading to one of the Lower Planes to prevent any evil from passing through in either direction. Now the temple has come under siege from both directions.\"],[\"10\",\"Five ancient metallic dragons lair in the Pillars of Creation. If all these dragons are killed, the world will collapse into chaos. One has just been slain.\"]],\"name\":\"Levels 17–20: Masters of the World; Levels 17–20 Adventure Situations\",\"page\":106,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":3}},{\"caption\":\"Patron Hooks\",\"colLabels\":[\"1d6\",\"Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A town crier announces that someone is hoping to hire adventurers.\"],[\"2\",\"Someone the characters want to impress or need a favor from asks them to deal with the adventure situation.\"],[\"3\",\"When the characters arrive in a new city, they find a job board where someone has posted in search of adventurers.\"],[\"4\",\"A wealthy patron who is aware of the adventurers' accomplishments writes to them, offering to pay them for their talents.\"],[\"5\",\"A citizen in need, who has learned of the adventurers' accomplishments and kindness, travels miles to find them and implore them for help.\"],[\"6\",\"The adventurers are arrested (on valid or invented charges) and offered a chance to escape punishment by completing a quest.\"]],\"name\":\"Adventure Patrons; Patron Hooks\",\"page\":110,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":3}},{\"caption\":\"Supernatural Hooks\",\"colLabels\":[\"1d6\",\"Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The characters all have a vivid dream that foreshadows elements of the adventure.\"],[\"2\",\"While preparing spells, one character receives a quest from a god or patron.\"],[\"3\",\"A fortune teller's reading for one of the characters points to a quest and offers hints about challenges that lie ahead.\"],[\"4\",\"Flames, clouds, smoke, or huge flocks of birds take distinct shapes that portend the adventure situation.\"],[\"5\",\"Animals or animated objects speak clearly to direct the adventurers toward the situation.\"],[\"6\",\"Someone who died returns as a ghost and haunts the characters. The ghost prompts the characters to investigate the cause of the ghost's death and put it to rest.\"]],\"name\":\"Supernatural Hooks\",\"page\":111,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":3}},{\"caption\":\"Happenstance Hooks\",\"colLabels\":[\"1d6\",\"Hook\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The characters find a letter describing the adventure situation.\"],[\"2\",\"The characters are on an unrelated quest, such as searching for a particular magic item, that leads them into the adventure situation.\"],[\"3\",\"The adventure situation disrupts a festival or ceremony that the characters are attending.\"],[\"4\",\"A magical mishap places the characters in the adventure situation.\"],[\"5\",\"While traveling in a caravan or aboard a ship, the characters befriend an NPC who has news about the adventure situation.\"],[\"6\",\"The characters are attacked after being mistaken for another group of adventurers. They learn about the adventure situation from a clue left behind by their attackers.\"]],\"name\":\"Happenstance Hooks\",\"page\":111,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":3}},{\"caption\":\"XP Budget per Character\",\"colLabelRows\":[[\"\",{\"type\":\"cellHeader\",\"width\":3,\"entry\":\"Encounter Difficulty\",\"style\":\"th-skewer\"}],[\"Party's Level\",\"Low\",\"Moderate\",\"High\"]],\"colStyles\":[\"col-3 text-center\",\"col-3 text-center\",\"col-3 text-center\",\"col-3 text-center\"],\"rows\":[[\"1\",\"50\",\"75\",\"100\"],[\"2\",\"100\",\"150\",\"200\"],[\"3\",\"150\",\"225\",\"400\"],[\"4\",\"250\",\"375\",\"500\"],[\"5\",\"500\",\"750\",\"1,100\"],[\"6\",\"600\",\"1,000\",\"1,400\"],[\"7\",\"750\",\"1,300\",\"1,700\"],[\"8\",\"1,000\",\"1,700\",\"2,100\"],[\"9\",\"1,300\",\"2,000\",\"2,600\"],[\"10\",\"1,600\",\"2,300\",\"3,100\"],[\"11\",\"1,900\",\"2,900\",\"4,100\"],[\"12\",\"2,200\",\"3,700\",\"4,700\"],[\"13\",\"2,600\",\"4,200\",\"5,400\"],[\"14\",\"2,900\",\"4,900\",\"6,200\"],[\"15\",\"3,300\",\"5,400\",\"7,800\"],[\"16\",\"3,800\",\"6,100\",\"9,800\"],[\"17\",\"4,500\",\"7,200\",\"11,700\"],[\"18\",\"5,000\",\"8,700\",\"14,200\"],[\"19\",\"5,500\",\"10,700\",\"17,200\"],[\"20\",\"6,400\",\"13,200\",\"22,000\"]],\"name\":\"Determine Your XP Budget; XP Budget per Character\",\"page\":114,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":3}},{\"caption\":\"Initial Attitude\",\"colLabels\":[\"{@dice 1d12}*\",\"Initial Attitude\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[{\"type\":\"cell\",\"entry\":\"4 or lower\",\"roll\":{\"min\":1,\"max\":4}},\"Hostile\"],[{\"type\":\"cell\",\"entry\":\"5–8\",\"roll\":{\"min\":5,\"max\":8}},\"Indifferent\"],[{\"type\":\"cell\",\"entry\":\"9 or higher\",\"roll\":{\"min\":9,\"max\":12}},\"Friendly\"]],\"footnotes\":[\"*Roll different dice to alter the range and likelihood of possible attitudes. For example, you could roll {@dice 1d6} for a predatory monster, {@dice 1d6 + 3} for ordinary travelers, or {@dice 1d6 + 6} for kindhearted individuals.\"],\"name\":\"Initial Attitudes; Initial Attitude\",\"page\":116,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":3}},{\"caption\":\"Monster Personality\",\"colLabels\":[\"1d8\",\"Personality\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Cowardly; surrenders easily\"],[\"2\",\"Greedy; wants treasure\"],[\"3\",\"Boastful; makes a show of bravery but runs from danger\"],[\"4\",\"Disorderly; poorly trained and easily rattled\"],[\"5\",\"Fanatical; ready to die fighting\"],[\"6\",\"Brave; stands firm against danger\"],[\"7\",\"Jocular; taunts enemies\"],[\"8\",\"Orderly; difficult to rattle\"]],\"name\":\"Monster Personality\",\"page\":116,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":3}},{\"caption\":\"Monster Relationships\",\"colLabels\":[\"1d6\",\"Relationship\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Two monsters have a bitter rivalry; each wants the other to suffer.\"],[\"2\",\"One monster, bullied by the others, hangs back and flees at the first opportunity.\"],[\"3\",\"One monster is revered or even worshiped by the others, who will die for it.\"],[\"4\",\"One monster is admired by the group; its allies try to impress or help it.\"],[\"5\",\"One monster cares only for itself and not the rest of the group.\"],[\"6\",\"One monster bullies the others; it forces them into danger, but they want it defeated.\"]],\"name\":\"Monster Relationships\",\"page\":117,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":3}},{\"caption\":\"Adventure Climax\",\"colLabels\":[\"1d10\",\"Climax\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The adventurers confront a villain and a group of minions in a battle to the finish.\"],[\"2\",\"The adventurers chase a villain while dodging obstacles designed to thwart them, leading to a final confrontation in the villain's refuge.\"],[\"3\",\"The actions of the adventurers or a villain result in a cataclysmic event that the adventurers must escape.\"],[\"4\",\"The adventurers race to the site where a villain is bringing a master plan to its conclusion, arriving just as that plan is about to be completed.\"],[\"5\",\"A villain and two or three lieutenants perform separate rites in a large room. The adventurers must disrupt all the rites.\"],[\"6\",\"An ally betrays the adventurers as they're about to achieve their goal. (Use this climax carefully, and don't overuse it.)\"],[\"7\",\"A portal opens to another plane of existence. Creatures on the other side spill out, forcing the adventurers to close the portal while dealing with a villain at the same time.\"],[\"8\",\"The dungeon begins to collapse while a villain attempts to escape in the chaos.\"],[\"9\",\"The adventurers must choose whether to pursue a fleeing villain or save an NPC they care about or a group of innocents.\"],[\"10\",\"Just when the characters think the main threat is defeated, it transforms into a different monster or a more powerful form.\"]],\"name\":\"Bring It to an End; Adventure Climax\",\"page\":120,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":3}},{\"caption\":\"Random Individual Treasure\",\"colLabels\":[\"CR\",\"Treasure\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"0–4\",\"{@dice 3d6} (10) GP\"],[\"5–10\",\"{@dice 2d8 × 10} (90) GP\"],[\"11–16\",\"{@dice 2d10 × 10} (110) PP\"],[\"17+\",\"{@dice 2d8 × 100} (900) PP\"]],\"name\":\"Random Individual Treasure\",\"page\":120,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":3}},{\"caption\":\"Random Treasure Hoard\",\"colLabels\":[\"CR\",\"Monetary Treasure\",\"Magic Items\"],\"colStyles\":[\"col-2 text-center\",\"col-8\",\"col-2 text-center\"],\"rows\":[[\"0–4\",\"{@dice 2d4 × 100} (500) GP\",\"{@dice 1d4-1}\"],[\"5–10\",\"{@dice 8d10 × 100} (4,400) GP\",\"{@dice 1d3}\"],[\"11–16\",\"{@dice 8d8 × 10,000} (36,000) GP\",\"{@dice 1d4}\"],[\"17+\",\"{@dice 6d10 × 10,000} (330,000) GP\",\"{@dice 1d6}\"]],\"name\":\"Treasure Hoards; Random Treasure Hoard\",\"page\":120,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":3}},{\"colLabels\":[\"1d6\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Four {@creature Violet Fungus|XMM|Violet Fungi} and one {@creature Rust Monster|XMM}\"],[\"2\",\"One {@creature Giant Spider|XPHB} and two {@creature Swarm of Insects|XMM|Swarms of Insects} (spiders)\"],[\"3\",\"One {@creature Darkmantle|XMM} and three {@creature Piercer|XMM|Piercers}\"],[\"4\",\"A patch of {@book yellow mold|XDMG|2|Yellow Mold} (see \\\"{@book Hazards|XDMG|2|Hazards}\\\" in {@book chapter 3|XDMG|2}) on a miner's remains\"],[\"5\",\"One {@creature Gelatinous Cube|XMM}\"],[\"6\",\"Sounds of Terror (see below)\"]],\"name\":\"Exploring the Mine\",\"page\":123,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":3}},{\"colLabels\":[\"1d20\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1–14\",\"No encounter\"],[\"15\",\"An {@variantrule Indifferent [Attitude]|XPHB|Indifferent} {@creature Giant Ape|XMM} protects its territory; its primary concern is getting the party to leave.\"],[\"16\",\"A {@variantrule Hostile [Attitude]|XPHB|Hostile} {@creature Tyrannosaurus Rex|XMM} is on the hunt and tries to eat the characters.\"],[\"17\",\"Three {@creature Allosaurus|XMM|Allosauruses} are hunting in the jungle; they are {@variantrule Hostile [Attitude]|XPHB|Hostile} and treat the party as prey.\"],[\"18\",\"Two {@creature Ankylosaurus|XMM|Ankylosauruses} tromp through the forest nearby. They are territorial and aggressive but {@variantrule Indifferent [Attitude]|XPHB|Indifferent}, and they won't pursue a fleeing party.\"],[\"19\",\"A band of humans, including a {@creature Warrior Veteran|XMM} and eight {@creature Warrior Infantry|XMM}, watch the party. They are {@variantrule Indifferent [Attitude]|XPHB|Indifferent}; they live in the jungle and aren't used to seeing other people.\"],[\"20\",\"Four {@creature Minotaur of Baphomet|XMM|Minotaurs of Baphomet} prowl the jungle looking for Humanoids they can capture and bring back to the temple.\"]],\"name\":\"Stage 2\",\"page\":124,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Creating Adventures\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":3}},{\"caption\":\"D&D Settings\",\"colLabels\":[\"Setting\",\"Description\"],\"colStyles\":[\"col-2\",\"col-10\"],\"rows\":[[\"Dark Sun\",\"Heroes make their mark on a postapocalyptic world defiled by magic and forsaken by the gods.\"],[\"{@adventure Dragonlance|DSotDQ}\",\"The forces of good battle the evil queen of dragons and her armies in the world-shaking War of the Lance.\"],[\"{@book Eberron|ERLW}\",\"In the aftermath of a deadly war, magically advanced nations rebuild as a cold war threatens lasting peace.\"],[\"{@book Exandria|EGW}\",\"Heroes make names for themselves in the world made popular by the streaming show Critical Role.\"],[\"Forgotten Realms\",\"Larger-than-life heroes and villains struggle to determine the fate of the world as they explore the ruins and dungeons of fallen kingdoms and long-forgotten empires.\"],[\"{@book Greyhawk|XDMG|4|Greyhawk}\",\"As tensions rise among warring nations, heroes plunder dungeons to gain the magic and might they need to defeat the growing forces of evil.\"],[\"{@book Planescape|SatO}\",\"Sigil, the City of Doors, is where heroes begin to explore the wonders of the D&D multiverse and its many planes of existence.\"],[\"{@book Ravenloft|VRGR}\",\"Heroes are drawn into the gloomy Domains of Dread—cursed realms ruled by evil lords—and must find a means of escape.\"],[\"{@book Ravnica|GGR}*\",\"In a world-spanning city, ten disparate factions draw heroes into a web of adventure and danger.\"],[\"{@book Spelljammer|AAG}\",\"Travel among the stars on a spelljamming ship, and visit worlds floating in the majestic oceans of Wildspace.\"],[\"{@book Strixhaven|SCC}*\",\"Strixhaven, a school of magic, serves as a hub of learning and adventure.\"],[\"{@book Theros|MoT}*\",\"Heroic destinies wait to be fulfilled in this setting inspired by the myths of ancient Greece.\"]],\"footnotes\":[\"*This setting is based on a Magic: The Gathering world.\"],\"name\":\"Using a Published Setting; D&D Settings\",\"page\":136,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Creating Campaigns\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":4}},{\"caption\":\"Adventure Connections\",\"colLabels\":[\"1d6\",\"Adventure Connection\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Introduce a person, an object, or information that the characters need to transport safely to a location involved in the new adventure.\"],[\"2\",\"Have a major villain flee to a location that features in the new adventure. The characters might be able to pursue the villain, or they might have to search for clues about where the villain has gone.\"],[\"3\",\"Introduce clues suggesting that a villain or another NPC in this adventure is part of a larger group—a group that features prominently in the new adventure.\"],[\"4\",\"Introduce a villainous group that's featured in the new adventure by having its agents spy on or interfere with the characters' activities.\"],[\"5\",\"Have travelers bring news of events transpiring elsewhere, leading characters toward the new adventure.\"],[\"6\",\"Give the characters a treasure that's wrapped in mystery they'll need to unravel in the new adventure.\"]],\"name\":\"Linking Adventures; Adventure Connections\",\"page\":139,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Creating Campaigns\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":4}},{\"caption\":\"Days of the Week\",\"colLabels\":[\"Starday\",\"Sunday\",\"Moonday\",\"Godsday\",\"Waterday\",\"Earthday\",\"Freeday\"],\"colStyles\":[\"col-1-7 text-center\",\"col-1-7 text-center\",\"col-1-7 text-center\",\"col-1-7 text-center\",\"col-1-7 text-center\",\"col-1-7 text-center\",\"col-1-8 text-center\"],\"rows\":[[\"(Saturday)\",\"(Sunday)\",\"(Monday)\",\"(Tuesday)\",\"(Wednesday)\",\"(Thursday)\",\"(Friday)\"],[{\"type\":\"cell\",\"width\":6,\"entry\":\"Day of Worship\"},\"Day of Rest\"]],\"name\":\"Months and Festivals; Days of the Week\",\"page\":146,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Creating Campaigns\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":4}},{\"caption\":\"Gods of Greyhawk\",\"colLabels\":[\"Name and Epithet\",\"Home Plane\",\"Typical Worshipers\",\"Symbol\"],\"colStyles\":[\"col-3\",\"col-3\",\"col-3\",\"col-3\"],\"rows\":[[\"{@deity Beory|Greyhawk|XDMG}, Heart of Oerth*\",\"{@book Material Plane|XDMG|5|Material Plane}\",\"Farmers, herders\",\"Green disk\"],[\"{@deity Berei|Greyhawk|XDMG} of the Hearth\",\"{@book Bytopia|XDMG|5|Bytopia}\",\"Families, farmers\",\"Sheaf of wheat stalks\"],[\"{@deity Boccob|Greyhawk|XDMG} the Uncaring, Archmage of the Gods*\",\"{@book Outlands|XDMG|5|Outlands}\",\"Sages, spellcasters, seers\",\"Eye within a pentagram\"],[\"{@deity Celestian|Greyhawk|XDMG}, the Far Wanderer\",\"{@book Astral Plane|XDMG|5|Astral Plane}\",\"Wanderers, astronomers\",\"Arc of seven stars inside a circle\"],[\"{@deity Cuthbert|Greyhawk|XDMG} of the Cudgel\",\"{@book Arcadia|XDMG|5|Arcadia}\",\"Practical, honest folk\",\"Circle at the center of a starburst of lines\"],[\"{@deity Ehlonna|Greyhawk|XDMG} of the Forests\",\"{@book Beastlands|XDMG|5|Beastlands}\",\"Hunters, foragers\",\"Unicorn horn\"],[\"{@deity Erythnul|Greyhawk|XDMG}, the Many\",\"{@book Pandemonium|XDMG|5|Pandemonium}\",\"Raiders, bandits, berserkers\",\"Blood drop\"],[\"{@deity Fharlanghn|Greyhawk|XDMG}, the Dweller on the Horizon\",\"{@book Outlands|XDMG|5|Outlands}\",\"Travelers\",\"Circle crossed by a curved horizon line\"],[\"{@deity Heironeous|Greyhawk|XDMG} the Invincible\",\"{@book Mount Celestia|XDMG|5|Mount Celestia}\",\"Knights, soldiers\",\"Lightning bolt\"],[\"{@deity Hextor|Greyhawk|XDMG}, Scourge of Battle\",\"{@book Acheron|XDMG|5|Acheron}\",\"Soldiers, tyrants\",\"Six down-pointing arrows in a fan\"],[\"{@deity Incabulos|Greyhawk|XDMG}, the Black Rider*\",\"{@book Hades|XDMG|5|Hades}\",\"Necromancers, those who seek to ward off illness\",\"Reptilian eye within a horizontal diamond\"],[\"{@deity Istus|Greyhawk|XDMG}, Weaver of Our Fate*\",\"{@book Mechanus|XDMG|5|Mechanus}\",\"Seers, advisers\",\"Spindle with three strands\"],[\"{@deity Iuz|Greyhawk|XDMG} the Evil†\",\"{@book Material Plane|XDMG|5|Material Plane}\",\"His subjects and allies\",\"Grinning human skull\"],[\"{@deity Kord|Greyhawk|XDMG}, the Brawler\",\"{@book Ysgard|XDMG|5|Ysgard}\",\"Athletes, berserkers\",\"Spears and maces radiating from a point\"],[\"{@deity Nerull|Greyhawk|XDMG}, the Reaper*\",\"{@book Carceri|XDMG|5|Carceri}\",\"Murderers, necromancers\",\"Skull with a scythe\"],[\"{@deity Obad-Hai|Greyhawk|XDMG}, the Shalm\",\"{@book Outlands|XDMG|5|Outlands}\",\"Hunters, gatherers, hermits\",\"Oak leaf and acorn\"],[\"{@deity Olidammara|Greyhawk|XDMG}, the Laughing Rogue\",\"{@book Ysgard|XDMG|5|Ysgard}\",\"Revelers, gamblers, pranksters\",\"Laughing mask\"],[\"{@deity Pelor|Greyhawk|XDMG}, the Radiant Sun*\",\"{@book Elysium|XDMG|5|Elysium}\",\"Healers, the compassionate\",\"Sun\"],[\"{@deity Pholtus|Greyhawk|XDMG} of the Blinding Light\",\"{@book Arcadia|XDMG|5|Arcadia}\",\"Judges, lawyers, arbiters\",\"Silver sun partially eclipsed by a crescent moon\"],[\"{@deity Ralishaz|Greyhawk|XDMG}, the Unlooked For\",\"{@book Limbo|XDMG|5|Limbo}\",\"Gamblers\",\"Three bone fate-casting sticks\"],[\"{@deity Rao|Greyhawk|XDMG}, the Mediator*\",\"{@book Mount Celestia|XDMG|5|Mount Celestia}\",\"Mediators, sages, scientists\",\"White heart\"],[\"{@deity Syrul|Greyhawk|XDMG} Oathbreaker\",\"{@book Gehenna|XDMG|5|Gehenna}\",\"Liars, charlatans, traitors\",\"Forked tongue\"],[\"{@deity Tharizdun|Greyhawk|XDMG}, the Eater of Worlds\",\"Imprisoned in a demiplane\",\"Nihilistic cultists\",\"Spiral rune\"],[\"{@deity Trithereon|Greyhawk|XDMG}, the Summoner\",\"{@book Arborea|XDMG|5|Arborea}\",\"Rebels, individualists\",\"Triskelion\"],[\"{@deity Ulaa|Greyhawk|XDMG}, the Bejeweled\",\"{@book Arcadia|XDMG|5|Arcadia}\",\"Miners, jewelers, quarriers\",\"Ruby-hearted mountain\"],[\"{@deity Vecna|Greyhawk|XDMG}, the Whispered One\",\"Unknown\",\"Necromancers, undead, those who keep or unearth secrets\",\"An eye in the palm of a left hand\"],[\"{@deity Wee Jas|Greyhawk|XDMG}, the Witch\",\"{@book Acheron|XDMG|5|Acheron}\",\"Spellcasters, advisers\",\"Red skull in front of fireball\"]],\"footnotes\":[\"*Greater god\",\"†Demigod\"],\"name\":\"Gods of Greyhawk\",\"page\":149,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Creating Campaigns\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":4}},{\"caption\":\"Central Flanaess Locations\",\"colLabels\":[\"Location\",\"Ruler\",\"Description\"],\"colStyles\":[\"col-3\",\"col-3\",\"col-6\"],\"rows\":[[\"Celene\",\"Queen Yolande (elf)\",\"Elven monarchy with large gnome and halfling populations\"],[\"Dyvers (Free City)\",\"Magister Thymantia Gortoz (aasimar)\",\"Important port and trading center with a powerful navy\"],[\"Furyondy, the Kingdom of\",\"King Belvor IV (human)\",\"Former province of the Great Kingdom, among the first to claim independence\"],[\"Highfolk (Free City)\",\"Mayor Talisyr (appears as an elf)\",\"Fortified city with large population of elves; the mayor is a disguised adult silver dragon\"],[\"Horned Society, the\",\"Nine hierarchs (mostly humans and hobgoblins)\",\"Theocracy ruled by devil worshipers allied with Iuz, supported by mercenaries enforcing their tyrannical rule\"],[\"Iuz\",\"Iuz (cambion demigod)\",\"The monster-infested domain of the demonic dictator, steeped in wickedness\"],[\"Nyr Dyv\",\"—\",\"The Lake of Unknown Depths; home to barge dwellers\"],[\"Perrenland\",\"Voorzitter Yrenda Schwartzen (human)\",\"Fiercely independent confederation of canons\"],[\"Pomarj, the\",\"—\",\"Lawless peninsula; home to bandits and marauders\"],[\"Shield Lands, the\",\"Various allied nobles\",\"Independent alliance of nobles protected by the Knights of Holy Shielding, led by Knight Commander Aleshh Kaarth (dragonborn) and fortified by Furyondy and Urnst\"],[\"Veluna, the Archclericy of\",\"Canon Hazen (human)\",\"Theocracy ruled by priests of Rao, a divine beacon of justice and hope\"],[\"Verbobonc (Free City and Viscounty)\",\"Viscountess Wilfrick Rejjin (human)\",\"Vassal state of Veluna; site of the Temple of Elemental Evil\"],[\"Wild Coast, the\",\"Various burgomasters, lord mayors, and others\",\"Free territory with self-governing settlements; haven for outcasts and dissidents\"]],\"name\":\"Central Flanaess Locations\",\"page\":162,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Creating Campaigns\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":4}},{\"caption\":\"Eastern Flanaess Locations\",\"colLabels\":[\"Location\",\"Ruler\",\"Description\"],\"colStyles\":[\"col-3\",\"col-3\",\"col-6\"],\"rows\":[[\"Aerdiaak\",\"Herzog Varz Grenell (human)\",\"North province of the Great Kingdom, ruled by a cousin of the overking; its court is rife with debauchery and intrigue\"],[\"Ahlissa\",\"Herzogin Seprenna Calyn (human)\",\"South province of the Great Kingdom, ruled by a cousin of the overking; embroiled in war with the Iron League\"],[\"Almor, the Prelacy of\",\"Prelate Xanther Klimstyn (human)\",\"Theocracy ruled by a priest of Pelor who declared independence when the Great Kingdom descended into evil\"],[\"Bone March, the\",\"—\",\"Fallen territory of the Great Kingdom, now held by armies from Almor and Nyrond\"],[\"Celadon Forest\",\"—\",\"Ancient forest protected by druidic circles and fey\"],[\"Flinty Hills and Gamboge Forest\",\"—\",\"Home to several independent communities with no great love for Nyrond or the Pale\"],[\"Great Kingdom, the\",\"Overking Ivid V (human)\",\"Unspeakably evil monarchy\"],[\"Idee\",\"Count Vasiliek Donsten (human)\",\"Independent fiefdom; member of the Iron League\"],[\"Irongate (Free City)\",\"Mayor Unthera Selvich (appears as a dwarf)\",\"Thriving metropolis; member of the Iron League; the mayor is a disguised adult bronze dragon\"],[\"Lordship of the Isles, the\",\"Princess Ronthal III (human)\",\"Independent principality; member of the Iron League\"],[\"Medegia, the See of\",\"Holy Censor Starvik Jerel (human)\",\"Theocratic fiefdom ruled by a priest whose power is rumored to come from pacts with archdevils\"],[\"Nyrond, the Kingdom of\",\"King Dunstan I (human)\",\"Center of resistance to the Great Kingdom\"],[\"Onnwal\",\"The Raven of Onnwal, Zyl Grayshadow (dwarf)\",\"Independent state; member of the Iron League\"],[\"Pale, the Theocracy of the\",\"Supreme Prelate Ogon Tillit (human)\",\"Theocracy ruled by a priest of Pholtus\"],[\"Rel Astra, City of\",\"Constable Mayor Drax (orc)\",\"Independent fief plotting in secret against the Great Kingdom, hoping to ally with Medegia or the Sea Baronies\"],[\"Sea Baronies, the\",\"Four sea barons, including High Admiral Kalashe Asperdi (human)\",\"Independent island fiefdoms that serve as the Great Kingdom's navy\"],[\"Shar, the Hidden Empire of\",\"Father of Obedience Korenth Zan (human?)\",\"Isolated order of Suloise militants whose spies operate across the Flanaess\"],[\"Spindrift Isles, the\",\"The Council of Five (on the northern islands) and the Council of Seven (on the southern island)\",\"Independent islands that keep watchful eyes on aggressive island neighbors\"],[\"Sunndi\",\"Steward Valenta (elf)\",\"Independent fiefdom; member of the Iron League\"],[\"Tenh, the Duchy of\",\"Duchess Ehliyah Raynar III (human)\",\"Independent fiefdom allied with Nyrond for defense against Iuz\"],[\"Urnst, the County of\",\"Countess Belissica Gellor (human)\",\"Independent fiefdom\"],[\"Urnst, the Duchy of\",\"Duke Jalken Lorinar (human)\",\"Independent fiefdom\"],[\"Vast Swamp, the\",\"—\",\"Morass separating the Tilvanot Peninsula and Shar from the rest of the East\"]],\"name\":\"Eastern Flanaess Locations\",\"page\":164,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Creating Campaigns\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":4}},{\"caption\":\"Northern Flanaess Locations\",\"colLabels\":[\"Location\",\"Ruler\",\"Description\"],\"colStyles\":[\"col-3\",\"col-3\",\"col-6\"],\"rows\":[[\"Arn, the Archbarony of\",\"Archbaron of Arn (identity unknown)\",\"Remote and little-known region located near a ruined castle with monster-filled dungeons\"],[\"Bandit Kingdoms, the\",\"Four to six bandit lords\",\"Feuding kingdoms ruled by greedy bandit lords with private armies\"],[\"Barren Wastes, the\",\"—\",\"Harsh, despoiled land where dragons roam and sometimes go to die\"],[\"Chakyik\",\"Lord Agul Krusef (human)\",\"Land of the Tiger Nomads—horse riders with scattered trading outposts\"],[\"Hunting Lands, the\",\"Overlord-Protector Yhareen Sakarr (tiefling)\",\"Home to Flan nomads, known to their neighbors as the Rovers of the Barrens\"],[\"North Kingdom of the Cruski, the\",\"Queen Tharla of the Cruski (human)\",\"Fierce, seafaring berserkers of the North Kingdoms\"],[\"North Kingdom of the Fruzti, the\",\"King Hundgred of the Fruzti (human)\",\"Weakest of the three North Kingdoms, having suffered great losses battling in the Bone March\"],[\"North Kingdom of the Schnai, the\",\"Queen Ingrid of the Schnai (human)\",\"Strongest and most populated of the North Kingdoms\"],[\"Ratik, the Barony of\",\"Baron Lexnol Haarkof (human)\",\"Former province of the Great Kingdom trying to ally with the North Kingdoms\"],[\"Stonefist, The Hold of\",\"King Sevvord Redbeard of the Hold (human)\",\"Monarchy founded by a bandit leader who attracted malcontents from many nations\"],[\"Wegwiur\",\"Wolf-Mother Bargra Yefkos (human)\",\"Land of the Wolf Nomads—horse riders engaged in war against Iuz\"]],\"name\":\"Northern Flanaess Locations\",\"page\":165,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Creating Campaigns\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":4}},{\"caption\":\"Old Keoland Locations\",\"colLabels\":[\"Location\",\"Ruler\",\"Description\"],\"colStyles\":[\"col-3\",\"col-3\",\"col-6\"],\"rows\":[[\"Bissel, the March of\",\"Margrave Imran Rendulkar (human)\",\"Bone of contention between Keoland, Veluna, and Ket\"],[\"Geoff, the Grand Duchy of\",\"Grand Duchess Owena Blackthorn (human)\",\"Isolated fiefdom with a long history of battling giants in the nearby mountains\"],[\"Gran March, the\",\"Commandant Magnus Onyxbeard (dwarf)\",\"Nominal vassal of Keoland and ally with Bissel; the commandant is elected from among the March's noble houses\"],[\"Hold of the Sea Princes, the\",\"Prince Zygmund III of Monmurg (human)\",\"Independent oligarchy of sea traders founded by buccaneers; now a powerful naval force\"],[\"Keoland, the Kingdom of\",\"King Kimbertos Skotti (human)\",\"Heart of the Old Keoland region, surrounded by friendly neighbors that swear fealty to Keoland's monarch\"],[\"Lortmil Mountains, the\",\"—\",\"Natural border between the Old Keoland region and the Central Flanaess\"],[\"Sterich, the March of\",\"Marquise Quercha Emondav (human)\",\"Nominal vassal state of Keoland, but its ruler is more like a sister than a vassal to the king of Keoland\"],[\"Ulek, the County of\",\"Countess Lewenn Richfield (human)\",\"Former vassal of Keoland\"],[\"Ulek, the Duchy of\",\"Duke Grenowin (elf)\",\"Former vassal of Keoland with a large population of elves\"],[\"Ulek, the Principality of\",\"Princess Olynn Corond (dwarf)\",\"Fiefdom with a significant navy; its princess commands the respect of many dwarves beyond Ulek\"],[\"Valley of the Mage, the\",\"The Mage of the Valley (identity unknown)\",\"Secluded refuge of an ancient archmage; current inhabitants unknown\"],[\"Yeomanry, the\",\"Freeholder Vyndi Skyspear (goliath)\",\"Independent republic governed by an elected freeholder\"]],\"name\":\"Old Keoland Locations\",\"page\":169,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Creating Campaigns\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":4}},{\"caption\":\"Western Flanaess Locations\",\"colLabels\":[\"Location\",\"Ruler\",\"Description\"],\"colStyles\":[\"col-3\",\"col-3\",\"col-6\"],\"rows\":[[\"Dry Steppes, the\",\"—\",\"Desert where the Baklunish empire once stood\"],[\"Ekbir, the Sultanate of\",\"Sultan Xargun II (aasimar)\",\"Monarchy in an uneasy peace with its neighbors, bracing for a rumored invasion from Zeif\"],[\"Ket\",\"Beygraf Zoltana Lhaz (human)\",\"Crossroads region\"],[\"Plains of the Ulakandar, the\",\"Various Ulakandar clan leaders\",\"Land of the Ulakandar nomads, who roam between the Dry Steppes and the border of Zeif\"],[\"Sea of Dust, the\",\"—\",\"Wasteland where the Suel Imperium once stood\"],[\"Tusmit, the Pashalik of\",\"Pasha Qharlan Sylba (human)\",\"Monarchy profiting by playing its neighbors against each other\"],[\"Ull\",\"Orakhan Drasika Borinok (human)\",\"Independent fiefdom founded by Ulakandar nomads who settled the land\"],[\"Zeif, the Sultanate of\",\"Sultan Naxas Murad (human)\",\"Monarchy ruled by a reclusive philosopher who resists his advisers' call to imperial expansion\"]],\"name\":\"Western Flanaess Locations\",\"page\":170,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Creating Campaigns\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":5},\"index\":4}},{\"caption\":\"Outer Planes\",\"colLabels\":[\"Outer Plane\",\"Alignment\"],\"colStyles\":[\"col-4\",\"col-8\"],\"rows\":[[\"{@book Abyss|XDMG|5|Abyss}\",\"Chaotic Evil\"],[\"{@book Acheron|XDMG|5|Acheron}\",\"Lawful Evil, Lawful Neutral\"],[\"{@book Arborea|XDMG|5|Arborea}\",\"Chaotic Good\"],[\"{@book Arcadia|XDMG|5|Arcadia}\",\"Lawful Good, Lawful Neutral\"],[\"{@book Beastlands|XDMG|5|Beastlands}\",\"Chaotic Good, Neutral Good\"],[\"{@book Bytopia|XDMG|5|Bytopia}\",\"Lawful Good, Neutral Good\"],[\"{@book Carceri|XDMG|5|Carceri}\",\"Chaotic Evil, Neutral Evil\"],[\"{@book Elysium|XDMG|5|Elysium}\",\"Neutral Good\"],[\"{@book Gehenna|XDMG|5|Gehenna}\",\"Lawful Evil, Neutral Evil\"],[\"{@book Hades|XDMG|5|Hades}\",\"Neutral Evil\"],[\"{@book Limbo|XDMG|5|Limbo}\",\"Chaotic Neutral\"],[\"{@book Mechanus|XDMG|5|Mechanus}\",\"Lawful Neutral\"],[\"{@book Mount Celestia|XDMG|5|Mount Celestia}\",\"Lawful Good\"],[\"{@book Nine Hells|XDMG|5|Nine Hells}\",\"Lawful Evil\"],[\"{@book Outlands|XDMG|5|Outlands}\",\"Neutral\"],[\"{@book Pandemonium|XDMG|5|Pandemonium}\",\"Chaotic Evil, Chaotic Neutral\"],[\"{@book Ysgard|XDMG|5|Ysgard}\",\"Chaotic Good, Chaotic Neutral\"]],\"name\":\"Outer Planes\",\"page\":174,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Cosmology\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":5}},{\"caption\":\"Planar Adventure Situations\",\"colLabels\":[\"1d10\",\"Situation\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"When magic fails to revive a dead person, the only solution is to venture to the Outer Planes to find the person's spirit and either release it from some prison or convince the person to return to life.\"],[\"2\",\"People who venture into the woods keep accidentally wandering into the Feywild or the Shadowfell. They might never return, return with no sense of how much time has passed, or return dramatically changed.\"],[\"3\",\"A long-dead oracle is the only one who knows how a terrible prophecy might be averted, but the cataclysmic fulfillment of the prophecy has already begun.\"],[\"4\",\"A god has stopped answering prayers and won't respond to any {@spell Commune|XPHB} spell.\"],[\"5\",\"A devil has tricked an angel into meddling in the Blood War, and the angel seeks mortal aid.\"],[\"6\",\"A ancestor of one of the characters must be convinced to bless the character before the full power of the character's bloodline can be unleashed.\"],[\"7\",\"A foolhardy knight carried a holy weapon on a doomed mission into the Nine Hells, and the powers of Mount Celestia want the weapon and the knight's remains retrieved.\"],[\"8\",\"A titan is imprisoned on an Outer Plane. The characters might be trying to stop those who seek to release it, or they might want to release it to help defend the world from a greater threat.\"],[\"9\",\"To prove themselves worthy of an even greater quest, the characters are sent to slay a horrible monster, win the favor of a powerful planar being, negotiate peace between two warring planar factions, or retrieve a long-lost item on another plane.\"],[\"10\",\"An item of legend is being sold at auction in Sigil, the City of Brass, or some other planar metropolis.\"]],\"name\":\"Planar Adventure Situations\",\"page\":178,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Cosmology\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":5}},{\"caption\":\"Layers of the Abyss\",\"colLabels\":[\"Layer\",\"Description\"],\"colStyles\":[\"col-3\",\"col-9\"],\"rows\":[[\"The Plain of Infinite Portals\",\"On layer 1, corroded iron fortresses defend routes to lower layers.\"],[\"Azzagrat\",\"Graz'zt's corrupt, decadent city is split across layers 45, 46, and 47.\"],[\"The Demonweb\",\"On layer 66, Lolth's web snares all and hides portals to other planes.\"],[\"Gaping Maw\",\"Layer 88 is a malevolent wilderness surrounding Demogorgon's ocean fortress.\"],[\"Thanatos\",\"On layer 113, an endless graveyard hosts Orcus and the sleepless dead.\"],[\"The Slime Pits (Shedaklah)\",\"Layer 222, a fetid realm of ooze and fungi, obeys the whims of Juiblex and Zuggtmoy.\"],[\"The Death Dells\",\"Yeenoghu and his gnoll servants prowl layer 422—a cruel, desolate realm.\"],[\"The Endless Maze\",\"Layer 600's endless labyrinth turns visitors into Baphomet's prey.\"]],\"name\":\"Layers of the Abyss\",\"page\":180,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Cosmology\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":5}},{\"caption\":\"Layers of Acheron\",\"colLabels\":[\"Layer\",\"Description\"],\"colStyles\":[\"col-3\",\"col-9\"],\"rows\":[[\"Avalas\",\"Spirit soldiers wage endless wars across debris-strewn battlefields.\"],[\"Thuldanin\",\"Pitted, hollow cubes are filled with the cast-off machinery of war.\"],[\"Tintibulus\",\"Jagged blocks tumble in darkness, holding frozen memories sapped by the River Styx and crystallized into fleeting images.\"],[\"Ocanthus\",\"Maelstroms of razor-sharp debris swirl above a mire of black ice.\"]],\"name\":\"Layers of Acheron\",\"page\":182,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Cosmology\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":5}},{\"caption\":\"Layers of Arborea\",\"colLabels\":[\"Layer\",\"Description\"],\"colStyles\":[\"col-3\",\"col-9\"],\"rows\":[[\"Arvandor\",\"Towering trees, colorful wildflowers, abundant grain, and delicious fruit create a lush environment.\"],[\"Aquallor\",\"An eternal ocean fed by the River Oceanus is home to teeming sea life and mighty storms.\"],[\"Mithardir\",\"A desert of white sand is abandoned by whatever powers once lived there.\"]],\"name\":\"Layers of Arborea\",\"page\":183,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Cosmology\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":5}},{\"caption\":\"Layers of Arcadia\",\"colLabels\":[\"Layer\",\"Description\"],\"colStyles\":[\"col-3\",\"col-9\"],\"rows\":[[\"Abellio\",\"Everything in these fields of plenty is dedicated to the good of all.\"],[\"Buxenus\",\"Military forces gather their strength, amid pleasant valleys and orchards, to reclaim the lost layer of Menausus—now part of Mechanus.\"]],\"name\":\"Layers of Arcadia\",\"page\":183,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Cosmology\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":5}},{\"caption\":\"Astral Color Pools\",\"colLabels\":[\"1d20\",\"Plane\",\"Pool Color\"],\"colStyles\":[\"col-2 text-center\",\"col-5\",\"col-5\"],\"rows\":[[\"1\",\"Abyss\",\"Amethyst\"],[\"2\",\"Acheron\",\"Flame red\"],[\"3\",\"Arborea\",\"Sapphire blue\"],[\"4\",\"Arcadia\",\"Saffron\"],[\"5\",\"Beastlands\",\"Emerald green\"],[\"6\",\"Bytopia\",\"Amber\"],[\"7\",\"Carceri\",\"Olive\"],[\"8\",\"Elysium\",\"Orange\"],[\"9\",\"Ethereal Plane\",\"Spiraling white\"],[\"10\",\"Gehenna\",\"Russet\"],[\"11\",\"Hades\",\"Rust\"],[\"12\",\"Limbo\",\"Jet black\"],[\"13–14\",\"Material Plane\",\"Silver\"],[\"15\",\"Mechanus\",\"Diamond blue\"],[\"16\",\"Mount Celestia\",\"Gold\"],[\"17\",\"Nine Hells\",\"Ruby\"],[\"18\",\"Outlands\",\"Leather brown\"],[\"19\",\"Pandemonium\",\"Magenta\"],[\"20\",\"Ysgard\",\"Indigo\"]],\"name\":\"Astral Color Pools\",\"page\":184,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Cosmology\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":5}},{\"caption\":\"Psychic Wind Location Effects\",\"colLabels\":[\"1d20\",\"Location Effect\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1–8\",\"Diverted; add {@dice 1d6} days to travel time\"],[\"9–12\",\"Blown astray; add {@dice 3d10} days to travel time\"],[\"13–16\",\"Lost; at the end of the travel time, the characters arrive at a location other than the intended destination\"],[\"17–20\",\"Sent through a random color pool (roll on the {@book Astral Color Pools|XDMG|5|Astral Color Pools} table)\"]],\"name\":\"Psychic Wind Location Effects\",\"page\":185,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Cosmology\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":5}},{\"caption\":\"Psychic Wind Psychic Effects\",\"colLabels\":[\"1d20\",\"Psychic Effect\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1–8\",\"You have the {@condition Stunned|XPHB} condition for 1 minute; you repeat the saving throw at the end of each of your turns, ending the effect on yourself on a success.\"],[\"9–12\",\"You take 11 ({@dice 2d10}) Psychic damage.\"],[\"13–17\",\"You take 22 ({@dice 4d10}) Psychic damage.\"],[\"18–20\",\"You have the {@condition Unconscious|XPHB} condition for 5 ({@dice 1d10}) hours; the effect on you ends if you take damage or if another creature takes an action to shake you awake.\"]],\"name\":\"Psychic Wind Psychic Effects\",\"page\":185,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Cosmology\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":5}},{\"caption\":\"Layers of the Beastlands\",\"colLabels\":[\"Layer\",\"Description\"],\"colStyles\":[\"col-3\",\"col-9\"],\"rows\":[[\"Krigala\",\"The River Oceanus is a strong torrent flowing through this wilderness of eternal summer noon.\"],[\"Brux\",\"A red sun hovers forever on the horizon as mists and streams roil through the trees in eternal twilight.\"],[\"Karasuthra\",\"A pale moon provides the only light in this wilderness of eternal night.\"]],\"name\":\"Layers of the Beastlands\",\"page\":186,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Cosmology\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":5}},{\"caption\":\"Layers of Bytopia\",\"colLabels\":[\"Layer\",\"Description\"],\"colStyles\":[\"col-3\",\"col-9\"],\"rows\":[[\"Dothion\",\"Farms nestled among well-tamed woods are hubs of pastoral activity and individual industry.\"],[\"Shurrock\",\"Small communities thrive around quarries and mills amid rough country and harsh weather.\"]],\"name\":\"Layers of Bytopia\",\"page\":186,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Cosmology\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":5}},{\"caption\":\"Layers of Carceri\",\"colLabels\":[\"Layer\",\"Description\"],\"colStyles\":[\"col-3\",\"col-9\"],\"rows\":[[\"Orthrys\",\"The River Styx meanders through a layer of vast bogs and quicksand.\"],[\"Cathrys\",\"The stench of decay hangs over fetid jungles and scarlet plains.\"],[\"Minethys\",\"Stinging sand blows in unending storms, hiding the ruins of the ancient city Payratheon.\"],[\"Colothys\",\"Deep chasms cut between cruel mountains make foot travel nearly impossible.\"],[\"Porphatys\",\"Cold, acidic oceans are fed by constant black snow.\"],[\"Agathys\",\"Black ice streaked with red covers this frigid realm.\"]],\"name\":\"Layers of Carceri\",\"page\":187,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Cosmology\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":5}},{\"caption\":\"Layers of Elysium\",\"colLabels\":[\"Layer\",\"Description\"],\"colStyles\":[\"col-3\",\"col-9\"],\"rows\":[[\"Amoria\",\"Small towns on the banks of the River Oceanus, surrounded by lush meadows, are among the most hospitable refuges on the Outer Planes.\"],[\"Eronia\",\"Steep hills, craggy mountains, and white granite valleys offer a rugged home for hardy souls.\"],[\"Belierin\",\"Lighthouses pierce the fog and form hubs for small communities amid sprawling marshlands.\"],[\"Thalasia\",\"The Heroic Isles, rising from the headwaters of the River Oceanus, hold the best departed souls.\"]],\"name\":\"Layers of Elysium\",\"page\":191,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Cosmology\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":5}},{\"caption\":\"Ethereal Curtains\",\"colLabels\":[\"1d12\",\"Plane\",\"Curtain Color\"],\"colStyles\":[\"col-2 text-center\",\"col-7\",\"col-3\"],\"rows\":[[\"1–2\",\"Material Plane\",\"Turquoise\"],[\"3\",\"Shadowfell\",\"Dusky gray\"],[\"4\",\"Feywild\",\"Opalescent\"],[\"5\",\"Elemental Plane of Air\",\"Pale blue\"],[\"6\",\"Elemental Plane of Earth\",\"Chestnut\"],[\"7\",\"Elemental Plane of Fire\",\"Orange\"],[\"8\",\"Elemental Plane of Water\",\"Green\"],[\"9\",\"Para-elemental Plane of Ash\",\"Dark gray\"],[\"10\",\"Para-elemental Plane of Ice\",\"Aquamarine\"],[\"11\",\"Para-elemental Plane of Magma\",\"Maroon\"],[\"12\",\"Para-elemental Plane of Ooze\",\"Chocolate\"]],\"name\":\"Deep Ethereal; Ethereal Curtains\",\"page\":192,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Cosmology\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":5}},{\"caption\":\"Ether Cyclone\",\"colLabels\":[\"1d20\",\"Effect\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1–12\",\"Extended journey. Each character in a group traveling together makes a DC 15 Charisma saving throw. If at least half the group succeeds, travel is delayed by {@dice 1d10} hours. Otherwise, the journey's travel time is doubled.\"],[\"13–19\",\"Blown to a location in the Border Ethereal overlapping a random plane (roll on the {@book Ethereal Curtains|XDMG|5|Ethereal Curtains} table)\"],[\"20\",\"Hurled to a random destination on the Astral Plane\"]],\"name\":\"Ether Cyclones; Ether Cyclone\",\"page\":193,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Cosmology\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":5}},{\"caption\":\"Feywild Time Warp\",\"colLabels\":[\"1d20\",\"Result\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1–2\",\"Days become minutes\"],[\"3–6\",\"Days become hours\"],[\"7–13\",\"No change\"],[\"14–17\",\"Days become weeks\"],[\"18–19\",\"Days become months\"],[\"20\",\"Days become years\"]],\"name\":\"Feywild Time Warp\",\"page\":196,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Cosmology\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":5}},{\"caption\":\"Layers of Gehenna\",\"colLabels\":[\"Layer\",\"Description\"],\"colStyles\":[\"col-3\",\"col-9\"],\"rows\":[[\"Khalas\",\"Lava illuminates clouds of volcanic ash and steam from the River Styx.\"],[\"Chamada\",\"Constant lava flows and eruptions make overland travel difficult. Iron zeppelins piloted by yugoloths drift through the constant gray ashfall.\"],[\"Mungoth\",\"Acidic ash mingles with falling snow on this freezing layer.\"],[\"Krangath\",\"The Dead Furnace is a great mountain suspended in silence and darkness, home to a coterie of liches.\"]],\"name\":\"Layers of Gehenna\",\"page\":197,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Cosmology\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":5}},{\"caption\":\"Layers of Hades\",\"colLabels\":[\"Layer\",\"Description\"],\"colStyles\":[\"col-3\",\"col-9\"],\"rows\":[[\"Oinos\",\"A land of dead-gray ash, stunted trees, and virulent disease is stalked by roving bands of Fiends looking for a fight or recruits for the Blood War.\"],[\"Niflheim\",\"Gray pine trees blanket rolling hills and rocky bluffs, and thick mists coil around their trunks.\"],[\"Pluton\",\"Shriveled willows, olive trees, and poplars contribute to the gloom of this concentration of the deepest despair in the multiverse.\"]],\"name\":\"Layers of Hades\",\"page\":197,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Cosmology\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":5}},{\"caption\":\"Layers of Mount Celestia\",\"colLabels\":[\"Layer\",\"Description\"],\"colStyles\":[\"col-3\",\"col-9\"],\"rows\":[[\"Lunia\",\"In the Silver Heaven, the holy water of the Silver Sea laps at the base of the celestial mountain under a starry sky.\"],[\"Mercuria\",\"The Golden Heaven's tame slopes and lush valleys are bathed in golden light that evokes the hope of a new dawn.\"],[\"Venya\",\"In the Pearly Heaven, terraced fields and tended woodlands dot the snowy slopes.\"],[\"Solania\",\"In the Crystal Heaven, holy shrines glitter under a silvery sky amid luminescent fog.\"],[\"Mertion\",\"On the sweeping plains of the Platinum Heaven, holy soldiers muster in grand citadels for battles across the planes.\"],[\"Jovar\",\"The Glittering Heaven, strewn with beautiful rubies and garnets, is home to the seven-tiered Heavenly City.\"],[\"Chronias\",\"The Illuminated Heaven is an ineffable mystery.\"]],\"name\":\"Layers of Mount Celestia\",\"page\":200,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Cosmology\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":5}},{\"caption\":\"Layers of the Nine Hells\",\"colLabels\":[\"Layer\",\"Description\"],\"colStyles\":[\"col-3\",\"col-9\"],\"rows\":[[\"{@book Avernus|XDMG|5|Avernus}\",\"The Blood War rages across battlefields littered with corpses and the wreckage of hellish war machines.\"],[\"{@book Dis|XDMG|5|Dis}\",\"Iron roads in deep canyons lead to the dreaded Iron City of Dis.\"],[\"{@book Minauros|XDMG|5|Minauros}\",\"Acid falls like rain on putrid bogs and decaying cities.\"],[\"{@book Phlegethos|XDMG|5|Phlegethos}\",\"Obsidian fortresses bask in the heat of raging volcanoes and magma rivers.\"],[\"{@book Stygia|XDMG|5|Stygia}\",\"Levistus's prison is a frigid hellscape of jagged ice and cold fire.\"],[\"{@book Malbolge|XDMG|5|Malbolge}\",\"An ever-crumbling mountain threatens to bury visitors.\"],[\"{@book Maladomini|XDMG|5|Maladomini}\",\"Swarms of hungry flies plague dead cities surrounded by utter desolation.\"],[\"{@book Cania|XDMG|5|Cania}\",\"Ice-trapped cities provide shelter in a realm cold enough to freeze the soul.\"],[\"{@book Nessus|XDMG|5|Nessus}\",\"Mighty fortresses stand watch over the deepest pits of the Nine Hells.\"]],\"name\":\"Layers of the Nine Hells\",\"page\":202,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Cosmology\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":5}},{\"caption\":\"Gate-Towns of the Outlands\",\"colLabels\":[\"Town\",\"Gate Destination\"],\"colStyles\":[\"col-3\",\"col-9\"],\"rows\":[[\"Automata\",\"Mechanus\"],[\"Bedlam\",\"Pandemonium\"],[\"Curst\",\"Carceri\"],[\"Ecstasy\",\"Elysium\"],[\"Excelsior\",\"Mount Celestia\"],[\"Faunel\",\"Beastlands\"],[\"Fortitude\",\"Arcadia\"],[\"Glorium\",\"Ysgard\"],[\"Hopeless\",\"Hades\"],[\"Plague-Mort\",\"Abyss\"],[\"Ribcage\",\"Nine Hells\"],[\"Rigus\",\"Acheron\"],[\"Sylvania\",\"Arborea\"],[\"Torch\",\"Gehenna\"],[\"Tradegate\",\"Bytopia\"],[\"Xaos\",\"Limbo\"]],\"name\":\"Gate-Towns of the Outlands\",\"page\":205,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Cosmology\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":5}},{\"caption\":\"Layers of Pandemonium\",\"colLabels\":[\"Layer\",\"Description\"],\"colStyles\":[\"col-3\",\"col-9\"],\"rows\":[[\"Pandesmos\",\"Howling winds, dark streams bound for the River Styx, and blowing snow pour through vast, desolate caverns.\"],[\"Cocytus\",\"Winds blowing through narrower tunnels create a stronger force and louder wails, making this the so-called \\\"Layer of Lamentation.\\\"\"],[\"Phlegethon\",\"Tunnel walls absorb light while water creates intricate rock formations.\"],[\"Agathion\",\"Sealed-off tunnels are largely inaccessible from elsewhere, making them ideal as vaults for ancient secrets.\"]],\"name\":\"Layers of Pandemonium\",\"page\":206,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Cosmology\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":5}},{\"caption\":\"Shadowfell Despair\",\"colLabels\":[\"1d6\",\"Effect\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1–3\",\"Apathy. The character has {@variantrule Disadvantage|XPHB} on {@variantrule Death Saving Throw|XPHB|Death Saving Throws} and {@variantrule Initiative|XPHB} rolls.\"],[\"4–5\",\"Dread. The character has {@variantrule Disadvantage|XPHB} on all saving throws.\"],[\"6\",\"Delusion. The character has {@variantrule Disadvantage|XPHB} on ability checks and saving throws that use Intelligence, Wisdom, or Charisma.\"]],\"name\":\"Shadowfell Despair\",\"page\":209,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Cosmology\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":5}},{\"caption\":\"Layers of Ysgard\",\"colLabels\":[\"Layer\",\"Description\"],\"colStyles\":[\"col-3\",\"col-9\"],\"rows\":[[\"Ysgard\",\"Immense rivers of floating earth grind together in eternal rumbling.\"],[\"Muspelheim\",\"The ground smokes and burns beneath the earthbergs of the top layer.\"],[\"Nidavellir\",\"Floating chunks of earth are closer together, giving the appearance of endless tunnels with rich mineral deposits.\"]],\"name\":\"Layers of Ysgard\",\"page\":210,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Cosmology\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":6},\"index\":5}},{\"caption\":\"Treasure Themes\",\"colLabels\":[\"Theme\",\"Appropriate Treasure\"],\"colStyles\":[\"col-3\",\"col-9\"],\"rows\":[[\"{@book Arcana|XDMG|6|Arcana Tables}\",\"Gemstones plus magic items of an eldritch or esoteric nature\"],[\"{@book Armaments|XDMG|6|Armaments Tables}\",\"Coins or trade bars plus magic items that are useful in battle\"],[\"{@book Implements|XDMG|6|Implements Tables}\",\"Coins, trade bars, or trade goods plus magic items that focus on utility\"],[\"{@book Relics|XDMG|6|Relics Tables}\",\"Art objects plus magic items that have religious origins or purposes\"]],\"name\":\"Treasure Themes\",\"page\":213,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"Trade Bars\",\"colLabels\":[\"Bar\",\"Value\",\"Dimensions\"],\"colStyles\":[\"col-4\",\"col-2 text-center\",\"col-6\"],\"rows\":[[\"{@item silver bar (2-pound)|XDMG|2-pound silver bar}\",\"10 GP\",\"5 in. long × 2 in. wide × 1/2 in. thick\"],[\"{@item silver bar (5-pound)|XDMG|5-pound silver bar}\",\"25 GP\",\"6 in. long × 2 in. wide × 1 in. thick\"],[\"{@item gold bar (5-pound)|XDMG|5-pound gold bar}\",\"250 GP\",\"5 in. long × 2 in. wide × 3/4 in. thick\"]],\"name\":\"Trade Bars\",\"page\":213,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"Trade Goods\",\"colLabels\":[\"Cost\",\"Goods\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1 CP\",\"1 lb. of {@item wheat|XDMG}\"],[\"2 CP\",\"2 lb. of {@item flour|XDMG} or one {@item chicken|XDMG}\"],[\"5 CP\",\"1 lb. of {@item salt|XDMG}\"],[\"1 SP\",\"1 lb. of {@item iron|XDMG} or 1 sq. yd. of {@item Canvas (1 sq. yd.)|XDMG|canvas}\"],[\"5 SP\",\"1 lb. of {@item copper|XDMG} or 1 sq. yd. of {@item Cotton Cloth (1 sq. yd.)|XDMG|cotton cloth}\"],[\"1 GP\",\"1 lb. of {@item ginger|XDMG} or one {@item goat|XDMG}\"],[\"2 GP\",\"1 lb. of {@item cinnamon|XDMG} or {@item pepper|XDMG}, or one {@item sheep|XDMG}\"],[\"3 GP\",\"1 lb. of {@item cloves|XDMG} or one {@item pig|XDMG}\"],[\"5 GP\",\"1 lb. of {@item silver|XDMG} or 1 sq. yd. of {@item Linen (1 sq. yd.)|XDMG|linen}\"],[\"10 GP\",\"1 lb. of {@item silk|XDMG} or one {@item cow|XDMG}\"],[\"15 GP\",\"1 lb. of {@item saffron|XDMG} or one {@item ox|XDMG}\"],[\"50 GP\",\"1 lb. of {@item gold|XDMG}\"],[\"500 GP\",\"1 lb. of {@item platinum|XDMG}\"]],\"name\":\"Trade Goods\",\"page\":213,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"10 GP Gemstones\",\"colLabels\":[\"1d12\",\"Stone\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@item Azurite|XDMG} (mottled deep blue)\"],[\"2\",\"{@item Banded agate|XDMG} (striped brown, blue, white, or red)\"],[\"3\",\"{@item Blue quartz|XDMG} (pale blue)\"],[\"4\",\"{@item Eye agate|XDMG} (circles of gray, white, brown, blue, or green)\"],[\"5\",\"{@item Hematite|XDMG} (gray black)\"],[\"6\",\"{@item Lapis lazuli|XDMG} (light and dark blue with yellow flecks)\"],[\"7\",\"{@item Malachite|XDMG} (striated light and dark green)\"],[\"8\",\"{@item Moss agate|XDMG} (pink or yellow white with mossy gray or green markings)\"],[\"9\",\"{@item Obsidian|XDMG} (black)\"],[\"10\",\"{@item Rhodochrosite|XDMG} (light pink)\"],[\"11\",\"{@item Tiger eye|XDMG} (brown with golden center)\"],[\"12\",\"{@item Turquoise|XDMG} (light blue green)\"]],\"name\":\"10 GP Gemstones\",\"page\":214,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"50 GP Gemstones\",\"colLabels\":[\"1d12\",\"Stone\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@item Bloodstone|XDMG} (dark gray with red flecks)\"],[\"2\",\"{@item Carnelian|XDMG} (orange to red brown)\"],[\"3\",\"{@item Chalcedony|XDMG} (white)\"],[\"4\",\"{@item Chrysoprase|XDMG} (green)\"],[\"5\",\"{@item Citrine|XDMG} (pale yellow brown)\"],[\"6\",\"{@item Jasper|XDMG} (blue, black, or brown)\"],[\"7\",\"{@item Moonstone|XDMG} (white with pale-blue glow)\"],[\"8\",\"{@item Onyx|XDMG} (bands of black and white, or pure black or white)\"],[\"9\",\"{@item Quartz|XDMG} (white, smoky gray, or yellow)\"],[\"10\",\"{@item Sardonyx|XDMG} (bands of red and white)\"],[\"11\",\"{@item Star rose quartz|XDMG} (rosy stone with white star-shaped center)\"],[\"12\",\"{@item Zircon|XDMG} (pale blue green)\"]],\"name\":\"50 GP Gemstones\",\"page\":214,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"100 GP Gemstones\",\"colLabels\":[\"1d10\",\"Stone\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@item Amber|XDMG} (watery gold to rich gold)\"],[\"2\",\"{@item Amethyst|XDMG} (deep purple)\"],[\"3\",\"{@item Chrysoberyl|XDMG} (yellow green to pale green)\"],[\"4\",\"{@item Coral|XDMG} (crimson)\"],[\"5\",\"{@item Garnet|XDMG} (red, brown green, or violet)\"],[\"6\",\"{@item Jade|XDMG} (light green, deep green, or white)\"],[\"7\",\"{@item Jet|XDMG} (deep black)\"],[\"8\",\"{@item Pearl|XDMG} (lustrous white, yellow, or pink)\"],[\"9\",\"{@item Spinel|XDMG} (red, red brown, or deep green)\"],[\"10\",\"{@item Tourmaline|XDMG} (pale green, blue, brown, or red)\"]],\"name\":\"100 GP Gemstones\",\"page\":214,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"500 GP Gemstones\",\"colLabels\":[\"1d6\",\"Stone\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@item Alexandrite|XDMG} (dark green)\"],[\"2\",\"{@item Aquamarine|XDMG} (pale blue green)\"],[\"3\",\"{@item Black pearl|XDMG} (pure black)\"],[\"4\",\"{@item Blue spinel|XDMG} (deep blue)\"],[\"5\",\"{@item Peridot|XDMG} (rich olive green)\"],[\"6\",\"{@item Topaz|XDMG} (golden yellow)\"]],\"name\":\"500 GP Gemstones\",\"page\":214,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"1,000 GP Gemstones\",\"colLabels\":[\"1d8\",\"Stone\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@item Black opal|XDMG} (dark green with black mottling and golden flecks)\"],[\"2\",\"{@item Blue sapphire|XDMG} (medium blue)\"],[\"3\",\"{@item Emerald|XDMG} (deep bright green)\"],[\"4\",\"{@item Fire opal|XDMG} (fiery red)\"],[\"5\",\"{@item Opal|XDMG} (pale blue with green and golden mottling)\"],[\"6\",\"{@item Star ruby|XDMG} (ruby with white star-shaped center)\"],[\"7\",\"{@item Star sapphire|XDMG} (blue sapphire with white star-shaped center)\"],[\"8\",\"{@item Yellow sapphire|XDMG} (fiery yellow or yellow green)\"]],\"name\":\"1,000 GP Gemstones\",\"page\":214,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"5,000 GP Gemstones\",\"colLabels\":[\"1d4\",\"Stone\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@item Black sapphire|XDMG} (lustrous black with glowing highlights)\"],[\"2\",\"{@item Diamond|XDMG} (blue white, canary, pink, brown, or blue)\"],[\"3\",\"{@item Jacinth|XDMG} (fiery orange)\"],[\"4\",\"{@item Ruby|XDMG} (clear red to deep crimson)\"]],\"name\":\"5,000 GP Gemstones\",\"page\":214,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"25 GP Art Objects\",\"colLabels\":[\"1d10\",\"Object\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@item Silver ewer|XDMG}\"],[\"2\",\"{@item Carved bone statuette|XDMG}\"],[\"3\",\"{@item Gold bracelet|XDMG}\"],[\"4\",\"{@item Cloth-of-gold vestments|XDMG}\"],[\"5\",\"{@item Black velvet mask stitched with silver thread|XDMG}\"],[\"6\",\"{@item Copper chalice with silver filigree|XDMG}\"],[\"7\",\"{@item Pair of engraved bone dice|XDMG}\"],[\"8\",\"{@item Handheld mirror set in a painted wooden frame|XDMG}\"],[\"9\",\"{@item Embroidered silk handkerchief|XDMG}\"],[\"10\",\"{@item Gold locket with a painted portrait inside|XDMG}\"]],\"name\":\"25 GP Art Objects\",\"page\":215,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"250 GP Art Objects\",\"colLabels\":[\"1d10\",\"Object\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@item Gold ring set with bloodstones|XDMG}\"],[\"2\",\"{@item Carved ivory statuette|XDMG}\"],[\"3\",\"{@item Bejeweled gold bracelet|XDMG}\"],[\"4\",\"{@item Silver necklace with a gemstone pendant|XDMG}\"],[\"5\",\"{@item Bronze crown|XDMG}\"],[\"6\",\"{@item Silk vestments with gold embroidery|XDMG}\"],[\"7\",\"{@item Well-made tapestry that is 10 feet by 10 feet|XDMG}\"],[\"8\",\"{@item Brass mug with jade inlay|XDMG}\"],[\"9\",\"{@item Box of turquoise animal figurines|XDMG}\"],[\"10\",\"{@item Gold birdcage with electrum filigree|XDMG}\"]],\"name\":\"250 GP Art Objects\",\"page\":215,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"750 GP Art Objects\",\"colLabels\":[\"1d10\",\"Object\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@item Silver chalice set with moonstones|XDMG}\"],[\"2\",\"{@item Bundle of sheet music representing the lost dirges of a famous composer|XDMG}\"],[\"3\",\"{@item Carved wooden harp with ivory inlay and zircon gems|XDMG}\"],[\"4\",\"{@item Gold idol|XDMG}\"],[\"5\",\"{@item Gold comb shaped like a dragon with red garnets as eyes|XDMG}\"],[\"6\",\"{@item Bottle stopper cork embossed with gold leaf and set with amethysts|XDMG}\"],[\"7\",\"{@item Detailed, life-sized dragonborn skull cast in electrum|XDMG}\"],[\"8\",\"{@item Silver and gold brooch|XDMG}\"],[\"9\",\"{@item Obsidian statuette with gold fittings and inlay|XDMG}\"],[\"10\",\"{@item Painted gold war mask|XDMG}\"]],\"name\":\"750 GP Art Objects\",\"page\":215,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"2,500 GP Art Objects\",\"colLabels\":[\"1d10\",\"Object\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@item Fine gold chain set with a fire opal|XDMG}\"],[\"2\",\"{@item Old masterpiece painting|XDMG}\"],[\"3\",\"{@item Embroidered silk and velvet mantle set with numerous moonstones|XDMG}\"],[\"4\",\"{@item Platinum bracelet set with an emerald|XDMG}\"],[\"5\",\"{@item Embroidered glove set with jewel chips|XDMG}\"],[\"6\",\"{@item Jeweled anklet|XDMG}\"],[\"7\",\"{@item Gold music box|XDMG}\"],[\"8\",\"{@item Gold circlet set with four aquamarines|XDMG}\"],[\"9\",\"{@item Eye patch decorated with tiny blue sapphires and moonstones|XDMG}\"],[\"10\",\"A {@item necklace string of small pink pearls|XDMG}\"]],\"name\":\"2,500 GP Art Objects\",\"page\":215,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"7,500 GP Art Objects\",\"colLabels\":[\"1d10\",\"Object\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@item Jeweled gold crown|XDMG}\"],[\"2\",\"{@item Jeweled platinum ring|XDMG}\"],[\"3\",\"{@item Gold statuette set with rubies|XDMG}\"],[\"4\",\"{@item Gold cup set with emeralds|XDMG}\"],[\"5\",\"{@item Gold jewelry box with platinum filigree|XDMG}\"],[\"6\",\"{@item Set of gold nesting dolls|XDMG}\"],[\"7\",\"{@item Jade game board with gold playing pieces|XDMG}\"],[\"8\",\"{@item Bejeweled ivory drinking horn with gold filigree|XDMG}\"],[\"9\",\"{@item Gilded royal coach or funeral barge|XDMG}\"],[\"10\",\"{@item Ceremonial gold armor with black pearls|XDMG}\"]],\"name\":\"7,500 GP Art Objects\",\"page\":215,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"Magic Item Categories\",\"colLabels\":[\"Category\",\"Examples\"],\"colStyles\":[\"col-3\",\"col-9\"],\"rows\":[[\"{@book Armor|XDMG|6|Armor}\",\"{@item +1 Leather Armor|XDMG}, {@item +1 Shield|XDMG}\"],[\"{@book Potions|XDMG|6|Potions}\",\"{@item Potion of Healing|XDMG}\"],[\"{@book Rings|XDMG|6|Rings}\",\"{@item Ring of Invisibility|XDMG}\"],[\"{@book Rods|XDMG|6|Rods}\",\"{@item Immovable Rod|XDMG}\"],[\"{@book Scrolls|XDMG|6|Scrolls}\",\"{@item Spell Scroll|XDMG}\"],[\"{@book Staffs|XDMG|6|Staffs}\",\"{@item Staff of Striking|XDMG}\"],[\"{@book Wands|XDMG|6|Wands}\",\"{@item Wand of Fireballs|XDMG}\"],[\"{@book Weapons|XDMG|6|Weapons}\",\"{@item +1 Ammunition|XDMG}, {@item +1 Longsword|XDMG}\"],[\"{@book Wondrous Items|XDMG|6|Wondrous Items}\",\"{@item Bag of Holding|XDMG}, {@item Boots of Elvenkind|XDMG}\"]],\"name\":\"Magic Item Categories\",\"page\":216,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"Potion Miscibility\",\"colLabels\":[\"1d100\",\"Result\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01\",\"Both potions lose their effects, and the mixture creates a magical explosion in a 5-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on itself. Each creature in that area takes {@dice 4d10} Force damage.\"],[\"02–08\",\"Both potions lose their effects, and the mixture becomes an ingested poison of your choice (see \\\"{@book Poison|XDMG|2|Poison}\\\" in {@book chapter 3|XDMG|2}).\"],[\"09–15\",\"Both potions lose their effects.\"],[\"16–25\",\"One potion loses its effect.\"],[\"26–35\",\"Both potions work, but with their numerical effects and durations halved. If a potion has no numerical effect and no duration, it instead loses its effect.\"],[\"36–90\",\"Both potions work normally.\"],[\"91–99\",\"Both potions work, but the numerical effects and duration of one potion are doubled. If neither potion has anything to double in this way, they work normally.\"],[\"00\",\"Only one potion works, but its effects are permanent. Choose the simplest effect to make permanent or the one that seems the most fun. For example, a {@item Potion of Healing|XDMG} might increase the drinker's Hit Point maximum by {@dice 2d4 + 2}, or a {@item Potion of Invisibility|XDMG} might give the drinker the {@condition Invisible|XPHB} condition indefinitely. At your discretion, a {@spell Dispel Magic|XPHB} spell or similar magic might end this lasting effect.\"]],\"name\":\"Mixing Potions; Potion Miscibility\",\"page\":216,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"Magic Item Rarities and Values\",\"colLabels\":[\"Rarity\",\"Value*\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-right\"],\"rows\":[[\"Common\",\"100 GP\"],[\"Uncommon\",\"400 GP\"],[\"Rare\",\"4,000 GP\"],[\"Very Rare\",\"40,000 GP\"],[\"Legendary\",\"200,000 GP\"],[\"Artifact\",\"Priceless\"]],\"footnotes\":[\"*Halve the value for a consumable item other than a {@item Spell Scroll|XDMG}. The value of a Spell Scroll is double what it costs to scribe the scroll (as specified in the {@book Player's Handbook|XPHB}).\"],\"name\":\"Magic Item Values by Rarity; Magic Item Rarities and Values\",\"page\":217,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"Magic Items Awarded by Level\",\"colLabels\":[\"Character Level (Tier of Play)\",\"Common Items\",\"Uncommon Items\",\"Rare Items\",\"Very Rare Items\",\"Legendary Items\",\"All Items\"],\"colStyles\":[\"col-1-8 text-center\",\"col-1-7 text-center\",\"col-1-7 text-center\",\"col-1-7 text-center\",\"col-1-7 text-center\",\"col-1-7 text-center\",\"col-1-7 text-center\"],\"rows\":[[\"1–4 (tier 1)\",\"6\",\"4\",\"1\",\"0\",\"0\",\"11\"],[\"5–10 (tier 2)\",\"10\",\"17\",\"6\",\"1\",\"0\",\"34\"],[\"11–16 (tier 3)\",\"3\",\"7\",\"11\",\"7\",\"2\",\"30\"],[\"17–20 (tier 4)\",\"0\",\"0\",\"5\",\"11\",\"9\",\"25\"],[\"{@b Total}\",\"{@b 19}\",\"{@b 28}\",\"{@b 23}\",\"{@b 19}\",\"{@b 11}\",\"{@b 100}\"]],\"name\":\"Magic Items Awarded by Level\",\"page\":218,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"Magic Item Rarities\",\"colLabelRows\":[[{\"type\":\"cellHeader\",\"width\":4,\"entry\":\"{@dice 1d100} Roll\",\"style\":\"th-skewer\"}],[\"Levels 1–4\",\"Levels 5–10\",\"Levels 11–16\",\"Levels 17–20\",\"Item's Rarity\"]],\"colStyles\":[\"col-2-4 text-center\",\"col-2-4 text-center\",\"col-2-4 text-center\",\"col-2-4 text-center\",\"col-2-4 text-center\"],\"rows\":[[\"01–54\",\"01–30\",\"01–11\",\"—\",\"Common\"],[\"55–91\",\"31–81\",\"12–34\",\"—\",\"Uncommon\"],[\"92–00\",\"82–98\",\"35–70\",\"01–20\",\"Rare\"],[\"—\",\"99–00\",\"71–93\",\"21–64\",\"Very Rare\"],[\"—\",\"—\",\"94–00\",\"65–00\",\"Legendary\"]],\"name\":\"Random Magic Item Rarity; Magic Item Rarities\",\"page\":218,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"Magic Item Tools\",\"colLabels\":[\"Item Category\",\"Required Tool\"],\"colStyles\":[\"col-3\",\"col-9\"],\"rows\":[[\"Armor\",\"{@item Leatherworker's Tools|XPHB}, {@item Smith's Tools|XPHB}, or {@item Weaver's Tools|XPHB} depending on the kind of armor as noted in the tools' descriptions\"],[\"Potion\",\"{@item Alchemist's Supplies|XPHB} or {@item Herbalism Kit|XPHB}\"],[\"Ring\",\"{@item Jeweler's Tools|XPHB}\"],[\"Rod\",\"{@item Woodcarver's Tools|XPHB}\"],[\"Scroll\",\"{@item Calligrapher's Supplies|XPHB}\"],[\"Staff\",\"{@item Woodcarver's Tools|XPHB}\"],[\"Wand\",\"{@item Woodcarver's Tools|XPHB}\"],[\"Weapon\",\"{@item Leatherworker's Tools|XPHB}, {@item Smith's Tools|XPHB}, or {@item Woodcarver's Tools|XPHB} depending on the kind of weapon as noted in the tools' descriptions\"],[\"Wondrous Item\",\"{@item Tinker's Tools|XPHB} or the tool required to make the nonmagical item on which the magic item is based\"]],\"name\":\"Magic Item Tools\",\"page\":220,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"Magic Item Crafting Time and Cost\",\"colLabels\":[\"Item Rarity\",\"Time*\",\"Cost*\"],\"colStyles\":[\"col-4\",\"col-4 text-right\",\"col-4 text-right\"],\"rows\":[[\"Common\",\"5 days\",\"50 GP\"],[\"Uncommon\",\"10 days\",\"200 GP\"],[\"Rare\",\"50 days\",\"2,000 GP\"],[\"Very Rare\",\"125 days\",\"20,000 GP\"],[\"Legendary\",\"250 days\",\"100,000 GP\"]],\"footnotes\":[\"*The time and cost are halved for a consumable item other than a {@item Spell Scroll|XDMG}, whose {@table Scribing Spell Scrolls; Spell Scroll Costs|XPHB|crafting time and cost} are given in the {@book Player's Handbook|XPHB}.\"],\"name\":\"Magic Item Crafting Time and Cost\",\"page\":221,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"Magic Item's Creator or Intended User\",\"colLabels\":[\"1d20\",\"Creator or Intended User\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Aberration. The item is ancient. At a glance, it seems to be covered with mucus.\"],[\"2\",\"Celestial. The item is half the normal weight and inscribed with feathered wings, suns, and stars. Fiends find it repulsive.\"],[\"3\",\"Devotees of Lolth. The item is half the normal weight. It is inscribed with spiders and webs in honor of Lolth.\"],[\"4\",\"Dragon. This item incorporates precious metals and gems from a dragon's hoard. It grows warm when within 120 feet of a Dragon.\"],[\"5–6\",\"Dwarf. The item is durable and has Dwarvish runes worked into its design. It might be associated with a clan that would like to see it returned to their ancestral halls.\"],[\"7\",\"Elemental Air. The item is half the normal weight and feels hollow. If it's made of fabric, it is diaphanous.\"],[\"8\",\"Elemental Earth. This item might be crafted from stone. Any cloth or leather elements are studded with finely polished rock.\"],[\"9\",\"Elemental Fire. This item is warm to the touch, and any metal parts are crafted from black iron. Flame imagery covers its surface.\"],[\"10\",\"Elemental Water. Lustrous fish scales replace leather or cloth on this item, and seashells and worked coral (as hard as any metal) replace metal portions.\"],[\"11–12\",\"Elf. The item is half the normal weight. It is adorned with symbols of nature: leaves, vines, stars, and the like.\"],[\"13\",\"Fey. The item is exquisitely crafted from the finest materials and glows with a pale radiance in moonlight, shedding {@variantrule Dim Light|XPHB} in a 5-foot radius. Any metal in the item is silver or mithral rather than iron or steel.\"],[\"14\",\"Fiend. The item is made of iron or horn, and any cloth or leather components are crafted from the hide of Fiends. Leering faces or vile runes are engraved on its surface. Celestials find it repulsive.\"],[\"15\",\"Giant. The item is larger than normal and was crafted by Giants for use by their smaller allies.\"],[\"16\",\"Gnome. The item is crafted to appear ordinary and well used. It could also incorporate gears and mechanical components, even if these aren't essential to its function.\"],[\"17–19\",\"Human. The item was created during the heyday of a fallen human kingdom, or it is tied to a human of legend. It might hold writing in a forgotten language or symbols whose significance is lost to the ages.\"],[\"20\",\"Undead. The item incorporates symbols of death, such as bones and skulls, and it might be crafted from parts of corpses. It feels cold to the touch.\"]],\"name\":\"Magic Item Special Features; Magic Item's Creator or Intended User\",\"page\":222,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"Magic Item's History\",\"colLabels\":[\"1d8\",\"History\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Arcane. This item was created for an ancient order of spellcasters and bears the order's symbol.\"],[\"2\",\"Bane. This item was created to oppose creatures of a particular type, such as Aberrations or Dragons.\"],[\"3\",\"Heroic. A great hero once wielded this item. Anyone who knows the item's history expects great deeds from the new owner.\"],[\"4\",\"Ornament. The item honors a special event. Inset gemstones, gold or platinum inlays, and gold or silver filigree adorn its surface.\"],[\"5\",\"Prophecy. The item features in a prophecy: its bearer is destined to play a key role in future events.\"],[\"6\",\"Religious. This item was used in religious ceremonies dedicated to a particular deity. It has religious symbols worked into it.\"],[\"7\",\"Sinister. This item is linked to a deed of great evil, such as a massacre or an assassination. It might have a name or be closely associated with a villain who used it.\"],[\"8\",\"Symbol of Power. This item was once used as part of royal regalia or as a badge of high office.\"]],\"name\":\"Magic Item Special Features; Magic Item's History\",\"page\":222,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"Magic Item's Minor Property\",\"colLabels\":[\"1d20\",\"Minor Property\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1–2\",\"Beacon. You can take a Bonus Action to cause the item to shed {@variantrule Bright Light|XPHB} in a 10-foot radius and {@variantrule Dim Light|XPHB} for an additional 10 feet, or to extinguish the light.\"],[\"3\",\"Compass. You can take a {@action Magic|XPHB} action to learn which way is magnetic north. Nothing happens if this property is used in a location that has no magnetic north.\"],[\"4\",\"Delver. While underground, you always know the item's depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.\"],[\"5–6\",\"Guardian. The item warns you, granting a +2 bonus to your {@variantrule Initiative|XPHB} rolls if you don't have the {@condition Incapacitated|XPHB} condition.\"],[\"7–8\",\"Harmonious. Attuning to this item takes only 1 minute.\"],[\"9\",\"Key. The item is used to unlock a container, chamber, vault, or door.\"],[\"10\",\"Secret Message. A message is hidden somewhere on the item. It might be visible only at a certain time, under the light of one phase of the moon, or in a specific location.\"],[\"11–12\",\"Sentinel. The DM chooses a kind of creature, such as mind flayers or trolls. This item glows faintly when such creatures are within 120 feet of it.\"],[\"13\",\"Songcraft. Whenever this item is struck or is used to strike a foe, you hear a fragment of an ancient song.\"],[\"14–15\",\"Strange Material. The item was created from a material that is bizarre given its purpose. Its durability is unaffected.\"],[\"16\",\"Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher.\"],[\"17\",\"Unbreakable. The item can't be broken. Special means must be used to destroy it.\"],[\"18\",\"War Leader. You can take a {@action Magic|XPHB} action to cause your voice or signal to carry clearly for up to 600 feet until the end of your next turn.\"],[\"19\",\"Waterborne. This item floats on water and other liquids. You have {@variantrule Advantage|XPHB} on Strength ({@skill Athletics|XPHB}) checks to swim.\"],[\"20\",\"Roll twice, rerolling any additional 20s.\"]],\"name\":\"Magic Item Special Features; Magic Item's Minor Property\",\"page\":222,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"Magic Item's Quirk\",\"colLabels\":[\"1d8\",\"Quirk\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Blissful. You feel fortunate and optimistic about what the future holds. Butterflies and other harmless creatures might frolic in the item's presence.\"],[\"2\",\"Confident. The item helps you feel self-assured.\"],[\"3\",\"Covetous. You become obsessed with material wealth.\"],[\"4\",\"Fragile. The item crumbles, frays, chips, or cracks slightly when wielded, worn, or activated. This quirk has no effect on its properties.\"],[\"5\",\"Loud. The item makes a loud noise—such as a clang, a shout, or a resonating gong—when used.\"],[\"6\",\"Metamorphic. The item periodically alters its appearance in slight ways. You have no control over these minor alterations, which have no effect on the item's use.\"],[\"7\",\"Painful. You experience a harmless flash of pain when using the item.\"],[\"8\",\"Repulsive. You feel a sense of distaste when in contact with the item and continue to experience discomfort while bearing it.\"]],\"name\":\"Magic Item Special Features; Magic Item's Quirk\",\"page\":222,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"Minor Beneficial Properties\",\"colLabels\":[\"1d100\",\"Property\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–20\",\"While attuned to the Artifact, you gain proficiency in one skill of the DM's choice.\"],[\"21–30\",\"While attuned to the Artifact, you have Immunity to the {@condition Poisoned|XPHB} condition.\"],[\"31–40\",\"While attuned to the Artifact, you have Immunity to the {@condition Charmed|XPHB} and {@condition Frightened|XPHB} conditions.\"],[\"41–50\",\"While attuned to the Artifact, you have Resistance to one damage type of the DM's choice.\"],[\"51–60\",\"While attuned to the Artifact, you can cast one cantrip (chosen by the DM) from it.\"],[\"61–70\",\"While attuned to the Artifact, you can cast one level 1 spell (chosen by the DM) from it. After you cast the spell, roll {@dice 1d6}. On a roll of 1–5, you can't cast it again in this way until the next dawn.\"],[\"71–80\",\"As 61–70 above, except the spell is level 2.\"],[\"81–90\",\"As 61–70 above, except the spell is level 3.\"],[\"91–00\",\"While attuned to the Artifact, you gain a +1 bonus to Armor Class.\"]],\"name\":\"Artifact Properties; Minor Beneficial Properties\",\"page\":224,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"Major Beneficial Properties\",\"colLabels\":[\"1d100\",\"Property\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–20\",\"While attuned to the Artifact, one of your ability scores (DM's choice) increases by 2, to a maximum of 24.\"],[\"21–30\",\"While attuned to the Artifact, you regain {@dice 1d6} Hit Points at the start of each of your turns if you have at least 1 Hit Point.\"],[\"31–40\",\"When you hit with an attack roll while attuned to the Artifact, the target takes an extra {@dice 1d6} Force damage.\"],[\"41–50\",\"While you're attuned to the Artifact, your Speed increases by 10 feet.\"],[\"51–60\",\"While attuned to the Artifact, you can cast one level 4 spell (chosen by the DM) from it. After you cast the spell, roll {@dice 1d6}. On a roll of 1–5, you can't cast it again in this way until the next dawn.\"],[\"61–70\",\"As 51–60 above, except the spell is level 5.\"],[\"71–80\",\"As 51–60 above, except the spell is level 6.\"],[\"81–90\",\"As 51–60 above, except the spell is level 7.\"],[\"91–00\",\"While attuned to the Artifact, you have Immunity to the {@condition Blinded|XPHB}, {@condition Deafened|XPHB}, {@condition Petrified|XPHB}, and {@condition Stunned|XPHB} conditions.\"]],\"name\":\"Artifact Properties; Major Beneficial Properties\",\"page\":224,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"Minor Detrimental Properties\",\"colLabels\":[\"1d100\",\"Property\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–08\",\"While attuned to the Artifact, you have Disadvantage on any ability check or saving throw that uses Strength or Constitution.\"],[\"09–16\",\"While attuned to the Artifact, you have Disadvantage on Intelligence, Wisdom, and Charisma saving throws.\"],[\"17–24\",\"While attuned to the Artifact, you have Vulnerability to Poison damage.\"],[\"25–32\",\"While attuned to the Artifact, you have the {@condition Blinded|XPHB} condition when you're more than 10 feet away from it.\"],[\"33–40\",\"While attuned to the Artifact, you have the {@condition Deafened|XPHB} condition when you're more than 10 feet away from it.\"],[\"41–48\",\"While attuned to the Artifact, you lose all sense of smell.\"],[\"49–66\",\"While you're attuned to the Artifact, your appearance changes as the DM decides.\"],[\"67–72\",\"While attuned to the Artifact, you emit a sour stench noticeable from up to 10 feet away.\"],[\"73–76\",\"Whenever you touch a nonmagical gem or an art object while attuned to this Artifact, the value of the gem or art object is reduced by half. This affects a particular object only once.\"],[\"77–80\",\"While you're attuned to the Artifact, all {@item Holy Water|XPHB} within 10 feet of you is destroyed.\"],[\"81–84\",\"While you're attuned to the Artifact, nonmagical flames are extinguished within 30 feet of you.\"],[\"85–88\",\"While you're attuned to the Artifact, other creatures can't take Short or Long Rests while within 300 feet of you.\"],[\"89–92\",\"While attuned to the Artifact, you kill any nonmagical vegetation you touch that isn't a creature.\"],[\"93–00\",\"While you're attuned to the Artifact, Beasts within 30 feet of you that have a Challenge Rating of 6 or lower are {@variantrule Hostile [Attitude]|XPHB|Hostile} toward you.\"]],\"name\":\"Artifact Properties; Minor Detrimental Properties\",\"page\":224,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"Major Detrimental Properties\",\"colLabels\":[\"1d100\",\"Property\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–09\",\"You can't attune to other magic items while you're attuned to the Artifact. When you become attuned to the Artifact, your Attunement to other magic items ends immediately.\"],[\"10–18\",\"When you become attuned to the Artifact, a random one of your ability scores is reduced by 2, to a minimum of 3. A {@spell Greater Restoration|XPHB} spell restores the ability.\"],[\"19–27\",\"When you become attuned to the Artifact, you take {@dice 8d10} Psychic damage.\"],[\"28–36\",\"The first time you become attuned to the Artifact, it gives you a quest determined by the DM. You can't use any of the Artifact's properties until you complete the quest.\"],[\"37–45\",\"Each time you become attuned to the Artifact, there is a 10 percent chance that you attract the attention of a god who sends an avatar to wrest the Artifact from you. The avatar has the same alignment as its creator and uses the {@creature Empyrean|XMM} stat block. Once it obtains the Artifact, the avatar vanishes.\"],[\"46–54\",\"Each time you become attuned to the Artifact, you must succeed on a DC 10 Constitution saving throw or die from the shock. If you die, you're instantly transformed into a {@creature Wight|XMM} under the DM's control that must protect the Artifact.\"],[\"55–63\",\"The Artifact dilutes potions within 10 feet of itself, rendering them nonmagical.\"],[\"64–72\",\"The Artifact erases scrolls within 10 feet of itself, rendering them nonmagical.\"],[\"73–81\",\"While you're attuned to the Artifact, creatures of a particular type other than Humanoid (chosen by the DM) are always {@variantrule Hostile [Attitude]|XPHB|Hostile} toward you.\"],[\"82–90\",\"While attuned to the Artifact, you have Vulnerability to all damage.\"],[\"91–96\",\"The Artifact imprisons a {@creature Death Slaad|XMM}. Each time you become attuned to the Artifact, the slaad has a 10 percent chance of escaping, whereupon it appears in an unoccupied space as close to you as possible and attacks you.\"],[\"97–00\",\"While attuned to the Artifact, you can't spend Hit Point Dice or regain Hit Points.\"]],\"name\":\"Artifact Properties; Major Detrimental Properties\",\"page\":224,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"Sentient Item's Alignment\",\"colLabels\":[\"1d100\",\"Alignment\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–15\",\"Lawful Good\"],[\"16–35\",\"Neutral Good\"],[\"36–50\",\"Chaotic Good\"],[\"51–63\",\"Lawful Neutral\"],[\"64–73\",\"Neutral\"],[\"74–85\",\"Chaotic Neutral\"],[\"86–89\",\"Lawful Evil\"],[\"90–96\",\"Neutral Evil\"],[\"97–00\",\"Chaotic Evil\"]],\"name\":\"Special Purpose; Sentient Item's Alignment\",\"page\":226,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"Sentient Item's Communication\",\"colLabels\":[\"1d10\",\"Communication\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1–6\",\"The item communicates by transmitting emotion to the creature carrying or wielding it.\"],[\"7–9\",\"The item speaks one or more languages.\"],[\"10\",\"The item speaks one or more languages. In addition, the item can communicate telepathically with any creature that carries or wields it.\"]],\"name\":\"Special Purpose; Sentient Item's Communication\",\"page\":226,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"Sentient Item's Senses\",\"colLabels\":[\"1d4\",\"Senses\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Hearing and standard vision out to 30 feet\"],[\"2\",\"Hearing and standard vision out to 60 feet\"],[\"3\",\"Hearing and standard vision out to 120 feet\"],[\"4\",\"Hearing and {@sense Darkvision|XPHB} out to 120 feet\"]],\"name\":\"Special Purpose; Sentient Item's Senses\",\"page\":226,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"Sentient Item's Special Purpose\",\"colLabels\":[\"1d10\",\"Special Purpose\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Aligned. The item seeks to defeat or destroy those of a diametrically opposed alignment. Such an item is never Neutral.\"],[\"2\",\"Bane. The item seeks to thwart or destroy creatures of a particular type, such as Constructs, Fiends, or Undead.\"],[\"3\",\"Creator Seeker. The item seeks its creator and wants to understand why it was created.\"],[\"4\",\"Destiny Seeker. The item believes it and its bearer have key roles to play in future events.\"],[\"5\",\"Destroyer. The item craves destruction and goads its user to fight arbitrarily.\"],[\"6\",\"Glory Seeker. The item seeks renown as the greatest magic item in the world by winning fame or notoriety for its user.\"],[\"7\",\"Lore Seeker. The item craves knowledge or is determined to solve a mystery, learn a secret, or unravel a cryptic prophecy.\"],[\"8\",\"Protector. The item seeks to defend a particular kind of creature, such as elves or werewolves.\"],[\"9\",\"Soulmate Seeker. The item seeks another sentient magic item, perhaps one that is similar to itself.\"],[\"10\",\"Templar. The item seeks to defend the servants and interests of a particular deity.\"]],\"name\":\"Sentient Item's Special Purpose\",\"page\":226,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"Arcana - Common\",\"colLabels\":[\"1d100\",\"Item\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–02\",\"{@item Bead of Nourishment|XDMG}\"],[\"03–04\",\"{@item Bead of Refreshment|XDMG}\"],[\"05–07\",\"{@item Candle of the Deep|XDMG}\"],[\"08–10\",\"{@item Cloak of Billowing|XDMG}\"],[\"11–13\",\"{@item Cloak of Many Fashions|XDMG}\"],[\"14–15\",\"{@item Clothes of Mending|XDMG}\"],[\"16–17\",\"{@item Dark Shard Amulet|XDMG}\"],[\"18–19\",\"{@item Enduring Spellbook|XDMG}\"],[\"20–21\",\"{@item Ersatz Eye|XDMG}\"],[\"22–24\",\"{@item Hat of Vermin|XDMG}\"],[\"25–27\",\"{@item Hat of Wizardry|XDMG}\"],[\"28–29\",\"{@item Heward's Handy Spice Pouch|XDMG}\"],[\"30–31\",\"{@item Horn of Silent Alarm|XDMG}\"],[\"32–33\",\"{@item Instrument of Illusions|XDMG}\"],[\"34–35\",\"{@item Instrument of Scribing|XDMG}\"],[\"36–37\",\"{@item Lock of Trickery|XDMG}\"],[\"38–40\",\"{@item Mystery Key|XDMG}\"],[\"41–42\",\"{@item Orb of Direction|XDMG}\"],[\"43–44\",\"{@item Orb of Time|XDMG}\"],[\"45–46\",\"{@item Perfume of Bewitching|XDMG}\"],[\"47–49\",\"{@item Pipe of Smoke Monsters|XDMG}\"],[\"50–52\",\"{@item Potion of Climbing|XDMG}\"],[\"53–55\",\"{@item Potion of Comprehension|XDMG}\"],[\"56–58\",\"{@item Pot of Awakening|XDMG}\"],[\"59–60\",\"{@item Prosthetic Limb|XDMG}\"],[\"61–64\",\"{@item Rival Coin|XDMG}\"],[\"65–66\",\"{@item Rope of Mending|XDMG}\"],[\"67–68\",\"{@item Ruby of the War Mage|XDMG}\"],[\"69–82\",\"{@item Spell Scroll|XDMG} ({@item Spell Scroll (Cantrip)|XDMG|cantrip} or {@item Spell Scroll (Level 1)|XDMG|level 1} spell)\"],[\"83–84\",\"{@item Staff of Adornment|XDMG}\"],[\"85–86\",\"{@item Staff of Birdcalls|XDMG}\"],[\"87–89\",\"{@item Staff of Flowers|XDMG}\"],[\"90–92\",\"{@item Talking Doll|XDMG}\"],[\"93–94\",\"{@item Tankard of Sobriety|XDMG}\"],[\"95–97\",\"{@item Wand of Conducting|XDMG}\"],[\"98–00\",\"{@item Wand of Pyrotechnics|XDMG}\"]],\"name\":\"Arcana Tables; Arcana - Common\",\"page\":326,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"Arcana - Uncommon\",\"colLabels\":[\"1d100\",\"Item\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01\",\"{@item Amulet of Proof against Detection and Location|XDMG}\"],[\"02\",\"{@item Baba Yaga's Dancing Broom|XDMG}\"],[\"03–05\",\"{@item Bag of Holding|XDMG}\"],[\"06–07\",\"{@item Bag of Tricks|XDMG}\"],[\"08\",\"{@item Brooch of Shielding|XDMG}\"],[\"09\",\"{@item Broom of Flying|XDMG}\"],[\"10\",\"{@item Cap of Water Breathing|XDMG}\"],[\"11\",\"{@item Circlet of Blasting|XDMG}\"],[\"12–13\",\"{@item Cloak of Protection|XDMG}\"],[\"14\",\"{@item Cloak of the Manta Ray|XDMG}\"],[\"15\",\"{@item Decanter of Endless Water|XDMG}\"],[\"16\",\"{@item Deck of Illusions|XDMG}\"],[\"17–18\",\"{@item Driftglobe|XDMG}\"],[\"19–20\",\"{@item Dust of Disappearance|XDMG}\"],[\"21\",\"{@item Dust of Dryness|XDMG}\"],[\"22\",\"{@item Dust of Sneezing and Choking|XDMG}\"],[\"23–24\",\"{@item Elemental Gem|XDMG}\"],[\"25\",\"{@item Enspelled Staff|XDMG} (cantrip or level 1 spell)\"],[\"26\",\"{@item Eversmoking Bottle|XDMG}\"],[\"27\",\"{@item Eyes of Charming|XDMG}\"],[\"28\",\"{@item Eyes of Minute Seeing|XDMG}\"],[\"29–30\",\"{@item Figurine of Wondrous Power, Silver Raven|XDMG|Figurine of Wondrous Power (silver raven)}\"],[\"31\",\"{@item Gem of Brightness|XDMG}\"],[\"32\",\"{@item Hag Eye|XDMG}\"],[\"33\",\"{@item Hat of Disguise|XDMG}\"],[\"34\",\"{@item Headband of Intellect|XDMG}\"],[\"35\",\"{@item Helm of Comprehending Languages|XDMG}\"],[\"36\",\"{@item Helm of Telepathy|XDMG}\"],[\"37\",\"{@item Immovable Rod|XDMG}\"],[\"38\",\"{@item Lantern of Revealing|XDMG}\"],[\"39\",\"{@item Medallion of Thoughts|XDMG}\"],[\"40\",\"{@item Mithral Armor|XDMG}\"],[\"41–42\",\"{@item Necklace of Adaptation|XDMG}\"],[\"43\",\"{@item Oil of Slipperiness|XDMG}\"],[\"44\",\"{@item Pearl of Power|XDMG}\"],[\"45\",\"{@item Periapt of Health|XDMG}\"],[\"46–47\",\"{@item Philter of Love|XDMG}\"],[\"48–49\",\"{@item Potion of Animal Friendship|XDMG}\"],[\"50–51\",\"{@item Potion of Fire Breath|XDMG}\"],[\"52–53\",\"{@item Potion of Hill Giant Strength|XDMG|Potion of Giant Strength (hill)}\"],[\"54–55\",\"{@item Potion of Growth|XDMG}\"],[\"56–57\",\"{@item Potion of Poison|XDMG}\"],[\"58–59\",\"{@item Potion of Resistance|XDMG}\"],[\"60–61\",\"{@item Potion of Water Breathing|XDMG}\"],[\"62\",\"{@item Quaal's Feather Token|XDMG} ({@item Quaal's Feather Token, Anchor|XDMG|anchor}, {@item Quaal's Feather Token, Fan|XDMG|fan}, or {@item Quaal's Feather Token, Tree|XDMG|tree})\"],[\"63\",\"{@item Ring of Mind Shielding|XDMG}\"],[\"64–65\",\"{@item Robe of Useful Items|XDMG}\"],[\"66–67\",\"{@item Rod of the Pact Keeper|XDMG}\"],[\"68–69\",\"{@item Rope of Climbing|XDMG}\"],[\"70\",\"{@item Saddle of the Cavalier|XDMG}\"],[\"71–72\",\"{@item Sending Stones|XDMG}\"],[\"73–74\",\"{@item Slippers of Spider Climbing|XDMG}\"],[\"75–82\",\"{@item Spell Scroll|XDMG} ({@item Spell Scroll (Level 2)|XDMG|level 2} or {@item Spell Scroll (Level 3)|XDMG|level 3} spell)\"],[\"83\",\"{@item Staff of the Adder|XDMG}\"],[\"84\",\"{@item Staff of the Python|XDMG}\"],[\"85–88\",\"{@item Wand of Magic Detection|XDMG}\"],[\"89–91\",\"{@item Wand of Magic Missiles|XDMG}\"],[\"92–93\",\"{@item Wand of Secrets|XDMG}\"],[\"94–95\",\"{@item +1 Wand of the War Mage|XDMG|Wand of the War Mage, +1}\"],[\"96–97\",\"{@item Wand of Web|XDMG}\"],[\"98–99\",\"{@item Wind Fan|XDMG}\"],[\"00\",\"{@item Winged Boots|XDMG}\"]],\"name\":\"Arcana Tables; Arcana - Uncommon\",\"page\":326,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"Arcana - Rare\",\"colLabels\":[\"1d100\",\"Item\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01\",\"{@item Bag of Beans|XDMG}\"],[\"02–03\",\"{@item Bead of Force|XDMG}\"],[\"04\",\"{@item Bowl of Commanding Water Elementals|XDMG}\"],[\"05–06\",\"{@item Bracers of Defense|XDMG}\"],[\"07\",\"{@item Brazier of Commanding Fire Elementals|XDMG}\"],[\"08–09\",\"{@item Cape of the Mountebank|XDMG}\"],[\"10\",\"{@item Censer of Controlling Air Elementals|XDMG}\"],[\"11–12\",\"{@item Chime of Opening|XDMG}\"],[\"13–14\",\"{@item Cloak of Displacement|XDMG}\"],[\"15–16\",\"{@item Cloak of the Bat|XDMG}\"],[\"17\",\"{@item Cube of Force|XDMG}\"],[\"18\",\"{@item Cube of Summoning|XDMG}\"],[\"19\",\"{@item Daern's Instant Fortress|XDMG}\"],[\"20–21\",\"{@item Enspelled Staff|XDMG} (level 2 or 3 spell)\"],[\"22–23\",\"{@item Figurine of Wondrous Power|XDMG} ({@item Figurine of Wondrous Power, Bronze Griffon|XDMG|bronze griffon}, {@item Figurine of Wondrous Power, Ebony Fly|XDMG|ebony fly}, {@item Figurine of Wondrous Power, Golden Lions|XDMG|golden lions}, {@item Figurine of Wondrous Power, Ivory Goats|XDMG|ivory goats}, {@item Figurine of Wondrous Power, Marble Elephant|XDMG|marble elephant}, {@item Figurine of Wondrous Power, Onyx Dog|XDMG|onyx dog}, or {@item Figurine of Wondrous Power, Serpentine Owl|XDMG|serpentine owl})\"],[\"24–25\",\"{@item Folding Boat|XDMG}\"],[\"26–27\",\"{@item Gem of Seeing|XDMG}\"],[\"28\",\"{@item Helm of Teleportation|XDMG}\"],[\"29–30\",\"{@item Heward's Handy Haversack|XDMG}\"],[\"31–32\",\"{@item Horseshoes of Speed|XDMG}\"],[\"33–34\",\"{@item Ioun Stone, Reserve|XDMG|Ioun Stone (reserve)}\"],[\"35\",\"{@item Iron Bands of Bilarro|XDMG}\"],[\"36\",\"{@item Mantle of Spell Resistance|XDMG}\"],[\"37–38\",\"{@item Necklace of Fireballs|XDMG}\"],[\"39\",\"{@item Oil of Etherealness|XDMG}\"],[\"40\",\"{@item Portable Hole|XDMG}\"],[\"41–42\",\"{@item Potion of Clairvoyance|XDMG}\"],[\"43–44\",\"{@item Potion of Diminution|XDMG}\"],[\"45–46\",\"{@item Potion of Gaseous Form|XDMG}\"],[\"47\",\"{@item Potion of Fire Giant Strength|XDMG|Potion of Giant Strength (fire)}\"],[\"48–49\",\"{@item Potion of Giant Strength|XDMG} ({@item Potion of Frost Giant Strength|XDMG|frost} or {@item Potion of Stone Giant Strength|XDMG|stone})\"],[\"50–51\",\"{@item Potion of Heroism|XDMG}\"],[\"52–53\",\"{@item Potion of Invisibility|XDMG}\"],[\"54–55\",\"{@item Potion of Invulnerability|XDMG}\"],[\"56–57\",\"{@item Potion of Mind Reading|XDMG}\"],[\"58–59\",\"{@item Quaal's Feather Token|XDMG} ({@item Quaal's Feather Token, Bird|XDMG|bird}, {@item Quaal's Feather Token, Swan Boat|XDMG|swan boat}, or {@item Quaal's Feather Token, Whip|XDMG|whip})\"],[\"60–61\",\"{@item Ring of Feather Falling|XDMG}\"],[\"62\",\"{@item Ring of Spell Storing|XDMG}\"],[\"63\",\"{@item Ring of X-ray Vision|XDMG}\"],[\"64–65\",\"{@item Robe of Eyes|XDMG}\"],[\"66\",\"{@item Rod of Rulership|XDMG}\"],[\"67–68\",\"{@item +2 Rod of the Pact Keeper|XDMG|Rod of the Pact Keeper, +2}\"],[\"69–70\",\"{@item Scroll of Protection|XDMG}\"],[\"71–75\",\"{@item Spell Scroll|XDMG} ({@item Spell Scroll (Level 4)|XDMG|level 4} or {@item Spell Scroll (Level 5)|XDMG|level 5} spell)\"],[\"76–77\",\"{@item Staff of Charming|XDMG}\"],[\"78–79\",\"{@item Staff of Swarming Insects|XDMG}\"],[\"80–81\",\"{@item Staff of Withering|XDMG}\"],[\"82\",\"{@item Stone of Controlling Earth Elementals|XDMG}\"],[\"83–84\",\"{@item Wand of Binding|XDMG}\"],[\"85–86\",\"{@item Wand of Fear|XDMG}\"],[\"87–90\",\"{@item Wand of Fireballs|XDMG}\"],[\"91–94\",\"{@item Wand of Lightning Bolts|XDMG}\"],[\"95–96\",\"{@item +2 Wand of the War Mage|XDMG|Wand of the War Mage, +2}\"],[\"97–98\",\"{@item Wand of Wonder|XDMG}\"],[\"99–00\",\"{@item Wings of Flying|XDMG}\"]],\"name\":\"Arcana Tables; Arcana - Rare\",\"page\":326,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"Arcana - Very Rare\",\"colLabels\":[\"1d100\",\"Item\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–02\",\"{@item Amulet of the Planes|XDMG}\"],[\"03–04\",\"{@item Bag of Devouring|XDMG}\"],[\"05–06\",\"{@item Carpet of Flying|XDMG}\"],[\"07–08\",\"{@item Cauldron of Rebirth|XDMG}\"],[\"09–10\",\"{@item Cloak of Arachnida|XDMG}\"],[\"11–12\",\"{@item Crystal Ball|XDMG}\"],[\"13\",\"{@item Dancing Sword|XDMG}\"],[\"14\",\"{@item Efreeti Bottle|XDMG}\"],[\"15–16\",\"{@item Enspelled Staff|XDMG} (level 4 or 5 spell)\"],[\"17–18\",\"{@item Figurine of Wondrous Power, Obsidian Steed|XDMG|Figurine of Wondrous Power (obsidian steed)}\"],[\"19–20\",\"{@item Hat of Many Spells|XDMG}\"],[\"21–22\",\"{@item Helm of Brilliance|XDMG}\"],[\"23–24\",\"{@item Horseshoes of a Zephyr|XDMG}\"],[\"25–26\",\"{@item Ioun Stone|XDMG} ({@item Ioun Stone, Absorption|XDMG|absorption}, {@item Ioun Stone, Fortitude|XDMG|fortitude}, {@item Ioun Stone, Intellect|XDMG|intellect}, or {@item Ioun Stone, Leadership|XDMG|leadership})\"],[\"27–28\",\"{@item Manual of Golems|XDMG} ({@item Manual of Clay Golems|XDMG|clay}, {@item Manual of Flesh Golems|XDMG|flesh}, {@item Manual of Iron Golems|XDMG|iron}, or {@item Manual of Stone Golems|XDMG|stone})\"],[\"29\",\"{@item Mirror of Life Trapping|XDMG}\"],[\"30–31\",\"{@item Nolzur's Marvelous Pigments|XDMG}\"],[\"32–34\",\"{@item Oil of Sharpness|XDMG}\"],[\"35–38\",\"{@item Potion of Flying|XDMG}\"],[\"39–42\",\"{@item Potion of Cloud Giant Strength|XDMG|Potion of Giant Strength (cloud)}\"],[\"43–46\",\"{@item Potion of Greater Invisibility|XDMG}\"],[\"47–49\",\"{@item Potion of Longevity|XDMG}\"],[\"50–53\",\"{@item Potion of Speed|XDMG}\"],[\"54–57\",\"{@item Potion of Vitality|XDMG}\"],[\"58–59\",\"{@item Ring of Regeneration|XDMG}\"],[\"60–61\",\"{@item Ring of Shooting Stars|XDMG}\"],[\"62–63\",\"{@item Ring of Telekinesis|XDMG}\"],[\"64–65\",\"{@item Robe of Scintillating Colors|XDMG}\"],[\"66–67\",\"{@item Robe of Stars|XDMG}\"],[\"68–69\",\"{@item Rod of Absorption|XDMG}\"],[\"70–71\",\"{@item Rod of Security|XDMG}\"],[\"72–73\",\"{@item +3 Rod of the Pact Keeper|XDMG|Rod of the Pact Keeper, +3}\"],[\"74–85\",\"{@item Spell Scroll|XDMG} ({@item Spell Scroll (Level 6)|XDMG|level 6}, {@item Spell Scroll (Level 7)|XDMG|level 7}, or {@item Spell Scroll (Level 8)|XDMG|level 8} spell)\"],[\"86–87\",\"{@item Staff of Fire|XDMG}\"],[\"88–89\",\"{@item Staff of Frost|XDMG}\"],[\"90\",\"{@item Staff of Power|XDMG}\"],[\"91–92\",\"{@item Staff of Thunder and Lightning|XDMG}\"],[\"93–94\",\"{@item Tome of Clear Thought|XDMG}\"],[\"95–97\",\"{@item Wand of Polymorph|XDMG}\"],[\"98–00\",\"{@item +3 Wand of the War Mage|XDMG|Wand of the War Mage, +3}\"]],\"name\":\"Arcana Tables; Arcana - Very Rare\",\"page\":326,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"Arcana - Legendary\",\"colLabels\":[\"1d100\",\"Item\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–04\",\"{@item Apparatus of Kwalish|XDMG}\"],[\"05–08\",\"{@item Cloak of Invisibility|XDMG}\"],[\"09–12\",\"{@item Crystal Ball of Mind Reading|XDMG}\"],[\"13–16\",\"{@item Crystal Ball of Telepathy|XDMG}\"],[\"17–20\",\"{@item Crystal Ball of True Seeing|XDMG}\"],[\"21–22\",\"{@item Cubic Gate|XDMG}\"],[\"23\",\"{@item Deck of Many Things|XDMG}\"],[\"24–27\",\"{@item Enspelled Staff|XDMG} (level 6, 7, or 8 spell)\"],[\"28–31\",\"{@item Ioun Stone|XDMG} ({@item Ioun Stone, Greater Absorption|XDMG|greater absorption}, {@item Ioun Stone, Mastery|XDMG|mastery}, or {@item Ioun Stone, Regeneration|XDMG|regeneration})\"],[\"32–33\",\"{@item Iron Flask|XDMG}\"],[\"34–41\",\"{@item Potion of Storm Giant Strength|XDMG|Potion of Storm Giant Strength (storm)}\"],[\"42–45\",\"{@item Ring of Djinni Summoning|XDMG}\"],[\"46–49\",\"{@item Ring of Elemental Command|XDMG} ({@item Ring of Elemental Command (Air)|XDMG|air}, {@item Ring of Elemental Command (Earth)|XDMG|earth}, {@item Ring of Elemental Command (Fire)|XDMG|fire}, or {@item Ring of Elemental Command (Water)|XDMG|water})\"],[\"50–53\",\"{@item Ring of Invisibility|XDMG}\"],[\"54–57\",\"{@item Ring of Spell Turning|XDMG}\"],[\"58\",\"{@item Ring of Three Wishes|XDMG}\"],[\"59\",\"{@item Robe of the Archmagi|XDMG}\"],[\"60–61\",\"{@item Scroll of Titan Summoning|XDMG}\"],[\"62–65\",\"{@item Sovereign Glue|XDMG}\"],[\"66–83\",\"{@item Spell Scroll (Level 9)|XDMG|Spell Scroll (level 9} spell)\"],[\"84\",\"{@item Sphere of Annihilation|XDMG}\"],[\"85\",\"{@item Staff of the Magi|XDMG}\"],[\"86–88\",\"{@item Talisman of the Sphere|XDMG}\"],[\"89–92\",\"{@item Tome of the Stilled Tongue|XDMG}\"],[\"93–96\",\"{@item Universal Solvent|XDMG}\"],[\"97–00\",\"{@item Well of Many Worlds|XDMG}\"]],\"name\":\"Arcana Tables; Arcana - Legendary\",\"page\":326,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"Armaments - Common\",\"colLabels\":[\"1d100\",\"Item\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–10\",\"{@item Armor of Gleaming|XDMG}\"],[\"11–20\",\"{@item Cast-Off Armor|XDMG}\"],[\"21–30\",\"{@item Dread Helm|XDMG}\"],[\"31–40\",\"{@item Moon-Touched Sword|XDMG}\"],[\"41–50\",\"{@item Shield of Expression|XDMG}\"],[\"51–60\",\"{@item Silvered Weapon|XDMG}\"],[\"61–70\",\"{@item Smoldering Armor|XDMG}\"],[\"71–80\",\"{@item Sylvan Talon|XDMG}\"],[\"81–90\",\"{@item Veteran's Cane|XDMG}\"],[\"91–00\",\"{@item Walloping Ammunition|XDMG}\"]],\"name\":\"Armaments Tables; Armaments - Common\",\"page\":328,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"Armaments - Uncommon\",\"colLabels\":[\"1d100\",\"Item\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–04\",\"{@item Adamantine Armor|XDMG}\"],[\"05–08\",\"{@item Adamantine Weapon|XDMG}\"],[\"09–13\",\"{@item +1 Ammunition|XDMG|Ammunition, +1}\"],[\"14–18\",\"{@item Bracers of Archery|XDMG}\"],[\"19–23\",\"{@item Enspelled Armor|XDMG} (cantrip or level 1 spell)\"],[\"24–28\",\"{@item Enspelled Weapon|XDMG} (cantrip or level 1 spell)\"],[\"29–33\",\"{@item Gauntlets of Ogre Power|XDMG}\"],[\"34–38\",\"{@item Javelin of Lightning|XDMG}\"],[\"39–43\",\"{@item Mariner's Armor|XDMG}\"],[\"44–48\",\"{@item Mithral Armor|XDMG}\"],[\"49–53\",\"{@item Potion of Hill Giant Strength|XDMG|Potion of Giant Strength (hill)}\"],[\"54–58\",\"{@item Potion of Pugilism|XDMG}\"],[\"59–62\",\"{@item Quiver of Ehlonna|XDMG}\"],[\"63–66\",\"{@item Saddle of the Cavalier|XDMG}\"],[\"67–71\",\"{@item Sentinel Shield|XDMG}\"],[\"72–76\",\"{@item +1 Shield|XDMG|Shield, +1}\"],[\"77–81\",\"{@item Sword of Vengeance|XDMG}\"],[\"82–85\",\"{@item Trident of Fish Command|XDMG}\"],[\"86–90\",\"{@item +1 Weapon|XDMG|Weapon, +1}\"],[\"91–95\",\"{@item Weapon of Warning|XDMG}\"],[\"96–00\",\"{@item +1 Wraps of Unarmed Power|XDMG|Wraps of Unarmed Power, +1}\"]],\"name\":\"Armaments Tables; Armaments - Uncommon\",\"page\":328,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"Armaments - Rare\",\"colLabels\":[\"1d100\",\"Item\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–03\",\"{@item +2 Ammunition|XDMG|Ammunition, +2}\"],[\"04–07\",\"{@item +1 Armor|XDMG|Armor, +1}\"],[\"08–10\",\"{@item Armor of Resistance|XDMG}\"],[\"11–13\",\"{@item Armor of Vulnerability|XDMG}\"],[\"14–15\",\"{@item Arrow-Catching Shield|XDMG}\"],[\"16–18\",\"{@item Belt of Hill Giant Strength|XDMG|Belt of Giant Strength (hill)}\"],[\"19–20\",\"{@item Berserker Axe|XDMG}\"],[\"21–22\",\"{@item Daern's Instant Fortress|XDMG}\"],[\"23–25\",\"{@item Dagger of Venom|XDMG}\"],[\"26–28\",\"{@item Dragon Slayer|XDMG}\"],[\"29–31\",\"{@item Elven Chain|XDMG}\"],[\"32–34\",\"{@item Enspelled Armor|XDMG} (level 2 or 3 spell)\"],[\"35–37\",\"{@item Enspelled Weapon|XDMG} (level 2 or 3 spell)\"],[\"38–40\",\"{@item Flame Tongue|XDMG}\"],[\"41–43\",\"{@item Giant Slayer|XDMG}\"],[\"44–46\",\"{@item Horn of Blasting|XDMG}\"],[\"47–48\",\"{@item Horn of Valhalla|XDMG} ({@item Horn of Valhalla, Brass|XDMG|brass} or {@item Horn of Valhalla, Silver|XDMG|silver})\"],[\"49–51\",\"{@item Ioun Stone|XDMG} ({@item Ioun Stone, Protection|XDMG|protection})\"],[\"52–54\",\"{@item Mace of Disruption|XDMG}\"],[\"55–57\",\"{@item Mace of Smiting|XDMG}\"],[\"58–60\",\"{@item Mace of Terror|XDMG}\"],[\"61–63\",\"{@item Potion of Fire Giant Strength|XDMG|Potion of Giant Strength (fire)}\"],[\"64–66\",\"{@item Potion of Giant Strength|XDMG} ({@item Potion of Frost Giant Strength|XDMG|frost} or {@item Potion of Stone Giant Strength|XDMG|stone})\"],[\"67–69\",\"{@item Potion of Heroism|XDMG}\"],[\"70–72\",\"{@item Potion of Invulnerability|XDMG}\"],[\"73–75\",\"{@item Ring of Protection|XDMG}\"],[\"76–78\",\"{@item Ring of the Ram|XDMG}\"],[\"79–81\",\"{@item +2 Shield|XDMG|Shield, +2}\"],[\"82–84\",\"{@item Shield of Missile Attraction|XDMG}\"],[\"85–86\",\"{@item Sun Blade|XDMG}\"],[\"87–88\",\"{@item Sword of Life Stealing|XDMG}\"],[\"89–90\",\"{@item Sword of Wounding|XDMG}\"],[\"91–92\",\"{@item Tentacle Rod|XDMG}\"],[\"93–94\",\"{@item Vicious Weapon|XDMG}\"],[\"95–97\",\"{@item +2 Weapon|XDMG|Weapon, +2}\"],[\"98–00\",\"{@item +2 Wraps of Unarmed Power|XDMG|Wraps of Unarmed Power, +2}\"]],\"name\":\"Armaments Tables; Armaments - Rare\",\"page\":328,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"Armaments - Very Rare\",\"colLabels\":[\"1d100\",\"Item\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–03\",\"{@item +3 Ammunition|XDMG|Ammunition, +3}\"],[\"04–06\",\"{@item Ammunition of Slaying|XDMG}\"],[\"07–09\",\"{@item Animated Shield|XDMG}\"],[\"10–12\",\"{@item +2 Armor|XDMG|Armor, +2}\"],[\"13–14\",\"{@item Belt of Fire Giant Strength|XDMG|Belt of Giant Strength (fire)}\"],[\"15–17\",\"{@item Belt of Giant Strength|XDMG} ({@item Belt of Frost Giant Strength|XDMG|frost} or {@item Belt of Stone Giant Strength|XDMG|stone})\"],[\"18–19\",\"{@item Dancing Sword|XDMG}\"],[\"20–22\",\"{@item Demon Armor|XDMG}\"],[\"23–25\",\"{@item Dragon Scale Mail|XDMG}\"],[\"26–28\",\"{@item Dwarven Plate|XDMG}\"],[\"29–31\",\"{@item Dwarven Thrower|XDMG}\"],[\"32–34\",\"{@item Energy Bow|XDMG}\"],[\"35–37\",\"{@item Enspelled Armor|XDMG} (level 4 or 5 spell)\"],[\"38–40\",\"{@item Enspelled Weapon|XDMG} (level 4 or 5 spell)\"],[\"41–43\",\"{@item Executioner's Axe|XDMG}\"],[\"44–46\",\"{@item Frost Brand|XDMG}\"],[\"47–49\",\"{@item Horn of Valhalla, Bronze|XDMG|Horn of Valhalla (bronze)}\"],[\"50–52\",\"{@item Ioun Stone|XDMG} ({@item Ioun Stone, Strength|XDMG|strength})\"],[\"53–55\",\"{@item Lute of Thunderous Thumping|XDMG}\"],[\"56–58\",\"{@item Manual of Gainful Exercise|XDMG}\"],[\"59–61\",\"{@item Nine Lives Stealer|XDMG}\"],[\"62–64\",\"{@item Oathbow|XDMG}\"],[\"65–68\",\"{@item Oil of Sharpness|XDMG}\"],[\"69–72\",\"{@item Potion of Cloud Giant Strength|XDMG|Potion of Giant Strength (cloud)}\"],[\"73–75\",\"{@item Quarterstaff of the Acrobat|XDMG}\"],[\"76–78\",\"{@item Scimitar of Speed|XDMG}\"],[\"79–82\",\"{@item +3 Shield|XDMG|Shield, +3}\"],[\"83–85\",\"{@item Shield of the Cavalier|XDMG}\"],[\"86–88\",\"{@item Spellguard Shield|XDMG}\"],[\"89–91\",\"{@item Sword of Sharpness|XDMG}\"],[\"92–94\",\"{@item Thunderous Greatclub|XDMG}\"],[\"95–97\",\"{@item +3 Weapon|XDMG|Weapon, +3}\"],[\"98–00\",\"{@item +3 Wraps of Unarmed Power|XDMG|Wraps of Unarmed Power, +3}\"]],\"name\":\"Armaments Tables; Armaments - Very Rare\",\"page\":328,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"Armaments - Legendary\",\"colLabels\":[\"1d100\",\"Item\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–06\",\"{@item +3 Armor|XDMG|Armor, +3}\"],[\"07–12\",\"{@item Armor of Invulnerability|XDMG}\"],[\"13–18\",\"{@item Belt of Cloud Giant Strength|XDMG|Belt of Giant Strength (cloud)}\"],[\"19–21\",\"{@item Belt of Storm Giant Strength|XDMG|Belt of Giant Strength (storm)}\"],[\"22–27\",\"{@item Defender|XDMG}\"],[\"28–33\",\"{@item Efreeti Chain|XDMG}\"],[\"34–39\",\"{@item Enspelled Armor|XDMG} (level 6, 7, or 8 spell)\"],[\"40–45\",\"{@item Enspelled Weapon|XDMG} (level 6, 7, or 8 spell)\"],[\"46–51\",\"{@item Hammer of Thunderbolts|XDMG}\"],[\"52–56\",\"{@item Holy Avenger|XDMG}\"],[\"57–62\",\"{@item Horn of Valhalla, Iron|XDMG|Horn of Valhalla (iron)}\"],[\"63–68\",\"{@item Luck Blade|XDMG}\"],[\"69–72\",\"{@item Moonblade|XDMG}\"],[\"73–78\",\"{@item Plate Armor of Etherealness|XDMG}\"],[\"79–87\",\"{@item Potion of Storm Giant Strength|XDMG|Potion of Giant Strength (storm)}\"],[\"88–90\",\"{@item Rod of Lordly Might|XDMG}\"],[\"91–95\",\"{@item Sword of Answering|XDMG}\"],[\"96–00\",\"{@item Vorpal Sword|XDMG}\"]],\"name\":\"Armaments Tables; 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Implements - Common\",\"page\":329,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"Implements - Uncommon\",\"colLabels\":[\"1d100\",\"Item\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–02\",\"{@item Alchemy Jug|XDMG}\"],[\"03–06\",\"{@item +1 Ammunition|XDMG|Ammunition, +1}\"],[\"07–10\",\"{@item Bag of Holding|XDMG}\"],[\"11–12\",\"{@item Boots of Elvenkind|XDMG}\"],[\"13–14\",\"{@item Boots of Striding and Springing|XDMG}\"],[\"15–16\",\"{@item Boots of the Winterlands|XDMG}\"],[\"17–18\",\"{@item Broom of Flying|XDMG}\"],[\"19–20\",\"{@item Cap of Water Breathing|XDMG}\"],[\"21–22\",\"{@item Cloak of Elvenkind|XDMG}\"],[\"23–24\",\"{@item Cloak of Protection|XDMG}\"],[\"25–26\",\"{@item Cloak of the Manta Ray|XDMG}\"],[\"27\",\"{@item Decanter of Endless Water|XDMG}\"],[\"28–30\",\"{@item Driftglobe|XDMG}\"],[\"31–32\",\"{@item Dust of Disappearance|XDMG}\"],[\"33–34\",\"{@item Dust of Dryness|XDMG}\"],[\"35–36\",\"{@item Dust of Sneezing and Choking|XDMG}\"],[\"37–38\",\"{@item Enspelled Weapon|XDMG} (cantrip or level 1 spell)\"],[\"39–40\",\"{@item Eyes of Minute Seeing|XDMG}\"],[\"41–42\",\"{@item Eyes of the Eagle|XDMG}\"],[\"43–44\",\"{@item Gloves of Missile Snaring|XDMG}\"],[\"45–46\",\"{@item Gloves of Swimming and Climbing|XDMG}\"],[\"47–48\",\"{@item Gloves of Thievery|XDMG}\"],[\"49–50\",\"{@item Goggles of Night|XDMG}\"],[\"51\",\"{@item Hag Eye|XDMG}\"],[\"52–54\",\"{@item Helm of Comprehending Languages|XDMG}\"],[\"55\",\"{@item Immovable Rod|XDMG}\"],[\"56–57\",\"{@item Instrument of the Bards|XDMG} ({@item Instrument of the Bards, Doss Lute|XDMG|Doss lute}, {@item Instrument of the Bards, Fochlucan Bandore|XDMG|Fochlucan bandore}, or {@item Instrument of the Bards, Mac-Fuirmidh Cittern|XDMG|Mac-Fuirmidh cittern})\"],[\"58–59\",\"{@item Lantern of Revealing|XDMG}\"],[\"60–61\",\"{@item Nature's Mantle|XDMG}\"],[\"62–63\",\"{@item Oil of Slipperiness|XDMG}\"],[\"64–65\",\"{@item Pipes of Haunting|XDMG}\"],[\"66–67\",\"{@item Pipes of the Sewers|XDMG}\"],[\"68–71\",\"{@item Potion of Growth|XDMG}\"],[\"72–80\",\"{@item Potion of Greater Healing|XDMG|Potion of Healing (greater)}\"],[\"81–84\",\"{@item Potion of Water Breathing|XDMG}\"],[\"85–86\",\"{@item Quaal's Feather Token|XDMG} ({@item Quaal's Feather Token, Anchor|XDMG|anchor}, {@item Quaal's Feather Token, Fan|XDMG|fan}, or {@item Quaal's Feather Token, Tree|XDMG|tree})\"],[\"87–88\",\"{@item Ring of Jumping|XDMG}\"],[\"89–90\",\"{@item Ring of Swimming|XDMG}\"],[\"91–92\",\"{@item Ring of Warmth|XDMG}\"],[\"93–94\",\"{@item Robe of Useful Items|XDMG}\"],[\"95–96\",\"{@item Rope of Climbing|XDMG}\"],[\"97–98\",\"{@item Stone of Good Luck|XDMG}\"],[\"99–00\",\"{@item Wand of Secrets|XDMG}\"]],\"name\":\"Implements Tables; Implements - Uncommon\",\"page\":329,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"Implements - Rare\",\"colLabels\":[\"1d100\",\"Item\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–04\",\"{@item +2 Ammunition|XDMG|Ammunition, +2}\"],[\"05–08\",\"{@item Bag of Beans|XDMG}\"],[\"09–12\",\"{@item Belt of Dwarvenkind|XDMG}\"],[\"13–16\",\"{@item Boots of Levitation|XDMG}\"],[\"17–20\",\"{@item Boots of Speed|XDMG}\"],[\"21–24\",\"{@item Chime of Opening|XDMG}\"],[\"25–28\",\"{@item Dimensional Shackles|XDMG}\"],[\"29–32\",\"{@item Enspelled Weapon|XDMG} (level 2 or 3 spell)\"],[\"33–36\",\"{@item Folding Boat|XDMG}\"],[\"37–40\",\"{@item Glamoured Studded Leather|XDMG}\"],[\"41–44\",\"{@item Heward's Handy Haversack|XDMG}\"],[\"45–48\",\"{@item Horseshoes of Speed|XDMG}\"],[\"49–52\",\"{@item Instrument of the Bards|XDMG} ({@item Instrument of the Bards, Canaith Mandolin|XDMG|Canaith mandolin} or {@item Instrument of the Bards, Cli Lyre|XDMG|Cli lyre})\"],[\"53–56\",\"{@item Ioun Stone|XDMG} ({@item Ioun Stone, Awareness|XDMG|awareness})\"],[\"57–60\",\"{@item Portable Hole|XDMG}\"],[\"61–64\",\"{@item Potion of Diminution|XDMG}\"],[\"65–68\",\"{@item Potion of Gaseous Form|XDMG}\"],[\"69–76\",\"{@item Potion of Superior Healing|XDMG|Potion of Healing (superior)}\"],[\"77–80\",\"{@item Quaal's Feather Token|XDMG} ({@item Quaal's Feather Token, Bird|XDMG|bird}, {@item Quaal's Feather Token, Swan Boat|XDMG|swan boat}, or {@item Quaal's Feather Token, Whip|XDMG|whip})\"],[\"81–84\",\"{@item Ring of Evasion|XDMG}\"],[\"85–88\",\"{@item Ring of Free Action|XDMG}\"],[\"89–92\",\"{@item Rope of Entanglement|XDMG}\"],[\"93–96\",\"{@item Staff of Healing|XDMG}\"],[\"97–00\",\"{@item Wand of Enemy Detection|XDMG}\"]],\"name\":\"Implements Tables; 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Implements - Very Rare\",\"page\":329,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"Implements - Legendary\",\"colLabels\":[\"1d100\",\"Item\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–17\",\"{@item Enspelled Weapon|XDMG} (level 6, 7, or 8 spell)\"],[\"18–34\",\"{@item Instrument of the Bards|XDMG} ({@item Instrument of the Bards, Ollamh Harp|XDMG|Ollamh harp})\"],[\"35–54\",\"{@item Sovereign Glue|XDMG}\"],[\"55–70\",\"{@item Sphere of Annihilation|XDMG}\"],[\"71–83\",\"{@item Talisman of the Sphere|XDMG}\"],[\"84–00\",\"{@item Universal Solvent|XDMG}\"]],\"name\":\"Implements Tables; Implements - Legendary\",\"page\":329,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"Relics - Common\",\"colLabels\":[\"1d100\",\"Item\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–08\",\"{@item Ear Horn of Hearing|XDMG}\"],[\"09–28\",\"{@item Potion of Healing|XDMG}\"],[\"29–36\",\"{@item Pot of Awakening|XDMG}\"],[\"37–44\",\"{@item Ruby of the War Mage|XDMG}\"],[\"45–52\",\"{@item Shield of Expression|XDMG}\"],[\"53–60\",\"{@item Smoldering Armor|XDMG}\"],[\"61–80\",\"{@item Spell Scroll|XDMG} ({@item Spell Scroll (Cantrip)|XDMG|cantrip} or {@item Spell Scroll (Level 1)|XDMG|level 1} spell)\"],[\"81–90\",\"{@item Staff of Adornment|XDMG}\"],[\"91–00\",\"{@item Staff of Flowers|XDMG}\"]],\"name\":\"Relics Tables; Relics - Common\",\"page\":330,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"Relics - Uncommon\",\"colLabels\":[\"1d100\",\"Item\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–05\",\"{@item Enspelled Staff|XDMG} (cantrip or level 1 spell)\"],[\"06–10\",\"{@item Keoghtom's Ointment|XDMG}\"],[\"11–15\",\"{@item Mariner's Armor|XDMG}\"],[\"16–20\",\"{@item Nature's Mantle|XDMG}\"],[\"21–25\",\"{@item Pearl of Power|XDMG}\"],[\"26–30\",\"{@item Periapt of Health|XDMG}\"],[\"31–35\",\"{@item Periapt of Wound Closure|XDMG}\"],[\"36–40\",\"{@item Potion of Animal Friendship|XDMG}\"],[\"41–55\",\"{@item Potion of Greater Healing|XDMG|Potion of Healing (greater)}\"],[\"56–60\",\"{@item Potion of Resistance|XDMG}\"],[\"61–65\",\"{@item Ring of Water Walking|XDMG}\"],[\"66–70\",\"{@item Sending Stones|XDMG}\"],[\"71–80\",\"{@item Spell Scroll|XDMG} ({@item Spell Scroll (Level 2)|XDMG|level 2} or {@item Spell Scroll (Level 3)|XDMG|level 3} spell)\"],[\"81–85\",\"{@item Staff of the Adder|XDMG}\"],[\"86–90\",\"{@item Staff of the Python|XDMG}\"],[\"91–95\",\"{@item Wand of Magic Detection|XDMG}\"],[\"96–00\",\"{@item +1 Wand of the War Mage|XDMG|Wand of the War Mage, +1}\"]],\"name\":\"Relics Tables; Relics - Uncommon\",\"page\":330,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"Relics - Rare\",\"colLabels\":[\"1d100\",\"Item\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–03\",\"{@item Amulet of Health|XDMG}\"],[\"04–07\",\"{@item +1 Armor|XDMG|Armor, +1}\"],[\"08–09\",\"{@item Bowl of Commanding Water Elementals|XDMG}\"],[\"10–11\",\"{@item Brazier of Commanding Fire Elementals|XDMG}\"],[\"12–13\",\"{@item Censer of Controlling Air Elementals|XDMG}\"],[\"14–16\",\"{@item Elixir of Health|XDMG}\"],[\"17–19\",\"{@item Enspelled Staff|XDMG} (level 2 or 3 spell)\"],[\"20–22\",\"{@item Horn of Blasting|XDMG}\"],[\"23–25\",\"{@item Horn of Valhalla|XDMG} ({@item Horn of Valhalla, Brass|XDMG|brass} or {@item Horn of Valhalla, Silver|XDMG|silver})\"],[\"26–28\",\"{@item Ioun Stone|XDMG} ({@item Ioun Stone, Reserve|XDMG|reserve} or {@item Ioun Stone, Sustenance|XDMG|sustenance})\"],[\"29–31\",\"{@item Mace of Disruption|XDMG}\"],[\"32–34\",\"{@item Mace of Smiting|XDMG}\"],[\"35–37\",\"{@item Mace of Terror|XDMG}\"],[\"38–40\",\"{@item Necklace of Prayer Beads|XDMG}\"],[\"41–43\",\"{@item Periapt of Proof against Poison|XDMG}\"],[\"44–51\",\"{@item Potion of Superior Healing|XDMG|Potion of Healing (superior)}\"],[\"52–54\",\"{@item Ring of Animal Influence|XDMG}\"],[\"55–58\",\"{@item Ring of Resistance|XDMG}\"],[\"59–61\",\"{@item Ring of Spell Storing|XDMG}\"],[\"62–65\",\"{@item Scroll of Protection|XDMG}\"],[\"66–73\",\"{@item Spell Scroll|XDMG} ({@item Spell Scroll (Level 4)|XDMG|level 4} or {@item Spell Scroll (Level 5)|XDMG|level 5} spell)\"],[\"74–76\",\"{@item Staff of Charming|XDMG}\"],[\"77–79\",\"{@item Staff of Healing|XDMG}\"],[\"80–82\",\"{@item Staff of Swarming Insects|XDMG}\"],[\"83–85\",\"{@item Staff of the Woodlands|XDMG}\"],[\"86–88\",\"{@item Staff of Withering|XDMG}\"],[\"89–90\",\"{@item Stone of Controlling Earth Elementals|XDMG}\"],[\"91–93\",\"{@item Tentacle Rod|XDMG}\"],[\"94–96\",\"{@item Wand of Paralysis|XDMG}\"],[\"97–00\",\"{@item +2 Wand of the War Mage|XDMG|Wand of the War Mage, +2}\"]],\"name\":\"Relics Tables; Relics - Rare\",\"page\":330,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"Relics - Very Rare\",\"colLabels\":[\"1d100\",\"Item\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–05\",\"{@item +2 Armor|XDMG|Armor, +2}\"],[\"06–10\",\"{@item Candle of Invocation|XDMG}\"],[\"11–15\",\"{@item Cauldron of Rebirth|XDMG}\"],[\"16–20\",\"{@item Enspelled Staff|XDMG} (level 4 or 5 spell)\"],[\"21–25\",\"{@item Horn of Valhalla, Bronze|XDMG|Horn of Valhalla (bronze)}\"],[\"26–30\",\"{@item Ioun Stone|XDMG} ({@item Ioun Stone, Insight|XDMG|insight})\"],[\"31–35\",\"{@item Manual of Bodily Health|XDMG}\"],[\"36–43\",\"{@item Potion of Supreme Healing|XDMG|Potion of Healing (supreme)}\"],[\"44–50\",\"{@item Potion of Vitality|XDMG}\"],[\"51–55\",\"{@item Rod of Alertness|XDMG}\"],[\"56–65\",\"{@item Spell Scroll|XDMG} ({@item Spell Scroll (Level 6)|XDMG|level 6}, {@item Spell Scroll (Level 7)|XDMG|level 7}, or {@item Spell Scroll (Level 8)|XDMG|level 8} spell)\"],[\"66–70\",\"{@item Spirit Board|XDMG}\"],[\"71–75\",\"{@item Staff of Fire|XDMG}\"],[\"76–80\",\"{@item Staff of Frost|XDMG}\"],[\"81–85\",\"{@item Staff of Striking|XDMG}\"],[\"86–90\",\"{@item Staff of Thunder and Lightning|XDMG}\"],[\"91–95\",\"{@item Tome of Understanding|XDMG}\"],[\"96–00\",\"{@item +3 Wand of the War Mage|XDMG|Wand of the War Mage, +3}\"]],\"name\":\"Relics Tables; Relics - Very Rare\",\"page\":330,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"Relics - Legendary\",\"colLabels\":[\"1d100\",\"Item\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–08\",\"{@item Armor of Invulnerability|XDMG}\"],[\"09–18\",\"{@item +3 Armor|XDMG|Armor, +3}\"],[\"19–27\",\"{@item Enspelled Staff|XDMG} (level 6, 7, or 8 spell)\"],[\"28–36\",\"{@item Holy Avenger|XDMG}\"],[\"37–45\",\"{@item Horn of Valhalla, Iron|XDMG|Horn of Valhalla (iron)}\"],[\"46–54\",\"{@item Rod of Resurrection|XDMG}\"],[\"55–63\",\"{@item Scarab of Protection|XDMG}\"],[\"64–72\",\"{@item Scroll of Titan Summoning|XDMG}\"],[\"73–80\",\"{@item Spell Scroll|XDMG} ({@item Spell Scroll (Level 9)|XDMG|level 9} spell)\"],[\"81–90\",\"{@item Talisman of Pure Good|XDMG}\"],[\"91–00\",\"{@item Talisman of Ultimate Evil|XDMG}\"]],\"name\":\"Relics Tables; Relics - Legendary\",\"page\":330,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":6}},{\"caption\":\"Facility Space\",\"colLabels\":[\"Space\",\"Maximum Area\"],\"colStyles\":[\"col-3\",\"col-9\"],\"rows\":[[\"Cramped\",\"4 squares\"],[\"Roomy\",\"16 squares\"],[\"Vast\",\"36 squares\"]],\"name\":\"Facility Space\",\"page\":335,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Bastions\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":8},\"index\":7}},{\"colLabels\":[\"Facility Space\",\"Cost\",\"Time Required\"],\"colStyles\":[\"col-4\",\"col-4 text-right\",\"col-4 text-right\"],\"rows\":[[\"Cramped\",\"500 GP\",\"20 days\"],[\"Roomy\",\"1,000 GP\",\"45 days\"],[\"Vast\",\"3,000 GP\",\"125 days\"]],\"name\":\"Adding Basic Facilities\",\"page\":335,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Bastions\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":8},\"index\":7}},{\"colLabels\":[\"Space Increase\",\"Cost\",\"Time Required\"],\"colStyles\":[\"col-4\",\"col-4 text-right\",\"col-4 text-right\"],\"rows\":[[\"Cramped to Roomy\",\"500 GP\",\"25 days\"],[\"Roomy to Vast\",\"2,000 GP\",\"80 days\"]],\"name\":\"Enlarging Basic Facilities\",\"page\":335,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Bastions\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":8},\"index\":7}},{\"caption\":\"Special Facility Acquisition\",\"colLabels\":[\"Level\",\"Special Facilities\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[\"5\",\"2\"],[\"9\",\"4\"],[\"13\",\"5\"],[\"17\",\"6\"]],\"name\":\"Special Facilities; Special Facility Acquisition\",\"page\":335,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Bastions\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":8},\"index\":7}},{\"caption\":\"Special Facilities\",\"colLabels\":[\"Level\",\"Special Facility\",\"Prerequisite\",\"Order\"],\"colStyles\":[\"col-1 text-center\",\"col-2\",\"col-7\",\"col-2\"],\"rows\":[[\"5\",\"{@facility Arcane Study|XDMG}\",\"Ability to use an {@item Arcane Focus|XPHB} or a tool as a {@variantrule Spellcasting Focus|XPHB}\",\"Craft\"],[\"5\",\"{@facility Armory|XDMG}\",\"None\",\"Trade\"],[\"5\",\"{@facility Barrack|XDMG}\",\"None\",\"Recruit\"],[\"5\",\"{@facility Garden|XDMG}\",\"None\",\"Harvest\"],[\"5\",\"{@facility Library|XDMG}\",\"None\",\"Research\"],[\"5\",\"{@facility Sanctuary|XDMG}\",\"Ability to use a {@item Holy Symbol|XPHB} or {@item Druidic Focus|XPHB} as a {@variantrule Spellcasting Focus|XPHB}\",\"Craft\"],[\"5\",\"{@facility Smithy|XDMG}\",\"None\",\"Craft\"],[\"5\",\"{@facility Storehouse|XDMG}\",\"None\",\"Trade\"],[\"5\",\"{@facility Workshop|XDMG}\",\"None\",\"Craft\"],[\"9\",\"{@facility Gaming Hall|XDMG}\",\"None\",\"Trade\"],[\"9\",\"{@facility Greenhouse|XDMG}\",\"None\",\"Harvest\"],[\"9\",\"{@facility Laboratory|XDMG}\",\"None*\",\"Craft\"],[\"9\",\"{@facility Sacristy|XDMG}\",\"Ability to use a {@item Holy Symbol|XPHB} or {@item Druidic Focus|XPHB} as a {@variantrule Spellcasting Focus|XPHB}\",\"Craft\"],[\"9\",\"{@facility Scriptorium|XDMG}\",\"None*\",\"Craft\"],[\"9\",\"{@facility Stable|XDMG}\",\"None\",\"Trade\"],[\"9\",\"{@facility Teleportation Circle|XDMG}\",\"None\",\"Recruit\"],[\"9\",\"{@facility Theater|XDMG}\",\"None\",\"Empower\"],[\"9\",\"{@facility Training Area|XDMG}\",\"None\",\"Empower\"],[\"9\",\"{@facility Trophy Room|XDMG}\",\"None\",\"Research\"],[\"13\",\"{@facility Archive|XDMG}\",\"None\",\"Research\"],[\"13\",\"{@facility Meditation Chamber|XDMG}\",\"None\",\"Empower\"],[\"13\",\"{@facility Menagerie|XDMG}\",\"None\",\"Recruit\"],[\"13\",\"{@facility Observatory|XDMG}\",\"Ability to use a {@variantrule Spellcasting Focus|XPHB}\",\"Empower\"],[\"13\",\"{@facility Pub|XDMG}\",\"None\",\"Research\"],[\"13\",\"{@facility Reliquary|XDMG}\",\"Ability to use a {@item Holy Symbol|XPHB} or {@item Druidic Focus|XPHB} as a {@variantrule Spellcasting Focus|XPHB}\",\"Harvest\"],[\"17\",\"{@facility Demiplane|XDMG}\",\"Ability to use an {@item Arcane Focus|XPHB} or a tool as a {@variantrule Spellcasting Focus|XPHB}\",\"Empower\"],[\"17\",\"{@facility Guildhall|XDMG}\",\"Expertise in a skill\",\"Recruit\"],[\"17\",\"{@facility Sanctum|XDMG}\",\"Ability to use a {@item Holy Symbol|XPHB} or {@item Druidic Focus|XPHB} as a {@variantrule Spellcasting Focus|XPHB}\",\"Empower\"],[\"17\",\"{@facility War Room|XDMG}\",\"Fighting Style feature or Unarmored Defense feature\",\"Recruit\"]],\"footnotes\":[\"*Certain orders that can be issued to these facilities have additional prerequisites.\"],\"name\":\"Special Facility Descriptions; Special Facilities\",\"page\":336,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Bastions\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":8},\"index\":7}},{\"caption\":\"Bastion Events\",\"colLabels\":[\"1d100\",\"Event\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–50\",\"{@book All Is Well|XDMG|7|All Is Well}\"],[\"51–55\",\"{@book Attack|XDMG|7|Attack}\"],[\"56–58\",\"{@book Criminal Hireling|XDMG|7|Criminal Hireling}\"],[\"59–63\",\"{@book Extraordinary Opportunity|XDMG|7|Extraordinary Opportunity}\"],[\"64–72\",\"{@book Friendly Visitors|XDMG|7|Friendly Visitors}\"],[\"73–76\",\"{@book Guest|XDMG|7|Guest}\"],[\"77–79\",\"{@book Lost Hirelings|XDMG|7|Lost Hirelings}\"],[\"80–83\",\"{@book Magical Discovery|XDMG|7|Magical Discovery}\"],[\"84–91\",\"{@book Refugees|XDMG|7|Refugees}\"],[\"92–98\",\"{@book Request for Aid|XDMG|7|Request for Aid}\"],[\"99–00\",\"{@book Treasure|XDMG|7|Chapter 7: Treasure}\"]],\"name\":\"Bastion Events\",\"page\":350,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Bastions\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":8},\"index\":7}},{\"colLabels\":[\"1d8\",\"Details\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Accident reports are way down.\"],[\"2\",\"The leak in the roof has been fixed.\"],[\"3\",\"No vermin infestations to report.\"],[\"4\",\"You-Know-Who lost their spectacles again.\"],[\"5\",\"One of your hirelings adopted a stray dog.\"],[\"6\",\"You received a lovely letter from a friend.\"],[\"7\",\"Some practical joker has been putting rotten eggs in people's boots.\"],[\"8\",\"Someone thought they saw a ghost.\"]],\"name\":\"All Is Well\",\"page\":350,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Bastions\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":8},\"index\":7}},{\"colLabels\":[\"1d4\",\"Guest\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The guest is an individual of great renown who stays for 7 days. At the end of their stay, the guest gives you a letter of recommendation (see \\\"{@book Marks of Prestige|XDMG|2|Marks of Prestige}\\\" in {@book chapter 3|XDMG|2}).\"],[\"2\",\"The guest requests sanctuary while avoiding persecution for their beliefs or crimes. They depart 7 days later, but not before offering you a gift of {@dice 1d6 × 100} GP.\"],[\"3\",\"The guest is a mercenary, giving you one additional Bastion Defender. The guest doesn't require a facility to house them, and they stay until you send them away or they're killed.\"],[\"4\",\"The guest is a {@variantrule Friendly [Attitude]|XPHB|Friendly} monster, such as a brass dragon or a treant. If your Bastion is attacked while this monster is your guest, it defends your Bastion, and you lose no Bastion Defenders. The monster leaves after it defends your Bastion once or when you send it away.\"]],\"name\":\"Guest\",\"page\":352,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Bastions\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":8},\"index\":7}},{\"colLabels\":[\"1d100\",\"Treasure\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–40\",\"Roll on the 25 GP {@book Art Objects|XDMG|6|25 GP Art Objects} table.\"],[\"41–63\",\"Roll on the 250 GP {@book Art Objects|XDMG|6|250 GP Art Objects} table.\"],[\"64–73\",\"Roll on the 750 GP {@book Art Objects|XDMG|6|750 GP Art Objects} table.\"],[\"74–75\",\"Roll on the 2,500 GP {@book Art Objects|XDMG|6|2,500 GP Art Objects} table.\"],[\"76–90\",\"Roll on a Common Magic Items table of your choice ({@book Arcana|XDMG|6|Arcana—Common}, {@book Armaments|XDMG|6|Armaments—Common}, {@book Implements|XDMG|6|Implements—Common}, or {@book Relics|XDMG|6|Relics—Common}).\"],[\"91–98\",\"Roll on an Uncommon Magic Items table of your choice ({@book Arcana|XDMG|6|Arcana—Uncommon}, {@book Armaments|XDMG|6|Armaments—Uncommon}, {@book Implements|XDMG|6|Implements—Uncommon}, or {@book Relics|XDMG|6|Relics—Uncommon}).\"],[\"99–00\",\"Roll on a Rare Magic Items table of your choice ({@book Arcana|XDMG|6|Arcana—Rare}, {@book Armaments|XDMG|6|Armaments—Rare}, {@book Implements|XDMG|6|Implements—Rare}, or {@book Relics|XDMG|6|Relics—Rare}).\"]],\"name\":\"Treasure\",\"page\":352,\"source\":\"XDMG\",\"chapter\":{\"name\":\"Bastions\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":8},\"index\":7}},{\"caption\":\"Improvising Damage\",\"colLabels\":[\"Dice\",\"Examples\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"{@damage 1d10}\",\"Burned by coals, hit by a falling bookcase, pricked by a poison needle\"],[\"{@damage 2d10}\",\"Struck by lightning, stumbling into a firepit\"],[\"{@damage 4d10}\",\"Hit by falling rubble in a collapsing tunnel, tumbling into a vat of acid\"],[\"{@damage 10d10}\",\"Crushed by compacting walls, hit by whirling steel blades, wading through lava\"],[\"{@damage 18d10}\",\"Submerged in lava, hit by a crashing flying fortress\"],[\"{@damage 24d10}\",\"Tumbling into a vortex of fire on the Elemental Plane of Fire, crushed in the jaws of a godlike creature or a moon-sized monster\"]],\"name\":\"Tables; Improvising Damage\",\"source\":\"XScreen\"},{\"caption\":\"Damage Severity and Level\",\"colLabels\":[\"Character Levels\",\"Nuisance\",\"Deadly\"],\"colStyles\":[\"col-4 text-center\",\"col-4 text-center\",\"col-4 text-center\"],\"rows\":[[\"1–4\",\"5 ({@damage 1d10})\",\"11 ({@damage 2d10})\"],[\"5–10\",\"11 ({@damage 2d10})\",\"22 ({@damage 4d10})\"],[\"11–16\",\"22 ({@damage 4d10})\",\"55 ({@damage 10d10})\"],[\"17–20\",\"55 ({@damage 10d10})\",\"99 ({@damage 18d10})\"]],\"name\":\"Tables; Damage Severity and Level\",\"source\":\"XScreen\"},{\"caption\":\"Actions\",\"colLabels\":[\"Action\",\"Summary\"],\"colStyles\":[\"col-2\",\"col-10\"],\"rows\":[[\"{@action Attack|XPHB}\",\"Attack with a weapon or an {@variantrule Unarmed Strike|XPHB}.\"],[\"{@action Dash|XPHB}\",\"For the rest of the turn, give yourself extra movement equal to your {@variantrule Speed|XPHB}.\"],[\"{@action Disengage|XPHB}\",\"Your movement doesn't provoke {@action Opportunity Attack|XPHB|Opportunity Attacks} for the rest of the turn.\"],[\"{@action Dodge|XPHB}\",\"Until the start of your next turn, attach rolls against you have {@variantrule Disadvantage|XPHB}, and you make Dexterity saving throws with {@variantrule Advantage|XPHB}. You lose this benefit if you have the {@condition Incapacitated|XPHB} condition or if your {@variantrule Speed|XPHB} is 0.\"],[\"{@action Help|XPHB}\",\"Help another creature's ability check or attack roll, or administer first aid.\"],[\"{@action Hide|XPHB}\",\"Make a Dexterity ({@skill Stealth|XPHB}) check.\"],[\"{@action Influence|XPHB}\",\"Make a Charisma ({@skill Deception|XPHB}, {@skill Intimidation|XPHB}, {@skill Performance|XPHB}, or {@skill Persuasion|XPHB}) or Wisdom ({@skill Animal Handling|XPHB|}) check to alter a creature's attitude.\"],[\"{@action Magic|XPHB}\",\"Cast a spell, use a magic item, or use a magical feature.\"],[\"{@action Ready|XPHB}\",\"Prepare to take an action in response to a trigger you define.\"],[\"{@action Search|XPHB}\",\"Make a Wisdom ({@skill Insight|XPHB}, {@skill Medicine|XPHB}, {@skill Perception|XPHB}, or {@skill Survival|XPHB}) check.\"],[\"{@action Study|XPHB}\",\"Make an Intelligence ({@skill Arcana|XPHB}, {@skill History|XPHB}, {@skill Investigation|XPHB}, {@skill Nature|XPHB}, or {@skill Religion|XPHB}) check.\"],[\"{@action Utilize|XPHB}\",\"Use a nonmagical object.\"]],\"footnotes\":[\"{@i See the Player's Handbook rules glossary for full action definitions}\"],\"name\":\"Tables; Actions\",\"source\":\"XScreen\"},{\"caption\":\"Skills\",\"colLabels\":[\"Skill\",\"Ability\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"{@skill Acrobatics|XPHB}\",\"Dexterity\"],[\"{@skill Animal Handling|XPHB}\",\"Wisdom\"],[\"{@skill Arcana|XPHB}\",\"Intelligence\"],[\"{@skill Athletics|XPHB}\",\"Strength\"],[\"{@skill Deception|XPHB}\",\"Charisma\"],[\"{@skill History|XPHB}\",\"Intelligence\"],[\"{@skill Insight|XPHB}\",\"Wisdom\"],[\"{@skill Intimidation|XPHB}\",\"Charisma\"],[\"{@skill Investigation|XPHB}\",\"Intelligence\"],[\"{@skill Medicine|XPHB}\",\"Wisdom\"],[\"{@skill Nature|XPHB}\",\"Intelligence\"],[\"{@skill Perception|XPHB}\",\"Wisdom\"],[\"{@skill Performance|XPHB}\",\"Charisma\"],[\"{@skill Persuasion|XPHB}\",\"Charisma\"],[\"{@skill Religion|XPHB}\",\"Intelligence\"],[\"{@skill Sleight of Hand|XPHB}\",\"Dexterity\"],[\"{@skill Stealth|XPHB}\",\"Dexterity\"],[\"{@skill Survival|XPHB}\",\"Wisdom\"]],\"name\":\"Tables; Skills\",\"source\":\"XScreen\"},{\"caption\":\"Object Armor Class\",\"colLabels\":[\"AC\",\"Substance\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"11\",\"Cloth, paper, rope\"],[\"13\",\"Crystal, glass, ice\"],[\"15\",\"Wood\"],[\"17\",\"Stone\"],[\"19\",\"Iron, steel\"],[\"21\",\"Mithral\"],[\"23\",\"Adamantine\"]],\"name\":\"Tables; Object Armor Class\",\"source\":\"XScreen\"},{\"caption\":\"Object Hit Points\",\"colLabels\":[\"Size\",\"Fragile\",\"Resilient\"],\"colStyles\":[\"col-6\",\"col-3\",\"col-3\"],\"rows\":[[\"Tiny (bottle, lock)\",\"2 ({@dice 1d4})\",\"5 {@dice 2d4})\"],[\"Small (chest, lute)\",\"3 ({@dice 1d6})\",\"10 {@dice 3d6})\"],[\"Medium (barrel, chandelier)\",\"4 ({@dice 1d8})\",\"18 {@dice 4d8})\"],[\"Large (cart, dining table)\",\"5 ({@dice 1d10})\",\"27 {@dice 5d10})\"]],\"name\":\"Tables; Object Hit Points\",\"source\":\"XScreen\"},{\"caption\":\"Food, Drink, and Lodging\",\"colLabels\":[\"Item\",\"Cost\"],\"colStyles\":[\"col-8\",\"col-4 text-right\"],\"rows\":[[\"{@item Ale (mug)|XPHB}\",\"4 CP\"],[\"{@item Bread (loaf)|XPHB}\",\"2 CP\"],[\"{@item Cheese (wedge)|XPHB}\",\"1 SP\"],[\"{@i Inn Stay per Day}\",\"\"],{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Squalid\",\"7 CP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Poor\",\"1 SP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Modest\",\"5 SP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Comfortable\",\"8 SP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Wealthy\",\"2 GP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Aristocratic\",\"4 GP\"]},[\"{@i Meal}\",\"\"],{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Squalid\",\"1 CP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Poor\",\"2 CP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Modest\",\"1 SP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Comfortable\",\"2 SP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Wealthy\",\"3 SP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Aristocratic\",\"6 SP\"]},[\"{@i Wine (bottle)}\",\"\"],{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Common Wine (bottle)|XPHB|Common}\",\"2 SP\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"{@item Fine Wine (bottle)|XPHB|Fine}\",\"10 GP\"]}],\"name\":\"Tables; Food, Drink, and Lodging\",\"source\":\"XScreen\"},{\"caption\":\"Typical Difficulty Classes\",\"colLabels\":[\"Task Difficulty\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Very easy\",\"5\"],[\"Easy\",\"10\"],[\"Medium\",\"15\"],[\"Hard\",\"20\"],[\"Very hard\",\"25\"],[\"Nearly impossible\",\"30\"]],\"name\":\"Tables; Typical Difficulty Classes\",\"source\":\"XScreen\"},{\"caption\":\"Light Sources\",\"colLabels\":[\"Source\",\"Bright Light\",\"Dim Light\",\"Duration\"],\"colStyles\":[\"col-3\",\"col-3\",\"col-3\",\"col-3\"],\"rows\":[[\"{@item Candle|XPHB}\",\"5 feet\",\"+5 feet\",\"1 hour\"],[\"{@item Lamp|XPHB}\",\"15 feet\",\"+30 feet\",\"6 hours\"],[\"{@item Bullseye Lantern|XPHB|Lantern, Bullseye}\",\"60-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}\",\"+60 feet\",\"6 hours\"],[\"{@item Hooded Lantern|XPHB|Lantern, Hooded}\",\"30 feet (none with hood lowered)\",\"+30 feet (5 feet with hood lowered)\",\"6 hours\"],[\"{@item Torch|XPHB}\",\"20 feet\",\"+20 feet\",\"1 hour\"]],\"name\":\"Tables; Light Sources\",\"source\":\"XScreen\"},{\"caption\":\"Obscured Areas\",\"colLabels\":[\"Obscureness\",\"Effect\",\"Examples\"],\"colStyles\":[\"col-3\",\"col-5\",\"col-4\"],\"rows\":[[\"{@variantrule Lightly Obscured|XPHB}\",\"Creatures have {@variantrule Disadvantage|XPHB} on Wisdom ({@skill Perception|XPHB}) checks that rely on sight\",\"{@variantrule Dim Light|XPHB}, patchy fog, moderate foliage\"],[\"{@variantrule Heavily Obscured|XPHB}\",\"Creatures have the {@condition Blinded|XPHB} condition\",\"{@variantrule Darkness|XPHB}, heavy fog, dense foliage\"]],\"name\":\"Tables; Obscured Areas\",\"source\":\"XScreen\"},{\"caption\":\"Travel Pace\",\"colLabelRows\":[[\"\",{\"type\":\"cellHeader\",\"width\":3,\"entry\":\"Distance Traveled Per...\",\"style\":\"th-skewer\"},\"\"],[\"Pace\",\"Minute\",\"Hour\",\"Day\",\"Effect\"]],\"colStyles\":[\"col-2\",\"col-2\",\"col-2\",\"col-2\",\"col-4\"],\"rows\":[[\"Fast\",\"400 feet\",\"4 miles\",\"30 miles\",\"{@variantrule Disadvantage|XPHB} on Wisdom ({@skill Perception|XPHB} or {@skill Survival|XPHB}) and Dexterity ({@skill Stealth|XPHB}) checks\"],[\"Normal\",\"300 feet\",\"3 miles\",\"24 miles\",\"{@variantrule Disadvantage|XPHB} on Dexterity ({@skill Stealth|XPHB}) checks\"],[\"Slow\",\"200 feet\",\"2 miles\",\"18 miles\",\"{@variantrule Advantage|XPHB} on Wisdom ({@skill Perception|XPHB} or {@skill Survival|XPHB}) checks\"]],\"name\":\"Tables; Travel Pace\",\"source\":\"XScreen\"},{\"caption\":\"Travel Terrain\",\"colLabels\":[\"Terrain\",\"Maximum Pace\",\"Encounter Distance\",\"Foraging DC\",\"Navigation DC\",\"Search DC\"],\"colStyles\":[\"col-2\",\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\"],\"rows\":[[\"Arctic\",\"Fast*\",\"{@dice 6d6 × 10} feet\",\"20\",\"10\",\"10\"],[\"Coastal\",\"Normal\",\"{@dice 2d10 × 10} feet\",\"10\",\"5\",\"15\"],[\"Desert\",\"Normal\",\"{@dice 6d6 × 10} feet\",\"20\",\"10\",\"10\"],[\"Forest\",\"Normal\",\"{@dice 2d8 × 10} feet\",\"10\",\"15\",\"15\"],[\"Grassland\",\"Fast\",\"{@dice 6d6 × 10} feet\",\"15\",\"5\",\"15\"],[\"Hill\",\"Normal\",\"{@dice 2d10 × 10} feet\",\"15\",\"10\",\"15\"],[\"Mountain\",\"Slow\",\"{@dice 4d10 × 10} feet\",\"20\",\"15\",\"20\"],[\"Swamp\",\"Slow\",\"{@dice 2d8 × 10} feet\",\"10\",\"15\",\"20\"],[\"Underdark\",\"Normal\",\"{@dice 2d6 × 10} feet\",\"20\",\"10\",\"20\"],[\"Urban\",\"Normal\",\"{@dice 2d6 × 10} feet\",\"20\",\"15\",\"15\"],[\"Waterborne\",\"Special†\",\"{@dice 6d6 × 10} feet\",\"15\",\"10\",\"15\"]],\"footnotes\":[\"*Appropriate equipment (such as skis) is necessary to keep up a Fast pace in Arctic terrain.\",\"†Characters' rate of travel while waterborne depends on the vehicle carrying them.\"],\"name\":\"Tables; Travel Terrain\",\"source\":\"XScreen\"},{\"caption\":\"Cover\",\"colLabels\":[\"Cover Degree\",\"Benefit to Target\"],\"colStyles\":[\"col-3\",\"col-9\"],\"rows\":[[\"Half Cover\",\"+2 bonus to AC and Dexterity saving throws\"],[\"Three-Quarters Cover\",\"+5 bonus to AC and Dexterity saving throws\"],[\"Total Cover\",\"Can't be targeted directly\"]],\"name\":\"Tables; Cover\",\"source\":\"XScreen\"},{\"caption\":\"Audible Distance\",\"colLabels\":[\"Noise\",\"Distance\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"Trying to be quiet\",\"{@dice 2d6 × 5} feet\"],[\"Normal noise level\",\"{@dice 2d6 × 10} feet\"],[\"Very loud\",\"{@dice 2d6 × 50} feet\"]],\"name\":\"Tables; Audible Distance\",\"source\":\"XScreen\"},{\"caption\":\"Visibility Outdoors\",\"colLabels\":[\"Conditions\",\"Distance\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"Clear day, no obstructions\",\"2 miles (40 miles from a height)\"],[\"Rain ({@variantrule Lightly Obscured|XPHB})\",\"1 mile\"],[\"Fog ({@variantrule Lightly Obscured|XPHB})\",\"100 to 300 feet\"]],\"name\":\"Tables; Visibility Outdoors\",\"source\":\"XScreen\"},{\"caption\":\"Wild Magic\",\"colLabels\":[\"d8\",\"Magical Effect\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take {@damage 1d12} necrotic damage. You also gain {@dice 1d12} temporary hit points.\"],[\"2\",\"You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.\"],[\"3\",\"An intangible spirit, which looks like a {@creature flumph} or a {@creature pixie} (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take {@damage 1d6} force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.\"],[\"4\",\"Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.\"],[\"5\",\"Whenever a creature hits you with an attack roll before your rage ends, that creature takes {@damage 1d6} force damage, as magic lashes out in retribution.\"],[\"6\",\"Until your rage ends, you are surrounded by multi colored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.\"],[\"7\",\"Flowers and vines temporarily grow around you. Until your rage ends, the ground within 15 feet of you is {@quickref difficult terrain||3} for your enemies.\"],[\"8\",\"A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take {@damage 1d6} radiant damage and be {@condition blinded} until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.\"]],\"name\":\"Wild Magic\",\"source\":\"TCE\",\"srd\":false,\"srd52\":false,\"basicRules\":false,\"freeRules2024\":false,\"page\":25,\"parentEntity\":{\"type\":\"subclass\",\"name\":\"Path of Wild Magic\",\"shortName\":\"Wild Magic\",\"source\":\"TCE\",\"className\":\"Barbarian\",\"classSource\":\"PHB\"}},{\"caption\":\"Spirit Tales\",\"colLabels\":[\"Bardic Insp. Die\",\"Tale Told Through You\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Tale of the Clever Animal. For the next 10 minutes, whenever the target makes an Intelligence, a Wisdom, or a Charisma check, the target can roll an extra die immediately after rolling the {@dice d20} and add the extra die's number to the check. The extra die is the same type as your Bardic Inspiration die.\"],[\"2\",\"Tale of the Renowned Duelist. You make a melee spell attack against the target. On a hit, the target takes force damage equal to two rolls of your Bardic Inspiration die + your Charisma modifier.\"],[\"3\",\"Tale of the Beloved Friends. The target and another creature of its choice it can see within 5 feet of it gains temporary hit points equal to a roll of your Bardic Inspiration die + your Charisma modifier.\"],[\"4\",\"Tale of the Runaway. The target can immediately use its reaction to teleport up to 30 feet to an unoccupied space it can see. When the target teleports, it can choose a number of creatures it can see within 30 feet of it up to your Charisma modifier (minimum of 0) to immediately use the same reaction.\"],[\"5\",\"Tale of the Avenger. For 1 minute, any creature that hits the target with a melee attack takes force damage equal to a roll of your Bardic Inspiration die.\"],[\"6\",\"Tale of the Traveler. The target gains temporary hit points equal to a roll of your Bardic Inspiration die + your bard level. While it has these temporary hit points, the target's walking speed increases by 10 feet and it gains a +1 bonus to its AC.\"],[\"7\",\"Tale of the Beguiler. The target must succeed on a Wisdom saving throw or take psychic damage equal to two rolls of your Bardic Inspiration die, and the target is {@condition incapacitated} until the end of its next turn.\"],[\"8\",\"Tale of the Phantom. The target becomes {@condition invisible} until the end of its next turn or until it hits a creature with an attack. If the target hits a creature with an attack during this invisibility, the creature it hits takes necrotic damage equal to a roll of your Bardic Inspiration die and is {@condition frightened} of the target until the end of the {@condition frightened} creature's next turn.\"],[\"9\",\"Tale of the Brute. Each creature of the target's choice it can see within 30 feet of it must make a Strength saving throw. On a failed save, a creature takes thunder damage equal to three rolls of your Bardic Inspiration die and is knocked {@condition prone}. A creature that succeeds on its saving throw takes half as much damage and isn't knocked {@condition prone}.\"],[\"10\",\"Tale of the Dragon. The target spews fire from the mouth in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking fire damage equal to four rolls of your Bardic Inspiration die on a failed save, or half as much damage on a successful one.\"],[\"11\",\"Tale of the Angel. The target regains hit points equal to two rolls of your Bardic Inspiration die + your Charisma modifier, and you end one condition from the following list affecting the target: {@condition blinded}, {@condition deafened}, {@condition paralyzed}, {@condition petrified}, or {@condition poisoned}.\"],[\"12\",\"Tale of the Mind-Bender. You evoke an incomprehensible fable from an otherworldly being. The target must succeed on an Intelligence saving throw or take psychic damage equal to three rolls of your Bardic Inspiration die and be {@condition stunned} until the end of its next turn.\"]],\"name\":\"Spirit Tales\",\"source\":\"VRGR\",\"srd\":false,\"srd52\":false,\"basicRules\":false,\"freeRules2024\":false,\"page\":28,\"parentEntity\":{\"type\":\"subclass\",\"name\":\"College of Spirits\",\"shortName\":\"Spirits\",\"source\":\"VRGR\",\"className\":\"Bard\",\"classSource\":\"PHB\"}},{\"caption\":\"Wild Magic Surge\",\"colLabels\":[\"{@dice d100}\",\"Effect\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"01-02\",\"Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.\"],[\"03-04\",\"For the next minute, you can see any {@condition invisible} creature if you have line of sight to it.\"],[\"05-06\",\"A {@filter modron|bestiary|source=mm|search=modron} chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.\"],[\"07-08\",\"You cast {@spell fireball} as a 3rd-level spell centered on yourself.\"],[\"09-10\",\"You cast {@spell magic missile} as a 5th-level spell.\"],[\"11-12\",\"Roll a {@dice d10}. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.\"],[\"13-14\",\"You cast {@spell confusion} centered on yourself.\"],[\"15-16\",\"For the next minute, you regain 5 hit points at the start of each of your turns.\"],[\"17-18\",\"You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.\"],[\"19-20\",\"You cast {@spell grease} centered on yourself.\"],[\"21-22\",\"Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.\"],[\"23-24\",\"Your skin turns a vibrant shade of blue. A {@spell remove curse} spell can end this effect.\"],[\"25-26\",\"An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom ({@skill Perception}) checks that rely on sight.\"],[\"27-28\",\"For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.\"],[\"29-30\",\"You teleport up to 60 feet to an unoccupied space of your choice that you can see.\"],[\"31-32\",\"You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.\"],[\"33-34\",\"Maximize the damage of the next damaging spell you cast within the next minute.\"],[\"35-36\",\"Roll a {@dice d10}. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.\"],[\"37-38\",\"{@dice 1d6} {@creature flumph||flumphs} controlled by the DM appear in unoccupied spaces within 60 feet of you and are {@condition frightened} of you. They vanish after 1 minute.\"],[\"39-40\",\"You regain {@dice 2d10} hit points.\"],[\"41-42\",\"You turn into a potted plant until the start of your next turn. While a plant, you are {@condition incapacitated} and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.\"],[\"43-44\",\"For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.\"],[\"45-46\",\"You cast {@spell levitate} on yourself.\"],[\"47-48\",\"A {@creature unicorn} controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.\"],[\"49-50\",\"You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.\"],[\"51-52\",\"A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to {@spell magic missile}.\"],[\"53-54\",\"You are immune to being intoxicated by alcohol for the next {@dice 5d6} days.\"],[\"55-56\",\"Your hair falls out but grows back within 24 hours.\"],[\"57-58\",\"For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.\"],[\"59-60\",\"You regain your lowest-level expended spell slot.\"],[\"61-62\",\"For the next minute, you must shout when you speak.\"],[\"63-64\",\"You cast {@spell fog cloud} centered on yourself.\"],[\"65-66\",\"Up to three creatures you choose within 30 feet of you take {@damage 4d10} lightning damage.\"],[\"67-68\",\"You are {@condition frightened} by the nearest creature until the end of your next turn.\"],[\"69-70\",\"Each creature within 30 feet of you becomes {@condition invisible} for the next minute. The invisibility ends on a creature when it attacks or casts a spell.\"],[\"71-72\",\"You gain resistance to all damage for the next minute.\"],[\"73-74\",\"A random creature within 60 feet of you becomes {@condition poisoned} for {@dice 1d4} hours.\"],[\"75-76\",\"You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is {@condition blinded} until the end of its next turn.\"],[\"77-78\",\"You cast {@spell polymorph} on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.\"],[\"79-80\",\"Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.\"],[\"81-82\",\"You can take one additional action immediately.\"],[\"83-84\",\"Each creature within 30 feet of you takes {@damage 1d10} necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.\"],[\"85-86\",\"You cast {@spell mirror image}.\"],[\"87-88\",\"You cast {@spell fly} on a random creature within 60 feet of you.\"],[\"89-90\",\"You become {@condition invisible} for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.\"],[\"91-92\",\"If you die within the next minute, you immediately come back to life as if by the {@spell reincarnate} spell.\"],[\"93-94\",\"Your size increases by one size category for the next minute.\"],[\"95-96\",\"You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.\"],[\"97-98\",\"You are surrounded by faint, ethereal music for the next minute.\"],[\"99-00\",\"You regain all expended sorcery points.\"]],\"name\":\"Wild Magic Surge\",\"source\":\"PHB\",\"srd\":false,\"srd52\":false,\"basicRules\":false,\"freeRules2024\":false,\"page\":103,\"parentEntity\":{\"type\":\"subclass\",\"name\":\"Wild Magic\",\"shortName\":\"Wild\",\"source\":\"PHB\",\"className\":\"Sorcerer\",\"classSource\":\"PHB\"}},{\"caption\":\"Wild Magic Surge\",\"colLabels\":[\"{@dice 1d100}\",\"Effect\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"01–04\",\"Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.\"],[\"05–08\",\"A creature that is Friendly toward you appears in a random unoccupied space within 60 feet of you. The creature is under the DM's control and disappears 1 minute later. Roll {@dice 1d4} to determine the creature: on a 1, a Modron Duodrone appears; on a 2, a Flumph appears; on a 3, a Modron Monodrone appears; on a 4, a Unicorn appears. See the Monster Manual for the creature's stat block.\"],[\"09–12\",\"For the next minute, you regain 5 {@variantrule Hit Points|XPHB} at the start of each of your turns.\"],[\"13–16\",\"Creatures have {@variantrule Disadvantage|XPHB} on saving throws against the next spell you cast in the next minute that involves a saving throw.\"],[\"17–20\",\"You are subjected to an effect that lasts for 1 minute unless its description says otherwise. Roll {@dice 1d8} to determine the effect: on a 1, you're surrounded by faint, ethereal music only you and creatures within 5 feet of you can hear; on a 2, your size increases by one size category; on a 3, you grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode from your face and vanish; on a 4, you must shout when you speak; on a 5, illusory butterflies flutter in the air within 10 feet of you; on a 6, an eye appears on your forehead, granting you {@variantrule Advantage|XPHB} on Wisdom ({@skill Perception|XPHB}) checks; on an 7, pink bubbles float out of your mouth whenever you speak; on an 8, your skin turns a vibrant shade of blue for 24 hours or until the effect is ended by a {@spell Remove Curse|XPHB} spell.\"],[\"21–24\",\"For the next minute, all your spells with a casting time of an action have a casting time of a {@variantrule Bonus Action|XPHB}.\"],[\"25–28\",\"You are transported to the Astral Plane until the end of your next turn. You then return to the space you previously occupied or the nearest unoccupied space if that space is occupied.\"],[\"29–32\",\"The next time you cast a spell that deals damage within the next minute, don't roll the spell's damage dice for the damage. Instead use the highest number possible for each damage die.\"],[\"33–36\",\"You have {@variantrule Resistance|XPHB} to all damage for the next minute.\"],[\"37–40\",\"You turn into a potted plant until the start of your next turn. While you're a plant, you have the {@condition Incapacitated|XPHB} condition and have {@variantrule Vulnerability|XPHB} to all damage. If you drop to 0 {@variantrule Hit Points|XPHB}, your pot breaks, and your form reverts.\"],[\"41–44\",\"For the next minute, you can teleport up to 20 feet as a {@variantrule Bonus Action|XPHB} on each of your turns.\"],[\"45–48\",\"You and up to three creatures you choose within 30 feet of you have the {@condition Invisible|XPHB} condition for 1 minute. This invisibility ends on a creature immediately after it makes an attack roll, deals damage, or casts a spell.\"],[\"49–52\",\"A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to {@spell Magic Missile|XPHB}.\"],[\"53–56\",\"You can take one extra action on this turn.\"],[\"57–60\",\"You cast a random spell. If the spell normally requires {@status Concentration|XPHB}, it doesn't require {@status Concentration|XPHB} in this case; the spell lasts for its full duration. Roll {@dice 1d10} to determine the spell: on a 1, {@spell Confusion|XPHB}; on a 2, {@spell Fireball|XPHB}; on a 3, {@spell Fog Cloud|XPHB}; on a 4, {@spell Fly|XPHB} (cast on a random creature within 60 feet of you), on a 5, {@spell Grease|XPHB}; on a 6, {@spell Levitate|XPHB} (cast on yourself); on a 7, {@spell Magic Missile|XPHB} (cast as a level 5 spell); on an 8, {@spell Mirror Image|XPHB}; on a 9, {@spell Polymorph|XPHB} (cast on yourself), and if you fail the saving throw, you turn into a Goat (see appendix B); on a 10, {@spell See Invisibility|XPHB}.\"],[\"61–64\",\"For the next minute, any flammable, nonmagical object you touch that isn't being worn or carried by another creature bursts into flame, takes {@damage 1d4} Fire damage, and is burning.\"],[\"65–68\",\"If you die within the next hour, you immediately revive as if by the {@spell Reincarnate|XPHB} spell.\"],[\"69–72\",\"You have the {@condition Frightened|XPHB} condition until the end of your next turn. The DM determines the source of your fear.\"],[\"73–76\",\"You teleport up to 60 feet to an unoccupied space you can see.\"],[\"77–80\",\"A random creature within 60 feet of you has the {@condition Poisoned|XPHB} condition for {@dice 1d4} hours.\"],[\"81–84\",\"You radiate {@variantrule Bright Light|XPHB} in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you has the {@condition Blinded|XPHB} condition until the end of its next turn.\"],[\"85–88\",\"Up to three creatures of your choice that you can see within 30 feet of you take {@damage 1d10} Necrotic damage. You regain {@variantrule Hit Points|XPHB} equal to the sum of the Necrotic damage dealt.\"],[\"89–92\",\"Up to three creatures of your choice that you can see within 30 feet of you take {@damage 4d10} Lightning damage.\"],[\"93–96\",\"You and all creatures within 30 feet of you have {@variantrule Vulnerability|XPHB} to Piercing damage for the next minute.\"],[\"97–00\",\"Roll {@dice 1d6} On a 1, you regain {@dice 2d10} {@variantrule Hit Points|XPHB}; on a 2, one ally of your choice within 300 feet of you regains {@dice 2d10} {@variantrule Hit Points|XPHB}; on a 3, you regain your lowest-level expended spell slot; on a 4, one ally of your choice within 300 feet of you regains their lowest-level expended spell slot; on a 5, you regain all your expended Sorcery Points; on a 6, all the effects of row 17–20 affect you simultaneously.\"]],\"name\":\"Wild Magic Surge\",\"source\":\"XPHB\",\"srd\":false,\"srd52\":false,\"basicRules\":false,\"freeRules2024\":false,\"page\":149,\"parentEntity\":{\"type\":\"subclass\",\"name\":\"Wild Magic Sorcery\",\"shortName\":\"Wild Magic\",\"source\":\"XPHB\",\"className\":\"Sorcerer\",\"classSource\":\"XPHB\"}},{\"caption\":\"Potions for Sale\",\"colLabels\":[\"Potion of...\",\"Cost\"],\"colStyles\":[\"col-4 text-center\",\"col-4 text-center\",\"col-4 text-center\"],\"rows\":[[\"{@item potion of Healing||Healing}\",\"50 gp\"],[\"{@item potion of Climbing||Climbing}\",\"75 gp\"],[\"{@item potion of Animal friendship||Animal friendship}\",\"100 gp\"],[\"{@item potion of Greater healing||Greater healing}\",\"100 gp\"],[\"{@item potion of Water breathing||Water breathing}\",\"100 gp\"],[\"{@item potion of Superior healing||Superior healing}\",\"500 gp\"],[\"{@item potion of Supreme healing||Supreme healing}\",\"5,000 gp\"],[\"{@item potion of Invisibility||Invisibility}\",\"5,000 gp\"]],\"name\":\"Potions for Sale\",\"source\":\"XGE\",\"parentEntity\":{\"type\":\"variantrule\",\"name\":\"Shared Campaign Variant Rules\",\"source\":\"XGE\"}},{\"caption\":\"Spell Scrolls for Sale\",\"colLabels\":[\"Spell Level\",\"Cost\"],\"colStyles\":[\"col-4 text-center\",\"col-4 text-center\",\"col-4 text-center\"],\"rows\":[[\"Cantrip\",\"25 gp\"],[\"1st\",\"75 gp\"],[\"2nd\",\"150 gp\"],[\"3rd\",\"300 gp\"],[\"4th\",\"500 gp\"],[\"5th\",\"1,000 gp\"]],\"name\":\"Spell Scrolls for Sale\",\"source\":\"XGE\",\"parentEntity\":{\"type\":\"variantrule\",\"name\":\"Shared Campaign Variant Rules\",\"source\":\"XGE\"}},{\"name\":\"Arctic Encounters (Levels 1—4)\",\"type\":\"table\",\"source\":\"XGE\",\"page\":92,\"caption\":\"Arctic Encounters (Levels 1—4)\",\"colLabels\":[\"{@dice d100}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01\",\"1 {@creature giant owl}\"],[\"02-05\",\"{@dice 1d6 + 3} {@creature kobold||kobolds}\"],[\"06-08\",\"{@dice 1d4 + 3} trappers ({@creature commoner||commoners})\"],[\"09-10\",\"1 {@creature owl}\"],[\"11-12\",\"{@dice 2d4} {@creature blood hawk||blood hawks}\"],[\"13-17\",\"{@dice 2d6} {@creature bandit||bandits}\"],[\"18-20\",\"{@dice 1d3} {@creature winged kobold||winged kobolds} with {@dice 1d6} {@creature kobold||kobolds}\"],[\"21-25\",\"The partially eaten carcass of a mammoth, from which {@dice 1d4} weeks of rations can be harvested.\"],[\"26-29\",\"{@dice 2d8} hunters {@creature tribal warrior||tribal warriors}\"],[\"30-35\",\"1 {@creature half-ogre (ogrillon)||half-ogre}\"],[\"36-40\",\"Single-file tracks in the snow that stop abruptly\"],[\"41-45\",\"{@dice 1d3} {@creature ice mephit||ice mephits}\"],[\"46-50\",\"1 {@creature brown bear}\"],[\"51-53\",\"{@dice 1d6 + 1} {@creature orc||orcs}\"],[\"54-55\",\"1 {@creature polar bear}\"],[\"56-57\",\"{@dice 1d6} {@creature scout||scouts}\"],[\"58-60\",\"1 {@creature saber-toothed tiger}\"],[\"61-65\",\"A frozen pond with a jagged hole in the ice that appears recently made\"],[\"66-68\",\"1 {@creature berserker}\"],[\"69-70\",\"1 {@creature ogre}\"],[\"71-72\",\"1 {@creature griffon}\"],[\"73-75\",\"1 {@creature druid}\"],[\"76-80\",\"{@dice 3d4} refugees ({@creature commoner||commoners}) fleeing from orcs\"],[\"81\",\"{@dice 1d3} {@creature veteran||veterans}\"],[\"82\",\"{@dice 1d4} {@creature orog||orogs}\"],[\"83\",\"2 {@creature brown bear||brown bears}\"],[\"84\",\"1 {@creature orc Eye of Gruumsh} and {@dice 2d8} {@creature orc||orcs}\"],[\"85\",\"{@dice 1d3} {@creature winter wolf||winter wolves}\"],[\"86-87\",\"{@dice 1d4} {@creature yeti||yetis}\"],[\"88\",\"1 {@creature half-ogre (ogrillon)||half-ogre}\"],[\"89\",\"{@dice 1d3} {@creature manticore||manticores}\"],[\"90\",\"1 {@creature bandit captain} with {@dice 2d6} {@creature bandit||bandits}\"],[\"91\",\"1 {@creature revenant}\"],[\"92-93\",\"1 {@creature troll}\"],[\"94-95\",\"1 {@creature werebear}\"],[\"96-97\",\"1 {@creature young remorhaz}\"],[\"98\",\"1 {@creature mammoth}\"],[\"99\",\"1 {@creature young white dragon}\"],[\"00\",\"1 {@creature frost giant}\"]]},{\"name\":\"Arctic Encounters (Levels 5—10)\",\"type\":\"table\",\"source\":\"XGE\",\"page\":92,\"caption\":\"Arctic Encounters (Levels 5—10)\",\"colLabels\":[\"{@dice d100}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-05\",\"2 {@creature saber-toothed tiger||saber-toothed tigers}\"],[\"06-07\",\"{@dice 1d4} {@creature half-ogre (ogrillon)||half-ogres}\"],[\"08-10\",\"{@dice 1d3 + 1} {@creature brown bear||brown bears}\"],[\"11-15\",\"{@dice 1d3} {@creature polar bear||polar bears}\"],[\"16-20\",\"{@dice 2d4} {@creature berserker||berserkers}\"],[\"21-25\",\"A half-orc {@creature druid} tending to an injured {@creature polar bear}. If the characters assist the druid, she gives them a vial of antitoxin.\"],[\"26-30\",\"{@dice 2d8} {@creature scout||scouts}\"],[\"31-35\",\"{@dice 2d4} {@creature ice mephit||ice mephits}\"],[\"36-40\",\"{@dice 2d6 + 1} {@creature zombie||zombies} aboard a galleon trapped in the ice. Searching the ship yields {@dice 2d20} days of rations.\"],[\"41-45\",\"1 {@creature manticore}\"],[\"46-50\",\"{@dice 2d6 + 3} {@creature orc||orcs}\"],[\"51-53\",\"{@dice 1d6 + 2} {@creature ogre||ogres}\"],[\"54-55\",\"{@dice 2d4} {@creature griffon||griffons}\"],[\"56-57\",\"{@dice 1d4} {@creature veteran||veterans}\"],[\"58-60\",\"1 {@creature bandit captain} with 1 {@creature druid}, {@dice 1d3} {@creature berserker||berserkers}, and {@dice 2d10 + 5} {@creature bandit||bandits}\"],[\"61-65\",\"{@dice 1d4} hours of extreme cold (see chapter 5 of the {@italic Dungeon Master's Guide})\"],[\"66-68\",\"1 {@creature young remorhaz}\"],[\"69-72\",\"1 {@creature orc Eye of Gruumsh} with {@dice 1d6} {@creature orog||orogs} and {@dice 2d8 + 6} {@creature orc||orcs}\"],[\"73-75\",\"1 {@creature revenant}\"],[\"76-80\",\"A howl that echoes over the land for {@dice 1d3} minutes\"],[\"81-82\",\"{@dice 1d3} {@creature mammoth||mammoths}\"],[\"83-84\",\"1 {@creature young white dragon}\"],[\"85-86\",\"{@dice 2d4} {@creature winter wolf||winter wolves}\"],[\"87-88\",\"{@dice 1d6 + 2} {@creature yeti||yetis}\"],[\"89-90\",\"{@dice 1d2} {@creature frost giant||frost giants}\"],[\"91-92\",\"{@dice 1d3} {@creature werebear||werebears}\"],[\"93-94\",\"{@dice 1d4} {@creature troll||trolls}\"],[\"95-96\",\"1 {@creature abominable yeti}\"],[\"97-98\",\"1 {@creature remorhaz}\"],[\"99\",\"1 {@creature roc}\"],[\"00\",\"{@dice 2d4} {@creature young remorhaz||young remorhazes}\"]]},{\"name\":\"Arctic Encounters (Levels 11—16)\",\"type\":\"table\",\"source\":\"XGE\",\"page\":92,\"caption\":\"Arctic Encounters (Levels 11—16)\",\"colLabels\":[\"{@dice d100}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01\",\"1 {@creature abominable yeti}\"],[\"02-04\",\"{@dice 1d6} {@creature revenant||revenants}\"],[\"05-10\",\"{@dice 1d4 + 1} {@creature werebear||werebears}\"],[\"11-20\",\"{@dice 1d3} {@creature young white dragon||young white dragons}\"],[\"21-25\",\"A blizzard that reduces visibility to 5 feet for {@dice 1d6} hours\"],[\"26-35\",\"1 {@creature roc}\"],[\"36-40\",\"A herd of {@dice 3d20 + 60} caribou ({@creature deer}) moving through the snow\"],[\"41-50\",\"{@dice 1d4} {@creature mammoth||mammoths}\"],[\"51-60\",\"{@dice 1d8 + 1} {@creature troll||trolls}\"],[\"61-65\",\"A mile-wide frozen lake in which preserved corpses of strange creatures can be seen\"],[\"66-75\",\"{@dice 2d4} {@creature young remorhaz||young remorhazes}\"],[\"76-80\",\"A crumbling ice castle littered with the frozen bodies of blue-skinned humanoids\"],[\"81-90\",\"1 {@creature adult white dragon}\"],[\"91-96\",\"{@dice 1d8 + 1} {@creature frost giant||frost giants}\"],[\"97-99\",\"{@dice 1d4} {@creature remorhaz||remorhazes}\"],[\"00\",\"1 {@creature ancient white dragon}\"]]},{\"name\":\"Arctic Encounters (Levels 17—20)\",\"type\":\"table\",\"source\":\"XGE\",\"page\":92,\"caption\":\"Arctic Encounters (Levels 17—20)\",\"colLabels\":[\"{@dice d100}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-02\",\"{@dice 2d10} {@creature revenant||revenants}\"],[\"03-04\",\"{@dice 2d8} {@creature troll||trolls}\"],[\"05-06\",\"{@dice 2d10} {@creature werebear||werebears}\"],[\"07-08\",\"1 {@creature frost giant}\"],[\"09-10\",\"{@dice 2d4} {@creature young remorhaz||young remorhazes}\"],[\"11-20\",\"{@dice 1d4} {@creature frost giant||frost giants}\"],[\"21-25\",\"A Circular patch of black ice on the ground. The air temperature around the patch is warmer than in the surrounding area, and characters who inspect the ice find bits of machinery frozen within.\"],[\"26-35\",\"1 {@creature ancient white dragon}\"],[\"36-40\",\"An adventurer frozen 6 feet under the ice; 50% chance the corpse has a rare magic item of the DM's choice\"],[\"41-50\",\"{@dice 1d3} {@creature abominable yeti||abominable yetis}\"],[\"51-60\",\"{@dice 1d4} {@creature remorhaz||remorhazes}\"],[\"61-65\",\"A 500-foot-high wall of ice that is 300 feet thick and spread across {@dice 1d4} miles\"],[\"66-75\",\"{@dice 1d4} {@creature roc||rocs}\"],[\"76-80\",\"The likeness of a stern woman with long, flowing hair, carved into the side of a mountain\"],[\"81-90\",\"{@dice 1d10} {@creature frost giant||frost giants} with {@dice 2d4} {@creature polar bear||polar bears}\"],[\"91-96\",\"{@dice 1d3} {@creature adult white dragon||adult white dragons}\"],[\"97-99\",\"{@dice 2d4} {@creature abominable yeti||abominable yetis}\"],[\"00\",\"1 {@creature ancient white dragon} with {@dice 1d3} {@creature young white dragon||young white dragons}\"]]},{\"name\":\"Astral Sea Encounters\",\"type\":\"table\",\"source\":\"BAM\",\"page\":6,\"caption\":\"Astral Sea Encounters\",\"colLabels\":[\"{@dice d100}\",\"Encounter\",\"Attitude\"],\"colStyles\":[\"col-2 text-center\",\"col-8\",\"col-2 text-center\"],\"rows\":[[\"01-02\",\"1 {@creature aartuk starhorror|BAM}*† and {@dice 2d4} {@creature Aartuk Weedling|BAM|aartuk weedlings}*\",\"{@dice 1d12}\"],[\"03-09\",\"1 {@creature archmage}† using the {@spell astral projection} spell\",\"{@dice 1d10 + 3}\"],[\"10-11\",\"1 {@creature braxat|BAM}*\",\"{@dice 1d8}\"],[\"12\",\"1 {@creature cosmic horror|BAM}* (70 percent chance it is asleep)\",\"{@dice 1d6}\"],[\"13-15\",\"{@dice 1d4} {@creature Deva||devas}† on a divine errand\",\"{@dice 1d12 + 3}\"],[\"16-28\",\"1 {@creature githyanki knight}† and {@dice 1d6} {@creature Githyanki Warrior||githyanki warriors}†\",\"{@dice 1d10}\"],[\"29-31\",\"1 {@creature githyanki knight}† mounted on a {@creature young red dragon}\",\"{@dice 1d8}\"],[\"32\",\"1 {@creature githzerai zerth}† being hunted by githyanki\",\"{@dice 1d6 + 6}\"],[\"33-38\",\"{@dice 1d4} {@creature kindori|BAM}*\",\"{@dice 1d6 + 3}\"],[\"39\",\"1 {@creature mercane|BAM}*† and 1 {@creature beholder} bodyguard\",\"{@dice 1d8 + 4}\"],[\"40\",\"1 {@creature neh-thalggu|BAM}*† looking for a portal to the Far Realm\",\"{@dice 1d10}\"],[\"41-42\",\"1 {@creature pentadrone}\",\"{@dice 1d6 + 3}\"],[\"43-44\",\"1 {@creature planetar}† from a nearby astral dominion\",\"{@dice 1d12 + 3}\"],[\"45-47\",\"{@dice 2d4} {@creature Psurlon|BAM|psurlons}*†\",\"{@dice 1d8}\"],[\"48-50\",\"Gargantuan floating crystal obelisk of mysterious origin\",\"—\"],[\"51-52\",\"{@dice 4d4} {@creature Quadrone||quadrones}\",\"{@dice 1d6 + 3}\"],[\"53\",\"1 {@creature monodrone} that has gone rogue\",\"{@dice 2d6 + 3}\"],[\"54-56\",\"{@dice 1d4} {@creature Gray Slaad||gray slaadi}† in Humanoid form\",\"{@dice 1d10}\"],[\"57-58\",\"1 {@creature green slaad}†\",\"{@dice 1d12}\"],[\"59-63\",\"{@dice 3d6} {@creature Gray Scavver|BAM|gray scavvers}*\",\"{@dice 1d8}\"],[\"64\",\"1 {@creature solar}† watching over a dead god that drifts nearby\",\"{@dice 1d12 + 3}\"],[\"65-66\",\"1 solar dragon* (your choice of {@creature Young Solar Dragon|BAM|young}, {@creature Adult Solar Dragon|BAM|adult}, or {@creature Ancient Solar Dragon|BAM|ancient})\",\"{@dice 2d6}\"],[\"67\",\"1 {@creature starlight apparition|BAM}*\",\"{@dice 2d6 + 2}\"],[\"68-70\",\"{@dice 1d8} {@creature Unicorn||unicorns} galloping merrily across the Astral Sea\",\"{@dice 1d6 + 6}\"],[\"71-00\",\"1 spelljamming ship (roll on the Ship Encounters table)\",\"—\"]],\"footnotes\":[\"Creatures marked with an asterisk (*) appear in this book; the rest are described in the {@book Monster Manual|MM}. Any creature marked with a dagger (†) can serve as a spelljammer because it is a spellcaster.\"]},{\"name\":\"At Sea Encounters\",\"type\":\"table\",\"source\":\"DMG\",\"page\":118,\"caption\":\"At Sea Encounters\",\"colLabels\":[\"{@dice d12 + d8}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"2\",\"Ghost ship\"],[\"3\",\"Friendly and curious bronze dragon\"],[\"4\",\"Whirlpool ({@chance 25} chance that the whirlpool is a portal to the Elemental Plane of Water)\"],[\"5\",\"{@creature Merfolk} traders\"],[\"6\",\"Passing warship (friendly or hostile)\"],[\"7-8\",\"Pirate ship (hostile)\"],[\"9-10\",\"Passing merchant ship (galley or sailing ship)\"],[\"11-12\",\"{@creature Killer whale} sighting\"],[\"13-14\",\"Floating debris\"],[\"15\",\"Longship crewed by hostile {@creature berserker||berserkers}\"],[\"16\",\"Hostile {@creature griffon||griffons} or {@creature harpy||harpies}\"],[\"17\",\"Iceberg (easily avoided if seen from a distance)\"],[\"18\",\"{@creature Sahuagin} boarding party\"],[\"19\",\"NPC in the water (clinging to floating debris)\"],[\"20\",\"Sea monster (such as a {@creature dragon turtle} or {@creature kraken})\"]]},{\"name\":\"Cloud Giant Encounters\",\"type\":\"table\",\"source\":\"BGG\",\"page\":44,\"caption\":\"Cloud Giant Encounters\",\"colLabels\":[\"{@dice d12}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"1 {@creature cloud giant} seeking to learn the secrets of 1 {@creature spectral cloud|BGG} (attitude for both: {@dice 1d8})\"],[\"2\",\"1 {@creature cloud giant} (attitude: {@dice 1d12}) trading riddles with 1 {@creature djinni} (attitude: {@dice 1d6 + 4})\"],[\"3\",\"{@dice 1d6} {@creature Nothic||nothics} (attitude: {@dice 2d4 + 2}) coveting cloud giant arcana\"],[\"4\",\"1 {@creature cloud giant destiny gambler|BGG} (attitude: {@dice 1d8 + 2}) conferring with 1 {@creature mage} (attitude: {@dice 1d12})\"],[\"5\",\"{@dice 1d4} {@creature doppelganger} spies (attitude: {@dice 1d8 + 1}) posing as servants while they try to glean secrets\"],[\"6\",\"2 {@creature Cloud Giant||cloud giants} (attitude: {@dice 1d10 + 2}; roll separately for each) engaged in a wager or battle of wits\"],[\"7\",\"1 {@creature cloud giant} (attitude: {@dice 1d10 + 2}) training 1 {@creature spotted lion|BGG} (attitude: {@dice 1d4 + 1})\"],[\"8\",\"1 {@creature cloud giant of Evil Air|BGG} bossing around 2 {@creature Air Elemental||air elementals} (attitude for all: {@dice 1d6})\"],[\"9\",\"1 {@creature cloud giant} (attitude: {@dice 1d8 + 1}) hunting with 1 {@creature wyvern} (attitude: {@dice 1d6})\"],[\"10\",\"{@dice 2d4} {@creature goliath giant-kin|BGG} (attitude: {@dice 1d6 + 4}) trying to retrieve an {@creature owlbear} (attitude: {@dice 1d6}) on a rampage after running away from its giant owner\"],[\"11\",\"{@dice 1d4 + 1} {@creature Vampiric Mist|MPMM|vampiric mists} (attitude: {@dice 1d4 + 1}) lurking in a fog bank\"],[\"12\",\"1 {@creature cloud giant smiling one|MPMM} (attitude: {@dice 1d10}) seeking the {@book Misty Vale|BGG|4|Misty Vale} (see {@book chapter 4|BGG|4})\"]]},{\"name\":\"Coastal Encounters (Levels 1—4)\",\"type\":\"table\",\"source\":\"XGE\",\"page\":93,\"caption\":\"Coastal Encounters (Levels 1—4)\",\"colLabels\":[\"{@dice d100}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01\",\"1 {@creature pseudodragon}\"],[\"02-05\",\"{@dice 2d8} {@creature crab||crabs}\"],[\"06-10\",\"{@dice 2d6} fishers ({@creature commoner||commoners})\"],[\"11\",\"{@dice 1d3} {@creature poisonous snake||poisonous snakes}\"],[\"12-13\",\"{@dice 1d6} {@creature guard||guards} protecting a standard {@creature noble}\"],[\"14-15\",\"{@dice 2d4} {@creature scout||scouts}\"],[\"16-18\",\"{@dice 2d10} {@creature merfolk}\"],[\"19-20\",\"{@dice 1d6 + 2} {@creature sahuagin}\"],[\"21-25\",\"{@dice 1d4} {@creature ghoul||ghouls} feeding on corpses aboard the wreckage of a merchant ship. A search uncovers {@dice 2d6} bolts of ruined silk, a 50-foot length of rope. and a barrel of salted herring.\"],[\"26-27\",\"{@dice 1d4} {@creature winged kobold||winged kobolds} with {@dice 1d6 + 1} {@creature kobold||kobolds}\"],[\"28-29\",\"{@dice 2d6} {@creature tribal warrior||tribal warriors}\"],[\"30-31\",\"{@dice 3d4} {@creature kobold||kobolds}\"],[\"32-33\",\"{@dice 2d4 + 5} {@creature blood hawk||blood hawks}\"],[\"34-35\",\"{@dice 1d8 + 1} {@creature pteranodon||pteranodons}\"],[\"36-40\",\"A few dozen baby turtles struggling to make their way to the sea\"],[\"41-42\",\"{@dice 1d6 + 2} {@creature giant lizard||giant lizards}\"],[\"43-44\",\"{@dice 1d6 + 4} {@creature giant crab||giant crabs}\"],[\"45-46\",\"{@dice 2d4} {@creature stirge||stirges}\"],[\"47-48\",\"{@dice 2d6 + 3} {@creature bandit||bandits}\"],[\"49-53\",\"{@dice 2d4} {@creature sahuagin}\"],[\"54-55\",\"{@dice 1d6 + 2} {@creature scout||scouts}\"],[\"56-60\",\"1 {@creature sea hag}\"],[\"61-65\",\"A momentary formation in the waves that looks like an enormous humanoid face\"],[\"66-70\",\"1 {@creature druid}\"],[\"71-75\",\"{@dice 1d4} {@creature harpy||harpies}\"],[\"76-80\",\"A lone hermit ({@creature acolyte}) sitting on the beach contemplating the meaning of the multiverse\"],[\"81\",\"{@dice 1d4} {@creature berserker||berserkers}\"],[\"82\",\"{@dice 1d6} {@creature giant eagle||giant eagles}\"],[\"83\",\"{@dice 2d4} {@creature giant toad||giant toads}\"],[\"84\",\"{@dice 1d4} {@creature ogre||ogres} or {@dice 1d4} {@creature merrow}\"],[\"85\",\"{@dice 3d6} {@creature sahuagin}\"],[\"86\",\"{@dice 1d4} {@creature veteran||veterans}\"],[\"87\",\"{@dice 1d2} {@creature plesiosaurus||plesiosauruses}\"],[\"88\",\"1 {@creature bandit captain} with {@dice 2d6} {@creature bandit||bandits}\"],[\"89\",\"{@dice 1d3} {@creature manticore||manticores}\"],[\"90\",\"1 {@creature banshee}\"],[\"91-92\",\"{@dice 1d4 + 3} {@creature griffon||griffons}\"],[\"93-94\",\"1 {@creature sahuagin priestess} with {@dice 1d3} {@creature merrow} and {@dice 2d6} {@creature sahuagin}\"],[\"95-96\",\"1 {@creature sahuagin baron}\"],[\"97-98\",\"1 {@creature water elemental}\"],[\"99\",\"1 {@creature cyclops}\"],[\"00\",\"1 {@creature young bronze dragon}\"]]},{\"name\":\"Coastal Encounters (Levels 5—10)\",\"type\":\"table\",\"source\":\"XGE\",\"page\":93,\"caption\":\"Coastal Encounters (Levels 5—10)\",\"colLabels\":[\"{@dice d100}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01\",\"{@dice 2d8} {@creature giant wolf spider||giant wolf spiders}\"],[\"02-03\",\"{@dice 3d6} {@creature pteranodon||pteranodons}\"],[\"04-05\",\"{@dice 2d4} {@creature scout||scouts}\"],[\"06-07\",\"{@dice 1d6 + 2} {@creature sahuagin}\"],[\"08\",\"1 {@creature sea hag}\"],[\"09-10\",\"{@dice 1d4 + 1} {@creature giant toad||giant toads}\"],[\"11-15\",\"{@dice 3d6} {@creature sahuagin}\"],[\"16-20\",\"{@dice 2d6} {@creature giant eagle||giant eagles}\"],[\"21-25\",\"A {@creature pseudodragon} chasing gulls through the air\"],[\"26-29\",\"{@dice 1d2} {@creature druid||druids}\"],[\"30-32\",\"{@dice 2d4 + 1} {@creature giant toad||giant toads}\"],[\"33-35\",\"1 {@creature commoner} singing a dirge (day only) or 1 {@creature banshee} (night only)\"],[\"36-40\",\"A stoppered bottle containing an illegible note and half buried in the sand\"],[\"41-43\",\"3 {@creature sea hag||sea hags}\"],[\"44-46\",\"{@dice 1d8 + 1} {@creature harpy||harpies}\"],[\"47-50\",\"{@dice 1d4} {@creature plesiosaurus||plesiosauruses}\"],[\"51-53\",\"{@dice 1d4} {@creature manticore||manticores}\"],[\"54-56\",\"{@dice 2d4} {@creature ogre||ogres}\"],[\"57-60\",\"{@dice 1d10} {@creature griffon||griffons}\"],[\"61-65\",\"A battle at sea between two galleons\"],[\"66-70\",\"{@dice 1d4 + 3} {@creature merrow}\"],[\"71-75\",\"A pirate crew consisting of 1 {@creature bandit captain}, 1 {@creature druid}, 2 {@creature berserker||berserkers}, and {@dice 2d12} {@creature bandit||bandits}, all searching for buried treasure\"],[\"76-80\",\"A severed humanoid hand tangled in a net\"],[\"81-82\",\"1 {@creature water elemental}\"],[\"83-84\",\"1 {@creature cyclops}\"],[\"85-86\",\"{@dice 1d4} {@creature banshee||banshees} (night only)\"],[\"87-88\",\"{@dice 2d4} {@creature veteran||veterans}\"],[\"89-90\",\"1 {@creature young bronze dragon}\"],[\"91-93\",\"{@dice 1d3} {@creature cyclops||cyclopes}\"],[\"94-95\",\"1 {@creature young blue dragon}\"],[\"96\",\"1 {@creature sahuagin baron} with {@dice 1d3} {@creature sahuagin priestess||sahuagin priestesses} and {@dice 2d8} {@creature sahuagin}\"],[\"97\",\"1 {@creature djinni}\"],[\"98\",\"1 {@creature roc}\"],[\"99\",\"1 {@creature marid}\"],[\"00\",\"1 {@creature storm giant}\"]]},{\"name\":\"Coastal Encounters (Levels 11—16)\",\"type\":\"table\",\"source\":\"XGE\",\"page\":93,\"caption\":\"Coastal Encounters (Levels 11—16)\",\"colLabels\":[\"{@dice d100}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01\",\"{@dice 1d4} {@creature banshee||banshees} (night only)\"],[\"02-04\",\"1 {@creature cyclops}\"],[\"05-08\",\"{@dice 1d6 + 2} {@creature manticore||manticores}\"],[\"09-10\",\"{@dice 1d8 + 2} {@creature veteran||veterans}\"],[\"11-20\",\"1 {@creature young blue dragon}\"],[\"21-25\",\"A nest of {@dice 1d6} dragon turtle eggs\"],[\"26-35\",\"{@dice 1d4} {@creature sahuagin baron||sahuagin barons}\"],[\"36-40\",\"A trident partially buried in the sand\"],[\"41-50\",\"1 {@creature young bronze dragon}\"],[\"51-55\",\"1 {@creature marid}\"],[\"56-60\",\"{@dice 1d6} {@creature water elemental||water elementals}\"],[\"61-65\",\"{@dice 2d6} {@creature ghast||ghasts} crawling over {@dice 1d6} wrecked ships and feeding on the dead\"],[\"66-70\",\"1 {@creature djinni}\"],[\"71-75\",\"{@dice 1d3} {@creature young bronze dragon||young bronze dragons}\"],[\"76-80\",\"A beached whale, dead and bloated. If it takes any damage, it explodes, and each creature within 30 feet of it must make a DC 15 Dexterity saving throw, taking {@dice 5d6} bludgeoning damage on a failed save, or half as much damage on a successful one.\"],[\"81-82\",\"{@dice 2d4} {@creature cyclops||cyclopes}\"],[\"83-84\",\"1 {@creature storm giant}\"],[\"85-86\",\"{@dice 1d3} {@creature young blue dragon||young blue dragons}\"],[\"87-88\",\"1 {@creature adult bronze dragon}\"],[\"89-90\",\"1 {@creature adult blue dragon}\"],[\"91-93\",\"{@dice 1d3} {@creature roc||rocs}\"],[\"94-97\",\"1 {@creature dragon turtle}\"],[\"98-99\",\"1 {@creature ancient bronze dragon}\"],[\"00\",\"1 {@creature ancient blue dragon}\"]]},{\"name\":\"Coastal Encounters (Levels 17—20)\",\"type\":\"table\",\"source\":\"XGE\",\"page\":93,\"caption\":\"Coastal Encounters (Levels 17—20)\",\"colLabels\":[\"{@dice d100}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-10\",\"1 {@creature roc}\"],[\"11-20\",\"1 {@creature storm giant}\"],[\"21-25\",\"An {@creature adult bronze dragon} fighting an {@creature adult blue dragon} to the death\"],[\"26-40\",\"{@dice 2d4} {@creature cyclops||cyclopes}\"],[\"41-50\",\"1 {@creature adult bronze dragon} or 1 {@creature adult blue dragon}\"],[\"51-60\",\"{@dice 1d3} {@creature djinni} or {@dice 1d3} {@creature marid||marids}\"],[\"61-70\",\"1 {@creature dragon turtle}\"],[\"71-75\",\"{@dice 1d3} {@creature roc||rocs}\"],[\"76-80\",\"{@dice 1d6 + 2} waterspouts that dance on the water before stopping abruptly\"],[\"81-90\",\"{@dice 1d6} {@creature young blue dragon||young blue dragons}\"],[\"91-96\",\"1 {@creature ancient bronze dragon}\"],[\"97-99\",\"1 {@creature ancient blue dragon}\"],[\"00\",\"{@dice 1d3 + 1} {@creature storm giant||storm giants}\"]]},{\"name\":\"Death Giant Encounters\",\"type\":\"table\",\"source\":\"BGG\",\"page\":45,\"caption\":\"Death Giant Encounters\",\"colLabels\":[\"{@dice d10}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@dice 1d6} {@creature Skeleton||skeletons} (attitude: {@dice 1d4 + 1}) rebuilding a destroyed idol at the disinterested direction of 1 {@creature death giant reaper|BGG} (attitude: {@dice 1d10 + 2})\"],[\"2\",\"1 {@creature death giant shrouded one|BGG} (attitude: {@dice 1d8}) wringing historical facts from a {@creature ghost} (attitude: {@dice 1d6 + 4}) that weeps over the memories\"],[\"3\",\"{@dice 1d4} {@creature Wraith||wraiths} (attitude: {@dice 1d4 + 1}) puzzling over a trinket that reminds them of their past lives\"],[\"4\",\"1 {@creature death giant reaper|BGG} (attitude: {@dice 1d6}) stalking a creature to offer its soul to the Raven Queen\"],[\"5\",\"1 {@creature stone giant} (attitude: {@dice 1d12}) negotiating with 1 {@creature death giant reaper|BGG} (attitude: {@dice 1d8})\"],[\"6\",\"1 {@creature revenant} (attitude: {@dice 1d10}) bent on revenging itself on its killer—a death giant\"],[\"7\",\"1 {@creature death giant reaper|BGG} (attitude: {@dice 1d8 + 2}) brooding over ancient carvings\"],[\"8\",\"1 {@creature death giant reaper|BGG} exile (attitude: {@dice 1d8 + 1}) searching for a creature it killed whose soul escaped the Raven Queen's clutches (the creature is now a {@creature revenant})\"],[\"9\",\"1 {@creature death giant shrouded one|BGG} (attitude: {@dice 1d6}) debating 1 {@creature devourer|MPMM} (attitude: {@dice 1d4 + 1}) on the finer points of souls\"],[\"10\",\"1 {@creature nightwalker|MPMM} (attitude: {@dice 1d4 + 1}) striding in search of a death giant's home or trappings\"]]},{\"name\":\"Desert Encounters (Levels 1—4)\",\"type\":\"table\",\"source\":\"XGE\",\"page\":95,\"caption\":\"Desert Encounters (Levels 1—4)\",\"colLabels\":[\"{@dice d100}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01\",\"{@dice 3d8} {@creature scorpion||scorpions}\"],[\"02\",\"{@dice 2d4} {@creature vulture||vultures}\"],[\"03\",\"1 abandoned {@creature mule}\"],[\"04\",\"{@dice 2d6} {@creature commoner||commoners} with {@dice 2d4} {@creature camel||camels} bound for a distant city\"],[\"05\",\"{@dice 1d6} {@creature flying snake||flying snakes}\"],[\"06\",\"{@dice 2d6} {@creature hyena||hyenas} or {@dice 2d6} {@creature jackal||jackals}\"],[\"07\",\"{@dice 1d6} {@creature guard||guards} escorting a {@creature noble} to the edge of the desert, all of them astride {@creature camel||camels}\"],[\"08\",\"{@dice 1d6} {@creature cat||cats}\"],[\"09\",\"1 {@creature pseudodragon}\"],[\"10\",\"{@dice 1d4} {@creature poisonous snake||poisonous snakes}\"],[\"11-13\",\"{@dice 2d4} {@creature stirge||stirges}\"],[\"14-15\",\"{@dice 1d6 + 2} {@creature giant wolf spider||giant wolf spiders}\"],[\"16-17\",\"1 {@creature scout}\"],[\"18-20\",\"{@dice 2d4} {@creature giant poisonous snake||giant poisonous snakes}\"],[\"21-25\",\"Single-file tracks marching deeper into the desert\"],[\"26-27\",\"{@dice 4d4} {@creature kobold||kobolds}\"],[\"28-29\",\"1 {@creature jackalwere}\"],[\"30-31\",\"{@dice 3d6} {@creature tribal warrior||tribal warriors}\"],[\"32-33\",\"{@dice 1d6} {@creature giant lizard||giant lizards}\"],[\"34-35\",\"1 {@creature swarm of insects}\"],[\"36-40\",\"An oasis surrounded by palm trees and containing the remnants of an old camp\"],[\"41-44\",\"{@dice 3d6} {@creature bandit||bandits}\"],[\"45-46\",\"{@dice 1d4} {@creature constrictor snake||constrictor snakes}\"],[\"47-48\",\"{@dice 2d4} {@creature winged kobold}\"],[\"49-50\",\"1 {@creature dust mephit}\"],[\"51-52\",\"{@dice 1d3 + 1} {@creature giant toad||giant toads}\"],[\"53-54\",\"{@dice 1d4} {@creature giant spider||giant spiders}\"],[\"55\",\"1 {@creature druid}\"],[\"56-57\",\"{@dice 2d4} {@creature hobgoblin||hobgoblins}\"],[\"58\",\"1 {@creature wight}\"],[\"59-60\",\"1 {@creature ogre}\"],[\"61-65\",\"A brass lamp lying on the ground\"],[\"66-67\",\"{@dice 1d4} {@creature giant vulture||giant vultures}\"],[\"68\",\"1 {@creature phase spider}\"],[\"69\",\"1 {@creature giant constrictor snake}\"],[\"70-71\",\"1 {@creature gnoll pack lord} with {@dice 1d3} {@creature giant hyena||giant hyenas}\"],[\"72\",\"{@dice 1d6 + 2} {@creature gnoll||gnolls}\"],[\"73-74\",\"1 {@creature mummy}\"],[\"75\",\"{@dice 1d3} {@creature half-ogre (ogrillon)||half-ogres}\"],[\"76-80\",\"A pile of humanoid bones wrapped in rotting cloth\"],[\"81-82\",\"1 {@creature lamia}\"],[\"83\",\"1 {@creature hobgoblin captain} with {@dice 2d6} {@creature hobgoblin||hobgoblins}\"],[\"84\",\"{@dice 2d4} {@creature death dog||death dogs}\"],[\"85-86\",\"{@dice 1d4} {@creature giant scorpion||giant scorpions}\"],[\"87\",\"1 {@creature yuan-ti malison (type 1)||yuan-ti malison} with {@dice 1d4 + 1} {@creature yuan-ti pureblood||yuan-ti purebloods}\"],[\"88-89\",\"1 {@creature bandit captain} with 1 {@creature druid} and {@dice 3d6} {@creature bandit||bandits}\"],[\"90\",\"{@dice 2d4} {@creature thri-kreen}\"],[\"91\",\"1 {@creature air elemental}\"],[\"92\",\"{@dice 1d3} {@creature couatl||couatls}\"],[\"93\",\"1 {@creature fire elemental}\"],[\"94\",\"{@dice 1d4} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu}\"],[\"95\",\"1 {@creature revenant}\"],[\"96\",\"{@dice 1d4} {@creature weretiger||weretigers}\"],[\"97\",\"1 {@creature cyclops}\"],[\"98\",\"1 {@creature young brass dragon}\"],[\"99\",\"1 {@creature medusa}\"],[\"00\",\"1 {@creature yuan-ti abomination}\"]]},{\"name\":\"Desert Encounters (Levels 5—10)\",\"type\":\"table\",\"source\":\"XGE\",\"page\":95,\"caption\":\"Desert Encounters (Levels 5—10)\",\"colLabels\":[\"{@dice d100}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01\",\"1 {@creature scout||scouts}\"],[\"02\",\"{@dice 2d4} {@creature jackalwere||jackalweres}\"],[\"03\",\"{@dice 2d6} {@creature hobgoblin||hobgoblins}\"],[\"04\",\"{@dice 1d4 + 3} {@creature dust mephit||dust mephits}\"],[\"05\",\"{@dice 1d6} {@creature swarm of insects}\"],[\"06\",\"1 {@creature giant constrictor snake}\"],[\"07-08\",\"1 {@creature lion}\"],[\"09-10\",\"{@dice 2d4} {@creature gnoll||gnolls}\"],[\"11-12\",\"{@dice 2d6} {@creature giant toad||giant toads}\"],[\"13-17\",\"1 {@creature mummy}\"],[\"18-20\",\"{@dice 1d8 + 1} {@creature giant vulture||giant vultures}\"],[\"21-25\",\"A stone obelisk partly buried in the sand\"],[\"26-28\",\"1 {@creature ogre} with {@dice 1d3} {@creature half-ogre (ogrillon)||half-ogres}\"],[\"29-35\",\"{@dice 1d10} {@creature giant hyena||giant hyenas}\"],[\"36-40\",\"{@dice 1d6 + 1} empty tents\"],[\"41-43\",\"{@dice 1d6 + 2} {@creature thri-kreen}\"],[\"44-46\",\"{@dice 2d4} {@creature yuan-ti pureblood||yuan-ti purebloods}\"],[\"47-50\",\"{@dice 1d6 + 3} {@creature death dog||death dogs}\"],[\"51-52\",\"{@dice 1d4} {@creature giant scorpion||giant scorpions}\"],[\"53\",\"1 {@creature fire elemental}\"],[\"54-55\",\"1 {@creature hobgoblin captain} with {@dice 3d4} {@creature hobgoblin||hobgoblins}\"],[\"56\",\"{@dice 1d6 + 2} {@creature ogre||ogres}\"],[\"57-58\",\"{@dice 1d4} {@creature lamia||lamias}\"],[\"59-60\",\"1 {@creature air elemental}\"],[\"61-65\",\"A meteorite resting at the bottom of a glassy crater\"],[\"66\",\"{@dice 1d4 + 1} {@creature wight||wights}\"],[\"67-68\",\"1 {@creature young brass dragon}\"],[\"69-70\",\"1 {@creature bandit captain} with {@dice 1d3} {@creature berserker||berserkers} and {@dice 3d6} {@creature bandit||bandits}\"],[\"71-72\",\"1 {@creature cyclops}\"],[\"73\",\"{@dice 1d4} {@creature couatl||couatls}\"],[\"74-75\",\"{@dice 1d4} {@creature yuan-ti malison (type 1)||yuan-ti malisons}\"],[\"76-80\",\"Strong winds that kick up dust and reduce visibility to {@dice 1d6} feet for {@dice 1d4} hours\"],[\"81-83\",\"1 {@creature revenant} with {@dice 1d3} {@creature wight||wights}\"],[\"84-85\",\"{@dice 1d8 + 1} {@creature phase spider||phase spiders}\"],[\"86-87\",\"{@dice 1d6 + 2} {@creature weretiger||weretigers}\"],[\"88-90\",\"{@dice 2d4} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu}\"],[\"91\",\"1 {@creature young blue dragon}\"],[\"92\",\"{@dice 1d4} {@creature cyclops||cyclopes}\"],[\"93\",\"{@dice 1d3} {@creature yuan-ti abomination||yuan-ti abominations}\"],[\"94\",\"{@dice 1d4} {@creature medusa||medusas}\"],[\"95\",\"1 {@creature guardian naga}\"],[\"96\",\"{@dice 1d3} {@creature young brass dragon||young brass dragons}\"],[\"97\",\"1 {@creature efreeti}\"],[\"98\",\"1 {@creature roc}\"],[\"99\",\"1 {@creature gynosphinx}\"],[\"00\",\"1 {@creature adult brass dragon}\"]]},{\"name\":\"Desert Encounters (Levels 11—16)\",\"type\":\"table\",\"source\":\"XGE\",\"page\":95,\"caption\":\"Desert Encounters (Levels 11—16)\",\"colLabels\":[\"{@dice d100}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01\",\"1 {@creature young brass dragon}\"],[\"02-05\",\"{@dice 4d6} {@creature gnoll||gnolls}\"],[\"06-10\",\"{@dice 3d10} {@creature giant hyena||giant hyenas}\"],[\"11-12\",\"{@dice 1d8 + 1} {@creature lamia||lamias}\"],[\"13-14\",\"{@dice 2d4} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu}\"],[\"15-17\",\"{@dice 1d6 + 2} {@creature giant scorpion||giant scorpions}\"],[\"18-20\",\"{@dice 2d4} {@creature phase spider||phase spiders}\"],[\"21-25\",\"A desert caravan consisting of {@dice 1d6} merchants ({@creature noble||nobles}) with {@dice 2d6} {@creature guard||guards}\"],[\"26-27\",\"{@dice 1d6 + 1} {@creature couatl||couatls}\"],[\"28-30\",\"{@dice 1d4} {@creature fire elemental||fire elementals}\"],[\"31-32\",\"1 {@creature hobgoblin captain} with {@dice 3d10 + 10} {@creature hobgoblin||hobgoblins}\"],[\"33-35\",\"{@dice 2d4} {@creature wight||wights}\"],[\"36-40\",\"{@dice 1d6} square miles of desert glass\"],[\"41-42\",\"1 {@creature young blue dragon}\"],[\"43-45\",\"{@dice 1d6 + 2} {@creature weretiger||weretigers}\"],[\"46-48\",\"{@dice 1d4} {@creature air elemental||air elementals}\"],[\"49-50\",\"{@dice 1d6 + 1} {@creature yuan-ti malison (type 1)||yuan-ti malisons}\"],[\"51-55\",\"{@dice 1d4} {@creature medusa||medusas}\"],[\"56-60\",\"{@dice 1d4} {@creature revenant||revenants} with {@dice 3d12} {@creature skeleton||skeletons}\"],[\"61-65\",\"A plundered pyramid\"],[\"66-70\",\"{@dice 1d4} {@creature young brass dragon||young brass dragons}\"],[\"71-75\",\"{@dice 1d3} {@creature yuan-ti abomination||yuan-ti abominations}\"],[\"76-78\",\"{@dice 1d6 + 2} {@creature cyclops||cyclopes}\"],[\"79-82\",\"1 {@creature adult brass dragon}\"],[\"83-85\",\"1 {@creature purple worm}\"],[\"86\",\"{@dice 1d2} {@creature young blue dragon||young blue dragons}\"],[\"87-88\",\"1 {@creature mummy lord}\"],[\"89\",\"{@dice 1d3} {@creature guardian naga||guardian nagas}\"],[\"90\",\"1 {@creature adult blue dragon}\"],[\"91\",\"{@dice 1d2} {@creature gynosphinx||gynosphinxes}\"],[\"92-93\",\"{@dice 1d3} {@creature efreeti||efreet}\"],[\"94\",\"1 {@creature androsphinx}\"],[\"95\",\"{@dice 1d4} {@creature roc||rocs}\"],[\"96-97\",\"1 {@creature adult blue dracolich}\"],[\"98-99\",\"1 {@creature ancient brass dragon}\"],[\"00\",\"1 {@creature ancient blue dragon}\"]]},{\"name\":\"Desert Encounters (Levels 17—20)\",\"type\":\"table\",\"source\":\"XGE\",\"page\":95,\"caption\":\"Desert Encounters (Levels 17—20)\",\"colLabels\":[\"{@dice d100}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-05\",\"1 {@creature adult brass dragon}\"],[\"06-10\",\"{@dice 1d2} {@creature yuan-ti abomination||yuan-ti abominations} with {@dice 2d10 + 5} {@creature yuan-ti malison (type 1)||yuan-ti malisons} and {@dice 4d6 + 6} {@creature yuan-ti pureblood||yuan-ti purebloods}\"],[\"11-14\",\"{@dice 1d6 + 2} {@creature medusa||medusas}\"],[\"15-18\",\"{@dice 1d2} {@creature purple worm||purple worms}\"],[\"19-22\",\"{@dice 2d4} {@creature cyclops||cyclopes}\"],[\"23-25\",\"An abandoned city made from white marble, empty during the day. At night, harmless apparitions roam the streets, replaying the final moments of their lives.\"],[\"26-30\",\"{@dice 1d3} {@creature young blue dragon||young blue dragons}\"],[\"31-35\",\"1 {@creature mummy lord}\"],[\"36-40\",\"{@dice 1d4} hours of extreme heat (see chapter 5 of the {@italic Dungeon Master's Guide})\"],[\"41-50\",\"{@dice 1d3} {@creature guardian naga||guardian nagas}\"],[\"51-60\",\"{@dice 1d4} {@creature efreeti||efreet}\"],[\"61-63\",\"An old signpost identifying a single destination, called Pazar\"],[\"64-72\",\"{@dice 1d4} {@creature roc||rocs}\"],[\"73-80\",\"{@dice 1d3} {@creature gynosphinx||gynosphinxes}\"],[\"81-85\",\"1 {@creature adult blue dracolich}\"],[\"86-90\",\"1 {@creature androsphinx}\"],[\"91-96\",\"1 {@creature ancient brass dragon}\"],[\"97-99\",\"1 {@creature ancient blue dragon}\"],[\"00\",\"{@dice 1d4} {@creature adult brass dragon||adult brass dragons}\"]]},{\"name\":\"Dinosaur World Encounters\",\"type\":\"table\",\"source\":\"BGG\",\"page\":49,\"caption\":\"Dinosaur World Encounters\",\"colLabels\":[\"{@dice d10}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"1 {@creature regisaur|BGG} (attitude: {@dice 1d8}) hunting\"],[\"2\",\"1 {@creature altisaur|BGG} (attitude: {@dice 1d8 + 2}) grazing\"],[\"3\",\"{@dice 2d4} {@creature ankylosaurus} (attitude: {@dice 1d8}) digging a nest\"],[\"4\",\"{@dice 2d4} {@creature allosaurus} (attitude: {@dice 1d6}) engaged in territorial threat displays\"],[\"5\",\"1 {@creature aerosaur|BGG} (attitude: {@dice 1d8}) slowly circling\"],[\"6\",\"1 {@creature ceratops|BGG} (attitude: {@dice 1d6}) rampaging\"],[\"7\",\"{@dice 1d4 + 1} {@creature triceratops} (attitude: {@dice 1d6 + 4}) grazing\"],[\"8\",\"1 {@creature tyrannosaurus rex} (attitude: {@dice 1d4 + 1}) pursuing prey\"],[\"9\",\"{@dice 2d4} {@creature brontosaurus|MPMM} (attitude: {@dice 1d6 + 4}) migrating\"],[\"10\",\"{@dice 1d4} {@creature stegosaurus|MPMM} (attitude: {@dice 1d8 + 2}) trying to help an additional one that is stuck in thick mud\"]]},{\"name\":\"Elemental Air Encounters\",\"type\":\"table\",\"source\":\"BGG\",\"page\":49,\"caption\":\"Elemental Air Encounters\",\"colLabels\":[\"{@dice d12}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@dice 1d3} {@creature Mist Hulk|BGG|mist hulks} (attitude: {@dice 1d8}) wandering about, wallowing in regret\"],[\"2\",\"{@dice 2d4} {@creature aarakocra} (attitude: {@dice 1d10 + 2}) flying in formation\"],[\"3\",\"{@dice 1d4} {@creature Air Elemental||air elementals} (attitude: {@dice 1d8 + 2}) kicking up dust and debris\"],[\"4\",\"{@dice 1d4} Evil Air cultists ({@creature Veteran||veterans}; attitude: {@dice 1d8}) riding {@creature Hippogriff||hippogriffs} (attitude: {@dice 1d8 + 2}) and accosting travelers\"],[\"5\",\"1 {@creature invisible stalker} (attitude: {@dice 1d6}) looking for a particular magic item\"],[\"6\",\"1 {@creature young gold dragon} (attitude: {@dice 1d8 + 4}) dancing in high wind currents\"],[\"7\",\"1 {@creature cloud giant of Evil Air|BGG} (attitude: {@dice 1d4 + 1}) terrorizing the skies\"],[\"8\",\"1 {@creature djinni} (attitude: {@dice 1d12 + 2}) examining shattered gargoyle remains\"],[\"9\",\"{@dice 2d4} {@creature Griffon||griffons} (attitude: {@dice 1d10}) with blue and gray coloring soaring\"],[\"10\",\"1 {@creature lightning hulk|BGG} (attitude: {@dice 1d8}) crackling in a jagged path\"],[\"11\",\"{@dice 1d3} {@creature Air Elemental Myrmidon|MPMM|air elemental myrmidons} (attitude: {@dice 1d6}) on high alert\"],[\"12\",\"1 {@creature elder tempest|MPMM} (attitude: {@dice 1d6 + 2}) reveling in a storm\"]]},{\"name\":\"Elemental Earth Encounters\",\"type\":\"table\",\"source\":\"BGG\",\"page\":50,\"caption\":\"Elemental Earth Encounters\",\"colLabels\":[\"{@dice d12}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@dice 2d4} {@creature Gargoyle||gargoyles} (attitude: {@dice 1d8}) keeping watch, crouching utterly still\"],[\"2\",\"2 {@creature Galeb Duhr||galeb duhrs} (attitude: {@dice 1d10}) singing a rumbling bass duet to an audience of boulders\"],[\"3\",\"1 {@creature mud hulk|BGG} (attitude: {@dice 1d4 + 1}) futilely trying to bury 1 {@creature dust hulk|BGG} (attitude: {@dice 1d12}) in piles of muck\"],[\"4\",\"2 {@creature Bulette||bulettes} (attitude: {@dice 1d6 + 2}) burrowing and breaching the surface in an intricate dance\"],[\"5\",\"2 {@creature xorn} (attitude: {@dice 1d10}) gliding through the ground\"],[\"6\",\"1 {@creature roper} lurking near its brood of {@dice 1d6} {@creature Piercer||piercers} (attitude for all: {@dice 1d4 + 1})\"],[\"7\",\"1 {@creature stone giant of Evil Earth|BGG} (attitude: {@dice 1d4 + 1}) seeking surface-world creatures or structures to destroy\"],[\"8\",\"1 {@creature medusa} (attitude: {@dice 1d10}) anxiously planning its next move\"],[\"9\",\"{@dice 1d3} {@creature Earth Elemental||earth elementals} (attitude: {@dice 1d6 + 2}) examining a crystal formation\"],[\"10\",\"1 {@creature dao} (attitude: {@dice 1d8}) shaking down 2 dwarf miners ({@creature Veteran||veterans}; attitude: {@dice 1d10 + 2}) for \\\"taxes\\\"\"],[\"11\",\"2 {@creature Earth Elemental Myrmidon|MPMM|earth elemental myrmidons} (attitude: {@dice 1d8}) stoically patrolling\"],[\"12\",\"1 {@creature zaratan|MPMM} (attitude: {@dice 1d6 + 2}) lumbering through the area, heedless of damage it causes\"]]},{\"name\":\"Elemental Fire Encounters\",\"type\":\"table\",\"source\":\"BGG\",\"page\":51,\"caption\":\"Elemental Fire Encounters\",\"colLabels\":[\"{@dice d12}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"1 {@creature salamander} heating its spear over {@dice 2d4} {@creature Fire Snake||fire snakes} (attitude for all: {@dice 1d6 + 3}) in a tangled coil\"],[\"2\",\"2 {@creature Cinder Hulk|BGG|cinder hulks} (attitude: {@dice 1d4 + 1}) seeking to burn everything in their path\"],[\"3\",\"{@dice 1d4 + 1} {@creature Smoke Mephit||smoke mephits} (attitude: {@dice 1d6}) following 1 {@creature fire elemental} (attitude: {@dice 1d8}) as it cuts a blazing swath\"],[\"4\",\"1 {@creature efreeti} and its {@dice 1d4} dwarf minions ({@creature Thug||thugs}; attitude for all: {@dice 1d4 + 1}) demanding tribute\"],[\"5\",\"{@dice 2d6} {@creature Magmin||magmins} (attitude: {@dice 1d6}) searching for something sizable to burn\"],[\"6\",\"{@dice 2d4} {@creature Azer||azers} assembling pieces of a {@creature helmed horror} (attitude for all: {@dice 1d10})\"],[\"7\",\"2 {@creature Fire Elemental||fire elementals} (attitude: {@dice 1d8}) flitting adoringly around a bonfire\"],[\"8\",\"1 {@creature young red dragon} (attitude: {@dice 1d4 + 1}) picking through the remains of a burned-out caravan\"],[\"9\",\"1 {@creature fire giant of Evil Fire|BGG} (attitude: {@dice 1d4 + 1}) conquering in the name of Imix, Prince of Evil Fire\"],[\"10\",\"1 {@creature flameskull} (attitude: {@dice 1d8 + 2}) searching for a lost spellbook from its living days\"],[\"11\",\"1 {@creature fire elemental myrmidon|MPMM} guarding 1 {@creature azer} (attitude for both: {@dice 1d6 + 2}) that is gathering metal or other raw material\"],[\"12\",\"1 {@creature phoenix|MPMM} (attitude: {@dice 1d8 + 3}) traveling to or from a site of great devastation\"]]},{\"name\":\"Elemental Water Encounters\",\"type\":\"table\",\"source\":\"BGG\",\"page\":51,\"caption\":\"Elemental Water Encounters\",\"colLabels\":[\"{@dice d12}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature Sea Hag||coven} of 3 {@creature Sea Hag||sea hags} (attitude: {@dice 1d4 + 1}) trying to peer into the future\"],[\"2\",\"1 {@creature cult fanatic} and {@dice 2d6} {@creature Cultist||cultists} of Evil Water (all with swimming speeds of 30 feet and the ability to breathe water), with {@dice 1d2} {@creature Chuul||chuuls} (attitude for all: {@dice 1d4 +1})\"],[\"3\",\"1 {@creature rime hulk|BGG} (attitude: {@dice 1d6}) wailing and stalking\"],[\"4\",\"1 {@creature storm crab|BGG} (attitude: {@dice 1d8}) traveling in a straight path with purpose\"],[\"5\",\"1 {@creature frost giant of Evil Water|BGG} (attitude: {@dice 1d6}) considering going on a rampage\"],[\"6\",\"1 {@creature marid} singing as it lounges with 1 {@creature water elemental} (attitude for both: {@dice 1d10})\"],[\"7\",\"1 {@creature hydra} (attitude: {@dice 1d4 + 1}) hunting\"],[\"8\",\"2 {@creature Water Weird||water weirds} (attitude: {@dice 1d8}) keeping watch in small pools\"],[\"9\",\"1 {@creature dragon turtle} (attitude: {@dice 1d12}) searching for an advantage against a rival {@creature kraken}\"],[\"10\",\"2 {@creature Water Elemental||water elementals} (attitude: {@dice 1d10}) diligently making furrows in the sand using their bodies, creating a sprawling pattern\"],[\"11\",\"2 {@creature Water Elemental Myrmidon|MPMM|water elemental myrmidons} (attitude: {@dice 1d6 + 2}) barring a passage or portal\"],[\"12\",\"1 {@creature leviathan|MPMM} (attitude: {@dice 1d8}) swimming through an exceptionally high tide\"]]},{\"name\":\"Fiendish Incursion Encounters\",\"type\":\"table\",\"source\":\"BGG\",\"page\":52,\"caption\":\"Fiendish Incursion Encounters\",\"colLabels\":[\"{@dice d10}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@dice 1d4} {@creature Barlgura||barlguras} (attitude: {@dice 1d4 + 1}) capering around a blasphemous idol\"],[\"2\",\"1 {@creature arcanaloth} (attitude: {@dice 1d12}) searching for a tempting bit of lost lore\"],[\"3\",\"2 {@creature Chain Devil||chain devils} (attitude: {@dice 1d6}) suspending corpses on spiked chains\"],[\"4\",\"1 {@creature fury of Kostchtchie|BGG} performing a rite with 2 {@creature Troll||trolls} (attitude for all: {@dice 1d6})\"],[\"5\",\"1 {@creature echo of Demogorgon|BGG} (attitude: {@dice 1d4 + 1}) building a two-headed effigy from corpses\"],[\"6\",\"1 {@creature stalker of Baphomet|BGG} (attitude: {@dice 1d4 + 1}) and 2 {@creature minotaur} cultists (attitude: {@dice 1d4 + 1}) stalking a {@creature scout} (attitude: {@dice 1d10 + 4})\"],[\"7\",\"1 {@creature maw of Yeenoghu|BGG} with 4 {@creature Gnoll||gnolls} and 4 {@creature Hyena||hyenas} (attitude for all: {@dice 1d4 + 1}), all stalking prey\"],[\"8\",\"1 {@creature marilith} (attitude: {@dice 1d4 + 2}) searching for a renowned giant smith to forge six new swords\"],[\"9\",\"1 {@creature cambion} (attitude: {@dice 1d8}) trading verbal jabs with 1 {@creature succubus} (attitude: {@dice 1d12})\"],[\"10\",\"1 {@creature fire hellion|BGG} (attitude: {@dice 1d6}) conjuring 1 {@creature bone devil} (attitude: {@dice 1d12}) into a red-hot iron circle\"]]},{\"name\":\"Fire Giant Encounters\",\"type\":\"table\",\"source\":\"BGG\",\"page\":46,\"caption\":\"Fire Giant Encounters\",\"colLabels\":[\"{@dice d12}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"1 {@creature fire giant of Evil Fire|BGG} overseeing the rampage of 2 {@creature Fire Elemental||fire elementals} (attitude for all: {@dice 1d4 + 1})\"],[\"2\",\"1 {@creature fire giant forgecaller|BGG} using a {@creature xorn} (attitude for both: {@dice 1d10}) to track down mineral deposits\"],[\"3\",\"1 {@creature fire giant} (attitude: {@dice 1d10}) feeding {@dice 1d4 + 1} {@creature Hell Hound||hell hounds} (attitude: {@dice 1d6})\"],[\"4\",\"{@dice 2d4} {@creature Rust Monster||rust monsters} (attitude: {@dice 1d10}, automatically hostile toward anyone using metal objects) following the scent of iron\"],[\"5\",\"1 {@creature firegaunt|BGG} (attitude: {@dice 1d6}) stalking its former fellows who betrayed it\"],[\"6\",\"2 {@creature Troll||trolls} (attitude: {@dice 1d10 + 3}) terrified to disobey the orders of 1 {@creature fire giant} (attitude: {@dice 1d6})\"],[\"7\",\"1 soot-caked {@creature iron golem} (attitude: {@dice 1d6})\"],[\"8\",\"1 {@creature fire giant} smith (attitude: {@dice 1d10}) working on a breastplate sized for a Large creature\"],[\"9\",\"{@dice 2d4} {@creature goliath giant-kin|BGG} (attitude: {@dice 1d8 + 2}) hauling a load of ore from a mine\"],[\"10\",\"3 {@creature Fire Giant||fire giants} (attitude: {@dice 1d6 + 1}) battling an {@creature adult red dragon} (attitude: {@dice 1d6})\"],[\"11\",\"1 {@creature fire giant} (attitude: {@dice 1d8 + 1}) leading 4 {@creature Firenewt Warrior|MPMM|firenewt warriors} (attitude: {@dice 1d8 + 1}) riding {@creature Giant Strider|MPMM|giant striders} (attitude: {@dice 1d8 + 3})\"],[\"12\",\"1 {@creature fire giant dreadnought|MPMM} (attitude: {@dice 1d6}) on guard\"]]},{\"name\":\"Fomorian Encounters\",\"type\":\"table\",\"source\":\"BGG\",\"page\":46,\"caption\":\"Fomorian Encounters\",\"colLabels\":[\"{@dice d10}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"1 {@creature fomorian noble|BGG} (attitude: {@dice 1d8 + 2}) studying a treatise on arcane phenomena\"],[\"2\",\"{@dice 1d4 + 2} {@creature Hook Horror||hook horrors} (attitude: {@dice 1d6}) banging their hooks on rocks or their bodies\"],[\"3\",\"1 {@creature fomorian} (attitude: {@dice 1d4 + 1}) with 5 {@creature commoner} captives (attitude: {@dice 1d8 + 4})\"],[\"4\",\"1 {@creature fomorian deep crawler|BGG} (attitude: {@dice 1d4 + 1}) scuttling in search of victims\"],[\"5\",\"1 {@creature fomorian} (attitude: {@dice 1d10}) supervising 1 {@creature umber hulk} (attitude: {@dice 1d6}) as it digs new tunnels\"],[\"6\",\"{@dice 2d4} {@creature Flumph||flumphs} (attitude: {@dice 1d8 + 4}) trying to avoid 1 {@creature ettin ceremorph|BGG} (attitude: {@dice 1d4 + 1}) while feeding on the ettin's psionic energy\"],[\"7\",\"2 {@creature Mind Flayer||mind flayers} (attitude: {@dice 1d4 + 1}) telepathically discussing the finer points of a brain they just shared\"],[\"8\",\"1 {@creature fomorian} (attitude: {@dice 1d8}) contemplating a gemstone it thinks is floating but that is actually suspended inside 1 {@creature gelatinous cube} (attitude: {@dice 1d4 + 1})\"],[\"9\",\"1 {@creature fomorian warlock of the dark|BGG} (attitude: {@dice 1d8 + 2}) seeking omens in the twisting slither of 1 {@creature neothelid|MPMM} (attitude: {@dice 1d8})\"],[\"10\",\"1 {@creature ulitharid|MPMM} (attitude: {@dice 1d6}) bargaining with 1 {@creature fomorian} (attitude: {@dice 1d8}) to establish a new mind flayer colony in the fomorian's territory\"]]},{\"name\":\"Forest Encounters (Levels 1—4)\",\"type\":\"table\",\"source\":\"XGE\",\"page\":97,\"caption\":\"Forest Encounters (Levels 1—4)\",\"colLabels\":[\"{@dice d100}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01\",\"1 {@creature giant owl}\"],[\"02\",\"{@dice 1d4} {@creature cat||cats}\"],[\"03\",\"{@dice 2d4} woodcutters ({@creature commoner||commoners})\"],[\"04\",\"1 {@creature badger} or {@dice 1d4} {@creature poisonous snake||poisonous snakes}\"],[\"05\",\"{@dice 2d8} {@creature baboon||baboons}\"],[\"06\",\"{@dice 1d6 + 3} {@creature hyena||hyenas}\"],[\"07\",\"1 {@creature owl}\"],[\"08\",\"1 {@creature pseudodragon}\"],[\"09\",\"1 {@creature panther}\"],[\"10\",\"1 {@creature giant poisonous snake}\"],[\"11\",\"{@dice 1d6 + 2} {@creature boar||boars}\"],[\"12\",\"{@dice 1d4 + 1} {@creature giant lizard||giant lizards}\"],[\"13\",\"1 {@creature ape} or 1 {@creature tiger}\"],[\"14\",\"{@dice 2d6} {@creature tribal warrior||tribal warriors} with {@dice 1d6} {@creature mastiff||mastiffs}\"],[\"15\",\"{@dice 1d6 + 2} {@creature giant bat||giant bats} or {@dice 3d6} {@creature flying snake||flying snakes}\"],[\"16\",\"1 {@creature scout} or {@dice 2d4} {@creature guard||guards} with {@dice 1d6} {@creature mastiff||mastiffs}\"],[\"17\",\"{@dice 1d8 + 1} {@creature winged kobold||winged kobolds}\"],[\"18\",\"{@dice 1d3} {@creature constrictor snake||constrictor snakes}\"],[\"19\",\"{@dice 1d10 + 5} {@creature giant rat||giant rats} or {@dice 2d6 + 3} {@creature giant weasel||giant weasels}\"],[\"20\",\"{@dice 1d4 + 1} {@creature needle blight||needle blights} with {@dice 1d6 + 3} {@creature twig blight||twig blights}\"],[\"21-25\",\"A lost, weeping child. If the characters take the child home, the parents reward them with {@dice 1d3} potions of healing.\"],[\"26\",\"{@dice 1d8 + 1} {@creature giant frog||giant frogs}\"],[\"27\",\"{@dice 4d4} {@creature kobold||kobolds}\"],[\"28\",\"{@dice 1d3} {@creature black bear||black bears}\"],[\"29\",\"{@dice 3d6} {@creature stirge||stirges}\"],[\"30\",\"1 {@creature satyr}\"],[\"31\",\"{@dice 2d4} {@creature kenku}\"],[\"32\",\"{@dice 1d3} {@creature vine blight||vine blights} with {@dice 1d12} {@creature awakened shrub||awakened shrubs}\"],[\"33\",\"{@dice 1d4} {@creature swarm of ravens||swarms of ravens}\"],[\"34\",\"1 {@creature faerie dragon (yellow)||faerie dragon} (yellow or younger)\"],[\"35\",\"{@dice 1d4 + 2} {@creature giant badger||giant badgers}\"],[\"36-40\",\"A young woodcutter ({@creature scout}) racing through the forest to rescue a lost friend\"],[\"41\",\"{@dice 2d4} {@creature blink dog||blink dogs}\"],[\"42\",\"{@dice 1d8 + 1} {@creature sprite||sprites}\"],[\"43\",\"{@dice 1d6 + 2} {@creature elk}\"],[\"44\",\"{@dice 1d4} {@creature lizardfolk} or {@dice 3d6} {@creature bandit||bandits}\"],[\"45\",\"{@dice 1d4 + 4} {@creature wolf||wolves}\"],[\"46\",\"{@dice 2d4} {@creature giant wolf spider||giant wolf spiders}\"],[\"47\",\"1 {@creature swarm of insects} or {@dice 2d8} {@creature blood hawk||blood hawks}\"],[\"48\",\"{@dice 1d6 + 2} {@creature pixie||pixies}\"],[\"49\",\"1 {@creature brown bear}\"],[\"50\",\"{@dice 1d4 + 3} {@creature goblin||goblins}\"],[\"51\",\"{@dice 1d3} {@creature dryad||dryads}\"],[\"52\",\"1 {@creature awakened tree}\"],[\"53\",\"1 {@creature phase spider}\"],[\"54\",\"{@dice 1d6} {@creature harpy||harpies}\"],[\"55\",\"1 {@creature ettercap} or {@dice 1d8 + 1} {@creature orc||orcs}\"],[\"56\",\"1 {@creature goblin boss} with {@dice 2d6 + 1} {@creature goblin||goblins}\"],[\"57\",\"1 {@creature ankheg}\"],[\"58\",\"1 {@creature giant constrictor snake}\"],[\"59\",\"{@dice 1d4} {@creature bugbear||bugbears} or {@dice 2d4} {@creature hobgoblin||hobgoblins}\"],[\"60\",\"1 {@creature pegasus}\"],[\"61-65\",\"A stream of cool, clean water flowing between the trees\"],[\"66\",\"{@dice 1d4} {@creature half-ogre (ogrillon)||half-ogres} or 1 {@creature ogre}\"],[\"67\",\"1 {@creature faerie dragon (green)||faerie dragon} (green or older)\"],[\"68\",\"1 {@creature werewolf} or {@dice 1d8 + 1} {@creature worg||worgs}\"],[\"69\",\"1 {@creature druid} harvesting mistletoe\"],[\"70\",\"1 {@creature will-o'-wisp}\"],[\"71\",\"{@dice 1d4} {@creature dire wolf||dire wolves} or 1 {@creature giant boar}\"],[\"72\",\"{@dice 1d10} {@creature giant wasp||giant wasps}\"],[\"73\",\"1 {@creature owlbear} or 1 {@creature giant elk}\"],[\"74\",\"{@dice 2d6} {@creature gnoll||gnolls}\"],[\"75\",\"{@dice 1d6} {@creature giant toad||giant toads}\"],[\"76-80\",\"{@dice 1d6} web cocoons hanging from the branches, holding withered carcasses\"],[\"81\",\"1 {@creature wereboar} or {@dice 1d4} {@creature giant boar||giant boars}\"],[\"82\",\"{@dice 1d6 + 2} {@creature giant spider||giant spiders}\"],[\"83\",\"{@dice 1d4} {@creature centaur||centaurs} or {@dice 1d4} {@creature giant elk}\"],[\"84\",\"1 {@creature orc Eye of Gruumsh} with {@dice 2d4 + 2} {@creature orc||orcs}\"],[\"85\",\"1 {@creature gnoll fang of Yeenoghu}\"],[\"86\",\"{@dice 1d4} {@creature grick||gricks}\"],[\"87\",\"1 {@creature bandit captain} with {@dice 2d6 + 3} {@creature bandit||bandits}\"],[\"88\",\"{@dice 1d4} {@creature wererat||wererats}\"],[\"89\",\"1 {@creature couatl} (day) or 1 {@creature banshee} (night)\"],[\"90\",\"1 {@creature gnoll pack lord} with {@dice 1d4} {@creature giant hyena||giant hyenas}\"],[\"91\",\"{@dice 2d4} {@creature berserker||berserkers} or {@dice 1d4} {@creature veteran||veterans}\"],[\"92\",\"1 {@creature lizardfolk shaman} with {@dice 1d3} {@creature swarm of poisonous snakes||swarms of poisonous snakes} and {@dice 1d10 + 2} {@creature lizardfolk}\"],[\"93\",\"{@dice 1d4} {@creature displacer beast||displacer beasts}\"],[\"94\",\"{@dice 1d3} {@creature green hag||green hags}\"],[\"95\",\"1 {@creature hobgoblin captain} with {@dice 2d6} {@creature hobgoblin||hobgoblins} and {@dice 1d4} {@creature giant boar||giant boars}\"],[\"96\",\"1 {@creature yuan-ti malison (type 1)||yuan-ti malison} with {@dice 1d6 + 1} {@creature yuan-ti pureblood||yuan-ti purebloods}\"],[\"97\",\"{@dice 1d3} {@creature weretiger||weretigers}\"],[\"98\",\"1 {@creature gorgon} or 1 {@creature unicorn}\"],[\"99\",\"1 {@creature shambling mound}\"],[\"00\",\"1 {@creature yuan-ti abomination}\"]]},{\"name\":\"Forest Encounters (Levels 5—10)\",\"type\":\"table\",\"source\":\"XGE\",\"page\":97,\"caption\":\"Forest Encounters (Levels 5—10)\",\"colLabels\":[\"{@dice d100}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01\",\"{@dice 2d4} {@creature vine blight||vine blights}\"],[\"02\",\"{@dice 2d6} {@creature hobgoblin||hobgoblins} or {@dice 2d6} {@creature orc||orcs}\"],[\"03\",\"{@dice 2d4} {@creature ape||apes} or {@dice 2d4} {@creature satyr||satyrs}\"],[\"04\",\"{@dice 1d3} {@creature will-o'-wisp||will-o'-wisps}\"],[\"05\",\"{@dice 1d4} {@creature swarm of poisonous snakes||swarms of poisonous snakes}\"],[\"06\",\"1 {@creature orc Eye of Gruumsh} with {@dice 1d3} {@creature orog||orogs} and {@dice 1d8 + 2} {@creature orc||orcs}\"],[\"07\",\"{@dice 1d3} {@creature constrictor snake||constrictor snakes} or {@dice 1d4} {@creature tiger||tigers}\"],[\"08\",\"1 {@creature goblin boss} with {@dice 3d6} {@creature goblin||goblins}\"],[\"09\",\"1 {@creature faerie dragon (red)||faerie dragon} (any age)\"],[\"10\",\"1 {@creature brown bear} or {@dice 1d6 + 2} {@creature black bear||black bears}\"],[\"11-13\",\"{@dice 1d4} {@creature giant boar||giant boars}\"],[\"14-15\",\"{@dice 1d8 + 1} {@creature giant spider||giant spiders}\"],[\"16-17\",\"1 {@creature lizardfolk shaman} with {@dice 2d4} {@creature lizardfolk}\"],[\"18\",\"{@dice 1d10} {@creature giant toad||giant toads}\"],[\"19\",\"{@dice 1d4} {@creature ankheg||ankhegs}\"],[\"20\",\"{@dice 1d3} {@creature awakened tree||awakened trees} (day) or 1 {@creature banshee} (night)\"],[\"21-25\",\"A small shack almost hidden by the deep forest. The interior is empty aside from a large cast-iron oven.\"],[\"26\",\"1 {@creature couatl}\"],[\"27-28\",\"{@dice 1d4} {@creature ogre||ogres} or {@dice 1d6 + 2} {@creature half-ogre (ogrillon)||half-ogres}\"],[\"29-30\",\"1 {@creature gnoll pack lord} with {@dice 1d4 + 1} {@creature giant hyena||giant hyenas}\"],[\"31-32\",\"{@dice 1d6} {@creature wererat||wererats}\"],[\"33\",\"{@dice 1d4} {@creature grick||gricks}\"],[\"34\",\"{@dice 1d8 + 1} {@creature yuan-ti pureblood||yuan-ti purebloods}\"],[\"35\",\"{@dice 1d6} {@creature pegasus||pegasi}\"],[\"36-40\",\"An old stone archway of obvious elven design. Any character who passes under it makes Wisdom (Perception) checks with advantage for 1 hour.\"],[\"41-42\",\"{@dice 1d6 + 2} {@creature dryad||dryads}\"],[\"43\",\"{@dice 1d4} {@creature giant elk}\"],[\"44\",\"{@dice 1d8 + 1} {@creature harpy||harpies}\"],[\"45-46\",\"1 {@creature bandit captain} with 1 {@creature druid} and {@dice 1d6 + 5} {@creature bandit||bandits}\"],[\"47-48\",\"{@dice 2d4} {@creature dire wolf||dire wolves}\"],[\"49-50\",\"{@dice 2d4} {@creature bugbear||bugbears}\"],[\"51-52\",\"{@dice 2d4} {@creature centaur||centaurs}\"],[\"53-54\",\"{@dice 3d10} {@creature blink dog||blink dogs}\"],[\"55-56\",\"{@dice 1d4} {@creature owlbear||owlbears}\"],[\"57-58\",\"{@dice 1d8 + 1} {@creature berserker||berserkers}\"],[\"59-60\",\"{@dice 1d3} {@creature green hag||green hags}\"],[\"61-65\",\"A clear pool of water with {@dice 1d6} sleeping animals lying around its edge\"],[\"66-67\",\"{@dice 1d4} {@creature werewolf||werewolves}\"],[\"68-69\",\"1 {@creature werebear}\"],[\"70-71\",\"{@dice 1d8 + 1} {@creature ettercap||ettercaps}\"],[\"72-73\",\"{@dice 2d10} {@creature elk}\"],[\"74-75\",\"{@dice 1d4} {@creature veteran||veterans}\"],[\"76-80\",\"An old tree with a wizened face carved into the trunk\"],[\"81\",\"{@dice 1d4} {@creature wereboar||wereboars}\"],[\"82\",\"{@dice 2d4} {@creature displacer beast||displacer beasts}\"],[\"83\",\"{@dice 1d4} {@creature shambling mound||shambling mounds}\"],[\"84\",\"1 {@creature hobgoblin captain} with {@dice 3d10} {@creature hobgoblin||hobgoblins} and {@dice 4d12} {@creature goblin||goblins}\"],[\"85\",\"1 {@creature yuan-ti abomination}\"],[\"86\",\"{@dice 1d8 + 1} {@creature phase spider||phase spiders}\"],[\"87\",\"{@dice 1d4} {@creature troll||trolls}\"],[\"88\",\"{@dice 2d4} {@creature yuan-ti malison (type 1)||yuan-ti malisons}\"],[\"89\",\"1 {@creature oni}\"],[\"90\",\"{@dice 1d4} {@creature unicorn||unicorns}\"],[\"91\",\"{@dice 1d6 + 2} {@creature weretiger||weretigers}\"],[\"92\",\"1 {@creature young green dragon}\"],[\"93\",\"{@dice 1d4} {@creature gorgon||gorgons}\"],[\"94\",\"{@dice 1d6 + 2} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu}\"],[\"95\",\"1 {@creature treant}\"],[\"96\",\"{@dice 1d4} {@creature revenant||revenants}\"],[\"97\",\"1 {@creature grick alpha} with {@dice 1d6 + 1} {@creature grick||gricks}\"],[\"98\",\"{@dice 1d4} {@creature giant ape||giant apes}\"],[\"99\",\"1 {@creature guardian naga}\"],[\"00\",\"1 {@creature adult gold dragon}\"]]},{\"name\":\"Forest Encounters (Levels 11—16)\",\"type\":\"table\",\"source\":\"XGE\",\"page\":97,\"caption\":\"Forest Encounters (Levels 11—16)\",\"colLabels\":[\"{@dice d100}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-03\",\"1 {@creature werebear}\"],[\"04-05\",\"{@dice 1d4} {@creature druid||druids} performing a ritual for the dead (day only) or {@dice 1d4} {@creature banshee||banshees} (night only)\"],[\"06-07\",\"{@dice 1d3} {@creature couatl||couatls}\"],[\"08-10\",\"{@dice 1d3} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu} with {@dice 2d6 + 3} {@creature gnoll||gnolls}\"],[\"11-15\",\"{@dice 2d4} {@creature displacer beast||displacer beasts}\"],[\"16-20\",\"{@dice 1d6 + 2} {@creature veteran||veterans}\"],[\"21-25\",\"A pool of clear, still water. Gold coins litter the bottom, but they disappear if removed from the pool.\"],[\"26-30\",\"{@dice 1d4 + 1} {@creature green hag||green hags} with {@dice 1d3} {@creature owlbear||owlbears}\"],[\"31-35\",\"{@dice 1d6 + 2} {@creature werewolf||werewolves}\"],[\"36-40\",\"A small woodland shrine dedicated to a mysterious cult named the Siswa\"],[\"41-45\",\"{@dice 1d6 + 2} {@creature phase spider||phase spiders}\"],[\"46-50\",\"{@dice 2d4} {@creature yuan-ti malison (type 1)||yuan-ti malisons}\"],[\"51-52\",\"{@dice 1d3} {@creature werebear||werebears}\"],[\"53-54\",\"{@dice 1d4} {@creature revenant||revenants}\"],[\"55-56\",\"1 {@creature young green dragon}\"],[\"57-58\",\"{@dice 1d4} {@creature troll||trolls}\"],[\"59-60\",\"{@dice 1d6 + 2} {@creature wereboar||wereboars}\"],[\"61-65\",\"A group of seven people ({@creature commoner||commoners}) wearing animal masks and ambling through the woods\"],[\"66-67\",\"{@dice 1d4} {@creature gorgon||gorgons}\"],[\"68-69\",\"{@dice 1d3} {@creature shambling mound||shambling mounds}\"],[\"70-71\",\"1 {@creature treant}\"],[\"72-73\",\"{@dice 1d4} {@creature unicorn||unicorns}\"],[\"74-75\",\"{@dice 1d6 + 2} {@creature weretiger||weretigers}\"],[\"76-80\",\"Peals of silvery laughter that echo from a distance\"],[\"81-82\",\"1 {@creature guardian naga}\"],[\"83-84\",\"1 {@creature young gold dragon}\"],[\"85-86\",\"1 {@creature grick alpha} with {@dice 2d4} {@creature grick||gricks}\"],[\"87-88\",\"{@dice 1d3} {@creature yuan-ti abomination||yuan-ti abominations}\"],[\"89-90\",\"1 {@creature adult green dragon}\"],[\"91-93\",\"{@dice 1d8 + 1} {@creature giant ape||giant apes}\"],[\"94-96\",\"{@dice 2d4} {@creature oni}\"],[\"97-99\",\"{@dice 1d3} {@creature treant||treants}\"],[\"00\",\"1 {@creature ancient green dragon}\"]]},{\"name\":\"Forest Encounters (Levels 17—20)\",\"type\":\"table\",\"source\":\"XGE\",\"page\":97,\"caption\":\"Forest Encounters (Levels 17—20)\",\"colLabels\":[\"{@dice d100}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-05\",\"1 {@creature young green dragon}\"],[\"06-10\",\"1 {@creature treant}\"],[\"11-13\",\"1 {@creature guardian naga}\"],[\"14-16\",\"{@dice 1d10} {@creature revenant||revenants}\"],[\"17-19\",\"{@dice 1d8 + 1} {@creature unicorn||unicorns}\"],[\"20-22\",\"{@dice 1d3} {@creature grick alpha||grick alphas}\"],[\"23-25\",\"For a few hundred feet, wherever the characters step, flowers bloom and emit soft light.\"],[\"26-28\",\"1 {@creature young gold dragon}\"],[\"29-31\",\"{@dice 1d6 + 2} {@creature shambling mound||shambling mounds}\"],[\"32-34\",\"{@dice 2d4} {@creature werebear||werebears}\"],[\"35-37\",\"{@dice 1d4} {@creature oni}\"],[\"38-40\",\"{@dice 4d6 + 10} elves living in a small community in the treetop\"],[\"41-43\",\"{@dice 1d6 + 2} {@creature gorgon||gorgons}\"],[\"44-46\",\"{@dice 2d4} {@creature troll||trolls}\"],[\"47-49\",\"{@dice 1d4} {@creature giant ape||giant apes}\"],[\"50-52\",\"{@dice 1d3} {@creature yuan-ti abomination||yuan-ti abominations}\"],[\"53-62\",\"{@dice 1d3} {@creature young green dragon||young green dragons}\"],[\"63-65\",\"A 50-foot-tall stone statue of an elf warrior with hand raised, palm out, as if to forbid travelers from coming this way\"],[\"66-75\",\"{@dice 1d4} {@creature treant||treants}\"],[\"76-80\",\"A cairn set atop a low hill\"],[\"81-90\",\"1 {@creature adult gold dragon}\"],[\"91-96\",\"1 {@creature ancient green dragon}\"],[\"97-99\",\"{@dice 2d4 + 1} {@creature treant||treants}\"],[\"00\",\"1 {@creature ancient gold dragon}\"]]},{\"name\":\"Frost Giant Encounters\",\"type\":\"table\",\"source\":\"BGG\",\"page\":46,\"caption\":\"Frost Giant Encounters\",\"colLabels\":[\"{@dice d12}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"1 {@creature frost giant} (attitude: {@dice 1d8 + 1}) leading 1 {@creature titanothere|BGG} (attitude: {@dice 1d10}) loaded with fur and timber\"],[\"2\",\"1 {@creature young silver dragon} (attitude: {@dice 1d10 + 3}) tracking a frost giant raiding party\"],[\"3\",\"1 {@creature frost giant} hunting with {@dice 1d4} {@creature Winter Wolf||winter wolves} (attitude for all: {@dice 1d6})\"],[\"4\",\"2 {@creature Frost Giant||frost giants} (attitude: {@dice 1d6 + 2}) burying a body that rises as 1 {@creature frostmourn|BGG} (attitude: {@dice 1d4 + 1}) in the process\"],[\"5\",\"{@dice 2d4} {@creature Giant Goat||giant goats} (attitude: {@dice 1d6 + 4}) wandering about with chewed tethers\"],[\"6\",\"1 {@creature troll} (attitude: {@dice 1d10 + 2}) anxiously searching for the lost goats it tends for a frost giant tribe\"],[\"7\",\"1 {@creature frost giant} (attitude: {@dice 1d8 + 1}) building a wind shelter from ice blocks\"],[\"8\",\"1 {@creature frost giant ice shaper|BGG} (attitude: {@dice 1d10}) performing a sacrifice to Thrym\"],[\"9\",\"1 bored {@creature troll amalgam|BGG} (attitude: {@dice 1d10}) throwing its arm at a stack of boulders\"],[\"10\",\"{@dice 2d4} {@creature goliath giant-kin|BGG} (attitude: {@dice 1d8 + 3}) on a pilgrimage\"],[\"11\",\"1 {@creature ogre bolt launcher|MPMM} and {@dice 1d4 + 2} {@creature Ogre||ogres} (attitude for all: {@dice 1d6}) bringing spoils from a raid to their frost giant leader\"],[\"12\",\"1 {@creature frost giant everlasting one|MPMM} (attitude: {@dice 1d4 + 1}) plotting revenge against the tribe that exiled it\"]]},{\"name\":\"Giant Construct Encounters\",\"type\":\"table\",\"source\":\"BGG\",\"page\":53,\"caption\":\"Giant Construct Encounters\",\"colLabels\":[\"{@dice d10}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"1 {@creature runic colossus|BGG} (attitude: {@dice 1d6}) slowly rousing from a dormant state\"],[\"2\",\"{@dice 2d4} {@creature Animated Armor||animated armors} (Large) and 1 {@creature rug of smothering} (attitude for all: {@dice 1d6}) keeping watch\"],[\"3\",\"1 {@creature iron golem} (attitude: {@dice 1d6}) patrolling\"],[\"4\",\"1 {@creature shield guardian} (attitude: {@dice 1d12}) searching for its master\"],[\"5\",\"1 {@creature stone golem} (attitude: {@dice 1d6}) crudely carved to resemble a hill giant\"],[\"6\",\"{@dice 1d4 + 1} {@creature Helmed Horror||helmed horrors} (attitude: {@dice 1d8}) in a partially dormant state, as if asleep\"],[\"7\",\"2 {@creature Flesh Golem||flesh golems} (Large; attitude: {@dice 1d6}) made from ogre corpses stitched with copper wire\"],[\"8\",\"1 {@creature clay golem} (attitude: {@dice 1d6 + 6}) awaiting the fulfillment of a verse of ancient prophecy, which the characters could fulfill\"],[\"9\",\"1 {@creature cadaver collector|MPMM} (attitude: {@dice 1d8}) gathering bodies destined to become a {@creature flesh colossus|BGG} (described in {@book chapter 6|BGG|6|Flesh Colossus})\"],[\"10\",\"1 {@creature retriever|MPMM} (attitude: {@dice 1d6}) searching for a thief who stole a Giant rune\"]]},{\"name\":\"Giant Kin Encounters\",\"type\":\"table\",\"source\":\"BGG\",\"page\":53,\"caption\":\"Giant Kin Encounters\",\"colLabels\":[\"{@dice d10}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A band of {@dice 2d6} {@creature Ogre||ogres} (attitude: {@dice 1d6}) fawning over enormous Giant runes inscribed in the ground\"],[\"2\",\"{@dice 1d4} {@creature Cyclops||cyclopes} (attitude: {@dice 1d10}) tending a herd of sheep\"],[\"3\",\"1 {@creature troll} and {@dice 2d4} {@creature Orc||orcs} (attitude for all: {@dice 1d8}) scouting new settlement locations\"],[\"4\",\"1 {@creature troll mutate|BGG} (attitude: {@dice 1d6}) drawing, scratching, or painting with too many claws\"],[\"5\",\"{@dice 1d4} {@creature Firbolg Primeval Warden|BGG|firbolg primeval wardens} (attitude: {@dice 1d12}) making camp\"],[\"6\",\"{@dice 1d4 + 1} {@creature Fensir Skirmisher|BGG|fensir skirmishers} (attitude: {@dice 1d6 + 2}) frantically gathering and hunting food to stockpile\"],[\"7\",\"1 {@creature firbolg wanderer|BGG} (attitude: {@dice 1d8}) reluctantly bargaining with 1 {@creature green hag} (attitude: {@dice 1d8 + 3})\"],[\"8\",\"2 {@creature Ettin||ettins} (attitude: {@dice 1d8}) playing cards, with each head as an individual player in a four-player game\"],[\"9\",\"2 {@creature Ogre Chain Brute|MPMM|ogre chain brutes} (attitude: {@dice 1d4 + 1}) demolishing a small structure\"],[\"10\",\"1 {@creature dire troll|MPMM} (attitude: {@dice 1d6}) eating a dead troll before it regenerates\"]]},{\"name\":\"Giant Necropolis Encounters\",\"type\":\"table\",\"source\":\"BGG\",\"page\":54,\"caption\":\"Giant Necropolis Encounters\",\"colLabels\":[\"{@dice d10}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"1 {@creature young red shadow dragon} (attitude: {@dice 1d4 + 1}) seeking treasures steeped in sorrow\"],[\"2\",\"2 {@creature Cairnwight|BGG|cairnwights} (attitude: {@dice 1d6 + 3}) critiquing each other's artistic works in progress\"],[\"3\",\"1 {@creature barrowghast|BGG} and 2 {@creature Zombie||zombies} (attitude for all: {@dice 1d4 + 1}) prowling for living creatures to slay\"],[\"4\",\"1 {@creature frostmourn|BGG} (attitude: {@dice 1d8 + 1}) contemplating the many notches on its greataxe\"],[\"5\",\"{@dice 1d4} {@creature Shadow||shadows} (attitude: {@dice 1d8}) playing out the last moments of their lives as a shadow puppet show on a wall\"],[\"6\",\"{@dice 2d6} {@creature Zombie||zombies} (attitude: {@dice 1d4 + 1}) shuffling listlessly, following a path of Giant runes painted in dried blood\"],[\"7\",\"1 {@creature firegaunt|BGG} (attitude: {@dice 1d4 + 1}) killing and destroying, desperately hoping someone will end its existence\"],[\"8\",\"1 {@creature flesh colossus|BGG} (attitude: {@dice 1d6}) marked with the Giant rune of death, defending the crumbled ruins of the place it was created to protect\"],[\"9\",\"1 {@creature tempest spirit|BGG} (attitude: {@dice 1d6}) searching for lost magical knowledge\"],[\"10\",\"1 {@creature spectral cloud|BGG} (attitude: {@dice 1d12}) wandering with a ghostly green lantern\"]]},{\"name\":\"Grassland Encounters (Levels 1—5)\",\"type\":\"table\",\"source\":\"XGE\",\"page\":100,\"caption\":\"Grassland Encounters (Levels 1—5)\",\"colLabels\":[\"{@dice d100}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01\",\"1 {@creature hobgoblin captain} with {@dice 1d4 + 1} {@creature hobgoblin||hobgoblins}\"],[\"02\",\"1 {@creature chimera}\"],[\"03\",\"1 {@creature gorgon}\"],[\"04\",\"{@dice 1d2} {@creature couatl||couatls}\"],[\"05\",\"1 {@creature ankylosaurus}\"],[\"06\",\"1 {@creature weretiger}\"],[\"07\",\"{@dice 1d3} {@creature allosaurus||allosauruses}\"],[\"08-09\",\"{@dice 1d3} {@creature elephant||elephants}\"],[\"10-14\",\"A circle of standing stones within which the air is utterly still, no matter how hard the wind blows outside\"],[\"15-16\",\"1 {@creature phase spider}\"],[\"17-18\",\"1 {@creature gnoll pack lord} with {@dice 1d4} {@creature giant hyena||giant hyenas}\"],[\"19-20\",\"1 {@creature pegasus}\"],[\"21-22\",\"1 {@creature ankheg}\"],[\"23-24\",\"{@dice 1d3} {@creature rhinoceros||rhinoceroses}\"],[\"25-28\",\"{@dice 1d3} {@creature cockatrice||cockatrices}\"],[\"29-32\",\"{@dice 1d6 + 2} {@creature giant wasp||giant wasps} or {@dice 1d4 + 3} {@creature swarm of insects||swarms of insects}\"],[\"33-36\",\"{@dice 1d4} {@creature jackalwere||jackalweres} or {@dice 1d4} {@creature scout||scouts}\"],[\"37-40\",\"{@dice 1d8} {@creature giant goat||giant goats} or {@dice 1d8} {@creature worg||worgs}\"],[\"41-44\",\"{@dice 2d4} {@creature hobgoblin||hobgoblins}, {@dice 2d4} {@creature orc||orcs}, or {@dice 2d4} {@creature gnoll||gnolls}\"],[\"45-46\",\"{@dice 1d2} {@creature giant poisonous snake||giant poisonous snakes}\"],[\"47-48\",\"{@dice 1d6 + 2} {@creature elk} or {@dice 1d6 + 2} {@creature riding horse||riding horses}\"],[\"49-50\",\"{@dice 2d4} {@creature goblin||goblins}\"],[\"51-52\",\"{@dice 1d3} {@creature boar||boars}\"],[\"53-54\",\"1 leopard ({@creature panther}) 1 {@creature lion}\"],[\"55-58\",\"{@dice 1d6 + 3} {@creature goblin||goblins} riding wolves\"],[\"59-62\",\"{@dice 2d6} {@creature giant wolf spider||giant wolf spiders} or 1 {@creature giant eagle}\"],[\"63-65\",\"{@dice 1d8 + 4} {@creature pteranodon||pteranodons}\"],[\"66-69\",\"{@dice 3d6} {@creature wolf||wolves}\"],[\"70-74\",\"{@dice 2d4 + 2} {@creature axe beak||axe beaks}\"],[\"75-76\",\"1 {@creature giant boar} or {@dice 1d2} {@creature tiger||tigers}\"],[\"77-78\",\"1 {@creature ogre} or {@dice 1d3} {@creature bugbear||bugbears}\"],[\"79-80\",\"{@creature giant elk} or 1 {@creature gnoll pack lord} or {@dice 1d3} {@creature giant hyena||giant hyenas}\"],[\"81-82\",\"{@dice 1d3} {@creature giant vulture||giant vultures} or {@dice 1d3} {@creature hippogriff||hippogriffs}\"],[\"83-84\",\"1 {@creature goblin boss} with {@dice 1d6 + 2} {@creature goblin||goblins} and {@dice 1d4 + 3} {@creature wolf||wolves}, or {@dice 1d3} {@creature thri-kreen}\"],[\"85-89\",\"{@dice 1d3} {@creature druid||druids} patrolling the wilds\"],[\"90-91\",\"{@dice 1d6} {@creature scarecrow||scarecrows} or 1 {@creature wereboar}\"],[\"92-93\",\"{@dice 1d3} {@creature centaur||centaurs} or {@dice 1d3} {@creature griffon||griffons}\"],[\"94\",\"{@dice 1d3} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu}, or 1 {@creature orc Eye of Gruumsh} with {@dice 2d4 + 1} {@creature orc||orcs}\"],[\"95-96\",\"1 {@creature triceratops}\"],[\"97\",\"1 {@creature cyclops} or 1 {@creature bulette}\"],[\"98-99\",\"{@dice 1d4} {@creature manticore||manticores}\"],[\"00\",\"1 {@creature tyrannosaurus rex}\"]]},{\"name\":\"Grassland Encounters (Levels 6—10)\",\"type\":\"table\",\"source\":\"XGE\",\"page\":100,\"caption\":\"Grassland Encounters (Levels 6—10)\",\"colLabels\":[\"{@dice d100}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01\",\"{@dice 1d3} {@creature gorgon||gorgons}\"],[\"02\",\"{@dice 1d4} {@creature cyclops||cyclopes}\"],[\"03-04\",\"{@dice 1d3} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu}\"],[\"05-06\",\"1 {@creature chimera}\"],[\"07-09\",\"{@dice 1d4 + 1} {@creature veteran||veterans} on {@creature riding horse||riding horses}\"],[\"10-11\",\"A tornado that touches down {@dice 1d6} miles away, tearing up the land for 1 mile before it dissipates\"],[\"12-13\",\"{@dice 1d3} {@creature manticore||manticores}\"],[\"14-15\",\"{@dice 2d4} {@creature ankheg||ankhegs}\"],[\"16-17\",\"{@dice 1d8 + 1} {@creature centaur||centaurs}\"],[\"18-19\",\"{@dice 1d6 + 2} {@creature griffon||griffons}\"],[\"20-21\",\"{@dice 1d6} {@creature elephant||elephants}\"],[\"22-24\",\"A stretch of land littered with rotting war machines, bones, and banners of forgotten armies\"],[\"25-28\",\"{@dice 1d8 + 1} {@creature bugbear||bugbears}\"],[\"29-32\",\"1 {@creature gnoll pack lord} with {@dice 1d4 + 1} {@creature giant hyena||giant hyenas}\"],[\"33-36\",\"{@dice 2d4} {@creature scarecrow||scarecrows}\"],[\"37-40\",\"{@dice 1d12} {@creature lion||lions}\"],[\"41-44\",\"{@dice 1d10} {@creature thri-kreen}\"],[\"45-46\",\"1 {@creature allosaurus}\"],[\"47-48\",\"1 {@creature tiger}\"],[\"49-50\",\"{@dice 1d2} {@creature giant eagle||giant eagles} or {@dice 1d2} {@creature giant vulture||giant vultures}\"],[\"51-52\",\"1 {@creature goblin boss} with {@dice 2d4} {@creature goblin||goblins}\"],[\"53-54\",\"{@dice 1d2} {@creature pegasus||pegasi}\"],[\"55-58\",\"1 {@creature ankylosaurus}\"],[\"59-62\",\"{@dice 1d2} {@creature couatl||couatls}\"],[\"63-66\",\"1 {@creature orc Eye of Gruumsh} with {@dice 1d8 + 1} {@creature orc||orcs}\"],[\"67-70\",\"{@dice 2d4} {@creature hippogriff||hippogriffs}\"],[\"71-74\",\"{@dice 1d4 + 1} {@creature rhinoceros||rhinoceroses}\"],[\"75-76\",\"1 {@creature hobgoblin captain} with {@dice 2d6} {@creature hobgoblin||hobgoblins}\"],[\"77-78\",\"{@dice 1d3} {@creature phase spider||phase spiders}\"],[\"79-80\",\"{@dice 1d6 + 2} {@creature giant boar||giant boars}\"],[\"81-82\",\"{@dice 2d4} {@creature giant elk}\"],[\"83-84\",\"{@dice 1d4} {@creature ogre||ogres} with {@dice 1d4} {@creature orog||orogs}\"],[\"85-87\",\"A hot wind that carries the stench of rot\"],[\"88-90\",\"{@dice 1d3} {@creature weretiger||weretigers}\"],[\"91-92\",\"1 {@creature bulette}\"],[\"93-94\",\"A tribe of {@dice 2d20 + 20} nomads ({@creature tribal warrior||tribal warriors}) on {@creature riding horse||riding horses} following a herd of antelope ({@creature deer}). The nomads are willing to trade food, leather, and information for weapons.\"],[\"95-96\",\"{@dice 1d6 + 2} {@creature wereboar||wereboars}\"],[\"97\",\"1 {@creature young gold dragon}\"],[\"98-99\",\"{@dice 1d4} {@creature triceratops||triceratopses}\"],[\"00\",\"{@dice 1d3} {@creature tyrannosaurus rex||tyrannosaurus rexes}\"]]},{\"name\":\"Grassland Encounters (Levels 11—16)\",\"type\":\"table\",\"source\":\"XGE\",\"page\":100,\"caption\":\"Grassland Encounters (Levels 11—16)\",\"colLabels\":[\"{@dice d100}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-05\",\"{@dice 3d6} {@creature wereboar||wereboars}\"],[\"06-10\",\"{@dice 2d10} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu}\"],[\"11-15\",\"{@dice 1d4} {@creature bulette||bulettes}\"],[\"16-17\",\"An old road of paved stones, partly reclaimed by wilderness, that travels for {@dice 1d8} miles in either direction before ending\"],[\"18-27\",\"{@dice 1d12} {@creature couatl||couatls}\"],[\"28-30\",\"A witch ({@creature mage}) dwelling in a crude hut. She offers potions of healing, antitoxins, and other consumable items for sale in exchange for food and news.\"],[\"31-40\",\"{@dice 2d10} {@creature elephant||elephants}\"],[\"41-46\",\"{@dice 2d4} {@creature weretiger||weretigers}\"],[\"47-56\",\"{@dice 1d8 + 1} {@creature cyclops||cyclopes}\"],[\"57-61\",\"{@dice 1d3} {@creature chimera||chimeras}\"],[\"62-66\",\"5 {@creature triceratops||triceratopses}\"],[\"67-69\",\"A giant hole 50 feet across that descends nearly 500 feet before opening into an empty cave\"],[\"70-79\",\"{@dice 1d4 + 3} {@creature gorgon||gorgons}\"],[\"80-88\",\"{@dice 1d3} {@creature young gold dragon||young gold dragons}\"],[\"89-90\",\"A circular section of grass nearly a quarter-mile across that appears to have been pressed down; {@dice 1d4} more such circles connected by lines can be seen from overhead.\"],[\"91-96\",\"{@dice 2d4} {@creature tyrannosaurus rex||tyrannosaurus rexes}\"],[\"97-99\",\"1 {@creature adult gold dragon}\"],[\"00\",\"1 {@creature ancient gold dragon}\"]]},{\"name\":\"Grassland Encounters (Levels 17—20)\",\"type\":\"table\",\"source\":\"XGE\",\"page\":100,\"caption\":\"Grassland Encounters (Levels 17—20)\",\"colLabels\":[\"{@dice d100}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-10\",\"{@dice 2d6} {@creature triceratops||triceratopses}\"],[\"11-20\",\"{@dice 1d10} {@creature gorgon||gorgons}\"],[\"21-25\",\"{@dice 2d6} {@creature hyena||hyenas} feeding on the carcass of a dead dinosaur\"],[\"26-35\",\"{@dice 3d6} {@creature bulette||bulettes}\"],[\"36-40\",\"A fiery chariot that races across the sky\"],[\"41-50\",\"{@dice 1d3} {@creature young gold dragon||young gold dragons}\"],[\"51-60\",\"{@dice 2d4} {@creature cyclops||cyclopes}\"],[\"61-65\",\"A valley where all the grass has died and the ground is littered with stumps and fallen tree trunks, all petrified\"],[\"66-75\",\"{@dice 2d10} {@creature wolf||wolves}\"],[\"76-80\",\"A friendly adventuring party of {@dice 1d6 + 1} characters of varying races, classes, and levels (average level {@dice 1d6 + 2}). They share information about their recent travels.\"],[\"81-90\",\"{@dice 1d12} {@creature chimera||chimeras}\"],[\"91-96\",\"{@dice 1d6 + 2} {@creature tyrannosaurus rex||tyrannosaurus rexes}\"],[\"97-99\",\"1 {@creature adult gold dragon}\"],[\"00\",\"1 {@creature ancient gold dragon}\"]]},{\"name\":\"Hill Encounters (Levels 1—4)\",\"type\":\"table\",\"source\":\"XGE\",\"page\":101,\"caption\":\"Hill Encounters (Levels 1—4)\",\"colLabels\":[\"{@dice d100}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01\",\"1 {@creature eagle}\"],[\"02-03\",\"{@dice 2d4} {@creature baboon||baboons}\"],[\"04-06\",\"{@dice 1d6} {@creature bandit||bandits}\"],[\"07\",\"{@dice 1d4} {@creature vulture||vultures}\"],[\"08\",\"{@dice 1d10} {@creature commoner||commoners}\"],[\"09\",\"1 {@creature raven}\"],[\"10\",\"1 {@creature poisonous snake}\"],[\"11-13\",\"{@dice 2d6} {@creature bandit||bandits} {@dice 2d6} {@creature tribal warrior||tribal warriors}\"],[\"14\",\"{@dice 2d8} {@creature goat||goats}\"],[\"15\",\"{@dice 1d6 + 4} {@creature blood hawk||blood hawks}\"],[\"16\",\"{@dice 1d4 + 3} {@creature giant weasel||giant weasels}\"],[\"17-18\",\"{@dice 1d3} {@creature guard||guards} with {@dice 1d2} {@creature mastiff||mastiffs} and 1 {@creature mule}\"],[\"19-20\",\"{@dice 1d6 + 5} {@creature hyena||hyenas}\"],[\"21-22\",\"{@dice 2d4} {@creature stirge||stirges}\"],[\"23-25\",\"An empty cave littered with bones\"],[\"26\",\"1 {@creature pseudodragon} or {@dice 1d3} {@creature giant owl||giant owls}\"],[\"27\",\"1 {@creature lion} or 1 cougar ({@creature panther})\"],[\"28-30\",\"{@dice 2d8} {@creature kobold||kobolds}\"],[\"31\",\"1 {@creature hippogriff}\"],[\"32-34\",\"{@dice 2d4} {@creature goblin||goblins}\"],[\"35\",\"1 {@creature worg}\"],[\"36\",\"{@dice 1d3} {@creature swarm of bats||swarms of bats} or {@dice 1d3} {@creature swarm of ravens||swarms of ravens}\"],[\"37\",\"1 {@creature giant eagle}\"],[\"38-40\",\"An old dwarf sitting on a stump, whittling a piece of wood\"],[\"41\",\"{@dice 1d4} {@creature elk}\"],[\"42\",\"{@dice 1d4} {@creature winged kobold||winged kobolds} with {@dice 1d6} {@creature kobold||kobolds}\"],[\"43\",\"{@dice 1d6 + 2} {@creature giant wolf spider||giant wolf spiders}\"],[\"44-45\",\"{@dice 2d4} {@creature wolf||wolves}\"],[\"46\",\"1 {@creature swarm of insects}\"],[\"47\",\"{@dice 1d8 + 1} {@creature axe beak||axe beaks}\"],[\"48-49\",\"1 {@creature brown bear} or {@dice 1d3} {@creature boar||boars}\"],[\"50\",\"1 {@creature scout}\"],[\"51\",\"1 {@creature ogre}\"],[\"52-53\",\"{@dice 2d4} {@creature gnoll||gnolls}\"],[\"54\",\"1 {@creature giant elk}\"],[\"55\",\"{@dice 1d3 + 1} {@creature harpy||harpies}\"],[\"56\",\"1 {@creature werewolf}\"],[\"57-58\",\"{@dice 2d4} {@creature orc||orcs}\"],[\"59\",\"{@dice 1d4} {@creature half-ogre (ogrillon)||half-ogres}\"],[\"60\",\"1 {@creature druid} or 1 {@creature veteran}\"],[\"61-63\",\"The corpse of an adventurer that carries an intact {@item explorer's pack|phb} and lies atop a longsword\"],[\"64\",\"1 {@creature green hag}\"],[\"65-66\",\"{@dice 1d3} {@creature dire wolf||dire wolves}\"],[\"67-68\",\"A small cemetery containing {@dice 2d6} graves\"],[\"69-70\",\"1 {@creature hobgoblin captain} with {@dice 2d4} {@creature hobgoblin||hobgoblins}\"],[\"71\",\"{@dice 2d4} {@creature giant goat||giant goats}\"],[\"72\",\"1 {@creature manticore}\"],[\"73-74\",\"{@dice 1d6 + 2} {@creature hobgoblin||hobgoblins}\"],[\"75\",\"1 {@creature phase spider}\"],[\"76-78\",\"A pile of droppings from a very large bird\"],[\"79\",\"1 {@creature gnoll fang of Yeenoghu}\"],[\"80\",\"{@dice 1d3} {@creature giant boar||giant boars}\"],[\"81\",\"1 {@creature gnoll pack lord} with {@dice 1d3} {@creature giant hyena||giant hyenas}\"],[\"82\",\"1 {@creature bandit captain} with {@dice 2d4} {@creature bandit||bandits}\"],[\"83\",\"1 {@creature orc Eye of Gruumsh} with {@dice 1d8 + 2} {@creature orc||orcs}\"],[\"84\",\"{@dice 1d3} {@creature orog||orogs} or {@dice 1d4} {@creature berserker||berserkers}\"],[\"85-86\",\"1 {@creature ettin} or 1 {@creature wereboar}\"],[\"87-88\",\"1 {@creature goblin boss} with {@dice 2d6} {@creature goblin||goblins}\"],[\"89\",\"{@dice 1d3} {@creature griffon||griffons}\"],[\"90\",\"{@dice 1d3} {@creature peryton||perytons} or {@dice 1d4} {@creature pegasus||pegasi}\"],[\"91-96\",\"{@dice 1d3} {@creature troll||trolls}\"],[\"97-99\",\"1 {@creature cyclops}\"],[\"00\",\"1 {@creature stone giant}\"]]},{\"name\":\"Hill Encounters (Levels 5—10)\",\"type\":\"table\",\"source\":\"XGE\",\"page\":101,\"caption\":\"Hill Encounters (Levels 5—10)\",\"colLabels\":[\"{@dice d100}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01\",\"{@dice 1d4} {@creature pegasus||pegasi} or {@dice 1d3} {@creature peryton||perytons}\"],[\"02\",\"{@dice 1d6 + 2} {@creature giant goat||giant goats}\"],[\"03\",\"1 {@creature manticore}\"],[\"04\",\"{@dice 1d8 + 1} {@creature gnoll||gnolls} or {@dice 1d8 + 1} {@creature hobgoblin||hobgoblins}\"],[\"05\",\"{@dice 1d4} {@creature lion||lions}\"],[\"06\",\"{@dice 1d6 + 2} {@creature worg||worgs}\"],[\"07\",\"{@dice 1d4} {@creature brown bear||brown bears}\"],[\"08\",\"{@dice 3d6} {@creature axe beak||axe beaks}\"],[\"09\",\"1 {@creature half-ogre (ogrillon)||half-ogre} with {@dice 2d6} {@creature orc||orcs}\"],[\"10\",\"{@dice 2d10} {@creature winged kobold||winged kobolds}\"],[\"11-12\",\"1 {@creature goblin boss} with {@dice 1d4} {@creature dire wolf||dire wolves} and {@dice 2d6} {@creature goblin||goblins}\"],[\"13\",\"{@dice 1d6} {@creature giant elk}\"],[\"14-15\",\"{@dice 1d8 + 1} {@creature giant eagle||giant eagles}\"],[\"16-17\",\"{@dice 1d4} {@creature phase spider||phase spiders}\"],[\"18-19\",\"1 {@creature gnoll pack lord} with {@dice 2d4} {@creature giant hyena||giant hyenas}\"],[\"20\",\"{@dice 2d4} {@creature hippogriff||hippogriffs}\"],[\"21-25\",\"A 15-foot-tall stone statue of a dwarf warrior that has been tipped over on its side\"],[\"26-27\",\"{@dice 2d4} {@creature orog||orogs}\"],[\"28-29\",\"{@dice 1d4 + 1} {@creature griffon||griffons}\"],[\"30-31\",\"{@dice 1d6 + 2} {@creature harpy||harpies}\"],[\"32-33\",\"1 {@creature orc Eye of Gruumsh} with {@dice 2d6 + 3} {@creature orc||orcs}\"],[\"34-35\",\"{@dice 1d4 + 3} {@creature giant boar||giant boars}\"],[\"36-40\",\"A stone door set into the side of a steep hill, opening onto 15 feet of descending stairs that end at a cave-in\"],[\"41-42\",\"{@dice 1d3} {@creature green hag||green hags}\"],[\"43-44\",\"{@dice 1d4} {@creature werewolf||werewolves}\"],[\"45-46\",\"{@dice 1d6 + 2} {@creature ogre||ogres}\"],[\"47-48\",\"1 {@creature hobgoblin captain} with {@dice 2d8} {@creature hobgoblin||hobgoblins}\"],[\"49-50\",\"1 {@creature bandit captain} with {@dice 3d6} {@creature bandit||bandits}\"],[\"51-54\",\"1 {@creature chimera}\"],[\"55-58\",\"{@dice 1d4} {@creature ettin||ettins}\"],[\"59-62\",\"{@dice 1d6 + 2} {@creature veteran||veterans} with {@dice 2d6} {@creature berserker||berserkers}\"],[\"63-65\",\"An abandoned wooden hut\"],[\"66-69\",\"1 {@creature galeb duhr}\"],[\"70-73\",\"1 {@creature bulette}\"],[\"74-77\",\"1 {@creature wyvern}\"],[\"78-80\",\"{@dice 2d6 + 10} {@creature goat||goats} with 1 herder ({@creature tribal warrior})\"],[\"81-82\",\"{@dice 1d3} {@creature hill giant||hill giants}\"],[\"83-84\",\"{@dice 2d4} {@creature wereboar||wereboars}\"],[\"85-86\",\"{@dice 1d4} {@creature revenant||revenants}\"],[\"87-88\",\"{@dice 1d2} {@creature gorgon||gorgons}\"],[\"89-90\",\"{@dice 1d8 + 1} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu}\"],[\"91-93\",\"{@dice 1d4} {@creature cyclops||cyclopes}\"],[\"94-96\",\"1 {@creature young red dragon}\"],[\"97-98\",\"{@dice 1d4} {@creature stone giant||stone giants}\"],[\"99\",\"{@dice 1d3} {@creature young copper dragon||young copper dragons}\"],[\"00\",\"1 {@creature roc}\"]]},{\"name\":\"Hill Encounters (Levels 11—16)\",\"type\":\"table\",\"source\":\"XGE\",\"page\":101,\"caption\":\"Hill Encounters (Levels 11—16)\",\"colLabels\":[\"{@dice d100}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01\",\"{@dice 2d8} {@creature manticore||manticores} or {@dice 2d8} {@creature phase spider||phase spiders}\"],[\"02-04\",\"{@dice 1d6} {@creature green hag||green hags} with {@dice 1d6} {@creature wyvern||wyverns}\"],[\"05-07\",\"1 {@creature hobgoblin captain} with 1 {@creature hill giant} and {@dice 4d10} {@creature hobgoblin||hobgoblins}\"],[\"08-10\",\"{@dice 2d6 + 3} {@creature werewolf||werewolves}\"],[\"11-14\",\"{@dice 1d6 + 2} {@creature ettin||ettins}\"],[\"15-18\",\"{@dice 1d3} {@creature bulette||bulettes}\"],[\"19-22\",\"{@dice 1d4} {@creature werebear||werebears}\"],[\"23-24\",\"A stream of smoke emerging from a small chimney in the hillside\"],[\"25-28\",\"{@dice 1d4} {@creature wyvern||wyverns}\"],[\"29-32\",\"{@dice 1d8 + 1} {@creature wereboar||wereboars}\"],[\"33-36\",\"{@dice 1d3} {@creature revenant||revenants}\"],[\"37-38\",\"A mild earthquake that shakes the region for {@dice 1d20} seconds\"],[\"39-42\",\"{@dice 1d3} {@creature chimera||chimeras}\"],[\"43-46\",\"{@dice 1d4} {@creature gorgon||gorgons}\"],[\"47-50\",\"{@dice 1d6 + 2} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu}\"],[\"51-54\",\"{@dice 1d4} {@creature hill giant||hill giants}\"],[\"55-58\",\"1 {@creature young red dragon}\"],[\"59-62\",\"{@dice 1d3 + 1} {@creature galeb duhr}\"],[\"63-65\",\"{@dice 2d10} dwarf miners ({@creature commoner||commoners}), whistling as they march toward their mine\"],[\"66-69\",\"{@dice 1d3} {@creature young copper dragon||young copper dragons}\"],[\"70-73\",\"{@dice 1d4} {@creature troll||trolls}\"],[\"74-77\",\"{@dice 1d3} {@creature cyclops||cyclopes}\"],[\"78-80\",\"{@dice 1d3} {@creature noble||nobles} with {@dice 1d4} {@creature scout||scouts} prospecting for gold\"],[\"81-85\",\"1 {@creature adult copper dragon}\"],[\"86-90\",\"{@dice 2d4} {@creature stone giant||stone giants}\"],[\"91-96\",\"{@dice 1d4} {@creature roc||rocs}\"],[\"97-99\",\"1 {@creature adult red dragon}\"],[\"00\",\"1 {@creature ancient copper dragon}\"]]},{\"name\":\"Hill Encounters (Levels 17—20)\",\"type\":\"table\",\"source\":\"XGE\",\"page\":101,\"caption\":\"Hill Encounters (Levels 17—20)\",\"colLabels\":[\"{@dice d100}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01\",\"{@dice 1d2} {@creature roc||rocs}\"],[\"02-05\",\"1 {@creature young red dragon}\"],[\"06-10\",\"{@dice 2d6} {@creature ettin||ettins}\"],[\"11-15\",\"{@dice 1d4} {@creature bulette||bulettes}\"],[\"16-20\",\"{@dice 1d10} {@creature revenant||revenants}\"],[\"21-25\",\"The white outline of an enormous horse carved into the side of a high hill\"],[\"26-30\",\"{@dice 1d6 + 1} {@creature gorgon||gorgons}\"],[\"31-35\",\"{@dice 2d4 + 1} {@creature troll||trolls}\"],[\"36-40\",\"The scorched remains of {@dice 2d10} humanoids littering a hillside\"],[\"41-45\",\"{@dice 2d4} {@creature hill giant||hill giants}\"],[\"46-50\",\"{@dice 1d6 + 2} {@creature werebear||werebears}\"],[\"51-55\",\"{@dice 2d4} {@creature galeb duhr}\"],[\"56-60\",\"{@dice 1d4 + 2} {@creature wyvern||wyverns}\"],[\"61-65\",\"A massive boulder partly buried in the earth as if it fell or was thrown there\"],[\"66-70\",\"1 {@creature adult copper dragon}\"],[\"71-75\",\"{@dice 1d6 + 3} {@creature cyclops||cyclopes}\"],[\"76-80\",\"The stub of an old stone tower jutting from the top of a hill\"],[\"81-85\",\"{@dice 2d4} {@creature stone giant||stone giants}\"],[\"86-90\",\"1 {@creature adult red dragon}\"],[\"91-96\",\"1 {@creature ancient copper dragon}\"],[\"97-99\",\"1 {@creature ancient red dragon}\"],[\"00\",\"{@dice 1d2} {@creature adult red dragon||adult red dragons} with {@dice 1d3} {@creature young red dragon||young red dragons}\"]]},{\"name\":\"Hill Giant Encounters\",\"type\":\"table\",\"source\":\"BGG\",\"page\":47,\"caption\":\"Hill Giant Encounters\",\"colLabels\":[\"{@dice d12}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"2 {@creature Hill Giant||hill giants} charging at each other until their heads collide, while 4 {@creature Ogre||ogres} (attitude for all: {@dice 1d6 + 3}) watch and cheer\"],[\"2\",\"1 {@creature hill giant avalancher|BGG} (attitude: {@dice 1d8 + 2}) searching exasperatedly for a {@creature giant goose|BGG} that stole from the giant's bag\"],[\"3\",\"2 {@creature Hill Giant||hill giants} (attitude: {@dice 1d10}) trading broken weapons they've collected\"],[\"4\",\"1 {@creature hill giant} and 3 {@creature Ogre||ogres} (attitude for all: {@dice 1d12}) taking turns bowling ettin skulls at sticks stuck in the ground\"],[\"5\",\"1 {@creature hill giant} (attitude: {@dice 1d6 + 3}) dejectedly trying to reassemble a small stone building it accidentally demolished\"],[\"6\",\"{@dice 1d4} {@creature Otyugh||otyughs} (attitude: {@dice 1d10}) in a waste pit where hill giants dispose of feast remnants\"],[\"7\",\"1 {@creature hill giant} singing beautifully for {@dice 1d4} {@creature Dire Wolf||dire wolves} (attitude for all: {@dice 1d10 + 2})\"],[\"8\",\"2 {@creature Hill Giant||hill giants} (attitude: {@dice 1d8}) roasting a bear over a burning wagon and excessively seasoning it with spices plundered from the wagon\"],[\"9\",\"{@dice 2d4} {@creature goliath giant-kin|BGG} (attitude: {@dice 1d8 + 2}) enjoying a feast\"],[\"10\",\"1 {@creature hill giant} (attitude: {@dice 1d6}) asking for food from a gang of {@dice 2d4} {@creature Bugbear||bugbears} (attitude: {@dice 1d6 + 2})\"],[\"11\",\"1 {@creature flind|MPMM} (attitude: {@dice 1d4 + 1}) leading a bloodthirsty party of 5 {@creature Gnoll Hunter|MPMM|gnoll hunters} (attitude: {@dice 1d6})\"],[\"12\",\"1 {@creature mouth of Grolantor|MPMM} (attitude: {@dice 1d6}) eating everything in reach, including the landscape\"]]},{\"name\":\"Megafauna World Encounters\",\"type\":\"table\",\"source\":\"BGG\",\"page\":54,\"caption\":\"Megafauna World Encounters\",\"colLabels\":[\"{@dice d10}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@dice 2d4} {@creature Giant Ox|BGG|giant oxen} (attitude: {@dice 1d6 + 4}) grazing on shrubs, trees, or thatched roofs\"],[\"2\",\"{@dice 1d3} {@creature Titanothere|BGG|titanotheres} (attitude: {@dice 1d8 + 3}) roaming; one of them scratches an itch on trees, uprooting them in the process\"],[\"3\",\"1 {@creature giant goose|BGG} (attitude: {@dice 1d8}) running with an item from a hill giant's bag (see \\\"{@book Giant Bags|BGG|5|Giant Bags}\\\" in {@book chapter 5|BGG|5}) in its mouth\"],[\"4\",\"2 {@creature Mammoth||mammoths} (attitude: {@dice 1d6}) locking tusks in a territory dispute\"],[\"5\",\"1 {@creature gigant|BGG} (attitude: {@dice 1d4 + 1}) rampaging\"],[\"6\",\"{@dice 1d4} {@creature Saber-Toothed Tiger||saber-toothed tigers} (attitude: {@dice 1d10}) stalking near a herd of {@dice 2d4} {@creature giant elk} (attitude: {@dice 1d6 + 3})\"],[\"7\",\"1 {@creature purple worm} (attitude: {@dice 1d4 + 1}) following vibrations toward food\"],[\"8\",\"{@dice 2d6} {@creature Giant Tick|BGG|giant ticks} (attitude: {@dice 1d4 + 1}) sucking the last blood from a giant's corpse\"],[\"9\",\"1 {@creature froghemoth|MPMM} (attitude: {@dice 1d6}) trying to hide somewhere comically inadequate for its bulk\"],[\"10\",\"1 {@creature gray render|MPMM} (attitude: {@dice 1d6 + 3}) gnawing the scenery\"]]},{\"name\":\"Mortuary Encounters (Levels 1—4)\",\"type\":\"table\",\"source\":\"AATM\",\"caption\":\"Mortuary Encounters (Levels 1—4)\",\"colLabels\":[\"{@dice d10}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A decapitated {@creature zombie} with the {@condition blinded} and {@condition deafened} conditions scrabbles along the ground, looking for its head. The zombie attacks any creature it detects.\"],[\"2\",\"{@dice 1d4} {@creature Will-o'-Wisp||will-o'-wisps} offer to guide the characters to their destination but might lead them to a deadly location in the Mortuary, such as a crematorium.\"],[\"3\",\"A poshly dressed Duster {@creature wight} asks the characters to help them write a eulogy that's due in 10 minutes.\"],[\"4\",\"A friendly {@creature death dog} trots up to the characters and drops a bony hand at their feet. The dog wants to play fetch.\"],[\"5\",\"Ten melancholy Dusters ({@creature Commoner||commoners}) conduct an open-casket funeral for a cheery {@creature skeleton} named Merle, who never received one in life. Merle lies in the casket but occasionally sits up to hear his own eulogies. The Dusters ask the characters if they'd like to say anything on behalf of the deceased.\"],[\"6\",\"A lost {@creature animated coffin|AATM}* lurches along, carrying a reverently laid corpse to its crypt. The Construct approaches the characters and silently petitions them to escort it to its destination.\"],[\"7\",\"{@dice 1d4} {@creature Zombie||zombies}, bloated and riddled with holes, shuffle up to the characters and each expel a {@creature swarm of rot grubs|MPMM}† at their feet. All the creatures are hostile toward the characters.\"],[\"8\",\"A {@creature Heralds of Dust exorcist|AATM}* works to expel a {@creature dybbuk|MPMM}† from a corpse. The exorcist asks the characters to help in dispatch the Fiend.\"],[\"9\",\"Two {@creature Bard|MPMM|bards}† in the Heralds of Dust approach the characters and sing a ballad honoring the dead. If the characters interrupt or otherwise ruin the tune, {@dice 1d4} irascible {@creature Specter||specters} emerge from the walls and attack, causing the bards to flee.\"],[\"10\",\"Three {@creature skeleton} farmers quietly tend to corpse-white grave flowers in an underground garden. Four {@creature Stench Kow|MPMM|stench kows}† graze nearby and protect the farmers, who attack if the characters pluck any flowers or interfere with their work.\"]],\"footnotes\":[\"†Monsters marked with a dagger (†) appear in {@book Monsters of the Multiverse|MPMM}. Roll a {@dice d6} if you don't have that book.\",\"*See {@book the appendix|AATM|Appendix: Mortuary Creatures}.\"]},{\"name\":\"Mortuary Encounters (Levels 5—10)\",\"type\":\"table\",\"source\":\"AATM\",\"caption\":\"Mortuary Encounters (Levels 5—10)\",\"colLabels\":[\"{@dice d10}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Three {@creature Ghost||ghosts} of long-dead nobles invite the characters to an incorporeal tea party.\"],[\"2\",\"{@dice 1d8 + 3} {@creature Ghoul||ghouls} feast on a veritable smorgasbord of corpses in a chilly morgue. The ghouls attack any who disturb their meal.\"],[\"3\",\"Twenty {@creature Skeleton||skeletons} parade down a dusty hall, dancing all the way. The skeletons are friendly toward characters who join their procession but attack any who impede it.\"],[\"4\",\"Disguised as a Humanoid member of the Heralds of Dust, a {@creature planetar} sneaks through a crypt in hopes of raising one of its god's agents from the dead. The angel reveals itself to the characters and asks for help in finding its way.\"],[\"5\",\"The party unknowingly enters a crematorium, and the walls erupt with gouts of flame. Each creature in the room must succeed on a DC 18 Dexterity saving throw, taking 44 ({@dice 8d10}) fire damage on a failed save, or half as much damage on a successful one.\"],[\"6\",\"A {@creature stone golem} composed of tombstones tromps down an empty hallway. It lets the characters pass if they etch an epitaph into its frame.\"],[\"7\",\"A passing {@creature animated coffin|AATM}* exhales a hostile cloud of {@creature vampiric mist|MPMM}† with an audible wheeze.\"],[\"8\",\"{@dice 1d6 + 2} {@creature Vargouille|MPMM|vargouilles}† fly through the halls, looking for their next meal. The vargouilles attack the characters on sight.\"],[\"9\",\"{@dice 1d4} {@creature Spawn of Kyuss|MPMM|spawns of Kyuss}† shamble through the Mortuary, infecting its corpses. A lawful neutral {@creature wight} shouts for the party's aid in curbing the infestation.\"],[\"10\",\"Two {@creature lost sorrowsworn|MPMM},† manifestations of those who never reached the afterlife, wander aimlessly. The sorrowsworn ask the characters to guide them to the great beyond. If the characters refuse the sorrowsworn attack in panicked fury.\"]],\"footnotes\":[\"†Monsters marked with a dagger (†) appear in {@book Monsters of the Multiverse|MPMM}. Roll a {@dice d6} if you don't have that book.\",\"*See {@book the appendix|AATM|Appendix: Mortuary Creatures}.\"]},{\"name\":\"Mortuary Encounters (Levels 11—16)\",\"type\":\"table\",\"source\":\"AATM\",\"caption\":\"Mortuary Encounters (Levels 11—16)\",\"colLabels\":[\"{@dice d10}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@creature Factol Skall|AATM}* drifts through the Mortuary toward his {@area orrery|025|x} (detailed later in this supplement).\"],[\"2\",\"Two {@creature Guardian Naga||guardian nagas} slither up to the party. The nagas are collecting stories about those who have passed.\"],[\"3\",\"A {@creature death tyrant}, eager to build its undead army, lingers outside a derelict crypt. The monster accosts any non-Undead it encounters.\"],[\"4\",\"An {@creature arcanaloth} testator informs the characters they much each present a copy of their last will and testament to continue their exploration. If a character doesn't have a will, the testator offers to write one for them on the spot in exchange for 10 gp each.\"],[\"5\",\"A {@creature githyanki knight} and four pallbearers ({@creature Githyanki Warrior||githyanki warriors}) march toward a portal to the Astral Plane to honor a fallen comrade. The githyanki attack characters who interrupt their solemn procession but accept any who share the load as one of their own.\"],[\"6\",\"A sarcophagus-like {@creature animated coffin|AATM}* conveys a haughty {@creature mummy lord} to its tomb. Two {@creature Mummy||mummies} walk alongside the coffin. The mummy lord demands that passersby acknowledge its rule with a bow; the mummies attack all who refuse.\"],[\"7\",\"A {@creature cadaver collector|MPMM}† emerges from a portal to Acheron, dragging a cart of corpses behind it.\"],[\"8\",\"A {@creature deathlock mastermind|MPMM}† leads four {@creature Deathlock|MPMM|deathlocks}† in an unholy ritual dedicated to the powers of death. To complete the ritual, the deathlocks require a living sacrifice—one of the characters would be perfect.\"],[\"9\",\"Four {@creature Minotaur Skeleton||minotaur skeletons} carry a palanquin of bones supporting a hostile {@creature skull lord|MPMM}.†\"],[\"10\",\"A {@creature narzugon|MPMM}† astride a {@creature nightmare} patrols a stretch of catacombs as part of an archdevil's errand. The narzugon attacks any non-Undead, eager to add their souls to archdevil's growing collection.\"]],\"footnotes\":[\"†Monsters marked with a dagger (†) appear in {@book Monsters of the Multiverse|MPMM}. Roll a {@dice d6} if you don't have that book.\",\"*See {@book the appendix|AATM|Appendix: Mortuary Creatures}.\"]},{\"name\":\"Mountain Encounters (Levels 1—4)\",\"type\":\"table\",\"source\":\"XGE\",\"page\":104,\"caption\":\"Mountain Encounters (Levels 1—4)\",\"colLabels\":[\"{@dice d100}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-02\",\"1 {@creature eagle}\"],[\"03-05\",\"{@dice 1d3} {@creature swarm of bats||swarms of bats}\"],[\"06-08\",\"{@dice 1d6} {@creature goat||goats}\"],[\"09-11\",\"{@dice 1d10 + 5} {@creature tribal warrior||tribal warriors}\"],[\"12-14\",\"{@dice 1d6 + 3} {@creature pteranodon||pteranodons}\"],[\"15-17\",\"{@dice 1d8 + 1} {@creature winged kobold||winged kobolds}\"],[\"18-20\",\"1 {@creature lion}\"],[\"21-24\",\"Stairs chiseled into the side of the mountain that climb {@dice 3d20 + 40} feet before ending abruptly\"],[\"25-27\",\"{@dice 2d10} {@creature stirge||stirges}\"],[\"28-30\",\"{@dice 2d4} {@creature aarakocra}\"],[\"31-33\",\"{@dice 2d6} dwarf soldiers ({@creature guard||guards}) with {@dice 1d6} {@creature mule||mules} laden with iron ore\"],[\"34-36\",\"1 {@creature giant eagle}\"],[\"37-38\",\"A small shrine dedicated to a lawful neutral god, perched on a stone outcropping\"],[\"39-41\",\"{@dice 2d8 + 1} {@creature blood hawk||blood hawks}\"],[\"42-44\",\"1 {@creature giant goat}\"],[\"45-47\",\"{@dice 3d4} {@creature kobold||kobolds}\"],[\"48-50\",\"1 {@creature half-ogre (ogrillon)||half-ogre}\"],[\"51-53\",\"1 {@creature berserker}\"],[\"54-55\",\"1 {@creature orog}\"],[\"56\",\"1 {@creature hell hound}\"],[\"57\",\"1 {@creature druid}\"],[\"58-59\",\"1 {@creature peryton}\"],[\"60-61\",\"{@dice 1d2} {@creature hippogriff||hippogriffs}\"],[\"62\",\"1 {@creature manticore}\"],[\"63-64\",\"{@dice 1d6 + 2} {@creature scout||scouts}\"],[\"65-67\",\"Enormous footprints left by a giant, which head into the mountain peaks\"],[\"68-73\",\"{@dice 2d4} {@creature orc||orcs}\"],[\"74-75\",\"1 {@creature giant elk}\"],[\"76-77\",\"1 {@creature veteran}\"],[\"78-79\",\"1 {@creature orc Eye of Gruumsh}\"],[\"80\",\"{@dice 1d4} {@creature harpy||harpies}\"],[\"81\",\"1 {@creature ogre}\"],[\"82\",\"1 {@creature griffon}\"],[\"83\",\"1 {@creature basilisk}\"],[\"84-85\",\"1 {@creature saber-toothed tiger}\"],[\"86-90\",\"A sparkling stream of water spilling from a crevice\"],[\"91\",\"{@dice 1d2} {@creature ettin||ettins}\"],[\"92\",\"1 {@creature cyclops}\"],[\"93\",\"1 {@creature troll}\"],[\"94\",\"1 {@creature galeb duhr}\"],[\"95\",\"1 {@creature air elemental}\"],[\"96\",\"1 {@creature bulette}\"],[\"97\",\"1 {@creature chimera}\"],[\"98\",\"1 {@creature wyvern}\"],[\"99\",\"1 {@creature stone giant}\"],[\"00\",\"1 {@creature frost giant}\"]]},{\"name\":\"Mountain Encounters (Levels 5—10)\",\"type\":\"table\",\"source\":\"XGE\",\"page\":104,\"caption\":\"Mountain Encounters (Levels 5—10)\",\"colLabels\":[\"{@dice d100}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-02\",\"{@dice 2d8 + 1} {@creature aarakocra}\"],[\"03-04\",\"1 {@creature lion} or 1 {@creature saber-toothed tiger}\"],[\"05-06\",\"{@dice 1d8 + 1} {@creature giant goat||giant goats}\"],[\"07-08\",\"{@dice 1d4 + 3} dwarf trailblazers ({@creature scout||scouts})\"],[\"09-10\",\"{@dice 1d6 + 2} {@creature orc||orcs}\"],[\"11-15\",\"{@dice 1d10} {@creature giant eagle||giant eagles}\"],[\"16-20\",\"{@dice 1d8 + 1} {@creature hippogriff||hippogriffs}\"],[\"21-25\",\"{@dice 1d8} fissures venting steam that partially obscures a 20-foot cube above each fissure\"],[\"26-30\",\"1 {@creature basilisk}\"],[\"31-35\",\"{@dice 1d12} {@creature half-ogre (ogrillon)||half-ogres}\"],[\"36-40\",\"A ravine blocked by a 100-foot-high wall, which has an opening in the center where a gate used to be\"],[\"41-45\",\"1 {@creature manticore}\"],[\"46-50\",\"{@dice 2d4} {@creature harpy||harpies}\"],[\"51-52\",\"1 {@creature galeb duhr}\"],[\"53-54\",\"1 {@creature bulette}\"],[\"55-56\",\"{@dice 1d10} {@creature berserker||berserkers}\"],[\"57-58\",\"{@dice 1d3} {@creature hell hound||hell hounds}\"],[\"59-60\",\"{@dice 1d8 + 1} {@creature veteran||veterans}\"],[\"61-65\",\"A distant mountain whose peak resembles a tooth\"],[\"66-69\",\"{@dice 1d4} {@creature ettin||ettins}\"],[\"70-73\",\"1 {@creature wyvern}\"],[\"74-75\",\"1 {@creature orc Eye of Gruumsh} with {@dice 1d6} {@creature orog||orogs} and {@dice 3d6 + 10} {@creature orc||orcs}\"],[\"76-80\",\"A row of {@dice 1d10 + 40} stakes upon which the bodies of kobolds, dwarves, or orcs are impaled\"],[\"81-83\",\"1 {@creature fire giant}\"],[\"84-85\",\"1 {@creature young silver dragon}\"],[\"86-87\",\"{@dice 1d4} {@creature air elemental||air elementals}\"],[\"88-90\",\"{@dice 1d4} {@creature troll||trolls}\"],[\"91-92\",\"{@dice 1d3 + 1} {@creature cyclops||cyclopes}\"],[\"93-94\",\"{@dice 1d4} {@creature chimera||chimeras}\"],[\"95-96\",\"1 {@creature cloud giant}\"],[\"97\",\"1 {@creature roc}\"],[\"98\",\"{@dice 1d4} {@creature stone giant||stone giants}\"],[\"99\",\"1 {@creature young red dragon}\"],[\"00\",\"{@dice 1d4} {@creature frost giant||frost giants}\"]]},{\"name\":\"Mountain Encounters (Levels 11—16)\",\"type\":\"table\",\"source\":\"XGE\",\"page\":104,\"caption\":\"Mountain Encounters (Levels 11—16)\",\"colLabels\":[\"{@dice d100}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-02\",\"{@dice 1d8 + 1} {@creature basilisk||basilisks}\"],[\"03-04\",\"{@dice 2d4} {@creature hell hound||hell hounds}\"],[\"05-06\",\"{@dice 1d3} {@creature chimera||chimeras}\"],[\"07-08\",\"1 {@creature galeb duhr}\"],[\"09-10\",\"{@dice 2d6} {@creature veteran||veterans}\"],[\"11-15\",\"1 {@creature young silver dragon}\"],[\"16-20\",\"{@dice 2d4} {@creature troll||trolls}\"],[\"21-25\",\"1 red dragon gliding through the sky above the highest mountaintops\"],[\"26-30\",\"{@dice 1d8 + 1} {@creature manticore||manticores}\"],[\"31-35\",\"{@dice 1d4} {@creature cyclops||cyclopes}\"],[\"36-40\",\"Heavy snowfall that lasts for {@dice 1d6} hours\"],[\"41-45\",\"{@dice 1d10} {@creature air elemental||air elementals}\"],[\"46-50\",\"{@dice 1d6 + 2} {@creature bulette||bulettes}\"],[\"51-55\",\"{@dice 1d4} {@creature stone giant||stone giants}\"],[\"56-60\",\"1 {@creature fire giant}\"],[\"61-65\",\"2 {@creature stone giant||stone giants} playing catch with a boulder a few hundred feet away\"],[\"66-70\",\"{@dice 1d8 + 1} {@creature ettin||ettins}\"],[\"71-75\",\"{@dice 1d3} {@creature frost giant||frost giants}\"],[\"76-80\",\"A wide crevasse, its depths shrouded in mist\"],[\"81-85\",\"{@dice 1d4} {@creature cloud giant||cloud giants}\"],[\"86-90\",\"1 {@creature adult silver dragon}\"],[\"91-96\",\"1 {@creature adult red dragon}\"],[\"97-98\",\"{@dice 1d4} {@creature roc||rocs}\"],[\"99\",\"1 {@creature ancient silver dragon}\"],[\"00\",\"1 {@creature ancient red dragon}\"]]},{\"name\":\"Mountain Encounters (Levels 17—20)\",\"type\":\"table\",\"source\":\"XGE\",\"page\":104,\"caption\":\"Mountain Encounters (Levels 17—20)\",\"colLabels\":[\"{@dice d100}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-05\",\"{@dice 1d10} {@creature bulette||bulettes}\"],[\"06-10\",\"{@dice 1d8 + 1} {@creature chimera||chimeras}\"],[\"11-15\",\"1 {@creature adult silver dragon}\"],[\"16-20\",\"{@dice 1d8 + 1} {@creature wyvern||wyverns}\"],[\"21-25\",\"A massive boat perched atop a mountain\"],[\"26-30\",\"{@dice 2d4} {@creature galeb duhr}\"],[\"31-35\",\"{@dice 1d4} {@creature frost giant||frost giants}\"],[\"36-40\",\"A wooded valley haunted by secretive and reclusive elves who tell warily of their master: a mad wizard who lives in the heart of the valley\"],[\"41-45\",\"{@dice 1d10} {@creature air elemental||air elementals}\"],[\"46-50\",\"{@dice 1d6 + 3} {@creature troll||trolls}\"],[\"51-55\",\"1 {@creature adult red dragon}\"],[\"56-60\",\"{@dice 1d4} {@creature cloud giant||cloud giants}\"],[\"61-65\",\"A waterfall hundreds of feet high that drops into a clear pool\"],[\"66-70\",\"{@dice 1d3} {@creature fire giant||fire giants}\"],[\"71-75\",\"{@dice 2d4} {@creature stone giant||stone giants}\"],[\"76-80\",\"A force of 100 dwarves ({@creature veteran||veterans}) standing guard at a mountain pass, permitting no passage until a traveler pays 100 gp (if on foot) or 200 gp (if mounted)\"],[\"81-85\",\"{@dice 1d4} {@creature roc||rocs}\"],[\"86-90\",\"{@dice 1d4} {@creature young red dragon||young red dragons}\"],[\"91-96\",\"1 {@creature ancient silver dragon}\"],[\"97-00\",\"1 {@creature ancient red dragon}\"]]},{\"name\":\"Open Water Encounters (Levels 1—4)\",\"type\":\"table\",\"source\":\"GoS\",\"page\":207,\"caption\":\"Open Water Encounters (Levels 1—4)\",\"colLabels\":[\"{@dice d100}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-03\",\"{@dice 3d6} {@creature Quipper||quippers}\"],[\"04-08\",\"1 {@creature swarm of quippers}\"],[\"09-12\",\"{@dice 3d10} {@creature Dolphin|VGM|dolphins}\"],[\"13-14\",\"1 {@creature giant octopus}\"],[\"15-16\",\"{@dice 1d4} {@creature Killer Whale||killer whales}\"],[\"17-18\",\"{@dice 1d6} {@creature merfolk}\"],[\"19-20\",\"{@dice 1d6} {@creature Giant Sea Horse||giant sea horses}\"],[\"21-24\",\"{@dice 1d8} {@creature Giant Crab||giant crabs}\"],[\"25-28\",\"{@dice 1d4} {@creature Reef Shark||reef sharks}\"],[\"29\",\"1 {@creature hunter shark}\"],[\"30-34\",\"{@dice 1d4} {@creature sahuagin}\"],[\"35-37\",\"{@dice 1d4} {@creature koalinth|GoS}\"],[\"38-40\",\"A {@table Whirlpools; Whirlpool Rank|GoS|rank 1 whirlpool} connected to the Elemental Plane of Water (see \\\"{@variantrule Ocean Environs|GoS|Whirlpools}\\\" from Appendix A of {@i Ghosts of Saltmarsh})\"],[\"41-45\",\"{@dice 1d4} {@creature Locathah|GoS|locathahs}\"],[\"46-51\",\"{@dice 1d3} {@creature Harpy||harpies}\"],[\"52-54\",\"2 {@creature merrow}\"],[\"55-57\",\"1 {@creature sahuagin priestess} and {@dice 1d4} {@creature sahuagin}\"],[\"58-59\",\"1 {@creature koalinth sergeant|GoS} and {@dice 2d4} {@creature koalinth|GoS}\"],[\"60-62\",\"1 {@creature plesiosaurus}\"],[\"63-64\",\"{@dice 1d3} {@creature Sea Hag||sea hags}\"],[\"65-67\",\"{@dice 1d4} {@creature Blood Hawk||blood hawks}\"],[\"68-70\",\"1 {@creature sahuagin champion|GoS}\"],[\"71-74\",\"1 {@creature giant shark}\"],[\"75\",\"1 {@creature young bronze dragon}\"],[\"76-00\",\"A ship ({@variantrule Random Ships|GoS|generated at random})\"]]},{\"name\":\"Open Water Encounters (Levels 5—10)\",\"type\":\"table\",\"source\":\"GoS\",\"page\":207,\"caption\":\"Open Water Encounters (Levels 5—10)\",\"colLabels\":[\"{@dice d100}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-03\",\"1 {@creature giant shark}\"],[\"04-07\",\"{@dice 1d4} {@creature Swarm of Quippers||swarms of quippers}\"],[\"08-11\",\"{@dice 1d10} {@creature Killer Whale||killer whales}\"],[\"12-17\",\"{@dice 3d6} {@creature merfolk}\"],[\"18-25\",\"1 {@creature sahuagin high priestess|GoS} and 1 {@creature sahuagin wave shaper|GoS}\"],[\"26-30\",\"{@dice 2d8} {@creature Giant Crab||giant crabs}\"],[\"31-35\",\"{@dice 2d4} {@creature Reef Shark||reef sharks}\"],[\"36-38\",\"{@dice 1d4} {@creature Hunter Shark||hunter sharks}\"],[\"39-40\",\"{@dice 1d4} {@creature Water Elemental||water elementals}\"],[\"41\",\"A {@table Whirlpools; Whirlpool Rank|GoS|rank 2 whirlpool} connected to the Elemental Plane of Water (see \\\"{@variantrule Ocean Environs|GoS|Whirlpools}\\\" from Appendix A of {@i Ghosts of Saltmarsh})\"],[\"42-45\",\"{@dice 2d4} {@creature Locathah|GoS|locathahs}\"],[\"46-47\",\"1 {@creature harpy matriarch|GoS} and {@dice 1d4} {@creature Harpy||harpies}\"],[\"48-49\",\"{@dice 2d4} {@creature merrow}\"],[\"50-52\",\"1 {@creature sahuagin baron} and {@dice 1d4} {@creature sahuagin}\"],[\"53-57\",\"1 {@creature koalinth sergeant|GoS} and {@dice 2d4} {@creature koalinth|GoS}\"],[\"58-59\",\"{@dice 2d8} {@creature Giant Crab||giant crabs}\"],[\"60-61\",\"{@dice 1d4} {@creature Plesiosaurus||plesiosauruses}\"],[\"62-63\",\"A coven of 3 {@creature Sea Hag||sea hags}\"],[\"64-65\",\"{@dice 1d4} {@creature Sahuagin Blademaster|GoS|sahuagin blademasters}\"],[\"66-69\",\"1 {@creature hydra}\"],[\"70-71\",\"1 {@creature marid}\"],[\"72\",\"1 {@creature storm giant}\"],[\"73\",\"1 {@creature adult bronze dragon}\"],[\"74\",\"1 {@creature dragon turtle}\"],[\"75-90\",\"A ship ({@variantrule Random Ships|GoS|generated at random})\"],[\"91-00\",\"A mysterious island ({@variantrule Mysterious Islands|GoS|generated at random})\"]]},{\"name\":\"Open Water Encounters (Levels 11—20)\",\"type\":\"table\",\"source\":\"GoS\",\"page\":207,\"caption\":\"Open Water Encounters (Levels 11—20)\",\"colLabels\":[\"{@dice d100}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-03\",\"1 {@creature storm giant}\"],[\"04-07\",\"{@dice 2d6} {@creature Giant Shark||giant sharks}\"],[\"08-11\",\"1 {@creature marid}\"],[\"12-18\",\"1 {@creature sahuagin high priestess|GoS} and {@dice 2d4} {@creature Sahuagin Champion|GoS|sahuagin champions}\"],[\"19-25\",\"1 {@creature sahuagin baron} and {@dice 1d4} {@creature Sahuagin Blademaster|GoS|sahuagin blademasters}\"],[\"26-28\",\"{@dice 3d6} {@creature Reef Shark||reef sharks}\"],[\"29-32\",\"{@dice 2d6} {@creature Hunter Shark||hunter sharks}\"],[\"33-39\",\"A {@table Whirlpools; Whirlpool Rank|GoS|rank 3 whirlpool} connected to the Elemental Plane of Water (see \\\"{@variantrule Ocean Environs|GoS|Whirlpools}\\\" from Appendix A of {@i Ghosts of Saltmarsh})\"],[\"40-43\",\"A {@table Whirlpools; Whirlpool Rank|GoS|rank 4 whirlpool} connected to the Elemental Plane of Water (see \\\"{@variantrule Ocean Environs|GoS|Whirlpools}\\\" from Appendix A of {@i Ghosts of Saltmarsh})\"],[\"44-45\",\"{@dice 1d3} {@creature Hydra||hydras}\"],[\"46-48\",\"{@dice 1d4} {@creature koalinth sergeant|GoS} and {@dice 3d10} {@creature koalinth|GoS}\"],[\"49-50\",\"{@dice 2d4} {@creature Plesiosaurus||plesiosauruses}\"],[\"51-53\",\"{@dice 3d6} {@creature merrow}\"],[\"54-57\",\"1 {@creature harpy matriarch|GoS} and {@dice 2d8} {@creature Harpy||harpies}\"],[\"58-60\",\"A coven of 3 {@creature Sea Hag||sea hags}\"],[\"61-63\",\"1 {@creature dragon turtle}\"],[\"64\",\"1 {@creature ancient bronze dragon}\"],[\"65-75\",\"A ship ({@variantrule Random Ships|GoS|generated at random})\"],[\"76-00\",\"A mysterious island ({@variantrule Mysterious Islands|GoS|generated at random})\"]]},{\"name\":\"Ship Encounters\",\"type\":\"table\",\"source\":\"BAM\",\"page\":7,\"caption\":\"Ship Encounters\",\"colLabels\":[\"{@dice d100}\",\"Encounter\",\"Attitude\"],\"colStyles\":[\"col-2 text-center\",\"col-8\",\"col-2 text-center\"],\"rows\":[[\"01-07\",\"{@vehicle Bombard|AAG} Leviathan, captained by Myrtle Hunt ({@creature giff warlord|BAM}*) and crewed by 8 {@creature Giff Shipmate|BAM|giff shipmates}* and 3 {@creature Mage||mages}†\",\"{@dice 1d10 + 2}\"],[\"08-16\",\"{@vehicle Damselfly ship|AAG} Voidwinder, captained by Krig Kalu ({@creature hadozee explorer|BAM}*) and crewed by 1 {@creature drow}† and 7 {@creature Hadozee Shipmate|BAM|hadozee shipmates}*\",\"{@dice 2d6 + 3}\"],[\"17-23\",\"{@vehicle Flying fish ship|AAG} Horizon, captained by Thaal Vod (renegade {@creature mind flayer arcanist}†) and crewed by 9 {@creature Plasmoid Warrior|BAM|plasmoid warriors}*\",\"{@dice 1d12}\"],[\"24-31\",\"{@vehicle Hammerhead ship|AAG} Jander Sunstar, captained by Veluna Valderak ({@creature vampirate captain|BAM}*) and crewed by 13 {@creature Vampirate|BAM|vampirates}* and 1 {@creature priest}†\",\"{@dice 1d12}\"],[\"32-36\",\"{@vehicle Lamprey ship|AAG} Astral Prize, crewed by 15 {@creature Psurlon Ringer|BAM|psurlon ringers},*† including Captain Uscath\",\"{@dice 1d12}\"],[\"37-39\",\"{@vehicle Living ship|AAG} Eldervine, captained by Queth ({@creature aartuk elder|BAM}*) and crewed by 2 {@creature Aartuk Starhorror|BAM|aartuk starhorrors},*† 8 {@creature Aartuk Weedling|BAM|aartuk weedlings},* and Eldervine ({@creature treant})\",\"{@dice 1d10}\"],[\"40-45\",\"{@vehicle Nautiloid|AAG} Neurophage, crewed by 4 {@creature Mind Flayer||mind flayers}† and 16 {@creature kuo-toa}, with {@dice 1d6} {@creature Grell||grells} and {@dice 1d6} {@creature Intellect Devourer||intellect devourers} as passengers\",\"{@dice 1d6}\"],[\"46-50\",\"{@vehicle Nightspider|AAG} Malevolence, captained by Yeshk ({@creature neogi void hunter|BAM}*†) and crewed by 24 {@creature Neogi Pirate|BAM|neogi pirates}* and 5 {@creature Umber Hulk||umber hulks}\",\"{@dice 1d6}\"],[\"51-55\",\"{@vehicle Scorpion ship|AAG} Claws of Huraj, captained by Huraj ({@creature hobgoblin captain}) and crewed by 1 {@creature bugbear} (first mate), 8 {@creature Hobgoblin||hobgoblins}, and 2 hobgoblin {@creature Priest||priests}†\",\"{@dice 1d12}\"],[\"56-61\",\"{@vehicle Shrike ship|AAG} Fedifensor, captained by Yaj ({@creature githyanki xenomancer|BAM}*†) and crewed by 10 {@creature Githyanki Buccaneer|BAM|githyanki buccaneers}*†\",\"{@dice 1d12}\"],[\"62-66\",\"{@vehicle Space galleon|AAG} Eleventh, captained by Xorpha Eleven-Eyes ({@creature beholder}) and crewed by 1 {@creature spectator} (first mate), 3 {@creature Cult Fanatic||cult fanatics},† and 16 {@creature Cultist||cultists}\",\"{@dice 1d12}\"],[\"67-72\",\"{@vehicle Space galleon|AAG} Great Kindori, captained by Mystan the Mighty ({@creature djinni}†) and crewed by 1 {@creature invisible stalker} (first mate), 1 {@creature couatl},† 17 {@creature aarakocra}, and 1 {@creature rug of smothering}\",\"{@dice 2d6 + 2}\"],[\"73-78\",\"{@vehicle Squid ship|AAG} Syken's Reach, captained by the pirate Arviglas Syken (human {@creature bandit captain}) and crewed by 1 {@creature cambion}† (Syken's daughter, Tenebra) and 11 {@creature Thug||thugs}\",\"{@dice 1d12}\"],[\"79-84\",\"{@vehicle Star moth|AAG} Apex, captained by Xaleen ({@creature astral elf commander|BAM}*†) and crewed by 11 {@creature Astral Elf Warrior|BAM|astral elf warriors}* and 1 {@creature astral elf aristocrat|BAM}*†\",\"{@dice 1d12}\"],[\"85-90\",\"{@vehicle Turtle ship|AAG} Snorkel, captained by Shelby Norkel (gnome {@creature mage}†) and crewed by 15 {@creature Autognome|BAM|autognomes}*\",\"{@dice 1d10 + 3}\"],[\"91-94\",\"{@vehicle Tyrant ship|AAG} Doomdreamer, crewed by {@dice 2d4 + 2} {@creature Beholder||beholders}\",\"{@dice 1d8}\"],[\"95-00\",\"{@vehicle Wasp ship|AAG} Adventure, abandoned and adrift (25 percent chance that its {@item spelljamming helm|AAG} is still aboard)\",\"—\"]],\"footnotes\":[\"Creatures marked with an asterisk (*) appear in this book; the rest are described in the {@book Monster Manual|MM}. Any creature marked with a dagger (†) can serve as a spelljammer because it is a spellcaster.\"]},{\"name\":\"Sigil Clerks' Ward Encounters\",\"type\":\"table\",\"source\":\"SatO\",\"page\":59,\"caption\":\"Sigil Clerks' Ward Encounters\",\"colLabels\":[\"{@dice d8}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A cocky {@creature bariaur wanderer|MPP} (see {@book Morte's Planar Parade|MPP}) offers their services to the party as a tout.\"],[\"2\",\"A stiff-necked Fated tax collector ({@creature noble}), flanked by two {@creature Guard||guards}, smugly informs the characters they must each pay a \\\"promenade toll\\\" of 1 sp to proceed in their current direction.\"],[\"3\",\"Out of breath and clearly hiding something on their person, a teenage tiefling {@creature spy} begs the characters to help them avoid two oncoming {@creature Harmonium Peacekeeper|MPP|Harmonium peacekeepers} (see {@book Morte's Planar Parade|MPP}).\"],[\"4\",\"A drunk elf {@creature commoner} stumbles out of an onion-shaped cab pulled by a sweet and gullible {@creature unicorn} named Corny. The unicorn asks the characters if they need a ride.\"],[\"5\",\"A wizened, purple-robed Incantifer ({@creature archmage}) passes through the streets, eliciting nervous whispers from a crowd of onlookers.\"],[\"6\",\"A {@creature Society of Sensation Muse|MPP} (see {@book Morte's Planar Parade|MPP}) dazzles the characters with a street-side performance.\"],[\"7\",\"Olga, a bookish {@creature frost giant}, trips before the characters as she hurries to the {@book Hall of Records|SatO|2|Hall of Records}, sending a stack of titanic papers into the air.\"],[\"8\",\"An obnoxious {@creature equinal guardinal|MPP} (see {@book Morte's Planar Parade|MPP}) brays atop a street-side soapbox. They attempt to goad a character into a cynical debate about the future of Sigil.\"]]},{\"name\":\"Sigil General Encounters\",\"type\":\"table\",\"source\":\"SatO\",\"page\":59,\"caption\":\"Sigil General Encounters\",\"colLabels\":[\"{@dice d100}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-03\",\"1 {@creature noble} pedestrian distractedly talking to 1 {@creature cranium rat squeaker|MPP}*\"],[\"04-07\",\"{@dice 1d4} {@creature dabus|MPP}*\"],[\"08-10\",\"1 {@creature scout} tumbling through a portal from the Material Plane\"],[\"11-14\",\"{@dice 1d4} {@creature Nightmare||nightmares} recklessly pulling a sedan chair\"],[\"15-17\",\"{@dice 1d10} {@creature Bariaur Wanderer|MPP|bariaur wanderers}*\"],[\"18-22\",\"{@dice 1d6} {@creature Harmonium Peacekeeper|MPP|Harmonium peacekeepers}* on patrol\"],[\"23-25\",\"{@dice 1d6} {@creature dust mephit} messengers\"],[\"26-28\",\"{@dice 1d4} {@creature Razorvine Blight|MPP|razorvine blights}*\"],[\"29-32\",\"{@dice 1d4} {@creature Society of Sensation Muse|MPP|Society of Sensation muses}*\"],[\"33-36\",\"{@dice 1d6} {@creature Quadrone||quadrones}\"],[\"37-39\",\"{@dice 1d4} {@creature Cranium Rat Squeaker Swarm|MPP|cranium rat squeaker swarms}*\"],[\"40-43\",\"1 {@creature Heralds of Dust Remnant|MPP|Herald of Dust remnant}* and {@dice 1d4} {@creature Zombie||zombies} collecting bodies\"],[\"44-46\",\"1 {@creature young copper dragon} sightseer\"],[\"47-49\",\"1 {@creature Mind's Eye matter smith|MPP}* carrying a rare gizmo\"],[\"50-54\",\"1 {@creature night hag} street vendor\"],[\"55-57\",\"{@dice 1d8} {@creature Bleak Cabal Void Soother|MPP|Bleak Cabal void soothers}* assisting locals\"],[\"58-60\",\"{@dice 1d4} {@creature Vrock||vrocks} on a shopping trip\"],[\"61-63\",\"{@dice 1d6} {@creature Equinal Guardinal|MPP|equinal guardinals}*\"],[\"64-66\",\"{@dice 1d6} {@creature Transcendent Order Instinct|MPP|Transcendent Order instincts}* parkouring through the crowd\"],[\"67-69\",\"{@dice 1d4} {@creature green slaad}\"],[\"70-72\",\"{@dice 1d4} {@creature Fated Shaker|MPP|Fated shakers}* collecting taxes\"],[\"73-74\",\"1 {@creature bone devil} late for a meeting\"],[\"75-76\",\"1 {@creature mage} who's overwhelmed, having just arrived from the Material Plane\"],[\"77-79\",\"{@dice 1d4} {@creature Mercykiller Bloodhound|MPP|Mercykiller bloodhounds}* tracking a criminal\"],[\"80-81\",\"{@dice 1d8} {@creature Githzerai Traveler|MPP|githzerai travelers}*\"],[\"82-83\",\"{@dice 1d4} {@creature maelephant|MPP}* mercenaries\"],[\"84-85\",\"{@dice 1d6} {@creature Doomguard rot blade|MPP}* monster hunters\"],[\"86-87\",\"1 {@creature planetar} looking for a shop\"],[\"88-89\",\"1 {@creature cuprilach rilmani|MPP}* spying on a target\"],[\"90-91\",\"1 {@creature Fraternity of Order law bender|MPP}*\"],[\"92-93\",\"{@dice 1d4} {@creature Cloud Giant||cloud giants} who've become lost\"],[\"94-95\",\"1 {@creature aboleth} in an aquarium sedan chair\"],[\"96-97\",\"1 {@creature kolyarut|MPP}*\"],[\"98-99\",\"A famous {@creature archmage}, like Bigby, Evard, Mordenkainen, or Tasha\"],[\"100\",\"The Lady of Pain and {@dice 2d4} {@creature dabus|MPP}*\"]],\"footnotes\":[\"Creatures marked with an asterisk (*) appear in {@book Morte's Planar Parade|MPP}, while the rest are described in the {@book Monster Manual|MM}. Most creatures are initially indifferent to characters.\"]},{\"name\":\"Sigil Hive Ward Encounters\",\"type\":\"table\",\"source\":\"SatO\",\"page\":59,\"caption\":\"Sigil Hive Ward Encounters\",\"colLabels\":[\"{@dice d8}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature Hands of Havoc fire starter|MPP} (see {@book Morte's Planar Parade|MPP}), flame in hand and a wild look in their eyes, stands outside an abandoned building. \\\"Care to help?\\\" they ask the characters.\"],[\"2\",\"A {@creature kelubar demodand|MPP} (see {@book Morte's Planar Parade|MPP}) street food vendor pushes a rusty cart down a nearby alley. Charred, sausage-link manacles dangle from the cart's torn awning. The demodand offers the characters anything on the cart for 5 cp.\"],[\"3\",\"Two chaotic neutral {@creature Troll||trolls} in sleeveless vests strut up to the characters, eager to show off their matching tattoos, courtesy of the dabus Fell.\"],[\"4\",\"Pugdug, a kind-eyed orc {@creature Bleak Cabal void soother|MPP} (see {@book Morte's Planar Parade|MPP}), offers to heal the characters, asking only that they pay the deed forward.\"],[\"5\",\"Two out-of-breath githzerai ratcatchers ({@creature Guard||guards}) in pink skullcaps chase a nimble {@creature cranium rat squeaker|MPP} (see {@book Morte's Planar Parade|MPP}). \\\"Get 'em!\\\" they cry as the rat darts toward the characters.\"],[\"6\",\"A droopy-eyed corpse collector (dwarf {@creature commoner}) in tattered clothing dumps a rotten body into the back of a wooden wagon. \\\"If ye need a ride to the Mortuary, there's room in the back!\\\" he laughs.\"],[\"7\",\"A thieving {@creature musteval guardinal|MPP} (see {@book Morte's Planar Parade|MPP}) snatches a bag from a desperate human {@creature commoner} and flees into a nearby alley. The victim cries for help from the characters.\"],[\"8\",\"Two {@creature Ettercap||ettercaps} hiss at the characters from an abandoned tenement building cocooned in thick webbing. The building belongs to the Spite Spinners, a gang of arachnid bandits and their boss, a {@creature darkweaver|MPP} (see {@book Morte's Planar Parade|MPP}).\"]]},{\"name\":\"Sigil Lady's Ward Encounters\",\"type\":\"table\",\"source\":\"SatO\",\"page\":59,\"caption\":\"Sigil Lady's Ward Encounters\",\"colLabels\":[\"{@dice d8}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A tiefling wastrel ({@creature noble}) flicks a gambling chip from {@book Fortune's Wheel|SatO|2|Fortune's Wheel} at the party, lamenting, \\\"May your luck be better than mine.\\\"\"],[\"2\",\"A deluxe sedan chair carried by four {@creature Veteran||veterans} stops in front of the characters. A gloved Humanoid hand parts its privacy curtain, extending them an invitation to a masked ball.\"],[\"3\",\"A cheery {@creature drider} skitters toward the party. A cultist of Lolth, the drider hands the party a pamphlet advertising an upcoming ritual at the {@book Infinite Well|SatO|2|Infinite Well} (see the \\\"{@book Lady's Ward Locations|SatO|2|Lady's Ward Locations}\\\" section).\"],[\"4\",\"A desperate {@creature commoner} from a faction of your choice has an impending trial in the {@book High Courts of Sigil|SatO|2|High Courts} (see the \\\"{@book Lady's Ward Locations|SatO|2|Lady's Ward Locations}\\\" section). Unable to secure an advocate, they plead with the characters to represent them in court.\"],[\"5\",\"When the coast is clear, a shady-looking {@creature Doomguard rot blade|MPP} (see {@book Morte's Planar Parade|MPP}) opens their long overcoat in front of the characters to reveal a slew of finely crafted weapons available for purchase.\"],[\"6\",\"Three {@creature Harmonium Peacekeeper|MPP|Harmonium peacekeepers} escort a manacled {@creature githzerai uniter|MPP} to the {@book Prison|SatO|2|Prison} (both stat blocks are in {@book Morte's Planar Parade|MPP}). As they pass the characters, the githzerai drops a crumpled note asserting their innocence.\"],[\"7\",\"A character spots a notice from the Mercykillers for an escaped prisoner who bears an uncanny resemblance to someone in the party.\"],[\"8\",\"Atop a low building, a {@creature githyanki warrior} proselytizes furiously to the characters about Aoskar, the Keeper of Gateways, claiming to have seen the dead god alive and well on the Astral Plane. As Harmonium officers move to arrest the githyanki, he mysteriously vanishes.\"]]},{\"name\":\"Sigil Lower Ward Encounters\",\"type\":\"table\",\"source\":\"SatO\",\"page\":59,\"caption\":\"Sigil Lower Ward Encounters\",\"colLabels\":[\"{@dice d8}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A thunder-voiced {@creature Mind's Eye matter smith|MPP} (see {@book Morte's Planar Parade|MPP}) admonishes passersby to realize the power inside themselves. As a demonstration, the matter smith reshapes material around one of the characters.\"],[\"2\",\"Two {@creature Wererat||wererats} in human form approach the characters, offering to sell them various junkyard baubles, while a third wererat uses the distraction to pick a character's pocket.\"],[\"3\",\"A {@creature bariaur wanderer|MPP} (see {@book Morte's Planar Parade|MPP}) wearing a gold monocle and an embroidered vest asks the characters to pick up an order for him at a nearby pawnshop. He offers to pay them 10 gp for their trouble (and their discretion).\"],[\"4\",\"Two {@creature minotaur} smiths argue with a {@creature goristro} over the price of an expertly forged greataxe, turning to the characters to settle the debate.\"],[\"5\",\"An {@creature Athar null|MPP} (see {@book Morte's Planar Parade|MPP}) warmly greets the characters and offers to show them to their destination—while subtly pitching Athar philosophy to them.\"],[\"6\",\"The {@creature ghost} of a factory worker appears to the characters and asks them to retrieve its skull from the {@book Bones of the Night|SatO|2|Bones of the Night} (see the \\\"{@book Lower Ward Locations|SatO|2|Lower Ward Locations}\\\" section) so it can finally be laid to rest.\"],[\"7\",\"Two {@creature Githzerai Monk||githzerai monks} approach the characters, searching for a dangerous {@creature blue slaad} that stole a mote of primordial chaos from the {@book Face of Gith|SatO|2|Face of Gith} tavern (see the \\\"{@book Lower Ward Locations|SatO|2|Lower Ward Locations}\\\" section).\"],[\"8\",\"A soot-stained goblin {@creature mage} uses fire magic to repair a damaged {@creature iron golem} in the street. She tells the characters she needs two hundred pounds of iron to replace the construct's missing arm—even scrap will do.\"]]},{\"name\":\"Sigil Market Ward Encounters\",\"type\":\"table\",\"source\":\"SatO\",\"page\":59,\"caption\":\"Sigil Market Ward Encounters\",\"colLabels\":[\"{@dice d8}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature Transcendent Order instinct|MPP} (see {@book Morte's Planar Parade|MPP}) asks to spar with the characters, promising a reward if the character wins the fight.\"],[\"2\",\"A neutral good {@creature manticore} acupuncturist brushes past the characters, accidentally poking one of them with its spiny tail. As a token of apology, the manticore gifts the party a voucher for one free spa treatment at the Flame Pits (see the \\\"{@book Market Ward Locations|SatO|2|Market Ward Locations}\\\" section).\"],[\"3\",\"Wheeze Whistletooth, a {@creature night hag} with a persistent hacking cough, offers the party free samples of her famous mystery meat pies.\"],[\"4\",\"Clearly troubled, a human {@creature commoner} in the Free League asks the party which faction, if any, they believe is right about the truths of the multiverse.\"],[\"5\",\"Two {@creature Harmonium Peacekeeper|MPP|Harmonium peacekeepers} (see {@book Morte's Planar Parade|MPP}) question the characters about the whereabouts of a red-furred bariaur who reportedly stole a {@item potion of invisibility} from an alchemical shop.\"],[\"6\",\"A tiny copper soldier fashioned by a {@creature pentadrone} toymaker marches up to the party, salutes them, and then stops functioning.\"],[\"7\",\"A {@creature hill giant} stumbles toward the characters, pointing at his throat in worry but not saying a word. He's choking on an entire spit-roasted hog.\"],[\"8\",\"Disguised as Rowan Darkwood, a {@creature barlgura} mastermind attempts to recruit the characters with a lucrative opportunity: robbing the Bank of Abbathor (see the \\\"{@book Market Ward Locations|SatO|2|Market Ward Locations}\\\" section).\"]]},{\"name\":\"Sigil Undersigil Encounters\",\"type\":\"table\",\"source\":\"SatO\",\"page\":59,\"caption\":\"Sigil Undersigil Encounters\",\"colLabels\":[\"{@dice d6}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature vargouille reflection|MPP} (see {@book Morte's Planar Parade|MPP}) sprouts from a nearby corpse.\"],[\"2\",\"Putrice, a {@creature night hag}, cackles as she fishes a wriggling {@creature larva|DMG} (see the {@book Dungeon Master's Guide|DMG}) from a vent underneath a fiend-owned restaurant.\"],[\"3\",\"Two {@creature Cranium Rat Squeaker|MPP|cranium rat squeakers} (see {@book Morte's Planar Parade|MPP}) gnaw on the bones of a {@creature skeleton}, which reaches out toward the characters for help.\"],[\"4\",\"Two {@creature dabus|MPP} (see {@book Morte's Planar Parade|MPP}) prune back a mass of razorvine that has spread through a barred grate to the busy street above. As they trim its barbed branches, something shudders within.\"],[\"5\",\"Three {@creature sahuagin} emerge from a wide pipe. \\\"Polluters!\\\" shouts one of them, addressing the characters.\"],[\"6\",\"A warm sponge cake cools on a dusty stone ledge. Its sweet, strawberry aroma wafts through the otherwise dingy passage. A note reading \\\"DO NOT EAT\\\" rests below its porcelain serving dish.\"]]},{\"name\":\"Stone Giant Encounters\",\"type\":\"table\",\"source\":\"BGG\",\"page\":48,\"caption\":\"Stone Giant Encounters\",\"colLabels\":[\"{@dice d12}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"1 {@creature stone giant} and 1 {@creature xorn} (attitude for both: {@dice 1d10}) hunting for gems, much the way surface peoples hunt for truffles\"],[\"2\",\"1 {@creature stone giant rockspeaker|BGG} conferring with 2 {@creature Galeb Duhr||galeb duhrs} (attitude for all: {@dice 1d8 + 4})\"],[\"3\",\"1 {@creature stone giant} (attitude: {@dice 1d12}) playing fetch with 1 {@creature carrion crawler} (attitude: {@dice 1d4 + 1})\"],[\"4\",\"{@dice 2d4} {@creature goliath giant-kin|BGG} (attitude: {@dice 1d10}) practicing throwing rocks\"],[\"5\",\"1 {@creature stone giant} arguing with 1 {@creature minotaur} (attitude for both: {@dice 1d12}) about the best path for a maze they're designing\"],[\"6\",\"1 {@creature stone giant} (attitude: {@dice 1d6 + 4}) dreamily carving a slab of rock into an abstract hill giant figure\"],[\"7\",\"1 {@creature cairnwight|BGG} (attitude: {@dice 1d8 + 2}) searching for treasure stolen from its tomb\"],[\"8\",\"{@dice 2d4} cave bears ({@creature Polar Bear||polar bears}; attitude: {@dice 1d6 + 1}) on patrol\"],[\"9\",\"1 {@creature stone giant of Evil Earth|BGG} (attitude: {@dice 1d6}) arguing theology with 2 {@creature Stone Giant||stone giants} (attitude: {@dice 1d12})\"],[\"10\",\"{@dice 2d6} dwarf prospectors ({@creature Veteran||veterans}; attitude: {@dice 1d12}) delving into areas full of stone giant dream carvings\"],[\"11\",\"2 {@creature Korred|MPMM|korreds} (attitude: {@dice 1d8}) exchanging their cut hair with 1 {@creature stone giant} (attitude: {@dice 1d10}) for stone and gem artwork\"],[\"12\",\"1 {@creature stone giant dreamwalker|MPMM} (attitude: {@dice 1d8 + 2}) collecting objects and creatures to fuse into its body\"]]},{\"name\":\"Storm Giant Encounters\",\"type\":\"table\",\"source\":\"BGG\",\"page\":48,\"caption\":\"Storm Giant Encounters\",\"colLabels\":[\"{@dice d12}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"1 {@creature storm giant tempest caller|BGG} (attitude: {@dice 1d8 + 2}) communing with a lightning-lit face in a thundercloud\"],[\"2\",\"1 {@creature storm giant} riding 1 {@creature aerosaur|BGG} (attitude for both: {@dice 1d10})\"],[\"3\",\"1 {@creature lightning hulk|BGG} (attitude: {@dice 1d6}) reveling in destruction\"],[\"4\",\"1 {@creature storm giant} hunting or fishing with 1 {@creature griffon} or {@creature giant octopus} companion (attitude for both: {@dice 1d10 + 2})\"],[\"5\",\"1 {@creature storm giant} (attitude: {@dice 1d12}) patiently explaining a Giant rune to {@dice 1d4} {@creature Ogre||ogres} (attitude: {@dice 1d10})\"],[\"6\",\"2 {@creature Storm Giant||storm giants} (attitude: {@dice 1d8 + 2}) moving pieces on a massive game board according to events that haven't happened yet\"],[\"7\",\"{@dice 1d4} {@creature Behir||behirs} (attitude: {@dice 1d8 + 1}) stalking storm giants\"],[\"8\",\"{@dice 2d4} {@creature goliath giant-kin|BGG} (attitude: {@dice 1d8 + 3}) meditating in hopes of receiving a vision or prophetic word\"],[\"9\",\"1 {@creature storm herald|BGG} conferring with 1 {@creature kraken} (attitude for both: {@dice 1d8 + 1})\"],[\"10\",\"1 {@creature adult blue dragon} (attitude: {@dice 1d6}) seeking the secret refuge of a storm giant oracle who is an ancient enemy\"],[\"11\",\"1 {@creature kraken priest|MPMM} and 3 {@creature Deep Scion|MPMM|deep scions} (attitude for all: {@dice 1d4 + 1}) studying storm giant runes\"],[\"12\",\"1 {@creature storm giant quintessent|MPMM} (attitude: {@dice 1d12}) reading omens in the migration paths of 2 {@creature Roc||rocs} or {@creature Killer Whale||killer whales} (attitude: {@dice 1d6 + 4})\"]]},{\"name\":\"Swamp Encounters (Levels 1—4)\",\"type\":\"table\",\"source\":\"XGE\",\"page\":105,\"caption\":\"Swamp Encounters (Levels 1—4)\",\"colLabels\":[\"{@dice d100}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01\",\"{@dice 1d4} {@creature poisonous snake||poisonous snakes}\"],[\"02-05\",\"{@dice 3d6} {@creature rat||rats}\"],[\"06-10\",\"{@dice 2d8} {@creature raven||ravens}\"],[\"11-12\",\"{@dice 3d6} {@creature giant rat||giant rats}\"],[\"13\",\"{@dice 1d10 + 5} {@creature tribal warrior||tribal warriors}\"],[\"14-15\",\"{@dice 1d8 + 1} {@creature giant lizard||giant lizards}\"],[\"16-17\",\"1 {@creature crocodile}\"],[\"18-19\",\"1 {@creature swarm of insects}\"],[\"20\",\"1 {@creature giant spider}\"],[\"21-22\",\"{@dice 1d4 + 1} mud huts partially sunken in murky water\"],[\"23-25\",\"{@dice 2d8 + 1} {@creature kobold||kobolds}\"],[\"26\",\"{@dice 2d4} {@creature mud mephit||mud mephits}\"],[\"27-29\",\"{@dice 1d6 + 2} {@creature giant poisonous snake||giant poisonous snakes}\"],[\"30\",\"{@dice 2d4} {@creature winged kobold||winged kobolds}\"],[\"31-32\",\"1 {@creature scout}\"],[\"33-34\",\"The corpse of an adventurer tangled in the weeds. Looting the body turns up an {@item explorer's pack|phb} and perhaps (50% chance) a random common magic item.\"],[\"35-38\",\"1 {@creature giant toad}\"],[\"39-41\",\"{@dice 1d6 + 2} {@creature constrictor snake||constrictor snakes}\"],[\"42-44\",\"{@dice 2d4} {@creature giant frog||giant frogs}\"],[\"45\",\"{@dice 1d8 + 1} {@creature swarm of rats||swarms of rats} or {@dice 1d6 + 2} {@creature swarm of ravens||swarms of ravens}\"],[\"46-48\",\"{@dice 2d10} {@creature stirge||stirges}\"],[\"49-52\",\"{@dice 2d6 + 3} {@creature bullywug||bullywugs}\"],[\"53-54\",\"{@dice 1d8 + 1} {@creature orc||orcs}\"],[\"55-56\",\"{@dice 1d4} {@creature yuan-ti pureblood||yuan-ti purebloods}\"],[\"57\",\"1 {@creature druid}\"],[\"58-59\",\"1 yuan-ti malison: {@creature yuan-ti malison (type 1)||type 1}, {@creature yuan-ti malison (type 2)||type 2}, {@creature yuan-ti malison (type 3)||type 3}\"],[\"60-62\",\"1 {@creature giant constrictor snake}\"],[\"63-64\",\"A high-pitched shriek that lasts for {@dice 1d4} minutes\"],[\"65-67\",\"{@dice 2d4} {@creature lizardfolk}\"],[\"68-69\",\"{@dice 1d4} {@creature ghoul||ghouls}\"],[\"70-71\",\"1 {@creature will-o'-wisp}\"],[\"72\",\"1 {@creature wight}\"],[\"73\",\"1 {@creature ghast}\"],[\"74-75\",\"1 {@creature swarm of poisonous snakes}\"],[\"76-77\",\"A foul stench bubbling up from brackish waters\"],[\"78-80\",\"{@dice 1d4 + 2} {@creature ogre||ogres}\"],[\"81-83\",\"1 {@creature shambling mound}\"],[\"84-86\",\"1 {@creature lizardfolk shaman} with {@dice 1d6} {@creature giant lizard||giant lizards} and {@dice 2d10} {@creature lizardfolk}\"],[\"87\",\"1 {@creature troll}\"],[\"88-89\",\"{@dice 1d4} {@creature green hag||green hags}\"],[\"90-91\",\"1 {@creature revenant}\"],[\"92-93\",\"1 {@creature giant crocodile}\"],[\"94-95\",\"1 {@creature orc Eye of Gruumsh} with {@dice 1d3} {@creature orog||orogs} and {@dice 2d6 + 3} {@creature orc||orcs}\"],[\"96-97\",\"1 {@creature young black dragon}\"],[\"98\",\"1 {@creature yuan-ti abomination}\"],[\"99\",\"{@dice 1d4} {@creature water elemental||water elementals}\"],[\"00\",\"1 {@creature hydra}\"]]},{\"name\":\"Swamp Encounters (Levels 5—10)\",\"type\":\"table\",\"source\":\"XGE\",\"page\":105,\"caption\":\"Swamp Encounters (Levels 5—10)\",\"colLabels\":[\"{@dice d100}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01\",\"1 {@creature green hag}\"],[\"02-03\",\"{@dice 2d4} {@creature giant lizard||giant lizards} or {@dice 2d4} {@creature giant poisonous snake||giant poisonous snakes}\"],[\"04-05\",\"{@dice 2d8} {@creature winged kobold||winged kobolds}\"],[\"06-07\",\"{@dice 1d10 + 1} {@creature bullywug||bullywugs} with {@dice 1d8 + 1} {@creature giant frog||giant frogs}\"],[\"08-09\",\"1 {@creature druid}\"],[\"10\",\"{@dice 1d8 + 1} {@creature swarm of insects||swarms of insects}\"],[\"11-13\",\"{@dice 1d12} {@creature ghoul||ghouls}\"],[\"14-16\",\"{@dice 2d8} {@creature scout||scouts}\"],[\"17-19\",\"{@dice 2d10} {@creature orc||orcs}\"],[\"20-22\",\"{@dice 2d4} {@creature giant spider||giant spiders}\"],[\"23-24\",\"Tainted water that exposes creatures that move through it to {@disease sight rot} (see \\\"{@book Diseases|DMG|8|Diseases}\\\" in chapter 8 of the {@italic Dungeon Master's Guide})\"],[\"25-27\",\"{@dice 1d6 + 2} {@creature giant toad||giant toads}\"],[\"28-30\",\"{@dice 3d6} {@creature lizardfolk}\"],[\"31-33\",\"{@dice 1d8 + 1} {@creature yuan-ti pureblood||yuan-ti purebloods}\"],[\"34-36\",\"{@dice 1d4 + 1} {@creature swarm of poisonous snakes||swarms of poisonous snakes}\"],[\"37-38\",\"A bloated humanoid corpse floating facedown in the water\"],[\"39-41\",\"1 {@creature shambling mound}\"],[\"42-44\",\"{@dice 1d4 + 1} {@creature will-o'-wisp||will-o'-wisps}\"],[\"45-47\",\"{@dice 2d6} {@creature crocodile||crocodiles}\"],[\"48-50\",\"{@dice 1d4 + 1} {@creature giant constrictor snake||giant constrictor snakes}\"],[\"51-54\",\"1 {@creature lizardfolk shaman} with {@dice 1d3} {@creature swarm of poisonous snakes||swarms of poisonous snakes} and {@dice 1d8 + 2} {@creature lizardfolk}\"],[\"55-58\",\"{@dice 1d8 + 1} {@creature ogre||ogres}\"],[\"59-62\",\"{@dice 2d4} {@creature ghast||ghasts}\"],[\"63-65\",\"An altar partially sunk into the mud, devoted to a god that is part human and part frog\"],[\"66-69\",\"1 {@creature giant crocodile}\"],[\"70-73\",\"1 {@creature shambling mound}\"],[\"74-77\",\"1 {@creature orc Eye of Gruumsh} with {@dice 1d3} {@creature ogre||ogres} and {@dice 2d10 + 5} {@creature orc||orcs}\"],[\"78-80\",\"A torrential rain that lasts {@dice 1d6} minutes and puts out all unprotected flames within 1 mile\"],[\"81-82\",\"1 {@creature young black dragon}\"],[\"83-84\",\"{@dice 1d4} {@creature green hag||green hags} with {@dice 1d6 + 1} {@creature ogre||ogres}\"],[\"85-86\",\"1 {@creature yuan-ti abomination}\"],[\"87-88\",\"{@dice 1d4 + 1} {@creature wight||wights}\"],[\"89-90\",\"{@dice 1d6 + 1} yuan-ti malisons: {@creature yuan-ti malison (type 1)||type 1}, {@creature yuan-ti malison (type 2)||type 2}, {@creature yuan-ti malison (type 3)||type 3}\"],[\"91-93\",\"{@dice 1d4 + 1} {@creature troll||trolls}\"],[\"94-96\",\"{@dice 1d10} {@creature revenant||revenants}\"],[\"97-99\",\"{@dice 1d8 + 1} {@creature water elemental||water elementals}\"],[\"00\",\"{@dice 1d3} {@creature hydra||hydras}\"]]},{\"name\":\"Swamp Encounters (Levels 11—20)\",\"type\":\"table\",\"source\":\"XGE\",\"page\":105,\"caption\":\"Swamp Encounters (Levels 11—20)\",\"colLabels\":[\"{@dice d100}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-10\",\"{@dice 1d4} {@creature giant crocodile||giant crocodiles}\"],[\"11-15\",\"{@dice 1d3} {@creature yuan-ti abomination||yuan-ti abominations}\"],[\"16-20\",\"{@dice 1d6 + 1} {@creature green hag||green hags}\"],[\"21-25\",\"A large, spreading tree from which {@dice 2d6} armored knights hang by the neck\"],[\"26-30\",\"{@dice 2d4} {@creature wight||wights}\"],[\"31-35\",\"{@dice 1d8 + 1} yuan-ti malisons: {@creature yuan-ti malison (type 1)||type 1}, {@creature yuan-ti malison (type 2)||type 2}, {@creature yuan-ti malison (type 3)||type 3}\"],[\"36-40\",\"Fog that rolls across the terrain, making the area within {@dice 1d3} miles heavily obscured for {@dice 1d4} hours\"],[\"41-45\",\"{@dice 1d4} {@creature revenant||revenants}\"],[\"46-50\",\"{@dice 1d6} {@creature shambling mound||shambling mounds}\"],[\"51-55\",\"{@dice 1d10} {@creature water elemental||water elementals}\"],[\"56-60\",\"{@dice 1d4} {@creature young black dragon||young black dragons}\"],[\"61-65\",\"An eerie, bat-headed idol almost completely covered by vines\"],[\"66-70\",\"{@dice 1d8 + 2} {@creature troll||trolls}\"],[\"71-75\",\"{@dice 1d3} {@creature hydra||hydras}\"],[\"76-80\",\"The sound of drums beating several miles away\"],[\"81-96\",\"1 {@creature adult black dragon}\"],[\"97-00\",\"1 {@creature ancient black dragon}\"]]},{\"name\":\"Sylvan Forest Encounters\",\"type\":\"table\",\"source\":\"DMG\",\"page\":86,\"caption\":\"Sylvan Forest Encounters\",\"colLabels\":[\"{@dice d12 + d8}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"2\",\"1 {@creature displacer beast}\"],[\"3\",\"1 {@creature gnoll pack lord} and {@dice 2d4} {@creature gnoll||gnolls}\"],[\"4\",\"{@dice 1d4} {@creature gnoll||gnolls} and {@dice 2d4} {@creature hyena||hyenas}\"],[\"5\",\"A grove of burned trees. Characters searching the area and succeeding on a DC 10 Wisdom ({@skill Survival}) check find {@creature gnoll} tracks. Following the tracks for {@dice 1d4} hours leads to an encounter with {@creature gnoll||gnolls}, or the discovery of dead {@creature gnoll||gnolls} with elven arrows sticking out of their flea-ridden corpses.\"],[\"6\",\"1 {@creature giant owl}\"],[\"7\",\"An ivy-covered statue of an elven deity or hero.\"],[\"8\",\"1 {@creature dryad} (50%) or {@dice 1d4} {@creature satyr||satyrs} (50%)\"],[\"9\",\"{@dice 1d4} {@creature centaur||centaurs}\"],[\"10\",\"{@dice 2d4} {@creature scout||scouts} (elves). One {@creature scout} carries a horn and can use its action to blow it. If the horn is blown within the forest, roll on this table again. If the result indicates a monster encounter, the indicated monster or monsters arrive in {@dice 1d4} minutes. New arrivals other than {@creature gnoll||gnolls}, {@creature hyena||hyenas}, {@creature owlbear||owlbears}, and {@creature displacer beast||displacer beasts} are friendly toward the {@creature scout||scouts}.\"],[\"11\",\"{@dice 2d4} {@creature pixie||pixies} (50%) or {@dice 2d4} {@creature sprite||sprites} (50%)\"],[\"12\",\"1 {@creature owlbear}\"],[\"13\",\"{@dice 1d4} {@creature elk||elks} (75%) or 1 {@creature giant elk} (25%)\"],[\"14\",\"{@dice 1d4} {@creature blink dog||blink dogs}\"],[\"15\",\"A magical plant with {@dice 2d4} glowing berries. A creature that ingests a berry becomes {@condition invisible} for 1 hour, or until it attacks or casts a spell. Once picked, a berry loses its magic after 12 hours. Berries regrow at midnight, but if all its berries are picked, the plant becomes nonmagical and grows no more berries.\"],[\"16\",\"An elven tune carried on a gentle breeze\"],[\"17\",\"{@dice 1d4} {@creature Faerie Dragon (Orange)||orange} (75%) or {@creature Faerie Dragon (Blue)||blue} (25%) faerie dragons\"],[\"18\",\"1 {@creature druid} (elf). The {@creature druid} is initially indifferent toward the party but becomes friendly if the characters agree to rid the forest of its gnoll infestation.\"],[\"19\",\"1 {@creature treant}. The {@creature treant} is friendly if the party includes one or more elves or is accompanied by a visible fey creature. The {@creature treant} is hostile if the characters are carrying open flames. Otherwise, it is indifferent and doesn't announce its presence as the characters pass by.\"],[\"20\",\"1 {@creature unicorn}\"]]},{\"name\":\"Underdark Encounters (Levels 1—4)\",\"type\":\"table\",\"source\":\"XGE\",\"page\":106,\"caption\":\"Underdark Encounters (Levels 1—4)\",\"colLabels\":[\"{@dice d100}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01\",\"1 {@creature mind flayer arcanist}\"],[\"02\",\"{@dice 1d3 + 1} {@creature giant poisonous snake||giant poisonous snakes}\"],[\"03\",\"{@dice 1d3} {@creature giant lizard||giant lizards}\"],[\"04\",\"{@dice 2d4} {@creature giant fire beetle||giant fire beetles}\"],[\"05\",\"{@dice 1d8 + 1} {@creature flumph||flumphs}\"],[\"06\",\"1 {@creature shrieker}\"],[\"07\",\"{@dice 1d12} {@creature giant rat||giant rats}\"],[\"08\",\"{@dice 2d4} {@creature kobold||kobolds}\"],[\"09\",\"{@dice 1d8 + 1} {@creature stirge||stirges}\"],[\"10\",\"{@dice 2d4} humans ({@creature tribal warrior||tribal warriors}) seeking the way to the surface, fleeing their Underdark oppressors\"],[\"11-12\",\"{@dice 1d10} {@creature troglodyte||troglodytes}\"],[\"13-14\",\"{@dice 1d2} {@creature gray ooze||gray oozes}\"],[\"15-16\",\"{@dice 3d6} {@creature stirge||stirges}\"],[\"17-18\",\"{@dice 1d3} {@creature magma mephit||magma mephits}\"],[\"19-20\",\"{@dice 1d10} {@creature goblin||goblins}\"],[\"21-22\",\"Orc graffiti on the walls, suggesting something rude about the mother of someone named Krusk\"],[\"23-24\",\"1 {@creature swarm of insects}\"],[\"25\",\"1 deep gnome\"],[\"26-28\",\"{@dice 1d8 + 1} {@creature drow}\"],[\"29-30\",\"{@dice 1d4} {@creature violet fungus||violet fungi}\"],[\"31-32\",\"{@dice 1d12} {@creature kuo-toa}\"],[\"33\",\"1 {@creature rust monster}\"],[\"34-35\",\"A rubble-strewn passage that appears to have been recently cleared after a cave-in\"],[\"36-37\",\"{@dice 1d8 + 1} {@creature giant bat||giant bats}\"],[\"38-39\",\"{@dice 3d6} {@creature kobold||kobolds}\"],[\"40-41\",\"{@dice 2d4} {@creature grimlock||grimlocks}\"],[\"42-43\",\"{@dice 1d4 + 3} {@creature swarm of bats||swarms of bats}\"],[\"44\",\"1 dwarf prospector ({@creature scout}) looking for gold\"],[\"45\",\"1 {@creature carrion crawler} or 1 {@creature gelatinous cube}\"],[\"46\",\"{@dice 1d8} {@creature darkmantle||darkmantles} or {@dice 2d4} {@creature piercer||piercers}\"],[\"47\",\"1 {@creature hell hound}\"],[\"48\",\"{@dice 1d3} {@creature specter||specters}\"],[\"49\",\"{@dice 1d4} {@creature bugbear||bugbears}\"],[\"50\",\"{@dice 1d10 + 5} {@creature winged kobold||winged kobolds}\"],[\"51\",\"{@dice 1d4} {@creature fire snake||fire snakes}\"],[\"52\",\"{@dice 2d8 + 1} {@creature troglodyte||troglodytes}\"],[\"53\",\"{@dice 1d6} {@creature giant spider||giant spiders}\"],[\"54\",\"{@dice 3d6} {@creature kuo-toa}\"],[\"55\",\"1 {@creature goblin boss} with {@dice 2d4} {@creature goblin||goblins}\"],[\"56\",\"{@dice 4d4} {@creature grimlock||grimlocks}\"],[\"57\",\"1 {@creature ochre jelly}\"],[\"58\",\"{@dice 2d10} {@creature giant centipede||giant centipedes}\"],[\"59\",\"1 {@creature nothic} or 1 {@creature giant toad}\"],[\"60\",\"{@dice 1d4} {@creature myconid adult||myconid adults} with {@dice 5d4} {@creature myconid sprout||myconid sprouts}\"],[\"61\",\"1 {@creature minotaur skeleton} or 1 {@creature minotaur}\"],[\"62\",\"{@dice 3d6} {@creature drow}\"],[\"63\",\"1 {@creature mimic} or 1 {@creature doppelganger}\"],[\"64\",\"{@dice 1d6 + 3} {@creature hobgoblin||hobgoblins}\"],[\"65\",\"1 {@creature intellect devourer} or 1 {@creature spectator}\"],[\"66\",\"{@dice 1d8 + 1} {@creature orc||orcs}\"],[\"67-68\",\"A faint tapping coming from inside a nearby wall\"],[\"69\",\"1 {@creature gibbering mouther} or 1 {@creature water weird}\"],[\"70\",\"{@dice 1d12} {@creature gas spore||gas spores}\"],[\"71\",\"1 {@creature giant constrictor snake}\"],[\"72\",\"{@dice 1d10} {@creature shadow||shadows}\"],[\"73\",\"{@dice 1d3} {@creature grell||grells}\"],[\"74\",\"{@dice 1d4} {@creature wight||wights}\"],[\"75\",\"{@dice 1d8 + 1} {@creature quaggoth spore servant||quaggoth spore servants}\"],[\"76\",\"{@dice 1d2} {@creature gargoyle||gargoyles}\"],[\"77\",\"{@dice 1d4} {@creature ogre||ogres} or {@dice 1d3} {@creature ettin||ettins}\"],[\"78\",\"{@dice 1d4} dwarf explorers ({@creature veteran||veterans})\"],[\"79-80\",\"An abandoned miners' camp spattered with blood and littered with the contents of {@dice 1d3} {@item dungeoneer's pack|phb|dungeoneer's packs}\"],[\"81\",\"1 {@creature chuul} or 1 {@creature salamander}\"],[\"82\",\"{@dice 1d4} {@creature phase spider||phase spiders} or {@dice 1d3} {@creature hook horror||hook horrors}\"],[\"83\",\"{@dice 5d4} {@creature duergar}\"],[\"84\",\"1 {@creature ghost} or 1 {@creature flameskull} or 1 {@creature wraith}\"],[\"85\",\"1 {@creature druid} with 1 {@creature polar bear} ({@creature cave bear})\"],[\"86\",\"1 {@creature hobgoblin captain} with {@dice 1d4} {@creature half-ogre (ogrillon)||half-ogres} and {@dice 2d10} {@creature hobgoblin||hobgoblins}\"],[\"87\",\"1 {@creature earth elemental} or 1 {@creature black pudding}\"],[\"88\",\"1 {@creature kuo-toa monitor} with {@dice 1d8 + 1} {@creature kuo-toa whip||kuo-toa whips}\"],[\"89\",\"1 {@creature quaggoth thonot} with {@dice 1d3} {@creature quaggoth||quaggoths}\"],[\"90\",\"1 {@creature beholder zombie} or 1 {@creature bone naga (guardian)||bone naga}\"],[\"91\",\"1 {@creature orc Eye of Gruumsh} with {@dice 1d4} {@creature orog||orogs} and {@dice 2d8} {@creature orc||orcs}\"],[\"92\",\"{@dice 1d4} {@creature ghast||ghasts} with {@dice 1d10} {@creature ghoul||ghouls}\"],[\"93-95\",\"A reeking puddle where slimy water has dripped from the ceiling\"],[\"96\",\"1 {@creature otyugh} or 1 {@creature roper}\"],[\"97\",\"1 {@creature vampire spawn}\"],[\"98\",\"1 {@creature chimera}\"],[\"99\",\"1 {@creature mind flayer}\"],[\"00\",\"1 {@creature spirit naga}\"]]},{\"name\":\"Underdark Encounters (Levels 5—10)\",\"type\":\"table\",\"source\":\"XGE\",\"page\":106,\"caption\":\"Underdark Encounters (Levels 5—10)\",\"colLabels\":[\"{@dice d100}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01\",\"{@dice 3d6} {@creature swarm of bats||swarms of bats}\"],[\"02\",\"{@dice 1d4} {@creature giant spider||giant spiders} or {@dice 1d4} {@creature giant toad||giant toads}\"],[\"03\",\"1 {@creature mimic}\"],[\"04\",\"{@dice 2d4} {@creature gray ooze||grey oozes}\"],[\"05\",\"{@dice 2d10} {@creature orc||orcs} or {@dice 3d6} {@creature troglodyte||troglodytes}\"],[\"06\",\"{@dice 3d6} {@creature grimlock||grimlocks}\"],[\"07\",\"{@dice 1d6 + 2} {@creature magma mephit||magma mephits}\"],[\"08\",\"1 {@creature goblin boss} with {@dice 2d4} {@creature goblin||goblins}\"],[\"09\",\"{@dice 2d4} {@creature darkmantle||darkmantles}\"],[\"10\",\"{@dice 2d8 + 1} {@creature drow}\"],[\"11\",\"{@dice 2d10} {@creature piercer||piercers}\"],[\"12\",\"{@dice 1d4} {@creature minotaur skeleton||minotaur skeletons}\"],[\"13-14\",\"{@dice 3d6} deep gnomes\"],[\"15\",\"1 {@creature druid} with 1 {@creature polar bear} ({@creature cave bear})\"],[\"16-17\",\"{@dice 3d6} {@creature orc||orcs}\"],[\"18\",\"1 {@creature bone naga (guardian)||bone naga}\"],[\"19-20\",\"{@dice 2d6} {@creature bugbear||bugbears}\"],[\"21-25\",\"Luminescent fungi growing on the walls of a moist cave, filling it with dim light\"],[\"26\",\"{@dice 2d4} {@creature specter||specters}\"],[\"27\",\"{@dice 1d12 + 4} {@creature shadow||shadows}\"],[\"28\",\"{@dice 1d3} {@creature gibbering mouther||gibbering mouthers}\"],[\"29-30\",\"{@dice 4d4} {@creature hobgoblin||hobgoblins}\"],[\"31-32\",\"{@dice 1d4} {@creature carrion crawler||carrion crawlers}\"],[\"33-34\",\"1 {@creature black pudding}\"],[\"35\",\"{@dice 1d4} {@creature ochre jelly||ochre jellies}\"],[\"36-40\",\"A patch of mold that appears yellow when light is directed toward it\"],[\"41\",\"{@dice 1d4} {@creature nothic||nothics}\"],[\"42-43\",\"{@dice 2d8 + 1} {@creature gas spore||gas spores}\"],[\"44-45\",\"{@dice 1d3} {@creature gelatinous cube||gelatinous cubes}\"],[\"46\",\"1 {@creature ghost}\"],[\"47-48\",\"1 {@creature flameskull}\"],[\"49-50\",\"{@dice 2d8} {@creature duergar}\"],[\"51\",\"1 {@creature wraith}\"],[\"52\",\"1 {@creature umber hulk}\"],[\"53\",\"1 {@creature xorn}\"],[\"54\",\"{@dice 1d6 + 2} dwarf hunters ({@creature veteran||veterans}) searching for trolls\"],[\"55\",\"1 {@creature hobgoblin captain} with {@dice 3d10} {@creature hobgoblin||hobgoblins}\"],[\"56\",\"1 {@creature roper}\"],[\"57\",\"1 {@creature kuo-toa monitor} with {@dice 1d4} {@creature kuo-toa whip||kuo-toa whips} and {@dice 1d8 + 1} {@creature kuo-toa}\"],[\"58\",\"{@dice 1d3} {@creature water weird||water weirds}\"],[\"59\",\"{@dice 1d4} {@creature ghast||ghasts} with {@dice 1d10} {@creature ghoul||ghouls}\"],[\"60\",\"1 {@creature otyugh}\"],[\"61-62\",\"A merchant caravan consisting of 1 {@creature drow mage}, 2 {@creature drow elite warrior||drow elite warriors}, and {@dice 2d10} {@creature quaggoth||quaggoths}\"],[\"63\",\"{@dice 1d4} {@creature wight||wights}\"],[\"64\",\"{@dice 1d4} {@creature doppelganger||doppelgangers}\"],[\"65\",\"{@dice 2d8} {@creature fire snake||fire snakes}\"],[\"66\",\"{@dice 1d4} {@creature spectator||spectators}\"],[\"67\",\"1 {@creature orc Eye of Gruumsh} with {@dice 1d4} {@creature orog||orogs} and {@dice 2d10 + 3} {@creature orc||orcs}\"],[\"68\",\"{@dice 1d3} {@creature vampire spawn}\"],[\"69\",\"{@dice 1d4} {@creature hook horror||hook horrors} or {@dice 1d4} {@creature minotaur||minotaurs}\"],[\"70\",\"{@dice 3d6} {@creature quaggoth spore servant||quaggoth spore servants}\"],[\"71-72\",\"{@dice 1d3} {@creature grell||grells}\"],[\"73\",\"{@dice 1d6 + 1} {@creature intellect devourer||intellect devourers}\"],[\"74\",\"{@dice 1d10} {@creature gargoyle||gargoyles}\"],[\"75\",\"1 {@creature beholder zombie}\"],[\"76-77\",\"1 {@creature quaggoth thonot} with {@dice 2d4} {@creature quaggoth||quaggoths}\"],[\"78\",\"{@dice 1d6} {@creature ettin||ettins} or {@dice 1d4} {@creature troll||trolls}\"],[\"79\",\"{@dice 1d8 + 1} {@creature phase spider||phase spiders}\"],[\"80\",\"1 {@creature fomorian} or {@dice 1d3} {@creature cyclops||cyclopes}\"],[\"81\",\"{@dice 1d4} {@creature earth elemental||earth elementals}\"],[\"82\",\"{@dice 3d6} {@creature ogre||ogres}\"],[\"83\",\"{@dice 1d4 + 1} {@creature chuul||chuuls}\"],[\"84\",\"{@dice 1d10} {@creature hell hound||hell hounds}\"],[\"85\",\"{@dice 1d3} {@creature drow elite warrior||drow elite warriors}\"],[\"86\",\"{@dice 1d4} {@creature chimera||chimeras}\"],[\"87\",\"{@dice 1d4} {@creature salamander||salamanders}\"],[\"88\",\"1 {@creature cloaker}\"],[\"89\",\"{@dice 2d4} {@creature wight||wights}\"],[\"90\",\"{@dice 1d4} {@creature drider||driders}\"],[\"91\",\"1 {@creature fire giant}\"],[\"92\",\"1 {@creature grick alpha} with {@dice 2d4} {@creature grick||gricks}\"],[\"93\",\"1 {@creature mind flayer arcanist}\"],[\"94\",\"{@dice 1d4} {@creature drow mage||drow mages}\"],[\"95\",\"1 {@creature spirit naga}\"],[\"96\",\"{@dice 1d4} {@creature mind flayer||mind flayers}\"],[\"97\",\"1 {@creature behir}\"],[\"98\",\"1 {@creature aboleth}\"],[\"99\",\"1 {@creature dao} or 1 {@creature stone giant}\"],[\"00\",\"1 {@creature beholder}\"]]},{\"name\":\"Underdark Encounters (Levels 11—16)\",\"type\":\"table\",\"source\":\"XGE\",\"page\":106,\"caption\":\"Underdark Encounters (Levels 11—16)\",\"colLabels\":[\"{@dice d100}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-02\",\"{@dice 3d6} {@creature carrion crawler||carrion crawlers}\"],[\"03-04\",\"{@dice 1d6 + 1} {@creature gelatinous cube||gelatinous cubes}\"],[\"05-06\",\"{@dice 1d8 + 2} {@creature gibbering mouther||gibbering mouthers}\"],[\"07-08\",\"{@dice 2d8} {@creature minotaur skeleton||minotaur skeletons}\"],[\"09-10\",\"{@dice 2d6} {@creature ochre jelly||ochre jellies}\"],[\"11-12\",\"{@dice 2d4} {@creature doppelganger||doppelgangers}\"],[\"13-14\",\"{@dice 1d4} {@creature quaggoth thonot||quaggoth thonots} with {@dice 1d10 + 2} quaggoths\"],[\"15-16\",\"{@dice 1d3} {@creature roper||ropers}\"],[\"17-18\",\"{@dice 3d6} {@creature gargoyle||gargoyles}\"],[\"19-20\",\"{@dice 1d10} {@creature mimic||mimics}\"],[\"21-25\",\"A 100-foot-long ravine, {@dice 4d10} feet wide and {@dice 5d20 + 200} feet deep\"],[\"26-27\",\"1 {@creature hobgoblin captain} with {@dice 3d10} {@creature hobgoblin||hobgoblins}\"],[\"28-29\",\"{@dice 2d4} {@creature spectator||spectators}\"],[\"30-31\",\"{@dice 3d6} {@creature ghast||ghasts}\"],[\"32-33\",\"{@dice 2d8} {@creature intellect devourer||intellect devourers}\"],[\"34-35\",\"{@dice 1d3} {@creature orc Eye of Gruumsh||orc Eyes of Gruumsh} with {@dice 2d4} {@creature orog||orogs} and {@dice 2d10} {@creature orc||orcs}\"],[\"36-40\",\"A large cave containing {@dice 2d10} extraordinarily detailed statues of various creatures\"],[\"41-42\",\"{@dice 1d8 + 1} {@creature kuo-toa monitor||kuo-toa monitors}\"],[\"43-44\",\"{@dice 2d4} {@creature water weird||water weirds}\"],[\"45-46\",\"{@dice 2d10} {@creature grick||gricks}\"],[\"47-48\",\"{@dice 3d6} {@creature nothic||nothics}\"],[\"49-50\",\"{@dice 2d8 + 1} {@creature ogre||ogres}\"],[\"51-52\",\"{@dice 1d6 + 2} {@creature chuul||chuuls}\"],[\"53-54\",\"{@dice 1d8 + 1} {@creature ettin||ettins}\"],[\"55\",\"{@dice 3d6} {@creature grell||grells}\"],[\"56\",\"{@dice 2d4} {@creature flameskull||flameskulls}\"],[\"57\",\"{@dice 2d12} dwarf soldiers ({@creature veteran||veterans}) on patrol\"],[\"58\",\"{@dice 2d8} {@creature hell hound||hell hounds}\"],[\"59\",\"{@dice 1d10} {@creature ghost||ghosts}\"],[\"60\",\"{@dice 3d4} {@creature wight||wights}\"],[\"61\",\"{@dice 3d6} {@creature phase spider||phase spiders}\"],[\"62\",\"{@dice 1d8 + 1} {@creature bone naga (guardian)||bone nagas}\"],[\"63-65\",\"A shrill scream followed by dark laughter\"],[\"66\",\"{@dice 1d4} {@creature chimera||chimeras}\"],[\"67\",\"{@dice 1d10} {@creature black pudding||black puddings}\"],[\"68\",\"{@dice 3d6} {@creature minotaur||minotaurs}\"],[\"69\",\"{@dice 2d4} {@creature otyugh||otyughs}\"],[\"70\",\"{@dice 1d6 + 1} {@creature beholder zombie||beholder zombies}\"],[\"71\",\"{@dice 4d4} {@creature hook horror||hook horrors}\"],[\"72\",\"{@dice 1d8 + 1} {@creature umber hulk||umber hulks}\"],[\"73\",\"{@dice 2d4} {@creature salamander||salamanders}\"],[\"74\",\"{@dice 1d3} {@creature grick alpha||grick alphas}\"],[\"75\",\"{@dice 1d6 + 2} {@creature xorn}\"],[\"76-80\",\"A ruined village that once belonged to deep gnomes. A search has a 50% chance of uncovering {@dice 1d3} {@item potion of healing||potions of healing} and a 25% chance of finding a random common magic item\"],[\"81\",\"{@dice 2d4} {@creature earth elemental||earth elementals}\"],[\"82\",\"{@dice 1d3} {@creature spirit naga||spirit nagas}\"],[\"83\",\"{@dice 1d8 + 1} {@creature cyclops||cyclopes}\"],[\"84\",\"{@dice 1d6 + 2} {@creature troll||trolls}\"],[\"85\",\"{@dice 2d4} {@creature stone giant||stone giants}\"],[\"86\",\"{@dice 2d4} {@creature wraith||wraiths}\"],[\"87\",\"{@dice 1d4} {@creature fomorian||fomorians}\"],[\"88\",\"{@dice 1d3} {@creature drow mage||drow mages} with {@dice 1d4} {@creature drow elite warrior||drow elite warriors}\"],[\"89\",\"{@dice 1d10} {@creature vampire spawn}\"],[\"90\",\"{@dice 1d3} {@creature cloaker||cloakers}\"],[\"91\",\"{@dice 1d4} {@creature fire giant||fire giants}\"],[\"92\",\"1 {@creature mind flayer arcanist} with {@dice 1d6 + 1} {@creature mind flayer||mind flayers}\"],[\"93\",\"{@dice 1d4} {@creature dao}\"],[\"94\",\"{@dice 1d8 + 1} {@creature drider||driders}\"],[\"95\",\"{@dice 1d3} {@creature behir||behirs}\"],[\"96\",\"{@dice 1d4} {@creature aboleth||aboleths}\"],[\"97\",\"1 {@creature beholder}\"],[\"98\",\"1 {@creature young red shadow dragon}\"],[\"99\",\"1 {@creature death tyrant}\"],[\"00\",\"1 {@creature purple worm}\"]]},{\"name\":\"Underdark Encounters (Levels 17—20)\",\"type\":\"table\",\"source\":\"XGE\",\"page\":106,\"caption\":\"Underdark Encounters (Levels 17—20)\",\"colLabels\":[\"{@dice d100}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01\",\"{@dice 1d4} {@creature grick alpha||grick alphas}\"],[\"02\",\"{@dice 2d8} {@creature spectator||spectators}\"],[\"03-04\",\"{@dice 3d6} {@creature minotaur||minotaurs} or {@dice 2d8} {@creature kuo-toa monitor||kuo-toa monitors}\"],[\"05-06\",\"{@dice 2d8} {@creature grell||grells}\"],[\"07-08\",\"{@dice 2d10} {@creature phase spider||phase spiders}\"],[\"09-10\",\"{@dice 4d4} {@creature hell hound||hell hounds}\"],[\"11-12\",\"{@dice 1d6 + 2} {@creature roper||ropers}\"],[\"13-14\",\"{@dice 2d10} {@creature wight||wights}\"],[\"15-16\",\"{@dice 3d6} {@creature doppelganger||doppelgangers}\"],[\"17-18\",\"{@dice 1d8 + 1} {@creature chimera||chimeras}\"],[\"19-20\",\"{@dice 1d4} {@creature cloaker||cloakers}\"],[\"21\",\"{@dice 1d4} {@creature hobgoblin captain||hobgoblin captains} with {@dice 5d10} {@creature hobgoblin||hobgoblins}\"],[\"22-23\",\"{@dice 1d8 + 1} {@creature earth elemental||earth elementals}\"],[\"24-25\",\"{@dice 2d4} {@creature vampire spawn}\"],[\"26-27\",\"{@dice 3d6} {@creature minotaur||minotaurs}\"],[\"28-30\",\"A 30-foot-tall inverted black pyramid floating 1 inch above the floor in a large cave\"],[\"31-32\",\"{@dice 1d10} {@creature beholder zombie||beholder zombies}\"],[\"33-34\",\"{@dice 1d4} {@creature mind flayer arcanist||mind flayer arcanists}\"],[\"35-36\",\"{@dice 1d6 + 2} {@creature otyugh||otyughs}\"],[\"37-38\",\"{@dice 1d12} {@creature troll||trolls}\"],[\"39-40\",\"{@dice 1d10} {@creature wraith||wraiths}\"],[\"41-43\",\"A beautiful obsidian sculpture of a panther lying on the floor\"],[\"44-45\",\"{@dice 1d4} {@creature drow mage||drow mages} with {@dice 1d6} {@creature drow elite warrior||drow elite warriors}\"],[\"46-47\",\"{@dice 1d4} {@creature spirit naga||spirit nagas}\"],[\"48-49\",\"{@dice 1d8 + 1} {@creature salamander||salamanders}\"],[\"50-51\",\"{@dice 2d4} {@creature umber hulk||umber hulks}\"],[\"52-53\",\"{@dice 1d10} {@creature xorn}\"],[\"54-56\",\"1 {@creature young red shadow dragon}\"],[\"57-59\",\"{@dice 2d4} {@creature fomorian||fomorians}\"],[\"60-62\",\"{@dice 1d8 + 1} {@creature drider||driders}\"],[\"63-65\",\"{@dice 1d20 + 20} {@creature spider||spiders} crawling on the walls of a web-filled cave\"],[\"66-68\",\"{@dice 1d4} {@creature fire giant||fire giants}\"],[\"69-70\",\"{@dice 1d10} {@creature mind flayer||mind flayers}\"],[\"71-73\",\"{@dice 2d4} {@creature stone giant||stone giants}\"],[\"74-76\",\"{@dice 1d12} {@creature cyclops||cyclopes}\"],[\"77-80\",\"A large cave in which stands a 50-foot-tall idol of Blibdoolpoolp\"],[\"81-85\",\"{@dice 1d3} {@creature dao}\"],[\"86-90\",\"{@dice 1d4} {@creature beholder||beholders}\"],[\"91-93\",\"{@dice 1d4} {@creature behir||behirs}\"],[\"94-96\",\"1 {@creature death tyrant}\"],[\"97-99\",\"{@dice 1d3} {@creature purple worm||purple worms}\"],[\"00\",\"{@dice 2d4} {@creature aboleth||aboleths}\"]]},{\"name\":\"Undersea Encounters\",\"type\":\"table\",\"source\":\"DMG\",\"page\":116,\"caption\":\"Undersea Encounters\",\"colLabels\":[\"{@dice d12 + d8}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"2\",\"Sunken ship covered in barnacles ({@chance 25} chance that the ship contains treasure—roll randomly on the treasure tables in chapter 7)\"],[\"3\",\"Sunken ship with {@creature reef shark||reef sharks} (shallow waters) or {@creature hunter shark||hunter sharks} (deep waters) circling around it ({@chance 50} chance that the ship contains treasure—roll randomly on the treasure tables in chapter 7)\"],[\"4\",\"Bed of giant oysters (each oyster has a {@chance 1} chance of having a giant 5,000 gp pearl inside)\"],[\"5\",\"Underwater steam vent ({@chance 25} chance that the vent is a portal to the Elemental Plane of Fire)\"],[\"6\",\"Sunken ruin (uninhabited)\"],[\"7\",\"Sunken ruin (inhabited or haunted)\"],[\"8\",\"Sunken statue or monolith\"],[\"9\",\"Friendly and curious {@creature giant sea horse}\"],[\"10\",\"Patrol of friendly {@creature merfolk}\"],[\"11\",\"Patrol of hostile {@creature merrow} (coastal waters) or {@creature sahuagin} (deep waters)\"],[\"12\",\"Enormous kelp bed (roll again on the table to determine what's hidden in the kelp bed)\"],[\"13\",\"Undersea cave (empty)\"],[\"14\",\"Undersea cave ({@creature sea hag} lair)\"],[\"15\",\"Undersea cave ({@creature merfolk} lair)\"],[\"16\",\"Undersea cave ({@creature giant octopus} lair)\"],[\"17\",\"Undersea cave ({@creature dragon turtle} lair)\"],[\"18\",\"Bronze dragon searching for treasure\"],[\"19\",\"{@creature Storm giant} walking on the ocean floor\"],[\"20\",\"Sunken treasure chest ({@chance 25} chance that it contains something of value—roll treasure randomly using the tables in chapter 7)\"]]},{\"name\":\"Underwater Encounters (Levels 1—4)\",\"type\":\"table\",\"source\":\"XGE\",\"page\":109,\"caption\":\"Underwater Encounters (Levels 1—4)\",\"colLabels\":[\"{@dice d100}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-10\",\"{@dice 3d6} {@creature quipper||quippers}\"],[\"11-14\",\"{@dice 2d4} {@creature steam mephit||steam mephits}\"],[\"15-18\",\"{@dice 1d4} {@creature sahuagin}\"],[\"19-22\",\"{@dice 2d6} {@creature merfolk}\"],[\"23-25\",\"{@dice 2d4} corpses of drowned sailors tangled in kelp\"],[\"26-29\",\"{@dice 2d4} {@creature constrictor snake||constrictor snakes}\"],[\"30-33\",\"{@dice 1d4} {@creature reef shark||reef sharks}\"],[\"34-37\",\"1 {@creature swarm of quippers}\"],[\"38-40\",\"A bed of enormous clams\"],[\"41-45\",\"{@dice 1d10} {@creature merfolk} with {@dice 1d3} {@creature giant sea horse||giant sea horses}\"],[\"46-50\",\"1 {@creature giant octopus}\"],[\"51-55\",\"1 {@creature merrow}\"],[\"56-60\",\"1 {@creature plesiosaurus}\"],[\"61-65\",\"{@dice 2d10} pieces of corroded brass dinnerware littering the bottom\"],[\"66-70\",\"1 {@creature giant constrictor snake}\"],[\"71-75\",\"1 {@creature sea hag}\"],[\"76-80\",\"A school of silvery fish darting through the water\"],[\"81-85\",\"{@dice 1d4} {@creature hunter shark||hunter sharks}\"],[\"86-90\",\"1 {@creature sahuagin priestess} with {@dice 2d4} {@creature sahuagin}\"],[\"91-96\",\"{@dice 1d4} {@creature killer whale||killer whales}\"],[\"97-98\",\"1 {@creature giant shark}\"],[\"99\",\"1 {@creature water elemental}\"],[\"00\",\"1 {@creature sahuagin baron}\"]]},{\"name\":\"Underwater Encounters (Levels 5—10)\",\"type\":\"table\",\"source\":\"XGE\",\"page\":109,\"caption\":\"Underwater Encounters (Levels 5—10)\",\"colLabels\":[\"{@dice d100}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-02\",\"{@dice 3d6} {@creature steam mephit||steam mephits}\"],[\"03-04\",\"{@dice 1d10} {@creature sahuagin}\"],[\"05-06\",\"1 {@creature giant octopus}\"],[\"07-08\",\"{@dice 3d6} {@creature constrictor snake||constrictor snakes}\"],[\"09-10\",\"{@dice 2d10} {@creature merfolk} with {@dice 1d4} {@creature giant sea horse||giant sea horses}\"],[\"11-15\",\"{@dice 1d4} {@creature sea hag||sea hags}\"],[\"16-20\",\"{@dice 2d4} {@creature swarm of quippers||swarms of quippers}\"],[\"21-25\",\"A sunken galleon with a 50% chance of a random treasure hoard inside (roll on the Treasure Hoard: Challenge 5-10 table in chapter 7 of the {@italic Dungeon Master's Guide})\"],[\"26-30\",\"{@dice 1d4} {@creature plesiosaurus||plesiosauruses}\"],[\"31-35\",\"{@dice 3d6} {@creature reef shark||reef sharks}\"],[\"36-40\",\"An abandoned bathysphere\"],[\"41-50\",\"{@dice 1d4} {@creature giant constrictor snake||giant constrictor snakes}\"],[\"51-55\",\"{@dice 2d4} {@creature hunter shark||hunter sharks}\"],[\"56-60\",\"{@dice 1d3} {@creature sahuagin priestess||sahuagin priestesses} with {@dice 2d10} {@creature sahuagin}\"],[\"61-65\",\"An empty castle made from coral\"],[\"66-70\",\"{@dice 1d4} {@creature killer whale||killer whales}\"],[\"71-75\",\"{@dice 1d10} {@creature merrow}\"],[\"76-80\",\"An eerie statue of a squatting humanoid, with bat wings on its back and tentacles sprouting from its face\"],[\"81-85\",\"{@dice 1d4} {@creature water elemental||water elementals}\"],[\"86-90\",\"1 {@creature sahuagin baron} with {@dice 2d8} {@creature sahuagin}\"],[\"91-96\",\"{@dice 1d4} {@creature giant shark||giant sharks}\"],[\"97-99\",\"1 {@creature marid}\"],[\"00\",\"1 {@creature storm giant}\"]]},{\"name\":\"Underwater Encounters (Levels 11—20)\",\"type\":\"table\",\"source\":\"XGE\",\"page\":109,\"caption\":\"Underwater Encounters (Levels 11—20)\",\"colLabels\":[\"{@dice d100}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-10\",\"1 {@creature sahuagin baron} with {@dice 1d4} {@creature sahuagin priestess||sahuagin priestesses} and {@dice 2d10} {@creature sahuagin}\"],[\"11-35\",\"{@dice 1d10} {@creature killer whale||killer whales}\"],[\"36-40\",\"A ghost ship passing overhead, containing {@dice 2d6 + 10} {@creature ghost||ghosts}\"],[\"41-60\",\"{@dice 1d6} {@creature giant shark||giant sharks}\"],[\"61-65\",\"A 1-mile-radius sphere of effervescent water that allows air-breathing creatures to breathe water while in the sphere\"],[\"66-75\",\"{@dice 1d10} {@creature water elemental||water elementals}\"],[\"76-80\",\"A shimmering, blue-green portal to the Elemental Plane of Water\"],[\"81-90\",\"{@dice 1d4} {@creature marid||marids}\"],[\"91-96\",\"{@dice 1d3} {@creature storm giant||storm giants}\"],[\"97-99\",\"1 {@creature dragon turtle}\"],[\"00\",\"1 {@creature kraken}\"]]},{\"name\":\"Urban Encounters\",\"type\":\"table\",\"source\":\"DMG\",\"page\":114,\"caption\":\"Urban Encounters\",\"colLabels\":[\"{@dice d12 + d8}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"2\",\"{@book Animals on the loose|DMG|5|Animals on the loose}\"],[\"3\",\"{@book Announcement|DMG|5|Announcement}\"],[\"4\",\"{@book Brawl|DMG|5|Brawl}\"],[\"5\",\"{@book Bullies|DMG|5|Bullies}\"],[\"6\",\"{@book Companion|DMG|5|Companion}\"],[\"7\",\"{@book Contest|DMG|5|Contest}\"],[\"8\",\"{@book Corpse|DMG|5|Corpse}\"],[\"9\",\"{@book Draft|DMG|5|Draft}\"],[\"10\",\"{@book Drunk|DMG|5|Drunk}\"],[\"11\",\"{@book Fire|DMG|5|Fire}\"],[\"12\",\"{@book Found trinket|DMG|5|Found trinket}\"],[\"13\",\"{@book Guard harassment|DMG|5|Guard harassment}\"],[\"14\",\"{@book Pickpocket|DMG|5|Pickpocket}\"],[\"15\",\"{@book Procession|DMG|5|Procession}\"],[\"16\",\"{@book Protest|DMG|5|Protest}\"],[\"17\",\"{@book Runaway cart|DMG|5|Runaway cart}\"],[\"18\",\"{@book Shady transaction|DMG|5|Shady transaction}\"],[\"19\",\"{@book Spectacle|DMG|5|Spectacle}\"],[\"20\",\"{@book Urchin|DMG|5|Urchin}\"]]},{\"name\":\"Urban Encounters (Levels 1—4)\",\"type\":\"table\",\"source\":\"XGE\",\"page\":110,\"caption\":\"Urban Encounters (Levels 1—4)\",\"colLabels\":[\"{@dice d100}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01\",\"1d6 {@creature cat||cats}\"],[\"02-03\",\"1 {@creature commoner} with 1d6 {@creature goat||goats}\"],[\"04-05\",\"2d10 {@creature rat||rats}\"],[\"06\",\"1 {@creature raven} perched on a signpost\"],[\"07\",\"1 {@creature commoner} on a {@creature draft horse}\"],[\"08\",\"2d4 {@creature mastiff||mastiffs}\"],[\"09\",\"1d2 {@creature commoner||commoners} leading 1d4 {@creature mule||mules} or 1d4 {@creature pony||ponies}\"],[\"10\",\"1 {@creature pseudodragon}\"],[\"11\",\"1 {@creature spy}\"],[\"12-13\",\"1d8 + 1 {@creature acolyte||acolytes}\"],[\"14\",\"1d6 + 6 {@creature flying snake||flying snakes}\"],[\"15\",\"3d6 {@creature kobold||kobolds}\"],[\"16\",\"2d4 {@creature giant centipede||giant centipedes}\"],[\"17\",\"1d8 + 1 {@creature skeleton||skeletons}\"],[\"18-19\",\"1d6 + 2 {@creature swarm of rats||swarms of rats}\"],[\"20\",\"1d12 {@creature zombie||zombies}\"],[\"21-25\",\"A peddler weighed down with a load of pots, pans, and other basic supplies\"],[\"26\",\"1 {@creature giant wasp}\"],[\"27-28\",\"1 {@creature warhorse}\"],[\"29\",\"2d8 {@creature cultist||cultists}\"],[\"30-31\",\"3d4 {@creature giant rat||giant rats}\"],[\"32\",\"2d8 {@creature stirge||stirges}\"],[\"33\",\"1d3 + 2 {@creature giant poisonous snake||giant poisonous snakes}\"],[\"34\",\"1d4 + 2 {@creature swarm of bats||swarms of bats}\"],[\"35\",\"2d4 {@creature winged kobold||winged kobolds}\"],[\"36-40\",\"A wagon loaded with apples that has a broken wheel and holds up traffic\"],[\"41\",\"1 {@creature crocodile}\"],[\"42-43\",\"1 {@creature swarm of insects}\"],[\"44-45\",\"3d6 {@creature bandit||bandits}\"],[\"46-47\",\"1d3 + 2 {@creature noble||nobles} on {@creature riding horse||riding horses} with an escort of 1d10 {@creature guard||guards}\"],[\"48\",\"2d4 {@creature kenku}\"],[\"49\",\"1d6 + 2 {@creature smoke mephit||smoke mephits}\"],[\"50\",\"1d8 + 1 {@creature swarm of ravens||swarms of ravens}\"],[\"51-52\",\"1 {@creature wererat}\"],[\"53-54\",\"1d3 {@creature half-ogre (ogrillon)||half-ogres}\"],[\"55-56\",\"1 {@creature mimic}\"],[\"57-58\",\"1d4 {@creature ghoul||ghouls}\"],[\"59-60\",\"1d4 {@creature specter||specters}\"],[\"61-62\",\"1d10 {@creature shadow||shadows}\"],[\"63-65\",\"Someone empties a chamber pot onto the street from a second-floor window\"],[\"66-67\",\"1 {@creature ghast}\"],[\"68-69\",\"1 {@creature priest}\"],[\"70-71\",\"1 {@creature will-o'-wisp}\"],[\"72-73\",\"1d3 {@creature giant spider||giant-spiders}\"],[\"74-75\",\"1d4 {@creature yuan-ti pureblood||yuan-ti purebloods}\"],[\"76-77\",\"2d4 {@creature thug||thugs}\"],[\"78-80\",\"A doomsayer who preaches the end of the world from a street corner\"],[\"81\",\"1 {@creature cambion}\"],[\"82\",\"1 {@creature vampire spawn}\"],[\"83\",\"1 {@creature couatl}\"],[\"84\",\"1 {@creature ghost}\"],[\"85\",\"1 {@creature succubus} or 1 {@creature incubus}\"],[\"86\",\"1 {@creature bandit captain} with 3d6 {@creature bandit||bandits}\"],[\"87\",\"1d4 + 1 {@creature cult fanatic||cult fanatics}\"],[\"88\",\"1 {@creature knight} or 1 {@creature veteran}\"],[\"89\",\"1 {@creature water weird}\"],[\"90\",\"1 {@creature wight}\"],[\"91\",\"1 {@creature mage}\"],[\"92\",\"1 {@creature shield guardian}\"],[\"93\",\"1 {@creature gladiator}\"],[\"94\",\"1 {@creature revenant}\"],[\"95\",\"2d4 {@creature gargoyle||gargoyles}\"],[\"96\",\"1d4 {@creature doppelganger||doppelgangers}\"],[\"97\",\"1 {@creature oni}\"],[\"98\",\"1 {@creature invisible stalker}\"],[\"99\",\"1d3 + 1 {@creature phase spider||phase spiders}\"],[\"00\",\"1 {@creature assassin}\"]]},{\"name\":\"Urban Encounters (Levels 5—10)\",\"type\":\"table\",\"source\":\"XGE\",\"page\":110,\"caption\":\"Urban Encounters (Levels 5—10)\",\"colLabels\":[\"{@dice d100}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-02\",\"1d10 {@creature kenku}\"],[\"03-04\",\"2d6 {@creature giant centipede||giant centipedes}\"],[\"05-06\",\"2d8 {@creature skeleton||skeletons}\"],[\"07-08\",\"1d6 {@creature swarm of bats||swarms of bats} and 1d6 {@creature swarm of rats||swarms of rats}\"],[\"09-10\",\"3d6 {@creature winged kobold||winged kobolds}\"],[\"11-13\",\"2d4 {@creature specter||specters}\"],[\"14-16\",\"1d4 {@creature wight||wights}\"],[\"17-19\",\"4d4 {@creature acolyte||acolytes} on {@creature draft horse||draft horses}\"],[\"20-22\",\"3d6 {@creature giant centipede||giant centipedes}\"],[\"23-25\",\"A talkative urchin, badgering passersby to serve as their guide through the community for a price of 1 sp\"],[\"26-28\",\"1d10 {@creature spy||spies}\"],[\"29-31\",\"3d6 {@creature crocodile||crocodiles}\"],[\"32-34\",\"1d6 + 2 {@creature swarm of insects||swarms of insects}\"],[\"35-37\",\"2d4 {@creature smoke mephit||smoke mephits}\"],[\"38-40\",\"A {@creature noble} shouts \\\"Stop! Thief!\\\" at a fleeing scoundrel ({@creature bandit})\"],[\"41-43\",\"1 {@creature succubus} or 1 {@creature incubus}\"],[\"44-46\",\"1d10 {@creature half-ogre (ogrillon)||half-ogres}\"],[\"47-49\",\"2d10 {@creature giant wasp||giant wasps}\"],[\"50-51\",\"4d10 {@creature zombie||zombies}\"],[\"52-53\",\"1d4 {@creature knight||knights} on {@creature warhorse||warhorses}\"],[\"54-55\",\"1d4 + 1 {@creature water weird||water weirds}\"],[\"56-57\",\"1d8 + 1 {@creature mimic||mimics}\"],[\"58-59\",\"2d8 {@creature giant spider||giant spiders}\"],[\"60-61\",\"3d6 {@creature shadow||shadows}\"],[\"62-65\",\"An actor leans out from a second-story window to call to passersby, announcing a show\"],[\"66-67\",\"1 {@creature bandit captain} with 3d8 {@creature bandit||bandits}\"],[\"68-69\",\"1d10 {@creature will-o'-wisp||will-o'-wisps}\"],[\"70-71\",\"2d4 {@creature priest||priests}\"],[\"72-74\",\"3d6 {@creature yuan-ti pureblood||yuan-ti purebloods}\"],[\"75-76\",\"2d10 {@creature thug||thugs}\"],[\"77-80\",\"A fortune-teller reads cards for those who pay a price of 1 sp\"],[\"81\",\"1d3 {@creature gladiator||gladiators}\"],[\"82\",\"1d4 + 1 {@creature couatl||couatls}\"],[\"83\",\"1d8 {@creature ghost||ghosts}\"],[\"84\",\"2d4 {@creature doppelganger||doppelgangers}\"],[\"85\",\"1d6 + 2 {@creature phase spider||phase spiders}\"],[\"86\",\"2d4 {@creature veteran||veterans}\"],[\"87\",\"1d8 {@creature ghast||ghasts} with 2d6 {@creature ghoul||ghouls}\"],[\"88\",\"3d6 {@creature gargoyle||gargoyles}\"],[\"89\",\"2d10 {@creature cult fanatic||cult fanatics}\"],[\"90\",\"3d6 {@creature wererat||wererats}\"],[\"91\",\"1 {@creature assassin}\"],[\"92\",\"1d3 {@creature invisible stalker||invisible stalkers}\"],[\"93\",\"1 {@creature gray slaad}\"],[\"94\",\"1 {@creature young silver dragon}\"],[\"95\",\"1d4 {@creature cambion||cambions} or 1d4 {@creature revenant||revenants}\"],[\"96\",\"3d6 {@creature wight||wights}\"],[\"97\",\"1 {@creature archmage}\"],[\"98\",\"2d4 {@creature vampire spawn} or 1d4 {@creature oni}\"],[\"99\",\"1 {@creature mage} with 1 {@creature shield guardian}\"],[\"00\",\"1 {@creature rakshasa} or 1 {@creature vampire}\"]]},{\"name\":\"Urban Encounters (Levels 11—16)\",\"type\":\"table\",\"source\":\"XGE\",\"page\":110,\"caption\":\"Urban Encounters (Levels 11—16)\",\"colLabels\":[\"{@dice d100}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01\",\"1 {@creature mimic}\"],[\"02-05\",\"1 {@creature bandit captain} with 5d10 {@creature bandit||bandits}, all on {@creature riding horse||riding horses}\"],[\"06-10\",\"1d10 {@creature knight||knights} on {@creature warhorse||warhorses} (one knight is a {@creature doppelganger})\"],[\"11-13\",\"1d8 {@creature succubus||succubi} or 1d8 {@creature incubus||incubi}\"],[\"14-16\",\"3d6 {@creature cult fanatic||cult fanatics}\"],[\"17-19\",\"1d10 {@creature wight||wights}\"],[\"20-22\",\"3d6 {@creature wererat||wererats}\"],[\"23-25\",\"A distant boom followed by a plume of smoke rising from the other side of the community\"],[\"26-28\",\"1d8 + 1 {@creature ghost||ghosts}\"],[\"29-31\",\"2d10 {@creature gargoyle||gargoyles}\"],[\"32-34\",\"1d6 + 2 {@creature water weird||water weirds}\"],[\"35-37\",\"1d4 + 4 {@creature will-o'-wisp||will-o'-wisps}\"],[\"38-40\",\"Street performers putting on a puppet show, involving two puppets beating each other with sticks to the amusement of the gathered crowd\"],[\"41-43\",\"2d4 {@creature couatl||couatls}\"],[\"44-46\",\"2d8 {@creature ghast||ghasts}\"],[\"47-51\",\"1d8 + 1 {@creature veteran||veterans}\"],[\"52-55\",\"3d4 {@creature priest||priests}\"],[\"56-58\",\"2d4 {@creature cambion||cambions}\"],[\"59-61\",\"1d10 {@creature revenant||revenants}\"],[\"62-65\",\"2d4 {@creature phase spider||phase spiders}\"],[\"66-69\",\"A scruffy {@creature commoner} that ducks into an alley to make a purchase from a suspicious looking figure\"],[\"70-72\",\"1d8 {@creature invisible stalker||invisible stalkers}\"],[\"73-75\",\"1d8 + 1 {@creature gladiator||gladiators}\"],[\"76-80\",\"Two farmers trading blows over the price of potatoes (50% chance for one farmer to be a retired {@creature assassin})\"],[\"81-82\",\"1d4 {@creature young silver dragon||young silver dragons}\"],[\"83-84\",\"1d4 {@creature assassin||assassins}\"],[\"85-86\",\"1d8 {@creature oni}\"],[\"87-88\",\"1d4 {@creature mage||mages} with 1d4 {@creature shield guardian||shield guardians}\"],[\"89-90\",\"1d10 {@creature vampire spawn}\"],[\"91-92\",\"1 {@creature adult silver dragon}\"],[\"93-94\",\"1d4 {@creature gray slaad||gray slaadi}\"],[\"95-96\",\"1 {@creature vampire spellcaster||spellcaster vampire} or 1 {@creature vampire warrior||warrior vampire}\"],[\"97\",\"1 {@creature rakshasa}\"],[\"98\",\"1 {@creature vampire}\"],[\"99\",\"1 {@creature ancient silver dragon}\"],[\"00\",\"1 {@creature archmage} speeding down the street on a {@creature riding horse}, blasting 1d4 {@creature guard||guards} with spells\"]]},{\"name\":\"Urban Encounters (Levels 17—20)\",\"type\":\"table\",\"source\":\"XGE\",\"page\":110,\"caption\":\"Urban Encounters (Levels 17—20)\",\"colLabels\":[\"{@dice d100}\",\"Encounter\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-05\",\"1d10 {@creature invisible stalker||invisible stalkers}\"],[\"06-10\",\"1d10 {@creature revenant||revenants}\"],[\"11-14\",\"1d6 + 2 {@creature gladiator||gladiators}\"],[\"15-18\",\"2d4 {@creature cambion||cambions}\"],[\"19-22\",\"2d6 {@creature succubus||succubi} or 2d6 {@creature incubus||incubi}\"],[\"23-25\",\"A witch ({@creature archmage}) who zooms overhead on a {@item broom of flying}\"],[\"26-30\",\"1d4 {@creature gray slaad||gray slaadi}\"],[\"31-35\",\"2d8 {@creature couatl||couatls}\"],[\"36-40\",\"A distraught parent who rushes up to people, begging for help for a child who fell into the sewer\"],[\"41-45\",\"1d3 {@creature young silver dragon||young silver dragons}\"],[\"46-50\",\"3d6 {@creature ghost||ghosts}\"],[\"51-55\",\"1 {@creature adult silver dragon}\"],[\"56-60\",\"1d4 {@creature mage||mages} with 1d4 {@creature shield guardian||shield guardians}\"],[\"61-65\",\"An aggressive merchant who hawks wares to passersby, claiming to be the purveyor of the finest silks in all the land\"],[\"66-70\",\"1 {@creature ancient silver dragon}\"],[\"71-75\",\"3d6 {@creature vampire spawn}\"],[\"76-80\",\"A patrol of 2d10 {@creature guard||guards} marching up the street, searching for someone or something\"],[\"81-85\",\"1d10 {@creature assassin||assassins}\"],[\"86-90\",\"1d4 + 1 {@creature gray slaad||gray slaadi}\"],[\"91-93\",\"1d10 {@creature oni}\"],[\"94-96\",\"1 {@creature vampire spellcaster||spellcaster vampire} or 1 {@creature vampire warrior||warrior vampire}\"],[\"97\",\"1d4 {@creature archmage||archmages}\"],[\"98\",\"1d3 {@creature rakshasa||rakshasas}\"],[\"99\",\"1d4 {@creature vampire||vampires}\"],[\"00\",\"1 {@creature tarrasque}\"]]},{\"name\":\"Wildspace Encounters\",\"type\":\"table\",\"source\":\"BAM\",\"page\":6,\"caption\":\"Wildspace Encounters\",\"colLabels\":[\"{@dice d100}\",\"Encounter\",\"Attitude\"],\"colStyles\":[\"col-2 text-center\",\"col-8\",\"col-2 text-center\"],\"rows\":[[\"01-03\",\"{@dice 1d4} {@creature Chwinga Astronaut|BAM|chwinga astronauts},* each mounted on 1 {@creature space guppy|BAM}*\",\"{@dice 1d6 + 4}\"],[\"04\",\"1 {@creature cosmic horror|BAM}* (30 percent chance it is asleep)\",\"{@dice 1d6}\"],[\"05\",\"1 {@creature esthetic|BAM}* piloted by 1 {@creature reigar|BAM}*†\",\"{@dice 1d12}\"],[\"06-07\",\"1 {@creature eye monger|BAM}*\",\"{@dice 1d6}\"],[\"08-11\",\"1 {@creature feyr|BAM}*\",\"{@dice 1d6}\"],[\"12-13\",\"1 {@creature giant octopus} that has a flying speed of 60 feet and doesn't need to breathe air\",\"{@dice 1d10}\"],[\"14-17\",\"{@dice 1d6} {@creature Jammer Leech|BAM|jammer leeches}*\",\"{@dice 1d8}\"],[\"18-23\",\"{@dice 1d4} {@creature kindori|BAM}*\",\"{@dice 1d6 + 3}\"],[\"24-25\",\"1 {@creature kindori|BAM}* with 1 {@creature druid}† living in a hut on its back\",\"{@dice 2d6 + 3}\"],[\"26\",\"1 {@creature kraken} that has a flying speed of 60 feet and doesn't need to breathe air\",\"{@dice 1d6}\"],[\"27\",\"1 lunar dragon* (your choice of {@creature Young Lunar Dragon|BAM|young}, {@creature Adult Lunar Dragon|BAM|adult}, or {@creature Ancient Lunar Dragon|BAM|ancient})\",\"{@dice 1d10}\"],[\"28-35\",\"A tavern or inn built on an asteroid, with docks where ships can berth\",\"—\"],[\"36-39\",\"{@dice 1d6} {@creature Murder Comet|BAM|murder comets}*\",\"{@dice 1d6}\"],[\"40-44\",\"{@dice 1d4} {@creature Brown Scavver|BAM|brown scavvers}*\",\"{@dice 1d8}\"],[\"45-48\",\"1 {@creature night scavver|BAM}* and {@dice 2d6} {@creature Gray Scavver|BAM|gray scavvers}*\",\"{@dice 1d8}\"],[\"49-50\",\"1 {@creature void scavver|BAM}*\",\"{@dice 1d6}\"],[\"51-52\",\"A shipwreck that might still have treasure or creatures aboard it (choose a ship from {@book chapter 2|AAG|2|Spelljammer Vessels} of the {@book Astral Adventurer's Guide|AAG})\",\"—\"],[\"53-54\",\"1 solar dragon* (your choice of {@creature Young Solar Dragon|BAM|young}, {@creature Adult Solar Dragon|BAM|adult}, or {@creature Ancient Solar Dragon|BAM|ancient})\",\"{@dice 2d6}\"],[\"55-59\",\"{@dice 1d6} {@creature Space Eel|BAM|space eels}*\",\"{@dice 1d10}\"],[\"60\",\"1 {@creature starlight apparition|BAM}*\",\"{@dice 2d6 + 2}\"],[\"61-64\",\"{@dice 3d6} {@creature Stirge||stirges} that don't need to breathe air\",\"{@dice 1d6}\"],[\"65-70\",\"{@dice 1d6} {@creature Will-o'-Wisp||will-o'-wisps}\",\"{@dice 1d10}\"],[\"71-00\",\"1 spelljamming ship (roll on the {@book Ship Encounters table|BAM|0|Ship Encounters})\",\"—\"]],\"footnotes\":[\"Creatures marked with an asterisk (*) appear in this book; the rest are described in the {@book Monster Manual|MM}. Any creature marked with a dagger (†) can serve as a spelljammer because it is a spellcaster.\"]},{\"name\":\"Dragonborn Names – Female\",\"type\":\"table\",\"source\":\"XGE\",\"page\":175,\"caption\":\"Dragonborn Names – Female\",\"colLabels\":[\"{@dice d100}\",\"Name\"],\"colStyles\":[\"col-2 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Names – Female\",\"type\":\"table\",\"source\":\"XGE\",\"page\":176,\"caption\":\"Dwarf Names – Female\",\"colLabels\":[\"{@dice d100}\",\"Name\"],\"colStyles\":[\"col-2 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Names – Male\",\"type\":\"table\",\"source\":\"XGE\",\"page\":176,\"caption\":\"Dwarf Names – Male\",\"colLabels\":[\"{@dice d100}\",\"Name\"],\"colStyles\":[\"col-2 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text-center\",\"col-10\"],\"rows\":[[\"01-02\",\"Akta\"],[\"03-04\",\"Anakis\"],[\"05-06\",\"Armara\"],[\"07-08\",\"Astaro\"],[\"09-10\",\"Aym\"],[\"11-12\",\"Azza\"],[\"13-14\",\"Beleth\"],[\"15-16\",\"Bryseis\"],[\"17-18\",\"Bune\"],[\"19-20\",\"Criella\"],[\"21-22\",\"Damaia\"],[\"23-24\",\"Decarabia\"],[\"25-26\",\"Ea\"],[\"27-28\",\"Gadreel\"],[\"29-30\",\"Gomory\"],[\"31-32\",\"Hecat\"],[\"33-34\",\"Ishte\"],[\"35-36\",\"Jezebeth\"],[\"37-38\",\"Kali\"],[\"39-40\",\"Kallista\"],[\"41-42\",\"Kasdeya\"],[\"43-44\",\"Lerissa\"],[\"45-46\",\"Lilith\"],[\"47-48\",\"Makaria\"],[\"49-50\",\"Manea\"],[\"51-52\",\"Markosian\"],[\"53-54\",\"Mastema\"],[\"55-56\",\"Naamah\"],[\"57-58\",\"Nemeia\"],[\"59-60\",\"Nija\"],[\"61-62\",\"Orianna\"],[\"63-64\",\"Osah\"],[\"65-66\",\"Phelaia\"],[\"67-68\",\"Prosperine\"],[\"69-70\",\"Purah\"],[\"71-72\",\"Pyra\"],[\"73-74\",\"Rieta\"],[\"75-76\",\"Ronobe\"],[\"77-78\",\"Ronwe\"],[\"79-80\",\"Seddit\"],[\"81-82\",\"Seere\"],[\"83-84\",\"Sekhmet\"],[\"85-86\",\"Semyaza\"],[\"87-88\",\"Shava\"],[\"89-90\",\"Shax\"],[\"91-92\",\"Sorath\"],[\"93-94\",\"Uzza\"],[\"95-96\",\"Vapula\"],[\"97-98\",\"Vepar\"],[\"99-00\",\"Verin\"]]},{\"name\":\"Tiefling Names – Male\",\"type\":\"table\",\"source\":\"XGE\",\"page\":180,\"caption\":\"Tiefling Names – Male\",\"colLabels\":[\"{@dice d100}\",\"Name\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-02\",\"Abad\"],[\"03-04\",\"Ahrim\"],[\"05-06\",\"Akmen\"],[\"07-08\",\"Amnon\"],[\"09-10\",\"Andram\"],[\"11-12\",\"Astar\"],[\"13-14\",\"Balam\"],[\"15-16\",\"Barakas\"],[\"17-18\",\"Bathin\"],[\"19-20\",\"Caim\"],[\"21-22\",\"Chem\"],[\"23-24\",\"Cimer\"],[\"25-26\",\"Cressel\"],[\"27-28\",\"Damakos\"],[\"29-30\",\"Ekemon\"],[\"31-32\",\"Euron\"],[\"33-34\",\"Fenriz\"],[\"35-36\",\"Forcas\"],[\"37-38\",\"Habor\"],[\"39-40\",\"Iados\"],[\"41-42\",\"Kairon\"],[\"43-44\",\"Leucis\"],[\"45-46\",\"Mamnen\"],[\"47-48\",\"Mantus\"],[\"49-50\",\"Marbas\"],[\"51-52\",\"Melech\"],[\"53-54\",\"Merihim\"],[\"55-56\",\"Modean\"],[\"57-58\",\"Mordai\"],[\"59-60\",\"Mormo\"],[\"61-62\",\"Morthos\"],[\"63-64\",\"Nicor\"],[\"65-66\",\"Nirgel\"],[\"67-68\",\"Oriax\"],[\"69-70\",\"Paymon\"],[\"71-72\",\"Pelaios\"],[\"73-74\",\"Purson\"],[\"75-76\",\"Qemuel\"],[\"77-78\",\"Raam\"],[\"79-80\",\"Rimmon\"],[\"81-82\",\"Sammal\"],[\"83-84\",\"Skamos\"],[\"85-86\",\"Tethren\"],[\"87-88\",\"Thamuz\"],[\"89-90\",\"Therai\"],[\"91-92\",\"Valafar\"],[\"93-94\",\"Vassago\"],[\"95-96\",\"Xappan\"],[\"97-98\",\"Zepar\"],[\"99-00\",\"Zephan\"]]},{\"name\":\"Tiefling Names – Virtue\",\"type\":\"table\",\"source\":\"XGE\",\"page\":180,\"caption\":\"Tiefling Names – Virtue\",\"colLabels\":[\"{@dice d100}\",\"Name\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-02\",\"Ambition\"],[\"03-04\",\"Art\"],[\"05-06\",\"Carrion\"],[\"07-08\",\"Chant\"],[\"09-10\",\"Creed\"],[\"11-12\",\"Death\"],[\"13-14\",\"Debauchery\"],[\"15-16\",\"Despair\"],[\"17-18\",\"Doom\"],[\"19-20\",\"Doubt\"],[\"21-22\",\"Dread\"],[\"23-24\",\"Ecstasy\"],[\"25-26\",\"Ennui\"],[\"27-28\",\"Entropy\"],[\"29-30\",\"Excellence\"],[\"31-32\",\"Fear\"],[\"33-34\",\"Glory\"],[\"35-36\",\"Gluttony\"],[\"37-38\",\"Grief\"],[\"39-40\",\"Hate\"],[\"41-42\",\"Hope\"],[\"43-44\",\"Horror\"],[\"45-46\",\"Ideal\"],[\"47-48\",\"Ignominy\"],[\"49-50\",\"Laughter\"],[\"51-52\",\"Love\"],[\"53-54\",\"Lust\"],[\"55-56\",\"Mayhem\"],[\"57-58\",\"Mockery\"],[\"59-60\",\"Murder\"],[\"61-62\",\"Muse\"],[\"63-64\",\"Music\"],[\"65-66\",\"Mystery\"],[\"67-68\",\"Nowhere\"],[\"69-70\",\"Open\"],[\"71-72\",\"Pain\"],[\"73-74\",\"Passion\"],[\"75-76\",\"Poetry\"],[\"77-78\",\"Quest\"],[\"79-80\",\"Random\"],[\"81-82\",\"Reverence\"],[\"83-84\",\"Revulsion\"],[\"85-86\",\"Sorrow\"],[\"87-88\",\"Temerity\"],[\"89-90\",\"Torment\"],[\"91-92\",\"Tragedy\"],[\"93-94\",\"Vice\"],[\"95-96\",\"Virtue\"],[\"97-98\",\"Weary\"],[\"99-00\",\"Wit\"]]}],\"tableGroup\":[{\"type\":\"tableGroup\",\"name\":\"Deities of Eberron\",\"tables\":[{\"type\":\"table\",\"colLabels\":[\"The Sovereign Host\",\"Alignment\",\"Suggested Domains\",\"Symbol\"],\"colStyles\":[\"col-3\",\"col-1 text-center\",\"col-3\",\"col-5\"],\"rows\":[[\"{@deity Arawai|eberron}, goddess of fertility\",\"NG\",\"Life, Nature\",\"Sheaf of wheat tied with green ribbon\"],[\"{@deity Aureon|eberron}, god of law and knowledge\",\"LN\",\"Knowledge\",\"Open tome\"],[\"{@deity Balinor|eberron}, god of beasts and the hunt\",\"N\",\"Life, Nature\",\"Pair of antlers\"],[\"{@deity Boldrei|eberron}, goddess of community and home\",\"LG\",\"Life\",\"Fire in a stone hearth\"],[\"{@deity Dol Arrah|eberron}, goddess of sunlight and honor\",\"LG\",\"Light, War\",\"Rising sun\"],[\"{@deity Dol Dorn|eberron}, god of strength at arms\",\"CG\",\"War\",\"Longsword crossed over a shield\"],[\"{@deity Kol Korran|eberron}, god of trade and wealth\",\"N\",\"Trickery\",\"Nine-sided gold coin\"],[\"{@deity Olladra|eberron}, goddess of good fortune\",\"NG\",\"Life, Trickery\",\"Domino\"],[\"{@deity Onatar|eberron}, god of craft\",\"NG\",\"Knowledge\",\"Crossed hammer and tongs\"]]},{\"type\":\"table\",\"colLabels\":[\"The Dark Six\",\"Alignment\",\"Suggested Domains\",\"Symbol\"],\"colStyles\":[\"col-3\",\"col-1 text-center\",\"col-3\",\"col-5\"],\"rows\":[[\"{@deity The Devourer|eberron}, god of nature's wrath\",\"NE\",\"Tempest\",\"Bundle of five sharpened bones\"],[\"{@deity The Fury|eberron}, goddess of wrath and madness\",\"NE\",\"War\",\"Winged wyrm with woman's head and upper body\"],[\"{@deity The Keeper|eberron}, god of greed and death\",\"NE\",\"Death\",\"Dragonshard stone in the shape of a fang\"],[\"{@deity The Mockery|eberron}, god of violence and treachery\",\"NE\",\"War\",\"Five blood-spattered tools\"],[\"{@deity The Shadow|eberron}, god of dark magic\",\"CE\",\"Knowledge\",\"Obsidian tower\"],[\"{@deity The Traveler|eberron}, deity of chaos and change\",\"CN\",\"Knowledge, Trickery\",\"Four crossed, rune-inscribed bones\"]]},{\"type\":\"table\",\"colLabels\":[\"Other Faiths of Eberron\",\"Alignment\",\"Suggested Domains\",\"Symbol\"],\"colStyles\":[\"col-3\",\"col-1 text-center\",\"col-3\",\"col-5\"],\"rows\":[[\"{@deity The Silver Flame|eberron}, deity of protection and good\",\"LG\",\"Life, Light, War\",\"Flame drawn on silver or molded from silver\"],[\"{@deity The Blood of Vol|eberron}, philosophy of immortality and undeath\",\"LN\",\"Death, Life\",\"Stylized dragon skull on red teardrop gem\"],[\"{@deity Cults of the Dragon Below|eberron}, deities of madness\",\"NE\",\"Trickery\",\"Varies\"],[\"{@deity The Path of Light|eberron}, philosophy of light and self-improvement\",\"LN\",\"Life, Light\",\"Brilliant crystal\"],[\"{@deity The Undying Court|eberron}, elven ancestors\",\"NG\",\"Knowledge, Life\",\"Varies\"],[\"{@deity The Spirits of the Past|eberron}, elven ancestors\",\"CG\",\"War\",\"Varies\"]]}],\"page\":293,\"source\":\"PHB\",\"chapter\":{\"name\":\"Gods of the Multiverse\",\"ordinal\":{\"type\":\"appendix\",\"identifier\":\"B\"},\"index\":13}},{\"type\":\"tableGroup\",\"name\":\"Psychic Wind\",\"tables\":[{\"type\":\"table\",\"caption\":\"Psychic Wind Effects\",\"colLabels\":[\"d20\",\"Location Effect\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-8\",\"Diverted, add {@dice 1d6} hours to travel time\"],[\"9-12\",\"Blown off course, add {@dice 3d10} hours to travel time\"],[\"13-16\",\"Lost, at the end of the travel time, characters arrive at a location other than the intended destination\"],[\"17-20\",\"Sent through color pool to a random plane. Roll on {@table Astral Color Pools} table\"]]},{\"type\":\"table\",\"colLabels\":[\"d20\",\"Mental Effect\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-8\",\"Stunned for 1 minute—you can repeat the saving throw at the end of each of your turns to end the effect on yourself\"],[\"9-10\",\"{@table Short-term madness} (see chapter 8)\"],[\"11-12\",\"{@dice 2d10} psychic damage\"],[\"13-16\",\"{@dice 4d10} psychic damage\"],[\"17-18\",\"{@table Long-term madness} (see chapter 8)\"],[\"19-20\",\"{@condition Unconscious} for {@dice 1d10} minutes—the effect on you ends if you take damage or if another creature uses an action to shake you awake\"]]}],\"page\":47,\"source\":\"DMG\",\"chapter\":{\"name\":\"Creating a Multiverse\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":2},\"index\":2}},{\"type\":\"tableGroup\",\"name\":\"Ideals\",\"tables\":[{\"type\":\"table\",\"caption\":\"Good Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Beauty\"],[\"2\",\"Charity\"],[\"3\",\"Greater good\"],[\"4\",\"Life\"],[\"5\",\"Respect\"],[\"6\",\"Self-sacrifice\"]]},{\"type\":\"table\",\"caption\":\"Evil Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Domination\"],[\"2\",\"Greed\"],[\"3\",\"Might\"],[\"4\",\"Pain\"],[\"5\",\"Retribution\"],[\"6\",\"Slaughter\"]]},{\"type\":\"table\",\"caption\":\"Lawful Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Community\"],[\"2\",\"Fairness\"],[\"3\",\"Honor\"],[\"4\",\"Logic\"],[\"5\",\"Responsibility\"],[\"6\",\"Tradition\"]]},{\"type\":\"table\",\"caption\":\"Chaotic Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Change\"],[\"2\",\"Creativity\"],[\"3\",\"Freedom\"],[\"4\",\"Independence\"],[\"5\",\"No limits\"],[\"6\",\"Whimsy\"]]},{\"type\":\"table\",\"caption\":\"Neutral Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Balance\"],[\"2\",\"Knowledge\"],[\"3\",\"Live and let live\"],[\"4\",\"Moderation\"],[\"5\",\"Neutrality\"],[\"6\",\"People\"]]},{\"type\":\"table\",\"caption\":\"Other Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Aspiration\"],[\"2\",\"Discovery\"],[\"3\",\"Glory\"],[\"4\",\"Nation\"],[\"5\",\"Redemption\"],[\"6\",\"Self-knowledge\"]]}],\"page\":90,\"source\":\"DMG\",\"chapter\":{\"name\":\"Creating Nonplayer Characters\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":4},\"index\":4}},{\"type\":\"tableGroup\",\"name\":\"Treasure Hoard: Challenge 0—4\",\"tables\":[{\"type\":\"table\",\"caption\":\"Treasure Hoard: Challenge 0—4\",\"colLabels\":[\"\",\"CP\",\"SP\",\"EP\",\"GP\",\"PP\"],\"colStyles\":[\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\"],\"rows\":[[\"{@b Coins}\",\"{@dice 6d6 × 100} (2,100)\",\"{@dice 3d6 × 100} (1,050)\",\"—\",\"{@dice 2d6 × 10} (70)\",\"—\"]]},{\"type\":\"table\",\"colLabels\":[\"d100\",\"Gems or Art Objects\",\"Magic Items\"],\"colStyles\":[\"col-2 text-center\",\"col-3\",\"col-9\"],\"rows\":[[\"01-06\",\"—\",\"—\"],[\"07-16\",\"{@dice 2d6} (7) 10 gp gems\",\"—\"],[\"17-26\",\"{@dice 2d4} (5) 25 gp art objects\",\"—\"],[\"27-36\",\"{@dice 2d6} (7) 50 gp gems\",\"—\"],[\"37-44\",\"{@dice 2d6} (7) 10 gp gems\",\"Roll {@dice 1d6} times on {@table Magic Item Table A}.\"],[\"45-52\",\"{@dice 2d4} (5) 25 gp art objects\",\"Roll {@dice 1d6} times on {@table Magic Item Table A}.\"],[\"53-60\",\"{@dice 2d6} (7) 50 gp gems\",\"Roll {@dice 1d6} times on {@table Magic Item Table A}.\"],[\"61-65\",\"{@dice 2d6} (7) 10 gp gems\",\"Roll {@dice 1d4} times on {@table Magic Item Table B}.\"],[\"66-70\",\"{@dice 2d4} (5) 25 gp art objects\",\"Roll {@dice 1d4} times on {@table Magic Item Table B}.\"],[\"71-75\",\"{@dice 2d6} (7) 50 gp gems\",\"Roll {@dice 1d4} times on {@table Magic Item Table B}.\"],[\"76-78\",\"{@dice 2d6} (7) 10 gp gems\",\"Roll {@dice 1d4} times on {@table Magic Item Table C}.\"],[\"79-80\",\"{@dice 2d4} (5) 25 gp art objects\",\"Roll {@dice 1d4} times on {@table Magic Item Table C}.\"],[\"81-85\",\"{@dice 2d6} (7) 50 gp gems\",\"Roll {@dice 1d4} times on {@table Magic Item Table C}.\"],[\"86-92\",\"{@dice 2d4} (5) 25 gp art objects\",\"Roll {@dice 1d4} times on {@table Magic Item Table F}.\"],[\"93-97\",\"{@dice 2d6} (7) 50 gp gems\",\"Roll {@dice 1d4} times on {@table Magic Item Table F}.\"],[\"98-99\",\"{@dice 2d4} (5) 25 gp art objects\",\"Roll once on {@table Magic Item Table G}.\"],[\"00\",\"{@dice 2d6} (7) 50 gp gems\",\"Roll once on {@table Magic Item Table G}.\"]]}],\"page\":133,\"source\":\"DMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":7}},{\"type\":\"tableGroup\",\"name\":\"Treasure Hoard: Challenge 5—10\",\"tables\":[{\"type\":\"table\",\"caption\":\"Treasure Hoard: Challenge 5—10\",\"colLabels\":[\"\",\"CP\",\"SP\",\"EP\",\"GP\",\"PP\"],\"colStyles\":[\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\"],\"rows\":[[\"{@b Coins}\",\"{@dice 2d6 × 100} (700)\",\"{@dice 2d6 × 1,000} (7,000)\",\"—\",\"{@dice 6d6 × 100} (2,100)\",\"{@dice 3d6 × 10} (105)\"]]},{\"type\":\"table\",\"colLabels\":[\"d100\",\"Gems or Art Objects\",\"Magic Items\"],\"colStyles\":[\"col-2 text-center\",\"col-3\",\"col-9\"],\"rows\":[[\"01-04\",\"—\",\"—\"],[\"05-10\",\"{@dice 2d4} (5) 25 gp art objects\",\"—\"],[\"11-16\",\"{@dice 3d6} (10) 50 gp gems\",\"—\"],[\"17-22\",\"{@dice 3d6} (10) 100 gp gems\",\"—\"],[\"23-28\",\"{@dice 2d4} (5) 250 gp art objects\",\"—\"],[\"29-32\",\"{@dice 2d4} (5) 25 gp art objects\",\"Roll {@dice 1d6} times on {@table Magic Item Table A}.\"],[\"33-36\",\"{@dice 3d6} (10) 50 gp gems\",\"Roll {@dice 1d6} times on {@table Magic Item Table A}.\"],[\"37-40\",\"{@dice 3d6} (10) 100 gp gems\",\"Roll {@dice 1d6} times on {@table Magic Item Table A}.\"],[\"41-44\",\"{@dice 2d4} (5) 250 gp art objects\",\"Roll {@dice 1d6} times on {@table Magic Item Table A}.\"],[\"45-49\",\"{@dice 2d4} (5) 25 gp art objects\",\"Roll {@dice 1d4} times on {@table Magic Item Table B}.\"],[\"50-54\",\"{@dice 3d6} (10) 50 gp gems\",\"Roll {@dice 1d4} times on {@table Magic Item Table B}.\"],[\"55-59\",\"{@dice 3d6} (10) 100 gp gems\",\"Roll {@dice 1d4} times on {@table Magic Item Table B}.\"],[\"60-63\",\"{@dice 2d4} (5) 250 gp art objects\",\"Roll {@dice 1d4} times on {@table Magic Item Table B}.\"],[\"64-66\",\"{@dice 2d4} (5) 25 gp art objects\",\"Roll {@dice 1d4} times on {@table Magic Item Table C}.\"],[\"67-69\",\"{@dice 3d6} (10) 50 gp gems\",\"Roll {@dice 1d4} times on {@table Magic Item Table C}.\"],[\"70-72\",\"{@dice 3d6} (10) 100 gp gems\",\"Roll {@dice 1d4} times on {@table Magic Item Table C}.\"],[\"73-74\",\"{@dice 2d4} (5) 250 gp art objects\",\"Roll {@dice 1d4} times on {@table Magic Item Table C}.\"],[\"75-76\",\"{@dice 2d4} (5) 25 gp art objects\",\"Roll once on {@table Magic Item Table D}.\"],[\"77-78\",\"{@dice 3d6} (10) 50 gp gems\",\"Roll once on {@table Magic Item Table D}.\"],[\"79\",\"{@dice 3d6} (10) 100 gp gems\",\"Roll once on {@table Magic Item Table D}.\"],[\"80\",\"{@dice 2d4} (5) 250 gp art objects\",\"Roll once on {@table Magic Item Table D}.\"],[\"81-84\",\"{@dice 2d4} (5) 25 gp art objects\",\"Roll {@dice 1d4} times on {@table Magic Item Table F}.\"],[\"85-88\",\"{@dice 3d6} (10) 50 gp gems\",\"Roll {@dice 1d4} times on {@table Magic Item Table F}.\"],[\"89-91\",\"{@dice 3d6} (10) 100 gp gems\",\"Roll {@dice 1d4} times on {@table Magic Item Table F}.\"],[\"92-94\",\"{@dice 2d4} (5) 250 gp art objects\",\"Roll {@dice 1d4} times on {@table Magic Item Table F}.\"],[\"95-96\",\"{@dice 3d6} (10) 100 gp gems\",\"Roll {@dice 1d4} times on {@table Magic Item Table G}.\"],[\"97-98\",\"{@dice 2d4} (5) 250 gp art objects\",\"Roll {@dice 1d4} times on {@table Magic Item Table G}.\"],[\"99\",\"{@dice 3d6} (10) 100 gp gems\",\"Roll once on {@table Magic Item Table H}.\"],[\"00\",\"{@dice 2d4} (5) 250 gp art objects\",\"Roll once on {@table Magic Item Table H}.\"]]}],\"page\":133,\"source\":\"DMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":7}},{\"type\":\"tableGroup\",\"name\":\"Treasure Hoard: Challenge 11—16\",\"tables\":[{\"type\":\"table\",\"caption\":\"Treasure Hoard: Challenge 11—16\",\"colLabels\":[\"\",\"CP\",\"SP\",\"EP\",\"GP\",\"PP\"],\"colStyles\":[\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\"],\"rows\":[[\"{@b Coins}\",\"—\",\"—\",\"—\",\"{@dice 4d6 × 1,000} (14,000)\",\"{@dice 5d6 × 100} (1,750)\"]]},{\"type\":\"table\",\"colLabels\":[\"d100\",\"Gems or Art Objects\",\"Magic Items\"],\"colStyles\":[\"col-2 text-center\",\"col-3\",\"col-9\"],\"rows\":[[\"01-03\",\"—\",\"—\"],[\"04-06\",\"{@dice 2d4} (5) 250 gp art objects\",\"—\"],[\"07-09\",\"{@dice 2d4} (5) 750 gp art objects\",\"—\"],[\"10-12\",\"{@dice 3d6} (10) 500 gp gems\",\"—\"],[\"13-15\",\"{@dice 3d6} (10) 1,000 gp gems\",\"—\"],[\"16-19\",\"{@dice 2d4} (5) 250 gp art objects\",\"Roll {@dice 1d4} times on {@table Magic Item Table A} and {@dice 1d6} times on {@table Magic Item Table B}.\"],[\"20-23\",\"{@dice 2d4} (5) 750 gp art objects\",\"Roll {@dice 1d4} times on {@table Magic Item Table A} and {@dice 1d6} times on {@table Magic Item Table B}.\"],[\"24-26\",\"{@dice 3d6} (10) 500 gp gems\",\"Roll {@dice 1d4} times on {@table Magic Item Table A} and {@dice 1d6} times on {@table Magic Item Table B}.\"],[\"27-29\",\"{@dice 3d6} (10) 1,000 gp gems\",\"Roll {@dice 1d4} times on {@table Magic Item Table A} and {@dice 1d6} times on {@table Magic Item Table B}.\"],[\"30-35\",\"{@dice 2d4} (5) 250 gp art objects\",\"Roll {@dice 1d6} times on {@table Magic Item Table C}.\"],[\"36-40\",\"{@dice 2d4} (5) 750 gp art objects\",\"Roll {@dice 1d6} times on {@table Magic Item Table C}.\"],[\"41-45\",\"{@dice 3d6} (10) 500 gp gems\",\"Roll {@dice 1d6} times on {@table Magic Item Table C}.\"],[\"46-50\",\"{@dice 3d6} (10) 1,000 gp gems\",\"Roll {@dice 1d6} times on {@table Magic Item Table C}.\"],[\"51-54\",\"{@dice 2d4} (5) 250 gp art objects\",\"Roll {@dice 1d4} times on {@table Magic Item Table D}.\"],[\"55-58\",\"{@dice 2d4} (5) 750 gp art objects\",\"Roll {@dice 1d4} times on {@table Magic Item Table D}.\"],[\"59-62\",\"{@dice 3d6} (10) 500 gp gems\",\"Roll {@dice 1d4} times on {@table Magic Item Table D}.\"],[\"63-66\",\"{@dice 3d6} (10) 1,000 gp gems\",\"Roll {@dice 1d4} times on {@table Magic Item Table D}.\"],[\"67-68\",\"{@dice 2d4} (5) 250 gp art objects\",\"Roll once on {@table Magic Item Table E}.\"],[\"69-70\",\"{@dice 2d4} (5) 750 gp art objects\",\"Roll once on {@table Magic Item Table E}.\"],[\"71-72\",\"{@dice 3d6} (10) 500 gp gems\",\"Roll once on {@table Magic Item Table E}.\"],[\"73-74\",\"{@dice 3d6} (10) 1,000 gp gems\",\"Roll once on {@table Magic Item Table E}.\"],[\"75-76\",\"{@dice 2d4} (5) 250 gp art objects\",\"Roll once on {@table Magic Item Table F} and {@dice 1d4} times on {@table Magic Item Table G}.\"],[\"77-78\",\"{@dice 2d4} (5) 750 gp art objects\",\"Roll once on {@table Magic Item Table F} and {@dice 1d4} times on {@table Magic Item Table G}.\"],[\"79-80\",\"{@dice 3d6} (10) 500 gp gems\",\"Roll once on {@table Magic Item Table F} and {@dice 1d4} times on {@table Magic Item Table G}.\"],[\"81-82\",\"{@dice 3d6} (10) 1,000 gp gems\",\"Roll once on {@table Magic Item Table F} and {@dice 1d4} times on {@table Magic Item Table G}.\"],[\"83-85\",\"{@dice 2d4} (5) 250 gp art objects\",\"Roll {@dice 1d4} times on {@table Magic Item Table H}.\"],[\"86-88\",\"{@dice 2d4} (5) 750 gp art objects\",\"Roll {@dice 1d4} times on {@table Magic Item Table H}.\"],[\"89-90\",\"{@dice 3d6} (10) 500 gp gems\",\"Roll {@dice 1d4} times on {@table Magic Item Table H}.\"],[\"91-92\",\"{@dice 3d6} (10) 1,000 gp gems\",\"Roll {@dice 1d4} times on {@table Magic Item Table H}.\"],[\"93-94\",\"{@dice 2d4} (5) 250 gp art objects\",\"Roll once on {@table Magic Item Table I}.\"],[\"95-96\",\"{@dice 2d4} (5) 750 gp art objects\",\"Roll once on {@table Magic Item Table I}.\"],[\"97-98\",\"{@dice 3d6} (10) 500 gp gems\",\"Roll once on {@table Magic Item Table I}.\"],[\"99-00\",\"{@dice 3d6} (10) 1,000 gp gems\",\"Roll once on {@table Magic Item Table I}.\"]]}],\"page\":133,\"source\":\"DMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":7}},{\"type\":\"tableGroup\",\"name\":\"Treasure Hoard: Challenge 17+\",\"tables\":[{\"type\":\"table\",\"caption\":\"Treasure Hoard: Challenge 17+\",\"colLabels\":[\"\",\"CP\",\"SP\",\"EP\",\"GP\",\"PP\"],\"colStyles\":[\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\"],\"rows\":[[\"{@b Coins}\",\"—\",\"—\",\"—\",\"{@dice 12d6 × 1,000} (42,000)\",\"{@dice 8d6 × 1,000} (28,000)\"]]},{\"type\":\"table\",\"colLabels\":[\"d100\",\"Gems or Art Objects\",\"Magic Items\"],\"colStyles\":[\"col-2 text-center\",\"col-3\",\"col-9\"],\"rows\":[[\"01-02\",\"—\",\"—\"],[\"03-05\",\"{@dice 3d6} (10) 1,000 gp gems\",\"Roll {@dice 1d8} times on {@table Magic Item Table C}.\"],[\"06-08\",\"{@dice 1d10} (5) 2,500 gp art objects\",\"Roll {@dice 1d8} times on {@table Magic Item Table C}.\"],[\"09-11\",\"{@dice 1d4} (2) 7,500 gp art objects\",\"Roll {@dice 1d8} times on {@table Magic Item Table C}.\"],[\"12-14\",\"{@dice 1d8} (4) 5,000 gp gems\",\"Roll {@dice 1d8} times on {@table Magic Item Table C}.\"],[\"15-22\",\"{@dice 3d6} (10) 1,000 gp gems\",\"Roll {@dice 1d6} times on {@table Magic Item Table D}.\"],[\"23-30\",\"{@dice 1d10} (5) 2,500 gp art objects\",\"Roll {@dice 1d6} times on {@table Magic Item Table D}.\"],[\"31-38\",\"{@dice 1d4} (2) 7,500 gp art objects\",\"Roll {@dice 1d6} times on {@table Magic Item Table D}.\"],[\"39-46\",\"{@dice 1d8} (4) 5,000 gp gems\",\"Roll {@dice 1d6} times on {@table Magic Item Table D}.\"],[\"47-52\",\"{@dice 3d6} (10) 1,000 gp gems\",\"Roll {@dice 1d6} times on {@table Magic Item Table E}.\"],[\"53-58\",\"{@dice 1d10} (5) 2,500 gp art objects\",\"Roll {@dice 1d6} times on {@table Magic Item Table E}.\"],[\"59-63\",\"{@dice 1d4} (2) 7,500 gp art objects\",\"Roll {@dice 1d6} times on {@table Magic Item Table E}.\"],[\"64-68\",\"{@dice 1d8} (4) 5,000 gp gems\",\"Roll {@dice 1d6} times on {@table Magic Item Table E}.\"],[\"69\",\"{@dice 3d6} (10) 1,000 gp gems\",\"Roll {@dice 1d4} times on {@table Magic Item Table G}.\"],[\"70\",\"{@dice 1d10} (5) 2,500 gp art objects\",\"Roll {@dice 1d4} times on {@table Magic Item Table G}.\"],[\"71\",\"{@dice 1d4} (2) 7,500 gp art objects\",\"Roll {@dice 1d4} times on {@table Magic Item Table G}.\"],[\"72\",\"{@dice 1d8} (4) 5,000 gp gems\",\"Roll {@dice 1d4} times on {@table Magic Item Table G}.\"],[\"73-74\",\"{@dice 3d6} (10) 1,000 gp gems\",\"Roll {@dice 1d4} times on {@table Magic Item Table H}.\"],[\"75-76\",\"{@dice 1d10} (5) 2,500 gp art objects\",\"Roll {@dice 1d4} times on {@table Magic Item Table H}.\"],[\"77-78\",\"{@dice 1d4} (2) 7,500 gp art objects\",\"Roll {@dice 1d4} times on {@table Magic Item Table H}.\"],[\"79-80\",\"{@dice 1d8} (4) 5,000 gp gems\",\"Roll {@dice 1d4} times on {@table Magic Item Table H}.\"],[\"81-85\",\"{@dice 3d6} (10) 1,000 gp gems\",\"Roll {@dice 1d4} times on {@table Magic Item Table I}.\"],[\"86-90\",\"{@dice 1d10} (5) 2,500 gp art objects\",\"Roll {@dice 1d4} times on {@table Magic Item Table I}.\"],[\"91-95\",\"{@dice 1d4} (2) 7,500 gp art objects\",\"Roll {@dice 1d4} times on {@table Magic Item Table I}.\"],[\"96-00\",\"{@dice 1d8} (4) 5,000 gp gems\",\"Roll {@dice 1d4} times on {@table Magic Item Table I}.\"]]}],\"page\":133,\"source\":\"DMG\",\"chapter\":{\"name\":\"Treasure\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":7},\"index\":7}},{\"type\":\"tableGroup\",\"name\":\"Charisma Check; Conversation Reaction\",\"tables\":[{\"type\":\"table\",\"caption\":\"Conversation Reaction\",\"colLabels\":[\"DC\",\"Friendly Creature's Reaction\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"0\",\"The creature does as asked without taking risks or making sacrifices.\"],[\"10\",\"The creature accepts a minor risk or sacrifice to do as asked.\"],[\"20\",\"The creature accepts a significant risk or sacrifice to do as asked.\"]]},{\"type\":\"table\",\"colLabels\":[\"DC\",\"Indifferent Creature's Reaction\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"0\",\"The creature offers no help but does no harm.\"],[\"10\",\"The creature does as asked as long as no risks or sacrifices are involved.\"],[\"20\",\"The creature accepts a minor risk or sacrifice to do as asked.\"]]},{\"type\":\"table\",\"colLabels\":[\"DC\",\"Hostile Creature's Reaction\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"0\",\"The creature opposes the adventurers' actions and might take risks to do so.\"],[\"10\",\"The creature offers no help but does no harm.\"],[\"20\",\"The creature does as asked as long as no risks or sacrifices are involved.\"]]}],\"page\":245,\"source\":\"DMG\",\"chapter\":{\"name\":\"Running the Game\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":8},\"index\":8}},{\"type\":\"tableGroup\",\"name\":\"Explosives\",\"tables\":[{\"type\":\"table\",\"caption\":\"Explosives\",\"colLabels\":[\"Renaissance Item\",\"Cost\",\"Weight\"],\"colStyles\":[\"col-8\",\"col-2 text-right\",\"col-2 text-right\"],\"rows\":[[\"{@item Bomb}\",\"150 gp\",\"1 lb.\"],[\"{@item Gunpowder Keg||Gunpowder, keg}\",\"250 gp\",\"20 lb.\"],[\"{@item Gunpowder Horn||Gunpowder, powder horn}\",\"35 gp\",\"2 lb.\"]]},{\"type\":\"table\",\"colLabels\":[\"Modern Item\",\"Cost\",\"Weight\"],\"colStyles\":[\"col-8 text\",\"col-2 text-right\",\"col-2 text-right\"],\"rows\":[[\"{@item Dynamite (stick)}\",\"—\",\"1 lb.\"],[\"{@item Fragmentation Grenade||Grenade, fragmentation}\",\"—\",\"1 lb.\"],[\"{@item Smoke Grenade||Grenade, smoke}\",\"—\",\"2 lb.\"],[\"{@item Grenade Launcher||Grenade launcher}\",\"—\",\"7 lb.\"]]}],\"page\":267,\"source\":\"DMG\",\"chapter\":{\"name\":\"Dungeon Master's Workshop\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":9},\"index\":9}},{\"type\":\"tableGroup\",\"name\":\"Adventuring Options; Firearms\",\"tables\":[{\"type\":\"table\",\"caption\":\"Firearms\",\"colLabels\":[\"Renaissance Item\",\"Cost\",\"Damage\",\"Weight\",\"Properties\"],\"colStyles\":[\"col-3\",\"col-1\",\"col-2\",\"col-1\",\"col-5\"],\"rows\":[[\"{@i Martial Ranged Weapons}\",\"\",\"\",\"\",\"\"],{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Pistol\",\"250 gp\",\"{@dice 1d10} piercing\",\"3 lb.\",\"Ammunition (range 30/90), loading\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Musket\",\"500 gp\",\"{@dice 1d12} piercing\",\"10 lb.\",\"Ammunition (range 40/120), loading, two-handed\"]},[\"{@i Ammunition}\",\"\",\"\",\"\",\"\"],{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Bullets (10)\",\"3 gp\",\"—\",\"2 lb.\",\"—\"]}]},{\"type\":\"table\",\"colLabels\":[\"Modern Item\",\"Cost\",\"Damage\",\"Weight\",\"Properties\"],\"colStyles\":[\"col-3\",\"col-1\",\"col-2\",\"col-1\",\"col-5\"],\"rows\":[[\"{@i Martial Ranged Weapons}\",\"\",\"\",\"\",\"\"],{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Pistol, automatic\",\"—\",\"{@dice 2d6} piercing\",\"3 lb.\",\"Ammunition (range 50/150), reload (15 shots)\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Revolver\",\"—\",\"{@dice 2d8} piercing\",\"3 lb.\",\"Ammunition (range 40/120), reload (6 shots)\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Rifle, hunting\",\"—\",\"{@dice 2d10} piercing\",\"8 lb.\",\"Ammunition (range 80/240), reload (5 shots), two-handed\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Rifle, automatic\",\"—\",\"{@dice 2d8} piercing\",\"8 lb.\",\"Ammunition (range 80/240), burst fire, reload (30 shots), two-handed\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Shotgun\",\"—\",\"{@dice 2d8} piercing\",\"7 lb.\",\"Ammunition (range 30/90), reload (2 shots), two-handed\"]},[\"{@i Ammunition}\",\"\",\"\",\"\",\"\"],{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Bullets (10)\",\"—\",\"—\",\"1 lb.\",\"—\"]}]},{\"type\":\"table\",\"colLabels\":[\"Futuristic Item\",\"Cost\",\"Damage\",\"Weight\",\"Properties\"],\"colStyles\":[\"col-3\",\"col-1\",\"col-2\",\"col-1\",\"col-5\"],\"rows\":[[\"{@i Martial Ranged Weapons}\",\"\",\"\",\"\",\"\"],{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Laser pistol\",\"—\",\"{@dice 3d6} radiant\",\"2 lb.\",\"Ammunition (range 40/120), reload (50 shots)\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Antimatter rifle\",\"—\",\"{@dice 6d8} necrotic\",\"10 lb.\",\"Ammunition (range 120/360), reload (2 shots), two-handed\"]},{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Laser rifle\",\"—\",\"{@dice 3d8} radiant\",\"7 lb.\",\"Ammunition (range 100/300), reload (30 shots), two-handed\"]},[\"{@i Ammunition}\",\"\",\"\",\"\",\"\"],{\"type\":\"row\",\"style\":\"row-indent-first\",\"row\":[\"Energy cell\",\"—\",\"—\",\"5 oz.\",\"—\"]}]}],\"page\":266,\"source\":\"DMG\",\"chapter\":{\"name\":\"Dungeon Master's Workshop\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":9},\"index\":9}},{\"type\":\"tableGroup\",\"name\":\"Speed Factor Initiative Modifiers\",\"tables\":[{\"type\":\"table\",\"caption\":\"Speed Factor Initiative Modifiers\",\"colLabels\":[\"Factor\",\"Initiative Modifier\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"Spellcasting\",\"Subtract the spell's level\"],[\"Melee, heavy weapon\",\"-2\"],[\"Melee, light or finesse weapon\",\"+2\"],[\"Melee, two-handed weapon\",\"-2\"],[\"Ranged, loading weapon\",\"-5\"]]},{\"type\":\"table\",\"colLabels\":[\"Creature Size\",\"Initiative Modifier\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"Tiny\",\"+5\"],[\"Small\",\"+2\"],[\"Medium\",\"+0\"],[\"Large\",\"-2\"],[\"Huge\",\"-5\"],[\"Gargantuan\",\"-8\"]]}],\"page\":270,\"source\":\"DMG\",\"chapter\":{\"name\":\"Dungeon Master's Workshop\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":9},\"index\":9}},{\"type\":\"tableGroup\",\"name\":\"DM Screen; Name Generator\",\"tables\":[{\"type\":\"table\",\"colLabels\":[\"d20\",\"Beginning\"],\"caption\":\"Name Generator\",\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[1,\"—\"],[2,\"—\"],[3,\"—\"],[4,\"—\"],[5,\"A-\"],[6,\"Be-\"],[7,\"De-\"],[8,\"El-\"],[9,\"Fa-\"],[10,\"Jo-\"],[11,\"Ki-\"],[12,\"La-\"],[13,\"Ma-\"],[14,\"Na-\"],[15,\"O-\"],[16,\"Pa-\"],[17,\"Re-\"],[18,\"Se-\"],[19,\"Si-\"],[20,\"Ta-\"]]},{\"type\":\"table\",\"colLabels\":[\"d20\",\"Middle\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[1,\"bar\"],[2,\"ched\"],[3,\"dell\"],[4,\"far\"],[5,\"gran\"],[6,\"hal\"],[7,\"jen\"],[8,\"kel\"],[9,\"lim\"],[10,\"mor\"],[11,\"net\"],[12,\"penn\"],[13,\"quil\"],[14,\"rond\"],[15,\"sark\"],[16,\"shen\"],[17,\"tur\"],[18,\"vash\"],[19,\"yor\"],[20,\"zen\"]]},{\"type\":\"table\",\"colLabels\":[\"d20\",\"End\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[1,\"—\"],[2,\"-a\"],[3,\"-ac\"],[4,\"-ai\"],[5,\"-al\"],[6,\"-am\"],[7,\"-an\"],[8,\"-ar\"],[9,\"-ea\"],[10,\"-el\"],[11,\"-er\"],[12,\"-ess\"],[13,\"-ett\"],[14,\"-ic\"],[15,\"-id\"],[16,\"-il\"],[17,\"-in\"],[18,\"-is\"],[19,\"-or\"],[20,\"-us\"]]}],\"source\":\"Screen\"},{\"type\":\"tableGroup\",\"name\":\"DM Screen; Encounter Distance\",\"tables\":[{\"type\":\"table\",\"colLabels\":[\"Terrain\",\"Encounter Distance\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"Arctic, desert, farmland, or grassland\",\"{@dice 6d6 × 10} feet\"],[\"Forest, swamp, or woodland\",\"{@dice 2d8 × 10} feet\"],[\"Hills or wastelands\",\"{@dice 2d10 × 10} feet\"],[\"Jungle\",\"{@dice 2d6 × 10} feet\"],[\"Mountains\",\"{@dice 4d10 × 10} feet\"]]},{\"type\":\"table\",\"colLabels\":[\"Audible Distance\",\"\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"Trying to be quiet\",\"{@dice 2d6 × 5} feet\"],[\"Normal noise level\",\"{@dice 2d6 × 10} feet\"],[\"Very loud\",\"{@dice 2d6 × 50} feet\"]]},{\"type\":\"table\",\"colLabels\":[\"Visibility Outdoors\",\"\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"Clear day, no obstructions\",\"2 miles\"],[\"Rain\",\"1 mile\"],[\"Fog\",\"100 to 300 feet\"],[\"From a height\",\"× 20\"]]}],\"source\":\"Screen\"},{\"type\":\"tableGroup\",\"name\":\"Roleplaying Gnolls and Cultists of Yeenoghu\",\"tables\":[{\"type\":\"table\",\"caption\":\"Gnoll/Cultist Physical Features\",\"colLabels\":[\"d12\",\"Physical Feature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Missing an arm\"],[\"2\",\"Infested with maggots\"],[\"3\",\"Fur matted with dried blood\"],[\"4\",\"Missing an eye\"],[\"5\",\"Walks with a severe limp\"],[\"6\",\"Covered in burn wounds\"],[\"7\",\"Vestigial twin embedded on back\"],[\"8\",\"Loud, wheezing breaths\"],[\"9\",\"Drool is mildly acidic\"],[\"10\",\"Covered in weeping sores\"],[\"11\",\"Horrific smell of rot\"],[\"12\",\"Weapon still embedded in old wound\"]]},{\"type\":\"table\",\"caption\":\"Gnoll/Cultist Personality Trait\",\"colLabels\":[\"d6\",\"Personality Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Once an enemy defies me, I dedicate everything to its destruction.\"],[\"2\",\"The best enemy to fight is one caught by surprise.\"],[\"3\",\"I hate the sun and travel only by night.\"],[\"4\",\"I have stopped using language and instead rely on growls and shrieks.\"],[\"5\",\"I have no fear of death and welcome it in battle.\"],[\"6\",\"My berserk fury makes a rabid dog look gentle.\"]]},{\"type\":\"table\",\"caption\":\"Gnoll/Cultist Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Strength. I must remain strong to survive. (Any)\"],[\"2\",\"Slaughter. If I destroy the weak, I please Yeenoghu. (Evil)\"],[\"3\",\"Destruction. Yeenoghu will return when only those worthy of his fury remain. (Evil)\"],[\"4\",\"Paranoia. Others are planning to kill and eat me. I must find a way to kill and eat them first. (Chaotic)\"],[\"5\",\"Self-Sufficiency. When the time comes, even my allies will die by my hand. (Evil)\"],[\"6\",\"Leadership. I am not part of the pack. I am above it. (Chaotic)\"]]},{\"type\":\"table\",\"caption\":\"Gnoll/Cultist Bonds\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I would die before betraying the Lord of Savagery.\"],[\"2\",\"I would follow the leader of our war band anywhere and gladly sacrifice myself to protect him or her.\"],[\"3\",\"I cull the weak from our war band, so that we remain strong.\"],[\"4\",\"Yeenoghu's omens guide my every choice.\"],[\"5\",\"If I die in battle, I was simply too weak to please Yeenoghu.\"],[\"6\",\"I devour the weak to purge them from the world, the strong to blunt their power.\"]]},{\"type\":\"table\",\"caption\":\"Gnoll/Cultist Flaws\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I lack tactical guile and rely on overwhelming attacks.\"],[\"2\",\"I flee from opponents that can match my strength.\"],[\"3\",\"My supposed allies are my first victims.\"],[\"4\",\"Deep down inside, I am terrified I will fail Yeenoghu.\"],[\"5\",\"My desire to torment my foes sometimes gives them the opportunity to outwit me.\"],[\"6\",\"My arrogance causes me to overlook opportunities.\"]]}],\"page\":36,\"source\":\"VGM\",\"chapter\":{\"name\":\"Monster Lore\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"type\":\"tableGroup\",\"name\":\"Background; I became...\",\"tables\":[{\"type\":\"table\",\"caption\":\"Acolyte\",\"colLabels\":[\"d6\",\"I became an acolyte because...\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I ran away from home at an early age and found refuge in a temple.\"],[\"2\",\"My family gave me to a temple, since they were unable or unwilling to care for me.\"],[\"3\",\"I grew up in a household with strong religious convictions. Entering the service of one or more gods seemed natural.\"],[\"4\",\"An impassioned sermon struck a chord deep in my soul and moved me to serve the faith.\"],[\"5\",\"I followed a childhood friend, a respected acquaintance, or someone I loved into religious service.\"],[\"6\",\"After encountering a true servant of the gods, I was so inspired that I immediately entered the service of a religious group.\"]]},{\"type\":\"table\",\"caption\":\"Charlatan\",\"colLabels\":[\"d6\",\"I became a charlatan because...\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I was left to my own devices, and my knack for manipulating others helped me survive.\"],[\"2\",\"I learned early on that people are gullible and easy to exploit.\"],[\"3\",\"I often got in trouble, but I managed to talk my way out of it every time.\"],[\"4\",\"I took up with a confidence artist, from whom I learned my craft.\"],[\"5\",\"After a charlatan fleeced my family, I decided to learn the trade so I would never be fooled by such deception again.\"],[\"6\",\"I was poor or I feared becoming poor, so I learned the tricks I needed to keep myself out of poverty.\"]]},{\"type\":\"table\",\"caption\":\"Criminal\",\"colLabels\":[\"d6\",\"I became a criminal because...\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I resented authority in my younger days and saw a life of crime as the best way to fight against tyranny and oppression.\"],[\"2\",\"Necessity forced me to take up the life, since it was the only way I could survive.\"],[\"3\",\"I fell in with a gang of reprobates and ne'er-do-wells, and I learned my specialty from them.\"],[\"4\",\"A parent or relative taught me my criminal specialty to prepare me for the family business.\"],[\"5\",\"I left home and found a place in a thieves' guild or some other criminal organization.\"],[\"6\",\"I was always bored, so I turned to crime to pass the time and discovered I was quite good at it.\"]]},{\"type\":\"table\",\"caption\":\"Entertainer\",\"colLabels\":[\"d6\",\"I became an entertainer because...\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Members of my family made ends meet by performing, so it was fitting for me to follow their example.\"],[\"2\",\"I always had a keen insight into other people, enough so that I could make them laugh or cry with my stories or songs.\"],[\"3\",\"I ran away from home to follow a minstrel troupe.\"],[\"4\",\"I saw a bard perform once, and I knew from that moment on what I was born to do.\"],[\"5\",\"I earned coin by performing on street corners and eventually made a name for myself.\"],[\"6\",\"A traveling entertainer took me in and taught me the trade.\"]]},{\"type\":\"table\",\"caption\":\"Folk Hero\",\"colLabels\":[\"d6\",\"I became a folk hero because...\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I learned what was right and wrong from my family.\"],[\"2\",\"I was always enamored by tales of heroes and wished I could be something more than ordinary.\"],[\"3\",\"I hated my mundane life, so when it was time for someone to step up and do the right thing, I took my chance.\"],[\"4\",\"A parent or one of my relatives was an adventurer, and I was inspired by that person's courage.\"],[\"5\",\"A mad old hermit spoke a prophecy when I was born, saying that I would accomplish great things.\"],[\"6\",\"I have always stood up for those who are weaker than I am.\"]]},{\"type\":\"table\",\"caption\":\"Guild Artisan\",\"colLabels\":[\"d6\",\"I became a guild artisan because...\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I was apprenticed to a master who taught me the guild's business.\"],[\"2\",\"I helped a guild artisan keep a secret or complete a task, and in return I was taken on as an apprentice.\"],[\"3\",\"One of my family members who belonged to the guild made a place for me.\"],[\"4\",\"I was always good with my hands, so I took the opportunity to learn a trade.\"],[\"5\",\"I wanted to get away from my home situation and start a new life.\"],[\"6\",\"I learned the essentials of my craft from a mentor but had to join the guild to finish my training.\"]]},{\"type\":\"table\",\"caption\":\"Hermit\",\"colLabels\":[\"d6\",\"I became a hermit because...\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"My enemies ruined my reputation, and I fled to the wilds to avoid further disparagement.\"],[\"2\",\"I am comfortable with being isolated, as I seek inner peace.\"],[\"3\",\"I never liked the people I called my friends, so it was easy for me to strike out on my own.\"],[\"4\",\"I felt compelled to forsake my past, but did so with great reluctance, and sometimes I regret making that decision.\"],[\"5\",\"I lost everything-my home, my family, my friends. Going it alone was all I could do.\"],[\"6\",\"Society's decadence disgusted me, so I decided to leave it behind.\"]]},{\"type\":\"table\",\"caption\":\"Noble\",\"colLabels\":[\"d6\",\"I became a noble because...\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I come from an old and storied family, and it fell to me to preserve the family name.\"],[\"2\",\"My family has been disgraced, and I intend to clear our name.\"],[\"3\",\"My family recently came by its title, and that elevation thrust us into a new and strange world.\"],[\"4\",\"My family has a title, but none of my ancestors have distinguished themselves since we gained it.\"],[\"5\",\"My family is filled with remarkable people. I hope to live up to their example.\"],[\"6\",\"I hope to increase my family's power and influence.\"]]},{\"type\":\"table\",\"caption\":\"Outlander\",\"colLabels\":[\"d6\",\"I became an outlander because...\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I spent a lot of time in the wilderness as a youngster, and I came to love that way of life.\"],[\"2\",\"From a young age, I couldn't abide the stink of the cities and preferred to spend my time in nature.\"],[\"3\",\"I came to understand the darkness that lurks in the wilds, and I vowed to combat it.\"],[\"4\",\"My people lived on the edges of civilization, and I learned the methods of survival from my family.\"],[\"5\",\"After a tragedy I retreated to the wilderness, leaving my old life behind.\"],[\"6\",\"My family moved away from civilization, and I learned to adapt to my new environment.\"]]},{\"type\":\"table\",\"caption\":\"Sage\",\"colLabels\":[\"d6\",\"I became a sage because...\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I was naturally curious, so I packed up and went to a university to learn more about the world.\"],[\"2\",\"My mentor's teachings opened my mind to new possibilities in that field of study.\"],[\"3\",\"I was always an avid reader, and I learned much about my favorite topic on my own.\"],[\"4\",\"I discovered an old library and pored over the texts I found there. That experience awakened a hunger for more knowledge.\"],[\"5\",\"I impressed a wizard who told me I was squandering my talents and should seek out an education to take advantage of my gifts.\"],[\"6\",\"One of my parents or a relative gave me a basic education that whetted my appetite, and I left home to build on what I had learned.\"]]},{\"type\":\"table\",\"caption\":\"Sailor\",\"colLabels\":[\"d6\",\"I became a sailor because...\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I was press-ganged by pirates and forced to serve on their ship until I finally escaped.\"],[\"2\",\"I wanted to see the world, so I signed on as a deck-hand for a merchant ship.\"],[\"3\",\"One of my relatives was a sailor who took me to sea.\"],[\"4\",\"I needed to escape my community quickly, so I stowed away on a ship. When the crew found me, I was forced to work for my passage.\"],[\"5\",\"Reavers attacked my community, so I found refuge on a ship until I could seek vengeance.\"],[\"6\",\"I had few prospects where I was living, so I left to find my fortune elsewhere.\"]]},{\"type\":\"table\",\"caption\":\"Soldier\",\"colLabels\":[\"d6\",\"I became a soldier because...\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I joined the militia to help protect my community from monsters.\"],[\"2\",\"A relative of mine was a soldier, and I wanted to carry on the family tradition.\"],[\"3\",\"The local lord forced me to enlist in the army.\"],[\"4\",\"War ravaged my homeland while I was growing up. Fighting was the only life I ever knew.\"],[\"5\",\"I wanted fame and fortune, so I joined a mercenary company, selling my sword to the highest bidder.\"],[\"6\",\"Invaders attacked my homeland. It was my duty to take up arms in defense of my people.\"]]},{\"type\":\"table\",\"caption\":\"Urchin\",\"colLabels\":[\"d6\",\"I became an urchin because...\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Wanderlust caused me to leave my family to see the world. I look after myself.\"],[\"2\",\"I ran away from a bad situation at home and made my own way in the world.\"],[\"3\",\"Monsters wiped out my village, and I was the sole survivor. I had to find a way to survive.\"],[\"4\",\"A notorious thief looked after me and other orphans, and we spied and stole to earn our keep.\"],[\"5\",\"One day I woke up on the streets, alone and hungry, with no memory of my early childhood.\"],[\"6\",\"My parents died, leaving no one to look after me. I raised myself.\"]]}],\"page\":64,\"source\":\"XGE\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"type\":\"tableGroup\",\"name\":\"Class Training; I became...\",\"tables\":[{\"type\":\"table\",\"caption\":\"Barbarian\",\"colLabels\":[\"d6\",\"I became a barbarian because...\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"My devotion to my people lifted me in battle, making me powerful and dangerous.\"],[\"2\",\"The spirits of my ancestors called on me to carry out a great task.\"],[\"3\",\"I lost control in battle one day, and it was as if something else was manipulating my body, forcing it to kill every foe I could reach.\"],[\"4\",\"I went on a spiritual journey to find myself and instead found a spirit animal to guide, protect, and inspire me.\"],[\"5\",\"I was struck by lightning and lived. Afterward, I found a new strength within me that let me push beyond my limitations.\"],[\"6\",\"My anger needed to be channeled into battle, or I risked becoming an indiscriminate killer.\"]]},{\"type\":\"table\",\"caption\":\"Bard\",\"colLabels\":[\"d6\",\"I became a bard because...\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I awakened my latent bardic abilities through trial and error.\"],[\"2\",\"I was a gifted performer and attracted the attention of a master bard who schooled me in the old techniques.\"],[\"3\",\"I joined a loose society of scholars and orators to learn new techniques of performance and magic.\"],[\"4\",\"I felt a calling to recount the deeds of champions and heroes, to bring them alive in song and story.\"],[\"5\",\"I joined one of the great colleges to learn old lore, the secrets of magic, and the art of performance.\"],[\"6\",\"I picked up a musical instrument one day and instantly discovered that I could play it.\"]]},{\"type\":\"table\",\"caption\":\"Cleric\",\"colLabels\":[\"d6\",\"I became a cleric because...\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A supernatural being in service to the gods called me to become a divine agent in the world.\"],[\"2\",\"I saw the injustice and horror in the world and felt moved to take a stand against them.\"],[\"3\",\"My god gave me an unmistakable sign. I dropped everything to serve the divine.\"],[\"4\",\"Although I was always devout, it wasn't until I completed a pilgrimage that I knew my true calling.\"],[\"5\",\"I used to serve in my religion's bureaucracy but found I needed to work in the world, to bring the message of my faith to the darkest corners of the land.\"],[\"6\",\"I realize that my god works through me, and I do as commanded, even though I don't know why I was chosen to serve.\"]]},{\"type\":\"table\",\"caption\":\"Druid\",\"colLabels\":[\"d6\",\"I became a druid because...\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I saw too much devastation in the wild places, too much of nature's splendor ruined by the despoilers. I joined a circle of druids to fight back against the enemies of nature.\"],[\"2\",\"I found a place among a group of druids after I fled a catastrophe.\"],[\"3\",\"I have always had an affinity for animals, so I explored my talent to see how I could best use it.\"],[\"4\",\"I befriended a druid and was moved by druidic teachings. I decided to follow my friend's guidance and give something back to the world.\"],[\"5\",\"While I was growing up, I saw spirits all around me-entities no one else could perceive. I sought out the druids to help me understand the visions and communicate with these beings.\"],[\"6\",\"I have always felt disgust for creatures of unnatural origin. For this reason, I immersed myself in the study of the druidic mysteries and became a champion of the natural order.\"]]},{\"type\":\"table\",\"caption\":\"Fighter\",\"colLabels\":[\"d6\",\"I became a fighter because...\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I wanted to hone my combat skills, and so I joined a war college.\"],[\"2\",\"I squired for a knight who taught me how to fight, care for a steed, and conduct myself with honor. I decided to take up that path for myself.\"],[\"3\",\"Horrible monsters descended on my community, killing someone I loved. I took up arms to destroy those creatures and others of a similar nature.\"],[\"4\",\"I joined the army and learned how to fight as part of a group.\"],[\"5\",\"I grew up fighting, and I refined my talents by defending myself against people who crossed me.\"],[\"6\",\"I could always pick up just about any weapon and know how to use it effectively.\"]]},{\"type\":\"table\",\"caption\":\"Monk\",\"colLabels\":[\"d6\",\"I became a monk because...\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I was chosen to study at a secluded monastery. There, I was taught the fundamental techniques required to eventually master a tradition.\"],[\"2\",\"I sought instruction to gain a deeper understanding of existence and my place in the world.\"],[\"3\",\"I stumbled into a portal to the Shadowfell and took refuge in a strange monastery, where I learned how to defend myself against the forces of darkness.\"],[\"4\",\"I was overwhelmed with grief after losing someone close to me, and I sought the advice of philosophers to help me cope with my loss.\"],[\"5\",\"I could feel that a special sort of power lay within me, so I sought out those who could help me call it forth and master it.\"],[\"6\",\"I was wild and undisciplined as a youngster, but then I realized the error of my ways. I applied to a monastery and became a monk as a way to live a life of discipline.\"]]},{\"type\":\"table\",\"caption\":\"Paladin\",\"colLabels\":[\"d6\",\"I became a paladin because...\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A fantastical being appeared before me and called on me to undertake a holy quest.\"],[\"2\",\"One of my ancestors left a holy quest unfulfilled, so I intend to finish that work.\"],[\"3\",\"The world is a dark and terrible place. I decided to serve as a beacon of light shining out against the gathering shadows.\"],[\"4\",\"I served as a paladin's squire, learning all I needed to swear my own sacred oath.\"],[\"5\",\"Evil must be opposed on all fronts. I feel compelled to seek out wickedness and purge it from the world.\"],[\"6\",\"Becoming a paladin was a natural consequence of my unwavering faith. In taking my vows, I became the holy sword of my religion.\"]]},{\"type\":\"table\",\"caption\":\"Ranger\",\"colLabels\":[\"d6\",\"I became a ranger because...\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I found purpose while I honed my hunting skills by bringing down dangerous animals at the edge of civilization.\"],[\"2\",\"I always had a way with animals, able to calm them with a soothing word and a touch.\"],[\"3\",\"I suffer from terrible wanderlust, so being a ranger gave me a reason not to remain in one place for too long.\"],[\"4\",\"I have seen what happens when the monsters come out from the dark. I took it upon myself to become the first line of defense against the evils that lie beyond civilization's borders.\"],[\"5\",\"I met a grizzled ranger who taught me woodcraft and the secrets of the wild lands.\"],[\"6\",\"I served in an army, learning the precepts of my profession while blazing trails and scouting enemy encampments.\"]]},{\"type\":\"table\",\"caption\":\"Rogue\",\"colLabels\":[\"d6\",\"I became a rogue because...\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I've always been nimble and quick of wit, so I decided to use those talents to help me make my way in the world.\"],[\"2\",\"An assassin or a thief wronged me, so I focused my training on mastering the skills of my enemy to better combat foes of that sort.\"],[\"3\",\"An experienced rogue saw something in me and taught me several useful tricks.\"],[\"4\",\"I decided to turn my natural lucky streak into the basis of a career, though I still realize that improving my skills is essential.\"],[\"5\",\"I took up with a group of ruffians who showed me how to get what I want through sneakiness rather than direct confrontation.\"],[\"6\",\"I'm a sucker for a shiny bauble or a sack of coins, as long as I can get my hands on it without risking life and limb.\"]]},{\"type\":\"table\",\"caption\":\"Sorcerer\",\"colLabels\":[\"d6\",\"I became a sorcerer because...\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"When I was born, all the water in the house froze solid, the milk spoiled, or all the iron turned to copper. My family is convinced that this event was a harbinger of stranger things to come for me.\"],[\"2\",\"I suffered a terrible emotional or physical strain, which brought forth my latent magical power. I have fought to control it ever since.\"],[\"3\",\"My immediate family never spoke of my ancestors, and when I asked, they would change the subject. It wasn't until I started displaying strange talents that the full truth of my heritage came out.\"],[\"4\",\"When a monster threatened one of my friends, I became filled with anxiety. I lashed out instinctively and blasted the wretched thing with a force that came from within me.\"],[\"5\",\"Sensing something special in me, a stranger taught me how to control my gift.\"],[\"6\",\"After I escaped from a magical conflagration, I realized that though I was unharmed, I was not unchanged. I began to exhibit unusual abilities that I am just beginning to understand.\"]]},{\"type\":\"table\",\"caption\":\"Warlock\",\"colLabels\":[\"d6\",\"I became a warlock because...\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"While wandering around in a forbidden place, I encountered an otherworldly being that offered to enter into a pact with me.\"],[\"2\",\"I was examining a strange tome I found in an abandoned library when the entity that would become my patron suddenly appeared before me.\"],[\"3\",\"I stumbled into the clutches of my patron after I accidentally stepped through a magical doorway.\"],[\"4\",\"When I was faced with a terrible crisis, I prayed to any being who would listen, and the creature that answered became my patron.\"],[\"5\",\"My future patron visited me in my dreams and offered great power in exchange for my service.\"],[\"6\",\"One of my ancestors had a pact with my patron, so that entity was determined to bind me to the same agreement.\"]]},{\"type\":\"table\",\"caption\":\"Wizard\",\"colLabels\":[\"d6\",\"I became a wizard because...\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An old wizard chose me from among several candidates to serve an apprenticeship.\"],[\"2\",\"When I became lost in a forest, a hedge wizard found me, took me in, and taught me the rudiments of magic.\"],[\"3\",\"I grew up listening to tales of great wizards and knew I wanted to follow their path. I strove to be accepted at an academy of magic and succeeded.\"],[\"4\",\"One of my relatives was an accomplished wizard who decided I was smart enough to learn the craft.\"],[\"5\",\"While exploring an old tomb, library, or temple, I found a spellbook. I was immediately driven to learn all I could about becoming a wizard.\"],[\"6\",\"I was a prodigy who demonstrated mastery of the arcane arts at an early age. When I became old enough to set out on my own, I did so to learn more magic and expand my power.\"]]}],\"page\":66,\"source\":\"XGE\",\"chapter\":{\"name\":\"Character Options\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":1}},{\"type\":\"tableGroup\",\"name\":\"Devil Customization Tables\",\"tables\":[{\"type\":\"table\",\"caption\":\"Devil Honorifics\",\"colLabels\":[\"d20\",\"Title\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"the Perceiver\"],[\"2\",\"Veteran of Avernus\"],[\"3\",\"the Insightful\"],[\"4\",\"Collector of Debts\"],[\"5\",\"the Summoner\"],[\"6\",\"Speaker of Profit\"],[\"7\",\"Chainer of Demons\"],[\"8\",\"the Conqueror\"],[\"9\",\"Glory Seeker\"],[\"10\",\"the Victorious\"],[\"11\",\"the Infiltrator\"],[\"12\",\"the Voluminous\"],[\"13\",\"the Stoic\"],[\"14\",\"the Shatterer\"],[\"15\",\"the Keeper\"],[\"16\",\"the Faithful\"],[\"17\",\"the Clever\"],[\"18\",\"the Chanter\"],[\"19\",\"the Indomitable\"],[\"20\",\"the Vicious\"]]},{\"type\":\"table\",\"caption\":\"Devil Personality Traits\",\"colLabels\":[\"d6\",\"Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I always have a scheme to make a profit.\"],[\"2\",\"Nobody is as smart as me, and I need to prove that all the time.\"],[\"3\",\"There's a rule for everything.\"],[\"4\",\"If I can't seize control, I'll serve in the meantime.\"],[\"5\",\"I'm a bully who backs down when faced with any sort of resistance.\"],[\"6\",\"Every problem can be solved with the use of force.\"]]},{\"type\":\"table\",\"caption\":\"Devil Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Loyalty. I keep my vows to my superior and respect those who do the same.\"],[\"2\",\"Law. I might not like the rules, but I obey them.\"],[\"3\",\"Ambition. The need to improve my station drives my every action.\"],[\"4\",\"Conquest. I am equal to the sum of the foes I have defeated in combat.\"],[\"5\",\"Cunning. Those who can see an advantage in the direst situation deserve respect.\"],[\"6\",\"Brutality. Overwhelming violence, and those who can deliver it, are worthy of obedience.\"]]},{\"type\":\"table\",\"caption\":\"Devil Bonds\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I and my comrades fought well in the Blood War, and our service demands respect.\"],[\"2\",\"Evil without law is a pointless exercise in destruction. Rules make us what we are.\"],[\"3\",\"Those who follow me rely on my wisdom to ensure their prosperity.\"],[\"4\",\"One day I will have revenge on those who defied me.\"],[\"5\",\"If I do my duty, in time I will be rewarded.\"],[\"6\",\"We don't corrupt mortals. We teach them enlightened self-interest.\"]]},{\"type\":\"table\",\"caption\":\"Devil Flaws\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"My frustration boils over into violence.\"],[\"2\",\"I obey the law, but I strain at its limits to the point of heresy.\"],[\"3\",\"I put the minimum effort possible into anything that isn't my own idea.\"],[\"4\",\"A low profile is the best defense of all.\"],[\"5\",\"I'm so reliant on the laws of the Nine Hells that I panic without their guidance.\"],[\"6\",\"I am secretly jealous of the freedom that mortals enjoy.\"]]}],\"page\":23,\"source\":\"MTF\",\"chapter\":{\"name\":\"The Blood War\",\"ordinal\":{\"type\":\"chapter\",\"identifier\":1},\"index\":0}},{\"type\":\"tableGroup\",\"name\":\"Dungeon Spread Decks\",\"page\":11,\"source\":\"DMTCRG\",\"tables\":[{\"type\":\"table\",\"caption\":\"Locations Deck\",\"page\":11,\"rows\":[[\"{@card Bridge|Deck of Many More Things|DMTCRG}\"],[\"{@card Cavern|Deck of Many More Things|DMTCRG}\"],[\"{@card Crossroads|Deck of Many More Things|DMTCRG}\"],[\"{@card Donjon|Deck of Many More Things|DMTCRG}\"],[\"{@card Maze|Deck of Many More Things|DMTCRG}\"],[\"{@card Path|Deck of Many More Things|DMTCRG}\"],[\"{@card Ruin|Deck of Many More Things|DMTCRG}\"],[\"{@card Tavern|Deck of Many More Things|DMTCRG}\"],[\"{@card Temple|Deck of Many More Things|DMTCRG}\"],[\"{@card Tomb|Deck of Many More Things|DMTCRG}\"],[\"{@card Tower|Deck of Many More Things|DMTCRG}\"]]},{\"type\":\"table\",\"caption\":\"Story Deck *\",\"page\":11,\"rows\":[[\"{@card Balance|Deck of Many More Things|DMTCRG}\"],[\"{@card Comet|Deck of Many More Things|DMTCRG}\"],[\"{@card Fates|Deck of Many More Things|DMTCRG}\"],[\"{@card Flames|Deck of Many More Things|DMTCRG}\"],[\"{@card Moon|Deck of Many More Things|DMTCRG}\"],[\"{@card Ship|Deck of Many More Things|DMTCRG}\"],[\"{@card Star|Deck of Many More Things|DMTCRG}\"],[\"{@card Sun|Deck of Many More Things|DMTCRG}\"],[\"{@card Talons|Deck of Many More Things|DMTCRG}\"],[\"{@card Void|Deck of Many More Things|DMTCRG}\"]],\"footnotes\":[\"* Optional\"]},{\"type\":\"table\",\"caption\":\"Features Deck\",\"page\":11,\"rows\":[[\"{@card Aberration|Deck of Many More Things|DMTCRG}\",\"{@card Mage|Deck of Many More Things|DMTCRG}\"],[\"{@card Beast|Deck of Many More Things|DMTCRG}\",\"{@card Map|Deck of Many More Things|DMTCRG}\"],[\"{@card Book|Deck of Many More Things|DMTCRG}\",\"{@card Monstrosity|Deck of Many More Things|DMTCRG}\"],[\"{@card Campfire|Deck of Many More Things|DMTCRG}\",\"{@card Ooze|Deck of Many More Things|DMTCRG}\"],[\"{@card Celestial|Deck of Many More Things|DMTCRG}\",\"{@card Pit|Deck of Many More Things|DMTCRG}\"],[\"{@card Construct|Deck of Many More Things|DMTCRG}\",\"{@card Plant|Deck of Many More Things|DMTCRG}\"],[\"{@card Corpse|Deck of Many More Things|DMTCRG}\",\"{@card Priest|Deck of Many More Things|DMTCRG}\"],[\"{@card Door|Deck of Many More Things|DMTCRG}\",\"{@card Prisoner|Deck of Many More Things|DMTCRG}\"],[\"{@card Dragon|Deck of Many More Things|DMTCRG}\",\"{@card Puzzle|Deck of Many More Things|DMTCRG}\"],[\"{@card Elemental|Deck of Many More Things|DMTCRG}\",\"{@card Ring|Deck of Many More Things|DMTCRG}\"],[\"{@card Euryale|Deck of Many More Things|DMTCRG}\",\"{@card Rogue|Deck of Many More Things|DMTCRG}\"],[\"{@card Expert|Deck of Many More Things|DMTCRG}\",\"{@card Sage|Deck of Many More Things|DMTCRG}\"],[\"{@card Fey|Deck of Many More Things|DMTCRG}\",\"{@card Shield|Deck of Many More Things|DMTCRG}\"],[\"{@card Fiend|Deck of Many More Things|DMTCRG}\",\"{@card Skull|Deck of Many More Things|DMTCRG}\"],[\"{@card Fool|Deck of Many More Things|DMTCRG}\",\"{@card Staff|Deck of Many More Things|DMTCRG}\"],[\"{@card Gem|Deck of Many More Things|DMTCRG}\",\"{@card Stairway|Deck of Many More Things|DMTCRG}\"],[\"{@card Giant|Deck of Many More Things|DMTCRG}\",\"{@card Statue|Deck of Many More Things|DMTCRG}\"],[\"{@card Humanoid|Deck of Many More Things|DMTCRG}\",\"{@card Throne|Deck of Many More Things|DMTCRG}\"],[\"{@card Jester|Deck of Many More Things|DMTCRG}\",\"{@card Tree|Deck of Many More Things|DMTCRG}\"],[\"{@card Key|Deck of Many More Things|DMTCRG}\",\"{@card Undead|Deck of Many More Things|DMTCRG}\"],[\"{@card Knight|Deck of Many More Things|DMTCRG}\",\"{@card Warrior|Deck of Many More Things|DMTCRG}\"],[\"{@card Lance|Deck of Many More Things|DMTCRG}\",\"{@card Well|Deck of Many More Things|DMTCRG}\"]]}],\"chapter\":{\"name\":\"Adventure Spreads\",\"index\":2}},{\"type\":\"tableGroup\",\"name\":\"Tables; Weather\",\"tables\":[{\"type\":\"table\",\"caption\":\"Weather\",\"colLabels\":[\"1d20\",\"Temperature\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1–14\",\"Normal for the season\"],[\"15–17\",\"{@dice 1d4 × 10} degrees Fahrenheit colder\"],[\"18–20\",\"{@dice 1d4 × 10} degrees Fahrenheit hotter\"]],\"data\":{\"tableChapterIgnore\":true}},{\"type\":\"table\",\"colLabels\":[\"1d20\",\"Wind\",\"Precipitation\"],\"colStyles\":[\"col-2 text-center\",\"col-2\",\"col-8\"],\"rows\":[[\"1–12\",\"None\",\"None\"],[\"13–17\",\"Light\",\"Light rain or light snowfall\"],[\"18–20\",\"Strong\",\"Heavy rain or heavy snowfall\"]],\"data\":{\"tableChapterIgnore\":true}}],\"source\":\"XScreen\",\"chapter\":{\"name\":\"DM Screen\",\"index\":0}}]}"); JSON_DATA[`data/generated/gendata-variantrules.json`] = JSON.parse("{\"variantrule\":[{\"type\":\"section\",\"name\":\"Parleying with Monsters\",\"page\":148,\"entries\":[{\"type\":\"quote\",\"entries\":[\"Why fight if a lively chat is possible? If things get out of hand, just show yourself out with a dimension door.\"],\"by\":\"Tasha\"},\"Meeting a monster doesn't have to spark a fight. An offering, like food, can calm some hostile monsters, and sapient creatures often prefer to talk than to draw weapons. If the adventurers try to parley with a monster, you may improvise the encounter or use the {@book social interaction rules|DMG|8|Social Interaction} in the {@book Dungeon Master's Guide|DMG}. Consider granting the characters advantage on any ability check they make to communicate with a creature if they offer something it wants. The \\\"{@area Monsters' Desires|377|x}\\\" section below suggest things that a creature might like, depending on its type.\",{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"book/TCE/095-04-006.webp\"},\"title\":\"Adventurers offer meat to an owlbear.\",\"width\":1200,\"height\":800,\"credit\":\"Robin Olausson\"},{\"type\":\"entries\",\"name\":\"Monster Research\",\"page\":148,\"entries\":[\"Adventurers can research what a creature is likely to desire. The Monster Research table suggests which skills can be used to learn about a creature of a particular type. The DC for a relevant ability check equals 10 + the creature's challenge rating.\",{\"type\":\"table\",\"caption\":\"Monster Research\",\"colLabels\":[\"Type\",\"Suggested Skills\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[\"Aberration\",\"{@skill Arcana}\"],[\"Beast\",\"{@skill Animal Handling}, {@skill Nature}, or {@skill Survival}\"],[\"Celestial\",\"{@skill Arcana} or {@skill Religion}\"],[\"Construct\",\"{@skill Arcana}\"],[\"Dragon\",\"{@skill Arcana}, {@skill History}, or {@skill Nature}\"],[\"Elemental\",\"{@skill Arcana} or {@skill Nature}\"],[\"Fey\",\"{@skill Arcana} or {@skill Nature}\"],[\"Fiend\",\"{@skill Arcana} or {@skill Religion}\"],[\"Giant\",\"{@skill History}\"],[\"Humanoid\",\"{@skill History}\"],[\"Monstrosity\",\"{@skill Nature} or {@skill Survival}\"],[\"Ooze\",\"{@skill Arcana} or {@skill Survival}\"],[\"Plant\",\"{@skill Nature} or {@skill Survival}\"],[\"Undead\",\"{@skill Arcana} or {@skill Religion}\"]]}]},{\"type\":\"entries\",\"name\":\"Monsters' Desires\",\"page\":148,\"entries\":[{\"type\":\"table\",\"caption\":\"Aberrations\",\"colLabels\":[\"d4\",\"Desired Offering\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The brain or other organs of a rare creature\"],[\"2\",\"Flattery and obsequiousness\"],[\"3\",\"Secrets or lore it doesn't already know\"],[\"4\",\"Accepting a strange, organic graft onto your body\"]]},{\"type\":\"table\",\"caption\":\"Beasts\",\"colLabels\":[\"d4\",\"Desired Offering\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Fresh meat\"],[\"2\",\"A soothing melody\"],[\"3\",\"Brightly colored beads, cloth, feathers, or string\"],[\"4\",\"An old stuffed animal or other soft trinket\"]]},{\"type\":\"table\",\"caption\":\"Celestials\",\"colLabels\":[\"d4\",\"Desired Offering\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The tale of a heroic figure\"],[\"2\",\"An oath to do three charitable deeds before dawn\"],[\"3\",\"The crown of a defeated tyrant\"],[\"4\",\"A holy relic or treasured family heirloom\"]]},{\"type\":\"table\",\"caption\":\"Constructs\",\"colLabels\":[\"d4\",\"Desired Offering\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Oil to apply to the construct's joints\"],[\"2\",\"A magic item with charges, to be used as fuel\"],[\"3\",\"A vessel infused with elemental power\"],[\"4\",\"Adamantine or mithral components\"]]},{\"type\":\"table\",\"caption\":\"Dragons\",\"colLabels\":[\"d4\",\"Desired Offering\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Gold or gems\"],[\"2\",\"Anything from a draconic rival's hoard\"],[\"3\",\"An antique passed down at least three generations\"],[\"4\",\"A flattering artistic depiction of the dragon\"]]},{\"type\":\"table\",\"caption\":\"Elementals\",\"colLabels\":[\"d4\",\"Desired Offering\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A gem worth at least 50 gp, which the creature eats\"],[\"2\",\"An exceedingly pure sample of a favored element\"],[\"3\",\"A way to return the elemental to its home plane\"],[\"4\",\"Performing a dance from the elemental's home plane\"]]},{\"type\":\"table\",\"caption\":\"Fey\",\"colLabels\":[\"d4\",\"Desired Offering\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The memory of your first kiss\"],[\"2\",\"The color of your eyes\"],[\"3\",\"An object of deep sentimental value to you\"],[\"4\",\"Reciting a sublime poem\"]]},{\"type\":\"table\",\"caption\":\"Fiends\",\"colLabels\":[\"d4\",\"Desired Offering\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Your soul\"],[\"2\",\"A desecrated holy object\"],[\"3\",\"Blood from a living or recently slain loved one\"],[\"4\",\"Breaking a sacred promise in the fiend's presence\"]]},{\"type\":\"table\",\"caption\":\"Giants\",\"colLabels\":[\"d4\",\"Desired Offering\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A dwarf admitting giant-craft to be superior to dwarf-craft\"],[\"2\",\"A strong working animal\"],[\"3\",\"Multiple barrels of ale\"],[\"4\",\"Treasure stolen from a rival giant\"]]},{\"type\":\"table\",\"caption\":\"Humanoids\",\"colLabels\":[\"d4\",\"Desired Offering\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Promising to find a lost item of great importance to their culture\"],[\"2\",\"Challenging them to a type of friendly contest, such as dancing, singing, or drinking\"],[\"3\",\"Recovering something they've lost\"],[\"4\",\"Information on a foe's secrets or weaknesses\"]]},{\"type\":\"table\",\"caption\":\"Monstrosities\",\"colLabels\":[\"d4\",\"Desired Offering\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Dislodging the stuck scraps of the creature's last meal\"],[\"2\",\"The creature's favorite food\"],[\"3\",\"Driving off the creature's rival\"],[\"4\",\"Making movements that mimic the monster's mating dance\"]]},{\"type\":\"table\",\"caption\":\"Oozes\",\"colLabels\":[\"d4\",\"Desired Offering\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A vial of putrid liquids\"],[\"2\",\"A cloth bearing a noxious odor\"],[\"3\",\"Bones or metal, which the ooze promptly absorbs\"],[\"4\",\"A gallon of any effervescent fluid\"]]},{\"type\":\"table\",\"caption\":\"Plants\",\"colLabels\":[\"d4\",\"Desired Offering\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A pound of mulch\"],[\"2\",\"Water from a spring infused with Feywild energy\"],[\"3\",\"Clearing invasive vegetation from the creature's territory\"],[\"4\",\"Destroying all axes and fire-making implements the party carries\"]]},{\"type\":\"table\",\"caption\":\"Undead\",\"colLabels\":[\"d4\",\"Desired Offering\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A vial of blood\"],[\"2\",\"A personal memento from the creature's past\"],[\"3\",\"Materials, tools, or the skills to sun-proof a crumbling mausoleum\"],[\"4\",\"Completing a task the creature was unable to finish in life\"]]}]}],\"ruleType\":\"O\",\"source\":\"TCE\"},{\"type\":\"section\",\"name\":\"Multiclassing\",\"page\":44,\"entries\":[\"Multiclassing allows you to gain levels in multiple classes. With this rule, you have the option of gaining a level in a new class whenever you advance in level instead of gaining a level in your current class. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in a single class.\",{\"type\":\"entries\",\"name\":\"Prerequisites\",\"page\":44,\"entries\":[\"To qualify for a new class, you must have a score of at least 13 in the primary ability of the new class and your current classes. For example, a Barbarian who decides to multiclass into the Druid class must have Strength and Wisdom scores of 13 or higher, since Strength is the primary ability for Barbarians and Wisdom is the primary ability for Druids.\"]},{\"type\":\"entries\",\"name\":\"Experience Points\",\"page\":44,\"entries\":[\"The Experience Point cost to gain a level is based on your total character level, not your level in a particular class, as shown in the {@book Character Advancement table|XPHB|2|Character Advancement} in this chapter. For example, if you are a level 6 Cleric / level 1 Fighter, you must gain enough XP to reach level 8 before you can take your second level as a Fighter or your seventh level as a Cleric.\"]},{\"type\":\"entries\",\"name\":\"Hit Points and Hit Point Dice\",\"page\":44,\"entries\":[\"You gain the Hit Points from your new class as described for levels after 1. You gain the level 1 Hit Points for a class only when your total character level is 1.\",\"Add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If these dice are the same die type, you can pool them together. For example, both the Fighter and the Paladin have a {@dice d10} Hit Die, so if you are a level 5 Fighter / level 5 Paladin, you have ten {@dice d10} Hit Dice. If your classes give you Hit Dice of different types, track them separately. If you are a level 5 Cleric / level 5 Paladin, for example, you have five {@dice d8} Hit Dice and five {@dice d10} Hit Dice.\"]},{\"type\":\"entries\",\"name\":\"Proficiency Bonus\",\"page\":44,\"entries\":[\"Your Proficiency Bonus is based on your total character level, not your level in a particular class, as shown in the {@book Character Advancement table|XPHB|2|Character Advancement}. For example, if you are a level 3 Fighter / level 2 Rogue, you have the Proficiency Bonus of a level 5 character, which is +3.\"]},{\"type\":\"entries\",\"name\":\"Proficiencies\",\"page\":44,\"entries\":[\"When you gain your first level in a class other than your initial class, you gain only some of the new class's starting proficiencies, as detailed in each class's description in {@book chapter 3|XPHB|3}.\"]},{\"type\":\"entries\",\"name\":\"Class Features\",\"page\":44,\"entries\":[\"When you gain a new level in a class, you get its features for that level. A few features have additional rules when you're multiclassing. Check the information about multiclassing included in each of your classes' descriptions.\",\"Special rules apply to Extra Attack, Spellcasting, and features (such as Unarmored Defense) that give you alternative ways to calculate your Armor Class.\",{\"type\":\"entries\",\"name\":\"Armor Class\",\"page\":44,\"entries\":[\"If you have multiple ways to calculate your {@variantrule Armor Class|XPHB}, you can benefit from only one at a time. For example, a Monk/Sorcerer with a Monk's Unarmored Defense feature and a Sorcerer's Draconic Resilience feature must choose only one of those features as a way to calculate Armor Class.\"]},{\"type\":\"entries\",\"name\":\"Extra Attack\",\"page\":44,\"entries\":[\"If you gain the Extra Attack feature from more than one class, the features don't stack. You can't make more than two attacks with this feature unless you have a feature that says you can (such as the Fighter's Two Extra Attacks feature).\",\"Similarly, the Warlock's Thirsting Blade invocation, which grants you the Extra Attack feature with your pact weapon, doesn't give you additional attacks if you also have Extra Attack.\"]},{\"type\":\"entries\",\"name\":\"Spellcasting\",\"page\":44,\"entries\":[\"Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, follow the rules for that class.\",{\"type\":\"table\",\"caption\":\"Multiclass Spellcaster: Spell Slots per Spell Level\",\"colLabels\":[\"Level\",\"1\",\"2\",\"3\",\"4\",\"5\",\"6\",\"7\",\"8\",\"9\"],\"colStyles\":[\"col-3 text-center\",\"col-1 text-center\",\"col-1 text-center\",\"col-1 text-center\",\"col-1 text-center\",\"col-1 text-center\",\"col-1 text-center\",\"col-1 text-center\",\"col-1 text-center\",\"col-1 text-center\"],\"rows\":[[\"1\",\"2\",\"—\",\"—\",\"—\",\"—\",\"—\",\"—\",\"—\",\"—\"],[\"2\",\"3\",\"—\",\"—\",\"—\",\"—\",\"—\",\"—\",\"—\",\"—\"],[\"3\",\"4\",\"2\",\"—\",\"—\",\"—\",\"—\",\"—\",\"—\",\"—\"],[\"4\",\"4\",\"3\",\"—\",\"—\",\"—\",\"—\",\"—\",\"—\",\"—\"],[\"5\",\"4\",\"3\",\"2\",\"—\",\"—\",\"—\",\"—\",\"—\",\"—\"],[\"6\",\"4\",\"3\",\"3\",\"—\",\"—\",\"—\",\"—\",\"—\",\"—\"],[\"7\",\"4\",\"3\",\"3\",\"1\",\"—\",\"—\",\"—\",\"—\",\"—\"],[\"8\",\"4\",\"3\",\"3\",\"2\",\"—\",\"—\",\"—\",\"—\",\"—\"],[\"9\",\"4\",\"3\",\"3\",\"3\",\"1\",\"—\",\"—\",\"—\",\"—\"],[\"10\",\"4\",\"3\",\"3\",\"3\",\"2\",\"—\",\"—\",\"—\",\"—\"],[\"11\",\"4\",\"3\",\"3\",\"3\",\"2\",\"1\",\"—\",\"—\",\"—\"],[\"12\",\"4\",\"3\",\"3\",\"3\",\"2\",\"1\",\"—\",\"—\",\"—\"],[\"13\",\"4\",\"3\",\"3\",\"3\",\"2\",\"1\",\"1\",\"—\",\"—\"],[\"14\",\"4\",\"3\",\"3\",\"3\",\"2\",\"1\",\"1\",\"—\",\"—\"],[\"15\",\"4\",\"3\",\"3\",\"3\",\"2\",\"1\",\"1\",\"1\",\"—\"],[\"16\",\"4\",\"3\",\"3\",\"3\",\"2\",\"1\",\"1\",\"1\",\"—\"],[\"17\",\"4\",\"3\",\"3\",\"3\",\"2\",\"1\",\"1\",\"1\",\"1\"],[\"18\",\"4\",\"3\",\"3\",\"3\",\"3\",\"1\",\"1\",\"1\",\"1\"],[\"19\",\"4\",\"3\",\"3\",\"3\",\"3\",\"2\",\"1\",\"1\",\"1\"],[\"20\",\"4\",\"3\",\"3\",\"3\",\"3\",\"2\",\"2\",\"1\",\"1\"]]},{\"type\":\"entries\",\"name\":\"Spells Prepared\",\"page\":44,\"entries\":[\"You determine what spells you can prepare for each class individually, as if you were a single-classed member of that class. If you are a level 4 Ranger / level 3 Sorcerer, for example, you can prepare five level 1 Ranger spells, and you can prepare six Sorcerer spells of level 1 or 2 (as well as four Sorcerer cantrips).\",\"Each spell you prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell.\"]},{\"type\":\"entries\",\"name\":\"Cantrips\",\"page\":44,\"entries\":[\"If a cantrip of yours increases in power at higher levels, the increase is based on your total character level, not your level in a particular class, unless the spell says otherwise.\"]},{\"type\":\"entries\",\"name\":\"Spell Slots\",\"page\":45,\"entries\":[\"You determine your available spell slots by adding together the following:\",{\"type\":\"list\",\"items\":[\"All your levels in the Bard, Cleric, Druid, Sorcerer, and Wizard classes\",\"Half your levels (round up) in the Paladin and Ranger classes\",\"One third of your Fighter or Rogue levels (round down) if you have the Eldritch Knight or Arcane Trickster subclass.\"]},\"Then look up this total level in the Level column of the Multiclass Spellcaster table. You use the slots for that level to cast spells of an appropriate level from any class whose Spellcasting feature you have.\",\"This table might give you spell slots of a higher level than the spells you prepare. You can use those slots but only to cast your lower-level spells. If a lower-level spell that you cast, like {@spell Burning Hands|XPHB}, has an enhanced effect when cast at a higher level, you can use the enhanced effect as normal.\",\"For example, if you are a level 4 Ranger / level 3 Sorcerer, you count as a level 5 character when determining your spell slots, counting all your levels as a Sorcerer and half your Ranger levels. As shown in the Multiclass Spellcaster table, you have four level 1 spell slots, three level 2 slots, and two level 3 slots. However, you can't prepare any level 3 spells, nor can you prepare any level 2 Ranger spells. You can use the spell slots of those levels to cast the spells you do prepare—and potentially enhance their effects.\"]},{\"type\":\"entries\",\"name\":\"Pact Magic\",\"page\":45,\"entries\":[\"If you have the Pact Magic feature from the Warlock class and the Spellcasting feature, you can use the spell slots you gain from Pact Magic to cast spells you have prepared from classes with the Spellcasting feature, and you can use the spell slots you gain from the Spellcasting feature to cast Warlock spells you have prepared.\"]}]}]}],\"ruleType\":\"C\",\"source\":\"XPHB\"},{\"type\":\"entries\",\"name\":\"Weapon Mastery Properties\",\"page\":214,\"entries\":[\"Each weapon has a mastery property, which is usable only by a character who has a feature, such as Weapon Mastery, that unlocks the property for the character. The properties are defined below.\",{\"type\":\"entries\",\"name\":\"Cleave\",\"page\":214,\"entries\":[\"If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.\"]},{\"type\":\"entries\",\"name\":\"Graze\",\"page\":214,\"entries\":[\"If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\"]},{\"type\":\"entries\",\"name\":\"Nick\",\"page\":214,\"entries\":[\"When you make the extra attack of the {@itemProperty L|XPHB|Light} property, you can make it as part of the {@action Attack|XPHB} action instead of as a Bonus Action. You can make this extra attack only once per turn.\"]},{\"type\":\"entries\",\"name\":\"Push\",\"page\":214,\"entries\":[\"If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\"]},{\"type\":\"entries\",\"name\":\"Sap\",\"page\":214,\"entries\":[\"If you hit a creature with this weapon, that creature has {@variantrule Disadvantage|XPHB} on its next attack roll before the start of your next turn.\"]},{\"type\":\"entries\",\"name\":\"Slow\",\"page\":214,\"entries\":[\"If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\"]},{\"type\":\"entries\",\"name\":\"Topple\",\"page\":214,\"entries\":[\"If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the {@condition Prone|XPHB} condition.\"]},{\"type\":\"entries\",\"name\":\"Vex\",\"page\":214,\"entries\":[\"If you hit a creature with this weapon and deal damage to the creature, you have {@variantrule Advantage|XPHB} on your next attack roll against that creature before the end of your next turn.\"]}],\"ruleType\":\"C\",\"source\":\"XPHB\"},{\"type\":\"entries\",\"name\":\"Death Saving Throws\",\"entries\":[\"When you start your turn with 0 HP, roll {@dice 1d20}, and you succeed on a 10+.\",{\"type\":\"list\",\"style\":\"list-hang\",\"items\":[{\"type\":\"item\",\"name\":\"Third Success\",\"entries\":[\"You become {@variantrule Stable|XPHB}.\"]},{\"type\":\"item\",\"name\":\"Third Failure\",\"entries\":[\"You die.\"]},{\"type\":\"item\",\"name\":\"Rolling a 1\",\"entries\":[\"Counts as two failures.\"]},{\"type\":\"item\",\"name\":\"Rolling a 20\",\"entries\":[\"You regain 1 Hit Point.\"]}]},\"If you take damage at 0 HP, it counts as a failed {@variantrule Death Saving Throw|XPHB|Death Save} or two failures if the damage is from a {@variantrule Critical Hit|XPHB}.\"],\"ruleType\":\"C\",\"source\":\"XScreen\"}]}"); JSON_DATA[`data/items-base.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"itemType\"]},\"baseitem\":[{\"name\":\"Antimatter Rifle\",\"source\":\"DMG\",\"page\":268,\"reprintedAs\":[\"Antimatter Rifle|XDMG\"],\"edition\":\"classic\",\"type\":\"R\",\"rarity\":\"none\",\"weight\":10,\"weaponCategory\":\"martial\",\"age\":\"futuristic\",\"property\":[\"AF|DMG\",\"RLD\",\"2H\"],\"range\":\"120/360\",\"reload\":2,\"dmg1\":\"6d8\",\"dmgType\":\"N\",\"firearm\":true,\"weapon\":true,\"ammoType\":\"energy cell\"},{\"name\":\"Antimatter Rifle\",\"source\":\"XDMG\",\"page\":73,\"edition\":\"one\",\"type\":\"R|XPHB\",\"rarity\":\"none\",\"weight\":10,\"valueRarity\":\"very rare\",\"weaponCategory\":\"martial\",\"age\":\"futuristic\",\"property\":[\"AF|XDMG\",\"RLD|XDMG\",\"2H|XPHB\"],\"mastery\":[\"Sap|XPHB\"],\"range\":\"120/360\",\"reload\":2,\"dmg1\":\"6d8\",\"dmgType\":\"N\",\"firearm\":true,\"weapon\":true,\"ammoType\":\"energy cell|xdmg\"},{\"name\":\"Arrow\",\"source\":\"PHB\",\"page\":150,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Arrow|XPHB\"],\"edition\":\"classic\",\"type\":\"A\",\"rarity\":\"none\",\"weight\":0.05,\"value\":5,\"arrow\":true},{\"name\":\"Arrow\",\"source\":\"XPHB\",\"page\":222,\"edition\":\"one\",\"type\":\"A|XPHB\",\"rarity\":\"none\",\"weight\":0.05,\"value\":5,\"arrow\":true,\"entries\":[\"Arrows are used with a weapon that has the ammunition property to make a ranged attack. 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This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.\"]},{\"name\":\"Chain Shirt\",\"source\":\"XPHB\",\"page\":219,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"MA|XPHB\",\"rarity\":\"none\",\"weight\":20,\"value\":5000,\"ac\":13,\"armor\":true,\"hasFluffImages\":true},{\"name\":\"Club\",\"source\":\"PHB\",\"page\":149,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Club|XPHB\"],\"edition\":\"classic\",\"type\":\"M\",\"rarity\":\"none\",\"weight\":2,\"value\":10,\"weaponCategory\":\"simple\",\"property\":[\"L\"],\"dmg1\":\"1d4\",\"dmgType\":\"B\",\"club\":true,\"weapon\":true},{\"name\":\"Club\",\"source\":\"XPHB\",\"page\":215,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"M|XPHB\",\"rarity\":\"none\",\"weight\":2,\"value\":10,\"weaponCategory\":\"simple\",\"property\":[\"L|XPHB\"],\"mastery\":[\"Slow|XPHB\"],\"dmg1\":\"1d4\",\"dmgType\":\"B\",\"club\":true,\"weapon\":true,\"hasFluffImages\":true},{\"name\":\"Crossbow Bolt\",\"source\":\"PHB\",\"page\":150,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Bolt|XPHB\"],\"edition\":\"classic\",\"type\":\"A\",\"rarity\":\"none\",\"weight\":0.075,\"value\":5,\"bolt\":true},{\"name\":\"Crossbow Bolts (20)\",\"source\":\"PHB\",\"page\":150,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Bolts (20)|XPHB\"],\"edition\":\"classic\",\"type\":\"A\",\"rarity\":\"none\",\"weight\":1.5,\"value\":100,\"bolt\":true,\"packContents\":[{\"item\":\"crossbow bolt|phb\",\"quantity\":20}]},{\"name\":\"Crystal\",\"source\":\"PHB\",\"page\":151,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Crystal|XPHB\"],\"edition\":\"classic\",\"type\":\"SCF\",\"scfType\":\"arcane\",\"rarity\":\"none\",\"weight\":1,\"value\":1000},{\"name\":\"Crystal\",\"source\":\"XPHB\",\"page\":224,\"edition\":\"one\",\"type\":\"SCF|XPHB\",\"scfType\":\"arcane\",\"rarity\":\"none\",\"weight\":1,\"value\":1000},{\"name\":\"Dagger\",\"source\":\"PHB\",\"page\":149,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Dagger|XPHB\"],\"edition\":\"classic\",\"type\":\"M\",\"rarity\":\"none\",\"weight\":1,\"value\":200,\"weaponCategory\":\"simple\",\"property\":[\"F\",\"L\",\"T\"],\"range\":\"20/60\",\"dmg1\":\"1d4\",\"dmgType\":\"P\",\"dagger\":true,\"weapon\":true},{\"name\":\"Dagger\",\"source\":\"XPHB\",\"page\":215,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"M|XPHB\",\"rarity\":\"none\",\"weight\":1,\"value\":200,\"weaponCategory\":\"simple\",\"property\":[\"F|XPHB\",\"L|XPHB\",\"T|XPHB\"],\"mastery\":[\"Nick|XPHB\"],\"range\":\"20/60\",\"dmg1\":\"1d4\",\"dmgType\":\"P\",\"dagger\":true,\"weapon\":true,\"hasFluffImages\":true},{\"name\":\"Dart\",\"source\":\"PHB\",\"page\":149,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Dart|XPHB\"],\"edition\":\"classic\",\"type\":\"R\",\"rarity\":\"none\",\"weight\":0.25,\"value\":5,\"weaponCategory\":\"simple\",\"property\":[\"F\",\"T\"],\"range\":\"20/60\",\"dmg1\":\"1d4\",\"dmgType\":\"P\",\"weapon\":true},{\"name\":\"Dart\",\"source\":\"XPHB\",\"page\":215,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"R|XPHB\",\"rarity\":\"none\",\"weight\":0.25,\"value\":5,\"weaponCategory\":\"simple\",\"property\":[\"F|XPHB\",\"T|XPHB\"],\"mastery\":[\"Vex|XPHB\"],\"range\":\"20/60\",\"dmg1\":\"1d4\",\"dmgType\":\"P\",\"weapon\":true,\"hasFluffImages\":true},{\"name\":\"Double-Bladed Scimitar\",\"source\":\"ERLW\",\"page\":21,\"type\":\"M\",\"rarity\":\"none\",\"weight\":6,\"value\":10000,\"weaponCategory\":\"martial\",\"property\":[\"S\",\"2H\"],\"dmg1\":\"2d4\",\"dmgType\":\"S\",\"sword\":true,\"weapon\":true,\"entries\":[{\"type\":\"entries\",\"name\":\"Special\",\"entries\":[\"If you attack with a double-bladed scimitar as part of the {@action Attack} action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals {@dice 1d4} slashing damage on a hit, instead of {@dice 2d4}.\"]}],\"hasFluff\":true},{\"name\":\"Drum\",\"source\":\"PHB\",\"page\":154,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Drum|XPHB\"],\"edition\":\"classic\",\"type\":\"INS\",\"rarity\":\"none\",\"weight\":3,\"value\":600},{\"name\":\"Drum\",\"source\":\"XPHB\",\"page\":221,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"INS|XPHB\",\"rarity\":\"none\",\"weight\":3,\"value\":600,\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Ability:\",\"type\":\"item\",\"entries\":[\"Charisma\"]},{\"name\":\"Utilize:\",\"type\":\"item\",\"entries\":[\"Play a known tune ({@dc 10}), or improvise a song ({@dc 15})\"]}]}]},{\"name\":\"Dulcimer\",\"source\":\"PHB\",\"page\":154,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Dulcimer|XPHB\"],\"edition\":\"classic\",\"type\":\"INS\",\"rarity\":\"none\",\"weight\":10,\"value\":2500},{\"name\":\"Dulcimer\",\"source\":\"XPHB\",\"page\":221,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"INS|XPHB\",\"rarity\":\"none\",\"weight\":10,\"value\":2500,\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Ability:\",\"type\":\"item\",\"entries\":[\"Charisma\"]},{\"name\":\"Utilize:\",\"type\":\"item\",\"entries\":[\"Play a known tune ({@dc 10}), or improvise a song ({@dc 15})\"]}]}]},{\"name\":\"Energy Cell\",\"source\":\"DMG\",\"page\":268,\"reprintedAs\":[\"Energy Cell|XDMG\"],\"edition\":\"classic\",\"type\":\"AF|DMG\",\"rarity\":\"none\",\"weight\":0.3125,\"age\":\"futuristic\",\"miscTags\":[\"CNS\"]},{\"name\":\"Energy Cell\",\"source\":\"XDMG\",\"page\":72,\"edition\":\"one\",\"type\":\"AF|XDMG\",\"rarity\":\"none\",\"weight\":0.5,\"age\":\"futuristic\",\"miscTags\":[\"CNS\"]},{\"name\":\"Firearm Bullet\",\"source\":\"XPHB\",\"page\":222,\"edition\":\"one\",\"type\":\"A|XPHB\",\"rarity\":\"none\",\"weight\":0.2,\"value\":30,\"bulletFirearm\":true,\"entries\":[\"The ammunition of a firearm is destroyed upon use.\",\"Firearm Bullets are typically stored in a {@item Pouch|XPHB} (bought separately).\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Firearm Bullets (10)\",\"source\":\"XPHB\",\"page\":222,\"edition\":\"one\",\"type\":\"A|XPHB\",\"rarity\":\"none\",\"weight\":2,\"value\":300,\"bulletFirearm\":true,\"entries\":[\"The ammunition of a firearm is destroyed upon use.\",\"Firearm Bullets are typically stored in a {@item Pouch|XPHB} (bought separately).\"],\"packContents\":[{\"item\":\"firearm bullet|xphb\",\"quantity\":10}],\"miscTags\":[\"CNS\"]},{\"name\":\"Flail\",\"source\":\"PHB\",\"page\":149,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Flail|XPHB\"],\"edition\":\"classic\",\"type\":\"M\",\"rarity\":\"none\",\"weight\":2,\"value\":1000,\"weaponCategory\":\"martial\",\"dmg1\":\"1d8\",\"dmgType\":\"B\",\"weapon\":true},{\"name\":\"Flail\",\"source\":\"XPHB\",\"page\":215,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"M|XPHB\",\"rarity\":\"none\",\"weight\":2,\"value\":1000,\"weaponCategory\":\"martial\",\"mastery\":[\"Sap|XPHB\"],\"dmg1\":\"1d8\",\"dmgType\":\"B\",\"weapon\":true,\"hasFluffImages\":true},{\"name\":\"Flute\",\"source\":\"PHB\",\"page\":154,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Flute|XPHB\"],\"edition\":\"classic\",\"type\":\"INS\",\"rarity\":\"none\",\"weight\":1,\"value\":200},{\"name\":\"Flute\",\"source\":\"XPHB\",\"page\":221,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"INS|XPHB\",\"rarity\":\"none\",\"weight\":1,\"value\":200,\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Ability:\",\"type\":\"item\",\"entries\":[\"Charisma\"]},{\"name\":\"Utilize:\",\"type\":\"item\",\"entries\":[\"Play a known tune ({@dc 10}), or improvise a song ({@dc 15})\"]}]}]},{\"name\":\"Glaive\",\"source\":\"PHB\",\"page\":149,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Glaive|XPHB\"],\"edition\":\"classic\",\"type\":\"M\",\"rarity\":\"none\",\"weight\":6,\"value\":2000,\"weaponCategory\":\"martial\",\"property\":[\"H\",\"R\",\"2H\"],\"dmg1\":\"1d10\",\"dmgType\":\"S\",\"polearm\":true,\"weapon\":true},{\"name\":\"Glaive\",\"source\":\"XPHB\",\"page\":215,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"M|XPHB\",\"rarity\":\"none\",\"weight\":6,\"value\":2000,\"weaponCategory\":\"martial\",\"property\":[\"H|XPHB\",\"R|XPHB\",\"2H|XPHB\"],\"mastery\":[\"Graze|XPHB\"],\"dmg1\":\"1d10\",\"dmgType\":\"S\",\"polearm\":true,\"weapon\":true,\"hasFluffImages\":true},{\"name\":\"Glaur\",\"source\":\"SCAG\",\"page\":124,\"type\":\"INS\",\"rarity\":\"none\",\"entries\":[\"Short, curved horns like a cornucopia. Played with valves, glaur sound like trumpets, while those without valves, known as gloon, have a more mournful sound.\"]},{\"name\":\"Greataxe\",\"source\":\"PHB\",\"page\":149,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Greataxe|XPHB\"],\"edition\":\"classic\",\"type\":\"M\",\"rarity\":\"none\",\"weight\":7,\"value\":3000,\"weaponCategory\":\"martial\",\"property\":[\"H\",\"2H\"],\"dmg1\":\"1d12\",\"dmgType\":\"S\",\"axe\":true,\"weapon\":true},{\"name\":\"Greataxe\",\"source\":\"XPHB\",\"page\":215,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"M|XPHB\",\"rarity\":\"none\",\"weight\":7,\"value\":3000,\"weaponCategory\":\"martial\",\"property\":[\"H|XPHB\",\"2H|XPHB\"],\"mastery\":[\"Cleave|XPHB\"],\"dmg1\":\"1d12\",\"dmgType\":\"S\",\"axe\":true,\"weapon\":true,\"hasFluffImages\":true},{\"name\":\"Greatclub\",\"source\":\"PHB\",\"page\":149,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Greatclub|XPHB\"],\"edition\":\"classic\",\"type\":\"M\",\"rarity\":\"none\",\"weight\":10,\"value\":20,\"weaponCategory\":\"simple\",\"property\":[\"2H\"],\"dmg1\":\"1d8\",\"dmgType\":\"B\",\"club\":true,\"weapon\":true},{\"name\":\"Greatclub\",\"source\":\"XPHB\",\"page\":215,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"M|XPHB\",\"rarity\":\"none\",\"weight\":10,\"value\":20,\"weaponCategory\":\"simple\",\"property\":[\"2H|XPHB\"],\"mastery\":[\"Push|XPHB\"],\"dmg1\":\"1d8\",\"dmgType\":\"B\",\"club\":true,\"weapon\":true,\"hasFluffImages\":true},{\"name\":\"Greatsword\",\"source\":\"PHB\",\"page\":149,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Greatsword|XPHB\"],\"edition\":\"classic\",\"type\":\"M\",\"rarity\":\"none\",\"weight\":6,\"value\":5000,\"weaponCategory\":\"martial\",\"property\":[\"H\",\"2H\"],\"dmg1\":\"2d6\",\"dmgType\":\"S\",\"sword\":true,\"weapon\":true},{\"name\":\"Greatsword\",\"source\":\"XPHB\",\"page\":215,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"M|XPHB\",\"rarity\":\"none\",\"weight\":6,\"value\":5000,\"weaponCategory\":\"martial\",\"property\":[\"H|XPHB\",\"2H|XPHB\"],\"mastery\":[\"Graze|XPHB\"],\"dmg1\":\"2d6\",\"dmgType\":\"S\",\"sword\":true,\"weapon\":true,\"hasFluffImages\":true},{\"name\":\"Halberd\",\"source\":\"PHB\",\"page\":149,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Halberd|XPHB\"],\"edition\":\"classic\",\"type\":\"M\",\"rarity\":\"none\",\"weight\":6,\"value\":2000,\"weaponCategory\":\"martial\",\"property\":[\"H\",\"R\",\"2H\"],\"dmg1\":\"1d10\",\"dmgType\":\"S\",\"polearm\":true,\"weapon\":true},{\"name\":\"Halberd\",\"source\":\"XPHB\",\"page\":215,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"M|XPHB\",\"rarity\":\"none\",\"weight\":6,\"value\":2000,\"weaponCategory\":\"martial\",\"property\":[\"H|XPHB\",\"R|XPHB\",\"2H|XPHB\"],\"mastery\":[\"Cleave|XPHB\"],\"dmg1\":\"1d10\",\"dmgType\":\"S\",\"polearm\":true,\"weapon\":true,\"hasFluffImages\":true},{\"name\":\"Half Plate Armor\",\"source\":\"PHB\",\"page\":145,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Half Plate Armor|XPHB\"],\"edition\":\"classic\",\"type\":\"MA\",\"rarity\":\"none\",\"weight\":40,\"value\":75000,\"ac\":15,\"armor\":true,\"stealth\":true,\"entries\":[\"Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.\"]},{\"name\":\"Half Plate Armor\",\"source\":\"XPHB\",\"page\":219,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"MA|XPHB\",\"rarity\":\"none\",\"weight\":40,\"value\":75000,\"ac\":15,\"armor\":true,\"stealth\":true,\"hasFluffImages\":true},{\"name\":\"Hand Crossbow\",\"source\":\"PHB\",\"page\":149,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Hand Crossbow|XPHB\"],\"edition\":\"classic\",\"type\":\"R\",\"rarity\":\"none\",\"weight\":3,\"value\":7500,\"weaponCategory\":\"martial\",\"property\":[\"A\",\"L\",\"LD\"],\"range\":\"30/120\",\"dmg1\":\"1d6\",\"dmgType\":\"P\",\"crossbow\":true,\"weapon\":true,\"ammoType\":\"crossbow bolt|phb\"},{\"name\":\"Hand Crossbow\",\"source\":\"XPHB\",\"page\":215,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"R|XPHB\",\"rarity\":\"none\",\"weight\":3,\"value\":7500,\"weaponCategory\":\"martial\",\"property\":[\"A|XPHB\",\"L|XPHB\",\"LD|XPHB\"],\"mastery\":[\"Vex|XPHB\"],\"range\":\"30/120\",\"dmg1\":\"1d6\",\"dmgType\":\"P\",\"crossbow\":true,\"weapon\":true,\"ammoType\":\"bolt|xphb\",\"hasFluffImages\":true},{\"name\":\"Hand Drum\",\"source\":\"SCAG\",\"page\":124,\"type\":\"INS\",\"rarity\":\"none\",\"entries\":[\"A double-headed skin drum fitted with handles along its side.\"]},{\"name\":\"Handaxe\",\"source\":\"PHB\",\"page\":149,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Handaxe|XPHB\"],\"edition\":\"classic\",\"type\":\"M\",\"rarity\":\"none\",\"weight\":2,\"value\":500,\"weaponCategory\":\"simple\",\"property\":[\"L\",\"T\"],\"range\":\"20/60\",\"dmg1\":\"1d6\",\"dmgType\":\"S\",\"axe\":true,\"weapon\":true},{\"name\":\"Handaxe\",\"source\":\"XPHB\",\"page\":215,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"M|XPHB\",\"rarity\":\"none\",\"weight\":2,\"value\":500,\"weaponCategory\":\"simple\",\"property\":[\"L|XPHB\",\"T|XPHB\"],\"mastery\":[\"Vex|XPHB\"],\"range\":\"20/60\",\"dmg1\":\"1d6\",\"dmgType\":\"S\",\"axe\":true,\"weapon\":true,\"hasFluffImages\":true},{\"name\":\"Heavy Crossbow\",\"source\":\"PHB\",\"page\":149,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Heavy Crossbow|XPHB\"],\"edition\":\"classic\",\"type\":\"R\",\"rarity\":\"none\",\"weight\":18,\"value\":5000,\"weaponCategory\":\"martial\",\"property\":[\"A\",\"H\",\"LD\",\"2H\"],\"range\":\"100/400\",\"dmg1\":\"1d10\",\"dmgType\":\"P\",\"crossbow\":true,\"weapon\":true,\"ammoType\":\"crossbow bolt|phb\"},{\"name\":\"Heavy Crossbow\",\"source\":\"XPHB\",\"page\":215,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"R|XPHB\",\"rarity\":\"none\",\"weight\":18,\"value\":5000,\"weaponCategory\":\"martial\",\"property\":[\"A|XPHB\",\"H|XPHB\",\"LD|XPHB\",\"2H|XPHB\"],\"mastery\":[\"Push|XPHB\"],\"range\":\"100/400\",\"dmg1\":\"1d10\",\"dmgType\":\"P\",\"crossbow\":true,\"weapon\":true,\"ammoType\":\"bolt|xphb\",\"hasFluffImages\":true},{\"name\":\"Hide Armor\",\"source\":\"PHB\",\"page\":144,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Hide Armor|XPHB\"],\"edition\":\"classic\",\"type\":\"MA\",\"rarity\":\"none\",\"weight\":12,\"value\":1000,\"ac\":12,\"armor\":true,\"entries\":[\"This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.\"]},{\"name\":\"Hide Armor\",\"source\":\"XPHB\",\"page\":219,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"MA|XPHB\",\"rarity\":\"none\",\"weight\":12,\"value\":1000,\"ac\":12,\"armor\":true,\"hasFluffImages\":true},{\"name\":\"Hooked Shortspear\",\"source\":\"OotA\",\"page\":224,\"type\":\"M\",\"rarity\":\"unknown\",\"weight\":2,\"weaponCategory\":\"martial\",\"property\":[\"L\"],\"dmg1\":\"1d4\",\"dmgType\":\"P\",\"weapon\":true,\"entries\":[\"On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall {@condition prone}. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus.\"]},{\"name\":\"Hoopak\",\"source\":\"DSotDQ\",\"page\":188,\"type\":\"M\",\"rarity\":\"none\",\"weight\":2,\"value\":10,\"weaponCategory\":\"martial\",\"property\":[\"A\",\"F\",\"S\",\"2H\"],\"range\":\"40/160\",\"dmg1\":\"1d6\",\"dmgType\":\"P\",\"weapon\":true,\"entries\":[\"A hoopak is a sturdy stick with a sling at one end and a pointed tip at the other.\",{\"type\":\"entries\",\"name\":\"Special\",\"entries\":[\"When you make a melee attack with this weapon, you ignore its ammunition property. You can use the hoopak as a martial ranged weapon. If you do, it uses the ammunition property, uses sling bullets, and deals {@damage 1d4} bludgeoning damage on a hit.\"]}],\"ammoType\":\"sling bullet|phb\",\"hasFluffImages\":true},{\"name\":\"Horn\",\"source\":\"PHB\",\"page\":154,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Horn|XPHB\"],\"edition\":\"classic\",\"type\":\"INS\",\"rarity\":\"none\",\"weight\":2,\"value\":300},{\"name\":\"Horn\",\"source\":\"XPHB\",\"page\":221,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"INS|XPHB\",\"rarity\":\"none\",\"weight\":2,\"value\":300,\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Ability:\",\"type\":\"item\",\"entries\":[\"Charisma\"]},{\"name\":\"Utilize:\",\"type\":\"item\",\"entries\":[\"Play a known tune ({@dc 10}), or improvise a song ({@dc 15})\"]}]}]},{\"name\":\"Hunting Rifle\",\"source\":\"DMG\",\"page\":268,\"reprintedAs\":[\"Hunting Rifle|XDMG\"],\"edition\":\"classic\",\"type\":\"R\",\"rarity\":\"none\",\"weight\":8,\"weaponCategory\":\"martial\",\"age\":\"modern\",\"property\":[\"AF|DMG\",\"RLD\",\"2H\"],\"range\":\"80/240\",\"reload\":5,\"dmg1\":\"2d10\",\"dmgType\":\"P\",\"firearm\":true,\"weapon\":true,\"ammoType\":\"modern bullet\"},{\"name\":\"Hunting Rifle\",\"source\":\"XDMG\",\"page\":73,\"edition\":\"one\",\"type\":\"R|XPHB\",\"rarity\":\"none\",\"weight\":8,\"valueRarity\":\"rare\",\"weaponCategory\":\"martial\",\"age\":\"modern\",\"property\":[\"AF|XDMG\",\"RLD|XDMG\",\"2H|XPHB\"],\"mastery\":[\"Slow|XPHB\"],\"range\":\"80/240\",\"reload\":5,\"dmg1\":\"2d10\",\"dmgType\":\"P\",\"firearm\":true,\"weapon\":true,\"ammoType\":\"firearm bullet|xphb\"},{\"name\":\"Javelin\",\"source\":\"PHB\",\"page\":149,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Javelin|XPHB\"],\"edition\":\"classic\",\"type\":\"M\",\"rarity\":\"none\",\"weight\":2,\"value\":50,\"weaponCategory\":\"simple\",\"property\":[\"T\"],\"range\":\"30/120\",\"dmg1\":\"1d6\",\"dmgType\":\"P\",\"spear\":true,\"weapon\":true},{\"name\":\"Javelin\",\"source\":\"XPHB\",\"page\":215,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"M|XPHB\",\"rarity\":\"none\",\"weight\":2,\"value\":50,\"weaponCategory\":\"simple\",\"property\":[\"T|XPHB\"],\"mastery\":[\"Slow|XPHB\"],\"range\":\"30/120\",\"dmg1\":\"1d6\",\"dmgType\":\"P\",\"spear\":true,\"weapon\":true,\"hasFluffImages\":true},{\"name\":\"Lance\",\"source\":\"PHB\",\"page\":149,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Lance|XPHB\"],\"edition\":\"classic\",\"type\":\"M\",\"rarity\":\"none\",\"weight\":6,\"value\":1000,\"weaponCategory\":\"martial\",\"property\":[\"R\",\"S\"],\"dmg1\":\"1d12\",\"dmgType\":\"P\",\"lance\":true,\"weapon\":true,\"entries\":[{\"type\":\"entries\",\"name\":\"Special\",\"entries\":[\"You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.\"]}]},{\"name\":\"Lance\",\"source\":\"XPHB\",\"page\":215,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"M|XPHB\",\"rarity\":\"none\",\"weight\":6,\"value\":1000,\"weaponCategory\":\"martial\",\"property\":[\"H|XPHB\",\"R|XPHB\",\"2H|XPHB\"],\"mastery\":[\"Topple|XPHB\"],\"dmg1\":\"1d10\",\"dmgType\":\"P\",\"lance\":true,\"weapon\":true,\"entries\":[\"A Lance requires two hands to wield when you aren't mounted.\"],\"hasFluffImages\":true},{\"name\":\"Laser Pistol\",\"source\":\"DMG\",\"page\":268,\"reprintedAs\":[\"Laser Pistol|XDMG\"],\"edition\":\"classic\",\"type\":\"R\",\"rarity\":\"none\",\"weight\":2,\"weaponCategory\":\"martial\",\"age\":\"futuristic\",\"property\":[\"AF|DMG\",\"RLD\"],\"range\":\"40/120\",\"reload\":50,\"dmg1\":\"3d6\",\"dmgType\":\"R\",\"firearm\":true,\"weapon\":true,\"ammoType\":\"energy cell\"},{\"name\":\"Laser Pistol\",\"source\":\"XDMG\",\"page\":73,\"edition\":\"one\",\"type\":\"R|XPHB\",\"rarity\":\"none\",\"weight\":2,\"valueRarity\":\"very rare\",\"weaponCategory\":\"martial\",\"age\":\"futuristic\",\"property\":[\"AF|XDMG\",\"RLD|XDMG\"],\"mastery\":[\"Vex|XPHB\"],\"range\":\"40/120\",\"reload\":50,\"dmg1\":\"3d6\",\"dmgType\":\"R\",\"firearm\":true,\"weapon\":true,\"ammoType\":\"energy cell|xdmg\"},{\"name\":\"Laser Rifle\",\"source\":\"DMG\",\"page\":268,\"reprintedAs\":[\"Laser Rifle|XDMG\"],\"edition\":\"classic\",\"type\":\"R\",\"rarity\":\"none\",\"weight\":7,\"weaponCategory\":\"martial\",\"age\":\"futuristic\",\"property\":[\"AF|DMG\",\"RLD\",\"2H\"],\"range\":\"100/300\",\"reload\":30,\"dmg1\":\"3d8\",\"dmgType\":\"R\",\"firearm\":true,\"weapon\":true,\"ammoType\":\"energy cell\"},{\"name\":\"Laser Rifle\",\"source\":\"XDMG\",\"page\":73,\"edition\":\"one\",\"type\":\"R|XPHB\",\"rarity\":\"none\",\"weight\":7,\"valueRarity\":\"very rare\",\"weaponCategory\":\"martial\",\"age\":\"futuristic\",\"property\":[\"AF|XDMG\",\"RLD|XDMG\",\"2H|XPHB\"],\"mastery\":[\"Slow|XPHB\"],\"range\":\"100/300\",\"reload\":30,\"dmg1\":\"3d8\",\"dmgType\":\"R\",\"firearm\":true,\"weapon\":true,\"ammoType\":\"energy cell|xdmg\"},{\"name\":\"Leather Armor\",\"source\":\"PHB\",\"page\":144,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Leather Armor|XPHB\"],\"edition\":\"classic\",\"type\":\"LA\",\"rarity\":\"none\",\"weight\":10,\"value\":1000,\"ac\":11,\"armor\":true,\"entries\":[\"The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.\"]},{\"name\":\"Leather Armor\",\"source\":\"XPHB\",\"page\":219,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"LA|XPHB\",\"rarity\":\"none\",\"weight\":10,\"value\":1000,\"ac\":11,\"armor\":true,\"hasFluffImages\":true},{\"name\":\"Light Crossbow\",\"source\":\"PHB\",\"page\":149,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Light Crossbow|XPHB\"],\"edition\":\"classic\",\"type\":\"R\",\"rarity\":\"none\",\"weight\":5,\"value\":2500,\"weaponCategory\":\"simple\",\"property\":[\"A\",\"LD\",\"2H\"],\"range\":\"80/320\",\"dmg1\":\"1d8\",\"dmgType\":\"P\",\"crossbow\":true,\"weapon\":true,\"ammoType\":\"crossbow bolt|phb\"},{\"name\":\"Light Crossbow\",\"source\":\"XPHB\",\"page\":215,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"R|XPHB\",\"rarity\":\"none\",\"weight\":5,\"value\":2500,\"weaponCategory\":\"simple\",\"property\":[\"A|XPHB\",\"LD|XPHB\",\"2H|XPHB\"],\"mastery\":[\"Slow|XPHB\"],\"range\":\"80/320\",\"dmg1\":\"1d8\",\"dmgType\":\"P\",\"crossbow\":true,\"weapon\":true,\"ammoType\":\"bolt|xphb\",\"hasFluffImages\":true},{\"name\":\"Light Hammer\",\"source\":\"PHB\",\"page\":149,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Light Hammer|XPHB\"],\"edition\":\"classic\",\"type\":\"M\",\"rarity\":\"none\",\"weight\":2,\"value\":200,\"weaponCategory\":\"simple\",\"property\":[\"L\",\"T\"],\"range\":\"20/60\",\"dmg1\":\"1d4\",\"dmgType\":\"B\",\"hammer\":true,\"weapon\":true},{\"name\":\"Light Hammer\",\"source\":\"XPHB\",\"page\":215,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"M|XPHB\",\"rarity\":\"none\",\"weight\":2,\"value\":200,\"weaponCategory\":\"simple\",\"property\":[\"L|XPHB\",\"T|XPHB\"],\"mastery\":[\"Nick|XPHB\"],\"range\":\"20/60\",\"dmg1\":\"1d4\",\"dmgType\":\"B\",\"hammer\":true,\"weapon\":true,\"hasFluffImages\":true},{\"name\":\"Light Repeating Crossbow\",\"source\":\"OotA\",\"page\":224,\"type\":\"R\",\"rarity\":\"unknown\",\"weight\":5,\"weaponCategory\":\"simple\",\"property\":[\"A\",\"2H\"],\"range\":\"40/160\",\"dmg1\":\"1d8\",\"dmgType\":\"P\",\"crossbow\":true,\"weapon\":true,\"entries\":[\"This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action.\"],\"ammoType\":\"crossbow bolt|phb\"},{\"name\":\"Longbow\",\"source\":\"PHB\",\"page\":149,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Longbow|XPHB\"],\"edition\":\"classic\",\"type\":\"R\",\"rarity\":\"none\",\"weight\":2,\"value\":5000,\"weaponCategory\":\"martial\",\"property\":[\"A\",\"H\",\"2H\"],\"range\":\"150/600\",\"dmg1\":\"1d8\",\"dmgType\":\"P\",\"bow\":true,\"weapon\":true,\"ammoType\":\"arrow|phb\"},{\"name\":\"Longbow\",\"source\":\"XPHB\",\"page\":215,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"R|XPHB\",\"rarity\":\"none\",\"weight\":2,\"value\":5000,\"weaponCategory\":\"martial\",\"property\":[\"A|XPHB\",\"H|XPHB\",\"2H|XPHB\"],\"mastery\":[\"Slow|XPHB\"],\"range\":\"150/600\",\"dmg1\":\"1d8\",\"dmgType\":\"P\",\"bow\":true,\"weapon\":true,\"ammoType\":\"arrow|xphb\",\"hasFluffImages\":true},{\"name\":\"Longhorn\",\"source\":\"SCAG\",\"page\":124,\"type\":\"INS\",\"rarity\":\"none\",\"entries\":[\"A Faerûnian flute of sophisticated make, found only in areas with skilled artisans, as in great cities or elven enclaves.\"]},{\"name\":\"Longsword\",\"source\":\"PHB\",\"page\":149,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Longsword|XPHB\"],\"edition\":\"classic\",\"type\":\"M\",\"rarity\":\"none\",\"weight\":3,\"value\":1500,\"weaponCategory\":\"martial\",\"property\":[\"V\"],\"dmg1\":\"1d8\",\"dmgType\":\"S\",\"dmg2\":\"1d10\",\"sword\":true,\"weapon\":true},{\"name\":\"Longsword\",\"source\":\"XPHB\",\"page\":215,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"M|XPHB\",\"rarity\":\"none\",\"weight\":3,\"value\":1500,\"weaponCategory\":\"martial\",\"property\":[\"V|XPHB\"],\"mastery\":[\"Sap|XPHB\"],\"dmg1\":\"1d8\",\"dmgType\":\"S\",\"dmg2\":\"1d10\",\"sword\":true,\"weapon\":true,\"hasFluffImages\":true},{\"name\":\"Lute\",\"source\":\"PHB\",\"page\":154,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Lute|XPHB\"],\"edition\":\"classic\",\"type\":\"INS\",\"rarity\":\"none\",\"weight\":2,\"value\":3500},{\"name\":\"Lute\",\"source\":\"XPHB\",\"page\":221,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"INS|XPHB\",\"rarity\":\"none\",\"weight\":2,\"value\":3500,\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Ability:\",\"type\":\"item\",\"entries\":[\"Charisma\"]},{\"name\":\"Utilize:\",\"type\":\"item\",\"entries\":[\"Play a known tune ({@dc 10}), or improvise a song ({@dc 15})\"]}]}]},{\"name\":\"Lyre\",\"source\":\"PHB\",\"page\":154,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Lyre|XPHB\"],\"edition\":\"classic\",\"type\":\"INS\",\"rarity\":\"none\",\"weight\":2,\"value\":3000},{\"name\":\"Lyre\",\"source\":\"XPHB\",\"page\":221,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"INS|XPHB\",\"rarity\":\"none\",\"weight\":2,\"value\":3000,\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Ability:\",\"type\":\"item\",\"entries\":[\"Charisma\"]},{\"name\":\"Utilize:\",\"type\":\"item\",\"entries\":[\"Play a known tune ({@dc 10}), or improvise a song ({@dc 15})\"]}]}]},{\"name\":\"Mace\",\"source\":\"PHB\",\"page\":149,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Mace|XPHB\"],\"edition\":\"classic\",\"type\":\"M\",\"rarity\":\"none\",\"weight\":4,\"value\":500,\"weaponCategory\":\"simple\",\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"mace\":true,\"weapon\":true},{\"name\":\"Mace\",\"source\":\"XPHB\",\"page\":215,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"M|XPHB\",\"rarity\":\"none\",\"weight\":4,\"value\":500,\"weaponCategory\":\"simple\",\"mastery\":[\"Sap|XPHB\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"mace\":true,\"weapon\":true,\"hasFluffImages\":true},{\"name\":\"Maul\",\"source\":\"PHB\",\"page\":149,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Maul|XPHB\"],\"edition\":\"classic\",\"type\":\"M\",\"rarity\":\"none\",\"weight\":10,\"value\":1000,\"weaponCategory\":\"martial\",\"property\":[\"H\",\"2H\"],\"dmg1\":\"2d6\",\"dmgType\":\"B\",\"hammer\":true,\"weapon\":true},{\"name\":\"Maul\",\"source\":\"XPHB\",\"page\":215,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"M|XPHB\",\"rarity\":\"none\",\"weight\":10,\"value\":1000,\"weaponCategory\":\"martial\",\"property\":[\"H|XPHB\",\"2H|XPHB\"],\"mastery\":[\"Topple|XPHB\"],\"dmg1\":\"2d6\",\"dmgType\":\"B\",\"hammer\":true,\"weapon\":true,\"hasFluffImages\":true},{\"name\":\"Modern Bullet\",\"source\":\"DMG\",\"page\":268,\"edition\":\"classic\",\"type\":\"AF|DMG\",\"rarity\":\"none\",\"weight\":0.1,\"age\":\"modern\",\"miscTags\":[\"CNS\"]},{\"name\":\"Modern Bullets (10)\",\"source\":\"DMG\",\"page\":268,\"edition\":\"classic\",\"type\":\"AF|DMG\",\"rarity\":\"none\",\"weight\":1,\"age\":\"modern\",\"packContents\":[{\"item\":\"modern bullet\",\"quantity\":10}],\"miscTags\":[\"CNS\"]},{\"name\":\"Morningstar\",\"source\":\"PHB\",\"page\":149,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Morningstar|XPHB\"],\"edition\":\"classic\",\"type\":\"M\",\"rarity\":\"none\",\"weight\":4,\"value\":1500,\"weaponCategory\":\"martial\",\"dmg1\":\"1d8\",\"dmgType\":\"P\",\"mace\":true,\"weapon\":true},{\"name\":\"Morningstar\",\"source\":\"XPHB\",\"page\":215,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"M|XPHB\",\"rarity\":\"none\",\"weight\":4,\"value\":1500,\"weaponCategory\":\"martial\",\"mastery\":[\"Sap|XPHB\"],\"dmg1\":\"1d8\",\"dmgType\":\"P\",\"mace\":true,\"weapon\":true,\"hasFluffImages\":true},{\"name\":\"Musket\",\"source\":\"DMG\",\"page\":268,\"reprintedAs\":[\"Musket|XPHB\"],\"edition\":\"classic\",\"type\":\"R\",\"rarity\":\"none\",\"weight\":10,\"value\":50000,\"weaponCategory\":\"martial\",\"age\":\"renaissance\",\"property\":[\"AF|DMG\",\"LD\",\"2H\"],\"range\":\"40/120\",\"dmg1\":\"1d12\",\"dmgType\":\"P\",\"firearm\":true,\"weapon\":true,\"ammoType\":\"renaissance bullet\"},{\"name\":\"Musket\",\"source\":\"XPHB\",\"page\":215,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"R|XPHB\",\"rarity\":\"none\",\"weight\":10,\"value\":50000,\"weaponCategory\":\"martial\",\"property\":[\"A|XPHB\",\"LD|XPHB\",\"2H|XPHB\"],\"mastery\":[\"Slow|XPHB\"],\"range\":\"40/120\",\"dmg1\":\"1d12\",\"dmgType\":\"P\",\"firearm\":true,\"weapon\":true,\"ammoType\":\"firearm bullet|xphb\",\"hasFluffImages\":true},{\"name\":\"Needle\",\"source\":\"XPHB\",\"page\":222,\"edition\":\"one\",\"type\":\"A|XPHB\",\"rarity\":\"none\",\"weight\":0.02,\"value\":2,\"needleBlowgun\":true,\"entries\":[\"Blowgun needles are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\",\"Needles are typically stored in a {@item Pouch|XPHB} (bought separately).\"]},{\"name\":\"Needles (50)\",\"source\":\"XPHB\",\"page\":222,\"edition\":\"one\",\"type\":\"A|XPHB\",\"rarity\":\"none\",\"weight\":1,\"value\":100,\"needleBlowgun\":true,\"entries\":[\"Blowgun needles are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\",\"Needles are typically stored in a {@item Pouch|XPHB} (bought separately).\"],\"packContents\":[{\"item\":\"needle|xphb\",\"quantity\":50}]},{\"name\":\"Net\",\"source\":\"PHB\",\"page\":149,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[{\"uid\":\"Net|XPHB\",\"tag\":\"item\"}],\"edition\":\"classic\",\"type\":\"R\",\"rarity\":\"none\",\"weight\":3,\"value\":100,\"weaponCategory\":\"martial\",\"property\":[\"S\",\"T\"],\"range\":\"5/15\",\"net\":true,\"weapon\":true,\"entries\":[{\"type\":\"entries\",\"name\":\"Special\",\"entries\":[\"A Large or smaller creature hit by a net is {@condition restrained} until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.\"]}]},{\"name\":\"Orb\",\"source\":\"PHB\",\"page\":151,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Orb|XPHB\"],\"edition\":\"classic\",\"type\":\"SCF\",\"scfType\":\"arcane\",\"rarity\":\"none\",\"weight\":3,\"value\":2000},{\"name\":\"Orb\",\"source\":\"XPHB\",\"page\":224,\"edition\":\"one\",\"type\":\"SCF|XPHB\",\"scfType\":\"arcane\",\"rarity\":\"none\",\"weight\":3,\"value\":2000},{\"name\":\"Padded Armor\",\"source\":\"PHB\",\"page\":144,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Padded Armor|XPHB\"],\"edition\":\"classic\",\"type\":\"LA\",\"rarity\":\"none\",\"weight\":8,\"value\":500,\"ac\":11,\"armor\":true,\"stealth\":true,\"entries\":[\"Padded armor consists of quilted layers of cloth and batting.\"]},{\"name\":\"Padded Armor\",\"source\":\"XPHB\",\"page\":219,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"LA|XPHB\",\"rarity\":\"none\",\"weight\":8,\"value\":500,\"ac\":11,\"armor\":true,\"stealth\":true,\"hasFluffImages\":true},{\"name\":\"Pan Flute\",\"source\":\"PHB\",\"page\":154,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Pan Flute|XPHB\"],\"edition\":\"classic\",\"type\":\"INS\",\"rarity\":\"none\",\"weight\":2,\"value\":1200},{\"name\":\"Pan Flute\",\"source\":\"XPHB\",\"page\":221,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"INS|XPHB\",\"rarity\":\"none\",\"weight\":2,\"value\":1200,\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Ability:\",\"type\":\"item\",\"entries\":[\"Charisma\"]},{\"name\":\"Utilize:\",\"type\":\"item\",\"entries\":[\"Play a known tune ({@dc 10}), or improvise a song ({@dc 15})\"]}]}]},{\"name\":\"Pike\",\"source\":\"PHB\",\"page\":149,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Pike|XPHB\"],\"edition\":\"classic\",\"type\":\"M\",\"rarity\":\"none\",\"weight\":18,\"value\":500,\"weaponCategory\":\"martial\",\"property\":[\"H\",\"R\",\"2H\"],\"dmg1\":\"1d10\",\"dmgType\":\"P\",\"weapon\":true},{\"name\":\"Pike\",\"source\":\"XPHB\",\"page\":215,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"M|XPHB\",\"rarity\":\"none\",\"weight\":18,\"value\":500,\"weaponCategory\":\"martial\",\"property\":[\"H|XPHB\",\"R|XPHB\",\"2H|XPHB\"],\"mastery\":[\"Push|XPHB\"],\"dmg1\":\"1d10\",\"dmgType\":\"P\",\"weapon\":true,\"hasFluffImages\":true},{\"name\":\"Pistol\",\"source\":\"DMG\",\"page\":268,\"reprintedAs\":[\"Pistol|XPHB\"],\"edition\":\"classic\",\"type\":\"R\",\"rarity\":\"none\",\"weight\":3,\"value\":25000,\"weaponCategory\":\"martial\",\"age\":\"renaissance\",\"property\":[\"AF|DMG\",\"LD\"],\"range\":\"30/90\",\"dmg1\":\"1d10\",\"dmgType\":\"P\",\"firearm\":true,\"weapon\":true,\"ammoType\":\"renaissance bullet\"},{\"name\":\"Pistol\",\"source\":\"XPHB\",\"page\":215,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"R|XPHB\",\"rarity\":\"none\",\"weight\":3,\"value\":25000,\"weaponCategory\":\"martial\",\"property\":[\"A|XPHB\",\"LD|XPHB\"],\"mastery\":[\"Vex|XPHB\"],\"range\":\"30/90\",\"dmg1\":\"1d10\",\"dmgType\":\"P\",\"firearm\":true,\"weapon\":true,\"ammoType\":\"firearm bullet|xphb\",\"hasFluffImages\":true},{\"name\":\"Plate Armor\",\"source\":\"PHB\",\"page\":145,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Plate Armor|XPHB\"],\"edition\":\"classic\",\"type\":\"HA\",\"rarity\":\"none\",\"weight\":65,\"value\":150000,\"ac\":18,\"strength\":\"15\",\"armor\":true,\"stealth\":true,\"entries\":[\"Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.\"]},{\"name\":\"Plate Armor\",\"source\":\"XPHB\",\"page\":219,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"HA|XPHB\",\"rarity\":\"none\",\"weight\":65,\"value\":150000,\"ac\":18,\"strength\":\"15\",\"armor\":true,\"stealth\":true,\"hasFluffImages\":true},{\"name\":\"Quarterstaff\",\"source\":\"PHB\",\"page\":149,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Quarterstaff|XPHB\"],\"edition\":\"classic\",\"type\":\"M\",\"rarity\":\"none\",\"weight\":4,\"value\":20,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"weapon\":true},{\"name\":\"Quarterstaff\",\"source\":\"XPHB\",\"page\":215,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"M|XPHB\",\"rarity\":\"none\",\"weight\":4,\"value\":20,\"weaponCategory\":\"simple\",\"property\":[\"V|XPHB\"],\"mastery\":[\"Topple|XPHB\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"weapon\":true,\"hasFluffImages\":true},{\"name\":\"Rapier\",\"source\":\"PHB\",\"page\":149,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Rapier|XPHB\"],\"edition\":\"classic\",\"type\":\"M\",\"rarity\":\"none\",\"weight\":2,\"value\":2500,\"weaponCategory\":\"martial\",\"property\":[\"F\"],\"dmg1\":\"1d8\",\"dmgType\":\"P\",\"rapier\":true,\"sword\":true,\"weapon\":true},{\"name\":\"Rapier\",\"source\":\"XPHB\",\"page\":215,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"M|XPHB\",\"rarity\":\"none\",\"weight\":2,\"value\":2500,\"weaponCategory\":\"martial\",\"property\":[\"F|XPHB\"],\"mastery\":[\"Vex|XPHB\"],\"dmg1\":\"1d8\",\"dmgType\":\"P\",\"rapier\":true,\"sword\":true,\"weapon\":true,\"hasFluffImages\":true},{\"name\":\"Renaissance Bullet\",\"source\":\"DMG\",\"page\":268,\"reprintedAs\":[\"Firearm Bullet|XPHB\"],\"edition\":\"classic\",\"type\":\"AF|DMG\",\"rarity\":\"none\",\"weight\":0.2,\"value\":30,\"age\":\"renaissance\",\"miscTags\":[\"CNS\"]},{\"name\":\"Renaissance Bullets (10)\",\"source\":\"DMG\",\"page\":268,\"reprintedAs\":[\"Firearm Bullets (10)|XPHB\"],\"edition\":\"classic\",\"type\":\"AF|DMG\",\"rarity\":\"none\",\"weight\":2,\"value\":300,\"age\":\"renaissance\",\"packContents\":[{\"item\":\"renaissance bullet\",\"quantity\":10}],\"miscTags\":[\"CNS\"]},{\"name\":\"Revolver\",\"source\":\"DMG\",\"page\":268,\"reprintedAs\":[\"Revolver|XDMG\"],\"edition\":\"classic\",\"type\":\"R\",\"rarity\":\"none\",\"weight\":3,\"weaponCategory\":\"martial\",\"age\":\"modern\",\"property\":[\"AF|DMG\",\"RLD\"],\"range\":\"40/120\",\"reload\":6,\"dmg1\":\"2d8\",\"dmgType\":\"P\",\"firearm\":true,\"weapon\":true,\"ammoType\":\"modern bullet\"},{\"name\":\"Revolver\",\"source\":\"XDMG\",\"page\":73,\"edition\":\"one\",\"type\":\"R|XPHB\",\"rarity\":\"none\",\"weight\":3,\"valueRarity\":\"rare\",\"weaponCategory\":\"martial\",\"age\":\"modern\",\"property\":[\"AF|XDMG\",\"RLD|XDMG\"],\"mastery\":[\"Sap|XPHB\"],\"range\":\"40/120\",\"reload\":6,\"dmg1\":\"2d8\",\"dmgType\":\"P\",\"firearm\":true,\"weapon\":true,\"ammoType\":\"firearm bullet|xphb\"},{\"name\":\"Ring Mail\",\"source\":\"PHB\",\"page\":145,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Ring Mail|XPHB\"],\"edition\":\"classic\",\"type\":\"HA\",\"rarity\":\"none\",\"weight\":40,\"value\":3000,\"ac\":14,\"armor\":true,\"stealth\":true,\"entries\":[\"This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.\"]},{\"name\":\"Ring Mail\",\"source\":\"XPHB\",\"page\":219,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"HA|XPHB\",\"rarity\":\"none\",\"weight\":40,\"value\":3000,\"ac\":14,\"armor\":true,\"stealth\":true,\"hasFluffImages\":true},{\"name\":\"Rod\",\"source\":\"PHB\",\"page\":151,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Rod|XPHB\"],\"edition\":\"classic\",\"type\":\"SCF\",\"scfType\":\"arcane\",\"rarity\":\"none\",\"weight\":2,\"value\":1000},{\"name\":\"Rod\",\"source\":\"XPHB\",\"page\":224,\"edition\":\"one\",\"type\":\"SCF|XPHB\",\"scfType\":\"arcane\",\"rarity\":\"none\",\"weight\":2,\"value\":1000},{\"name\":\"Scale Mail\",\"source\":\"PHB\",\"page\":144,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Scale Mail|XPHB\"],\"edition\":\"classic\",\"type\":\"MA\",\"rarity\":\"none\",\"weight\":45,\"value\":5000,\"ac\":14,\"armor\":true,\"stealth\":true,\"entries\":[\"This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.\"]},{\"name\":\"Scale Mail\",\"source\":\"XPHB\",\"page\":219,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"MA|XPHB\",\"rarity\":\"none\",\"weight\":45,\"value\":5000,\"ac\":14,\"armor\":true,\"stealth\":true,\"hasFluffImages\":true},{\"name\":\"Scimitar\",\"source\":\"PHB\",\"page\":149,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Scimitar|XPHB\"],\"edition\":\"classic\",\"type\":\"M\",\"rarity\":\"none\",\"weight\":3,\"value\":2500,\"weaponCategory\":\"martial\",\"property\":[\"F\",\"L\"],\"dmg1\":\"1d6\",\"dmgType\":\"S\",\"sword\":true,\"weapon\":true},{\"name\":\"Scimitar\",\"source\":\"XPHB\",\"page\":215,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"M|XPHB\",\"rarity\":\"none\",\"weight\":3,\"value\":2500,\"weaponCategory\":\"martial\",\"property\":[\"F|XPHB\",\"L|XPHB\"],\"mastery\":[\"Nick|XPHB\"],\"dmg1\":\"1d6\",\"dmgType\":\"S\",\"sword\":true,\"weapon\":true,\"hasFluffImages\":true},{\"name\":\"Semiautomatic Pistol\",\"source\":\"XDMG\",\"page\":73,\"edition\":\"one\",\"type\":\"R|XPHB\",\"rarity\":\"none\",\"weight\":3,\"valueRarity\":\"rare\",\"weaponCategory\":\"martial\",\"age\":\"modern\",\"property\":[\"AF|XDMG\",\"RLD|XDMG\"],\"mastery\":[\"Vex|XPHB\"],\"range\":\"50/150\",\"reload\":15,\"dmg1\":\"2d6\",\"dmgType\":\"P\",\"firearm\":true,\"weapon\":true,\"ammoType\":\"firearm bullet|xphb\"},{\"name\":\"Shawm\",\"source\":\"PHB\",\"page\":154,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Shawm|XPHB\"],\"edition\":\"classic\",\"type\":\"INS\",\"rarity\":\"none\",\"weight\":1,\"value\":200},{\"name\":\"Shawm\",\"source\":\"SCAG\",\"page\":124,\"reprintedAs\":[\"Shawm|XPHB\"],\"edition\":\"classic\",\"type\":\"INS\",\"rarity\":\"none\",\"entries\":[\"A double-reed instrument similar to an oboe or a bassoon, popular with gnomes, who have developed some bellows-powered versions.\"]},{\"name\":\"Shawm\",\"source\":\"XPHB\",\"page\":221,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"INS|XPHB\",\"rarity\":\"none\",\"weight\":1,\"value\":200,\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Ability:\",\"type\":\"item\",\"entries\":[\"Charisma\"]},{\"name\":\"Utilize:\",\"type\":\"item\",\"entries\":[\"Play a known tune ({@dc 10}), or improvise a song ({@dc 15})\"]}]}]},{\"name\":\"Shield\",\"source\":\"PHB\",\"page\":144,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Shield|XPHB\"],\"edition\":\"classic\",\"type\":\"S\",\"rarity\":\"none\",\"weight\":6,\"value\":1000,\"ac\":2,\"entries\":[\"A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.\"]},{\"name\":\"Shield\",\"source\":\"XPHB\",\"page\":219,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"S|XPHB\",\"rarity\":\"none\",\"weight\":6,\"value\":1000,\"ac\":2,\"hasFluffImages\":true},{\"name\":\"Shortbow\",\"source\":\"PHB\",\"page\":149,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Shortbow|XPHB\"],\"edition\":\"classic\",\"type\":\"R\",\"rarity\":\"none\",\"weight\":2,\"value\":2500,\"weaponCategory\":\"simple\",\"property\":[\"A\",\"2H\"],\"range\":\"80/320\",\"dmg1\":\"1d6\",\"dmgType\":\"P\",\"bow\":true,\"weapon\":true,\"ammoType\":\"arrow|phb\"},{\"name\":\"Shortbow\",\"source\":\"XPHB\",\"page\":215,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"R|XPHB\",\"rarity\":\"none\",\"weight\":2,\"value\":2500,\"weaponCategory\":\"simple\",\"property\":[\"A|XPHB\",\"2H|XPHB\"],\"mastery\":[\"Vex|XPHB\"],\"range\":\"80/320\",\"dmg1\":\"1d6\",\"dmgType\":\"P\",\"bow\":true,\"weapon\":true,\"ammoType\":\"arrow|xphb\",\"hasFluffImages\":true},{\"name\":\"Shortsword\",\"source\":\"PHB\",\"page\":149,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Shortsword|XPHB\"],\"edition\":\"classic\",\"type\":\"M\",\"rarity\":\"none\",\"weight\":2,\"value\":1000,\"weaponCategory\":\"martial\",\"property\":[\"F\",\"L\"],\"dmg1\":\"1d6\",\"dmgType\":\"P\",\"sword\":true,\"weapon\":true},{\"name\":\"Shortsword\",\"source\":\"XPHB\",\"page\":215,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"M|XPHB\",\"rarity\":\"none\",\"weight\":2,\"value\":1000,\"weaponCategory\":\"martial\",\"property\":[\"F|XPHB\",\"L|XPHB\"],\"mastery\":[\"Vex|XPHB\"],\"dmg1\":\"1d6\",\"dmgType\":\"P\",\"sword\":true,\"weapon\":true,\"hasFluffImages\":true},{\"name\":\"Shotgun\",\"source\":\"DMG\",\"page\":268,\"reprintedAs\":[\"Shotgun|XDMG\"],\"edition\":\"classic\",\"type\":\"R\",\"rarity\":\"none\",\"weight\":7,\"weaponCategory\":\"martial\",\"age\":\"modern\",\"property\":[\"AF|DMG\",\"RLD\",\"2H\"],\"range\":\"30/90\",\"reload\":2,\"dmg1\":\"2d8\",\"dmgType\":\"P\",\"firearm\":true,\"weapon\":true,\"ammoType\":\"modern bullet\"},{\"name\":\"Shotgun\",\"source\":\"XDMG\",\"page\":73,\"edition\":\"one\",\"type\":\"R|XPHB\",\"rarity\":\"none\",\"weight\":7,\"valueRarity\":\"rare\",\"weaponCategory\":\"martial\",\"age\":\"modern\",\"property\":[\"AF|XDMG\",\"RLD|XDMG\",\"2H|XPHB\"],\"mastery\":[\"Push|XPHB\"],\"range\":\"30/90\",\"reload\":2,\"dmg1\":\"2d8\",\"dmgType\":\"P\",\"firearm\":true,\"weapon\":true,\"ammoType\":\"firearm bullet|xphb\"},{\"name\":\"Sickle\",\"source\":\"PHB\",\"page\":149,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Sickle|XPHB\"],\"edition\":\"classic\",\"type\":\"M\",\"rarity\":\"none\",\"weight\":2,\"value\":100,\"weaponCategory\":\"simple\",\"property\":[\"L\"],\"dmg1\":\"1d4\",\"dmgType\":\"S\",\"weapon\":true},{\"name\":\"Sickle\",\"source\":\"XPHB\",\"page\":215,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"M|XPHB\",\"rarity\":\"none\",\"weight\":2,\"value\":100,\"weaponCategory\":\"simple\",\"property\":[\"L|XPHB\"],\"mastery\":[\"Nick|XPHB\"],\"dmg1\":\"1d4\",\"dmgType\":\"S\",\"weapon\":true,\"hasFluffImages\":true},{\"name\":\"Sling\",\"source\":\"PHB\",\"page\":149,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Sling|XPHB\"],\"edition\":\"classic\",\"type\":\"R\",\"rarity\":\"none\",\"value\":10,\"weaponCategory\":\"simple\",\"property\":[\"A\"],\"range\":\"30/120\",\"dmg1\":\"1d4\",\"dmgType\":\"B\",\"weapon\":true,\"ammoType\":\"sling bullet|phb\"},{\"name\":\"Sling\",\"source\":\"XPHB\",\"page\":215,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"R|XPHB\",\"rarity\":\"none\",\"value\":10,\"weaponCategory\":\"simple\",\"property\":[\"A|XPHB\"],\"mastery\":[\"Slow|XPHB\"],\"range\":\"30/120\",\"dmg1\":\"1d4\",\"dmgType\":\"B\",\"weapon\":true,\"ammoType\":\"sling bullet|xphb\",\"hasFluffImages\":true},{\"name\":\"Sling Bullet\",\"source\":\"PHB\",\"page\":150,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Sling Bullet|XPHB\"],\"edition\":\"classic\",\"type\":\"A\",\"rarity\":\"none\",\"weight\":0.075,\"value\":0.2,\"bulletSling\":true},{\"name\":\"Sling Bullet\",\"source\":\"XPHB\",\"page\":222,\"edition\":\"one\",\"type\":\"A|XPHB\",\"rarity\":\"none\",\"weight\":0.075,\"value\":0.2,\"bulletSling\":true,\"entries\":[\"Sling bullets are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\",\"Sling Bullets are typically stored in a {@item Pouch|XPHB} (bought separately).\"]},{\"name\":\"Sling Bullets (20)\",\"source\":\"PHB\",\"page\":150,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Sling Bullets (20)|XPHB\"],\"edition\":\"classic\",\"type\":\"A\",\"rarity\":\"none\",\"weight\":1.5,\"value\":4,\"bulletSling\":true,\"packContents\":[{\"item\":\"sling bullet|phb\",\"quantity\":20}]},{\"name\":\"Sling Bullets (20)\",\"source\":\"XPHB\",\"page\":222,\"edition\":\"one\",\"type\":\"A|XPHB\",\"rarity\":\"none\",\"weight\":1.5,\"value\":4,\"bulletSling\":true,\"entries\":[\"Sling bullets are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\",\"Sling Bullets are typically stored in a {@item Pouch|XPHB} (bought separately).\"],\"packContents\":[{\"item\":\"sling bullet|xphb\",\"quantity\":20}]},{\"name\":\"Songhorn\",\"source\":\"SCAG\",\"page\":124,\"type\":\"INS\",\"rarity\":\"none\",\"entries\":[\"A recorder, a simple type of flute, usually carved from wood.\"]},{\"name\":\"Spear\",\"source\":\"PHB\",\"page\":149,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Spear|XPHB\"],\"edition\":\"classic\",\"type\":\"M\",\"rarity\":\"none\",\"weight\":3,\"value\":100,\"weaponCategory\":\"simple\",\"property\":[\"T\",\"V\"],\"range\":\"20/60\",\"dmg1\":\"1d6\",\"dmgType\":\"P\",\"dmg2\":\"1d8\",\"spear\":true,\"weapon\":true},{\"name\":\"Spear\",\"source\":\"XPHB\",\"page\":215,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"M|XPHB\",\"rarity\":\"none\",\"weight\":3,\"value\":100,\"weaponCategory\":\"simple\",\"property\":[\"T|XPHB\",\"V|XPHB\"],\"mastery\":[\"Sap|XPHB\"],\"range\":\"20/60\",\"dmg1\":\"1d6\",\"dmgType\":\"P\",\"dmg2\":\"1d8\",\"spear\":true,\"weapon\":true,\"hasFluffImages\":true},{\"name\":\"Spiked Armor\",\"source\":\"SCAG\",\"page\":121,\"type\":\"MA\",\"rarity\":\"unknown\",\"weight\":45,\"value\":7500,\"ac\":14,\"armor\":true,\"stealth\":true,\"entries\":[\"Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.\"]},{\"name\":\"Splint Armor\",\"source\":\"PHB\",\"page\":145,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Splint Armor|XPHB\"],\"edition\":\"classic\",\"type\":\"HA\",\"rarity\":\"none\",\"weight\":60,\"value\":20000,\"ac\":17,\"strength\":\"15\",\"armor\":true,\"stealth\":true,\"entries\":[\"This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.\"]},{\"name\":\"Splint Armor\",\"source\":\"XPHB\",\"page\":219,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"HA|XPHB\",\"rarity\":\"none\",\"weight\":60,\"value\":20000,\"ac\":17,\"strength\":\"15\",\"armor\":true,\"stealth\":true,\"hasFluffImages\":true},{\"name\":\"Staff\",\"source\":\"PHB\",\"page\":151,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Staff|XPHB\"],\"edition\":\"classic\",\"type\":\"SCF\",\"scfType\":\"arcane\",\"rarity\":\"none\",\"weight\":4,\"value\":500,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"staff\":true},{\"name\":\"Staff\",\"source\":\"XPHB\",\"page\":224,\"edition\":\"one\",\"type\":\"SCF|XPHB\",\"scfType\":\"arcane\",\"rarity\":\"none\",\"weight\":4,\"value\":500,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"staff\":true},{\"name\":\"Studded Leather Armor\",\"source\":\"PHB\",\"page\":144,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Studded Leather Armor|XPHB\"],\"edition\":\"classic\",\"type\":\"LA\",\"rarity\":\"none\",\"weight\":13,\"value\":4500,\"ac\":12,\"armor\":true,\"entries\":[\"Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.\"]},{\"name\":\"Studded Leather Armor\",\"source\":\"XPHB\",\"page\":219,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"LA|XPHB\",\"rarity\":\"none\",\"weight\":13,\"value\":4500,\"ac\":12,\"armor\":true,\"hasFluffImages\":true},{\"name\":\"Tantan\",\"source\":\"SCAG\",\"page\":124,\"type\":\"INS\",\"rarity\":\"none\",\"entries\":[\"A tambourine, a popular instrument with halflings and humans south of the Dalelands.\"]},{\"name\":\"Thelarr\",\"source\":\"SCAG\",\"page\":124,\"type\":\"INS\",\"rarity\":\"none\",\"entries\":[\"Also known as a whistlecane, a simple and easy-to-make wind instrument cut from a reed. They are so simple, in fact, that skilled bards frequently make and give them away to children—to the parents' delight or regret.\"]},{\"name\":\"Tocken\",\"source\":\"SCAG\",\"page\":124,\"type\":\"INS\",\"rarity\":\"none\",\"entries\":[\"A hanging set of carved oval bells, usually played with a pair of light wooden hammers (or open handed). They are most common in underground cultures, where the resonant tones can carry.\"]},{\"name\":\"Trident\",\"source\":\"PHB\",\"page\":149,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Trident|XPHB\"],\"edition\":\"classic\",\"type\":\"M\",\"rarity\":\"none\",\"weight\":4,\"value\":500,\"weaponCategory\":\"martial\",\"property\":[\"T\",\"V\"],\"range\":\"20/60\",\"dmg1\":\"1d6\",\"dmgType\":\"P\",\"dmg2\":\"1d8\",\"weapon\":true},{\"name\":\"Trident\",\"source\":\"XPHB\",\"page\":215,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"M|XPHB\",\"rarity\":\"none\",\"weight\":4,\"value\":500,\"weaponCategory\":\"martial\",\"property\":[\"T|XPHB\",\"V|XPHB\"],\"mastery\":[\"Topple|XPHB\"],\"range\":\"20/60\",\"dmg1\":\"1d8\",\"dmgType\":\"P\",\"dmg2\":\"1d10\",\"weapon\":true,\"hasFluffImages\":true},{\"name\":\"Viol\",\"source\":\"PHB\",\"page\":154,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Viol|XPHB\"],\"edition\":\"classic\",\"type\":\"INS\",\"rarity\":\"none\",\"weight\":1,\"value\":3000},{\"name\":\"Viol\",\"source\":\"XPHB\",\"page\":221,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"INS|XPHB\",\"rarity\":\"none\",\"weight\":1,\"value\":3000,\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Ability:\",\"type\":\"item\",\"entries\":[\"Charisma\"]},{\"name\":\"Utilize:\",\"type\":\"item\",\"entries\":[\"Play a known tune ({@dc 10}), or improvise a song ({@dc 15})\"]}]}]},{\"name\":\"Wand\",\"source\":\"PHB\",\"page\":151,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Wand|XPHB\"],\"edition\":\"classic\",\"type\":\"SCF\",\"scfType\":\"arcane\",\"rarity\":\"none\",\"weight\":1,\"value\":1000},{\"name\":\"Wand\",\"source\":\"XPHB\",\"page\":224,\"edition\":\"one\",\"type\":\"SCF|XPHB\",\"scfType\":\"arcane\",\"rarity\":\"none\",\"weight\":1,\"value\":1000},{\"name\":\"War Pick\",\"source\":\"PHB\",\"page\":149,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"War Pick|XPHB\"],\"edition\":\"classic\",\"type\":\"M\",\"rarity\":\"none\",\"weight\":2,\"value\":500,\"weaponCategory\":\"martial\",\"dmg1\":\"1d8\",\"dmgType\":\"P\",\"weapon\":true},{\"name\":\"War Pick\",\"source\":\"XPHB\",\"page\":215,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"M|XPHB\",\"rarity\":\"none\",\"weight\":2,\"value\":500,\"weaponCategory\":\"martial\",\"property\":[\"V|XPHB\"],\"mastery\":[\"Sap|XPHB\"],\"dmg1\":\"1d8\",\"dmgType\":\"P\",\"dmg2\":\"1d10\",\"weapon\":true,\"hasFluffImages\":true},{\"name\":\"Wargong\",\"source\":\"SCAG\",\"page\":124,\"type\":\"INS\",\"rarity\":\"none\",\"entries\":[\"A metal gong, traditionally made from a shield, particularly the shield of an enemy. Both goblins and dwarves make and play wargongs, their sound echoing through tunnels in the Underdark.\"]},{\"name\":\"Warhammer\",\"source\":\"PHB\",\"page\":149,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Warhammer|XPHB\"],\"edition\":\"classic\",\"type\":\"M\",\"rarity\":\"none\",\"weight\":2,\"value\":1500,\"weaponCategory\":\"martial\",\"property\":[\"V\"],\"dmg1\":\"1d8\",\"dmgType\":\"B\",\"dmg2\":\"1d10\",\"hammer\":true,\"weapon\":true},{\"name\":\"Warhammer\",\"source\":\"XPHB\",\"page\":215,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"M|XPHB\",\"rarity\":\"none\",\"weight\":5,\"value\":1500,\"weaponCategory\":\"martial\",\"property\":[\"V|XPHB\"],\"mastery\":[\"Push|XPHB\"],\"dmg1\":\"1d8\",\"dmgType\":\"B\",\"dmg2\":\"1d10\",\"hammer\":true,\"weapon\":true,\"hasFluffImages\":true},{\"name\":\"Whip\",\"source\":\"PHB\",\"page\":149,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Whip|XPHB\"],\"edition\":\"classic\",\"type\":\"M\",\"rarity\":\"none\",\"weight\":3,\"value\":200,\"weaponCategory\":\"martial\",\"property\":[\"F\",\"R\"],\"dmg1\":\"1d4\",\"dmgType\":\"S\",\"weapon\":true},{\"name\":\"Whip\",\"source\":\"XPHB\",\"page\":215,\"freeRules2024\":true,\"edition\":\"one\",\"type\":\"M|XPHB\",\"rarity\":\"none\",\"weight\":3,\"value\":200,\"weaponCategory\":\"martial\",\"property\":[\"F|XPHB\",\"R|XPHB\"],\"mastery\":[\"Slow|XPHB\"],\"dmg1\":\"1d4\",\"dmgType\":\"S\",\"weapon\":true,\"hasFluffImages\":true},{\"name\":\"Wooden Staff\",\"source\":\"PHB\",\"page\":151,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Wooden Staff|XPHB\"],\"edition\":\"classic\",\"type\":\"SCF\",\"scfType\":\"druid\",\"rarity\":\"none\",\"weight\":4,\"value\":500,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\"},{\"name\":\"Wooden Staff\",\"source\":\"XPHB\",\"page\":225,\"edition\":\"one\",\"type\":\"SCF|XPHB\",\"scfType\":\"druid\",\"rarity\":\"none\",\"weight\":4,\"value\":500,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\"},{\"name\":\"Yarting\",\"source\":\"SCAG\",\"page\":124,\"type\":\"INS\",\"rarity\":\"none\",\"entries\":[\"A southern instrument from Amn and Calimshan that is a Faerûnian analog to the guitar. Numerous variations have spread across the continent.\"]},{\"name\":\"Yklwa\",\"source\":\"ToA\",\"page\":32,\"type\":\"M\",\"rarity\":\"none\",\"weight\":3,\"value\":100,\"weaponCategory\":\"simple\",\"property\":[\"T\"],\"range\":\"10/30\",\"dmg1\":\"1d8\",\"dmgType\":\"P\",\"weapon\":true,\"entries\":[\"A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing.\"]},{\"name\":\"Zulkoon\",\"source\":\"SCAG\",\"page\":124,\"type\":\"INS\",\"rarity\":\"none\",\"entries\":[\"A complex pump organ that originated with the zulkirs of Thay, who use it in the casting of their spells. It is considered to have a dramatic, but sinister, sound.\"]}],\"itemProperty\":[{\"abbreviation\":\"2H\",\"source\":\"PHB\",\"page\":147,\"reprintedAs\":[\"2H|XPHB\"],\"template\":\"{{prop_name_lower}}\",\"entries\":[{\"type\":\"entries\",\"name\":\"Two-Handed\",\"entries\":[\"This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.\"]}]},{\"abbreviation\":\"2H\",\"source\":\"XPHB\",\"page\":214,\"freeRules2024\":true,\"template\":\"{{prop_name}}\",\"entries\":[{\"type\":\"entries\",\"name\":\"Two-Handed\",\"entries\":[\"A Two-Handed weapon requires two hands when you attack with it.\"]}]},{\"abbreviation\":\"A\",\"source\":\"PHB\",\"page\":146,\"reprintedAs\":[\"A|XPHB\"],\"template\":\"{{prop_name_lower}} ({{item.range}} ft.)\",\"entries\":[{\"type\":\"entries\",\"name\":\"Ammunition\",\"entries\":[\"You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\",\"If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.\"]}]},{\"abbreviation\":\"A\",\"source\":\"XPHB\",\"page\":213,\"freeRules2024\":true,\"template\":\"{{prop_name}} (Range {{item.range}} ft.; {{item.ammoType}})\",\"entries\":[{\"type\":\"entries\",\"name\":\"Ammunition\",\"entries\":[\"You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\"]}]},{\"abbreviation\":\"AF\",\"source\":\"DMG\",\"page\":267,\"reprintedAs\":[\"AF|XDMG\"],\"template\":\"{{prop_name_lower}} ({{item.range}} ft.)\",\"entries\":[{\"type\":\"entries\",\"name\":\"Ammunition\",\"entries\":[\"You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. The ammunition of a firearm is destroyed upon use.\",\"If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.\"]}]},{\"abbreviation\":\"AF\",\"source\":\"XDMG\",\"page\":72,\"template\":\"{{prop_name_lower}} ({{item.range}} ft.; {{item.ammoType}})\",\"entries\":[{\"type\":\"entries\",\"name\":\"Ammunition\",\"entries\":[\"Firearm Bullets are destroyed upon use in a modern firearm. Futuristic firearms use Energy Cells that become depleted but could possibly be recharged with the proper equipment, at the GM's discretion.\"]}]},{\"abbreviation\":\"BF\",\"source\":\"DMG\",\"page\":267,\"reprintedAs\":[\"BF|XDMG\"],\"template\":\"{{prop_name_lower}}\",\"entries\":[{\"type\":\"entries\",\"name\":\"Burst Fire\",\"entries\":[\"A weapon that has the burst fire property can make a single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's normal damage. This action uses ten pieces of ammunition.\"]}]},{\"abbreviation\":\"BF\",\"source\":\"XDMG\",\"page\":72,\"template\":\"{{prop_name_lower}}\",\"entries\":[{\"type\":\"entries\",\"name\":\"Burst Fire\",\"entries\":[\"As an action, you can expend 10 pieces of a Burst Fire weapon's ammunition to spray shots in a 10-foot {@variantrule Cube [Area of Effect]|XPHB|Cube} within the weapon's normal range. Each creature in that area must succeed on a {@dc 15} Dexterity saving throw or take damage. Roll the weapon's damage once, and apply it to each creature that failed the save.\"]}]},{\"abbreviation\":\"ER\",\"source\":\"TDCSR\",\"page\":195,\"template\":\"{{prop_name_lower}} ({{item.reach}} ft.)\",\"entriesTemplate\":[{\"type\":\"entries\",\"name\":\"Extended Reach\",\"page\":195,\"entries\":[\"This weapon adds {{item.reach}} feet to your reach when you attack with it. This property also determines your reach for {@action opportunity attack|PHB|opportunity attacks} with an Extended Reach weapon.\"]}]},{\"abbreviation\":\"F\",\"source\":\"PHB\",\"page\":147,\"reprintedAs\":[\"F|XPHB\"],\"template\":\"{{prop_name_lower}}\",\"entries\":[{\"type\":\"entries\",\"name\":\"Finesse\",\"entries\":[\"When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\"]}]},{\"abbreviation\":\"F\",\"source\":\"XPHB\",\"page\":213,\"freeRules2024\":true,\"template\":\"{{prop_name}}\",\"entries\":[{\"type\":\"entries\",\"name\":\"Finesse\",\"entries\":[\"When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\"]}]},{\"abbreviation\":\"H\",\"source\":\"PHB\",\"page\":147,\"reprintedAs\":[\"H|XPHB\"],\"template\":\"{{prop_name_lower}}\",\"entries\":[{\"type\":\"entries\",\"name\":\"Heavy\",\"entries\":[\"Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.\"]}]},{\"abbreviation\":\"H\",\"source\":\"XPHB\",\"page\":213,\"freeRules2024\":true,\"template\":\"{{prop_name}}\",\"entries\":[{\"type\":\"entries\",\"name\":\"Heavy\",\"entries\":[\"You have {@variantrule Disadvantage|XPHB} on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.\"]}]},{\"abbreviation\":\"L\",\"source\":\"PHB\",\"page\":147,\"reprintedAs\":[\"L|XPHB\"],\"template\":\"{{prop_name_lower}}\",\"entries\":[{\"type\":\"entries\",\"name\":\"Light\",\"entries\":[\"A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\"]}]},{\"abbreviation\":\"L\",\"source\":\"XPHB\",\"page\":213,\"freeRules2024\":true,\"template\":\"{{prop_name}}\",\"entries\":[{\"type\":\"entries\",\"name\":\"Light\",\"entries\":[\"When you take the {@action Attack|XPHB} action on your turn and attack with a Light weapon, you can make one extra attack as a {@variantrule Bonus Action|XPHB} later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a {@item Shortsword|XPHB} in one hand and a {@item Dagger|XPHB} in the other using the {@action Attack|XPHB} action and a {@variantrule Bonus Action|XPHB}, but you don't add your Strength or Dexterity modifier to the damage roll of the {@variantrule Bonus Action|XPHB} unless that modifier is negative.\"]}]},{\"abbreviation\":\"LD\",\"source\":\"PHB\",\"page\":147,\"reprintedAs\":[\"LD|XPHB\"],\"template\":\"{{prop_name_lower}}\",\"entries\":[{\"type\":\"entries\",\"name\":\"Loading\",\"entries\":[\"Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.\"]}]},{\"abbreviation\":\"LD\",\"source\":\"XPHB\",\"page\":214,\"freeRules2024\":true,\"template\":\"{{prop_name}}\",\"entries\":[{\"type\":\"entries\",\"name\":\"Loading\",\"entries\":[\"You can fire only one piece of ammunition from a Loading weapon when you use an action, a {@variantrule Bonus Action|XPHB}, or a {@variantrule Reaction|XPHB} to fire it, regardless of the number of attacks you can normally make.\"]}]},{\"abbreviation\":\"R\",\"source\":\"PHB\",\"page\":147,\"reprintedAs\":[\"R|XPHB\"],\"template\":\"{{prop_name_lower}}\",\"entries\":[{\"type\":\"entries\",\"name\":\"Reach\",\"entries\":[\"This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon.\"]}]},{\"abbreviation\":\"R\",\"source\":\"XPHB\",\"page\":214,\"freeRules2024\":true,\"template\":\"{{prop_name}}\",\"entries\":[{\"type\":\"entries\",\"name\":\"Reach\",\"entries\":[\"A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\"]}]},{\"abbreviation\":\"RLD\",\"source\":\"DMG\",\"page\":267,\"reprintedAs\":[\"RLD|XDMG\"],\"template\":\"{{prop_name_lower}} ({{item.reload}} shots)\",\"entries\":[{\"type\":\"entries\",\"name\":\"Reload\",\"entries\":[\"A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).\"]}]},{\"abbreviation\":\"RLD\",\"source\":\"XDMG\",\"page\":72,\"template\":\"{{prop_name_lower}} ({{item.reload}} shots)\",\"entries\":[{\"type\":\"entries\",\"name\":\"Reload\",\"entries\":[\"You can make a limited number of shots with a Reload weapon. You must then reload the weapon as an action or a {@variantrule Bonus Action|XPHB}.\"]}]},{\"name\":\"special\",\"abbreviation\":\"S\",\"source\":\"PHB\",\"page\":147,\"template\":\"{{prop_name_lower}}\"},{\"abbreviation\":\"T\",\"source\":\"PHB\",\"page\":147,\"reprintedAs\":[\"T|XPHB\"],\"template\":\"{{prop_name_lower}} ({{item.range}} ft.)\",\"entries\":[{\"type\":\"entries\",\"name\":\"Thrown\",\"entries\":[\"If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\"]}]},{\"abbreviation\":\"T\",\"source\":\"XPHB\",\"page\":214,\"freeRules2024\":true,\"template\":\"{{prop_name}} ({{item.range}} ft.)\",\"entries\":[{\"type\":\"entries\",\"name\":\"Thrown\",\"entries\":[\"If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\"]}]},{\"abbreviation\":\"V\",\"source\":\"PHB\",\"page\":147,\"reprintedAs\":[\"V|XPHB\"],\"template\":\"{{prop_name_lower}} ({{item.dmg2}})\",\"entries\":[{\"type\":\"entries\",\"name\":\"Versatile\",\"entries\":[\"This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.\"]}]},{\"abbreviation\":\"V\",\"source\":\"XPHB\",\"page\":214,\"freeRules2024\":true,\"template\":\"{{prop_name}} ({{item.dmg2}})\",\"entries\":[{\"type\":\"entries\",\"name\":\"Versatile\",\"entries\":[\"A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\"]}]},{\"abbreviation\":\"Vst\",\"source\":\"TDCSR\",\"page\":200,\"template\":\"Vestige\",\"entries\":[{\"type\":\"entries\",\"name\":\"Vestige of Divergence\",\"page\":200,\"entries\":[\"{@note This item is a Vestige of Divergence, see {@book Tal'Dorei Treasures|TDCSR|5|Vestiges of Divergence} for more information.}\"]}]}],\"itemType\":[{\"name\":\"Treasure\",\"abbreviation\":\"$\",\"source\":\"DMG\",\"page\":133},{\"name\":\"Treasure (Art Object)\",\"abbreviation\":\"$A\",\"source\":\"DMG\",\"page\":133,\"reprintedAs\":[\"$A|XDMG\"]},{\"name\":\"Treasure (Art Object)\",\"abbreviation\":\"$A\",\"source\":\"XDMG\",\"page\":215,\"entries\":[\"Idols cast of solid gold, necklaces studded with precious stones, paintings of ancient kings, bejeweled dishes—art objects include all these and more.\"]},{\"name\":\"Treasure (Coinage)\",\"abbreviation\":\"$C\",\"source\":\"PHB\",\"page\":143,\"reprintedAs\":[\"$C|XPHB\"]},{\"name\":\"Treasure (Coinage)\",\"abbreviation\":\"$C\",\"source\":\"XPHB\",\"page\":213,\"freeRules2024\":true,\"entries\":[\"Characters often find coins on their adventures and can spend those coins in shops, inns, and other businesses. Coins come in different denominations based on the relative worth of their material. The Coin Values table lists coins and how much they're worth relative to the Gold Piece, which is the game's main coin. For example, 100 Copper Pieces are worth 1 Gold Piece.\",\"A coin weighs about a third of an ounce, so fifty coins weigh a pound.\"]},{\"name\":\"Treasure (Gemstone)\",\"abbreviation\":\"$G\",\"source\":\"DMG\",\"page\":133,\"reprintedAs\":[\"$G|XDMG\"]},{\"name\":\"Treasure (Gemstone)\",\"abbreviation\":\"$G\",\"source\":\"XDMG\",\"page\":214,\"entries\":[\"Gemstones are small, lightweight, and easily secured compared to their same value in coins.\"]},{\"name\":\"Ammunition\",\"abbreviation\":\"A\",\"source\":\"PHB\",\"page\":148,\"reprintedAs\":[\"A|XPHB\"]},{\"name\":\"Ammunition\",\"abbreviation\":\"A\",\"source\":\"XPHB\",\"page\":222,\"freeRules2024\":true},{\"name\":\"Ammunition\",\"abbreviation\":\"AF\",\"source\":\"DMG\",\"page\":267,\"reprintedAs\":[\"AF|XDMG\"]},{\"name\":\"Ammunition\",\"abbreviation\":\"AF\",\"source\":\"XDMG\",\"page\":72},{\"name\":\"Vehicle (Air)\",\"abbreviation\":\"AIR\",\"source\":\"DMG\",\"page\":119,\"reprintedAs\":[\"AIR|XPHB\"],\"_copy\":{\"abbreviation\":\"SHP\",\"source\":\"DMG\"}},{\"name\":\"Vehicle (Air)\",\"abbreviation\":\"AIR\",\"source\":\"XPHB\",\"page\":230,\"freeRules2024\":true,\"_copy\":{\"abbreviation\":\"SHP\",\"source\":\"XPHB\"}},{\"name\":\"Artisan's Tools\",\"abbreviation\":\"AT\",\"source\":\"PHB\",\"page\":154,\"reprintedAs\":[\"AT|XPHB\"],\"entries\":[\"These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.\"]},{\"name\":\"Artisan's Tools\",\"abbreviation\":\"AT\",\"source\":\"XPHB\",\"page\":220,\"freeRules2024\":true,\"entries\":[\"Artisan's Tools are each focused on crafting items and pursuing a trade. Each type of Artisan's Tools tools requires a separate proficiency.\",\"If you have proficiency with a tool, add your {@variantrule Proficiency|XPHB|Proficiency Bonus} to any ability check you make that uses the tool. If you have proficiency in a skill that's used with that check, you have {@variantrule Advantage|XPHB} on the check too.\"]},{\"name\":\"Explosive\",\"abbreviation\":\"EXP\",\"source\":\"DMG\",\"page\":267,\"reprintedAs\":[\"EXP|XDMG\"]},{\"name\":\"Explosive\",\"abbreviation\":\"EXP\",\"source\":\"XDMG\",\"page\":72},{\"name\":\"Food and Drink\",\"abbreviation\":\"FD\",\"source\":\"PHB\",\"page\":158,\"reprintedAs\":[\"FD|XPHB\"]},{\"name\":\"Food and Drink\",\"abbreviation\":\"FD\",\"source\":\"XPHB\",\"page\":231,\"freeRules2024\":true},{\"name\":\"Adventuring Gear\",\"abbreviation\":\"G\",\"source\":\"PHB\",\"page\":148,\"reprintedAs\":[\"G|XPHB\"]},{\"name\":\"Adventuring Gear\",\"abbreviation\":\"G\",\"source\":\"XPHB\",\"page\":222,\"freeRules2024\":true},{\"name\":\"Gaming Set\",\"abbreviation\":\"GS\",\"source\":\"PHB\",\"page\":154,\"reprintedAs\":[\"GS|XPHB\"],\"entries\":[\"If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.\"]},{\"name\":\"Gaming Set\",\"abbreviation\":\"GS\",\"source\":\"XPHB\",\"page\":221,\"freeRules2024\":true,\"entries\":[\"If you have proficiency with a tool, add your {@variantrule Proficiency|XPHB|Proficiency Bonus} to any ability check you make that uses the tool. If you have proficiency in a skill that's used with that check, you have {@variantrule Advantage|XPHB} on the check too.\"]},{\"name\":\"Generic Variant\",\"abbreviation\":\"GV\",\"source\":\"DMG\",\"page\":135},{\"name\":\"Heavy Armor\",\"abbreviation\":\"HA\",\"source\":\"PHB\",\"page\":145,\"reprintedAs\":[\"HA|XPHB\"]},{\"name\":\"Heavy Armor\",\"abbreviation\":\"HA\",\"source\":\"XPHB\",\"page\":219,\"freeRules2024\":true},{\"name\":\"Illegal Drug\",\"abbreviation\":\"IDG\",\"source\":\"TDCSR\",\"page\":85,\"entriesTemplate\":[\"{@note This item is an illegal drug; see {@variantrule Illegal Drugs|TDCSR} for more information.}\"]},{\"name\":\"Instrument\",\"abbreviation\":\"INS\",\"source\":\"PHB\",\"page\":154,\"reprintedAs\":[\"INS|XPHB\"],\"entries\":[\"If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.\"]},{\"name\":\"Instrument\",\"abbreviation\":\"INS\",\"source\":\"XPHB\",\"page\":221,\"freeRules2024\":true,\"entries\":[\"If you have proficiency with a tool, add your {@variantrule Proficiency|XPHB|Proficiency Bonus} to any ability check you make that uses the tool. If you have proficiency in a skill that's used with that check, you have {@variantrule Advantage|XPHB} on the check too.\"]},{\"name\":\"Light Armor\",\"abbreviation\":\"LA\",\"source\":\"PHB\",\"page\":144,\"reprintedAs\":[\"LA|XPHB\"]},{\"name\":\"Light Armor\",\"abbreviation\":\"LA\",\"source\":\"XPHB\",\"page\":219,\"freeRules2024\":true},{\"name\":\"Melee Weapon\",\"abbreviation\":\"M\",\"source\":\"PHB\",\"page\":146,\"reprintedAs\":[\"M|XPHB\"]},{\"name\":\"Melee Weapon\",\"abbreviation\":\"M\",\"source\":\"XPHB\",\"page\":213,\"freeRules2024\":true},{\"name\":\"Medium Armor\",\"abbreviation\":\"MA\",\"source\":\"PHB\",\"page\":144,\"reprintedAs\":[\"MA|XPHB\"]},{\"name\":\"Medium Armor\",\"abbreviation\":\"MA\",\"source\":\"XPHB\",\"page\":219,\"freeRules2024\":true},{\"name\":\"Mount\",\"abbreviation\":\"MNT\",\"source\":\"PHB\",\"page\":155,\"reprintedAs\":[\"MNT|XPHB\"]},{\"name\":\"Mount\",\"abbreviation\":\"MNT\",\"source\":\"XPHB\",\"page\":230,\"freeRules2024\":true},{\"name\":\"Other\",\"abbreviation\":\"OTH\",\"source\":\"PHB\",\"page\":143},{\"name\":\"Potion\",\"abbreviation\":\"P\",\"source\":\"PHB\",\"page\":148,\"reprintedAs\":[\"P|XPHB\"]},{\"name\":\"Potion\",\"abbreviation\":\"P\",\"source\":\"XPHB\",\"page\":222,\"freeRules2024\":true},{\"name\":\"Ranged Weapon\",\"abbreviation\":\"R\",\"source\":\"PHB\",\"page\":146,\"reprintedAs\":[\"R|XPHB\"],\"entries\":[{\"type\":\"entries\",\"name\":\"Range\",\"entries\":[\"A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\"]}]},{\"name\":\"Ranged Weapon\",\"abbreviation\":\"R\",\"source\":\"XPHB\",\"page\":214,\"freeRules2024\":true,\"entries\":[{\"type\":\"entries\",\"name\":\"Range\",\"entries\":[\"A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have {@variantrule Disadvantage|XPHB} on the attack roll. You can't attack a target beyond the long range.\"]}]},{\"name\":\"Rod\",\"abbreviation\":\"RD\",\"source\":\"DMG\",\"page\":139},{\"name\":\"Ring\",\"abbreviation\":\"RG\",\"source\":\"DMG\",\"page\":139},{\"name\":\"Shield\",\"abbreviation\":\"S\",\"source\":\"PHB\",\"page\":144,\"reprintedAs\":[\"S|XPHB\"]},{\"name\":\"Shield\",\"abbreviation\":\"S\",\"source\":\"XPHB\",\"page\":219,\"freeRules2024\":true},{\"name\":\"Scroll\",\"abbreviation\":\"SC\",\"source\":\"DMG\",\"page\":139,\"reprintedAs\":[\"SC|XPHB\"]},{\"name\":\"Scroll\",\"abbreviation\":\"SC\",\"source\":\"XPHB\",\"page\":222,\"freeRules2024\":true},{\"name\":\"Spellcasting Focus\",\"abbreviation\":\"SCF\",\"source\":\"PHB\",\"page\":148,\"reprintedAs\":[\"SCF|XPHB\"]},{\"name\":\"Spellcasting Focus\",\"abbreviation\":\"SCF\",\"source\":\"XPHB\",\"page\":222,\"freeRules2024\":true},{\"name\":\"Vehicle (Water)\",\"abbreviation\":\"SHP\",\"source\":\"DMG\",\"page\":119,\"reprintedAs\":[\"SHP|XPHB\"],\"entries\":[{\"type\":\"entries\",\"name\":\"Crew\",\"entries\":[\"A ship needs a crew of skilled hirelings to function. As per the Player's Handbook, one skilled hireling costs at least 2 gp per day. The minimum number of skilled hirelings needed to crew a ship depends on the type of vessel.\",\"You can track the loyalty of individual crew members or the crew as a whole using the optional loyalty rules in chapter 4 of the Dungeon Master's Guide. If at least half the crew becomes disloyal during a voyage, the crew turns hostile and stages a mutiny. If the ship is berthed, disloyal crew members leave the ship and never return.\"]},{\"type\":\"entries\",\"name\":\"Passengers\",\"entries\":[\"This indicates the number of Small and Medium passengers the ship can accommodate.\",\"Accommodations consist of shared hammocks in tight quarters. A ship outfitted with private accommodations can carry one-fifth as many passengers.\",\"A passenger is usually expected to pay 5 sp per day for a hammock, but prices can vary from ship to ship. A small private cabin usually costs 2 gp per day.\"]},{\"type\":\"entries\",\"name\":\"Cargo\",\"entries\":[\"The maximum tonnage the ship can carry.\"]},{\"type\":\"entries\",\"name\":\"Damage Threshold\",\"entries\":[\"If a ship has a Damage Threshold, it has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the damage threshold is considered superficial and doesn't reduce the ship's hit points.\"]},{\"type\":\"entries\",\"name\":\"Ship Repair\",\"entries\":[\"Repairs to a damaged ship can be made while the vessel is berthed. Repairing 1 hit point of damage requires 1 day and costs 20 gp for materials and labor.\"]}]},{\"name\":\"Vehicle (Water)\",\"abbreviation\":\"SHP\",\"source\":\"XPHB\",\"page\":230,\"freeRules2024\":true,\"entries\":[{\"type\":\"entries\",\"name\":\"Speed\",\"entries\":[\"A ship sailing against a strong wind moves at half speed. In a dead calm (no wind), waterborne ships can't move under sail and must be rowed. Keelboats and Rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A Rowboat can be carried and weighs 100 pounds.\"]},{\"type\":\"entries\",\"name\":\"Crew\",\"entries\":[\"A ship larger than a Keelboat or Rowboat needs a crew of skilled hirelings (see \\\"{@book Services|XPHB|6|Services}\\\") to function. The minimum number of skilled hirelings needed to crew a ship depends on the type of ship.\"]},{\"type\":\"entries\",\"name\":\"Passengers\",\"entries\":[\"The number of Small and Medium passengers the ship can accommodate using hammocks. A ship outfitted with private accommodations can carry one-fifth as many passengers. A passenger usually pays 5 SP per day for a hammock, but prices can vary from ship to ship. A small private cabin usually costs 2 GP per day.\"]},{\"type\":\"entries\",\"name\":\"Damage Threshold\",\"entries\":[\"See the {@variantrule Damage Threshold|XPHB|rules glossary}.\"]},{\"type\":\"entries\",\"name\":\"Ship Repair\",\"entries\":[\"Repairs to a damaged ship can be made while the vessel is berthed. Repairing 1 {@variantrule Hit Points|XPHB|Hit Point} of damage requires 1 day and costs 20 GP for materials and labor. If the repairs are made in a location where supplies and skilled labor are abundant, such as a city shipyard, the repair time and cost are halved.\"]}]},{\"name\":\"Vehicle (Space)\",\"abbreviation\":\"SPC\",\"source\":\"AAG\",\"page\":24},{\"name\":\"Tool\",\"abbreviation\":\"T\",\"source\":\"PHB\",\"page\":154,\"reprintedAs\":[\"T|XPHB\"]},{\"name\":\"Tool\",\"abbreviation\":\"T\",\"source\":\"XPHB\",\"page\":220,\"freeRules2024\":true,\"entries\":[\"If you have proficiency with a tool, add your {@variantrule Proficiency|XPHB|Proficiency Bonus} to any ability check you make that uses the tool. If you have proficiency in a skill that's used with that check, you have {@variantrule Advantage|XPHB} on the check too.\"]},{\"name\":\"Tack and Harness\",\"abbreviation\":\"TAH\",\"source\":\"PHB\",\"page\":155,\"reprintedAs\":[\"TAH|XPHB\"]},{\"name\":\"Tack and Harness\",\"abbreviation\":\"TAH\",\"source\":\"XPHB\",\"page\":230,\"freeRules2024\":true},{\"name\":\"Trade Bar\",\"abbreviation\":\"TB\",\"source\":\"XDMG\",\"page\":213,\"entries\":[\"Because large numbers of coins can be difficult to transport and account for, many merchants prefer to use trade bars—ingots of precious metals and alloys (usually silver). These bars are valued by weight.\"]},{\"name\":\"Trade Good\",\"abbreviation\":\"TG\",\"source\":\"PHB\",\"page\":146,\"reprintedAs\":[\"TG|XDMG\"],\"entries\":[\"Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest).\",\"Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.\"]},{\"name\":\"Trade Good\",\"abbreviation\":\"TG\",\"source\":\"XDMG\",\"page\":213,\"entries\":[\"Merchants commonly exchange trade goods without using currency.\"]},{\"name\":\"Vehicle (Land)\",\"abbreviation\":\"VEH\",\"source\":\"PHB\",\"page\":155,\"reprintedAs\":[\"VEH|XPHB\"]},{\"name\":\"Vehicle (Land)\",\"abbreviation\":\"VEH\",\"source\":\"XPHB\",\"page\":230,\"freeRules2024\":true},{\"name\":\"Wand\",\"abbreviation\":\"WD\",\"source\":\"DMG\",\"page\":139}],\"itemTypeAdditionalEntries\":[{\"name\":\"Gaming Set\",\"source\":\"XGE\",\"appliesTo\":\"GS|PHB\",\"entries\":[\"Proficiency with a gaming set applies to one type of game, such as Three-Dragon Ante or games of chance that use dice.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"A gaming set has all the pieces needed to play a specific game or type of game, such as a complete deck of cards or a board and tokens.\"]},{\"type\":\"entries\",\"name\":\"History\",\"entries\":[\"Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it.\"]},{\"type\":\"entries\",\"name\":\"Insight\",\"entries\":[\"Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood.\"]},{\"type\":\"entries\",\"name\":\"Sleight of Hand\",\"entries\":[\"Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pickpocketing attempt.\"]},{\"type\":\"table\",\"caption\":\"Gaming Set\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Catch a player cheating\",\"15\"],[\"Gain insight into an opponent's personality\",\"15\"]]}]},{\"name\":\"Instrument\",\"source\":\"XGE\",\"appliesTo\":\"INS|PHB\",\"entries\":[\"Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.\",{\"type\":\"entries\",\"name\":\"History\",\"entries\":[\"Your expertise aids you in recalling lore related to your instrument.\"]},{\"type\":\"entries\",\"name\":\"Performance\",\"entries\":[\"Your ability to put on a good show is improved when you incorporate an instrument into your act.\"]},{\"type\":\"entries\",\"name\":\"Compose a Tune\",\"entries\":[\"As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.\"]},{\"type\":\"table\",\"caption\":\"Musical Instrument\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Identify a tune\",\"10\"],[\"Improvise a tune\",\"20\"]]}]}],\"itemEntry\":[{\"name\":\"Absorbing Tattoo\",\"source\":\"TCE\",\"entriesTemplate\":[\"Produced by a special needle, this magic tattoo features designs that emphasize one color ({{item.detail1}}).\",{\"type\":\"entries\",\"name\":\"Tattoo Attunement\",\"entries\":[\"To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.\",\"If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.\"]},{\"type\":\"entries\",\"name\":\"Damage Resistance\",\"entries\":[\"While the tattoo is on your skin, you have resistance to {{item.resist}} damage.\"]},{\"type\":\"entries\",\"name\":\"Damage Absorption\",\"entries\":[\"When you take {{item.resist}} damage, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn.\"]}]},{\"name\":\"Armor of Resistance\",\"source\":\"DMG\",\"entriesTemplate\":[\"You have resistance to {{item.resist}} damage while you wear this armor.\"]},{\"name\":\"Armor of Resistance\",\"source\":\"XDMG\",\"entriesTemplate\":[\"You have {@variantrule Resistance|XPHB} to {{getFullImmRes item.resist}} damage while you wear this armor.\"]},{\"name\":\"Chromatic Rose\",\"source\":\"WBtW\",\"entriesTemplate\":[\"While this rose is held, it {{item.detail1}} as a harmless visual effect.\",\"While holding the rose by its stem, you gain resistance to {{item.resist}} damage. If you would take more than 10 {{item.resist}} damage from a single source (after applying the resistance), the rose disintegrates, and you take no damage instead.\",\"As an action, you can blow the petals from the rose to produce a 20-foot cone of {{item.resist}}. Each creature in the cone must make a DC 15 Constitution saving throw, taking {@damage 3d10} {{item.resist}} damage on a failed save, or half as much damage on a successful one. Using this property destroys the rose.\"]},{\"name\":\"Dragon Scale Mail\",\"source\":\"XDMG\",\"entriesTemplate\":[\"Dragon Scale Mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In either case, Dragon Scale Mail is highly valued.\",\"While wearing this armor, you gain a +1 bonus to {@variantrule Armor Class|XPHB}, you have {@variantrule Advantage|XPHB} on saving throws against the breath weapons of Dragons, and you have {@variantrule Resistance|XPHB} to {{getFullImmRes item.resist}} damage.\",\"Additionally, you can focus your senses as a {@action Magic|XPHB} action to discern the distance and direction to the closest {{item.detail1}} dragon within 30 miles of yourself. This action can't be used again until the next dawn.\"]},{\"name\":\"Grenade\",\"source\":\"DMG\",\"entriesTemplate\":[\"As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away.\"]},{\"name\":\"Grenade\",\"source\":\"XDMG\",\"entriesTemplate\":[\"As an action, you can either throw a grenade at a point up to 60 feet away or use a Grenade Launcher to propel the grenade to a point up to 1,000 feet away. The grenade explodes at that point, creating a particular effect in a 20-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere}.\"]},{\"name\":\"Ioun Stone\",\"source\":\"XDMG\",\"entriesTemplate\":[\"Roughly marble sized, {@i Ioun Stones} are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of {@i Ioun Stones} exist, each type a distinct combination of shape and color.\",\"When you take a {@action Magic|XPHB} action to toss an {@i Ioun Stone} into the air, the stone orbits your head at a distance of {@dice 1d3} feet, conferring its benefit to you while doing so. You can have up to three {@i Ioun Stones} orbiting your head at the same time.\",\"Each {@i Ioun Stone} orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it.\",\"As a {@action Utilize|XPHB} action, you can seize and stow any number of {@i Ioun Stones} orbiting your head. If your {@variantrule Attunement|XPHB} to an Ioun Stone ends while it's orbiting your head, the stone falls as though you had dropped it.\"]},{\"name\":\"Potion of Resistance\",\"source\":\"DMG\",\"entriesTemplate\":[\"When you drink this potion, you gain resistance to {{item.resist}} damage for 1 hour.\"]},{\"name\":\"Potion of Resistance\",\"source\":\"XDMG\",\"entriesTemplate\":[\"When you drink this potion, you have {@variantrule Resistance|XPHB} to {{getFullImmRes item.resist}} damage for 1 hour.\"]},{\"name\":\"Ring of Resistance\",\"source\":\"DMG\",\"entriesTemplate\":[\"You have resistance to {{item.resist}} damage while wearing this ring. The ring is set with {{item.detail1}}.\"]},{\"name\":\"Ring of Resistance\",\"source\":\"XDMG\",\"entriesTemplate\":[\"You have {@variantrule Resistance|XPHB} to {{getFullImmRes item.resist}} damage while wearing this ring. The ring is set with {{item.detail1}}.\"]},{\"name\":\"Scroll of Protection\",\"source\":\"XDMG\",\"entriesTemplate\":[\"Using a {@action Magic|XPHB} action to read the scroll creates a 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from you. For 5 minutes, {{item.detail2}} can't enter or affect anything in the area. However, if you move in such a way that an {{item.detail1}} would be inside the area, the effect ends.\",\"As a {@action Magic|XPHB} action, a creature within 5 feet of the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} can attempt to overcome it, which forces the creature to make a DC 15 Charisma saving throw. On a successful save, the creature ceases to be affected by the {@variantrule Emanation [Area of Effect]|XPHB|Emanation}.\"]}],\"itemMastery\":[{\"name\":\"Cleave\",\"source\":\"XPHB\",\"page\":214,\"freeRules2024\":true,\"entries\":[\"If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.\"]},{\"name\":\"Graze\",\"source\":\"XPHB\",\"page\":214,\"freeRules2024\":true,\"entries\":[\"If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\"]},{\"name\":\"Nick\",\"source\":\"XPHB\",\"page\":214,\"freeRules2024\":true,\"entries\":[\"When you make the extra attack of the Light property, you can make it as part of the {@action Attack|XPHB} action instead of as a {@variantrule Bonus Action|XPHB}. You can make this extra attack only once per turn.\"]},{\"name\":\"Push\",\"source\":\"XPHB\",\"page\":214,\"freeRules2024\":true,\"entries\":[\"If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\"]},{\"name\":\"Sap\",\"source\":\"XPHB\",\"page\":214,\"freeRules2024\":true,\"entries\":[\"If you hit a creature with this weapon, that creature has {@variantrule Disadvantage|XPHB} on its next attack roll before the start of your next turn.\"]},{\"name\":\"Slow\",\"source\":\"XPHB\",\"page\":214,\"freeRules2024\":true,\"entries\":[\"If you hit a creature with this weapon and deal damage to it, you can reduce its {@variantrule Speed|XPHB} by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the {@variantrule Speed|XPHB} reduction doesn't exceed 10 feet.\"]},{\"name\":\"Topple\",\"source\":\"XPHB\",\"page\":214,\"freeRules2024\":true,\"entries\":[\"If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw ({@dc 8} plus the ability modifier used to make the attack roll and your {@variantrule Proficiency|XPHB} Bonus). On a failed save, the creature has the {@condition Prone|XPHB} condition.\"]},{\"name\":\"Vex\",\"source\":\"XPHB\",\"page\":214,\"freeRules2024\":true,\"entries\":[\"If you hit a creature with this weapon and deal damage to the creature, you have {@variantrule Advantage|XPHB} on your next attack roll against that creature before the end of your next turn.\"]}]}"); JSON_DATA[`data/items.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"item\"]},\"item\":[{\"name\":\"+1 All-Purpose Tool\",\"source\":\"TCE\",\"page\":119,\"rarity\":\"uncommon\",\"reqAttune\":\"by an artificer\",\"reqAttuneTags\":[{\"class\":\"artificer|tce\"}],\"wondrous\":true,\"bonusSpellAttack\":\"+1\",\"bonusSpellSaveDc\":\"+1\",\"focus\":[\"Artificer\"],\"entries\":[\"This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the \\\"Equipment\\\" chapter in the {@book Player's Handbook|PHB} for a list of {@item artisan's tools|PHB}). Whatever form the tool takes, you are proficient with it.\",\"While holding this tool, you gain a +1 bonus to the spell attack rolls and the saving throw DCs of your artificer spells.\",\"As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.\"]},{\"name\":\"+1 Amulet of the Devout\",\"source\":\"TCE\",\"page\":119,\"rarity\":\"uncommon\",\"reqAttune\":\"by a cleric or paladin\",\"reqAttuneTags\":[{\"class\":\"cleric\"},{\"class\":\"paladin\"}],\"wondrous\":true,\"weight\":1,\"bonusSpellAttack\":\"+1\",\"bonusSpellSaveDc\":\"+1\",\"entries\":[\"This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +1 bonus to spell attack rolls and the saving throw DCs of your spells.\",\"While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.\"]},{\"name\":\"+1 Arcane Grimoire\",\"source\":\"TCE\",\"page\":120,\"rarity\":\"uncommon\",\"reqAttune\":\"by a wizard\",\"reqAttuneTags\":[{\"class\":\"wizard\"}],\"wondrous\":true,\"weight\":3,\"bonusSpellAttack\":\"+1\",\"bonusSpellSaveDc\":\"+1\",\"focus\":[\"Wizard\"],\"entries\":[\"While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.\",\"You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.\"]},{\"name\":\"+1 Bloodwell Vial\",\"source\":\"TCE\",\"page\":122,\"rarity\":\"uncommon\",\"reqAttune\":\"by a sorcerer\",\"reqAttuneTags\":[{\"class\":\"sorcerer\"}],\"wondrous\":true,\"bonusSpellAttack\":\"+1\",\"bonusSpellSaveDc\":\"+1\",\"focus\":[\"Sorcerer\"],\"entries\":[\"To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells.\",\"In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.\"]},{\"name\":\"+1 Dragonhide Belt\",\"source\":\"FTD\",\"page\":23,\"rarity\":\"uncommon\",\"reqAttune\":\"by a monk\",\"reqAttuneTags\":[{\"class\":\"monk\"}],\"wondrous\":true,\"entries\":[\"This finely detailed belt is made of dragonhide. While wearing it, you gain a +1 bonus to the saving throw DCs of your ki features. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can't use this action again until the next dawn.\"]},{\"name\":\"+1 Fate Dealer's Deck\",\"source\":\"BMT\",\"page\":61,\"rarity\":\"rare\",\"reqAttune\":\"by a cleric or paladin\",\"reqAttuneTags\":[{\"class\":\"cleric\"},{\"class\":\"paladin\"}],\"wondrous\":true,\"bonusSpellAttack\":\"+1\",\"bonusSpellSaveDc\":\"+1\",\"entries\":[\"The backs of these cards are inscribed with glyphs representing the Inner Planes, the Outer Planes, or the holy symbols of various deities. While holding this deck, you can use it as a spellcasting focus, and you gain a +1 bonus to spell attack rolls and to your spell save DC.\",\"In addition, while you're holding the deck, you can draw a card as an action to expend and roll one of your Hit Dice and add the deck's bonus to the number rolled. One creature you can see within 30 feet of you either takes radiant damage or regains hit points (your choice) equal to the total.\"],\"hasFluffImages\":true},{\"name\":\"+1 Moon Sickle\",\"source\":\"TCE\",\"page\":133,\"baseItem\":\"sickle|PHB\",\"type\":\"M\",\"rarity\":\"uncommon\",\"reqAttune\":\"by a druid or ranger\",\"reqAttuneTags\":[{\"class\":\"druid\"},{\"class\":\"ranger\"}],\"weight\":2,\"weaponCategory\":\"simple\",\"property\":[\"L\"],\"dmg1\":\"1d4\",\"dmgType\":\"S\",\"bonusWeapon\":\"+1\",\"bonusSpellAttack\":\"+1\",\"bonusSpellSaveDc\":\"+1\",\"focus\":[\"Druid\",\"Ranger\"],\"entries\":[\"This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.\",\"When you cast a spell that restores hit points, you can roll a {@dice d4} and add the number rolled to the amount of hit points restored, provided you are holding the sickle.\"]},{\"name\":\"+1 Rhythm-Maker's Drum\",\"source\":\"TCE\",\"page\":134,\"type\":\"INS\",\"rarity\":\"uncommon\",\"reqAttune\":\"by a bard\",\"reqAttuneTags\":[{\"class\":\"bard\"}],\"wondrous\":true,\"weight\":3,\"bonusSpellAttack\":\"+1\",\"bonusSpellSaveDc\":\"+1\",\"entries\":[\"While holding this {@item drum|PHB}, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your bard spells.\",\"As an action, you can play the {@item drum|PHB} to regain one use of your Bardic Inspiration feature. This property of the {@item drum|PHB} can't be used again until the next dawn.\"]},{\"name\":\"+1 Rod of the Pact Keeper\",\"source\":\"DMG\",\"page\":197,\"reprintedAs\":[\"+1 Rod of the Pact Keeper|XDMG\"],\"type\":\"RD|DMG\",\"tier\":\"major\",\"rarity\":\"uncommon\",\"reqAttune\":\"by a warlock\",\"reqAttuneTags\":[{\"class\":\"warlock\"}],\"weight\":2,\"bonusSpellAttack\":\"+1\",\"bonusSpellSaveDc\":\"+1\",\"entries\":[\"While holding this rod, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.\",\"In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.\"],\"lootTables\":[\"Magic Item Table F\"]},{\"name\":\"+1 Rod of the Pact Keeper\",\"source\":\"XDMG\",\"page\":301,\"type\":\"RD|XDMG\",\"rarity\":\"uncommon\",\"reqAttune\":\"by a warlock\",\"reqAttuneTags\":[{\"class\":\"warlock\"}],\"weight\":2,\"bonusSpellAttack\":\"+1\",\"bonusSpellSaveDc\":\"+1\",\"entries\":[\"While holding this rod, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your {@filter Warlock spells|spells|class=Warlock}.\",\"In addition, you can regain one spell slot as a {@action Magic|XPHB} action while holding the rod. You can't use this property again until you finish a {@variantrule Long Rest|XPHB}.\"]},{\"name\":\"+1 Wand of the War Mage\",\"source\":\"DMG\",\"page\":212,\"srd\":true,\"reprintedAs\":[\"+1 Wand of the War Mage|XDMG\"],\"type\":\"WD|DMG\",\"tier\":\"major\",\"rarity\":\"uncommon\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"weight\":1,\"bonusSpellAttack\":\"+1\",\"entries\":[\"While you are holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore {@quickref Cover||3||half cover} when making a spell attack.\"],\"lootTables\":[\"Magic Item Table F\"]},{\"name\":\"+1 Wand of the War Mage\",\"source\":\"XDMG\",\"page\":322,\"freeRules2024\":true,\"type\":\"WD|XDMG\",\"rarity\":\"uncommon\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"weight\":1,\"bonusSpellAttack\":\"+1\",\"entries\":[\"While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore {@variantrule Cover|XPHB|Half Cover} when making a spell attack roll.\"]},{\"name\":\"+1 Wraps of Unarmed Power\",\"source\":\"XDMG\",\"page\":325,\"rarity\":\"uncommon\",\"wondrous\":true,\"bonusWeapon\":\"+1\",\"entries\":[\"While wearing these wraps, you have a +1 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type.\"]},{\"name\":\"+1 Wraps of Unarmed Prowess\",\"source\":\"BMT\",\"page\":69,\"reprintedAs\":[\"+1 Wraps of Unarmed Power|XDMG\"],\"rarity\":\"uncommon\",\"wondrous\":true,\"bonusWeapon\":\"+1\",\"entries\":[\"While you're wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a +1 bonus to the attack and damage rolls of your unarmed strikes.\"]},{\"name\":\"+2 All-Purpose Tool\",\"source\":\"TCE\",\"page\":119,\"rarity\":\"rare\",\"reqAttune\":\"by an artificer\",\"reqAttuneTags\":[{\"class\":\"artificer|tce\"}],\"wondrous\":true,\"bonusSpellAttack\":\"+2\",\"bonusSpellSaveDc\":\"+2\",\"focus\":[\"Artificer\"],\"entries\":[\"This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the \\\"Equipment\\\" chapter in the {@book Player's Handbook|PHB} for a list of {@item artisan's tools|PHB}). Whatever form the tool takes, you are proficient with it.\",\"While holding this tool, you gain a +2 bonus to the spell attack rolls and the saving throw DCs of your artificer spells.\",\"As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.\"]},{\"name\":\"+2 Amulet of the Devout\",\"source\":\"TCE\",\"page\":119,\"rarity\":\"rare\",\"reqAttune\":\"by a cleric or paladin\",\"reqAttuneTags\":[{\"class\":\"cleric\"},{\"class\":\"paladin\"}],\"wondrous\":true,\"weight\":1,\"bonusSpellAttack\":\"+2\",\"bonusSpellSaveDc\":\"+2\",\"entries\":[\"This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +2 bonus to spell attack rolls and the saving throw DCs of your spells.\",\"While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.\"]},{\"name\":\"+2 Arcane Grimoire\",\"source\":\"TCE\",\"page\":120,\"rarity\":\"rare\",\"reqAttune\":\"by a wizard\",\"reqAttuneTags\":[{\"class\":\"wizard\"}],\"wondrous\":true,\"weight\":3,\"bonusSpellAttack\":\"+2\",\"bonusSpellSaveDc\":\"+2\",\"focus\":[\"Wizard\"],\"entries\":[\"While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.\",\"You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.\"]},{\"name\":\"+2 Bloodwell Vial\",\"source\":\"TCE\",\"page\":122,\"rarity\":\"rare\",\"reqAttune\":\"by a sorcerer\",\"reqAttuneTags\":[{\"class\":\"sorcerer\"}],\"wondrous\":true,\"bonusSpellAttack\":\"+2\",\"bonusSpellSaveDc\":\"+2\",\"focus\":[\"Sorcerer\"],\"entries\":[\"To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells.\",\"In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.\"]},{\"name\":\"+2 Dragonhide Belt\",\"source\":\"FTD\",\"page\":23,\"rarity\":\"rare\",\"reqAttune\":\"by a monk\",\"reqAttuneTags\":[{\"class\":\"monk\"}],\"wondrous\":true,\"entries\":[\"This finely detailed belt is made of dragonhide. While wearing it, you gain a +2 bonus to the saving throw DCs of your ki features. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can't use this action again until the next dawn.\"]},{\"name\":\"+2 Fate Dealer's Deck\",\"source\":\"BMT\",\"page\":61,\"rarity\":\"very rare\",\"reqAttune\":\"by a cleric or paladin\",\"reqAttuneTags\":[{\"class\":\"cleric\"},{\"class\":\"paladin\"}],\"wondrous\":true,\"bonusSpellAttack\":\"+2\",\"bonusSpellSaveDc\":\"+2\",\"entries\":[\"The backs of these cards are inscribed with glyphs representing the Inner Planes, the Outer Planes, or the holy symbols of various deities. While holding this deck, you can use it as a spellcasting focus, and you gain a +2 bonus to spell attack rolls and to your spell save DC.\",\"In addition, while you're holding the deck, you can draw a card as an action to expend and roll one of your Hit Dice and add the deck's bonus to the number rolled. One creature you can see within 30 feet of you either takes radiant damage or regains hit points (your choice) equal to the total.\"],\"hasFluffImages\":true},{\"name\":\"+2 Moon Sickle\",\"source\":\"TCE\",\"page\":133,\"baseItem\":\"sickle|PHB\",\"type\":\"M\",\"rarity\":\"rare\",\"reqAttune\":\"by a druid or ranger\",\"reqAttuneTags\":[{\"class\":\"druid\"},{\"class\":\"ranger\"}],\"weight\":2,\"weaponCategory\":\"simple\",\"property\":[\"L\"],\"dmg1\":\"1d4\",\"dmgType\":\"S\",\"bonusWeapon\":\"+2\",\"bonusSpellAttack\":\"+2\",\"bonusSpellSaveDc\":\"+2\",\"focus\":[\"Druid\",\"Ranger\"],\"entries\":[\"This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +2 bonus to attack and damage rolls made with it, and you gain a +2 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.\",\"When you cast a spell that restores hit points, you can roll a {@dice d4} and add the number rolled to the amount of hit points restored, provided you are holding the sickle.\"]},{\"name\":\"+2 Rhythm-Maker's Drum\",\"source\":\"TCE\",\"page\":134,\"type\":\"INS\",\"rarity\":\"rare\",\"reqAttune\":\"by a bard\",\"reqAttuneTags\":[{\"class\":\"bard\"}],\"wondrous\":true,\"weight\":3,\"bonusSpellAttack\":\"+2\",\"bonusSpellSaveDc\":\"+2\",\"entries\":[\"While holding this {@item drum|PHB}, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your bard spells.\",\"As an action, you can play the {@item drum|PHB} to regain one use of your Bardic Inspiration feature. This property of the {@item drum|PHB} can't be used again until the next dawn.\"]},{\"name\":\"+2 Ring of Protection\",\"source\":\"TDCSR\",\"page\":263,\"_copy\":{\"name\":\"Ring of Protection\",\"source\":\"DMG\",\"_mod\":{\"entries\":{\"mode\":\"replaceTxt\",\"replace\":\"\\\\+1\",\"with\":\"+2\",\"flags\":\"i\"}},\"_preserve\":{\"tier\":true}},\"bonusAc\":\"+2\",\"bonusSavingThrow\":\"+2\",\"optionalfeatures\":[],\"hasFluffImages\":true},{\"name\":\"+2 Rod of the Pact Keeper\",\"source\":\"DMG\",\"page\":197,\"reprintedAs\":[\"+2 Rod of the Pact Keeper|XDMG\"],\"type\":\"RD|DMG\",\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":\"by a warlock\",\"reqAttuneTags\":[{\"class\":\"warlock\"}],\"weight\":2,\"bonusSpellAttack\":\"+2\",\"bonusSpellSaveDc\":\"+2\",\"entries\":[\"While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.\",\"In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.\"],\"lootTables\":[\"Magic Item Table G\"]},{\"name\":\"+2 Rod of the Pact Keeper\",\"source\":\"XDMG\",\"page\":301,\"type\":\"RD|XDMG\",\"rarity\":\"rare\",\"reqAttune\":\"by a warlock\",\"reqAttuneTags\":[{\"class\":\"warlock\"}],\"weight\":2,\"bonusSpellAttack\":\"+2\",\"bonusSpellSaveDc\":\"+2\",\"entries\":[\"While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your {@filter Warlock spells|spells|class=Warlock}.\",\"In addition, you can regain one spell slot as a {@action Magic|XPHB} action while holding the rod. You can't use this property again until you finish a {@variantrule Long Rest|XPHB}.\"]},{\"name\":\"+2 Studded Leather Armor of Acid Resistance\",\"source\":\"TDCSR\",\"page\":271,\"type\":\"LA\",\"resist\":[\"acid\"],\"tier\":\"major\",\"rarity\":\"unknown (magic)\",\"reqAttune\":true,\"weight\":13,\"ac\":12,\"bonusAc\":\"+2\",\"entries\":[\"You have a +2 bonus to AC while wearing this armor.\",\"You have resistance to acid damage while you wear this armor.\",\"{@note Worn by {@creature Scanlan Shorthalt|TDCSR}.}\"]},{\"name\":\"+2 Studded White Dragon Leather Armor of Cold Resistance\",\"source\":\"TDCSR\",\"page\":267,\"type\":\"LA\",\"resist\":[\"cold\"],\"tier\":\"major\",\"rarity\":\"unknown (magic)\",\"reqAttune\":true,\"weight\":13,\"ac\":12,\"bonusAc\":\"+2\",\"entries\":[\"You have a +2 bonus to AC while wearing this armor.\",\"You have resistance to cold damage while you wear this armor.\",\"{@note Worn by {@creature Vex'ahlia|TDCSR}.}\"]},{\"name\":\"+2 Wand of the War Mage\",\"source\":\"DMG\",\"page\":212,\"srd\":true,\"reprintedAs\":[\"+2 Wand of the War Mage|XDMG\"],\"type\":\"WD|DMG\",\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"weight\":1,\"bonusSpellAttack\":\"+2\",\"entries\":[\"While you are holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore {@quickref Cover||3||half cover} when making a spell attack.\"],\"lootTables\":[\"Magic Item Table G\"]},{\"name\":\"+2 Wand of the War Mage\",\"source\":\"XDMG\",\"page\":322,\"freeRules2024\":true,\"type\":\"WD|XDMG\",\"rarity\":\"rare\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"weight\":1,\"bonusSpellAttack\":\"+2\",\"entries\":[\"While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore {@variantrule Cover|XPHB|Half Cover} when making a spell attack roll.\"]},{\"name\":\"+2 Wraps of Unarmed Power\",\"source\":\"XDMG\",\"page\":325,\"rarity\":\"rare\",\"wondrous\":true,\"bonusWeapon\":\"+2\",\"entries\":[\"While wearing these wraps, you have a +2 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type.\"]},{\"name\":\"+2 Wraps of Unarmed Prowess\",\"source\":\"BMT\",\"page\":69,\"reprintedAs\":[\"+2 Wraps of Unarmed Power|XDMG\"],\"rarity\":\"rare\",\"wondrous\":true,\"bonusWeapon\":\"+2\",\"entries\":[\"While you're wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a +2 bonus to the attack and damage rolls of your unarmed strikes.\"]},{\"name\":\"+3 All-Purpose Tool\",\"source\":\"TCE\",\"page\":119,\"rarity\":\"very rare\",\"reqAttune\":\"by an artificer\",\"reqAttuneTags\":[{\"class\":\"artificer|tce\"}],\"wondrous\":true,\"bonusSpellAttack\":\"+3\",\"bonusSpellSaveDc\":\"+3\",\"focus\":[\"Artificer\"],\"entries\":[\"This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the \\\"Equipment\\\" chapter in the {@book Player's Handbook|PHB} for a list of {@item artisan's tools|PHB}). Whatever form the tool takes, you are proficient with it.\",\"While holding this tool, you gain a +3 bonus to the spell attack rolls and the saving throw DCs of your artificer spells.\",\"As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.\"]},{\"name\":\"+3 Amulet of the Devout\",\"source\":\"TCE\",\"page\":119,\"rarity\":\"very rare\",\"reqAttune\":\"by a cleric or paladin\",\"reqAttuneTags\":[{\"class\":\"cleric\"},{\"class\":\"paladin\"}],\"wondrous\":true,\"weight\":1,\"bonusSpellAttack\":\"+3\",\"bonusSpellSaveDc\":\"+3\",\"entries\":[\"This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +3 bonus to spell attack rolls and the saving throw DCs of your spells.\",\"While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.\"]},{\"name\":\"+3 Arcane Grimoire\",\"source\":\"TCE\",\"page\":120,\"rarity\":\"very rare\",\"reqAttune\":\"by a wizard\",\"reqAttuneTags\":[{\"class\":\"wizard\"}],\"wondrous\":true,\"weight\":3,\"bonusSpellAttack\":\"+3\",\"bonusSpellSaveDc\":\"+3\",\"focus\":[\"Wizard\"],\"entries\":[\"While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.\",\"You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.\"]},{\"name\":\"+3 Bloodwell Vial\",\"source\":\"TCE\",\"page\":122,\"rarity\":\"very rare\",\"reqAttune\":\"by a sorcerer\",\"reqAttuneTags\":[{\"class\":\"sorcerer\"}],\"wondrous\":true,\"bonusSpellAttack\":\"+3\",\"bonusSpellSaveDc\":\"+3\",\"focus\":[\"Sorcerer\"],\"entries\":[\"To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells.\",\"In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.\"]},{\"name\":\"+3 Dragonhide Belt\",\"source\":\"FTD\",\"page\":23,\"rarity\":\"very rare\",\"reqAttune\":\"by a monk\",\"reqAttuneTags\":[{\"class\":\"monk\"}],\"wondrous\":true,\"entries\":[\"This finely detailed belt is made of dragonhide. While wearing it, you gain a +3 bonus to the saving throw DCs of your ki features. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can't use this action again until the next dawn.\"]},{\"name\":\"+3 Fate Dealer's Deck\",\"source\":\"BMT\",\"page\":61,\"rarity\":\"legendary\",\"reqAttune\":\"by a cleric or paladin\",\"reqAttuneTags\":[{\"class\":\"cleric\"},{\"class\":\"paladin\"}],\"wondrous\":true,\"bonusSpellAttack\":\"+3\",\"bonusSpellSaveDc\":\"+3\",\"entries\":[\"The backs of these cards are inscribed with glyphs representing the Inner Planes, the Outer Planes, or the holy symbols of various deities. While holding this deck, you can use it as a spellcasting focus, and you gain a +3 bonus to spell attack rolls and to your spell save DC.\",\"In addition, while you're holding the deck, you can draw a card as an action to expend and roll one of your Hit Dice and add the deck's bonus to the number rolled. One creature you can see within 30 feet of you either takes radiant damage or regains hit points (your choice) equal to the total.\"],\"hasFluffImages\":true},{\"name\":\"+3 Moon Sickle\",\"source\":\"TCE\",\"page\":133,\"baseItem\":\"sickle|PHB\",\"type\":\"M\",\"rarity\":\"very rare\",\"reqAttune\":\"by a druid or ranger\",\"reqAttuneTags\":[{\"class\":\"druid\"},{\"class\":\"ranger\"}],\"weight\":2,\"weaponCategory\":\"simple\",\"property\":[\"L\"],\"dmg1\":\"1d4\",\"dmgType\":\"S\",\"bonusWeapon\":\"+3\",\"bonusSpellAttack\":\"+3\",\"bonusSpellSaveDc\":\"+3\",\"focus\":[\"Druid\",\"Ranger\"],\"entries\":[\"This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +3 bonus to attack and damage rolls made with it, and you gain a +3 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.\",\"When you cast a spell that restores hit points, you can roll a {@dice d4} and add the number rolled to the amount of hit points restored, provided you are holding the sickle.\"]},{\"name\":\"+3 Rhythm-Maker's Drum\",\"source\":\"TCE\",\"page\":134,\"type\":\"INS\",\"rarity\":\"very rare\",\"reqAttune\":\"by a bard\",\"reqAttuneTags\":[{\"class\":\"bard\"}],\"wondrous\":true,\"weight\":3,\"bonusSpellAttack\":\"+3\",\"bonusSpellSaveDc\":\"+3\",\"entries\":[\"While holding this {@item drum|PHB}, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your bard spells.\",\"As an action, you can play the {@item drum|PHB} to regain one use of your Bardic Inspiration feature. This property of the {@item drum|PHB} can't be used again until the next dawn.\"]},{\"name\":\"+3 Rod of the Pact Keeper\",\"source\":\"DMG\",\"page\":197,\"reprintedAs\":[\"+3 Rod of the Pact Keeper|XDMG\"],\"type\":\"RD|DMG\",\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":\"by a warlock\",\"reqAttuneTags\":[{\"class\":\"warlock\"}],\"weight\":2,\"bonusSpellAttack\":\"+3\",\"bonusSpellSaveDc\":\"+3\",\"entries\":[\"While holding this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.\",\"In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.\"],\"lootTables\":[\"Magic Item Table H\"]},{\"name\":\"+3 Rod of the Pact Keeper\",\"source\":\"XDMG\",\"page\":301,\"type\":\"RD|XDMG\",\"rarity\":\"very rare\",\"reqAttune\":\"by a warlock\",\"reqAttuneTags\":[{\"class\":\"warlock\"}],\"weight\":2,\"bonusSpellAttack\":\"+3\",\"bonusSpellSaveDc\":\"+3\",\"entries\":[\"While holding this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your {@filter Warlock spells|spells|class=Warlock}.\",\"In addition, you can regain one spell slot as a {@action Magic|XPHB} action while holding the rod. You can't use this property again until you finish a {@variantrule Long Rest|XPHB}.\"]},{\"name\":\"+3 Wand of the War Mage\",\"source\":\"DMG\",\"page\":212,\"srd\":true,\"reprintedAs\":[\"+3 Wand of the War Mage|XDMG\"],\"type\":\"WD|DMG\",\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"weight\":1,\"bonusSpellAttack\":\"+3\",\"entries\":[\"While you are holding this wand, you gain a +3 bonus to spell attack rolls. In addition, you ignore {@quickref Cover||3||half cover} when making a spell attack.\"],\"lootTables\":[\"Magic Item Table H\"]},{\"name\":\"+3 Wand of the War Mage\",\"source\":\"XDMG\",\"page\":322,\"freeRules2024\":true,\"type\":\"WD|XDMG\",\"rarity\":\"very rare\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"weight\":1,\"bonusSpellAttack\":\"+3\",\"entries\":[\"While holding this wand, you gain a +3 bonus to spell attack rolls. In addition, you ignore {@variantrule Cover|XPHB|Half Cover} when making a spell attack roll.\"]},{\"name\":\"+3 Wraps of Unarmed Power\",\"source\":\"XDMG\",\"page\":325,\"rarity\":\"very rare\",\"wondrous\":true,\"bonusWeapon\":\"+3\",\"entries\":[\"While wearing these wraps, you have a +3 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type.\"]},{\"name\":\"+3 Wraps of Unarmed Prowess\",\"source\":\"BMT\",\"page\":69,\"reprintedAs\":[\"+3 Wraps of Unarmed Power|XDMG\"],\"rarity\":\"very rare\",\"wondrous\":true,\"bonusWeapon\":\"+3\",\"entries\":[\"While you're wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a +3 bonus to the attack and damage rolls of your unarmed strikes.\"]},{\"name\":\"Abacus\",\"source\":\"PHB\",\"page\":150,\"srd\":true,\"basicRules\":true,\"type\":\"G\",\"rarity\":\"none\",\"weight\":2,\"value\":200},{\"name\":\"Abracadabrus\",\"source\":\"IDRotF\",\"page\":314,\"rarity\":\"very rare\",\"wondrous\":true,\"weight\":25,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d20}\",\"charges\":20,\"entries\":[\"An abracadabrus is an ornate, gemstone-studded wooden chest that weighs 25 pounds while empty. Its interior compartment is a cube measuring 1½ feet on a side.\",\"The chest has 20 charges. A creature can use an action to touch the closed lid of the chest and expend 1 of the chest's charges while naming one or more nonmagical objects (including raw materials, foodstuffs, and liquids) worth a total of 1 gp or less. The named objects magically appear in the chest, provided they can all fit inside it and the chest doesn't contain anything else. For example, the chest can conjure a plate of strawberries, a bowl of hot soup, a flagon of water, a stuffed animal, or a bag of twenty caltrops. Food and drink conjured by the chest are delicious, and they spoil if not consumed after 24 hours. Gems and precious metals created by the chest disappear after 1 minute.\",\"The chest regains {@dice 1d20} expended charges daily at dawn. If the item's last charge is expended, roll a {@dice d20}. On a 1, the chest loses its magic (becoming an ordinary chest), and its gemstones turn to dust.\"],\"miscTags\":[\"CF/W\"]},{\"name\":\"Accounting and Valuation of All Things\",\"source\":\"CoA\",\"page\":272,\"rarity\":\"artifact\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"The Accounting and Valuation of All Things is bound in gold leaf, with pages of silver and text of blood.\",\"This is a magic tome that functions as a spellbook and arcane focus. You have a +3 bonus to your spell attack and spell save DC.\",{\"type\":\"entries\",\"name\":\"Random Properties\",\"entries\":[\"The Accounting and Valuation of All Things has the following random properties:\",{\"type\":\"list\",\"items\":[\"1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property\",\"1 {@table Artifact Properties; Major Detrimental Properties|dmg|major detrimental} property\"]}]},{\"type\":\"entries\",\"name\":\"The Soul Trade\",\"entries\":[\"One section of the book is dedicated to negotiating and valuing mortal souls. When the book is opened within 10 feet of a creature with a soul, that creature must make a DC 22 Wisdom saving throw. On a failed save, the tome analyzes their greatest desires and calculates exactly what they would need to give up their soul. That information is then displayed within the tome, such that the user can offer a trade to acquire a soul. Creatures that succeed on the saving throw simply show up as a question mark in the book's pages and are immune to further valuations.\"]},{\"type\":\"entries\",\"name\":\"Mammon's Tax\",\"entries\":[\"When the Accounting and Valuation of All Things is used as a spellbook, it maintains a unique ability to forcibly acquire souls. Any creature killed by a spell transcribed within the book has their soul ripped from their body and sent to Minauros. This process renders the subject immune to all forms of resurrection aside from {@spell True Resurrection}. In payment for their soul, Mammon drops gold equal to (20 × CR) or (2 × Level) on their corpse.\"]},{\"type\":\"entries\",\"name\":\"Negotiation Tactics\",\"entries\":[\"The tome is capable of providing some assistance to all negotiations, not just those made for souls. You gain a passive +5 to Charisma ({@skill Persuasion}) checks made to barter. Additionally, as an action, you can surrender your consciousness to the tome, allowing it to take over. For 1 minute, the Accounting and Valuation of All Things speaks for you, using a +12 Charisma ({@skill Persuasion}) skill and gaining advantage on your rolls. Using the book in this manner has a corrupting influence, and each use compels you to become increasingly greedy, vain, and evil—much like its original owner, Mammon. When the duration ends, if your alignment is non-evil, you suffer {@damage 6d6} necrotic damage.\"]},{\"type\":\"entries\",\"name\":\"Transcribed Spells\",\"entries\":[\"The spellbook section of the Accounting and Valuation of All Things comes with some spells already recorded. For each spell level, roll ({@dice 1d4 - 1}). The DM will determine the necessary spells of each level that already exist within the tome. If you copy spells from the tome to your own spellbook, the cost in gold is doubled. On the opposite end, copying spells from your spellbook to the tome only costs half the gold it normally would.\"]},{\"type\":\"entries\",\"name\":\"Destroying the Tome\",\"entries\":[\"Destroying the Accounting and Valuation of All Things can be done in two ways. The first option is a simple bribe to Mammon to have him destroy the tome. An offering of 99,999 gp must be made, at midnight, by opening the book and placing the gold inside. If Mammon accepts the offering, the gold melts around the book, then both vanish.\",\"The second route, in case Mammon is unavailable or unwilling, is to incinerate the book. To accomplish this task, a pot of platinum (valued at no less than 99,999 gp) must be melted, enough to fully submerge the book. Once the platinum is prepared, dropping the tome into the molten solution melts the tome. The process completely destroys the tome, as well as the platinum.\"]}]},{\"name\":\"Acid\",\"source\":\"XPHB\",\"page\":222,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":1,\"value\":2500,\"entries\":[\"When you take the {@action Attack|XPHB} action, you can replace one of your attacks with throwing a vial of Acid. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and {@variantrule Proficiency|XPHB|Proficiency Bonus}) or take {@damage 2d6} Acid damage.\"]},{\"name\":\"Acid (vial)\",\"source\":\"PHB\",\"page\":148,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Acid|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":1,\"value\":2500,\"entries\":[\"As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes {@damage 2d6} acid damage.\"]},{\"name\":\"Acid Absorbing Tattoo\",\"source\":\"TCE\",\"page\":119,\"resist\":[\"acid\"],\"detail1\":\"green\",\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"tattoo\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Absorbing Tattoo|TCE}\"]},{\"name\":\"Adamantine Bar\",\"source\":\"WDH\",\"page\":90,\"type\":\"TG\",\"rarity\":\"none\",\"weight\":10,\"value\":100000},{\"name\":\"Adjustable Stilts\",\"source\":\"WDH\",\"page\":47,\"type\":\"OTH\",\"rarity\":\"unknown\",\"weight\":8,\"entries\":[\"The stilts take 1 minute to put on or remove. They increase the height of any humanoid wearing them by 2 to 5 feet. Each stilt weighs 8 pounds and is 1 foot long when fully collapsed.\"]},{\"name\":\"Adze of Annam\",\"source\":\"BGG\",\"page\":110,\"baseItem\":\"greataxe|PHB\",\"type\":\"M\",\"rarity\":\"artifact\",\"reqAttune\":true,\"weight\":7,\"weaponCategory\":\"martial\",\"property\":[\"H\",\"2H\"],\"dmg1\":\"1d12\",\"dmgType\":\"S\",\"bonusWeapon\":\"+3\",\"entries\":[\"This massive adze is said to have been wielded by All-Father Annam, not as a weapon but as the tool he used to shape the various worlds of the Material Plane eons ago.\",{\"type\":\"entries\",\"name\":\"Random Properties\",\"entries\":[\"The adze has the following random properties, determined by rolling on the appropriate table in the Dungeon Master's Guide:\",{\"type\":\"list\",\"items\":[\"2 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} properties\",\"1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property\",\"2 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} properties\"]}]},{\"type\":\"entries\",\"name\":\"Magic Weapon\",\"entries\":[\"When a creature attunes to the adze, the artifact magically adjusts its size so that creature can wield it as a greataxe. The adze is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. On a hit, the adze deals an additional {@damage 3d12} force damage. It also deals double damage to objects and structures.\"]},{\"type\":\"entries\",\"name\":\"Divine Mattock\",\"entries\":[\"As an action, you can call upon the might of the All-Father and use the adze to cast {@spell move earth} or {@spell fabricate}. Once this property is used, it can't be used again until the next dawn.\"]}],\"attachedSpells\":[\"move earth\"],\"hasFluffImages\":true},{\"name\":\"Aerenal Trinket\",\"source\":\"ERLW\",\"page\":134,\"type\":\"G\",\"rarity\":\"none\",\"entries\":[{\"caption\":\"Trinkets from Aerenal\",\"colLabels\":[\"d8\",\"Trinket\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A bronzewood ring inscribed with the Elvish word for \\\"hope\\\"\"],[\"2\",\"A dried flower; if it's placed in water, it blooms\"],[\"3\",\"An ebony locket; when it's opened, an elven voice whispers \\\"Always\\\"\"],[\"4\",\"A tiny skull carved from dark wood\"],[\"5\",\"A finger bone inscribed with an unknown sigil\"],[\"6\",\"An ivory flute which produces no sound\"],[\"7\",\"A small journal made from preserved leaves\"],[\"8\",\"A book of poetry written by undead elves\"]],\"type\":\"table\"}],\"miscTags\":[\"TT\"]},{\"name\":\"Agony (Awakened)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Agony (Dormant)\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":[{\"mode\":\"appendArr\",\"items\":{\"entries\":[{\"type\":\"entries\",\"name\":\"Awakened\",\"entries\":[\"When Agony reaches an awakened state, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"The extra damage when you hit a marked creature increases to {@dice 1d8}.\",\"A marked creature has {@quickref Advantage and Disadvantage|PHB|2|0|disadvantage} on Constitution checks and Constitution {@quickref saving throws|PHB|2|1}.\",\"When you reduce a creature to 0 hit points with an attack using Agony, you can immediately make an additional melee attack with this weapon as a bonus action.\"]}]}]}}]},\"_preserve\":{\"page\":true,\"fluff\":true}},\"hasFluffImages\":true},{\"name\":\"Agony (Dormant)\",\"source\":\"TDCSR\",\"page\":202,\"baseItem\":\"flail|PHB\",\"type\":\"M\",\"rarity\":\"legendary\",\"reqAttune\":\"by a creature of non-good alignment\",\"reqAttuneTags\":[{\"alignment\":[\"N\",\"E\",\"C\",\"L\",\"A\"]}],\"weight\":2,\"weaponCategory\":\"martial\",\"property\":[\"Vst|TDCSR\"],\"dmg1\":\"1d8\",\"dmgType\":\"B\",\"bonusWeapon\":\"+2\",\"entries\":[\"Utilized in countless tortures and slow executions, the hooked chains of this brutal weapon constantly show dried blood and rot. Legend says that Agony was wielded in the {@book Calamity|TDCSR|1|The Calamity} by the gnoll scion of a flesh-eating Demon Lord.\",{\"type\":\"entries\",\"name\":\"Dormant\",\"entries\":[\"While Agony is in a dormant state, you gain a +2 bonus to attack and damage rolls made with this magic weapon. Whenever you damage a creature with Agony, that creature is marked for 10 minutes or until you damage a different creature. When you hit a creature marked in this way with this weapon, the target takes an extra {@damage 1d6} piercing damage.\"]}],\"hasFluffImages\":true},{\"name\":\"Agony (Exalted)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Agony (Awakened)\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":[{\"mode\":\"appendArr\",\"items\":{\"entries\":[{\"type\":\"entries\",\"name\":\"Exalted\",\"entries\":[\"When Agony reaches an exalted state, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"The weapon's bonus to attack and damage rolls increases to +3.\",\"The extra damage when you hit a marked creature increases to {@dice 2d8}.\",\"When you score a critical hit with this weapon, the target must succeed on a {@dc 17} Wisdom {@quickref saving throws|PHB|2|1|saving throw} or become {@condition frightened} of you for 1 minute. On a success, the target is immune to this effect for 24 hours.\"]}]}]}}]},\"_preserve\":{\"page\":true,\"fluff\":true}},\"bonusWeapon\":\"+3\",\"hasFluffImages\":true},{\"name\":\"Airship\",\"source\":\"DMG\",\"page\":119,\"reprintedAs\":[\"Airship|XPHB\"],\"type\":\"AIR|DMG\",\"rarity\":\"none\",\"value\":2000000,\"crew\":10,\"vehAc\":13,\"vehHp\":300,\"vehSpeed\":8,\"capPassenger\":20,\"capCargo\":1},{\"name\":\"Airship\",\"source\":\"XPHB\",\"page\":230,\"freeRules2024\":true,\"type\":\"AIR|XPHB\",\"rarity\":\"none\",\"value\":4000000,\"crew\":10,\"vehAc\":13,\"vehHp\":300,\"vehSpeed\":8,\"capPassenger\":20,\"capCargo\":1},{\"name\":\"Akmon, Hammer of Purphoros\",\"source\":\"MOT\",\"page\":198,\"baseItem\":\"warhammer|PHB\",\"type\":\"M\",\"resist\":[\"fire\"],\"conditionImmune\":[\"exhaustion\"],\"rarity\":\"artifact\",\"reqAttune\":true,\"weight\":2,\"weaponCategory\":\"martial\",\"property\":[\"V\"],\"dmg1\":\"1d8\",\"dmgType\":\"B\",\"dmg2\":\"1d10\",\"grantsProficiency\":true,\"bonusWeapon\":\"+3\",\"entries\":[\"Purphoros's hammer works wonders and disasters, the god of the forge using it to craft ground-breaking marvels and dangerous inventions in equal measure. Purphoros rarely bestows Akmon on mortals but occasionally leaves it unattended at his forge in Mount Velus. When Purphoros does permit a mortal to use the hammer, it's usually so they might bring an important work into being, wreck a force of destruction, or forge something remarkable somewhere the god isn't welcome.\",{\"type\":\"entries\",\"name\":\"Hammer of the Forge\",\"entries\":[\"This magic warhammer grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using it, the target takes an extra {@damage 3d10} fire damage.\"]},{\"type\":\"entries\",\"name\":\"Blessing of the Forge\",\"entries\":[\"If you are a worshiper of Purphoros, you gain all the following benefits for which you have the required piety:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Piety 10+\",\"entry\":\"The hammer has 1 randomly determined {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property.\"},{\"type\":\"item\",\"name\":\"Piety 25+\",\"entry\":\"The hammer has 1 randomly determined {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property.\"},{\"type\":\"item\",\"name\":\"Piety 50+\",\"entry\":\"The hammer has 1 additional randomly determined {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property.\"}]},\"If you aren't a worshiper of Purphoros, the hammer has 2 randomly determined {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} properties.\",\"See \\\"Artifacts\\\" in chapter 7 of the Dungeon Master's Guide for details on randomly determined properties.\"]},{\"type\":\"entries\",\"name\":\"Reforged\",\"entries\":[\"While holding the hammer, you have resistance to fire damage and are immune to {@condition exhaustion}. Additionally, you have proficiency with {@item smith's tools|PHB} and have advantage on all ability checks made using them.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"While the hammer is on your person, you can use an action to cast one of the following spells (save DC 18): {@spell animate objects}, {@spell heat metal}, {@spell fabricate}, {@spell magic weapon}, {@spell mending}, {@spell shatter}. Once you use the hammer to cast a spell, the spell can't be cast again from it until the next dusk.\"]},{\"type\":\"entries\",\"name\":\"Destroying the Hammer\",\"entries\":[\"To destroy the hammer, it must be taken to the realm of Tizerus, in the Underworld. There it must be coated in clay from the Mire of Punishment. The heat of the hammer hardens the clay, which fuses to it after one month. Once fully hardened, the clay-covered hammer must be swallowed and digested by a kraken.\"]}],\"attachedSpells\":[\"animate objects\",\"heat metal\",\"fabricate\",\"magic weapon\",\"mending\",\"shatter\"],\"hasFluffImages\":true},{\"name\":\"Alchemical Compendium\",\"source\":\"TCE\",\"page\":119,\"rarity\":\"rare\",\"reqAttune\":\"by a wizard\",\"reqAttuneTags\":[{\"class\":\"wizard\"}],\"wondrous\":true,\"weight\":3,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"focus\":[\"Wizard\"],\"entries\":[\"Acrid odors cling to this stained, heavy volume. The book's metal fittings are copper, iron, lead, silver, and gold, some frozen mid-transition from one metal to another. When found, the book contains the following spells: {@spell enlarge/reduce}, {@spell feather fall}, {@spell flesh to stone}, {@spell gaseous form}, {@spell magic weapon}, and {@spell polymorph}. It functions as a spellbook for you.\",\"While you are holding the book, you can use it as a spellcasting focus for your wizard spells.\",\"The book has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. You can use the charges in the following ways while holding it:\",{\"type\":\"list\",\"items\":[\"If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the transmutation school.\",\"As an action, you can touch a nonmagical object that isn't being worn or carried and spend a number of charges to transform the target into another object. For 1 charge, the object can be no larger than 1 foot on a side. You can spend additional charges to increase the maximum dimensions by 2 feet per charge. The new object must have a gold value equal to or less than the original.\"]}],\"attachedSpells\":[\"enlarge/reduce\",\"feather fall\",\"flesh to stone\",\"gaseous form\",\"magic weapon\",\"polymorph\"]},{\"name\":\"Alchemist's Doom\",\"source\":\"SCC\",\"page\":179,\"_copy\":{\"name\":\"Alchemist's Fire (flask)\",\"source\":\"PHB\"},\"type\":\"G\",\"rarity\":\"unknown\",\"value\":null,\"entries\":[\"This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's doom as an improvised weapon. On a hit, the target takes 7 ({@dice 2d6}) fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.\"]},{\"name\":\"Alchemist's Fire\",\"source\":\"XPHB\",\"page\":222,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":1,\"value\":5000,\"entries\":[\"When you take the {@action Attack|XPHB} action, you can replace one of your attacks with throwing a flask of Alchemist's Fire. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and {@variantrule Proficiency|XPHB|Proficiency Bonus}) or take {@damage 1d4} Fire damage and start burning.\"]},{\"name\":\"Alchemist's Fire (flask)\",\"source\":\"PHB\",\"page\":148,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Alchemist's Fire|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":1,\"value\":5000,\"entries\":[\"This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes {@damage 1d4} fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.\"]},{\"name\":\"Alchemist's Supplies\",\"source\":\"PHB\",\"page\":154,\"srd\":true,\"basicRules\":true,\"additionalSources\":[{\"source\":\"XGE\",\"page\":79}],\"reprintedAs\":[\"Alchemist's Supplies|XPHB\"],\"type\":\"AT\",\"rarity\":\"none\",\"weight\":8,\"value\":5000,\"additionalEntries\":[\"Alchemist's supplies enable a character to produce useful concoctions, such as acid or alchemist's fire.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"Alchemist's supplies include two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients, including salt, powdered iron, and purified water.\"]},{\"type\":\"entries\",\"name\":\"Arcana\",\"entries\":[\"Proficiency with alchemist's supplies allows you to unlock more information on {@skill Arcana} checks involving potions and similar materials.\"]},{\"type\":\"entries\",\"name\":\"Investigation\",\"entries\":[\"When you inspect an area for clues, proficiency with alchemist's supplies grants additional insight into any chemicals or other substances that might have been used in the area.\"]},{\"type\":\"entries\",\"name\":\"Alchemical Crafting\",\"entries\":[\"You can use this tool proficiency to create alchemical items. A character can spend money to collect raw materials, which weigh 1 pound for every 50 gp spent. The DM can allow a character to make a check using the indicated skill with advantage. As part of a long rest, you can use alchemist's supplies to make one dose of {@item acid (vial)|phb|acid}, {@item alchemist's fire (flask)|phb|alchemist's fire}, {@item antitoxin (vial)|phb|antitoxin}, {@item oil (flask)|phb|oil}, {@item perfume (vial)|phb|perfume}, or {@item soap|phb}. Subtract half the value of the created item from the total gp worth of raw materials you are carrying.\"]},{\"type\":\"table\",\"caption\":\"Alchemist's Supplies\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Create a puff of thick smoke\",\"10\"],[\"Identify a poison\",\"10\"],[\"Identify a substance\",\"15\"],[\"Start a fire\",\"15\"],[\"Neutralize acid\",\"20\"]]}]},{\"name\":\"Alchemist's Supplies\",\"source\":\"XPHB\",\"page\":220,\"freeRules2024\":true,\"type\":\"AT|XPHB\",\"rarity\":\"none\",\"weight\":8,\"value\":5000,\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Ability:\",\"type\":\"item\",\"entries\":[\"Intelligence\"]},{\"name\":\"Utilize:\",\"type\":\"item\",\"entries\":[\"Identify a substance ({@dc 15}), or start a fire ({@dc 15})\"]},{\"name\":\"Craft:\",\"type\":\"item\",\"entries\":[\"{@item Acid|XPHB}, {@item Alchemist's Fire|XPHB}, {@item Component Pouch|XPHB}, {@item Oil|XPHB}, {@item Paper|XPHB}, {@item Perfume|XPHB}\"]}]}]},{\"name\":\"Alchemy Jug\",\"source\":\"DMG\",\"page\":150,\"reprintedAs\":[\"Alchemy Jug|XDMG\"],\"tier\":\"minor\",\"rarity\":\"uncommon\",\"wondrous\":true,\"weight\":12,\"entries\":[\"This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.\",\"You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.\",\"Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.\",{\"type\":\"table\",\"colLabels\":[\"Liquid\",\"Max Amount\"],\"colStyles\":[\"col-2\",\"col-10\"],\"rows\":[[\"Acid\",\"8 ounces\"],[\"Basic poison\",\"½ ounce\"],[\"Beer\",\"4 gallons\"],[\"Honey\",\"1 gallon\"],[\"Mayonnaise\",\"2 gallons\"],[\"Oil\",\"1 quart\"],[\"Vinegar\",\"2 gallons\"],[\"Water, fresh\",\"8 gallons\"],[\"Water, salt\",\"12 gallons\"],[\"Wine\",\"1 gallon\"]]}],\"optionalfeatures\":[\"replicate magic item|tce\"],\"lootTables\":[\"Magic Item Table B\"],\"miscTags\":[\"CF/W\"],\"hasFluffImages\":true},{\"name\":\"Alchemy Jug\",\"source\":\"XDMG\",\"page\":227,\"rarity\":\"uncommon\",\"wondrous\":true,\"weight\":12,\"entries\":[\"This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. The jug sloshes when it is shaken, even if the jug is empty.\",\"You can take a {@action Magic|XPHB} action and name one liquid from the Alchemy Jug Liquids table to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as a {@action Utilize|XPHB} action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.\",\"Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.\",{\"type\":\"table\",\"caption\":\"Alchemy Jug Liquids\",\"colStyles\":[\"col-6\",\"col-6\"],\"colLabels\":[\"Liquid\",\"Max. Amount\"],\"rows\":[[\"Acid\",\"8 ounces\"],[\"Basic Poison\",\"4 ounces\"],[\"Beer\",\"4 gallons\"],[\"Honey\",\"1 gallon\"],[\"Mayonnaise\",\"2 gallons\"],[\"Oil\",\"1 quart\"],[\"Vinegar\",\"2 gallons\"],[\"Water, fresh\",\"8 gallons\"],[\"Water, salt\",\"12 gallons\"],[\"Wine\",\"1 gallon\"]]}],\"optionalfeatures\":[\"replicate magic item|tce\"],\"miscTags\":[\"CF/W\"],\"hasFluffImages\":true},{\"name\":\"Alchemy Jug (Blue)\",\"source\":\"CM\",\"page\":144,\"rarity\":\"uncommon\",\"wondrous\":true,\"weight\":12,\"entries\":[\"This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.\",\"You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.\",\"Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.\",{\"type\":\"table\",\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"colLabels\":[\"Liquid\",\"Max Amount\"],\"rows\":[[\"Beer\",\"4 gallons\"],[\"Boiling Hot Tea\",\"1 quart\"],[\"Honey\",\"1 gallon\"],[\"Mayonnaise\",\"2 gallons\"],[\"Oil\",\"quart\"],[\"Vinegar\",\"2 gallons\"],[\"Water, fresh\",\"8 gallons\"],[\"Water, salt\",\"12 gallons\"],[\"Wine\",\"1 gallon\"]]}],\"miscTags\":[\"CF/W\"]},{\"name\":\"Alchemy Jug (Orange)\",\"source\":\"CM\",\"page\":144,\"rarity\":\"uncommon\",\"wondrous\":true,\"weight\":12,\"entries\":[\"This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.\",\"You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.\",\"Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.\",{\"type\":\"table\",\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"colLabels\":[\"Liquid\",\"Max Amount\"],\"rows\":[[\"Beer\",\"4 gallons\"],[\"Honey\",\"1 gallon\"],[\"Mayonnaise\",\"2 gallons\"],[\"Oil\",\"quart\"],[\"Soy Sauce\",\"1 gallon\"],[\"Vinegar\",\"2 gallons\"],[\"Water, fresh\",\"8 gallons\"],[\"Water, salt\",\"12 gallons\"],[\"Wine\",\"1 gallon\"]]}],\"miscTags\":[\"CF/W\"]},{\"name\":\"Ale (gallon)\",\"source\":\"PHB\",\"page\":158,\"srd\":true,\"basicRules\":true,\"type\":\"FD\",\"rarity\":\"none\",\"value\":20,\"miscTags\":[\"CNS\"]},{\"name\":\"Ale (mug)\",\"source\":\"PHB\",\"page\":158,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Ale (mug)|XPHB\"],\"type\":\"FD\",\"rarity\":\"none\",\"value\":4,\"miscTags\":[\"CNS\"]},{\"name\":\"Ale (mug)\",\"source\":\"XPHB\",\"page\":231,\"freeRules2024\":true,\"type\":\"FD|XPHB\",\"rarity\":\"none\",\"value\":4,\"miscTags\":[\"CNS\"]},{\"name\":\"Alexandrite\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Alexandrite|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":50000,\"entries\":[\"A transparent dark green gemstone.\"]},{\"name\":\"Alexandrite\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":50000,\"entries\":[\"A dark green gemstone.\"]},{\"name\":\"Amber\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Amber|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":10000,\"entries\":[\"A transparent watery gold to rich gold gemstone.\"]},{\"name\":\"Amber\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":10000,\"entries\":[\"A watery gold to rich gold gemstone.\"]},{\"name\":\"Amber Runestone\",\"source\":\"NRH-TLT\",\"page\":6,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"This piece of polished amber is engraved with many tiny runes. As a bonus action, you can mentally command the stone to shed bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the light persists, you can also use a bonus action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.\"]},{\"name\":\"Amethyst\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Amethyst|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":10000,\"entries\":[\"A transparent deep purple gemstone.\"]},{\"name\":\"Amethyst\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":10000,\"entries\":[\"A deep purple gemstone.\"]},{\"name\":\"Amethyst Lodestone\",\"source\":\"FTD\",\"page\":22,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"modifySpeed\":{\"equal\":{\"fly\":\"walk\"}},\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"entries\":[\"This fist-sized chunk of amethyst is infused with an amethyst dragon's ability to bend gravitational forces. While you are carrying the lodestone, you have advantage on Strength saving throws.\",\"The lodestone has 6 charges for the following properties, which you can use while you are holding the stone. The stone regains {@dice 1d6} expended charges daily at dawn.\",{\"type\":\"entries\",\"name\":\"Flight\",\"entries\":[\"As a bonus action, you can expend 1 charge to gain the power of flight for 10 minutes. For the duration, you gain a flying speed equal to your walking speed, and you can hover.\"]},{\"type\":\"entries\",\"name\":\"Gravitational Thrust\",\"entries\":[\"As an action, you can expend 1 charge to focus gravity around a creature you can see within 60 feet of you. The target must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in a direction of your choice.\"]},{\"type\":\"entries\",\"name\":\"Reverse Gravity\",\"entries\":[\"As an action, you can expend 3 charges to cast {@spell reverse gravity} from the stone (save DC 18).\"]}],\"attachedSpells\":[\"reverse gravity\"]},{\"name\":\"Amulet\",\"source\":\"PHB\",\"page\":151,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Amulet|XPHB\"],\"type\":\"SCF\",\"scfType\":\"holy\",\"rarity\":\"none\",\"weight\":1,\"value\":500},{\"name\":\"Amulet\",\"source\":\"XPHB\",\"page\":226,\"freeRules2024\":true,\"type\":\"SCF|XPHB\",\"scfType\":\"holy\",\"rarity\":\"none\",\"weight\":1,\"value\":500,\"entries\":[\"For an Amulet to be an effective Holy Symbol, it must be worn or held.\"]},{\"name\":\"Amulet of Appearance\",\"source\":\"CoA\",\"page\":267,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"Your armor, weapons, and other equipment always shine as if just polished. Even if you're wounded, your wounds do not appear to others. You're immune to the {@condition frightened} and {@condition poisoned} conditions, as these would otherwise ruin your elegant appearance. However, whenever you would otherwise have been affected by one of these conditions, a random non-evil Humanoid on the Material Plane whom you have previously met gets the condition instead. You know this.\"]},{\"name\":\"Amulet of Betrayal\",\"source\":\"CoA\",\"page\":267,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"You can use a bonus action to move one of the following conditions from yourself to an ally within 60 feet of you: {@condition blinded}, {@condition deafened}, {@condition frightened}, {@condition poisoned}, {@condition stunned}, {@condition exhaustion}. When transferring {@condition exhaustion}, move all your {@condition exhaustion} levels. If the chosen ally is immune to a transferred condition, the transfer fails.\"]},{\"name\":\"Amulet of dinosaur feathers (Sun Empire)\",\"source\":\"PSX\",\"page\":24,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":2500},{\"name\":\"Amulet of Duplicity\",\"source\":\"CoA\",\"page\":267,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"curse\":true,\"entries\":[\"When you die, you're transported to an extradimensional space where you're stabilized at 0 hit points and kept in that state. The amulet creates a perfect copy of your corpse and places it where you were just before you died, but without any of your worn or carried items. After 24 hours, you regain 1 hit point and are returned to the location of your near-death. Everything about you is the same, except that your facial features are entirely different from before. Only a {@spell Wish} spell can restore your true identity.\",\"Until then, you have disadvantage on any Charisma ({@skill Persuasion}) checks to attempt to reveal who you really are.\",{\"type\":\"entries\",\"name\":\"Curse\",\"entries\":[\"An {@spell Identify} spell or similar reveals only that the amulet can prevent death. Once you attune to the amulet, you can't describe its ability to any other creature, and if unattuned, you immediately forget what the amulet does. A {@spell Remove Curse} spell reveals the details of the curse but does not remove it from the amulet.\"]}]},{\"name\":\"Amulet of Harmony\",\"source\":\"NRH-AT\",\"page\":8,\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"The amulet is a golden disk about 4 inches across. There are symbols etched into its surface and there are six bezels that hold the Gems of Power.\",\"The Amulet of Harmony has the following properties:\",{\"type\":\"list\",\"items\":[\"While attuned to this amulet, you feel a pull in the direction of the Prismatic Well.\",\"If the Prismatic Well is dormant, you can restore its power by expending your own energy. You must be within 10-feet of the well to restore its power and you must say the words, \\\"I invoke the power of the Prismatic Well and restore the colors of Harmony for all.\\\" If you do so, roll a {@dice d6}. On a 2-6, the power of the well is restored. On a 1, the well is restored but you fall into a deep, magical slumber for 1 year and cannot be roused except by a remove curse spell or similar magic.\",\"You can turn off the power of the Prismatic Well, plunging all of Harmony into a polarized world where everything is horribly black and white. To do this, you must be within 10-feet of the well and you must say the words, \\\"I revoke the power of the Prismatic Well and withhold the colors of Harmony to all.\\\" If you do so, roll a {@dice d6}. On a 3-6, the well is turned off. On 1-2, the power of the well remains and you turn into a statue of black stone.\"]},\"Only a wish spell can undo this effect.\"]},{\"name\":\"Amulet of Health\",\"source\":\"DMG\",\"page\":150,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Amulet of Health|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"weight\":1,\"ability\":{\"static\":{\"con\":19}},\"entries\":[\"Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher without it.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Amulet of Health\",\"source\":\"XDMG\",\"page\":228,\"freeRules2024\":true,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"weight\":1,\"ability\":{\"static\":{\"con\":19}},\"entries\":[\"Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"hasFluffImages\":true},{\"name\":\"Amulet of Proof against Detection and Location\",\"source\":\"DMG\",\"page\":150,\"srd\":true,\"reprintedAs\":[\"Amulet of Proof against Detection and Location|XDMG\"],\"tier\":\"major\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"weight\":1,\"entries\":[\"While wearing this amulet, you are hidden from {@filter divination|spells|school=D} magic. You can't be targeted by such magic or perceived through magical scrying sensors.\"],\"lootTables\":[\"Magic Item Table F\"],\"hasFluffImages\":true},{\"name\":\"Amulet of Proof against Detection and Location\",\"source\":\"XDMG\",\"page\":228,\"freeRules2024\":true,\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"weight\":1,\"entries\":[\"While wearing this amulet, you can't be targeted by Divination spells or perceived through magical scrying sensors unless you allow it.\"],\"hasFluffImages\":true},{\"name\":\"Amulet of Protection from Turning\",\"source\":\"TftYP\",\"page\":228,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"weight\":1,\"entries\":[\"While you wear this amulet of silver and turquoise, you have advantage on saving throws against effects that turn undead.\",\"If you fail a saving throw against such an effect, you can choose to succeed instead. You can do so three times, and expended uses recharge daily at dawn. Each time an effect that turns undead is used against you, the amulet glows with silvery blue light for a few seconds.\"]},{\"name\":\"Amulet of the Black Skull\",\"source\":\"ToA\",\"page\":206,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"weight\":1,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"entries\":[\"This amulet is carved from obsidian and shaped like a screaming humanoid skull, with ruby eyes and emeralds for teeth. It hangs from an iron chain necklace.\",\"The amulet has 6 charges and regains {@dice 1d6} charges daily at dawn. While wearing the amulet, you can use an action to expend 1 of its charges to transport yourself and anything you are wearing or carrying to a location within 100 feet of you. The destination you choose doesn't need to be in your line of sight, but it must be familiar to you (in other words, a place you have seen or visited), and it must be on the same plane of existence as you. This effect isn't subject to the magic restrictions placed on the Tomb of the Nine Gods; thus, the amulet can be used to enter and exit the tomb.\",\"If you aren't undead, you must make a DC 16 Constitution saving throw each time you use the amulet to teleport. On a failed saving throw, the black skull cackles as you are transformed in transit. The transformation takes effect as soon as you arrive at the destination, and is determined randomly by rolling percentile dice and consulting the Black Skull Transformation table.\",{\"type\":\"table\",\"caption\":\"Black Skull Transformation\",\"colLabels\":[\"{@dice d100}\",\"Transformation\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"01-20\",\"The symbol of {@creature Acererak|ToA} is burned into your flesh, a curse that can only be removed with a {@spell remove curse} spell or similar magic. Until the curse ends, your hit points can't be restored by magic.\"],[\"21-35\",\"You grow larger as if affected by an {@spell enlarge/reduce} spell, except the effect lasts for 1 hour.\"],[\"36-50\",\"You grow smaller as if affected by an {@spell enlarge/reduce} spell, except the effect lasts for 1 hour.\"],[\"51-70\",\"You arrive at the destination wearing nothing but the amulet of the black skull. Everything else that you were wearing or carrying appears in a random unoccupied space within 100 feet of you.\"],[\"71-95\",\"You are {@condition paralyzed} for 1 minute or until this effect is ended with a {@spell lesser restoration} spell or similar magic.\"],[\"96-00\",\"You become {@condition petrified}. This effect can be ended only with a {@spell greater restoration} spell or similar magic.\"]]}]},{\"name\":\"Amulet of the Drunkard\",\"source\":\"EGW\",\"page\":265,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"This amulet smells of old, ale-stained wood. While wearing it, you can regain {@dice 4d4 + 4} hit points when you drink a pint of beer, ale, mead, or wine. Once the amulet has restored hit points, it can't do so again until the next dawn.\"],\"hasFluffImages\":true},{\"name\":\"Amulet of the Inferno\",\"source\":\"CoA\",\"page\":273,\"rarity\":\"artifact\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"When Fierna was born, petitioners and devils from all over came to celebrate her birth. Many brought gifts and treasures, including a powerful infernal warlock. Recognizing the strength and inner fire of Fierna, the warlock gifted her with the Amulet of the Inferno, and it has been around her neck ever since.\",\"The Amulet of the Inferno is a magic necklace that grants a +3 bonus to spell save DC and spell attack bonus.\",{\"type\":\"entries\",\"name\":\"Random Properties\",\"entries\":[\"The Amulet of the Inferno has the following random properties:\",{\"type\":\"list\",\"items\":[\"3 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} properties\",\"2 {@table Artifact Properties; Major Detrimental Properties|dmg|major detrimental} properties\"]}]},{\"type\":\"entries\",\"name\":\"Infernal Fire\",\"entries\":[\"While worn, the amulet augments any magical flames created by you, transforming normal fire into Hellfire. Hellfire ignores resistances and immunities to fire damage and deals double damage to creatures vulnerable to either fire or necrotic damage. It is also capable of melting stone, as well as igniting flammable objects.\"]},{\"type\":\"entries\",\"name\":\"Raging Inferno\",\"entries\":[\"While attuned to the Amulet of the Inferno, you may use a bonus action to cast {@spell Fire Bolt} or {@spell Produce Flame}. The cantrips scale based on your total character level and use Intelligence as a spellcasting modifier if you're normally incapable of casting spells.\"]},{\"type\":\"entries\",\"name\":\"Everburning\",\"entries\":[\"The Amulet of the Inferno grants resistance to cold damage and the ability to breathe underwater. Any magical flames you conjure are similarly augmented: they can be used underwater, can't be extinguished through any means, and can exude any temperature. While the casting of a fire spell can still be interrupted with {@spell Counterspell}, once the spell has been cast, any lingering flames can't be removed.\"]},{\"type\":\"entries\",\"name\":\"Destroying the Amulet\",\"entries\":[\"The only creature capable of destroying the amulet is the warlock that created it. Nobody living knows the warlock's identity, making destroying the amulet almost impossible.\"]}],\"attachedSpells\":[\"fire bolt\",\"produce flame\"],\"hasFluffImages\":true},{\"name\":\"Amulet of the Planes\",\"source\":\"DMG\",\"page\":150,\"srd\":true,\"reprintedAs\":[\"Amulet of the Planes|XDMG\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"weight\":1,\"entries\":[\"While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the {@spell plane shift} spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a {@dice d100}. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a randomly determined plane of existence.\"],\"attachedSpells\":[\"plane shift\"],\"lootTables\":[\"Magic Item Table H\"],\"hasFluffImages\":true},{\"name\":\"Amulet of the Planes\",\"source\":\"XDMG\",\"page\":150,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"weight\":1,\"entries\":[\"While wearing this amulet, you can take a {@action Magic|XPHB} action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence ({@skill Arcana|XPHB}) check. On a successful check, you cast {@spell Plane Shift|XPHB}. On a failed check, you and each creature and object within 15 feet of you travel to a random destination determined by rolling {@dice 1d100} and consulting the following table.\",{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"1d100\",\"Destination\"],\"rows\":[[\"01-60\",\"Random location on the plane you named\"],[\"61-70\",\"Random location on an Inner Plane determined by rolling {@dice 1d6}: on a {@b 1}, the Plane of Air; on a {@b 2}, the Plane of Earth; on a {@b 3}, the Plane of Fire; on a {@b 4}, the Plane of Water; on a {@b 5}, the Feywild; on a {@b 6}, the Shadowfell\"],[\"71-80\",\"Random location on an Outer Plane determined by rolling 1d8: on a {@b 1}, Arborea; on a {@b 2}, Arcadia; on a {@b 3}, the Beastlands; on a {@b 4}, Bytopia; on a {@b 5}, Elysium; on a {@b 6}, Mechanus; on a {@b 7}, Mount Celestia; on an {@b 8}, Ysgard\"],[\"81-90\",\"Random location on an Outer Plane determined by rolling {@dice 1d8}: on a {@b 1}, the Abyss; on a {@b 2}, Acheron; on a {@b 3}, Carceri; on a {@b 4}, Gehenna; on a {@b 5}, Hades; on a {@b 6}, Limbo; on a {@b 7}, the Nine Hells; on an {@b 8}, Pandemonium\"],[\"91-00\",\"Random location on the Astral Plane\"]]}],\"attachedSpells\":[\"plane shift|xphb\"],\"hasFluffImages\":true},{\"name\":\"Animated Shield\",\"source\":\"DMG\",\"page\":151,\"srd\":true,\"reprintedAs\":[\"Animated Shield|XDMG\"],\"type\":\"S\",\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":6,\"ac\":2,\"entries\":[\"While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are {@condition incapacitated} or die, at which point the shield falls to the ground or into your hand if you have one free.\"],\"lootTables\":[\"Magic Item Table H\"],\"hasFluffImages\":true},{\"name\":\"Animated Shield\",\"source\":\"XDMG\",\"page\":229,\"freeRules2024\":true,\"baseItem\":\"shield|xphb\",\"type\":\"S|XPHB\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":6,\"ac\":2,\"entries\":[\"While holding this Shield, you can take a {@variantrule Bonus Action|XPHB} to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The Shield remains animate for 1 minute, until you take a {@variantrule Bonus Action|XPHB} to end this effect, or until you die or have the {@condition Incapacitated|XPHB} condition, at which point the Shield falls to the ground or into your hand if you have one free.\"],\"hasFluffImages\":true},{\"name\":\"Antigravity Belt\",\"source\":\"QftIS\",\"page\":192,\"type\":\"G\",\"rarity\":\"none\",\"charges\":10,\"entries\":[\"Metal tubes ring the lower edge of this wide belt. It is powered by an {@item energy cell} stored in a metal case near the buckle. Placing a full {@item energy cell} in the belt gives the belt 10 charges.\",{\"name\":\"Activating the Belt\",\"type\":\"entries\",\"entries\":[\"As a bonus action, you can expend any number of the belt's charges to activate it; the belt remains active for 1 minute per charge expended. You can use a bonus action to deactivate the belt early, but doing so doesn't recover any expended charges.\",\"When you activate the belt, and as a bonus action while it remains active, you can rise or descend vertically up to 20 feet. You remain floating in place while the property is active, and you can move yourself horizontally by being pushed or towed or by scooting yourself along a surface, such as a wall or ceiling, at half your walking speed. If you are still levitating when the belt deactivates, you fall.\"]},{\"name\":\"Replacing the Energy Cell\",\"type\":\"entries\",\"entries\":[\"While the belt has charges remaining, its {@item energy cell} can't be removed. Once the belt has 0 charges, you can replace the {@item energy cell} with a new cell by using an action or a bonus action.\"]}],\"hasFluffImages\":true},{\"name\":\"Antitoxin\",\"source\":\"XPHB\",\"page\":222,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"value\":5000,\"entries\":[\"As a {@variantrule Bonus Action|XPHB}, you can drink a vial of Antitoxin to gain {@variantrule Advantage|XPHB} on saving throws to avoid or end the {@condition Poisoned|XPHB} condition for 1 hour.\"]},{\"name\":\"Antitoxin (vial)\",\"source\":\"PHB\",\"page\":151,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Antitoxin|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"value\":5000,\"entries\":[\"A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.\"]},{\"name\":\"Apparatus of Kwalish\",\"source\":\"DMG\",\"page\":151,\"srd\":\"Apparatus of the Crab\",\"reprintedAs\":[\"Apparatus of Kwalish|XDMG\"],\"tier\":\"major\",\"rarity\":\"legendary\",\"wondrous\":true,\"weight\":500,\"entries\":[\"This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence ({@skill Investigation}) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster.\",\"The apparatus of Kwalish is a Large object with the following statistics:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Armor Class:\",\"entry\":\"20\"},{\"type\":\"item\",\"name\":\"Hit Points:\",\"entry\":\"200\"},{\"type\":\"item\",\"name\":\"Speed:\",\"entry\":\"30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended)\"},{\"type\":\"item\",\"name\":\"Damage Immunities:\",\"entry\":\"poison, psychic\"}]},\"To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.\",\"The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes {@damage 2d6} bludgeoning damage per minute from pressure.\",\"A creature in the compartment can use an action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of Kwalish Levers table.\",{\"type\":\"table\",\"caption\":\"Apparatus of Kwalish Levers:\",\"colLabels\":[\"Lever\",\"Up\",\"Down\"],\"colStyles\":[\"col-1 text-center\",\"col-5-5\",\"col-5-5\"],\"rows\":[[\"1\",\"Legs and tail extend, allowing the apparatus to walk and swim.\",\"Legs and tail retract, reducing the apparatus's speed to 0 and making it unable to benefit from bonuses to speed.\"],[\"2\",\"Forward window shutter opens.\",\"Forward window shutter closes.\"],[\"3\",\"Side window shutters open (two per side).\",\"Side window shutters close (two per side).\"],[\"4\",\"Two claws extend from the front sides of the apparatus.\",\"The claws retract.\"],[\"5\",\"Each extended claw makes the following melee weapon attack: {@hit 8} to hit, reach 5 ft., one target. {@h} 7 ({@damage 2d6}) bludgeoning damage.\",\"Each extended claw makes the following melee weapon attack: {@hit 8} to hit, reach 5 ft., one target. {@h} The target is {@condition grappled} (escape {@dc 15}).\"],[\"6\",\"The apparatus walks or swims forward.\",\"The apparatus walks or swims backward.\"],[\"7\",\"The apparatus turns 90 degrees left.\",\"The apparatus turns 90 degrees right.\"],[\"8\",\"Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet.\",\"The light turns off.\"],[\"9\",\"The apparatus sinks as much as 20 feet in liquid.\",\"The apparatus rises up to 20 feet in liquid.\"],[\"10\",\"The rear hatch unseals and opens.\",\"The rear hatch closes and seals.\"]]}],\"lootTables\":[\"Magic Item Table I\"],\"seeAlsoVehicle\":[\"Apparatus of Kwalish|DMG\"],\"hasFluffImages\":true},{\"name\":\"Apparatus of Kwalish\",\"source\":\"XDMG\",\"page\":229,\"rarity\":\"legendary\",\"wondrous\":true,\"weight\":500,\"entries\":[\"This item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence ({@skill Investigation|XPHB}) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster.\",\"The Apparatus of Kwalish is a Large object with the following statistics: {@b AC} 20; {@b HP} 200; {@b Speed} 30 ft., Swim 30 ft. (or 0 ft. for both if the legs aren't extended); {@b Immunity} to Poison and Psychic damage.\",\"To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.\",\"The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes {@damage 2d6} Bludgeoning damage each minute from pressure.\",\"A creature in the compartment can take a {@action Utilize|XPHB} action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of Kwalish Levers table.\",{\"type\":\"table\",\"caption\":\"Apparatus of Kwalish Levers\",\"colStyles\":[\"col-1 text-center\",\"col-5-5\",\"col-5-5\"],\"colLabels\":[\"Lever\",\"Up\",\"Down\"],\"rows\":[[\"1\",\"Legs extend, allowing the apparatus to walk and swim.\",\"Legs retract, reducing the apparatus's {@variantrule Speed|XPHB} and {@variantrule Swim Speed|XPHB} to 0 and making it unable to benefit from bonuses to speed.\"],[\"2\",\"Forward window shutter opens.\",\"Forward window shutter closes.\"],[\"3\",\"Side window shutters open (two per side).\",\"Side window shutters close (two per side).\"],[\"4\",\"Two claws extend from the front side of the apparatus.\",\"The claws retract.\"],[\"5\",\"Each extended claw makes the following melee attack: +8 to hit, reach 5 ft. {@i Hit:} 7 ({@damage 2d6}) Bludgeoning damage.\",\"Each extended claw makes the following melee attack: +8 to hit, reach 5 ft. {@i Hit:} The target has the {@condition Grappled|XPHB} condition (escape DC 15).\"],[\"6\",\"The apparatus walks or swims forward provided its legs are extended.\",\"The apparatus walks or swims backward provided its legs are extended.\"],[\"7\",\"The apparatus turns 90 degrees counterclockwise provided its legs are extended.\",\"The apparatus turns 90 degrees clockwise provided its legs are extended.\"],[\"8\",\"Eyelike fixtures emit {@variantrule Bright Light|XPHB} in a 30-foot radius and {@variantrule Dim Light|XPHB} for an additional 30 feet.\",\"The light turns off.\"],[\"9\",\"The apparatus sinks up to 20 feet if it's in liquid.\",\"The apparatus rises up to 20 feet if it's in liquid.\"],[\"10\",\"The rear hatch unseals and opens.\",\"The rear hatch closes and seals.\"]]}],\"seeAlsoVehicle\":[\"Apparatus of Kwalish|XDMG\"],\"hasFluffImages\":true},{\"name\":\"Aqua Delerium\",\"source\":\"DoDk\",\"page\":230,\"type\":\"P\",\"rarity\":\"rare\",\"entries\":[\"This purple potion glows dimly with octarine light. It swirls and sparkles in its small stoppered bottle.\",\"When you drink this potion, you regain expended spell slots. Roll {@dice 1d6} - you choose spell slots to regain that have a combined level that is equal to or less than the result. None of the slots can be higher than 5th level.\",\"For one hour after drinking aqua delerium, roll {@dice 1d20} each time you cast a spell of 1st level or higher. On a 1, you trigger a random arcane anomaly (see Dungeons of Drakkenheim).\",\"If you consume more than one dose of aqua delerium before finishing your next long rest, you take ({@dice 1d12}) necrotic damage for each spell level regained, and your hit point maximum is reduced by an amount equal to the damage taken until you finish a long rest. This damage can't be reduced or prevented in any way.\",\"When a creature who cannot cast spells using spell slots drinks aqua delerium, it takes 10 ({@damage 3d6}) necrotic damage and gains one {@adventure level of contamination|DoDk|12}.\"],\"miscTags\":[\"CNS\"],\"hasFluffImages\":true},{\"name\":\"Aqua Expurgo\",\"source\":\"DoDk\",\"page\":230,\"type\":\"P\",\"rarity\":\"rare\",\"entries\":[\"This bright orange fluid is stored in a syringe and charged with arcane magic. You can use an action to administer the shot directly to the heart of yourself or another willing creature.\",\"You are protected against {@adventure contamination|DoDk|12} for six hours after receiving a dose of aqua expurgo. During this time, whenever you fail a saving throw against an effect that would cause you to gain one or more {@adventure contamination levels|DoDk|12}, you can choose to succeed instead. You can use this ability three times, after which the effects of aqua expurgo expire.\",\"If the effects of aqua expurgo expire in this manner, you immediately take 10 ({@damage 3d6}) necrotic damage and become incapacitated for 1 minute while you violently retch corrupt bile. Your hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until you finish a long rest. You die if this effect reduces your hit point maximum to 0. The necrotic damage can't be reduced or prevented by any means.\"],\"miscTags\":[\"CNS\"],\"hasFluffImages\":true},{\"name\":\"Aquamarine\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Aquamarine|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":50000,\"entries\":[\"A transparent pale blue-green gemstone.\"]},{\"name\":\"Aquamarine\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":50000,\"entries\":[\"A pale blue green gemstone.\"]},{\"name\":\"Arcanaloth's Music Box\",\"source\":\"ToA\",\"page\":188,\"type\":\"OTH\",\"rarity\":\"unknown (magic)\",\"value\":75000,\"entries\":[\"This music box is made of dark wood with gold filigree. Each of its five sides is sculpted with the image of a horned woman playing a different {@item musical instrument|PHB}: a {@item dulcimer|PHB}, a {@item flute|PHB}, a harp, a {@item lyre|PHB}, and a {@item viol|PHB}. While touching the box, you can use an action to make it play music featuring one of the instruments shown, which can be heard up to 60 feet away. You can also use an action to stop the music.\"]},{\"name\":\"Arcane Cannon\",\"source\":\"EGW\",\"page\":265,\"rarity\":\"very rare\",\"wondrous\":true,\"entries\":[\"This Large cannon is imbued with magic. It requires no ammunition and doesn't need to be loaded. It takes one action to aim the cannon and one action to fire it. After the cannon has fired, it must recharge for 5 minutes before it can be fired again.\",\"The creature firing the cannon chooses the effect from the following options:\",{\"type\":\"entries\",\"name\":\"Acid Jet\",\"entries\":[\"The cannon discharges acid in a line 300 feet long and 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 22 ({@damage 4d10}) acid damage on a failed save, or half as much damage on a successful one. In addition, a creature that fails its saving throw takes 11 ({@damage 2d10}) acid damage at the start of each of its turns; a creature can end this damage by using its action to wash off the acid with a pint or more of water.\"]},{\"type\":\"entries\",\"name\":\"Fire Jet\",\"entries\":[\"The cannon discharges fire in a line 300 feet long and 5 feet wide. Each creature in the area must make a DC 15 Dexterity saving throw, taking 33 ({@damage 6d10}) fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.\"]},{\"type\":\"entries\",\"name\":\"Frost Shot\",\"entries\":[\"The cannon shoots a ball of frost to a point you can see within 1,200 feet of the cannon. The ball then expands to form a 30-foot-radius sphere centered on that point. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 22 ({@damage 4d10}) cold damage, and its speed is reduced by 10 feet for 1 minute. On a successful save, the creature takes half as much damage, and its speed isn't reduced. A creature whose speed is reduced by this effect can repeat the save at the end of each of its turns, ending the effect on itself on a success.\"]},{\"type\":\"entries\",\"name\":\"Lightning Shot\",\"entries\":[\"The cannon shoots a ball of lightning to a point you can see within 1,200 feet of the cannon. The lightning then expands to form a 20-foot-radius sphere centered on that point. Each creature in that area must make a DC 15 Dexterity saving throw, taking 33 ({@damage 6d10}) lightning damage on a failed save, or half as much damage on a successful one. Creatures wearing metal armor have disadvantage on the save.\"]},{\"type\":\"entries\",\"name\":\"Poison Spray\",\"entries\":[\"The cannon expels poison gas in a 60-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, the creature takes 22 ({@damage 4d10}) poison damage and is {@condition poisoned} for 1 minute. On a successful save, the creature takes half as much damage and isn't {@condition poisoned}. A creature {@condition poisoned} in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}]},{\"name\":\"Arcane Oil\",\"source\":\"GHLoE\",\"page\":111,\"type\":\"P\",\"rarity\":\"rare\",\"bonusWeapon\":\"+2\",\"entries\":[\"This substance is created by distilling the jelly that encases the brain of a {@creature xakalonus|GHLoE}. As an action, you can coat one weapon or 20 pieces of ammunition with the substance.\",\"If the coated objects are not magical, for the next minute, your attacks with the coated weapon or ammunition gain a +2 bonus to attack and damage rolls.\",\"If the coated objects are magical, the oil does not affect attack or damage rolls with them. However, your attacks against the {@creature hraptnon|GHLoE} can fully damage that creature for one minute.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Arcane Propulsion Arm\",\"source\":\"ERLW\",\"page\":276,\"rarity\":\"very rare\",\"reqAttune\":\"by a creature missing a hand or an arm\",\"wondrous\":true,\"property\":[\"T\"],\"range\":\"20/60\",\"dmg1\":\"1d8\",\"dmgType\":\"O\",\"entries\":[\"This prosthetic appendage was developed by artificers of House Cannith. To attune to this item, you must attach it to your arm at the wrist, elbow, or shoulder, at which point the prosthetic magically forms a copy of the appendage it's replacing.\",\"While attached, the prosthetic provides these benefits:\",{\"type\":\"list\",\"items\":[\"The prosthetic is a fully capable part of your body.\",\"You can take an action to remove the prosthetic, and it removes itself if your attunement to it ends. It can't be removed against your will.\",\"The prosthetic is a magic melee weapon with which you're proficient. It deals {@damage 1d8} force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the prosthetic detaches and flies at the target of the attack, then immediately returns to you and reattaches.\"]}],\"optionalfeatures\":[\"replicate magic item|tce\"]},{\"name\":\"Argonnessen Trinket\",\"source\":\"ERLW\",\"page\":134,\"type\":\"G\",\"rarity\":\"none\",\"entries\":[{\"caption\":\"Trinkets from Argonnessen\",\"colLabels\":[\"d10\",\"Trinket\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A pierced dragon scale on a cord\"],[\"2\",\"A statuette of a dragon carved from black bone\"],[\"3\",\"A dragon's tooth, engraved with an unknown sigil\"],[\"4\",\"A child's doll of a dragon, woven from leather cords\"],[\"5\",\"A dagger carved from a dragon's talon\"],[\"6\",\"A brass disk bearing the silhouette of a black dragon\"],[\"7\",\"A small egg-shaped piece of polished bone\"],[\"8\",\"A bone fragment with brass inlaid runes\"],[\"9\",\"A leather pouch filled with tiny draconic teeth\"],[\"10\",\"A single large seed that's warm to the touch\"]],\"type\":\"table\"}],\"miscTags\":[\"TT\"]},{\"name\":\"Armor of Invulnerability\",\"source\":\"DMG\",\"page\":152,\"srd\":true,\"reprintedAs\":[\"Armor of Invulnerability|XDMG\"],\"baseItem\":\"plate armor|phb\",\"type\":\"HA\",\"tier\":\"major\",\"rarity\":\"legendary\",\"reqAttune\":true,\"weight\":65,\"ac\":18,\"strength\":\"15\",\"stealth\":true,\"entries\":[\"You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn.\"],\"lootTables\":[\"Magic Item Table I\"],\"hasFluffImages\":true},{\"name\":\"Armor of Invulnerability\",\"source\":\"XDMG\",\"page\":152,\"baseItem\":\"plate armor|xphb\",\"type\":\"HA|XPHB\",\"rarity\":\"legendary\",\"reqAttune\":true,\"weight\":65,\"ac\":18,\"strength\":\"15\",\"stealth\":true,\"entries\":[\"You have {@variantrule Resistance|XPHB} to Bludgeoning, Piercing, and Slashing damage while you wear this armor.\",{\"type\":\"entries\",\"name\":\"Metal Shell\",\"entries\":[\"You can take a {@action Magic|XPHB} action to give yourself {@variantrule Immunity|XPHB} to Bludgeoning, Piercing, and Slashing damage for 10 minutes or until you are no longer wearing the armor. Once this property is used, it can't be used again until the next dawn.\"]}],\"hasFluffImages\":true},{\"name\":\"Armor of the Valiant Soul (Awakened)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Armor of the Valiant Soul (Dormant)\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":[{\"mode\":\"appendArr\",\"items\":{\"entries\":[{\"type\":\"entries\",\"name\":\"Awakened\",\"entries\":[\"When the Armor of the Valiant Soul reaches an awakened state, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"The AC bonus of the armor increases to +2.\",\"You have resistance to acid damage while wearing this armor.\",\"You are immune to the {@condition frightened} condition while wearing this armor.\",\"The spell save DC for the armor's {@spell command} spell increases to 16, and the spell can target up to three creatures.\"]}]}]}}]},\"_preserve\":{\"page\":true,\"fluff\":true}},\"resist\":[\"acid\"],\"conditionImmune\":[\"frightened\"],\"bonusAc\":\"+2\",\"hasFluffImages\":true},{\"name\":\"Armor of the Valiant Soul (Dormant)\",\"source\":\"TDCSR\",\"page\":202,\"baseItem\":\"scale mail|PHB\",\"type\":\"MA\",\"immune\":[\"acid\"],\"rarity\":\"legendary\",\"reqAttune\":true,\"weight\":45,\"property\":[\"Vst|TDCSR\"],\"ac\":14,\"bonusAc\":\"+1\",\"recharge\":\"restLong\",\"stealth\":true,\"entries\":[\"This antique armor forged from jade and black dragon scales was once worn by J'mon Sa Ord of {@book Ank'Harel|TDCSR|3|Marquet}.\",{\"type\":\"entries\",\"name\":\"Dormant\",\"entries\":[\"While the Armor of the Valiant Soul is in a dormant state, you gain a +1 bonus to AC while wearing it. You can also cast the {@spell command} spell (save {@dc 14}) while attuned to this armor. Once this property is used, it can't be used again until you finish a {@quickref resting|PHB|2|0|long rest}.\"]}],\"attachedSpells\":[\"command\"],\"hasFluffImages\":true},{\"name\":\"Armor of the Valiant Soul (Exalted)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Armor of the Valiant Soul (Awakened)\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":[{\"mode\":\"appendArr\",\"items\":{\"entries\":[{\"type\":\"entries\",\"name\":\"Exalted\",\"entries\":[\"When the Armor of the Valiant Soul reaches an exalted state, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"The AC bonus of the armor increases to +3.\",\"You are immune to acid damage while wearing this armor.\",\"All friendly creatures within 15 feet of you are immune to the {@condition frightened} condition as long as you are conscious.\",\"The spell save DC of the armor's {@spell command} spell increases to 18, and the spell can target up to five creatures.\"]}]}]}}]},\"_preserve\":{\"page\":true,\"fluff\":true}},\"immune\":[\"acid\"],\"resist\":null,\"bonusAc\":\"+3\",\"hasFluffImages\":true},{\"name\":\"Armor of Vulnerability (Bludgeoning)\",\"source\":\"DMG\",\"page\":152,\"srd\":true,\"reprintedAs\":[{\"uid\":\"Armor of Vulnerability (Bludgeoning)|XDMG\",\"tag\":\"item\"}],\"baseItem\":\"plate armor|phb\",\"type\":\"HA\",\"resist\":[\"bludgeoning\"],\"vulnerable\":[\"piercing\",\"slashing\"],\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"curse\":true,\"weight\":65,\"ac\":18,\"strength\":\"15\",\"stealth\":true,\"entries\":[\"While wearing this armor, you have resistance to bludgeoning damage.\",{\"type\":\"entries\",\"name\":\"Curse\",\"entries\":[\"This armor is cursed, a fact that is revealed only when an {@spell identify} spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the {@spell remove curse} spell or similar magic; removing the armor fails to end the curse. While cursed you have vulnerability to piercing and slashing damage.\"]}]},{\"name\":\"Armor of Vulnerability (Piercing)\",\"source\":\"DMG\",\"page\":152,\"srd\":true,\"reprintedAs\":[{\"uid\":\"Armor of Vulnerability (Piercing)|XDMG\",\"tag\":\"item\"}],\"baseItem\":\"plate armor|phb\",\"type\":\"HA\",\"resist\":[\"piercing\"],\"vulnerable\":[\"bludgeoning\",\"slashing\"],\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"curse\":true,\"weight\":65,\"ac\":18,\"strength\":\"15\",\"stealth\":true,\"entries\":[\"While wearing this armor, you have resistance to piercing damage.\",{\"type\":\"entries\",\"name\":\"Curse\",\"entries\":[\"This armor is cursed, a fact that is revealed only when an {@spell identify} spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the {@spell remove curse} spell or similar magic; removing the armor fails to end the curse. While cursed you have vulnerability to bludgeoning and slashing damage.\"]}]},{\"name\":\"Armor of Vulnerability (Slashing)\",\"source\":\"DMG\",\"page\":152,\"srd\":true,\"reprintedAs\":[{\"uid\":\"Armor of Vulnerability (Slashing)|XDMG\",\"tag\":\"item\"}],\"baseItem\":\"plate armor|phb\",\"type\":\"HA\",\"resist\":[\"slashing\"],\"vulnerable\":[\"bludgeoning\",\"piercing\"],\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"curse\":true,\"weight\":65,\"ac\":18,\"strength\":\"15\",\"stealth\":true,\"entries\":[\"While wearing this armor, you have resistance to slashing damage.\",{\"type\":\"entries\",\"name\":\"Curse\",\"entries\":[\"This armor is cursed, a fact that is revealed only when an {@spell identify} spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the {@spell remove curse} spell or similar magic; removing the armor fails to end the curse. While cursed you have vulnerability to bludgeoning and piercing damage.\"]}]},{\"name\":\"Arrow-Catching Shield\",\"source\":\"DMG\",\"page\":152,\"srd\":true,\"reprintedAs\":[\"Arrow-Catching Shield|XDMG\"],\"type\":\"S\",\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"weight\":6,\"ac\":2,\"bonusAc\":\"+2\",\"entries\":[\"You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.\"],\"lootTables\":[\"Magic Item Table G\"]},{\"name\":\"Arrow-Catching Shield\",\"source\":\"XDMG\",\"page\":231,\"freeRules2024\":true,\"baseItem\":\"shield|xphb\",\"type\":\"S|XPHB\",\"rarity\":\"rare\",\"reqAttune\":true,\"weight\":6,\"ac\":2,\"bonusAc\":\"+2\",\"entries\":[\"You gain a +2 bonus to {@variantrule Armor Class|XPHB} against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield's normal bonus to AC.\",\"Whenever an attacker makes a ranged attack roll against a target within 5 feet of you, you can take a {@variantrule Reaction|XPHB} to become the target of the attack instead.\"]},{\"name\":\"Ascendant Dragon Vessel\",\"source\":\"FTD\",\"_copy\":{\"name\":\"Wakened Dragon Vessel\",\"source\":\"FTD\",\"_preserve\":{\"page\":true}},\"rarity\":\"legendary\",\"entries\":[\"This vessel can be a potion bottle, drinking horn, or other container meant to hold a liquid.\",\"As a bonus action, if the vessel is empty, you can speak the command word to fill the vessel with one of the following (your choice): ale, olive oil, mead, wine, whiskey, a {@item potion of healing}, a {@item potion of greater healing}, a {@item potion of superior healing}, a {@item potion of supreme healing}, a {@item potion of climbing}, a {@item potion of fire breath}, a {@item potion of flying}, or a {@item potion of dragon's majesty|FTD}. Once this property is used, it can't be used until the next dawn. A potion you create in this way loses its magical properties if it isn't imbibed within 24 hours.\"]},{\"name\":\"Ascendant Dragon-Touched Focus\",\"source\":\"FTD\",\"_copy\":{\"name\":\"Wakened Dragon-Touched Focus\",\"source\":\"FTD\",\"_preserve\":{\"page\":true}},\"rarity\":\"legendary\",\"entries\":[\"This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons' wings, claws, teeth, or scales.\",\"You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells.\",\"The focus gains an additional property determined by the family of the dragon in whose hoard it became Stirring:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Chromatic\",\"entries\":[\"Whenever you use a spell slot to cast a spell that deals acid, cold, fire, lightning, or poison damage, roll a {@dice d6}, and you gain a bonus equal to the number rolled to one of the spell's damage rolls.\"]},{\"type\":\"item\",\"name\":\"Gem\",\"entries\":[\"Whenever you use a spell slot to cast a spell, you can immediately teleport to an unoccupied space you can see within 15 feet of you.\"]},{\"type\":\"item\",\"name\":\"Metallic\",\"entries\":[\"When a creature you can see within 30 feet of you makes a saving throw, you can use your reaction to give that creature advantage on the saving throw.\"]}]},\"While you are holding a Wakened focus, you can use it to cast certain spells. Once the item is used to cast a given spell, it can't be used to cast that spell again until the next dawn. The spells are determined by the family of the dragon in whose hoard it became Wakened.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Chromatic\",\"entries\":[\"{@spell Hold monster}, {@spell Rime's binding ice|FTD}\"]},{\"type\":\"item\",\"name\":\"Gem\",\"entries\":[\"{@spell Rary's telepathic bond}, {@spell Raulothim's psychic lance|FTD}\"]},{\"type\":\"item\",\"name\":\"Metallic\",\"entries\":[\"{@spell Fizban's platinum shield|FTD}, {@spell legend lore}\"]}]},\"When you cast a spell of 1st level or higher while holding this focus, you can treat the spell as if it were cast using a 9th-level spell slot. Once this property is used, it can't be used again until the next dawn.\"]},{\"name\":\"Ascendant Scaled Ornament\",\"source\":\"FTD\",\"_copy\":{\"name\":\"Wakened Scaled Ornament\",\"source\":\"FTD\",\"_preserve\":{\"page\":true}},\"rarity\":\"legendary\",\"modifySpeed\":{\"equal\":{\"fly\":\"walk\"}},\"entries\":[\"This ornament can be jewelry, a cloak, or another wearable accessory. It appears to be fashioned from a dragon's scale, tooth, or claw, or it incorporates images in those shapes.\",\"You gain a +1 bonus to AC, and you can't be {@condition charmed} or {@condition frightened}. Moreover, each creature of your choice within 30 feet of you has advantage on saving throws it makes to avoid being {@condition charmed} or {@condition frightened} or to end those conditions on itself.\",\"When you would take damage of the type dealt by the breath of the dragon in whose hoard the ornament became Wakened, you can use your reaction to take no damage instead, and you regain hit points equal to the damage you would have taken. Once this property is used, it can't be used again until the next dawn.\",\"While you are wearing the ornament, you gain a flying speed equal to your walking speed and can hover. While you are flying using this speed, spectral dragon wings appear on your back.\"]},{\"name\":\"Assassin's Blood\",\"source\":\"DMG\",\"page\":258,\"srd\":true,\"reprintedAs\":[\"Assassin's Blood|XDMG\"],\"type\":\"G\",\"rarity\":\"none\",\"value\":15000,\"poison\":true,\"entries\":[\"A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 ({@damage 1d12}) poison damage and is {@condition poisoned} for 24 hours. On a successful save, the creature takes half damage and isn't {@condition poisoned}.\"],\"poisonTypes\":[\"ingested\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Assassin's Blood\",\"source\":\"XDMG\",\"page\":90,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"value\":15000,\"poison\":true,\"entries\":[\"A creature subjected to Assassin's Blood makes a DC 10 Constitution saving throw. On a failed save, the creature takes 6 ({@damage 1d12}) Poison damage and has the {@condition Poisoned|XPHB} condition for 24 hours. On a successful save, the creature takes half as much damage only.\"],\"poisonTypes\":[\"ingested\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Astral Shard\",\"source\":\"TCE\",\"page\":120,\"rarity\":\"rare\",\"reqAttune\":\"by a sorcerer\",\"reqAttuneTags\":[{\"class\":\"sorcerer\"}],\"wondrous\":true,\"weight\":1,\"focus\":[\"Sorcerer\"],\"entries\":[\"This crystal is a solidified shard of the Astral Plane, swirling with silver mist. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.\",\"When you use a Metamagic option on a spell while you are holding or wearing the shard, immediately after casting the spell you can teleport to an unoccupied space you can see within 30 feet of you.\"]},{\"name\":\"Astromancy Archive\",\"source\":\"TCE\",\"page\":120,\"rarity\":\"rare\",\"reqAttune\":\"by a wizard\",\"reqAttuneTags\":[{\"class\":\"wizard\"}],\"wondrous\":true,\"weight\":3,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"focus\":[\"Wizard\"],\"entries\":[\"This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: {@spell augury}, {@spell divination}, {@spell find the path}, {@spell foresight}, {@spell locate creature}, and {@spell locate object}. It functions as a spellbook for you, with spells encoded on the rings.\",\"While you are holding the archive, you can use it as a spellcasting focus for your wizard spells.\",\"The archive has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. You can use the charges in the following ways while holding it:\",{\"type\":\"list\",\"items\":[\"If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school.\",\"When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a {@dice d4} and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied.\"]}],\"attachedSpells\":[\"augury\",\"divination\",\"find the path\",\"foresight\",\"locate creature\",\"locate object\"]},{\"name\":\"Atlas of Endless Horizons\",\"source\":\"TCE\",\"page\":120,\"rarity\":\"rare\",\"reqAttune\":\"by a wizard\",\"reqAttuneTags\":[{\"class\":\"wizard\"}],\"wondrous\":true,\"weight\":3,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"focus\":[\"Wizard\"],\"entries\":[\"This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: {@spell arcane gate}, {@spell dimension door}, {@spell gate}, {@spell misty step}, {@spell plane shift}, {@spell teleportation circle}, and {@spell word of recall}. It functions as a spellbook for you.\",\"While you are holding the book, you can use it as a spellcasting focus for your wizard spells.\",\"The book has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. You can use the charges in the following ways while holding it:\",{\"type\":\"list\",\"items\":[\"If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.\",\"When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.\"]}],\"attachedSpells\":[\"arcane gate\",\"dimension door\",\"gate\",\"misty step\",\"plane shift\",\"teleportation circle\",\"word of recall\"],\"hasFluffImages\":true},{\"name\":\"Axe Beak\",\"source\":\"IDRotF\",\"page\":20,\"type\":\"MNT\",\"rarity\":\"none\",\"value\":5000,\"entries\":[\"An {@creature axe beak}'s splayed toes allow it to run across snow, and it can carry as much weight as a mule. A domesticated axe beak can be purchased in Ten-Towns for 50 gp.\"],\"hasFluffImages\":true},{\"name\":\"Axe of the Dwarvish Lords\",\"source\":\"DMG\",\"page\":221,\"reprintedAs\":[\"Axe of the Dwarvish Lords|XDMG\"],\"baseItem\":\"battleaxe|phb\",\"type\":\"M\",\"immune\":[\"poison\"],\"rarity\":\"artifact\",\"reqAttune\":true,\"curse\":true,\"weight\":4,\"weaponCategory\":\"martial\",\"property\":[\"T\",\"V\"],\"range\":\"20/60\",\"dmg1\":\"1d8\",\"dmgType\":\"S\",\"dmg2\":\"1d10\",\"grantsProficiency\":true,\"bonusWeapon\":\"+3\",\"entries\":[\"Seeing the peril his people faced, a young dwarf prince came to believe that his people needed something to unite them. Thus, he set out to forge a weapon that would be such a symbol.\",\"Venturing deep under the mountains, deeper than any dwarf had ever delved, the young prince came to the blazing heart of a great volcano. With the aid of Moradin, the dwarven god of creation, he first crafted four great tools: the {@italic Brutal Pick}, the {@italic Earthheart Forge}, the {@italic Anvil of Songs}, and the {@italic Shaping Hammer}. With them, he forged the {@italic Axe of the Dwarvish Lords}.\",\"Armed with the artifact, the prince returned to the dwarf clans and brought peace. His axe ended grudges and answered slights. The clans became allies, and they threw back their enemies and enjoyed an era of prosperity. This young dwarf is remembered as the First King. When he became old, he passed the weapon, which had become his badge of office, to his heir. The rightful inheritors passed the axe on for many generations.\",\"Later, in a dark era marked by treachery and wickedness, the axe was lost in a bloody civil war fomented by greed for its power and the status it bestowed. Centuries later, the dwarves still search for the axe, and many adventurers have made careers of chasing after rumors and plundering old vaults to find it.\",{\"name\":\"Magic Weapon\",\"type\":\"entries\",\"entries\":[\"The {@italic Axe of the Dwarvish Lords} is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. The axe also functions as a {@item belt of dwarvenkind}, a {@item dwarven thrower}, and a {@item sword of sharpness}.\"]},{\"type\":\"entries\",\"name\":\"Random Properties\",\"entries\":[\"The axe has the following randomly determined properties:\",{\"type\":\"list\",\"items\":[\"2 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial properties}\",\"1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial property}\",\"2 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental properties}\"]}]},{\"type\":\"entries\",\"name\":\"Blessings of Moradin\",\"entries\":[\"If you are a dwarf attuned to the axe, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You have immunity to poison damage.\",\"The range of your {@sense darkvision} increases by 60 feet.\",\"You gain proficiency with {@item artisan's tools|PHB} related to blacksmithing, brewing, and stonemasonry.\"]}]},{\"type\":\"entries\",\"name\":\"Conjure Earth Elemental\",\"entries\":[\"If you are holding the axe, you can use your action to cast the {@spell conjure elemental} spell from it, summoning an {@creature earth elemental}. You can't use this property again until the next dawn.\"]},{\"type\":\"entries\",\"name\":\"Travel the Depths\",\"entries\":[\"You can use an action to touch the axe to a fixed piece of dwarven stonework and cast the {@spell teleport} spell from the axe. If your intended destination is underground, there is no chance of a mishap or arriving somewhere unexpected. You can't use this property again until 3 days have passed.\"]},{\"type\":\"entries\",\"name\":\"Curse\",\"entries\":[\"The axe bears a curse that affects any non-dwarf that becomes attuned to it. Even if the attunement ends, the curse remains. With each passing day, the creature's physical appearance and stature become more dwarflike. After seven days, the creature looks like a typical dwarf, but the creature neither loses its racial traits nor gains the racial traits of a dwarf. The physical changes wrought by the axe aren't considered magical in nature (and therefore can't be dispelled), but they can be undone by any effect that removes a curse, such as a {@spell greater restoration} or {@spell remove curse} spell.\"]},{\"type\":\"entries\",\"name\":\"Destroying the Axe\",\"entries\":[\"The only way to destroy the axe is to melt it down in the {@italic Earthheart Forge}, where it was created. It must remain in the burning forge for fifty years before it finally succumbs to the fire and is consumed.\"]}],\"attachedSpells\":[\"conjure elemental\",\"teleport\"],\"hasFluffImages\":true},{\"name\":\"Axe of the Dwarvish Lords\",\"source\":\"XDMG\",\"page\":231,\"baseItem\":\"battleaxe|xphb\",\"type\":\"M|XPHB\",\"immune\":[\"poison\"],\"resist\":[\"fire\"],\"rarity\":\"artifact\",\"reqAttune\":true,\"weight\":4,\"weaponCategory\":\"martial\",\"property\":[\"T|XPHB\",\"V|XPHB\"],\"mastery\":[\"Topple|XPHB\"],\"range\":\"20/60\",\"dmg1\":\"1d8\",\"dmgType\":\"S\",\"dmg2\":\"1d10\",\"grantsProficiency\":true,\"bonusWeapon\":\"+3\",\"entries\":[\"A young dwarf prince set out to forge a weapon that would be regarded as a symbol of unity among his people. Venturing deep under the mountains, deeper than any dwarf had ever delved, the prince came to the blazing heart of a great volcano. With the aid of Moradin, a god of creation, he first crafted four mighty tools: the Starmetal Pick, the Earthheart Forge, the Anvil of Songs, and the Shaping Hammer. With these tools, he forged the Axe of the Dwarvish Lords.\",\"Armed with the Artifact, the prince brought peace to the dwarf clans, ending grudges and answering slights. The clans became allies, and they threw back their enemies and enjoyed an era of prosperity. This young dwarf is remembered as the First King. When he became old, he passed the weapon, which had become his badge of office, to his heir. The rightful inheritors passed the axe on for many generations.\",\"Later, in an era marked by treachery and wickedness, the axe was lost in a bloody civil war fomented by greed for its power and the status it bestowed. Centuries later, the dwarves still search for the axe, and many adventurers have made careers of chasing after rumors and plundering old vaults to find it.\",{\"type\":\"entries\",\"name\":\"Magic Weapon\",\"entries\":[\"The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack rolls and damage rolls made with it.\",\"When you attack a creature with the axe and roll a 20 on the {@dice d20} for the attack roll, the axe deals an extra 20 Slashing damage.\",\"The axe has {@itemProperty T|XPHB|Thrown} with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra {@damage 1d8} Force damage, or an extra {@damage 2d8} Force damage if the target is a creature of the Giant type. Immediately after hitting or missing, the weapon flies back to your hand.\"]},{\"type\":\"entries\",\"name\":\"Blessings of Moradin\",\"entries\":[\"While attuned to the axe, you gain the following benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Darkvision\",\"entries\":[\"You gain {@sense Darkvision|XPHB} with a range of 60 feet. If you already have {@sense Darkvision|XPHB}, its range increases by 60 feet.\"]},{\"type\":\"item\",\"name\":\"Fortitude of Stone\",\"entries\":[\"Your Constitution increases by 2, to a maximum of 20.\"]},{\"type\":\"item\",\"name\":\"Gifts of the Creator\",\"entries\":[\"You have proficiency with {@item Brewer's Supplies|XPHB}, {@item Mason's Tools|XPHB}, and {@item Smith's Tools|XPHB}.\"]},{\"type\":\"item\",\"name\":\"One with the Forge\",\"entries\":[\"You have {@variantrule Immunity|XPHB} to Poison damage and {@variantrule Resistance|XPHB} to Fire damage.\"]},{\"type\":\"item\",\"name\":\"Sunder\",\"entries\":[\"When you hit an object with the axe, the object takes the maximum amount of damage possible.\"]}]}]},{\"type\":\"entries\",\"name\":\"Conjure Earth Elemental\",\"entries\":[\"While holding the axe, you can take a {@action Magic|XPHB} action to summon an {@creature Earth Elemental|XMM}. It appears in an unoccupied space you choose within 30 feet of yourself, understands your languages, obeys your commands, and takes its turn immediately after you on your {@variantrule Initiative|XPHB} count. The elemental disappears after 24 hours, when it dies, or when you dismiss it as a {@variantrule Bonus Action|XPHB}. You can't use this property again until the next dawn.\"]},{\"type\":\"entries\",\"name\":\"Random Properties\",\"entries\":[\"The axe has the following random properties:\",{\"type\":\"list\",\"items\":[\"2 {@table Artifact Properties; Minor Beneficial Properties|XDMG|minor beneficial} properties\",\"1 {@table Artifact Properties; Major Beneficial Properties|XDMG|major beneficial} property\",\"2 {@table Artifact Properties; Minor Detrimental Properties|XDMG|minor detrimental} properties\"]}]},{\"type\":\"entries\",\"name\":\"Travel the Depths\",\"entries\":[\"You can take a {@action Magic|XPHB} action to touch the axe to a fixed piece of dwarven stonework and cast {@spell Teleport|XPHB} from the axe. If your intended destination is underground, there is no chance of a mishap or arriving somewhere unexpected. You can't use this property again until 3 days have passed.\"]},{\"type\":\"entries\",\"name\":\"Destroying the Axe\",\"entries\":[\"The only way to destroy the axe is to melt it down in the Earthheart Forge, where it was created. It must remain in the burning forge for 50 years before it finally succumbs to the fire and is consumed.\"]}],\"attachedSpells\":[\"teleport|xphb\"],\"hasFluffImages\":true},{\"name\":\"Azorius Guild Signet\",\"source\":\"GGR\",\"page\":178,\"type\":\"RG|DMG\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"This ring, adorned with the symbol of Azorius, allows you to cast {@spell ensnaring strike}. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Azorius's recognition and favor.\",\"A signet has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).\"],\"attachedSpells\":[\"ensnaring strike\"],\"hasFluffImages\":true},{\"name\":\"Azorius Keyrune\",\"source\":\"GGR\",\"page\":177,\"rarity\":\"rare\",\"reqAttune\":\"by a member of the Azorius guild\",\"reqAttuneTags\":[{\"background\":\"azorius functionary|ggr\"}],\"wondrous\":true,\"entries\":[\"This keyrune is carved from white marble and lapis lazuli to resemble a noble bird of prey. It can become a {@creature giant eagle} for up to 1 hour. While the transformed eagle is within 1 mile of you, you can communicate with it telepathically. As an action, you can see through the eagle's eyes and hear what it hears until the start of your next turn, and you gain the benefit of its keen sight. During this time, you are deaf and blind with regard to your own senses.\",\"When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a {@creature giant eagle}. If there isn't enough space for the eagle, the keyrune doesn't transform.\",\"The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the eagle takes the {@action Dodge} action and moves to avoid danger.\",\"At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed.\"],\"hasFluffImages\":true},{\"name\":\"Azuredge\",\"source\":\"WDH\",\"page\":189,\"baseItem\":\"battleaxe|phb\",\"type\":\"M\",\"rarity\":\"legendary\",\"reqAttune\":true,\"sentient\":true,\"weight\":4,\"weaponCategory\":\"martial\",\"property\":[\"V\"],\"dmg1\":\"1d8\",\"dmgType\":\"S\",\"dmg2\":\"1d10\",\"bonusWeapon\":\"+3\",\"recharge\":\"dawn\",\"rechargeAmount\":3,\"charges\":3,\"entries\":[\"Forged by the archwizard Ahghairon, this intelligent battleaxe was crafted to defend Waterdeep. Its current wielder is a former member of Force Grey named {@creature Meloon Wardragon|WDH}, but the weapon is searching for a new owner.\",\"Azuredge has a solid steel handle etched with tiny runes, wrapped in blue dragon hide with a star sapphire set into the pommel. The axe head is forged from silver, electrum, and steel alloys whose edges constantly shimmer with a deep blue luminescence.\",\"You gain a +3 bonus to attack and damage rolls made with this magic weapon. The {@spell shield} spell provides no defense against the axe, which passes through that spell's barrier of magical force.\",\"When you hit a fiend or an undead with the axe, cold blue flames erupt from its blade and deal an extra {@damage 2d6} radiant damage to the target.\",{\"type\":\"entries\",\"name\":\"Hurling\",\"entries\":[\"The battleaxe has 3 charges. You can expend 1 charge and make a ranged attack with the axe, hurling it as if it had the thrown property with a normal range of 60 feet and a long range of 180 feet. Whether it hits or misses, the axe flies back to you at the end of the current turn, landing in your open hand or at your feet in your space (as you choose). The axe regains all expended charges daily at dawn.\"]},{\"type\":\"entries\",\"name\":\"Illumination\",\"entries\":[\"While holding the axe, you can use an action to cause the axe to glow blue or to quench the glow. This glow sheds bright light in a 30-foot radius and dim light for an additional 30 feet.\"]},{\"type\":\"entries\",\"name\":\"Sentience\",\"entries\":[\"Azuredge is a sentient lawful neutral weapon with an Intelligence of 12, a Wisdom of 15, and a Charisma of 15. It has hearing and {@sense darkvision} out to a range of 120 feet.\",\"The weapon communicates telepathically with its wielder and can speak, read, and understand Common. It has a calm, delicate voice. The weapon can sense the presence of non-lawful creatures within 120 feet of it.\"]},{\"type\":\"entries\",\"name\":\"Personality\",\"entries\":[\"Azuredge is sworn to protect Waterdeep, and it desires to be wielded by a law-abiding person willing to dedicate everything to the city's defense. The weapon is patient and takes its time finding its ideal wielder.\",\"If someone tries to use Azuredge against its will, the axe can become ten times heavier than normal, and can magically adhere to any Medium or larger object or surface it comes into contact with. Once it does so, the axe can't be wielded. Nothing short of a {@spell wish} spell can separate the axe from the item or surface to which it is adhered without destroying one or the other, though the axe can choose to end the effect at any time.\"]}],\"attachedSpells\":[\"shield\"]},{\"name\":\"Azuremite\",\"source\":\"TDCSR\",\"page\":141,\"type\":\"IDG|TDCSR\",\"rarity\":\"unknown (magic)\",\"entries\":[\"The ruins of this sprawling city are now known as the Crystalfen Caverns. These caves are home to scattered veins of {@item azuremite|TDCSR}, a gorgeous blue crystal that formed from millennia of psychic energies existing near element deposits. Curious explorers who discovered the veins found that, when mined and refined into a fine dust, the {@item azuremite|TDCSR} powder is a strong mind-altering agent and induces temporary visions and other psychic phenomena.\",\"While a number of small, isolated entrances to this labyrinth of tunnels have been discovered and adventuring parties have attempted to chart the mines, the caverns are so vast and deep that either they gave up for fear of becoming lost, or they were assailed by the terrible denizens of the caverns, never to return. Most who now brave the caverns are foolish treasure hunters or criminals seeking to mine more {@item azuremite|TDCSR} to sell on the black market.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Azurite\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Azurite|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":1000,\"entries\":[\"An opaque mottled deep blue gemstone.\"]},{\"name\":\"Azurite\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":1000,\"entries\":[\"A mottled deep blue gemstone.\"]},{\"name\":\"Baba Yaga's Dancing Broom\",\"source\":\"XDMG\",\"page\":232,\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"The archfey {@book Baba Yaga|XDMG|8|Baba Yaga} crafted many of these magic brooms. No two appear exactly alike. While holding the broom, you can take a {@action Magic|XPHB} action to transform it into an {@creature Animated Broom|XMM} under your control. The broom then moves into an unoccupied space as close to you as possible. The broom acts immediately after you on your {@variantrule Initiative|XPHB} count and remains animate until you take a {@variantrule Bonus Action|XPHB} and use a command word to render it inanimate.\",\"On your turn, you can mentally command the animated broom if it is within 30 feet of you and you don't have the {@condition Incapacitated|XPHB} condition (no action required). You decide what action the broom takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.\",\"If the broom is reduced to 0 {@variantrule Hit Points|XPHB}, it shatters and is destroyed. If the broom reverts to its inanimate form before losing all its {@variantrule Hit Points|XPHB} it regains all of them.\"],\"hasFluffImages\":true},{\"name\":\"Baba Yaga's Mortar and Pestle\",\"source\":\"TCE\",\"page\":121,\"rarity\":\"artifact\",\"reqAttune\":true,\"wondrous\":true,\"bonusWeapon\":\"+3\",\"recharge\":\"dawn\",\"rechargeAmount\":12,\"charges\":12,\"entries\":[\"The creations of the immortal hag Baba Yaga defy the laws of mortal magic. Among the notorious implements that cement her legend on countless worlds are the artifacts that propel her through the planes: Baba Yaga's Mortar and Pestle. These signature tools of Baba Yaga are a single artifact for purposes of attunement. Should the two objects become separated, the pestle appears next to the mortar at the next dawn.\",{\"type\":\"entries\",\"name\":\"Random Properties\",\"entries\":[\"This artifact has the following random properties, which you can determine by rolling on the tables in the \\\"Artifacts\\\" section of the {@book Dungeon Master's Guide|DMG}:\",{\"type\":\"list\",\"items\":[\"2 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} properties\",\"1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property\",\"1 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property\"]}]},{\"type\":\"entries\",\"name\":\"Properties of the Mortar\",\"entries\":[\"The mortar is a Tiny wooden bowl. However, the mortar increases in size to accommodate anything you place inside, expanding-if there's enough space-up to Large size, meaning it can hold even a Large creature.\"]},{\"type\":\"entries\",\"name\":\"Properties of the Pestle\",\"entries\":[\"The pestle is a 6-inch-long, worn wooden tool. Once during your turn while you are holding the pestle, you can extend it into a quarterstaff or shrink it back into a pestle (no action required). As a quarterstaff, the pestle is a magic weapon that grants a +3 bonus to attack and damage rolls made with it.\",\"The pestle has 12 charges. When you hit with a melee attack using the pestle, you can expend up to 3 of its charges to deal an extra {@damage 1d8} force damage for each charge expended. The pestle regains all expended charges daily at dawn.\"]},{\"type\":\"entries\",\"name\":\"Perfect Tools\",\"entries\":[\"While holding the mortar and pestle, you can use your action to say the name of any nonmagical plant, mineral, or fluid and an amount of the material worth 10 gp or less. The mortar instantly fills with the desired amount of that material. Once you use this action, you can't do so again until you finish a short or long rest.\",\"You can also use the artifact as {@item alchemist's supplies|PHB}, {@item brewer's supplies|PHB}, {@item cook's utensils|PHB}, an {@item herbalism kit|PHB}, and a {@item poisoner's kit|PHB}. You have advantage on any check you make using the artifact as one of these tools.\"]},{\"type\":\"entries\",\"name\":\"Primal Parts\",\"entries\":[\"As an action while the pestle and the mortar is within 5 feet of you, you can command the pestle to grind. For the next minute, or until you use your action to verbally command it to stop, the pestle moves on its own, grinding the contents of the mortar into a mush or fine powder that's equally useful for cooking or alchemy. At the start of each of your turns, whatever is in the mortar takes {@damage 4d10} force damage. If this reduces the target's hit points to 0, the target is reduced to powder, pulp, or paste, as appropriate. Only magic items are unaffected. If you wish, when the pestle stops, you can have the mortar separate its contents-like powdered bone, crushed herbs, pulped organs-into separate piles.\"]},{\"type\":\"entries\",\"name\":\"Traverse the Night\",\"entries\":[\"If you are holding the pestle while you are inside the mortar, you can use your action to verbally command the mortar to travel to a specific place or creature.\",\"You don't need to know where your destination is, but it must be a specific destination-not just the nearest river or a red dragon's lair. If the stated destination is within 1,000 miles of you, the mortar lifts into the air and vanishes. You and any creatures in the mortar travel through a dreamlike sky, with hazy reflections of the world passing by below. Creatures might see images of you streaking through the sky between your point of origin and the destination. You arrive at the location 1 hour later or, if it is night, 1 minute later.\"]},{\"type\":\"entries\",\"name\":\"Bones Know Their Home\",\"entries\":[\"When you command the mortar to travel, you can instead throw out the dust or paste of something ground by the mortar and name a location on a different plane of existence or a different world on the Material Plane. If that material came from a creature native to the named plane or world, the mortar travels through an empty night sky to an unoccupied space at that destination, arriving in 1 minute.\"]},{\"type\":\"entries\",\"name\":\"Destroying the Mortar and Pestle\",\"entries\":[\"The mortar and pestle are destroyed if they are crushed underfoot by the {@i Dancing Hut of Baba Yaga} or by Baba Yaga herself.\"]}],\"hasFluffImages\":true},{\"name\":\"Baba Yaga's Pestle\",\"source\":\"TCE\",\"page\":121,\"baseItem\":\"quarterstaff|PHB\",\"type\":\"M\",\"rarity\":\"artifact\",\"reqAttune\":true,\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"bonusWeapon\":\"+3\",\"recharge\":\"dawn\",\"rechargeAmount\":12,\"charges\":12,\"entries\":[\"The pestle is a 6-inch-long, worn wooden tool. Once during your turn while you are holding the pestle, you can extend it into a quarterstaff or shrink it back into a pestle (no action required). As a quarterstaff, the pestle is a magic weapon that grants a +3 bonus to attack and damage rolls made with it.\",\"The pestle has 12 charges. When you hit with a melee attack using the pestle, you can expend up to 3 of its charges to deal an extra {@damage 1d8} force damage for each charge expended. The pestle regains all expended charges daily at dawn.\"]},{\"name\":\"Backpack\",\"source\":\"PHB\",\"page\":153,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Backpack|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":5,\"value\":200,\"entries\":[\"A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.\"],\"containerCapacity\":{\"weight\":[30]}},{\"name\":\"Backpack\",\"source\":\"XPHB\",\"page\":224,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":5,\"value\":200,\"entries\":[\"A Backpack holds up to 30 pounds within 1 cubic foot. It can also serve as a saddlebag.\"],\"containerCapacity\":{\"weight\":[30]}},{\"name\":\"Backpack Parachute\",\"source\":\"WDH\",\"page\":47,\"type\":\"OTH\",\"rarity\":\"unknown\",\"entries\":[\"A humanoid wearing this piece of gear can deploy the parachute as a reaction while falling, or as an action otherwise. The parachute requires at least a 10-foot cube of unoccupied space in which to deploy, and it doesn't open fast enough to slow a fall of less than 60 feet. If it has sufficient time and space to deploy properly, the parachute allows its wearer to land without taking falling damage. Once it has been used, the parachute takes 10 minutes to repack.\"]},{\"name\":\"Badge of the Watch\",\"source\":\"WDH\",\"page\":189,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"bonusAc\":\"+2\",\"entries\":[\"A badge of the Watch is given only to those who have earned the trust of the Open Lord of Waterdeep. The badge, signifying the rank of captain in Waterdeep's City Watch, bears the emblem of Waterdeep and is meant to be worn or carried.\",\"While wearing the badge, you gain a +2 bonus to AC if you aren't using a {@item shield|phb}.\",\"If the badge is more than 5 feet away from you for more than 1 minute, it vanishes and harmlessly reappears on a surface within 5 feet of the Open Lord. While holding the badge, the Open Lord knows your location, provided the two of you are on the same plane of existence and your attunement to the badge hasn't ended.\",\"As an action, the Open Lord can touch the badge and end your attunement to it.\"],\"hasFluffImages\":true},{\"name\":\"Bag of Beans\",\"source\":\"DMG\",\"page\":152,\"srd\":true,\"reprintedAs\":[\"Bag of Beans|XDMG\"],\"tier\":\"minor\",\"rarity\":\"rare\",\"wondrous\":true,\"weight\":0.5,\"entries\":[\"Inside this heavy cloth bag are {@dice 3d4} dry beans. The bag weighs ½ pound plus ¼ pound for each bean it contains.\",\"If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking {@damage 5d4} fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried.\",\"If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table, determine it randomly, or create an effect.\",{\"type\":\"table\",\"colLabels\":[\"{@dice d100}\",\"Effect\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"01\",\"{@dice 5d4} toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take {@damage 5d6} poison damage and become {@condition poisoned} for 1 hour. On an even roll, the eater gains {@dice 5d6} temporary hit points for 1 hour.\"],[\"02-10\",\"A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (DM's choice) 30 feet into the air for {@dice 1d12} rounds.\"],[\"11-20\",\"A {@creature treant} sprouts. There's a {@chance 50} chance that the treant is chaotic evil and attacks.\"],[\"21-30\",\"An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours.\"],[\"31-40\",\"A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished).\"],[\"41-50\",\"{@dice 1d6 + 6} {@creature shrieker||shriekers} sprout.\"],[\"51-60\",\"{@dice 1d4 + 8} bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the DM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke.\"],[\"61-70\",\"A hungry {@creature bulette} burrows up and attacks.\"],[\"71-80\",\"A fruit tree grows. It has {@dice 1d10 + 20} fruit, {@dice 1d8} of which act as randomly determined magic potions, while one acts as an ingested poison of the DM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days.\"],[\"81-90\",\"A nest of {@dice 1d4 + 3} eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes {@damage 10d6} force damage from an internal magical explosion.\"],[\"91-99\",\"A pyramid with a 60-foot-square base bursts upward. Inside is a sarcophagus containing a {@creature mummy lord}. The pyramid is treated as the {@creature mummy lord||mummy lord's} lair, and its sarcophagus contains treasure of the DM's choice.\"],[\"00\",\"A giant beanstalk sprouts, growing to a height of the DM's choice. The top leads where the DM chooses, such as to a great view, a {@creature cloud giant||cloud giant's} castle, or a different plane of existence.\"]]}],\"lootTables\":[\"Magic Item Table C\"],\"hasFluffImages\":true},{\"name\":\"Bag of Beans\",\"source\":\"XDMG\",\"page\":233,\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"This heavy cloth bag contains {@dice 3d4} dry beans when found. The bag weighs half a pound regardless of how many beans it contains and becomes a nonmagical item when it no longer contains any beans.\",\"If you dump one or more beans out of the bag, they explode in a 10-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on them. All the dumped beans are destroyed in the explosion, and each creature in the {@variantrule Sphere [Area of Effect]|XPHB|Sphere}, including you, makes a DC 15 Dexterity saving throw, taking {@damage 5d4} Force damage on a failed save or half as much damage on a successful one.\",\"If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean disappears as it produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table or determine it randomly.\",{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"1d100\",\"Effect\"],\"rows\":[[\"01\",\"{@dice 5d4} toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take {@damage 5d6} Poison damage and have the {@condition Poisoned|XPHB} condition for 1 hour. On an even roll, the eater gains {@dice 5d6} {@variantrule Temporary Hit Points|XPHB} for 1 hour.\"],[\"02-10\",\"A geyser erupts and spouts water, beer, mayonnaise, tea, vinegar, wine, or oil (DM's choice) 30 feet into the air for {@dice 1d4} minutes.\"],[\"11-20\",\"A {@creature Treant|XMM} sprouts. Roll any die. On an odd roll, the treant is Chaotic Evil. On an even roll, the treant is Chaotic Good.\"],[\"21-30\",\"An animate but immobile stone statue in your likeness rises and makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours.\"],[\"31-40\",\"A campfire with green flames springs forth and burns for 24 hours or until it is extinguished.\"],[\"41-50\",\"Three {@b Shrieker Fungi} sprout.\"],[\"51-60\",\"{@dice 1d4 + 4} bright-pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the DM's choice that acts in accordance with its alignment and nature. The monster remains for 1 minute, then disappears in a puff of bright-pink smoke.\"],[\"61-70\",\"A hungry {@creature Bulette|XMM} burrows up and attacks.\"],[\"71-80\",\"A fruit tree grows. It has {@dice 1d10 + 20} fruit, {@dice 1d8} of which act as randomly determined potions. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days.\"],[\"81-90\",\"A nest of {@dice 1d4 + 3} rainbow-colored eggs springs up. Any creature that eats an egg makes a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes {@damage 10d6} Force damage from an internal explosion.\"],[\"91-95\",\"A pyramid with a 60-foot-square base bursts upward. Inside is a burial chamber containing a {@creature Mummy|XMM}, a {@creature Mummy Lord|XMM}, or some other Undead of the DM's choice. Its sarcophagus contains treasure of the DM's choice.\"],[\"96-00\",\"A giant beanstalk sprouts, growing to a height of the DM's choice. The top leads where the DM chooses, such as to a great view, a cloud giant's castle, or another plane of existence.\"]]}],\"hasFluffImages\":true},{\"name\":\"Bag of Devouring\",\"source\":\"DMG\",\"page\":153,\"srd\":true,\"reprintedAs\":[\"Bag of Devouring|XDMG\"],\"tier\":\"minor\",\"rarity\":\"very rare\",\"wondrous\":true,\"weight\":15,\"entries\":[\"This bag superficially resembles a {@item bag of holding} but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.\",\"The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a {@chance 50} chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed.\",\"Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane.\",\"If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.\"],\"lootTables\":[\"Magic Item Table D\"],\"hasFluffImages\":true},{\"name\":\"Bag of Devouring\",\"source\":\"XDMG\",\"page\":234,\"freeRules2024\":true,\"rarity\":\"very rare\",\"wondrous\":true,\"entries\":[\"This bag resembles a {@item Bag of Holding|XDMG} but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.\",\"The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a {@chance 50} chance that the creature is pulled inside the bag. A creature inside the bag can take an action to try to escape, doing so with a successful DC 15 Strength ({@skill Athletics|XPHB}) check. Another creature can take an action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength ({@skill Athletics|XPHB}) check, provided the puller isn't pulled inside the bag first. Any creature that starts its turn inside the bag is devoured, its body destroyed.\",\"Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane.\",\"If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.\"],\"hasFluffImages\":true},{\"name\":\"Bag of Holding\",\"source\":\"DMG\",\"page\":153,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Bag of Holding|XDMG\"],\"tier\":\"minor\",\"rarity\":\"uncommon\",\"wondrous\":true,\"weight\":15,\"entries\":[\"This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.\",\"If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.\",\"Placing a bag of holding inside an extradimensional space created by a {@item Heward's handy haversack}, {@item portable hole}, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.\"],\"containerCapacity\":{\"weight\":[500],\"weightless\":true},\"optionalfeatures\":[\"replicate magic item|tce\"],\"lootTables\":[\"Magic Item Table A\",\"Magic Item Table B\"],\"hasFluffImages\":true},{\"name\":\"Bag of Holding\",\"source\":\"XDMG\",\"page\":234,\"freeRules2024\":true,\"rarity\":\"uncommon\",\"wondrous\":true,\"weight\":5,\"entries\":[\"This bag has an interior space considerably larger than its outside dimensions—roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a {@action Utilize|XPHB} action.\",\"If the bag is overloaded, pierced, or torn, it is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth unharmed, but the bag must be put right before it can be used again. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside.\",\"Placing a Bag of Holding inside an extradimensional space created by a {@item Heward's Handy Haversack|XDMG}, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can't be reopened.\"],\"containerCapacity\":{\"weight\":[500],\"weightless\":true},\"optionalfeatures\":[\"replicate magic item|tce\"],\"hasFluffImages\":true},{\"name\":\"Bag of Tricks, Gray\",\"source\":\"DMG\",\"page\":154,\"srd\":true,\"reprintedAs\":[\"Bag of Tricks, Gray|XDMG\"],\"tier\":\"major\",\"rarity\":\"uncommon\",\"wondrous\":true,\"weight\":0.5,\"recharge\":\"dawn\",\"entries\":[\"This ordinary bag, made from gray cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.\",\"You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a {@dice d8} and consulting the table. The creature vanishes at the next dawn or when it is reduced to 0 hit points.\",\"The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.\",\"Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.\",{\"type\":\"table\",\"colLabels\":[\"{@dice d8}\",\"Creature\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"{@creature Weasel}\"],[\"2\",\"{@creature Giant rat}\"],[\"3\",\"{@creature Badger}\"],[\"4\",\"{@creature Boar}\"],[\"5\",\"{@creature Panther}\"],[\"6\",\"{@creature Giant badger}\"],[\"7\",\"{@creature Dire wolf}\"],[\"8\",\"{@creature Giant elk}\"]]}],\"lootTables\":[\"Magic Item Table F\"]},{\"name\":\"Bag of Tricks, Gray\",\"source\":\"XDMG\",\"page\":234,\"rarity\":\"uncommon\",\"wondrous\":true,\"recharge\":\"dawn\",\"entries\":[\"This bag made from gray cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.\",\"You can take a {@action Magic|XPHB} action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table below. See the {@book Monster Manual|XMM} for the creature's stat block. The creature vanishes at the next dawn or when it is reduced to 0 {@variantrule Hit Points|XPHB}.\",\"The creature is {@variantrule Friendly [Attitude]|XPHB|Friendly} to you and your allies, and it acts immediately after you on your {@variantrule Initiative|XPHB} count. You can take a {@variantrule Bonus Action|XPHB} to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature.\",\"Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.\",{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"1d8\",\"Creature\"],\"rows\":[[\"1\",\"{@creature Weasel|XPHB}\"],[\"2\",\"{@creature Giant Rat|XMM}\"],[\"3\",\"{@creature Badger|XPHB}\"],[\"4\",\"{@creature Boar|XPHB}\"],[\"5\",\"{@creature Panther|XPHB}\"],[\"6\",\"{@creature Giant Badger|XPHB}\"],[\"7\",\"{@creature Dire Wolf|XPHB}\"],[\"8\",\"{@creature Giant Elk|XMM}\"]]}],\"hasFluffImages\":true},{\"name\":\"Bag of Tricks, Rust\",\"source\":\"DMG\",\"page\":154,\"srd\":true,\"reprintedAs\":[\"Bag of Tricks, Rust|XDMG\"],\"tier\":\"major\",\"rarity\":\"uncommon\",\"wondrous\":true,\"weight\":0.5,\"recharge\":\"dawn\",\"entries\":[\"This ordinary bag, made from rust cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.\",\"You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a {@dice d8} and consulting the table. The creature vanishes at the next dawn or when it is reduced to 0 hit points.\",\"The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.\",\"Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.\",{\"type\":\"table\",\"colLabels\":[\"{@dice d8}\",\"Creature\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"{@creature Rat}\"],[\"2\",\"{@creature Owl}\"],[\"3\",\"{@creature Mastiff}\"],[\"4\",\"{@creature Goat}\"],[\"5\",\"{@creature Giant goat}\"],[\"6\",\"{@creature Giant boar}\"],[\"7\",\"{@creature Lion}\"],[\"8\",\"{@creature Brown bear}\"]]}],\"lootTables\":[\"Magic Item Table F\"]},{\"name\":\"Bag of Tricks, Rust\",\"source\":\"XDMG\",\"page\":234,\"rarity\":\"uncommon\",\"wondrous\":true,\"recharge\":\"dawn\",\"entries\":[\"This bag made from rust cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.\",\"You can take a {@action Magic|XPHB} action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table below. See the {@book Monster Manual|XMM} for the creature's stat block. The creature vanishes at the next dawn or when it is reduced to 0 {@variantrule Hit Points|XPHB}.\",\"The creature is {@variantrule Friendly [Attitude]|XPHB|Friendly} to you and your allies, and it acts immediately after you on your {@variantrule Initiative|XPHB} count. You can take a {@variantrule Bonus Action|XPHB} to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature.\",\"Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.\",{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"1d8\",\"Creature\"],\"rows\":[[\"1\",\"{@creature Rat|XPHB}\"],[\"2\",\"{@creature Owl|XPHB}\"],[\"3\",\"{@creature Mastiff|XPHB}\"],[\"4\",\"{@creature Goat|XPHB}\"],[\"5\",\"{@creature Giant Goat|XPHB}\"],[\"6\",\"{@creature Giant Boar|XMM}\"],[\"7\",\"{@creature Lion|XPHB}\"],[\"8\",\"{@creature Brown Bear|XPHB}\"]]}],\"hasFluffImages\":true},{\"name\":\"Bag of Tricks, Tan\",\"source\":\"DMG\",\"page\":154,\"srd\":true,\"reprintedAs\":[\"Bag of Tricks, Tan|XDMG\"],\"tier\":\"major\",\"rarity\":\"uncommon\",\"wondrous\":true,\"weight\":0.5,\"recharge\":\"dawn\",\"entries\":[\"This ordinary bag, made from tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.\",\"You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a {@dice d8} and consulting the table. The creature vanishes at the next dawn or when it is reduced to 0 hit points.\",\"The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.\",\"Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.\",{\"type\":\"table\",\"colLabels\":[\"{@dice d8}\",\"Creature\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"{@creature Jackal}\"],[\"2\",\"{@creature Ape}\"],[\"3\",\"{@creature Baboon}\"],[\"4\",\"{@creature Axe beak}\"],[\"5\",\"{@creature Black bear}\"],[\"6\",\"{@creature Giant weasel}\"],[\"7\",\"{@creature Giant hyena}\"],[\"8\",\"{@creature Tiger}\"]]}],\"lootTables\":[\"Magic Item Table F\"]},{\"name\":\"Bag of Tricks, Tan\",\"source\":\"XDMG\",\"page\":234,\"rarity\":\"uncommon\",\"wondrous\":true,\"recharge\":\"dawn\",\"entries\":[\"This bag made from tan cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.\",\"You can take a {@action Magic|XPHB} action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table below. See the {@book Monster Manual|XMM} for the creature's stat block. The creature vanishes at the next dawn or when it is reduced to 0 {@variantrule Hit Points|XPHB}.\",\"The creature is {@variantrule Friendly [Attitude]|XPHB|Friendly} to you and your allies, and it acts immediately after you on your {@variantrule Initiative|XPHB} count. You can take a {@variantrule Bonus Action|XPHB} to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature.\",\"Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.\",{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"1d8\",\"Creature\"],\"rows\":[[\"1\",\"{@creature Jackal|XMM}\"],[\"2\",\"{@creature Ape|XPHB}\"],[\"3\",\"{@creature Baboon|XMM}\"],[\"4\",\"{@creature Axe Beak|XMM}\"],[\"5\",\"{@creature Black Bear|XPHB}\"],[\"6\",\"{@creature Giant Weasel|XPHB}\"],[\"7\",\"{@creature Giant Hyena|XMM}\"],[\"8\",\"{@creature Tiger|XPHB}\"]]}],\"hasFluffImages\":true},{\"name\":\"Balance Card\",\"source\":\"BMT\",\"page\":13,\"rarity\":\"legendary\",\"wondrous\":true,\"recharge\":\"dawn\",\"entries\":[\"As an action, you can brandish this card at one creature you can see within 30 feet of yourself and drain its life force. The target must succeed on a {@dc 17} Constitution saving throw or take {@damage 4d8} necrotic damage. You then regain a number of hit points equal to the necrotic damage the target takes. Once this property is used, it can't be used again until the next dawn.\\\"\"],\"hasFluffImages\":true},{\"name\":\"Balance of Harmony\",\"source\":\"TftYP\",\"page\":228,\"rarity\":\"uncommon\",\"wondrous\":true,\"weight\":1,\"entries\":[\"This scale bears celestial symbols on one pan and fiendish symbols on the other. You can use the scale to cast {@spell detect evil and good} as a ritual. Doing so requires you to place the scale on a solid surface, then sprinkle the pans with holy water or place a transparent gem worth 100 gp in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good (consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the effect ends.\"],\"attachedSpells\":[\"detect evil and good\"]},{\"name\":\"Baleful Talon\",\"source\":\"BMT\",\"page\":34,\"baseItem\":\"dagger|PHB\",\"type\":\"M\",\"rarity\":\"very rare\",\"weight\":1,\"weaponCategory\":\"simple\",\"property\":[\"F\",\"L\",\"T\"],\"range\":\"20/60\",\"dmg1\":\"1d4\",\"dmgType\":\"P\",\"bonusWeapon\":\"+1\",\"entries\":[\"You gain a +1 bonus to attack and damage rolls made with this hooked, obsidian dagger.\",\"When you hit a creature with this magic weapon and roll a 19 or 20 on the attack roll, the creature must make a DC 15 Constitution saving throw as the dagger flares with sickly light. The creature takes {@damage 6d6} necrotic damage on a failed save, or half as much on a successful one. If this damage reduces the creature to 0 hit points, the creature disintegrates into dust.\"]},{\"name\":\"Ball Bearing\",\"source\":\"PHB\",\"page\":151,\"srd\":true,\"basicRules\":true,\"type\":\"G\",\"rarity\":\"none\",\"weight\":0.002,\"value\":0.1,\"entries\":[\"Most commonly found inside a {@item Ball Bearings (Bag of 1,000)|phb|bag of ball bearings}.\"]},{\"name\":\"Ball Bearings\",\"source\":\"XPHB\",\"page\":224,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":2,\"value\":100,\"entries\":[\"As a {@action Utilize|XPHB} action, you can spill Ball Bearings from their pouch. They spread to cover a level, 10-foot-square area within 10 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 10 Dexterity saving throw or have the {@condition Prone|XPHB} condition. It takes 10 minutes to recover the Ball Bearings.\"]},{\"name\":\"Ball Bearings (bag of 1,000)\",\"source\":\"PHB\",\"page\":151,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Ball Bearings|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":2,\"value\":100,\"entries\":[\"As an action, you can spill these tiny metal balls from their pouch to cover a level area 10 feet square. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall {@condition prone}. A creature moving through the area at half speed doesn't need to make the saving throw.\"],\"packContents\":[{\"item\":\"ball bearing|phb\",\"quantity\":1000}],\"atomicPackContents\":true},{\"name\":\"Balloon Pack\",\"source\":\"PotA\",\"page\":222,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"This backpack contains the spirit of an {@creature air elemental} and a compact leather balloon. While you're wearing the backpack, you can deploy the balloon as an action and gain the effect of the {@spell levitate} spell for 10 minutes, targeting yourself and requiring no {@status concentration}. Alternatively, you can use a reaction to deploy the balloon when you're falling and gain the effect of the {@spell feather fall} spell for yourself.\",\"When either spell ends, the balloon slowly deflates as the elemental spirit escapes and returns to the Elemental Plane of Air. As the balloon deflates, you descend gently toward the ground for up to 60 feet. If you are still in the air at the end of this distance, you fall if you have no other means of staying aloft.\",\"After the spirit departs, the backpack's property is unusable unless the backpack is recharged for 1 hour in an elemental air node, which binds another spirit to the backpack.\"],\"attachedSpells\":[\"levitate\",\"feather fall\"]},{\"name\":\"Banded Agate\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Banded Agate|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":1000,\"entries\":[\"A translucent striped brown, blue, white, or red gemstone.\"]},{\"name\":\"Banded Agate\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":1000,\"entries\":[\"A striped brown, blue, white, or red gemstone.\"]},{\"name\":\"Banner of the Krig Rune\",\"source\":\"SKT\",\"page\":233,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"bonusWeaponAttack\":\"+1\",\"bonusAc\":\"+1\",\"entries\":[\"Crafted from a thick, red fabric, this banner measures 5 feet high and 3 feet wide. The krig (war) rune is displayed on the fabric with round, metal plates sewn into it. It can be attached to a 10-foot pole to serve as a standard. Furling or unfurling the banner requires an action. The banner has the following properties.\",{\"name\":\"Mark of Courage\",\"type\":\"entries\",\"entries\":[\"As a bonus action, you can touch the unfurled banner and cause it to emanate courage. You and your allies are immune to the {@condition frightened} condition while within 20 feet of it. This benefit lasts for 10 minutes or until the banner is furled. Once you use this property, you can't use it again until you finish a short or long rest.\"]},{\"name\":\"Sentinel Standard\",\"type\":\"entries\",\"entries\":[\"You can see {@condition invisible} creatures while they are within 20 feet of the unfurled banner and within your line of sight.\"]},{\"type\":\"entries\",\"name\":\"Standard's Shield\",\"entries\":[\"As a bonus action, you can touch the unfurled banner and invoke this power. Any ranged attack roll that targets you or an ally of yours has disadvantage if the target is within 20 feet of the unfurled banner. This benefit lasts for 1 minute or until the banner is furled. Once you use this property, you can't use it again until you finish a short or long rest.\"]},{\"name\":\"Gift of Battle\",\"type\":\"entries\",\"entries\":[\"You can transfer the banner's magic to a place by tracing the krig rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 500-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the banner to be within 5 feet of you and during which you choose creatures, creature types, or both that will benefit from the magic. At the end, the banner is destroyed, and the area gains the following property:\",\"While in the 500-foot-radius sphere, the creatures you chose during the transfer process are immune to the {@condition frightened} condition and gain a +1 bonus to attack rolls and AC.\"]}]},{\"name\":\"Barking Box\",\"source\":\"WDH\",\"page\":47,\"type\":\"OTH\",\"rarity\":\"unknown\",\"entries\":[\"This metal cube, 6 inches on a side, has a crank on top. Using an action to wind the crank activates the box for 8 hours. While activated, the box barks whenever it detects vibrations within 15 feet of it, as long as the box and the source of the vibrations are in contact with the same ground or substance. A switch on one side of the box sets the device to emit either a small dog's bark or a large dog's bark.\"]},{\"name\":\"Barrel\",\"source\":\"PHB\",\"page\":153,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Barrel|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":70,\"value\":200,\"entries\":[\"A barrel can hold 40 gallons of liquid or 4 cubic feet of solids.\"]},{\"name\":\"Barrel\",\"source\":\"XPHB\",\"page\":224,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":70,\"value\":200,\"entries\":[\"A Barrel holds up to 40 gallons of liquid or up to 4 cubic feet of dry goods.\"],\"containerCapacity\":{\"volume\":[4]}},{\"name\":\"Barrier Peaks Trinket\",\"source\":\"LLK\",\"page\":7,\"type\":\"G\",\"rarity\":\"none\",\"entries\":[\"At any point while the characters are searching through unusual equipment or detritus in the Monastery of the Distressed Body or the city of Daoine Gloine, roll on the following table to determine what they find. Each character finds one Barrier Peaks trinket over the course of the adventure.\",{\"type\":\"table\",\"caption\":\"Barrier Peaks Trinkets\",\"colLabels\":[\"d100\",\"Trinket\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"01–02\",\"A handheld device containing a glowing green gem that darkens when no oxygen is present\"],[\"03–04\",\"A foot-long, egg-shaped object made from stitched leather\"],[\"05–06\",\"A black metal cylinder that dictates the history of an unknown plant or animal species when held\"],[\"07–08\",\"A cylindrical jar containing a pickled crustacean of unknown origin\"],[\"09–10\",\"A small thumb-button storage cylinder that releases a useless iron key when pressed\"],[\"11–12\",\"An unusual heraldic cloak pin that emits a short musical fanfare when tapped\"],[\"13–14\",\"A handheld tube that sucks in dust when squeezed and captures it in a detachable compartment\"],[\"15–16\",\"A scintillating disk of unknown material\"],[\"17–18\",\"A dial that can be twisted to slowly click back to its origin, whereupon it emits a loud ringing noise\"],[\"19–20\",\"A hovering, apple-sized orb of metal that follows you around\"],[\"21–22\",\"The {@condition petrified} cocoon of an unknown insect\"],[\"23–24\",\"A bronze gauntlet set with many slots, and which violently expels any object pressed into those slots\"],[\"25–26\",\"A box that plays an illusory message in an unknown language when opened\"],[\"27–28\",\"A rod that causes you to forget the last five minutes when you press a button near its tip\"],[\"29–30\",\"A palm-sized cylinder that emits a harmless ray of glowing blue light when squeezed\"],[\"31–32\",\"A bead that suppresses your hearing when secreted inside either ear, causing you to be {@condition deafened}\"],[\"33–34\",\"An amulet that displays your current health as a green bar above your head, with the bar retracting as your hit point total decreases\"],[\"35–36\",\"A casket containing one hundred tasteless blue pills that produce no discernible effect when swallowed\"],[\"37–38\",\"A metal mechanical puzzle with no apparent solution\"],[\"39–40\",\"A metal spinning top that never tips over when spun\"],[\"41–42\",\"Two strips of cloth-like material, each coated with a soft, hair-like fuzz on one side\"],[\"43–44\",\"A simple wire pyramid that preserves any foodstuffs it is placed over\"],[\"45–46\",\"A star chart labeled in an unknown script\"],[\"47–48\",\"A rectangle of black glass that displays indecipherable arcane runes when you swipe your finger across it\"],[\"49–50\",\"A schematic that shows the inner workings of an impossibly complex device\"],[\"51–52\",\"An odd pair of comfortable shoes made from supple, multicolored material\"],[\"53–54\",\"A mirror that makes you appear more beautiful when you tap your reflection\"],[\"55–56\",\"A mechanical metal puppy that playfully follows you around when activated\"],[\"57–58\",\"A talking bracelet that speaks only to correct your grammar\"],[\"59–60\",\"A bar of soap that can remove any stain\"],[\"61–62\",\"A journal in Common, written by someone in a world similar to but not quite the same as your own\"],[\"63–64\",\"A tub containing one serving of disgusting but nutritious goop that refills itself slowly over the course of one week\"],[\"65–66\",\"An instruction manual for activating a mysterious, world-destroying device\"],[\"67–68\",\"A small supple disk that displays weird moving symbols when placed over either eye\"],[\"69–70\",\"A tiny desk set with large, colorful buttons, each of which plays a discordant musical fanfare when pressed\"],[\"71–72\",\"A pair of tinted spectacles that reduce the glare of the sun when worn\"],[\"73–74\",\"An inflatable bedroll made from an unknown material, and which slowly deflates when used\"],[\"75–76\",\"A rod tipped with a blunt metal pincer whose grip can be adjusted by turning a screw\"],[\"77–78\",\"A battered helmet with a transparent orange visor that flips into place when donned\"],[\"79–80\",\"An animated map of a mysterious city that appears to be tracking the movements of five creatures\"],[\"81–82\",\"A cylinder of mist that holds your hair perfectly in shape when sprayed onto your head\"],[\"83–84\",\"A talking wand that tells you the name of any plant you point it at\"],[\"85–86\",\"A metal bracelet that displays the number of steps you've taken since your last long rest\"],[\"87–88\",\"A tiny handheld device that projects a glowing dot onto whatever you point it at\"],[\"89–90\",\"A rectangular piece of glass that displays a twelve-digit countdown on its surface\"],[\"91–92\",\"A wall chart of mysterious formulae arranged into a color-coded grid\"],[\"93–94\",\"A handheld device that solves any math problem you input using its buttons\"],[\"95–96\",\"A ball of speckled brown fur that appears to be alive\"],[\"97–98\",\"A complicated crystal board game that you don't know how to play\"],[\"99–00\",\"A large glass rectangle that displays a storm of black and white patterns when you press a button on its underside\"]]}],\"miscTags\":[\"TT\"]},{\"name\":\"Barrier Tattoo (Large)\",\"source\":\"TCE\",\"page\":122,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"tattoo\":true,\"entries\":[\"Produced by a special needle, this magic tattoo depicts protective imagery and uses ink that resembles liquid metal.\",{\"type\":\"entries\",\"name\":\"Tattoo Attunement\",\"entries\":[\"To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.\",\"If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.\"]},{\"type\":\"entries\",\"name\":\"Protection\",\"entries\":[\"While you aren't wearing armor, the tattoo grants you an Armor Class of 18. You can use a shield and still gain this benefit.\"]}]},{\"name\":\"Barrier Tattoo (Medium)\",\"source\":\"TCE\",\"page\":122,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"tattoo\":true,\"entries\":[\"Produced by a special needle, this magic tattoo depicts protective imagery and uses ink that resembles liquid metal.\",{\"type\":\"entries\",\"name\":\"Tattoo Attunement\",\"entries\":[\"To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.\",\"If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.\"]},{\"type\":\"entries\",\"name\":\"Protection\",\"entries\":[\"While you aren't wearing armor, the tattoo grants you an Armor Class of 15 + your Dexterity modifier (maximum of +2). You can use a shield and still gain this benefit.\"]}]},{\"name\":\"Barrier Tattoo (Small)\",\"source\":\"TCE\",\"page\":122,\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"tattoo\":true,\"entries\":[\"Produced by a special needle, this magic tattoo depicts protective imagery and uses ink that resembles liquid metal.\",{\"type\":\"entries\",\"name\":\"Tattoo Attunement\",\"entries\":[\"To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.\",\"If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.\"]},{\"type\":\"entries\",\"name\":\"Protection\",\"entries\":[\"While you aren't wearing armor, the tattoo grants you an Armor Class of 12 + your dexterity bonus. You can use a shield and still gain this benefit.\"]}]},{\"name\":\"Basic Fishing Equipment\",\"source\":\"AAG\",\"page\":21,\"type\":\"G\",\"rarity\":\"none\",\"value\":10,\"entries\":[\"Basic Fishing Equipment includes a pole, a line, a hook, and either a lure or some bait.\",\"Fishing is a popular pastime in Wildspace and the Astral Sea, though this activity isn't possible aboard a ship that is moving faster than its flying speed. At the end of each hour spent fishing, a character can make a DC 15 Wisdom ({@skill Survival}) check. A failed check indicates no fish is caught during that hour. On a successful check, roll a {@dice d10} and consult the Fishing table to determine the catch.\",{\"type\":\"table\",\"caption\":\"\",\"colLabels\":[\"d10\",\"Catch\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1–2\",\"Tiny, inedible fish (a creature that consumes it is poisoned for 1 hour)\"],[\"3–5\",\"Tiny, edible fish (feeds one person)\"],[\"6–8\",\"Small, edible fish (feeds up to four people)\"],[\"9\",\"Hostile {@creature space eel|BAM} (see {@book Boo's Astral Menagerie|BAM}; feeds up to twelve people)\"],[\"10\",\"Hostile {@creature gray scavver|BAM} (see {@book Boo's Astral Menagerie|BAM}; feeds up to twenty people), some other creature of the DM's choosing, or an Tiny object of the DM's choosing\"]]}]},{\"name\":\"Basic Poison\",\"source\":\"XPHB\",\"page\":227,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"value\":10000,\"poison\":true,\"entries\":[\"As a {@variantrule Bonus Action|XPHB}, you can use a vial of Basic Poison to coat one weapon or up to three pieces of ammunition. A creature that takes Piercing or Slashing damage from the poisoned weapon or ammunition takes an extra {@damage 1d4} Poison damage. Once applied, the poison retains potency for 1 minute or until its damage is dealt, whichever comes first.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Basic Poison (vial)\",\"source\":\"PHB\",\"page\":153,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Basic Poison|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"value\":10000,\"poison\":true,\"entries\":[\"You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take {@damage 1d4} poison damage. Once applied, the poison retains potency for 1 minute before drying.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Basket\",\"source\":\"PHB\",\"page\":153,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Basket|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":2,\"value\":40,\"entries\":[\"A basket holds 2 cubic feet or 40 pounds of gear.\"],\"containerCapacity\":{\"weight\":[40]}},{\"name\":\"Basket\",\"source\":\"XPHB\",\"page\":224,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":2,\"value\":40,\"entries\":[\"A Basket holds up to 40 pounds within 2 cubic feet.\"],\"containerCapacity\":{\"weight\":[40]}},{\"name\":\"Battering Shield\",\"source\":\"EGW\",\"page\":266,\"baseItem\":\"shield|PHB\",\"type\":\"S\",\"rarity\":\"rare\",\"reqAttune\":true,\"weight\":6,\"ac\":2,\"bonusAc\":\"+1\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"While holding this iron tower shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.\",\"Additionally, the shield has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. If you are holding the shield and push a creature within your reach at least 5 feet away, you can expend 1 charge to push that creature an additional 10 feet, knock it {@condition prone}, or both.\"]},{\"name\":\"Battle Standard of Infernal Power\",\"source\":\"BGDIA\",\"page\":223,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"This hell-forged battle standard is made of infernal iron and fitted with a small, unopenable cage containing a {@creature quasit}. The trapped {@creature quasit} is {@condition incapacitated}, and its cage has AC 19, 10 hit points, and immunity to all types of damage except force damage. If killed or somehow released, the {@creature quasit} disappears in a cloud of smoke, and a new one appears in the cage, provided the cage is intact.\",\"While you hold the banner, your weapon attacks and those of all allied creatures within 300 feet of you count as magical for the purposes of overcoming damage immunities and resistances.\"],\"hasFluffImages\":true},{\"name\":\"Bead of Force\",\"source\":\"DMG\",\"page\":154,\"srd\":true,\"reprintedAs\":[\"Bead of Force|XDMG\"],\"tier\":\"minor\",\"rarity\":\"rare\",\"wondrous\":true,\"weight\":0.0625,\"entries\":[\"This small black sphere measures ¾ of an inch in diameter and weighs an ounce. Typically, {@dice 1d4 + 4} {@italic beads of force} are found together.\",\"You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take {@damage 5d4} force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can.\",\"An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.\"],\"lootTables\":[\"Magic Item Table C\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Bead of Force\",\"source\":\"XDMG\",\"page\":234,\"freeRules2024\":true,\"otherSources\":[{\"source\":\"ScoEE\"}],\"rarity\":\"rare\",\"wondrous\":true,\"weight\":0.5,\"entries\":[\"This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, {@dice 1d4 + 4} Beads of Force are found together.\",\"You can take a {@action Magic|XPHB} action to throw the bead up to 60 feet. The bead explodes in a 10-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} on impact and is destroyed. Each creature in the {@variantrule Sphere [Area of Effect]|XPHB|Sphere} must succeed on a DC 15 Dexterity saving throw or take {@damage 5d4} Force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save or are partially within the area are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can pass through.\",\"An enclosed creature can take a {@action Utilize|XPHB} action to push against the sphere's wall, moving the sphere up to half the creature's {@variantrule Speed|XPHB}. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Bead of Nourishment\",\"source\":\"XDMG\",\"page\":235,\"freeRules2024\":true,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"This flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of Rations.\"],\"miscTags\":[\"CF/W\",\"CNS\"]},{\"name\":\"Bead of Nourishment\",\"source\":\"XGE\",\"page\":136,\"reprintedAs\":[\"Bead of Nourishment|XDMG\"],\"tier\":\"minor\",\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"This spongy, flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of rations.\"],\"miscTags\":[\"CF/W\",\"CNS\"]},{\"name\":\"Bead of Refreshment\",\"source\":\"XDMG\",\"page\":235,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"This flavorless, gelatinous bead dissolves in liquid, transforming up to a pint of the liquid into fresh, cold drinking water. The bead has no effect on magical liquids or harmful substances such as poison.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Bead of Refreshment\",\"source\":\"XGE\",\"page\":136,\"reprintedAs\":[\"Bead of Refreshment|XDMG\"],\"tier\":\"minor\",\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"This spongy, flavorless, gelatinous bead dissolves in liquid, transforming up to a pint of the liquid into fresh, cold drinking water. The bead has no effect on magical liquids or harmful substances such as poison.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Bedroll\",\"source\":\"PHB\",\"page\":150,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Bedroll|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":7,\"value\":100},{\"name\":\"Bedroll\",\"source\":\"XPHB\",\"page\":224,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":7,\"value\":100,\"entries\":[\"A Bedroll sleeps one Small or Medium creature. While in a Bedroll, you automatically succeed on saving throws against {@hazard extreme cold|XDMG} (see the {@book Dungeon Master's Guide|XDMG}).\"]},{\"name\":\"Bejeweled gold bracelet\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":25000},{\"name\":\"Bejeweled ivory drinking horn with gold filigree\",\"source\":\"DMG\",\"page\":135,\"reprintedAs\":[\"Bejeweled ivory drinking horn with gold filigree|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":750000},{\"name\":\"Bejeweled ivory drinking horn with gold filigree\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":750000},{\"name\":\"Bejeweled ivory drinking horn with gold inlay (Brazen Coalition)\",\"source\":\"PSX\",\"page\":25,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":750000},{\"name\":\"Belashyrra's Beholder Crown\",\"source\":\"ERLW\",\"page\":276,\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 3}\",\"charges\":10,\"entries\":[\"This symbiotic crown is carved from dark purple and mauve stone, with ten points like stalks set with gemstones resembling the eyestalks of a {@creature beholder}. To attune to this item, you must wear it on your head for the entire attunement period, during which the crown's hidden tendrils burrow into your scalp to bond with your skull.\",\"While wearing the crown, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.\",{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"The crown has 10 charges. While wearing it, you can use an action to expend some of its charges to cast one of the following spells from it (spell save DC 16): {@spell charm person} (1 charge), {@spell disintegrate} (6 charges), {@spell fear} (3 charges), {@spell finger of death} (7 charges), {@spell flesh to stone} (6 charges), {@spell hold person} (2 charges), {@spell ray of enfeeblement} (2 charges), {@spell sleep} (1 charge), {@spell slow} (3 charges), {@spell telekinesis} (5 charges).\",\"The crown regains {@dice 1d6 + 3} expended charges daily at dawn.\"]},{\"type\":\"entries\",\"name\":\"Symbiotic Nature\",\"entries\":[\"The crown can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the crown ends, and it detaches from you.\",\"The daelkyr {@creature Belashyrra|ERLW} made these crowns. While on the same plane of existence as the crown, Belashyrra can see through its eyestalks.\"]}],\"attachedSpells\":[\"charm person\",\"disintegrate\",\"fear\",\"finger of death\",\"flesh to stone\",\"hold person\",\"ray of enfeeblement\",\"sleep\",\"slow\",\"telekinesis\"]},{\"name\":\"Bell\",\"source\":\"PHB\",\"page\":150,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Bell|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"value\":100},{\"name\":\"Bell\",\"source\":\"XPHB\",\"page\":224,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"value\":100,\"entries\":[\"When rung as a {@action Utilize|XPHB} action, a Bell produces a sound that can be heard up to 60 feet away.\"]},{\"name\":\"Bell Branch\",\"source\":\"TCE\",\"page\":122,\"rarity\":\"rare\",\"reqAttune\":\"by a druid or warlock\",\"reqAttuneTags\":[{\"class\":\"druid\"},{\"class\":\"warlock\"}],\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"focus\":[\"Druid\",\"Warlock\"],\"entries\":[\"This silver implement is shaped like a tree branch and is strung with small golden bells. The branch is a spellcasting focus for your spells while you hold it.\",\"The branch has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. You can use the charges in the following ways while holding it:\",{\"type\":\"list\",\"items\":[\"As a bonus action, you can expend 1 charge to detect the presence of aberrations, celestials, constructs, elementals, fey, fiends, or undead within 60 feet of you. If such creatures are present and don't have {@quickref Cover||3||total cover} from you, the bells ring softly, their tone indicating the creature types present.\",\"As an action, you can expend 1 charge to cast {@spell protection from evil and good}.\"]}],\"attachedSpells\":[\"protection from evil and good\"]},{\"name\":\"Belt of Cloud Giant Strength\",\"source\":\"DMG\",\"page\":155,\"srd\":true,\"reprintedAs\":[\"Belt of Cloud Giant Strength|XDMG\"],\"tier\":\"major\",\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"ability\":{\"static\":{\"str\":27}},\"entries\":[\"While wearing this belt, your Strength score changes to 27. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.\"],\"lootTables\":[\"Magic Item Table I\"]},{\"name\":\"Belt of Cloud Giant Strength\",\"source\":\"XDMG\",\"page\":236,\"freeRules2024\":true,\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"ability\":{\"static\":{\"str\":27}},\"entries\":[\"While wearing this belt, your Strength score changes to 27. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.\"]},{\"name\":\"Belt of Dwarvenkind\",\"source\":\"DMG\",\"page\":155,\"srd\":true,\"reprintedAs\":[\"Belt of Dwarvenkind|XDMG\"],\"resist\":[\"poison\"],\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"ability\":{\"con\":2},\"entries\":[\"While wearing this belt, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"Your Constitution score increases by 2, to a maximum of 20.\",\"You have advantage on Charisma ({@skill Persuasion}) checks made to interact with dwarves.\"]},\"In addition, while attuned to the belt, you have a {@chance 50} chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.\",\"If you aren't a dwarf, you gain the following additional benefits while wearing the belt:\",{\"type\":\"list\",\"items\":[\"You have advantage on saving throws against poison, and you have resistance against poison damage.\",\"You have {@sense darkvision} out to a range of 60 feet.\",\"You can speak, read, and write Dwarvish.\"]}],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Belt of Dwarvenkind\",\"source\":\"XDMG\",\"page\":235,\"freeRules2024\":true,\"resist\":[\"poison\"],\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"ability\":{\"con\":2},\"entries\":[\"While wearing this belt, you gain the following benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Dwarvish\",\"entries\":[\"You know Dwarvish.\"]},{\"type\":\"item\",\"name\":\"Friend of Dwarvenkind\",\"entries\":[\"You have {@variantrule Advantage|XPHB} on Charisma ({@skill Persuasion|XPHB}) checks made to interact with dwarves and duergar.\"]},{\"type\":\"item\",\"name\":\"Toughness\",\"entries\":[\"Your Constitution increases by 2, to a maximum of 20.\",\"In addition, while attuned to the belt, you have a {@chance 50} chance each day at dawn of growing a full beard if you can grow one, or a thicker beard if you already have one.\",\"If you aren't a dwarf or duergar, you gain the following additional benefits while wearing the belt:\"]},{\"type\":\"item\",\"name\":\"Darkvision\",\"entries\":[\"You have {@sense Darkvision|XPHB} with a range of 60 feet.\"]},{\"type\":\"item\",\"name\":\"Resilience\",\"entries\":[\"You have {@variantrule Resistance|XPHB} to Poison damage. You also have {@variantrule Advantage|XPHB} on saving throws you make to avoid or end the {@condition Poisoned|XPHB} condition.\"]}]}],\"hasFluffImages\":true},{\"name\":\"Belt of Fire Giant Strength\",\"source\":\"DMG\",\"page\":155,\"srd\":true,\"reprintedAs\":[\"Belt of Fire Giant Strength|XDMG\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"ability\":{\"static\":{\"str\":25}},\"entries\":[\"While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.\"],\"lootTables\":[\"Magic Item Table H\"]},{\"name\":\"Belt of Fire Giant Strength\",\"source\":\"XDMG\",\"page\":236,\"freeRules2024\":true,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"ability\":{\"static\":{\"str\":25}},\"entries\":[\"While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.\"],\"hasFluffImages\":true},{\"name\":\"Belt of Frost Giant Strength\",\"source\":\"DMG\",\"page\":155,\"srd\":true,\"reprintedAs\":[\"Belt of Frost Giant Strength|XDMG\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"ability\":{\"static\":{\"str\":23}},\"entries\":[\"While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.\"],\"lootTables\":[\"Magic Item Table H\"]},{\"name\":\"Belt of Frost Giant Strength\",\"source\":\"XDMG\",\"page\":236,\"freeRules2024\":true,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"ability\":{\"static\":{\"str\":23}},\"entries\":[\"While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.\"]},{\"name\":\"Belt of Hill Giant Strength\",\"source\":\"DMG\",\"page\":155,\"srd\":true,\"reprintedAs\":[\"Belt of Hill Giant Strength|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"ability\":{\"static\":{\"str\":21}},\"entries\":[\"While wearing this belt, your Strength score changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"lootTables\":[\"Magic Item Table G\"]},{\"name\":\"Belt of Hill Giant Strength\",\"source\":\"XDMG\",\"page\":236,\"freeRules2024\":true,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"ability\":{\"static\":{\"str\":21}},\"entries\":[\"While wearing this belt, your Strength score changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.\"],\"optionalfeatures\":[\"replicate magic item|tce\"]},{\"name\":\"Belt of Stone Giant Strength\",\"source\":\"DMG\",\"page\":155,\"srd\":true,\"reprintedAs\":[\"Belt of Stone Giant Strength|XDMG\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"ability\":{\"static\":{\"str\":23}},\"entries\":[\"While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.\"],\"lootTables\":[\"Magic Item Table H\"],\"hasFluffImages\":true},{\"name\":\"Belt of Stone Giant Strength\",\"source\":\"XDMG\",\"page\":236,\"freeRules2024\":true,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"ability\":{\"static\":{\"str\":23}},\"entries\":[\"While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.\"],\"hasFluffImages\":true},{\"name\":\"Belt of Storm Giant Strength\",\"source\":\"DMG\",\"page\":155,\"srd\":true,\"reprintedAs\":[\"Belt of Storm Giant Strength|XDMG\"],\"tier\":\"major\",\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"ability\":{\"static\":{\"str\":29}},\"entries\":[\"While wearing this belt, your Strength score changes to 29. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.\"],\"lootTables\":[\"Magic Item Table I\"],\"hasFluffImages\":true},{\"name\":\"Belt of Storm Giant Strength\",\"source\":\"XDMG\",\"page\":236,\"freeRules2024\":true,\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"ability\":{\"static\":{\"str\":29}},\"entries\":[\"While wearing this belt, your Strength score changes to 29. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.\"]},{\"name\":\"Bigby's Beneficent Bracelet\",\"source\":\"BGG\",\"page\":111,\"rarity\":\"artifact\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"This gorgeous jewelry piece, crafted by the wizard Bigby himself, consists of four gold rings attached via delicate chains to a wrist cuff studded with sapphires and diamonds.\",{\"type\":\"entries\",\"name\":\"Random Properties\",\"entries\":[\"The bracelet has the following random properties, determined by rolling on the appropriate table in the Dungeon Master's Guide:\",{\"type\":\"list\",\"items\":[\"1 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property\",\"1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property\",\"1 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property\"]}]},{\"type\":\"entries\",\"name\":\"Dexterous Fingers\",\"entries\":[\"While wearing the bracelet, you can cast {@spell mage hand}.\"]},{\"type\":\"entries\",\"name\":\"Force Sculpture\",\"entries\":[\"By focusing and channeling the bracelet's magic for 1 minute, you can create a spectral copy of a Large or smaller nonmagical object. The copy appears in an unoccupied space within 10 feet of you, and it is made of tangible but translucent force that mimics the size, weight, and other properties of the object it's copying. The copy must appear on a surface or liquid that can support it. Creatures can touch and interact with the copy as if it were a nonmagical object.\",\"The copy is immune to all damage and can't be dispelled, but a {@spell disintegrate} spell destroys it immediately. Otherwise, the copy disappears after 8 hours or when you dismiss it as an action.\",\"The bracelet can create up to three copies and regains all expended uses at dawn.\"]},{\"type\":\"entries\",\"name\":\"Helpful Hand\",\"entries\":[\"As an action, you can use the bracelet to cast {@spell Bigby's hand} as a 9th-level spell (spell attack bonus +13). When you cast the spell this way, the spell doesn't require {@status concentration}. Once this property is used, it can't be used again until the next dawn.\"]}],\"attachedSpells\":[\"mage hand\",\"Bigby's hand\"],\"hasFluffImages\":true},{\"name\":\"Bit and bridle\",\"source\":\"PHB\",\"page\":157,\"srd\":true,\"basicRules\":true,\"type\":\"TAH\",\"rarity\":\"none\",\"weight\":1,\"value\":200},{\"name\":\"Biza's Breath\",\"source\":\"JttRC\",\"page\":70,\"type\":\"G\",\"rarity\":\"none\",\"poison\":true,\"entries\":[\"A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or become {@condition poisoned} for 1 minute. The {@condition poisoned} creature must use its action to make a melee attack against a randomly determined creature within its reach. If there is no other creature within its reach, the {@condition poisoned} creature does nothing on its turn. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"],\"poisonTypes\":[\"inhaled\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Black Chromatic Rose\",\"source\":\"WBtW\",\"page\":208,\"resist\":[\"acid\"],\"detail1\":\"drips acid\",\"rarity\":\"rare\",\"wondrous\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Chromatic Rose|WBtW}\"]},{\"name\":\"Black Crystal Tablet\",\"source\":\"WDMM\",\"page\":284,\"rarity\":\"legendary\",\"reqAttune\":\"by a creature that has proficiency in the {@skill Arcana} skill\",\"reqAttuneTags\":[{\"skillProficiency\":\"arcana\"}],\"wondrous\":true,\"entries\":[\"Any creature that attunes to the tablet must make a DC 20 Wisdom saving throw at the end of its next long rest. On a failed save, the creature becomes afflicted with a random form of long-term madness (see \\\"{@book Madness|dmg|8|Madness}\\\" in chapter 8 of the {@book Dungeon Master's Guide|dmg}).\",\"As an action, a creature attuned to the Black Crystal Tablet can use it to cast {@spell eyebite} or {@spell gate} (the portal created by this spell links to the Far Realm only). After the tablet is used to cast a spell, it cannot be used again until the next dawn.\"],\"attachedSpells\":[\"eyebite\",\"gate\"]},{\"name\":\"Black Dragon Mask\",\"source\":\"HotDQ\",\"page\":94,\"otherSources\":[{\"source\":\"ToD\",\"page\":179}],\"resist\":[\"acid\"],\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"grantsLanguage\":true,\"entries\":[\"This horned mask of glossy ebony has horns and a skull-like mien. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties.\",{\"type\":\"entries\",\"name\":\"Damage Absorption\",\"entries\":[\"You have resistance to acid damage. If you already have damage resistance to acid from another source, you gain immunity to acid damage. If you already have immunity to acid damage from another source, you regain hit points equal to half of any acid damage you are dealt.\"]},{\"type\":\"entries\",\"name\":\"Draconic Majesty\",\"entries\":[\"While you are wearing no armor, you can add your Charisma bonus to your Armor Class.\"]},{\"type\":\"entries\",\"name\":\"Dragon Breath\",\"entries\":[\"If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.\"]},{\"type\":\"entries\",\"name\":\"Dragon Sight\",\"entries\":[\"You gain {@sense darkvision} with a radius of 60 feet, or an additional 60 feet of {@sense darkvision} if you already have that sense. Once per day, you can gain {@sense blindsight} out to a range of 30 feet for 5 minutes.\"]},{\"type\":\"entries\",\"name\":\"Dragon Tongue\",\"entries\":[\"You can speak and understand Draconic. You also have advantage on any Charisma check you make against Black dragons.\"]},{\"type\":\"entries\",\"name\":\"Legendary Resistance\",\"entries\":[\"(1/Day) If you fail a saving throw, you can choose to succeed instead.\"]},{\"type\":\"entries\",\"name\":\"Water Breathing\",\"entries\":[\"You can breathe underwater.\"]}]},{\"name\":\"Black Dragon Scale Mail\",\"source\":\"DMG\",\"page\":165,\"srd\":true,\"reprintedAs\":[\"Black Dragon Scale Mail|XDMG\"],\"type\":\"MA\",\"resist\":[\"acid\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":45,\"ac\":14,\"bonusAc\":\"+1\",\"stealth\":true,\"entries\":[\"Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to acid damage.\",\"Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest black dragon within 30 miles of you. This special action can't be used again until the next dawn.\"]},{\"name\":\"Black Dragon Scale Mail\",\"source\":\"XDMG\",\"page\":254,\"baseItem\":\"scale mail|xphb\",\"type\":\"MA|XPHB\",\"resist\":[\"acid\"],\"detail1\":\"black\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":45,\"ac\":14,\"bonusAc\":\"+1\",\"stealth\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Dragon Scale Mail|XDMG}\"],\"hasFluffImages\":true},{\"name\":\"Black Ghost Orchid Seed\",\"source\":\"JttRC\",\"page\":212,\"type\":\"G\",\"rarity\":\"none\",\"entries\":[\"Every few years, a ghost orchid colony grows a black pod as thick as a human fist that holds three soft, black seeds. A creature that consumes one of these black seeds is affected by the spell {@spell feign death}. If the creature is unaware of the pod's effects or does not wish to be affected, it can resist the effect by succeeding on a DC 16 Constitution saving throw. Otherwise, it is considered to be a willing recipient of the spell.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Black Opal\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Black Opal|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":100000,\"entries\":[\"A translucent dark green with black mottling and golden flecks gemstone.\"]},{\"name\":\"Black Opal\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":100000,\"entries\":[\"A dark green with black mottling and golden flecks gemstone.\"]},{\"name\":\"Black Pearl\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Black Pearl|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":50000,\"entries\":[\"An opaque pure black gemstone.\"]},{\"name\":\"Black Pearl\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":50000,\"entries\":[\"A pure black gemstone.\"]},{\"name\":\"Black Sap\",\"source\":\"EGW\",\"page\":152,\"type\":\"G\",\"rarity\":\"none\",\"value\":30000,\"entries\":[\"This tarry substance harvested from the dark boughs of the death's head willow is a powerful intoxicant. It can be smoked as a concentrate or injected directly into the bloodstream. A creature subjected to a dose of black sap cannot be {@condition charmed} or {@condition frightened} for {@dice 1d6} hours.\",\"For each dose of black sap consumed, a creature must succeed on a DC 15 Constitution saving throw or become {@condition poisoned} for {@dice 2d4} hours—an effect that is cumulative with multiple doses.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Black Sapphire\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Black Sapphire|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":500000,\"entries\":[\"A translucent lustrous black with glowing highlights gemstone.\"]},{\"name\":\"Black Sapphire\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":500000,\"entries\":[\"A lustrous black with glowing highlights gemstone.\"]},{\"name\":\"Black velvet mask stitched with silver thread\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Black velvet mask stitched with silver thread|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":2500},{\"name\":\"Black velvet mask stitched with silver thread\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":2500},{\"name\":\"Blackrazor\",\"source\":\"DMG\",\"page\":216,\"reprintedAs\":[\"Blackrazor|XDMG\"],\"baseItem\":\"greatsword|phb\",\"type\":\"M\",\"rarity\":\"legendary\",\"reqAttune\":\"by a creature of non-lawful alignment\",\"reqAttuneTags\":[{\"alignment\":[\"NX\",\"C\",\"G\",\"NY\",\"E\"]}],\"sentient\":true,\"weight\":6,\"weaponCategory\":\"martial\",\"property\":[\"H\",\"2H\"],\"dmg1\":\"2d6\",\"dmgType\":\"S\",\"bonusWeapon\":\"+3\",\"entries\":[\"Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.\",\"You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.\",{\"name\":\"Devour Soul\",\"type\":\"entries\",\"entries\":[\"Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a {@spell wish} spell.\",\"When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature's hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks.\",\"If you hit an undead with this weapon, you take {@damage 1d10} necrotic damage and the target regains {@dice 1d10} hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul.\"]},{\"name\":\"Soul Hunter\",\"type\":\"entries\",\"entries\":[\"While you hold the weapon. you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren't constructs or undead. You also can't be {@condition charmed} or {@condition frightened}.\",\"Blackrazor can cast the {@spell haste} spell on you once per day. It decides when to cast the spell and maintains {@status concentration} on it so that you don't have to.\"]},{\"name\":\"Sentience\",\"type\":\"entries\",\"entries\":[\"Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and {@sense darkvision} out to a range of 120 feet.\",\"The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know.\"]},{\"name\":\"Personality\",\"type\":\"entries\",\"entries\":[\"Blackrazor speaks with an imperious tone, as though accustomed to being obeyed.\",\"The sword's purpose is to consume souls. It doesn't care whose souls it eats, including the wielder's. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along.\",\"Despite its nihilism, Blackrazor feels a strange kinship to {@item Wave} and {@item Whelm}, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with {@item Whelm} and finds {@item Wave} tedious.\",\"Blackrazor's hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset.\"]}],\"attachedSpells\":[\"haste\"],\"hasFluffImages\":true},{\"name\":\"Blackrazor\",\"source\":\"XDMG\",\"page\":236,\"baseItem\":\"greatsword|xphb\",\"type\":\"M|XPHB\",\"rarity\":\"artifact\",\"reqAttune\":true,\"sentient\":true,\"weight\":6,\"weaponCategory\":\"martial\",\"property\":[\"H|XPHB\",\"2H|XPHB\"],\"mastery\":[\"Graze|XPHB\"],\"dmg1\":\"2d6\",\"dmgType\":\"S\",\"bonusWeapon\":\"+3\",\"entries\":[\"Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.\",\"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. If you hit an Undead with this weapon, you take {@damage 1d10} Necrotic damage, and the target regains {@dice 1d10} {@variantrule Hit Points|XPHB}. If this Necrotic damage reduces you to 0 {@variantrule Hit Points|XPHB}, Blackrazor devours your soul (see \\\"Devour Soul\\\" below).\",\"While you hold this weapon, you have {@variantrule Immunity|XPHB} to the {@condition Charmed|XPHB} and {@condition Frightened|XPHB} conditions, and you have {@sense Blindsight|XPHB} with a range of 30 feet.\",{\"type\":\"entries\",\"name\":\"Devour Soul\",\"entries\":[\"Whenever you use Blackrazor to reduce a creature to 0 {@variantrule Hit Points|XPHB}, the sword slays the creature and devours its soul unless it is a Construct or an Undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a {@spell Wish|XPHB} spell.\",\"When Blackrazor devours a soul that isn't yours, you gain {@variantrule Temporary Hit Points|XPHB} equal to the slain creature's {@variantrule Hit Points|XPHB|Hit Point} maximum.\"]},{\"type\":\"entries\",\"name\":\"Haste\",\"entries\":[\"Blackrazor can cast {@spell Haste|XPHB} on you, after which it can't cast this spell again until the next dawn. Blackrazor decides when to cast the spell, which takes effect at the start of your turn. The spell lasts for 1 minute (no {@status Concentration|XPHB} required) or until Blackrazor decides to end it, which it can do at the end of any of your turns.\"]},{\"type\":\"entries\",\"name\":\"Sentience\",\"entries\":[\"Blackrazor is a sentient Chaotic Neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and {@sense Darkvision|XPHB} out to 120 feet.\",\"The weapon speaks Common and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know.\"]},{\"type\":\"entries\",\"name\":\"Personality\",\"entries\":[\"Blackrazor speaks with an imperious tone, as though accustomed to being obeyed.The sword's purpose is to consume souls. It doesn't care whose souls it eats, including the wielder's. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along.\",\"Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be reunited and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious.\",\"Blackrazor's hunger for souls must be regularly fed. If the sword goes 3 days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset.\"]},{\"type\":\"entries\",\"name\":\"Destroying Blackrazor\",\"entries\":[\"Blackrazor can be destroyed by crushing it in the great gears of Mechanus. Primus, the creator of the modrons, also knows a series of musical tones that Blackrazor can't stand to hear, causing the sword to shatter.\"]}],\"attachedSpells\":[\"haste|xphb\"],\"hasFluffImages\":true},{\"name\":\"Blackstaff\",\"source\":\"WDH\",\"page\":190,\"rarity\":\"legendary\",\"reqAttune\":\"by the blackstaff heir, who must be a wizard\",\"reqAttuneTags\":[{\"class\":\"wizard\"}],\"sentient\":true,\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"bonusWeapon\":\"+2\",\"bonusSpellAttack\":\"+2\",\"bonusAc\":\"+2\",\"bonusSavingThrow\":\"+2\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 2d8 + 4}\",\"charges\":20,\"staff\":true,\"entries\":[\"The Blackstaff is a sentient, rune-carved staff set with thin silver veins. It is the symbol of office for the Blackstaff, the highest-ranking wizard in Waterdeep. As the rightful owner of the Blackstaff, Vajra Safahr is the only one who can become attuned to it. The staff can, however, choose a new owner (see \\\"Personality\\\" below).\",\"This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.\",\"The staff has 20 charges for the following properties. The staff regains {@dice 2d8 + 4} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain {@dice 1d8 + 2} charges.\",{\"name\":\"Power Strike\",\"type\":\"entries\",\"entries\":[\"When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra {@damage 1d6} force damage to the target.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: {@spell cone of cold} (5 charges), {@spell fireball} (5th-level version, 5 charges), {@spell globe of invulnerability} (6 charges), {@spell hold monster} (5 charges), {@spell levitate} (2 charges), {@spell lightning bolt} (5th-level version, 5 charges), {@spell magic missile} (1 charge), {@spell ray of enfeeblement} (1 charge), or {@spell wall of force} (5 charges).\"]},{\"name\":\"Retributive Strike\",\"type\":\"entries\",\"entries\":[\"You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.\",\"You have a {@chance 50} chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.\",{\"type\":\"table\",\"colLabels\":[\"Distance from Origin\",\"Effect\"],\"colStyles\":[\"col-3\",\"col-9\"],\"rows\":[[\"10 ft. away or closer\",\"8 × the number of charges in the staff\"],[\"11 to 20 ft. away\",\"6 × the number of charges in the staff\"],[\"21 to 30 ft. away\",\"4 × the number of charges in the staff\"]]}]},{\"type\":\"entries\",\"name\":\"Animate Walking Statues\",\"entries\":[\"You can expend 1 or more of the staff's charges as an action to animate or deactivate one or more of the {@creature walking statue of Waterdeep|wdh|walking statues of Waterdeep}. You must be in the city to use this property, and you can animate or deactivate one statue for each charge expended. An animated statue obeys the telepathic commands of Khelben Arunsun's spirit, which is trapped inside the staff (see \\\"Personality\\\" below). A walking statue becomes inanimate if deactivated or if the staff is broken.\"]},{\"type\":\"entries\",\"name\":\"Dispel Magic\",\"entries\":[\"You can expend 1 of the staff's charges as a bonus action to cast {@spell dispel magic} on a creature, an object, or a magical effect that you touch with the tip of the staff. If the target is an unwilling creature or an object in the possession of such a creature, you must hit the creature with a melee attack using the Blackstaff before you can expend the charge to cast the spell.\"]},{\"type\":\"entries\",\"name\":\"Drain Magic\",\"entries\":[\"This property affects only creatures that use spell slots. When you hit such a creature with a melee attack using the Blackstaff, you can expend 1 of the staff's charges as a bonus action, causing the target to expend one spell slot of the highest spell level it can cast without casting a spell. If the target has already expended all its spell slots, nothing happens. Spell slots that are expended in this fashion are regained when the target finishes a long rest, as normal.\"]},{\"type\":\"entries\",\"name\":\"Master of Enchantment\",\"entries\":[\"When you cast an enchantment spell of 1st level or higher while holding the staff, you can make an Intelligence ({@skill Arcana}) check with a DC of 10 + the level of the spell. If the check succeeds, you cast the spell without expending a spell slot.\"]},{\"type\":\"entries\",\"name\":\"Sentience\",\"entries\":[\"The Blackstaff is a sentient staff of neutral alignment, with an Intelligence of 22, a Wisdom of 15, and a Charisma of 18. It has hearing and {@sense darkvision} out to a range of 120 feet, and it can communicate telepathically with any creature that is holding it.\"]},{\"type\":\"entries\",\"name\":\"Personality\",\"entries\":[\"The staff has the spirits of all previous Blackstaffs trapped within it. Its creator, Khelben Arunsun, is the dominant personality among them. Like Khelben, the staff is extremely devious and manipulative. It prefers to counsel its owner without exerting outright control. The staff's primary goal is to protect Waterdeep and its Open Lord, currently Laeral Silverhand. Its secondary goal is to help its wielder become more powerful.\",\"In the event that the holder of the office of the Blackstaff no longer serves the staff's wishes, the staff ceases to function until it finds a worthy inheritor—someone whose loyalty to Waterdeep is beyond reproach.\"]},{\"type\":\"entries\",\"name\":\"Spirit Trap\",\"entries\":[\"When the Blackstaff dies, the spirit of that individual becomes trapped in the staff along with the spirits of the previous Blackstaffs. (A Blackstaff whose spirit is trapped in the staff can't be raised from the dead.)\",\"Destroying the staff would release the spirits trapped inside it, but in that event, Khelben's spirit can lodge itself inside any one piece of the staff that remains. The piece containing Khelben's spirit has the staff's Sentience property but none of its other properties. As long as this piece of the staff exists, Khelben's spirit can make the staff whole again whenever he wishes. When the staff is remade, the spirits of the previous Blackstaffs become trapped inside it again.\"]}],\"attachedSpells\":[\"cone of cold\",\"fireball\",\"globe of invulnerability\",\"hold monster\",\"levitate\",\"lightning bolt\",\"magic missile\",\"ray of enfeeblement\",\"wall of force\",\"dispel magic\"]},{\"name\":\"Blade of Avernus\",\"source\":\"BGDIA\",\"page\":150,\"baseItem\":\"longsword|phb\",\"type\":\"M\",\"rarity\":\"artifact\",\"reqAttune\":true,\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"V\"],\"dmg1\":\"1d8\",\"dmgType\":\"S\",\"dmg2\":\"1d10\",\"bonusWeapon\":\"+3\",\"entries\":[\"You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.\",\"When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra {@damage 6d8} slashing damage from the hit.\",{\"type\":\"entries\",\"name\":\"Random Properties\",\"entries\":[\"The sword has the following randomly determined properties, as described in chapter 7 of the Dungeon Master's Guide:\",{\"type\":\"list\",\"items\":[\"2 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial properties}\",\"1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial property}\",\"1 {@table Artifact Properties; Major Detrimental Properties|dmg|major detrimental property}, which is suppressed while the sword is attuned to an archdevil\"]}]},{\"type\":\"entries\",\"name\":\"Ruler of Avernus\",\"entries\":[\"As an action, you can point this sword at one devil you can see within 60 feet of you. That devil must succeed on a DC 22 Charisma saving throw or be {@condition charmed} by you for 1 hour. While {@condition charmed} in this way, the devil follows your orders to the best of its ability. If you command the devil to do something it perceives as suicidal, the effect ends and you can no longer use this power of the sword against that devil.\"]},{\"type\":\"entries\",\"name\":\"Infernal Recall\",\"entries\":[\"As an action, you can use the sword to cast {@spell word of recall}. Creatures transported by this spell appear in an unoccupied space within 30 feet of the current ruler of Avernus, or a sanctuary you designate if you rule Avernus.\"]},{\"type\":\"entries\",\"name\":\"Destroying the Sword\",\"entries\":[\"The sword can be destroyed by casting it into the River Styx or melting it down in the forge that created it.\"]}],\"attachedSpells\":[\"word of recall\"]},{\"name\":\"Blade of Broken Mirrors (Awakened)\",\"source\":\"EGW\",\"_copy\":{\"name\":\"Blade of Broken Mirrors (Dormant)\",\"source\":\"EGW\",\"_mod\":{\"entries\":{\"mode\":\"insertArr\",\"index\":-1,\"items\":{\"type\":\"entries\",\"name\":\"Awakened\",\"entries\":[\"When the dagger reaches an awakened state, it gains the following properties:\",{\"type\":\"list\",\"items\":[\"The weapon's bonus to attack and damage rolls increases to +2.\",\"While holding the weapon, you can use an action to cast one of the following spells from it (save DC 15): {@spell fabricate}, {@spell hallucinatory terrain}, {@spell major image}, or {@spell phantasmal killer}. Once a spell has been cast using the dagger, that spell can't be cast from the dagger again until the next dawn.\"]}]}}},\"_preserve\":{\"page\":true,\"hasFluffImages\":true}},\"bonusWeapon\":\"+2\",\"attachedSpells\":[\"fabricate\",\"hallucinatory terrain\",\"major image\",\"phantasmal killer\"]},{\"name\":\"Blade of Broken Mirrors (Dormant)\",\"source\":\"EGW\",\"page\":275,\"baseItem\":\"dagger|phb\",\"type\":\"M\",\"rarity\":\"artifact\",\"reqAttune\":\"by a humanoid\",\"reqAttuneTags\":[{\"creatureType\":\"humanoid\"}],\"sentient\":true,\"weight\":1,\"weaponCategory\":\"simple\",\"property\":[\"F\",\"L\",\"T\",\"Vst|TDCSR\"],\"range\":\"20/60\",\"dmg1\":\"1d4\",\"dmgType\":\"P\",\"bonusWeapon\":\"+1\",\"entries\":[\"A weapon of Tharizdun, this dagger is a piece of jagged stone whose blade is scribed with a maze-like pattern with no beginning or end.\",{\"type\":\"entries\",\"name\":\"Sentience\",\"entries\":[\"The Blade of Broken Mirrors is a sentient chaotic evil weapon with an Intelligence of 21, a Wisdom of 24, and a Charisma of 24. It has hearing and {@sense darkvision} out to a range of 120 feet.\",\"The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common.\"]},{\"type\":\"entries\",\"name\":\"Personality\",\"entries\":[\"An insane {@creature glabrezu} named Ragazuu lives within the Blade of Broken Mirrors. The weapon yearns to cause chaos. It learns its wielder's principles, then uses those ideals to encourage reckless action. The dagger whispers ideas of revolution.\"]},{\"type\":\"entries\",\"name\":\"Dormant\",\"entries\":[\"The dagger grants the following benefits in its dormant state:\",{\"type\":\"list\",\"items\":[\"You can speak, read, and write Abyssal.\",\"You gain a +1 bonus to attack and damage rolls made with this magic weapon. Immediately after you make a ranged attack with this weapon, it returns to your hand.\",\"Whenever you kill a humanoid with an attack using the Blade of Broken Mirrors, the blade remembers the creature's appearance. While holding the dagger, you can use an action to change your form to match any humanoid the blade remembers. Your statistics, other than your size, don't change. Any equipment you are wearing or carrying isn't transformed. You can revert to your true appearance as an action. You revert to your true appearance automatically when you die. When the Blade of Broken Mirrors attunes to a new wielder, the appearances of humanoids it has killed are wiped from its memory.\"]}]},{\"type\":\"inset\",\"name\":\"Betrayer Artifact Properties\",\"entries\":[\"The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property and one {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property. When the artifact attains an awakened state, it gains an additional {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property and an additional {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property. When the item reaches its exalted state, it gains a {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property. See \\\"Artifact Properties\\\" in chapter 7 of the Dungeon Master's Guide for more information.\"]}]},{\"name\":\"Blade of Broken Mirrors (Exalted)\",\"source\":\"EGW\",\"_copy\":{\"name\":\"Blade of Broken Mirrors (Awakened)\",\"source\":\"EGW\",\"_mod\":{\"entries\":{\"mode\":\"insertArr\",\"index\":-1,\"items\":{\"type\":\"entries\",\"name\":\"Exalted\",\"entries\":[\"When the dagger reaches an exalted state, it gains the following properties:\",{\"type\":\"list\",\"items\":[\"The weapon's bonus to attack and damage rolls increases to +3.\",\"The saving throw DC for spells cast from the dagger increases to 17.\",\"While holding the dagger, you can turn {@condition invisible} as an action. Anything you are wearing or carrying is {@condition invisible} with you. You remain {@condition invisible} until you stop holding the dagger, until you attack or cast a spell that forces a creature to make a saving throw, or until you use a bonus action to become visible again.\"]}]}}},\"_preserve\":{\"page\":true,\"hasFluffImages\":true}},\"bonusWeapon\":\"+3\"},{\"name\":\"Blanket\",\"source\":\"PHB\",\"page\":150,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Blanket|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":3,\"value\":50},{\"name\":\"Blanket\",\"source\":\"XPHB\",\"page\":224,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":3,\"value\":50,\"entries\":[\"While wrapped in a blanket, you have {@variantrule Advantage|XPHB} on saving throws against {@hazard extreme cold|XDMG} (see the {@book Dungeon Master's Guide|XDMG}).\"]},{\"name\":\"Blast Scepter\",\"source\":\"WDMM\",\"page\":310,\"type\":\"RD|DMG\",\"scfType\":\"arcane\",\"rarity\":\"very rare\",\"reqAttune\":true,\"focus\":[\"Sorcerer\",\"Warlock\",\"Wizard\"],\"entries\":[\"The Blast Scepter can be used as an arcane focus.\",\"Whoever is attuned to the Blast Scepter gains resistance to fire and lightning damage and can, as an action, use it to cast {@spell thunderwave} as a 4th-level spell (save DC 16) without expending a spell slot.\"],\"attachedSpells\":[\"thunderwave\"]},{\"name\":\"Blasted Goggles\",\"source\":\"BMT\",\"page\":174,\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"These tinker's goggles have 3 charges. As an action, you can expend 1 charge to shoot a beam of fiery light from the goggles at a creature you can see within 120 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or take {@damage 3d6} fire damage. The goggles regain {@dice 1d3} expended charges daily at dawn.\",{\"type\":\"entries\",\"name\":\"Cursed\",\"entries\":[\"The goggles are cursed, and becoming attuned to them extends the curse to you. You can't remove the goggles or end your attunement to them until you are targeted by a {@spell Remove Curse} spell or similar magic.\",\"Whenever you use the goggles' fiery beam and the target rolls a 20 on the {@dice d20} for the saving throw, the goggles expose you to a flash of violent {@quickref Vision and Light||2||bright light}. As a result, you have the blinded condition for 24 hours.\"]}]},{\"name\":\"Blasting Powder\",\"source\":\"EGW\",\"page\":225,\"type\":\"G\",\"rarity\":\"none\",\"entries\":[\"This volatile alchemical powder comes in a small pouch. When ignited by an open flame or a fuse, the powder explodes. Each creature within 5 feet of the exploding pouch must make a DC 13 Dexterity saving throw, taking {@damage 3d6} bludgeoning damage on a failed save, or half as much damage on a successful one.\",\"A character can bind multiple pouches of blasting powder together so they explode at the same time. Each additional pouch increases the damage by {@dice 1d6} (maximum of {@dice 10d6}) and the blast radius by 5 feet (maximum of 20 feet).\"]},{\"name\":\"Blight Ichor\",\"source\":\"EGW\",\"page\":152,\"type\":\"G\",\"rarity\":\"none\",\"value\":20000,\"entries\":[\"This bitter chartreuse concoction is distilled from a fungus native to the Blightshore badlands. The sickly green liqueur harbors potent psychedelic properties. Provided it is neither a construct nor undead, a creature subjected to a dose of blight ichor gains advantage on Intelligence and Wisdom checks, as well as vulnerability to psychic damage, for 1 hour. For each dose of blight ichor consumed, the creature must succeed on a DC 15 Constitution saving throw or become {@condition poisoned} for {@dice 1d6} hours and suffer the effects of a {@spell confusion} spell for 1 minute. An undead creature subjected to a dose of blight ichor gains advantage on all Dexterity checks and is immune to the {@condition frightened} condition for 1 hour.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Block and Tackle\",\"source\":\"PHB\",\"page\":151,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Block and Tackle|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":5,\"value\":100,\"entries\":[\"A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.\"]},{\"name\":\"Block and Tackle\",\"source\":\"XPHB\",\"page\":224,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":5,\"value\":100,\"entries\":[\"A {@item Block and Tackle|XPHB} allows you to hoist up to four times the weight you can normally lift.\"]},{\"name\":\"Blod Stone\",\"source\":\"SKT\",\"page\":233,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"This diamond contains the blood of a creature—blood that appears in the form of the blod (blood) rune. While the item is on your person, you can use your action to divine the location of the creature nearest to you that is related to the blood in the item and that isn't undead. You sense the distance and direction of the creature relative to your location. The creature is either the one whose blood is in the item or a blood relative.\",\"This item is made from a large diamond worth at least 5,000 gp. When the blood of a creature is poured onto it during the creation process, the blood seeps into the heart of the gem. If the gem is destroyed, the blood evaporates and is gone forever. A vengeful being might use a blod stone to hunt down an entire bloodline. Such stones are sometimes given as gifts to siblings or handed down from parent to child.\"]},{\"name\":\"Blood Fury Tattoo\",\"source\":\"TCE\",\"page\":122,\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"tattoo\":true,\"recharge\":\"dawn\",\"rechargeAmount\":10,\"charges\":10,\"entries\":[\"Produced by a special needle, this magic tattoo evokes fury in its form and colors.\",{\"type\":\"entries\",\"name\":\"Tattoo Attunement\",\"entries\":[\"To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.\",\"If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.\"]},{\"type\":\"entries\",\"name\":\"Bloodthirsty Strikes\",\"entries\":[\"The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"When you hit a creature with a weapon attack, you can expend a charge to deal an extra {@damage 4d6} necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt.\",\"When a creature you can see damages you, you can expend a charge and use your reaction to make a melee attack against that creature, with advantage on your attack roll.\"]}]}]},{\"name\":\"Blood of the Lycanthrope\",\"source\":\"IMR\",\"page\":93,\"rarity\":\"none\",\"poison\":true,\"entries\":[\"This poison is created from blood harvested from a dead or {@condition incapacitated} lycanthrope in its animal or hybrid form. A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or be cursed with lycanthropy (see the Monster Manual). The curse lasts until removed by the {@spell remove curse} spell or similar magic.\",\"The type of lycanthropy depends on the lycanthrope used to create the poison. To determine the type of lycanthropy randomly, roll a {@dice d6}:\",{\"type\":\"table\",\"colLabels\":[\"d6\",\"Lycanthropy\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-3\",\"{@creature Wererat}\"],[\"4-5\",\"{@creature Werewolf}\"],[\"6\",\"{@creature Wereboar}\"]]}],\"poisonTypes\":[\"injury\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Blood of the Lycanthrope Antidote\",\"source\":\"IMR\",\"page\":94,\"type\":\"P\",\"rarity\":\"uncommon\",\"entries\":[\"This clear potion has dark red flecks within, resembling clotted blood. When you drink this potion, it removes the curse of lycanthropy from you if that curse was imposed by a lycanthrope's bite or similar effect.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Blood Spear\",\"source\":\"CoS\",\"page\":221,\"baseItem\":\"spear|phb\",\"type\":\"M\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"weight\":3,\"weaponCategory\":\"simple\",\"property\":[\"T\",\"V\"],\"range\":\"20/60\",\"dmg1\":\"1d6\",\"dmgType\":\"P\",\"dmg2\":\"1d8\",\"bonusWeapon\":\"+2\",\"entries\":[\"Kavan was a ruthless chieftain whose tribe lived in the Balinok Mountains centuries before the arrival of {@creature Strahd von Zarovich|CoS}. Although he was very much alive, Kavan had some traits in common with vampires: he slept during the day and hunted at night, he drank the blood of his prey, and he lived underground. In battle, he wielded a spear stained with blood. His was the first blood spear, a weapon that drains life from those it kills and transfers that life to its wielder, imbuing that individual with the stamina to keep fighting.\",\"When you hit with a melee attack using this magic spear and reduce the target to 0 hit points, you gain {@dice 2d6} temporary hit points.\",\"Any creature can wield the spear, but only the character {@adventure chosen by Kavan|CoS|14|Blood Spear of Kavan} to wield it gains a +2 bonus to attack and damage rolls made with this magic weapon.\"],\"hasFluffImages\":true},{\"name\":\"Bloodaxe\",\"source\":\"EGW\",\"page\":266,\"baseItem\":\"greataxe|PHB\",\"type\":\"M\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":7,\"weaponCategory\":\"martial\",\"property\":[\"H\",\"2H\"],\"dmg1\":\"1d12\",\"dmgType\":\"S\",\"bonusWeapon\":\"+2\",\"entries\":[\"You gain a +2 bonus to attack and damage rolls made with this magic axe. The axe deals an extra {@damage 1d6} necrotic damage to creatures that aren't constructs or undead. If you reduce such a creature to 0 hit points with an attack using this axe, you gain 10 temporary hit points.\",\"This axe is forged from a dark, rust-colored metal and once belonged to the goliath barbarian Grog Strongjaw of Vox Machina.\"]},{\"name\":\"Bloodrage Greataxe\",\"source\":\"BMT\",\"page\":66,\"baseItem\":\"greataxe|PHB\",\"type\":\"M\",\"rarity\":\"uncommon\",\"weight\":7,\"weaponCategory\":\"martial\",\"property\":[\"H\",\"2H\"],\"dmg1\":\"1d12\",\"dmgType\":\"S\",\"bonusWeapon\":\"+2\",\"entries\":[\"You gain a +2 bonus to attack and damage rolls made with this magic greataxe while you have half your hit points or fewer.\"]},{\"name\":\"Bloodstone\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Bloodstone|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":5000,\"entries\":[\"An opaque dark gray with red flecks gemstone.\"]},{\"name\":\"Bloodstone\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":5000,\"entries\":[\"A dark gray with red flecks gemstone.\"]},{\"name\":\"Blue Chromatic Rose\",\"source\":\"WBtW\",\"page\":208,\"resist\":[\"lightning\"],\"detail1\":\"crackles with lightning\",\"rarity\":\"rare\",\"wondrous\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Chromatic Rose|WBtW}\"]},{\"name\":\"Blue Dragon Mask\",\"source\":\"RoTOS\",\"page\":4,\"resist\":[\"lightning\"],\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"grantsLanguage\":true,\"entries\":[\"This mask of glossy azure has spikes around its edges and a ridged horn in its center. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties.\",{\"type\":\"entries\",\"name\":\"Damage Absorption\",\"entries\":[\"You have resistance against lightning damage. If you already have resistance to lightning damage from another source, you instead have immunity to lightning damage. If you already have immunity to lightning damage from another source, whenever you are subjected to lightning damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type.\"]},{\"type\":\"entries\",\"name\":\"Draconic Majesty\",\"entries\":[\"While you are wearing no armor, you can add your Charisma bonus to your Armor Class.\"]},{\"type\":\"entries\",\"name\":\"Dragon Breath\",\"entries\":[\"If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.\"]},{\"type\":\"entries\",\"name\":\"Dragon Sight\",\"entries\":[\"You gain {@sense darkvision} out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain {@sense blindsight} out to 30 feet for 5 minutes.\"]},{\"type\":\"entries\",\"name\":\"Dragon Tongue\",\"entries\":[\"You can speak and understand Draconic. You also have advantage on any Charisma check you make against Blue Dragons.\"]},{\"type\":\"entries\",\"name\":\"Legendary Resistance\",\"entries\":[\"(1/Day) If you fail a saving throw, you can choose to succeed instead.\"]},{\"type\":\"entries\",\"name\":\"Lingering Shock\",\"entries\":[\"If you deal lightning damage to a creature, it can't take reactions until its next turn.\"]}]},{\"name\":\"Blue Dragon Scale Mail\",\"source\":\"DMG\",\"page\":165,\"srd\":true,\"reprintedAs\":[\"Blue Dragon Scale Mail|XDMG\"],\"type\":\"MA\",\"resist\":[\"lightning\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":45,\"ac\":14,\"bonusAc\":\"+1\",\"stealth\":true,\"entries\":[\"Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to lightning damage.\",\"Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest blue dragon within 30 miles of you. This special action can't be used again until the next dawn.\"]},{\"name\":\"Blue Dragon Scale Mail\",\"source\":\"XDMG\",\"page\":254,\"baseItem\":\"scale mail|xphb\",\"type\":\"MA|XPHB\",\"resist\":[\"lightning\"],\"detail1\":\"blue\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":45,\"ac\":14,\"bonusAc\":\"+1\",\"stealth\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Dragon Scale Mail|XDMG}\"],\"hasFluffImages\":true},{\"name\":\"Blue Quartz\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Blue Quartz|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":1000,\"entries\":[\"A transparent pale blue gemstone.\"]},{\"name\":\"Blue Quartz\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":1000,\"entries\":[\"A pale blue gemstone.\"]},{\"name\":\"Blue Sapphire\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Blue Sapphire|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":100000,\"entries\":[\"A transparent blue-white to medium blue gemstone.\"]},{\"name\":\"Blue Sapphire\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":100000,\"entries\":[\"A medium blue gemstone.\"]},{\"name\":\"Blue Spinel\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Blue Spinel|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":50000,\"entries\":[\"A transparent deep blue gemstone.\"]},{\"name\":\"Blue Spinel\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":50000,\"entries\":[\"A deep blue gemstone.\"]},{\"name\":\"Bob\",\"source\":\"ToA\",\"page\":89,\"baseItem\":\"battleaxe|phb\",\"type\":\"M\",\"rarity\":\"unknown (magic)\",\"weight\":4,\"weaponCategory\":\"martial\",\"property\":[\"V\"],\"dmg1\":\"1d8\",\"dmgType\":\"S\",\"dmg2\":\"1d10\",\"bonusWeapon\":\"+1\",\"entries\":[\"This +1 battleaxe floats on water and other liquids, and grants its bearer advantage on Strength ({@skill Athletics}) checks made to swim.\"]},{\"name\":\"Bobbing Lily Pad\",\"source\":\"WBtW\",\"page\":208,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"This magic vehicle is a 10-foot-diameter leaf that floats on water. It has tendrils that propel it across land and across the water's surface (but not underwater), as well as through the air. It has a walking, flying, and swimming speed of 20 feet, and it can hover. It moves according to your spoken directions while you are riding it.\",\"The lily pad can transport up to 300 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity.\"]},{\"name\":\"Bomb\",\"source\":\"DMG\",\"page\":268,\"reprintedAs\":[\"Bomb|XDMG\"],\"type\":\"EXP|DMG\",\"rarity\":\"none\",\"weight\":1,\"value\":15000,\"age\":\"renaissance\",\"entries\":[\"As an action, a character can light this bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take {@damage 3d6} fire damage.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Bomb\",\"source\":\"XDMG\",\"page\":73,\"type\":\"EXP|XDMG\",\"rarity\":\"none\",\"weight\":1,\"value\":10000,\"entries\":[\"As an action, you can light a Bomb and throw it at a point up to 60 feet away, where it explodes. Each creature in a 5-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on that point makes a DC 12 Dexterity saving throw, taking {@damage 3d6} Fire damage on a failed save or half as much damage on a successful one.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Bombard\",\"source\":\"AAG\",\"page\":26,\"type\":\"SPC|AAG\",\"rarity\":\"none\",\"value\":5000000,\"crew\":12,\"vehAc\":15,\"vehHp\":300,\"vehDmgThresh\":20,\"vehSpeed\":4,\"capCargo\":150,\"entries\":[\"Bombards are built by giff. The major feature of each ship is an enormous cannon that fires massive cannon balls capable of blowing other ships to smithereens. (The cannon is included in the cost of the ship.) A bombard can carry up to fourteen giant cannon balls, each of which weighs 10 tons. These cannon balls make up most of the weight of the ship's cargo. A winch mounted on the aft deck is used to load the cannon balls on board.\",\"A bombard can float and sail on water, but it can't land safely on the ground (its keel would cause it to roll on its side).\"],\"seeAlsoVehicle\":[\"Bombard|AAG\"]},{\"name\":\"Bonecounter\",\"source\":\"SDW\",\"baseItem\":\"mace|phb\",\"type\":\"M\",\"rarity\":\"rare\",\"weight\":4,\"weaponCategory\":\"simple\",\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"bonusWeapon\":\"+2\",\"entries\":[\"This weapon is a magical +2 mace called Bonecounter. Whenever this weapon is used to destroy an undead creature, a single silver piece appears in the wielder's pocket.\"]},{\"name\":\"Book\",\"source\":\"PHB\",\"page\":151,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Book|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":5,\"value\":2500,\"entries\":[\"A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a {@item spellbook|phb}.\"]},{\"name\":\"Book\",\"source\":\"XPHB\",\"page\":224,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":5,\"value\":2500,\"entries\":[\"A Book contains fiction or nonfiction. If you consult an accurate nonfiction Book about its topic, you gain a +5 bonus to Intelligence ({@skill Arcana|XPHB}, {@skill History|XPHB}, {@skill Nature|XPHB}, or {@skill Religion|XPHB}) checks you make about that topic.\"]},{\"name\":\"Book of Exalted Deeds\",\"source\":\"DMG\",\"page\":222,\"reprintedAs\":[\"Book of Exalted Deeds|XDMG\"],\"rarity\":\"artifact\",\"reqAttune\":\"by a creature of good alignment\",\"reqAttuneTags\":[{\"alignment\":[\"G\"]}],\"wondrous\":true,\"weight\":5,\"ability\":{\"wis\":2},\"entries\":[\"The definitive treatise on all that is good in the multiverse, the fabled Book of Exalted Deeds figures prominently in many religions. Rather than being a scripture devoted to a particular faith, the book's various authors filled the pages with their own vision of true virtue, providing guidance for defeating evil.\",\"The Book of Exalted Deeds rarely lingers in one place. As soon as the book is read, it vanishes to some other corner of the multiverse where its moral guidance can bring light to a darkened world. Although attempts have been made to copy the work, efforts to do so fail to capture its magical nature or translate the benefits it offers to those pure of heart and firm of purpose.\",\"A heavy clasp, wrought to look like angel wings, keeps the book's contents secure. Only a creature of good alignment that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its benefits. Other creatures that peruse the book's open pages can read the text but glean no deeper meaning and reap no benefits. An evil creature that tries to read from the book takes {@damage 24d6} radiant damage. This damage ignores resistance and immunity, and can't be reduced or avoided by any means. A creature reduced to 0 hit points by this damage disappears in a blinding flash and is destroyed, leaving its possessions behind.\",\"Benefits granted by the Book of Exalted Deeds last only as long as you strive to do good. If you fail to perform at least one act of kindness or generosity within the span of 10 days, or if you willingly perform an evil act, you lose all the benefits granted by the book.\",{\"name\":\"Random Properties\",\"type\":\"entries\",\"entries\":[\"The Book of Exalted Deeds has the following random properties:\",{\"type\":\"list\",\"items\":[\"2 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial properties}\",\"2 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial properties}\"]}]},{\"name\":\"Increased Wisdom\",\"type\":\"entries\",\"entries\":[\"After you spend the requisite amount of time reading and studying the book, your Wisdom score increases by 2, to a maximum of 24. You can't gain this benefit from the book more than once.\"]},{\"name\":\"Enlightened Magic\",\"type\":\"entries\",\"entries\":[\"Once you've read and studied the book, any spell slot you expend to cast a cleric or paladin spell counts as a spell slot of one level higher.\"]},{\"name\":\"Halo\",\"type\":\"entries\",\"entries\":[\"Once you've read and studied the book, you gain a protective halo. This halo sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can dismiss or manifest the halo as a bonus action. While present, the halo gives you advantage on Charisma ({@skill Persuasion}) checks made to interact with good creatures and Charisma ({@skill Intimidation}) checks made to interact with evil creatures. In addition, fiends and undead within the halo's bright light make attack rolls against you with disadvantage.\"]},{\"name\":\"Destroying the Book\",\"type\":\"entries\",\"entries\":[\"It is rumored that the Book of Exalted Deeds can't be destroyed as long as good exists in the multiverse. However, drowning the book in the River Styx removes all writing and imagery from its pages and renders the book powerless for {@dice 1d100} years.\"]}],\"hasFluffImages\":true},{\"name\":\"Book of Exalted Deeds\",\"source\":\"XDMG\",\"page\":237,\"rarity\":\"artifact\",\"reqAttune\":true,\"wondrous\":true,\"weight\":5,\"ability\":{\"wis\":2},\"entries\":[\"The definitive treatise on all that is good in the multiverse, the Book of Exalted Deeds figures prominently in many religions. Rather than being a scripture devoted to a particular faith, the book's authors filled the pages with their own visions of true virtue, providing guidance for defeating evil.\",\"The Book of Exalted Deeds rarely lingers in one place. As soon as the book is read, it vanishes to some other corner of the multiverse where its moral guidance can bring hope to an endangered world. Although attempts have been made to copy the work, efforts to do so fail to capture its magical nature or translate the benefits it offers to those pure of heart and firm of purpose.\",\"A heavy clasp, wrought to look like angel wings, keeps the book's contents secure. Only a creature that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its benefits.\",\"Other creatures that peruse the book's open pages can read the text but glean no deeper meaning and reap no benefits. A Fiend, an Undead, or a servant of a god from the Lower Planes that tries to read from the book takes {@damage 24d6} Radiant damage. This damage ignores {@variantrule Resistance|XPHB} and {@variantrule Immunity|XPHB}, and it can't be reduced or avoided by any means. A creature reduced to 0 {@variantrule Hit Points|XPHB} by this damage disappears in a flash and is destroyed, leaving its possessions behind. The book then vanishes, and the creature's {@variantrule Attunement|XPHB} to it ends.\",\"Benefits granted by the Book of Exalted Deeds last only as long as you strive to do good. If you fail to perform at least one act of kindness or generosity within the span of 10 days, or if you willingly perform an evil act, you lose all the benefits granted by the book.\",{\"type\":\"entries\",\"name\":\"Celestial Calm\",\"entries\":[\"While attuned to the book, you have {@variantrule Immunity|XPHB} to the {@condition Charmed|XPHB} and {@condition Frightened|XPHB} conditions and {@variantrule Resistance|XPHB} to Psychic damage. These benefits become permanent after you spend the requisite amount of time reading and studying the book.\"]},{\"type\":\"entries\",\"name\":\"Divine Wisdom\",\"entries\":[\"After you spend the requisite amount of time reading and studying the book, your Wisdom increases by 2, to a maximum of 24. You can't gain this benefit from the book more than once.\"]},{\"type\":\"entries\",\"name\":\"Enlightened Magic\",\"entries\":[\"After you spend the requisite amount of time reading and studying the book, any spell slot you expend to cast a spell counts as a spell slot of one level higher.\"]},{\"type\":\"entries\",\"name\":\"Halo\",\"entries\":[\"After you spend the requisite amount of time reading and studying the book, you gain a protective halo. This halo sheds {@variantrule Bright Light|XPHB} in a 10-foot radius and {@variantrule Dim Light|XPHB} for an additional 10 feet. You can dismiss or manifest the halo as a {@variantrule Bonus Action|XPHB}. While present, the halo gives you {@variantrule Advantage|XPHB} on Charisma ({@skill Persuasion|XPHB}) checks. In addition, Fiends and Undead within the halo's {@variantrule Bright Light|XPHB} make attack rolls against you with {@variantrule Disadvantage|XPHB}.\"]},{\"type\":\"entries\",\"name\":\"Random Properties\",\"entries\":[\"The Book of Exalted Deeds has the following random properties:\",{\"type\":\"list\",\"items\":[\"2 {@table Artifact Properties; Minor Beneficial Properties|XDMG|minor beneficial} properties\",\"2 {@table Artifact Properties; Major Beneficial Properties|XDMG|major beneficial} properties\"]}]},{\"type\":\"entries\",\"name\":\"Destroying the Book\",\"entries\":[\"The Book of Exalted Deeds can't be destroyed. However, drowning the book in the River Styx removes all writing and imagery from its pages and renders the book powerless for {@dice 1d100} years.\"]}],\"hasFluffImages\":true},{\"name\":\"Book of Vile Darkness\",\"source\":\"DMG\",\"page\":222,\"reprintedAs\":[\"Book of Vile Darkness|XDMG\"],\"rarity\":\"artifact\",\"reqAttune\":true,\"wondrous\":true,\"weight\":5,\"ability\":{\"choose\":[{\"from\":[\"str\",\"dex\",\"con\",\"int\",\"wis\",\"cha\"],\"count\":1,\"amount\":2}]},\"entries\":[\"The contents of this foul manuscript of ineffable wickedness are the meat and drink of those in evil's thrall. No mortal was meant to know the secrets it contains, knowledge so horrid that to even glimpse the scrawled pages invites madness.\",\"Most believe the lich-god Vecna authored the Book of Vile Darkness. He recorded in its pages every diseased idea, every unhinged thought, and every example of blackest magic he came across or devised. Vecna covered every vile topic he could, making the book a gruesome catalog of all mortal wrongs.\",\"Other practitioners of evil have held the book and added their own input to its catalog of vile knowledge. Their additions are clear, for the writers of later works stitched whatever they were writing into the tome or, in some cases, made notations and additions to existing text. There are places where pages are missing, torn. or covered so completely with ink, blood, and scratches that the original text can't be divined.\",\"Nature can't abide the book's presence. Ordinary plants wither in its presence, animals are unwilling to approach it, and the book gradually destroys whatever it touches. Even stone cracks and turns to powder if the book rests on it long enough.\",\"A creature attuned to the book must spend 80 hours reading and studying it to digest its contents and reap its benefits. The creature can then freely modify the book's contents, provided that those modifications advance evil and expand the lore already contained within.\",\"Whenever a non-evil creature attunes to the Book of Vile Darkness, that creature must make a DC 17 Charisma saving throw. On a failed save, the creature's alignment changes to neutral evil.\",\"The Book of Vile Darkness remains with you only as long as you strive to work evil in the world. If you fail to perform at least one evil act within the span of 10 days, or if you willingly perform a good act, the book disappears. If you die while attuned to the book, an entity of great evil claims your soul. You can't be restored to life by any means while your soul remains imprisoned.\",{\"name\":\"Random Properties\",\"type\":\"entries\",\"entries\":[\"The Book of Vile Darkness has the following random properties:\",{\"type\":\"list\",\"items\":[\"3 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial properties}\",\"1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial property}\",\"3 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental properties}\",\"2 {@table Artifact Properties; Major Detrimental Properties|dmg|major detrimental properties}\"]}]},{\"name\":\"Adjusted Ability Scores\",\"type\":\"entries\",\"entries\":[\"After you spend the requisite amount of time reading and studying the book, one ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to a minimum of 3. The book can't adjust your ability scores again.\"]},{\"name\":\"Mark of Darkness\",\"type\":\"entries\",\"entries\":[\"After you spend the requisite amount of time reading and studying the book, you acquire a physical disfigurement as a hideous sign of your devotion to vile darkness. An evil rune might appear on your face, your eyes might become glossy black, or horns might sprout from your forehead. Or you might become wizened and hideous, lose all facial features, gain a forked tongue, or some other feature the DM chooses. The mark of darkness grants you advantage on Charisma ({@skill Persuasion}) checks made to interact with evil creatures and Charisma ({@skill Intimidation}) checks made to interact with non-evil creatures.\"]},{\"name\":\"Command Evil\",\"type\":\"entries\",\"entries\":[\"While you are attuned to the book and holding it, you can use an action to cast the {@spell dominate monster} spell on an evil target (save DC 18). You can't use this property again until the next dawn.\"]},{\"name\":\"Dark Lore\",\"type\":\"entries\",\"entries\":[\"You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such as lore about demons. When you do so, double your proficiency bonus on that check.\"]},{\"name\":\"Dark Speech\",\"type\":\"entries\",\"entries\":[\"While you carry the Book of Vile Darkness and are attuned to it, you can use an action to recite words from its pages in a foul language known as Dark Speech. Each time you do so, you take {@damage 1d12} psychic damage, and each non-evil creature within 15 feet of you takes {@damage 3d6} psychic damage.\"]},{\"name\":\"Destroying the Book\",\"type\":\"entries\",\"entries\":[\"The Book of Vile Darkness allows pages to be torn from it, but any evil lore contained on those pages finds its way back into the book eventually, usually when a new author adds pages to the tome.\",\"If a {@creature solar} tears the book in two, the book is destroyed for {@dice 1d100} years, after which it reforms in some dark corner of the multiverse.\",\"A creature attuned to the book for one hundred years can unearth a phrase hidden in the original text that, when translated to Celestial and spoken aloud, destroys both the speaker and the book in a blinding flash of radiance. However, as long as evil exists in the multiverse, the book reforms {@dice 1d10 × 100} years later.\",\"If all evil in the multiverse is wiped out, the book turns to dust and is forever destroyed.\"]}],\"attachedSpells\":[\"dominate monster\"],\"hasFluffImages\":true},{\"name\":\"Book of Vile Darkness\",\"source\":\"XDMG\",\"page\":238,\"rarity\":\"artifact\",\"reqAttune\":true,\"wondrous\":true,\"weight\":5,\"ability\":{\"choose\":[{\"from\":[\"str\",\"dex\",\"con\",\"int\",\"wis\",\"cha\"],\"count\":1,\"amount\":2}]},\"entries\":[\"The contents of this foul manuscript are the meat and drink of the wicked. It contains knowledge so horrid that to even glimpse the scrawled pages invites doom.\",\"Most believe the lich-god {@book Vecna|XDMG|8|Vecna} authored the Book of Vile Darkness. He recorded in its pages every horrid idea, every corrupt thought, and every example of foul magic he came across or devised.\",\"Other practitioners of evil have added their own input to the book's catalog of vile knowledge. Their additions are clear, for the writers of later works stitched whatever they were writing into the tome or, in some cases, made notations and additions to existing text. There are places where pages are missing, torn, or covered so completely with ink, blood, and scratches that the original text can't be divined.\",\"{@skill Nature|XPHB} can't abide the book's presence. Ordinary plants wither in its presence, common animals are unwilling to approach it, and the book gradually destroys whatever it touches. Even stone cracks and turns to powder if the book rests on it long enough.\",\"Whenever a creature that isn't a Fiend or an Undead attunes to the Book of Vile Darkness, that creature makes a DC 17 Charisma saving throw. On a failed save, the creature is magically transformed into a {@creature Larva|XMM} under the DM's control. Only a {@spell Wish|XPHB} spell can reverse this vile transformation.\",\"A creature attuned to the book must spend 80 hours reading and studying it to digest its contents and use its Adjusted Ability Scores, Tireless Form, Spells, Vile Lore, and Vile Speech properties.\",\"The Book of Vile Darkness remains with you only as long as you strive to work evil in the world. If you fail to perform at least one evil act within the span of 10 days, or if you willingly perform a good act, the book disappears, your {@variantrule Attunement|XPHB} to it ends immediately, and you lose all benefits granted by it. If you die while attuned to the book, an entity of great evil claims your soul. You can't be restored to life by any means while your soul remains imprisoned.\",{\"type\":\"entries\",\"name\":\"Adjusted Ability Scores\",\"entries\":[\"One ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to a minimum of 3. The book can't adjust your ability scores again.\"]},{\"type\":\"entries\",\"name\":\"Tireless Form\",\"entries\":[\"While the book is on your person, you have {@variantrule Immunity|XPHB} to the {@condition Exhaustion|XPHB} condition.\"]},{\"type\":\"entries\",\"name\":\"Random Properties\",\"entries\":[\"The Book of Vile Darkness has the following random properties:\",{\"type\":\"list\",\"items\":[\"3 {@table Artifact Properties; Minor Beneficial Properties|XDMG|minor beneficial} properties\",\"1 {@table Artifact Properties; Major Beneficial Properties|XDMG|major beneficial} property\",\"3 {@table Artifact Properties; Minor Detrimental Properties|XDMG|minor detrimental} properties\",\"2 {@table Artifact Properties; Major Detrimental Properties|XDMG|major detrimental} properties\"]}]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"While holding the book and holding it, you can cast the following spells (save DC 18) from it:\",{\"type\":\"list\",\"items\":[\"{@spell Animate Dead|XPHB}\",\"{@spell Circle of Death|XPHB}\",\"{@spell Dominate Monster|XPHB}\",\"{@spell Finger of Death|XPHB}\"]},\"Once you use the book to cast a spell, you can't cast that spell again from it until the next dawn.\"]},{\"type\":\"entries\",\"name\":\"Vile Lore\",\"entries\":[\"You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such as lore about demons. When you do so, you have {@variantrule Advantage|XPHB} on that check.\",\"At the DM's discretion, the book might reveal secrets no mortal should know, such as the true names of powerful Fiends, foul rites that allow one to transform into a death knight or lich, or long-lost spells crafted by beings so evil their names ought never to be spoken aloud.\"]},{\"type\":\"entries\",\"name\":\"Vile Speech\",\"entries\":[\"While the book is on your person, you can take a {@action Magic|XPHB} action to recite words from its pages in a foul, dead language. Each time you do so, you take {@damage 1d12} Psychic damage, and each creature within 15 feet of you takes {@damage 3d6} Psychic damage unless the creature is a Fiend or an Undead.\"]},{\"type\":\"entries\",\"name\":\"Destroying the Book\",\"entries\":[\"The Book of Vile Darkness allows pages to be torn from it, but any evil lore contained on those pages finds its way back into the book eventually, usually when a new author adds pages to the tome.\",\"If a {@creature solar|XMM} tears the book in two, the book is destroyed for {@dice 1d100} years, after which it re-forms in some far corner of the multiverse.\",\"A creature attuned to the book for 100 years can unearth a phrase hidden in the original text that, when translated to Celestial and spoken aloud, destroys both the speaker and the book in a flash of radiance. However, as long as evil exists in the multiverse, the book re-forms {@dice 1d10 × 100} years later.\"]}],\"attachedSpells\":[\"animate dead|xphb\",\"circle of death|xphb\",\"dominate monster|xphb\",\"finger of death|xphb\"],\"hasFluffImages\":true},{\"name\":\"Book of Vile Darkness (Variant)\",\"source\":\"KftGV\",\"page\":207,\"_copy\":{\"name\":\"Book of Vile Darkness\",\"source\":\"DMG\",\"_mod\":{\"entries\":{\"mode\":\"replaceArr\",\"replace\":{\"index\":7},\"items\":[\"The Book of Vile Darkness has the following properties:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Circle of Death\",\"entries\":[\"While attuned to the book, you can cast {@spell circle of death} (save DC 20) from it as an action. After you cast the spell, roll a {@dice d6}. On a roll of 1-5, you can't use this property again until the next dawn.\"]},{\"type\":\"item\",\"name\":\"Condition Immunities\",\"entries\":[\"While attuned to the book, you can't be {@condition charmed} or {@condition frightened}.\"]},{\"type\":\"item\",\"name\":\"Evil Presence\",\"entries\":[\"The book houses an evil spirit that is hostile toward you. When you become attuned to the book, the spirit tries to leave the book and enter your body. If you fail a DC 20 Charisma saving throw, it succeeds, and you become an NPC under the DM's control until the intruding spirit is banished using magic such as the {@spell dispel evil and good} spell. The banished spirit returns to the book.\"]}]}]}}},\"hasFluffImages\":true},{\"name\":\"Bookmark\",\"source\":\"ToA\",\"page\":206,\"baseItem\":\"dagger|phb\",\"type\":\"M\",\"rarity\":\"legendary\",\"reqAttune\":true,\"weight\":1,\"weaponCategory\":\"simple\",\"property\":[\"F\",\"L\",\"T\"],\"range\":\"20/60\",\"dmg1\":\"1d4\",\"dmgType\":\"P\",\"bonusWeapon\":\"+3\",\"entries\":[\"This +3 dagger belongs to {@creature Artus Cimber|ToA}. While you have the dagger drawn, you can use a bonus action to activate one of the following properties:\",{\"type\":\"list\",\"items\":[\"Cause a blue gem set into the dagger's pommel to shed bright light in a 20-foot radius and dim light for an additional 20 feet, or make the gem go dark.\",\"Turn the dagger into a compass that, while resting on your palm, points north.\",\"Cast {@spell dimension door} from the dagger. Once this property is used, it can't be used again until the next dawn.\",\"Cast {@spell compulsion} (save DC 15) from the dagger. The range of the spell increases to 90 feet but it targets only spiders that are beasts. Once this property is used, it can't be used again until the next dawn.\"]}],\"attachedSpells\":[\"dimension door\",\"compulsion\"]},{\"name\":\"Boomerang Shield\",\"source\":\"BMT\",\"page\":66,\"baseItem\":\"shield|PHB\",\"type\":\"S\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"weight\":6,\"ac\":2,\"entries\":[\"You can make a ranged weapon attack with this magic shield. It has a normal range of 20 feet and a long range of 60 feet, and it uses your Strength or Dexterity for the attack roll (your choice). If you're proficient with shields, you are proficient with attacks made using this shield. On a hit, it deals {@damage 1d6} slashing damage. If you throw the shield, it reappears in your hand the instant after it hits or misses a target.\"]},{\"name\":\"Boots of Elvenkind\",\"source\":\"DMG\",\"page\":155,\"srd\":true,\"reprintedAs\":[\"Boots of Elvenkind|XDMG\"],\"tier\":\"major\",\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity ({@skill Stealth}) checks that rely on moving silently.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"lootTables\":[\"Magic Item Table F\"],\"hasFluffImages\":true},{\"name\":\"Boots of Elvenkind\",\"source\":\"XDMG\",\"page\":239,\"freeRules2024\":true,\"otherSources\":[{\"source\":\"ScoEE\"}],\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have {@variantrule Advantage|XPHB} on Dexterity ({@skill Stealth|XPHB}) checks.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"hasFluffImages\":true},{\"name\":\"Boots of False Tracks\",\"source\":\"XDMG\",\"page\":239,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"While wearing these boots, you can have them leave tracks like those of any kind of Humanoid of your size.\"]},{\"name\":\"Boots of False Tracks\",\"source\":\"XGE\",\"page\":136,\"reprintedAs\":[\"Boots of False Tracks|XDMG\"],\"tier\":\"minor\",\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.\"]},{\"name\":\"Boots of Haste\",\"source\":\"TDCSR\",\"page\":194,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"recharge\":\"dawn\",\"entries\":[\"While you wear these boots, you can click your heels together to cast the {@spell haste} spell on yourself as a bonus action. You don't suffer from lethargy when the spell ends when cast using these boots. Once this property is used, it can't be used again until next dawn.\"],\"attachedSpells\":[\"haste\"]},{\"name\":\"Boots of Levitation\",\"source\":\"DMG\",\"page\":155,\"srd\":true,\"reprintedAs\":[\"Boots of Levitation|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"While you wear these boots, you can use an action to cast the {@spell levitate} spell on yourself at will.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"attachedSpells\":[\"levitate\"],\"lootTables\":[\"Magic Item Table G\"]},{\"name\":\"Boots of Levitation\",\"source\":\"XDMG\",\"page\":239,\"freeRules2024\":true,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"While you wear these boots, you can cast {@spell Levitate|XPHB} on yourself.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"attachedSpells\":[\"levitate|xphb\"]},{\"name\":\"Boots of Speed\",\"source\":\"DMG\",\"page\":155,\"srd\":true,\"reprintedAs\":[\"Boots of Speed|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"modifySpeed\":{\"multiply\":{\"walk\":2}},\"entries\":[\"While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.\",\"When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Boots of Speed\",\"source\":\"XDMG\",\"page\":240,\"freeRules2024\":true,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"modifySpeed\":{\"multiply\":{\"walk\":2}},\"entries\":[\"While you wear these boots, you can take a {@variantrule Bonus Action|XPHB} to click the boots' heels together. If you do, the boots double your {@variantrule Speed|XPHB}, and any creature that makes an {@action Opportunity Attack|XPHB} against you has {@variantrule Disadvantage|XPHB} on the attack roll. If you click your heels together again, you end the effect.\",\"When you've used the boots' property for a total of 10 minutes, the magic ceases to function for you until you finish a {@variantrule Long Rest|XPHB}.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"hasFluffImages\":true},{\"name\":\"Boots of Striding and Springing\",\"source\":\"DMG\",\"page\":156,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Boots of Striding and Springing|XDMG\"],\"tier\":\"major\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"modifySpeed\":{\"static\":{\"walk\":30}},\"entries\":[\"While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"lootTables\":[\"Magic Item Table F\"],\"hasFluffImages\":true},{\"name\":\"Boots of Striding and Springing\",\"source\":\"XDMG\",\"page\":240,\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"modifySpeed\":{\"static\":{\"walk\":30}},\"entries\":[\"While you wear these boots, your {@variantrule Speed|XPHB} becomes 30 feet unless your {@variantrule Speed|XPHB} is higher, and your {@variantrule Speed|XPHB} isn't reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor.\",\"Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"hasFluffImages\":true},{\"name\":\"Boots of the Vigilant\",\"source\":\"TDCSR\",\"page\":194,\"rarity\":\"uncommon\",\"wondrous\":true,\"recharge\":\"dawn\",\"entries\":[\"While you wear these boots, you can sense impending danger. After you roll initiative, you can choose to roll a {@dice d8} and add it to your initiative roll. Once this property is used, it can't be used again until the next dawn.\"]},{\"name\":\"Boots of the Winterlands\",\"source\":\"DMG\",\"page\":156,\"srd\":true,\"reprintedAs\":[\"Boots of the Winterlands|XDMG\"],\"resist\":[\"cold\"],\"tier\":\"major\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You have resistance to cold damage.\",\"You ignore {@quickref difficult terrain||3} created by ice or snow.\",\"You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.\"]}],\"optionalfeatures\":[\"replicate magic item|tce\"],\"lootTables\":[\"Magic Item Table F\"],\"hasFluffImages\":true},{\"name\":\"Boots of the Winterlands\",\"source\":\"XDMG\",\"page\":240,\"resist\":[\"cold\"],\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"These furred boots are snug and feel warm. While wearing them, you gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Cold Resistance\",\"entries\":[\"You have {@variantrule Resistance|XPHB} to Cold damage and can tolerate temperatures of 0 degrees Fahrenheit or lower without any additional protection.\"]},{\"type\":\"entries\",\"name\":\"Winter Strider\",\"entries\":[\"You ignore {@variantrule Difficult Terrain|XPHB} created by ice or snow.\"]}],\"optionalfeatures\":[\"replicate magic item|tce\"],\"hasFluffImages\":true},{\"name\":\"Borealus\",\"source\":\"HWCS\",\"page\":213,\"immune\":[\"cold\"],\"resist\":[\"fire\"],\"tier\":\"major\",\"rarity\":\"artifact\",\"reqAttune\":true,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"staff\":true,\"entries\":[\"This legendary artifact was created by a powerful wizard, crafted from the finger of a towering, ancient elemental aspect of frost. It is so cold to the touch that it numbs any skin it comes into contact with, although an attuned character is immune to this effect.\",{\"name\":\"Gifts of the Rime\",\"type\":\"entries\",\"entries\":[\"As long as you are attuned to the Borealus, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You are resistant to fire damage\",\"You are immune to cold damage\",\"You learn the {@spell ray of frost} cantrip\"]}]},{\"name\":\"Breath of Winter\",\"type\":\"entries\",\"entries\":[\"While holding the staff you can use your action to unleash an icy-cold blizzard from your open mouth. A 100-foot-cone of hoarfrost blasts forth in a direction of your choice, dealing {@dice 9d8} cold damage to all creatures within the cone if they fail a DC 18 Constitution saving throw, or half as much on a success. You can't use this property again until the next dawn.\"]},{\"name\":\"Glacial Prison\",\"type\":\"entries\",\"entries\":[\"By using your action to touch the staff to a surface, you can cause a barrier of ice to spring into existence from a point you can see along this surface within 200 feet of you. This effect is otherwise identical to a {@spell wall of ice} spell cast at 6th level, with a DC 18 for all saving throws related to the effect. You can't use this property again until 3 days have passed.\"]},{\"name\":\"Cruel Winds\",\"type\":\"entries\",\"entries\":[\"Wherever the staff goes, a bitterly cold boreal wind accompanies it. The wind gusts intermittently within 30 feet of the attuned character and extinguishes all non-magical flames it comes into contact with.\"]},{\"name\":\"Destroying the Staff\",\"type\":\"entries\",\"entries\":[\"The staff can be destroyed through exposure to flames from a fire elemental of equal power to the being it was crafted from. After centuries of exposure, it will melt away into nothing.\"]}],\"attachedSpells\":[\"ray of frost\",\"wall of ice\"],\"hasFluffImages\":true},{\"name\":\"Boros Guild Signet\",\"source\":\"GGR\",\"page\":178,\"type\":\"RG|DMG\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"This ring, adorned with the symbol of Boros, allows you to cast {@spell heroism}. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Boros' recognition and favor.\",\"A signet has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).\"],\"attachedSpells\":[\"heroism\"],\"hasFluffImages\":true},{\"name\":\"Boros Keyrune\",\"source\":\"GGR\",\"page\":177,\"rarity\":\"rare\",\"reqAttune\":\"by a member of the Boros guild\",\"reqAttuneTags\":[{\"background\":\"boros legionnaire|ggr\"}],\"wondrous\":true,\"entries\":[\"Carved from red sandstone with white granite elements to resemble a member of the Boros Legion, this keyrune can become a {@creature veteran} (human) for up to 8 hours. In addition to fighting on your behalf, this {@creature veteran} cheerfully offers tactical advice, which is usually sound. Anyone who talks with the transformed keyrune or examines it closely can easily recognize that it is an artificial human.\",\"When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a {@creature veteran} (human). If there isn't enough space for the {@creature veteran}, the keyrune doesn't transform.\",\"The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the {@action Dodge} action and moves to avoid danger.\",\"At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed.\"],\"hasFluffImages\":true},{\"name\":\"Bottle of Boundless Coffee\",\"source\":\"SCC\",\"page\":38,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"This metal bottle carries delicious, warm coffee. The bottle comes with a stopper, which is attached to the bottle by a little chain. Even when open, the bottle won't accept any liquid other than the coffee it produces. The coffee inside is always comfortably warm, and none of the heat can be felt through the bottle.\",\"Each time you drink the coffee, roll a {@dice d20}. On a 1, the bottle refuses to dispense coffee for the next hour. If you pour coffee from the bottle, rather than drinking from it, the coffee vanishes the moment it leaves the bottle.\"]},{\"name\":\"Bottle stopper cork embossed with gold leaf and set with amethysts\",\"source\":\"DMG\",\"page\":135,\"reprintedAs\":[\"Bottle stopper cork embossed with gold leaf and set with amethysts|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":75000},{\"name\":\"Bottle stopper cork embossed with gold leaf and set with amethysts\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":75000},{\"name\":\"Bottled Breath\",\"source\":\"PotA\",\"page\":222,\"type\":\"P\",\"rarity\":\"uncommon\",\"entries\":[\"This bottle contains a breath of elemental air. When you inhale it, you either exhale it or hold it.\",\"If you exhale the breath, you gain the effect of the {@spell gust of wind} spell. If you hold the breath, you don't need to breathe for 1 hour, though you can end this benefit early (for example, to speak). Ending it early doesn't give you the benefit of exhaling the breath.\"],\"attachedSpells\":[\"gust of wind\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Bottled Comet\",\"source\":\"DoDk\",\"page\":230,\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"This spherical glass orb contains an ignited delerium shard hovering gently within. Electrical currents of yellow, green, and purple energy streak from the crystal and cascade along the glass, rendering it warm to the touch.\",\"As an action you can throw the orb up to 30 feet. It shatters on impact, releasing a 20-foot-radius burst of contaminated energy. Creatures in the area must succeed on a DC 15 Constitution save or take ({@dice 8d6}) necrotic damage, and take one {@adventure level of contamination|DoDk|12}. In addition, an arcane anomaly (see Dungeons of Drakkenheim) occurs, centred on the point of impact.\"],\"hasFluffImages\":true},{\"name\":\"Bowl of Commanding Water Elementals\",\"source\":\"DMG\",\"page\":156,\"srd\":true,\"reprintedAs\":[\"Bowl of Commanding Water Elementals|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"wondrous\":true,\"weight\":24,\"entries\":[\"While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a {@creature water elemental}, as if you had cast the {@spell conjure elemental} spell. The bowl can't be used this way again until the next dawn.\",\"The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons.\"],\"attachedSpells\":[\"conjure elemental\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Bowl of Commanding Water Elementals\",\"source\":\"XDMG\",\"page\":240,\"rarity\":\"rare\",\"wondrous\":true,\"weight\":24,\"entries\":[\"While this bowl is filled with water and you are within 5 feet of it, you can take a {@action Magic|XPHB} action to summon a {@creature Water Elemental|XMM}. The elemental appears in an unoccupied space as close to the bowl as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your {@variantrule Initiative|XPHB} count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a {@variantrule Bonus Action|XPHB}. The bowl can't be used this way again until the next dawn.\",\"The bowl is about 1 foot in diameter and half as deep. It holds about 3 gallons.\"],\"hasFluffImages\":true},{\"name\":\"Box of turquoise animal figurines\",\"source\":\"DMG\",\"page\":135,\"reprintedAs\":[\"Box of turquoise animal figurines|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":25000},{\"name\":\"Box of turquoise animal figurines\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":25000},{\"name\":\"Bracelet of Rock Magic\",\"source\":\"TftYP\",\"page\":228,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"curse\":true,\"weight\":1,\"entries\":[\"While you wear this gold bracelet, it grants you immunity to being {@condition petrified}, and it allows you to cast {@spell flesh to stone} (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast {@spell stone shape} as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead.\",{\"type\":\"entries\",\"name\":\"Curse\",\"entries\":[\"The bracelet's affinity with earth manifests as an unusual curse. Creatures of flesh that are strongly related to earth and stone, such as stone giants and dwarves, have advantage on the saving throw against {@spell flesh to stone} cast from the bracelet. If such a creature's save is successful, the bracelet breaks your attunement to it and casts the spell on you. You make your saving throw with disadvantage, and on a failed save you are {@condition petrified} instantly.\"]}],\"attachedSpells\":[\"flesh to stone\",\"stone shape\"]},{\"name\":\"Bracer of Flying Daggers\",\"source\":\"WDH\",\"page\":190,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"This armband appears to have thin {@item dagger|phb|daggers} strapped to it. As an action, you can pull up to two magic daggers from the bracer and immediately hurl them, making a ranged attack with each dagger. A dagger vanishes if you don't hurl it right away, and the daggers disappear right after they hit or miss. The bracer never runs out of daggers.\"]},{\"name\":\"Bracers of Archery\",\"source\":\"DMG\",\"page\":156,\"srd\":true,\"reprintedAs\":[\"Bracers of Archery|XDMG\"],\"tier\":\"major\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"grantsProficiency\":true,\"bonusWeaponDamage\":\"+2\",\"entries\":[\"While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"lootTables\":[\"Magic Item Table F\"],\"hasFluffImages\":true},{\"name\":\"Bracers of Archery\",\"source\":\"XDMG\",\"page\":240,\"freeRules2024\":true,\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"grantsProficiency\":true,\"bonusWeaponDamage\":\"+2\",\"entries\":[\"While wearing these bracers, you have proficiency with the Longbow and Shortbow, and you gain a +2 bonus to damage rolls made with such weapons.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"hasFluffImages\":true},{\"name\":\"Bracers of Asmodeus\",\"source\":\"CoA\",\"page\":267,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"curse\":true,\"bonusAc\":\"+2\",\"entries\":[\"You have a +2 bonus to AC while wearing these bracers, if you do not wear armor or use a shield at the same time.\",{\"type\":\"entries\",\"name\":\"Curse\",\"entries\":[\"While attuned to the bracers, you become obsessed with plotting, scheming, and manipulation. You always barter for better deals, often using secrets or leveraging other offers in the process. If you ever decline an opportunity to better yourself financially at another's expense, you immediately take {@damage 3d10} necrotic damage. Only the {@spell Remove Curse} spell allows you to end attunement to this item.\"]},{\"type\":\"entries\",\"name\":\"Corrupting\",\"entries\":[\"This item corrupts. See the \\\"{@adventure Infernal Item Corruption|CoA|16|Infernal Item Corruption}\\\" section.\"]}]},{\"name\":\"Bracers of Celerity\",\"source\":\"PaBTSO\",\"page\":217,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"This pair of lightweight bronze bracers is lined with soft, purple velvet and engraved with swirling designs.\",\"While you're wearing these bracers, all your speeds increase by 10 feet, and you have advantage on saving throws you make to avoid or end the paralyzed or restrained condition on yourself.\"]},{\"name\":\"Bracers of Defense\",\"source\":\"DMG\",\"page\":156,\"srd\":true,\"reprintedAs\":[\"Bracers of Defense|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"bonusAc\":\"+2\",\"entries\":[\"While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Bracers of Defense\",\"source\":\"XDMG\",\"page\":241,\"freeRules2024\":true,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"bonusAc\":\"+2\",\"entries\":[\"While wearing these bracers, you gain a +2 bonus to {@variantrule Armor Class|XPHB} if you are wearing no armor and using no Shield.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"hasFluffImages\":true},{\"name\":\"Brass Dragon Scale Mail\",\"source\":\"DMG\",\"page\":165,\"srd\":true,\"reprintedAs\":[\"Brass Dragon Scale Mail|XDMG\"],\"type\":\"MA\",\"resist\":[\"fire\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":45,\"ac\":14,\"bonusAc\":\"+1\",\"stealth\":true,\"entries\":[\"Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage.\",\"Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest brass dragon within 30 miles of you. This special action can't be used again until the next dawn.\"]},{\"name\":\"Brass Dragon Scale Mail\",\"source\":\"XDMG\",\"page\":254,\"baseItem\":\"scale mail|xphb\",\"type\":\"MA|XPHB\",\"resist\":[\"fire\"],\"detail1\":\"brass\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":45,\"ac\":14,\"bonusAc\":\"+1\",\"stealth\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Dragon Scale Mail|XDMG}\"],\"hasFluffImages\":true},{\"name\":\"Brass mug with jade inlay\",\"source\":\"DMG\",\"page\":135,\"reprintedAs\":[\"Brass mug with jade inlay|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":25000},{\"name\":\"Brass mug with jade inlay\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":25000},{\"name\":\"Brazen Armor\",\"source\":\"GHLoE\",\"page\":111,\"baseItem\":\"plate armor|PHB\",\"type\":\"HA\",\"resist\":[\"fire\",\"radiant\"],\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":65,\"ac\":18,\"strength\":\"15\",\"bonusAc\":\"+1\",\"stealth\":true,\"entries\":[\"This armor, fashioned from the body of an {@creature Empyrean brazen bull|GHLoE}, gleams brightly in direct sunlight. While wearing this armor, you gain a +1 bonus to AC. In addition, you have resistance to fire and radiant damage.\",\"Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.\"]},{\"name\":\"Brazier of Commanding Fire Elementals\",\"source\":\"DMG\",\"page\":156,\"srd\":true,\"reprintedAs\":[\"Brazier of Commanding Fire Elementals|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"wondrous\":true,\"weight\":5,\"entries\":[\"While a fire burns in this brass brazier, you can use an action to speak the brazier's command word and summon a {@creature fire elemental}, as if you had cast the {@spell conjure elemental} spell. The brazier can't be used this way again until the next dawn.\",\"The brazier weighs 5 pounds.\"],\"attachedSpells\":[\"conjure elemental\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Brazier of Commanding Fire Elementals\",\"source\":\"XDMG\",\"page\":241,\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"While you are within 5 feet of this brazier, you can take a {@action Magic|XPHB} action to summon a {@creature Fire Elemental|XMM}. The elemental appears in an unoccupied space as close to the brazier as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your {@variantrule Initiative|XPHB} count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a {@variantrule Bonus Action|XPHB}. The brazier can't be used this way again until the next dawn.\"],\"hasFluffImages\":true},{\"name\":\"Bread (loaf)\",\"source\":\"XPHB\",\"page\":231,\"freeRules2024\":true,\"type\":\"FD|XPHB\",\"rarity\":\"none\",\"value\":2,\"miscTags\":[\"CNS\"]},{\"name\":\"Breastplate of Balance\",\"source\":\"BMT\",\"page\":34,\"baseItem\":\"breastplate|PHB\",\"type\":\"MA\",\"rarity\":\"rare\",\"reqAttune\":true,\"weight\":20,\"ac\":14,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d4}\",\"charges\":4,\"entries\":[\"This burnished copper breastplate looks as if it were made of interlocking gears. Merchant's scales are emblazoned across the chest.\",\"The armor has 4 charges. You can use the charges in the following ways while wearing the armor:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Equalize\",\"entries\":[\"When you or a creature you can see within 60 feet of yourself is about to roll a {@dice d20} with advantage or disadvantage, you can expend 1 charge and take a reaction to prevent the roll from being affected by advantage or disadvantage.\"]},{\"type\":\"item\",\"name\":\"Expunge Imbalance\",\"entries\":[\"As a bonus action, you can expend 2 charges to cast the {@spell Lesser Restoration} spell from the armor.\"]}]},\"The armor regains {@dice 1d4} expended charges daily at dawn.\",\"This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.\"],\"attachedSpells\":[\"lesser restoration\"]},{\"name\":\"Breathing Bubble\",\"source\":\"EGW\",\"page\":266,\"otherSources\":[{\"source\":\"CRCotN\",\"page\":213}],\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"This translucent, bubble-like sphere has a slightly tacky outer surface, and you gain the item's benefits only while wearing it over your head like a helmet.\",\"The bubble contains 1 hour of breathable air. The bubble regains all its expended air daily at dawn.\"]},{\"name\":\"Brewer's Supplies\",\"source\":\"PHB\",\"page\":154,\"srd\":true,\"basicRules\":true,\"additionalSources\":[{\"source\":\"XGE\",\"page\":79}],\"reprintedAs\":[\"Brewer's Supplies|XPHB\"],\"type\":\"AT\",\"rarity\":\"none\",\"weight\":9,\"value\":2000,\"additionalEntries\":[\"Brewing is the art of producing beer. Not only does beer serve as an alcoholic beverage, but the process of brewing purifies water. Crafting beer takes weeks of fermentation, but only a few hours of work.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"Brewer's supplies include a large glass jug, a quantity of hops, a siphon, and several feet of tubing.\"]},{\"type\":\"entries\",\"name\":\"History\",\"entries\":[\"Proficiency with brewer's supplies gives you additional insight on Intelligence ({@skill History}) checks concerning events that involve alcohol as a significant element.\"]},{\"type\":\"entries\",\"name\":\"Medicine\",\"entries\":[\"This tool proficiency grants additional insight when you treat anyone suffering from alcohol poisoning or when you can use alcohol to dull pain.\"]},{\"type\":\"entries\",\"name\":\"Persuasion\",\"entries\":[\"A stiff drink can help soften the hardest heart. Your proficiency with brewer's supplies can help you ply someone with drink, giving them just enough alcohol to mellow their mood.\"]},{\"type\":\"entries\",\"name\":\"Potable Water\",\"entries\":[\"Your knowledge of brewing enables you to purify water that would otherwise be undrinkable. As part of a long rest, you can purify up to 6 gallons of water, or 1 gallon as part of a short rest.\"]},{\"type\":\"table\",\"caption\":\"Brewer's Supplies\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Detect poison or impurities in a drink\",\"10\"],[\"Identify alcohol\",\"15\"],[\"Ignore effects of alcohol\",\"20\"]]}]},{\"name\":\"Brewer's Supplies\",\"source\":\"XPHB\",\"page\":220,\"freeRules2024\":true,\"type\":\"AT|XPHB\",\"rarity\":\"none\",\"weight\":9,\"value\":2000,\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Ability:\",\"type\":\"item\",\"entries\":[\"Intelligence\"]},{\"name\":\"Utilize:\",\"type\":\"item\",\"entries\":[\"Detect poisoned drink ({@dc 15}), or identify alcohol ({@dc 10})\"]},{\"name\":\"Craft:\",\"type\":\"item\",\"entries\":[\"{@item Antitoxin|XPHB}\"]}]}]},{\"name\":\"Bridle of Capturing\",\"source\":\"IMR\",\"page\":94,\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"This fine leather bridle tugs at the hand when first held, as though it longs to reach out for a beast nearby. When you hold one end of the bridle, you can use an action to speak its command word, causing the other end to lash out at a beast you can see within 20 feet of you. The target must succeed on a DC 17 Charisma saving throw or have the bridle tie itself around its neck, then fall under your command as if subjected to the {@spell dominate beast} spell. Once the targeted is affected, you do not need to hold the other end of the bridle to command it. With a successful saving throw, the target becomes immune to the bridle's power until the next dawn.\",\"A creature controlled by the bridle can be released by the creature that bound it as a bonus action. A creature controlled by the bridle can make a DC 17 Charisma check each day at dawn. On a success, the creature is no longer affected by the bridle.\"],\"attachedSpells\":[\"dominate beast\"]},{\"name\":\"Bronze crown\",\"source\":\"DMG\",\"page\":135,\"reprintedAs\":[\"Bronze crown|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":25000},{\"name\":\"Bronze crown\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":25000},{\"name\":\"Bronze Dragon Scale Mail\",\"source\":\"DMG\",\"page\":165,\"srd\":true,\"reprintedAs\":[\"Bronze Dragon Scale Mail|XDMG\"],\"type\":\"MA\",\"resist\":[\"lightning\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":45,\"ac\":14,\"bonusAc\":\"+1\",\"stealth\":true,\"entries\":[\"Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to lightning damage.\",\"Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest bronze dragon within 30 miles of you. This special action can't be used again until the next dawn.\"]},{\"name\":\"Bronze Dragon Scale Mail\",\"source\":\"XDMG\",\"page\":254,\"baseItem\":\"scale mail|xphb\",\"type\":\"MA|XPHB\",\"resist\":[\"lightning\"],\"detail1\":\"bronze\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":45,\"ac\":14,\"bonusAc\":\"+1\",\"stealth\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Dragon Scale Mail|XDMG}\"],\"hasFluffImages\":true},{\"name\":\"Bronze spyglass (Brazen Coalition)\",\"source\":\"PSX\",\"page\":24,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":25000},{\"name\":\"Brooch of Living Essence\",\"source\":\"EGW\",\"page\":266,\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"While wearing this nondescript brooch, spells and anything else that would detect or reveal your creature type treat you as humanoid, and those that would reveal your alignment treat it as neutral.\"]},{\"name\":\"Brooch of Shielding\",\"source\":\"DMG\",\"page\":156,\"srd\":true,\"reprintedAs\":[\"Brooch of Shielding|XDMG\"],\"resist\":[\"force\"],\"tier\":\"major\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the {@spell magic missile} spell.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"lootTables\":[\"Magic Item Table F\"],\"hasFluffImages\":true},{\"name\":\"Brooch of Shielding\",\"source\":\"XDMG\",\"page\":241,\"freeRules2024\":true,\"resist\":[\"force\"],\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"While wearing this brooch, you have {@variantrule Resistance|XPHB} to Force damage, and you have {@variantrule Immunity|XPHB} to damage from the {@spell Magic Missile|XPHB} spell.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"hasFluffImages\":true},{\"name\":\"Broom of Flying\",\"source\":\"DMG\",\"page\":156,\"srd\":true,\"reprintedAs\":[\"Broom of Flying|XDMG\"],\"tier\":\"major\",\"rarity\":\"uncommon\",\"wondrous\":true,\"weight\":3,\"entries\":[\"This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.\",\"You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.\"],\"lootTables\":[\"Magic Item Table F\"],\"hasFluffImages\":true},{\"name\":\"Broom of Flying\",\"source\":\"XDMG\",\"page\":241,\"freeRules2024\":true,\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"This wooden broom functions like a mundane broom until you stand astride it and take a {@action Magic|XPHB} action to make it hover beneath you, at which time it can be ridden in the air. It has a {@variantrule Fly Speed|XPHB} of 50 feet. It can carry up to 400 pounds, but its {@variantrule Fly Speed|XPHB} becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land or when you're no longer riding it.\",\"As a {@action Magic|XPHB} action, you can send the broom to travel alone to a destination within 1 mile of you if you name the location and are familiar with it. The broom comes back to you when you take a {@action Magic|XPHB} action and use a command word if the broom is still within 1 mile of you.\"],\"hasFluffImages\":true},{\"name\":\"Bucket\",\"source\":\"PHB\",\"page\":153,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Bucket|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":2,\"value\":5,\"entries\":[\"A bucket holds 3 gallons of liquid or ½ cubic foot of solids.\"]},{\"name\":\"Bucket\",\"source\":\"XPHB\",\"page\":224,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":2,\"value\":5,\"entries\":[\"A Bucket holds up to half a cubic foot of contents.\"],\"containerCapacity\":{\"volume\":[0.5]}},{\"name\":\"Bullseye Lantern\",\"source\":\"PHB\",\"page\":152,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Bullseye Lantern|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":2,\"value\":1000,\"entries\":[\"A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.\"]},{\"name\":\"Bullseye Lantern\",\"source\":\"XPHB\",\"page\":226,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":2,\"value\":1000,\"entries\":[\"A Bullseye Lantern burns Oil as fuel to cast {@variantrule Bright Light|XPHB} in a 60-foot Cone and {@variantrule Dim Light|XPHB} for an additional 60 feet.\"]},{\"name\":\"Bundle of sheet music representing the lost dirges of a famous composer\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":75000},{\"name\":\"Burglar's Pack\",\"source\":\"PHB\",\"page\":151,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Burglar's Pack|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":44.5,\"value\":1600,\"entries\":[\"Includes:\",{\"type\":\"list\",\"items\":[\"a {@item backpack|phb}\",\"a {@item Ball Bearings (Bag of 1,000)|phb|bag of 1,000 ball bearings}\",\"10 feet of string\",\"a {@item bell|phb}\",\"5 {@item candle|phb|candles}\",\"a {@item crowbar|phb}\",\"a {@item hammer|phb}\",\"10 {@item piton|phb|pitons}\",\"a {@item hooded lantern|phb}\",\"2 {@item Oil (flask)|phb|flasks of oil}\",\"5 days {@item Rations (1 day)|phb|rations}\",\"a {@item tinderbox|phb}\",\"a {@item waterskin|phb}\",\"{@item Hempen Rope (50 feet)|phb|50 feet of hempen rope}\"]}],\"packContents\":[\"backpack|phb\",\"ball bearings (bag of 1,000)|phb\",{\"special\":\"10 feet of string\"},\"bell|phb\",{\"item\":\"candle|phb\",\"quantity\":5},\"crowbar|phb\",\"hammer|phb\",{\"item\":\"piton|phb\",\"quantity\":10},\"hooded lantern|phb\",{\"item\":\"oil (flask)|phb\",\"quantity\":2},{\"item\":\"rations (1 day)|phb\",\"quantity\":5},\"tinderbox|phb\",\"waterskin|phb\",\"hempen rope (50 feet)|phb\"]},{\"name\":\"Burglar's Pack\",\"source\":\"XPHB\",\"page\":224,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":47.5,\"value\":1600,\"entries\":[\"A Burglar's Pack contains the following items: {@item Backpack|XPHB}, {@item Ball Bearings|XPHB}, {@item Bell|XPHB}, 10 {@item Candle|XPHB|Candles}, {@item Crowbar|XPHB}, {@item Hooded Lantern|XPHB}, 7 flasks of {@item Oil|XPHB}, 5 days of {@item Rations|XPHB}, {@item Rope|XPHB}, {@item Tinderbox|XPHB}, and {@item Waterskin|XPHB}.\"],\"packContents\":[\"backpack|xphb\",\"ball bearings|xphb\",\"bell|xphb\",{\"item\":\"candle|xphb\",\"quantity\":10},\"crowbar|xphb\",\"hooded lantern|xphb\",{\"item\":\"oil|xphb\",\"quantity\":7},{\"item\":\"rations|xphb\",\"quantity\":5},\"rope|xphb\",\"tinderbox|xphb\",\"waterskin|xphb\"]},{\"name\":\"Burnt Othur Fumes\",\"source\":\"DMG\",\"page\":258,\"srd\":true,\"reprintedAs\":[\"Burnt Othur Fumes|XDMG\"],\"type\":\"G\",\"rarity\":\"none\",\"value\":50000,\"poison\":true,\"entries\":[\"A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 ({@damage 3d6}) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 ({@damage 1d6}) poison damage. After three successful saves, the poison ends.\"],\"poisonTypes\":[\"inhaled\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Burnt Othur Fumes\",\"source\":\"XDMG\",\"page\":90,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"value\":50000,\"poison\":true,\"entries\":[\"A creature subjected to Burnt Othur Fumes must succeed on a DC 13 Constitution saving throw or take 10 ({@damage 3d6}) Poison damage, and it must repeat the save at the start of each of its turns. On each successive failed save, the creature takes 3 ({@damage 1d6}) Poison damage. After three successful saves, the poison ends.\"],\"poisonTypes\":[\"inhaled\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Butcher's Bib\",\"source\":\"EGW\",\"page\":266,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"critThreshold\":19,\"entries\":[\"This black leather apron is perpetually covered by blood, even after being washed off. You gain the following benefits while wearing the apron:\",{\"type\":\"list\",\"items\":[\"Once per turn when you roll damage for a melee attack with a weapon, you can reroll the weapon's damage dice. If you do so, you must use the second total.\",\"Your weapon attacks that deal slashing damage score a critical hit on a roll of 19 or 20 on the {@dice d20}.\"]}],\"hasFluffImages\":true},{\"name\":\"Cabal's Ruin (Awakened)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Cabal's Ruin (Dormant)\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":[{\"mode\":\"appendArr\",\"items\":{\"entries\":[{\"type\":\"entries\",\"name\":\"Awakened\",\"entries\":[\"When Cabal's Ruin reaches an awakened state, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You have {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on {@quickref saving throws|PHB|2|1} against spells and other magical effects while wearing this cloak.\",\"The cloak has 6 charges and it regains {@dice 1d4 + 2} expended charges daily at dawn.\",\"When you use the cloak to absorb a spell, you gain resistance to one type of damage dealt by the spell (your choice). This resistance then lasts until the end of your next turn.\"]}]}]}}]},\"_preserve\":{\"page\":true,\"fluff\":true}},\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d4 + 2}\",\"charges\":6,\"hasFluffImages\":true},{\"name\":\"Cabal's Ruin (Dormant)\",\"source\":\"TDCSR\",\"page\":203,\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"property\":[\"Vst|TDCSR\"],\"recharge\":\"restShort\",\"rechargeAmount\":\"{@dice 1d4}\",\"charges\":4,\"entries\":[\"This cloak is made of heavy dark cloth trimmed with golden patterns, and occasionally shimmers with sparks of arcane energy. It was once worn by the famed gunslinger {@creature Percival de Rolo|TDCSR|Percival Fredrickstein von Musel Klossowski de Rolo III of Whitestone}.\",{\"type\":\"entries\",\"name\":\"Dormant\",\"entries\":[\"While Cabal's Ruin is in a dormant state, the cloak has 4 charges and it regains {@dice 1d4} expended charges daily at dawn. When you hit with an attack, you can expend any number of charges from the cloak, with the attack dealing an extra {@damage 1d6} lightning damage per charge expended. If your attack strikes multiple targets, you choose one target that takes this extra damage.\",\"When you are targeted by an enemy's spell, you can use your reaction to absorb a portion of the spell's energy into the cloak. The spell affects you normally, but the cloak regains a number of charges equal to the level of the spell. This property can't be used again until you finish a {@quickref resting|PHB|2|0|short or long rest}.\"]}],\"hasFluffImages\":true},{\"name\":\"Cabal's Ruin (Exalted)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Cabal's Ruin (Awakened)\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":[{\"mode\":\"appendArr\",\"items\":{\"entries\":[{\"type\":\"entries\",\"name\":\"Exalted\",\"entries\":[\"When Cabal's Ruin reaches an exalted state, you gain the following benefit:\",{\"type\":\"list\",\"items\":[\"The cloak has 10 charges and it regains {@dice 1d6 + 4} expended charges daily at dawn.\"]}]}]}}]},\"_preserve\":{\"page\":true,\"fluff\":true}},\"rechargeAmount\":\"{@dice 1d6 + 2}\",\"charges\":10,\"hasFluffImages\":true},{\"name\":\"Calligrapher's Supplies\",\"source\":\"PHB\",\"page\":154,\"srd\":true,\"basicRules\":true,\"additionalSources\":[{\"source\":\"XGE\",\"page\":79}],\"reprintedAs\":[\"Calligrapher's Supplies|XPHB\"],\"type\":\"AT\",\"rarity\":\"none\",\"weight\":5,\"value\":1000,\"additionalEntries\":[\"Calligraphy treats writing as a delicate, beautiful art. Calligraphers produce text that is pleasing to the eye, using a style that is difficult to forge. Their supplies also give them some ability to examine scripts and determine if they are legitimate, since a calligrapher's training involves long hours of studying writing and attempting to replicate its style and design.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"Calligrapher's supplies include ink, a dozen sheets of parchment, and three quills.\"]},{\"type\":\"entries\",\"name\":\"Arcana\",\"entries\":[\"Although calligraphy is of little help in deciphering the content of magical writings, proficiency with these supplies can aid in identifying who wrote a script of a magical nature.\"]},{\"type\":\"entries\",\"name\":\"History\",\"entries\":[\"This tool proficiency can augment the benefit of successful checks made to analyze or investigate ancient writings, scrolls, or other texts, including runes etched in stone or messages in frescoes or other displays.\"]},{\"type\":\"entries\",\"name\":\"Decipher Treasure Map\",\"entries\":[\"This tool proficiency grants you expertise in examining maps. You can make an Intelligence check to determine a map's age, whether a map includes any hidden messages, or similar facts.\"]},{\"type\":\"table\",\"caption\":\"Calligrapher's Supplies\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"Identify writer of nonmagical script\",\"10\"],[\"Determine writer's state of mind\",\"15\"],[\"Spot forged text\",\"15\"],[\"Forge a signature\",\"20\"]]}]},{\"name\":\"Calligrapher's Supplies\",\"source\":\"XPHB\",\"page\":220,\"freeRules2024\":true,\"type\":\"AT|XPHB\",\"rarity\":\"none\",\"weight\":5,\"value\":1000,\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Ability:\",\"type\":\"item\",\"entries\":[\"Dexterity\"]},{\"name\":\"Utilize:\",\"type\":\"item\",\"entries\":[\"Write text with impressive flourishes that guard against forgery ({@dc 15})\"]},{\"name\":\"Craft:\",\"type\":\"item\",\"entries\":[\"{@item Ink|XPHB}, {@item Spell Scroll|XDMG}\"]}]}]},{\"name\":\"Caltrop\",\"source\":\"PHB\",\"page\":151,\"srd\":true,\"basicRules\":true,\"type\":\"G\",\"rarity\":\"none\",\"weight\":0.1,\"value\":5,\"entries\":[\"As an action, you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw.\"]},{\"name\":\"Caltrops\",\"source\":\"XPHB\",\"page\":224,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":2,\"value\":100,\"entries\":[\"As a {@action Utilize|XPHB} action, you can spread Caltrops from their bag to cover a 5-foot-square area within 5 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 15 Dexterity saving throw or take 1 Piercing damage and have its {@variantrule Speed|XPHB} reduced to 0 until the start of its next turn. It takes 10 minutes to recover the Caltrops.\"]},{\"name\":\"Caltrops (bag of 20)\",\"source\":\"PHB\",\"page\":151,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Caltrops|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":2,\"value\":100,\"entries\":[\"As an action, you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw.\"],\"packContents\":[{\"item\":\"caltrop|phb\",\"quantity\":20}],\"atomicPackContents\":true},{\"name\":\"Camel\",\"source\":\"PHB\",\"page\":157,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Camel|XPHB\"],\"type\":\"MNT\",\"rarity\":\"none\",\"value\":5000,\"carryingCapacity\":480,\"speed\":50},{\"name\":\"Camel\",\"source\":\"XPHB\",\"page\":229,\"freeRules2024\":true,\"type\":\"MNT|XPHB\",\"rarity\":\"none\",\"value\":5000,\"carryingCapacity\":450,\"speed\":50},{\"name\":\"Candle\",\"source\":\"PHB\",\"page\":151,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Candle|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"value\":1,\"entries\":[\"For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.\"]},{\"name\":\"Candle\",\"source\":\"XPHB\",\"page\":224,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"value\":1,\"entries\":[\"For 1 hour, a lit Candle sheds {@variantrule Bright Light|XPHB} in a 5-foot radius and {@variantrule Dim Light|XPHB} for an additional 5 feet.\"]},{\"name\":\"Candle Mace\",\"source\":\"BGDIA\",\"page\":39,\"baseItem\":\"mace|phb\",\"type\":\"M\",\"rarity\":\"unknown (magic)\",\"weight\":4,\"weaponCategory\":\"simple\",\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"bonusWeapon\":\"+1\",\"entries\":[\"You have a +1 bonus to attack and damage rolls made with this magic weapon. The head of this mace sheds bright light in a 5-foot-radius and dim light for an additional 5 feet. When you wield this mace, you can extinguish or ignite its light as an action.\"]},{\"name\":\"Candle of Invocation\",\"source\":\"DMG\",\"page\":157,\"srd\":true,\"reprintedAs\":[\"Candle of Invocation|XDMG\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"This slender taper is dedicated to a deity and shares that deity's alignment. The candle's alignment can be detected with the {@spell detect evil and good} spell. The DM chooses the god and associated alignment or determines the alignment randomly.\",{\"type\":\"table\",\"colLabels\":[\"{@dice d20}\",\"Alignment\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1-2\",\"Chaotic evil\"],[\"3-4\",\"Chaotic neutral\"],[\"5-7\",\"Chaotic good\"],[\"8-9\",\"Neutral evil\"],[\"10-11\",\"Neutral\"],[\"12-13\",\"Neutral good\"],[\"14-15\",\"Lawful evil\"],[\"16-17\",\"Lawful neutral\"],[\"18-20\",\"Lawful good\"]]},\"The candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time.\",\"While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle's can cast 1st-level spells he or she has prepared without expending spell slots, though the spell's effect is as if cast with a 1st-level slot.\",\"Alternatively, when you light the candle for the first time, you can cast the {@spell gate} spell with it. Doing so destroys the candle.\"],\"attachedSpells\":[\"gate\"],\"lootTables\":[\"Magic Item Table H\"],\"miscTags\":[\"CNS\"],\"hasFluffImages\":true},{\"name\":\"Candle of Invocation\",\"source\":\"XDMG\",\"page\":241,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"This candle's magic is activated when the candle is lit, which requires a {@action Magic|XPHB} action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from its total burn time.\",\"While lit, the candle sheds {@variantrule Dim Light|XPHB} in a 30-foot radius. While you are within that light, you have {@variantrule Advantage|XPHB} on {@dice D20} Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots.\",\"Alternatively, when you light the candle for the first time, you can cast {@spell Gate|XPHB} with it. Doing so destroys the candle. The portal created by the spell links to a particular Outer Plane chosen by the DM or determined by rolling on the following table.\",{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"1d100\",\"Outer Plane\"],\"rows\":[[\"01-05\",\"{@book Abyss|XDMG|5|Abyss}\"],[\"06-10\",\"{@book Acheron|XDMG|5|Acheron}\"],[\"11-17\",\"{@book Arborea|XDMG|5|Arborea}\"],[\"18-25\",\"{@book Arcadia|XDMG|5|Arcadia}\"],[\"26-33\",\"{@book Beastlands|XDMG|5|Beastlands}\"],[\"34-41\",\"{@book Bytopia|XDMG|5|Bytopia}\"],[\"42-46\",\"{@book Carceri|XDMG|5|Carceri}\"],[\"47-54\",\"{@book Elysium|XDMG|5|Elysium}\"],[\"55-59\",\"{@book Gehenna|XDMG|5|Gehenna}\"],[\"60-64\",\"{@book Hades|XDMG|5|Hades}\"],[\"65-69\",\"{@book Limbo|XDMG|5|Limbo}\"],[\"70-77\",\"{@book Mechanus|XDMG|5|Mechanus}\"],[\"78-85\",\"{@book Mount Celestia|XDMG|5|Mount Celestia}\"],[\"86-90\",\"{@book Nine Hells|XDMG|5|Nine Hells}\"],[\"91-95\",\"{@book Pandemonium|XDMG|5|Pandemonium}\"],[\"96-00\",\"{@book Ysgard|XDMG|5|Ysgard}\"]]}],\"attachedSpells\":[\"gate|xphb\"],\"miscTags\":[\"CNS\"],\"hasFluffImages\":true},{\"name\":\"Candle of the Deep\",\"source\":\"XDMG\",\"page\":242,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"The flame of this candle isn't extinguished when immersed in water. It gives off light and heat like a normal candle.\"]},{\"name\":\"Candle of the Deep\",\"source\":\"XGE\",\"page\":136,\"reprintedAs\":[\"Candle of the Deep|XDMG\"],\"tier\":\"minor\",\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle.\"]},{\"name\":\"Canian Fork\",\"source\":\"CoA\",\"page\":267,\"baseItem\":\"trident|PHB\",\"type\":\"M\",\"rarity\":\"rare\",\"reqAttune\":true,\"curse\":true,\"weight\":4,\"weaponCategory\":\"martial\",\"property\":[\"T\",\"V\"],\"range\":\"20/60\",\"dmg1\":\"1d6\",\"dmgType\":\"P\",\"dmg2\":\"1d8\",\"bonusWeapon\":\"+3\",\"entries\":[\"You have a +3 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one additional attack with it as a bonus action on each of your turns.\",{\"type\":\"entries\",\"name\":\"Curse\",\"entries\":[\"You're unwilling to part with this weapon while attuned to it. You're also vulnerable to radiant damage and each time you receive magical healing, you must make a DC 15 Constitution saving throw.\",\"On a failed save, the healing has no effect. Only the {@spell Remove Curse} spell allows you to end attunement to this item.\"]},{\"type\":\"entries\",\"name\":\"Corrupting\",\"entries\":[\"This item corrupts. See the \\\"{@adventure Infernal Item Corruption|CoA|16|Infernal Item Corruption}\\\" section.\"]}]},{\"name\":\"Canoe\",\"source\":\"ToA\",\"page\":31,\"type\":\"SHP\",\"rarity\":\"none\",\"weight\":100,\"value\":5000,\"crew\":1,\"vehAc\":11,\"vehHp\":50,\"vehSpeed\":2,\"capPassenger\":6,\"entries\":[\"A canoe can be purchased in Port Nyanzaru for 50 gp. It holds up to six Medium creatures and has a maximum speed of 2 mph. It is otherwise identical to a {@item rowboat}.\"]},{\"name\":\"Canvas (1 sq. yd.)\",\"source\":\"PHB\",\"page\":157,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Canvas (1 sq. yd.)|XDMG\"],\"type\":\"TG\",\"rarity\":\"none\",\"value\":10},{\"name\":\"Canvas (1 sq. yd.)\",\"source\":\"XDMG\",\"page\":213,\"type\":\"TG|XDMG\",\"rarity\":\"none\",\"value\":10},{\"name\":\"Cap of Water Breathing\",\"source\":\"DMG\",\"page\":157,\"reprintedAs\":[\"Cap of Water Breathing|XDMG\"],\"tier\":\"minor\",\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"lootTables\":[\"Magic Item Table B\"]},{\"name\":\"Cap of Water Breathing\",\"source\":\"XDMG\",\"page\":242,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"While wearing this cap underwater, you can take a {@action Magic|XPHB} action to create a bubble of air around your head. This bubble allows you to breathe normally underwater. This bubble stays with you until the cap is removed or you are no longer underwater.\"],\"optionalfeatures\":[\"replicate magic item|tce\"]},{\"name\":\"Cape of Enlargement\",\"source\":\"PaBTSO\",\"page\":217,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"Ancient runes are stitched in silver thread along the hem of this grayish-purple cape.\",\"The cape has 3 charges. As a bonus action while wearing the cape, you can expend 1 of its charges to enlarge yourself, granting yourself the following benefits:\",{\"type\":\"list\",\"items\":[\"Your size increases by one category—from Medium to Large, for example. If there isn't enough room for your size to increase by one category, you instead become the maximum possible size in the space available.\",\"You have advantage on Strength checks and Strength saving throws.\",\"When you hit with an attack roll using a weapon or an unarmed strike, you can add your proficiency bonus to the attack's damage.\"]},\"These benefits last for 10 minutes or until you use another bonus action to dismiss them. The cape regains {@dice 1d3} expended charges daily at dawn.\"]},{\"name\":\"Cape of the Mountebank\",\"source\":\"DMG\",\"page\":157,\"srd\":true,\"reprintedAs\":[\"Cape of the Mountebank|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"This cape smells faintly of brimstone. While wearing it, you can use it to cast the {@spell dimension door} spell as an action. This property of the cape can't be used again until the next dawn.\",\"When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.\"],\"attachedSpells\":[\"dimension door\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Cape of the Mountebank\",\"source\":\"XDMG\",\"page\":242,\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"This cape smells faintly of brimstone. While wearing it, you can use it to cast {@spell Dimension Door|XPHB} as a {@action Magic|XPHB} action. This property can't be used again until the next dawn.\",\"When you teleport with that spell, you leave behind a cloud of smoke. The space you left is {@variantrule Lightly Obscured|XPHB} by that smoke until the end of your next turn.\"],\"attachedSpells\":[\"dimension door|xphb\"],\"hasFluffImages\":true},{\"name\":\"Card Sharp's Deck\",\"source\":\"BMT\",\"page\":40,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"The cards of this deck shimmer around the edges. While holding this deck, you can use the following properties:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Deadly Deal\",\"entries\":[\"As an action, you can use this deck to make a ranged spell attack by throwing a spectral card and using Dexterity for the attack roll. The card has a range of 120 feet and deals {@damage 1d8} force damage on a hit.\"]},{\"type\":\"item\",\"name\":\"Spray of Cards\",\"entries\":[\"As an action, you can shuffle the deck and cast the {@spell Spray of Cards|BMT} spell at 3rd level from the deck (spell save DC 15). Once the deck has cast the spell, it can't cast the spell again until the next dawn.\"]}]}],\"attachedSpells\":[\"spray of cards|bmt\"]},{\"name\":\"Carnelian\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Carnelian|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":5000,\"entries\":[\"An opaque orange to red-brown gemstone.\"]},{\"name\":\"Carnelian\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":5000,\"entries\":[\"A orange to red brown gemstone.\"]},{\"name\":\"Carpenter's Tools\",\"source\":\"PHB\",\"page\":154,\"srd\":true,\"basicRules\":true,\"additionalSources\":[{\"source\":\"XGE\",\"page\":80}],\"reprintedAs\":[\"Carpenter's Tools|XPHB\"],\"type\":\"AT\",\"rarity\":\"none\",\"weight\":6,\"value\":800,\"additionalEntries\":[\"Skill at carpentry enables a character to construct wooden structures. A carpenter can build a house, a shack, a wooden cabinet, or similar items.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"Carpenter's tools include a saw, a hammer, nails, a hatchet, a square, a ruler, an adze, a plane, and a chisel.\"]},{\"type\":\"entries\",\"name\":\"History\",\"entries\":[\"This tool proficiency aids you in identifying the use and the origin of wooden buildings and other large wooden objects.\"]},{\"type\":\"entries\",\"name\":\"Investigation\",\"entries\":[\"You gain additional insight when inspecting areas within wooden structures, because you know tricks of construction that can conceal areas from discovery.\"]},{\"type\":\"entries\",\"name\":\"Perception\",\"entries\":[\"You can spot irregularities in wooden walls or floors, making it easier to find trap doors and secret passages.\"]},{\"type\":\"entries\",\"name\":\"Stealth\",\"entries\":[\"You can quickly assess the weak spots in a wooden floor, making it easier to avoid the places that creak and groan when they're stepped on.\"]},{\"type\":\"entries\",\"name\":\"Fortify\",\"entries\":[\"With 1 minute of work and raw materials, you can make a door or window harder to force open. Increase the DC needed to open it by 5.\"]},{\"type\":\"entries\",\"name\":\"Temporary Shelter\",\"entries\":[\"As part of a long rest, you can construct a lean-to or a similar shelter to keep your group dry and in the shade for the duration of the rest. Because it was fashioned quickly from whatever wood was available, the shelter collapses {@dice 1d3} days after being assembled.\"]},{\"type\":\"table\",\"caption\":\"Carpenter's Tools\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Build a simple wooden structure\",\"10\"],[\"Design a complex wooden structure\",\"15\"],[\"Find a weak point in a wooden wall\",\"15\"],[\"Pry apart a door\",\"20\"]]}]},{\"name\":\"Carpenter's Tools\",\"source\":\"XPHB\",\"page\":220,\"freeRules2024\":true,\"type\":\"AT|XPHB\",\"rarity\":\"none\",\"weight\":6,\"value\":800,\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Ability:\",\"type\":\"item\",\"entries\":[\"Strength\"]},{\"name\":\"Utilize:\",\"type\":\"item\",\"entries\":[\"Seal or pry open a door or container ({@dc 20})\"]},{\"name\":\"Craft:\",\"type\":\"item\",\"entries\":[\"{@item Club|XPHB}, {@item Greatclub|XPHB}, {@item Quarterstaff|XPHB}, {@item Barrel|XPHB}, {@item Chest|XPHB}, {@item Ladder|XPHB}, {@item Pole|XPHB}, {@item Portable Ram|XPHB}, {@item Torch|XPHB}\"]}]}]},{\"name\":\"Carpet of Flying, 3 ft. × 5 ft.\",\"source\":\"DMG\",\"page\":157,\"srd\":true,\"reprintedAs\":[\"Carpet of Flying, 3 ft. × 5 ft.|XDMG\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"wondrous\":true,\"entries\":[\"You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.\",\"A 3 ft. × 5 ft. carpet can carry up to 200 lb. at a fly speed of 80 feet. A carpet can carry up to twice this weight, but it flies at half speed if it carries more than its normal capacity.\"]},{\"name\":\"Carpet of Flying, 3 ft. × 5 ft.\",\"source\":\"XDMG\",\"page\":242,\"rarity\":\"very rare\",\"wondrous\":true,\"entries\":[\"You can make this carpet hover and fly by taking a {@action Magic|XPHB} action and using the carpet's command word. It moves according to your directions if you are within 30 feet of it.\",\"A 3 ft. × 5 ft. carpet can carry up to 200 lb. at a fly speed of 80 feet. A carpet can carry up to twice the weight shown on the table, but its {@variantrule Fly Speed|XPHB} is halved if it carries more than its normal capacity.\"]},{\"name\":\"Carpet of Flying, 4 ft. × 6 ft.\",\"source\":\"DMG\",\"page\":157,\"srd\":true,\"reprintedAs\":[\"Carpet of Flying, 4 ft. × 6 ft.|XDMG\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"wondrous\":true,\"entries\":[\"You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.\",\"A 4 ft. × 6 ft. carpet can carry up to 400 lb. at a fly speed of 60 feet. A carpet can carry up to twice this weight, but it flies at half speed if it carries more than its normal capacity.\"]},{\"name\":\"Carpet of Flying, 4 ft. × 6 ft.\",\"source\":\"XDMG\",\"page\":242,\"rarity\":\"very rare\",\"wondrous\":true,\"entries\":[\"You can make this carpet hover and fly by taking a {@action Magic|XPHB} action and using the carpet's command word. It moves according to your directions if you are within 30 feet of it.\",\"A 4 ft. × 6 ft. carpet can carry up to 400 lb. at a fly speed of 60 feet. A carpet can carry up to twice the weight shown on the table, but its {@variantrule Fly Speed|XPHB} is halved if it carries more than its normal capacity.\"]},{\"name\":\"Carpet of Flying, 5 ft. × 7 ft.\",\"source\":\"DMG\",\"page\":157,\"srd\":true,\"reprintedAs\":[\"Carpet of Flying, 5 ft. × 7 ft.|XDMG\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"wondrous\":true,\"entries\":[\"You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.\",\"A 5 ft. × 7 ft. carpet can carry up to 600 lb. at a fly speed of 40 feet. A carpet can carry up to twice this weight, but it flies at half speed if it carries more than its normal capacity.\"]},{\"name\":\"Carpet of Flying, 5 ft. × 7 ft.\",\"source\":\"XDMG\",\"page\":242,\"rarity\":\"very rare\",\"wondrous\":true,\"entries\":[\"You can make this carpet hover and fly by taking a {@action Magic|XPHB} action and using the carpet's command word. It moves according to your directions if you are within 30 feet of it.\",\"A 5 ft. × 7 ft. carpet can carry up to 600 lb. at a fly speed of 40 feet. A carpet can carry up to twice the weight shown on the table, but its {@variantrule Fly Speed|XPHB} is halved if it carries more than its normal capacity.\"]},{\"name\":\"Carpet of Flying, 6 ft. × 9 ft.\",\"source\":\"DMG\",\"page\":157,\"srd\":true,\"reprintedAs\":[\"Carpet of Flying, 6 ft. × 9 ft.|XDMG\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"wondrous\":true,\"entries\":[\"You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.\",\"A 6 ft. × 9 ft. carpet can carry up to 800 lb. at a fly speed of 30 feet. A carpet can carry up to twice this weight, but it flies at half speed if it carries more than its normal capacity.\"]},{\"name\":\"Carpet of Flying, 6 ft. × 9 ft.\",\"source\":\"XDMG\",\"page\":242,\"rarity\":\"very rare\",\"wondrous\":true,\"entries\":[\"You can make this carpet hover and fly by taking a {@action Magic|XPHB} action and using the carpet's command word. It moves according to your directions if you are within 30 feet of it.\",\"A 6 ft. × 9 ft. carpet can carry up to 800 lb. at a fly speed of 30 feet. A carpet can carry up to twice the weight shown on the table, but its {@variantrule Fly Speed|XPHB} is halved if it carries more than its normal capacity.\"]},{\"name\":\"Carriage\",\"source\":\"PHB\",\"page\":157,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Carriage|XPHB\"],\"type\":\"VEH\",\"rarity\":\"none\",\"weight\":600,\"value\":10000},{\"name\":\"Carriage\",\"source\":\"XPHB\",\"page\":230,\"freeRules2024\":true,\"type\":\"VEH|XPHB\",\"rarity\":\"none\",\"weight\":600,\"value\":10000},{\"name\":\"Carrion Crawler Mucus\",\"source\":\"DMG\",\"page\":258,\"srd\":\"Crawler Mucus (Contact)\",\"reprintedAs\":[\"Carrion Crawler Mucus|XDMG\"],\"type\":\"G\",\"rarity\":\"none\",\"value\":20000,\"poison\":true,\"entries\":[\"This poison must be harvested from a dead or {@condition incapacitated} {@creature carrion crawler}. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be {@condition poisoned} for 1 minute. The {@condition poisoned} creature is {@condition paralyzed}. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"],\"poisonTypes\":[\"contact\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Carrion Crawler Mucus\",\"source\":\"XDMG\",\"page\":90,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"value\":20000,\"poison\":true,\"entries\":[\"A creature subjected to Carrion Crawler Mucus must succeed on a DC 13 Constitution saving throw or have the {@condition Poisoned|XPHB} condition for 1 minute. The creature also has the {@condition Paralyzed|XPHB} condition while {@condition Poisoned|XPHB} in this way. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success.\"],\"poisonTypes\":[\"contact\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Cart\",\"source\":\"PHB\",\"page\":157,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Cart|XPHB\"],\"type\":\"VEH\",\"rarity\":\"none\",\"weight\":200,\"value\":1500},{\"name\":\"Cart\",\"source\":\"XPHB\",\"page\":230,\"freeRules2024\":true,\"type\":\"VEH|XPHB\",\"rarity\":\"none\",\"weight\":200,\"value\":1500},{\"name\":\"Cartographer's Map Case\",\"source\":\"AI\",\"page\":20,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[{\"type\":\"entries\",\"name\":\"Map of Shortcuts\",\"entries\":[\"At rank 3, your map case becomes a common magic item. In addition to storing normal maps, your cartographer's map case can be used to generate a special map identifying a shortcut. You can use your action to make a DC 15 Wisdom ({@skill Perception}) check, with a success revealing a map buried in your cartographer's map case noting a relevant shortcut. Your travel time is reduced by half while you follow that route. If you succeed at the check by 5 or more, the map includes notes on the terrain, granting you advantage on the next ability check you make to travel through the mapped area in the next hour. Once you use this feature, you cannot use it again until you finish a long rest.\"]},{\"type\":\"entries\",\"name\":\"Map of the Moment\",\"entries\":[\"Starting at rank 3, you can use an action to make a DC 15 Wisdom ({@skill Perception}) check and search your cartographer's map case to find a map either related to your current mission or inspiring a new one. On a success, you find a map with a prominent landmark. The map has information on the natural terrain within one mile of the landmark. Once you use this feature, you cannot use it again until dawn seven days later.\",{\"type\":\"table\",\"caption\":\"Possible Map Mission Landmarks\",\"colLabels\":[\"d8\",\"Landmark\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The Ancient Sarcophagus of Gerald Smith\"],[\"2\",\"A tree labeled \\\"This tree\\\"\"],[\"3\",\"\\\"The Last Resting Place of My Rich Brother that is Also a Bear Cave\\\"\"],[\"4\",\"A range of peaks known as the Slightly Wobbly Spires\"],[\"5\",\"An ever-flowing, nonmagical spigot of pure, clear water in the middle of nowhere\"],[\"6\",\"A cave filled with screaming bioluminescent worms\"],[\"7\",\"The most haunted forest for ten miles in any direction\"],[\"8\",\"A huge pile of rocks with no other rocks within sight\"]]}]}],\"hasFluffImages\":true},{\"name\":\"Cartographer's Tools\",\"source\":\"PHB\",\"page\":154,\"srd\":true,\"basicRules\":true,\"additionalSources\":[{\"source\":\"XGE\",\"page\":80}],\"reprintedAs\":[\"Cartographer's Tools|XPHB\"],\"type\":\"AT\",\"rarity\":\"none\",\"weight\":6,\"value\":1500,\"additionalEntries\":[\"Using cartographer's tools, you can create accurate maps to make travel easier for yourself and those who come after you. These maps can range from large-scale depictions of mountain ranges to diagrams that show the layout of a dungeon level.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"Cartographer's tools consist of a quill, ink, parchment, a pair of compasses, calipers, and a ruler.\"]},{\"type\":\"entries\",\"name\":\"Arcana, History, Religion\",\"entries\":[\"You can use your knowledge of maps and locations to unearth more detailed information when you use these skills. For instance, you might spot hidden messages in a map, identify when the map was made to determine if geographical features have changed since then, and so forth.\"]},{\"type\":\"entries\",\"name\":\"Nature\",\"entries\":[\"Your familiarity with physical geography makes it easier for you to answer questions or solve issues relating to the terrain around you.\"]},{\"type\":\"entries\",\"name\":\"Survival\",\"entries\":[\"Your understanding of geography makes it easier to find paths to civilization, to predict areas where villages or towns might be found, and to avoid becoming lost. You have studied so many maps that common patterns, such as how trade routes evolve and where settlements arise in relation to geographic locations, are familiar to you.\"]},{\"type\":\"entries\",\"name\":\"Craft a Map\",\"entries\":[\"While traveling, you can draw a map as you go in addition to engaging in other activity.\"]},{\"type\":\"table\",\"caption\":\"Cartographer's Tools\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Determine a map's age and origin\",\"10\"],[\"Estimate direction and distance to a landmark\",\"15\"],[\"Discern that a map is fake\",\"15\"],[\"Fill in a missing part of a map\",\"20\"]]}]},{\"name\":\"Cartographer's Tools\",\"source\":\"XPHB\",\"page\":220,\"freeRules2024\":true,\"type\":\"AT|XPHB\",\"rarity\":\"none\",\"weight\":6,\"value\":1500,\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Ability:\",\"type\":\"item\",\"entries\":[\"Wisdom\"]},{\"name\":\"Utilize:\",\"type\":\"item\",\"entries\":[\"Draft a map of a small area ({@dc 15})\"]},{\"name\":\"Craft:\",\"type\":\"item\",\"entries\":[\"{@item Map|XPHB}\"]}]}]},{\"name\":\"Carved bone statuette\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Carved bone statuette|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":2500},{\"name\":\"Carved bone statuette\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":2500},{\"name\":\"Carved harp of exotic wood with ivory inlay and zircon gems\",\"source\":\"DMG\",\"page\":135,\"reprintedAs\":[\"Carved wooden harp with ivory inlay and zircon gems|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":75000},{\"name\":\"Carved ivory statuette\",\"source\":\"DMG\",\"page\":135,\"reprintedAs\":[\"Carved ivory statuette|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":25000},{\"name\":\"Carved ivory statuette\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":25000},{\"name\":\"Carved jade statuette (River Heralds)\",\"source\":\"PSX\",\"page\":24,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":25000},{\"name\":\"Carved wooden harp with ivory inlay and zircon gems\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":75000},{\"name\":\"Cataclysm Bolts\",\"source\":\"TDCSR\",\"page\":194,\"type\":\"A\",\"rarity\":\"very rare\",\"weight\":0.075,\"entries\":[\"These steel {@item crossbow bolt|PHB|crossbow bolts} were first created by the Jaggenstrike Clan during the {@book Scattered War|TDCSR|1|The Scattered War}, and the secret to crafting them remains well guarded by the {@book Houses of Kraghammer|TDCSR|2|Houses of Kraghammer}. Cataclysm bolts are usually kept in sets of ten, though anyone who holds even one can feel it thrumming with magical power. When you hit with an attack using a cataclysm bolt, the attack deals normal damage. Then roll a {@dice d6} on the following table to determine its additional effect.\",{\"type\":\"table\",\"caption\":\"Cataclysm Bolt Effects\",\"colLabels\":[\"d6\",\"Effect\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-2\",\"The bolt explodes in a blast of fire, dealing {@damage 3d8} fire damage to the target and each creature within 5 feet of it.\"],[\"3-4\",\"The bolt freezes the air around the target into jagged ice. The target and each creature within 5 feet of it must succeed on a {@dc 17} Dexterity {@quickref saving throws|PHB|2|1|saving throw} or take {@damage 1d10} cold damage and be {@condition restrained} until the end of your next turn.\"],[\"5\",\"The bolt releases a pulse of necrotic energy. The target takes {@damage 2d6} necrotic damage and must succeed on a {@dc 16} Strength {@quickref saving throws|PHB|2|1|saving throw} or be {@condition stunned} until the end of your next turn.\"],[\"6\",\"The bolt shatters to unleash a burst of shrapnel. Make six additional ranged attacks against the target, each of which has a {@hit 7} attack bonus and deals {@damage 1d6} piercing damage on a hit.\"]]},\"Once the bolt hits, the enchantment ends and it becomes a normal piece of ammunition.\"]},{\"name\":\"Catapult Munition\",\"source\":\"SCC\",\"page\":174,\"type\":\"G\",\"rarity\":\"unknown\",\"entries\":[\"A catapult munition roughly the size and weight of a cannonball.\",\"The munition can be thrown up to 30 feet and explodes on impact. Any creature within a 15-foot-radius sphere centered on the point of impact must make a DC 14 Dexterity saving throw, taking 35 ({@damage 10d6}) fire damage on a failed save, or half as much damage on a successful one. In addition, each object in that area that isn't being worn or carried takes 35 ({@damage 10d6}) fire damage.\"]},{\"name\":\"Cauldron of Plenty\",\"source\":\"IDRotF\",\"page\":314,\"rarity\":\"rare\",\"wondrous\":true,\"weight\":50,\"entries\":[\"This cauldron is made of thick copper that has turned green with age. It is 4 feet wide, has a mouth 3½ feet in diameter, weighs 50 pounds, and can hold up to 30 gallons of liquid. Embossed on its bulging sides are images of satyrs and nymphs in repose, holding ladles. The cauldron comes with a lid and has side handles. It sits on five little clawed feet that keep it from tipping.\",\"If water is poured into the cauldron and stirred for 1 minute, it transforms into a hearty, hot stew, which can provide one nourishing meal for up to four people per gallon. The stew remains hot while in the cauldron, then cools naturally after it is removed. The outside of the cauldron remains safe to touch despite the heat of the stew.\",\"The cauldron can create stew three times. It then ceases to function until the next dawn, when it regains all its uses.\"],\"miscTags\":[\"CF/W\"]},{\"name\":\"Cauldron of Rebirth\",\"source\":\"TCE\",\"page\":122,\"reprintedAs\":[\"Cauldron of Rebirth|XDMG\"],\"rarity\":\"very rare\",\"reqAttune\":\"by a druid or warlock\",\"reqAttuneTags\":[{\"class\":\"druid\"},{\"class\":\"warlock\"}],\"wondrous\":true,\"entries\":[\"This Tiny pot bears relief scenes of heroes on its cast iron sides. You can use the cauldron as a spellcasting focus for your spells, and it functions as a suitable component for the {@spell scrying} spell. When you finish a long rest, you can use the cauldron to create a {@item potion of greater healing}. The potion lasts for 24 hours, then loses its magic if not consumed.\",\"As an action, you can cause the cauldron to grow large enough for a Medium creature to crouch within. You can revert the cauldron to its normal size as an action, harmlessly shunting anything that can't fit inside to the nearest unoccupied space.\",\"If you place the corpse of a humanoid into the cauldron and cover the corpse with 200 pounds of salt (which costs 10 gp) for at least 8 hours, the salt is consumed and the creature returns to life as if by {@spell raise dead} at the next dawn. Once used, this property can't be used again for 7 days.\"],\"attachedSpells\":[\"raise dead\"],\"hasFluffImages\":true},{\"name\":\"Cauldron of Rebirth\",\"source\":\"XDMG\",\"page\":243,\"rarity\":\"very rare\",\"reqAttune\":\"by a druid or warlock\",\"reqAttuneTags\":[{\"class\":\"druid\"},{\"class\":\"warlock\"}],\"wondrous\":true,\"entries\":[\"This Tiny pot bears relief scenes of heroes on its cast-iron sides.\",\"You can use the cauldron as a {@variantrule Spellcasting Focus|XPHB} for your spells, and it functions as a suitable component for the {@spell Scrying|XPHB} spell.\",{\"type\":\"entries\",\"name\":\"Brew Potion\",\"entries\":[\"When you finish a {@variantrule Long Rest|XPHB}, you can use the cauldron to create a {@item Potion of Greater Healing|XDMG|Potion of Healing (greater)}, which takes 1 minute. The potion lasts for 24 hours, then loses its magic if not consumed.\"]},{\"type\":\"entries\",\"name\":\"Raise Dead\",\"entries\":[\"As a {@action Magic|XPHB} action, you can cause the cauldron to grow large enough for a Medium creature to crouch within. You can revert the cauldron to its normal size as a {@action Magic|XPHB} action, harmlessly shunting anything that can't fit inside to the nearest unoccupied space.\",\"If you place the corpse of a Humanoid into the cauldron and cover the corpse with 200 pounds of salt (which costs 10 GP) for at least 8 hours, the salt is consumed and the creature returns to life as if by {@spell Raise Dead|XPHB} at the next dawn. Once used, this property can't be used again for 7 days.\"]}],\"attachedSpells\":[\"raise dead|xphb\"],\"hasFluffImages\":true},{\"name\":\"Censer of Controlling Air Elementals\",\"source\":\"DMG\",\"page\":158,\"srd\":true,\"reprintedAs\":[\"Censer of Controlling Air Elementals|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"wondrous\":true,\"weight\":1,\"entries\":[\"While incense is burning in this censer, you can use an action to speak the censer's command word and summon an {@creature air elemental}, as if you had cast the {@spell conjure elemental} spell. The censer can't be used this way again until the next dawn.\",\"This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.\"],\"attachedSpells\":[\"conjure elemental\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Censer of Controlling Air Elementals\",\"source\":\"XDMG\",\"page\":243,\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"While gently swinging this censer, you can take a {@action Magic|XPHB} action to summon an {@creature Air Elemental|XMM}. The elemental appears in an unoccupied space as close to the censer as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your {@variantrule Initiative|XPHB} count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a {@variantrule Bonus Action|XPHB}. The censer can't be used this way again until the next dawn.\"],\"hasFluffImages\":true},{\"name\":\"Ceremonial electrum dagger with a black pearl in the pommel\",\"source\":\"DMG\",\"page\":135,\"reprintedAs\":[\"Detailed, life-sized dragonborn skull cast in electrum|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":75000},{\"name\":\"Ceremonial gold armor with black pearls\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":750000},{\"name\":\"Ceremonial silver dagger with gold pommel and black pearl (Legion of Dusk)\",\"source\":\"PSX\",\"page\":24,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":75000},{\"name\":\"Chain\",\"source\":\"XPHB\",\"page\":224,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":10,\"value\":500,\"entries\":[\"As a {@action Utilize|XPHB} action, you can wrap a Chain around an unwilling creature within 5 feet of yourself that has the {@condition Grappled|XPHB}, {@condition Incapacitated|XPHB}, or {@condition Restrained|XPHB} condition if you succeed on a DC 13 Strength ({@skill Athletics|XPHB}) check. If the creature's legs are bound, the creature has the {@condition Restrained|XPHB} condition until it escapes. Escaping the Chain requires the creature to make a successful DC 18 Dexterity ({@skill Acrobatics|XPHB}) check as an action. Bursting the Chain requires a successful DC 20 Strength ({@skill Athletics|XPHB}) check as an action.\"]},{\"name\":\"Chain (10 feet)\",\"source\":\"PHB\",\"page\":151,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Chain|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":10,\"value\":500,\"entries\":[\"A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.\"]},{\"name\":\"Chalcedony\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Chalcedony|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":5000,\"entries\":[\"An opaque white gemstone.\"]},{\"name\":\"Chalcedony\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":5000,\"entries\":[\"A white gemstone.\"]},{\"name\":\"Chalk (1 piece)\",\"source\":\"PHB\",\"page\":150,\"srd\":true,\"basicRules\":true,\"type\":\"G\",\"rarity\":\"none\",\"value\":1},{\"name\":\"Chancellor's Crest\",\"source\":\"DoDk\",\"page\":232,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"While wearing this amulet, you can read all writing, and speak and understand any language.\",\"You can use an action to cast one of the following spells: {@spell detect thoughts}, {@spell sending}, or {@spell Rary's telepathic bond}. Once the amulet has been used to cast one of these spells, it can't be used to cast that spell again until the next dawn. You can choose your Intelligence, Wisdom, or Charisma score as the spellcasting ability for casting these spells, and use your proficiency bonus to determine their attack bonus and saving throw DC.\",{\"type\":\"entries\",\"name\":\"Crown Authority\",\"entries\":[\"A character cannot attune to more than one Seal of Drakkenheim. Guardian constructs in Drakkenheim such as {@creature wall gargoyle|DoDk|wall gargoyles} and {@creature tower dragon|DoDk|tower dragons} do not attack you while you are attuned to one of the Seals of Drakkenheim. An individual guardian ignores this effect for 24 hours if you attack it or cast a spell upon it.\",\"As an action, you may present a Seal of Drakkenheim to rebuke the guardians. You make an opposed Charisma ability check against each {@creature wall gargoyle|DoDk} or {@creature tower dragon|DoDk} that can see or hear you within 30 feet of you. If you win the contest, the creature is rebuked for 1 minute or until it takes any damage. A rebuked creature doesn't move, and can't take actions or reactions. A creature who wins the contest is immune to your rebuke for 24 hours.\"]}],\"attachedSpells\":[\"detect thoughts\",\"sending\",\"rary's telepathic bond\"]},{\"name\":\"Chariot\",\"source\":\"PHB\",\"page\":157,\"srd\":true,\"basicRules\":true,\"additionalSources\":[{\"source\":\"MOT\",\"page\":196}],\"reprintedAs\":[\"Chariot|XPHB\"],\"type\":\"VEH\",\"rarity\":\"none\",\"weight\":100,\"value\":25000,\"additionalEntries\":[{\"type\":\"inset\",\"name\":\"Chariots\",\"source\":\"MOT\",\"page\":196,\"entries\":[\"Chariots and the creatures pulling them work like controlled mounts, as described in the mounted combat rules in the {@book Player's Handbook|PHB|9|Mounted Combat}, but with the following differences:\",{\"type\":\"list\",\"items\":[\"Mounting or dismounting a chariot costs you 5 feet of movement, rather than a number of feet equal to half your speed.\",\"Being mounted on a chariot grants you {@quickref Cover||3||half cover}.\",\"A chariot's speed is equal to the speed of the slowest creature pulling it.\",\"If multiple creatures are pulling the chariot, they all act on the same initiative, and they must take the same action on their turn.\"]}]}]},{\"name\":\"Chariot\",\"source\":\"XPHB\",\"page\":230,\"freeRules2024\":true,\"type\":\"VEH|XPHB\",\"rarity\":\"none\",\"weight\":100,\"value\":25000},{\"name\":\"Charlatan's Die\",\"source\":\"XDMG\",\"page\":243,\"rarity\":\"common\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"Whenever you roll this six-sided die, you can control which number it rolls.\"],\"hasFluffImages\":true},{\"name\":\"Charlatan's Die\",\"source\":\"XGE\",\"page\":136,\"reprintedAs\":[\"Charlatan's Die|XDMG\"],\"tier\":\"minor\",\"rarity\":\"common\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"Whenever you roll this six-sided die, you can control which number it rolls.\"]},{\"name\":\"Charm of Plant Command\",\"source\":\"GoS\",\"page\":229,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":3,\"charges\":3,\"entries\":[\"This fist-sized charm is made from a bundle of dried plant stems wrapped in silver thread. Hung on a leather thong, it is typically worn around the neck or attached to a belt.\",\"This charm has 3 charges. While you bear the charm, you can expend 1 charge as an action to cast the {@spell speak with plants} spell. For the duration of the spell, you also have advantage on Charisma checks made to influence the behavior, demeanor, and attitude of plants. The charm regains all expended charges at dawn each day.\"],\"attachedSpells\":[\"speak with plants\"]},{\"name\":\"Charred Wand of Magic Missiles\",\"source\":\"WDH\",\"page\":77,\"_copy\":{\"name\":\"Wand of Magic Missiles\",\"source\":\"DMG\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":\"Each time you expend a charge from this wand, there is a {@chance 50} chance that nothing happens and the charge is wasted.\"}}}},{\"name\":\"Cheese (wedge)\",\"source\":\"XPHB\",\"page\":231,\"freeRules2024\":true,\"type\":\"FD|XPHB\",\"rarity\":\"none\",\"value\":10,\"miscTags\":[\"CNS\"]},{\"name\":\"Chest\",\"source\":\"PHB\",\"page\":153,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Chest|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":25,\"value\":500,\"entries\":[\"A chest holds 12 cubic feet or 300 pounds of gear.\"],\"containerCapacity\":{\"weight\":[300]}},{\"name\":\"Chest\",\"source\":\"XPHB\",\"page\":225,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":25,\"value\":500,\"entries\":[\"A Chest holds up to 12 cubic feet of contents.\"],\"containerCapacity\":{\"volume\":[12]}},{\"name\":\"Chest of Preserving\",\"source\":\"WDMM\",\"page\":139,\"rarity\":\"common\",\"wondrous\":true,\"weight\":25,\"entries\":[\"Food and other perishable items do not age or decay while inside a Chest of Preserving. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. The chest has a lock, which can be picked with {@item thieves' tools|PHB} and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical.\"]},{\"name\":\"Chicken\",\"source\":\"PHB\",\"page\":157,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Chicken|XDMG\"],\"type\":\"TG\",\"rarity\":\"none\",\"value\":2},{\"name\":\"Chicken\",\"source\":\"XDMG\",\"page\":213,\"type\":\"TG|XDMG\",\"rarity\":\"none\",\"value\":2},{\"name\":\"Chime of Exile\",\"source\":\"VEoR\",\"page\":46,\"rarity\":\"very rare\",\"wondrous\":true,\"entries\":[\"This silver chime is engraved with delicate magic sigils. While holding the chime, you can use an action to cast the {@spell Banishment} spell (spell save DC 20). If the target of the spell has 50 hit points or fewer, it automatically fails its saving throw. Once the chime has been used to cast the spell, it can't be used this way again until the next dawn.\"],\"attachedSpells\":[\"banishment\"],\"hasFluffImages\":true},{\"name\":\"Chime of Opening\",\"source\":\"DMG\",\"page\":158,\"srd\":true,\"reprintedAs\":[\"Chime of Opening|XDMG\"],\"tier\":\"minor\",\"rarity\":\"rare\",\"wondrous\":true,\"weight\":1,\"entries\":[\"This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens.\",\"The chime can be used ten times. After the tenth time it cracks and becomes useless.\"],\"lootTables\":[\"Magic Item Table C\"],\"hasFluffImages\":true},{\"name\":\"Chime of Opening\",\"source\":\"XDMG\",\"page\":244,\"rarity\":\"rare\",\"wondrous\":true,\"weight\":1,\"entries\":[\"This hollow metal tube measures about 1 foot long and weighs 1 pound. As a {@action Magic|XPHB} action, you can strike the chime to cast {@spell Knock|XPHB}. The spell's customary knocking sound is replaced by the clear, ringing tone of the chime, which is audible out to 300 feet. The chime can be used 10 times. After the tenth time, it cracks and becomes useless.\"],\"attachedSpells\":[\"knock|xphb\"],\"hasFluffImages\":true},{\"name\":\"Chip of Creation\",\"source\":\"AitFR-AVT\",\"page\":11,\"otherSources\":[{\"source\":\"AitFR-FCD\",\"page\":13}],\"rarity\":\"artifact\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"This solid, hand-sized flake of rock is a minor piece of the {@item Stone of Creation|AitFR-AVT} and contains a portion of its power.\",{\"type\":\"entries\",\"name\":\"Linked Room\",\"entries\":[\"Each chip of creation is inextricably linked to its own demiplanar room, as per the {@spell demiplane} spell. This room exists as long as both this chip and the Stone of Creation do. A door to the room only exists when created using a {@spell demiplane} spell, whether a chip of creation is used in the casting or not.\"]},{\"type\":\"entries\",\"name\":\"Demiplane\",\"entries\":[\"While attuned to a chip of creation, you can cast {@spell demiplane} at will but only to reach the demiplanar room associated with that chip of creation or another demiplane that you know the nature and contents of, and only if the target demiplane was created by another piece of the {@item Stone of Creation|AitFR-AVT}.\"]},{\"type\":\"entries\",\"name\":\"Destroying a Chip\",\"entries\":[\"A chip of creation is an artifact in its own right and impervious to most damage, but a {@spell disintegrate} spell is sufficient to destroy it. After it has been attuned once, a chip that has gone {@dice 1d4 + 1} days unattuned becomes an inert, powerless bit of rock.\",\"If the {@item Stone of Creation|AitFR-AVT} is destroyed, all its chips break attunement, lose all magical properties, and linked demiplanar rooms cease to exist at once. Creatures or objects within the room are instantly expelled into the immediate vicinity of the destroyed chip.\",\"If it reaches the Elemental Chaos or is struck by a forked, metal rod attuned to the Elemental Chaos (as per the {@spell plane shift} spell), a chip is destroyed.\"]}],\"attachedSpells\":[\"demiplane\"]},{\"name\":\"Chronolometer\",\"source\":\"AI\",\"page\":220,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"bonusSavingThrow\":\"+1\",\"entries\":[\"While attuned to this device, you have a +1 bonus to Intelligence saving throws. The first time you attune to the chronolometer, you choose one language you don't know. You subsequently know that language while attuned to the device.\",{\"type\":\"entries\",\"name\":\"Time Bandit\",\"entries\":[\"At the start of your turn, roll a {@dice d6} (no action required). On a 1–3, you slow down time, gaining an additional action on your turn and doubling your speed until the end of the turn. On a 4–6, you go forward in time to warn yourself of what is to come. The next time you fail a saving throw, attack roll, or ability check, you can reroll the check and take either result. Once you use this feature of the chronolometer, it cannot be used again until the next dawn.\"]},{\"type\":\"entries\",\"name\":\"Fate Swap\",\"entries\":[\"As a reaction when a creature you can see within 30 feet of you takes damage, that creature gains an additional action if it is the creature's turn, or can take an action immediately even though it isn't the creature's turn. Once you use this feature of the chronolometer, it cannot be used again until the next dawn.\"]},{\"type\":\"entries\",\"name\":\"Part of a Whole\",\"entries\":[\"While this component is not installed in the {@item Orrery of the Wanderer|AI}, its magic might function sporadically or with unpredictable side effects, as determined by the DM.\"]}]},{\"name\":\"Chrysoberyl\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Chrysoberyl|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":10000,\"entries\":[\"A transparent yellow-green to pale green gemstone.\"]},{\"name\":\"Chrysoberyl\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":10000,\"entries\":[\"A yellow green to pale green gemstone.\"]},{\"name\":\"Chrysoprase\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Chrysoprase|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":5000,\"entries\":[\"A translucent green gemstone.\"]},{\"name\":\"Chrysoprase\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":5000,\"entries\":[\"A green gemstone.\"]},{\"name\":\"Chunk of Meat\",\"source\":\"PHB\",\"page\":158,\"srd\":true,\"basicRules\":true,\"type\":\"FD\",\"rarity\":\"none\",\"value\":30,\"miscTags\":[\"CNS\"]},{\"name\":\"Cinnamon\",\"source\":\"PHB\",\"page\":157,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Cinnamon|XDMG\"],\"type\":\"TG\",\"rarity\":\"none\",\"weight\":1,\"value\":200},{\"name\":\"Cinnamon\",\"source\":\"XDMG\",\"page\":213,\"type\":\"TG|XDMG\",\"rarity\":\"none\",\"weight\":1,\"value\":200},{\"name\":\"Circlet of Barbed Vision (Awakened)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Circlet of Barbed Vision (Dormant)\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":[{\"mode\":\"appendArr\",\"items\":{\"entries\":[{\"type\":\"entries\",\"name\":\"Awakened\",\"entries\":[\"When the Circlet of Barbed Vision reaches an awakened state, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You have resistance to poison damage, and you are immune to the {@condition poisoned} condition.\",\"Your ability to gain a bonus to an attack roll can be used twice between rests.\"]}]}]}}]},\"_preserve\":{\"page\":true,\"fluff\":true}},\"resist\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"hasFluffImages\":true},{\"name\":\"Circlet of Barbed Vision (Dormant)\",\"source\":\"TDCSR\",\"page\":203,\"rarity\":\"legendary\",\"reqAttune\":\"by a creature of non-good alignment\",\"reqAttuneTags\":[{\"alignment\":[\"N\",\"E\",\"C\",\"L\",\"A\"]}],\"wondrous\":true,\"property\":[\"Vst|TDCSR\"],\"ability\":{\"cha\":-2},\"recharge\":\"restShort\",\"entries\":[\"When you don this circlet of gnarled onyx, black barbs dig into your head, imparting power to you as the circlet twists your appearance to amuse {@deity The Spider Queen|Exandria|TDCSR}. The current resting place of the Circlet of Barbed Vision is unknown, but rumor has it that a spectral assassin known as {@creature Jourrael, the Caedogeist|TDCSR|the Inevitable End} seeks this relic.\",{\"type\":\"entries\",\"name\":\"Dormant\",\"entries\":[\"While the Circlet of Barbed Vision is in a dormant state, you have {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on initiative rolls while you wear it, but your Charisma score decreases by 2. Your Charisma score returns to normal if you remove the circlet, but you take {@damage 4d6} psychic damage when you do so.\",\"Additionally, when you make an attack roll, you can use your reaction to gain a +5 bonus to the roll. You make this choice after you see the roll, but before the GM says whether the attack hits or misses. You can't use this property again until you finish a {@quickref resting|PHB|2|0|short or long rest}.\"]}],\"hasFluffImages\":true},{\"name\":\"Circlet of Barbed Vision (Exalted)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Circlet of Barbed Vision (Awakened)\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":[{\"mode\":\"appendArr\",\"items\":{\"entries\":[{\"type\":\"entries\",\"name\":\"Exalted\",\"entries\":[\"When the Circlet of Barbed Vision reaches an exalted state, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You are immune to poison damage.\",\"You have {@sense truesight} out to a range of 60 feet.\",\"Your ability to gain a bonus to an attack roll can be used three times between rests.\"]}]}]}}]},\"_preserve\":{\"page\":true,\"fluff\":true}},\"immune\":[\"poison\"],\"resist\":null,\"hasFluffImages\":true},{\"name\":\"Circlet of Blasting\",\"source\":\"DMG\",\"page\":158,\"srd\":true,\"reprintedAs\":[\"Circlet of Blasting|XDMG\"],\"tier\":\"major\",\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"While wearing this circlet, you can use an action to cast the {@spell scorching ray} spell with it. When you make the spell's attacks, you do so with an attack bonus of {@hit 5}. The circlet can't be used this way again until the next dawn.\"],\"attachedSpells\":[\"scorching ray\"],\"lootTables\":[\"Magic Item Table F\"],\"hasFluffImages\":true},{\"name\":\"Circlet of Blasting\",\"source\":\"XDMG\",\"page\":244,\"freeRules2024\":true,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"While wearing this circlet, you can cast {@spell Scorching Ray|XPHB} with it ({@hit 5} to hit). The circlet can't cast this spell again until the next dawn.\"],\"attachedSpells\":[\"scorching ray|xphb\"],\"hasFluffImages\":true},{\"name\":\"Circlet of Human Perfection\",\"source\":\"WDMM\",\"page\":30,\"type\":\"OTH\",\"rarity\":\"uncommon\",\"reqAttune\":\"by a humanoid\",\"reqAttuneTags\":[{\"creatureType\":\"humanoid\"}],\"entries\":[\"The Circlet of Human Perfection transforms its attuned wearer into an attractive human of average height and weight. The circlet chooses the physical characteristics of the form, such as age, gender, skin color, hair color, and voice. Except for size, the wearer's statistics and racial traits don't change, nor do items worn or carried by the wearer. Removing the circlet ends the effect.\"]},{\"name\":\"Circlet of Wisdom\",\"source\":\"TDCSR\",\"page\":263,\"rarity\":\"unknown (magic)\",\"wondrous\":true,\"ability\":{\"wis\":2},\"entries\":[\"{@note Worn by {@creature Keyleth, Voice of the Tempest|TDCSR}, increases her Wisdom score by +2.}\"]},{\"name\":\"Citrine\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Citrine|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":5000,\"entries\":[\"A transparent pale yellow-brown gemstone.\"]},{\"name\":\"Citrine\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":5000,\"entries\":[\"A pale yellow brown gemstone.\"]},{\"name\":\"Claw of the Wyrm Rune\",\"source\":\"SKT\",\"page\":233,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"This dragon's claw has been covered with a coat of molten silver, upon which has been inscribed the wyrm (dragon) rune. The claw has the following properties.\",{\"name\":\"Wyrmslayer\",\"type\":\"entries\",\"entries\":[\"As an action, you can point the claw at a dragon within 30 feet of you. The dragon must then succeed on a DC 15 Constitution saving throw or gain vulnerability to all damage types until the end of your next turn. This property can be used three times. The claw regains all expended uses at the next dawn.\"]},{\"name\":\"Wyrm Shield\",\"type\":\"entries\",\"entries\":[\"While the claw is displayed on your person, you have resistance to the damage caused by any dragon's breath weapon.\"]},{\"name\":\"Wyrm Ward\",\"type\":\"entries\",\"entries\":[\"You can transfer the claw's magic to a place by tracing the wyrm rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 100-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the claw to be within 5 feet of you. At the end, the claw is destroyed, and the area gains the following property:\",\"While in the 100-foot-radius sphere, any dragon has disadvantage on saving throws and can have a flying speed no higher than 10 feet.\"]}]},{\"name\":\"Claws of the Umber Hulk\",\"source\":\"PotA\",\"page\":222,\"otherSources\":[{\"source\":\"IMR\",\"page\":94}],\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"grantsProficiency\":true,\"modifySpeed\":{\"static\":{\"burrow\":20}},\"entries\":[\"These heavy gauntlets of brown iron are forged in the shape of an {@creature umber hulk||umber hulk's} claws, and they fit the wearer's hands and forearms all the way up to the elbow. While wearing both claws, you gain a burrowing speed of 20 feet, and you can tunnel through solid rock at a rate of 1 foot per round.\",\"You can use a claw as a melee weapon while wearing it. You have proficiency with it, and it deals {@damage 1d8} slashing damage on a hit (your Strength modifier applies to the attack and damage rolls, as normal).\",\"While wearing the claws, you can't manipulate objects or cast spells with somatic components.\"]},{\"name\":\"Cleansing Stone\",\"source\":\"ERLW\",\"page\":276,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"A cleansing stone is a sphere 1 foot in diameter, engraved with mystic sigils. When touching the stone, you can use an action to activate it and remove dirt and grime from your garments and your person.\",\"Such stones are often embedded in pedestals in public squares in Aundair or in high-end Ghallanda inns.\"]},{\"name\":\"Climber's Kit\",\"source\":\"PHB\",\"page\":151,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Climber's Kit|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":12,\"value\":2500,\"entries\":[\"A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor.\"]},{\"name\":\"Climber's Kit\",\"source\":\"XPHB\",\"page\":225,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":12,\"value\":2500,\"entries\":[\"A Climber's Kit includes boot tips, gloves, pitons, and a harness. As a {@action Utilize|XPHB} action, you can use the Climber's Kit to anchor yourself; when you do, you can't fall more than 25 feet from the anchor point, and you can't move more than 25 feet from there without undoing the anchor as a {@variantrule Bonus Action|XPHB}.\"]},{\"name\":\"Cloak of Arachnida\",\"source\":\"DMG\",\"page\":158,\"srd\":true,\"reprintedAs\":[\"Cloak of Arachnida|XDMG\"],\"resist\":[\"poison\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"modifySpeed\":{\"equal\":{\"climb\":\"walk\"}},\"entries\":[\"This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You have resistance to poison damage.\",\"You have a climbing speed equal to your walking speed.\",\"You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.\",\"You can't be caught in webs of any sort and can move through webs as if they were {@quickref difficult terrain||3}.\",\"You can use an action to cast the {@spell web} spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn.\"]}],\"attachedSpells\":[\"web\"],\"lootTables\":[\"Magic Item Table H\"]},{\"name\":\"Cloak of Arachnida\",\"source\":\"XDMG\",\"page\":244,\"freeRules2024\":true,\"resist\":[\"poison\"],\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"modifySpeed\":{\"equal\":{\"climb\":\"walk\"}},\"entries\":[\"This fine garment is made of black silk interwoven with faint, silvery threads. While wearing it, you gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Poison Resistance\",\"entries\":[\"You have {@variantrule Resistance|XPHB} to Poison damage.\"]},{\"type\":\"entries\",\"name\":\"Spider Climb\",\"entries\":[\"You have a {@variantrule Climb Speed|XPHB} equal to your {@variantrule Speed|XPHB} and can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free.\"]},{\"type\":\"entries\",\"name\":\"Spider Walk\",\"entries\":[\"You can't be caught in webs of any sort and can move through webs as if they were {@variantrule Difficult Terrain|XPHB}.\"]},{\"type\":\"entries\",\"name\":\"Web\",\"entries\":[\"You can cast {@spell Web|XPHB} (save DC 13). The web created by the spell fills twice its normal area. Once used, this property can't be used again until the next dawn.\"]}],\"attachedSpells\":[\"web|xphb\"]},{\"name\":\"Cloak of Billowing\",\"source\":\"XDMG\",\"page\":244,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"While wearing this cloak, you can take a {@variantrule Bonus Action|XPHB} to make it billow dramatically for 1 minute.\"],\"hasFluffImages\":true},{\"name\":\"Cloak of Billowing\",\"source\":\"XGE\",\"page\":136,\"reprintedAs\":[\"Cloak of Billowing|XDMG\"],\"tier\":\"minor\",\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"While wearing this cloak, you can use a bonus action to make it billow dramatically.\"]},{\"name\":\"Cloak of Displacement\",\"source\":\"DMG\",\"page\":158,\"srd\":true,\"reprintedAs\":[\"Cloak of Displacement|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are {@condition incapacitated}, {@condition restrained}, or otherwise unable to move.\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Cloak of Displacement\",\"source\":\"XDMG\",\"page\":244,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"While you wear this cloak, it magically projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have {@variantrule Disadvantage|XPHB} on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while your {@variantrule Speed|XPHB} is 0.\"],\"hasFluffImages\":true},{\"name\":\"Cloak of Elvenkind\",\"source\":\"DMG\",\"page\":158,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Cloak of Elvenkind|XDMG\"],\"tier\":\"major\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"While you wear this cloak with its hood up, Wisdom ({@skill Perception}) checks made to see you have disadvantage, and you have advantage on Dexterity ({@skill Stealth}) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"lootTables\":[\"Magic Item Table F\"],\"hasFluffImages\":true},{\"name\":\"Cloak of Elvenkind\",\"source\":\"XDMG\",\"page\":244,\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"While you wear this cloak, Wisdom ({@skill Perception|XPHB}) checks made to perceive you have {@variantrule Disadvantage|XPHB}, and you have {@variantrule Advantage|XPHB} on Dexterity ({@skill Stealth|XPHB}) checks.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"hasFluffImages\":true},{\"name\":\"Cloak of Invisibility\",\"source\":\"DMG\",\"page\":158,\"reprintedAs\":[\"Cloak of Invisibility|XDMG\"],\"tier\":\"major\",\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"While wearing this cloak, you can pull its hood over your head to cause yourself to become {@condition invisible}. While you are {@condition invisible}, anything you are carrying or wearing is {@condition invisible} with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action.\",\"Deduct the time you are invisible, in increments of 1 minute, from the cloak's maximum duration of 2 hours. After 2 hours of use, the cloak ceases to function. For every uninterrupted period of 12 hours the cloak goes unused, it regains 1 hour of duration.\"],\"lootTables\":[\"Magic Item Table I\"],\"hasFluffImages\":true},{\"name\":\"Cloak of Invisibility\",\"source\":\"XDMG\",\"page\":244,\"freeRules2024\":true,\"otherSources\":[{\"source\":\"UtHftLH\"}],\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"This cloak has 3 charges and regains {@dice 1d3} expended charges daily at dawn. While wearing the cloak, you can take a {@action Magic|XPHB} action to pull its hood over your head and expend 1 charge to give yourself the {@condition Invisible|XPHB} condition for 1 hour. The effect ends early if you pull the hood down (no action required) or cease wearing the hood.\"]},{\"name\":\"Cloak of Many Fashions\",\"source\":\"XDMG\",\"page\":245,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"While wearing this cloak, you can take a {@variantrule Bonus Action|XPHB} to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties.\"],\"hasFluffImages\":true},{\"name\":\"Cloak of Many Fashions\",\"source\":\"XGE\",\"page\":136,\"reprintedAs\":[\"Cloak of Many Fashions|XDMG\"],\"tier\":\"minor\",\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties.\"],\"hasFluffImages\":true},{\"name\":\"Cloak of Protection\",\"source\":\"DMG\",\"page\":159,\"srd\":true,\"reprintedAs\":[\"Cloak of Protection|XDMG\"],\"tier\":\"major\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"bonusAc\":\"+1\",\"bonusSavingThrow\":\"+1\",\"entries\":[\"You gain a +1 bonus to AC and saving throws while you wear this cloak.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"lootTables\":[\"Magic Item Table F\"],\"hasFluffImages\":true},{\"name\":\"Cloak of Protection\",\"source\":\"XDMG\",\"page\":245,\"freeRules2024\":true,\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"bonusAc\":\"+1\",\"bonusSavingThrow\":\"+1\",\"entries\":[\"You gain a +1 bonus to {@variantrule Armor Class|XPHB} and saving throws while you wear this cloak.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"hasFluffImages\":true},{\"name\":\"Cloak of the Bat\",\"source\":\"DMG\",\"page\":159,\"srd\":true,\"reprintedAs\":[\"Cloak of the Bat|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"While wearing this cloak, you have advantage on Dexterity ({@skill Stealth}) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.\",\"While wearing the cloak in an area of dim light or darkness, you can use your action to cast {@spell polymorph} on yourself, transforming into a {@creature bat}. While you are in the form of the {@creature bat}, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"attachedSpells\":[\"polymorph\"],\"lootTables\":[\"Magic Item Table G\"]},{\"name\":\"Cloak of the Bat\",\"source\":\"XDMG\",\"page\":245,\"freeRules2024\":true,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"While wearing this cloak, you have {@variantrule Advantage|XPHB} on Dexterity ({@skill Stealth|XPHB}) checks. In an area of {@variantrule Dim Light|XPHB} or {@variantrule Darkness|XPHB}, you can grip the edges of the cloak and use it to gain a {@variantrule Fly Speed|XPHB} of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in {@variantrule Dim Light|XPHB} or {@variantrule Darkness|XPHB}, you lose this {@variantrule Fly Speed|XPHB}.\",\"While wearing the cloak in an area of {@variantrule Dim Light|XPHB} or {@variantrule Darkness|XPHB}, you can cast {@spell Polymorph|XPHB} on yourself, shape-shifting into a {@creature Bat|XPHB}. While in that form, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"attachedSpells\":[\"polymorph|xphb\"]},{\"name\":\"Cloak of the Manta Ray\",\"source\":\"DMG\",\"page\":159,\"srd\":true,\"reprintedAs\":[\"Cloak of the Manta Ray|XDMG\"],\"tier\":\"minor\",\"rarity\":\"uncommon\",\"wondrous\":true,\"modifySpeed\":{\"static\":{\"swim\":60}},\"entries\":[\"While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"lootTables\":[\"Magic Item Table B\"],\"hasFluffImages\":true},{\"name\":\"Cloak of the Manta Ray\",\"source\":\"XDMG\",\"page\":245,\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"modifySpeed\":{\"static\":{\"swim\":60}},\"entries\":[\"While wearing this cloak, you can breathe underwater, and you have a {@variantrule Swim Speed|XPHB} of 60 feet.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"hasFluffImages\":true},{\"name\":\"Clockwork Amulet\",\"source\":\"XDMG\",\"page\":245,\"rarity\":\"common\",\"wondrous\":true,\"recharge\":\"dawn\",\"charges\":1,\"entries\":[\"This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. Faint ticking and whirring noises emanate from within.\",\"When you make an attack roll while wearing the amulet, you can forgo rolling the {@dice d20} to get a 10 on the die. Once used, this property can't be used again until the next dawn.\"]},{\"name\":\"Clockwork Amulet\",\"source\":\"XGE\",\"page\":137,\"reprintedAs\":[\"Clockwork Amulet|XDMG\"],\"tier\":\"minor\",\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.\",\"When you make an attack roll while wearing the amulet, you can forgo rolling the {@dice d20} to get a 10 on the die. Once used, this property can't be used again until the next dawn.\"]},{\"name\":\"Clockwork Dog\",\"source\":\"SKT\",\"page\":44,\"type\":\"OTH\",\"rarity\":\"unknown (magic)\",\"entries\":[\"This Tiny clockwork dog made of copper and tin comes with a copper wind-up key. As an action, you can use the key to wind the dog, after which it follows you for 12 hours. At the end of that duration, the clockwork dog stops until wound again. The dog has AC 5, 1 hit point, and a walking speed of 30 feet.\"]},{\"name\":\"Cloth-of-gold vestments\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Cloth-of-gold vestments|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":2500},{\"name\":\"Cloth-of-gold vestments\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":2500},{\"name\":\"Cloth-of-gold vestments (Legion of Dusk)\",\"source\":\"PSX\",\"page\":24,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":2500},{\"name\":\"Clothes of Mending\",\"source\":\"XDMG\",\"page\":245,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"This elegant outfit magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can't be repaired in this way.\"]},{\"name\":\"Clothes of Mending\",\"source\":\"XGE\",\"page\":137,\"reprintedAs\":[\"Clothes of Mending|XDMG\"],\"tier\":\"minor\",\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"This elegant outfit of traveler's clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can't be repaired in this way.\"]},{\"name\":\"Clothing, cold weather\",\"source\":\"IDRotF\",\"page\":20,\"type\":\"G\",\"rarity\":\"none\",\"weight\":5,\"value\":1000,\"entries\":[\"This outfit consists of a heavy fur coat or cloak over layers of wool clothing, as well as a fur-lined hat or hood, goggles, and fur-lined leather boots and gloves.\",\"As long as cold weather clothing remains dry, its wearer automatically succeeds on saving throws against the effects of {@hazard extreme cold}.\"]},{\"name\":\"Cloves\",\"source\":\"PHB\",\"page\":157,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Cloves|XDMG\"],\"type\":\"TG\",\"rarity\":\"none\",\"weight\":1,\"value\":300},{\"name\":\"Cloves\",\"source\":\"XDMG\",\"page\":213,\"type\":\"TG|XDMG\",\"rarity\":\"none\",\"weight\":1,\"value\":300},{\"name\":\"Coat of Lies\",\"source\":\"GHLoE\",\"page\":111,\"rarity\":\"rare\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"wondrous\":true,\"bonusAc\":\"+1\",\"entries\":[\"This coat made of the severed tongues of a {@creature Harvester of Lies|GHLoE|harvester}'s victims provides a +1 bonus to your AC, and you have advantage on Charisma ({@skill Deception}) checks.\",\"Additionally, as a bonus action three times per day, you can activate the magic of the cloak. If you do, the next spell you cast before the start of your next turn can be cast without any somatic or verbal components.\"]},{\"name\":\"Coat of the Crest\",\"source\":\"TDCSR\",\"page\":194,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"bonusAc\":\"+1\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"This exquisite brocade coat is cut in a long, high-collared style popular among nobles of the Clovis Concord—a nation on the west coast of {@book Wildemount|TDCSR|3|Wildemount} whose stylish fashion is often mimicked in Tal'Dorei. Its shimmering lining hints at its magical properties. You gain a +1 bonus to AC while wearing this coat, which can be worn over light armor.\",\"Additionally, the coat has 3 charges and regains {@dice 1d3} expended charges daily at dawn. When you are the target of an attack while wearing this coat, you can spend 1 charge as a reaction to gain resistance to one type of damage from the triggering attack. This resistance is effective against the triggering attack and lasts until the start of your next turn.\"]},{\"name\":\"Cobbler's Tools\",\"source\":\"PHB\",\"page\":154,\"srd\":true,\"basicRules\":true,\"additionalSources\":[{\"source\":\"XGE\",\"page\":80}],\"reprintedAs\":[\"Cobbler's Tools|XPHB\"],\"type\":\"AT\",\"rarity\":\"none\",\"weight\":5,\"value\":500,\"additionalEntries\":[\"Although the cobbler's trade might seem too humble for an adventurer, a good pair of boots will see a character across rugged wilderness and through deadly dungeons.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"Cobbler's tools consist of a hammer, an awl, a knife, a shoe stand, a cutter, spare leather, and thread.\"]},{\"type\":\"entries\",\"name\":\"Arcana, History\",\"entries\":[\"Your knowledge of shoes aids you in identifying the magical properties of enchanted boots or the history of such items.\"]},{\"type\":\"entries\",\"name\":\"Investigation\",\"entries\":[\"Footwear holds a surprising number of secrets. You can learn where someone has recently visited by examining the wear and the dirt that has accumulated on their shoes. Your experience in repairing shoes makes it easier for you to identify where damage might come from.\"]},{\"type\":\"entries\",\"name\":\"Maintain Shoes\",\"entries\":[\"As part of a long rest, you can repair your companions' shoes. For the next 24 hours, up to six creatures of your choice who wear shoes you worked on can travel up to 10 hours a day without making saving throws to avoid {@condition exhaustion}.\"]},{\"type\":\"entries\",\"name\":\"Craft Hidden Compartment\",\"entries\":[\"With 8 hours of work, you can add a hidden compartment to a pair of shoes. The compartment can hold an object up to 3 inches long and 1 inch wide and deep. You make an Intelligence check using your tool proficiency to determine the Intelligence ({@skill Investigation}) check DC needed to find the compartment.\"]},{\"type\":\"table\",\"caption\":\"Cobbler's Tools\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Determine a shoe's age and origin\",\"10\"],[\"Find a hidden compartment in a boot heel\",\"15\"]]}]},{\"name\":\"Cobbler's Tools\",\"source\":\"XPHB\",\"page\":220,\"freeRules2024\":true,\"type\":\"AT|XPHB\",\"rarity\":\"none\",\"weight\":5,\"value\":500,\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Ability:\",\"type\":\"item\",\"entries\":[\"Dexterity\"]},{\"name\":\"Utilize:\",\"type\":\"item\",\"entries\":[\"Modify footwear to give {@variantrule Advantage|XPHB} on the wearer's next Dexterity ({@skill Acrobatics|XPHB}) check ({@dc 10})\"]},{\"name\":\"Craft:\",\"type\":\"item\",\"entries\":[\"{@item Climber's Kit|XPHB}\"]}]}]},{\"name\":\"Coiling Grasp Tattoo\",\"source\":\"TCE\",\"page\":123,\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"tattoo\":true,\"entries\":[\"Produced by a special needle, this magic tattoo has long intertwining designs.\",{\"type\":\"entries\",\"name\":\"Tattoo Attunement\",\"entries\":[\"To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.\",\"If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.\"]},{\"type\":\"entries\",\"name\":\"Grasping Tendrils\",\"entries\":[\"While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet of you. The creature must succeed on a DC 14 Strength saving throw or take {@damage 3d6} force damage and be {@condition grappled} by you. As an action, the creature can escape the grapple by succeeding on a DC 14 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check. The grapple also ends if you halt it (no action required), if the creature is ever more than 15 feet away from you, or if you use this tattoo on a different creature.\"]}]},{\"name\":\"Coin of Decisionry\",\"source\":\"AI\",\"page\":22,\"rarity\":\"varies\",\"wondrous\":true,\"entries\":[\"Starting at rank 2, your coin of decisionry becomes a common magic item. When you flip the coin, it always lands with the Acquisitions Incorporated sigil face down, and a message appears on the \\\"tails\\\" face. Roll a {@dice d4} on the following table to determine the message.\",{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"d4\",\"Decision\"],\"rows\":[[\"1\",\"Lucrative\"],[\"2\",\"Brand Appeal\"],[\"3\",\"Indeterminate\"],[\"4\",\"Ruinous\"]]},\"The coin has absolutely no divination abilities, and its results when you use it are random. But nobody else knows that. When a creature within 10 feet of you flips the coin (after having had its powerful prognostication powers dutifully explained), you can exert your will to control its operation as a bonus action, choosing the result that appears after it lands as a means of gently coercing the user toward a specific course of action. The creature flipping the coin can detect your manipulation with a successful DC 13 Wisdom ({@skill Insight}) check.\",{\"type\":\"entries\",\"name\":\"Better Odds\",\"entries\":[\"When you reach rank 3, your coin of decisionry gains a measure of actual divination power and becomes an uncommon magic item. In addition to its normal function, you can use an action to flip the coin of decisionry twice while pondering a specific plan or objective, noting both random results. If you succeed on a DC 15 Intelligence ({@skill Arcana}) check, you learn which of the two results is more applicable to the course of action. This property of the coin can't be used again until the next dawn.\"]}],\"hasFluffImages\":true},{\"name\":\"Coin of Delving\",\"source\":\"EGW\",\"page\":266,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"This scintillating copper coin sheds dim light in a 5-foot radius. If dropped a distance greater than 5 feet, the coin issues a melodious ringing sound when it hits a surface. Any creature that can hear the chime can determine the distance the coin dropped based on the tone.\"]},{\"name\":\"Cold Absorbing Tattoo\",\"source\":\"TCE\",\"page\":119,\"resist\":[\"cold\"],\"detail1\":\"blue\",\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"tattoo\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Absorbing Tattoo|TCE}\"]},{\"name\":\"Comet Card\",\"source\":\"BMT\",\"page\":13,\"rarity\":\"legendary\",\"wondrous\":true,\"recharge\":\"dawn\",\"entries\":[\"As an action, you can hold this card aloft and call down a fiery meteor to a point you can see within 120 feet of yourself. Each creature within a 20-foot-radius sphere centered on that point must make a {@dc 17} Dexterity saving throw. On a failed save, a creature takes {@damage 6d6} bludgeoning damage and {@damage 6d6} fire damage, or half as much damage on a successful save. Once this property is used, it can't be used again until the next dawn.\"],\"hasFluffImages\":true},{\"name\":\"Command Amulet\",\"source\":\"XMM\",\"page\":277,\"type\":\"OTH\",\"rarity\":\"unknown (magic)\",\"weight\":1,\"entries\":[\"Each {@creature Shield Guardian|XMM} is magically bound to an amulet. While the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (round up) is transferred to the guardian.\",\"A shield guardian's command amulet might be passed down through a magic-using society or family for generations.\"]},{\"name\":\"Common Clothes\",\"source\":\"PHB\",\"page\":150,\"srd\":true,\"basicRules\":true,\"type\":\"G\",\"rarity\":\"none\",\"weight\":3,\"value\":50},{\"name\":\"Common Glamerweave\",\"source\":\"ERLW\",\"page\":277,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"Glamerweave is clothing imbued with harmless illusory magic. While wearing the common version of these clothes, you can use a bonus action to create a moving illusory pattern within the cloth.\"]},{\"name\":\"Common Wine (bottle)\",\"source\":\"XPHB\",\"page\":231,\"freeRules2024\":true,\"type\":\"FD|XPHB\",\"rarity\":\"none\",\"value\":20,\"miscTags\":[\"CNS\"]},{\"name\":\"Common Wine (pitcher)\",\"source\":\"PHB\",\"page\":158,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Common Wine (bottle)|XPHB\"],\"type\":\"FD\",\"rarity\":\"none\",\"value\":20,\"miscTags\":[\"CNS\"]},{\"name\":\"Component Pouch\",\"source\":\"PHB\",\"page\":151,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Component Pouch|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":2,\"value\":2500,\"entries\":[\"A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).\"]},{\"name\":\"Component Pouch\",\"source\":\"XPHB\",\"page\":225,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":2,\"value\":2500,\"entries\":[\"A Component Pouch is watertight and filled with compartments that hold all the free Material components of your spells.\"]},{\"name\":\"Concertina\",\"source\":\"RMBRE\",\"page\":26,\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"A concertina is a less charming kind of accordion.\",\"In addition to knocking out a killer polka, a creature playing the concertina can use an action to cause an area of mist or water up to 30 feet in diameter and 6 inches deep to freeze solid.\",\"Once used, this feature of the concertina can't be used again until the next dawn.\",\"Any creatures touching the floor must succeed on a DC 20 Dexterity saving throw or be {@condition restrained} by the ice. As an action, a {@condition restrained} creature can attempt to free itself or another creature within its reach from the ice, doing so with a successful DC 20 Strength ({@skill Athletics}) check. A character freed from the ice is no longer {@condition restrained} by it. The ice melts in an hour.\"]},{\"name\":\"Conch of Safe Rest\",\"source\":\"TTP\",\"page\":17,\"type\":\"OTH\",\"rarity\":\"unknown (magic)\",\"weight\":2,\"entries\":[\"You can use an action to blow this pearlescent conch like a {@item horn|PHB}, creating an effect identical with that of a {@spell Leomund's tiny hut} spell. The conch disappears once the spell takes effect. The effect ends if you leave the spell's area.\"]},{\"name\":\"Conch of Teleportation\",\"source\":\"SKT\",\"page\":234,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"This item is an ordinary, albeit rather large, conch shell that has been inscribed with the uvar rune. The conch measures 2½ feet long and weighs 20 pounds.\",\"As an action, you can cast the {@spell teleport} spell by blowing into the shell. The destination is fixed, and there is no chance of either a mishap or the spell being off target. Anyone teleported by the conch appears in a specific location designated by the item's creator at the time the uvar rune is inscribed on the conch. It doesn't allow teleportation to any other destination. Once its spell is cast, the conch can't be used again until the next dawn.\"],\"attachedSpells\":[\"teleport\"],\"hasFluffImages\":true},{\"name\":\"Concussion Grenade\",\"source\":\"QftIS\",\"page\":192,\"type\":\"EXP|DMG\",\"rarity\":\"none\",\"hasRefs\":true,\"entries\":[\"{#itemEntry Grenade|DMG}\",\"This grenade explodes in a concussive blast that fills a 20-foot-radius sphere. Each creature in that area must make a DC 15 Dexterity saving throw, taking ({@dice 6d6}) force damage on a failed save or half as much damage on a successful one.\"],\"hasFluffImages\":true},{\"name\":\"Condemner (Awakened)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Condemner (Dormant)\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":[{\"mode\":\"appendArr\",\"items\":{\"entries\":[{\"type\":\"entries\",\"name\":\"Awakened\",\"entries\":[\"When Condemner reaches an awakened state, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"The weapon's bonus to attack and damage rolls increases to +2.\",\"The extra poison damage dealt by the weapon increases to {@dice 1d6}.\",\"You gain an additional effect that can be triggered in place of dealing damage when you hit with an attack:\",{\"type\":\"list\",\"items\":[\"You cast {@spell hold person} on the target (save {@dc 15}).\"]},\"This effect can't be used again until you finish a {@quickref resting|PHB|2|0|short or long rest}.\"]}]}]}}]},\"_preserve\":{\"page\":true,\"fluff\":true}},\"bonusWeapon\":\"+2\",\"attachedSpells\":[\"fog cloud\",\"silence\",\"hold person\"],\"hasFluffImages\":true},{\"name\":\"Condemner (Dormant)\",\"source\":\"TDCSR\",\"page\":204,\"baseItem\":\"heavy crossbow|PHB\",\"type\":\"R\",\"rarity\":\"legendary\",\"reqAttune\":true,\"weight\":18,\"weaponCategory\":\"martial\",\"property\":[\"A\",\"H\",\"LD\",\"2H\",\"Vst|TDCSR\"],\"range\":\"100/400\",\"dmg1\":\"1d10\",\"dmgType\":\"P\",\"bonusWeapon\":\"+1\",\"recharge\":\"restShort\",\"entries\":[\"This shadow-touched {@item heavy crossbow|phb} once served as the weapon of choice for the legendary assassin Todora. Though few know this, Condemner is now in the possession of an equally infamous assassin named {@book Ixrattu Khar|TDCSR|2|Ixrattu Khar}.\",{\"type\":\"entries\",\"name\":\"Dormant\",\"entries\":[\"When Condemner is in a dormant state, you gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this weapon, the target takes an extra {@damage 1d4} poison damage.\",\"Additionally, if you hit with an attack using this weapon, you can activate one of the following effects instead of dealing damage:\",{\"type\":\"list\",\"items\":[\"You cast {@spell fog cloud} centered on the target's space.\",\"You cast {@spell silence} centered on the target's space.\"]},\"When an effect is used, it can't be used again until you finish a {@quickref resting|PHB|2|0|short or long rest}.\"]}],\"ammoType\":\"crossbow bolt|phb\",\"attachedSpells\":[\"fog cloud\",\"silence\"],\"hasFluffImages\":true},{\"name\":\"Condemner (Exalted)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Condemner (Awakened)\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":[{\"mode\":\"appendArr\",\"items\":{\"entries\":[{\"type\":\"entries\",\"name\":\"Exalted\",\"entries\":[\"When Condemner reaches an exalted state, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"The weapon's bonus to attack and damage rolls increases to +3.\",\"The extra poison damage dealt by the weapon increases to {@dice 1d8}.\",\"The save DC for the weapon's hold person spell increases to 17.\",\"You gain an additional effect that can be triggered in place of damage when you hit with an attack:\",{\"type\":\"list\",\"items\":[\"You cast the {@spell blight} spell on the target (save {@dc 17}).\"]}]},\"This effect can't be used again until you finish a {@quickref resting|PHB|2|0|short or long rest}.\"]}]}}]},\"_preserve\":{\"page\":true,\"fluff\":true}},\"bonusWeapon\":\"+3\",\"attachedSpells\":[\"fog cloud\",\"silence\",\"hold person\",\"blight\"],\"hasFluffImages\":true},{\"name\":\"Condensed Order\",\"source\":\"CoA\",\"page\":267,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"Condensed Order is a silvery powder that can be extracted from those of a lawful persuasion. Devils bound for the warfronts of Avernus take flasks and snuff boxes of the stuff to fortify themselves against exposure to the raw chaos of demons. Taking the substance requires an action and makes you immune to the flesh warping feature of demonic ichor. It also gives you advantage on saving throws against any effect from a demonic source. These benefits last for 8 hours.\"]},{\"name\":\"Constantori's Portrait\",\"source\":\"KftGV\",\"page\":101,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"sentient\":true,\"weight\":15,\"recharge\":\"dawn\",\"rechargeAmount\":3,\"charges\":3,\"entries\":[\"This painting by famed artist Dkesii Kwan depicts Constantori, a beautiful courtier, who was paid a staggering sum to be Dkesii's model. Whether Constantori's actual appearance matches the painting remains a subject of debate. The portrait is one of several paintings commissioned by the late Daiyani Grysthorn, a crime lord who frequently gave magical paintings as gifts to her most esteemed associates.\",{\"type\":\"entries\",\"name\":\"Sentience\",\"entries\":[\"Constantori's Portrait is a sentient, lawful evil item with an Intelligence score of 14, a Wisdom score of 12, and a Charisma score of 8. It can hear within a range of 120 feet and has {@sense darkvision} within a range of 60 feet, but it can't see anything behind itself.\",\"The painting can converse in Common, Draconic, and Elvish as if it were a living person, though Constantori's mouth doesn't move. Whenever conversation occurs within the portrait's auditory range, the painting eagerly gathers secrets, the names of secret tellers, significant events, or any political conversations.\"]},{\"type\":\"entries\",\"name\":\"Personality\",\"entries\":[\"Constantori's Portrait is demanding, condescending, and vain. It doesn't like being covered or placed out of sight, and it loudly condemns anyone who tries to remove it from its gold-leaf frame.\"]},{\"type\":\"entries\",\"name\":\"Wealth of Information\",\"entries\":[\"The painting's primary purpose is to observe and recall conversations. Over the past few decades, Constantori's Portrait has quietly observed countless conversations and now possesses an unquantifiable amount of lore—everything from criminal conspiracies to secret passwords. The DM decides what the painting knows and what it doesn't.\",\"While attuned to the painting, you can take an action to telepathically contact it over any distance, provided you and the painting are on the same plane of existence. The painting can't telepathically contact you, however. Maintaining telepathic contact with the painting requires your {@status concentration} (as if {@status concentration||concentrating} on a spell).\"]},{\"type\":\"entries\",\"name\":\"Guardian Portrait\",\"entries\":[\"While you are attuned to the painting, you can command it to guard its location against one or more creatures you identify as the painting's enemies. The painting performs this function until you command it to stop or until your attunement to the painting ends.\",\"The painting has 3 charges. When a creature the painting identifies as its enemy starts its turn in a space the painting can see, the painting expends 1 of its charges to cast {@spell magic missile} (3 missiles), targeting that creature. The painting regains all expended charges daily at dawn.\",\"The painting is a Small object with AC 12, 20 hit points, and immunity to poison damage. In its gold-leaf frame, the painting weighs 15 pounds. If the painting has at least 1 hit point and is targeted by a {@spell mending} spell, it regains {@dice 2d6} hit points.\"]}],\"attachedSpells\":[\"magic missile\"],\"hasFluffImages\":true},{\"name\":\"Cook's Utensils\",\"source\":\"PHB\",\"page\":154,\"srd\":true,\"basicRules\":true,\"additionalSources\":[{\"source\":\"XGE\",\"page\":80}],\"reprintedAs\":[\"Cook's Utensils|XPHB\"],\"type\":\"AT\",\"rarity\":\"none\",\"weight\":8,\"value\":100,\"additionalEntries\":[\"Adventuring is a hard life. With a cook along on the journey, your meals will be much better than the typical mix of hardtack and dried fruit.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"Cook's utensils include a metal pot, knives, forks, a stirring spoon, and a ladle.\"]},{\"type\":\"entries\",\"name\":\"History\",\"entries\":[\"Your knowledge of cooking techniques allows you to assess the social patterns involved in a culture's eating habits.\"]},{\"type\":\"entries\",\"name\":\"Medicine\",\"entries\":[\"When administering treatment, you can transform medicine that is bitter or sour into a pleasing concoction.\"]},{\"type\":\"entries\",\"name\":\"Survival\",\"entries\":[\"When foraging for food, you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals.\"]},{\"type\":\"entries\",\"name\":\"Prepare Meals\",\"entries\":[\"As part of a short rest, you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain 1 extra hit point per Hit Die spent during a short rest, provided you have access to your cook's utensils and sufficient food.\"]},{\"type\":\"table\",\"caption\":\"Cook's Utensils\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Create a typical meal\",\"10\"],[\"Duplicate a meal\",\"10\"],[\"Spot poison or impurities in food\",\"15\"],[\"Create a gourmet meal\",\"15\"]]}]},{\"name\":\"Cook's Utensils\",\"source\":\"XPHB\",\"page\":220,\"freeRules2024\":true,\"type\":\"AT|XPHB\",\"rarity\":\"none\",\"weight\":8,\"value\":100,\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Ability:\",\"type\":\"item\",\"entries\":[\"Wisdom\"]},{\"name\":\"Utilize:\",\"type\":\"item\",\"entries\":[\"Improve food's flavor ({@dc 10}), or detect spoiled or poisoned food ({@dc 15})\"]},{\"name\":\"Craft:\",\"type\":\"item\",\"entries\":[\"{@item Rations|XPHB}\"]}]}]},{\"name\":\"Copper\",\"source\":\"PHB\",\"page\":157,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Copper|XDMG\"],\"type\":\"TG\",\"rarity\":\"none\",\"weight\":1,\"value\":50},{\"name\":\"Copper\",\"source\":\"XDMG\",\"page\":213,\"type\":\"TG|XDMG\",\"rarity\":\"none\",\"weight\":1,\"value\":50},{\"name\":\"Copper (cp)\",\"source\":\"PHB\",\"page\":143,\"type\":\"$C\",\"rarity\":\"none\",\"weight\":0.02,\"value\":1,\"entries\":[\"Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).\",\"With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.\",\"One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn.\",\"One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.\",\"In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.\",\"A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.\"],\"hasFluffImages\":true},{\"name\":\"Copper Alms-Coin\",\"source\":\"GGR\",\"page\":9,\"type\":\"$C\",\"rarity\":\"none\",\"value\":1},{\"name\":\"Copper chalice with silver filigree\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Copper chalice with silver filigree|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":2500},{\"name\":\"Copper chalice with silver filigree\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":2500},{\"name\":\"Copper Dragon Scale Mail\",\"source\":\"DMG\",\"page\":165,\"srd\":true,\"reprintedAs\":[\"Copper Dragon Scale Mail|XDMG\"],\"type\":\"MA\",\"resist\":[\"acid\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":45,\"ac\":14,\"bonusAc\":\"+1\",\"stealth\":true,\"entries\":[\"Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to acid damage.\",\"Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest copper dragon within 30 miles of you. This special action can't be used again until the next dawn.\"]},{\"name\":\"Copper Dragon Scale Mail\",\"source\":\"XDMG\",\"page\":254,\"baseItem\":\"scale mail|xphb\",\"type\":\"MA|XPHB\",\"resist\":[\"acid\"],\"detail1\":\"copper\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":45,\"ac\":14,\"bonusAc\":\"+1\",\"stealth\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Dragon Scale Mail|XDMG}\"],\"hasFluffImages\":true},{\"name\":\"Copper stein with silver filigree (Brazen Coalition)\",\"source\":\"PSX\",\"page\":24,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":2500},{\"name\":\"Copper Zib\",\"source\":\"GGR\",\"page\":9,\"type\":\"$C\",\"rarity\":\"none\",\"value\":1},{\"name\":\"Coral\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Coral|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":10000,\"entries\":[\"An opaque crimson gemstone.\"]},{\"name\":\"Coral\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":10000,\"entries\":[\"A crimson gemstone.\"]},{\"name\":\"Corecut Dagger\",\"source\":\"TDCSR\",\"page\":195,\"baseItem\":\"dagger|PHB\",\"type\":\"M\",\"rarity\":\"very rare\",\"reqAttune\":true,\"curse\":true,\"weight\":1,\"weaponCategory\":\"simple\",\"property\":[\"F\",\"L\",\"T\"],\"range\":\"20/60\",\"dmg1\":\"1d4\",\"dmgType\":\"P\",\"bonusWeapon\":\"+1\",\"entries\":[\"This dark metal blade bends in a wicked, hooked curve. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this weapon, you can spend 1 Hit Die to deal an extra {@damage 3d6} necrotic damage.\",{\"type\":\"entries\",\"name\":\"Curse\",\"entries\":[\"This weapon is cursed, a fact that is revealed only when an {@spell identify} spell is cast on the weapon or you attune to it. Attuning to the dagger curses you until you are targeted by the {@spell remove curse} spell or similar magic; disposing of the dagger fails to end the curse. While cursed, whenever you receive magical healing, you must spend 1 Hit Die to regain any hit points. If you spend all your Hit Dice at any point, you die.\"]}]},{\"name\":\"Costume\",\"source\":\"XPHB\",\"page\":225,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":4,\"value\":500,\"entries\":[\"While wearing a Costume, you have {@variantrule Advantage|XPHB} on any ability check you make to impersonate the person or type of person it represents.\"]},{\"name\":\"Costume Clothes\",\"source\":\"PHB\",\"page\":150,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Costume|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":4,\"value\":500},{\"name\":\"Cotton Cloth (1 sq. yd.)\",\"source\":\"PHB\",\"page\":157,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Cotton Cloth (1 sq. yd.)|XDMG\"],\"type\":\"TG\",\"rarity\":\"none\",\"value\":50},{\"name\":\"Cotton Cloth (1 sq. yd.)\",\"source\":\"XDMG\",\"page\":213,\"type\":\"TG|XDMG\",\"rarity\":\"none\",\"value\":50},{\"name\":\"Cow\",\"source\":\"PHB\",\"page\":157,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Cow|XDMG\"],\"type\":\"TG\",\"rarity\":\"none\",\"value\":1000},{\"name\":\"Cow\",\"source\":\"XDMG\",\"page\":213,\"type\":\"TG|XDMG\",\"rarity\":\"none\",\"value\":1000},{\"name\":\"Cracked Driftglobe\",\"source\":\"CM\",\"page\":110,\"rarity\":\"uncommon\",\"wondrous\":true,\"weight\":1,\"entries\":[\"This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the {@spell light} spell.\"],\"attachedSpells\":[\"light\"]},{\"name\":\"Crampons\",\"source\":\"IDRotF\",\"page\":20,\"type\":\"G\",\"rarity\":\"none\",\"weight\":0.25,\"value\":200,\"entries\":[\"A crampon is a metal plate with spikes that is strapped to the sole of a boot. A creature wearing crampons can't fall {@condition prone} while moving across {@hazard slippery ice}.\"]},{\"name\":\"Crook of Rao\",\"source\":\"TCE\",\"page\":123,\"rarity\":\"artifact\",\"reqAttune\":true,\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"entries\":[\"Ages ago, the serene god Rao created a tool to shield his fledgling faithful against the evils of the Lower Planes. Yet, as eons passed, mortals developed their own methods of dealing with existential threats, and the crook was largely forgotten. In recent ages, though, the Crook of Rao was rediscovered and leveraged against the rising power of the Witch Queen Iggwilv (one of the names of the wizard Tasha). Although she was defeated, Iggwilv managed to damage the crook during the battle, infecting it with an insidious curse-and the potential for future victory. In the aftermath, the crook was again lost. Occasionally it reappears, but the famed artifact is not what it was. Whether or not the artifact's bearers realize its full threat, few risk using the Crook of Rao -potentially for the final time.\",{\"type\":\"entries\",\"name\":\"Random Properties\",\"entries\":[\"The artifact has the following random properties, which you can determine by rolling on the tables in the \\\"Artifacts\\\" section of the {@book Dungeon Master's Guide|DMG}:\",{\"type\":\"list\",\"items\":[\"2 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} properties\",\"1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property\",\"1 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property\"]}]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"The crook has 6 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: {@spell aura of life} (2 charges), {@spell aura of purity} (2 charges), {@spell banishment} (1 charge), {@spell beacon of hope} (1 charge), {@spell mass cure wounds} (3 charges). The crook regains {@dice 1d6} expended charges daily at dawn.\"]},{\"type\":\"entries\",\"name\":\"Absolute Banishment\",\"entries\":[\"While you are attuned to the crook and holding it, you can spend 10 minutes to banish all but the mightiest fiends within 1 mile of you. Any fiend with a challenge rating of 19 or higher is unaffected. Each banished fiend is sent back to its home plane and can't return to the plane the Crook of Rao banished it from for 100 years.\"]},{\"type\":\"entries\",\"name\":\"Failing Matrix\",\"entries\":[\"Whenever the Crook of Rao's Absolute Banishment property is used, or when its last charge is expended, roll on the Extraplanar Reversal table. Any creatures conjured as a result of this effect appear in random unoccupied spaces within 60 feet of you and are not under your control.\"]},{\"type\":\"entries\",\"name\":\"Iggwilv's Curse\",\"entries\":[\"When the Crook was last used against Iggwilv, the Witch Queen lashed out at the artifact, infecting its magical matrix. Over the years, this curse has spread within the crook, threatening to violently pervert its ancient magic. If this occurs, the Crook of Rao, as it is currently known, is destroyed, its magical matrix inverting and exploding into a 50-foot-diameter portal. This portal functions as a permanent {@spell gate} spell cast by Iggwilv. The gate then, once per round on initiative count 20, audibly speaks a fiend's name in Iggwilv's voice, doing so until the gate calls on every fiend ever banished by the Crook of Rao. If the fiend still exists, it is drawn through the gate. This process takes eighteen years to complete, at the end of which the gate becomes a permanent portal to Pazunia, the first layer of the Abyss.\",{\"type\":\"table\",\"caption\":\"Extraplanar Reversal\",\"colLabels\":[\"d100\",\"Effect\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-25\",\"A portal to a random plane opens. The portal closes after 5 minutes.\"],[\"26-45\",\"{@dice 2d4} {@creature imp||imps} and {@dice 2d4} {@creature quasit||quasits} appear.\"],[\"46-60\",\"{@dice 1d8} {@creature succubus||succubi}/{@creature incubus||incubi} appear.\"],[\"61-70\",\"{@dice 1d10} {@creature barbed devil||barbed devils} and {@dice 1d10} {@creature vrock||vrocks} appear.\"],[\"71-80\",\"1 {@creature arcanaloth}, 1 {@creature night hag}, and 1 {@creature rakshasa} appear.\"],[\"81-85\",\"1 {@creature ice devil} and 1 {@creature marilith} appear.\"],[\"86-90\",\"1 {@creature balor} and 1 {@creature pit fiend} appear. At the DM's discretion, a portal opens into the presence of an archdevil or demon lord instead, then closes after 5 minutes.\"],[\"91-00\",\"Iggwilv's Curse (see the Iggwilv's Curse property).\"]]}]},{\"type\":\"entries\",\"name\":\"Destroying or Repairing the Crook\",\"entries\":[\"The Crook of Rao can either be destroyed or repaired by journeying to Mount Celestia and obtaining a tear from the eternally serene god Rao. One way to make the emotionless god cry would be to reunite Rao with the spirit of his first worshiper who sought revelations beyond the multiverse long ago. The Crook dissolves if immersed in the god's tear for a year and a day. If washed in the tear daily for 30 days, the Crook loses its Failing Matrix property.\"]}],\"attachedSpells\":[\"aura of life\",\"aura of purity\",\"banishment\",\"beacon of hope\",\"gate\",\"mass cure wounds\"],\"hasFluffImages\":true},{\"name\":\"Crossbow Bolt Case\",\"source\":\"PHB\",\"page\":151,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Crossbow Bolt Case|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":1,\"value\":100,\"entries\":[\"This wooden case can hold up to twenty {@item crossbow bolt|phb|crossbow bolts}.\"],\"containerCapacity\":{\"item\":[{\"crossbow bolt|phb\":20}]}},{\"name\":\"Crossbow Bolt Case\",\"source\":\"XPHB\",\"page\":224,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":1,\"value\":100,\"entries\":[\"A {@item Crossbow Bolt Case|XPHB} holds up to 20 Bolts.\"],\"containerCapacity\":{\"item\":[{\"bolt|xphb\":20}]}},{\"name\":\"Crowbar\",\"source\":\"PHB\",\"page\":151,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Crowbar|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":5,\"value\":200,\"entries\":[\"Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.\"]},{\"name\":\"Crowbar\",\"source\":\"XPHB\",\"page\":225,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":5,\"value\":200,\"entries\":[\"Using a Crowbar gives you {@variantrule Advantage|XPHB} on Strength checks where the Crowbar's leverage can be applied.\"]},{\"name\":\"Crown of Lies\",\"source\":\"VEoR\",\"page\":6,\"rarity\":\"artifact\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"After betraying and nearly destroying the lich Vecna, the warrior Kas found himself trapped in the Shadowfell, imprisoned in a Domain of Dread called Tovag. There, he languished as a vampire. In time, the Dark Powers of the Domain of Dread lured Kas to a hidden forge, where he found the Crown of Lies. Once Kas vowed to deliver Vecna into the Dark Powers' clutches and donned the crown, the Dark Powers released Kas. From there, Kas set out to ruin his former master. Should Kas fail, the Dark Powers will reclaim him.\",\"The crown is made of burnished and entwined metal rods. To attune to it, you must place it on your head and speak a true desire of your heart. You know how to attune to the crown when you touch it.\",{\"type\":\"entries\",\"name\":\"Random Properties\",\"entries\":[\"The Crown of Lies has the following random properties (see the {@book Dungeon Master's Guide|DMG} for options):\",{\"type\":\"list\",\"items\":[\"1 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property\",\"1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property\",\"1 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property\"]}]},{\"type\":\"entries\",\"name\":\"Perfect Disguise\",\"entries\":[\"While attuned to the crown, you can use an action to transform yourself to look and feel like any creature you've seen at least once and whose size is no more than one size smaller or larger than yours.\",\"The new form mimics the chosen creature's appearance exactly, including its voice. Your size and speed are replaced by the chosen creature's. You otherwise retain your own game statistics. While in this new form, the crown melds into your person and is undetectable.\",\"Your new form lasts until you die, your attunement to the crown ends, or you use another action to transform into a different creature or your true form. Interactions with you while you are transformed by the crown reveal no illusory magic, nor do they reveal anything other than details about the creature you're disguised as. You count as the chosen creature for the purposes of spells, traps, and other defenses that wouldn't target the chosen creature.\",\"While in your disguised form, any lies you tell always seem to be true, no matter what magical or mundane methods are used to try to detect your falsehoods. You are the recipient of {@spell Sending} spells addressed to you and the creature you are disguised as, and {@spell Scrying} and similar spells that target the creature you are disguised as actually target you. The only way to reveal your true nature while transformed by the crown is with a {@spell Wish} spell.\",\"While wearing this crown in your true form, you can choose for the crown to be visible if you wish.\"]},{\"type\":\"entries\",\"name\":\"Destroying the Crown\",\"entries\":[\"If a creature wearing the crown is killed by the creature it is disguised as, the crown disintegrates and is destroyed.\"]}],\"hasFluffImages\":true},{\"name\":\"Crown of the Forest\",\"source\":\"IMR\",\"page\":7,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"While wearing this crown, a character automatically fails any Intelligence ({@skill Investigation}) check made to see through an illusion. An illusion that is touched still has its true nature revealed. However, a character wearing a crown has such a strong sense that the illusion is real that they might not know which of their senses to believe.\",\"If this crown is closely examined by a character who succeeds on a DC 20 Intelligence ({@skill Nature}) or Wisdom ({@skill Perception}) check, or with a {@spell detect magic} spell cast using a 3rd-level or higher spell slot, the nature of its magic is discovered.\"]},{\"name\":\"Crown of the Wrath Bringer\",\"source\":\"BGG\",\"page\":111,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"This jagged iron circlet bears ornaments in the shape of the enemy rune. When worn, the crown glows with pale light as it draws upon the wearer's fury to strike opponents with vicious terror.\",\"When you make an attack roll against a creature and hit it while wearing this crown, you can spend and roll one of your unspent Hit Dice. The creature takes extra psychic damage equal to the number rolled.\",{\"type\":\"entries\",\"name\":\"Invoking the Rune\",\"entries\":[\"As an action, you can invoke the crown's rune to cast the {@spell fear} spell (save DC 15) with it; the spell has a duration of 1 minute and doesn't require {@status concentration}. Once the rune has been invoked, it can't be invoked again until the next dawn.\"]}],\"attachedSpells\":[\"fear\"]},{\"name\":\"Crown of Westemär\",\"source\":\"DoDk\",\"page\":233,\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"recharge\":\"decade\",\"rechargeAmount\":1,\"charges\":3,\"entries\":[\"A character may only attune to the Crown of Westemär by performing a special one hour ceremony with six other characters who are each attuned to a different Seal of Drakkenheim. See the \\\"Developments\\\" section in Chapter 9: Castle Drakken for details on this ritual.\",\"The crown has 3 charges. While wearing it, you can use an action to expend 1 charge to cast the {@spell wish} spell from it. The crown regains one expended charge every ten years.\",\"The {@creature ancient bronze dragon} Minazorond, the {@creature tower dragon|DoDk|tower dragons}, and the {@creature wall gargoyle|DoDk|wall gargoyles} are under your control and obey your spoken commands while you wear the crown.\",\"While wearing the crown and seated on the Throne of Drakkenheim in Castle Drakken, you may use an action to communicate telepathically with one dragon or twelve gargoyles so long as they are within 100 miles of Castle Drakken. When you do, you can issue commands to those creatures, see through one of the creature's eyes, and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the creature has. During this time, you are deaf and blind with regard to your own senses.\",{\"type\":\"entries\",\"name\":\"Crown Authority\",\"entries\":[\"A character cannot attune to more than one Seal of Drakkenheim. Guardian constructs in Drakkenheim such as {@creature wall gargoyle|DoDk|wall gargoyles} and {@creature tower dragon|DoDk|tower dragons} do not attack you while you are attuned to one of the Seals of Drakkenheim. An individual guardian ignores this effect for 24 hours if you attack it or cast a spell upon it.\",\"As an action, you may present a Seal of Drakkenheim to rebuke the guardians. You make an opposed Charisma ability check against each {@creature wall gargoyle|DoDk} or {@creature tower dragon|DoDk} that can see or hear you within 30 feet of you. If you win the contest, the creature is rebuked for 1 minute or until it takes any damage. A rebuked creature doesn't move, and can't take actions or reactions. A creature who wins the contest is immune to your rebuke for 24 hours.\"]}],\"attachedSpells\":[\"wish\"]},{\"name\":\"Crown of Whirling Comets\",\"source\":\"BMT\",\"page\":35,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"modifySpeed\":{\"equal\":{\"fly\":\"walk\"}},\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"entries\":[\"This delicate silver tiara is decorated with stellar iconography. While you wear the crown, the gems on the tiara's points detach and closely orbit your head.\",\"The crown has 6 charges for the following properties, which you can use while wearing the crown:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Star Flight\",\"entries\":[\"As a bonus action, you can spend 1 charge to gain the power of flight for 10 minutes. For the duration, you gain a flying speed equal to your walking speed, and you can hover. While flying, you glow faintly with starlight.\"]},{\"type\":\"item\",\"name\":\"Starlight Strike\",\"entries\":[\"As an action, you can spend any number of charges to launch bolts of frigid starlight. You launch a number of bolts equal to the number of charges spent, and you can direct the bolts to target one creature or several, so long as all creatures are within 120 feet of you and you can see them. The bolts automatically strike their targets, and each bolt deals {@damage 2d4} cold damage.\"]},{\"type\":\"item\",\"name\":\"Whirling Hail\",\"entries\":[\"As an action, you can spend 3 charges and cast the {@spell Ice Storm} spell (save DC 16).\"]}]},\"The crown regains {@dice 1d6} expended charges daily at dawn.\"],\"attachedSpells\":[\"ice storm\"],\"hasFluffImages\":true},{\"name\":\"Crusader's Shortsword\",\"alias\":[\"Lost Sword\"],\"source\":\"CoS\",\"page\":81,\"baseItem\":\"shortsword|phb\",\"type\":\"M\",\"rarity\":\"unknown (magic)\",\"reqAttune\":true,\"sentient\":true,\"weight\":2,\"weaponCategory\":\"martial\",\"property\":[\"F\",\"L\"],\"dmg1\":\"1d6\",\"dmgType\":\"P\",\"bonusWeapon\":\"+1\",\"entries\":[\"The Crusader's Shortsword is a sentient lawful good {@item +1 shortsword} (Intelligence 11, Wisdom 13, Charisma 13). It has hearing and normal vision out to a range of 120 feet. It communicates by transmitting emotion to the creature carrying or wielding it.\",\"The sword's purpose is to fight evil. The sword has the following additional properties:\",{\"type\":\"list\",\"items\":[\"The sword continually sheds bright light in a 15-foot radius and dim light for an additional 15 feet. Only by destroying the sword can this light be extinguished.\",\"A lawful good creature can attune itself to the sword in 1 minute.\",\"While attuned to the weapon, the sword's wielder can use the sword to cast the {@spell crusader's mantle} spell. Once used, this property of the sword can't be used again until the next dawn.\"]}],\"attachedSpells\":[\"crusader's mantle\"]},{\"name\":\"Crystal Ball\",\"source\":\"DMG\",\"page\":159,\"srd\":true,\"reprintedAs\":[\"Crystal Ball|XDMG\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"weight\":3,\"entries\":[\"This crystal ball is about 6 inches in diameter. While touching it, you can cast the {@spell scrying} spell (save DC 17) with it.\"],\"attachedSpells\":[\"scrying\"],\"lootTables\":[\"Magic Item Table H\"]},{\"name\":\"Crystal Ball\",\"source\":\"XDMG\",\"page\":245,\"freeRules2024\":true,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"weight\":3,\"entries\":[\"The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the {@spell scrying|XPHB} spell (save DC 17) with it.\"],\"attachedSpells\":[\"scrying|xphb\"]},{\"name\":\"Crystal Ball of Mind Reading\",\"source\":\"DMG\",\"page\":159,\"reprintedAs\":[\"Crystal Ball of Mind Reading|XDMG\"],\"tier\":\"major\",\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"weight\":3,\"entries\":[\"This {@item crystal ball} is about 6 inches in diameter. While touching it, you can cast the {@spell scrying} spell (save DC 17) with it.\",\"You can use an action to cast the {@spell detect thoughts} spell (save DC 17) while you are {@spell scrying} with the {@item crystal ball}, targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this {@spell detect thoughts} to maintain it during its duration, but it ends if {@spell scrying} ends.\"],\"attachedSpells\":[\"scrying\",\"detect thoughts\"],\"lootTables\":[\"Magic Item Table I\"]},{\"name\":\"Crystal Ball of Mind Reading\",\"source\":\"XDMG\",\"page\":159,\"freeRules2024\":true,\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"weight\":3,\"entries\":[\"While touching this crystal orb, you can cast {@spell Scrying|XPHB} (save DC 17) with it. In addition, you can cast {@spell Detect Thoughts|XPHB} (save DC 17) targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this {@spell Detect Thoughts|XPHB} spell to maintain it during its duration, but it ends if the {@spell Scrying|XPHB} spell ends.\"],\"attachedSpells\":[\"scrying|xphb\",\"detect thoughts|xphb\"]},{\"name\":\"Crystal Ball of Telepathy\",\"source\":\"DMG\",\"page\":159,\"reprintedAs\":[\"Crystal Ball of Telepathy|XDMG\"],\"tier\":\"major\",\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"weight\":3,\"entries\":[\"This {@item crystal ball} is about 6 inches in diameter. While touching it, you can cast the {@spell scrying} spell (save DC 17) with it.\",\"While {@spell scrying} with the {@item crystal ball}, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also use an action to cast the {@spell suggestion} spell (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this suggestion to maintain it during its duration, but it ends if {@spell scrying} ends. Once used, the suggestion power of the {@item crystal ball} can't be used again until the next dawn.\"],\"attachedSpells\":[\"scrying\",\"suggestion\"],\"lootTables\":[\"Magic Item Table I\"]},{\"name\":\"Crystal Ball of Telepathy\",\"source\":\"XDMG\",\"page\":159,\"freeRules2024\":true,\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"weight\":3,\"entries\":[\"While touching this crystal orb, you can cast {@spell Scrying|XPHB} (save DC 17) with it. In addition, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also cast {@spell Suggestion|XPHB} (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this {@spell Suggestion|XPHB} to maintain it during its duration, but it ends if {@spell Scrying|XPHB} ends. You can't cast {@spell Suggestion|XPHB} in this way again until the next dawn.\"],\"attachedSpells\":[\"scrying|xphb\",\"suggestion|xphb\"]},{\"name\":\"Crystal Ball of True Seeing\",\"source\":\"DMG\",\"page\":159,\"reprintedAs\":[\"Crystal Ball of True Seeing|XDMG\"],\"tier\":\"major\",\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"weight\":3,\"entries\":[\"This {@item crystal ball} is about 6 inches in diameter. While touching it, you can cast the {@spell scrying} spell (save DC 17) with it.\",\"While {@spell scrying} with the {@item crystal ball}, you have {@sense truesight} with a radius of 120 feet centered on the spell's sensor.\"],\"attachedSpells\":[\"scrying\"],\"lootTables\":[\"Magic Item Table I\"]},{\"name\":\"Crystal Ball of True Seeing\",\"source\":\"XDMG\",\"page\":159,\"freeRules2024\":true,\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"weight\":3,\"entries\":[\"While touching this crystal orb, you can cast {@spell Scrying|XPHB} (save DC 17) with it. In addition, you have {@sense Truesight|XPHB} with a range of 120 feet centered on the spell's sensor.\"],\"attachedSpells\":[\"scrying|xphb\"]},{\"name\":\"Crystalline Chronicle\",\"source\":\"TCE\",\"page\":124,\"rarity\":\"very rare\",\"reqAttune\":\"by a wizard\",\"reqAttuneTags\":[{\"class\":\"wizard\"}],\"wondrous\":true,\"weight\":3,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"focus\":[\"Wizard\"],\"entries\":[\"An etched crystal sphere the size of a grapefruit hums faintly and pulses with irregular flares of inner light. While you are touching the crystal, you can retrieve and store information and spells within the crystal at the same rate as reading and writing. When found, the crystal contains the following spells: {@spell detect thoughts}, {@spell intellect fortress|TCE}, {@spell Rary's telepathic bond}, {@spell sending}, {@spell telekinesis}, {@spell Tasha's mind whip|TCE}, and {@spell Tenser's floating disk}. It functions as a spellbook for you, with its spells and other writing psychically encoded within it.\",\"While you are holding the crystal, you can use it as a spellcasting focus for your wizard spells, and you know the {@spell mage hand}, {@spell mind sliver|TCE} (appears in this book), and {@spell message} cantrips if you don't already know them.\",\"The crystal has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. You can use the charges in the following ways while holding it:\",{\"type\":\"list\",\"items\":[\"If you spend 1 minute studying the information within the crystal, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book.\",\"When you cast a wizard spell, you can expend 1 charge to cast the spell without verbal, somatic, or material components of up to 100 gp value.\"]}],\"attachedSpells\":[\"detect thoughts\",\"intellect fortress|tce\",\"mage hand\",\"message\",\"mind sliver|tce\",\"rary's telepathic bond\",\"sending\",\"tasha's mind whip|tce\",\"telekinesis\",\"tenser's floating disk\"],\"hasFluffImages\":true},{\"name\":\"Cube of Force\",\"source\":\"DMG\",\"page\":159,\"srd\":true,\"reprintedAs\":[\"Cube of Force|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d20}\",\"charges\":36,\"entries\":[\"This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains {@dice 1d20} expended charges daily at dawn.\",\"You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of {@condition invisible} force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains.\",{\"type\":\"table\",\"caption\":\"Cube of Force Faces\",\"colLabels\":[\"Face\",\"Charges\",\"Effect\"],\"colStyles\":[\"col-1 text-center\",\"col-1 text-center\",\"col-10\"],\"rows\":[[\"1\",\"1\",\"Gases, wind, and fog can't pass through the barrier.\"],[\"2\",\"2\",\"Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.\"],[\"3\",\"3\",\"Living matter can't pass through the barrier.\"],[\"4\",\"4\",\"Spell effects can't pass through the barrier.\"],[\"5\",\"5\",\"Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.\"],[\"6\",\"0\",\"The barrier deactivates.\"]]},\"The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below.\",{\"type\":\"table\",\"colLabels\":[\"Spell or item\",\"Charges Lost\"],\"colStyles\":[\"col-3\",\"col-9\"],\"rows\":[[\"{@spell Disintegrate}\",\"{@dice 1d12}\"],[\"{@item Horn of blasting}\",\"{@dice 1d10}\"],[\"{@spell Passwall}\",\"{@dice 1d6}\"],[\"{@spell Prismatic spray}\",\"{@dice 1d20}\"],[\"{@spell Wall of fire}\",\"{@dice 1d4}\"]]}],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Cube of Force\",\"source\":\"XDMG\",\"page\":246,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":10,\"entries\":[\"This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges required for it, and thereby cast the spell associated with it, as shown in the Cube of Force Faces table.\",\"The cube starts with 10 charges, and it regains {@dice 1d6} expended charges daily at dawn.\",{\"type\":\"table\",\"caption\":\"Cube of Force Faces\",\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"colLabels\":[\"Spell\",\"Charge Cost\"],\"rows\":[[\"{@spell Mage Armor|XPHB}\",\"1\"],[\"{@spell Shield|XPHB}\",\"1\"],[\"{@spell Leomund's Tiny Hut|XPHB}\",\"3\"],[\"{@spell Mordenkainen's Private Sanctum|XPHB}\",\"4\"],[\"{@spell Otiluke's Resilient Sphere|XPHB}\",\"4\"],[\"{@spell Wall of Force|XPHB}\",\"5\"]]}],\"attachedSpells\":[\"mage armor|xphb\",\"shield|xphb\",\"leomund's tiny hut|xphb\",\"mordenkainen's private sanctum|xphb\",\"otiluke's resilient sphere|xphb\",\"wall of force|xphb\"],\"hasFluffImages\":true},{\"name\":\"Cube of Summoning\",\"source\":\"XDMG\",\"page\":247,\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"This Tiny cube looks like a jack-in-the-box. When you wind its crank as a {@action Magic|XPHB} action, a merry tune emits from the box, the lid pops open, a creature appears in the nearest unoccupied space, and the lid closes. The lid can't otherwise be opened.\",\"Roll on the {@item Cube of Summoning|XDMG} table to determine which spell the cube casts to summon the creature. The spell is cast at level 5 (save {@dc 17}, +9 attack bonus) and doesn't require {@status Concentration|XPHB}, but you otherwise function as the spell's caster.\",\"Once the cube summons a creature, the cube can't do so again until the next dawn.\",{\"type\":\"table\",\"caption\":\"Cube of Summoning\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"1d6\",\"Spell\"],\"rows\":[[\"1\",\"{@spell Summon Aberration|XPHB}\"],[\"2\",\"{@spell Summon Beast|XPHB}\"],[\"3\",\"{@spell Summon Construct|XPHB}\"],[\"4\",\"{@spell Summon Dragon|XPHB}\"],[\"5\",\"{@spell Summon Elemental|XPHB}\"],[\"6\",\"{@spell Summon Fey|XPHB}\"]]}],\"attachedSpells\":[\"summon aberration|xphb\",\"summon beast|xphb\",\"summon construct|xphb\",\"summon dragon|xphb\",\"summon elemental|xphb\",\"summon fey|xphb\"],\"hasFluffImages\":true},{\"name\":\"Cubic Gate\",\"source\":\"DMG\",\"page\":160,\"srd\":true,\"reprintedAs\":[\"Cubic Gate|XDMG\"],\"tier\":\"major\",\"rarity\":\"legendary\",\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the DM.\",\"You can use an action to press one side of the cube to cast the {@spell gate} spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the {@spell plane shift} spell (save DC 17) with the cube and transport the targets to the plane keyed to that side.\",\"The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains {@dice 1d3} expended charges daily at dawn.\"],\"attachedSpells\":[\"gate\",\"plane shift\"],\"lootTables\":[\"Magic Item Table I\"],\"hasFluffImages\":true},{\"name\":\"Cubic Gate\",\"source\":\"XDMG\",\"page\":247,\"rarity\":\"legendary\",\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the DM.\",\"The cube has 3 charges and regains {@dice 1d3} expended charges daily at dawn. As a {@action Magic|XPHB} action, you can expend 1 of the cube's charges to cast one of the following spells using the cube.\",{\"type\":\"entries\",\"name\":\"Gate\",\"entries\":[\"Pressing one side of the cube, you cast {@spell Gate|XPHB}, opening a portal to the plane of existence keyed to that side.\"]},{\"type\":\"entries\",\"name\":\"Plane Shift\",\"entries\":[\"Pressing one side of the cube twice, you cast {@spell Plane Shift|XPHB}, transporting the targets to the plane of existence keyed to that side.\"]}],\"attachedSpells\":[\"gate|xphb\",\"plane shift|xphb\"],\"hasFluffImages\":true},{\"name\":\"Cuddly Strixhaven Mascot\",\"source\":\"SCC\",\"page\":38,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"Representing one of the mascots of Strixhaven, this soft, Tiny, magic toy is perfect for cuddling. If you press it to your arm, shoulder, or leg as an action, the toy stays attached there for 1 hour or until you use an action to remove it.\",\"The toy can also be used to fight off fear. When you make a saving throw to avoid or end the {@condition frightened} condition on yourself, you can give yourself advantage on the roll if the toy is on your person. You must decide to do so before rolling the {@dice d20}. If the save succeeds, you can't use the toy in this way until you finish a long rest.\"]},{\"name\":\"Cursed Luckstone\",\"source\":\"GoS\",\"page\":229,\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"curse\":true,\"entries\":[\"This flat, gray-and-black river stone is inscribed with an unknown arcane symbol and feels cool to the touch. While carrying the stone, you can gain advantage on one ability check of your choice. The stone can't be used this way again until the next dawn.\",{\"type\":\"entries\",\"name\":\"Curse\",\"entries\":[\"This item is cursed. Attuning to it curses you until you are targeted by a {@spell remove curse} spell or similar magic. As long as you remain cursed, you cannot discard the stone, which immediately teleports back into your pocket or pack. After you use the stone's magic, your next two ability checks are made with disadvantage.\"]}]},{\"name\":\"Daern's Instant Fortress\",\"source\":\"DMG\",\"page\":160,\"srd\":\"Instant Fortress\",\"reprintedAs\":[\"Daern's Instant Fortress|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty.\",\"The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors. with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the {@spell knock} spell and similar magic, such as that of a {@item chime of opening}.\",\"Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking {@damage 10d10} bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.\",\"The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a {@spell wish} spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of {@spell wish} causes the roof, the door, or one wall to regain 50 hit points.\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Daern's Instant Fortress\",\"source\":\"XDMG\",\"page\":247,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"As a {@action Magic|XPHB} action, you can place this 1-inch adamantine statuette on the ground and, using a command word, cause it to grow rapidly into a square adamantine tower. Repeating the command word causes the tower to revert to statuette form, which works only if the tower is empty. Each creature in the area where the tower appears is pushed to an unoccupied space outside but next to the tower. Objects in the area that aren't being worn or carried are also pushed clear of the tower.\",\"The tower is 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder, staircase, or ramp (your choice) connecting them. This ladder, staircase, or ramp ends at a trapdoor leading to the roof. When created, the tower has a single door at ground level on the side facing you. The door opens only at your command, which you can issue as a {@variantrule Bonus Action|XPHB}. It is immune to the {@spell Knock|XPHB} spell and similar magic.\",\"{@action Magic|XPHB} prevents the tower from being tipped over. The roof, the door, and the walls each have AC 20; HP 100; {@variantrule Immunity|XPHB} to Bludgeoning, Piercing, and Slashing damage except that which is dealt by siege equipment; and {@variantrule Resistance|XPHB} to all other damage. Shrinking the tower back down to statuette form doesn't repair damage to the tower. Only a {@spell Wish|XPHB} spell can repair the tower (this use of the spell counts as replicating a spell of level 8 or lower). Each casting of Wish causes the tower to regain all its {@variantrule Hit Points|XPHB}.\"],\"hasFluffImages\":true},{\"name\":\"Dagger of Blindsight\",\"source\":\"WDMM\",\"page\":86,\"baseItem\":\"dagger|phb\",\"type\":\"M\",\"rarity\":\"rare\",\"reqAttune\":true,\"weight\":1,\"weaponCategory\":\"simple\",\"property\":[\"F\",\"L\",\"T\"],\"range\":\"20/60\",\"dmg1\":\"1d4\",\"dmgType\":\"P\",\"entries\":[\"This rare magic item requires attunement. A creature attuned to it gains {@sense blindsight} out to a range of 30 feet. The dagger has a saw-toothed edge and a black pearl nested in its pommel.\"]},{\"name\":\"Dagger of Denial\",\"source\":\"TDCSR\",\"page\":195,\"baseItem\":\"dagger|PHB\",\"type\":\"M\",\"rarity\":\"rare\",\"reqAttune\":true,\"weight\":1,\"weaponCategory\":\"simple\",\"property\":[\"F\",\"L\",\"T\"],\"range\":\"20/60\",\"dmg1\":\"1d4\",\"dmgType\":\"P\",\"bonusWeapon\":\"+2\",\"entries\":[\"This silver stiletto blade bears intricate grooves that spiral from its tip to its ivory hilt and handle. You gain a +2 bonus to attack and damage rolls made with this magic weapon.\",\"As an action, you can place the point of the blade into any keyhole and seal it shut. A keyhole sealed in this way can't be unlocked until this dagger is placed into that keyhole once more (though a sealed door or container can still be broken, bypassing the lock). Sealing a keyhole unseals any keyholes previously sealed with this weapon.\"],\"hasFluffImages\":true},{\"name\":\"Dagger of Guitar Solos\",\"source\":\"WDMM\",\"page\":228,\"baseItem\":\"dagger|phb\",\"type\":\"M\",\"rarity\":\"unknown (magic)\",\"weight\":1,\"value\":75000,\"weaponCategory\":\"simple\",\"property\":[\"F\",\"L\",\"T\"],\"range\":\"20/60\",\"dmg1\":\"1d4\",\"dmgType\":\"P\",\"entries\":[\"This drow-made dagger is decorated with silver web filigree. It magically plays a fragment of a guitar solo when struck or used to strike a foe.\"]},{\"name\":\"Dagger of Venom\",\"source\":\"DMG\",\"page\":161,\"srd\":true,\"reprintedAs\":[\"Dagger of Venom|XDMG\"],\"baseItem\":\"dagger|phb\",\"type\":\"M\",\"tier\":\"major\",\"rarity\":\"rare\",\"weight\":1,\"weaponCategory\":\"simple\",\"property\":[\"F\",\"L\",\"T\"],\"range\":\"20/60\",\"dmg1\":\"1d4\",\"dmgType\":\"P\",\"bonusWeapon\":\"+1\",\"entries\":[\"You gain a +1 bonus to attack and damage rolls made with this magic weapon.\",\"You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take {@damage 2d10} poison damage and become {@condition poisoned} for 1 minute. The dagger can't be used this way again until the next dawn.\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Dagger of Venom\",\"source\":\"XDMG\",\"page\":248,\"baseItem\":\"dagger|xphb\",\"type\":\"M|XPHB\",\"rarity\":\"rare\",\"weight\":1,\"weaponCategory\":\"simple\",\"property\":[\"F|XPHB\",\"L|XPHB\",\"T|XPHB\"],\"mastery\":[\"Nick|XPHB\"],\"range\":\"20/60\",\"dmg1\":\"1d4\",\"dmgType\":\"P\",\"bonusWeapon\":\"+1\",\"entries\":[\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\",\"You can take a {@variantrule Bonus Action|XPHB} to magically coat the blade with poison. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take {@damage 2d10} Poison damage and have the {@condition Poisoned|XPHB} condition for 1 minute. The weapon can't be used this way again until the next dawn.\"],\"hasFluffImages\":true},{\"name\":\"Damselfly Ship\",\"source\":\"AAG\",\"page\":28,\"type\":\"SPC|AAG\",\"rarity\":\"none\",\"value\":2000000,\"crew\":9,\"vehAc\":19,\"vehHp\":200,\"vehDmgThresh\":15,\"vehSpeed\":8,\"capCargo\":5,\"entries\":[\"This swift but cramped ship is made mostly of metal. It can't float on water, but its legs enable it to land safely on the ground. A sliding hatch just behind the wings allows access to the ship's mangonel turret. The ship's cargo hold can easily be turned into crew cabins or another weapon deck.\",\"Damselfly ships are often used as courier vessels and armored transports. Explorers and pirates like them because they're fast and sturdy. Military leaders use them as command ships for the same reasons.\",\"Damselfly ship owners are a proud lot, fond of painting their ships in colorful patterns as well as customizing their vessels with special equipment. Large, private gatherings of damselfly ship owners are not uncommon; they use these get-togethers to show off their ships and to race one another through asteroid belts and other obstacle courses, either for rewards or bragging rights.\"],\"seeAlsoVehicle\":[\"Damselfly Ship|AAG\"]},{\"name\":\"Dancing Monkey Fruit\",\"source\":\"ToA\",\"page\":205,\"type\":\"OTH\",\"rarity\":\"unknown (magic)\",\"value\":500,\"entries\":[\"This rare magical fruit produces enough juice to fill a vial. Any humanoid that eats a dancing monkey fruit or drinks its juice must succeed on a DC 14 Constitution saving throw or begin a comic dance that lasts for 1 minute. Humanoids that can't be {@condition poisoned} are immune to this magical effect.\",\"The dancer must use all its movement to dance without leaving its space and has disadvantage on attack rolls and Dexterity saving throws, and other creatures have advantage on attack rolls against it. Each time it takes damage, the dancer can repeat the saving throw, ending the effect on itself on a success. When the dancing effect ends, the humanoid suffers the {@condition poisoned} condition for 1 hour.\"]},{\"name\":\"Danoth's Visor (Awakened)\",\"source\":\"EGW\",\"_copy\":{\"name\":\"Danoth's Visor (Dormant)\",\"source\":\"EGW\",\"_mod\":{\"entries\":{\"mode\":\"insertArr\",\"index\":-1,\"items\":{\"type\":\"entries\",\"name\":\"Awakened\",\"entries\":[\"When Danoth's Visor reaches an awakened state, it gains the following properties:\",{\"type\":\"list\",\"items\":[\"You see {@condition invisible} creatures and objects within 60 feet of you as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.\",\"As a bonus action, you can speak a command word and use the goggles to see into and through solid matter. This vision has a radius of 60 feet and lasts for 1 minute. To you, solid objects within that radius appear transparent. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. This property can't be used again until the next dawn.\",\"As a bonus action, you can speak a command word to switch the goggles into spyglass mode. While in this mode, creatures and objects viewed through the goggles are magnified to twice their size. Speaking the command word again reverts the goggles to their normal operation.\"]}]}}},\"_preserve\":{\"page\":true,\"hasFluffImages\":true}},\"hasFluffImages\":true},{\"name\":\"Danoth's Visor (Dormant)\",\"source\":\"EGW\",\"page\":270,\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"property\":[\"Vst|TDCSR\"],\"entries\":[\"These mithral-frame goggles with clear diamond lenses were used by the evoker Danoth Oro to spot {@condition invisible} enemies and scout areas from afar.\",{\"type\":\"entries\",\"name\":\"Dormant\",\"entries\":[\"While wearing the goggles in their dormant state, you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Additionally, you have advantage on Intelligence ({@skill Investigation}) and Wisdom ({@skill Perception}) checks that rely on sight.\"]}],\"hasFluffImages\":true},{\"name\":\"Danoth's Visor (Exalted)\",\"source\":\"EGW\",\"_copy\":{\"name\":\"Danoth's Visor (Awakened)\",\"source\":\"EGW\",\"_mod\":{\"entries\":{\"mode\":\"insertArr\",\"index\":-1,\"items\":{\"type\":\"entries\",\"name\":\"Exalted\",\"entries\":[\"When Danoth's Visor reaches an exalted state, it gains the following properties:\",{\"type\":\"list\",\"items\":[\"You automatically detect illusions you can see and automatically succeed on saving throws against them. In addition, you see a bright aura around any creature that isn't in its true form.\",\"As an action, you can cast the {@spell antimagic field} spell from the visor. This property can't be used again until the next dawn.\"]}]}}},\"_preserve\":{\"page\":true,\"hasFluffImages\":true}},\"attachedSpells\":[\"antimagic field\"],\"hasFluffImages\":true},{\"name\":\"Daoud's Wondrous Lanthorn\",\"source\":\"QftIS\",\"page\":190,\"rarity\":\"artifact\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"This artifact destroys wealth to provide light and protection. Wrought from the finest yellow gold, the lantern has four faces, and an unwavering amber flame burns within it. The faces of the lantern are fitted with faceted gemstone lenses.\",\"The lantern is a symbol of the teachings of Daoud, who was once a priest of Istus, a god of fate. When Daoud was stripped of his possessions, he developed a radical new philosophy in his quest to understand fate. He urged followers of his ideology to eschew wealth and seek out all fortunes, good and ill, to unravel the cloth of destiny.\",{\"type\":\"entries\",\"name\":\"Random Properties\",\"entries\":[\"The lantern has the following random properties:\",{\"type\":\"list\",\"items\":[\"2 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} properties\",\"1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property\",\"1 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property\"]}]},{\"type\":\"entries\",\"name\":\"Precious Fuel\",\"entries\":[\"The lantern burns only one source of fuel: powdered gemstones placed in the lantern's base. The lantern can hold a maximum of 10,000 gp worth of powdered gems, and it contains 9,000 gp of fuel when found. Thereafter it attempts to burn 100 gp of fuel after each year passes, keeping the lantern burning for another year. If no fuel is available, the lantern's flame goes out. You can add more fuel to the lantern as part of a short or long rest. Once added, fuel can't be removed from the lantern's base.\",\"The lantern's flame can't be extinguished by any means other than running out of fuel. If the lantern's flame goes out, the creature attuned to it immediately dies. One exception to this rule exists (see the \\\"Destroying the Lantern\\\" section).\"]},{\"type\":\"entries\",\"name\":\"Revealing Light\",\"entries\":[\"The lantern sheds {@quickref Vision and Light||2||bright light} in a 60-foot radius and {@quickref Vision and Light||2||dim light} for an additional 60 feet. Invisible creatures and objects are visible while in the lantern's {@quickref Vision and Light||2||bright light}.\",\"While attuned to the lantern, you can use a bonus action to dim the lantern, reducing the light to {@quickref Vision and Light||2||dim light} in a 5-foot radius, or brighten the lantern back to its normal {@quickref Vision and Light||2||bright light} radius.\"]},{\"type\":\"entries\",\"name\":\"Lenses\",\"entries\":[\"When found, the lantern's faces display the following gem lenses: diamond, emerald, ruby, and sapphire. As part of a short or long rest, you can magically change any of these gem lenses to a different type of gem shown in the Lenses table. The gem lenses can't be removed from the lantern.\",\"As an action while holding the lantern, you can burn some of the lantern's fuel to cast a spell (save DC 20) through one or more of its current gem lenses, as noted in the Lenses table. The spell's target or point of origin must be in the lantern's area of {@quickref Vision and Light||2||bright light}. If there isn't enough fuel left to cast the spell, the last of the remaining fuel is expended, and the flame goes out.\"]},{\"type\":\"table\",\"caption\":\"Lenses\",\"colStyles\":[\"col-4\",\"col-4\",\"col-4\"],\"colLabels\":[\"Lens Color\",\"Spell\",\"Fuel Cost\"],\"rows\":[[\"Amethyst\",\"{@spell Reverse Gravity}\",\"3,000 gp\"],[\"Diamond\",\"{@spell Disintegrate}\",\"2,000 gp\"],[\"Emerald\",\"{@spell Haste}\",\"500 gp\"],[\"Jacinth\",\"{@spell Flame Strike}\",\"1,000 gp\"],[\"Ruby\",\"{@spell Hold Monster}\",\"1,000 gp\"],[\"Sapphire\",\"{@spell Fear}\",\"500 gp\"],[\"Topaz\",\"{@spell Slow}\",\"500 gp\"],[\"Any four colors\",\"{@spell Prismatic Wall}\",\"5,000 gp\"]]},{\"type\":\"entries\",\"name\":\"Destroying the Lantern\",\"entries\":[\"To destroy the lantern, the creature attuned to it must forsake all material possessions except for the lantern and common clothes. Then the creature must willingly snuff the lantern's flame with the intention to destroy the artifact. When its flame is snuffed in this way, the lantern's gold corrodes, the lenses and remaining gemstone fuel turn to worthless sand, and the creature attuned to it is spared.\"]}],\"attachedSpells\":[\"reverse gravity\",\"disintegrate\",\"haste\",\"flame strike\",\"hold monster\",\"fear\",\"slow\",\"prismatic wall\"],\"hasFluffImages\":true},{\"name\":\"Dark Shard Amulet\",\"source\":\"XDMG\",\"page\":248,\"rarity\":\"common\",\"reqAttune\":\"by a warlock\",\"reqAttuneTags\":[{\"class\":\"warlock\"}],\"wondrous\":true,\"weight\":1,\"focus\":[\"Warlock\"],\"entries\":[\"This amulet is fashioned from a shard of resilient material originating from an otherworldly realm. While you are wearing it, you gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Spellcasting Focus\",\"entries\":[\"You can use the amulet as a {@variantrule Spellcasting Focus|XPHB} for your Warlock spells.\"]},{\"type\":\"entries\",\"name\":\"Unknown Spell\",\"entries\":[\"As a {@action Magic|XPHB} action, you can try to cast a cantrip that you don't know. The cantrip must be on the Warlock spell list and have a casting time of an action, and you make a DC 10 Intelligence ({@skill Arcana|XPHB}) check. On a successful check, you cast the spell. On a failed check, the spell fails, and the action used to cast it is wasted. In either case, you can't use this property again until you finish a {@variantrule Long Rest|XPHB}.\"]}],\"hasFluffImages\":true},{\"name\":\"Dark Shard Amulet\",\"source\":\"XGE\",\"page\":137,\"reprintedAs\":[\"Dark Shard Amulet|XDMG\"],\"tier\":\"minor\",\"rarity\":\"common\",\"reqAttune\":\"by a warlock\",\"reqAttuneTags\":[{\"class\":\"warlock\"}],\"wondrous\":true,\"focus\":[\"Warlock\"],\"entries\":[\"This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You can use the amulet as a spellcasting focus for your warlock spells.\",\"You can try to cast a cantrip that you don't know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence ({@skill Arcana}) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest.\"]}]},{\"name\":\"Dawnbringer\",\"source\":\"OotA\",\"page\":222,\"baseItem\":\"longsword|phb\",\"type\":\"M\",\"rarity\":\"legendary\",\"reqAttune\":\"by a creature of non-evil alignment\",\"reqAttuneTags\":[{\"alignment\":[\"L\",\"NX\",\"C\",\"G\",\"NY\"]}],\"sentient\":true,\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"F\",\"V\"],\"dmg1\":\"1d8\",\"dmgType\":\"R\",\"dmg2\":\"1d10\",\"bonusWeapon\":\"+2\",\"entries\":[\"Lost for ages in the Underdark, Dawnbringer appears to be a gilded longsword hilt. While grasping the hilt, you can use a bonus action to make a blade of pure radiance spring from the hilt, or cause the blade to disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with {@item shortsword|phb|shortswords} or {@item longsword|phb|longswords}, you are proficient with Dawnbringer.\",\"You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra {@damage 1d8} radiant damage.\",\"The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.\",\"While holding the weapon, you can use an action to touch a creature with the blade and cast {@spell lesser restoration} on that creature. Once used, this ability can't be used again until the next dawn.\",{\"name\":\"Sentience\",\"type\":\"entries\",\"entries\":[\"Dawnbringer is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 15, and a Charisma of 14. It has hearing and {@sense darkvision} out to a range of 120 feet.\",\"The sword can speak, read, and understand Common, and it can communicate with its wielder telepathically. Its voice is kind and feminine. It knows every language you know while attuned to it.\"]},{\"name\":\"Personality\",\"type\":\"entries\",\"entries\":[\"Forged by ancient sun worshippers, Dawnbringer is meant to bring light into darkness and to fight creatures of darkness. It is kind and compassionate to those in need, but fierce and destructive to its enemies.\",\"Long years lost in darkness have made Dawnbringer frightened of both the dark and abandonment. It prefers that its blade always be present and shedding light in areas of darkness, and it strongly resists being parted from its wielder for any length of time.\"]}],\"attachedSpells\":[\"lesser restoration\"],\"hasFluffImages\":true},{\"name\":\"Deathwalker's Ward (Awakened)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Deathwalker's Ward (Dormant)\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":[{\"mode\":\"appendArr\",\"items\":{\"entries\":[{\"type\":\"entries\",\"name\":\"Awakened\",\"entries\":[\"When the Deathwalker's Ward reaches an awakened state, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"The AC bonus of the armor increases to +2.\",\"While wearing the armor, you have resistance to one of the following damage types of your choice: acid, cold, fire, lightning, necrotic, or poison. You can change the damage type when you finish a {@quickref resting|PHB|2|0|short rest}.\"]}]}]}}]},\"_preserve\":{\"page\":true,\"fluff\":true}},\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"necrotic\",\"poison\"],\"bonusWeapon\":\"+2\",\"hasFluffImages\":true},{\"name\":\"Deathwalker's Ward (Dormant)\",\"source\":\"TDCSR\",\"page\":204,\"baseItem\":\"studded leather armor|PHB\",\"type\":\"LA\",\"rarity\":\"legendary\",\"reqAttune\":true,\"weight\":13,\"property\":[\"Vst|TDCSR\"],\"ac\":12,\"bonusAc\":\"+1\",\"bonusSavingThrow\":\"+1\",\"entries\":[\"This beautiful black leather armor is covered in intricate scrollwork, and has a mantle bearing the black feathers of {@deity The Matron of Ravens|Exandria|TDCSR}. Legends say that it has been worn by a number of that deity's champions over the centuries—most recently, {@creature Champion of Ravens|TDCSR|Vax'ildan of Vox Machina}.\",{\"type\":\"entries\",\"name\":\"Dormant\",\"entries\":[\"When the Deathwalker's Ward is in a dormant state, you gain a +1 bonus to AC and you have {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on death {@quickref saving throws|PHB|2|1} while wearing the armor.\"]}],\"hasFluffImages\":true},{\"name\":\"Deathwalker's Ward (Exalted)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Deathwalker's Ward (Awakened)\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":[{\"mode\":\"appendArr\",\"items\":{\"entries\":[{\"type\":\"entries\",\"name\":\"Exalted\",\"entries\":[\"When the Deathwalker's Ward reaches an exalted state, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"The AC bonus of the armor increases to +3.\",\"As a bonus action, you grow large black raven wings that grant you a flying speed of 60 feet and last for 1 hour. Once this property is used, it can't be used again until you finish a {@quickref resting|PHB|2|0|long rest}.\"]}]}]}}]},\"_preserve\":{\"page\":true,\"fluff\":true}},\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"necrotic\",\"poison\"],\"bonusWeapon\":\"+3\",\"modifySpeed\":{\"static\":{\"fly\":60}},\"recharge\":\"restLong\",\"hasFluffImages\":true},{\"name\":\"Decanter of Endless Water\",\"source\":\"DMG\",\"page\":161,\"srd\":true,\"reprintedAs\":[\"Decanter of Endless Water|XDMG\"],\"tier\":\"minor\",\"rarity\":\"uncommon\",\"wondrous\":true,\"weight\":2,\"entries\":[\"This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.\",\"You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:\",{\"type\":\"list\",\"items\":[\"\\\"Stream\\\" produces 1 gallon of water.\",\"\\\"Fountain\\\" produces 5 gallons of water.\",\"\\\"Geyser\\\" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take {@damage 1d4} bludgeoning damage and fall {@condition prone}. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.\"]}],\"lootTables\":[\"Magic Item Table C\"],\"miscTags\":[\"CF/W\"],\"hasFluffImages\":true},{\"name\":\"Decanter of Endless Water\",\"source\":\"XDMG\",\"page\":249,\"rarity\":\"uncommon\",\"wondrous\":true,\"weight\":2,\"entries\":[\"This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.\",\"You can take a {@action Magic|XPHB} action to remove the stopper and issue one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following command words:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Splash\",\"entries\":[\"The decanter produces 1 gallon of water.\"]},{\"type\":\"item\",\"name\":\"Fountain\",\"entries\":[\"The decanter produces 5 gallons of water.\"]},{\"type\":\"item\",\"name\":\"Geyser\",\"entries\":[\"The decanter produces 30 gallons of water that gushes forth in a {@variantrule Line [Area of Effect]|XPHB|Line} 30 feet long and 1 foot wide. If you're holding the decanter, you can aim the geyser in one direction (no action required). One creature of your choice in the {@variantrule Line [Area of Effect]|XPHB|Line} must succeed on a DC 13 Strength saving throw or take {@damage 1d4} Bludgeoning damage and have the {@condition Prone|XPHB} condition. Instead of a creature, you can target one object in the {@variantrule Line [Area of Effect]|XPHB|Line} that isn't being worn or carried and that weighs no more than 200 pounds. The object is knocked over by the geyser.\"]}]}],\"miscTags\":[\"CF/W\"],\"hasFluffImages\":true},{\"name\":\"Deck of Dimensions\",\"source\":\"BMT\",\"page\":40,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"entries\":[\"The backs of the cards in this deck are decorated with intricate designs representing different planes of existence. The deck has 6 charges. While holding it, you can expend 1 or more of its charges to use the following properties:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Marked Card\",\"entries\":[\"As a bonus action, you can expend 1 charge to draw a card from the deck and place it in an unoccupied space within 5 feet of you. The card then becomes marked with an invisible sigil. Once within the next 24 hours, as an action, you can speak the marked card's name and teleport to the card's location, along with any equipment you are wearing or carrying, appearing in the closest unoccupied space to the card. After you teleport in this way, or after 8 hours, the card returns to the deck, and the mark on it fades.\"]},{\"type\":\"item\",\"name\":\"Riffling Portal\",\"entries\":[\"As an action, you can expend 3 charges to cast the {@spell Arcane Gate} spell from the deck. The deck vanishes, and fluttering cards create the spell's portal rings. When the spell ends, the deck reappears in your possession.\"]},{\"type\":\"item\",\"name\":\"Shuffling Stride\",\"entries\":[\"As a bonus action, you can expend 1 charge to throw a card from the deck to an unoccupied space within 60 feet of yourself and teleport, along with any equipment you're wearing or carrying, to that space. The card then vanishes and returns to the deck.\"]}]},\"The deck regains {@dice 1d6} expended charges daily at dawn.\"],\"attachedSpells\":[\"arcane gate\"],\"hasFluffImages\":true},{\"name\":\"Deck of Illusions\",\"source\":\"DMG\",\"page\":161,\"srd\":true,\"reprintedAs\":[\"Deck of Illusions|XDMG\"],\"tier\":\"major\",\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing {@dice 1d20 - 1} cards.\",\"The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.\",\"An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence ({@skill Investigation}) check. The creature then appears translucent.\",\"The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.\",{\"type\":\"table\",\"colLabels\":[\"{@dice 1d34|Playing Card}\",\"Illusion\"],\"colStyles\":[\"col-3\",\"col-9\"],\"rows\":[[{\"type\":\"cell\",\"roll\":{\"exact\":1},\"entry\":\"Ace of hearts\"},\"{@creature adult red dragon||Red dragon}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":2},\"entry\":\"King of hearts\"},\"{@creature Knight} and four {@creature guard||guards}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":3},\"entry\":\"Queen of hearts\"},\"{@creature Succubus||Succubus/Incubus}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":4},\"entry\":\"Jack of hearts\"},\"{@creature Druid}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":5},\"entry\":\"Ten of hearts\"},\"{@creature Cloud giant}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":6},\"entry\":\"Nine of hearts\"},\"{@creature Ettin}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":7},\"entry\":\"Eight of hearts\"},\"{@creature Bugbear}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":8},\"entry\":\"Two of hearts\"},\"{@creature Goblin}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":9},\"entry\":\"Ace of diamonds\"},\"{@creature Beholder}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":10},\"entry\":\"King of diamonds\"},\"{@creature Archmage} and {@creature mage} apprentice\"],[{\"type\":\"cell\",\"roll\":{\"exact\":11},\"entry\":\"Queen of diamonds\"},\"{@creature Night hag}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":12},\"entry\":\"Jack of diamonds\"},\"{@creature Assassin}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":13},\"entry\":\"Ten of diamonds\"},\"{@creature Fire giant}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":14},\"entry\":\"Nine of diamonds\"},\"{@creature oni||Ogre mage}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":15},\"entry\":\"Eight of diamonds\"},\"{@creature Gnoll}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":16},\"entry\":\"Two of diamonds\"},\"{@creature Kobold}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":17},\"entry\":\"Ace of spades\"},\"{@creature Lich}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":18},\"entry\":\"King of spades\"},\"{@creature Priest} and two {@creature acolyte||acolytes}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":19},\"entry\":\"Queen of spades\"},\"{@creature Medusa}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":20},\"entry\":\"Jack of spades\"},\"{@creature Veteran}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":21},\"entry\":\"Ten of spades\"},\"{@creature Frost giant}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":22},\"entry\":\"Nine of spades\"},\"{@creature Troll}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":23},\"entry\":\"Eight of spades\"},\"{@creature Hobgoblin}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":24},\"entry\":\"Two of spades\"},\"{@creature Goblin}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":25},\"entry\":\"Ace of clubs\"},\"{@creature Iron golem}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":26},\"entry\":\"King of clubs\"},\"{@creature Bandit captain} and three {@creature bandit||bandits}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":27},\"entry\":\"Queen of clubs\"},\"{@creature Erinyes}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":28},\"entry\":\"Jack of clubs\"},\"{@creature Berserker}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":29},\"entry\":\"Ten of clubs\"},\"{@creature Hill giant}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":30},\"entry\":\"Nine of clubs\"},\"{@creature Ogre}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":31},\"entry\":\"Eight of clubs\"},\"{@creature Orc}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":32},\"entry\":\"Two of clubs\"},\"{@creature Kobold}\"],[{\"type\":\"cell\",\"roll\":{\"min\":33,\"max\":34},\"entry\":\"jokers (2)\"},\"You (the deck's owner)\"]]}],\"lootTables\":[\"Magic Item Table F\"],\"seeAlsoDeck\":[\"Deck of Illusions\"]},{\"name\":\"Deck of Illusions\",\"source\":\"XDMG\",\"page\":249,\"freeRules2024\":true,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"This box contains a set of cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirrored surface. A deck found as treasure is usually missing {@dice 1d20 - 1} cards.\",\"The magic of the deck functions only if its cards are drawn at random. You can take a {@action Magic|XPHB} action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of yourself. An illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a real creature of its kind, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can take a {@action Magic|XPHB} action to move it anywhere within 30 feet of its card.\",\"Any physical interaction with the illusory creature reveals it to be false, because objects pass through it. A creature that takes a {@action Study|XPHB} action to visually inspect the illusory creature identifies it as an illusion with a successful DC 15 Intelligence ({@skill Investigation|XPHB}) check. The illusion lasts until its card is moved or the illusion is dispelled (using a {@spell Dispel Magic|XPHB} spell or a similar effect). When the illusion ends, the image on its card disappears, and that card can't be used again.\",{\"type\":\"table\",\"caption\":\"Deck of Illusions\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"1d100\",\"Illusion\"],\"rows\":[[\"01-03\",\"{@creature Adult Red Dragon|XMM}\"],[\"04-06\",\"{@creature Archmage|XMM}\"],[\"07-09\",\"{@creature Assassin|XMM}\"],[\"10-12\",\"{@creature Bandit Captain|XMM}\"],[\"13-15\",\"{@creature Beholder|XMM}\"],[\"16-18\",\"{@creature Berserker|XMM}\"],[\"19-21\",\"{@creature Bugbear Warrior|XMM}\"],[\"22-24\",\"{@creature Cloud Giant|XMM}\"],[\"25-27\",\"{@creature Druid|XMM}\"],[\"28-30\",\"{@creature Erinyes|XMM}\"],[\"31-33\",\"{@creature Ettin|XMM}\"],[\"34-36\",\"{@creature Fire Giant|XMM}\"],[\"37-39\",\"{@creature Frost Giant|XMM}\"],[\"40-42\",\"{@creature Gnoll Warrior|XMM}\"],[\"43-45\",\"{@creature Goblin Warrior|XMM}\"],[\"46-48\",\"{@creature Guardian Naga|XMM}\"],[\"49-51\",\"{@creature Hill Giant|XMM}\"],[\"52-54\",\"{@creature Hobgoblin Warrior|XMM}\"],[\"55-57\",\"{@creature Incubus|XMM}\"],[\"58-60\",\"{@creature Iron Golem|XMM}\"],[\"61-63\",\"{@creature Knight|XMM}\"],[\"64-66\",\"{@creature Kobold Warrior|XMM}\"],[\"67-69\",\"{@creature Lich|XMM}\"],[\"70-72\",\"{@creature Medusa|XMM}\"],[\"73-75\",\"{@creature Night Hag|XMM}\"],[\"76-78\",\"{@creature Ogre|XMM}\"],[\"79-81\",\"{@creature Oni|XMM}\"],[\"82-84\",\"{@creature Priest|XMM}\"],[\"85-87\",\"{@creature Succubus|XMM}\"],[\"88-90\",\"{@creature Troll|XMM}\"],[\"91-93\",\"{@creature Warrior Veteran|XMM}\"],[\"94-96\",\"{@creature Wyvern|XMM}\"],[\"97-00\",\"The card drawer\"]]}],\"seeAlsoDeck\":[\"Deck of Illusions|XDMG\"]},{\"name\":\"Deck of Many More Things\",\"source\":\"BMT\",\"page\":51,\"vulnerable\":[\"fire\"],\"rarity\":\"legendary\",\"wondrous\":true,\"grantsProficiency\":true,\"modifySpeed\":{\"equal\":{\"climb\":\"walk\"}},\"entries\":[\"Over the centuries since the first Deck of Many Things was created, many have sought and failed to replicate it. But some have created new cards. These forty-four additional cards are known collectively as the Deck of Many More Things. (More information on creating new cards for this deck appears in chapter 2.)\",\"Like the Deck of Many Things, the Deck of Many More Things manifests differently on various worlds. While it can include fewer or different cards, it frequently appears with a Deck of Many Things as part of a combined deck of sixty-six illuminated cards. The combined deck is usually protected by a box or pouch. The forty-four cards of the Deck of Many More Things bear similar imagery to those in the Deck of Many Things and have potent magical effects, which are detailed later in this description. Notably, cards from the Deck of Many More Things are more likely to be beneficial, though about a third of them are still dangerous.\",\"Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Unless a card allows you to draw additional cards, any cards drawn exceeding this number have no effect.\",\"As soon as you draw a card, its magic takes effect. You must draw each card you declared no more than 1 hour after the previous draw. Unless a card states otherwise, if you fail to draw the chosen number, the remaining number of cards fly from the deck and take effect simultaneously.\",\"Unless it is the Fool or the Jester card, a drawn card immediately takes effect, fades from existence, and reappears in the deck, making it possible to draw the same card multiple times.\",\"The DM can use the physical cards provided in The Deck of Many Things card set to build a combined Deck of Many Things and Deck of Many More Things, including whichever cards they desire. Alternatively, roll on the Deck of Many More Things table below to randomly determine what cards are drawn.\",{\"type\":\"table\",\"caption\":\"Deck of Many More Things\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"d100\",\"Card\"],\"rows\":[[\"01\",\"{@card Aberration|Deck of Many More Things|BMT}\"],[\"02\",\"{@card Balance|Deck of Many More Things|BMT}*\"],[\"03\",\"{@card Beast|Deck of Many More Things|BMT}\"],[\"04\",\"{@card Book|Deck of Many More Things|BMT}\"],[\"05\",\"{@card Bridge|Deck of Many More Things|BMT}\"],[\"06\",\"{@card Campfire|Deck of Many More Things|BMT}\"],[\"07\",\"{@card Cavern|Deck of Many More Things|BMT}\"],[\"08\",\"{@card Celestial|Deck of Many More Things|BMT}\"],[\"09\",\"{@card Comet|Deck of Many More Things|BMT}*\"],[\"10\",\"{@card Construct|Deck of Many More Things|BMT}\"],[\"11\",\"{@card Corpse|Deck of Many More Things|BMT}\"],[\"12\",\"{@card Crossroads|Deck of Many More Things|BMT}\"],[\"13\",\"{@card Donjon|Deck of Many More Things|BMT}*\"],[\"14\",\"{@card Door|Deck of Many More Things|BMT}\"],[\"15\",\"{@card Dragon|Deck of Many More Things|BMT}\"],[\"16\",\"{@card Elemental|Deck of Many More Things|BMT}\"],[\"17\",\"{@card Euryale|Deck of Many More Things|BMT}*\"],[\"18\",\"{@card Expert|Deck of Many More Things|BMT}\"],[\"19\",\"{@card Fates|Deck of Many More Things|BMT}*\"],[\"20\",\"{@card Fey|Deck of Many More Things|BMT}\"],[\"21\",\"{@card Fiend|Deck of Many More Things|BMT}\"],[\"22\",\"{@card Flames|Deck of Many More Things|BMT}*\"],[\"23\",\"{@card Fool|Deck of Many More Things|BMT}*\"],[\"24\",\"{@card Gem|Deck of Many More Things|BMT}*\"],[\"25\",\"{@card Giant|Deck of Many More Things|BMT}\"],[\"26\",\"{@card Humanoid|Deck of Many More Things|BMT}\"],[\"27\",\"{@card Jester|Deck of Many More Things|BMT}*\"],[\"28\",\"{@card Key|Deck of Many More Things|BMT}*\"],[\"29\",\"{@card Knight|Deck of Many More Things|BMT}*\"],[\"30\",\"{@card Lance|Deck of Many More Things|BMT}\"],[\"31\",\"{@card Mage|Deck of Many More Things|BMT}\"],[\"32\",\"{@card Map|Deck of Many More Things|BMT}\"],[\"33\",\"{@card Maze|Deck of Many More Things|BMT}\"],[\"34\",\"{@card Mine|Deck of Many More Things|BMT}\"],[\"35\",\"{@card Monstrosity|Deck of Many More Things|BMT}\"],[\"36\",\"{@card Moon|Deck of Many More Things|BMT}*\"],[\"37\",\"{@card Ooze|Deck of Many More Things|BMT}\"],[\"38\",\"{@card Path|Deck of Many More Things|BMT}\"],[\"39\",\"{@card Pit|Deck of Many More Things|BMT}\"],[\"40\",\"{@card Plant|Deck of Many More Things|BMT}\"],[\"41\",\"{@card Priest|Deck of Many More Things|BMT}\"],[\"42\",\"{@card Prisoner|Deck of Many More Things|BMT}\"],[\"43\",\"{@card Puzzle|Deck of Many More Things|BMT}*\"],[\"44\",\"{@card Ring|Deck of Many More Things|BMT}\"],[\"45\",\"{@card Rogue|Deck of Many More Things|BMT}*\"],[\"46\",\"{@card Ruin|Deck of Many More Things|BMT}*\"],[\"47\",\"{@card Sage|Deck of Many More Things|BMT}*\"],[\"48\",\"{@card Shield|Deck of Many More Things|BMT}\"],[\"49\",\"{@card Ship|Deck of Many More Things|BMT}\"],[\"50\",\"{@card Skull|Deck of Many More Things|BMT}*\"],[\"51\",\"{@card Staff|Deck of Many More Things|BMT}\"],[\"52\",\"{@card Stairway|Deck of Many More Things|BMT}\"],[\"53\",\"{@card Star|Deck of Many More Things|BMT}*\"],[\"54\",\"{@card Statue|Deck of Many More Things|BMT}\"],[\"55\",\"{@card Sun|Deck of Many More Things|BMT}*\"],[\"56\",\"{@card Talons|Deck of Many More Things|BMT}*\"],[\"57\",\"{@card Tavern|Deck of Many More Things|BMT}\"],[\"58\",\"{@card Temple|Deck of Many More Things|BMT}\"],[\"59\",\"{@card Throne|Deck of Many More Things|BMT}*\"],[\"60\",\"{@card Tomb|Deck of Many More Things|BMT}\"],[\"61\",\"{@card Tower|Deck of Many More Things|BMT}\"],[\"62\",\"{@card Tree|Deck of Many More Things|BMT}\"],[\"63\",\"{@card Undead|Deck of Many More Things|BMT}\"],[\"64\",\"{@card Void|Deck of Many More Things|BMT}*\"],[\"65\",\"{@card Warrior|Deck of Many More Things|BMT}\"],[\"66\",\"{@card Well|Deck of Many More Things|BMT}\"],[\"67–00\",\"Roll again\"]],\"footnotes\":[\"* Found in the {@item Deck of Many Things} as depicted in the {@book Dungeon Master's Guide|DMG}\"]},{\"type\":\"entries\",\"name\":\"Aberration\",\"entries\":[\"You gain telepathy within a range of 90 feet.\"]},{\"type\":\"entries\",\"name\":\"Beast\",\"entries\":[\"You immediately transform into a {@filter random Beast with a CR of 5 or lower|bestiary|source=|Challenge Rating=[&0;&5]|type=beast}. Your game statistics—including your ability scores, hit points, and possible actions—are replaced by the Beast's game statistics, and any nonmagical equipment you're wearing or carrying melds into your new form and can't be used. Any magic items you're carrying drop in an unoccupied space within 5 feet of your new form.\",\"You remain transformed in this way for {@dice 2d12} days; nothing can alter your form while you're under the effects of this card, but the {@spell Wish} spell can end the transformation early. When you revert to your normal form, you return to the same state you were in when you initially transformed.\"]},{\"type\":\"entries\",\"name\":\"Book\",\"entries\":[\"You gain the ability to speak, read, and write {@dice 1d6 + 2} languages of your choice.\"]},{\"type\":\"entries\",\"name\":\"Bridge\",\"entries\":[\"You gain the ability to cast the {@spell Time Stop} spell {@dice 1d3} times. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice).\"]},{\"type\":\"entries\",\"name\":\"Campfire\",\"entries\":[\"You immediately gain the benefits of finishing a long rest.\"]},{\"type\":\"entries\",\"name\":\"Cavern\",\"entries\":[\"You gain a climbing speed equal to your walking speed. You also gain the ability to move up, down, across vertical surfaces, and along ceilings, while leaving your hands free.\"]},{\"type\":\"entries\",\"name\":\"Celestial\",\"entries\":[\"You sprout a pair of softly luminescent, feathered wings from your back and gain a flying speed of 30 feet.\"]},{\"type\":\"entries\",\"name\":\"Construct\",\"entries\":[\"A {@creature homunculus} appears in an unoccupied space within 5 feet of you. The appearance of the homunculus is determined by the DM, and the homunculus treats you as its creator.\"]},{\"type\":\"entries\",\"name\":\"Corpse\",\"entries\":[\"You immediately drop to 0 hit points, have the {@condition unconscious} condition, and must begin making death saving throws. Spells and other magical effects that restore hit points have no effect on you until you are stabilized. If you fail three death saving throws, you die and can be resurrected only by the {@spell Wish} spell.\"]},{\"type\":\"entries\",\"name\":\"Crossroads\",\"entries\":[\"Roll a {@dice d20}. If the roll is even, you age {@dice 1d10} years. If the roll is odd, you become younger by {@dice 1d10} years, to a minimum of 1 year. This effect can be undone only by the {@spell Wish} spell, divine intervention, or similar magic.\"]},{\"type\":\"entries\",\"name\":\"Door\",\"entries\":[\"You gain the ability to cast the {@spell Gate} spell {@dice 1d4} times, requiring no material components. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice).\"]},{\"type\":\"entries\",\"name\":\"Dragon\",\"entries\":[\"A dragon egg appears at your feet and immediately hatches into a dragon wyrmling. The type of dragon is chosen by the DM. The wyrmling views you as its parent and is staunchly loyal to you and your allies.\"]},{\"type\":\"entries\",\"name\":\"Elemental\",\"entries\":[\"You become immune to one of the following damage types (choose immediately upon drawing this card): acid, cold, fire, lightning, or thunder.\"]},{\"type\":\"entries\",\"name\":\"Expert\",\"entries\":[\"Your Dexterity score increases by 2, to a maximum of 22.\"]},{\"type\":\"entries\",\"name\":\"Fey\",\"entries\":[\"A fey crossing opens into the Feywild, and you're immediately pulled through it, disappearing in a flash of rainbow-colored light. You draw no more cards.\",\"The fey crossing appears as a shimmering fractal of light above the deck, and it remains open for 1 minute after the card is drawn. The precise location in the Feywild to which the fey crossing leads is determined by the DM.\"]},{\"type\":\"entries\",\"name\":\"Fiend\",\"entries\":[\"A powerful Fiend appears in a nearby unoccupied space and offers you a deal. The precise nature of this deal is up to the DM, but usually the Fiend offers some material reward in exchange for you and your allies completing a task for the Fiend. The Fiend is indifferent to you and can be bargained with; it keeps its side of any bargain it makes, though it might twist the wording of any agreement to suit its purposes. If attacked, or if negotiations fail and you refuse the Fiend's offer, it returns to its home plane.\"]},{\"type\":\"entries\",\"name\":\"Giant\",\"entries\":[\"You immediately grow {@dice 2d10} inches in height, and your hit point maximum and current hit points both increase by 20.\"]},{\"type\":\"entries\",\"name\":\"Humanoid\",\"entries\":[\"You can immediately choose to stop drawing from the deck, regardless of how many cards you initially declared.\"]},{\"type\":\"entries\",\"name\":\"Lance\",\"entries\":[\"All your ability scores increase by 1, to a maximum of 20.\"]},{\"type\":\"entries\",\"name\":\"Mage\",\"entries\":[\"Your Intelligence score increases by 2, to a maximum of 22.\"]},{\"type\":\"entries\",\"name\":\"Map\",\"entries\":[\"At any time you choose within 1 year of drawing this card, you can mentally name or describe an object or individual that is familiar to you. You immediately know the location of the object or individual, as well as the distance between you and the object or individual, even if the object or individual is on a different plane of existence. If you named an individual, you know if they are alive and any conditions they have. If you named an object, you know if it is broken or not. If you named a magic item that has charges, you know how many charges it has remaining.\"]},{\"type\":\"entries\",\"name\":\"Maze\",\"entries\":[\"You gain {@dice 1d3} levels of {@condition exhaustion}.\"]},{\"type\":\"entries\",\"name\":\"Mine\",\"entries\":[\"A pile of {@dice 2d6} gems (each worth 5,000 gp) and {@dice 1d10} chunks of precious ore (each worth 2,500 gp) appears at your feet.\"]},{\"type\":\"entries\",\"name\":\"Monstrosity\",\"entries\":[\"A {@filter Large or larger Monstrosity with a challenge rating of 10 or less|bestiary|source=|Challenge Rating=[&0;&10]|type=monstrosity|size=l;h;g} (chosen by the DM) appears in an unoccupied space within 15 feet of you. The creature is hostile toward you and attacks immediately. The creature disappears when it is killed or when you are reduced to 0 hit points. If there isn't enough space for a Large or larger creature to appear, this card has no effect.\"]},{\"type\":\"entries\",\"name\":\"Ooze\",\"entries\":[\"A {@creature gelatinous cube} immediately appears in your space and engulfs you. The gelatinous cube is hostile and remains until it is destroyed. If there isn't enough space for the gelatinous cube to appear, this card has no effect.\"]},{\"type\":\"entries\",\"name\":\"Path\",\"entries\":[\"Your walking speed increases by 10 feet.\"]},{\"type\":\"entries\",\"name\":\"Pit\",\"entries\":[\"A pit opens beneath you. You plummet {@damage 3d6 × 10} feet, take damage from the fall, and have the {@condition prone} condition.\"]},{\"type\":\"entries\",\"name\":\"Plant\",\"entries\":[\"You gain the ability to cast {@spell Speak with Plants} without using a spell slot; you must finish a long rest before you can cast it this way again. If you have spell slots of 3rd level or higher, you can cast this spell using them. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice).\"]},{\"type\":\"entries\",\"name\":\"Priest\",\"entries\":[\"Your Wisdom score increases by 2, to a maximum of 22.\"]},{\"type\":\"entries\",\"name\":\"Prisoner\",\"entries\":[\"Glowing chains made of magical force appear and wrap around you. You have the {@condition restrained} condition until the chains are destroyed or you are freed. While you have this condition, you can't cast spells, and any magic items you're wearing or carrying have their properties suppressed. You draw no more cards. The chains are immune to damage and can't be dispelled using the {@spell Dispel Magic} spell or similar magic. However, a {@spell Disintegrate} spell destroys the chains instantly, freeing you. Another creature can also free you by succeeding on a {@dc 30} Dexterity check using {@item thieves' tools|PHB}.\"]},{\"type\":\"entries\",\"name\":\"Ring\",\"entries\":[\"A {@filter rare or rarer magic ring|items|source=|type=ring|rarity=rare;very rare;legendary;artifact|category=} appears on your finger. If you have the attunement slots available, you're automatically attuned to the ring when it appears. The DM chooses the ring.\"]},{\"type\":\"entries\",\"name\":\"Shield\",\"entries\":[\"A {@filter rare or rarer suit of magic armor|items|source=|type=light armor;heavy armor;medium armor|rarity=rare;very rare;legendary;artifact|category=} that you are proficient with appears in your hands. The DM chooses the armor. If you lack proficiency with any armor, your base AC instead now equals 12 + your Dexterity modifier while you aren't wearing armor.\"]},{\"type\":\"entries\",\"name\":\"Ship\",\"entries\":[\"You gain proficiency in three skills chosen by the DM.\"]},{\"type\":\"entries\",\"name\":\"Staff\",\"entries\":[\"A {@filter rare or rarer magic rod, staff, or wand|items|source=|type=rod;wand;staff|rarity=rare;very rare;legendary;artifact|category=} appears in your hands. The DM chooses the item.\"]},{\"type\":\"entries\",\"name\":\"Stairway\",\"entries\":[\"You can choose to either decrease your number of declared draws by two or receive a {@filter rare or rarer wondrous item|items|source=|type=wondrous item|rarity=rare;very rare;legendary;artifact|category=}, which appears in your hands. The DM chooses the item.\"]},{\"type\":\"entries\",\"name\":\"Statue\",\"entries\":[\"You immediately have the {@condition petrified} condition as your body is transformed into marble. The petrification lasts until you are freed with the {@spell Greater Restoration} spell or similar magic.\"]},{\"type\":\"entries\",\"name\":\"Tavern\",\"entries\":[\"Your Charisma score increases by 2 to a maximum of 22.\"]},{\"type\":\"entries\",\"name\":\"Temple\",\"entries\":[\"A deity or entity of similar power becomes bound to aid you. At any point in time between drawing the card and when you die, you can use your action to call on this entity for divine intervention, and the entity is bound to answer. The parameters and nature of this intervention are chosen by the DM. If you die without having used this intervention, the deity fulfills its obligation by casting the {@spell Resurrection} spell on you. Once the entity has answered your call for divine intervention or resurrected you, the entity is no longer bound to aid you.\"]},{\"type\":\"entries\",\"name\":\"Tomb\",\"entries\":[\"At any time you choose within 1 year of drawing this card, you can cast the {@spell True Resurrection} spell once without expending a spell slot or requiring material components. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice).\"]},{\"type\":\"entries\",\"name\":\"Tower\",\"entries\":[\"Draw two additional cards beyond your declared number of draws. The magic of these cards doesn't immediately take effect; instead, choose one of the two additional cards to keep, returning the other to the deck. The magic of the card you keep takes effect immediately thereafter.\"]},{\"type\":\"entries\",\"name\":\"Tree\",\"entries\":[\"Your skin immediately becomes rough, like tree bark. Your base AC now equals 15 + your Dexterity modifier while you aren't wearing armor, but you have vulnerability to fire damage. This transformation can be undone only by the {@spell Wish} spell, divine intervention, or similar magic.\"]},{\"type\":\"entries\",\"name\":\"Undead\",\"entries\":[\"Somewhere on the Material Plane, a {@creature revenant} rises. This revenant blames you for its existence and relentlessly hunts you to exact its revenge. The revenant exists until either 1 year passes, the revenant kills you, or you use a {@spell Wish} spell to banish it permanently to the afterlife.\"]},{\"type\":\"entries\",\"name\":\"Warrior\",\"entries\":[\"Your Strength score increases by 2 to a maximum of 22.\"]},{\"type\":\"entries\",\"name\":\"Well\",\"entries\":[\"You learn three cantrips of your choice from any spell list.\"]}],\"attachedSpells\":[\"time stop\",\"gate\",\"speak with plants\",\"true resurrection\"],\"seeAlsoDeck\":[\"Deck of Many More Things|BMT\",\"Deck of Many More Things|DMTCRG\"],\"hasFluffImages\":true},{\"name\":\"Deck of Many Things\",\"source\":\"BMT\",\"page\":13,\"reprintedAs\":[\"Deck of Many Things|XDMG\"],\"tier\":\"major\",\"rarity\":\"legendary\",\"wondrous\":true,\"entries\":[\"A {@item Deck of Many Things} typically appears not as individual cards, but as a collection of cards characters can draw from. But this doesn't have to be true; you can give each card a property as a standalone item, so characters who find only one card can still enjoy this famed item and use the card on adventures.\",\"This approach is particularly useful if you make a {@item Deck of Many Things} the object of a quest; as the characters explore, each card they find grants them a magical ability they can use in subsequent adventures to find the cards that remain. Eventually the heroes assemble the entire deck, which they can then use in the traditional manner, drawing transformative cards from it in a fitting climax to the campaign.\",\"{@note This deck item comprises the following individual cards:}\",{\"type\":\"list\",\"columns\":3,\"items\":[\"{@item Balance Card|BMT}\",\"{@item Comet Card|BMT}\",\"{@item Donjon Card|BMT}\",\"{@item Euryale Card|BMT}\",\"{@item Fates Card|BMT}\",\"{@item Flames Card|BMT}\",\"{@item Fool Card|BMT}\",\"{@item Gem Card|BMT}\",\"{@item Jester Card|BMT}\",\"{@item Key Card|BMT}\",\"{@item Knight Card|BMT}\",\"{@item Moon Card|BMT}\",\"{@item Puzzle Card|BMT}\",\"{@item Rogue Card|BMT}\",\"{@item Ruin Card|BMT}\",\"{@item Sage Card|BMT}\",\"{@item Skull Card|BMT}\",\"{@item Star Card|BMT}\",\"{@item Sun Card|BMT}\",\"{@item Talons Card|BMT}\",\"{@item Throne Card|BMT}\",\"{@item Void Card|BMT}\"]}],\"packContents\":[\"Balance Card|BMT\",\"Comet Card|BMT\",\"Donjon Card|BMT\",\"Euryale Card|BMT\",\"Fates Card|BMT\",\"Flames Card|BMT\",\"Fool Card|BMT\",\"Gem Card|BMT\",\"Jester Card|BMT\",\"Key Card|BMT\",\"Knight Card|BMT\",\"Moon Card|BMT\",\"Puzzle Card|BMT\",\"Rogue Card|BMT\",\"Ruin Card|BMT\",\"Sage Card|BMT\",\"Skull Card|BMT\",\"Star Card|BMT\",\"Sun Card|BMT\",\"Talons Card|BMT\",\"Throne Card|BMT\",\"Void Card|BMT\"],\"seeAlsoDeck\":[\"Deck of Many Things|BMT\"]},{\"name\":\"Deck of Many Things\",\"source\":\"DMG\",\"page\":162,\"srd\":true,\"reprintedAs\":[\"Deck of Many Things|XDMG\"],\"tier\":\"major\",\"rarity\":\"legendary\",\"wondrous\":true,\"ability\":{\"from\":[\"str\",\"dex\",\"con\",\"int\",\"wis\",\"cha\"],\"count\":1,\"amount\":2},\"grantsProficiency\":true,\"entries\":[\"Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most ({@chance 75}) of these decks have only thirteen cards, but the rest have twenty-two.\",\"Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.\",\"Once a card is drawn, it fades from existence. Unless the card is the {@card Fool|Deck of Many Things} or the {@card Jester|Deck of Many Things}, the card reappears in the deck, making it possible to draw the same card twice.\",{\"type\":\"entries\",\"name\":\"A Question of Enmity\",\"entries\":[\"Two of the cards in a deck of many things can earn a character the enmity of another being. With the Flames card, the enmity is overt. The character should experience the devil's malevolent efforts on multiple occasions. Seeking out the fiend shouldn't be a simple task, and the adventurer should clash with the devil's allies and followers a few times before being able to confront the devil itself.\",\"In the case of the {@card Rogue|Deck of Many Things} card, the enmity is secret and should come from someone thought to be a friend or an ally. As Dungeon Master, you should wait for a dramatically appropriate moment to reveal this enmity, leaving the adventurer guessing who is likely to become a betrayer.\"]},{\"type\":\"table\",\"colLabels\":[\"{@dice 1d22|Playing Card}\",\"Card\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[{\"type\":\"cell\",\"roll\":{\"exact\":1},\"entry\":\"Ace of diamonds\"},\"Vizier*\"],[{\"type\":\"cell\",\"roll\":{\"exact\":2},\"entry\":\"King of diamonds\"},\"Sun\"],[{\"type\":\"cell\",\"roll\":{\"exact\":3},\"entry\":\"Queen of diamonds\"},\"Moon\"],[{\"type\":\"cell\",\"roll\":{\"exact\":4},\"entry\":\"Jack of diamonds\"},\"Star\"],[{\"type\":\"cell\",\"roll\":{\"exact\":5},\"entry\":\"Two of diamonds\"},\"Comet*\"],[{\"type\":\"cell\",\"roll\":{\"exact\":6},\"entry\":\"Ace of hearts\"},\"The Fates*\"],[{\"type\":\"cell\",\"roll\":{\"exact\":7},\"entry\":\"King of hearts\"},\"Throne\"],[{\"type\":\"cell\",\"roll\":{\"exact\":8},\"entry\":\"Queen of hearts\"},\"Key\"],[{\"type\":\"cell\",\"roll\":{\"exact\":9},\"entry\":\"Jack of hearts\"},\"Knight\"],[{\"type\":\"cell\",\"roll\":{\"exact\":10},\"entry\":\"Two of hearts\"},\"Gem*\"],[{\"type\":\"cell\",\"roll\":{\"exact\":11},\"entry\":\"Ace of clubs\"},\"Talons*\"],[{\"type\":\"cell\",\"roll\":{\"exact\":12},\"entry\":\"King of clubs\"},\"The Void\"],[{\"type\":\"cell\",\"roll\":{\"exact\":13},\"entry\":\"Queen of clubs\"},\"Flames\"],[{\"type\":\"cell\",\"roll\":{\"exact\":14},\"entry\":\"Jack of clubs\"},\"Skull\"],[{\"type\":\"cell\",\"roll\":{\"exact\":15},\"entry\":\"Two of clubs\"},\"Idiot*\"],[{\"type\":\"cell\",\"roll\":{\"exact\":16},\"entry\":\"Ace of spades\"},\"Donjon*\"],[{\"type\":\"cell\",\"roll\":{\"exact\":17},\"entry\":\"King of spades\"},\"Ruin\"],[{\"type\":\"cell\",\"roll\":{\"exact\":18},\"entry\":\"Queen of spades\"},\"Euryale\"],[{\"type\":\"cell\",\"roll\":{\"exact\":19},\"entry\":\"Jack of spades\"},\"Rogue\"],[{\"type\":\"cell\",\"roll\":{\"exact\":20},\"entry\":\"Two of spades\"},\"Balance*\"],[{\"type\":\"cell\",\"roll\":{\"exact\":21},\"entry\":\"Joker (with TM)\"},\"Fool*\"],[{\"type\":\"cell\",\"roll\":{\"exact\":22},\"entry\":\"Joker (without TM)\"},\"Jester\"]],\"footnotes\":[\"* Found only in a deck with twenty-two cards\"]},{\"type\":\"entries\",\"name\":\"Vizier\",\"entries\":[\"At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it.\"]},{\"type\":\"entries\",\"name\":\"Sun\",\"entries\":[\"You gain 50,000 XP, and a wondrous item (which the DM determines randomly) appears in your hands.\"]},{\"type\":\"entries\",\"name\":\"Moon\",\"entries\":[\"You are granted the ability to cast the {@spell wish} spell {@dice 1d3} times.\"]},{\"type\":\"entries\",\"name\":\"Star\",\"entries\":[\"Increase one of your ability scores by 2. The score can exceed 20 but can't exceed 24.\"]},{\"type\":\"entries\",\"name\":\"Comet\",\"entries\":[\"If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect.\"]},{\"type\":\"entries\",\"name\":\"The Fates\",\"entries\":[\"Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die.\"]},{\"type\":\"entries\",\"name\":\"Throne\",\"entries\":[\"You gain proficiency in the {@skill Persuasion} skill, and you double your proficiency bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands of monsters, which you must clear out before you can claim the keep as yours.\"]},{\"type\":\"entries\",\"name\":\"Key\",\"entries\":[\"A rare or rarer magic weapon with which you are proficient appears in your hands. The DM chooses the weapon.\"]},{\"type\":\"entries\",\"name\":\"Knight\",\"entries\":[\"You gain the service of a 4th-level fighter who appears in a space you choose within 30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character.\"]},{\"type\":\"entries\",\"name\":\"Gem\",\"entries\":[\"Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet.\"]},{\"type\":\"entries\",\"name\":\"Talons\",\"entries\":[\"Every magic item you wear or carry disintegrates. Artifacts in your possession aren't destroyed but do vanish.\"]},{\"type\":\"entries\",\"name\":\"The Void\",\"entries\":[\"This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the DM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is {@condition incapacitated}. A {@spell wish} spell can't restore your soul, but the spell reveals the location of the object that holds it. You draw no more cards.\"]},{\"type\":\"entries\",\"name\":\"Flames\",\"entries\":[\"A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.\"]},{\"type\":\"entries\",\"name\":\"Skull\",\"entries\":[\"You summon an {@creature avatar of death|DMG}—a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the DM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own {@creature avatar of death|DMG}. A creature slain by an {@creature avatar of death|DMG} can't be restored to life.\"]},{\"type\":\"entries\",\"name\":\"Idiot\",\"entries\":[\"Permanently reduce your Intelligence by {@dice 1d4 + 1} (to a minimum score of 1). You can draw one additional card beyond your declared draws.\"]},{\"type\":\"entries\",\"name\":\"Donjon\",\"entries\":[\"You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any divination magic, but a {@spell wish} spell can reveal the location of your prison. You draw no more cards.\"]},{\"type\":\"entries\",\"name\":\"Ruin\",\"entries\":[\"All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears.\"]},{\"type\":\"entries\",\"name\":\"Euryale\",\"entries\":[\"The card's {@creature medusa}-like visage curses you. You take a −2 penalty on saving throws while cursed in this way. Only a god or the magic of {@card The Fates|Deck of Many Things} card can end this curse.\"]},{\"type\":\"entries\",\"name\":\"Rogue\",\"entries\":[\"A nonplayer character of the DM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a {@spell wish} spell or divine intervention can end the NPC's hostility toward you.\"]},{\"type\":\"entries\",\"name\":\"Balance\",\"entries\":[\"Your mind suffers a wrenching alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you.\"]},{\"type\":\"entries\",\"name\":\"Fool\",\"entries\":[\"You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level.\"]},{\"type\":\"entries\",\"name\":\"Jester\",\"entries\":[\"You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.\"]}],\"attachedSpells\":[\"wish\"],\"lootTables\":[\"Magic Item Table I\"],\"seeAlsoDeck\":[\"Deck of Many Things\",\"Deck of Many Things (13 Cards)\"],\"hasFluffImages\":true},{\"name\":\"Deck of Many Things\",\"source\":\"XDMG\",\"page\":250,\"freeRules2024\":true,\"rarity\":\"legendary\",\"wondrous\":true,\"ability\":{\"from\":[\"str\",\"dex\",\"con\",\"int\",\"wis\",\"cha\"],\"count\":1,\"amount\":2},\"grantsProficiency\":true,\"entries\":[\"Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have thirteen cards, but some have twenty-two. Use the appropriate column of the Deck of Many Things table when randomly determining cards drawn from the deck.\",\"Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.\",\"Once a card is drawn, it disappears. Unless the card is the Fool or Jester, the card reappears in the deck, making it possible to draw the same card twice. (Once the Fool or Jester has left the deck, reroll on the table if that card comes up again.)\",{\"type\":\"table\",\"caption\":\"Deck of Many Things\",\"colStyles\":[\"col-2 text-center\",\"col-2 text-center\",\"col-8\"],\"colLabels\":[\"{@dice 1d100} (13-Card Deck)\",\"{@dice 1d100} (22-Card Deck)\",\"Card\"],\"rows\":[[\"—\",\"01-05\",\"Balance\"],[\"—\",\"06-10\",\"Comet\"],[\"—\",\"11-14\",\"Donjon\"],[\"01-08\",\"15-18\",\"Euryale\"],[\"—\",\"19-23\",\"Fates\"],[\"09-16\",\"24-27\",\"Flames\"],[\"—\",\"28-31\",\"Fool\"],[\"—\",\"32-36\",\"Gem\"],[\"17-24\",\"37-41\",\"Jester\"],[\"25-32\",\"42-46\",\"Key\"],[\"33-40\",\"47-51\",\"Knight\"],[\"41-48\",\"52-56\",\"Moon\"],[\"—\",\"57-60\",\"Puzzle\"],[\"49-56\",\"61-64\",\"Rogue\"],[\"57-64\",\"65-68\",\"Ruin\"],[\"—\",\"69-73\",\"Sage\"],[\"65-72\",\"74-77\",\"Skull\"],[\"73-80\",\"78-82\",\"Star\"],[\"81-88\",\"83-87\",\"Sun\"],[\"—\",\"88-91\",\"Talons\"],[\"89-96\",\"92-96\",\"Throne\"],[\"97-00\",\"97-00\",\"Void\"]]},\"Each card's effect is described below.\",{\"type\":\"entries\",\"name\":\"Balance\",\"entries\":[\"You can increase one of your ability scores by 2, to a maximum of 22, provided you also decrease another one of your ability scores by 2. You can't decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no effect.\"]},{\"type\":\"entries\",\"name\":\"Comet\",\"entries\":[\"The next time you enter combat against one or more {@variantrule Hostile [Attitude]|XPHB|Hostile} creatures, you can select one of them as your foe when you roll {@variantrule Initiative|XPHB}. If you reduce your foe to 0 {@variantrule Hit Points|XPHB} during that combat, you have {@variantrule Advantage|XPHB} on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0 {@variantrule Hit Points|XPHB} or you don't choose a foe, this card has no effect.\"]},{\"type\":\"entries\",\"name\":\"Donjon\",\"entries\":[\"You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you're wearing and carrying disappears with you except for Artifacts, which stay behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any Divination magic, but a {@spell Wish|XPHB} spell can reveal the location of your prison. You draw no more cards.\"]},{\"type\":\"entries\",\"name\":\"Euryale\",\"entries\":[\"The card's medusa-like visage curses you. You take a -2 penalty to saving throws while cursed in this way. Only a god or the magic of the Fates card can end this curse.\"]},{\"type\":\"entries\",\"name\":\"Fates\",\"entries\":[\"Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die.\"]},{\"type\":\"entries\",\"name\":\"Flames\",\"entries\":[\"A powerful devil becomes your enemy. The devil seeks your ruin and torments you, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.\"]},{\"type\":\"inset\",\"name\":\"A Question of Enmity\",\"entries\":[\"Two of the cards in the Deck of Many Things can earn a character the enmity of another being. With the Flames card, the enmity is overt. The character should experience the devil's malevolent efforts on multiple occasions. Seeking out the fiend shouldn't be a simple task, and the adventurer should clash with the devil's allies and followers a few times before being able to confront the devil.\",\"In the case of the Rogue card, the enmity is secret and should come from someone thought to be a friend or an ally. As Dungeon Master, you should wait for a dramatically appropriate moment to reveal this enmity, leaving the adventurer guessing who is likely to become a betrayer.\"]},{\"type\":\"entries\",\"name\":\"Fool\",\"entries\":[\"You have {@variantrule Disadvantage|XPHB} on {@dice D20} Tests for the next 72 hours. Draw another card; this draw doesn't count as one of your declared draws.\"]},{\"type\":\"entries\",\"name\":\"Gem\",\"entries\":[\"Twenty-five pieces of jewelry worth 2,000 GP each or fifty gems worth 1,000 GP each appear at your feet.\"]},{\"type\":\"entries\",\"name\":\"Jester\",\"entries\":[\"You have {@variantrule Advantage|XPHB} on {@dice D20} Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws.\"]},{\"type\":\"entries\",\"name\":\"Key\",\"entries\":[\"A Rare or rarer magic weapon with which you are proficient appears on your person. The DM chooses the weapon.\"]},{\"type\":\"entries\",\"name\":\"Knight\",\"entries\":[\"You gain the service of a {@creature Knight|XMM}, who magically appears in an unoccupied space you choose within 30 feet of yourself. The knight has the same alignment as you and serves you loyally until death, believing the two of you have been drawn together by fate. Work with your DM to create a name and backstory for this NPC. The DM can use a different stat block to represent the knight, as desired.\"]},{\"type\":\"entries\",\"name\":\"Moon\",\"entries\":[\"You gain the ability to cast {@spell Wish|XPHB} {@dice 1d3} times.\"]},{\"type\":\"entries\",\"name\":\"Puzzle\",\"entries\":[\"Permanently reduce your Intelligence or Wisdom by {@dice 1d4 + 1} (to a minimum score of 1). You can draw one additional card beyond your declared draws.\"]},{\"type\":\"entries\",\"name\":\"Rogue\",\"entries\":[\"An NPC of the DM's choice becomes {@variantrule Hostile [Attitude]|XPHB|Hostile} toward you. You don't know the identity of this NPC until they or someone else reveals it. Nothing less than a {@spell Wish|XPHB} spell or divine intervention can end the NPC's hostility toward you.\"]},{\"type\":\"entries\",\"name\":\"Ruin\",\"entries\":[\"All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. If you have a Bastion (see the {@book Dungeon Master's Guide|XDMG|7}), it is destroyed by some calamity beyond your control. Any documentation that proves you should own something lost to this card also disappears.\"]},{\"type\":\"entries\",\"name\":\"Sage\",\"entries\":[\"At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question.\"]},{\"type\":\"entries\",\"name\":\"Skull\",\"entries\":[\"An {@creature Avatar of Death|XDMG} appears in an unoccupied space as close to you as possible. The avatar targets only you with its attacks, appearing as a ghostly skeleton clad in a tattered black robe and carrying a spectral scythe. The avatar disappears when it drops to 0 {@variantrule Hit Points|XPHB} or you die. If an ally of yours deals damage to the avatar, that ally summons another Avatar of Death. The new avatar appears in an unoccupied space as close to that ally as possible and targets only that ally with its attacks. You and your allies can each summon only one avatar as a consequence of this draw. A creature slain by an avatar can't be restored to life.\"]},{\"type\":\"entries\",\"name\":\"Star\",\"entries\":[\"Increase one of your ability scores by 2, to a maximum of 24.\"]},{\"type\":\"entries\",\"name\":\"Sun\",\"entries\":[\"A magic item (chosen by the DM) appears on your person. In addition, you gain 10 {@variantrule Temporary Hit Points|XPHB} daily at dawn until you die.\"]},{\"type\":\"entries\",\"name\":\"Talons\",\"entries\":[\"Every magic item you wear or carry disintegrates. Artifacts in your possession vanish instead.\"]},{\"type\":\"entries\",\"name\":\"Throne\",\"entries\":[\"You gain proficiency and {@variantrule Expertise|XPHB} in your choice of {@skill History|XPHB}, {@skill Insight|XPHB}, {@skill Intimidation|XPHB}, or {@skill Persuasion|XPHB}. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently home to one or more monsters, which must be cleared out before you can claim the keep as yours.\"]},{\"type\":\"entries\",\"name\":\"Void\",\"entries\":[\"Your soul is drawn from your body and contained in an object in a place of the DM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A {@spell Wish|XPHB} spell can't return your soul to your body, but the spell reveals the location of the object that holds your soul. You draw no more cards.\"]}],\"attachedSpells\":[\"wish|xphb\"],\"seeAlsoDeck\":[\"Deck of Many Things|XDMG\",\"Deck of Many Things (13 Cards)|XDMG\"],\"hasFluffImages\":true},{\"name\":\"Deck of Miscellany\",\"source\":\"BMT\",\"page\":41,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"This wooden box contains a set of thirty-two parchment cards.\",{\"type\":\"table\",\"caption\":\"Deck of Miscellany\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"{@dice 1d32|Card}\",\"Item\"],\"rows\":[[{\"type\":\"cell\",\"roll\":{\"exact\":1},\"entry\":\" 3 {@color ♦|#ff0000}\"},\"Wooden {@item abacus|PHB}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":2},\"entry\":\" 4 {@color ♦|#ff0000}\"},\"Four {@item Perfume (vial)|PHB|vials of perfume}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":3},\"entry\":\" 5 {@color ♦|#ff0000}\"},\"5 days' worth of {@item Rations (1 day)|PHB|rations}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":4},\"entry\":\" 6 {@color ♦|#ff0000}\"},\"{@item Iron pot|PHB}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":5},\"entry\":\" 7 {@color ♦|#ff0000}\"},\"{@item Disguise kit|PHB}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":6},\"entry\":\" 8 {@color ♦|#ff0000}\"},\"Window (up to 5 feet wide and 5 feet high), which you can place on a vertical surface up to 5 feet thick and which allows you to look through the surface\"],[{\"type\":\"cell\",\"roll\":{\"exact\":7},\"entry\":\" 9 {@color ♦|#ff0000}\"},\"{@item Manacles|PHB}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":8},\"entry\":\"10 {@color ♦|#ff0000}\"},\"Ten {@item Parchment (one sheet)|PHB|sheets of parchment}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":9},\"entry\":\" 3 {@color ♥|#ff0000}\"},\"Three {@item dagger|PHB|daggers}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":10},\"entry\":\" 4 {@color ♥|#ff0000}\"},\"Four {@item Oil (flask)|PHB|flasks of oil}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":11},\"entry\":\" 5 {@color ♥|#ff0000}\"},\"Five silk {@item robes|PHB}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":12},\"entry\":\" 6 {@color ♥|#ff0000}\"},\"{@item Forgery kit|PHB}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":13},\"entry\":\" 7 {@color ♥|#ff0000}\"},\"{@item Quarterstaff|PHB}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":14},\"entry\":\" 8 {@color ♥|#ff0000}\"},\"{@item Fishing tackle|PHB}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":15},\"entry\":\" 9 {@color ♥|#ff0000}\"},\"Leather {@item pouch|PHB} containing 18 gp\"],[{\"type\":\"cell\",\"roll\":{\"exact\":16},\"entry\":\"10 {@color ♥|#ff0000}\"},\"10 {@item crossbow bolt|PHB|crossbow bolts}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":17},\"entry\":\" 3 ♣\"},\"Three {@item book|PHB|books}, written in {@language Common}, about random historical events\"],[{\"type\":\"cell\",\"roll\":{\"exact\":18},\"entry\":\" 4 ♣\"},\"Canvas {@item Two-Person Tent|PHB|tent}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":19},\"entry\":\" 5 ♣\"},\"{@item Silk Rope (50 feet)|PHB|50 feet of coiled silk rope}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":20},\"entry\":\" 6 ♣\"},\"Two {@item crowbar|PHB|crowbars}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":21},\"entry\":\" 7 ♣\"},\"{@item Healer's kit|PHB}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":22},\"entry\":\" 8 ♣\"},\"Eight gems worth 5 gp each\"],[{\"type\":\"cell\",\"roll\":{\"exact\":23},\"entry\":\" 9 ♣\"},\"{@item Lamp|PHB}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":24},\"entry\":\"10 ♣\"},\"{@item Chain (10 feet)|PHB|10 feet of iron chain}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":25},\"entry\":\" 3 ♠\"},\"Three {@item spear|PHB|spears}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":26},\"entry\":\" 4 ♠\"},\"{@item Steel mirror|PHB}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":27},\"entry\":\" 5 ♠\"},\"15-foot wooden pole\"],[{\"type\":\"cell\",\"roll\":{\"exact\":28},\"entry\":\" 6 ♠\"},\"Burlap {@item sack|PHB}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":29},\"entry\":\" 7 ♠\"},\"Two sets of {@item fine clothes|PHB}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":30},\"entry\":\" 8 ♠\"},\"{@item Shovel|PHB}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":31},\"entry\":\" 9 ♠\"},\"{@item Light hammer|PHB}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":32},\"entry\":\"10 ♠\"},\"Ten {@item arrow|PHB|arrows}\"]]},\"The face of each card bears an illustration of a different item or set of items. As an action, you can draw a card of your choice from the deck and throw it to the ground in an unoccupied space within 5 feet of yourself. When the card hits the ground, the card permanently transforms into the item or set of items depicted on its face. An altered deck of real-world playing cards can simulate the deck, as shown on the Deck of Miscellany table.\"]},{\"name\":\"Deck of Oracles\",\"source\":\"BMT\",\"page\":61,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"The illustrations on this deck of oracle cards move or change subtly when viewed indirectly. When you finish a long rest, you can spend 10 minutes consulting the cards for an omen of the coming day. Roll a {@dice d20} and record the number rolled. Once in the next 8 hours, immediately after a creature within 60 feet of you makes an ability check, an attack roll, or a saving throw, you can use your reaction to discard the {@dice d20} roll; the creature must use the number you rolled in place of its roll.\",\"Additionally, while holding the cards, you can cast {@spell Divination} from them. Once this property is used, it can't be used again until the next dawn.\"],\"attachedSpells\":[\"divination\"]},{\"name\":\"Deck of Several Things\",\"source\":\"LLK\",\"page\":53,\"rarity\":\"legendary\",\"wondrous\":true,\"ability\":{\"choose\":[{\"from\":[\"str\",\"dex\",\"con\",\"int\",\"wis\",\"cha\"],\"count\":1}]},\"grantsProficiency\":true,\"entries\":[\"Stored in a leather pouch, this unique deck contains twenty-two colored cards made of some strong but unknown metal, each of which features a design printed as a mosaic of raised dots. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.\",\"Once a card is drawn, it fades from existence. Unless the card is the {@card Fool|Deck of Several Things|LLK} or the {@card Jester|Deck of Several Things|LLK}, the card reappears in the deck, making it possible to draw the same card twice.\",{\"type\":\"table\",\"colLabels\":[\"{@dice 1d22|Playing Card}\",\"Card\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[{\"type\":\"cell\",\"roll\":{\"exact\":1},\"entry\":\"Ace of diamonds\"},\"{@card Vizier|Deck of Several Things|LLK}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":2},\"entry\":\"King of diamonds\"},\"{@card Sun|Deck of Several Things|LLK}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":3},\"entry\":\"Queen of diamonds\"},\"{@card Moon|Deck of Several Things|LLK}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":4},\"entry\":\"Jack of diamonds\"},\"{@card Star|Deck of Several Things|LLK}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":5},\"entry\":\"Two of diamonds\"},\"{@card Comet|Deck of Several Things|LLK}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":6},\"entry\":\"Ace of hearts\"},\"{@card The Fates|Deck of Several Things|LLK}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":7},\"entry\":\"King of hearts\"},\"{@card Throne|Deck of Several Things|LLK}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":8},\"entry\":\"Queen of hearts\"},\"{@card Key|Deck of Several Things|LLK}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":9},\"entry\":\"Jack of hearts\"},\"{@card Knight|Deck of Several Things|LLK}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":10},\"entry\":\"Two of hearts\"},\"{@card Gem|Deck of Several Things|LLK}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":11},\"entry\":\"Ace of clubs\"},\"{@card Talons|Deck of Several Things|LLK}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":12},\"entry\":\"King of clubs\"},\"{@card The Void|Deck of Several Things|LLK}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":13},\"entry\":\"Queen of clubs\"},\"{@card Flames|Deck of Several Things|LLK}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":14},\"entry\":\"Jack of clubs\"},\"{@card Skull|Deck of Several Things|LLK}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":15},\"entry\":\"Two of clubs\"},\"{@card Idiot|Deck of Several Things|LLK}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":16},\"entry\":\"Ace of spades\"},\"{@card Donjon|Deck of Several Things|LLK}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":17},\"entry\":\"King of spades\"},\"{@card Ruin|Deck of Several Things|LLK}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":18},\"entry\":\"Queen of spades\"},\"{@card Euryale|Deck of Several Things|LLK}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":19},\"entry\":\"Jack of spades\"},\"{@card Rogue|Deck of Several Things|LLK}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":20},\"entry\":\"Two of spades\"},\"{@card Balance|Deck of Several Things|LLK}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":21},\"entry\":\"Joker (with TM)\"},\"{@card Fool|Deck of Several Things|LLK}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":22},\"entry\":\"Joker (without TM)\"},\"{@card Jester|Deck of Several Things|LLK}\"]]},{\"type\":\"entries\",\"name\":\"Balance\",\"entries\":[\"Your mind suffers a wrenching alteration, causing your alignment to change for the duration of the adventure. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you.\"]},{\"type\":\"entries\",\"name\":\"Comet\",\"entries\":[\"If you single-handedly defeat the next hostile monster or group of monsters you encounter, you have advantage on ability checks made using one skill of your choice for the duration of the adventure. Otherwise, this card has no effect.\"]},{\"type\":\"entries\",\"name\":\"Donjon\",\"entries\":[\"You are instantly teleported to and confined within the prison of the Monastery of the Distressed Body (area M6). Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You draw no more cards.\"]},{\"type\":\"entries\",\"name\":\"Euryale\",\"entries\":[\"The card's medusa-like visage curses you. You take a −1 penalty on saving throws for the duration of the adventure.\"]},{\"type\":\"entries\",\"name\":\"The Fates\",\"entries\":[\"Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other point during the adventure.\"]},{\"type\":\"entries\",\"name\":\"Flames\",\"entries\":[\"The Grand Master of the Monastery of the Distressed Body becomes your enemy. The bone devil seeks your ruin, savoring your suffering before attempting to slay you. If the Grand Master has already been defeated, you gain the enmity of {@creature Garret Levistusson|LLK|Garret Levistusson's} patron—a similarly powerful devil.\"]},{\"type\":\"entries\",\"name\":\"Fool\",\"entries\":[\"For the duration of the adventure, you lose proficiency with one skill or gain disadvantage on all checks made with one skill (with the skill and the penalty determined by the DM). Discard this card and draw from the deck again, counting both draws as one of your declared draws.\"]},{\"type\":\"entries\",\"name\":\"Gem\",\"entries\":[\"The 1,000 gp hoard of the leprechaun from the Wilderness Encounters table (see appendix A) appears at your feet. If that treasure has already been claimed, you gain an equivalent hoard.\"]},{\"type\":\"entries\",\"name\":\"Idiot\",\"entries\":[\"Reduce your Intelligence by {@dice 1d4 + 1} (to a minimum score of 1) for the duration of the adventure. You can draw one additional card beyond your declared draws.\"]},{\"type\":\"entries\",\"name\":\"Jester\",\"entries\":[\"You gain proficiency in a skill of your choice for the duration of the adventure, or you can draw two additional cards beyond your declared draws.\"]},{\"type\":\"entries\",\"name\":\"Key\",\"entries\":[\"A common or uncommon magic weapon with which you are proficient, or a {@item spell scroll} featuring a spell of a level you can cast, appears in your hands. The DM chooses the weapon or spell, which you possess for the duration of this adventure.\"]},{\"type\":\"entries\",\"name\":\"Knight\",\"entries\":[\"You gain the service of any of the NPCs in the \\\"{@book Hirelings|phb|5|services}\\\" section not currently with the party, who appears in a space you choose within 30 feet of you. The NPC serves you loyally for the duration of the adventure, believing that the fates have drawn them to you. You control this character.\"]},{\"type\":\"entries\",\"name\":\"Moon\",\"entries\":[\"You are granted the ability to cast any spell of 5th level or lower, and can use that ability {@dice 1d3} times for the duration of the adventure.\"]},{\"type\":\"entries\",\"name\":\"Rogue\",\"entries\":[\"An NPC of the DM's choice becomes secretly hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Any enchantment spell cast on the NPC at 6th level or higher can end the NPC's hostility toward you.\"]},{\"type\":\"entries\",\"name\":\"Ruin\",\"entries\":[\"All forms of wealth that you carry or own, other than magic items, are lost to you. This wealth can be recovered either in the treasury of the Monastery of the Distressed Body (area M10) or Kwalish's lab in Daoine Gloine (area O7), whichever comes later in the adventure.\"]},{\"type\":\"entries\",\"name\":\"Skull\",\"entries\":[\"You summon an avatar of death—a mechanical skeleton (use bone naga statistics) clad in a tattered black robe. It appears in a space of the DM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can't be restored to life.\"]},{\"type\":\"entries\",\"name\":\"Star\",\"entries\":[\"Increase one of your ability scores by 1 for the duration of the adventure. The score can exceed 20 but can't exceed 24.\"]},{\"type\":\"entries\",\"name\":\"Sun\",\"entries\":[\"You gain proficiency in the skill of your choice for the duration of the adventure. In addition, a common or uncommon wondrous item appears in your hands. The DM chooses the item, which you possess for the duration of this adventure.\"]},{\"type\":\"entries\",\"name\":\"Talons\",\"entries\":[\"Every magic item you wear or carry is lost to you. These items can be recovered either in the treasury of the Monastery of the Distressed Body (area M10) or Kwalish's lab in Daoine Gloine (area O7), whichever comes later in the adventure.\"]},{\"type\":\"entries\",\"name\":\"Throne\",\"entries\":[\"You gain proficiency in the {@skill Persuasion} skill and you double your proficiency bonus on checks made with that skill for the duration of the adventure. In addition, the Monastery of the Distressed Body's brains in jars regard you thereafter as the monastery's rightful master. You must defeat or otherwise clear out the Grand Master and its servants before you can claim the monastery as yours.\"]},{\"type\":\"entries\",\"name\":\"Vizier\",\"entries\":[\"At any one time you choose within the duration of the adventure, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it.\"]},{\"type\":\"entries\",\"name\":\"The Void\",\"entries\":[\"This black card spells disaster. Your soul is drawn from your body and held within machinery in either the control room of the Monastery of the Distressed Body (area M8) or Kwalish's lab in Daoine Gloine (area O7), whichever comes later in the adventure. While your soul is trapped in this way, your body is {@condition incapacitated}. {@spell Divination}, {@spell contact other plane}, or a similar spell of 4th level or higher reveals the location of the machinery that holds your soul. You draw no more cards.\"]},{\"type\":\"inset\",\"name\":\"Using the Deck of Several Things\",\"entries\":[\"The special nature of this deck (carried by {@creature Mary Greymalkin|LLK} if she is used as an NPC) means that many of its effects operate only within and with respect to this specific adventure. This typically covers any time the characters spend between setting out for the Barrier Peaks and the resolution of whatever events transpire in Kwalish's lab (area O7).\",\"For cards that effectively remove a character from play for a period of time ({@card Donjon|Deck of Several Things|LLK} and {@card the Void|Deck of Several Things|LLK}), you can allow a player to take on the role of one of the party's NPC hirelings, or introduce a temporary character as an NPC met during the party's journey. Alternatively, you can decide that only some aspect of the character's will disappears and is imprisoned, leaving the character to operate in a robotic state until freed.\"]}],\"seeAlsoDeck\":[\"Deck of Several Things|LLK\"]},{\"name\":\"Deck of Wild Cards\",\"source\":\"BMT\",\"page\":41,\"rarity\":\"very rare\",\"wondrous\":true,\"entries\":[\"This deck of heavy vellum cards hums with the magic of the Elemental Chaos.\",\"The magic of the deck functions only if cards are drawn at random (a deck of real-world playing cards can simulate the deck). As an action, you can draw a random card from this deck and throw it to make a ranged spell attack, using Dexterity for the attack roll. The card has a range of 30 feet. On a hit, it deals {@damage 1d4} slashing damage and imposes a magical effect determined by its suit, as detailed in the Deck of Wild Cards table. The card immediately returns to the deck after it hits or misses a target.\",{\"type\":\"table\",\"caption\":\"Deck of Wild Cards\",\"colStyles\":[\"col-2 text-center\",\"col-2 text-center\",\"col-8\"],\"colLabels\":[\"d4\",\"Suit\",\"Effect\"],\"rows\":[[\"1\",\"♣ (Rods)\",\"The card explodes in a burst of fire. The target and each creature within 5 feet of it must succeed on a DC 15 Dexterity saving throw or take {@damage 2d8} fire damage.\"],[\"2\",\"{@color ♦|#ff0000} (Coins)\",\"The card shoots streaks of lightning. The target must make a DC 15 Dexterity saving throw. On a failed save, the target has the blinded condition until the end of your next turn, and each creature within 10 feet of the target takes {@damage 1d6} lightning damage.\"],[\"3\",\"{@color ♥|#ff0000} (Cups)\",\"The card covers the target in a thick layer of ice. The target takes {@damage 1d10} cold damage and must succeed on a DC 15 Constitution saving throw or have the restrained condition until the end of your next turn.\"],[\"4\",\"♠ (Swords)\",\"The card unleashes a sharp, concussive blast. The target and each creature within 5 feet of it take {@damage 1d6} force damage and must succeed on a DC 15 Strength saving throw or have the prone condition.\"]]}]},{\"name\":\"Deck of Wonder\",\"source\":\"BMT\",\"page\":55,\"resist\":[\"acid\",\"cold\",\"fire\",\"force\",\"lightning\",\"necrotic\",\"poison\",\"psychic\",\"radiant\",\"thunder\"],\"rarity\":\"uncommon\",\"wondrous\":true,\"grantsProficiency\":true,\"bonusWeapon\":\"+1\",\"bonusSavingThrow\":\"+1\",\"entries\":[\"Created in the image of the Deck of Many Things, this deck of ivory or vellum cards bestows an assortment of minor benefits and penalties on those who draw from it. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two.\",\"Before you draw a card, you must declare how many cards you intend to draw, then draw them randomly. Any additional cards drawn have no effect. Unless a card states otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card you declared no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck and take effect simultaneously.\",\"Unless it is the Mystery card, a drawn card immediately takes effect, fades from existence, and reappears in the deck, making it possible to draw the same card multiple times.\",\"You can use an altered deck of playing cards to simulate the deck, as shown in the Deck of Wonder table.\",{\"type\":\"table\",\"caption\":\"Deck of Wonder\",\"colStyles\":[\"col-4 text-center\",\"col-8\"],\"colLabels\":[\"{@dice 1d22|Card}\",\"Card Title\"],\"rows\":[[{\"type\":\"cell\",\"roll\":{\"exact\":1},\"entry\":\"A {@color ♦|#ff0000}\"},\"{@card Chancellor|Deck of Wonder|BMT}*\"],[{\"type\":\"cell\",\"roll\":{\"exact\":2},\"entry\":\"K {@color ♦|#ff0000}\"},\"{@card Day|Deck of Wonder|BMT}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":3},\"entry\":\"Q {@color ♦|#ff0000}\"},\"{@card Night|Deck of Wonder|BMT}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":4},\"entry\":\"J {@color ♦|#ff0000}\"},\"{@card Dawn|Deck of Wonder|BMT}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":5},\"entry\":\"2 {@color ♦|#ff0000}\"},\"{@card Dusk|Deck of Wonder|BMT}*\"],[{\"type\":\"cell\",\"roll\":{\"exact\":6},\"entry\":\"A {@color ♥|#ff0000}\"},\"{@card Destiny|Deck of Wonder|BMT}*\"],[{\"type\":\"cell\",\"roll\":{\"exact\":7},\"entry\":\"K {@color ♥|#ff0000}\"},\"{@card Crown|Deck of Wonder|BMT}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":8},\"entry\":\"Q {@color ♥|#ff0000}\"},\"{@card Lock|Deck of Wonder|BMT}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":9},\"entry\":\"J {@color ♥|#ff0000}\"},\"{@card Champion|Deck of Wonder|BMT}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":10},\"entry\":\"2 {@color ♥|#ff0000}\"},\"{@card Coin|Deck of Wonder|BMT}*\"],[{\"type\":\"cell\",\"roll\":{\"exact\":11},\"entry\":\"A ♣\"},\"{@card Vulture|Deck of Wonder|BMT}*\"],[{\"type\":\"cell\",\"roll\":{\"exact\":12},\"entry\":\"K ♣\"},\"{@card Chaos|Deck of Wonder|BMT}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":13},\"entry\":\"Q ♣\"},\"{@card Order|Deck of Wonder|BMT}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":14},\"entry\":\"J ♣\"},\"{@card Beginning|Deck of Wonder|BMT}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":15},\"entry\":\"2 ♣\"},\"{@card Mystery|Deck of Wonder|BMT}*\"],[{\"type\":\"cell\",\"roll\":{\"exact\":16},\"entry\":\"A ♠\"},\"{@card Isolation|Deck of Wonder|BMT}*\"],[{\"type\":\"cell\",\"roll\":{\"exact\":17},\"entry\":\"K ♠\"},\"{@card End|Deck of Wonder|BMT}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":18},\"entry\":\"Q ♠\"},\"{@card Monster|Deck of Wonder|BMT}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":19},\"entry\":\"J ♠\"},\"{@card Knife|Deck of Wonder|BMT}\"],[{\"type\":\"cell\",\"roll\":{\"exact\":20},\"entry\":\"2 ♠\"},\"{@card Justice|Deck of Wonder|BMT}*\"],[{\"type\":\"cell\",\"roll\":{\"exact\":21},\"entry\":\"Joker (with ™)\"},\"{@card Student|Deck of Wonder|BMT}*\"],[{\"type\":\"cell\",\"roll\":{\"exact\":22},\"entry\":\"Joker (without ™)\"},\"{@card Mischief|Deck of Wonder|BMT}\"]]},{\"type\":\"entries\",\"name\":\"Beginning\",\"entries\":[\"Your hit point maximum and current hit points increase by {@dice 2d10}. Your hit point maximum remains increased in this way for the next 8 hours.\"]},{\"type\":\"entries\",\"name\":\"Champion\",\"entries\":[\"You gain a +1 bonus to weapon attack and damage rolls. This bonus lasts for 8 hours.\"]},{\"type\":\"entries\",\"name\":\"Chancellor\",\"entries\":[\"Within 8 hours of drawing this card, you can cast {@spell Augury} once as an action, requiring no material components. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice).\"]},{\"type\":\"entries\",\"name\":\"Chaos\",\"entries\":[\"You gain resistance to one of the following damage types (chosen by the DM): acid, cold, fire, lightning, or thunder. This resistance lasts for {@dice 1d12} days.\"]},{\"type\":\"entries\",\"name\":\"Coin\",\"entries\":[\"Five pieces of jewelry, each worth 100 gp, or ten gemstones, each worth 50 gp, appear at your feet.\"]},{\"type\":\"entries\",\"name\":\"Crown\",\"entries\":[\"You learn the {@spell Friends} cantrip. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). If you already know this cantrip, the card has no effect.\"]},{\"type\":\"entries\",\"name\":\"Dawn\",\"entries\":[\"This card invigorates you. For the next 8 hours, you can add your proficiency bonus to your initiative rolls.\"]},{\"type\":\"entries\",\"name\":\"Day\",\"entries\":[\"You gain a +1 bonus to saving throws. This benefit lasts until you finish a long rest.\"]},{\"type\":\"entries\",\"name\":\"Destiny\",\"entries\":[\"This card protects you against an untimely demise. The first time after drawing this card that you would drop to 0 hit points from taking damage, you instead drop to 1 hit point.\"]},{\"type\":\"entries\",\"name\":\"Dusk\",\"entries\":[\"This card supernaturally saps your energy. You have disadvantage on initiative rolls. This effect lasts until you finish a long rest, but it can be ended early by a {@spell Remove Curse} spell or similar magic.\"]},{\"type\":\"entries\",\"name\":\"End\",\"entries\":[\"This card is an omen of death. You take {@damage 2d10} necrotic damage, and your hit point maximum is reduced by an amount equal to the damage taken. This effect can't reduce your hit point maximum below 10 hit points. This reduction lasts until you finish a long rest, but it can be ended early by a {@spell Remove Curse} spell or similar magic.\"]},{\"type\":\"entries\",\"name\":\"Isolation\",\"entries\":[\"You disappear, along with anything you are wearing or carrying, and become trapped in a harmless extradimensional space for {@dice 1d4} minutes. You draw no more cards. You then reappear in the space you left or the nearest unoccupied space. When you reappear, you must succeed on a DC 11 Constitution saving throw or have the poisoned condition for 1 hour as your body reels from the extradimensional travel.\"]},{\"type\":\"entries\",\"name\":\"Justice\",\"entries\":[\"You momentarily gain the ability to balance the scales of fate. For the next 8 hours, whenever you or a creature within 60 feet of you is about to roll a {@dice d20} with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage or disadvantage.\"]},{\"type\":\"entries\",\"name\":\"Knife\",\"entries\":[\"An uncommon magic weapon you're proficient with appears in your hands. The DM chooses the weapon.\"]},{\"type\":\"entries\",\"name\":\"Lock\",\"entries\":[\"You gain the ability to cast {@spell Knock} {@dice 1d3} times. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice).\"]},{\"type\":\"entries\",\"name\":\"Mischief\",\"entries\":[\"You receive an uncommon wondrous item (chosen by the DM), or you can draw two additional cards beyond your declared draws.\"]},{\"type\":\"entries\",\"name\":\"Monster\",\"entries\":[\"This card's monstrous visage curses you. While cursed in this way, whenever you make a saving throw, you must roll {@dice 1d4} and subtract the number rolled from the total. The curse lasts until you finish a long rest, but it can be ended early with a {@spell Remove Curse} spell or similar magic.\"]},{\"type\":\"entries\",\"name\":\"Mystery\",\"entries\":[\"You have disadvantage on Intelligence saving throws for 1 hour. Discard this card and draw from the deck again; together, the two draws count as one of your declared draws.\"]},{\"type\":\"entries\",\"name\":\"Night\",\"entries\":[\"You gain {@sense darkvision} within a range of 300 feet. This {@sense darkvision} lasts for 8 hours.\"]},{\"type\":\"entries\",\"name\":\"Order\",\"entries\":[\"You gain resistance to one of the following damage types (chosen by the DM): force, necrotic, poison, psychic, or radiant. This resistance lasts for {@dice 1d12} days.\"]},{\"type\":\"entries\",\"name\":\"Student\",\"entries\":[\"You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).\"]},{\"type\":\"entries\",\"name\":\"Vulture\",\"entries\":[\"One nonmagical item or piece of equipment in your possession (chosen by the DM) disappears. The item remains nearby but concealed for a short time, so it can be found with a successful DC 15 Wisdom ({@skill Perception}) check. If the item isn't recovered within 1 hour, it disappears forever.\"]}],\"attachedSpells\":[\"augury\",\"knock\"],\"seeAlsoDeck\":[\"Deck of Wonder|BMT\"],\"hasFluffImages\":true},{\"name\":\"Dekella, Bident of Thassa\",\"source\":\"MOT\",\"page\":199,\"baseItem\":\"trident|PHB\",\"type\":\"M\",\"rarity\":\"artifact\",\"reqAttune\":true,\"weight\":4,\"weaponCategory\":\"martial\",\"property\":[\"T\",\"V\"],\"range\":\"20/60\",\"dmg1\":\"1d6\",\"dmgType\":\"P\",\"dmg2\":\"1d8\",\"bonusWeapon\":\"+3\",\"modifySpeed\":{\"static\":{\"swim\":60}},\"entries\":[\"Thassa wields Dekella, a two-pronged weapon gifted to her by Purphoros. When the god of the sea bestows her weapon on a mortal, it's often so they might work her will far from the ocean, right some wrong affecting those she'd prefer not to harm, or give a mortal a glimpse of her terrible responsibilities.\",{\"type\":\"entries\",\"name\":\"Bident of the Deep\",\"entries\":[\"Thassa's signature weapon thrums with the icy currents of the deep ocean. This weapon functions as a trident that grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using the bident, the target takes an extra {@damage 2d10} cold damage.\"]},{\"type\":\"entries\",\"name\":\"Blessing of the Deep\",\"entries\":[\"If you are a worshiper of Thassa, you gain all the following benefits for which you have the required piety:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Piety 10+\",\"entry\":\"You can breathe underwater, and you gain a swimming speed of 60 feet.\"},{\"type\":\"item\",\"name\":\"Piety 25+\",\"entry\":\"The bident has 1 randomly determined {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property.\"},{\"type\":\"item\",\"name\":\"Piety 50+\",\"entry\":\"The bident has 1 randomly determined {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property.\"}]},\"If you aren't a worshiper of Thassa, the bident has 1 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property and 1 {@table Artifact Properties; Major Detrimental Properties|dmg|major detrimental} property, both randomly determined.\",\"See \\\"Artifacts\\\" in chapter 7 of the Dungeon Master's Guide for details on randomly determined properties.\"]},{\"type\":\"entries\",\"name\":\"Command the Deep\",\"entries\":[\"The bident holds the power to command the waves and its creatures. As an action, you can change the condition of the sea within 1 mile of you, creating strong winds and heavy rain that cause violent waves (see \\\"Weather at Sea\\\" in chapter 5 of the Dungeon Master's Guide) or calming a storm. In either case, the unnatural weather lasts for 1 hour before returning to normal. Once used, this property of the bident can't be used again until the next dusk.\",\"Additionally, you can cast the {@spell dominate monster} spell (save DC 18) from the bident, but only on beasts and monstrosities that have an innate swimming speed. Once used, this property of the bident can't be used again until the next dusk.\"]},{\"type\":\"entries\",\"name\":\"Aquatic Metamorphosis\",\"entries\":[\"You can cast the {@spell true polymorph} spell (save DC 18) from the bident, but you must cast it on a creature to turn it into a kind of creature that has an innate swimming speed. Once used, this property of the bident can't be used again until the next dusk.\"]},{\"type\":\"entries\",\"name\":\"Destroying the Bident\",\"entries\":[\"To destroy the bident, it must be heated by the breath of an {@creature ancient red dragon} and then, while still hot, immersed in the Tartyx River.\"]}],\"attachedSpells\":[\"dominate monster\",\"true polymorph\"],\"hasFluffImages\":true},{\"name\":\"Delerium Crystal Focus\",\"source\":\"DoDk\",\"page\":230,\"rarity\":\"rare\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"wondrous\":true,\"bonusSpellAttack\":\"+2\",\"bonusSpellSaveDc\":\"+2\",\"entries\":[\"This focus is made from a refined delerium crystal encased in a glass orb. While holding it, you gain a +2 bonus to spell attack rolls and the saving throw DCs of your spells. In addition, you can use the crystal as a spellcasting focus.\",\"Once per day when you cast a spell of 5th level or lower, you may draw on the energy stored within the crystal to do so without expending a spell slot. If you do, you trigger a random arcane anomaly (see Dungeons of Drakkenheim).\"]},{\"name\":\"Delver's Claws\",\"source\":\"BGG\",\"page\":112,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"modifySpeed\":{\"equal\":{\"burrow\":\"walk\"}},\"entries\":[\"The back of this weatherworn leather glove is adorned with three large metal hooks shaped like a mole's claws. Stitched into the glove's palm is the mountain rune.\",\"The glove is considered a simple melee weapon with the finesse and light properties, and it deals {@damage 1d4} slashing damage on a hit. While attuned to the glove, you gain a burrowing speed equal to your walking speed and {@sense blindsight} to 15 feet.\",{\"type\":\"entries\",\"name\":\"Invoking the Rune\",\"entries\":[\"As an action, you can invoke the glove's rune to bolster yourself with the sturdiness of the earth. Spend and roll a number of your unspent Hit Dice up to a maximum equal to your proficiency bonus. You then regain a number of hit points equal to the total roll plus your Constitution modifier.\",\"Once the rune has been invoked, it can't be invoked again until the next dawn.\"]}]},{\"name\":\"Demon Armor\",\"source\":\"DMG\",\"page\":165,\"srd\":true,\"reprintedAs\":[{\"uid\":\"Demon Armor|XDMG\",\"tag\":\"item\"}],\"type\":\"HA\",\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":true,\"curse\":true,\"weight\":65,\"ac\":18,\"strength\":\"15\",\"bonusWeapon\":\"+1\",\"bonusAc\":\"+1\",\"stealth\":true,\"entries\":[\"While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack and damage rolls and a damage die of {@dice 1d8}.\",{\"type\":\"entries\",\"name\":\"Curse\",\"entries\":[\"Once you don this cursed armor, you can't doff it unless you are targeted by the {@spell remove curse} spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.\"]}],\"lootTables\":[\"Magic Item Table H\"],\"hasFluffImages\":true},{\"name\":\"Demonomicon of Iggwilv\",\"source\":\"TCE\",\"page\":125,\"reprintedAs\":[\"Demonomicon of Iggwilv|XDMG\"],\"rarity\":\"artifact\",\"reqAttune\":true,\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d8}\",\"charges\":8,\"entries\":[\"An expansive treatise documenting the Abyss's infinite layers and inhabitants, the Demonomicon of Iggwilv is the most thorough and blasphemous tome of demonology in the multiverse. The tome recounts both the oldest and most current profanities of the Abyss and demons. Demons have attempted to censor the text, and while sections have been ripped from the book's spine, the general chapters remain, ever revealing demonic secrets. And the book holds more than blasphemies. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and it longs to be more than mere reference material.\",{\"type\":\"entries\",\"name\":\"Random Properties\",\"entries\":[\"The artifact has the following random properties, which you can determine by rolling on the tables in the \\\"Artifacts\\\" section of the {@book Dungeon Master's Guide|DMG}:\",{\"type\":\"list\",\"items\":[\"2 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} properties\",\"1 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property\",\"1 {@table Artifact Properties; Major Detrimental Properties|dmg|major detrimental} property\"]}]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"The book has 8 charges. It regains {@dice 1d8} expended charges daily at dawn. While holding it, you can use an action to cast {@spell Tasha's hideous laughter} from it or to expend 1 or more of its charges to cast one of the following spells (save DC 20) from it: {@spell magic circle} (1 charge), {@spell magic jar} (3 charges), {@spell planar ally} (3 charges), {@spell planar binding} (2 charges), {@spell plane shift} (to layers of the Abyss only; 3 charges), {@spell summon fiend|TCE} (3 charges).\"]},{\"type\":\"entries\",\"name\":\"Abyssal Reference\",\"entries\":[\"You can reference the {@i Demonomicon} whenever you make an Intelligence check to discern information about demons or a Wisdom ({@skill Survival}) check related to the Abyss. When you do so, you can add double your proficiency bonus to the check.\"]},{\"type\":\"entries\",\"name\":\"Fiendish Scourging\",\"entries\":[\"Your magic causes pain to fiends. While carrying the book, when you make a damage roll for a spell you cast against a fiend, you use the maximum possible result instead of rolling.\"]},{\"type\":\"entries\",\"name\":\"Ensnarement\",\"entries\":[\"While carrying the book, whenever you cast the {@spell magic circle} spell naming only fiends, or the {@spell planar binding} spell targeting a fiend, the spell is cast at 9th level, regardless of what level spell slot you used, if any. Additionally, the fiend has disadvantage on its saving throw against the spell.\"]},{\"type\":\"entries\",\"name\":\"Containment\",\"entries\":[\"The first 10 pages of the {@i Demonomicon} are blank. As an action while holding the book, you can target a fiend that you can see that is trapped within a {@spell magic circle}. The fiend must succeed on a DC 20 Charisma saving throw with disadvantage or become trapped within one of the {@i Demonomicon's} empty blank pages, which fills with writing detailing the trapped creature's widely known name and depravities. Once used, this action can't be used again until the next dawn.\",\"When you finish a long rest, if you and the {@i Demonomicon} are on the same plane of existence, the trapped creature of the highest challenge rating within the book can attempt to possess you. You must make a DC 20 Charisma saving throw. On a failure, you are possessed by the creature, which controls you like a puppet. The possessing creature can release you as an action, appearing in the closest unoccupied space. On a successful save, the fiend can't try to possess you again for 7 days.\",\"When the tome is discovered, it has {@dice 1d4} fiends occupying its pages, typically an assortment of demons.\"]},{\"type\":\"entries\",\"name\":\"Destroying the Demonomicon\",\"entries\":[\"To destroy the book, six different demon lords must each tear out a sixth of the book's pages. If this occurs, the pages reappear after 24 hours. Before all those hours pass, anyone who opens the book's remaining binding is transported to a nascent layer of the Abyss that lies hidden within the book. At the heart of this deadly, semi-sentient domain lies a long-lost artifact, {@i Fraz-Urb'luu's Staff}. If the staff is dragged from the pocket plane, the tome is reduced to a mundane and quite out-of-date copy of the {@i Tome of Zyx}, the work that served as the foundation for the {@i Demonomicon}. Once the staff emerges, the demon lord Fraz-Urb'luu instantly knows.\"]}],\"attachedSpells\":[\"magic circle\",\"magic jar\",\"planar ally\",\"planar binding\",\"plane shift\",\"summon fiend|tce\",\"tasha's hideous laughter\"],\"hasFluffImages\":true},{\"name\":\"Demonomicon of Iggwilv\",\"source\":\"XDMG\",\"page\":252,\"rarity\":\"artifact\",\"reqAttune\":true,\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d8}\",\"charges\":8,\"entries\":[\"This treatise, composed by {@book Iggwilv|XDMG|8|Iggwilv} the archmage, documents the Abyss's layers and inhabitants and is widely regarded as the most thorough and blasphemous tome of demonology in the multiverse. The tome recounts both the oldest and most current profanities of the Abyss and demons. Demons have attempted to censor the text, and while sections have been ripped from the book's spine, the general chapters remain, ever revealing demonic secrets. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and it longs to be more than mere reference material.\",{\"type\":\"entries\",\"name\":\"Abyssal Lore\",\"entries\":[\"You can reference the Demonomicon whenever you make an Intelligence check to discern information about demons or a Wisdom ({@skill Survival|XPHB}) check related to the Abyss. When you do so, you gain {@variantrule Advantage|XPHB} on the check.\"]},{\"type\":\"entries\",\"name\":\"Containment\",\"entries\":[\"The first ten pages of the Demonomicon are blank. As a {@action Magic|XPHB} action while holding the book, you can target a Fiend that you can see that is trapped within the area of a {@spell Magic Circle|XPHB} spell. The Fiend must succeed on a DC 20 Charisma saving throw with {@variantrule Disadvantage|XPHB} or become trapped within one of the Demonomicon's blank pages, which fills with writing detailing the trapped creature's widely known name and depravities. Once used, this action can't be used again until the next dawn.\",\"When you finish a {@variantrule Long Rest|XPHB}, if you and the Demonomicon are on the same plane of existence, one trapped creature within the book can attempt to possess you. You make a DC 20 Charisma saving throw. On a failed save, you are possessed by the creature, which controls you like a puppet. As a {@action Magic|XPHB} action, the possessing creature can release you and appear in the closest unoccupied space to you. On a successful save, the Fiend can't try to possess you again for 7 days (but another Fiend trapped in the book can certainly try).\",\"When the tome is discovered, it has {@dice 1d4} Fiends occupying its pages—typically an assortment of demons.\"]},{\"type\":\"entries\",\"name\":\"Ensnarement\",\"entries\":[\"While carrying the book, whenever you cast {@spell Magic Circle|XPHB} naming only Fiends or cast {@spell Planar Binding|XPHB} targeting a Fiend, the spell is cast at level 9, regardless of what level spell slot you used, if any. Additionally, the Fiend has {@variantrule Disadvantage|XPHB} on its saving throw against the spell.\"]},{\"type\":\"entries\",\"name\":\"Fiendish Scourging\",\"entries\":[\"While carrying the book, when you make a damage roll for a spell you cast against a Fiend, you use the maximum possible result instead of rolling.\"]},{\"type\":\"entries\",\"name\":\"Random Properties\",\"entries\":[\"The Artifact has the following random properties:\",{\"type\":\"list\",\"items\":[\"2 {@table Artifact Properties; Minor Beneficial Properties|XDMG|minor beneficial} properties\",\"1 {@table Artifact Properties; Minor Detrimental Properties|XDMG|minor detrimental} property\",\"1 {@table Artifact Properties; Major Detrimental Properties|XDMG|major detrimental} property\"]}]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"The book has 8 charges and regains {@dice 1d8} expended charges daily at dawn. While holding the book, you can take a {@action Magic|XPHB} action to cast one of the spells (save DC 20) on the following table. The table indicates how many charges you must expend to cast the spell.\",{\"type\":\"table\",\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"colLabels\":[\"Spell\",\"Charge Cost\"],\"rows\":[[\"{@spell Magic Circle|XPHB}\",\"1\"],[\"{@spell Magic Jar|XPHB}\",\"3\"],[\"{@spell Planar Ally|XPHB}\",\"3\"],[\"{@spell Planar Binding|XPHB}\",\"2\"],[\"{@spell Plane Shift|XPHB} (to the Abyss only)\",\"3\"],[\"{@spell Summon Fiend|XPHB}\",\"3\"],[\"{@spell Tasha's Hideous Laughter|XPHB}\",\"0\"]]}]},{\"type\":\"entries\",\"name\":\"Destroying the Demonomicon\",\"entries\":[\"To destroy the book, six different demon lords must each tear out a sixth of the book's pages. If this occurs, the pages reappear after 24 hours. Before all those hours pass, anyone who opens the book's remaining binding is transported to a nascent layer of the Abyss that lies hidden within the book. At the heart of this deadly, semisentient domain lies a long-lost Artifact, Fraz-Urb'luu's Staff. If the staff is dragged from the pocket plane, the tome is reduced to a mundane and out-of-date copy of the Tome of Zyx, the work that served as the foundation of the Demonomicon of Iggwilv. The Tome of Zyx can be destroyed like any ordinary book. Once the staff emerges, the demon lord Fraz-Urb'luu knows instantly.\"]}],\"attachedSpells\":[\"magic circle|xphb\",\"magic jar|xphb\",\"planar ally|xphb\",\"planar binding|xphb\",\"plane shift|xphb\",\"summon fiend|xphb\",\"tasha's hideous laughter|xphb\"]},{\"name\":\"Detailed, life-sized dragonborn skull cast in electrum\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":75000},{\"name\":\"Devastation Orb of Air\",\"source\":\"PotA\",\"page\":222,\"rarity\":\"very rare\",\"wondrous\":true,\"entries\":[\"A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed.\",\"A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates {@dice 1d100} hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as {@spell identify} and {@spell divination} can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly.\",\"A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes {@dice 1d6} rounds later, unless it is returned to the container.\",\"Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use.\",{\"name\":\"Air Orb\",\"type\":\"entries\",\"entries\":[\"When this orb detonates, it creates a powerful windstorm that lasts for 1 hour. Whenever a creature ends its turn exposed to the wind, the creature must succeed on a DC 18 Constitution saving throw or take {@damage 1d4} bludgeoning damage, as the wind and debris batter it. The wind is strong enough to uproot weak trees and destroy light structures after at least 10 minutes of exposure. Otherwise, the rules for {@hazard strong wind} apply, as detailed in chapter 5 of the Dungeon Master's Guide.\"]}],\"miscTags\":[\"CNS\"]},{\"name\":\"Devastation Orb of Earth\",\"source\":\"PotA\",\"page\":222,\"rarity\":\"very rare\",\"wondrous\":true,\"entries\":[\"A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a {@item devastation orb of air|PotA}. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed.\",\"A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates {@dice 1d100} hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as {@spell identify} and {@spell divination} can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly.\",\"A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a {@item devastation orb of air|PotA} and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes {@dice 1d6} rounds later, unless it is returned to the container.\",\"Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use.\",{\"name\":\"Earth Orb\",\"type\":\"entries\",\"entries\":[\"When this orb detonates, it subjects the area to the effects of the {@spell earthquake} spell for 1 minute (spell save DC 18). For the purpose of the spell's effects, the spell is cast on the turn that the orb explodes.\"]}],\"miscTags\":[\"CNS\"]},{\"name\":\"Devastation Orb of Fire\",\"source\":\"PotA\",\"page\":222,\"rarity\":\"very rare\",\"wondrous\":true,\"entries\":[\"A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a {@item devastation orb of air|PotA}. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed.\",\"A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates {@dice 1d100} hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as {@spell identify} and {@spell divination} can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly.\",\"A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a {@item devastation orb of air|PotA} and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes {@dice 1d6} rounds later, unless it is returned to the container.\",\"Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use.\",{\"name\":\"Fire Orb\",\"type\":\"entries\",\"entries\":[\"When this orb detonates, it creates a dry heat wave that lasts for 24 hours. Within the area of effect, the rules for {@hazard extreme heat} apply, as detailed in chapter 5 of the Dungeon Master's Guide. At the end of each hour, there is a ten percent chance that the heat wave starts a wildfire in a random location within the area of effect. The wildfire covers a 10-foot-square area initially but expands to fill another 10-foot square each round until the fire is extinguished or burns itself out. A creature that comes within 10 feet of a wildfire for the first time on a turn or starts its turn there takes {@damage 3d6} fire damage.\"]}],\"miscTags\":[\"CNS\"]},{\"name\":\"Devastation Orb of Water\",\"source\":\"PotA\",\"page\":222,\"rarity\":\"very rare\",\"wondrous\":true,\"entries\":[\"A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a {@item devastation orb of air|PotA}. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed.\",\"A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates {@dice 1d100} hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as {@spell identify} and {@spell divination} can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly.\",\"A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a {@item devastation orb of air|PotA} and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes {@dice 1d6} rounds later, unless it is returned to the container.\",\"Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use.\",{\"name\":\"Water Orb\",\"type\":\"entries\",\"entries\":[\"When this orb detonates, it creates a torrential rainstorm that lasts for 24 hours. Within the area of effect, the rules for {@hazard heavy precipitation} apply, as detailed in chapter 5 of the Dungeon Master's Guide. If there is a substantial body of water in the area, it floods after {@dice 2d10} hours of heavy rain, rising 10 feet above its banks and inundating the surrounding area. The flood advances at a rate of 100 feet per round, moving away from the body of water where it began until it reaches the edge of the area of effect: at that point, the water flows downhill (and possibly recedes back to its origin). Light structures collapse and wash away. Any Large or smaller creature caught in the flood's path is swept away. The flooding destroys crops and might trigger mudslides, depending on the terrain.\"]}],\"miscTags\":[\"CNS\"]},{\"name\":\"Devlin's Staff of Striking\",\"source\":\"ToA\",\"page\":141,\"_copy\":{\"name\":\"Staff of Striking\",\"source\":\"DMG\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":\"If you attune to this staff, you transform into a goat-humanoid hybrid over the course of 3 days. Tieflings are immune to this curse. Throughout the first day, shaggy fur begins to grow all over your body. After 24 hours, your eyes become goat-like, and stumpy horns sprout from your brow. On the last day, your fingers and toes meld into double digits, and the horns grow to full length. This transformation doesn't prevent you from wielding weapons or casting spells. {@spell Remove curse}, {@spell greater restoration}, or any other effect that ends a curse restores your original appearance, but only a {@spell wish} spell can rid the staff of its power to transform those who attune to it.\"}}},\"curse\":true},{\"name\":\"Devotee's Censer\",\"source\":\"TCE\",\"page\":126,\"baseItem\":\"flail|PHB\",\"type\":\"M\",\"rarity\":\"rare\",\"reqAttune\":\"by a cleric or paladin\",\"reqAttuneTags\":[{\"class\":\"cleric\"},{\"class\":\"paladin\"}],\"weight\":2,\"weaponCategory\":\"martial\",\"dmg1\":\"1d8\",\"dmgType\":\"B\",\"entries\":[\"The rounded head of this flail is perforated with tiny holes, arranged in symbols and patterns. The flail counts as a holy symbol for you. When you hit with an attack using this magic flail, the target takes an extra {@damage 1d8} radiant damage.\",\"As a bonus action, you can speak the command word to cause the flail to emanate a thin cloud of incense out to 10 feet for 1 minute. At the start of each of your turns, you and any other creatures in the incense each regain {@dice 1d4} hit points. This property can't be used again until the next dawn.\"],\"hasFluffImages\":true},{\"name\":\"Diamond\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Diamond|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":500000,\"entries\":[\"A transparent blue-white, canary, pink, brown, or blue gemstone.\"]},{\"name\":\"Diamond\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":500000,\"entries\":[\"A blue white, canary, pink, brown, or blue gemstone.\"]},{\"name\":\"Dice Set\",\"source\":\"PHB\",\"page\":154,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Dice Set|XPHB\"],\"type\":\"GS\",\"rarity\":\"none\",\"value\":10},{\"name\":\"Dice Set\",\"source\":\"XPHB\",\"page\":221,\"freeRules2024\":true,\"type\":\"GS|XPHB\",\"rarity\":\"none\",\"value\":10,\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Ability:\",\"type\":\"item\",\"entries\":[\"Wisdom\"]},{\"name\":\"Utilize:\",\"type\":\"item\",\"entries\":[\"Discern whether someone is cheating ({@dc 10}), or win the game ({@dc 20})\"]}]}]},{\"name\":\"Dimensional Loop\",\"source\":\"AI\",\"page\":220,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"bonusSavingThrow\":\"+1\",\"entries\":[\"While attuned to this device, you have a +1 bonus to Strength saving throws, and you have {@sense darkvision} out to a range of 60 feet. If you already have {@sense darkvision}, its range increases by 30 feet.\",{\"type\":\"entries\",\"name\":\"Dimensional Cloak\",\"entries\":[\"As a bonus action, you send your body out of phase with the material world for 1 minute, granting you advantage on Dexterity ({@skill Stealth}) checks made to hide, and imposing disadvantage on attack rolls against you. Once you use this feature of the dimensional loop, it cannot be used again until the next dawn.\"]},{\"type\":\"entries\",\"name\":\"Fold Space\",\"entries\":[\"Choose a space you can see within 60 feet of you (no action required). You treat that space as if it were within 5 feet of you until the end of your turn. This allows you to move immediately to that space without provoking opportunity attacks, or to interact with objects or creatures in that space as though they were next to you (including allowing you to make melee attacks into that space). Once you use this feature of the dimensional loop, it cannot be used again until the next dawn.\"]},{\"type\":\"entries\",\"name\":\"Part of a Whole\",\"entries\":[\"While this component is not installed in the {@item Orrery of the Wanderer|AI}, its magic might function sporadically or with unpredictable side effects, as determined by the DM.\"]}]},{\"name\":\"Dimensional Shackles\",\"source\":\"DMG\",\"page\":165,\"srd\":true,\"reprintedAs\":[\"Dimensional Shackles|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"You can use an action to place these shackles on an {@condition incapacitated} creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing-through an interdimensional portal.\",\"You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength ({@skill Athletics}) check. On a success, the creature breaks free and destroys the shackles.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Dimensional Shackles\",\"source\":\"XDMG\",\"page\":254,\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"You can take a {@action Utilize|XPHB} action to place these shackles on a creature that has the {@condition Incapacitated|XPHB} condition. The shackles adjust to fit a creature of Small to Large size. The shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal.\",\"You and any creature you designate when you use the shackles can take a {@action Utilize|XPHB} action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength ({@skill Athletics|XPHB}) check. On a successful check, the creature breaks free and destroys the shackles.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"hasFluffImages\":true},{\"name\":\"Dimir Guild Signet\",\"source\":\"GGR\",\"page\":178,\"type\":\"RG|DMG\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"This ring, adorned with the symbol of Dimir, allows you to cast {@spell disguise self}. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Dimir's recognition and favor.\",\"A signet has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).\"],\"attachedSpells\":[\"disguise self\"],\"hasFluffImages\":true},{\"name\":\"Dimir Keyrune\",\"source\":\"GGR\",\"page\":177,\"rarity\":\"very rare\",\"reqAttune\":\"by a member of the Dimir guild\",\"reqAttuneTags\":[{\"background\":\"dimir operative|ggr\"}],\"wondrous\":true,\"entries\":[\"This keyrune, carved from black stone accented with steel, resembles a stylized horror. On command, it transforms into an {@creature intellect devourer} that resembles the Dimir guild symbol, with six bladelike legs. The creature exists for up to 24 hours. During that time, it pursues only a single mission you give it—usually an assignment to take over someone's body, either to impersonate that person for a brief time or to extract secrets from their mind. When the mission is complete, the creature returns to you, reports its success, and reverts to its keyrune form.\",\"When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a {@creature intellect devourer}. If there isn't enough space for the creature, the keyrune doesn't transform.\",\"The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the {@action Dodge} action and moves to avoid danger.\",\"At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed.\"],\"hasFluffImages\":true},{\"name\":\"Diplomat's Pack\",\"source\":\"PHB\",\"page\":151,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Diplomat's Pack|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":36,\"value\":3900,\"entries\":[\"Includes:\",{\"type\":\"list\",\"items\":[\"a {@item chest|phb}\",\"2 {@item Map or Scroll Case|phb|cases for maps and scrolls}\",\"a set of {@item fine clothes|phb}\",\"a {@item Ink (1-ounce bottle)|phb|bottle of ink}\",\"an {@item ink pen|phb}\",\"a {@item lamp|phb}\",\"2 {@item Oil (flask)|phb|flasks of oil}\",\"5 {@item Paper (one sheet)|phb|sheets of paper}\",\"a {@item Perfume (vial)|phb|vial of perfume}\",\"{@item sealing wax|phb}\",\"{@item soap|phb}\"]}],\"packContents\":[\"chest|phb\",{\"item\":\"map or scroll case|phb\",\"quantity\":2},\"fine clothes|phb\",\"ink (1-ounce bottle)|phb\",\"ink pen|phb\",\"lamp|phb\",{\"item\":\"oil (flask)|phb\",\"quantity\":2},{\"item\":\"paper (one sheet)|phb\",\"quantity\":5},\"perfume (vial)|phb\",\"sealing wax|phb\",\"soap|phb\"]},{\"name\":\"Diplomat's Pack\",\"source\":\"XPHB\",\"page\":225,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":39,\"value\":3900,\"entries\":[\"A Diplomat's Pack contains the following items: {@item Chest|XPHB}, {@item Fine Clothes|XPHB}, {@item Ink|XPHB}, 5 {@item Ink Pen|XPHB|Ink Pens}, {@item Lamp|XPHB}, 2 {@item Map or Scroll Case|XPHB|Map or Scroll Cases}, 4 flasks of {@item Oil|XPHB}, 5 sheets of {@item Paper|XPHB}, 5 sheets of {@item Parchment|XPHB}, {@item Perfume|XPHB}, and {@item Tinderbox|XPHB}.\"],\"packContents\":[\"chest|xphb\",\"fine clothes|xphb\",\"ink|xphb\",{\"item\":\"ink pen|xphb\",\"quantity\":5},\"lamp|xphb\",{\"item\":\"map or scroll case|xphb\",\"quantity\":2},{\"item\":\"oil|xphb\",\"quantity\":4},{\"item\":\"paper|xphb\",\"quantity\":5},{\"item\":\"parchment|xphb\",\"quantity\":5},\"perfume|xphb\",\"tinderbox|xphb\"]},{\"name\":\"Disguise Kit\",\"source\":\"PHB\",\"page\":154,\"srd\":true,\"basicRules\":true,\"additionalSources\":[{\"source\":\"XGE\",\"page\":81}],\"reprintedAs\":[\"Disguise Kit|XPHB\"],\"type\":\"T\",\"rarity\":\"none\",\"weight\":3,\"value\":2500,\"entries\":[\"This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.\"],\"additionalEntries\":[\"The perfect tool for anyone who wants to engage in trickery, a disguise kit enables its owner to adopt a false identity.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"A disguise kit includes cosmetics, hair dye, small props, and a few pieces of clothing.\"]},{\"type\":\"entries\",\"name\":\"Deception\",\"entries\":[\"In certain cases, a disguise can improve your ability to weave convincing lies.\"]},{\"type\":\"entries\",\"name\":\"Intimidation\",\"entries\":[\"The right disguise can make you look more fearsome, whether you want to scare someone away by posing as a plague victim or intimidate a gang of thugs by taking the appearance of a bully.\"]},{\"type\":\"entries\",\"name\":\"Performance\",\"entries\":[\"A cunning disguise can enhance an audience's enjoyment of a performance, provided the disguise is properly designed to evoke the desired reaction.\"]},{\"type\":\"entries\",\"name\":\"Persuasion\",\"entries\":[\"Folk tend to trust a person in uniform. If you disguise yourself as an authority figure, your efforts to persuade others are often more effective.\"]},{\"type\":\"entries\",\"name\":\"Create Disguise\",\"entries\":[\"As part of a long rest, you can create a disguise. It takes you 1 minute to don such a disguise once you have created it. You can carry only one such disguise on you at a time without drawing undue attention, unless you have a bag of holding or a similar method to keep them hidden. Each disguise weighs 1 pound.\",\"At other times, it takes 10 minutes to craft a disguise that involves moderate changes to your appearance, and 30 minutes for one that requires more extensive changes.\"]},{\"type\":\"table\",\"caption\":\"Disguise Kit\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Cover injuries or distinguishing marks\",\"10\"],[\"Spot a disguise being used by someone else\",\"15\"],[\"Copy a humanoid's appearance\",\"20\"]]}]},{\"name\":\"Disguise Kit\",\"source\":\"XPHB\",\"page\":221,\"freeRules2024\":true,\"type\":\"T|XPHB\",\"rarity\":\"none\",\"weight\":3,\"value\":2500,\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Ability:\",\"type\":\"item\",\"entries\":[\"Charisma\"]},{\"name\":\"Utilize:\",\"type\":\"item\",\"entries\":[\"Apply makeup ({@dc 10})\"]},{\"name\":\"Craft:\",\"type\":\"item\",\"entries\":[\"{@item Costume|XPHB}\"]}]}]},{\"name\":\"Dispelling Stone\",\"source\":\"EGW\",\"page\":266,\"rarity\":\"very rare\",\"wondrous\":true,\"entries\":[\"This smooth, rainbow-colored, egg-shaped stone can be thrown up to 30 feet and explodes in a 10-foot-radius sphere of magical energy on impact, destroying the stone. Any active spell of 5th level or lower in the sphere ends.\"]},{\"name\":\"Dissimortuum's Cursed Mask\",\"source\":\"ToB1-2023\",\"page\":106,\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"The dissimortuum's mask is nigh indestructible. When the creature is destroyed, its mask usually survives and breaks free. On its own, the object emits a faint magical aura with mixed enchantment and necromantic properties. It is a tempting souvenir, but any humanoid or giant foolish enough to don the mask is immediately wracked by pain and takes 7 ({@damage 2d6}) necrotic damage. The creature must succeed on a DC 15 Wisdom saving throw or become dominated by the mask. The domination arrives slowly. The creature acts normally for a day or two, but then the creature notices periods of time that cannot be accounted for. During these unremembered times, the creature gathers the grisly components needed to build a new body for the dissimortuum. This process takes a week, after which the creature is freed from domination as the dissimortuum arises anew and dons its mask once more.\"]},{\"name\":\"Docent\",\"source\":\"ERLW\",\"page\":276,\"rarity\":\"rare\",\"reqAttune\":\"by a warforged\",\"reqAttuneTags\":[{\"race\":\"warforged|erlw\"}],\"wondrous\":true,\"sentient\":true,\"entries\":[\"A docent is a small metal sphere, about 2 inches across, studded with dragonshards. To attune to a docent, you must embed the item somewhere on your body, such as your chest or your eye socket.\",{\"type\":\"entries\",\"name\":\"Sentience\",\"entries\":[\"A docent is a sentient item of any alignment with an Intelligence of 16, a Wisdom of 14, and a Charisma of 14. It perceives the world through your senses. It communicates telepathically with you and can speak, read, and understand any language it knows (see \\\"Random Properties\\\" below).\"]},{\"type\":\"entries\",\"name\":\"Life Support\",\"entries\":[\"Whenever you end your turn with 0 hit points, the docent can make a Wisdom ({@skill Medicine}) check with a +6 bonus. If this check succeeds, the docent stabilizes you.\"]},{\"type\":\"entries\",\"name\":\"Random Properties\",\"entries\":[\"A docent has the following properties:\",\"{@b Languages}. The docent knows Common, Giant, and {@dice 1d4} additional languages chosen by the DM. If a docent knows fewer than six languages, it can learn a new language after it hears or reads the language through your senses.\",\"{@b Skills}. The docent has a +7 bonus to one of the following skills (roll a {@dice d4}): (1) {@skill Arcana}, (2) {@skill History}, (3) {@skill Investigation}, or (4) {@skill Nature}.\",\"{@b Spells}. The docent knows one of the following spells and can cast it at will, requiring no components (roll a {@dice d6}): (1–2) {@spell detect evil and good} or (3–6) {@spell detect magic}. The docent decides when to cast the spell.\"]},{\"type\":\"entries\",\"name\":\"Personality\",\"entries\":[\"A docent is designed to advise and assist the warforged it's attached to. One of the simple functions of a docent is to serve as a translator. The docent's properties are under its control, and if you have a bad relationship with your docent, it might refuse to assist you.\"]}],\"attachedSpells\":[\"detect evil and good\",\"detect magic\"]},{\"name\":\"Documancy Satchel\",\"source\":\"AI\",\"page\":24,\"rarity\":\"varies\",\"wondrous\":true,\"entries\":[\"At rank 2, your documancy satchel becomes a common magic item, allowing you to magically send and receive documents to and from Head Office through a special pouch. Your documancy satchel magically produces prewritten and signature-ready contracts at your request, covering most common contractual needs. It also occasionally produces sticky notes printed with useful information and inspirational quotes from Head Office.\",{\"type\":\"entries\",\"name\":\"Satchel of Holding\",\"entries\":[\"At rank 3, your documancy satchel gains additional features and becomes an uncommon magic item. One of the satchel's pouches now functions as a {@item bag of holding}.\",\"Additionally, you can use an action to draw forth from the documancy satchel a {@item spell scroll} of {@spell comprehend languages}. The scroll vanishes when used, or ten minutes after it appears. This property of the bag can't be used again until the next dawn.\"]},{\"type\":\"entries\",\"name\":\"Scroll Humidor\",\"entries\":[\"At rank 4, your documancy satchel gains additional power and becomes a rare magic item. Within the satchel, a dedicated extradimensional space can hold up to thirty documents or {@item spell scroll||spell scrolls}. Placing a single document into the scroll humidor is an action. Drawing forth a desired scroll is a bonus action.\"]}],\"attachedSpells\":[\"comprehend languages\"],\"hasFluffImages\":true},{\"name\":\"Dodecahedron of Doom\",\"source\":\"WDMM\",\"page\":284,\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"This twelve-sided metal die is 12 inches across and bears the numbers 1 through 12 engraved on its pentagonal sides. The dodecahedron contains arcane clockwork mechanisms that whir and click whenever the die is cast.\",\"The dodecahedron can be hurled up to 60 feet as an action. A random magical effect occurs when the die comes to rest after rolling across the ground for at least 10 feet. If an effect requires a target and no eligible target is within range, nothing happens. Spells cast by the dodecahedron require no components. Roll a {@dice d12} and consult the following table to determine the effect:\",{\"type\":\"table\",\"colLabels\":[\"d12\",\"effect\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1–2\",\"The dodecahedron explodes and is destroyed. Each creature within 20 feet of the exploding die must make a DC 13 Dexterity saving throw, taking 40 ({@damage 9d8}) force damage on a failed save, or half as much damage on a successful one.\"],[\"3–4\",\"The dodecahedron casts {@spell light} on itself. The effect lasts until a creature touches the die.\"],[\"5–6\",\"The dodecahedron casts {@spell ray of frost} (+5 to hit), targeting a random creature within 60 feet of it that doesn't have {@quickref Cover||3||total cover} against the attack.\"],[\"7–8\",\"The dodecahedron casts {@spell shocking grasp} (+5 to hit) on the next creature that touches it.\"],[\"9–10\",\"The dodecahedron casts {@spell darkness} on itself. The effect has a duration of 10 minutes.\"],[\"11–12\",\"The next creature to touch the dodecahedron gains {@dice 1d10} temporary hit points that last for 1 hour.\"]]}],\"attachedSpells\":[\"light\",\"ray of frost\",\"shocking grasp\",\"darkness\"]},{\"name\":\"Dogsled\",\"source\":\"IDRotF\",\"page\":20,\"type\":\"VEH\",\"rarity\":\"none\",\"weight\":300,\"value\":2000,\"entries\":[\"An empty sled costs 20 gp, weighs 300 pounds, and has room at the back for one driver.\"]},{\"name\":\"Donjon Card\",\"source\":\"BMT\",\"page\":13,\"rarity\":\"legendary\",\"wondrous\":true,\"recharge\":\"dawn\",\"entries\":[\"As an action, you can brandish this card at one creature you can see within 30 feet of yourself. The target must succeed on a {@dc 17} Charisma saving throw, or it vanishes, transported to a prison on another plane of existence. After 1 minute, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Once this property is used, it can't be used again until the next dawn.\"],\"hasFluffImages\":true},{\"name\":\"Donjon's Sundering Sphere\",\"source\":\"BMT\",\"page\":35,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"bonusWeapon\":\"+1\",\"entries\":[\"This marble-size crystal sphere glows with extraplanar energy.\",\"As part of attuning to this item, you press the crystal sphere to the hilt of a nonmagical melee weapon of your choice, magically attaching the sphere to the weapon. The weapon becomes a magic weapon with a +1 bonus to attack and damage rolls. While wielding this weapon, you gain the following benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Dimensional Anchor\",\"entries\":[\"You have advantage on saving throws against spells or effects that would send you to an extradimensional space, a demiplane, or another plane of existence against your will.\"]},{\"type\":\"item\",\"name\":\"Isolating Smite\",\"entries\":[\"When you hit a creature with this weapon, you can force the creature to make a DC 16 Charisma saving throw. On a failed save, the creature is banished to a harmless demiplane until the end of its next turn. When the banished creature returns, it reappears in the space it left or the nearest unoccupied space if that space is occupied. Once this property is used, it can't be used again until the next dawn.\"]}]},\"When you end your attunement to the sphere, the sphere harmlessly detaches from the weapon, and the weapon reverts to a nonmagical piece of equipment.\"]},{\"name\":\"Donkey\",\"source\":\"PHB\",\"page\":157,\"srd\":true,\"basicRules\":true,\"type\":\"MNT\",\"rarity\":\"none\",\"value\":800,\"carryingCapacity\":420,\"speed\":40},{\"name\":\"Doublet of Dramatic Demise\",\"source\":\"TDCSR\",\"page\":195,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"This striking satin jacket allows you to make the most of your dying moments. When you drop to 0 hit points while wearing this doublet, you do not fall {@condition unconscious}. Instead, you are {@condition incapacitated} and your speed becomes 0, but you can speak and communicate.\",\"You make death {@quickref saving throws|PHB|2|1} as normal, but if you roll a 1 on the {@dice d20}, you swoon with a loud gasp and die instantly.\"]},{\"name\":\"Dowsing Dagger\",\"source\":\"XMtS\",\"page\":19,\"rarity\":\"unknown (magic)\",\"entries\":[\"A curved jade blade fashioned by the River Heralds, this {@item +1 dagger} can detect the presence of fresh water within 200 feet of the wielder.\"]},{\"name\":\"Draakhorn\",\"source\":\"RoT\",\"page\":93,\"otherSources\":[{\"source\":\"ToD\",\"page\":168}],\"rarity\":\"artifact\",\"wondrous\":true,\"entries\":[\"The Draakhorn was a gift from {@creature Tiamat|RoT} in the war between dragons and giants. It was once the horn of her {@creature ancient red dragon} consort, Ephelomon, that she gave to dragonkind to help them in their war against the giants. The Draakhorn is a signaling device, and it is so large that it requires two Medium creatures (or one Large or larger) to hold it while a third creature sounds it, making the earth resonate to its call. The horn has been blasted with fire into a dark ebony hue and is wrapped in bands of bronze with draconic runes that glow with purple eldritch fire.\",\"The low, moaning drone of the Draakhorn discomfits normal animals within a few miles, and it alerts all dragons within two thousand miles to rise and be wary, for great danger is at hand. Coded blasts were once used to signal specific messages. Knowledge of those codes has been lost to the ages.\",\"Those with knowledge of the Draakhorn's history know that it was first built to signal danger to chromatic dragons—a purpose the Cult of the Dragon has corrupted to call chromatic dragons to the Well of Dragons from across the North.\",\"Within 50 feet of any enclosed space where the horn is blown, the air begins to shimmer from the sound. Any character within 20 feet of the entry to the enclosed space must succeed on a DC 12 Strength check to continue pushing against the pressure of the sound. A failure indicates the character can advance no farther toward the entry.\",\"For any character entering the enclosed space, the sound fades to silence—because any creature that enters the enclosed space is temporarily {@condition deafened} and must make a DC 12 Constitution saving throw. Success indicates the deafness ends 2 minutes after the Draakhorn ceases to sound. Failure indicates the character remains {@condition deafened} for 1 hour after the Draakhorn ceases to sound.\",\"While the horn is sounding, a creature must make a DC 15 Constitution saving throw the first time on a turn the creature enters a 150-foot cone in front of the horn or starts its turn there. On a failed save, the creature takes 27 ({@damage 6d8}) thunder damage and is knocked {@condition prone}. On a successful save, the creature takes half damage and isn't knocked {@condition prone}.\"],\"hasFluffImages\":true},{\"name\":\"Draconic Longsword\",\"source\":\"ToA\",\"page\":173,\"baseItem\":\"longsword|phb\",\"type\":\"M\",\"rarity\":\"unknown (magic)\",\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"V\"],\"dmg1\":\"1d8\",\"dmgType\":\"S\",\"dmg2\":\"1d10\",\"entries\":[\"This longsword has a dragon-shaped hilt. While you carry it, you gain the ability to speak and understand the Draconic language.\"]},{\"name\":\"Draft Horse\",\"source\":\"PHB\",\"page\":157,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Draft Horse|XPHB\"],\"type\":\"MNT\",\"rarity\":\"none\",\"value\":5000,\"carryingCapacity\":540,\"speed\":40},{\"name\":\"Draft Horse\",\"source\":\"XPHB\",\"page\":229,\"freeRules2024\":true,\"type\":\"MNT|XPHB\",\"rarity\":\"none\",\"value\":5000,\"carryingCapacity\":540,\"speed\":40},{\"name\":\"Dragon\",\"source\":\"WDH\",\"page\":169,\"type\":\"$C\",\"rarity\":\"none\",\"value\":100,\"entries\":[\"Gold coin, half again as large as a {@item nib|wdh} (1 dragon = 100 {@item nib|wdh|nibs})\"]},{\"name\":\"Dragon Sensing Longsword\",\"source\":\"PotA\",\"page\":90,\"baseItem\":\"longsword|phb\",\"type\":\"M\",\"rarity\":\"unknown (magic)\",\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"V\"],\"dmg1\":\"1d8\",\"dmgType\":\"S\",\"dmg2\":\"1d10\",\"bonusWeapon\":\"+1\",\"entries\":[\"This +1 longsword is made of dragon bone and with a dragon-leather grip. It has rubies in its pommel and hilt. The sword grows warm and the rubies glow slightly when the sword is within 120 feet of a dragon.\"]},{\"name\":\"Dragon Thighbone Club\",\"source\":\"SKT\",\"page\":105,\"baseItem\":\"greatclub|phb\",\"type\":\"M\",\"rarity\":\"unknown (magic)\",\"reqAttune\":\"optional\",\"weight\":250,\"weaponCategory\":\"simple\",\"property\":[\"2H\"],\"dmg1\":\"1d8\",\"dmgType\":\"B\",\"entries\":[\"This red dragon's thighbone is 14 feet long, 250 lbs, and is wrapped in old leather, suggesting that it was once used as a giant's greatclub.\",\"When you hit a creature of the dragon type with this weapon, it deals an extra {@damage 2d8} bludgeoning damage.\",\"If you attune to the greatclub, it magically shrinks to a size that you can wield effectively.\"]},{\"name\":\"Dragon's Blood\",\"source\":\"ERLW\",\"page\":244,\"type\":\"OTH\",\"rarity\":\"none\",\"entries\":[\"Introduced into Sharn by Daask, dragon's blood is a potent and highly addictive stimulant. In addition to inducing euphoria, it can enhance spellcasting ability or even temporarily imbue a user with the ability to cast sorcerer spells. The drug's effects are potentially dangerous and always unpredictable. This isn't something a player character should want to use; adventurers are more likely to interfere with Daask smugglers or deal with an addict who accidentally casts a {@spell fireball} in a crowded street. The specific effects of dragon's blood are up to you, but you can take inspiration from the {@table Wild Magic Surge|PHB} table in the {@book Player's Handbook|PHB}.\"]},{\"name\":\"Dragonchess Set\",\"source\":\"PHB\",\"page\":154,\"basicRules\":true,\"reprintedAs\":[\"Dragonchess Set|XPHB\"],\"type\":\"GS\",\"rarity\":\"none\",\"weight\":0.5,\"value\":100},{\"name\":\"Dragonchess Set\",\"source\":\"XPHB\",\"page\":221,\"freeRules2024\":true,\"type\":\"GS|XPHB\",\"rarity\":\"none\",\"value\":100,\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Ability:\",\"type\":\"item\",\"entries\":[\"Wisdom\"]},{\"name\":\"Utilize:\",\"type\":\"item\",\"entries\":[\"Discern whether someone is cheating ({@dc 10}), or win the game ({@dc 20})\"]}]}]},{\"name\":\"Dragongleam\",\"source\":\"HotDQ\",\"page\":84,\"otherSources\":[{\"source\":\"ToD\",\"page\":84}],\"baseItem\":\"spear|phb\",\"type\":\"M\",\"rarity\":\"unknown (magic)\",\"weight\":3,\"weaponCategory\":\"simple\",\"property\":[\"T\",\"V\"],\"range\":\"20/60\",\"dmg1\":\"1d6\",\"dmgType\":\"P\",\"dmg2\":\"1d8\",\"charges\":10,\"entries\":[\"This spear is enchanted with 10 charges of a {@spell daylight} spell for use in twilight or dark forest underbrush. The command phrase is \\\"Tiamat's eyes shine,\\\" written in Draconic runes on the spear's crossguard.\"],\"attachedSpells\":[\"daylight\"]},{\"name\":\"Dragonguard\",\"source\":\"LMoP\",\"page\":48,\"reprintedAs\":[\"Dragonguard|PaBTSO\"],\"type\":\"MA\",\"rarity\":\"rare\",\"weight\":20,\"ac\":14,\"bonusAc\":\"+1\",\"entries\":[\"You have a +1 bonus to AC while wearing this armor.\",\"This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type.\"]},{\"name\":\"Dragonguard\",\"source\":\"PaBTSO\",\"page\":72,\"baseItem\":\"breastplate|PHB\",\"type\":\"MA\",\"rarity\":\"rare\",\"weight\":20,\"ac\":14,\"bonusAc\":\"+1\",\"entries\":[\"You have a +1 bonus to AC while wearing this armor.\",\"This breastplate has a gold dragon motif worked into its design. Created for a human hero of old Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of Dragons.\",\"This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.\"]},{\"name\":\"Dragonstaff of Ahghairon\",\"source\":\"WDH\",\"page\":191,\"rarity\":\"legendary\",\"reqAttune\":true,\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d10}\",\"charges\":10,\"staff\":true,\"entries\":[\"While holding the dragonstaff of Ahghairon, you have advantage on saving throws against the spells and breath weapons of dragons, as well as the breath weapons of other creatures of the dragon type (such as dragon turtles).\",\"A creature of the dragon type that you touch with the staff can move through the city of Waterdeep, ignoring Ahghairon's dragonward (see \\\"Ahghairon's Dragonward,\\\" in the Introduction). This effect lasts until the creature is touched again by the staff or until a time you proclaim when you confer the benefit.\",\"The staff has 10 charges. While holding it, you can expend 1 charge as an action to cast the {@spell command} spell. If you target a dragon with this casting, the dragon has disadvantage on its saving throw. The staff regains {@dice 1d10} charges daily at dawn.\"],\"attachedSpells\":[\"command\"],\"hasFluffImages\":true},{\"name\":\"Dragontooth Dagger\",\"source\":\"RoT\",\"page\":94,\"otherSources\":[{\"source\":\"ToD\",\"page\":178}],\"baseItem\":\"dagger|phb\",\"type\":\"M\",\"rarity\":\"rare\",\"weight\":1,\"weaponCategory\":\"simple\",\"property\":[\"F\",\"L\",\"T\"],\"range\":\"20/60\",\"dmg1\":\"1d4\",\"dmgType\":\"P\",\"bonusWeapon\":\"+1\",\"entries\":[\"A dagger fashioned from the tooth of a dragon. While the blade is obviously a fang or predator's tooth, the handle is leather wrapped around the root of the tooth, and there is no crossguard.\",\"You gain a +1 bonus to attack and damage rolls made with this weapon. On a hit with this weapon, the target takes an extra {@damage 1d6} acid damage.\",{\"name\":\"Draconic Potency\",\"type\":\"entries\",\"entries\":[\"Against enemies of the Cult of the Dragon, the dagger's bonus to attack and damage rolls increases to 2, and the extra acid damage increases to {@dice 2d6}.\"]}],\"hasFluffImages\":true},{\"name\":\"Dread Helm\",\"source\":\"XDMG\",\"page\":254,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"While you're wearing this fearsome steel helm, your eyes glow red and the rest of your face is hidden in shadow.\"],\"hasFluffImages\":true},{\"name\":\"Dread Helm\",\"source\":\"XGE\",\"page\":137,\"reprintedAs\":[\"Dread Helm|XDMG\"],\"tier\":\"minor\",\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"This fearsome steel helm makes your eyes glow red while you wear it.\"],\"hasFluffImages\":true},{\"name\":\"Dreamlily\",\"source\":\"ERLW\",\"page\":244,\"type\":\"OTH\",\"rarity\":\"none\",\"entries\":[\"A psychoactive liquid that smells and tastes like your favorite beverage, essence of dreamlily is a Sarlonan opiate. First imported to help manage pain during the Last War, it's now the most commonly abused substance in Sharn. Though dreamlily isn't illegal if used for medicinal purposes, it's heavily taxed, and thus most dreamlily is smuggled in and sold on the black market. Dreamlily dens can be found across the lower wards. Consuming dreamlily causes disorienting euphoria and brings about remarkable resistance to pain. A creature under the effects of dreamlily is {@condition poisoned} for 1 hour. While {@condition poisoned} in this way, the creature is immune to fear, and the first time it drops to 0 hit points without being killed outright, it drops to 1 hit point instead. A dose of dreamlily costs around 1 gp, or up to ten times that if purchased through legal channels. There are many varieties of the drug, however, and the duration or the price might vary accordingly.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Driftglobe\",\"source\":\"DMG\",\"page\":166,\"reprintedAs\":[\"Driftglobe|XDMG\"],\"tier\":\"minor\",\"rarity\":\"uncommon\",\"wondrous\":true,\"weight\":1,\"entries\":[\"This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the {@spell light} or {@spell daylight} spell. Once used, the {@spell daylight} effect can't be used again until the next dawn.\",\"You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.\"],\"attachedSpells\":[\"light\",\"daylight\"],\"lootTables\":[\"Magic Item Table A\",\"Magic Item Table B\"],\"hasFluffImages\":true},{\"name\":\"Driftglobe\",\"source\":\"XDMG\",\"page\":254,\"rarity\":\"uncommon\",\"wondrous\":true,\"weight\":1,\"entries\":[\"This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can command it to emanate light equivalent to that of the {@spell Light|XPHB} or {@spell Daylight|XPHB} spell (your choice). Once used, the Daylight effect can't be used again until the next dawn.\",\"You can issue another command as a {@action Magic|XPHB} action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.\"],\"attachedSpells\":[\"light|xphb\",\"daylight|xphb\"],\"hasFluffImages\":true},{\"name\":\"Drow Poison\",\"source\":\"DMG\",\"page\":258,\"srd\":true,\"reprintedAs\":[\"Lolth's Sting|XDMG\"],\"type\":\"G\",\"rarity\":\"none\",\"value\":20000,\"poison\":true,\"entries\":[\"This poison is typically made only by the {@creature drow}, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be {@condition poisoned} for 1 hour. If the saving throw fails by 5 or more, the creature is also {@condition unconscious} while {@condition poisoned} in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.\"],\"poisonTypes\":[\"injury\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Drown\",\"source\":\"PotA\",\"page\":224,\"baseItem\":\"trident|phb\",\"type\":\"M\",\"resist\":[\"cold\"],\"rarity\":\"legendary\",\"reqAttune\":true,\"weight\":4,\"weaponCategory\":\"martial\",\"property\":[\"T\",\"V\"],\"range\":\"20/60\",\"dmg1\":\"1d6\",\"dmgType\":\"P\",\"dmg2\":\"1d8\",\"grantsLanguage\":true,\"bonusWeapon\":\"+1\",\"entries\":[\"A steel trident decorated with bronze barnacles along the upper part of its haft, Drown has a sea-green jewel just below the tines and a silver shell at the end of its haft. It floats on the surface if dropped onto water, and it floats in place if it is released underwater. The trident is always cool to the touch, and it is immune to any damage due to exposure to water. Drown contains a spark of {@creature Olhydra|pota}, the Princess of Evil Water.\",\"You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with it, the targets take an extra {@damage 1d8} cold damage.\",{\"name\":\"Water Mastery\",\"type\":\"entries\",\"entries\":[\"You gain the following benefits while you hold Drown:\"]},{\"type\":\"list\",\"items\":[\"You can speak Aquan fluently.\",\"You have resistance to cold damage.\",\"You can cast {@spell dominate monster} (save DC 17) on a {@creature water elemental}. Once you have done so, Drown can't be used this way again until the next dawn.\"]},{\"name\":\"Tears of Endless Anguish\",\"type\":\"entries\",\"entries\":[\"While inside a water node, you can perform a ritual called the Tears of Endless Anguish, using Drown to create a {@item devastation orb of water|PotA}. Once you perform the ritual, Drown can't be used to perform the ritual again until the next dawn.\"]},{\"name\":\"Flaw\",\"type\":\"entries\",\"entries\":[\"Drown makes its wielder covetous. While attuned to the weapon, you gain the following flaw: \\\"I demand and deserve the largest share of the spoils, and I refuse to part with anything that's mine.\\\" In addition, if you are attuned to Drown for 24 consecutive hours, barnacles form on your skin. The barnacles can be removed with a {@spell greater restoration} spell or similar magic, but not while you are attuned to the weapon.\"]}],\"attachedSpells\":[\"dominate monster\"],\"hasFluffImages\":true},{\"name\":\"Dungeoneer's Pack\",\"source\":\"PHB\",\"page\":151,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Dungeoneer's Pack|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":61.5,\"value\":1200,\"entries\":[\"Includes:\",{\"type\":\"list\",\"items\":[\"a {@item backpack|phb}\",\"a {@item crowbar|phb}\",\"a {@item hammer|phb}\",\"10 {@item piton|phb|pitons}\",\"10 {@item torch|phb|torches}\",\"a {@item tinderbox|phb}\",\"10 days of {@item Rations (1 day)|phb|rations}\",\"a {@item waterskin|phb}\",\"{@item Hempen Rope (50 feet)|phb|50 feet of hempen rope}\"]}],\"packContents\":[\"backpack|phb\",\"crowbar|phb\",\"hammer|phb\",{\"item\":\"piton|phb\",\"quantity\":10},{\"item\":\"torch|phb\",\"quantity\":10},\"tinderbox|phb\",{\"item\":\"rations (1 day)|phb\",\"quantity\":10},\"waterskin|phb\",\"hempen rope (50 feet)|phb\"]},{\"name\":\"Dungeoneer's Pack\",\"source\":\"XPHB\",\"page\":225,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":55,\"value\":1200,\"entries\":[\"A Dungeoneer's Pack contains the following items: {@item Backpack|XPHB}, {@item Caltrops|XPHB}, {@item Crowbar|XPHB}, 2 flasks of {@item Oil|XPHB}, 10 days of {@item Rations|XPHB}, {@item Rope|XPHB}, {@item Tinderbox|XPHB}, 10 {@item Torch|XPHB|Torches}, and {@item Waterskin|XPHB}.\"],\"packContents\":[\"backpack|xphb\",\"caltrops|xphb\",\"crowbar|xphb\",{\"item\":\"oil|xphb\",\"quantity\":2},{\"item\":\"rations|xphb\",\"quantity\":10},\"rope|xphb\",\"tinderbox|xphb\",{\"item\":\"torch|xphb\",\"quantity\":10},\"waterskin|xphb\"]},{\"name\":\"Duplicitous Manuscript\",\"source\":\"TCE\",\"page\":126,\"rarity\":\"rare\",\"reqAttune\":\"by a wizard\",\"reqAttuneTags\":[{\"class\":\"wizard\"}],\"wondrous\":true,\"weight\":3,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"focus\":[\"Wizard\"],\"entries\":[\"To you, this book is a magical spellbook. To anyone else, the book appears to be a volume of verbose romance fiction. As an action, you can change the book's appearance and alter the plot of the romance.\",\"When found, the book contains the following spells: {@spell hallucinatory terrain}, {@spell major image}, {@spell mirror image}, {@spell mislead}, {@spell Nystul's magic aura}, {@spell phantasmal force}, and {@spell silent image}. It functions as a spellbook for you.\",\"While you are holding the book, you can use it as a spellcasting focus for your wizard spells.\",\"The book has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. You can use the charges in the following ways while holding it:\",{\"type\":\"list\",\"items\":[\"If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the illusion school.\",\"When a creature you can see makes an Intelligence ({@skill Investigation}) check to discern the true nature of an illusion spell you cast, or makes a saving throw against an illusion spell you cast, you can use your reaction and expend 1 charge to impose disadvantage on the roll.\"]}],\"attachedSpells\":[\"hallucinatory terrain\",\"major image\",\"mirror image\",\"mislead\",\"nystul's magic aura\",\"phantasmal force\",\"silent image\"]},{\"name\":\"Duskcrusher\",\"source\":\"EGW\",\"page\":266,\"baseItem\":\"warhammer|PHB\",\"type\":\"M\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":2,\"weaponCategory\":\"martial\",\"property\":[\"V\"],\"dmg1\":\"1d8\",\"dmgType\":\"R\",\"dmg2\":\"1d10\",\"bonusWeapon\":\"+2\",\"entries\":[\"This item takes the form of a leather-wrapped metal rod emblazoned with the symbol of Pelor, the Dawn Father. While grasping the rod, you can use a bonus action to cause a warhammer head of crackling radiance to spring into existence. The warhammer's radiant head emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. You can use an action to make the radiant head disappear.\",\"While the radiant head is active, you gain a +2 bonus to attack and damage rolls made with this magic weapon, and attacks with the weapon deal radiant damage instead of bludgeoning damage. An undead creature hit by the weapon takes an extra {@damage 1d8} radiant damage.\",\"While you are holding Duskcrusher and its radiant head is active, you can use an action to cast the {@spell sunbeam} spell (save DC 15) from the weapon, and this action can't be used again until the next dawn.\"],\"attachedSpells\":[\"sunbeam\"],\"hasFluffImages\":true},{\"name\":\"Dust of Corrosion\",\"source\":\"WBtW\",\"page\":209,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"As an action, you can throw this dust into the air, filling a 10-foot cube that extends out from you. Surfaces and objects made of nonmagical ferrous metal in the area instantly corrode and turn to dust, becoming useless and unsalvageable. Any creature in the area that is made wholly or partly out of ferrous metal must make a DC 13 Constitution saving throw, taking {@damage 4d8} necrotic damage on a failed save, or half as much damage on a successful one.\",\"Found in a small packet, this dust is made from finely ground rust monster antennae. There is enough dust in each packet for one use.\"]},{\"name\":\"Dust of Deliciousness\",\"source\":\"EGW\",\"page\":267,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"This reddish brown dust can be sprinkled over any edible substance to greatly improve the flavor. The dust also dulls the eater's senses: anyone eating food treated with this dust has disadvantage on Wisdom ability checks and Wisdom saving throws for 1 hour. There is enough dust to flavor six servings.\"]},{\"name\":\"Dust of Disappearance\",\"source\":\"DMG\",\"page\":166,\"srd\":true,\"reprintedAs\":[\"Dust of Disappearance|XDMG\"],\"tier\":\"minor\",\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become {@condition invisible} for {@dice 2d4} minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.\"],\"lootTables\":[\"Magic Item Table B\"],\"miscTags\":[\"CNS\"],\"hasFluffImages\":true},{\"name\":\"Dust of Disappearance\",\"source\":\"XDMG\",\"page\":255,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"This powder resembles fine sand. There is enough of it for one use. When you take a {@action Utilize|XPHB} action to throw the dust into the air, you and each creature and object within a 10-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from you have the {@condition Invisible|XPHB} condition for {@dice 2d4} minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. Immediately after an affected creature makes an attack roll, deals damage, or casts a spell, the {@condition Invisible|XPHB} condition ends for that creature.\"],\"miscTags\":[\"CNS\"],\"hasFluffImages\":true},{\"name\":\"Dust of Dryness\",\"source\":\"DMG\",\"page\":166,\"srd\":true,\"reprintedAs\":[\"Dust of Dryness|XDMG\"],\"tier\":\"minor\",\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"This small packet contains {@dice 1d6 + 4} pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible.\",\"Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic.\",\"An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking {@damage 10d6} necrotic damage on a failed save, or half as much damage on a successful one.\"],\"lootTables\":[\"Magic Item Table B\"]},{\"name\":\"Dust of Dryness\",\"source\":\"XDMG\",\"page\":255,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"This small packet contains {@dice 1d6 + 4} pinches of dust. As a {@action Utilize|XPHB} action, you can sprinkle a pinch of the dust over water, turning up to a 15-foot {@variantrule Cube [Area of Effect]|XPHB|Cube} of water into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible. A creature can take a {@action Utilize|XPHB} action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so destroys the pellet and ends its magic.\",\"As a {@action Utilize|XPHB} action, you can sprinkle a pinch of the dust on an Elemental within 5 feet of yourself that is composed mostly of water (such as a {@creature Water Elemental|XMM} or a {@creature Water Weird|XMM}). Such a creature exposed to a pinch of the dust makes a DC 13 Constitution saving throw, taking {@damage 10d6} Necrotic damage on a failed save or half as much damage on a successful one.\"]},{\"name\":\"Dust of Sneezing and Choking\",\"source\":\"DMG\",\"page\":166,\"srd\":true,\"reprintedAs\":[\"Dust of Sneezing and Choking|XDMG\"],\"tier\":\"minor\",\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"Found in a small container, this powder resembles very fine sand. It appears to be {@item dust of disappearance}, and an {@spell identify} spell reveals it to be such. There is enough of it for one use.\",\"When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe while sneezing uncontrollably. A creature affected in this way is {@condition incapacitated} and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The {@spell lesser restoration} spell can also end the effect on a creature.\"],\"lootTables\":[\"Magic Item Table B\"],\"hasFluffImages\":true},{\"name\":\"Dust of Sneezing and Choking\",\"source\":\"XDMG\",\"page\":255,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"Found in a small container, this powder resembles {@item Dust of Disappearance|XDMG}, and {@spell Identify|XPHB} reveals it to be such. There is enough of it for one use.\",\"As a {@action Utilize|XPHB} action, you can throw the dust into the air, forcing yourself and every creature in a 30- foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from you to make a DC 15 Constitution saving throw. Constructs, Elementals, Oozes, Plants, and Undead succeed on the save automatically.\",\"On a failed save, a creature begins sneezing uncontrollably; it has the {@condition Incapacitated|XPHB} condition and is suffocating. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success. The effect also ends on any creature targeted by a {@spell Lesser Restoration|XPHB} spell.\"],\"hasFluffImages\":true},{\"name\":\"Dust of the Mummy\",\"source\":\"IMR\",\"page\":93,\"rarity\":\"none\",\"poison\":true,\"entries\":[\"This poison is created during a mummy's embalming process, distilled from the dead creature's removed organs. A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed creature can't regain hit points, and its hit point maximum decreases by 10 ({@dice 3d6}) for every 24 hours that elapse. If the curse reduces the creature's hit point maximum to 0, the creature dies, and its body turns to dust. The curse lasts until removed by the {@spell remove curse} spell or similar magic.\"],\"poisonTypes\":[\"inhaled\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Dwarven Plate\",\"source\":\"DMG\",\"page\":167,\"srd\":true,\"reprintedAs\":[{\"uid\":\"Dwarven Plate|XDMG\",\"tag\":\"item\"}],\"baseItem\":\"plate armor|phb\",\"type\":\"HA\",\"tier\":\"major\",\"rarity\":\"very rare\",\"weight\":65,\"ac\":18,\"strength\":\"15\",\"bonusAc\":\"+2\",\"stealth\":true,\"entries\":[\"While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.\"],\"lootTables\":[\"Magic Item Table H\"],\"hasFluffImages\":true},{\"name\":\"Dwarven Thrower\",\"source\":\"DMG\",\"page\":167,\"srd\":true,\"reprintedAs\":[\"Dwarven Thrower|XDMG\"],\"baseItem\":\"warhammer|phb\",\"type\":\"M\",\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":\"by a dwarf\",\"reqAttuneTags\":[{\"race\":\"dwarf\"}],\"weight\":2,\"weaponCategory\":\"martial\",\"property\":[\"T\",\"V\"],\"range\":\"20/60\",\"dmg1\":\"1d8\",\"dmgType\":\"B\",\"dmg2\":\"1d10\",\"bonusWeapon\":\"+3\",\"entries\":[\"You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra {@damage 1d8} damage or, if the target is a giant, {@damage 2d8} damage. Immediately after the attack, the weapon flies back to your hand.\"],\"lootTables\":[\"Magic Item Table H\"],\"hasFluffImages\":true},{\"name\":\"Dwarven Thrower\",\"source\":\"XDMG\",\"page\":256,\"freeRules2024\":true,\"baseItem\":\"warhammer|xphb\",\"type\":\"M|XPHB\",\"rarity\":\"very rare\",\"reqAttune\":\"by a dwarf\",\"reqAttuneTags\":[{\"race\":\"dwarf\"}],\"weight\":5,\"weaponCategory\":\"martial\",\"property\":[\"T|XPHB\",\"V|XPHB\"],\"mastery\":[\"Push|XPHB\"],\"range\":\"20/60\",\"dmg1\":\"1d8\",\"dmgType\":\"B\",\"dmg2\":\"1d10\",\"bonusWeapon\":\"+3\",\"entries\":[\"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has {@itemProperty T|XPHB|Thrown} with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra {@damage 1d8} Force damage, or an extra {@damage 2d8} Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand.\"],\"hasFluffImages\":true},{\"name\":\"Dynamite\",\"source\":\"TDCSR\",\"page\":100,\"type\":\"EXP|DMG\",\"rarity\":\"none\",\"value\":10000,\"range\":\"30\",\"dmg1\":\"6d6\",\"dmgType\":\"F\",\"entries\":[\"This bundle of explosives can be lit and thrown up to 30 feet as an action. It explodes at the start of your next turn. Creatures and objects within 20 feet of it must make a {@dc 12} Dexterity {@quickref saving throws|PHB|2|1|saving throw}, taking {@damage 6d6} fire damage on a failed save, or half as much damage on a successful one.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Dynamite (stick)\",\"source\":\"DMG\",\"page\":268,\"reprintedAs\":[\"Dynamite Stick|XDMG\"],\"type\":\"EXP|DMG\",\"rarity\":\"none\",\"weight\":1,\"age\":\"modern\",\"entries\":[\"As an action, a creature can light a stick of dynamite and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking {@damage 3d6} bludgeoning damage on a failed save, or half as much damage on a successful one.\",\"A character can bind sticks of dynamite together so they explode at the same time. Each additional stick increases the damage by {@damage 1d6} (to a maximum of {@damage 10d6}) and the burst radius by 5 feet (to a maximum of 20 feet).\",\"Dynamite can be rigged with a longer fuse to explode after a set amount of time, usually 1 to 6 rounds. Roll initiative for the dynamite. After the set number of rounds goes by, the dynamite explodes on that initiative.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Dynamite Stick\",\"source\":\"XDMG\",\"page\":73,\"type\":\"EXP|XDMG\",\"rarity\":\"none\",\"weight\":1,\"valueRarity\":\"rare\",\"age\":\"modern\",\"entries\":[\"An an action, you can light a Dynamite Stick and throw it at a point up to 60 feet away, where it explodes. Each creature in a 5-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on that point makes a DC 12 Dexterity saving throw, taking {@damage 3d6} Force damage on a failed save or half as much damage on a successful one.\",\"It takes 1 minute to bind two or more Dynamite Sticks together so they explode at the same time. Each stick after the first increases the damage by {@dice 1d6} (to a maximum of {@dice 10d6}) and the effect's radius by 5 feet (to a maximum of 20 feet).\",\"It takes 1 minute to rig dynamite with a longer fuse so it explodes after a longer period of time, such as 1 minute or 10 minutes.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Dyrrn's Tentacle Whip\",\"source\":\"ERLW\",\"page\":276,\"baseItem\":\"whip|phb\",\"type\":\"M\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"F\",\"R\"],\"dmg1\":\"1d4\",\"dmgType\":\"S\",\"bonusWeapon\":\"+2\",\"entries\":[\"This long, whip-like strand of tough muscle bears a sharp stinger at one end. To attune to this symbiotic weapon, you wrap the whip around your wrist for the entire attunement period, during which time the whip painfully embeds its tendrils into your arm.\",\"You gain a +2 bonus to attack and damage rolls made with this magic whip, but attack rolls made against aberrations with this weapon have disadvantage. A creature hit by this weapon takes an extra {@damage 1d6} psychic damage. When you roll a 20 on the {@dice d20} for an attack roll with this weapon, the target is {@condition stunned} until the end of its next turn.\",\"As a bonus action, you can sheathe the whip by causing it to retract into your arm, or draw the whip out of your arm again.\",{\"type\":\"entries\",\"name\":\"Symbiotic Nature\",\"entries\":[\"The whip can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the whip ends, and it detaches from you.\"]}]},{\"name\":\"Eagle Whistle\",\"source\":\"TftYP\",\"page\":228,\"rarity\":\"rare\",\"wondrous\":true,\"weight\":1,\"modifySpeed\":{\"equal\":{\"fly\":\"walk\"},\"multiply\":{\"fly\":2}},\"entries\":[\"While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn.\"]},{\"name\":\"Ear Horn of Hearing\",\"source\":\"XDMG\",\"page\":256,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"While held up to your ear, this horn suppresses the effects of the {@condition Deafened|XPHB} condition on you.\"]},{\"name\":\"Ear Horn of Hearing\",\"source\":\"XGE\",\"page\":137,\"reprintedAs\":[\"Ear Horn of Hearing|XDMG\"],\"tier\":\"minor\",\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"While held up to your ear, this horn suppresses the effects of the {@condition deafened} condition on you, allowing you to hear normally.\"]},{\"name\":\"Earring of Message\",\"source\":\"CRCotN\",\"page\":212,\"rarity\":\"common\",\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d4 + 1}\",\"charges\":5,\"entries\":[\"The blue crystal of this earring is wrapped with delicate copper wire. The earring has 5 charges. While wearing it, you can use an action to expend 1 charge and cast the {@spell message} spell. The earring regains {@dice 1d4 + 1} expended charges daily at dawn.\"],\"attachedSpells\":[\"message\"],\"hasFluffImages\":true},{\"name\":\"Earthboard\",\"source\":\"TDCSR\",\"page\":198,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"weight\":40,\"modifySpeed\":{\"static\":{\"burrow\":20,\"walk\":60}},\"entries\":[\"An earthboard is a slab of granite about three inches thick, nine feet long, and two feet wide, with smooth, tapered ends. However, its mundane appearance belies its unique elemental power, which reduces its weight to 40 pounds while a creature is attuned to it. {@book The Earth Ashari of Terrah|TDCSR|3|Terrah} can often be seen with these stone boards upon their backs as they trek into the crags of the {@book Cliffkeep Mountains|TDCSR|3|Cliffkeep Mountains}.\",\"While standing on an earthboard, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"Your speed increases to 60 feet as the board skims across solid ground (but not liquid surfaces).\",\"If you ramp off a surface of solid earth, you can {@quickref jumping|PHB|4|0|long jump} up to 60 feet. When you end this {@quickref jumping|PHB|4|0|jump}, you can choose to slam into the ground, creating a shockwave. Each creature standing on the ground within 20 feet of you must succeed on a {@dc 14} Strength {@quickref saving throws|PHB|2|1|saving throw} or fall {@condition prone}.\",\"You have a burrowing speed of 20 feet that allows you to tunnel through earth or solid rock, leaving a 5-foot-diameter tunnel in your wake. As an action, you can increase this burrowing speed to 60 feet until the start of your next turn.\",\"The earthboard always moves with you until you decide to dismount it (no action required).\"]},\"These benefits last until you end your turn not standing on the earthboard.\"]},{\"name\":\"Earworm\",\"source\":\"ERLW\",\"page\":277,\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d4}\",\"charges\":4,\"entries\":[\"To attune to this symbiont, you must hold it against the skin behind your ear for the entire attunement period, whereupon it burrows into your head and bonds to your skull. While the earworm is inside you, you can speak, read, and write Deep Speech.\",{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"The earworm has 4 charges. You can cast the following spells from it, expending the necessary number of charges (spell save DC 15): {@spell detect thoughts} (2 charges) or {@spell dissonant whispers} (1 charge). Each time you use the earworm to cast the {@spell detect thoughts} spell, it sends the information gleaned to the nearest daelkyr, or to the next nearest earworm until it reaches a daelkyr.\",\"The earworm regains {@dice 1d4} expended charges daily at dawn.\"]},{\"type\":\"entries\",\"name\":\"Symbiotic Nature\",\"entries\":[\"The earworm can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the earworm ends, and it exits your body.\"]}],\"attachedSpells\":[\"dissonant whispers\",\"detect thoughts\"]},{\"name\":\"Echo Stone\",\"source\":\"TDCSR\",\"page\":195,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"This dull-blue river stone is soft to the touch, and makes remarkably little sound if dropped. When an echo stone is squeezed as an action, it glows faintly for 1 minute. The stone records all sound made within 15 feet of it while glowing, then repeats that recorded sound at an equal volume once every 5 minutes. This cycle of repetition continues until the stone is squeezed again as an action, which silences it. Squeezing the stone twice in quick succession as an action causes it to play the sounds it has most recently recorded, rather than recording new sounds.\"]},{\"name\":\"Efreeti Bottle\",\"source\":\"DMG\",\"page\":167,\"srd\":true,\"reprintedAs\":[\"Efreeti Bottle|XDMG\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"wondrous\":true,\"weight\":1,\"entries\":[\"This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an {@creature efreeti} appears in an unoccupied space within 30 feet of you.\",\"The first time the bottle is opened, the DM rolls to determine what happens.\",{\"type\":\"table\",\"colLabels\":[\"{@dice d100}\",\"Effect\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"01-10\",\"The {@creature efreeti} attacks you. After fighting for 5 rounds, the {@creature efreeti} disappears, and the bottle loses its magic.\"],[\"11-90\",\"The {@creature efreeti} serves you for 1 hour, doing as you command. Then the {@creature efreeti} returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the {@creature efreeti} escapes and disappears, and the bottle loses its magic.\"],[\"91-00\",\"The {@creature efreeti} can cast the {@spell wish} spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic.\"]]}],\"attachedSpells\":[\"wish\"],\"lootTables\":[\"Magic Item Table H\"],\"hasFluffImages\":true},{\"name\":\"Efreeti Bottle\",\"source\":\"XDMG\",\"page\":256,\"rarity\":\"very rare\",\"wondrous\":true,\"entries\":[\"When you take a {@action Magic|XPHB} action to remove the stopper of this painted brass bottle, a cloud of thick smoke flows out of it. At the end of your turn, the smoke disappears with a flash of harmless fire, and an {@creature Efreeti|XMM} appears in an unoccupied space within 30 feet of you.\",\"The first time the bottle is opened, the DM rolls on the following table to determine what happens.\",{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"1d10\",\"Effect\"],\"rows\":[[\"1\",\"The {@creature efreeti|XMM} attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic.\"],[\"2-9\",\"The {@creature efreeti|XMM} understands your languages and obeys your commands for 1 hour, after which it returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic.\"],[\"10\",\"The {@creature efreeti|XMM} understands your languages and can cast {@spell Wish|XPHB} once for you. It disappears when it grants the wish or after 1 hour, and the bottle loses its magic.\"]]}],\"attachedSpells\":[\"wish|xphb\"],\"hasFluffImages\":true},{\"name\":\"Efreeti Chain\",\"source\":\"DMG\",\"page\":167,\"reprintedAs\":[{\"uid\":\"Efreeti Chain|XDMG\",\"tag\":\"item\"}],\"baseItem\":\"chain mail|phb\",\"type\":\"HA\",\"immune\":[\"fire\"],\"tier\":\"major\",\"rarity\":\"legendary\",\"reqAttune\":true,\"weight\":55,\"ac\":16,\"strength\":\"13\",\"bonusAc\":\"+3\",\"stealth\":true,\"entries\":[\"While wearing this armor, you gain a +3 bonus to AC, you are immune to fire damage, and you can understand and speak Primordial. In addition, you can stand on and walk across molten rock as if it were solid ground.\"],\"lootTables\":[\"Magic Item Table I\"],\"hasFluffImages\":true},{\"name\":\"Elder Cartographer's Glossography\",\"source\":\"AI\",\"page\":20,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"When you attain rank 4, you gain a small tome that is an uncommon magic item. The elder cartographer's glossography grants advantage on Intelligence or Wisdom checks related to geographical features or locations.\"]},{\"name\":\"Eldritch Claw Tattoo\",\"source\":\"TCE\",\"page\":126,\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"tattoo\":true,\"bonusWeapon\":\"+1\",\"entries\":[\"Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.\",{\"type\":\"entries\",\"name\":\"Tattoo Attunement\",\"entries\":[\"To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.\",\"If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.\"]},{\"type\":\"entries\",\"name\":\"Magical Strikes\",\"entries\":[\"While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.\"]},{\"type\":\"entries\",\"name\":\"Eldritch Maul\",\"entries\":[\"As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra {@damage 1d6} force damage on a hit. Once used, this bonus action can't be used again until the next dawn.\"]}]},{\"name\":\"Eldritch Staff\",\"source\":\"WBtW\",\"page\":209,\"type\":\"M\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"bonusWeapon\":\"+1\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 4}\",\"charges\":10,\"staff\":true,\"entries\":[\"This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it.\",\"The staff has 10 charges and regains {@dice 1d6 + 4} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 1, the staff is destroyed in an otherwise harmless burst of eldritch energy.\",{\"type\":\"entries\",\"name\":\"Eldritch Attack\",\"entries\":[\"When you hit with a melee attack using the staff, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra {@damage 1d8} lightning damage.\"]},{\"type\":\"entries\",\"name\":\"Eldritch Escape\",\"entries\":[\"If you take damage while holding the staff, you can use your reaction to expend 3 of the staff's charges, whereupon you turn {@condition invisible} and teleport yourself, along with any equipment you are wearing or carrying, up to 60 feet to an unoccupied space that you can see. You remain {@condition invisible} until the start of your next turn or until you attack, cast a spell, or deal damage.\"]}]},{\"name\":\"Electrum (ep)\",\"source\":\"PHB\",\"page\":143,\"type\":\"$C\",\"rarity\":\"none\",\"weight\":0.02,\"value\":50,\"entries\":[\"Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).\",\"With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.\",\"One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn.\",\"One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.\",\"In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.\",\"A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.\"],\"hasFluffImages\":true},{\"name\":\"Electrum 50-Zib Coin\",\"source\":\"GGR\",\"page\":9,\"type\":\"$C\",\"rarity\":\"none\",\"value\":50},{\"name\":\"Elemental Essence Shard\",\"source\":\"TCE\",\"page\":127,\"rarity\":\"rare\",\"reqAttune\":\"by a sorcerer\",\"reqAttuneTags\":[{\"class\":\"sorcerer\"}],\"wondrous\":true,\"weight\":1,\"entries\":[\"This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.\",\"Roll a {@dice d4} and consult the Elemental Essence Shards table to determine the shard's essence and property. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.\",{\"type\":\"table\",\"caption\":\"Elemental Essence Shards\",\"colLabels\":[\"d4\",\"Element\",\"Shard\"],\"colStyles\":[\"col-2 text-center\",\"col-2 text-center\",\"col-8\"],\"rows\":[[\"1\",\"Air\",\"{@item Elemental Essence Shard (Air)|TCE}\"],[\"2\",\"Earth\",\"{@item Elemental Essence Shard (Earth)|TCE}\"],[\"3\",\"Fire\",\"{@item Elemental Essence Shard (Fire)|TCE}\"],[\"4\",\"Water\",\"{@item Elemental Essence Shard (Water)|TCE}\"]]}]},{\"name\":\"Elemental Essence Shard (Air)\",\"source\":\"TCE\",\"page\":127,\"rarity\":\"rare\",\"reqAttune\":\"by a sorcerer\",\"reqAttuneTags\":[{\"class\":\"sorcerer\"}],\"wondrous\":true,\"weight\":1,\"focus\":[\"Sorcerer\"],\"entries\":[\"This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.\",\"When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use the following property:\",{\"type\":\"entries\",\"name\":\"Property\",\"entries\":[\"You can immediately fly up to 60 feet without provoking opportunity attacks.\"]}]},{\"name\":\"Elemental Essence Shard (Earth)\",\"source\":\"TCE\",\"page\":127,\"rarity\":\"rare\",\"reqAttune\":\"by a sorcerer\",\"reqAttuneTags\":[{\"class\":\"sorcerer\"}],\"wondrous\":true,\"weight\":1,\"focus\":[\"Sorcerer\"],\"entries\":[\"This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.\",\"When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use the following property:\",{\"type\":\"entries\",\"name\":\"Property\",\"entries\":[\"You gain resistance to a damage type of your choice until the start of your next turn.\"]}]},{\"name\":\"Elemental Essence Shard (Fire)\",\"source\":\"TCE\",\"page\":127,\"rarity\":\"rare\",\"reqAttune\":\"by a sorcerer\",\"reqAttuneTags\":[{\"class\":\"sorcerer\"}],\"wondrous\":true,\"weight\":1,\"focus\":[\"Sorcerer\"],\"entries\":[\"This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.\",\"When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use the following property:\",{\"type\":\"entries\",\"name\":\"Property\",\"entries\":[\"One target of the spell that you can see catches fire. The burning target takes {@damage 2d10} fire damage at the start of its next turn, and then the flames go out.\"]}]},{\"name\":\"Elemental Essence Shard (Water)\",\"source\":\"TCE\",\"page\":127,\"rarity\":\"rare\",\"reqAttune\":\"by a sorcerer\",\"reqAttuneTags\":[{\"class\":\"sorcerer\"}],\"wondrous\":true,\"weight\":1,\"focus\":[\"Sorcerer\"],\"entries\":[\"This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.\",\"When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use the following property:\",{\"type\":\"entries\",\"name\":\"Property\",\"entries\":[\"You create a wave of water that bursts out from you in a 10-foot radius. Each creature of your choice that you can see in that area takes {@damage 2d6} cold damage and must succeed on a Strength saving throw against your spell save DC or be pushed 10 feet away from you and fall {@condition prone}.\"]}]},{\"name\":\"Elemental Gem, Blue Sapphire\",\"source\":\"DMG\",\"page\":167,\"srd\":true,\"reprintedAs\":[\"Elemental Gem, Blue Sapphire|XDMG\"],\"tier\":\"minor\",\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"This gem contains a mote of elemental energy. When you use an action to break the gem, an {@creature air elemental} is summoned as if you had cast the {@spell conjure elemental} spell, and the gem's magic is lost.\"],\"attachedSpells\":[\"conjure elemental\"]},{\"name\":\"Elemental Gem, Blue Sapphire\",\"source\":\"XDMG\",\"page\":257,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"This gem contains a mote of elemental energy. When you take a {@action Utilize|XPHB} action to break the gem, an {@creature Air Elemental|XMM} is summoned, and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your {@variantrule Initiative|XPHB} count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a {@variantrule Bonus Action|XPHB}.\"],\"hasFluffImages\":true},{\"name\":\"Elemental Gem, Emerald\",\"source\":\"DMG\",\"page\":167,\"srd\":true,\"reprintedAs\":[\"Elemental Gem, Emerald|XDMG\"],\"tier\":\"minor\",\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"This gem contains a mote of elemental energy. When you use an action to break the gem, a {@creature water elemental} is summoned as if you had cast the {@spell conjure elemental} spell, and the gem's magic is lost.\"],\"attachedSpells\":[\"conjure elemental\"]},{\"name\":\"Elemental Gem, Emerald\",\"source\":\"XDMG\",\"page\":257,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"This gem contains a mote of elemental energy. When you take a {@action Utilize|XPHB} action to break the gem, a {@creature Water Elemental|XMM} is summoned, and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your {@variantrule Initiative|XPHB} count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a {@variantrule Bonus Action|XPHB}.\"],\"hasFluffImages\":true},{\"name\":\"Elemental Gem, Red Corundum\",\"source\":\"DMG\",\"page\":167,\"srd\":true,\"reprintedAs\":[\"Elemental Gem, Red Corundum|XDMG\"],\"tier\":\"minor\",\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"This gem contains a mote of elemental energy. When you use an action to break the gem, a {@creature fire elemental} is summoned as if you had cast the {@spell conjure elemental} spell, and the gem's magic is lost.\"],\"attachedSpells\":[\"conjure elemental\"]},{\"name\":\"Elemental Gem, Red Corundum\",\"source\":\"XDMG\",\"page\":257,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"This gem contains a mote of elemental energy. When you take a {@action Utilize|XPHB} action to break the gem, a {@creature Fire Elemental|XMM} is summoned, and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your {@variantrule Initiative|XPHB} count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a {@variantrule Bonus Action|XPHB}.\"],\"hasFluffImages\":true},{\"name\":\"Elemental Gem, Yellow Diamond\",\"source\":\"DMG\",\"page\":167,\"srd\":true,\"reprintedAs\":[\"Elemental Gem, Yellow Diamond|XDMG\"],\"tier\":\"minor\",\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"This gem contains a mote of elemental energy. When you use an action to break the gem, an {@creature earth elemental} is summoned as if you had cast the {@spell conjure elemental} spell, and the gem's magic is lost.\"],\"attachedSpells\":[\"conjure elemental\"]},{\"name\":\"Elemental Gem, Yellow Diamond\",\"source\":\"XDMG\",\"page\":257,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"This gem contains a mote of elemental energy. When you take a {@action Utilize|XPHB} action to break the gem, an {@creature Earth Elemental|XMM} is summoned, and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your {@variantrule Initiative|XPHB} count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a {@variantrule Bonus Action|XPHB}.\"],\"hasFluffImages\":true},{\"name\":\"Elephant\",\"source\":\"PHB\",\"page\":157,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Elephant|XPHB\"],\"type\":\"MNT\",\"rarity\":\"none\",\"value\":20000,\"carryingCapacity\":1320,\"speed\":40},{\"name\":\"Elephant\",\"source\":\"XPHB\",\"page\":229,\"freeRules2024\":true,\"type\":\"MNT|XPHB\",\"rarity\":\"none\",\"value\":20000,\"carryingCapacity\":1320,\"speed\":40},{\"name\":\"Elixir of Health\",\"source\":\"DMG\",\"page\":168,\"reprintedAs\":[\"Elixir of Health|XDMG\"],\"type\":\"P\",\"tier\":\"minor\",\"rarity\":\"rare\",\"entries\":[\"When you drink this potion, it cures any disease afflicting you, and it removes the {@condition blinded}, {@condition deafened}, {@condition paralyzed}, and {@condition poisoned} conditions. The clear red liquid has tiny bubbles of light in it.\"],\"lootTables\":[\"Magic Item Table C\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Elixir of Health\",\"source\":\"XDMG\",\"page\":257,\"freeRules2024\":true,\"type\":\"P|XPHB\",\"rarity\":\"rare\",\"weight\":0.5,\"entries\":[\"When you drink this potion, you are cured of all magical contagions. In addition, the following conditions end on you: {@condition Blinded|XPHB}, {@condition Deafened|XPHB}, {@condition Paralyzed|XPHB}, and {@condition Poisoned|XPHB}.\",\"The clear, red liquid has tiny bubbles of light in it.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Elven Chain\",\"source\":\"DMG\",\"page\":168,\"srd\":true,\"reprintedAs\":[{\"uid\":\"Elven Chain|XDMG\",\"tag\":\"item\"}],\"type\":\"MA\",\"tier\":\"major\",\"rarity\":\"rare\",\"weight\":20,\"ac\":13,\"grantsProficiency\":true,\"bonusAc\":\"+1\",\"entries\":[\"You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Elven Thrower\",\"source\":\"BGG\",\"page\":64,\"baseItem\":\"spear|PHB\",\"type\":\"M\",\"rarity\":\"very rare\",\"reqAttune\":\"by a elf\",\"reqAttuneTags\":[{\"race\":\"elf\"}],\"weight\":3,\"weaponCategory\":\"simple\",\"property\":[\"T\",\"V\"],\"range\":\"20/60\",\"dmg1\":\"1d6\",\"dmgType\":\"P\",\"dmg2\":\"1d8\",\"bonusWeapon\":\"+3\",\"entries\":[\"You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra {@damage 1d8} damage or, if the target is a Giant, {@damage 2d8} damage. Immediately after the attack, the weapon flies back to your hand.\"]},{\"name\":\"Elven Trinket\",\"source\":\"MTF\",\"page\":64,\"type\":\"G\",\"rarity\":\"none\",\"entries\":[{\"type\":\"table\",\"colLabels\":[\"d8\",\"Trinket\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A small notebook that causes anything written in it to disappear after 1 hour\"],[\"2\",\"A crystal lens made of ivory and gold that causes anything observed through it to appear to be surrounded by motes of multicolored light\"],[\"3\",\"A small golden pyramid inscribed with elven symbols and about the size of a walnut\"],[\"4\",\"A cloak pin made from enamel in the shape of a butterfly; when you take the pin off, it turns into a real butterfly, and returns when you are ready to put your cloak back on again\"],[\"5\",\"A golden compass that points toward the nearest portal to the Feywild within 10 miles\"],[\"6\",\"A small silver spinning top that, when spun, endlessly spins until interrupted\"],[\"7\",\"A small songbird made of enamel, gold wire, and precious stone; uttering the songbird's name in Elvish causes the trinket to emit that bird's birdsong\"],[\"8\",\"A small enamel flower that, when put in one's hair, animates, tying back the wearer's hair with a living vine with flowers; plucking a single flower from this vine returns it to its inanimate form\"]]}],\"miscTags\":[\"TT\"]},{\"name\":\"Emblem\",\"source\":\"PHB\",\"page\":151,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Emblem|XPHB\"],\"type\":\"SCF\",\"scfType\":\"holy\",\"rarity\":\"none\",\"value\":500},{\"name\":\"Emblem\",\"source\":\"XPHB\",\"page\":226,\"freeRules2024\":true,\"type\":\"SCF|XPHB\",\"scfType\":\"holy\",\"rarity\":\"none\",\"value\":500,\"entries\":[\"For an Emblem to be an effective Holy Symbol, it must be borne on fabric (such as a tabard or banner) or a {@item Shield|XPHB}.\"]},{\"name\":\"Embroidered glove set with jewel chips\",\"source\":\"DMG\",\"page\":135,\"reprintedAs\":[\"Embroidered glove set with jewel chips|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":250000},{\"name\":\"Embroidered glove set with jewel chips\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":250000},{\"name\":\"Embroidered silk and velvet mantle set with numerous moonstones\",\"source\":\"DMG\",\"page\":135,\"reprintedAs\":[\"Embroidered silk and velvet mantle set with numerous moonstones|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":250000},{\"name\":\"Embroidered silk and velvet mantle set with numerous moonstones\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":250000},{\"name\":\"Embroidered silk handkerchief\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Embroidered silk handkerchief|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":2500},{\"name\":\"Embroidered silk handkerchief\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":2500},{\"name\":\"Emerald\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Emerald|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":100000,\"entries\":[\"A transparent deep bright green gemstone.\"]},{\"name\":\"Emerald\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":100000,\"entries\":[\"A deep bright green gemstone.\"]},{\"name\":\"Emerald Pen\",\"source\":\"FTD\",\"page\":23,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"This pen is tipped with an emerald nib and requires no ink to write. While holding this pen, you can cast {@spell illusory script} at will, requiring no material components.\"],\"attachedSpells\":[\"illusory script\"]},{\"name\":\"Enchanted Three-Dragon Ante Set\",\"source\":\"LLK\",\"page\":15,\"_copy\":{\"name\":\"Three-Dragon Ante Set\",\"source\":\"PHB\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":\"One card in this deck is enchanted to appear as whatever specific card its owner commands. This magic works only 25 percent of the time, but the deck is worth 500 gp to any serious gambler who doesn't mind the risk—or who isn't told about it.\"}}},\"value\":null},{\"name\":\"Enduring Spellbook\",\"source\":\"XDMG\",\"page\":257,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"This spellbook, along with anything written on its pages, can't be damaged by fire or water. In addition, the spellbook doesn't deteriorate with age.\"]},{\"name\":\"Enduring Spellbook\",\"source\":\"XGE\",\"page\":137,\"reprintedAs\":[\"Enduring Spellbook|XDMG\"],\"tier\":\"minor\",\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"This spellbook, along with anything written on its pages, can't be damaged by fire or immersion in water. In addition, the spellbook doesn't deteriorate with age.\"]},{\"name\":\"Enspelled Staff (Cantrip)\",\"source\":\"XDMG\",\"page\":258,\"type\":\"M|XPHB\",\"rarity\":\"uncommon\",\"reqAttune\":\"by a Spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V|XPHB\"],\"mastery\":[\"Topple|XPHB\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"entries\":[\"Bound into this staff is a cantrip. The cantrip is determined when the staff is created and can be of any school of magic. The staff has 6 charges and regains {@dice 1d6} expended charges daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff 's last charge, roll {@dice 1d20}. On a 1, the staff loses its properties and becomes a nonmagical {@item Quarterstaff|XPHB}.\",\"The spell's saving throw DC is 13, and its attack bonus is {@hit 5}.\"],\"spellScrollLevel\":0},{\"name\":\"Enspelled Staff (Level 1)\",\"source\":\"XDMG\",\"page\":258,\"type\":\"M|XPHB\",\"rarity\":\"uncommon\",\"reqAttune\":\"by a Spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V|XPHB\"],\"mastery\":[\"Topple|XPHB\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"entries\":[\"Bound into this staff is a {@filter level 1 spell|spells|level=1}. The spell is determined when the staff is created and can be of any school of magic. The staff has 6 charges and regains {@dice 1d6} expended charges daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff 's last charge, roll {@dice 1d20}. On a 1, the staff loses its properties and becomes a nonmagical {@item Quarterstaff|XPHB}.\",\"The spell's saving throw DC is 13, and its attack bonus is {@hit 5}.\"],\"spellScrollLevel\":1},{\"name\":\"Enspelled Staff (Level 2)\",\"source\":\"XDMG\",\"page\":258,\"type\":\"M|XPHB\",\"rarity\":\"rare\",\"reqAttune\":\"by a Spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V|XPHB\"],\"mastery\":[\"Topple|XPHB\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"entries\":[\"Bound into this staff is a {@filter level 2 spell|spells|level=2}. The spell is determined when the staff is created and can be of any school of magic. The staff has 6 charges and regains {@dice 1d6} expended charges daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff 's last charge, roll {@dice 1d20}. On a 1, the staff loses its properties and becomes a nonmagical {@item Quarterstaff|XPHB}.\",\"The spell's saving throw DC is 13, and its attack bonus is {@hit 5}.\"],\"spellScrollLevel\":2},{\"name\":\"Enspelled Staff (Level 3)\",\"source\":\"XDMG\",\"page\":258,\"type\":\"M|XPHB\",\"rarity\":\"rare\",\"reqAttune\":\"by a Spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V|XPHB\"],\"mastery\":[\"Topple|XPHB\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"entries\":[\"Bound into this staff is a {@filter level 3 spell|spells|level=3}. The spell is determined when the staff is created and can be of any school of magic. The staff has 6 charges and regains {@dice 1d6} expended charges daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff 's last charge, roll {@dice 1d20}. On a 1, the staff loses its properties and becomes a nonmagical {@item Quarterstaff|XPHB}.\",\"The spell's saving throw DC is 15, and its attack bonus is {@hit 7}.\"],\"spellScrollLevel\":3},{\"name\":\"Enspelled Staff (Level 4)\",\"source\":\"XDMG\",\"page\":258,\"type\":\"M|XPHB\",\"rarity\":\"very rare\",\"reqAttune\":\"by a Spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V|XPHB\"],\"mastery\":[\"Topple|XPHB\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"entries\":[\"Bound into this staff is a {@filter level 4 spell|spells|level=4}. The spell is determined when the staff is created and can be of any school of magic. The staff has 6 charges and regains {@dice 1d6} expended charges daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff 's last charge, roll {@dice 1d20}. On a 1, the staff loses its properties and becomes a nonmagical {@item Quarterstaff|XPHB}.\",\"The spell's saving throw DC is 15, and its attack bonus is {@hit 7}.\"],\"spellScrollLevel\":4},{\"name\":\"Enspelled Staff (Level 5)\",\"source\":\"XDMG\",\"page\":258,\"type\":\"M|XPHB\",\"rarity\":\"very rare\",\"reqAttune\":\"by a Spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V|XPHB\"],\"mastery\":[\"Topple|XPHB\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"entries\":[\"Bound into this staff is a {@filter level 5 spell|spells|level=5}. The spell is determined when the staff is created and can be of any school of magic. The staff has 6 charges and regains {@dice 1d6} expended charges daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff 's last charge, roll {@dice 1d20}. On a 1, the staff loses its properties and becomes a nonmagical {@item Quarterstaff|XPHB}.\",\"The spell's saving throw DC is 17, and its attack bonus is {@hit 9}.\"],\"spellScrollLevel\":5},{\"name\":\"Enspelled Staff (Level 6)\",\"source\":\"XDMG\",\"page\":258,\"type\":\"M|XPHB\",\"rarity\":\"legendary\",\"reqAttune\":\"by a Spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V|XPHB\"],\"mastery\":[\"Topple|XPHB\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"entries\":[\"Bound into this staff is a {@filter level 6 spell|spells|level=6}. The spell is determined when the staff is created and can be of any school of magic. The staff has 6 charges and regains {@dice 1d6} expended charges daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff 's last charge, roll {@dice 1d20}. On a 1, the staff loses its properties and becomes a nonmagical {@item Quarterstaff|XPHB}.\",\"The spell's saving throw DC is 17, and its attack bonus is {@hit 9}.\"],\"spellScrollLevel\":6},{\"name\":\"Enspelled Staff (Level 7)\",\"source\":\"XDMG\",\"page\":258,\"type\":\"M|XPHB\",\"rarity\":\"legendary\",\"reqAttune\":\"by a Spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V|XPHB\"],\"mastery\":[\"Topple|XPHB\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"entries\":[\"Bound into this staff is a {@filter level 7 spell|spells|level=7}. The spell is determined when the staff is created and can be of any school of magic. The staff has 6 charges and regains {@dice 1d6} expended charges daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff 's last charge, roll {@dice 1d20}. On a 1, the staff loses its properties and becomes a nonmagical {@item Quarterstaff|XPHB}.\",\"The spell's saving throw DC is 18, and its attack bonus is {@hit 10}.\"],\"spellScrollLevel\":7},{\"name\":\"Enspelled Staff (Level 8)\",\"source\":\"XDMG\",\"page\":258,\"type\":\"M|XPHB\",\"rarity\":\"legendary\",\"reqAttune\":\"by a Spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V|XPHB\"],\"mastery\":[\"Topple|XPHB\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"entries\":[\"Bound into this staff is a {@filter level 8 spell|spells|level=8}. The spell is determined when the staff is created and can be of any school of magic. The staff has 6 charges and regains {@dice 1d6} expended charges daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff 's last charge, roll {@dice 1d20}. On a 1, the staff loses its properties and becomes a nonmagical {@item Quarterstaff|XPHB}.\",\"The spell's saving throw DC is 18, and its attack bonus is {@hit 10}.\"],\"spellScrollLevel\":8},{\"name\":\"Entertainer's Pack\",\"source\":\"PHB\",\"page\":151,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Entertainer's Pack|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":38,\"value\":4000,\"entries\":[\"Includes:\",{\"type\":\"list\",\"items\":[\"a {@item backpack|phb}\",\"a {@item bedroll|phb}\",\"2 {@item Costume Clothes|phb|costumes}\",\"5 {@item candle|phb|candles}\",\"5 days of {@item Rations (1 day)|phb|rations}\",\"a {@item waterskin|phb}\",\"a {@item disguise kit|phb}\"]}],\"packContents\":[\"backpack|phb\",\"bedroll|phb\",{\"item\":\"costume clothes|phb\",\"quantity\":2},{\"item\":\"candle|phb\",\"quantity\":5},{\"item\":\"rations (1 day)|phb\",\"quantity\":5},\"waterskin|phb\",\"disguise kit|phb\"]},{\"name\":\"Entertainer's Pack\",\"source\":\"XPHB\",\"page\":225,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":58.5,\"value\":4000,\"entries\":[\"An Entertainer's Pack contains the following items: {@item Backpack|XPHB}, {@item Bedroll|XPHB}, {@item Bell|XPHB}, {@item Bullseye Lantern|XPHB}, 3 {@item Costume|XPHB|Costumes}, {@item Mirror|XPHB}, 8 flasks of {@item Oil|XPHB}, 9 days of {@item Rations|XPHB}, {@item Tinderbox|XPHB}, and {@item Waterskin|XPHB}.\"],\"packContents\":[\"backpack|xphb\",\"bedroll|xphb\",\"bell|xphb\",\"bullseye lantern|xphb\",{\"item\":\"costume|xphb\",\"quantity\":3},\"mirror|xphb\",{\"item\":\"oil|xphb\",\"quantity\":8},{\"item\":\"rations|xphb\",\"quantity\":9},\"tinderbox|xphb\",\"waterskin|xphb\"]},{\"name\":\"Ephixis, Bow of Nylea\",\"source\":\"MOT\",\"page\":200,\"baseItem\":\"shortbow|PHB\",\"type\":\"R\",\"rarity\":\"artifact\",\"reqAttune\":true,\"weight\":2,\"weaponCategory\":\"simple\",\"property\":[\"A\",\"2H\"],\"range\":\"80/320\",\"dmg1\":\"1d6\",\"dmgType\":\"P\",\"bonusWeapon\":\"+3\",\"critThreshold\":19,\"entries\":[\"Nylea wields the shortbow Ephixis, the bow whose arrows herald the turning of the seasons. Nylea is quick to let her favored followers borrow her bow, particularly when they intend to use it to perform great deeds, put an end to foul creatures, or cast down the arrogant.\",{\"type\":\"entries\",\"name\":\"Bow of the Wild\",\"entries\":[\"This divine weapon includes a shortbow and a quiver with four arrows, each tied to one of the four seasons. You gain a +3 bonus to attack and damage rolls made with this bow, and you suffer no disadvantage when attacking at the weapon's long range. Additionally, Ephixis scores a critical hit on a {@dice d20} roll of 19 or 20.\"]},{\"type\":\"entries\",\"name\":\"Blessing of the Wild\",\"entries\":[\"If you are a worshiper of Nylea, you gain all the following benefits for which you have the required piety:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Piety 10+\",\"entry\":\"The bow has 1 randomly determined {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property.\"},{\"type\":\"item\",\"name\":\"Piety 25+\",\"entry\":\"The bow has 1 randomly determined {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property.\"}]},\"If you aren't a worshiper of Nylea, the bow has 1 randomly determined {@table Artifact Properties; Major Detrimental Properties|dmg|major detrimental} property.\",\"See \\\"Artifacts\\\" in chapter 7 of the Dungeon Master's Guide for details on randomly determined properties.\"]},{\"type\":\"entries\",\"name\":\"Arrows of the Seasons\",\"entries\":[\"The four arrows—each associated with a season—that accompany this bow can be fired only from it. Each arrow disappears immediately after it's used, and it reappears in the quiver at the next dusk. The save DC against spells cast with the arrows is 18. Each arrow has a unique property:\"]},{\"type\":\"entries\",\"name\":\"Spring\",\"entries\":[\"As an action, you can fire this arrow, targeting a beast or a plant creature you can see within 320 feet of you. On a hit, the arrow deals no damage, and the target gains the benefits of the {@spell awaken} spell for 8 hours.\"]},{\"type\":\"entries\",\"name\":\"Summer\",\"entries\":[\"As an action, you can fire this arrow at an unoccupied space on the ground that you can see within 320 feet of you, no attack roll required. A Nyxborn lynx is summoned in that space (use the stat block for a {@creature tiger} with the {@book Nyxborn traits|MOT|6|Nyxborn Creatures} from chapter 6). The lynx understands your verbal commands and obeys them as best it can, and it takes its turns immediately after yours. The emissary remains for 1 hour before fading away.\"]},{\"type\":\"entries\",\"name\":\"Autumn\",\"entries\":[\"As an action, you can fire this arrow at a space on the ground that you can see within 320 feet of you, no attack roll required, casting the {@spell wall of thorns} spell there.\"]},{\"type\":\"entries\",\"name\":\"Winter\",\"entries\":[\"As an action, you can fire this arrow at a space that you can see within 320 feet of you, no attack roll required, casting the {@spell ice storm} spell there.\"]},{\"type\":\"entries\",\"name\":\"Destroying the Bow\",\"entries\":[\"The bow can't be destroyed without first destroying all its arrows. The winter arrow must be fed to a cerberus on the winter solstice. The spring arrow must be planted at the base of a Black Oak of Asphodel on the spring equinox. The summer arrow must be broken by a sea giant on the summer solstice. Then the autumn arrow must be shot into the carcass of a hydra on the autumnal equinox. When all four arrows are destroyed, the bow and quiver dissolve into dust.\"]}],\"ammoType\":\"arrow|phb\",\"attachedSpells\":[\"awaken\",\"wall of thorns\",\"ice storm\"],\"hasFluffImages\":true},{\"name\":\"Ersatz Eye\",\"source\":\"XDMG\",\"page\":259,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"This magical eye replaces a real one that was lost or removed. While the Ersatz Eye is embedded in your eye socket, you can see through the tiny orb as though it were your natural eye. You can insert or remove the Ersatz Eye as a {@action Magic|XPHB} action, and it can't be removed against your will while you are alive.\"]},{\"name\":\"Ersatz Eye\",\"source\":\"XGE\",\"page\":137,\"otherSources\":[{\"source\":\"EGW\"}],\"reprintedAs\":[\"Ersatz Eye|XDMG\"],\"tier\":\"minor\",\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can't be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.\"]},{\"name\":\"Essence of Ether\",\"source\":\"DMG\",\"page\":258,\"srd\":true,\"reprintedAs\":[\"Essence of Ether|XDMG\"],\"type\":\"G\",\"rarity\":\"none\",\"value\":30000,\"poison\":true,\"entries\":[\"A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become {@condition poisoned} for 8 hours. The {@condition poisoned} creature is {@condition unconscious}. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.\"],\"poisonTypes\":[\"inhaled\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Essence of Ether\",\"source\":\"XDMG\",\"page\":90,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"value\":30000,\"poison\":true,\"entries\":[\"A creature subjected to Essence of Ether must succeed on a DC 15 Constitution saving throw or have the {@condition Poisoned|XPHB} condition for 8 hours. The creature also has the {@condition Unconscious|XPHB} condition while {@condition Poisoned|XPHB} in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.\"],\"poisonTypes\":[\"inhaled\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Euryale Card\",\"source\":\"BMT\",\"page\":13,\"rarity\":\"legendary\",\"wondrous\":true,\"recharge\":\"dawn\",\"entries\":[\"As an action, you can brandish this card at one creature you can see within 30 feet of yourself and attempt to turn it to stone. The target must succeed on a {@dc 17} Constitution saving throw, or it begins to turn to stone and has the {@condition restrained} condition. The affected target must repeat the saving throw at the end of its next turn. On a successful save, the effect ends on the target. On a failed save, the target has the {@condition petrified} condition (instead of the {@condition restrained} condition) until it is removed by the {@spell Greater Restoration} spell or similar magic. Once this property is used, it can't be used again until the next dawn.\"],\"hasFluffImages\":true},{\"name\":\"Euryale's Aegis\",\"source\":\"BMT\",\"page\":35,\"baseItem\":\"shield|PHB\",\"type\":\"S\",\"resist\":[\"poison\"],\"rarity\":\"legendary\",\"reqAttune\":true,\"weight\":6,\"ac\":2,\"entries\":[\"This gleaming brass shield bears a relief of the legendary medusa druid {@creature Euryale|BMT}.\",\"While wielding this shield, you gain the following benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Blessing of Euryale\",\"entries\":[\"You have resistance to poison damage and are immune to the {@condition petrified} condition.\"]},{\"type\":\"item\",\"name\":\"Petrifying Heraldry\",\"entries\":[\"As a bonus action, you can make the front of the shield flare with a medusa's petrifying magic, causing the relief's eyes to glow brightly. Choose one creature you can see within 30 feet of you. The creature must succeed on a DC 20 Constitution saving throw, or it has the {@condition restrained} condition as its body turns to stone. The {@condition restrained} creature must make another DC 20 Constitution saving throw at the start of its next turn. On a failed save, the creature has the {@condition petrified} condition for 24 hours. On a successful save, the {@condition restrained} condition ends. Once this bonus action is used, it can't be used again until the next dawn.\"]},{\"type\":\"item\",\"name\":\"Spellcasting\",\"entries\":[\"While wielding the shield, you can use an action to cast one of the following spells from it: {@spell Lesser Restoration}, {@spell Locate Creature}, {@spell Transport via Plants}. Once you use the shield to cast a spell, the shield can't cast that spell again until the next dawn.\"]}]}],\"attachedSpells\":[\"lesser restoration\",\"locate creature\",\"transport via plants\"],\"hasFluffImages\":true},{\"name\":\"Everbright Lantern\",\"source\":\"ERLW\",\"page\":277,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"This bullseye lantern contains an Eberron dragonshard that sheds light comparable to that produced by a {@spell continual flame} spell. An everbright lantern sheds light in a 120-foot cone; the closest 60 feet is bright light, and the farthest 60 feet is dim light.\"]},{\"name\":\"Eversmoking Bottle\",\"source\":\"DMG\",\"page\":168,\"srd\":true,\"reprintedAs\":[\"Eversmoking Bottle|XDMG\"],\"tier\":\"major\",\"rarity\":\"uncommon\",\"wondrous\":true,\"weight\":1,\"entries\":[\"Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet.\",\"The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.\"],\"lootTables\":[\"Magic Item Table F\"],\"hasFluffImages\":true},{\"name\":\"Eversmoking Bottle\",\"source\":\"XDMG\",\"page\":259,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"As a {@action Magic|XPHB} action, you can open or close this bottle.\",\"Opening the bottle causes thick smoke to billow out, forming a cloud that fills a 60-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the bottle. The area within the smoke is {@variantrule Heavily Obscured|XPHB}.\",\"Each minute the bottle remains open, the size of the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} increases by 10 feet until it reaches its maximum size of 120 feet.\",\"Closing the bottle causes the cloud to become fixed in place until it disperses after 10 minutes. A strong wind (such as that created by the {@spell Gust of Wind|XPHB} spell) disperses the cloud after 1 minute.\"],\"hasFluffImages\":true},{\"name\":\"Exotic Saddle\",\"source\":\"PHB\",\"page\":157,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Exotic Saddle|XPHB\"],\"type\":\"TAH\",\"rarity\":\"none\",\"weight\":40,\"value\":6000,\"entries\":[\"An exotic saddle is required for riding any aquatic or flying mount.\"]},{\"name\":\"Exotic Saddle\",\"source\":\"XPHB\",\"page\":230,\"freeRules2024\":true,\"type\":\"TAH|XPHB\",\"rarity\":\"none\",\"weight\":40,\"value\":6000,\"entries\":[\"A saddle comes with a bit, a bridle, reins, and any other equipment needed to use the saddle. An Exotic Saddle is required for riding an aquatic or a flying mount.\"]},{\"name\":\"Explorer's Pack\",\"source\":\"PHB\",\"page\":151,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Explorer's Pack|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":59,\"value\":1000,\"entries\":[\"Includes:\",{\"type\":\"list\",\"items\":[\"a {@item backpack|phb}\",\"a {@item bedroll|phb}\",\"a {@item mess kit|phb}\",\"a {@item tinderbox|phb}\",\"10 {@item torch|phb|torches}\",\"10 days of {@item Rations (1 day)|phb|rations}\",\"a {@item waterskin|phb}\",\"{@item Hempen Rope (50 feet)|phb|50 feet of hempen rope}\"]}],\"packContents\":[\"backpack|phb\",\"bedroll|phb\",\"mess kit|phb\",\"tinderbox|phb\",{\"item\":\"torch|phb\",\"quantity\":10},{\"item\":\"rations (1 day)|phb\",\"quantity\":10},\"waterskin|phb\",\"hempen rope (50 feet)|phb\"]},{\"name\":\"Explorer's Pack\",\"source\":\"XPHB\",\"page\":225,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":55,\"value\":1000,\"entries\":[\"An Explorer's Pack contains the following items: {@item Backpack|XPHB}, {@item Bedroll|XPHB}, 2 flasks of {@item Oil|XPHB}, 10 days of {@item Rations|XPHB}, {@item Rope|XPHB}, {@item Tinderbox|XPHB}, 10 {@item Torch|XPHB|Torches}, and {@item Waterskin|XPHB}.\"],\"packContents\":[\"backpack|xphb\",\"bedroll|xphb\",{\"item\":\"oil|xphb\",\"quantity\":2},{\"item\":\"rations|xphb\",\"quantity\":10},\"rope|xphb\",\"tinderbox|xphb\",{\"item\":\"torch|xphb\",\"quantity\":10},\"waterskin|xphb\"]},{\"name\":\"Explosive Seed\",\"source\":\"EGW\",\"page\":225,\"type\":\"G\",\"rarity\":\"none\",\"entries\":[\"This acorn-sized sphere of brass contains a small amount of blasting powder and a clockwork trigger. An explosive seed can be thrown up to 30 feet as an action, detonating on impact. Each creature within 5 feet of the exploding seed must make a DC 10 Dexterity saving throw, taking {@damage 1d8} bludgeoning damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Eye Agate\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Eye Agate|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":1000,\"entries\":[\"A translucent circles of gray, white, brown, blue, or green gemstone.\"]},{\"name\":\"Eye Agate\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":1000,\"entries\":[\"A circles of gray, white, brown, blue, or green gemstone.\"]},{\"name\":\"Eye of Vecna\",\"source\":\"DMG\",\"page\":224,\"reprintedAs\":[\"Eye of Vecna|XDMG\"],\"rarity\":\"artifact\",\"reqAttune\":true,\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d4 + 4}\",\"charges\":8,\"entries\":[\"Seldom is the name of Vecna spoken except in a hushed voice. Vecna was, in his time, one of the mightiest of all wizards. Through dark magic and conquest, he forged a terrible empire. For all his power, Vecna couldn't escape his own mortality. He began to fear death and take steps to prevent his end from ever coming about.\",\"{@creature Orcus|MTF}, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a {@creature lich}. Beyond death, he became the greatest of all liches. Even though his body gradually withered and decayed, Vecna continued to expand his evil dominion. So formidable and hideous was his temper that his subjects feared to speak his name. He was the Whispered One, the Master of the Spider Throne, the Undying King, and the Lord of the Rotted Tower.\",\"Some say that Vecna's lieutenant Kas coveted the Spider Throne for himself, or that the sword his lord made for him seduced him into rebellion. Whatever the reason, Kas brought the Undying King's rule to an end in a terrible battle that left Vecna's tower a heap of ash. Of Vecna, all that remained were one hand and one eye, grisly artifacts that still seek to work the Whispered One's will in the world.\",\"The Eye of Vecna and the {@item Hand of Vecna} might be found together or separately. The eye looks like a bloodshot organ torn free from the socket. The hand is a mummified and shriveled left extremity.\",\"To attune to the eye, you must gouge out your own eye and press the artifact into the empty socket. The eye grafts itself to your head and remains there until you die. Once in place, the eye transforms into a golden eye with a slit for a pupil, much like that of a cat. If the eye is ever removed, you die.\",\"To attune to the hand, you must lop off your left hand at the wrist and the press the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die.\",{\"name\":\"Random Properties\",\"type\":\"entries\",\"entries\":[\"The Eye of Vecna and the {@item Hand of Vecna} each have the following random properties:\",{\"type\":\"list\",\"items\":[\"1 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial property}\",\"1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial property}\",\"1 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental property}\"]}]},{\"name\":\"Properties of the Eye\",\"type\":\"entries\",\"entries\":[\"Your alignment changes to neutral evil, and you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You have {@sense truesight}.\",\"You can use an action to see as if you were wearing a {@item ring of X-ray vision}. You can end this effect as a bonus action.\",\"The eye has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: {@spell clairvoyance} (2 charges), {@spell crown of madness} (1 charge), {@spell disintegrate} (4 charges), {@spell dominate monster} (5 charges), or {@spell eyebite} (4 charges). The eye regains {@dice 1d4 + 4} expended charges daily at dawn. Each time you cast a spell from the eye, there is a {@chance 5} chance that Vecna tears your soul from your body, devours it, and then takes control of the body like a puppet. If that happens, you become an NPC under the DM's control.\"]}]},{\"name\":\"Properties of the Eye and Hand\",\"type\":\"entries\",\"entries\":[\"If you are attuned to both the hand and eye, you gain the following additional benefits:\",{\"type\":\"list\",\"items\":[\"You are immune to disease and poison.\",\"Using the eye's X-ray vision never causes you to suffer {@condition exhaustion}.\",\"You experience premonitions of danger and, unless you are {@condition incapacitated}, can't be {@status surprised}.\",\"If you start your turn with at least 1 hit point, you regain {@dice 1d10} hit points.\",\"If a creature has a skeleton, you can attempt to turn its bones to jelly with a touch of the {@item Hand of Vecna}. You can do so by using an action to make a melee attack against a creature you can reach, using your choice of your melee attack bonus for weapons or spells. On a hit, the target must succeed on a DC 18 Constitution saving throw or drop to 0 hit points.\",\"You can use an action to cast {@spell wish}. This property can't be used again until 30 days have passed.\"]}]},{\"name\":\"Destroying the Eye and Hand\",\"type\":\"entries\",\"entries\":[\"If the Eye of Vecna and the {@item Hand of Vecna} are both attached to the same creature, and that creature is slain by the {@item Sword of Kas}, both the eye and the hand burst into flame, turn to ash, and are destroyed forever. Any other attempt to destroy the eye or hand seems to work, but the artifact reappears in one of Vecna's many hidden vaults, where it waits to be rediscovered.\"]}],\"attachedSpells\":[\"wish\",\"clairvoyance\",\"crown of madness\",\"disintegrate\",\"dominate monster\",\"eyebite\"],\"hasFluffImages\":true},{\"name\":\"Eye of Vecna\",\"source\":\"XDMG\",\"page\":259,\"rarity\":\"artifact\",\"reqAttune\":true,\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d4 + 4}\",\"charges\":8,\"entries\":[\"{@book Vecna|XDMG|8|Vecna} was a mighty wizard who, through magic and conquest, forged a terrible empire. For all his power, however, Vecna feared death and took steps to prevent his demise by becoming a lich.\",\"A treacherous lieutenant named Kas brought Vecna's rule to an end in a terrible battle. Of Vecna, all that remained were one hand and one eye, grisly Artifacts that still seek to work Vecna's will in the world.\",\"The Eye of Vecna and the {@item Hand of Vecna|XDMG} are separate Artifacts that might be found together or separately. The eye looks like a bloodshot organ torn free from the socket. The hand is a shriveled left extremity.\",{\"type\":\"entries\",\"name\":\"Random Properties of the Eye and Hand\",\"entries\":[\"The Eye of Vecna has the following random properties:\",{\"type\":\"list\",\"items\":[\"1 {@table Artifact Properties; Minor Beneficial Properties|XDMG|minor beneficial} property\",\"1 {@table Artifact Properties; Major Beneficial Properties|XDMG|major beneficial} property\",\"1 {@table Artifact Properties; Minor Detrimental Properties|XDMG|minor detrimental} property\"]}]},{\"type\":\"entries\",\"name\":\"Attuning to the Eye\",\"entries\":[\"To attune to the eye, you must press it into your empty socket. The eye grafts itself to your head and remains there until you die. If the eye is ever removed, you die.\"]},{\"type\":\"entries\",\"name\":\"Properties of the Eye\",\"entries\":[\"While you are attuned to the eye, your alignment is Neutral Evil, and you gain the following benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Truesight\",\"entries\":[\"You have {@sense Truesight|XPHB} out to 240 feet.\"]},{\"type\":\"item\",\"name\":\"Spellcasting\",\"entries\":[\"The eye has 8 charges and regains {@dice 1d4 + 4} expended charges daily at dawn. You can cast a spell on the Eye of Vecna Spells table from the eye (save DC 18). The table indicates how many charges you must expend to cast the spell. Each time you cast a spell from the eye, there is a {@chance 5} chance that Vecna tears your soul from your body, devours it, and then takes control of the body like a puppet. If that happens, you become an NPC under the DM's control.\",{\"type\":\"table\",\"caption\":\"Eye of Vecna Spells\",\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"colLabels\":[\"Spell\",\"Charge Cost\"],\"rows\":[[\"{@spell Clairvoyance|XPHB}\",\"2\"],[\"{@spell Crown of Madness|XPHB}\",\"1\"],[\"{@spell Disintegrate|XPHB}\",\"4\"],[\"{@spell Dominate Monster|XPHB}\",\"5\"],[\"{@spell Eyebite|XPHB}\",\"4\"]]}]},{\"type\":\"item\",\"name\":\"X-ray Vision\",\"entries\":[\"You can take a {@action Magic|XPHB} action to gain X-ray vision with a range of 30 feet for 1 minute. To you, solid objects within that radius appear transparent and don't prevent light from passing through themselves. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.\"]}]}]},{\"type\":\"entries\",\"name\":\"Destroying the Eye and Hand\",\"entries\":[\"If the Eye of Vecna and the {@item Hand of Vecna|XDMG} are both attached to the same creature and that creature is slain by the {@item Sword of Kas|XDMG}, both the eye and the hand burst into flame, turn to ash, and are destroyed. Any other attempt to destroy the eye or hand seems to work, but the Artifact reappears in one of Vecna's many hidden vaults, where it waits to be rediscovered.\"]}],\"attachedSpells\":[\"clairvoyance|xphb\",\"crown of madness|xphb\",\"disintegrate|xphb\",\"dominate monster|xphb\",\"eyebite|xphb\"],\"hasFluffImages\":true},{\"name\":\"Eye patch decorated with tiny blue sapphires and moonstones\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":250000},{\"name\":\"Eye patch with a mock eye set in blue sapphire and moonstone\",\"source\":\"DMG\",\"page\":135,\"reprintedAs\":[\"Eye patch decorated with tiny blue sapphires and moonstones|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":250000},{\"name\":\"Eye patch with a mock eye set in blue sapphire and moonstone (Brazen Coalition)\",\"source\":\"PSX\",\"page\":25,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":250000},{\"name\":\"Eyes of Charming\",\"source\":\"DMG\",\"page\":168,\"srd\":true,\"reprintedAs\":[\"Eyes of Charming|XDMG\"],\"tier\":\"major\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":3,\"charges\":3,\"entries\":[\"These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the {@spell charm person} spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"attachedSpells\":[\"charm person\"],\"lootTables\":[\"Magic Item Table F\"],\"hasFluffImages\":true},{\"name\":\"Eyes of Charming\",\"source\":\"XDMG\",\"page\":261,\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":3,\"charges\":3,\"entries\":[\"These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 or more charges to cast {@spell Charm Person|XPHB} (save DC 13). For 1 charge, you cast the level 1 version of the spell. You increase the spell's level by one for each additional charge you expend. The lenses regain all expended charges daily at dawn.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"attachedSpells\":[\"charm person|xphb\"],\"hasFluffImages\":true},{\"name\":\"Eyes of Minute Seeing\",\"source\":\"DMG\",\"page\":168,\"srd\":true,\"reprintedAs\":[\"Eyes of Minute Seeing|XDMG\"],\"tier\":\"minor\",\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence ({@skill Investigation}) checks that rely on sight while searching an area or studying an object within that range.\"],\"lootTables\":[\"Magic Item Table C\"]},{\"name\":\"Eyes of Minute Seeing\",\"source\":\"XDMG\",\"page\":261,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"These crystal lenses fit over the eyes. While wearing them, your vision improves significantly out to a range of 1 foot, granting you {@sense Darkvision|XPHB} within that range and {@variantrule Advantage|XPHB} on Intelligence ({@skill Investigation|XPHB}) checks made to examine something within that range.\"]},{\"name\":\"Eyes of the Eagle\",\"source\":\"DMG\",\"page\":168,\"srd\":true,\"reprintedAs\":[\"Eyes of the Eagle|XDMG\"],\"tier\":\"major\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom ({@skill Perception}) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"lootTables\":[\"Magic Item Table F\"],\"hasFluffImages\":true},{\"name\":\"Eyes of the Eagle\",\"source\":\"XDMG\",\"page\":261,\"freeRules2024\":true,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"These crystal lenses fit over the eyes. While wearing them, you have {@variantrule Advantage|XPHB} on Wisdom ({@skill Perception|XPHB}) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"hasFluffImages\":true},{\"name\":\"Fabulist Gem\",\"source\":\"BMT\",\"page\":36,\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"This glittering red gem is commonly found embedded in a ring or brooch.\",\"While wearing the gem, you gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Counterfeit Coins\",\"entries\":[\"You can use your action to magically create a pile of coins, worth no more than 100 gp total, in an unoccupied space within 10 feet of yourself. The pile must appear on a surface that can support it. After 1 hour, the coins vanish, regardless of where they are. Once this action is used, it can't be used again until the next dawn.\"]},{\"type\":\"entries\",\"name\":\"Illusory Fashion\",\"entries\":[\"As a bonus action, you can magically change the appearance of your clothing and armor. You can change the style, color, and apparent quality of what you're wearing, or you can make it appear as if you were wearing different garments entirely. In either case, the changes wrought by this magic fail to pass physical inspection.\"]}]},{\"name\":\"Faerie Dust\",\"source\":\"SKT\",\"page\":35,\"type\":\"OTH\",\"rarity\":\"unknown (magic)\",\"entries\":[\"A pinch of this dust can substitute for the material components of any enchantment spell of 3rd level or lower. If a pinch of faerie dust is sprinkled on a creature, roll percentile dice and consult the Faerie Dust table to determine the effect.\",{\"type\":\"table\",\"caption\":\"Faerie Dust\",\"colLabels\":[\"d100\",\"Magical Effect\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-70\",\"The creature sprinkled with dust gains a flying speed of 60 feet for 10 minutes.\"],[\"71-80\",\"The creature sprinkled with dust must succeed on a DC 11 Constitution saving throw or fall {@condition unconscious} for 1 minute. The creature awakens if it takes damage or if it is shaken or slapped as an action.\"],[\"81-90\",\"The creature sprinkled with dust must succeed on a DC 11 Wisdom saving throw or be affected by a {@spell confusion} spell.\"],[\"91-00\",\"The creature sprinkled with dust becomes {@condition invisible} for 1 hour. Any equipment it is wearing or carrying is {@condition invisible} as long as it is on the creature's person. The effect on the creature ends if it attacks, deals any damage, or casts a spell.\"]]}]},{\"name\":\"Failed Experiment Wand\",\"source\":\"AI\",\"page\":162,\"type\":\"WD|DMG\",\"rarity\":\"rare\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"weight\":1,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 1}\",\"charges\":2,\"entries\":[\"This wand has 2 charges. While holding it, you can use an action to expend 1 or more of its charges to cast either a green-flamed {@spell fireball} or a blue {@spell lightning bolt} at random from it (save DC 15).\",\"For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.\",\"The wand regains {@dice 1d6 + 1} expended charges daily at dawn. If you expend the wand's last charge, roll a {@dice d20}. On a 1, the wand crumbles into ashes and is destroyed.\"],\"attachedSpells\":[\"fireball\",\"lightning bolt\"]},{\"name\":\"Falkir's Helm of Pigheadedness\",\"source\":\"WDMM\",\"page\":141,\"type\":\"OTH\",\"rarity\":\"unknown (magic)\",\"curse\":true,\"entries\":[\"This steel helm is shaped like the head of a boar. Once you don the helm, it can't be removed until you die or until a {@spell remove curse} spell or similar magic is cast on it. If you wear the helm and are a humanoid, you gain the following flaw until the helm is removed: \\\"I'm exceedingly stubborn and think I'm right all the time.\\\" (This flaw supersedes any conflicting flaw.)\"]},{\"name\":\"Fane-Eater\",\"source\":\"BGDIA\",\"page\":223,\"baseItem\":\"battleaxe|phb\",\"type\":\"M\",\"rarity\":\"legendary\",\"reqAttune\":\"by an evil cleric or paladin\",\"reqAttuneTags\":[{\"class\":\"cleric\",\"alignment\":[\"E\"]},{\"class\":\"paladin\",\"alignment\":[\"E\"]}],\"weight\":4,\"weaponCategory\":\"martial\",\"property\":[\"V\"],\"dmg1\":\"1d8\",\"dmgType\":\"S\",\"dmg2\":\"1d10\",\"bonusWeapon\":\"+3\",\"entries\":[\"Fane-Eater is a battleaxe belonging to {@creature Arkhan the Cruel|BGDIA}.\",\"You gain a +3 bonus to attack and damage rolls with Fane-Eater. If you attack a creature with this weapon and roll a 20 on the attack roll, the creature takes an extra {@damage 2d8} necrotic damage, and you regain a number of hit points equal to the necrotic damage taken.\"]},{\"name\":\"Far Gear\",\"source\":\"AI\",\"page\":221,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"bonusSavingThrow\":\"+1\",\"entries\":[\"While attuned to this device, you have a +1 bonus to Charisma saving throws, and you have advantage on Charisma ({@skill Intimidation}) checks.\",{\"type\":\"entries\",\"name\":\"Aberrant Ally\",\"entries\":[\"You can conjure an aberrant creature from the chaos of the multiverse to serve you. This functions as the {@spell conjure celestial} spell (no {@status concentration} required), except the creature you summon is an aberration of challenge rating 4 or lower. Once you use this feature of the far gear, it cannot be used again until the next dawn.\"]},{\"type\":\"entries\",\"name\":\"Unnatural Bane\",\"entries\":[\"You can cast the {@spell bane} spell (save DC 15), which affects any number of creatures within range for 1 minute. Once you use this feature of the far gear, it cannot be used again until the next dawn.\"]},{\"type\":\"entries\",\"name\":\"Part of a Whole\",\"entries\":[\"While this component is not installed in the {@item Orrery of the Wanderer|AI}, its magic might function sporadically or with unpredictable side effects, as determined by the DM.\"]}],\"attachedSpells\":[\"conjure celestial\",\"bane\"]},{\"name\":\"Far Realm Shard\",\"source\":\"TCE\",\"page\":127,\"rarity\":\"rare\",\"reqAttune\":\"by a sorcerer\",\"reqAttuneTags\":[{\"class\":\"sorcerer\"}],\"wondrous\":true,\"weight\":1,\"focus\":[\"Sorcerer\"],\"entries\":[\"This writhing crystal is steeped in the warped essence of the Far Realm. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.\",\"When you use a Metamagic option on a spell while you are holding or wearing the shard, you can cause a slimy tentacle to rip through the fabric of reality and strike one creature you can see within 30 feet of you. The creature must succeed on a Charisma saving throw against your spell save DC or take {@damage 3d6} psychic damage and become {@condition frightened} of you until the start of your next turn.\"],\"hasFluffImages\":true},{\"name\":\"Fargab\",\"source\":\"DSotDQ\",\"page\":188,\"type\":\"G\",\"rarity\":\"none\",\"entries\":[\"These backpack-sized devices are created in pairs, with matching numbers engraved on them, and allow communication over a long distance using radio frequencies. While wearing a fargab, you can use an action to speak into the device's mouthpiece and send a short message of twenty-five words or less to another creature wearing the matched fargab while it is within 18 miles of you. The message emits from the speakers of the device and can be heard up to 10 feet away from the device. If no creature is wearing the fargab, the speakers make static noises instead.\"],\"hasFluffImages\":true},{\"name\":\"Fate Cutter Shears\",\"source\":\"BMT\",\"page\":61,\"baseItem\":\"dagger|PHB\",\"type\":\"M\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":1,\"weaponCategory\":\"simple\",\"property\":[\"F\",\"L\",\"T\"],\"range\":\"20/60\",\"dmg1\":\"1d4\",\"dmgType\":\"P\",\"critThreshold\":19,\"entries\":[\"The blades of these pruning shears bear many nicks and dents but still cut cleanly. The shears function as a magic dagger. The weapon has the following properties:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Ever Sharp\",\"entries\":[\"When you hit with an attack using the shears, the target takes an extra {@damage 1d6} force damage.\"]},{\"type\":\"item\",\"name\":\"Sever Threads\",\"entries\":[\"When you hit a creature with the shears, you can cut that creature's fate. Until the target finishes a long rest, attack rolls against it score a critical hit on a roll of 19 or 20 on the {@dice d20}. Once this property is used, it can't be used again until the next dawn.\"]}]}]},{\"name\":\"Fates Card\",\"source\":\"BMT\",\"page\":13,\"rarity\":\"legendary\",\"wondrous\":true,\"recharge\":\"dawn\",\"entries\":[\"As a bonus action, you can brandish this card at one willing creature you can see within 30 feet of yourself, granting the creature a brief glimpse of the future. Until the start of your next turn, the creature has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. Once this property is used, it can't be used again until the next dawn.\"],\"hasFluffImages\":true},{\"name\":\"Feather of Diatryma Summoning\",\"source\":\"WDH\",\"page\":191,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"This bright plume is made from the feather of a {@creature diatryma|wdh} (pronounced dee-ah-TRY-mah), a Large, colorful, flightless bird native to the Underdark. If you use an action to speak the command word and throw the feather into a Large unoccupied space on the ground within 5 feet of you, the feather becomes a living diatryma for up to 6 hours, after which it reverts to its feather form. It reverts to feather form early if it drops to 0 hit points or if you use an action to speak the command word again while touching the bird.\",\"When the diatryma reverts to feather form, the magic of the feather can't be used again until 7 days have passed.\",\"The diatryma uses the statistics of an {@creature axe beak}, except that its beak deals piercing damage instead of slashing damage. The creature is friendly to you and your companions, and it can be used as a mount. It understands your languages and obeys your spoken commands. If you issue no commands, the diatryma defends itself but takes no other actions.\"]},{\"name\":\"Feather Token\",\"source\":\"ERLW\",\"page\":277,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"This small metal disk is inscribed with the image of a feather. When you fall at least 20 feet while the token is on your person, you descend 60 feet per round and take no damage from falling. The token's magic is expended after you land, whereupon the disk becomes nonmagical.\"]},{\"name\":\"Feathered Helm\",\"source\":\"HWCS\",\"page\":213,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"The helm itself is simple leather, hide, scale, or plate, but the magic imbued into it comes from the feather. The birdfolk races of Humblewood consider the giving of a feather to be one of the highest honors one can bestow, and it represents an eternal bond or deep appreciation.\",\"The helm has 3 charges that, while wearing it, you can use to activate its abilities. The helm has different properties based on the race of the birdfolk who gifted the feather.\",{\"name\":\"Corvum\",\"type\":\"entries\",\"entries\":[\"You can use a charge to cast {@spell Tasha's hideous laughter} (save DC 16) and two charges to cast {@spell detect thoughts} (save DC 16).\"]},{\"name\":\"Gallus\",\"type\":\"entries\",\"entries\":[\"You can use a charge to cast {@spell bless} and two charges to cast {@spell aid}.\"]},{\"name\":\"Luma\",\"type\":\"entries\",\"entries\":[\"You can use a charge to cast a random 1st-level spell from the {@filter sorcerer spell list|spells|level=1|class=sorcerer}, then roll a {@dice d20}. On a roll of 20, you may use this ability again without expending a charge. On a roll of 1, the spell also targets you, unless you are its only target, in which case the spell fizzles to no effect. Any spell cast using this helm that requires a saving throw has a save DC of 16.\"]},{\"name\":\"Raptor\",\"type\":\"entries\",\"entries\":[\"You can use a charge to cast {@spell hunter's mark} and two charges to cast {@spell magic weapon}.\"]},{\"name\":\"Strig\",\"type\":\"entries\",\"entries\":[\"You can use a charge to cast {@spell divine favor} and two charges to cast {@spell pass without trace}.\"]},\"The helm regains {@dice 1d3} charges each day at dawn.\",{\"type\":\"inset\",\"name\":\"A True Gift\",\"entries\":[\"Whether you are playing through the Humblewood adventure, or playing your own campaign in the Wood, look for organic relationships between a character and the races of birdfolk. If one stands out, use that to decide what type of feather is offered to the player in this helm.\",\"Additionally, a player whose character is a birdfolk may want to make this gift themselves. Make sure to create a narrative bond between this character and who they share a feather with—the gift of a feather is not something which should be given lightly.\"]}],\"attachedSpells\":[\"tasha's hideous laughter\",\"detect thoughts\",\"bless\",\"aid\",\"hunter's mark\",\"magic weapon\",\"divine favor\",\"pass without trace\"],\"hasFluffImages\":true},{\"name\":\"Feathered mantle with emerald clasp (Sun Empire)\",\"source\":\"PSX\",\"page\":25,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":250000},{\"name\":\"Feed (per day)\",\"source\":\"PHB\",\"page\":157,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Feed (per day)|XPHB\"],\"type\":\"TAH\",\"rarity\":\"none\",\"weight\":10,\"value\":5},{\"name\":\"Feed (per day)\",\"source\":\"XPHB\",\"page\":230,\"freeRules2024\":true,\"type\":\"TAH|XPHB\",\"rarity\":\"none\",\"weight\":10,\"value\":5},{\"name\":\"Fenthras (Awakened)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Fenthras (Dormant)\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":[{\"mode\":\"appendArr\",\"items\":{\"entries\":[{\"type\":\"entries\",\"name\":\"Awakened\",\"entries\":[\"When Fenthras reaches an awakened state, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"The weapon's bonus to attack and damage rolls increases to +2. Additionally, when you hit with an attack using this weapon, the target takes an extra {@damage 1d4} lightning damage.\",\"When you hit with an attack using this weapon, you can declare it a bramble shot. The attack deals an extra {@damage 3d8} piercing damage, and the target must succeed on a {@dc 15} Strength {@quickref saving throws|PHB|2|1|saving throw} or become {@condition restrained} by steely brambles that burst from the arrow. A {@condition restrained} target can repeat the {@quickref saving throws|PHB|2|1|saving throw} at the end of each of its turns, ending the effect on itself on a success. Once this property is used, it can't be used again until you finish a {@quickref resting|PHB|2|0|short or long rest}.\"]}]}]}}]},\"_preserve\":{\"page\":true,\"fluff\":true}},\"bonusWeapon\":\"+2\",\"recharge\":\"restShort\",\"hasFluffImages\":true},{\"name\":\"Fenthras (Dormant)\",\"source\":\"TDCSR\",\"page\":205,\"baseItem\":\"longbow|PHB\",\"type\":\"R\",\"rarity\":\"legendary\",\"reqAttune\":true,\"weight\":2,\"weaponCategory\":\"martial\",\"property\":[\"A\",\"H\",\"2H\",\"Vst|TDCSR\"],\"range\":\"150/600\",\"dmg1\":\"1d8\",\"dmgType\":\"P\",\"bonusWeapon\":\"+1\",\"recharge\":\"restShort\",\"entries\":[\"This gorgeous {@item longbow|phb} made of everbark from the Fey Realm flexes and shifts like a living entity. It is said to have been wielded by the legendary ranger {@creature Vex'ahlia|TDCSR} against great evils.\",{\"type\":\"entries\",\"name\":\"Dormant\",\"entries\":[\"While Fenthras is in a dormant state, you gain a +1 bonus to attack and damage rolls made with this magic weapon.\",\"When you make an attack with Fenthras, you can declare it an oracle shot, allowing you to experience the area around the arrow using your normal senses for 10 minutes. Once this property is used, it can't be used again until you finish a {@quickref resting|PHB|2|0|short or long rest}.\",\"Additionally, when a creature is killed by an attack using this weapon, a six-foot-tall tree rapidly grows out of the corpse over the next minute. The tree is rooted in the ground to make the body difficult to move, but does not permanently damage the corpse or its organs.\"]}],\"ammoType\":\"arrow|phb\",\"hasFluffImages\":true},{\"name\":\"Fenthras (Exalted)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Fenthras (Awakened)\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":[{\"mode\":\"appendArr\",\"items\":{\"entries\":[{\"type\":\"entries\",\"name\":\"Exalted\",\"entries\":[\"When Fenthras reaches an exalted state, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"The weapon's bonus to attack and damage rolls increases to +3.\",\"The extra lightning damage dealt by attacks using the bow increases to {@dice 1d6}.\",\"You can declare a bramble shot twice between rests, and the {@quickref saving throws|PHB|2|1|saving throw} DC increases to 17.\"]}]}]}}]},\"_preserve\":{\"page\":true,\"fluff\":true}},\"bonusWeapon\":\"+3\",\"hasFluffImages\":true},{\"name\":\"Feywild Shard\",\"source\":\"TCE\",\"page\":127,\"rarity\":\"uncommon\",\"reqAttune\":\"by a sorcerer\",\"reqAttuneTags\":[{\"class\":\"sorcerer\"}],\"wondrous\":true,\"weight\":1,\"focus\":[\"Sorcerer\"],\"entries\":[\"This warm crystal glints with the sunset colors of the Feywild sky and evokes whispers of emotional memory. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.\",\"When you use a Metamagic option on a spell while you are holding or wearing the shard, you can roll on the {@table Wild Magic Surge|PHB} table in the {@book Player's Handbook|PHB}. If the result is a spell, it is too wild to be affected by your Metamagic, and if it normally requires {@status concentration}, it doesn't require {@status concentration} in this case; the spell lasts for its full duration.\",\"If you don't have the Wild Magic Sorcerous Origin, once this property is used to roll on the {@table Wild Magic Surge|PHB} table, it can't be used again until the next dawn.\"],\"hasFluffImages\":true},{\"name\":\"Feywild Trinket\",\"source\":\"WBtW\",\"page\":7,\"type\":\"G\",\"rarity\":\"none\",\"entries\":[\"The Feywild Trinkets table that follows offers a selection of trinkets appropriate for Feywild-themed adventures such as this one. Players whose characters have the feylost or Witchlight hand background can roll on this table instead of the {@book Trinkets|PHB|5|Trinkets} table in the {@book Player's Handbook|PHB} to determine what trinkets their characters possess. The adventure includes a few encounters that require you to roll on the table to determine what random trinkets the characters find in key locations.\",{\"type\":\"table\",\"caption\":\"Feywild Trinkets\",\"colLabels\":[\"d100\",\"Trinket\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01\",\"Cookie cutter shaped like a unicorn\"],[\"02\",\"Two yew rings linked together\"],[\"03\",\"Silver hand mirror with a nymph-shaped handle\"],[\"04\",\"Painted wooden key whose teeth change configuration every day at dawn\"],[\"05\",\"Delicate silver cameo with pictures of twin children opposite one another\"],[\"06\",\"Golden pendant charm shaped like a leprechaun\"],[\"07\",\"Tiny wooden box containing a croquet set sized for pixies or sprites\"],[\"08\",\"Tiny pair of sharp, iron scissors\"],[\"09\",\"Chess piece shaped like a dancing satyr wearing a bishop's hat and clutching a gnarled staff\"],[\"10\",\"Saltshaker shaped like a wizard's tower\"],[\"11\",\"Crystal orb that allows an elf who holds it to sleep\"],[\"12\",\"Pendant that shows the phases of the moon\"],[\"13\",\"Large iron fingernail\"],[\"14\",\"Tiny electrum whistle that only Fey can hear\"],[\"15\",\"Wooden jigsaw puzzle piece as big as a saucer, with a painted image of a jug on it\"],[\"16\",\"Spool of glistening silver thread\"],[\"17\",\"Sheet of music that goblins find upsetting when they hear it played or sung\"],[\"18\",\"Rotten ogre's tooth with the Elvish glyph for \\\"moon\\\" etched into it\"],[\"19\",\"Vitrified eye of a displacer beast\"],[\"20\",\"Tiny duskwood coffin containing the ashes of a troll\"],[\"21\",\"Old invitation to a banquet in the Summer Court, written in ink on vellum in Sylvan\"],[\"22\",\"Gossamer shawl that glows faintly in moonlight\"],[\"23\",\"Ball-and-cup toy that plays a short, victorious jingle whenever the ball lands in the cup\"],[\"24\",\"Sprite's skull covered in ink fingerprints\"],[\"25\",\"Silver fork with the outer tines bent sideways\"],[\"26\",\"A soot-stained sock in which a nugget of coal magically appears each day at dawn\"],[\"27\",\"Tiny wooden stool (sized for a pixie or sprite) that gives splinters to those who hold it\"],[\"28\",\"Tiny clockwork dragonfly that slowly beats its wings (but can't fly) when wound up\"],[\"29\",\"Toy unicorn made of wood, painted with bright colors\"],[\"30\",\"Pixie plushie that sings when you squeeze it\"],[\"31\",\"1-inch-square painting of a sleeping elf\"],[\"32\",\"Thimble that helps you daydream when worn\"],[\"33\",\"Pumpkin cupcake that magically regenerates itself in its paper cup each day at dawn\"],[\"34\",\"Fake Three-Dragon Ante card depicting a faerie dragon\"],[\"35\",\"Teacup made from a varnished mushroom cap that magically keeps its liquid contents lukewarm\"],[\"36\",\"Rock that floats and is small enough to hide in your closed fist\"],[\"37\",\"Tiny bottle filled with rainwater collected from the Feywild\"],[\"38\",\"Opalescent conch shell that laughs when you hold it to your ear\"],[\"39\",\"Vial of viscous liquid labeled \\\"Fomorian spit. Do not drink!\\\"\"],[\"40\",\"Wax candle that roars and crackles like a bonfire while lit\"],[\"41\",\"Potted daffodil that sways when near a source of music\"],[\"42\",\"8-ounce, glass wine bottle that magically reassembles itself 1 minute after being broken\"],[\"43\",\"Tiny wooden sylph figurehead from a model ship\"],[\"44\",\"Tiny pumpkin-shaped cauldron carved out of bog oak\"],[\"45\",\"Bar of soap that smells like something memorable from your childhood\"],[\"46\",\"Piece of orange parchment folded to look like a knight astride a unicorn\"],[\"47\",\"Tinted glasses so dark that they can't be seen through\"],[\"48\",\"8-inch-long glass ant figurine\"],[\"49\",\"Piece of parchment bearing a child's drawing of an oni\"],[\"50\",\"Tiny hourglass without sand in it\"],[\"51\",\"Empty vial with corked ends at the top and bottom\"],[\"52\",\"Pair of green leprechaun boots tied together by their laces\"],[\"53\",\"Smoking pipe made from a tree root\"],[\"54\",\"Red cap that droops down to one's shoulders when worn\"],[\"55\",\"Mask that helps you remember your dreams if you wear it while you sleep\"],[\"56\",\"Notebook that shows what's written on it only when held upside down\"],[\"57\",\"Wooden top with four sides, each bearing the image of child enjoying a different season\"],[\"58\",\"Tiny beehive wig made for sprites or pixies\"],[\"59\",\"Wooden mouse figurine that squeaks when held\"],[\"60\",\"Stuffed oni doll with a creepy smile and one missing eye\"],[\"61\",\"Empty bag labeled \\\"Candy\\\"\"],[\"62\",\"Tinted glass monocle that makes things look green\"],[\"63\",\"Black executioner's hood sized for a pixie or sprite\"],[\"64\",\"Piano key carved from a satyr's horn\"],[\"65\",\"Tiny wooden lute with cat hairs for strings\"],[\"66\",\"Iron needle with an eye that refuses to let thread pass through it\"],[\"67\",\"Tiny sundial that casts a shadow only in moonlight\"],[\"68\",\"Wooden pan flute that attracts harmless local fauna when played\"],[\"69\",\"Silvered pinecone\"],[\"70\",\"Flask of spectral glowworms that change color to reflect the mood of the flask's holder\"],[\"71\",\"Wooden apple painted blue\"],[\"72\",\"Tuning fork that sounds the tone for the F key\"],[\"73\",\"Nunchaku sized for a pixie or sprite\"],[\"74\",\"Copper coin with a smiling satyr's face on one side and a satyr's skull on the other\"],[\"75\",\"Severed chicken's foot attached to a leather cord\"],[\"76\",\"Collection of baby teeth in a tiny wooden box\"],[\"77\",\"Pinwheel whirligig that spins even when there's no wind\"],[\"78\",\"Child's parasol covered in moss and leaves\"],[\"79\",\"Wooden magnifying glass missing its lens\"],[\"80\",\"Glossy mushroom with a red, bell-shaped cap that jingles when shook\"],[\"81\",\"Pouch of seeds that smell like home\"],[\"82\",\"Petrified robin's egg\"],[\"83\",\"Wooden spoon with a hole in the center\"],[\"84\",\"Paper wasp nest in a jar\"],[\"85\",\"Sprig of rosemary wrapped with ribbon at one end\"],[\"86\",\"Tiny, unfurnished dollhouse sized for a pixie child\"],[\"87\",\"Paintbrush made entirely of ceramic—even the bristles\"],[\"88\",\"Candlestick whose candlelight looks like a tiny, dancing fairy made of fire\"],[\"89\",\"Spectacle frames in the shape of butterfly wings\"],[\"90\",\"Set of false wooden teeth\"],[\"91\",\"Tiny book of fairytales\"],[\"92\",\"Rucksack in which one potato magically appears each day at dawn\"],[\"93\",\"Pixie's winter jacket lined with fox fur\"],[\"94\",\"Tasseled wine charm shaped like a sprite\"],[\"95\",\"Weak magnetic wand\"],[\"96\",\"100-sided die the size of a plum, cut from coal\"],[\"97\",\"Glass slipper, missing its mate\"],[\"98\",\"Tiny dreamcatcher\"],[\"99\",\"Barbell sized for a pixie or sprite\"],[\"100\",\"Music box that plays a sprightly tune you remember from your childhood\"]]}],\"miscTags\":[\"TT\"],\"hasFluffImages\":true},{\"name\":\"Figurine of Wondrous Power, Bronze Griffon\",\"source\":\"DMG\",\"page\":169,\"srd\":true,\"reprintedAs\":[\"Figurine of Wondrous Power, Bronze Griffon|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\",\"The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\",\"The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\",{\"type\":\"entries\",\"name\":\"{@creature griffon||Bronze Griffon}\",\"entries\":[\"This bronze statuette is of a {@creature griffon} rampant. It can become a {@creature griffon} for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed.\"]}],\"lootTables\":[\"Magic Item Table G\"]},{\"name\":\"Figurine of Wondrous Power, Bronze Griffon\",\"source\":\"XDMG\",\"page\":261,\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"A {@item Figurine of Wondrous Power|XDMG} is a statuette small enough to fit in a pocket. If you take a {@action Magic|XPHB} action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\",\"The creature is {@variantrule Friendly [Attitude]|XPHB|Friendly} to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your {@variantrule Initiative|XPHB} count. If you issue no commands, the creature defends itself but takes no other actions.\",\"The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 {@variantrule Hit Points|XPHB} or if you take a {@action Magic|XPHB} action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified below.\",{\"type\":\"entries\",\"name\":\"Bronze Griffon (Rare)\",\"entries\":[\"This bronze statuette is of a griffon rampant. It can become a {@creature Griffon|XMM} for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed.\"]}]},{\"name\":\"Figurine of Wondrous Power, Ebony Fly\",\"source\":\"DMG\",\"page\":169,\"srd\":true,\"reprintedAs\":[\"Figurine of Wondrous Power, Ebony Fly|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\",\"The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\",\"The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\",{\"type\":\"entries\",\"name\":\"{@creature giant fly|dmg|Ebony Fly}\",\"entries\":[\"This ebony statuette is carved in the likeness of a horsefly. It can become a {@creature giant fly|dmg} for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed.\"]}],\"lootTables\":[\"Magic Item Table G\"]},{\"name\":\"Figurine of Wondrous Power, Ebony Fly\",\"source\":\"XDMG\",\"page\":261,\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"A {@item Figurine of Wondrous Power|XDMG} is a statuette small enough to fit in a pocket. If you take a {@action Magic|XPHB} action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\",\"The creature is {@variantrule Friendly [Attitude]|XPHB|Friendly} to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your {@variantrule Initiative|XPHB} count. If you issue no commands, the creature defends itself but takes no other actions.\",\"The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 {@variantrule Hit Points|XPHB} or if you take a {@action Magic|XPHB} action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified below.\",{\"type\":\"entries\",\"name\":\"Ebony Fly (Rare)\",\"entries\":[\"This ebony statuette, carved in the likeness of a horsefly, can become a {@creature Giant Fly|XDMG} for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed.\"]}],\"hasFluffImages\":true},{\"name\":\"Figurine of Wondrous Power, Golden Lions\",\"source\":\"DMG\",\"page\":169,\"srd\":true,\"reprintedAs\":[\"Figurine of Wondrous Power, Golden Lions|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\",\"The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\",\"The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\",{\"type\":\"entries\",\"name\":\"{@creature lion||Golden Lions}\",\"entries\":[\"These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a {@creature lion} for up to 1 hour. Once a {@creature lion} has been used, it can't be used again until 7 days have passed.\"]}],\"lootTables\":[\"Magic Item Table G\"]},{\"name\":\"Figurine of Wondrous Power, Golden Lions\",\"source\":\"XDMG\",\"page\":261,\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"A {@item Figurine of Wondrous Power|XDMG} is a statuette small enough to fit in a pocket. If you take a {@action Magic|XPHB} action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\",\"The creature is {@variantrule Friendly [Attitude]|XPHB|Friendly} to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your {@variantrule Initiative|XPHB} count. If you issue no commands, the creature defends itself but takes no other actions.\",\"The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 {@variantrule Hit Points|XPHB} or if you take a {@action Magic|XPHB} action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified below.\",{\"type\":\"entries\",\"name\":\"Golden Lions (Rare)\",\"entries\":[\"These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a {@creature Lion|XPHB} for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed.\"]}],\"hasFluffImages\":true},{\"name\":\"Figurine of Wondrous Power, Ivory Goats\",\"source\":\"DMG\",\"page\":169,\"srd\":true,\"reprintedAs\":[\"Figurine of Wondrous Power, Ivory Goats|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"wondrous\":true,\"charges\":24,\"entries\":[\"A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\",\"The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\",\"The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\",{\"type\":\"entries\",\"name\":\"{@creature riding horse||Ivory Goats}\",\"entries\":[\"These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows:\",{\"type\":\"list\",\"items\":[\"The goat of traveling can become a Large goat with the same statistics as a {@creature riding horse}. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges.\",\"The goat of travail becomes a {@creature giant goat} for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed.\",\"The goat of terror becomes a {@creature giant goat} for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a +1 lance, and the other becomes a +2 longsword. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be {@condition frightened} of the goat for 1 minute, or until the goat reverts to figurine form. The {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed.\"]}]}],\"lootTables\":[\"Magic Item Table G\"]},{\"name\":\"Figurine of Wondrous Power, Ivory Goats\",\"source\":\"XDMG\",\"page\":261,\"rarity\":\"rare\",\"wondrous\":true,\"charges\":24,\"entries\":[\"A {@item Figurine of Wondrous Power|XDMG} is a statuette small enough to fit in a pocket. If you take a {@action Magic|XPHB} action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\",\"The creature is {@variantrule Friendly [Attitude]|XPHB|Friendly} to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your {@variantrule Initiative|XPHB} count. If you issue no commands, the creature defends itself but takes no other actions.\",\"The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 {@variantrule Hit Points|XPHB} or if you take a {@action Magic|XPHB} action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified below.\",{\"type\":\"entries\",\"name\":\"Ivory Goats (Rare)\",\"entries\":[\"These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Goat of Terror\",\"entries\":[\"This figurine can become a {@creature Giant Goat|XPHB} for up to 3 hours. The goat can't attack, but you can (harmlessly) remove its horns and use them as weapons. One horn becomes a {@item +1 Lance|XDMG}, and the other becomes a {@item +2 Longsword|XDMG}. Removing a horn requires a {@action Magic|XPHB} action, and the weapons disappear and the horns return when the goat reverts to figurine form. While you ride the goat, any {@variantrule Hostile [Attitude]|XPHB|Hostile} creature that starts its turn within a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the goat must succeed on a DC 15 Wisdom saving throw or have the {@condition Frightened|XPHB} condition for 1 minute, until you are no longer riding the goat, or until the goat reverts to figurine form. The {@condition Frightened|XPHB} creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the save, a creature is immune to this effect for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed.\"]},{\"type\":\"item\",\"name\":\"Goat of Traveling\",\"entries\":[\"This figurine can become a Large goat with the same statistics as a {@creature Riding Horse|XPHB}. It has 24 charges, and each hour or portion thereof it spends in goat form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all expended charges.\"]},{\"type\":\"item\",\"name\":\"Goat of Travail\",\"entries\":[\"This figurine can become a {@creature Giant Goat|XPHB} for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed.\"]}]}]}],\"hasFluffImages\":true},{\"name\":\"Figurine of Wondrous Power, Marble Elephant\",\"source\":\"DMG\",\"page\":170,\"srd\":true,\"reprintedAs\":[\"Figurine of Wondrous Power, Marble Elephant|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\",\"The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\",\"The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\",{\"type\":\"entries\",\"name\":\"{@creature elephant||Marble Elephant}\",\"entries\":[\"This marble statuette is about 4 inches high and long. It can become an {@creature elephant} for up to 24 hours. Once it has been used, it can't be used again until 7 days have passed.\"]}],\"lootTables\":[\"Magic Item Table G\"]},{\"name\":\"Figurine of Wondrous Power, Marble Elephant\",\"source\":\"XDMG\",\"page\":261,\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"A {@item Figurine of Wondrous Power|XDMG} is a statuette small enough to fit in a pocket. If you take a {@action Magic|XPHB} action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\",\"The creature is {@variantrule Friendly [Attitude]|XPHB|Friendly} to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your {@variantrule Initiative|XPHB} count. If you issue no commands, the creature defends itself but takes no other actions.\",\"The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 {@variantrule Hit Points|XPHB} or if you take a {@action Magic|XPHB} action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified below.\",{\"type\":\"entries\",\"name\":\"Marble Elephant (Rare)\",\"entries\":[\"This marble statuette resembles a trumpeting elephant. It can become an {@creature Elephant|XPHB} for up to 24 hours. Once it has been used, it can't be used again until 7 days have passed.\"]}],\"hasFluffImages\":true},{\"name\":\"Figurine of Wondrous Power, Obsidian Steed\",\"source\":\"DMG\",\"page\":170,\"srd\":true,\"reprintedAs\":[\"Figurine of Wondrous Power, Obsidian Steed|XDMG\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"wondrous\":true,\"entries\":[\"A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\",\"The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\",\"The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\",{\"type\":\"entries\",\"name\":\"{@creature nightmare||Obsidian Steed}\",\"entries\":[\"This polished obsidian horse can become a {@creature nightmare} for up to 24 hours. The {@creature nightmare} fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed.\",\"If you have a good alignment, the figurine has a {@chance 10} chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the {@creature nightmare} while it is ignoring your orders, you and the {@creature nightmare} are instantly transported to a random location on the plane of Hades, where the {@creature nightmare} reverts to figurine form.\"]}],\"lootTables\":[\"Magic Item Table H\"]},{\"name\":\"Figurine of Wondrous Power, Obsidian Steed\",\"source\":\"XDMG\",\"page\":261,\"rarity\":\"very rare\",\"wondrous\":true,\"entries\":[\"A {@item Figurine of Wondrous Power|XDMG} is a statuette small enough to fit in a pocket. If you take a {@action Magic|XPHB} action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\",\"The creature is {@variantrule Friendly [Attitude]|XPHB|Friendly} to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your {@variantrule Initiative|XPHB} count. If you issue no commands, the creature defends itself but takes no other actions.\",\"The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 {@variantrule Hit Points|XPHB} or if you take a {@action Magic|XPHB} action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified below.\",{\"type\":\"entries\",\"name\":\"Obsidian Steed (Very Rare)\",\"entries\":[\"This polished obsidian horse can become a {@creature Nightmare|XMM} for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed.\",\"The figurine has a {@chance 10} chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form.\"]}],\"hasFluffImages\":true},{\"name\":\"Figurine of Wondrous Power, Onyx Dog\",\"source\":\"DMG\",\"page\":170,\"srd\":true,\"reprintedAs\":[\"Figurine of Wondrous Power, Onyx Dog|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\",\"The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\",\"The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\",{\"type\":\"entries\",\"name\":\"{@creature mastiff||Onyx Dog}\",\"entries\":[\"This onyx statuette of a dog can become a {@creature mastiff} for up to 6 hours. The {@creature mastiff} has an Intelligence of 8 and can speak Common. It also has {@sense darkvision} out to a range of 60 feet and can see {@condition invisible} creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed.\"]}],\"lootTables\":[\"Magic Item Table G\"]},{\"name\":\"Figurine of Wondrous Power, Onyx Dog\",\"source\":\"XDMG\",\"page\":261,\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"A {@item Figurine of Wondrous Power|XDMG} is a statuette small enough to fit in a pocket. If you take a {@action Magic|XPHB} action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\",\"The creature is {@variantrule Friendly [Attitude]|XPHB|Friendly} to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your {@variantrule Initiative|XPHB} count. If you issue no commands, the creature defends itself but takes no other actions.\",\"The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 {@variantrule Hit Points|XPHB} or if you take a {@action Magic|XPHB} action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified below.\",{\"type\":\"entries\",\"name\":\"Onyx Dog (Rare)\",\"entries\":[\"This onyx statuette of a dog can become a {@creature Mastiff|XPHB} for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has {@sense Blindsight|XPHB} with a range of 60 feet. Once it has been used, it can't be used again until 7 days have passed.\"]}]},{\"name\":\"Figurine of Wondrous Power, Serpentine Owl\",\"source\":\"DMG\",\"page\":170,\"srd\":true,\"reprintedAs\":[\"Figurine of Wondrous Power, Serpentine Owl|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\",\"The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\",\"The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\",{\"type\":\"entries\",\"name\":\"{@creature giant owl||Serpentine Owl}\",\"entries\":[\"This serpentine statuette of an owl can become a {@creature giant owl} for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence.\"]}],\"lootTables\":[\"Magic Item Table G\"]},{\"name\":\"Figurine of Wondrous Power, Serpentine Owl\",\"source\":\"XDMG\",\"page\":261,\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"A {@item Figurine of Wondrous Power|XDMG} is a statuette small enough to fit in a pocket. If you take a {@action Magic|XPHB} action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\",\"The creature is {@variantrule Friendly [Attitude]|XPHB|Friendly} to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your {@variantrule Initiative|XPHB} count. If you issue no commands, the creature defends itself but takes no other actions.\",\"The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 {@variantrule Hit Points|XPHB} or if you take a {@action Magic|XPHB} action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified below.\",{\"type\":\"entries\",\"name\":\"Serpentine Owl (Rare)\",\"entries\":[\"This serpentine statuette of an owl can become a {@creature Giant Owl|XMM} for up to 8 hours. The owl can communicate telepathically with you at any range if you and it are on the same plane of existence. Once it has been used, it can't be used again until 2 days have passed.\"]}],\"hasFluffImages\":true},{\"name\":\"Figurine of Wondrous Power, Silver Raven\",\"source\":\"DMG\",\"page\":170,\"srd\":true,\"reprintedAs\":[\"Figurine of Wondrous Power, Silver Raven|XDMG\"],\"tier\":\"major\",\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\",\"The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\",\"The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\",{\"type\":\"entries\",\"name\":\"{@creature raven||Silver Raven}\",\"entries\":[\"This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the {@spell animal messenger} spell on it at will.\"]}],\"attachedSpells\":[\"animal messenger\"],\"lootTables\":[\"Magic Item Table F\"]},{\"name\":\"Figurine of Wondrous Power, Silver Raven\",\"source\":\"XDMG\",\"page\":261,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"A {@item Figurine of Wondrous Power|XDMG} is a statuette small enough to fit in a pocket. If you take a {@action Magic|XPHB} action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\",\"The creature is {@variantrule Friendly [Attitude]|XPHB|Friendly} to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your {@variantrule Initiative|XPHB} count. If you issue no commands, the creature defends itself but takes no other actions.\",\"The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 {@variantrule Hit Points|XPHB} or if you take a {@action Magic|XPHB} action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified below.\",{\"type\":\"entries\",\"name\":\"Silver Raven (Uncommon)\",\"entries\":[\"This silver statuette of a raven can become a {@creature Raven|XPHB} for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine grants you the ability to cast {@spell Animal Messenger|XPHB} on it.\"]}],\"attachedSpells\":[\"animal messenger|xphb\"]},{\"name\":\"Finder's Goggles\",\"source\":\"ERLW\",\"page\":277,\"rarity\":\"uncommon\",\"reqAttune\":\"by a creature with the Mark of Finding\",\"reqAttuneTags\":[{\"race\":\"half-orc (variant; mark of finding)|erlw\"},{\"race\":\"human (variant; mark of finding)|erlw\"}],\"wondrous\":true,\"entries\":[\"The lenses of these garish goggles are carved from Siberys dragonshards. While wearing these lenses, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"When you make a Wisdom ({@skill Insight}) check, you can roll a {@dice d4} and add the number rolled to the check.\",\"As an action, you can use the goggles to examine an object to identify the aura of the last creature that touched it. Make a Wisdom ({@skill Insight}) check against a DC of 13 + the number of days since the last contact occurred. On a success, you learn the creature's type and can immediately use the goggles to cast {@spell locate creature} to find that creature. This property can't be used again until the next dawn.\"]}],\"attachedSpells\":[\"locate creature\"]},{\"name\":\"Fine Clothes\",\"source\":\"PHB\",\"page\":150,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Fine Clothes|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":6,\"value\":1500},{\"name\":\"Fine Clothes\",\"source\":\"XPHB\",\"page\":225,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":6,\"value\":1500,\"entries\":[\"Fine Clothes are made of expensive fabrics and adorned with expertly crafted details. Some events and locations admit only people wearing these clothes.\"]},{\"name\":\"Fine gold chain set with a fire opal\",\"source\":\"DMG\",\"page\":135,\"reprintedAs\":[\"Fine gold chain set with a fire opal|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":250000},{\"name\":\"Fine gold chain set with a fire opal\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":250000},{\"name\":\"Fine gold chain with fire opals (Legion of Dusk)\",\"source\":\"PSX\",\"page\":25,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":250000},{\"name\":\"Fine robe with dinosaur feathers and silver embroidery (Sun Empire)\",\"source\":\"PSX\",\"page\":24,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":25000},{\"name\":\"Fine steel rapier with gold filigree hilt (Legion of Dusk)\",\"source\":\"PSX\",\"page\":24,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":75000},{\"name\":\"Fine Wine (bottle)\",\"source\":\"PHB\",\"page\":158,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Fine Wine (bottle)|XPHB\"],\"type\":\"FD\",\"rarity\":\"none\",\"value\":1000,\"miscTags\":[\"CNS\"]},{\"name\":\"Fine Wine (bottle)\",\"source\":\"XPHB\",\"page\":231,\"freeRules2024\":true,\"type\":\"FD|XPHB\",\"rarity\":\"none\",\"value\":1000,\"miscTags\":[\"CNS\"]},{\"name\":\"Finely articulated jade glove (River Heralds)\",\"source\":\"PSX\",\"page\":25,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":250000},{\"name\":\"Fire Absorbing Tattoo\",\"source\":\"TCE\",\"page\":119,\"resist\":[\"fire\"],\"detail1\":\"red\",\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"tattoo\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Absorbing Tattoo|TCE}\"]},{\"name\":\"Fire Opal\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Fire Opal|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":100000,\"entries\":[\"A translucent fiery red gemstone.\"]},{\"name\":\"Fire Opal\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":100000,\"entries\":[\"A fiery red gemstone.\"]},{\"name\":\"Fish Suit\",\"source\":\"AAG\",\"page\":22,\"rarity\":\"very rare\",\"wondrous\":true,\"entries\":[\"This bulky suit, which fully encases your head and body, takes 1 minute to don or doff. While worn, it enables you to breathe in an airless environment and renders you immune to the harmful effects of any gas that surrounds you. The suit also grants you a swimming speed equal to your walking speed while underwater, or a flying speed equal to your walking speed in an environment with no gravity.\"],\"hasFluffImages\":true},{\"name\":\"Fishing Tackle\",\"source\":\"PHB\",\"page\":151,\"srd\":true,\"basicRules\":true,\"type\":\"G\",\"rarity\":\"none\",\"weight\":4,\"value\":100,\"entries\":[\"This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.\"]},{\"name\":\"Flail of Tiamat\",\"source\":\"FTD\",\"page\":23,\"baseItem\":\"flail|PHB\",\"type\":\"M\",\"rarity\":\"legendary\",\"reqAttune\":true,\"weight\":2,\"weaponCategory\":\"martial\",\"dmg1\":\"1d8\",\"dmgType\":\"B\",\"bonusWeapon\":\"+3\",\"entries\":[\"This magic flail is made in the image of Tiamat, with five jagged heads shaped like the heads of five different chromatic dragons. You gain a +3 bonus to attack and damage rolls made with this flail. When you hit with an attack roll using it, the target takes an extra {@damage 5d4} damage of your choice of one of the following damage types: acid, cold, fire, lightning, or poison.\",\"While holding the flail, you can use an action and speak a command word to cause the heads to breathe multicolored flames in a 90-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw. On a failed save, it takes {@damage 14d6} damage of one of the following damage types (your choice): acid, cold, fire, lightning, or poison. On a successful save, it takes half as much damage. Once this action is used, it can't be used again until the next dawn.\"]},{\"name\":\"Flame Lance\",\"source\":\"DoDk\",\"page\":231,\"baseItem\":\"lance|PHB\",\"type\":\"M\",\"rarity\":\"uncommon\",\"weight\":6,\"weaponCategory\":\"martial\",\"property\":[\"R\",\"S\"],\"dmg1\":\"1d12\",\"dmgType\":\"P\",\"bonusWeapon\":\"+1\",\"recharge\":\"special\",\"charges\":5,\"entries\":[\"This weapon is a long metal lance with a small flame that burns at its end. It has a hose coming from the hilt that connects to a metal tank that you wear on your back.\",\"You gain a +1 bonus to attack and damage rolls made with this weapon.\",\"The tank has 5 charges. You can use an action and expend one or more charges from the tank to cast {@spell burning hands} (Save DC 15). For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.\",\"Once per day, you can pour a vial of alchemist's fire into the tank. When you do, it regains all expended charges. It otherwise does not regain charges on its own.\",\"You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.\"],\"attachedSpells\":[\"burning hands\"]},{\"name\":\"Flame Tongue Shortsword of Greed\",\"source\":\"TftYP\",\"page\":179,\"baseItem\":\"shortsword|phb\",\"type\":\"M\",\"rarity\":\"unknown (magic)\",\"reqAttune\":true,\"weight\":2,\"weaponCategory\":\"martial\",\"property\":[\"F\",\"L\"],\"dmg1\":\"1d6\",\"dmgType\":\"P\",\"entries\":[\"You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra {@damage 2d6} fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.\",\"While you are attuned to this sword you can use an action to mentally command it to detect gems and jewels. You learn the kind and number of such objects within 60 feet of the sword.\"]},{\"name\":\"Flamefriend Lantern\",\"source\":\"TDCSR\",\"page\":198,\"resist\":[\"fire\"],\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"recharge\":\"dawn\",\"entries\":[\"This wrought-iron lantern holds a small fire elemental spirit. To attune to this item, you must also succeed on a {@dc 10} Charisma check to bond with the spirit inside the lantern.\",{\"type\":\"entries\",\"name\":\"Light and Flame\",\"entries\":[\"While attuned to the lantern, you can verbally ask the elemental to glow (no action required), causing the lantern to cast bright light in a radius of your choice up to 60 feet and dim light for the same distance beyond that. You can also cast the {@spell produce flame} cantrip from the lantern at will. Wisdom is your spellcasting ability for this spell.\"]},{\"type\":\"entries\",\"name\":\"Elemental Essence\",\"entries\":[\"The fire elemental spirit in the lantern can grant you a small fragment of its power. As an action, you gain one of the following benefits of your choice for 1 hour:\",{\"type\":\"list\",\"items\":[\"You have resistance to fire damage.\",\"Whenever a creature hits you with a melee attack, that creature takes fire damage equal to your proficiency bonus.\",\"You can cast the {@spell burning hands} spell (spell save {@dc 15}) from the lantern at 3rd level. Once you cast the spell, you can't do so again until the next time you use this property of the lantern.\"]},\"Once the elemental has shared its power with you in this way, it can't do so again until the next dawn.\"]},{\"type\":\"entries\",\"name\":\"Willful Attunement\",\"entries\":[\"Your {@quickref attunement|DMG|1|0} to the lantern lasts until you choose to end it, or until you anger the elemental (by dousing the lantern in water, attacking another nonhostile elemental being, and so forth). You can attempt to attune to the lantern again and repeat the check to bond with the elemental during a {@quickref resting|PHB|2|0|short or long rest}, but you make this check with {@quickref Advantage and Disadvantage|PHB|2|0|disadvantage} until you have made amends to the spirit, as the GM determines.\"]}],\"attachedSpells\":[\"produce flame\",\"burning hands\"],\"hasFluff\":true},{\"name\":\"Flames Card\",\"source\":\"BMT\",\"page\":13,\"rarity\":\"legendary\",\"wondrous\":true,\"recharge\":\"dawn\",\"entries\":[\"You can use this card to summon a devil. The card is attuned to {@filter a specific devil with a challenge rating of 8 or lower|bestiary|source=|Challenge Rating=[&0;&8]|tag=devil|miscellaneous=}. As an action, you can hold this card aloft and summon that devil, which appears in an unoccupied space you can see within 30 feet of you. The devil is initially unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. The DM has the creature's stat block. On each of your turns, you can issue a verbal command to the devil (no action required by you), and as long as you are holding this card, the devil obeys your commands. Otherwise, it is under the DM's control and acts according to its nature—it might attack you if it thinks it can prevail or try to tempt you to undertake an evil act in exchange for further service. After 1 minute or when the devil's hit points drop to 0, the devil returns to the Lower Planes. Once this property is used, it can't be used again until the next dawn.\"],\"hasFluffImages\":true},{\"name\":\"Flask\",\"source\":\"PHB\",\"page\":153,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Flask|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":1,\"value\":2,\"entries\":[\"A flask holds 1 pint of liquid.\"]},{\"name\":\"Flask\",\"source\":\"XPHB\",\"page\":225,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":1,\"value\":2,\"entries\":[\"A Flask holds up to 1 pint.\"],\"containerCapacity\":{\"volume\":[0.02]}},{\"name\":\"Flayer Slayer\",\"source\":\"PaBTSO\",\"page\":217,\"baseItem\":\"greataxe|PHB\",\"type\":\"M\",\"rarity\":\"rare\",\"reqAttune\":true,\"weight\":7,\"weaponCategory\":\"martial\",\"property\":[\"H\",\"2H\"],\"dmg1\":\"1d12\",\"dmgType\":\"S\",\"bonusWeapon\":\"+1\",\"entries\":[\"Carvings of decapitated mind flayers adorn this greataxe's metal blade. You gain a +1 bonus to attack and damage rolls made with this greataxe.\",\"An Aberration hit with this greataxe takes an extra {@damage 1d12} slashing damage. If the Aberration is currently grappling a creature, the Aberration must succeed on a DC 15 Strength saving throw or release each creature it is grappling.\"]},{\"name\":\"Flensing Claws (Huge)\",\"source\":\"VGM\",\"page\":81,\"type\":\"OTH\",\"rarity\":\"unknown\",\"dmg1\":\"2d8\",\"dmgType\":\"S\",\"entries\":[\"Flensing claws take the form of articulated digits that extend into long metal blades. The claws are knitted into the flesh and bones of a creature's arms and can't be removed without surgical amputation.\",\"Each set of flensing claws is designed for a specific creature and can't be used by anyone else. A creature equipped with flensing claws can use its action to make one melee weapon attack with the claws. The creature adds its proficiency bonus and Strength modifier to any attack roll made with the claws, and its Strength modifier to its damage roll when it hits a target with the claws.\"]},{\"name\":\"Flensing Claws (Large)\",\"source\":\"VGM\",\"page\":81,\"type\":\"OTH\",\"rarity\":\"unknown\",\"dmg1\":\"1d12\",\"dmgType\":\"S\",\"entries\":[\"Flensing claws take the form of articulated digits that extend into long metal blades. The claws are knitted into the flesh and bones of a creature's arms and can't be removed without surgical amputation.\",\"Each set of flensing claws is designed for a specific creature and can't be used by anyone else. A creature equipped with flensing claws can use its action to make one melee weapon attack with the claws. The creature adds its proficiency bonus and Strength modifier to any attack roll made with the claws, and its Strength modifier to its damage roll when it hits a target with the claws.\"]},{\"name\":\"Flensing Claws (Medium)\",\"source\":\"VGM\",\"page\":81,\"type\":\"OTH\",\"rarity\":\"unknown\",\"dmg1\":\"1d10\",\"dmgType\":\"S\",\"entries\":[\"Flensing claws take the form of articulated digits that extend into long metal blades. The claws are knitted into the flesh and bones of a creature's arms and can't be removed without surgical amputation.\",\"Each set of flensing claws is designed for a specific creature and can't be used by anyone else. A creature equipped with flensing claws can use its action to make one melee weapon attack with the claws. The creature adds its proficiency bonus and Strength modifier to any attack roll made with the claws, and its Strength modifier to its damage roll when it hits a target with the claws.\"]},{\"name\":\"Flensing Claws (Small)\",\"source\":\"VGM\",\"page\":81,\"type\":\"OTH\",\"rarity\":\"unknown\",\"dmg1\":\"1d8\",\"dmgType\":\"S\",\"entries\":[\"Flensing claws take the form of articulated digits that extend into long metal blades. The claws are knitted into the flesh and bones of a creature's arms and can't be removed without surgical amputation.\",\"Each set of flensing claws is designed for a specific creature and can't be used by anyone else. A creature equipped with flensing claws can use its action to make one melee weapon attack with the claws. The creature adds its proficiency bonus and Strength modifier to any attack roll made with the claws, and its Strength modifier to its damage roll when it hits a target with the claws.\"]},{\"name\":\"Flour\",\"source\":\"PHB\",\"page\":157,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Flour|XDMG\"],\"type\":\"TG\",\"rarity\":\"none\",\"weight\":1,\"value\":2},{\"name\":\"Flour\",\"source\":\"XDMG\",\"page\":213,\"type\":\"TG|XDMG\",\"rarity\":\"none\",\"weight\":2,\"value\":2},{\"name\":\"Flying Chariot\",\"source\":\"MOT\",\"page\":196,\"rarity\":\"rare\",\"wondrous\":true,\"bonusAc\":\"+1\",\"entries\":[\"The chariot's riders and creatures pulling the chariot gain a +1 bonus to their AC.\",\"If this magic chariot is pulled by one or more flying creatures, it too can fly.\",{\"type\":\"inset\",\"name\":\"Chariots\",\"entries\":[\"Chariots and the creatures pulling them work like controlled mounts, as described in the mounted combat rules in the {@book Player's Handbook|PHB|9|Mounted Combat}, but with the following differences:\",{\"type\":\"list\",\"items\":[\"Mounting or dismounting a chariot costs you 5 feet of movement, rather than a number of feet equal to half your speed.\",\"Being mounted on a chariot grants you {@quickref Cover||3||half cover}.\",\"A chariot's speed is equal to the speed of the slowest creature pulling it.\",\"If multiple creatures are pulling the chariot, they all act on the same initiative, and they must take the same action on their turn.\"]}]}],\"hasFluffImages\":true},{\"name\":\"Flying Citadel Helm\",\"source\":\"DSotDQ\",\"page\":190,\"rarity\":\"very rare\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"wondrous\":true,\"entries\":[\"The function of this ornate chair is to propel and maneuver a flying citadel on which it has been installed. The chair has AC 15, 18 hit points, and immunity to poison and psychic damage. It is destroyed if reduced to 0 hit points.\",\"The sensation of being attuned to a flying citadel helm is akin to the pins-and-needles effect one experiences after one's arm or leg falls asleep, but not as intense.\",\"While attuned to a flying citadel helm and sitting in it, you gain the following abilities for as long as you maintain {@status concentration} (as if {@status concentration||concentrating} on a spell):\",{\"type\":\"list\",\"items\":[\"You can use the flying citadel helm to move the citadel through the air, up to 80 feet per round, or up to 8 miles per hour.\",\"You can steer the citadel, albeit in a somewhat clumsy fashion, in much the way that a rudder or oars can be used to maneuver a seafaring ship.\",\"At any time, you can see and hear from the highest point outside the citadel as though you were at that location.\"]},\"If no creature attuned to the helm is maintaining {@status concentration}, the citadel remains motionless in its space.\",{\"type\":\"entries\",\"name\":\"Transfer Attunement\",\"entries\":[\"You can use an action or a bonus action to touch a willing spellcaster, whereupon that creature attunes to the flying citadel helm immediately, and your attunement to the flying citadel helm ends.\"]},{\"type\":\"entries\",\"name\":\"Crash\",\"entries\":[\"Should the flying citadel helm be destroyed, the citadel it is installed on loses power and begins to crumble. If the crumbling citadel is in the air, it descends at a rate of 30 feet per round, or 300 feet per minute. Any creature on the citadel or on the ground within 120 feet of the citadel when it lands must make a DC 20 Dexterity saving throw, taking 39 ({@damage 6d12}) bludgeoning damage on a failed save, or half as much damage on a successful one.\"]}]},{\"name\":\"Flying Fish Ship\",\"source\":\"AAG\",\"page\":30,\"type\":\"SPC|AAG\",\"rarity\":\"none\",\"value\":2000000,\"crew\":10,\"vehAc\":15,\"vehHp\":250,\"vehDmgThresh\":15,\"vehSpeed\":4.5,\"capCargo\":13,\"entries\":[\"Aside from space galleons, flying fish ships are the most common vessels in Wildspace, favorites among merchants and adventurers alike.\",\"A flying fish ship can float and sail on water, but it isn't built to land on the ground (the ventral fins would snap under the weight of the ship during landing, and the keel would cause the ship to roll to one side).\",\"Typical weapons on a flying fish ship include a forward-mounted mangonel and an aftmounted ballista.\"],\"seeAlsoVehicle\":[\"Flying Fish Ship|AAG\"]},{\"name\":\"Folding Boat\",\"source\":\"DMG\",\"page\":170,\"srd\":true,\"reprintedAs\":[\"Folding Boat|XDMG\"],\"tier\":\"minor\",\"rarity\":\"rare\",\"wondrous\":true,\"weight\":4,\"entries\":[\"This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.\",\"One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.\",\"The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide; and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.\",\"When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.\",\"The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.\"],\"lootTables\":[\"Magic Item Table C\"],\"hasFluffImages\":true},{\"name\":\"Folding Boat\",\"source\":\"XDMG\",\"page\":263,\"rarity\":\"rare\",\"wondrous\":true,\"weight\":4,\"entries\":[\"This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring a {@action Magic|XPHB} action to use:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"First Command Word\",\"entries\":[\"The box unfolds into a Rowboat.\"]},{\"type\":\"item\",\"name\":\"Second Command Word\",\"entries\":[\"The box unfolds into a Keelboat.\"]},{\"type\":\"item\",\"name\":\"Third Command Word\",\"entries\":[\"The Folding Boat folds back into a box if no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.\"]}]},\"When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.\",\"Statistics for the {@item Rowboat|XPHB} and {@item Keelboat|XPHB} appear in the {@book Player's Handbook|XPHB}. If either vessel is reduced to 0 {@variantrule Hit Points|XPHB}, the Folding Boat is destroyed.\"],\"hasFluffImages\":true},{\"name\":\"Fool Card\",\"source\":\"BMT\",\"page\":13,\"rarity\":\"legendary\",\"wondrous\":true,\"recharge\":\"dawn\",\"entries\":[\"As an action, you can brandish this card at one creature you can see within 30 feet of yourself. The target must succeed on a {@dc 17} Wisdom saving throw, or for the next minute, the target can't cast spells or activate magic items, it has disadvantage on all saving throws, and other creatures have resistance to all damage it deals. Once this property is used, it can't be used again until the next dawn.\"],\"hasFluffImages\":true},{\"name\":\"Force Absorbing Tattoo\",\"source\":\"TCE\",\"page\":119,\"resist\":[\"force\"],\"detail1\":\"white\",\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"tattoo\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Absorbing Tattoo|TCE}\"]},{\"name\":\"Forgery Kit\",\"source\":\"PHB\",\"page\":154,\"srd\":true,\"basicRules\":true,\"additionalSources\":[{\"source\":\"XGE\",\"page\":81}],\"reprintedAs\":[\"Forgery Kit|XPHB\"],\"type\":\"T\",\"rarity\":\"none\",\"weight\":5,\"value\":1500,\"entries\":[\"This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.\"],\"additionalEntries\":[\"A forgery kit is designed to duplicate documents and to make it easier to copy a person's seal or signature.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"A forgery kit includes several different types of ink, a variety of parchments and papers, several quills, seals and sealing wax, gold and silver leaf, and small tools to sculpt melted wax to mimic a seal.\"]},{\"type\":\"entries\",\"name\":\"Arcana\",\"entries\":[\"A forgery kit can be used in conjunction with the Arcana skill to determine if a magic item is real or fake.\"]},{\"type\":\"entries\",\"name\":\"Deception\",\"entries\":[\"A well-crafted forgery, such as papers proclaiming you to be a noble or a writ that grants you safe passage, can lend credence to a lie.\"]},{\"type\":\"entries\",\"name\":\"History\",\"entries\":[\"A forgery kit combined with your knowledge of history improves your ability to create fake historical documents or to tell if an old document is authentic.\"]},{\"type\":\"entries\",\"name\":\"Investigation\",\"entries\":[\"When you examine objects, proficiency with a forgery kit is useful for determining how an object was made and whether it is genuine.\"]},{\"type\":\"entries\",\"name\":\"Other Tools\",\"entries\":[\"Knowledge of other tools makes your forgeries that much more believable. For example, you could combine proficiency with a forgery kit and proficiency with cartographer's tools to make a fake map.\"]},{\"type\":\"entries\",\"name\":\"Quick Fake\",\"entries\":[\"As part of a short rest, you can produce a forged document no more than one page in length. As part of a long rest, you can produce a document that is up to four pages long. Your Intelligence check using a forgery kit determines the DC for someone else's Intelligence ({@skill Investigation}) check to spot the fake.\"]},{\"type\":\"table\",\"caption\":\"Forgery Kit\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Mimic handwriting\",\"15\"],[\"Duplicate a wax seal\",\"20\"]]}]},{\"name\":\"Forgery Kit\",\"source\":\"XPHB\",\"page\":221,\"freeRules2024\":true,\"type\":\"T|XPHB\",\"rarity\":\"none\",\"weight\":5,\"value\":1500,\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Ability:\",\"type\":\"item\",\"entries\":[\"Dexterity\"]},{\"name\":\"Utilize:\",\"type\":\"item\",\"entries\":[\"Mimic 10 or fewer words of someone else's handwriting ({@dc 15}), or duplicate a wax seal ({@dc 20})\"]}]}]},{\"name\":\"Fragmentation Grenade\",\"source\":\"DMG\",\"page\":268,\"reprintedAs\":[\"Fragmentation Grenade|XDMG\"],\"type\":\"EXP|DMG\",\"rarity\":\"none\",\"weight\":1,\"age\":\"modern\",\"hasRefs\":true,\"entries\":[\"{#itemEntry Grenade|DMG}\",\"Each creature within 20 feet of an exploding fragmentation grenade must make a DC 15 Dexterity saving throw, taking {@damage 5d6} piercing damage on a failed save, or half as much damage on a successful one.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Fragmentation Grenade\",\"source\":\"XDMG\",\"page\":73,\"type\":\"EXP|XDMG\",\"rarity\":\"none\",\"weight\":1,\"valueRarity\":\"rare\",\"age\":\"modern\",\"hasRefs\":true,\"entries\":[\"{#itemEntry Grenade|XDMG}\",\"Each creature in the {@variantrule Sphere [Area of Effect]|XPHB|Sphere} makes a DC 15 Dexterity saving throw, taking 17 ({@damage 5d6}) Piercing damage on a failed save or half as much damage on a successful one.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Frostfell and Everice Trinket\",\"source\":\"ERLW\",\"page\":136,\"type\":\"G\",\"rarity\":\"none\",\"entries\":[{\"caption\":\"Trinkets from the Frostfell and Everice\",\"colLabels\":[\"d8\",\"Trinket\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A small prism carved from ice that doesn't melt\"],[\"2\",\"A rusted iron coin, depicting a dwarf lord and the worlds \\\"Five Rex Undra\\\"\"],[\"3\",\"A pair of eight-sided dice carved from ice that doesn't melt\"],[\"4\",\"A swatch of silvery fur that's cold to the touch, possibly from a winter wolf\"],[\"5\",\"A snowball; it doesn't melt and can't be compressed into ice\"],[\"6\",\"A tiny white dragon sculpted from ice that doesn't melt\"],[\"7\",\"A key carved from ice that doesn't melt\"],[\"8\",\"A single scale from a white dragon\"]],\"type\":\"table\"}],\"miscTags\":[\"TT\"]},{\"name\":\"Fulminating Treatise\",\"source\":\"TCE\",\"page\":128,\"rarity\":\"rare\",\"reqAttune\":\"by a wizard\",\"reqAttuneTags\":[{\"class\":\"wizard\"}],\"wondrous\":true,\"weight\":3,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"focus\":[\"Wizard\"],\"entries\":[\"This thick, scorched spellbook reeks of smoke and ozone, and sparks of energy crackles along the edges of its pages. When found, the book contains the following spells: {@spell contingency}, {@spell fireball}, {@spell gust of wind}, {@spell Leomund's tiny hut}, {@spell magic missile}, {@spell thunderwave}, and {@spell wall of force}. It functions as a spellbook for you.\",\"While you are holding the book, you can use it as a spellcasting focus for your wizard spells.\",\"The book has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. You can use the charges in the following ways while holding it:\",{\"type\":\"list\",\"items\":[\"If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the evocation school.\",\"When one creature you can see takes damage from an evocation spell you cast, you can use your reaction and expend 1 charge to deal an extra {@damage 2d6} force damage to the creature and knock the creature {@condition prone} if it is Large or smaller.\"]}],\"attachedSpells\":[\"contingency\",\"fireball\",\"gust of wind\",\"leomund's tiny hut\",\"magic missile\",\"thunderwave\",\"wall of force\"],\"hasFluffImages\":true},{\"name\":\"Galder's Bubble Pipe\",\"source\":\"LLK\",\"page\":55,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":3,\"charges\":3,\"entries\":[\"This finely carved pipe blows odorless bubbles instead of smoke when used. The pipe has 3 charges, and it regains all spent charges daily at dawn. While you hold the pipe, you can expend charges to gain access to the following properties:\",{\"type\":\"list\",\"items\":[\"You can cast {@spell fog cloud} as an action (1 charge).\",\"You can cast {@spell misty step} as a bonus action (2 charges).\",\"You can summon a {@creature steam mephit} as an action (3 charges). The mephit is friendly to you, obeys your verbal commands, and acts on its own turn in the initiative order. It disappears in a harmless puff of steam after 1 minute or if it ends its turn more than 60 feet from the pipe.\"]}],\"attachedSpells\":[\"fog cloud\",\"misty step\"]},{\"name\":\"Galley\",\"source\":\"DMG\",\"page\":119,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Galley|XPHB\"],\"type\":\"SHP\",\"rarity\":\"none\",\"value\":3000000,\"crew\":80,\"vehAc\":15,\"vehHp\":500,\"vehDmgThresh\":20,\"vehSpeed\":4,\"capCargo\":150,\"seeAlsoVehicle\":[\"Galley\"]},{\"name\":\"Galley\",\"source\":\"XPHB\",\"page\":230,\"freeRules2024\":true,\"type\":\"SHP|XPHB\",\"rarity\":\"none\",\"value\":3000000,\"crew\":80,\"vehAc\":15,\"vehHp\":500,\"vehDmgThresh\":20,\"vehSpeed\":4,\"capCargo\":150,\"seeAlsoVehicle\":[\"Galley\"]},{\"name\":\"Garnet\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Garnet|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":10000,\"entries\":[\"A transparent red, brown-green, or violet gemstone.\"]},{\"name\":\"Garnet\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":10000,\"entries\":[\"A red, brown green, or violet gemstone.\"]},{\"name\":\"Gate Warden Trinket\",\"source\":\"SatO\",\"page\":7,\"type\":\"G\",\"rarity\":\"none\",\"entries\":[{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"d6\",\"Trinket\"],\"rows\":[[\"1\",\"A tiny vial pendant filled with a drop of honey that glows faintly\"],[\"2\",\"A small lead ingot that has a strange thumbprint pressed into it and whispers when held tightly\"],[\"3\",\"Two lodestone spheres that chime when they attract each other\"],[\"4\",\"A smoldering pebble of coal that, while always hot, doesn't burn skin, fur, scales, or clothing\"],[\"5\",\"A feather that sheds {@quickref Vision and Light||2||dim light} in a 5-foot radius\"],[\"6\",\"A ring made from a chain link that, once donned, won't come off without pulling painfully hard\"]]}],\"miscTags\":[\"TT\"]},{\"name\":\"Gauntlets of Flaming Fury\",\"source\":\"BGDIA\",\"page\":223,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"While you wear both of these steel gauntlets, any non-magical weapon you grasp with either gauntlet is treated as a magic weapon. As a bonus action, you can use the gauntlets to cause magical flames to envelop one or two melee weapons in your grasp. Each flaming weapon deals an extra {@damage 1d6} fire damage on a hit. The flames last until you sheath or let go of either weapon. Once used, this property can't be used again until the next dawn.\"]},{\"name\":\"Gauntlets of Ogre Power\",\"source\":\"DMG\",\"page\":171,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Gauntlets of Ogre Power|XDMG\"],\"tier\":\"major\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"ability\":{\"static\":{\"str\":19}},\"entries\":[\"Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher without them.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"lootTables\":[\"Magic Item Table F\"],\"hasFluffImages\":true},{\"name\":\"Gauntlets of Ogre Power\",\"source\":\"XDMG\",\"page\":264,\"freeRules2024\":true,\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"ability\":{\"static\":{\"str\":19}},\"entries\":[\"Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"hasFluffImages\":true},{\"name\":\"Gauntlets of Rage\",\"source\":\"CoA\",\"page\":268,\"rarity\":\"rare\",\"reqAttune\":\"by a bard, sorcerer, warlock, or wizard\",\"reqAttuneTags\":[{\"class\":\"bard\"},{\"class\":\"sorcerer\"},{\"class\":\"warlock\"},{\"class\":\"wizard\"}],\"wondrous\":true,\"entries\":[\"You gain the power of never-ending fury. After you make a melee weapon attack, you automatically enter a special fury for 1 minute. While furious, you can't cast spells, can't verbally communicate, and are immune to the {@condition charmed} and {@condition frightened} conditions. Each time you deal damage, you regain {@dice 2d8} hit points and may immediately remove a condition you currently suffer from or end this fury. Additionally, while in this fury, you may spend a spell slot before you make a melee attack. Doing so causes the attack to deal an extra 3 ({@damage 1d6}) necrotic damage per level of spell slot expended, if the attack hits. Once used you may not use this fury again until you finish a short or long rest.\"]},{\"name\":\"Gavel of the Venn Rune\",\"source\":\"SKT\",\"page\":234,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"This wooden gavel is small by giant reckoning but nearly the size of a warhammer in human hands. The venn (friend) rune is inscribed in mithral in the base of the haft. Among giants, this item is used as part of rituals to resolve disputes. The gavel has the following properties.\",{\"name\":\"Arbiters Shield\",\"type\":\"entries\",\"entries\":[\"At the start of every combat, attack rolls against you have disadvantage before the start of your first turn, provided that the gavel is on your person.\"]},{\"name\":\"Bond of Amity\",\"type\":\"entries\",\"entries\":[\"As an action, you can use the gavel to strike a point on a hard surface. The first time in the next minute that a creature within 60 feet of that point deals damage to another creature with an attack that hits, the attacker takes psychic damage equal to half the damage it dealt to the target. Once you use this property, you can't use it again until you finish a long rest.\"]},{\"name\":\"Gift of Truth\",\"type\":\"entries\",\"entries\":[\"You can transfer the gavel's magic to a place by tracing the venn rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 30-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the gavel to be within 5 feet of you. At the end, the gavel is destroyed, and the area gains the following property:\",\"Whenever a creature utters a lie while within the 30-foot-radius sphere, that creature takes 5 psychic damage and flinches visibly.\"]}]},{\"name\":\"Gem Card\",\"source\":\"BMT\",\"page\":14,\"rarity\":\"legendary\",\"wondrous\":true,\"recharge\":\"dawn\",\"entries\":[\"This card holds one 6th-level spell (chosen by the DM). As an action, you can brandish this card and use it to cast the spell stored inside (spell attack bonus +9, save DC 17). Once this property is used, it can't be used again until the next dawn.\"],\"hasFluffImages\":true},{\"name\":\"Gem of Brightness\",\"source\":\"DMG\",\"page\":171,\"srd\":true,\"reprintedAs\":[\"Gem of Brightness|XDMG\"],\"tier\":\"major\",\"rarity\":\"uncommon\",\"wondrous\":true,\"weight\":1,\"charges\":50,\"entries\":[\"This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:\",{\"type\":\"list\",\"items\":[\"The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.\",\"The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become {@condition blinded} for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\",\"The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.\"]},\"When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp.\"],\"lootTables\":[\"Magic Item Table F\"],\"hasFluffImages\":true},{\"name\":\"Gem of Brightness\",\"source\":\"XDMG\",\"page\":264,\"rarity\":\"uncommon\",\"wondrous\":true,\"charges\":50,\"entries\":[\"This prism has 50 charges. While you are holding it, you can take a {@action Magic|XPHB} action and use one of three command words to cause one of the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"First Command Word\",\"entries\":[\"The gem sheds {@variantrule Bright Light|XPHB} in a 30-foot radius and {@variantrule Dim Light|XPHB} for an additional 30 feet. This effect doesn't expend a charge. It lasts until you take a {@variantrule Bonus Action|XPHB} to repeat the command word or until you use another function of the gem.\"]},{\"type\":\"item\",\"name\":\"Second Command Word\",\"entries\":[\"You expend 1 charge and cause the gem to fire a brilliant beam of light at one creature you can see within 60 feet of yourself. The creature must succeed on a DC 15 Constitution saving throw or have the {@condition Blinded|XPHB} condition for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success.\"]},{\"type\":\"item\",\"name\":\"Third Command Word\",\"entries\":[\"You expend 5 charges and cause the gem to flare with intense light in a 30-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. Each creature in the {@variantrule Cone [Area of Effect]|XPHB|Cone} makes a saving throw as if struck by the beam created with the second command word.\"]}]},\"When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 GP.\"],\"hasFluffImages\":true},{\"name\":\"Gem of Seeing\",\"source\":\"DMG\",\"page\":172,\"srd\":true,\"reprintedAs\":[\"Gem of Seeing|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"weight\":1,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have {@sense truesight} out to 120 feet when you peer through the gem.\",\"The gem regains {@dice 1d3} expended charges daily at dawn.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Gem of Seeing\",\"source\":\"XDMG\",\"page\":264,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"This gem has 3 charges. As a {@action Magic|XPHB} action, you can expend 1 charge. For the next 10 minutes, you have {@sense Truesight|XPHB} out to 120 feet when you peer through the gem.\",\"The gem regains {@dice 1d3} expended charges daily at dawn.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"hasFluffImages\":true},{\"name\":\"Ghost Lantern\",\"source\":\"ToA\",\"page\":206,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"weight\":1,\"entries\":[\"A restless spirit is trapped inside this lantern. While holding the lantern, you can command the spirit as a bonus action to shed bright light in a 30-foot radius and dim light for an additional 30 feet.\",\"While holding the lantern, you can use an action to order the spirit to leave the lantern and duplicate the effect of the {@spell mage hand} spell. The spirit returns to the lantern when the spell ends.\",\"If you fall {@condition unconscious} within 10 feet of the lantern, the spirit emerges from it, magically stabilizes you with a touch, and then quickly returns to the lantern.\",\"The spirit is bound to the lantern and can't be harmed, turned, or raised from the dead.\",\"Casting a {@spell dispel evil and good} spell on the lantern releases the spirit to the afterlife and renders the lantern nonmagical.\"],\"attachedSpells\":[\"mage hand\"],\"hasFluffImages\":true},{\"name\":\"Ghost Step Tattoo\",\"source\":\"TCE\",\"page\":128,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"tattoo\":true,\"recharge\":\"dawn\",\"rechargeAmount\":3,\"charges\":3,\"entries\":[\"Produced by a special needle, this tattoo shifts and wavers on the skin, parts of it appearing blurred.\",{\"type\":\"entries\",\"name\":\"Tattoo Attunement\",\"entries\":[\"To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.\",\"If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.\"]},{\"type\":\"entries\",\"name\":\"Ghostly Form\",\"entries\":[\"The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo's charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.\",\"You can't be {@condition grappled} or {@condition restrained}.\",\"You can move through creatures and solid objects as if they were {@quickref difficult terrain||3}. If you end your turn in a solid object, you take {@damage 1d10} force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take {@damage 1d10} force damage for every 5 feet traveled.\"]}]}]},{\"name\":\"Giant Trinket\",\"source\":\"BGG\",\"page\":16,\"type\":\"G\",\"rarity\":\"none\",\"entries\":[\"While exploring your home, you discovered some trivial remnant of the ancient inhabitants, as determined by rolling on the Giant Trinkets table. The items in parentheses are the normal-sized objects most analogous to the described giant trinkets.\",{\"caption\":\"Giant Trinkets\",\"colLabels\":[\"d6\",\"Giant Trinket\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A giant's toothpick (a {@item dagger|PHB})\"],[\"2\",\"A giant's handkerchief (a {@item blanket|PHB})\"],[\"3\",\"A giant's marble (a crystal orb)\"],[\"4\",\"A giant's match (a {@item torch|PHB})\"],[\"5\",\"A giant's letter opener (a {@item longsword|PHB})\"],[\"6\",\"A giant's thimble (an {@item iron pot|PHB})\"]],\"type\":\"table\"}],\"miscTags\":[\"TT\"]},{\"name\":\"Gilded royal coach or funeral barge\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":750000},{\"name\":\"Ginger\",\"source\":\"PHB\",\"page\":157,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Ginger|XDMG\"],\"type\":\"TG\",\"rarity\":\"none\",\"weight\":1,\"value\":100},{\"name\":\"Ginger\",\"source\":\"XDMG\",\"page\":213,\"type\":\"TG|XDMG\",\"rarity\":\"none\",\"weight\":1,\"value\":100},{\"name\":\"Glamoured Studded Leather\",\"source\":\"DMG\",\"page\":172,\"srd\":true,\"reprintedAs\":[\"Glamoured Studded Leather|XDMG\"],\"type\":\"LA\",\"tier\":\"major\",\"rarity\":\"rare\",\"weight\":13,\"ac\":12,\"bonusAc\":\"+1\",\"entries\":[\"While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.\"],\"lootTables\":[\"Magic Item Table G\"]},{\"name\":\"Glamoured Studded Leather\",\"source\":\"XDMG\",\"page\":264,\"freeRules2024\":true,\"baseItem\":\"studded leather armor|xphb\",\"type\":\"LA|XPHB\",\"rarity\":\"rare\",\"weight\":13,\"ac\":12,\"bonusAc\":\"+1\",\"entries\":[\"While wearing this armor, you gain a +1 bonus to {@variantrule Armor Class|XPHB}. You can also take a {@variantrule Bonus Action|XPHB} to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like—including color, style, and accessories—but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor.\"]},{\"name\":\"Glass Bottle\",\"source\":\"PHB\",\"page\":153,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Glass Bottle|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":2,\"value\":200,\"entries\":[\"A bottle holds 1½ pints of liquid.\"]},{\"name\":\"Glass Bottle\",\"source\":\"XPHB\",\"page\":224,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":2,\"value\":200,\"entries\":[\"A Glass Bottle holds up to 1½ pints.\"],\"containerCapacity\":{\"volume\":[0.03]}},{\"name\":\"Glass-Studded Armor\",\"source\":\"GHLoE\",\"page\":111,\"baseItem\":\"studded leather armor|PHB\",\"type\":\"LA\",\"resist\":[\"radiant\"],\"rarity\":\"rare\",\"reqAttune\":true,\"weight\":13,\"ac\":12,\"entries\":[\"While wearing this armor, you have resistance to radiant damage. Each time a creature makes a melee attack against you, it takes 3 piercing damage. A creature can choose to make an attack with disadvantage to avoid this damage.\"]},{\"name\":\"Glassblower's Tools\",\"source\":\"PHB\",\"page\":154,\"srd\":true,\"basicRules\":true,\"additionalSources\":[{\"source\":\"XGE\",\"page\":82}],\"reprintedAs\":[\"Glassblower's Tools|XPHB\"],\"type\":\"AT\",\"rarity\":\"none\",\"weight\":5,\"value\":3000,\"additionalEntries\":[\"Someone who is proficient with glassblower's tools has not only the ability to shape glass, but also specialized knowledge of the methods used to produce glass objects.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"The tools include a blowpipe, a small marver, blocks, and tweezers. You need a source of heat to work glass.\"]},{\"type\":\"entries\",\"name\":\"Arcana, History\",\"entries\":[\"Your knowledge of glassmaking techniques aids you when you examine glass objects, such as potion bottles or glass items found in a treasure hoard. For instance, you can study how a glass potion bottle has been changed by its contents to help determine a potion's effects. (A potion might leave behind a residue, deform the glass, or stain it.)\"]},{\"type\":\"entries\",\"name\":\"Investigation\",\"entries\":[\"When you study an area, your knowledge can aid you if the clues include broken glass or glass objects.\"]},{\"type\":\"entries\",\"name\":\"Identify Weakness\",\"entries\":[\"With 1 minute of study, you can identify the weak points in a glass object. Any damage dealt to the object by striking a weak spot is doubled.\"]},{\"type\":\"table\",\"caption\":\"Glassblower's Tools\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Identify source of glass\",\"10\"],[\"Determine what a glass object once held\",\"20\"]]}]},{\"name\":\"Glassblower's Tools\",\"source\":\"XPHB\",\"page\":220,\"freeRules2024\":true,\"type\":\"AT|XPHB\",\"rarity\":\"none\",\"weight\":5,\"value\":3000,\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Ability:\",\"type\":\"item\",\"entries\":[\"Intelligence\"]},{\"name\":\"Utilize:\",\"type\":\"item\",\"entries\":[\"Discern what a glass object held in the past 24 hours ({@dc 15})\"]},{\"name\":\"Craft:\",\"type\":\"item\",\"entries\":[\"{@item Glass Bottle|XPHB}, {@item Magnifying Glass|XPHB}, {@item Spyglass|XPHB}, {@item Vial|XPHB}\"]}]}]},{\"name\":\"Gloves of Missile Snaring\",\"source\":\"DMG\",\"page\":172,\"srd\":true,\"reprintedAs\":[\"Gloves of Missile Snaring|XDMG\"],\"tier\":\"major\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by {@dice 1d10} + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"lootTables\":[\"Magic Item Table F\"],\"hasFluffImages\":true},{\"name\":\"Gloves of Missile Snaring\",\"source\":\"XDMG\",\"page\":265,\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"If you're hit by an attack roll made with a Ranged or Thrown weapon while wearing these gloves, you can take a {@variantrule Reaction|XPHB} to reduce the damage by {@dice 1d10} plus your Dexterity modifier if you have a free hand. If you reduce the damage to 0, you can catch the ammunition or weapon if it is small enough for you to hold in that hand.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"hasFluffImages\":true},{\"name\":\"Gloves of Soul Catching\",\"source\":\"CM\",\"page\":169,\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"ability\":{\"static\":{\"con\":20}},\"entries\":[\"Your Constitution score is 20 while you wear these gloves. This property of the gloves has no effect on you if your Constitution is already 20 or higher.\",\"After making a successful unarmed strike while wearing these gloves, you can use the gloves to deal an extra {@damage 2d10} force damage to the target, and you regain a number of hit points equal to the force damage dealt. Alternatively, instead of regaining hit points in this way, you can choose to gain advantage on one attack roll, ability check, or saving throw you make before the end of your next turn.\"]},{\"name\":\"Gloves of Swimming and Climbing\",\"source\":\"DMG\",\"page\":172,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Gloves of Swimming and Climbing|XDMG\"],\"tier\":\"major\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength ({@skill Athletics}) checks made to climb or swim.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"lootTables\":[\"Magic Item Table F\"]},{\"name\":\"Gloves of Swimming and Climbing\",\"source\":\"XDMG\",\"page\":265,\"freeRules2024\":true,\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength ({@skill Athletics|XPHB}) checks made to climb or swim.\"],\"optionalfeatures\":[\"replicate magic item|tce\"]},{\"name\":\"Gloves of Thievery\",\"source\":\"DMG\",\"page\":172,\"reprintedAs\":[\"Gloves of Thievery|XDMG\"],\"tier\":\"major\",\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"These gloves are {@condition invisible} while worn. While wearing them, you gain a +5 bonus to Dexterity ({@skill Sleight of Hand}) checks and Dexterity checks made to pick locks.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"lootTables\":[\"Magic Item Table F\"]},{\"name\":\"Gloves of Thievery\",\"source\":\"XDMG\",\"page\":265,\"freeRules2024\":true,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"These gloves are {@condition invisible|XPHB} while worn. While wearing them, you gain a +5 bonus to Dexterity ({@skill Sleight of Hand|XPHB}) checks and Dexterity checks made to pick locks.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"hasFluffImages\":true},{\"name\":\"Glowrune Pigment\",\"source\":\"BGG\",\"page\":112,\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"This set of {@dice 1d4 + 2} small paint pots contains pigments mixed from crushed luminescent gemstones. This magical paint bestows temporary magical gifts on creatures with runes drawn on their skin with this paint.\",\"One paint pot contains enough pigment to paint one rune. A creature can spend 10 minutes to paint one of the following runes onto itself or another creature:\",{\"type\":\"entries\",\"name\":\"Journey Rune\",\"entries\":[\"{@quickref difficult terrain||3} doesn't cost the painted creature extra movement.\"]},{\"type\":\"entries\",\"name\":\"Life Rune\",\"entries\":[\"The painted creature gains 10 temporary hit points and has advantage on death saving throws.\"]},{\"type\":\"entries\",\"name\":\"Light Rune\",\"entries\":[\"The painted creature gains {@sense darkvision} to a range of 30 feet. If the painted creature already has {@sense darkvision} from another source, the range of its {@sense darkvision} increases by 30 feet.\"]},{\"type\":\"entries\",\"name\":\"Mountain Rune\",\"entries\":[\"The painted creature is immune to being knocked prone and has advantage on Strength and Constitution saving throws.\"]},{\"type\":\"entries\",\"name\":\"Shield Rune\",\"entries\":[\"The painted creature has advantage on Dexterity saving throws against effects that deal damage.\",\"A creature can benefit from only one painted rune at a time, so a new rune painted on a creature has no effect unless the old one is removed first. The rune's benefits last for 8 hours or until the painted creature uses its action to wipe away the rune.\"]}]},{\"name\":\"Gluebomb\",\"source\":\"TDCSR\",\"page\":100,\"type\":\"EXP|DMG\",\"rarity\":\"none\",\"value\":5000,\"range\":\"30\",\"entries\":[\"This unique explosive can be primed and thrown up to 30 feet as an action. It explodes on impact. Creatures within 20 feet of it must make a {@dc 12} Dexterity {@quickref saving throws|PHB|2|1|saving throw} or be {@condition restrained} for 1 minute. A {@condition restrained} creature can make a {@dc 12} Strength check as an action, escaping on a success.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Gnomengarde Grenade\",\"source\":\"DC\",\"rarity\":\"varies\",\"wondrous\":true,\"entries\":[\"This small metallic object is comprised of rune-covered parts made from different metals, linked together with a variety of gears, bands, bits, and bobs. The metals are all different colors, making the grenade shine with a rainbow of color when held up in the light.\",\"As a bonus action, a creature can turn a special key to arm the grenade. Once armed, the grenade explodes in a matter of seconds. As an action, the wielder can hurl the grenade up to 120 feet. At the end of their turn, the grenade explodes. All creatures within 60 feet of the grenade when it explodes suffer the following effects:\",{\"type\":\"list\",\"items\":[\"Each creature must make a DC 15 Dexterity saving throw, taking 28 ({@damage 8d6}) fire damage on a failed save, or half as much fire damage on a successful one.\",\"Each creature must make a DC 15 Constitution saving throw. On a failed save, it takes 28 ({@damage 8d6}) thunder damage and is {@condition stunned} until the end of its next turn. On a successful save, it takes half as much thunder damage and is not {@condition stunned}.\",\"The wielder rolls on the chart* for the {@item wand of wonder|dmg} three times, rerolling any duplicate results. Any effects that specify a target affect all creatures in range of the grenade when it explodes. Any effects that would affect the wielder of the wand instead affect the closest creature to the grenade when it goes off.\"]},\"The grenade explodes immediately if a creature places it in an extradimensional space or teleports while in possession of it. The effects of the explosion will be felt at both the origin and terminus of the teleportation, but only affecting all creatures within 30 feet of either location.\"]},{\"name\":\"Goat\",\"source\":\"PHB\",\"page\":157,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Goat|XDMG\"],\"type\":\"TG\",\"rarity\":\"none\",\"value\":100},{\"name\":\"Goat\",\"source\":\"XDMG\",\"page\":213,\"type\":\"TG|XDMG\",\"rarity\":\"none\",\"value\":100},{\"name\":\"Goggles of Night\",\"source\":\"DMG\",\"page\":172,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Goggles of Night|XDMG\"],\"tier\":\"minor\",\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"While wearing these dark lenses, you have {@sense darkvision} out to a range of 60 feet. If you already have {@sense darkvision}, wearing the goggles increases its range by 60 feet.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"lootTables\":[\"Magic Item Table B\"],\"hasFluffImages\":true},{\"name\":\"Goggles of Night\",\"source\":\"XDMG\",\"page\":265,\"freeRules2024\":true,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"While wearing these dark lenses, you have {@sense Darkvision|XPHB} out to 60 feet. If you already have {@sense Darkvision|XPHB}, wearing the goggles increases its range by 60 feet.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"hasFluffImages\":true},{\"name\":\"Goggles of Object Reading\",\"source\":\"EGW\",\"page\":267,\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"These leather-framed goggles feature purple crystal lenses. While wearing the goggles, you have advantage on Intelligence ({@skill Arcana}) checks made to reveal information about a creature or object you can see.\",\"In addition, you can cast the {@spell identify} spell using the googles. Once you do so, you can't do so again until the next dawn.\"],\"attachedSpells\":[\"identify\"]},{\"name\":\"Gold\",\"source\":\"PHB\",\"page\":157,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Gold|XDMG\"],\"type\":\"TG\",\"rarity\":\"none\",\"weight\":1,\"value\":5000},{\"name\":\"Gold\",\"source\":\"XDMG\",\"page\":213,\"type\":\"TG|XDMG\",\"rarity\":\"none\",\"weight\":1,\"value\":5000},{\"name\":\"Gold (gp)\",\"source\":\"PHB\",\"page\":143,\"type\":\"$C\",\"rarity\":\"none\",\"weight\":0.02,\"value\":100,\"entries\":[\"Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).\",\"With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.\",\"One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn.\",\"One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.\",\"In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.\",\"A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.\"],\"hasFluffImages\":true},{\"name\":\"Gold 5-Zino Coin\",\"source\":\"GGR\",\"page\":9,\"type\":\"$C\",\"rarity\":\"none\",\"value\":500},{\"name\":\"Gold Bar (5-pound)\",\"source\":\"XDMG\",\"page\":213,\"type\":\"TB|XDMG\",\"rarity\":\"none\",\"weight\":2,\"value\":25000,\"barDimensions\":{\"l\":5,\"w\":2,\"h\":0.75}},{\"name\":\"Gold basin with rubies (Legion of Dusk)\",\"source\":\"PSX\",\"page\":25,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":750000},{\"name\":\"Gold bird cage with electrum filigree\",\"source\":\"DMG\",\"page\":135,\"reprintedAs\":[\"Gold birdcage with electrum filigree|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":25000},{\"name\":\"Gold birdcage with electrum filigree\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":25000},{\"name\":\"Gold bracelet\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":2500},{\"name\":\"Gold Canary Figurine of Wondrous Power\",\"source\":\"FTD\",\"page\":23,\"rarity\":\"legendary\",\"wondrous\":true,\"entries\":[\"This gold statuette is carved in the likeness of a canary and is small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature in one of two forms (you choose). If there isn't enough space for the creature where it would appear, the figurine doesn't become a creature. The two forms are as follows:\",{\"type\":\"entries\",\"name\":\"Giant Canary Form\",\"entries\":[\"The figurine becomes a {@creature giant canary|FTD} for up to 8 hours and can be ridden as a mount. Once the figurine has become a {@creature giant canary|FTD}, it can't be used this way again until the next dawn.\"]},{\"type\":\"entries\",\"name\":\"Gold Dragon Form\",\"entries\":[\"While you are missing half or more of your hit points, you can speak a different command word and the figurine becomes an {@creature adult gold dragon} (see its stat block in the Monster Manual) for up to 1 hour. The dragon can't use any legendary actions or lair actions. Once the figurine has become an {@creature adult gold dragon}, it can't be used this way again until 1 year has passed.\",\"In either form, the creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\",\"The creature exists for a duration specific to each form. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the description.\"]}]},{\"name\":\"Gold chalice (Legion of Dusk)\",\"source\":\"PSX\",\"page\":24,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":75000},{\"name\":\"Gold chalice set with emeralds (Legion of Dusk)\",\"source\":\"PSX\",\"page\":25,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":750000},{\"name\":\"Gold circlet set with four aquamarines\",\"source\":\"DMG\",\"page\":135,\"reprintedAs\":[\"Gold circlet set with four aquamarines|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":250000},{\"name\":\"Gold circlet set with four aquamarines\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":250000},{\"name\":\"Gold comb shaped like a dragon with red garnets as eyes\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":75000},{\"name\":\"Gold cup set with emeralds\",\"source\":\"DMG\",\"page\":135,\"reprintedAs\":[\"Gold cup set with emeralds|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":750000},{\"name\":\"Gold cup set with emeralds\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":750000},{\"name\":\"Gold dragon comb set with red garnets as eyes\",\"source\":\"DMG\",\"page\":135,\"reprintedAs\":[\"Gold comb shaped like a dragon with red garnets as eyes|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":75000},{\"name\":\"Gold Dragon Scale Mail\",\"source\":\"DMG\",\"page\":165,\"srd\":true,\"reprintedAs\":[\"Gold Dragon Scale Mail|XDMG\"],\"type\":\"MA\",\"resist\":[\"fire\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":45,\"ac\":14,\"bonusAc\":\"+1\",\"stealth\":true,\"entries\":[\"Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage.\",\"Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest gold dragon within 30 miles of you. This special action can't be used again until the next dawn.\"]},{\"name\":\"Gold Dragon Scale Mail\",\"source\":\"XDMG\",\"page\":254,\"baseItem\":\"scale mail|xphb\",\"type\":\"MA|XPHB\",\"resist\":[\"fire\"],\"detail1\":\"gold\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":45,\"ac\":14,\"bonusAc\":\"+1\",\"stealth\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Dragon Scale Mail|XDMG}\"],\"hasFluffImages\":true},{\"name\":\"Gold idol\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":75000},{\"name\":\"Gold jewelry box with platinum filigree\",\"source\":\"DMG\",\"page\":135,\"reprintedAs\":[\"Gold jewelry box with platinum filigree|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":750000},{\"name\":\"Gold jewelry box with platinum filigree\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":750000},{\"name\":\"Gold jewelry box with platinum filigree (Brazen Coalition)\",\"source\":\"PSX\",\"page\":25,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":750000},{\"name\":\"Gold locket with a painted portrait inside\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Gold locket with a painted portrait inside|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":2500},{\"name\":\"Gold locket with a painted portrait inside\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":2500},{\"name\":\"Gold locket with a painted portrait inside (Legion of Dusk)\",\"source\":\"PSX\",\"page\":24,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":2500},{\"name\":\"Gold music box\",\"source\":\"DMG\",\"page\":135,\"reprintedAs\":[\"Gold music box|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":250000},{\"name\":\"Gold music box\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":250000},{\"name\":\"Gold music box (Brazen Coalition)\",\"source\":\"PSX\",\"page\":25,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":250000},{\"name\":\"Gold pendant with black onyx (Legion of Dusk)\",\"source\":\"PSX\",\"page\":24,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":25000},{\"name\":\"Gold ring set with bloodstones\",\"source\":\"DMG\",\"page\":135,\"reprintedAs\":[\"Gold ring set with bloodstones|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":25000},{\"name\":\"Gold ring set with bloodstones\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":25000},{\"name\":\"Gold ring with turquoise (Legion of Dusk)\",\"source\":\"PSX\",\"page\":24,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":2500},{\"name\":\"Gold statuette set with rubies\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":750000},{\"name\":\"Gold Zino\",\"source\":\"GGR\",\"page\":9,\"type\":\"$C\",\"rarity\":\"none\",\"value\":100},{\"name\":\"Gold-plated ceremonial helmet and pauldrons (Legion of Dusk)\",\"source\":\"PSX\",\"page\":25,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":250000},{\"name\":\"Gold-plated sextant with topaz (Brazen Coalition)\",\"source\":\"PSX\",\"page\":24,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":75000},{\"name\":\"Golgari Guild Signet\",\"source\":\"GGR\",\"page\":178,\"type\":\"RG|DMG\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"This ring, adorned with the symbol of Golgari, allows you to cast {@spell entangle}. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Golgari's recognition and favor.\",\"A signet has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).\"],\"attachedSpells\":[\"entangle\"],\"hasFluffImages\":true},{\"name\":\"Golgari Keyrune\",\"source\":\"GGR\",\"page\":177,\"rarity\":\"very rare\",\"reqAttune\":\"by a member of the Golgari guild\",\"reqAttuneTags\":[{\"background\":\"golgari agent|ggr\"}],\"wondrous\":true,\"entries\":[\"Made from deep green jade with black veins, this keyrune has an insectile shape. It can transform into a {@creature giant scorpion} for up to 6 hours. The scorpion has an Intelligence of 4 and can communicate with you telepathically while it is within 60 feet of you, though its messages are largely limited to describing the passage of potential prey.\",\"When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a {@creature giant scorpion}. If there isn't enough space for the creature, the keyrune doesn't transform.\",\"The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the {@action Dodge} action and moves to avoid danger.\",\"At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed.\"],\"hasFluffImages\":true},{\"name\":\"Goose Egg Trinket\",\"source\":\"BGG\",\"page\":150,\"type\":\"G\",\"rarity\":\"none\",\"entries\":[\"Sometimes, an egg laid by a {@creature giant goose|BGG} inexplicably contains some kind of small trinket or minor magic item. Once it lays a golden egg, a giant goose can't do so again for a year and a day.\",\"You can use the Goose Egg Trinket table to determine the contents of a golden egg. A giant goose's egg can be a great way to give characters an item that's important to the story of an adventure or your campaign.\",{\"type\":\"table\",\"caption\":\"Goose Egg Trinket\",\"colLabels\":[\"d12\",\"Egg Contents\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The egg is empty, but the inside of the shell is inscribed with a poem or an intricate illustration.\"],[\"2\",\"The gold shell encloses a candy egg.\"],[\"3\",\"The egg holds a small toy goose that makes a loud honking noise when squeezed.\"],[\"4\",\"The egg contains a {@item Potion of Hill Giant Strength||potion of giant strength (hill giant)} with no container.\"],[\"5\",\"The egg holds a {@item pearl of power}.\"],[\"6\",\"The egg contains a {@item brooch of shielding}.\"],[\"7\",\"The egg contains a {@item Figurine of Wondrous Power, Silver Raven||figurine of wondrous power (silver raven)} that activates automatically as the egg is opened, releasing what appears to be a living bird.\"],[\"8–12\",\"The egg is empty.\"]]}],\"miscTags\":[\"TT\"]},{\"name\":\"Grappling Hook\",\"source\":\"PHB\",\"page\":150,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Grappling Hook|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":4,\"value\":200},{\"name\":\"Grappling Hook\",\"source\":\"XPHB\",\"page\":225,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":4,\"value\":200,\"entries\":[\"As a {@action Utilize|XPHB} action, you can throw the Grappling Hook at a railing, a ledge, or another catch within 50 feet of yourself, and the hook catches on if you succeed on a DC 13 Dexterity ({@skill Acrobatics|XPHB}) check. If you tied a Rope to the hook, you can then climb it.\"]},{\"name\":\"Grasping Whip\",\"source\":\"BMT\",\"page\":67,\"baseItem\":\"whip|PHB\",\"type\":\"M\",\"rarity\":\"rare\",\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"F\",\"R\"],\"dmg1\":\"1d4\",\"dmgType\":\"S\",\"bonusWeapon\":\"+1\",\"entries\":[\"You gain a +1 bonus to attack and damage rolls made with this magic whip. When you hit a creature or object that is Large or smaller with this whip, you can pull that creature or object 5 feet toward you instead of dealing damage.\"]},{\"name\":\"Gravenhollow Compass Ring\",\"source\":\"OotA\",\"page\":141,\"type\":\"OTH\",\"rarity\":\"unknown (magic)\",\"entries\":[\"This gold ring is fitted with a star ruby worth 1,000 gp. A {@spell detect magic} spell reveals that the gem radiates a faint aura of divination magic. The gem's star-shaped core is a magical compass that guides the ring's wearer along the safest, shortest route to Gravenhollow.\"]},{\"name\":\"Graz'tchar, the Decadent End\",\"source\":\"TDCSR\",\"page\":195,\"baseItem\":\"greatsword|PHB\",\"type\":\"M\",\"rarity\":\"legendary\",\"reqAttune\":true,\"sentient\":true,\"weight\":6,\"weaponCategory\":\"martial\",\"property\":[\"H\",\"2H\"],\"dmg1\":\"2d6\",\"dmgType\":\"S\",\"bonusWeapon\":\"+3\",\"entries\":[\"This blade appears to be a beautiful cruciform sword of shining silver, inlaid with sparkling rubies. You gain a +3 bonus to attack and damage rolls made with this magic weapon, which has the following properties.\",{\"type\":\"entries\",\"name\":\"Corrosive Submission\",\"entries\":[\"When you hit a creature that has an Intelligence score of 4 or higher with an attack using this sword, the target takes an extra {@damage 3d6} acid damage and must succeed on a {@dc 17} Charisma {@quickref saving throws|PHB|2|1|saving throw} or be {@condition charmed} by you for 1 hour. If you attack the creature again while it is {@condition charmed} in this way, the extra acid damage increases to {@dice 10d6} and the {@condition charmed} condition ends. If the target succeeds on its {@quickref saving throws|PHB|2|1|saving throw} or the charm ends for it, it can't be {@condition charmed} again in this way for 24 hours.\"]},{\"type\":\"entries\",\"name\":\"Hidden Nature\",\"entries\":[\"The acid damage dealt by this greatsword appears to be radiant damage to all who perceive it. A {@spell true seeing} spell or similar magic reveals that the sword is actually a rusted, pitted blade dripping with acid.\"]},{\"type\":\"entries\",\"name\":\"Sentience\",\"entries\":[\"{@deity Graz'tchar|Exandria|TDCSR|Graz'tchar} is a sentient neutral evil weapon with an Intelligence of 14, a Wisdom of 12, and a Charisma of 18. It has hearing and {@sense darkvision} out to a range of 120 feet.\",\"The sword can speak, read, and understand {@language Common}, and can communicate with its wielder telepathically. Anyone who holds it hears the wise voice of a sorrowful king, beckoning the user to seize their destiny. A creature that succeeds on a {@dc 26} Wisdom ({@skill Insight}) check while listening to the blade's voice hears a sliver of malice that suggests the truth: the voice is a corrupting trick of the Demon Prince of Indulgence.\"]},{\"type\":\"entries\",\"name\":\"Personality\",\"entries\":[\"{@deity Graz'tchar|Exandria|TDCSR|Graz'tchar} slowly attempts to sway its wielder to sow chaos in Exandria, telling lies and spreading malign truths about great leaders, and claiming that the {@book members of the Tal'Dorei Council|TDCSR|2|Tal'Dorei Council} are corrupt and must be overthrown. The voice of this blade is actually the Demon Prince of Indulgence, speaking from his Abyssal prison.\",\"If the sword's attuned wielder disobeys the urges of the weapon for an extended period of time, {@deity Graz'tchar|Exandria|TDCSR|Graz'tchar} can attempt to control the wielder, who must succeed on a {@dc 17} Charisma {@quickref saving throws|PHB|2|1|saving throw} or become {@condition charmed} by the sword for 24 hours. While the wielder is {@condition charmed} in this way, the sword can compel them to take an action of the sword's choice once per hour, though the wielder believes this action is taken of their own free will. If the chosen action leads to the harm of someone the wielder considers a trusted friend or ally, the {@condition charmed} condition immediately ends. On a successful {@quickref saving throws|PHB|2|1|saving throw} or if the {@condition charmed} condition ends for the wielder, they are immune to this property of the sword for 24 hours.\"]}],\"hasFluffImages\":true},{\"name\":\"Greater Silver Sword\",\"source\":\"MTF\",\"page\":89,\"baseItem\":\"greatsword|phb\",\"type\":\"M\",\"resist\":[\"psychic\"],\"rarity\":\"legendary\",\"reqAttune\":\"by a creature that has psionic ability\",\"reqAttuneTags\":[{\"psionics\":true}],\"weight\":6,\"weaponCategory\":\"martial\",\"property\":[\"H\",\"2H\"],\"dmg1\":\"2d6\",\"dmgType\":\"S\",\"bonusWeapon\":\"+3\",\"entries\":[\"This magic weapon grants a +3 bonus to attack and damage rolls made with it. While you hold the sword, you have advantage on Intelligence, Wisdom, and Charisma saving throws, you are immune to being {@condition charmed}, and you have resistance to psychic damage. In addition, if you score a critical hit with it against a creature's astral body, you can cut the silvery cord that tethers the target to its material body, instead of dealing damage.\"],\"hasFluffImages\":true},{\"name\":\"Green Chromatic Rose\",\"source\":\"WBtW\",\"page\":208,\"resist\":[\"poison\"],\"detail1\":\"issues green gas\",\"rarity\":\"rare\",\"wondrous\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Chromatic Rose|WBtW}\"]},{\"name\":\"Green Copper Ewer\",\"source\":\"CoS\",\"page\":188,\"type\":\"OTH\",\"rarity\":\"unknown (magic)\",\"entries\":[\"Any poisonous liquid poured into the ewer is instantly transformed into an equal amount of sweet wine. Furthermore, a creature that grasps the ewer's handle can command the ewer to fill with 1 gallon of wine, and it can't produce more wine until the next dawn.\"]},{\"name\":\"Green Dragon Mask\",\"source\":\"RoTOS\",\"page\":4,\"resist\":[\"poison\"],\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"grantsLanguage\":true,\"entries\":[\"This mottled green mask is surmounted by a frilled crest and has leathery spiked plates along its jaw. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties\",{\"type\":\"entries\",\"name\":\"Damage Absorption\",\"entries\":[\"You have resistance against poison damage. If you already have resistance to poison damage from another source, you instead have immunity to poison damage. If you already have immunity to poison damage from another source, whenever you are subjected to poison damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type.\"]},{\"type\":\"entries\",\"name\":\"Draconic Majesty\",\"entries\":[\"While you are wearing no armor, you can add your Charisma bonus to your Armor Class.\"]},{\"type\":\"entries\",\"name\":\"Dragon Breath\",\"entries\":[\"If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.\"]},{\"type\":\"entries\",\"name\":\"Dragon Sight\",\"entries\":[\"You gain {@sense darkvision} out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain {@sense blindsight} out to 30 feet for 5 minutes.\"]},{\"type\":\"entries\",\"name\":\"Dragon Tongue\",\"entries\":[\"You can speak and understand Draconic. You also have advantage on any Charisma check you make against Green Dragons.\"]},{\"type\":\"entries\",\"name\":\"Legendary Resistance\",\"entries\":[\"(1/Day) If you fail a saving throw, you can choose to succeed instead.\"]},{\"type\":\"entries\",\"name\":\"Water Breathing\",\"entries\":[\"You can breathe underwater.\"]}]},{\"name\":\"Green Dragon Scale Mail\",\"source\":\"DMG\",\"page\":165,\"srd\":true,\"reprintedAs\":[\"Green Dragon Scale Mail|XDMG\"],\"type\":\"MA\",\"resist\":[\"poison\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":45,\"ac\":14,\"bonusAc\":\"+1\",\"stealth\":true,\"entries\":[\"Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to poison damage.\",\"Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest green dragon within 30 miles of you. This special action can't be used again until the next dawn.\"]},{\"name\":\"Green Dragon Scale Mail\",\"source\":\"XDMG\",\"page\":254,\"baseItem\":\"scale mail|xphb\",\"type\":\"MA|XPHB\",\"resist\":[\"poison\"],\"detail1\":\"green\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":45,\"ac\":14,\"bonusAc\":\"+1\",\"stealth\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Dragon Scale Mail|XDMG}\"],\"hasFluffImages\":true},{\"name\":\"Grenade Launcher\",\"source\":\"DMG\",\"page\":268,\"reprintedAs\":[\"Grenade Launcher|XDMG\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":7,\"age\":\"modern\",\"hasRefs\":true,\"entries\":[\"{#itemEntry Grenade|DMG}\"]},{\"name\":\"Grenade Launcher\",\"source\":\"XDMG\",\"page\":73,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":7,\"valueRarity\":\"rare\",\"age\":\"modern\",\"hasRefs\":true,\"entries\":[\"{#itemEntry Grenade|XDMG}\"]},{\"name\":\"Grimoire Infinitus (Awakened)\",\"source\":\"EGW\",\"_copy\":{\"name\":\"Grimoire Infinitus (Dormant)\",\"source\":\"EGW\",\"_mod\":{\"entries\":{\"mode\":\"insertArr\",\"index\":-1,\"items\":{\"type\":\"entries\",\"name\":\"Awakened\",\"entries\":[\"When the Grimoire Infinitus reaches an awakened state, it gains the following properties:\",{\"type\":\"list\",\"items\":[\"While you carry the spellbook, you have advantage on saving throws against spells and magical effects.\",\"When you prepare wizard spells using the grimoire as your spellbook, the number of spells you can prepare increases by 1 again.\"]}]}}},\"_preserve\":{\"page\":true,\"hasFluffImages\":true}},\"hasFluffImages\":true},{\"name\":\"Grimoire Infinitus (Dormant)\",\"source\":\"EGW\",\"page\":271,\"rarity\":\"legendary\",\"reqAttune\":\"by a wizard\",\"reqAttuneTags\":[{\"class\":\"wizard\"}],\"wondrous\":true,\"weight\":3,\"property\":[\"Vst|TDCSR\"],\"entries\":[\"Several of these spellbooks with gilded pages and silver-plated covers were created during the Age of Arcanum, but only one has been found since the Calamity ended. The book has an infinite number of pages, is three inches thick, eight inches wide, twelve inches long, and weighs three pounds.\",{\"type\":\"entries\",\"name\":\"Dormant\",\"entries\":[\"Most of the book is blank, but the following spells are recorded in the first pages of the tome: {@spell alarm}, {@spell antimagic field}, {@spell Bigby's hand}, {@spell blight}, {@spell charm person}, {@spell confusion}, {@spell control weather}, {@spell create undead}, {@spell detect thoughts}, {@spell enlarge/reduce}, {@spell fear}, {@spell foresight}, {@spell gaseous form}, {@spell glyph of warding}, {@spell legend lore}, {@spell Leomund's tiny hut}, {@spell mass suggestion}, {@spell mislead}, {@spell misty step}, {@spell Mordenkainen's faithful hound}, {@spell prismatic spray}, {@spell ray of enfeeblement}, {@spell silent image}, {@spell teleport}, and {@spell thunderwave}.\",\"You can use the grimoire as your spellbook, and you can scribe new spells into it as normal. When you prepare wizard spells using the grimoire, the number of wizard spells you can prepare increases by 1.\"]}],\"hasFluffImages\":true},{\"name\":\"Grimoire Infinitus (Exalted)\",\"source\":\"EGW\",\"_copy\":{\"name\":\"Grimoire Infinitus (Awakened)\",\"source\":\"EGW\",\"_mod\":{\"entries\":{\"mode\":\"insertArr\",\"index\":-1,\"items\":{\"type\":\"entries\",\"name\":\"Exalted\",\"entries\":[\"When the Grimoire Infinitus reaches an exalted state, it gains the following properties:\",{\"type\":\"list\",\"items\":[\"You can now use your Arcane Recovery feature twice between long rests, rather than once.\",\"When you prepare wizard spells using the grimoire as your spellbook, the number of spells you can prepare increases by 1 again.\"]}]}}},\"_preserve\":{\"page\":true,\"hasFluffImages\":true}},\"hasFluffImages\":true},{\"name\":\"Grovelthrash (Awakened)\",\"source\":\"EGW\",\"_copy\":{\"name\":\"Grovelthrash (Dormant)\",\"source\":\"EGW\",\"_mod\":{\"entries\":{\"mode\":\"insertArr\",\"index\":-1,\"items\":{\"type\":\"entries\",\"name\":\"Awakened\",\"entries\":[\"When the warhammer reaches an awakened state, it gains the following properties:\",{\"type\":\"list\",\"items\":[\"The weapon's bonus to attack and damage rolls increases to +2.\",\"You gain a burrowing speed equal to your walking speed. You can use your burrowing speed to move through sand, loose earth, mud, or ice, not solid rock.\",\"When a creature you can see within 30 feet of you hits you with an attack while you are wielding the warhammer, you can use your reaction to deal an amount of psychic damage to that creature equal to the damage you took from the attack. This property can't be used again until the next dawn.\"]}]}}},\"_preserve\":{\"page\":true,\"hasFluffImages\":true}},\"bonusWeapon\":\"+2\",\"modifySpeed\":{\"equal\":{\"burrow\":\"walk\"}},\"hasFluffImages\":true},{\"name\":\"Grovelthrash (Dormant)\",\"source\":\"EGW\",\"page\":275,\"baseItem\":\"warhammer|PHB\",\"type\":\"M\",\"rarity\":\"artifact\",\"reqAttune\":true,\"sentient\":true,\"weight\":2,\"weaponCategory\":\"martial\",\"property\":[\"V\",\"Vst|TDCSR\"],\"dmg1\":\"1d8\",\"dmgType\":\"B\",\"dmg2\":\"1d10\",\"bonusWeapon\":\"+1\",\"entries\":[\"Crafted from a single piece of obsidian, this warhammer of Torog hums with magical energy and is carved with the images of faces screaming in pain.\",{\"type\":\"entries\",\"name\":\"Sentience\",\"entries\":[\"Grovelthrash is a sentient neutral evil weapon with an Intelligence of 18, a Wisdom of 15, and a Charisma of 19. It has hearing and {@sense darkvision} out to a range of 120 feet.\",\"The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Infernal.\"]},{\"type\":\"entries\",\"name\":\"Personality\",\"entries\":[\"A covetous {@creature ultroloth} named Ciria lives within Grovelthrash. The weapon values material possessions and doling out pain. It compliments its wielder whenever they claim treasure and takes pleasure in harming others.\"]},{\"type\":\"entries\",\"name\":\"Dormant\",\"entries\":[\"The warhammer grants the following benefits in its dormant state:\",{\"type\":\"list\",\"items\":[\"You can speak, read, and write Abyssal and Infernal.\",\"You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this warhammer, you can deal an extra {@damage 2d6} bludgeoning damage to the target. If you do, you take {@damage 1d6} psychic damage. The warhammer deals double damage to objects and structures.\",\"While holding this weapon, you have advantage on Wisdom ({@skill Insight}) checks made to discern a lie spoken in a language you understand.\"]}]},{\"type\":\"inset\",\"name\":\"Betrayer Artifact Properties\",\"entries\":[\"The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property and one {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property. When the artifact attains an awakened state, it gains an additional {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property and an additional {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property. When the item reaches its exalted state, it gains a {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property. See \\\"Artifact Properties\\\" in chapter 7 of the Dungeon Master's Guide for more information.\"]}],\"hasFluffImages\":true},{\"name\":\"Grovelthrash (Exalted)\",\"source\":\"EGW\",\"_copy\":{\"name\":\"Grovelthrash (Awakened)\",\"source\":\"EGW\",\"_mod\":{\"entries\":{\"mode\":\"insertArr\",\"index\":-1,\"items\":{\"type\":\"entries\",\"name\":\"Exalted\",\"entries\":[\"When the warhammer reaches an exalted state, it gains the following properties:\",{\"type\":\"list\",\"items\":[\"The weapon's bonus to attack and damage rolls increases to +3.\",\"When you have fewer hit points than half your hit point maximum, the warhammer deals an extra {@damage 2d6} bludgeoning damage on a hit. You can burrow through solid rock at half your burrowing speed and leave a 5-foot-diameter tunnel in your wake.\",\"As an action, you can use the warhammer to cast one of the following spells from it (save DC 17): {@spell earthquake}, {@spell meld into stone}, or {@spell stone shape}. Once a spell has been cast using the warhammer, that spell can't be cast from the warhammer again until the next dawn.\"]}]}}},\"_preserve\":{\"page\":true,\"hasFluffImages\":true}},\"bonusWeapon\":\"+3\",\"attachedSpells\":[\"earthquake\",\"meld into stone\",\"stone shape\"],\"hasFluffImages\":true},{\"name\":\"Gruul Guild Signet\",\"source\":\"GGR\",\"page\":178,\"type\":\"RG|DMG\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"This ring, adorned with the symbol of Gruul, allows you to cast {@spell compelled duel}. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Gruul's recognition and favor.\",\"A signet has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).\"],\"attachedSpells\":[\"compelled duel\"],\"hasFluffImages\":true},{\"name\":\"Gruul Keyrune\",\"source\":\"GGR\",\"page\":177,\"rarity\":\"rare\",\"reqAttune\":\"by a member of the Gruul guild\",\"reqAttuneTags\":[{\"background\":\"gruul anarch|ggr\"}],\"wondrous\":true,\"entries\":[\"This crude keyrune is cobbled together from bits of rubble, broken glass, bone, and animal hair. One end resembles a horned beast. On command, the keyrune transforms into a ceratok, a horned creature much like a {@creature rhinoceros} (and with the same statistics). It remains in its ceratok form for 1 hour.\",\"When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a ceratok. If there isn't enough space for the creature, the keyrune doesn't transform.\",\"The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the {@action Dodge} action and moves to avoid danger.\",\"At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed.\"],\"hasFluffImages\":true},{\"name\":\"Guardian Emblem\",\"source\":\"TCE\",\"page\":128,\"rarity\":\"uncommon\",\"reqAttune\":\"by a cleric or paladin\",\"reqAttuneTags\":[{\"class\":\"cleric\"},{\"class\":\"paladin\"}],\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":3,\"charges\":3,\"entries\":[\"This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it.\",\"The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you're wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead.\",\"The emblem regains all expended charges daily at dawn.\"]},{\"name\":\"Gulthias Staff\",\"source\":\"CoS\",\"page\":221,\"rarity\":\"rare\",\"reqAttune\":true,\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"recharge\":\"dusk\",\"rechargeAmount\":\"{@dice 1d6 + 4}\",\"charges\":10,\"staff\":true,\"entries\":[\"Made from the branch of a Gulthias tree (see the {@creature twig blight||blights} entry of the Monster Manual), a Gulthias staff is a spongy, black length of wood. Its evil makes beasts visibly uncomfortable while within 30 feet of it. The staff has 10 charges and regains {@dice 1d6 + 4} of its expended charges daily at dusk.\",\"If the staff is broken or burned to ashes, its wood releases a terrible, inhuman scream that can be heard out to a range of 300 feet. All blights that can hear the scream immediately wither and die.\",{\"name\":\"Vampiric Strike\",\"type\":\"entries\",\"entries\":[\"The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to regain a number of hit points equal to the damage dealt by the weapon. Each time a charge is spent, red blood oozes from the staff's pores, and you must succeed on a DC 12 Wisdom saving throw or be afflicted with {@table Short-Term Madness|DMG|short term madness} (see \\\"{@variantrule Madness|DMG}\\\" in chapter 8 of the Dungeon Master's Guide).\"]},{\"name\":\"Blight Bane\",\"type\":\"entries\",\"entries\":[\"While you are attuned to the staff, blights and other evil plant creatures don't regard you as hostile unless you harm them.\"]}],\"hasFluffImages\":true},{\"name\":\"Gunpowder (keg)\",\"source\":\"XDMG\",\"page\":73,\"type\":\"EXP|XDMG\",\"rarity\":\"none\",\"weight\":20,\"value\":25000,\"entries\":[\"Setting fire to a keg full of Gunpowder causes it to explode. When a keg explodes, each creature in a 10-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on the keg makes a DC 12 Dexterity saving throw, taking 24 ({@damage 7d6}) Fire damage on a failed save or half as much damage on a successful one.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Gunpowder (powder horn)\",\"source\":\"XDMG\",\"page\":73,\"type\":\"EXP|XDMG\",\"rarity\":\"none\",\"weight\":2,\"value\":3500,\"entries\":[\"Setting fire to a powder horn full of Gunpowder causes it to explode. When a powder horn explodes, each creature in a 10-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on the powder horn makes a DC 12 Dexterity saving throw, taking 10 ({@damage 3d6}) Fire damage on a failed save or half as much damage on a successful one.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Gunpowder Horn\",\"source\":\"DMG\",\"page\":268,\"reprintedAs\":[\"Gunpowder (powder horn)|XDMG\"],\"type\":\"EXP|DMG\",\"rarity\":\"none\",\"weight\":2,\"value\":3500,\"age\":\"renaissance\",\"entries\":[\"Gunpowder is chiefly used to propel a bullet out of the barrel of a pistol or rifle, or it is formed into a bomb. Gunpowder is sold in small wooden kegs or in water-resistant powder horns.\",\"Setting fire to a container full of gunpowder can cause it to explode, dealing fire damage to creatures within 10 feet of it ({@damage 3d6} for a powder horn). A successful DC 12 Dexterity saving throw halves the damage. Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Gunpowder Keg\",\"source\":\"DMG\",\"page\":268,\"reprintedAs\":[\"Gunpowder (keg)|XDMG\"],\"type\":\"EXP|DMG\",\"rarity\":\"none\",\"weight\":20,\"value\":25000,\"age\":\"renaissance\",\"entries\":[\"Gunpowder is chiefly used to propel a bullet out of the barrel of a pistol or rifle, or it is formed into a bomb. Gunpowder is sold in small wooden kegs or in water-resistant powder horns.\",\"Setting fire to a container full of gunpowder can cause it to explode, dealing fire damage to creatures within 10 feet of it ({@damage 7d6} for a keg). A successful DC 12 Dexterity saving throw halves the damage. Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Gurt's Greataxe\",\"source\":\"SKT\",\"page\":234,\"baseItem\":\"greataxe|phb\",\"type\":\"M\",\"rarity\":\"legendary\",\"reqAttune\":true,\"weight\":325,\"weaponCategory\":\"martial\",\"property\":[\"H\",\"2H\"],\"dmg1\":\"3d12\",\"dmgType\":\"S\",\"bonusWeapon\":\"+1\",\"entries\":[\"In the Year of the Icy Axe (123 DR), the {@creature frost giant} Lord Gurt fell to Uthgar Gardolfsson—leader of the folk who would become the Uthgardt barbarians—in a battle that marked the ascendance of humankind over the giants in the Dessarin Valley. Gurt's greataxe was buried in Morgur's Mound until it was unearthed and brought back to Waterdeep. After laying in the city's vaults for decades, the axe was given to Harshnag, a {@creature frost giant} adventurer, in recognition of his service to Waterdeep. Uthgardt barbarians recognize the weapon on sight and attack any giant that wields it.\",\"You gain a +1 bonus to attack and damage rolls made with this magic weapon. It is sized for a giant, weighs 325 pounds, and deals {@damage 3d12} slashing damage on a hit, plus an extra {@damage 2d12} slashing damage if the target is human.\",\"The axe sheds light as a torch when the temperature around it drops below 0 degrees Fahrenheit. The light can't be shut off in these conditions.\",\"As an action, you can cast a version of the {@spell heat metal} spell (save DC 13) that deals cold damage instead of fire damage. Once this power is used, it can't be used again until the next dawn.\"],\"attachedSpells\":[\"heat metal\"]},{\"name\":\"Hag Eye\",\"source\":\"MM\",\"page\":177,\"reprintedAs\":[\"Hag Eye|XDMG\"],\"type\":\"OTH\",\"rarity\":\"unknown (magic)\",\"entries\":[\"A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and {@sense darkvision} with a radius of 60 feet. If it is destroyed, each coven member takes {@damage 3d10} psychic damage and is {@condition blinded} for 24 hours.\",\"A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while {@condition blinded}. During the ritual, if the hags take any action other than performing the ritual, they must start over.\"]},{\"name\":\"Hag Eye\",\"source\":\"XDMG\",\"page\":265,\"rarity\":\"uncommon\",\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":3,\"charges\":3,\"entries\":[\"A Hag Eye has 3 charges. While wearing or holding this item, you can expend 1 charge to cast {@spell Darkvision|XPHB} (targeting yourself only) or {@spell See Invisibility|XPHB}. The Hag Eye regains all expended charges daily at dawn.\",{\"type\":\"entries\",\"name\":\"Coven Sensor\",\"entries\":[\"The Hag Eye is usually entrusted to a hag's minion for safekeeping and transport. As a {@action Magic|XPHB} action, a hag who belongs to the coven that created the Hag Eye can see what the Hag Eye sees if the hag and the Hag Eye are on the same plane of existence. This effect lasts as long as the hag maintains {@status Concentration|XPHB}. Multiple hags in the coven can see through the Hag Eye simultaneously.\"]},{\"type\":\"entries\",\"name\":\"Creating a Hag Eye\",\"entries\":[\"Only a hag coven can craft this item, which is made from a real eye coated in varnish and often fitted to a pendant or another wearable item. A hag coven can have only one Hag Eye at a time, and creating a new one requires all three members of the coven to perform a special rite. This rite takes 1 hour, and the hags can't perform it if one or more of them has the {@condition Incapacitated|XPHB} condition. If the hags take any other actions during this rite, the rite fails and ends.\"]}],\"attachedSpells\":[\"darkvision|xphb\",\"see invisibility|xphb\"],\"hasFluffImages\":true},{\"name\":\"Hammer\",\"source\":\"PHB\",\"page\":150,\"srd\":true,\"basicRules\":true,\"type\":\"G\",\"rarity\":\"none\",\"weight\":3,\"value\":100},{\"name\":\"Hammer of Runic Focus\",\"source\":\"BMT\",\"page\":67,\"baseItem\":\"warhammer|PHB\",\"type\":\"M\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":2,\"weaponCategory\":\"martial\",\"property\":[\"V\"],\"dmg1\":\"1d8\",\"dmgType\":\"B\",\"dmg2\":\"1d10\",\"bonusWeapon\":\"+3\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"This magic hammer has 3 charges. As a bonus action, you can expend 1 charge and slam this hammer on the ground, creating a 15-foot-radius circle of glowing runes centered on the point of impact. While you're inside that area, your hammer glows with matching runes, and you gain a +3 bonus to attack and damage rolls made with this hammer. The rune circle disappears after 1 minute, when you create another rune circle, or when you dismiss the rune circle as a bonus action. This hammer regains {@dice 1d3} expended charges daily at dawn.\"],\"hasFluffImages\":true},{\"name\":\"Hammer of Thunderbolts\",\"source\":\"DMG\",\"page\":173,\"srd\":true,\"reprintedAs\":[{\"uid\":\"Hammer of Thunderbolts|XDMG\",\"tag\":\"item\"}],\"baseItem\":\"maul|phb\",\"type\":\"M\",\"tier\":\"major\",\"rarity\":\"legendary\",\"weight\":10,\"weaponCategory\":\"martial\",\"property\":[\"H\",\"2H\"],\"dmg1\":\"2d6\",\"dmgType\":\"B\",\"ability\":{\"str\":4},\"bonusWeapon\":\"+1\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d4 + 1}\",\"charges\":5,\"entries\":[\"You gain a +1 bonus to attack and damage rolls made with this magic weapon.\",{\"type\":\"entries\",\"name\":\"Giant's Bane (Requires Attunement)\",\"entries\":[\"You must be wearing a {@italic belt of giant strength} (any variety) and {@item gauntlets of ogre power} to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die.\"]},\"The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be {@condition stunned} until the end of your next turn. The hammer regains {@dice 1d4 + 1} expended charges daily at dawn.\"],\"lootTables\":[\"Magic Item Table I\"],\"hasFluffImages\":true},{\"name\":\"Hammerhead Ship\",\"source\":\"AAG\",\"page\":32,\"otherSources\":[{\"source\":\"SjA\"}],\"type\":\"SPC|AAG\",\"rarity\":\"none\",\"value\":4000000,\"crew\":15,\"vehAc\":15,\"vehHp\":400,\"vehDmgThresh\":15,\"vehSpeed\":4,\"capCargo\":30,\"entries\":[\"Hammerhead ships are popular craft, especially among pirates and merchants carrying heavy cargo. They can float on water and sail across it, but they aren't built to land on the ground (their keels would cause them to tip to one side). Standard weapons on a hammerhead ship include fore and aft mangonels, a ballista, and a reinforced bow for ramming.\"],\"seeAlsoVehicle\":[\"Hammerhead Ship|AAG\"]},{\"name\":\"Hammock of Worlds\",\"source\":\"JttRC\",\"page\":214,\"rarity\":\"legendary\",\"wondrous\":true,\"entries\":[\"The Hammock of Worlds is a colorful hammock woven with traditional Ataguan designs. It can be used only by a member of the order known as the Green Doctors.\",\"You can use an action to unfold and place the Hammock of Worlds on a solid surface, whereupon it creates a two-way portal to the Ghost Orchid Tepui in the Feywild or to the Drought Elder in the Far Realm (the user's choice). You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once Hammock of Worlds has opened a portal, it can't do so again for {@dice 1d8} hours.\"],\"hasFluffImages\":true},{\"name\":\"Hand of Vecna\",\"source\":\"DMG\",\"page\":224,\"reprintedAs\":[\"Hand of Vecna|XDMG\"],\"rarity\":\"artifact\",\"reqAttune\":true,\"wondrous\":true,\"ability\":{\"static\":{\"str\":20}},\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d4 + 4}\",\"charges\":8,\"entries\":[\"Seldom is the name of Vecna spoken except in a hushed voice. Vecna was, in his time, one of the mightiest of all wizards. Through dark magic and conquest, he forged a terrible empire. For all his power, Vecna couldn't escape his own mortality. He began to fear death and take steps to prevent his end from ever coming about.\",\"{@creature Orcus|MTF}, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a {@creature lich}. Beyond death, he became the greatest of all liches. Even though his body gradually withered and decayed, Vecna continued to expand his evil dominion. So formidable and hideous was his temper that his subjects feared to speak his name. He was the Whispered One, the Master of the Spider Throne, the Undying King, and the Lord of the Rotted Tower.\",\"Some say that Vecna's lieutenant Kas coveted the Spider Throne for himself, or that the sword his lord made for him seduced him into rebellion. Whatever the reason, Kas brought the Undying King's rule to an end in a terrible battle that left Vecna's tower a heap of ash. Of Vecna, all that remained were one hand and one eye, grisly artifacts that still seek to work the Whispered One's will in the world.\",\"The {@item Eye of Vecna} and the Hand of Vecna might be found together or separately. The eye looks like a bloodshot organ torn free from the socket. The hand is a mummified and shriveled left extremity.\",\"To attune to the eye, you must gouge out your own eye and press the artifact into the empty socket. The eye grafts itself to your head and remains there until you die. Once in place, the eye transforms into a golden eye with a slit for a pupil, much like that of a cat. If the eye is ever removed, you die.\",\"To attune to the hand, you must lop off your left hand at the wrist and the press the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die.\",{\"name\":\"Random Properties\",\"type\":\"entries\",\"entries\":[\"The {@item Eye of Vecna} and the Hand of Vecna each have the following random properties:\",{\"type\":\"list\",\"items\":[\"1 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial property}\",\"1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial property}\",\"1 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental property}\"]}]},{\"name\":\"Properties of the Hand\",\"type\":\"entries\",\"entries\":[\"Your alignment changes to neutral evil, and you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"Your Strength score becomes 20, unless it is already 20 or higher.\",\"Any melee spell attack you make with the hand, and any melee weapon attack made with a weapon held by it, deals an extra {@damage 2d8} cold damage on a hit.\",\"The hand has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: {@spell finger of death} (5 charges), {@spell sleep} (1 charge), {@spell slow} (2 charges), or {@spell teleport} (3 charges). The hand regains {@dice 1d4 + 4} expended charges daily at dawn. Each time you cast a spell from the hand, it casts the {@spell suggestion} spell on you (save DC 18), demanding that you commit an evil act. The hand might have a specific act in mind or leave it up to you.\"]}]},{\"name\":\"Properties of the Eye and Hand\",\"type\":\"entries\",\"entries\":[\"If you are attuned to both the hand and eye, you gain the following additional benefits:\",{\"type\":\"list\",\"items\":[\"You are immune to disease and poison.\",\"Using the eye's X-ray vision never causes you to suffer {@condition exhaustion}.\",\"You experience premonitions of danger and, unless you are {@condition incapacitated}, can't be {@status surprised}.\",\"If you start your turn with at least 1 hit point, you regain {@dice 1d10} hit points.\",\"If a creature has a skeleton, you can attempt to turn its bones to jelly with a touch of the Hand of Vecna. You can do so by using an action to make a melee attack against a creature you can reach, using your choice of your melee attack bonus for weapons or spells. On a hit, the target must succeed on a DC 18 Constitution saving throw or drop to 0 hit points.\",\"You can use an action to cast {@spell wish}. This property can't be used again until 30 days have passed.\"]}]},{\"name\":\"Destroying the Eye and Hand\",\"type\":\"entries\",\"entries\":[\"If the {@item Eye of Vecna} and the Hand of Vecna are both attached to the same creature, and that creature is slain by the {@item Sword of Kas}, both the eye and the hand burst into flame, turn to ash, and are destroyed forever. Any other attempt to destroy the eye or hand seems to work, but the artifact reappears in one of Vecna's many hidden vaults, where it waits to be rediscovered.\"]}],\"attachedSpells\":[\"wish\",\"finger of death\",\"sleep\",\"slow\",\"teleport\"],\"hasFluffImages\":true},{\"name\":\"Hand of Vecna\",\"source\":\"XDMG\",\"page\":259,\"rarity\":\"artifact\",\"reqAttune\":true,\"wondrous\":true,\"ability\":{\"static\":{\"str\":20}},\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d4 + 4}\",\"charges\":8,\"entries\":[\"{@book Vecna|XDMG|8|Vecna} was a mighty wizard who, through magic and conquest, forged a terrible empire. For all his power, however, Vecna feared death and took steps to prevent his demise by becoming a lich.\",\"A treacherous lieutenant named Kas brought Vecna's rule to an end in a terrible battle. Of Vecna, all that remained were one hand and one eye, grisly Artifacts that still seek to work Vecna's will in the world.\",\"The {@item Eye of Vecna|XDMG} and the Hand of Vecna are separate Artifacts that might be found together or separately. The eye looks like a bloodshot organ torn free from the socket. The hand is a shriveled left extremity.\",{\"type\":\"entries\",\"name\":\"Random Properties of the Eye and Hand\",\"entries\":[\"The Hand of Vecna has the following random properties:\",{\"type\":\"list\",\"items\":[\"1 {@table Artifact Properties; Minor Beneficial Properties|XDMG|minor beneficial} property\",\"1 {@table Artifact Properties; Major Beneficial Properties|XDMG|major beneficial} property\",\"1 {@table Artifact Properties; Minor Detrimental Properties|XDMG|minor detrimental} property\"]}]},{\"type\":\"entries\",\"name\":\"Attuning to the Hand\",\"entries\":[\"To attune to the hand, you must press it against the stump where your left hand was. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die.\"]},{\"type\":\"entries\",\"name\":\"Properties of the Hand\",\"entries\":[\"When you are attuned to the hand, your alignment is Neutral Evil, and you gain the following benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Great Strength\",\"entries\":[\"Your Strength becomes 20 unless it is already 20 or higher.\"]},{\"type\":\"item\",\"name\":\"Icy Touch\",\"entries\":[\"Any melee spell attack you make with the hand and any melee attack made with a weapon held by it deals an extra {@damage 2d8} Cold damage on a hit.\"]},{\"type\":\"item\",\"name\":\"Spellcasting\",\"entries\":[\"The hand has 8 charges and regains {@dice 1d4 + 4} expended charges daily at dawn. You can cast a spell on the {@item Hand of Vecna|XDMG} Spells table from the hand (save DC 18). The table indicates how many charges you must expend to cast the spell. Each time you cast a spell from it, the hand casts {@spell Suggestion|XPHB} on you (save DC 18; no {@status Concentration|XPHB} required), demanding that you commit an evil act. The hand might have a specific act in mind or leave it up to you.\",{\"type\":\"table\",\"caption\":\"Hand of Vecna Spells\",\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"colLabels\":[\"Spell\",\"Charge Cost\"],\"rows\":[[\"{@spell Finger of Death|XPHB}\",\"5\"],[\"{@spell Sleep|XPHB}\",\"1\"],[\"{@spell Slow|XPHB}\",\"2\"],[\"{@spell Teleport|XPHB}\",\"3\"]]}]}]}]},{\"type\":\"entries\",\"name\":\"Destroying the Eye and Hand\",\"entries\":[\"If the {@item Eye of Vecna|XDMG} and the Hand of Vecna are both attached to the same creature and that creature is slain by the {@item Sword of Kas|XDMG}, both the eye and the hand burst into flame, turn to ash, and are destroyed. Any other attempt to destroy the eye or hand seems to work, but the Artifact reappears in one of Vecna's many hidden vaults, where it waits to be rediscovered.\"]}],\"attachedSpells\":[\"finger of death|xphb\",\"sleep|xphb\",\"slow|xphb\",\"teleport|xphb\"],\"hasFluffImages\":true},{\"name\":\"Handheld mirror set in a painted wooden frame\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":2500},{\"name\":\"Harbor Moon\",\"source\":\"WDH\",\"page\":169,\"type\":\"$C\",\"rarity\":\"none\",\"value\":5000,\"entries\":[\"Platinum crescent inset with electrum, about three inches long with a hole large enough for a {@item nib|wdh} to fit in (1 harbor moon = 5,000 {@item nib|wdh|nibs})\"]},{\"name\":\"Harkon's Bite\",\"source\":\"VRGR\",\"page\":137,\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"curse\":true,\"bonusSavingThrow\":\"+1\",\"entries\":[\"A dire wolf tooth dangles from this simple cord necklace. While you wear it, the necklace grants you a +1 bonus to ability checks and saving throws.\",{\"type\":\"entries\",\"name\":\"Curse\",\"entries\":[\"Attuning to Harkon's Bite curses you until either Harkon Lukas removes the necklace from you or you are targeted by a {@spell remove curse} spell or similar magic. As long as you remain cursed, you cannot remove the necklace.\",\"Upon donning or removing the necklace, whether you are attuned to it or not, you are afflicted with {@variantrule Player Characters as Lycanthropes|mm|werewolf lycanthropy} as detailed in the Monster Manual. The curse lasts until the dawn after the next full moon. If you are still wearing the necklace at this time, you are afflicted with the lycanthropy again.\"]}]},{\"name\":\"Harp of Gilded Plenty\",\"source\":\"BGG\",\"page\":112,\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"sentient\":true,\"entries\":[\"This golden harp is sculpted in the image of the god Iallanis, depicted as a young cloud giant woman. When a creature comes within 5 feet of the harp, the instrument animates and is capable of speaking, singing, and playing by itself.\",\"Whenever you attempt to attune to the harp, you must first make either a DC 15 Charisma ({@skill Performance}) check or a DC 20 Charisma ({@skill Persuasion}) check to convince the harp that you are worthy, attuning to the harp on a success. If you fail, you can't attempt to attune to the harp again until the next dawn. Once you have successfully attuned to the harp, the harp resizes to suit you.\",{\"type\":\"entries\",\"name\":\"Stalwart Song\",\"entries\":[\"Whenever you make a Charisma check while attuned to the harp, you can treat a roll of 9 or lower on the die as a 10.\"]},{\"type\":\"entries\",\"name\":\"Feast of Plenty\",\"entries\":[\"If you spend 10 minutes playing the harp, you can cast the {@spell heroes' feast} spell from it. Once this property is used, it can't be used again until {@dice 1d10 + 10} days have passed.\"]},{\"type\":\"entries\",\"name\":\"Soothing Melody\",\"entries\":[\"As an action, you can use the harp to cast the {@spell calm emotions} spell (save DC 19). When the spell is cast using the harp, its duration increases to 1 hour, provided you maintain {@status concentration} on the spell. This property can be used five times, and it regains all uses at dawn.\"]},{\"type\":\"entries\",\"name\":\"Sentience\",\"entries\":[\"The harp is a sentient, chaotic good object with an Intelligence of 13, a Wisdom of 15, and a Charisma of 20. It has hearing and {@sense darkvision} to a range of 120 feet.\",\"The harp can speak, read, and understand Common and Giant. It can also communicate telepathically with the creature attuned to it.\",\"The harp has a dramatic and pompous personality, taking extreme pride in the quality of music produced from its strings. If the harp is shorter than 6 feet tall, it bemoans its height.\"]}],\"attachedSpells\":[\"heroes' feast\",\"calm emotions\"]},{\"name\":\"Hat of Disguise\",\"source\":\"DMG\",\"page\":173,\"srd\":true,\"reprintedAs\":[\"Hat of Disguise|XDMG\"],\"tier\":\"major\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"While wearing this hat, you can use an action to cast the {@spell disguise self} spell from it at will. The spell ends if the hat is removed.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"attachedSpells\":[\"disguise self\"],\"lootTables\":[\"Magic Item Table F\"]},{\"name\":\"Hat of Disguise\",\"source\":\"XDMG\",\"page\":266,\"freeRules2024\":true,\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"While wearing this hat, you can cast the {@spell Disguise Self|XPHB} spell. The spell ends if the hat is removed.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"attachedSpells\":[\"disguise self|xphb\"],\"hasFluffImages\":true},{\"name\":\"Hat of Many Spells\",\"source\":\"XDMG\",\"page\":266,\"freeRules2024\":true,\"otherSources\":[{\"source\":\"UtHftLH\"}],\"rarity\":\"very rare\",\"reqAttune\":\"by a wizard\",\"reqAttuneTags\":[{\"class\":\"wizard\"}],\"wondrous\":true,\"focus\":[\"Wizard\"],\"entries\":[\"This pointed hat has the following properties.\",{\"type\":\"entries\",\"name\":\"Spellcasting Focus\",\"entries\":[\"While holding the hat, you can use it as a {@variantrule Spellcasting Focus|XPHB} for your Wizard spells. Any spell you cast using the hat gains a special Somatic component: you must reach into the hat and \\\"pull\\\" the spell out of it.\"]},{\"type\":\"entries\",\"name\":\"Unknown Spell\",\"entries\":[\"While holding the hat, you can try to cast a level 1+ spell you don't know. The spell must be on the Wizard spell list, it must be of a level you can cast, and it can't have Material components costing more than 1,000 GP. Once you decide on the spell, you must expend a spell slot of the spell's level. Then, to determine whether you cast the spell, make an Intelligence ({@skill Arcana|XPHB}) check (DC 10 plus the spell's level). On a successful check, you cast the spell using its normal casting time, and you can't use this property again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}. On a failed check, you fail to cast the spell and a random effect occurs instead, determined by rolling on the following table.\",\"Any spell you cast from the hat uses your spell save DC and spell attack bonus.\",{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"1d100\",\"Effect\"],\"rows\":[[\"01-50\",\"You cast a random spell determined by rolling {@dice 1d10}: on a {@b 1}, {@spell Enlarge/Reduce|XPHB} (enlarge effect); on a {@b 2}, {@spell Enlarge/Reduce|XPHB} (reduce effect); on a {@b 3}, {@spell Faerie Fire|XPHB}; on a {@b 4}, {@spell Fireball|XPHB}; on a {@b 5}, {@spell Gust of Wind|XPHB}; on a {@b 6}, {@spell Invisibility|XPHB} (cast on yourself); on a {@b 7}, {@spell Lightning Bolt|XPHB}; on an {@b 8}, {@spell Phantasmal Force|XPHB}; on a {@b 9}, {@spell Polymorph|XPHB}; on a {@b 10}, {@spell Stinking Cloud|XPHB}.\"],[\"51-55\",\"You have the {@condition Stunned|XPHB} condition until the end of your next turn, believing something awesome just happened.\"],[\"56-60\",\"A harmless swarm of butterflies fills a 10-foot {@variantrule Cube [Area of Effect]|XPHB|Cube} within 30 feet of yourself. The swarm disperses after 1 minute.\"],[\"61-65\",\"You pull a nonmagical object out of the hat. Roll {@dice 1d4} to determine the object: on a {@b 1}, a vial of Acid; on a {@b 2}, a flask of Alchemist's Fire; on a {@b 3}, a Crowbar; on a {@b 4}, a lit Torch.\"],[\"66-70\",\"You suffer a bout of \\\"magic sickness\\\" and have the {@condition Poisoned|XPHB} condition for 1 hour.\"],[\"71-75\",\"You have the {@condition Petrified|XPHB} condition until the end of your next turn.\"],[\"76-80\",\"You pull a nonmagical object out of the hat. Roll {@dice 1d4} to determine the object: on a {@b 1}, a {@item Dagger|XPHB}; on a {@b 2}, a {@item Rope|XPHB} with a {@item Grappling Hook|XPHB} tied to one end; on a {@b 3}, a bag of {@item Caltrops|XPHB}; on a {@b 4}, a gem worth 50 GP.\"],[\"81-85\",\"A creature appears in an unoccupied space as close to you as possible. The creature isn't under your control and acts as it normally would, and it disappears after 1 hour or when it drops to 0 {@variantrule Hit Points|XPHB}. Roll {@dice 1d4} to determine the creature: on a {@b 1}, a {@creature Camel|XPHB}; on a {@b 2}, a {@creature Constrictor Snake|XPHB}; on a {@b 3}, an {@creature Elephant|XPHB}; on a {@b 4}, a {@creature Mule|XPHB}.\"],[\"86-90\",\"A {@variantrule Hostile [Attitude]|XPHB|Hostile} {@creature Swarm of Bats|XMM} flies out of the hat, occupies your space, and attacks you.\"],[\"91-95\",\"A vertical, 10-foot-diameter, two-way portal to another plane of existence opens in an unoccupied space within 30 feet of you and remains open until the end of your next turn. The DM determines where it leads.\"],[\"96-00\",\"You pull a magic item out of the hat. Roll {@dice 1d6} to determine the item's rarity: on a {@b 1-3}, {@filter Common|items|rarity=Common}; on a {@b 4-5}, {@filter Uncommon|items|rarity=Uncommon}; on a {@b 6}, {@filter Rare|items|rarity=Rare}. The DM chooses the item, which disappears after 1 hour if it's not consumed or destroyed before then.\"]]}]}],\"attachedSpells\":[\"enlarge/reduce|xphb\",\"faerie fire|xphb\",\"fireball|xphb\",\"gust of wind|xphb\",\"invisibility|xphb\",\"lightning bolt|xphb\",\"phantasmal force|xphb\",\"polymorph|xphb\",\"stinking cloud|xphb\"]},{\"name\":\"Hat of Vermin\",\"source\":\"XDMG\",\"page\":267,\"rarity\":\"common\",\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":3,\"charges\":3,\"entries\":[\"This hat has 3 charges. While holding the hat, you can take a {@action Magic|XPHB} action to expend 1 charge and summon your choice of a {@creature Bat|XPHB}, a {@creature Frog|XPHB}, or a {@creature Rat|XPHB}. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is {@variantrule Indifferent [Attitude]|XPHB|Indifferent} toward you and other creatures, and it isn't under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 {@variantrule Hit Points|XPHB}. The hat regains all expended charges daily at dawn.\"],\"hasFluffImages\":true},{\"name\":\"Hat of Vermin\",\"source\":\"XGE\",\"page\":137,\"reprintedAs\":[\"Hat of Vermin|XDMG\"],\"tier\":\"minor\",\"rarity\":\"common\",\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":3,\"charges\":3,\"entries\":[\"This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a {@creature bat}, a {@creature frog}, or a {@creature rat}. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn't under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn.\"]},{\"name\":\"Hat of Wizardry\",\"source\":\"XDMG\",\"page\":267,\"rarity\":\"common\",\"reqAttune\":\"by a wizard\",\"reqAttuneTags\":[{\"class\":\"wizard\"}],\"wondrous\":true,\"focus\":[\"Wizard\"],\"entries\":[\"This cone-shaped hat is adorned with moons and stars. While you are wearing it, you gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Spellcasting Focus\",\"entries\":[\"You can use the hat as a {@variantrule Spellcasting Focus|XPHB} for your Wizard spells.\"]},{\"type\":\"entries\",\"name\":\"Unknown Spell\",\"entries\":[\"As a {@action Magic|XPHB} action, you can try to cast a cantrip that you don't know. The cantrip must be on the Wizard spell list and have a casting time of an action, and you make a DC 10 Intelligence ({@skill Arcana|XPHB}) check. On a successful check, you cast the spell. On a failed check, the spell fails, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a {@variantrule Long Rest|XPHB}.\"]}],\"hasFluffImages\":true},{\"name\":\"Hat of Wizardry\",\"source\":\"XGE\",\"page\":137,\"reprintedAs\":[\"Hat of Wizardry|XDMG\"],\"tier\":\"minor\",\"rarity\":\"common\",\"reqAttune\":\"by a wizard\",\"reqAttuneTags\":[{\"class\":\"wizard\"}],\"wondrous\":true,\"focus\":[\"Wizard\"],\"entries\":[\"This antiquated, cone—shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You can use the hat as a spellcasting focus for your wizard spells.\",\"You can try to cast a cantrip that you don't know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence ({@skill Arcana}) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest.\"]}]},{\"name\":\"Hazewalker Plate\",\"source\":\"DoDk\",\"page\":230,\"baseItem\":\"plate armor|PHB\",\"type\":\"HA\",\"resist\":[\"necrotic\",\"poison\"],\"conditionImmune\":[\"disease\"],\"rarity\":\"very rare\",\"weight\":65,\"ac\":18,\"strength\":\"15\",\"stealth\":true,\"entries\":[\"This plate armour includes a helmet and is hermetically sealed when worn. You gain the following benefits when its worn and the helmet visor is closed:\",{\"type\":\"list\",\"items\":[\"You are immune to diseases and the poisoned condition, and gain advantage on saving throws against any effect that causes {@adventure contamination|DoDk|12}.\",\"You have resistance to necrotic and poison damage.\",\"You don't need to breathe.\"]},\"Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.\"]},{\"name\":\"Hazirawn\",\"source\":\"HotDQ\",\"page\":94,\"otherSources\":[{\"source\":\"ToD\",\"page\":178}],\"baseItem\":\"greatsword|phb\",\"type\":\"M\",\"rarity\":\"legendary\",\"reqAttune\":true,\"reqAttuneAlt\":\"optional\",\"sentient\":true,\"weight\":6,\"weaponCategory\":\"martial\",\"property\":[\"H\",\"2H\"],\"dmg1\":\"2d6\",\"dmgType\":\"S\",\"bonusWeapon\":\"+1\",\"recharge\":\"midnight\",\"rechargeAmount\":\"{@dice 1d4}\",\"charges\":4,\"entries\":[\"A sentient (neutral evil) greatsword, Hazirawn is capable of speech in Common and Netherese. Even if you aren't attuned to the sword, you gain a +1 bonus to attack and damage rolls made with this weapon. If you are not attuned to Hazirawn, you deal an extra {@damage 1d6} necrotic damage when you hit with the weapon.\",{\"name\":\"Increased Potency\",\"type\":\"entries\",\"entries\":[\"While you are attuned to this weapon, its bonus on attack and damage rolls increases to +2, and a hit deals an extra {@damage 2d6} necrotic damage (instead of {@dice 1d6}).\"]},{\"name\":\"Spells\",\"type\":\"entries\",\"entries\":[\"Hazirawn has 4 charges to cast spells. As long as the sword is attuned to you and you are holding it in your hand, you can cast {@spell detect magic} (1 charge), {@spell detect evil and good} (1 charge), or {@spell detect thoughts} (2 charges). Each night at midnight, Hazirawn regains {@dice 1d4} expended charges.\"]},{\"name\":\"Wounding\",\"type\":\"entries\",\"entries\":[\"While you are attuned to the weapon, any creature that you hit with Hazirawn can't regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect early on a success.\"]}],\"attachedSpells\":[\"detect magic\",\"detect evil and good\",\"detect thoughts\"]},{\"name\":\"Headband of Intellect\",\"source\":\"DMG\",\"page\":173,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Headband of Intellect|XDMG\"],\"tier\":\"major\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"ability\":{\"static\":{\"int\":19}},\"entries\":[\"Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher without it.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"lootTables\":[\"Magic Item Table F\"],\"hasFluffImages\":true},{\"name\":\"Headband of Intellect\",\"source\":\"XDMG\",\"page\":268,\"freeRules2024\":true,\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"ability\":{\"static\":{\"int\":19}},\"entries\":[\"Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"hasFluffImages\":true},{\"name\":\"Healer's Kit\",\"source\":\"PHB\",\"page\":151,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Healer's Kit|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":3,\"value\":500,\"entries\":[\"This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom ({@skill Medicine}) check.\"],\"hasFluffImages\":true},{\"name\":\"Healer's Kit\",\"source\":\"XPHB\",\"page\":225,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":3,\"value\":500,\"entries\":[\"A Healer's Kit has ten uses. As a {@action Utilize|XPHB} action, you can expend one of its uses to stabilize an {@condition Unconscious|XPHB} creature that has 0 {@variantrule Hit Points|XPHB} without needing to make a Wisdom ({@skill Medicine|XPHB}) check.\"]},{\"name\":\"Heart Weaver's Primer\",\"source\":\"TCE\",\"page\":128,\"rarity\":\"rare\",\"reqAttune\":\"by a wizard\",\"reqAttuneTags\":[{\"class\":\"wizard\"}],\"wondrous\":true,\"weight\":3,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"focus\":[\"Wizard\"],\"entries\":[\"This pristine book smells faintly of a random scent you find pleasing. When found, the book contains the following spells: {@spell antipathy/sympathy}, {@spell charm person}, {@spell dominate person}, {@spell enthrall}, {@spell hypnotic pattern}, {@spell modify memory}, and {@spell suggestion}. It functions as a spellbook for you.\",\"While you are holding the book, you can use it as a spellcasting focus for your wizard spells.\",\"The book has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. You can use the charges in the following ways while holding it:\",{\"type\":\"list\",\"items\":[\"If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the enchantment school.\",\"When you cast an enchantment spell, you can expend 1 charge to impose disadvantage on the first saving throw one target makes against the spell.\"]}],\"attachedSpells\":[\"antipathy/sympathy\",\"charm person\",\"dominate person\",\"enthrall\",\"hypnotic pattern\",\"modify memory\",\"suggestion\"]},{\"name\":\"Heartstone\",\"source\":\"MM\",\"page\":179,\"type\":\"OTH\",\"rarity\":\"very rare\",\"entries\":[\"This lustrous black gem allows a {@creature night hag} to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days.\"]},{\"name\":\"Hell Hound Cloak\",\"source\":\"TftYP\",\"page\":228,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"curse\":true,\"weight\":1,\"entries\":[\"This dark cloak is made of cured {@creature hell hound} hide. As an action, you can command the cloak to transform you into a {@creature hell hound} for up to 1 hour. The transformation otherwise functions as the {@spell polymorph} spell, but you can use a bonus action to revert to your normal form.\",{\"type\":\"entries\",\"name\":\"Curse\",\"entries\":[\"This cloak is cursed with the essence of a {@creature hell hound}, and becoming attuned to it extends the curse to you. Until the curse is broken with {@spell remove curse} or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times.\"]},\"The sixth time you use the cloak, and each time thereafter, you must make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to 0 hit points, and you can't willingly return to normal form. If you ever remain in {@creature hell hound} form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those of a {@creature hell hound}. Thereafter, only {@spell remove curse} or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a {@spell wish} spell can reverse the transformation.\"],\"attachedSpells\":[\"polymorph\"]},{\"name\":\"Helm of Brilliance\",\"source\":\"DMG\",\"page\":173,\"srd\":true,\"reprintedAs\":[\"Helm of Brilliance|XDMG\"],\"resist\":[\"fire\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"This dazzling helm is set with {@dice 1d10} diamonds, {@dice 2d10} rubies, {@dice 3d10} fire opals, and {@dice 4d10} opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.\",\"You gain the following benefits while wearing it:\",{\"type\":\"list\",\"items\":[\"You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: {@spell daylight} (opal), {@spell fireball} (fire opal), {@spell prismatic spray} (diamond), or {@spell wall of fire} (ruby). The gem is destroyed when the spell is cast and disappears from the helm.\",\"As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes {@damage 1d6} radiant damage.\",\"As long as the helm has at least one ruby, you have resistance to fire damage.\",\"As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra {@damage 1d6} fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.\"]},\"Roll a {@dice d20} if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.\"],\"attachedSpells\":[\"daylight\",\"fireball\",\"prismatic spray\",\"wall of fire\"],\"lootTables\":[\"Magic Item Table H\"],\"hasFluffImages\":true},{\"name\":\"Helm of Brilliance\",\"source\":\"XDMG\",\"page\":268,\"resist\":[\"fire\"],\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"This helm is set with {@dice 1d10} diamonds, {@dice 2d10} rubies, {@dice 3d10} fire opals, and {@dice 4d10} opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.\",\"You gain the following benefits while wearing the helm.\",{\"type\":\"entries\",\"name\":\"Diamond Light\",\"entries\":[\"As long as it has at least one diamond, the helm emits a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation}. When at least one Undead is within that area, the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} is filled with {@variantrule Dim Light|XPHB}. Any Undead that starts its turn in that area takes {@damage 1d6} Radiant damage.\"]},{\"type\":\"entries\",\"name\":\"Fire Opal Flames\",\"entries\":[\"As long as the helm has at least one fire opal, you can take a {@action Magic|XPHB} action to cause one weapon you are holding to burst into flames. The flames emit {@variantrule Bright Light|XPHB} in a 10-foot radius and {@variantrule Dim Light|XPHB} for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra {@damage 1d6} Fire damage. The fl ames last until you take a {@variantrule Bonus Action|XPHB} to extinguish them or until you drop or stow the weapon.\"]},{\"type\":\"entries\",\"name\":\"Ruby Resistance\",\"entries\":[\"As long as the helm has at least one ruby, you have {@variantrule Resistance|XPHB} to Fire damage.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"You can cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: {@spell Daylight|XPHB} (opal), {@spell Fireball|XPHB} (fire opal), {@spell Prismatic Spray|XPHB} (diamond), or {@spell Wall of Fire|XPHB} (ruby). The gem is destroyed when the spell is cast and disappears from the helm.\"]},{\"type\":\"entries\",\"name\":\"Taking Fire Damage\",\"entries\":[\"Roll {@dice 1d20} if you are wearing the helm and take Fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems and is then destroyed. Each creature within a 60-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking Radiant damage equal to the number of gems in the helm.\"]}],\"attachedSpells\":[\"daylight|xphb\",\"fireball|xphb\",\"prismatic spray|xphb\",\"wall of fire|xphb\"],\"hasFluffImages\":true},{\"name\":\"Helm of Comprehending Languages\",\"source\":\"DMG\",\"page\":173,\"srd\":true,\"reprintedAs\":[\"Helm of Comprehending Languages|XDMG\"],\"tier\":\"minor\",\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"While wearing this helm, you can use an action to cast the {@spell comprehend languages} spell from it at will.\"],\"attachedSpells\":[\"comprehend languages\"],\"lootTables\":[\"Magic Item Table B\"],\"hasFluffImages\":true},{\"name\":\"Helm of Comprehending Languages\",\"source\":\"XDMG\",\"page\":268,\"freeRules2024\":true,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"While wearing this helm, you can cast {@spell Comprehend Languages|XPHB} from it.\"],\"attachedSpells\":[\"comprehend languages|xphb\"],\"hasFluffImages\":true},{\"name\":\"Helm of Devil Command\",\"source\":\"BGDIA\",\"page\":223,\"rarity\":\"very rare\",\"reqAttune\":\"by a creature that can speak Infernal\",\"reqAttuneTags\":[{\"languageProficiency\":\"infernal\"}],\"wondrous\":true,\"recharge\":\"special\",\"charges\":3,\"entries\":[\"This bulky, eyeless helmet is made for a {@creature pit fiend} but magically resizes to fit the heads of other wearers.\",\"While wearing the helm, you can see out of it as though you weren't wearing it. In addition, you know the exact location and type of all devils within 1,000 feet of you. You can telepathically communicate with a devil within range, or you can broadcast your thoughts to all devils within range. The devils receiving your broadcasted thoughts have no special means of replying to them.\",\"The helm has 3 charges. As an action, you can expend 1 charge to cast {@spell dominate monster} (save DC 21), which affects devils only. (The spell fails and the charge is wasted if you target any creature that's not a devil.) If a devil can see you when you cast this spell on it, the devil knows you tried to charm it. The helm regains all its charges 24 hours after its last charge is expended.\",\"If you are not a devil, using the helm's {@spell dominate monster} property in the Nine Hells has a {@chance 20} chance of attracting a {@creature narzugon|MTF}, which arrives on the back of a {@creature nightmare} mount in {@dice 1d4} hours. The narzugon tries to recover the helm, killing you if necessary to obtain it. If it gets the helm, the narzugon tries to deliver it to its infernal master.\"],\"attachedSpells\":[\"dominate monster\"],\"hasFluffImages\":true},{\"name\":\"Helm of Disjunction\",\"source\":\"HAT-LMI\",\"rarity\":\"legendary\",\"reqAttune\":\"by a sorcerer\",\"reqAttuneTags\":[{\"class\":\"sorcerer\"}],\"wondrous\":true,\"entries\":[\"The wizard Mordenkainen crafted this sleek, golden helmet. If he created other helms of disjunction, they have yet to be found.\",\"As an action while wearing this helm, you can use it to emit an antimagic pulse in a 300-foot-radius sphere centered on yourself. The pulse has the following effects:\",{\"type\":\"entries\",\"name\":\"Magic Item Disjunction\",\"entries\":[\"Potions and scrolls in the area are destroyed. All other magic items in the area have their magical properties suppressed for 1 minute. Artifacts are unaffected by this property, as are magic items on your person.\"]},{\"type\":\"entries\",\"name\":\"Spell Disjunction\",\"entries\":[\"Any ongoing spell ends if the creature, object, or area affected by it is even partly in the pulse's area.\"]},{\"type\":\"entries\",\"name\":\"Wave of Force\",\"entries\":[\"The antimagic pulse is strong enough to knock down creatures close to you. Each creature within 30 feet of you must succeed on a DC 15 Strength saving throw or have the {@condition prone} condition.\",\"Once you use the helm's property, it can't be used again until {@dice 1d4} days have passed.\"]}],\"hasFluffImages\":true},{\"name\":\"Helm of Patron Saints\",\"source\":\"DoDk\",\"page\":234,\"rarity\":\"rare\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"wondrous\":true,\"bonusSpellAttack\":\"+2\",\"entries\":[\"While wearing this helm, you can see invisible creatures and objects within 60 feet of you. In addition, you gain a +2 bonus to spell attack rolls, and increase your spell saving throw DC by 2.\",{\"type\":\"entries\",\"name\":\"Relics of Saint Vitruvio\",\"entries\":[\"These holy relics of the Sacred Flame were wielded by Saint Vitruvio and are kept in several religious sites throughout Drakkenheim. The Knights of the Silver Order and the Followers of the Falling Fire now seek these relics. Not only do both factions revere Saint Vitruvio, both wish to use these relics to help advance their goals in Drakkenheim.\",\"A character attuned to three Relics of Saint Vitruvio may cast the {@spell heal} spell three times per day, after which they must finish a long rest before they may do so again. In addition, that character gains the ability to attune to two additional magic items so long as those magic items are both Relics of Saint Vitruvio.\"]}],\"attachedSpells\":[\"heal\"]},{\"name\":\"Helm of Perfect Potential\",\"source\":\"BGG\",\"page\":112,\"rarity\":\"artifact\",\"reqAttune\":true,\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"entries\":[\"This copper-hued helm contains a shard of the Elemental Chaos embedded in its forehead, surrounded by a motif of a rising sun. Legend says Annam fashioned this helm for his daughter Diancastra to hold the fragment of chaos she used to prove her worth to her father.\",{\"type\":\"entries\",\"name\":\"Random Properties\",\"entries\":[\"The helm has the following random properties, determined by rolling on the appropriate table in the Dungeon Master's Guide:\",{\"type\":\"list\",\"items\":[\"2 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} properties\",\"1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property\",\"1 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property\"]}]},{\"type\":\"entries\",\"name\":\"Master of Guile\",\"entries\":[\"While wearing the helm, you have advantage on Charisma ({@skill Deception}) and Wisdom ({@skill Insight}) checks.\"]},{\"type\":\"entries\",\"name\":\"Arrow of Elemental Havoc\",\"entries\":[\"As a bonus action while wearing the helm, you can launch a bolt of searing elemental energy toward a creature you can see within 90 feet of yourself. The target must make a DC 20 Dexterity saving throw. On a failed save, the creature takes {@damage 4d6} acid, cold, fire, lightning, or thunder damage (your choice). On a successful save, the creature takes half as much damage.\"]},{\"type\":\"entries\",\"name\":\"Spellcasting\",\"entries\":[\"The helm has 6 charges and regains {@dice 1d6} charges each dawn. As an action while wearing the helm, you can expend 1 or more of its charges to cast one of the following spells (save DC 20): {@spell elemental weapon} (1 charge), {@spell call lightning} (2 charges), {@spell wall of fire} (3 charges), {@spell conjure elemental} (4 charges), {@spell tsunami} (5 charges).\"]}],\"attachedSpells\":[\"elemental weapon\",\"call lightning\",\"wall of fire\",\"conjure elemental\",\"tsunami\"],\"hasFluffImages\":true},{\"name\":\"Helm of Telepathy\",\"source\":\"DMG\",\"page\":174,\"srd\":true,\"reprintedAs\":[\"Helm of Telepathy|XDMG\"],\"tier\":\"major\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"While wearing this helm, you can use an action to cast the {@spell detect thoughts} spell (save DC 13) from it. As long as you maintain {@status concentration} on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply—using a bonus action to do so—while your focus on it continues.\",\"While focusing on a creature with {@spell detect thoughts}, you can use an action to cast the {@spell suggestion} spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"attachedSpells\":[\"detect thoughts\",\"suggestion\"],\"lootTables\":[\"Magic Item Table F\"],\"hasFluffImages\":true},{\"name\":\"Helm of Telepathy\",\"source\":\"XDMG\",\"page\":268,\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"While wearing this helm, you have telepathy with a range of 30 feet, and you can cast {@spell Detect Thoughts|XPHB} or {@spell Suggestion|XPHB} (save DC 13) from the helm. Once either spell is cast from the helm, that spell can't be cast from it again until the next dawn.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"attachedSpells\":[\"detect thoughts|xphb\",\"suggestion|xphb\"],\"hasFluffImages\":true},{\"name\":\"Helm of Teleportation\",\"source\":\"DMG\",\"page\":174,\"srd\":true,\"reprintedAs\":[\"Helm of Teleportation|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the {@spell teleport} spell from it. The helm regains {@dice 1d3} expended charges daily at dawn.\"],\"attachedSpells\":[\"teleport\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Helm of Teleportation\",\"source\":\"XDMG\",\"page\":268,\"freeRules2024\":true,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"This helm has 3 charges. While wearing it, you can expend 1 charge to cast {@spell Teleport|XPHB} from it. The helm regains {@dice 1d3} expended charges daily at dawn.\"],\"attachedSpells\":[\"teleport|xphb\"],\"hasFluffImages\":true},{\"name\":\"Helm of the Gods\",\"source\":\"MOT\",\"page\":196,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"While wearing this helm, you know whether there is a celestial or fiend within 30 feet of you, as well as where the creature is located, provided the creature isn't behind {@quickref Cover||3||total cover}.\",\"Whenever you finish a long rest while wearing the helm, you can pray to one of the gods listed on the Helm of the Gods table and store the listed spell in the helm, replacing any spell that is already stored there. The save DC for the spell is 13.\",\"The helm has 3 charges. To cast a spell from the helm, you must expend 1 charge, and the helm regains {@dice 1d3} charges daily at dawn.\",{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10 text-center\"],\"colLabels\":[\"God\",\"Spell\"],\"rows\":[[\"Athreos\",\"{@spell protection from evil and good}\"],[\"Ephara\",\"{@spell sanctuary}\"],[\"Erebos\",\"{@spell inflict wounds}\"],[\"Heliod\",\"{@spell guiding bolt}\"],[\"Iroas\",\"{@spell heroism}\"],[\"Karametra\",\"{@spell goodberry}\"],[\"Keranos\",\"{@spell thunderous smite}\"],[\"Klothys\",\"{@spell entangle}\"],[\"Kruphix\",\"{@spell dissonant whispers}\"],[\"Mogis\",\"{@spell hellish rebuke}\"],[\"Nylea\",\"{@spell faerie fire}\"],[\"Pharika\",\"{@spell lesser restoration}\"],[\"Phenax\",\"{@spell charm person}\"],[\"Purphoros\",\"{@spell searing smite}\"],[\"Thassa\",\"{@spell identify}\"]]}]},{\"name\":\"Helm of the Scavenger\",\"source\":\"WDMM\",\"page\":297,\"rarity\":\"legendary\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"wondrous\":true,\"entries\":[\"This ornate chair is designed to propel and maneuver a ship through space.\",{\"type\":\"entries\",\"name\":\"Passive Properties\",\"entries\":[\"The following properties of the helm come into play even when no creature is attuned to it:\",{\"type\":\"list\",\"items\":[\"When placed aboard a vessel weighing between 1 and 100 tons, the helm generates an envelope of fresh air around the ship while it is in the void of space (but not underwater). This envelope extends out from the edges of the hull in all directions for a distance equal in length to the vessel's beam, so that creatures aboard and near the ship can breathe normally in space. The temperature within the air envelope is 70 degrees Fahrenheit.\",\"When placed aboard a vessel weighing between 1 and 100 tons, the helm generates an artificial gravity field while the ship is in the void of space, so that creatures can walk on the ship's decks as they normally would. Creatures and objects that fall overboard bob in a gravity plane that extends out from the main deck for a distance equal in length to the vessel's beam.\"]}]},{\"type\":\"entries\",\"name\":\"Active Properties\",\"entries\":[\"The sensation of being attuned to the helm is akin to being immersed in warm water. While attuned to the helm, you gain the following abilities while you sit in it:\",{\"type\":\"list\",\"items\":[\"You can use the helm to propel the vessel across or through water and other liquids at a maximum speed in miles per hour equal to your highest-level unexpended spell slot.\",\"You can use the helm to propel the vessel through air or space at a maximum speed in miles per hour equal to your highest-level unexpended spell slot × 10.\",\"Provided you have at least one unexpended spell slot, you can steer the vessel, albeit in a somewhat clumsy fashion, in much the same way that oars or a rudder can maneuver a seafaring ship.\",\"Whenever you like, you can see what's happening on and around the vessel as though you were standing in a location of your choice aboard it.\"]}]},{\"type\":\"entries\",\"name\":\"Drawback\",\"entries\":[\"While attuned to the helm, you cannot expend your own spell slots.\"]}]},{\"name\":\"Helm of Underwater Action\",\"source\":\"GoS\",\"page\":229,\"otherSources\":[{\"source\":\"IMR\",\"page\":94}],\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"modifySpeed\":{\"static\":{\"swim\":30}},\"entries\":[\"While wearing this brass helmet, you can breathe underwater, you gain {@sense darkvision} with a range of 60 feet, and you gain a swimming speed of 30 feet.\"]},{\"name\":\"Hematite\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Hematite|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":1000,\"entries\":[\"An opaque gray-black gemstone.\"]},{\"name\":\"Hematite\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":1000,\"entries\":[\"A gray black gemstone.\"]},{\"name\":\"Hempen Rope (50 feet)\",\"source\":\"PHB\",\"page\":153,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Rope|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":10,\"value\":100,\"entries\":[\"Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.\"]},{\"name\":\"Herbalism Kit\",\"source\":\"PHB\",\"page\":154,\"srd\":true,\"basicRules\":true,\"additionalSources\":[{\"source\":\"XGE\",\"page\":82}],\"reprintedAs\":[\"Herbalism Kit|XPHB\"],\"type\":\"T\",\"rarity\":\"none\",\"weight\":3,\"value\":500,\"entries\":[\"This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.\"],\"additionalEntries\":[\"Proficiency with an herbalism kit allows you to identify plants and safely collect their useful elements.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.\"]},{\"type\":\"entries\",\"name\":\"Arcana\",\"entries\":[\"Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions.\"]},{\"type\":\"entries\",\"name\":\"Investigation\",\"entries\":[\"When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.\"]},{\"type\":\"entries\",\"name\":\"Medicine\",\"entries\":[\"Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.\"]},{\"type\":\"entries\",\"name\":\"Nature and Survival\",\"entries\":[\"When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.\"]},{\"type\":\"entries\",\"name\":\"Identify Plants\",\"entries\":[\"You can identify most plants with a quick inspection of their appearance and smell.\"]},{\"type\":\"table\",\"caption\":\"Herbalism Kit\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Find plants\",\"15\"],[\"Identify poison\",\"20\"]]}]},{\"name\":\"Herbalism Kit\",\"source\":\"XPHB\",\"page\":221,\"freeRules2024\":true,\"type\":\"T|XPHB\",\"rarity\":\"none\",\"weight\":3,\"value\":500,\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Ability:\",\"type\":\"item\",\"entries\":[\"Intelligence\"]},{\"name\":\"Utilize:\",\"type\":\"item\",\"entries\":[\"Identify a plant ({@dc 10})\"]},{\"name\":\"Craft:\",\"type\":\"item\",\"entries\":[\"{@item Antitoxin|XPHB}, {@item Candle|XPHB}, {@item Healer's Kit|XPHB}, {@item Potion of Healing|XDMG}\"]}]}]},{\"name\":\"Heretic\",\"source\":\"QftIS\",\"page\":191,\"baseItem\":\"longsword|PHB\",\"type\":\"M\",\"rarity\":\"legendary\",\"reqAttune\":\"by a non-good creature\",\"reqAttuneTags\":[{\"alignment\":[\"G\"]}],\"sentient\":true,\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"V\"],\"dmg1\":\"1d8\",\"dmgType\":\"S\",\"dmg2\":\"1d10\",\"bonusWeapon\":\"+3\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d4 + 1}\",\"charges\":6,\"entries\":[\"The blasphemous weapon Heretic was created by a cult to steal power from good-aligned gods. The blade hungers to strike down servants of the Upper Planes and weaken the forces of good.\",\"You gain a +3 bonus to attack and damage rolls made with this magic weapon. Heretic has 6 charges for the following properties; the sword regains {@dice 1d4 + 1} charges daily at dawn:\",{\"type\":\"entries\",\"name\":\"Destroy Devotion\",\"entries\":[\"Once per turn when you hit a creature with this weapon, you can expend 1 of its charges to attempt to render the target powerless. The target must succeed on a DC 17 Constitution saving throw or have the {@condition paralyzed} condition until the start of your next turn. Celestials have disadvantage on the save.\"]},{\"type\":\"entries\",\"name\":\"Faith Hunter\",\"entries\":[\"While holding the sword, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: {@spell Detect Evil and Good} (1 charge), {@spell Fly} (2 charges), or {@spell True Seeing} (3 charges).\"]},{\"type\":\"entries\",\"name\":\"Sentience\",\"entries\":[\"Heretic is a sentient, chaotic evil weapon with an Intelligence of 17, a Wisdom of 17, and a Charisma of 15. It has hearing and {@sense darkvision} out to a range of 120 feet.\",\"The weapon can speak, read, and understand Common and Giant, and it can communicate with its wielder telepathically. Its voice is soft and deep but rises in a wild furor when it's aware Celestials or worshipers of good-aligned deities are present. While you are attuned to it, Heretic also understands every language you know.\"]},{\"type\":\"entries\",\"name\":\"Personality\",\"entries\":[\"Heretic craves the destruction of good-aligned gods and their supporters. The blade is condescending and snobby, especially in the company of priests and other pious folk, at whom it often directs sneering comments. When Heretic identifies its quarry, it erupts in a frenzied need for violence.\"]}],\"attachedSpells\":[\"detect evil and good\",\"fly\",\"true seeing\"]},{\"name\":\"Hew\",\"source\":\"LMoP\",\"page\":33,\"reprintedAs\":[\"Hew|PaBTSO\"],\"baseItem\":\"battleaxe|phb\",\"type\":\"M\",\"rarity\":\"unknown (magic)\",\"weight\":4,\"weaponCategory\":\"martial\",\"property\":[\"V\"],\"dmg1\":\"1d8\",\"dmgType\":\"S\",\"dmg2\":\"1d10\",\"bonusWeapon\":\"+1\",\"entries\":[\"This +1 battleaxe deals maximum damage when the wielder hits a plant creature or an object made of wood. The axe's creator was a dwarf smith who feuded with the dryads of a forest where he cut firewood. Whoever carries the axe feels uneasy whenever he or she travels through a forest.\"]},{\"name\":\"Hew\",\"source\":\"PaBTSO\",\"page\":54,\"baseItem\":\"battleaxe|PHB\",\"type\":\"M\",\"rarity\":\"uncommon\",\"weight\":4,\"weaponCategory\":\"martial\",\"property\":[\"V\"],\"dmg1\":\"1d8\",\"dmgType\":\"S\",\"dmg2\":\"1d10\",\"bonusWeapon\":\"+1\",\"entries\":[\"You have a +1 bonus to attack and damage rolls made with this magic weapon.\",\"Hew is a +1 battleaxe that deals maximum damage when the wielder attacks a Plant creature or an object made of wood. The axe's creator used it for protection in the forest while he cut firewood.\"]},{\"name\":\"Heward's Handy Haversack\",\"source\":\"DMG\",\"page\":174,\"srd\":\"Handy Haversack\",\"reprintedAs\":[\"Heward's Handy Haversack|XDMG\"],\"tier\":\"minor\",\"rarity\":\"rare\",\"wondrous\":true,\"weight\":5,\"entries\":[\"This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.\",\"Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.\",\"The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.\",\"Placing the haversack inside an extradimensional space created by a {@item bag of holding}, {@item portable hole}, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10-feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.\"],\"containerCapacity\":{\"weight\":[20,20,80],\"weightless\":true},\"lootTables\":[\"Magic Item Table C\"],\"hasFluffImages\":true},{\"name\":\"Heward's Handy Haversack\",\"source\":\"XDMG\",\"page\":269,\"rarity\":\"rare\",\"wondrous\":true,\"weight\":5,\"entries\":[\"This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 200 pounds of material, not exceeding a volume of 25 cubic feet. The central pouch can hold up to 500 pounds of material, not exceeding a volume of 64 cubic feet. The haversack always weighs 5 pounds, regardless of its contents.\",\"Retrieving an item from the haversack requires a {@action Utilize|XPHB} action or a {@variantrule Bonus Action|XPHB} (your choice). When you reach into the haversack for a specific item, the item is always magically on top.\",\"If any of its pouches is overloaded, pierced, or torn, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an Artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth unharmed, and the haversack must be put right before it can be used again.\",\"Each pouch of the haversack holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside.\",\"Placing the haversack inside an extradimensional space created by a {@item Bag of Holding|XDMG}, {@item Portable Hole|XDMG}, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind {@variantrule Cover|XPHB|Total Cover} is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.\"],\"containerCapacity\":{\"weight\":[200,200,500],\"weightless\":true},\"hasFluffImages\":true},{\"name\":\"Heward's Handy Spice Pouch\",\"source\":\"XDMG\",\"page\":269,\"rarity\":\"common\",\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 4}\",\"charges\":10,\"entries\":[\"This belt pouch appears empty and has 10 charges. While holding the pouch, you can take a {@action Magic|XPHB} action to expend 1 charge, name any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains {@dice 1d6 + 4} expended charges daily at dawn.\"]},{\"name\":\"Heward's Handy Spice Pouch\",\"source\":\"XGE\",\"page\":137,\"reprintedAs\":[\"Heward's Handy Spice Pouch|XDMG\"],\"tier\":\"minor\",\"rarity\":\"common\",\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 4}\",\"charges\":10,\"entries\":[\"This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains {@dice 1d6 + 4} expended charges daily at dawn.\"]},{\"name\":\"Heward's Hireling Armor\",\"source\":\"LLK\",\"page\":55,\"baseItem\":\"leather armor|phb\",\"type\":\"LA\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":10,\"ac\":11,\"bonusAc\":\"+1\",\"entries\":[\"A number of Kwalish's experiments were attempts to research the works of the legendary mage Heward, who first crafted what he named hireling armor. While wearing this armor, you gain a +1 bonus to AC. In addition, the armor's animated straps can assist with the drawing and sheathing of weapons, such that you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.\",\"This armor also has six pockets, each of which is an extradimensional space. Each pocket can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The armor always weighs 10 pounds, regardless of its pockets' contents. Placing an object into one of the armor's pockets follows the normal rules for interacting with objects. Retrieving an item from a pocket of the armor requires you to use an action. When you reach into a pocket for a specific item, the item is always magically on top.\",\"Placing the armor inside an extradimensional space created by a {@item bag of holding}, a {@item Heward's handy haversack}, or a similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.\"],\"containerCapacity\":{\"weight\":[20,20,20,20,20,20],\"weightless\":true}},{\"name\":\"Hide of the Feral Guardian (Awakened)\",\"source\":\"EGW\",\"_copy\":{\"name\":\"Hide of the Feral Guardian (Dormant)\",\"source\":\"EGW\",\"_mod\":{\"entries\":{\"mode\":\"insertArr\",\"index\":-1,\"items\":{\"type\":\"entries\",\"name\":\"Awakened\",\"entries\":[\"When the armor reaches an awakened state, it gains the following properties:\",{\"type\":\"list\",\"items\":[\"The AC bonus of the armor increases to +2.\",\"While you are transformed by an effect that replaces any of your game statistics with those of another creature, your bonus to melee attack and damage rolls increases by 1 (to +2).\",\"When you cast the {@spell polymorph} spell using this armor, you can transform into a {@creature cave bear}.\"]}]}}},\"_preserve\":{\"page\":true,\"hasFluffImages\":true}},\"bonusWeapon\":\"+2\",\"bonusAc\":\"+2\"},{\"name\":\"Hide of the Feral Guardian (Dormant)\",\"source\":\"EGW\",\"page\":271,\"baseItem\":\"studded leather armor|PHB\",\"type\":\"LA\",\"rarity\":\"legendary\",\"reqAttune\":true,\"weight\":13,\"property\":[\"Vst|TDCSR\"],\"ac\":12,\"bonusWeapon\":\"+1\",\"bonusAc\":\"+1\",\"entries\":[\"It is believed that this polished and beautifully detailed leather armor was a gift from Melora, bestowed on a long-forgotten archdruid and champion of the natural world before the terrors of the Calamity.\",{\"type\":\"entries\",\"name\":\"Dormant\",\"entries\":[\"While wearing the armor in its dormant state, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"The armor grants you a +1 bonus to AC.\",\"While you are transformed by an effect that replaces any of your game statistics with those of another creature, you have a +1 bonus to melee attack and damage rolls, and you retain the benefits of this armor.\",\"As an action, you can use the armor to cast {@spell polymorph} on yourself, transforming into a {@creature giant owl} while retaining your Intelligence, Wisdom, and Charisma scores. This property can't be used again until the next dawn.\"]}]}],\"attachedSpells\":[\"polymorph\"]},{\"name\":\"Hide of the Feral Guardian (Exalted)\",\"source\":\"EGW\",\"_copy\":{\"name\":\"Hide of the Feral Guardian (Awakened)\",\"source\":\"EGW\",\"_mod\":{\"entries\":{\"mode\":\"insertArr\",\"index\":-1,\"items\":{\"type\":\"entries\",\"name\":\"Exalted\",\"entries\":[\"When the armor reaches an exalted state, it gains the following properties:\",{\"type\":\"list\",\"items\":[\"The AC bonus of the armor increases to +3.\",\"While you are transformed by an effect that replaces any of your game statistics with those of another creature, your bonus to melee attack and damage rolls increases by 1 (to +3).\",\"When you cast the {@spell polymorph} spell using this armor, you can transform into a {@creature guardian wolf|EGW}.\"]}]}}},\"_preserve\":{\"page\":true,\"hasFluffImages\":true}},\"bonusWeapon\":\"+3\",\"bonusAc\":\"+3\"},{\"name\":\"Hither-Thither Staff\",\"source\":\"HAT-LMI\",\"type\":\"M\",\"rarity\":\"legendary\",\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d4}\",\"charges\":4,\"staff\":true,\"entries\":[\"This walking stick has a brilliant gemstone fitted at the top. This staff has 4 charges and regains {@dice 1d4} expended charges daily at dawn.\",\"As an action, you can expend 1 charge from the staff to create two linked teleportation portals, each one appearing on a flat surface of your choice that you can see within 1,500 feet of yourself. Alternatively, you can expend 1 charge as an action to relocate one or both portals, subject to the same limitation. The surface on which a portal appears must be big enough to accommodate it. Each portal is a two-dimensional, glowing oval ring, and together they create an open doorway up to 6 feet high and 4 feet wide. Any creature or object entering one portal exits from the other as if the two portals were a single opening that connects their locations.\",\"A portal can appear on a moving surface, but the effect ends when the two portals move more than 1 mile apart. As a bonus action while holding the staff, you can close both portals (ending the effect) or suppress one portal, causing it to disappear until you relocate it (see above), during which time the remaining portal can't be used. The portals otherwise last for 24 hours.\"],\"hasFluffImages\":true},{\"name\":\"Holy Symbol of Ravenkind\",\"source\":\"CoS\",\"page\":222,\"rarity\":\"legendary\",\"reqAttune\":\"by a cleric or paladin of good alignment\",\"reqAttuneTags\":[{\"class\":\"cleric\",\"alignment\":[\"G\"]},{\"class\":\"paladin\",\"alignment\":[\"G\"]}],\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 4}\",\"charges\":10,\"entries\":[\"The Holy Symbol of Ravenkind is a unique holy symbol sacred to the good-hearted faithful of Barovia. It predates the establishment of any church in Barovia. According to legend, it was delivered to a paladin named Lugdana by a giant raven—or an angel in the form of a giant raven. Lugdana used the holy symbol to root out and destroy nests of vampires until her death. The high priests of Ravenloft kept and wore the holy symbol after Lugdana's passing.\",\"The holy symbol is a platinum amulet shaped like the sun, with a large crystal embedded in its center.\",\"The holy symbol has 10 charges for the following properties. It regains {@dice 1d6 + 4} charges daily at dawn.\",{\"name\":\"Hold Vampires\",\"type\":\"entries\",\"entries\":[\"As an action, you can expend 1 charge and present the holy symbol to make it flare with holy power. Vampires and {@creature vampire spawn} within 30 feet of the holy symbol when it flares must make a DC 15 Wisdom saving throw. On a failed save, a target is {@condition paralyzed} for 1 minute. It can repeat the saving throw at the end of its turns to end the effect on itself.\"]},{\"name\":\"Turn Undead\",\"type\":\"entries\",\"entries\":[\"If you have the Turn Undead or the Turn the Unholy feature, you can expend 3 charges when you present the holy symbol while using that feature. When you do so, undead have disadvantage on their saving throws against the effect.\"]},{\"name\":\"Sunlight\",\"type\":\"entries\",\"entries\":[\"As an action, you can expend 5 charges while presenting the holy symbol to make it shed bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight and lasts for 10 minutes or until you end the effect (no action required).\"]}],\"hasFluffImages\":true},{\"name\":\"Holy Water\",\"source\":\"XPHB\",\"page\":226,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":1,\"value\":2500,\"entries\":[\"When you take the {@action Attack|XPHB} action, you can replace one of your attacks with throwing a flask of Holy Water. Target one creature you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and {@variantrule Proficiency|XPHB|Proficiency Bonus}) or take {@damage 2d8} Radiant damage if it is a Fiend or an Undead.\"]},{\"name\":\"Holy Water (flask)\",\"source\":\"PHB\",\"page\":151,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Holy Water|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":1,\"value\":2500,\"entries\":[\"As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes {@damage 2d6} radiant damage.\",\"A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.\"]},{\"name\":\"Honor's Last Stand (Awakened)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Honor's Last Stand (Dormant)\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":[{\"mode\":\"appendArr\",\"items\":{\"entries\":[{\"type\":\"entries\",\"name\":\"Awakened\",\"entries\":[\"When Honor's Last Stand reaches an awakened state, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"The shield's bonus to AC increases to +2.\",\"If you successfully {@action shove} a creature while holding this shield, that creature takes {@damage 2d6} force damage.\",\"When a creature within 5 feet of you misses you with an attack, you can attempt to {@action shove} that creature as a reaction.\"]}]}]}}]},\"_preserve\":{\"page\":true,\"fluff\":true}},\"bonusAc\":\"+2\",\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Honor's Last Stand (Dormant)\",\"source\":\"TDCSR\",\"page\":206,\"baseItem\":\"shield|PHB\",\"type\":\"S\",\"conditionImmune\":[\"prone\"],\"rarity\":\"legendary\",\"reqAttune\":\"by a creature of non-evil alignment\",\"reqAttuneTags\":[{\"alignment\":[\"N\",\"G\",\"C\",\"L\",\"A\"]}],\"weight\":6,\"property\":[\"Vst|TDCSR\"],\"ac\":2,\"bonusAc\":\"+1\",\"entries\":[\"This massive silvered shield bears the crest of {@deity The Platinum Dragon|Exandria|TDCSR} and never tarnishes. Its metal is always warm to the touch.\",{\"type\":\"entries\",\"name\":\"Dormant\",\"entries\":[\"While Honor's Last Stand is in a dormant state, you gain a +1 bonus to AC while holding the shield. This bonus is in addition to the shield's normal bonus to AC. You also can't be knocked {@condition prone} while bearing this shield.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Honor's Last Stand (Exalted)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Honor's Last Stand (Awakened)\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":[{\"mode\":\"appendArr\",\"items\":{\"entries\":[{\"type\":\"entries\",\"name\":\"Exalted\",\"entries\":[\"When Honor's Last Stand reaches an exalted state, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"The shield's bonus to AC increases to +3.\",\"When you successfully {@action shove} a creature while holding this shield, you can move it up to 15 feet away from you.\",\"As a bonus action, you can protect an ally within 5 feet of you, granting that ally a +3 bonus to AC until the start of your next turn or until they are no longer within 5 feet of you.\"]}]}]}}]},\"_preserve\":{\"page\":true,\"fluff\":true}},\"bonusAc\":\"+3\",\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hooded Lantern\",\"source\":\"PHB\",\"page\":152,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Hooded Lantern|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":2,\"value\":500,\"entries\":[\"A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.\"]},{\"name\":\"Hooded Lantern\",\"source\":\"XPHB\",\"page\":226,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":2,\"value\":500,\"entries\":[\"A Hooded Lantern burns Oil as fuel to cast {@variantrule Bright Light|XPHB} in a 30-foot radius and {@variantrule Dim Light|XPHB} for an additional 30 feet. As a {@variantrule Bonus Action|XPHB}, you can lower the hood, reducing the light to {@variantrule Dim Light|XPHB} in a 5-foot radius, or raise it again.\"]},{\"name\":\"Hook of Fisher's Delight\",\"source\":\"IDRotF\",\"page\":314,\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"This tiny silver fishhook has a little gold feather attached to it. For it to function, the feathered hook must be tied to the end of a fishing line and immersed in enough water to fill at least a 10-foot cube. At the end of each uninterrupted hour of immersion, roll a {@dice d6}. On a 6, a floppy, 6-inch-long magical fish appears on the end of the hook. The color and properties of the conjured fish are determined by rolling on the Hook of Fisher's Delight table. Once the hook conjures a fish, it can't do so again until the next dawn.\",{\"type\":\"table\",\"caption\":\"Hook of Fisher's Delight\",\"colStyles\":[\"col-2 text-center\",\"col-1\",\"col-9\"],\"colLabels\":[\"d20\",\"Fish Color\",\"Result\"],\"rows\":[[\"1-10\",\"Green with copper bands\",\"This tasty fish provides a day's worth of nourishment to one creature that eats it. The fish loses this property and rots if it's not eaten within 24 hours of being caught.\"],[\"11-14\",\"Yellow with black stripes\",\"Once removed from the hook, this awful-tasting fish can be thrown up to 120 feet, targeting a creature the thrower can see. The target must succeed on a DC 15 Strength saving throw or be knocked {@condition prone}. The fish then disappears.\"],[\"15-18\",\"Blue with white bands\",\"When released from the hook, this fish squirms free, sprouts wings, follows you around, and sings a beautiful tune in Aquan. It disappears after {@dice 2d4} hours or when reduced to 0 hit points. The fish uses the {@creature quipper} stat block, except that it can breathe air and has a flying speed of 30 feet.\"],[\"19-20\",\"Gold with silver stripes\",\"This tasty fish provides a day's worth of nourishment to one creature that eats it and grants {@dice 2d10} temporary hit points to that creature. The fish loses these properties and rots if it's not eaten within 24 hours of being caught.\"]]}],\"miscTags\":[\"CF/W\"]},{\"name\":\"Horizon Puzzle Cube\",\"source\":\"BGG\",\"page\":86,\"rarity\":\"unknown (magic)\",\"wondrous\":true,\"entries\":[\"A Horizon puzzle cube is an 8-inch magical cube made of gold, iron, crystal, and copper, and it is worth 5,000 gp to a sage or collector. A functioning puzzle cube can be solved with 30 minutes of work and a successful DC 25 Intelligence ({@skill Investigation}) check. When the cube is solved, a 30-foot-diameter portal appears before the creature who solved the cube, leading to the northeastern platform of Horizon's Edge. The portal is two-way and remains open for 10 minutes or until a creature uses an action to change the puzzle's configuration. Puzzle cubes don't function while on Horizon's Edge, but a device somewhere in the demiplane allows a cube to function in reverse while the cube is fitted into it.\"]},{\"name\":\"Horn of Beckoning Death\",\"source\":\"HAT-LMI\",\"rarity\":\"legendary\",\"reqAttune\":\"by a sorcerer\",\"reqAttuneTags\":[{\"class\":\"sorcerer\"}],\"wondrous\":true,\"entries\":[\"Resembling a small dragon's horn, this arcane device glows with a hellish internal light when held. As an action while holding this horn, you can invoke a necromantic effect called the Beckoning Death.\",\"The Beckoning Death arrives at the start of your next turn and manifests as a crimson cloud of smoke that fills a 30-foot-radius sphere centered on the horn. The sphere doesn't move with the horn. At the start of each of your turns, the sphere's radius increases by 30 feet. The cloud disappears after 10 minutes or when your {@status concentration} on the effect ends. Any creature (including you) that has 9 or fewer hit points when it ends its turn in the cloud is slain by the Beckoning Death. A Humanoid killed in this way instantly transforms into a {@creature zombie} (see the Monster Manual). The zombie obeys the commands of the horn's creator, the lich Szass Tam.\",\"Once you use the horn's property, it can't be used again for 1 year.\"],\"hasFluffImages\":true},{\"name\":\"Horn of Blasting\",\"source\":\"DMG\",\"page\":174,\"srd\":true,\"reprintedAs\":[\"Horn of Blasting|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"wondrous\":true,\"weight\":2,\"entries\":[\"You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes {@damage 5d6} thunder damage and is {@condition deafened} for 1 minute. On a successful save, a creature takes half as much damage and isn't {@condition deafened}. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take {@damage 10d6} thunder damage instead of {@dice 5d6}.\",\"Each use of the horn's magic has a {@chance 20} chance of causing the horn to explode. The explosion deals {@damage 10d6} fire damage to the blower and destroys the horn.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Horn of Blasting\",\"source\":\"XDMG\",\"page\":270,\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"You can take a {@action Magic|XPHB} action to blow the horn, which emits a thunderous blast in a 30-foot {@variantrule Cone [Area of Effect]|XPHB|Cone} that is audible out to 600 feet. Each creature in the {@variantrule Cone [Area of Effect]|XPHB|Cone} makes a DC 15 Constitution saving throw. On a failed save, a creature takes {@damage 5d8} Thunder damage and has the {@condition Deafened|XPHB} condition for 1 minute. On a successful save, a creature takes half as much damage only. Glass or crystal objects in the {@variantrule Cone [Area of Effect]|XPHB|Cone} that aren't being worn or carried take {@damage 10d8} Thunder damage.\",\"Each use of the horn's magic has a {@chance 20} chance of causing the horn to explode. The explosion deals {@damage 10d6} Force damage to the user and destroys the horn.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"hasFluffImages\":true},{\"name\":\"Horn of Silent Alarm\",\"source\":\"XDMG\",\"page\":270,\"rarity\":\"common\",\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d4}\",\"charges\":4,\"entries\":[\"This horn has 4 charges and regains {@dice 1d4} expended charges daily at dawn. As a {@action Magic|XPHB} action, you can blow the horn while expending 1 charge. One creature of your choice hears the horn's blare, provided that creature is within 600 feet of the horn. No other creature hears the horn.\"]},{\"name\":\"Horn of Silent Alarm\",\"source\":\"XGE\",\"page\":137,\"reprintedAs\":[\"Horn of Silent Alarm|XDMG\"],\"tier\":\"minor\",\"rarity\":\"common\",\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d4}\",\"charges\":4,\"entries\":[\"This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn's blare, provided the creature is within 600 feet of the horn and not {@condition deafened}. No other creature hears sound coming from the horn. The horn regains {@dice 1d4} expended charges daily at dawn.\"]},{\"name\":\"Horn of the Endless Maze\",\"source\":\"WDMM\",\"page\":163,\"_copy\":{\"name\":\"Horn of Valhalla, Brass\",\"source\":\"DMG\"},\"entries\":[\"You can use an action to blow this horn. In response, warrior spirits from the Abyss appear within 60 feet of you. These spirits look like minotaurs, and use the {@creature berserker} statistics. They return to Abyss after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.\",\"The horn summons {@dice 3d4 + 3} {@creature berserker||berserkers}. To use the horn, you must be proficient with all simple weapons.\",\"If you blow the horn without meeting its requirement, the summoned {@creature berserker||berserkers} attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.\"]},{\"name\":\"Horn of Valhalla, Brass\",\"source\":\"DMG\",\"page\":175,\"srd\":true,\"reprintedAs\":[\"Horn of Valhalla, Brass|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"wondrous\":true,\"weight\":2,\"entries\":[\"You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the {@creature berserker} statistics. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.\",\"A brass horn summons {@dice 3d4 + 3} {@creature berserker||berserkers}. To use the brass horn, you must be proficient with all simple weapons.\",\"If you blow the horn without meeting its requirement, the summoned {@creature berserker||berserkers} attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.\"],\"lootTables\":[\"Magic Item Table G\"]},{\"name\":\"Horn of Valhalla, Brass\",\"source\":\"XDMG\",\"page\":270,\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"You can take a {@action Magic|XPHB} action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the {@creature Berserker|XMM} stat block and returns to Ysgard after 1 hour or when it drops to 0 {@variantrule Hit Points|XPHB}. The spirits look like living, breathing warriors, and they have {@variantrule Immunity|XPHB} to the {@condition Charmed|XPHB} and {@condition Frightened|XPHB} conditions. Once you use the horn, it can't be used again until 7 days have passed.\",\"A brass horn summons 3 {@creature Berserker|XMM|Berserkers}. To use the brass horn, you must have {@variantrule Proficiency|XPHB} with all Simple weapons.\",\"If you blow the horn without meeting its requirement, the summoned {@creature Berserker|XMM|Berserkers} attack you. If you meet the requirement, they are {@variantrule Friendly [Attitude]|XPHB|Friendly} to you and your allies and follow your commands.\"],\"hasFluffImages\":true},{\"name\":\"Horn of Valhalla, Bronze\",\"source\":\"DMG\",\"page\":175,\"srd\":true,\"reprintedAs\":[\"Horn of Valhalla, Bronze|XDMG\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"wondrous\":true,\"weight\":2,\"entries\":[\"You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the {@creature berserker} statistics. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.\",\"A bronze horn summons {@dice 4d4 + 4} {@creature berserker||berserkers}. To use the bronze horn, you must be proficient with medium armor.\",\"If you blow the horn without meeting its requirement, the summoned {@creature berserker||berserkers} attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.\"],\"lootTables\":[\"Magic Item Table H\"]},{\"name\":\"Horn of Valhalla, Bronze\",\"source\":\"XDMG\",\"page\":270,\"rarity\":\"very rare\",\"wondrous\":true,\"entries\":[\"You can take a {@action Magic|XPHB} action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the {@creature Berserker|XMM} stat block and returns to Ysgard after 1 hour or when it drops to 0 {@variantrule Hit Points|XPHB}. The spirits look like living, breathing warriors, and they have {@variantrule Immunity|XPHB} to the {@condition Charmed|XPHB} and {@condition Frightened|XPHB} conditions. Once you use the horn, it can't be used again until 7 days have passed.\",\"A bronze horn summons 4 {@creature Berserker|XMM|Berserkers}. To use the bronze horn, you must have training with all Medium armor.\",\"If you blow the horn without meeting its requirement, the summoned {@creature Berserker|XMM|Berserkers} attack you. If you meet the requirement, they are {@variantrule Friendly [Attitude]|XPHB|Friendly} to you and your allies and follow your commands.\"],\"hasFluffImages\":true},{\"name\":\"Horn of Valhalla, Iron\",\"source\":\"DMG\",\"page\":175,\"srd\":true,\"reprintedAs\":[\"Horn of Valhalla, Iron|XDMG\"],\"tier\":\"major\",\"rarity\":\"legendary\",\"wondrous\":true,\"weight\":2,\"entries\":[\"You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the {@creature berserker} statistics. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.\",\"The iron horn summons {@dice 5d4 + 5} {@creature berserker||berserkers}. To use the iron horn, you must be proficient with all martial weapons.\",\"If you blow the horn without meeting its requirement, the summoned {@creature berserker||berserkers} attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.\"],\"lootTables\":[\"Magic Item Table I\"]},{\"name\":\"Horn of Valhalla, Iron\",\"source\":\"XDMG\",\"page\":270,\"rarity\":\"legendary\",\"wondrous\":true,\"entries\":[\"You can take a {@action Magic|XPHB} action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the {@creature Berserker|XMM} stat block and returns to Ysgard after 1 hour or when it drops to 0 {@variantrule Hit Points|XPHB}. The spirits look like living, breathing warriors, and they have {@variantrule Immunity|XPHB} to the {@condition Charmed|XPHB} and {@condition Frightened|XPHB} conditions. Once you use the horn, it can't be used again until 7 days have passed.\",\"A iron horn summons 5 {@creature Berserker|XMM|Berserkers}. To use the iron horn, you must have {@variantrule Proficiency|XPHB} with all Martial weapons.\",\"If you blow the horn without meeting its requirement, the summoned {@creature Berserker|XMM|Berserkers} attack you. If you meet the requirement, they are {@variantrule Friendly [Attitude]|XPHB|Friendly} to you and your allies and follow your commands.\"],\"hasFluffImages\":true},{\"name\":\"Horn of Valhalla, Silver\",\"source\":\"DMG\",\"page\":175,\"srd\":true,\"reprintedAs\":[\"Horn of Valhalla, Silver|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"wondrous\":true,\"weight\":2,\"entries\":[\"You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the {@creature berserker} statistics. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.\",\"The silver horn summons {@dice 2d4 + 2} {@creature berserker||berserkers}.\",\"The {@creature berserker||berserkers} are friendly to you and your companions and follow your commands.\"],\"lootTables\":[\"Magic Item Table G\"]},{\"name\":\"Horn of Valhalla, Silver\",\"source\":\"XDMG\",\"page\":270,\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"You can take a {@action Magic|XPHB} action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the {@creature Berserker|XMM} stat block and returns to Ysgard after 1 hour or when it drops to 0 {@variantrule Hit Points|XPHB}. The spirits look like living, breathing warriors, and they have {@variantrule Immunity|XPHB} to the {@condition Charmed|XPHB} and {@condition Frightened|XPHB} conditions. Once you use the horn, it can't be used again until 7 days have passed.\",\"A silver horn summons 2 {@creature Berserker|XMM|Berserkers}. They are {@variantrule Friendly [Attitude]|XPHB|Friendly} to you and your allies and follow your commands.\"],\"hasFluffImages\":true},{\"name\":\"Horned Ring\",\"source\":\"WDMM\",\"page\":108,\"type\":\"RG|DMG\",\"rarity\":\"very rare\",\"reqAttune\":true,\"entries\":[\"Allows an attuned wearer to ignore Undermountain's magical restrictions (see \\\"Alterations to Magic\\\").\"]},{\"name\":\"Horror Trinket\",\"source\":\"VRGR\",\"page\":36,\"type\":\"G\",\"rarity\":\"none\",\"entries\":[\"Before you finish making a character, roll once on the Horror Trinkets table for a unique object your character has with them at the start of their adventuring career. These trinkets hint toward various horrific tales and might lead to dreadful revelations or be nothing more than grim keepsakes. At the DM's discretion any of these trinkets might also be a Mist talisman (detailed in {@book chapter 3|VRGR|3|Mist Talismans}), a focal item that can lead the bearer through the Mists to a particular Domain of Dread.\",{\"type\":\"table\",\"caption\":\"Horror Trinkets\",\"colLabels\":[\"d100\",\"Trinket\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01\",\"A picture you drew as a child of your imaginary friend\"],[\"02\",\"A lock that opens when blood is dripped in its keyhole\"],[\"03\",\"Clothes stolen from a scarecrow\"],[\"04\",\"A spinning top carved with four faces: happy, sad, wrathful, and dead\"],[\"05\",\"The necklace of a sibling who died on the day you were born\"],[\"06\",\"A wig from someone executed by beheading\"],[\"07\",\"The unopened letter to you from your dying father\"],[\"08\",\"A pocket watch that runs backward for an hour every midnight\"],[\"09\",\"A winter coat stolen from a dying soldier\"],[\"10\",\"A bottle of invisible ink that can only be read at sunset\"],[\"11\",\"A wineskin that refills when interred with a dead person for a night\"],[\"12\",\"A set of silverware used by a king for his last meal\"],[\"13\",\"A spyglass that always shows the world suffering a terrible storm\"],[\"14\",\"A cameo with the profile's face scratched away\"],[\"15\",\"A lantern with a black candle that never runs out and that burns with green flame\"],[\"16\",\"A teacup from a child's tea set, stained with blood\"],[\"17\",\"A little black book that records your dreams, and yours alone, when you sleep\"],[\"18\",\"A necklace formed of the interlinked holy symbols of a dozen deities\"],[\"19\",\"A noose that feels heavier than it should\"],[\"20\",\"A birdcage into which small birds fly but once inside never eat or leave\"],[\"21\",\"A lepidopterist's box filled with dead moths with skull-like patterns on their wings\"],[\"22\",\"A jar of pickled ghouls' tongues\"],[\"23\",\"The wooden hand of a notorious pirate\"],[\"24\",\"A urn with the ashes of a dead relative\"],[\"25\",\"A hand mirror backed with a bronze depiction of a medusa\"],[\"26\",\"Pallid leather gloves crafted with ivory fingernails\"],[\"27\",\"Dice made from the knuckles of a notorious charlatan\"],[\"28\",\"A ring of keys for forgotten locks\"],[\"29\",\"Nails from the coffin of a murderer\"],[\"30\",\"A key to the family crypt\"],[\"31\",\"A bouquet of funerary flowers that always looks and smells fresh\"],[\"32\",\"A switch used to discipline you as a child\"],[\"33\",\"A music box that plays by itself whenever someone holding it dances\"],[\"34\",\"A walking cane with an iron ferrule that strikes sparks on stone\"],[\"35\",\"A flag from a ship lost at sea\"],[\"36\",\"A porcelain doll's head that always seems to be looking at you\"],[\"37\",\"A wolf's head wrought in silver that is also a whistle\"],[\"38\",\"A small mirror that shows a much older version of the viewer\"],[\"39\",\"A small, worn book of children's nursery rhymes\"],[\"40\",\"A mummified raven claw\"],[\"41\",\"A broken pendant of a silver dragon that's always cold to the touch\"],[\"42\",\"A small locked box that quietly hums a lovely melody at night, but you always forget it in the morning\"],[\"43\",\"An inkwell that makes one a little nauseous when staring at it\"],[\"44\",\"An old doll made from a dark, dense wood and missing a hand and a foot\"],[\"45\",\"A black executioner's hood\"],[\"46\",\"A pouch made of flesh, with a sinew drawstring\"],[\"47\",\"A tiny spool of black thread that never runs out\"],[\"48\",\"A tiny clockwork figurine of a dancer that's missing a gear and doesn't work\"],[\"49\",\"A black wooden pipe that creates puffs of smoke that look like skulls\"],[\"50\",\"A vial of perfume, the scent of which only certain creatures can detect\"],[\"51\",\"A stone that emits a single endless sigh\"],[\"52\",\"A rag doll with two red dots on its neck\"],[\"53\",\"A spring-loaded toy with a missing crank\"],[\"54\",\"A mason jar containing a harmless but agitated, animate ooze\"],[\"55\",\"A black wooden die with 1's on all the faces\"],[\"56\",\"A child's portrait with \\\"born\\\" written on the back, along with next year's date\"],[\"57\",\"A dagger-sized shark tooth\"],[\"58\",\"A finger that's taken root in a small pot\"],[\"59\",\"A toolbox containing the remains of a dangerous but broken clockwork arachnid\"],[\"60\",\"A pitcher-sized, opalescent snail shell that occasionally, inexplicably shudders or tips over\"],[\"61\",\"The logbook of an ice-breaking ship called The Haifisch\"],[\"62\",\"A small portrait of you as a child, alongside your identically dressed twin\"],[\"63\",\"A silver pocket watch with thirteen hours marked on the face\"],[\"64\",\"A woodcut of a wolf devouring its own hind leg\"],[\"65\",\"A planchette etched with raven skulls\"],[\"66\",\"A moist coral figurine of a lamprey with arms, legs, and a bipedal stance\"],[\"67\",\"A bronze fingertrap sculpted with roaring tigers\"],[\"68\",\"A pearl necklace that turns red under the full moon\"],[\"69\",\"A fossil of a fish with humanoid features\"],[\"70\",\"A plague doctor's mask\"],[\"71\",\"A paper talisman with smudged ink\"],[\"72\",\"A locket containing the smeared image of an eyeless figure\"],[\"73\",\"A canopic jar with a lid sculpted like a goat\"],[\"74\",\"A jack-o'-lantern made from a small, pale gourd\"],[\"75\",\"A single high-heeled, iron shoe\"],[\"76\",\"A candle made from a severed hand\"],[\"77\",\"A clockwork device that beats like a heart\"],[\"78\",\"A blank masquerade mask\"],[\"79\",\"A glass eye with a live worm inside\"],[\"80\",\"A sheet with two eyeholes cut in it\"],[\"81\",\"The deed to someplace called Tergeron Manor\"],[\"82\",\"An ornate, wax-sealed crimson envelope that resists all attempts to open it\"],[\"83\",\"A mourning veil trimmed in black lace\"],[\"84\",\"A straitjacket covered in charcoal runes\"],[\"85\",\"A tattered, burlap mask with a crooked smile painted on it\"],[\"86\",\"A green ribbon designed to be worn as a choker\"],[\"87\",\"Dentures with mismatched, sharpened teeth\"],[\"88\",\"A warm, fist-sized egg case\"],[\"89\",\"A copper ring with \\\"mine\\\" engraved on the inside\"],[\"90\",\"A glass ampoule containing a neon green fluid\"],[\"91\",\"An eye patch embroidered with a holy symbol\"],[\"92\",\"A severed big toe with a nail that continues to grow\"],[\"93\",\"A journal that has been heavily redacted\"],[\"94\",\"A glove with a mouth-like design stitched on the palm\"],[\"95\",\"An ornate but empty reliquary made of silver and fractured glass\"],[\"96\",\"A ceramic figure of a cat with too many eyes\"],[\"97\",\"A crumpled paper ticket bearing the words \\\"admit none\\\"\"],[\"98\",\"An electrum coin with your face on one side\"],[\"99\",\"A shrunken gremishka head that twitches when anyone casts magic nearby\"],[\"100\",\"A sunburst amulet with a red stone at the center\"]]}],\"miscTags\":[\"TT\"]},{\"name\":\"Horseshoes of a Zephyr\",\"source\":\"DMG\",\"page\":175,\"srd\":true,\"reprintedAs\":[\"Horseshoes of a Zephyr|XDMG\"],\"tier\":\"minor\",\"rarity\":\"very rare\",\"wondrous\":true,\"entries\":[\"These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores {@quickref difficult terrain||3}. In addition, the creature can move at normal speed for up to 12 hours a day without suffering {@condition exhaustion} from a forced march.\"],\"lootTables\":[\"Magic Item Table D\"]},{\"name\":\"Horseshoes of a Zephyr\",\"source\":\"XDMG\",\"page\":270,\"rarity\":\"very rare\",\"wondrous\":true,\"entries\":[\"These horseshoes come in a set of four. As a {@action Magic|XPHB} action, you can touch one of the horseshoes to the hoof of a horse or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe also takes a {@action Magic|XPHB} action.\",\"While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above a surface. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores {@variantrule Difficult Terrain|XPHB}. In addition, the creature can travel for up to 12 hours a day without gaining {@condition Exhaustion|XPHB} levels from extended travel.\"]},{\"name\":\"Horseshoes of Speed\",\"source\":\"DMG\",\"page\":175,\"srd\":true,\"reprintedAs\":[\"Horseshoes of Speed|XDMG\"],\"tier\":\"minor\",\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet.\"],\"lootTables\":[\"Magic Item Table C\"]},{\"name\":\"Horseshoes of Speed\",\"source\":\"XDMG\",\"page\":270,\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"These horseshoes come in a set of four. As a {@action Magic|XPHB} action, you can touch one of the horseshoes to the hoof of a horse or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe also takes a {@action Magic|XPHB} action.\",\"While all four horseshoes are attached to the same creature, its {@variantrule Speed|XPHB} is increased by 30 feet.\"]},{\"name\":\"Hourglass\",\"source\":\"PHB\",\"page\":150,\"srd\":true,\"basicRules\":true,\"type\":\"G\",\"rarity\":\"none\",\"weight\":1,\"value\":2500},{\"name\":\"House of Cards\",\"source\":\"BMT\",\"page\":61,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"This deck of cards is decorated with geometric shapes that have a protective motif. While you're holding the deck, you can use an action to shuffle it and cause the cards to deal themselves out and transform into a shelter made of cards. The shelter can be shaped however you desire, but it must fit in a 40-foot cube centered on a point within 30 feet of you. The shelter has one door and up to four windows, and only you can open or close them. It has a floor and a roof, and it maintains a comfortable temperature inside.\",\"The shelter has AC 15, 50 hit points, and immunity to poison and psychic damage. The shelter lasts for 24 hours, until you dismiss it as an action, or until it is reduced to 0 hit points. When the shelter's duration ends, it transforms back into a deck of cards and appears in your hand. Once the deck has transformed into a shelter, it can't be used again until the next dawn.\"]},{\"name\":\"Hunk of Cheese\",\"source\":\"PHB\",\"page\":158,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Cheese (wedge)|XPHB\"],\"type\":\"FD\",\"rarity\":\"none\",\"value\":10,\"miscTags\":[\"CNS\"]},{\"name\":\"Hunter's Coat\",\"source\":\"EGW\",\"page\":267,\"baseItem\":\"leather armor|PHB\",\"type\":\"LA\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":10,\"ac\":11,\"bonusAc\":\"+1\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"You have a +1 bonus to AC while wearing this armor.\",\"The coat has 3 charges. When you hit a creature with an attack and that creature doesn't have all its hit points, you can expend 1 charge to deal an extra {@damage 1d10} necrotic damage to the target. The coat regains {@dice 1d3} expended charges daily at dawn.\",\"The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.\"]},{\"name\":\"Hunting Trap\",\"source\":\"PHB\",\"page\":152,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Hunting Trap|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":25,\"value\":500,\"entries\":[\"When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take {@damage 1d4} piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.\"]},{\"name\":\"Hunting Trap\",\"source\":\"XPHB\",\"page\":226,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":25,\"value\":500,\"entries\":[\"As a {@action Utilize|XPHB} action, you can set a Hunting Trap, which is a sawtooth steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take {@damage 1d4} Piercing damage and have its {@variantrule Speed|XPHB} reduced to 0 until the start of its next turn. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet). A creature can use its action to make a DC 13 Strength ({@skill Athletics|XPHB}) check, freeing itself or another creature within its reach on a success. Each failed check deals 1 Piercing damage to the trapped creature.\"]},{\"name\":\"Icewind Dale Trinket\",\"source\":\"IDRotF\",\"page\":263,\"type\":\"G\",\"rarity\":\"none\",\"entries\":[{\"type\":\"table\",\"caption\":\"Icewind Dale Trinkets\",\"colLabels\":[\"d100\",\"Trinket\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–04\",\"A small wooden figurine of a yawning walrus, painted in red and black\"],[\"05–08\",\"A pair of scrimshaw cufflinks with an image of a fisherman on a boat engraved on them\"],[\"09–12\",\"A small iron key with a frayed blue and gold cord tied to it\"],[\"13–16\",\"A small illustrated book of Northlander myths that has pages missing\"],[\"17–20\",\"A damaged scrimshaw cameo depicting a merfolk\"],[\"21–24\",\"A stone from a burial cairn with a tiny Dwarvish rune carved into it\"],[\"25–28\",\"A ripped cloth sail with a symbol you don't recognize\"],[\"29–32\",\"An Ulu knife with a scrimshaw handle\"],[\"33–36\",\"A jar containing an unidentifiable, sweet, sticky substance\"],[\"37–40\",\"A delicate glass ball painted with snowflakes, capped by a metal loop with a tiny hook attached to it\"],[\"41–44\",\"An expedition log with missing pages and a pressed flower used as a bookmark\"],[\"45–48\",\"An owl figurine carved from whalebone\"],[\"49–52\",\"A sewing box that smells of old wood and has three spools of blue thread inside\"],[\"53–56\",\"A scrimshaw-handled ink pen with black runic designs along its length\"],[\"57–60\",\"A brooch made from a small insect encased in amber\"],[\"61–64\",\"A scrimshaw pepper shaker etched with the letter W\"],[\"65–68\",\"An old, wooden-handled ice pick stained with blood that won't wash off\"],[\"69–72\",\"A fabric doll bearing an angry expression\"],[\"73–76\",\"A set of wind chimes made from seashells\"],[\"77–80\",\"A beautiful silver tin that, when opened, emits the smell of rotting fish\"],[\"81–84\",\"A bloodstained dreamcatcher made from fishing line, gold wire, and snowy owlbear feathers\"],[\"85–88\",\"A figurine of a polar bear made of ice that never melts\"],[\"89–92\",\"A snow globe that doesn't need to be shaken\"],[\"93–96\",\"A piece of sea glass shaped like a unicorn's horn\"],[\"97–00\",\"A dark blue scarf that gets lighter in shade the higher the altitude of the wearer\"]]}],\"miscTags\":[\"TT\"],\"hasFluffImages\":true},{\"name\":\"Icon of Ravenloft\",\"source\":\"CoS\",\"page\":222,\"rarity\":\"legendary\",\"reqAttune\":\"by a creature of good alignment\",\"reqAttuneTags\":[{\"alignment\":[\"G\"]}],\"wondrous\":true,\"weight\":10,\"entries\":[\"The Icon of Ravenloft is a 12-inch tall statuette made of the purest silver, weighing 10 pounds. It depicts a cleric kneeling in supplication.\",\"The icon was given to Strahd by the archpriest Ciril Romulich, an old family friend, to consecrate the castle and its chapel.\",\"While within 30 feet of the icon, a creature is under the effect of a {@spell protection from evil and good} spell against fiends and undead. Only a creature attuned to the icon can use its other properties.\",{\"name\":\"Augury\",\"type\":\"entries\",\"entries\":[\"You can use an action to cast an {@spell augury} spell from the icon, with no material components required. Once used, this property can't be used again until the next dawn.\"]},{\"name\":\"Bane of the Undead\",\"type\":\"entries\",\"entries\":[\"You can use the icon as a holy symbol while using the Turn Undead or Turn the Unholy feature. If you do so, increase the save DC by 2.\"]},{\"name\":\"Cure Wounds\",\"type\":\"entries\",\"entries\":[\"While holding the icon, you can take an action to heal one creature that you can see within 30 feet of you. The target regains {@dice 3d8 + 3} hit points, unless it is an undead, a construct, or a fiend. Once used, this property can't be used again until the next dawn.\"]}],\"attachedSpells\":[\"protection from evil and good\",\"augury\"],\"hasFluffImages\":true},{\"name\":\"Iggwilv's Cauldron\",\"source\":\"WBtW\",\"page\":209,\"rarity\":\"artifact\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"wondrous\":true,\"weight\":80,\"charges\":3,\"entries\":[\"{@creature Iggwilv the Witch Queen|WBtW|Iggwilv} crafted this wondrous cauldron with the help of her adoptive mother, the archfey Baba Yaga. The cauldron has two forms. Only Iggwilv or Baba Yaga can change the cauldron from one form to another (by using an action to touch it), which either can do without being attuned to the item. In its first form, the cauldron is made of solid gold and embossed on the outside with images of bare-branched trees, falling leaves, and broomsticks. In its second form, the cauldron is made of iron and embossed on the outside with images of bats, toads, cats, lizards, and snakes—eight of each animal. In either form, the cauldron is roughly 3 feet in diameter and has a 2-foot-wide mouth, a round lid with a molded handle at the top, and eight clawed feet for stability. The cauldron weighs 80 pounds when empty, and it can hold up to 100 gallons of liquid.\",{\"type\":\"entries\",\"name\":\"Attunement\",\"entries\":[\"Any Humanoid creature that attunes to the cauldron must succeed on a DC 15 Constitution saving throw or be aged to the point of decrepitude. In this state, the creature's speed is halved, the range of its vision and hearing is reduced to 30 feet, and it has disadvantage on all ability checks, attack rolls, and saving throws. The creature will reach the end of its natural life span in {@dice 3d8} days. Only a {@spell wish} spell or divine intervention can reverse this aging effect on the creature.\",\"Three hags can attune to the cauldron simultaneously, provided they have formed a coven. If the coven disbands, the attunement ends for all three hags.\"]},{\"type\":\"entries\",\"name\":\"Random Properties\",\"entries\":[\"Regardless of the form it takes, the cauldron has the following random properties:\",{\"type\":\"list\",\"items\":[\"1 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property (determined by rolling on the {@table Artifact Properties; Minor Beneficial Properties|dmg|Minor Beneficial} Properties table in the Dungeon Master's Guide)\",\"1 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property (determined by rolling on the {@table Artifact Properties; Minor Detrimental Properties|dmg|Minor Detrimental} Properties table in the Dungeon Master's Guide)\"]}]},{\"type\":\"entries\",\"name\":\"Gold Cauldron\",\"entries\":[\"The gold cauldron has the following properties:\",{\"type\":\"list\",\"items\":[\"If water is poured into the cauldron and stirred for 1 minute, it transforms into a hearty, hot stew that provides one nourishing meal for up to four people per gallon of water used. The stew remains hot while in the cauldron, then cools naturally after it is removed. The outside of the cauldron remains safe to touch despite the heat of the stew.\",\"If wine is poured into the cauldron and stirred for 10 minutes, it transforms into a magical elixir that fortifies up to four people per gallon of wine used. Any creature that imbibes the elixir gains 10 temporary hit points. Any of the elixir that isn't consumed within 1 hour vanishes. Once used, this property of the cauldron can't be used again until the next dawn.\",\"When the cauldron is filled with 90 gallons of water mixed with 10 gallons of wine, it can be used as the focus for a {@spell scrying} spell. When this spell is cast using the cauldron as its focus, the target of the spell fails its saving throw automatically, and the spell works even if its caster and the target are on different planes of existence. When the spell ends, all the liquid in the cauldron vanishes.\",\"Dipping the bristles of an ordinary broom into the water-filled cauldron transforms the broom into a broom of flying for 3 days. Once used, this property of the cauldron can't be used again until the next dawn.\"]}]},{\"type\":\"entries\",\"name\":\"Iron Cauldron\",\"entries\":[\"The iron cauldron has the following properties:\",{\"type\":\"list\",\"items\":[\"You can use an action to scream into the empty cauldron, which magically summons a {@creature swarm of bats} that flies out of the cauldron and acts immediately after you in the initiative order. The swarm obeys your commands and disappears after 1 minute if it hasn't been destroyed by then. Once used, this property of the cauldron can't be used again until the next dawn.\",\"If at least 1 gallon of blood is poured into the cauldron and stirred for 1 minute, it turns into a cloud of harmless black smoke that erupts from the cauldron and dissipates quickly. At the same time, all Humanoid creatures within a certain radius of the cauldron fall {@condition unconscious} for 1 hour, except those that are attuned to the cauldron or immune to being {@condition charmed}. The radius of the effect is 100 feet per gallon of blood used. An {@condition unconscious} creature awakens if it takes damage or if someone uses an action to shake or slap it. Once used, this property of the cauldron can't be used again until the next dawn.\",\"Tying a dead frog or toad to the end of an ordinary branch and dipping it in the water-filled cauldron transforms the branch into a {@item wand of polymorph} with 3 charges. This wand can't recharge and crumbles to ashes when its final charge is expended. Once used, this property of the cauldron can't be used again for 8 days.\",\"If you spend 1 minute touching the cauldron with a unicorn's horn while reciting the poem called \\\"The Witch Queen's Cauldron\\\" (see the accompanying sidebar), all creatures within 1,000 feet of the cauldron except those that are attuned to it become frozen in time. A time-frozen creature is {@condition incapacitated}, can't move or speak, doesn't age, and is unaware of its surroundings or the passage of time. Moreover, it can't be moved, harmed in any way, or affected by any other magic. All other conditions and effects on the creature are suppressed until it is no longer frozen in time. Destroying the cauldron, sending it to another plane of existence, or touching it with a unicorn's horn for 1 minute while reciting \\\"The Witch Queen's Cauldron\\\" ends the time-freezing effect on all creatures. The effect also ends on any creature that comes into contact with an antimagic field or is touched by a unicorn's horn.\"]}]},{\"type\":\"entries\",\"name\":\"Destroying the Cauldron\",\"entries\":[\"The cauldron is a Medium object with AC 19, 80 hit points, and immunity to damage from any source other than a flame tongue or frost brand weapon. Reducing the cauldron to 0 hit points with such a weapon shatters the cauldron into eight pieces of roughly equal size, whereupon all ongoing effects created by the cauldron end as it loses its magic.\",\"The destruction of Iggwilv's Cauldron causes all hags in the multiverse to lose the Shared Spellcasting trait gained by being in a coven (see the \\\"Hag Covens\\\" sidebar in the Monster Manual).\"]},{\"type\":\"entries\",\"name\":\"Reconstructing the Cauldron\",\"entries\":[\"If all eight pieces of the shattered cauldron are within 5 feet of one another, a {@spell wish} spell can reassemble them, restoring the cauldron and all its properties. The cauldron's reconstruction also restores the Shared Spellcasting trait of hag covens throughout the multiverse.\"]},{\"type\":\"inset\",\"name\":\"The Witch Queen's Cauldron\",\"entries\":[\"As explained in the description of Iggwilv's Cauldron, the poem titled \\\"The Witch Queen's Cauldron\\\" is an incantation that hints at the time-freezing property of the artifact:\",{\"type\":\"quote\",\"entries\":[\"Eight cats perch atop eight dead attending\",\"Eight lizards flee from eight rats scavenging\",\"Eight toads climbing meet eight dead and falling\",\"Eight snakes sneak under eight bats screaming\",\"Eight eyes open, always dreaming\",\"All on the cauldron that is ever seeming\"]}]}],\"hasFluffImages\":true},{\"name\":\"Iggwilv's Horn\",\"source\":\"DitLCoT\",\"page\":14,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"You can use an action to blow this horn to cast one of the following spells from it: {@spell Arms of Hadar}, {@spell Fog Cloud}, {@spell Gust of Wind}, or {@spell Web}. If the spell requires a saving throw, the spell save DC is 13.\",\"Once the horn has been used to cast a spell, it can't be used to cast that spell again until the next dawn.\"],\"attachedSpells\":[\"arms of Hadar\",\"fog cloud\",\"gust of wind\",\"web\"],\"hasFluffImages\":true},{\"name\":\"Ignacious, the Sword of Burning Truth\",\"source\":\"DoDk\",\"page\":234,\"baseItem\":\"longsword|PHB\",\"type\":\"M\",\"rarity\":\"legendary\",\"reqAttune\":true,\"sentient\":true,\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"V\"],\"dmg1\":\"1d8\",\"dmgType\":\"S\",\"dmg2\":\"1d10\",\"bonusWeapon\":\"+3\",\"entries\":[\"This sacred weapon was forged to burn away deception and darkness. Blazing embers gently fall from the silver blade, first ignited by the brazier in the Temple of Lumen.\",\"You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties:\",\"You can use a bonus action to speak the sword's name, causing radiant flames to erupt from the blade. These flames shed {@quickref Vision and Light||2||bright light} in a 40-foot radius and {@quickref Vision and Light||2||dim light} for an additional 40 feet. While the sword is ablaze, it deals an extra {@damage 4d6} radiant damage to any target it hits. The flames last until you use a bonus action to douse the blade, or until you drop or sheathe the sword.\",{\"type\":\"entries\",\"name\":\"Sentience\",\"entries\":[\"Ignacious is a sentient lawful good weapon with an Intelligence of 11, a Wisdom of 19, and a Charisma of 23. It has hearing and {@sense darkvision} out to a range of 120 feet. The weapon can speak, read, and understand Common, Celestial, and Draconic, and can communicate with its wielder telepathically. It always knows its wielder's thoughts. Its voice is commanding, righteous, and booming. When drawn, Ignacious casts the {@spell zone of truth} spell (save DC 20), and maintains {@status concentration} on it so that you don't have to. The {@spell zone of truth} moves with the blade and remains centred on it.\"]},{\"type\":\"entries\",\"name\":\"Personality\",\"entries\":[\"Ignacious is zealously devoted to the Sacred Flame, and has memorized every word of its holy texts. The blade wishes to be wielded by a faithful devotee of any sort; Ignacious does not care about the religious divide between the Falling Fire and the Sacred Flame so long as its wielder keeps the core tenets shared by both sects.\",\"The sword's purpose is to expose all deception and reveal the truth. It does not tolerate any falsehood, duplicitousness, or lies. The sword always knows when it hears a lie, and responds with wrathful fury. If a wielder speaks a lie, it immediately triggers a conflict.\"]},{\"type\":\"entries\",\"name\":\"Relics of Saint Vitruvio\",\"entries\":[\"These holy relics of the Sacred Flame were wielded by Saint Vitruvio and are kept in several religious sites throughout Drakkenheim. The Knights of the Silver Order and the Followers of the Falling Fire now seek these relics. Not only do both factions revere Saint Vitruvio, both wish to use these relics to help advance their goals in Drakkenheim.\",\"A character attuned to three Relics of Saint Vitruvio may cast the {@spell heal} spell three times per day, after which they must finish a long rest before they may do so again. In addition, that character gains the ability to attune to two additional magic items so long as those magic items are both Relics of Saint Vitruvio.\"]}],\"attachedSpells\":[\"heal\"]},{\"name\":\"Illuminator's Tattoo\",\"source\":\"TCE\",\"page\":129,\"rarity\":\"common\",\"reqAttune\":true,\"wondrous\":true,\"tattoo\":true,\"entries\":[\"Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like.\",{\"type\":\"entries\",\"name\":\"Tattoo Attunement\",\"entries\":[\"To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.\",\"If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.\"]},{\"type\":\"entries\",\"name\":\"Magical Scribing\",\"entries\":[\"While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink.\",\"As an action, you can touch a piece of writing up to one page in length and speak a creature's name. The writing becomes {@condition invisible} to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can't be used again until the next dawn.\"]}]},{\"name\":\"Illusionist's Bracers\",\"source\":\"GGR\",\"page\":178,\"rarity\":\"very rare\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"wondrous\":true,\"entries\":[\"A powerful illusionist of House Dimir originally developed these bracers, which enabled her to create multiple minor illusions at once. The bracers' power, though, extends far beyond illusions.\",\"While wearing the bracers, whenever you cast a cantrip, you can use a bonus action on the same turn to cast that cantrip a second time.\"],\"hasFluffImages\":true},{\"name\":\"Immovable Rod\",\"source\":\"DMG\",\"page\":175,\"srd\":true,\"reprintedAs\":[\"Immovable Rod|XDMG\"],\"type\":\"RD|DMG\",\"tier\":\"minor\",\"rarity\":\"uncommon\",\"weight\":2,\"entries\":[\"This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.\"],\"lootTables\":[\"Magic Item Table B\"],\"hasFluffImages\":true},{\"name\":\"Immovable Rod\",\"source\":\"XDMG\",\"page\":270,\"type\":\"RD|XDMG\",\"rarity\":\"uncommon\",\"weight\":2,\"entries\":[\"This iron rod has a button on one end. You can take a {@action Utilize|XPHB} action to press the button, which causes the rod to become magically fixed in place. Until you or another creature takes a {@action Utilize|XPHB} action to push the button again, the rod doesn't move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can take a {@action Utilize|XPHB} action to make a DC 30 Strength ({@skill Athletics|XPHB}) check, moving the fixed rod up to 10 feet on a successful check.\"],\"hasFluffImages\":true},{\"name\":\"Inescapable Lash\",\"source\":\"TDCSR\",\"page\":195,\"baseItem\":\"whip|PHB\",\"type\":\"M\",\"rarity\":\"rare\",\"reqAttune\":true,\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"F\",\"ER|TDCSR\"],\"dmg1\":\"1d4\",\"dmgType\":\"S\",\"bonusWeapon\":\"+1\",\"reach\":20,\"hasRefs\":true,\"entries\":[\"This braided cord is dull bronze in color, ends in a splayed set of three barbs, and gleams like metal under any light. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which has a reach of 20 feet. When you hit a creature or object using this whip, you can attempt to {@action grapple} the target as a bonus action.\",\"While you have a creature {@condition grappled} using this whip, you can use your action to either pull the creature up to 20 feet toward you, or cause the creature to be {@condition restrained} until you let go of the whip. A creature {@condition restrained} in this way can escape by making a successful Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check as an action. The DC of this check equals 8 + your proficiency bonus + your Strength modifier.\"]},{\"name\":\"Infernal Amulet\",\"source\":\"CoA\",\"page\":268,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"curse\":true,\"entries\":[\"While wearing this amulet, you can use it as a spellcasting focus for your spells, and it grants a +2 bonus to your spell save DC and spell attack bonus.\",{\"type\":\"entries\",\"name\":\"Curse\",\"entries\":[\"You're unwilling to part with this amulet while attuned to it and you wear it always. While wearing the amulet you have disadvantage on Strength saving throws and Strength checks. Only the {@spell Remove Curse} spell allows you to remove the item and end attunement.\"]},{\"type\":\"entries\",\"name\":\"Corrupting\",\"entries\":[\"This item corrupts. See the \\\"{@adventure Infernal Item Corruption|CoA|16|Infernal Item Corruption}\\\" section.\"]}]},{\"name\":\"Infernal Plate Armor\",\"source\":\"CoA\",\"page\":268,\"baseItem\":\"plate armor|PHB\",\"type\":\"HA\",\"rarity\":\"very rare\",\"reqAttune\":true,\"curse\":true,\"weight\":65,\"ac\":18,\"strength\":\"15\",\"bonusAc\":\"+2\",\"stealth\":true,\"entries\":[\"While wearing this armor, you gain a +2 bonus to AC.\",{\"type\":\"entries\",\"name\":\"Curse\",\"entries\":[\"Once you wear this armor, and are attuned to it, you can't remove it. Only the {@spell Remove Curse} spell allows you to end the attunement and finally doff it. While wearing the armor, you're vulnerable to the following damage types: force, lightning, psychic, radiant, and thunder.\"]},{\"type\":\"entries\",\"name\":\"Corrupting\",\"entries\":[\"This item corrupts. See the \\\"{@adventure Infernal Item Corruption|CoA|16|Infernal Item Corruption}\\\" section.\"]}]},{\"name\":\"Infernal Puzzle Box\",\"source\":\"BGDIA\",\"page\":224,\"rarity\":\"uncommon\",\"wondrous\":true,\"weight\":3,\"entries\":[\"An infernal puzzle box is a cube-shaped container 5 to 6 inches on a side, composed of airtight, interlocking parts made from materials found in the Nine Hells. Most of these boxes are made of infernal iron, though some are carved from bone or horn. Infernal puzzle boxes are used to safeguard diabolical contracts signed between devils and mortals, even after the terms of these contracts are fulfilled. An empty infernal puzzle box weighs 3 pounds regardless of the materials used to fashion it.\",\"When an object small enough to fit inside an infernal puzzle box is placed in it, the container magically seals shut around the object, and no magic can force the box open. The sealed box becomes immune to all damage as well. Every infernal puzzle box is constructed with a unique means of opening it. The trick to solving the puzzle is always mundane, never magical. Once a creature figures out the trick or sequence of steps needed to open a particular infernal puzzle box, that creature can open the box as an action, allowing access to the box's contents.\",\"A creature that spends 1 hour holding an infernal puzzle box while trying to open it can make a DC 30 Intelligence ({@skill Investigation}) check. If the check succeeds, the creature figures out the trick or sequence of steps needed to open the box. If the check fails by 5 or more, the creature must make a DC 18 Wisdom saving throw, taking 42 ({@damage 12d6}) psychic damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Infernal Tack\",\"source\":\"MTF\",\"page\":167,\"otherSources\":[{\"source\":\"BGDIA\",\"page\":224},{\"source\":\"MPMM\",\"page\":190}],\"rarity\":\"legendary\",\"reqAttune\":\"by a creature of evil alignment.\",\"reqAttuneTags\":[{\"alignment\":[\"E\"]}],\"wondrous\":true,\"entries\":[\"A rider binds a {@creature nightmare} to its service with infernal tack, which consists of a bridle, bit, reins, saddle, and stirrups, along with spurs that are worn by the rider. A nightmare equipped with infernal tack must serve whoever wears the spurs until the wearer dies or the tack is removed.\",\"You can use an action to call a nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The nightmare appears at the start of your next turn, within 20 feet of you. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you or it dies, or until you dismiss it as an action. If the nightmare dies, it reforms in the Nine Hells within 24 hours, after which you can summon it again.\",\"The tack doesn't conjure a nightmare; one must first be subdued so the tack can be placed on it. No nightmare accepts this forced servitude willingly, but some eventually form strong loyalties to their masters and become true partners in evil.\"]},{\"name\":\"Infiltrator's Key (Awakened)\",\"source\":\"EGW\",\"_copy\":{\"name\":\"Infiltrator's Key (Dormant)\",\"source\":\"EGW\",\"_mod\":{\"entries\":{\"mode\":\"insertArr\",\"index\":-1,\"items\":{\"type\":\"entries\",\"name\":\"Awakened\",\"entries\":[\"When the Infiltrator's Key reaches an awakened state, it gains the following properties:\",{\"type\":\"list\",\"items\":[\"While holding the key, you can use a bonus action to transform the key into a magic dagger or back into a key. While the key is in the form of a dagger, you gain a +1 bonus to attack and damage rolls made with it, and it returns to your hand immediately after it is used to make a ranged attack.\",\"While holding the key, you can use an action to cast one of the following spells from it: {@spell alter self}, {@spell invisibility}, {@spell knock}, or {@spell pass without trace}. Once a spell has been cast using the key, it can't be used to cast that spell again until the next dawn.\"]}]}}},\"_preserve\":{\"page\":true,\"hasFluffImages\":true}},\"bonusWeapon\":\"+2\",\"attachedSpells\":[\"alter self\",\"invisibility\",\"knock\",\"pass without trace\"],\"hasFluffImages\":true},{\"name\":\"Infiltrator's Key (Dormant)\",\"source\":\"EGW\",\"page\":272,\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"property\":[\"Vst|TDCSR\"],\"grantsProficiency\":true,\"bonusWeapon\":\"+1\",\"entries\":[\"This mithral skeleton key was forged using the blood of twelve master thieves executed for trying to steal magic items during the Age of Arcanum.\",{\"type\":\"entries\",\"name\":\"Dormant\",\"entries\":[\"The Infiltrator's Key grants the following benefits in its dormant state:\",{\"type\":\"list\",\"items\":[\"The key can be used as {@item thieves' tools|phb} for the purpose of opening locks. When using the key, you are considered proficient in {@item thieves' tools|PHB} and you have advantage on ability checks made to open locks.\",\"While holding the key, your steps are muffled, giving you advantage on Dexterity ({@skill Stealth}) checks made to move silently.\"]}]}],\"hasFluffImages\":true},{\"name\":\"Infiltrator's Key (Exalted)\",\"source\":\"EGW\",\"_copy\":{\"name\":\"Infiltrator's Key (Awakened)\",\"source\":\"EGW\",\"_mod\":{\"entries\":{\"mode\":\"insertArr\",\"index\":-1,\"items\":{\"type\":\"entries\",\"name\":\"Exalted\",\"entries\":[\"When the Infiltrator's Key reaches an exalted state, it gains the following properties:\",{\"type\":\"list\",\"items\":[\"As a bonus action, you can touch the key to a floor, wall, or ceiling that is no more than 5 feet thick and cause a magical opening to appear in the surface. When you create the opening, you choose its length and width, up to 10 feet for each dimension. The opening lasts until the key passes through it to the other side, at which point it disappears (if a creature is in the opening when the doorway closes, the creature is safely shunted to the nearest unoccupied space). The key can't be used to create another opening until the next dawn.\",\"While holding the key, you can use an action to cast one of the following spells from it: {@spell dimension door}, {@spell gaseous form}, or {@spell mislead}. Once a spell has been cast using the key, it can't be used to cast that spell again until the next dawn.\"]}]}}},\"_preserve\":{\"page\":true,\"hasFluffImages\":true}},\"bonusWeapon\":\"+3\",\"attachedSpells\":[\"alter self\",\"invisibility\",\"knock\",\"pass without trace\",\"dimension door\",\"gaseous form\",\"mislead\"],\"hasFluffImages\":true},{\"name\":\"Ingot of the Skold Rune\",\"source\":\"SKT\",\"page\":234,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"bonusAc\":\"+1\",\"entries\":[\"This appears to be a simple ingot of iron ore, about a foot long and a few inches across. Inspection of its surface reveals the faint, silvery outline of the skold (shield) rune. The ingot has the following properties, which work only while it's on your person.\",{\"name\":\"Runic Shield\",\"type\":\"entries\",\"entries\":[\"You have a +1 bonus to AC.\"]},{\"name\":\"Shield Bond\",\"type\":\"entries\",\"entries\":[\"As a bonus action, choose a creature that you can see within 30 feet of you, other than yourself. Until the end of your next turn, any damage the target takes is reduced to 1, but you take half the damage prevented in this way. The damage you take can't be reduced in any way. Once you use this property, you can't use it again until you finish a short or long rest.\"]},{\"name\":\"Shield Ward\",\"type\":\"entries\",\"entries\":[\"You can transfer the ingot's magic to a nonmagical item—a shield or a two-handed melee weapon-by tracing the skold rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the ingot is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Shield\",\"entry\":\"The shield is now a rare magic item that requires attunement. Its magic gives you a +1 bonus to AC, and the first time after each of your long rests that damage reduces you to 0 hit points, you are instead reduced to 1 hit point. You must be wielding the shield to gain these benefits.\"},{\"type\":\"item\",\"name\":\"Weapon\",\"entry\":\"The weapon is now an uncommon magic weapon. It grants you a +1 bonus to AC while you're holding it.\"}]}]}]},{\"name\":\"Ink\",\"source\":\"XPHB\",\"page\":226,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"value\":1000,\"entries\":[\"Ink comes in a 1-ounce bottle, which provides enough ink to write about 500 pages.\"]},{\"name\":\"Ink (1-ounce bottle)\",\"source\":\"PHB\",\"page\":150,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Ink|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"value\":1000,\"entries\":[\"Ink (1-ounce bottle)\"]},{\"name\":\"Ink Pen\",\"source\":\"PHB\",\"page\":150,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Ink Pen|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"value\":2},{\"name\":\"Ink Pen\",\"source\":\"XPHB\",\"page\":226,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"value\":2,\"entries\":[\"Using {@item Ink|XPHB}, an Ink Pen is used to write or draw.\"]},{\"name\":\"Inscrutable Staff\",\"source\":\"DoDk\",\"page\":233,\"type\":\"M\",\"rarity\":\"legendary\",\"reqAttune\":\"by a sorcerer, warlock, or wizard\",\"reqAttuneTags\":[{\"class\":\"sorcerer\"},{\"class\":\"warlock\"},{\"class\":\"wizard\"}],\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"bonusWeapon\":\"+2\",\"bonusSpellAttack\":\"+2\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 2d10}\",\"charges\":20,\"staff\":true,\"entries\":[\"This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to spell attack rolls and your spell save DC.\",\"The staff has 20 charges, and regains {@dice 2d10} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 1, the staff triggers a random arcane anomaly (see Dungeons of Drakkenheim). On a 20, the staff regains {@dice 1d10} charges.\",\"While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: {@spell haste} (3 charges), {@spell slow} (3 charges), {@spell arcane eye} (4 charges), {@spell dimension door} (4 charges), {@spell Bigby's hand} (5 charges), {@spell wall of force} (5 charges), {@spell disintegrate} (6 charges), {@spell reverse gravity} (7 charges), or {@spell maze} (8 charges).\",\"You can also use an action to cast one of the following spells from the staff without using any charges: {@spell detect magic}, {@spell Tenser's Floating Disk}, {@spell mage armor}, {@spell mending}, {@spell message}, or {@spell misty step}.\",{\"type\":\"entries\",\"name\":\"Crown Authority\",\"entries\":[\"A character cannot attune to more than one Seal of Drakkenheim. Guardian constructs in Drakkenheim such as {@creature wall gargoyle|DoDk|wall gargoyles} and {@creature tower dragon|DoDk|tower dragons} do not attack you while you are attuned to one of the Seals of Drakkenheim. An individual guardian ignores this effect for 24 hours if you attack it or cast a spell upon it.\",\"As an action, you may present a Seal of Drakkenheim to rebuke the guardians. You make an opposed Charisma ability check against each {@creature wall gargoyle|DoDk} or {@creature tower dragon|DoDk} that can see or hear you within 30 feet of you. If you win the contest, the creature is rebuked for 1 minute or until it takes any damage. A rebuked creature doesn't move, and can't take actions or reactions. A creature who wins the contest is immune to your rebuke for 24 hours.\"]}],\"attachedSpells\":[\"haste\",\"slow\",\"arcane eye\",\"dimension door\",\"bigby's hand\",\"wall of force\",\"disintegrate\",\"reverse gravity\",\"maze\",\"detect magic\",\"tenser's floating disk\",\"mage armor\",\"mending\",\"message\",\"misty step\"],\"hasFluffImages\":true},{\"name\":\"Insect Repellent (block of incense)\",\"source\":\"ToA\",\"page\":32,\"type\":\"G\",\"rarity\":\"none\",\"value\":10,\"charges\":1,\"entries\":[\"Insect repellent can be purchased in Port Nyanzaru in two forms: blocks of incense or a greasy salve. The merchant prince Kwayothe controls the sale of both. Neither kind of repellent protects against giant insects or the vile swarms of insects described in appendix A of the Monster Manual.\",\"When lit, it burns for 8 hours and repels normal insects within a 20-foot-radius centered on it.\"]},{\"name\":\"Insect Repellent (greasy salve)\",\"source\":\"ToA\",\"page\":32,\"type\":\"G\",\"rarity\":\"none\",\"value\":100,\"charges\":20,\"entries\":[\"Insect repellent can be purchased in Port Nyanzaru in two forms: blocks of incense or a greasy salve. The merchant prince Kwayothe controls the sale of both. Neither kind of repellent protects against giant insects or the vile swarms of insects described in appendix A of the Monster Manual.\",\"A gourd or vial of salve contains 20 applications of odorless grease. One application protects its wearer against normal insects for 24 hours. The salve is waterproof so it doesn't wash off in rain.\"]},{\"name\":\"Insignia of Claws\",\"source\":\"HotDQ\",\"page\":94,\"otherSources\":[{\"source\":\"ToD\",\"page\":178}],\"rarity\":\"uncommon\",\"wondrous\":true,\"bonusWeapon\":\"+1\",\"entries\":[\"The jewels in the insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons.\",\"While wearing the insignia you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.\"]},{\"name\":\"Instrument of Illusions\",\"source\":\"XDMG\",\"page\":271,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"While you are playing this {@item musical instrument|XPHB}, you can take a {@action Magic|XPHB} action to create harmless, illusory visual effects within a 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the instrument. If you are a Bard, the size of the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.\"],\"hasFluffImages\":true},{\"name\":\"Instrument of Illusions\",\"source\":\"XGE\",\"page\":137,\"reprintedAs\":[\"Instrument of Illusions|XDMG\"],\"type\":\"INS\",\"tier\":\"minor\",\"rarity\":\"common\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.\"]},{\"name\":\"Instrument of Scribing\",\"source\":\"XDMG\",\"page\":271,\"rarity\":\"common\",\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":3,\"charges\":3,\"entries\":[\"This {@item musical instrument|XPHB} has 3 charges and regains all expended charges daily at dawn. While you are playing it, you can take a {@action Magic|XPHB} action to expend 1 charge and write a magical message on a nonmagical object or surface that you can see within 30 feet of yourself. The message can be up to six words long and is written in a language you know. If you are a Bard, you can scribe an additional seven words and make the message glow faintly, allowing it to be seen in nonmagical {@variantrule Darkness|XPHB}. Casting the {@spell Dispel Magic|XPHB} spell on the message erases it. Otherwise, the message fades away after 24 hours.\"]},{\"name\":\"Instrument of Scribing\",\"source\":\"XGE\",\"page\":138,\"reprintedAs\":[\"Instrument of Scribing|XDMG\"],\"type\":\"INS\",\"tier\":\"minor\",\"rarity\":\"common\",\"reqAttune\":true,\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":3,\"charges\":3,\"entries\":[\"This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting {@spell dispel magic} on the message erases it. Otherwise, the message fades away after 24 hours.\",\"The instrument regains all expended charges daily at dawn.\"]},{\"name\":\"Instrument of the Bards, Anstruth Harp\",\"source\":\"DMG\",\"page\":176,\"reprintedAs\":[\"Instrument of the Bards, Anstruth Harp|XDMG\"],\"type\":\"INS\",\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":\"by a bard\",\"reqAttuneTags\":[{\"class\":\"bard\"}],\"wondrous\":true,\"weight\":2,\"entries\":[\"An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take {@damage 2d4} psychic damage.\",\"You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.\",\"You can play the instrument while casting a spell that causes any of its targets to be {@condition charmed} on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.\",\"All instruments of the bards can be used to cast the following spells: {@spell fly}, {@spell invisibility}, {@spell levitate}, and {@spell protection from evil and good}.\",\"In addition, the Anstruth harp can be used to cast {@spell control weather}, {@spell cure wounds} (5th level), and {@spell wall of thorns}.\"],\"attachedSpells\":[\"control weather\",\"fly\",\"invisibility\",\"levitate\",\"protection from evil and good\",\"cure wounds\",\"wall of thorns\"],\"lootTables\":[\"Magic Item Table H\"],\"hasFluffImages\":true},{\"name\":\"Instrument of the Bards, Anstruth Harp\",\"source\":\"XDMG\",\"page\":272,\"rarity\":\"very rare\",\"reqAttune\":\"by a bard\",\"reqAttuneTags\":[{\"class\":\"bard\"}],\"wondrous\":true,\"entries\":[\"An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take {@damage 2d4} Psychic damage.\",\"You can play Anstruth Harp to cast one of the following spells: {@spell Fly|XPHB}, {@spell Invisibility|XPHB}, {@spell Levitate|XPHB}, {@spell Protection from Evil and Good|XPHB}, {@spell Cure Wounds|XPHB} (level 5), {@spell Ice Storm|XPHB}, and {@spell Wall of Thorns|XPHB}. Once the Anstruth Harp has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.\"],\"attachedSpells\":[\"fly|xphb\",\"invisibility|xphb\",\"levitate|xphb\",\"protection from evil and good|xphb\",\"cure wounds|xphb\",\"ice storm|xphb\",\"wall of thorns|xphb\"],\"hasFluffImages\":true},{\"name\":\"Instrument of the Bards, Canaith Mandolin\",\"source\":\"DMG\",\"page\":176,\"reprintedAs\":[\"Instrument of the Bards, Canaith Mandolin|XDMG\"],\"type\":\"INS\",\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":\"by a bard\",\"reqAttuneTags\":[{\"class\":\"bard\"}],\"wondrous\":true,\"weight\":2,\"entries\":[\"An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take {@damage 2d4} psychic damage.\",\"You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.\",\"You can play the instrument while casting a spell that causes any of its targets to be {@condition charmed} on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.\",\"All instruments of the bards can be used to cast the following spells: {@spell fly}, {@spell invisibility}, {@spell levitate}, and {@spell protection from evil and good}.\",\"In addition, the Canaith mandolin can be used to cast {@spell cure wounds} (3rd level), {@spell dispel magic}, and {@spell protection from energy} (lightning only).\"],\"attachedSpells\":[\"cure wounds\",\"fly\",\"invisibility\",\"levitate\",\"protection from evil and good\",\"dispel magic\",\"protection from energy\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Instrument of the Bards, Canaith Mandolin\",\"source\":\"XDMG\",\"page\":272,\"rarity\":\"rare\",\"reqAttune\":\"by a bard\",\"reqAttuneTags\":[{\"class\":\"bard\"}],\"wondrous\":true,\"entries\":[\"An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take {@damage 2d4} Psychic damage.\",\"You can play the Canaith Mandolin to cast one of the following spells: {@spell Fly|XPHB}, {@spell Invisibility|XPHB}, {@spell Levitate|XPHB}, {@spell Protection from Evil and Good|XPHB}, {@spell Cure Wounds|XPHB} (level 3), {@spell Dispel Magic|XPHB}, and {@spell Protection from Energy|XPHB} (Lightning damage only). Once the Canaith Mandolin has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.\"],\"attachedSpells\":[\"fly|xphb\",\"invisibility|xphb\",\"levitate|xphb\",\"protection from evil and good|xphb\",\"cure wounds|xphb\",\"dispel magic|xphb\",\"protection from energy|xphb\"],\"hasFluffImages\":true},{\"name\":\"Instrument of the Bards, Cli Lyre\",\"source\":\"DMG\",\"page\":176,\"reprintedAs\":[\"Instrument of the Bards, Cli Lyre|XDMG\"],\"type\":\"INS\",\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":\"by a bard\",\"reqAttuneTags\":[{\"class\":\"bard\"}],\"wondrous\":true,\"weight\":2,\"entries\":[\"An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take {@damage 2d4} psychic damage.\",\"You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.\",\"You can play the instrument while casting a spell that causes any of its targets to be {@condition charmed} on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.\",\"All instruments of the bards can be used to cast the following spells: {@spell fly}, {@spell invisibility}, {@spell levitate}, and {@spell protection from evil and good}.\",\"In addition, the Cli lyre can be used to cast {@spell stone shape}, {@spell wall of fire}, and {@spell wind wall}.\"],\"attachedSpells\":[\"stone shape\",\"fly\",\"invisibility\",\"levitate\",\"protection from evil and good\",\"wall of fire\",\"wind wall\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Instrument of the Bards, Cli Lyre\",\"source\":\"XDMG\",\"page\":272,\"rarity\":\"rare\",\"reqAttune\":\"by a bard\",\"reqAttuneTags\":[{\"class\":\"bard\"}],\"wondrous\":true,\"entries\":[\"An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take {@damage 2d4} Psychic damage.\",\"You can play the Cli {@item Lyre|XPHB} to cast one of the following spells: {@spell Fly|XPHB}, {@spell Invisibility|XPHB}, {@spell Levitate|XPHB}, {@spell Protection from Evil and Good|XPHB}, {@spell Stone Shape|XPHB}, {@spell Wall of Fire|XPHB}, and {@spell Wind Wall|XPHB}. Once the Cli {@item Lyre|XPHB} has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.\"],\"attachedSpells\":[\"fly|xphb\",\"invisibility|xphb\",\"levitate|xphb\",\"protection from evil and good|xphb\",\"stone shape|xphb\",\"wall of fire|xphb\",\"wind wall|xphb\"],\"hasFluffImages\":true},{\"name\":\"Instrument of the Bards, Doss Lute\",\"source\":\"DMG\",\"page\":176,\"reprintedAs\":[\"Instrument of the Bards, Doss Lute|XDMG\"],\"type\":\"INS\",\"tier\":\"major\",\"rarity\":\"uncommon\",\"reqAttune\":\"by a bard\",\"reqAttuneTags\":[{\"class\":\"bard\"}],\"wondrous\":true,\"weight\":2,\"entries\":[\"An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take {@damage 2d4} psychic damage.\",\"You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.\",\"You can play the instrument while casting a spell that causes any of its targets to be {@condition charmed} on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.\",\"All instruments of the bards can be used to cast the following spells: {@spell fly}, {@spell invisibility}, {@spell levitate}, and {@spell protection from evil and good}.\",\"In addition, the Doss lute can be used to cast {@spell animal friendship}, {@spell protection from energy} (fire only), and {@spell protection from poison}.\"],\"attachedSpells\":[\"animal friendship\",\"fly\",\"invisibility\",\"levitate\",\"protection from evil and good\",\"protection from energy\",\"protection from poison\"],\"lootTables\":[\"Magic Item Table F\"],\"hasFluffImages\":true},{\"name\":\"Instrument of the Bards, Doss Lute\",\"source\":\"XDMG\",\"page\":272,\"rarity\":\"uncommon\",\"reqAttune\":\"by a bard\",\"reqAttuneTags\":[{\"class\":\"bard\"}],\"wondrous\":true,\"entries\":[\"An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take {@damage 2d4} Psychic damage.\",\"You can play the Doss {@item Lute|XPHB} to cast one of the following spells: {@spell Fly|XPHB}, {@spell Invisibility|XPHB}, {@spell Levitate|XPHB}, {@spell Protection from Evil and Good|XPHB}, {@spell Animal Friendship|XPHB}, {@spell Protection from Energy|XPHB} (Fire damage only), and {@spell Protection from Poison|XPHB}. Once the Doss {@item Lute|XPHB} has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.\"],\"attachedSpells\":[\"fly|xphb\",\"invisibility|xphb\",\"levitate|xphb\",\"protection from evil and good|xphb\",\"animal friendship|xphb\",\"protection from energy|xphb\",\"protection from poison|xphb\"],\"hasFluffImages\":true},{\"name\":\"Instrument of the Bards, Fochlucan Bandore\",\"source\":\"DMG\",\"page\":176,\"reprintedAs\":[\"Instrument of the Bards, Fochlucan Bandore|XDMG\"],\"type\":\"INS\",\"tier\":\"major\",\"rarity\":\"uncommon\",\"reqAttune\":\"by a bard\",\"reqAttuneTags\":[{\"class\":\"bard\"}],\"wondrous\":true,\"weight\":2,\"entries\":[\"An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take {@damage 2d4} psychic damage.\",\"You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.\",\"You can play the instrument while casting a spell that causes any of its targets to be {@condition charmed} on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.\",\"All instruments of the bards can be used to cast the following spells: {@spell fly}, {@spell invisibility}, {@spell levitate}, and {@spell protection from evil and good}.\",\"In addition, the Fochlucan bandore can be used to cast {@spell entangle}, {@spell faerie fire}, {@spell shillelagh}, and {@spell speak with animals}.\"],\"attachedSpells\":[\"entangle\",\"fly\",\"invisibility\",\"levitate\",\"protection from evil and good\",\"faerie fire\",\"shillelagh\",\"speak with animals\"],\"lootTables\":[\"Magic Item Table F\"],\"hasFluffImages\":true},{\"name\":\"Instrument of the Bards, Fochlucan Bandore\",\"source\":\"XDMG\",\"page\":272,\"rarity\":\"uncommon\",\"reqAttune\":\"by a bard\",\"reqAttuneTags\":[{\"class\":\"bard\"}],\"wondrous\":true,\"entries\":[\"An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take {@damage 2d4} Psychic damage.\",\"You can play the Fochlucan Bandore to cast one of the following spells: {@spell Fly|XPHB}, {@spell Invisibility|XPHB}, {@spell Levitate|XPHB}, {@spell Protection from Evil and Good|XPHB}, {@spell Entangle|XPHB}, {@spell Faerie Fire|XPHB}, {@spell Shillelagh|XPHB}, and {@spell Speak with Animals|XPHB}. Once the Fochlucan Bandore has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.\"],\"attachedSpells\":[\"fly|xphb\",\"invisibility|xphb\",\"levitate|xphb\",\"protection from evil and good|xphb\",\"entangle|xphb\",\"faerie fire|xphb\",\"shillelagh|xphb\",\"speak with animals|xphb\"],\"hasFluffImages\":true},{\"name\":\"Instrument of the Bards, Mac-Fuirmidh Cittern\",\"source\":\"DMG\",\"page\":176,\"reprintedAs\":[\"Instrument of the Bards, Mac-Fuirmidh Cittern|XDMG\"],\"type\":\"INS\",\"tier\":\"major\",\"rarity\":\"uncommon\",\"reqAttune\":\"by a bard\",\"reqAttuneTags\":[{\"class\":\"bard\"}],\"wondrous\":true,\"weight\":2,\"entries\":[\"An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take {@damage 2d4} psychic damage.\",\"You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.\",\"You can play the instrument while casting a spell that causes any of its targets to be {@condition charmed} on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.\",\"All instruments of the bards can be used to cast the following spells: {@spell fly}, {@spell invisibility}, {@spell levitate}, and {@spell protection from evil and good}.\",\"In addition, the Mac-Fuirmidh cittern can be used to cast {@spell barkskin}, {@spell cure wounds}, and {@spell fog cloud}.\"],\"attachedSpells\":[\"barkskin\",\"fly\",\"invisibility\",\"levitate\",\"protection from evil and good\",\"cure wounds\",\"fog cloud\"],\"lootTables\":[\"Magic Item Table F\"],\"hasFluffImages\":true},{\"name\":\"Instrument of the Bards, Mac-Fuirmidh Cittern\",\"source\":\"XDMG\",\"page\":272,\"rarity\":\"uncommon\",\"reqAttune\":\"by a bard\",\"reqAttuneTags\":[{\"class\":\"bard\"}],\"wondrous\":true,\"entries\":[\"An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take {@damage 2d4} Psychic damage.\",\"You can play the Mac-Fuirmidh Cittern to cast one of the following spells: {@spell Fly|XPHB}, {@spell Invisibility|XPHB}, {@spell Levitate|XPHB}, {@spell Protection from Evil and Good|XPHB}, {@spell Barkskin|XPHB}, {@spell Cure Wounds|XPHB}, and {@spell Fog Cloud|XPHB}. Once the Mac-Fuirmidh Cittern has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.\"],\"attachedSpells\":[\"fly|xphb\",\"invisibility|xphb\",\"levitate|xphb\",\"protection from evil and good|xphb\",\"barkskin|xphb\",\"cure wounds|xphb\",\"fog cloud|xphb\"],\"hasFluffImages\":true},{\"name\":\"Instrument of the Bards, Ollamh Harp\",\"source\":\"DMG\",\"page\":176,\"reprintedAs\":[\"Instrument of the Bards, Ollamh Harp|XDMG\"],\"type\":\"INS\",\"tier\":\"major\",\"rarity\":\"legendary\",\"reqAttune\":\"by a bard\",\"reqAttuneTags\":[{\"class\":\"bard\"}],\"wondrous\":true,\"weight\":2,\"entries\":[\"An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take {@damage 2d4} psychic damage.\",\"You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.\",\"You can play the instrument while casting a spell that causes any of its targets to be {@condition charmed} on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.\",\"All instruments of the bards can be used to cast the following spells: {@spell fly}, {@spell invisibility}, {@spell levitate}, and {@spell protection from evil and good}.\",\"In addition, the Ollamh harp can be used to cast {@spell confusion}, {@spell control weather}, and {@spell fire storm}.\"],\"attachedSpells\":[\"confusion\",\"fly\",\"invisibility\",\"levitate\",\"protection from evil and good\",\"control weather\",\"fire storm\"],\"lootTables\":[\"Magic Item Table I\"],\"hasFluffImages\":true},{\"name\":\"Instrument of the Bards, Ollamh Harp\",\"source\":\"XDMG\",\"page\":272,\"rarity\":\"legendary\",\"reqAttune\":\"by a bard\",\"reqAttuneTags\":[{\"class\":\"bard\"}],\"wondrous\":true,\"entries\":[\"An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take {@damage 2d4} Psychic damage.\",\"You can play the Ollamh Harp to cast one of the following spells: {@spell Fly|XPHB}, {@spell Invisibility|XPHB}, {@spell Levitate|XPHB}, {@spell Protection from Evil and Good|XPHB}, {@spell Confusion|XPHB}, {@spell Control Weather|XPHB}, and {@spell Fire Storm|XPHB}. Once the Ollamh Harp has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.\"],\"attachedSpells\":[\"fly|xphb\",\"invisibility|xphb\",\"levitate|xphb\",\"protection from evil and good|xphb\",\"confusion|xphb\",\"control weather|xphb\",\"fire storm|xphb\"],\"hasFluffImages\":true},{\"name\":\"Ioun Stone of Vitality\",\"source\":\"IMR\",\"page\":94,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"bonusSavingThrow\":\"+1\",\"entries\":[\"An {@italic Ioun stone} is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of {@italic Ioun stone} exist, each type a distinct combination of shape and color.\",\"When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of {@dice 1d3} feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity ({@skill Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.\",\"A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\",\"You gain a +1 bonus to death saving throws while this luminous green-and-blue marbled sphere orbits your head.\"]},{\"name\":\"Ioun Stone, Absorption\",\"source\":\"DMG\",\"page\":176,\"srd\":true,\"reprintedAs\":[\"Ioun Stone, Absorption|XDMG\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"An {@italic Ioun stone} is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of {@italic Ioun stone} exist, each type a distinct combination of shape and color.\",\"When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of {@dice 1d3} feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity ({@skill Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.\",\"A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\",\"While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you.\",\"Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.\"],\"lootTables\":[\"Magic Item Table H\"]},{\"name\":\"Ioun Stone, Absorption\",\"source\":\"XDMG\",\"page\":273,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Ioun Stone|XDMG}\",\"While this pale lavender ellipsoid orbits your head, you can take a {@variantrule Reaction|XPHB} to cancel a spell of level 4 or lower cast by a creature you can see. A canceled spell has no effect, and any resources used to cast it are wasted. Once the stone has canceled 20 levels of spells, it burns out, turns dull gray, and loses its magic.\"],\"hasFluffImages\":true},{\"name\":\"Ioun Stone, Agility\",\"source\":\"DMG\",\"page\":176,\"srd\":true,\"reprintedAs\":[\"Ioun Stone, Agility|XDMG\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"ability\":{\"dex\":2},\"entries\":[\"An {@italic Ioun stone} is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of {@italic Ioun stone} exist, each type a distinct combination of shape and color.\",\"When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of {@dice 1d3} feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity ({@skill Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.\",\"A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\",\"Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head.\"],\"lootTables\":[\"Magic Item Table H\"]},{\"name\":\"Ioun Stone, Agility\",\"source\":\"XDMG\",\"page\":273,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"ability\":{\"dex\":2},\"hasRefs\":true,\"entries\":[\"{#itemEntry Ioun Stone|XDMG}\",\"Your Dexterity increases by 2, to a maximum of 20, while this deep-red sphere orbits your head.\"],\"hasFluffImages\":true},{\"name\":\"Ioun Stone, Awareness\",\"source\":\"DMG\",\"page\":176,\"srd\":true,\"reprintedAs\":[\"Ioun Stone, Awareness|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"An {@italic Ioun stone} is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of {@italic Ioun stone} exist, each type a distinct combination of shape and color.\",\"When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of {@dice 1d3} feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity ({@skill Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.\",\"A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\",\"You can't be {@status surprised} while this dark blue rhomboid orbits your head.\"],\"lootTables\":[\"Magic Item Table G\"]},{\"name\":\"Ioun Stone, Awareness\",\"source\":\"XDMG\",\"page\":273,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Ioun Stone|XDMG}\",\"While this dark-blue rhomboid orbits your head, you have {@variantrule Advantage|XPHB} on {@variantrule Initiative|XPHB} rolls and Wisdom ({@skill Perception|XPHB}) checks.\"],\"hasFluffImages\":true},{\"name\":\"Ioun Stone, Fortitude\",\"source\":\"DMG\",\"page\":176,\"srd\":true,\"reprintedAs\":[\"Ioun Stone, Fortitude|XDMG\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"ability\":{\"con\":2},\"entries\":[\"An {@italic Ioun stone} is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of {@italic Ioun stone} exist, each type a distinct combination of shape and color.\",\"When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of {@dice 1d3} feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity ({@skill Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.\",\"A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\",\"Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.\"],\"lootTables\":[\"Magic Item Table H\"]},{\"name\":\"Ioun Stone, Fortitude\",\"source\":\"XDMG\",\"page\":273,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"ability\":{\"con\":2},\"hasRefs\":true,\"entries\":[\"{#itemEntry Ioun Stone|XDMG}\",\"Your Constitution increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.\"],\"hasFluffImages\":true},{\"name\":\"Ioun Stone, Greater Absorption\",\"source\":\"DMG\",\"page\":176,\"srd\":true,\"reprintedAs\":[\"Ioun Stone, Greater Absorption|XDMG\"],\"tier\":\"major\",\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"An {@italic Ioun stone} is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of {@italic Ioun stone} exist, each type a distinct combination of shape and color.\",\"When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of {@dice 1d3} feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity ({@skill Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.\",\"A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\",\"While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you. Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.\"],\"lootTables\":[\"Magic Item Table I\"]},{\"name\":\"Ioun Stone, Greater Absorption\",\"source\":\"XDMG\",\"page\":273,\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Ioun Stone|XDMG}\",\"While this marbled lavender and green ellipsoid orbits your head, you can take a {@variantrule Reaction|XPHB} to cancel a spell of level 8 or lower cast by a creature you can see. A canceled spell has no effect, and any resources used to cast it are wasted. Once the stone has canceled 20 levels of spells, it burns out, turns dull gray, and loses its magic.\"],\"hasFluffImages\":true},{\"name\":\"Ioun Stone, Historical Knowledge\",\"source\":\"LLK\",\"page\":55,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"grantsProficiency\":true,\"entries\":[\"An {@italic Ioun stone} is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of {@italic Ioun stone} exist, each type a distinct combination of shape and color.\",\"When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of {@dice 1d3} feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity ({@skill Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.\",\"A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\",\"You gain proficiency in the {@skill History} skill, or a +1 bonus to checks with that skill if already proficient, while this polished, steely sphere orbits your head.\"]},{\"name\":\"Ioun Stone, Insight\",\"source\":\"DMG\",\"page\":176,\"srd\":true,\"reprintedAs\":[\"Ioun Stone, Insight|XDMG\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"ability\":{\"wis\":2},\"entries\":[\"An {@italic Ioun stone} is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of {@italic Ioun stone} exist, each type a distinct combination of shape and color.\",\"When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of {@dice 1d3} feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity ({@skill Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.\",\"A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\",\"Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.\"],\"lootTables\":[\"Magic Item Table H\"]},{\"name\":\"Ioun Stone, Insight\",\"source\":\"XDMG\",\"page\":273,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"ability\":{\"wis\":2},\"hasRefs\":true,\"entries\":[\"{#itemEntry Ioun Stone|XDMG}\",\"Your Wisdom increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.\"],\"hasFluffImages\":true},{\"name\":\"Ioun Stone, Intellect\",\"source\":\"DMG\",\"page\":176,\"srd\":true,\"reprintedAs\":[\"Ioun Stone, Intellect|XDMG\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"ability\":{\"int\":2},\"entries\":[\"An {@italic Ioun stone} is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of {@italic Ioun stone} exist, each type a distinct combination of shape and color.\",\"When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of {@dice 1d3} feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity ({@skill Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.\",\"A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\",\"Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.\"],\"lootTables\":[\"Magic Item Table H\"]},{\"name\":\"Ioun Stone, Intellect\",\"source\":\"XDMG\",\"page\":273,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"ability\":{\"int\":2},\"hasRefs\":true,\"entries\":[\"{#itemEntry Ioun Stone|XDMG}\",\"Your Intelligence increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.\"],\"hasFluffImages\":true},{\"name\":\"Ioun Stone, Language Knowledge\",\"source\":\"LLK\",\"page\":55,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"An {@italic Ioun stone} is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of {@italic Ioun stone} exist, each type a distinct combination of shape and color.\",\"When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of {@dice 1d3} feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity ({@skill Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.\",\"A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\",\"You are fluent in one additional language while this pulsating bit of red jeweled crystal orbits your head. The DM chooses the language bestowed by the stone.\"]},{\"name\":\"Ioun Stone, Leadership\",\"source\":\"DMG\",\"page\":176,\"srd\":true,\"reprintedAs\":[\"Ioun Stone, Leadership|XDMG\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"ability\":{\"cha\":2},\"entries\":[\"An {@italic Ioun stone} is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of {@italic Ioun stone} exist, each type a distinct combination of shape and color.\",\"When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of {@dice 1d3} feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity ({@skill Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.\",\"A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\",\"Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.\"],\"lootTables\":[\"Magic Item Table H\"]},{\"name\":\"Ioun Stone, Leadership\",\"source\":\"XDMG\",\"page\":273,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"ability\":{\"cha\":2},\"hasRefs\":true,\"entries\":[\"{#itemEntry Ioun Stone|XDMG}\",\"Your Charisma increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.\"],\"hasFluffImages\":true},{\"name\":\"Ioun Stone, Mastery\",\"source\":\"DMG\",\"page\":176,\"srd\":true,\"reprintedAs\":[\"Ioun Stone, Mastery|XDMG\"],\"tier\":\"major\",\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"bonusProficiencyBonus\":\"+1\",\"entries\":[\"An {@italic Ioun stone} is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of {@italic Ioun stone} exist, each type a distinct combination of shape and color.\",\"When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of {@dice 1d3} feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity ({@skill Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.\",\"A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\",\"Your proficiency bonus increases by 1 while this pale green prism orbits your head.\"],\"lootTables\":[\"Magic Item Table I\"]},{\"name\":\"Ioun Stone, Mastery\",\"source\":\"XDMG\",\"page\":273,\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"bonusProficiencyBonus\":\"+1\",\"hasRefs\":true,\"entries\":[\"{#itemEntry Ioun Stone|XDMG}\",\"Your {@variantrule Proficiency|XPHB|Proficiency Bonus} increases by 1 while this pale green prism orbits your head.\"],\"hasFluffImages\":true},{\"name\":\"Ioun Stone, Natural Knowledge\",\"source\":\"LLK\",\"page\":55,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"grantsProficiency\":true,\"entries\":[\"An {@italic Ioun stone} is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of {@italic Ioun stone} exist, each type a distinct combination of shape and color.\",\"When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of {@dice 1d3} feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity ({@skill Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.\",\"A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\",\"You gain proficiency in the {@skill Nature} skill, or a +1 bonus to checks with that skill if already proficient, while this burnished, brassy stone orbits your head.\"]},{\"name\":\"Ioun Stone, Protection\",\"source\":\"DMG\",\"page\":176,\"srd\":true,\"reprintedAs\":[\"Ioun Stone, Protection|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"bonusAc\":\"+1\",\"entries\":[\"An {@italic Ioun stone} is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of {@italic Ioun stone} exist, each type a distinct combination of shape and color.\",\"When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of {@dice 1d3} feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity ({@skill Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.\",\"A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\",\"You gain a +1 bonus to AC while this dusty rose prism orbits your head.\"],\"lootTables\":[\"Magic Item Table G\"]},{\"name\":\"Ioun Stone, Protection\",\"source\":\"XDMG\",\"page\":273,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"bonusAc\":\"+1\",\"hasRefs\":true,\"entries\":[\"{#itemEntry Ioun Stone|XDMG}\",\"You gain a +1 bonus to {@variantrule Armor Class|XPHB} while this dusty-rose prism orbits your head.\"],\"hasFluffImages\":true},{\"name\":\"Ioun Stone, Regeneration\",\"source\":\"DMG\",\"page\":176,\"srd\":true,\"reprintedAs\":[\"Ioun Stone, Regeneration|XDMG\"],\"tier\":\"major\",\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"An {@italic Ioun stone} is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of {@italic Ioun stone} exist, each type a distinct combination of shape and color.\",\"When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of {@dice 1d3} feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity ({@skill Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.\",\"A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\",\"You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point.\"],\"lootTables\":[\"Magic Item Table I\"]},{\"name\":\"Ioun Stone, Regeneration\",\"source\":\"XDMG\",\"page\":273,\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Ioun Stone|XDMG}\",\"You regain 15 {@variantrule Hit Points|XPHB} at the end of each hour this pearly white spindle orbits your head if you have at least 1 {@variantrule Hit Points|XPHB|Hit Point}.\"],\"hasFluffImages\":true},{\"name\":\"Ioun Stone, Religious Knowledge\",\"source\":\"LLK\",\"page\":55,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"grantsProficiency\":true,\"entries\":[\"An {@italic Ioun stone} is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of {@italic Ioun stone} exist, each type a distinct combination of shape and color.\",\"When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of {@dice 1d3} feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity ({@skill Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.\",\"A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\",\"You gain proficiency in the {@skill Religion} skill, or a +1 bonus to checks with that skill if already proficient, while this tiny golden gem orbits your head.\"]},{\"name\":\"Ioun Stone, Reserve\",\"source\":\"DMG\",\"page\":176,\"srd\":true,\"reprintedAs\":[\"Ioun Stone, Reserve|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"An {@italic Ioun stone} is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of {@italic Ioun stone} exist, each type a distinct combination of shape and color.\",\"When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of {@dice 1d3} feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity ({@skill Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.\",\"A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\",\"This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains {@dice 1d4 - 1} levels of stored spells chosen by the DM.\",\"Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.\",\"While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space.\"],\"lootTables\":[\"Magic Item Table G\"]},{\"name\":\"Ioun Stone, Reserve\",\"source\":\"XDMG\",\"page\":273,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Ioun Stone|XDMG}\",\"This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 4 levels of spells at a time. When found, it contains {@dice 1d4} levels of stored spells chosen by the DM.\",\"Any creature can cast a spell of level 1 through 4 into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.\",\"While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space.\"],\"hasFluffImages\":true},{\"name\":\"Ioun Stone, Self-Preservation\",\"source\":\"LLK\",\"page\":55,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"bonusSavingThrow\":\"+1\",\"entries\":[\"An {@italic Ioun stone} is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of {@italic Ioun stone} exist, each type a distinct combination of shape and color.\",\"When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of {@dice 1d3} feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity ({@skill Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.\",\"A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\",\"You gain a +1 bonus to Intelligence saving throws while this silvery gem orbits your head.\"]},{\"name\":\"Ioun Stone, Strength\",\"source\":\"DMG\",\"page\":176,\"srd\":true,\"reprintedAs\":[\"Ioun Stone, Strength|XDMG\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"ability\":{\"str\":2},\"entries\":[\"An {@italic Ioun stone} is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of {@italic Ioun stone} exist, each type a distinct combination of shape and color.\",\"When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of {@dice 1d3} feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity ({@skill Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.\",\"A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\",\"Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.\"],\"lootTables\":[\"Magic Item Table H\"]},{\"name\":\"Ioun Stone, Strength\",\"source\":\"XDMG\",\"page\":273,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"ability\":{\"str\":2},\"hasRefs\":true,\"entries\":[\"{#itemEntry Ioun Stone|XDMG}\",\"Your Strength increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.\"],\"hasFluffImages\":true},{\"name\":\"Ioun Stone, Supreme Intellect\",\"source\":\"LLK\",\"page\":55,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"An {@italic Ioun stone} is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of {@italic Ioun stone} exist, each type a distinct combination of shape and color.\",\"When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of {@dice 1d3} feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity ({@skill Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.\",\"A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\",\"You gain a +1 bonus to Intelligence checks while this faceted sphere orbits your head.\"]},{\"name\":\"Ioun Stone, Sustenance\",\"source\":\"DMG\",\"page\":176,\"srd\":true,\"reprintedAs\":[\"Ioun Stone, Sustenance|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"An {@italic Ioun stone} is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of {@italic Ioun stone} exist, each type a distinct combination of shape and color.\",\"When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of {@dice 1d3} feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity ({@skill Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.\",\"A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\",\"You don't need to eat or drink while this clear spindle orbits your head.\"],\"lootTables\":[\"Magic Item Table G\"]},{\"name\":\"Ioun Stone, Sustenance\",\"source\":\"XDMG\",\"page\":273,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Ioun Stone|XDMG}\",\"You don't need to eat or drink while this clear spindle orbits your head.\"],\"hasFluffImages\":true},{\"name\":\"Iron\",\"source\":\"PHB\",\"page\":157,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Iron|XDMG\"],\"type\":\"TG\",\"rarity\":\"none\",\"weight\":1,\"value\":10},{\"name\":\"Iron\",\"source\":\"XDMG\",\"page\":213,\"type\":\"TG|XDMG\",\"rarity\":\"none\",\"weight\":1,\"value\":10},{\"name\":\"Iron Ball\",\"source\":\"IDRotF\",\"page\":238,\"type\":\"R\",\"rarity\":\"unknown\",\"weaponCategory\":\"simple\",\"property\":[\"F\",\"T\"],\"range\":\"120\",\"dmg1\":\"1d4\",\"dmgType\":\"B\",\"entries\":[\"This ball is used to play a game of {@adventure Chain Lightning|IDRotF|17|Chain Lightning}.\"]},{\"name\":\"Iron Bands of Bilarro\",\"source\":\"DMG\",\"page\":177,\"srd\":\"Iron Bands of Binding\",\"reprintedAs\":[\"Iron Bands of Bilarro|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"wondrous\":true,\"weight\":1,\"entries\":[\"This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.\",\"Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is {@condition restrained} until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.\",\"A creature, including the one {@condition restrained}, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the {@condition restrained} creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.\",\"Once the bands are used, they can't be used again until the next dawn.\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Iron Bands of Bilarro\",\"source\":\"XDMG\",\"page\":274,\"rarity\":\"rare\",\"wondrous\":true,\"weight\":1,\"entries\":[\"This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can take a {@action Magic|XPHB} action to throw the sphere at a Huge or smaller creature you can see within 60 feet of yourself. As the sphere moves through the air, it opens into a tangle of metal bands.\",\"Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your {@variantrule Proficiency|XPHB|Proficiency Bonus}. On a hit, the target has the {@condition Restrained|XPHB} condition until you take a {@variantrule Bonus Action|XPHB} to issue a command that releases it. Doing so or missing with the attack causes the bands to contract and become a sphere once more.\",\"A creature that can touch the bands, including the one {@condition Restrained|XPHB}, can take an action to make a DC 20 Strength ({@skill Athletics|XPHB}) check to break the iron bands. On a successful check, the item is destroyed, and the {@condition Restrained|XPHB} creature is freed. On a failed check, any further attempts made by that creature automatically fail until 24 hours have elapsed.\",\"Once the bands are used, they can't be used again until the next dawn.\"],\"hasFluffImages\":true},{\"name\":\"Iron Flask\",\"source\":\"DMG\",\"page\":178,\"srd\":true,\"reprintedAs\":[\"Iron Flask|XDMG\"],\"tier\":\"major\",\"rarity\":\"legendary\",\"wondrous\":true,\"weight\":1,\"entries\":[\"This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age.\",\"You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment.\",\"An {@spell identify} spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the DM or determined randomly.\",{\"type\":\"table\",\"colLabels\":[\"{@dice d100}\",\"Contents\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"01-50\",\"Empty\"],[\"51\",\"{@creature Arcanaloth}\"],[\"52\",\"{@creature Cambion}\"],[\"53-54\",\"{@creature Dao}\"],[\"55-57\",\"Demon (type 1): {@creature barlgura}, {@creature shadow demon}, or {@creature vrock}\"],[\"58-60\",\"Demon (type 2): {@creature chasme} or {@creature hezrou}\"],[\"61-62\",\"Demon (type 3): {@creature glabrezu} or {@creature yochlol}\"],[\"63-64\",\"Demon (type 4): {@creature nalfeshnee}\"],[\"65\",\"Demon (type 5): {@creature marilith}\"],[\"66\",\"Demon (type 6): {@creature balor} or {@creature goristro}\"],[\"67\",\"{@creature Deva}\"],[\"68-69\",\"Devil (greater): {@creature horned devil}, {@creature erinyes}, {@creature ice devil}, or {@creature pit fiend}\"],[\"70-72\",\"Devil (lesser): {@creature imp}, {@creature spined devil}, {@creature bearded devil}, {@creature barbed devil}, {@creature chain devil}, or {@creature bone devil}\"],[\"73-74\",\"{@creature Djinni}\"],[\"75-76\",\"{@creature Efreeti}\"],[\"77-78\",\"Elemental (any)\"],[\"79\",\"{@creature Githyanki knight}\"],[\"80\",\"{@creature Githzerai zerth}\"],[\"81-82\",\"{@creature Invisible stalker}\"],[\"83-84\",\"{@creature Marid}\"],[\"85-86\",\"{@creature Mezzoloth}\"],[\"87-88\",\"{@creature Night hag}\"],[\"89-90\",\"{@creature Nycaloth}\"],[\"91\",\"{@creature Planetar}\"],[\"92-93\",\"{@creature Salamander}\"],[\"94-95\",\"Slaad (any)\"],[\"96\",\"{@creature Solar}\"],[\"97-98\",\"{@creature succubus||Succubus/Incubus}\"],[\"99\",\"{@creature Ultroloth}\"],[\"00\",\"{@creature Xorn}\"]]}],\"lootTables\":[\"Magic Item Table I\"],\"hasFluffImages\":true},{\"name\":\"Iron Flask\",\"source\":\"XDMG\",\"page\":274,\"rarity\":\"legendary\",\"wondrous\":true,\"entries\":[\"While holding this brass-stoppered iron flask, you can take a {@action Magic|XPHB} action to target a creature that you can see within 60 feet of yourself. If the flask is empty and the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has {@variantrule Advantage|XPHB} on the save. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't age and doesn't need to breathe, eat, or drink.\",\"You can take a {@action Magic|XPHB} action to remove the flask's stopper and release the creature in the flask. The creature then obeys your commands for 1 hour, understanding those commands even if it doesn't know the language in which the commands are given. If you issue no commands or give the creature a command that is likely to result in its death or imprisonment, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment.\",\"An {@spell Identify|XPHB} spell reveals if the flask contains a creature, but the only way to determine the type of creature is to open the flask. A newly discovered Iron Flask might already contain a creature chosen by the DM or determined randomly by rolling on the following table (see the {@book Monster Manual|XMM} for the creature's stat block).\",{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"1d100\",\"Contents\"],\"rows\":[[\"01-50\",\"No creature\"],[\"51\",\"{@creature Arcanaloth|XMM}\"],[\"52-54\",\"{@creature Bone Devil|XMM}\"],[\"55-56\",\"{@creature Cambion|XMM}\"],[\"57-58\",\"{@creature Dao|XMM}\"],[\"59\",\"{@creature Deva|XMM}\"],[\"60-61\",\"{@creature Djinni|XMM}\"],[\"62-63\",\"{@creature Efreeti|XMM}\"],[\"64-65\",\"{@creature Erinyes|XMM}\"],[\"66-67\",\"{@creature Fomorian|XMM}\"],[\"68\",\"{@creature Githyanki Knight|XMM}\"],[\"69\",\"{@creature Githzerai Zerth|XMM}\"],[\"70-71\",\"{@creature Glabrezu|XMM}\"],[\"72-74\",\"{@creature Hezrou|XMM}\"],[\"75\",\"{@creature Incubus|XMM}\"],[\"76-77\",\"{@creature Invisible Stalker|XMM}\"],[\"78-79\",\"{@creature Marid|XMM}\"],[\"80\",\"{@creature Marilith|XMM}\"],[\"81-82\",\"{@creature Mezzoloth|XMM}\"],[\"83-84\",\"{@creature Nalfeshnee|XMM}\"],[\"85-86\",\"{@creature Night Hag|XMM}\"],[\"87-88\",\"{@creature Nycaloth|XMM}\"],[\"89\",\"{@creature Planetar|XMM}\"],[\"90-91\",\"{@creature Red Slaad|XMM}\"],[\"92-93\",\"{@creature Salamander|XMM}\"],[\"94\",\"{@creature Solar|XMM}\"],[\"95\",\"{@creature Succubus|XMM}\"],[\"96\",\"{@creature Ultroloth|XMM}\"],[\"97-99\",\"{@creature Vrock|XMM}\"],[\"00\",\"{@creature Xorn|XMM}\"]]}],\"hasFluffImages\":true},{\"name\":\"Iron Pot\",\"source\":\"PHB\",\"page\":153,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Iron Pot|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":10,\"value\":200,\"entries\":[\"An iron pot holds 1 gallon of liquid.\"]},{\"name\":\"Iron Pot\",\"source\":\"XPHB\",\"page\":228,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":10,\"value\":200,\"entries\":[\"An Iron Pot holds up to 1 gallon.\"],\"containerCapacity\":{\"volume\":[0.1]}},{\"name\":\"Iron Spike\",\"source\":\"PHB\",\"page\":150,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Iron Spike|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":0.5,\"value\":10},{\"name\":\"Iron Spike\",\"source\":\"XPHB\",\"page\":228,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":0.5,\"value\":10,\"entries\":[\"Iron Spikes come in bundles of ten. As a {@action Utilize|XPHB} action, you can use a blunt object, such as a {@item Light Hammer|XPHB}, to hammer a spike into wood, earth, or a similar material. You can do so to jam a door shut or to then tie a {@item Rope|XPHB} or {@item Chain|XPHB} to the Spike.\"]},{\"name\":\"Iron Spikes\",\"source\":\"XPHB\",\"page\":228,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":5,\"value\":100,\"entries\":[\"Iron Spikes come in bundles of ten. As a {@action Utilize|XPHB} action, you can use a blunt object, such as a {@item Light Hammer|XPHB}, to hammer a spike into wood, earth, or a similar material. You can do so to jam a door shut or to then tie a {@item Rope|XPHB} or {@item Chain|XPHB} to the Spike.\"],\"packContents\":[{\"item\":\"iron spike|xphb\",\"quantity\":10}]},{\"name\":\"Iron Spikes (10)\",\"source\":\"PHB\",\"page\":150,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Iron Spikes|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":5,\"value\":100,\"packContents\":[{\"item\":\"iron spike|phb\",\"quantity\":10}]},{\"name\":\"Ironfang\",\"source\":\"PotA\",\"page\":224,\"baseItem\":\"war pick|phb\",\"type\":\"M\",\"resist\":[\"acid\"],\"rarity\":\"legendary\",\"reqAttune\":true,\"weight\":2,\"weaponCategory\":\"martial\",\"dmg1\":\"1d8\",\"dmgType\":\"P\",\"grantsLanguage\":true,\"bonusWeapon\":\"+2\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"A {@item war pick|phb} forged from a single piece of iron, Ironfang has a fang-like head inscribed with ancient runes. The pick is heavy in the hand, but when the wielder swings the pick in anger, the weapon seems almost weightless. This weapon is immune to any form of rust, acid, or corrosion—nothing seems to mark it. Ironfang contains a spark of {@creature Ogrémoch|pota}, the Prince of Evil Earth.\",\"You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit with it, the target takes an extra {@damage 1d8} thunder damage.\",{\"type\":\"entries\",\"name\":\"Earth Mastery\",\"entries\":[\"You gain the following benefits while you hold Ironfang:\",{\"type\":\"list\",\"items\":[\"You can speak Terran fluently.\",\"You have resistance to acid damage.\",\"You have {@sense tremorsense|MM} out to a range of 60 feet.\",\"You can sense the presence of precious metals and stones within 60 feet of you, but not their exact location.\",\"You can cast {@spell dominate monster} (save DC 17) on an {@creature earth elemental}. Once you have done so, Ironfang can't be used this way again until the next dawn.\"]}]},{\"type\":\"entries\",\"name\":\"Shatter\",\"entries\":[\"Ironfang has 3 charges. You can use your action to expend 1 charge and cast the 2nd-level version of {@spell shatter} (DC 17). Ironfang regains {@dice 1d3} expended charges daily at dawn.\"]},{\"type\":\"entries\",\"name\":\"The Rumbling\",\"entries\":[\"While inside an earth node, you can perform a ritual called the Rumbling, using Ironfang to create a {@item devastation orb of earth|PotA}. Once you perform the ritual, Ironfang can't be used to perform the ritual again until the next dawn.\"]},{\"type\":\"entries\",\"name\":\"Flaw\",\"entries\":[\"Ironfang heightens its wielder's destructive nature. While attuned to the weapon, you gain the following flaw: \\\"I like to break things and cause ruin.\\\"\"]}],\"attachedSpells\":[\"dominate monster\",\"shatter\"],\"hasFluffImages\":true},{\"name\":\"Ivana's Whisper\",\"source\":\"VRGR\",\"page\":83,\"type\":\"G\",\"rarity\":\"unknown\",\"poison\":true,\"entries\":[\"This poison bears a distinct scent and chemical message from Ivana Boritsi. A creature subjected to this poison must succeed on a DC 18 Constitution saving throw or experience the effects of a {@spell dream} spell created by Ivana the next time they sleep. This poison is nonmagical, and Ivana doesn't directly communicate with those affected during the dream. Rather, she creates the illusion of speaking with her intended target by alchemically crafting her message, predicting her target's reactions, and chemically encoding in her responses. She wears this poison as a perfume or hides it within gift bouquets, allowing it to convey her message later.\"],\"poisonTypes\":[\"inhaled\"],\"attachedSpells\":[\"dream\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Izzet Guild Signet\",\"source\":\"GGR\",\"page\":178,\"type\":\"RG|DMG\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"This ring, adorned with the symbol of Izzet, allows you to cast {@spell chaos bolt|XGE}. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Izzet's recognition and favor.\",\"A signet has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).\"],\"attachedSpells\":[\"chaos bolt|XGE\"],\"hasFluffImages\":true},{\"name\":\"Izzet Keyrune\",\"source\":\"GGR\",\"page\":177,\"rarity\":\"rare\",\"reqAttune\":\"by a member of the Izzet guild\",\"reqAttuneTags\":[{\"background\":\"izzet engineer|ggr\"}],\"wondrous\":true,\"entries\":[\"Formed of carved and polished red and blue stone, the keyrune includes bits of cable and wire. One end resembles a humanlike head, suggesting the jagged elemental form of the {@creature galvanice weird|GGR} that it can become for a duration of 3 hours. In this form, it will serve you as a bodyguard, lift and carry things for you, act as a test subject for your experiments, or aid you in any other way that its capabilities allow.\",\"When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a {@creature galvanice weird|GGR}. If there isn't enough space for the creature, the keyrune doesn't transform.\",\"The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the {@action Dodge} action and moves to avoid danger.\",\"At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed.\"],\"hasFluffImages\":true},{\"name\":\"Jacinth\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Jacinth|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":500000,\"entries\":[\"A transparent fiery orange gemstone.\"]},{\"name\":\"Jacinth\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":500000,\"entries\":[\"A fiery orange gemstone.\"]},{\"name\":\"Jade\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Jade|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":10000,\"entries\":[\"A translucent light green, deep green, or white gemstone.\"]},{\"name\":\"Jade\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":10000,\"entries\":[\"A light green, deep green, or white gemstone.\"]},{\"name\":\"Jade bowl (River Heralds)\",\"source\":\"PSX\",\"page\":24,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":25000},{\"name\":\"Jade breastplate (River Heralds)\",\"source\":\"PSX\",\"page\":25,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":750000},{\"name\":\"Jade game board with gold playing pieces\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":750000},{\"name\":\"Jade game board with solid gold playing pieces\",\"source\":\"DMG\",\"page\":135,\"reprintedAs\":[\"Jade game board with gold playing pieces|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":750000},{\"name\":\"Jade headpiece (River Heralds)\",\"source\":\"PSX\",\"page\":24,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":25000},{\"name\":\"Jade Serpent Staff\",\"source\":\"WDMM\",\"page\":92,\"type\":\"OTH\",\"rarity\":\"unknown (magic)\",\"entries\":[\"This staff is broken into five pieces, each worth 100 gp for the jade alone. The entire staff can be restored with {@spell mending} cantrips; each casting of the spell repairs one break in the staff. If the staff is made whole, it transforms from an object into an animated jade serpent that has the statistics of a {@creature giant poisonous snake}, with these changes:\",{\"type\":\"list\",\"items\":[\"The serpent is a construct that understands and obeys whoever was holding the staff when it transformed.\",\"It has immunity to poison damage and the {@condition poisoned} condition. It doesn't require air, food, drink, or sleep.\",\"When it drops to 0 hit points, roll a {@dice d6}. On a roll of 1, the snake turns to dust and is destroyed. On any other roll, it changes back into a staff and breaks into {@dice 1d4 + 1} pieces that must be magically mended before the staff can be used again.\"]}]},{\"name\":\"Jade sword with amber (River Heralds)\",\"source\":\"PSX\",\"page\":24,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":75000},{\"name\":\"Jade totem with diamond eyes (River Heralds)\",\"source\":\"PSX\",\"page\":25,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":750000},{\"name\":\"Jakarion's Staff of Frost\",\"source\":\"CoS\",\"page\":187,\"_copy\":{\"name\":\"Staff of Frost\",\"source\":\"DMG\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":\"Imprinted on this staff is a fragment of a dead wizard's personality. The first character who touches the staff gains the following flaw: \\\"I crave power above all else, and will do anything to obtain more of it.\\\" This flaw trumps any conflicting personality trait.\"}}}},{\"name\":\"Jasper\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Jasper|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":5000,\"entries\":[\"An opaque blue, black, or brown gemstone.\"]},{\"name\":\"Jasper\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":5000,\"entries\":[\"A blue, black, or brown gemstone.\"]},{\"name\":\"Javelin of Backbiting\",\"source\":\"TftYP\",\"page\":229,\"baseItem\":\"javelin|phb\",\"type\":\"M\",\"rarity\":\"very rare\",\"reqAttune\":true,\"curse\":true,\"weight\":2,\"weaponCategory\":\"simple\",\"property\":[\"T\"],\"range\":\"60/150\",\"dmg1\":\"1d6\",\"dmgType\":\"P\",\"bonusWeapon\":\"+2\",\"entries\":[\"You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet, and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately.\",{\"type\":\"entries\",\"name\":\"Curse\",\"entries\":[\"This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with {@spell remove curse} or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one.\"]},\"Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the javelin.\"]},{\"name\":\"Javelin of Lightning\",\"source\":\"DMG\",\"page\":178,\"srd\":true,\"reprintedAs\":[\"Javelin of Lightning|XDMG\"],\"baseItem\":\"javelin|phb\",\"type\":\"M\",\"tier\":\"major\",\"rarity\":\"uncommon\",\"weight\":2,\"weaponCategory\":\"simple\",\"property\":[\"T\"],\"range\":\"30/120\",\"dmg1\":\"1d6\",\"dmgType\":\"P\",\"entries\":[\"This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking {@damage 4d6} lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus {@damage 4d6} lightning damage.\",\"The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.\"],\"lootTables\":[\"Magic Item Table F\"],\"hasFluffImages\":true},{\"name\":\"Javelin of Lightning\",\"source\":\"XDMG\",\"page\":275,\"baseItem\":\"javelin|xphb\",\"type\":\"M|XPHB\",\"rarity\":\"uncommon\",\"weight\":2,\"weaponCategory\":\"simple\",\"property\":[\"T|XPHB\"],\"mastery\":[\"Slow|XPHB\"],\"range\":\"30/120\",\"dmg1\":\"1d6\",\"dmgType\":\"P\",\"entries\":[\"Each time you make an attack roll with this magic weapon and hit, you can have it deal Lightning damage instead of Piercing damage.\",{\"type\":\"entries\",\"name\":\"Lightning Bolt\",\"entries\":[\"When you throw this weapon at a target no farther than 120 feet from you, you can forgo making a ranged attack roll and instead turn the weapon into a bolt of lightning. This bolt forms a 5-foot-wide {@variantrule Line [Area of Effect]|XPHB|Line} between you and the target. The target and each other creature in the {@variantrule Line [Area of Effect]|XPHB|Line} (excluding you) makes a DC 13 Dexterity saving throw, taking {@damage 4d6} Lightning damage on a failed save or half as much damage on a successful one. Immediately after dealing this damage, the weapon reappears in your hand. This property can't be used again until the next dawn.\"]}],\"hasFluffImages\":true},{\"name\":\"Jester Card\",\"source\":\"BMT\",\"page\":14,\"rarity\":\"legendary\",\"wondrous\":true,\"recharge\":\"dawn\",\"entries\":[\"As an action, you can brandish this card and use it to cast the {@spell Otto's Irresistible Dance} spell (save {@dc 17}), and you have advantage on Constitution saving throws to maintain {@status concentration} on it. Once this property is used, it can't be used again until the next dawn.\"],\"attachedSpells\":[\"Otto's irresistible dance\"],\"hasFluffImages\":true},{\"name\":\"Jester's Mask\",\"source\":\"BMT\",\"page\":36,\"rarity\":\"legendary\",\"reqAttune\":\"by a bard, sorcerer, or warlock\",\"reqAttuneTags\":[{\"class\":\"bard\"},{\"class\":\"sorcerer\"},{\"class\":\"warlock\"}],\"wondrous\":true,\"bonusSpellAttack\":\"+3\",\"bonusSpellSaveDc\":\"+3\",\"entries\":[\"This colorful, harlequin domino mask is edged with pearls. While wearing this mask, you gain the following benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Charismatic Focus\",\"entries\":[\"You can use the mask as a spellcasting focus. You gain a +3 bonus to any spell attack rolls and spell saving throw DCs that use Charisma as the spellcasting ability.\"]},{\"type\":\"item\",\"name\":\"Marvelous Escape\",\"entries\":[\"When a creature hits you with an attack roll, you can use your reaction to disappear in a puff of smoke and colorful sparkles. You take no damage and instead teleport, along with anything you are wearing or carrying, to an unoccupied space you can see within 30 feet of yourself. Once this reaction is used, it can't be used again until the next dawn.\"]},{\"type\":\"item\",\"name\":\"Topsy-Turvy\",\"entries\":[\"When you roll a 1 on a {@dice d20}, you can treat the roll as if you rolled a 20 instead. Once this property is used, it can't be used again until the next dawn.\"]}]}],\"hasFluffImages\":true},{\"name\":\"Jet\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Jet|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":10000,\"entries\":[\"An opaque deep black gemstone.\"]},{\"name\":\"Jet\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":10000,\"entries\":[\"A deep black gemstone.\"]},{\"name\":\"Jewel of Three Prayers (Awakened)\",\"source\":\"CRCotN\",\"_copy\":{\"name\":\"Jewel of Three Prayers (Dormant)\",\"source\":\"CRCotN\",\"_mod\":{\"entries\":{\"mode\":\"insertArr\",\"index\":-1,\"items\":{\"type\":\"entries\",\"name\":\"Awakened State\",\"entries\":[\"In this state, the jewel has received the blessing of Avandra the Change Bringer. Three delicate spires unfurl from the jewel's center, like the buds of flowers opening in the spring. Three lapis lazuli stones rest like dewdrops on these spires.\",{\"type\":\"list\",\"items\":[\"The following benefits of the jewel improve:\",\"The bonus that the jewel confers to your AC increases to +2.\",\"Its number of charges increases to 5.\"]},\"The jewel gains the following additional properties, which you can use while wearing or holding it:\",{\"type\":\"list\",\"items\":[\"You can expend 1 of the jewel's charges (no action required) to end one of the following conditions on yourself: {@condition grappled}, {@condition paralyzed}, or {@condition restrained}.\",\"When another creature you can see within 60 feet of you fails a saving throw, you can expend 1 of the jewel's charges as a reaction to enable that creature to reroll the saving throw, potentially turning a failure into a success. The creature must use the new roll.\"]}]}}},\"_preserve\":{\"page\":true,\"hasFluffImages\":true}},\"bonusAc\":\"+2\",\"charges\":5,\"hasFluffImages\":true},{\"name\":\"Jewel of Three Prayers (Dormant)\",\"source\":\"CRCotN\",\"page\":213,\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"property\":[\"Vst|TDCSR\"],\"bonusAc\":\"+1\",\"recharge\":\"dawn\",\"rechargeAmount\":3,\"charges\":3,\"entries\":[\"The Jewel of Three Prayers is a Vestige of Divergence (see the \\\"Vestiges of Divergence\\\" sidebar). In ancient times, Alyxian the Apotheon bore this amulet as a symbol of his covenant with three Prime Deities: Sehanine the Moon Weaver, Avandra the Change Bringer, and Corellon the Arch Heart. When the jewel is found, only Sehanine's power thrums within its dormant heart. The power of the other two deities waits to be reawakened by a hero—or heroes—who can follow in Alyxian's footsteps.\",{\"type\":\"entries\",\"name\":\"Dormant State\",\"entries\":[\"In this state, the Jewel of Three Prayers is a glittering golden disk attached to a fine golden chain. The chain magically resizes to function as a necklace for the creature that wears it.\",\"In its Dormant State, the jewel has the following properties:\",{\"type\":\"list\",\"items\":[\"You gain a +1 bonus to AC while wearing the jewel.\",\"While wearing or holding the jewel, you can use an action to cause it to shed bright light in a 15-foot radius and dim light for an additional 15 feet. The light lasts until you extinguish it (no action required).\",\"The jewel has 3 charges and regains all its expended charges daily at dawn. While holding the jewel, you can expend 1 charge from it to cast the {@spell invisibility} spell.\"]}]}],\"attachedSpells\":[\"invisibility\"],\"hasFluffImages\":true},{\"name\":\"Jewel of Three Prayers (Exalted)\",\"source\":\"CRCotN\",\"_copy\":{\"name\":\"Jewel of Three Prayers (Awakened)\",\"source\":\"CRCotN\",\"_mod\":{\"entries\":{\"mode\":\"insertArr\",\"index\":-1,\"items\":{\"type\":\"entries\",\"name\":\"Exalted State\",\"entries\":[\"In this state, the jewel has received the blessing of Corellon the Arch Heart. A gleaming emerald surrounded by a halo of gold appears on the jewel.\",\"The following benefits of the jewel improve:\",{\"type\":\"list\",\"items\":[\"The bonus that the jewel confers to your AC increases to +3.\",\"Its number of charges increases to 7.\"]},\"The jewel gains the following additional properties, which you can use while wearing or holding it:\",{\"type\":\"list\",\"items\":[\"You gain the ability to breathe water, and you gain a swimming speed equal to your walking speed.\",\"Each of your allies within 30 feet of you gains the ability to breathe water and gains a swimming speed equal to its walking speed.\",\"As a bonus action, you can expend 1 of the jewel's charges to target yourself or one willing creature you can see within 15 feet of yourself. The target teleports to an unoccupied space of your choice within 15 feet of yourself, along with any equipment the target is wearing or carrying. The target appears in a flash of golden radiance, and each creature of your choice within 5 feet of the target's new location must make a DC 18 Constitution saving throw. On a failed save, the creature takes {@damage 4d10} radiant damage and is {@condition blinded} until the start of your next turn. On a successful save, the creature takes half as much damage and isn't {@condition blinded}.\"]}]}}},\"_preserve\":{\"page\":true,\"hasFluffImages\":true}},\"bonusAc\":\"+3\",\"modifySpeed\":{\"equal\":{\"swim\":\"walk\"}},\"charges\":7,\"hasFluffImages\":true},{\"name\":\"Jeweled anklet\",\"source\":\"DMG\",\"page\":135,\"reprintedAs\":[\"Jeweled anklet|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":250000},{\"name\":\"Jeweled anklet\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":250000},{\"name\":\"Jeweled anklet (Brazen Coalition)\",\"source\":\"PSX\",\"page\":25,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":250000},{\"name\":\"Jeweled gold crown\",\"source\":\"DMG\",\"page\":135,\"reprintedAs\":[\"Jeweled gold crown|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":750000},{\"name\":\"Jeweled gold crown\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":750000},{\"name\":\"Jeweled platinum ring\",\"source\":\"DMG\",\"page\":135,\"reprintedAs\":[\"Jeweled platinum ring|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":750000},{\"name\":\"Jeweled platinum ring\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":750000},{\"name\":\"Jeweler's Tools\",\"source\":\"PHB\",\"page\":154,\"srd\":true,\"basicRules\":true,\"additionalSources\":[{\"source\":\"XGE\",\"page\":82}],\"reprintedAs\":[\"Jeweler's Tools|XPHB\"],\"type\":\"AT\",\"rarity\":\"none\",\"weight\":2,\"value\":2500,\"additionalEntries\":[\"Training with jeweler's tools includes the basic techniques needed to beautify gems. It also gives you expertise in identifying precious stones.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"Jeweler's tools consist of a small saw and hammer, files, pliers, and tweezers.\"]},{\"type\":\"entries\",\"name\":\"Arcana\",\"entries\":[\"Proficiency with jeweler's tools grants you knowledge about the reputed mystical uses of gems. This insight proves handy when you make {@skill Arcana} checks related to gems or gem-encrusted items.\"]},{\"type\":\"entries\",\"name\":\"Investigation\",\"entries\":[\"When you inspect jeweled objects, your proficiency with jeweler's tools aids you in picking out clues they might hold.\"]},{\"type\":\"entries\",\"name\":\"Identify Gems\",\"entries\":[\"You can identify gems and determine their value at a glance.\"]},{\"type\":\"table\",\"caption\":\"Jeweler's Tools\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Modify a gem's appearance\",\"15\"],[\"Determine a gem's history\",\"20\"]]}]},{\"name\":\"Jeweler's Tools\",\"source\":\"XPHB\",\"page\":220,\"freeRules2024\":true,\"type\":\"AT|XPHB\",\"rarity\":\"none\",\"weight\":2,\"value\":2500,\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Ability:\",\"type\":\"item\",\"entries\":[\"Intelligence\"]},{\"name\":\"Utilize:\",\"type\":\"item\",\"entries\":[\"Discern a gem's value ({@dc 15})\"]},{\"name\":\"Craft:\",\"type\":\"item\",\"entries\":[\"{@item Arcane Focus|XPHB}, {@item Holy Symbol|XPHB}\"]}]}]},{\"name\":\"Jug\",\"source\":\"PHB\",\"page\":153,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Jug|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":4,\"value\":2,\"entries\":[\"A jug holds 1 gallon of liquid.\"]},{\"name\":\"Jug\",\"source\":\"XPHB\",\"page\":226,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":4,\"value\":2,\"entries\":[\"A Jug holds up to 1 gallon.\"],\"containerCapacity\":{\"volume\":[0.1]}},{\"name\":\"Junky +1 Dagger\",\"source\":\"TftYP\",\"page\":77,\"baseItem\":\"dagger|phb\",\"type\":\"M\",\"rarity\":\"unknown (magic)\",\"weight\":1,\"weaponCategory\":\"simple\",\"property\":[\"F\",\"L\",\"T\"],\"range\":\"20/60\",\"dmg1\":\"1d4\",\"dmgType\":\"P\",\"bonusWeapon\":\"+1\",\"entries\":[\"You have a +1 bonus to attack and damage rolls made with this dagger, which looks like junk. When it is used, its grip frays, its blade chips, and it flakes rust. If you get a natural 1 on an attack roll while wielding this weapon, it breaks and becomes nonmagical.\"]},{\"name\":\"Kagonesti Forest Shroud\",\"source\":\"DSotDQ\",\"page\":190,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"This cloak appears to be made of autumnal leaves woven together. While you wear this cloak, you have advantage on Dexterity ({@skill Stealth}) checks, and you can use a bonus action to magically teleport, along with any equipment you are wearing or carrying, to an unoccupied space you can see within 30 feet of yourself. You then have advantage on the next attack roll you make before the end of the turn. Once this bonus action is used, it can't be used again until the next dawn.\"],\"hasFluffImages\":true},{\"name\":\"Keelboat\",\"source\":\"DMG\",\"page\":119,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Keelboat|XPHB\"],\"type\":\"SHP\",\"rarity\":\"none\",\"value\":300000,\"crew\":1,\"vehAc\":15,\"vehHp\":100,\"vehDmgThresh\":10,\"vehSpeed\":1,\"capPassenger\":6,\"capCargo\":0.5,\"entries\":[\"Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores.\"],\"seeAlsoVehicle\":[\"Keelboat\"]},{\"name\":\"Keelboat\",\"source\":\"XPHB\",\"page\":230,\"freeRules2024\":true,\"type\":\"SHP|XPHB\",\"rarity\":\"none\",\"value\":300000,\"crew\":1,\"vehAc\":15,\"vehHp\":100,\"vehDmgThresh\":10,\"vehSpeed\":1,\"capPassenger\":6,\"capCargo\":0.5,\"seeAlsoVehicle\":[\"Keelboat\"]},{\"name\":\"Keg of Alchemist's Fire\",\"source\":\"LoX\",\"page\":35,\"type\":\"G\",\"rarity\":\"none\",\"entries\":[\"A keg of alchemist's fire lobbed at a creature or an object deals 21 ({@damage 6d6}) fire damage on a hit. Further, the target is set ablaze and takes the damage again every round (in the case of a creature, at the start of each of its turns) until the fire is put out. A creature within reach of the blaze can take an action to smother the flames using a blanket or carpet, reducing the fire damage by {@dice 2d6}. Three such actions are needed to fully put out the fire.\"]},{\"name\":\"Keoghtom's Ointment\",\"source\":\"DMG\",\"page\":179,\"srd\":\"Restorative Ointment\",\"basicRules\":true,\"reprintedAs\":[\"Keoghtom's Ointment|XDMG\"],\"tier\":\"minor\",\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"This glass jar, 3 inches in diameter, contains {@dice 1d4 + 1} doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh ½ pound.\",\"As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains {@dice 2d8 + 2} hit points, ceases to be {@condition poisoned}, and is cured of any disease.\"],\"lootTables\":[\"Magic Item Table B\"],\"hasFluffImages\":true},{\"name\":\"Keoghtom's Ointment\",\"source\":\"XDMG\",\"page\":275,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"This glass jar, 3 inches in diameter, contains {@dice 1d4 + 1} doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.\",\"As a {@action Utilize|XPHB} action, you can swallow one dose of the ointment or apply it to a creature within 5 feet of yourself. The creature that receives it regains {@dice 2d8 + 2} {@variantrule Hit Points|XPHB} and ceases to have the {@condition Poisoned|XPHB} condition.\"],\"hasFluffImages\":true},{\"name\":\"Key Card\",\"source\":\"BMT\",\"page\":14,\"rarity\":\"legendary\",\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"5\",\"charges\":5,\"entries\":[\"As an action, you can brandish this card and use it to cast the {@spell Knock} spell, with no sound made by the spell. This property can be used five times, and it regains all expended uses at dawn.\"],\"attachedSpells\":[\"knock\"],\"hasFluffImages\":true},{\"name\":\"Keycharm\",\"source\":\"ERLW\",\"page\":277,\"rarity\":\"common\",\"reqAttune\":\"by a creature with the Mark of Warding\",\"reqAttuneTags\":[{\"race\":\"dwarf (mark of warding)|erlw\"}],\"wondrous\":true,\"entries\":[\"This small stylized key plays a vital role in the work of House Kundarak. If you cast the {@spell alarm}, {@spell arcane lock}, or {@spell glyph of warding} spell, you can tie the effect to the keycharm so that whoever holds it receives the notification from the {@spell alarm} spell, bypasses the lock of the {@spell arcane lock} spell, or avoids triggering the glyph placed by the {@spell glyph of warding} spell. In addition, the holder (who needn't be attuned to the item) can take an action to end any one spell tied to it, provided the holder knows the command word you set for ending the tied spells. The keycharm can have up to three tied spells at one time.\"]},{\"name\":\"Keystone of Creation\",\"source\":\"AitFR-AVT\",\"page\":12,\"otherSources\":[{\"source\":\"AitFR-DN\",\"page\":14},{\"source\":\"AitFR-DN\",\"page\":13}],\"rarity\":\"artifact\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"A keystone of creation is a piece of the {@item Stone of Creation|AitFR-AVT}, usually between 6 to 10 inches on a side, and can be rough-hewn or cleanly cut and polished by a mason attuned to the {@item Stone of Creation|AitFR-AVT}.\",{\"type\":\"entries\",\"name\":\"Random Properties\",\"entries\":[\"A keystone of creation has the following random properties:\",{\"type\":\"list\",\"items\":[\"1 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property\",\"1 {@table Beneficial Manifestations|AitFR-AVT|beneficial} manifestation\",\"1 {@table Detrimental Manifestations|AitFR-AVT|detrimental} manifestation\"]}]},{\"type\":\"entries\",\"name\":\"Extradimensional Places\",\"entries\":[\"You can use the keystone to conjure an extradimensional space such as {@spell Mordenkainen's magnificent mansion}. The easiest way is to simply cast the spell using the artifact's power, which requires no spell slots or material components. Each time you cast a spell with the artifact, the subsequent casting replaces the prior one. For more detailed control of a conjured demiplane or extradimensional space, see \\\"Construction Details.\\\"\"]},{\"type\":\"entries\",\"name\":\"Raising Structures\",\"entries\":[\"You can use the keystone to conjure a physical structure on the Material Plane. The easiest way is to simply cast the {@spell mighty fortress|XGE} spell using the artifact's power, which requires no spell slots or material components. Each time you cast a spell with the artifact, the subsequent casting replaces the prior one. For more detailed control of a conjured demiplane or extradimensional space, see \\\"Construction Details.\\\" Locations conjured by keystones cannot become permanent through repeated spell castings.\"]},{\"type\":\"entries\",\"name\":\"Connected Spaces\",\"entries\":[\"You can use multiple keystones to create larger spaces, whether adjacent to each other or even interlinked. You can even combine structures on the Material Plane and extradimensional spaces this way. If you are attuned to one keystone when you attune to a second keystone, the keystones combine to become a single artifact (utilizing a single attunement slot), combining their features and their fates forevermore. You cannot attune to, and thus combine, more than three keystones at once.\"]},{\"type\":\"entries\",\"name\":\"Destroying a Keystone\",\"entries\":[\"A keystone is an artifact in its own right and impervious to most damage, but a {@spell disintegrate} spell is sufficient to destroy an unattuned keystone.\",\"After it has been attuned at least once, a given keystone requires attunement to maintain its magical power. Otherwise, its creations on the Material Plane gradually rot and decay over {@dice 1d12 + 1} days, and a demiplane relying on the keystone collapses over {@dice 1d20 + 10} minutes. Additional destructive forces like fire may hasten the destruction. A demiplane created or upheld by a keystone ejects all creatures within it to their home planes when it collapses.\",\"When a keystone's creation is fully destroyed, the keystone becomes an inert, powerless rock. If the {@item Stone of Creation|AitFR-AVT} is destroyed, all its keystones break attunement, lose all magical properties, and their creations decay or collapse to nothing.\",\"If it reaches the Elemental Chaos or is struck by a forked, metal rod attuned to the Elemental Chaos (as per the {@spell plane shift} spell), a keystone is destroyed.\"]},{\"type\":\"section\",\"entries\":[{\"type\":\"entries\",\"name\":\"Construction Details\",\"entries\":[\"You can customize a keystone's creation with cosmetic details you can imagine. You can also rearrange the floorplans and structural details of your creations as follows.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Demiplane Design\",\"entries\":[\"With a single keystone, you can conjure an extradimensional space in the shape of a dome or pyramid, up to 1 mile on each side, with whatever terrain you wish. The edges of this space are solid and impassable but may be {@condition invisible}, so that your space can appear to go on forever if you wish. With additional keystones, you can add an additional square mile to your creation, adding or combining terrain types.\",\"Each square mile can include a single structure up to the size of {@spell Mordenkainen's magnificent mansion}, with all the attendant servants and feasts, or any number of smaller structures that together equal a magnificent mansion in total area.\",\"You cannot create flora or fauna that deal damage or otherwise harm creatures. If you create cliffs, waters, or other natural features, however, creatures in the space might fall, drown, or otherwise be harmed.\"]},{\"type\":\"entries\",\"name\":\"Physical Structure Design\",\"entries\":[\"With a single keystone, you can create a structure akin to a mighty fortress with the added flexibility to customize that fortress not only for cosmetic details but for substantive effects. With a single keystone, you can rearrange the walls, open spaces, floors, doors, and other features of the mighty fortress provided you do not exceed 150 10-foot-wide cubes of interior space. Your fortress can reach across a creek, river, or other waters. It can take reckless or even dangerous shapes to include deep pits, flooded chambers, and so on. Your design, once conjured, is not guaranteed to be capable of supporting its own weight or surviving the stresses of attacks, weather, or time.\",\"You may post any number of your structure's servants as guards, if you wish. They have statistics identical to an unseen servant with the addition of a passive {@skill Perception} score equal to your own, though you cannot perceive through their senses. The servants can ring bells or otherwise manipulate the environment to raise an alarm.\"]},{\"type\":\"entries\",\"name\":\"Manifestations\",\"entries\":[\"Each place or structure conjured by a keystone of creation has special, unforeseen manifestations that affect its makeup and appearance. Some manifestations are beneficial, some are detrimental. These manifestations change each time a keystone is used to conjure a structure or place. The DM may roll or choose from the following tables, or devise unique manifestations based on the specific creations being conjured.\"]}]}]}]}]},{\"name\":\"Khrusor, Spear of Heliod\",\"source\":\"MOT\",\"page\":200,\"baseItem\":\"spear|PHB\",\"type\":\"M\",\"rarity\":\"artifact\",\"reqAttune\":true,\"weight\":3,\"weaponCategory\":\"simple\",\"property\":[\"T\",\"V\"],\"range\":\"20/60\",\"dmg1\":\"1d6\",\"dmgType\":\"P\",\"dmg2\":\"1d8\",\"bonusWeapon\":\"+3\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 4}\",\"charges\":10,\"entries\":[\"Heliod wields Khrusor, a spear blessed with the power of the sun. In his hands, it can be pitched from Nyx to any point on Theros. When Heliod lends his weapon to a mortal, it's typically so they can perform some great work in his name or as a test of their worthiness.\",{\"type\":\"entries\",\"name\":\"Spear of the Sun\",\"entries\":[\"This spear grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using this spear, the target takes an extra {@damage 2d8} radiant damage.\"]},{\"type\":\"entries\",\"name\":\"Blessing of the Sun\",\"entries\":[\"If you are a worshiper of Heliod, you gain all the following benefits for which you have the required piety:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Piety 3+\",\"entry\":\"You gain 15 temporary hit points each dawn.\"},{\"type\":\"item\",\"name\":\"Piety 10+\",\"entry\":\"The spear has 1 randomly determined {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property.\"},{\"type\":\"item\",\"name\":\"Piety 25+\",\"entry\":\"The spear has 1 additional randomly determined {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property.\"},{\"type\":\"item\",\"name\":\"Piety 50+\",\"entry\":\"The spear has 1 randomly determined {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property.\"}]},\"If you aren't a worshiper of Heliod, the spear has 2 randomly determined {@table Artifact Properties; Major Detrimental Properties|dmg|major detrimental} properties.\",\"See \\\"Artifacts\\\" in chapter 7 of the Dungeon Master's Guide for details on randomly determined properties.\"]},{\"type\":\"entries\",\"name\":\"Luminous\",\"entries\":[\"The spear sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight.\"]},{\"type\":\"entries\",\"name\":\"Sun's Retaliation\",\"entries\":[\"When you take damage from a creature within 5 feet of you, you can use your reaction to make a melee attack with the spear against that creature. On a hit, the spear deals damage as normal, and the creature is {@condition blinded} until the start of its next turn. This property of the spear can't be used again until the next dawn.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"The spear has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: {@spell guiding bolt} (1 charge), {@spell daylight} (3 charges, targeting the tip of the spear only), {@spell sunbeam} (6 charges). The spear regains {@dice 1d6 + 4} expended charges daily at dawn.\"]},{\"type\":\"entries\",\"name\":\"Destroying the Spear\",\"entries\":[\"If taken to Erebos's palace in Tizerus, and used to sacrifice a champion of Heliod to Erebos, Khrusor is either destroyed or fundamentally twisted to Erebos's service.\"]}],\"attachedSpells\":[\"guiding bolt\",\"sunbeam\",\"daylight\"],\"hasFluffImages\":true},{\"name\":\"Khyber Trinket\",\"source\":\"ERLW\",\"page\":135,\"type\":\"G\",\"rarity\":\"none\",\"entries\":[{\"caption\":\"Trinkets from Khyber\",\"colLabels\":[\"d10\",\"Trinket\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A pressed flower with vivid green petals; when you smell it, you hear eerie music\"],[\"2\",\"A tiny ball of putty; if you set it down, it begins to slowly crawl around\"],[\"3\",\"A perpetually warm disk of dark iron\"],[\"4\",\"A small journal with leathery pages; any words you write in it slowly disappear\"],[\"5\",\"A four-sided die carved with strange markings\"],[\"6\",\"A cameo with the silhouette of an unknown species\"],[\"7\",\"A preserved finger with purple flesh and four joints\"],[\"8\",\"A perfectly preserved eye; if you set it down, it rotates to follow your movement\"],[\"9\",\"A small box; when opened, you alone hear screaming\"],[\"10\",\"A preserved insect; you've never seen another like it\"]],\"type\":\"table\"}],\"miscTags\":[\"TT\"]},{\"name\":\"Kiss of the Changebringer (Awakened)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Kiss of the Changebringer (Dormant)\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":[{\"mode\":\"appendArr\",\"items\":{\"entries\":[{\"type\":\"entries\",\"name\":\"Awakened\",\"entries\":[\"When the Kiss of the Changebringer reaches an awakened state, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"The bonus to {@quickref saving throws|PHB|2|1} increases to +2.\",\"You are immune to the {@condition restrained} condition.\",\"You can use an action to cast the {@spell blink} spell on yourself. This property of the amulet can't be used again until you finish a {@quickref resting|PHB|2|0|long rest}.\"]}]}]}}]},\"_preserve\":{\"page\":true,\"fluff\":true}},\"conditionImmune\":[\"grappled\",\"restrained\"],\"bonusSavingThrow\":\"+2\",\"recharge\":\"restLong\",\"attachedSpells\":[\"blink\"],\"hasFluffImages\":true},{\"name\":\"Kiss of the Changebringer (Dormant)\",\"source\":\"TDCSR\",\"page\":206,\"conditionImmune\":[\"grappled\"],\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"property\":[\"Vst|TDCSR\"],\"bonusSavingThrow\":\"+1\",\"entries\":[\"A beautiful, glittering emerald is set within this silver chain, humming with power and possibility. It is said that this amulet was stolen from the neck of {@deity The Changebringer|Exandria|TDCSR} herself by the {@deity The Lord of the Hells|Exandria|TDCSR}, and locked within the vaults of Bazzoxan in {@book Wildemount|TDCSR|3|Wildemount}. It was later claimed there by a group of Aurora Watch soldiers during an expedition into that grim fortress's abandoned temples.\",{\"type\":\"entries\",\"name\":\"Dormant\",\"entries\":[\"While the Kiss of the Changebringer is in a dormant state, you have a +1 bonus to {@quickref saving throws|PHB|2|1} and are immune to the {@condition grappled} condition while wearing it.\"]}],\"hasFluffImages\":true},{\"name\":\"Kiss of the Changebringer (Exalted)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Kiss of the Changebringer (Awakened)\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":[{\"mode\":\"appendArr\",\"items\":{\"entries\":[{\"type\":\"entries\",\"name\":\"Exalted\",\"entries\":[\"When the Kiss of the Changebringer reaches an exalted state, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"The bonus to {@quickref saving throws|PHB|2|1} increases to +3.\",\"You are immune to the {@condition paralyzed} and {@condition petrified} conditions.\",\"When you make an attack roll, ability check, or {@quickref saving throws|PHB|2|1|saving throw}, you can roll an additional {@dice d20}. You can choose to do so after you make the attack roll, ability check, or {@quickref saving throws|PHB|2|1|saving throw}, but before the outcome is determined. You choose which of the {@dice 2d20|d20s} to use for your roll. This property of the amulet can't be used again until you finish a {@quickref resting|PHB|2|0|short or long rest}.\"]}]}]}}]},\"_preserve\":{\"page\":true,\"fluff\":true}},\"conditionImmune\":[\"grappled\",\"restrained\",\"paralyzed\",\"petrified\"],\"bonusSavingThrow\":\"+3\",\"recharge\":\"restShort\",\"hasFluffImages\":true},{\"name\":\"Knave's Eye Patch\",\"source\":\"WDH\",\"page\":191,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"While wearing this eye patch, you gain these benefits:\",{\"type\":\"list\",\"items\":[\"You have advantage on Wisdom ({@skill Perception}) checks that rely on sight.\",\"If you have the Sunlight Sensitivity trait, you are unaffected by the trait.\",\"You are immune to magic that allows other creatures to read your thoughts or determine whether you are lying. Creatures can communicate telepathically with you only if you allow it.\"]}]},{\"name\":\"Knife of Stolen Resistance\",\"source\":\"CoA\",\"page\":268,\"baseItem\":\"dagger|PHB\",\"type\":\"M\",\"rarity\":\"rare\",\"weight\":1,\"weaponCategory\":\"simple\",\"property\":[\"F\",\"L\",\"T\"],\"range\":\"20/60\",\"dmg1\":\"1d4\",\"dmgType\":\"P\",\"entries\":[\"Using an action, you carve a single infernal rune into the flesh of an {@condition unconscious} Beast, Celestial, Dragon, Fey, or Giant with this knife. Over the next 10 minutes the creature dies an agonizing death that can't be prevented short of the {@spell Wish} spell. If the creature has any resistances or immunities, you gain those resistances and immunities until the creature dies or a {@spell Wish} spell is used to save the creature. The knife's power can't be used again until you finish a long rest.\"]},{\"name\":\"Knifewing Cape\",\"source\":\"GHLoE\",\"page\":111,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"bonusAc\":\"+1\",\"entries\":[\"While wearing this cloak made from the skin of 20 {@creature Knifewing|GHLoE|knifewings}, you gain a +1 bonus to AC. In addition, when you fall while wearing this cloak, you descend 60 feet per round and take no damage from falling.\"]},{\"name\":\"Knight Card\",\"source\":\"BMT\",\"page\":14,\"rarity\":\"legendary\",\"wondrous\":true,\"recharge\":\"dawn\",\"entries\":[\"As an action, you can throw this card to an unoccupied space on the ground within 60 feet of yourself while speaking a command word, whereupon the card magically transforms into a {@creature deck defender|BMT} (see {@book chapter 9|BMT|8|Deck Defender} for its stat block) for up to 1 minute or until you use an action to speak the command word again, whereupon it transforms back into a card. The deck defender obeys your spoken commands. If you issue no commands, it takes the {@action Dodge} action and moves to avoid danger. The deck defender reverts to a card early if it drops to 0 hit points. Once this property is used, it can't be used again until the next dawn.\"],\"hasFluffImages\":true},{\"name\":\"Korolnor Scepter\",\"source\":\"SKT\",\"page\":234,\"baseItem\":\"club|phb\",\"type\":\"M\",\"rarity\":\"legendary\",\"reqAttune\":true,\"weight\":2,\"weaponCategory\":\"simple\",\"property\":[\"L\"],\"dmg1\":\"1d4\",\"dmgType\":\"B\",\"bonusWeapon\":\"+3\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 4}\",\"charges\":10,\"entries\":[\"The Korolnor Scepter is one of ten Ruling Scepters of Shanatar, forged by the dwarven gods and given to the ruling houses of the ancient dwarven empire. The Korolnor Scepter's location was unknown for the longest time until a {@creature storm giant} queen, Neri, found it in a barnacle-covered shipwreck at the bottom of the Trackless Sea. The Ruling Scepters are all roughly the same size and shape, but their materials and properties vary.\",\"The Korolnor Scepter is a tapered mithral rod as thick and long as a dwarf's forearm, with a small platinum knob at the bottom and a rounded disk adorned with a ring of seven tiny blue gems at the top.\",\"You gain a +3 bonus to attack and damage rolls made with this scepter, which can be wielded as a magic club.\",\"You can use the properties of the {@item Wyrmskull Throne|SKT}, as well as the properties of the scepter itself. The scepter has 10 charges, and it regains {@dice 1d6 + 4} expanded charges at dawn. Its properties are as follows:\",{\"type\":\"list\",\"items\":[\"If you are underground or underwater, you can use an action to expend 1 charge to determine the distance to the surface.\",\"As an action: you can expend 2 charges to cast the {@spell sending} spell from the scepter.\",\"As an action: you can expend 3 charges to cast the {@spell teleport} spell from the scepter. If the destination is within 60 feet of the {@item Wyrmskull Throne|SKT}, there is no chance of a teleport error or mishap occurring.\"]}],\"attachedSpells\":[\"sending\",\"teleport\"]},{\"name\":\"Kyrzin's Ooze\",\"source\":\"ERLW\",\"page\":278,\"resist\":[\"acid\",\"poison\"],\"conditionImmune\":[\"poisoned\"],\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"This opalescent, symbiotic goo comes sealed in a jar and slowly shifts and moves, as if endlessly exploring the jar's interior. To attune to this item, you must first drink the contents of the jar, unlocking the following properties.\",{\"type\":\"entries\",\"name\":\"Resistant\",\"entries\":[\"While attuned to Kyrzin's ooze, you have resistance to poison and acid damage, and you're immune to the {@condition poisoned} condition.\"]},{\"type\":\"entries\",\"name\":\"Amorphous\",\"entries\":[\"As an action, you can speak a command word and cause your body to assume the amorphous qualities of an ooze. For the next minute, you (along with any equipment you're wearing or carrying) can move through a space as narrow as 1 inch wide without squeezing. Once you use this property, it can't be used again until the next dawn.\"]},{\"type\":\"entries\",\"name\":\"Acid Breath\",\"entries\":[\"As an action, you can exhale acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 36 ({@damage 8d8}) acid damage on a failed save, or half as much damage on a successful one. Once you use this property, it can't be used again until the next dawn.\"]},{\"type\":\"entries\",\"name\":\"Symbiotic Nature\",\"entries\":[\"The ooze can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the ooze ends, as it seeps out of you.\",\"If you die while the ooze is inside you, it bursts out and engulfs you, turning your corpse into a {@creature black pudding} allied with the daelkyr.\"]}]},{\"name\":\"Ladder\",\"source\":\"XPHB\",\"page\":226,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":25,\"value\":10,\"entries\":[\"A Ladder is 10 feet tall. You must climb to move up or down it.\"]},{\"name\":\"Ladder (10-foot)\",\"source\":\"PHB\",\"page\":150,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Ladder|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":25,\"value\":10,\"entries\":[\"Ladder (10-foot)\"]},{\"name\":\"Lamp\",\"source\":\"PHB\",\"page\":152,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Lamp|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":1,\"value\":50,\"entries\":[\"A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.\"]},{\"name\":\"Lamp\",\"source\":\"XPHB\",\"page\":226,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":1,\"value\":50,\"entries\":[\"A Lamp burns {@item Oil|XPHB} as fuel to cast {@variantrule Bright Light|XPHB} in a 15-foot radius and {@variantrule Dim Light|XPHB} for an additional 30 feet.\"],\"hasFluffImages\":true},{\"name\":\"Lamprey Ship\",\"source\":\"AAG\",\"page\":34,\"type\":\"SPC|AAG\",\"rarity\":\"none\",\"value\":2000000,\"crew\":15,\"vehAc\":15,\"vehHp\":250,\"vehDmgThresh\":15,\"vehSpeed\":4,\"capCargo\":6,\"entries\":[\"Lamprey ships are antiquated, being among the oldest spelljamming ships still in use. Psurlons (see Boo's Astral Menagerie) are particularly fond of them.\",\"Using the metal grappling jaws built into its bow, a lamprey ship can attach itself to another ship, which is a critical feature during boarding actions. Other standard weapons include four ballistae on the main deck.\",\"A lamprey can float on water, though it can't land safely on the ground. Lamprey ships that land on the ground have the distressing habit of rolling over, as more than a few crews have discovered to their dismay.\"],\"seeAlsoVehicle\":[\"Lamprey Ship|AAG\"]},{\"name\":\"Lantern of Revealing\",\"source\":\"DMG\",\"page\":179,\"srd\":true,\"reprintedAs\":[\"Lantern of Revealing|XDMG\"],\"tier\":\"minor\",\"rarity\":\"uncommon\",\"wondrous\":true,\"weight\":2,\"entries\":[\"While lit, this {@item hooded lantern|phb} burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. {@condition Invisible} creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"lootTables\":[\"Magic Item Table B\"],\"hasFluffImages\":true},{\"name\":\"Lantern of Revealing\",\"source\":\"XDMG\",\"page\":275,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding {@variantrule Bright Light|XPHB} in a 30-foot radius and {@variantrule Dim Light|XPHB} for an additional 30 feet. {@condition Invisible|XPHB} creatures and objects are visible as long as they are in the lantern's {@variantrule Bright Light|XPHB}. You can take a {@action Utilize|XPHB} action to lower the hood, reducing the lantern's light to {@variantrule Dim Light|XPHB} in a 5-foot radius.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"hasFluffImages\":true},{\"name\":\"Lantern of Tracking\",\"source\":\"IDRotF\",\"page\":314,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"This hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.\",\"Each lantern of tracking is designed to track down a certain type of creature, which is determined by rolling on the Lantern of Tracking table. Once determined, this creature type can't be changed. While the lantern is within 300 feet of any creature of that type, its flame turns bright green. The lantern doesn't pinpoint the creature's exact location, however.\",{\"type\":\"table\",\"caption\":\"Lantern of Tracking\",\"colLabels\":[\"1d10\",\"Creature Type\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Aberrations\"],[\"2\",\"Celestials\"],[\"3\",\"Constructs\"],[\"4\",\"Dragons\"],[\"5\",\"Elementals\"],[\"6\",\"Fey\"],[\"7\",\"Fiends\"],[\"8\",\"Giants\"],[\"9\",\"Monstrosities\"],[\"10\",\"Undead\"]]}]},{\"name\":\"Lapis Lazuli\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Lapis Lazuli|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":1000,\"entries\":[\"An opaque light and dark blue with yellow flecks gemstone.\"]},{\"name\":\"Lapis Lazuli\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":1000,\"entries\":[\"A light and dark blue with yellow flecks gemstone.\"]},{\"name\":\"Large gold bracelet\",\"source\":\"DMG\",\"page\":135,\"reprintedAs\":[\"Bejeweled gold bracelet|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":25000},{\"name\":\"Large gold bracelet (Legion of Dusk)\",\"source\":\"PSX\",\"page\":24,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":25000},{\"name\":\"Large jade totem (River Heralds)\",\"source\":\"PSX\",\"page\":24,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":75000},{\"name\":\"Large well-made tapestry\",\"source\":\"DMG\",\"page\":135,\"reprintedAs\":[\"Well-made tapestry that is 10 feet by 10 feet|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":25000},{\"name\":\"Large well-made tapestry (Legion of Dusk)\",\"source\":\"PSX\",\"page\":24,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":25000},{\"name\":\"Lash of Immolation\",\"source\":\"BGG\",\"page\":113,\"baseItem\":\"whip|PHB\",\"type\":\"M\",\"rarity\":\"rare\",\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"F\",\"R\"],\"dmg1\":\"1d4\",\"dmgType\":\"S\",\"bonusWeapon\":\"+1\",\"entries\":[\"The handle of this dark leather whip bears the fire rune, and embers dance around the whip's tail.\",\"You gain a +1 bonus to attack and damage rolls made with this weapon, and on a hit, the whip deals an extra {@damage 1d6} fire damage. When you score a critical hit with an attack using this whip, the target also has the restrained condition until the start of your next turn, as fiery bands lash around the target.\",{\"type\":\"entries\",\"name\":\"Invoking the Rune\",\"entries\":[\"When you make an attack with the whip and hit, you can use your reaction to invoke the whip's rune. Doing so increases the extra fire damage dealt by the whip to {@dice 2d6}.\",\"Once the rune has been invoked, it can't be invoked again until the next dawn.\"]}]},{\"name\":\"Lash of Shadows (Awakened)\",\"source\":\"EGW\",\"_copy\":{\"name\":\"Lash of Shadows (Dormant)\",\"source\":\"EGW\",\"_mod\":{\"entries\":{\"mode\":\"insertArr\",\"index\":-1,\"items\":{\"type\":\"entries\",\"name\":\"Awakened\",\"entries\":[\"When the whip reaches an awakened state, it gains the following properties:\",{\"type\":\"list\",\"items\":[\"The weapon's bonus to attack and damage rolls increases to +2.\",\"The saving throw DC for the weapon's poisons increases to 15.\",\"The weapon gains a new poison option called Ghoul's Blood. A creature that fails the saving throw against this poison is {@condition poisoned} for 1 minute. While {@condition poisoned} in this way, the creature is {@condition paralyzed}. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}]}}},\"_preserve\":{\"page\":true,\"hasFluffImages\":true}},\"bonusWeapon\":\"+2\",\"hasFluffImages\":true},{\"name\":\"Lash of Shadows (Dormant)\",\"source\":\"EGW\",\"page\":276,\"baseItem\":\"whip|PHB\",\"type\":\"M\",\"rarity\":\"artifact\",\"reqAttune\":true,\"sentient\":true,\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"F\",\"R\",\"Vst|TDCSR\"],\"dmg1\":\"1d4\",\"dmgType\":\"S\",\"bonusWeapon\":\"+1\",\"entries\":[\"This snakeskin whip is touched by the power of Zehir and ends in five animated serpent heads.\",{\"type\":\"entries\",\"name\":\"Sentience\",\"entries\":[\"The Lash of Shadows is a sentient chaotic evil weapon with an Intelligence of 18, a Wisdom of 16, and a Charisma of 20. It has hearing and {@sense darkvision} out to a range of 120 feet.\",\"The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Draconic.\"]},{\"type\":\"entries\",\"name\":\"Personality\",\"entries\":[\"A mad {@creature marilith} named Sizlifeth lives within the Lash of Shadows. The weapon has a short temper and experiences only extreme emotions. It is most happy when dealing harm.\"]},{\"type\":\"entries\",\"name\":\"Dormant\",\"entries\":[\"The whip grants the following benefits in its dormant state:\",{\"type\":\"list\",\"items\":[\"You can speak, read, and write Abyssal and Draconic.\",\"You gain a +1 bonus to attack and damage rolls made with this magic weapon.\",\"You can attempt to poison any creature that is hit by the whip. The creature must succeed on a DC 13 Constitution saving throw or suffer the effect of one of the following poisons of your choice; once a poison other than Serpent Venom has been used, that poison can't be used again until the next dawn:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Dead Eyes\",\"entry\":\"A creature that fails the saving throw against this poison is {@condition poisoned} for 1 hour. While {@condition poisoned} in this way, the creature is {@condition blinded}.\"},{\"type\":\"item\",\"name\":\"Serpent Venom\",\"entry\":\"A creature that fails the saving throw against this poison takes {@damage 3d6} poison damage, or half as much damage on a successful save.\"}]}]}]},{\"type\":\"inset\",\"name\":\"Betrayer Artifact Properties\",\"entries\":[\"The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property and one {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property. When the artifact attains an awakened state, it gains an additional {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property and an additional {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property. When the item reaches its exalted state, it gains a {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property. See \\\"Artifact Properties\\\" in chapter 7 of the Dungeon Master's Guide for more information.\"]}],\"hasFluffImages\":true},{\"name\":\"Lash of Shadows (Exalted)\",\"source\":\"EGW\",\"_copy\":{\"name\":\"Lash of Shadows (Awakened)\",\"source\":\"EGW\",\"_mod\":{\"entries\":{\"mode\":\"insertArr\",\"index\":-1,\"items\":{\"type\":\"entries\",\"name\":\"Exalted\",\"entries\":[\"When the whip reaches an exalted state, it gains the following additional properties:\",{\"type\":\"list\",\"items\":[\"The weapon's bonus to attack and damage rolls increases to +3.\",\"The saving throw DC for the weapon's poisons increases to 17.\",\"The weapon gains a new poison option called Cockatrice Tears. A creature that fails the saving throw against this poison begins to turn to stone and is {@condition restrained}. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is {@condition petrified} for 24 hours.\"]}]}}},\"_preserve\":{\"page\":true,\"hasFluffImages\":true}},\"bonusWeapon\":\"+3\",\"hasFluffImages\":true},{\"name\":\"Leather Golem Armor\",\"source\":\"LLK\",\"page\":55,\"baseItem\":\"leather armor|phb\",\"type\":\"LA\",\"resist\":[\"lightning\"],\"rarity\":\"rare\",\"reqAttune\":true,\"curse\":true,\"weight\":10,\"ac\":11,\"bonusAc\":\"+1\",\"bonusSavingThrow\":\"+1\",\"entries\":[\"Strange rituals have repurposed the body of a flesh golem into this partially sentient suit of leather armor. While wearing this armor, you gain a +1 bonus to AC and to saving throws against spells and other magical effects. In addition, you gain the following properties:\",{\"type\":\"list\",\"items\":[{\"type\":\"entries\",\"name\":\"Immutable Form\",\"entries\":[\"You are immune to any spell or effect that would alter your form.\"]},{\"type\":\"entries\",\"name\":\"Lightning Absorption\",\"entries\":[\"You gain resistance to lightning damage. Whenever you take lightning damage, you gain 5 temporary hit points.\"]}]},{\"type\":\"entries\",\"name\":\"Curse\",\"entries\":[\"This armor is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a {@spell remove curse} spell or similar magic, you are unwilling to part with the armor. In addition, while you wear the cursed armor, you gain the following properties:\",{\"type\":\"list\",\"items\":[{\"type\":\"entries\",\"name\":\"Aversion of Fire\",\"entries\":[\"If you take fire damage, you have disadvantage on attack rolls and ability checks until the end of your next turn.\"]},{\"type\":\"entries\",\"name\":\"Berserk\",\"entries\":[\"Whenever a critical hit is made against you, roll a {@dice d6}. On a 6, the armor causes you to go berserk. On each of your turns while berserk, you attack the nearest creature you can see. If no creature is near enough to move to and attack, you attack an object, with preference for an object smaller than yourself. Once the armor causes you to go berserk, it cannot be removed. You continue to attack until you are {@condition incapacitated} or until another creature is able to calm you with appropriate magic (such as a {@spell calm emotions} spell) or a successful DC 15 Charisma ({@skill Persuasion}) check.\"]}]}]}]},{\"name\":\"Leatherworker's Tools\",\"source\":\"PHB\",\"page\":154,\"srd\":true,\"basicRules\":true,\"additionalSources\":[{\"source\":\"XGE\",\"page\":82}],\"reprintedAs\":[\"Leatherworker's Tools|XPHB\"],\"type\":\"AT\",\"rarity\":\"none\",\"weight\":5,\"value\":500,\"additionalEntries\":[\"Knowledge of leatherworking extends to lore concerning animal hides and their properties. It also confers knowledge of leather armor and similar goods.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"Leatherworker's tools include a knife, a small mallet, an edger, a hole punch, thread, and leather scraps.\"]},{\"type\":\"entries\",\"name\":\"Arcana\",\"entries\":[\"Your expertise in working with leather grants you added insight when you inspect magic items crafted from leather, such as boots and some cloaks.\"]},{\"type\":\"entries\",\"name\":\"Investigation\",\"entries\":[\"You gain added insight when studying leather items or clues related to them, as you draw on your knowledge of leather to pick out details that others would overlook.\"]},{\"type\":\"entries\",\"name\":\"Identify Hides\",\"entries\":[\"When looking at a hide or a leather item, you can determine the source of the leather and any special techniques used to treat it. For example, you can spot the difference between leather crafted using dwarven methods and leather crafted using halfling methods.\"]},{\"type\":\"table\",\"caption\":\"Leatherworker's Tools\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Modify a leather item's appearance\",\"10\"],[\"Determine a leather item's history\",\"20\"]]}]},{\"name\":\"Leatherworker's Tools\",\"source\":\"XPHB\",\"page\":221,\"freeRules2024\":true,\"type\":\"AT|XPHB\",\"rarity\":\"none\",\"weight\":5,\"value\":500,\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Ability:\",\"type\":\"item\",\"entries\":[\"Dexterity\"]},{\"name\":\"Utilize:\",\"type\":\"item\",\"entries\":[\"Add a design to a leather item ({@dc 10})\"]},{\"name\":\"Craft:\",\"type\":\"item\",\"entries\":[\"{@item Sling|XPHB}, {@item Whip|XPHB}, {@item Hide Armor|XPHB}, {@item Leather Armor|XPHB}, {@item Studded Leather Armor|XPHB}, {@item Backpack|XPHB}, {@item Crossbow Bolt Case|XPHB}, {@item Map or Scroll Case|XPHB}, {@item Parchment|XPHB}, {@item Pouch|XPHB}, {@item Quiver|XPHB}, {@item Waterskin|XPHB}\"]}]}]},{\"name\":\"Lesser Hammock of Worlds\",\"source\":\"JttRC\",\"page\":214,\"rarity\":\"legendary\",\"wondrous\":true,\"entries\":[\"The Hammock of Worlds is a colorful hammock woven with traditional Ataguan designs.\",\"You can use an action to unfold and place the lesser version of the Hammock of Worlds on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the DM decides where it leads or the user can cause it to always reliably connect to the Ghost Orchid Tepui. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once the lesser version of the Hammock of Worlds has opened a portal, it can't do so again for {@dice 1d8} hours.\"],\"hasFluffImages\":true},{\"name\":\"Libram of Souls and Flesh\",\"source\":\"TCE\",\"page\":129,\"rarity\":\"rare\",\"reqAttune\":\"by a wizard\",\"reqAttuneTags\":[{\"class\":\"wizard\"}],\"wondrous\":true,\"weight\":3,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"focus\":[\"Wizard\"],\"entries\":[\"With covers made of skin and fittings of bone, this tome is cold to the touch, and it whispers faintly. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: {@spell animate dead}, {@spell circle of death}, {@spell false life}, {@spell finger of death}, {@spell speak with dead}, {@spell summon undead|TCE}, and {@spell vampiric touch}. It functions as a spellbook for you.\",\"While you are holding the book, you can use it as a spellcasting focus for your wizard spells.\",\"The book has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. You can use the charges in the following ways while holding it:\",{\"type\":\"list\",\"items\":[\"If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the necromancy school.\",\"As an action, you can expend 1 charge to take on a semblance of undeath for 10 minutes. For the duration, you take on a deathly appearance, and undead creatures are indifferent to you, unless you have damaged them. You also appear undead to all outward inspection and to spells used to determine the target's status. The effect ends if you deal damage or force a creature to make a saving throw.\"]}],\"attachedSpells\":[\"animate dead\",\"circle of death\",\"false life\",\"finger of death\",\"speak with dead\",\"summon undead|tce\",\"vampiric touch\"]},{\"name\":\"Lifewell Tattoo\",\"source\":\"TCE\",\"page\":129,\"resist\":[\"necrotic\"],\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"tattoo\":true,\"entries\":[\"Produced by a special needle, this magic tattoo features symbols of life and rebirth.\",{\"type\":\"entries\",\"name\":\"Tattoo Attunement\",\"entries\":[\"To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.\",\"If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.\"]},{\"type\":\"entries\",\"name\":\"Necrotic Resistance\",\"entries\":[\"You have resistance to necrotic damage.\"]},{\"type\":\"entries\",\"name\":\"Life Ward\",\"entries\":[\"When you would be reduced to 0 hit points, you drop to 1 hit point instead. Once used, this property can't be used again until the next dawn.\"]}]},{\"name\":\"Lightbringer\",\"source\":\"LMoP\",\"page\":48,\"reprintedAs\":[\"Lightbringer|PaBTSO\"],\"baseItem\":\"mace|phb\",\"type\":\"M\",\"rarity\":\"uncommon\",\"weight\":4,\"weaponCategory\":\"simple\",\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"bonusWeapon\":\"+1\",\"entries\":[\"This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a {@item torch|phb} when its wielder commands. While glowing, the mace deals an extra {@damage 1d6} radiant damage to undead creatures.\"]},{\"name\":\"Lightbringer\",\"source\":\"PaBTSO\",\"page\":72,\"baseItem\":\"mace|PHB\",\"type\":\"M\",\"rarity\":\"uncommon\",\"weight\":4,\"weaponCategory\":\"simple\",\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"bonusWeapon\":\"+1\",\"entries\":[\"You have a +1 bonus to attack and damage rolls made with this magic weapon.\",\"This weapon, known as Lightbringer, was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and is made of solid brass. The mace glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra {@damage 1d6} radiant damage to Undead creatures.\"]},{\"name\":\"Lightning Absorbing Tattoo\",\"source\":\"TCE\",\"page\":119,\"resist\":[\"lightning\"],\"detail1\":\"yellow\",\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"tattoo\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Absorbing Tattoo|TCE}\"]},{\"name\":\"Lindwyrm Venom\",\"source\":\"GHLoE\",\"page\":111,\"type\":\"P\",\"rarity\":\"very rare\",\"entries\":[\"This terrible venom is extracted and distilled from the deadly {@creature lindwyrm|GHLoE}. It can be delivered via ingestion or a wound. A creature exposed to the venom must succeed on a DC 18 Constitution saving throw or take 36 ({@damage 8d8}) poison damage and be poisoned for 1 minute. While poisoned, the creature has disadvantage on Strength and Dexterity skill checks and saving throws.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Linen (1 sq. yd.)\",\"source\":\"PHB\",\"page\":157,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Linen (1 sq. yd.)|XDMG\"],\"type\":\"TG\",\"rarity\":\"none\",\"value\":500},{\"name\":\"Linen (1 sq. yd.)\",\"source\":\"XDMG\",\"page\":213,\"type\":\"TG|XDMG\",\"rarity\":\"none\",\"value\":500},{\"name\":\"Living Gloves\",\"source\":\"ERLW\",\"page\":278,\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"grantsProficiency\":true,\"entries\":[\"These symbiotic gloves—made of thin chitin and sinew—pulse with a life of their own. To attune to them, you must wear them for the entire attunement period, during which the gloves bond with your skin.\",\"While attuned to these gloves, you gain one of the following proficiencies (your choice when you attune to the gloves):\",{\"type\":\"list\",\"items\":[\"{@skill Sleight of Hand}\",\"{@item Thieves' tools|PHB}\",\"One kind of {@item artisan's tools|PHB} of your choice\",\"One kind of {@item musical instrument|PHB} of your choice\"]},\"When you make an ability check using the chosen proficiency, you add double your proficiency bonus to the check, instead of your normal proficiency bonus.\",{\"type\":\"entries\",\"name\":\"Symbiotic Nature\",\"entries\":[\"The gloves can't be removed from you while you're attuned to them, and you can't voluntarily end your attunement to them. If you're targeted by a spell that ends a curse, your attunement to the gloves ends, and they can be removed.\"]}]},{\"name\":\"Living Loot Satchel\",\"source\":\"AI\",\"page\":25,\"rarity\":\"varies\",\"wondrous\":true,\"entries\":[\"As a rank 2 hoardsperson, you are granted the use of a living loot satchel, which is an uncommon magic item. It functions as a {@item bag of holding} and is available in a variety of colors and styles.\",{\"type\":\"table\",\"caption\":\"Class-Based Living Loot Satchel\",\"colStyles\":[\"col-2\",\"col-10\"],\"colLabels\":[\"Class\",\"Satchel\"],\"rows\":[[\"Barbarian\",\"Broad belt with a dozen hanging pockets\"],[\"Bard\",\"Lute case\"],[\"Cleric\",\"Hollowed-out holy tome\"],[\"Druid\",\"Made from natural, organic, locally sourced woven fibers\"],[\"Fighter\",\"A thick, battle-scarred iron lockbox\"],[\"Paladin\",\"A metal case with fine engraving and scrollwork\"],[\"Ranger\",\"A fur-lined bindle\"],[\"Rogue\",\"A nondescript coin pouch\"],[\"Sorcerer\",\"A battered leather satchel, prone to spitting out multicolored sparks at the seams\"],[\"Warlock\",\"A patchwork monster-leather satchel with a \\\"purely decorative\\\" fanged mouth.\"],[\"Wizard\",\"A pocket dimension hidden up your sleeve or inside your hat\"]]},\"The living loot satchel is a kind of magical being that safeguards the franchise's funds and valuables. Its innards are connected to a secure coffer within Head Office's vault in Waterdeep, to which the satchel periodically transfers the franchise's wealth. As an action, you can transfer any amount of your franchise funds back to your satchel with a successful DC 15 Dexterity ({@skill Sleight of Hand}) check.\",{\"type\":\"entries\",\"name\":\"Secret Satchel\",\"entries\":[\"As a rank 3 hoardsperson, your living loot satchel gets an upgrade to function as the replica chest used for the {@spell Leomund's secret chest} spell, becoming a rare magic item. You can open the secret chest through your living loot satchel to deposit or withdraw items—even items that wouldn't normally fit in your satchel, but which fit within the chest. Thanks to Head Office striking deals you don't want to know about with extraplanar creatures you really don't want to know about, there is no chance for the spell to end.\"]},{\"type\":\"entries\",\"name\":\"That Thing You Need\",\"entries\":[\"At rank 3, you can use a bonus action to reach into your living loot satchel and make a DC 15 Dexterity ({@skill Sleight of Hand}) check. On a success, you draw forth an item of your choice on the Adventuring Gear table in chapter 5 of the Player's Handbook. The item must be of a size that can fit into your secret chest and be worth no more than 15 gp. Once you attempt to draw five items from your satchel, you cannot draw forth any more items until the next dawn.\"]},{\"type\":\"entries\",\"name\":\"Portable Hole Satchel\",\"entries\":[\"At rank 4, your living loot satchel receives another upgrade, becoming a very rare magic item. The secret chest accessed by your satchel now has the storage capacity of a {@item portable hole}—6 feet in diameter and 10 feet deep. As before, you can place any appropriately sized object into the portable-hole-sized chest, even if it wouldn't normally fit into your satchel.\"]},{\"type\":\"entries\",\"name\":\"That Expensive Thing You Need\",\"entries\":[\"Also at rank 4, when you use your That Thing You Need feature, you can requisition any item of up to 250 gp in value, as long as it would fit into the confines of your satchel's portable hole.\"]}],\"attachedSpells\":[\"Leomund's secret chest\"],\"hasFluffImages\":true},{\"name\":\"Living Ship\",\"source\":\"AAG\",\"page\":36,\"type\":\"SPC|AAG\",\"rarity\":\"none\",\"value\":2500000,\"crew\":5,\"vehAc\":15,\"vehHp\":250,\"vehDmgThresh\":15,\"vehSpeed\":4.5,\"capCargo\":10,\"entries\":[\"Druids, rangers, and clerics devoted to gods of nature are often found aboard living ships, as are Wildspace explorers who don't want to have to worry about their ship's air envelope becoming fouled during a long voyage.\",\"This ship's main distinctive feature is the fully grown {@creature treant} on the aft deck. The treant has a speed of 0 because its roots are woven into the deck; it and the ship are inseparable. If the ship is reduced to 0 hit points, the treant dies of shock. The ship can function if its treant dies, but the treant can never be replaced with another.\",\"When the treant finishes a long rest, it repairs the ship's hull, enabling the ship to regain {@dice 4d12} hit points, and refreshes the ship's air envelope (turning deadly air into foul air, or foul air into fresh air).\",\"A living ship can float on water and sail across it, but it can't land safely on the ground (its keel would cause it to roll on its side). Its standard weaponry is an aft-mounted ballista.\"],\"seeAlsoVehicle\":[\"Living Ship|AAG\"]},{\"name\":\"Loadstone\",\"source\":\"TftYP\",\"page\":228,\"rarity\":\"rare\",\"wondrous\":true,\"curse\":true,\"weight\":1,\"entries\":[\"This stone is a large gem worth 150 gp.\",{\"type\":\"entries\",\"name\":\"Curse\",\"entries\":[\"The stone is cursed, but its magical nature is hidden; {@spell detect magic} doesn't detect it. An {@spell identify} spell reveals the stone's true nature. If you use the {@action Dash} or {@action Disengage} action while the stone is on your person, its curse activates. Until the curse is broken with {@spell remove curse} or similar magic, your speed is reduced by 5 feet, and your maximum load and maximum lift capacities are halved. You also become unwilling to part with the stone.\"]}]},{\"name\":\"Loaf of Bread\",\"source\":\"PHB\",\"page\":158,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Bread (loaf)|XPHB\"],\"type\":\"FD\",\"rarity\":\"none\",\"value\":2,\"miscTags\":[\"CNS\"]},{\"name\":\"Lock\",\"source\":\"PHB\",\"page\":152,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Lock|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":1,\"value\":1000,\"entries\":[\"A key is provided with the lock. Without the key, a creature proficient with {@item thieves' tools|phb} can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices.\"]},{\"name\":\"Lock\",\"source\":\"XPHB\",\"page\":226,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":1,\"value\":1000,\"entries\":[\"A Lock comes with a key. Without the key, a creature can use {@item Thieves' Tools|XPHB} to pick this Lock with a successful DC 15 Dexterity ({@skill Sleight of Hand|XPHB}) check.\"]},{\"name\":\"Lock of Trickery\",\"source\":\"XDMG\",\"page\":275,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"This lock appears to be an ordinary {@item Lock|XPHB} (of the type described in chapter 6 of the {@book Player's Handbook|XPHB}) and comes with a single key. The tumblers in this lock magically adjust to thwart burglars. Dexterity checks made to pick the lock have {@variantrule Disadvantage|XPHB}.\"]},{\"name\":\"Lock of Trickery\",\"source\":\"XGE\",\"page\":138,\"reprintedAs\":[\"Lock of Trickery|XDMG\"],\"tier\":\"minor\",\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"This lock appears to be an ordinary lock (of the type described in chapter 5 of the Player's Handbook) and comes with a single key. The tumblers in this lock magically adjust to thwart burglars. Dexterity checks made to pick the lock have disadvantage.\"]},{\"name\":\"Lolth's Sting\",\"source\":\"XDMG\",\"page\":91,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"value\":20000,\"poison\":true,\"entries\":[\"A creature subjected to Lolth's Sting must succeed on a DC 13 Constitution saving throw or have the {@condition Poisoned|XPHB} condition for 1 hour. If the creature fails the save by 5 or more, the creature also has the {@condition Unconscious|XPHB} condition while {@condition Poisoned|XPHB} in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.\"],\"poisonTypes\":[\"injury\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Longbow of the Healing Hearth\",\"source\":\"BGG\",\"page\":113,\"baseItem\":\"longbow|PHB\",\"type\":\"R\",\"rarity\":\"legendary\",\"reqAttune\":true,\"weight\":2,\"weaponCategory\":\"martial\",\"property\":[\"A\",\"H\",\"2H\"],\"range\":\"150/600\",\"dmg1\":\"1d8\",\"dmgType\":\"P\",\"bonusWeapon\":\"+3\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d4 + 1}\",\"charges\":8,\"entries\":[\"This ivory longbow is inscribed with a prayer to the god Hiatea, the runes of which are entwined with gilded engravings of wheat stalks and deer antlers.\",\"You gain a +3 bonus to attack and damage rolls made with this weapon. If you load no ammunition in the weapon, it produces its own, automatically creating one magic arrow when you pull back the string. The arrow created by the bow vanishes the instant after it hits or misses a target.\",\"The bow has 8 charges for the following properties, which you can use while wielding the bow. The bow regains {@dice 1d4 + 1} charges daily at dawn.\",{\"type\":\"entries\",\"name\":\"Curative Arrow\",\"entries\":[\"When you take the {@action Attack} action using the bow, you can expend 1 charge to replace one of your attacks with a blazing arrow of curative magic, which automatically hits one creature you can see within 150 feet of you. The target can then immediately spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your Wisdom modifier (minimum of +1).\",\"If the target has no unspent Hit Dice remaining, nothing happens. You can use a curative arrow only once per turn.\"]},{\"type\":\"entries\",\"name\":\"Spellcasting\",\"entries\":[\"While holding the bow, you can use an action to expend 1 or more of its charges to cast one of the following spells from it (save DC 18): {@spell create food and water} (1 charge), {@spell warding bond} (2 charges), {@spell guardian of faith} (3 charges).\"]}],\"ammoType\":\"arrow|phb\",\"attachedSpells\":[\"create food and water\",\"warding bond\",\"guardian of faith\"]},{\"name\":\"Longship\",\"source\":\"DMG\",\"page\":119,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Longship|XPHB\"],\"type\":\"SHP\",\"rarity\":\"none\",\"value\":1000000,\"crew\":40,\"vehAc\":15,\"vehHp\":300,\"vehDmgThresh\":15,\"vehSpeed\":3,\"capPassenger\":150,\"capCargo\":10,\"seeAlsoVehicle\":[\"Longship\"]},{\"name\":\"Longship\",\"source\":\"XPHB\",\"page\":230,\"freeRules2024\":true,\"type\":\"SHP|XPHB\",\"rarity\":\"none\",\"value\":1000000,\"crew\":40,\"vehAc\":15,\"vehHp\":300,\"vehDmgThresh\":15,\"vehSpeed\":3,\"capPassenger\":150,\"capCargo\":10,\"seeAlsoVehicle\":[\"Longship\"]},{\"name\":\"Lord Commander's Badge\",\"source\":\"DoDk\",\"page\":233,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"As an action while wearing this seal, you can invoke its power to issue a bellowing command clearly audible to all creatures within 300 feet of you. When you do, you may choose up to 12 allies you can see who can hear the command. Those allies each gain 20 temporary hit points. While these temporary hit points remain, those allies gain advantage on attack rolls and saving throws. Once you use this power, it can't be used again until the next dawn.\",{\"type\":\"entries\",\"name\":\"Crown Authority\",\"entries\":[\"A character cannot attune to more than one Seal of Drakkenheim. Guardian constructs in Drakkenheim such as {@creature wall gargoyle|DoDk|wall gargoyles} and {@creature tower dragon|DoDk|tower dragons} do not attack you while you are attuned to one of the Seals of Drakkenheim. An individual guardian ignores this effect for 24 hours if you attack it or cast a spell upon it.\",\"As an action, you may present a Seal of Drakkenheim to rebuke the guardians. You make an opposed Charisma ability check against each {@creature wall gargoyle|DoDk} or {@creature tower dragon|DoDk} that can see or hear you within 30 feet of you. If you win the contest, the creature is rebuked for 1 minute or until it takes any damage. A rebuked creature doesn't move, and can't take actions or reactions. A creature who wins the contest is immune to your rebuke for 24 hours.\"]}]},{\"name\":\"Lord's Ensemble\",\"source\":\"WDH\",\"page\":191,\"rarity\":\"very rare\",\"reqAttune\":\"by a creature with a humanoid build\",\"reqAttuneTags\":[{\"creatureType\":\"humanoid\"}],\"wondrous\":true,\"entries\":[\"The Masked Lords of Waterdeep don this ensemble when meeting with one another. This raiment renders each lord indistinguishable from the others. The ensemble consists of three pieces—a helm, an amulet, and a robe—that function as a single magic item when worn together, but only within the city of Waterdeep and its sewers. You become attuned to the ensemble as a single item.\",{\"type\":\"entries\",\"name\":\"Lord's Helm\",\"entries\":[\"This bucket helm covers your head and conceals your face. Screens over the eyes help to shroud your identity without blinding you. While you wear the helm, your voice is magically altered to sound genderless, and you are immune to magic that allows other creatures to read your thoughts, to determine whether you are lying, to know your alignment, or to know your creature type. Creatures can communicate telepathically with you only if you allow it.\"]},{\"type\":\"entries\",\"name\":\"Lord's Amulet\",\"entries\":[\"This amulet bears the crest of Waterdeep. It functions as an {@item amulet of proof against detection and location}.\"]},{\"type\":\"entries\",\"name\":\"Lord's Robe\",\"entries\":[\"This elegant robe functions as a {@item ring of free action}, and it creates the illusion that you have a nondescript, androgynous humanoid build and stand 6 feet tall.\"]}],\"hasFluffImages\":true},{\"name\":\"Lorehold Primer\",\"source\":\"SCC\",\"page\":39,\"rarity\":\"uncommon\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"The Lorehold Primer is a magic textbook created at Strixhaven's Lorehold College. The primer has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. If you make an Intelligence ({@skill History}) or Intelligence ({@skill Religion}) check while holding the primer, you can expend 1 charge to give yourself {@dice 1d4} bonus to the check, immediately after you roll the {@dice d20}.\",\"In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the cleric or wizard spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.\"]},{\"name\":\"Lorehold Trinket\",\"source\":\"SCC\",\"page\":31,\"type\":\"G\",\"rarity\":\"none\",\"entries\":[\"When you make your character, you may roll once on the Lorehold Trinkets table, instead of on the {@item trinket|phb|Trinkets table} in the {@book Player's Handbook|PHB}, for your starting trinket.\",{\"caption\":\"Lorehold Trinkets\",\"colLabels\":[\"d6\",\"Trinket\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A map made of concentric circles that can be rotated around the page\"],[\"2\",\"A puzzle box bedecked with amber\"],[\"3\",\"A dented brass compass with a red needle\"],[\"4\",\"The head of a broken statue that houses the consciousness of a snarky sage\"],[\"5\",\"A sheet of parchment embossed with tactile lettering, glowing red\"],[\"6\",\"A broken dagger with a wavy blade and a serpentine hilt\"]],\"type\":\"table\"}],\"miscTags\":[\"TT\"]},{\"name\":\"Lost Crown of Besilmer\",\"source\":\"PotA\",\"page\":223,\"resist\":[\"psychic\"],\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"This dwarven battle-helm consists of a sturdy open-faced steel helmet, decorated with a golden circlet above the brow from which seven small gold spikes project upward. You gain the following benefits while wearing the crown:\",{\"type\":\"list\",\"items\":[\"You have resistance to psychic damage.\",\"You have advantage on saving throws against effects that would charm you.\",\"You can use a bonus action to inspire one creature you can see that is within 60 feet of you and that can see or hear you. Once before the end of your next turn, the inspired creature can roll a {@dice d6} and add the number rolled to one ability check, attack roll, or saving throw it makes. This uses 1 charge from the crown. It has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn.\"]}]},{\"name\":\"Luba's Tarokka of Souls\",\"source\":\"TCE\",\"page\":129,\"rarity\":\"artifact\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"Not all lingering spirits are tragic souls, lost on their way to the hereafter. Some languish as prisoners, souls so wicked mortals dare not free them upon an unsuspecting afterlife.\",\"Created by a figure of Vistani legend, Luba's Tarokka of Souls shaped the destiny of countless heroes. The prophecies of this deck of cards also revealed great evils and guided its creator into the path of nefarious forces. Untold times the deck's creator, Mother Luba, narrowly escaped doom, spared only by her keen insights. But even for her, not all wickedness could be escaped. In the most dire cases, Mother Luba managed to ensnare beings of pure evil amid the strands of fate, imprisoning them within her {@deck tarokka deck|CoS}. There these foul spirits dwell still, trapped within a nether-realm hidden amid shuffling cards, waiting for fate to turn foul—as it inevitably will.\",\"Like all {@deck Tarokka Deck|CoS|tarokka decks}, the {@i Tarokka of Souls} is a lavishly illustrated collection of fifty-four cards, comprising the fourteen cards of the high deck and forty other cards divided into four suits: coins, glyphs, stars, and swords.\",{\"type\":\"entries\",\"name\":\"Random Properties\",\"entries\":[\"The artifact has the following random properties, which you can determine by rolling on the tables in the \\\"Artifacts\\\" section of the {@book Dungeon Master's Guide|DMG}:\",{\"type\":\"list\",\"items\":[\"2 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} properties\",\"2 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} properties\"]}]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"While holding the deck, you can use an action to cast one of the following spells (save DC 18) from it: {@spell comprehend languages}, {@spell detect evil and good}, {@spell detect magic}, {@spell detect poison and disease}, {@spell locate object}, or {@spell scrying}. Once you use the deck to cast a spell, you can't cast that spell again from it until the next dawn.\"]},{\"type\":\"entries\",\"name\":\"Enduring Vision\",\"entries\":[\"While holding the deck, you automatically succeed on Constitution saving throws made to maintain your {@status concentration} on divination spells.\"]},{\"type\":\"entries\",\"name\":\"Twist of Fate\",\"entries\":[\"As an action, you can draw a card from the deck and twist the fortune of another creature you can see within 15 feet of you. Choose one of the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Weal\",\"entry\":\"The creature has advantage on attack rolls, ability checks, and saving throws for the next hour.\"},{\"type\":\"item\",\"name\":\"Woe\",\"entry\":\"The creature has disadvantage on attack rolls, ability checks, and saving throws for the next hour.\"}]},\"The deck can be used in this way twice, and you regain all expended uses at the next dawn.\"]},{\"type\":\"entries\",\"name\":\"Prisoners of Fate\",\"entries\":[\"Whenever you use the Twist of Fate property, there is a chance that one of the souls trapped in the deck escapes. Roll {@dice d100} and consult the Souls of the Tarokka table. If you roll one of the high cards, the soul associated with it escapes. You can find its statistics in the {@book Monster Manual|MM}. If you roll a soul that has already escaped, roll again.\",{\"type\":\"table\",\"caption\":\"Souls of the Tarokka\",\"colLabels\":[\"d100\",\"Card\",\"Soul\"],\"colStyles\":[\"col-2 text-center\",\"col-5 text-center\",\"col-5 text-center\"],\"rows\":[[\"1\",\"Artifact\",\"{@creature Flameskull}\"],[\"2\",\"Beast\",\"{@creature Wraith}\"],[\"3\",\"Broken\",\"{@creature Banshee}\"],[\"4\",\"Darklord\",\"{@creature Vampire}\"],[\"5\",\"Donjon\",\"{@creature Mummy}\"],[\"6\",\"Executioner\",\"{@creature Death knight}\"],[\"7\",\"Ghost\",\"{@creature Ghost}\"],[\"8\",\"Horseman\",\"{@creature Mummy lord}\"],[\"9\",\"Innocent\",\"{@creature Ghost}\"],[\"10\",\"Marionette\",\"{@creature Mummy}\"],[\"11\",\"Mists\",\"{@creature Wraith}\"],[\"12\",\"Raven\",\"{@creature Vampire spawn}\"],[\"13\",\"Seer\",\"{@creature Vampire}\"],[\"14\",\"Tempter\",\"{@creature Vampire spawn}\"],[\"15-100\",\"—\",\"—\"]]},\"The released soul appears at a random location within {@dice 10d10} miles of you and terrorizes the living. Until the released soul is destroyed, it gains the benefit of a weal from the deck's Twist of Fate property, and both you and the original target of Twist of Fate suffer the effect of woe.\"]},{\"type\":\"entries\",\"name\":\"Shuffling Fate\",\"entries\":[\"If you go 7 days without using the Twist of Fate property, your attunement to Luba's Tarokka of Souls ends, and you can't attune to it again until after another creature uses Twist of Fate on you.\"]},{\"type\":\"entries\",\"name\":\"Destroying the Deck\",\"entries\":[\"Luba's Tarokka of Souls can be destroyed only if all fourteen souls within are released and destroyed. This reveals a fifteenth soul, a {@creature lich}, that inhabits the Nether card, which appears only when the fourteen souls are defeated. If this ancient entity is destroyed, the Nether card vanishes and the deck becomes a normal {@deck tarokka deck|CoS}, with no special properties, but it includes a new card of the DM's design.\",{\"type\":\"entries\",\"name\":\"Mother Luba and the Vistani\",\"entries\":[\"The creator of the Tarokka of Souls, Mother Luba was one of the most influential leaders of the Vistani. For untold generations, the Vistani have wandered the Shadowfell, which includes terrifying demiplanes like the vampire-haunted realm of Barovia. These travelers have learned many secrets of these domains and encountered countless others wandering amid the Shadowfell's horrors. Most Vistani bands accept well-intentioned wayfarers from diverse walks and of disparate origins, embracing any who seek to find a home amid the endless roads and vistas hidden amid the mists.\",\"A halfling Vistani, Mother Luba led one of the largest groups of Vistani in the Shadowfell. She hailed from the same world that Count Strahd von Zarovich and Madam Eva came from, and she created a community of kindness and resilience-ever rare to find in the Plane of Shadow. She led her people in welcoming strangers, feeding the hungry, and defying the cruel. She and Madam Eva were once friends, until Madam Eva began bargaining with the creatures of the night. \\\"We may wander amid the shadows,\\\" Mother Luba said. \\\"But we must ever serve as a light to our fellow travelers.\\\"\",\"Some years ago, Mother Luba disappeared into the mists, leaving behind only the Tarokka of Souls. It is said that if you draw the Mists card from it, you can hear the whispers of her kind voice.\"]}]}],\"attachedSpells\":[\"comprehend languages\",\"detect evil and good\",\"detect magic\",\"detect poison and disease\",\"locate object\",\"scrying\"],\"hasFluffImages\":true},{\"name\":\"Lucent Destroyer\",\"source\":\"BGG\",\"page\":113,\"baseItem\":\"musket|dmg\",\"type\":\"R\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":10,\"weaponCategory\":\"martial\",\"age\":\"renaissance\",\"property\":[\"2H\"],\"range\":\"40/120\",\"dmg1\":\"1d12\",\"dmgType\":\"P\",\"bonusWeapon\":\"+1\",\"firearm\":true,\"entries\":[\"This magic weapon is a triple-barreled bronze musket. You gain a +1 bonus to attack and damage rolls made with it. It requires no ammunition, its damage is radiant instead of piercing, and it doesn't have the loading property. The base of the weapon is emblazoned with the light rune.\",\"Additionally, while attuned to the weapon, you can cast {@spell dancing lights} from the musket at will.\",{\"type\":\"entries\",\"name\":\"Invoking the Rune\",\"entries\":[\"As an action, you can invoke the weapon's rune to cast the {@spell sunbeam} spell (save DC 17) with it. Once the rune has been invoked, it can't be invoked again until the next dawn.\"]}],\"ammoType\":\"renaissance bullet\",\"attachedSpells\":[\"dancing lights\",\"sunbeam\"]},{\"name\":\"Luminous War Pick\",\"source\":\"PaBTSO\",\"page\":217,\"baseItem\":\"war pick|PHB\",\"type\":\"M\",\"rarity\":\"rare\",\"reqAttune\":true,\"weight\":2,\"weaponCategory\":\"martial\",\"dmg1\":\"1d8\",\"dmgType\":\"P\",\"bonusWeapon\":\"+1\",\"entries\":[\"The haft of this war pick is inlaid with crushed pearlescent stones that imbue the weapon with a faint luminescence. You gain a +1 bonus to attack and damage rolls made with this war pick.\",\"While wielding the war pick, you can use a bonus action to cast the {@spell daylight} spell, choosing a point on the war pick. Once you use this bonus action, it can't be used again until the next dawn.\"],\"attachedSpells\":[\"daylight\"],\"hasFluffImages\":true},{\"name\":\"Lute crafted of exotic wood with mother-of-pearl inlay and zircon gems (Brazen Coalition)\",\"source\":\"PSX\",\"page\":24,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":75000},{\"name\":\"Lute of Thunderous Thumping\",\"source\":\"XDMG\",\"page\":275,\"baseItem\":\"club|xphb\",\"type\":\"M|XPHB\",\"rarity\":\"very rare\",\"weight\":2,\"weaponCategory\":\"simple\",\"property\":[\"L|XPHB\"],\"mastery\":[\"Slow|XPHB\"],\"dmg1\":\"1d4\",\"dmgType\":\"B\",\"entries\":[\"This reinforced {@item lute|XPHB} can be wielded as a magic Club that deals an extra {@damage 2d8} Thunder damage on a hit.\",{\"type\":\"entries\",\"name\":\"Sing and Swing\",\"entries\":[\"If you're a Bard, you can use your Charisma modifier instead of your Strength modifier when making a melee attack roll with the {@item lute|XPHB}, provided you sing or hum while making the attack.\"]}]},{\"name\":\"Luxon Beacon\",\"source\":\"EGW\",\"page\":268,\"rarity\":\"legendary\",\"wondrous\":true,\"entries\":[\"This dodecahedron of faintly glowing crystal is heavier than it appears. A set of handles are affixed to its sides, and it pulsates and thrums when touched.\",{\"type\":\"entries\",\"name\":\"Fragment of Possibility\",\"entries\":[\"A creature that touches the beacon and concentrates for 1 minute receives a Fragment of Possibility, which looks like a Tiny, grayish bead of energy that follows the creature around, staying within 1 foot of it at all times. The fragment lasts for 8 hours or until used. Once the beacon grants a Fragment of Possibility, it can't grant another until the next dawn. A creature with a Fragment of Possibility from a Luxon Beacon can't gain another Fragment of Possibility from any source.\",\"When a creature with a Fragment of Possibility makes an attack roll, an ability check, or a saving throw, it can expend its fragment to roll an additional {@dice d20} and choose which of the {@dice d20}s to use. Alternatively, when an attack roll is made against the creature, it can expend its fragment to roll a {@dice d20} and choose which of the {@dice d20}s to use, the one it rolled or the one the attacker rolled.\",\"If the original {@dice d20} roll has advantage or disadvantage, the creature rolls its {@dice d20} after advantage or disadvantage has been applied to the original roll.\"]},{\"type\":\"entries\",\"name\":\"Soul Snare\",\"entries\":[\"If a follower of the Luxon who has undergone a ritual of consecution dies within 100 miles of a Luxon Beacon, their soul is ensnared by it. This soul will be reincarnated within the body of a random humanoid baby developing within 100 miles of the beacon.\"]}],\"hasFluffImages\":true},{\"name\":\"Lycanthropy Antidote\",\"source\":\"GHLoE\",\"page\":111,\"type\":\"P\",\"rarity\":\"rare\",\"entries\":[\"This silvery potion, made with {@creature fzeg|GHLoE} blood, is dotted with flecks of red. Drinking this liquid removes the curse of werewolf lycanthropy.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Lyre of Building\",\"source\":\"TCE\",\"page\":131,\"type\":\"INS\",\"rarity\":\"rare\",\"reqAttune\":\"by a bard\",\"reqAttuneTags\":[{\"class\":\"bard\"}],\"wondrous\":true,\"weight\":2,\"entries\":[\"While holding this {@item lyre|PHB}, you can cast {@spell mending} as an action. You can also play the {@item lyre|PHB} as a reaction when an object or a structure you can see within 300 feet of you takes damage, causing it to be immune to that damage and any further damage of the same type until the start of your next turn.\",\"In addition, you can play the {@item lyre|PHB} as an action to cast {@spell fabricate}, {@spell move earth}, {@spell passwall}, or {@spell summon construct|TCE}, and that spell can't be cast from it again until the next dawn.\"],\"attachedSpells\":[\"fabricate\",\"mending\",\"move earth\",\"passwall\",\"summon construct|tce\"]},{\"name\":\"Mace of Disruption\",\"source\":\"DMG\",\"page\":179,\"srd\":true,\"reprintedAs\":[\"Mace of Disruption|XDMG\"],\"baseItem\":\"mace|phb\",\"type\":\"M\",\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"weight\":4,\"weaponCategory\":\"simple\",\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"entries\":[\"When you hit a fiend or an undead with this magic weapon, that creature takes an extra {@damage 2d6} radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes {@condition frightened} of you until the end of your next turn.\",\"While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Mace of Disruption\",\"source\":\"XDMG\",\"page\":276,\"freeRules2024\":true,\"baseItem\":\"mace|xphb\",\"type\":\"M|XPHB\",\"rarity\":\"rare\",\"reqAttune\":true,\"weight\":4,\"weaponCategory\":\"simple\",\"mastery\":[\"Sap|XPHB\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"entries\":[\"When you hit a Fiend or an Undead with this magic weapon, that creature takes an extra {@damage 2d6} Radiant damage. If the target has 25 {@variantrule Hit Points|XPHB} or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature has the {@condition Frightened|XPHB} condition until the end of your next turn.\",{\"type\":\"entries\",\"name\":\"Light\",\"entries\":[\"While you hold this weapon, it sheds {@variantrule Bright Light|XPHB} in a 20-foot radius and {@variantrule Dim Light|XPHB} for an additional 20 feet.\"]}],\"hasFluffImages\":true},{\"name\":\"Mace of Smiting\",\"source\":\"DMG\",\"page\":179,\"srd\":true,\"reprintedAs\":[\"Mace of Smiting|XDMG\"],\"baseItem\":\"mace|phb\",\"type\":\"M\",\"tier\":\"major\",\"rarity\":\"rare\",\"weight\":4,\"weaponCategory\":\"simple\",\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"bonusWeapon\":\"+1\",\"entries\":[\"You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.\",\"When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or an extra 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.\",\"{@note Note: According to the SRD, it is an extra {@dice 2d6} and {@damage 4d6} bludgeoning damage, although {@link this is incorrect|https://rpg.stackexchange.com/a/174522/53884}}.\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Mace of Smiting\",\"source\":\"XDMG\",\"page\":276,\"freeRules2024\":true,\"baseItem\":\"mace|xphb\",\"type\":\"M|XPHB\",\"rarity\":\"rare\",\"weight\":4,\"weaponCategory\":\"simple\",\"mastery\":[\"Sap|XPHB\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"bonusWeapon\":\"+1\",\"entries\":[\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The bonus increases to +3 when you use the weapon to attack a Construct.\",\"When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 Bludgeoning damage, or 14 Bludgeoning damage if it's a Construct. If a Construct has 25 {@variantrule Hit Points|XPHB} or fewer after taking this damage, it is destroyed.\"],\"hasFluffImages\":true},{\"name\":\"Mace of Terror\",\"source\":\"DMG\",\"page\":180,\"srd\":true,\"reprintedAs\":[\"Mace of Terror|XDMG\"],\"baseItem\":\"mace|phb\",\"type\":\"M\",\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"weight\":4,\"weaponCategory\":\"simple\",\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become {@condition frightened} of you for 1 minute. While it is {@condition frightened} in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action it can use only the {@action Dash} action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the {@action Dodge} action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.\",\"The mace regains {@dice 1d3} expended charges daily at dawn.\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Mace of Terror\",\"source\":\"XDMG\",\"page\":276,\"baseItem\":\"mace|xphb\",\"type\":\"M|XPHB\",\"rarity\":\"rare\",\"reqAttune\":true,\"weight\":4,\"weaponCategory\":\"simple\",\"mastery\":[\"Sap|XPHB\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"This magic weapon has 3 charges and regains {@dice 1d3} expended charges daily at dawn. While holding the weapon, you can take a {@action Magic|XPHB} action and expend 1 charge to release a wave of terror from it. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the {@condition Frightened|XPHB} condition for 1 minute. While {@condition Frightened|XPHB} in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't make Opportunity Attacks. For its action, it can use only the {@action Dash|XPHB} action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can take the {@action Dodge|XPHB} action. At the end of each of its turns, a creature repeats the save, ending the effect on itself on a success.\"],\"hasFluffImages\":true},{\"name\":\"Mace of the Black Crown (Awakened)\",\"source\":\"EGW\",\"_copy\":{\"name\":\"Mace of the Black Crown (Dormant)\",\"source\":\"EGW\",\"_mod\":{\"entries\":{\"mode\":\"insertArr\",\"index\":-1,\"items\":{\"type\":\"entries\",\"name\":\"Awakened\",\"entries\":[\"When the mace reaches an awakened state, it gains the following properties:\",{\"type\":\"list\",\"items\":[\"The weapon's bonus to attack and damage rolls increases to +2, and the extra fire damage dealt by the weapon when it is ignited increases to {@dice 2d6}.\",\"The weapon's Summon Devil feature can also be used to summon a {@creature bearded devil}.\",\"You have resistance to poison damage while holding this weapon.\"]}]}}},\"_preserve\":{\"page\":true,\"hasFluffImages\":true}},\"bonusWeapon\":\"+2\",\"hasFluffImages\":true},{\"name\":\"Mace of the Black Crown (Dormant)\",\"source\":\"EGW\",\"page\":276,\"baseItem\":\"mace|PHB\",\"type\":\"M\",\"resist\":[\"fire\",\"poison\"],\"rarity\":\"artifact\",\"reqAttune\":true,\"sentient\":true,\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"Vst|TDCSR\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"bonusWeapon\":\"+1\",\"entries\":[\"This mace has a haft of black iron and a ruby head with a fiendish countenance. Carrying the boon of Asmodeus, it is fit for the most powerful servants of the Nine Hells.\",{\"type\":\"entries\",\"name\":\"Sentience\",\"entries\":[\"The Mace of the Black Crown is a sentient lawful evil weapon with an Intelligence of 20, a Wisdom of 12, and a Charisma of 18. It has hearing and {@sense darkvision} out to a range of 120 feet.\",\"The weapon communicates telepathically with its wielder and can speak, read, and understand Common and Infernal.\"]},{\"type\":\"entries\",\"name\":\"Personality\",\"entries\":[\"A greedy {@creature erinyes} named Xartaza lives within the Mace of the Black Crown. Xartaza wants to recruit more souls for Asmodeus, so the weapon pushes its wielder toward lawful evil actions by manipulating the wielder's dreams. A former Blood War general, Xartaza hates demons and relishes crafting sound battle plans in any conflict.\"]},{\"type\":\"entries\",\"name\":\"Dormant\",\"entries\":[\"The mace grants the following benefits in its dormant state:\",{\"type\":\"list\",\"items\":[\"You can speak, read, and write Infernal.\",\"You gain a +1 bonus to attack and damage rolls made with this magic weapon.\",\"While holding the mace, you can use a bonus action to speak its Infernal command word, causing flames to erupt from the head. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the mace is ablaze, it deals an extra {@damage 1d6} fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you are no longer holding the mace.\",\"While holding the mace, you can use an action to summon an {@creature imp}. Any devil you summon with this mace is friendly to you and your companions for the duration. The imp obeys any verbal commands that you issue to it and returns to the Nine Hells 10 minutes after you summoned it. This property can't be used again until the next dawn.\"]}]},{\"type\":\"inset\",\"name\":\"Betrayer Artifact Properties\",\"entries\":[\"The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property and one {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property. When the artifact attains an awakened state, it gains an additional {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property and an additional {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property. When the item reaches its exalted state, it gains a {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property. See \\\"Artifact Properties\\\" in chapter 7 of the Dungeon Master's Guide for more information.\"]}],\"hasFluffImages\":true},{\"name\":\"Mace of the Black Crown (Exalted)\",\"source\":\"EGW\",\"_copy\":{\"name\":\"Mace of the Black Crown (Awakened)\",\"source\":\"EGW\",\"_mod\":{\"entries\":{\"mode\":\"insertArr\",\"index\":-1,\"items\":{\"type\":\"entries\",\"name\":\"Exalted\",\"entries\":[\"When the mace reaches an exalted state, it gains the following properties:\",{\"type\":\"list\",\"items\":[\"The weapon's bonus to attack and damage rolls increases to +3, and the extra fire damage dealt by the weapon when it is ignited increases to {@dice 3d6}. Fire damage dealt by the mace ignores resistance to fire damage.\",\"The weapon's Summon Devil feature can also be used to summon a {@creature barbed devil}.\",\"You have resistance to fire damage while you hold this weapon.\"]}]}}},\"_preserve\":{\"page\":true,\"hasFluffImages\":true}},\"bonusWeapon\":\"+3\",\"hasFluffImages\":true},{\"name\":\"Macuahuitl\",\"source\":\"TftYP\",\"page\":70,\"baseItem\":\"longsword|phb\",\"type\":\"M\",\"rarity\":\"unknown (magic)\",\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"V\"],\"dmg1\":\"1d8\",\"dmgType\":\"S\",\"dmg2\":\"1d10\",\"bonusWeapon\":\"+1\",\"entries\":[\"You have a +1 bonus to attack and damage rolls made with this longsword, which is made of laminated wood, and inset with jagged teeth of obsidian. It deals an extra {@damage 2d6} damage to any creature of the plant type.\"]},{\"name\":\"Maddgoth's Helm\",\"source\":\"WDMM\",\"page\":103,\"type\":\"OTH\",\"rarity\":\"very rare\",\"reqAttune\":\"by a humanoid\",\"reqAttuneTags\":[{\"creatureType\":\"humanoid\"}],\"entries\":[\"While you wear this helm and are inside Maddgoth's castle, on its roof, or in its courtyard, you have immunity to all damage. If the helm is taken from the castle, it turns to dust and is destroyed.\"]},{\"name\":\"Magician's Judge\",\"source\":\"TDCSR\",\"page\":196,\"baseItem\":\"greatsword|PHB\",\"type\":\"M\",\"rarity\":\"rare\",\"weight\":6,\"weaponCategory\":\"martial\",\"property\":[\"H\",\"2H\"],\"dmg1\":\"2d6\",\"dmgType\":\"S\",\"recharge\":\"dawn\",\"entries\":[\"An executioner's blade from the {@book Age of Arcanum|TDCSR|1|Age of Arcanum}, this magic {@item greatsword|PHB} is one of many similar weapons once used to execute magic-wielding criminals. Though most commonly found in the lands now known as {@book Wildemount|TDCSR|3|Wildemount} and {@book Issylra|TDCSR|3|Issylra}, a few such blades have found their way to Tal'Dorei.\",\"If you hit a creature with an attack using this weapon, you can cast the {@spell dispel magic} spell from the sword against the target as part of the attack. Alternatively, you can use an action to cast {@spell dispel magic} from the sword against a target of your choice. If you need to make a check with your spellcasting ability modifier as part of casting the spell, you make this check with a +3 modifier or your own spellcasting ability modifier, whichever is higher.\",\"Once you cast {@spell dispel magic} using this weapon, you can't do so again until the next dawn.\"],\"attachedSpells\":[\"dispel magic\"]},{\"name\":\"Magnifying Glass\",\"source\":\"PHB\",\"page\":152,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Magnifying Glass|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"value\":10000,\"entries\":[\"This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.\"]},{\"name\":\"Magnifying Glass\",\"source\":\"XPHB\",\"page\":226,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"value\":10000,\"entries\":[\"A Magnifying Glass grants {@variantrule Advantage|XPHB} on any ability check made to appraise or inspect a highly detailed item. Lighting a fire with a Magnifying Glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite.\"]},{\"name\":\"Malachite\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Malachite|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":1000,\"entries\":[\"An opaque striated light and dark green gemstone.\"]},{\"name\":\"Malachite\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":1000,\"entries\":[\"A striated light and dark green gemstone.\"]},{\"name\":\"Malice\",\"source\":\"DMG\",\"page\":258,\"srd\":true,\"reprintedAs\":[\"Malice|XDMG\"],\"type\":\"G\",\"rarity\":\"none\",\"value\":25000,\"poison\":true,\"entries\":[\"A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become {@condition poisoned} for 1 hour. The {@condition poisoned} creature is {@condition blinded}.\"],\"poisonTypes\":[\"inhaled\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Malice\",\"source\":\"XDMG\",\"page\":91,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"value\":25000,\"poison\":true,\"entries\":[\"A creature subjected to Malice must succeed on a DC 15 Constitution saving throw or have the {@condition Poisoned|XPHB} condition for 1 hour. The creature also has the {@condition Blinded|XPHB} condition while {@condition Poisoned|XPHB} in this way.\"],\"poisonTypes\":[\"inhaled\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Manacles\",\"source\":\"PHB\",\"page\":152,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Manacles|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":6,\"value\":200,\"entries\":[\"These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with {@item thieves' tools|PHB} can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.\"]},{\"name\":\"Manacles\",\"source\":\"XPHB\",\"page\":226,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":6,\"value\":200,\"entries\":[\"As a {@action Utilize|XPHB} action, you can use Manacles to bind an unwilling Small or Medium creature within 5 feet of yourself that has the {@condition Grappled|XPHB}, {@condition Incapacitated|XPHB}, or {@condition Restrained|XPHB} condition if you succeed on a DC 13 Dexterity ({@skill Sleight of Hand|XPHB}) check. While bound, a creature has {@variantrule Disadvantage|XPHB} on attack rolls, and the creature is {@condition Restrained|XPHB} if the Manacles are attached to a chain or hook that is fixed in place. Escaping the Manacles requires a successful DC 20 Dexterity ({@skill Sleight of Hand|XPHB}) check as an action. Bursting them requires a successful DC 25 Strength ({@skill Athletics|XPHB}) check as an action.\",\"Each set of Manacles comes with a key. Without the key, a creature can use {@item Thieves' Tools|XPHB} to pick the Manacles' lock with a successful DC 15 Dexterity ({@skill Sleight of Hand|XPHB}) check.\"]},{\"name\":\"Mantle of Spell Resistance\",\"source\":\"DMG\",\"page\":180,\"srd\":true,\"reprintedAs\":[\"Mantle of Spell Resistance|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"You have advantage on saving throws against spells while you wear this cloak.\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Mantle of Spell Resistance\",\"source\":\"XDMG\",\"page\":276,\"freeRules2024\":true,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"You have {@variantrule Advantage|XPHB} on saving throws against spells while you wear this cloak.\"],\"hasFluffImages\":true},{\"name\":\"Manual of Bodily Health\",\"source\":\"DMG\",\"page\":180,\"srd\":true,\"reprintedAs\":[\"Manual of Bodily Health|XDMG\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"wondrous\":true,\"weight\":5,\"ability\":{\"con\":2},\"entries\":[\"This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.\"],\"lootTables\":[\"Magic Item Table H\"],\"hasFluffImages\":true},{\"name\":\"Manual of Bodily Health\",\"source\":\"XDMG\",\"page\":277,\"freeRules2024\":true,\"rarity\":\"very rare\",\"wondrous\":true,\"weight\":5,\"ability\":{\"con\":2},\"entries\":[\"This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.\"],\"hasFluffImages\":true},{\"name\":\"Manual of Clay Golems\",\"source\":\"DMG\",\"page\":180,\"srd\":true,\"reprintedAs\":[\"Manual of Clay Golems|XDMG\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"wondrous\":true,\"weight\":5,\"entries\":[\"This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes {@damage 6d6} psychic damage.\",\"To create a {@creature clay golem}, you must spend 30 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 65,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.\"],\"hasFluffImages\":true},{\"name\":\"Manual of Clay Golems\",\"source\":\"XDMG\",\"page\":277,\"freeRules2024\":true,\"rarity\":\"very rare\",\"wondrous\":true,\"weight\":5,\"entries\":[\"This tome contains information and incantations necessary to make a {@creature clay golem|XMM}. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a {@i manual of golems} and attempts to read it takes {@damage 6d6} psychic damage.\",\"To create a clay golem, you must spend 30 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 65,000 gp to purchase supplies.\",\"Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.\"],\"hasFluffImages\":true},{\"name\":\"Manual of Flesh Golems\",\"source\":\"DMG\",\"page\":180,\"srd\":true,\"reprintedAs\":[\"Manual of Flesh Golems|XDMG\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"wondrous\":true,\"weight\":5,\"entries\":[\"This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes {@damage 6d6} psychic damage.\",\"To create a {@creature flesh golem}, you must spend 60 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 50,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.\"],\"hasFluffImages\":true},{\"name\":\"Manual of Flesh Golems\",\"source\":\"XDMG\",\"page\":277,\"freeRules2024\":true,\"rarity\":\"very rare\",\"wondrous\":true,\"weight\":5,\"entries\":[\"This tome contains information and incantations necessary to make a {@creature flesh golem|XMM}. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a {@i manual of golems} and attempts to read it takes {@damage 6d6} psychic damage.\",\"To create a flesh golem, you must spend 60 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 50,000 gp to purchase supplies.\",\"Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.\"],\"hasFluffImages\":true},{\"name\":\"Manual of Gainful Exercise\",\"source\":\"DMG\",\"page\":180,\"srd\":true,\"reprintedAs\":[\"Manual of Gainful Exercise|XDMG\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"wondrous\":true,\"weight\":5,\"ability\":{\"str\":2},\"entries\":[\"This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.\"],\"lootTables\":[\"Magic Item Table H\"]},{\"name\":\"Manual of Gainful Exercise\",\"source\":\"XDMG\",\"page\":277,\"freeRules2024\":true,\"rarity\":\"very rare\",\"wondrous\":true,\"weight\":5,\"ability\":{\"str\":2},\"entries\":[\"This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.\"]},{\"name\":\"Manual of Iron Golems\",\"source\":\"DMG\",\"page\":180,\"srd\":true,\"reprintedAs\":[\"Manual of Iron Golems|XDMG\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"wondrous\":true,\"weight\":5,\"entries\":[\"This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes {@damage 6d6} psychic damage.\",\"To create an {@creature iron golem}, you must spend 120 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 100,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.\"],\"hasFluffImages\":true},{\"name\":\"Manual of Iron Golems\",\"source\":\"XDMG\",\"page\":277,\"freeRules2024\":true,\"rarity\":\"very rare\",\"wondrous\":true,\"weight\":5,\"entries\":[\"This tome contains information and incantations necessary to make a {@creature iron golem|XMM}. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a {@i manual of golems} and attempts to read it takes {@damage 6d6} psychic damage.\",\"To create an iron golem, you must spend 120 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 100,000 gp to purchase supplies.\",\"Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.\"],\"hasFluffImages\":true},{\"name\":\"Manual of Quickness of Action\",\"source\":\"DMG\",\"page\":181,\"srd\":true,\"reprintedAs\":[\"Manual of Quickness of Action|XDMG\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"wondrous\":true,\"weight\":5,\"ability\":{\"dex\":2},\"entries\":[\"This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.\"],\"lootTables\":[\"Magic Item Table H\"],\"hasFluffImages\":true},{\"name\":\"Manual of Quickness of Action\",\"source\":\"XDMG\",\"page\":278,\"freeRules2024\":true,\"rarity\":\"very rare\",\"wondrous\":true,\"weight\":5,\"ability\":{\"dex\":2},\"entries\":[\"This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.\"],\"hasFluffImages\":true},{\"name\":\"Manual of Stone Golems\",\"source\":\"DMG\",\"page\":180,\"srd\":true,\"reprintedAs\":[\"Manual of Stone Golems|XDMG\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"wondrous\":true,\"weight\":5,\"entries\":[\"This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes {@damage 6d6} psychic damage.\",\"To create a {@creature stone golem}, you must spend 90 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 80,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.\"],\"hasFluffImages\":true},{\"name\":\"Manual of Stone Golems\",\"source\":\"XDMG\",\"page\":277,\"freeRules2024\":true,\"rarity\":\"very rare\",\"wondrous\":true,\"weight\":5,\"entries\":[\"This tome contains information and incantations necessary to make a {@creature stone golem|XMM}. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a {@i manual of golems} and attempts to read it takes {@damage 6d6} psychic damage.\",\"To create a stone golem, you must spend 90 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 80,000 gp to purchase supplies.\",\"Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.\"],\"hasFluffImages\":true},{\"name\":\"Map\",\"source\":\"XPHB\",\"page\":227,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"value\":100,\"entries\":[\"If you consult an accurate Map, you gain a +5 bonus to Wisdom ({@skill Survival|XPHB}) checks you make to find your way in the place represented on it.\"]},{\"name\":\"Map or Scroll Case\",\"source\":\"PHB\",\"page\":151,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Map or Scroll Case|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":1,\"value\":100,\"entries\":[\"This cylindrical leather case can hold up to ten rolled-up {@item paper (one sheet)|phb|sheets of paper} or five rolled-up {@item parchment (one sheet)|phb|sheets of parchment}.\"],\"containerCapacity\":{\"item\":[{\"parchment (one sheet)|phb\":5,\"paper (one sheet)|phb\":10}]}},{\"name\":\"Map or Scroll Case\",\"source\":\"XPHB\",\"page\":224,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":1,\"value\":100,\"entries\":[\"A {@item Map or Scroll Case|XPHB} holds up to 10 sheets of paper or 5 sheets of parchment.\"],\"containerCapacity\":{\"item\":[{\"parchment|xphb\":5,\"paper|xphb\":10}]}},{\"name\":\"Marble font with gold inlay (Legion of Dusk)\",\"source\":\"PSX\",\"page\":25,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":750000},{\"name\":\"Mask of the Beast\",\"source\":\"ToA\",\"page\":207,\"rarity\":\"uncommon\",\"wondrous\":true,\"weight\":1,\"recharge\":\"dawn\",\"rechargeAmount\":3,\"charges\":3,\"entries\":[\"This wooden mask is shaped in the likeness of a beast's visage and has 3 charges. While wearing the mask you can expend 1 charge and use the mask to cast the {@spell animal friendship} spell as an action. The mask regains all expended charges at dawn.\"],\"attachedSpells\":[\"animal friendship\"],\"hasFluffImages\":true},{\"name\":\"Mask of the Dragon Queen\",\"source\":\"RoT\",\"page\":94,\"otherSources\":[{\"source\":\"ToD\",\"page\":179}],\"rarity\":\"artifact\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"Individually, the five dragon masks resemble the dragons they are named for. When two or more of the dragon masks are assembled, however, they transform magically into the Mask of the Dragon Queen. Each mask shrinks to become the modeled head of a chromatic dragon, appearing to roar its devotion to {@creature Tiamat|RoT} where all the masks brought together are arranged crown-like on the wearer's head. Below the five masks, a new mask shapes itself, granting the wearer a draconic visage that covers the face, neck, and shoulders.\",\"While you are attuned to and wear this mask, you can have any of the properties from any one mask. Additionally, you gain the Damage Absorption from each of the five dragon masks, and you gain five uses of the Legendary Resistance property.\"],\"hasFluffImages\":true},{\"name\":\"Mason's Tools\",\"source\":\"PHB\",\"page\":154,\"srd\":true,\"basicRules\":true,\"additionalSources\":[{\"source\":\"XGE\",\"page\":83}],\"reprintedAs\":[\"Mason's Tools|XPHB\"],\"type\":\"AT\",\"rarity\":\"none\",\"weight\":8,\"value\":1000,\"additionalEntries\":[\"Mason's tools allow you to craft stone structures, including walls and buildings crafted from brick.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"Mason's tools consist of a trowel, a hammer, a chisel, brushes, and a square.\"]},{\"type\":\"entries\",\"name\":\"History\",\"entries\":[\"Your expertise aids you in identifying a stone building's date of construction and purpose, along with insight into who might have built it.\"]},{\"type\":\"entries\",\"name\":\"Investigation\",\"entries\":[\"You gain additional insight when inspecting areas within stone structures.\"]},{\"type\":\"entries\",\"name\":\"Perception\",\"entries\":[\"You can spot irregularities in stone walls or floors, making it easier to find trap doors and secret passages.\"]},{\"type\":\"entries\",\"name\":\"Demolition\",\"entries\":[\"Your knowledge of masonry allows you to spot weak points in brick walls. You deal double damage to such structures with your weapon attacks.\"]},{\"type\":\"table\",\"caption\":\"Mason's Tools\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Chisel a small hole in a stone wall\",\"10\"],[\"Find a weak point in a stone wall\",\"15\"]]}]},{\"name\":\"Mason's Tools\",\"source\":\"XPHB\",\"page\":221,\"freeRules2024\":true,\"type\":\"AT|XPHB\",\"rarity\":\"none\",\"weight\":8,\"value\":1000,\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Ability:\",\"type\":\"item\",\"entries\":[\"Strength\"]},{\"name\":\"Utilize:\",\"type\":\"item\",\"entries\":[\"Chisel a symbol or hole in stone ({@dc 10})\"]},{\"name\":\"Craft:\",\"type\":\"item\",\"entries\":[\"{@item Block and Tackle|XPHB}\"]}]}]},{\"name\":\"Masque Charm\",\"source\":\"SCC\",\"page\":127,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"A masque charm is a small silver pin. While wearing this charm, you can use an action to cast the {@spell disguise self} spell (DC 13 to discern the disguise). Once the spell is cast, it can't be cast from the charm again until the next sunset. When casting the spell, you can have the spell last for its normal 1 hour duration or for 6 hours. If you choose the 6-hour duration, the charm becomes nonmagical when the spell ends. In either case, the spell ends if the charm is removed from you.\"],\"attachedSpells\":[\"disguise self\"]},{\"name\":\"Masquerade Tattoo\",\"source\":\"TCE\",\"page\":131,\"rarity\":\"common\",\"reqAttune\":true,\"wondrous\":true,\"tattoo\":true,\"entries\":[\"Produced by a special needle, this magic tattoo appears on your body as whatever you desire.\",{\"type\":\"entries\",\"name\":\"Tattoo Attunement\",\"entries\":[\"To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.\",\"If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.\"]},{\"type\":\"entries\",\"name\":\"Fluid Ink\",\"entries\":[\"As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin.\"]},{\"type\":\"entries\",\"name\":\"Disguise Self\",\"entries\":[\"As an action, you can use the tattoo to cast the {@spell disguise self} spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn.\"]}],\"attachedSpells\":[\"disguise self\"]},{\"name\":\"Master's Amulet\",\"source\":\"MM\",\"page\":271,\"reprintedAs\":[\"Command Amulet|XMM\"],\"type\":\"OTH\",\"rarity\":\"unknown (magic)\",\"entries\":[\"Every {@creature shield guardian} has an amulet magically linked to it. A shield guardian can have only one corresponding amulet, and if that amulet is destroyed, the shield guardian is {@condition incapacitated} until a replacement amulet is created. A shield guardian's amulet is subject to direct attack if it isn't being worn or carried. It has AC 10, 10 hit points, and immunity to poison and psychic damage. Crafting an amulet requires 1 week and costs 1,000 gp in components.\",\"A shield guardian's solitary focus is to protect the amulet's wearer. The amulet's wearer can command the guardian to attack its enemies or to guard the wielder against attack. If an attack threatens to injure the wearer, the construct can magically absorb the blow into its own body, even at a distance.\",\"A spellcaster can store a single spell within a shield guardian, which can then cast the spell on command or under specific conditions. Many a wizard has been rendered helpless by enemies, only to surprise those foes when its shield guardian unleashes potent magical power.\"]},{\"name\":\"Masterpiece painting in mahogany frame with gold inlay (Legion of Dusk)\",\"source\":\"PSX\",\"page\":25,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":250000},{\"name\":\"Mastiff\",\"source\":\"PHB\",\"page\":157,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Mastiff|XPHB\"],\"type\":\"MNT\",\"rarity\":\"none\",\"value\":2500,\"carryingCapacity\":195,\"speed\":40},{\"name\":\"Mastiff\",\"source\":\"XPHB\",\"page\":229,\"freeRules2024\":true,\"type\":\"MNT|XPHB\",\"rarity\":\"none\",\"value\":2500,\"carryingCapacity\":195,\"speed\":40},{\"name\":\"Mastix, Whip of Erebos\",\"source\":\"MOT\",\"page\":201,\"baseItem\":\"whip|PHB\",\"type\":\"M\",\"rarity\":\"artifact\",\"reqAttune\":true,\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"F\",\"R\"],\"dmg1\":\"1d4\",\"dmgType\":\"S\",\"bonusWeapon\":\"+3\",\"entries\":[\"Erebos wields Mastix, a whip capable of extending like an impossibly long shadow. In the hands of the god of the dead, the whip snares the reluctant dead and drags them into his realm. When Erebos grants his weapon to a mortal follower, it's typically to reclaim a powerful soul or to humiliate Heliod.\",{\"type\":\"entries\",\"name\":\"Whip of the Dead\",\"entries\":[\"Erebos's whip seethes with the enervating energy of the Underworld. This magic whip grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using this whip, the target takes an extra {@damage 2d8} necrotic damage and you regain hit points equal to half the amount of necrotic damage dealt.\",\"Additionally, when you make an attack with the whip on your turn, you can increase the range of the attack to 300 feet. This property of the weapon can't be used again until the next dusk.\"]},{\"type\":\"entries\",\"name\":\"Blessing of the Dead\",\"entries\":[\"If you are a worshiper of Erebos, you gain all the following benefits for which you have the required piety:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Piety 1+\",\"entry\":\"The whip has 1 randomly determined {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property—a burden Erebos imposes to test his faithful.\"},{\"type\":\"item\",\"name\":\"Piety 25+\",\"entry\":\"The whip has 1 randomly determined {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property.\"},{\"type\":\"item\",\"name\":\"Piety 50+\",\"entry\":\"The whip has 1 additional randomly determined {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property.\"}]},\"If you aren't a worshiper of Erebos, the whip has 2 randomly determined {@table Artifact Properties; Major Detrimental Properties|dmg|major detrimental} properties.\",\"See \\\"Artifacts\\\" in chapter 7 of the Dungeon Master's Guide for details on randomly determined properties.\"]},{\"type\":\"entries\",\"name\":\"Erebos's Claim\",\"entries\":[\"While carrying the whip, you can use an action to cast either {@spell circle of death} or {@spell dominate monster} (targeting only undead) from the whip. The save DC for these spells is 18. Once you use the whip to cast a spell, that spell can't be cast from it again until the next dusk.\"]},{\"type\":\"entries\",\"name\":\"Destroying the Whip\",\"entries\":[\"To destroy the whip, it must be taken to the heights of Mount Hiastos in Nyx, unraveled by a Returned, and left to bask in continual daylight for one month.\"]}],\"hasFluffImages\":true},{\"name\":\"Matalotok\",\"source\":\"BGDIA\",\"page\":224,\"baseItem\":\"warhammer|phb\",\"type\":\"M\",\"immune\":[\"cold\"],\"rarity\":\"legendary\",\"reqAttune\":true,\"weight\":2,\"weaponCategory\":\"martial\",\"property\":[\"V\"],\"range\":\"20/60\",\"dmg1\":\"1d8\",\"dmgType\":\"B\",\"dmg2\":\"1d10\",\"entries\":[\"Matalotok, the Frost Father, is an ancient hammer fashioned by Thrym, the god of frost giants. The favored weapon of the demon lord {@creature Kostchtchie|BGDIA}, Matalotok is frigid to the touch and wreathed in mist.\",\"You are immune to cold damage while holding Matalotok. Whenever it deals damage to a creature, the hammer radiates a burst of intense cold in a 30-foot-radius sphere. Each creature in that area takes 10 ({@damage 3d6}) cold damage.\"],\"hasFluffImages\":true},{\"name\":\"Matchless Pipe\",\"source\":\"WDH\",\"page\":47,\"type\":\"OTH\",\"rarity\":\"unknown\",\"entries\":[\"A switch made of flint is built into the bowl of this fine wooden smoking pipe. With a few flicks of the switch, the pipe lights itself.\"]},{\"name\":\"Medal of Muscle\",\"source\":\"CRCotN\",\"page\":214,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"You can squeeze this medal tightly in the palm of your hand as an action. Doing so gives you advantage on Strength checks and Strength saving throws for 1 hour. Once this property has been used, it can't be used again, and the medal becomes nonmagical.\"]},{\"name\":\"Medal of the Conch\",\"source\":\"CRCotN\",\"page\":214,\"rarity\":\"common\",\"wondrous\":true,\"modifySpeed\":{\"equal\":{\"swim\":\"walk\"}},\"entries\":[\"When you use an action to rub this medal, you gain a swimming speed equal to your walking speed for 1 hour. Once this property has been used, it can't be used again, and the medal becomes nonmagical.\"]},{\"name\":\"Medal of the Horizonback\",\"source\":\"CRCotN\",\"page\":214,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"When you would be hit by an attack, you can use your reaction to increase your AC by 5 until the start of your next turn, including against the triggering attack. You must be wearing the medal and able to see the creature that made the triggering attack to use this property. Once this property has been used, it can't be used again, and the medal becomes nonmagical.\"]},{\"name\":\"Medal of the Maze\",\"source\":\"CRCotN\",\"page\":214,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"When you use an action to trace the maze inscribed on this medal, you gain advantage on Wisdom checks and know the quickest route to the end of any nonmagical path or maze for 1 hour. Once this property has been used, it can't be used again, and the medal becomes nonmagical.\"],\"hasFluffImages\":true},{\"name\":\"Medal of the Meat Pie\",\"source\":\"CRCotN\",\"page\":214,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"You gain {@dice 2d4 + 2} temporary hit points when you use an action to press this medal to your mouth. Once this property has been used, it can't be used again, and the medal becomes nonmagical.\",\"While magical, this medal is slightly warm to the touch (as if it's fresh from the oven) and smells faintly of baked pie crust.\"]},{\"name\":\"Medal of the Wetlands\",\"source\":\"CRCotN\",\"page\":214,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"When you use an action to trace the edge of this medal, {@quickref difficult terrain||3} doesn't cost you extra movement for 1 hour. Once this property has been used, it can't be used again, and the medal becomes nonmagical.\"]},{\"name\":\"Medal of Wit\",\"source\":\"CRCotN\",\"page\":214,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"You can press this medal to your temple as an action. Doing so gives you advantage on Intelligence checks and Intelligence saving throws for 1 hour. Once this property has been used, it can't be used again, and the medal becomes nonmagical.\"]},{\"name\":\"Medallion of Thoughts\",\"source\":\"DMG\",\"page\":181,\"srd\":true,\"reprintedAs\":[\"Medallion of Thoughts|XDMG\"],\"tier\":\"major\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"weight\":1,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the {@spell detect thoughts} spell (save DC 13) from it. The medallion regains {@dice 1d3} expended charges daily at dawn.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"attachedSpells\":[\"detect thoughts\"],\"lootTables\":[\"Magic Item Table F\"],\"hasFluffImages\":true},{\"name\":\"Medallion of Thoughts\",\"source\":\"XDMG\",\"page\":278,\"freeRules2024\":true,\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"weight\":1,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d4}\",\"charges\":5,\"entries\":[\"The medallion has 5 charges. While wearing it, you can expend 1 charge to cast {@spell Detect Thoughts|XPHB} (save DC 13) from it. The medallion regains {@dice 1d4} expended charges daily at dawn.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"attachedSpells\":[\"detect thoughts|xphb\"],\"hasFluffImages\":true},{\"name\":\"Menga leaves (1 ounce)\",\"source\":\"ToA\",\"page\":205,\"type\":\"G\",\"rarity\":\"unknown\",\"weight\":0.0625,\"value\":200,\"entries\":[\"The dried leaves of a menga bush can be ground, dissolved in a liquid, heated, and ingested. A creature that ingests 1 ounce of menga leaves in this fashion regains 1 hit point. A creature that ingests more than 5 ounces of menga leaves in a 24-hour period gains no additional benefit and must succeed on a DC 11 Constitution saving throw or fall {@condition unconscious} for 1 hour. The {@condition unconscious} creature awakens if it takes at least 5 damage on one turn.\",\"A healthy menga bush usually has {@dice 2d6} ounces of leaves. Once picked, the leaves require 1 day to dry out before they can confer any benefit.\"]},{\"name\":\"Merchant's Scale\",\"source\":\"PHB\",\"page\":153,\"srd\":true,\"basicRules\":true,\"type\":\"G\",\"rarity\":\"none\",\"weight\":3,\"value\":500,\"entries\":[\"A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.\"]},{\"name\":\"Mess Kit\",\"source\":\"PHB\",\"page\":152,\"srd\":true,\"basicRules\":true,\"type\":\"G\",\"rarity\":\"none\",\"weight\":1,\"value\":20,\"entries\":[\"This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.\"]},{\"name\":\"Midnight Tears\",\"source\":\"DMG\",\"page\":258,\"srd\":true,\"reprintedAs\":[\"Midnight Tears|XDMG\"],\"type\":\"G\",\"rarity\":\"none\",\"value\":150000,\"poison\":true,\"entries\":[\"A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 ({@damage 9d6}) poison damage on a failed save, or half as much damage on a successful one.\"],\"poisonTypes\":[\"ingested\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Midnight Tears\",\"source\":\"XDMG\",\"page\":91,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"value\":150000,\"poison\":true,\"entries\":[\"A creature that ingests Midnight Tears suffers no effect until the stroke of midnight. Any effect that ends the {@condition Poisoned|XPHB} condition neutralizes this poison. If the poison hasn't been neutralized before midnight, the creature makes a DC 17 Constitution saving throw, taking 31 ({@damage 9d6}) Poison damage on a failed save or half as much damage on a successful one.\"],\"poisonTypes\":[\"ingested\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Mighty Servant of Leuk-o\",\"source\":\"TCE\",\"page\":131,\"rarity\":\"artifact\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"Named for the warlord who infamously employed it, the {@creature Mighty Servant of Leuk-o|TCE} is a fantastically powerful, 10-foot-tall machine that turns into an animate construct when piloted. Crafted of a gleaming black alloy of unknown origin, the servant is often described as a combination of a disproportioned dwarf and an oversized beetle. The servant contains enough space for 1 ton of cargo and a crew compartment within, from which up to two Medium creatures can control it-and potentially execute a spree of unstoppable destruction.\",\"Tales of the servant's origins involve more conjecture than fact, often referring to otherworldly beings, the mysterious Barrier Peaks in Oerth, and the supposedly related device known as the {@i Machine of Lum the Mad}. The best details on the device's origins and operation can be found in the {@i Mind of Metal}, a tome of artificer's secrets that connects the device to the traditions of the lost Olman people, and which was written by Lum the Mad's several times over granddaughter, Lum the Maestro, while she reconstructed the long disassembled Mighty Servant of Leuk-o.\",{\"type\":\"entries\",\"name\":\"Dangerous Attunement\",\"entries\":[\"Two creatures can be attuned to the servant at a time. If a third creature tries to attune to it, nothing happens.\",\"The servant's controls are accessed by a hatch in its upper back, which is easily opened while there are no creatures attuned to the artifact.\",\"Attuning to the artifact requires two hours, which can be undertaken as part of a long rest, during which time you must be inside the servant, interacting with its controls. While crew members are attuning themselves, any creature or structure outside and within 50 feet of the servant has a {@chance 25} chance of being accidentally targeted by one of its Destructive Fist attacks once during the attunement. This process must be undergone every time a creature attunes itself to the artifact.\"]},{\"type\":\"entries\",\"name\":\"Controlling the Servant\",\"entries\":[\"While any creatures are attuned to the artifact, attuned creatures can open the hatch as easily as any other door. Other creatures can open the hatch as an action with a successful DC 25 Dexterity check using {@item thieves' tools|PHB}. A {@spell knock} spell cast on the hatch also opens it until the start of the caster's next turn.\",\"A creature can enter or exit through the hatch by spending 10 feet of movement. Those inside the servant have {@quickref Cover||3||total cover} from effects originating outside it. The controls within it allow creatures to see outside without obstruction.\",\"While you are inside the servant, you can command it by using the controls. During your turn (for either attuned creature), you can command it in the following ways:\",{\"type\":\"list\",\"items\":[\"Open or close the hatch (no action required, once per turn)\",\"Move the servant up to its speed (no action required)\",\"As an action, you can command the servant to take one of the actions in its stat block or some other action.\",\"When a creature provokes an opportunity attack from the servant, you can use your reaction to command the servant to make one Destructive Fist attack against that creature.\"]},\"While there are no attuned creatures inside the servant, it is an inert object.\"]},{\"type\":\"entries\",\"name\":\"Ghost in the Machine\",\"entries\":[\"Upon his death, the soul of the mighty warlord Leuk-o was drawn into the artifact and has become its animating force. The servant has been known to attack or move of its own accord, particularly if doing so will cause destruction. Once every 24 hours, the servant, at the DM's discretion, takes one action while uncrewed.\",\"If the servant loses half of its hit points or more, each creature attuned to it must succeed on a DC 20 Wisdom saving throw or be {@condition charmed} for 24 hours. While {@condition charmed} in this way, the creature goes on a destructive spree, seeking to destroy structures and attack any unattuned creatures within sight of the servant, starting with those threatening the artifact-preferably using the servant, if possible.\"]},{\"type\":\"entries\",\"name\":\"Self-Destruct\",\"entries\":[\"By inputting a specific series of lever pulls and button presses, the servant's two crew members can cause it to explode. The self-destruct code is not revealed to crew members when they attune to the artifact. If the code is discovered (the DM determines how), it requires two attuned crew members to be inside the servant and spend their actions on 3 consecutive rounds performing the command. Should the crew members begin the process of entering the code, though, the servant uses its Ghost in the Machine property and turns the crew members against each other.\",\"If the crew members successfully implement the code, at the end of the third round, the servant explodes. Every creature in a 100-foot-radius sphere centered on the servant must make a DC 25 Dexterity saving throw. On a failed save, a creature takes 87 ({@damage 25d6}) force damage, 87 ({@damage 25d6}) lightning damage, and 87 ({@damage 25d6}) thunder damage. On a successful save, a creature takes half as much damage. Objects and structures in the area take triple damage. Creatures inside the servant are slain instantly and leave behind no remains.\",\"This does not destroy the servant permanently. Rather, {@dice 2d6} days later, its parts—left arm, left leg, right arm, right leg, lower torso, and upper torso—drop from the sky in random places within 1,000 miles of the explosion. If brought within 5 feet of one another, the pieces reconnect and reform the servant.\"]},{\"type\":\"entries\",\"name\":\"Destroying the Servant\",\"entries\":[\"The servant can be destroyed in two ways. After it has self-destructed, its disconnected pieces can be melted down in one of the forge-temples of its ancient Olman creators. Alternatively, if the servant strikes the Machine of Lum the Mad, both artifacts explode in an eruption that is three times the size and three times the damage as the servant's self-destruct property.\"]}],\"attachedSpells\":[\"knock\"],\"hasFluffImages\":true},{\"name\":\"Military Saddle\",\"source\":\"PHB\",\"page\":157,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Military Saddle|XPHB\"],\"type\":\"TAH\",\"rarity\":\"none\",\"weight\":30,\"value\":2000,\"entries\":[\"A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted.\"]},{\"name\":\"Military Saddle\",\"source\":\"XPHB\",\"page\":230,\"freeRules2024\":true,\"type\":\"TAH|XPHB\",\"rarity\":\"none\",\"weight\":30,\"value\":2000,\"entries\":[\"A saddle comes with a bit, a bridle, reins, and any other equipment needed to use the saddle. A Military Saddle gives {@variantrule Advantage|XPHB} on any ability check you make to remain mounted.\"]},{\"name\":\"Mimir\",\"source\":\"SatO\",\"page\":13,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"weight\":5,\"entries\":[\"This skull-shaped device is filled with knowledge. The device weighs 5 pounds and is covered with subtle etchings of planar sigils.\",\"As a bonus action, you can toss the device into the air, whereupon it floats at a distance of {@dice 1d3} feet from you and you can access its properties. While the mimir is floating, a creature other than you can use an action to grasp or net the device, either by making a successful unarmed strike against AC 22 or a successful DC 22 Dexterity ({@skill Acrobatics}) check. You can use a bonus action to seize and stow the device.\",\"The device has AC 22, 25 hit points, immunity to poison and psychic damage, and resistance to all other damage. It is considered to be an object that is being worn while it is floating near you.\",{\"type\":\"entries\",\"name\":\"Esoteric Knowledge\",\"entries\":[\"While the device is floating, you can use an action to cast {@spell legend lore} from the device. The device speaks the revealed lore aloud. Once this property has been used, it can't be used again until the next dawn.\"]},{\"type\":\"entries\",\"name\":\"Planar Knowledge\",\"entries\":[\"The device knows basic, useful information about the planes of existence. While the device is floating, it verbally answers questions you or anyone you designate poses to it about that topic. It knows the information about the planes in the Dungeon Master's Guide, as well as basic information about the gate-towns of the Outlands (presented in chapter 3 of Sigil and the Outlands).\"]}],\"attachedSpells\":[\"legend lore\"],\"hasFluffImages\":true},{\"name\":\"Mind Crystal (Careful)\",\"source\":\"PaBTSO\",\"page\":218,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"This gemstone contains a crystallized bit of spellcasting magic.\",\"When you cast a spell that has a casting time of 1 action while holding the mind crystal, you can modify the spell in the way described below. You can use only a single mind crystal to modify the spell, and you can't use a mind crystal and a Metamagic option on the same spell. Once you use the mind crystal, it becomes a nonmagical gem worth 50 gp.\",{\"type\":\"entries\",\"name\":\"Modify Spell\",\"entries\":[\"Choose up to three creatures affected by the spell. The chosen creatures automatically succeed on their saving throws against the spell.\"]}],\"hasFluffImages\":true},{\"name\":\"Mind Crystal (Distant)\",\"source\":\"PaBTSO\",\"page\":218,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"This gemstone contains a crystallized bit of spellcasting magic.\",\"When you cast a spell that has a casting time of 1 action while holding the mind crystal, you can modify the spell in the way described below. You can use only a single mind crystal to modify the spell, and you can't use a mind crystal and a Metamagic option on the same spell. Once you use the mind crystal, it becomes a nonmagical gem worth 50 gp.\",{\"type\":\"entries\",\"name\":\"Modify Spell\",\"entries\":[\"If the spell has a range of 5 feet or more and doesn't have a range of self, the spell's range increases by 100 feet. If the spell has a range of touch, its range becomes 30 feet.\"]}],\"hasFluffImages\":true},{\"name\":\"Mind Crystal (Empowered)\",\"source\":\"PaBTSO\",\"page\":218,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"This gemstone contains a crystallized bit of spellcasting magic.\",\"When you cast a spell that has a casting time of 1 action while holding the mind crystal, you can modify the spell in the way described below. You can use only a single mind crystal to modify the spell, and you can't use a mind crystal and a Metamagic option on the same spell. Once you use the mind crystal, it becomes a nonmagical gem worth 50 gp.\",{\"type\":\"entries\",\"name\":\"Modify Spell\",\"entries\":[\"When you roll damage for the spell, you can reroll up to three damage dice. You must use the new rolls.\"]}],\"hasFluffImages\":true},{\"name\":\"Mind Crystal (Extended)\",\"source\":\"PaBTSO\",\"page\":218,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"This gemstone contains a crystallized bit of spellcasting magic.\",\"When you cast a spell that has a casting time of 1 action while holding the mind crystal, you can modify the spell in the way described below. You can use only a single mind crystal to modify the spell, and you can't use a mind crystal and a Metamagic option on the same spell. Once you use the mind crystal, it becomes a nonmagical gem worth 50 gp.\",{\"type\":\"entries\",\"name\":\"Modify Spell\",\"entries\":[\"If the spell has a duration of 1 minute or longer, double the spell's duration, to a maximum duration of 24 hours.\"]}],\"hasFluffImages\":true},{\"name\":\"Mind Crystal (Heightened)\",\"source\":\"PaBTSO\",\"page\":218,\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"This gemstone contains a crystallized bit of spellcasting magic.\",\"When you cast a spell that has a casting time of 1 action while holding the mind crystal, you can modify the spell in the way described below. You can use only a single mind crystal to modify the spell, and you can't use a mind crystal and a Metamagic option on the same spell. Once you use the mind crystal, it becomes a nonmagical gem worth 50 gp.\",{\"type\":\"entries\",\"name\":\"Modify Spell\",\"entries\":[\"Choose one creature affected by the spell. That creature has disadvantage on the first saving throw it makes against the spell.\"]}],\"hasFluffImages\":true},{\"name\":\"Mind Crystal (Quickened)\",\"source\":\"PaBTSO\",\"page\":218,\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"This gemstone contains a crystallized bit of spellcasting magic.\",\"When you cast a spell that has a casting time of 1 action while holding the mind crystal, you can modify the spell in the way described below. You can use only a single mind crystal to modify the spell, and you can't use a mind crystal and a Metamagic option on the same spell. Once you use the mind crystal, it becomes a nonmagical gem worth 50 gp.\",{\"type\":\"entries\",\"name\":\"Modify Spell\",\"entries\":[\"You change the spell's casting time to 1 bonus action for this casting.\"]}],\"hasFluffImages\":true},{\"name\":\"Mind Crystal (Subtle)\",\"source\":\"PaBTSO\",\"page\":218,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"This gemstone contains a crystallized bit of spellcasting magic.\",\"When you cast a spell that has a casting time of 1 action while holding the mind crystal, you can modify the spell in the way described below. You can use only a single mind crystal to modify the spell, and you can't use a mind crystal and a Metamagic option on the same spell. Once you use the mind crystal, it becomes a nonmagical gem worth 50 gp.\",{\"type\":\"entries\",\"name\":\"Modify Spell\",\"entries\":[\"You cast the spell without any somatic or verbal components for this casting.\"]}],\"hasFluffImages\":true},{\"name\":\"Mind Flayer Skull\",\"source\":\"WDMM\",\"page\":197,\"type\":\"OTH\",\"rarity\":\"unknown (magic)\",\"entries\":[\"While you have the skull in your possession, you are {@condition invisible} to mind flayers, as is anything you are wearing or carrying.\"]},{\"name\":\"Mind Lash\",\"source\":\"VGM\",\"page\":81,\"type\":\"M\",\"rarity\":\"rare\",\"reqAttune\":\"by a mind flayer\",\"weight\":3,\"property\":[\"F\",\"R\"],\"dmg1\":\"1d4\",\"dmgType\":\"S\",\"entries\":[\"In the hands of any creature other than a {@creature mind flayer}, a mind lash functions as a normal whip. In the hands of an illithid, this magic weapon strips away a creature's will to survive as it also strips away flesh, dealing an extra {@damage 2d4} psychic damage to any target it hits. Any creature that takes psychic damage from the mind lash must also succeed on a DC 15 Wisdom saving throw or have disadvantage on Intelligence, Wisdom, and Charisma saving throws for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Mindblasting Cap\",\"source\":\"PaBTSO\",\"page\":218,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"This soft, violet cap bears stitching in the pattern of folds on a brain.\",\"As a bonus action while wearing the cap, you can project psychic energy in a 60-foot cone. Each creature in that area must make a DC 15 Intelligence saving throw. On a failed save, a creature takes {@damage 5d8} psychic damage and has the stunned condition for 1 minute. On a successful save, the creature takes half as much damage only. At the end of each of its turns, a stunned creature can repeat the saving throw, ending the stunned condition on itself on a success.\",\"Once this bonus action is used, it can't be used again until the next dawn.\"]},{\"name\":\"Mindguard Crown\",\"source\":\"PaBTSO\",\"page\":218,\"resist\":[\"psychic\"],\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"While you wear this adamantine crown, you have advantage on Intelligence, Wisdom, and Charisma saving throws, and you have resistance to psychic damage.\"],\"hasFluffImages\":true},{\"name\":\"Miner's Pick\",\"source\":\"PHB\",\"page\":150,\"srd\":true,\"basicRules\":true,\"type\":\"G\",\"rarity\":\"none\",\"weight\":10,\"value\":200},{\"name\":\"Mirror\",\"source\":\"XPHB\",\"page\":227,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":0.5,\"value\":500,\"entries\":[\"A handheld steel Mirror is useful for personal cosmetics but also for peeking around corners and reflecting light as a signal.\"]},{\"name\":\"Mirror of Infinite Transpondence\",\"source\":\"TDCSR\",\"page\":196,\"rarity\":\"very rare\",\"wondrous\":true,\"recharge\":\"dawn\",\"entries\":[\"These silver hand mirrors always come in pairs. When activated as an action, a mirror establishes a visual link with its paired mirror for 10 minutes, with the two mirrors acting as opposite sides of the same open window. The mirrors create this connection even if both are on different planes.\",\"When a single mirror of infinite transpondence is found, the GM decides where its paired mirror is and who possesses it. A random possessor and location can be determined by rolling on the table below. Named bearers are described in {@book chapter 2|TDCSR|2}.\",\"Once the connection between the two mirrors has been activated three times from either end, it can't be activated again until the next dawn.\",{\"type\":\"table\",\"caption\":\"Mirror Locations\",\"colLabels\":[\"d8\",\"Location\",\"Possesor\"],\"colStyles\":[\"col-1 text-center\",\"col-5\",\"col-6\"],\"rows\":[[\"1\",\"{@book Emon|TDCSR|3|Emon, the City of Fellowship}\",\"{@book Seeker Odessa Tal'Dorei|TDCSR|2|Seeker Odessa Tal'Dorei}\"],[\"2\",\"{@book Whitestone|TDCSR|3|Whitestone}\",\"None; the mirror is in an empty dungeon\"],[\"3\",\"{@book Kymal|TDCSR|3|Kymal}\",\"{@book Sylker \\\"The Millionaire\\\" Uttolot|TDCSR|2|Sylker \\\"The Millionaire\\\" Uttolot}\"],[\"4\",\"{@book Westruun|TDCSR|3|Westruun}\",\"{@book Realmseer Eskil Ryndarien|TDCSR|2|Realmseer Eskil Ryndarien}\"],[\"5\",\"{@book Syngorn|TDCSR|3|Syngorn}\",\"{@book Ouestra, the Voice of Memory|TDCSR|2|Ouestra, the Voice of Memory}\"],[\"6\",\"The Elemental Plane of Water\",\"{@deity Khedive Xundi|Exandria|TDCSR}, Lord of Silver Silt\"],[\"7\",\"The Plane of Shadow\",\"A {@creature Remnant Chosen|TDCSR}\"],[\"8\",\"An untraceable location\",\"{@book The Wonderworker|TDCSR|2|The Wonderworker}\"]]}],\"hasFluffImages\":true},{\"name\":\"Mirror of Life Trapping\",\"source\":\"DMG\",\"page\":181,\"srd\":true,\"reprintedAs\":[\"Mirror of Life Trapping|XDMG\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"wondrous\":true,\"weight\":50,\"entries\":[\"When this 4-foot-tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points.\",\"If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again.\",\"Any creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. This saving throw is made with advantage if the creature knows the mirror's nature, and constructs succeed on the saving throw automatically.\",\"An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed.\",\"If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it.\",\"While within 5 feet of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror's surface. You and the creature can then communicate normally.\",\"In a similar way, you can use an action to speak a second command word and free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it.\"],\"lootTables\":[\"Magic Item Table H\"],\"hasFluffImages\":true},{\"name\":\"Mirror of Life Trapping\",\"source\":\"XDMG\",\"page\":278,\"rarity\":\"very rare\",\"wondrous\":true,\"weight\":50,\"entries\":[\"When this 4-foot-tall, 2-foot-wide mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, HP 10, {@variantrule Immunity|XPHB} to Poison and Psychic damage, and {@variantrule Vulnerability|XPHB} to Bludgeoning damage. It shatters and is destroyed when reduced to 0 {@variantrule Hit Points|XPHB}.\",\"If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can take a {@action Magic|XPHB} action and use a command word to activate it. It remains activated until you take a {@action Magic|XPHB} action and repeat the command word to deactivate it.\",\"Any creature other than you that sees its reflection in the activated mirror while within 30 feet of the mirror must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. A creature that knows the mirror's nature makes the save with {@variantrule Advantage|XPHB}, and Constructs succeed on the save automatically.\",\"An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed.\",\"If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it.\",\"While within 5 feet of the mirror, you can take a {@action Magic|XPHB} action to name one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror's surface. You and the creature can then communicate.\",\"In a similar way, you can take a {@action Magic|XPHB} action and use a second command word to free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it.\",\"Placing the mirror inside an extradimensional space created by a {@item Bag of Holding|XDMG}, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind {@variantrule Cover|XPHB|Total Cover} is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.\"],\"hasFluffImages\":true},{\"name\":\"Mirror of Reflected Pasts\",\"source\":\"DSotDQ\",\"page\":190,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"weight\":25,\"entries\":[\"This mirror of elven design allows those who stare into it to reflect on positive memories. The 3-foot-tall mirror weighs 25 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed if reduced to 0 hit points.\",\"While holding the mirror upright, you can use an action to speak its command word and activate it. While activated, the mirror hovers in the air, and it can be destroyed but not moved. It remains activated until you use an action to speak the command word again or your attunement to the mirror ends, at which point the mirror harmlessly floats to the ground. Once the mirror has been deactivated, it can't be activated again until the next dawn.\",\"If a non-Construct creature other than you sees its reflection in the activated mirror while within 30 feet of it, that creature must succeed on a DC 15 Wisdom saving throw or become {@condition paralyzed} until the mirror is deactivated or until that creature can no longer see the mirror. A creature {@condition paralyzed} by the mirror can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this mirror's effect for the next 24 hours.\",\"While {@condition paralyzed} by the mirror, the creature sees events from their past reflected in the mirror's glass. These memories aren't real, but rather idealized versions of those occurrences. Nearby observers can glimpse flashes of these memories if looking indirectly at the mirror.\"]},{\"name\":\"Mirror of the Past\",\"source\":\"TftYP\",\"page\":228,\"rarity\":\"rare\",\"wondrous\":true,\"weight\":1,\"entries\":[\"The holder of this platinum hand mirror can learn something about the history of a specific object or creature by taking an action to gaze into the mirror and think of the target. Instead of the holder's reflection, the mirror presents scenes from the target's past. Information conveyed is accurate, but it is random and cryptic, and presented in no particular order. Once it is activated, the mirror gives its information for 1 minute or less, then returns to normal. It can't be used again until the next dawn.\"]},{\"name\":\"Mistral Mantle\",\"source\":\"BGG\",\"page\":114,\"resist\":[\"cold\"],\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"This thick, fur-lined cloak has the frost rune stitched on the hem in silvery blue thread. Frigid wind swirls around the cloak, regardless of the weather.\",\"While wearing this cloak, you have resistance to cold damage. Additionally, when you move within 5 feet of a creature, you can cause the cloak's cold wind to buffet the creature. The creature must succeed on a DC 14 Dexterity saving throw or take {@damage 1d6} cold damage and have the prone condition. A creature can be affected by the mantle only once during a turn.\",{\"type\":\"entries\",\"name\":\"Invoking the Rune\",\"entries\":[\"As an action, you can invoke the mantle's rune to cast the {@spell sleet storm} spell (save DC 14) with it. When you use the mantle to cast the spell, the area of the spell isn't {@quickref difficult terrain||3} for you, and you can see through the storm, ignoring the normal penalties of a {@quickref Vision and Light||2||heavily obscured} area.\",\"Once the rune has been invoked, it can't be invoked again until the next dawn.\"]}],\"attachedSpells\":[\"sleet storm\"]},{\"name\":\"Mizzium Apparatus\",\"source\":\"GGR\",\"page\":179,\"rarity\":\"uncommon\",\"reqAttune\":\"by a sorcerer, warlock, or wizard\",\"reqAttuneTags\":[{\"class\":\"sorcerer\"},{\"class\":\"warlock\"},{\"class\":\"wizard\"}],\"wondrous\":true,\"weight\":8,\"focus\":[\"Sorcerer\",\"Warlock\",\"Wizard\"],\"entries\":[\"Innovation is a dangerous pursuit, at least the way the mages of the Izzet League engage in it. As protection against the risk of an experiment going awry, they have developed a device to help channel and control their magic. This apparatus is a collection of leather straps, flexible tubing, glass cylinders, and plates, bracers, and fittings made from a magic-infused metal alloy called mizzium, all assembled into a harness. The item weighs 8 pounds.\",\"While you are wearing the mizzium apparatus, you can use it as an arcane focus. In addition, you can attempt to cast a spell that you do not know or have prepared. The spell you choose must be on your class's spell list and of a level for which you have a spell slot, and you must provide the spell's components.\",\"You expend a spell slot to cast the spell as normal, but before resolving it you must make an Intelligence ({@skill Arcana}) check. The DC is 10 + twice the level of the spell slot you expend to cast the spell.\",\"On a successful check, you cast the spell as normal, using your spell save DC and spellcasting ability modifier. On a failed check, you cast a different spell from the one you intended. Randomly determine the spell you cast by rolling on the table for the level of the spell slot you expended. If the slot is 6th level or higher, roll on the table for 5th-level spells.\",\"If you try to cast a cantrip you don't know, the DC for the Intelligence ({@skill Arcana}) check is 10, and on a failed check, there is no effect.\",{\"type\":\"table\",\"caption\":\"1st-Level Spells\",\"colLabels\":[\"d6\",\"spell\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@spell burning hands}\"],[\"2\",\"{@spell chaos bolt|XGE}\"],[\"3\",\"{@spell color spray}\"],[\"4\",\"{@spell faerie fire}\"],[\"5\",\"{@spell fog cloud}\"],[\"6\",\"{@spell thunderwave}\"]]},{\"type\":\"table\",\"caption\":\"2nd-Level Spells\",\"colLabels\":[\"d6\",\"spell\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@spell blur}\"],[\"2\",\"{@spell gust of wind}\"],[\"3\",\"{@spell heat metal}\"],[\"4\",\"{@spell Melf's acid arrow}\"],[\"5\",\"{@spell scorching ray}\"],[\"6\",\"{@spell shatter}\"]]},{\"type\":\"table\",\"caption\":\"3rd-Level Spells\",\"colLabels\":[\"d6\",\"spell\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@spell fear}\"],[\"2\",\"{@spell feign death}\"],[\"3\",\"{@spell fireball}\"],[\"4\",\"{@spell gaseous form}\"],[\"5\",\"{@spell sleet storm}\"],[\"6\",\"{@spell stinking cloud}\"]]},{\"type\":\"table\",\"caption\":\"4th-Level Spells\",\"colLabels\":[\"d4\",\"spell\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@spell confusion}\"],[\"2\",\"{@spell conjure minor elementals}\"],[\"3\",\"{@spell Evard's black tentacles}\"],[\"4\",\"{@spell ice storm}\"]]},{\"type\":\"table\",\"caption\":\"5th-Level Spells\",\"colLabels\":[\"d4\",\"spell\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@spell animate objects}\"],[\"2\",\"{@spell cloudkill}\"],[\"3\",\"{@spell cone of cold}\"],[\"4\",\"{@spell flame strike}\"]]}],\"hasFluffImages\":true},{\"name\":\"Mizzium Mortar\",\"source\":\"GGR\",\"page\":179,\"rarity\":\"rare\",\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d4}\",\"charges\":4,\"entries\":[\"This short tube, about 2 feet long and 6 inches in diameter, is made from mizzium, a magically enhanced metal alloy forged by the Izzet League. The end that's pointed toward a target is open, and a glowing ball of molten metal can be seen at the other end as long as the mortar has at least 1 charge remaining.\",\"The mortar has 4 charges for the following properties. It regains {@dice 1d4} expended charges daily at dawn.\",{\"type\":\"entries\",\"name\":\"Molten Spray\",\"entries\":[\"You can expend 1 charge as an action to loose a 30-foot cone of molten mizzium. Each creature in the area must make a DC 15 Dexterity saving throw, taking {@damage 5d4} fire damage on a failed save, or half as much damage on a successful one.\"]},{\"type\":\"entries\",\"name\":\"Mizzium Bombard\",\"entries\":[\"You can expend 3 charges as an action to launch a hail of molten projectiles in a 20-foot-radius, 40-foot-high cylinder centered on a point you can see within 60 feet of you. Each creature in the area must make a DC 15 Dexterity saving throw. A creature takes {@damage 5d8} fire damage on a failed save, or half as much damage on a successful one.\"]}]},{\"name\":\"Monster Hunter's Pack\",\"source\":\"VRGR\",\"page\":34,\"otherSources\":[{\"source\":\"CoS\",\"page\":209}],\"type\":\"G\",\"rarity\":\"none\",\"weight\":48.5,\"value\":3300,\"entries\":[\"Includes:\",{\"type\":\"list\",\"items\":[\"a {@item chest|phb}\",\"a {@item crowbar|phb}\",\"a {@item hammer|phb}\",\"three wooden stakes\",\"a {@item holy symbol|phb}\",\"a {@item holy water (flask)|phb|flask of holy water}\",\"a set of {@item manacles|phb}\",\"a {@item steel mirror|phb}\",\"a {@item oil (flask)|phb|flask of oil}\",\"a {@item tinderbox|phb}\",\"3 {@item torch|phb|torches}\"]}],\"packContents\":[\"backpack|phb\",\"chest|phb\",\"crowbar|phb\",\"hammer|phb\",{\"special\":\"wooden stake\",\"quantity\":3},\"holy symbol|phb\",\"holy water (flask)|phb\",\"manacles|phb\",\"steel mirror|phb\",\"oil (flask)|phb\",\"tinderbox|phb\",{\"item\":\"torch|phb\",\"quantity\":3}]},{\"name\":\"Moodmark Paint\",\"source\":\"GGR\",\"page\":180,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"This thick, black paint is stored in a small jar, containing enough paint to apply moodmarks to one creature. The paint is dabbed on the face in spots or markings that often resemble the eyes of insects or spiders. Applying the paint in this way takes 1 minute.\",\"For the next 8 hours, the marks change to reflect your mental state. A creature that can see you and makes a successful DC 10 Wisdom ({@skill Insight}) check can discern whether you are happy, sad, angry, disgusted, surprised, or afraid, as well as the main source of that emotion. For example, you might communicate fear caused by a monster you just saw around the corner, grief at the loss of a friend, or happiness derived from pride in your performance in combat. A dark elf has advantage on this check.\"],\"hasFluffImages\":true},{\"name\":\"Moon Card\",\"source\":\"BMT\",\"page\":14,\"resist\":[\"bludgeoning\",\"force\",\"piercing\",\"slashing\"],\"rarity\":\"legendary\",\"wondrous\":true,\"recharge\":\"dawn\",\"entries\":[\"As an action, you can speak a command word while touching this card and transform into a wolflike biped for 1 minute. For that duration, you have resistance to bludgeoning, piercing, and slashing damage, and when you hit a target with a weapon or an unarmed strike, the target takes an extra {@damage 1d6} force damage. Once this property is used, it can't be used again until the next dawn.\"],\"hasFluffImages\":true},{\"name\":\"Moonblade\",\"source\":\"DMG\",\"page\":217,\"reprintedAs\":[{\"uid\":\"Moonblade|XDMG\",\"tag\":\"item\"}],\"baseItem\":\"longsword|phb\",\"type\":\"M\",\"rarity\":\"legendary\",\"reqAttune\":\"by an elf or half-elf of neutral good alignment\",\"reqAttuneTags\":[{\"race\":\"elf\",\"alignment\":[\"N\",\"G\"]},{\"race\":\"half-elf\",\"alignment\":[\"N\",\"G\"]}],\"sentient\":true,\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"V\"],\"dmg1\":\"1d8\",\"dmgType\":\"S\",\"dmg2\":\"1d10\",\"bonusWeapon\":\"+1\",\"entries\":[\"Of all the magic items created by the elves, one of the most prized and jealously guarded is a moon blade. In ancient times, nearly all elven noble houses claimed one such blade. Over the centuries, some blades have faded from the world, their magic lost as family lines have become extinct. Other blades have vanished with their bearers during great quests. Thus, only a few of these weapons remain.\",\"A moonblade passes down from parent to child. The sword chooses its bearer and remains bonded to that person for life. If the bearer dies, another heir can claim the blade. If no worthy heir exists, the sword lies dormant. It functions like a normal longsword until a worthy soul finds it and lays claim to its power.\",\"A moonblade serves only one master at a time. The attunement process requires a special ritual in the throne room of an elven regent or in a temple dedicated to the elven gods.\",\"A moonblade won't serve anyone it regards as craven, erratic, corrupt, or at odds with preserving and protecting elvenkind. If the blade rejects you, you make ability checks, attack rolls, and saving throws with disadvantage for 24 hours. If the blade accepts you, you become attuned to it and a new rune appears on the blade. You remain attuned to the weapon until you die or the weapon is destroyed.\",\"A moonblade has one rune on its blade for each master it has served (typically {@dice 1d6 + 1}). The first rune always grants a +1 bonus to attack and damage rolls made with this magic weapon. Each rune beyond the first grants the moon blade an additional property. The DM chooses each property or determines it randomly on the Moon Blade Properties table.\",{\"type\":\"table\",\"caption\":\"Moonblade Properties\",\"colLabels\":[\"{@dice d100}\",\"Property\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"01-40\",\"Increase the bonus to attack and damage rolls by 1, to a maximum of +3. Reroll if the moonblade already has a +3 bonus.\"],[\"41-80\",\"The moonblade gains a randomly determined {@table Special Features; What Minor Property Does It Have|dmg|minor property} (see \\\"Special Features\\\" DMG p143).\"],[\"81-82\",\"The moonblade gains the finesse property.\"],[\"83-84\",\"The moonblade gains the thrown property (range 20/60 feet).\"],[\"85-86\",\"The moonblade functions as a {@item defender}.\"],[\"87-90\",\"The moon blade scores a critical hit on a roll of 19 or 20.\"],[\"91-92\",\"When you hit with an attack using the moon blade, the attack deals an extra {@damage 1d6} slashing damage.\"],[\"93-94\",\"When you hit a creature of a specific type (such as dragon, fiend, or undead) with the moonblade, the target takes an extra {@damage 1d6} damage of one of these types: acid, cold, fire, lightning, or thunder.\"],[\"95-96\",\"You can use a bonus action to cause the moonblade to flash brightly. Each creature that can see you and is within 30 feet of you must succeed on a DC 15 Constitution saving throw or become {@condition blinded} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until you take a short rest while attuned to the weapon.\"],[\"97-98\",\"The moonblade functions as a {@item ring of spell storing}.\"],[\"99\",\"You can use an action to call forth an elfshadow, provided that you don't already have one serving you. The elfshadow appears in an unoccupied space within 120 feet of you. It uses the statistics for a {@creature shadow}, except it is neutral, immune to effects that turn undead, and doesn't create new shadows. You control this creature, deciding how it acts and moves. It remains until it drops to 0 hit points or you dismiss it as an action.\"],[\"00\",\"The moonblade functions as a {@item vorpal sword}.\"]]},{\"name\":\"Sentience\",\"type\":\"entries\",\"entries\":[\"A moon blade is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and {@sense darkvision} out to a range of 120 feet.\",\"The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder's hand when it wants to communicate something it has sensed. It can communicate more explicitly, through visions or dreams, when the wielder is either in a trance or asleep.\"]},{\"name\":\"Personality\",\"type\":\"entries\",\"entries\":[\"Every moonblade seeks the advancement of elvenkind and elven ideals. Courage, loyalty, beauty, music, and life are all part of this purpose.\",\"The weapon is bonded to the family line it is meant to serve. Once it has bonded with an owner who shares its ideals, its loyalty is absolute.\",\"If a moon blade has a flaw, it is overconfidence. Once it has decided on an owner, it believes that only that person should wield it, even if the owner falls short of elven ideals.\"]}],\"hasFluffImages\":true},{\"name\":\"Moonstone\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Moonstone|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":5000,\"entries\":[\"A translucent white with pale blue glow gemstone.\"]},{\"name\":\"Moonstone\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":5000,\"entries\":[\"A white with pale-blue glow gemstone.\"]},{\"name\":\"Moorbounder\",\"source\":\"EGW\",\"page\":132,\"type\":\"MNT\",\"rarity\":\"none\",\"value\":40000,\"entries\":[\"Beasts of burden are common throughout Xhorhas, and often horses and other riding animals are the best or only option. For those who require speed and have a little more coin to spend, the best option is often a moorbounder. However, moorbounders that haven't undergone proper training or established bonds of trust with their masters tend to attack and even eat their riders.\",\"Moorbounders can cost anywhere from 300 to 500 gp each. They're often cheaper and more abundant in towns on the wastes than in cities like Rosohna.\"]},{\"name\":\"Moss Agate\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Moss Agate|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":1000,\"entries\":[\"A translucent pink or yellow-white with mossy gray or green markings gemstone.\"]},{\"name\":\"Moss Agate\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":1000,\"entries\":[\"A pink or yellow white with mossy gray or green markings gemstone.\"]},{\"name\":\"Mournland Trinket\",\"source\":\"ERLW\",\"page\":222,\"type\":\"G\",\"rarity\":\"none\",\"entries\":[{\"caption\":\"Mournland Trinkets\",\"colLabels\":[\"d10\",\"Trinket\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The favorite childhood toy of one of the adventurers, floating in midair\"],[\"2\",\"A tin whistle that makes beautiful colors and patterns magically appear when it's played\"],[\"3\",\"A toy lightning rail car\"],[\"4\",\"A glass eye\"],[\"5\",\"A silver lapel pin of a finely detailed gorgon's head with ruby eyes\"],[\"6\",\"A monocle that can be used as a telescope\"],[\"7\",\"A six-inch-tall mechanical marmoset in need of minor repairs\"],[\"8\",\"A small medallion made of silver, depicting a tower with an eye at the top of it and other smaller eyes embedded in the sides\"],[\"9\",\"A cloak pin made of iron in the shape of two hammers joined by a semicircular haft\"],[\"10\",\"A wooden dinosaur toy that has movable legs\"]],\"type\":\"table\"}],\"miscTags\":[\"TT\"]},{\"name\":\"Mudslick Tower\",\"source\":\"PaBTSO\",\"page\":219,\"rarity\":\"very rare\",\"wondrous\":true,\"entries\":[\"You can use an action to place this 1-inch-diameter granite sphere on the ground and speak its command word, which is \\\"petrification\\\" in Terran. The sphere rapidly grows into a stout tower that remains until you use an action to touch the tower and speak the command word again, whereupon the tower shrinks back to a 1-inch-diameter granite sphere. The tower must be empty to shrink in this way. The tower bristles with muddy knobs that constantly extrude and retract across its surface, as though the tower were breathing through a coating of thick mud.\",\"Each creature in the area where the tower appears must make a DC 15 Dexterity saving throw, taking {@damage 10d10} bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the tower. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.\",\"Whenever it expands, the mudslick tower merges with any natural stone it touches, awkwardly tipping and wedging itself to touch as much natural stone as it can.\",\"The tower is 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the {@spell knock} spell and similar magic, such as that of a chime of opening.\",\"Although it looks like stone, the tower is made of adamantine, and its magic prevents creatures from tipping it over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. While merged with natural stone, the mudslick tower has immunity to all damage. Only a {@spell wish} spell can repair the tower (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of {@spell wish} causes the roof, the door, or one wall to regain 50 hit points.\"],\"hasFluffImages\":true},{\"name\":\"Mule\",\"source\":\"PHB\",\"page\":157,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Mule|XPHB\"],\"type\":\"MNT\",\"rarity\":\"none\",\"value\":800,\"carryingCapacity\":420,\"speed\":40},{\"name\":\"Mule\",\"source\":\"XPHB\",\"page\":229,\"freeRules2024\":true,\"type\":\"MNT|XPHB\",\"rarity\":\"none\",\"value\":800,\"carryingCapacity\":420,\"speed\":40},{\"name\":\"Mummy Rot Antidote\",\"source\":\"IMR\",\"page\":94,\"type\":\"P\",\"rarity\":\"uncommon\",\"entries\":[\"White dust swirls constantly within this pale gray potion. When you drink the potion, it cures you of mummy rot.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Murgaxor's Elixir of Life\",\"source\":\"SCC\",\"page\":179,\"type\":\"G\",\"rarity\":\"unknown\",\"entries\":[\"Whoever drinks this concoction gains advantage on death saving throws for 24 hours.\"]},{\"name\":\"Murgaxor's Orb\",\"source\":\"SCC\",\"page\":126,\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"curse\":true,\"sentient\":true,\"entries\":[\"Roiling green mist fills this glass orb, which the exiled Strixhaven mage {@creature Murgaxor|SCC} once used in foul magical experiments. Murgaxor's spirit has infused the orb, which he uses to spread a terrible curse among Strixhaven's students.\",{\"type\":\"entries\",\"name\":\"Sentience\",\"entries\":[\"Murgaxor's orb is a sentient, chaotic evil magic item with the following properties:\",{\"type\":\"list\",\"items\":[\"The orb has an Intelligence of 20, a Wisdom of 16, and a Charisma of 16, as well as hearing and {@sense darkvision} out to a range of 30 feet.\",\"The orb can speak, read, and understand Common, and it can communicate telepathically with any creature touching it.\",\"At any time during your turn, the orb can cast the {@spell suggestion} spell (save DC 17), targeting you or one other creature that touched the orb within the last 24 hours. This isn't a power of the orb that you control.\"]}]},{\"type\":\"entries\",\"name\":\"Curse\",\"entries\":[\"Any Humanoid you touch while holding the orb must succeed on a DC 10 Wisdom saving throw or become cursed. Each creature cursed by the orb bears an echo of Murgaxor's hateful thoughts, and that creature suffers from headaches that are persistent but not debilitating until the curse ends. On your turn, the orb can use an action to produce one of the following effects, targeting one or more creatures it has cursed:\"]},{\"type\":\"entries\",\"name\":\"Unconsciousness\",\"entries\":[\"The cursed creature falls {@condition unconscious} for 1 hour. The creature is roused if it takes damage or someone uses an action to shake or slap it awake.\"]},{\"type\":\"entries\",\"name\":\"Visions of Terror\",\"entries\":[\"The cursed creature sees terrifying visions, causing it to view all creatures that aren't also cursed as dangerous monsters for 10 minutes. The cursed creature must use its action each round to make one attack against the nearest non-cursed creature. If the cursed creature has multiple possible targets, it attacks one at random. This effect ends if the cursed creature is {@condition incapacitated}.\",\"After either of these effects ends, the affected creature is no longer cursed. The curse can also be removed from a creature with a {@spell remove curse} spell or similar magic. All cases of the curse end if Murgaxor's orb is destroyed.\"]},{\"type\":\"entries\",\"name\":\"Magical Signature\",\"entries\":[\"As a side effect of the orb's curse, the spell {@spell detect magic} reveals an aura of enchantment surrounding creatures bearing the curse. This aura is distinctive, but in a way {@spell detect magic} offers no further details about.\"]},{\"type\":\"entries\",\"name\":\"Destroying the Orb\",\"entries\":[\"Murgaxor's orb has AC 18; 20 hit points; immunity to necrotic, poison, and psychic damage; and resistance to all other types of damage. If reduced to 0 hit points, the orb shatters.\"]}],\"attachedSpells\":[\"suggestion\"]},{\"name\":\"Muroosa Balm\",\"source\":\"EGW\",\"page\":70,\"type\":\"G\",\"resist\":[\"fire\"],\"rarity\":\"none\",\"value\":10000,\"entries\":[\"This paste made from the muroosa bush is known to help prevent sunburn, but it is also a fire retardant. After spending 1 minute applying a quarter pint of muroosa balm to your skin, you gain resistance against fire damage for 1 hour.\",\"A dose of muroosa balm sufficient for treating sunburn costs 1 gp.\"]},{\"name\":\"Mystery Key\",\"source\":\"XDMG\",\"page\":280,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"A question mark is worked into the head of this key. The key has a {@chance 5} chance of unlocking any lock into which it's inserted. Once it unlocks something, the key disappears.\"]},{\"name\":\"Mystery Key\",\"source\":\"XGE\",\"page\":138,\"reprintedAs\":[\"Mystery Key|XDMG\"],\"tier\":\"minor\",\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"A question mark is worked into the head of this key. The key has a {@chance 5} chance of unlocking any lock into which it's inserted. Once it unlocks something, the key disappears.\"]},{\"name\":\"Mythcarver (Awakened)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Mythcarver (Dormant)\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":[{\"mode\":\"appendArr\",\"items\":{\"entries\":[{\"type\":\"entries\",\"name\":\"Awakened\",\"entries\":[\"When Mythcarver reaches an awakened state, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"The weapon's bonus to attack and damage rolls increases to +2. Additionally, when you hit with an attack using this weapon, the target takes an extra {@damage 1d6} force damage.\",\"When you use your Bardic Inspiration to affect an enemy while wielding this sword, that enemy has {@quickref Advantage and Disadvantage|PHB|2|0|disadvantage} on their next {@quickref saving throws|PHB|2|1|saving throw}.\"]}]}]}}]},\"_preserve\":{\"page\":true,\"fluff\":true}},\"bonusWeapon\":\"+2\",\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mythcarver (Dormant)\",\"source\":\"TDCSR\",\"page\":207,\"baseItem\":\"longsword|PHB\",\"type\":\"M\",\"rarity\":\"legendary\",\"reqAttune\":\"by a bard\",\"reqAttuneTags\":[{\"class\":\"bard\"}],\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"V\",\"Vst|TDCSR\",\"F\"],\"dmg1\":\"1d8\",\"dmgType\":\"S\",\"dmg2\":\"1d10\",\"bonusWeapon\":\"+1\",\"entries\":[\"This incredible silvered blade once belonged to the legendary White Duke, a founding member of the {@book Golden Grin|TDCSR|2|Golden Grin}, and many other master bards before him. It resonates with nearby musical tones. In the modern era, it is best known as the personal weapon of famed bard {@creature Scanlan Shorthalt|TDCSR}.\",{\"type\":\"entries\",\"name\":\"Dormant\",\"entries\":[\"While Mythcarver is in a dormant state, you gain a +1 bonus to attack and damage rolls made with this magic weapon. This longsword's enchantments and light construction also grant it the Finesse property, which allows you to use either your Strength or Dexterity modifier for the attack and damage rolls when making an attack with this weapon.\",\"Additionally, when you target an ally with your Bardic Inspiration feature, you gain {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on attacks with this weapon until the end of your turn.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mythcarver (Exalted)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Mythcarver (Awakened)\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":[{\"mode\":\"appendArr\",\"items\":{\"entries\":[{\"type\":\"entries\",\"name\":\"Exalted\",\"entries\":[\"When Mythcarver reaches an exalted state, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"The weapon's bonus to attack and damage rolls increases to +3.\",\"As an action, you let the spirit of the sword overtake your body and guide your strikes. You make 4 melee attacks with the sword, then gain 1 level of {@condition exhaustion}. Once this property is used, it can't be used again until you finish a {@quickref resting|PHB|2|0|long rest}.\"]}]}]}}]},\"_preserve\":{\"page\":true,\"fluff\":true}},\"bonusWeapon\":\"+3\",\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Narycrash\",\"source\":\"DSotDQ\",\"page\":188,\"type\":\"G\",\"rarity\":\"none\",\"entries\":[\"This backpack-sized device holds a balloon-based parachute. If you fall while wearing this device, you can use your reaction to deploy the parachute. Once deployed, the parachute rapidly inflates, and you descend 60 feet per round and take no damage from falling. When you are 10 feet away from the ground, roll a {@dice d20}. If you roll a 5 or less, the parachute gives out, and you begin to fall normally.\"],\"hasFluffImages\":true},{\"name\":\"Nature's Mantle\",\"source\":\"TCE\",\"page\":133,\"reprintedAs\":[\"Nature's Mantle|XDMG\"],\"rarity\":\"uncommon\",\"reqAttune\":\"by a druid or ranger\",\"reqAttuneTags\":[{\"class\":\"druid\"},{\"class\":\"ranger\"}],\"wondrous\":true,\"weight\":2,\"focus\":[\"Druid\",\"Ranger\"],\"entries\":[\"This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a spellcasting focus for your druid and ranger spells.\",\"While you are in an area that is lightly obscured, you can {@action Hide} as a bonus action even if you are being directly observed.\"],\"hasFluffImages\":true},{\"name\":\"Nature's Mantle\",\"source\":\"XDMG\",\"page\":280,\"rarity\":\"uncommon\",\"reqAttune\":\"by a druid or ranger\",\"reqAttuneTags\":[{\"class\":\"druid\"},{\"class\":\"ranger\"}],\"wondrous\":true,\"focus\":[\"Druid\",\"Ranger\"],\"entries\":[\"This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a {@variantrule Spellcasting Focus|XPHB} for your Druid and Ranger spells.\",\"While you are in an area that is {@variantrule Lightly Obscured|XPHB}, you can {@action Hide|XPHB} as a {@variantrule Bonus Action|XPHB} even if you are being directly observed.\"],\"hasFluffImages\":true},{\"name\":\"Nautiloid\",\"source\":\"AAG\",\"page\":38,\"type\":\"SPC|AAG\",\"rarity\":\"none\",\"value\":5000000,\"crew\":20,\"vehAc\":15,\"vehHp\":400,\"vehDmgThresh\":15,\"vehSpeed\":4.5,\"capCargo\":17,\"entries\":[\"Built and used by mind flayers, nautiloids are designed exclusively for space travel. They can't float on water, nor can they land safely on the ground.\",\"As an action, a creature attuned to a nautiloid's spelljamming helm and in physical contact with the ship can transport the nautiloid and all creatures and objects aboard it to a different plane of existence, at or near a destination envisioned by the spelljammer (or to a random location on the plane if no destination is envisioned). This property is a feature of the ship, not the spelljamming helm. Each time this property is used, roll a {@dice d6}. On a 5–6, the property recharges after 1 minute; otherwise, it can't be used again for 24 hours.\"],\"seeAlsoVehicle\":[\"Nautiloid|AAG\"]},{\"name\":\"Navigation Orb\",\"source\":\"SKT\",\"page\":235,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"A navigation orb is a hollow, 7-foot-diameter sphere of thin, polished mithral with a large skye (cloud) rune embossed on its outer surface. The orb levitates 10 feet above the ground and is keyed to a particular cloud castle, allowing you to control that castle's altitude and movement while the orb is inside the castle. If the orb is destroyed or removed from its castle, the castle's altitude and location remain fixed until the orb is returned or replaced.\",\"As an action, you can cause one of the following effects to occur if you are touching the orb:\",\"The castle moves at a speed of 1 mph in a straight line, in a direction of your choice, until the castle stops or is made to stop, or until another action is used to change its direction. If this movement brings the castle into contact with the ground, the castle lands gently.\",\"The castle, if it is moving, comes to a gradual stop.\",\"The castle makes a slow, 90-degree turn clockwise or counterclockwise (turning a northerly view into a westerly view, for example). The castle can turn while it is moving in a straight line.\",\"Any creature touching the orb knows the altitude of the base of the castle above the ground or water below it.\"]},{\"name\":\"Navigator's Tools\",\"source\":\"PHB\",\"page\":154,\"srd\":true,\"basicRules\":true,\"additionalSources\":[{\"source\":\"XGE\",\"page\":83}],\"reprintedAs\":[\"Navigator's Tools|XPHB\"],\"type\":\"T\",\"rarity\":\"none\",\"weight\":2,\"value\":2500,\"entries\":[\"This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea.\"],\"additionalEntries\":[\"Proficiency with navigator's tools helps you determine a true course based on observing the stars. It also grants you insight into charts and maps while developing your sense of direction.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"Navigator's tools include a sextant, a compass, calipers, a ruler, parchment, ink, and a quill.\"]},{\"type\":\"entries\",\"name\":\"Survival\",\"entries\":[\"Knowledge of navigator's tools helps you avoid becoming lost and also grants you insight into the most likely location for roads and settlements.\"]},{\"type\":\"entries\",\"name\":\"Sighting\",\"entries\":[\"By taking careful measurements, you can determine your position on a nautical chart and the time of day.\"]},{\"type\":\"table\",\"caption\":\"Navigator's Tools\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Plot a course\",\"10\"],[\"Discover your position on a nautical chart\",\"15\"]]}]},{\"name\":\"Navigator's Tools\",\"source\":\"XPHB\",\"page\":221,\"freeRules2024\":true,\"type\":\"T|XPHB\",\"rarity\":\"none\",\"weight\":2,\"value\":2500,\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Ability:\",\"type\":\"item\",\"entries\":[\"Wisdom\"]},{\"name\":\"Utilize:\",\"type\":\"item\",\"entries\":[\"Plot a course ({@dc 10}), or determine position by stargazing ({@dc 15})\"]}]}]},{\"name\":\"Necklace of Adaptation\",\"source\":\"DMG\",\"page\":182,\"srd\":true,\"reprintedAs\":[\"Necklace of Adaptation|XDMG\"],\"tier\":\"major\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"weight\":1,\"entries\":[\"While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as {@spell cloudkill} and {@spell stinking cloud} effects, inhaled poisons, and the breath weapons of some dragons).\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"lootTables\":[\"Magic Item Table F\"],\"hasFluffImages\":true},{\"name\":\"Necklace of Adaptation\",\"source\":\"XDMG\",\"page\":280,\"freeRules2024\":true,\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"weight\":1,\"entries\":[\"While wearing this necklace, you can breathe normally in any environment, and you have {@variantrule Advantage|XPHB} on saving throws made to avoid or end the {@condition Poisoned|XPHB} condition.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"hasFluffImages\":true},{\"name\":\"Necklace of electrum medallions with red and blue tournalines (Brazen Coalition)\",\"source\":\"PSX\",\"page\":24,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":75000},{\"name\":\"Necklace of Fireballs\",\"source\":\"DMG\",\"page\":182,\"srd\":true,\"reprintedAs\":[\"Necklace of Fireballs|XDMG\"],\"tier\":\"minor\",\"rarity\":\"rare\",\"wondrous\":true,\"weight\":1,\"entries\":[\"This necklace has {@dice 1d6 + 3} beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level {@spell fireball} spell (save DC 15).\",\"You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the {@spell fireball} by 1 for each bead beyond the first.\"],\"attachedSpells\":[\"fireball\"],\"lootTables\":[\"Magic Item Table C\"],\"hasFluffImages\":true},{\"name\":\"Necklace of Fireballs\",\"source\":\"XDMG\",\"page\":280,\"rarity\":\"rare\",\"wondrous\":true,\"weight\":1,\"entries\":[\"This necklace has {@dice 1d6 + 3} beads hanging from it. You can take a {@action Magic|XPHB} action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a level 3 {@spell Fireball|XPHB} (save DC 15).\",\"You can hurl multiple beads, or even the whole necklace, at one time. When you do so, increase the damage of the Fireball by {@dice 1d6} for each bead after the first (maximum {@dice 12d6}).\"],\"attachedSpells\":[\"fireball|xphb\"],\"hasFluffImages\":true},{\"name\":\"Necklace of jade and pink pearls (River Heralds)\",\"source\":\"PSX\",\"page\":25,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":250000},{\"name\":\"Necklace of Prayer Beads\",\"source\":\"DMG\",\"page\":182,\"srd\":true,\"reprintedAs\":[\"Necklace of Prayer Beads|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":\"by a cleric, druid, or paladin\",\"reqAttuneTags\":[{\"class\":\"cleric\"},{\"class\":\"druid\"},{\"class\":\"paladin\"}],\"wondrous\":true,\"weight\":1,\"entries\":[\"This necklace has {@dice 1d4 + 2} magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.\",\"Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.\",{\"type\":\"table\",\"colLabels\":[\"{@dice d20}\",\"Bead of...\",\"Spell\"],\"colStyles\":[\"col-1 text-center\",\"col-2\",\"col-9\"],\"rows\":[[\"1-6\",\"Blessing\",\"{@spell Bless}\"],[\"7-12\",\"Curing\",\"{@spell Cure wounds} (2nd level) or {@spell lesser restoration}\"],[\"13-16\",\"Favor\",\"{@spell Greater restoration}\"],[\"17-18\",\"Smiting\",\"{@spell Branding smite}\"],[\"19\",\"Summons\",\"{@spell Planar ally}\"],[\"20\",\"Wind walking\",\"{@spell Wind walk}\"]]}],\"attachedSpells\":[\"bless\",\"cure wounds\",\"lesser restoration\",\"greater restoration\",\"branding smite\",\"planar ally\",\"wind walk\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Necklace of Prayer Beads\",\"source\":\"XDMG\",\"page\":281,\"rarity\":\"rare\",\"reqAttune\":\"by a cleric, druid, or paladin\",\"reqAttuneTags\":[{\"class\":\"cleric\"},{\"class\":\"druid\"},{\"class\":\"paladin\"}],\"wondrous\":true,\"weight\":1,\"entries\":[\"This necklace has {@dice 1d4 + 2} magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.\",\"Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly by rolling on the table below. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a {@variantrule Bonus Action|XPHB} (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.\",{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-5\",\"col-5\"],\"colLabels\":[\"1d20\",\"Bead\",\"Spell\"],\"rows\":[[\"1-6\",\"Bead of Blessing\",\"{@spell Bless|XPHB}\"],[\"7-12\",\"Bead of Curing\",\"{@spell Cure Wounds|XPHB} (level 2 version)\"],[\"13-16\",\"Bead of Favor\",\"{@spell Greater Restoration|XPHB}\"],[\"17-18\",\"Bead of Smiting\",\"{@spell Shining Smite|XPHB}\"],[\"19\",\"Bead of Summons\",\"{@spell Guardian of Faith|XPHB}\"],[\"20\",\"Bead of Wind Walking\",\"{@spell Wind Walk|XPHB}\"]]}],\"attachedSpells\":[\"bless|xphb\",\"cure wounds|xphb\",\"greater restoration|xphb\",\"shining smite|xphb\",\"guardian of faith|xphb\",\"wind walk|xphb\"],\"hasFluffImages\":true},{\"name\":\"Necklace string of small pink pearls\",\"source\":\"DMG\",\"page\":135,\"reprintedAs\":[\"Necklace string of small pink pearls|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":250000},{\"name\":\"Necklace string of small pink pearls\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":250000},{\"name\":\"Necronomicon Ex Corvis\",\"source\":\"HWCS\",\"page\":213,\"rarity\":\"artifact\",\"reqAttune\":true,\"wondrous\":true,\"ability\":{\"int\":2},\"entries\":[\"This legendary tome of dark necromancy was penned by the mad corvum necromancer Lathrus, of the Night's Call. The book is one of a kind and contains terrible necromantic secrets.\",\"The {@i Necronomicon Ex Corvis} is a {@item spellbook|phb}, and as such only wizards can truly benefit from studying the dark secrets within.\",{\"name\":\"Abyssal Secrets\",\"type\":\"entries\",\"entries\":[\"By spending a full week studying the dark secrets in this tome, your Intelligence score increases by 2. These secrets gnaw at your mind, however, and your Wisdom score decreases by 1.\"]},{\"name\":\"Grasp of Shadows\",\"type\":\"entries\",\"entries\":[\"By spending at least a minute reciting a ritual listed in this book, you can summon forth {@dice 1d4 + 2} {@creature shadow|mm|shadows}. These creatures are loyal to you and can understand any instructions you give them. They will carry out these instructions to the best of their ability. This property can only be used once per week.\"]},{\"name\":\"Knowledge Beyond Reason\",\"type\":\"entries\",\"entries\":[\"You may add the spells listed below into your spellbook. However, the tome removes the restriction that requires you to be able to prepare and cast these spells. In effect, you can copy these spells to your spellbook now, though they will only be available to prepare once you reach a level at which you can cast them.\",\"Additionally, rather than pay gold pieces to copy any spell within into your spellbook, you may deal one point of damage to yourself and take one level of {@condition exhaustion} to scribe the spell in your own blood.\",{\"type\":\"table\",\"colLabels\":[\"Level\",\"Spell\"],\"colStyles\":[\"col-1\",\"col-11\"],\"rows\":[[\"3rd\",\"{@spell animate dead}, {@spell bestow curse}, {@spell vampiric touch}\"],[\"4th\",\"{@spell blight}\"],[\"6th\",\"{@spell circle of death}, {@spell magic jar}\"],[\"7th\",\"{@spell finger of death}\"]]}]},{\"name\":\"The Corvum's Curse\",\"type\":\"entries\",\"entries\":[\"After copying at least one spell from this tome into your spellbook, you must succeed on a DC 16 Wisdom saving throw or become cursed (as {@spell bestow curse}), with the effect of the curse being decided by the GM.\",\"The curse persists for {@dice 2d4} days, but its duration resets anytime you copy a spell from this book. Otherwise, only a {@spell remove curse} spell cast using a 5th level or higher spell slot can rid you of this effect.\"]},{\"name\":\"Destroying the Book\",\"type\":\"entries\",\"entries\":[\"Unlike other artifacts, the book is not immune to damage. Pages removed from the book will lose their magic within a day. Additionally, exposing the book to direct sunlight for at least 8 hours will cause the dark magic within to dissipate, rendering it useless.\"]}],\"attachedSpells\":[\"animate dead\",\"bestow curse\",\"vampiric touch\",\"blight\",\"circle of death\",\"magic jar\",\"finger of death\"],\"hasFluffImages\":true},{\"name\":\"Necrotic Absorbing Tattoo\",\"source\":\"TCE\",\"page\":119,\"resist\":[\"necrotic\"],\"detail1\":\"black\",\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"tattoo\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Absorbing Tattoo|TCE}\"]},{\"name\":\"Needle of Mending\",\"source\":\"EGW\",\"page\":268,\"baseItem\":\"dagger|PHB\",\"type\":\"M\",\"rarity\":\"rare\",\"reqAttune\":true,\"weight\":1,\"weaponCategory\":\"simple\",\"property\":[\"F\",\"L\",\"T\"],\"range\":\"20/60\",\"dmg1\":\"1d4\",\"dmgType\":\"P\",\"bonusWeapon\":\"+1\",\"entries\":[\"This weapon is a magic dagger disguised as a sewing needle. When you hold it and use a bonus action to speak its command word, it transforms into a dagger or back into a needle.\",\"You gain a +1 bonus to attack and damage rolls made with the dagger. While holding it, you can use an action to cast the {@spell mending} cantrip from it.\"],\"attachedSpells\":[\"mending\"]},{\"name\":\"Needler Pistol\",\"source\":\"QftIS\",\"page\":192,\"type\":\"G\",\"rarity\":\"none\",\"charges\":10,\"entries\":[\"This strange pistol resembles a flask with a honeycomb of tubes sticking out its front. The weapon is powered by an {@item energy cell} stored at the base of the flask. Placing a full {@item energy cell} in the pistol gives the pistol 10 charges.\",\"As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking {@damage 8d4} piercing damage on a failed save or half as much damage on a successful one.\",{\"name\":\"Replacing the Energy Cell\",\"type\":\"entries\",\"entries\":[\"While the pistol has charges remaining, its {@item energy cell} can't be removed. Once the pistol has 0 charges, you can replace the {@item energy cell} with a new cell by using an action or a bonus action.\"]}],\"hasFluffImages\":true},{\"name\":\"Nepenthe\",\"source\":\"VRGR\",\"page\":86,\"baseItem\":\"longsword|PHB\",\"type\":\"M\",\"rarity\":\"legendary\",\"reqAttune\":\"by a paladin\",\"reqAttuneTags\":[{\"class\":\"paladin\"}],\"sentient\":true,\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"V\"],\"dmg1\":\"1d8\",\"dmgType\":\"S\",\"dmg2\":\"1d10\",\"bonusWeapon\":\"+3\",\"entries\":[\"You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra {@damage 2d10} radiant damage.\",\"While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.\",{\"type\":\"entries\",\"name\":\"Sentience\",\"entries\":[\"Nepenthe is a sentient, neutral evil weapon with an Intelligence of 10, a Wisdom of 8, and a Charisma of 18. It has hearing and {@sense darkvision} out to a range of 60 feet. It can read and understand Elvish. It can also speak Elvish, but only through the voice of its wielder, with whom the sword can communicate telepathically.\"]},{\"type\":\"entries\",\"name\":\"Personality\",\"entries\":[\"In its lifetime, the sword has beheaded thousands of criminals, not all of whom were guilty of the crimes for which they were convicted. The sword cannot distinguish the guilty from the innocent. With each beheading, it hungers for more justice and blood. The sword is corrupt and irredeemable.\"]}],\"hasFluffImages\":true},{\"name\":\"Nest Charm\",\"source\":\"HWCS\",\"page\":214,\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"This charm is a sphere of intricate metal branches, interwoven to form a sort of nest.\",\"By placing the charm on the ground and speaking its command word, you can cause it to unfold, creating a 30-foot-diameter circular platform of interwoven branches. Once the platform has reached its full size, a magical tree grows beneath it, lifting the platform 50 feet into the air, carrying any passengers and items along with it.\",\"This perch lasts up to 8 hours, at which point the tree will retreat into the ground and the platform will shrink, eventually curling back into the small charm. At any time the command word can be spoken again to dismiss the perch in a similar fashion. Once the nest charm's power has been used, it can't be used again until the next dawn.\"],\"hasFluffImages\":true},{\"name\":\"Net\",\"source\":\"XPHB\",\"page\":227,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":3,\"value\":100,\"entries\":[\"When you take the {@action Attack|XPHB} action, you can replace one of your attacks with throwing a Net. Target a creature you can see within 15 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and {@variantrule Proficiency|XPHB|Proficiency Bonus}) or have the {@condition Restrained|XPHB} condition until it escapes. The target succeeds automatically if it is Huge or larger.\",\"To escape, the target or a creature within 5 feet of it must take an action to make a DC 10 Strength ({@skill Athletics|XPHB}) check, freeing the {@condition Restrained|XPHB} creature on a success. Destroying the Net (AC 10; 5 HP; {@variantrule Immunity|XPHB} to Bludgeoning, Poison, and Psychic damage) also frees the target, ending the effect.\"],\"hasFluffImages\":true},{\"name\":\"Nether Scroll of Azumar\",\"source\":\"CM\",\"page\":210,\"type\":\"SC|DMG\",\"rarity\":\"legendary\",\"entries\":[\"Unlike most scrolls, a Nether Scroll of Azumar is not a consumable magic item. It takes 30 days of concentrated study—at least 8 hours per day—to attempt to understand this scroll. After completing this study, you must make a DC 25 Intelligence ({@skill Arcana}) check. If this check fails, you take {@damage 16d10} psychic damage, and you can attempt the check again after another 30 days of concentrated study.\",\"When you succeed on the check, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"Your Intelligence score increases by 2, to a maximum of 22. Once you gain this benefit, you can't use this scroll to increase your Intelligence again.\",\"You gain advantage on saving throws against spells and other magical effects.\"]},\"When you gain the scroll's benefits, a {@creature stone golem} magically appears in an unoccupied space within 60 feet of you and acts as your ally. If you die, the golem turns to dust.\"]},{\"name\":\"Netherese Ring of Protection\",\"source\":\"PaBTSO\",\"page\":50,\"type\":\"RG|DMG\",\"rarity\":\"rare\",\"reqAttune\":true,\"bonusAc\":\"+1\",\"bonusSavingThrow\":\"+4\",\"entries\":[\"You gain a +1 bonus to AC and saving throws while wearing this ring.\",\"The ring is made from a single piece of mystical green glass that's stronger than steel. It has the added property of making the wearer less likely to drop or lose anything held in the hand the ring is on. The wearer receives a +4 bonus to saving throws or checks made to avoid dropping or being disarmed of any item held in that hand.\"]},{\"name\":\"Nib\",\"source\":\"WDH\",\"page\":169,\"type\":\"$C\",\"rarity\":\"none\",\"value\":1,\"entries\":[\"Copper coin about the size of a thumbnail (1 nib = 1 common copper coin)\"]},{\"name\":\"Night Caller\",\"source\":\"TftYP\",\"page\":228,\"rarity\":\"uncommon\",\"wondrous\":true,\"weight\":1,\"entries\":[\"This whistle is carved from transparent crystal, and it resembles a tiny dragon curled up like a snail. The name Night Caller is etched on the whistle in Dwarvish runes. If a character succeeds on a DC 20 Intelligence ({@skill Arcana} or {@skill History}) check, the character recalls lore that says the {@creature duergar} made several such whistles for various groups in an age past.\",\"If you blow the whistle in darkness or under the night sky, it allows you to cast the {@spell animate dead} spell. The target can be affected through up to 10 feet of soft earth or similar material, and if it is, it takes 1 minute to claw its way to the surface to serve you. Once the whistle has animated an undead creature, it can't do so again until 7 days have passed.\",\"Once every 24 hours, you can blow the whistle to reassert control over one or two creatures you animated with it.\"],\"attachedSpells\":[\"animate dead\"]},{\"name\":\"Nightbringer\",\"source\":\"MCV2DC\",\"page\":14,\"baseItem\":\"mace|PHB\",\"type\":\"M\",\"immune\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"poison\"],\"rarity\":\"legendary\",\"reqAttune\":true,\"weight\":4,\"weaponCategory\":\"simple\",\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"bonusWeapon\":\"+3\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"entries\":[\"This heavy mace has a dark oaken handle and a head of blackened steel trimmed with gold. In combat, the mace's head is wreathed in inky black energy.\",\"You gain a +3 bonus to attack and damage rolls made with this weapon. When you hit with an attack roll using it, the target takes an additional {@damage 4d4} radiant damage.\",\"If you have an evil alignment, you also gain the following benefits when attuned to Nightbringer:\",{\"type\":\"entries\",\"name\":\"Blessing of the Dragon Queen\",\"entries\":[\"You are immune to the {@condition charmed} and {@condition frightened} conditions, and you gain immunity to one of the following damage types (choose when you attune to the weapon): acid, cold, fire, lightning, or poison.\"]},{\"type\":\"entries\",\"name\":\"Eyes of Midnight\",\"entries\":[\"You have {@sense darkvision} with a range of 60 feet. If you already have {@sense darkvision}, its range increases by 60 feet.\"]},{\"type\":\"entries\",\"name\":\"Midnight Shroud\",\"entries\":[\"The weapon has 6 charges. When you hit a creature with an attack using this weapon, you can expend one charge to force the creature to make a DC 20 Constitution saving throw. On a failed save, the creature is {@condition blinded} until the start of your next turn. The weapon regains {@dice 1d6} expended charges daily at dawn.\"]}]},{\"name\":\"Nightfall Pearl\",\"source\":\"EGW\",\"page\":268,\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"Used to summon night, this 6-inch-diameter, jet-black orb is cold to the touch. You can spend 10 minutes to activate it, causing the area within 10 miles of it at the moment of activation to become night even if it is daytime. This night lasts for 24 hours, until you cancel it as an action, or until your attunement to the pearl ends. Once used, the pearl can't be used again for 24 hours.\"]},{\"name\":\"Nightspider\",\"source\":\"AAG\",\"page\":40,\"type\":\"SPC|AAG\",\"rarity\":\"none\",\"value\":5000000,\"crew\":25,\"vehAc\":19,\"vehHp\":300,\"vehDmgThresh\":15,\"vehSpeed\":4.5,\"capCargo\":50,\"entries\":[\"Neogi terrorize Wildspace in ships of their own construction, which others call nightspiders. These vessels often wait in ambush for other ships. Once a target ship is identified, the neogi try to steal its spelljamming helm and capture its crew.\",\"A nightspider's crew usually consists of nineteen neogi and up to a half-dozen umber hulks, which the neogi use as shock troops.\",\"Nightspiders are designed for space travel alone and can't float on water or land safely on the ground (the weight of the ship would snap its spindly legs, destroying its weblike rigging in the process). Standard weaponry on a nightspider includes four ballistae (two forward-facing and two aft-facing) and a forward-facing mangonel.\"],\"seeAlsoVehicle\":[\"Nightspider|AAG\"]},{\"name\":\"Niko's Mace\",\"source\":\"UtHftLH\",\"baseItem\":\"mace|xphb\",\"type\":\"M\",\"rarity\":\"very rare\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"weight\":4,\"weaponCategory\":\"simple\",\"mastery\":[\"Sap|XPHB\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"bonusWeaponAttack\":\"+9\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"entries\":[\"This Mace has 6 charges and regains {@dice 1d6} expended charges daily at dawn. While holding the Mace, you can expend 1 of its charges to cast {@spell Summon Celestial|XPHB} (+9 to hit with spell attacks).\"],\"attachedSpells\":[\"summon celestial|xphb\"]},{\"name\":\"Nimblewright Detector\",\"source\":\"WDH\",\"page\":47,\"type\":\"OTH\",\"rarity\":\"unknown\",\"entries\":[\"To activate the nimblewright detector, a character must hold down its trigger. When the activated device comes within 500 feet of a nimblewright other than Nim, the umbrella begins to spin, whir, and click. The spinning, whirring, and clicking accelerates as the distance to the target lessens, reaching maximum velocity and volume when a nimblewright other than Nim is within 30 feet of the device.\"]},{\"name\":\"Nimbus Coronet\",\"source\":\"BGG\",\"page\":114,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"modifySpeed\":{\"static\":{\"fly\":60}},\"entries\":[\"The design of this bronze circlet resembles swirling clouds. At its center is set a deep-blue stone, upon which is inscribed the cloud rune.\",\"While wearing this circlet, you take no damage from falling. Additionally, as a bonus action, you and everything you are wearing or carrying can teleport to an unoccupied space you can see within 15 feet of yourself, reappearing in a puff of shimmering clouds.\",{\"type\":\"entries\",\"name\":\"Invoking the Rune\",\"entries\":[\"As an action, you can invoke the circlet's rune to assume a cloudlike form. The form lasts for 1 minute, until you are incapacitated, or until you dismiss it (no action required).\",\"While in cloud form, you have a flying speed of 60 feet and resistance to bludgeoning, piercing, and slashing damage.\",\"Once the rune has been invoked, it can't be invoked again until the next dawn.\"]}]},{\"name\":\"Nolzur's Marvelous Pigments\",\"source\":\"DMG\",\"page\":183,\"srd\":\"Marvelous Pigments\",\"reprintedAs\":[\"Nolzur's Marvelous Pigments|XDMG\"],\"tier\":\"minor\",\"rarity\":\"very rare\",\"wondrous\":true,\"weight\":1,\"entries\":[\"Typically found in {@dice 1d4} pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.\",\"Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features—such as a door, a pit, flowers, trees, cells, rooms, or weapons—that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.\",\"When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.\",\"Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.\",\"If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.\"],\"lootTables\":[\"Magic Item Table D\"],\"hasFluffImages\":true},{\"name\":\"Nolzur's Marvelous Pigments\",\"source\":\"XDMG\",\"page\":281,\"rarity\":\"very rare\",\"wondrous\":true,\"entries\":[\"This fine wooden box contains {@dice 1d4} pots of pigment and a brush (weighing 1 pound in total). Using the brush and expending 1 pot of pigment, you can paint any number of three-dimensional objects and terrain features (such as walls, doors, trees, flowers, weapons, webs, and pits), provided these elements are all confined to a 20-foot {@variantrule Cube [Area of Effect]|XPHB|Cube}. The effort takes 10 minutes (regardless of the number of elements you create), during which time you must remain in the {@variantrule Cube [Area of Effect]|XPHB|Cube}, and requires {@status Concentration|XPHB}. If your {@status Concentration|XPHB} is broken or you leave the {@variantrule Cube [Area of Effect]|XPHB|Cube} before the work is done, all the painted elements vanish, and the pot of pigment is wasted.\",\"When the work is done, all the painted objects and terrain features become real. Thus, painting a door on a wall creates an actual door, which can be opened to whatever is beyond. Painting a pit creates a real pit, the entire depth of which must lie within the 20-foot {@variantrule Cube [Area of Effect]|XPHB|Cube}.\",\"No object created by a pot of pigment can have a value greater than 25 GP, and the total value of all objects created by a pot of pigment can't exceed 500 GP. If you paint objects of greater value (such as a large pile of gold), they look authentic, but close inspection reveals they're made from paste, cookies, or some other worthless material.\",\"If you paint a form of energy such as fire or lightning, the energy dissipates as soon as you complete the painting, doing no harm.\"],\"hasFluffImages\":true},{\"name\":\"Oathbow\",\"source\":\"DMG\",\"page\":183,\"srd\":true,\"reprintedAs\":[{\"uid\":\"Oathbow|XDMG\",\"tag\":\"item\"}],\"baseItem\":\"longbow|phb\",\"type\":\"R\",\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":2,\"weaponCategory\":\"martial\",\"property\":[\"A\",\"H\",\"2H\"],\"range\":\"150/600\",\"dmg1\":\"1d8\",\"dmgType\":\"P\",\"entries\":[\"When you nock an arrow on this bow, it whispers in Elvish, \\\"Swift defeat to my enemies.\\\" When you use this weapon to make a ranged attack, you can, as a command phrase, say, \\\"Swift death to you who have wronged me.\\\" The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.\",\"When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than {@quickref Cover||3||total cover}, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra {@damage 3d6} piercing damage.\",\"While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.\"],\"ammoType\":\"arrow|phb\",\"lootTables\":[\"Magic Item Table H\"],\"hasFluffImages\":true},{\"name\":\"Obsidian\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Obsidian|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":1000,\"entries\":[\"An opaque black gemstone.\"]},{\"name\":\"Obsidian\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":1000,\"entries\":[\"A black gemstone.\"]},{\"name\":\"Obsidian Flint Dragon Plate\",\"source\":\"BGDIA\",\"page\":224,\"baseItem\":\"plate armor|phb\",\"type\":\"HA\",\"rarity\":\"legendary\",\"weight\":65,\"ac\":18,\"strength\":\"15\",\"bonusAc\":\"+2\",\"stealth\":true,\"entries\":[\"You gain a +2 bonus to AC and resistance to poison damage while you wear this armor. In addition, you gain advantage on ability checks and saving throws made to avoid or end the {@condition grappled} condition on yourself.\"]},{\"name\":\"Obsidian statuette with gold fittings and inlay\",\"source\":\"DMG\",\"page\":135,\"reprintedAs\":[\"Obsidian statuette with gold fittings and inlay|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":75000},{\"name\":\"Obsidian statuette with gold fittings and inlay\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":75000},{\"name\":\"Obviator's Lenses\",\"source\":\"AI\",\"page\":30,\"rarity\":\"varies\",\"wondrous\":true,\"entries\":[\"Also at rank 2, you gain the use of an uncommon magic item taking the form of a pair of spectacles, a spyglass, a monocle, or any other device with one or two lenses. When you look through the obviator's lenses, you use a bonus action to make them function as {@item eyes of minute seeing} or {@item eyes of the eagle}. Once you make this choice, it cannot be changed until the next dawn.\",{\"type\":\"entries\",\"name\":\"Enhanced Lenses\",\"entries\":[\"At rank 4, your obviator's lenses gain additional power and become a rare magic item. The lenses now function as both {@item eyes of the eagle} and {@item eyes of minute seeing}.\",\"Additionally, you can focus the power of the lenses to gain accuracy in combat, gaining advantage on a weapon attack roll (no action required). If that attack hits, roll one additional weapon damage die. This property of the lenses can't be used again until the next dawn.\"]}]},{\"name\":\"Occultant Abacus\",\"source\":\"AI\",\"page\":31,\"rarity\":\"varies\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"Head office grants you the use of a unique item known as an occultant abacus (sometimes just referred to as an occultant), whose beads resemble tiny skulls.\",{\"type\":\"entries\",\"name\":\"Read the Kill\",\"entries\":[\"Also at rank 1, your occultant abacus not only tracks your franchise's kills, it helps you determine the impact of those kills on the franchise's fate. Over a period of 1 minute, you can study a creature killed by someone in your franchise within the last 24 hours, then grant the character who slew it a {@dice d10}. Once within the next hour, that character can add the {@dice d10} to an attack roll, ability check, or saving throw. If it's not clear who administered the killing blow, you grant this benefit to a random creature involved in the fight. Once you use this feature, you can't use it again until you finish a long rest.\",{\"type\":\"table\",\"colLabels\":[\"d6\",\"Reading\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Using a tiny bellows to pump one last breath into a corpse.\"],[\"2\",\"Reading the entrails with special reading-the-entrails glasses.\"],[\"3\",\"Burning a small piece of the body and looking for shapes in the smoke.\"],[\"4\",\"A cautious, reasoned, professional guesstimate.\"],[\"5\",\"Careful measurements. The distance between nostrils. The difference between the index finger and the middle finger. The elasticity of the ear lobe.\"],[\"6\",\"You take a long, careful look, and then decide based on which fellow franchisee has been nice to you lately.\"]]}]},{\"type\":\"entries\",\"name\":\"Eldritch Occultant\",\"entries\":[\"Starting at rank 2, your occultant abacus becomes an uncommon magic item that can track lives both eliminated and saved. While holding your occultant abacus within 5 feet of a creature killed within the past 24 hours, you can cast the {@spell augury} spell. The course of action you inquire about with the spell does not need to have any connection to the dead creature. This property of the occultant abacus can't be used again until the next dawn.\"]},{\"type\":\"entries\",\"name\":\"Bring Out Your Dead\",\"entries\":[\"Also at rank 2, you regain the use of your Read the Kill feature after you finish a short or long rest.\"]},{\"type\":\"entries\",\"name\":\"Bead of Instant Karma\",\"entries\":[\"At rank 3, one of the beads on your occultant abacus channels the power of instant karma, turning the occultant abacus into a rare magic item. As a reaction, you can target one creature you can see that is about to attempt an ability check, attack roll, or saving throw, either granting advantage or imposing disadvantage on the roll. The bead crumbles to dust when used, reappearing on your occultant abacus at the next dawn.\"]},{\"type\":\"entries\",\"name\":\"Bead of Diverted Karma\",\"entries\":[\"At rank 4, one of the beads on your occultant abacus allows you to divert karma to where it's needed, turning the occultant abacus into a very rare magic item. While the bead is unused, you know automatically when any creature you can see is about to make an ability check, attack roll, or saving throw with disadvantage. When such a roll is made, you can use a reaction to grant a {@dice d10} to a different creature you can see. That creature can add the {@dice d10} to any ability check, attack roll, or saving throw it makes within the next minute. The bead crumbles to dust when used, reappearing on your occultant abacus at the next dawn.\"]},{\"type\":\"entries\",\"name\":\"Correct the Balance\",\"entries\":[\"As a rank 4 occultant, you learn that sometimes the death of a creature has unintended consequences. Within seven days of a creature's death, you can use your occultant abacus to divine ways to reverse or mitigate events resulting from that death. As an action, make a DC 15 Intelligence ({@skill Religion}) check. On a success, you learn the relevant information based on the nature of the creature and its place in the world.\",\"If you fail the check, this property of the occultant abacus can't be used again until the next dawn. If you succeed on the check, this property can't be used again until dawn seven days later.\"]}],\"attachedSpells\":[\"augury\"],\"hasFluffImages\":true},{\"name\":\"Oil\",\"source\":\"XPHB\",\"page\":227,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":1,\"value\":10,\"entries\":[\"You can douse a creature, object, or space with Oil or use it as fuel, as detailed below.\",{\"name\":\"Dousing a Creature or an Object\",\"type\":\"entries\",\"entries\":[\"When you take the {@action Attack|XPHB} action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and {@variantrule Proficiency|XPHB|Proficiency Bonus}) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 Fire damage from burning oil.\"]},{\"name\":\"Dousing a Space\",\"type\":\"entries\",\"entries\":[\"You can take the {@action Utilize|XPHB} action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn.\"]},{\"name\":\"Fuel\",\"type\":\"entries\",\"entries\":[\"Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of Oil burns for 6 hours in a Lamp or Lantern. That duration doesn't need to be consecutive; you can extinguish the burning Oil (as a {@action Utilize|XPHB} action) and rekindle it again until it has burned for a total of 6 hours.\"]}]},{\"name\":\"Oil (flask)\",\"source\":\"PHB\",\"page\":152,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Oil|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":1,\"value\":10,\"entries\":[\"Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.\"]},{\"name\":\"Oil of Etherealness\",\"source\":\"DMG\",\"page\":183,\"srd\":true,\"reprintedAs\":[\"Oil of Etherealness|XDMG\"],\"type\":\"P\",\"tier\":\"minor\",\"rarity\":\"rare\",\"entries\":[\"Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the {@spell etherealness} spell for 1 hour.\"],\"attachedSpells\":[\"etherealness\"],\"lootTables\":[\"Magic Item Table C\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Oil of Etherealness\",\"source\":\"XDMG\",\"page\":282,\"freeRules2024\":true,\"type\":\"P|XPHB\",\"rarity\":\"rare\",\"weight\":0.5,\"entries\":[\"One vial of this oil can cover one Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the {@spell Etherealness|XPHB} spell for 1 hour.\",\"Beads of this cloudy, gray oil form on the outside of its container and quickly evaporate.\"],\"attachedSpells\":[\"etherealness|xphb\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Oil of Sharpness\",\"source\":\"DMG\",\"page\":184,\"srd\":true,\"reprintedAs\":[\"Oil of Sharpness|XDMG\"],\"type\":\"P\",\"tier\":\"minor\",\"rarity\":\"very rare\",\"bonusWeapon\":\"+3\",\"entries\":[\"This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.\"],\"lootTables\":[\"Magic Item Table D\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Oil of Sharpness\",\"source\":\"XDMG\",\"page\":282,\"type\":\"P|XPHB\",\"rarity\":\"very rare\",\"weight\":0.5,\"bonusWeapon\":\"+3\",\"entries\":[\"One vial of this oil can coat one Melee weapon or twenty pieces of ammunition, but only ammunition and Melee weapons that are nonmagical and deal Slashing or Piercing damage are affected. Applying the oil takes 1 minute, after which the oil magically seeps into whatever it coats, turning the coated weapon into a +3 Weapon or the coated ammunition into +3 Ammunition.\",\"This clear, gelatinous oil sparkles with tiny, ultrathin silver shards.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Oil of Slipperiness\",\"source\":\"DMG\",\"page\":184,\"srd\":true,\"reprintedAs\":[\"Oil of Slipperiness|XDMG\"],\"type\":\"P\",\"tier\":\"minor\",\"rarity\":\"uncommon\",\"entries\":[\"This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a {@spell freedom of movement} spell for 8 hours.\",\"Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the {@spell grease} spell in that area for 8 hours.\"],\"attachedSpells\":[\"freedom of movement\"],\"lootTables\":[\"Magic Item Table B\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Oil of Slipperiness\",\"source\":\"XDMG\",\"page\":283,\"type\":\"P|XPHB\",\"rarity\":\"uncommon\",\"weight\":0.5,\"entries\":[\"One vial of this oil can cover one Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the {@spell Freedom of Movement|XPHB} spell for 8 hours.\",\"Alternatively, the oil can be poured on the ground as a {@action Magic|XPHB} action, where it covers a 10-foot square, duplicating the effect of the {@spell Grease|XPHB} spell in that area for 8 hours.\",\"This sticky, black unguent is thick and heavy, but it flows quickly when poured.\"],\"attachedSpells\":[\"freedom of movement|xphb\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Oil of Taggit\",\"source\":\"DMG\",\"page\":258,\"srd\":true,\"reprintedAs\":[\"Oil of Taggit|XDMG\"],\"type\":\"G\",\"rarity\":\"none\",\"value\":40000,\"poison\":true,\"entries\":[\"A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become {@condition poisoned} for 24 hours. The {@condition poisoned} creature is {@condition unconscious}. The creature wakes up if it takes damage.\"],\"poisonTypes\":[\"contact\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Oil of Taggit\",\"source\":\"XDMG\",\"page\":91,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"value\":40000,\"poison\":true,\"entries\":[\"A creature subjected to Oil of Taggit must succeed on a DC 13 Constitution saving throw or have the {@condition Poisoned|XPHB} condition for 24 hours. The creature also has the {@condition Unconscious|XPHB} condition while {@condition Poisoned|XPHB} in this way. It wakes up if it takes damage.\"],\"poisonTypes\":[\"contact\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Old masterpiece painting\",\"source\":\"DMG\",\"page\":135,\"reprintedAs\":[\"Old masterpiece painting|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":250000},{\"name\":\"Old masterpiece painting\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":250000},{\"name\":\"Olisuba Leaf\",\"source\":\"EGW\",\"page\":70,\"type\":\"G\",\"rarity\":\"none\",\"value\":5000,\"entries\":[\"These dried leaves of the Olisuba tree, when steeped to make a tea, can help a body recover from strenuous activity. If you drink a dose of Olisuba tea during a long rest, your {@condition exhaustion} level is reduced by 2 instead of 1 at the end of that long rest.\"]},{\"name\":\"Oloore Root Teabag\",\"source\":\"TDCSR\",\"page\":85,\"type\":\"IDG|TDCSR\",\"rarity\":\"unknown\",\"value\":10000,\"entries\":[\"This root is typically {@item Oloore Root Teabag|TDCSR|sold in teabags} for 100 gp per dose. It was originally a ritualistic tool used by the followers of many gods, but now sees more recreational use. Oracles used it to enhance their divinations, for it helped them leave their physical bodies behind and become closer to gods and spirits. Drinking tea brewed from the root causes intense hallucinations, which feel like they have granted perfect clarity of mind to the imbiber.\",\"After drinking {@item Oloore Root Teabag|TDCSR|oloore tea} as an action, you must succeed on a {@dc 19} Constitution {@quickref saving throws|PHB|2|1|saving throw} or experience vivid hallucinations for {@dice 1d4} hours. During this time, you have {@quickref Advantage and Disadvantage|PHB|2|0|disadvantage} on attack rolls and {@quickref ability checks|PHB|2|0}. If you fail the {@quickref saving throws|PHB|2|1|saving throw} by 10 or more, your hallucinations become horrific visions and you gain a level of {@condition exhaustion}. On a success, you gain preternatural clarity, allowing you to cast the {@spell scrying} spell once within the next {@dice 1d4} hours.\"],\"attachedSpells\":[\"scrying\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Onyx\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Onyx|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":5000,\"entries\":[\"An opaque black and white banded, or pure black or white gemstone.\"]},{\"name\":\"Onyx\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":5000,\"entries\":[\"A bands of black and white, or pure black or white gemstone.\"]},{\"name\":\"Opal\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Opal|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":100000,\"entries\":[\"A translucent pale blue with green and golden mottling gemstone.\"]},{\"name\":\"Opal\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":100000,\"entries\":[\"A pale blue with green and golden mottling gemstone.\"]},{\"name\":\"Opal of the Ild Rune\",\"source\":\"SKT\",\"page\":235,\"resist\":[\"cold\"],\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it's on your person.\",{\"name\":\"Ignite\",\"type\":\"entries\",\"entries\":[\"As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter.\"]},{\"name\":\"Fires Friend\",\"type\":\"entries\",\"entries\":[\"You have resistance to cold damage.\"]},{\"name\":\"Fire Tamer\",\"type\":\"entries\",\"entries\":[\"As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius.\"]},{\"name\":\"Gift of Flame\",\"type\":\"entries\",\"entries\":[\"You can transfer the opal's magic to a nonmagical item—a weapon or a suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Weapon\",\"entry\":\"The weapon is now an uncommon magic weapon. It deals an extra {@damage 1d6} fire damage to any target it hits.\"},{\"type\":\"item\",\"name\":\"Armor\",\"entry\":\"The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor.\"}]}]}]},{\"name\":\"Orb of Direction\",\"source\":\"XDMG\",\"page\":283,\"scfType\":\"arcane\",\"rarity\":\"common\",\"wondrous\":true,\"weight\":3,\"entries\":[\"This orb can be used as an Arcane Focus.\",\"While holding this orb, you can take a {@action Magic|XPHB} action to determine which way is magnetic north. Nothing happens if the orb is used in a location that has no magnetic north.\"],\"hasFluffImages\":true},{\"name\":\"Orb of Direction\",\"source\":\"XGE\",\"page\":138,\"reprintedAs\":[\"Orb of Direction|XDMG\"],\"tier\":\"minor\",\"rarity\":\"common\",\"wondrous\":true,\"weight\":3,\"entries\":[\"While holding this orb, you can use an action to determine which way is north. This property functions only on the Material Plane.\"],\"hasFluffImages\":true},{\"name\":\"Orb of Dragonkind\",\"source\":\"DMG\",\"page\":225,\"srd\":true,\"reprintedAs\":[\"Orb of Dragonkind|XDMG\"],\"rarity\":\"artifact\",\"reqAttune\":true,\"wondrous\":true,\"weight\":3,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d4 + 3}\",\"charges\":7,\"entries\":[\"Ages past, on the world of Krynn, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, the wizards of the Towers of High Sorcery came together and worked their greatest magic, forging five Orbs of Dragonkind (or Dragon Orbs) to help them defeat the dragons. One orb was taken to each of the five towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic.\",\"As the Towers of High Sorcery fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons.\",\"Each orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb.\",\"An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.\",\"While attuned to an orb, you can use an action to peer into the orb's depths and speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become {@condition charmed} by the orb for as long as you remain attuned to it.\",\"While you are {@condition charmed} by the orb, you can't voluntarily end your attunement to it, and the orb casts {@spell suggestion} on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the worship of Takhisis ({@creature Tiamat|RoT|Tiamat's} name on Krynn), or something else the DM decides.\",{\"type\":\"entries\",\"name\":\"Random Properties\",\"entries\":[\"An Orb of Dragonkind has the following random properties:\",{\"type\":\"list\",\"items\":[\"2 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial properties}\",\"1 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental property}\",\"1 {@table Artifact Properties; Major Detrimental Properties|dmg|major detrimental property}\"]}]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"The orb has 7 charges and regains {@dice 1d4 + 3} expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: {@spell cure wounds} (5th-level version, 3 charges), {@spell daylight} (1 charge), {@spell death ward} (2 charges), or {@spell scrying} (3 charges). You can also use an action to cast the {@spell detect magic} spell from the orb without using any charges.\"]},{\"type\":\"entries\",\"name\":\"Call Dragons\",\"entries\":[\"While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as {@creature Tiamat|RoT} are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour.\"]},{\"type\":\"entries\",\"name\":\"Destroying an Orb\",\"entries\":[\"An Orb of Dragonkind appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A {@spell disintegrate} spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however.\"]}],\"attachedSpells\":[\"detect magic\",\"cure wounds\",\"daylight\",\"death ward\",\"scrying\"],\"hasFluffImages\":true},{\"name\":\"Orb of Dragonkind\",\"source\":\"XDMG\",\"page\":283,\"rarity\":\"artifact\",\"reqAttune\":true,\"wondrous\":true,\"weight\":3,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d4 + 3}\",\"charges\":7,\"entries\":[\"Long ago, in the Dragonlance setting, elves and humans waged a terrible war against chromatic dragons. When the world seemed doomed, the wizards of the Towers of High Sorcery came together and forged five Orbs of Dragonkind to help defeat the dragons. One orb was taken to each of the five towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic.\",\"As the Towers of High Sorcery fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped over the centuries. Their primary purpose of calling dragons still functions, but they also allow some measure of control over dragons.\",\"Each orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those who try to wield an orb's magic but lack sufficient force of personality might find themselves under the orb's control.\",\"An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.\",\"While attuned to an orb, you can take a {@action Magic|XPHB} action to peer into the orb's depths. You must then make a DC 15 Charisma saving throw. On a successful save, you control the orb for as long as you remain attuned to it. On a failed save, the orb imposes the {@condition Charmed|XPHB} condition on you for as long as you remain attuned to it.\",\"While you are {@condition Charmed|XPHB} by the orb, you can't voluntarily end your {@variantrule Attunement|XPHB} to it, and the orb casts {@spell Suggestion|XPHB} on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular society or organization, freedom from the orb, to spread suffering in the world, to advance the worship of {@book Tiamat|XDMG|8|Tiamat}, or something else the DM decides.\",{\"type\":\"entries\",\"name\":\"Random Properties\",\"entries\":[\"An Orb of Dragonkind has the following random properties:\",{\"type\":\"list\",\"items\":[\"2 {@table Artifact Properties; Minor Beneficial Properties|XDMG|minor beneficial} properties\",\"1 {@table Artifact Properties; Minor Detrimental Properties|XDMG|minor detrimental} property\",\"1 {@table Artifact Properties; Major Detrimental Properties|XDMG|major detrimental} property\"]}]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"The orb has 7 charges and regains {@dice 1d4 + 3} expended charges daily at dawn. If you control the orb, you can cast one of the spells on the following table from it. The table indicates how many charges you must expend to cast the spell.\",{\"type\":\"table\",\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"colLabels\":[\"Spell\",\"Charge Cost\"],\"rows\":[[\"{@spell Cure Wounds|XPHB} (level 9 version)\",\"4\"],[\"{@spell Daylight|XPHB}\",\"1\"],[\"{@spell Death Ward|XPHB}\",\"2\"],[\"{@spell Detect Magic|XPHB}\",\"0\"],[\"{@spell Scrying|XPHB} (save DC 18)\",\"3\"]]}]},{\"type\":\"entries\",\"name\":\"Call Dragons\",\"entries\":[\"While you control the orb, you can take a {@action Magic|XPHB} action to cause the orb to issue a telepathic call that extends in all directions for 40 miles. Chromatic dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as {@book Tiamat|XDMG|8|Tiamat} are unaffected by this call. Chromatic dragons drawn to the orb might be {@variantrule Hostile [Attitude]|XPHB|Hostile} toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour.\"]},{\"type\":\"entries\",\"name\":\"Destroying an Orb\",\"entries\":[\"An Orb of Dragonkind has AC 20 and is destroyed if it takes damage from a +3 Weapon or a {@spell Disintegrate|XPHB} spell. Nothing else can harm it.\"]}],\"attachedSpells\":[\"cure wounds|xphb\",\"daylight|xphb\",\"death ward|xphb\",\"detect magic|xphb\",\"scrying|xphb\"],\"hasFluffImages\":true},{\"name\":\"Orb of Gonging\",\"source\":\"WDMM\",\"page\":174,\"rarity\":\"common\",\"wondrous\":true,\"weight\":5,\"entries\":[\"This common wondrous item is a hollow, 5-inch-diameter orb that weighs 5 pounds. Its outer shell is composed of notched bronze rings, which can be turned so that the notches line up. Aligning the notches requires an action, and doing so causes the orb to gong loudly until the notches are no longer aligned. The sounds are spaced 6 seconds apart and can be heard out to a range of 600 feet.\"]},{\"name\":\"Orb of Skoraeus\",\"source\":\"BGG\",\"page\":114,\"rarity\":\"legendary\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"wondrous\":true,\"weight\":8,\"bonusSavingThrowConcentration\":\"+2\",\"recharge\":\"dawn\",\"rechargeAmount\":3,\"charges\":3,\"entries\":[\"Said to be infused with the wisdom and power of the god Skoraeus, this polished stone orb is veined with iridescent crystal that seems to glow from within. The orb is 8 inches in diameter and weighs 8 pounds, making it a palm-sized trinket for a stone giant but a more unwieldy item for a Medium creature to use.\",\"While holding this orb, you can use it as a spellcasting focus for your spells. You also gain the following benefits:\",{\"type\":\"entries\",\"name\":\"Abundant Components\",\"entries\":[\"The orb has 3 charges and regains all expended charges at dawn. When you cast a spell while holding this orb, you can expend up to 3 charges to ignore the spell's material components with a gold piece cost, up to 300 gp per charge expended.\"]},{\"type\":\"entries\",\"name\":\"Astute Mind\",\"entries\":[\"You gain a +2 bonus to any Constitution saving throw you make to maintain your {@status concentration} on a spell.\"]},{\"type\":\"entries\",\"name\":\"Divine Sight\",\"entries\":[\"You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.\"]}]},{\"name\":\"Orb of the Stein Rune\",\"source\":\"SKT\",\"page\":235,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"weight\":3,\"entries\":[\"This orb of granite is about the size of an adult human's fist. The stein (stone) rune appears on it in the form of crystalline veins that run across the surface. The orb has the following properties, which work only while it's on your person.\",{\"type\":\"entries\",\"name\":\"Indomitable Stand\",\"entries\":[\"As an action, you can channel the orb's magic to hold your ground. For the next minute or until you move any distance, you have advantage on all checks and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must succeed on a DC 12 Strength saving throw or be unable to move any farther this turn.\"]},{\"type\":\"entries\",\"name\":\"Stone Soul\",\"entries\":[\"You can't be {@condition petrified}.\"]},{\"type\":\"entries\",\"name\":\"Earthen Step\",\"entries\":[\"You can cast {@spell meld into stone} as a bonus action. Once you use this property, you can't use it again until you finish a short or long rest.\"]},{\"type\":\"entries\",\"name\":\"Gift of Stone\",\"entries\":[\"You can transfer the orb's magic to a nonmagical item—a shield or a pair of boots—by tracing the stein rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the orb is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Shield\",\"entry\":\"The shield is now a rare magic item that requires attunement. While you wield it, you have resistance to all damage dealt by ranged weapon attacks.\"},{\"type\":\"item\",\"name\":\"Boots\",\"entry\":\"The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your reaction to avoid being knocked {@condition prone}.\"}]}]}],\"attachedSpells\":[\"meld into stone\"]},{\"name\":\"Orb of the Veil\",\"source\":\"EGW\",\"page\":268,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"curse\":true,\"weight\":3,\"ability\":{\"wis\":2},\"entries\":[\"This onyx sphere bears deep, spiraling grooves and dangles from an iron chain. While the orb is on your person, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"Your Wisdom score increases by 2, as does your maximum for that score.\",\"You gain {@sense darkvision} out to a range of 60 feet. If you already have {@sense darkvision}, the orb increases its range by 60 feet.\",\"You have advantage on Wisdom checks to find hidden doors and paths.\"]},{\"type\":\"entries\",\"name\":\"Curse\",\"entries\":[\"The orb is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the orb, keeping it on your person at all times. All nonmagical flames within 30 feet of you automatically extinguish, and fire damage dealt by you is halved.\"]}]},{\"name\":\"Orb of Time\",\"source\":\"XDMG\",\"page\":284,\"scfType\":\"arcane\",\"rarity\":\"common\",\"wondrous\":true,\"weight\":3,\"entries\":[\"This orb can be used as an Arcane Focus.\",\"While holding the orb, you can take a {@action Magic|XPHB} action to determine whether it is morning, afternoon, evening, or nighttime. This property functions only on the Material Plane.\"]},{\"name\":\"Orb of Time\",\"source\":\"XGE\",\"page\":138,\"reprintedAs\":[\"Orb of Time|XDMG\"],\"tier\":\"minor\",\"rarity\":\"common\",\"wondrous\":true,\"weight\":3,\"entries\":[\"While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane.\"]},{\"name\":\"Orc Stone\",\"source\":\"IDRotF\",\"page\":264,\"rarity\":\"uncommon\",\"reqAttune\":\"by a recipient only\",\"wondrous\":true,\"entries\":[\"I saved the life of an orc, who gave me a stone with the symbol of the Many-Arrows tribe (a humanoid skull pierced by three arrows) carved into it. The stone is an uncommon magic item that requires attunement, and only I can attune to it.\",\"As an action, I can use the stone to summon the spirit of an orc warrior, which appears within 30 feet of me. The spirit uses the {@creature orc war chief} stat block in the Monster Manual and disappears after 10 minutes or when reduced to 0 hit points. The spirit understands any language I speak and obeys my commands.\",\"After the stone is used three times, it turns to dust. (See Appendix B of Icewind Dale: Rime of the Frostmaiden)\"]},{\"name\":\"Orcsplitter\",\"source\":\"PotA\",\"page\":224,\"baseItem\":\"greataxe|phb\",\"type\":\"M\",\"rarity\":\"legendary\",\"reqAttune\":\"by a dwarf, fighter, or paladin of good alignment\",\"reqAttuneTags\":[{\"race\":\"dwarf\",\"alignment\":[\"G\"]},{\"class\":\"paladin\",\"alignment\":[\"G\"]}],\"sentient\":true,\"weight\":7,\"weaponCategory\":\"martial\",\"property\":[\"H\",\"2H\"],\"dmg1\":\"1d12\",\"dmgType\":\"S\",\"bonusWeapon\":\"+2\",\"entries\":[\"A mighty axe wielded long ago by the dwarf king Torhild Flametongue, Orcsplitter is a battered weapon that appears unremarkable at first glance. Its head is graven with the Dwarvish runes for \\\"orc,\\\" but the runes are depicted with a gap or slash through the markings; the word \\\"orc\\\" is literally split in two.\",\"You gain the following benefits while holding this magic weapon:\",{\"type\":\"list\",\"items\":[\"You gain a +2 bonus to attack and damage rolls made with it.\",\"When you roll a 20 on an attack roll with this weapon against an {@creature orc}, that {@creature orc} must succeed on a DC 17 Constitution saving throw or drop to 0 hit points.\",\"You can't be {@status surprised} by {@creature orc||orcs} while you're not {@condition incapacitated}. You are also aware when {@creature orc||orcs} are within 120 feet of you and aren't behind {@quickref Cover||3||total cover}, although you don't know their location.\",\"You and any of your friends within 30 feet of you can't be {@condition frightened} while you're not {@condition incapacitated}.\"]},{\"name\":\"Sentience\",\"type\":\"entries\",\"entries\":[\"Orcsplitter is a sentient, lawful good weapon with an Intelligence of 6, a Wisdom of 15, and a Charisma of 10. It can see and hear out to 120 feet and has {@sense darkvision}. It communicates by transmitting emotions to its wielder, although on rare occasions it uses a limited form of telepathy to bring to the wielder's mind a couplet or stanza of ancient Dwarvish verse.\"]},{\"name\":\"Personality\",\"type\":\"entries\",\"entries\":[\"Orcsplitter is grim, taciturn, and inflexible. It knows little more than the desire to face {@creature orc||orcs} in battle and serve a courageous, just wielder. It disdains cowards and any form of duplicity, deception, or disloyalty. The weapon's purpose is to defend dwarves and to serve as a symbol of dwarven resolve. It hates the traditional foes of dwarves—giants, goblins, and, most of all, {@creature orc||orcs}—and silently urges its possessor to meet such creatures in battle.\"]}]},{\"name\":\"Orcus Figurine\",\"source\":\"CM\",\"page\":44,\"rarity\":\"unknown (magic)\",\"wondrous\":true,\"entries\":[\"Carved from an ogre's {@condition petrified} heart, the gray figurine depicts the Demon Prince of Undeath in ghastly detail, clutching his skull-topped wand in one hand and three severed heads by the hair in the other. The figurine smells like decaying flesh, and this scent is detectable out to a range of 5 feet.\",\"The figurine is a Tiny object with AC 17, 3 hit points, and immunity to all types of damage except radiant damage. A {@spell detect evil and good} spell or similar magic reveals that the figurine has been desecrated. As long as it has at least 1 hit point, the figurine has the following magical properties:\",{\"type\":\"list\",\"items\":[\"Undead within 30 feet of the figurine can't be turned.\",\"Dead creatures within 30 feet of the figurine can't be brought back to life.\",\"A creature that holds the figurine while praying to Orcus for at least 1 hour has a {@chance 10} chance of summoning a smoky avatar of the demon lord. Once this avatar is summoned, it can't be summoned again for 30 days. Orcus's avatar has the statistics of a {@creature wraith} except that it's chaotic evil. It attacks all non-undead creatures it encounters, and it disappears after 1 hour or when reduced to 0 hit points.\"]}],\"hasFluffImages\":true},{\"name\":\"Ornithopter of Flying\",\"source\":\"WBtW\",\"page\":212,\"rarity\":\"very rare\",\"wondrous\":true,\"weight\":25,\"entries\":[\"You can use this contraption to fly, provided your weight (including whatever you are wearing or carrying) doesn't exceed 300 pounds. The ornithopter has a flying speed of 30 feet, and it moves according to your spoken directions while you are riding it. It can't hover. If the ornithopter loses its rider while airborne, it falls and can't fly again for {@dice 1d6 + 4} days.\",\"The ornithopter is 8 feet long, has a 14-foot wingspan, and weighs 25 pounds.\"],\"hasFluffImages\":true},{\"name\":\"Orrery of the Wanderer\",\"source\":\"AI\",\"page\":220,\"type\":\"OTH\",\"rarity\":\"artifact\",\"reqAttune\":true,\"wondrous\":true,\"bonusAc\":\"+1\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d4 + 4}\",\"charges\":7,\"entries\":[\"This delicate and exquisitely crafted clockwork orrery features multiple geared components whose sweeping hands and dials represent the complex interplay of planar and magical realms. Standing two feet high, the orrery housing is a wondrous device imbued with magic of its own, but the power of its six clockwork components makes the artifact even more potent.\",\"The Orrery of the Wanderer was created by a renowned clockwork mage known only as Lottie. She crafted the relic as a means of tapping into the power of the planes, and to channel the divination and foretelling powers of the stars. But Lottie soon realized that her creation was far more powerful than she had intended. As it tapped into planar magic, the orrery began to manifest the darkness and malevolence inherent to some of the planes. Eventually, it would impress upon its owner a desire to open portals into the most cursed and dangerous worlds, including the Far Realm.\",\"To prevent the orrery from ever being so used, Lottie scattered the components that powered it, secreting them across the world. But the orrery's instinct for survival is strong, and its components have a way of inexorably coming together over decades or centuries, found by treasure hunters, stolen by monsters, found and stolen again—and moving closer to each other all the time.\",\"Random Properties. The orrery has the following randomly determined properties:\",{\"type\":\"list\",\"items\":[\"2 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial properties}\",\"1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial property}\",\"1 {@table Artifact Properties; Major Detrimental Properties|dmg|major detrimental properties}\"]},\"The random properties of the orrery might function only when all its components are installed, or might function sporadically if any components are missing.\",{\"type\":\"entries\",\"name\":\"The Sum of Its Parts\",\"entries\":[\"Each of the six components that powers the Orrery of the Wanderer is a powerful magic relic in its own right:\",{\"type\":\"list\",\"style\":\"list-no-bullets\",\"items\":[\"The {@item chronolometer|AI}\",\"The {@item dimensional loop|AI}\",\"The {@item far gear|AI}\",\"The {@item rotor of return|AI}\",\"The {@item timepiece of travel|AI}\",\"The {@item wheel of stars|AI}\"]},\"Creatures can attune to the orrery's components individually. If attuned to an individual component, a creature must hold the component to make use of its features. A creature can also attune to the orrery and all the components installed in it. Attuning to an installed component doesn't count against the number of magic items you can normally attune to.\",\"While a component is not installed in the orrery, its magic might function sporadically or with unpredictable side effects, as determined by the DM.\"]},{\"type\":\"entries\",\"name\":\"Future Echoes\",\"entries\":[\"With or without its components, the orrery lets you catch momentary glimpses of the future that warn you of danger. As long as the orrery is within 30 feet of you, you gain a +1 bonus to AC.\"]},{\"type\":\"entries\",\"name\":\"Into the Void\",\"entries\":[\"With or without its components, the attuned orrery infuses your spirit with the tumultuous energy of the planes. Over time, your alignment changes to chaotic neutral, and you are compelled to engage with and explore the most dangerous planar realms.\"]},{\"type\":\"entries\",\"name\":\"Master of Travel\",\"entries\":[\"While all six components of the Orrery of the Wanderer are installed, the artifact has 7 charges. While touching the orrery, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 17): {@spell contact other plane} (3 charges), {@spell demiplane} (6 charges), {@spell gate} (7 charges), {@spell plane shift} (5 charges), or {@spell teleportation circle} (3 charges). The orrery regains {@dice 1d4 + 4} expended charges daily at dawn.\"]}],\"attachedSpells\":[\"contact other plane\",\"demiplane\",\"gate\",\"plane shift\",\"teleportation circle\"],\"hasFluffImages\":true},{\"name\":\"Orzhov Guild Signet\",\"source\":\"GGR\",\"page\":178,\"type\":\"RG|DMG\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"This ring, adorned with the symbol of Orzhov, allows you to cast {@spell command}. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Orzhov's recognition and favor.\",\"A signet has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).\"],\"attachedSpells\":[\"command\"],\"hasFluffImages\":true},{\"name\":\"Orzhov Keyrune\",\"source\":\"GGR\",\"page\":178,\"rarity\":\"rare\",\"reqAttune\":\"by a member of the Orzhov guild\",\"reqAttuneTags\":[{\"background\":\"orzhov representative|ggr\"}],\"wondrous\":true,\"entries\":[\"This keyrune is carved from white marble with veins of black. The end is shaped like a thrull's head, with a gold faceplate affixed. On command, the keyrune transforms into a {@creature winged thrull|GGR} for up to 2 hours. If you don't come from an Orzhov oligarch family, it serves you grudgingly, clownishly aping your movements and mannerisms while carrying out your orders.\",\"When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a {@creature winged thrull|GGR}. If there isn't enough space for the creature, the keyrune doesn't transform.\",\"The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the {@action Dodge} action and moves to avoid danger.\",\"At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed.\"],\"hasFluffImages\":true},{\"name\":\"Outer Essence Shard\",\"source\":\"TCE\",\"page\":133,\"rarity\":\"rare\",\"reqAttune\":\"by a sorcerer\",\"reqAttuneTags\":[{\"class\":\"sorcerer\"}],\"wondrous\":true,\"weight\":1,\"focus\":[\"Sorcerer\"],\"entries\":[\"This flickering crystal holds the essence of an Outer Plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.\",\"Roll a {@dice d4} and consult the Outer Essence Shards table to determine the shard's essence and property. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.\",{\"type\":\"table\",\"caption\":\"Outer Essence Shards\",\"colLabels\":[\"d4\",\"Property\",\"Shard\"],\"colStyles\":[\"col-2 text-center\",\"col-2 text-center\",\"col-8\"],\"rows\":[[\"1\",\"Lawful\",\"{@item Outer Essence Shard (Lawful)|TCE}\"],[\"2\",\"Chaotic\",\"{@item Outer Essence Shard (Chaotic)|TCE}\"],[\"3\",\"Good\",\"{@item Outer Essence Shard (Good)|TCE}\"],[\"4\",\"Evil\",\"{@item Outer Essence Shard (Evil)|TCE}\"]]}]},{\"name\":\"Outer Essence Shard (Chaotic)\",\"source\":\"TCE\",\"page\":133,\"rarity\":\"rare\",\"reqAttune\":\"by a sorcerer\",\"reqAttuneTags\":[{\"class\":\"sorcerer\"}],\"wondrous\":true,\"weight\":1,\"focus\":[\"Sorcerer\"],\"entries\":[\"This flickering crystal holds the essence of an Outer Plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.\",\"When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.\",{\"type\":\"entries\",\"name\":\"Property\",\"entries\":[\"Choose one creature who takes damage from the spell. That target has disadvantage on attack rolls and ability checks made before the start of your next turn.\"]}]},{\"name\":\"Outer Essence Shard (Evil)\",\"source\":\"TCE\",\"page\":133,\"rarity\":\"rare\",\"reqAttune\":\"by a sorcerer\",\"reqAttuneTags\":[{\"class\":\"sorcerer\"}],\"wondrous\":true,\"weight\":1,\"focus\":[\"Sorcerer\"],\"entries\":[\"This flickering crystal holds the essence of an Outer Plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.\",\"When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.\",{\"type\":\"entries\",\"name\":\"Property\",\"entries\":[\"Choose one creature who takes damage from the spell. That target takes an extra {@damage 3d6} necrotic damage.\"]}]},{\"name\":\"Outer Essence Shard (Good)\",\"source\":\"TCE\",\"page\":133,\"rarity\":\"rare\",\"reqAttune\":\"by a sorcerer\",\"reqAttuneTags\":[{\"class\":\"sorcerer\"}],\"wondrous\":true,\"weight\":1,\"focus\":[\"Sorcerer\"],\"entries\":[\"This flickering crystal holds the essence of an Outer Plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.\",\"When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.\",{\"type\":\"entries\",\"name\":\"Property\",\"entries\":[\"You or one creature of your choice that you can see within 30 feet of you gains {@dice 3d6} temporary hit points.\"]}]},{\"name\":\"Outer Essence Shard (Lawful)\",\"source\":\"TCE\",\"page\":133,\"rarity\":\"rare\",\"reqAttune\":\"by a sorcerer\",\"reqAttuneTags\":[{\"class\":\"sorcerer\"}],\"wondrous\":true,\"weight\":1,\"focus\":[\"Sorcerer\"],\"entries\":[\"This flickering crystal holds the essence of an Outer Plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.\",\"When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.\",{\"type\":\"entries\",\"name\":\"Property\",\"entries\":[\"You can end one of the following conditions affecting yourself or one creature you can see within 30 feet of you: {@condition charmed}, {@condition blinded}, {@condition deafened}, {@condition frightened}, {@condition poisoned}, or {@condition stunned}.\"]}]},{\"name\":\"Oversized Longbow\",\"source\":\"WDH\",\"page\":201,\"type\":\"R\",\"rarity\":\"unknown\",\"weight\":2,\"weaponCategory\":\"martial\",\"property\":[\"A\",\"H\",\"2H\"],\"range\":\"150/600\",\"dmg1\":\"2d6\",\"dmgType\":\"P\",\"entries\":[\"This unique weapon can be used only by a Medium or larger creature that has a Strength of 18 or higher. The bow shoots oversized arrows that deal piercing damage equal to {@dice 2d6} + the wielder's Strength modifier.\"],\"ammoType\":\"arrow|phb\"},{\"name\":\"Ox\",\"source\":\"PHB\",\"page\":157,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Ox|XDMG\"],\"type\":\"TG\",\"rarity\":\"none\",\"value\":1500},{\"name\":\"Ox\",\"source\":\"XDMG\",\"page\":213,\"type\":\"TG|XDMG\",\"rarity\":\"none\",\"value\":1500},{\"name\":\"Pack Saddle\",\"source\":\"PHB\",\"page\":157,\"srd\":true,\"basicRules\":true,\"type\":\"TAH\",\"rarity\":\"none\",\"weight\":15,\"value\":500},{\"name\":\"Painted gold child's sarcophagus\",\"source\":\"DMG\",\"page\":135,\"reprintedAs\":[\"Set of gold nesting dolls|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":750000},{\"name\":\"Painted gold war mask\",\"source\":\"DMG\",\"page\":135,\"reprintedAs\":[\"Painted gold war mask|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":75000},{\"name\":\"Painted gold war mask\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":75000},{\"name\":\"Painter's Supplies\",\"source\":\"PHB\",\"page\":154,\"srd\":true,\"basicRules\":true,\"additionalSources\":[{\"source\":\"XGE\",\"page\":83}],\"reprintedAs\":[\"Painter's Supplies|XPHB\"],\"type\":\"AT\",\"rarity\":\"none\",\"weight\":5,\"value\":1000,\"additionalEntries\":[\"Proficiency with painter's supplies represents your ability to paint and draw. You also acquire an understanding of art history, which can aid you in examining works of art.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"Painter's supplies include an easel, canvas, paints, brushes, charcoal sticks, and a palette.\"]},{\"type\":\"entries\",\"name\":\"Arcana, History, Religion\",\"entries\":[\"Your expertise aids you in uncovering lore of any sort that is attached to a work of art, such as the magical properties of a painting or the origins of a strange mural found in a dungeon.\"]},{\"type\":\"entries\",\"name\":\"Investigation, Perception\",\"entries\":[\"When you inspect a painting or a similar work of visual art, your knowledge of the practices behind creating it can grant you additional insight.\"]},{\"type\":\"entries\",\"name\":\"Painting and Drawing\",\"entries\":[\"As part of a short or long rest, you can produce a simple work of art. Although your work might lack precision, you can capture an image or a scene, or make a quick copy of a piece of art you saw.\"]},{\"type\":\"table\",\"caption\":\"Painter's Supplies\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Paint an accurate portrait\",\"10\"],[\"Create a painting with a hidden message\",\"20\"]]}]},{\"name\":\"Painter's Supplies\",\"source\":\"XPHB\",\"page\":221,\"freeRules2024\":true,\"type\":\"AT|XPHB\",\"rarity\":\"none\",\"weight\":5,\"value\":1000,\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Ability:\",\"type\":\"item\",\"entries\":[\"Wisdom\"]},{\"name\":\"Utilize:\",\"type\":\"item\",\"entries\":[\"Paint a recognizable image of something you've seen ({@dc 10})\"]},{\"name\":\"Craft:\",\"type\":\"item\",\"entries\":[\"{@item Druidic Focus|XPHB}, {@item Holy Symbol|XPHB}\"]}]}]},{\"name\":\"Pair of engraved bone dice\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Pair of engraved bone dice|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":2500},{\"name\":\"Pair of engraved bone dice\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":2500},{\"name\":\"Pair of engraved bone dice (Brazen Coalition)\",\"source\":\"PSX\",\"page\":24,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":2500},{\"name\":\"Pale Tincture\",\"source\":\"DMG\",\"page\":258,\"srd\":true,\"reprintedAs\":[\"Pale Tincture|XDMG\"],\"type\":\"G\",\"rarity\":\"none\",\"value\":25000,\"poison\":true,\"entries\":[\"A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 ({@damage 1d6}) poison damage and become {@condition poisoned}. The {@condition poisoned} creature must repeat the saving throw every 24 hours, taking 3 ({@damage 1d6}) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.\"],\"poisonTypes\":[\"ingested\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Pale Tincture\",\"source\":\"XDMG\",\"page\":91,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"value\":25000,\"poison\":true,\"entries\":[\"A creature subjected to Pale Tincture must succeed on a DC 16 Constitution saving throw or take 3 ({@damage 1d6}) Poison damage and have the {@condition Poisoned|XPHB} condition. The {@condition Poisoned|XPHB} creature repeats the save every 24 hours, taking 3 ({@damage 1d6}) Poison damage on a failed save. The damage the poison deals can't be healed by any means while the creature remains {@condition Poisoned|XPHB}. After seven successful saves against the poison, the creature is no longer {@condition Poisoned|XPHB}.\"],\"poisonTypes\":[\"ingested\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Paper\",\"source\":\"XPHB\",\"page\":227,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"value\":20,\"entries\":[\"One sheet of Paper can hold about 250 handwritten words.\"]},{\"name\":\"Paper (one sheet)\",\"source\":\"PHB\",\"page\":150,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Paper|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"value\":20},{\"name\":\"Paper Bird\",\"source\":\"WDH\",\"page\":191,\"otherSources\":[{\"source\":\"IMR\",\"page\":94}],\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"After you write a message of fifty words or fewer on this magic sheet of parchment and speak a creature's name, the parchment magically folds into a Tiny paper bird and flies to the recipient whose name you uttered. The recipient must be on the same plane of existence as you, otherwise the bird turns into ash as it takes flight.\",\"The bird is an object that has 1 hit point, an Armor Class of 13, a flying speed of 60 feet, a Dexterity of 16 (+3), and a score of 1 (−5) in all other abilities, and it is immune to poison and psychic damage.\",\"It travels to within 5 feet of its intended recipient by the most direct route, whereupon it turns into a nonmagical and inanimate sheet of parchment that can be unfolded only by the intended recipient. If the bird's hit points or speed is reduced to 0 or if it is otherwise immobilized, it turns into ash.\",\"Paper birds usually come in small, flat boxes containing {@dice 1d6 + 3} sheets of the parchment.\"],\"hasFluffImages\":true},{\"name\":\"Paralysis Pistol\",\"source\":\"QftIS\",\"page\":192,\"type\":\"G\",\"rarity\":\"none\",\"charges\":6,\"entries\":[\"This curious-looking pistol is shaped like a large, glass bulb with a handle on the bottom and brass prongs protruding from its front. The weapon is powered by an {@item energy cell} stored in its grip. Placing a full {@item energy cell} in the pistol gives the pistol 6 charges.\",\"As an action while holding this pistol, you can expend 1 of its charges to fire a ray of crackling energy at a creature you can see within 60 feet of yourself. The target must succeed on a DC 15 Constitution saving throw or have the {@condition paralyzed} condition for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.\",{\"name\":\"Replacing the Energy Cell\",\"type\":\"entries\",\"entries\":[\"While the pistol has charges remaining, its {@item energy cell} can't be removed. Once the pistol has 0 charges, you can replace the {@item energy cell} with a new cell by using an action or a bonus action.\"]}],\"hasFluffImages\":true},{\"name\":\"Parchment\",\"source\":\"XPHB\",\"page\":227,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"value\":10,\"entries\":[\"One sheet of Parchment can hold about 250 handwritten words.\"]},{\"name\":\"Parchment (one sheet)\",\"source\":\"PHB\",\"page\":150,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Parchment|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"value\":10},{\"name\":\"Pariah's Shield\",\"source\":\"GGR\",\"page\":180,\"type\":\"S\",\"rarity\":\"rare\",\"reqAttune\":true,\"weight\":6,\"ac\":2,\"bonusAc\":\"+1\",\"entries\":[\"Soldiers of the Boros Legion consider it an honor to bear this shield, even knowing that it might be the last honor they receive. The front of the shield is sculpted to depict a grieving human face.\",\"You gain a +1 bonus to AC for every two allies within 5 feet of you (up to a maximum of +3) while you wield this shield. This bonus is in addition to the shield's normal bonus to AC.\",\"When a creature you can see within 5 feet of you takes damage, you can use your reaction to take that damage, instead of the creature taking it. When you do so, the damage type changes to force.\"],\"hasFluffImages\":true},{\"name\":\"Pathfinder's Greataxe\",\"source\":\"PotA\",\"page\":175,\"baseItem\":\"greataxe|phb\",\"type\":\"M\",\"rarity\":\"unknown (magic)\",\"weight\":7,\"weaponCategory\":\"martial\",\"property\":[\"H\",\"2H\"],\"dmg1\":\"1d12\",\"dmgType\":\"S\",\"bonusWeapon\":\"+1\",\"entries\":[\"When you wield this +1 greataxe, you always know the way to the nearest passage leading from underground toward the surface, as well as the approximate depth the axe is underground.\"]},{\"name\":\"Pearl\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Pearl|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":10000,\"entries\":[\"An opaque lustrous white, yellow, or pink gemstone.\"]},{\"name\":\"Pearl\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":10000,\"entries\":[\"A lustrous white, yellow, or pink gemstone.\"]},{\"name\":\"Pearl of Power\",\"source\":\"DMG\",\"page\":184,\"srd\":true,\"reprintedAs\":[\"Pearl of Power|XDMG\"],\"tier\":\"major\",\"rarity\":\"uncommon\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"wondrous\":true,\"entries\":[\"While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next dawn.\"],\"lootTables\":[\"Magic Item Table F\"]},{\"name\":\"Pearl of Power\",\"source\":\"XDMG\",\"page\":284,\"rarity\":\"uncommon\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"wondrous\":true,\"entries\":[\"While this pearl is on your person, you can take a {@action Magic|XPHB} action to regain one expended spell slot of level 3 or lower. Once you use the pearl, it can't be used again until the next dawn.\"]},{\"name\":\"Pearl of Undead Detection\",\"source\":\"WDMM\",\"page\":76,\"type\":\"OTH\",\"rarity\":\"unknown (magic)\",\"value\":50000,\"entries\":[\"This black pearl glows faintly when undead are within 120 feet of it.\"]},{\"name\":\"Pennant of the Vind Rune\",\"source\":\"SKT\",\"page\":235,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"modifySpeed\":{\"bonus\":{\"*\":5}},\"entries\":[\"This blue pennant is crafted from silk and is five feet long and whips about as if buffeted by a wind. The vind (wind) rune appears on its surface, looking almost like a cloud. The pennant has the following properties, which work only while it's on your person.\",{\"type\":\"entries\",\"name\":\"Wind Step\",\"entries\":[\"As an action, you fly up to 20 feet. If you don't land at the end of this flight, you fall unless you have another means of staying aloft.\"]},{\"type\":\"entries\",\"name\":\"Comforting Wind\",\"entries\":[\"You can't suffocate.\"]},{\"type\":\"entries\",\"name\":\"Winds Grasp\",\"entries\":[\"As a reaction when you fall, you can cause yourself to take no damage from the fall. Once you use this property, you can't use it again until you finish a short or long rest.\"]},{\"type\":\"entries\",\"name\":\"Wind Walker\",\"entries\":[\"While you are attuned to this rune, you can cast {@spell levitate} as a bonus action. Once you use this property, you can't use it again until you finish a short or long rest.\"]},{\"type\":\"entries\",\"name\":\"Gift of Wind\",\"entries\":[\"You can transfer the pennant's magic to a nonmagical item—a suit of armor, a pair of boots, or a cloak—by tracing the vind rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the pennant is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Armor\",\"entry\":\"The armor is now an uncommon magic item that requires attunement. You gain a bonus to speed of 5 feet while you wear the armor, and if it normally imposes disadvantage on {@skill Stealth} checks, it no longer does so.\"},{\"type\":\"item\",\"name\":\"Boots/Cloak\",\"entry\":\"The pair of boots or cloak is now a rare magic item that requires attunement. While wearing the item, you can convert up to 20 feet of your movement on each of your turns into flight. If you don't land at the end of this flight, you fall unless you have another means of staying aloft. You can also cast {@spell feather fall} once from the item, and you regain the ability to do so when you finish a short or long rest.\"}]}]}],\"attachedSpells\":[\"levitate\",\"feather fall\"]},{\"name\":\"Pepper\",\"source\":\"PHB\",\"page\":157,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Pepper|XDMG\"],\"type\":\"TG\",\"rarity\":\"none\",\"weight\":1,\"value\":200},{\"name\":\"Pepper\",\"source\":\"XDMG\",\"page\":213,\"type\":\"TG|XDMG\",\"rarity\":\"none\",\"weight\":1,\"value\":200},{\"name\":\"Peregrine Mask\",\"source\":\"GGR\",\"page\":180,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"modifySpeed\":{\"static\":{\"fly\":60}},\"entries\":[\"While wearing this winged helm, you have a flying speed of 60 feet. In addition, you have advantage on initiative rolls.\"],\"hasFluffImages\":true},{\"name\":\"Perfume\",\"source\":\"XPHB\",\"page\":227,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"value\":500,\"entries\":[\"Perfume comes in a 4-ounce vial. For 1 hour after applying Perfume to yourself, you have {@variantrule Advantage|XPHB} on Charisma ({@skill Persuasion|XPHB}) checks made to influence an Indifferent Humanoid within 5 feet of yourself.\"]},{\"name\":\"Perfume (vial)\",\"source\":\"PHB\",\"page\":150,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Perfume|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"value\":500},{\"name\":\"Perfume of Bewitching\",\"source\":\"XDMG\",\"page\":284,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"This tiny vial contains magic perfume, enough for one use. You can take a {@action Magic|XPHB} action to apply the perfume to yourself, and its effect lasts 1 hour. For the duration, you have {@variantrule Advantage|XPHB} on all Charisma ({@skill Deception|XPHB} and {@skill Persuasion|XPHB}) checks made to influence a creature within 5 feet of yourself.\"]},{\"name\":\"Perfume of Bewitching\",\"source\":\"XGE\",\"page\":138,\"reprintedAs\":[\"Perfume of Bewitching|XDMG\"],\"tier\":\"minor\",\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"This tiny vial contains magic perfume, enough for one use. You can use an action to apply the perfume to yourself, and its effect lasts 1 hour. For the duration, you have advantage on all Charisma checks directed at humanoids of challenge rating 1 or lower. Those subjected to the perfume's effect are not aware that they've been influenced by magic.\"]},{\"name\":\"Periapt of Health\",\"source\":\"DMG\",\"page\":184,\"srd\":true,\"reprintedAs\":[\"Periapt of Health|XDMG\"],\"tier\":\"minor\",\"rarity\":\"uncommon\",\"wondrous\":true,\"weight\":1,\"entries\":[\"You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed while you wear the pendant.\"],\"lootTables\":[\"Magic Item Table C\"],\"hasFluffImages\":true},{\"name\":\"Periapt of Health\",\"source\":\"XDMG\",\"page\":284,\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"weight\":1,\"entries\":[\"While wearing this pendant, you can take a {@action Magic|XPHB} action to regain {@dice 2d4 + 2} {@variantrule Hit Points|XPHB}. Once used, this property can't be used again until the next dawn.\",\"In addition, you have {@variantrule Advantage|XPHB} on saving throws to avoid or end the {@condition Poisoned|XPHB} condition while you wear this pendant.\"],\"hasFluffImages\":true},{\"name\":\"Periapt of Proof against Poison\",\"source\":\"DMG\",\"page\":184,\"srd\":true,\"reprintedAs\":[\"Periapt of Proof against Poison|XDMG\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"tier\":\"major\",\"rarity\":\"rare\",\"wondrous\":true,\"weight\":1,\"entries\":[\"This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the {@condition poisoned} condition and have immunity to poison damage.\"],\"lootTables\":[\"Magic Item Table G\"]},{\"name\":\"Periapt of Proof against Poison\",\"source\":\"XDMG\",\"page\":284,\"freeRules2024\":true,\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"weight\":1,\"entries\":[\"This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, you have {@variantrule Immunity|XPHB} to the {@condition Poisoned|XPHB} condition and Poison damage\"]},{\"name\":\"Periapt of Wound Closure\",\"source\":\"DMG\",\"page\":184,\"srd\":true,\"reprintedAs\":[\"Periapt of Wound Closure|XDMG\"],\"tier\":\"major\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"weight\":1,\"entries\":[\"While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"lootTables\":[\"Magic Item Table F\"],\"hasFluffImages\":true},{\"name\":\"Periapt of Wound Closure\",\"source\":\"XDMG\",\"page\":284,\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"weight\":1,\"entries\":[\"While wearing this pendant, you gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Life Preservation\",\"entries\":[\"Whenever you make a {@variantrule Death Saving Throw|XPHB}, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one.\"]},{\"type\":\"entries\",\"name\":\"Natural Healing Boost\",\"entries\":[\"Whenever you roll a {@variantrule Hit Points|XPHB|Hit Point} Die to regain {@variantrule Hit Points|XPHB}, double the number of {@variantrule Hit Points|XPHB} it restores.\"]}],\"optionalfeatures\":[\"replicate magic item|tce\"],\"hasFluffImages\":true},{\"name\":\"Peridot\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Peridot|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":50000,\"entries\":[\"A transparent rich olive green gemstone.\"]},{\"name\":\"Peridot\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":50000,\"entries\":[\"A rich olive green gemstone.\"]},{\"name\":\"Petrified Grung Egg\",\"source\":\"ToA\",\"page\":144,\"type\":\"OTH\",\"resist\":[\"poison\"],\"rarity\":\"unknown (magic)\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"entries\":[\"While this egg is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you have used the egg, it can't be used again until the next dawn.\",\"Additionally, while you are attuned to the egg, you gain resistance to poison damage.\",\"The egg turns to dust and is destroyed if it leaves the Tomb of the Nine Gods.\"]},{\"name\":\"Pewter mug with green spinels (Brazen Coalition)\",\"source\":\"PSX\",\"page\":24,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":25000},{\"name\":\"Philter of Love\",\"source\":\"DMG\",\"page\":184,\"srd\":true,\"reprintedAs\":[\"Philter of Love|XDMG\"],\"type\":\"P\",\"tier\":\"minor\",\"rarity\":\"uncommon\",\"entries\":[\"The next time you see a creature within 10 minutes after drinking this philter, you become {@condition charmed} by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are {@condition charmed}. This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.\"],\"lootTables\":[\"Magic Item Table B\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Philter of Love\",\"source\":\"XDMG\",\"page\":285,\"type\":\"P|XPHB\",\"rarity\":\"uncommon\",\"weight\":0.5,\"entries\":[\"The next time you see a creature within 10 minutes after drinking this philter, you are {@condition charmed|XPHB} by that creature and have the {@condition Charmed|XPHB} condition for 1 hour.\",\"This rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Piercer\",\"source\":\"AI\",\"page\":121,\"baseItem\":\"shortsword|phb\",\"type\":\"M\",\"rarity\":\"rare\",\"reqAttune\":true,\"weight\":2,\"weaponCategory\":\"martial\",\"property\":[\"F\",\"L\"],\"dmg1\":\"1d6\",\"dmgType\":\"P\",\"bonusWeapon\":\"+1\",\"entries\":[\"You have a +1 bonus to attack and damage rolls made with this magic weapon.\",\"A character attuned to the sword regains the maximum possible number of hit points from expended Hit Dice. However, the attuned character must eat twice as much food each day (a minimum of 2 pounds) to avoid {@condition exhaustion} (see \\\"The Environment\\\" in chapter 8 of the Player's Handbook.)\"]},{\"name\":\"Pig\",\"source\":\"PHB\",\"page\":157,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Pig|XDMG\"],\"type\":\"TG\",\"rarity\":\"none\",\"value\":300},{\"name\":\"Pig\",\"source\":\"XDMG\",\"page\":213,\"type\":\"TG|XDMG\",\"rarity\":\"none\",\"value\":300},{\"name\":\"Pipe of Remembrance\",\"source\":\"GoS\",\"page\":229,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer's most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can't be used this way again until the next dawn.\"]},{\"name\":\"Pipe of Smoke Monsters\",\"source\":\"XDMG\",\"page\":285,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"While smoking this pipe, you can take a {@action Magic|XPHB} action to exhale a puff of smoke that takes the form of a creature, such as a dragon, a flumph, or a slaad. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.\"],\"hasFluffImages\":true},{\"name\":\"Pipe of Smoke Monsters\",\"source\":\"XGE\",\"page\":138,\"reprintedAs\":[\"Pipe of Smoke Monsters|XDMG\"],\"tier\":\"minor\",\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.\"],\"hasFluffImages\":true},{\"name\":\"Pipes of Haunting\",\"source\":\"DMG\",\"page\":185,\"srd\":true,\"reprintedAs\":[\"Pipes of Haunting|XDMG\"],\"type\":\"INS\",\"tier\":\"major\",\"rarity\":\"uncommon\",\"wondrous\":true,\"weight\":2,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become {@condition frightened} of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain {@dice 1d3} expended charges daily at dawn.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"lootTables\":[\"Magic Item Table F\"],\"hasFluffImages\":true},{\"name\":\"Pipes of Haunting\",\"source\":\"XDMG\",\"page\":285,\"rarity\":\"uncommon\",\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"These pipes have 3 charges and regain {@dice 1d3} expended charges daily at dawn. You can take a {@action Magic|XPHB} action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the {@condition Frightened|XPHB} condition for 1 minute. A creature that fails the save repeats it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its save is immune to the effect of these pipes for 24 hours.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"hasFluffImages\":true},{\"name\":\"Pipes of the Sewers\",\"source\":\"DMG\",\"page\":185,\"srd\":true,\"reprintedAs\":[\"Pipes of the Sewers|XDMG\"],\"type\":\"INS\",\"tier\":\"major\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"weight\":2,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them.\",\"The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one {@creature swarm of rats} with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain {@dice 1d3} expended charges daily at dawn.\",\"Whenever a {@creature swarm of rats} that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"lootTables\":[\"Magic Item Table F\"],\"hasFluffImages\":true},{\"name\":\"Pipes of the Sewers\",\"source\":\"XDMG\",\"page\":285,\"freeRules2024\":true,\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"While these pipes are on your person, ordinary {@creature rat|XPHB|rats} and {@creature giant rat|XMM|giant rats} are {@variantrule Indifferent [Attitude]|XPHB|Indifferent} toward you and won't attack you unless you threaten or harm them.\",\"The pipes have 3 charges and regain {@dice 1d3} expended charges daily at dawn. If you play the pipes as a {@action Magic|XPHB} action, you can take a {@variantrule Bonus Action|XPHB} to expend 1 to 3 charges, calling forth one {@creature Swarm of Rats|XMM} with each expended charge if enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise.\",\"Whenever a Swarm of Rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. On a failed save, the swarm is swayed by the pipes' music and becomes {@variantrule Friendly [Attitude]|XPHB|Friendly} to you and your allies for as long as you continue to play the pipes each round as a {@action Magic|XPHB} action. A {@variantrule Friendly [Attitude]|XPHB|Friendly} swarm obeys your commands. If you issue no commands to a {@variantrule Friendly [Attitude]|XPHB|Friendly} swarm, it defends itself but otherwise takes no actions. If a {@variantrule Friendly [Attitude]|XPHB|Friendly} swarm starts its turn more than 30 feet away from you, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"hasFluffImages\":true},{\"name\":\"Pirate's Cutlass\",\"source\":\"XMtS\",\"page\":19,\"rarity\":\"unknown (magic)\",\"entries\":[\"This {@item +1 shortsword} is a terrifying weapon with a serrated edge. It grants its wielder advantage on Charisma ({@skill Intimidation}) checks when brandished.\"]},{\"name\":\"Pitcher\",\"source\":\"PHB\",\"page\":153,\"srd\":true,\"basicRules\":true,\"type\":\"G\",\"rarity\":\"none\",\"weight\":4,\"value\":2,\"entries\":[\"A pitcher holds 1 gallon of liquid.\"]},{\"name\":\"Piton\",\"source\":\"PHB\",\"page\":150,\"srd\":true,\"basicRules\":true,\"type\":\"G\",\"rarity\":\"none\",\"weight\":0.25,\"value\":5},{\"name\":\"Piwafwi (Cloak of Elvenkind)\",\"source\":\"OotA\",\"page\":222,\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"This dark spider-silk cloak is made by {@creature drow}. It is a {@item cloak of elvenkind}. It loses its magic if exposed to sunlight for 1 hour without interruption.\",\"While you wear this cloak with its hood up, Wisdom ({@skill Perception}) checks made to see you have disadvantage. and you have advantage on Dexterity ({@skill Stealth}) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.\"],\"hasFluffImages\":true},{\"name\":\"Piwafwi of Fire Resistance\",\"source\":\"OotA\",\"page\":222,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"This dark spider-silk cloak is made by {@creature drow}. It is a {@item cloak of elvenkind}. It also grants resistance to fire damage while you wear it. It loses its magic if exposed to sunlight for 1 hour without interruption.\",\"While you wear this cloak with its hood up, Wisdom ({@skill Perception}) checks made to see you have disadvantage. and you have advantage on Dexterity ({@skill Stealth}) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.\"]},{\"name\":\"Pixie Dust\",\"source\":\"WBtW\",\"page\":212,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"As an action, you can sprinkle this dust on yourself or another creature you can see within 5 feet of you. The recipient gains a flying speed of 30 feet and the ability to hover for 1 minute. If the creature is airborne when this effect ends, it falls safely to the ground, taking no damage and landing on its feet.\",\"A small packet holds enough pixie dust for one use.\"]},{\"name\":\"Plainscow\",\"source\":\"TDCSR\",\"page\":248,\"type\":\"MNT\",\"rarity\":\"none\",\"value\":20000,\"carryingCapacity\":1500,\"speed\":40,\"entries\":[\"The hulking plainscow is an exceptionally sturdy beast of burden native to the {@book Dividing Plains|TDCSR|3|Dividing Plains} and used by the people of central Tal'Dorei for centuries. Though many wild herds still roam the plains, domesticated plainscows are more common, used as {@quickref Mounts and Vehicles|PHB|1|0|mounts}, pack animals, and livestock. Plainscows are unusually empathetic for beasts, and often bond with a rider for life. They stand 6 feet tall, weigh about two tons, and live for 70 years.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Market Value\",\"page\":248,\"entries\":[\"Plainscows can be bought in {@book Westruun|TDCSR|3|Westruun} for 200 gp. A plainscow has a carrying capacity of 1,500 pounds.\"]}]}]}]},{\"name\":\"Planar Key\",\"source\":\"AitFR-THP\",\"page\":13,\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"This key is etched with sigils.\",\"A planar key begins existence with {@dice 1d4 + 1} charges and cannot regain charges. When the key's last charge is expended, the key's sigils and magic fade away, but the key remains.\",\"While touching the key, you can use your action to expend 1 charge and have the key cast {@spell plane shift} limited to the key's predefined destination only. Each planar key links to a single destination defined when the key is made.\"],\"attachedSpells\":[\"plane shift\"]},{\"name\":\"Planar Philosopher Trinket\",\"source\":\"SatO\",\"page\":8,\"type\":\"G\",\"rarity\":\"none\",\"entries\":[{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"d6\",\"Trinket\"],\"rows\":[[\"1\",\"Locket with a picture of my mentor and an inscription I can't read\"],[\"2\",\"Bleached cranium rat skull with colored glass beads in its eye sockets\"],[\"3\",\"Torn parchment with half a rebus painted on it\"],[\"4\",\"Bracelet of twisted razorvine stems\"],[\"5\",\"Fragment of a bronze blade covered in verdigris\"],[\"6\",\"Broken holy symbol of a forgotten god\"]]}],\"miscTags\":[\"TT\"]},{\"name\":\"Planecaller's Codex\",\"source\":\"TCE\",\"page\":134,\"rarity\":\"rare\",\"reqAttune\":\"by a wizard\",\"reqAttuneTags\":[{\"class\":\"wizard\"}],\"wondrous\":true,\"weight\":3,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"focus\":[\"Wizard\"],\"entries\":[\"The pages of this book are bound in fiend hide, and its cover is embossed with a diagram of the Great Wheel of the multiverse. When found, the book contains the following spells: {@spell banishment}, {@spell find familiar}, {@spell gate}, {@spell magic circle}, {@spell planar binding}, and {@spell summon elemental|TCE}. It functions as a spellbook for you.\",\"While you are holding the book, you can use it as a spellcasting focus for your wizard spells.\",\"The book has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. You can use the charges in the following ways while holding it:\",{\"type\":\"list\",\"items\":[\"If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.\",\"When you cast a conjuration spell that summons or creates one creature, you can expend 1 charge to grant that creature advantage on attack rolls for 1 minute.\"]}],\"attachedSpells\":[\"banishment\",\"find familiar\",\"gate\",\"magic circle\",\"planar binding\",\"summon elemental|tce\"]},{\"name\":\"Plate Armor of Etherealness\",\"source\":\"DMG\",\"page\":185,\"srd\":true,\"reprintedAs\":[{\"uid\":\"Plate Armor of Etherealness|XDMG\",\"tag\":\"item\"}],\"baseItem\":\"plate armor|phb\",\"type\":\"HA\",\"tier\":\"major\",\"rarity\":\"legendary\",\"reqAttune\":true,\"weight\":65,\"ac\":18,\"strength\":\"15\",\"stealth\":true,\"entries\":[\"While you're wearing this armor, you can speak its command word as an action to gain the effect of the {@spell etherealness} spell, which lasts for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn.\"],\"attachedSpells\":[\"etherealness\"],\"lootTables\":[\"Magic Item Table I\"]},{\"name\":\"Plate of Knight's Fellowship\",\"source\":\"BMT\",\"page\":37,\"baseItem\":\"plate armor|PHB\",\"type\":\"HA\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"weight\":65,\"ac\":18,\"strength\":\"15\",\"stealth\":true,\"entries\":[\"This gleaming set of silver-and-gold plate armor never tarnishes.\",\"While wearing this armor, you can use a bonus action to summon the spirit of a warrior to your aid. The spirit's corporeal form manifests in an unoccupied space of your choice within 30 feet of you, and it uses the {@creature knight} stat block. The spirit disappears when it drops to 0 hit points or after 1 minute, whichever comes first.\",\"The spirit is an ally to you and your companions. In combat, the spirit shares your initiative count but takes its turn immediately after yours. The spirit obeys your commands (no action required by you); if you don't issue any commands, the spirit takes the {@action Dodge} action and uses its movement to avoid danger.\",\"Once this bonus action is used, it can't be used again until the next dawn.\",\"Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.\"]},{\"name\":\"Plate of the Dawnmartyr (Awakened)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Plate of the Dawnmartyr (Dormant)\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":[{\"mode\":\"appendArr\",\"items\":{\"entries\":[{\"type\":\"entries\",\"name\":\"Awakened\",\"entries\":[\"When the Plate of the Dawnmartyr reaches an awakened state, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"The armor's bonus to AC increases to +2.\",\"You are immune to the {@condition frightened} condition.\",\"You have resistance to fire damage.\",\"The fire damage you deal when you rebuke an attacker increases to {@dice 2d6}.\"]}]}]}}]},\"_preserve\":{\"page\":true,\"fluff\":true}},\"resist\":[\"fire\"],\"conditionImmune\":[\"frightened\"],\"bonusAc\":\"+2\",\"hasFluffImages\":true},{\"name\":\"Plate of the Dawnmartyr (Dormant)\",\"source\":\"TDCSR\",\"page\":208,\"baseItem\":\"plate armor|PHB\",\"type\":\"HA\",\"rarity\":\"legendary\",\"reqAttune\":true,\"weight\":65,\"property\":[\"Vst|TDCSR\"],\"ac\":18,\"strength\":\"15\",\"bonusAc\":\"+1\",\"stealth\":true,\"entries\":[\"Beautiful silver scrollwork and priceless cut rubies adorn this set of brass-and-gold armor. Legend holds that it was worn by Duana, High Priest of the {@deity The Dawnfather|Exandria|TDCSR}, when she was martyred in the Battle of Ghor Dranas in the final days of the {@book Calamity|TDCSR|1|The Calamity}. In more recent times, it was worn by {@creature Pike Trickfoot|TDCSR}, a legendary cleric of the {@deity The Everlight|Exandria|TDCSR}, while fighting against {@book the Chroma Conclave|TDCSR|1|The Chroma Conclave} and {@deity The Whispered One|Exandria|TDCSR}.\",{\"type\":\"entries\",\"name\":\"Dormant\",\"entries\":[\"While the Plate of the Dawnmartyr is in a dormant state, you gain a +1 bonus to AC while wearing it. When a creature within 5 feet of you hits you with a melee attack, you can use your reaction to rebuke that creature, dealing it {@damage 1d6} fire damage.\"]}],\"hasFluffImages\":true},{\"name\":\"Plate of the Dawnmartyr (Exalted)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Plate of the Dawnmartyr (Awakened)\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":[{\"mode\":\"appendArr\",\"items\":{\"entries\":[{\"type\":\"entries\",\"name\":\"Exalted\",\"entries\":[\"When the Plate of the Dawnmartyr reaches an exalted state, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"The armor's bonus to AC increases to +3.\",\"When you rebuke an attacker, you can choose to deal either fire damage or radiant damage.\",\"When you are reduced to 0 hit points, you can choose to have a blast of healing flame surround you. You regain 1 hit point and are lifted to your feet. Each enemy within 10 feet of you takes {@damage 2d6} fire damage or radiant damage (your choice). This property of the armor can't be used again until you finish a {@quickref resting|PHB|2|0|long rest}.\"]}]}]}}]},\"_preserve\":{\"page\":true,\"fluff\":true}},\"bonusAc\":\"+3\",\"recharge\":\"restLong\",\"hasFluffImages\":true},{\"name\":\"Platinum\",\"source\":\"PHB\",\"page\":157,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Platinum|XDMG\"],\"type\":\"TG\",\"rarity\":\"none\",\"weight\":1,\"value\":50000},{\"name\":\"Platinum\",\"source\":\"XDMG\",\"page\":213,\"type\":\"TG|XDMG\",\"rarity\":\"none\",\"weight\":1,\"value\":50000},{\"name\":\"Platinum (pp)\",\"source\":\"PHB\",\"page\":143,\"type\":\"$C\",\"rarity\":\"none\",\"weight\":0.02,\"value\":1000,\"entries\":[\"Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).\",\"With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.\",\"One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn.\",\"One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.\",\"In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.\",\"A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.\"],\"hasFluffImages\":true},{\"name\":\"Platinum 10-Zino Coin\",\"source\":\"GGR\",\"page\":9,\"type\":\"$C\",\"rarity\":\"none\",\"value\":1000},{\"name\":\"Platinum 100-Zino Coin\",\"source\":\"GGR\",\"page\":9,\"type\":\"$C\",\"rarity\":\"none\",\"value\":10000},{\"name\":\"Platinum bracelet set with a sapphire\",\"source\":\"DMG\",\"page\":135,\"reprintedAs\":[\"Platinum bracelet set with an emerald|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":250000},{\"name\":\"Platinum bracelet set with an emerald\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":250000},{\"name\":\"Platinum headdress with topaz sun symbol (Sun Empire)\",\"source\":\"PSX\",\"page\":25,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":250000},{\"name\":\"Platinum ring with yellow sapphire (Sun Empire)\",\"source\":\"PSX\",\"page\":25,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":750000},{\"name\":\"Platinum Scarf\",\"source\":\"FTD\",\"page\":24,\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"bonusAc\":\"+1\",\"entries\":[\"This scarf is made of sturdy cloth and covered in platinum-colored scales.\",\"As an action, you can pull a scale from the scarf and speak a command word. When you do so, choose one of the following effects:\",{\"type\":\"entries\",\"name\":\"Breath of Life\",\"entries\":[\"The scale disappears, and you or a creature you touch regains {@dice 10d4} hit points.\"]},{\"type\":\"entries\",\"name\":\"Platinum Shield\",\"entries\":[\"For 1 hour or until you dismiss it (no action required), the scale becomes a {@item +1 shield}, which you or another creature can use. A creature wielding the shield has immunity to radiant damage.\"]},{\"type\":\"entries\",\"name\":\"Radiant Hammer\",\"entries\":[\"For 1 hour or until you dismiss it (no action required), the scale becomes a magic {@item light hammer|phb}, which you or another creature can use. The weapon deals {@damage 2d4} radiant damage, instead of the bludgeoning damage normal for a light hammer. It deals an extra {@damage 2d4} radiant damage to chromatic dragons.\",\"Once three scales have been pulled from the scarf, no more scales can be removed until the next dawn, when all the missing scales grow back. If you pull off a scale but don't speak a command word, it disappears after 1 minute.\"]}]},{\"name\":\"Platinum staff topped with amber (Sun Empire)\",\"source\":\"PSX\",\"page\":25,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":750000},{\"name\":\"Playing Card Set\",\"source\":\"PHB\",\"page\":154,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Playing Cards|XPHB\"],\"type\":\"GS\",\"rarity\":\"none\",\"value\":50},{\"name\":\"Playing Cards\",\"source\":\"XPHB\",\"page\":221,\"freeRules2024\":true,\"type\":\"GS|XPHB\",\"rarity\":\"none\",\"value\":50,\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Ability:\",\"type\":\"item\",\"entries\":[\"Wisdom\"]},{\"name\":\"Utilize:\",\"type\":\"item\",\"entries\":[\"Discern whether someone is cheating ({@dc 10}), or win the game ({@dc 20})\"]}]}]},{\"name\":\"Poison Absorbing Tattoo\",\"source\":\"TCE\",\"page\":119,\"resist\":[\"poison\"],\"detail1\":\"violet\",\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"tattoo\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Absorbing Tattoo|TCE}\"]},{\"name\":\"Poisoner's Kit\",\"source\":\"PHB\",\"page\":154,\"srd\":true,\"basicRules\":true,\"additionalSources\":[{\"source\":\"XGE\",\"page\":83}],\"reprintedAs\":[\"Poisoner's Kit|XPHB\"],\"type\":\"T\",\"rarity\":\"none\",\"weight\":2,\"value\":5000,\"entries\":[\"A poisoner's kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.\",\"Additionally, the {@book Crafting and Harvesting Poison|dmg|8|Crafting and Harvesting Poison} rules require the use of a poisoner's kit.\"],\"additionalEntries\":[\"A poisoner's kit is a favored resource for thieves, assassins, and others who engage in skulduggery. It allows you to apply poisons and create them from various materials. Your knowledge of poisons also helps you treat them.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"A poisoner's kit includes glass vials, a mortar and pestle, chemicals, and a glass stirring rod.\"]},{\"type\":\"entries\",\"name\":\"History\",\"entries\":[\"Your training with poisons can help you when you try to recall facts about infamous poisonings.\"]},{\"type\":\"entries\",\"name\":\"Investigation, Perception\",\"entries\":[\"Your knowledge of poisons has taught you to handle those substances carefully, giving you an edge when you inspect {@condition poisoned} objects or try to extract clues from events that involve poison.\"]},{\"type\":\"entries\",\"name\":\"Medicine\",\"entries\":[\"When you treat the victim of a poison, your knowledge grants you added insight into how to provide the best care to your patient.\"]},{\"type\":\"entries\",\"name\":\"Nature, Survival\",\"entries\":[\"Working with poisons enables you to acquire lore about which plants and animals are poisonous.\"]},{\"type\":\"entries\",\"name\":\"Handle Poison\",\"entries\":[\"Your proficiency allows you to handle and apply a poison without risk of exposing yourself to its effects.\"]},{\"type\":\"table\",\"caption\":\"Poisoner's Tools\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Spot a {@condition poisoned} object\",\"10\"],[\"Determine the effects of a poison\",\"20\"]]}]},{\"name\":\"Poisoner's Kit\",\"source\":\"XPHB\",\"page\":221,\"freeRules2024\":true,\"type\":\"T|XPHB\",\"rarity\":\"none\",\"weight\":2,\"value\":5000,\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Ability:\",\"type\":\"item\",\"entries\":[\"Intelligence\"]},{\"name\":\"Utilize:\",\"type\":\"item\",\"entries\":[\"Detect a poisoned object ({@dc 10})\"]},{\"name\":\"Craft:\",\"type\":\"item\",\"entries\":[\"{@item Basic Poison|XPHB}\"]}]}]},{\"name\":\"Pole\",\"source\":\"XPHB\",\"page\":228,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":7,\"value\":5,\"entries\":[\"A Pole is 10 feet long. You can use it to touch something up to 10 feet away. If you must make a Strength ({@skill Athletics|XPHB}) check as part of a High or {@variantrule Long Jump|XPHB}, you can use the Pole to vault, giving yourself {@variantrule Advantage|XPHB} on the check.\"]},{\"name\":\"Pole (10-foot)\",\"source\":\"PHB\",\"page\":150,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Pole|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":7,\"value\":5},{\"name\":\"Pole of Angling\",\"source\":\"XDMG\",\"page\":286,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"This item functions as a Pole. While holding it, you can take a {@action Magic|XPHB} action to cause it to transform into a fishing pole with a hook, a line, and a reel, or have the fishing pole revert to a Pole.\"]},{\"name\":\"Pole of Angling\",\"source\":\"XGE\",\"page\":138,\"reprintedAs\":[\"Pole of Angling|XDMG\"],\"tier\":\"minor\",\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"While holding this 10-foot pole, you can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 10-foot pole.\"]},{\"name\":\"Pole of Collapsing\",\"source\":\"XDMG\",\"page\":286,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"This item functions as a Pole. While holding it, you can take a {@action Magic|XPHB} action to collapse it into a 1-foot-long rod for ease of storage (the pole's weight doesn't change) or cause the 1-foot-long rod to revert to a Pole. The rod elongates only as far as the surrounding space allows.\"],\"hasFluffImages\":true},{\"name\":\"Pole of Collapsing\",\"source\":\"XGE\",\"page\":138,\"reprintedAs\":[\"Pole of Collapsing|XDMG\"],\"tier\":\"minor\",\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.\"],\"hasFluffImages\":true},{\"name\":\"Pony\",\"source\":\"PHB\",\"page\":157,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Pony|XPHB\"],\"type\":\"MNT\",\"rarity\":\"none\",\"value\":3000,\"carryingCapacity\":225,\"speed\":40},{\"name\":\"Pony\",\"source\":\"XPHB\",\"page\":229,\"freeRules2024\":true,\"type\":\"MNT|XPHB\",\"rarity\":\"none\",\"value\":3000,\"carryingCapacity\":225,\"speed\":40},{\"name\":\"Portable Hole\",\"source\":\"DMG\",\"page\":185,\"srd\":true,\"reprintedAs\":[\"Portable Hole|XDMG\"],\"tier\":\"minor\",\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.\",\"You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.\",\"You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.\",\"If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.\",\"Placing a portable hole inside an extradimensional space created by a {@item bag of holding}, {@item Heward's handy haversack}, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.\"],\"lootTables\":[\"Magic Item Table D\"]},{\"name\":\"Portable Hole\",\"source\":\"XDMG\",\"page\":286,\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.\",\"You can take a {@action Magic|XPHB} action to unfold a Portable Hole and place it on or against a solid surface, whereupon the Portable Hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane of existence, so it can't be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it.\",\"You can take a {@action Magic|XPHB} action to close a Portable Hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.\",\"If the hole is folded up, a creature within the hole's extradimensional space can take an action to make a DC 10 Strength ({@skill Athletics|XPHB}) check. On a successful check, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside.\",\"Placing a Portable Hole inside an extradimensional space created by a {@item Bag of Holding|XDMG}, {@item Heward's Handy Haversack|XDMG}, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind {@variantrule Cover|XPHB|Total Cover} is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.\"]},{\"name\":\"Portable Ram\",\"source\":\"PHB\",\"page\":153,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Portable Ram|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":35,\"value\":400,\"entries\":[\"You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.\"]},{\"name\":\"Portable Ram\",\"source\":\"XPHB\",\"page\":228,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":35,\"value\":400,\"entries\":[\"You can use a Portable Ram to break down doors. When doing so, you gain a +4 bonus to the Strength check. One other character can help you use the ram, giving you {@variantrule Advantage|XPHB} on this check.\"]},{\"name\":\"Portal Compass\",\"source\":\"SatO\",\"page\":13,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"This portable arcane instrument points in the direction of the last portal it passed through while it and the portal are on the same plane of existence. If that portal no longer exists, the needle becomes static until the compass passes through a new portal.\"],\"hasFluffImages\":true},{\"name\":\"Portfolio Keeper\",\"source\":\"AI\",\"page\":33,\"rarity\":\"varies\",\"wondrous\":true,\"entries\":[\"At rank 2, you gain the use of a weathered leather pouch that is an uncommon magic item. The portfolio keeper holds and organizes notes, brochures, and business cards bearing your contact information. It also has an inexhaustible supply of brochures related to your franchise's current branding scheme.\",\"When you meet someone for the first time, their details and a rough sketch are magically stored on a small parchment card in the portfolio keeper. You can access the details of any such stored card as a bonus action.\",{\"type\":\"entries\",\"name\":\"Cards of Sending\",\"entries\":[\"At rank 3, the power of your portfolio keeper becomes more potent, making it a rare magic item. When you give out a business card stored in your portfolio keeper, you can choose to have the card allow its recipient to contact you through your {@item sending stone|AI} as if they had cast a {@spell sending} spell. A business card loses this power seven days after it has been given out, and no more than five cards can have this power at one time.\",\"You can also use your {@item sending stone|AI} to cast {@spell sending} and contact anyone who has one of your business cards. Once you use this feature of the stone, you cannot use it again until dawn seven days later.\"]},{\"type\":\"entries\",\"name\":\"Charming Introduction\",\"entries\":[\"Also at rank 4, you are able to make a focused effort to keep a potential customer's attention. When you provide a humanoid with a business card from your portfolio keeper, you can cast {@spell charm person} on them (save DC 15). The spell ends prematurely if the character loses the business card.\"]}],\"attachedSpells\":[\"sending\",\"charm person\"]},{\"name\":\"Pot of Awakening\",\"source\":\"XDMG\",\"page\":289,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an {@creature Awakened Shrub|XMM} at the end of that time. When the shrub awakens, its roots break the pot, destroying it.\",\"The awakened shrub is {@variantrule Friendly [Attitude]|XPHB|Friendly} toward you and obeys your commands. Absent commands from you, it does nothing.\"]},{\"name\":\"Pot of Awakening\",\"source\":\"XGE\",\"page\":138,\"otherSources\":[{\"source\":\"IMR\",\"page\":95}],\"reprintedAs\":[\"Pot of Awakening|XDMG\"],\"tier\":\"minor\",\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an {@creature awakened shrub} at the end of that time. When the shrub awakens, its roots break the pot, destroying it.\",\"The awakened shrub is friendly toward you. Absent commands from you, it does nothing.\"]},{\"name\":\"Potion of Acid Resistance\",\"source\":\"DMG\",\"page\":188,\"srd\":true,\"reprintedAs\":[\"Potion of Acid Resistance|XDMG\"],\"type\":\"P\",\"resist\":[\"acid\"],\"tier\":\"minor\",\"rarity\":\"uncommon\",\"hasRefs\":true,\"entries\":[\"{#itemEntry Potion of Resistance}\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Acid Resistance\",\"source\":\"XDMG\",\"page\":289,\"freeRules2024\":true,\"type\":\"P|XPHB\",\"resist\":[\"acid\"],\"rarity\":\"uncommon\",\"weight\":0.5,\"hasRefs\":true,\"entries\":[\"{#itemEntry Potion of Resistance|XDMG}\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Advantage\",\"source\":\"WBtW\",\"page\":212,\"type\":\"P\",\"rarity\":\"uncommon\",\"entries\":[\"When you drink this potion, you gain advantage on one ability check, attack roll, or saving throw of your choice that you make within the next hour.\",\"This potion takes the form of a sparkling, golden mist that moves and pours like water.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Animal Friendship\",\"source\":\"DMG\",\"page\":187,\"srd\":true,\"reprintedAs\":[\"Potion of Animal Friendship|XDMG\"],\"type\":\"P\",\"tier\":\"minor\",\"rarity\":\"uncommon\",\"entries\":[\"When you drink this potion, you can cast the {@spell animal friendship} spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair.\"],\"attachedSpells\":[\"animal friendship\"],\"lootTables\":[\"Magic Item Table B\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Animal Friendship\",\"source\":\"XDMG\",\"page\":287,\"freeRules2024\":true,\"type\":\"P|XPHB\",\"rarity\":\"uncommon\",\"weight\":0.5,\"entries\":[\"When you drink this potion, you can cast the level 3 version of the {@spell Animal Friendship|XPHB} spell (save DC 13).\",\"Agitating this potion's muddy liquid brings little bits into view: a fish scale, a hummingbird feather, a cat claw, or a squirrel hair.\"],\"attachedSpells\":[\"animal friendship|xphb\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Aqueous Form\",\"source\":\"MOT\",\"page\":197,\"type\":\"P\",\"rarity\":\"rare\",\"modifySpeed\":{\"static\":{\"swim\":30}},\"entries\":[\"When you drink this potion, you transform into a pool of water. You return to your true form after 10 minutes or if you are {@condition incapacitated} or die.\",\"You're under the following effects while in this form:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Liquid Movement\",\"entry\":\"You have a swimming speed of 30 feet. You can move over or through other liquids. You can enter and occupy the space of another creature. You can rise up to your normal height, and you can pass through even Tiny openings. You extinguish nonmagical flames in any space you enter.\"},{\"type\":\"item\",\"name\":\"Watery Resilience\",\"entry\":\"You have resistance to nonmagical damage. You also have advantage on Strength, Dexterity, and Constitution saving throws.\"},{\"type\":\"item\",\"name\":\"Limitations\",\"entry\":\"You can't talk, attack, cast spells, or activate magic items. Any objects you were carrying or wearing meld into your new form and are inaccessible, though you continue to be affected by anything you're wearing, such as armor.\"}]}],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Clairvoyance\",\"source\":\"DMG\",\"page\":187,\"srd\":true,\"reprintedAs\":[\"Potion of Clairvoyance|XDMG\"],\"type\":\"P\",\"tier\":\"minor\",\"rarity\":\"rare\",\"entries\":[\"When you drink this potion, you gain the effect of the {@spell clairvoyance} spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened.\"],\"attachedSpells\":[\"clairvoyance\"],\"lootTables\":[\"Magic Item Table C\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Clairvoyance\",\"source\":\"XDMG\",\"page\":287,\"freeRules2024\":true,\"type\":\"P|XPHB\",\"rarity\":\"rare\",\"weight\":0.5,\"entries\":[\"When you drink this potion, you gain the effect of the {@spell Clairvoyance|XPHB} spell (no {@status Concentration|XPHB} required).\",\"An eyeball bobs in this potion's yellowish liquid but vanishes when the potion is opened.\"],\"attachedSpells\":[\"clairvoyance|xphb\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Climbing\",\"source\":\"DMG\",\"page\":187,\"srd\":true,\"reprintedAs\":[\"Potion of Climbing|XDMG\"],\"type\":\"P\",\"tier\":\"minor\",\"rarity\":\"common\",\"modifySpeed\":{\"equal\":{\"climb\":\"walk\"}},\"entries\":[\"When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength ({@skill Athletics}) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.\"],\"lootTables\":[\"Magic Item Table A\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Climbing\",\"source\":\"XDMG\",\"page\":287,\"freeRules2024\":true,\"type\":\"P|XPHB\",\"rarity\":\"common\",\"weight\":0.5,\"modifySpeed\":{\"equal\":{\"climb\":\"walk\"}},\"entries\":[\"When you drink this potion, you gain a {@variantrule Climb Speed|XPHB} equal to your {@variantrule Speed|XPHB} for 1 hour. During this time, you have {@variantrule Advantage|XPHB} on Strength ({@skill Athletics|XPHB}) checks to climb.\",\"This potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Cloud Giant Strength\",\"source\":\"DMG\",\"page\":187,\"srd\":true,\"reprintedAs\":[\"Potion of Cloud Giant Strength|XDMG\"],\"type\":\"P\",\"tier\":\"minor\",\"rarity\":\"very rare\",\"ability\":{\"static\":{\"str\":27}},\"entries\":[\"When you drink this potion, your Strength score changes to 27 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.\",\"This potion's transparent liquid has floating in it a sliver of fingernail from a {@creature cloud giant}.\"],\"lootTables\":[\"Magic Item Table D\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Cloud Giant Strength\",\"source\":\"XDMG\",\"page\":288,\"freeRules2024\":true,\"type\":\"P|XPHB\",\"rarity\":\"very rare\",\"weight\":0.5,\"ability\":{\"static\":{\"str\":27}},\"entries\":[\"When you drink this potion, your Strength score changes to 27 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.\",\"This potion's transparent liquid has floating in it a sliver of fingernail from a cloud giant.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Cold Resistance\",\"source\":\"DMG\",\"page\":188,\"srd\":true,\"reprintedAs\":[\"Potion of Cold Resistance|XDMG\"],\"type\":\"P\",\"resist\":[\"cold\"],\"tier\":\"minor\",\"rarity\":\"uncommon\",\"hasRefs\":true,\"entries\":[\"{#itemEntry Potion of Resistance}\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Cold Resistance\",\"source\":\"XDMG\",\"page\":289,\"freeRules2024\":true,\"type\":\"P|XPHB\",\"resist\":[\"cold\"],\"rarity\":\"uncommon\",\"weight\":0.5,\"hasRefs\":true,\"entries\":[\"{#itemEntry Potion of Resistance|XDMG}\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Comprehension\",\"source\":\"WDMM\",\"page\":62,\"reprintedAs\":[\"Potion of Comprehension|XDMG\"],\"type\":\"P\",\"rarity\":\"common\",\"entries\":[\"When you drink this potion, you gain the effect of a {@spell comprehend languages} spell for 1 hour. This liquid is a clear concoction with bits of salt and soot swirling in it.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Comprehension\",\"source\":\"XDMG\",\"page\":287,\"type\":\"P|XPHB\",\"rarity\":\"common\",\"weight\":0.5,\"entries\":[\"When you drink this potion, you gain the effect of the {@spell Comprehend Languages|XPHB} spell for 1 hour.\",\"This potion's liquid is a clear concoction with bits of salt and soot swirling in it.\"],\"attachedSpells\":[\"comprehend languages|xphb\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Diminution\",\"source\":\"DMG\",\"page\":187,\"srd\":true,\"reprintedAs\":[\"Potion of Diminution|XDMG\"],\"type\":\"P\",\"tier\":\"minor\",\"rarity\":\"rare\",\"entries\":[\"When you drink this potion, you gain the \\\"reduce\\\" effect of the {@spell enlarge/reduce} spell for {@dice 1d4} hours (no {@status concentration} required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.\"],\"attachedSpells\":[\"enlarge/reduce\"],\"lootTables\":[\"Magic Item Table C\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Diminution\",\"source\":\"XDMG\",\"page\":287,\"freeRules2024\":true,\"type\":\"P|XPHB\",\"rarity\":\"rare\",\"weight\":0.5,\"entries\":[\"When you drink this potion, you gain the \\\"reduce\\\" effect of the {@spell Enlarge/Reduce|XPHB} spell for {@dice 1d4} hours (no {@status Concentration|XPHB} required).\",\"The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.\"],\"attachedSpells\":[\"enlarge/reduce|xphb\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Dragon's Majesty\",\"source\":\"FTD\",\"page\":24,\"type\":\"P\",\"rarity\":\"legendary\",\"entries\":[\"This potion looks like liquid gold, with a single scale from a {@filter chromatic|bestiary|search=chromatic dragon}, {@filter gem|bestiary|search=gem dragon}, or {@filter metallic|bestiary|search=metallic dragon} dragon suspended in it. When you drink this potion, you transform into an adult dragon of the same kind as the dragon the scale came from. The transformation lasts for 1 hour. Any equipment you are wearing or carrying melds into your new form or falls to the ground (your choice). For the duration, you use the game statistics of the adult dragon instead of your own, but you retain your languages, personality, and memories. You can't use a dragon's Change Shape or its legendary or lair actions.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Fire Breath\",\"source\":\"DMG\",\"page\":187,\"reprintedAs\":[\"Potion of Fire Breath|XDMG\"],\"type\":\"P\",\"tier\":\"minor\",\"rarity\":\"uncommon\",\"entries\":[\"After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking {@damage 4d6} fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.\"],\"lootTables\":[\"Magic Item Table B\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Fire Breath\",\"source\":\"XDMG\",\"page\":187,\"type\":\"P|XPHB\",\"rarity\":\"uncommon\",\"weight\":0.5,\"entries\":[\"After drinking this potion, you can take a {@variantrule Bonus Action|XPHB} to exhale fire at a target within 30 feet of yourself. The target makes a DC 13 Dexterity saving throw, taking {@damage 4d6} Fire damage on a failed save or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed.\",\"This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Fire Giant Strength\",\"source\":\"DMG\",\"page\":187,\"srd\":true,\"reprintedAs\":[\"Potion of Fire Giant Strength|XDMG\"],\"type\":\"P\",\"tier\":\"minor\",\"rarity\":\"rare\",\"ability\":{\"static\":{\"str\":25}},\"entries\":[\"When you drink this potion, your Strength score changes to 25 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.\",\"This potion's transparent liquid has floating in it a sliver of fingernail from a {@creature fire giant}.\"],\"lootTables\":[\"Magic Item Table C\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Fire Giant Strength\",\"source\":\"XDMG\",\"page\":288,\"freeRules2024\":true,\"type\":\"P|XPHB\",\"rarity\":\"rare\",\"weight\":0.5,\"ability\":{\"static\":{\"str\":25}},\"entries\":[\"When you drink this potion, your Strength score changes to 25 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.\",\"This potion's transparent liquid has floating in it a sliver of fingernail from a fire giant.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Fire Resistance\",\"source\":\"DMG\",\"page\":188,\"srd\":true,\"reprintedAs\":[\"Potion of Fire Resistance|XDMG\"],\"type\":\"P\",\"resist\":[\"fire\"],\"tier\":\"minor\",\"rarity\":\"uncommon\",\"hasRefs\":true,\"entries\":[\"{#itemEntry Potion of Resistance}\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Fire Resistance\",\"source\":\"XDMG\",\"page\":289,\"freeRules2024\":true,\"type\":\"P|XPHB\",\"resist\":[\"fire\"],\"rarity\":\"uncommon\",\"weight\":0.5,\"hasRefs\":true,\"entries\":[\"{#itemEntry Potion of Resistance|XDMG}\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Flying\",\"source\":\"DMG\",\"page\":187,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Potion of Flying|XDMG\"],\"type\":\"P\",\"tier\":\"minor\",\"rarity\":\"very rare\",\"modifySpeed\":{\"equal\":{\"fly\":\"walk\"}},\"entries\":[\"When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.\"],\"lootTables\":[\"Magic Item Table D\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Flying\",\"source\":\"XDMG\",\"page\":287,\"freeRules2024\":true,\"type\":\"P|XPHB\",\"rarity\":\"very rare\",\"weight\":0.5,\"modifySpeed\":{\"equal\":{\"fly\":\"walk\"}},\"entries\":[\"When you drink this potion, you gain a {@variantrule Fly Speed|XPHB} equal to your {@variantrule Speed|XPHB} for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft.\",\"This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Force Resistance\",\"source\":\"DMG\",\"page\":188,\"srd\":true,\"reprintedAs\":[\"Potion of Force Resistance|XDMG\"],\"type\":\"P\",\"resist\":[\"force\"],\"tier\":\"minor\",\"rarity\":\"uncommon\",\"hasRefs\":true,\"entries\":[\"{#itemEntry Potion of Resistance}\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Force Resistance\",\"source\":\"XDMG\",\"page\":289,\"freeRules2024\":true,\"type\":\"P|XPHB\",\"resist\":[\"force\"],\"rarity\":\"uncommon\",\"weight\":0.5,\"hasRefs\":true,\"entries\":[\"{#itemEntry Potion of Resistance|XDMG}\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Frost Giant Strength\",\"source\":\"DMG\",\"page\":187,\"srd\":true,\"reprintedAs\":[\"Potion of Frost Giant Strength|XDMG\"],\"type\":\"P\",\"tier\":\"minor\",\"rarity\":\"rare\",\"ability\":{\"static\":{\"str\":23}},\"entries\":[\"When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.\",\"This potion's transparent liquid has floating in it a sliver of fingernail from a {@creature frost giant}.\"],\"lootTables\":[\"Magic Item Table C\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Frost Giant Strength\",\"source\":\"XDMG\",\"page\":288,\"freeRules2024\":true,\"type\":\"P|XPHB\",\"rarity\":\"rare\",\"weight\":0.5,\"ability\":{\"static\":{\"str\":23}},\"entries\":[\"When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.\",\"This potion's transparent liquid has floating in it a sliver of fingernail from a frost giant.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Gaseous Form\",\"source\":\"DMG\",\"page\":187,\"srd\":true,\"reprintedAs\":[\"Potion of Gaseous Form|XDMG\"],\"type\":\"P\",\"tier\":\"minor\",\"rarity\":\"rare\",\"entries\":[\"When you drink this potion, you gain the effect of the {@spell gaseous form} spell for 1 hour (no {@status concentration} required) or until you end the effect as a bonus action. This potion's container seems to hold fog that moves and pours like water.\"],\"attachedSpells\":[\"gaseous form\"],\"lootTables\":[\"Magic Item Table C\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Gaseous Form\",\"source\":\"XDMG\",\"page\":287,\"freeRules2024\":true,\"type\":\"P|XPHB\",\"rarity\":\"rare\",\"weight\":0.5,\"entries\":[\"When you drink this potion, you gain the effect of the {@spell Gaseous Form|XPHB} spell for 1 hour (no {@status Concentration|XPHB} required) or until you end the effect as a {@variantrule Bonus Action|XPHB}.\",\"This potion's container seems to hold fog that moves and pours like water.\"],\"attachedSpells\":[\"gaseous form|xphb\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Giant Size\",\"source\":\"SKT\",\"page\":236,\"type\":\"P\",\"rarity\":\"legendary\",\"entries\":[\"When you drink this potion, you become Huge for 24 hours if you are Medium or smaller, otherwise the potion does nothing. For that duration, your Strength becomes 25, if it isn't already higher, and your hit point maximum is doubled (your current hit points are doubled when you drink the potion). In addition, the reach of your melee attacks increases by 5 feet.\",\"Everything you are carrying and wearing also increases in size for the duration. When rolling damage for weapons enlarged in this manner, roll three times the normal number of dice; for example, an enlarged longsword would deal {@damage 3d8} slashing damage (instead of {@dice 1d8}), or {@damage 3d10} slashing damage (instead of {@dice 1d10}) when used with two hands.\",\"When the effect ends, any hit points you have above your hit point maximum become temporary hit points. This potion is a pale white liquid made from the tongue of a giant clam, with a pungent aroma akin to that of rotting algae. It tastes sweet, however, when consumed.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Greater Healing\",\"source\":\"DMG\",\"page\":187,\"srd\":true,\"reprintedAs\":[\"Potion of Greater Healing|XDMG\"],\"type\":\"P\",\"tier\":\"minor\",\"rarity\":\"uncommon\",\"entries\":[\"You regain {@dice 4d4 + 4} hit points when you drink this potion. The potion's red liquid glimmers when agitated.\"],\"lootTables\":[\"Magic Item Table A\",\"Magic Item Table B\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Greater Healing\",\"source\":\"XDMG\",\"page\":288,\"freeRules2024\":true,\"type\":\"P|XPHB\",\"rarity\":\"uncommon\",\"weight\":0.5,\"entries\":[\"You regain {@dice 4d4 + 4} {@variantrule Hit Points|XPHB} when you drink this potion. The potion's red liquid glimmers when agitated.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Greater Invisibility\",\"source\":\"XDMG\",\"page\":288,\"type\":\"P|XPHB\",\"rarity\":\"very rare\",\"weight\":0.5,\"entries\":[\"This potion's container looks empty but feels as though it holds liquid. When you drink the potion, you have the {@condition Invisible|XPHB} condition for 1 hour.\"],\"miscTags\":[\"CNS\"],\"hasFluffImages\":true},{\"name\":\"Potion of Growth\",\"source\":\"DMG\",\"page\":187,\"srd\":true,\"reprintedAs\":[\"Potion of Growth|XDMG\"],\"type\":\"P\",\"tier\":\"minor\",\"rarity\":\"uncommon\",\"entries\":[\"When you drink this potion, you gain the \\\"enlarge\\\" effect of the {@spell enlarge/reduce} spell for {@dice 1d4} hours (no {@status concentration} required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.\"],\"attachedSpells\":[\"enlarge/reduce\"],\"lootTables\":[\"Magic Item Table B\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Growth\",\"source\":\"XDMG\",\"page\":288,\"freeRules2024\":true,\"type\":\"P|XPHB\",\"rarity\":\"uncommon\",\"weight\":0.5,\"entries\":[\"When you drink this potion, you gain the \\\"enlarge\\\" effect of the {@spell Enlarge/Reduce|XPHB} spell for 10 minutes (no {@status Concentration|XPHB} required).\",\"The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.\"],\"attachedSpells\":[\"enlarge/reduce|xphb\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Healing\",\"source\":\"DMG\",\"page\":187,\"srd\":true,\"otherSources\":[{\"source\":\"PHB\",\"page\":153}],\"reprintedAs\":[\"Potion of Healing|XDMG\"],\"type\":\"P\",\"tier\":\"minor\",\"rarity\":\"common\",\"weight\":0.5,\"value\":5000,\"entries\":[\"You regain {@dice 2d4 + 2} hit points when you drink this potion. The potion's red liquid glimmers when agitated.\"],\"lootTables\":[\"Magic Item Table A\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Healing\",\"source\":\"XDMG\",\"page\":288,\"freeRules2024\":true,\"otherSources\":[{\"source\":\"XPHB\",\"page\":228}],\"type\":\"P|XPHB\",\"rarity\":\"common\",\"weight\":0.5,\"value\":5000,\"entries\":[\"This potion is a magic item. As a {@variantrule Bonus Action|XPHB}, you can drink it or administer it to another creature within 5 feet of yourself. The creature that drinks the magical red fluid in this vial regains {@dice 2d4 + 2} {@variantrule Hit Points|XPHB}. The potion's red liquid glimmers when agitated.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Heroism\",\"source\":\"DMG\",\"page\":188,\"srd\":true,\"reprintedAs\":[\"Potion of Heroism|XDMG\"],\"type\":\"P\",\"tier\":\"minor\",\"rarity\":\"rare\",\"entries\":[\"For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the {@spell bless} spell (no {@status concentration} required). This blue potion bubbles and steams as if boiling.\"],\"attachedSpells\":[\"bless\"],\"lootTables\":[\"Magic Item Table C\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Heroism\",\"source\":\"XDMG\",\"page\":288,\"freeRules2024\":true,\"type\":\"P|XPHB\",\"rarity\":\"rare\",\"weight\":0.5,\"entries\":[\"When you drink this potion, you gain 10 {@variantrule Temporary Hit Points|XPHB} that last for 1 hour. For the same duration, you are under the effect of the {@spell Bless|XPHB} spell (no {@status Concentration|XPHB} required).\",\"This potion's blue liquid bubbles and steams as if boiling.\"],\"attachedSpells\":[\"bless|xphb\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Hill Giant Strength\",\"source\":\"DMG\",\"page\":187,\"srd\":true,\"reprintedAs\":[\"Potion of Hill Giant Strength|XDMG\"],\"type\":\"P\",\"tier\":\"minor\",\"rarity\":\"uncommon\",\"ability\":{\"static\":{\"str\":21}},\"entries\":[\"When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.\",\"This potion's transparent liquid has floating in it a sliver of fingernail from a {@creature hill giant}.\"],\"lootTables\":[\"Magic Item Table B\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Hill Giant Strength\",\"source\":\"XDMG\",\"page\":288,\"freeRules2024\":true,\"type\":\"P|XPHB\",\"rarity\":\"uncommon\",\"weight\":0.5,\"ability\":{\"static\":{\"str\":21}},\"entries\":[\"When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.\",\"This potion's transparent liquid has floating in it a sliver of fingernail from a hill giant.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Invisibility\",\"source\":\"DMG\",\"page\":188,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Potion of Invisibility|XDMG\"],\"type\":\"P\",\"tier\":\"minor\",\"rarity\":\"very rare\",\"entries\":[\"This potion's container looks empty but feels as though it holds liquid. When you drink it, you become {@condition invisible} for 1 hour. Anything you wear or carry is {@condition invisible} with you. The effect ends early if you attack or cast a spell.\"],\"lootTables\":[\"Magic Item Table D\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Invisibility\",\"source\":\"XDMG\",\"page\":288,\"type\":\"P|XPHB\",\"rarity\":\"rare\",\"weight\":0.5,\"entries\":[\"This potion's container looks empty but feels as though it holds liquid. When you drink the potion, you have the {@condition Invisible|XPHB} condition for 1 hour. The effect ends early if you make an attack roll, deal damage, or cast a spell.\"],\"miscTags\":[\"CNS\"],\"hasFluffImages\":true},{\"name\":\"Potion of Invulnerability\",\"source\":\"DMG\",\"page\":188,\"reprintedAs\":[\"Potion of Invulnerability|XDMG\"],\"type\":\"P\",\"resist\":[\"acid\",\"bludgeoning\",\"cold\",\"fire\",\"force\",\"lightning\",\"necrotic\",\"piercing\",\"poison\",\"psychic\",\"radiant\",\"slashing\",\"thunder\"],\"tier\":\"minor\",\"rarity\":\"rare\",\"entries\":[\"For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquefied iron.\"],\"lootTables\":[\"Magic Item Table C\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Invulnerability\",\"source\":\"XDMG\",\"page\":288,\"freeRules2024\":true,\"type\":\"P|XPHB\",\"resist\":[\"acid\",\"bludgeoning\",\"cold\",\"fire\",\"force\",\"lightning\",\"necrotic\",\"piercing\",\"poison\",\"psychic\",\"radiant\",\"slashing\",\"thunder\"],\"rarity\":\"rare\",\"weight\":0.5,\"entries\":[\"For 1 minute after you drink this potion, you have {@variantrule Resistance|XPHB} to all damage.\",\"This potion's syrupy liquid looks like liquefied iron.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Lightning Resistance\",\"source\":\"DMG\",\"page\":188,\"srd\":true,\"reprintedAs\":[\"Potion of Lightning Resistance|XDMG\"],\"type\":\"P\",\"resist\":[\"lightning\"],\"tier\":\"minor\",\"rarity\":\"uncommon\",\"hasRefs\":true,\"entries\":[\"{#itemEntry Potion of Resistance}\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Lightning Resistance\",\"source\":\"XDMG\",\"page\":289,\"freeRules2024\":true,\"type\":\"P|XPHB\",\"resist\":[\"lightning\"],\"rarity\":\"uncommon\",\"weight\":0.5,\"hasRefs\":true,\"entries\":[\"{#itemEntry Potion of Resistance|XDMG}\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Longevity\",\"source\":\"DMG\",\"page\":188,\"reprintedAs\":[\"Potion of Longevity|XDMG\"],\"type\":\"P\",\"tier\":\"minor\",\"rarity\":\"very rare\",\"entries\":[\"When you drink this potion, your physical age is reduced by {@dice 1d6 + 6} years, to a minimum of 13 years. Each time you subsequently drink a potion of longevity, there is a {@chance 10|10 percent||You grow older!|You become younger} cumulative chance that you instead age by {@dice 1d6 + 6} years. Suspended in this amber liquid are a scorpion's tail, an adder's fang, a dead spider, and a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened.\"],\"lootTables\":[\"Magic Item Table D\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Longevity\",\"source\":\"XDMG\",\"page\":288,\"freeRules2024\":true,\"type\":\"P|XPHB\",\"rarity\":\"very rare\",\"weight\":0.5,\"entries\":[\"When you drink this potion, your physical age is reduced by {@dice 1d6 + 6} years, to a minimum of 13 years. Each time you subsequently drink a Potion of Longevity, there is 10 percent cumulative chance that you instead age by {@dice 1d6 + 6} years.\",\"Suspended in this amber liquid is a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Maximum Power\",\"source\":\"EGW\",\"page\":268,\"type\":\"P\",\"rarity\":\"rare\",\"entries\":[\"The first time you cast a damage-dealing spell of 4th level or lower within 1 minute after drinking the potion, instead of rolling dice to determine the damage dealt, you can instead use the highest number possible for each die.\",\"This glowing purple liquid smells of sugar and plum, but it has a muddy taste.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Mind Control (beast)\",\"source\":\"TftYP\",\"page\":229,\"type\":\"P\",\"rarity\":\"rare\",\"entries\":[\"When you drink a potion of mind control, you can cast a dominate spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted.\",\"A potion of mind control produces the effect of a {@spell dominate beast} spell. If the target's initial saving throw fails, the effect lasts for 1 hour, with no {@status concentration} required on your part. The {@condition charmed} creature has disadvantage on new saving throws to break the effect during this time.\"],\"attachedSpells\":[\"dominate beast\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Mind Control (humanoid)\",\"source\":\"TftYP\",\"page\":229,\"type\":\"P\",\"rarity\":\"rare\",\"entries\":[\"When you drink a potion of mind control, you can cast a dominate spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted.\",\"A potion of mind control produces the effect of a {@spell dominate person} spell. If the target's initial saving throw fails, the effect lasts for 1 hour, with no {@status concentration} required on your part. The {@condition charmed} creature has disadvantage on new saving throws to break the effect during this time.\"],\"attachedSpells\":[\"dominate person\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Mind Control (monster)\",\"source\":\"TftYP\",\"page\":229,\"type\":\"P\",\"rarity\":\"very rare\",\"entries\":[\"When you drink a potion of mind control, you can cast a dominate spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted.\",\"A potion of mind control produces the effect of a {@spell dominate monster} spell. If the target's initial saving throw fails, the effect lasts for 1 hour, with no {@status concentration} required on your part. The {@condition charmed} creature has disadvantage on new saving throws to break the effect during this time.\"],\"attachedSpells\":[\"dominate monster\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Mind Reading\",\"source\":\"DMG\",\"page\":188,\"srd\":true,\"reprintedAs\":[\"Potion of Mind Reading|XDMG\"],\"type\":\"P\",\"tier\":\"minor\",\"rarity\":\"rare\",\"entries\":[\"When you drink this potion, you gain the effect of the {@spell detect thoughts} spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.\"],\"attachedSpells\":[\"detect thoughts\"],\"lootTables\":[\"Magic Item Table C\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Mind Reading\",\"source\":\"XDMG\",\"page\":288,\"freeRules2024\":true,\"type\":\"P|XPHB\",\"rarity\":\"rare\",\"weight\":0.5,\"entries\":[\"When you drink this potion, you gain the effect of the {@spell Detect Thoughts|XPHB} spell (save DC 13) for 10 minutes (no {@status Concentration|XPHB} required).\",\"This potion's dense, purple liquid has an ovoid cloud of pink floating in it.\"],\"attachedSpells\":[\"detect thoughts|xphb\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Necrotic Resistance\",\"source\":\"DMG\",\"page\":188,\"srd\":true,\"reprintedAs\":[\"Potion of Necrotic Resistance|XDMG\"],\"type\":\"P\",\"resist\":[\"necrotic\"],\"tier\":\"minor\",\"rarity\":\"uncommon\",\"hasRefs\":true,\"entries\":[\"{#itemEntry Potion of Resistance}\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Necrotic Resistance\",\"source\":\"XDMG\",\"page\":289,\"freeRules2024\":true,\"type\":\"P|XPHB\",\"resist\":[\"necrotic\"],\"rarity\":\"uncommon\",\"weight\":0.5,\"hasRefs\":true,\"entries\":[\"{#itemEntry Potion of Resistance|XDMG}\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Poison\",\"source\":\"DMG\",\"page\":188,\"srd\":true,\"reprintedAs\":[\"Potion of Poison|XDMG\"],\"type\":\"P\",\"tier\":\"minor\",\"rarity\":\"uncommon\",\"entries\":[\"This concoction looks, smells, and tastes like a {@item potion of healing} or other beneficial potion. However, it is actually poison masked by illusion magic. An {@spell identify} spell reveals its true nature.\",\"If you drink it, you take {@damage 3d6} poison damage, and you must succeed on a DC 13 Constitution saving throw or be {@condition poisoned}. At the start of each of your turns while you are {@condition poisoned} in this way, you take {@damage 3d6} poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by {@dice 1d6}. The poison ends when the damage decreases to 0.\"],\"lootTables\":[\"Magic Item Table B\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Poison\",\"source\":\"XDMG\",\"page\":288,\"freeRules2024\":true,\"type\":\"P|XPHB\",\"rarity\":\"uncommon\",\"weight\":0.5,\"entries\":[\"This concoction looks, smells, and tastes like a {@item Potion of Healing|XDMG} or another beneficial potion. However, it is actually poison masked by illusion magic. {@spell Identify|XPHB} reveals its true nature.\",\"If you drink this potion, you take {@damage 4d6} Poison damage and must succeed on a DC 13 Constitution saving throw or have the {@condition Poisoned|XPHB} condition for 1 hour.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Poison Resistance\",\"source\":\"DMG\",\"page\":188,\"srd\":true,\"reprintedAs\":[\"Potion of Poison Resistance|XDMG\"],\"type\":\"P\",\"resist\":[\"poison\"],\"tier\":\"minor\",\"rarity\":\"uncommon\",\"hasRefs\":true,\"entries\":[\"{#itemEntry Potion of Resistance}\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Poison Resistance\",\"source\":\"XDMG\",\"page\":289,\"freeRules2024\":true,\"type\":\"P|XPHB\",\"resist\":[\"poison\"],\"rarity\":\"uncommon\",\"weight\":0.5,\"hasRefs\":true,\"entries\":[\"{#itemEntry Potion of Resistance|XDMG}\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Polychromy\",\"source\":\"DitLCoT\",\"page\":15,\"type\":\"P\",\"rarity\":\"uncommon\",\"entries\":[\"When you drink this potion, you and everything you are wearing or carrying take on a rainbow-hued appearance for 1 hour. During that time, you can use a bonus action to turn any color or combination of colors you choose. If you mimic the colors of your surroundings, your hues continually shift to match your surroundings, and you have advantage on Dexterity ({@skill Stealth}) checks until you change your colors again or the potion wears off.\",\"The potion is separated into seven brightly colored bands of immiscible liquids and has a syrupy taste.\"],\"miscTags\":[\"CNS\"],\"hasFluffImages\":true},{\"name\":\"Potion of Possibility\",\"source\":\"EGW\",\"page\":268,\"type\":\"P\",\"rarity\":\"very rare\",\"entries\":[\"When you drink this clear potion, you gain two Fragments of Possibility, each of which looks like a Tiny, grayish bead of energy that follows you around, staying within 1 foot of you at all times. Each fragment lasts for 8 hours or until used.\",\"When you make an attack roll, an ability check, or a saving throw, you can expend your fragment to roll an additional {@dice d20} and choose which of the {@dice d20}s to use. Alternatively, when an attack roll is made against you, you can expend your fragment to roll a {@dice d20} and choose which of the {@dice d20}s to use, the one you rolled or the one the attacker rolled.\",\"If the original {@dice d20} roll has advantage or disadvantage, you roll your {@dice d20} after advantage or disadvantage has been applied to the original roll.\",\"While you have one or more Fragments of Possibility from this potion, you can't gain another Fragment of Possibility from any source.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Psionic Fortitude\",\"source\":\"PaBTSO\",\"page\":219,\"type\":\"P\",\"rarity\":\"uncommon\",\"entries\":[\"When you drink this potion, you have advantage for 1 hour on saving throws you make to avoid or end the charmed or stunned condition on yourself.\",\"This black potion swirls with shimmering flecks of pink and purple.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Psychic Resistance\",\"source\":\"DMG\",\"page\":188,\"srd\":true,\"reprintedAs\":[\"Potion of Psychic Resistance|XDMG\"],\"type\":\"P\",\"resist\":[\"psychic\"],\"tier\":\"minor\",\"rarity\":\"uncommon\",\"hasRefs\":true,\"entries\":[\"{#itemEntry Potion of Resistance}\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Psychic Resistance\",\"source\":\"XDMG\",\"page\":289,\"freeRules2024\":true,\"type\":\"P|XPHB\",\"resist\":[\"psychic\"],\"rarity\":\"uncommon\",\"weight\":0.5,\"hasRefs\":true,\"entries\":[\"{#itemEntry Potion of Resistance|XDMG}\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Pugilism\",\"source\":\"XDMG\",\"page\":289,\"type\":\"P|XPHB\",\"rarity\":\"uncommon\",\"weight\":0.5,\"entries\":[\"After you drink this potion, each {@variantrule Unarmed Strike|XPHB} you make deals an extra {@damage 1d6} Force damage on a hit. This effect lasts 10 minutes.\",\"This potion is a thick green fluid that tastes like spinach.\"],\"miscTags\":[\"CNS\"],\"hasFluffImages\":true},{\"name\":\"Potion of Radiant Resistance\",\"source\":\"DMG\",\"page\":188,\"srd\":true,\"reprintedAs\":[\"Potion of Radiant Resistance|XDMG\"],\"type\":\"P\",\"resist\":[\"radiant\"],\"tier\":\"minor\",\"rarity\":\"uncommon\",\"hasRefs\":true,\"entries\":[\"{#itemEntry Potion of Resistance}\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Radiant Resistance\",\"source\":\"XDMG\",\"page\":289,\"freeRules2024\":true,\"type\":\"P|XPHB\",\"resist\":[\"radiant\"],\"rarity\":\"uncommon\",\"weight\":0.5,\"hasRefs\":true,\"entries\":[\"{#itemEntry Potion of Resistance|XDMG}\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Speed\",\"source\":\"DMG\",\"page\":188,\"srd\":true,\"reprintedAs\":[\"Potion of Speed|XDMG\"],\"type\":\"P\",\"tier\":\"minor\",\"rarity\":\"very rare\",\"entries\":[\"When you drink this potion, you gain the effect of the {@spell haste} spell for 1 minute (no {@status concentration} required). The potion's yellow fluid is streaked with black and swirls on its own.\"],\"attachedSpells\":[\"haste\"],\"lootTables\":[\"Magic Item Table D\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Speed\",\"source\":\"XDMG\",\"page\":289,\"freeRules2024\":true,\"type\":\"P|XPHB\",\"rarity\":\"very rare\",\"weight\":0.5,\"entries\":[\"When you drink this potion, you gain the effect of the {@spell Haste|XPHB} spell for 1 minute (no {@status Concentration|XPHB} required) without suffering the wave of lethargy that typically occurs when the effect ends.\",\"This potion's yellow fluid is streaked with black and swirls on its own.\"],\"attachedSpells\":[\"haste|xphb\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Stone Giant Strength\",\"source\":\"DMG\",\"page\":187,\"srd\":true,\"reprintedAs\":[\"Potion of Stone Giant Strength|XDMG\"],\"type\":\"P\",\"tier\":\"minor\",\"rarity\":\"rare\",\"ability\":{\"static\":{\"str\":23}},\"entries\":[\"When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.\",\"This potion's transparent liquid has floating in it a sliver of fingernail from a {@creature stone giant}.\"],\"lootTables\":[\"Magic Item Table C\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Stone Giant Strength\",\"source\":\"XDMG\",\"page\":288,\"freeRules2024\":true,\"type\":\"P|XPHB\",\"rarity\":\"rare\",\"weight\":0.5,\"ability\":{\"static\":{\"str\":23}},\"entries\":[\"When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.\",\"This potion's transparent liquid has floating in it a sliver of fingernail from a stone giant.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Storm Giant Strength\",\"source\":\"DMG\",\"page\":187,\"srd\":true,\"reprintedAs\":[\"Potion of Storm Giant Strength|XDMG\"],\"type\":\"P\",\"tier\":\"minor\",\"rarity\":\"legendary\",\"ability\":{\"static\":{\"str\":29}},\"entries\":[\"When you drink this potion, your Strength score changes to 29 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.\",\"This potion's transparent liquid has floating in it a sliver of fingernail from a {@creature storm giant}.\"],\"lootTables\":[\"Magic Item Table E\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Storm Giant Strength\",\"source\":\"XDMG\",\"page\":288,\"freeRules2024\":true,\"type\":\"P|XPHB\",\"rarity\":\"legendary\",\"weight\":0.5,\"ability\":{\"static\":{\"str\":29}},\"entries\":[\"When you drink this potion, your Strength score changes to 29 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.\",\"This potion's transparent liquid has floating in it a sliver of fingernail from a storm giant.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Superior Healing\",\"source\":\"DMG\",\"page\":187,\"srd\":true,\"reprintedAs\":[\"Potion of Superior Healing|XDMG\"],\"type\":\"P\",\"tier\":\"minor\",\"rarity\":\"rare\",\"entries\":[\"You regain {@dice 8d4 + 8} hit points when you drink this potion. The potion's red liquid glimmers when agitated.\"],\"lootTables\":[\"Magic Item Table C\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Superior Healing\",\"source\":\"XDMG\",\"page\":288,\"freeRules2024\":true,\"type\":\"P|XPHB\",\"rarity\":\"rare\",\"weight\":0.5,\"entries\":[\"You regain {@dice 8d4 + 8} {@variantrule Hit Points|XPHB} when you drink this potion. The potion's red liquid glimmers when agitated.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Supreme Healing\",\"source\":\"DMG\",\"page\":187,\"srd\":true,\"reprintedAs\":[\"Potion of Supreme Healing|XDMG\"],\"type\":\"P\",\"tier\":\"minor\",\"rarity\":\"very rare\",\"entries\":[\"You regain {@dice 10d4 + 20} hit points when you drink this potion. The potion's red liquid glimmers when agitated.\"],\"lootTables\":[\"Magic Item Table D\",\"Magic Item Table E\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Supreme Healing\",\"source\":\"XDMG\",\"page\":288,\"freeRules2024\":true,\"type\":\"P|XPHB\",\"rarity\":\"very rare\",\"weight\":0.5,\"entries\":[\"You regain {@dice 10d4 + 20} {@variantrule Hit Points|XPHB} when you drink this potion. The potion's red liquid glimmers when agitated.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Thunder Resistance\",\"source\":\"DMG\",\"page\":188,\"srd\":true,\"reprintedAs\":[\"Potion of Thunder Resistance|XDMG\"],\"type\":\"P\",\"resist\":[\"thunder\"],\"tier\":\"minor\",\"rarity\":\"uncommon\",\"hasRefs\":true,\"entries\":[\"{#itemEntry Potion of Resistance}\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Thunder Resistance\",\"source\":\"XDMG\",\"page\":289,\"freeRules2024\":true,\"type\":\"P|XPHB\",\"resist\":[\"thunder\"],\"rarity\":\"uncommon\",\"weight\":0.5,\"hasRefs\":true,\"entries\":[\"{#itemEntry Potion of Resistance|XDMG}\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Vitality\",\"source\":\"DMG\",\"page\":188,\"basicRules\":true,\"reprintedAs\":[\"Potion of Vitality|XDMG\"],\"type\":\"P\",\"tier\":\"minor\",\"rarity\":\"very rare\",\"entries\":[\"When you drink this potion, it removes any {@condition exhaustion} you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.\"],\"lootTables\":[\"Magic Item Table D\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Vitality\",\"source\":\"XDMG\",\"page\":289,\"freeRules2024\":true,\"type\":\"P|XPHB\",\"rarity\":\"very rare\",\"weight\":0.5,\"entries\":[\"When you drink this potion, it removes any {@condition Exhaustion|XPHB} levels you have and ends the {@condition Poisoned|XPHB} condition on you. For the next 24 hours, you regain the maximum number of {@variantrule Hit Points|XPHB} for any {@variantrule Hit Points|XPHB|Hit Point} Die you spend.\",\"This potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Watchful Rest\",\"source\":\"WDMM\",\"page\":62,\"type\":\"P\",\"rarity\":\"common\",\"entries\":[\"When you drink this potion, you gain the following benefits for the next 8 hours: magic can't put you to sleep, and you can remain awake during a long rest and still gain its benefits. This sweet, amber-colored brew has no effect on creatures that don't require sleep, such as elves.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Water Breathing\",\"source\":\"DMG\",\"page\":188,\"srd\":true,\"reprintedAs\":[\"Potion of Water Breathing|XDMG\"],\"type\":\"P\",\"tier\":\"minor\",\"rarity\":\"uncommon\",\"entries\":[\"You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.\"],\"lootTables\":[\"Magic Item Table B\"],\"miscTags\":[\"CNS\"],\"hasFluffImages\":true},{\"name\":\"Potion of Water Breathing\",\"source\":\"XDMG\",\"page\":289,\"freeRules2024\":true,\"type\":\"P|XPHB\",\"rarity\":\"uncommon\",\"weight\":0.5,\"entries\":[\"You can breathe underwater for 24 hours after drinking this potion.\",\"This potion's cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.\"],\"miscTags\":[\"CNS\"],\"hasFluffImages\":true},{\"name\":\"Potter's Tools\",\"source\":\"PHB\",\"page\":154,\"srd\":true,\"basicRules\":true,\"additionalSources\":[{\"source\":\"XGE\",\"page\":84}],\"reprintedAs\":[\"Potter's Tools|XPHB\"],\"type\":\"AT\",\"rarity\":\"none\",\"weight\":3,\"value\":1000,\"additionalEntries\":[\"Potter's tools are used to create a variety of ceramic objects, most typically pots and similar vessels.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"Potter's tools include potter's needles, ribs, scrapers, a knife, and calipers.\"]},{\"type\":\"entries\",\"name\":\"History\",\"entries\":[\"Your expertise aids you in identifying ceramic objects, including when they were created and their likely place or culture of origin.\"]},{\"type\":\"entries\",\"name\":\"Investigation, Perception\",\"entries\":[\"You gain additional insight when inspecting ceramics, uncovering clues others would overlook by spotting minor irregularities.\"]},{\"type\":\"entries\",\"name\":\"Reconstruction\",\"entries\":[\"By examining pottery shards, you can determine an object's original, intact form and its likely purpose.\"]},{\"type\":\"table\",\"caption\":\"Potter's Tools\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Determine what a vessel once held\",\"10\"],[\"Create a serviceable pot\",\"15\"],[\"Find a weak point in a ceramic object\",\"20\"]]}]},{\"name\":\"Potter's Tools\",\"source\":\"XPHB\",\"page\":221,\"freeRules2024\":true,\"type\":\"AT|XPHB\",\"rarity\":\"none\",\"weight\":3,\"value\":1000,\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Ability:\",\"type\":\"item\",\"entries\":[\"Intelligence\"]},{\"name\":\"Utilize:\",\"type\":\"item\",\"entries\":[\"Discern what a ceramic object held in the past 24 hours ({@dc 15})\"]},{\"name\":\"Craft:\",\"type\":\"item\",\"entries\":[\"{@item Jug|XPHB}, {@item Lamp|XPHB}\"]}]}]},{\"name\":\"Pouch\",\"source\":\"PHB\",\"page\":153,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Pouch|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":1,\"value\":50,\"entries\":[\"A cloth or leather pouch can hold up to 20 {@item sling bullet|phb|sling bullets} or 50 {@item blowgun needle|phb|blowgun needles}, among other things. A compartmentalized pouch for holding spell components is called a {@item component pouch|phb}. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.\"],\"containerCapacity\":{\"weight\":[6],\"item\":[{\"sling bullet|phb\":20,\"blowgun needle|phb\":50}]}},{\"name\":\"Pouch\",\"source\":\"XPHB\",\"page\":228,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":1,\"value\":50,\"entries\":[\"A Pouch holds up to 6 pounds within one-fifth of a cubic foot.\"],\"containerCapacity\":{\"weight\":[6],\"item\":[{\"firearm bullet|xphb\":10,\"sling bullet|xphb\":20,\"needle|xphb\":50}]}},{\"name\":\"Powered Armor\",\"source\":\"LLK\",\"page\":56,\"baseItem\":\"plate armor|phb\",\"type\":\"HA\",\"rarity\":\"legendary\",\"reqAttune\":true,\"weight\":65,\"ac\":18,\"ability\":{\"static\":{\"str\":18}},\"bonusAc\":\"+1\",\"entries\":[\"Powered armor resembles a suit of unusual plate armor, with finely articulated joints connected by an oily, black, leather-like material. The armor has been worked to create the appearance of a heavily muscled warrior, and its great helm is unusual in that it has no openings—only a broad glass plate in the front with a second piece of glass above it. Strange plates, tubing, and large metal bosses adorn the armor in seemingly random fashion. On the back of the armor's left gauntlet is a rectangular metal box, from which projects a short rod tipped with a cone-shaped red crystal.\",\"While wearing this armor, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You have a +1 bonus to AC.\",\"Your Strength score is 18 (this has no effect if your Strength is already 18 or higher).\",\"You have advantage on death saving throws.\"]},\"The armor has further capabilities that can be powered either by energy cells or by your own life energy. You can use a bonus action to draw power from an energy cell or sacrifice hit points to gain one of the following benefits:\",{\"type\":\"list\",\"items\":[\"Emit a force field to gain {@dice 2d6 + 5} temporary hit points (1 charge or 5 hit points).\",\"Activate boosters to gain a flying speed of 15 feet for 1 minute (1 charge or 5 hit points).\",\"Fire arm-mounted laser: {@atk rw} {@hit 8} to hit, range 120 feet, one target. {@h}{@damage 2d6} radiant damage (1 charge or 5 hit points).\",\"Translate any writing you can see in any nonmagical language, to a total of one thousand words over 1 minute (1 charge or 5 hit points).\",\"Fill the armor with air, allowing you to breathe normally in any environment for up to 1 hour (1 charge or 5 hit points).\",\"Gain {@sense darkvision} to a range of 60 feet for up to 1 hour (1 charge or 5 hit points).\"]},\"The armor can accept only one energy cell at a time. It is found with one energy cell attached, containing {@dice 2d10} charges.\",{\"type\":\"inset\",\"name\":\"Powered Armor Options\",\"entries\":[\"Depending on where and how it appears in the adventure, you might wish to modify the features of Kwalish's legendary powered armor.\",{\"type\":\"entries\",\"name\":\"Automatic Defenses\",\"entries\":[\"Unless Kwalish deactivates the suit's automatic defenses, no one can approach the armor without setting those defenses off. Treat the armor as a {@creature shield guardian} that has stored a {@spell magic missile} spell cast using a 4th-level spell slot. When the armor is reduced to 0 hit points, its defenses are rendered inert and it can be safely approached.\"]},{\"type\":\"entries\",\"name\":\"Battle of Wills\",\"entries\":[\"When donned by a new user, the armor deems itself superior and attempts to take possession of that user. The user must succeed on a DC 13 Charisma saving throw or be possessed by the armor. While possessed, the user is {@condition incapacitated} and loses control of its body but retains its awareness. The armor uses the possessed user's statistics (as adjusted by the armor), but doesn't gain access to the user's knowledge, features, or proficiencies.\",\"Freeing a creature trapped inside the armor first requires defeating the armor's automatic defenses (as above). The trapped creature can also attempt a DC 20 Charisma saving throw each day at dawn. On a successful save, the armor no longer controls the creature and can be safely donned by that creature at any time.\"]},{\"type\":\"entries\",\"name\":\"Stasis\",\"entries\":[\"Whenever a creature wearing the armor drops to 0 hit points, the armor places that creature into a state of stasis. While in this state, the creature is stable and does not make death saving throws, but the armor takes control of the creature (as above). Additionally, the armor attempts to assume the identity of the user, assuring their allies that nothing is amiss. Freeing the user first requires defeating the armor's automatic defenses (as above). A creature in stasis does not make Charisma saving throws to break the armor's control.\"]},{\"type\":\"entries\",\"name\":\"Alternative Power\",\"entries\":[\"Powered armor originally required energy cells to fuel it, but was adapted by Kwalish to be fueled by the life energy of the creature wearing it. You might decide that the armor can also draw power from additional sources, or that energy cells can be recharged with the aid of a tinker, inventor, or artificer. It might also be possible for allies to connect to the armor through the use of magic that generates a conduit something like an astral silver cord. While so connected, a willing ally can give up hit points as a reaction to fuel the armor's abilities.\"]}]}]},{\"name\":\"Powered Armor\",\"source\":\"QftIS\",\"page\":192,\"type\":\"HA\",\"rarity\":\"none\",\"charges\":24,\"entries\":[\"This suit of technologically advanced plate armor includes an under-suit that can fully seal, a helmet with a full face mask and crystal lenses in the eyeholes, and a set of gauntlets. The armor is powered by an {@item energy cell} stored in a compartment on the thigh plate.\",\"Placing a full {@item energy cell} in the armor gives the armor 24 charges. A suit of powered armor functions as a suit of normal plate armor, even when it has 0 charges remaining.\",{\"type\":\"entries\",\"name\":\"Activating the Armor\",\"entries\":[\"As an action, you can expend any number of the armor's charges to activate it; the armor remains active for 1 hour per charge expended. You can use a bonus action to deactivate the armor early, but doing so doesn't recover any expended charges.\",\"While the armor is active, you gain the following benefits:\"]},{\"type\":\"entries\",\"name\":\"Augmented Physicality\",\"entries\":[\"You have advantage on Strength checks, and your carrying capacity is doubled.\"]},{\"type\":\"entries\",\"name\":\"Environmental Adaptation\",\"entries\":[\"The armor seals airtight and provides its own atmosphere. You can breathe normally in any environment and withstand extreme temperatures, and you're unaffected by harmful gases, as well as contact and inhaled poisons.\"]},{\"type\":\"entries\",\"name\":\"Force Field\",\"entries\":[\"When you would take damage, you can use your reaction to expend 1 of the armor's charges to deploy a defensive force field. Roll {@dice 3d10} and reduce the damage taken by the total rolled.\"]},{\"type\":\"entries\",\"name\":\"Propulsion\",\"entries\":[\"As a bonus action, you can expend 1 of the armor's charges to gain a flying speed equal to your walking speed for 1 minute. If you're airborne when this duration ends, you fall.\"]},{\"type\":\"entries\",\"name\":\"Replacing the Energy Cell\",\"entries\":[\"While the armor has charges remaining, its {@item energy cell} can't be removed. Once the armor has 0 charges, you can replace the {@item energy cell} with a new cell by using an action or a bonus action.\"]}]},{\"name\":\"Prehistoric Figurine of Wondrous Power, Carnelian Triceratops\",\"source\":\"BGG\",\"page\":114,\"rarity\":\"very rare\",\"wondrous\":true,\"entries\":[\"Larger and more roughly hewn than typical figurines of wondrous power, these statuettes depict dinosaurs and related creatures from the earliest days of the world.\",\"As an action, you can throw a prehistoric figurine of wondrous power to a point on the ground within 60 feet of yourself while speaking a command word, whereupon the figurine magically transforms into a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\",\"The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics.\",\"The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its statuette form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\",{\"type\":\"entries\",\"name\":\"{@creature triceratops||Carnelian Triceratops}\",\"entries\":[\"This figurine becomes a {@creature triceratops} for up to 6 hours and can be ridden as a mount. Once it has been used, it can't be used again until 10 days have passed.\"]}],\"hasFluffImages\":true},{\"name\":\"Prehistoric Figurine of Wondrous Power, Jasper Tyrannosaurus Rex\",\"source\":\"BGG\",\"page\":114,\"rarity\":\"legendary\",\"wondrous\":true,\"entries\":[\"Larger and more roughly hewn than typical figurines of wondrous power, these statuettes depict dinosaurs and related creatures from the earliest days of the world.\",\"As an action, you can throw a prehistoric figurine of wondrous power to a point on the ground within 60 feet of yourself while speaking a command word, whereupon the figurine magically transforms into a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\",\"The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics.\",\"The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its statuette form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\",{\"type\":\"entries\",\"name\":\"{@creature tyrannosaurus rex||Jasper Tyrannosaurus Rex}\",\"entries\":[\"This figurine, crafted from rare green jasper, becomes a {@creature tyrannosaurus rex} for up to 1 hour. Once it has been used, it can't be used again until 14 days have passed.\",\"Whenever you command the figurine while it's in tyrannosaurus rex form (including commanding it to revert to figurine form), you must roll a {@dice d20}. On a 1, you lose control of the figurine, and it becomes hostile to you and your companions until it is reduced to 0 hit points, at which point it reverts to figurine form.\"]}],\"hasFluffImages\":true},{\"name\":\"Prehistoric Figurine of Wondrous Power, Kyanite Pteranodon\",\"source\":\"BGG\",\"page\":114,\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"Larger and more roughly hewn than typical figurines of wondrous power, these statuettes depict dinosaurs and related creatures from the earliest days of the world.\",\"As an action, you can throw a prehistoric figurine of wondrous power to a point on the ground within 60 feet of yourself while speaking a command word, whereupon the figurine magically transforms into a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\",\"The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics.\",\"The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its statuette form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\",{\"type\":\"entries\",\"name\":\"{@creature pteranodon||Kyanite Pteranodon}\",\"entries\":[\"This figurine becomes a {@creature pteranodon} for up to 8 hours. If your size is Medium or smaller, you can ride the pteranodon as a mount. Once it has been used, it can't be used again until 7 days have passed.\"]}],\"hasFluffImages\":true},{\"name\":\"Prehistoric Figurine of Wondrous Power, Pyrite Plesiosaurus\",\"source\":\"BGG\",\"page\":114,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"Larger and more roughly hewn than typical figurines of wondrous power, these statuettes depict dinosaurs and related creatures from the earliest days of the world.\",\"As an action, you can throw a prehistoric figurine of wondrous power to a point on the ground within 60 feet of yourself while speaking a command word, whereupon the figurine magically transforms into a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\",\"The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics.\",\"The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its statuette form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\",{\"type\":\"entries\",\"name\":\"{@creature plesiosaurus||Pyrite Plesiosaurus}\",\"entries\":[\"This figurine becomes a {@creature plesiosaurus} for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 4 days have passed.\",\"While you are riding the plesiosaurus, you can use it to cast {@spell water breathing} at will.\"]}],\"attachedSpells\":[\"water breathing\"],\"hasFluffImages\":true},{\"name\":\"Pressure Capsule\",\"source\":\"GoS\",\"page\":229,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"This small capsule is made of beeswax blended with sand and a variety of enchanted water plants. A creature who consumes a pressure capsule ignores the effects of swimming at depths greater than 100 feet (see \\\"{@book Unusual Environments|dmg|5|Unusual Environments}\\\" in chapter 5 of the Dungeon Master's Guide).\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Pride Silk\",\"source\":\"EGW\",\"page\":103,\"type\":\"G\",\"rarity\":\"none\",\"weight\":1,\"value\":10000,\"entries\":[\"The hearty silk unique to the region has long been a point of pride with the locals. When processed and woven properly, the resulting cloth is pride silk: an extremely flexible material with the durability of tanned leather. Pride silk has become a favorite cloth for use on military ship sails, war banners, and other utilitarian applications, but has also gained popularity in affluent circles. High-end clothing made from pride silk is both fashionable and protective, leading many nobles and wealthy merchants to seek full outfits and formal gowns made with it. The tailors skilled enough to create such outfits are few and far between, so while pride silk might be expensive as a raw material, outfits made of the cloth are prohibitively expensive for most common folk.\"]},{\"name\":\"Pride Silk Outfit\",\"source\":\"EGW\",\"page\":103,\"type\":\"G\",\"rarity\":\"none\",\"weight\":4,\"value\":50000,\"entries\":[\"An outfit made of pride silk weighs 4 pounds and costs 500 gp. If you aren't wearing armor, your base Armor Class is 11 + your Dexterity modifier while wearing it.\"]},{\"name\":\"Priest's Pack\",\"source\":\"PHB\",\"page\":151,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Priest's Pack|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":24,\"value\":1900,\"entries\":[\"Includes:\",{\"type\":\"list\",\"items\":[\"a {@item backpack|phb}\",\"a {@item blanket|phb}\",\"10 {@item candle|phb|candles}\",\"a {@item tinderbox|phb}\",\"an alms box\",\"2 blocks of incense\",\"a censer\",\"vestments\",\"2 days of {@item Rations (1 day)|phb|rations}\",\"a {@item waterskin|phb}.\"]}],\"packContents\":[\"backpack|phb\",\"blanket|phb\",{\"item\":\"candle|phb\",\"quantity\":10},\"tinderbox|phb\",{\"item\":\"rations (1 day)|phb\",\"quantity\":2},\"waterskin|phb\",{\"special\":\"alms box\"},{\"special\":\"block of incense\",\"quantity\":2},{\"special\":\"censer\"},{\"special\":\"vestments\"}]},{\"name\":\"Priest's Pack\",\"source\":\"XPHB\",\"page\":228,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":29,\"value\":3300,\"entries\":[\"A Priest's Pack contains the following items: {@item Backpack|XPHB}, {@item Blanket|XPHB}, {@item Holy Water|XPHB}, {@item Lamp|XPHB}, 7 days of {@item Rations|XPHB}, {@item Robe|XPHB}, and {@item Tinderbox|XPHB}.\"],\"packContents\":[\"backpack|xphb\",\"blanket|xphb\",\"holy water|xphb\",\"lamp|xphb\",{\"item\":\"rations|xphb\",\"quantity\":7},\"robe|xphb\",\"tinderbox|xphb\"]},{\"name\":\"Primal Amulet\",\"source\":\"XMtS\",\"page\":19,\"rarity\":\"unknown (magic)\",\"entries\":[\"This beaded jade necklace bears an ancient symbol of the River Heralds. When worn, the primal amulet allows its wearer to cast {@spell speak with animals}, {@spell locate object}, and {@spell pass without trace}. Once the amulet has been used to cast a spell, it can't be used to cast that spell again until the next dawn.\"]},{\"name\":\"Prismari Primer\",\"source\":\"SCC\",\"page\":39,\"rarity\":\"uncommon\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"The Prismari Primer is a magic textbook created at Strixhaven's Prismari College. The primer has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. If you make a Dexterity ({@skill Acrobatics}) or a Charisma ({@skill Performance}) check while holding the primer, you can expend 1 charge to give yourself a {@dice 1d4} bonus to the check, immediately after you roll the {@dice d20}.\",\"In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the bard or sorcerer spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.\"]},{\"name\":\"Prismari Trinket\",\"source\":\"SCC\",\"page\":32,\"type\":\"G\",\"rarity\":\"none\",\"entries\":[\"When you make your character, you may roll once on the Prismari Trinkets table, instead of on the {@item trinket|phb|Trinkets table} in the {@book Player's Handbook|PHB}, for your starting trinket.\",{\"caption\":\"Prismari Trinkets\",\"colLabels\":[\"d6\",\"Trinket\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A pair of rose-tinted glasses with glittery frames\"],[\"2\",\"A stoppered glass bottle that, when opened, plays a brassy orchestral piece\"],[\"3\",\"A quartet of hovering water motes in a vial\"],[\"4\",\"A bandolier of watercolor paints\"],[\"5\",\"A tiara capped with a crystal that crackles with harmless lightning\"],[\"6\",\"An iridescent quill\"]],\"type\":\"table\"}],\"miscTags\":[\"TT\"]},{\"name\":\"Prismatic Well\",\"source\":\"NRH-AT\",\"page\":8,\"rarity\":\"legendary\",\"wondrous\":true,\"entries\":[\"This well enhances the colors of the city of Harmony and invigorates the population. When the well is at full power, all good-aligned creatures that see the colors experience feelings of happiness and have advantage on all Charisma checks.\"]},{\"name\":\"Professor Orb\",\"source\":\"WDMM\",\"page\":284,\"rarity\":\"rare\",\"wondrous\":true,\"sentient\":true,\"weight\":5,\"entries\":[\"Each professor orb takes the form of a smooth, solid, 5-pound sphere of smoky gray quartz about the size of a grapefruit. Close examination reveals two or more pinpricks of silver light deep inside the sphere.\",\"A Professor Orb is sentient and has the personality of a scholar. Its alignment is determined by rolling on the alignment table in the \\\"{@book Sentient Magic Items|DMG|7|Sentient Magic Items}\\\" section in chapter 7 of the {@book Dungeon Master's Guide|dmg}. Regardless of its disposition, the orb has an Intelligence of 18, and Wisdom and Charisma scores determined by rolling {@dice 3d6} for each ability. The orb speaks, reads, and understands four languages, and can see and hear normally out to a range of 60 feet. Unlike most sentient items, the orb has no will of its own and can't initiate a conflict with the creature in possession of it.\",\"A Professor Orb has extensive knowledge of four narrow academic subjects. When making an Intelligence check to recall lore from any of its areas of expertise, the orb has a +9 bonus to its roll (including its Intelligence modifier).\",\"In addition to the knowledge it possesses, a professor orb can cast the {@spell mage hand} cantrip at will. It uses the spell only to transport itself. Its spellcasting ability is Intelligence.\"],\"attachedSpells\":[\"mage hand\"]},{\"name\":\"Professor Skant\",\"source\":\"IDRotF\",\"page\":315,\"_copy\":{\"name\":\"Professor Orb\",\"source\":\"WDMM\"},\"entries\":[\"The {@item professor orb|WDMM} owned by Vellynne Harpell and stolen by Nass Lantomir calls itself Professor Skant. It is lawful good, and it has a Wisdom of 11 and a Charisma of 9 {@note (as a professor orb, it has an Intelligence of 18)}. It speaks and reads Common, Draconic, Elvish, and Loross (the dead language of the Empire of Netheril). Professor Skant is a chatterbox and assumes all humanoids are dunderheads. When elaborating on its areas of expertise, it adopts an unintentionally patronizing tone. It has the following four areas of expertise:\",{\"type\":\"list\",\"items\":[\"The history of Netheril (see the \\\"{@adventure Fate of Netheril|IDRotF|17|Fate of Netheril}\\\" sidebar)\",\"Vampirism and the traits of vampires\",\"Rituals surrounding the making, bottling, and drinking of Elverquisst (a rare, ruby-colored elven liquor distilled from sunshine and rare summer fruits)\",\"The {@creature tarrasque} (see the Monster Manual)\"]},\"When making an Intelligence check to recall lore from any of its areas of expertise, the orb has a +9 bonus to its roll (including its Intelligence modifier).\",\"Professor Skant takes the form of a smooth, solid, 5-pound sphere of smoky gray quartz about the size of a grapefruit. Close examination reveals two or more pinpricks of silver light deep inside the sphere.\",\"Professor Skant can see and hear normally out to a range of 60 feet. Unlike most sentient items, the orb has no will of its own and can't initiate a conflict with the creature in possession of it.\",\"In addition to the knowledge it possesses, Professor Skant can cast the {@spell mage hand} cantrip at will. It uses the spell only to transport itself. Its spellcasting ability is Intelligence.\"]},{\"name\":\"Propeller Helm\",\"source\":\"WDMM\",\"page\":251,\"rarity\":\"uncommon\",\"reqAttune\":\"by a small humanoid\",\"reqAttuneTags\":[{\"creatureType\":\"humanoid\",\"size\":\"S\"}],\"wondrous\":true,\"entries\":[\"While worn, the helm allows its wearer to use an action to cast the {@spell levitate} spell, requiring no components. The helm's propeller spins and whirs loudly until the spell ends. Each time the spell ends, there is a {@chance 50} chance that the helm loses its magic and becomes nonmagical.\"]},{\"name\":\"Prosthetic Limb\",\"source\":\"TCE\",\"page\":134,\"otherSources\":[{\"source\":\"ERLW\",\"page\":278},{\"source\":\"EGW\"}],\"reprintedAs\":[\"Prosthetic Limb|XDMG\"],\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"This item replaces a lost limb-a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can't be removed against your will. It detaches if you die.\"],\"hasFluffImages\":true},{\"name\":\"Prosthetic Limb\",\"source\":\"XDMG\",\"page\":290,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"This magic item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as a {@action Magic|XPHB} action, and it can't be removed against your will while you are alive.\"]},{\"name\":\"Protective Verses\",\"source\":\"TCE\",\"page\":134,\"rarity\":\"rare\",\"reqAttune\":\"by a wizard\",\"reqAttuneTags\":[{\"class\":\"wizard\"}],\"wondrous\":true,\"weight\":3,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"focus\":[\"Wizard\"],\"entries\":[\"This leather-bound spellbook is reinforced with iron and silver fittings and an iron lock (DC 20 to open). As an action, you can touch the book's cover and cause it to lock as if you cast {@spell arcane lock} on it. When found, the book contains the following spells: {@spell arcane lock}, {@spell dispel magic}, {@spell globe of invulnerability}, {@spell glyph of warding}, {@spell Mordenkainen's private sanctum}, {@spell protection from evil and good||protection from evil}, and {@spell symbol}. It functions as a spellbook for you.\",\"While you are holding the book, you can use it as a spellcasting focus for your wizard spells.\",\"The book has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. You can use the charges in the following ways while holding it:\",{\"type\":\"list\",\"items\":[\"If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the abjuration school.\",\"When you cast an abjuration spell, you can expend 1 charge to grant a creature you can see within 30 feet of you {@dice 2d10} temporary hit points.\"]}],\"attachedSpells\":[\"arcane lock\",\"dispel magic\",\"globe of invulnerability\",\"glyph of warding\",\"mordenkainen's private sanctum\",\"protection from evil and good\",\"symbol\"]},{\"name\":\"Prying Blade\",\"source\":\"XMtS\",\"page\":19,\"rarity\":\"unknown (magic)\",\"entries\":[\"A hooked blade useful on board a ship or as a cutting tool in the wilderness, this {@item +1 shortsword} grants its wielder advantage on Strength ({@skill Athletics}) checks to climb or to escape while {@condition restrained}.\"]},{\"name\":\"Psi Crystal\",\"source\":\"IDRotF\",\"page\":315,\"rarity\":\"uncommon\",\"reqAttune\":\"by a creature with an intelligence score of 3 or higher\",\"reqAttuneTags\":[{\"int\":3}],\"wondrous\":true,\"entries\":[\"This crystal grants you telepathy for as long as you remain attuned to it. See the {@book introduction of the Monster Manual|MM|0|Telepathy} for rules on how this telepathy works.\",\"The crystal also glows with a purplish inner light while you are attuned to it.\",\"The higher your intelligence, the greater the light's intensity and the greater the range of the telepathy (see the Psi Crystal Properties table).\",{\"type\":\"table\",\"caption\":\"Psi Crystal Properties\",\"colStyles\":[\"col-2 text-center\",\"col-2 text-center\",\"col-8\"],\"colLabels\":[\"Intelligence Score\",\"Range of Telepathy\",\"Light Intensity\"],\"rows\":[[\"3-7\",\"15 feet\",\"Dim light out to a range of 5 feet\"],[\"8-11\",\"30 feet\",\"Bright light in a 5-foot radius and dim light for an additional 5 feet\"],[\"12-15\",\"60 feet\",\"Bright light in a 10-foot radius and dim light for an additional 10 feet\"],[\"16 or higher\",\"120 feet\",\"Bright light in a 15-foot radius and dim light for an additional 15 feet\"]]}],\"hasFluffImages\":true},{\"name\":\"Psychic Absorbing Tattoo\",\"source\":\"TCE\",\"page\":119,\"resist\":[\"psychic\"],\"detail1\":\"silver\",\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"tattoo\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Absorbing Tattoo|TCE}\"]},{\"name\":\"Psychic Blade\",\"source\":\"XPHB\",\"page\":136,\"type\":\"M\",\"rarity\":\"none\",\"weaponCategory\":\"simple\",\"property\":[\"F|XPHB\",\"T|XPHB\"],\"mastery\":[{\"uid\":\"Vex|XPHB\",\"note\":\"you can use this property, and it doesn't count against the number of properties you can use with Weapon Mastery\"}],\"range\":\"60/120\",\"dmg1\":\"1d6\",\"dmgType\":\"Y\"},{\"name\":\"Purging Rod\",\"source\":\"DoDk\",\"page\":230,\"type\":\"RD|DMG\",\"rarity\":\"uncommon\",\"entries\":[\"Once per day while holding this rod, you can use an action to cast {@spell purge contamination|DoDk}. After casting the spell, roll {@dice 1d20}. On a 1, the rod melts into sludge.\"],\"attachedSpells\":[\"purge contamination|dodk\"]},{\"name\":\"Purple Worm Poison\",\"source\":\"DMG\",\"page\":258,\"srd\":true,\"reprintedAs\":[\"Purple Worm Poison|XDMG\"],\"type\":\"G\",\"rarity\":\"none\",\"value\":200000,\"poison\":true,\"entries\":[\"This poison must be harvested from a dead or {@condition incapacitated} {@creature purple worm}. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 ({@damage 12d6}) poison damage on a failed save, or half as much damage on a successful one.\"],\"poisonTypes\":[\"injury\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Purple Worm Poison\",\"source\":\"XDMG\",\"page\":91,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"value\":200000,\"poison\":true,\"entries\":[\"A creature subjected to Purple Worm Poison makes a DC 21 Constitution saving throw, taking 35 ({@damage 10d6}) Poison damage on a failed save or half as much damage on a successful one.\"],\"poisonTypes\":[\"injury\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Puzzle Card\",\"source\":\"BMT\",\"page\":14,\"rarity\":\"legendary\",\"wondrous\":true,\"recharge\":\"dawn\",\"entries\":[\"As an action, you can hold this card aloft and magically disable each trap within 60 feet of you that isn't behind {@quickref cover||3||total cover}. A trap, for the purpose of this property, includes any object or mechanism that would inflict a sudden effect that was intended by its maker to cause harm or inconvenience. If the trap is the effect of a spell, such as {@spell Alarm}, that trap is suppressed for 10 minutes instead of being disabled. Once this property is used, it can't be used again until the next dawn.\"],\"hasFluffImages\":true},{\"name\":\"Pyremaul (Awakened)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Pyremaul (Dormant)\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":[{\"mode\":\"appendArr\",\"items\":{\"entries\":[{\"type\":\"entries\",\"name\":\"Awakened\",\"entries\":[\"When Pyremaul reaches an awakened state, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"The weapon's bonus to attack rolls increases to +2.\",\"The extra fire damage dealt by the weapon increases to {@dice 2d6}.\",\"As an action, you can slam Pyremaul into the ground to cast the {@spell burning hands} spell at 2nd level (save {@dc 15}). You can't use this property again until you finish a {@quickref resting|PHB|2|0|short or long rest}.\",\"Whenever you score a critical hit with this weapon, the target must succeed on a {@dc 15} Strength {@quickref saving throws|PHB|2|1|saving throw} or be knocked {@condition prone}.\"]}]}]}}]},\"_preserve\":{\"page\":true,\"fluff\":true}},\"bonusWeaponAttack\":\"+2\",\"recharge\":\"restShort\",\"attachedSpells\":[\"burning hands\"],\"hasFluffImages\":true},{\"name\":\"Pyremaul (Dormant)\",\"source\":\"TDCSR\",\"page\":208,\"baseItem\":\"maul|PHB\",\"type\":\"M\",\"rarity\":\"legendary\",\"reqAttune\":true,\"weight\":10,\"weaponCategory\":\"martial\",\"property\":[\"H\",\"2H\",\"Vst|TDCSR\"],\"dmg1\":\"2d6\",\"dmgType\":\"B\",\"bonusWeaponAttack\":\"+1\",\"entries\":[\"Forged from deep red iron, this massive hammer is set with a brilliant fire opal that shimmers with eternal flame. It is rumored to be currently wielded by {@book Grand Legate Phaestor, the fire giant ruler of Vulkanon|TDCSR|6|fire giants}, somewhere beneath the {@book Cliffkeep Mountains|TDCSR|3|Cliffkeep Mountains}.\",{\"type\":\"entries\",\"name\":\"Dormant\",\"entries\":[\"While Pyremaul is in a dormant state, you gain a +1 bonus to attack rolls made with this magic weapon. When you hit with an attack using this weapon, the target takes an extra {@damage 1d6} fire damage.\",\"Additionally, you can choose to have this weapon shed bright light in a 30-foot radius and dim light for an additional 30 feet (no action required).\"]}],\"hasFluffImages\":true},{\"name\":\"Pyremaul (Exalted)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Pyremaul (Awakened)\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":[{\"mode\":\"appendArr\",\"items\":{\"entries\":[{\"type\":\"entries\",\"name\":\"Exalted\",\"entries\":[\"When Pyremaul reaches an exalted state, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"The weapon's bonus to attack rolls increases to +3.\",\"The extra fire damage dealt by the weapon increases to {@dice 3d6}.\",\"When you cast {@spell burning hands} with the weapon, you do so at 3rd level and the save DC increases to 17.\",\"When you score a critical hit with this weapon, the {@quickref saving throws|PHB|2|1|saving throw} to avoid being knocked {@condition prone} increases to 17. You also roll an extra {@damage 3d6} fire damage when determining the extra damage for the critical hit.\",\"When you kill a creature with an attack using this weapon, you can take {@damage 10d10} fire damage and immolate the creature's corpse. This damage can't be reduced in any way, and you die if this damage reduces you to 0 hit points. The immolated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of ash. The creature can be restored to life only by means of a {@spell true resurrection} or a {@spell wish} spell. You can't use this property of the maul again until 7 days have passed.\"]}]}]}}]},\"_preserve\":{\"page\":true,\"fluff\":true}},\"bonusWeaponAttack\":\"+3\",\"recharge\":\"special\",\"hasFluffImages\":true},{\"name\":\"Pyroconverger\",\"source\":\"GGR\",\"page\":180,\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"A Pyroconverger is an Izzet-made flamethrower. It carries a risk of malfunction each time you use it.\",\"As an action, you can cause the Pyroconverger to project fire in a 10-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking {@damage 4d6} fire damage on a failed save, or half as much damage on a successful one.\",\"Each time you use the Pyroconverger, roll a {@dice d10} and add the number of times you have used it since your last long rest. If the total is 11 or higher, the Pyroconverger malfunctions: you take {@damage 4d6} fire damage, and you can't use the Pyroconverger again until you finish a long rest.\"],\"hasFluffImages\":true},{\"name\":\"Pyxis of Pandemonium\",\"source\":\"MOT\",\"page\":197,\"rarity\":\"legendary\",\"wondrous\":true,\"curse\":true,\"entries\":[\"A creature that touches this ornate wooden vessel for 1 minute gains the benefits of a short rest. That creature also gains the effects of the {@spell bless} spell until the creature finishes a short or long rest. The creature can't gain these benefits again until it finishes a long rest.\",\"If the vessel is opened, roll on the Pyxis of Pandemonium table to determine what happens. Any spells cast by the vessel have a spell save DC of 17. One minute after the vessel is opened, it disappears. It reappears, sealed, in a random location on the same plane of existence 24 hours later.\",{\"type\":\"entries\",\"name\":\"Curse\",\"entries\":[\"Any creature that gains the benefit of a short rest from the vessel hears cloying telepathic whispers emanating from it. That creature must make a DC 17 Wisdom saving throw. On a failed save, the creature is {@condition charmed} by the vessel for 1 hour. The {@condition charmed} creature does everything it can to open the vessel as soon as possible. On a successful save, the creature is immune to the vessel's whispers for 24 hours.\"]},{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"d8\",\"Calamity\"],\"rows\":[[\"1\",\"{@b Androphagia.} Each creature within 60 feet of the vessel must succeed on a DC 17 Wisdom saving throw or go berserk for 1 minute. The berserk creature must begin its turn using the {@action Attack} action to make one melee or ranged attack (its choice) against the creature nearest to it. The berserk creature can repeat the save at the end of its turn, ending the effect on itself on a success.\"],[\"2\",\"{@b Bile Blight.} The vessel casts the {@spell harm} spell on each creature within 30 feet of it.\"],[\"3\",\"{@b Flood.} The vessel casts the {@spell tsunami} spell at a point of the DM's choice within 120 feet of it.\"],[\"4\",\"{@b Medusa's Gaze.} The vessel casts the {@spell flesh to stone} spell on each creature within 30 feet of it.\"],[\"5\",\"{@b Labyrinth.} The vessel casts the {@spell maze} spell on each creature within 30 feet of it.\"],[\"6\",\"{@b Nightmare.} Tendrils of shadow seep from the vessel and form into {@dice 1d4} {@creature shadow demon||shadow demons} (see the Monster Manual for their stat block), which appear in unoccupied spaces within 30 feet of it and are hostile.\"],[\"7\",\"{@b Swarming Insects.} The vessel casts the {@spell insect plague} spell, centered on itself and with a radius of 30 feet.\"],[\"8\",\"{@b Unbridled Revel.} The vessel casts the {@spell Otto's irresistible dance} spell on each creature within 30 feet of it.\"]]}],\"hasFluffImages\":true},{\"name\":\"Quaal's Feather Token, Anchor\",\"source\":\"DMG\",\"page\":188,\"srd\":\"Feather Token, Anchor\",\"reprintedAs\":[\"Quaal's Feather Token, Anchor|XDMG\"],\"tier\":\"minor\",\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect.\",{\"name\":\"Anchor\",\"type\":\"entries\",\"entries\":[\"You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.\"]}]},{\"name\":\"Quaal's Feather Token, Anchor\",\"source\":\"XDMG\",\"page\":290,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"This object looks like a feather.\",\"You can take a {@action Magic|XPHB} action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.\"],\"hasFluffImages\":true},{\"name\":\"Quaal's Feather Token, Bird\",\"source\":\"DMG\",\"page\":188,\"srd\":\"Feather Token, Bird\",\"reprintedAs\":[\"Quaal's Feather Token, Bird|XDMG\"],\"tier\":\"minor\",\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect.\",{\"name\":\"Bird\",\"type\":\"entries\",\"entries\":[\"You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a {@creature roc}, but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day. with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action.\"]}]},{\"name\":\"Quaal's Feather Token, Bird\",\"source\":\"XDMG\",\"page\":290,\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"This object looks like a feather.\",\"You can take a {@action Magic|XPHB} action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a {@creature Roc|XMM}, but it can't attack. It obeys your simple commands and can carry up to 500 pounds while flying at its maximum speed (16 miles per hour for a maximum of 144 miles per day, with a 1-hour rest for every 3 hours of flying) or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 {@variantrule Hit Points|XPHB}. You can dismiss the bird as a {@action Magic|XPHB} action.\"],\"hasFluffImages\":true},{\"name\":\"Quaal's Feather Token, Fan\",\"source\":\"DMG\",\"page\":188,\"srd\":\"Feather Token, Fan\",\"reprintedAs\":[\"Quaal's Feather Token, Fan|XDMG\"],\"tier\":\"minor\",\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect.\",{\"name\":\"Fan\",\"type\":\"entries\",\"entries\":[\"If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action.\"]}]},{\"name\":\"Quaal's Feather Token, Fan\",\"source\":\"XDMG\",\"page\":290,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"This object looks like a feather.\",\"If you are on a boat or ship, you can take a {@action Magic|XPHB} action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a strong wind. This wind can fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as a {@action Magic|XPHB} action.\"],\"hasFluffImages\":true},{\"name\":\"Quaal's Feather Token, Swan Boat\",\"source\":\"DMG\",\"page\":188,\"srd\":\"Feather Token, Swan Boat\",\"reprintedAs\":[\"Quaal's Feather Token, Swan Boat|XDMG\"],\"tier\":\"minor\",\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect.\",{\"name\":\"Swan Boat\",\"type\":\"entries\",\"entries\":[\"You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action.\"]}]},{\"name\":\"Quaal's Feather Token, Swan Boat\",\"source\":\"XDMG\",\"page\":290,\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"This object looks like a feather.\",\"You can take a {@action Magic|XPHB} action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can take a {@action Magic|XPHB} action while on the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a {@action Magic|XPHB} action.\"],\"hasFluffImages\":true},{\"name\":\"Quaal's Feather Token, Tree\",\"source\":\"DMG\",\"page\":188,\"srd\":\"Feather Token, Tree\",\"reprintedAs\":[\"Quaal's Feather Token, Tree|XDMG\"],\"tier\":\"minor\",\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect.\",{\"name\":\"Tree\",\"type\":\"entries\",\"entries\":[\"You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.\"]}]},{\"name\":\"Quaal's Feather Token, Tree\",\"source\":\"XDMG\",\"page\":290,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"This object looks like a feather.\",\"You must be outdoors to use this token. You can take a {@action Magic|XPHB} action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.\"],\"hasFluffImages\":true},{\"name\":\"Quaal's Feather Token, Whip\",\"source\":\"DMG\",\"page\":188,\"srd\":\"Feather Token, Whip\",\"reprintedAs\":[\"Quaal's Feather Token, Whip|XDMG\"],\"tier\":\"minor\",\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect.\",{\"name\":\"Whip\",\"type\":\"entries\",\"entries\":[\"You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of {@hit 9}. On a hit, the target takes {@damage 1d6 + 5} force damage.\",\"As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are {@condition incapacitated} or die.\"]}]},{\"name\":\"Quaal's Feather Token, Whip\",\"source\":\"XDMG\",\"page\":290,\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"This object looks like a feather.\",\"You can take a {@action Magic|XPHB} action to throw the token to a point within 10 feet of yourself. The token disappears, and a floating whip takes its place. You can then take a {@variantrule Bonus Action|XPHB} to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes {@damage 1d6 + 5} Force damage.\",\"As a {@variantrule Bonus Action|XPHB}, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of the whip. The whip disappears after 1 hour, when you take a {@action Magic|XPHB} action to dismiss it, or when you die or have the {@condition Incapacitated|XPHB} condition.\"],\"hasFluffImages\":true},{\"name\":\"Quandrix Primer\",\"source\":\"SCC\",\"page\":39,\"rarity\":\"uncommon\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"The Quandrix Primer is a magic textbook created at Strixhaven's Quandrix College. The primer has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. If you make an Intelligence ({@skill Arcana}) or an Intelligence ({@skill Nature}) check while holding the primer, you can expend 1 charge to give yourself a {@dice 1d4} bonus to the check, immediately after you roll the {@dice d20}.\",\"In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the druid or wizard spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.\"]},{\"name\":\"Quandrix Trinket\",\"source\":\"SCC\",\"page\":33,\"type\":\"G\",\"rarity\":\"none\",\"entries\":[\"When you make your character, you may roll once on the Quandrix Trinkets table, instead of on the {@item trinket|phb|Trinkets table} in the {@book Player's Handbook|PHB}, for your starting trinket.\",{\"caption\":\"Quandrix Trinkets\",\"colLabels\":[\"d6\",\"Trinket\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A small succulent in a dodecahedral clay pot\"],[\"2\",\"A blue knit hat that looks a bit like a bottle folding in on itself\"],[\"3\",\"A model hypercube carved from green crystal, showcasing the fourth dimension\"],[\"4\",\"A crumpled test on the theory of gravity manipulation, with a failing grade on the front and the name of a famous Quandrix professor\"],[\"5\",\"A blue tetrahedron that, when tapped twice, projects a recording of an old mathematics lecture\"],[\"6\",\"A round bread roll cut so that someone could spread butter on both halves without ever lifting the knife\"]],\"type\":\"table\"}],\"miscTags\":[\"TT\"]},{\"name\":\"Quarterstaff of the Acrobat\",\"source\":\"XDMG\",\"page\":291,\"freeRules2024\":true,\"otherSources\":[{\"source\":\"UtHftLH\"}],\"baseItem\":\"quarterstaff|xphb\",\"type\":\"M|XPHB\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"T|XPHB\",\"V|XPHB\"],\"mastery\":[\"Topple|XPHB\"],\"range\":\"30/120\",\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"bonusWeapon\":\"+2\",\"bonusAc\":\"+5\",\"staff\":true,\"entries\":[\"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\",\"While holding this weapon, you can cause it to emit green {@variantrule Dim Light|XPHB} out to 10 feet, either as a {@variantrule Bonus Action|XPHB} or after you roll {@variantrule Initiative|XPHB}, or you can extinguish the light as a {@variantrule Bonus Action|XPHB}.\",\"While holding this weapon, you can take a {@variantrule Bonus Action|XPHB} to alter its form, turning it into a 6-inch rod (for ease of storage) or a 10-foot pole, or reverting it a Quarterstaff; the weapon will elongate only as far as the surrounding space allows.\",\"In certain forms, the weapon has the following additional properties.\",{\"type\":\"entries\",\"name\":\"Acrobatic Assist (Quarterstaff and 10-Foot Pole Forms Only)\",\"entries\":[\"While holding this weapon, you have {@variantrule Advantage|XPHB} on Dexterity ({@skill Acrobatics|XPHB}) checks.\"]},{\"type\":\"entries\",\"name\":\"Attack Deflection (Quarterstaff Form Only)\",\"entries\":[\"When you are hit by an attack while holding the weapon, you can take a {@variantrule Reaction|XPHB} to twirl the weapon around you, gaining a +5 bonus to your {@variantrule Armor Class|XPHB} against the triggering attack, potentially causing the attack to miss you. You can't use this property again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}.\"]},{\"type\":\"entries\",\"name\":\"Ranged Weapon (Quarterstaff Form Only)\",\"entries\":[\"This weapon has {@itemProperty T|XPHB|Thrown} with a normal range of 30 feet and a long range of 120 feet. Immediately after you make a ranged attack with the weapon, it flies back to your hand.\"]}],\"hasFluffImages\":true},{\"name\":\"Quartz\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Quartz|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":5000,\"entries\":[\"A transparent white, smoky gray, or yellow gemstone.\"]},{\"name\":\"Quartz\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":5000,\"entries\":[\"A white, smoky gray, or yellow gemstone.\"]},{\"name\":\"Quiver\",\"source\":\"PHB\",\"page\":153,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Quiver|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":1,\"value\":100,\"entries\":[\"A quiver can hold up to 20 {@item arrow|phb|arrows}.\"],\"containerCapacity\":{\"item\":[{\"arrow|phb\":20}]}},{\"name\":\"Quiver\",\"source\":\"XPHB\",\"page\":228,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":1,\"value\":100,\"entries\":[\"A Quiver holds up to 20 Arrows.\"],\"containerCapacity\":{\"item\":[{\"arrow|xphb\":20}]}},{\"name\":\"Quiver of Ehlonna\",\"source\":\"DMG\",\"page\":189,\"srd\":\"Efficient Quiver\",\"reprintedAs\":[\"Quiver of Ehlonna|XDMG\"],\"tier\":\"major\",\"rarity\":\"uncommon\",\"wondrous\":true,\"weight\":2,\"entries\":[\"Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty {@item arrow|phb|arrows}, {@item crossbow bolt|phb|bolts}, or similar objects. The midsize compartment holds up to eighteen {@item javelin|phb|javelins} or similar objects. The longest compartment holds up to six long objects, such as bows, {@item quarterstaff|phb|quarterstaffs}, or {@item spear|phb|spears}.\",\"You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.\"],\"containerCapacity\":{\"item\":[{\"crossbow bolt|phb\":60,\"arrow|phb\":60},{\"javelin|phb\":18},{\"quarterstaff|phb\":6,\"spear|phb\":6}],\"weightless\":true},\"optionalfeatures\":[\"replicate magic item|tce\"],\"lootTables\":[\"Magic Item Table F\"],\"hasFluffImages\":true},{\"name\":\"Quiver of Ehlonna\",\"source\":\"XDMG\",\"page\":189,\"rarity\":\"uncommon\",\"wondrous\":true,\"weight\":2,\"entries\":[\"Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to 60 {@item Arrow|XPHB|Arrows}, {@item Bolt|XPHB|Bolts}, or similar objects. The midsize compartment holds up to 18 {@item Javelin|XPHB|Javelins} or similar objects. The longest compartment holds up to 6 long objects, such as bows, {@item Quarterstaff|XPHB|Quarterstaff's}, or {@item Spear|XPHB|Spears}.\",\"You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.\"],\"containerCapacity\":{\"item\":[{\"bolt|xphb\":60,\"arrow|xphb\":60},{\"javelin|xphb\":18},{\"longbow|xphb\":6,\"shortbow|xphb\":6,\"quarterstaff|xphb\":6,\"spear|xphb\":6}],\"weightless\":true},\"optionalfeatures\":[\"replicate magic item|tce\"],\"hasFluffImages\":true},{\"name\":\"Radiance\",\"source\":\"CM\",\"page\":87,\"type\":\"WD|DMG\",\"rarity\":\"unknown (magic)\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"bonusSpellAttack\":\"+1\",\"entries\":[\"While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore {@quickref Cover||3||half cover} when making a spell attack. Radiance is in the form of an exquisite golden hand mirror.\",\"While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the {@spell enhance ability} spell, choosing itself and no other creature as the spell's target. Once this property of the wand is used, it can't be used again until the next dawn.\"],\"attachedSpells\":[\"enhance ability\"]},{\"name\":\"Radiant Absorbing Tattoo\",\"source\":\"TCE\",\"page\":119,\"resist\":[\"radiant\"],\"detail1\":\"gold\",\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"tattoo\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Absorbing Tattoo|TCE}\"]},{\"name\":\"Rain Catcher\",\"source\":\"ToA\",\"page\":32,\"type\":\"G\",\"rarity\":\"none\",\"weight\":5,\"value\":100,\"entries\":[\"A rain catcher is a simple contraption consisting of a 5-foot-square leather tarp and a wooden frame with legs. When the tarp is stretched across the wooden frame, it forms a basin that can catch 2 gallons of drinking water per inch of rainfall and hold up to 8 gallons. The tarp and wooden frame fold up for easy transport.\"]},{\"name\":\"Rakdos Guild Signet\",\"source\":\"GGR\",\"page\":178,\"type\":\"RG|DMG\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"This ring, adorned with the symbol of Rakdos, allows you to cast {@spell hellish rebuke}. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Rakdos' recognition and favor.\",\"A signet has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).\"],\"attachedSpells\":[\"hellish rebuke\"],\"hasFluffImages\":true},{\"name\":\"Rakdos Keyrune\",\"source\":\"GGR\",\"page\":178,\"rarity\":\"uncommon\",\"reqAttune\":\"by a member of the Rakdos guild\",\"reqAttuneTags\":[{\"background\":\"rakdos cultist|ggr\"}],\"wondrous\":true,\"entries\":[\"This dark granite keyrune is marbled with scarlet veins and carved with the leering visage of a mischievous demon. When activated, it transforms into a {@creature cackler|GGR} for up to 1 hour.\",\"When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a {@creature cackler|GGR}. If there isn't enough space for the creature, the keyrune doesn't transform.\",\"The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the {@action Dodge} action and moves to avoid danger.\",\"At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed.\"],\"hasFluffImages\":true},{\"name\":\"Rakdos Riteknife\",\"source\":\"GGR\",\"page\":180,\"baseItem\":\"dagger|phb\",\"type\":\"M\",\"rarity\":\"legendary\",\"reqAttune\":true,\"weight\":1,\"weaponCategory\":\"simple\",\"property\":[\"F\",\"L\",\"T\"],\"range\":\"20/60\",\"dmg1\":\"1d4\",\"dmgType\":\"P\",\"bonusWeapon\":\"+1\",\"entries\":[\"You gain a +1 bonus to attack and damage rolls made with this magic weapon. Its blade is cruelly serrated, and its hilt resembles a demonic head and wings. Whenever you slay a creature with an attack using the dagger, the creature's soul is imprisoned inside the dagger, and that creature can be restored to life only by a {@spell wish} spell. The dagger can hold a maximum of five souls.\",\"For each soul imprisoned in the dagger, your attacks with it deal an extra {@damage 1d4} necrotic damage on a hit. While the dagger is within 5 feet of you, your dreams are haunted by whispers from the trapped souls.\",\"The dagger has the following additional properties.\",{\"type\":\"entries\",\"name\":\"Siphon Vitality\",\"entries\":[\"As a bonus action, you can release any number of stored souls from the dagger to regain {@dice 1d10} hit points per soul released.\"]},{\"type\":\"entries\",\"name\":\"Annihilation\",\"entries\":[\"If the dagger holds five souls, you can use this property: As a reaction immediately after you hit a creature with the dagger and deal damage to that target, you can release all five souls. If the target now has fewer than 75 hit points, it must succeed on a DC 15 Constitution saving throw or die. If the target dies, you can't use this property again until you finish a long rest.\"]}],\"hasFluffImages\":true},{\"name\":\"Ranseur of Torture\",\"source\":\"CoA\",\"page\":273,\"baseItem\":\"pike|PHB\",\"type\":\"M\",\"rarity\":\"artifact\",\"reqAttune\":true,\"weight\":18,\"weaponCategory\":\"martial\",\"property\":[\"H\",\"R\",\"2H\"],\"dmg1\":\"1d10\",\"dmgType\":\"P\",\"bonusWeapon\":\"+3\",\"entries\":[\"Forged of infernal iron and Hellfire through the help of Dispater, the Ranseur of Torture has been Belial's weapon of choice since he first became an archdevil.\",\"It is so directly tied to him that one of his worshipped symbols is a two-pronged fork. The weapon never leaves his side, and he is a master at wielding it.\",\"The Ranseur of Torture is a magic pike. You have a +3 bonus to attack and damage rolls made with this weapon, and it does {@damage 2d10} piercing damage instead of its regular damage. When you hit a good aligned creature with it, that creature takes an extra {@damage 1d10} necrotic damage.\",{\"type\":\"entries\",\"name\":\"Random Properties\",\"entries\":[\"The Ranseur of Torture has the following random properties:\",{\"type\":\"list\",\"items\":[\"1 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property\",\"1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property\",\"1 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property\"]}]},{\"type\":\"entries\",\"name\":\"Wounding\",\"entries\":[\"Damage dealt by the Ranseur of Torture is particularly dangerous, as it can only be restored through magical means. Resting, food, and medicine won't restore hit points removed by the pike. If the damage goes untreated for 7 days, the missing hit points are permanently removed, and can be recovered only through casting a {@spell Regenerate} or {@spell Wish} spell on the victim.\"]},{\"type\":\"entries\",\"name\":\"Execution\",\"entries\":[\"If a creature with less than its full hit points is hit by this pike, the Ranseur of Torture deals {@dice 1d10} additional piercing damage. If a creature is killed by the pike, their soul is sent to Phlegethos and can be restored only through casting a {@spell Wish} spell on the victim.\"]},{\"type\":\"entries\",\"name\":\"Staggered\",\"entries\":[\"Each time a creature takes damage from the Ranseur of Torture, they must make a Constitution save, with a DC equaling the damage they took. On a failed save, their movement speed is reduced by 5 feet until the end of their next turn. This penalty stacks, though movement speed can't be reduced below 0.\"]},{\"type\":\"entries\",\"name\":\"Interrupting\",\"entries\":[\"Spellcasters damaged by the Ranseur of Torture have disadvantage on Constitution checks made to maintain {@status concentration} until the damage is healed. If a creature is {@status concentration||concentrating} on a spell when damaged by the ranseur, their {@status concentration} is immediately ended.\"]},{\"type\":\"entries\",\"name\":\"Destroying the Ranseur\",\"entries\":[\"Only through the written consent of both Dispater and Belial can the Ranseur of Torture be destroyed. If either or both of the archdevils are dead, then the new archdevil to take their mantle must give permission in their stead. The two writs must be wrapped around each of the prongs of the weapon, then the weapon must be tossed into the Pit of Flame. If performed successfully, the Hellfire briefly burns a different hue.\"]}],\"hasFluffImages\":true},{\"name\":\"Rations\",\"source\":\"XPHB\",\"page\":228,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":2,\"value\":50,\"entries\":[\"Rations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See \\\"{@hazard Malnutrition|XPHB}\\\" for the risks of not eating.\"]},{\"name\":\"Rations (1 day)\",\"source\":\"PHB\",\"page\":153,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Rations|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":2,\"value\":50,\"entries\":[\"Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.\"]},{\"name\":\"Raven's Slumber\",\"source\":\"TDCSR\",\"page\":197,\"rarity\":\"very rare\",\"wondrous\":true,\"entries\":[\"This black crystal pendant is a magical gateway to a small pocket dimension. You can use the pendant as an improvised weapon to make a melee or ranged weapon attack against a Large or smaller creature. On a hit, the target must succeed on a {@dc 10} Wisdom {@quickref saving throws|PHB|2|1|saving throw} or be trapped within the crystal. A creature that wants to be trapped can intentionally fail this {@quickref saving throws|PHB|2|1|saving throw}.\",\"Only one creature at a time can be held in a raven's slumber. That creature is aware of the passage of time and can see the world outside of this talisman as if through a window. You can release a held creature to an unoccupied space within 5 feet of you as a bonus action.\",\"If a companion creature granted to you by a class feature, or a beast that you've tamed as a companion, is reduced to 0 hit points while within 100 feet of you, it is immediately drawn into the pendant and stabilized. If the pendant already holds a creature, this effect fails.\"]},{\"name\":\"Ready Gunk\",\"source\":\"GHLoE\",\"page\":111,\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"This sticky paste is fashioned from the powdered bone armor of a {@creature bone trader|GHLoE}. When you treat a weapon, shield, or other item that can be wielded in one or two hands, you can use a bonus action to summon and equip it, as long as the item is within 30 feet of you. After using the magic of the paste three times, it loses its potency.\"]},{\"name\":\"Reaper's Scream\",\"source\":\"BGG\",\"page\":115,\"baseItem\":\"morningstar|PHB\",\"type\":\"M\",\"rarity\":\"legendary\",\"reqAttune\":true,\"weight\":4,\"weaponCategory\":\"martial\",\"dmg1\":\"1d8\",\"dmgType\":\"P\",\"bonusWeapon\":\"+2\",\"entries\":[\"The spikes of this iron morningstar glow with sickly, pale light. The death rune is inscribed on its shaft and inlaid with pearl.\",\"You gain a +2 bonus to attack and damage rolls made with this weapon, and attacks with this weapon deal necrotic damage instead of piercing damage.\",\"When you attack a creature with this weapon and roll a 20 on the attack roll, you gain 10 temporary hit points. Any creature that hits you with a melee attack while you have 1 or more of these temporary hit points takes 10 necrotic damage.\",{\"type\":\"entries\",\"name\":\"Invoking the Rune\",\"entries\":[\"As a bonus action, you can invoke the weapon's rune, unleashing the screams of every creature slain by the weapon in one cacophonous burst. Each creature of your choice within 60 feet of you must succeed on a DC 15 Wisdom saving throw or have the stunned condition until the start of your next turn.\",\"Once the rune has been invoked, it can't be invoked again until the next dawn.\"]}]},{\"name\":\"Red Chromatic Rose\",\"source\":\"WBtW\",\"page\":208,\"resist\":[\"fire\"],\"detail1\":\"is wreathed in fire\",\"rarity\":\"rare\",\"wondrous\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Chromatic Rose|WBtW}\"]},{\"name\":\"Red Dragon Mask\",\"source\":\"RoTOS\",\"page\":4,\"resist\":[\"fire\"],\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"grantsLanguage\":true,\"entries\":[\"This mask of glossy crimson has swept-back horns and spiked cheek ridges. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties.\",{\"type\":\"entries\",\"name\":\"Damage Absorption\",\"entries\":[\"You have resistance against fire damage. If you already have resistance to fire damage from another source, you instead have immunity to fire damage. If you already have immunity to fire damage from another source, whenever you are subjected to fire damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type.\"]},{\"type\":\"entries\",\"name\":\"Draconic Majesty\",\"entries\":[\"While you are wearing no armor, you can add your Charisma bonus to your Armor Class.\"]},{\"type\":\"entries\",\"name\":\"Dragon Breath\",\"entries\":[\"If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.\"]},{\"type\":\"entries\",\"name\":\"Dragon Sight\",\"entries\":[\"You gain {@sense darkvision} out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain {@sense blindsight} out to 30 feet for 5 minutes.\"]},{\"type\":\"entries\",\"name\":\"Dragon Tongue\",\"entries\":[\"You can speak and understand Draconic. You also have advantage on any Charisma check you make against Red Dragons.\"]},{\"type\":\"entries\",\"name\":\"Legendary Resistance\",\"entries\":[\"(1/Day) If you fail a saving throw, you can choose to succeed instead.\"]},{\"type\":\"entries\",\"name\":\"Dragon Fire\",\"entries\":[\"If you deal fire damage to a creature or flammable object, it starts burning. At the start of each of its turns, a creature burning in this way takes {@damage 1d6} fire damage. A creature that can reach the burning target can use an action to extinguish the fire.\"]}]},{\"name\":\"Red Dragon Scale Mail\",\"source\":\"DMG\",\"page\":165,\"srd\":true,\"reprintedAs\":[\"Red Dragon Scale Mail|XDMG\"],\"type\":\"MA\",\"resist\":[\"fire\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":45,\"ac\":14,\"bonusAc\":\"+1\",\"stealth\":true,\"entries\":[\"Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage.\",\"Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest red dragon within 30 miles of you. This special action can't be used again until the next dawn.\"]},{\"name\":\"Red Dragon Scale Mail\",\"source\":\"XDMG\",\"page\":254,\"baseItem\":\"scale mail|xphb\",\"type\":\"MA|XPHB\",\"resist\":[\"fire\"],\"detail1\":\"red\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":45,\"ac\":14,\"bonusAc\":\"+1\",\"stealth\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Dragon Scale Mail|XDMG}\"],\"hasFluffImages\":true},{\"name\":\"Red Wizard Blade\",\"source\":\"HAT-LMI\",\"baseItem\":\"dagger|PHB\",\"type\":\"M\",\"rarity\":\"legendary\",\"weight\":1,\"weaponCategory\":\"simple\",\"property\":[\"F\",\"L\",\"T\"],\"range\":\"20/60\",\"dmg1\":\"1d4\",\"dmgType\":\"P\",\"entries\":[\"Forged by Red Wizards using a secret process known only to them, this grim steel dagger draws its power from the Negative Plane. When you hit a creature with a melee attack using this magic dagger, the target takes an extra {@damage 3d12} necrotic damage.\",\"A creature reduced to 0 hit points by this weapon dies and can't be raised from the dead except by a deity or by a creature using a {@item tablet of reawakening|HAT-LMI} to cast the {@spell true resurrection} spell.\"],\"attachedSpells\":[\"true resurrection\"],\"hasFluffImages\":true},{\"name\":\"Refined Delerium Dust\",\"source\":\"DoDk\",\"page\":231,\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"This pouch contains an ounce of purified and magically charged delerium dust. It may be ingested as an action. When you consume a full pouch, you gain advantage on spell attack rolls and saving throws against spells for one minute.\",\"You gain one {@adventure level of contamination|DoDk|12} when you consume refined delerium dust.\"],\"miscTags\":[\"CNS\"],\"hasFluffImages\":true},{\"name\":\"Reincarnation Dust\",\"source\":\"EGW\",\"page\":268,\"rarity\":\"very rare\",\"wondrous\":true,\"entries\":[\"When this small pouch of purple dust is sprinkled on a dead humanoid or a piece of a dead humanoid, the dust is absorbed by the remains. If willing, the dead creature returns to life with a new body as if the {@spell reincarnate} spell had been cast on the remains.\"],\"attachedSpells\":[\"reincarnate\"]},{\"name\":\"Reliquary\",\"source\":\"PHB\",\"page\":151,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Reliquary|XPHB\"],\"type\":\"SCF\",\"scfType\":\"holy\",\"rarity\":\"none\",\"weight\":2,\"value\":500},{\"name\":\"Reliquary\",\"source\":\"XPHB\",\"page\":226,\"freeRules2024\":true,\"type\":\"SCF|XPHB\",\"scfType\":\"holy\",\"rarity\":\"none\",\"weight\":2,\"value\":500,\"entries\":[\"For a Reliquary to be an effective Holy Symbol, it must be held.\"]},{\"name\":\"Residuum\",\"source\":\"TDCSR\",\"page\":75,\"type\":\"TG\",\"rarity\":\"unknown (magic)\",\"weight\":1,\"value\":50000,\"entries\":[\"The sheer amount of leftover arcane power within the {@item whitestone|TDCSR} of the mountains is incredibly receptive to enchantment. Magic items that incorporate at least an ounce of {@item whitestone|TDCSR} into their construction require only one-quarter the creation time of other magic items. Some alchemists in {@book Emon|TDCSR|3|Emon, the City of Fellowship} have discovered that dissolving {@item whitestone|TDCSR} with specific acids can leave behind pure residuum, which can substitute for expensive spell components when such materials are not readily available.\",\"If a spell has a component cost that consumes the component, its caster can substitute the required component for an amount of residuum of an equal value. One pound of pure residuum is worth approximately 500 gp in most markets, though it becomes extremely expensive and difficult to find outside of {@book Emon|TDCSR|3|Emon, the City of Fellowship} or the city of {@book Whitestone|TDCSR|3|Whitestone} itself.\",\"Residuum can also be heated and blown into glass, forming a shimmering, greenish surface. Residuum slates or orbs can be used in stationary enchanting tables. Archmages willing to pay exorbitant rates—easily 20,000 gp or more—may acquire an {@item Residuum enchanting slate|TDCSR|enchanting slate} that can be used to expedite the creation of all magic items. Using such a table allows anyone crafting a magic item to do so in one-quarter of the usual time.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Residuum Enchanting Slate\",\"source\":\"TDCSR\",\"page\":75,\"type\":\"T\",\"rarity\":\"unknown (magic)\",\"wondrous\":true,\"value\":2000000,\"entries\":[\"{@item Residuum|TDCSR} can also be heated and blown into glass, forming a shimmering, greenish surface. Residuum slates or orbs can be used in stationary enchanting tables. Archmages willing to pay exorbitant rates—easily 20,000 gp or more—may acquire an {@item Residuum enchanting slate|TDCSR|enchanting slate} that can be used to expedite the creation of all magic items. Using such a table allows anyone crafting a magic item to do so in one-quarter of the usual time.\"]},{\"name\":\"Reszur\",\"source\":\"PotA\",\"page\":157,\"baseItem\":\"dagger|phb\",\"type\":\"M\",\"rarity\":\"uncommon\",\"weight\":1,\"weaponCategory\":\"simple\",\"property\":[\"F\",\"L\",\"T\"],\"range\":\"20/60\",\"dmg1\":\"1d4\",\"dmgType\":\"P\",\"bonusWeapon\":\"+1\",\"entries\":[\"You have a +1 bonus to attack and damage rolls made with this weapon, which doesn't make noise when it hits or cuts something.\",\"The name \\\"Reszur\\\" is graven on the dagger's pommel. If the wielder speaks the name, the blade gives off a faint, cold glow, shedding dim light in a 10-foot radius until the wielder speaks the name again.\"]},{\"name\":\"Reveler's Concertina\",\"source\":\"TCE\",\"page\":134,\"type\":\"INS\",\"rarity\":\"rare\",\"reqAttune\":\"by a bard\",\"reqAttuneTags\":[{\"class\":\"bard\"}],\"wondrous\":true,\"bonusSpellSaveDc\":\"+2\",\"entries\":[\"While holding this concertina, you gain a +2 bonus to the saving throw DC of your bard spells.\",\"As an action, you can use the concertina to cast {@spell Otto's irresistible dance} from the item. This property of the concertina can't be used again until the next dawn.\"],\"attachedSpells\":[\"otto's irresistible dance\"]},{\"name\":\"Rhodochrosite\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Rhodochrosite|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":1000,\"entries\":[\"An opaque light pink gemstone.\"]},{\"name\":\"Rhodochrosite\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":1000,\"entries\":[\"A light pink gemstone.\"]},{\"name\":\"Riding Horse\",\"source\":\"PHB\",\"page\":157,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Riding Horse|XPHB\"],\"type\":\"MNT\",\"rarity\":\"none\",\"value\":7500,\"carryingCapacity\":480,\"speed\":60},{\"name\":\"Riding Horse\",\"source\":\"XPHB\",\"page\":229,\"freeRules2024\":true,\"type\":\"MNT|XPHB\",\"rarity\":\"none\",\"value\":7500,\"carryingCapacity\":480,\"speed\":60},{\"name\":\"Riding Saddle\",\"source\":\"PHB\",\"page\":157,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Riding Saddle|XPHB\"],\"type\":\"TAH\",\"rarity\":\"none\",\"weight\":25,\"value\":1000},{\"name\":\"Riding Saddle\",\"source\":\"XPHB\",\"page\":230,\"freeRules2024\":true,\"type\":\"TAH|XPHB\",\"rarity\":\"none\",\"weight\":25,\"value\":1000,\"entries\":[\"A saddle comes with a bit, a bridle, reins, and any other equipment needed to use the saddle.\"]},{\"name\":\"Ring of Acid Resistance\",\"source\":\"DMG\",\"page\":192,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Ring of Acid Resistance|XDMG\"],\"type\":\"RG|DMG\",\"resist\":[\"acid\"],\"detail1\":\"pearl\",\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Ring of Resistance}\"]},{\"name\":\"Ring of Acid Resistance\",\"source\":\"XDMG\",\"page\":294,\"freeRules2024\":true,\"type\":\"RG|XDMG\",\"resist\":[\"acid\"],\"detail1\":\"pearl\",\"rarity\":\"rare\",\"hasRefs\":true,\"entries\":[\"{#itemEntry Ring of Resistance|XDMG}\"]},{\"name\":\"Ring of Air Elemental Command\",\"source\":\"DMG\",\"page\":190,\"srd\":true,\"reprintedAs\":[\"Ring of Elemental Command (Air)|XDMG\"],\"type\":\"RG|DMG\",\"resist\":[\"lightning\"],\"tier\":\"major\",\"rarity\":\"legendary\",\"reqAttune\":true,\"modifySpeed\":{\"equal\":{\"fly\":\"walk\"}},\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d4 + 1}\",\"charges\":5,\"entries\":[\"While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Air, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Air.\",\"The ring has 5 charges. It regains {@dice 1d4 + 1} expended charges daily at dawn. Spells cast from the ring have a save DC of 17.\",\"You can expend 2 of the ring's charges to cast {@spell dominate monster} on an {@creature air elemental}. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran.\",\"If you help slay an {@creature air elemental} while attuned to the ring, you gain access to the following additional properties:\",{\"type\":\"list\",\"items\":[\"You have resistance to lightning damage.\",\"You have a flying speed equal to your walking speed and can hover.\",\"You can cast the following spells from the ring, expending the necessary number of charges: {@spell chain lightning} (3 charges), {@spell gust of wind} (2 charges), or {@spell wind wall} (1 charge).\"]}],\"attachedSpells\":[\"dominate monster\",\"chain lightning\",\"gust of wind\",\"wind wall\"],\"lootTables\":[\"Magic Item Table I\"],\"hasFluffImages\":true},{\"name\":\"Ring of Amity\",\"source\":\"BGG\",\"page\":115,\"type\":\"RG|DMG\",\"rarity\":\"very rare\",\"reqAttune\":true,\"entries\":[\"This ring is carved from hematite and bears an engraving of the friend rune.\",\"When you first attune to this ring, you can touch one willing creature and form a magical bond between the two of you. While this bond lasts, whenever you are subjected to a spell or magical effect that restores hit points, the bonded creature also receives the benefits of the spell or effect.\",\"You can bond with a different creature whenever you finish a long rest, provided that you can touch the creature and the creature is willing.\",\"A creature can benefit from only one ring of amity's bond at a time. The bond ends if either you or the creature travels to a different plane of existence, if you bond with a different creature at the end of a long rest, or if you sever the bond as a bonus action.\",{\"type\":\"entries\",\"name\":\"Invoking the Rune\",\"entries\":[\"When the bonded creature hits a target with an attack roll, you can use your reaction to invoke the ring's rune if you are within 60 feet of the bonded creature. The bonded creature's attack is then turned into a critical hit.\",\"Once the rune has been invoked, it can't be invoked again until the next dawn.\"]}]},{\"name\":\"Ring of Animal Influence\",\"source\":\"DMG\",\"page\":189,\"srd\":true,\"reprintedAs\":[\"Ring of Animal Influence|XDMG\"],\"type\":\"RG|DMG\",\"tier\":\"major\",\"rarity\":\"rare\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"This ring has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:\",{\"type\":\"list\",\"items\":[\"{@spell Animal friendship} (save DC 13)\",\"{@spell Fear} (save DC 13), targeting only beasts that have an Intelligence of 3 or lower\",\"{@spell Speak with animals}\"]}],\"attachedSpells\":[\"animal friendship\",\"fear\",\"speak with animals\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Ring of Animal Influence\",\"source\":\"XDMG\",\"page\":292,\"type\":\"RG|XDMG\",\"rarity\":\"rare\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"This ring has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. While wearing the ring, you can expend 1 charge to cast one of the following spells (save DC 13) from it:\",{\"type\":\"list\",\"items\":[\"{@spell Animal Friendship|XPHB}\",\"{@spell Fear|XPHB} (affects Beasts only)\",\"{@spell Speak with Animals|XPHB}\"]}],\"attachedSpells\":[\"animal friendship|xphb\",\"fear|xphb\",\"speak with animals|xphb\"],\"hasFluffImages\":true},{\"name\":\"Ring of Cold Resistance\",\"source\":\"DMG\",\"page\":192,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Ring of Cold Resistance|XDMG\"],\"type\":\"RG|DMG\",\"resist\":[\"cold\"],\"detail1\":\"tourmaline\",\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Ring of Resistance}\"]},{\"name\":\"Ring of Cold Resistance\",\"source\":\"XDMG\",\"page\":294,\"freeRules2024\":true,\"type\":\"RG|XDMG\",\"resist\":[\"cold\"],\"detail1\":\"tourmaline\",\"rarity\":\"rare\",\"hasRefs\":true,\"entries\":[\"{#itemEntry Ring of Resistance|XDMG}\"]},{\"name\":\"Ring of Collecting\",\"source\":\"CoA\",\"page\":268,\"type\":\"RG|DMG\",\"rarity\":\"very rare\",\"reqAttune\":true,\"entries\":[\"While wearing this ring you can use it to cast the {@spell Leomund's Tiny Hut} spell as an action. Once this property is used, it can't be used again until the next dawn. Additionally, as a bonus action, you can use the ring to disintegrate any nonmagical piece of art (drawing, painting, or sculpture) within 60 feet that is no larger than Medium-sized. That art now appears inside the tiny hut, for you to appreciate whenever you desire. If you try to remove this art from the tiny hut, it vanishes forever. You can steadily improve this space, but only be denying such beauty to the rest of the world. For every 1,000 gp of art acquired, the tiny hut increases in size by adding another foot to its radius and lasts one additional hour.\"],\"attachedSpells\":[\"Leomund's tiny hut\"]},{\"name\":\"Ring of Djinni Summoning\",\"source\":\"DMG\",\"page\":190,\"srd\":true,\"reprintedAs\":[\"Ring of Djinni Summoning|XDMG\"],\"type\":\"RG|DMG\",\"tier\":\"major\",\"rarity\":\"legendary\",\"reqAttune\":true,\"entries\":[\"While wearing this ring, you can speak its command word as an action to summon a particular {@creature djinni} from the Elemental Plane of Air. The {@creature djinni} appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if {@status concentration||concentrating} on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane.\",\"While summoned, the {@creature djinni} is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the {@creature djinni} defends itself against attackers but takes no other actions.\",\"After the {@creature djinni} departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the {@creature djinni} dies.\"],\"lootTables\":[\"Magic Item Table I\"],\"hasFluffImages\":true},{\"name\":\"Ring of Djinni Summoning\",\"source\":\"XDMG\",\"page\":292,\"type\":\"RG|XDMG\",\"rarity\":\"legendary\",\"reqAttune\":true,\"entries\":[\"While wearing this ring, you can take a {@action Magic|XPHB} action to summon a particular {@creature Djinni|XMM} from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of yourself. It remains as long as you maintain {@status Concentration|XPHB}, to a maximum of 1 hour, or until it drops to 0 {@variantrule Hit Points|XPHB}.\",\"While summoned, the djinni is {@variantrule Friendly [Attitude]|XPHB|Friendly} to you and your allies, and it obeys your commands. If you fail to command it, the djinni defends itself against attackers but takes no other actions.\",\"After the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies.\",\"Rings of Djinni Summoning are often created by the djinn they summon and given to mortals as gifts of friendship or tokens of esteem.\"],\"hasFluffImages\":true},{\"name\":\"Ring of Earth Elemental Command\",\"source\":\"DMG\",\"page\":190,\"srd\":true,\"reprintedAs\":[\"Ring of Elemental Command (Earth)|XDMG\"],\"type\":\"RG|DMG\",\"resist\":[\"acid\"],\"tier\":\"major\",\"rarity\":\"legendary\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d4 + 1}\",\"charges\":5,\"entries\":[\"While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Earth and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Earth.\",\"The ring has 5 charges. It regains {@dice 1d4 + 1} expended charges daily at dawn. Spells cast from the ring have a save DC of 17.\",\"You can expend 2 of the ring's charges to cast {@spell dominate monster} on an {@creature earth elemental}. In addition, you can move in {@quickref difficult terrain||3} that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran.\",\"If you help slay an {@creature earth elemental} while attuned to the ring, you gain access to the following additional properties:\",{\"type\":\"list\",\"items\":[\"You have resistance to acid damage.\",\"You can move through solid earth or rock as if those areas were {@quickref difficult terrain||3}. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied.\",\"You can cast the following spells from the ring, expending the necessary number of charges: {@spell stone shape} (2 charges), {@spell stoneskin} (3 charges), or {@spell wall of stone} (3 charges).\"]}],\"attachedSpells\":[\"dominate monster\",\"stone shape\",\"stoneskin\",\"wall of stone\"],\"lootTables\":[\"Magic Item Table I\"]},{\"name\":\"Ring of Elemental Command (Air)\",\"source\":\"XDMG\",\"page\":292,\"type\":\"RG|XDMG\",\"resist\":[\"lightning\"],\"rarity\":\"legendary\",\"reqAttune\":true,\"modifySpeed\":{\"equal\":{\"fly\":\"walk\"}},\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d4 + 1}\",\"charges\":5,\"entries\":[\"The Ring of Elemental Command (air) is linked to the Elemental Plane of Air. Every Ring of Elemental Command has the following two properties:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Elemental Bane\",\"entries\":[\"While wearing the ring, you have {@variantrule Advantage|XPHB} on attack rolls against Elementals and they have {@variantrule Disadvantage|XPHB} on attack rolls against you.\"]},{\"type\":\"item\",\"name\":\"Elemental Compulsion\",\"entries\":[\"While wearing the ring, you can take a {@action Magic|XPHB} action to try to compel an Elemental you see within 60 feet of yourself. The Elemental makes a DC 18 Wisdom saving throw. On a failed save, the Elemental has the {@condition Charmed|XPHB} condition until the start your next turn, and you determine what it does with its move and action on its next turn.\"]}]},{\"type\":\"entries\",\"name\":\"Elemental Focus\",\"entries\":[\"While wearing the ring, you benefit from additional properties corresponding to the ring's linked Elemental Plane:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Air\",\"entries\":[\"You know Auran, you have {@variantrule Resistance|XPHB} to Lightning damage, and you have a {@variantrule Fly Speed|XPHB} equal to your {@variantrule Speed|XPHB} and can hover.\"]}]}]},{\"type\":\"entries\",\"name\":\"Spellcasting\",\"entries\":[\"The ring has 5 charges and regains {@dice 1d4 + 1} expended charges daily at dawn. While wearing the ring, you can cast a spell from it. A spell cast from the ring has a save DC of 18. Choose the spell from the following list: {@spell Chain Lightning|XPHB} (3 charges), {@spell Feather Fall|XPHB} (0 charges), {@spell Gust of Wind|XPHB} (2 charges), {@spell Wind Wall|XPHB} (1 charge)\"]}],\"attachedSpells\":[\"chain lightning|xphb\",\"feather fall|xphb\",\"gust of wind|xphb\",\"wind wall|xphb\"],\"hasFluffImages\":true},{\"name\":\"Ring of Elemental Command (Earth)\",\"source\":\"XDMG\",\"page\":292,\"type\":\"RG|XDMG\",\"resist\":[\"acid\"],\"rarity\":\"legendary\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d4 + 1}\",\"charges\":5,\"entries\":[\"The Ring of Elemental Command (earth) is linked to the Elemental Plane of Earth. Every Ring of Elemental Command has the following two properties:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Elemental Bane\",\"entries\":[\"While wearing the ring, you have {@variantrule Advantage|XPHB} on attack rolls against Elementals and they have {@variantrule Disadvantage|XPHB} on attack rolls against you.\"]},{\"type\":\"item\",\"name\":\"Elemental Compulsion\",\"entries\":[\"While wearing the ring, you can take a {@action Magic|XPHB} action to try to compel an Elemental you see within 60 feet of yourself. The Elemental makes a DC 18 Wisdom saving throw. On a failed save, the Elemental has the {@condition Charmed|XPHB} condition until the start your next turn, and you determine what it does with its move and action on its next turn.\"]}]},{\"type\":\"entries\",\"name\":\"Elemental Focus\",\"entries\":[\"While wearing the ring, you benefit from additional properties corresponding to the ring's linked Elemental Plane:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Earth\",\"entries\":[\"You know Terran, and you have {@variantrule Resistance|XPHB} to Acid damage. Terrain composed of rubble, rocks, or dirt isn't {@variantrule Difficult Terrain|XPHB} for you. In addition, you can move through solid earth or rock as if those areas were {@variantrule Difficult Terrain|XPHB} without disturbing the matter through which you pass. If you end your turn in solid earth or rock, you are shunted out to the nearest unoccupied space you last occupied.\"]}]}]},{\"type\":\"entries\",\"name\":\"Spellcasting\",\"entries\":[\"The ring has 5 charges and regains {@dice 1d4 + 1} expended charges daily at dawn. While wearing the ring, you can cast a spell from it. A spell cast from the ring has a save DC of 18. Choose the spell from the following list: {@spell Earthquake|XPHB} (5 charges), {@spell Stone Shape|XPHB} (2 charges), {@spell Stoneskin|XPHB} (3 charges), {@spell Wall of Stone|XPHB} (3 charges)\"]}],\"attachedSpells\":[\"earthquake|xphb\",\"stone shape|xphb\",\"stoneskin|xphb\",\"wall of stone|xphb\"]},{\"name\":\"Ring of Elemental Command (Fire)\",\"source\":\"XDMG\",\"page\":292,\"type\":\"RG|XDMG\",\"immune\":[\"fire\"],\"resist\":[\"fire\"],\"rarity\":\"legendary\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d4 + 1}\",\"charges\":5,\"entries\":[\"The Ring of Elemental Command (fire) is linked to the Elemental Plane of Fire. Every Ring of Elemental Command has the following two properties:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Elemental Bane\",\"entries\":[\"While wearing the ring, you have {@variantrule Advantage|XPHB} on attack rolls against Elementals and they have {@variantrule Disadvantage|XPHB} on attack rolls against you.\"]},{\"type\":\"item\",\"name\":\"Elemental Compulsion\",\"entries\":[\"While wearing the ring, you can take a {@action Magic|XPHB} action to try to compel an Elemental you see within 60 feet of yourself. The Elemental makes a DC 18 Wisdom saving throw. On a failed save, the Elemental has the {@condition Charmed|XPHB} condition until the start your next turn, and you determine what it does with its move and action on its next turn.\"]}]},{\"type\":\"entries\",\"name\":\"Elemental Focus\",\"entries\":[\"While wearing the ring, you benefit from additional properties corresponding to the ring's linked Elemental Plane:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Fire\",\"entries\":[\"You know Ignan, and you have {@variantrule Immunity|XPHB} to Fire damage.\"]}]}]},{\"type\":\"entries\",\"name\":\"Spellcasting\",\"entries\":[\"The ring has 5 charges and regains {@dice 1d4 + 1} expended charges daily at dawn. While wearing the ring, you can cast a spell from it. A spell cast from the ring has a save DC of 18. Choose the spell from the following list: {@spell Burning Hands|XPHB} (1 charge), {@spell Fireball|XPHB} (2 charges), {@spell Fire Storm|XPHB} (4 charges), {@spell Wall of Fire|XPHB} (3 charges)\"]}],\"attachedSpells\":[\"burning hands|xphb\",\"fireball|xphb\",\"fire storm|xphb\",\"wall of fire|xphb\"]},{\"name\":\"Ring of Elemental Command (Water)\",\"source\":\"XDMG\",\"page\":292,\"type\":\"RG|XDMG\",\"rarity\":\"legendary\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d4 + 1}\",\"charges\":5,\"entries\":[\"The Ring of Elemental Command (water) is linked to the Elemental Plane of Water. Every Ring of Elemental Command has the following two properties:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Elemental Bane\",\"entries\":[\"While wearing the ring, you have {@variantrule Advantage|XPHB} on attack rolls against Elementals and they have {@variantrule Disadvantage|XPHB} on attack rolls against you.\"]},{\"type\":\"item\",\"name\":\"Elemental Compulsion\",\"entries\":[\"While wearing the ring, you can take a {@action Magic|XPHB} action to try to compel an Elemental you see within 60 feet of yourself. The Elemental makes a DC 18 Wisdom saving throw. On a failed save, the Elemental has the {@condition Charmed|XPHB} condition until the start your next turn, and you determine what it does with its move and action on its next turn.\"]}]},{\"type\":\"entries\",\"name\":\"Elemental Focus\",\"entries\":[\"While wearing the ring, you benefit from additional properties corresponding to the ring's linked Elemental Plane:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Water\",\"entries\":[\"You know Aquan, you gain a {@variantrule Swim Speed|XPHB} of 60 feet, and you can breathe underwater.\"]}]}]},{\"type\":\"entries\",\"name\":\"Spellcasting\",\"entries\":[\"The ring has 5 charges and regains {@dice 1d4 + 1} expended charges daily at dawn. While wearing the ring, you can cast a spell from it. A spell cast from the ring has a save DC of 18. Choose the spell from the following list: {@spell Create or Destroy Water|XPHB} (1 charge), {@spell Ice Storm|XPHB} (2 charges), {@spell Tsunami|XPHB} (5 charges), {@spell Wall of Ice|XPHB} (3 charges), {@spell Water Walk|XPHB} (2 charges)\"]}],\"attachedSpells\":[\"create or destroy water|xphb\",\"ice storm|xphb\",\"tsunami|xphb\",\"wall of ice|xphb\",\"water walk|xphb\"]},{\"name\":\"Ring of Evasion\",\"source\":\"DMG\",\"page\":191,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Ring of Evasion|XDMG\"],\"type\":\"RG|DMG\",\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"This ring has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Ring of Evasion\",\"source\":\"XDMG\",\"page\":293,\"freeRules2024\":true,\"type\":\"RG|XDMG\",\"rarity\":\"rare\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"This ring has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. When you fail a Dexterity saving throw while wearing the ring, you can take a {@variantrule Reaction|XPHB} to expend 1 charge to succeed on that save instead.\"],\"hasFluffImages\":true},{\"name\":\"Ring of Feather Falling\",\"source\":\"DMG\",\"page\":191,\"srd\":true,\"reprintedAs\":[\"Ring of Feather Falling|XDMG\"],\"type\":\"RG|DMG\",\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"entries\":[\"When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Ring of Feather Falling\",\"source\":\"XDMG\",\"page\":293,\"freeRules2024\":true,\"type\":\"RG|XDMG\",\"rarity\":\"rare\",\"reqAttune\":true,\"entries\":[\"When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.\"],\"hasFluffImages\":true},{\"name\":\"Ring of Fire Elemental Command\",\"source\":\"DMG\",\"page\":190,\"srd\":true,\"reprintedAs\":[\"Ring of Elemental Command (Fire)|XDMG\"],\"type\":\"RG|DMG\",\"immune\":[\"fire\"],\"resist\":[\"fire\"],\"tier\":\"major\",\"rarity\":\"legendary\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d4 + 1}\",\"charges\":5,\"entries\":[\"While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Fire and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Fire.\",\"The ring has 5 charges. It regains {@dice 1d4 + 1} expended charges daily at dawn. Spells cast from the ring have a save DC of 17.\",\"You can expend 2 of the ring's charges to cast {@spell dominate monster} on a {@creature fire elemental}. In addition, you have resistance to fire damage. You can also speak and understand Ignan.\",\"If you help slay a {@creature fire elemental} while attuned to the ring, you gain access to the following additional properties:\",{\"type\":\"list\",\"items\":[\"You are immune to fire damage.\",\"You can cast the following spells from the ring, expending the necessary number of charges: {@spell burning hands} (1 charge), {@spell fireball} (2 charges), and {@spell wall of fire} (3 charges).\"]}],\"attachedSpells\":[\"dominate monster\",\"burning hands\",\"fireball\",\"wall of fire\"],\"lootTables\":[\"Magic Item Table I\"]},{\"name\":\"Ring of Fire Resistance\",\"source\":\"DMG\",\"page\":192,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Ring of Fire Resistance|XDMG\"],\"type\":\"RG|DMG\",\"resist\":[\"fire\"],\"detail1\":\"garnet\",\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Ring of Resistance}\"]},{\"name\":\"Ring of Fire Resistance\",\"source\":\"XDMG\",\"page\":294,\"freeRules2024\":true,\"type\":\"RG|XDMG\",\"resist\":[\"fire\"],\"detail1\":\"garnet\",\"rarity\":\"rare\",\"hasRefs\":true,\"entries\":[\"{#itemEntry Ring of Resistance|XDMG}\"],\"hasFluffImages\":true},{\"name\":\"Ring of Force Resistance\",\"source\":\"DMG\",\"page\":192,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Ring of Force Resistance|XDMG\"],\"type\":\"RG|DMG\",\"resist\":[\"force\"],\"detail1\":\"sapphire\",\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Ring of Resistance}\"]},{\"name\":\"Ring of Force Resistance\",\"source\":\"XDMG\",\"page\":294,\"freeRules2024\":true,\"type\":\"RG|XDMG\",\"resist\":[\"force\"],\"detail1\":\"sapphire\",\"rarity\":\"rare\",\"hasRefs\":true,\"entries\":[\"{#itemEntry Ring of Resistance|XDMG}\"]},{\"name\":\"Ring of Free Action\",\"source\":\"DMG\",\"page\":191,\"srd\":true,\"reprintedAs\":[\"Ring of Free Action|XDMG\"],\"type\":\"RG|DMG\",\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"entries\":[\"While you wear this ring, {@quickref difficult terrain||3} doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be {@condition paralyzed} or {@condition restrained}.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Ring of Free Action\",\"source\":\"XDMG\",\"page\":293,\"freeRules2024\":true,\"type\":\"RG|XDMG\",\"rarity\":\"rare\",\"reqAttune\":true,\"entries\":[\"While you wear this ring, {@variantrule Difficult Terrain|XPHB} doesn't cost you extra movement. In addition, magic can neither reduce any of your Speeds nor cause you to have the {@condition Paralyzed|XPHB} or {@condition Restrained|XPHB} condition.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"hasFluffImages\":true},{\"name\":\"Ring of Invisibility\",\"source\":\"DMG\",\"page\":191,\"srd\":true,\"reprintedAs\":[\"Ring of Invisibility|XDMG\"],\"type\":\"RG|DMG\",\"tier\":\"major\",\"rarity\":\"legendary\",\"reqAttune\":true,\"entries\":[\"While wearing this ring, you can turn {@condition invisible} as an action. Anything you are wearing or carrying is {@condition invisible} with you. You remain {@condition invisible} until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.\"],\"lootTables\":[\"Magic Item Table I\"],\"hasFluffImages\":true},{\"name\":\"Ring of Invisibility\",\"source\":\"XDMG\",\"page\":293,\"type\":\"RG|XDMG\",\"rarity\":\"legendary\",\"reqAttune\":true,\"entries\":[\"While wearing this ring, you can take a {@action Magic|XPHB} action to give yourself the {@condition Invisible|XPHB} condition. You remain {@condition Invisible|XPHB} until the ring is removed or until you take a {@variantrule Bonus Action|XPHB} to become visible again.\"],\"hasFluffImages\":true},{\"name\":\"Ring of Jumping\",\"source\":\"DMG\",\"page\":191,\"srd\":true,\"reprintedAs\":[\"Ring of Jumping|XDMG\"],\"type\":\"RG|DMG\",\"tier\":\"major\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"entries\":[\"While wearing this ring, you can cast the {@spell jump} spell from it as a bonus action at will, but can target only yourself when you do so.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"attachedSpells\":[\"jump\"],\"lootTables\":[\"Magic Item Table F\"]},{\"name\":\"Ring of Jumping\",\"source\":\"XDMG\",\"page\":293,\"freeRules2024\":true,\"type\":\"RG|XDMG\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"entries\":[\"While wearing this ring, you can cast {@spell Jump|XPHB} from it, but can target only yourself when you do so.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"attachedSpells\":[\"jump|xphb\"]},{\"name\":\"Ring of Lightning Resistance\",\"source\":\"DMG\",\"page\":192,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Ring of Lightning Resistance|XDMG\"],\"type\":\"RG|DMG\",\"resist\":[\"lightning\"],\"detail1\":\"citrine\",\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Ring of Resistance}\"]},{\"name\":\"Ring of Lightning Resistance\",\"source\":\"XDMG\",\"page\":294,\"freeRules2024\":true,\"type\":\"RG|XDMG\",\"resist\":[\"lightning\"],\"detail1\":\"citrine\",\"rarity\":\"rare\",\"hasRefs\":true,\"entries\":[\"{#itemEntry Ring of Resistance|XDMG}\"]},{\"name\":\"Ring of Mind Shielding\",\"source\":\"DMG\",\"page\":191,\"srd\":true,\"reprintedAs\":[\"Ring of Mind Shielding|XDMG\"],\"type\":\"RG|DMG\",\"tier\":\"major\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"entries\":[\"While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.\",\"You can use an action to cause the ring to become {@condition invisible} until you use another action to make it visible, until you remove the ring, or until you die.\",\"If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"lootTables\":[\"Magic Item Table F\"],\"hasFluffImages\":true},{\"name\":\"Ring of Mind Shielding\",\"source\":\"XDMG\",\"page\":293,\"type\":\"RG|XDMG\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"entries\":[\"While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.\",\"You can take a {@action Magic|XPHB} action to cause the ring to become imperceptible until you take another {@action Magic|XPHB} action to make it perceptible, until you remove the ring, or until you die.\",\"If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"hasFluffImages\":true},{\"name\":\"Ring of Necrotic Resistance\",\"source\":\"DMG\",\"page\":192,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Ring of Necrotic Resistance|XDMG\"],\"type\":\"RG|DMG\",\"resist\":[\"necrotic\"],\"detail1\":\"jet\",\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Ring of Resistance}\"]},{\"name\":\"Ring of Necrotic Resistance\",\"source\":\"XDMG\",\"page\":294,\"freeRules2024\":true,\"type\":\"RG|XDMG\",\"resist\":[\"necrotic\"],\"detail1\":\"jet\",\"rarity\":\"rare\",\"hasRefs\":true,\"entries\":[\"{#itemEntry Ring of Resistance|XDMG}\"]},{\"name\":\"Ring of Obscuring\",\"source\":\"EGW\",\"page\":269,\"type\":\"RG|DMG\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"This band of iron resembles a skull and is cold to the touch. It has 3 charges and regains {@dice 1d3} expended charges daily at dawn. As an action while wearing the ring, you can expend 1 of its charges to cast the {@spell fog cloud} spell from it, with the following changes: the cloud is centered on you when it first appears, and the spell lasts for 1 minute (no {@status concentration} required).\"],\"attachedSpells\":[\"fog cloud\"],\"hasFluffImages\":true},{\"name\":\"Ring of Poison Resistance\",\"source\":\"DMG\",\"page\":192,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Ring of Poison Resistance|XDMG\"],\"type\":\"RG|DMG\",\"resist\":[\"poison\"],\"detail1\":\"amethyst\",\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Ring of Resistance}\"]},{\"name\":\"Ring of Poison Resistance\",\"source\":\"XDMG\",\"page\":294,\"freeRules2024\":true,\"type\":\"RG|XDMG\",\"resist\":[\"poison\"],\"detail1\":\"amethyst\",\"rarity\":\"rare\",\"hasRefs\":true,\"entries\":[\"{#itemEntry Ring of Resistance|XDMG}\"]},{\"name\":\"Ring of Protection\",\"source\":\"DMG\",\"page\":191,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Ring of Protection|XDMG\"],\"type\":\"RG|DMG\",\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"bonusAc\":\"+1\",\"bonusSavingThrow\":\"+1\",\"entries\":[\"You gain a +1 bonus to AC and saving throws while wearing this ring.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Ring of Protection\",\"source\":\"XDMG\",\"page\":294,\"freeRules2024\":true,\"type\":\"RG|XDMG\",\"rarity\":\"rare\",\"reqAttune\":true,\"bonusAc\":\"+1\",\"bonusSavingThrow\":\"+1\",\"entries\":[\"You gain a +1 bonus to {@variantrule Armor Class|XPHB} and saving throws while wearing this ring.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"hasFluffImages\":true},{\"name\":\"Ring of Psychic Resistance\",\"source\":\"DMG\",\"page\":192,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Ring of Psychic Resistance|XDMG\"],\"type\":\"RG|DMG\",\"resist\":[\"psychic\"],\"detail1\":\"jade\",\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Ring of Resistance}\"]},{\"name\":\"Ring of Psychic Resistance\",\"source\":\"XDMG\",\"page\":294,\"freeRules2024\":true,\"type\":\"RG|XDMG\",\"resist\":[\"psychic\"],\"detail1\":\"jade\",\"rarity\":\"rare\",\"hasRefs\":true,\"entries\":[\"{#itemEntry Ring of Resistance|XDMG}\"]},{\"name\":\"Ring of Puzzler's Wit\",\"source\":\"BMT\",\"page\":37,\"type\":\"RG|DMG\",\"rarity\":\"uncommon\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d4 - 1}\",\"charges\":3,\"entries\":[\"This gold ring bears a fluorite stone and is enchanted to sharpen the wearer's mind.\",\"The ring has 3 charges and regains {@dice 1d4 - 1} expended charges daily at dawn. When you make an Intelligence check, you can expend 1 charge to grant yourself advantage on the check.\"]},{\"name\":\"Ring of Radiant Resistance\",\"source\":\"DMG\",\"page\":192,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Ring of Radiant Resistance|XDMG\"],\"type\":\"RG|DMG\",\"resist\":[\"radiant\"],\"detail1\":\"topaz\",\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Ring of Resistance}\"]},{\"name\":\"Ring of Radiant Resistance\",\"source\":\"XDMG\",\"page\":294,\"freeRules2024\":true,\"type\":\"RG|XDMG\",\"resist\":[\"radiant\"],\"detail1\":\"topaz\",\"rarity\":\"rare\",\"hasRefs\":true,\"entries\":[\"{#itemEntry Ring of Resistance|XDMG}\"]},{\"name\":\"Ring of Red Fury\",\"source\":\"CRCotN\",\"page\":214,\"type\":\"RG|DMG\",\"rarity\":\"very rare\",\"reqAttune\":true,\"modifySpeed\":{\"equal\":{\"swim\":\"walk\"}},\"entries\":[\"This ring has a stripe of ruidium running through it. While wearing the ring, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You can breathe water.\",\"You gain a swimming speed equal to your walking speed.\"]},{\"type\":\"entries\",\"name\":\"Ruidium Rage\",\"entries\":[\"As a bonus action, you can use the ring to gain the following benefits, which last for 1 minute or until you are {@condition incapacitated}:\",{\"type\":\"list\",\"items\":[\"You have advantage on Strength checks and Strength saving throws.\",\"When you hit with an attack, you can add your proficiency bonus to the damage roll.\",\"Difficult terrain doesn't cost you extra movement, and you are immune to the {@condition paralyzed} and {@condition restrained} conditions.\"]},\"You can't use this property of the ring again until you finish a long rest.\"]},{\"type\":\"entries\",\"name\":\"Ruidium Corruption\",\"entries\":[\"When you use the Ruidium Rage property of the ring, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of {@condition exhaustion}. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.\"]},{\"type\":\"entries\",\"name\":\"If Ruidium Is Destroyed\",\"entries\":[\"If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and the ring of red fury becomes a {@item ring of free action}.\"]}],\"hasFluffImages\":true},{\"name\":\"Ring of Regeneration\",\"source\":\"DMG\",\"page\":191,\"srd\":true,\"reprintedAs\":[\"Ring of Regeneration|XDMG\"],\"type\":\"RG|DMG\",\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":true,\"entries\":[\"While wearing this ring, you regain {@dice 1d6} hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after {@dice 1d6 + 1} days if you have at least 1 hit point the whole time.\"],\"lootTables\":[\"Magic Item Table H\"],\"hasFluffImages\":true},{\"name\":\"Ring of Regeneration\",\"source\":\"XDMG\",\"page\":294,\"freeRules2024\":true,\"type\":\"RG|XDMG\",\"rarity\":\"very rare\",\"reqAttune\":true,\"entries\":[\"While wearing this ring, you regain {@dice 1d6} {@variantrule Hit Points|XPHB} every 10 minutes if you have at least 1 {@variantrule Hit Points|XPHB|Hit Point}. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after {@dice 1d6 + 1} days if you have at least 1 {@variantrule Hit Points|XPHB|Hit Point} the whole time.\"],\"hasFluffImages\":true},{\"name\":\"Ring of Shooting Stars\",\"source\":\"DMG\",\"page\":192,\"srd\":true,\"reprintedAs\":[\"Ring of Shooting Stars|XDMG\"],\"type\":\"RG|DMG\",\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":\"outdoors at night\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"entries\":[\"While wearing this ring in dim light or darkness, you can cast {@spell dancing lights} and {@spell light} from the ring at will. Casting either spell from the ring requires an action.\",\"The ring has 6 charges for the following other properties. The ring regains {@dice 1d6} expended charges daily at dawn.\",{\"name\":\"Faerie Fire\",\"type\":\"entries\",\"entries\":[\"You can expend 1 charge as an action to cast {@spell faerie fire} from the ring.\"]},{\"name\":\"Ball Lightning\",\"type\":\"entries\",\"entries\":[\"You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.\",\"Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if {@status concentration||concentrating} on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.\",\"As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. (4 spheres = {@dice 2d4}, 3 spheres = {@dice 2d6}, 2 spheres = {@dice 5d4}, 1 sphere = {@dice 4d12})\"]},{\"name\":\"Shooting Stars\",\"type\":\"entries\",\"entries\":[\"You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking {@damage 5d4} fire damage on a failed save, or half as much damage on a successful one.\"]}],\"attachedSpells\":[\"dancing lights\",\"faerie fire\",\"light\"],\"lootTables\":[\"Magic Item Table H\"],\"hasFluffImages\":true},{\"name\":\"Ring of Shooting Stars\",\"source\":\"XDMG\",\"page\":294,\"type\":\"RG|XDMG\",\"rarity\":\"very rare\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"entries\":[\"You can cast {@spell Dancing Lights|XPHB} or {@spell Light|XPHB} from the ring.\",\"The ring has 6 charges and regains {@dice 1d6} expended charges daily at dawn. You can expend its charges to use the properties below.\",{\"type\":\"entries\",\"name\":\"Faerie Fire\",\"entries\":[\"You can expend 1 charge to cast {@spell Faerie Fire|XPHB} from the ring.\"]},{\"type\":\"entries\",\"name\":\"Lightning Spheres\",\"entries\":[\"You can expend 2 charges as a {@action Magic|XPHB} action to create up to four 3-foot-diameter spheres of lightning.\",\"Each sphere appears in an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain {@status Concentration|XPHB}, up to 1 minute. Each sphere sheds {@variantrule Dim Light|XPHB} in a 30-foot radius.\",\"As a {@variantrule Bonus Action|XPHB}, you can move each sphere up to 30 feet, but no farther than 120 feet away from yourself. The first time the sphere comes within 5 feet of a creature other than you that isn't behind {@variantrule Cover|XPHB|Total Cover}, the sphere discharges lightning at that creature and disappears. That creature makes a DC 15 Dexterity saving throw. On a failed save, the creature takes Lightning damage based on the number of spheres you created, as shown in the following table. On a successful save, the creature takes half as much damage.\",{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"Number of Spheres\",\"Lightning Damage\"],\"rows\":[[\"1\",\"{@damage 4d12}\"],[\"2\",\"{@damage 5d4}\"],[\"3\",\"{@damage 2d6}\"],[\"4\",\"{@damage 2d4}\"]]}]},{\"type\":\"entries\",\"name\":\"Shooting Stars\",\"entries\":[\"You can expend 1 to 3 charges as a {@action Magic|XPHB} action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of yourself. Each creature in a 15-foot {@variantrule Cube [Area of Effect]|XPHB|Cube} originating from that point is showered in sparks and makes a DC 15 Dexterity saving throw, taking {@damage 5d4} Radiant damage on a failed save or half as much damage on a successful one.\"]}],\"attachedSpells\":[\"dancing lights|xphb\",\"faerie fire|xphb\",\"light|xphb\"],\"hasFluffImages\":true},{\"name\":\"Ring of Spell Storing\",\"source\":\"DMG\",\"page\":192,\"srd\":true,\"reprintedAs\":[\"Ring of Spell Storing|XDMG\"],\"type\":\"RG|DMG\",\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"entries\":[\"This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains {@dice 1d6 - 1} levels of stored spells chosen by the DM.\",\"Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.\",\"While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Ring of Spell Storing\",\"source\":\"XDMG\",\"page\":295,\"freeRules2024\":true,\"type\":\"RG|XDMG\",\"rarity\":\"rare\",\"reqAttune\":true,\"entries\":[\"This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains {@dice 1d6 - 1} levels of stored spells chosen by the DM.\",\"Any creature can cast a spell of level 1 through 5 into the ring by touching the ring as the spell is cast. The spell has no effect other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.\",\"While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.\"],\"hasFluffImages\":true},{\"name\":\"Ring of Spell Turning\",\"source\":\"DMG\",\"page\":193,\"srd\":true,\"reprintedAs\":[\"Ring of Spell Turning|XDMG\"],\"type\":\"RG|DMG\",\"tier\":\"major\",\"rarity\":\"legendary\",\"reqAttune\":true,\"entries\":[\"While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.\"],\"lootTables\":[\"Magic Item Table I\"],\"hasFluffImages\":true},{\"name\":\"Ring of Spell Turning\",\"source\":\"XDMG\",\"page\":295,\"type\":\"RG|XDMG\",\"rarity\":\"legendary\",\"reqAttune\":true,\"entries\":[\"While wearing this ring, you have {@variantrule Advantage|XPHB} on saving throws against spells. If you succeed on the save for a spell of level 7 or lower, the spell has no effect on you. If that spell targeted only you and didn't create an area of effect, you can take a {@variantrule Reaction|XPHB} to deflect the spell back at the spell's caster; the caster must make a saving throw against the spell using their own spell save DC.\"],\"hasFluffImages\":true},{\"name\":\"Ring of Swimming\",\"source\":\"DMG\",\"page\":193,\"srd\":true,\"reprintedAs\":[\"Ring of Swimming|XDMG\"],\"type\":\"RG|DMG\",\"tier\":\"minor\",\"rarity\":\"uncommon\",\"modifySpeed\":{\"static\":{\"swim\":40}},\"entries\":[\"You have a swimming speed of 40 feet while wearing this ring.\"],\"lootTables\":[\"Magic Item Table B\"]},{\"name\":\"Ring of Swimming\",\"source\":\"XDMG\",\"page\":295,\"freeRules2024\":true,\"type\":\"RG|XDMG\",\"rarity\":\"uncommon\",\"modifySpeed\":{\"static\":{\"swim\":40}},\"entries\":[\"You have a {@variantrule Swim Speed|XPHB} of 40 feet while wearing this ring.\"]},{\"name\":\"Ring of Telekinesis\",\"source\":\"DMG\",\"page\":193,\"srd\":true,\"reprintedAs\":[\"Ring of Telekinesis|XDMG\"],\"type\":\"RG|DMG\",\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":true,\"entries\":[\"While wearing this ring, you can cast the {@spell telekinesis} spell at will, but you can target only objects that aren't being worn or carried.\"],\"attachedSpells\":[\"telekinesis\"],\"lootTables\":[\"Magic Item Table H\"],\"hasFluffImages\":true},{\"name\":\"Ring of Telekinesis\",\"source\":\"XDMG\",\"page\":295,\"type\":\"RG|XDMG\",\"rarity\":\"very rare\",\"reqAttune\":true,\"entries\":[\"While wearing this ring, you can cast {@spell Telekinesis|XPHB} from it.\"],\"attachedSpells\":[\"telekinesis|xphb\"],\"hasFluffImages\":true},{\"name\":\"Ring of Temporal Salvation\",\"source\":\"EGW\",\"page\":269,\"type\":\"RG|DMG\",\"rarity\":\"rare\",\"reqAttune\":true,\"entries\":[\"If you die while wearing this gray crystal ring, you vanish and reappear in an unoccupied space within 5 feet of the space you left (or the nearest unoccupied space). You have a number of hit points equal to {@dice 3d6} + your Constitution modifier. If your hit point maximum is lower than the number of hit points you regain, your hit point maximum rises to a similar amount. If you have any levels of {@condition exhaustion}, reduce your level of {@condition exhaustion} by 1. Once the ring is used, it turns to dust and is destroyed.\"]},{\"name\":\"Ring of the Copycat\",\"source\":\"CoA\",\"page\":268,\"type\":\"RG|DMG\",\"rarity\":\"legendary\",\"reqAttune\":true,\"entries\":[\"You gain the ability to channel energy from allies to cast spells, even if you normally can't. When an ally within 60 feet of you casts a spell that you normally can't cast and that requires 10 gp or fewer in material components, you may use a reaction to cast that spell. When cast in this way, the spell is cast using your ally's spellcasting ability, spell save DC, and spell attack bonus, as needed. You decide this cloned spell's target, as specified in the spell's description, and the spell originates from you. After you use this ability, your ally can't cast this spell again until they finish a long rest.\"]},{\"name\":\"Ring of the Orator\",\"source\":\"PaBTSO\",\"page\":219,\"type\":\"RG|DMG\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"entries\":[\"This ring has 6 charges. While you wear it, you can expend 1 of its charges to project your voice to be heard clearly by all creatures within 1 mile of yourself, regardless of intervening noise, for 1 minute. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks this projection. If you project your voice while speaking a language the listening creatures don't understand, you can make the creatures understand what you're saying. You must be able to see the creatures to make them understand. The ring regains {@dice 1d6} expended charges daily at dawn.\"],\"hasFluffImages\":true},{\"name\":\"Ring of the Ram\",\"source\":\"DMG\",\"page\":193,\"srd\":true,\"reprintedAs\":[\"Ring of the Ram|XDMG\"],\"type\":\"RG|DMG\",\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"This ring has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to make a ranged spell attack against one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes {@damage 2d10} force damage and is pushed 5 feet away from you.\",\"Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Ring of the Ram\",\"source\":\"XDMG\",\"page\":296,\"type\":\"RG|XDMG\",\"rarity\":\"rare\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"This ring has 3 charges and regains {@dice 1d3} expended charges daily at dawn. While wearing the ring, you can take a {@action Magic|XPHB} action to expend 1 to 3 charges to make a ranged spell attack against one creature you can see within 60 feet of yourself. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes {@damage 2d10} Force damage and is pushed 5 feet away from you.\",\"Alternatively, you can expend 1 to 3 of the ring's charges as a {@action Magic|XPHB} action to try to break a nonmagical object you can see within 60 feet of yourself that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"hasFluffImages\":true},{\"name\":\"Ring of Three Wishes\",\"source\":\"DMG\",\"page\":193,\"srd\":true,\"reprintedAs\":[\"Ring of Three Wishes|XDMG\"],\"type\":\"RG|DMG\",\"tier\":\"major\",\"rarity\":\"legendary\",\"entries\":[\"While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the {@spell wish} spell from it. The ring becomes nonmagical when you use the last charge.\"],\"attachedSpells\":[\"wish\"],\"lootTables\":[\"Magic Item Table I\"],\"hasFluffImages\":true},{\"name\":\"Ring of Three Wishes\",\"source\":\"XDMG\",\"page\":296,\"freeRules2024\":true,\"type\":\"RG|XDMG\",\"rarity\":\"legendary\",\"entries\":[\"While wearing this ring, you can expend 1 of its 3 charges to cast {@spell Wish|XPHB} from it. The ring becomes nonmagical when you use the last charge.\"],\"attachedSpells\":[\"wish|xphb\"],\"hasFluffImages\":true},{\"name\":\"Ring of Thunder Resistance\",\"source\":\"DMG\",\"page\":192,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Ring of Thunder Resistance|XDMG\"],\"type\":\"RG|DMG\",\"resist\":[\"thunder\"],\"detail1\":\"spinel\",\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Ring of Resistance}\"]},{\"name\":\"Ring of Thunder Resistance\",\"source\":\"XDMG\",\"page\":294,\"freeRules2024\":true,\"type\":\"RG|XDMG\",\"resist\":[\"thunder\"],\"detail1\":\"spinel\",\"rarity\":\"rare\",\"hasRefs\":true,\"entries\":[\"{#itemEntry Ring of Resistance|XDMG}\"]},{\"name\":\"Ring of Treachery\",\"source\":\"CoA\",\"page\":269,\"type\":\"RG|DMG\",\"rarity\":\"very rare\",\"reqAttune\":true,\"recharge\":\"restLong\",\"rechargeAmount\":3,\"charges\":3,\"entries\":[\"This ring has 3 charges. While wearing this ring, when you're damaged, you may use a reaction to expend a charge and transfer that damage to a random creature (which could include an ally) within 60 feet. All charges are restored when you finish a long rest.\"]},{\"name\":\"Ring of Truth Telling\",\"source\":\"WDH\",\"page\":192,\"type\":\"RG|DMG\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"entries\":[\"While wearing this ring, you have advantage on Wisdom ({@skill Insight}) checks to determine whether someone is lying to you.\"]},{\"name\":\"Ring of Warmth\",\"source\":\"DMG\",\"page\":193,\"srd\":true,\"reprintedAs\":[\"Ring of Warmth|XDMG\"],\"type\":\"RG|DMG\",\"resist\":[\"cold\"],\"tier\":\"major\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"entries\":[\"While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit.\"],\"lootTables\":[\"Magic Item Table F\"],\"hasFluffImages\":true},{\"name\":\"Ring of Warmth\",\"source\":\"XDMG\",\"page\":296,\"freeRules2024\":true,\"type\":\"RG|XDMG\",\"resist\":[\"cold\"],\"rarity\":\"uncommon\",\"reqAttune\":true,\"entries\":[\"If you take Cold damage while wearing this ring, the ring reduces the damage you take by {@dice 2d8}.\",\"In addition, while wearing this ring, you and everything you wear and carry are unharmed by temperatures of 0 degrees Fahrenheit or lower.\"],\"hasFluffImages\":true},{\"name\":\"Ring of Water Elemental Command\",\"source\":\"DMG\",\"page\":190,\"srd\":true,\"reprintedAs\":[\"Ring of Elemental Command (Water)|XDMG\"],\"type\":\"RG|DMG\",\"tier\":\"major\",\"rarity\":\"legendary\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d4 + 1}\",\"charges\":5,\"entries\":[\"While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Water and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Water.\",\"The ring has 5 charges. It regains {@dice 1d4 + 1} expended charges daily at dawn. Spells cast from the ring have a save DC of 17.\",\"You can expend 2 of the ring's charges to cast {@spell dominate monster} on a {@creature water elemental}. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan.\",\"If you help slay a {@creature water elemental} while attuned to the ring, you gain access to the following additional properties:\",{\"type\":\"list\",\"items\":[\"You can breathe underwater and have a swimming speed equal to your walking speed.\",\"You can cast the following spells from the ring, expending the necessary number of charges: {@spell create or destroy water} (1 charge), {@spell control water} (3 charges), {@spell ice storm} (2 charges), or {@spell wall of ice} (3 charges).\"]}],\"attachedSpells\":[\"dominate monster\",\"create or destroy water\",\"control water\",\"ice storm\",\"wall of ice\"],\"lootTables\":[\"Magic Item Table I\"]},{\"name\":\"Ring of Water Walking\",\"source\":\"DMG\",\"page\":193,\"srd\":true,\"reprintedAs\":[\"Ring of Water Walking|XDMG\"],\"type\":\"RG|DMG\",\"tier\":\"major\",\"rarity\":\"uncommon\",\"entries\":[\"While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"lootTables\":[\"Magic Item Table F\"],\"hasFluffImages\":true},{\"name\":\"Ring of Water Walking\",\"source\":\"XDMG\",\"page\":296,\"freeRules2024\":true,\"type\":\"RG|XDMG\",\"rarity\":\"uncommon\",\"entries\":[\"While wearing this ring, you cast {@spell Water Walk|XPHB} from it, targeting only yourself.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"attachedSpells\":[\"water walk|xphb\"],\"hasFluffImages\":true},{\"name\":\"Ring of Winter\",\"source\":\"ToA\",\"page\":207,\"type\":\"RG|DMG\",\"immune\":[\"cold\"],\"rarity\":\"artifact\",\"reqAttune\":true,\"sentient\":true,\"weight\":1,\"recharge\":\"dawn\",\"rechargeAmount\":12,\"charges\":12,\"entries\":[\"{@creature Artus Cimber|ToA} has kept this item in his possession for over a century. The Ring of Winter is a golden band that resizes to fit snugly on the finger of its wearer. A thin layer of frost coats the outside of the ring, which normal heat can't melt. The ring feels ice cold to the touch and initially numbs the hand that wears it, but this cold ceases to be felt by one who is attuned to this ring.\",\"The Ring of Winter is sentient and tries to take control of any creature that wears it (see \\\"Sentient Magic Items\\\" chapter 7 of the Dungeon Master's Guide). If it succeeds, the ring compels its wearer to cause undue harm to everyone and everything around it, in a cold-hearted attempt to incur the wrath of enemies and bring the wearer's doom.\",{\"type\":\"entries\",\"name\":\"Sentience\",\"entries\":[\"The Ring of Winter is a sentient chaotic evil item with an Intelligence of 14, a Wisdom of 14, and a Charisma of 17. The ring communicates by transmitting emotion to the creature carrying or wielding it, and it has hearing and normal vision out to a range of 60 feet. The ring craves destruction, and it likes inflicting indiscriminate harm on others.\"]},{\"type\":\"entries\",\"name\":\"Nondetection\",\"entries\":[\"The Ring of Winter defies attempts to magically locate it. Neither the ring nor its wearer can be targeted by any divination magic or perceived through magical scrying sensors.\"]},{\"type\":\"entries\",\"name\":\"Frozen Time\",\"entries\":[\"As long as you wear the ring, you don't age naturally. This effect is similar to suspended animation, in that your age doesn't catch up to you once the ring is removed. The ring doesn't protect its wearer from magical or supernatural aging effects, such as the Horrifying Visage of a {@creature ghost}.\"]},{\"type\":\"entries\",\"name\":\"Cold Immunity\",\"entries\":[\"While attuned to and wearing the ring, you have immunity to cold damage and don't suffer any ill effects from extreme cold (see chapter 5 of the Dungeon's Master Guide).\"]},{\"type\":\"entries\",\"name\":\"Magic\",\"entries\":[\"The Ring of Winter has 12 charges and regains all its expended charges daily at dawn. While wearing the ring, you can expend the necessary number of charges to activate one of the following properties:\",{\"type\":\"list\",\"items\":[\"You can expend 1 charge as an action and use the ring to lower the temperature in a 120-foot-radius sphere centered on a point you can see within 300 feet of you. The temperature in that area drops 20 degrees per minute, to a minimum of -30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops below 32 degrees. This effect is permanent unless you use the ring to end it as an action, at which point the temperature in the area returns to normal at a rate of 10 degrees per minute.\",\"You can cast one of the following spells from the ring (spell save DC 17) by expending the necessary number of charges: {@spell Bigby's hand} (2 charges; the hand is made of ice, is immune to cold damage, and deals bludgeoning damage instead of force damage as a clenched fist), {@spell cone of cold} (2 charges), flesh to ice (3 charges; as {@spell flesh to stone} except that the target turns to solid ice with the density and durability of stone), {@spell ice storm} (2 charges), {@spell Otiluke's freezing sphere} (3 charges), {@spell sleet storm} (1 charge), {@spell spike growth} (1 charge; the spikes are made of ice), or {@spell wall of ice} (2 charges).\",\"You can expend the necessary number of charges as an action and use the ring to create either an inanimate ice object (2 charges) or an animated ice creature (4 charges). The ice object can't have any moving parts, must be able to fit inside a 10-foot cube, and has the density and durability of metal or stone (your choice). The ice creature must be modeled after a beast with a challenge rating of 2 or less. The ice creature has the same statistics as the beast it models, with the following changes: the creature is a construct with vulnerability to fire damage, immunity to cold and poison damage, and immunity to the following conditions: {@condition charmed}, {@condition exhaustion}, {@condition frightened}, {@condition paralyzed}, {@condition petrified}, and {@condition poisoned}. The ice creature obeys only its creator's commands. The ice object or creature appears in an unoccupied space within 60 feet of you. It melts into a pool of normal water after 24 hours or when it drops to 0 hit points. In extreme heat, it loses 5 ({@dice 1d10}) hit points per minute as it melts. Use the guidelines in chapter 8 of the Dungeon Master's Guide to determine the hit points of an inanimate object if they become necessary.\"]}]},{\"type\":\"entries\",\"name\":\"Other Properties\",\"entries\":[\"The Ring of Winter is rumored to possess other properties that can be activated only by an evil being whose will the ring can't break. Frost giants have long believed that the ring can be used to freeze entire worlds, while a {@creature djinni} in the service of a Calishite pasha once claimed that the ring could be used to summon and control white dragons, as well as the mighty ice primordial named Cryonax.\"]},{\"type\":\"entries\",\"name\":\"Destroying the Ring\",\"entries\":[\"The ring is nigh indestructible, resisting even the most intense magical heat. If it is placed on the finger of the powerful archfey known as the Summer Queen, the ring melts away and is destroyed forever.\"]}],\"attachedSpells\":[\"cone of cold\",\"ice storm\",\"Otiluke's freezing sphere\",\"sleet storm\",\"wall of ice\",\"Bigby's hand\",\"flesh to stone\",\"spike growth\"],\"hasFluffImages\":true},{\"name\":\"Ring of X-ray Vision\",\"source\":\"DMG\",\"page\":193,\"srd\":true,\"reprintedAs\":[\"Ring of X-ray Vision|XDMG\"],\"type\":\"RG|DMG\",\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"entries\":[\"While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.\",\"Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of {@condition exhaustion}.\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Ring of X-ray Vision\",\"source\":\"XDMG\",\"page\":296,\"type\":\"RG|XDMG\",\"rarity\":\"rare\",\"reqAttune\":true,\"entries\":[\"While wearing this ring, you can take a {@action Magic|XPHB} action to gain X-ray vision with a range of 30 feet for 1 minute. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead block the vision.\",\"Whenever you use the ring again before taking a {@variantrule Long Rest|XPHB}, you must succeed on a DC 15 Constitution saving throw or gain 1 {@condition Exhaustion|XPHB} level.\"],\"hasFluffImages\":true},{\"name\":\"Rival Coin\",\"source\":\"XDMG\",\"page\":296,\"rarity\":\"common\",\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":1,\"charges\":1,\"entries\":[\"This gold coin has a creature embossed on each side. The two depicted creatures must be famous rivals or enemies of each other. For example, a Rival Coin might show {@book Iggwilv|XDMG|8|Iggwilv} on one side and {@book Mordenkainen|XDMG|8|Mordenkainen} on the other, or {@book Venger|XDMG|8|Venger} on one side and {@book Tiamat|XDMG|8|Tiamat} on the other. One of these figures is on the \\\"heads\\\" side of the coin, the other on the \\\"tails\\\" side.\",\"The coin has 1 charge and regains its expended charge daily at dawn. You can take a {@action Magic|XPHB} action to toss the coin, expending its charge. Roll any die to determine whether the coin comes up heads (on an even number) or tails (on an odd number). The roll also determines the effect:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Heads\",\"entries\":[\"Target one creature you can see within 60 feet of yourself. The target makes a DC 13 Wisdom saving throw. On a failed save, the target takes {@damage 2d4} Psychic damage and has {@variantrule Disadvantage|XPHB} on the next attack roll it makes before the end of its next turn. On a successful save, the target takes half as much damage only.\"]},{\"type\":\"item\",\"name\":\"Tails\",\"entries\":[\"You take {@damage 1d4} Psychic damage.\"]}]}],\"hasFluffImages\":true},{\"name\":\"Robe\",\"source\":\"XPHB\",\"page\":228,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":4,\"value\":100,\"entries\":[\"A Robe has vocational or ceremonial significance. Some events and locations admit only people wearing a Robe bearing certain colors or symbols.\"]},{\"name\":\"Robe of Eyes\",\"source\":\"DMG\",\"page\":193,\"srd\":true,\"reprintedAs\":[\"Robe of Eyes|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"The robe lets you see in all directions, and you have advantage on Wisdom ({@skill Perception}) checks that rely on sight.\",\"You have {@sense darkvision} out to a range of 120 feet.\",\"You can see {@condition invisible} creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.\"]},\"The eyes on the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.\",\"A {@spell light} spell cast on the robe or a {@spell daylight} spell cast within 5 feet of the robe causes you to be {@condition blinded} for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for {@spell light} or DC 15 for {@spell daylight}), ending the blindness on a success.\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Robe of Eyes\",\"source\":\"XDMG\",\"page\":297,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"All-Around Vision\",\"entries\":[\"The robe gives you {@variantrule Advantage|XPHB} on Wisdom ({@skill Perception|XPHB}) checks that rely on sight.\"]},{\"type\":\"item\",\"name\":\"Special Senses\",\"entries\":[\"You have {@sense Darkvision|XPHB} and {@sense Truesight|XPHB}, both with a range of 120 feet.\"]}]},{\"type\":\"entries\",\"name\":\"Drawbacks\",\"entries\":[\"A {@spell Light|XPHB} spell cast on the robe or a {@spell Daylight|XPHB} spell cast within 5 feet of the robe gives you the {@condition Blinded|XPHB} condition for 1 minute. At the end of each of your turns, you make a Constitution saving throw (DC 11 for Light or DC 15 for Daylight), ending the condition on yourself on a success.\"]}],\"hasFluffImages\":true},{\"name\":\"Robe of Scintillating Colors\",\"source\":\"DMG\",\"page\":194,\"srd\":true,\"reprintedAs\":[\"Robe of Scintillating Colors|XDMG\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"This robe has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become {@condition stunned} until the effect ends.\"],\"lootTables\":[\"Magic Item Table H\"]},{\"name\":\"Robe of Scintillating Colors\",\"source\":\"XDMG\",\"page\":297,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"This robe has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. While you wear it, you can take a {@action Magic|XPHB} action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds {@variantrule Bright Light|XPHB} in a 30-foot radius and {@variantrule Dim Light|XPHB} for an additional 30 feet, and creatures that can see you have {@variantrule Disadvantage|XPHB} on attack rolls against you. Any creature in the {@variantrule Bright Light|XPHB} that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or have the {@condition Stunned|XPHB} condition until the effect ends.\"]},{\"name\":\"Robe of Serpents\",\"source\":\"SKT\",\"page\":236,\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"A robe of serpents is a stylish silk garment that is popular among wealthy nobles and retired assassins. The robe is emblazoned with {@dice 1d4 + 3} stylized serpents, all brightly colored.\",\"As a bonus action on your turn, you can transform one of the robe's serpents into a {@creature giant poisonous snake}. The snake instantly falls from the robe, slithers into an unoccupied space next to you, and acts on your initiative count. The snake can tell friendly creatures from hostile ones and attacks the latter. The snake disappears in a harmless puff of smoke after 1 hour, when it drops to 0 hit points, or when you dismiss it (no action required). Once detached, a snake can't return to the robe. When all of the robe's snakes have detached, the robe becomes a nonmagical garment.\"]},{\"name\":\"Robe of Stars\",\"source\":\"DMG\",\"page\":194,\"srd\":true,\"reprintedAs\":[\"Robe of Stars|XDMG\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"bonusSavingThrow\":\"+1\",\"entries\":[\"This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.\",\"Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast {@spell magic missile} as a 5th-level spell. Daily at dusk, {@dice 1d6} removed stars reappear on the robe.\",\"While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.\"],\"attachedSpells\":[\"magic missile\"],\"lootTables\":[\"Magic Item Table H\"],\"hasFluffImages\":true},{\"name\":\"Robe of Stars\",\"source\":\"XDMG\",\"page\":297,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"bonusSavingThrow\":\"+1\",\"entries\":[\"This black or dark-blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.\",\"Six stars, located on the robe's upper-front portion, are particularly large. While wearing this robe, you can take a {@action Magic|XPHB} action to remove one of the stars and expend it to cast the level 5 version of {@spell Magic Missile|XPHB}. Daily at dusk, {@dice 1d6} removed stars reappear on the robe.\",\"While you wear the robe, you can take a {@action Magic|XPHB} action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you take a {@action Magic|XPHB} action to return to the plane you were on. You reappear in the last space you occupied or, if that space is occupied, the nearest unoccupied space.\"],\"attachedSpells\":[\"magic missile|xphb\"],\"hasFluffImages\":true},{\"name\":\"Robe of Summer\",\"source\":\"TftYP\",\"page\":229,\"resist\":[\"cold\"],\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"weight\":1,\"entries\":[\"This elegant garment is made from fine cloth in hues of red, orange, and gold. While you wear the robe, you have resistance to cold damage. In addition, you are comfortable as if the temperature were that of a balmy day, so you suffer no ill effects from the weather's temperature extremes.\"]},{\"name\":\"Robe of the Archmagi\",\"source\":\"DMG\",\"page\":194,\"srd\":true,\"reprintedAs\":[\"Robe of the Archmagi|XDMG\"],\"tier\":\"major\",\"rarity\":\"legendary\",\"reqAttune\":\"by a sorcerer, warlock, or wizard\",\"reqAttuneTags\":[{\"class\":\"sorcerer\"},{\"class\":\"warlock\"},{\"class\":\"wizard\"}],\"wondrous\":true,\"bonusSpellAttack\":\"+2\",\"bonusSpellSaveDc\":\"+2\",\"entries\":[\"This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your alignment.\",\"You gain these benefits while wearing the robe:\",{\"type\":\"list\",\"items\":[\"If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.\",\"You have advantage on saving throws against spell and other magical effects.\",\"Your spell save DC and spell attack bonus each increase by 2.\"]}],\"lootTables\":[\"Magic Item Table I\"],\"hasFluffImages\":true},{\"name\":\"Robe of the Archmagi\",\"source\":\"XDMG\",\"page\":298,\"freeRules2024\":true,\"rarity\":\"legendary\",\"reqAttune\":\"by a sorcerer, warlock, or wizard\",\"reqAttuneTags\":[{\"class\":\"sorcerer\"},{\"class\":\"warlock\"},{\"class\":\"wizard\"}],\"wondrous\":true,\"bonusSpellAttack\":\"+2\",\"bonusSpellSaveDc\":\"+2\",\"entries\":[\"This elegant garment is made from exquisite cloth and adorned with runes.\",\"You gain these benefits while wearing the robe.\",{\"type\":\"entries\",\"name\":\"Armor\",\"entries\":[\"If you aren't wearing armor, your base {@variantrule Armor Class|XPHB} is 15 plus your Dexterity modifier.\"]},{\"type\":\"entries\",\"name\":\"Magic Resistance\",\"entries\":[\"You have {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects.\"]},{\"type\":\"entries\",\"name\":\"War Mage\",\"entries\":[\"Your spell save DC and spell attack bonus each increase by 2.\"]}],\"hasFluffImages\":true},{\"name\":\"Robe of Useful Items\",\"source\":\"DMG\",\"page\":195,\"srd\":true,\"reprintedAs\":[\"Robe of Useful Items|XDMG\"],\"tier\":\"minor\",\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.\",\"The robe has two of each of the following patches:\",{\"type\":\"list\",\"items\":[\"Dagger\",\"Bullseye lantern (filled and lit)\",\"Steel mirror\",\"10-foot pole\",\"Hempen rope (50 feet, coiled)\",\"Sack\"]},\"In addition, the robe has {@dice 4d4} other patches. The DM chooses the patches or determines them randomly.\",{\"type\":\"table\",\"colLabels\":[\"{@dice d100}\",\"Patch\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"01-08\",\"Bag of 100 gp\"],[\"09-15\",\"Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp\"],[\"16-22\",\"Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself\"],[\"23-30\",\"10 gems worth 100 gp each\"],[\"31-44\",\"Wooden ladder (24 feet long)\"],[\"45-51\",\"A {@creature riding horse} with saddle bags\"],[\"52-59\",\"Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you\"],[\"60-68\",\"4 {@item potion of healing||potions of healing}\"],[\"69-75\",\"{@item Rowboat} (12 feet long)\"],[\"76-83\",\"Spell scroll containing one spell of 1st to 3rd level\"],[\"84-90\",\"2 {@creature mastiff||mastiffs}\"],[\"91-96\",\"Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach\"],[\"97-00\",\"{@item Portable ram|phb}\"]]}],\"lootTables\":[\"Magic Item Table B\"],\"hasFluffImages\":true},{\"name\":\"Robe of Useful Items\",\"source\":\"XDMG\",\"page\":298,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a {@action Magic|XPHB} action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.\",\"The robe has two of each of the following patches:\",{\"type\":\"list\",\"items\":[\"{@item Bullseye Lantern|XPHB} (filled and lit)\",\"{@item Dagger|XPHB}\",\"{@item Mirror|XPHB}\",\"{@item Pole|XPHB}\",\"{@item Rope|XPHB} (coiled)\",\"{@item Sack|XPHB}\"]},\"In addition, the robe has {@dice 4d4} other patches. The DM chooses the patches or determines them randomly by rolling on the following table.\",{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"1d100\",\"Patch\"],\"rows\":[[\"01-08\",\"Bag of 100 GP\"],[\"09-15\",\"Silver coffer (1 foot long, 6 inches wide and deep) worth 500 GP\"],[\"16-22\",\"Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself\"],[\"23-30\",\"10 gems worth 100 GP each\"],[\"31-44\",\"Wooden ladder (24 feet long)\"],[\"45-51\",\"{@creature Riding Horse|XPHB} with a {@item Riding Saddle|XPHB}\"],[\"52-59\",\"Open pit (a 10-foot {@variantrule Cube [Area of Effect]|XPHB|Cube}), which you can place on the ground within 10 feet of yourself\"],[\"60-68\",\"4 {@item Potion of Healing|XDMG|Potions of Healing}\"],[\"69-75\",\"{@item Rowboat|XPHB} (12 feet long)\"],[\"76-83\",\"{@item Spell Scroll|XDMG} containing one spell of level 1, 2, or 3 (your choice)\"],[\"84-90\",\"2 {@creature Mastiff|XPHB|Mastiffs}\"],[\"91-96\",\"Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach\"],[\"97-00\",\"{@item Portable Ram|XPHB}\"]]}],\"hasFluffImages\":true},{\"name\":\"Robes\",\"source\":\"PHB\",\"page\":150,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Robe|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":4,\"value\":100},{\"name\":\"Robot Controller\",\"source\":\"QftIS\",\"page\":193,\"type\":\"G\",\"rarity\":\"none\",\"charges\":3,\"entries\":[\"This small handheld device features a glass pane with a glowing display that responds to your touch.\",\"The controller is powered by an {@item energy cell} stored in the device. Placing a full {@item energy cell} in the device gives the device 3 charges.\",\"As an action while holding this device, you can expend 1 of its charges to cause one of the following effects:\",{\"name\":\"Control\",\"type\":\"entries\",\"entries\":[\"One Construct of your choice within 60 feet of you must succeed on a DC 15 Wisdom saving throw or have the {@condition charmed} condition for 1 minute. While {@condition charmed} in this way, the Construct obeys your verbal commands, and you and the Construct can communicate remotely with each other through the device. Whenever the {@condition charmed} Construct takes damage, it can repeat the saving throw, ending the effect on itself on a success.\"]},{\"name\":\"Disrupt\",\"type\":\"entries\",\"entries\":[\"Constructs of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the {@condition incapacitated} condition for 1 minute. An {@condition incapacitated} Construct can repeat the saving throw at the end of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Replacing the Energy Cell\",\"type\":\"entries\",\"entries\":[\"While the device has charges remaining, its {@item energy cell} can't be removed. Once the device has 0 charges, you can replace the {@item energy cell} with a new cell by using an action or a bonus action.\"]}],\"hasFluffImages\":true},{\"name\":\"Rod of Absorption\",\"source\":\"DMG\",\"page\":195,\"srd\":true,\"reprintedAs\":[\"Rod of Absorption|XDMG\"],\"type\":\"RD|DMG\",\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":2,\"entries\":[\"While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy—not the spell itself—is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.\",\"When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.\",\"If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.\",\"A newly found rod has {@dice 1d10} levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.\"],\"lootTables\":[\"Magic Item Table H\"],\"hasFluffImages\":true},{\"name\":\"Rod of Absorption\",\"source\":\"XDMG\",\"page\":299,\"freeRules2024\":true,\"type\":\"RD|XDMG\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":2,\"entries\":[\"While holding this rod, you can take a {@variantrule Reaction|XPHB} to absorb a spell that is targeting only you and doesn't create an area of effect. The absorbed spell's effect is canceled, and the spell's energy—not the spell itself—is stored in the rod. The energy has the same level as the spell when it was cast. A canceled spell dissipates with no effect, and any resources used to cast it are wasted. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.\",\"When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence and how many levels of spell energy it currently has stored.\",\"If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of level 5. You use the stored levels in place of your slots but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a level 3 spell slot.\",\"A newly found rod typically has {@dice 1d10} levels of spell energy stored in it. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.\"],\"hasFluffImages\":true},{\"name\":\"Rod of Alertness\",\"source\":\"DMG\",\"page\":196,\"srd\":true,\"reprintedAs\":[\"Rod of Alertness|XDMG\"],\"type\":\"RD|DMG\",\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":2,\"bonusAc\":\"+1\",\"bonusSavingThrow\":\"+1\",\"entries\":[\"This rod has a flanged head and the following properties.\",{\"name\":\"Alertness\",\"type\":\"entries\",\"entries\":[\"While holding the rod, you have advantage on Wisdom ({@skill Perception}) checks and on rolls for initiative.\"]},{\"name\":\"Spells\",\"type\":\"entries\",\"entries\":[\"While holding the rod, you can use an action to cast one of the following spells from it: {@spell detect evil and good}, {@spell detect magic}, {@spell detect poison and disease}, or {@spell see invisibility}.\"]},{\"name\":\"Protective Aura\",\"type\":\"entries\",\"entries\":[\"As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any {@condition invisible} hostile creature that is also in the bright light.\",\"The rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn.\"]}],\"attachedSpells\":[\"detect evil and good\",\"detect magic\",\"detect poison and disease\",\"see invisibility\"],\"lootTables\":[\"Magic Item Table H\"]},{\"name\":\"Rod of Alertness\",\"source\":\"XDMG\",\"page\":299,\"type\":\"RD|XDMG\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":2,\"bonusAc\":\"+1\",\"bonusSavingThrow\":\"+1\",\"entries\":[\"This rod has the following properties.\",{\"type\":\"entries\",\"name\":\"Alertness\",\"entries\":[\"While holding the rod, you have {@variantrule Advantage|XPHB} on Wisdom ({@skill Perception|XPHB}) checks and on {@variantrule Initiative|XPHB} rolls. Spells. While holding the rod, you can cast the following spells from it:\",{\"type\":\"list\",\"items\":[\"{@spell Detect Evil and Good|XPHB}\",\"{@spell Detect Magic|XPHB}\",\"{@spell Detect Poison and Disease|XPHB}\",\"{@spell See Invisibility|XPHB}\"]}]},{\"type\":\"entries\",\"name\":\"Protective Aura\",\"entries\":[\"As a {@action Magic|XPHB} action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds {@variantrule Bright Light|XPHB} in a 60-foot radius and {@variantrule Dim Light|XPHB} for an additional 60 feet. While in that {@variantrule Bright Light|XPHB}, you and your allies gain a +1 bonus to {@variantrule Armor Class|XPHB} and saving throws and can sense the location of any {@condition Invisible|XPHB} creature that is also in the {@variantrule Bright Light|XPHB}.\",\"The rod's head stops glowing and the effect ends after 10 minutes or when a creature takes a {@action Magic|XPHB} action to pull the rod from the ground. Once used, this property can't be used again until the next dawn.\"]}],\"attachedSpells\":[\"detect evil and good|xphb\",\"detect magic|xphb\",\"detect poison and disease|xphb\",\"see invisibility|xphb\"]},{\"name\":\"Rod of Hellish Flames\",\"source\":\"BMT\",\"page\":37,\"type\":\"RD|DMG\",\"resist\":[\"fire\",\"necrotic\"],\"rarity\":\"very rare\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"entries\":[\"Glowing cinders orbit the flanged head of this black iron rod.\",\"This rod can be used as an arcane focus. While holding this rod, you gain the following benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Hellish Resistance\",\"entries\":[\"You have resistance to fire and necrotic damage.\"]},{\"type\":\"item\",\"name\":\"Searing Rebuke\",\"entries\":[\"You can cast the {@spell Hellish Rebuke} spell as a 4th-level spell (save DC 16) from the rod. Once you use the rod to cast the spell, the rod can't cast the spell again until the next dawn.\"]},{\"type\":\"item\",\"name\":\"Surge of Brimstone\",\"entries\":[\"Whenever you cast a spell that deals fire or necrotic damage, you can use the rod to deal the maximum damage instead of rolling. Once this property is used, it can't be used again until the next dawn.\"]}]}],\"attachedSpells\":[\"hellish rebuke\"]},{\"name\":\"Rod of Lordly Might\",\"source\":\"DMG\",\"page\":196,\"srd\":true,\"reprintedAs\":[\"Rod of Lordly Might|XDMG\"],\"baseItem\":\"mace|phb\",\"type\":\"RD|DMG\",\"typeAlt\":\"M\",\"tier\":\"major\",\"rarity\":\"legendary\",\"reqAttune\":true,\"weight\":2,\"bonusWeapon\":\"+3\",\"entries\":[\"This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage roll made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below.\",{\"name\":\"Six Buttons\",\"type\":\"entries\",\"entries\":[\"You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.\",\"If you press button 1, the rod becomes a {@item flame tongue} as a fiery blade sprouts from the end opposite the rod's flanged head (you choose the type of sword).\",\"If you press button 2, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it.\",\"If you press button 3, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it.\",\"If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.\",\"If you press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.\",\"If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it.\"]},{\"name\":\"Drain Life\",\"type\":\"entries\",\"entries\":[\"When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target rakes an extra {@damage 4d6} necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn.\"]},{\"name\":\"Paralyze\",\"type\":\"entries\",\"entries\":[\"When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn.\"]},{\"name\":\"Terrify\",\"type\":\"entries\",\"entries\":[\"While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is {@condition frightened} of you for 1 minute. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until the next dawn.\"]}],\"lootTables\":[\"Magic Item Table I\"],\"hasFluffImages\":true},{\"name\":\"Rod of Lordly Might\",\"source\":\"XDMG\",\"page\":300,\"type\":\"RD|XDMG\",\"rarity\":\"legendary\",\"reqAttune\":true,\"weight\":2,\"bonusWeapon\":\"+3\",\"entries\":[\"This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below.\",{\"type\":\"entries\",\"name\":\"Buttons\",\"entries\":[\"You can press one of the following buttons as a {@variantrule Bonus Action|XPHB}; a button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Button 1\",\"entries\":[\"A fiery blade sprouts from the end opposite the rod's flanged head. The flames shed {@variantrule Bright Light|XPHB} in a 40-foot radius and {@variantrule Dim Light|XPHB} for an additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your choice) that deals an extra {@damage 2d6} Fire damage on a hit.\"]},{\"type\":\"item\",\"name\":\"Button 2\",\"entries\":[\"The rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic Battleaxe that grants a +3 bonus to attack rolls and damage rolls made with it.\"]},{\"type\":\"item\",\"name\":\"Button 3\",\"entries\":[\"The rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic Spear that grants a +3 bonus to attack rolls and damage rolls made with it.\"]},{\"type\":\"item\",\"name\":\"Button 4\",\"entries\":[\"The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod's buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.\"]},{\"type\":\"item\",\"name\":\"Button 5\",\"entries\":[\"The rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength ({@skill Athletics|XPHB}) checks made to break through doors, barricades, and other barriers.\"]},{\"type\":\"item\",\"name\":\"Button 6\",\"entries\":[\"The rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it.\"]}]}]},{\"type\":\"entries\",\"name\":\"Drain Life\",\"entries\":[\"When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target takes an extra {@damage 4d6} Necrotic damage, and you regain a number of {@variantrule Hit Points|XPHB} equal to half that Necrotic damage. Once used, this property can't be used again until the next dawn.\"]},{\"type\":\"entries\",\"name\":\"Paralyze\",\"entries\":[\"When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target has the {@condition Paralyzed|XPHB} condition for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on a success. Once used, this property can't be used again until the next dawn.\"]},{\"type\":\"entries\",\"name\":\"Terrify\",\"entries\":[\"While holding the rod, you can take a {@action Magic|XPHB} action to force each creature you can see within 30 feet of yourself to make a DC 17 Wisdom saving throw. On a failed save, a target has the {@condition Frightened|XPHB} condition for 1 minute. A {@condition Frightened|XPHB} target repeats the save at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn.\"]}],\"hasFluffImages\":true},{\"name\":\"Rod of Mercurial Form\",\"source\":\"TDCSR\",\"page\":197,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"This humble steel rod is engraved with tiny symbols representing different weapons, as well as the monogram \\\"T.D.\\\" A creature holding this rod can speak the name of any simple or martial weapon aloud as a bonus action, causing the rod to transform into an ordinary weapon of that type. When in the form of a ranged weapon, this rod magically creates its own ammunition, which disappears after a ranged attack hits or misses.\"]},{\"name\":\"Rod of Resurrection\",\"source\":\"DMG\",\"page\":197,\"reprintedAs\":[\"Rod of Resurrection|XDMG\"],\"type\":\"RD|DMG\",\"tier\":\"major\",\"rarity\":\"legendary\",\"reqAttune\":\"by a cleric, druid, or paladin\",\"reqAttuneTags\":[{\"class\":\"cleric\"},{\"class\":\"druid\"},{\"class\":\"paladin\"}],\"weight\":2,\"recharge\":\"dawn\",\"rechargeAmount\":1,\"charges\":5,\"entries\":[\"The rod has 5 charges. While you hold it, you can use an action to cast one of the following spells from it: {@spell heal} (expends 1 charge) or {@spell resurrection} (expends 5 charges).\",\"The rod regains 1 expended charge daily at dawn. If the rod is reduced to 0 charges, roll a {@dice d20}. On a 1, the rod disappears in a burst of radiance.\"],\"attachedSpells\":[\"heal\",\"resurrection\"],\"lootTables\":[\"Magic Item Table I\"],\"hasFluffImages\":true},{\"name\":\"Rod of Resurrection\",\"source\":\"XDMG\",\"page\":301,\"freeRules2024\":true,\"type\":\"RD|XDMG\",\"rarity\":\"legendary\",\"reqAttune\":\"by a cleric, druid, or paladin\",\"reqAttuneTags\":[{\"class\":\"cleric\"},{\"class\":\"druid\"},{\"class\":\"paladin\"}],\"weight\":2,\"recharge\":\"dawn\",\"rechargeAmount\":1,\"charges\":5,\"entries\":[\"The rod has 5 charges. While you hold it, you can cast one of the following spells from it: {@spell Heal|XPHB} (expends 1 charge) or {@spell Resurrection|XPHB} (expends 5 charges).\",\"The rod regains 1 expended charge daily at dawn. If you expend the last charge, roll {@dice 1d20}. On a 1, the rod disappears in a harmless burst of radiance.\"],\"attachedSpells\":[\"heal|xphb\",\"resurrection|xphb\"],\"hasFluffImages\":true},{\"name\":\"Rod of Retribution\",\"source\":\"EGW\",\"page\":269,\"type\":\"RD|DMG\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"weight\":2,\"recharge\":\"dawn\",\"rechargeAmount\":3,\"charges\":3,\"entries\":[\"This adamantine rod is tipped with a glowing crystalline eye. The rod has 3 charges and regains all its expended charges daily at dawn.\",\"When a creature you can see within 60 feet of you damages you while you are holding this rod, you can use your reaction to expend 1 of the rod's charges to force the creature to make a DC 13 Dexterity saving throw. The creature takes {@damage 2d10} lightning damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Rod of Rulership\",\"source\":\"DMG\",\"page\":197,\"srd\":true,\"reprintedAs\":[\"Rod of Rulership|XDMG\"],\"type\":\"RD|DMG\",\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"weight\":2,\"entries\":[\"You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be {@condition charmed} by you for 8 hours. While {@condition charmed} in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be {@condition charmed} in this way. The rod can't be used again until the next dawn.\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Rod of Rulership\",\"source\":\"XDMG\",\"page\":301,\"type\":\"RD|XDMG\",\"rarity\":\"rare\",\"reqAttune\":true,\"weight\":2,\"entries\":[\"You can take a {@action Magic|XPHB} action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of yourself. Each target must succeed on a DC 15 Wisdom saving throw or have the {@condition Charmed|XPHB} condition for 8 hours. While {@condition Charmed|XPHB} in this way, the creature regards you as its trusted leader. If harmed by you or your allies or commanded to do something contrary to its nature, a target ceases to be {@condition Charmed|XPHB} in this way. Once used, this property can't be used again until the next dawn.\"],\"hasFluffImages\":true},{\"name\":\"Rod of Security\",\"source\":\"DMG\",\"page\":197,\"srd\":true,\"reprintedAs\":[\"Rod of Security|XDMG\"],\"type\":\"RD|DMG\",\"tier\":\"major\",\"rarity\":\"very rare\",\"weight\":2,\"entries\":[\"While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.\",\"For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).\",\"When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.\"],\"lootTables\":[\"Magic Item Table H\"]},{\"name\":\"Rod of Security\",\"source\":\"XDMG\",\"page\":301,\"type\":\"RD|XDMG\",\"rarity\":\"very rare\",\"weight\":2,\"entries\":[\"While holding this rod, you can take a {@action Magic|XPHB} action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a demiplane. You choose the form the demiplane takes. It could be a tranquil garden, a cheery tavern, an immense palace, a tropical island, a fantastic carnival, or whatever else you can imagine. Regardless of its nature, the demiplane contains enough water and food to sustain its visitors, and the demiplane's environment can't harm its occupants. Everything else that can be interacted with there can exist only there. For example, a flower picked from a garden there disappears if it is taken outside the demiplane.\",\"For each hour spent in the demiplane, a visitor regains {@variantrule Hit Points|XPHB} as if it had spent 1 {@variantrule Hit Points|XPHB|Hit Point} Die. Also, creatures don't age while there, although time passes normally. Visitors can remain there for up to 200 days divided by the number of creatures present (round down).\",\"When the time runs out or you take a {@action Magic|XPHB} action to end the effect, all visitors reappear in the location they occupied when you activated the rod or an unoccupied space nearest that location. Once used, this property can't be used again until 10 days have passed.\"]},{\"name\":\"Rod of Seven Parts\",\"source\":\"VEoR\",\"page\":8,\"baseItem\":\"quarterstaff|PHB\",\"type\":\"RD|DMG\",\"rarity\":\"artifact\",\"reqAttune\":true,\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"bonusWeapon\":\"+3\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d4 + 3}\",\"charges\":7,\"entries\":[\"Eons ago, a war between the primordials and the gods scarred the planes of existence. A demon lord named {@creature Miska the Wolf-Spider|VEoR} eventually pushed the primordials' enemies to the brink of annihilation.\",\"Desperate to save themselves and their allies, powerful elemental beings called the Wind Dukes of Aaqa rose against Miska. Committed to the concept of law, the Wind Dukes descended from a people called the vaati, who once ruled many worlds. Seven Wind Dukes wove their power into an artifact called the Rod of Law. The dukes used the rod to imprison Miska on the plane of Pandemonium. As a result, the rod shattered into seven parts that were scattered throughout the multiverse. The rod thus became known as the Rod of Seven Parts.\",{\"type\":\"entries\",\"name\":\"Possessing the Broken Rod\",\"entries\":[\"The rod can't be attuned to while it is broken. While holding one piece of the broken rod, you know the general location of the next consecutive piece, as the rod yearns to be a complete artifact. Multiple rod pieces can be assembled into one piece or disassembled again, each requiring an action, although a partially complete rod doesn't gain any other abilities.\",\"Additionally, while holding one piece of the broken rod, you can use an action to cast the spell associated with that piece, as listed on the Rod Pieces table. Once that piece of the rod has been used to cast a spell, it can't be used that way again until the next dawn.\"]},{\"type\":\"table\",\"caption\":\"Rod Pieces\",\"colStyles\":[\"col-2\",\"col-10\"],\"colLabels\":[\"Piece\",\"Spell\"],\"rows\":[[\"First\",\"{@spell Commune}\"],[\"Second\",\"{@spell Arcane Gate}\"],[\"Third\",\"{@spell Reverse Gravity} (spell save DC 18)\"],[\"Fourth\",\"{@spell Regenerate}\"],[\"Fifth\",\"{@spell Find the Path}\"],[\"Sixth\",\"{@spell Mirage Arcane}\"],[\"Seventh\",\"{@spell Simulacrum}\"]]},{\"type\":\"entries\",\"name\":\"Possessing the Whole Rod\",\"entries\":[\"Once all seven pieces are reassembled, a creature can attune to the Rod of Seven Parts. While attuned to the rod, you gain the following benefits:\"]},{\"type\":\"entries\",\"name\":\"Magic Weapon\",\"entries\":[\"The Rod of Seven Parts functions for you as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.\"]},{\"type\":\"entries\",\"name\":\"Rod Spellcasting\",\"entries\":[\"The Rod of Seven Parts has 7 charges and regains {@dice 1d4 + 3} expended charges daily at dawn. While holding the rod, you can use an action to expend 1 charge and cast any of the spells in the Rod Pieces table. You can also use an action to cast {@spell Detect Evil and Good} from the rod without using any charges.\"]},{\"type\":\"entries\",\"name\":\"Ultimate Law\",\"entries\":[\"If you are not of a lawful alignment, you find your worldview shifting toward keeping a personal code. You are more apt to keep your promises, follow through on your declarations, and adhere to your beliefs.\"]},{\"type\":\"entries\",\"name\":\"Destroying the Rod\",\"entries\":[\"The only way to destroy the Rod of Seven Parts is to immerse the assembled rod in lava in the Abyss. It must remain in the lava for fifty years before it finally is consumed.\",\"A piece of the rod may be temporarily destroyed in this way, but each piece re-forms one year after it has succumbed. A re-formed piece teleports to a random place in the multiverse.\"]}],\"attachedSpells\":[\"commune\",\"arcane gate\",\"reverse gravity\",\"regenerate\",\"find the path\",\"mirage arcane\",\"simulacrum\",\"detect evil and good\"],\"hasFluffImages\":true},{\"name\":\"Rod of the Vonindod\",\"source\":\"SKT\",\"page\":236,\"type\":\"RD|DMG\",\"rarity\":\"rare\",\"reqAttune\":true,\"weight\":100,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 4}\",\"charges\":10,\"entries\":[\"The {@creature fire giant} Duke Zalto hired a wizard to craft several of these adamantine rods. Each measures 4 feet long, weighs 100 pounds, and is sized to fit comfortably in a {@creature fire giant||fire giant's} hand. The rod has two prongs at one end and a molded handle grip on the opposite end.\",\"The rod has 10 charges and regains {@dice 1d6 + 4} of its expended charges daily at dawn. As an action, you can grasp it by the handle and expend 1 charge to cast the {@spell locate object} spell from it. When the rod is used to detect objects made of adamantine, such as fragments of the Vonindod construct, its range increases to 10 miles.\"],\"attachedSpells\":[\"locate object\"]},{\"name\":\"Rogue Card\",\"source\":\"BMT\",\"page\":14,\"rarity\":\"legendary\",\"wondrous\":true,\"recharge\":\"dawn\",\"entries\":[\"When you hit a target with a weapon attack while holding this card, you can deal an extra {@damage 6d6} force damage to that target. Once this property is used, it can't be used again until the next dawn.\"],\"hasFluffImages\":true},{\"name\":\"Rogue's Mantle\",\"source\":\"BMT\",\"page\":37,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"This dark, hooded mantle of thick cloth is infused with secretive and deceptive magic. While wearing it, you gain the following benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Darkvision\",\"entries\":[\"You gain {@sense darkvision} within a range of 60 feet. If you already have {@sense darkvision}, the mantle increases your {@sense darkvision}'s range by 60 feet instead.\"]},{\"type\":\"item\",\"name\":\"Move in Shadows\",\"entries\":[\"While you are in {@quickref Vision and Light||2||dim light} or darkness, you can use a bonus action to teleport, along with anything you are wearing or carrying, up to 30 feet to an unoccupied space you can see that is also in {@quickref Vision and Light||2||dim light} or darkness. You then have advantage on the first melee attack you make before the end of the turn.\"]},{\"type\":\"item\",\"name\":\"Willful Enmity\",\"entries\":[\"You can cast the {@spell Antagonize|BMT} spell (save DC 15) from the mantle. Once the mantle has cast the spell, it can't cast the spell again until the next dawn.\"]}]}],\"attachedSpells\":[\"antagonize|bmt\"]},{\"name\":\"Rope\",\"source\":\"XPHB\",\"page\":228,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":5,\"value\":100,\"entries\":[\"As a {@action Utilize|XPHB} action, you can tie a knot with Rope if you succeed on a DC 10 Dexterity ({@skill Sleight of Hand|XPHB}) check. The Rope can be burst with a successful DC 20 Strength ({@skill Athletics|XPHB}) check.\",\"You can bind an unwilling creature with the Rope only if the creature has the {@condition Grappled|XPHB}, {@condition Incapacitated|XPHB}, or {@condition Restrained|XPHB} condition. If the creature's legs are bound, the creature has the {@condition Restrained|XPHB} condition until it escapes. Escaping the Rope requires the creature to make a successful DC 15 Dexterity ({@skill Acrobatics|XPHB}) check as an action.\"]},{\"name\":\"Rope of Climbing\",\"source\":\"DMG\",\"page\":197,\"srd\":true,\"reprintedAs\":[\"Rope of Climbing|XDMG\"],\"tier\":\"minor\",\"rarity\":\"uncommon\",\"wondrous\":true,\"weight\":3,\"entries\":[\"This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.\",\"If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.\",\"The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"lootTables\":[\"Magic Item Table B\"]},{\"name\":\"Rope of Climbing\",\"source\":\"XDMG\",\"page\":301,\"freeRules2024\":true,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"This 60-foot length of rope can hold up to 3,000 pounds. While holding one end of the rope, you can take a {@action Magic|XPHB} action to command the other end of the rope to animate and move toward a destination you choose, up to the rope's length away from you. That end moves 10 feet on your turn when you first command it and 10 feet at the start of each of your subsequent turns until reaching its destination or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.\",\"If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants {@variantrule Advantage|XPHB} on ability checks made to climb using the rope.\",\"The rope has AC 20, HP 20, and {@variantrule Immunity|XPHB} to Poison and Psychic damage. It regains 1 {@variantrule Hit Points|XPHB|Hit Point} every 5 minutes as long as it has at least 1 {@variantrule Hit Points|XPHB|Hit Point}. If the rope drops to 0 {@variantrule Hit Points|XPHB}, it is destroyed.\"],\"optionalfeatures\":[\"replicate magic item|tce\"]},{\"name\":\"Rope of Entanglement\",\"source\":\"DMG\",\"page\":197,\"srd\":true,\"reprintedAs\":[\"Rope of Entanglement|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"wondrous\":true,\"weight\":3,\"entries\":[\"This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become {@condition restrained}.\",\"You can release the creature by using a bonus action to speak a second command word. A target {@condition restrained} by the rope can use an action to make a DC 15 Strength or Dexterity check (target's choice). On a success, the creature is no longer {@condition restrained} by the rope.\",\"The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Rope of Entanglement\",\"source\":\"XDMG\",\"page\":301,\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"This rope is 30 feet long. While holding one end of the rope, you can take a {@action Magic|XPHB} action to command the other end to dart forward and entangle one creature you can see within 20 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or have the {@condition Restrained|XPHB} condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target's space) or by using a {@variantrule Bonus Action|XPHB} to repeat the command (causing the rope to coil up in your hand).\",\"A target {@condition Restrained|XPHB} by the rope can take an action to make its choice of a DC 15 Strength ({@skill Athletics|XPHB}) or Dexterity ({@skill Acrobatics|XPHB}) check. On a successful check, the target is no longer {@condition Restrained|XPHB} by the rope. If you're still holding onto the rope when a target escapes from it, you can take a {@variantrule Reaction|XPHB} to command the rope to coil up in your hand; otherwise, the rope coils up in the target's space.\",\"The rope has AC 20, HP 20, and {@variantrule Immunity|XPHB} to Poison and Psychic damage. It regains 1 {@variantrule Hit Points|XPHB|Hit Point} every 5 minutes as long as it has at least 1 {@variantrule Hit Points|XPHB|Hit Point}. If the rope drops to 0 {@variantrule Hit Points|XPHB}, it is destroyed.\"],\"hasFluffImages\":true},{\"name\":\"Rope of Mending\",\"source\":\"XDMG\",\"page\":302,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"This 50-foot coil of rope can repair itself when cut into any number of smaller pieces. As a {@action Magic|XPHB} action, you can cause all pieces of the rope that are in contact with each other and not otherwise in use to knit back together. A Rope of Mending is forever shortened if a section of it is lost or destroyed.\"]},{\"name\":\"Rope of Mending\",\"source\":\"XGE\",\"page\":138,\"reprintedAs\":[\"Rope of Mending|XDMG\"],\"tier\":\"minor\",\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed.\"]},{\"name\":\"Rotor of Return\",\"source\":\"AI\",\"page\":221,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"bonusSavingThrow\":\"+1\",\"entries\":[\"While attuned to this device, you have a +1 bonus to Constitution saving throws. You periodically receive flashbacks of old memories, and you can unerringly recall any event that took place within the previous 30 days.\",{\"type\":\"entries\",\"name\":\"Borrow Object\",\"entries\":[\"You name a mundane item with a value of 50 gp or less and it appears in your hand or at your feet. This can be any item that appears in chapter 5, \\\"{@book Equipment|PHB|5},\\\" of the Player's Handbook, or any similar item selected with the DM's permission. The summoned item is transported to you from somewhere else in the world, but it is generic in nature, so that you might call for a longsword but you cannot borrow a specific creature's longsword. The item vanishes 10 minutes after it appears. Once you use this feature of the rotor of return, it cannot be used again until the next dawn.\"]},{\"type\":\"entries\",\"name\":\"Recall Code\",\"entries\":[\"As an action, you can set your current location as a point of return locked to the rotor. Anytime thereafter, you can use a bonus action to teleport to the rotor's point of return as long as you are within 500 feet of that point. Once you use the rotor of return to teleport, this feature cannot be used again until the next dawn.\"]},{\"type\":\"entries\",\"name\":\"Part of a Whole\",\"entries\":[\"While this component is not installed in the {@item Orrery of the Wanderer|AI}, its magic might function sporadically or with unpredictable side effects, as determined by the DM.\"]}]},{\"name\":\"Rowboat\",\"source\":\"DMG\",\"page\":119,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Rowboat|XPHB\"],\"type\":\"SHP\",\"rarity\":\"none\",\"weight\":100,\"value\":5000,\"crew\":1,\"vehAc\":11,\"vehHp\":50,\"vehSpeed\":1.5,\"capPassenger\":3,\"entries\":[\"Keelboats and rowboats are used on lakes and rivers, If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land.\"],\"seeAlsoVehicle\":[\"Rowboat\"]},{\"name\":\"Rowboat\",\"source\":\"XPHB\",\"page\":230,\"freeRules2024\":true,\"type\":\"SHP|XPHB\",\"rarity\":\"none\",\"value\":5000,\"crew\":1,\"vehAc\":11,\"vehHp\":50,\"vehSpeed\":1.5,\"capPassenger\":3,\"seeAlsoVehicle\":[\"Rowboat\"]},{\"name\":\"Ruby\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Ruby|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":500000,\"entries\":[\"A transparent clear red to deep crimson gemstone.\"]},{\"name\":\"Ruby\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":500000,\"entries\":[\"A clear red to deep crimson gemstone.\"]},{\"name\":\"Ruby of the War Mage\",\"source\":\"XDMG\",\"page\":302,\"rarity\":\"common\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"wondrous\":true,\"focus\":true,\"entries\":[\"Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a Simple or Martial weapon as a {@variantrule Spellcasting Focus|XPHB} for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as a {@action Magic|XPHB} action, the weapon is destroyed, or your {@variantrule Attunement|XPHB} to the ruby ends.\"]},{\"name\":\"Ruby of the War Mage\",\"source\":\"XGE\",\"page\":138,\"reprintedAs\":[\"Ruby of the War Mage|XDMG\"],\"tier\":\"minor\",\"rarity\":\"common\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"wondrous\":true,\"focus\":true,\"entries\":[\"Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon} as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an {@spell antimagic field} causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.\"]},{\"name\":\"Ruby Rod of Asmodeus\",\"source\":\"CoA\",\"page\":274,\"type\":\"RD|DMG\",\"rarity\":\"artifact\",\"reqAttune\":true,\"bonusWeapon\":\"+2\",\"recharge\":\"dusk\",\"rechargeAmount\":\"{@dice 6d6}\",\"charges\":66,\"entries\":[\"Asmodeus's Ruby Rod is said to have been constructed from a shard of pure evil, a ruby soaked in the blood of the innocents, the drool from a draconic deity, and the tears of 777 angels. It is a magic rod that functions as a morningstar and you have a +2 bonus to attack and damage rolls made with it. All damage dealt with it is converted to necrotic, and when you hit a good aligned creature, that creature takes an extra {@damage 2d12} necrotic damage.\",\"The Ruby Rod of Asmodeus has 66 charges and regains {@dice 6d6} charges each nightfall. Asmodeus is always capable of perceiving through the rod and knows the exact location of any creature attuned to it. If a creature uses the special abilities of the rod without Asmodeus's permission, they take {@damage 2d12} necrotic damage each use, doubled if they're good aligned. This damage ignores resistances and immunities, and if it kills the user, Asmodeus permanently claims their soul.\",{\"type\":\"entries\",\"name\":\"Random Properties\",\"entries\":[\"The Ruby Rod of Asmodeus has the following random properties:\",{\"type\":\"list\",\"items\":[\"1 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property\",\"1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property\",\"2 {@table Artifact Properties; Major Detrimental Properties|dmg|major detrimental} properties\"]},\"Asmodeus is immune to the detrimental properties of the weapon.\"]},{\"type\":\"entries\",\"name\":\"Bow to the King\",\"entries\":[\"You may use an action to expend 33 charges to use the rod to force all creatures within a 150-foot-radius to bow to you. A creature must succeed on a DC 21 Charisma saving throw or be forced to kneel for up to 1 hour. Creatures immune to the {@condition charmed} condition have advantage on their save. Each time a kneeling creature takes damage, they may repeat the save, ending the effect on a success. The effect also ends early for kneeling creatures if they're touched by the Ruby Rod.\"]},{\"type\":\"entries\",\"name\":\"Acid, Cold, and Lightning\",\"entries\":[\"At a cost of 9 charges each use, you may use an action to trigger one of the following effects:\",{\"type\":\"list\",\"items\":[\"You project acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking {@damage 12d8} acid damage on a failed save, or half as much damage on a successful one.\",\"You project an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking {@damage 12d8} cold damage on a failed save, or half as much damage on a successful one.\",\"You shoot lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking {@damage 12d10} lightning damage on a failed save, or half as much damage on a successful one.\"]}]},{\"type\":\"entries\",\"name\":\"Reactions\",\"entries\":[\"As a reaction to suffering a detrimental effect, you may cast {@spell Lesser Restoration} (expending 3 charges) or {@spell Greater Restoration} (expending 12 charges.)\",\"Additionally, if you're the sole target of a spell, you may use a reaction to attempt to use the rod to absorb the spell and cancel its effect. You roll {@dice 1d20 + 2}, and if the result is higher than the spell level + 10, the spell is absorbed into the rod. The rod regains charges equal to the spell level it absorbed. If the absorbed charges go over the maximum of 66 charges, it overloads, dealing {@damage 1d6} necrotic damage per charge to you and expending all charges.\"]},{\"type\":\"entries\",\"name\":\"Destroying the Rod\",\"entries\":[\"While Asmodeus lives, the Ruby Rod of Asmodeus can't be destroyed, and if attempted it simply returns to Asmodeus. If he were defeated, the rod could be destroyed by bringing it to the Abyss from whence it was created, then performing a ritual known only to Asmodeus.\"]}],\"attachedSpells\":[\"lesser restoration\",\"greater restoration\"],\"hasFluffImages\":true},{\"name\":\"Ruby Weave Gem\",\"source\":\"FTD\",\"page\":24,\"rarity\":\"legendary\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":3,\"charges\":3,\"focus\":[\"Artificer\",\"Bard\",\"Cleric\",\"Druid\",\"Paladin\",\"Ranger\",\"Sorcerer\",\"Warlock\",\"Wizard\"],\"entries\":[\"While you are holding this gem, you can use it as a spellcasting focus for your spells.\",\"The gem has 3 charges and regains all expended charges daily at dawn. When you cast a spell while holding this gem, you can expend up to 3 charges to ignore the spell's material components with a gold piece cost, up to 500 gp per charge expended.\",\"When you finish a long rest, choose a spell from any class list. The spell you choose must be of a level you can cast. You know the chosen spell and can cast it with your spell slots of the appropriate level until the end of your next long rest.\"]},{\"name\":\"Ruidium Shield\",\"source\":\"CRCotN\",\"page\":215,\"baseItem\":\"shield|PHB\",\"type\":\"S\",\"resist\":[\"psychic\"],\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":6,\"ac\":2,\"bonusAc\":\"+2\",\"modifySpeed\":{\"equal\":{\"swim\":\"walk\"}},\"entries\":[\"Tendrils of ruidium extend across the metal surface of this shield. While this shield is on your person, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You have resistance to psychic damage.\",\"You can breathe water.\",\"You gain a swimming speed equal to your walking speed.\"]},{\"type\":\"entries\",\"name\":\"Psychic Reflection\",\"entries\":[\"When you take psychic damage while holding the shield, you can use your reaction to choose another creature you can see within 30 feet of you. That creature takes the psychic damage you would have taken.\"]},{\"type\":\"entries\",\"name\":\"Ruidium Corruption\",\"entries\":[\"When you use the shield's Psychic Reflection property, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of {@condition exhaustion}. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.\"]},{\"type\":\"entries\",\"name\":\"If Ruidium Is Destroyed\",\"entries\":[\"If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium shield becomes a {@item +2 shield}.\"]}],\"hasFluffImages\":true},{\"name\":\"Ruin Card\",\"source\":\"BMT\",\"page\":15,\"rarity\":\"legendary\",\"wondrous\":true,\"recharge\":\"dawn\",\"entries\":[\"As an action, you can brandish this card and use it to cast the {@spell Disintegrate} spell (save {@dc 17}). Once this property is used, it can't be used again until the next dawn.\"],\"attachedSpells\":[\"disintegrate\"],\"hasFluffImages\":true},{\"name\":\"Ruin's Wake (Awakened)\",\"source\":\"EGW\",\"_copy\":{\"name\":\"Ruin's Wake (Dormant)\",\"source\":\"EGW\",\"_mod\":{\"entries\":{\"mode\":\"insertArr\",\"index\":-1,\"items\":{\"type\":\"entries\",\"name\":\"Awakened\",\"entries\":[\"When the spear reaches an awakened state, it gains the following properties:\",{\"type\":\"list\",\"items\":[\"The weapon's bonus to attack and damage rolls increases to +2, and the extra piercing damage dealt by the weapon increases to {@dice 2d8}.\",\"When you hurl the spear and speak a command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a creature you can see within 120 feet of you. Each creature in the line, excluding you, must make a DC 15 Dexterity saving throw, taking {@damage 8d6} lightning damage on a failed save, or half as much damage on a successful one. Ruin's Wake then returns to your hand. This property can't be used again until the next dawn.\"]}]}}},\"_preserve\":{\"page\":true,\"hasFluffImages\":true}},\"bonusWeapon\":\"+2\",\"hasFluffImages\":true},{\"name\":\"Ruin's Wake (Dormant)\",\"source\":\"EGW\",\"page\":277,\"baseItem\":\"spear|PHB\",\"type\":\"M\",\"rarity\":\"artifact\",\"reqAttune\":true,\"sentient\":true,\"weight\":3,\"weaponCategory\":\"simple\",\"property\":[\"T\",\"V\",\"Vst|TDCSR\"],\"range\":\"20/60\",\"dmg1\":\"1d6\",\"dmgType\":\"P\",\"dmg2\":\"1d8\",\"bonusWeapon\":\"+1\",\"entries\":[\"This spear is made from the ivory bone of an ancient gold dragon and carved with an Orc hymn to Gruumsh.\",{\"type\":\"entries\",\"name\":\"Sentience\",\"entries\":[\"Ruin's Wake is a sentient chaotic evil weapon with an Intelligence of 20, a Wisdom of 16, and a Charisma of 22. It has hearing and {@sense darkvision} out to a range of 120 feet.\",\"The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Orc.\"]},{\"type\":\"entries\",\"name\":\"Personality\",\"entries\":[\"A slaughter-loving {@creature balor} named Yarrowish lives within Ruin's Wake. The weapon desires only to draw blood and pushes its wielder to solve problems with violence.\"]},{\"type\":\"entries\",\"name\":\"Dormant\",\"entries\":[\"The spear grants the following benefits in its dormant state:\",{\"type\":\"list\",\"items\":[\"You can speak, read, and write Abyssal and Orc.\",\"You gain a +1 bonus to attack and damage rolls made with this magic weapon, and it deals an extra {@damage 1d8} piercing damage to any target it hits. Immediately after you make a ranged attack with this weapon, it flies back to your hand.\",\"As a reaction when you are hit by a melee attack, you can make a melee attack with Ruin's Wake with advantage against the attacker. You can't use this property again until you finish a short or long rest.\"]}]},{\"type\":\"inset\",\"name\":\"Betrayer Artifact Properties\",\"entries\":[\"The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property and one {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property. When the artifact attains an awakened state, it gains an additional {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property and an additional {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property. When the item reaches its exalted state, it gains a {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property. See \\\"Artifact Properties\\\" in chapter 7 of the Dungeon Master's Guide for more information.\"]}],\"hasFluffImages\":true},{\"name\":\"Ruin's Wake (Exalted)\",\"source\":\"EGW\",\"_copy\":{\"name\":\"Ruin's Wake (Awakened)\",\"source\":\"EGW\",\"_mod\":{\"entries\":{\"mode\":\"insertArr\",\"index\":-1,\"items\":{\"type\":\"entries\",\"name\":\"Exalted\",\"entries\":[\"When the spear reaches an exalted state, it gains the following properties:\",{\"type\":\"list\",\"items\":[\"The weapon's bonus to attack and damage rolls increases to +3.\",\"While holding the spear, you can let out a battle cry as a bonus action. Each creature you choose within 30 feet of you gains advantage on attack rolls until the start of your next turn. This property can't be used again until the next dawn.\",\"When you reduce a creature to 0 hit points with an attack from the spear, you can regain hit points equal to the damage you dealt with the attack. This property can't be used again until the next dawn.\"]}]}}},\"_preserve\":{\"page\":true,\"hasFluffImages\":true}},\"bonusWeapon\":\"+3\",\"hasFluffImages\":true},{\"name\":\"Ruinblade\",\"source\":\"IMR\",\"page\":95,\"baseItem\":\"greatsword|phb\",\"type\":\"M\",\"rarity\":\"legendary\",\"reqAttune\":true,\"curse\":true,\"sentient\":true,\"weight\":6,\"weaponCategory\":\"martial\",\"property\":[\"H\",\"2H\"],\"dmg1\":\"2d6\",\"dmgType\":\"S\",\"bonusWeapon\":\"+2\",\"entries\":[\"Ruinblade is a unique weapon possessed by {@creature Moghadam|IMR}, the architect of the Tomb of Horrors. A symbol of his authority, Moghadam carries the weapon during the time frame of the adventure to intimidate the tomb's workers. (In later years, after {@creature Acererak|ToA} trapped Moghadam in the completed tomb as an undead archwraith, Moghadam was able to use the weapon as his own phylactery.)\",\"A small jade version of the green devil face of the Tomb of Horrors is fashioned into the hilt of the weapon, with the blade extending from its open mouth. The blade always appears ruined and rusting, and causes its surroundings to appear reflected in the blade as if in a state of decay.\",\"You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with it, the attack deals an extra {@damage 1d8} force damage.\",\"In addition, the weapon has the following properties:\",{\"type\":\"entries\",\"name\":\"Blighted Ruin\",\"entries\":[\"You can cast the {@spell blight} spell from the weapon (DC 15). Once used, this property of the weapon can't be used until the next dawn.\"]},{\"type\":\"entries\",\"name\":\"Destructive Ruin\",\"entries\":[\"You can cast the {@spell disintegrate} spell from the weapon, but can target only a nonmagical object or a creation of magical force. Once used, this property of the weapon can't be used until dawn seven days later.\"]},{\"type\":\"entries\",\"name\":\"Curse\",\"entries\":[\"This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a {@spell remove curse} spell or similar magic, you are unwilling to part with the weapon.\",\"The weapon must take direct part in the destruction of 1,000 gp worth of materials and objects every seven days, or a conflict arises between you and the weapon at the end of the seventh day.\"]},{\"type\":\"entries\",\"name\":\"Sentience\",\"entries\":[\"Ruinblade is a sentient lawful evil weapon with an Intelligence of 15, a Wisdom of 8, and a Charisma of 16. It has hearing and {@sense darkvision} out to a range of 120 feet.\",\"The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is a rough, ruined echo. While you are attuned to it, Ruinblade also understands every language you know.\"]},{\"type\":\"entries\",\"name\":\"Personality\",\"entries\":[\"Ruinblade speaks either with a dolorous or frenetic tone, depending on its mood. That mood improves when the sword is actively engaged in acts of destruction, but worsens if the blade is left inactive too long.\",\"The weapon's purpose is to ruin and unmake existing objects, so that its owner can rebuild the world from a blank slate. It thus encourages its wielder to engage in constant destruction, claiming that this will allow the creation of a more superior vision from the ruin of what came before.\"]}],\"attachedSpells\":[\"blight\",\"disintegrate\"]},{\"name\":\"Ruinous Flail\",\"source\":\"BMT\",\"page\":37,\"baseItem\":\"flail|PHB\",\"type\":\"M\",\"rarity\":\"rare\",\"reqAttune\":true,\"weight\":2,\"weaponCategory\":\"martial\",\"dmg1\":\"1d8\",\"dmgType\":\"B\",\"bonusWeapon\":\"+1\",\"entries\":[\"This ash-gray flail is cold to the touch. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and it deals double damage to objects and structures.\",\"Additionally, when you hit a creature with this weapon, you can force the creature to make a DC 15 Constitution saving throw. On a failed save, the creature has the poisoned condition for 1 minute. The poisoned creature takes {@damage 2d4} necrotic damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property is used in this way, it can't be used again until the next dawn.\"]},{\"name\":\"Ruinstone\",\"source\":\"DC\",\"rarity\":\"artifact\",\"wondrous\":true,\"entries\":[\"A fiery red crystal the size of a human palm.\",\"Once per day as a bonus action, a villain can activate the ruinstone to undo one deed they have performed. The possibilities here are broad, but in combat it's simplest to allow them the opportunity to \\\"rewind\\\" one action and take it again, or to reroll a failed saving throw (if it can still take actions).\",\"Each use of the artifact has a terrible side effect: someone known to the wielder is also erased from reality. After the villain uses the ruinstone, roll a {@dice d20}: on a 5-20, one of their allies disintegrates, on an 1-4, one of the player characters disintegrates.\",\"If a creature bound its soul to the ruinstone in the \\\"Thalivar's Beacon\\\" quest, the artifact explodes when used and the creature who is bound to it disintegrates, disappearing from reality and can only be brought back with a {@spell wish} spell, or similar magic.\"]},{\"name\":\"Ryath Root\",\"source\":\"ToA\",\"page\":205,\"type\":\"G\",\"rarity\":\"unknown\",\"value\":5000,\"entries\":[\"Any creature that ingests a ryath root gains {@dice 2d4} temporary hit points. A creature that consumes more than one ryath root in a 24-hour period must succeed on a DC 13 Constitution saving throw or suffer the {@condition poisoned} condition for 1 hour.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Sack\",\"source\":\"PHB\",\"page\":153,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Sack|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":0.5,\"value\":1,\"entries\":[\"A sack can hold up to 1 cubic foot or 30 pounds of gear.\"],\"containerCapacity\":{\"weight\":[30]}},{\"name\":\"Sack\",\"source\":\"XPHB\",\"page\":228,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":0.5,\"value\":1,\"entries\":[\"A Sack holds up to 30 pounds within 1 cubic foot.\"],\"containerCapacity\":{\"weight\":[30]}},{\"name\":\"Saddle of the Cavalier\",\"source\":\"DMG\",\"page\":199,\"reprintedAs\":[\"Saddle of the Cavalier|XDMG\"],\"tier\":\"minor\",\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage.\"],\"lootTables\":[\"Magic Item Table B\"]},{\"name\":\"Saddle of the Cavalier\",\"source\":\"XDMG\",\"page\":199,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage.\"]},{\"name\":\"Saddlebags\",\"source\":\"PHB\",\"page\":157,\"srd\":true,\"basicRules\":true,\"type\":\"TAH\",\"rarity\":\"none\",\"weight\":8,\"value\":400},{\"name\":\"Saffron\",\"source\":\"PHB\",\"page\":157,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Saffron|XDMG\"],\"type\":\"TG\",\"rarity\":\"none\",\"weight\":1,\"value\":1500},{\"name\":\"Saffron\",\"source\":\"XDMG\",\"page\":213,\"type\":\"TG|XDMG\",\"rarity\":\"none\",\"weight\":1,\"value\":1500},{\"name\":\"Sage Card\",\"source\":\"BMT\",\"page\":15,\"rarity\":\"legendary\",\"wondrous\":true,\"recharge\":\"dawn\",\"entries\":[\"As an action, you can brandish this card and use it to cast the {@spell Contact Other Plane} spell. When you cast the spell in this way, your questions are answered by the mysterious figure depicted on the card. Once this property is used, it can't be used again until the next dawn.\"],\"attachedSpells\":[\"contact other plane\"],\"hasFluffImages\":true},{\"name\":\"Sage's Mirror\",\"source\":\"CoA\",\"page\":269,\"rarity\":\"rare\",\"wondrous\":true,\"recharge\":\"dusk\",\"rechargeAmount\":3,\"charges\":3,\"entries\":[\"This item has 3 charges and regains all charges at dusk. You can use an action and expend 1 of the mirror's charges to cast one of the following spells:\",{\"type\":\"list\",\"items\":[\"{@spell Find the Path}\",\"{@spell Legend Lore}\"]},\"With each use, it is apparent that the information gleaned from the mirror comes from a chamber in the Nine Hells where sages and scholars are tortured for the answers to each question.\"],\"attachedSpells\":[\"find the path\",\"legend lore\"]},{\"name\":\"Sage's Signet (Bear)\",\"source\":\"BMT\",\"page\":37,\"type\":\"RG|DMG\",\"rarity\":\"very rare\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"entries\":[\"This gilded ring bears a beautiful engraving and is imbued with powers of keen wisdom and foresight. While wearing this ring, you can use an action to cast the {@spell Augury} spell from the ring. Once you use the ring to cast the spell, the ring can't cast the spell again until the next dawn.\",\"While wearing the Sage's Signet, you can cast the {@spell Enlarge/Reduce} and {@spell Polymorph} once each from the ring using your Intelligence as the spellcasting ability. Once you cast each spell from the ring, the ring can't cast the spell again until the next dawn.\"],\"attachedSpells\":[\"augury\",\"enlarge/reduce\",\"polymorph\"]},{\"name\":\"Sage's Signet (Hart)\",\"source\":\"BMT\",\"page\":37,\"type\":\"RG|DMG\",\"rarity\":\"very rare\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"entries\":[\"This gilded ring bears a beautiful engraving and is imbued with powers of keen wisdom and foresight. While wearing this ring, you can use an action to cast the {@spell Augury} spell from the ring. Once you use the ring to cast the spell, the ring can't cast the spell again until the next dawn.\",\"While wearing the Sage's Signet, you can cast the {@spell Aura of Vitality} and {@spell Mass Cure Wounds} once each from the ring using your Intelligence as the spellcasting ability. Once you cast each spell from the ring, the ring can't cast the spell again until the next dawn.\"],\"attachedSpells\":[\"augury\",\"aura of vitality\",\"mass cure wounds\"]},{\"name\":\"Sage's Signet (Lion)\",\"source\":\"BMT\",\"page\":37,\"type\":\"RG|DMG\",\"rarity\":\"very rare\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"entries\":[\"This gilded ring bears a beautiful engraving and is imbued with powers of keen wisdom and foresight. While wearing this ring, you can use an action to cast the {@spell Augury} spell from the ring. Once you use the ring to cast the spell, the ring can't cast the spell again until the next dawn.\",\"While wearing the Sage's Signet, you can cast the {@spell Destructive Wave} and {@spell Fireball} once each from the ring using your Intelligence as the spellcasting ability. Once you cast each spell from the ring, the ring can't cast the spell again until the next dawn.\"],\"attachedSpells\":[\"augury\",\"destructive wave\",\"fireball\"]},{\"name\":\"Sage's Signet (Serpent)\",\"source\":\"BMT\",\"page\":37,\"type\":\"RG|DMG\",\"rarity\":\"rare\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"entries\":[\"This gilded ring bears a beautiful engraving and is imbued with powers of keen wisdom and foresight. While wearing this ring, you can use an action to cast the {@spell Augury} spell from the ring. Once you use the ring to cast the spell, the ring can't cast the spell again until the next dawn.\",\"While wearing the Sage's Signet, you can cast the {@spell Fear} and {@spell Hex} once each from the ring using your Intelligence as the spellcasting ability. Once you cast each spell from the ring, the ring can't cast the spell again until the next dawn.\"],\"attachedSpells\":[\"augury\",\"fear\",\"hex\"]},{\"name\":\"Sage's Signet (Songbird)\",\"source\":\"BMT\",\"page\":37,\"type\":\"RG|DMG\",\"rarity\":\"rare\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"entries\":[\"This gilded ring bears a beautiful engraving and is imbued with powers of keen wisdom and foresight. While wearing this ring, you can use an action to cast the {@spell Augury} spell from the ring. Once you use the ring to cast the spell, the ring can't cast the spell again until the next dawn.\",\"While wearing the Sage's Signet, you can cast the {@spell Charm Person} and {@spell Hypnotic Pattern} once each from the ring using your Intelligence as the spellcasting ability. Once you cast each spell from the ring, the ring can't cast the spell again until the next dawn.\"],\"attachedSpells\":[\"augury\",\"charm person\",\"hypnotic pattern\"]},{\"name\":\"Sage's Signet (Wolf)\",\"source\":\"BMT\",\"page\":37,\"type\":\"RG|DMG\",\"rarity\":\"very rare\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"entries\":[\"This gilded ring bears a beautiful engraving and is imbued with powers of keen wisdom and foresight. While wearing this ring, you can use an action to cast the {@spell Augury} spell from the ring. Once you use the ring to cast the spell, the ring can't cast the spell again until the next dawn.\",\"While wearing the Sage's Signet, you can cast the {@spell Freedom of Movement} and {@spell Pass without Trace} once each from the ring using your Intelligence as the spellcasting ability. Once you cast each spell from the ring, the ring can't cast the spell again until the next dawn.\"],\"attachedSpells\":[\"augury\",\"freedom of movement\",\"pass without trace\"]},{\"name\":\"Sailing Ship\",\"source\":\"DMG\",\"page\":119,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Sailing Ship|XPHB\"],\"type\":\"SHP\",\"rarity\":\"none\",\"value\":1000000,\"crew\":20,\"vehAc\":15,\"vehHp\":300,\"vehDmgThresh\":15,\"vehSpeed\":2,\"capPassenger\":20,\"capCargo\":100,\"seeAlsoVehicle\":[\"Sailing Ship\"]},{\"name\":\"Sailing Ship\",\"source\":\"XPHB\",\"page\":230,\"freeRules2024\":true,\"type\":\"SHP|XPHB\",\"rarity\":\"none\",\"value\":1000000,\"crew\":20,\"vehAc\":15,\"vehHp\":300,\"vehDmgThresh\":15,\"vehSpeed\":2,\"capPassenger\":20,\"capCargo\":100,\"seeAlsoVehicle\":[\"Sailing Ship\"]},{\"name\":\"Saint Markovia's Thighbone\",\"source\":\"CoS\",\"page\":222,\"type\":\"M\",\"rarity\":\"rare\",\"reqAttune\":true,\"weight\":4,\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"entries\":[\"Saint Markovia's thighbone has the properties of a {@item mace of disruption}. If it scores one or more hits against a {@creature vampire} or a {@creature vampire spawn} in the course of a single battle, the thighbone crumbles into dust once the battle concludes.\",\"As a youth, Markovia followed her heart and became a priest of the Morninglord soon after her eighteenth birthday. She proved to be a charismatic proselytizer and, before the age of thirty, had gained a reputation for allowing no evil to stand before her.\",\"Markovia had long considered Strahd a mad tyrant, but only after his transformation into a {@creature vampire} did she dare to challenge him. As she rallied her followers and prepared to march on Castle Ravenloft, Strahd sent a group of {@creature vampire spawn} to her abbey. They confronted Markovia and were destroyed to a one.\",\"Suffused with confidence born of a righteous victory, Markovia advanced on Castle Ravenloft. A great battle raged from the catacombs to the parapets. In the end, Markovia never returned to Barovia, and Strahd long afterward walked with a limp and a grimace of pain. It is said that he trapped Markovia in a crypt beneath his castle, and her remains linger there yet.\",\"The essence of Markovia's saintliness passed partly into her bones as the rest of her body decomposed. Her remaining thighbone is imbued with power that inflicts grievous injury on the undead.\",\"{@item Mace of Disruption}. When you hit a fiend or an undead with this magic weapon, that creature takes an extra {@damage 2d6} radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes {@condition frightened} of you until the end of your next turn.\",\"While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.\"],\"hasFluffImages\":true},{\"name\":\"Saint Vitruvio's Phylactery\",\"source\":\"DoDk\",\"page\":233,\"rarity\":\"rare\",\"reqAttune\":\"by a bard, cleric, druid, or paladin\",\"reqAttuneTags\":[{\"class\":\"bard\"},{\"class\":\"cleric\"},{\"class\":\"druid\"},{\"class\":\"paladin\"}],\"wondrous\":true,\"entries\":[\"You can use an action to cast one of the following spells from the phylactery: {@spell bless}, {@spell death ward}, {@spell greater restoration}, {@spell prayer of healing}, or {@spell revivify}. The spells use your spellcasting ability and spell save DC. Once the phylactery has been used to cast a spell, it can't be used to cast that spell again until the next dawn.\",{\"type\":\"entries\",\"name\":\"Crown Authority\",\"entries\":[\"A character cannot attune to more than one Seal of Drakkenheim. Guardian constructs in Drakkenheim such as {@creature wall gargoyle|DoDk|wall gargoyles} and {@creature tower dragon|DoDk|tower dragons} do not attack you while you are attuned to one of the Seals of Drakkenheim. An individual guardian ignores this effect for 24 hours if you attack it or cast a spell upon it.\",\"As an action, you may present a Seal of Drakkenheim to rebuke the guardians. You make an opposed Charisma ability check against each {@creature wall gargoyle|DoDk} or {@creature tower dragon|DoDk} that can see or hear you within 30 feet of you. If you win the contest, the creature is rebuked for 1 minute or until it takes any damage. A rebuked creature doesn't move, and can't take actions or reactions. A creature who wins the contest is immune to your rebuke for 24 hours.\"]},{\"type\":\"entries\",\"name\":\"Relics of Saint Vitruvio\",\"entries\":[\"These holy relics of the Sacred Flame were wielded by Saint Vitruvio and are kept in several religious sites throughout Drakkenheim. The Knights of the Silver Order and the Followers of the Falling Fire now seek these relics. Not only do both factions revere Saint Vitruvio, both wish to use these relics to help advance their goals in Drakkenheim.\",\"A character attuned to three Relics of Saint Vitruvio may cast the {@spell heal} spell three times per day, after which they must finish a long rest before they may do so again. In addition, that character gains the ability to attune to two additional magic items so long as those magic items are both Relics of Saint Vitruvio.\"]}],\"attachedSpells\":[\"heal\",\"bless\",\"death ward\",\"greater restoration\",\"prayer of healing\",\"revivify\"]},{\"name\":\"Salt\",\"source\":\"PHB\",\"page\":157,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Salt|XDMG\"],\"type\":\"TG\",\"rarity\":\"none\",\"weight\":1,\"value\":5},{\"name\":\"Salt\",\"source\":\"XDMG\",\"page\":213,\"type\":\"TG|XDMG\",\"rarity\":\"none\",\"weight\":1,\"value\":5},{\"name\":\"Sanctum Amulet\",\"source\":\"BGG\",\"page\":116,\"resist\":[\"necrotic\"],\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"A black opal pendant hangs at the base of this pearlescent chain. The sacred rune is inscribed on the back of the pendant.\",\"While wearing this item, you have resistance to necrotic damage. Additionally, you can cast the {@spell spare the dying} cantrip using either an action or a bonus action.\",{\"type\":\"entries\",\"name\":\"Invoking the Rune\",\"entries\":[\"When a creature you can see within 60 feet of you is reduced to 0 hit points as a result of taking damage, you can use your reaction to invoke the item's rune, causing the pendant to flash with pale light. The creature then instead drops to 1 hit point.\",\"Once the rune has been invoked, it can't be invoked again until the next dawn.\"]}],\"attachedSpells\":[\"spare the dying\"]},{\"name\":\"Sapphire Buckler\",\"source\":\"FTD\",\"page\":24,\"baseItem\":\"shield|PHB\",\"type\":\"S\",\"resist\":[\"psychic\",\"thunder\"],\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":6,\"ac\":2,\"entries\":[\"This crystalline blue shield is fashioned from a sapphire dragon's scale and is created to aid in rooting out the influence of Aberrations. While wielding the shield, you have resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal {@damage 2d6} thunder damage to that creature.\",\"As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can't be used again until the next dawn.\"]},{\"name\":\"Sardonyx\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Sardonyx|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":5000,\"entries\":[\"An opaque bands of red and white gemstone.\"]},{\"name\":\"Sardonyx\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":5000,\"entries\":[\"A bands of red and white gemstone.\"]},{\"name\":\"Sarlona Trinket\",\"source\":\"ERLW\",\"page\":138,\"type\":\"G\",\"rarity\":\"none\",\"entries\":[{\"caption\":\"Trinkets from Sarlona\",\"colLabels\":[\"d8\",\"Trinket\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A polished crystal sphere; when you clutch it in your fist, a telepathic voice recites a story in your mind\"],[\"2\",\"A teardrop pendant made from polished shell; when you hold it, you see the image of a young Riedran man\"],[\"3\",\"A six-sided crystal die; when you roll it, you feel a surge of emotion for six seconds\"],[\"4\",\"A sealed vial filled with faintly luminescent blue mist\"],[\"5\",\"A crystal disk engraved with a labyrinthine pattern\"],[\"6\",\"A leather-bound collection of kalashtar poetry called {@i Shards of the Light}\"],[\"7\",\"A sphere of polished crystal; when you hold it in your palm, you feel that it knows you and understands you\"],[\"8\",\"A cup and ball toy; when you successfully catch the ball in the cup, you feel a momentary surge of joy\"]],\"type\":\"table\"}],\"miscTags\":[\"TT\"]},{\"name\":\"Scarab of Protection\",\"source\":\"DMG\",\"page\":199,\"srd\":true,\"reprintedAs\":[\"Scarab of Protection|XDMG\"],\"tier\":\"major\",\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"charges\":12,\"entries\":[\"If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:\",{\"type\":\"list\",\"items\":[\"You have advantage on saving throws against spells.\",\"The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.\"]}],\"lootTables\":[\"Magic Item Table I\"],\"miscTags\":[\"CNS\"],\"hasFluffImages\":true},{\"name\":\"Scarab of Protection\",\"source\":\"XDMG\",\"page\":302,\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"weight\":1,\"bonusAc\":\"+1\",\"charges\":12,\"entries\":[\"This beetle-shaped medallion provides three benefits while it is on your person.\",{\"type\":\"entries\",\"name\":\"Defense\",\"entries\":[\"You gain a +1 bonus to {@variantrule Armor Class|XPHB}.\"]},{\"type\":\"entries\",\"name\":\"Preservation\",\"entries\":[\"The scarab has 12 charges. If you fail a saving throw against a Necromancy spell or a harmful effect originating from an Undead, you can take a {@variantrule Reaction|XPHB} to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.\"]},{\"type\":\"entries\",\"name\":\"Spell Resistance\",\"entries\":[\"You have {@variantrule Advantage|XPHB} on saving throws against spells.\"]}],\"miscTags\":[\"CNS\"],\"hasFluffImages\":true},{\"name\":\"Sceptre of Saint Vitruvio\",\"source\":\"DoDk\",\"page\":234,\"type\":\"M\",\"rarity\":\"rare\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"bonusWeapon\":\"+2\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 4}\",\"charges\":10,\"staff\":true,\"entries\":[\"This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: {@spell guiding bolt} (1 charge), {@spell flaming sphere} (2 charges), or {@spell flame strike} (5 charges). The staff regains {@dice 1d6 + 4} expended charges daily at dawn.\",{\"type\":\"entries\",\"name\":\"Relics of Saint Vitruvio\",\"entries\":[\"These holy relics of the Sacred Flame were wielded by Saint Vitruvio and are kept in several religious sites throughout Drakkenheim. The Knights of the Silver Order and the Followers of the Falling Fire now seek these relics. Not only do both factions revere Saint Vitruvio, both wish to use these relics to help advance their goals in Drakkenheim.\",\"A character attuned to three Relics of Saint Vitruvio may cast the {@spell heal} spell three times per day, after which they must finish a long rest before they may do so again. In addition, that character gains the ability to attune to two additional magic items so long as those magic items are both Relics of Saint Vitruvio.\"]}],\"attachedSpells\":[\"heal\",\"guiding bolt\",\"flaming sphere\",\"flame strike\"],\"hasFluffImages\":true},{\"name\":\"Scholar's Pack\",\"source\":\"PHB\",\"page\":151,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Scholar's Pack|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":10,\"value\":4000,\"entries\":[\"Includes:\",{\"type\":\"list\",\"items\":[\"a {@item backpack|phb}\",\"a {@item book|phb} of lore\",\"a {@item Ink (1-ounce bottle)|phb|bottle of ink}\",\"an {@item ink pen|phb}\",\"10 {@item Parchment (one sheet)|phb|sheets of parchment}\",\"a little bag of sand\",\"a small knife.\"]}],\"packContents\":[\"backpack|phb\",\"book|phb\",\"ink (1-ounce bottle)|phb\",\"ink pen|phb\",\"parchment (one sheet)|phb\",{\"special\":\"little bag of sand\"},{\"special\":\"small knife\"}]},{\"name\":\"Scholar's Pack\",\"source\":\"XPHB\",\"page\":228,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":22,\"value\":4000,\"entries\":[\"A Scholar's Pack contains the following items: {@item Backpack|XPHB}, {@item Book|XPHB}, {@item Ink|XPHB}, {@item Ink Pen|XPHB}, {@item Lamp|XPHB}, 10 flasks of {@item Oil|XPHB}, 10 sheets of {@item Parchment|XPHB}, and {@item Tinderbox|XPHB}.\"],\"packContents\":[\"backpack|xphb\",\"book|xphb\",\"ink|xphb\",\"ink pen|xphb\",\"lamp|xphb\",{\"item\":\"oil|xphb\",\"quantity\":10},{\"item\":\"parchment|xphb\",\"quantity\":10},\"tinderbox|xphb\"]},{\"name\":\"Scimitar of Speed\",\"source\":\"DMG\",\"page\":199,\"srd\":true,\"reprintedAs\":[\"Scimitar of Speed|XDMG\"],\"baseItem\":\"scimitar|phb\",\"type\":\"M\",\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"F\",\"L\"],\"dmg1\":\"1d6\",\"dmgType\":\"S\",\"bonusWeapon\":\"+2\",\"entries\":[\"You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.\"],\"lootTables\":[\"Magic Item Table H\"]},{\"name\":\"Scimitar of Speed\",\"source\":\"XDMG\",\"page\":302,\"freeRules2024\":true,\"baseItem\":\"scimitar|xphb\",\"type\":\"M|XPHB\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"F|XPHB\",\"L|XPHB\"],\"mastery\":[\"Nick|XPHB\"],\"dmg1\":\"1d6\",\"dmgType\":\"S\",\"bonusWeapon\":\"+2\",\"entries\":[\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. In addition, you can make one attack with it as a {@variantrule Bonus Action|XPHB} on each of your turns.\"],\"hasFluffImages\":true},{\"name\":\"Scissors of Shadow Snipping\",\"source\":\"WBtW\",\"page\":213,\"rarity\":\"rare\",\"reqAttune\":\"by a fey or a spellcaster\",\"reqAttuneTags\":[{\"creatureType\":\"fey\"},{\"spellcasting\":true}],\"wondrous\":true,\"entries\":[\"As an action, you make a few snips with these iron shears and cause the shadow of a Humanoid creature you can see within 5 feet of you to detach from its source. If the creature is unwilling to give up its shadow, it can make a DC 15 Charisma saving throw, retaining its shadow on a success. Whether or not the shadow is snipped, this property of the scissors can't be used again until the next dawn.\",\"The detached shadow is rooted to the spot where it was snipped until you use a bonus action to cause it to behave in one of the following ways, either of which is possible only if you can see the shadow:\",{\"type\":\"list\",\"items\":[\"You control the shadow's movements and can make the shadow move up to 30 feet across a solid or liquid surface, in any direction you choose (including along vertical surfaces), provided it remains within your sight at all times. The shadow is harmless and unable to be harmed, and it is {@condition invisible} in darkness. It can't speak, and it doesn't require air, sleep, or nourishment.\",\"You can relinquish control of the shadow, at which point it becomes autonomous and behaves as the DM wishes. It uses the {@creature shadow} stat block in the Monster Manual, but its creature type is Fey instead of Undead. A creature whose Strength is reduced to 0 by this shadow's Strength Drain attack does not die but falls {@condition unconscious} instead. The creature regains consciousness and all its Strength after finishing a short or long rest.\"]},\"A creature whose shadow has detached from it is cursed. If a shadowless creature is subjected to any spell that ends a curse, or if its detached shadow is reduced to 0 hit points, the detached shadow disappears, and the creature regains its normal shadow instantly.\"]},{\"name\":\"Scorpion Armor\",\"source\":\"ToA\",\"page\":208,\"type\":\"HA\",\"rarity\":\"rare\",\"reqAttune\":true,\"curse\":true,\"weight\":65,\"ac\":18,\"strength\":\"15\",\"entries\":[\"This suit of plate armor is fashioned from {@creature giant scorpion} chitin. While wearing this armor, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"The armor improves your combat readiness, granting you a +5 bonus to initiative as long as you aren't {@condition incapacitated}.\",\"The armor doesn't impose disadvantage on your Dexterity ({@skill Stealth}) checks.\",\"The armor doesn't impose disadvantage on saving throws made to resist the effects of extreme heat (see chapter 5 of the Dungeon Master's Guide).\"]},{\"type\":\"entries\",\"name\":\"Curse\",\"entries\":[\"This armor is cursed. Whenever you don or doff it, you must make a DC 15 Constitution saving throw, taking 100 ({@damage 10d10 + 45}) poison damage on a failed save, or half as much damage on a successful one. Only a {@spell wish} spell can remove the armor's curse.\"]}]},{\"name\":\"Scorpion Ship\",\"source\":\"AAG\",\"page\":42,\"type\":\"SPC|AAG\",\"rarity\":\"none\",\"value\":2500000,\"crew\":12,\"vehAc\":19,\"vehHp\":250,\"vehDmgThresh\":15,\"vehSpeed\":3.5,\"capCargo\":12,\"entries\":[\"Scorpion ships are archaic metal warships that have never lost their popularity, largely because of their versatility. Articulated legs enable a scorpion ship to land safely on the ground and move across a solid surface at a walking speed of 30 feet. The ship can't float on water, however. A ballista is mounted on the top deck, and a mangonel is perched on the end of the tail. The ship's two claws are relatively inefficient in combat, but a claw that grabs a creature can quickly take it out of action.\"],\"seeAlsoVehicle\":[\"Scorpion Ship|AAG\"]},{\"name\":\"Scourge of Shadow\",\"source\":\"CoA\",\"page\":275,\"baseItem\":\"whip|PHB\",\"type\":\"M\",\"rarity\":\"artifact\",\"reqAttune\":true,\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"F\",\"R\"],\"dmg1\":\"1d4\",\"dmgType\":\"S\",\"bonusWeapon\":\"+3\",\"critThreshold\":18,\"entries\":[\"Said to be a gift to Glasya from Asmodeus, the Scourge of Shadow is a multi-headed whip constructed from infernal iron. The scourge is nigh-in- destructible, and Glasya carries it with her wherever she goes. When she wields the whip in battle, it shrouds her in an aura of shadow.\",\"The Scourge of Shadow is a magic whip. You have a +3 bonus to attack and damage rolls made with this weapon, and it does {@damage 3d4} slashing damage instead of its regular damage. When you hit a good aligned creature with it, that creatures takes an extra {@damage 4d4} necrotic damage.\",\"Whenever an unattuned creature attacks with the weapon, it deals {@damage 2d4} necrotic damage, ignoring resistances and immunities, to them, but otherwise functions normally.\",{\"type\":\"entries\",\"name\":\"Random Properties\",\"entries\":[\"The Scourge of Shadow has the following random properties:\",{\"type\":\"list\",\"items\":[\"2 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} properties\",\"1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property\",\"2 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} properties\",\"1 {@table Artifact Properties; Major Detrimental Properties|dmg|major detrimental} property\"]}]},{\"type\":\"entries\",\"name\":\"Keen\",\"entries\":[\"The whip scores a critical on a roll of 18, 19, or 20. When it scores a critical, its damage dice are upgraded to {@dice 3d6} instead of {@dice 3d4} for the duration of the attack. If attacking a good aligned creature, or attacking with the weapon unattuned, the necrotic damage dice are also increased to a {@dice d6} instead of a {@dice d4}.\"]},{\"type\":\"entries\",\"name\":\"Fast Reflexes\",\"entries\":[\"While attuned to the Scourge of Shadow, you gain advantage on initiative rolls, and you add your Charisma and Dexterity modifiers to the roll. You may use either your Strength, Dexterity, or Charisma modifier for the attack and damage rolls (the same modifier must be used for both attack and damage).\"]},{\"type\":\"entries\",\"name\":\"Veil of Shadow\",\"entries\":[\"You're protected by a field of shadow that makes you resistant to radiant and necrotic damage. While in {@quickref Vision and Light||2||dim light} or darkness you gain {@sense blindsight} out to 60 feet and Dexterity ({@skill Stealth}) checks are made with advantage.\"]},{\"type\":\"entries\",\"name\":\"Destroying the Scourge\",\"entries\":[\"Though the process is known only to Glasya and Asmodeus, the Scourge of Shadow can be destroyed. It must be taken to the Pit of Fire in Phlegethos. The scourge, along with the body of an archdevil, must be thrown into the Hellfire together. As they hit the flames, a spell of Darkness must be cast at 9th level on the scourge. If each part of the ritual is performed correctly, the whip disintegrates within the Hellfire.\"]}],\"hasFluffImages\":true},{\"name\":\"Scribe's Pen\",\"source\":\"ERLW\",\"page\":278,\"rarity\":\"common\",\"reqAttune\":\"by a creature with the Mark of Scribing\",\"reqAttuneTags\":[{\"race\":\"gnome (mark of scribing)|erlw\"}],\"wondrous\":true,\"entries\":[\"You can use this pen to write on any surface. You decide whether the writing is visible or {@condition invisible}, but the writing is always visible to a person with the Mark of Scribing.\",\"Any creature with the Mark of Scribing can use an action to touch the {@condition invisible} writing, making it visible to all.\",\"If you use the pen to write on a creature that isn't a construct, the writing fades after 7 days.\"]},{\"name\":\"Scroll of Protection (Aberrations)\",\"source\":\"XDMG\",\"page\":302,\"type\":\"SC|XPHB\",\"detail1\":\"Aberration\",\"detail2\":\"Aberrations\",\"rarity\":\"rare\",\"hasRefs\":true,\"entries\":[\"{#itemEntry Scroll of Protection|XDMG}\"],\"miscTags\":[\"CNS\"],\"hasFluffImages\":true},{\"name\":\"Scroll of Protection (Beasts)\",\"source\":\"XDMG\",\"page\":302,\"type\":\"SC|XPHB\",\"detail1\":\"Beast\",\"detail2\":\"Beasts\",\"rarity\":\"rare\",\"hasRefs\":true,\"entries\":[\"{#itemEntry Scroll of Protection|XDMG}\"],\"miscTags\":[\"CNS\"],\"hasFluffImages\":true},{\"name\":\"Scroll of Protection (Celestials)\",\"source\":\"XDMG\",\"page\":302,\"type\":\"SC|XPHB\",\"detail1\":\"Celestial\",\"detail2\":\"Celestials\",\"rarity\":\"rare\",\"hasRefs\":true,\"entries\":[\"{#itemEntry Scroll of Protection|XDMG}\"],\"miscTags\":[\"CNS\"],\"hasFluffImages\":true},{\"name\":\"Scroll of Protection (Constructs)\",\"source\":\"XDMG\",\"page\":302,\"type\":\"SC|XPHB\",\"detail1\":\"Construct\",\"detail2\":\"Constructs\",\"rarity\":\"rare\",\"hasRefs\":true,\"entries\":[\"{#itemEntry Scroll of Protection|XDMG}\"],\"miscTags\":[\"CNS\"],\"hasFluffImages\":true},{\"name\":\"Scroll of Protection (Dragons)\",\"source\":\"XDMG\",\"page\":302,\"type\":\"SC|XPHB\",\"detail1\":\"Dragon\",\"detail2\":\"Dragons\",\"rarity\":\"rare\",\"hasRefs\":true,\"entries\":[\"{#itemEntry Scroll of Protection|XDMG}\"],\"miscTags\":[\"CNS\"],\"hasFluffImages\":true},{\"name\":\"Scroll of Protection (Elementals)\",\"source\":\"XDMG\",\"page\":302,\"type\":\"SC|XPHB\",\"detail1\":\"Elemental\",\"detail2\":\"Elementals\",\"rarity\":\"rare\",\"hasRefs\":true,\"entries\":[\"{#itemEntry Scroll of Protection|XDMG}\"],\"miscTags\":[\"CNS\"],\"hasFluffImages\":true},{\"name\":\"Scroll of Protection (Fey)\",\"source\":\"XDMG\",\"page\":302,\"type\":\"SC|XPHB\",\"detail1\":\"Fey\",\"detail2\":\"Fey\",\"rarity\":\"rare\",\"hasRefs\":true,\"entries\":[\"{#itemEntry Scroll of Protection|XDMG}\"],\"miscTags\":[\"CNS\"],\"hasFluffImages\":true},{\"name\":\"Scroll of Protection (Fiends)\",\"source\":\"XDMG\",\"page\":302,\"type\":\"SC|XPHB\",\"detail1\":\"Fiend\",\"detail2\":\"Fiends\",\"rarity\":\"rare\",\"hasRefs\":true,\"entries\":[\"{#itemEntry Scroll of Protection|XDMG}\"],\"miscTags\":[\"CNS\"],\"hasFluffImages\":true},{\"name\":\"Scroll of Protection (Giants)\",\"source\":\"XDMG\",\"page\":302,\"type\":\"SC|XPHB\",\"detail1\":\"Giant\",\"detail2\":\"Giants\",\"rarity\":\"rare\",\"hasRefs\":true,\"entries\":[\"{#itemEntry Scroll of Protection|XDMG}\"],\"miscTags\":[\"CNS\"],\"hasFluffImages\":true},{\"name\":\"Scroll of Protection (Humanoids)\",\"source\":\"XDMG\",\"page\":302,\"type\":\"SC|XPHB\",\"detail1\":\"Humanoid\",\"detail2\":\"Humanoids\",\"rarity\":\"rare\",\"hasRefs\":true,\"entries\":[\"{#itemEntry Scroll of Protection|XDMG}\"],\"miscTags\":[\"CNS\"],\"hasFluffImages\":true},{\"name\":\"Scroll of Protection (Monstrosities)\",\"source\":\"XDMG\",\"page\":302,\"type\":\"SC|XPHB\",\"detail1\":\"Monstrosity\",\"detail2\":\"Monstrosities\",\"rarity\":\"rare\",\"hasRefs\":true,\"entries\":[\"{#itemEntry Scroll of Protection|XDMG}\"],\"miscTags\":[\"CNS\"],\"hasFluffImages\":true},{\"name\":\"Scroll of Protection (Oozes)\",\"source\":\"XDMG\",\"page\":302,\"type\":\"SC|XPHB\",\"detail1\":\"Ooze\",\"detail2\":\"Oozes\",\"rarity\":\"rare\",\"hasRefs\":true,\"entries\":[\"{#itemEntry Scroll of Protection|XDMG}\"],\"miscTags\":[\"CNS\"],\"hasFluffImages\":true},{\"name\":\"Scroll of Protection (Plants)\",\"source\":\"XDMG\",\"page\":302,\"type\":\"SC|XPHB\",\"detail1\":\"Plant\",\"detail2\":\"Plants\",\"rarity\":\"rare\",\"hasRefs\":true,\"entries\":[\"{#itemEntry Scroll of Protection|XDMG}\"],\"miscTags\":[\"CNS\"],\"hasFluffImages\":true},{\"name\":\"Scroll of Protection (Undead)\",\"source\":\"XDMG\",\"page\":302,\"type\":\"SC|XPHB\",\"detail1\":\"Undead\",\"detail2\":\"Undead\",\"rarity\":\"rare\",\"hasRefs\":true,\"entries\":[\"{#itemEntry Scroll of Protection|XDMG}\"],\"miscTags\":[\"CNS\"],\"hasFluffImages\":true},{\"name\":\"Scroll of Protection from Aberrations\",\"source\":\"DMG\",\"page\":199,\"reprintedAs\":[\"Scroll of Protection (Aberrations)|XDMG\"],\"type\":\"SC|DMG\",\"tier\":\"minor\",\"rarity\":\"rare\",\"entries\":[\"Using an action to read the scroll encloses you in an {@condition invisible} barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents aberrations from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that an aberration would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Scroll of Protection from Beasts\",\"source\":\"DMG\",\"page\":199,\"reprintedAs\":[\"Scroll of Protection (Beasts)|XDMG\"],\"type\":\"SC|DMG\",\"tier\":\"minor\",\"rarity\":\"rare\",\"entries\":[\"Using an action to read the scroll encloses you in an {@condition invisible} barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents beasts from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a beast would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Scroll of Protection from Celestials\",\"source\":\"DMG\",\"page\":199,\"reprintedAs\":[\"Scroll of Protection (Celestials)|XDMG\"],\"type\":\"SC|DMG\",\"tier\":\"minor\",\"rarity\":\"rare\",\"entries\":[\"Using an action to read the scroll encloses you in an {@condition invisible} barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents celestials from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a celestial would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Scroll of Protection from Elementals\",\"source\":\"DMG\",\"page\":199,\"reprintedAs\":[\"Scroll of Protection (Elementals)|XDMG\"],\"type\":\"SC|DMG\",\"tier\":\"minor\",\"rarity\":\"rare\",\"entries\":[\"Using an action to read the scroll encloses you in an {@condition invisible} barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents elementals from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that an elemental would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Scroll of Protection from Fey\",\"source\":\"DMG\",\"page\":199,\"reprintedAs\":[\"Scroll of Protection (Fey)|XDMG\"],\"type\":\"SC|DMG\",\"tier\":\"minor\",\"rarity\":\"rare\",\"entries\":[\"Using an action to read the scroll encloses you in an {@condition invisible} barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents fey from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a fey would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Scroll of Protection from Fiends\",\"source\":\"DMG\",\"page\":199,\"reprintedAs\":[\"Scroll of Protection (Fiends)|XDMG\"],\"type\":\"SC|DMG\",\"tier\":\"minor\",\"rarity\":\"rare\",\"entries\":[\"Using an action to read the scroll encloses you in an {@condition invisible} barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents fiends from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a fiend would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Scroll of Protection from Plants\",\"source\":\"DMG\",\"page\":199,\"reprintedAs\":[\"Scroll of Protection (Plants)|XDMG\"],\"type\":\"SC|DMG\",\"tier\":\"minor\",\"rarity\":\"rare\",\"entries\":[\"Using an action to read the scroll encloses you in an {@condition invisible} barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents plants from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a plant would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Scroll of Protection from Undead\",\"source\":\"DMG\",\"page\":199,\"reprintedAs\":[\"Scroll of Protection (Undead)|XDMG\"],\"type\":\"SC|DMG\",\"tier\":\"minor\",\"rarity\":\"rare\",\"entries\":[\"Using an action to read the scroll encloses you in an {@condition invisible} barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents undead from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that an undead would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Scroll of Tarrasque Summoning\",\"source\":\"IDRotF\",\"page\":315,\"reprintedAs\":[\"Scroll of Titan Summoning (Tarrasque)|XDMG\"],\"type\":\"SC|DMG\",\"rarity\":\"legendary\",\"entries\":[\"Using an action to read the scroll causes the {@creature tarrasque} (see the creature's entry in the Monster Manual) to appear in an unoccupied space you can see within 1 mile of you. The tarrasque disappears when it drops to 0 hit points and is hostile toward all creatures other than itself.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Scroll of the Comet\",\"source\":\"IDRotF\",\"page\":315,\"type\":\"SC|DMG\",\"rarity\":\"legendary\",\"entries\":[\"By using an action to read the scroll, you cause a comet to fall from the sky and crash to the ground at a point you can see up to 1 mile away from you. You must be outdoors when you use the scroll, or nothing happens and the scroll is wasted.\",\"The comet creates a 50-foot-deep, 500-foot-radius crater on impact. Any creature in that radius must make a DC 20 Dexterity saving throw, taking {@damage 30d10} force damage on a failed saving throw, or half as much damage on a successful one. All structures in the crater are destroyed, as are all nonmagical objects that aren't being worn or held.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Scroll of Titan Summoning (Animal Lord)\",\"source\":\"XDMG\",\"page\":303,\"type\":\"SC|XPHB\",\"rarity\":\"legendary\",\"entries\":[\"When you take a {@action Magic|XPHB} action to read this scroll, an {@creature Animal Lord|XMM} appears in an unoccupied space on the ground or in water that you can see within 1 mile of yourself.\",\"The {@creature Animal Lord|XMM} is {@variantrule Hostile [Attitude]|XPHB|Hostile} toward all other creatures and disappears when it drops to 0 {@variantrule Hit Points|XPHB}. If the {@creature Animal Lord|XMM} is summoned into a space that isn't large enough to contain it, the summoning fails, and the scroll is wasted.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Scroll of Titan Summoning (Blob of Annihilation)\",\"source\":\"XDMG\",\"page\":303,\"type\":\"SC|XPHB\",\"rarity\":\"legendary\",\"entries\":[\"When you take a {@action Magic|XPHB} action to read this scroll, a {@creature Blob of Annihilation|XMM} appears in an unoccupied space on the ground or in water that you can see within 1 mile of yourself.\",\"The {@creature Blob of Annihilation|XMM} is {@variantrule Hostile [Attitude]|XPHB|Hostile} toward all other creatures and disappears when it drops to 0 {@variantrule Hit Points|XPHB}. If the {@creature Blob of Annihilation|XMM} is summoned into a space that isn't large enough to contain it, the summoning fails, and the scroll is wasted.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Scroll of Titan Summoning (Colossus)\",\"source\":\"XDMG\",\"page\":303,\"type\":\"SC|XPHB\",\"rarity\":\"legendary\",\"entries\":[\"When you take a {@action Magic|XPHB} action to read this scroll, a {@creature Colossus|XMM} appears in an unoccupied space on the ground or in water that you can see within 1 mile of yourself.\",\"The {@creature Colossus|XMM} is {@variantrule Hostile [Attitude]|XPHB|Hostile} toward all other creatures and disappears when it drops to 0 {@variantrule Hit Points|XPHB}. If the {@creature Colossus|XMM} is summoned into a space that isn't large enough to contain it, the summoning fails, and the scroll is wasted.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Scroll of Titan Summoning (Elemental Cataclysm)\",\"source\":\"XDMG\",\"page\":303,\"type\":\"SC|XPHB\",\"rarity\":\"legendary\",\"entries\":[\"When you take a {@action Magic|XPHB} action to read this scroll, an {@creature Elemental Cataclysm|XMM} appears in an unoccupied space on the ground or in water that you can see within 1 mile of yourself.\",\"The {@creature Elemental Cataclysm|XMM} is {@variantrule Hostile [Attitude]|XPHB|Hostile} toward all other creatures and disappears when it drops to 0 {@variantrule Hit Points|XPHB}. If the {@creature Elemental Cataclysm|XMM} is summoned into a space that isn't large enough to contain it, the summoning fails, and the scroll is wasted.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Scroll of Titan Summoning (Empyrean)\",\"source\":\"XDMG\",\"page\":303,\"type\":\"SC|XPHB\",\"rarity\":\"legendary\",\"entries\":[\"When you take a {@action Magic|XPHB} action to read this scroll, an {@creature Empyrean|XMM} appears in an unoccupied space on the ground or in water that you can see within 1 mile of yourself.\",\"The {@creature Empyrean|XMM} is {@variantrule Hostile [Attitude]|XPHB|Hostile} toward all other creatures and disappears when it drops to 0 {@variantrule Hit Points|XPHB}. If the {@creature Empyrean|XMM} is summoned into a space that isn't large enough to contain it, the summoning fails, and the scroll is wasted.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Scroll of Titan Summoning (Kraken)\",\"source\":\"XDMG\",\"page\":303,\"type\":\"SC|XPHB\",\"rarity\":\"legendary\",\"entries\":[\"When you take a {@action Magic|XPHB} action to read this scroll, a {@creature Kraken|XMM} appears in an unoccupied space in water that you can see within 1 mile of yourself. A {@creature kraken|XMM} requires a body of water large enough to contain it, or the summoning fails and the scroll is wasted\",\"The {@creature Kraken|XMM} is {@variantrule Hostile [Attitude]|XPHB|Hostile} toward all other creatures and disappears when it drops to 0 {@variantrule Hit Points|XPHB}. If the {@creature Kraken|XMM} is summoned into a space that isn't large enough to contain it, the summoning fails, and the scroll is wasted.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Scroll of Titan Summoning (Tarrasque)\",\"source\":\"XDMG\",\"page\":303,\"type\":\"SC|XPHB\",\"rarity\":\"legendary\",\"entries\":[\"When you take a {@action Magic|XPHB} action to read this scroll, a {@creature Tarrasque|XMM} appears in an unoccupied space on the ground or in water that you can see within 1 mile of yourself.\",\"The {@creature Tarrasque|XMM} is {@variantrule Hostile [Attitude]|XPHB|Hostile} toward all other creatures and disappears when it drops to 0 {@variantrule Hit Points|XPHB}. If the {@creature Tarrasque|XMM} is summoned into a space that isn't large enough to contain it, the summoning fails, and the scroll is wasted.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Sealing Wax\",\"source\":\"PHB\",\"page\":150,\"srd\":true,\"basicRules\":true,\"type\":\"G\",\"rarity\":\"none\",\"value\":50},{\"name\":\"Secondhand Steal Trinket\",\"source\":\"BMT\",\"page\":108,\"type\":\"G\",\"rarity\":\"none\",\"entries\":[{\"caption\":\"Secondhand Steals\",\"colLabels\":[\"d8\",\"Secondhand Steal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A pair of small, rose-tinted glasses with round lenses\"],[\"2\",\"A droopy potted plant in an old boot\"],[\"3\",\"A rusty metal goblet shaped like a frog opening its mouth to the sky\"],[\"4\",\"A wide-brimmed, palm-frond sunhat that has been chewed on\"],[\"5\",\"A utensil shaped like a fork on one end and a spoon on the other\"],[\"6\",\"A thick, sun-yellowed book on seasonal agriculture written in Halfling\"],[\"7\",\"A well-used squeaky toy in the shape of a garden gnome with a red hat\"],[\"8\",\"A glass statuette of a rust monster\"]],\"type\":\"table\"}],\"miscTags\":[\"TT\"]},{\"name\":\"Seeker Dart\",\"source\":\"PotA\",\"page\":223,\"baseItem\":\"dart|phb\",\"type\":\"R\",\"rarity\":\"uncommon\",\"weight\":0.25,\"weaponCategory\":\"simple\",\"property\":[\"F\",\"T\"],\"range\":\"20/60\",\"dmg1\":\"1d4\",\"dmgType\":\"P\",\"entries\":[\"This small dart is decorated with designs like windy spirals that span the length of its shaft.\",\"When you whisper the word \\\"seek\\\" and hurl this dart, it seeks out a target of your choice within 120 feet of you. You must have seen the target before, but you don't need to see it now. If the target isn't within range or if there is no clear path to it, the dart falls to the ground, its magic spent and wasted. Otherwise, elemental winds guide the dart instantly through the air to the target. The dart can pass though openings as narrow as 1 inch wide and can change direction to fly around corners.\",\"When the dart reaches its target, the target must succeed on a DC 16 Dexterity saving throw or take {@damage 1d4} piercing damage and {@damage 3d4} lightning damage. The dart's magic is then spent, and it becomes an ordinary dart.\"]},{\"name\":\"Sekolahian Worshiping Statuette\",\"source\":\"GoS\",\"page\":229,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"Skillfully carved from sandstone, this 1-foot-tall statuette depicts a shark twisting through the water with its mouth open. If any Tiny sea-dwelling animal is within 1 inch of the statuette's mouth, the shark flashes to life and deals 1 piercing damage to it. The shark can deal damage in this way no more than once per hour.\"]},{\"name\":\"Selesnya Guild Signet\",\"source\":\"GGR\",\"page\":178,\"type\":\"RG|DMG\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"This ring, adorned with the symbol of Selesnya, allows you to cast {@spell charm person}. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Selesnya's recognition and favor.\",\"A signet has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).\"],\"attachedSpells\":[\"charm person\"],\"hasFluffImages\":true},{\"name\":\"Selesnya Keyrune\",\"source\":\"GGR\",\"page\":178,\"rarity\":\"rare\",\"reqAttune\":\"by a member of the Selesnya guild\",\"reqAttuneTags\":[{\"background\":\"selesnya initiate|ggr\"}],\"wondrous\":true,\"entries\":[\"Carved from white and green marble in the shape of a wolf's head, this keyrune transforms into a {@creature dire wolf}. The wolf persists for 8 hours. Its Intelligence is 6, and it understands Elvish and Sylvan but can't speak those languages. While it is within 1 mile of you, you can communicate with each other telepathically.\",\"When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a {@creature dire wolf}. If there isn't enough space for the creature, the keyrune doesn't transform.\",\"The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the {@action Dodge} action and moves to avoid danger.\",\"At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed.\"],\"hasFluffImages\":true},{\"name\":\"Sending Stone\",\"source\":\"AI\",\"page\":33,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"Also at rank 1, you are given use of an Acquisitions Incorporated sending stone, an uncommon magic item that resembles a gemstone in a bold setting. It functions like a normal sending stone, except that it has no matching stone and allows communication with Head Office, specific secretarians you know, and the secretarian nearest your location. You must succeed on a DC 15 Intelligence ({@skill Arcana}) check to establish contact. Once the stone is successfully used, it can't be used again until the next dawn.\",\"Making contact with another secretarian assumes that they are in possession of their own sending stone.\",{\"type\":\"table\",\"caption\":\"Quirks of Your Sending Stone\",\"colLabels\":[\"d8\",\"quirk\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"It's a flip stone.\"],[\"2\",\"It gets great reception everywhere except in your headquarters.\"],[\"3\",\"It sometimes picks up other magical conversations.\"],[\"4\",\"It's the perfect size, shape, and weight to be used as a skipping stone.\"],[\"5\",\"It heats up when you use it, to the extent that it once burned through your gloves.\"],[\"6\",\"It has an obnoxious ringtone that you can't work out how to change.\"],[\"7\",\"It fails to notify you of incoming messages except for a faint pulsating glow.\"],[\"8\",\"It's voice activated, so that every time you talk to someone, it tries to send a message to someone else.\"]]},{\"type\":\"entries\",\"name\":\"Rumor Mill\",\"entries\":[\"Also at rank 2, whenever your franchise begins a major quest or mission, make a DC 15 Intelligence ({@skill History}) check. On a success, you can learn up to three rumors related to creatures or organizations involved in the mission, which come to you through your sending stone. These rumors reflect current or historical knowledge possessed by Acquisitions Incorporated or the organization's many contacts.\"]},{\"type\":\"entries\",\"name\":\"Improved Rumor Mill\",\"entries\":[\"At rank 3, when you use your Rumor Mill feature, the DM provides you with a sense of which parts of a particular rumor are inaccurate, if any. You do not necessarily learn the truth behind those false rumors.\"]}],\"hasFluffImages\":true},{\"name\":\"Sending Stones\",\"source\":\"DMG\",\"page\":199,\"reprintedAs\":[\"Sending Stones|XDMG\"],\"tier\":\"minor\",\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the {@spell sending} spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell.\",\"Once {@spell sending} is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"attachedSpells\":[\"sending\"],\"lootTables\":[\"Magic Item Table C\"],\"hasFluffImages\":true},{\"name\":\"Sending Stones\",\"source\":\"XDMG\",\"page\":303,\"freeRules2024\":true,\"otherSources\":[{\"source\":\"ScoEE\"}],\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"Sending Stones come in pairs, with each stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can cast {@spell Sending|XPHB} from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone, and you don't cast the spell.\",\"Once Sending is cast using either stone, the stones can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"attachedSpells\":[\"sending|xphb\"],\"hasFluffImages\":true},{\"name\":\"Sensory Stone\",\"source\":\"SatO\",\"page\":13,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"This small, smooth stone contains the essence of a single experience.\",\"As an action, you or a willing creature you designate can touch the stone and experience the sensation as if it happened to the designated creature. The illusory experience is fleeting and harmless, however real it might feel in the moment.\",{\"type\":\"entries\",\"name\":\"Record Sensation\",\"entries\":[\"You can use your reaction to record a short sensation lasting no longer than 6 seconds experienced by a creature of your choice within 30 feet of yourself, infusing the essence of that experience into the stone. This replaces any sensation already stored within the stone.\"]},{\"type\":\"entries\",\"name\":\"Siphon Sensation\",\"entries\":[\"As a bonus action, you can draw on the stone's magic to end the charmed or frightened condition on yourself, destroying the stone in the process.\"]}]},{\"name\":\"Sentinel Shield\",\"source\":\"DMG\",\"page\":199,\"reprintedAs\":[\"Sentinel Shield|XDMG\"],\"type\":\"S\",\"tier\":\"major\",\"rarity\":\"uncommon\",\"weight\":6,\"ac\":2,\"entries\":[\"While holding this shield, you have advantage on initiative rolls and Wisdom ({@skill Perception}) checks. The shield is emblazoned with a symbol of an eye.\"],\"lootTables\":[\"Magic Item Table F\"]},{\"name\":\"Sentinel Shield\",\"source\":\"XDMG\",\"page\":303,\"freeRules2024\":true,\"baseItem\":\"shield|xphb\",\"type\":\"S|XPHB\",\"rarity\":\"uncommon\",\"weight\":6,\"ac\":2,\"entries\":[\"While holding this Shield, you have {@variantrule Advantage|XPHB} on {@variantrule Initiative|XPHB} rolls and Wisdom ({@skill Perception|XPHB}) checks. The Shield is emblazoned with a symbol of an eye.\"]},{\"name\":\"Serpent Scale Armor\",\"source\":\"CM\",\"page\":98,\"baseItem\":\"scale mail|PHB\",\"type\":\"MA\",\"rarity\":\"uncommon\",\"weight\":45,\"ac\":14,\"dexterityMax\":null,\"entries\":[\"This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity ({@skill Stealth}) checks.\"]},{\"name\":\"Serpent Venom\",\"source\":\"DMG\",\"page\":258,\"srd\":true,\"reprintedAs\":[\"Serpent Venom|XDMG\"],\"type\":\"G\",\"rarity\":\"none\",\"value\":20000,\"poison\":true,\"entries\":[\"This poison must be harvested from a dead or {@condition incapacitated} {@creature giant poisonous snake}. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 ({@damage 3d6}) poison damage on a failed save, or half as much damage on a successful one.\"],\"poisonTypes\":[\"injury\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Serpent Venom\",\"source\":\"XDMG\",\"page\":91,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"value\":20000,\"poison\":true,\"entries\":[\"A creature subjected to Serpent Venom must succeed on a DC 11 Constitution saving throw, taking 10 ({@damage 3d6}) Poison damage on a failed save or half as much damage on a successful one.\"],\"poisonTypes\":[\"injury\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Serpent's Fang\",\"source\":\"CM\",\"page\":98,\"baseItem\":\"longsword|PHB\",\"type\":\"M\",\"rarity\":\"rare\",\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"V\"],\"dmg1\":\"1d8\",\"dmgType\":\"S\",\"dmg2\":\"1d10\",\"entries\":[\"This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra {@damage 1d10} poison damage to any target it hits.\"]},{\"name\":\"Set of gold nesting dolls\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":750000},{\"name\":\"Shadowfell Brand Tattoo\",\"source\":\"TCE\",\"page\":134,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"tattoo\":true,\"entries\":[\"Produced by a special needle, this magic tattoo is dark in color and abstract.\",{\"type\":\"entries\",\"name\":\"Tattoo Attunement\",\"entries\":[\"To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.\",\"If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.\"]},{\"type\":\"entries\",\"name\":\"Shadow Essence\",\"entries\":[\"You gain {@sense darkvision} with a range of 60 feet, and you have advantage on Dexterity ({@skill Stealth}) checks.\"]},{\"type\":\"entries\",\"name\":\"Shadowy Defense\",\"entries\":[\"When you take damage, you can use your reaction to become insubstantial for a moment, halving the damage you take. Then the reaction can't be used again until the next sunset.\"]}]},{\"name\":\"Shadowfell Shard\",\"source\":\"TCE\",\"page\":135,\"rarity\":\"rare\",\"reqAttune\":\"by a sorcerer\",\"reqAttuneTags\":[{\"class\":\"sorcerer\"}],\"wondrous\":true,\"weight\":1,\"focus\":[\"Sorcerer\"],\"entries\":[\"This dull, cold crystal sits heavy and leaden, saturated by the Shadowfell's despair. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.\",\"When you use a Metamagic option on a spell while you are holding or wearing the shard, you can momentarily curse one creature targeted by the spell; choose one ability score, and until the end of your next turn, the creature has disadvantage on ability checks and saving throws that use that ability.\"],\"hasFluffImages\":true},{\"name\":\"Shard\",\"source\":\"WDH\",\"page\":169,\"type\":\"$C\",\"rarity\":\"none\",\"value\":10,\"entries\":[\"Silver coin, slightly smaller than the nib (1 shard = 10 {@item nib|wdh|nibs})\"]},{\"name\":\"Shard of the Ise Rune\",\"source\":\"SKT\",\"page\":236,\"resist\":[\"fire\"],\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"This shard of ice is long and slender, roughly the size of a dagger. The ise (ice) rune glows within it. The shard has the following properties, which work only while it's on your person.\",{\"name\":\"Frigid Touch\",\"type\":\"entries\",\"entries\":[\"As an action, you can touch a body of water and freeze the water in a 10-foot-radius sphere around the spot you touched. Once you use this property, you can't use it again until you finish a short or long rest.\"]},{\"name\":\"Frost Friend\",\"type\":\"entries\",\"entries\":[\"You have resistance to fire damage.\"]},{\"name\":\"Icy Mantle\",\"type\":\"entries\",\"entries\":[\"As an action, you can touch yourself or another creature with water on your finger. The water creates an icy mantle of protection. The next time within the next minute that the target takes bludgeoning, slashing, or piercing damage, that damage is reduced to 0, and the mantle is destroyed. Once you use this property, you can't use it again until you finish a short or long rest.\"]},{\"name\":\"Winters Howl\",\"type\":\"entries\",\"entries\":[\"As an action, you can cast {@spell sleet storm} (spell save DC 17). You regain this ability after you finish a short or long rest.\"]},{\"name\":\"Gift of Frost\",\"type\":\"entries\",\"entries\":[\"You can transfer the shard's magic to a nonmagical item—a cloak or a pair of boots-by tracing the ise rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shard is destroyed, and the rune appears in blue on the chosen item, which gains a benefit based on its form:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Cloak\",\"entry\":\"The cloak is now a rare magic item that requires attunement. While wearing it, you have resistance to fire damage, and you have advantage on Dexterity ({@skill Stealth}) checks made while in snowy terrain.\"},{\"type\":\"item\",\"name\":\"Boots\",\"entry\":\"The pair of boots is now a rare magic item that requires attunement. While wearing it, you ignore {@quickref difficult terrain||3} while walking, and you can walk on water.\"}]}]}],\"attachedSpells\":[\"sleet storm\"]},{\"name\":\"Shard of Xeluan\",\"source\":\"KftGV\",\"page\":134,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"curse\":true,\"ability\":{\"str\":4},\"bonusSpellAttack\":\"+1\",\"entries\":[\"This 1-foot-long shard of obsidian has veins of silver and gold beneath its cold surface.\",{\"type\":\"entries\",\"name\":\"Empowered Magic\",\"entries\":[\"While holding the shard, you can use it as a spellcasting focus, and it gives you a +1 bonus to your spell attack rolls.\"]},{\"type\":\"entries\",\"name\":\"Enhanced Strength\",\"entries\":[\"Your Strength score increases by 4 while the shard is on your person. The shard can't raise your Strength score above 22.\"]},{\"type\":\"entries\",\"name\":\"Curse\",\"entries\":[\"Attuning to this item extends its curse to you. You remain cursed until you are targeted by a {@spell remove curse} spell or similar magic, or until the shard is reattached to Xeluan's {@condition petrified} heart.\",\"The shard's curse causes misfortune to befall you. When you roll a 1 on an attack roll, an ability check, or a saving throw, roll on the Shard Misfortunes table to determine the misfortune. For as long as this misfortune lasts, no other shard misfortunes befall you.\"]},{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"d6\",\"Misfortune\"],\"rows\":[[\"1\",\"You accidentally cut yourself with the shard and are {@condition poisoned} until the next dawn.\"],[\"2\",\"You experience a vision of an ancient calamity—a beautiful city threatened by crumbling mountains and erupting volcanoes—and are {@condition stunned} until the end of your next turn.\"],[\"3\",\"For a few seconds, the ground shakes under you. You and each creature within 10 feet of you must succeed on a DC 16 Dexterity saving throw or be knocked {@condition prone}.\"],[\"4\",\"The shard releases three glowing darts of magical force that target one random creature within 30 feet of you. If no such target exists, you become the target. Each dart hits automatically and deals 3 ({@damage 1d4 + 1}) force damage to the target.\"],[\"5\",\"Until the next dawn, Beasts with an Intelligence score of 3 or lower are hostile to you.\"],[\"6\",\"Nothing seems to go your way. Until the next dawn, you have disadvantage on ability checks.\"]]}],\"hasFluffImages\":true},{\"name\":\"Shard Solitaire (Black Sapphire)\",\"source\":\"KftGV\",\"page\":193,\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"entries\":[\"This gemstone contains an unstable extradimensional rift. Its facets are ribboned with iridescent veins that seem to move of their own accord. Five types of shard solitaire are known to exist, each one a different type of gemstone, as shown in the Shard Solitaire Types table.\",{\"type\":\"entries\",\"name\":\"Rift Step\",\"entries\":[\"As a bonus action, while wearing or holding the shard solitaire, you can teleport yourself, along with anything you're wearing or carrying, to an unoccupied space you can see within 30 feet of yourself.\",\"When you use this property, you can tap into the unstable power of the stone's extradimensional rift to increase the teleport distance by up to 30 feet, but if you teleport more than 30 feet using Rift Step, you must succeed on a DC 16 Constitution saving throw or take {@damage 3d10} force damage immediately after you teleport.\"]},{\"type\":\"entries\",\"name\":\"Spellcasting\",\"entries\":[\"The stone has 6 charges and regains {@dice 1d6} expended charges daily at dawn. As an action, you can cast one of the stone's spells by expending the requisite number of charges, requiring no material components (save DC 16). The black sapphire shard solitaire can be used to cast the following spells: {@spell banishment} (3 charges; the target is banished to the stone's extradimensional space for the spell's duration), {@spell mirror image} (1 charge), {@spell blight} (3 charges), {@spell finger of death} (6 charges).\"]}],\"attachedSpells\":[\"mirror image\",\"banishment\",\"blight\",\"finger of death\"],\"hasFluffImages\":true},{\"name\":\"Shard Solitaire (Diamond)\",\"source\":\"KftGV\",\"page\":193,\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"entries\":[\"This gemstone contains an unstable extradimensional rift. Its facets are ribboned with iridescent veins that seem to move of their own accord. Five types of shard solitaire are known to exist, each one a different type of gemstone, as shown in the Shard Solitaire Types table.\",{\"type\":\"entries\",\"name\":\"Rift Step\",\"entries\":[\"As a bonus action, while wearing or holding the shard solitaire, you can teleport yourself, along with anything you're wearing or carrying, to an unoccupied space you can see within 30 feet of yourself.\",\"When you use this property, you can tap into the unstable power of the stone's extradimensional rift to increase the teleport distance by up to 30 feet, but if you teleport more than 30 feet using Rift Step, you must succeed on a DC 16 Constitution saving throw or take {@damage 3d10} force damage immediately after you teleport.\"]},{\"type\":\"entries\",\"name\":\"Spellcasting\",\"entries\":[\"The stone has 6 charges and regains {@dice 1d6} expended charges daily at dawn. As an action, you can cast one of the stone's spells by expending the requisite number of charges, requiring no material components (save DC 16). The diamond shard solitaire can be used to cast the following spells: {@spell banishment} (3 charges; the target is banished to the stone's extradimensional space for the spell's duration), {@spell mirror image} (1 charge), {@spell ice storm} (3 charges), {@spell simulacrum} (6 charges; the duplicate created by the spell has the same number of hit points as the creature it imitates).\"]}],\"attachedSpells\":[\"mirror image\",\"banishment\",\"ice storm\",\"simulacrum\"],\"hasFluffImages\":true},{\"name\":\"Shard Solitaire (Jacinth)\",\"source\":\"KftGV\",\"page\":193,\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"entries\":[\"This gemstone contains an unstable extradimensional rift. Its facets are ribboned with iridescent veins that seem to move of their own accord. Five types of shard solitaire are known to exist, each one a different type of gemstone, as shown in the Shard Solitaire Types table.\",{\"type\":\"entries\",\"name\":\"Rift Step\",\"entries\":[\"As a bonus action, while wearing or holding the shard solitaire, you can teleport yourself, along with anything you're wearing or carrying, to an unoccupied space you can see within 30 feet of yourself.\",\"When you use this property, you can tap into the unstable power of the stone's extradimensional rift to increase the teleport distance by up to 30 feet, but if you teleport more than 30 feet using Rift Step, you must succeed on a DC 16 Constitution saving throw or take {@damage 3d10} force damage immediately after you teleport.\"]},{\"type\":\"entries\",\"name\":\"Spellcasting\",\"entries\":[\"The stone has 6 charges and regains {@dice 1d6} expended charges daily at dawn. As an action, you can cast one of the stone's spells by expending the requisite number of charges, requiring no material components (save DC 16). The jacinth shard solitaire can be used to cast the following spells: {@spell banishment} (3 charges; the target is banished to the stone's extradimensional space for the spell's duration), {@spell mirror image} (1 charge), {@spell fireball} (2 charges), {@spell fire storm} (6 charges).\"]}],\"attachedSpells\":[\"mirror image\",\"banishment\",\"fireball\",\"fire storm\"],\"hasFluffImages\":true},{\"name\":\"Shard Solitaire (Rainbow Pearl)\",\"source\":\"KftGV\",\"page\":193,\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"entries\":[\"This gemstone contains an unstable extradimensional rift. Its facets are ribboned with iridescent veins that seem to move of their own accord. Five types of shard solitaire are known to exist, each one a different type of gemstone, as shown in the Shard Solitaire Types table.\",{\"type\":\"entries\",\"name\":\"Rift Step\",\"entries\":[\"As a bonus action, while wearing or holding the shard solitaire, you can teleport yourself, along with anything you're wearing or carrying, to an unoccupied space you can see within 30 feet of yourself.\",\"When you use this property, you can tap into the unstable power of the stone's extradimensional rift to increase the teleport distance by up to 30 feet, but if you teleport more than 30 feet using Rift Step, you must succeed on a DC 16 Constitution saving throw or take {@damage 3d10} force damage immediately after you teleport.\"]},{\"type\":\"entries\",\"name\":\"Spellcasting\",\"entries\":[\"The stone has 6 charges and regains {@dice 1d6} expended charges daily at dawn. As an action, you can cast one of the stone's spells by expending the requisite number of charges, requiring no material components (save DC 16). The rainbow pearl shard solitaire can be used to cast the following spells: {@spell banishment} (3 charges; the target is banished to the stone's extradimensional space for the spell's duration), {@spell mirror image} (1 charge), {@spell prismatic spray} (6 charges), {@spell water breathing} (2 charges).\"]}],\"attachedSpells\":[\"mirror image\",\"banishment\",\"prismatic spray\",\"water breathing\"],\"hasFluffImages\":true},{\"name\":\"Shard Solitaire (Ruby)\",\"source\":\"KftGV\",\"page\":193,\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"entries\":[\"This gemstone contains an unstable extradimensional rift. Its facets are ribboned with iridescent veins that seem to move of their own accord. Five types of shard solitaire are known to exist, each one a different type of gemstone, as shown in the Shard Solitaire Types table.\",{\"type\":\"entries\",\"name\":\"Rift Step\",\"entries\":[\"As a bonus action, while wearing or holding the shard solitaire, you can teleport yourself, along with anything you're wearing or carrying, to an unoccupied space you can see within 30 feet of yourself.\",\"When you use this property, you can tap into the unstable power of the stone's extradimensional rift to increase the teleport distance by up to 30 feet, but if you teleport more than 30 feet using Rift Step, you must succeed on a DC 16 Constitution saving throw or take {@damage 3d10} force damage immediately after you teleport.\"]},{\"type\":\"entries\",\"name\":\"Spellcasting\",\"entries\":[\"The stone has 6 charges and regains {@dice 1d6} expended charges daily at dawn. As an action, you can cast one of the stone's spells by expending the requisite number of charges, requiring no material components (save DC 16). The ruby shard solitaire can be used to cast the following spells: {@spell banishment} (3 charges; the target is banished to the stone's extradimensional space for the spell's duration), {@spell mirror image} (1 charge), {@spell fly} (2 charges), {@spell teleport} (6 charges).\"]}],\"attachedSpells\":[\"mirror image\",\"banishment\",\"fly\",\"teleport\"],\"hasFluffImages\":true},{\"name\":\"Shatterspike\",\"source\":\"TftYP\",\"page\":229,\"baseItem\":\"longsword|phb\",\"type\":\"M\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"V\"],\"dmg1\":\"1d8\",\"dmgType\":\"S\",\"dmg2\":\"1d10\",\"bonusWeapon\":\"+1\",\"entries\":[\"You have a +1 bonus to attack and damage rolls made with this magic weapon. If it hits an object, the hit is automatically a critical hit, and it can deal bludgeoning or slashing damage to the object (your choice). Further, damage from nonmagical sources can't harm the weapon.\"]},{\"name\":\"Shatterstick\",\"source\":\"BGDIA\",\"page\":99,\"type\":\"OTH\",\"rarity\":\"unknown\",\"weight\":4,\"entries\":[\"A shatterstick is a nonmagical, 12-inch-long, 4-pound stake made of blue-tinged infernal iron mined on Cania, the eighth layer of the Nine Hells. When embedded in earth or pounded into solid rock, the stake emits a seismic vibration in a 20-foot radius centered on itself for 1 minute, shaking the ground in that area for the duration. When the effects ends, the shatterstick breaks apart, becoming useless, and all structures within 20 feet of it take 35 ({@damage 10d6}) bludgeoning damage.\"]},{\"name\":\"Sheep\",\"source\":\"PHB\",\"page\":157,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Sheep|XDMG\"],\"type\":\"TG\",\"rarity\":\"none\",\"value\":200},{\"name\":\"Sheep\",\"source\":\"XDMG\",\"page\":213,\"type\":\"TG|XDMG\",\"rarity\":\"none\",\"value\":200},{\"name\":\"Shield Guardian Amulet\",\"source\":\"IDRotF\",\"page\":149,\"rarity\":\"rare\",\"reqAttune\":\"by a humanoid\",\"reqAttuneTags\":[{\"creatureType\":\"humanoid\"}],\"wondrous\":true,\"entries\":[\"The amulet is a 4-inch-wide disk composed of silver-framed wood, with a rune carved into its face. A {@spell detect magic} spell reveals a magical aura of enchantment around the amulet.\",\"Every {@creature shield guardian} has an amulet magically linked to it. A shield guardian can have only one corresponding amulet, and if that amulet is destroyed, the shield guardian is {@condition incapacitated} until a replacement amulet is created.\",\"A shield guardian's amulet is subject to direct attack if it isn't being worn or carried. It has AC 10, 10 hit points, and immunity to poison and psychic damage. Crafting an amulet requires 1 week and costs 1,000 gp in components.\",\"A shield guardian's solitary focus is to protect the amulet's wearer. The amulet's wearer can command the guardian to attack its enemies or to guard the wielder against attack. If an attack threatens to injure the wearer, the construct can magically absorb the blow into its own body, even at a distance.\",\"A humanoid that attunes to this amulet knows the distance and direction of the shield guardian, provided the amulet and the guardian are on the same plane of existence. As an action, the amulet's attuned wearer can try to reactivate the shield guardian, doing so with a successful DC 20 Intelligence ({@skill Arcana}) check. Reactivation can only be attempted while the amulet and guardian are within 10 feet of each other.\"],\"hasFluffImages\":true},{\"name\":\"Shield of Expression\",\"source\":\"XDMG\",\"page\":303,\"baseItem\":\"shield|xphb\",\"type\":\"S|XPHB\",\"rarity\":\"common\",\"weight\":6,\"ac\":2,\"entries\":[\"The front of this Shield is shaped in the likeness of a face. While bearing the Shield, you can take a {@variantrule Bonus Action|XPHB} to alter the face's expression.\"]},{\"name\":\"Shield of Expression\",\"source\":\"XGE\",\"page\":139,\"reprintedAs\":[\"Shield of Expression|XDMG\"],\"type\":\"S\",\"tier\":\"minor\",\"rarity\":\"common\",\"weight\":6,\"ac\":2,\"entries\":[\"The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face's expression.\"]},{\"name\":\"Shield of Far Sight\",\"source\":\"VGM\",\"page\":81,\"type\":\"S\",\"rarity\":\"rare\",\"weight\":6,\"ac\":2,\"entries\":[\"A {@creature mind flayer} skilled at crafting magic items creates a shield of far sight by harvesting an eye from an intelligent humanoid and magically implanting it on the outer surface of a nonmagical shield. The shield becomes a magic item once the eyes is implanted, whereupon the {@creature mind flayer} can give the shield to a thrall or hang it on a wall in its lair. As long as the shield is on the same plane of existence as its creator, the {@creature mind flayer} can see through the shield's eye, which has {@sense darkvision} out to a range of 60 feet. While peering through this magical eye, the {@creature mind flayer} can use its Mind Blast action as though it were standing behind the shield.\",\"If a shield of far sight is destroyed, the {@creature mind flayer} that created it is {@condition blinded} for {@dice 2d12} hours.\"]},{\"name\":\"Shield of Missile Attraction\",\"source\":\"DMG\",\"page\":200,\"srd\":true,\"reprintedAs\":[\"Shield of Missile Attraction|XDMG\"],\"type\":\"S\",\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"curse\":true,\"weight\":6,\"ac\":2,\"entries\":[\"While holding this shield, you have resistance to damage from ranged weapon attacks.\",{\"type\":\"entries\",\"name\":\"Curse\",\"entries\":[\"This shield is cursed. Attuning to it curses you until you are targeted by the {@spell remove curse} spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.\"]}],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Shield of Missile Attraction\",\"source\":\"XDMG\",\"page\":304,\"freeRules2024\":true,\"baseItem\":\"shield|xphb\",\"type\":\"S|XPHB\",\"rarity\":\"rare\",\"reqAttune\":true,\"curse\":true,\"weight\":6,\"ac\":2,\"entries\":[\"While holding this Shield, you have {@variantrule Resistance|XPHB} to damage from attacks made with Ranged weapons.\",{\"type\":\"entries\",\"name\":\"Curse\",\"entries\":[\"This Shield is cursed. Attuning to it curses you until you are targeted by a {@spell Remove Curse|XPHB} spell or similar magic. Removing the Shield fails to end the curse on you. Whenever an attack with a Ranged weapon targets a creature within 10 feet of you, the curse causes you to become the target instead.\"]}],\"hasFluffImages\":true},{\"name\":\"Shield of Shouting\",\"source\":\"ToA\",\"page\":116,\"type\":\"S\",\"rarity\":\"unknown (magic)\",\"weight\":6,\"ac\":2,\"entries\":[\"A {@spell detect magic} spell reveals an aura of transmutation magic around this shield, which has a minor magical property: words spoken by the shield's bearer are amplified and sound ten times louder than normal.\"]},{\"name\":\"Shield of the Blazing Dreadnought\",\"source\":\"BGG\",\"page\":116,\"baseItem\":\"shield|PHB\",\"type\":\"S\",\"immune\":[\"fire\"],\"rarity\":\"legendary\",\"reqAttune\":true,\"weight\":6,\"ac\":2,\"entries\":[\"Modeled after the formidable spiked tower shields wielded by some fire giants, this iron shield emanates a constant warmth.\",\"You can use a bonus action to activate the shield, causing glowing lava to flow through the shield's grooves for 1 minute. While the shield is active, you gain the following benefits:\",{\"type\":\"entries\",\"name\":\"Blazing Soul\",\"entries\":[\"You have immunity to fire damage.\"]},{\"type\":\"entries\",\"name\":\"Cleansing Fire\",\"entries\":[\"As an action, you can cause the shield to flare with the cleansing fire of the god Surtur. Choose one creature you can see within 30 feet of yourself (you can choose yourself). One disease or condition of your choice affecting this creature ends immediately; the condition can be blinded, charmed, deafened, or poisoned.\"]},{\"type\":\"entries\",\"name\":\"Shield Bash\",\"entries\":[\"When you take the {@action Attack} action on your turn, you can replace one of your attacks with a shield bash, targeting one creature you can see within 5 feet of yourself. The target must make a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier). On a failed save, the target takes {@damage 3d6} bludgeoning damage plus {@damage 3d6} fire damage and is knocked prone. On a successful save, the target takes half as much damage only. You can use Shield Bash only once per turn.\",\"Once the shield has been activated, it can't be activated again until the next dawn.\"]}]},{\"name\":\"Shield of the Cavalier\",\"source\":\"XDMG\",\"page\":304,\"freeRules2024\":true,\"otherSources\":[{\"source\":\"UtHftLH\"}],\"baseItem\":\"shield|xphb\",\"type\":\"S|XPHB\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":6,\"ac\":2,\"bonusAc\":\"+2\",\"entries\":[\"While holding this Shield, you have a +2 bonus to {@variantrule Armor Class|XPHB}. This bonus is in addition to the Shield's normal bonus to AC.\",\"The Shield has the following additional properties that you can use while holding it.\",{\"type\":\"entries\",\"name\":\"Forceful Bash\",\"entries\":[\"When you take the {@action Attack|XPHB}, you can make one of the attack rolls using the Shield against a target within 5 feet of yourself. Apply your {@variantrule Proficiency|XPHB|Proficiency Bonus} and Strength modifier to the attack roll. On a hit, the Shield deals Force damage to the target equal to {@dice 2d6 + 2} plus your Strength modifier, and if the target is a creature, you can push it up to 10 feet directly away from yourself. If the creature is your size or smaller, you can also knock it down, giving it the {@condition Prone|XPHB} condition.\"]},{\"type\":\"entries\",\"name\":\"Protective Field\",\"entries\":[\"As a {@variantrule Reaction|XPHB}, when you or an ally you can see within 5 feet of you is targeted by an attack or makes a saving throw against an area of effect, you can use the Shield to create an immobile 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from you. When the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} appears, any creatures or objects not fully contained within it are pushed into the nearest unoccupied spaces outside it. The attack or area of effect that triggered the {@variantrule Reaction|XPHB} has no effect on creatures and objects inside the {@variantrule Emanation [Area of Effect]|XPHB|Emanation}, which lasts as long as you maintain {@status Concentration|XPHB}, up to 1 minute. Nothing can pass into or out of the {@variantrule Emanation [Area of Effect]|XPHB|Emanation}. A creature or object inside the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} can't be damaged by attacks or effects originating from outside, nor can a creature inside the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} damage anything outside it. Once this property is used, it can't be used again until the next dawn.\"]}],\"hasFluffImages\":true},{\"name\":\"Shield of the Hidden Lord\",\"source\":\"BGDIA\",\"page\":225,\"type\":\"S\",\"rarity\":\"legendary\",\"reqAttune\":true,\"sentient\":true,\"weight\":6,\"ac\":2,\"bonusAc\":\"+2\",\"recharge\":\"dawn\",\"rechargeAmount\":3,\"charges\":3,\"entries\":[\"The Shield of the Hidden Lord is of celestial origin and serves as a prison for the pit fiend Gargauth, whose mortal followers revere it as a god. Over time, Gargauth's evil has warped the shield's appearance, so that its celestial motif and designs have become twisted into a fiendish face that subtly moves in disturbing ways.\",\"While holding this shield, you gain a +2 bonus to AC and resistance to fire damage.\",{\"type\":\"entries\",\"name\":\"Sentience\",\"entries\":[\"The Shield of the Hidden Lord is sentient as long as it imprisons Gargauth. While sentient, the shield has the following properties:\",{\"type\":\"list\",\"items\":[\"The shield has an Intelligence of 22, a Wisdom of 18, and a Charisma of 24, as well as hearing and {@sense truesight} out to a range of 120 feet.\",\"The shield can speak, read, and understand Common and Infernal, and it can communicate telepathically with any creature it can sense within 120 feet of it. Its voice is a deep, hollow whisper.\",\"The shield has 3 charges. You can use an action to expend 1 charge to cast {@spell fireball} or 2 charges to cast {@spell wall of fire} from the shield (save DC 21 for each). The {@spell wall of fire} spell lasts for 1 minute (no {@status concentration} required). The shield regains all expended charges daily at dawn.\",\"Anytime during your turn, the shield can choose to radiate an aura of dread for 1 minute. (This is not a power of the shield that you control.) Any creature hostile to you that starts its turn within 20 feet of the shield must make a DC 18 Wisdom saving throw. On a failed save, the creature is {@condition frightened} until the start of its next turn. On a successful save, the creature is immune to this power of the shield for the next 24 hours. Once the shield uses this power, it can't use it again until the next dawn.\"]}]},{\"type\":\"entries\",\"name\":\"Gargauth's Personality\",\"entries\":[\"Gargauth desperately seeks freedom but can't escape on its own. The pit fiend won't reveal its true nature, referring to itself only as the Hidden Lord. It drops hints and subtle suggestions that it is an angel trapped in an unholy prison. If released from the shield, the pit fiend honors the terms of whatever bargain it struck to facilitate its escape.\",\"While trapped in the shield, Gargauth carefully steers the shield's current owner toward committing acts of cruelty and domination, hoping to condemn the individual's soul to the Nine Hells. Conflict occurs if the shield's owner does anything that would make it more difficult for Gargauth to escape its prison, such as leaving the shield in a place where others are unlikely to find it.\",\"Gargauth doesn't know how to escape from the shield. The pit fiend believes (incorrectly) that it can break free of the shield if it's brought to the Nine Hells, for it's convinced that the shield's powers are weaker there.\"]},{\"type\":\"entries\",\"name\":\"Freeing Gargauth\",\"entries\":[\"Casting {@spell dispel evil and good} on the shield has a {@chance 1} chance of freeing the pit fiend, or automatically succeeds if the spell is cast by a {@creature solar}, a {@creature planetar}, or an archdevil. A god can release the pit fiend by touching the shield and speaking Gargauth's name. When released, Gargauth appears in a random, unoccupied space as close to the shield as possible.\"]}],\"attachedSpells\":[\"fireball\",\"wall of fire\"],\"hasFluffImages\":true},{\"name\":\"Shield of the Silver Dragon\",\"alias\":[\"Order of the Silver Dragon +2 Shield\"],\"source\":\"CoS\",\"page\":68,\"type\":\"S\",\"tier\":\"major\",\"rarity\":\"rare\",\"weight\":6,\"ac\":2,\"bonusAc\":\"+2\",\"entries\":[\"While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.\",\"The shield is emblazoned with a stylized silver dragon that is the emblem of the Order of the Silver Dragon (see {@adventure {@i Curse of Strahd}, chapter 7|CoS|7|The Order of the Silver Dragon}). The shield whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't {@condition incapacitated}.\",\"A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.\"]},{\"name\":\"Shield of the Tortoise\",\"source\":\"BMT\",\"page\":67,\"baseItem\":\"shield|PHB\",\"type\":\"S\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"curse\":true,\"weight\":6,\"ac\":2,\"bonusAc\":\"+1\",\"entries\":[\"While you are wielding this shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.\",{\"type\":\"entries\",\"name\":\"Curse\",\"entries\":[\"This item is cursed. Attuning to it extends the curse to you until you are targeted by a {@spell Remove Curse} spell or similar magic. You cannot discard the shield, and remain attuned to it, as long as you are cursed. As long as you are cursed, you are sluggish. Your speed is halved. When you roll initiative, treat the roll on your {@dice d20} as a 1. You can't change your initiative by any means.\"]}],\"hasFluffImages\":true},{\"name\":\"Shield of the Uven Rune\",\"source\":\"WDMM\",\"page\":299,\"type\":\"S\",\"immune\":[\"cold\"],\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":6,\"ac\":2,\"bonusWeapon\":\"+1\",\"entries\":[\"This shield is made from the scale of an ancient white dragon. It has a rune burned into its outward-facing side. A character who examines the rune and succeeds on a DC 20 Intelligence ({@skill History}) check recognizes it as an uven (\\\"enemy\\\" in Giant) rune that confers great power.\",\"While holding the shield, you benefit from the following properties.\",{\"type\":\"entries\",\"name\":\"Winter's Friend\",\"entries\":[\"You are immune to cold damage.\"]},{\"type\":\"entries\",\"name\":\"Deadly Rebuke\",\"entries\":[\"Immediately after a creature hits you with a melee attack, you can use your reaction to deal {@damage 3d6} necrotic damage to that creature.\"]},{\"type\":\"entries\",\"name\":\"Bane\",\"entries\":[\"You can cast the {@spell bane} spell from the shield (save DC 17). The spell does not require {@status concentration} and lasts for 1 minute. Once you cast the spell from the shield, you can't do so again until you finish a short or long rest.\"]},{\"type\":\"entries\",\"name\":\"Gift of Vengeance\",\"entries\":[\"You can transfer the shield's magic to a nonmagical weapon by tracing the uven rune on the weapon with one finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shield is destroyed, and the rune is etched or burned into the chosen weapon. This weapon becomes a rare magic item that requires attunement. It has the properties of a +1 weapon. The bonus increases to +3 when the weapon is used against one of the following creature types, chosen by you at the time of the magic weapon's creation: aberrations, celestials, constructs, dragons, elementals, fey, fiends, giants, or undead.\"]}],\"attachedSpells\":[\"bane\"]},{\"name\":\"Shiftweave\",\"source\":\"ERLW\",\"page\":279,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"When a suit of shiftweave is created, up to five different outfits can be embedded into the cloth. While wearing the clothing, you can speak its command word as a bonus action to transform your outfit into your choice of one of the other designs contained within it. Regardless of its appearance, the outfit can't be anything but clothing. Although it can duplicate the look of other magical clothing, it doesn't gain their magical properties.\"]},{\"name\":\"Shovel\",\"source\":\"PHB\",\"page\":150,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Shovel|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":5,\"value\":200},{\"name\":\"Shovel\",\"source\":\"XPHB\",\"page\":228,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":5,\"value\":200,\"entries\":[\"Working for 1 hour, you can use a Shovel to dig a hole that is 5 feet on each side in soil or similar material.\"]},{\"name\":\"Shrieking Greaves\",\"source\":\"BMT\",\"page\":174,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"curse\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"Each of these black leg guards is decorated with a motif of monstrous skulls screaming in terror.\",\"The greaves have 3 charges. While wearing these greaves, you can use a bonus action to expend 1 charge to increase your walking speed by 30 feet, and you have advantage on Dexterity saving throws. These effects last for 1 minute. The greaves regain {@dice 1d3} expended charges daily at dawn.\",{\"type\":\"entries\",\"name\":\"Curse\",\"entries\":[\"The greaves are cursed, and becoming attuned to them extends the curse to you. You can't remove the greaves or end your attunement to them until you are targeted by a {@spell Remove Curse} spell or similar magic.\",\"You have disadvantage on saving throws against the frightened condition. Whenever you start your turn frightened, the greaves release an ear-piercing scream. You and each creature within 10 feet of you must make a DC 15 Constitution saving throw, taking 9 ({@damage 2d8}) thunder damage on a failed save, or half as much damage on a successful one.\"]}],\"hasFluffImages\":true},{\"name\":\"Shrike Ship\",\"source\":\"AAG\",\"page\":44,\"type\":\"SPC|AAG\",\"rarity\":\"none\",\"value\":2000000,\"crew\":11,\"vehAc\":15,\"vehHp\":250,\"vehDmgThresh\":15,\"vehSpeed\":8,\"capCargo\":20,\"entries\":[\"This swift vessel is a relatively recent design, quickly gaining popularity with merchants and pirates. A shrike ship's legs enable it to land safely on the ground. The ship can float but isn't built for traveling on water and sinks quickly in rough seas.\",\"Standard weaponry on a shrike ship includes three ballistae—one on the forecastle, one in the middle of the top deck, and one on the sterncastle. In a desperate situation, the ship's reinforced bow can be used as a piercing ram.\"],\"seeAlsoVehicle\":[\"Shrike Ship|AAG\"]},{\"name\":\"Signal Whistle\",\"source\":\"PHB\",\"page\":150,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Signal Whistle|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"value\":5},{\"name\":\"Signal Whistle\",\"source\":\"XPHB\",\"page\":228,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"value\":5,\"entries\":[\"When blown as a {@action Utilize|XPHB} action, a Signal Whistle produces a sound that can be heard up to 600 feet away.\"]},{\"name\":\"Signet Ring\",\"source\":\"PHB\",\"page\":150,\"srd\":true,\"basicRules\":true,\"type\":\"G\",\"rarity\":\"none\",\"value\":500},{\"name\":\"Silk\",\"source\":\"XDMG\",\"page\":213,\"type\":\"TG|XDMG\",\"rarity\":\"none\",\"weight\":1,\"value\":1000},{\"name\":\"Silk (1 sq. yd.)\",\"source\":\"PHB\",\"page\":157,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Silk|XDMG\"],\"type\":\"TG\",\"rarity\":\"none\",\"value\":1000},{\"name\":\"Silk robe with gold embroidery\",\"source\":\"DMG\",\"page\":135,\"reprintedAs\":[\"Silk vestments with gold embroidery|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":25000},{\"name\":\"Silk Rope (50 feet)\",\"source\":\"PHB\",\"page\":153,\"srd\":true,\"basicRules\":true,\"type\":\"G\",\"rarity\":\"none\",\"weight\":5,\"value\":1000,\"entries\":[\"Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.\"]},{\"name\":\"Silk vestments with gold embroidery\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":25000},{\"name\":\"Silken Spite (Awakened)\",\"source\":\"EGW\",\"_copy\":{\"name\":\"Silken Spite (Dormant)\",\"source\":\"EGW\",\"_mod\":{\"entries\":{\"mode\":\"insertArr\",\"index\":-1,\"items\":{\"type\":\"entries\",\"name\":\"Awakened\",\"entries\":[\"The rapier grants the following benefits in its awakened state:\",{\"type\":\"list\",\"items\":[\"The weapon's bonus to attack and damage rolls increases to +2.\",\"The saving throw DC for the weapon's poison increases to 15.\",\"While holding the rapier, you can use an action to cast one of the following spells from it (save DC 15): {@spell cloudkill}, {@spell darkness}, {@spell levitate}, or {@spell web}. Once a spell has been cast using the rapier, that spell can't be cast from the rapier again until the next dawn.\"]}]}}},\"_preserve\":{\"page\":true,\"hasFluffImages\":true}},\"bonusWeapon\":\"+2\",\"attachedSpells\":[\"cloudkill\",\"darkness\",\"levitate\",\"web\"]},{\"name\":\"Silken Spite (Dormant)\",\"source\":\"EGW\",\"page\":277,\"baseItem\":\"rapier|PHB\",\"type\":\"M\",\"rarity\":\"artifact\",\"reqAttune\":true,\"sentient\":true,\"weight\":2,\"weaponCategory\":\"martial\",\"property\":[\"F\",\"Vst|TDCSR\"],\"dmg1\":\"1d8\",\"dmgType\":\"P\",\"bonusWeapon\":\"+1\",\"modifySpeed\":{\"equal\":{\"climb\":\"walk\"}},\"entries\":[\"The blade of this rapier is made of spider silk. Its onyx pommel is tipped with a ruby cut in the shape of a spider, and the blade carries the blessing of Lolth.\",{\"type\":\"entries\",\"name\":\"Sentience\",\"entries\":[\"Silken Spite is a sentient chaotic evil weapon with an Intelligence of 13, a Wisdom of 15, and a Charisma of 15. It has hearing and {@sense darkvision} out to a range of 120 feet.\",\"The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, Elvish, and Undercommon.\"]},{\"type\":\"entries\",\"name\":\"Personality\",\"entries\":[\"A murderous {@creature yochlol} named Sinnafex lives within Silken Spite. The weapon speaks in whispers, pushing its wielder to trust no one and to kill those who cause the slightest personal offense.\"]},{\"type\":\"entries\",\"name\":\"Dormant\",\"entries\":[\"The rapier grants the following benefits in its dormant state:\",{\"type\":\"list\",\"items\":[\"You can speak, read, and write Abyssal, Elvish, and Undercommon.\",\"You have {@sense darkvision} out to a range of 60 feet. If you already have {@sense darkvision}, being attuned to the rapier increases the range of your {@sense darkvision} by 60 feet.\",\"You gain a +1 bonus to attack and damage rolls made with this magic weapon.\",\"You can use an action to cause poison to coat the rapier's blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 13 Constitution saving throw or become {@condition poisoned} for 1 hour. If the saving throw fails by 5 or more, the creature is also {@condition unconscious} while {@condition poisoned} in this way. The creature wakes up if it takes damage or if another creature uses its action to shake the creature awake.\",\"While carrying the rapier, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. Additionally, you can't be caught in webs of any sort and can move through webs as if they were {@quickref difficult terrain||3}.\"]}]},{\"type\":\"inset\",\"name\":\"Betrayer Artifact Properties\",\"entries\":[\"The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property and one {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property. When the artifact attains an awakened state, it gains an additional {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property and an additional {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property. When the item reaches its exalted state, it gains a {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property. See \\\"Artifact Properties\\\" in chapter 7 of the Dungeon Master's Guide for more information.\"]}]},{\"name\":\"Silken Spite (Exalted)\",\"source\":\"EGW\",\"_copy\":{\"name\":\"Silken Spite (Awakened)\",\"source\":\"EGW\",\"_mod\":{\"entries\":{\"mode\":\"insertArr\",\"index\":-1,\"items\":{\"type\":\"entries\",\"name\":\"Exalted\",\"entries\":[\"The rapier grants the following benefits in its exalted state:\",{\"type\":\"list\",\"items\":[\"The weapon's bonus to attack and damage rolls increases to +3.\",\"The saving throw DC for the weapon's poison and spells cast from the weapon increases to 17.\",\"Magical darkness doesn't impede your {@sense darkvision}.\",\"While holding the weapon in dim light or darkness, you can use a bonus action to teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. This property can't be used again until the next dawn.\"]}]}}},\"_preserve\":{\"page\":true,\"hasFluffImages\":true}},\"bonusWeapon\":\"+3\"},{\"name\":\"Silver\",\"source\":\"PHB\",\"page\":157,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Silver|XDMG\"],\"type\":\"TG\",\"rarity\":\"none\",\"weight\":1,\"value\":500},{\"name\":\"Silver\",\"source\":\"XDMG\",\"page\":213,\"type\":\"TG|XDMG\",\"rarity\":\"none\",\"weight\":1,\"value\":500},{\"name\":\"Silver (sp)\",\"source\":\"PHB\",\"page\":143,\"type\":\"$C\",\"rarity\":\"none\",\"weight\":0.02,\"value\":10,\"entries\":[\"Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).\",\"With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.\",\"One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn.\",\"One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.\",\"In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.\",\"A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.\"],\"hasFluffImages\":true},{\"name\":\"Silver 25-Zib Coin\",\"source\":\"GGR\",\"page\":9,\"type\":\"$C\",\"rarity\":\"none\",\"value\":25},{\"name\":\"Silver and gold brooch\",\"source\":\"DMG\",\"page\":135,\"reprintedAs\":[\"Silver and gold brooch|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":75000},{\"name\":\"Silver and gold brooch\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":75000},{\"name\":\"Silver Bar (2-pound)\",\"source\":\"XDMG\",\"page\":213,\"type\":\"TB|XDMG\",\"rarity\":\"none\",\"weight\":2,\"value\":1000,\"barDimensions\":{\"l\":5,\"w\":2,\"h\":0.5}},{\"name\":\"Silver Bar (5-pound)\",\"source\":\"XDMG\",\"page\":213,\"type\":\"TB|XDMG\",\"rarity\":\"none\",\"weight\":2,\"value\":2500,\"barDimensions\":{\"l\":6,\"w\":2,\"h\":1}},{\"name\":\"Silver chalice set with moonstones\",\"source\":\"DMG\",\"page\":135,\"reprintedAs\":[\"Silver chalice set with moonstones|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":75000},{\"name\":\"Silver chalice set with moonstones\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":75000},{\"name\":\"Silver Dragon Scale Mail\",\"source\":\"DMG\",\"page\":165,\"srd\":true,\"reprintedAs\":[\"Silver Dragon Scale Mail|XDMG\"],\"type\":\"MA\",\"resist\":[\"cold\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":45,\"ac\":14,\"bonusAc\":\"+1\",\"stealth\":true,\"entries\":[\"Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to cold damage.\",\"Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest silver dragon within 30 miles of you. This special action can't be used again until the next dawn.\"]},{\"name\":\"Silver Dragon Scale Mail\",\"source\":\"XDMG\",\"page\":254,\"baseItem\":\"scale mail|xphb\",\"type\":\"MA|XPHB\",\"resist\":[\"cold\"],\"detail1\":\"silver\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":45,\"ac\":14,\"bonusAc\":\"+1\",\"stealth\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Dragon Scale Mail|XDMG}\"],\"hasFluffImages\":true},{\"name\":\"Silver ewer\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Silver ewer|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":2500},{\"name\":\"Silver ewer\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":2500},{\"name\":\"Silver headdress with amber and red-coral feathers (Sun Empire)\",\"source\":\"PSX\",\"page\":24,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":75000},{\"name\":\"Silver medallion (Sun Empire)\",\"source\":\"PSX\",\"page\":24,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":2500},{\"name\":\"Silver necklace with a gemstone pendant\",\"source\":\"DMG\",\"page\":135,\"reprintedAs\":[\"Silver necklace with a gemstone pendant|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":25000},{\"name\":\"Silver necklace with a gemstone pendant\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":25000},{\"name\":\"Silver necklace with an amber pendant (Sun Empire)\",\"source\":\"PSX\",\"page\":24,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":25000},{\"name\":\"Silver shoulder piece with amber and garnet (Sun Empire)\",\"source\":\"PSX\",\"page\":24,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":75000},{\"name\":\"Silver Sword\",\"source\":\"MTF\",\"page\":89,\"type\":\"M\",\"tier\":\"major\",\"rarity\":\"unknown (magic)\",\"reqAttune\":\"by a creature that has psionic ability\",\"reqAttuneTags\":[{\"psionics\":true}],\"weight\":6,\"weaponCategory\":\"martial\",\"property\":[\"H\",\"2H\"],\"dmg1\":\"2d6\",\"dmgType\":\"S\",\"bonusWeapon\":\"+3\",\"entries\":[\"You have a +3 bonus to attack and damage rolls made with this magic weapon. On a critical hit against a target in an astral body (as with the {@spell astral projection} spell), you can cut the silvery cord that tethers the target to its material body, instead of dealing damage.\"]},{\"name\":\"Silver-plated steel longsword with jet set in hilt\",\"source\":\"DMG\",\"page\":135,\"reprintedAs\":[\"Bundle of sheet music representing the lost dirges of a famous composer|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":75000},{\"name\":\"Silverquill Primer\",\"source\":\"SCC\",\"page\":39,\"rarity\":\"uncommon\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"The Silverquill Primer is a magic textbook created at Strixhaven's Silverquill College. The primer has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. If you make a Charisma ({@skill Intimidation}) or a Charisma ({@skill Persuasion}) check while holding the primer, you can expend 1 charge to give yourself a {@dice 1d4} bonus to the check, immediately after you roll the {@dice d20}.\",\"In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the bard or cleric spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.\"]},{\"name\":\"Silverquill Trinket\",\"source\":\"SCC\",\"page\":35,\"type\":\"G\",\"rarity\":\"none\",\"entries\":[\"When you make your character, you may roll once on the Silverquill Trinkets table, instead of on the {@item trinket|phb|Trinkets table} in the {@book Player's Handbook|PHB}, for your starting trinket.\",{\"caption\":\"Silverquill Trinkets\",\"colLabels\":[\"d6\",\"Trinket\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A black leather notebook filled with half-finished poems\"],[\"2\",\"A set of flashcards detailing different colloquialisms and their meanings\"],[\"3\",\"A canteen that makes any liquid drunk from it taste sweet\"],[\"4\",\"A forged permission slip granting access to the special archives of Strixhaven's libraries\"],[\"5\",\"A stylish silver pin that references a famous series of novels about warlocks\"],[\"6\",\"A stack of small pieces of parchment, each enchanted to stick to whatever surface it's pressed against and peel off easily\"]],\"type\":\"table\"}],\"miscTags\":[\"TT\"]},{\"name\":\"Simic Guild Signet\",\"source\":\"GGR\",\"page\":178,\"type\":\"RG|DMG\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"This ring, adorned with the symbol of Simic, allows you to cast {@spell expeditious retreat}. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Simic's recognition and favor.\",\"A signet has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).\"],\"attachedSpells\":[\"expeditious retreat\"],\"hasFluffImages\":true},{\"name\":\"Simic Keyrune\",\"source\":\"GGR\",\"page\":178,\"rarity\":\"uncommon\",\"reqAttune\":\"by a member of the Simic guild\",\"reqAttuneTags\":[{\"background\":\"simic scientist|ggr\"}],\"wondrous\":true,\"entries\":[\"This keyrune is assembled from coral, mother-of-pearl, and chrome and adorned with the spirals and curves characteristic of Simic ornamentation. The head resembles the shell of a sea creature. On command, the keyrune turns into a {@creature category 1 krasis|GGR} that has the Grabber and Stabilizing Legs adaptations. The transformation lasts for up to 5 hours.\",\"When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a {@creature category 1 krasis|GGR} that has the Grabber and Stabilizing Legs adaptations. If there isn't enough space for the creature, the keyrune doesn't transform.\",\"The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the {@action Dodge} action and moves to avoid danger.\",\"At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed.\"],\"hasFluffImages\":true},{\"name\":\"Sinda berries (10)\",\"source\":\"ToA\",\"page\":205,\"type\":\"G\",\"rarity\":\"unknown\",\"value\":500,\"entries\":[\"These berries are dark brown and bitter. A full-grown sinda berry bush has {@dice 4d6} berries growing on it. A bush plucked of all its berries grows new berries in {@dice 1d4} months. Picked berries lose their freshness and efficacy after 24 hours.\",\"Fresh sinda berries can be eaten raw or crushed and added to a drink to dull the bitterness. A creature that consumes at least ten fresh sinda berries gains advantage on saving throws against disease and poison for the next 24 hours.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Siren Song Lyre\",\"source\":\"MOT\",\"page\":198,\"type\":\"INS\",\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"You can use an action to play this lyre and cast one of the following spells from it: {@spell animal friendship}, {@spell charm person}, {@spell enthrall}, {@spell suggestion}. If the spell requires a saving throw, the spell save DC is 13.\",\"Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn.\"],\"attachedSpells\":[\"animal friendship\",\"charm person\",\"enthrall\",\"suggestion\"]},{\"name\":\"Skull Card\",\"source\":\"BMT\",\"page\":15,\"rarity\":\"legendary\",\"wondrous\":true,\"recharge\":\"dawn\",\"entries\":[\"As an action, you can brandish this card and use it to cast {@spell Spirit of Death|BMT} (see {@book chapter 7|BMT|6|Spirit of Death}) as a 6th-level spell (spell attack bonus {@hit 9}, save {@dc 17}). Once this property is used, it can't be used again until the next dawn.\"],\"attachedSpells\":[\"spirit of death|bmt\"],\"hasFluffImages\":true},{\"name\":\"Skull Helm\",\"source\":\"BMT\",\"page\":38,\"resist\":[\"cold\",\"necrotic\",\"poison\"],\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"While wearing this skull-shaped helm, you have resistance to cold, poison, and necrotic damage.\",\"Additionally, while wearing the helm, you can cast {@spell Spirit of Death|BMT} from it without requiring material components. Once you use the helm to cast the spell, the helm can't cast this spell again until the next dawn.\"],\"attachedSpells\":[\"spirit of death|bmt\"]},{\"name\":\"Skull of Selfish Knowledge\",\"source\":\"CoA\",\"page\":269,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"You may use an action to make the magical skull devour a nonmagical book, map, or scroll. Once devoured the learning is forever available to you, but you can never write the information down or communicate it to others. It is for you alone.\"]},{\"name\":\"Skyblinder Staff\",\"source\":\"GGR\",\"page\":181,\"rarity\":\"uncommon\",\"reqAttune\":true,\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"bonusWeapon\":\"+1\",\"bonusSpellAttack\":\"+1\",\"staff\":true,\"entries\":[\"You gain a +1 bonus to attack and damage rolls made with this magic quarterstaff. While holding it, you gain a +1 bonus to spell attack rolls.\",\"If a flying creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to hold the staff aloft and cause it to flare with light. The attacker has disadvantage on the attack roll, and it must succeed on a DC 15 Constitution saving throw or be {@condition blinded} until the start of its next turn.\"],\"hasFluffImages\":true},{\"name\":\"Skymetal Shield\",\"source\":\"DoDk\",\"page\":232,\"baseItem\":\"shield|PHB\",\"type\":\"S\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"weight\":6,\"ac\":2,\"entries\":[\"This shield is constructed from hammered meteoric iron and embossed with a delerium crystal. When you are hit with a melee or ranged attack while wielding this shield, you can use your reaction to absorb residual energy from the attack. You suffer damage and effects from the attack as normal, and the shield gains 1 charge. The shield can have a maximum of 5 charges. Unexpended charges are lost each day at dawn.\",\"As an action while wielding the shield, you can expend all its charges to release a forceful blast. Creatures within 10 feet of you must succeed on a DC 15 Constitution saving throw. On a failed saving throw, creatures in the area take {@damage 1d6} force damage for each expended charge, and are flung back 10 feet and knocked prone.\"]},{\"name\":\"Skymetal Staff\",\"source\":\"DoDk\",\"page\":232,\"baseItem\":\"quarterstaff|PHB\",\"type\":\"M\",\"rarity\":\"rare\",\"reqAttune\":true,\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"staff\":true,\"entries\":[\"This quarterstaff was built from refined meteoric iron and has a liquid delerium core.\",\"Once on your turn, when you hit a creature with a melee attack using this weapon, you can force the target to make a DC 13 Intelligence saving throw. On a failed save, it takes an extra {@damage 3d6} psychic damage and can't take reactions until the start of your next turn. In addition, on its next turn, the creature must choose to take an action, bonus action, or move: it may only do one of the three.\"]},{\"name\":\"Skysail\",\"source\":\"TDCSR\",\"page\":199,\"baseItem\":\"quarterstaff|PHB\",\"type\":\"M\",\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"modifySpeed\":{\"static\":{\"fly\":60}},\"entries\":[\"These bat-like wings were first used by the {@book Air Ashari|TDCSR|3|Zephrah} to soar through the sky. They are constructed of either leather and bone, or cloth and wood, and are set onto a sturdy wooden pole that helps their user remain stable during flight.\",\"While these wings are open and you are riding the skysail, you can glide through the air. You have a flying speed of 60 feet, but you must descend at least 10 feet by the end of each of your turns and you can't gain altitude.\",\"Additionally, while in contact with the skysail, you can use an action to cast the {@spell fly} spell on yourself, with a duration of 1 minute and requiring no {@status concentration}.\",\"The spell ends if you lose physical contact with the skysail. Once this property is used, it can't be used again until the next dawn, or unless the skysail is immersed in powerful magic of elemental air. (This includes magic such as that found at the top of the {@book Summit Peaks|TDCSR|3|Summit Peaks} near the rift of air in {@book Zephrah|TDCSR|3|Zephrah}, or on the Elemental Plane of Air).\",\"When the skysail is not in use, its wings can be retracted, and its pole can be used as a {@item quarterstaff|PHB}.\"],\"attachedSpells\":[\"fly\"],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Skyship\",\"source\":\"EGW\",\"page\":72,\"type\":\"AIR|DMG\",\"rarity\":\"none\",\"value\":10000000,\"crewMin\":6,\"crewMax\":10,\"vehSpeed\":10,\"capPassenger\":30,\"capCargo\":10,\"travelCost\":200,\"shippingCost\":100},{\"name\":\"Skyship\",\"source\":\"TDCSR\",\"page\":137,\"type\":\"AIR|DMG\",\"rarity\":\"none\",\"value\":10000000,\"crewMin\":6,\"crewMax\":10,\"vehSpeed\":10,\"capPassenger\":30,\"capCargo\":10,\"travelCost\":200,\"shippingCost\":100,\"entries\":[\"Purchasing a {@item skyship|TDCSR} costs 100,000 gp, and requires a personal connection with the Alsfarin Union in {@book Ank'Harel|TDCSR|3|Marquet}. A {@item skyship|TDCSR} travels at a top speed of 10 miles per hour, can carry total cargo of 10 tons, and requires a crew of six to ten humanoids to operate at peak performance. Most {@item skyship|TDCSR|skyships} have maximum accommodations for up to 30 passengers. Most {@item skyship|TDCSR|skyships} only travel between existing skyports (see \\\"{@book Emon Skyport|TDCSR|3|8. Emon Skyport},\\\"), and charge a fee of 2 gp per mile for a passenger ticket. Chartering a {@item skyship|TDCSR} to a destination off the standard sky routes costs 15 gp per mile, if the captain is available and willing to undertake the journey. Shipping cargo costs 1 gp per mile per 100 pounds of cargo along normal sky routes, and twice that to other destinations.\"],\"hasFluffImages\":true},{\"name\":\"Sled\",\"source\":\"PHB\",\"page\":157,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Sled|XPHB\"],\"type\":\"VEH\",\"rarity\":\"none\",\"weight\":300,\"value\":2000},{\"name\":\"Sled\",\"source\":\"XPHB\",\"page\":230,\"freeRules2024\":true,\"type\":\"VEH|XPHB\",\"rarity\":\"none\",\"weight\":300,\"value\":2000},{\"name\":\"Sled Dog\",\"source\":\"IDRotF\",\"page\":20,\"type\":\"MNT\",\"rarity\":\"none\",\"value\":5000,\"entries\":[\"A sled dog (use the {@creature wolf} stat block in appendix A of the Monster Manual) costs 50 gp and can pull 360 pounds.\",\"Sled dogs must take a short rest after pulling a sled for 1 hour; otherwise, they gain one level of {@condition exhaustion}.\"]},{\"name\":\"Sledgehammer\",\"source\":\"PHB\",\"page\":150,\"srd\":true,\"basicRules\":true,\"type\":\"G\",\"rarity\":\"none\",\"weight\":10,\"value\":200},{\"name\":\"Sleep Grenade\",\"source\":\"QftIS\",\"page\":192,\"type\":\"EXP|DMG\",\"rarity\":\"none\",\"hasRefs\":true,\"entries\":[\"{#itemEntry Grenade|DMG}\",\"This grenade releases a cloud of soporific mist that fills a 20-foot-radius sphere, then dissipates. Each creature in that area must succeed on a DC 15 Constitution saving throw or have the {@condition unconscious} condition for 1 hour. The condition ends on a creature early if the creature takes damage or if another creature uses an action to shake it awake.\"],\"hasFluffImages\":true},{\"name\":\"Sling Bullets of Althemone\",\"source\":\"MOT\",\"page\":198,\"type\":\"A\",\"rarity\":\"very rare\",\"bonusWeapon\":\"+2\",\"entries\":[\"The sling bullets come in a pouch, which contains {@dice 1d4 + 4} bullets. Roll on the Magic Sling Bullets table for each bullet to determine its magical property.\",\"You have a +2 bonus to attack and damage rolls made with each of these bullets. If a bullet misses its target, the bullet teleports back into the pouch. Once a bullet hits a target, the bullet loses its magic.\",{\"type\":\"table\",\"caption\":\"Magic Sling Bullets\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"d4\",\"Bullet\"],\"rows\":[[\"1\",\"{@b Banishment.} A creature that takes damage from this bullet must succeed on a DC 15 Charisma saving throw or be banished as though affected by the {@spell banishment} spell.\"],[\"2\",\"{@b Fulguration.} On a hit, this bullet deals an extra {@damage 2d8} lightning damage to its target. All other creatures within 10 feet of the target must each succeed on a DC 15 Constitution saving throw or take {@damage 1d8} thunder damage.\"],[\"3\",\"{@b Stunning.} On a hit, this bullet deals an extra {@damage 1d10} force damage, and the target is {@condition stunned} until the end of your next turn.\"],[\"4\",\"{@b Tracking.} A creature that takes damage from this bullet is marked with a glowing rune where the bullet hit. The mark lasts 24 hours. While the creature is marked, you always know the direction to it.\"]]}]},{\"name\":\"Sling of Giant Felling\",\"source\":\"BMT\",\"page\":68,\"baseItem\":\"sling|PHB\",\"type\":\"R\",\"rarity\":\"uncommon\",\"weaponCategory\":\"simple\",\"property\":[\"A\"],\"range\":\"30/120\",\"dmg1\":\"1d4\",\"dmgType\":\"B\",\"entries\":[\"When you hit a Giant creature with a ranged attack roll using this magic sling, the creature must succeed on a DC 18 Constitution saving throw or have the prone condition.\"],\"ammoType\":\"sling bullet|phb\"},{\"name\":\"Slippers of Spider Climbing\",\"source\":\"DMG\",\"page\":200,\"srd\":true,\"reprintedAs\":[\"Slippers of Spider Climbing|XDMG\"],\"tier\":\"major\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"modifySpeed\":{\"equal\":{\"climb\":\"walk\"}},\"entries\":[\"While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"lootTables\":[\"Magic Item Table F\"],\"hasFluffImages\":true},{\"name\":\"Slippers of Spider Climbing\",\"source\":\"XDMG\",\"page\":304,\"freeRules2024\":true,\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"modifySpeed\":{\"equal\":{\"climb\":\"walk\"}},\"entries\":[\"While you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. You have a {@variantrule Climb Speed|XPHB} equal to your {@variantrule Speed|XPHB}. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"hasFluffImages\":true},{\"name\":\"Slumbering Dragon Vessel\",\"source\":\"FTD\",\"page\":27,\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"This vessel can be a potion bottle, drinking horn, or other container meant to hold a liquid.\",\"As a bonus action, if the vessel is empty, you can speak the command word to fill the vessel with one of the following (your choice): ale, olive oil, a {@item potion of healing}, or a {@item potion of climbing}. Once this property is used, it can't be used until the next dawn. A potion you create in this way loses its magical properties if it isn't imbibed within 24 hours.\"]},{\"name\":\"Slumbering Dragon-Touched Focus\",\"source\":\"FTD\",\"page\":26,\"rarity\":\"uncommon\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"wondrous\":true,\"focus\":[\"Artificer\",\"Bard\",\"Cleric\",\"Druid\",\"Paladin\",\"Ranger\",\"Sorcerer\",\"Warlock\",\"Wizard\"],\"entries\":[\"This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons' wings, claws, teeth, or scales.\",\"You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells.\"]},{\"name\":\"Slumbering Scaled Ornament\",\"source\":\"FTD\",\"page\":27,\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"This ornament can be jewelry, a cloak, or another wearable accessory. It appears to be fashioned from a dragon's scale, tooth, or claw, or it incorporates images in those shapes.\",\"You have advantage on saving throws you make to avoid being {@condition charmed} or {@condition frightened} or to end those conditions on you.\"]},{\"name\":\"Small gold bracelet\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Gold bracelet|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":2500},{\"name\":\"Small gold idol\",\"source\":\"DMG\",\"page\":135,\"reprintedAs\":[\"Gold idol|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":75000},{\"name\":\"Small gold statuette set with rubies\",\"source\":\"DMG\",\"page\":135,\"reprintedAs\":[\"Gold statuette set with rubies|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":750000},{\"name\":\"Small mirror set in a painted wooden frame\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Handheld mirror set in a painted wooden frame|XDMG\"],\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":2500},{\"name\":\"Smith's Tools\",\"source\":\"PHB\",\"page\":154,\"srd\":true,\"basicRules\":true,\"additionalSources\":[{\"source\":\"XGE\",\"page\":84}],\"reprintedAs\":[\"Smith's Tools|XPHB\"],\"type\":\"AT\",\"rarity\":\"none\",\"weight\":8,\"value\":2000,\"additionalEntries\":[\"Smith's tools allow you to work metal, heating it to alter its shape, repair damage, or work raw ingots into useful items.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"Smith's tools include hammers, tongs, charcoal, rags, and a whetstone.\"]},{\"type\":\"entries\",\"name\":\"Arcana and History\",\"entries\":[\"Your expertise lends you additional insight when examining metal objects, such as weapons.\"]},{\"type\":\"entries\",\"name\":\"Investigation\",\"entries\":[\"You can spot clues and make deductions that others might overlook when an investigation involves armor, weapons, or other metalwork.\"]},{\"type\":\"entries\",\"name\":\"Repair\",\"entries\":[\"With access to your tools and an open flame hot enough to make metal pliable, you can restore 10 hit points to a damaged metal object for each hour of work.\"]},{\"type\":\"table\",\"caption\":\"Smith's Tools\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Sharpen a dull blade\",\"10\"],[\"Repair a suit of armor\",\"15\"],[\"Sunder a nonmagical metal object\",\"15\"]]}]},{\"name\":\"Smith's Tools\",\"source\":\"XPHB\",\"page\":221,\"freeRules2024\":true,\"type\":\"AT|XPHB\",\"rarity\":\"none\",\"weight\":8,\"value\":2000,\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Ability:\",\"type\":\"item\",\"entries\":[\"Strength\"]},{\"name\":\"Utilize:\",\"type\":\"item\",\"entries\":[\"Pry open a door or container ({@dc 20})\"]},{\"name\":\"Craft:\",\"type\":\"item\",\"entries\":[\"Any Melee weapon (except {@item Club|XPHB}, {@item Greatclub|XPHB}, {@item Quarterstaff|XPHB}, and {@item Whip|XPHB}), Medium armor (except {@item Hide Armor|XPHB|Hide}), Heavy armor, {@item Ball Bearings|XPHB}, {@item Bucket|XPHB}, {@item Caltrops|XPHB}, {@item Chain|XPHB}, {@item Crowbar|XPHB}, {@item Firearm Bullets (10)|XPHB|Firearm Bullets}, {@item Grappling Hook|XPHB}, {@item Iron Pot|XPHB}, {@item Iron Spikes|XPHB}, {@item Sling Bullets (20)|XPHB|Sling Bullets}\"]}]}]},{\"name\":\"Smoke Grenade\",\"source\":\"DMG\",\"page\":268,\"reprintedAs\":[\"Smoke Grenade|XDMG\"],\"type\":\"EXP|DMG\",\"rarity\":\"none\",\"weight\":2,\"age\":\"modern\",\"hasRefs\":true,\"entries\":[\"{#itemEntry Grenade|DMG}\",\"One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Smoke Grenade\",\"source\":\"XDMG\",\"page\":73,\"type\":\"EXP|XDMG\",\"rarity\":\"none\",\"weight\":2,\"value\":5000,\"hasRefs\":true,\"entries\":[\"{#itemEntry Grenade|XDMG}\",\"The area of the {@variantrule Sphere [Area of Effect]|XPHB|Sphere} is {@variantrule Heavily Obscured|XPHB} by smoke for 1 minute. A strong wind (such as the {@spell Gust of Wind|XPHB} spell) disperses the smoke.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Smokepowder\",\"source\":\"WDH\",\"page\":192,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight wooden kegs or tiny, waterproof leather packets. A packet contains enough smokepowder for five shots, and a keg holds enough smokepowder for five hundred shots.\",\"If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals fire damage to each creature or object within 20 feet of it: {@dice 1d6} for a packet, {@dice 9d6} for a keg. A successful DC 12 Dexterity saving throw halves the damage.\",\"Casting {@spell dispel magic} on smokepowder renders it permanently inert.\"]},{\"name\":\"Snicker-Snack\",\"source\":\"WBtW\",\"page\":213,\"baseItem\":\"greatsword|PHB\",\"type\":\"M\",\"rarity\":\"legendary\",\"reqAttune\":\"by a non-evil creature\",\"reqAttuneTags\":[{\"alignment\":[\"L\",\"NX\",\"C\",\"G\",\"NY\"]}],\"sentient\":true,\"weight\":6,\"weaponCategory\":\"martial\",\"property\":[\"H\",\"2H\"],\"dmg1\":\"2d6\",\"dmgType\":\"S\",\"grantsProficiency\":true,\"bonusWeapon\":\"+3\",\"entries\":[\"You gain a +3 bonus to attack and damage rolls made with this magic vorpal sword. In addition, the weapon ignores resistance to slashing damage. When you use this weapon to attack a creature that has at least one head and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, it doesn't have or need a head, it has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra {@damage 6d8} slashing damage from the hit.\",\"While attuned to Snicker-Snack, you have proficiency with greatswords, and you can use your Charisma modifier instead of your Strength modifier for attack and damage rolls made with the weapon.\",{\"type\":\"entries\",\"name\":\"Sentience\",\"entries\":[\"Snicker-Snack is a sentient, chaotic good greatsword with an Intelligence of 9, a Wisdom of 14, and a Charisma of 18. It has hearing and {@sense darkvision} out to a range of 120 feet. It can speak, read, and understand Common, and its voice sounds silvery and melodic. Snicker-Snack craves the destruction of evil Dragons and urges you to seek out these creatures and slay them.\",\"Snicker-Snack has a fickle personality. It ends its attunement to you if you miss on attack rolls with the weapon three times in a row. Each time you finish a long rest after that happens, you can attempt to regain the sword's trust by making a contested Charisma check against Snicker-Snack. If you win the contest, your attunement to the weapon is instantly restored. Your attunement to the weapon can't be restored in any other way.\"]}],\"hasFluffImages\":true},{\"name\":\"Snowshoes\",\"source\":\"IDRotF\",\"page\":20,\"type\":\"G\",\"rarity\":\"none\",\"weight\":4,\"value\":200,\"entries\":[\"Snowshoes reduce the likelihood of their wearer getting stuck in the deep snow.\"]},{\"name\":\"Soap\",\"source\":\"PHB\",\"page\":150,\"srd\":true,\"basicRules\":true,\"type\":\"G\",\"rarity\":\"none\",\"value\":2},{\"name\":\"Soothsalts\",\"source\":\"EGW\",\"page\":152,\"type\":\"G\",\"rarity\":\"none\",\"value\":15000,\"entries\":[\"Soothsalts are derived from a naturally occurring crystalline substance discovered throughout the wilds of the Miskath Strand. The crimson crystals have been mined from cavernous veins like those in the mouth of the Miskath Pit and found within smaller geode formations near sites ravaged by the Calamity. Soothsalts are consumed orally in lozenge-sized doses, and frequent users can be identified by the telltale crimson stain around their mouths. A creature subjected to a dose of soothsalts gains advantage on all Intelligence checks for {@dice 1d4} hours.\",\"For each dose of soothsalts consumed, the creature must succeed on a DC 15 Constitution saving throw or gain one level of {@condition exhaustion}—an effect which is cumulative with multiple doses.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Sorcerous Spyglass\",\"source\":\"XMtS\",\"page\":19,\"rarity\":\"unknown (magic)\",\"entries\":[\"This elegant brass {@item spyglass|phb} features an intricate lens mechanism. A creature looking through the sorcerous spyglass has advantage on Wisdom ({@skill Perception}) checks to detect things that can be seen. In addition, the user can view magical auras while looking through the spyglass, as if under the effect of a {@spell detect magic} spell.\"]},{\"name\":\"Soul Bag\",\"source\":\"MM\",\"page\":179,\"type\":\"OTH\",\"rarity\":\"very rare\",\"entries\":[\"When an evil humanoid dies as a result of a {@creature night hag}'s Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag).\"]},{\"name\":\"Soul Coin\",\"source\":\"BGDIA\",\"page\":225,\"rarity\":\"uncommon\",\"wondrous\":true,\"weight\":0.333,\"entries\":[\"Soul coins are about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs one-third of a pound, and is inscribed with Infernal writing and a spell that magically binds a single soul to the coin. Because each soul coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while another might be the victim of a night hag's curse.\",{\"type\":\"entries\",\"name\":\"Carrying Soul Coins\",\"entries\":[\"To hold a soul coin is to feel the soul bound within it—overcome with rage or fraught with despair.\",\"An evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws.\"]},{\"type\":\"entries\",\"name\":\"Using a Soul Coin\",\"entries\":[\"A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Drain Life\",\"entry\":\"You siphon away some of the soul's essence and gain {@dice 1d10} temporary hit points.\"},{\"type\":\"item\",\"name\":\"Query\",\"entry\":\"You telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.\"}]}]},{\"type\":\"entries\",\"name\":\"Freeing a Soul\",\"entries\":[\"Casting a spell that removes a curse on a soul coin frees the soul trapped within it, as does expending all of the coin's charges. The coin itself rusts from within and is destroyed once the soul is released. A freed soul travels to the realm of the god it served or the outer plane most closely tied to its alignment (DM's choice). The souls of lawful evil creatures released from soul coins typically emerge from the River Styx as {@creature lemure} devils.\",\"A soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by a {@item hellfire weapon|bgdia} or an infernal war machine's furnace (see \\\"{@adventure Soul Fuel|bgdia|11|Soul Fuel}\\\").\",\"Freeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature.\"]},{\"type\":\"entries\",\"name\":\"Hellish Currency\",\"entries\":[\"Soul coins are a currency of the Nine Hells and are highly valued by devils. The coins are used among the infernal hierarchy to barter for favors, bribe the unwilling, and reward the faithful for services rendered.\",\"Soul coins are created by Mammon and his greater devils on Minauros, the third layer of the Nine Hells, in a vast chamber where the captured souls of evil mortals are bound into the coins. These coins are then distributed throughout the Nine Hells to be used for goods and services, infernal deals, dark bargains, and bribes.\"]}],\"hasFluffImages\":true},{\"name\":\"Soul Coin\",\"source\":\"CoA\",\"page\":269,\"rarity\":\"uncommon\",\"wondrous\":true,\"charges\":3,\"entries\":[\"Soul Coins are about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs one-third of a pound and is inscribed with Infernal writing and a spell that magically binds a single soul to the coin. Because each Soul Coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while another might be the victim of a night hag's curse.\",{\"type\":\"entries\",\"name\":\"Carrying Soul Coins\",\"entries\":[\"To hold a Soul Coin is to feel the soul bound within it—overcome with rage or fraught with despair.\",\"An evil creature can carry as many Soul Coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of Soul Coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of Soul Coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws.\"]},{\"type\":\"entries\",\"name\":\"Using a Soul Coin\",\"entries\":[\"A Soul Coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a Soul Coin and use it to do one of the following:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Drain Life\",\"entries\":[\"You siphon away some of the soul's essence and gain {@dice 1d10} temporary hit points.\"]},{\"type\":\"item\",\"name\":\"Query\",\"entries\":[\"You telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.\"]}]}]},{\"type\":\"entries\",\"name\":\"Freeing a Soul\",\"entries\":[\"Casting a spell that removes a curse on a Soul Coin frees the soul trapped within it, as does expending all of the coin's charges. The coin itself rusts from within and is destroyed once the soul is released. A freed soul travels to the realm of the god it served, or the outer plane most closely tied to its alignment (DM's choice). The souls of lawful evil creatures released from Soul Coins typically emerge from the River Styx as lemure devils.\",\"A soul can also be freed by destroying the coin that contains it. A Soul Coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by an infernal warship's furnace.\",\"Freeing a soul from a Soul Coin is considered a good act, even if the soul belongs to an evil creature.\"]},{\"type\":\"entries\",\"name\":\"Hellish Currency\",\"entries\":[\"Soul Coins are a currency of the Nine Hells and are highly valued by devils. The coins are used among the infernal hierarchy to barter for favors, bribe the unwilling, and reward the faithful for services rendered.\",\"Soul Coins are created by Mammon and his greater devils on Minauros, the third layer of the Nine Hells, in a vast chamber where the captured souls of evil mortals are bound into the coins. These coins are then distributed throughout the Nine Hells to be used for goods and services, infernal deals, dark bargains, and bribes.\"]}]},{\"name\":\"Sovereign Glue\",\"source\":\"DMG\",\"page\":200,\"srd\":true,\"reprintedAs\":[\"Sovereign Glue|XDMG\"],\"tier\":\"minor\",\"rarity\":\"legendary\",\"wondrous\":true,\"entries\":[\"This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with {@item oil of slipperiness}. When found, a container contains {@dice 1d6 + 1} ounces.\",\"One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of {@item universal solvent} or {@item oil of etherealness}, or with a {@spell wish} spell.\"],\"lootTables\":[\"Magic Item Table E\"],\"hasFluffImages\":true},{\"name\":\"Sovereign Glue\",\"source\":\"XDMG\",\"page\":305,\"rarity\":\"legendary\",\"wondrous\":true,\"entries\":[\"This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with {@item Oil of Slipperiness|XDMG}. When found, a container contains {@dice 1d6 + 1} ounces.\",\"One ounce of the glue can cover a 1-foot square surface. Applying an ounce of Sovereign Glue takes a {@action Utilize|XPHB} action, and the applied glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of Universal Solvent or {@item Oil of Etherealness|XDMG}, or with a {@spell Wish|XPHB} spell.\"],\"hasFluffImages\":true},{\"name\":\"Space Galleon\",\"source\":\"AAG\",\"page\":46,\"type\":\"SPC|AAG\",\"rarity\":\"none\",\"value\":3000000,\"crew\":20,\"vehAc\":15,\"vehHp\":400,\"vehDmgThresh\":15,\"vehSpeed\":4,\"capCargo\":20,\"entries\":[\"The space galleon is a mainstay among the host of vessels that ply Wildspace and the Astral Sea. Space galleons can easily pass for ordinary seafaring galleons. Because they can land on water and move across it like their namesakes, they can sail into ports on terrestrial worlds without attracting undue attention. Like an ordinary galleon, a space galleon isn't built to land on the ground (its keel would cause it to roll on its side). The ship's standard weaponry includes two forward-mounted ballistae and an aft-mounted mangonel.\"],\"seeAlsoVehicle\":[\"Space Galleon|AAG\"]},{\"name\":\"Spaceship Trinket\",\"source\":\"QftIS\",\"page\":161,\"type\":\"G\",\"rarity\":\"none\",\"entries\":[\"The Spaceship Trinkets table below offers a selection of trinkets appropriate for adventures with sci-fi themes. The adventure includes encounters that ask you to roll on the table to determine what random trinkets the characters find in certain locations on the spaceship. None of the trinkets requires an energy cell.\",{\"type\":\"table\",\"caption\":\"Spaceship Trinkets\",\"colLabels\":[\"d100\",\"Trinket\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–02\",\"Disembodied robot arm with a mind of its own\"],[\"03–04\",\"Wearable blanket with sleeves and a hood\"],[\"05–06\",\"Small, rectangular device that can record and play back audio of up to 1 minute in length\"],[\"07–08\",\"Glow-in-the-dark ink pen\"],[\"09–10\",\"Fashionable jumpsuit\"],[\"11–12\",\"Compact scanner that reports whether an object is recyclable in a cheery tone\"],[\"13–14\",\"Wristwatch programmed to beep at a specific time\"],[\"15–16\",\"Handheld cylinder that produces a 15-foot cone of bright light for up to 1 hour every 24 hours\"],[\"17–18\",\"Colorful toy ray gun with lights and sounds\"],[\"19–20\",\"Bottle of fizzy, sweet-tasting liquid\"],[\"21–22\",\"Map of an unexplored star system\"],[\"23–24\",\"Motorized toothbrush that might have been used\"],[\"25–26\",\"Tiny robot that shines boots and shoes\"],[\"27–28\",\"Pressurized red canister with a flexible hose that, when squeezed as an action, sprays a 15-foot cone of foam. The foam extinguishes all nonmagical flames in the cone. The canister can perform this action only once.\"],[\"29–30\",\"Loaf of space bread covered in blue-green mold\"],[\"31–32\",\"Handheld screen that plays a children's story about a friendly, three-eyed frog named Swampy\"],[\"33–34\",\"Compact device that displays the current weather\"],[\"35–36\",\"Empty metal bottle that maintains the temperature of liquids stored in it for {@dice 1d4} hours\"],[\"37–38\",\"Tiny disc that emits a high-pitched noise in the presence of smoke or mild cooking fumes\"],[\"39–40\",\"Aerosolized can of metal polish\"],[\"41–42\",\"Identification badge of a deceased crew member\"],[\"43–44\",\"Depleted energy cell\"],[\"45–46\",\"Pocket-sized instrument that clicks rapidly within 10 feet of radiation (see the \\\"{@area Spaceship Features|4ae|x}\\\" section later in this adventure)\"],[\"47–48\",\"Vacuum-sealed package of shriveled frankfurters\"],[\"49–50\",\"Tin hat that telepathically broadcasts the wearer's surface thoughts to creatures within 10 feet of it\"],[\"51–52\",\"Chalky moon rock\"],[\"53–54\",\"Collar that, when placed on a Medium or smaller Beast, translates its cries into Common\"],[\"55–56\",\"Bottle of expired medicine for treating dizziness\"],[\"57–58\",\"Tiny speaker that plays a catchy tune in an unknown language\"],[\"59–60\",\"Handheld tool for removing bolts and screws\"],[\"61–62\",\"Cautionary pamphlet about the dangers of space\"],[\"63–64\",\"Miniature flying saucer\"],[\"65–66\",\"Tiny, animatronic bunny that hops after the creature that activates it\"],[\"67–68\",\"Stick of deodorant with a surprising scent\"],[\"69–70\",\"Countertop appliance that can transform any fruit into a pulpy juice\"],[\"71–72\",\"Glass pendant filled with stardust\"],[\"73–74\",\"Pot containing an artificially dwarfed tree\"],[\"75–76\",\"Otherworldly insect preserved in amber\"],[\"77–78\",\"Syringe filled with a viscous, yellow serum\"],[\"79–80\",\"Tiny brass orrery\"],[\"81–82\",\"Log of passenger names\"],[\"83–84\",\"Gas mask with a hole in it\"],[\"85–86\",\"Small glass terrarium with an empty cocoon\"],[\"87–88\",\"Dongle that never plugs in correctly on the first try\"],[\"89–90\",\"Holster fashioned from an unknown reptile's hide\"],[\"91–92\",\"Severed bundle of important-looking wires\"],[\"93–94\",\"Prosthetic limb with magnetic attachments\"],[\"95–96\",\"Set of polyhedral dice that buzz and flash when they land on their highest result\"],[\"97–98\",\"Musical instrument that plays electronic tones\"],[\"99–00\",\"Trading card of a beloved fictional hero from a far-off world\"]]}],\"miscTags\":[\"TT\"]},{\"name\":\"Speaking Stone\",\"source\":\"ERLW\",\"page\":279,\"rarity\":\"very rare\",\"wondrous\":true,\"entries\":[\"The key to long-distance, virtually instantaneous communication across Khorvaire is House Sivis's network of message stations. Each station contains at least one speaking stone, which is carved from a Siberys dragonshard and inscribed with arcane symbols that uniquely identify it. If you're a gnome with the Mark of Scribing, you can touch the stone and use an action to cast the {@spell sending} spell from it. The target is any other speaking stone whose location or unique sequence of symbols you know. A creature within 5 feet of the stone hears the message as if they were the target.\",\"In a Sivis message station, a gnome is always on duty by the speaking stone, listening for messages that might come in and transcribing them for delivery to their intended recipients.\"],\"attachedSpells\":[\"sending\"]},{\"name\":\"Spear of Backbiting\",\"source\":\"TftYP\",\"page\":229,\"baseItem\":\"spear|phb\",\"type\":\"M\",\"rarity\":\"very rare\",\"reqAttune\":true,\"curse\":true,\"weight\":3,\"weaponCategory\":\"simple\",\"property\":[\"T\",\"V\"],\"range\":\"50/90\",\"dmg1\":\"1d6\",\"dmgType\":\"P\",\"dmg2\":\"1d8\",\"bonusWeapon\":\"+2\",\"entries\":[\"You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet, and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately.\",{\"type\":\"entries\",\"name\":\"Curse\",\"entries\":[\"This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with {@spell remove curse} or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one.\"]},\"Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.\"]},{\"name\":\"Spell Bottle\",\"source\":\"EGW\",\"page\":269,\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"This glass bottle can store one spell of up to 5th level at a time. When found, roll a {@dice d6} and subtract 1; the total determines the level of spell in the bottle (the DM chooses the spell, and 0 means the bottle is empty). A swirling blue vapor fills the bottle while it contains a spell.\",\"When the bottle is empty, any creature can cast a spell of 1st through 5th level into it by touching it while casting. The spell has no effect other than to be stored in the bottle.\",\"While holding the bottle, you can cast the spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The bottle becomes empty once the spell is cast.\",\"If you're holding the empty bottle when you see a creature casting a spell within 60 feet of you, you can open the bottle as a reaction in an attempt to interrupt the spell. If the creature is casting a spell of 3rd level or lower, the spell has no effect, and it is stored in the bottle. If it is casting a spell of 4th level or higher, make an Intelligence check. The DC equals 10 + the spell's level. On a success, the spell has no effect, and it is stored in the bottle.\"],\"hasFluffImages\":true},{\"name\":\"Spell Gem (Amber)\",\"source\":\"OotA\",\"page\":223,\"otherSources\":[{\"source\":\"IMR\",\"page\":95}],\"rarity\":\"very rare\",\"reqAttune\":\"optional\",\"wondrous\":true,\"entries\":[\"An amber spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.\",\"If the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the gem with no other effect.\",\"An amber spell gem can store up to 4th level spells. Spells cast from the spell gem have a save DC of 15 and an attack bonus of {@hit 9}.\",\"You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.\",\"Once imbued with a spell, the gem can't be imbued again until the next dawn.\",\"Deep gnomes created these magic gemstones and keep the creation process a secret.\"]},{\"name\":\"Spell Gem (Bloodstone)\",\"source\":\"OotA\",\"page\":223,\"otherSources\":[{\"source\":\"IMR\",\"page\":95}],\"rarity\":\"rare\",\"reqAttune\":\"optional\",\"wondrous\":true,\"entries\":[\"A bloodstone spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.\",\"If the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the gem with no other effect.\",\"A bloodstone spell gem can store up to 3rd level spells. Spells cast from the spell gem have a save DC of 15 and an attack bonus of {@hit 7}.\",\"You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.\",\"Once imbued with a spell, the gem can't be imbued again until the next dawn.\",\"Deep gnomes created these magic gemstones and keep the creation process a secret.\"]},{\"name\":\"Spell Gem (Diamond)\",\"source\":\"OotA\",\"page\":223,\"otherSources\":[{\"source\":\"IMR\",\"page\":95}],\"rarity\":\"legendary\",\"reqAttune\":\"optional\",\"wondrous\":true,\"entries\":[\"A diamond spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.\",\"If the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the gem with no other effect.\",\"A diamond spell gem can store up to 9th level spells. Spells cast from the spell gem have a save DC of 19 and an attack bonus of {@hit 11}.\",\"You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.\",\"Once imbued with a spell, the gem can't be imbued again until the next dawn.\",\"Deep gnomes created these magic gemstones and keep the creation process a secret.\"]},{\"name\":\"Spell Gem (Jade)\",\"source\":\"OotA\",\"page\":223,\"otherSources\":[{\"source\":\"IMR\",\"page\":95}],\"rarity\":\"very rare\",\"reqAttune\":\"optional\",\"wondrous\":true,\"entries\":[\"A jade spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.\",\"If the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the gem with no other effect.\",\"A jade spell gem can store up to 5th level spells. Spells cast from the spell gem have a save DC of 17 and an attack bonus of {@hit 9}.\",\"You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.\",\"Once imbued with a spell, the gem can't be imbued again until the next dawn.\",\"Deep gnomes created these magic gemstones and keep the creation process a secret.\"]},{\"name\":\"Spell Gem (Lapis lazuli)\",\"source\":\"OotA\",\"page\":223,\"otherSources\":[{\"source\":\"IMR\",\"page\":95}],\"rarity\":\"uncommon\",\"reqAttune\":\"optional\",\"wondrous\":true,\"entries\":[\"A lapis lazuli spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.\",\"If the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the gem with no other effect.\",\"A lapis lazuli spell gem can store up to 1st level spells. Spells cast from the spell gem have a save DC of 13 and an attack bonus of {@hit 5}.\",\"You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.\",\"Once imbued with a spell, the gem can't be imbued again until the next dawn.\",\"Deep gnomes created these magic gemstones and keep the creation process a secret.\"]},{\"name\":\"Spell Gem (Obsidian)\",\"source\":\"OotA\",\"page\":223,\"otherSources\":[{\"source\":\"IMR\",\"page\":95}],\"rarity\":\"uncommon\",\"reqAttune\":\"optional\",\"wondrous\":true,\"entries\":[\"An obsidian spell gem can contain one cantrip from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.\",\"If the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the gem with no other effect.\",\"An obsidian spell gem can only store cantrips. Cantrips cast from the spell gem have a save DC of 13 and an attack bonus of {@hit 5}.\",\"You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.\",\"Once imbued with a spell, the gem can't be imbued again until the next dawn.\",\"Deep gnomes created these magic gemstones and keep the creation process a secret.\"]},{\"name\":\"Spell Gem (Quartz)\",\"source\":\"OotA\",\"page\":223,\"otherSources\":[{\"source\":\"IMR\",\"page\":95}],\"rarity\":\"rare\",\"reqAttune\":\"optional\",\"wondrous\":true,\"entries\":[\"A quartz spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.\",\"If the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the gem with no other effect.\",\"A quartz spell gem can store up to 2nd level spells. Spells cast from the spell gem have a save DC of 13 and an attack bonus of {@hit 5}.\",\"You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.\",\"Once imbued with a spell, the gem can't be imbued again until the next dawn.\",\"Deep gnomes created these magic gemstones and keep the creation process a secret.\"]},{\"name\":\"Spell Gem (Ruby)\",\"source\":\"OotA\",\"page\":223,\"otherSources\":[{\"source\":\"IMR\",\"page\":95}],\"rarity\":\"legendary\",\"reqAttune\":\"optional\",\"wondrous\":true,\"entries\":[\"A ruby spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.\",\"If the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the gem with no other effect.\",\"A ruby spell gem can store up to 8th level spells. Spells cast from the spell gem have a save DC of 18 and an attack bonus of {@hit 10}.\",\"You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.\",\"Once imbued with a spell, the gem can't be imbued again until the next dawn.\",\"Deep gnomes created these magic gemstones and keep the creation process a secret.\"]},{\"name\":\"Spell Gem (Star ruby)\",\"source\":\"OotA\",\"page\":223,\"otherSources\":[{\"source\":\"IMR\",\"page\":95}],\"rarity\":\"legendary\",\"reqAttune\":\"optional\",\"wondrous\":true,\"entries\":[\"A star ruby spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.\",\"If the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the gem with no other effect.\",\"A star ruby spell gem can store up to 7th level spells. Spells cast from the spell gem have a save DC of 18 and an attack bonus of {@hit 10}.\",\"You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.\",\"Once imbued with a spell, the gem can't be imbued again until the next dawn.\",\"Deep gnomes created these magic gemstones and keep the creation process a secret.\"]},{\"name\":\"Spell Gem (Topaz)\",\"source\":\"OotA\",\"page\":223,\"otherSources\":[{\"source\":\"IMR\",\"page\":95}],\"rarity\":\"very rare\",\"reqAttune\":\"optional\",\"wondrous\":true,\"entries\":[\"A topaz spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.\",\"If the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the gem with no other effect.\",\"A topaz spell gem can store up to 6th level spells. Spells cast from the spell gem have a save DC of 17 and an attack bonus of {@hit 10}.\",\"You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.\",\"Once imbued with a spell, the gem can't be imbued again until the next dawn.\",\"Deep gnomes created these magic gemstones and keep the creation process a secret.\"]},{\"name\":\"Spell Scroll (1st Level)\",\"source\":\"DMG\",\"page\":200,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Spell Scroll (Level 1)|XDMG\"],\"type\":\"SC|DMG\",\"tier\":\"minor\",\"rarity\":\"common\",\"entries\":[\"A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.\",\"If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 11. On a failed check, the spell disappears from the scroll with no other effect.\",\"Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\",\"A spell cast from this scroll has a save DC of 13 and an attack bonus of {@hit 5}.\",\"A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 11 Intelligence ({@skill Arcana}) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.\"],\"spellScrollLevel\":1,\"lootTables\":[\"Magic Item Table A\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Spell Scroll (2nd Level)\",\"source\":\"DMG\",\"page\":201,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Spell Scroll (Level 2)|XDMG\"],\"type\":\"SC|DMG\",\"tier\":\"minor\",\"rarity\":\"uncommon\",\"entries\":[\"A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.\",\"If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 12. On a failed check, the spell disappears from the scroll with no other effect.\",\"Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\",\"A spell cast from this scroll has a save DC of 13 and an attack bonus of {@hit 5}.\",\"A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 12 Intelligence ({@skill Arcana}) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.\"],\"spellScrollLevel\":2,\"lootTables\":[\"Magic Item Table A\",\"Magic Item Table B\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Spell Scroll (3rd Level)\",\"source\":\"DMG\",\"page\":202,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Spell Scroll (Level 3)|XDMG\"],\"type\":\"SC|DMG\",\"tier\":\"minor\",\"rarity\":\"uncommon\",\"entries\":[\"A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.\",\"If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 13. On a failed check, the spell disappears from the scroll with no other effect.\",\"Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\",\"A spell cast from this scroll has a save DC of 15 and an attack bonus of {@hit 7}.\",\"A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 13 Intelligence ({@skill Arcana}) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.\"],\"spellScrollLevel\":3,\"lootTables\":[\"Magic Item Table B\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Spell Scroll (4th Level)\",\"source\":\"DMG\",\"page\":203,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Spell Scroll (Level 4)|XDMG\"],\"type\":\"SC|DMG\",\"tier\":\"minor\",\"rarity\":\"rare\",\"entries\":[\"A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.\",\"If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 14. On a failed check, the spell disappears from the scroll with no other effect.\",\"Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\",\"A spell cast from this scroll has a save DC of 15 and an attack bonus of {@hit 7}.\",\"A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 14 Intelligence ({@skill Arcana}) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.\"],\"spellScrollLevel\":4,\"lootTables\":[\"Magic Item Table C\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Spell Scroll (5th Level)\",\"source\":\"DMG\",\"page\":204,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Spell Scroll (Level 5)|XDMG\"],\"type\":\"SC|DMG\",\"tier\":\"minor\",\"rarity\":\"rare\",\"entries\":[\"A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.\",\"If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 15. On a failed check, the spell disappears from the scroll with no other effect.\",\"Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\",\"A spell cast from this scroll has a save DC of 17 and an attack bonus of {@hit 9}.\",\"A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 15 Intelligence ({@skill Arcana}) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.\"],\"spellScrollLevel\":5,\"lootTables\":[\"Magic Item Table C\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Spell Scroll (6th Level)\",\"source\":\"DMG\",\"page\":205,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Spell Scroll (Level 6)|XDMG\"],\"type\":\"SC|DMG\",\"tier\":\"minor\",\"rarity\":\"very rare\",\"entries\":[\"A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.\",\"If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 16. On a failed check, the spell disappears from the scroll with no other effect.\",\"Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\",\"A spell cast from this scroll has a save DC of 17 and an attack bonus of {@hit 9}.\",\"A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 16 Intelligence ({@skill Arcana}) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.\"],\"spellScrollLevel\":6,\"lootTables\":[\"Magic Item Table D\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Spell Scroll (7th Level)\",\"source\":\"DMG\",\"page\":206,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Spell Scroll (Level 7)|XDMG\"],\"type\":\"SC|DMG\",\"tier\":\"minor\",\"rarity\":\"very rare\",\"entries\":[\"A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.\",\"If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 17. On a failed check, the spell disappears from the scroll with no other effect.\",\"Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\",\"A spell cast from this scroll has a save DC of 18 and an attack bonus of {@hit 10}.\",\"A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 17 Intelligence ({@skill Arcana}) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.\"],\"spellScrollLevel\":7,\"lootTables\":[\"Magic Item Table D\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Spell Scroll (8th Level)\",\"source\":\"DMG\",\"page\":207,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Spell Scroll (Level 8)|XDMG\"],\"type\":\"SC|DMG\",\"tier\":\"minor\",\"rarity\":\"very rare\",\"entries\":[\"A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.\",\"If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 18. On a failed check, the spell disappears from the scroll with no other effect.\",\"Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\",\"A spell cast from this scroll has a save DC of 18 and an attack bonus of {@hit 10}.\",\"A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 18 Intelligence ({@skill Arcana}) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.\"],\"spellScrollLevel\":8,\"lootTables\":[\"Magic Item Table D\",\"Magic Item Table E\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Spell Scroll (9th Level)\",\"source\":\"DMG\",\"page\":208,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Spell Scroll (Level 9)|XDMG\"],\"type\":\"SC|DMG\",\"tier\":\"minor\",\"rarity\":\"legendary\",\"entries\":[\"A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.\",\"If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 19. On a failed check, the spell disappears from the scroll with no other effect.\",\"Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\",\"A spell cast from this scroll has a save DC of 19 and an attack bonus of {@hit 11}.\",\"A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 19 Intelligence ({@skill Arcana}) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.\"],\"spellScrollLevel\":9,\"lootTables\":[\"Magic Item Table E\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Spell Scroll (Cantrip)\",\"source\":\"DMG\",\"page\":199,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Spell Scroll (Cantrip)|XDMG\"],\"type\":\"SC|DMG\",\"tier\":\"minor\",\"rarity\":\"common\",\"entries\":[\"A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.\",\"If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 10. On a failed check, the spell disappears from the scroll with no other effect.\",\"Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\",\"A spell cast from this scroll has a save DC of 13 and an attack bonus of {@hit 5}.\"],\"spellScrollLevel\":0,\"lootTables\":[\"Magic Item Table A\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Spell Scroll (Cantrip)\",\"source\":\"XDMG\",\"page\":305,\"freeRules2024\":true,\"otherSources\":[{\"source\":\"XPHB\",\"page\":228}],\"type\":\"SC|XPHB\",\"rarity\":\"common\",\"value\":3000,\"entries\":[\"A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost.\",\"If the spell is on your spell list but of a higher level than you can normally cast, you make a DC 10 ability check using your spellcasting ability to determine whether you cast the spell. On a failed check, the spell disappears from the scroll with no other effect.\",\"If the spell requires a saving throw or an attack roll, the spell save DC is 13, and the attack bonus is {@hit 5}.\",{\"type\":\"entries\",\"name\":\"Copying a Scroll into a Spellbook\",\"entries\":[\"A Wizard spell on a Spell Scroll can be copied into a spellbook. When a cantrip is copied in this way, the copier must succeed on a DC 10 Intelligence ({@skill Arcana|XPHB}). On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.\"]}],\"spellScrollLevel\":0,\"miscTags\":[\"CNS\"],\"hasFluffImages\":true},{\"name\":\"Spell Scroll (Level 1)\",\"source\":\"XDMG\",\"page\":305,\"freeRules2024\":true,\"otherSources\":[{\"source\":\"XPHB\",\"page\":228}],\"type\":\"SC|XPHB\",\"rarity\":\"common\",\"value\":5000,\"entries\":[\"A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost.\",\"If the spell is on your spell list but of a higher level than you can normally cast, you make a DC 11 ability check using your spellcasting ability to determine whether you cast the spell. On a failed check, the spell disappears from the scroll with no other effect.\",\"If the spell requires a saving throw or an attack roll, the spell save DC is 13, and the attack bonus is {@hit 5}.\",{\"type\":\"entries\",\"name\":\"Copying a Scroll into a Spellbook\",\"entries\":[\"A Wizard spell on a Spell Scroll can be copied into a spellbook. When a level 1 spell is copied in this way, the copier must succeed on a DC 11 Intelligence ({@skill Arcana|XPHB}). On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.\"]}],\"spellScrollLevel\":1,\"miscTags\":[\"CNS\"],\"hasFluffImages\":true},{\"name\":\"Spell Scroll (Level 2)\",\"source\":\"XDMG\",\"page\":305,\"freeRules2024\":true,\"type\":\"SC|XPHB\",\"rarity\":\"uncommon\",\"entries\":[\"A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost.\",\"If the spell is on your spell list but of a higher level than you can normally cast, you make a DC 12 ability check using your spellcasting ability to determine whether you cast the spell. On a failed check, the spell disappears from the scroll with no other effect.\",\"If the spell requires a saving throw or an attack roll, the spell save DC is 13, and the attack bonus is {@hit 5}.\",{\"type\":\"entries\",\"name\":\"Copying a Scroll into a Spellbook\",\"entries\":[\"A Wizard spell on a Spell Scroll can be copied into a spellbook. When a level 2 spell is copied in this way, the copier must succeed on a DC 12 Intelligence ({@skill Arcana|XPHB}). On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.\"]}],\"spellScrollLevel\":2,\"miscTags\":[\"CNS\"],\"hasFluffImages\":true},{\"name\":\"Spell Scroll (Level 3)\",\"source\":\"XDMG\",\"page\":305,\"freeRules2024\":true,\"type\":\"SC|XPHB\",\"rarity\":\"uncommon\",\"entries\":[\"A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost.\",\"If the spell is on your spell list but of a higher level than you can normally cast, you make a DC 13 ability check using your spellcasting ability to determine whether you cast the spell. On a failed check, the spell disappears from the scroll with no other effect.\",\"If the spell requires a saving throw or an attack roll, the spell save DC is 15, and the attack bonus is {@hit 7}.\",{\"type\":\"entries\",\"name\":\"Copying a Scroll into a Spellbook\",\"entries\":[\"A Wizard spell on a Spell Scroll can be copied into a spellbook. When a level 3 spell is copied in this way, the copier must succeed on a DC 13 Intelligence ({@skill Arcana|XPHB}). On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.\"]}],\"spellScrollLevel\":3,\"miscTags\":[\"CNS\"],\"hasFluffImages\":true},{\"name\":\"Spell Scroll (Level 4)\",\"source\":\"XDMG\",\"page\":305,\"freeRules2024\":true,\"type\":\"SC|XPHB\",\"rarity\":\"rare\",\"entries\":[\"A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost.\",\"If the spell is on your spell list but of a higher level than you can normally cast, you make a DC 14 ability check using your spellcasting ability to determine whether you cast the spell. On a failed check, the spell disappears from the scroll with no other effect.\",\"If the spell requires a saving throw or an attack roll, the spell save DC is 15, and the attack bonus is {@hit 7}.\",{\"type\":\"entries\",\"name\":\"Copying a Scroll into a Spellbook\",\"entries\":[\"A Wizard spell on a Spell Scroll can be copied into a spellbook. When a level 4 spell is copied in this way, the copier must succeed on a DC 14 Intelligence ({@skill Arcana|XPHB}). On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.\"]}],\"spellScrollLevel\":4,\"miscTags\":[\"CNS\"],\"hasFluffImages\":true},{\"name\":\"Spell Scroll (Level 5)\",\"source\":\"XDMG\",\"page\":305,\"freeRules2024\":true,\"type\":\"SC|XPHB\",\"rarity\":\"rare\",\"entries\":[\"A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost.\",\"If the spell is on your spell list but of a higher level than you can normally cast, you make a DC 15 ability check using your spellcasting ability to determine whether you cast the spell. On a failed check, the spell disappears from the scroll with no other effect.\",\"If the spell requires a saving throw or an attack roll, the spell save DC is 17, and the attack bonus is {@hit 9}.\",{\"type\":\"entries\",\"name\":\"Copying a Scroll into a Spellbook\",\"entries\":[\"A Wizard spell on a Spell Scroll can be copied into a spellbook. When a level 5 spell is copied in this way, the copier must succeed on a DC 15 Intelligence ({@skill Arcana|XPHB}). On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.\"]}],\"spellScrollLevel\":5,\"miscTags\":[\"CNS\"],\"hasFluffImages\":true},{\"name\":\"Spell Scroll (Level 6)\",\"source\":\"XDMG\",\"page\":305,\"freeRules2024\":true,\"type\":\"SC|XPHB\",\"rarity\":\"very rare\",\"entries\":[\"A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost.\",\"If the spell is on your spell list but of a higher level than you can normally cast, you make a DC 16 ability check using your spellcasting ability to determine whether you cast the spell. On a failed check, the spell disappears from the scroll with no other effect.\",\"If the spell requires a saving throw or an attack roll, the spell save DC is 17, and the attack bonus is {@hit 9}.\",{\"type\":\"entries\",\"name\":\"Copying a Scroll into a Spellbook\",\"entries\":[\"A Wizard spell on a Spell Scroll can be copied into a spellbook. When a level 6 spell is copied in this way, the copier must succeed on a DC 16 Intelligence ({@skill Arcana|XPHB}). On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.\"]}],\"spellScrollLevel\":6,\"miscTags\":[\"CNS\"],\"hasFluffImages\":true},{\"name\":\"Spell Scroll (Level 7)\",\"source\":\"XDMG\",\"page\":305,\"freeRules2024\":true,\"type\":\"SC|XPHB\",\"rarity\":\"very rare\",\"entries\":[\"A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost.\",\"If the spell is on your spell list but of a higher level than you can normally cast, you make a DC 17 ability check using your spellcasting ability to determine whether you cast the spell. On a failed check, the spell disappears from the scroll with no other effect.\",\"If the spell requires a saving throw or an attack roll, the spell save DC is 18, and the attack bonus is {@hit 10}.\",{\"type\":\"entries\",\"name\":\"Copying a Scroll into a Spellbook\",\"entries\":[\"A Wizard spell on a Spell Scroll can be copied into a spellbook. When a level 7 spell is copied in this way, the copier must succeed on a DC 17 Intelligence ({@skill Arcana|XPHB}). On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.\"]}],\"spellScrollLevel\":7,\"miscTags\":[\"CNS\"],\"hasFluffImages\":true},{\"name\":\"Spell Scroll (Level 8)\",\"source\":\"XDMG\",\"page\":305,\"freeRules2024\":true,\"type\":\"SC|XPHB\",\"rarity\":\"very rare\",\"entries\":[\"A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost.\",\"If the spell is on your spell list but of a higher level than you can normally cast, you make a DC 18 ability check using your spellcasting ability to determine whether you cast the spell. On a failed check, the spell disappears from the scroll with no other effect.\",\"If the spell requires a saving throw or an attack roll, the spell save DC is 18, and the attack bonus is {@hit 10}.\",{\"type\":\"entries\",\"name\":\"Copying a Scroll into a Spellbook\",\"entries\":[\"A Wizard spell on a Spell Scroll can be copied into a spellbook. When a level 8 spell is copied in this way, the copier must succeed on a DC 18 Intelligence ({@skill Arcana|XPHB}). On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.\"]}],\"spellScrollLevel\":8,\"miscTags\":[\"CNS\"],\"hasFluffImages\":true},{\"name\":\"Spell Scroll (Level 9)\",\"source\":\"XDMG\",\"page\":305,\"freeRules2024\":true,\"type\":\"SC|XPHB\",\"rarity\":\"legendary\",\"entries\":[\"A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost.\",\"If the spell is on your spell list but of a higher level than you can normally cast, you make a DC 19 ability check using your spellcasting ability to determine whether you cast the spell. On a failed check, the spell disappears from the scroll with no other effect.\",\"If the spell requires a saving throw or an attack roll, the spell save DC is 19, and the attack bonus is {@hit 11}.\",{\"type\":\"entries\",\"name\":\"Copying a Scroll into a Spellbook\",\"entries\":[\"A Wizard spell on a Spell Scroll can be copied into a spellbook. When a level 9 spell is copied in this way, the copier must succeed on a DC 19 Intelligence ({@skill Arcana|XPHB}). On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.\"]}],\"spellScrollLevel\":9,\"miscTags\":[\"CNS\"],\"hasFluffImages\":true},{\"name\":\"Spellbook\",\"source\":\"PHB\",\"page\":153,\"srd\":true,\"basicRules\":true,\"type\":\"G\",\"rarity\":\"none\",\"weight\":3,\"value\":5000,\"entries\":[\"Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.\"]},{\"name\":\"Spellguard Shield\",\"source\":\"DMG\",\"page\":201,\"srd\":true,\"reprintedAs\":[\"Spellguard Shield|XDMG\"],\"type\":\"S\",\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":6,\"ac\":2,\"entries\":[\"While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.\"],\"lootTables\":[\"Magic Item Table H\"],\"hasFluffImages\":true},{\"name\":\"Spellguard Shield\",\"source\":\"XDMG\",\"page\":305,\"freeRules2024\":true,\"baseItem\":\"shield|xphb\",\"type\":\"S|XPHB\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":6,\"ac\":2,\"entries\":[\"While holding this Shield, you have {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects, and spell attack rolls have {@variantrule Disadvantage|XPHB} against you.\"],\"hasFluffImages\":true},{\"name\":\"Spelljamming Helm\",\"source\":\"AAG\",\"page\":23,\"rarity\":\"rare\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"wondrous\":true,\"entries\":[\"The function of this ornate chair is to propel and maneuver a ship on which it has been installed through space and air. It can also propel and maneuver a ship on water or underwater, provided the ship is built for such travel. The ship in question must weigh 1 ton or more.\",\"The sensation of being attuned to a spelljamming helm is akin to the pins-and-needles effect one experiences after one's arm or leg falls asleep, but not as painful.\",\"While attuned to a spelljamming helm and sitting in it, you gain the following abilities for as long as you maintain {@status concentration} (as if {@status concentration||concentrating} on a spell):\",{\"type\":\"list\",\"items\":[\"You can use the spelljamming helm to move the ship through space, air, or water up to the ship's speed. If the ship is in space and no other objects weighing 1 ton or more are within 1 mile of it, you can use the spelljamming helm to move the vessel fast enough to travel 100 million miles in 24 hours.\",\"You can steer the vessel, albeit in a somewhat clumsy fashion, in much the way that a rudder or oars can be used to maneuver a seafaring ship.\",\"At any time, you can see and hear what's happening on and around the vessel as though you were standing in a location of your choice aboard it.\"]},{\"type\":\"entries\",\"name\":\"Transfer Attunement\",\"entries\":[\"You can use an action to touch a willing spellcaster. That creature attunes to the spelljamming helm immediately, and your attunement to it ends.\"]},{\"type\":\"inset\",\"name\":\"Cost of a Spelljamming Helm\",\"entries\":[\"A spelljamming helm propels and steers a ship much as sails, oars, and rudders work on a seafaring vessel, and a spelljamming helm is easy to create if one has the proper spell. {@spell Create spelljamming helm|AAG} has a material component cost of 5,000 gp, so that's the least one can pay to acquire a spelljamming helm.\",\"Wildspace merchants, including {@creature dohwar|BAM|dohwars} and {@creature mercane|BAM|mercanes} (both described in {@book Boo's Astral Menagerie|BAM}), typically sell a spelljamming helm for substantially more than it cost to make. How much more depends on the market, but 7,500 gp would be a reasonable demand. A desperate buyer in a seller's market might pay 10,000 gp or more.\"]}],\"hasFluffImages\":true},{\"name\":\"Spellpiercing Wand\",\"source\":\"DoDk\",\"page\":232,\"type\":\"WD|DMG\",\"rarity\":\"uncommon\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"entries\":[\"You can use this wand as a spellcasting focus. Creatures making a saving throw against a spell cast using this wand can't gain benefit from advantage on their saving throws.\"]},{\"name\":\"Spellshard\",\"source\":\"ERLW\",\"page\":279,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"This polished Eberron dragonshard fits in the hand and stores information similar to a book. The shard can hold the equivalent of one book that's no more than 320 pages long. A shard can be created blank or already filled with information. When the shard is created, the creator can set a passphrase that must be spoken to access the information stored within.\",\"While holding the shard, you can use an action to open your mind to the shard, seeing its content in your mind. On subsequent rounds, reading the text or scribing new text on blank \\\"pages\\\" in the shard requires {@status concentration} (as if {@status concentration||concentrating} on a spell) and takes the same amount of time it takes you to read and write normally. Thinking of a particular phrase or topic draws you to the first section in the shard that addresses it.\",\"A wizard can use a spellshard as a spellbook, with the usual cost in gold and time to \\\"scribe\\\" a spell into the shard.\"]},{\"name\":\"Spellwrought Tattoo (1st Level)\",\"source\":\"TCE\",\"page\":135,\"rarity\":\"common\",\"wondrous\":true,\"tattoo\":true,\"entries\":[\"Produced by a special needle, this magic tattoo contains a single {@filter 1st level spell|spells|level=1}, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.\",\"The Ability modifier for this spell is +3; the Save DC is 13 and the attack bonus is +5.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Spellwrought Tattoo (2nd Level)\",\"source\":\"TCE\",\"page\":135,\"rarity\":\"uncommon\",\"wondrous\":true,\"tattoo\":true,\"entries\":[\"Produced by a special needle, this magic tattoo contains a single {@filter 2nd level spell|spells|level=2}, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.\",\"The Ability modifier for this spell is +3; the Save DC is 13 and the attack bonus is +5.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Spellwrought Tattoo (3rd Level)\",\"source\":\"TCE\",\"page\":135,\"rarity\":\"uncommon\",\"wondrous\":true,\"tattoo\":true,\"entries\":[\"Produced by a special needle, this magic tattoo contains a single {@filter 3rd level spell|spells|level=3}, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.\",\"The Ability modifier for this spell is +4; the Save DC is 15 and the attack bonus is +7.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Spellwrought Tattoo (4th Level)\",\"source\":\"TCE\",\"page\":135,\"rarity\":\"rare\",\"wondrous\":true,\"tattoo\":true,\"entries\":[\"Produced by a special needle, this magic tattoo contains a single {@filter 4th level spell|spells|level=4}, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.\",\"The Ability modifier for this spell is +4; the Save DC is 15 and the attack bonus is +7.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Spellwrought Tattoo (5th Level)\",\"source\":\"TCE\",\"page\":135,\"rarity\":\"rare\",\"wondrous\":true,\"tattoo\":true,\"entries\":[\"Produced by a special needle, this magic tattoo contains a single {@filter 5th level spell|spells|level=5}, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.\",\"The Ability modifier for this spell is +5; the Save DC is 17 and the attack bonus is +9.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Spellwrought Tattoo (Cantrip)\",\"source\":\"TCE\",\"page\":135,\"rarity\":\"common\",\"wondrous\":true,\"tattoo\":true,\"entries\":[\"Produced by a special needle, this magic tattoo contains a single {@filter cantrip|spells|level=0}, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.\",\"The Ability modifier for this spell is +3; the Save DC is 13 and the attack bonus is +5.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Sphere of Annihilation\",\"source\":\"DMG\",\"page\":201,\"srd\":true,\"reprintedAs\":[\"Sphere of Annihilation|XDMG\"],\"tier\":\"major\",\"rarity\":\"legendary\",\"wondrous\":true,\"entries\":[\"This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.\",\"The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a sphere of annihilation, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes {@damage 4d10} force damage.\",\"The sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence ({@skill Arcana}) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 × your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking {@damage 4d10} force damage.\",\"If you attempt to control a sphere that is under another creature's control, you make an Intelligence ({@skill Arcana}) check contested by the other creature's Intelligence ({@skill Arcana}) check. The winner of the contest gains control of the sphere and can levitate it as normal.\",\"If the sphere comes into contact with a planar portal, such as that created by the {@spell gate} spell, or an extradimensional space, such as that within a {@item portable hole}, the DM determines randomly what happens, using the following table.\",{\"type\":\"table\",\"colLabels\":[\"{@dice d100}\",\"Result\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"01-50\",\"The sphere is destroyed.\"],[\"51-85\",\"The sphere moves through the portal or into the extradimensional space.\"],[\"86-00\",\"A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence.\"]]}],\"lootTables\":[\"Magic Item Table I\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Sphere of Annihilation\",\"source\":\"XDMG\",\"page\":306,\"rarity\":\"legendary\",\"wondrous\":true,\"entries\":[\"This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.\",\"The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an Artifact is susceptible to damage from a Sphere of Annihilation, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes {@damage 8d10} Force damage.\",{\"type\":\"entries\",\"name\":\"Controlling the Sphere\",\"entries\":[\"A Sphere of Annihilation is stationary until someone takes control of it. If you are within 60 feet of a sphere, you can take a {@action Magic|XPHB} action to make a DC 25 Intelligence ({@skill Arcana|XPHB}) check. On a successful check, you control the sphere until the start of your next turn, and if it was under another creature's control, that creature loses control of the sphere. On a failed check, the sphere moves 10 feet toward you in a straight line.\",\"While in control of the sphere, you can take a {@variantrule Bonus Action|XPHB} to cause it to move in one direction of your choice, up to a number of feet equal to 5 times your Intelligence modifier (minimum 5 feet). Any creature whose space the sphere enters must succeed on a DC 19 Dexterity saving throw or be touched by it, taking {@damage 8d10} Force damage. A creature reduced to 0 {@variantrule Hit Points|XPHB} by this damage is obliterated, leaving its possessions behind but no other physical remains.\"]},{\"type\":\"entries\",\"name\":\"Sphere Interactions\",\"entries\":[\"If the sphere comes into contact with a planar portal (such as that created by the {@spell Gate|XPHB} spell) or an extradimensional space (such as that within a Portable Hole), the DM determines randomly what happens using the following table.\",{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"1d100\",\"Result\"],\"rows\":[[\"01-50\",\"The sphere is destroyed.\"],[\"51-85\",\"The sphere moves through the portal or into the extradimensional space.\"],[\"86-00\",\"A spatial rift sends the sphere and each creature and object within 180 feet of the sphere to a random plane of existence.\"]]}]}],\"miscTags\":[\"CNS\"],\"hasFluffImages\":true},{\"name\":\"Spider Staff\",\"source\":\"LMoP\",\"page\":53,\"reprintedAs\":[\"Spider Staff|PaBTSO\"],\"rarity\":\"rare\",\"reqAttune\":true,\"weight\":6,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"recharge\":\"dusk\",\"rechargeAmount\":\"{@dice 1d6 + 4}\",\"charges\":10,\"staff\":true,\"entries\":[\"The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells. The staff can be wielded as a quarterstaff. It deals {@dice 1d6} extra poison damage on a hit when used to make a weapon attack.\",\"The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: {@spell spider climb} (1 charge) or {@spell web} (2 charges, spell save DC 15). No components are required.\",\"The staff regains {@dice 1d6 + 4} expended charges each day at dusk. If you expend the staff's last charge, roll a {@dice d20}. On a 1, the staff crumbles to dust and is destroyed.\"],\"attachedSpells\":[\"spider climb\",\"web\"]},{\"name\":\"Spider Staff\",\"source\":\"PaBTSO\",\"page\":220,\"type\":\"M\",\"rarity\":\"rare\",\"reqAttune\":\"by a bard, sorcerer, warlock, or wizard\",\"reqAttuneTags\":[{\"class\":\"bard\"},{\"class\":\"sorcerer\"},{\"class\":\"warlock\"},{\"class\":\"wizard\"}],\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"recharge\":\"dusk\",\"rechargeAmount\":\"{@dice 1d6 + 4}\",\"charges\":10,\"staff\":true,\"entries\":[\"The top of this magic quarterstaff is shaped like a spider. It deals an extra {@damage 1d6} poison damage on a hit when used to make a weapon attack.\",{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"The staff has 10 charges. While holding it, you can expend the requisite number of charges to cast one of the following spells from the staff: {@spell spider climb} (1 charge) or {@spell web} (2 charges; spell save DC 15).\",\"The staff regains {@dice 1d6 + 4} expended charges daily at dusk. If you expend the staff's last charge, roll a {@dice d20}. On a 1, the staff crumbles to dust and is destroyed.\"]}],\"attachedSpells\":[\"spider climb\",\"web\"]},{\"name\":\"Spies' Murmur\",\"source\":\"GGR\",\"page\":181,\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"This headpiece, crafted from dark metal, is worn curved around the ear. If you know a creature wearing another Spies' Murmur and that creature is within 1 mile of you, you can communicate telepathically with each other. As a bonus action, you can allow that creature to hear everything you hear for 1 hour. You can end this effect as a bonus action, and it ends if you're {@condition incapacitated}.\"]},{\"name\":\"Spindle of Fate\",\"source\":\"BMT\",\"page\":38,\"type\":\"WD|DMG\",\"rarity\":\"legendary\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"entries\":[\"This wand is shaped like a drop spindle wrapped in red thread. The wand has 6 charges that can be used for the following properties:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Battle Foreknowledge\",\"entries\":[\"When you roll initiative, you can expend 1 charge to add or subtract your proficiency bonus from the total roll.\"]},{\"type\":\"item\",\"name\":\"Doom Foretold\",\"entries\":[\"As an action, you can expend 2 charges to target a creature within 30 feet of yourself and invoke that creature's doom. While the target is on the same plane of existence as you, you can sense the direction to its location, and you know the direction of its movement if it's in motion. Additionally, once per turn when you deal damage to the doomed creature, you can roll {@dice 1d6} and add the number rolled to the damage roll. These benefits persist for 1 hour or until you target another creature with this effect.\"]},{\"type\":\"item\",\"name\":\"Twist of Fate\",\"entries\":[\"When a creature within 60 feet of you makes a saving throw or an attack roll, you can use your reaction to expend 3 charges and alter the outcome, turning a failed saving throw into a successful one, a missed attack roll into a hit, or vice versa.\"]}]},\"The wand regains {@dice 1d6} expended charges daily at dawn.\"],\"hasFluffImages\":true},{\"name\":\"Spinel\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Spinel|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":10000,\"entries\":[\"A transparent red, red-brown, or deep green gemstone.\"]},{\"name\":\"Spinel\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":10000,\"entries\":[\"A red, red brown, or deep green gemstone.\"]},{\"name\":\"Spinosaurus\",\"source\":\"ToB1-2023\",\"page\":103,\"type\":\"MNT\",\"rarity\":\"none\",\"value\":200000,\"entries\":[\"Before it can be ridden in combat, a {@creature spinosaurus dinosaur|ToB1-2023} must practice bearing the weight of its trainer and passengers. They rarely master more than a handful of tricks, but they are extremely comfortable in the water and can be trained to be are aware that some of their riders may not breathe water.\",\"An adult spinosaurus can carry up to six tons as cargo. Riding a spinosaurus requires an exotic saddle, riding platform, or howdah.\"]},{\"name\":\"Spire of Conflux (Awakened)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Spire of Conflux (Dormant)\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":[{\"mode\":\"appendArr\",\"items\":{\"entries\":[{\"type\":\"entries\",\"name\":\"Awakened\",\"entries\":[\"When the Spire of Conflux reaches an awakened state, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"The staff has 12 charges, and it regains {@dice 1d6 + 2} expended charges daily at dawn.\",\"You can also spend charges to cast the following spells from the staff: {@spell conjure elemental} (5 charges) or {@spell ice storm} (4 charges).\",\"When you cast a spell that deals bludgeoning, cold, fire, lightning, or thunder damage and you roll a 1 on a damage die, you can reroll the die and must use the new roll.\"]}]}]}}]},\"_preserve\":{\"page\":true,\"fluff\":true}},\"rechargeAmount\":\"{@dice 1d6 + 2}\",\"charges\":12,\"attachedSpells\":[\"burning hands\",\"fireball\",\"conjure elemental\",\"ice storm\"],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Spire of Conflux (Dormant)\",\"source\":\"TDCSR\",\"page\":209,\"srd\":true,\"basicRules\":true,\"type\":\"M\",\"rarity\":\"legendary\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V\",\"Vst|TDCSR\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"bonusSpellAttack\":\"+1\",\"bonusSpellSaveDc\":\"+1\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d4 + 2}\",\"charges\":8,\"staff\":true,\"entries\":[\"A powerful relic passed down from generation to generation of Ashari leaders, the Spire of Conflux was lost over three centuries ago when Joran the Sea-Speaker, a respected leader of {@book the Water Ashari|TDCSR|2|The Ashari}, was devoured by a demon of the Abyss. It was rediscovered by the legendary druid {@creature Keyleth, Voice of the Tempest|TDCSR|Keyleth of Zephrah, Voice of the Tempest}. However, rumors swirl that she is seeking another hero to wield it—one who can travel the land and do good in small ways as she once did.\",{\"type\":\"entries\",\"name\":\"Dormant\",\"entries\":[\"While the Spire of Conflux is in a dormant state, the staff has 8 charges and regains {@dice 1d4 + 2} expended charges daily at dawn. While holding the staff, you can expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: {@spell burning hands} (1 charge) or {@spell fireball} (3 charges).\",\"Additionally, while holding this staff, you have a +1 bonus to spell attack rolls and your spell save DC increases by 1.\"]}],\"attachedSpells\":[\"burning hands\",\"fireball\"],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Spire of Conflux (Exalted)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Spire of Conflux (Awakened)\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":[{\"mode\":\"appendArr\",\"items\":{\"entries\":[{\"type\":\"entries\",\"name\":\"Exalted\",\"entries\":[\"When the Spire of Conflux reaches an exalted state, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"The staff has 20 charges, and it regains {@dice 1d6 + 4} expended charges daily at dawn.\",\"You can also spend charges to cast the following spells from the staff: {@spell chain lightning} (6 charges) or {@spell fire storm} (7 charges)\",\"The bonus to spell attack rolls and your spell save DC increases to +2.\"]}]}]}}]},\"_preserve\":{\"page\":true,\"fluff\":true}},\"bonusSpellAttack\":\"+2\",\"bonusSpellSaveDc\":\"+2\",\"rechargeAmount\":\"{@dice 1d6 + 4}\",\"charges\":20,\"attachedSpells\":[\"burning hands\",\"fireball\",\"conjure elemental\",\"ice storm\",\"chain lightning\",\"fire storm\"],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Spirit Board\",\"source\":\"XDMG\",\"page\":306,\"rarity\":\"very rare\",\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":3,\"charges\":3,\"entries\":[\"This ornate wooden board has the letters of the Common alphabet printed on one side, alongside the words \\\"Yes\\\" and \\\"No\\\" and symbols representing \\\"Weal\\\" and \\\"Woe.\\\" The board comes with a heartshaped, wooden planchette. This planchette must be resting on the lettered side of the board for the board's magic to function.\",\"This board has 3 charges and regains 1 expended charge daily at dawn. While touching the planchette, you can take 1 minute to cast one of the spells on the table below. The table indicates how many charges you must expend to cast the spell. As you cast the spell, you call on the spirits of the dead to help guide the planchette across the board's surface, answering your questions by pointing to the letters or words on the board.\",{\"type\":\"table\",\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"colLabels\":[\"Spell\",\"Charge Cost\"],\"rows\":[[\"{@spell Augury|XPHB}\",\"1\"],[\"{@spell Commune|XPHB}\",\"3\"]]}],\"attachedSpells\":[\"augury|xphb\",\"commune|xphb\"],\"hasFluffImages\":true},{\"name\":\"Sprig of Mistletoe\",\"source\":\"PHB\",\"page\":151,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Sprig of Mistletoe|XPHB\"],\"type\":\"SCF\",\"scfType\":\"druid\",\"rarity\":\"none\",\"value\":100},{\"name\":\"Sprig of Mistletoe\",\"source\":\"XPHB\",\"page\":225,\"freeRules2024\":true,\"type\":\"SCF|XPHB\",\"scfType\":\"druid\",\"rarity\":\"none\",\"value\":100},{\"name\":\"Spyglass\",\"source\":\"PHB\",\"page\":153,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Spyglass|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":1,\"value\":100000,\"entries\":[\"Objects viewed through a spyglass are magnified to twice their size.\"]},{\"name\":\"Spyglass\",\"source\":\"XPHB\",\"page\":229,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":1,\"value\":100000,\"entries\":[\"Objects viewed through a Spyglass are magnified to twice their size.\"]},{\"name\":\"Spyglass of Clairvoyance\",\"source\":\"AI\",\"page\":19,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"At rank 2, your Head Office-supplied spyglass becomes a common magic item. As an action, you can look through the spyglass of clairvoyance at a location within 1 mile of you that is obstructing your view, such as a mountain, castle, or forest. You must then succeed on a DC 15 Wisdom check using {@item cartographer's tools|phb} to map the natural terrain found within three miles of that chosen point. You do not gain any knowledge of creatures, structures, or anything other than natural terrain. This property of the spyglass cannot be used again until the next dawn.\"]},{\"name\":\"Spymaster's Signet\",\"source\":\"DoDk\",\"page\":233,\"type\":\"RG|DMG\",\"rarity\":\"legendary\",\"reqAttune\":true,\"entries\":[\"While wearing this ring, you can cast {@spell disguise self} at-will. In addition, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible for one minute, or until you use a bonus action to become visible again. Once you use this power, it can't be used again until the next dawn.\",{\"type\":\"entries\",\"name\":\"Crown Authority\",\"entries\":[\"A character cannot attune to more than one Seal of Drakkenheim. Guardian constructs in Drakkenheim such as {@creature wall gargoyle|DoDk|wall gargoyles} and {@creature tower dragon|DoDk|tower dragons} do not attack you while you are attuned to one of the Seals of Drakkenheim. An individual guardian ignores this effect for 24 hours if you attack it or cast a spell upon it.\",\"As an action, you may present a Seal of Drakkenheim to rebuke the guardians. You make an opposed Charisma ability check against each {@creature wall gargoyle|DoDk} or {@creature tower dragon|DoDk} that can see or hear you within 30 feet of you. If you win the contest, the creature is rebuked for 1 minute or until it takes any damage. A rebuked creature doesn't move, and can't take actions or reactions. A creature who wins the contest is immune to your rebuke for 24 hours.\"]}],\"attachedSpells\":[\"disguise self\"]},{\"name\":\"Squid Ship\",\"source\":\"AAG\",\"page\":48,\"otherSources\":[{\"source\":\"SjA\"}],\"type\":\"SPC|AAG\",\"rarity\":\"none\",\"value\":2500000,\"crew\":13,\"vehAc\":15,\"vehHp\":300,\"vehDmgThresh\":15,\"vehSpeed\":3.5,\"capCargo\":20,\"entries\":[\"Among the oldest types of spelljamming vessels, squid ships are popular with privateers and are often used as patrol ships. Standard weapons on a squid ship include a forward-mounted mangonel, two aft-mounted ballistae, and a reinforced bow for ramming. The tentacles that extend from the bow account for nearly half the ship's keel length.\",\"Squid ships can float and sail on water, and they can land on the ground.\"],\"seeAlsoVehicle\":[\"Squid Ship|AAG\"]},{\"name\":\"Stabling (per day)\",\"source\":\"PHB\",\"page\":157,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Stabling (per day)|XPHB\"],\"type\":\"TAH\",\"rarity\":\"none\",\"value\":50},{\"name\":\"Stabling (per day)\",\"source\":\"XPHB\",\"page\":230,\"freeRules2024\":true,\"type\":\"TAH|XPHB\",\"rarity\":\"none\",\"value\":5},{\"name\":\"Staff of Adornment\",\"source\":\"XDMG\",\"page\":306,\"type\":\"M|XPHB\",\"rarity\":\"common\",\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V|XPHB\"],\"mastery\":[\"Topple|XPHB\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"staff\":true,\"entries\":[\"If you place a Tiny object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of this staff while holding it, the object floats an inch from the staff's tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place.\"]},{\"name\":\"Staff of Adornment\",\"source\":\"XGE\",\"page\":139,\"reprintedAs\":[\"Staff of Adornment|XDMG\"],\"tier\":\"minor\",\"rarity\":\"common\",\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"staff\":true,\"entries\":[\"If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff's tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place.\"]},{\"name\":\"Staff of Birdcalls\",\"source\":\"XDMG\",\"page\":307,\"type\":\"M|XPHB\",\"rarity\":\"common\",\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V|XPHB\"],\"mastery\":[\"Topple|XPHB\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 4}\",\"charges\":10,\"staff\":true,\"entries\":[\"This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can take a {@action Magic|XPHB} action to expend 1 charge from the staff and cause it to create one of the following sounds, which can be heard out to 120 feet: a finch's chirp, a raven's caw, a duck's quack, a chicken's cluck, a goose's honk, a loon's call, a turkey's gobble, a seagull's cry, an owl's hoot, or an eagle's shriek.\",{\"type\":\"entries\",\"name\":\"Regaining Charges\",\"entries\":[\"The staff regains {@dice 1d6 + 4} expended charges daily at dawn. If you expend the last charge, roll {@dice 1d20}. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.\"]}]},{\"name\":\"Staff of Birdcalls\",\"source\":\"XGE\",\"page\":139,\"reprintedAs\":[\"Staff of Birdcalls|XDMG\"],\"tier\":\"minor\",\"rarity\":\"common\",\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 4}\",\"charges\":10,\"staff\":true,\"entries\":[\"This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch's chirp, a raven's caw, a duck's quack, a chicken's cluck, a goose's honk, a loon's call, a turkey's gobble, a seagull's cry, an owl's hoot, or an eagle's shriek.\",\"The staff regains {@dice 1d6 + 4} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.\"]},{\"name\":\"Staff of Charming\",\"source\":\"DMG\",\"page\":201,\"srd\":true,\"reprintedAs\":[\"Staff of Charming|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":\"by a bard, cleric, druid, sorcerer, warlock, or wizard\",\"reqAttuneTags\":[{\"class\":\"bard\"},{\"class\":\"cleric\"},{\"class\":\"druid\"},{\"class\":\"sorcerer\"},{\"class\":\"warlock\"},{\"class\":\"wizard\"}],\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"staff\":true,\"entries\":[\"While holding this staff, you can use an action to expend 1 of its 10 charges to cast {@spell charm person}, {@spell command}, or {@spell comprehend languages} from it using your spell save DC. The staff can also be used as a magic quarterstaff.\",\"If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.\",\"The staff regains {@dice 1d8 + 2} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 1, the staff becomes a nonmagical quarterstaff.\"],\"attachedSpells\":[\"charm person\",\"command\",\"comprehend languages\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Staff of Charming\",\"source\":\"XDMG\",\"page\":307,\"type\":\"M|XPHB\",\"rarity\":\"rare\",\"reqAttune\":\"by a bard, cleric, druid, sorcerer, warlock, or wizard\",\"reqAttuneTags\":[{\"class\":\"bard\"},{\"class\":\"cleric\"},{\"class\":\"druid\"},{\"class\":\"sorcerer\"},{\"class\":\"warlock\"},{\"class\":\"wizard\"}],\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V|XPHB\"],\"mastery\":[\"Topple|XPHB\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d8 + 2}\",\"charges\":10,\"staff\":true,\"entries\":[\"This staff has 10 charges. While holding the staff, you can use any of its properties:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Cast Spell\",\"entries\":[\"You can expend 1 of the staff's charges to cast {@spell Charm Person|XPHB}, {@spell Command|XPHB}, or {@spell Comprehend Languages|XPHB} from it using your spell save DC.\"]},{\"type\":\"item\",\"name\":\"Reflect Enchantment\",\"entries\":[\"If you succeed on a saving throw against an Enchantment spell that targets only you, you can take a {@variantrule Reaction|XPHB} to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.\"]},{\"type\":\"item\",\"name\":\"Resist Enchantment\",\"entries\":[\"If you fail a saving throw against an Enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn.\"]}]},{\"type\":\"entries\",\"name\":\"Regaining Charges\",\"entries\":[\"The staff regains {@dice 1d8 + 2} expended charges daily at dawn. If you expend the last charge, roll {@dice 1d20}. On a 1, the staff crumbles to dust and is destroyed.\"]}],\"attachedSpells\":[\"charm person|xphb\",\"command|xphb\",\"comprehend languages|xphb\"],\"hasFluffImages\":true},{\"name\":\"Staff of Contaminated Power\",\"source\":\"DoDk\",\"page\":232,\"type\":\"M\",\"rarity\":\"legendary\",\"reqAttune\":\"by a sorcerer, warlock, or wizard\",\"reqAttuneTags\":[{\"class\":\"sorcerer\"},{\"class\":\"warlock\"},{\"class\":\"wizard\"}],\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"bonusWeapon\":\"+2\",\"recharge\":\"special\",\"charges\":20,\"staff\":true,\"entries\":[\"This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it.\",\"The staff has 20 charges for the following properties. The staff regains 1 charge each hour it rests in the Deep Haze. You can also touch a delerium crystal to the staff, which causes it to regain {@dice 2d8 + 4} charges, then the crystal crumbles to dust. If you expend the last charge, you immediately gain {@dice 1d6} {@adventure levels of contamination|DoDk|12}.\",{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: {@spell delerium orb|DoDk} (1 charge), {@spell warp bolt|DoDk} (2 charges), {@spell ride the rifts|DoDk} (3 charges), {@spell delerium blast|DoDk} (4 charges), {@spell conjure the deep haze|DoDk} (5 charges), and {@spell ray of contamination|DoDk} (6 charges). You don't gain any {@adventure contamination levels|DoDk|12} when you cast these spells using charges from this staff.\"]}],\"attachedSpells\":[\"delerium orb|dodk\",\"warp bolt|dodk\",\"ride the rifts|dodk\",\"delerium blast|dodk\",\"conjure the deep haze|dodk\",\"ray of contamination|dodk\"]},{\"name\":\"Staff of Defense\",\"source\":\"LMoP\",\"page\":53,\"reprintedAs\":[\"Staff of Defense|PaBTSO\"],\"rarity\":\"rare\",\"reqAttune\":true,\"weight\":3,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"bonusAc\":\"+1\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 4}\",\"charges\":10,\"staff\":true,\"entries\":[\"This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. You must be attuned to the staff to gain its benefits and cast its spells.\",\"While holding the staff, you have a +1 bonus to your Armor Class.\",\"The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: {@spell mage armor} (1 charge) or {@spell shield} (2 charges). No components are required.\",\"The staff regains {@dice 1d6 + 4} expended charges each day at dawn. If you expend the staff's last charge, roll a {@dice d20}. On a 1, the staff shatters and is destroyed.\"],\"attachedSpells\":[\"mage armor\",\"shield\"]},{\"name\":\"Staff of Defense\",\"source\":\"PaBTSO\",\"page\":220,\"type\":\"M\",\"rarity\":\"rare\",\"reqAttune\":\"by a bard, sorcerer, warlock, or wizard\",\"reqAttuneTags\":[{\"class\":\"bard\"},{\"class\":\"sorcerer\"},{\"class\":\"warlock\"},{\"class\":\"wizard\"}],\"weight\":3,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"bonusAc\":\"+1\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 4}\",\"charges\":10,\"staff\":true,\"entries\":[\"This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. While holding the staff, you have a +1 bonus to your Armor Class.\",{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"The staff has 10 charges. While holding it, you can expend the requisite number of charges to cast one of the following spells from the staff: {@spell mage armor} (1 charge) or {@spell shield} (2 charges).\",\"The staff regains {@dice 1d6 + 4} expended charges daily at dawn. If you expend the staff's last charge, roll a {@dice d20}. On a 1, the staff shatters and is destroyed.\"]}],\"attachedSpells\":[\"mage armor\",\"shield\"]},{\"name\":\"Staff of Dunamancy\",\"source\":\"EGW\",\"page\":270,\"rarity\":\"very rare\",\"reqAttune\":\"by a wizard\",\"reqAttuneTags\":[{\"class\":\"wizard\"}],\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 4}\",\"charges\":10,\"staff\":true,\"entries\":[\"This staff of polished gray wood bears numerous runes carved along its length. The staff has 10 charges and regains {@dice 1d6 + 4} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 1, the staff turns into dust and is destroyed.\",\"While holding the staff, you can use an action to expend 2 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: {@spell fortune's favor|egw} (2 charges), {@spell pulse wave|egw} (3 charges), or {@spell gravity sinkhole|egw} (4 charges).\",{\"type\":\"entries\",\"name\":\"New Possibility\",\"entries\":[\"If you are holding the staff and fail a saving throw against a spell that targets only you, you can turn your failed save into a successful one. This property can't be used again until the next dawn.\"]}],\"attachedSpells\":[\"fortune's favor|egw\",\"pulse wave|egw\",\"gravity sinkhole|egw\"]},{\"name\":\"Staff of Fate\",\"source\":\"CM\",\"page\":183,\"baseItem\":\"quarterstaff|PHB\",\"type\":\"M\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"bonusWeapon\":\"+3\",\"recharge\":\"special\",\"charges\":6,\"staff\":true,\"entries\":[\"This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.\",{\"type\":\"entries\",\"name\":\"Altered Outcome\",\"entries\":[\"The staff has 6 charges. As a bonus action, you can expend 1 of the staff's charges to give yourself or one other creature that you can see a {@dice d4}. The recipient can roll this {@dice d4} and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost.\",\"If you expend the staff's last charge, roll a {@dice d20}. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains {@dice 1d6} of its expended charges.\"]}]},{\"name\":\"Staff of Fire\",\"source\":\"DMG\",\"page\":201,\"srd\":true,\"reprintedAs\":[\"Staff of Fire|XDMG\"],\"resist\":[\"fire\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":\"by a druid, sorcerer, warlock, or wizard\",\"reqAttuneTags\":[{\"class\":\"druid\"},{\"class\":\"sorcerer\"},{\"class\":\"warlock\"},{\"class\":\"wizard\"}],\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 4}\",\"charges\":10,\"staff\":true,\"entries\":[\"You have resistance to fire damage while you hold this staff.\",\"The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: {@spell burning hands} (1 charge), {@spell fireball} (3 charges), or {@spell wall of fire} (4 charges).\",\"The staff regains {@dice 1d6 + 4} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 1, the staff blackens, crumbles into cinders, and is destroyed.\"],\"attachedSpells\":[\"burning hands\",\"fireball\",\"wall of fire\"],\"lootTables\":[\"Magic Item Table H\"],\"hasFluffImages\":true},{\"name\":\"Staff of Fire\",\"source\":\"XDMG\",\"page\":307,\"type\":\"M|XPHB\",\"resist\":[\"fire\"],\"rarity\":\"very rare\",\"reqAttune\":\"by a druid, sorcerer, warlock, or wizard\",\"reqAttuneTags\":[{\"class\":\"druid\"},{\"class\":\"sorcerer\"},{\"class\":\"warlock\"},{\"class\":\"wizard\"}],\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V|XPHB\"],\"mastery\":[\"Topple|XPHB\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 4}\",\"charges\":10,\"staff\":true,\"entries\":[\"You have {@variantrule Resistance|XPHB} to Fire damage while you hold this staff.\",{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.\",{\"type\":\"table\",\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"colLabels\":[\"Spell\",\"Charge Cost\"],\"rows\":[[\"{@spell Burning Hands|XPHB}\",\"1\"],[\"{@spell Fireball|XPHB}\",\"3\"],[\"{@spell Wall of Fire|XPHB}\",\"4\"]]}]},{\"type\":\"entries\",\"name\":\"Regaining Charges\",\"entries\":[\"The staff regains {@dice 1d6 + 4} expended charges daily at dawn. If you expend the last charge, roll {@dice 1d20}. On a 1, the staff crumbles into cinders and is destroyed.\"]}],\"attachedSpells\":[\"burning hands|xphb\",\"fireball|xphb\",\"wall of fire|xphb\"],\"hasFluffImages\":true},{\"name\":\"Staff of Flowers\",\"source\":\"XDMG\",\"page\":308,\"type\":\"M|XPHB\",\"rarity\":\"common\",\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V|XPHB\"],\"mastery\":[\"Topple|XPHB\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 4}\",\"charges\":10,\"staff\":true,\"entries\":[\"This wooden staff has 10 charges. While holding it, you can take a {@action Magic|XPHB} action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of yourself, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild-scented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would.\",{\"type\":\"entries\",\"name\":\"Regaining Charges\",\"entries\":[\"The staff regains {@dice 1d6 + 4} expended charges daily at dawn. If you expend the last charge, roll {@dice 1d20}. On a 1, the staff turns into flower petals and is lost forever.\"]}],\"hasFluffImages\":true},{\"name\":\"Staff of Flowers\",\"source\":\"XGE\",\"page\":139,\"reprintedAs\":[\"Staff of Flowers|XDMG\"],\"tier\":\"minor\",\"rarity\":\"common\",\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 4}\",\"charges\":10,\"staff\":true,\"entries\":[\"This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mildscented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would. The staff regains {@dice 1d6 + 4} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 1, the staff turns into flower petals and is lost forever.\"]},{\"name\":\"Staff of Frost\",\"source\":\"DMG\",\"page\":202,\"srd\":true,\"reprintedAs\":[\"Staff of Frost|XDMG\"],\"resist\":[\"cold\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":\"by a druid, sorcerer, warlock, or wizard\",\"reqAttuneTags\":[{\"class\":\"druid\"},{\"class\":\"sorcerer\"},{\"class\":\"warlock\"},{\"class\":\"wizard\"}],\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 4}\",\"charges\":10,\"staff\":true,\"entries\":[\"You have resistance to cold damage while you hold this staff.\",\"The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: {@spell cone of cold} (5 charges), {@spell fog cloud} (1 charge), {@spell ice storm} (4 charges), or {@spell wall of ice} (4 charges).\",\"The staff regains {@dice 1d6 + 4} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 1. the staff turns to water and is destroyed.\"],\"attachedSpells\":[\"cone of cold\",\"fog cloud\",\"ice storm\",\"wall of ice\"],\"lootTables\":[\"Magic Item Table H\"],\"hasFluffImages\":true},{\"name\":\"Staff of Frost\",\"source\":\"XDMG\",\"page\":308,\"type\":\"M|XPHB\",\"resist\":[\"cold\"],\"rarity\":\"very rare\",\"reqAttune\":\"by a druid, sorcerer, warlock, or wizard\",\"reqAttuneTags\":[{\"class\":\"druid\"},{\"class\":\"sorcerer\"},{\"class\":\"warlock\"},{\"class\":\"wizard\"}],\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V|XPHB\"],\"mastery\":[\"Topple|XPHB\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 4}\",\"charges\":10,\"staff\":true,\"entries\":[\"You have {@variantrule Resistance|XPHB} to Cold damage while you hold this staff.\",{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.\",{\"type\":\"table\",\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"colLabels\":[\"Spell\",\"Charge Cost\"],\"rows\":[[\"{@spell Cone of Cold|XPHB}\",\"5\"],[\"{@spell Fog Cloud|XPHB}\",\"1\"],[\"{@spell Ice Storm|XPHB}\",\"4\"],[\"{@spell Wall of Ice|XPHB}\",\"4\"]]}]},{\"type\":\"entries\",\"name\":\"Regaining Charges\",\"entries\":[\"The staff regains {@dice 1d6 + 4} expended charges daily at dawn. If you expend the last charge, roll {@dice 1d20}. On a 1, the staff turns to water and is destroyed.\"]}],\"attachedSpells\":[\"cone of cold|xphb\",\"fog cloud|xphb\",\"ice storm|xphb\",\"wall of ice|xphb\"],\"hasFluffImages\":true},{\"name\":\"Staff of Healing\",\"source\":\"DMG\",\"page\":202,\"srd\":true,\"reprintedAs\":[\"Staff of Healing|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":\"by a bard, cleric, or druid\",\"reqAttuneTags\":[{\"class\":\"bard\"},{\"class\":\"cleric\"},{\"class\":\"druid\"}],\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 4}\",\"charges\":10,\"staff\":true,\"entries\":[\"This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: {@spell cure wounds} (1 charge per spell level, up to 4th), {@spell lesser restoration} (2 charges). or {@spell mass cure wounds} (5 charges).\",\"The staff regains {@dice 1d6 + 4} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 1. the staff vanishes in a flash of light, lost forever.\"],\"attachedSpells\":[\"lesser restoration\",\"mass cure wounds\",\"cure wounds\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Staff of Healing\",\"source\":\"XDMG\",\"page\":308,\"type\":\"M|XPHB\",\"rarity\":\"rare\",\"reqAttune\":\"by a bard, cleric, or druid\",\"reqAttuneTags\":[{\"class\":\"bard\"},{\"class\":\"cleric\"},{\"class\":\"druid\"}],\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V|XPHB\"],\"mastery\":[\"Topple|XPHB\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 4}\",\"charges\":10,\"staff\":true,\"entries\":[\"This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell.\",{\"type\":\"table\",\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"colLabels\":[\"Spell\",\"Charge Cost\"],\"rows\":[[\"{@spell Cure Wounds|XPHB}\",\"1 charge per spell level (maximum 4 for a level 4 spell)\"],[\"{@spell Lesser Restoration|XPHB}\",\"2\"],[\"{@spell Mass Cure Wounds|XPHB}\",\"5\"]]},{\"type\":\"entries\",\"name\":\"Regaining Charges\",\"entries\":[\"The staff regains {@dice 1d6 + 4} expended charges daily at dawn. If you expend the last charge, roll {@dice 1d20}. On a 1, the staff vanishes in a flash of light, lost forever.\"]}],\"attachedSpells\":[\"cure wounds|xphb\",\"lesser restoration|xphb\",\"mass cure wounds|xphb\"],\"hasFluffImages\":true},{\"name\":\"Staff of Power\",\"source\":\"DMG\",\"page\":202,\"srd\":true,\"reprintedAs\":[\"Staff of Power|XDMG\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":\"by a sorcerer, warlock, or wizard\",\"reqAttuneTags\":[{\"class\":\"sorcerer\"},{\"class\":\"warlock\"},{\"class\":\"wizard\"}],\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"bonusWeapon\":\"+2\",\"bonusSpellAttack\":\"+2\",\"bonusAc\":\"+2\",\"bonusSavingThrow\":\"+2\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 2d8 + 4}\",\"charges\":20,\"staff\":true,\"entries\":[\"This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.\",\"The staff has 20 charges for the following properties. The staff regains {@dice 2d8 + 4} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain {@dice 1d8 + 2} charges.\",{\"name\":\"Power Strike\",\"type\":\"entries\",\"entries\":[\"When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra {@damage 1d6} force damage to the target.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: {@spell cone of cold} (5 charges), {@spell fireball} (5th-level version, 5 charges), {@spell globe of invulnerability} (6 charges), {@spell hold monster} (5 charges), {@spell levitate} (2 charges), {@spell lightning bolt} (5th-level version, 5 charges), {@spell magic missile} (1 charge), {@spell ray of enfeeblement} (1 charge), or {@spell wall of force} (5 charges).\"]},{\"name\":\"Retributive Strike\",\"type\":\"entries\",\"entries\":[\"You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.\",\"You have a {@chance 50} chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.\",{\"type\":\"table\",\"colLabels\":[\"Distance from Origin\",\"Effect\"],\"colStyles\":[\"col-3\",\"col-9\"],\"rows\":[[\"10 ft. away or closer\",\"8 × the number of charges in the staff\"],[\"11 to 20 ft. away\",\"6 × the number of charges in the staff\"],[\"21 to 30 ft. away\",\"4 × the number of charges in the staff\"]]}]}],\"attachedSpells\":[\"cone of cold\",\"fireball\",\"globe of invulnerability\",\"hold monster\",\"levitate\",\"lightning bolt\",\"magic missile\",\"ray of enfeeblement\",\"wall of force\"],\"lootTables\":[\"Magic Item Table H\"],\"hasFluffImages\":true},{\"name\":\"Staff of Power\",\"source\":\"XDMG\",\"page\":308,\"type\":\"M|XPHB\",\"rarity\":\"very rare\",\"reqAttune\":\"by a sorcerer, warlock, or wizard\",\"reqAttuneTags\":[{\"class\":\"sorcerer\"},{\"class\":\"warlock\"},{\"class\":\"wizard\"}],\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V|XPHB\"],\"mastery\":[\"Topple|XPHB\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"bonusWeapon\":\"+2\",\"bonusSpellAttack\":\"+2\",\"bonusAc\":\"+2\",\"bonusSavingThrow\":\"+2\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 2d8 + 4}\",\"charges\":20,\"staff\":true,\"entries\":[\"This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to {@variantrule Armor Class|XPHB}, saving throws, and spell attack rolls.\",{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"While holding the staff , you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.\",{\"type\":\"table\",\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"colLabels\":[\"Spell\",\"Charge Cost\"],\"rows\":[[\"{@spell Cone of Cold|XPHB}\",\"5\"],[\"{@spell Fireball|XPHB} (level 5 version)\",\"5\"],[\"{@spell Globe of Invulnerability|XPHB}\",\"6\"],[\"{@spell Hold Monster|XPHB}\",\"5\"],[\"{@spell Levitate|XPHB}\",\"2\"],[\"{@spell Lightning Bolt|XPHB} (level 5 version)\",\"5\"],[\"{@spell Magic Missile|XPHB}\",\"1\"],[\"{@spell Ray of Enfeeblement|XPHB}\",\"1\"],[\"{@spell Wall of Force|XPHB}\",\"5\"]]}]},{\"type\":\"entries\",\"name\":\"Regaining Charges\",\"entries\":[\"The staff regains {@dice 2d8 + 4} expended charges daily at dawn. If you expend the last charge, roll {@dice 1d20}. On a 1, the staff retains its +2 bonus to attack rolls and damage rolls but loses all other properties. On a 20, the staff regains {@dice 1d8 + 2} charges.\"]},{\"type\":\"entries\",\"name\":\"Retributive Strike\",\"entries\":[\"You can take a {@action Magic|XPHB} action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from itself. You have a {@chance 50} chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff . Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in the staff . On a successful save, a creature takes half as much damage.\"]}],\"attachedSpells\":[\"cone of cold|xphb\",\"fireball|xphb\",\"globe of invulnerability|xphb\",\"hold monster|xphb\",\"levitate|xphb\",\"lightning bolt|xphb\",\"magic missile|xphb\",\"ray of enfeeblement|xphb\",\"wall of force|xphb\"]},{\"name\":\"Staff of Ruling\",\"source\":\"QftIS\",\"page\":191,\"type\":\"M\",\"rarity\":\"rare\",\"reqAttune\":true,\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"staff\":true,\"entries\":[\"An ornate carving of a serpent adorned with a coursing river spirals down the length of this redand-gold staff. While you're holding it, you can use an action to produce one of the following effects. Once the staff has produced an effect, it can't produce that effect again until the next dawn.\",{\"type\":\"entries\",\"name\":\"Orb of Lightning\",\"entries\":[\"You create a Small orb of lightning in an unoccupied space you can see within 60 feet of yourself. You concentrate on this orb as if {@status concentration||concentrating} on a spell. As a bonus action, you can move the orb up to 20 feet in any direction.\",\"When your {@status concentration} ends, or when a creature enters the orb's space or starts its turn there, the orb detonates in a 20-foot-radius sphere. Each creature in that area must make a DC 15 Dexterity saving throw, taking lightning damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one; the orb's base damage is {@dice 6d6}, and if at the end of your turn the orb hasn't detonated, its damage increases by {@dice 2d6}, to a maximum of {@dice 10d6}.\"]},{\"type\":\"entries\",\"name\":\"Staff to Snake\",\"entries\":[\"You throw the staff to an unoccupied space within 10 feet of you, and the staff becomes a {@creature giant poisonous snake}. The snake is under your control and shares your initiative count, but it takes its turn immediately after yours.\",\"On your turn, you can mentally command the snake if it is within 60 feet of you and you don't have the {@condition incapacitated} condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a location.\",\"If you use a bonus action to speak the command word again, or if the snake is reduced to 0 hit points, the snake reverts to staff form in its current space.\"]},{\"type\":\"entries\",\"name\":\"Thunderclap\",\"entries\":[\"You point the staff skyward, producing a fearsome thunderclap. Each creature of your choice in a 30-foot-radius sphere centered on you must succeed on a DC 15 Constitution saving throw or have the {@condition deafened} and {@condition frightened} conditions until the end of your next turn.\"]}],\"hasFluffImages\":true},{\"name\":\"Staff of Striking\",\"source\":\"DMG\",\"page\":203,\"srd\":true,\"reprintedAs\":[\"Staff of Striking|XDMG\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"bonusWeapon\":\"+3\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 4}\",\"charges\":10,\"staff\":true,\"entries\":[\"This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.\",\"The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra {@damage 1d6} force damage. The staff regains {@dice 1d6 + 4} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 1, the staff becomes a nonmagical quarterstaff.\"],\"lootTables\":[\"Magic Item Table H\"]},{\"name\":\"Staff of Striking\",\"source\":\"XDMG\",\"page\":309,\"freeRules2024\":true,\"type\":\"M|XPHB\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V|XPHB\"],\"mastery\":[\"Topple|XPHB\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"bonusWeapon\":\"+3\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 4}\",\"charges\":10,\"staff\":true,\"entries\":[\"This staff can be wielded as a magic Quarterstaff that grants a +3 bonus to attack rolls and damage rolls made with it.\",\"The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 charges. For each charge you expend, the target takes an extra {@damage 1d6} Force damage.\",{\"type\":\"entries\",\"name\":\"Regaining Charges\",\"entries\":[\"The staff regains {@dice 1d6 + 4} expended charges daily at dawn. If you expend the last charge, roll {@dice 1d20}. On a 1, the staff becomes a nonmagical Quarterstaff.\"]}]},{\"name\":\"Staff of Swarming Insects\",\"source\":\"DMG\",\"page\":203,\"srd\":true,\"reprintedAs\":[\"Staff of Swarming Insects|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":\"by a bard, cleric, druid, sorcerer, warlock, or wizard\",\"reqAttuneTags\":[{\"class\":\"bard\"},{\"class\":\"cleric\"},{\"class\":\"druid\"},{\"class\":\"sorcerer\"},{\"class\":\"warlock\"},{\"class\":\"wizard\"}],\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 4}\",\"charges\":10,\"staff\":true,\"entries\":[\"This staff has 10 charges and regains {@dice 1d6 + 4} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 1, a {@creature swarm of insects} consumes and destroys the staff, then disperses.\",{\"name\":\"Spells\",\"type\":\"entries\",\"entries\":[\"While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: {@spell giant insect} (4 charges) or {@spell insect plague} (5 charges).\"]},{\"name\":\"Insect Cloud\",\"type\":\"entries\",\"entries\":[\"While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.\"]}],\"attachedSpells\":[\"giant insect\",\"insect plague\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Staff of Swarming Insects\",\"source\":\"XDMG\",\"page\":309,\"type\":\"M|XPHB\",\"rarity\":\"rare\",\"reqAttune\":\"by a bard, cleric, druid, sorcerer, warlock, or wizard\",\"reqAttuneTags\":[{\"class\":\"bard\"},{\"class\":\"cleric\"},{\"class\":\"druid\"},{\"class\":\"sorcerer\"},{\"class\":\"warlock\"},{\"class\":\"wizard\"}],\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V|XPHB\"],\"mastery\":[\"Topple|XPHB\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 4}\",\"charges\":10,\"staff\":true,\"entries\":[\"This staff has 10 charges.\",{\"type\":\"entries\",\"name\":\"Insect Cloud\",\"entries\":[\"While holding the staff , you can take a {@action Magic|XPHB} action and expend 1 charge to cause a swarm of harmless flying insects to fill a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from you. The insects remain for 10 minutes, making the area {@variantrule Heavily Obscured|XPHB} for creatures other than you. A strong wind (like that created by {@spell Gust of Wind|XPHB}) disperses the swarm and ends the effect.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC and spell attack modifier. The table indicates how many charges you must expend to cast the spell.\",{\"type\":\"table\",\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"colLabels\":[\"Spell\",\"Charge Cost\"],\"rows\":[[\"{@spell Giant Insect|XPHB}\",\"4\"],[\"{@spell Insect Plague|XPHB}\",\"5\"]]}]},{\"type\":\"entries\",\"name\":\"Regaining Charges\",\"entries\":[\"The staff regains {@dice 1d6 + 4} expended charges daily at dawn. If you expend the last charge, roll {@dice 1d20}. On a 1, a swarm of insects consumes and destroys the staff, then disperses.\"]}],\"attachedSpells\":[\"giant insect|xphb\",\"insect plague|xphb\"],\"hasFluffImages\":true},{\"name\":\"Staff of the Adder\",\"source\":\"DMG\",\"page\":203,\"reprintedAs\":[\"Staff of the Adder|XDMG\"],\"tier\":\"major\",\"rarity\":\"uncommon\",\"reqAttune\":\"by a cleric, druid, or warlock\",\"reqAttuneTags\":[{\"class\":\"cleric\"},{\"class\":\"druid\"},{\"class\":\"warlock\"}],\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"staff\":true,\"entries\":[\"You can use a bonus action to speak this staff's command word and make the head of the staff become that of an animate poisonous snake for 1 minute. By using another bonus action to speak the command word again, you return the staff to its normal inanimate form.\",\"You can make a melee attack using the snake head, which has a reach of 5 feet. Your proficiency bonus applies to the attack roll. On a hit, the target takes {@damage 1d6} piercing damage and must succeed on a DC 15 Constitution saving throw or take {@damage 3d6} poison damage.\",\"The snake head can be attacked while it is animate. It has an Armor Class of 15 and 20 hit points. If the head drops to 0 hit points, the staff is destroyed. As long as it's not destroyed, the staff regains all lost hit points when it reverts to its inanimate form.\"],\"lootTables\":[\"Magic Item Table F\"],\"hasFluffImages\":true},{\"name\":\"Staff of the Adder\",\"source\":\"XDMG\",\"page\":310,\"type\":\"M|XPHB\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V|XPHB\"],\"mastery\":[\"Topple|XPHB\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"staff\":true,\"entries\":[\"As a {@variantrule Bonus Action|XPHB}, you can turn the head of this staff into that of an animate, venomous snake for 1 minute or revert the staff to its inanimate form.\",\"When you take the {@action Attack|XPHB} action, you can make one of the attack rolls using the animated snake head, which has a reach of 5 feet. Apply your {@variantrule Proficiency|XPHB|Proficiency Bonus} and Wisdom modifier to the attack roll. On a hit, the target takes {@damage 1d6} Piercing damage and {@damage 3d6} Poison damage.\",\"The snake head can be attacked while it is animate. It has AC 15, HP 20, and {@variantrule Immunity|XPHB} to Poison and Psychic damage. If the head drops to 0 {@variantrule Hit Points|XPHB}, the staff is destroyed. As long as it's not destroyed, the staff regains all lost {@variantrule Hit Points|XPHB} when it reverts to its inanimate form.\"],\"hasFluffImages\":true},{\"name\":\"Staff of the Forgotten One\",\"source\":\"ToA\",\"page\":208,\"rarity\":\"artifact\",\"reqAttune\":\"by a sorcerer, warlock, or wizard\",\"reqAttuneTags\":[{\"class\":\"sorcerer\"},{\"class\":\"warlock\"},{\"class\":\"wizard\"}],\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"bonusWeapon\":\"+3\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d4 + 3}\",\"charges\":7,\"staff\":true,\"entries\":[\"This crooked staff is carved from bone and topped with the skull of a forgotten {@creature archmage} whom {@creature Acererak|ToA} destroyed long ago. Etched into the skull's forehead is {@creature acererak|ToA|Acererak's} rune, which is known on many worlds as a sign of death.\",{\"type\":\"entries\",\"name\":\"Beneficial Properties\",\"entries\":[\"While the staff is on your person, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"Your proficiency bonus to Intelligence ({@skill Arcana}) and Intelligence ({@skill History}) checks is doubled.\",\"You can't be {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition petrified}, or {@condition stunned}.\",\"Undead with a challenge rating of 2 or lower will neither threaten nor attack you unless you harm them.\",\"You can wield the staff as a +3 quarterstaff that deals an extra 10 ({@damage 3d6}) necrotic damage on a hit.\"]}]},{\"type\":\"entries\",\"name\":\"Invoke Curse\",\"entries\":[\"The Staff of the Forgotten One has 7 charges and regains {@dice 1d4 + 3} expended charges daily at dawn. While holding the staff, you can use an action to expend 1 charge and target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw (using your spell save DC) or be cursed. While cursed in this way, the target can't regain hit points and has vulnerability to necrotic damage. A {@spell greater restoration}, {@spell remove curse}, or similar spell ends the curse on the target.\"]},{\"type\":\"entries\",\"name\":\"The Forgotten One\",\"entries\":[\"The bodiless life force of a dead {@creature archmage} empowers the staff and is imprisoned within it. The rune carved into the staff's skull protects {@creature Acererak|ToA} from this spirit's vengeance. Each time a creature other than {@creature Acererak|ToA} expends any of the staff's charges, there is a {@chance 50} chance that the life force tries to possess the staff wielder. The wielder must succeed on a DC 20 Charisma saving throw or be possessed, becoming an NPC under the DM's control. If the intruding life force is targeted by magic such as a {@spell dispel evil and good} spell, it becomes trapped in the staff once more. Once it takes control of another creature, the insane spirit of the dead {@creature archmage} attempts to destroy the staff.\"]},{\"type\":\"entries\",\"name\":\"Destroying the Staff\",\"entries\":[\"A creature in possession of the staff can use an action to break it over one knee or a solid surface. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. Each creature in the area must make a DC 18 Dexterity saving throw, taking 132 ({@damage 24d10}) force damage on a failed save, or half as much damage on a successful one. When the staff is destroyed, the life force of the Forgotten One is released to the afterlife. Where it goes is anyone's guess.\"]}]},{\"name\":\"Staff of the Ivory Claw\",\"source\":\"EGW\",\"page\":270,\"rarity\":\"rare\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"bonusSpellAttack\":\"+1\",\"staff\":true,\"entries\":[\"This gray-and-cerulean staff is topped with a small dragon claw carved from ivory. While holding the staff, you gain a +1 bonus to spell attack rolls. Whenever you score a critical hit with a spell attack, the target takes an extra {@damage 3d6} radiant damage.\"]},{\"name\":\"Staff of the Magi\",\"source\":\"DMG\",\"page\":203,\"srd\":true,\"reprintedAs\":[\"Staff of the Magi|XDMG\"],\"tier\":\"major\",\"rarity\":\"legendary\",\"reqAttune\":\"by a sorcerer, warlock, or wizard\",\"reqAttuneTags\":[{\"class\":\"sorcerer\"},{\"class\":\"warlock\"},{\"class\":\"wizard\"}],\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"bonusWeapon\":\"+2\",\"bonusSpellAttack\":\"+2\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 4d6 + 2}\",\"charges\":50,\"staff\":true,\"entries\":[\"This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.\",\"The staff has 50 charges for the following properties. It regains {@dice 4d6 + 2} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 20, the staff regains {@dice 1d12 + 1} charges.\",{\"name\":\"Spell Absorption\",\"type\":\"entries\",\"entries\":[\"While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).\"]},{\"name\":\"Spells\",\"type\":\"entries\",\"entries\":[\"While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: {@spell conjure elemental} (7 charges), {@spell dispel magic} (3 charges), {@spell fireball} (7th-level version, 7 charges), {@spell flaming sphere} (2 charges), {@spell ice storm} (4 charges), {@spell invisibility} (2 charges), {@spell knock} (2 charges), {@spell lightning bolt} (7th-level version, 7 charges), {@spell passwall} (5 charges), {@spell plane shift} (7 charges), {@spell telekinesis} (5 charges), {@spell wall of fire} (4 charges), or {@spell web} (2 charges).\",\"You can also use an action to cast one of the following spells from the staff without using any charges: {@spell arcane lock}, {@spell detect magic}, {@spell enlarge/reduce}, {@spell light}, {@spell mage hand}, or {@spell protection from evil and good}.\"]},{\"name\":\"Retributive Strike\",\"type\":\"entries\",\"entries\":[\"You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.\",\"You have a {@chance 50} chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.\"]},{\"type\":\"table\",\"colLabels\":[\"Distance from Origin\",\"Damage\"],\"colStyles\":[\"col-3\",\"col-9\"],\"rows\":[[\"10 ft. away or closer\",\"8 × the number of charges in the staff\"],[\"11 to 20 ft. away\",\"6 × the number of charges in the staff\"],[\"21 to 30 ft. away\",\"4 × the number of charges in the staff\"]]}],\"attachedSpells\":[\"conjure elemental\",\"dispel magic\",\"fireball\",\"flaming sphere\",\"ice storm\",\"invisibility\",\"knock\",\"lightning bolt\",\"passwall\",\"plane shift\",\"telekinesis\",\"wall of fire\",\"web\",\"arcane lock\",\"detect magic\",\"enlarge/reduce\",\"light\",\"mage hand\",\"protection from evil and good\"],\"lootTables\":[\"Magic Item Table I\"],\"hasFluffImages\":true},{\"name\":\"Staff of the Magi\",\"source\":\"XDMG\",\"page\":310,\"type\":\"M|XPHB\",\"rarity\":\"legendary\",\"reqAttune\":\"by a sorcerer, warlock, or wizard\",\"reqAttuneTags\":[{\"class\":\"sorcerer\"},{\"class\":\"warlock\"},{\"class\":\"wizard\"}],\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V|XPHB\"],\"mastery\":[\"Topple|XPHB\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"bonusWeapon\":\"+2\",\"bonusSpellAttack\":\"+2\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 4d6 + 2}\",\"charges\":50,\"staff\":true,\"entries\":[\"This staff has 50 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.\",{\"type\":\"entries\",\"name\":\"Spell Absorption\",\"entries\":[\"While holding the staff , you have {@variantrule Advantage|XPHB} on saving throws against spells. In addition, you can take a {@variantrule Reaction|XPHB} when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its Retributive Strike (see below).\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.\",{\"type\":\"table\",\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"colLabels\":[\"Spell\",\"Charge Cost\"],\"rows\":[[\"{@spell Arcane Lock|XPHB}\",\"0\"],[\"{@spell Conjure Elemental|XPHB}\",\"7\"],[\"{@spell Detect Magic|XPHB}\",\"0\"],[\"{@spell Dispel Magic|XPHB}\",\"3\"],[\"{@spell Enlarge/Reduce|XPHB}\",\"0\"],[\"{@spell Fireball|XPHB} (level 7 version)\",\"7\"],[\"{@spell Flaming Sphere|XPHB}\",\"2\"],[\"{@spell Ice Storm|XPHB}\",\"4\"],[\"{@spell Invisibility|XPHB}\",\"2\"],[\"{@spell Knock|XPHB}\",\"2\"],[\"{@spell Light|XPHB}\",\"0\"],[\"{@spell Lightning Bolt|XPHB} (level 7 version)\",\"7\"],[\"{@spell Mage Hand|XPHB}\",\"0\"],[\"{@spell Passwall|XPHB}\",\"5\"],[\"{@spell Plane Shift|XPHB}\",\"7\"],[\"{@spell Protection from Evil and Good|XPHB}\",\"0\"],[\"{@spell Telekinesis|XPHB}\",\"5\"],[\"{@spell Wall of Fire|XPHB}\",\"4\"],[\"{@spell Web|XPHB}\",\"2\"]]}]},{\"type\":\"entries\",\"name\":\"Regaining Charges\",\"entries\":[\"The staff regains {@dice 4d6 + 2} expended charges daily at dawn. If you expend the last charge, roll {@dice 1d20}. On a 20, the staff regains {@dice 1d12 + 1} charges.\"]},{\"type\":\"entries\",\"name\":\"Retributive Strike\",\"entries\":[\"You can take a {@action Magic|XPHB} action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from itself. You have a {@chance 50} chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff. Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 6 times the number of charges in the staff. On a successful save, a creature takes half as much damage.\"]}],\"attachedSpells\":[\"arcane lock|xphb\",\"conjure elemental|xphb\",\"detect magic|xphb\",\"dispel magic|xphb\",\"enlarge/reduce|xphb\",\"fireball|xphb\",\"flaming sphere|xphb\",\"ice storm|xphb\",\"invisibility|xphb\",\"knock|xphb\",\"light|xphb\",\"lightning bolt|xphb\",\"mage hand|xphb\",\"passwall|xphb\",\"plane shift|xphb\",\"protection from evil and good|xphb\",\"telekinesis|xphb\",\"wall of fire|xphb\",\"web|xphb\"],\"hasFluffImages\":true},{\"name\":\"Staff of the Python\",\"source\":\"DMG\",\"page\":204,\"srd\":true,\"reprintedAs\":[\"Staff of the Python|XDMG\"],\"tier\":\"major\",\"rarity\":\"uncommon\",\"reqAttune\":\"by a cleric, druid, or warlock\",\"reqAttuneTags\":[{\"class\":\"cleric\"},{\"class\":\"druid\"},{\"class\":\"warlock\"}],\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"staff\":true,\"entries\":[\"You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a {@creature giant constrictor snake} under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.\",\"On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't {@condition incapacitated}. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.\",\"If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.\"],\"lootTables\":[\"Magic Item Table F\"],\"hasFluffImages\":true},{\"name\":\"Staff of the Python\",\"source\":\"XDMG\",\"page\":311,\"freeRules2024\":true,\"type\":\"M|XPHB\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V|XPHB\"],\"mastery\":[\"Topple|XPHB\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"staff\":true,\"entries\":[\"As a {@action Magic|XPHB} action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a {@creature Giant Constrictor Snake|XMM} in that space. The snake is under your control and shares your {@variantrule Initiative|XPHB} count, taking its turn immediately after yours.\",\"On your turn, you can mentally command the snake (no action required) if it is within 60 feet of you and you don't have the {@condition Incapacitated|XPHB} condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a location. Absent commands from you, the snake defends itself.\",\"As a {@variantrule Bonus Action|XPHB}, you can command the snake to revert to staff form in its current space, and you can't use the staff's property again for 1 hour. If the snake is reduced to 0 {@variantrule Hit Points|XPHB}, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff form before losing all its {@variantrule Hit Points|XPHB}, it regains all of them.\"],\"hasFluffImages\":true},{\"name\":\"Staff of the Rooted Hills\",\"source\":\"BGG\",\"page\":116,\"type\":\"M\",\"rarity\":\"rare\",\"reqAttune\":true,\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"bonusWeapon\":\"+1\",\"staff\":true,\"entries\":[\"The hill rune is carved into this gnarled wooden staff. The staff magically resizes to match the height of any creature that attunes to it.\",\"The staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The first time you hit any creature with the staff on your turn, the creature must succeed on a DC 12 Strength saving throw or be restrained by spectral vines until the start of your next turn.\",{\"type\":\"entries\",\"name\":\"Invoking the Rune\",\"entries\":[\"As an action, you can invoke the staff's rune to cast either {@spell hold person} (save DC 12) or {@spell speak with plants} with the staff. When you cast {@spell hold person} using the staff, the target is wreathed in spectral vines.\",\"Once the rune has been invoked to cast either spell, it can't be invoked again until the next dawn.\"]}],\"attachedSpells\":[\"hold person\"]},{\"name\":\"Staff of the Woodlands\",\"source\":\"DMG\",\"page\":204,\"srd\":true,\"reprintedAs\":[\"Staff of the Woodlands|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":\"by a druid\",\"reqAttuneTags\":[{\"class\":\"druid\"}],\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"bonusWeapon\":\"+2\",\"bonusSpellAttack\":\"+2\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 4}\",\"charges\":10,\"staff\":true,\"entries\":[\"This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.\",\"The staff has 10 charges for the following properties. It regains {@dice 1d6 + 4} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.\",{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: {@spell animal friendship} (1 charge), {@spell awaken} (5 charges), {@spell barkskin} (2 charges), {@spell locate animals or plants} (2 charges), {@spell speak with animals} (1 charge), {@spell speak with plants} (3 charges), or {@spell wall of thorns} (6 charges).\",\"You can also use an action to cast the {@spell pass without trace} spell from the staff without using any charges.\"]},{\"type\":\"entries\",\"name\":\"Tree Form\",\"entries\":[\"You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by {@spell detect magic}. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.\"]}],\"attachedSpells\":[\"pass without trace\",\"animal friendship\",\"awaken\",\"barkskin\",\"locate animals or plants\",\"speak with animals\",\"speak with plants\",\"wall of thorns\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Staff of the Woodlands\",\"source\":\"XDMG\",\"page\":311,\"type\":\"M|XPHB\",\"rarity\":\"rare\",\"reqAttune\":\"by a druid\",\"reqAttuneTags\":[{\"class\":\"druid\"}],\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V|XPHB\"],\"mastery\":[\"Topple|XPHB\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"bonusWeapon\":\"+2\",\"bonusSpellAttack\":\"+2\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"staff\":true,\"entries\":[\"This staff has 6 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.\",{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.\",{\"type\":\"table\",\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"colLabels\":[\"Spell\",\"Charge Cost\"],\"rows\":[[\"{@spell Animal Friendship|XPHB}\",\"1\"],[\"{@spell Awaken|XPHB}\",\"5\"],[\"{@spell Barkskin|XPHB}\",\"2\"],[\"{@spell Locate Animals or Plants|XPHB}\",\"2\"],[\"{@spell Pass without Trace|XPHB}\",\"2\"],[\"{@spell Speak with Animals|XPHB}\",\"1\"],[\"{@spell Speak with Plants|XPHB}\",\"3\"],[\"{@spell Wall of Thorns|XPHB}\",\"6\"]]}]},{\"type\":\"entries\",\"name\":\"Tree Form\",\"entries\":[\"You can take a {@action Magic|XPHB} action to plant one end of the staff in earth in an unoccupied space and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of Transmutation magic that can be discerned with the {@spell Detect Magic|XPHB} spell. While touching the tree and using a {@action Magic|XPHB} action, you return the staff to its normal form. Any creature in the tree falls when the tree reverts to a staff.\"]},{\"type\":\"entries\",\"name\":\"Regaining Charges\",\"entries\":[\"The staff regains {@dice 1d6} expended charges daily at dawn. If you expend the last charge, roll {@dice 1d20}. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff.\"]}],\"attachedSpells\":[\"animal friendship|xphb\",\"awaken|xphb\",\"barkskin|xphb\",\"locate animals or plants|xphb\",\"pass without trace|xphb\",\"speak with animals|xphb\",\"speak with plants|xphb\",\"wall of thorns|xphb\"],\"hasFluffImages\":true},{\"name\":\"Staff of Thunder and Lightning\",\"source\":\"DMG\",\"page\":204,\"srd\":true,\"reprintedAs\":[\"Staff of Thunder and Lightning|XDMG\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"bonusWeapon\":\"+2\",\"staff\":true,\"entries\":[\"This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.\",{\"type\":\"entries\",\"name\":\"Lightning\",\"entries\":[\"When you hit with a melee attack using the staff, you can cause the target to take an extra {@damage 2d6} lightning damage.\"]},{\"type\":\"entries\",\"name\":\"Thunder\",\"entries\":[\"When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become {@condition stunned} until the end of your next turn.\"]},{\"type\":\"entries\",\"name\":\"Lightning Strike\",\"entries\":[\"You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking {@damage 9d6} lightning damage on a failed save, or half as much damage on a successful one.\"]},{\"type\":\"entries\",\"name\":\"Thunderclap\",\"entries\":[\"You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes {@damage 2d6} thunder damage and becomes {@condition deafened} for 1 minute. On a successful save, a creature takes half damage and isn't {@condition deafened}.\"]},{\"type\":\"entries\",\"name\":\"Thunder and Lightning\",\"entries\":[\"You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.\"]}],\"lootTables\":[\"Magic Item Table H\"],\"hasFluffImages\":true},{\"name\":\"Staff of Thunder and Lightning\",\"source\":\"XDMG\",\"page\":311,\"type\":\"M|XPHB\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V|XPHB\"],\"mastery\":[\"Topple|XPHB\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"bonusWeapon\":\"+2\",\"staff\":true,\"entries\":[\"This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. It also has the following additional properties. Once one of these properties is used, it can't be used again until the next dawn.\",{\"type\":\"entries\",\"name\":\"Lightning\",\"entries\":[\"When you hit with a melee attack using the staff, you can cause the target to take an extra {@damage 2d6} Lightning damage (no action required).\"]},{\"type\":\"entries\",\"name\":\"Thunder\",\"entries\":[\"When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder audible out to 300 feet (no action required). The target you hit must succeed on a DC 17 Constitution saving throw or have the {@condition Stunned|XPHB} condition until the end of your next turn.\"]},{\"type\":\"entries\",\"name\":\"Thunder and Lightning\",\"entries\":[\"Immediately after you hit with a melee attack using the staff, you can take a {@variantrule Bonus Action|XPHB} to use the Lightning and Thunder properties (see above) at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.\"]},{\"type\":\"entries\",\"name\":\"Lightning Strike\",\"entries\":[\"You can take a {@action Magic|XPHB} action to cause a bolt of lightning to leap from the staff's tip in a {@variantrule Line [Area of Effect]|XPHB|Line} that is 5 feet wide and 120 feet long. Each creature in that {@variantrule Line [Area of Effect]|XPHB|Line} makes a DC 17 Dexterity saving throw, taking {@damage 9d6} Lightning damage on a failed save or half as much damage on a successful one.\"]},{\"type\":\"entries\",\"name\":\"Thunderclap\",\"entries\":[\"You can take a {@action Magic|XPHB} action to cause the staff to produce a thunderclap audible out to 600 feet. Every creature within a 60-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from you makes a DC 17 Constitution saving throw. On a failed save, a creature takes {@damage 2d6} Thunder damage and has the {@condition Deafened|XPHB} condition for 1 minute. On a successful save, a creature takes half as much damage only.\"]}],\"hasFluffImages\":true},{\"name\":\"Staff of Withering\",\"source\":\"DMG\",\"page\":205,\"srd\":true,\"reprintedAs\":[\"Staff of Withering|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":\"by a cleric, druid, or warlock\",\"reqAttuneTags\":[{\"class\":\"cleric\"},{\"class\":\"druid\"},{\"class\":\"warlock\"}],\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"staff\":true,\"entries\":[\"This staff has 3 charges and regains {@dice 1d3} expended charges daily at dawn.\",\"The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra {@damage 2d10} necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Staff of Withering\",\"source\":\"XDMG\",\"page\":312,\"freeRules2024\":true,\"type\":\"M|XPHB\",\"rarity\":\"rare\",\"reqAttune\":\"by a cleric, druid, or warlock\",\"reqAttuneTags\":[{\"class\":\"cleric\"},{\"class\":\"druid\"},{\"class\":\"warlock\"}],\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V|XPHB\"],\"mastery\":[\"Topple|XPHB\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"staff\":true,\"entries\":[\"This staff has 3 charges and regains {@dice 1d3} expended charges daily at dawn.\",\"The staff can be wielded as a magic Quarterstaff. On a hit, it deals damage as a normal Quarterstaff , and you can expend 1 charge to deal an extra {@damage 2d10} Necrotic damage to the target and force it to make a DC 15 Constitution saving throw. On a failed save, the target has {@variantrule Disadvantage|XPHB} for 1 hour on any ability check or saving throw that uses Strength or Constitution.\"],\"hasFluffImages\":true},{\"name\":\"Star Card\",\"source\":\"BMT\",\"page\":15,\"rarity\":\"legendary\",\"wondrous\":true,\"recharge\":\"dawn\",\"entries\":[\"As a bonus action, you can speak a command word while holding this card aloft to gain advantage on all saving throws you make for the next 10 minutes. Once this property is used, it can't be used again until the next dawn.\"],\"hasFluffImages\":true},{\"name\":\"Star Moth\",\"source\":\"AAG\",\"page\":50,\"type\":\"SPC|AAG\",\"rarity\":\"none\",\"value\":4000000,\"crew\":13,\"vehAc\":13,\"vehHp\":400,\"vehDmgThresh\":15,\"vehSpeed\":5.5,\"capCargo\":30,\"entries\":[\"Star moths are ships constructed and flown by astral elves, who don't like it when these ships end up in the hands of others.\",\"A star moth's hull is fashioned from a grown and sculpted organic substance, and its enormous, decorative wings are made of shimmering crystal. The vessel is built for space travel, but its design does enable it to float on water or land safely on the ground. Standard weaponry includes two ballistae nestled in the star moth's eye holes and a mangonel mounted above the bridge.\"],\"seeAlsoVehicle\":[\"Star Moth|AAG\"]},{\"name\":\"Star Razor (Awakened)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Star Razor (Dormant)\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":[{\"mode\":\"appendArr\",\"items\":{\"entries\":[{\"type\":\"entries\",\"name\":\"Awakened\",\"entries\":[\"When Star Razor reaches an awakened state, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"The weapon's bonus to attack and damage rolls increases to +2.\",\"When a creature within 5 feet of you hits you with a melee attack, you can use your reaction to create a burst of radiance from the sword, dealing {@damage 1d8} radiant damage to the attacker.\",\"You can cast the {@spell see invisibility} spell from the sword as an action, and the save DC for spells cast using the sword increases to 15.\"]}]}]}}]},\"_preserve\":{\"page\":true,\"fluff\":true}},\"bonusWeapon\":\"+2\",\"attachedSpells\":[\"faerie fire\",\"see invisibility\"],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Star Razor (Dormant)\",\"source\":\"TDCSR\",\"page\":210,\"baseItem\":\"longsword|PHB\",\"type\":\"M\",\"resist\":[\"radiant\"],\"rarity\":\"legendary\",\"reqAttune\":true,\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"V\",\"Vst|TDCSR\"],\"dmg1\":\"1d8\",\"dmgType\":\"S\",\"dmg2\":\"1d10\",\"bonusWeapon\":\"+1\",\"recharge\":\"dawn\",\"entries\":[\"The thick, grooved blade of this shining silver {@item longsword|PHB} is lined with etched runes that sparkle blue in the light. Star Razor—known also as Dwueth'var—was thought to have been destroyed or lost after the {@book Calamity|TDCSR|1|The Calamity}, but new rumors suggest that it might be wielded by a half-orc somewhere in {@book Wildemount|TDCSR|3|Wildemount}.\",{\"type\":\"entries\",\"name\":\"Dormant\",\"entries\":[\"While Star Razor is in a dormant state, you can hold this magic longsword and use a bonus action to speak the command word {@i Galas-var}, causing the sword to emit a pale blue glow that sheds bright light in a 20-foot radius and dim light for an additional 20 feet. This glow lasts until you use a bonus action to speak the command word again, or until you drop or sheathe the sword.\",{\"type\":\"list\",\"items\":[\"While this longsword is glowing, you gain a +1 bonus to attack and damage rolls made with the weapon, and you have resistance to radiant damage.\",\"You can cast the {@spell faerie fire} spell from the weapon as an action, requiring no components (save {@dc 13}). Once a spell has been cast using Star Razor, that spell can't be cast from the sword until the next dawn.\"]}]}],\"attachedSpells\":[\"faerie fire\"],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Star Razor (Exalted)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Star Razor (Awakened)\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":[{\"mode\":\"appendArr\",\"items\":{\"entries\":[{\"type\":\"entries\",\"name\":\"Exalted\",\"entries\":[\"When Star Razor reaches an exalted state, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"The weapon's bonus to attack and damage rolls increases to +3.\",\"The burst of radiance you can create as a reaction when hit with a melee attack deals {@damage 1d12} radiant damage, and you can immediately teleport to an unoccupied space you can see within 15 feet of you as part of the same reaction.\",\"You can cast the {@spell fly} spell from the sword as an action, and the save DC for spells cast using the sword increases to 17.\"]}]}]}}]},\"_preserve\":{\"page\":true,\"fluff\":true}},\"bonusWeapon\":\"+3\",\"attachedSpells\":[\"faerie fire\",\"see invisibility\",\"fly\"],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Star rose quartz\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Star rose quartz|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":5000,\"entries\":[\"A translucent rosy stone with white star-shaped center gemstone.\"]},{\"name\":\"Star rose quartz\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":5000,\"entries\":[\"A rosy stone with white star-shaped center gemstone.\"]},{\"name\":\"Star Ruby\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Star Ruby|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":100000,\"entries\":[\"A translucent ruby with white star-shaped center gemstone.\"]},{\"name\":\"Star Ruby\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":100000,\"entries\":[\"A ruby with white star-shaped center gemstone.\"]},{\"name\":\"Star Sapphire\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Star Sapphire|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":100000,\"entries\":[\"A translucent blue sapphire with white star-shaped center gemstone.\"]},{\"name\":\"Star Sapphire\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":100000,\"entries\":[\"A blue sapphire with white star-shaped center gemstone.\"]},{\"name\":\"Statuette of Augury\",\"source\":\"PaBTSO\",\"page\":62,\"rarity\":\"unknown (magic)\",\"wondrous\":true,\"entries\":[\"This gold statuette of an elf is worth 100 gp, and is imbued with divination magic. A non-evil creature grasping the statue can ask it a question and receive a telepathic response, as though the creature had cast {@spell augury}. Once a creature has asked its question and received a response, it can never activate the statuette again.\"],\"attachedSpells\":[\"augury\"]},{\"name\":\"Statuette of Saint Markovia\",\"source\":\"CoS\",\"page\":152,\"type\":\"OTH\",\"rarity\":\"unknown (magic)\",\"value\":25000,\"bonusSavingThrow\":\"+1\",\"entries\":[\"This golden statuette grants any good-aligned creature that carries it a +1 bonus to saving throws.\"]},{\"name\":\"Steel\",\"source\":\"WBtW\",\"page\":214,\"baseItem\":\"longsword|PHB\",\"type\":\"M\",\"rarity\":\"very rare\",\"reqAttune\":\"by a good-aligned creature\",\"reqAttuneTags\":[{\"alignment\":[\"G\"]}],\"sentient\":true,\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"V\"],\"dmg1\":\"1d8\",\"dmgType\":\"S\",\"dmg2\":\"1d10\",\"bonusWeapon\":\"+2\",\"entries\":[\"You have a +2 bonus to attack and damage rolls made with this magic weapon.\",{\"type\":\"entries\",\"name\":\"Revivify\",\"entries\":[\"You can use an action to cast the {@spell revivify} spell from the sword. You must touch the target with the sword to cast the spell. Once this property of the weapon is used, it can't be used again until the next dawn.\"]},{\"type\":\"entries\",\"name\":\"Sentience\",\"entries\":[\"Steel is a sentient, lawful good longsword with an Intelligence of 8, a Wisdom of 11, and a Charisma of 15. It can see and hear out to a range of 60 feet. The sword can speak, read, and understand Common and Draconic. It frets over your well-being while you are attuned to it, and it doesn't like to back down from a fight.\"]}],\"attachedSpells\":[\"revivify\"],\"hasFluffImages\":true},{\"name\":\"Steel Mirror\",\"source\":\"PHB\",\"page\":150,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Mirror|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":0.5,\"value\":500},{\"name\":\"Steward's Seal\",\"source\":\"DoDk\",\"page\":233,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"While wearing this badge, you can cast {@spell mage hand}, {@spell prestidigitation}, {@spell purify food and drink}, and {@spell unseen servant} at-will.\",\"You can use an action to cast one of the following spells: {@spell animate objects}, {@spell create food and water}, {@spell dispel magic}, or {@spell telekinesis}. Once the badge has been used to cast one of these spells, it can't be used to cast that spell again until the next dawn. You can choose your Intelligence, Wisdom, or Charisma score as the spellcasting ability for casting these spells, and use your proficiency bonus to determine their attack bonus and saving throw DC.\",{\"type\":\"entries\",\"name\":\"Crown Authority\",\"entries\":[\"A character cannot attune to more than one Seal of Drakkenheim. Guardian constructs in Drakkenheim such as {@creature wall gargoyle|DoDk|wall gargoyles} and {@creature tower dragon|DoDk|tower dragons} do not attack you while you are attuned to one of the Seals of Drakkenheim. An individual guardian ignores this effect for 24 hours if you attack it or cast a spell upon it.\",\"As an action, you may present a Seal of Drakkenheim to rebuke the guardians. You make an opposed Charisma ability check against each {@creature wall gargoyle|DoDk} or {@creature tower dragon|DoDk} that can see or hear you within 30 feet of you. If you win the contest, the creature is rebuked for 1 minute or until it takes any damage. A rebuked creature doesn't move, and can't take actions or reactions. A creature who wins the contest is immune to your rebuke for 24 hours.\"]}],\"attachedSpells\":[\"mage hand\",\"animate objects\",\"create food and water\",\"dispel magic\",\"telekinesis\",\"prestidigitation\",\"purify food and drink\",\"unseen servant\"]},{\"name\":\"Stink Bomb\",\"source\":\"TDCSR\",\"page\":100,\"type\":\"EXP|DMG\",\"rarity\":\"none\",\"value\":2500,\"range\":\"30\",\"entries\":[\"This smelly explosive can be primed and thrown up to 30 feet as an action. It explodes at the start of your next turn. Creatures within 20 feet of it must make a {@dc 12} Constitution {@quickref saving throws|PHB|2|1|saving throw} or be {@condition poisoned} for 1 minute. A creature can repeat this save at the end of each of its turns, ending the effect on itself on a success.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Stirring Dragon Vessel\",\"source\":\"FTD\",\"_copy\":{\"name\":\"Slumbering Dragon Vessel\",\"source\":\"FTD\",\"_preserve\":{\"page\":true}},\"rarity\":\"rare\",\"entries\":[\"This vessel can be a potion bottle, drinking horn, or other container meant to hold a liquid.\",\"As a bonus action, if the vessel is empty, you can speak the command word to fill the vessel with one of the following (your choice): ale, olive oil, mead, a {@item potion of healing}, a {@item potion of greater healing}, a {@item potion of climbing}, or a {@item potion of fire breath}. Once this property is used, it can't be used until the next dawn. A potion you create in this way loses its magical properties if it isn't imbibed within 24 hours.\"]},{\"name\":\"Stirring Dragon-Touched Focus\",\"source\":\"FTD\",\"_copy\":{\"name\":\"Slumbering Dragon-Touched Focus\",\"source\":\"FTD\",\"_preserve\":{\"page\":true}},\"rarity\":\"rare\",\"entries\":[\"This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons' wings, claws, teeth, or scales.\",\"You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells.\",\"The focus gains an additional property determined by the family of the dragon in whose hoard it became Stirring:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Chromatic\",\"entries\":[\"Whenever you use a spell slot to cast a spell that deals acid, cold, fire, lightning, or poison damage, roll a {@dice d6}, and you gain a bonus equal to the number rolled to one of the spell's damage rolls.\"]},{\"type\":\"item\",\"name\":\"Gem\",\"entries\":[\"Whenever you use a spell slot to cast a spell, you can immediately teleport to an unoccupied space you can see within 15 feet of you.\"]},{\"type\":\"item\",\"name\":\"Metallic\",\"entries\":[\"When a creature you can see within 30 feet of you makes a saving throw, you can use your reaction to give that creature advantage on the saving throw.\"]}]}]},{\"name\":\"Stirring Scaled Ornament\",\"source\":\"FTD\",\"_copy\":{\"name\":\"Slumbering Scaled Ornament\",\"source\":\"FTD\",\"_preserve\":{\"page\":true}},\"rarity\":\"rare\",\"bonusAc\":\"+1\",\"entries\":[\"This ornament can be jewelry, a cloak, or another wearable accessory. It appears to be fashioned from a dragon's scale, tooth, or claw, or it incorporates images in those shapes.\",\"You gain a +1 bonus to AC, and you can't be {@condition charmed} or {@condition frightened}. Moreover, each creature of your choice within 30 feet of you has advantage on saving throws it makes to avoid being {@condition charmed} or {@condition frightened} or to end those conditions on itself.\"]},{\"name\":\"Stone of Controlling Earth Elementals\",\"source\":\"DMG\",\"page\":205,\"srd\":true,\"reprintedAs\":[\"Stone of Controlling Earth Elementals|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"wondrous\":true,\"weight\":5,\"entries\":[\"If the stone is touching the ground, you can use an action to speak its command word and summon an {@creature earth elemental}, as if you had cast the {@spell conjure elemental} spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds.\"],\"attachedSpells\":[\"conjure elemental\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Stone of Controlling Earth Elementals\",\"source\":\"XDMG\",\"page\":312,\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"While touching this 5-pound stone to the ground, you can take a {@action Magic|XPHB} action to summon an {@creature Earth Elemental|XMM}. The elemental appears in an unoccupied space you choose within 30 feet of yourself, obeys your commands, and takes its turn immediately after you on your {@variantrule Initiative|XPHB} count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a {@variantrule Bonus Action|XPHB}. The stone can't be used this way again until the next dawn.\"],\"hasFluffImages\":true},{\"name\":\"Stone of Creation\",\"source\":\"AitFR-AVT\",\"page\":10,\"otherSources\":[{\"source\":\"AitFR-DN\",\"page\":14},{\"source\":\"AitFR-FCD\",\"page\":12}],\"rarity\":\"artifact\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"Rare legends and lore that speak of the Stone of Creation claim it fell to the Material Plane like a meteor from some distant edge of the Outer Planes or the Far Realm. Similar legends across various worlds, all describing stones that grow buildings and islands from magic, like a house from a seed, suggest the Stone of Creation is not a unique artifact—or that all the various pieces of it are derived from a single source of stone even larger than sages imagine.\",\"The raw, black stone appears flaky like slate but is as hard as granite and marbled with veins of gold and platinum. The original, complete Stone of Creation took the form of a blocky slab like a standing stone, but it may be impossible to know the Stone's true size, or if the concept of a \\\"whole\\\" Stone of Creation even applies to the artifact. Perhaps other slabs and boulders made from the Stone have been scattered across the multiverse, being cut down and recombed through interplanar movements and the magic of the artifacts themselves.\",{\"type\":\"entries\",\"name\":\"Random Properties\",\"entries\":[\"The Stone of Creation has the following random properties:\",{\"type\":\"list\",\"items\":[\"2 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} properties\",\"1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property\"]}]},{\"type\":\"entries\",\"name\":\"Stone Smithing\",\"entries\":[\"While attuned to the Stone of Creation, you are proficient with {@item mason's tools|PHB} and can use them to cut pieces from the Stone's slab, thereby creating lesser artifacts.\"]},{\"type\":\"entries\",\"name\":\"Cut into Pieces\",\"entries\":[\"The Stone of Creation is a source for smaller artifacts that derive their power from it. These pieces allow you to shape and bestow a portion of the slab's power for yourself or others.\",\"You can cut pieces in two general sizes: a {@item chip of creation|AitFR-AVT} or a {@item keystone of creation|AitFR-AVT}. These lesser artifacts require their own attunement.\",\"Up to eleven chips of creation can be created from the existing slab, plus up to nine keystones. A chip resembles a flake of rock about the size of an adult human's hand. A keystone is at least five times that thickness.\",\"When all chips and keystones have been cut away, a portion of the Stone remains but proves impervious to additional attempts to cut or chisel pieces from it. This smallest version of the Stone is the same size as a Tiny creature.\"]},{\"type\":\"entries\",\"name\":\"Raze or Reshape Creations\",\"entries\":[\"Although the Stone of Creation cannot create structures or demiplanes of its own, while you are attuned to it you can revise or renovate any structure or demiplane created by a keystone or chip, provided you are within 1 mile of the Stone and you can see or otherwise perceive the structure or demiplane. For example, you may add doors, seal windows, change the arrangement of rooms, or even dispel a structure created by a keystone. To do so, you must concentrate for 1 minute, as if on a spell, while picturing the changes you wish to make in your mind; over the course of that minute, the changes slowly occur. These changes cannot deal damage or directly harm a creature. A dispelled structure gradually recedes and diminishes to nothing, leaving creatures unharmed.\"]},{\"type\":\"entries\",\"name\":\"Destroying the Stone\",\"entries\":[\"The Stone of Creation is a strange artifact that can be divided into smaller artifacts, yet the Stone is impervious to most damage. Only the smith attuned to the Stone can carve it. Destroying the Stone's lesser, derived artifacts (and their creations) does no damage to the Stone itself.\",\"The Stone of Creation is destroyed if it reaches the Elemental Chaos or is struck with a forked metal rod attuned to the Elemental Chaos (as per the {@spell plane shift} spell). The Stone then shatters into harmless, inert shards of rock. Places created by the slab's chips and keystones crumble, decay, or fade away to nothing after the Stone of Creation is destroyed. Whether the Stone of Creation is itself a piece of a larger artifact remains unknown.\"]}]},{\"name\":\"Stone of Golorr\",\"source\":\"WDH\",\"page\":192,\"rarity\":\"artifact\",\"reqAttune\":true,\"wondrous\":true,\"sentient\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"The Stone of Golorr is a glossy, greenish-gray stone that fits in the palm of your hand. The stone is actually an {@creature aboleth} named Golorr, transformed by magic into an object.\",{\"type\":\"entries\",\"name\":\"Random Properties\",\"entries\":[\"The Stone of Golorr has the following properties, determined by rolling on the tables in the \\\"Artifacts\\\" section in chapter 7 of the Dungeon Master's Guide:\",{\"type\":\"list\",\"items\":[\"1 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial property}\",\"1 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental property}\"]}]},{\"type\":\"entries\",\"name\":\"Legend Lore\",\"entries\":[\"The Stone of Golorr has 3 charges and regains {@dice 1d3} expended charges daily at dawn. While holding the stone, you can expend 1 of its charges to cast the {@spell legend lore} spell.\",\"By using the stone to cast {@spell legend lore}, you communicate directly with the {@creature aboleth}, and it shares its knowledge with you. The aboleth can't lie to you, but the information it provides is often cryptic or vague.\",\"The aboleth knows where Lord Neverember's secret vault is located. It also knows that three keys are needed to open the vault and that a gold dragon named Aurinax inhabits the vault and guards its treasures.\"]},{\"type\":\"entries\",\"name\":\"Failed Memory\",\"entries\":[\"When your attunement to the Stone of Golorr ends, you must make a DC 16 Wisdom saving throw. On a failed save, you lose all memory of the stone being in your possession and all knowledge imparted by it. A {@spell remove curse} spell cast on you has a {@chance 20} chance of restoring the lost knowledge and memories, and a {@spell greater restoration} spell does so automatically.\"]},{\"type\":\"entries\",\"name\":\"Sentience\",\"entries\":[\"The Stone of Golorr is a sentient lawful evil magic item with an Intelligence of 18, a Wisdom of 15, and a Charisma of 18. It has hearing and {@sense darkvision} out to a range of 120 feet. It can communicate telepathically with the creature that is attuned to it, as long as that creature understands at least one language. In addition, the {@creature aboleth} learns the greatest desires of any creature that communicates telepathically with the stone.\",\"The Stone of Golorr hungers for information and prefers not to remain in the clutches of any creature for too long. Whenever the stone desires a new owner, it demands to be given to another intelligent creature as quickly as possible. If its demands are ignored, it tries to take control of its owner (see \\\"Sentient Magic Items\\\" in chapter 7 of the Dungeon Master's Guide).\"]},{\"type\":\"entries\",\"name\":\"Personality\",\"entries\":[\"The Stone of Golorr has an alien intellect that is both domineering and hungry for knowledge. It thinks of itself as an ageless and immortal god.\"]},{\"type\":\"entries\",\"name\":\"Destroying the Stone\",\"entries\":[\"While in stone form, the {@creature aboleth} isn't a creature and isn't subject to effects that target creatures. The Stone of Golorr is immune to all damage. Casting an {@spell antipathy/sympathy} spell on the stone destroys it if the antipathy effect is selected and the spell is directed to repel aberrations. When the spell is cast in this way, the stone transforms into mucus and is destroyed, and Golorr the aboleth appears in an unoccupied space within 30 feet of the stone's remains. The aboleth is incensed by the stone's destruction, and it attacks all other creatures it can see.\"]}],\"attachedSpells\":[\"legend lore\"],\"hasFluffImages\":true},{\"name\":\"Stone of Good Luck\",\"alias\":[\"Luckstone\"],\"source\":\"DMG\",\"page\":205,\"srd\":true,\"reprintedAs\":[\"Stone of Good Luck|XDMG\"],\"tier\":\"major\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"bonusSavingThrow\":\"+1\",\"bonusAbilityCheck\":\"+1\",\"entries\":[\"While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.\"],\"lootTables\":[\"Magic Item Table F\"],\"hasFluffImages\":true},{\"name\":\"Stone of Good Luck\",\"alias\":[\"Luckstone\"],\"source\":\"XDMG\",\"page\":312,\"freeRules2024\":true,\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"bonusSavingThrow\":\"+1\",\"bonusAbilityCheck\":\"+1\",\"entries\":[\"While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.\"],\"hasFluffImages\":true},{\"name\":\"Stone of Ill Luck\",\"source\":\"TftYP\",\"page\":229,\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"curse\":true,\"weight\":1,\"bonusSavingThrow\":\"-2\",\"bonusAbilityCheck\":\"-2\",\"entries\":[\"This polished agate appears to be a {@item stone of good luck} to anyone who tries to identify it, and it confers that item's property while on your person.\",{\"type\":\"entries\",\"name\":\"Curse\",\"entries\":[\"This item is cursed. While it is on your person, you take a -2 penalty to ability checks and saving throws. Until the curse is discovered, the DM secretly applies this penalty, assuming you are adding the item's bonus. You are unwilling to part with the stone until the curse is broken with {@spell remove curse} or similar magic.\"]}]},{\"name\":\"Stonebreaker's Breastplate\",\"source\":\"BGG\",\"page\":116,\"baseItem\":\"breastplate|PHB\",\"type\":\"MA\",\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"rarity\":\"legendary\",\"reqAttune\":true,\"weight\":20,\"ac\":14,\"entries\":[\"This breastplate is made from marbled granite, though it feels no heavier than a typical metal breastplate. Its chest is emblazoned with the stone rune.\",\"While wearing this breastplate, you have resistance to bludgeoning, piercing, and slashing damage and are immune to being knocked prone.\",{\"type\":\"entries\",\"name\":\"Invoking the Rune\",\"entries\":[\"As an action, you can invoke the breastplate's rune to cast the {@spell wall of stone} spell (save DC 14) with it. When you cast the spell in this way, you have advantage on saving throws made to maintain {@status concentration} on the spell.\",\"Once the rune has been invoked, it can't be invoked again until the next dawn.\",\"This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.\"]}],\"attachedSpells\":[\"wall of stone\"]},{\"name\":\"Stonemaker War Pick\",\"source\":\"BMT\",\"page\":68,\"baseItem\":\"war pick|PHB\",\"type\":\"M\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":2,\"weaponCategory\":\"martial\",\"dmg1\":\"1d8\",\"dmgType\":\"P\",\"bonusWeapon\":\"+1\",\"charges\":\"{@dice 1d6 + 1}\",\"entries\":[\"You gain a +1 bonus to attack and damage rolls made with this magic war pick. It has the following special properties:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Meld into Stone\",\"entries\":[\"You can cast the {@spell Meld into Stone} spell from this war pick. Once this property is used, it can't be used again until the next dawn.\"]},{\"type\":\"item\",\"name\":\"Petrification\",\"entries\":[\"The war pick has {@dice 1d6 + 1} charges. If you score a critical hit against a creature that has fewer than 100 hit points, you can expend 1 charge from the war pick to have that creature make a DC 15 Constitution saving throw. On a failed save, the creature has the petrified condition for 8 hours. When the war pick has no charges remaining, it loses this property.\"]}]}],\"attachedSpells\":[\"meld into stone\"]},{\"name\":\"Stonespeaker Crystal\",\"source\":\"OotA\",\"page\":223,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 4}\",\"charges\":10,\"entries\":[\"Created by the stone giant librarians of Gravenhollow, this nineteen-inch-long shard of quartz grants you advantage on Intelligence ({@skill Investigation}) checks while it is on your person.\",\"The crystal has 10 charges. While holding it, you can use an action to expend some of its charges to cast one of the following spells from it: {@spell speak with animals} (2 charges), {@spell speak with dead} (4 charges), or {@spell speak with plants} (3 charges).\",\"When you cast a {@filter divination|spells|school=D} spell, you can use the crystal in place of one material component that would normally be consumed by the spell, at a cost of 1 charge per level of the spell. The crystal is not consumed when used in this way.\",\"The crystal regains {@dice 1d6 + 4} expended charges daily at dawn. If you expend the crystal's last charge, roll a {@dice d20}. On a 1, the crystal vanishes, lost forever.\"],\"attachedSpells\":[\"speak with animals\",\"speak with dead\",\"speak with plants\"],\"hasFluffImages\":true},{\"name\":\"Stonky's ring\",\"source\":\"CM\",\"page\":132,\"type\":\"RG|DMG\",\"rarity\":\"unknown (magic)\",\"reqAttune\":true,\"entries\":[\"While wearing this ring, you can cast the {@spell telekinesis} spell at will, but you can target only objects that aren't being worn or carried.\",\"Any character who attunes to the ring gains control of Stonky's creations, though the {@creature skitterwidget|cm|skitterwidgets} ignore commands spoken more than 30 feet away from them.\"],\"attachedSpells\":[\"telekinesis\"]},{\"name\":\"Storm Boomerang\",\"source\":\"PotA\",\"page\":223,\"type\":\"R\",\"rarity\":\"uncommon\",\"weaponCategory\":\"simple\",\"range\":\"60/120\",\"dmg1\":\"1d4\",\"dmgType\":\"B\",\"entries\":[\"This boomerang is a ranged weapon carved from {@creature griffon} bone and etched with the symbol of elemental air. When thrown, it has a range of 60/120 feet, and any creature that is proficient with the javelin is also proficient with this weapon. On a hit, the boomerang deals {@damage 1d4} bludgeoning damage and {@damage 3d4} thunder damage, and the target must succeed on a DC 10 Constitution saving throw or be {@condition stunned} until the end of its next turn. On a miss, the boomerang returns to the thrower's hand.\",\"Once the boomerang deals thunder damage to a target, the weapon loses its ability to deal thunder damage and its ability to stun a target. These properties return after the boomerang spends at least 1 hour inside an elemental air node.\"]},{\"name\":\"Stormgirdle (Awakened)\",\"source\":\"EGW\",\"_copy\":{\"name\":\"Stormgirdle (Dormant)\",\"source\":\"EGW\",\"_mod\":{\"entries\":{\"mode\":\"insertArr\",\"index\":-1,\"items\":{\"type\":\"entries\",\"name\":\"Awakened\",\"entries\":[\"While wearing the Stormgirdle in its awakened state, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"Your Strength score becomes 23 if it isn't already 23 or higher.\",\"Your Storm Avatar's lightning strike deals {@damage 4d6} lightning damage (instead of {@dice 3d6}).\",\"While transformed into a Storm Avatar, you gain a flying speed of 30 feet and can hover.\"]}]}}},\"_preserve\":{\"page\":true,\"hasFluffImages\":true}}},{\"name\":\"Stormgirdle (Dormant)\",\"source\":\"EGW\",\"page\":273,\"resist\":[\"lightning\",\"thunder\"],\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"property\":[\"Vst|TDCSR\"],\"ability\":{\"static\":{\"str\":21}},\"entries\":[\"A Stormgirdle is a wide belt made of thick leather branded with the symbol of Kord. The girdle's clasps are made from dragon ivory.\",{\"type\":\"entries\",\"name\":\"Dormant\",\"entries\":[\"While wearing the Stormgirdle in its dormant state, you have resistance to lightning damage and thunder damage, and your Strength score becomes 21 if it isn't already 21 or higher. In addition, you can use an action to become a Storm Avatar for 1 minute, gaining the following benefits for the duration:\",{\"type\":\"list\",\"items\":[\"You have immunity to lightning damage and thunder damage.\",\"When you hit with a weapon attack that normally deals bludgeoning damage, it deals thunder damage instead. When you hit with a weapon attack that normally deals piercing or slashing damage, it deals lightning damage instead.\",\"As a bonus action, you can choose one creature you can see within 30 feet of you to be struck by lightning. The target must make a DC 15 Dexterity saving throw, taking {@damage 3d6} lightning damage on a failed save, or half as much damage on a successful one.\"]},\"Once you use the girdle's Storm Avatar property, that property can't be used again until the next dawn.\"]}]},{\"name\":\"Stormgirdle (Exalted)\",\"source\":\"EGW\",\"_copy\":{\"name\":\"Stormgirdle (Awakened)\",\"source\":\"EGW\",\"_mod\":{\"entries\":{\"mode\":\"insertArr\",\"index\":-1,\"items\":{\"type\":\"entries\",\"name\":\"Exalted\",\"entries\":[\"While wearing the Stormgirdle in its exalted state, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"Your Strength score becomes 25 if it isn't already 25 or higher.\",\"Your Storm Avatar's lightning strike deals {@damage 5d6} lightning damage (instead of {@dice 3d6}).\",\"You can cast the {@spell control weather} spell from the girdle. This property can't be used again until the next dawn.\"]}]}}},\"_preserve\":{\"page\":true,\"hasFluffImages\":true}},\"attachedSpells\":[\"control weather\"]},{\"name\":\"Stormrider Boots\",\"source\":\"TDCSR\",\"page\":197,\"rarity\":\"rare\",\"wondrous\":true,\"modifySpeed\":{\"static\":{\"fly\":90}},\"recharge\":\"dawn\",\"entries\":[\"These dark leather boots look to be of common make, but a subtle pattern of swirling storm clouds upon their soles suggests the potency of their enchantment. You can activate these boots as part of your movement, gaining the following benefits until the end of your turn:\",{\"type\":\"list\",\"items\":[\"You have a flying speed of 90 feet.\",\"{@action Opportunity attack|PHB|Opportunity attacks} against you are made with {@quickref Advantage and Disadvantage|PHB|2|0|disadvantage}.\",\"Whenever you move within 5 feet of a hostile creature, it must succeed on a {@dc 15} Dexterity {@quickref saving throws|PHB|2|1|saving throw} or take {@damage 3d8} lightning damage. A creature can't be damaged in this way more than once per turn.\"]},\"Once this property is used, it can't be used again until the next dawn.\"]},{\"name\":\"String\",\"source\":\"XPHB\",\"page\":229,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"value\":10,\"entries\":[\"String is 10 feet long. You can tie a knot in it as a {@action Utilize|XPHB} action.\"]},{\"name\":\"Strixhaven Pennant\",\"source\":\"SCC\",\"page\":39,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"This magic pennant bears the symbol of Strixhaven or one of its colleges: Lorehold, Prismari, Quandrix, Silverquill, or Witherbloom. While you wave the pennant, the symbol on it glitters, and the pennant sheds bright light in a 10-foot-radius and dim light for an additional 10 feet.\"]},{\"name\":\"Summer's Dance\",\"source\":\"TDCSR\",\"page\":197,\"baseItem\":\"scimitar|PHB\",\"type\":\"M\",\"rarity\":\"rare\",\"reqAttune\":true,\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"F\",\"L\"],\"dmg1\":\"1d6\",\"dmgType\":\"S\",\"bonusWeapon\":\"+1\",\"recharge\":\"dawn\",\"rechargeAmount\":1,\"charges\":3,\"entries\":[\"This beautiful golden blade appears to bend and flex like a reed with your movements. You gain a +1 bonus to attack and damage rolls made with this magic weapon.\",\"Additionally, the scimitar has 3 charges and regains 1 expended charge daily at dawn. While wielding this {@item scimitar|PHB}, you can expend 1 charge as a bonus action to cast the {@spell misty step} spell.\"],\"attachedSpells\":[\"misty step\"]},{\"name\":\"Sun\",\"source\":\"WDH\",\"page\":169,\"type\":\"$C\",\"rarity\":\"none\",\"value\":1000,\"entries\":[\"Platinum coin, twice as large as a {@item nib|wdh} (1 sun = 1,000 {@item nib|wdh|nibs})\"]},{\"name\":\"Sun amulet on a beaded chain (Sun Empire)\",\"source\":\"PSX\",\"page\":24,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":2500},{\"name\":\"Sun Blade\",\"source\":\"DMG\",\"page\":205,\"srd\":true,\"reprintedAs\":[\"Sun Blade|XDMG\"],\"baseItem\":\"longsword|phb\",\"type\":\"M\",\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"F\",\"V\"],\"dmg1\":\"1d8\",\"dmgType\":\"R\",\"dmg2\":\"1d10\",\"bonusWeapon\":\"+2\",\"entries\":[\"This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with {@item shortsword|phb|shortswords} or {@item longsword|phb|longswords}, you are proficient with the sun blade.\",\"You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra {@damage 1d8} radiant damage.\",\"The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Sun Blade\",\"source\":\"XDMG\",\"page\":312,\"baseItem\":\"longsword|xphb\",\"type\":\"M|XPHB\",\"rarity\":\"rare\",\"reqAttune\":true,\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"F|XPHB\",\"V|XPHB\"],\"mastery\":[\"Sap|XPHB\"],\"dmg1\":\"1d8\",\"dmgType\":\"R\",\"dmg2\":\"1d10\",\"bonusWeapon\":\"+2\",\"entries\":[\"This item appears to be a sword hilt.\",{\"type\":\"entries\",\"name\":\"Blade of Radiance\",\"entries\":[\"While grasping the hilt, you can take a {@variantrule Bonus Action|XPHB} to cause a blade of pure radiance to spring into existence or make the blade disappear. While the blade exists, this magic weapon functions as a Longsword with {@itemProperty F|XPHB|Finesse}. If you are proficient with Longswords or Shortswords, you are proficient with the Sun Blade.\",\"You gain a +2 bonus to attack rolls and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. When you hit an Undead with it, that target takes an extra {@damage 1d8} Radiant damage.\"]},{\"type\":\"entries\",\"name\":\"Sunlight\",\"entries\":[\"The sword's luminous blade emits {@variantrule Bright Light|XPHB} in a 15-foot radius and {@variantrule Dim Light|XPHB} for an additional 15 feet. The light is sunlight. While the blade persists, you can take a {@action Magic|XPHB} action to expand or reduce its radius of {@variantrule Bright Light|XPHB} and {@variantrule Dim Light|XPHB} by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.\"]}],\"hasFluffImages\":true},{\"name\":\"Sun Card\",\"source\":\"BMT\",\"page\":15,\"rarity\":\"legendary\",\"wondrous\":true,\"recharge\":\"dawn\",\"entries\":[\"As an action, you can brandish this card and use it to cast the {@spell Sunbeam} spell (save {@dc 17}), projecting the light from the card's face. Once this property is used, it can't be used again until the next dawn.\"],\"attachedSpells\":[\"sunbeam\"],\"hasFluffImages\":true},{\"name\":\"Sun Staff\",\"source\":\"BMT\",\"page\":39,\"type\":\"M\",\"rarity\":\"rare\",\"reqAttune\":\"by a cleric, druid, or wizard\",\"reqAttuneTags\":[{\"class\":\"cleric\"},{\"class\":\"druid\"},{\"class\":\"wizard\"}],\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"bonusWeapon\":\"+1\",\"staff\":true,\"entries\":[\"Veins of sunstone run through this wooden staff. This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. When you hit with an attack roll using this staff, the target takes an extra {@damage 1d8} fire damage.\",{\"type\":\"entries\",\"name\":\"Solar Focus\",\"entries\":[\"You can use the staff as a spellcasting focus. While holding the staff, you can reroll a number of damage dice up to your proficiency bonus when you use a spell slot to cast a spell that deals fire or radiant damage. You must use the new rolls. Once this property is used, it can't be used again until the next dawn.\"]},{\"type\":\"entries\",\"name\":\"Sunny Glow\",\"entries\":[\"As a bonus action, you can cause the staff to glow with sunlight. While glowing, the staff sheds {@quickref Vision and Light||2||bright light} in a 15-foot radius and {@quickref Vision and Light||2||dim light} for an additional 15 feet. The light lasts until you use another bonus action to extinguish it.\"]}]},{\"name\":\"Sunbeam Compass\",\"source\":\"TDCSR\",\"page\":143,\"type\":\"OTH\",\"rarity\":\"unknown (magic)\",\"wondrous\":true,\"entries\":[\"A device that always directs the user to the sun by emitting a small light at the tip of the needle in a glass orb, allowing it to rotate in all directions—a very useful tool when exploring subterranean territory.\",\"Created by {@book Karaline von Ethro|TDCSR|3|Karaline von Ethro}.\"]},{\"name\":\"Sunforger\",\"source\":\"GGR\",\"page\":181,\"baseItem\":\"warhammer|phb\",\"type\":\"M\",\"rarity\":\"rare\",\"reqAttune\":true,\"weight\":2,\"weaponCategory\":\"martial\",\"property\":[\"V\"],\"dmg1\":\"1d8\",\"dmgType\":\"B\",\"dmg2\":\"1d10\",\"bonusWeapon\":\"+2\",\"entries\":[\"You gain a +2 bonus to attack and damage rolls made with this magic weapon.\",\"As an action, you can hurl the weapon up to 120 feet to a point you can see. When it reaches that point, the weapon vanishes in an explosion, and each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw, taking {@damage 6d6} fire damage on a failed save, or half as much damage on a successful one. Afterward, you can use an action to cause the weapon to reappear in your empty hand. You can't cause it to explode again until you finish a short or long rest.\",\"If you don't call the weapon back to your hand, it reappears at the point where it exploded when you are no longer attuned to it or when 24 hours have passed.\"],\"hasFluffImages\":true},{\"name\":\"Sunsword\",\"source\":\"CoS\",\"page\":223,\"baseItem\":\"longsword|phb\",\"type\":\"M\",\"rarity\":\"legendary\",\"reqAttune\":true,\"sentient\":true,\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"F\",\"V\"],\"dmg1\":\"1d8\",\"dmgType\":\"R\",\"dmg2\":\"1d10\",\"bonusWeapon\":\"+2\",\"entries\":[\"The Sunsword is a unique blade once possessed by Strahd's brother, Sergei von Zarovich. In its original form, it had a platinum hilt and guard, and a thin crystal blade as strong as steel.\",\"Strahd employed a powerful wizard named Khazan to destroy the weapon after Sergei's death. The first part of the process required the hilt and the blade to be separated, which Khazan accomplished. While Khazan was busying himself destroying the blade, his apprentice stole the hilt and fled. Khazan later located his apprentice's mutilated corpse in the Svalich Woods, but the hilt was nowhere to be found. To avoid the vampire's wrath, Khazan told Strahd that the entire weapon had been destroyed.\",\"The hilt, which is sentient, knows that it can never be reunited with its original crystal blade. It has, however, gained the properties of a {@item sun blade}:\",{\"type\":\"list\",\"items\":[\"While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the Sunsword.\",\"You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra {@damage 1d8} radiant damage.\",\"The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.\"]},{\"name\":\"Sentience\",\"type\":\"entries\",\"entries\":[\"The Sunsword is a sentient chaotic good weapon with an Intelligence of 11, a Wisdom of 17, and a Charisma of 16. It has hearing and normal vision out to a range of 60 feet. The weapon communicates by transmitting emotions to the creature carrying it or wielding it.\"]},{\"name\":\"Personality\",\"type\":\"entries\",\"entries\":[\"The Sunsword's special purpose is to destroy Strahd, not so much because it wants to free the land of Barovia from evil but because it wants revenge for the loss of its crystal blade. The weapon secretly fears its own destruction.\"]}],\"hasFluffImages\":true},{\"name\":\"Survival Mantle\",\"source\":\"VGM\",\"page\":81,\"type\":\"MA\",\"rarity\":\"unknown\",\"weight\":40,\"ac\":15,\"stealth\":true,\"entries\":[\"This carapace-like augmentation encases portions of the wearer's shoulders, neck, and chest. A survival mantle is equivalent to a suit of nonmagical half plate armor and takes just as long to don or doff. It can't be worn with other kinds of armor.\",\"A creature wearing a survival mantle can breathe normally in any environment (including a vacuum) and has advantage on saving throws against harmful gases (such as those created by a {@spell cloudkill} spell, a {@spell stinking cloud} spell, inhaled poisons, and the breath weapons of some dragons).\"]},{\"name\":\"Suude (Blue)\",\"source\":\"TDCSR\",\"page\":85,\"type\":\"IDG|TDCSR\",\"rarity\":\"unknown (magic)\",\"entries\":[\"Exandria's most infamous drug, {@item suude|TDCSR} is a glittering powder made from {@book residuum|TDCSR|3|An Enchanting Export}. It was first developed by power-hungry archmages in the {@book Age of Arcanum|TDCSR|1|Age of Arcanum} as an incense burned to enhance focus during ritual spellcasting. The secret to its refinement has been lost and rediscovered a variety of times since the {@book Calamity|TDCSR|1|The Calamity}, and many different types of {@item suude|TDCSR} have been developed by arcanists in search of ever-greater power. It has terrible addictive and mentally degenerative properties, even when used sparingly.\",\"After burning {@item suude|TDCSR} within a vessel and inhaling its fumes as an action, you take 22 ({@damage 4d10}) psychic damage and must make a {@dc 10} Constitution {@quickref saving throws|PHB|2|1|saving throw}. On a failure, you become {@condition poisoned} for 1 hour and fall {@condition unconscious} for 1 minute, or until you are shaken awake as an action. During this time, the world seems to move in slow motion, and your vision is twisted in kaleidoscopic colors—yet your focus is never distorted. If one dose of {@item suude|TDCSR}, or more, is used within 1 hour of another, the DC of the Constitution {@quickref saving throws|PHB|2|1|saving throw} is increased by 5 per additional dose. If you fail this save by 10 or more, you instantly drop to 0 hit points.\",\"On a success, you gain the ability to use one of the following Metamagic options as a sorcerer for the next minute, requiring no sorcery points. The type of Metamagic you gain access to depends on the type of {@item suude|TDCSR}, and once you use it, you can't use it again until you inhale {@item suude|TDCSR} again.\",\"Blue suude allows you to use the {@optfeature Twinned Spell|PHB} Metamagic option.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Suude (Brown)\",\"source\":\"TDCSR\",\"page\":85,\"type\":\"IDG|TDCSR\",\"rarity\":\"unknown (magic)\",\"entries\":[\"Exandria's most infamous drug, {@item suude|TDCSR} is a glittering powder made from {@book residuum|TDCSR|3|An Enchanting Export}. It was first developed by power-hungry archmages in the {@book Age of Arcanum|TDCSR|1|Age of Arcanum} as an incense burned to enhance focus during ritual spellcasting. The secret to its refinement has been lost and rediscovered a variety of times since the {@book Calamity|TDCSR|1|The Calamity}, and many different types of {@item suude|TDCSR} have been developed by arcanists in search of ever-greater power. It has terrible addictive and mentally degenerative properties, even when used sparingly.\",\"After burning {@item suude|TDCSR} within a vessel and inhaling its fumes as an action, you take 22 ({@damage 4d10}) psychic damage and must make a {@dc 10} Constitution {@quickref saving throws|PHB|2|1|saving throw}. On a failure, you become {@condition poisoned} for 1 hour and fall {@condition unconscious} for 1 minute, or until you are shaken awake as an action. During this time, the world seems to move in slow motion, and your vision is twisted in kaleidoscopic colors—yet your focus is never distorted. If one dose of {@item suude|TDCSR}, or more, is used within 1 hour of another, the DC of the Constitution {@quickref saving throws|PHB|2|1|saving throw} is increased by 5 per additional dose. If you fail this save by 10 or more, you instantly drop to 0 hit points.\",\"On a success, you gain the ability to use one of the following Metamagic options as a sorcerer for the next minute, requiring no sorcery points. The type of Metamagic you gain access to depends on the type of {@item suude|TDCSR}, and once you use it, you can't use it again until you inhale {@item suude|TDCSR} again.\",\"Brown suude allows you to use the {@optfeature Extended Spell|PHB} Metamagic option.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Suude (Red)\",\"source\":\"TDCSR\",\"page\":85,\"type\":\"IDG|TDCSR\",\"rarity\":\"unknown (magic)\",\"entries\":[\"Exandria's most infamous drug, {@item suude|TDCSR} is a glittering powder made from {@book residuum|TDCSR|3|An Enchanting Export}. It was first developed by power-hungry archmages in the {@book Age of Arcanum|TDCSR|1|Age of Arcanum} as an incense burned to enhance focus during ritual spellcasting. The secret to its refinement has been lost and rediscovered a variety of times since the {@book Calamity|TDCSR|1|The Calamity}, and many different types of {@item suude|TDCSR} have been developed by arcanists in search of ever-greater power. It has terrible addictive and mentally degenerative properties, even when used sparingly.\",\"After burning {@item suude|TDCSR} within a vessel and inhaling its fumes as an action, you take 22 ({@damage 4d10}) psychic damage and must make a {@dc 10} Constitution {@quickref saving throws|PHB|2|1|saving throw}. On a failure, you become {@condition poisoned} for 1 hour and fall {@condition unconscious} for 1 minute, or until you are shaken awake as an action. During this time, the world seems to move in slow motion, and your vision is twisted in kaleidoscopic colors—yet your focus is never distorted. If one dose of {@item suude|TDCSR}, or more, is used within 1 hour of another, the DC of the Constitution {@quickref saving throws|PHB|2|1|saving throw} is increased by 5 per additional dose. If you fail this save by 10 or more, you instantly drop to 0 hit points.\",\"On a success, you gain the ability to use one of the following Metamagic options as a sorcerer for the next minute, requiring no sorcery points. The type of Metamagic you gain access to depends on the type of {@item suude|TDCSR}, and once you use it, you can't use it again until you inhale {@item suude|TDCSR} again.\",\"Red suude allows you to use the {@optfeature Distant Spell|PHB} Metamagic option.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Sword of Answering\",\"source\":\"XDMG\",\"page\":313,\"baseItem\":\"longsword|xphb\",\"type\":\"M|XPHB\",\"rarity\":\"legendary\",\"reqAttune\":true,\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"V|XPHB\"],\"mastery\":[\"Sap|XPHB\"],\"dmg1\":\"1d8\",\"dmgType\":\"S\",\"dmg2\":\"1d10\",\"bonusWeapon\":\"+3\",\"entries\":[\"You gain a +3 bonus to attack rolls and damage rolls made with this sword. In addition, while you hold the sword, you can take a {@variantrule Reaction|XPHB} to make one melee attack with it against any creature in your reach that deals damage to you. You have {@variantrule Advantage|XPHB} on the attack roll, and any damage dealt with this special attack ignores any {@variantrule Immunity|XPHB} or {@variantrule Resistance|XPHB} the target has to that damage.\"]},{\"name\":\"Sword of Answering (Answerer)\",\"source\":\"DMG\",\"page\":206,\"baseItem\":\"longsword|phb\",\"type\":\"M\",\"tier\":\"major\",\"rarity\":\"legendary\",\"reqAttune\":\"by a chaotic good creature\",\"reqAttuneTags\":[{\"alignment\":[\"C\",\"G\"]}],\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"V\"],\"dmg1\":\"1d8\",\"dmgType\":\"S\",\"dmg2\":\"1d10\",\"bonusWeapon\":\"+3\",\"entries\":[\"In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as \\\"Final Word.\\\" Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.\",\"Answerer, the Chaotic Good sword, has an emerald set in its pommel.\",\"You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.\"]},{\"name\":\"Sword of Answering (Back Talker)\",\"source\":\"DMG\",\"page\":206,\"baseItem\":\"longsword|phb\",\"type\":\"M\",\"tier\":\"major\",\"rarity\":\"legendary\",\"reqAttune\":\"by a chaotic evil creature\",\"reqAttuneTags\":[{\"alignment\":[\"C\",\"E\"]}],\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"V\"],\"dmg1\":\"1d8\",\"dmgType\":\"S\",\"dmg2\":\"1d10\",\"bonusWeapon\":\"+3\",\"entries\":[\"In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as \\\"Final Word.\\\" Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.\",\"Back Talker, the Chaotic Evil sword, has jet set in its pommel.\",\"You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.\"]},{\"name\":\"Sword of Answering (Concluder)\",\"source\":\"DMG\",\"page\":206,\"baseItem\":\"longsword|phb\",\"type\":\"M\",\"tier\":\"major\",\"rarity\":\"legendary\",\"reqAttune\":\"by a lawful neutral creature\",\"reqAttuneTags\":[{\"alignment\":[\"L\",\"N\"]}],\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"V\"],\"dmg1\":\"1d8\",\"dmgType\":\"S\",\"dmg2\":\"1d10\",\"bonusWeapon\":\"+3\",\"entries\":[\"In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as \\\"Final Word.\\\" Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.\",\"Concluder, the Lawful Neutral sword, has an amethyst set in its pommel.\",\"You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.\"]},{\"name\":\"Sword of Answering (Last Quip)\",\"source\":\"DMG\",\"page\":206,\"baseItem\":\"longsword|phb\",\"type\":\"M\",\"tier\":\"major\",\"rarity\":\"legendary\",\"reqAttune\":\"by a chaotic neutral creature\",\"reqAttuneTags\":[{\"alignment\":[\"C\",\"N\"]}],\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"V\"],\"dmg1\":\"1d8\",\"dmgType\":\"S\",\"dmg2\":\"1d10\",\"bonusWeapon\":\"+3\",\"entries\":[\"In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as \\\"Final Word.\\\" Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.\",\"Last Quip, the Chaotic Neutral sword, has a tourmaline set in its pommel.\",\"You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.\"]},{\"name\":\"Sword of Answering (Rebutter)\",\"source\":\"DMG\",\"page\":206,\"baseItem\":\"longsword|phb\",\"type\":\"M\",\"tier\":\"major\",\"rarity\":\"legendary\",\"reqAttune\":\"by a neutral good creature\",\"reqAttuneTags\":[{\"alignment\":[\"N\",\"G\"]}],\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"V\"],\"dmg1\":\"1d8\",\"dmgType\":\"S\",\"dmg2\":\"1d10\",\"bonusWeapon\":\"+3\",\"entries\":[\"In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as \\\"Final Word.\\\" Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.\",\"Rebutter, the Neutral Good sword, has a topaz set in its pommel.\",\"You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.\"]},{\"name\":\"Sword of Answering (Replier)\",\"source\":\"DMG\",\"page\":206,\"baseItem\":\"longsword|phb\",\"type\":\"M\",\"tier\":\"major\",\"rarity\":\"legendary\",\"reqAttune\":\"by a neutral creature\",\"reqAttuneTags\":[{\"alignment\":[\"N\"]}],\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"V\"],\"dmg1\":\"1d8\",\"dmgType\":\"S\",\"dmg2\":\"1d10\",\"bonusWeapon\":\"+3\",\"entries\":[\"In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as \\\"Final Word.\\\" Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.\",\"Replier, the Neutral sword, has a peridot set in its pommel.\",\"You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.\"]},{\"name\":\"Sword of Answering (Retorter)\",\"source\":\"DMG\",\"page\":206,\"baseItem\":\"longsword|phb\",\"type\":\"M\",\"tier\":\"major\",\"rarity\":\"legendary\",\"reqAttune\":\"by a lawful good creature\",\"reqAttuneTags\":[{\"alignment\":[\"L\",\"G\"]}],\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"V\"],\"dmg1\":\"1d8\",\"dmgType\":\"S\",\"dmg2\":\"1d10\",\"bonusWeapon\":\"+3\",\"entries\":[\"In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as \\\"Final Word.\\\" Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.\",\"Retorter, the Lawful Good sword, has an aquamarine set in its pommel.\",\"You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.\"]},{\"name\":\"Sword of Answering (Scather)\",\"source\":\"DMG\",\"page\":206,\"baseItem\":\"longsword|phb\",\"type\":\"M\",\"tier\":\"major\",\"rarity\":\"legendary\",\"reqAttune\":\"by a lawful evil creature\",\"reqAttuneTags\":[{\"alignment\":[\"L\",\"E\"]}],\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"V\"],\"dmg1\":\"1d8\",\"dmgType\":\"S\",\"dmg2\":\"1d10\",\"bonusWeapon\":\"+3\",\"entries\":[\"In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as \\\"Final Word.\\\" Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.\",\"Scather, the Lawful Evil sword, has a garnet set in its pommel.\",\"You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.\"]},{\"name\":\"Sword of Answering (Squelcher)\",\"source\":\"DMG\",\"page\":206,\"baseItem\":\"longsword|phb\",\"type\":\"M\",\"tier\":\"major\",\"rarity\":\"legendary\",\"reqAttune\":\"by a neutral evil creature\",\"reqAttuneTags\":[{\"alignment\":[\"N\",\"E\"]}],\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"V\"],\"dmg1\":\"1d8\",\"dmgType\":\"S\",\"dmg2\":\"1d10\",\"bonusWeapon\":\"+3\",\"entries\":[\"In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as \\\"Final Word.\\\" Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.\",\"Squelcher, the Neutral Evil sword, has a spinel set in its pommel.\",\"You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.\"]},{\"name\":\"Sword of Kas\",\"source\":\"DMG\",\"page\":226,\"reprintedAs\":[\"Sword of Kas|XDMG\"],\"baseItem\":\"longsword|phb\",\"type\":\"M\",\"rarity\":\"artifact\",\"reqAttune\":true,\"sentient\":true,\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"V\"],\"dmg1\":\"1d8\",\"dmgType\":\"S\",\"dmg2\":\"1d10\",\"bonusWeapon\":\"+3\",\"critThreshold\":19,\"entries\":[\"When Vecna grew in power, he appointed an evil and ruthless lieutenant, Kas the Bloody Handed, to act as his bodyguard and right hand. This despicable villain served as advisor, warlord, and assassin. His successes earned him Vecna's admiration and a reward: a sword with as dark a pedigree as the man who would wield it.\",\"For a long time, Kas faithfully served the {@creature lich} but as Kas's power grew, so did his hubris. His sword urged him to supplant Vecna, so that they could rule the {@creature lich||lich's} empire in Vecna's stead. Legend says Vecna's destruction came at Kas's hand, but Vecna also wrought his rebellious lieutenant's doom, leaving only Kas's sword behind. The world was made brighter thereby.\",\"The Sword of Kas is a magic, sentient longsword that grants a +3 bonus to attack and damage rolls made with it. It scores a critical hit on a roll of 19 or 20, and deals an extra {@damage 2d10} slashing damage to undead.\",\"If the sword isn't bathed in blood within 1 minute of being drawn from its scabbard, its wielder must make a DC 15 Charisma saving throw. On a successful save, the wielder takes {@damage 3d6} psychic damage. On a failed save, the wielder is dominated by the sword, as if by the {@spell dominate monster} spell, and the sword demands that it be bathed in blood. The spell effect ends when the sword's demand is met.\",{\"name\":\"Random Properties\",\"type\":\"entries\",\"entries\":[\"The Sword of Kas has the following random properties:\"]},{\"type\":\"list\",\"items\":[\"1 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial property}\",\"1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial property}\",\"1 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental property}\",\"1 {@table Artifact Properties; Major Detrimental Properties|dmg|major detrimental property}\"]},{\"name\":\"Spirit of Kas\",\"type\":\"entries\",\"entries\":[\"While the sword is on your person, you add a {@dice d10} to your initiative at the start of every combat. In addition, when you use an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain in effect until the start of your next turn.\"]},{\"name\":\"Spells\",\"type\":\"entries\",\"entries\":[\"While the sword is on your person, you can use an action to cast one of the following spells (save 18) from it: {@spell call lightning}, {@spell divine word}, or {@spell finger of death}. Once you use the sword to cast a spell, you can't cast that spell again from it until the next dawn.\"]},{\"name\":\"Sentience\",\"type\":\"entries\",\"entries\":[\"The Sword of Kas is a sentient chaotic evil weapon with an Intelligence of 15, a Wisdom of 13, and a Charisma of 16. It has hearing and {@sense darkvision} out to a range of 120 feet.\",\"The weapon communicates telepathically with its wielder and can speak, read, and understand Common.\"]},{\"name\":\"Personality\",\"type\":\"entries\",\"entries\":[\"The sword's purpose is to bring ruin to Vecna. Killing Vecna's worshipers, destroying the {@creature lich||lich's} works, and foiling his machinations all help to fulfill this goal.\",\"The Sword of Kas also seeks to destroy anyone corrupted by the Eye and {@item Hand of Vecna}. The sword's obsession with those artifacts eventually becomes a fixation for its wielder.\"]},{\"name\":\"Destroying the Sword\",\"type\":\"entries\",\"entries\":[\"A creature attuned to both the {@item Eye of Vecna} and the {@item Hand of Vecna} can use the wish property of those combined artifacts to unmake the Sword of Kas. The creature must cast the {@spell wish} spell and make a Charisma check contested by the Charisma check of the sword. The sword must be within 30 feet of the creature, or the spell fails. If the sword wins the contest, nothing happens, and the {@spell wish} spell is wasted. If the sword loses the contest, it is destroyed.\"]}],\"attachedSpells\":[\"call lightning\",\"divine word\",\"finger of death\"],\"hasFluffImages\":true},{\"name\":\"Sword of Kas\",\"source\":\"XDMG\",\"page\":313,\"baseItem\":\"longsword|xphb\",\"type\":\"M|XPHB\",\"rarity\":\"artifact\",\"reqAttune\":true,\"sentient\":true,\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"V|XPHB\"],\"mastery\":[\"Sap|XPHB\"],\"dmg1\":\"1d8\",\"dmgType\":\"S\",\"dmg2\":\"1d10\",\"bonusWeapon\":\"+3\",\"critThreshold\":19,\"entries\":[\"Kas was a powerful warrior who served {@book Vecna|XDMG|8|Vecna} and whose loyalty was rewarded with this sword. As Kas's power grew, so did his hubris. The sword urged Kas to destroy Vecna and usurp his throne. Legend says Vecna's destruction came at Kas's hand, but Vecna also wrought his rebellious lieutenant's doom, leaving only Kas's sword behind.\",{\"type\":\"entries\",\"name\":\"Bloodthirst\",\"entries\":[\"The sword thirsts for blood. If the sword doesn't taste blood on its blade within 1 minute of being drawn from its scabbard, its wielder makes a DC 15 Charisma saving throw. On a successful save, the wielder takes {@damage 3d6} Psychic damage. On a failed save, the wielder is dominated by the sword, as if by the {@spell Dominate Monster|XPHB} spell, and the sword demands blood. The spell effect ends when the sword's demand is met.\"]},{\"type\":\"entries\",\"name\":\"Magic Weapon\",\"entries\":[\"You gain a +3 bonus to attack rolls and damage rolls made with the sword, which scores a {@variantrule Critical Hit|XPHB} on a roll of 19 or 20 on the {@dice d20} and deals an extra {@damage 2d10} Slashing damage to Undead.\"]},{\"type\":\"entries\",\"name\":\"Random Properties\",\"entries\":[\"The sword has the following random properties:\",{\"type\":\"list\",\"items\":[\"1 {@table Artifact Properties; Minor Beneficial Properties|XDMG|minor beneficial} property\",\"1 {@table Artifact Properties; Major Beneficial Properties|XDMG|major beneficial} property\",\"1 {@table Artifact Properties; Minor Detrimental Properties|XDMG|minor detrimental} property\",\"1 {@table Artifact Properties; Major Detrimental Properties|XDMG|major detrimental} property\"]}]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"While the sword is on your person, you can cast the following spells (save DC 18) from it:\",{\"type\":\"list\",\"items\":[\"{@spell Call Lightning|XPHB}\",\"{@spell Divine Word|XPHB}\",\"{@spell Finger of Death|XPHB}\"]},\"Once you use the sword to cast a spell, you can't cast that spell again from it until the next dawn.\"]},{\"type\":\"entries\",\"name\":\"Spirit of Kas\",\"entries\":[\"While the sword is on your person, you gain the following benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Battle Hunger\",\"entries\":[\"You add {@dice 1d10} to your {@variantrule Initiative|XPHB} rolls.\"]},{\"type\":\"item\",\"name\":\"Blade of Defense\",\"entries\":[\"When you take an action to attack with the sword, you can transfer some or all of its attack bonus to your {@variantrule Armor Class|XPHB} instead. The adjusted bonuses remain in effect until the start of your next turn.\"]},{\"type\":\"item\",\"name\":\"Necrotic Resistance\",\"entries\":[\"You have {@variantrule Resistance|XPHB} to Necrotic damage.\"]}]}]},{\"type\":\"entries\",\"name\":\"Sentience\",\"entries\":[\"The Sword of Kas is a sentient Chaotic Evil weapon with an Intelligence of 15, a Wisdom of 13, and a Charisma of 16. It has hearing and {@sense Darkvision|XPHB} out to 120 feet.\",\"The weapon communicates telepathically with its wielder and speaks Common.\"]},{\"type\":\"entries\",\"name\":\"Personality\",\"entries\":[\"The sword's purpose is to bring ruin to Vecna. Killing Vecna's worshipers, destroying the lich's works, and foiling his machinations all help to fulfill this goal.\",\"The Sword of Kas also seeks to destroy anyone corrupted by the {@item Eye and Hand of Vecna|XDMG}.\"]},{\"type\":\"entries\",\"name\":\"Destroying the Sword\",\"entries\":[\"A creature attuned to both the {@item Eye of Vecna|XDMG} and the {@item Hand of Vecna|XDMG} can use the {@spell Wish|XPHB} property of those combined Artifacts to unmake the Sword of Kas, provided the sword is within 30 feet of the spell's caster. Upon casting Wish, the creature makes a DC 18 Charisma saving throw. On a failed save, nothing happens, and the {@spell Wish|XPHB} spell is wasted. On a successful save, the Sword of Kas is destroyed.\"]}],\"attachedSpells\":[\"call lightning|xphb\",\"divine word|xphb\",\"finger of death|xphb\"],\"hasFluffImages\":true},{\"name\":\"Sword of the Paruns\",\"source\":\"GGR\",\"page\":181,\"baseItem\":\"longsword|phb\",\"type\":\"M\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"V\"],\"dmg1\":\"1d8\",\"dmgType\":\"S\",\"dmg2\":\"1d10\",\"bonusWeapon\":\"+1\",\"entries\":[\"You gain a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, once on each of your turns, you can use one of the following properties if you're holding the sword:\",{\"type\":\"list\",\"items\":[\"Immediately after you use the {@action Attack} action to attack with the sword, you can enable one creature within 60 feet of you to use its reaction to make one weapon attack.\",\"Immediately after you take the {@action Dash} action, you can enable one creature within 60 feet of you to use its reaction to move up to its speed.\",\"Immediately after you take the {@action Dodge} action, you can enable one creature within 60 feet of you to use its reaction to gain the benefits of the {@action Dodge} action.\"]}],\"hasFluffImages\":true},{\"name\":\"Sword of Zariel\",\"source\":\"BGDIA\",\"page\":226,\"baseItem\":\"longsword|phb\",\"type\":\"M\",\"resist\":[\"necrotic\",\"radiant\"],\"rarity\":\"artifact\",\"reqAttune\":\"by a creature the sword deems worthy\",\"sentient\":true,\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"V\"],\"dmg1\":\"1d8\",\"dmgType\":\"S\",\"dmg2\":\"1d10\",\"ability\":{\"static\":{\"cha\":20}},\"entries\":[\"This longsword belonged to the angel Zariel before her fall from grace. Fashioned from celestial steel, it gives off a faint glow and hum. The weapon chooses who can attune to it and who can't. It desires a wielder who embodies bravery and heroism.\",{\"type\":\"entries\",\"name\":\"Attunement\",\"entries\":[\"The sword allows you to attune to it immediately, without having to take a short rest. The first time you attune to the sword, you are transformed into a heavenly, idealized version of yourself, blessed with otherworldly beauty and a touch of heaven in your heart. Neither magic nor divine intervention can reverse this transformation. Your alignment becomes lawful good, and you gain the following traits:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Angelic Language\",\"entry\":\"You can speak, read, and write Celestial.\"},{\"type\":\"item\",\"name\":\"Celestial Resistance\",\"entry\":\"You have resistance to necrotic and radiant damage.\"},{\"type\":\"item\",\"name\":\"Divine Presence\",\"entry\":\"Your Charisma score becomes 20, unless it is already 20 or higher.\"},{\"type\":\"item\",\"name\":\"Feathered Wings\",\"entry\":\"You sprout a beautiful pair of feathered wings that grant you a flying speed of 90 feet and the ability to hover. If you already have a different kind of wings, these new wings replace the old ones, which fall off.\"},{\"type\":\"item\",\"name\":\"Truesight\",\"entry\":\"Your eyes become luminous pools of silver. You can see in normal and magical darkness, see {@condition invisible} creatures and objects, automatically detect visual illusions and succeed on saving throws against them, perceive the original form of a shapechanger or a creature that is transformed by magic, and see into the Ethereal Plane, all within a range of 60 feet.\"},{\"type\":\"item\",\"name\":\"New Personality\",\"entries\":[\"You gain new personality traits, determined by rolling once on each of the following tables. These traits override any conflicting personality trait, ideal, bond, or flaw.\",{\"type\":\"table\",\"caption\":\"Personality Traits\",\"colLabels\":[\"d8\",\"Personality Trait\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I treat all beings, even enemies, with respect.\"],[\"2\",\"I won't tell a lie.\"],[\"3\",\"I enjoy sharing my philosophical worldview and experiences with others.\"],[\"4\",\"I cut right to the chase in every conversation.\"],[\"5\",\"I often quote (or misquote) religious texts.\"],[\"6\",\"I anger quickly when I witness cruelty or injustice.\"],[\"7\",\"My praise and trust are earned and never given freely.\"],[\"8\",\"I like everything clean and organized.\"]]},{\"type\":\"table\",\"caption\":\"Ideals\",\"colLabels\":[\"d6\",\"Ideal\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Charity. I always help those in need. (Good)\"],[\"2\",\"Faith. I choose to follow the tenets of a particular lawful good deity to the letter. (Lawful)\"],[\"3\",\"Responsibility. It is the duty of the strong to protect the weak. (Lawful)\"],[\"4\",\"Respect. All people deserve to be treated with dignity. (Good)\"],[\"5\",\"Honor. The way I conduct myself determines my reward in the afterlife. (Lawful)\"],[\"6\",\"Redemption. All creatures are capable of change for the better. (Good)\"]]},{\"type\":\"table\",\"caption\":\"Bonds\",\"colLabels\":[\"d6\",\"Bond\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I have a favorite religious hymn that I constantly hum.\"],[\"2\",\"I must keep a written record of my beliefs and the sins that I witness. When finished, this book will be my gift to the multiverse.\"],[\"3\",\"I have cherished memories of Idyllglen, though I've only seen this bucolic town in dreams.\"],[\"4\",\"I would die for those who fight beside me, regardless of their faults.\"],[\"5\",\"I seek to honor the angel Zariel by destroying fiends and other evildoers wherever I find them.\"],[\"6\",\"The Sword of Zariel has chosen me. I shall not fail to wield it justly.\"]]},{\"type\":\"table\",\"caption\":\"Flaws\",\"colLabels\":[\"d6\",\"Flaw\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"I am too quick to judge others.\"],[\"2\",\"I offer forgiveness too readily.\"],[\"3\",\"I will sacrifice innocent lives for the greater good.\"],[\"4\",\"Flaw? What flaw? I am flawless. Utter perfection!\"],[\"5\",\"I allow nothing to stand in the way of my crusade to eradicate evil from the multiverse.\"],[\"6\",\"I ignore those who do not support my plans, for my calling is higher than all others.\"]]}]}]}]},{\"type\":\"entries\",\"name\":\"Holy Light\",\"entries\":[\"The sword sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Fiends find the sword's light disconcerting and painful, even if they can't see it, and have disadvantage on attack rolls made within the weapon's radius of bright light.\",\"As a bonus action, you can intensify the sword's light, causing it to shed bright light in a 15-foot radius and dim light for an additional 15 feet, or reduce its glow to its normal intensity.\"]},{\"type\":\"entries\",\"name\":\"Random Properties\",\"entries\":[\"The sword has 2 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial properties}.\"]},{\"type\":\"entries\",\"name\":\"Searing Radiance\",\"entries\":[\"The sword deals an extra 9 ({@damage 2d8}) radiant damage to any creature it hits, or 16 ({@damage 3d10}) radiant damage if you're wielding the weapon with two hands. An evil creature that takes this radiant damage must succeed on a DC 17 Constitution saving throw or be {@condition blinded} until the end of its next turn.\"]},{\"type\":\"entries\",\"name\":\"Sentience\",\"entries\":[\"The Sword of Zariel is a sentient, lawful good item with an Intelligence of 10, a Wisdom of 20, and a Charisma of 18. It has hearing and normal vision out to a range of 30 feet.\",\"The sword communicates by transmitting emotion to the creature carrying or wielding it.\"]},{\"type\":\"entries\",\"name\":\"Truth Seer\",\"entries\":[\"While holding the sword, you gain advantage on all Wisdom ({@skill Insight}) checks.\"]},{\"type\":\"entries\",\"name\":\"Destroying the Sword\",\"entries\":[\"Zariel can destroy the sword simply by grasping it. She couldn't bring herself to do so when she was an angel, but as an archdevil she has no compunction about ridding the multiverse of the weapon. The sword is also destroyed if it's used to shatter the Companion (see \\\"{@adventure Shattering the Companion|bgdia|8|shattering the companion}\\\"), unless the blade is wielded by an angel of challenge rating 15 or higher, or a good-aligned cleric or paladin of at least 10th level.\",\"If Zariel is killed for good (that is, if she dies in the Nine Hells), the sword becomes no harder to destroy than a normal longsword.\"]}],\"hasFluffImages\":true},{\"name\":\"Tablet of Reawakening\",\"source\":\"HAT-LMI\",\"rarity\":\"legendary\",\"wondrous\":true,\"entries\":[\"Witches of Rashemen created this Tiny stone tablet to counter the necromancy of the Red Wizards. As an action, you can cast {@spell true resurrection} from the tablet. Once used in this way, the tablet turns to dust and is destroyed.\"],\"attachedSpells\":[\"true resurrection\"],\"miscTags\":[\"CNS\"],\"hasFluffImages\":true},{\"name\":\"Talarith\",\"source\":\"BAM\",\"page\":47,\"rarity\":\"legendary\",\"reqAttune\":\"by a reigar who created it\",\"wondrous\":true,\"entries\":[\"The {@creature reigar|BAM} who creates this piece of jewelry chooses its form: bracelet, brooch, diadem, or necklace. While the reigar wears the talarith, any weapon wielded by the {@creature reigar|BAM} deals an extra {@damage 1d6} force damage when it hits.\",\"As an action, a reigar can use its talarith to summon a golem that looks just like the reigar. The golem obeys the reigar's commands and uses the {@creature reigar|BAM|reigar's} statistics, except it is a Construct that doesn't have a talarith of its own. The golem vanishes after 1 hour, or when it is reduced to 0 hit points. After summoning a golem, the reigar must finish a short or long rest before this property can be used again.\"]},{\"name\":\"Talisman of Pure Good\",\"source\":\"DMG\",\"page\":207,\"srd\":true,\"reprintedAs\":[\"Talisman of Pure Good|XDMG\"],\"tier\":\"major\",\"rarity\":\"legendary\",\"reqAttune\":\"by a creature of good alignment\",\"reqAttuneTags\":[{\"alignment\":[\"G\"]}],\"wondrous\":true,\"weight\":1,\"bonusSpellAttack\":\"+2\",\"charges\":7,\"entries\":[\"This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes {@damage 6d6} radiant damage upon touching the talisman. An evil creature takes {@damage 8d6} radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.\",\"If you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.\",\"The talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.\"],\"lootTables\":[\"Magic Item Table I\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Talisman of Pure Good\",\"source\":\"XDMG\",\"page\":314,\"rarity\":\"legendary\",\"reqAttune\":\"by a cleric or paladin\",\"reqAttuneTags\":[{\"class\":\"cleric\"},{\"class\":\"paladin\"}],\"wondrous\":true,\"weight\":1,\"bonusSpellAttack\":\"+2\",\"charges\":7,\"entries\":[\"This talisman is a mighty symbol of goodness. A Fiend or an Undead that touches the talisman takes {@damage 8d6} Radiant damage and takes the damage again each time it ends its turn holding or carrying the talisman.\",{\"type\":\"entries\",\"name\":\"Holy Symbol\",\"entries\":[\"You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it.\"]},{\"type\":\"entries\",\"name\":\"Pure Rebuke\",\"entries\":[\"The talisman has 7 charges. While wearing or holding the talisman, you can take a {@action Magic|XPHB} action to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the target, and the target makes a DC 20 Dexterity saving throw. If the target is a Fiend or an Undead, it has {@variantrule Disadvantage|XPHB} on the save. On a failed save, the target falls into the fissure and is destroyed, leaving no remains. On a successful save, the target isn't cast into the fissure but takes {@damage 4d6} Psychic damage from the ordeal. In either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.\"]}],\"miscTags\":[\"CNS\"]},{\"name\":\"Talisman of the Sphere\",\"source\":\"DMG\",\"page\":207,\"srd\":true,\"reprintedAs\":[\"Talisman of the Sphere|XDMG\"],\"tier\":\"major\",\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"weight\":1,\"entries\":[\"When you make an Intelligence ({@skill Arcana}) check to control a {@item sphere of annihilation} while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a {@item sphere of annihilation}, you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 × your Intelligence modifier.\"],\"lootTables\":[\"Magic Item Table I\"],\"hasFluffImages\":true},{\"name\":\"Talisman of the Sphere\",\"source\":\"XDMG\",\"page\":315,\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"weight\":1,\"entries\":[\"While holding or wearing this talisman, you have {@variantrule Advantage|XPHB} on any Intelligence ({@skill Arcana|XPHB}) check you make to control a {@item Sphere of Annihilation|XDMG}. In addition, when you start your turn in control of a {@item Sphere of Annihilation|XDMG}, you can take a {@action Magic|XPHB} action to move it 10 feet plus a number of additional feet equal to 10 times your Intelligence modifier. This movement doesn't have to be in a straight line.\"],\"hasFluffImages\":true},{\"name\":\"Talisman of Ultimate Evil\",\"source\":\"DMG\",\"page\":207,\"srd\":true,\"reprintedAs\":[\"Talisman of Ultimate Evil|XDMG\"],\"tier\":\"major\",\"rarity\":\"legendary\",\"reqAttune\":\"by a creature of evil alignment\",\"reqAttuneTags\":[{\"alignment\":[\"E\"]}],\"wondrous\":true,\"weight\":1,\"bonusSpellAttack\":\"+2\",\"charges\":6,\"entries\":[\"This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes {@damage 6d6} necrotic damage upon touching the talisman. A good creature takes {@damage 8d6} necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.\",\"If you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.\",\"The talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.\"],\"lootTables\":[\"Magic Item Table I\"],\"miscTags\":[\"CNS\"],\"hasFluffImages\":true},{\"name\":\"Talisman of Ultimate Evil\",\"source\":\"XDMG\",\"page\":315,\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"weight\":1,\"bonusSpellAttack\":\"+2\",\"charges\":6,\"entries\":[\"This item symbolizes unrepentant evil. A creature that isn't a Fiend or an Undead that touches the talisman takes {@damage 8d6} Necrotic damage and takes the damage again each time it ends its turn holding or carrying the talisman.\",{\"type\":\"entries\",\"name\":\"Holy Symbol\",\"entries\":[\"You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it.\"]},{\"type\":\"entries\",\"name\":\"Ultimate End\",\"entries\":[\"The talisman has 6 charges. While wearing or holding the talisman, you can take a {@action Magic|XPHB} action to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the target, and the target makes a DC 20 Dexterity saving throw. If the target is a Celestial, it has {@variantrule Disadvantage|XPHB} on the save. On a failed save, the target falls into the fissure and is destroyed, leaving no remains. On a successful save, the target isn't cast into the fissure but takes {@damage 4d6} Psychic damage from the ordeal. In either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.\"]}],\"miscTags\":[\"CNS\"],\"hasFluffImages\":true},{\"name\":\"Talking Doll\",\"source\":\"XDMG\",\"page\":315,\"rarity\":\"common\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"While this doll is within 5 feet of you, you can spend a {@variantrule Short Rest|XPHB} telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, \\\"I want a piece of candy.\\\" The doll's phrases are lost when your {@variantrule Attunement|XPHB} to the doll ends.\"],\"hasFluffImages\":true},{\"name\":\"Talking Doll\",\"source\":\"XGE\",\"page\":139,\"reprintedAs\":[\"Talking Doll|XDMG\"],\"tier\":\"minor\",\"rarity\":\"common\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set an observable condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, \\\"I want a piece of candy.\\\" The doll's phrases are lost when your attunement to the doll ends.\"],\"hasFluffImages\":true},{\"name\":\"Talons Card\",\"source\":\"BMT\",\"page\":15,\"rarity\":\"legendary\",\"wondrous\":true,\"recharge\":\"dawn\",\"entries\":[\"As an action, you can brandish this card and target one magic item you can see within 120 feet of yourself. If the item isn't an artifact, its magical properties are suppressed for 1 minute. Once this property is used, it can't be used again until the next dawn.\"],\"hasFluffImages\":true},{\"name\":\"Tangler Grenade\",\"source\":\"WDMM\",\"page\":244,\"type\":\"OTH\",\"rarity\":\"none\",\"entries\":[\"A tangler grenade is an alchemical, nonmagical item with an ovoid resin shell that shatters on impact. An as action, a creature can throw a tangler grenade at a point up to 60 feet away. Each creature within 10 feet of a shattered tangler grenade must succeed on a DC 15 Dexterity saving throw or be {@condition restrained} by sticky white webs. As an action, a creature can try to free itself or another creature within its reach from the webs, doing so with a successful DC 20 Strength ({@skill Athletics}) check. A gallon of alcohol dissolves the webs produced by a single tangler grenade. Otherwise, the webs dissolve on their own after 1 hour, freeing any creatures {@condition restrained} by them.\"]},{\"name\":\"Tankard\",\"source\":\"PHB\",\"page\":153,\"srd\":true,\"basicRules\":true,\"type\":\"G\",\"rarity\":\"none\",\"weight\":1,\"value\":2,\"entries\":[\"A tankard holds 1 pint of liquid.\"]},{\"name\":\"Tankard of Plenty\",\"source\":\"HotDQ\",\"page\":74,\"otherSources\":[{\"source\":\"ToD\",\"page\":90}],\"type\":\"OTH\",\"rarity\":\"unknown (magic)\",\"entries\":[\"This golden stein is decorated with dancing dwarves and grain patterns. Speaking the command word (\\\"Illefarn\\\") while grasping the handle fills the tankard with three pints of rich dwarven ale. This power can be used up to three times per day.\"]},{\"name\":\"Tankard of Sobriety\",\"source\":\"XDMG\",\"page\":315,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.\"]},{\"name\":\"Tankard of Sobriety\",\"source\":\"XGE\",\"page\":139,\"reprintedAs\":[\"Tankard of Sobriety|XDMG\"],\"tier\":\"minor\",\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.\"]},{\"name\":\"Taol\",\"source\":\"WDH\",\"page\":169,\"type\":\"$C\",\"rarity\":\"none\",\"value\":200,\"entries\":[\"Brass coin, about two inches square with a hold large enough for a {@item nib|wdh} to fit in (1 taol = 200 {@item nib|wdh|nibs})\"]},{\"name\":\"Tasha's Creeping Keelboat\",\"source\":\"DitLCoT\",\"page\":15,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"bonusAc\":\"+1\",\"entries\":[\"This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a walking and swimming speed of 20 feet, but it can't travel underwater. The boat moves according to your spoken directions while you are riding it, and creatures of your choice gain a +1 bonus to their Armor Class while on the boat.\",\"The boat can transport up to 1,000 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity.\"],\"seeAlsoVehicle\":[\"Tasha's Creeping Keelboat|DitLCoT\"],\"hasFluffImages\":true},{\"name\":\"Tearulai\",\"source\":\"WDMM\",\"page\":70,\"baseItem\":\"longsword|phb\",\"type\":\"M\",\"rarity\":\"very rare\",\"reqAttune\":true,\"sentient\":true,\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"V\"],\"dmg1\":\"1d8\",\"dmgType\":\"S\",\"dmg2\":\"1d10\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d4 + 2}\",\"charges\":6,\"entries\":[\"The longsword, Tearulai, is a sentient, neutral good {@item sword of sharpness} with an emerald-colored blade and precious gemstones embedded in its hilt and pommel. The sword's magical properties are suppressed until it is removed from Valdemar's skull.\",\"Evil creatures can't attune to Tearulai; any evil creature that tries to do so takes 20 psychic damage. The weapon's emerald blade can't be damaged or dulled, and the sword can't be teleported anywhere without its wielder while the two are attuned to one another.\",{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"The sword has 6 charges and regains {@dice 1d4 + 2} expended charges daily at dawn. A creature attuned to the sword can use an action and expend 1 or more charges to cast one of the following spells from it without material components: {@spell fly} (2 charges), {@spell polymorph} (3 charges), or {@spell transport via plants} (4 charges).\"]},{\"type\":\"entries\",\"name\":\"Sentience\",\"entries\":[\"The sword has an Intelligence of 17, a Wisdom of 12, and a Charisma of 20. It has hearing and {@sense truesight} out to a range of 120 feet. It communicates telepathically with its attuned wielder and can speak, read, and understand Common, Draconic, Elvish, and Sylvan. In addition, the sword can ascertain the true value of any gemstone brought within 5 feet of it.\"]},{\"type\":\"entries\",\"name\":\"Personality\",\"entries\":[\"Tearulai admires great beauty, music, fine art, and poetry. Vain, the weapon strives to improve its appearance. It craves gemstones and seeks out better ones with which to adorn itself. Most of all, it longs to return to the forests around Myth Drannor, where it was created. If its wielder's goals run counter to its own, Tearulai attempts to take control of its wielder and escape Undermountain, whereupon it can use its {@spell transport via plants} spell to return whence it came.\"]},\"When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.\",\"When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another {@dice d20}. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead.\",\"{@note Note: According to the SRD, it is an extra {@damage 4d6} slashing damage, although {@link this is incorrect|https://rpg.stackexchange.com/a/174522/53884}}.\",\"In addition, you can speak the sword's command to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.\"],\"attachedSpells\":[\"fly\",\"polymorph\",\"transport via plants\"]},{\"name\":\"Teeth of Dahlver-Nar\",\"source\":\"TCE\",\"page\":135,\"rarity\":\"artifact\",\"reqAttune\":true,\"wondrous\":true,\"bonusAc\":\"+2\",\"modifySpeed\":{\"static\":{\"fly\":30}},\"recharge\":\"dawn\",\"rechargeAmount\":8,\"charges\":8,\"entries\":[\"The Teeth of Dahlver-Nar are stories given form. They are a collection of teeth, each suggestive of wildly different origins and made from various materials. The collection rests within a leather pouch, stitched with images of heroes and whimsical creatures. Where the teeth fall, they bring legends to life.\",{\"type\":\"entries\",\"name\":\"Using the Teeth\",\"entries\":[\"While you are holding the pouch, you can use an action to draw one tooth. Roll on the Teeth of Dahlver-Nar table to determine which tooth you draw, and you can either sow the tooth or implant it (both of which are described later).\",\"If you don't sow or implant the tooth, roll a die at the end of your turn. On an even number, the tooth vanishes, and creatures appear as if you sowed the tooth, but they are hostile to you and your allies. On an odd number, the tooth replaces one of your teeth as if you implanted it (potentially replacing another implanted tooth, see below).\",\"Each tooth can only be used once. Track which teeth have been used. If a tooth's result is rolled after it's been used, you draw the next lowest unused tooth on the table.\",{\"type\":\"table\",\"caption\":\"Teeth of Dahlver-Nar\",\"colLabels\":[\"d20\",\"Tale and Tooth\",\"Creatures Summoned\",\"Implanted Effect\"],\"colStyles\":[\"col-2 text-center\",\"col-2\",\"col-1\",\"col-7\"],\"rows\":[[\"1\",\"The Staring Cats of Uldun-dar (ivory cat molar)\",\"9 {@creature cat||cats}\",\"The tooth has 8 charges. As an action, you can expend 1 charge to cast the {@spell revivify} spell from the tooth. If you are dead at the start of your turn, the tooth expends 1 charge and casts {@spell revivify} on you.\"],[\"2\",\"Duggle's Surprising Day (human molar)\",\"1 {@creature commoner}\",\"When you finish a long rest, the tooth casts {@spell sanctuary} (DC 18) on you, and the spell lasts for 24 hours or until you break it.\"],[\"3\",\"The Golden Age of Dhakaan (golden goblin bicuspid)\",\"10 {@creature goblin||goblins}, 1 {@creature goblin boss}\",\"When you are hit by an attack and an ally is within 5 feet of you, you can use your reaction to cause them to be hit instead. You can't use this reaction again until you finish a short or long rest.\"],[\"4\",\"The Mill Road Murders (halfling canine)\",\"3 {@creature green hag||green hags} in a coven\",\"When you damage a target that hasn't taken a turn in this combat, the target takes an extra {@damage 3d10} slashing damage from ghostly blades.\"],[\"5\",\"Dooms of the Malpheggi (emerald lizardfolk fang)\",\"1 {@creature lizard queen||lizardfolk queen} and 4 {@creature lizardfolk}\",\"You gain reptilian scales, granting you a +2 bonus to your AC. Additionally, when you finish a long rest, you must succeed on a DC 15 Constitution saving throw or gain 1 level of {@condition exhaustion}.\"],[\"6\",\"The Stable Hand's Secret (sweet-tasting human canine)\",\"2 {@creature Incubus||incubi}\",\"When you make a Charisma check against a humanoid, you can roll a {@dice d10} and add the number rolled as a bonus to the result. The creature then becomes hostile to you at the next dawn.\"],[\"7\",\"The Donkey's Dream (rainbow-colored donkey molar)\",\"1 {@creature unicorn}\",\"The tooth has 3 charges. As an action, you can expend 1 charge to touch a creature. The target regains {@dice 2d8 + 2} hit points, and all diseases and poisons affecting it are removed. When you use this action, a shimmering image of a unicorn's horn appears until the end of your turn, sprouting from your forehead. The tooth regains all expended charges daily at dawn. You gain the following flaw: \\\"When I see wickedness in action, I must oppose it.\\\"\"],[\"8\",\"Beyond the Rock of Bral (silver mind flayer tooth)\",\"2 {@creature mind flayer||mind flayers}\",\"You gain telepathy out to 120 feet as described in the Monster Manual, and you can cast the {@spell detect thoughts} spell at will, requiring no components. You also have disadvantage on Wisdom ({@skill Insight}) and Wisdom ({@skill Perception}) checks from constant whispers of memories and nearby minds.\"],[\"9\",\"The Disappearances of Half Hollow (vomerine tooth of a Large toad)\",\"4 {@creature giant toad||giant toads}\",\"Your long jump is up to 30 feet and your high jump is up to 15 feet, with or without a running start.\"],[\"10\",\"Legendry of Phantoms and Ghosts (obsidian human molar)\",\"1 {@creature giant octopus}, 1 {@creature mage}, 1 {@creature specter}\",\"As an action, you can use the tooth to cast the {@spell Evard's black tentacles} spell (DC 18). Once this property is used, it can't be used again until the next dawn.\"],[\"11\",\"The Thousand Deaths of Jander Sunstar (yellowed vampire fang)\",\"1 {@creature vampire}\",\"You can make a bite attack as an unarmed strike. On a hit, it deals {@damage 1d6} piercing damage plus {@damage 3d6} necrotic damage. You regain a number of hit points equal to the necrotic damage dealt. While you are in sunlight, you can't regain hit points.\"],[\"12\",\"Nightmares of Kaggash (twisted beholder tooth)\",\"1 {@creature beholder}\",\"As an action, you can cast the {@spell eyebite} spell from the tooth. Once you use this action, it can't be used again until the next dawn. Whenever you finish a long rest, roll a {@dice d20}. On a 20, an aberration chosen by the DM appears within 30 feet of you and attacks.\"],[\"13\",\"Three Bridges to the Sky (lapis lazuli oni fang)\",\"3 {@creature oni}\",\"You gain a flying speed of 30 feet, and you can use the tooth to cast the {@spell detect magic} spell at will. While you are attuned to fewer than 3 magic items, you gain 1 level of {@condition exhaustion} that can't be removed until you are attuned to three or more magic items.\"],[\"14\",\"The Claws of Dragotha (broken translucent fang)\",\"1 {@creature adult red dracolich|tce}\",\"You can use the tooth to cast the {@spell create undead} spell. Once this property is used, it can't be used again until the next dawn. Each time you create an undead creature using the tooth, a {@creature skeleton}, {@creature zombie}, or {@creature ghoul} also appears at a random location within 5 miles of you, searching for the living to kill. A humanoid killed by these undead rises as the same type of undead at the next midnight.\"],[\"15\",\"Ashes of the Ages and Eternal Fire (jade humanoid bicuspid)\",\"1 {@creature dao}, 1 {@creature djinni}, 1 {@creature efreeti}, 1 {@creature marid}\",\"You can use the tooth to cast {@spell counterspell} at 9th level. Once you use this property, it can't be used again until the next dawn. Whenever you finish a long rest, if you haven't used the tooth to counter a spell since your last long rest, your hit point maximum is reduced by {@dice 2d10}. If this reduces your hit point maximum to 0, you die.\"],[\"16\",\"Daughters of Bel (green steel pit fiend fang)\",\"1 {@creature pit fiend}\",\"You can use the tooth to cast {@spell dominate monster} (DC 18). Once you use this property, it can't be used again until the next dawn. You smell strongly of burning sulfur.\"],[\"17\",\"Why the Sky Screams (blue dragon fang)\",\"1 {@creature ancient blue dragon}\",\"You gain immunity to lightning damage and vulnerability to thunder damage.\"],[\"18\",\"The Last Tarrasque (jagged sliver of tarrasque tooth)\",\"1 {@creature tarrasque} (ignores you and your commands appears for {@dice 1d4} rounds then vanishes)\",\"You deal double damage to objects and structures. If you take 20 or more damage in one turn, you must succeed on a DC 18 Wisdom saving throw or spend your next turn in a murderous fury. During this rage, you must use your action to make an unarmed strike against a creature that damaged you, or a random creature you can see if you weren't damaged by a creature, moving as close as you can to the target if necessary.\"],[\"19\",\"Incendax's Tooth (ruby-veined red dragon fang)\",\"1 {@creature ancient red dragon}\",\"You gain immunity to fire damage, and as an action, you can exhale fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking {@damage 26d6} fire damage on a failed save, or half as much damage on a successful one. After using the breath weapon, you gain 2 levels of {@condition exhaustion}.\"],[\"20\",\"Dahlver-Nar's Tooth (dusty human molar)\",\"1 {@creature priest}\",\"As an action you can call on a divine force to come to your aid. Describe the assistance you seek, and the DM decides the nature of the intervention (the effect of any cleric spell would be appropriate). Once this property is used, it can't be used again for 7 days.\"]]}]},{\"type\":\"entries\",\"name\":\"Sowing Teeth\",\"entries\":[\"To sow the tooth, you place it on the ground in an unoccupied space within your reach, or you throw it into an unoccupied space within 10 feet of you in a body of water that is at least 50 feet wide and 50 feet long. Upon doing so, the tooth burrows into the ground and vanishes, leaving no hole behind, or it vanishes into the water. The creatures noted in the Creatures Summoned column appear in an unoccupied space as close to where the tooth was sown as possible. The creatures are allies to you, speak all languages you speak, and linger for 10 minutes before disappearing, unless otherwise noted.\"]},{\"type\":\"entries\",\"name\":\"Implanting Teeth\",\"entries\":[\"To implant the tooth, you place it in your mouth, whereupon one of your own teeth falls out, and the drawn tooth takes its place, resizing to fit in your mouth. Once the tooth is implanted, you gain the effect noted in the Implanted Effect column. The tooth can't be removed while you are attuned to the teeth, and you can't voluntarily end your attunement to them. If removed after your death, the tooth vanishes. You can have a maximum number of the teeth implanted at one time equal to 1 + your Constitution modifier (minimum of 2 teeth total). If you try to implant more teeth, the newly implanted tooth replaces one of the previous teeth, determined randomly. The replaced tooth vanishes, and you lose the implanted effect.\"]},{\"type\":\"entries\",\"name\":\"Recovering Teeth\",\"entries\":[\"Once all the teeth have vanished, their pouch also vanishes. The pouch with all the teeth then appears in a random destination, which could be on a different world of the Material Plane.\"]},{\"type\":\"entries\",\"name\":\"Destroying the Teeth\",\"entries\":[\"Each tooth must be destroyed individually by sowing it in the area where the tooth's story originated, with the intention to destroy it. When planted in this way, creatures summoned are not friendly to you and do not vanish. Some of the creatures summoned merely head off in search of home, while others act as their tales dictate. In either case, the tooth is gone forever.\"]}],\"attachedSpells\":[\"sanctuary\",\"counterspell\",\"dominate monster\"],\"hasFluffImages\":true},{\"name\":\"Tej\",\"source\":\"ToA\",\"page\":32,\"type\":\"FD\",\"rarity\":\"none\",\"weight\":5,\"entries\":[\"Tej is an amber-colored, fermented drink made from honey. It's more common and popular in Chult than beer or ale. A mug of tej costs 4 cp in Port Nyanzaru or 6 cp in Fort Beluarian. A 1-gallon cask costs 2 sp in the city or 3 sp at the fort.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Teleportation Tablet\",\"source\":\"CRCotN\",\"page\":216,\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"This clay tablet is eight inches long, four inches wide, and half an inch thick. Inscribed on it is the sigil sequence for a permanent teleportation circle. A creature that studies the sequence for 10 minutes can make a DC 21 Intelligence ({@skill Arcana}) check, learning the circle's destination on a success.\",\"You can use an action to break the tablet in half, turning it to dust. If the tablet is broken while it is on the same plane of existence as the teleportation circle whose sigil sequence was engraved on it, a 10-foot-diameter teleportation circle of glowing blue light appears on the ground in an unoccupied space you choose within 30 feet of you. This teleportation circle has the characteristics of one created using the {@spell teleportation circle} spell, except that it connects to the teleportation circle whose sigil sequence appears on the tablet.\",\"The teleportation circle created by the tablet disappears at the end of your next turn.\"]},{\"name\":\"Teleporter Ring\",\"source\":\"WDH\",\"page\":157,\"type\":\"RG|DMG\",\"rarity\":\"unknown (magic)\",\"entries\":[\"As an action, a creature wearing a teleporter ring can activate the teleportation circle either in area K22 or area E1, teleporting itself and up to six other willing creatures from one circle to the other.\"]},{\"name\":\"Telescopic Transporter\",\"source\":\"BMT\",\"page\":105,\"rarity\":\"legendary\",\"wondrous\":true,\"entries\":[\"This enormous telescope allows you to view distant celestial objects, including stars, Wildspace systems, and Astral Sea phenomena like the cities of deities or the petrified husks of dead gods.\",\"After spending 1 hour calibrating the telescope, you can attempt to travel to the planet or celestial body at which the telescope is currently pointed. At the end of the hour, make a DC 17 Intelligence ({@skill Arcana}) check. On a successful check, you and eight other willing creatures touching the telescope, along with everything all travelers are wearing and carrying, safely teleport to unoccupied spaces at the intended destination. On a failed check, a mishap occurs instead. The DM rolls on the Telescope Travel Mishaps table to determine the mishap or chooses a mishap that's good for the campaign.\",{\"type\":\"table\",\"caption\":\"Telescope Travel Mishaps\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"d6\",\"Mishap\"],\"rows\":[[\"1\",\"The travelers appear adrift in the Astral Sea.\"],[\"2\",\"The travelers appear on a different plane of existence, determined randomly or chosen by the DM.\"],[\"3\",\"Excess cosmic energy overloads the telescope, causing it to explode. Each creature within 60 feet of the telescope takes {@damage 8d6} necrotic damage. Any Humanoid who survives this damage is transformed into a different kind of creature, as if it had been subject to the {@spell Reincarnate} spell.\"],[\"4\",\"A creature from the Astral Sea (such as a {@creature githyanki knight}) appears within 60 feet of the telescope. The DM decides its attitude.\"],[\"5\",\"The travelers appear on a different planet or celestial body in the Wildspace system nearest to their target destination.\"],[\"6\",\"The travelers arrive at their intended destination, but they each appear coated in harmless slime.\"]]}],\"hasFluffImages\":true},{\"name\":\"Tent\",\"source\":\"XPHB\",\"page\":229,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":20,\"value\":200,\"entries\":[\"A Tent sleeps up to two Small or Medium creatures.\"]},{\"name\":\"Tentacle Rod\",\"source\":\"DMG\",\"page\":208,\"reprintedAs\":[\"Tentacle Rod|XDMG\"],\"type\":\"RD|DMG\",\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"weight\":2,\"entries\":[\"Made by the {@creature drow}, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals {@damage 1d6} bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Tentacle Rod\",\"source\":\"XDMG\",\"page\":316,\"type\":\"RD|XDMG\",\"rarity\":\"rare\",\"reqAttune\":true,\"weight\":2,\"entries\":[\"This rod ends in three rubbery tentacles. While holding the rod, you can take a {@action Magic|XPHB} action to direct the tentacles to stretch outward, each one attacking a creature you can see within 15 feet of yourself. For each tentacle, make a melee attack roll with a +9 bonus. A tentacle deals {@damage 1d6} Psychic damage on a hit. If you hit the same target with all three tentacles, the target must succeed on a DC 15 Dexterity saving throw or have the {@condition Restrained|XPHB} condition until you have the {@condition Incapacitated|XPHB} condition, until you take a {@variantrule Bonus Action|XPHB} to release the target, or until the target is no longer within 15 feet of you. While {@condition Restrained|XPHB} in this way, the target takes {@damage 3d6} Psychic damage at the start of each of its turns. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success.\"],\"hasFluffImages\":true},{\"name\":\"The Bloody End (Awakened)\",\"source\":\"EGW\",\"_copy\":{\"name\":\"The Bloody End (Dormant)\",\"source\":\"EGW\",\"_mod\":{\"entries\":{\"mode\":\"insertArr\",\"index\":-1,\"items\":{\"type\":\"entries\",\"name\":\"Awakened\",\"entries\":[\"When the morningstar reaches an awakened state, it gains the following properties:\",{\"type\":\"list\",\"items\":[\"The weapon's bonus to attack and damage rolls increases to +2.\",\"The saving throw DC for spells cast from the morningstar increases to 15.\",\"When you reduce a creature to 0 hit points with an attack using The Bloody End, you can cause the following effect: each creature of your choice within 15 feet of you must succeed on a DC 15 Wisdom saving throw or be {@condition frightened} of you until the end of your next turn. This property can't be used again until the next dawn.\",\"When a creature hits you with a melee attack, you can use your reaction to deal {@damage 1d6} psychic damage to the attacker.\"]}]}}},\"_preserve\":{\"page\":true,\"hasFluffImages\":true}},\"bonusWeapon\":\"+2\"},{\"name\":\"The Bloody End (Dormant)\",\"source\":\"EGW\",\"page\":278,\"baseItem\":\"morningstar|PHB\",\"type\":\"M\",\"rarity\":\"artifact\",\"reqAttune\":true,\"sentient\":true,\"weight\":4,\"weaponCategory\":\"martial\",\"property\":[\"Vst|TDCSR\"],\"dmg1\":\"1d8\",\"dmgType\":\"P\",\"bonusWeapon\":\"+1\",\"entries\":[\"Carrying the power of Bane, this adamantine morningstar sports foot-long spikes and has a jagged blade on its pommel.\",{\"type\":\"entries\",\"name\":\"Sentience\",\"entries\":[\"The Bloody End is a sentient lawful evil weapon with an Intelligence of 22, a Wisdom of 18, and a Charisma of 24. It has hearing and {@sense darkvision} out to a range of 120 feet.\",\"The weapon communicates telepathically with its wielder and can speak, read, and understand Common and Infernal.\"]},{\"type\":\"entries\",\"name\":\"Personality\",\"entries\":[\"A tyrannical {@creature pit fiend} named Izeelzee lives within The Bloody End. The weapon boisterously pushes its wielder to subjugate others and to never back down from a challenge. If the wielder doesn't demand fealty from others, the weapon is happy to demand it on their behalf.\"]},{\"type\":\"entries\",\"name\":\"Dormant\",\"entries\":[\"The morningstar grants the following benefits in its dormant state:\",{\"type\":\"list\",\"items\":[\"You can speak, read, and write Infernal.\",\"You gain a +1 bonus to attack and damage rolls made with this magic weapon.\",\"While holding the morningstar, you can use an action to cast one of the following spells from it (save DC 13): {@spell charm person}, {@spell dominate person}, or {@spell fear}. Once a spell has been cast using the morningstar, that spell can't be cast from it again until the next dawn.\",\"While holding the morningstar, you have advantage on Charisma ({@skill Intimidation}) checks.\"]}]},{\"type\":\"inset\",\"name\":\"Betrayer Artifact Properties\",\"entries\":[\"The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property and one {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property. When the artifact attains an awakened state, it gains an additional {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property and an additional {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property. When the item reaches its exalted state, it gains a {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property. See \\\"Artifact Properties\\\" in chapter 7 of the Dungeon Master's Guide for more information.\"]}],\"attachedSpells\":[\"charm person\",\"dominate person\",\"fear\"]},{\"name\":\"The Bloody End (Exalted)\",\"source\":\"EGW\",\"_copy\":{\"name\":\"The Bloody End (Awakened)\",\"source\":\"EGW\",\"_mod\":{\"entries\":{\"mode\":\"insertArr\",\"index\":-1,\"items\":{\"type\":\"entries\",\"name\":\"Exalted\",\"entries\":[\"When the morningstar reaches an exalted state, it gains the following properties:\",{\"type\":\"list\",\"items\":[\"The weapon's bonus to attack and damage rolls increases to +3.\",\"Add {@spell dominate monster} to the list of spells that can be cast from the morningstar.\",\"The saving throw DC for spells cast from the morningstar, as well as for creatures to avoid being {@condition frightened} by it, increases to 17.\",\"When you use your reaction to deal psychic damage to a creature that hits you with a melee attack, the amount of psychic damage increases to {@dice 2d6}.\"]}]}}},\"_preserve\":{\"page\":true,\"hasFluffImages\":true}},\"bonusWeapon\":\"+3\"},{\"name\":\"The Codicil of White\",\"source\":\"IDRotF\",\"page\":317,\"rarity\":\"unknown (magic)\",\"wondrous\":true,\"entries\":[\"The Codicil of White is a tall, thin volume bound in white ermine fur over seasoned boards of white pine and sealed with a clasp and lock of tarnished silver. The book is cold to the touch, and the fur is worn about the edges from use. The twenty-seven pages within are of vellum painted with silver gilt on the outer edges. The whole is sewn to a leather binding with strips of sinews, making it quite durable.\",\"A creature with the codicil in its possession has resistance to cold damage.\",\"The codicil was written by followers of Auril as a primer on her worship. The first page is a title page with the snowflake symbol of Auril on it. The remaining pages describe various priestly rituals and ceremonies in chilling detail. Nestled among these descriptions is a spell that wizards can learn ({@spell frost fingers|IDRotF}), and a poem called \\\"Rime of the Frostmaiden\\\" (see appendix E). The poem is an incantation, the power of which can be used to split a glacier (see chapter 6). The poem might have other capabilities, at your discretion\"],\"hasFluffImages\":true},{\"name\":\"The Incantations of Iriolarthas\",\"source\":\"IDRotF\",\"page\":317,\"type\":\"G\",\"rarity\":\"unknown\",\"weight\":3,\"entries\":[\"The Incantations of Iriolarthas is a weighty spellbook. Its black leather covers have dead, toothy worms glued to them, sheathed in glossy varnish. Set into this morbid display on the front cover is a gold rune that resembles a stylized eye with a pupil shaped like a candle flame—the sigil of Iriolarthas, a Netherese lich.\",\"The book contains sixty pages of brittle yellow vellum. Written on these pages are the following wizard spells:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[\"1st level: {@spell alarm}, {@spell detect magic}, {@spell identify}, {@spell magic missile}, {@spell shield}, {@spell Tasha's hideous laughter}, {@spell thunderwave}\",\"2nd level: {@spell arcane lock}, {@spell continual flame}, {@spell invisibility}, {@spell knock}, {@spell levitate}, {@spell Melf's acid arrow}, {@spell mirror image}\",\"3rd level: {@spell animate dead}, {@spell bestow curse}, {@spell clairvoyance}, {@spell counterspell}, {@spell dispel magic}, {@spell fireball}, {@spell glyph of warding}\",\"4th level: {@spell arcane eye}, {@spell banishment}, {@spell blight}, {@spell dimension door}, {@spell Evard's black tentacles}, {@spell phantasmal killer}\",\"5th level: {@spell Bigby's hand}, {@spell cloudkill}, {@spell dominate person}, {@spell planar binding}, {@spell scrying}, {@spell telekinesis}\",\"6th level: {@spell create undead}, {@spell disintegrate}, {@spell globe of invulnerability}, {@spell move earth}, {@spell Otto's irresistible dance}\",\"7th level: {@spell create magen|IDRotF}, {@spell finger of death}, {@spell prismatic spray}, {@spell teleport}\",\"8th level: {@spell demiplane}, {@spell dominate monster}, {@spell mind blank}, {@spell power word stun}\",\"9th level: {@spell blade of disaster|TCE}, {@spell power word kill}\"]}],\"hasFluffImages\":true},{\"name\":\"The Infernal Machine of Lum the Mad\",\"source\":\"IMR\",\"page\":96,\"rarity\":\"artifact\",\"reqAttune\":true,\"wondrous\":true,\"bonusWeaponAttack\":\"+1\",\"modifySpeed\":{\"static\":{\"fly\":150}},\"entries\":[\"This strange device was once thought to have been built by gods long forgotten and to have survived the eons since their passing, for it is incredibly ancient and crafted by means unlike anything known today. However, its true origins derive from a planar craft that crashed in the Barrier Peaks, for the Infernal Machine once functioned as this craft's central command console.\",\"Explorers who discovered the crash site removed the command console and brought it back to civilization, not understanding its true purpose or powers. In later years, the console came into the possession of Baron Lum. By experimenting with its many controls, he was able to achieve astounding and destructive magical effects in the building of his empire, and so the artifact came to be known as the Infernal Machine of Lum the Mad. Yet with Lum's eventual defeat, his great machine was destroyed.\",\"The Infernal Machine is a delicate, intricate, bulky, and heavy device, weighing some 5,500 pounds. It can be operated using a control panel containing sixty levers, forty dials, twenty switches, and a number of jeweled components. These controls generate all kinds of powers and effects, as noted below.\",{\"type\":\"entries\",\"name\":\"Silver Wire\",\"entries\":[\"The Infernal Machine's great size makes it largely immobile. To make ongoing use of the machine (such as while adventuring), it can be connected to its attuned user by a silver wire, a supply of which can always be produced from the machine's inner workings. This silver wire shares the same general nature as the silvery cord of an {@spell astral projection} spell, connecting to the body of the user and trailing behind them. When so attached, the wire becomes {@condition invisible}, astral, and extends to virtually infinite length.\",\"As long as the wire remains intact, the attuned user can make full use of the Infernal Machine's powers, with their effects centered around the user. If the wire is cut—something that can happen only when an effect specifically states that it can cut an {@spell astral projection}'s silvery cord—the user suffers a sudden burst of feedback from the machine that kills them instantly.\",\"Any effect of the Infernal Machine that requires {@status concentration} can be concentrated on by a remote user. The Infernal Machine's effects have a spell save DC of 14 or the attuned user's spell save DC, whichever is higher.\"]},{\"type\":\"entries\",\"name\":\"Summon Monster\",\"entries\":[\"When first used by Baron Lum, the Infernal Machine was known for its ability to unleash terrible monsters within the world. Specific combinations of its controls can still recreate the effects of various spells of the conjuration school, as follows:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[\"1/day: {@spell conjure animals}, {@spell summon lesser demons|XGE}\",\"1/7 days: {@spell conjure minor elementals}, {@spell conjure woodland beings}, {@spell summon greater demon|XGE}\",\"1/month: {@spell conjure elemental}, {@spell conjure fey}\"]}]},{\"type\":\"entries\",\"name\":\"Wish\",\"entries\":[\"The Infernal Machine has the ability to bend the nature of reality, with the proper combination of controls recreating the effect of a {@spell wish} spell (including all side effects). Due to the complex nature of its programming, this feature can be used only once per month. Each time this effect is used, there is a cumulative {@chance 10} chance of the Infernal Machine malfunctioning, necessitating seven days' worth of repairs and reprogramming, as well as the expenditure of 500 gp in parts, before it can be used again. When these repairs are done, the cumulative chance of malfunction returns to 10 percent.\"]},{\"type\":\"entries\",\"name\":\"Random Properties\",\"entries\":[\"There are far more possible combinations for the Infernal Machine's controls than can ever be known or matrixed—especially as the controls shift position and reset themselves over time. At the end of each long rest of the user attuned to it, the Infernal Machine generates {@dice 1d4 + 1} random beneficial properties and {@dice 1d4 + 1} detrimental properties. Roll for each of these properties on the Infernal Machine Properties table. To keep things interesting, the DM might roll secretly for detrimental properties, revealing those properties only during the course of play.\",\"Once set, these properties last until the end of the attuned user's next long rest.\",\"(Our thanks to the D&D community for their suggestions for the properties of the Infernal Machine of Lum the Mad!)\"]},{\"type\":\"entries\",\"name\":\"Destroying the Machine\",\"entries\":[\"The Infernal Machine of Lum the Mad is self-repairing of anything short of catastrophic damage, and how it was disabled in Lum's time remains a mystery. It is rumored that if one specific combination of controls is set, the Infernal Machine will enter a repair mode, allowing unfettered access to its inner workings—and preventing it from restoring itself if it is attacked. Alternatively, other combinations of controls might cause the Infernal Machine to teleport its most critical components to some hiding place deep in space and time, rendering it inoperable until those components are found again.\"]},{\"type\":\"table\",\"caption\":\"Infernal Machine Properties\",\"colLabels\":[\"d100\",\"Beneficial Property\",\"Detrimental Property\"],\"colStyles\":[\"col-2 text-center\",\"col-5\",\"col-5\"],\"rows\":[[\"01\",\"You have a flying speed of 150 feet but lose all other movement.\",\"You are {@condition blinded}.\"],[\"02\",\"You can cast the {@spell speak with animals} spell at will, but can use it to speak with only one animal of your choice.\",\"All animals despise you. You have disadvantage on Wisdom ({@skill Animal Handling}) checks.\"],[\"03\",\"One weapon or item you carry of your choice gains a walking speed of 30 feet and goes where you tell it.\",\"Your armor and clothing feels unnaturally tight. Unless you go naked, roll a {@dice d4} each time you are attacked and subtract the number rolled from your AC.\"],[\"04\",\"You can cast the {@spell legend lore} spell three times.\",\"Whenever you make an Intelligence check or use divination magic to learn something about a creature, that knowledge comes with added trivia of the DM's devising.\"],[\"05\",\"You emanate a weak magnetic aura. The first time during a combat that a creature attacks you with a metal weapon, that creature has disadvantage on the attack roll.\",\"Metal rusts in response to your touch—including metal armor you wear and metal weapons you hold—reproducing the effect of the rust monster's Rust Metal trait.\"],[\"06\",\"Your fingers sprout tiny clockwork picks, granting you advantage on ability checks made using {@item thieves' tools|PHB} or {@item tinker's tools|PHB}.\",\"Any metal object you wield or wear is covered in a thin layer of oil that drips occasionally and leaves your fingerprints everywhere.\"],[\"07\",\"You can cast the {@spell speak with animals} spell at will, but can use it to communicate only with insects.\",\"Disturbing whispers on the edge of hearing haunt all creatures within 30 feet of you, causing those creatures to recall their saddest memories.\"],[\"08\",\"You have a +1 bonus to Wisdom ({@skill Insight} checks) involving creatures you can see.\",\"Your body is ghostly and translucent except for your bones. You have vulnerability to radiant damage, and you have disadvantage on attack rolls while in direct sunlight.\"],[\"09\",\"You summon a {@creature unicorn} that obeys your commands. If you give a command that violates the unicorn's allignment, the unicorn immediately vanishes.\",\"You grow a unicorn horn.\"],[\"10\",\"A specialized clockwork compass floats in front of you. You can name one character, place, or object on the same plane as you and have the compass point constantly in the direction of the named target. You gain no knowledge of the distance to the target.\",\"A specialized clockwork compass floats in front of you, and points toward you. The DM determines whether a creature currently looking for you is drawn to your location. Additionally, when a creature attacks you for the first time during an encounter, it has advantage on the attack roll.\"],[\"11\",\"Your clothes are wrapped in illusion that makes them appear to be the very latest style, drawing praise and attention. You have a +1 bonus to Charisma checks.\",\"Any food and drink you eat spoils as you swallow it. Each time you eat or drink, you are {@condition poisoned} for 1 hour.\"],[\"12\",\"You have a +1 bonus to attack rolls with weapons or spells (your choice).\",\"The {@spell cure wounds} spell restores no hit points for you.\"],[\"13\",\"You have an innate sense of direction. You automatically succeed on ability checks made to avoid becoming lost.\",\"Whenever you move, a magical voice calls out your direction and how far you've gone. The voice cannot be silenced or stopped.\"],[\"14\",\"You constantly see afterimages of all events that occurred within 30 feet of you over the previous hour.\",\"You are distracted by voices and visions, forcing you to succeed on a Wisdom saving throw every 4 hours or gain one level of {@condition exhaustion}.\"],[\"15\",\"You understand all languages, as if under the effect of a {@spell comprehend languages} spell.\",\"Whenever you speak, you speak in a random language (possibly including languages you don't normally know).\"],[\"16\",\"You have +1 bonus to initiative rolls.\",\"You are unable to hear any speech louder than a whisper.\"],[\"17\",\"An exact duplicate of you appears next to you, dressed as you but lacking any gear. The duplicate functions as a familiar and has the statistics of a {@creature cat}.\",\"An exact duplicate of you appears next to you, dressed as you but lacking any gear. It loudly tries to convince all other creatures that it is you, and you are its familiar. If destroyed, it reappears in {@dice 1d4} hours.\"],[\"18\",\"While you are afflicted by a disease or suffering the {@condition poisoned} or {@condition frightened} condition, whenever you hit a humanoid with a melee attack, the target must succeed on a DC 15 Constitution saving throw. On a failed save, you transfer the disease or the condition to the target, and the disease or condition ends for you.\",\"Water becomes intensely acidic to you. If you are submerged in water, you take {@damage 1d6} acid damage at the start of each of your turns, and drinking pure water causes you to be {@condition poisoned} for 1 hour.\"],[\"19\",\"A random Huge beast appears next to you (chosen by the DM) as if with the {@spell conjure animals} spell. You have a telepathic link to this beast, such that you can give it commands even if it can't hear you.\",\"A random Huge beast appears next to you (chosen by the DM) and attacks at once.\"],[\"20\",\"You have 1 luck point, which you can use as if you had taken the Lucky feat. If you have taken that feat, you have 1 extra luck point.\",\"Those around you perceive you as dishonest, even when you are completely truthful. You automatically fail Charisma checks.\"],[\"21\",\"If you drop to 0 hit points, a phantom guardian appears next to you, functioning as if you had cast the {@spell Mordenkainen's faithful hound} spell. The guardian disappears if you die, regain hit points, or regain consciousness.\",\"No one takes you seriously, imposing disadvantage on Charisma ({@skill Deception} and {@skill Persuasion}) checks, and causing you to automatically fail Charisma ({@skill Intimidation}) checks.\"],[\"22\",\"You can cast the {@spell gaseous form} spell on yourself three times. When you do, instead of appearing as mist, you appear as a swirling puff of feathers.\",\"Your body is covered in feathers.\"],[\"23\",\"You have advantage on death saving throws.\",\"You have disadvantage on all saving throws except death saving throws.\"],[\"24\",\"You can cast {@spell speak with animals} at will, but can use it to communicate only with dogs.\",\"All cats are automatically hostile toward you.\"],[\"25\",\"You can cast the {@spell raise dead} spell once, requiring no material components.\",\"If you drop to 0 hit points, you automatically suffer 1 failed death saving throw.\"],[\"26\",\"Each time you finish a short rest, up to 100 silver pieces already in your possession become gold pieces, and up to 100 copper pieces become silver pieces.\",\"All coins you touch become worthless tin.\"],[\"27\",\"Anything poisonous within 50 feet of you is automatically detected and marked by the image of a small frog that is visible only to you.\",\"A dozen small frogs constantly follow you around, chirping loudly.\"],[\"28\",\"You gain the benefit of a {@spell nondetection} spell.\",\"Your appearance changes randomly as determined by the DM, as if you were under the effect of a {@spell disguise self} spell.\"],[\"29\",\"You can cast the {@spell mage hand} cantrip at will.\",\"A disembodied spirit follows you around, stealing and scattering coins from you, crumbling your food, and playing with your weapons and gear.\"],[\"30\",\"You are able to decipher any text.\",\"You lose the ability to speak any language. This has no effect on casting spells with verbal components.\"],[\"31\",\"You can cast the {@spell speak with plants} spell three times.\",\"Your skin turns green, and you must drink a half gallon of fresh water every 4 hours or take {@damage 1d4} necrotic damage.\"],[\"32\",\"You know whether creatures within 15 feet of you are lying, as if you were the center of a {@spell zone of truth} spell.\",\"Whenever you would speak falsely, you cannot speak at all.\"],[\"33\",\"You gain a sense of destiny that directs you toward an important goal, as determined by the DM.\",\"Your head is filled with an unpleasant buzzing that imposes disadvantage on Intelligence checks and saving throws.\"],[\"34\",\"All creatures you speak with automatically believe your words, as if you have succeeded on a Charisma ({@skill Deception} or {@skill Persuasion}) check against them. Any sign of threatening or duplicitous action on your part negates this automatic success.\",\"Your personal tastes reverse, such that your favorite foods, hobbies, music, and so forth become unbearable to you.\"],[\"35\",\"Your shadow becomes an undead {@creature shadow} that shares your alignment and is under your control.\",\"Your shadow behaves disapprovingly whenever you're not looking—stealing things, mocking you behind your back, taunting opponents or friends, and so on.\"],[\"36\",\"Your skin is covered by slime. You automatically succeed on ability checks and saving throws made to escape a grapple.\",\"Your skin is covered by slime. You must succeed on a DC 10 Dexterity saving throw to sit down, open doors, and perform other mundane tasks of the DM's determination.\"],[\"37\",\"Flowers turn to face you as you pass them.\",\"Mundane animals can't look at you.\"],[\"38\",\"Each time you finish a short rest, you suddenly sprout a covering of fragrant leaves. The leaves fall off after {@dice 1d10} minutes, revealing {@dice 1d6} magic fruits that can be plucked from your head. Each fruit functions as a berry created with the {@spell goodberry} spell.\",\"Whenever you stop moving for 10 minutes or more, you discover that your boots or shoes have set down roots that must be pulled free with a successful DC 20 Strength check.\"],[\"39\",\"Choose a creature you can see. That creature must succeed on a DC 15 Dexterity saving throw or drop one item they are holding (DM's choice). You can use this property three times.\",\"Each time you roll a 1 on a Dexterity check, you drop one object you are holding (DM's choice).\"],[\"40\",\"A group of small forest animals appears and follows you everywhere, singing and dancing. These magical creatures can perform any task you desire that could be performed by a {@spell prestidigitation} spell.\",\"You break out into song whenever you roll a 1 on any die.\"],[\"41\",\"Your possessions change their state or appearance at the DM's determination, giving you hints of potential future events. For example, your sword might become suddenly bloodstained to warn of an upcoming combat encounter, your clothes might become damp to warn of a water-filled pit trap ahead, and so on.\",\"You take a −5 penalty to initiative rolls.\"],[\"42\",\"Whenever you roll a 1 on a {@dice d20}, you have advantage on your next {@dice d20} roll.\",\"Whenever you roll a 1 on a {@dice d20}, you have disadvantage on your next {@dice d20} roll.\"],[\"43\",\"Grass, moss, and flowers instantly grow in your footsteps. You are also unaffected by {@quickref difficult terrain||3} created by plants.\",\"Any harm that befalls a plant you can see (a woodcutter sawing down a tree, a gardener pulling weeds, and so forth) fills you with a sadness that imposes disadvantage on ability checks for 1 minute.\"],[\"44\",\"You automatically know the direction to the greatest danger within 500 feet of you.\",\"You leave a trail of black footprints that allow anyone to automatically follow you.\"],[\"45\",\"You can cast the {@spell detect thoughts} spell three times.\",\"All creatures within 30 feet of you automatically know your surface thoughts, as if having cast {@spell detect thoughts} against you.\"],[\"46\",\"You can cast the {@spell misty step} spell three times. When you do, you must begin and end your teleportation in an area of shadow.\",\"While in direct sunlight, you have disadvantage on attack rolls as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"],[\"47\",\"Creatures cannot gain advantage on attacks made against you as a result of another creature using the {@action Help} action.\",\"You have disadvantage on Dexterity ({@skill Acrobatics}) checks.\"],[\"48\",\"You have increased lung capacity, increasing your walking speed by 10 feet and letting you hold your breath for twice as long as normal.\",\"Whenever you exert yourself by fighting, running, and so forth, you breathe out intermittent gouts of flame that deal {@damage 1d4} fire damage to you.\"],[\"49\",\"You can cast the {@spell daylight} spell three times.\",\"An evil undead creature that comes within 30 feet of you for the first time is {@condition charmed} by you until the end of your next turn.\"],[\"50\",\"When you touch a copper piece, it transmutes to become two copper pieces. You can duplicate a maximum of 1,000 coins this way.\",\"Food doesn't satiate you, and you must eat double the amount of food you normally eat to avoid feeling hungry.\"],[\"51\",\"You shed light like a torch, as if you were the target of a {@spell light} cantrip.\",\"No one else can take a short rest within 40 feet of you, as everything you say or do seems distracting to them.\"],[\"52\",\"You can cast the {@spell divination} spell once.\",\"Whenever you make an Intelligence check or saving throw, you receive a grim vision of the DM's determination, imposing disadvantage on your next attack roll, ability check, or saving throw.\"],[\"53\",\"As an action, you can become incorporeal for 10 minutes, allowing you to move through other creatures and objects as if they were {@quickref difficult terrain||3}. You take 5 ({@damage 1d10}) force damage if you end your turn inside an object. You can use this property once.\",\"Your senses diminish as if the world were faded around you, imposing disadvantage on Wisdom ({@skill Perception}) checks.\"],[\"54\",\"While you take a short rest, the area within 50 feet of you takes on the illusory appearance of a beautiful forest glade.\",\"The first time an ally you can see takes damage as a result of failing a saving throw, you take the damage instead of them.\"],[\"55\",\"As a bonus action, you can choose one creature within 10 feet of you and know one secret about it, as determined by the DM.\",\"The {@spell remove curse}, {@spell lesser restoration}, and {@spell greater restoration} spells have no effect on you.\"],[\"56\",\"You can predict the weather conditions for the next 24 hours with perfect accuracy.\",\"A rain cloud follows you around, drizzling on you constantly even while indoors.\"],[\"57\",\"You have telepathy out to a range of 120 feet.\",\"You hear the voices of creatures you can see in your head from time to time (as detailed by the DM), but you have no idea whether what you're hearing is the truth or not.\"],[\"58\",\"You can cast {@spell speak with animals} at will, but you can use it to communicate only with goats. Any goat you speak with becomes {@condition charmed} by you for 1 hour.\",\"You become distraught unless your clothing is all the same color, imposing disadvantage on Intelligence, Wisdom, and Charisma checks and saving throws.\"],[\"59\",\"You have resistance to fire damage.\",\"You gain no benefit from any potion.\"],[\"60\",\"You have immunity to the {@condition charmed} and {@condition frightened} conditions.\",\"You can speak only in a monotone voice, imposing disadvantage on Charisma checks.\"],[\"61\",\"You and each creature within 10 feet of you have resistance to necrotic damage.\",\"Any Wisdom ({@skill Medicine}) check you make or that is made to help you is made with disadvantage.\"],[\"62\",\"The first creature you hit with a weapon attack on each of your turns takes {@damage 1d4} fire damage at the start of its next turn.\",\"You are {@condition blinded} while in bright light, and your shadow takes on a monstrous appearance.\"],[\"63\",\"No creature can learn your alignment by magical means, and you have advantage on Charisma checks involving creatures that also share your alignment.\",\"You have disadvantage on Charisma checks involving creatures that do not share your alignment.\"],[\"64\",\"As a bonus action, you cause yourself and a willing ally you can see to swap positions by teleportation.\",\"Whenever you roll a 1 on a {@dice d20} roll, you and an ally you can see swap positions by teleportation.\"],[\"65\",\"As an action, you cause {@quickref difficult terrain||3} within 50 feet of you to become normal terrain. You can use this property three times.\",\"Each time you move through {@quickref difficult terrain||3}, your speed is reduced by 10 feet until the end of your next turn.\"],[\"66\",\"You increase one ability score of your choice by 2. You can increase an ability score above 20 using this property, but the increase is lost when this property ends.\",\"Whenever you roll a 1 on an attack roll, ability check, or saving throw using your highest ability score, you take {@damage 1d4} psychic damage.\"],[\"67\",\"As an action, you learn the direction and distance to the nearest magic item not in the possession of you or any of your allies.\",\"Each creature within 30 feet of you automatically knows which magic items you carry.\"],[\"68\",\"As an action while you are in dim light or darkness, you can become {@condition invisible}, as if targeted by the {@spell invisibility} spell. In addition to becoming visible if you attack or cast a spell, you become visible if you move into bright light. You can use this property three times.\",\"While in bright light, you have disadvantage on initiative rolls.\"],[\"69\",\"You can read and understand all the languages commonly spoken within 1 mile of you, as determined by the DM.\",\"While speaking, you occasionally use nonsense words, imposing disadvantage on Charisma checks.\"],[\"70\",\"You know one cantrip of the DM's choice, and can cast one 1st-level spell of the DM's choice at will.\",\"Whenever you cast a spell or use a magic item property that requires an action or a bonus action to activate, roll on the {@table Wild Magic Surge|PHB} table (see the sorcerer section in chapter 3 of the Player's Handbook) to see what happens.\"],[\"71\",\"Whenever you roll a 20 on a {@dice d20}, you can immediately end one effect on you.\",\"Whenever you roll a 1 on a {@dice d20}, you are {@condition blinded} until the end of your next turn.\"],[\"72\",\"Any clothing you wear is covered with a magical map image that shows all the local area you are aware of. This map doesn't reveal anything you don't know, but grants advantage on ability checks to find secret doors and to navigate back to where you've been.\",\"Any rope you touch transforms into a {@creature poisonous snake} that attacks you.\"],[\"73\",\"You summon a {@creature slithering tracker|VGM} that obeys your commands.\",\"You take on the appearance of having translucent skin, with your bones and organs slightly visible within.\"],[\"74\",\"You have a fresh-scrubbed appearance, and a sweet perfume surrounds you. You have advantage on Charisma ({@skill Persuasion}) checks.\",\"Whenever you fail a Charisma ({@skill Persuasion}) check, the subject of the check becomes irrationally resentful of you, seeking to undermine you in ways determined by the DM.\"],[\"75\",\"You can cast the {@spell control weather} spell.\",\"Each time you deal or take cold damage or fire damage, you must succeed on a DC 10 Charisma saving throw or accidentally summon a hostile {@creature air elemental} or {@creature fire elemental} (depending on the damage dealt).\"],[\"76\",\"A tiny construct resembling a {@creature gynosphinx} follows you around. It can truthfully answer up to ten yes-or-no questions regarding the campaign, at the DM's discretion.\",\"A tiny construct resembling a {@creature gynosphinx} follows you around. It constantly asks unsolvable riddles of other creatures, and insults those creatures when they fail to answer correctly.\"],[\"77\",\"A creature appears next to you that is a hybrid of any two nonmagical beasts (akin to the {@creature owlbear}). The creature serves you as if created by a {@spell conjure animals} spell. The DM determines the creature's statistics.\",\"A creature appears next to you that is a hybrid of any two nonmagical beasts (akin to the {@creature owlbear}). Unless you succeed on a DC 12 Wisdom ({@skill Animal Handling}) check, the creature attacks you before wandering off. The DM determines the creature's statistics.\"],[\"78\",\"You can cast the {@spell teleport} spell, always arriving on target when you do. You can use this property once.\",\"Each time you walk through a doorway or similar portal, you must succeed on a DC 10 Intelligence check or step into a skewed timeline. On a failure, you and all allies within 10 feet of you skip ahead {@dice 1d4} minutes. To other creatures, it appears that you and other affected creatures disappear for that length of time, then appear again in the doorway.\"],[\"79\",\"You can cast the {@spell haste} spell on yourself. You can use this property three times.\",\"Each time you are reduced to 0 hit points then stabilized, you suffer the effect of a {@spell slow} spell.\"],[\"80\",\"You do not need to breathe and cease to do so, making you immune to inhaled poisons and suffocation.\",\"Whenever you speak (including casting a spell with a verbal component), you must first use a bonus action to breathe.\"],[\"81\",\"Your blood is venomous, granting you immunity to poison and to the {@condition poisoned} condition. You can cast the {@spell speak with animals} spell at will, but you can use it to communicate only with snakes.\",\"Your tongue is long and forked, causing you to speak in a hiss. You have disadvantage on Charisma checks involving speech, and you must succeed on a DC 15 Constitution check to cast a spell with a verbal component.\"],[\"82\",\"You grow gills and have the ability to breathe air and water. You also sprout a pair of tentacles from your shoulders that have a reach of 10 feet and can be used to perform any action you could perform with your hands. The tentacles cannot attack or grapple.\",\"You are constantly followed by {@dice 1d4} {@creature octopus||octopuses} that can breathe air and water, and which have a walking speed of 30 feet. Each time combat breaks out, you must succeed on a DC 13 Wisdom ({@skill Animal Handling}) check or have the octopuses panic and attack you.\"],[\"83\",\"You can cast the {@spell misty step} spell three times. When you do, you must begin and end your teleportation in an area of fire. Any fire damage you take during the same turn in which you use {@spell misty step} is restored automatically at the end of your turn.\",\"Whenever you start your turn within 30 feet of an ongoing fire effect, you must succeed on a DC 13 Wisdom saving throw or move toward the fire and into it if possible.\"],[\"84\",\"When you look at the sky, you see it overlaid with navigational symbols. You have advantage on ability checks made to avoid becoming lost while outdoors.\",\"You have disadvantage on Wisdom ({@skill Perception}) checks while indoors.\"],[\"85\",\"You can cast the {@spell healing word} spell three times.\",\"Undead are drawn to you, making it impossible for you to hide from them. Each undead creature you face in combat has advantage on its first attack roll against you.\"],[\"86\",\"Any food you touch is transformed into a culinary delight. You have advantage on Charisma checks while interacting with any creatures that have eaten of this food.\",\"You constantly hear distracting music that throws off your timing, imposing disadvantage on initiative rolls and Dexterity checks.\"],[\"87\",\"Your mind is filled with lost facts and lore, granting advantage on Intelligence checks.\",\"You forget your name, and must be constantly reminded of it by your allies.\"],[\"88\",\"Your touch can change small nonmagical objects into chocolate.\",\"Anything you eat or drink makes you feel overly sated and full, imposing disadvantage on Strength checks for 1 hour.\"],[\"89\",\"Each time you finish a short rest, you regain {@dice 1d8} hit points. Each creature that took a short rest with you and remained within 30 feet of you for the duration also gains this benefit.\",\"Each time you finish a short rest, you take {@damage 3d8} psychic damage. At your determination, you can transfer some or all of this damage to any creatures that took a short rest with you and remained within 30 feet of you for the duration.\"],[\"90\",\"Each time you finish a short rest, you find {@dice 1d10} small gems worth 10 gp each in your possession.\",\"Whenever you spend coins or gems, any character you give them to becomes convinced that the wealth was stolen from them.\"],[\"91\",\"When you hit a creature for the first time during an encounter, its Armor Class is reduced by 1.\",\"Whenever you roll a 1 on a weapon attack roll, the weapon shatters like glass. The weapon magically reforms in {@dice 1d4} rounds.\"],[\"92\",\"Each time you enter a settlement, you are treated as though you are known there and a friend, even if you are neither.\",\"Each time you roll a 1 on an attack roll, ability check, or saving throw, you grow one inch taller. Your clothing and armor does not grow with you.\"],[\"93\",\"While standing in a doorway, you can cast the {@spell teleport} spell. Your destination must be another doorway you know. You can use this property once.\",\"Each time you finish a short rest, you forget one of your allies (of the DM's choice) and no longer trust that character. You lose this distrust at the end of your next short rest.\"],[\"94\",\"As an action, you cause a swirling storm of rocks and dust to surround you in a 10-foot radius for 1 minute. Each creature hostile to you that enters the area must succeed on a DC 12 Constitution saving throw or take {@damage 1d6} bludgeoning damage and be {@condition blinded} for 1 round. You can use this property three times.\",\"{@creature fire elemental||Fire elementals}, {@creature water elemental||water elementals}, and other creatures of fire and water (as determined by the DM) regard you as their enemy, and focus their attacks against you to the exclusion of all else.\"],[\"95\",\"As an action, you learn the names of every humanoid creature within 30 feet of you.\",\"Whenever you roll a 1 on a Strength or Dexterity check that incorporates touching an object, you stick to that object for 1 minute. It takes a successful DC 20 Strength check to free yourself.\"],[\"96\",\"You can cast the {@spell modify memory} spell once.\",\"Whenever you make an Intelligence check or saving throw, you must succeed on a DC 13 Charisma saving throw or lose all your memories of the past hour.\"],[\"97\",\"You can ignore the verbal component of any spell you cast.\",\"You must shout the verbal component of any spell you cast.\"],[\"98\",\"As an action, you conjure a mindless, shapeless force that is your exact duplicate. You control this force as if it were the product of an {@spell unseen servant} spell, except that it is visible.\",\"Each time you see your own reflection, you must succeed on a DC 12 Charisma saving throw. On a failure, you treat your allies as enemies and vice versa for 1 minute, attacking the wrong targets, betraying your companions in social situations, and so forth. You can repeat the saving throw at the end of each of your turns, ending the effect on a success.\"],[\"99\",\"As an action, you can replace one of your hands with any nonmagical weapon, tool, or piece of adventuring equipment of reasonable size (as determined by the DM).\",\"Your hands feel unnaturally large, imposing disadvantage on Dexterity ({@skill Sleight of Hand}) checks and Dexterity checks using {@item thieves' tools|PHB} or {@item artisan's tools|PHB}. The first weapon attack roll you make in any encounter is made with disadvantage.\"],[\"00\",\"All creatures of a particular type other than humanoid (as chosen by the DM) are incapable of acting hostile toward you as long as you do not attack, threaten, or provoke them.\",\"Whenever you meet a creature of a particular type other than humanoid (as chosen by the DM), there is a 1 percent cumulative chance that the {@creature tarrasque} is magically summoned within 1 mile of you. The tarrasque has no knowledge of your existence. It runs amok for {@dice 1d6 × 10} minutes, then magically returns to its previous location.\"]]}],\"attachedSpells\":[\"conjure animals\",\"summon lesser demons|XGE\",\"conjure minor elementals\",\"conjure woodland beings\",\"summon greater demon|XGE\",\"conjure elemental\",\"conjure fey\",\"wish\",\"speak with animals\",\"legend lore\",\"Mordenkainen's faithful hound\",\"gaseous form\",\"raise dead\",\"nondetection\",\"mage hand\",\"speak with plants\",\"goodberry\",\"prestidigitation\",\"detect thoughts\",\"misty step\",\"daylight\",\"light\",\"divination\",\"invisibility\",\"teleport\",\"haste\",\"slow\",\"healing word\",\"modify memory\",\"unseen servant\",\"comprehend languages\",\"zone of truth\"]},{\"name\":\"The Shield of Sacred Flame\",\"source\":\"DoDk\",\"page\":234,\"baseItem\":\"shield|PHB\",\"type\":\"S\",\"rarity\":\"rare\",\"reqAttune\":true,\"weight\":6,\"ac\":2,\"recharge\":\"dawn\",\"rechargeAmount\":3,\"charges\":3,\"entries\":[\"This shield has 3 charges, which you regain each day at dawn. When a spellcaster within 60 feet of you targets you with a spell or includes you in the area of a spell, you may expend a charge from the shield to cast {@spell counterspell} as a reaction.\",{\"type\":\"entries\",\"name\":\"Relics of Saint Vitruvio\",\"entries\":[\"These holy relics of the Sacred Flame were wielded by Saint Vitruvio and are kept in several religious sites throughout Drakkenheim. The Knights of the Silver Order and the Followers of the Falling Fire now seek these relics. Not only do both factions revere Saint Vitruvio, both wish to use these relics to help advance their goals in Drakkenheim.\",\"A character attuned to three Relics of Saint Vitruvio may cast the {@spell heal} spell three times per day, after which they must finish a long rest before they may do so again. In addition, that character gains the ability to attune to two additional magic items so long as those magic items are both Relics of Saint Vitruvio.\"]}],\"attachedSpells\":[\"counterspell\",\"heal\"]},{\"name\":\"Theki Root\",\"source\":\"EGW\",\"page\":70,\"type\":\"G\",\"rarity\":\"none\",\"value\":300,\"entries\":[\"This thick marsh root tastes bitter but is thought to aid digestive health. When you use an action to consume a dose, you gain advantage on saving throws against the effects of poisonous or toxic substances for 8 hours.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Thermal Cube\",\"source\":\"IDRotF\",\"page\":316,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"This 3-inch cube of solid brimstone generates enough dry heat to keep the temperature within 15 feet of it at 95 degrees Fahrenheit (35 degrees Celsius).\"]},{\"name\":\"Thessaltoxin\",\"source\":\"IMR\",\"page\":93,\"rarity\":\"none\",\"poison\":true,\"entries\":[\"This poison was first created using blood harvested from the artificer Thessalar. A creature subjected to the poison must succeed on a DC 15 Constitution saving throw or take on a new form as if affected by the {@spell polymorph} spell. The creature's new form is a random beast or a creature it has seen within the last 24 hours (as chosen by the DM). This transformation lasts until the end of the target's next long rest. This effect is not subject to {@spell dispel magic} or {@spell remove curse}, but a {@spell greater restoration} spell restores the creature to its original form.\"],\"poisonTypes\":[\"ingested\",\"injury\"],\"attachedSpells\":[\"polymorph\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Thessaltoxin Antidote\",\"source\":\"IMR\",\"page\":95,\"type\":\"P\",\"rarity\":\"uncommon\",\"entries\":[\"This potion appears to change color and texture each time you look at it. When you drink the potion, it ends the {@spell polymorph} effect imposed by thessaltoxin.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Thieves' Tools\",\"source\":\"PHB\",\"page\":154,\"srd\":true,\"basicRules\":true,\"additionalSources\":[{\"source\":\"XGE\",\"page\":84}],\"reprintedAs\":[\"Thieves' Tools|XPHB\"],\"type\":\"T\",\"rarity\":\"none\",\"weight\":1,\"value\":2500,\"entries\":[\"This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.\"],\"additionalEntries\":[\"Perhaps the most common tools used by adventurers, thieves' tools are designed for picking locks and foiling traps. Proficiency with the tools also grants you a general knowledge of traps and locks.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"Thieves' tools include a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.\"]},{\"type\":\"entries\",\"name\":\"History\",\"entries\":[\"Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps.\"]},{\"type\":\"entries\",\"name\":\"Investigation and Perception\",\"entries\":[\"You gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence.\"]},{\"type\":\"entries\",\"name\":\"Set a Trap\",\"entries\":[\"Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else's attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate.\"]},{\"type\":\"table\",\"caption\":\"Thieves' Tools\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Pick a lock\",\"Varies\"],[\"Disable a trap\",\"Varies\"]]}],\"hasFluffImages\":true},{\"name\":\"Thieves' Tools\",\"source\":\"XPHB\",\"page\":221,\"freeRules2024\":true,\"type\":\"T|XPHB\",\"rarity\":\"none\",\"weight\":1,\"value\":2500,\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Ability:\",\"type\":\"item\",\"entries\":[\"Dexterity\"]},{\"name\":\"Utilize:\",\"type\":\"item\",\"entries\":[\"Pick a lock ({@dc 15}), or disarm a trap ({@dc 15})\"]}]}]},{\"name\":\"Three-Dragon Ante Set\",\"source\":\"PHB\",\"page\":154,\"basicRules\":true,\"reprintedAs\":[\"Three-Dragon Ante Set|XPHB\"],\"type\":\"GS\",\"rarity\":\"none\",\"value\":100},{\"name\":\"Three-Dragon Ante Set\",\"source\":\"XPHB\",\"page\":221,\"freeRules2024\":true,\"type\":\"GS|XPHB\",\"rarity\":\"none\",\"value\":100,\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Ability:\",\"type\":\"item\",\"entries\":[\"Wisdom\"]},{\"name\":\"Utilize:\",\"type\":\"item\",\"entries\":[\"Discern whether someone is cheating ({@dc 10}), or win the game ({@dc 20})\"]}]}]},{\"name\":\"Throne Card\",\"source\":\"BMT\",\"page\":15,\"rarity\":\"legendary\",\"wondrous\":true,\"recharge\":\"dawn\",\"entries\":[\"As an action, you can speak a command word while holding this card to gain advantage on Charisma ({@skill Intimidation} or {@skill Persuasion}) checks for 1 minute. In addition, for that duration, you can use this card to cast the {@spell Command} spell (save {@dc 17}) as an action. Once this property is used, it can't be used again until the next dawn.\"],\"attachedSpells\":[\"command\"],\"hasFluffImages\":true},{\"name\":\"Thunder Absorbing Tattoo\",\"source\":\"TCE\",\"page\":119,\"resist\":[\"thunder\"],\"detail1\":\"orange\",\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"tattoo\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Absorbing Tattoo|TCE}\"]},{\"name\":\"Thunderbuss\",\"source\":\"BGG\",\"page\":116,\"baseItem\":\"pistol|dmg\",\"type\":\"R\",\"rarity\":\"very rare\",\"weight\":3,\"weaponCategory\":\"martial\",\"age\":\"renaissance\",\"range\":\"30/90\",\"dmg1\":\"1d10\",\"dmgType\":\"P\",\"bonusWeapon\":\"+1\",\"firearm\":true,\"entries\":[\"This magic ranged weapon is a flared pistol with the storm rune engraved along the barrel. You gain a +1 bonus to attack and damage rolls made with it. It requires no ammunition, its damage is thunder instead of piercing, and it doesn't have the loading property.\",{\"type\":\"entries\",\"name\":\"Invoking the Rune\",\"entries\":[\"As a bonus action, you can invoke the weapon's rune to launch a ball of energy to a point you can see within 30 feet of yourself. The energy then detonates into a 10-foot-radius sphere of turbulent wind and thunder centered on that point, and each creature in that sphere must make a DC 14 Constitution saving throw. On a failed save, a creature takes {@damage 3d6} thunder damage, and it can't take reactions until the end of your next turn. On a successful save, a creature takes half as much damage only.\",\"Once the rune has been invoked, it can't be invoked again until the next dawn.\"]}],\"ammoType\":\"renaissance bullet\",\"hasFluffImages\":true},{\"name\":\"Thunderous Greatclub\",\"source\":\"XDMG\",\"page\":316,\"freeRules2024\":true,\"otherSources\":[{\"source\":\"UtHftLH\"}],\"baseItem\":\"greatclub|xphb\",\"type\":\"M|XPHB\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":10,\"weaponCategory\":\"simple\",\"property\":[\"2H|XPHB\"],\"mastery\":[\"Push|XPHB\"],\"dmg1\":\"1d8\",\"dmgType\":\"B\",\"entries\":[\"While you are attuned to this magic weapon, your Strength is 20 unless your Strength is already equal to or greater than that score. The weapon deals an extra {@damage 1d8} Thunder damage to any creature it hits and an extra {@damage 3d8} Thunder damage to objects it hits that aren't being worn or carried.\",\"The weapon has the following additional properties.\",{\"type\":\"entries\",\"name\":\"Clap of Thunder\",\"entries\":[\"As a {@action Magic|XPHB} action, you can strike the weapon against a hard surface to create a loud clap of thunder audible out to 300 feet. You also create a 30-foot {@variantrule Cone [Area of Effect]|XPHB|Cone} of thunderous energy. Each creature in the {@variantrule Cone [Area of Effect]|XPHB|Cone} must succeed on a DC 15 Strength saving throw or have the {@condition Prone|XPHB} condition. Nonmagical objects in the {@variantrule Cone [Area of Effect]|XPHB|Cone} that aren't being worn or carried take {@damage 3d8} Thunder damage.\"]},{\"type\":\"entries\",\"name\":\"Earthquake\",\"entries\":[\"As a {@action Magic|XPHB} action, you can strike the weapon against the ground to create an intense seismic disturbance in a 50-foot-radius circle centered on the point of impact. Structures in contact with the ground in that area take 50 Bludgeoning damage, and each creature on the ground in that area must succeed on a DC 20 Dexterity saving throw or have the {@condition Prone|XPHB} condition. If that creature is also {@status Concentration|XPHB|Concentrating}, it must succeed on a DC 20 Constitution saving throw or its {@status Concentration|XPHB} is broken. In addition, you can cause a 30-foot-deep, 10-foot-wide fissure to open up on the ground anywhere in the area. Any creature on a spot where the fissure opens must make a DC 20 Dexterity saving throw, falling into the fissure on a failed save or moving with the fissure's edge on a successful one. Any structure on a spot where the fissure opens collapses into the fissure. Once you use this property, it can't be used again until the next dawn.\"]}],\"hasFluffImages\":true},{\"name\":\"Tidecaller Trident\",\"source\":\"BMT\",\"page\":69,\"baseItem\":\"trident|PHB\",\"type\":\"M\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":4,\"weaponCategory\":\"martial\",\"property\":[\"T\",\"V\"],\"range\":\"20/60\",\"dmg1\":\"1d6\",\"dmgType\":\"P\",\"dmg2\":\"1d8\",\"bonusWeapon\":\"+2\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"You gain a +2 bonus to attack and damage rolls made with this magic trident. You also have advantage on attack rolls made with this weapon while underwater.\",\"This trident has 3 charges. You can expend 1 charge to cast {@spell Control Water} (save DC 15) from the trident or 3 charges to cast {@spell Tsunami} (save DC 15) from it instead. The trident regains {@dice 1d3} expended charges daily at dawn.\"],\"attachedSpells\":[\"control water\",\"tsunami\"]},{\"name\":\"Tiger Eye\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Tiger Eye|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":1000,\"entries\":[\"A translucent brown with golden center gemstone.\"]},{\"name\":\"Tiger Eye\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":1000,\"entries\":[\"A brown with golden center gemstone.\"]},{\"name\":\"Timepiece of Travel\",\"source\":\"AI\",\"page\":221,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"bonusSavingThrow\":\"+1\",\"entries\":[\"While attuned to this device, you have a +1 bonus to Dexterity saving throws and you always know which way is north. Additionally, you can cast the {@spell longstrider} spell on yourself at will.\",{\"type\":\"entries\",\"name\":\"Turn-by-Turn Directions\",\"entries\":[\"You can name any location within 10 miles of your current location that is known to at least one creature also within 10 miles of that location (including you). Once you name the location, a disembodied voice heard only by you provides directions to the location by the safest, most direct route. The voice knows to avoid natural hazards, so that it does not send you through trackless wilderness or into a lake. But it has no knowledge of or ability to help you avoid monsters, enemies, traps, locked doors, and the like.\",\"The timepiece is of no use for reaching locations that are wholly secret or not known to any creatures within range. Once you use this feature of the timepiece of travel, it cannot be used again until the next dawn.\"]},{\"type\":\"entries\",\"name\":\"Get Away From It All\",\"entries\":[\"As an action, you can cast the {@spell teleport} spell. Once you use this feature of the timepiece of travel, it cannot be used again until the next dawn.\"]},{\"type\":\"entries\",\"name\":\"Part of a Whole\",\"entries\":[\"While this component is not installed in the {@item Orrery of the Wanderer|AI}, its magic might function sporadically or with unpredictable side effects, as determined by the DM.\"]}],\"attachedSpells\":[\"longstrider\",\"teleport\"]},{\"name\":\"Tinderbox\",\"source\":\"PHB\",\"page\":153,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Tinderbox|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":1,\"value\":50,\"entries\":[\"This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute.\"]},{\"name\":\"Tinderbox\",\"source\":\"XPHB\",\"page\":229,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":1,\"value\":50,\"entries\":[\"A Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a {@item Candle|XPHB}, {@item Lamp|XPHB}, {@item Hooded Lantern|XPHB|Lantern}, or {@item Torch|XPHB}—or anything else with exposed fuel—takes a {@variantrule Bonus Action|XPHB}. Lighting any other fire takes 1 minute.\"]},{\"name\":\"Tinderstrike\",\"source\":\"PotA\",\"page\":224,\"baseItem\":\"dagger|phb\",\"type\":\"M\",\"resist\":[\"fire\"],\"rarity\":\"legendary\",\"reqAttune\":true,\"weight\":1,\"weaponCategory\":\"simple\",\"property\":[\"F\",\"L\",\"T\"],\"range\":\"20/60\",\"dmg1\":\"1d4\",\"dmgType\":\"P\",\"grantsLanguage\":true,\"bonusWeapon\":\"+2\",\"entries\":[\"A flint dagger, Tinderstrike is uncommonly sharp, and sparks cascade off its edge whenever it strikes something solid. Its handle is always warm to the touch, and the blade smolders for {@dice 1d4} minutes after it is used to deal damage. It contains a spark of {@creature Imix|PotA}, Prince of Evil Fire.\",\"You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit with it, the target takes an extra {@damage 2d6} fire damage.\",{\"name\":\"Fire Mastery\",\"type\":\"entries\",\"entries\":[\"You gain the following benefits while you hold Tinderstrike:\"]},{\"type\":\"list\",\"items\":[\"You can speak Ignan fluently.\",\"You have resistance to fire damage.\",\"You can cast {@spell dominate monster} (save DC 17) on a {@creature fire elemental}. Once you have done so, Tinderstrike can't be used this way again until the next dawn.\"]},{\"type\":\"entries\",\"name\":\"Dance of the All-Consuming Fire\",\"entries\":[\"While inside a fire node, you can perform a ritual called the Dance of the All-Consuming Fire, using Tinderstrike to create a {@item devastation orb of fire|PotA}. Once you perform the ritual, Tinderstrike can't be used to perform the ritual again until the next dawn.\"]},{\"name\":\"Flaw\",\"type\":\"entries\",\"entries\":[\"Tinderstrike makes its wielder impatient and rash. While attuned to the weapon, you gain the following flaw: \\\"I act without thinking and take risks without weighing the consequences.\\\"\"]}],\"attachedSpells\":[\"dominate monster\"],\"hasFluffImages\":true},{\"name\":\"Tinker's Tools\",\"source\":\"PHB\",\"page\":154,\"srd\":true,\"basicRules\":true,\"additionalSources\":[{\"source\":\"XGE\",\"page\":84}],\"reprintedAs\":[\"Tinker's Tools|XPHB\"],\"type\":\"AT\",\"rarity\":\"none\",\"weight\":10,\"value\":5000,\"additionalEntries\":[\"A set of tinker's tools is designed to enable you to repair many mundane objects. Though you can't manufacture much with tinker's tools, you can mend torn clothes, sharpen a worn sword, and patch a tattered suit of chain mail.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"Tinker's tools include a variety of hand tools, thread, needles, a whetstone, scraps of cloth and leather, and a small pot of glue.\"]},{\"type\":\"entries\",\"name\":\"History\",\"entries\":[\"You can determine the age and origin of objects, even if you have only a few pieces remaining from the original.\"]},{\"type\":\"entries\",\"name\":\"Investigation\",\"entries\":[\"When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago.\"]},{\"type\":\"entries\",\"name\":\"Repair\",\"entries\":[\"You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flame hot enough to make the metal pliable.\"]},{\"type\":\"table\",\"caption\":\"Tinker's Tools\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Temporarily repair a disabled device\",\"10\"],[\"Repair an item in half the time\",\"15\"],[\"Improvise a temporary item using scraps\",\"20\"]]}]},{\"name\":\"Tinker's Tools\",\"source\":\"XPHB\",\"page\":221,\"freeRules2024\":true,\"type\":\"AT|XPHB\",\"rarity\":\"none\",\"weight\":10,\"value\":5000,\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Ability:\",\"type\":\"item\",\"entries\":[\"Dexterity\"]},{\"name\":\"Utilize:\",\"type\":\"item\",\"entries\":[\"Assemble a Tiny item composed of scrap, which falls apart in 1 minute ({@dc 20})\"]},{\"name\":\"Craft:\",\"type\":\"item\",\"entries\":[\"{@item Musket|XPHB}, {@item Pistol|XPHB}, {@item Bell|XPHB}, {@item Bullseye Lantern|XPHB}, {@item Flask|XPHB}, {@item Hooded Lantern|XPHB}, {@item Hunting Trap|XPHB}, {@item Lock|XPHB}, {@item Manacles|XPHB}, {@item Mirror|XPHB}, {@item Shovel|XPHB}, {@item Signal Whistle|XPHB}, {@item Tinderbox|XPHB}\"]}]}]},{\"name\":\"Tinkertop Boltblaster 1000\",\"source\":\"TDCSR\",\"page\":197,\"baseItem\":\"hand crossbow|PHB\",\"type\":\"R\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"A\",\"L\",\"LD\"],\"range\":\"30/120\",\"dmg1\":\"1d6\",\"dmgType\":\"P\",\"bonusWeapon\":\"+1\",\"entries\":[\"This strange contraption of gears, wires, and lacquered wood has a handle with a metal grip and crank. Its stock bears a flamboyant maker's mark that reads: \\\"Made in Hupperdook,\\\" a city in {@book Wildemount|TDCSR|3|Wildemount}. You gain a +1 bonus to attack and damage rolls made with this magic weapon.\",\"When you roll a 20 on an attack roll made with this weapon, you can immediately make another attack with this weapon after resolving the critical hit. When you roll a 1 on an attack roll made with this weapon, you must succeed on a {@dc 14} Dexterity {@quickref saving throws|PHB|2|1|saving throw} or take {@damage 1d6} piercing damage as some of its gears and wires spring loose.\"],\"ammoType\":\"crossbow bolt|phb\"},{\"name\":\"Tiny jade figurine (River Heralds)\",\"source\":\"PSX\",\"page\":24,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":2500},{\"name\":\"Titanstone Knuckles (Awakened)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Titanstone Knuckles (Dormant)\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":[{\"mode\":\"appendArr\",\"items\":{\"entries\":[{\"type\":\"entries\",\"name\":\"Awakened\",\"entries\":[\"When the Titanstone Knuckles reach an awakened state, they gain the following properties:\",{\"type\":\"list\",\"items\":[\"Your Strength score becomes 24.\",\"You can use an action to cast the {@spell enlarge/reduce} spell from the gauntlets on yourself (enlarge only), with a duration of 10 minutes. This property of the gauntlets can't be used again until you finish a {@quickref resting|PHB|2|0|long rest}.\"]}]}]}}]},\"_preserve\":{\"page\":true,\"fluff\":true}},\"ability\":{\"static\":{\"str\":24}},\"recharge\":\"restLong\",\"attachedSpells\":[\"enlarge/reduce\"],\"hasFluffImages\":true},{\"name\":\"Titanstone Knuckles (Dormant)\",\"source\":\"TDCSR\",\"page\":211,\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"property\":[\"Vst|TDCSR\"],\"ability\":{\"static\":{\"str\":22}},\"entries\":[\"Carved from the heartstone of a slain earth primordial, these gauntlets bestow immeasurable might to their wearer. In recent times, they were wielded by the legendary barbarian {@creature Grog Strongjaw|TDCSR}, who continues to use them as he seeks worthy challengers across Tal'Dorei and Exandria.\",{\"type\":\"entries\",\"name\":\"Dormant\",\"entries\":[\"While the Titanstone Knuckles are in a dormant state, your Strength score becomes 22 while you wear these gauntlets. Additionally, your weapon attacks deal double damage to objects and structures.\"]}],\"hasFluffImages\":true},{\"name\":\"Titanstone Knuckles (Exalted)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Titanstone Knuckles (Awakened)\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":[{\"mode\":\"appendArr\",\"items\":{\"entries\":[{\"type\":\"entries\",\"name\":\"Exalted\",\"entries\":[\"When the Titanstone Knuckles reach an exalted state, they gain the following properties:\",{\"type\":\"list\",\"items\":[\"Your Strength score becomes 26.\",\"While you are under the effect of the {@spell enlarge/reduce} spell cast by the gauntlets, you have resistance to cold, fire, lightning, and thunder damage.\"]}]}]}}]},\"_preserve\":{\"page\":true,\"fluff\":true}},\"resist\":[\"cold\",\"fire\",\"lightning\",\"thunder\"],\"ability\":{\"static\":{\"str\":26}},\"hasFluffImages\":true},{\"name\":\"Tome of Clear Thought\",\"source\":\"DMG\",\"page\":208,\"srd\":true,\"reprintedAs\":[\"Tome of Clear Thought|XDMG\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"wondrous\":true,\"weight\":5,\"ability\":{\"int\":2},\"entries\":[\"This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.\"],\"lootTables\":[\"Magic Item Table H\"],\"hasFluffImages\":true},{\"name\":\"Tome of Clear Thought\",\"source\":\"XDMG\",\"page\":317,\"freeRules2024\":true,\"rarity\":\"very rare\",\"wondrous\":true,\"weight\":5,\"ability\":{\"int\":2},\"entries\":[\"This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.\"],\"hasFluffImages\":true},{\"name\":\"Tome of Leadership and Influence\",\"source\":\"DMG\",\"page\":208,\"srd\":true,\"reprintedAs\":[\"Tome of Leadership and Influence|XDMG\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"wondrous\":true,\"weight\":5,\"ability\":{\"cha\":2},\"entries\":[\"This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.\"],\"lootTables\":[\"Magic Item Table H\"],\"hasFluffImages\":true},{\"name\":\"Tome of Leadership and Influence\",\"source\":\"XDMG\",\"page\":317,\"freeRules2024\":true,\"rarity\":\"very rare\",\"wondrous\":true,\"weight\":5,\"ability\":{\"cha\":2},\"entries\":[\"This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.\"],\"hasFluffImages\":true},{\"name\":\"Tome of Strahd\",\"source\":\"CoS\",\"page\":221,\"type\":\"G\",\"rarity\":\"none\",\"weight\":5,\"entries\":[\"The Tome of Strahd is an ancient work penned by Strahd, a tragic tale of how he came to his fallen state. The book is bound in a thick leather cover with steel hinges and fastenings. The pages are of parchment and very brittle. Most of the book is written in the curious shorthand that only Strahd employs. Stains and age have made most of the work illegible, but several paragraphs remain intact.\"],\"hasFluffImages\":true},{\"name\":\"Tome of the Stilled Tongue\",\"source\":\"DMG\",\"page\":208,\"reprintedAs\":[\"Tome of the Stilled Tongue|XDMG\"],\"tier\":\"major\",\"rarity\":\"legendary\",\"reqAttune\":\"by a wizard\",\"reqAttuneTags\":[{\"class\":\"wizard\"}],\"wondrous\":true,\"weight\":5,\"focus\":[\"Wizard\"],\"entries\":[\"This thick leather-bound volume has a desiccated tongue pinned to the front cover. Five of these tomes exist, and it's unknown which one is the original. The grisly cover decoration on the first tome of the stilled tongue once belonged to a treacherous former servant of the lich-god Vecna, keeper of secrets. The tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank and pristine.\",\"If you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in this tome, without expending a spell slot or using any verbal or somatic component. Once used, this property of the tome can't be used again until the next dawn.\",\"While attuned to the book, you can remove the tongue from the book's cover. If you do so, all spells written in the book are permanently erased.\",\"Vecna watches anyone using this tome. He can also write cryptic messages in the book. These messages appear at midnight and fade away after they are read.\"],\"lootTables\":[\"Magic Item Table I\"]},{\"name\":\"Tome of the Stilled Tongue\",\"source\":\"XDMG\",\"page\":208,\"scfType\":\"arcane\",\"rarity\":\"legendary\",\"reqAttune\":\"by a wizard\",\"reqAttuneTags\":[{\"class\":\"wizard\"}],\"wondrous\":true,\"weight\":5,\"focus\":[\"Wizard\"],\"entries\":[\"This book has a desiccated tongue pinned to its front cover. Five of these tomes exist, and it's unknown which one is the original. The tongue on the first Tome of the Stilled Tongue belonged to a treacherous former servant of the lich {@book Vecna|XDMG|8|Vecna}. The tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank.\",\"While attuned to this item, you can use it as a Spellbook and an Arcane Focus. In addition, while holding the tome, you can take a {@variantrule Bonus Action|XPHB} to cast a spell you have written in this tome, without expending a spell slot or using any Verbal or Somatic components. Once used, this property of the tome can't be used again until the next dawn.\",\"Only you can remove the tongue from the book's cover. If you do so, all spells written in the book are permanently erased.\",\"Vecna watches anyone using this tome and can write cryptic messages in it. These messages typically fade away after they are read.\"]},{\"name\":\"Tome of Understanding\",\"source\":\"DMG\",\"page\":209,\"srd\":true,\"reprintedAs\":[\"Tome of Understanding|XDMG\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"wondrous\":true,\"weight\":5,\"ability\":{\"wis\":2},\"entries\":[\"This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.\"],\"lootTables\":[\"Magic Item Table H\"],\"hasFluffImages\":true},{\"name\":\"Tome of Understanding\",\"source\":\"XDMG\",\"page\":317,\"freeRules2024\":true,\"rarity\":\"very rare\",\"wondrous\":true,\"weight\":5,\"ability\":{\"wis\":2},\"entries\":[\"This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.\"],\"hasFluffImages\":true},{\"name\":\"Topaz\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Topaz|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":50000,\"entries\":[\"A transparent golden yellow gemstone.\"]},{\"name\":\"Topaz\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":50000,\"entries\":[\"A golden yellow gemstone.\"]},{\"name\":\"Topaz Annihilator\",\"source\":\"FTD\",\"page\":24,\"type\":\"R\",\"rarity\":\"legendary\",\"reqAttune\":true,\"property\":[\"2H\"],\"range\":\"100/300\",\"dmg1\":\"2d6\",\"dmgType\":\"N\",\"firearm\":true,\"entries\":[\"This magic ranged weapon resembles a {@item musket|DMG}, but in lieu of any ammunition, it holds a glowing yellow scale from a topaz dragon in its heart.\",\"The weapon has a normal range of 100 feet and a long range of 300 feet, and it has the two-handed property. It deals {@damage 2d6} necrotic damage on a hit. If this damage reduces a creature or object to 0 hit points, the target is reduced to dust. A creature reduced to dust can be restored to life only by a {@spell true resurrection} or {@spell wish} spell.\",\"While the weapon is on your person, you can use an action to cast the {@spell disintegrate} spell (save DC 18). Once this property is used, it can't be used again until the next dawn.\"],\"attachedSpells\":[\"disintegrate\"]},{\"name\":\"Torch\",\"source\":\"PHB\",\"page\":153,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Torch|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":1,\"value\":1,\"entries\":[\"A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.\"]},{\"name\":\"Torch\",\"source\":\"XPHB\",\"page\":229,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":1,\"value\":1,\"entries\":[\"A Torch burns for 1 hour, casting {@variantrule Bright Light|XPHB} in a 20-foot radius and {@variantrule Dim Light|XPHB} for an additional 20 feet. When you take the {@action Attack|XPHB} action, you can attack with the Torch, using it as a Simple Melee weapon. On a hit, the target takes 1 Fire damage.\"]},{\"name\":\"Torpor\",\"source\":\"DMG\",\"page\":258,\"srd\":true,\"reprintedAs\":[\"Torpor|XDMG\"],\"type\":\"G\",\"rarity\":\"none\",\"value\":60000,\"poison\":true,\"entries\":[\"A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become {@condition poisoned} for {@dice 4d6} hours. The {@condition poisoned} creature is {@condition incapacitated}.\"],\"poisonTypes\":[\"ingested\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Torpor\",\"source\":\"XDMG\",\"page\":91,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"value\":60000,\"poison\":true,\"entries\":[\"A creature subjected to Torpor poison must succeed on a DC 15 Constitution saving throw or have the {@condition Poisoned|XPHB} condition for {@dice 4d6} hours. The creature's {@variantrule Speed|XPHB} is halved while the creature is {@condition Poisoned|XPHB} in this way.\"],\"poisonTypes\":[\"ingested\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Totem\",\"source\":\"PHB\",\"page\":151,\"srd\":true,\"basicRules\":true,\"type\":\"SCF\",\"scfType\":\"druid\",\"rarity\":\"none\",\"value\":100},{\"name\":\"Tourmaline\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Tourmaline|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":10000,\"entries\":[\"A transparent pale green, blue, brown, or red gemstone.\"]},{\"name\":\"Tourmaline\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":10000,\"entries\":[\"A pale green, blue, brown, or red gemstone.\"]},{\"name\":\"Travel Alchemical Kit\",\"source\":\"AI\",\"page\":30,\"rarity\":\"uncommon\",\"wondrous\":true,\"grantsProficiency\":true,\"entries\":[\"Also at rank 3, Head Office provides you with a travel alchemical kit—an uncommon magic item containing miniaturized versions of both {@item alchemist's supplies|phb} and a {@item poisoner's kit|phb} (glass vials, a mortar and pestle, chemicals, and a glass stirring rod). You gain proficiency with a {@item poisoner's kit|phb} as part of this upgrade.\",\"You can use this magical kit as long as it is on your person, with no need to draw or stow it. If you are ever searched, finding your travel alchemical kit requires a successful DC 20 Intelligence ({@skill Investigation}) or Wisdom ({@skill Insight}) check.\"],\"hasFluffImages\":true},{\"name\":\"Traveler's Clothes\",\"source\":\"PHB\",\"page\":150,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Traveler's Clothes|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":4,\"value\":200},{\"name\":\"Traveler's Clothes\",\"source\":\"XPHB\",\"page\":225,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":4,\"value\":200,\"entries\":[\"Traveler's Clothes are resilient garments designed for travel in various environments.\"]},{\"name\":\"Treasure chest crafted of exotic wood with gold fittings and opals (Brazen Coalition)\",\"source\":\"PSX\",\"page\":25,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":750000},{\"name\":\"Trident of Fish Command\",\"source\":\"DMG\",\"page\":209,\"srd\":true,\"reprintedAs\":[\"Trident of Fish Command|XDMG\"],\"baseItem\":\"trident|phb\",\"type\":\"M\",\"tier\":\"major\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"weight\":4,\"weaponCategory\":\"martial\",\"property\":[\"T\",\"V\"],\"range\":\"20/60\",\"dmg1\":\"1d6\",\"dmgType\":\"P\",\"dmg2\":\"1d8\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast {@spell dominate beast} (save DC 15) from it on a beast that has an innate swimming speed. The trident regains {@dice 1d3} expended charges daily at dawn.\"],\"attachedSpells\":[\"dominate beast\"],\"lootTables\":[\"Magic Item Table F\"],\"hasFluffImages\":true},{\"name\":\"Trident of Fish Command\",\"source\":\"XDMG\",\"page\":317,\"freeRules2024\":true,\"baseItem\":\"trident|xphb\",\"type\":\"M|XPHB\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"weight\":4,\"weaponCategory\":\"martial\",\"property\":[\"T|XPHB\",\"V|XPHB\"],\"mastery\":[\"Topple|XPHB\"],\"range\":\"20/60\",\"dmg1\":\"1d8\",\"dmgType\":\"P\",\"dmg2\":\"1d10\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"This magic weapon has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. While you carry it, you can expend 1 charge to cast {@spell Dominate Beast|XPHB} (save DC 15) from it on a Beast that has a {@variantrule Swim Speed|XPHB}.\"],\"attachedSpells\":[\"dominate beast|xphb\"],\"hasFluffImages\":true},{\"name\":\"Trinket\",\"source\":\"AI\",\"page\":222,\"reprintedAs\":[\"Trinket|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"entries\":[\"Worried that you're going to pull out your dead sprite inside a clear glass bottle at a company function only to discover that three other people in the franchise have one as well? Then consider rolling on the Acquisitions Incorporated Trinkets table instead of the {@item Trinket|phb|table in chapter 5 of the Player's Handbook}, to gain a unique trinket at character creation with a bit of Acq Inc flair.\",{\"type\":\"table\",\"caption\":\"Acquisitions Incorporated Trinkets\",\"colLabels\":[\"d100\",\"Trinket\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A perfect skipping stone\"],[\"2\",\"Three weighted dice that always roll low\"],[\"3\",\"A locket with a picture of Jim Darkmagic\"],[\"4\",\"A tiny anvil and smith's hammer\"],[\"5\",\"A nonfunctional immovable rod\"],[\"6\",\"A DIY acupuncture kit\"],[\"7\",\"A stuffed owlbear toy\"],[\"8\",\"A diagram for a new war lute\"],[\"9\",\"A declaration of war against a nation no one has ever heard of\"],[\"10\",\"A pipe that emits green smoke\"],[\"11\",\"A glass eye\"],[\"12\",\"The centerpiece of a priceless chandelier\"],[\"13\",\"A fine cane with a secret compartment\"],[\"14\",\"A letter written by Rosie Beestinger\"],[\"15\",\"A coin that always lands on its edge\"],[\"16\",\"The deed and title to an abandoned windmill and three acres of tillable land that you've never been able to find\"],[\"17\",\"A menu from Big Daddy Donaar's Yum Yum Hut\"],[\"18\",\"A small purse that screams loudly when opened\"],[\"19\",\"A deep-crow-feather quill\"],[\"20\",\"A pair of breeches that always smells faintly of honey\"],[\"21\",\"A one-armed Viari doll (Apocalypse Dagger accessory missing)\"],[\"22\",\"A leather pouch filled with various finger bones of unknown provenance\"],[\"23\",\"The collar of your childhood pet, Nutmeg\"],[\"24\",\"A seashell that, when pressed to the ear, speaks in flowing rhymes\"],[\"25\",\"A recipe book for cooking with mushrooms\"],[\"26\",\"One expired coupon for \\\"A Free Cornerstone\\\"\"],[\"27\",\"A portable beehive\"],[\"28\",\"Goggles that literally tint everything rose colored\"],[\"29\",\"A wand of wonder that allows you to cast only mending\"],[\"30\",\"A bracelet woven from mistletoe\"],[\"31\",\"A curved claw from an unknown beast that small children are always frightened of\"],[\"32\",\"A longsword that can be folded down in 1 minute and hidden in your pocket\"],[\"33\",\"A living graft of what you believe to be the World Tree\"],[\"34\",\"A tattered scarf with the Acquisitions Incorporated logo\"],[\"35\",\"A box containing a torn-up letter\"],[\"36\",\"An old contract marked \\\"Void\\\"\"],[\"37\",\"A small pigeon in a cage\"],[\"38\",\"An Acquisitions Incorporated \\\"Green Flame\\\" foam finger\"],[\"39\",\"A \\\"C\\\" Team lunchbox\"],[\"40\",\"A potted plant that grows different fruit on every branch\"],[\"41\",\"A book of adventures for children\"],[\"42\",\"An Omin action figure with detachable maul and holy symbol\"],[\"43\",\"A pint glass engraved with a picture of a keg robot\"],[\"44\",\"A giant hockey puck\"],[\"45\",\"A miniature cannon that actually fires\"],[\"46\",\"A very fancy red scarf and matching handkerchief\"],[\"47\",\"An arrow once shot by Môrgæn\"],[\"48\",\"A purple worm toy\"],[\"49\",\"A burned doll whose eyes follow you around the room\"],[\"50\",\"An infinite inkwell\"],[\"51\",\"A band embroidered with the symbol of the Six\"],[\"52\",\"A squishy cactus\"],[\"53\",\"A velvet blindfold\"],[\"54\",\"A dirty figurine of a triceratops that can't be cleaned\"],[\"55\",\"A used (and thus nonmagical) noble knife from the Noble Knife\"],[\"56\",\"A quill that rotates through all the colors of the rainbow\"],[\"57\",\"A twenty-sided die that only rolls the number 4\"],[\"58\",\"A pointed hat that glows in the dark\"],[\"59\",\"A cup that hums when filled with water\"],[\"60\",\"A mug fashioned from the skull of someone else's enemy\"],[\"61\",\"A small glass jar containing an immortal firefly\"],[\"62\",\"A fake mustache made from gnome facial hair\"],[\"63\",\"A petrified troll finger\"],[\"64\",\"Half of a map\"],[\"65\",\"The other half of a map\"],[\"66\",\"An unreasonable amount of pocket lint\"],[\"67\",\"A dozen flyers for a local gnome food place\"],[\"68\",\"Omin Dran's business card\"],[\"69\",\"A lock of hair from a changeling\"],[\"70\",\"A marble that rolls uphill\"],[\"71\",\"A piece of parchment listing a command word for a powerful magic item\"],[\"72\",\"A book titled Conversational Giant\"],[\"73\",\"A user's manual for an apparatus of Kwalish\"],[\"74\",\"A signed headshot of famous bard Spice Caraway\"],[\"75\",\"The eye of a basilisk in a crystal box\"],[\"76\",\"A postcard from Ravnica\"],[\"77\",\"A stamp collection\"],[\"78\",\"A small piece of solidified smoke\"],[\"79\",\"A six-sided die that sometimes rolls a seven\"],[\"80\",\"A left-hand gauntlet\"],[\"81\",\"A music box that plays nursery rhymes\"],[\"82\",\"A locket that's bigger on the outside than the inside\"],[\"83\",\"A potted plant that grows hair instead of leaves\"],[\"84\",\"A collection of teeth\"],[\"85\",\"A coin whose minting date always shows three years in the future\"],[\"86\",\"A green drinking horn taken from a very large bull\"],[\"87\",\"A small book containing pressed and dried botanical samples\"],[\"88\",\"A hatched chimera egg\"],[\"89\",\"A slightly used red bandit mask\"],[\"90\",\"A tiny stirge encased in amber\"],[\"91\",\"A large bottle of Red Larch Ale that can't be opened\"],[\"92\",\"A cane topped with a stylized golden bulldog\"],[\"93\",\"A note in your own hand that you don't remember writing\"],[\"94\",\"A sprig of herbs from your family's garden\"],[\"95\",\"A tankard stolen from the Dran & Courtier\"],[\"96\",\"A small, severed tentacle preserved in alcohol\"],[\"97\",\"A walnut with a face drawn on it\"],[\"98\",\"A small flask of liquid from the Lake of Radiant Mists\"],[\"99\",\"An ice cube that never melts\"],[\"00\",\"An expertly carved sword hilt with the blade snapped cleanly off\"]]}],\"miscTags\":[\"TT\"],\"hasFluffImages\":true},{\"name\":\"Trinket\",\"source\":\"CoS\",\"page\":2,\"reprintedAs\":[\"Trinket|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"entries\":[\"When you make your character, you can roll once on the Trinkets table to gain a trinket, a simple item lightly touched by mystery. The DM might also use this table. It can help stock a room in a dungeon or fill a creatures pockets.\",{\"type\":\"table\",\"caption\":\"Curse of Strahd. Character Options, Gothic Trinket Table\",\"colLabels\":[\"{@dice d100}\",\"Trinket\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-02\",\"A picture you drew as a child of your imaginary friend\"],[\"03-04\",\"A lock that opens when blood is dripped in its keyhole\"],[\"05-06\",\"Clothes stolen from a {@creature scarecrow}\"],[\"07-08\",\"A spinning top carved with four faces: happy, sad, wrathful, and dead\"],[\"09-10\",\"The necklace of a sibling who died on the day you were born\"],[\"11-12\",\"A wig from someone executed by beheading\"],[\"13-14\",\"The unopened letter to you from your dying father\"],[\"15-16\",\"A pocket watch that runs backward for an hour every midnight\"],[\"17-18\",\"A winter coat stolen from a dying soldier\"],[\"19-20\",\"A bottle of invisible ink that can only be read at sunset\"],[\"21-22\",\"A wineskin that refills when interred with a dead person for a night\"],[\"23-24\",\"A set of silverware used by a king for his last meal\"],[\"25-26\",\"A spyglass that always shows the world suffering a terrible storm\"],[\"27-28\",\"A cameo with the profile's face scratched away\"],[\"29-30\",\"A lantern with a black candle that never runs out and that burns with green flame\"],[\"31-32\",\"A teacup from a child's tea set, stained with blood\"],[\"33-34\",\"A little black book that records your dreams, and yours alone, when you sleep\"],[\"35-36\",\"A necklace formed of the interlinked holy symbols of a dozen deities\"],[\"37-38\",\"A hangman's noose that feels heavier than it should\"],[\"39-40\",\"A birdcage into which small birds fly but once inside never eat or leave\"],[\"41-42\",\"A lepidopterist's box filled dead moths with skulllike patterns on their wings\"],[\"43-44\",\"A jar of pickled ghouls' tongues\"],[\"45-46\",\"The wooden hand of a notorious pirate\"],[\"47-48\",\"An urn with the ashes of a dead relative\"],[\"49-50\",\"A hand mirror backed with a bronze depiction of a {@creature medusa}\"],[\"51-52\",\"Pallid leather gloves crafted with ivory fingernails\"],[\"53-54\",\"Dice made from the knuckles of a notorious charlatan\"],[\"55-56\",\"A ring of keys for forgotten locks\"],[\"57-58\",\"Nails from the coffin of a murderer\"],[\"59-60\",\"A key to the family crypt\"],[\"61-62\",\"A bouquet of funerary flowers that always looks and smells fresh\"],[\"63-64\",\"A switch used to discipline you as a child\"],[\"65-66\",\"A music box that plays by itself whenever someone holding it dances\"],[\"67-68\",\"A walking cane with an iron ferrule that strikes sparks on stone\"],[\"69-70\",\"A flag from a ship lost at sea\"],[\"71-72\",\"Porcelain doll's head that always seems to be looking at you\"],[\"73-74\",\"A wolf's head wrought in silver that is also a whistle\"],[\"75-76\",\"A small mirror that shows a much older version of the viewer\"],[\"77-78\",\"Small, worn book of children's nursery rhymes\"],[\"79-80\",\"A mummified raven claw\"],[\"81-82\",\"A broken pendent of a silver dragon that's always cold to the touch\"],[\"83-84\",\"A small locked box that quietly hums a lovely melody at night but you always forget it in the morning\"],[\"85-86\",\"An inkwell that makes one a little nauseous when staring at it\"],[\"87-88\",\"An old little doll made from a dark, dense wood and missing a hand and a foot\"],[\"89-90\",\"A black executioner's hood\"],[\"91-92\",\"A pouch made of flesh, with a sinew drawstring\"],[\"93-94\",\"A tiny spool of black thread that never runs out\"],[\"95-96\",\"A tiny clockwork figurine of a dancer that's missing a gear and doesn't work\"],[\"97-98\",\"A black wooden pipe that creates puffs of smoke that look like skulls\"],[\"99-00\",\"A vial of perfume, the scent of which only certain creatures can detect\"]]}],\"miscTags\":[\"TT\"]},{\"name\":\"Trinket\",\"source\":\"EET\",\"page\":1,\"reprintedAs\":[\"Trinket|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"entries\":[\"When you make your character, you can roll once on the Trinkets table to gain a trinket, a simple item lightly touched by mystery. The DM might also use this table. It can help stock a room in a dungeon or fill a creatures pockets.\",{\"type\":\"table\",\"caption\":\"Elemental Evil Trinket Table\",\"colLabels\":[\"{@dice d100}\",\"Trinket\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"01\",\"A compass that always points to Mulmaster\"],[\"02\",\"A paper fan that won't produce a breeze no matter how hard it's waved\"],[\"03\",\"A petrified potato that resembles someone important to you\"],[\"04\",\"A glass cup that can only be filled half way no matter how much liquid is poured into it\"],[\"05\",\"A mirror that only shows the back of your head\"],[\"06\",\"A small glass bird that when set down near water dips its head in as if to get a drink\"],[\"07\",\"A lady's coin purse containing two sharp fangs\"],[\"08\",\"A small sea conch with the words \\\"From the beginning\\\" painted on the lip\"],[\"09\",\"A frost-covered silver locket that's frozen shut\"],[\"10\",\"A seal which imprints a mysterious, unknown coat of arms into hard rock\"],[\"11\",\"A small wooden doll that when held brings back fond memories\"],[\"12\",\"A small handmirror which only reflects inanimate objects\"],[\"13\",\"A glass eyeball that looks about of its own accordance, and can roll around\"],[\"14\",\"A glass orb that replicates yesterday's weather inside itself\"],[\"15\",\"A drinking cup, that randomly fills with fresh or salt water. Refilling once emptied\"],[\"16\",\"A deep blue piece of flint, that when struck with steel produces not a spark but a drop of water\"],[\"17\",\"A conch shell which is always damp and constantly drips saltwater\"],[\"18\",\"A charred, half-melted pewter clasp that glows as if smoldering but releases no heat\"],[\"19\",\"A clockwork finch that flaps its wings in the presence of a breeze\"],[\"20\",\"An unbreakable sealed jar of glowing water that hums when shaken\"],[\"21\",\"A small, finely polished geode whose crystals slowly fade between every color of the spectrum\"],[\"22\",\"A rough stone eye pulled from a petrified creature\"],[\"23\",\"A stone smoking pipe that never needs lighting\"],[\"24\",\"A small whistle, that when blown, whispers a name of a person or place unknown to you, instead of the whistle sound\"],[\"25\",\"A fist sized rock that \\\"beats\\\" like a heart\"],[\"26\",\"A pair of bronze scissors in the shape of a pair of leaping dolphins\"],[\"27\",\"A bronze oil lamp which is rumored to have once held a genie\"],[\"28\",\"A single gauntlet inscribed with a fire motif and an unfamiliar name in Primordial\"],[\"29\",\"A one-eyed little fish inside a spherical vial, much bigger than the vial's neck, He has a cunning look\"],[\"30\",\"The tiny skull of a rabbit that whispers scathing insults when nobody is looking\"],[\"31\",\"A rag doll in the likeness of an {@creature owlbear}\"],[\"32\",\"The desiccated body of a small eight-legged black lizard\"],[\"33\",\"A small toy boat made with a walnut shell, toothpick, and piece of cloth\"],[\"34\",\"A small pocket mirror that slowly fogs over while held\"],[\"35\",\"Wind chimes that glow when the wind blows\"],[\"36\",\"A small, clay square with an unknown rune etched into one side\"],[\"37\",\"A tea kettle that heats itself when filled with water\"],[\"38\",\"An old scratched monocle which shows an underwater landscape whenever someone looks through it\"],[\"39\",\"A rose carved from coral\"],[\"40\",\"A set of dice with elemental symbols and primordial runes instead of pips or numbers\"],[\"41\",\"An amulet filled with liquid that churns, freezes, or boils to match it's wearer's mood\"],[\"42\",\"A small silver bell that makes a sound like quiet, distant thunder when it's struck\"],[\"43\",\"A small vial of black sand that glows slightly in the moonlight\"],[\"44\",\"A small whale tooth with etched with an image of waves crashing upon a beach\"],[\"45\",\"An hourglass in which the sands pour upward instead of downward\"],[\"46\",\"A glass pendant with a hole in the center that a mild breeze always blows out of\"],[\"47\",\"A soft feather that falls like a stone when dropped\"],[\"48\",\"A large transparent gem that, when gripped tightly, whispers in Terran\"],[\"49\",\"A small crystal snowglobe that, when shaken, seems to form silhouettes of dancing forms\"],[\"50\",\"Half of a palm-sized geode that pulses dimly with purple light\"],[\"51\",\"A book filled with writing that only appears when the book is held underwater\"],[\"52\",\"A sealed envelope made of red leather that you haven't been able to open. It smells of campfire\"],[\"53\",\"A locket of hair that is rumored to have come from a famed fire genasi\"],[\"54\",\"Flint and steel that, when used to start a fire, creates a random colored flame\"],[\"55\",\"A blank piece of wet parchment that never seems to dry\"],[\"56\",\"A small puzzle box made of brass, that is slightly warm to the touch\"],[\"57\",\"A cloudy chunk of glass that is said to hold a spark of breath from a blue dragon\"],[\"58\",\"A crude chalice made of coal\"],[\"59\",\"A miniature brass horn, silent when played, but fills the air with the scent of warm and exotic spices\"],[\"60\",\"An eye-sized blue pearl that floats in salt water\"],[\"61\",\"A tuning fork made from a dark metal which glows with a pale, white light during thunderstorms\"],[\"62\",\"A small vial that is always filled with the smell of autumn wind\"],[\"63\",\"A clear marble that slowly rolls toward the nearest source of running water\"],[\"64\",\"A small collapsible silver cup that perspires constantly when opened\"],[\"65\",\"An hourglass that tells time with falling mist instead of sand\"],[\"66\",\"An ornate razor, which only cuts in freezing cold temperature\"],[\"67\",\"A shark tooth covered in tiny etched words from a lost language\"],[\"68\",\"A large brass coin with no markings or images on it\"],[\"69\",\"A small wooden box filled with a strange red clay\"],[\"70\",\"A necklace with a small, rusted iron anchor\"],[\"71\",\"A small brass flute adorned with silver wire that is always faintly sounding\"],[\"72\",\"A red and black Aarakocra feather\"],[\"73\",\"A palm-sized stone with a hole in it, through which can be heard a constantly whispering wind\"],[\"74\",\"A small conch shell covered in black crystal\"],[\"75\",\"A small music box made of brass. It features a pair of tiny automatons that resemble {@creature Azer} working at a forge\"],[\"76\",\"A glass jar containing the preserved corpse of an unfamiliar aquatic creature\"],[\"77\",\"A piece of petrified wood carved into the shape of a seashell\"],[\"78\",\"A wooden puzzle cube covered in elemental symbols\"],[\"79\",\"A small stone cube that acts as a magnet when placed against another stone\"],[\"80\",\"A ring made of a white metal. On the inside is a name etched in Auran\"],[\"81\",\"A bracelet made of silvered fish hooks\"],[\"82\",\"A journal filled with poetry hand-written in Primordial\"],[\"83\",\"A yellow gemstone that glows dimly when a storm is nearby\"],[\"84\",\"A charred chisel with an unfamiliar symbol stamped into its base\"],[\"85\",\"A canteen filled with a foul smelling orange mud\"],[\"86\",\"A faceless doll made of driftwood\"],[\"87\",\"A heavy iron key bearing the name of a ship long lost to the sea\"],[\"88\",\"A small jewelry box made from the shell of a turtle\"],[\"89\",\"A chess piece fashioned to look like fire myrmidon\"],[\"90\",\"A spinning top with an image of one of the four elements on each side\"],[\"91\",\"A single hoop earring made of a porous red stone\"],[\"92\",\"An arrowhead carved from seasalt\"],[\"93\",\"A small comb made of blue coral\"],[\"94\",\"Seven small beads of sandstone on a string, all different colors\"],[\"95\",\"A romance chapbook written in Undercommon titled \\\"Just one Layer of Grey\\\"\"],[\"96\",\"A tiny, broken clockwork Harpy\"],[\"97\",\"An ivory whale statuette\"],[\"98\",\"A fist-sized cog, covered in barnacles\"],[\"99\",\"An eyepatch made of obsidian and a black leather cord\"],[\"100\",\"A glass bottle with a tiny ship of unfamiliar design inside\"]]}],\"miscTags\":[\"TT\"]},{\"name\":\"Trinket\",\"source\":\"PHB\",\"page\":159,\"basicRules\":true,\"reprintedAs\":[\"Trinket|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"entries\":[\"When you make your character, you can roll once on the Trinkets table to gain a trinket, a simple item lightly touched by mystery. The DM might also use this table. It can help stock a room in a dungeon or fill a creatures pockets.\",{\"type\":\"table\",\"caption\":\"Player's Handbook Trinket Table\",\"colLabels\":[\"{@dice d100}\",\"Trinket\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"01\",\"A mummified goblin hand\"],[\"02\",\"A piece of crystal that faintly glows in the moonlight\"],[\"03\",\"A gold coin minted in an unknown land\"],[\"04\",\"A diary written in a language you don't know\"],[\"05\",\"A brass ring that never tarnishes\"],[\"06\",\"An old chess piece made from glass\"],[\"07\",\"A pair of knucklebone dice, each with a skull symbol on the side that would normally show six pips\"],[\"08\",\"A small idol depicting a nightmarish creature that gives you unsettling dreams when you sleep near it\"],[\"09\",\"A rope necklace from which dangles four mummified elf fingers\"],[\"10\",\"The deed for a parcel of land in a realm unknown to you\"],[\"11\",\"A 1-ounce block made from an unknown material\"],[\"12\",\"A small cloth doll skewered with needles\"],[\"13\",\"A tooth from an unknown beast\"],[\"14\",\"An enormous scale, perhaps from a dragon\"],[\"15\",\"A bright green feather\"],[\"16\",\"An old divination card bearing your likeness\"],[\"17\",\"A glass orb filled with moving smoke\"],[\"18\",\"A 1-pound egg with a bright red shell\"],[\"19\",\"A pipe that blows bubbles\"],[\"20\",\"A glass jar containing a weird bit of flesh floating in pickling fluid\"],[\"21\",\"A tiny gnome-crafted music box that plays a song you dimly remember from your childhood\"],[\"22\",\"A small wooden statuette of a smug halfling\"],[\"23\",\"A brass orb etched with strange runes\"],[\"24\",\"A multicolored stone disk\"],[\"25\",\"A tiny silver icon of a raven\"],[\"26\",\"A bag containing forty-seven humanoid teeth, one of which is rotten\"],[\"27\",\"A shard of obsidian that always feels warm to the touch\"],[\"28\",\"A dragon's bony talon hanging from a plain leather necklace\"],[\"29\",\"A pair of old socks\"],[\"30\",\"A blank book whose pages refuse to hold ink, chalk, graphite, or any other substance or marking\"],[\"31\",\"A silver badge in the shape of a five-pointed star\"],[\"32\",\"A knife that belonged to a relative\"],[\"33\",\"A glass vial filled with nail clippings\"],[\"34\",\"A rectangular metal device with two tiny metal cups on one end that throws sparks when wet\"],[\"35\",\"A white, sequined glove sized for a human\"],[\"36\",\"A vest with one hundred tiny pockets\"],[\"37\",\"A small, weightless stone block\"],[\"38\",\"A tiny sketch portrait of a goblin\"],[\"39\",\"An empty glass vial that smells of perfume when opened\"],[\"40\",\"A gemstone that looks like a lump of coal when examined by anyone but you\"],[\"41\",\"A scrap of cloth from an old banner\"],[\"42\",\"A rank insignia from a lost legionnaire\"],[\"43\",\"A tiny silver bell without a clapper\"],[\"44\",\"A mechanical canary inside a gnomish lamp\"],[\"45\",\"A tiny chest carved to look like it has numerous feet on the bottom\"],[\"46\",\"A dead {@creature sprite} inside a clear glass bottle\"],[\"47\",\"A metal can that has no opening but sounds as if it is filled with liquid, sand, spiders, or broken glass (your choice)\"],[\"48\",\"A glass orb filled with water, in which swims a clockwork goldfish\"],[\"49\",\"A silver spoon with an 'M' engraved on the handle\"],[\"50\",\"A whistle made from gold-colored wood\"],[\"51\",\"A dead scarab beetle the size of your hand\"],[\"52\",\"Two toy soldiers, one with a missing head \"],[\"53\",\"A small box filled with different-sized buttons\"],[\"54\",\"A candle that can't be lit\"],[\"55\",\"A tiny cage with no door\"],[\"56\",\"An old key\"],[\"57\",\"An indecipherable treasure map\"],[\"58\",\"A hilt from a broken sword\"],[\"59\",\"A rabbit's foot\"],[\"60\",\"A glass eye\"],[\"61\",\"A cameo carved in the likeness of a hideous person\"],[\"62\",\"A silver skull the size of a coin\"],[\"63\",\"An alabaster mask\"],[\"64\",\"A pyramid of sticky black incense that smells very bad\"],[\"65\",\"A nightcap that, when worn, gives you pleasant dreams\"],[\"66\",\"A single caltrop made from bone\"],[\"67\",\"A gold monocle frame without the lens\"],[\"68\",\"A 1-inch cube, each side painted a different color\"],[\"69\",\"A crystal knob from a door\"],[\"70\",\"A small packet filled with pink dust\"],[\"71\",\"A fragment of a beautiful song, written as musical notes on two pieces of parchment\"],[\"72\",\"A silver teardrop earring made from a real teardrop\"],[\"73\",\"The shell of an egg painted with scenes of human misery in disturbing detail\"],[\"74\",\"A fan that, when unfolded, shows a sleeping cat\"],[\"75\",\"A set of bone pipes\"],[\"76\",\"A four-leaf clover pressed inside a book discussing manners and etiquette\"],[\"77\",\"A sheet of parchment upon which is drawn a complex mechanical contraption\"],[\"78\",\"An ornate scabbard that fits no blade you have found so far\"],[\"79\",\"An invitation to a party where a murder happened\"],[\"80\",\"A bronze pentacle with an etching of a rat's head in its center\"],[\"81\",\"A purple handkerchief embroidered with the name of a powerful {@creature archmage}\"],[\"82\",\"Half of a floorplan for a temple, castle, or some other structure\"],[\"83\",\"A bit of folded cloth that, when unfolded, turns into a stylish cap\"],[\"84\",\"A receipt of deposit at a bank in a far-flung city\"],[\"85\",\"A diary with seven missing pages\"],[\"86\",\"An empty silver snuffbox bearing an inscription on the surface that says \\\"dreams\\\"\"],[\"87\",\"An iron holy symbol devoted to an unknown god\"],[\"88\",\"A book that tells the story of a legendary hero's rise and fall, with the last chapter missing\"],[\"89\",\"A vial of dragon blood\"],[\"90\",\"An ancient arrow of elven design\"],[\"91\",\"A needle that never bends\"],[\"92\",\"An ornate brooch of dwarven design\"],[\"93\",\"An empty wine bottle bearing a pretty label that says, \\\"The Wizard of Wines Winery, Red Dragon Crush, 331422-W\\\"\"],[\"94\",\"A mosaic tile with a multicolored, glazed surface\"],[\"95\",\"A {@condition petrified} mouse\"],[\"96\",\"A black pirate flag adorned with a dragon's skull and crossbones\"],[\"97\",\"A tiny mechanical crab or spider that moves about when it's not being observed\"],[\"98\",\"A glass jar containing lard with a label that reads, \\\"Griffon Grease\\\"\"],[\"99\",\"A wooden box with a ceramic bottom that holds a living worm with a head on each end of its body\"],[\"100\",\"A metal urn containing the ashes of a hero\"]]}],\"miscTags\":[\"TT\"],\"hasFluffImages\":true},{\"name\":\"Trinket\",\"source\":\"XPHB\",\"page\":47,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"entries\":[\"When you make your character, you can roll once on the Trinkets table to gain a Tiny trinket, a simple item lightly touched by mystery. The DM might also use this table. It can help stock a room in a dungeon or fill a creature's pockets.\",{\"type\":\"table\",\"caption\":\"Trinkets\",\"colLabels\":[\"{@dice 1d100}\",\"Trinket\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01\",\"A mummified goblin hand\"],[\"02\",\"A crystal that faintly glows in moonlight\"],[\"03\",\"A gold coin minted in an unknown land\"],[\"04\",\"A diary written in a language you don't know\"],[\"05\",\"A brass ring that never tarnishes\"],[\"06\",\"An old chess piece made from glass\"],[\"07\",\"A pair of knucklebone dice, each with a skull symbol on the side that would normally show six pips\"],[\"08\",\"A small idol depicting a nightmarish creature that gives you unsettling dreams when you sleep near it\"],[\"09\",\"A lock of someone's hair\"],[\"10\",\"The deed for a parcel of land in a realm unknown to you\"],[\"11\",\"A 1-ounce block made from an unknown material\"],[\"12\",\"A small cloth doll skewered with needles\"],[\"13\",\"A tooth from an unknown beast\"],[\"14\",\"An enormous scale, perhaps from a dragon\"],[\"15\",\"A bright-green feather\"],[\"16\",\"An old divination card bearing your likeness\"],[\"17\",\"A glass orb filled with moving smoke\"],[\"18\",\"A 1-pound egg with a bright-red shell\"],[\"19\",\"A pipe that blows bubbles\"],[\"20\",\"A glass jar containing a bit of flesh floating in pickling fluid\"],[\"21\",\"A gnome-crafted music box that plays a song you dimly remember from your childhood\"],[\"22\",\"A wooden statuette of a smug halfling\"],[\"23\",\"A brass orb etched with strange runes\"],[\"24\",\"A multicolored stone disk\"],[\"25\",\"A silver icon of a raven\"],[\"26\",\"A bag containing forty-seven teeth, one of which is rotten\"],[\"27\",\"A shard of obsidian that always feels warm to the touch\"],[\"28\",\"A dragon's talon strung on a leather necklace\"],[\"29\",\"A pair of old socks\"],[\"30\",\"A blank book whose pages refuse to hold ink, chalk, graphite, or any other marking\"],[\"31\",\"A silver badge that is a five-pointed star\"],[\"32\",\"A knife that belonged to a relative\"],[\"33\",\"A glass vial filled with nail clippings\"],[\"34\",\"A rectangular metal device with two tiny metal cups on one end that throws sparks when wet\"],[\"35\",\"A white, sequined glove sized for a human\"],[\"36\",\"A vest with one hundred tiny pockets\"],[\"37\",\"A weightless stone\"],[\"38\",\"A sketch of a goblin\"],[\"39\",\"An empty glass vial that smells of perfume\"],[\"40\",\"A gemstone that looks like a lump of coal when examined by anyone but you\"],[\"41\",\"A scrap of cloth from an old banner\"],[\"42\",\"A rank insignia from a lost legionnaire\"],[\"43\",\"A silver bell without a clapper\"],[\"44\",\"A mechanical canary inside a lamp\"],[\"45\",\"A miniature chest carved to look like it has numerous feet on the bottom\"],[\"46\",\"A dead sprite inside a clear glass bottle\"],[\"47\",\"A metal can that has no opening but sounds as if it is filled with liquid, sand, spiders, or broken glass (your choice)\"],[\"48\",\"A glass orb filled with water, in which swims a clockwork goldfish\"],[\"49\",\"A silver spoon with an M engraved on the handle\"],[\"50\",\"A whistle made from gold-colored wood\"],[\"51\",\"A dead scarab beetle the size of your hand\"],[\"52\",\"Two toy soldiers, one missing a head\"],[\"53\",\"A small box filled with different-sized buttons\"],[\"54\",\"A candle that can't be lit\"],[\"55\",\"A miniature cage with no door\"],[\"56\",\"An old key\"],[\"57\",\"An indecipherable treasure map\"],[\"58\",\"A hilt from a broken sword\"],[\"59\",\"A rabbit's foot\"],[\"60\",\"A glass eye\"],[\"61\",\"A cameo of a hideous person\"],[\"62\",\"A silver skull the size of a coin\"],[\"63\",\"An alabaster mask\"],[\"64\",\"A cone of sticky black incense that stinks\"],[\"65\",\"A nightcap that gives you pleasant dreams when you wear it\"],[\"66\",\"A single caltrop made from bone\"],[\"67\",\"A gold monocle frame without the lens\"],[\"68\",\"A 1-inch cube, each side a different color\"],[\"69\",\"A crystal doorknob\"],[\"70\",\"A packet filled with pink dust\"],[\"71\",\"A fragment of a beautiful song, written as musical notes on two pieces of parchment\"],[\"72\",\"A silver teardrop earring containing a real teardrop\"],[\"73\",\"An eggshell painted with scenes of misery in disturbing detail\"],[\"74\",\"A fan that, when unfolded, shows a sleepy cat\"],[\"75\",\"A set of bone pipes\"],[\"76\",\"A four-leaf clover pressed inside a book discussing manners and etiquette\"],[\"77\",\"A sheet of parchment upon which is drawn a mechanical contraption\"],[\"78\",\"An ornate scabbard that fits no blade you have found\"],[\"79\",\"An invitation to a party where a murder happened\"],[\"80\",\"A bronze pentacle with an etching of a rat's head in its center\"],[\"81\",\"A purple handkerchief embroidered with the name of an archmage\"],[\"82\",\"Half a floor plan for a temple, a castle, or another structure\"],[\"83\",\"A bit of folded cloth that, when unfolded, turns into a stylish cap\"],[\"84\",\"A receipt of deposit at a bank in a far-off city\"],[\"85\",\"A diary with seven missing pages\"],[\"86\",\"An empty silver snuffbox bearing the inscription \\\"dreams\\\" on its lid\"],[\"87\",\"An iron holy symbol devoted to an unknown god\"],[\"88\",\"A book about a legendary hero's rise and fall, with the last chapter missing\"],[\"89\",\"A vial of dragon blood\"],[\"90\",\"An ancient arrow of elven design\"],[\"91\",\"A needle that never bends\"],[\"92\",\"An ornate brooch of dwarven design\"],[\"93\",\"An empty wine bottle bearing a pretty label that says, \\\"The Wizard of Wines Winery, Red Dragon Crush, 331422-W\\\"\"],[\"94\",\"A mosaic tile with a multicolored, glazed surface\"],[\"95\",\"A petrified mouse\"],[\"96\",\"A black pirate flag adorned with a dragon's skull and crossbones\"],[\"97\",\"A tiny mechanical crab or spider that moves about when it's not being observed\"],[\"98\",\"A glass jar containing lard with a label that reads, \\\"Griffon Grease\\\"\"],[\"99\",\"A wooden box with a ceramic bottom that holds a living worm with a head on each end of its body\"],[\"00\",\"A metal urn containing the ashes of a hero\"]]}],\"miscTags\":[\"TT\"],\"hasFluffImages\":true},{\"name\":\"True-Ice Shards (Dagger)\",\"source\":\"CoA\",\"page\":275,\"baseItem\":\"dagger|phb\",\"type\":\"M\",\"rarity\":\"artifact\",\"reqAttune\":true,\"weaponCategory\":\"simple\",\"property\":[\"F\",\"L\",\"T\"],\"range\":\"20/60\",\"dmg1\":\"1d6\",\"dmgType\":\"C\",\"bonusAc\":\"+3\",\"entries\":[\"{@note This item is paired with {@item True-Ice Shards (Rapier)|CoA}}\",\"Crafted from the very glacier in which he was imprisoned, the True-Ice Shards are a rapier and parrying dagger (main gauche) pair used by Levistus. They exemplify his time spent in the glacier, augmenting telepathy, divination, and defense. Due to his control over ice, Levistus can conjure the True-Ice Shards from anywhere, including if they were destroyed.\",\"When using the magic dagger, you gain a +3 bonus to your AC, as long as it is used as your offhand weapon, and it does {@damage 1d6} cold damage instead of its regular damage.\",\"Because Levistus conjures the True-Ice Shards at will, he often rewards a copy of the artifact to his most loyal followers. The copies are identical to the original with one exception: Levistus can destroy or retrieve a copy at any time.\",{\"type\":\"entries\",\"name\":\"Random Properties\",\"entries\":[\"The True-Ice Shards have the following random properties:\",{\"type\":\"list\",\"items\":[\"2 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} properties\",\"2 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} properties\",\"1 {@table Artifact Properties; Major Detrimental Properties|dmg|major detrimental} property\"]}]},{\"type\":\"entries\",\"name\":\"Sub-Zero\",\"entries\":[\"Cold damage dealt with the shards ignores resistances and immunities. Creatures vulnerable to cold damage take triple damage from the True-Ice Shards, rather than double.\",\"After you damage a creature with the shards, you may use a bonus action to force the creature to make a DC 22 Constitution saving throw. On a failed save, the creature that took the damage becomes vulnerable to cold damage for 24 hours. Once you use this feature, you may not use it again until after you have finished a long rest.\"]},{\"type\":\"entries\",\"name\":\"Mental Command\",\"entries\":[\"While attuned to the True-Ice Shards, you can use an action to cast the {@spell Detect Thoughts} spell (save DC 20), targeting any creature you have previously met. If the targeted creature is on a different plane of existence, the spell fails.\",\"As long as you maintain {@status concentration}, you can use a bonus action to send a telepathic message to the focused creature. It can reply—using a bonus action to do so—as long as the focus and {@status concentration} continue.\"]},{\"type\":\"entries\",\"name\":\"Omniscient\",\"entries\":[\"You can use the True-Ice Shards to cast a variety of divination spells. {@spell Locate Animals or Plants}, {@spell Locate Creature}, and {@spell Locate Object} may be cast at will, and don't have a maximum range. Other limitations of the spells still apply, and they can't detect subjects on other planes of existence.\",\"Additionally, you may cast {@spell Scrying} (with a spell save DC of 20) and Find the Path. Once either spell is cast, you must finish a long rest before casting either of them again.\"]},{\"type\":\"entries\",\"name\":\"Destroying the Shards\",\"entries\":[\"While Levistus still lives, destroying the True-Ice Shards serves little purpose, as he is capable of recreating them at will. That aside, the shards can be destroyed when subjected to a sufficient source of heat. A few such sources include the inside of an active volcano, a continuous source of Hellfire, or a powerful fire spell cast at 9th level.\"]}],\"attachedSpells\":[\"detect thoughts\",\"locate animals or plants\",\"locate creature\",\"locate object\",\"scrying\"]},{\"name\":\"True-Ice Shards (Rapier)\",\"source\":\"CoA\",\"page\":275,\"type\":\"M\",\"rarity\":\"artifact\",\"reqAttune\":true,\"weaponCategory\":\"martial\",\"property\":[\"F\"],\"dmg1\":\"1d8\",\"dmgType\":\"C\",\"bonusWeapon\":\"+3\",\"entries\":[\"{@note This item is paired with {@item True-Ice Shards (Dagger)|CoA}}\",\"Crafted from the very glacier in which he was imprisoned, the True-Ice Shards are a rapier and parrying dagger (main gauche) pair used by Levistus. They exemplify his time spent in the glacier, augmenting telepathy, divination, and defense. Due to his control over ice, Levistus can conjure the True-Ice Shards from anywhere, including if they were destroyed.\",\"You gain a +3 bonus to attack and damage rolls made with the magical rapier and it does {@damage 1d8} cold damage instead of its regular damage.\",\"Because Levistus conjures the True-Ice Shards at will, he often rewards a copy of the artifact to his most loyal followers. The copies are identical to the original with one exception: Levistus can destroy or retrieve a copy at any time.\",{\"type\":\"entries\",\"name\":\"Random Properties\",\"entries\":[\"The True-Ice Shards have the following random properties:\",{\"type\":\"list\",\"items\":[\"2 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} properties\",\"2 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} properties\",\"1 {@table Artifact Properties; Major Detrimental Properties|dmg|major detrimental} property\"]}]},{\"type\":\"entries\",\"name\":\"Sub-Zero\",\"entries\":[\"Cold damage dealt with the shards ignores resistances and immunities. Creatures vulnerable to cold damage take triple damage from the True-Ice Shards, rather than double.\",\"After you damage a creature with the shards, you may use a bonus action to force the creature to make a DC 22 Constitution saving throw. On a failed save, the creature that took the damage becomes vulnerable to cold damage for 24 hours. Once you use this feature, you may not use it again until after you have finished a long rest.\"]},{\"type\":\"entries\",\"name\":\"The Best Defense\",\"entries\":[\"As a reaction to being attacked, you use the rapier to increase your defense, adding +3 to your AC until the end of your next turn. If you attack with the rapier before the end of your next turn, you do not have its +3 bonus to attack and damage rolls.\"]},{\"type\":\"entries\",\"name\":\"Mental Command\",\"entries\":[\"While attuned to the True-Ice Shards, you can use an action to cast the {@spell Detect Thoughts} spell (save DC 20), targeting any creature you have previously met. If the targeted creature is on a different plane of existence, the spell fails.\",\"As long as you maintain {@status concentration}, you can use a bonus action to send a telepathic message to the focused creature. It can reply—using a bonus action to do so—as long as the focus and {@status concentration} continue.\"]},{\"type\":\"entries\",\"name\":\"Omniscient\",\"entries\":[\"You can use the True-Ice Shards to cast a variety of divination spells. {@spell Locate Animals or Plants}, {@spell Locate Creature}, and {@spell Locate Object} may be cast at will, and don't have a maximum range. Other limitations of the spells still apply, and they can't detect subjects on other planes of existence.\",\"Additionally, you may cast {@spell Scrying} (with a spell save DC of 20) and Find the Path. Once either spell is cast, you must finish a long rest before casting either of them again.\"]},{\"type\":\"entries\",\"name\":\"Destroying the Shards\",\"entries\":[\"While Levistus still lives, destroying the True-Ice Shards serves little purpose, as he is capable of recreating them at will. That aside, the shards can be destroyed when subjected to a sufficient source of heat. A few such sources include the inside of an active volcano, a continuous source of Hellfire, or a powerful fire spell cast at 9th level.\"]}],\"attachedSpells\":[\"detect thoughts\",\"locate animals or plants\",\"locate creature\",\"locate object\",\"scrying\"]},{\"name\":\"Truth Serum\",\"source\":\"DMG\",\"page\":258,\"srd\":true,\"reprintedAs\":[\"Truth Serum|XDMG\"],\"type\":\"G\",\"rarity\":\"none\",\"value\":15000,\"poison\":true,\"entries\":[\"A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become {@condition poisoned} for 1 hour. The {@condition poisoned} creature can't knowingly speak a lie, as if under the effect of a {@spell zone of truth} spell.\"],\"poisonTypes\":[\"ingested\"],\"attachedSpells\":[\"zone of truth\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Truth Serum\",\"source\":\"XDMG\",\"page\":91,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"value\":15000,\"poison\":true,\"entries\":[\"A creature subjected to Truth Serum must succeed on a DC 11 Constitution saving throw or have the {@condition Poisoned|XPHB} condition for 1 hour. The {@condition Poisoned|XPHB} creature can't knowingly communicate a lie.\"],\"poisonTypes\":[\"ingested\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Turquoise\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Turquoise|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":1000,\"entries\":[\"An opaque light blue-green gemstone.\"]},{\"name\":\"Turquoise\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":1000,\"entries\":[\"A light blue green gemstone.\"]},{\"name\":\"Turtle Ship\",\"source\":\"AAG\",\"page\":52,\"type\":\"SPC|AAG\",\"rarity\":\"none\",\"value\":4000000,\"crew\":16,\"vehAc\":19,\"vehHp\":300,\"vehDmgThresh\":15,\"vehSpeed\":3,\"capCargo\":30,\"entries\":[\"A turtle ship is encased in a protective metal shell, as befits its name, and bristles with weapons. In addition to its roomy quarters, it can carry a decent- sized payload, making it popular among traders and others who need a lot of cargo space. The ship can land on the ground, and it floats on water. Sliding panels can be closed to make the hull airtight, enabling the ship to travel underwater safely, even to great depths. If the ship takes damage while on or under the water, interior hatches can be sealed to prevent the ship from flooding completely.\",\"Standard weaponry on a turtle ship includes three forward-mounted ballistae and a rear-facing mangonel. These weapons can't be used while the ship is underwater.\"],\"seeAlsoVehicle\":[\"Turtle Ship|AAG\"]},{\"name\":\"Two-Birds Sling\",\"source\":\"MOT\",\"page\":198,\"baseItem\":\"sling|PHB\",\"type\":\"R\",\"rarity\":\"rare\",\"weaponCategory\":\"simple\",\"property\":[\"A\"],\"range\":\"30/120\",\"dmg1\":\"1d4\",\"dmgType\":\"B\",\"bonusWeapon\":\"+1\",\"entries\":[\"You have a +1 bonus to attack and damage rolls made with this weapon.\",\"When you make a ranged attack with this sling and hit a target, you can cause the ammunition to ricochet toward a second target within 10 feet of the first, and then make a ranged attack against the second target.\"],\"ammoType\":\"sling bullet|phb\"},{\"name\":\"Two-Person Tent\",\"source\":\"PHB\",\"page\":153,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Tent|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":20,\"value\":200,\"entries\":[\"A simple and portable canvas shelter, a tent sleeps two.\"]},{\"name\":\"Tyrant Ship\",\"source\":\"AAG\",\"page\":54,\"type\":\"SPC|AAG\",\"rarity\":\"none\",\"crew\":10,\"vehAc\":17,\"vehHp\":300,\"vehDmgThresh\":20,\"vehSpeed\":4.5,\"capCargo\":20,\"entries\":[\"Beholders carve tyrant ships out of stone using their disintegration rays and use these ships to wander the Astral Plane, looking for worlds to conquer and rival beholders to destroy. No two tyrant ships look alike, but they all have one or more features reminiscent of their creators, such as a bulbous shape and eyestalks.\",\"A spherical chamber on the ship's command deck functions as a spelljamming helm that only beholders can attune to. Any beholder that occupies this chamber can attune to it. Reducing a tyrant ship to 0 hit points not only destroys it but also destroys the ship's spelljamming helm and eyestalk cannons.\",\"A tyrant ship can't float on water, but it can safely land on the ground.\"],\"seeAlsoVehicle\":[\"Tyrant Ship|AAG\"]},{\"name\":\"Unbreakable Arrow\",\"source\":\"XGE\",\"page\":139,\"type\":\"A\",\"tier\":\"minor\",\"rarity\":\"common\",\"entries\":[\"This arrow can't be broken, except when it is within an {@spell antimagic field}.\"],\"hasFluffImages\":true},{\"name\":\"Uncommon Glamerweave\",\"source\":\"ERLW\",\"page\":277,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"Glamerweave is clothing imbued with harmless illusory magic. While wearing these clothes, you can use a bonus action to create a moving illusory pattern within the cloth. Alternatively, you can have the pattern rise from the cloth. For example, a glamerweave gown might be wreathed in harmless, illusory flames, while a glamerweave hat might have illusory butterflies fluttering around it.\",\"When you make a Charisma ({@skill Performance}) or Charisma ({@skill Persuasion}) check while wearing the glamerweave, you can roll a {@dice d4} and add the number rolled to the check. Once you use this property, it can't be used again until the next dawn.\"]},{\"name\":\"Universal Solvent\",\"source\":\"DMG\",\"page\":209,\"srd\":true,\"reprintedAs\":[\"Universal Solvent|XDMG\"],\"tier\":\"minor\",\"rarity\":\"legendary\",\"wondrous\":true,\"entries\":[\"This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including {@item sovereign glue}.\"],\"lootTables\":[\"Magic Item Table E\"],\"hasFluffImages\":true},{\"name\":\"Universal Solvent\",\"source\":\"XDMG\",\"page\":318,\"rarity\":\"legendary\",\"wondrous\":true,\"entries\":[\"This tube holds milky liquid with a strong alcohol smell. When found, a tube contains {@dice 1d6 + 1} ounces.\",\"You can take a {@action Utilize|XPHB} action to pour 1 or more ounces of solvent from the tube onto a surface within reach. Each ounce instantly dissolves up to 1 square foot of adhesive it touches, including Sovereign Glue.\"],\"hasFluffImages\":true},{\"name\":\"Vanisher Hat\",\"source\":\"ToB1-2023\",\"page\":319,\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"This plain hat appears to be a rough burlap tam. A creature that can see through illusions sees the hat as a golden, bejeweled coronet. While wearing this hat, you can use an action to speak its command word to become invisible and gain a flying speed of 40 feet for up to 1 minute. Anything you are wearing or carrying is invisible with you. You remain invisible and capable of flying until you repeat the command word as an action or until you attack or cast a spell. Once used, the hat can't be used again until the next dawn.\"]},{\"name\":\"Vanquisher's Banner\",\"source\":\"XMtS\",\"page\":19,\"rarity\":\"unknown (magic)\",\"entries\":[\"This battle-worn but unbroken standard bears the insignia of one of the forces of the Legion of Dusk. A creature that holds the vanquisher's banner can use a bonus action to grant an ally advantage on the ally's next attack roll, saving throw, or ability check.\"]},{\"name\":\"Vanrak's Mithral Shirt\",\"source\":\"WDMM\",\"page\":237,\"baseItem\":\"chain shirt|phb\",\"type\":\"MA\",\"rarity\":\"uncommon\",\"weight\":20,\"ac\":13,\"strength\":null,\"stealth\":false,\"entries\":[\"Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity ({@skill Stealth}) checks or has a Strength requirement, the mithral version of the armor doesn't.\",\"While you wear this armor, you gain {@sense darkvision} out to a range of 60 feet.\"]},{\"name\":\"Velvet doublet with gold buttons (Legion of Dusk)\",\"source\":\"PSX\",\"page\":24,\"type\":\"$A|DMG\",\"rarity\":\"none\",\"value\":2500},{\"name\":\"Ventilating Lungs\",\"source\":\"ERLW\",\"page\":279,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"recharge\":\"dawn\",\"entries\":[\"These metallic nodules were created in response to the poisonous gases used on the battlefields of the Last War. When you attune to these lungs, they replace the lungs in your chest, which disappear. The lungs allow you to breathe normally, even in an antimagic field, and their breathing function can't be suppressed by magic.\",\"Outside an antimagic field or any other effect that suppresses magic, these lungs allow you to breathe normally in any environment (including a vacuum), and you have advantage on saving throws against harmful gases such as those created by a {@spell cloudkill} spell, a {@spell stinking cloud} spell, inhaled poisons, and gaseous breath weapons.\",\"As an action, you can use these lungs to exhale a gust of wind, as if you had cast the {@spell gust of wind} spell (spell save DC 15) with no components. This property of the lungs can't be used again until the next dawn.\",\"If your attunement to the lungs ends, your original lungs reappear.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"attachedSpells\":[\"gust of wind\"]},{\"name\":\"Verminshroud (Awakened)\",\"source\":\"EGW\",\"_copy\":{\"name\":\"Verminshroud (Dormant)\",\"source\":\"EGW\",\"_mod\":{\"entries\":{\"mode\":\"insertArr\",\"index\":-1,\"items\":{\"type\":\"entries\",\"name\":\"Awakened\",\"entries\":[\"While wearing the Verminshroud in its awakened state, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You have resistance to poison damage.\",\"You can use an action to cast the {@spell insect plague} spell (save DC 15) from the Verminshroud, requiring no material components. This property can't be used again until the next dawn.\",\"When you cast the {@spell polymorph} spell using the Verminshroud, you can transform into a {@creature giant wasp}.\"]}]}}},\"_preserve\":{\"page\":true,\"hasFluffImages\":true}},\"resist\":[\"poison\"],\"attachedSpells\":[\"polymorph\",\"insect plague\"]},{\"name\":\"Verminshroud (Dormant)\",\"source\":\"EGW\",\"page\":273,\"conditionImmune\":[\"disease\"],\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"property\":[\"Vst|TDCSR\"],\"entries\":[\"This patchy cloak was pieced together from the pelts of rats found feasting on the dead in Blightshore and is dotted with the bloated corpses of magically preserved insects along its seams.\",{\"type\":\"entries\",\"name\":\"Dormant\",\"entries\":[\"While wearing the Verminshroud in its dormant state, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You have advantage on Wisdom ({@skill Perception}) checks that rely on smell, you are immune to disease, and you have {@sense darkvision} out to a range of 60 feet. If you already have {@sense darkvision}, wearing the cloak increases the range of your {@sense darkvision} by 60 feet.\",\"As an action, you can use the Verminshroud to cast {@spell polymorph} on yourself, transforming into a {@creature giant rat} or {@creature rat} while retaining your Intelligence, Wisdom, and Charisma scores, as well as the properties of the cloak. This property can't be used again until the next dawn.\"]}]}],\"attachedSpells\":[\"polymorph\"]},{\"name\":\"Verminshroud (Exalted)\",\"source\":\"EGW\",\"_copy\":{\"name\":\"Verminshroud (Awakened)\",\"source\":\"EGW\",\"_mod\":{\"entries\":{\"mode\":\"insertArr\",\"index\":-1,\"items\":{\"type\":\"entries\",\"name\":\"Exalted\",\"entries\":[\"While wearing the Verminshroud in its exalted state, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You gain a climbing speed equal to your walking speed.\",\"Your teeth become razor-sharp natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to {@dice 1d6} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can make this attack as a bonus action. When you bite a creature and deal damage to it, the creature must succeed on a DC 17 Constitution saving throw or be {@condition poisoned} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success.\",\"When you cast the {@spell polymorph} spell using the Verminshroud, you can transform into a {@creature giant scorpion}.\"]}]}}},\"_preserve\":{\"page\":true,\"hasFluffImages\":true}},\"modifySpeed\":{\"equal\":{\"climb\":\"walk\"}},\"attachedSpells\":[\"polymorph\",\"insect plague\"]},{\"name\":\"Veteran's Cane\",\"source\":\"XDMG\",\"page\":318,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"As a {@variantrule Bonus Action|XPHB}, you can transform this walking cane into an ordinary Longsword or change the Longsword back into a walking cane. In either case, you must be holding the item.\"]},{\"name\":\"Veteran's Cane\",\"source\":\"XGE\",\"page\":139,\"reprintedAs\":[\"Veteran's Cane|XDMG\"],\"tier\":\"minor\",\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"When you grasp this walking cane and use a bonus action to speak the command word, it transforms into an ordinary longsword and ceases to be magical.\"]},{\"name\":\"Vial\",\"source\":\"PHB\",\"page\":153,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Vial|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"value\":100,\"entries\":[\"A vial can hold up to 4 ounces of liquid.\"]},{\"name\":\"Vial\",\"source\":\"XPHB\",\"page\":229,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"value\":100,\"entries\":[\"A Vial holds up to 4 ounces.\"],\"containerCapacity\":{\"weight\":[0.25]}},{\"name\":\"Vial of Greed\",\"source\":\"CoA\",\"page\":270,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"This small glass vial can stockpile resources for use in the future. Once stored, resources last for 1 century before vanishing. As an action you make the vial store any number of the following resources, which are magically consumed and converted into a violet-colored liquid:\",{\"type\":\"list\",\"items\":[\"Up to 31 days of food and/or drink. The flavors are lost, instead becoming tasteless.\",\"Up to 7 days of alcohol. The flavors are lost, instead becoming tasteless.\",\"Up to 5 magic scrolls that affect a single creature. The target of the spell is you, and if the spell requires {@status concentration}, you can concentrate.\",\"Up to 5 magic potions. No more than 2 duplicate potions can be stored at a time.\"]},\"You may have more than one kind of resource in the vial, up to the limits expressed above. You can use a bonus action to consume one day of food (or alcohol) or activate one scroll or magic potion. If activating a magic scroll, the effects of that scroll must end before you can activate another scroll from the Vial of Greed.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Vial of Stardust\",\"source\":\"WDMM\",\"page\":251,\"type\":\"OTH\",\"rarity\":\"unknown\",\"entries\":[\"Any creature that sprinkles the contents of a Vial of Stardust over itself gains the ability to cast the {@spell dream} spell once as an action (spell save DC 15), requiring no components.\"],\"attachedSpells\":[\"dream\"]},{\"name\":\"Vial of Thought Capture\",\"source\":\"AZfyT\",\"page\":4,\"rarity\":\"unknown (magic)\",\"entries\":[\"This dark blue vial allows you to read another's surface thoughts and capture them as thought strands, storing the strands within the vial. As an action, you can activate the vial to target a creature you can see within 10 feet of you to learn its surface thoughts and pull the thoughts learned out of the creature's head as a tangible glowing string of energy known as a thought strand. The strands can be stored in the vial for up to 24 hours or until the vial reaches capacity, in which case the oldest strands dissipate. A creature affected by the vial knows that its thoughts are being probed.\",\"The vial can also store thought strands created by the {@spell encode thoughts|ggr} cantrip. It does not extend the duration of those strands beyond 8 hours, but stored strands do not disappear if you cast {@spell encode thoughts|ggr} again during the duration of the cantrip.\",\"The vial has 3 charges and can store up to 3 thought strands. It regains all its charges daily at dusk.\"]},{\"name\":\"Void Card\",\"source\":\"BMT\",\"page\":15,\"rarity\":\"legendary\",\"wondrous\":true,\"recharge\":\"dawn\",\"entries\":[\"As an action, you can brandish this card and attempt to banish up to three creatures you can see within 120 feet of yourself. If the target is from a different plane of existence than the plane you're on, the target must succeed on a {@dc 17} Charisma saving throw or be banished, returning to that other plane. Once this property is used, it can't be used again until the next dawn.\"],\"hasFluffImages\":true},{\"name\":\"Voidwalker Armor\",\"source\":\"BMT\",\"page\":39,\"baseItem\":\"studded leather armor|PHB\",\"type\":\"LA\",\"rarity\":\"rare\",\"reqAttune\":true,\"curse\":true,\"weight\":13,\"ac\":12,\"entries\":[\"This black studded leather armor bears a red sheen. While wearing this armor, you can use a bonus action to summon a projection of yourself in an unoccupied space within 30 feet of yourself. The projection is a translucent copy of you that has immunity to all damage and conditions, and you can make attacks and cast spells with a range other than self as if standing in the projection's space. The projection disappears at the end of your turn. Once you use this bonus action, it can't be used again until the next dawn.\",{\"type\":\"entries\",\"name\":\"Curse\",\"entries\":[\"This armor is cursed, and attuning to it extends the curse to you. As long as you remain cursed, you're unwilling to part with the armor. Taking it off fails to end the curse. While cursed in this way, you feel disconnected from your body, continuously hearing whispers that call for you to join them. Whenever you finish a long rest while cursed, you must make a DC 11 Charisma saving throw. On a failed save, your soul is drawn from your body and trapped in an object on a different plane of existence. The object and location of this object are chosen by the DM (but might be the House of Cards; see chapter 18). While your soul is trapped in this way, your body is inert and doesn't age or require sustenance. Destroying the object frees your soul; otherwise, only a {@spell Wish} spell can restore your soul to your body.\"]}]},{\"name\":\"Voting Kit\",\"source\":\"AI\",\"page\":22,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"At rank 4, your voting kit becomes a common magic item that conceals an extradimensional space. As a bonus action, you can place one tool kit that you are proficient with into the voting kit, or can remove it. No other type of object can be placed into the extradimensional space. A creature searching the voting kit finds and extracts the tool kit with a successful DC 20 Intelligence ({@skill Investigation}) or Wisdom ({@skill Perception}) check.\",\"Additionally, you can use the voting kit to cast {@spell charm person} (save DC 15). This property of the kit can't be used again until the next dawn.\"],\"attachedSpells\":[\"charm person\"]},{\"name\":\"Vox Seeker\",\"source\":\"EGW\",\"page\":270,\"rarity\":\"common\",\"wondrous\":true,\"entries\":[\"This clockwork device resembles a metal crab the size of a dinner plate. Every action used to wind up the device allows it to operate for 1 minute, to a maximum of 10 minutes. While operational, the item uses the accompanying {@creature Vox Seeker|EGW} stat block. This automaton is under the DM's control. A vox seeker reduced to 0 hit points is destroyed.\"]},{\"name\":\"Voyager Staff\",\"source\":\"GGR\",\"page\":181,\"rarity\":\"very rare\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"bonusWeapon\":\"+1\",\"bonusSpellAttack\":\"+1\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 4}\",\"charges\":10,\"staff\":true,\"entries\":[\"You gain a +1 bonus to attack and damage rolls made with this magic quarterstaff. While you hold it, you gain a +1 bonus to spell attack rolls.\",\"This staff has 10 charges. While holding it, you can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: {@spell banishment} (4 charges), {@spell blink} (3 charges), {@spell misty step} (2 charges), {@spell passwall} (5 charges), or {@spell teleport} (7 charges).\",\"The staff regains {@dice 1d6 + 4} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 1, the staff vanishes forever.\"],\"attachedSpells\":[\"banishment\",\"blink\",\"misty step\",\"passwall\",\"teleport\"]},{\"name\":\"Wagon\",\"source\":\"PHB\",\"page\":157,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Wagon|XPHB\"],\"type\":\"VEH\",\"rarity\":\"none\",\"weight\":400,\"value\":3500},{\"name\":\"Wagon\",\"source\":\"XPHB\",\"page\":230,\"freeRules2024\":true,\"type\":\"VEH|XPHB\",\"rarity\":\"none\",\"weight\":400,\"value\":3500},{\"name\":\"Wakened Dragon Vessel\",\"source\":\"FTD\",\"_copy\":{\"name\":\"Stirring Dragon Vessel\",\"source\":\"FTD\",\"_preserve\":{\"page\":true}},\"rarity\":\"very rare\",\"entries\":[\"This vessel can be a potion bottle, drinking horn, or other container meant to hold a liquid.\",\"As a bonus action, if the vessel is empty, you can speak the command word to fill the vessel with one of the following (your choice): ale, olive oil, mead, wine, a {@item potion of healing}, a {@item potion of greater healing}, a {@item potion of superior healing}, a {@item potion of climbing}, a {@item potion of fire breath}, or a {@item potion of flying}. Once this property is used, it can't be used until the next dawn. A potion you create in this way loses its magical properties if it isn't imbibed within 24 hours.\"]},{\"name\":\"Wakened Dragon-Touched Focus\",\"source\":\"FTD\",\"_copy\":{\"name\":\"Stirring Dragon-Touched Focus\",\"source\":\"FTD\",\"_preserve\":{\"page\":true}},\"rarity\":\"very rare\",\"entries\":[\"This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons' wings, claws, teeth, or scales.\",\"You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells.\",\"The focus gains an additional property determined by the family of the dragon in whose hoard it became Stirring:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Chromatic\",\"entries\":[\"Whenever you use a spell slot to cast a spell that deals acid, cold, fire, lightning, or poison damage, roll a {@dice d6}, and you gain a bonus equal to the number rolled to one of the spell's damage rolls.\"]},{\"type\":\"item\",\"name\":\"Gem\",\"entries\":[\"Whenever you use a spell slot to cast a spell, you can immediately teleport to an unoccupied space you can see within 15 feet of you.\"]},{\"type\":\"item\",\"name\":\"Metallic\",\"entries\":[\"When a creature you can see within 30 feet of you makes a saving throw, you can use your reaction to give that creature advantage on the saving throw.\"]}]},\"While you are holding a Wakened focus, you can use it to cast certain spells. Once the item is used to cast a given spell, it can't be used to cast that spell again until the next dawn. The spells are determined by the family of the dragon in whose hoard it became Wakened.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Chromatic\",\"entries\":[\"{@spell Hold monster}, {@spell Rime's binding ice|FTD}\"]},{\"type\":\"item\",\"name\":\"Gem\",\"entries\":[\"{@spell Rary's telepathic bond}, {@spell Raulothim's psychic lance|FTD}\"]},{\"type\":\"item\",\"name\":\"Metallic\",\"entries\":[\"{@spell Fizban's platinum shield|FTD}, {@spell legend lore}\"]}]}],\"attachedSpells\":[\"hold monster\",\"rime's binding ice|ftd\",\"rary's telepathic bond\",\"raulothim's psychic lance|ftd\",\"fizban's platinum shield|ftd\",\"legend lore\"]},{\"name\":\"Wakened Scaled Ornament\",\"source\":\"FTD\",\"_copy\":{\"name\":\"Stirring Scaled Ornament\",\"source\":\"FTD\",\"_preserve\":{\"page\":true}},\"rarity\":\"very rare\",\"entries\":[\"This ornament can be jewelry, a cloak, or another wearable accessory. It appears to be fashioned from a dragon's scale, tooth, or claw, or it incorporates images in those shapes.\",\"You gain a +1 bonus to AC, and you can't be {@condition charmed} or {@condition frightened}. Moreover, each creature of your choice within 30 feet of you has advantage on saving throws it makes to avoid being {@condition charmed} or {@condition frightened} or to end those conditions on itself.\",\"When you would take damage of the type dealt by the breath of the dragon in whose hoard the ornament became Wakened, you can use your reaction to take no damage instead, and you regain hit points equal to the damage you would have taken. Once this property is used, it can't be used again until the next dawn.\"]},{\"name\":\"Wand of Binding\",\"source\":\"DMG\",\"page\":209,\"srd\":true,\"reprintedAs\":[\"Wand of Binding|XDMG\"],\"type\":\"WD|DMG\",\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"weight\":1,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 1}\",\"charges\":7,\"entries\":[\"This wand has 7 charges for the following properties. It regains {@dice 1d6 + 1} expended charges daily at dawn. If you expend the wand's last charge, roll a {@dice d20}. On a 1, the wand crumbles into ashes and is destroyed.\",{\"name\":\"Spells\",\"type\":\"entries\",\"entries\":[\"While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): {@spell hold monster} (5 charges) or {@spell hold person} (2 charges).\"]},{\"name\":\"Assisted Escape\",\"type\":\"entries\",\"entries\":[\"While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being {@condition paralyzed} or {@condition restrained}, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.\"]}],\"attachedSpells\":[\"hold monster\",\"hold person\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Wand of Binding\",\"source\":\"XDMG\",\"page\":318,\"type\":\"WD|XDMG\",\"rarity\":\"rare\",\"weight\":1,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 1}\",\"charges\":7,\"entries\":[\"This wand has 7 charges.\",{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"While holding the wand, you can cast one of the spells (save DC 17) on the following table from it. The table indicates how many charges you must expend to cast the spell.\",{\"type\":\"table\",\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"colLabels\":[\"Spell\",\"Charge Cost\"],\"rows\":[[\"{@spell Hold Monster|XPHB}\",\"5\"],[\"{@spell Hold Person|XPHB}\",\"2\"]]}]},{\"type\":\"entries\",\"name\":\"Regaining Charges\",\"entries\":[\"The wand regains {@dice 1d6 + 1} expended charges daily at dawn. If you expend the wand's last charge, roll {@dice 1d20}. On a 1, the wand crumbles into ashes and is destroyed.\"]}],\"attachedSpells\":[\"hold monster|xphb\",\"hold person|xphb\"]},{\"name\":\"Wand of Conducting\",\"source\":\"XDMG\",\"page\":319,\"type\":\"WD|XDMG\",\"rarity\":\"common\",\"weight\":1,\"recharge\":\"dawn\",\"rechargeAmount\":3,\"charges\":3,\"entries\":[\"This wand has 3 charges. While holding it, you can take a {@action Magic|XPHB} action to expend 1 charge and create orchestral music by waving it around. The music can be heard out to 120 feet and ends when you stop waving the wand.\",{\"type\":\"entries\",\"name\":\"Regaining Charges\",\"entries\":[\"The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll {@dice 1d20}. On a 1, a sad tuba sound plays as the wand crumbles into dust and is destroyed.\"]}]},{\"name\":\"Wand of Conducting\",\"source\":\"XGE\",\"page\":140,\"reprintedAs\":[\"Wand of Conducting|XDMG\"],\"type\":\"WD|DMG\",\"tier\":\"minor\",\"rarity\":\"common\",\"weight\":1,\"recharge\":\"dawn\",\"rechargeAmount\":3,\"charges\":3,\"entries\":[\"This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and create orchestral music by waving it around. The music can be heard out to a range of 60 feet and ends when you stop waving the wand.\",\"The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a {@dice d20}. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed.\"]},{\"name\":\"Wand of Enemy Detection\",\"source\":\"DMG\",\"page\":210,\"srd\":true,\"reprintedAs\":[\"Wand of Enemy Detection|XDMG\"],\"type\":\"WD|DMG\",\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"weight\":1,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 1}\",\"charges\":7,\"entries\":[\"This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, {@condition invisible}, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand.\",\"The wand regains {@dice 1d6 + 1} expended charges daily at dawn. If you expend the wand's last charge, roll a {@dice d20}. On a 1, the wand crumbles into ashes and is destroyed.\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Wand of Enemy Detection\",\"source\":\"XDMG\",\"page\":319,\"type\":\"WD|XDMG\",\"rarity\":\"rare\",\"weight\":1,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 1}\",\"charges\":7,\"entries\":[\"This wand has 7 charges. While holding it, you can take a {@action Magic|XPHB} action to expend 1 charge. For 1 minute, you know the direction of the nearest creature {@variantrule Hostile [Attitude]|XPHB|Hostile} to you within 60 feet, but not its distance from you. The wand can sense the presence of {@variantrule Hostile [Attitude]|XPHB|Hostile} creatures that are {@condition Invisible|XPHB}, ethereal, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand.\",{\"type\":\"entries\",\"name\":\"Regaining Charges\",\"entries\":[\"The wand regains {@dice 1d6 + 1} expended charges daily at dawn. If you expend the wand's last charge, roll {@dice 1d20}. On a 1, the wand crumbles into ashes and is destroyed.\"]}],\"hasFluffImages\":true},{\"name\":\"Wand of Entangle\",\"source\":\"TftYP\",\"page\":229,\"type\":\"WD|DMG\",\"rarity\":\"uncommon\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"weight\":1,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 1}\",\"charges\":7,\"entries\":[\"This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the {@spell entangle} spell (save DC 13) from it.\",\"The wand regains {@dice 1d6 + 1} expended charges daily at dawn. If you expend the wand's last charge, roll a {@dice d20}. On a 1, the wand crumbles into ashes and is destroyed.\"],\"attachedSpells\":[\"entangle\"]},{\"name\":\"Wand of Fear\",\"source\":\"DMG\",\"page\":210,\"srd\":true,\"reprintedAs\":[\"Wand of Fear|XDMG\"],\"type\":\"WD|DMG\",\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"weight\":1,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 1}\",\"charges\":7,\"entries\":[\"This wand has 7 charges for the following properties. It regains {@dice 1d6 + 1} expended charges daily at dawn. If you expend the wand's last charge, roll a {@dice d20}. On a 1, the wand crumbles into ashes and is destroyed.\",{\"name\":\"Command\",\"type\":\"entries\",\"entries\":[\"While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the {@spell command} spell (save DC 15).\"]},{\"name\":\"Cone of Fear\",\"type\":\"entries\",\"entries\":[\"While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become {@condition frightened} of you for 1 minute. While it is {@condition frightened} in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the {@action Dash} action or try to escape from an effect that prevent it from moving. If it has nowhere it can move, the creature can use the {@action Dodge} action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.\"]}],\"attachedSpells\":[\"command\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Wand of Fear\",\"source\":\"XDMG\",\"page\":319,\"type\":\"WD|XDMG\",\"rarity\":\"rare\",\"weight\":1,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 1}\",\"charges\":7,\"entries\":[\"This wand has 7 charges.\",{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"While holding the wand, you can cast one of the spells (save DC 15) on the following table from it. The table indicates how many charges you must expend to cast the spell.\",{\"type\":\"table\",\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"colLabels\":[\"Spell\",\"Charge Cost\"],\"rows\":[[\"{@spell Command|XPHB} (\\\"flee\\\" or \\\"grovel\\\" only)\",\"1\"],[\"{@spell Fear|XPHB} (60-foot {@variantrule Cone [Area of Effect]|XPHB|Cone})\",\"3\"]]}]},{\"type\":\"entries\",\"name\":\"Regaining Charges\",\"entries\":[\"The wand regains {@dice 1d6 + 1} expended charges daily at dawn. If you expend the wand's last charge, roll {@dice 1d20}. On a 1, the wand crumbles into ashes and is destroyed.\"]}],\"attachedSpells\":[\"command|xphb\",\"fear|xphb\"],\"hasFluffImages\":true},{\"name\":\"Wand of Fireballs\",\"source\":\"DMG\",\"page\":210,\"srd\":true,\"reprintedAs\":[\"Wand of Fireballs|XDMG\"],\"type\":\"WD|DMG\",\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"weight\":1,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 1}\",\"charges\":7,\"entries\":[\"This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the {@spell fireball} spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.\",\"The wand regains {@dice 1d6 + 1} expended charges daily at dawn. If you expend the wand's last charge, roll a {@dice d20}. On a 1, the wand crumbles into ashes and is destroyed.\"],\"attachedSpells\":[\"fireball\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Wand of Fireballs\",\"source\":\"XDMG\",\"page\":319,\"type\":\"WD|XDMG\",\"rarity\":\"rare\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"weight\":1,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 1}\",\"charges\":7,\"entries\":[\"This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast {@spell Fireball|XPHB} (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell's level by 1 for each additional charge you expend.\",{\"type\":\"entries\",\"name\":\"Regaining Charges\",\"entries\":[\"The wand regains {@dice 1d6 + 1} expended charges daily at dawn. If you expend the wand's last charge, roll {@dice 1d20}. On a 1, the wand crumbles into ashes and is destroyed.\"]}],\"attachedSpells\":[\"fireball|xphb\"],\"hasFluffImages\":true},{\"name\":\"Wand of Lightning Bolts\",\"source\":\"DMG\",\"page\":211,\"srd\":true,\"reprintedAs\":[\"Wand of Lightning Bolts|XDMG\"],\"type\":\"WD|DMG\",\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"weight\":1,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 1}\",\"charges\":7,\"entries\":[\"This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the {@spell lightning bolt} spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.\",\"The wand regains {@dice 1d6 + 1} expended charges daily at dawn. If you expend the wand's last charge, roll a {@dice d20}. On a 1, the wand crumbles into ashes and is destroyed.\"],\"attachedSpells\":[\"lightning bolt\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Wand of Lightning Bolts\",\"source\":\"XDMG\",\"page\":320,\"type\":\"WD|XDMG\",\"rarity\":\"rare\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"weight\":1,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 1}\",\"charges\":7,\"entries\":[\"This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast {@spell Lightning Bolt|XPHB} (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell's level by 1 for each additional charge you expend.\",{\"type\":\"entries\",\"name\":\"Regaining Charges\",\"entries\":[\"The wand regains {@dice 1d6 + 1} expended charges daily at dawn. If you expend the wand's last charge, roll {@dice 1d20}. On a 1, the wand crumbles into ashes and is destroyed.\"]}],\"attachedSpells\":[\"lightning bolt|xphb\"],\"hasFluffImages\":true},{\"name\":\"Wand of Magic Detection\",\"source\":\"DMG\",\"page\":211,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Wand of Magic Detection|XDMG\"],\"type\":\"WD|DMG\",\"tier\":\"minor\",\"rarity\":\"uncommon\",\"weight\":1,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the {@spell detect magic} spell from it. The wand regains {@dice 1d3} expended charges daily at dawn.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"attachedSpells\":[\"detect magic\"],\"lootTables\":[\"Magic Item Table B\"],\"hasFluffImages\":true},{\"name\":\"Wand of Magic Detection\",\"source\":\"XDMG\",\"page\":320,\"type\":\"WD|XDMG\",\"rarity\":\"uncommon\",\"weight\":1,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"This wand has 3 charges. While holding it, you can expend 1 charge to cast {@spell Detect Magic|XPHB} from it. The wand regains {@dice 1d3} expended charges daily at dawn.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"attachedSpells\":[\"detect magic|xphb\"],\"hasFluffImages\":true},{\"name\":\"Wand of Magic Missiles\",\"source\":\"DMG\",\"page\":211,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Wand of Magic Missiles|XDMG\"],\"type\":\"WD|DMG\",\"tier\":\"major\",\"rarity\":\"uncommon\",\"weight\":1,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 1}\",\"charges\":7,\"entries\":[\"This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the {@spell magic missile} spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.\",\"The wand regains {@dice 1d6 + 1} expended charges daily at dawn. If you expend the wand's last charge, roll a {@dice d20}. On a 1, the wand crumbles into ashes and is destroyed.\"],\"attachedSpells\":[\"magic missile\"],\"lootTables\":[\"Magic Item Table F\"],\"hasFluffImages\":true},{\"name\":\"Wand of Magic Missiles\",\"source\":\"XDMG\",\"page\":320,\"freeRules2024\":true,\"type\":\"WD|XDMG\",\"rarity\":\"uncommon\",\"weight\":1,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 1}\",\"charges\":7,\"entries\":[\"This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast {@spell Magic Missile|XPHB} from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell's level by 1 for each additional charge you expend.\",{\"type\":\"entries\",\"name\":\"Regaining Charges\",\"entries\":[\"The wand regains {@dice 1d6 + 1} expended charges daily at dawn. If you expend the wand's last charge, roll {@dice 1d20}. On a 1, the wand crumbles into ashes and is destroyed.\"]}],\"attachedSpells\":[\"magic missile|xphb\"],\"hasFluffImages\":true},{\"name\":\"Wand of Orcus\",\"source\":\"DMG\",\"page\":227,\"reprintedAs\":[\"Wand of Orcus|XDMG\"],\"baseItem\":\"mace|phb\",\"type\":\"WD|DMG\",\"typeAlt\":\"M\",\"rarity\":\"artifact\",\"reqAttune\":true,\"sentient\":true,\"weight\":4,\"weaponCategory\":\"simple\",\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"bonusWeapon\":\"+3\",\"bonusAc\":\"+3\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d4 + 3}\",\"charges\":7,\"entries\":[\"The ghastly Wand of Orcus rarely leaves {@creature Orcus|MTF|Orcus's} side. The device, as evil as its creator, shares the demon lord's aims to snuff out the lives of all living things and bind the Material Plane in the stasis of undeath. {@creature Orcus|MTF} allows the wand to slip from his grasp from time to time. When it does, it magically appears wherever its master senses an opportunity to achieve some fell goal.\",\"Made from bones as hard as iron, the wand is topped with a magically enlarged skull that once belonged to a human hero slain by {@creature Orcus|MTF}. The wand can magically change in size to better conform to the grip of its user. Plants wither, drinks spoil, flesh rots, and vermin thrive in the wand's presence.\",\"Any creature besides {@creature Orcus|MTF} that tries to attune to the wand must make a DC 17 Constitution saving throw. On a successful save, the creature takes {@damage 10d6} necrotic damage. On a failed save, the creature dies and rises as a {@creature zombie}.\",\"In the hands of one who is attuned to it, the wand can be wielded as a magic {@item mace|phb} that grants a +3 bonus to attack and damage rolls made with it. The wand deals an extra {@damage 2d12} necrotic damage on a hit.\",{\"name\":\"Random Properties\",\"type\":\"entries\",\"entries\":[\"The Wand of Orcus has the following random properties:\",{\"type\":\"list\",\"items\":[\"2 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial properties}\",\"1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial property}\",\"2 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental properties}\",\"1 {@table Artifact Properties; Major Detrimental Properties|dmg|major detrimental property}\"]},\"The detrimental properties of the Wand of Orcus are suppressed while the wand is attuned to {@creature Orcus|MTF} himself.\"]},{\"name\":\"Protection\",\"type\":\"entries\",\"entries\":[\"You gain a +3 bonus to Armor Class while holding the wand.\"]},{\"name\":\"Spells\",\"type\":\"entries\",\"entries\":[\"The wand has 7 charges. While holding it, you can use an action and expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: {@spell animate dead} (1 charge), {@spell blight} (2 charges), {@spell circle of death} (3 charges), {@spell finger of death} (3 charges), {@spell power word kill} (4 charges), or {@spell speak with dead} (1 charge). The wand regains {@dice 1d4 + 3} expended charges daily at dawn.\",\"While attuned to the wand, {@creature Orcus|MTF} or a follower blessed by him can cast each of the wand's spells using 2 fewer charges (minimum of 0).\"]},{\"name\":\"Call Undead\",\"type\":\"entries\",\"entries\":[\"While you are holding the wand, you can use an action to conjure {@creature skeleton||skeletons} and {@creature zombie||zombies}, calling forth as many of them as you can divide 500 hit points among, each undead having average hit points. The undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of you and obey your commands until they are destroyed or until dawn of the next day, when they collapse into inanimate piles of bones and rotting corpses. Once you use this property of the wand, you can't use it again until the next dawn.\",\"While attuned to the wand, {@creature Orcus|MTF} can summon any kind of undead, not just skeletons and zombies. The undead don't perish or disappear at dawn the following day, remaining until {@creature Orcus|MTF} dismisses them.\"]},{\"name\":\"Sentience\",\"type\":\"entries\",\"entries\":[\"The Wand of Orcus is a sentient, chaotic evil item with an Intelligence of 16, a Wisdom of 12, and a Charisma of 16. It has hearing and {@sense darkvision} out to a range of 120 feet.\",\"The wand communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common.\"]},{\"name\":\"Personality\",\"type\":\"entries\",\"entries\":[\"The wand's purpose is to help satisfy {@creature Orcus|MTF|Orcus's} desire to slay everything in the multiverse. The wand is cold, cruel, nihilistic, and bereft of humor. In order to further its master's goals, the wand feigns devotion to its current user and makes grandiose promises that it has no intention of fulfilling, such as vowing to help its user overthrow {@creature Orcus|MTF}.\"]},{\"name\":\"Destroying the Wand\",\"type\":\"entries\",\"entries\":[\"Destroying the Wand of Orcus requires that it be taken to the Positive Energy Plane by the ancient hero whose skull surmounts it. For this to happen, the long-lost hero must first be restored to life—no easy task, given the fact that {@creature Orcus|MTF} has imprisoned the hero's soul and keeps it hidden and well guarded.\",\"Bathing the wand in positive energy causes it to crack and explode, but unless the above conditions are met, the wand instantly reforms on {@creature Orcus|MTF|Orcus's} layer of the Abyss.\"]}],\"attachedSpells\":[\"animate dead\",\"blight\",\"circle of death\",\"finger of death\",\"power word kill\",\"speak with dead\"],\"hasFluffImages\":true},{\"name\":\"Wand of Orcus\",\"source\":\"XDMG\",\"page\":320,\"baseItem\":\"mace|xphb\",\"type\":\"WD|XDMG\",\"typeAlt\":\"M|XPHB\",\"rarity\":\"artifact\",\"reqAttune\":true,\"sentient\":true,\"weight\":4,\"weaponCategory\":\"simple\",\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"bonusWeapon\":\"+3\",\"bonusAc\":\"+3\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d4 + 3}\",\"charges\":7,\"entries\":[\"Crafted and wielded by {@creature Orcus|MPMM}, this ghastly wand slips from the demon lord's grasp from time to time. When it does, it magically appears wherever the demon lord senses an opportunity to achieve some fell goal.\",\"The wand is topped with a skull that once belonged to a human hero slain by Orcus. The wand can magically change in size to better conform to the grip of its user. All Holy Water within 10 feet of the wand is destroyed.\",\"Any creature besides Orcus that tries to attune to the wand makes a DC 17 Constitution saving throw. On a successful save, the creature takes {@damage 10d6} Necrotic damage. On a failed save, the creature dies and, if it is a Humanoid, turns into a {@creature Zombie|XPHB}.\",{\"type\":\"entries\",\"name\":\"Magic Weapon\",\"entries\":[\"You can wield the wand as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The wand deals an extra {@damage 2d12} Necrotic damage on a hit.\"]},{\"type\":\"entries\",\"name\":\"Random Properties\",\"entries\":[\"The Wand of Orcus has the following random properties:\",{\"type\":\"list\",\"items\":[\"2 {@table Artifact Properties; Minor Beneficial Properties|XDMG|minor beneficial} properties\",\"1 {@table Artifact Properties; Major Beneficial Properties|XDMG|major beneficial} property\",\"2 {@table Artifact Properties; Minor Detrimental Properties|XDMG|minor detrimental} properties\",\"1 {@table Artifact Properties; Major Detrimental Properties|XDMG|major detrimental} property\"]},\"The detrimental properties of the Wand of Orcus are suppressed while the wand is attuned to Orcus.\"]},{\"type\":\"entries\",\"name\":\"Protection\",\"entries\":[\"You gain a +3 bonus to {@variantrule Armor Class|XPHB} while holding the wand.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"The wand has 7 charges and regains {@dice 1d4 + 3} expended charges daily at dawn. While holding the wand, you can cast one of the spells on the following table from it (save DC 18). The table indicates how many charges you must expend to cast the spell.\",{\"type\":\"table\",\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"colLabels\":[\"Spell\",\"Charge Cost\"],\"rows\":[[\"{@spell Animate Dead|XPHB}\",\"1\"],[\"{@spell Blight|XPHB}\",\"2\"],[\"{@spell Circle of Death|XPHB}\",\"3\"],[\"{@spell Finger of Death|XPHB}\",\"3\"],[\"{@spell Power Word Kill|XPHB}\",\"4\"],[\"{@spell Speak with Dead|XPHB}\",\"1\"]]}]},\"While attuned to the wand, Orcus or a follower blessed by him can cast each of the wand's spells using 2 fewer charges (minimum of 0).\",{\"type\":\"entries\",\"name\":\"Call Undead\",\"entries\":[\"While holding the wand, you can take a {@action Magic|XPHB} action to conjure 15 {@creature Skeleton|XPHB|Skeletons} and 15 {@creature Zombie|XPHB|Zombies}. These Undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of you and obey your commands until they are destroyed or until the next dawn, when they collapse into inanimate piles of bones and rotting corpses. Once you use this property, you can't use it again until the next dawn.\",\"While holding the wand, Orcus can summon any kind of Undead, not just skeletons and zombies. These Undead don't perish at dawn the following day, remaining until Orcus dismisses them.\"]},{\"type\":\"entries\",\"name\":\"Sentience\",\"entries\":[\"The Wand of Orcus is a sentient Chaotic Evil item with an Intelligence of 16, a Wisdom of 12, and a Charisma of 16. It has hearing and {@sense Darkvision|XPHB} out to 120 feet.\",\"The wand communicates telepathically with its wielder and speaks Abyssal and Common.\"]},{\"type\":\"entries\",\"name\":\"Personality\",\"entries\":[\"The wand's purpose is to help satisfy Orcus's desire to slay everything in the multiverse. The wand is cruel, nihilistic, and bereft of humor.\",\"To further Orcus's goals, the wand feigns devotion to its current user and makes grandiose promises that it has no intention of fulfilling, such as vowing to help its user overthrow Orcus.\"]},{\"type\":\"entries\",\"name\":\"Destroying the Wand\",\"entries\":[\"Destroying the Wand of Orcus requires that it be taken to the Positive Energy Plane by the ancient hero whose skull surmounts it. For this to happen, the long-lost hero must first be restored to life—no easy task, given the fact that Orcus has imprisoned the hero's soul and keeps it hidden and well guarded.\",\"Bathing the wand in positive energy (such as that which permeates the Positive Plane) causes it to crack and explode, but unless the above conditions are met, the wand instantly re-forms on Orcus's layer of the Abyss.\"]}],\"attachedSpells\":[\"animate dead|xphb\",\"blight|xphb\",\"circle of death|xphb\",\"finger of death|xphb\",\"power word kill|xphb\",\"speak with dead|xphb\"],\"hasFluffImages\":true},{\"name\":\"Wand of Paralysis\",\"source\":\"DMG\",\"page\":211,\"srd\":true,\"reprintedAs\":[\"Wand of Paralysis|XDMG\"],\"type\":\"WD|DMG\",\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"weight\":1,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 1}\",\"charges\":7,\"entries\":[\"This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be {@condition paralyzed} for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.\",\"The wand regains {@dice 1d6 + 1} expended charges daily at dawn. If you expend the wand's last charge, roll a {@dice d20}. On a 1, the wand crumbles into ashes and is destroyed.\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Wand of Paralysis\",\"source\":\"XDMG\",\"page\":321,\"type\":\"WD|XDMG\",\"rarity\":\"rare\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"weight\":1,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 1}\",\"charges\":7,\"entries\":[\"This wand has 7 charges. While holding it, you can take a {@action Magic|XPHB} action to expend 1 charge to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of yourself. The target must succeed on a DC 15 Constitution saving throw or have the {@condition Paralyzed|XPHB} condition for 1 minute. At the end of each of the target's turns, it repeats the save, ending the effect on itself on a success.\",{\"type\":\"entries\",\"name\":\"Regaining Charges\",\"entries\":[\"The wand regains {@dice 1d6 + 1} expended charges daily at dawn. If you expend the wand's last charge, roll {@dice 1d20}. On a 1, the wand crumbles into ashes and is destroyed.\"]}],\"hasFluffImages\":true},{\"name\":\"Wand of Polymorph\",\"source\":\"DMG\",\"page\":211,\"srd\":true,\"reprintedAs\":[\"Wand of Polymorph|XDMG\"],\"type\":\"WD|DMG\",\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"weight\":1,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 1}\",\"charges\":7,\"entries\":[\"This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the {@spell polymorph} spell (save DC 15) from it.\",\"The wand regains {@dice 1d6 + 1} expended charges daily at dawn. If you expend the wand's last charge, roll a {@dice d20}. On a 1, the wand crumbles into ashes and is destroyed.\"],\"attachedSpells\":[\"polymorph\"],\"lootTables\":[\"Magic Item Table H\"],\"hasFluffImages\":true},{\"name\":\"Wand of Polymorph\",\"source\":\"XDMG\",\"page\":321,\"type\":\"WD|XDMG\",\"rarity\":\"very rare\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"weight\":1,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 1}\",\"charges\":7,\"entries\":[\"This wand has 7 charges. While holding it, you can expend 1 charge to cast {@spell Polymorph|XPHB} (save DC 15) from it.\",{\"type\":\"entries\",\"name\":\"Regaining Charges\",\"entries\":[\"The wand regains {@dice 1d6 + 1} expended charges daily at dawn. If you expend the wand's last charge, roll {@dice 1d20}. On a 1, the wand crumbles into ashes and is destroyed.\"]}],\"attachedSpells\":[\"polymorph|xphb\"],\"hasFluffImages\":true},{\"name\":\"Wand of Pyrotechnics\",\"source\":\"XDMG\",\"page\":321,\"type\":\"WD|XDMG\",\"rarity\":\"common\",\"weight\":1,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 1}\",\"charges\":7,\"entries\":[\"This wand has 7 charges. While holding it, you can take a {@action Magic|XPHB} action to expend 1 charge and create a harmless burst of multicolored light at a point you can see up to 120 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.\",{\"type\":\"entries\",\"name\":\"Regaining Charges\",\"entries\":[\"The wand regains {@dice 1d6 + 1} expended charges daily at dawn. If you expend the wand's last charge, roll {@dice 1d20}. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.\"]}]},{\"name\":\"Wand of Pyrotechnics\",\"source\":\"XGE\",\"page\":140,\"reprintedAs\":[\"Wand of Pyrotechnics|XDMG\"],\"type\":\"WD|DMG\",\"tier\":\"minor\",\"rarity\":\"common\",\"weight\":1,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 1}\",\"charges\":7,\"entries\":[\"This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.\",\"The wand regains {@dice 1d6 + 1} expended charges daily at dawn. If you expend the wand's last charge, roll a {@dice d20}. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.\"]},{\"name\":\"Wand of Scowls\",\"source\":\"XGE\",\"page\":140,\"type\":\"WD|DMG\",\"tier\":\"minor\",\"rarity\":\"common\",\"weight\":1,\"recharge\":\"dawn\",\"rechargeAmount\":3,\"charges\":3,\"entries\":[\"This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to scowl for 1 minute.\",\"The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a {@dice d20}. On a 1, the wand transforms into a {@item wand of smiles|xge}.\"]},{\"name\":\"Wand of Secrets\",\"source\":\"DMG\",\"page\":211,\"srd\":true,\"reprintedAs\":[\"Wand of Secrets|XDMG\"],\"type\":\"WD|DMG\",\"tier\":\"minor\",\"rarity\":\"uncommon\",\"weight\":1,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains {@dice 1d3} expended charges daily at dawn.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"lootTables\":[\"Magic Item Table B\"],\"hasFluffImages\":true},{\"name\":\"Wand of Secrets\",\"source\":\"XDMG\",\"page\":322,\"type\":\"WD|XDMG\",\"rarity\":\"uncommon\",\"weight\":1,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"This wand has 3 charges and regains {@dice 1d3} expended charges daily at dawn. While holding it, you can take a {@action Magic|XPHB} action to expend 1 charge, and if a secret door or trap is within 60 feet of you, the wand pulses and points at the one nearest to you.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"hasFluffImages\":true},{\"name\":\"Wand of Silence\",\"source\":\"GHLoE\",\"page\":111,\"type\":\"WD|DMG\",\"rarity\":\"uncommon\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 1}\",\"charges\":7,\"entries\":[\"This wand has 7 charges. While holding it, you can use an action to expend 1 charge to cast the {@spell silence} spell (save DC 15). The wand regains {@dice 1d6 + 1} expended charges daily at dawn. If you expend the wand's last charge, roll a {@dice d20}. On a 1, the wand crumbles into ashes and is destroyed.\"],\"attachedSpells\":[\"silence\"]},{\"name\":\"Wand of Smiles\",\"source\":\"XGE\",\"page\":140,\"type\":\"WD|DMG\",\"tier\":\"minor\",\"rarity\":\"common\",\"weight\":1,\"recharge\":\"dawn\",\"rechargeAmount\":3,\"charges\":3,\"entries\":[\"This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to smile for 1 minute.\",\"The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a {@dice d20}. On a 1, the wand transforms into a {@item wand of scowls|xge}.\"]},{\"name\":\"Wand of Viscid Globs\",\"source\":\"OotA\",\"page\":223,\"type\":\"WD|DMG\",\"rarity\":\"rare\",\"reqAttune\":true,\"weight\":1,\"recharge\":\"midnight\",\"rechargeAmount\":\"{@dice 1d6 + 1}\",\"charges\":7,\"entries\":[\"Crafted by the {@creature drow}, this slim black wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a small glob of viscous material to launch from the tip at one creature within 60 feet of you. Make a ranged attack roll against the target, with a bonus equal to your spellcasting modifier (or your Intelligence modifier, if you don't have a spellcasting modifier) plus your proficiency bonus. On a hit, the glob expands and dries on the target, which is {@condition restrained} for 1 hour. After that time, the viscous material cracks and falls away.\",\"Applying a pint or more of alcohol to the {@condition restrained} creature dissolves the glob instantly, as does the application of {@item oil of etherealness} or {@item universal solvent}. The glob also dissolves instantly if exposed to sunlight. No other nonmagical process can remove the viscous material until it deteriorates on its own.\",\"The wand regains {@dice 1d6 + 1} expended charges daily at midnight. If you expend the wands last charge, roll a {@dice d20}. On a 1, the wand melts into harmless slime and is destroyed.\",\"A wand of viscous globs is destroyed if exposed to sunlight for 1 hour without interruption.\"]},{\"name\":\"Wand of Web\",\"source\":\"DMG\",\"page\":212,\"srd\":true,\"reprintedAs\":[\"Wand of Web|XDMG\"],\"type\":\"WD|DMG\",\"tier\":\"major\",\"rarity\":\"uncommon\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"weight\":1,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 1}\",\"charges\":7,\"entries\":[\"This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the {@spell web} spell (save DC 15) from it.\",\"The wand regains {@dice 1d6 + 1} expended charges daily at dawn. If you expend the wand's last charge, roll a {@dice d20}. On a 1, the wand crumbles into ashes and is destroyed.\"],\"attachedSpells\":[\"web\"],\"lootTables\":[\"Magic Item Table F\"],\"hasFluffImages\":true},{\"name\":\"Wand of Web\",\"source\":\"XDMG\",\"page\":322,\"type\":\"WD|XDMG\",\"rarity\":\"uncommon\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"weight\":1,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 1}\",\"charges\":7,\"entries\":[\"This wand has 7 charges. While holding it, you can expend 1 charge to cast {@spell Web|XPHB} (save DC 13) from it.\",{\"type\":\"entries\",\"name\":\"Regaining Charges\",\"entries\":[\"The wand regains {@dice 1d6 + 1} expended charges daily at dawn. If you expend the wand's last charge, roll {@dice 1d20}. On a 1, the wand crumbles into ashes and is destroyed.\"]}],\"attachedSpells\":[\"web|xphb\"],\"hasFluffImages\":true},{\"name\":\"Wand of Winter\",\"source\":\"HotDQ\",\"page\":94,\"otherSources\":[{\"source\":\"ToD\",\"page\":178}],\"type\":\"WD|DMG\",\"rarity\":\"rare\",\"reqAttune\":true,\"weight\":1,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 1}\",\"charges\":7,\"entries\":[\"This wand looks and feels like an icicle. You must be attuned to the wand to use it.\",\"The wand has 7 charges, which are used to fuel the spells within it. With the wand in hand, you can use your action to cast one of the following spells from the wand, even if you are incapable of casting spells: {@spell ray of frost} (no charges, or 1 charge to cast at 5th level; +5 to hit with ranged spell attack), {@spell sleet storm} (3 charges; spell save DC 15), or {@spell ice storm} (4 charges; spell save DC 15). No components are required. The wand regains {@dice 1d6 + 1} expended charges each day at dawn. If you expend the wand's last charge, roll a {@dice d20}. On a 20, the wand melts away, forever destroyed.\"],\"attachedSpells\":[\"ray of frost\",\"sleet storm\",\"ice storm\"],\"hasFluffImages\":true},{\"name\":\"Wand of Wonder\",\"source\":\"DMG\",\"page\":212,\"srd\":true,\"reprintedAs\":[\"Wand of Wonder|XDMG\"],\"type\":\"WD|DMG\",\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"weight\":1,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 1}\",\"charges\":7,\"entries\":[\"This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll {@dice d100} and consult the following table to discover what happens.\",\"If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already.\",\"If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the DM randomly determines which ones are affected.\",\"The wand regains {@dice 1d6 + 1} expended charges daily at dawn. If you expend the wand's last charge, roll a {@dice d20}. On a 1, the wand crumbles into dust and is destroyed.\",{\"type\":\"table\",\"colLabels\":[\"{@dice d100}\",\"Effect\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"01-05\",\"You cast {@spell slow}.\"],[\"06-10\",\"You cast {@spell faerie fire}.\"],[\"11-15\",\"You are {@condition stunned} until the start of your next turn, believing something awesome just happened.\"],[\"16-20\",\"You cast {@spell gust of wind}.\"],[\"21-25\",\"You cast {@spell detect thoughts} on the target you chose. If you didn't target a creature, you instead take {@damage 1d6} psychic damage.\"],[\"26-30\",\"You cast {@spell stinking cloud}.\"],[\"31-33\",\"Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn.\"],[\"34-36\",\"An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a {@dice d100} to determine which animal appears. On a 01-25, a {@creature rhinoceros} appears; on a 26-50, an {@creature elephant} appears; and on a 51-100, a {@creature rat} appears.\"],[\"37-46\",\"You cast {@spell lightning bolt}.\"],[\"47-49\",\"A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes.\"],[\"50-53\",\"You enlarge the target as if you had cast {@spell enlarge/reduce}. If the target can't be affected by that spell or if you didn't target a creature, you become the target.\"],[\"54-58\",\"You cast {@spell darkness}.\"],[\"59-62\",\"Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute.\"],[\"63-65\",\"An object of the DM's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension.\"],[\"66-69\",\"You shrink yourself as if you had cast {@spell enlarge/reduce} on yourself.\"],[\"70-79\",\"You cast {@spell fireball}.\"],[\"80-84\",\"You cast {@spell invisibility} on yourself.\"],[\"85-87\",\"Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours.\"],[\"88-90\",\"A stream of {@dice 1d4 × 10} gems, each worth 1 gp, shoots from the wand's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line.\"],[\"91-95\",\"A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become {@condition blinded} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"],[\"96-97\",\"The target's skin turns bright blue for {@dice 1d10} days. If you chose a point in space, the creature nearest to that point is affected.\"],[\"98-00\",\"If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly {@condition petrified}. On any other failed save, the target is {@condition restrained} and begins to turn to stone. While {@condition restrained} in this way, the target must repeat the saving throw at the end of its next turn, becoming {@condition petrified} on a failure or ending the effect on a success. The petrification lasts until the target is freed by the {@spell greater restoration} spell or similar magic.\"]]}],\"attachedSpells\":[\"slow\",\"faerie fire\",\"gust of wind\",\"detect thoughts\",\"stinking cloud\",\"lightning bolt\",\"enlarge/reduce\",\"darkness\",\"fireball\",\"invisibility\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Wand of Wonder\",\"source\":\"XDMG\",\"page\":322,\"type\":\"WD|XDMG\",\"rarity\":\"rare\",\"reqAttune\":true,\"weight\":1,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6 + 1}\",\"charges\":7,\"entries\":[\"This wand has 7 charges. While holding it, you can take a {@action Magic|XPHB} action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell's maximum range is normally less than 120 feet, it becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the DM determines randomly which among them are affected.\",{\"type\":\"entries\",\"name\":\"Regaining Charges\",\"entries\":[\"The wand regains {@dice 1d6 + 1} expended charges daily at dawn. If you expend the wand's last charge, roll {@dice 1d20}. On a 1, the wand crumbles into dust and is destroyed.\"]},{\"type\":\"table\",\"caption\":\"Wand of Wonder Effects\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"1d100\",\"Effect\"],\"rows\":[[\"01-20\",\"You cast a spell originating from the chosen point. Roll {@dice 1d10} to determine the spell: on a {@b 1-2}, {@spell Darkness|XPHB}; on a {@b 3-4}, {@spell Faerie Fire|XPHB}; on a {@b 5-6}, {@spell Fireball|XPHB}; on a {@b 7-8}, {@spell Slow|XPHB}; on a {@b 9-10}, {@spell Stinking Cloud|XPHB}.\"],[\"21-25\",\"Nothing happens at the chosen point of origin. Instead, you have the {@condition Stunned|XPHB} condition until the start of your next turn, believing something awesome just happened.\"],[\"26-30\",\"You cast {@spell Gust of Wind|XPHB}. The {@variantrule Line [Area of Effect]|XPHB|Line} created by the spell extends from you to the chosen point of origin.\"],[\"31-35\",\"Nothing happens at the chosen point of origin. Instead, you take {@damage 1d6} Psychic damage.\"],[\"36-40\",\"Heavy rain falls for 1 minute in a 120-foot-high, 60-foot-radius {@variantrule Cylinder [Area of Effect]|XPHB|Cylinder} centered on the chosen point of origin. During that time, the area of effect is {@variantrule Lightly Obscured|XPHB}.\"],[\"41-45\",\"A cloud of 600 oversized butterflies fills a 60-foot-high, 30-foot-radius {@variantrule Cylinder [Area of Effect]|XPHB|Cylinder} centered on the chosen point of origin. The butterflies remain for 10 minutes, during which time the area of effect is {@variantrule Heavily Obscured|XPHB}.\"],[\"46-50\",\"You cast {@spell Lightning Bolt|XPHB}. The {@variantrule Line [Area of Effect]|XPHB|Line} created by the spell extends from you to the chosen point of origin.\"],[\"51-55\",\"The creature closest to the chosen point of origin is enlarged as if you had cast {@spell Enlarge/Reduce|XPHB} on it. If the target isn't you and can't be affected by that spell, you become the target instead.\"],[\"56-60\",\"A magically formed creature appears in an unoccupied space as close to the chosen point of origin as possible. The creature isn't under your control, acts as it normally would, and disappears after 1 hour or when it drops to 0 {@variantrule Hit Points|XPHB}. Roll {@dice 1d4} to determine which creature appears. On a {@b 1}, a {@creature Rhinoceros|XMM} appears; on a {@b 2}, an {@creature Elephant|XPHB} appears; and on a {@b 3-4}, a {@creature Rat|XPHB} appears.\"],[\"61-64\",\"Grass covers a 60-foot-radius circle of ground, with the center of that circle as close to the chosen point of origin as possible. Grass that's already there grows to ten times its normal size and remains overgrown for 1 minute.\"],[\"65-68\",\"An object of the DM's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the chosen point of origin, and no larger than 10 feet in any dimension. If there are no such objects in range, nothing happens.\"],[\"69-72\",\"Nothing happens at the chosen point of origin. Instead, you shrink as if you had cast {@spell Enlarge/Reduce|XPHB} on yourself and remain in that state for 1 minute.\"],[\"73-77\",\"Leaves grow from the creature nearest to the chosen point of origin. Unless they are picked off, the leaves turn brown and fall off after 24 hours.\"],[\"78-82\",\"Nothing happens at the chosen point of origin. Instead, a burst of colorful, shimmering light extends from you in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation}. Each creature in the area must succeed on a DC 15 Constitution saving throw or have the {@condition Blinded|XPHB} condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success.\"],[\"83-87\",\"Nothing happens at the chosen point of origin. Instead, you cast {@spell Invisibility|XPHB} on yourself.\"],[\"88-92\",\"Nothing happens at the chosen point of origin. Instead, a stream of {@dice 1d4 × 10} gems, each worth 1 GP, shoots from the wand's tip in a {@variantrule Line [Area of Effect]|XPHB|Line} 30 feet long and 5 feet wide toward the chosen point of origin. Each gem deals 1 Bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the {@variantrule Line [Area of Effect]|XPHB|Line}.\"],[\"93-97\",\"You cast {@spell Polymorph|XPHB}, targeting the creature closest to the chosen point of origin. Roll {@dice 1d4} to determine the target's new form. On a {@b 1}, the new form is a {@creature Black Bear|XPHB}; on a {@b 2}, the new form is a {@creature Giant Wasp|XMM}; on a {@b 3-4}, the new form is a {@creature Frog|XPHB}.\"],[\"98-00\",\"The creature closest to the chosen point of origin makes a DC 15 Constitution saving throw. On a failed save, the creature has the {@condition Restrained|XPHB} condition and begins to turn to stone. While {@condition Restrained|XPHB} in this way, the creature repeats the save at the end of its next turn. On a successful save, the effect ends. On a failed save, the creature has the {@condition Petrified|XPHB} condition instead of the {@condition Restrained|XPHB} condition. The petrification lasts until the creature is freed by the {@spell Greater Restoration|XPHB} spell or similar magic.\"]]}],\"attachedSpells\":[\"darkness|xphb\",\"faerie fire|xphb\",\"fireball|xphb\",\"slow|xphb\",\"stinking cloud|xphb\",\"gust of wind|xphb\",\"lightning bolt|xphb\",\"enlarge/reduce|xphb\",\"invisibility|xphb\",\"polymorph|xphb\",\"greater restoration|xphb\"],\"hasFluffImages\":true},{\"name\":\"Wand Sheath\",\"source\":\"ERLW\",\"page\":279,\"rarity\":\"common\",\"reqAttune\":\"by a warforged\",\"reqAttuneTags\":[{\"race\":\"warforged|erlw\"}],\"wondrous\":true,\"entries\":[\"A wand sheath clamps onto your arm and imparts the following benefits:\",{\"type\":\"list\",\"items\":[\"The wand sheath can't be removed from you while you're attuned to it.\",\"You can insert a wand into the sheath as an action. The sheath can hold only one wand at a time.\",\"You can retract or extend a wand from the sheath as a bonus action. While the wand is extended, you can use it as if you were holding it, but your hand remains free.\"]},\"If a sheathed wand requires attunement, you must attune to the wand before you can use it. However, the wand sheath and the attached wand count as a single magic item with regard to the number of magic items you can attune to. If you remove the wand from the sheath, your attunement to the wand ends.\"]},{\"name\":\"War Horn of Valor\",\"source\":\"BGG\",\"page\":117,\"rarity\":\"rare\",\"wondrous\":true,\"bonusAc\":\"+1\",\"entries\":[\"This brass war horn is engraved with the war rune, which glows purple when the horn is blown.\",\"You can blow the horn as a bonus action. When you do, if you have the frightened condition, you immediately end that condition on yourself. You also have advantage on saving throws against being frightened until the start of your next turn.\",{\"type\":\"entries\",\"name\":\"Invoking the Rune\",\"entries\":[\"When you blow the horn, you can also invoke the rune, imbuing the horn's deep call with protective magic that affects creatures of your choice within 30 feet of yourself. You and all affected creatures gain a +1 bonus to AC until the start of your next turn.\",\"Once the rune has been invoked, it can't be invoked again until the next dawn.\"]}]},{\"name\":\"Warhorse\",\"source\":\"PHB\",\"page\":157,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Warhorse|XPHB\"],\"type\":\"MNT\",\"rarity\":\"none\",\"value\":40000,\"carryingCapacity\":540,\"speed\":60},{\"name\":\"Warhorse\",\"source\":\"XPHB\",\"page\":229,\"freeRules2024\":true,\"type\":\"MNT|XPHB\",\"rarity\":\"none\",\"value\":40000,\"carryingCapacity\":540,\"speed\":60},{\"name\":\"Warrior's Passkey\",\"source\":\"BMT\",\"page\":39,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"grantsProficiency\":true,\"bonusWeapon\":\"+1\",\"entries\":[\"This silver skeleton key is warm to the touch. While holding the key in its key form, you can use an action to cast the {@spell Knock} spell from the key.\",{\"type\":\"entries\",\"name\":\"Transforming the Key\",\"entries\":[\"While holding the key, you can use a bonus action to transform it into a magic longsword. You are considered proficient with the sword, and you have a +1 bonus to attack and damage rolls made with it. On a hit, the sword deals {@damage 1d10} force damage. The item remains in its sword form until it leaves your grasp or you use another bonus action to revert it to its key form.\",\"If you end your attunement to the item while it's in its sword form, it automatically reverts to its key form.\"]}],\"attachedSpells\":[\"knock\"],\"hasFluffImages\":true},{\"name\":\"Warship\",\"source\":\"DMG\",\"page\":119,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Warship|XPHB\"],\"type\":\"SHP\",\"rarity\":\"none\",\"value\":2500000,\"crew\":60,\"vehAc\":15,\"vehHp\":500,\"vehDmgThresh\":20,\"vehSpeed\":2.5,\"capPassenger\":60,\"capCargo\":200,\"seeAlsoVehicle\":[\"Warship\"]},{\"name\":\"Warship\",\"source\":\"XPHB\",\"page\":230,\"freeRules2024\":true,\"type\":\"SHP|XPHB\",\"rarity\":\"none\",\"value\":2500000,\"crew\":60,\"vehAc\":15,\"vehHp\":500,\"vehDmgThresh\":20,\"vehSpeed\":2.5,\"capPassenger\":60,\"capCargo\":200,\"seeAlsoVehicle\":[\"Warship\"]},{\"name\":\"Wasp Ship\",\"source\":\"AAG\",\"page\":56,\"type\":\"SPC|AAG\",\"rarity\":\"none\",\"value\":2000000,\"crew\":5,\"vehAc\":15,\"vehHp\":250,\"vehDmgThresh\":15,\"vehSpeed\":5.5,\"capCargo\":10,\"entries\":[\"Wasp ships are lightweight wooden vessels capable of landing safely on the ground, but not on water. They appeal to adventurers because they're affordable and don't require a large crew. Pirates like them because they're swift. Aristocrats are fond of using them as flying yachts because the ship's cargo hold can be easily converted into posh living quarters.\",\"The ship's raised back provides high ground for a weapon emplacement, which is typically equipped with a ballista.\"],\"seeAlsoVehicle\":[\"Wasp Ship|AAG\"]},{\"name\":\"Watchful Helm\",\"source\":\"CM\",\"page\":183,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"bonusAc\":\"+1\",\"entries\":[\"While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you're asleep, and you have advantage on Wisdom ({@skill Perception}) checks that rely on sight.\",\"As a bonus action, you can cast the {@spell see invisibility} spell from the helm. Once this property of the helm is used, it can't be used again until the next dawn.\"],\"attachedSpells\":[\"see invisibility\"]},{\"name\":\"Waterskin\",\"source\":\"PHB\",\"page\":153,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Waterskin|XPHB\"],\"type\":\"G\",\"rarity\":\"none\",\"weight\":5,\"weightNote\":\"(full)\",\"value\":20,\"entries\":[\"A waterskin can hold up to 4 pints of liquid.\"]},{\"name\":\"Waterskin\",\"source\":\"XPHB\",\"page\":229,\"freeRules2024\":true,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"weight\":5,\"weightNote\":\"(full)\",\"value\":20,\"entries\":[\"A Waterskin holds up to 4 pints. If you don't drink sufficient water, you risk dehydration.\"],\"containerCapacity\":{\"volume\":[0.08]}},{\"name\":\"Wave\",\"source\":\"DMG\",\"page\":218,\"reprintedAs\":[\"Wave|XDMG\"],\"baseItem\":\"trident|phb\",\"type\":\"M\",\"rarity\":\"legendary\",\"reqAttune\":\"by a creature that worships a god of the sea\",\"sentient\":true,\"weight\":4,\"weaponCategory\":\"martial\",\"property\":[\"T\",\"V\"],\"range\":\"20/60\",\"dmg1\":\"1d6\",\"dmgType\":\"P\",\"dmg2\":\"1d8\",\"bonusWeapon\":\"+3\",\"entries\":[\"Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts.\",\"You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum.\",\"The weapon also functions as a {@item trident of fish command} and a {@item weapon of warning}. It can confer the benefit of a {@item cap of water breathing} while you hold it, and you can use it as a {@item cube of force} by choosing the effect, instead of pressing cube sides to select it.\",{\"name\":\"Sentience\",\"type\":\"entries\",\"entries\":[\"Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and {@sense darkvision} out to a range of 120 feet.\",\"The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a {@spell speak with animals} spell, using telepathy to involve its wielder in the conversation.\"]},{\"name\":\"Personality\",\"type\":\"entries\",\"entries\":[\"When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods.\",\"Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon's objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to—or rebellion against—that god.\",\"Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert.\"]}],\"attachedSpells\":[\"speak with animals\"],\"hasFluffImages\":true},{\"name\":\"Wave\",\"source\":\"XDMG\",\"page\":323,\"baseItem\":\"trident|xphb\",\"type\":\"M|XPHB\",\"rarity\":\"artifact\",\"reqAttune\":true,\"sentient\":true,\"weight\":4,\"weaponCategory\":\"martial\",\"property\":[\"T|XPHB\",\"V|XPHB\"],\"mastery\":[\"Topple|XPHB\"],\"range\":\"20/60\",\"dmg1\":\"1d8\",\"dmgType\":\"P\",\"dmg2\":\"1d10\",\"bonusWeapon\":\"+3\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"Held in the dungeon of White Plume Mountain, Wave is engraved with images of waves, shells, and sea creatures.\",\"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you roll a 20 on the {@dice d20} for an attack roll with this weapon, the target takes an extra 21 Necrotic damage.\",\"While holding Wave, you gain the following benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Combat Ready\",\"entries\":[\"You have {@variantrule Advantage|XPHB} on {@variantrule Initiative|XPHB} rolls.\"]},{\"type\":\"item\",\"name\":\"Underwater Adaptation\",\"entries\":[\"A bubble of air forms around your head while you are underwater, allowing you to breathe normally in that environment.\"]}]},{\"type\":\"entries\",\"name\":\"Aquatic Command\",\"entries\":[\"Wave has 3 charges and regains {@dice 1d3} expended charges daily at dawn. While you carry it, you can expend 1 charge to cast {@spell Dominate Beast|XPHB} (save DC 20) from it on a Beast that has a {@variantrule Swim Speed|XPHB}.\"]},{\"type\":\"entries\",\"name\":\"Globe of Invulnerability\",\"entries\":[\"While holding Wave, you can cast the level 9 version of {@spell Globe of Invulnerability|XPHB} from it. Once used, this property can't be used again until the next dawn.\"]},{\"type\":\"entries\",\"name\":\"Sentience\",\"entries\":[\"Wave is a sentient weapon of Neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and {@sense Darkvision|XPHB} out to 120 feet.\",\"The weapon communicates telepathically with its wielder and speaks Aquan.\"]},{\"type\":\"entries\",\"name\":\"Personality\",\"entries\":[\"Wave zealously encourages mortals to worship sea gods and has a habit of humming sea chanteys. Conflict arises if the wielder fails to further the weapon's objectives in the world.\"]},{\"type\":\"entries\",\"name\":\"Destroying Wave\",\"entries\":[\"Wave can be destroyed only on the island of Thunderforge, where it was forged. The weapon must be melted down by a {@creature storm giant|XMM} or someone imbued with a storm giant's strength. Destroying Wave angers a god of the sea, who sends powerful agents to attack the island and punish the destroyers.\"]}],\"attachedSpells\":[\"dominate beast|xphb\"]},{\"name\":\"Wayfarer's Boots\",\"source\":\"BGG\",\"page\":117,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"This pair of boots is made of durable cloth, with the journey rune stitched in golden thread above each heel. While you are wearing this item, your walking speed increases by 10 feet, and you have advantage on Wisdom ({@skill Survival}) checks.\",{\"type\":\"entries\",\"name\":\"Invoking the Runes\",\"entries\":[\"As a bonus action, you can invoke the boots' runes to cast the {@spell expeditious retreat} spell with them. Once the runes have been invoked, they can't be invoked again until the next dawn.\"]}],\"attachedSpells\":[\"expeditious retreat\"]},{\"name\":\"Waythe\",\"source\":\"TftYP\",\"page\":229,\"baseItem\":\"greatsword|phb\",\"type\":\"M\",\"rarity\":\"legendary\",\"reqAttune\":true,\"sentient\":true,\"weight\":6,\"weaponCategory\":\"martial\",\"property\":[\"H\",\"2H\"],\"dmg1\":\"2d6\",\"dmgType\":\"S\",\"bonusWeapon\":\"+1\",\"entries\":[\"Waythe is a unique greatsword most recently in the possession of a high-ranking {@creature cloud giant} ambassador.\",\"You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature of the giant type with it, the giant takes an extra {@damage 2d6} slashing damage, and it must succeed on a DC 15 Strength saving throw or fall {@condition prone}.\",\"The sword also functions as a {@item wand of enemy detection}. It regains all of its expended charges at dawn and isn't at risk of crumbling if its last charge is used.\",{\"name\":\"Sentience\",\"type\":\"entries\",\"entries\":[\"Waythe is a sentient weapon of neutral good alignment, with an Intelligence of 12, a Wisdom of 2, and a Charisma of 14. It has hearing and {@sense darkvision} out to a range of 120 feet.\",\"The weapon can speak and understand Giant and Common, and it can communicate telepathically with its wielder.\"]},{\"name\":\"Personality\",\"type\":\"entries\",\"entries\":[\"This sword believes in freedom and allowing others to live as they see fit. It is protective of its friends, and wants to be friends with a like-minded wielder. (It takes only 1 minute for a good-aligned character to gain attunement with the sword.) Waythe is courageous to the point of foolhardiness, however, and vocally urges bold action. It is likely to come into conflict with an evil or a timid wielder.\"]}]},{\"name\":\"Weaver's Tools\",\"source\":\"PHB\",\"page\":154,\"srd\":true,\"basicRules\":true,\"additionalSources\":[{\"source\":\"XGE\",\"page\":85}],\"reprintedAs\":[\"Weaver's Tools|XPHB\"],\"type\":\"AT\",\"rarity\":\"none\",\"weight\":5,\"value\":100,\"additionalEntries\":[\"Weaver's tools allow you to create cloth and tailor it into articles of clothing.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"Weaver's tools include thread, needles, and scraps of cloth. You know how to work a loom, but such equipment is too large to transport.\"]},{\"type\":\"entries\",\"name\":\"Arcana, History\",\"entries\":[\"Your expertise lends you additional insight when examining cloth objects, including cloaks and robes.\"]},{\"type\":\"entries\",\"name\":\"Investigation\",\"entries\":[\"Using your knowledge of the process of creating cloth objects, you can spot clues and make deductions that others would overlook when you examine tapestries, upholstery, clothing, and other woven items.\"]},{\"type\":\"entries\",\"name\":\"Repair\",\"entries\":[\"As part of a short rest, you can repair a single damaged cloth object.\"]},{\"type\":\"entries\",\"name\":\"Craft Clothing\",\"entries\":[\"Assuming you have access to sufficient cloth and thread, you can create an outfit for a creature as part of a long rest.\"]},{\"type\":\"table\",\"caption\":\"Weaver's Tools\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Repurpose cloth\",\"10\"],[\"Mend a hole in a piece of cloth\",\"10\"],[\"Tailor an outfit\",\"15\"]]}]},{\"name\":\"Weaver's Tools\",\"source\":\"XPHB\",\"page\":221,\"freeRules2024\":true,\"type\":\"AT|XPHB\",\"rarity\":\"none\",\"weight\":5,\"value\":100,\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Ability:\",\"type\":\"item\",\"entries\":[\"Dexterity\"]},{\"name\":\"Utilize:\",\"type\":\"item\",\"entries\":[\"Mend a tear in clothing ({@dc 10}), or sew a Tiny design ({@dc 10})\"]},{\"name\":\"Craft:\",\"type\":\"item\",\"entries\":[\"{@item Padded Armor|XPHB}, {@item Basket|XPHB}, {@item Bedroll|XPHB}, {@item Blanket|XPHB}, {@item Fine Clothes|XPHB}, {@item Net|XPHB}, {@item Robe|XPHB}, {@item Rope|XPHB}, {@item Sack|XPHB}, {@item String|XPHB}, {@item Tent|XPHB}, {@item Traveler's Clothes|XPHB}\"]}]}]},{\"name\":\"Weird Tank\",\"source\":\"PotA\",\"page\":223,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"A weird tank is a ten-gallon tank of blown glass and sculpted bronze with a backpack-like carrying harness fashioned from tough leather. A {@creature water weird} is contained within the tank. While wearing the tank, you can use an action to open it, allowing the {@creature water weird} to emerge. The {@creature water weird} acts immediately after you in the initiative order, and it is bound to the tank.\",\"You can command the {@creature water weird} telepathically (no action required) while you wear the tank. You can close the tank as an action only if you have first commanded the {@creature water weird} to retract into it or if the {@creature water weird} is dead.\",\"If the {@creature water weird} is killed, the tank loses its magical containment property until it spends at least 24 hours inside an elemental water node. When the tank is recharged, a new {@creature water weird} forms inside it.\",\"The tank has AC 15, 50 hit points, vulnerability to bludgeoning damage, and immunity to poison and psychic damage. Reducing the tank to 0 hit points destroys it and the {@creature water weird} contained within it.\"],\"hasFluffImages\":true},{\"name\":\"Well of Many Worlds\",\"source\":\"DMG\",\"page\":213,\"srd\":true,\"reprintedAs\":[\"Well of Many Worlds|XDMG\"],\"tier\":\"major\",\"rarity\":\"legendary\",\"wondrous\":true,\"entries\":[\"This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.\",\"You can use an action to unfold and place the well of many worlds on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the DM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once well of many worlds has opened a portal, it can't do so again for {@dice 1d8} hours.\"],\"lootTables\":[\"Magic Item Table I\"]},{\"name\":\"Well of Many Worlds\",\"source\":\"XDMG\",\"page\":324,\"rarity\":\"legendary\",\"wondrous\":true,\"entries\":[\"This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.\",\"You can take a {@action Magic|XPHB} action to unfold the Well of Many Worlds and place it on a solid surface, whereupon it forms a two-way, 6-foot-diameter, circular portal to another world or plane of existence. Each time the item opens a portal, the DM decides where it leads. The portal remains open until a creature within 5 feet of it takes a {@action Magic|XPHB} action to close it by taking hold of the edges of the cloth and folding it up.\",\"Once the Well of Many Worlds has opened a portal, it can't do so again for {@dice 1d8} hours.\"]},{\"name\":\"Well-made tapestry that is 10 feet by 10 feet\",\"source\":\"XDMG\",\"page\":215,\"type\":\"$A|XDMG\",\"rarity\":\"none\",\"value\":25000},{\"name\":\"Wheat\",\"source\":\"PHB\",\"page\":157,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Wheat|XDMG\"],\"type\":\"TG\",\"rarity\":\"none\",\"weight\":1,\"value\":1},{\"name\":\"Wheat\",\"source\":\"XDMG\",\"page\":213,\"type\":\"TG|XDMG\",\"rarity\":\"none\",\"weight\":1,\"value\":1},{\"name\":\"Wheel of Stars\",\"source\":\"AI\",\"page\":222,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"bonusSavingThrow\":\"+1\",\"entries\":[\"While attuned to this device, you have a +1 bonus to Wisdom saving throws, and you can use an action to cast the {@spell dancing lights}, {@spell guidance}, or {@spell message} cantrips.\",{\"type\":\"entries\",\"name\":\"Portent of the Stars\",\"entries\":[\"As a reaction when a creature you can see within 60 feet of you makes an attack roll, saving throw, or ability check, you make that creature roll a {@dice d10} and add or subtract the number rolled (your choice) from the roll. Once you use this feature of the wheel of stars, it cannot be used again until the next dawn.\"]},{\"type\":\"entries\",\"name\":\"Alter Gravity\",\"entries\":[\"As an action, you can cast {@spell fly} on yourself or you can cast {@spell levitate} (save DC 15). Once you use this feature of the wheel of stars, it cannot be used again until the next dawn.\"]},{\"type\":\"entries\",\"name\":\"Part of a Whole\",\"entries\":[\"While this component is not installed in the {@item Orrery of the Wanderer|AI}, its magic might function sporadically or with unpredictable side effects, as determined by the DM.\"]}],\"attachedSpells\":[\"dancing lights\",\"guidance\",\"message\",\"fly\",\"levitate\"]},{\"name\":\"Wheel of Wind and Water\",\"source\":\"ERLW\",\"page\":280,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"When mounted at the helm of an elemental galleon or airship, this wheel allows a creature that possesses the Mark of Storm to telepathically control the elemental bound inside the vessel.\",\"If a wheel of wind and water is mounted on a mundane sailing ship, a creature with the Mark of Storm who is using the wheel can create an area of ideal conditions around the vessel, increasing its speed by 5 miles per hour.\"]},{\"name\":\"Whelm\",\"source\":\"DMG\",\"page\":218,\"reprintedAs\":[\"Whelm|XDMG\"],\"baseItem\":\"warhammer|phb\",\"type\":\"M\",\"rarity\":\"legendary\",\"reqAttune\":\"by a dwarf\",\"reqAttuneTags\":[{\"race\":\"dwarf\"}],\"sentient\":true,\"weight\":2,\"weaponCategory\":\"martial\",\"property\":[\"T\",\"V\"],\"range\":\"20/60\",\"dmg1\":\"1d8\",\"dmgType\":\"B\",\"dmg2\":\"1d10\",\"bonusWeapon\":\"+3\",\"entries\":[\"Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain.\",\"You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky.\",{\"name\":\"Thrown Weapon\",\"type\":\"entries\",\"entries\":[\"Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra {@damage 1d8} bludgeoning damage, or an extra {@damage 2d8} bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don't have a hand free, the weapon lands at your feet.\"]},{\"name\":\"Shock Wave\",\"type\":\"entries\",\"entries\":[\"You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become {@condition stunned} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn.\"]},{\"name\":\"Supernatural Awareness\",\"type\":\"entries\",\"entries\":[\"While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast {@spell detect evil and good} or {@spell locate object} from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn.\"]},{\"name\":\"Sentience\",\"type\":\"entries\",\"entries\":[\"Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and {@sense darkvision} out to a range of 120 feet.\",\"The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish, Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat.\"]},{\"name\":\"Personality\",\"type\":\"entries\",\"entries\":[\"Whelm's purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves. Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm. The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a {@creature vampire}. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan.\"]}],\"attachedSpells\":[\"detect evil and good\",\"locate object\"],\"hasFluffImages\":true},{\"name\":\"Whelm\",\"source\":\"XDMG\",\"page\":324,\"baseItem\":\"warhammer|xphb\",\"type\":\"M|XPHB\",\"rarity\":\"artifact\",\"reqAttune\":\"by a dwarf or a creature attuned to a belt of dwarvenkind\",\"reqAttuneTags\":[{\"race\":\"dwarf\"}],\"sentient\":true,\"weight\":5,\"weaponCategory\":\"martial\",\"property\":[\"T|XPHB\",\"V|XPHB\"],\"mastery\":[\"Push|XPHB\"],\"range\":\"20/60\",\"dmg1\":\"1d8\",\"dmgType\":\"B\",\"dmg2\":\"1d10\",\"bonusWeapon\":\"+3\",\"entries\":[\"Whelm is a powerful weapon forged by dwarves and lost in the dungeon of White Plume Mountain.\",\"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\",{\"type\":\"entries\",\"name\":\"Hurl\",\"entries\":[\"Whelm has {@itemProperty T|XPHB|Thrown} with a normal range of 60 feet and a long range of 180 feet. When you hit with a ranged attack roll using Whelm, the target takes an extra {@damage 1d8} Force damage, or an extra {@damage 4d8} Force damage if the target is a Construct, an Elemental, or a Giant. Immediately after hitting or missing, the weapon flies back to your hand.\"]},{\"type\":\"entries\",\"name\":\"Shock Wave\",\"entries\":[\"You can take a {@action Magic|XPHB} action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 20 Constitution saving throw or have the {@condition Stunned|XPHB} condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn.\"]},{\"type\":\"entries\",\"name\":\"Supernatural Awareness\",\"entries\":[\"While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can cast {@spell Detect Evil and Good|XPHB} or {@spell Locate Object|XPHB} from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn.\"]},{\"type\":\"entries\",\"name\":\"Sentience\",\"entries\":[\"Whelm is a sentient, Lawful Neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and {@sense Darkvision|XPHB} out to 120 feet.\",\"The weapon communicates telepathically with its wielder and speaks Dwarvish, Giant, and Goblin.\"]},{\"type\":\"entries\",\"name\":\"Personality\",\"entries\":[\"Whelm has ties to the dwarf clan that created it, called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. Whelm's purpose is to protect dwarves. Conflict arises if the wielder doesn't share this goal.\"]},{\"type\":\"entries\",\"name\":\"Destroying Whelm\",\"entries\":[\"Whelm can be dissolved in the acidic bile of a recently slain {@creature ancient black dragon|XMM}. It can also be melted down in the forges of the Mightyhammer dwarf clan, but only by the rightful leader of that clan.\"]}],\"attachedSpells\":[\"detect evil and good|xphb\",\"locate object|xphb\"]},{\"name\":\"Whetstone\",\"source\":\"PHB\",\"page\":150,\"srd\":true,\"basicRules\":true,\"type\":\"G\",\"rarity\":\"none\",\"weight\":1,\"value\":1},{\"name\":\"Whisper (Awakened)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Whisper (Dormant)\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":[{\"mode\":\"appendArr\",\"items\":{\"entries\":[{\"type\":\"entries\",\"name\":\"Awakened\",\"entries\":[\"When Whisper reaches an awakened state, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"The weapon's bonus to attack and damage rolls increases to +2. Additionally, when you hit with an attack using this dagger, the target takes an extra {@damage 1d6} psychic damage.\",\"The DC to resist being {@condition frightened} from a critical hit increases to 15.\"]}]}]}}]},\"_preserve\":{\"page\":true,\"fluff\":true}},\"bonusWeapon\":\"+2\",\"hasFluffImages\":true},{\"name\":\"Whisper (Dormant)\",\"source\":\"TDCSR\",\"page\":211,\"baseItem\":\"dagger|PHB\",\"type\":\"M\",\"rarity\":\"legendary\",\"reqAttune\":true,\"weight\":1,\"weaponCategory\":\"simple\",\"property\":[\"F\",\"L\",\"T\",\"Vst|TDCSR\"],\"range\":\"20/60\",\"dmg1\":\"1d4\",\"dmgType\":\"P\",\"bonusWeapon\":\"+1\",\"entries\":[\"Forged with a mercurial metal accidentally drawn from the Realms Beyond, this dagger shimmers with an unsettling sourceless light. It was once wielded by {@creature Champion of Ravens|TDCSR|Vax'ildan, a legendary champion of the Matron of Ravens}. Two raven feathers are linked to its pommel as a memento of its former bearer.\",{\"type\":\"entries\",\"name\":\"Dormant\",\"entries\":[\"While Whisper is in a dormant state, you gain a +1 bonus to attack and damage rolls made with this magic weapon.\",\"Additionally, when you score a critical hit with this dagger, the target must succeed on a {@dc 13} Wisdom {@quickref saving throws|PHB|2|1|saving throw} or become {@condition frightened} of you for 1 minute. On a success, the target is immune to this effect for 24 hours.\"]}],\"hasFluffImages\":true},{\"name\":\"Whisper (Exalted)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Whisper (Awakened)\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":[{\"mode\":\"appendArr\",\"items\":{\"entries\":[{\"type\":\"entries\",\"name\":\"Exalted\",\"entries\":[\"When Whisper reaches an exalted state, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"The weapon's bonus to attack and damage rolls increases to +3, and the extra psychic damage it deals increases to {@dice 1d8}.\",\"The DC to resist being {@condition frightened} from a critical hit increases to 17.\",\"When this dagger is used to make a ranged attack, you can choose to transform into shadow and merge with the blade as part of the action used to attack, teleporting to another location. If the attack hits, you appear in an unoccupied space of your choice within 5 feet of the target. If the attack misses, you appear where the GM determines the dagger lands (typically within {@dice 1d6 × 5} feet of the target). In either case, you appear with the dagger in your hand.\"]}]}]}}]},\"_preserve\":{\"page\":true,\"fluff\":true}},\"bonusWeapon\":\"+3\",\"hasFluffImages\":true},{\"name\":\"Whisper Jar\",\"source\":\"AI\",\"page\":27,\"rarity\":\"varies\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"Also at rank 1, you are the beneficiary of a whisper jar—a common magic item resembling an ether-filled jar with a long tap hose. The jar is used to record others' stories and your own observations, like a verbal notebook with unlimited space. The whisper jar records as fast as a creature can speak into it, and whispers back words at the same pace they were recorded. Activating the playback of a particular recording is an action.\",{\"type\":\"table\",\"caption\":\"Things Recorded in Your Whisper Jar\",\"colLabels\":[\"d8\",\"Recording\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A live recording of the only performance of the mostly forgotten stage play Tabaxi on a Hot Tin Roof\"],[\"2\",\"The life's work of the loremonger who owned the jar before you\"],[\"3\",\"Every courageous thought you've ever had, to cover for how scared you are most of the time\"],[\"4\",\"Everything, because everyone else around you will eat their words one day!\"],[\"5\",\"The top seven places to eat fried rat skewers in every settlement you've ever visited\"],[\"6\",\"The entire family tree of every royal line, extant or lost, in Faerûn\"],[\"7\",\"A moment-by-moment review of your favorite Jim Darkmagic stage performance\"],[\"8\",\"The sound of raucous applause, which you play back liberally\"]]},{\"type\":\"entries\",\"name\":\"Whispered Encyclopedia\",\"entries\":[\"At rank 2, your whisper jar becomes an uncommon magic item that can tap into the broader lore of Acquisitions Incorporated. As a bonus action, you ask the jar for information on a specific subject and make a DC 15 Intelligence ({@skill History}) check. On a success, the jar plays back a recording on that subject, made somewhere, sometime by another Acq Inc loremonger. This property of the whisper jar can't be used again until the next dawn.\"]},{\"type\":\"entries\",\"name\":\"Whispered Warnings\",\"entries\":[\"Also at rank 3, your whisper jar gains additional power and becomes a rare magic item. As an action, you can cause the jar to function as a {@item wand of enemy detection}, whereupon it whispers the direction to foes within range. This property of the whisper jar can't be used again until the next dawn.\"]},{\"type\":\"entries\",\"name\":\"Whispered Arcana\",\"entries\":[\"Also at rank 4, your whisper jar gains access to even more magic. By whispering the name of one of the following spells into the jar as an action, you can cast that spell from the jar: {@spell detect evil and good}, {@spell detect magic}, {@spell detect poison and disease}, {@spell find traps}, {@spell identify}, or {@spell locate animals or plants}. This property of the whisper jar can't be used again until the next dawn.\"]}],\"attachedSpells\":[\"detect evil and good\",\"detect magic\",\"detect poison and disease\",\"find traps\",\"identify\",\"locate animals or plants\"],\"hasFluffImages\":true},{\"name\":\"Whistle-Stick\",\"source\":\"OGA\",\"page\":4,\"type\":\"INS\",\"rarity\":\"unknown\",\"entries\":[\"The {@race grung|OGA} of {@book One Grung Above|OGA} are trained to use this new musical instrument. This is a hollow tube with holes cut throughout, much like a flute. You can play music with it for entertainment, but the grung also swing it about by a sturdy cord (attached) to create a sound recognizable by other grung, so they know each other's approximate location. Additionally, grung that know {@language Thieves' Cant} can use a whistle stick in this manner to communicate over distance.\"]},{\"name\":\"White Chromatic Rose\",\"source\":\"WBtW\",\"page\":208,\"resist\":[\"cold\"],\"detail1\":\"is covered in frost\",\"rarity\":\"rare\",\"wondrous\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Chromatic Rose|WBtW}\"]},{\"name\":\"White Dragon Cape\",\"source\":\"TftYP\",\"page\":193,\"type\":\"OTH\",\"resist\":[\"cold\"],\"rarity\":\"unknown (magic)\",\"entries\":[\"You have resistance to cold damage while wearing this cape.\"]},{\"name\":\"White Dragon Mask\",\"source\":\"RoTOS\",\"page\":4,\"resist\":[\"cold\"],\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"grantsLanguage\":true,\"entries\":[\"This gleaming mask is white with highlights of pale blue and is topped by a spined crest. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties.\",{\"type\":\"entries\",\"name\":\"Damage Absorption\",\"entries\":[\"You have resistance against cold damage. If you already have resistance to cold damage from another source, you instead have immunity to cold damage. If you already have immunity to cold damage from another source, whenever you are subjected to cold damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type.\"]},{\"type\":\"entries\",\"name\":\"Draconic Majesty\",\"entries\":[\"While you are wearing no armor, you can add your Charisma bonus to your Armor Class.\"]},{\"type\":\"entries\",\"name\":\"Dragon Breath\",\"entries\":[\"If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.\"]},{\"type\":\"entries\",\"name\":\"Dragon Sight\",\"entries\":[\"You gain {@sense darkvision} out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain {@sense blindsight} out to 30 feet for 5 minutes.\"]},{\"type\":\"entries\",\"name\":\"Dragon Tongue\",\"entries\":[\"You can speak and understand Draconic. You also have advantage on any Charisma check you make against White Dragons.\"]},{\"type\":\"entries\",\"name\":\"Legendary Resistance\",\"entries\":[\"(1/Day) If you fail a saving throw, you can choose to succeed instead.\"]},{\"type\":\"entries\",\"name\":\"Winter's Fury\",\"entries\":[\"While your current hit points are equal to or less than half your hit point maximum, you deal an extra {@damage 1d8} cold damage with your melee attacks.\"]}]},{\"name\":\"White Dragon Scale Mail\",\"source\":\"DMG\",\"page\":165,\"srd\":true,\"reprintedAs\":[\"White Dragon Scale Mail|XDMG\"],\"type\":\"MA\",\"resist\":[\"cold\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":45,\"ac\":14,\"bonusAc\":\"+1\",\"stealth\":true,\"entries\":[\"Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to cold damage.\",\"Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest white dragon within 30 miles of you. This special action can't be used again until the next dawn.\"]},{\"name\":\"White Dragon Scale Mail\",\"source\":\"XDMG\",\"page\":254,\"baseItem\":\"scale mail|xphb\",\"type\":\"MA|XPHB\",\"resist\":[\"cold\"],\"detail1\":\"white\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":45,\"ac\":14,\"bonusAc\":\"+1\",\"stealth\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Dragon Scale Mail|XDMG}\"],\"hasFluffImages\":true},{\"name\":\"White Ghost Orchid Seed\",\"source\":\"JttRC\",\"page\":212,\"type\":\"G\",\"rarity\":\"none\",\"entries\":[\"More rarely, the orchids produce a smaller pod holding a single white seed. Among its various magical properties, if a white seed is ground and scattered over a dead body, the body is affected by the {@spell resurrection} spell. A white ghost orchid seed has no effect if consumed.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Whitestone\",\"source\":\"TDCSR\",\"page\":75,\"type\":\"TG\",\"rarity\":\"unknown (magic)\",\"entries\":[\"The sheer amount of leftover arcane power within the whitestone of the {@book Alabaster Sierra|TDCSR|3|Alabaster Sierras} mountains is incredibly receptive to enchantment. Magic items that incorporate at least an ounce of whitestone into their construction require only one-quarter the creation time of other magic items. Some alchemists in {@book Emon|TDCSR|3|Emon, the City of Fellowship} have discovered that dissolving whitestone with specific acids can leave behind pure {@item residuum|TDCSR}, which can substitute for expensive spell components when such materials are not readily available.\"]},{\"name\":\"Wildroot\",\"source\":\"ToA\",\"page\":205,\"type\":\"G\",\"rarity\":\"unknown\",\"value\":2500,\"entries\":[\"Introducing the juice of a wildroot into a {@condition poisoned} creature's bloodstream (for example, by rubbing it on an open wound) rids the creature of the {@condition poisoned} condition. Once used in this way, a wildroot loses this property.\"]},{\"name\":\"Wildspace Orrery\",\"source\":\"AAG\",\"page\":23,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"Inside a Wildspace system, this portable arcane device automatically tracks the positions and movements of all suns, planets, moons, and comets within that system, projecting a display of all these bodies in the space above its current location. In that display, a white, pulsating pinprick of light marks the orrery's location.\"]},{\"name\":\"Will of the Talon (Awakened)\",\"source\":\"EGW\",\"_copy\":{\"name\":\"Will of the Talon (Dormant)\",\"source\":\"EGW\",\"_mod\":{\"entries\":{\"mode\":\"insertArr\",\"index\":-1,\"items\":{\"type\":\"entries\",\"name\":\"Awakened\",\"entries\":[\"When the war pick reaches an awakened state, it gains the following properties:\",{\"type\":\"list\",\"items\":[\"The weapon's bonus to attack and damage rolls increases to +2.\",\"The saving throw DC for the war pick's Breath Weapon property increases to 15, and that property deals {@damage 4d6} damage on a failed save, or half as much damage on a successful one.\",\"The saving throw DC for the war pick's Frightful Presence property increases to 15.\",\"While carrying the weapon, you have resistance to acid, cold, fire, lightning, and poison damage.\"]}]}}},\"_preserve\":{\"page\":true,\"hasFluffImages\":true}},\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"poison\"],\"bonusWeapon\":\"+2\"},{\"name\":\"Will of the Talon (Dormant)\",\"source\":\"EGW\",\"page\":279,\"baseItem\":\"war pick|PHB\",\"type\":\"M\",\"rarity\":\"artifact\",\"reqAttune\":true,\"sentient\":true,\"weight\":2,\"weaponCategory\":\"martial\",\"property\":[\"Vst|TDCSR\"],\"dmg1\":\"1d8\",\"dmgType\":\"P\",\"bonusWeapon\":\"+1\",\"entries\":[\"Black, blue, green, red, and white gems carved in the form of dragon heads cover this ostentatious gold war pick, marking it as a weapon channeling the power of Tiamat.\",{\"type\":\"entries\",\"name\":\"Sentience\",\"entries\":[\"Will of the Talon is a sentient lawful evil weapon with an Intelligence of 14, a Wisdom of 15, and a Charisma of 19. It has hearing and {@sense darkvision} out to a range of 120 feet.\",\"The weapon communicates telepathically with its wielder and can speak, read, and understand Common, Draconic, and Infernal.\"]},{\"type\":\"entries\",\"name\":\"Personality\",\"entries\":[\"A short-tempered {@creature bone devil} named Ashtyrlon lives within Will of the Talon. The weapon is greedy and values strong leadership. It demands that its wielder take decisive action to keep order in high-pressure situations—and to always take a fair share of treasure in return.\"]},{\"type\":\"entries\",\"name\":\"Dormant\",\"entries\":[\"The war pick grants the following benefits in its dormant state:\",{\"type\":\"list\",\"items\":[\"You can speak, read, and write Draconic and Infernal.\",\"You gain a +1 bonus to attack and damage rolls made with this magic weapon.\",\"As a bonus action while holding the war pick, you can cause the following effect: each creature of your choice that is within 30 feet of you and is aware of you must succeed on a DC 13 Wisdom saving throw or become {@condition frightened} of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours. This property can't be used again until the next dawn.\",\"While holding the war pick, you can use your action to exhale destructive energy. Pick a damage type from the Will of the Talon Breath Weapons table. Each creature in the area of the exhalation must make a DC 13 saving throw, the type of which is specified in the table. A creature takes {@damage 3d6} damage on a failed save, or half as much damage on a successful one.\"]},\"When you use the war pick to unleash a breath weapon of a specific damage type, you can't choose that same damage type again until the next dawn.\"]},{\"type\":\"table\",\"caption\":\"Will of the Talon Breath Weapons\",\"colStyles\":[\"col-3\",\"col-7\",\"col-3 text-center\"],\"colLabels\":[\"Damage Type\",\"Area\",\"Saving Throw\"],\"rows\":[[\"Acid\",\"5 ft. wide, 30 ft. long line\",\"Dexterity\"],[\"Cold\",\"15 ft. cone\",\"Constitution\"],[\"Fire\",\"15 ft. cone\",\"Dexterity\"],[\"Lightning\",\"5 ft. wide, 30 ft. long line\",\"Dexterity\"],[\"Poison\",\"15 ft. cone\",\"Constitution\"]]},{\"type\":\"inset\",\"name\":\"Betrayer Artifact Properties\",\"entries\":[\"The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property and one {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property. When the artifact attains an awakened state, it gains an additional {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property and an additional {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property. When the item reaches its exalted state, it gains a {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property. See \\\"Artifact Properties\\\" in chapter 7 of the Dungeon Master's Guide for more information.\"]}]},{\"name\":\"Will of the Talon (Exalted)\",\"source\":\"EGW\",\"_copy\":{\"name\":\"Will of the Talon (Awakened)\",\"source\":\"EGW\",\"_mod\":{\"entries\":{\"mode\":\"insertArr\",\"index\":-1,\"items\":{\"type\":\"entries\",\"name\":\"Exalted\",\"entries\":[\"When the war pick reaches an exalted state, it gains the following properties:\",{\"type\":\"list\",\"items\":[\"The weapon's bonus to attack and damage rolls increases to +3.\",\"The saving throw DC for the war pick's Breath Weapon property increases to 17, and that property deals {@damage 5d6} damage on a failed save, or half as much damage on a successful one.\",\"The saving throw DC for the war pick's Frightful Presence property increases to 17.\"]}]}}},\"_preserve\":{\"page\":true,\"hasFluffImages\":true}},\"bonusWeapon\":\"+3\"},{\"name\":\"Willowshade Oil\",\"source\":\"EGW\",\"page\":70,\"type\":\"G\",\"rarity\":\"none\",\"value\":3000,\"entries\":[\"A dark blue oil can be extracted from the rare fruit of the willowshade plant. A creature can use its action to apply the oil to another creature that has been {@condition petrified} for less than 1 minute, causing the {@condition petrified} condition on that creature to end at the start of what would be that creature's next turn.\"]},{\"name\":\"Wind Fan\",\"source\":\"DMG\",\"page\":213,\"srd\":true,\"reprintedAs\":[\"Wind Fan|XDMG\"],\"tier\":\"major\",\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"While holding this fan, you can use an action to cast the {@spell gust of wind} spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative {@chance 20} chance of not working and tearing into useless, nonmagical tatters.\"],\"attachedSpells\":[\"gust of wind\"],\"lootTables\":[\"Magic Item Table F\"],\"hasFluffImages\":true},{\"name\":\"Wind Fan\",\"source\":\"XDMG\",\"page\":213,\"rarity\":\"uncommon\",\"wondrous\":true,\"entries\":[\"While holding this fan, you can cast {@spell Gust of Wind|XPHB} (save DC 13) from it. Each subsequent time the fan is used before the next dawn, it has a cumulative {@chance 20} chance of not working; if the fan fails to work, it tears into useless, nonmagical tatters.\"],\"attachedSpells\":[\"gust of wind|xphb\"],\"hasFluffImages\":true},{\"name\":\"Windvane\",\"source\":\"PotA\",\"page\":224,\"baseItem\":\"spear|phb\",\"type\":\"M\",\"resist\":[\"lightning\"],\"rarity\":\"legendary\",\"reqAttune\":true,\"weight\":3,\"weaponCategory\":\"simple\",\"property\":[\"T\",\"V\",\"F\"],\"range\":\"20/60\",\"dmg1\":\"1d6\",\"dmgType\":\"P\",\"dmg2\":\"1d8\",\"grantsLanguage\":true,\"bonusWeapon\":\"+2\",\"entries\":[\"A silver spear, Windvane has dark sapphires on the filigreed surface of its polished head. Held by its shining haft, the weapon feels insubstantial, as if clutching a cool, gently flowing breeze. The spear contains a spark of {@creature Yan-C-Bin|PotA}, the Prince of Evil Air.\",\"You have a +2 bonus to attack and damage rolls made with this magic weapon, which has the finesse weapon property. When you hit with it, the target takes an extra {@damage 1d6} lightning damage.\",{\"name\":\"Air Mastery\",\"type\":\"entries\",\"entries\":[\"You gain the following benefits while you hold Windvane:\"]},{\"type\":\"list\",\"items\":[\"You can speak Auran fluently.\",\"You have resistance to lightning damage.\",\"You can cast {@spell dominate monster} (save DC 17) on an {@creature air elemental}. Once you have done so, Windvane can't be used this way again until the next dawn.\"]},{\"name\":\"Song of the Four Winds\",\"type\":\"entries\",\"entries\":[\"While inside an air node, you can perform a ritual called the Song of the Four Winds, using Windvane to create a {@item devastation orb of air|PotA}. Once you perform the ritual, Windvane can't be used to perform the ritual again until the next dawn.\"]},{\"name\":\"Flaw\",\"type\":\"entries\",\"entries\":[\"Windvane makes its wielder mercurial and unreliable. While attuned to the weapon, you gain the following flaw: \\\"I break my vows and plans. Duty and honor mean nothing to me.\\\"\"]}],\"attachedSpells\":[\"dominate monster\"],\"hasFluffImages\":true},{\"name\":\"Wing Crest Shield\",\"source\":\"HWCS\",\"page\":214,\"type\":\"S\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"ac\":2,\"bonusAc\":\"+1\",\"entries\":[\"While wielding this shield, you gain a +1 bonus to your AC.\",\"As an action, you can speak the command word to cast {@spell gust of wind} (save DC 15). Once the shield has been used to cast this spell, it can't be used to cast this spell again until the next dawn.\"],\"attachedSpells\":[\"gust of wind\"],\"hasFluffImages\":true},{\"name\":\"Winged Boots\",\"source\":\"DMG\",\"page\":214,\"srd\":true,\"reprintedAs\":[\"Winged Boots|XDMG\"],\"tier\":\"major\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"modifySpeed\":{\"equal\":{\"fly\":\"walk\"}},\"entries\":[\"While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.\",\"The boots regain 2 hours of flying capability for every 12 hours they aren't in use.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"lootTables\":[\"Magic Item Table F\"],\"hasFluffImages\":true},{\"name\":\"Winged Boots\",\"source\":\"XDMG\",\"page\":325,\"freeRules2024\":true,\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"modifySpeed\":{\"static\":{\"fly\":30}},\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d4}\",\"charges\":4,\"entries\":[\"These boots have 4 charges and regain {@dice 1d4} expended charges daily at dawn. While wearing the boots, you can take a {@action Magic|XPHB} action to expend 1 charge, gaining a {@variantrule Fly Speed|XPHB} of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.\"],\"optionalfeatures\":[\"replicate magic item|tce\"],\"hasFluffImages\":true},{\"name\":\"Wings of Flying\",\"source\":\"DMG\",\"page\":214,\"srd\":true,\"reprintedAs\":[\"Wings of Flying|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"modifySpeed\":{\"static\":{\"fly\":60}},\"entries\":[\"While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for {@dice 1d12} hours.\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Wings of Flying\",\"source\":\"XDMG\",\"page\":324,\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"modifySpeed\":{\"static\":{\"fly\":60}},\"entries\":[\"While wearing this cloak, you can take a {@action Magic|XPHB} action to turn the cloak into a pair of wings on your back. The wings lasts for 1 hour or until you end the effect early as a {@action Magic|XPHB} action. The wings give you a {@variantrule Fly Speed|XPHB} of 60 feet. If you are aloft when the wings disappear, you fall. When the wings disappear, you can't use them again for {@dice 1d12} hours.\"],\"hasFluffImages\":true},{\"name\":\"Wingwear\",\"source\":\"PotA\",\"page\":223,\"rarity\":\"uncommon\",\"reqAttune\":true,\"wondrous\":true,\"modifySpeed\":{\"static\":{\"fly\":30}},\"charges\":3,\"entries\":[\"This snug uniform has symbols of air stitched into it and leathery flaps that stretch along the arms, waist, and legs to create wings for gliding. A suit of wingwear has 3 charges. While you wear the suit, you can use a bonus action and expend 1 charge to gain a flying speed of 30 feet until you land. At the end of each of your turns, your altitude drops by 5 feet. Your altitude drops instantly to 0 feet at the end of your turn if you didn't fly at least 30 feet horizontally on that turn. When your altitude drops to 0 feet, you land (or fall), and you must expend another charge to use the suit again.\",\"The suit regains all of its expended charges after spending at least 1 hour in an elemental air node.\"]},{\"name\":\"Winter's Dark Bite\",\"source\":\"HftT\",\"page\":4,\"baseItem\":\"greatsword|phb\",\"type\":\"M\",\"rarity\":\"uncommon\",\"weight\":6,\"weaponCategory\":\"martial\",\"property\":[\"H\",\"2H\"],\"dmg1\":\"2d6\",\"dmgType\":\"S\",\"bonusWeapon\":\"+1\",\"entries\":[\"You have a +1 bonus to attack and damage rolls made with this magic weapon.\",\"This greatsword is made of an unknown black metal. In most cases, it works as a {@item +1 greatsword}. But when used against a {@creature thessalhydra|hftt}, it works as a {@item +3 greatsword}. While in the Upside Down, it works as a +4 greatsword.\"]},{\"name\":\"Witchlight Vane\",\"source\":\"WBtW\",\"page\":27,\"baseItem\":\"mace|phb\",\"typeAlt\":\"M\",\"rarity\":\"legendary\",\"reqAttune\":\"by a mister light or his handpicked successor\",\"sentient\":true,\"weight\":3,\"bonusWeapon\":\"+3\",\"entries\":[\"This ornate rod is topped by a pair of butterfly wings and incorporates bits of red glass into its length. It weighs 3 pounds.\",{\"type\":\"entries\",\"name\":\"Magic Weapon\",\"entries\":[\"In the hands of one who is attuned to it, the vane can be wielded as a magic mace that grants a +3 bonus to attack and damage rolls made with it. In addition, the vane deals an extra {@damage 1d8} radiant damage on a hit.\"]},{\"type\":\"entries\",\"name\":\"Sense Mood\",\"entries\":[\"While the vane is inside the perimeter of the Witchlight Carnival, it can sense the mood of every creature in the carnival that has an Intelligence of 4 or higher. As an action, a creature attuned to the vane can use it to pinpoint the location of the happiest creature in the carnival.\",\"The butterfly shape at the top of the vane spins slowly clockwise when spirits in the carnival are generally high; if the general mood in the carnival is dour, the top of the vane spins slowly counterclockwise.\"]},{\"type\":\"entries\",\"name\":\"Sentience\",\"entries\":[\"The vane is a sentient, chaotic good wondrous item with an Intelligence of 11, a Wisdom of 14, and a Charisma of 14. It has hearing and normal vision out to a range of 30 feet, and it communicates by transmitting emotion to the creature attuned to it. Its purpose is to make sure everyone in the Witchlight Carnival is having a good time.\"]},{\"type\":\"entries\",\"name\":\"Additional Properties\",\"entries\":[\"The vane has the following additional properties:\",{\"type\":\"list\",\"items\":[\"The creature holding the vane has vulnerability to lightning damage.\",\"The creature attuned to the vane can't be {@condition blinded}, {@condition deafened}, {@condition petrified}, or {@condition stunned}.\",\"While carrying the vane, the creature attuned to it can cast the {@spell dancing lights}, {@spell polymorph}, or {@spell ray of frost} spell as an action, requiring no spell components and using Charisma as the spellcasting ability. After the vane's {@spell polymorph} spell is cast, roll a {@dice d8}; on a roll of 3 or 8, the vane can't be used to cast this spell again until the next dawn.\"]}]}],\"attachedSpells\":[\"dancing lights\"],\"hasFluffImages\":true},{\"name\":\"Witchlight Watch\",\"source\":\"WBtW\",\"page\":25,\"rarity\":\"legendary\",\"reqAttune\":\"by a mister witch or his handpicked successor\",\"wondrous\":true,\"entries\":[\"This ornate pocket watch is fastened to the end of a gold chain. It glows with a faint golden light when opened, and it makes a soft ticking noise that can be heard only by the creature holding it. The face of the watch shows a miniature painting of the Witchlight Carnival ringed by a tiny henge, orbited at night by a mote of light small enough to slip through the eye of a needle. This light causes the henge to cast shadows, and these shadows allow the watch's owner to track the passage of time.\",{\"type\":\"entries\",\"name\":\"Carnival Setup and Takedown\",\"entries\":[\"The creature attuned to the watch can use an action to initiate the packing up or the unpacking of the Witchlight Carnival, provided the creature and the carnival are on the same plane of existence. In the span of 1 hour, all objects that are elements of the carnival are magically whisked about until everything is packed up and ready for travel, or unpacked and assembled. The watch has no effect on creatures, which can move about freely and safely while the carnival is being set up or taken down. Once the process of packing up or unpacking the carnival begins, it can't be stopped until the task is complete. When the watch is used to pack up or unpack the carnival, this property cannot be used again until 8 hours have elapsed.\"]},{\"type\":\"entries\",\"name\":\"Additional Properties\",\"entries\":[\"The pocket watch has the following additional properties:\",{\"type\":\"list\",\"items\":[\"While carrying the watch, the creature attuned to it can cast the {@spell fire bolt}, {@spell invisibility}, or {@spell message} spell as an action, requiring no spell components and using Intelligence as the spellcasting ability. After the watch's {@spell invisibility} spell is cast, roll a {@dice d8}; on a roll of 3 or 8, the watch can't be used to cast this spell again until the next dawn.\",\"The creature attuned to the watch gains 30 pounds. This extra weight vanishes when the attunement ends.\",\"The creature attuned to the watch must eat and drink eight times the normal amount each day.\"]}]}],\"attachedSpells\":[\"fire bolt\"]},{\"name\":\"Witherbloom Primer\",\"source\":\"SCC\",\"page\":39,\"rarity\":\"uncommon\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"The Witherbloom Primer is a magic textbook created at Strixhaven's Witherbloom College. The primer has 3 charges, and it regains {@dice 1d3} expended charges daily at dawn. If you make an Intelligence ({@skill Nature}) or Wisdom ({@skill Survival}) check while holding the primer, you can expend 1 charge to give yourself a {@dice 1d4} bonus to the check, immediately after you roll the {@dice d20}.\",\"In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the druid or wizard spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.\"]},{\"name\":\"Witherbloom Trinket\",\"source\":\"SCC\",\"page\":36,\"type\":\"G\",\"rarity\":\"none\",\"entries\":[\"When you make your character, you may roll once on the Witherbloom Trinkets table, instead of on the {@item trinket|phb|Trinkets table} in the {@book Player's Handbook|PHB}, for your starting trinket.\",{\"caption\":\"Witherbloom Trinkets\",\"colLabels\":[\"d6\",\"Trinket\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A black bird-shaped mask, trimmed with glowing green thread\"],[\"2\",\"A set of rabbit bones\"],[\"3\",\"A pair of thick knee-high waders, stained with muck and moss\"],[\"4\",\"A slimy green tentacle, which occasionally wriggles\"],[\"5\",\"A notebook containing waterproof paper\"],[\"6\",\"A necklace of five small vials, each filled with luminescent white liquid\"]],\"type\":\"table\"}],\"miscTags\":[\"TT\"]},{\"name\":\"Woodcarver's Tools\",\"source\":\"PHB\",\"page\":154,\"srd\":true,\"basicRules\":true,\"additionalSources\":[{\"source\":\"XGE\",\"page\":85}],\"reprintedAs\":[\"Woodcarver's Tools|XPHB\"],\"type\":\"AT\",\"rarity\":\"none\",\"weight\":5,\"value\":100,\"additionalEntries\":[\"Woodcarver's tools allow you to craft intricate objects from wood, such as wooden tokens or arrows.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"Woodcarver's tools consist of a knife, a gouge, and a small saw.\"]},{\"type\":\"entries\",\"name\":\"Arcana, History\",\"entries\":[\"Your expertise lends you additional insight when you examine wooden objects, such as figurines or arrows.\"]},{\"type\":\"entries\",\"name\":\"Nature\",\"entries\":[\"Your knowledge of wooden objects gives you some added insight when you examine trees.\"]},{\"type\":\"entries\",\"name\":\"Repair\",\"entries\":[\"As part of a short rest, you can repair a single damaged wooden object.\"]},{\"type\":\"entries\",\"name\":\"Craft Arrows\",\"entries\":[\"As part of a short rest, you can craft up to five arrows. As part of a long rest, you can craft up to twenty. You must have enough wood on hand to produce them.\"]},{\"type\":\"table\",\"caption\":\"Woodcarver's Tools\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Craft a small wooden figurine\",\"10\"],[\"Carve an intricate pattern in wood\",\"15\"]]}]},{\"name\":\"Woodcarver's Tools\",\"source\":\"XPHB\",\"page\":221,\"freeRules2024\":true,\"type\":\"AT|XPHB\",\"rarity\":\"none\",\"weight\":5,\"value\":100,\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"name\":\"Ability:\",\"type\":\"item\",\"entries\":[\"Dexterity\"]},{\"name\":\"Utilize:\",\"type\":\"item\",\"entries\":[\"Carve a pattern in wood ({@dc 10})\"]},{\"name\":\"Craft:\",\"type\":\"item\",\"entries\":[\"{@item Club|XPHB}, {@item Greatclub|XPHB}, {@item Quarterstaff|XPHB}, Ranged weapons (except {@item Pistol|XPHB}, {@item Musket|XPHB}, and {@item Sling|XPHB}), {@item Arcane Focus|XPHB}, {@item Arrows (20)|XPHB|Arrows}, {@item Bolts (20)|XPHB|Bolts}, {@item Druidic Focus|XPHB}, {@item Ink Pen|XPHB}, {@item Needles (50)|XPHB|Needles}\"]}]}]},{\"name\":\"Woodcutter's Axe\",\"source\":\"WBtW\",\"page\":214,\"baseItem\":\"greataxe|PHB\",\"type\":\"M\",\"rarity\":\"rare\",\"weight\":7,\"weaponCategory\":\"martial\",\"property\":[\"H\",\"2H\"],\"dmg1\":\"1d12\",\"dmgType\":\"S\",\"bonusWeapon\":\"+1\",\"entries\":[\"You have a +1 bonus to attack and damage rolls made with this magic weapon.\",\"When you use this axe to make an attack against a plant (an ordinary plant or a creature with the Plant type) or a wooden object that isn't being worn or carried, the attack deals an extra {@damage 2d6} slashing damage on a hit.\"]},{\"name\":\"Wraps of Dyamak (Awakened)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Wraps of Dyamak (Dormant)\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":[{\"mode\":\"appendArr\",\"items\":{\"entries\":[{\"type\":\"entries\",\"name\":\"Awakened\",\"entries\":[\"When the Wraps of Dyamak reach an awakened state, they gain the following properties:\",{\"type\":\"list\",\"items\":[\"The bonus to attack and damage rolls with your unarmed strike increases to +2.\",\"You can cast the {@spell misty step} spell from the wraps as a bonus action, vanishing in a cloud of crimson mist. This property of the wraps can't be used again until you finish a {@quickref resting|PHB|2|0|short or long rest}, or until you score a critical hit with an unarmed strike against a hostile creature.\"]}]}]}}]},\"_preserve\":{\"page\":true,\"fluff\":true}},\"bonusWeapon\":\"+2\",\"recharge\":\"special\",\"attachedSpells\":[\"misty step\"],\"hasFluffImages\":true},{\"name\":\"Wraps of Dyamak (Dormant)\",\"source\":\"TDCSR\",\"page\":212,\"rarity\":\"legendary\",\"reqAttune\":\"by a monk\",\"reqAttuneTags\":[{\"class\":\"monk\"}],\"wondrous\":true,\"property\":[\"Vst|TDCSR\"],\"bonusWeapon\":\"+1\",\"entries\":[\"Created and wielded by the ancient warrior-monk Dyamak, these thick strips of enchanted cloth are stained to appear dark crimson with blood of unknown origin. The current resting place of the wraps is unknown.\",{\"type\":\"entries\",\"name\":\"Dormant\",\"entries\":[\"When the Wraps of Dyamak are in a dormant state, you gain a +1 bonus to attack and damage rolls made with your unarmed strike while wearing them.\",\"In addition, when you finish a {@quickref resting|PHB|2|0|short or long rest}, you gain a number of temporary hit points equal to your total number of ki points.\"]}],\"hasFluffImages\":true},{\"name\":\"Wraps of Dyamak (Exalted)\",\"source\":\"TDCSR\",\"_copy\":{\"name\":\"Wraps of Dyamak (Awakened)\",\"source\":\"TDCSR\",\"_mod\":{\"entries\":[{\"mode\":\"appendArr\",\"items\":{\"entries\":[{\"type\":\"entries\",\"name\":\"Exalted\",\"entries\":[\"When the Wraps of Dyamak reach an exalted state, they gain the following properties:\",{\"type\":\"list\",\"items\":[\"The bonus to attack and damage rolls with your unarmed strike increases to +3.\",\"When you hit with an unarmed strike, you can choose to make the attack a ravenous strike. The target takes an extra {@damage 6d6} necrotic damage, and you regain hit points equal to the amount of necrotic damage dealt. This property of the wraps can't be used again until you finish a {@quickref resting|PHB|2|0|long rest}, or until you score a critical hit with an unarmed strike against a hostile creature.\"]}]}]}}]},\"_preserve\":{\"page\":true,\"fluff\":true}},\"bonusWeapon\":\"+3\",\"hasFluffImages\":true},{\"name\":\"Wreath of the Prism (Awakened)\",\"source\":\"EGW\",\"_copy\":{\"name\":\"Wreath of the Prism (Dormant)\",\"source\":\"EGW\",\"_mod\":{\"entries\":{\"mode\":\"insertArr\",\"index\":-1,\"items\":{\"type\":\"entries\",\"name\":\"Awakened\",\"entries\":[\"Once the Wreath of the Prism reaches an awakened state, it gains the following benefits:\",{\"type\":\"list\",\"items\":[\"You can affect creatures of challenge rating 10 or lower with the wreath.\",\"The save DC of the wreath's spell increases to 15.\"]}]}}},\"_preserve\":{\"page\":true,\"hasFluffImages\":true}},\"hasFluffImages\":true},{\"name\":\"Wreath of the Prism (Dormant)\",\"source\":\"EGW\",\"page\":274,\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"property\":[\"Vst|TDCSR\"],\"entries\":[\"This loop of golden thorns is inset with dozens of gems representing the five colors of Tiamat.\",{\"type\":\"entries\",\"name\":\"Dormant\",\"entries\":[\"While wearing the wreath in its dormant state, you have {@sense darkvision} out to a range of 60 feet. If you already have {@sense darkvision}, wearing the wreath increases the range of your {@sense darkvision} by 60 feet.\",\"When you hit a beast, dragon, or monstrosity of challenge rating 5 or lower with an attack, or when you grapple it, you can use the wreath to cast {@spell dominate monster} on the creature (save DC 13). On a successful save, the target is immune to the power of the wreath for 24 hours. On a failure, a shimmering, golden image of the wreath appears as a collar around the target's neck or as a crown on its head (your choice) until it is no longer {@condition charmed} by the spell. If you use the wreath to charm a second creature, the first spell immediately ends. When the spell ends, the target knows it was {@condition charmed} by you.\"]}],\"attachedSpells\":[\"dominate monster\"],\"hasFluffImages\":true},{\"name\":\"Wreath of the Prism (Exalted)\",\"source\":\"EGW\",\"_copy\":{\"name\":\"Wreath of the Prism (Awakened)\",\"source\":\"EGW\",\"_mod\":{\"entries\":{\"mode\":\"insertArr\",\"index\":-1,\"items\":{\"type\":\"entries\",\"name\":\"Exalted\",\"entries\":[\"Once the Wreath of the Prism reaches an exalted state, it gains the following benefits:\",{\"type\":\"list\",\"items\":[\"You can affect creatures of challenge rating 15 or lower with the wreath.\",\"The save DC of the wreath's spell increases to 17.\"]}]}}},\"_preserve\":{\"page\":true,\"hasFluffImages\":true}},\"hasFluffImages\":true},{\"name\":\"Writing Kit\",\"source\":\"TDCSR\",\"page\":183,\"type\":\"G\",\"rarity\":\"none\",\"entries\":[\"Includes:\",{\"type\":\"list\",\"items\":[\"a {@item pouch|PHB|small pouch}\",\"a quill\",\"{@item Ink (1-ounce bottle)|PHB|ink}\",\"{@item Parchment (one sheet)|PHB|folded parchment}\",\"a penknife\"]}],\"packContents\":[\"pouch|PHB\",{\"special\":\"a quill\"},\"Ink (1-ounce bottle)|PHB\",{\"item\":\"Parchment (one sheet)|PHB\",\"quantity\":10},{\"special\":\"a penknife\"}]},{\"name\":\"Wrought-Iron Tower\",\"source\":\"CoA\",\"page\":276,\"baseItem\":\"warhammer|PHB\",\"type\":\"M\",\"rarity\":\"artifact\",\"reqAttune\":true,\"weight\":2,\"weaponCategory\":\"martial\",\"property\":[\"V\"],\"dmg1\":\"1d8\",\"dmgType\":\"B\",\"dmg2\":\"1d10\",\"bonusWeapon\":\"+3\",\"bonusAc\":\"+2\",\"bonusSavingThrow\":\"+2\",\"recharge\":\"dawn\",\"rechargeAmount\":10,\"charges\":10,\"entries\":[\"Constructed from the same materials as his tower, Dispater's Wrought-Iron Tower is a powerful weapon that marks his rule over Dis. It embodies his ideals, representing defense, authority, and power. Its construction changes hourly, similar to the tower, appearing as either iron, steel, lead, or adamantine.\",\"The Wrought-Iron Tower is a magic staff that functions as a warhammer and you have a +3 bonus to attack and damage rolls made with it. If a creature is vulnerable to a certain type of damage, all damage dealt with the staff is converted to that damage type. When you hit a good aligned creature with it, that creature takes an extra {@damage 3d6} fire damage.\",\"While holding the staff, you can control and navigate through the Iron Tower in Dis. While the staff is on the layer of Dis, Dispater knows the exact location of it, and is capable of teleporting to within 30 feet of it at will.\",{\"type\":\"entries\",\"name\":\"Random Properties\",\"entries\":[\"The Wrought-Iron Tower has the following random properties:\",{\"type\":\"list\",\"items\":[\"2 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} properties.\"]}]},{\"type\":\"entries\",\"name\":\"The Best Offense\",\"entries\":[\"While attuned to the staff, you have a +2 bonus to AC and a +2 bonus to all saving throws.\",\"Additionally, the staff has 10 charges. When you make an attack, you may spend 1 or more charges. For each charge spent, you deal an additional 2 fire damage on a successful attack. Charges are still consumed if the attack misses. The staff regains all charges each day at dawn.\",\"After dealing damage with the staff, you may use a bonus action and expend 1 charge to replace the damage dealt with your total AC instead.\"]},{\"type\":\"entries\",\"name\":\"Rulership\",\"entries\":[\"The Wrought-Iron Tower also functions as a {@item Rod of Rulership}, with an increased save DC of 18. This property costs 3 charges to use, though a creature that successfully saves against one of its uses is immune to future uses for 24 hours.\"]},{\"type\":\"entries\",\"name\":\"Slag\",\"entries\":[\"You can cast {@spell Searing Smite} at 6th level on yourself, expending 1 charge. Instead of doing fire damage, you may have Searing Smite inflict acid damage. The spell requires no {@status concentration} and lasts for 1 minute.\"]},{\"type\":\"entries\",\"name\":\"Destroying the Staff\",\"entries\":[\"The Wrought-Iron Tower can only be destroyed inside the Iron Tower on Dis. Located somewhere within the tower is the forge that Dispater used to create the staff. An attuned creature must place the staff into the forge fires, then cast {@spell Dispel Evil and Good} and touch the staff. They then take {@damage 20d10} fire damage, which ignores resistance and immunities. If the attuned creature survives the fire damage, the staff is destroyed.\"]}],\"attachedSpells\":[\"searing smite\",\"dispel evil and good\"],\"hasFluffImages\":true},{\"name\":\"Wukka Nut\",\"source\":\"ToA\",\"page\":205,\"type\":\"G\",\"rarity\":\"unknown\",\"value\":100,\"entries\":[\"These fist-sized nuts grow on wukka trees, which are popular haunts for {@creature jaculi|ToA}, {@creature su-monster|ToA|su-monsters}, and {@creature zorbo|ToA|zorbos}. A wukka nut rattles when shaken, causing its shell to shed bright light in a 10-foot radius and dim light for an additional 10 feet. This magical light fades after 1 minute, but shaking the nut again causes the light to reappear. If the shell of the nut is cracked open, it loses its magic.\"]},{\"name\":\"Wyllow's Staff of Flowers\",\"source\":\"WDMM\",\"page\":75,\"_copy\":{\"name\":\"Staff of Flowers\",\"source\":\"XGE\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":\"Wyllow's staff is peculiar in that it can't create roses, which the archdruid dislikes. If a rose is chosen, a daisy grows instead.\"}}},\"reqAttune\":true},{\"name\":\"Wyrmreaver Gauntlets\",\"source\":\"BGG\",\"page\":117,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"Originally crafted for ground-bound giant brawlers to fight against dragons and other enormous predators of the sky, these studded gauntlets are engraved with the dragon rune.\",\"While you are wearing these gauntlets, your unarmed strike deals an additional {@damage 1d6} force damage on a hit. Additionally, whenever you finish a long rest, choose one of the following damage types: acid, cold, fire, lightning, or poison. You have resistance to the chosen damage type until you finish another long rest.\",{\"type\":\"entries\",\"name\":\"Invoking the Runes\",\"entries\":[\"As a bonus action, you can invoke the gauntlets' runes and summon two enormous spectral fists that envelop the gauntlets and mimic your hand motions. The fists can also launch themselves to strike distant opponents, returning immediately to your space after they hit or miss.\",\"The fists last for 1 minute or until you are incapacitated. While the spectral fists are active, unarmed strikes you make on your turn have a reach of 30 feet, and when you hit a creature with an opportunity attack made with your unarmed strike, the creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) or have the prone condition.\",\"Once the runes have been invoked, they can't be invoked again until the next dawn.\"]}]},{\"name\":\"Wyrmskull Throne\",\"source\":\"SKT\",\"page\":237,\"rarity\":\"artifact\",\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":9,\"charges\":9,\"entries\":[\"Built by dwarven gods and entrusted to the rulers of Shanatar, an ancient dwarven empire. The Wyrmskull Throne was a symbol of dwarven power and pride for ages untold. The throne hovers a foot off the ground and is a massive thing made of polished obsidian with oversized feet—the impaled skulls of four ancient blue dragons. Runes glisten in the carved obsidian winking to life with blue energy when the throne's powers are activated.\",\"After the fall of Shanatar, the Wyrmskull Throne fell into the clutches of less honorable creatures. A band of adventurers wrested the throne from the aquatic elf tyrant Gantar Kraok and sold it to the {@creature storm giant} Neri for a considerable fortune. Neri had the throne magically enlarged and gave it to her husband, King Hekaton, as a gift, along with one of the Ruling Scepters of Shanatar, which she had found in a wreck at the bottom of the Trackless Sea. Only a creature attuned to a Ruling Scepter and in possession of it can harness the powers of the Wyrmskull Throne, which has become the centerpiece of King Hekaton's throne room in the undersea citadel of Maelstrom. Fear of the throne's power has helped prevent evil giants from challenging or threatening Hekaton's leadership.\",\"Any creature not attuned to a Ruling Scepter who sits on the throne is {@condition paralyzed} and encased in a magical force field. While encased, the creature can't be touched or moved from the throne. Touching a Ruling Scepter to the force field dispels the field, though the creature remains {@condition paralyzed} until it is separated from the throne.\",\"Any creature seated on the throne can hear faint Whispers in Draconic—the whisperings of four blue dragons whose skulls adorn the throne. Although powerless, these spirits try to influence the decisions of the throne's master.\",{\"name\":\"Properties of the Throne\",\"type\":\"entries\",\"entries\":[\"The throne has 9 charges and regains all expended charges daily at dawn. A creature that sits on the throne while attuned to a Ruling Sceptor in its possession can harness the throne's properties, which are as follows:\",\"The throne gains a flying speed of 30 feet and can hover and flies where the creature wills. This property doesn't expend any charges.\",\"Both the throne and the creature sitting on it can move through earth and stone without disturbing the material they move through. This property doesn't expend any charges.\",\"As an action, the creature can expend 1 charge to cast {@spell lightning bolt} (spell save DC 19) from the throne. The spell is cast as though using a 9th-level spell slot and deals 49 ({@damage 14d6}) lightning damage. The bolt discharges from the mouth of one of the throne's blue dragon skulls.\",\"As an action, the creature can expend 2 charges to cast the {@spell globe of invulnerability} spell from the throne. The globe encloses both the creature and the throne.\",\"As an action, the creature can expend 3 charges to create a spectral image of an {@creature ancient blue dragon} that surrounds both it and the throne. The spectral dragon lasts for 1 minute. At the end of each of the creature's turns, the spectral dragon makes one bite attack and two claw attacks against targets of the creature's choice. These attacks have the same attack bonus, reach, and damage as an {@creature ancient blue dragon||ancient blue dragon's} bite and claw attacks.\"]},{\"name\":\"Destroying the Throne\",\"type\":\"entries\",\"entries\":[\"The Wyrmskull Throne can be destroyed by breaking at least five Ruling Scepters of Shanatar simultaneously on it. This fact has never been recorded or sung of among the dwarves or any bards or storytellers, and it can't be discovered with an ability check. Characters who want to destroy the throne must go on a quest to learn the method for doing so. The throne's destruction triggers an explosion, as shards of obsidian fly out in all directions. Each creature and object within a 30-foot-radius sphere centered on the throne must succeed on a DC 21 Dexterity saving throw, taking 70 ({@damage 20d6}) slashing damage on a failed save, or half as much damage on a successful one.\"]}],\"attachedSpells\":[\"lightning bolt\",\"globe of invulnerability\"],\"hasFluffImages\":true},{\"name\":\"Wyvern Poison\",\"source\":\"DMG\",\"page\":258,\"srd\":true,\"reprintedAs\":[\"Wyvern Poison|XDMG\"],\"type\":\"G\",\"rarity\":\"none\",\"value\":120000,\"poison\":true,\"entries\":[\"This poison must be harvested from a dead or {@condition incapacitated} {@creature wyvern}. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one.\"],\"poisonTypes\":[\"injury\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Wyvern Poison\",\"source\":\"XDMG\",\"page\":91,\"type\":\"G|XPHB\",\"rarity\":\"none\",\"value\":120000,\"poison\":true,\"entries\":[\"A creature subjected to Wyvern Poison makes a DC 14 Constitution saving throw, taking 24 ({@damage 7d6}) Poison damage on a failed save or half as much damage on a successful one.\"],\"poisonTypes\":[\"injury\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Xen'drik Trinket\",\"source\":\"ERLW\",\"page\":140,\"type\":\"G\",\"rarity\":\"none\",\"entries\":[{\"caption\":\"Trinkets from Xen'drik\",\"colLabels\":[\"d8\",\"Trinket\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A punched ticket for a voyage from Sharn to Stormreach\"],[\"2\",\"A scorpion's barb engraved with a single Elvish letter\"],[\"3\",\"A copper coin so big you could use it as a dinner plate\"],[\"4\",\"An image of an elf warrior engraved on a giant's tooth\"],[\"5\",\"A single page from a giant wizard's spellbook, bearing an incomplete spell\"],[\"6\",\"A scrap of parchment, part of a map of Stormreach\"],[\"7\",\"A small book titled {@i Feersome Beests of Zendrik}\"],[\"8\",\"A scrimshaw carving of a sahuagin\"]],\"type\":\"table\"}],\"miscTags\":[\"TT\"]},{\"name\":\"Yahcha\",\"source\":\"ToA\",\"page\":205,\"type\":\"G\",\"rarity\":\"none\",\"value\":100,\"entries\":[\"A yahcha (pronounced YAH-chah) is a harmless, meaty beetle about the size of a human hand, which feeds on worms and maggots. It moves slowly (walking speed 10 feet) and is easy to catch. A creature with blue mist fever that eats a raw or cooked yahcha can immediately make a saving throw with advantage against that disease (see \\\"Diseases,\\\" page 40),\"]},{\"name\":\"Yellow Sapphire\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Yellow Sapphire|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":100000,\"entries\":[\"A transparent fiery yellow or yellow-green gemstone.\"]},{\"name\":\"Yellow Sapphire\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":100000,\"entries\":[\"A fiery yellow or yellow green gemstone.\"]},{\"name\":\"Yester Hill Axe\",\"alias\":[\"Treebane\"],\"source\":\"CoS\",\"page\":198,\"baseItem\":\"battleaxe|phb\",\"type\":\"M\",\"rarity\":\"unknown (magic)\",\"weight\":2,\"weaponCategory\":\"martial\",\"property\":[\"V\"],\"dmg1\":\"1d8\",\"dmgType\":\"S\",\"dmg2\":\"1d10\",\"entries\":[\"The axe's handle is carved with leaves and vines, and it weighs half as much as a normal battleaxe. When the axe hits a plant, whether an ordinary plant or a plant creature, the target takes an extra {@damage 1d8} slashing damage. When a creature of non-good alignment wields the axe, it sprouts thorns whenever its wielder makes an attack with it. These thorns prick the wielder for 1 piercing damage after the attack is made, and this damage is considered magical.\"]},{\"name\":\"Yew Wand\",\"source\":\"PHB\",\"page\":151,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Yew Wand|XPHB\"],\"type\":\"SCF\",\"scfType\":\"druid\",\"rarity\":\"none\",\"weight\":1,\"value\":1000},{\"name\":\"Yew Wand\",\"source\":\"XPHB\",\"page\":225,\"freeRules2024\":true,\"type\":\"SCF|XPHB\",\"scfType\":\"druid\",\"rarity\":\"none\",\"weight\":1,\"value\":1000},{\"name\":\"Ythryn Mythallar\",\"source\":\"IDRotF\",\"page\":316,\"rarity\":\"legendary\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"wondrous\":true,\"entries\":[\"A mythallar looks like an enormous crystal ball held in an ornate cradle. The globe sheds bright light in a 300-foot radius and dim light for an additional 300 feet. The globe draws magic from the Weave that can be harnessed for various purposes. For example, Netherese mages used mythallars to keep their cities aloft and empower their magic items. The bigger the mythallar, the more magic it can hold. The largest mythallars are 150 feet in diameter.\",\"The Ythryn mythallar is a relatively small device—a mere 50 feet in diameter. To attune to this mythallar, a creature must finish a short rest within 30 feet of it, meditating on the mythallar. Up to eight creatures can be attuned to it at one time; otherwise, the Ythryn mythallar follows the attunement rules in the Dungeon Master's Guide. If a ninth creature tries to attune to the mythallar, nothing happens.\",\"All creatures attuned to the Ythryn mythallar can sense when the device is being used. A creature attuned to the device can use any of its properties, but only if all other creatures attuned to the device agree to allow it. The Ythryn mythallar's properties are as follows:\",{\"type\":\"list\",\"items\":[\"While you're on the same plane of existence as the Ythryn mythallar, you can use an action to cause it to fly in any direction you choose at a speed of 30 feet. All matter within 500 feet of the device moves with it. The Ythryn mythallar and all structures held aloft by it hover in place when not in motion.\",\"As an action, you can cause one magic item you are holding within 30 feet of the Ythryn mythallar to immediately regain all its expended charges or uses. A magic item recharged in this manner can't be recharged by the Ythryn mythallar again until after the item regains expended charges or uses on its own.\",\"You can use the Ythryn mythallar to cast the {@spell control weather} spell without requiring any components and without the need for you to be outdoors. This casting of the spell has a 50-mile radius. For the duration of the spell's casting time, you must be within 30 feet of the Ythryn mythallar or the spell fails.\"]},{\"type\":\"entries\",\"name\":\"Touching the Mythallar\",\"entries\":[\"Any creature that touches the globe of the mythallar must make a DC 22 Constitution saving throw, taking 180 ({@damage 20d10 + 70}) radiant damage on a failed save, or half as much damage on a successful one. Undead have disadvantage on this saving throw. Any object that touches the globe, other than an artifact or the mythallar's cradle, is disintegrated instantly (no save).\"]}],\"attachedSpells\":[\"control weather\"]},{\"name\":\"Zabou\",\"source\":\"ToA\",\"page\":205,\"type\":\"G\",\"rarity\":\"none\",\"value\":1000,\"entries\":[\"Zabou mushrooms feed on offal and the rotting wood of dead trees. If handled carefully, a zabou can be picked or uprooted without causing it to release its spores. If crushed or struck, a zabou releases its spores in a 10-foot-radius sphere. A zabou can also be hurled up to 30 feet away or dropped like a grenade, releasing its cloud of spores on impact. Any creature in that area must succeed on a DC 10 Constitution saving throw or be {@condition poisoned} for 1 minute. The {@condition poisoned} creature's skin itches for the duration. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]},{\"name\":\"Zeal\",\"source\":\"TDCSR\",\"page\":85,\"type\":\"IDG|TDCSR\",\"rarity\":\"unknown\",\"value\":15000,\"entries\":[\"Distilled from the ichor of demons, {@item zeal|TDCSR} was originally used by Tal'Dorei's ancient berserkers to grant them incredible strength and courage before battles. These days, it's most commonly used by criminal bruisers before a brawl. Most modern warriors stay well away from {@item zeal|TDCSR}, due both to its addictive nature and to the mental and physical degeneration it can cause over long periods of time. When prepared properly, {@item zeal|TDCSR} is a purple, ashy-tasting gel that typically costs 150 gp per dose.\",\"After slathering {@item zeal|TDCSR} across your exposed skin as an action, you must make a {@dc 12} Constitution {@quickref saving throws|PHB|2|1|saving throw}. On a failure, you become {@condition paralyzed} for {@dice 1d4} rounds as your muscles lock up. On a success, your weapon attacks deal an additional {@damage 1d6} damage for the next minute. After this effect ends, you gain one level of {@condition exhaustion}.\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Zircon\",\"source\":\"DMG\",\"page\":134,\"reprintedAs\":[\"Zircon|XDMG\"],\"type\":\"$G|DMG\",\"rarity\":\"none\",\"value\":5000,\"entries\":[\"A transparent pale blue-green gemstone.\"]},{\"name\":\"Zircon\",\"source\":\"XDMG\",\"page\":214,\"type\":\"$G|XDMG\",\"rarity\":\"none\",\"value\":5000,\"entries\":[\"A pale blue green gemstone.\"]}],\"itemGroup\":[{\"name\":\"Absorbing Tattoo\",\"source\":\"TCE\",\"page\":119,\"rarity\":\"very rare\",\"reqAttune\":true,\"wondrous\":true,\"tattoo\":true,\"entries\":[\"Produced by a special needle, this magic tattoo features designs that emphasize one color.\",{\"type\":\"entries\",\"name\":\"Tattoo Attunement\",\"entries\":[\"To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.\",\"If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.\"]},{\"type\":\"entries\",\"name\":\"Damage Resistance\",\"entries\":[\"While the tattoo is on your skin, you have resistance to a type of damage associated with that color, as shown on the table below. The DM chooses the color or determines it randomly.\",{\"type\":\"table\",\"caption\":\"Absorbing Tattoo\",\"colLabels\":[\"d10\",\"Color\",\"Tattoo\"],\"colStyles\":[\"col-2 text-center\",\"col-2 text-center\",\"col-8 text-center\"],\"rows\":[[\"1\",\"Green\",\"{@item Acid Absorbing Tattoo|TCE}\"],[\"2\",\"Blue\",\"{@item Cold Absorbing Tattoo|TCE}\"],[\"3\",\"Red\",\"{@item Fire Absorbing Tattoo|TCE}\"],[\"4\",\"White\",\"{@item Force Absorbing Tattoo|TCE}\"],[\"5\",\"Yellow\",\"{@item Lightning Absorbing Tattoo|TCE}\"],[\"6\",\"Black\",\"{@item Necrotic Absorbing Tattoo|TCE}\"],[\"7\",\"Violet\",\"{@item Poison Absorbing Tattoo|TCE}\"],[\"8\",\"Silver\",\"{@item Psychic Absorbing Tattoo|TCE}\"],[\"9\",\"Gold\",\"{@item Radiant Absorbing Tattoo|TCE}\"],[\"10\",\"Orange\",\"{@item Thunder Absorbing Tattoo|TCE}\"]]}]},{\"type\":\"entries\",\"name\":\"Damage Absorption\",\"entries\":[\"When you take damage of the chosen type, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn.\"]}],\"items\":[\"Acid Absorbing Tattoo|TCE\",\"Cold Absorbing Tattoo|TCE\",\"Fire Absorbing Tattoo|TCE\",\"Force Absorbing Tattoo|TCE\",\"Lightning Absorbing Tattoo|TCE\",\"Necrotic Absorbing Tattoo|TCE\",\"Poison Absorbing Tattoo|TCE\",\"Psychic Absorbing Tattoo|TCE\",\"Radiant Absorbing Tattoo|TCE\",\"Thunder Absorbing Tattoo|TCE\"]},{\"name\":\"Agony\",\"source\":\"TDCSR\",\"page\":202,\"baseItem\":\"flail|PHB\",\"type\":\"M\",\"rarity\":\"legendary\",\"reqAttune\":\"by a creature of non-good alignment\",\"reqAttuneTags\":[{\"alignment\":[\"N\",\"E\",\"C\",\"L\",\"A\"]}],\"weight\":2,\"weaponCategory\":\"martial\",\"property\":[\"Vst|TDCSR\"],\"dmg1\":\"1d8\",\"dmgType\":\"B\",\"bonusWeapon\":\"+2\",\"entries\":[\"Utilized in countless tortures and slow executions, the hooked chains of this brutal weapon constantly show dried blood and rot. Legend says that Agony was wielded in the {@book Calamity|TDCSR|1|The Calamity} by the gnoll scion of a flesh-eating Demon Lord.\"],\"items\":[\"Agony (Dormant)|TDCSR\",\"Agony (Awakened)|TDCSR\",\"Agony (Exalted)|TDCSR\"],\"hasFluffImages\":true},{\"name\":\"Arcane Focus\",\"source\":\"PHB\",\"page\":151,\"reprintedAs\":[\"Arcane Focus|XPHB\"],\"type\":\"SCF\",\"scfType\":\"arcane\",\"rarity\":\"none\",\"focus\":[\"Sorcerer\",\"Warlock\",\"Wizard\"],\"items\":[\"Crystal|phb\",\"Orb|phb\",\"Rod|phb\",\"Staff|phb\",\"Wand|phb\"]},{\"name\":\"Arcane Focus\",\"source\":\"XPHB\",\"page\":224,\"type\":\"SCF|XPHB\",\"scfType\":\"arcane\",\"rarity\":\"none\",\"focus\":[\"Sorcerer\",\"Warlock\",\"Wizard\"],\"items\":[\"Crystal|XPHB\",\"Orb|XPHB\",\"Rod|XPHB\",\"Staff|XPHB\",\"Wand|XPHB\"]},{\"name\":\"Armor of Resistance\",\"source\":\"DMG\",\"page\":162,\"reprintedAs\":[\"Armor of Resistance|XDMG\"],\"type\":\"GV|DMG\",\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"entries\":[\"You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below.\",{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"d10\",\"Damage Type\"],\"rows\":[[\"1\",\"{@item armor of acid resistance||Acid}\"],[\"2\",\"{@item armor of cold resistance||Cold}\"],[\"3\",\"{@item armor of fire resistance||Fire}\"],[\"4\",\"{@item armor of force resistance||Force}\"],[\"5\",\"{@item armor of lightning resistance||Lightning}\"],[\"6\",\"{@item armor of necrotic resistance||Necrotic}\"],[\"7\",\"{@item armor of poison resistance||Poison}\"],[\"8\",\"{@item armor of psychic resistance||Psychic}\"],[\"9\",\"{@item armor of radiant resistance||Radiant}\"],[\"10\",\"{@item armor of thunder resistance||Thunder}\"]]}],\"items\":[\"Armor of Acid Resistance\",\"Armor of Cold Resistance\",\"Armor of Fire Resistance\",\"Armor of Force Resistance\",\"Armor of Lightning Resistance\",\"Armor of Necrotic Resistance\",\"Armor of Poison Resistance\",\"Armor of Psychic Resistance\",\"Armor of Radiant Resistance\",\"Armor of Thunder Resistance\"],\"hasFluffImages\":true},{\"name\":\"Armor of Resistance\",\"source\":\"XDMG\",\"page\":231,\"freeRules2024\":true,\"type\":\"GV|XDMG\",\"rarity\":\"rare\",\"reqAttune\":true,\"entries\":[\"You have {@variantrule Resistance|XPHB} to one type of damage while you wear this armor. The DM chooses the type or determines it randomly by rolling on the following table.\",{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"d10\",\"Damage Type\"],\"rows\":[[\"1\",\"{@item Armor of Acid Resistance|XDMG|Acid}\"],[\"2\",\"{@item Armor of Cold Resistance|XDMG|Cold}\"],[\"3\",\"{@item Armor of Fire Resistance|XDMG|Fire}\"],[\"4\",\"{@item Armor of Force Resistance|XDMG|Force}\"],[\"5\",\"{@item Armor of Lightning Resistance|XDMG|Lightning}\"],[\"6\",\"{@item Armor of Necrotic Resistance|XDMG|Necrotic}\"],[\"7\",\"{@item Armor of Poison Resistance|XDMG|Poison}\"],[\"8\",\"{@item Armor of Psychic Resistance|XDMG|Psychic}\"],[\"9\",\"{@item Armor of Radiant Resistance|XDMG|Radiant}\"],[\"10\",\"{@item Armor of Thunder Resistance|XDMG|Thunder}\"]]}],\"items\":[\"Armor of Acid Resistance|XDMG\",\"Armor of Cold Resistance|XDMG\",\"Armor of Fire Resistance|XDMG\",\"Armor of Force Resistance|XDMG\",\"Armor of Lightning Resistance|XDMG\",\"Armor of Necrotic Resistance|XDMG\",\"Armor of Poison Resistance|XDMG\",\"Armor of Psychic Resistance|XDMG\",\"Armor of Radiant Resistance|XDMG\",\"Armor of Thunder Resistance|XDMG\"],\"itemsHidden\":true,\"hasFluffImages\":true},{\"name\":\"Armor of the Valiant Soul\",\"source\":\"TDCSR\",\"page\":202,\"baseItem\":\"scale mail|PHB\",\"type\":\"MA\",\"immune\":[\"acid\"],\"resist\":[\"acid\"],\"conditionImmune\":[\"frightened\"],\"rarity\":\"legendary\",\"reqAttune\":true,\"weight\":45,\"property\":[\"Vst|TDCSR\"],\"ac\":14,\"bonusAc\":\"+1\",\"stealth\":true,\"entries\":[\"This antique armor forged from jade and black dragon scales was once worn by J'mon Sa Ord of {@book Ank'Harel|TDCSR|3|Marquet}.\"],\"items\":[\"Armor of the Valiant Soul (Dormant)|TDCSR\",\"Armor of the Valiant Soul (Awakened)|TDCSR\",\"Armor of the Valiant Soul (Exalted)|TDCSR\"],\"attachedSpells\":[\"command\"],\"hasFluffImages\":true},{\"name\":\"Armor of Vulnerability\",\"source\":\"DMG\",\"page\":152,\"reprintedAs\":[\"Armor of Vulnerability|XDMG\"],\"baseItem\":\"plate armor|phb\",\"type\":\"HA\",\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"curse\":true,\"weight\":65,\"ac\":18,\"strength\":\"15\",\"stealth\":true,\"items\":[\"Armor of Vulnerability (Bludgeoning)\",\"Armor of Vulnerability (Piercing)\",\"Armor of Vulnerability (Slashing)\"],\"lootTables\":[\"Magic Item Table G\"]},{\"name\":\"Armor of Vulnerability\",\"source\":\"XDMG\",\"page\":231,\"freeRules2024\":true,\"type\":\"GV|XDMG\",\"rarity\":\"rare\",\"reqAttune\":true,\"curse\":true,\"items\":[\"Armor of Vulnerability (Bludgeoning)|XDMG\",\"Armor of Vulnerability (Piercing)|XDMG\",\"Armor of Vulnerability (Slashing)|XDMG\"]},{\"name\":\"Artisan's Tools\",\"source\":\"PHB\",\"page\":154,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Artisan's Tools|XPHB\"],\"type\":\"AT\",\"rarity\":\"none\",\"items\":[\"Alchemist's Supplies|PHB\",\"Brewer's Supplies|PHB\",\"Calligrapher's Supplies|PHB\",\"Carpenter's Tools|PHB\",\"Cartographer's Tools|PHB\",\"Cobbler's Tools|PHB\",\"Cook's Utensils|PHB\",\"Glassblower's Tools|PHB\",\"Jeweler's Tools|PHB\",\"Leatherworker's Tools|PHB\",\"Mason's Tools|PHB\",\"Painter's Supplies|PHB\",\"Potter's Tools|PHB\",\"Smith's Tools|PHB\",\"Tinker's Tools|PHB\",\"Weaver's Tools|PHB\",\"Woodcarver's Tools|PHB\"]},{\"name\":\"Artisan's Tools\",\"source\":\"XPHB\",\"page\":220,\"type\":\"AT|XPHB\",\"rarity\":\"none\",\"items\":[\"Alchemist's Supplies|XPHB\",\"Brewer's Supplies|XPHB\",\"Calligrapher's Supplies|XPHB\",\"Carpenter's Tools|XPHB\",\"Cartographer's Tools|XPHB\",\"Cobbler's Tools|XPHB\",\"Cook's Utensils|XPHB\",\"Glassblower's Tools|XPHB\",\"Jeweler's Tools|XPHB\",\"Leatherworker's Tools|XPHB\",\"Mason's Tools|XPHB\",\"Painter's Supplies|XPHB\",\"Potter's Tools|XPHB\",\"Smith's Tools|XPHB\",\"Tinker's Tools|XPHB\",\"Weaver's Tools|XPHB\",\"Woodcarver's Tools|XPHB\"]},{\"name\":\"Bag of Tricks\",\"source\":\"DMG\",\"page\":154,\"reprintedAs\":[\"Bag of Tricks|XDMG\"],\"tier\":\"major\",\"rarity\":\"uncommon\",\"wondrous\":true,\"weight\":0.5,\"recharge\":\"dawn\",\"items\":[\"Bag of Tricks, Gray\",\"Bag of Tricks, Rust\",\"Bag of Tricks, Tan\"],\"hasFluffImages\":true},{\"name\":\"Bag of Tricks\",\"source\":\"XDMG\",\"page\":234,\"rarity\":\"uncommon\",\"wondrous\":true,\"recharge\":\"dawn\",\"items\":[\"Bag of Tricks, Gray|XDMG\",\"Bag of Tricks, Rust|XDMG\",\"Bag of Tricks, Tan|XDMG\"],\"hasFluffImages\":true},{\"name\":\"Belt of Giant Strength\",\"source\":\"DMG\",\"page\":155,\"reprintedAs\":[\"Belt of Giant Strength|XDMG\"],\"rarity\":\"varies\",\"reqAttune\":true,\"wondrous\":true,\"items\":[\"Belt of Cloud Giant Strength\",\"Belt of Fire Giant Strength\",\"Belt of Frost Giant Strength\",\"Belt of Hill Giant Strength\",\"Belt of Stone Giant Strength\",\"Belt of Storm Giant Strength\"],\"hasFluffImages\":true},{\"name\":\"Belt of Giant Strength\",\"source\":\"XDMG\",\"page\":236,\"freeRules2024\":true,\"rarity\":\"varies\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[{\"type\":\"table\",\"colLabels\":[\"Belt\",\"Str.\",\"Rarity\"],\"colStyles\":[\"col-8\",\"col-2 text-center\",\"col-2\"],\"rows\":[[\"{@item Belt of Hill Giant Strength|XDMG}\",\"21\",\"Rare\"],[\"{@item Belt of Frost Giant Strength|XDMG} or {@item Belt of Stone Giant Strength|XDMG}\",\"23\",\"Very Rare\"],[\"{@item Belt of Fire Giant Strength|XDMG}\",\"25\",\"Very Rare\"],[\"{@item Belt of Cloud Giant Strength|XDMG}\",\"27\",\"Legendary\"],[\"{@item Belt of Storm Giant Strength|XDMG}\",\"29\",\"Legendary\"]]}],\"items\":[\"Belt of Cloud Giant Strength|XDMG\",\"Belt of Fire Giant Strength|XDMG\",\"Belt of Frost Giant Strength|XDMG\",\"Belt of Hill Giant Strength|XDMG\",\"Belt of Stone Giant Strength|XDMG\",\"Belt of Storm Giant Strength|XDMG\"],\"itemsHidden\":true,\"hasFluffImages\":true},{\"name\":\"Blade of Broken Mirrors\",\"source\":\"EGW\",\"page\":275,\"baseItem\":\"dagger|phb\",\"type\":\"M\",\"rarity\":\"artifact\",\"reqAttune\":\"by a humanoid\",\"reqAttuneTags\":[{\"creatureType\":\"humanoid\"}],\"sentient\":true,\"weight\":1,\"weaponCategory\":\"simple\",\"property\":[\"F\",\"L\",\"T\",\"Vst|TDCSR\"],\"range\":\"20/60\",\"dmg1\":\"1d4\",\"dmgType\":\"P\",\"entries\":[\"A weapon of Tharizdun, this dagger is a piece of jagged stone whose blade is scribed with a maze-like pattern with no beginning or end.\"],\"items\":[\"Blade of Broken Mirrors (Dormant)|EGW\",\"Blade of Broken Mirrors (Awakened)|EGW\",\"Blade of Broken Mirrors (Exalted)|EGW\"]},{\"name\":\"Cabal's Ruin\",\"source\":\"TDCSR\",\"page\":203,\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"property\":[\"Vst|TDCSR\"],\"recharge\":\"restShort\",\"charges\":4,\"entries\":[\"This cloak is made of heavy dark cloth trimmed with golden patterns, and occasionally shimmers with sparks of arcane energy. It was once worn by the famed gunslinger {@creature Percival de Rolo|TDCSR|Percival Fredrickstein von Musel Klossowski de Rolo III of Whitestone}.\"],\"items\":[\"Cabal's Ruin (Dormant)|TDCSR\",\"Cabal's Ruin (Awakened)|TDCSR\",\"Cabal's Ruin (Exalted)|TDCSR\"],\"hasFluffImages\":true},{\"name\":\"Carpet of Flying\",\"source\":\"DMG\",\"page\":157,\"reprintedAs\":[\"Carpet of Flying|XDMG\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"wondrous\":true,\"items\":[\"Carpet of Flying, 3 ft. × 5 ft.\",\"Carpet of Flying, 4 ft. × 6 ft.\",\"Carpet of Flying, 5 ft. × 7 ft.\",\"Carpet of Flying, 6 ft. × 9 ft.\"],\"lootTables\":[\"Magic Item Table H\"]},{\"name\":\"Carpet of Flying\",\"source\":\"XDMG\",\"page\":242,\"rarity\":\"very rare\",\"wondrous\":true,\"entries\":[\"You can make this carpet hover and fly by taking a {@action Magic|XPHB} action and using the carpet's command word. It moves according to your directions if you are within 30 feet of it.\",\"Four sizes of Carpet of Flying exist. The DM chooses the size of a given carpet or determines it randomly by rolling on the following table. A carpet can carry up to twice the weight shown on the table, but its {@variantrule Fly Speed|XPHB} is halved if it carries more than its normal capacity.\",{\"type\":\"table\",\"caption\":\"Applicable Carpet Sizes\",\"colStyles\":[\"col-2 text-center\",\"col-4\",\"col-3 text-center\",\"col-3 text-center\"],\"colLabels\":[\"1d100\",\"Size\",\"Capacity\",\"Fly Speed\"],\"rows\":[[\"01-20\",\"{@item Carpet of Flying, 3 ft. × 5 ft.|XDMG}\",\"200 lb.\",\"80 feet\"],[\"21-55\",\"{@item Carpet of Flying, 4 ft. × 6 ft.|XDMG}\",\"400 lb.\",\"60 feet\"],[\"56-80\",\"{@item Carpet of Flying, 5 ft. × 7 ft.|XDMG}\",\"600 lb.\",\"40 feet\"],[\"81-00\",\"{@item Carpet of Flying, 6 ft. × 9 ft.|XDMG}\",\"800 lb.\",\"30 feet\"]]}],\"items\":[\"Carpet of Flying, 3 ft. × 5 ft.|XDMG\",\"Carpet of Flying, 4 ft. × 6 ft.|XDMG\",\"Carpet of Flying, 5 ft. × 7 ft.|XDMG\",\"Carpet of Flying, 6 ft. × 9 ft.|XDMG\"],\"itemsHidden\":true,\"hasFluffImages\":true},{\"name\":\"Chromatic Rose\",\"source\":\"WBtW\",\"page\":208,\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"This magic rose comes in one of five colors, as noted in the Chromatic Roses table. While a rose is held, it gains a harmless visual effect as indicated on the table.\",\"While holding the rose by its stem, you gain resistance to damage of the type associated with the rose's color. If you would take more than 10 damage of this type from a single source (after applying the resistance), the rose disintegrates, and you take no damage instead.\",\"As an action, you can blow the petals from the rose to produce a 20-foot cone of acid, lightning, poisonous gas, fire, or cold, as dictated by the rose's damage type. Each creature in the cone must make a DC 15 Constitution saving throw, taking {@damage 3d10} damage of the appropriate type on a failed save, or half as much damage on a successful one. Using this property destroys the rose.\",{\"type\":\"table\",\"caption\":\"Chromatic Roses\",\"colStyles\":[\"col-2 text-center\",\"col-7 text-center\",\"col-3 text-center\"],\"colLabels\":[\"Color\",\"Visual Effect\",\"Damage Type\"],\"rows\":[[\"{@item Black Chromatic Rose|WBtW|Black}\",\"Drips acid\",\"Acid\"],[\"{@item Blue Chromatic Rose|WBtW|Blue}\",\"Crackles with lightning\",\"Lightning\"],[\"{@item Green Chromatic Rose|WBtW|Green}\",\"Issues green gas\",\"Poison\"],[\"{@item Red Chromatic Rose|WBtW|Red}\",\"Wreathed in fire\",\"Fire\"],[\"{@item White Chromatic Rose|WBtW|White}\",\"Covered in frost\",\"Cold\"]]}],\"items\":[\"Black Chromatic Rose|WBtW\",\"Blue Chromatic Rose|WBtW\",\"Green Chromatic Rose|WBtW\",\"Red Chromatic Rose|WBtW\",\"White Chromatic Rose|WBtW\"]},{\"name\":\"Circlet of Barbed Vision\",\"source\":\"TDCSR\",\"page\":203,\"immune\":[\"poison\"],\"resist\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"rarity\":\"legendary\",\"reqAttune\":\"by a creature of non-good alignment\",\"reqAttuneTags\":[{\"alignment\":[\"N\",\"E\",\"C\",\"L\",\"A\"]}],\"wondrous\":true,\"property\":[\"Vst|TDCSR\"],\"entries\":[\"When you don this circlet of gnarled onyx, black barbs dig into your head, imparting power to you as the circlet twists your appearance to amuse the {@deity The Spider Queen|Exandria|TDCSR}. The current resting place of the Circlet of Barbed Vision is unknown, but rumor has it that a spectral assassin known as {@creature Jourrael, the Caedogeist|TDCSR|the Inevitable End} seeks this relic.\"],\"items\":[\"Circlet of Barbed Vision (Dormant)|TDCSR\",\"Circlet of Barbed Vision (Awakened)|TDCSR\",\"Circlet of Barbed Vision (Exalted)|TDCSR\"],\"hasFluffImages\":true},{\"name\":\"Condemner\",\"source\":\"TDCSR\",\"page\":204,\"baseItem\":\"heavy crossbow|PHB\",\"type\":\"R\",\"rarity\":\"legendary\",\"reqAttune\":true,\"weight\":18,\"weaponCategory\":\"martial\",\"property\":[\"A\",\"H\",\"LD\",\"2H\",\"Vst|TDCSR\"],\"range\":\"100/400\",\"dmg1\":\"1d10\",\"dmgType\":\"P\",\"bonusWeapon\":\"+1\",\"entries\":[\"This shadow-touched {@item heavy crossbow|phb} once served as the weapon of choice for the legendary assassin Todora. Though few know this, Condemner is now in the possession of an equally infamous assassin named {@book Ixrattu Khar|TDCSR|2|Ixrattu Khar}.\"],\"items\":[\"Condemner (Dormant)|TDCSR\",\"Condemner (Awakened)|TDCSR\",\"Condemner (Exalted)|TDCSR\"],\"ammoType\":\"crossbow bolt|phb\",\"attachedSpells\":[\"fog cloud\",\"silence\",\"hold person\",\"blight\"],\"hasFluffImages\":true},{\"name\":\"Crystal Ball (Legendary Version)\",\"source\":\"DMG\",\"page\":159,\"tier\":\"major\",\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"weight\":3,\"items\":[\"Crystal Ball of Mind Reading\",\"Crystal Ball of Telepathy\",\"Crystal Ball of True Seeing\"],\"attachedSpells\":[\"scrying\"],\"lootTables\":[\"Magic Item Table I\"]},{\"name\":\"Danoth's Visor\",\"source\":\"EGW\",\"page\":270,\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"property\":[\"Vst|TDCSR\"],\"entries\":[\"These mithral-frame goggles with clear diamond lenses were used by the evoker Danoth Oro to spot {@condition invisible} enemies and scout areas from afar.\"],\"items\":[\"Danoth's Visor (Dormant)|EGW\",\"Danoth's Visor (Awakened)|EGW\",\"Danoth's Visor (Exalted)|EGW\"],\"hasFluffImages\":true},{\"name\":\"Deathwalker's Ward\",\"source\":\"TDCSR\",\"page\":204,\"baseItem\":\"studded leather armor|PHB\",\"type\":\"LA\",\"resist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"necrotic\",\"poison\"],\"rarity\":\"legendary\",\"reqAttune\":true,\"weight\":13,\"property\":[\"Vst|TDCSR\"],\"ac\":12,\"bonusAc\":\"+1\",\"bonusSavingThrow\":\"+1\",\"entries\":[\"This beautiful black leather armor is covered in intricate scrollwork, and has a mantle bearing the black feathers of {@deity The Matron of Ravens|Exandria|TDCSR}. Legends say that it has been worn by a number of that deity's champions over the centuries—most recently, {@creature Champion of Ravens|TDCSR|Vax'ildan of Vox Machina}.\"],\"items\":[\"Deathwalker's Ward (Dormant)|TDCSR\",\"Deathwalker's Ward (Awakened)|TDCSR\",\"Deathwalker's Ward (Exalted)|TDCSR\"],\"hasFluffImages\":true},{\"name\":\"Devastation Orb\",\"source\":\"PotA\",\"page\":222,\"rarity\":\"very rare\",\"wondrous\":true,\"entries\":[\"A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a {@item devastation orb of air|PotA}. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed.\",\"A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates {@dice 1d100} hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as {@spell identify} and {@spell divination} can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly.\",\"A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a {@item devastation orb of air|PotA} and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes {@dice 1d6} rounds later, unless it is returned to the container.\",\"Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use.\"],\"items\":[\"Devastation Orb of Air|PotA\",\"Devastation Orb of Earth|PotA\",\"Devastation Orb of Fire|PotA\",\"Devastation Orb of Water|PotA\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Dragon Scale Mail\",\"source\":\"DMG\",\"page\":165,\"srd\":true,\"reprintedAs\":[\"Dragon Scale Mail|XDMG\"],\"type\":\"MA\",\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":45,\"ac\":14,\"bonusAc\":\"+1\",\"stealth\":true,\"items\":[\"Black Dragon Scale Mail\",\"Blue Dragon Scale Mail\",\"Brass Dragon Scale Mail\",\"Bronze Dragon Scale Mail\",\"Copper Dragon Scale Mail\",\"Gold Dragon Scale Mail\",\"Green Dragon Scale Mail\",\"Red Dragon Scale Mail\",\"Silver Dragon Scale Mail\",\"White Dragon Scale Mail\"],\"lootTables\":[\"Magic Item Table H\"],\"hasFluffImages\":true},{\"name\":\"Dragon Scale Mail\",\"source\":\"XDMG\",\"page\":254,\"baseItem\":\"scale mail|xphb\",\"type\":\"MA|XPHB\",\"rarity\":\"very rare\",\"reqAttune\":true,\"weight\":45,\"ac\":14,\"bonusAc\":\"+1\",\"stealth\":true,\"items\":[\"Black Dragon Scale Mail|XDMG\",\"Blue Dragon Scale Mail|XDMG\",\"Brass Dragon Scale Mail|XDMG\",\"Bronze Dragon Scale Mail|XDMG\",\"Copper Dragon Scale Mail|XDMG\",\"Gold Dragon Scale Mail|XDMG\",\"Green Dragon Scale Mail|XDMG\",\"Red Dragon Scale Mail|XDMG\",\"Silver Dragon Scale Mail|XDMG\",\"White Dragon Scale Mail|XDMG\"],\"hasFluffImages\":true},{\"name\":\"Dragon Vessel\",\"source\":\"FTD\",\"page\":27,\"rarity\":\"varies\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"This vessel can be a potion bottle, drinking horn, or other container meant to hold a liquid.\"],\"items\":[\"Slumbering Dragon Vessel|FTD\",\"Stirring Dragon Vessel|FTD\",\"Wakened Dragon Vessel|FTD\",\"Ascendant Dragon Vessel|FTD\"]},{\"name\":\"Dragon's Wrath Weapon\",\"source\":\"FTD\",\"page\":25,\"type\":\"GV|DMG\",\"rarity\":\"varies\",\"reqAttune\":true,\"entries\":[\"This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties.\"],\"items\":[\"Slumbering Dragon's Wrath Weapon|FTD\",\"Stirring Dragon's Wrath Weapon|FTD\",\"Wakened Dragon's Wrath Weapon|FTD\",\"Ascendant Dragon's Wrath Weapon|FTD\"]},{\"name\":\"Dragon-Touched Focus\",\"source\":\"FTD\",\"page\":26,\"rarity\":\"varies\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"wondrous\":true,\"focus\":[\"Artificer\",\"Bard\",\"Cleric\",\"Druid\",\"Paladin\",\"Ranger\",\"Sorcerer\",\"Warlock\",\"Wizard\"],\"entries\":[\"This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons' wings, claws, teeth, or scales.\"],\"items\":[\"Slumbering Dragon-Touched Focus|FTD\",\"Stirring Dragon-Touched Focus|FTD\",\"Wakened Dragon-Touched Focus|FTD\",\"Ascendant Dragon-Touched Focus|FTD\"]},{\"name\":\"Druidic Focus\",\"source\":\"PHB\",\"page\":151,\"reprintedAs\":[\"Druidic Focus|XPHB\"],\"type\":\"SCF\",\"scfType\":\"druid\",\"rarity\":\"none\",\"focus\":[\"Druid\"],\"items\":[\"Sprig of mistletoe|phb\",\"Totem|phb\",\"Wooden staff|phb\",\"Yew wand|phb\"]},{\"name\":\"Druidic Focus\",\"source\":\"XPHB\",\"page\":225,\"type\":\"SCF|XPHB\",\"scfType\":\"druid\",\"rarity\":\"none\",\"focus\":[\"Druid\"],\"items\":[\"Sprig of mistletoe|XPHB\",\"Wooden staff|XPHB\",\"Yew wand|XPHB\"]},{\"name\":\"Elemental Gem\",\"source\":\"DMG\",\"page\":167,\"reprintedAs\":[\"Elemental Gem|XDMG\"],\"tier\":\"minor\",\"rarity\":\"uncommon\",\"wondrous\":true,\"items\":[\"Elemental Gem, Blue Sapphire\",\"Elemental Gem, Emerald\",\"Elemental Gem, Red Corundum\",\"Elemental Gem, Yellow Diamond\"],\"attachedSpells\":[\"conjure elemental\"],\"lootTables\":[\"Magic Item Table B\"],\"hasFluffImages\":true},{\"name\":\"Elemental Gem\",\"source\":\"XDMG\",\"page\":257,\"rarity\":\"uncommon\",\"wondrous\":true,\"items\":[\"Elemental Gem, Blue Sapphire|XDMG\",\"Elemental Gem, Emerald|XDMG\",\"Elemental Gem, Red Corundum|XDMG\",\"Elemental Gem, Yellow Diamond|XDMG\"],\"hasFluffImages\":true},{\"name\":\"Enspelled Armor\",\"source\":\"XDMG\",\"page\":258,\"type\":\"GV|XDMG\",\"rarity\":\"varies\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"items\":[\"Enspelled Armor (Cantrip)|XDMG\",\"Enspelled Armor (Level 1)|XDMG\",\"Enspelled Armor (Level 2)|XDMG\",\"Enspelled Armor (Level 3)|XDMG\",\"Enspelled Armor (Level 4)|XDMG\",\"Enspelled Armor (Level 5)|XDMG\",\"Enspelled Armor (Level 6)|XDMG\",\"Enspelled Armor (Level 7)|XDMG\",\"Enspelled Armor (Level 8)|XDMG\"]},{\"name\":\"Enspelled Staff\",\"source\":\"XDMG\",\"page\":258,\"type\":\"M|XPHB\",\"rarity\":\"varies\",\"reqAttune\":\"by a Spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V|XPHB\"],\"mastery\":[\"Topple|XPHB\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"items\":[\"Enspelled Staff (Cantrip)|XDMG\",\"Enspelled Staff (Level 1)|XDMG\",\"Enspelled Staff (Level 2)|XDMG\",\"Enspelled Staff (Level 3)|XDMG\",\"Enspelled Staff (Level 4)|XDMG\",\"Enspelled Staff (Level 5)|XDMG\",\"Enspelled Staff (Level 6)|XDMG\",\"Enspelled Staff (Level 7)|XDMG\",\"Enspelled Staff (Level 8)|XDMG\"]},{\"name\":\"Enspelled Weapon\",\"source\":\"XDMG\",\"page\":258,\"type\":\"GV|XDMG\",\"rarity\":\"varies\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"items\":[\"Enspelled Weapon (Cantrip)|XDMG\",\"Enspelled Weapon (Level 1)|XDMG\",\"Enspelled Weapon (Level 2)|XDMG\",\"Enspelled Weapon (Level 3)|XDMG\",\"Enspelled Weapon (Level 4)|XDMG\",\"Enspelled Weapon (Level 5)|XDMG\",\"Enspelled Weapon (Level 6)|XDMG\",\"Enspelled Weapon (Level 7)|XDMG\",\"Enspelled Weapon (Level 8)|XDMG\"]},{\"name\":\"Eye and Hand of Vecna\",\"source\":\"DMG\",\"page\":224,\"reprintedAs\":[\"Eye and Hand of Vecna|XDMG\"],\"rarity\":\"artifact\",\"reqAttune\":true,\"wondrous\":true,\"ability\":{\"static\":{\"str\":20}},\"entries\":[\"Seldom is the name of Vecna spoken except in a hushed voice. Vecna was, in his time, one of the mightiest of all wizards. Through dark magic and conquest, he forged a terrible empire. For all his power, Vecna couldn't escape his own mortality. He began to fear death and take steps to prevent his end from ever coming about.\",\"{@creature Orcus|MTF}, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a {@creature lich}. Beyond death, he became the greatest of all liches. Even though his body gradually withered and decayed, Vecna continued to expand his evil dominion. So formidable and hideous was his temper that his subjects feared to speak his name. He was the Whispered One, the Master of the Spider Throne, the Undying King, and the Lord of the Rotted Tower.\",\"Some say that Vecna's lieutenant Kas coveted the Spider Throne for himself, or that the sword his lord made for him seduced him into rebellion. Whatever the reason, Kas brought the Undying King's rule to an end in a terrible battle that left Vecna's tower a heap of ash. Of Vecna, all that remained were one hand and one eye, grisly artifacts that still seek to work the Whispered One's will in the world.\",\"The {@item Eye of Vecna} and the {@item Hand of Vecna} might be found together or separately. The eye looks like a bloodshot organ torn free from the socket. The hand is a mummified and shriveled left extremity.\",\"To attune to the eye, you must gouge out your own eye and press the artifact into the empty socket. The eye grafts itself to your head and remains there until you die. Once in place, the eye transforms into a golden eye with a slit for a pupil, much like that of a cat. If the eye is ever removed, you die.\",\"To attune to the hand, you must lop off your left hand at the wrist and the press the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die.\",{\"name\":\"Random Properties\",\"type\":\"entries\",\"entries\":[\"The {@item Eye of Vecna} and the {@item Hand of Vecna} each have the following random properties:\",{\"type\":\"list\",\"items\":[\"1 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial property}\",\"1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial property}\",\"1 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental property}\"]}]},{\"name\":\"Properties of the Eye\",\"type\":\"entries\",\"entries\":[\"Your alignment changes to neutral evil, and you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You have {@sense truesight}.\",\"You can use an action to see as if you were wearing a {@item ring of X-ray vision}. You can end this effect as a bonus action.\",\"The eye has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: {@spell clairvoyance} (2 charges), {@spell crown of madness} (1 charge), {@spell disintegrate} (4 charges), {@spell dominate monster} (5 charges), or {@spell eyebite} (4 charges). The eye regains {@dice 1d4 + 4} expended charges daily at dawn. Each time you cast a spell from the eye, there is a {@chance 5} chance that Vecna tears your soul from your body, devours it, and then takes control of the body like a puppet. If that happens, you become an NPC under the DM's control.\"]}]},{\"name\":\"Properties of the Hand\",\"type\":\"entries\",\"entries\":[\"Your alignment changes to neutral evil, and you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"Your Strength score becomes 20, unless it is already 20 or higher.\",\"Any melee spell attack you make with the hand, and any melee weapon attack made with a weapon held by it, deals an extra {@damage 2d8} cold damage on a hit.\",\"The hand has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: {@spell finger of death} (5 charges), {@spell sleep} (1 charge), {@spell slow} (2 charges), or {@spell teleport} (3 charges). The hand regains {@dice 1d4 + 4} expended charges daily at dawn. Each time you cast a spell from the hand, it casts the {@spell suggestion} spell on you (save DC 18), demanding that you commit an evil act. The hand might have a specific act in mind or leave it up to you.\"]}]},{\"name\":\"Properties of the Eye and Hand\",\"type\":\"entries\",\"entries\":[\"If you are attuned to both the hand and eye, you gain the following additional benefits:\",{\"type\":\"list\",\"items\":[\"You are immune to disease and poison.\",\"Using the eye's X-ray vision never causes you to suffer {@condition exhaustion}.\",\"You experience premonitions of danger and, unless you are {@condition incapacitated}, can't be {@status surprised}.\",\"If you start your turn with at least 1 hit point, you regain {@dice 1d10} hit points.\",\"If a creature has a skeleton, you can attempt to turn its bones to jelly with a touch of the {@item Hand of Vecna}. You can do so by using an action to make a melee attack against a creature you can reach, using your choice of your melee attack bonus for weapons or spells. On a hit, the target must succeed on a DC 18 Constitution saving throw or drop to 0 hit points.\",\"You can use an action to cast {@spell wish}. This property can't be used again until 30 days have passed.\"]}]},{\"name\":\"Destroying the Eye and Hand\",\"type\":\"entries\",\"entries\":[\"If the {@item Eye of Vecna} and the {@item Hand of Vecna} are both attached to the same creature, and that creature is slain by the {@item Sword of Kas}, both the eye and the hand burst into flame, turn to ash, and are destroyed forever. Any other attempt to destroy the eye or hand seems to work, but the artifact reappears in one of Vecna's many hidden vaults, where it waits to be rediscovered.\"]}],\"items\":[\"Eye of Vecna|DMG\",\"Hand of Vecna|DMG\"],\"attachedSpells\":[\"wish\",\"finger of death\",\"sleep\",\"slow\",\"teleport\",\"clairvoyance\",\"crown of madness\",\"disintegrate\",\"dominate monster\",\"eyebite\"],\"hasFluffImages\":true},{\"name\":\"Eye and Hand of Vecna\",\"source\":\"XDMG\",\"page\":259,\"rarity\":\"artifact\",\"reqAttune\":true,\"wondrous\":true,\"ability\":{\"static\":{\"str\":20}},\"entries\":[\"{@book Vecna|XDMG|8|Vecna} was a mighty wizard who, through magic and conquest, forged a terrible empire. For all his power, however, Vecna feared death and took steps to prevent his demise by becoming a lich.\",\"A treacherous lieutenant named Kas brought Vecna's rule to an end in a terrible battle. Of Vecna, all that remained were one hand and one eye, grisly Artifacts that still seek to work Vecna's will in the world.\",\"The {@item Eye of Vecna|XDMG} and the {@item Hand of Vecna|XDMG} are separate Artifacts that might be found together or separately. The eye looks like a bloodshot organ torn free from the socket. The hand is a shriveled left extremity.\",{\"type\":\"entries\",\"name\":\"Random Properties of the Eye and Hand\",\"entries\":[\"The {@item Eye of Vecna|XDMG} and the {@item Hand of Vecna|XDMG} each have the following random properties\",{\"type\":\"list\",\"items\":[\"1 {@table Artifact Properties; Minor Beneficial Properties|XDMG|minor beneficial} property\",\"1 {@table Artifact Properties; Major Beneficial Properties|XDMG|major beneficial} property\",\"1 {@table Artifact Properties; Minor Detrimental Properties|XDMG|minor detrimental} property\"]}]},{\"type\":\"entries\",\"name\":\"Attuning to the Eye\",\"entries\":[\"To attune to the eye, you must press it into your empty socket. The eye grafts itself to your head and remains there until you die. If the eye is ever removed, you die.\"]},{\"type\":\"entries\",\"name\":\"Properties of the Eye\",\"entries\":[\"While you are attuned to the eye, your alignment is Neutral Evil, and you gain the following benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Truesight\",\"entries\":[\"You have {@sense Truesight|XPHB} out to 240 feet.\"]},{\"type\":\"item\",\"name\":\"Spellcasting\",\"entries\":[\"The eye has 8 charges and regains {@dice 1d4 + 4} expended charges daily at dawn. You can cast a spell on the {@item Eye of Vecna|XDMG} Spells table from the eye (save DC 18). The table indicates how many charges you must expend to cast the spell. Each time you cast a spell from the eye, there is a {@chance 5} chance that Vecna tears your soul from your body, devours it, and then takes control of the body like a puppet. If that happens, you become an NPC under the DM's control.\",{\"type\":\"table\",\"caption\":\"Eye of Vecna Spells\",\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"colLabels\":[\"Spell\",\"Charge Cost\"],\"rows\":[[\"{@spell Clairvoyance|XPHB}\",\"2\"],[\"{@spell Crown of Madness|XPHB}\",\"1\"],[\"{@spell Disintegrate|XPHB}\",\"4\"],[\"{@spell Dominate Monster|XPHB}\",\"5\"],[\"{@spell Eyebite|XPHB}\",\"4\"]]}]},{\"type\":\"item\",\"name\":\"X-ray Vision\",\"entries\":[\"You can take a {@action Magic|XPHB} action to gain X-ray vision with a range of 30 feet for 1 minute. To you, solid objects within that radius appear transparent and don't prevent light from passing through themselves. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.\"]}]}]},{\"type\":\"entries\",\"name\":\"Attuning to the Hand\",\"entries\":[\"To attune to the hand, you must press it against the stump where your left hand was. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die.\"]},{\"type\":\"entries\",\"name\":\"Properties of the Hand\",\"entries\":[\"When you are attuned to the hand, your alignment is Neutral Evil, and you gain the following benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Great Strength\",\"entries\":[\"Your Strength becomes 20 unless it is already 20 or higher.\"]},{\"type\":\"item\",\"name\":\"Icy Touch\",\"entries\":[\"Any melee spell attack you make with the hand and any melee attack made with a weapon held by it deals an extra {@damage 2d8} Cold damage on a hit.\"]},{\"type\":\"item\",\"name\":\"Spellcasting\",\"entries\":[\"The hand has 8 charges and regains {@dice 1d4 + 4} expended charges daily at dawn. You can cast a spell on the {@item Hand of Vecna|XDMG} Spells table from the hand (save DC 18). The table indicates how many charges you must expend to cast the spell. Each time you cast a spell from it, the hand casts {@spell Suggestion|XPHB} on you (save DC 18; no {@status Concentration|XPHB} required), demanding that you commit an evil act. The hand might have a specific act in mind or leave it up to you.\",{\"type\":\"table\",\"caption\":\"Hand of Vecna Spells\",\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"colLabels\":[\"Spell\",\"Charge Cost\"],\"rows\":[[\"{@spell Finger of Death|XPHB}\",\"5\"],[\"{@spell Sleep|XPHB}\",\"1\"],[\"{@spell Slow|XPHB}\",\"2\"],[\"{@spell Teleport|XPHB}\",\"3\"]]}]}]}]},{\"type\":\"entries\",\"name\":\"Properties of the Eye and Hand\",\"entries\":[\"While attuned to both the hand and eye, you gain the following additional benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Danger Sense\",\"entries\":[\"You have {@variantrule Advantage|XPHB} on {@variantrule Initiative|XPHB} rolls.\"]},{\"type\":\"item\",\"name\":\"Necrotic Reduction\",\"entries\":[\"As a {@action Magic|XPHB} action, you can target one creature you can see within 5 feet of yourself. The target makes a DC 18 Constitution saving throw, taking {@damage 7d6} Necrotic damage on a failed save or half as much damage on a successful one. A creature reduced to 0 {@variantrule Hit Points|XPHB} by this damage is transformed into {@hazard green slime|XDMG} (see chapter 3) that covers the ground in its space, each 5-foot square of slime representing a separate patch. Nonmagical objects worn or carried by the target that are made of metal or organic material are destroyed by the slime.\"]},{\"type\":\"item\",\"name\":\"Poison Immunity\",\"entries\":[\"You have {@variantrule Immunity|XPHB} to Poison damage and the {@condition Poisoned|XPHB} condition.\"]},{\"type\":\"item\",\"name\":\"Regeneration\",\"entries\":[\"If you start your turn with at least 1 {@variantrule Hit Points|XPHB|Hit Point}, you regain {@dice 1d10} {@variantrule Hit Points|XPHB}.\"]},{\"type\":\"item\",\"name\":\"Wish\",\"entries\":[\"You can cast {@spell Wish|XPHB}. Once used, this property can't be used again until 30 days have passed.\"]}]}]},{\"type\":\"entries\",\"name\":\"Destroying the Eye and Hand\",\"entries\":[\"If the {@item Eye of Vecna|XDMG} and the {@item Hand of Vecna|XDMG} are both attached to the same creature and that creature is slain by the {@item Sword of Kas|XDMG}, both the eye and the hand burst into flame, turn to ash, and are destroyed. Any other attempt to destroy the eye or hand seems to work, but the Artifact reappears in one of Vecna's many hidden vaults, where it waits to be rediscovered.\"]}],\"items\":[\"Eye of Vecna|XDMG\",\"Hand of Vecna|XDMG\"],\"itemsHidden\":true,\"attachedSpells\":[\"wish|xphb\",\"clairvoyance|xphb\",\"crown of madness|xphb\",\"disintegrate|xphb\",\"dominate monster|xphb\",\"eyebite|xphb\",\"finger of death|xphb\",\"sleep|xphb\",\"slow|xphb\",\"teleport|xphb\"],\"hasFluffImages\":true},{\"name\":\"Fenthras\",\"source\":\"TDCSR\",\"page\":205,\"baseItem\":\"longbow|PHB\",\"type\":\"R\",\"rarity\":\"legendary\",\"reqAttune\":true,\"weight\":2,\"weaponCategory\":\"martial\",\"property\":[\"A\",\"H\",\"2H\",\"Vst|TDCSR\"],\"range\":\"150/600\",\"dmg1\":\"1d8\",\"dmgType\":\"P\",\"bonusWeapon\":\"+1\",\"entries\":[\"This gorgeous {@item longbow|phb} made of everbark from the Fey Realm flexes and shifts like a living entity. It is said to have been wielded by the legendary ranger {@creature Vex'ahlia|TDCSR} against great evils.\"],\"items\":[\"Fenthras (Dormant)|TDCSR\",\"Fenthras (Awakened)|TDCSR\",\"Fenthras (Exalted)|TDCSR\"],\"ammoType\":\"arrow|phb\",\"hasFluffImages\":true},{\"name\":\"Figurine of Wondrous Power\",\"source\":\"DMG\",\"page\":169,\"reprintedAs\":[\"Figurine of Wondrous Power|XDMG\"],\"rarity\":\"varies\",\"wondrous\":true,\"items\":[\"Figurine of Wondrous Power, Bronze Griffon\",\"Figurine of Wondrous Power, Ebony Fly\",\"Figurine of Wondrous Power, Golden Lions\",\"Figurine of Wondrous Power, Ivory Goats\",\"Figurine of Wondrous Power, Marble Elephant\",\"Figurine of Wondrous Power, Obsidian Steed\",\"Figurine of Wondrous Power, Onyx Dog\",\"Figurine of Wondrous Power, Serpentine Owl\",\"Figurine of Wondrous Power, Silver Raven\"],\"hasFluffImages\":true},{\"name\":\"Figurine of Wondrous Power\",\"source\":\"XDMG\",\"page\":261,\"rarity\":\"varies\",\"wondrous\":true,\"items\":[\"Figurine of Wondrous Power, Bronze Griffon|XDMG\",\"Figurine of Wondrous Power, Ebony Fly|XDMG\",\"Figurine of Wondrous Power, Golden Lions|XDMG\",\"Figurine of Wondrous Power, Ivory Goats|XDMG\",\"Figurine of Wondrous Power, Marble Elephant|XDMG\",\"Figurine of Wondrous Power, Obsidian Steed|XDMG\",\"Figurine of Wondrous Power, Onyx Dog|XDMG\",\"Figurine of Wondrous Power, Serpentine Owl|XDMG\",\"Figurine of Wondrous Power, Silver Raven|XDMG\"]},{\"name\":\"Flensing Claws\",\"source\":\"VGM\",\"page\":81,\"type\":\"OTH\",\"rarity\":\"unknown\",\"dmgType\":\"S\",\"entries\":[\"{@creature mind flayer||Illithids} don't always provide their thralls with normal weapons, such as swords and axes. Sometimes they improve the natural capabilities of thralls by giving them new anatomy. Flensing claws take the form of articulated digits that extend into long metal blades. The claws are knitted into the flesh and bones of a creature's arms and can't be removed without surgical amputation.\",\"Each set of flensing claws is designed for a specific creature and can't be used by anyone else. A creature equipped with flensing claws can use its action to make one melee weapon attack with the claws. The claws deal slashing damage based on the creature's size. The creature adds its proficiency bonus and Strength modifier to any attack roll made with the claws, and its Strength modifier to its damage roll when it hits a target with the claws. Tiny and Gargantuan creatures can't be fitted with flensing claws.\"],\"items\":[\"Flensing Claws (Small)|VGM\",\"Flensing Claws (Medium)|VGM\",\"Flensing Claws (Large)|VGM\",\"Flensing Claws (Huge)|VGM\"]},{\"name\":\"Gaming Set\",\"source\":\"PHB\",\"page\":154,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Gaming Set|XPHB\"],\"type\":\"GS\",\"rarity\":\"none\",\"items\":[\"Dice Set|PHB\",\"Dragonchess Set|PHB\",\"Playing Card Set|PHB\",\"Three-Dragon Ante Set|PHB\"]},{\"name\":\"Gaming Set\",\"source\":\"XPHB\",\"page\":221,\"freeRules2024\":true,\"type\":\"GS|XPHB\",\"rarity\":\"none\",\"items\":[\"Dice Set|XPHB\",\"Dragonchess Set|XPHB\",\"Playing Cards|XPHB\",\"Three-Dragon Ante Set|XPHB\"]},{\"name\":\"Glamerweave\",\"source\":\"ERLW\",\"page\":277,\"rarity\":\"varies\",\"wondrous\":true,\"items\":[\"Common Glamerweave|ERLW\",\"Uncommon Glamerweave|ERLW\"]},{\"name\":\"Grimoire Infinitus\",\"source\":\"EGW\",\"page\":271,\"rarity\":\"legendary\",\"reqAttune\":\"by a wizard\",\"reqAttuneTags\":[{\"class\":\"wizard\"}],\"wondrous\":true,\"weight\":3,\"property\":[\"Vst|TDCSR\"],\"entries\":[\"Several of these spellbooks with gilded pages and silver-plated covers were created during the Age of Arcanum, but only one has been found since the Calamity ended. The book has an infinite number of pages, is three inches thick, eight inches wide, twelve inches long, and weighs three pounds.\"],\"items\":[\"Grimoire Infinitus (Dormant)|EGW\",\"Grimoire Infinitus (Awakened)|EGW\",\"Grimoire Infinitus (Exalted)|EGW\"],\"hasFluffImages\":true},{\"name\":\"Grovelthrash\",\"source\":\"EGW\",\"page\":275,\"baseItem\":\"warhammer|PHB\",\"type\":\"M\",\"rarity\":\"artifact\",\"reqAttune\":true,\"sentient\":true,\"weight\":2,\"weaponCategory\":\"martial\",\"property\":[\"V\",\"Vst|TDCSR\"],\"dmg1\":\"1d8\",\"dmgType\":\"B\",\"dmg2\":\"1d10\",\"entries\":[\"Crafted from a single piece of obsidian, this warhammer of Torog hums with magical energy and is carved with the images of faces screaming in pain.\"],\"items\":[\"Grovelthrash (Dormant)|EGW\",\"Grovelthrash (Awakened)|EGW\",\"Grovelthrash (Exalted)|EGW\"],\"hasFluffImages\":true},{\"name\":\"Guild Keyrune\",\"source\":\"GGR\",\"page\":177,\"rarity\":\"varies\",\"reqAttune\":\"by a member of the relevant guild\",\"wondrous\":true,\"entries\":[\"Associated with a particular guild, a guild keyrune is a ceremonial, stylized key, about 1 foot long, made from carved stone. Not a literal key, the item is a badge of authority that gives its bearer access to privileged places in its guild's headquarters and outposts. At the DM's discretion, a character might be given a keyrune upon attaining a renown score of 25 in their guild.\"],\"items\":[\"Azorius Keyrune|GGR\",\"Boros Keyrune|GGR\",\"Dimir Keyrune|GGR\",\"Golgari Keyrune|GGR\",\"Gruul Keyrune|GGR\",\"Izzet Keyrune|GGR\",\"Orzhov Keyrune|GGR\",\"Rakdos Keyrune|GGR\",\"Selesnya Keyrune|GGR\",\"Simic Keyrune|GGR\"]},{\"name\":\"Guild Signet\",\"source\":\"GGR\",\"page\":178,\"type\":\"RG|DMG\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"charges\":3,\"entries\":[\"A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of the guild's recognition and favor.\"],\"items\":[\"Azorius Guild Signet|GGR\",\"Boros Guild Signet|GGR\",\"Dimir Guild Signet|GGR\",\"Golgari Guild Signet|GGR\",\"Gruul Guild Signet|GGR\",\"Izzet Guild Signet|GGR\",\"Orzhov Guild Signet|GGR\",\"Rakdos Guild Signet|GGR\",\"Selesnya Guild Signet|GGR\",\"Simic Guild Signet|GGR\"]},{\"name\":\"Hide of the Feral Guardian\",\"source\":\"EGW\",\"page\":271,\"baseItem\":\"studded leather armor|PHB\",\"type\":\"LA\",\"rarity\":\"legendary\",\"reqAttune\":true,\"weight\":13,\"property\":[\"Vst|TDCSR\"],\"ac\":12,\"entries\":[\"It is believed that this polished and beautifully detailed leather armor was a gift from Melora, bestowed on a long-forgotten archdruid and champion of the natural world before the terrors of the Calamity.\"],\"items\":[\"Hide of the Feral Guardian (Dormant)|EGW\",\"Hide of the Feral Guardian (Awakened)|EGW\",\"Hide of the Feral Guardian (Exalted)|EGW\"],\"attachedSpells\":[\"polymorph\"]},{\"name\":\"Holy Symbol\",\"source\":\"PHB\",\"page\":151,\"reprintedAs\":[\"Holy Symbol|XPHB\"],\"type\":\"SCF\",\"scfType\":\"holy\",\"rarity\":\"none\",\"focus\":[\"Cleric\",\"Paladin\"],\"items\":[\"Amulet|phb\",\"Emblem|phb\",\"Reliquary|phb\"]},{\"name\":\"Holy Symbol\",\"source\":\"XPHB\",\"page\":226,\"type\":\"SCF|XPHB\",\"scfType\":\"holy\",\"rarity\":\"none\",\"focus\":[\"Cleric\",\"Paladin\"],\"items\":[\"Amulet|XPHB\",\"Emblem|XPHB\",\"Reliquary|XPHB\"]},{\"name\":\"Honor's Last Stand\",\"source\":\"TDCSR\",\"page\":206,\"baseItem\":\"shield|PHB\",\"type\":\"S\",\"rarity\":\"legendary\",\"reqAttune\":\"by a creature of non-evil alignment\",\"reqAttuneTags\":[{\"alignment\":[\"N\",\"G\",\"C\",\"L\",\"A\"]}],\"weight\":6,\"property\":[\"Vst|TDCSR\"],\"ac\":2,\"bonusAc\":\"+3\",\"entries\":[\"This massive silvered shield bears the crest of {@deity The Platinum Dragon|Exandria|TDCSR} and never tarnishes. Its metal is always warm to the touch.\"],\"items\":[\"Honor's Last Stand (Dormant)|TDCSR\",\"Honor's Last Stand (Awakened)|TDCSR\",\"Honor's Last Stand (Exalted)|TDCSR\"],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Horn of Valhalla\",\"source\":\"DMG\",\"page\":175,\"reprintedAs\":[\"Horn of Valhalla|XDMG\"],\"rarity\":\"varies\",\"wondrous\":true,\"items\":[\"Horn of Valhalla, Brass\",\"Horn of Valhalla, Bronze\",\"Horn of Valhalla, Iron\",\"Horn of Valhalla, Silver\"],\"hasFluffImages\":true},{\"name\":\"Horn of Valhalla\",\"source\":\"XDMG\",\"page\":270,\"rarity\":\"varies\",\"wondrous\":true,\"entries\":[\"You can take a {@action Magic|XPHB} action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the {@creature Berserker|XMM} stat block and returns to Ysgard after 1 hour or when it drops to 0 {@variantrule Hit Points|XPHB}. The spirits look like living, breathing warriors, and they have {@variantrule Immunity|XPHB} to the {@condition Charmed|XPHB} and {@condition Frightened|XPHB} conditions. Once you use the horn, it can't be used again until 7 days have passed.\",\"Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many spirits it summons, as well as the requirement for its use. The DM chooses the horn's type or determines it randomly by rolling on the following table. If you blow the horn without meeting its requirement, the summoned spirits attack you.\",\"If you meet the requirement, they are {@variantrule Friendly [Attitude]|XPHB|Friendly} to you and your allies and follow your commands.\",{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\",\"col-6\"],\"colLabels\":[\"1d100\",\"Horn Type\",\"Spirits\",\"Requirement\"],\"rows\":[[\"01-40\",\"{@item Horn of Valhalla, Silver|XDMG|Silver}\",\"2\",\"None\"],[\"41-75\",\"{@item Horn of Valhalla, Brass|XDMG|Brass}\",\"3\",\"{@variantrule Proficiency|XPHB} with all Simple weapons\"],[\"76-90\",\"{@item Horn of Valhalla, Bronze|XDMG|Bronze}\",\"4\",\"Training with all Medium armor\"],[\"91-00\",\"{@item Horn of Valhalla, Iron|XDMG|Iron}\",\"5\",\"{@variantrule Proficiency|XPHB} with all Martial weapons\"]]}],\"items\":[\"Horn of Valhalla, Brass|XDMG\",\"Horn of Valhalla, Bronze|XDMG\",\"Horn of Valhalla, Iron|XDMG\",\"Horn of Valhalla, Silver|XDMG\"],\"itemsHidden\":true,\"hasFluffImages\":true},{\"name\":\"Imbued Wood Focus\",\"source\":\"ERLW\",\"page\":277,\"type\":\"SCF\",\"scfType\":\"arcane\",\"rarity\":\"common\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this as a spellcasting focus.\",\"When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one damage roll of the spell, provided the damage is of the type associated with the item's wood. The types of wood and their associated damage types are listed in the Imbued Wood Focus table.\",{\"type\":\"table\",\"caption\":\"Imbued Wood Focus\",\"colLabels\":[\"Wood\",\"Damage Type\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"{@item Imbued Wood (Fernian Ash)|ERLW|Fernian Ash}\",\"Fire\"],[\"{@item Imbued Wood (Irian Rosewood)|ERLW|Irian Rosewood}\",\"Radiant\"],[\"{@item Imbued Wood (Kythrian Manchineel)|ERLW|Kythrian Manchineel}\",\"Acid or poison\"],[\"{@item Imbued Wood (Lamannian Oak)|ERLW|Lamannian Oak}\",\"Lightning or thunder\"],[\"{@item Imbued Wood (Mabaran Ebony)|ERLW|Mabaran Ebony}\",\"Necrotic\"],[\"{@item Imbued Wood (Risian Pine)|ERLW|Risian Pine}\",\"Cold\"],[\"{@item Imbued Wood (Shavarran Birch)|ERLW|Shavarran Birch}\",\"Force\"],[\"{@item Imbued Wood (Xorian Wenge)|ERLW|Xorian Wenge}\",\"Psychic\"]]}],\"items\":[\"Imbued Wood (Fernian Ash)|ERLW\",\"Imbued Wood (Irian Rosewood)|ERLW\",\"Imbued Wood (Kythrian Manchineel)|ERLW\",\"Imbued Wood (Lamannian Oak)|ERLW\",\"Imbued Wood (Mabaran Ebony)|ERLW\",\"Imbued Wood (Risian Pine)|ERLW\",\"Imbued Wood (Shavarran Birch)|ERLW\",\"Imbued Wood (Xorian Wenge)|ERLW\"]},{\"name\":\"Infiltrator's Key\",\"source\":\"EGW\",\"page\":272,\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"property\":[\"Vst|TDCSR\"],\"grantsProficiency\":true,\"entries\":[\"This mithral skeleton key was forged using the blood of twelve master thieves executed for trying to steal magic items during the Age of Arcanum.\"],\"items\":[\"Infiltrator's Key (Dormant)|EGW\",\"Infiltrator's Key (Awakened)|EGW\",\"Infiltrator's Key (Exalted)|EGW\"],\"hasFluffImages\":true},{\"name\":\"Instrument of the Bards\",\"source\":\"DMG\",\"page\":176,\"reprintedAs\":[\"Instrument of the Bards|XDMG\"],\"type\":\"INS\",\"rarity\":\"varies\",\"reqAttune\":\"by a bard\",\"reqAttuneTags\":[{\"class\":\"bard\"}],\"wondrous\":true,\"entries\":[\"An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take {@damage 2d4} psychic damage.\",\"You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.\",\"You can play the instrument while casting a spell that causes any of its targets to be {@condition charmed} on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.\",\"All instruments of the bards can be used to cast the following spells: {@spell fly}, {@spell invisibility}, {@spell levitate}, and {@spell protection from evil and good}.\"],\"items\":[\"Instrument of the Bards, Anstruth Harp\",\"Instrument of the Bards, Canaith Mandolin\",\"Instrument of the Bards, Cli Lyre\",\"Instrument of the Bards, Doss Lute\",\"Instrument of the Bards, Fochlucan Bandore\",\"Instrument of the Bards, Mac-Fuirmidh Cittern\",\"Instrument of the Bards, Ollamh Harp\"],\"attachedSpells\":[\"fly\",\"invisibility\",\"levitate\",\"protection from evil and good\"]},{\"name\":\"Instrument of the Bards\",\"source\":\"XDMG\",\"page\":272,\"rarity\":\"varies\",\"reqAttune\":\"by a bard\",\"reqAttuneTags\":[{\"class\":\"bard\"}],\"wondrous\":true,\"entries\":[\"An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take {@damage 2d4} Psychic damage.\",\"You can play the instrument to cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.\",\"All Instrument of the Bards can be used to cast the following spells: {@spell Fly|XPHB}, {@spell Invisibility|XPHB}, {@spell Levitate|XPHB}, {@spell Protection from Evil and Good|XPHB}\"],\"items\":[\"Instrument of the Bards, Anstruth Harp|XDMG\",\"Instrument of the Bards, Canaith Mandolin|XDMG\",\"Instrument of the Bards, Cli Lyre|XDMG\",\"Instrument of the Bards, Doss Lute|XDMG\",\"Instrument of the Bards, Fochlucan Bandore|XDMG\",\"Instrument of the Bards, Mac-Fuirmidh Cittern|XDMG\",\"Instrument of the Bards, Ollamh Harp|XDMG\"],\"attachedSpells\":[\"fly|xphb\",\"invisibility|xphb\",\"levitate|xphb\",\"protection from evil and good|xphb\"],\"hasFluffImages\":true},{\"name\":\"Ioun Stone\",\"source\":\"DMG\",\"page\":176,\"reprintedAs\":[\"Ioun Stone|XDMG\"],\"rarity\":\"varies\",\"reqAttune\":true,\"wondrous\":true,\"items\":[\"Ioun Stone, Absorption\",\"Ioun Stone, Agility\",\"Ioun Stone, Awareness\",\"Ioun Stone, Fortitude\",\"Ioun Stone, Greater Absorption\",\"Ioun Stone, Insight\",\"Ioun Stone, Intellect\",\"Ioun Stone, Leadership\",\"Ioun Stone, Mastery\",\"Ioun Stone, Protection\",\"Ioun Stone, Regeneration\",\"Ioun Stone, Reserve\",\"Ioun Stone, Strength\",\"Ioun Stone, Sustenance\"]},{\"name\":\"Ioun Stone\",\"source\":\"LLK\",\"page\":55,\"reprintedAs\":[\"Ioun Stone|XDMG\"],\"rarity\":\"rare\",\"reqAttune\":true,\"wondrous\":true,\"items\":[\"Ioun Stone, Supreme Intellect|LLK\",\"Ioun Stone, Historical Knowledge|LLK\",\"Ioun Stone, Natural Knowledge|LLK\",\"Ioun Stone, Religious Knowledge|LLK\",\"Ioun Stone, Language Knowledge|LLK\",\"Ioun Stone, Self-Preservation|LLK\"]},{\"name\":\"Ioun Stone\",\"source\":\"XDMG\",\"page\":273,\"rarity\":\"varies\",\"reqAttune\":true,\"wondrous\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Ioun Stone|XDMG}\",\"The type of stone determines its rarity and effects.\"],\"items\":[\"Ioun Stone, Absorption|XDMG\",\"Ioun Stone, Agility|XDMG\",\"Ioun Stone, Awareness|XDMG\",\"Ioun Stone, Fortitude|XDMG\",\"Ioun Stone, Greater Absorption|XDMG\",\"Ioun Stone, Insight|XDMG\",\"Ioun Stone, Intellect|XDMG\",\"Ioun Stone, Leadership|XDMG\",\"Ioun Stone, Mastery|XDMG\",\"Ioun Stone, Protection|XDMG\",\"Ioun Stone, Regeneration|XDMG\",\"Ioun Stone, Reserve|XDMG\",\"Ioun Stone, Strength|XDMG\",\"Ioun Stone, Sustenance|XDMG\"],\"hasFluffImages\":true},{\"name\":\"Jewel of Three Prayers\",\"source\":\"CRCotN\",\"page\":213,\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"property\":[\"Vst|TDCSR\"],\"recharge\":\"dawn\",\"entries\":[\"The Jewel of Three Prayers is a Vestige of Divergence (see the \\\"Vestiges of Divergence\\\" sidebar). In ancient times, Alyxian the Apotheon bore this amulet as a symbol of his covenant with three Prime Deities: Sehanine the Moon Weaver, Avandra the Change Bringer, and Corellon the Arch Heart. When the jewel is found, only Sehanine's power thrums within its dormant heart. The power of the other two deities waits to be reawakened by a hero—or heroes—who can follow in Alyxian's footsteps.\"],\"items\":[\"Jewel of Three Prayers (Dormant)|CRCotN\",\"Jewel of Three Prayers (Awakened)|CRCotN\",\"Jewel of Three Prayers (Exalted)|CRCotN\"],\"attachedSpells\":[\"invisibility\"],\"hasFluffImages\":true},{\"name\":\"Kiss of the Changebringer\",\"source\":\"TDCSR\",\"page\":206,\"conditionImmune\":[\"grappled\"],\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"property\":[\"Vst|TDCSR\"],\"bonusSavingThrow\":\"+1\",\"entries\":[\"A beautiful, glittering emerald is set within this silver chain, humming with power and possibility. It is said that this amulet was stolen from the neck of {@deity The Changebringer|Exandria|TDCSR} herself by the {@deity The Lord of the Hells|Exandria|TDCSR}, and locked within the vaults of Bazzoxan in {@book Wildemount|TDCSR|3|Wildemount}. It was later claimed there by a group of Aurora Watch soldiers during an expedition into that grim fortress's abandoned temples.\"],\"items\":[\"Kiss of the Changebringer (Dormant)|TDCSR\",\"Kiss of the Changebringer (Awakened)|TDCSR\",\"Kiss of the Changebringer (Exalted)|TDCSR\"],\"attachedSpells\":[\"blink\"],\"hasFluffImages\":true},{\"name\":\"Lash of Shadows\",\"source\":\"EGW\",\"page\":276,\"baseItem\":\"whip|PHB\",\"type\":\"M\",\"rarity\":\"artifact\",\"reqAttune\":true,\"sentient\":true,\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"F\",\"R\",\"Vst|TDCSR\"],\"dmg1\":\"1d4\",\"dmgType\":\"S\",\"entries\":[\"This snakeskin whip is touched by the power of Zehir and ends in five animated serpent heads.\"],\"items\":[\"Lash of Shadows (Dormant)|EGW\",\"Lash of Shadows (Awakened)|EGW\",\"Lash of Shadows (Exalted)|EGW\"],\"hasFluffImages\":true},{\"name\":\"Mace of the Black Crown\",\"source\":\"EGW\",\"page\":276,\"baseItem\":\"mace|PHB\",\"type\":\"M\",\"resist\":[\"fire\",\"poison\"],\"rarity\":\"artifact\",\"reqAttune\":true,\"sentient\":true,\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"Vst|TDCSR\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"entries\":[\"This mace has a haft of black iron and a ruby head with a fiendish countenance. Carrying the boon of Asmodeus, it is fit for the most powerful servants of the Nine Hells.\"],\"items\":[\"Mace of the Black Crown (Dormant)|EGW\",\"Mace of the Black Crown (Awakened)|EGW\",\"Mace of the Black Crown (Exalted)|EGW\"],\"hasFluffImages\":true},{\"name\":\"Manual of Golems\",\"source\":\"DMG\",\"page\":180,\"reprintedAs\":[\"Manual of Golems|XDMG\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"wondrous\":true,\"weight\":5,\"items\":[\"Manual of Clay Golems\",\"Manual of Flesh Golems\",\"Manual of Iron Golems\",\"Manual of Stone Golems\"],\"lootTables\":[\"Magic Item Table H\"],\"hasFluffImages\":true},{\"name\":\"Manual of Golems\",\"source\":\"XDMG\",\"page\":277,\"freeRules2024\":true,\"rarity\":\"very rare\",\"wondrous\":true,\"weight\":5,\"entries\":[\"This tome contains information and incantations necessary to make a particular type of golem. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes {@damage 6d6} psychic damage.\",{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-4\",\"col-3 text-center\",\"col-3 text-right\"],\"colLabels\":[\"d20\",\"Golem\",\"Time\",\"Cost\"],\"rows\":[[\"1-5\",\"{@item Manual of Clay Golems|XDMG}\",\"30 days\",\"65,000 GP\"],[\"6-17\",\"{@item Manual of Flesh Golems|XDMG}\",\"60 days\",\"50,000 GP\"],[\"18\",\"{@item Manual of Iron Golems|XDMG}\",\"120 days\",\"100,000 GP\"],[\"19-20\",\"{@item Manual of Stone Golems|XDMG}\",\"90 days\",\"80,000 GP\"]]},\"To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies.\",\"Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.\"],\"items\":[\"Manual of Clay Golems|XDMG\",\"Manual of Flesh Golems|XDMG\",\"Manual of Iron Golems|XDMG\",\"Manual of Stone Golems|XDMG\"],\"itemsHidden\":true,\"hasFluffImages\":true},{\"name\":\"Mind Crystal\",\"source\":\"PaBTSO\",\"page\":218,\"rarity\":\"varies\",\"wondrous\":true,\"entries\":[\"These gemstones contain a crystallized bit of spellcasting magic. Different types of mind crystals exist, each with a different single-use effect.\",\"When you cast a spell that has a casting time of 1 action while holding a mind crystal, you can modify the spell in a specific way. You can use only a single mind crystal to modify the spell, and you can't use a mind crystal and a Metamagic option on the same spell. Once you use a mind crystal, it becomes a nonmagical gem worth 50 gp.\"],\"items\":[\"Mind Crystal (Careful)|PaBTSO\",\"Mind Crystal (Distant)|PaBTSO\",\"Mind Crystal (Empowered)|PaBTSO\",\"Mind Crystal (Extended)|PaBTSO\",\"Mind Crystal (Heightened)|PaBTSO\",\"Mind Crystal (Quickened)|PaBTSO\",\"Mind Crystal (Subtle)|PaBTSO\"],\"hasFluffImages\":true},{\"name\":\"Musical Instrument\",\"source\":\"PHB\",\"page\":154,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Musical Instrument|XPHB\"],\"type\":\"INS\",\"rarity\":\"none\",\"items\":[\"Bagpipes|PHB\",\"Drum|PHB\",\"Dulcimer|PHB\",\"Flute|PHB\",\"Horn|PHB\",\"Lute|PHB\",\"Lyre|PHB\",\"Pan Flute|PHB\",\"Shawm|PHB\",\"Viol|PHB\"]},{\"name\":\"Musical Instrument\",\"source\":\"SCAG\",\"page\":124,\"reprintedAs\":[\"Musical Instrument|XPHB\"],\"type\":\"INS\",\"rarity\":\"none\",\"items\":[\"Birdpipes|SCAG\",\"Glaur|SCAG\",\"Hand Drum|SCAG\",\"Longhorn|SCAG\",\"Shawm|SCAG\",\"Songhorn|SCAG\",\"Tantan|SCAG\",\"Thelarr|SCAG\",\"Tocken|SCAG\",\"Wargong|SCAG\",\"Yarting|SCAG\",\"Zulkoon|SCAG\"]},{\"name\":\"Musical Instrument\",\"source\":\"XPHB\",\"page\":221,\"freeRules2024\":true,\"type\":\"INS|XPHB\",\"rarity\":\"none\",\"items\":[\"Bagpipes|XPHB\",\"Drum|XPHB\",\"Dulcimer|XPHB\",\"Flute|XPHB\",\"Horn|XPHB\",\"Lute|XPHB\",\"Lyre|XPHB\",\"Pan Flute|XPHB\",\"Shawm|XPHB\",\"Viol|XPHB\"]},{\"name\":\"Mythcarver\",\"source\":\"TDCSR\",\"page\":207,\"baseItem\":\"longsword|PHB\",\"type\":\"M\",\"rarity\":\"legendary\",\"reqAttune\":\"by a bard\",\"reqAttuneTags\":[{\"class\":\"bard\"}],\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"V\",\"Vst|TDCSR\"],\"dmg1\":\"1d8\",\"dmgType\":\"S\",\"dmg2\":\"1d10\",\"bonusWeapon\":\"+1\",\"entries\":[\"This incredible silvered blade once belonged to the legendary White Duke, a founding member of the {@book Golden Grin|TDCSR|2|Golden Grin}, and many other master bards before him. It resonates with nearby musical tones. In the modern era, it is best known as the personal weapon of famed bard {@creature Scanlan Shorthalt|TDCSR}.\"],\"items\":[\"Mythcarver (Dormant)|TDCSR\",\"Mythcarver (Awakened)|TDCSR\",\"Mythcarver (Exalted)|TDCSR\"],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Orb of Shielding\",\"source\":\"ERLW\",\"page\":278,\"type\":\"SCF\",\"scfType\":\"arcane\",\"rarity\":\"common\",\"reqAttune\":true,\"wondrous\":true,\"weight\":3,\"entries\":[\"An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.\",\"If you're holding the orb when you take damage of the type associated with the orb's material, you can use your reaction to reduce the damage by {@dice 1d4} (to a minimum of 0). The materials and their associated damage types are listed in the Orb of Shielding table.\",{\"type\":\"table\",\"caption\":\"Orb of Shielding\",\"colLabels\":[\"Planar Material\",\"Damage Type\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"{@item Orb of Shielding (Fernian Basalt)|ERLW|Fernian basalt}\",\"Fire\"],[\"{@item Orb of Shielding (Irian Quartz)|ERLW|Irian quartz}\",\"Radiant\"],[\"{@item Orb of Shielding (Kythrian Skarn)|ERLW|Kythrian skarn}\",\"Acid and poison\"],[\"{@item Orb of Shielding (Lamannian Flint)|ERLW|Lamannian flint}\",\"Lightning and thunder\"],[\"{@item Orb of Shielding (Mabaran Obsidian)|ERLW|Mabaran obsidian}\",\"Necrotic\"],[\"{@item Orb of Shielding (Risian Shale)|ERLW|Risian shale}\",\"Cold\"],[\"{@item Orb of Shielding (Shavarran Chert)|ERLW|Shavarran chert}\",\"Force\"],[\"{@item Orb of Shielding (Xorian Marble)|ERLW|Xorian marble}\",\"Psychic\"]]}],\"items\":[\"Orb of Shielding (Fernian Basalt)|ERLW\",\"Orb of Shielding (Irian Quartz)|ERLW\",\"Orb of Shielding (Kythrian Skarn)|ERLW\",\"Orb of Shielding (Lamannian Flint)|ERLW\",\"Orb of Shielding (Mabaran Obsidian)|ERLW\",\"Orb of Shielding (Risian Shale)|ERLW\",\"Orb of Shielding (Shavarran Chert)|ERLW\",\"Orb of Shielding (Xorian Marble)|ERLW\"]},{\"name\":\"Plate of the Dawnmartyr\",\"source\":\"TDCSR\",\"page\":208,\"baseItem\":\"plate armor|PHB\",\"type\":\"HA\",\"resist\":[\"fire\"],\"rarity\":\"legendary\",\"reqAttune\":true,\"weight\":65,\"property\":[\"Vst|TDCSR\"],\"ac\":18,\"strength\":\"15\",\"bonusAc\":\"+1\",\"stealth\":true,\"entries\":[\"Beautiful silver scrollwork and priceless cut rubies adorn this set of brass-and-gold armor. Legend holds that it was worn by Duana, High Priest of the {@deity The Dawnfather|Exandria|TDCSR}, when she was martyred in the Battle of Ghor Dranas in the final days of the {@book Calamity|TDCSR|1|The Calamity}. In more recent times, it was worn by {@creature Pike Trickfoot|TDCSR}, a legendary cleric of the {@deity The Everlight|Exandria|TDCSR}, while fighting against {@book the Chroma Conclave|TDCSR|1|The Chroma Conclave} and {@deity The Whispered One|Exandria|TDCSR}.\"],\"items\":[\"Plate of the Dawnmartyr (Dormant)|TDCSR\",\"Plate of the Dawnmartyr (Awakened)|TDCSR\",\"Plate of the Dawnmartyr (Exalted)|TDCSR\"],\"hasFluffImages\":true},{\"name\":\"Potion of Giant Strength\",\"source\":\"DMG\",\"page\":187,\"reprintedAs\":[\"Potion of Giant Strength|XDMG\"],\"type\":\"P\",\"rarity\":\"varies\",\"items\":[\"Potion of Cloud Giant Strength\",\"Potion of Fire Giant Strength\",\"Potion of Frost Giant Strength\",\"Potion of Hill Giant Strength\",\"Potion of Stone Giant Strength\",\"Potion of Storm Giant Strength\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Giant Strength\",\"source\":\"XDMG\",\"page\":288,\"freeRules2024\":true,\"type\":\"P|XPHB\",\"rarity\":\"varies\",\"weight\":0.5,\"items\":[\"Potion of Hill Giant Strength|XDMG\",\"Potion of Frost Giant Strength|XDMG\",\"Potion of Stone Giant Strength|XDMG\",\"Potion of Fire Giant Strength|XDMG\",\"Potion of Cloud Giant Strength|XDMG\",\"Potion of Storm Giant Strength|XDMG\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Healing (*)\",\"source\":\"DMG\",\"page\":187,\"srd\":true,\"type\":\"P\",\"rarity\":\"varies\",\"entries\":[\"{@note * This item group has the same name and source as the item {@item potion of healing}}.\"],\"items\":[\"Potion of Healing\",\"Potion of Greater Healing\",\"Potion of Superior Healing\",\"Potion of Supreme Healing\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Mind Control\",\"source\":\"TftYP\",\"page\":229,\"type\":\"P\",\"rarity\":\"varies\",\"items\":[\"Potion of Mind Control (beast)|TftYP\",\"Potion of Mind Control (humanoid)|TftYP\",\"Potion of Mind Control (monster)|TftYP\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Resistance\",\"source\":\"DMG\",\"page\":188,\"reprintedAs\":[\"Potion of Resistance|XDMG\"],\"type\":\"P\",\"tier\":\"minor\",\"rarity\":\"uncommon\",\"items\":[\"Potion of Acid Resistance\",\"Potion of Cold Resistance\",\"Potion of Fire Resistance\",\"Potion of Force Resistance\",\"Potion of Lightning Resistance\",\"Potion of Necrotic Resistance\",\"Potion of Poison Resistance\",\"Potion of Psychic Resistance\",\"Potion of Radiant Resistance\",\"Potion of Thunder Resistance\"],\"lootTables\":[\"Magic Item Table B\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potion of Resistance\",\"source\":\"XDMG\",\"page\":289,\"freeRules2024\":true,\"type\":\"P|XPHB\",\"rarity\":\"uncommon\",\"weight\":0.5,\"entries\":[\"When you drink this potion, you have {@variantrule Resistance|XPHB} to one type of damage for 1 hour. The DM chooses the type or determines it randomly by rolling on the following table.\",{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"d10\",\"Damage Type\"],\"rows\":[[\"1\",\"{@item Potion of Acid Resistance|XDMG|Acid}\"],[\"2\",\"{@item Potion of Cold Resistance|XDMG|Cold}\"],[\"3\",\"{@item Potion of Fire Resistance|XDMG|Fire}\"],[\"4\",\"{@item Potion of Force Resistance|XDMG|Force}\"],[\"5\",\"{@item Potion of Lightning Resistance|XDMG|Lightning}\"],[\"6\",\"{@item Potion of Necrotic Resistance|XDMG|Necrotic}\"],[\"7\",\"{@item Potion of Poison Resistance|XDMG|Poison}\"],[\"8\",\"{@item Potion of Psychic Resistance|XDMG|Psychic}\"],[\"9\",\"{@item Potion of Radiant Resistance|XDMG|Radiant}\"],[\"10\",\"{@item Potion of Thunder Resistance|XDMG|Thunder}\"]]}],\"items\":[\"Potion of Acid Resistance|XDMG\",\"Potion of Cold Resistance|XDMG\",\"Potion of Fire Resistance|XDMG\",\"Potion of Force Resistance|XDMG\",\"Potion of Lightning Resistance|XDMG\",\"Potion of Necrotic Resistance|XDMG\",\"Potion of Poison Resistance|XDMG\",\"Potion of Psychic Resistance|XDMG\",\"Potion of Radiant Resistance|XDMG\",\"Potion of Thunder Resistance|XDMG\"],\"itemsHidden\":true,\"miscTags\":[\"CNS\"]},{\"name\":\"Potions of Healing\",\"source\":\"DMG\",\"page\":187,\"reprintedAs\":[\"Potions of Healing|XDMG\"],\"type\":\"P\",\"rarity\":\"varies\",\"items\":[\"Potion of Healing\",\"Potion of Greater Healing\",\"Potion of Superior Healing\",\"Potion of Supreme Healing\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Potions of Healing\",\"source\":\"XDMG\",\"page\":288,\"freeRules2024\":true,\"type\":\"P|XPHB\",\"rarity\":\"varies\",\"weight\":0.5,\"items\":[\"Potion of Healing|XDMG\",\"Potion of Greater Healing|XDMG\",\"Potion of Superior Healing|XDMG\",\"Potion of Supreme Healing|XDMG\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Prehistoric Figurine of Wondrous Power\",\"source\":\"BGG\",\"page\":114,\"rarity\":\"varies\",\"wondrous\":true,\"entries\":[\"Larger and more roughly hewn than typical figurines of wondrous power, these statuettes depict dinosaurs and related creatures from the earliest days of the world.\",\"As an action, you can throw a prehistoric figurine of wondrous power to a point on the ground within 60 feet of yourself while speaking a command word, whereupon the figurine magically transforms into a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\",\"The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics.\",\"The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its statuette form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\"],\"items\":[\"Prehistoric Figurine of Wondrous Power, Carnelian Triceratops|BGG\",\"Prehistoric Figurine of Wondrous Power, Jasper Tyrannosaurus Rex|BGG\",\"Prehistoric Figurine of Wondrous Power, Kyanite Pteranodon|BGG\",\"Prehistoric Figurine of Wondrous Power, Pyrite Plesiosaurus|BGG\"],\"hasFluffImages\":true},{\"name\":\"Pyremaul\",\"source\":\"TDCSR\",\"page\":208,\"baseItem\":\"maul|PHB\",\"type\":\"M\",\"rarity\":\"legendary\",\"reqAttune\":true,\"weight\":10,\"weaponCategory\":\"martial\",\"property\":[\"H\",\"2H\",\"Vst|TDCSR\"],\"dmg1\":\"2d6\",\"dmgType\":\"B\",\"bonusWeaponAttack\":\"+1\",\"entries\":[\"Forged from deep red iron, this massive hammer is set with a brilliant fire opal that shimmers with eternal flame. It is rumored to be currently wielded by {@book Grand Legate Phaestor, the fire giant ruler of Vulkanon|TDCSR|6|fire giants}, somewhere beneath the {@book Cliffkeep Mountains|TDCSR|3|Cliffkeep Mountains}.\"],\"items\":[\"Pyremaul (Dormant)|TDCSR\",\"Pyremaul (Awakened)|TDCSR\",\"Pyremaul (Exalted)|TDCSR\"],\"attachedSpells\":[\"burning hands\"],\"hasFluffImages\":true},{\"name\":\"Quaal's Feather Token\",\"source\":\"DMG\",\"page\":188,\"reprintedAs\":[\"Quaal's Feather Token|XDMG\"],\"rarity\":\"rare\",\"wondrous\":true,\"entries\":[\"This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or determines it randomly.\",{\"type\":\"table\",\"colLabels\":[\"d100\",\"Feather Token\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-20\",\"{@item Quaal's Feather Token, Anchor||Anchor}\"],[\"21-35\",\"{@item Quaal's Feather Token, Bird||Bird}\"],[\"36-50\",\"{@item Quaal's Feather Token, Fan||Fan}\"],[\"51-65\",\"{@item Quaal's Feather Token, Swan Boat||Boat}\"],[\"66-90\",\"{@item Quaal's Feather Token, Tree||Tree}\"],[\"91-100\",\"{@item Quaal's Feather Token, Whip||Whip}\"]]}],\"items\":[\"Quaal's Feather Token, Anchor\",\"Quaal's Feather Token, Bird\",\"Quaal's Feather Token, Fan\",\"Quaal's Feather Token, Swan Boat\",\"Quaal's Feather Token, Tree\",\"Quaal's Feather Token, Whip\"],\"lootTables\":[\"Magic Item Table C\"],\"hasFluffImages\":true},{\"name\":\"Quaal's Feather Token\",\"source\":\"XDMG\",\"page\":290,\"rarity\":\"varies\",\"wondrous\":true,\"entries\":[\"This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or determines it randomly by rolling on the Quaal's Feather Tokens table. The type of token determines its rarity.\",{\"type\":\"table\",\"caption\":\"Quaal's Feather Tokens\",\"colStyles\":[\"col-2 text-center\",\"col-5 text-center\",\"col-5 text-center\"],\"colLabels\":[\"1d100\",\"Token\",\"Rarity\"],\"rows\":[[\"01-20\",\"{@item Quaal's Feather Token, Anchor|XDMG|Anchor}\",\"Uncommon\"],[\"21-35\",\"{@item Quaal's Feather Token, Bird|XDMG|Bird}\",\"Rare\"],[\"36-50\",\"{@item Quaal's Feather Token, Fan|XDMG|Fan}\",\"Uncommon\"],[\"51-65\",\"{@item Quaal's Feather Token, Swan boat|XDMG|Swan Boat}\",\"Rare\"],[\"66-90\",\"{@item Quaal's Feather Token, Tree|XDMG|Tree}\",\"Uncommon\"],[\"91-00\",\"{@item Quaal's Feather Token, Whip|XDMG|Whip}\",\"Rare\"]]}],\"items\":[\"Quaal's Feather Token, Anchor|XDMG\",\"Quaal's Feather Token, Bird|XDMG\",\"Quaal's Feather Token, Fan|XDMG\",\"Quaal's Feather Token, Swan Boat|XDMG\",\"Quaal's Feather Token, Tree|XDMG\",\"Quaal's Feather Token, Whip|XDMG\"],\"itemsHidden\":true,\"hasFluffImages\":true},{\"name\":\"Ring of Elemental Command\",\"source\":\"DMG\",\"page\":190,\"reprintedAs\":[\"Ring of Elemental Command|XDMG\"],\"type\":\"RG|DMG\",\"tier\":\"major\",\"rarity\":\"legendary\",\"reqAttune\":true,\"charges\":5,\"items\":[\"Ring of Air Elemental Command\",\"Ring of Earth Elemental Command\",\"Ring of Fire Elemental Command\",\"Ring of Water Elemental Command\"]},{\"name\":\"Ring of Elemental Command\",\"source\":\"XDMG\",\"page\":292,\"type\":\"RG|XDMG\",\"rarity\":\"legendary\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d4 + 1}\",\"charges\":5,\"items\":[\"Ring of Elemental Command (Air)|XDMG\",\"Ring of Elemental Command (Earth)|XDMG\",\"Ring of Elemental Command (Fire)|XDMG\",\"Ring of Elemental Command (Water)|XDMG\"]},{\"name\":\"Ring of Resistance\",\"source\":\"DMG\",\"page\":192,\"reprintedAs\":[\"Ring of Resistance|XDMG\"],\"type\":\"RG|DMG\",\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"entries\":[\"You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the DM chooses or determines randomly.\",{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-5\",\"col-5\"],\"colLabels\":[\"d10\",\"Damage Type\",\"Gem\"],\"rows\":[[\"1\",\"{@item ring of acid resistance||Acid}\",\"Pearl\"],[\"2\",\"{@item ring of cold resistance||Cold}\",\"Tourmaline\"],[\"3\",\"{@item ring of fire resistance||Fire}\",\"Garnet\"],[\"4\",\"{@item ring of force resistance||Force}\",\"Sapphire\"],[\"5\",\"{@item ring of lightning resistance||Lightning}\",\"Citrine\"],[\"6\",\"{@item ring of necrotic resistance||Necrotic}\",\"Jet\"],[\"7\",\"{@item ring of poison resistance||Poison}\",\"Amethyst\"],[\"8\",\"{@item ring of psychic resistance||Psychic}\",\"Jade\"],[\"9\",\"{@item ring of radiant resistance||Radiant}\",\"Topaz\"],[\"10\",\"{@item ring of thunder resistance||Thunder}\",\"Spinel\"]]}],\"items\":[\"Ring of Acid Resistance\",\"Ring of Cold Resistance\",\"Ring of Fire Resistance\",\"Ring of Force Resistance\",\"Ring of Lightning Resistance\",\"Ring of Necrotic Resistance\",\"Ring of Poison Resistance\",\"Ring of Psychic Resistance\",\"Ring of Radiant Resistance\",\"Ring of Thunder Resistance\"],\"lootTables\":[\"Magic Item Table G\"],\"hasFluffImages\":true},{\"name\":\"Ring of Resistance\",\"source\":\"XDMG\",\"page\":294,\"freeRules2024\":true,\"type\":\"RG|XDMG\",\"rarity\":\"rare\",\"entries\":[\"You have {@variantrule Resistance|XPHB} to one damage type while wearing this ring. The gemstone in the ring indicates the type, which the DM chooses or determines randomly by rolling on the following table.\",{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-5\",\"col-5\"],\"colLabels\":[\"d10\",\"Damage Type\",\"Gem\"],\"rows\":[[\"1\",\"{@item Ring of Acid Resistance|XDMG|Acid}\",\"Pearl\"],[\"2\",\"{@item Ring of Cold Resistance|XDMG|Cold}\",\"Tourmaline\"],[\"3\",\"{@item Ring of Fire Resistance|XDMG|Fire}\",\"Garnet\"],[\"4\",\"{@item Ring of Force Resistance|XDMG|Force}\",\"Sapphire\"],[\"5\",\"{@item Ring of Lightning Resistance|XDMG|Lightning}\",\"Citrine\"],[\"6\",\"{@item Ring of Necrotic Resistance|XDMG|Necrotic}\",\"Jet\"],[\"7\",\"{@item Ring of Poison Resistance|XDMG|Poison}\",\"Amethyst\"],[\"8\",\"{@item Ring of Psychic Resistance|XDMG|Psychic}\",\"Jade\"],[\"9\",\"{@item Ring of Radiant Resistance|XDMG|Radiant}\",\"Topaz\"],[\"10\",\"{@item Ring of Thunder Resistance|XDMG|Thunder}\",\"Spinel\"]]}],\"items\":[\"Ring of Acid Resistance|XDMG\",\"Ring of Cold Resistance|XDMG\",\"Ring of Fire Resistance|XDMG\",\"Ring of Force Resistance|XDMG\",\"Ring of Lightning Resistance|XDMG\",\"Ring of Necrotic Resistance|XDMG\",\"Ring of Poison Resistance|XDMG\",\"Ring of Psychic Resistance|XDMG\",\"Ring of Radiant Resistance|XDMG\",\"Ring of Thunder Resistance|XDMG\"],\"itemsHidden\":true},{\"name\":\"Rod of the Pact Keeper\",\"source\":\"DMG\",\"page\":197,\"reprintedAs\":[\"Rod of the Pact Keeper|XDMG\"],\"type\":\"RD|DMG\",\"tier\":\"major\",\"rarity\":\"varies\",\"reqAttune\":\"by a warlock\",\"reqAttuneTags\":[{\"class\":\"warlock\"}],\"weight\":2,\"items\":[\"+1 Rod of the Pact Keeper\",\"+2 Rod of the Pact Keeper\",\"+3 Rod of the Pact Keeper\"]},{\"name\":\"Rod of the Pact Keeper\",\"source\":\"XDMG\",\"page\":301,\"type\":\"RD|XDMG\",\"rarity\":\"varies\",\"reqAttune\":\"by a warlock\",\"reqAttuneTags\":[{\"class\":\"warlock\"}],\"weight\":2,\"items\":[\"+1 Rod of the Pact Keeper|XDMG\",\"+2 Rod of the Pact Keeper|XDMG\",\"+3 Rod of the Pact Keeper|XDMG\"]},{\"name\":\"Ruin's Wake\",\"source\":\"EGW\",\"page\":277,\"baseItem\":\"spear|PHB\",\"type\":\"M\",\"rarity\":\"artifact\",\"reqAttune\":true,\"sentient\":true,\"weight\":3,\"weaponCategory\":\"simple\",\"property\":[\"T\",\"V\",\"Vst|TDCSR\"],\"range\":\"20/60\",\"dmg1\":\"1d6\",\"dmgType\":\"P\",\"dmg2\":\"1d8\",\"entries\":[\"This spear is made from the ivory bone of an ancient gold dragon and carved with an Orc hymn to Gruumsh.\"],\"items\":[\"Ruin's Wake (Dormant)|EGW\",\"Ruin's Wake (Awakened)|EGW\",\"Ruin's Wake (Exalted)|EGW\"],\"hasFluffImages\":true},{\"name\":\"Sage's Signet\",\"source\":\"BMT\",\"page\":37,\"type\":\"RG|DMG\",\"rarity\":\"varies\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"entries\":[\"This gilded ring bears a beautiful engraving and is imbued with powers of keen wisdom and foresight. While wearing this ring, you can use an action to cast the {@spell Augury} spell from the ring. Once you use the ring to cast the spell, the ring can't cast the spell again until the next dawn.\",\"Six varieties of Sage's Signet rings exist, each with a different signet (see the table below). A ring's signet determines its rarity as well as the additional spells it can cast. While wearing a Sage's Signet, you can cast each of its additional spells once from the ring using your Intelligence as the spellcasting ability. Once you cast each of the additional spells from the ring, it can't cast the spell again until the next dawn.\",{\"type\":\"table\",\"caption\":\"Sage's Signet\",\"colStyles\":[\"col-2\",\"col-2\",\"col-8\"],\"colLabels\":[\"Signet\",\"Rarity\",\"Spells\"],\"rows\":[[\"{@item Sage's Signet (Bear)|BMT|Bear}\",\"Very rare\",\"{@spell Enlarge/Reduce}, {@spell Polymorph}\"],[\"{@item Sage's Signet (Hart)|BMT|Hart}\",\"Very rare\",\"{@spell Aura of Vitality}, {@spell Mass Cure Wounds}\"],[\"{@item Sage's Signet (Lion)|BMT|Lion}\",\"Very rare\",\"{@spell Destructive Wave}, {@spell Fireball}\"],[\"{@item Sage's Signet (Serpent)|BMT|Serpent}\",\"Rare\",\"{@spell Fear}, {@spell Hex}\"],[\"{@item Sage's Signet (Songbird)|BMT|Songbird}\",\"Rare\",\"{@spell Charm Person}, {@spell Hypnotic Pattern}\"],[\"{@item Sage's Signet (Wolf)|BMT|Wolf}\",\"Very rare\",\"{@spell Freedom of Movement}, {@spell Pass without Trace}\"]]}],\"items\":[\"Sage's Signet (Bear)|BMT\",\"Sage's Signet (Hart)|BMT\",\"Sage's Signet (Lion)|BMT\",\"Sage's Signet (Serpent)|BMT\",\"Sage's Signet (Songbird)|BMT\",\"Sage's Signet (Wolf)|BMT\"],\"attachedSpells\":[\"augury\"]},{\"name\":\"Scaled Ornament\",\"source\":\"FTD\",\"page\":27,\"rarity\":\"varies\",\"reqAttune\":true,\"wondrous\":true,\"bonusAc\":\"+1\",\"entries\":[\"This ornament can be jewelry, a cloak, or another wearable accessory. It appears to be fashioned from a dragon's scale, tooth, or claw, or it incorporates images in those shapes.\"],\"items\":[\"Slumbering Scaled Ornament|FTD\",\"Stirring Scaled Ornament|FTD\",\"Wakened Scaled Ornament|FTD\",\"Ascendant Scaled Ornament|FTD\"]},{\"name\":\"Scroll of Protection\",\"source\":\"DMG\",\"page\":199,\"reprintedAs\":[\"Scroll of Protection|XDMG\"],\"type\":\"SC|DMG\",\"tier\":\"minor\",\"rarity\":\"rare\",\"items\":[\"Scroll of Protection from Aberrations\",\"Scroll of Protection from Beasts\",\"Scroll of Protection from Celestials\",\"Scroll of Protection from Elementals\",\"Scroll of Protection from Fey\",\"Scroll of Protection from Fiends\",\"Scroll of Protection from Plants\",\"Scroll of Protection from Undead\"],\"lootTables\":[\"Magic Item Table C\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Scroll of Protection\",\"source\":\"XDMG\",\"page\":302,\"type\":\"SC|XPHB\",\"rarity\":\"rare\",\"entries\":[\"Each Scroll of Protection works against creatures of a specific creature type chosen by the DM or determined by rolling on the following table.\",{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"1d100\",\"Creature Type\"],\"rows\":[[\"01-10\",\"{@item Scroll of Protection (Aberrations)|XDMG|Aberrations}\"],[\"11-15\",\"{@item Scroll of Protection (Beasts)|XDMG|Beasts}\"],[\"16-20\",\"{@item Scroll of Protection (Celestials)|XDMG|Celestials}\"],[\"21-25\",\"{@item Scroll of Protection (Constructs)|XDMG|Constructs}\"],[\"26-35\",\"{@item Scroll of Protection (Dragons)|XDMG|Dragons}\"],[\"36-45\",\"{@item Scroll of Protection (Elementals)|XDMG|Elementals}\"],[\"46-50\",\"{@item Scroll of Protection (Humanoids)|XDMG|Humanoids}\"],[\"51-60\",\"{@item Scroll of Protection (Fey)|XDMG|Fey}\"],[\"61-70\",\"{@item Scroll of Protection (Fiends)|XDMG|Fiends}\"],[\"71-75\",\"{@item Scroll of Protection (Giants)|XDMG|Giants}\"],[\"76-80\",\"{@item Scroll of Protection (Monstrosities)|XDMG|Monstrosities}\"],[\"81-85\",\"{@item Scroll of Protection (Oozes)|XDMG|Oozes}\"],[\"86-90\",\"{@item Scroll of Protection (Plants)|XDMG|Plants}\"],[\"91-00\",\"{@item Scroll of Protection (Undead)|XDMG|Undead}\"]]},\"Using a {@action Magic|XPHB} action to read the scroll creates a 5-foot Emanation originating from you. For 5 minutes, creatures of the specified type can't enter or affect anything in the area. However, if you move in such a way that a creature of the specified type would be inside the area, the effect ends.\",\"As a {@action Magic|XPHB} action, a creature within 5 feet of the Emanation can attempt to overcome it, which forces the creature to make a DC 15 Charisma saving throw. On a successful save, the creature ceases to be affected by the Emanation.\"],\"items\":[\"Scroll of Protection (Aberrations)|XDMG\",\"Scroll of Protection (Beasts)|XDMG\",\"Scroll of Protection (Celestials)|XDMG\",\"Scroll of Protection (Constructs)|XDMG\",\"Scroll of Protection (Dragons)|XDMG\",\"Scroll of Protection (Elementals)|XDMG\",\"Scroll of Protection (Humanoids)|XDMG\",\"Scroll of Protection (Fey)|XDMG\",\"Scroll of Protection (Fiends)|XDMG\",\"Scroll of Protection (Giants)|XDMG\",\"Scroll of Protection (Monstrosities)|XDMG\",\"Scroll of Protection (Oozes)|XDMG\",\"Scroll of Protection (Plants)|XDMG\",\"Scroll of Protection (Undead)|XDMG\"],\"itemsHidden\":true,\"miscTags\":[\"CNS\"],\"hasFluffImages\":true},{\"name\":\"Scroll of Titan Summoning\",\"source\":\"XDMG\",\"page\":303,\"type\":\"SC|XPHB\",\"rarity\":\"legendary\",\"entries\":[\"When you take a {@action Magic|XPHB} action to read this scroll, a particular titan named in the scroll appears in an unoccupied space on the ground or in water that you can see within 1 mile of yourself. The DM picks a suitable titan or determines it randomly by rolling on the table below.\",\"The titan is {@variantrule Hostile [Attitude]|XPHB|Hostile} toward all other creatures and disappears when it drops to 0 {@variantrule Hit Points|XPHB}. If the titan is summoned into a space that isn't large enough to contain it, the summoning fails, and the scroll is wasted.\",{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"1d100\",\"Titan\"],\"rows\":[[\"01-15\",\"{@item Scroll of Titan Summoning (Animal Lord)|XDMG|Animal Lord}\"],[\"16-30\",\"{@item Scroll of Titan Summoning (Blob of Annihilation)|XDMG|Blob of Annihilation}\"],[\"31-45\",\"{@item Scroll of Titan Summoning (Colossus)|XDMG|Colossus}\"],[\"46-60\",\"{@item Scroll of Titan Summoning (Elemental Cataclysm)|XDMG|Elemental Cataclysm}\"],[\"61-75\",\"{@item Scroll of Titan Summoning (Empyrean)|XDMG|Empyrean}\"],[\"76-90\",\"{@item Scroll of Titan Summoning (Kraken)|XDMG|Kraken} (a kraken requires a body of water large enough to contain it, or the summoning fails and the scroll is wasted)\"],[\"91-100\",\"{@item Scroll of Titan Summoning (Tarrasque)|XDMG|Tarrasque}\"]]}],\"items\":[\"Scroll of Titan Summoning (Animal Lord)|XDMG\",\"Scroll of Titan Summoning (Blob of Annihilation)|XDMG\",\"Scroll of Titan Summoning (Colossus)|XDMG\",\"Scroll of Titan Summoning (Elemental Cataclysm)|XDMG\",\"Scroll of Titan Summoning (Empyrean)|XDMG\",\"Scroll of Titan Summoning (Kraken)|XDMG\",\"Scroll of Titan Summoning (Tarrasque)|XDMG\"],\"itemsHidden\":true,\"miscTags\":[\"CNS\"]},{\"name\":\"Shard Solitaire\",\"source\":\"KftGV\",\"page\":193,\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"entries\":[\"This gemstone contains an unstable extradimensional rift. Its facets are ribboned with iridescent veins that seem to move of their own accord. Five types of shard solitaire are known to exist, each one a different type of gemstone, as shown in the Shard Solitaire Types table.\",{\"type\":\"entries\",\"name\":\"Rift Step\",\"entries\":[\"As a bonus action, while wearing or holding the shard solitaire, you can teleport yourself, along with anything you're wearing or carrying, to an unoccupied space you can see within 30 feet of yourself.\",\"When you use this property, you can tap into the unstable power of the stone's extradimensional rift to increase the teleport distance by up to 30 feet, but if you teleport more than 30 feet using Rift Step, you must succeed on a DC 16 Constitution saving throw or take {@damage 3d10} force damage immediately after you teleport.\"]},{\"type\":\"entries\",\"name\":\"Spellcasting\",\"entries\":[\"The stone has 6 charges and regains {@dice 1d6} expended charges daily at dawn. The Shard Solitaire Types table lists the spells common to all shard solitaires, as well as the spells specific to each kind of stone. As an action, you can cast one of the stone's spells by expending the requisite number of charges, requiring no material components (save DC 16).\",{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"Shard Solitaire\",\"Spells\"],\"rows\":[[\"All\",\"{@spell Banishment} (3 charges; the target is banished to the stone's extradimensional space for the spell's duration), {@spell mirror image} (1 charge)\"],[\"Black sapphire\",\"{@spell Blight} (3 charges), {@spell finger of death} (6 charges)\"],[\"Diamond\",\"{@spell Ice storm} (3 charges), {@spell simulacrum} (6 charges; the duplicate created by the spell has the same number of hit points as the creature it imitates)\"],[\"Jacinth\",\"{@spell Fireball} (2 charges), {@spell fire storm} (6 charges)\"],[\"Rainbow pearl\",\"{@spell Prismatic spray} (6 charges), {@spell water breathing} (2 charges)\"],[\"Ruby\",\"{@spell Fly} (2 charges), {@spell teleport} (6 charges)\"]]}]}],\"items\":[\"Shard Solitaire (Black Sapphire)|KftGV\",\"Shard Solitaire (Diamond)|KftGV\",\"Shard Solitaire (Jacinth)|KftGV\",\"Shard Solitaire (Rainbow Pearl)|KftGV\",\"Shard Solitaire (Ruby)|KftGV\"],\"attachedSpells\":[\"mirror image\",\"banishment\"],\"hasFluffImages\":true},{\"name\":\"Silken Spite\",\"source\":\"EGW\",\"page\":277,\"baseItem\":\"rapier|PHB\",\"type\":\"M\",\"rarity\":\"artifact\",\"reqAttune\":true,\"sentient\":true,\"weight\":2,\"weaponCategory\":\"martial\",\"property\":[\"F\",\"Vst|TDCSR\"],\"dmg1\":\"1d8\",\"dmgType\":\"P\",\"modifySpeed\":{\"equal\":{\"climb\":\"walk\"}},\"entries\":[\"The blade of this rapier is made of spider silk. Its onyx pommel is tipped with a ruby cut in the shape of a spider, and the blade carries the blessing of Lolth.\"],\"items\":[\"Silken Spite (Dormant)|EGW\",\"Silken Spite (Awakened)|EGW\",\"Silken Spite (Exalted)|EGW\"]},{\"name\":\"Spell Gem\",\"source\":\"OotA\",\"page\":223,\"otherSources\":[{\"source\":\"IMR\",\"page\":95}],\"rarity\":\"varies\",\"reqAttune\":\"optional\",\"wondrous\":true,\"items\":[\"Spell Gem (Amber)|OotA\",\"Spell Gem (Bloodstone)|OotA\",\"Spell Gem (Diamond)|OotA\",\"Spell Gem (Jade)|OotA\",\"Spell Gem (Lapis lazuli)|OotA\",\"Spell Gem (Obsidian)|OotA\",\"Spell Gem (Quartz)|OotA\",\"Spell Gem (Ruby)|OotA\",\"Spell Gem (Star ruby)|OotA\",\"Spell Gem (Topaz)|OotA\"]},{\"name\":\"Spell Scroll\",\"source\":\"DMG\",\"page\":200,\"reprintedAs\":[\"Spell Scroll|XPHB\",\"Spell Scroll|XDMG\"],\"type\":\"SC|DMG\",\"rarity\":\"varies\",\"items\":[\"Spell Scroll (Cantrip)\",\"Spell Scroll (1st Level)\",\"Spell Scroll (2nd Level)\",\"Spell Scroll (3rd Level)\",\"Spell Scroll (4th Level)\",\"Spell Scroll (5th Level)\",\"Spell Scroll (6th Level)\",\"Spell Scroll (7th Level)\",\"Spell Scroll (8th Level)\",\"Spell Scroll (9th Level)\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Spell Scroll\",\"source\":\"XDMG\",\"page\":305,\"freeRules2024\":true,\"type\":\"SC|XPHB\",\"rarity\":\"varies\",\"items\":[\"Spell Scroll (Cantrip)|XDMG\",\"Spell Scroll (Level 1)|XDMG\",\"Spell Scroll (Level 2)|XDMG\",\"Spell Scroll (Level 3)|XDMG\",\"Spell Scroll (Level 4)|XDMG\",\"Spell Scroll (Level 5)|XDMG\",\"Spell Scroll (Level 6)|XDMG\",\"Spell Scroll (Level 7)|XDMG\",\"Spell Scroll (Level 8)|XDMG\",\"Spell Scroll (Level 9)|XDMG\"],\"miscTags\":[\"CNS\"],\"hasFluffImages\":true},{\"name\":\"Spellwrought Tattoo\",\"source\":\"TCE\",\"page\":135,\"rarity\":\"varies\",\"wondrous\":true,\"tattoo\":true,\"items\":[\"Spellwrought Tattoo (Cantrip)|TCE\",\"Spellwrought Tattoo (1st Level)|TCE\",\"Spellwrought Tattoo (2nd Level)|TCE\",\"Spellwrought Tattoo (3rd Level)|TCE\",\"Spellwrought Tattoo (4th Level)|TCE\",\"Spellwrought Tattoo (5th Level)|TCE\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Spire of Conflux\",\"source\":\"TDCSR\",\"page\":209,\"srd\":true,\"basicRules\":true,\"type\":\"M\",\"rarity\":\"legendary\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"weight\":4,\"weaponCategory\":\"simple\",\"property\":[\"V\",\"Vst|TDCSR\"],\"dmg1\":\"1d6\",\"dmgType\":\"B\",\"dmg2\":\"1d8\",\"bonusSpellAttack\":\"+2\",\"bonusSpellSaveDc\":\"+2\",\"recharge\":\"dawn\",\"charges\":20,\"staff\":true,\"entries\":[\"A powerful relic passed down from generation to generation of Ashari leaders, the Spire of Conflux was lost over three centuries ago when Joran the Sea-Speaker, a respected leader of {@book the Water Ashari|TDCSR|2|The Ashari}, was devoured by a demon of the Abyss. It was rediscovered by the legendary druid {@creature Keyleth, Voice of the Tempest|TDCSR|Keyleth of Zephrah, Voice of the Tempest}. However, rumors swirl that she is seeking another hero to wield it—one who can travel the land and do good in small ways as she once did.\"],\"items\":[\"Spire of Conflux (Dormant)|TDCSR\",\"Spire of Conflux (Awakened)|TDCSR\",\"Spire of Conflux (Exalted)|TDCSR\"],\"attachedSpells\":[\"burning hands\",\"fireball\",\"conjure elemental\",\"ice storm\",\"chain lightning\",\"fire storm\"],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Star Razor\",\"source\":\"TDCSR\",\"page\":210,\"baseItem\":\"longsword|PHB\",\"type\":\"M\",\"resist\":[\"radiant\"],\"rarity\":\"legendary\",\"reqAttune\":true,\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"V\",\"Vst|TDCSR\"],\"dmg1\":\"1d8\",\"dmgType\":\"S\",\"dmg2\":\"1d10\",\"bonusWeapon\":\"+1\",\"entries\":[\"The thick, grooved blade of this shining silver {@item longsword|phb} is lined with etched runes that sparkle blue in the light. Star Razor—known also as Dwueth'var—was thought to have been destroyed or lost after the {@book Calamity|TDCSR|1|The Calamity}, but new rumors suggest that it might be wielded by a half-orc somewhere in {@book Wildemount|TDCSR|3|Wildemount}.\"],\"items\":[\"Star Razor (Dormant)|TDCSR\",\"Star Razor (Awakened)|TDCSR\",\"Star Razor (Exalted)|TDCSR\"],\"attachedSpells\":[\"faerie fire\",\"see invisibility\",\"fly\"],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Stormgirdle\",\"source\":\"EGW\",\"page\":273,\"resist\":[\"lightning\",\"thunder\"],\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"property\":[\"Vst|TDCSR\"],\"ability\":{\"static\":{\"str\":21}},\"entries\":[\"A Stormgirdle is a wide belt made of thick leather branded with the symbol of Kord. The girdle's clasps are made from dragon ivory.\"],\"items\":[\"Stormgirdle (Dormant)|EGW\",\"Stormgirdle (Awakened)|EGW\",\"Stormgirdle (Exalted)|EGW\"]},{\"name\":\"Suude\",\"source\":\"TDCSR\",\"page\":85,\"type\":\"IDG|TDCSR\",\"rarity\":\"unknown (magic)\",\"entries\":[\"Exandria's most infamous drug, {@item suude|TDCSR} is a glittering powder made from {@book residuum|TDCSR|3|An Enchanting Export}. It was first developed by power-hungry archmages in the {@book Age of Arcanum|TDCSR|1|Age of Arcanum} as an incense burned to enhance focus during ritual spellcasting. The secret to its refinement has been lost and rediscovered a variety of times since the {@book Calamity|TDCSR|1|The Calamity}, and many different types of {@item suude|TDCSR} have been developed by arcanists in search of ever-greater power. It has terrible addictive and mentally degenerative properties, even when used sparingly.\",\"After burning {@item suude|TDCSR} within a vessel and inhaling its fumes as an action, you take 22 ({@damage 4d10}) psychic damage and must make a {@dc 10} Constitution {@quickref saving throws|PHB|2|1|saving throw}. On a failure, you become {@condition poisoned} for 1 hour and fall {@condition unconscious} for 1 minute, or until you are shaken awake as an action. During this time, the world seems to move in slow motion, and your vision is twisted in kaleidoscopic colors—yet your focus is never distorted. If one dose of {@item suude|TDCSR}, or more, is used within 1 hour of another, the DC of the Constitution {@quickref saving throws|PHB|2|1|saving throw} is increased by 5 per additional dose. If you fail this save by 10 or more, you instantly drop to 0 hit points.\",\"On a success, you gain the ability to use one of the following Metamagic options as a sorcerer for the next minute, requiring no sorcery points. The type of Metamagic you gain access to depends on the type of {@item suude|TDCSR}, and once you use it, you can't use it again until you inhale {@item suude|TDCSR} again.\",\"{@item Suude (Brown)|TDCSR|Brown suude} allows you to use the {@optfeature Extended Spell|PHB} Metamagic option, {@item Suude (blue)|TDCSR|blue suude} allows you to use {@optfeature Twinned Spell|PHB}, and {@item Suude (Brown)|TDCSR|red suude} grants {@optfeature Distant Spell|PHB}.\"],\"items\":[\"Suude (Brown)|TDCSR\",\"Suude (Blue)|TDCSR\",\"Suude (Red)|TDCSR\"],\"miscTags\":[\"CNS\"]},{\"name\":\"Sword of Answering\",\"source\":\"DMG\",\"page\":206,\"reprintedAs\":[{\"uid\":\"Sword of Answering|XDMG\",\"tag\":\"item\"}],\"baseItem\":\"longsword|phb\",\"type\":\"M\",\"tier\":\"major\",\"rarity\":\"legendary\",\"reqAttune\":true,\"weight\":3,\"weaponCategory\":\"martial\",\"property\":[\"V\"],\"dmg1\":\"1d8\",\"dmgType\":\"S\",\"dmg2\":\"1d10\",\"bonusWeapon\":\"+3\",\"items\":[\"Sword of Answering (Answerer)\",\"Sword of Answering (Back Talker)\",\"Sword of Answering (Concluder)\",\"Sword of Answering (Last Quip)\",\"Sword of Answering (Rebutter)\",\"Sword of Answering (Replier)\",\"Sword of Answering (Retorter)\",\"Sword of Answering (Scather)\",\"Sword of Answering (Squelcher)\"],\"lootTables\":[\"Magic Item Table I\"]},{\"name\":\"The Bloody End\",\"source\":\"EGW\",\"page\":278,\"baseItem\":\"morningstar|PHB\",\"type\":\"M\",\"rarity\":\"artifact\",\"reqAttune\":true,\"sentient\":true,\"weight\":4,\"weaponCategory\":\"martial\",\"property\":[\"Vst|TDCSR\"],\"dmg1\":\"1d8\",\"dmgType\":\"P\",\"entries\":[\"Carrying the power of Bane, this adamantine morningstar sports foot-long spikes and has a jagged blade on its pommel.\"],\"items\":[\"The Bloody End (Dormant)|EGW\",\"The Bloody End (Awakened)|EGW\",\"The Bloody End (Exalted)|EGW\"],\"attachedSpells\":[\"charm person\",\"dominate person\",\"fear\"]},{\"name\":\"Titanstone Knuckles\",\"source\":\"TDCSR\",\"page\":211,\"resist\":[\"cold\",\"fire\",\"lightning\",\"thunder\"],\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"property\":[\"Vst|TDCSR\"],\"ability\":{\"static\":{\"str\":26}},\"entries\":[\"Carved from the heartstone of a slain earth primordial, these gauntlets bestow immeasurable might to their wearer. In recent times, they were wielded by the legendary barbarian {@creature Grog Strongjaw|TDCSR}, who continues to use them as he seeks worthy challengers across Tal'Dorei and Exandria.\"],\"items\":[\"Titanstone Knuckles (Dormant)|TDCSR\",\"Titanstone Knuckles (Awakened)|TDCSR\",\"Titanstone Knuckles (Exalted)|TDCSR\"],\"attachedSpells\":[\"enlarge/reduce\"],\"hasFluffImages\":true},{\"name\":\"True-Ice Shards\",\"source\":\"CoA\",\"page\":275,\"type\":\"M\",\"rarity\":\"artifact\",\"reqAttune\":true,\"bonusWeapon\":\"+3\",\"bonusAc\":\"+3\",\"entries\":[\"Crafted from the very glacier in which he was imprisoned, the True-Ice Shards are a rapier and parrying dagger (main gauche) pair used by Levistus. They exemplify his time spent in the glacier, augmenting telepathy, divination, and defense. Due to his control over ice, Levistus can conjure the True-Ice Shards from anywhere, including if they were destroyed.\",\"You gain a +3 bonus to attack and damage rolls made with the magical rapier and it does {@damage 1d8} cold damage instead of its regular damage. When using the magic dagger, you gain a +3 bonus to your AC, as long as it is used as your offhand weapon, and it does {@damage 1d6} cold damage instead of its regular damage.\",\"Because Levistus conjures the True-Ice Shards at will, he often rewards a copy of the artifact to his most loyal followers. The copies are identical to the original with one exception: Levistus can destroy or retrieve a copy at any time.\",{\"type\":\"entries\",\"name\":\"Random Properties\",\"entries\":[\"The True-Ice Shards have the following random properties:\",{\"type\":\"list\",\"items\":[\"2 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} properties\",\"2 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} properties\",\"1 {@table Artifact Properties; Major Detrimental Properties|dmg|major detrimental} property\"]}]},{\"type\":\"entries\",\"name\":\"Sub-Zero\",\"entries\":[\"Cold damage dealt with the shards ignores resistances and immunities. Creatures vulnerable to cold damage take triple damage from the True-Ice Shards, rather than double.\",\"After you damage a creature with the shards, you may use a bonus action to force the creature to make a DC 22 Constitution saving throw. On a failed save, the creature that took the damage becomes vulnerable to cold damage for 24 hours. Once you use this feature, you may not use it again until after you have finished a long rest.\"]},{\"type\":\"entries\",\"name\":\"The Best Defense\",\"entries\":[\"As a reaction to being attacked, you use the rapier to increase your defense, adding +3 to your AC until the end of your next turn. If you attack with the rapier before the end of your next turn, you do not have its +3 bonus to attack and damage rolls.\"]},{\"type\":\"entries\",\"name\":\"Mental Command\",\"entries\":[\"While attuned to the True-Ice Shards, you can use an action to cast the {@spell Detect Thoughts} spell (save DC 20), targeting any creature you have previously met. If the targeted creature is on a different plane of existence, the spell fails.\",\"As long as you maintain {@status concentration}, you can use a bonus action to send a telepathic message to the focused creature. It can reply—using a bonus action to do so—as long as the focus and {@status concentration} continue.\"]},{\"type\":\"entries\",\"name\":\"Omniscient\",\"entries\":[\"You can use the True-Ice Shards to cast a variety of divination spells. {@spell Locate Animals or Plants}, {@spell Locate Creature}, and {@spell Locate Object} may be cast at will, and don't have a maximum range. Other limitations of the spells still apply, and they can't detect subjects on other planes of existence.\",\"Additionally, you may cast {@spell Scrying} (with a spell save DC of 20) and Find the Path. Once either spell is cast, you must finish a long rest before casting either of them again.\"]},{\"type\":\"entries\",\"name\":\"Destroying the Shards\",\"entries\":[\"While Levistus still lives, destroying the True-Ice Shards serves little purpose, as he is capable of recreating them at will. That aside, the shards can be destroyed when subjected to a sufficient source of heat. A few such sources include the inside of an active volcano, a continuous source of Hellfire, or a powerful fire spell cast at 9th level.\"]}],\"items\":[\"True-Ice Shards (Rapier)|CoA\",\"True-Ice Shards (Dagger)|CoA\"],\"attachedSpells\":[\"detect thoughts\",\"locate animals or plants\",\"locate creature\",\"locate object\",\"scrying\"]},{\"name\":\"Verminshroud\",\"source\":\"EGW\",\"page\":273,\"conditionImmune\":[\"disease\"],\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"property\":[\"Vst|TDCSR\"],\"entries\":[\"This patchy cloak was pieced together from the pelts of rats found feasting on the dead in Blightshore and is dotted with the bloated corpses of magically preserved insects along its seams.\"],\"items\":[\"Verminshroud (Dormant)|EGW\",\"Verminshroud (Awakened)|EGW\",\"Verminshroud (Exalted)|EGW\"],\"attachedSpells\":[\"polymorph\"]},{\"name\":\"Wand of the War Mage\",\"source\":\"DMG\",\"page\":212,\"srd\":true,\"reprintedAs\":[\"Wand of the War Mage|XDMG\"],\"type\":\"WD|DMG\",\"tier\":\"major\",\"rarity\":\"varies\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"weight\":1,\"items\":[\"+1 Wand of the War Mage\",\"+2 Wand of the War Mage\",\"+3 Wand of the War Mage\"]},{\"name\":\"Wand of the War Mage\",\"source\":\"XDMG\",\"page\":322,\"type\":\"WD|XDMG\",\"rarity\":\"varies\",\"reqAttune\":\"by a spellcaster\",\"reqAttuneTags\":[{\"spellcasting\":true}],\"weight\":1,\"items\":[\"+1 Wand of the War Mage|XDMG\",\"+2 Wand of the War Mage|XDMG\",\"+3 Wand of the War Mage|XDMG\"],\"hasFluffImages\":true},{\"name\":\"Whisper\",\"source\":\"TDCSR\",\"page\":211,\"baseItem\":\"dagger|PHB\",\"type\":\"M\",\"rarity\":\"legendary\",\"reqAttune\":true,\"weight\":1,\"weaponCategory\":\"simple\",\"property\":[\"F\",\"L\",\"T\",\"Vst|TDCSR\"],\"range\":\"20/60\",\"dmg1\":\"1d4\",\"dmgType\":\"P\",\"bonusWeapon\":\"+3\",\"entries\":[\"Forged with a mercurial metal accidentally drawn from the Realms Beyond, this dagger shimmers with an unsettling sourceless light. It was once wielded by {@creature Champion of Ravens|TDCSR|Vax'ildan, a legendary champion of the Matron of Ravens}. Two raven feathers are linked to its pommel as a memento of its former bearer.\"],\"items\":[\"Whisper (Dormant)|TDCSR\",\"Whisper (Awakened)|TDCSR\",\"Whisper (Exalted)|TDCSR\"],\"hasFluffImages\":true},{\"name\":\"Will of the Talon\",\"source\":\"EGW\",\"page\":279,\"baseItem\":\"war pick|PHB\",\"type\":\"M\",\"rarity\":\"artifact\",\"reqAttune\":true,\"sentient\":true,\"weight\":2,\"weaponCategory\":\"martial\",\"property\":[\"Vst|TDCSR\"],\"dmg1\":\"1d8\",\"dmgType\":\"P\",\"entries\":[\"Black, blue, green, red, and white gems carved in the form of dragon heads cover this ostentatious gold war pick, marking it as a weapon channeling the power of Tiamat.\"],\"items\":[\"Will of the Talon (Dormant)|EGW\",\"Will of the Talon (Awakened)|EGW\",\"Will of the Talon (Exalted)|EGW\"]},{\"name\":\"Wraps of Dyamak\",\"source\":\"TDCSR\",\"page\":212,\"rarity\":\"legendary\",\"reqAttune\":\"by a monk\",\"reqAttuneTags\":[{\"class\":\"monk\"}],\"wondrous\":true,\"property\":[\"Vst|TDCSR\"],\"bonusWeapon\":\"+3\",\"entries\":[\"Created and wielded by the ancient warrior-monk Dyamak, these thick strips of enchanted cloth are stained to appear dark crimson with blood of unknown origin. The current resting place of the wraps is unknown.\"],\"items\":[\"Wraps of Dyamak (Dormant)|TDCSR\",\"Wraps of Dyamak (Awakened)|TDCSR\",\"Wraps of Dyamak (Exalted)|TDCSR\"],\"attachedSpells\":[\"misty step\"],\"hasFluffImages\":true},{\"name\":\"Wraps of Unarmed Power\",\"source\":\"XDMG\",\"page\":325,\"rarity\":\"varies\",\"wondrous\":true,\"items\":[\"+1 Wraps of Unarmed Power|XDMG\",\"+2 Wraps of Unarmed Power|XDMG\",\"+3 Wraps of Unarmed Power|XDMG\"]},{\"name\":\"Wraps of Unarmed Prowess\",\"source\":\"BMT\",\"page\":69,\"reprintedAs\":[\"Wraps of Unarmed Power|XDMG\"],\"rarity\":\"uncommon\",\"wondrous\":true,\"items\":[\"+1 Wraps of Unarmed Prowess|BMT\",\"+2 Wraps of Unarmed Prowess|BMT\",\"+3 Wraps of Unarmed Prowess|BMT\"]},{\"name\":\"Wreath of the Prism\",\"source\":\"EGW\",\"page\":274,\"rarity\":\"legendary\",\"reqAttune\":true,\"wondrous\":true,\"property\":[\"Vst|TDCSR\"],\"entries\":[\"This loop of golden thorns is inset with dozens of gems representing the five colors of Tiamat.\"],\"items\":[\"Wreath of the Prism (Dormant)|EGW\",\"Wreath of the Prism (Awakened)|EGW\",\"Wreath of the Prism (Exalted)|EGW\"],\"attachedSpells\":[\"dominate monster\"],\"hasFluffImages\":true}]}"); JSON_DATA[`data/languages.json`] = JSON.parse("{\"language\":[{\"name\":\"Aarakocra\",\"source\":\"MM\",\"page\":12,\"typicalSpeakers\":[\"{@creature aarakocra}\"]},{\"name\":\"Abanasinian\",\"source\":\"DSotDQ\",\"page\":9,\"type\":\"standard\",\"typicalSpeakers\":[\"Abanasinia\"],\"script\":\"Common\"},{\"name\":\"Abyssal\",\"source\":\"GGR\",\"page\":9,\"type\":\"standard\",\"typicalSpeakers\":[\"{@filter demons|bestiary|source=GGR|tag=demon}\",\"{@filter devils|bestiary|source=GGR|tag=devil}\"],\"script\":\"Infernal\"},{\"name\":\"Abyssal\",\"source\":\"PHB\",\"page\":123,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Abyssal|XPHB\"],\"type\":\"exotic\",\"typicalSpeakers\":[\"{@filter demons|bestiary|tag=demon}\"],\"script\":\"Infernal\"},{\"name\":\"Abyssal\",\"source\":\"XPHB\",\"page\":37,\"freeRules2024\":true,\"type\":\"rare\",\"entries\":[\"Origin: Demons of the Abyss.\"]},{\"name\":\"Alzhedo\",\"source\":\"SCAG\",\"page\":112,\"typicalSpeakers\":[\"Calishite ethnic group\"],\"script\":\"Thorass\",\"entries\":[{\"type\":\"inset\",\"name\":\"Option: Human Languages\",\"entries\":[\"Many human ethnicities and nations in Faerûn have their own language, in addition to Common. Most human languages are written in Thorass, the alphabet of Old Common, derived from the Chondathan language that traders used as their common tongue. A few human languages use other alphabets, including Draconic, Dethek, and Espruar.\",\"If your Dungeon Master allows this option, then any human from an ethnic group that has its own language is assumed to know that language as well as Common. This ethnic language is treated as a free additional language for such individuals.\"]}],\"hasFluffImages\":true},{\"name\":\"Aven\",\"source\":\"PSD\",\"page\":6,\"typicalSpeakers\":[\"{@race Aven|PSD}\"]},{\"name\":\"Blink Dog\",\"source\":\"MM\",\"page\":318,\"typicalSpeakers\":[\"{@creature Blink Dog||blink dogs}\"]},{\"name\":\"Bothii\",\"source\":\"SKT\",\"page\":86,\"typicalSpeakers\":[\"{@creature Uthgardt Barbarian Leader|SKT|uthgardt barbarians}\",\"{@creature Uthgardt Shaman|SKT|uthgardt shamans}\"]},{\"name\":\"Bullywug\",\"source\":\"MM\",\"page\":35,\"typicalSpeakers\":[\"{@creature Bullywug||bullywugs}\"]},{\"name\":\"Celestial\",\"source\":\"ERLW\",\"page\":6,\"type\":\"exotic\",\"typicalSpeakers\":[\"{@filter celestials|bestiary|source=ERLW|type=celestial}\"],\"script\":\"Celestial\"},{\"name\":\"Celestial\",\"source\":\"GGR\",\"page\":9,\"type\":\"standard\",\"typicalSpeakers\":[\"{@filter angels|bestiary|source=GGR|tag=angel}\"],\"script\":\"Celestial\"},{\"name\":\"Celestial\",\"source\":\"MOT\",\"page\":9,\"typicalSpeakers\":[\"Gods\"],\"script\":\"Celestial\"},{\"name\":\"Celestial\",\"source\":\"PHB\",\"page\":123,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Celestial|XPHB\"],\"type\":\"exotic\",\"typicalSpeakers\":[\"{@filter celestials|bestiary|type=celestial}\"],\"script\":\"Celestial\"},{\"name\":\"Celestial\",\"source\":\"XPHB\",\"page\":37,\"freeRules2024\":true,\"type\":\"rare\",\"entries\":[\"Origin: Celestials.\"]},{\"name\":\"Chessentan\",\"source\":\"SCAG\",\"page\":112,\"typicalSpeakers\":[\"Mulan ethnic group\"],\"script\":\"Thorass\",\"entries\":[{\"type\":\"inset\",\"name\":\"Option: Human Languages\",\"entries\":[\"Many human ethnicities and nations in Faerûn have their own language, in addition to Common. Most human languages are written in Thorass, the alphabet of Old Common, derived from the Chondathan language that traders used as their common tongue. A few human languages use other alphabets, including Draconic, Dethek, and Espruar.\",\"If your Dungeon Master allows this option, then any human from an ethnic group that has its own language is assumed to know that language as well as Common. This ethnic language is treated as a free additional language for such individuals.\"]}],\"hasFluffImages\":true},{\"name\":\"Chondathan\",\"source\":\"SCAG\",\"page\":112,\"typicalSpeakers\":[\"Chondathan ethnic group\",\"Tethyrian ethnic group\"],\"script\":\"Thorass\",\"entries\":[{\"type\":\"inset\",\"name\":\"Option: Human Languages\",\"entries\":[\"Many human ethnicities and nations in Faerûn have their own language, in addition to Common. Most human languages are written in Thorass, the alphabet of Old Common, derived from the Chondathan language that traders used as their common tongue. A few human languages use other alphabets, including Draconic, Dethek, and Espruar.\",\"If your Dungeon Master allows this option, then any human from an ethnic group that has its own language is assumed to know that language as well as Common. This ethnic language is treated as a free additional language for such individuals.\"]}],\"hasFluffImages\":true},{\"name\":\"Coalition Pidgin\",\"source\":\"PSX\",\"page\":6,\"typicalSpeakers\":[\"Brazen Coalition\",\"{@race Human (Ixalan)|PSX|Humans}\",\"{@race Orc (Ixalan)|PSX|Orcs}\",\"{@race Siren|PSX|Sirens}\",\"{@race Goblin (Ixalan)|PSX|Goblins}\"],\"entries\":[\"The humans of the Brazen Coalition speak a different language—a pidgin of Orc, Siren, and a native human language that is similar to {@language Vampire|PSX} (about as closely related as Italian is to Spanish). Orcs, sirens, and goblins also speak this Brazen Coalition pidgin.\"]},{\"name\":\"Common\",\"source\":\"DSotDQ\",\"page\":9,\"type\":\"standard\",\"typicalSpeakers\":[\"Trade language of Ansalon\"],\"script\":\"Common\"},{\"name\":\"Common\",\"source\":\"ERLW\",\"page\":6,\"type\":\"standard\",\"typicalSpeakers\":[\"The Five Nations\",\"trade language of Khorvaire\"],\"script\":\"Common\"},{\"name\":\"Common\",\"source\":\"GGR\",\"page\":9,\"type\":\"standard\",\"typicalSpeakers\":[\"{@filter humans|bestiary|type=humanoid|tag=any race;human|source=GGR}\"],\"script\":\"Common\"},{\"name\":\"Common\",\"source\":\"MOT\",\"page\":9,\"typicalSpeakers\":[\"Humans\"],\"script\":\"Common\"},{\"name\":\"Common\",\"source\":\"PHB\",\"page\":123,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Common|XPHB\"],\"type\":\"standard\",\"typicalSpeakers\":[\"{@filter humans|bestiary|type=humanoid|tag=any race;human}\"],\"script\":\"Common\",\"fonts\":[\"fonts/languages/PHB/Human/Harpers.ttf\"]},{\"name\":\"Common\",\"source\":\"PSI\",\"page\":9,\"typicalSpeakers\":[\"{@race Human (Innistrad)|PSI|Humans}\",\"Members of the Church\",\"{@creature Vampire Neonate|PSI|Vampires}\",\"{@creature Werewolf (Krallenhorde)|PSI|Werewolves}\",\"{@creature Geist|PSI|Geists}\"]},{\"name\":\"Common\",\"source\":\"XPHB\",\"page\":37,\"freeRules2024\":true,\"type\":\"standard\",\"entries\":[\"Origin: Sigil.\"]},{\"name\":\"Common Sign Language\",\"source\":\"XPHB\",\"page\":37,\"freeRules2024\":true,\"type\":\"standard\",\"entries\":[\"Origin: Sigil.\"]},{\"name\":\"Common Trade Pidgin\",\"source\":\"PSX\",\"page\":6,\"typicalSpeakers\":[\"Sun Empire\",\"River Heralds\",\"Legion of Dusk\",\"Brazen Coalition\",\"{@race Human (Ixalan)|PSX|Humans}\",\"{@race Orc (Ixalan)|PSX|Orcs}\",\"{@race Siren|PSX|Sirens}\",\"{@race Goblin (Ixalan)|PSX|Goblins}\"],\"entries\":[\"A trade pidgin used in circumstances where members of different peoples do interact with each other. But this language is almost impossible to use for discussions of matters of any depth.\"]},{\"name\":\"Daelkyr\",\"source\":\"ERLW\",\"page\":6,\"type\":\"exotic\",\"typicalSpeakers\":[\"{@filter aberrations|bestiary|type=aberration|source=ERLW}\",\"denizens of Khyber\"],\"script\":\"Daelkyr\"},{\"name\":\"Damaran\",\"source\":\"SCAG\",\"page\":112,\"typicalSpeakers\":[\"Damaran ethnic group\",\"Nar ethnic group\"],\"script\":\"Dethek\",\"entries\":[{\"type\":\"inset\",\"name\":\"Option: Human Languages\",\"entries\":[\"Many human ethnicities and nations in Faerûn have their own language, in addition to Common. Most human languages are written in Thorass, the alphabet of Old Common, derived from the Chondathan language that traders used as their common tongue. A few human languages use other alphabets, including Draconic, Dethek, and Espruar.\",\"If your Dungeon Master allows this option, then any human from an ethnic group that has its own language is assumed to know that language as well as Common. This ethnic language is treated as a free additional language for such individuals.\"]}],\"hasFluffImages\":true},{\"name\":\"Dambrathan\",\"source\":\"SCAG\",\"page\":112,\"typicalSpeakers\":[\"Arkaiun ethnic group\"],\"script\":\"Espruar\",\"entries\":[{\"type\":\"inset\",\"name\":\"Option: Human Languages\",\"entries\":[\"Many human ethnicities and nations in Faerûn have their own language, in addition to Common. Most human languages are written in Thorass, the alphabet of Old Common, derived from the Chondathan language that traders used as their common tongue. A few human languages use other alphabets, including Draconic, Dethek, and Espruar.\",\"If your Dungeon Master allows this option, then any human from an ethnic group that has its own language is assumed to know that language as well as Common. This ethnic language is treated as a free additional language for such individuals.\"]}]},{\"name\":\"Deep Crow\",\"source\":\"AI\",\"page\":210,\"typicalSpeakers\":[\"{@creature Deep Crow|AI|deep crows}\"]},{\"name\":\"Deep Speech\",\"source\":\"PHB\",\"page\":123,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Deep Speech|XPHB\"],\"type\":\"exotic\",\"typicalSpeakers\":[\"{@creature mind flayer||mind flayers}\",\"{@creature beholder||beholders}\"],\"script\":\"none\"},{\"name\":\"Deep Speech\",\"source\":\"XPHB\",\"page\":37,\"freeRules2024\":true,\"type\":\"rare\",\"entries\":[\"Origin: Aberrations.\"]},{\"name\":\"Demonic\",\"source\":\"PSI\",\"page\":9,\"typicalSpeakers\":[\"{@filter Demons|bestiary|source=|tag=demon}\",\"{@filter Devils|bestiary|source=|tag=devil}\"]},{\"name\":\"Draconic\",\"source\":\"DSotDQ\",\"page\":9,\"type\":\"rare\",\"typicalSpeakers\":[\"Dragons\"],\"script\":\"Draconic\"},{\"name\":\"Draconic\",\"source\":\"ERLW\",\"page\":6,\"type\":\"exotic\",\"typicalSpeakers\":[\"{@filter dragons|bestiary|source=ERLW|type=dragon}\",\"{@filter dragonborn|bestiary|type=humanoid|tag=any race;dragonborn|source=ERLW}\"],\"script\":\"Draconic\"},{\"name\":\"Draconic\",\"source\":\"GGR\",\"page\":9,\"type\":\"standard\",\"typicalSpeakers\":[\"{@filter dragons|bestiary|source=GGR|type=dragon}\"],\"script\":\"Draconic\"},{\"name\":\"Draconic\",\"source\":\"MOT\",\"page\":9,\"typicalSpeakers\":[\"Dragons\"],\"script\":\"Draconic\"},{\"name\":\"Draconic\",\"source\":\"PHB\",\"page\":123,\"srd\":true,\"basicRules\":true,\"additionalSources\":[{\"source\":\"PHB\",\"page\":32}],\"reprintedAs\":[\"Draconic|XPHB\"],\"type\":\"exotic\",\"typicalSpeakers\":[\"{@filter dragons|bestiary|type=dragon}\",\"{@race dragonborn}\"],\"script\":\"Draconic\",\"entries\":[\"Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.\"],\"hasFluffImages\":true},{\"name\":\"Draconic\",\"source\":\"PSI\",\"page\":9,\"typicalSpeakers\":[\"{@filter Dragons|bestiary|source=PSI|type=dragon}\"]},{\"name\":\"Draconic\",\"source\":\"XPHB\",\"page\":37,\"freeRules2024\":true,\"type\":\"standard\",\"entries\":[\"Origin: Dragons.\"]},{\"name\":\"Druidic\",\"source\":\"GGR\",\"page\":9,\"type\":\"secret\",\"typicalSpeakers\":[\"Selesnya {@class druid||druids}/{@creature druid||druids}\",\"Golgari {@class druid||druids}/{@creature druid||druids}\"]},{\"name\":\"Druidic\",\"source\":\"PHB\",\"page\":64,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Druidic|XPHB\"],\"type\":\"secret\",\"typicalSpeakers\":[\"{@class druid||druids}/{@creature druid||druids}\",\"{@creature treant||treants}\"],\"entries\":[\"Druidic is the secret language of druids. It can be spoken or used to leave hidden messages. Creatures who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom ({@skill Perception}) check but can't decipher it without magic.\"]},{\"name\":\"Druidic\",\"source\":\"XPHB\",\"page\":37,\"freeRules2024\":true,\"type\":\"rare\",\"entries\":[\"Origin: Druidic circles.\"]},{\"name\":\"Dwarvish\",\"source\":\"DSotDQ\",\"page\":9,\"type\":\"standard\",\"typicalSpeakers\":[\"Abanasinia\",\"Kayolin\",\"Thoradin\",\"Thorbardin\"],\"script\":\"Dwarvish\"},{\"name\":\"Dwarvish\",\"source\":\"ERLW\",\"page\":6,\"type\":\"standard\",\"typicalSpeakers\":[\"Mror Holds\"],\"script\":\"Dwarvish\"},{\"name\":\"Dwarvish\",\"source\":\"PHB\",\"page\":123,\"srd\":true,\"basicRules\":true,\"additionalSources\":[{\"source\":\"PHB\",\"page\":18}],\"reprintedAs\":[\"Dwarvish|XPHB\"],\"type\":\"standard\",\"typicalSpeakers\":[\"{@filter dwarves|bestiary|type=humanoid|tag=any race;dwarf}\"],\"script\":\"Dwarvish\",\"entries\":[\"Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.\"],\"hasFluffImages\":true},{\"name\":\"Dwarvish\",\"source\":\"XPHB\",\"page\":37,\"freeRules2024\":true,\"type\":\"standard\",\"entries\":[\"Origin: Dwarves.\"]},{\"name\":\"Elvish\",\"source\":\"DSotDQ\",\"page\":9,\"type\":\"standard\",\"typicalSpeakers\":[\"Qualinesti\",\"Silvanesti\",\"Southern Ergoth\"],\"script\":\"Elvish\"},{\"name\":\"Elvish\",\"source\":\"ERLW\",\"page\":6,\"type\":\"standard\",\"typicalSpeakers\":[\"Aerenal\",\"Valenar\"],\"script\":\"Elvish\"},{\"name\":\"Elvish\",\"source\":\"GGR\",\"page\":9,\"type\":\"standard\",\"typicalSpeakers\":[\"{@filter elves|bestiary|type=humanoid|tag=any race;elf|source=GGR}\"],\"script\":\"Elvish\"},{\"name\":\"Elvish\",\"source\":\"PHB\",\"page\":123,\"srd\":true,\"basicRules\":true,\"additionalSources\":[{\"source\":\"PHB\",\"page\":21}],\"reprintedAs\":[\"Elvish|XPHB\"],\"type\":\"standard\",\"typicalSpeakers\":[\"{@filter elves|bestiary|type=humanoid|tag=any race;elf}\"],\"script\":\"Elvish\",\"entries\":[\"Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.\"],\"hasFluffImages\":true},{\"name\":\"Elvish\",\"source\":\"XPHB\",\"page\":37,\"freeRules2024\":true,\"type\":\"standard\",\"entries\":[\"Origin: Elves.\"]},{\"name\":\"Ergot\",\"source\":\"DSotDQ\",\"page\":9,\"type\":\"standard\",\"typicalSpeakers\":[\"Northern Ergoth\"],\"script\":\"Common\"},{\"name\":\"Giant\",\"source\":\"ERLW\",\"page\":6,\"type\":\"standard\",\"typicalSpeakers\":[\"Inhabitants of Xen'drik\"],\"script\":\"Giant\"},{\"name\":\"Giant\",\"source\":\"GGR\",\"page\":9,\"type\":\"standard\",\"typicalSpeakers\":[\"{@creature ogre||ogres}\",\"{@filter giants|bestiary|type=giant|source=ERLW}\"],\"script\":\"Minotaur\"},{\"name\":\"Giant\",\"source\":\"MOT\",\"page\":9,\"typicalSpeakers\":[\"Cyclopes, giants\"],\"script\":\"Minotaur\"},{\"name\":\"Giant\",\"source\":\"PHB\",\"page\":123,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Giant|XPHB\"],\"type\":\"standard\",\"typicalSpeakers\":[\"{@creature ogre||ogres}\",\"{@filter giants|bestiary|type=giant}\"],\"script\":\"Dwarvish\",\"hasFluffImages\":true},{\"name\":\"Giant\",\"source\":\"XPHB\",\"page\":37,\"freeRules2024\":true,\"type\":\"standard\",\"entries\":[\"Origin: Giants.\"]},{\"name\":\"Giant Eagle\",\"source\":\"MM\",\"page\":324,\"typicalSpeakers\":[\"{@creature Giant Eagle||giant eagles}\"]},{\"name\":\"Giant Elk\",\"source\":\"MM\",\"page\":325,\"typicalSpeakers\":[\"{@creature Giant Elk||giant elks}\"]},{\"name\":\"Giant Owl\",\"source\":\"MM\",\"page\":327,\"typicalSpeakers\":[\"{@creature Giant Owl||giant owls}\"]},{\"name\":\"Gith\",\"dialects\":[\"Githzerai\",\"Githyanki\"],\"source\":\"MM\",\"page\":160,\"additionalSources\":[{\"source\":\"MTF\",\"page\":90}],\"typicalSpeakers\":[\"{@creature Githzerai Monk||githzerai monks}\",\"{@creature Githyanki Warrior||githyanki warriors}\",\"{@creature Githzerai Zerth||githzerai zerths}\",\"{@creature Githyanki Knight||githyanki knights}\"],\"script\":\"Tir'su\",\"entries\":[{\"type\":\"inset\",\"name\":\"The Gith Alphabet\",\"entries\":[\"The gith use a written language composed of alphabetic symbols arranged in circular clusters called tir'su. Each \\\"spoke\\\" on the wheel corresponds to a letter of the alphabet. Each cluster of characters represents a single word, and multiple tir'su connect to form phrases and sentences.\",\"Githyanki and githzerai both speak Gith, but each race has a distinct dialect and accent. Similarly, the two races of gith differentiate their language by how they write it. Githyanki write a tir'su clockwise, starting at the top. Githzerai use the same letter symbols but write their tir'su counterclockwise, starting from the bottom.\"]}]},{\"name\":\"Gnoll\",\"source\":\"MM\",\"page\":163,\"typicalSpeakers\":[\"{@creature Gnoll||gnolls}\",\"{@creature Gnoll Pack Lord||gnoll pack lords}\",\"{@creature Gnoll Fang of Yeenoghu||gnoll fangs of yeenoghu}\"]},{\"name\":\"Gnomish\",\"source\":\"DSotDQ\",\"page\":9,\"type\":\"standard\",\"typicalSpeakers\":[\"Sancrist\"],\"script\":\"Common\"},{\"name\":\"Gnomish\",\"source\":\"ERLW\",\"page\":6,\"type\":\"standard\",\"typicalSpeakers\":[\"Zilargo\"],\"script\":\"Dwarvish\"},{\"name\":\"Gnomish\",\"source\":\"PHB\",\"page\":123,\"srd\":true,\"basicRules\":true,\"additionalSources\":[{\"source\":\"PHB\",\"page\":35}],\"reprintedAs\":[\"Gnomish|XPHB\"],\"type\":\"standard\",\"typicalSpeakers\":[\"{@filter gnomes|bestiary|type=humanoid|tag=any race;gnome}\"],\"script\":\"Dwarvish\",\"entries\":[\"The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.\"],\"hasFluffImages\":true},{\"name\":\"Gnomish\",\"source\":\"XPHB\",\"page\":37,\"freeRules2024\":true,\"type\":\"standard\",\"entries\":[\"Origin: Gnomes.\"]},{\"name\":\"Goblin\",\"source\":\"DSotDQ\",\"page\":9,\"type\":\"rare\",\"typicalSpeakers\":[\"Taman Busuk\"],\"script\":\"Dwarvish\"},{\"name\":\"Goblin\",\"source\":\"ERLW\",\"page\":6,\"type\":\"standard\",\"typicalSpeakers\":[\"Darguun\",\"Droaam\",\"Shadow Marches\",\"monsters of Khorvaire\"],\"script\":\"Goblin\"},{\"name\":\"Goblin\",\"source\":\"GGR\",\"page\":9,\"additionalSources\":[{\"source\":\"GGR\",\"page\":16}],\"type\":\"standard\",\"typicalSpeakers\":[\"{@filter goblins|bestiary|tag=any race|source=GGR}\"],\"script\":\"Common\",\"entries\":[\"In Ravnica, Goblin is a simplistic language with a limited vocabulary and fluid rules of grammar, unsuited for any sophisticated conversation.\"]},{\"name\":\"Goblin\",\"source\":\"PHB\",\"page\":123,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Goblin|XPHB\"],\"type\":\"standard\",\"typicalSpeakers\":[\"{@filter goblinoids|bestiary|tag=goblinoid}\"],\"script\":\"Dwarvish\",\"hasFluffImages\":true},{\"name\":\"Goblin\",\"source\":\"XPHB\",\"page\":37,\"freeRules2024\":true,\"type\":\"standard\",\"entries\":[\"Origin: Goblinoids.\"]},{\"name\":\"Grell\",\"source\":\"MM\",\"page\":172,\"typicalSpeakers\":[\"{@creature Grell||grells}\"]},{\"name\":\"Grung\",\"source\":\"VGM\",\"page\":156,\"typicalSpeakers\":[\"{@creature Grung|VGM|grungs}\",\"{@creature Grung Wildling|VGM|grung wildlings}\",\"{@creature Grung Elite Warrior|VGM|grung elite warriors}\"]},{\"name\":\"Guran\",\"source\":\"SCAG\",\"page\":112,\"typicalSpeakers\":[\"Gur ethnic group\"],\"script\":\"Thorass\",\"entries\":[\"A patois of {@language Roushoum|SCAG} and {@language Rashemi|SCAG}.\",{\"type\":\"inset\",\"name\":\"Option: Human Languages\",\"entries\":[\"Many human ethnicities and nations in Faerûn have their own language, in addition to Common. Most human languages are written in Thorass, the alphabet of Old Common, derived from the Chondathan language that traders used as their common tongue. A few human languages use other alphabets, including Draconic, Dethek, and Espruar.\",\"If your Dungeon Master allows this option, then any human from an ethnic group that has its own language is assumed to know that language as well as Common. This ethnic language is treated as a free additional language for such individuals.\"]}]},{\"name\":\"Halfling\",\"source\":\"ERLW\",\"page\":6,\"type\":\"standard\",\"typicalSpeakers\":[\"Talenta Plains\"],\"script\":\"Common\"},{\"name\":\"Halfling\",\"source\":\"PHB\",\"page\":123,\"srd\":true,\"basicRules\":true,\"additionalSources\":[{\"source\":\"PHB\",\"page\":26}],\"reprintedAs\":[\"Halfling|XPHB\"],\"type\":\"standard\",\"typicalSpeakers\":[\"{@filter halflings|bestiary|type=humanoid|tag=any race;halfling}\"],\"script\":\"Common\",\"entries\":[\"The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.\"]},{\"name\":\"Halfling\",\"source\":\"XPHB\",\"page\":37,\"freeRules2024\":true,\"type\":\"standard\",\"entries\":[\"Origin: Halflings.\"]},{\"name\":\"Halruaan\",\"source\":\"SCAG\",\"page\":112,\"typicalSpeakers\":[\"Halruaan ethnic group\"],\"script\":\"Draconic\",\"entries\":[{\"type\":\"inset\",\"name\":\"Option: Human Languages\",\"entries\":[\"Many human ethnicities and nations in Faerûn have their own language, in addition to Common. Most human languages are written in Thorass, the alphabet of Old Common, derived from the Chondathan language that traders used as their common tongue. A few human languages use other alphabets, including Draconic, Dethek, and Espruar.\",\"If your Dungeon Master allows this option, then any human from an ethnic group that has its own language is assumed to know that language as well as Common. This ethnic language is treated as a free additional language for such individuals.\"]}]},{\"name\":\"Homarid\",\"source\":\"PSD\",\"page\":15,\"typicalSpeakers\":[\"{@creature Homarid|PSD|homarids}\"]},{\"name\":\"Hook Horror\",\"source\":\"MM\",\"page\":189,\"typicalSpeakers\":[\"{@creature Hook Horror||hook horrors}\"]},{\"name\":\"Ice Toad\",\"source\":\"RoT\",\"page\":90,\"otherSources\":[{\"source\":\"ToD\"}],\"typicalSpeakers\":[\"{@creature Ice Toad|RoT|ice toads}\"]},{\"name\":\"Illuskan\",\"source\":\"SCAG\",\"page\":112,\"typicalSpeakers\":[\"Illuskan ethnic group\"],\"script\":\"Thorass\",\"entries\":[{\"type\":\"inset\",\"name\":\"Option: Human Languages\",\"entries\":[\"Many human ethnicities and nations in Faerûn have their own language, in addition to Common. Most human languages are written in Thorass, the alphabet of Old Common, derived from the Chondathan language that traders used as their common tongue. A few human languages use other alphabets, including Draconic, Dethek, and Espruar.\",\"If your Dungeon Master allows this option, then any human from an ethnic group that has its own language is assumed to know that language as well as Common. This ethnic language is treated as a free additional language for such individuals.\"]}],\"hasFluffImages\":true},{\"name\":\"Infernal\",\"source\":\"ERLW\",\"page\":6,\"type\":\"exotic\",\"typicalSpeakers\":[\"{@filter fiends|bestiary|type=fiend|source=ERLW}\"],\"script\":\"Infernal\"},{\"name\":\"Infernal\",\"source\":\"PHB\",\"page\":123,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Infernal|XPHB\"],\"type\":\"exotic\",\"typicalSpeakers\":[\"{@filter devils|bestiary|tag=devil}\"],\"script\":\"Infernal\"},{\"name\":\"Infernal\",\"source\":\"XPHB\",\"page\":37,\"freeRules2024\":true,\"type\":\"rare\",\"entries\":[\"Origin: Devils of the Nine Hells.\"]},{\"name\":\"Istarian\",\"source\":\"DSotDQ\",\"page\":9,\"type\":\"rare\",\"typicalSpeakers\":[\"Ancient Istarians\"],\"script\":\"Istarian\"},{\"name\":\"Itzocan\",\"source\":\"PSX\",\"page\":6,\"typicalSpeakers\":[\"Sun Empire\",\"{@race Human (Ixalan)|PSX|Humans}\"]},{\"name\":\"Ixitxachitl\",\"source\":\"OotA\",\"page\":225,\"typicalSpeakers\":[\"{@creature ixitxachitl|OotA}\",\"{@creature Ixitxachitl Cleric|OotA|ixitxachitl clerics}\",\"{@creature vampiric ixitxachitl|OotA}\",\"{@creature Vampiric Ixitxachitl Cleric|OotA|vampiric ixitxachitl clerics}\"]},{\"name\":\"Keldon\",\"source\":\"PSD\",\"page\":19,\"typicalSpeakers\":[\"{@race Human (Keldon)|PSD|Keldons}\"]},{\"name\":\"Kenderspeak\",\"source\":\"DSotDQ\",\"page\":9,\"type\":\"standard\",\"typicalSpeakers\":[\"Goodlund\",\"Hylo\"],\"script\":\"Common\"},{\"name\":\"Kharolian\",\"source\":\"DSotDQ\",\"page\":9,\"type\":\"standard\",\"typicalSpeakers\":[\"Plains of Dust\",\"Tarsis\"],\"script\":\"Common\"},{\"name\":\"Khenra\",\"source\":\"PSA\",\"page\":18,\"typicalSpeakers\":[\"{@race Khenra|PSA}\"]},{\"name\":\"Khur\",\"source\":\"DSotDQ\",\"page\":9,\"type\":\"standard\",\"typicalSpeakers\":[\"Khur\"],\"script\":\"Istarian\"},{\"name\":\"Kothian\",\"source\":\"DSotDQ\",\"page\":9,\"type\":\"rare\",\"typicalSpeakers\":[\"Minotaurs\"],\"script\":\"Kothian\"},{\"name\":\"Kraul\",\"source\":\"GGR\",\"page\":9,\"type\":\"standard\",\"typicalSpeakers\":[\"kraul\",\"{@creature Kraul Warrior|GGR|kraul warriors}\",\"{@creature Kraul Death Priest|GGR|kraul death priests}\",\"{@creature Devkarin Lich|GGR|devkarin liches}\"],\"script\":\"Kraul\"},{\"name\":\"Kruthik\",\"source\":\"MTF\",\"page\":211,\"typicalSpeakers\":[\"{@creature Young Kruthik|MTF|young kruthiks}\",\"{@creature Adult Kruthik|MTF|adult kruthiks}\",\"{@creature Kruthik Hive Lord|MTF|kruthik hive lords}\"]},{\"name\":\"Leonin\",\"source\":\"MOT\",\"page\":9,\"typicalSpeakers\":[\"Leonin\"],\"script\":\"Common\"},{\"name\":\"Loross\",\"source\":\"IDRotF\",\"page\":221,\"script\":\"Draconic\",\"entries\":[\"Loross, a language spoken by the Netherese, is a dead tongue. Very few creatures in the world today would recognize it, much less speak it. Loross used the Draconic alphabet in its written form, while the spoken language had many similarities with Elvish, due to the cultural influence the elves had on Netherese civilization. A character who speaks Elvish can understand what a creature speaking Loross is saying, and vice versa. A character who has the Cloistered Scholar or Sage background, or a warlock who knows the Eyes of the Rune Keeper invocation, can translate written Loross without an ability check.\"]},{\"name\":\"Loxodon\",\"source\":\"GGR\",\"page\":9,\"type\":\"standard\",\"typicalSpeakers\":[\"{@filter loxodons|bestiary|tag=any race|source=GGR}\"],\"script\":\"Elvish\"},{\"name\":\"Marquesian\",\"source\":\"EGW\",\"page\":9,\"entries\":[\"The Menagerie Coast was settled by colonists from the arid land of Marquet, and their language now holds an unusual position in the Clovis Concord. It is the language of high society, as many Clovis elite are descended from Marquesians, but it is also the language of piracy, since countless lower-class Marquesians defected from the Concord and formed the Revelry pirates.\"]},{\"name\":\"Merfolk\",\"source\":\"GGR\",\"page\":9,\"type\":\"standard\",\"typicalSpeakers\":[\"{@filter merfolk|bestiary|source=GGR|tag=any race;merfolk}\"],\"script\":\"Merfolk\"},{\"name\":\"Merfolk\",\"source\":\"PSX\",\"page\":6,\"typicalSpeakers\":[\"River Heralds\"],\"script\":\"Merfolk\"},{\"name\":\"Midani\",\"source\":\"SCAG\",\"page\":112,\"typicalSpeakers\":[\"Bedine ethnic group\"],\"script\":\"Thorass\",\"entries\":[{\"type\":\"inset\",\"name\":\"Option: Human Languages\",\"entries\":[\"Many human ethnicities and nations in Faerûn have their own language, in addition to Common. Most human languages are written in Thorass, the alphabet of Old Common, derived from the Chondathan language that traders used as their common tongue. A few human languages use other alphabets, including Draconic, Dethek, and Espruar.\",\"If your Dungeon Master allows this option, then any human from an ethnic group that has its own language is assumed to know that language as well as Common. This ethnic language is treated as a free additional language for such individuals.\"]}],\"hasFluffImages\":true},{\"name\":\"Minotaur\",\"source\":\"GGR\",\"page\":9,\"type\":\"standard\",\"typicalSpeakers\":[\"{@race minotaur|ggr|minotaurs}\"],\"script\":\"Minotaur\"},{\"name\":\"Minotaur\",\"source\":\"MOT\",\"page\":9,\"typicalSpeakers\":[\"Minotaurs\"],\"script\":\"Minotaur\"},{\"name\":\"Modron\",\"source\":\"MM\",\"page\":224,\"typicalSpeakers\":[\"{@creature Monodrone||monodrones}\",\"{@creature Duodrone||duodrones}\",\"{@creature Tridrone||tridrones}\",\"{@creature Quadrone||quadrones}\",\"{@creature Pentadrone||pentadrones}\"]},{\"name\":\"Mulhorandi\",\"source\":\"SCAG\",\"page\":112,\"typicalSpeakers\":[\"Mulan ethnic group\"],\"script\":\"Thorass\",\"entries\":[{\"type\":\"inset\",\"name\":\"Option: Human Languages\",\"entries\":[\"Many human ethnicities and nations in Faerûn have their own language, in addition to Common. Most human languages are written in Thorass, the alphabet of Old Common, derived from the Chondathan language that traders used as their common tongue. A few human languages use other alphabets, including Draconic, Dethek, and Espruar.\",\"If your Dungeon Master allows this option, then any human from an ethnic group that has its own language is assumed to know that language as well as Common. This ethnic language is treated as a free additional language for such individuals.\"]}],\"hasFluffImages\":true},{\"name\":\"Naga\",\"source\":\"PSA\",\"page\":18,\"typicalSpeakers\":[\"{@race Naga|PSA|}\"]},{\"name\":\"Naush\",\"source\":\"EGW\",\"page\":9,\"entries\":[\"Originally spoken by the Ki'Nau islanders native to the Menagerie Coast, Naush is a thriving language within the multicultural cities of the Clovis Concord. Even sailors who only speak Common incorporate dozens of Naush words into their nautical jargon.\"]},{\"name\":\"Nerakese\",\"source\":\"DSotDQ\",\"page\":9,\"type\":\"rare\",\"typicalSpeakers\":[\"Neraka\"],\"script\":\"Istarian\"},{\"name\":\"Netherese\",\"source\":\"HotDQ\",\"page\":93,\"otherSources\":[{\"source\":\"ToD\"}],\"script\":\"Draconic\"},{\"name\":\"Nordmaarian\",\"source\":\"DSotDQ\",\"page\":9,\"type\":\"standard\",\"typicalSpeakers\":[\"Nordmaar\"],\"script\":\"Istarian\"},{\"name\":\"Ogre\",\"source\":\"DSotDQ\",\"page\":9,\"type\":\"rare\",\"typicalSpeakers\":[\"Blode\",\"Kern\"],\"script\":\"Ogre\"},{\"name\":\"Olman\",\"source\":\"TftYP\",\"page\":238},{\"name\":\"Orc\",\"source\":\"ERLW\",\"page\":6,\"type\":\"exotic\",\"typicalSpeakers\":[\"isolated orc tribes\"],\"script\":\"Goblin\"},{\"name\":\"Orc\",\"source\":\"PHB\",\"page\":123,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Orc|XPHB\"],\"type\":\"standard\",\"typicalSpeakers\":[\"{@filter orcs|bestiary|tag=orc}\"],\"script\":\"Dwarvish\",\"entries\":[\" Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.\"],\"hasFluffImages\":true},{\"name\":\"Orc\",\"source\":\"XPHB\",\"page\":37,\"freeRules2024\":true,\"type\":\"standard\",\"entries\":[\"Origin: Orcs.\"]},{\"name\":\"Otyugh\",\"source\":\"MM\",\"page\":248,\"typicalSpeakers\":[\"{@creature Otyugh||otyughs}\"]},{\"name\":\"Primordial\",\"source\":\"DSotDQ\",\"page\":9,\"type\":\"rare\",\"typicalSpeakers\":[\"Elementals\"],\"script\":\"Primordial\"},{\"name\":\"Primordial\",\"source\":\"ERLW\",\"page\":6,\"type\":\"exotic\",\"typicalSpeakers\":[\"{@filter elementals|bestiary|type=elemental}\"],\"script\":\"Primordial\"},{\"name\":\"Primordial\",\"source\":\"MOT\",\"page\":9,\"typicalSpeakers\":[\"Tritons\"],\"script\":\"Common\"},{\"name\":\"Primordial\",\"dialects\":[\"Auran\",\"Aquan\",\"Ignan\",\"Terran\"],\"source\":\"PHB\",\"page\":123,\"srd\":true,\"basicRules\":true,\"additionalSources\":[{\"source\":\"EEPC\",\"page\":9}],\"reprintedAs\":[\"Primordial|XPHB\"],\"type\":\"exotic\",\"typicalSpeakers\":[\"{@filter elementals|bestiary|type=elemental}\"],\"script\":\"Dwarvish\",\"entries\":[\"Primordial is a guttural language, filled with harsh syllables and hard consonants.\"],\"hasFluffImages\":true},{\"name\":\"Primordial\",\"source\":\"PSI\",\"page\":9,\"typicalSpeakers\":[\"Elementals\"]},{\"name\":\"Primordial\",\"dialects\":[\"Auran\",\"Aquan\",\"Ignan\",\"Terran\"],\"source\":\"XPHB\",\"page\":37,\"freeRules2024\":true,\"type\":\"rare\",\"entries\":[\"Origin: Elementals.\"]},{\"name\":\"Qualith\",\"source\":\"VGM\",\"page\":75,\"typicalSpeakers\":[\"{@creature Mind Flayer||Mind Flayers}\"],\"script\":\"Qualith\",\"entries\":[\"The \\\"writing\\\" of mind flayers, known as Qualith, isn't as simple as a set of symbols representing sounds or ideas. An inscription in Qualith captures the thoughts of its creator and psionically transmits the thoughts to a mind flayer who later reads the inscription by touching it with its tentacles. Mind flayers write in Qualith by psionically imprinting their messages on nonmagical, nonliving material they grasp or caress with their tentacles. The imprinting causes imperceptible surface changes to the object, and abrasion or degradation of the material can cause the inscription to fade and fail.\",\"An expression in Qualith is made up of four-line stanzas packed into interlocking blocks, creating complex patterns that are indecipherable by other creatures. Someone that touches a Qualith inscription, however, can receive fragmentary insight into the multilayered thoughts contained within it. A non-illithid that wants to understand a Qualith inscription can make an Intelligence check (DC based on the complexity of the contained thoughts) to try to derive some of the inscription's meaning. Multiple successful attempts might uncover different aspects about the illithid author, its intended meaning, and its intended audience. A failed attempt results in a crushing headache and, in extreme cases, madness. A {@spell comprehend languages} spell provides understanding of the inscription roughly equivalent to what a mind flayer would get from it.\"]},{\"name\":\"Quori\",\"source\":\"ERLW\",\"page\":6,\"type\":\"exotic\",\"typicalSpeakers\":[\"{@creature inspired|ERLW}\",\"kalashtar\",\"{@filter quori|bestiary|source=ERLW|search=quori}\"],\"script\":\"Quori\"},{\"name\":\"Rashemi\",\"source\":\"SCAG\",\"page\":112,\"typicalSpeakers\":[\"Rashemi ethnic group\"],\"script\":\"Thorass\",\"entries\":[{\"type\":\"inset\",\"name\":\"Option: Human Languages\",\"entries\":[\"Many human ethnicities and nations in Faerûn have their own language, in addition to Common. Most human languages are written in Thorass, the alphabet of Old Common, derived from the Chondathan language that traders used as their common tongue. A few human languages use other alphabets, including Draconic, Dethek, and Espruar.\",\"If your Dungeon Master allows this option, then any human from an ethnic group that has its own language is assumed to know that language as well as Common. This ethnic language is treated as a free additional language for such individuals.\"]}],\"hasFluffImages\":true},{\"name\":\"Riedran\",\"source\":\"ERLW\",\"page\":6,\"type\":\"standard\",\"typicalSpeakers\":[\"people of Sarlona\"],\"script\":\"Common\"},{\"name\":\"Roushoum\",\"source\":\"SCAG\",\"page\":112,\"typicalSpeakers\":[\"Imaskari ethnic group\"],\"script\":\"Thorass\",\"entries\":[{\"type\":\"inset\",\"name\":\"Option: Human Languages\",\"entries\":[\"Many human ethnicities and nations in Faerûn have their own language, in addition to Common. Most human languages are written in Thorass, the alphabet of Old Common, derived from the Chondathan language that traders used as their common tongue. A few human languages use other alphabets, including Draconic, Dethek, and Espruar.\",\"If your Dungeon Master allows this option, then any human from an ethnic group that has its own language is assumed to know that language as well as Common. This ethnic language is treated as a free additional language for such individuals.\"]}],\"hasFluffImages\":true},{\"name\":\"Sahuagin\",\"source\":\"MM\",\"page\":263,\"typicalSpeakers\":[\"{@creature sahuagin}\",\"{@creature Sahuagin Priestess||sahuagin priestesses}\",\"{@creature Sahuagin Baron||sahuagin barons}\"]},{\"name\":\"Shaaran\",\"source\":\"SCAG\",\"page\":112,\"typicalSpeakers\":[\"Shaaran ethnic group\"],\"script\":\"Dethek\",\"entries\":[{\"type\":\"inset\",\"name\":\"Option: Human Languages\",\"entries\":[\"Many human ethnicities and nations in Faerûn have their own language, in addition to Common. Most human languages are written in Thorass, the alphabet of Old Common, derived from the Chondathan language that traders used as their common tongue. A few human languages use other alphabets, including Draconic, Dethek, and Espruar.\",\"If your Dungeon Master allows this option, then any human from an ethnic group that has its own language is assumed to know that language as well as Common. This ethnic language is treated as a free additional language for such individuals.\"]}]},{\"name\":\"Shou\",\"source\":\"SCAG\",\"page\":112,\"typicalSpeakers\":[\"Shou ethnic group\"],\"script\":\"Thorass\",\"entries\":[{\"type\":\"inset\",\"name\":\"Option: Human Languages\",\"entries\":[\"Many human ethnicities and nations in Faerûn have their own language, in addition to Common. Most human languages are written in Thorass, the alphabet of Old Common, derived from the Chondathan language that traders used as their common tongue. A few human languages use other alphabets, including Draconic, Dethek, and Espruar.\",\"If your Dungeon Master allows this option, then any human from an ethnic group that has its own language is assumed to know that language as well as Common. This ethnic language is treated as a free additional language for such individuals.\"]}],\"hasFluffImages\":true},{\"name\":\"Siren\",\"source\":\"PSX\",\"page\":17,\"typicalSpeakers\":[\"{@race Siren|PSX|Sirens}\"]},{\"name\":\"Slaad\",\"source\":\"MM\",\"page\":276,\"typicalSpeakers\":[\"{@creature Slaad Tadpole||slaad tadpoles}\",\"{@creature Red Slaad||red slaads}\",\"{@creature Blue Slaad||blue slaads}\",\"{@creature Green Slaad||green slaads}\",\"{@creature Gray Slaad||gray slaads}\",\"{@creature Death Slaad||death slaads}\"]},{\"name\":\"Solamnic\",\"source\":\"DSotDQ\",\"page\":9,\"type\":\"standard\",\"typicalSpeakers\":[\"Sancrist\",\"Solamnia\"],\"script\":\"Common\"},{\"name\":\"Sphinx\",\"source\":\"GGR\",\"page\":9,\"type\":\"standard\",\"typicalSpeakers\":[\"{@creature Sphinx of Judgment|ggr|sphinxes}\"],\"script\":\"none\"},{\"name\":\"Sphinx\",\"source\":\"MM\",\"page\":281,\"typicalSpeakers\":[\"{@creature Gynosphinx||gynosphinxes}\",\"{@creature Androsphinx||androsphinxes}\"]},{\"name\":\"Sphinx\",\"source\":\"MOT\",\"page\":9,\"typicalSpeakers\":[\"Sphinxes\"]},{\"name\":\"Sylvan\",\"source\":\"DSotDQ\",\"page\":9,\"type\":\"rare\",\"typicalSpeakers\":[\"Fey creatures\"],\"script\":\"Sylvan\"},{\"name\":\"Sylvan\",\"source\":\"ERLW\",\"page\":6,\"type\":\"exotic\",\"typicalSpeakers\":[\"{@filter fey creatures|bestiary|type=fey|source=ERLW}\"],\"script\":\"Elvish\"},{\"name\":\"Sylvan\",\"source\":\"GGR\",\"page\":9,\"additionalSources\":[{\"source\":\"GGR\",\"page\":15}],\"type\":\"standard\",\"typicalSpeakers\":[\"{@race centaur|ggr|centaurs}\",\"{@creature Conclave Dryad|ggr|dryads}\"],\"script\":\"Elvish\",\"entries\":[\"Sylvan is widely spoken in the Selesnya Conclave, for it is rich in vocabulary to describe natural phenomena and spiritual forces.\"]},{\"name\":\"Sylvan\",\"source\":\"MOT\",\"page\":9,\"typicalSpeakers\":[\"Centaurs, {@filter satyrs|bestiary|source=MOT|search=satyr}\"],\"script\":\"Elvish\"},{\"name\":\"Sylvan\",\"source\":\"PHB\",\"page\":123,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Sylvan|XPHB\"],\"type\":\"exotic\",\"typicalSpeakers\":[\"{@filter fey creatures|bestiary|type=fey}\"],\"script\":\"Elvish\",\"hasFluffImages\":true},{\"name\":\"Sylvan\",\"source\":\"XPHB\",\"page\":37,\"freeRules2024\":true,\"type\":\"rare\",\"entries\":[\"Origin: The Feywild.\"]},{\"name\":\"Thayan\",\"source\":\"SCAG\",\"page\":112,\"typicalSpeakers\":[\"Mulan ethnic group\"],\"script\":\"Thorass\",\"entries\":[{\"type\":\"inset\",\"name\":\"Option: Human Languages\",\"entries\":[\"Many human ethnicities and nations in Faerûn have their own language, in addition to Common. Most human languages are written in Thorass, the alphabet of Old Common, derived from the Chondathan language that traders used as their common tongue. A few human languages use other alphabets, including Draconic, Dethek, and Espruar.\",\"If your Dungeon Master allows this option, then any human from an ethnic group that has its own language is assumed to know that language as well as Common. This ethnic language is treated as a free additional language for such individuals.\"]}],\"hasFluffImages\":true},{\"name\":\"Thieves' Cant\",\"source\":\"GGR\",\"page\":9,\"type\":\"secret\",\"typicalSpeakers\":[\"street gangs\",\"Dimir {@class rogue||rogues}\",\"Golgari {@class rogue||rogues}\"]},{\"name\":\"Thieves' Cant\",\"source\":\"PHB\",\"page\":94,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Thieves' Cant|XPHB\"],\"type\":\"secret\",\"typicalSpeakers\":[\"{@creature assassin||assassins}\",\"{@class rogue||rogues}\"],\"entries\":[\"Thieves' cant is a secret mix of dialect, jargon, and code that allows messages to be hidden in seemingly normal conversation. Only a creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\"]},{\"name\":\"Thieves' Cant\",\"source\":\"XPHB\",\"page\":37,\"freeRules2024\":true,\"type\":\"rare\",\"entries\":[\"Origin: Various criminal guilds.\"]},{\"name\":\"Thri-kreen\",\"source\":\"MM\",\"page\":288,\"typicalSpeakers\":[\"{@creature thri-kreen}\"]},{\"name\":\"Tlincalli\",\"source\":\"VGM\",\"page\":193,\"typicalSpeakers\":[\"{@creature tlincalli|VGM}\"]},{\"name\":\"Troglodyte\",\"source\":\"MM\",\"page\":290,\"typicalSpeakers\":[\"{@creature Troglodyte||troglodytes}\"]},{\"name\":\"Tuigan\",\"source\":\"SCAG\",\"page\":112,\"typicalSpeakers\":[\"Tuigan ethnic group\"],\"script\":\"Thorass\",\"entries\":[{\"type\":\"inset\",\"name\":\"Option: Human Languages\",\"entries\":[\"Many human ethnicities and nations in Faerûn have their own language, in addition to Common. Most human languages are written in Thorass, the alphabet of Old Common, derived from the Chondathan language that traders used as their common tongue. A few human languages use other alphabets, including Draconic, Dethek, and Espruar.\",\"If your Dungeon Master allows this option, then any human from an ethnic group that has its own language is assumed to know that language as well as Common. This ethnic language is treated as a free additional language for such individuals.\"]}],\"hasFluffImages\":true},{\"name\":\"Turmic\",\"source\":\"SCAG\",\"page\":112,\"typicalSpeakers\":[\"Turami ethnic group\"],\"script\":\"Thorass\",\"entries\":[{\"type\":\"inset\",\"name\":\"Option: Human Languages\",\"entries\":[\"Many human ethnicities and nations in Faerûn have their own language, in addition to Common. Most human languages are written in Thorass, the alphabet of Old Common, derived from the Chondathan language that traders used as their common tongue. A few human languages use other alphabets, including Draconic, Dethek, and Espruar.\",\"If your Dungeon Master allows this option, then any human from an ethnic group that has its own language is assumed to know that language as well as Common. This ethnic language is treated as a free additional language for such individuals.\"]}],\"hasFluffImages\":true},{\"name\":\"Uluik\",\"source\":\"SCAG\",\"page\":112,\"typicalSpeakers\":[\"Ulutiun ethnic group\"],\"script\":\"Thorass\",\"entries\":[{\"type\":\"inset\",\"name\":\"Option: Human Languages\",\"entries\":[\"Many human ethnicities and nations in Faerûn have their own language, in addition to Common. Most human languages are written in Thorass, the alphabet of Old Common, derived from the Chondathan language that traders used as their common tongue. A few human languages use other alphabets, including Draconic, Dethek, and Espruar.\",\"If your Dungeon Master allows this option, then any human from an ethnic group that has its own language is assumed to know that language as well as Common. This ethnic language is treated as a free additional language for such individuals.\"]}],\"hasFluffImages\":true},{\"name\":\"Umber Hulk\",\"source\":\"MM\",\"page\":292,\"typicalSpeakers\":[\"{@creature Umber Hulk||umber hulks}\"]},{\"name\":\"Undercommon\",\"source\":\"PHB\",\"page\":123,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Undercommon|XPHB\"],\"type\":\"exotic\",\"typicalSpeakers\":[\"underdark traders\"],\"script\":\"Elvish\",\"hasFluffImages\":true},{\"name\":\"Undercommon\",\"source\":\"XPHB\",\"page\":37,\"freeRules2024\":true,\"type\":\"rare\",\"entries\":[\"Origin: The Underdark.\"]},{\"name\":\"Untheric\",\"source\":\"SCAG\",\"page\":112,\"typicalSpeakers\":[\"Mulan ethnic group\"],\"script\":\"Thorass\",\"entries\":[{\"type\":\"inset\",\"name\":\"Option: Human Languages\",\"entries\":[\"Many human ethnicities and nations in Faerûn have their own language, in addition to Common. Most human languages are written in Thorass, the alphabet of Old Common, derived from the Chondathan language that traders used as their common tongue. A few human languages use other alphabets, including Draconic, Dethek, and Espruar.\",\"If your Dungeon Master allows this option, then any human from an ethnic group that has its own language is assumed to know that language as well as Common. This ethnic language is treated as a free additional language for such individuals.\"]}],\"hasFluffImages\":true},{\"name\":\"Vampire\",\"source\":\"PSX\",\"page\":6,\"typicalSpeakers\":[\"Legion of Dusk\"]},{\"name\":\"Vedalken\",\"source\":\"GGR\",\"page\":9,\"additionalSources\":[{\"source\":\"PSK\",\"page\":23}],\"type\":\"standard\",\"typicalSpeakers\":[\"{@race Vedalken|ggr}\"],\"script\":\"Vedalken\",\"entries\":[\"The Vedalken language is renowned for its technical treatises and its catalogs of knowledge about the natural world and the aether that pervades it.\"]},{\"name\":\"Vegepygmy\",\"source\":\"VGM\",\"page\":196,\"typicalSpeakers\":[\"{@creature Vegepygmy|VGM|vegepygmies}\",\"{@creature Vegepygmy Chief|VGM|vegepygmy chiefs}\"]},{\"name\":\"Waelan\",\"source\":\"SCAG\",\"page\":112,\"typicalSpeakers\":[\"Ffolk ethnic group\"],\"script\":\"Thorass\",\"entries\":[{\"type\":\"inset\",\"name\":\"Option: Human Languages\",\"entries\":[\"Many human ethnicities and nations in Faerûn have their own language, in addition to Common. Most human languages are written in Thorass, the alphabet of Old Common, derived from the Chondathan language that traders used as their common tongue. A few human languages use other alphabets, including Draconic, Dethek, and Espruar.\",\"If your Dungeon Master allows this option, then any human from an ethnic group that has its own language is assumed to know that language as well as Common. This ethnic language is treated as a free additional language for such individuals.\"]}],\"hasFluffImages\":true},{\"name\":\"Winter Wolf\",\"source\":\"MM\",\"page\":340,\"typicalSpeakers\":[\"{@creature Winter Wolf||winter wolves}\"]},{\"name\":\"Worg\",\"source\":\"MM\",\"page\":341,\"typicalSpeakers\":[\"{@creature Worg||worgs}\"]},{\"name\":\"Yeti\",\"source\":\"MM\",\"page\":305,\"typicalSpeakers\":[\"{@creature Yeti||yetis}\",\"{@creature Abominable Yeti||abominable yetis}\"]},{\"name\":\"Yikaria\",\"source\":\"SKT\",\"page\":244,\"typicalSpeakers\":[\"{@creature Yakfolk Priest|SKT|yakfolk priests}\",\"{@creature Yakfolk Warrior|SKT|yakfolk warriors}\"]},{\"name\":\"Zemnian\",\"source\":\"EGW\",\"page\":9,\"entries\":[\"This ancient language was spoken by the people of Zemniaz in the Age of Arcanum. That ancient culture has long since crumbled, but its language and its people live on in the Dwendalian Empire. Many ancient scrolls were written in Zemnian, but it is a language now largely spoken by farmers, as Common is the default language of the empire.\"]}],\"languageScript\":[{\"name\":\"Draconic\",\"source\":\"PHB\",\"fonts\":[\"fonts/languages/PHB/Draconic/Iokharic.otf\",\"fonts/languages/PHB/Draconic/Iokharic Bold.otf\",\"fonts/languages/PHB/Draconic/Iokharic Italic.otf\",\"fonts/languages/PHB/Draconic/Iokharic Bold Italic.otf\"]},{\"name\":\"Dwarvish\",\"source\":\"PHB\",\"fonts\":[\"fonts/languages/PHB/Dwarvish/Dethek.otf\",\"fonts/languages/PHB/Dwarvish/Dethek Bold.otf\",\"fonts/languages/PHB/Dwarvish/Dethek Italic.otf\",\"fonts/languages/PHB/Dwarvish/Dethek Bold Italic.otf\",\"fonts/languages/PHB/Dwarvish/Dethek Stone.ttf\",\"fonts/languages/PHB/Dwarvish/Dethek Alt.ttf\",\"fonts/languages/PHB/Dwarvish/Olde Dethek.otf\",\"fonts/languages/PHB/Dwarvish/Olde Dethek Italic.otf\",\"fonts/languages/PHB/Dwarvish/Davek 4e.otf\",\"fonts/languages/PHB/Dwarvish/Davek 4e Bold.otf\",\"fonts/languages/PHB/Dwarvish/Davek 4e Italic.otf\",\"fonts/languages/PHB/Dwarvish/Davek 4e Bold Italic.otf\"]},{\"name\":\"Elvish\",\"source\":\"PHB\",\"fonts\":[\"fonts/languages/PHB/Elvish/Espruar 5e.ttf\",\"fonts/languages/PHB/Elvish/Espruar 3e.otf\",\"fonts/languages/PHB/Elvish/Espruar 3e Bold.otf\",\"fonts/languages/PHB/Elvish/Espruar 3e Italic.otf\",\"fonts/languages/PHB/Elvish/Espruar 3e Bold Italic.otf\",\"fonts/languages/PHB/Elvish/Espruar 2e.ttf\",\"fonts/languages/PHB/Elvish/Olde Espruar.otf\",\"fonts/languages/PHB/Elvish/Rellanic 4e.otf\",\"fonts/languages/PHB/Elvish/Rellanic 4e Bold.otf\",\"fonts/languages/PHB/Elvish/Rellanic 4e Italic.otf\",\"fonts/languages/PHB/Elvish/Rellanic 4e Bold Italic.otf\"]},{\"name\":\"Infernal\",\"source\":\"PHB\",\"fonts\":[\"fonts/languages/PHB/Infernal/Infernal.ttf\",\"fonts/languages/PHB/Infernal/Barazhad.otf\",\"fonts/languages/PHB/Infernal/Barazhad Bold.otf\",\"fonts/languages/PHB/Infernal/Barazhad Italic.otf\",\"fonts/languages/PHB/Infernal/Barazhad Bold Italic.otf\"]},{\"name\":\"Thorass\",\"source\":\"PHB\",\"fonts\":[\"fonts/languages/PHB/Human/Thorass.otf\",\"fonts/languages/PHB/Human/Thorass Bold.otf\",\"fonts/languages/PHB/Human/Thorass Italic.otf\",\"fonts/languages/PHB/Human/Thorass Bold Italic.otf\",\"fonts/languages/PHB/Human/Olde Thorass.otf\"]}]}"); JSON_DATA[`data/magicvariants.json`] = JSON.parse("{\"magicvariant\":[{\"name\":\"+1 Ammunition\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"A\"},{\"type\":\"AF|DMG\"},{\"type\":\"A|XPHB\"},{\"type\":\"AF|XDMG\"}],\"ammo\":true,\"inherits\":{\"namePrefix\":\"+1 \",\"source\":\"DMG\",\"page\":150,\"srd\":true,\"reprintedAs\":[\"+1 Ammunition|XDMG\"],\"tier\":\"minor\",\"rarity\":\"uncommon\",\"bonusWeapon\":\"+1\",\"entries\":[\"You have a {=bonusWeapon} bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.\"],\"lootTables\":[\"Magic Item Table B\"]}},{\"name\":\"+1 Ammunition\",\"type\":\"GV|XDMG\",\"requires\":[{\"type\":\"A|XPHB\"},{\"type\":\"AF|XDMG\"}],\"ammo\":true,\"inherits\":{\"namePrefix\":\"+1 \",\"source\":\"XDMG\",\"page\":228,\"freeRules2024\":true,\"rarity\":\"uncommon\",\"bonusWeapon\":\"+1\",\"entries\":[\"You have a {=bonusWeapon} bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.\"]}},{\"name\":\"+1 Armor\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"armor\":true}],\"inherits\":{\"namePrefix\":\"+1 \",\"source\":\"DMG\",\"page\":152,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"+1 Armor|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"bonusAc\":\"+1\",\"entries\":[\"You have a {=bonusAc} bonus to AC while wearing this armor.\"]}},{\"name\":\"+1 Armor\",\"type\":\"GV|XDMG\",\"requires\":[{\"type\":\"LA|XPHB\"},{\"type\":\"MA|XPHB\"},{\"type\":\"HA|XPHB\"}],\"inherits\":{\"namePrefix\":\"+1 \",\"source\":\"XDMG\",\"page\":230,\"freeRules2024\":true,\"rarity\":\"rare\",\"bonusAc\":\"+1\",\"entries\":[\"You have a {=bonusAc} bonus to AC while wearing this armor.\"]}},{\"name\":\"+1 Shield (*)\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"S\"},{\"type\":\"S|XPHB\"}],\"entries\":[\"{@note * This generic variant has the same name and source as the item {@item +1 shield}}.\",\"While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.\"],\"inherits\":{\"namePrefix\":\"+1 \",\"source\":\"DMG\",\"page\":200,\"srd\":true,\"reprintedAs\":[\"+1 Shield (*)|XDMG\"],\"tier\":\"major\",\"rarity\":\"uncommon\",\"bonusAc\":\"+1\",\"entries\":[\"While holding this shield, you have a {=bonusAc} bonus to AC. This bonus is in addition to the shield's normal bonus to AC.\"]}},{\"name\":\"+1 Shield (*)\",\"type\":\"GV|XDMG\",\"requires\":[{\"type\":\"S|XPHB\"}],\"entries\":[\"{@note * This generic variant has the same name and source as the item {@item +1 Shield|XDMG}}.\",\"While holding this Shield, you have a +1 bonus to {@variantrule Armor Class|XPHB}, in addition to the Shield's normal bonus to AC.\"],\"inherits\":{\"namePrefix\":\"+1 \",\"source\":\"XDMG\",\"page\":303,\"freeRules2024\":true,\"rarity\":\"uncommon\",\"bonusAc\":\"+1\",\"entries\":[\"While holding this Shield, you have a {=bonusAc} bonus to {@variantrule Armor Class|XPHB}, in addition to the Shield's normal bonus to AC.\"]}},{\"name\":\"+1 Weapon\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"weapon\":true}],\"excludes\":{\"net\":true},\"inherits\":{\"namePrefix\":\"+1 \",\"source\":\"DMG\",\"page\":213,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"+1 Weapon|XDMG\"],\"tier\":\"major\",\"rarity\":\"uncommon\",\"bonusWeapon\":\"+1\",\"entries\":[\"You have a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon.\"],\"lootTables\":[\"Magic Item Table F\"]}},{\"name\":\"+1 Weapon\",\"type\":\"GV|XDMG\",\"requires\":[{\"weapon\":true}],\"inherits\":{\"namePrefix\":\"+1 \",\"source\":\"XDMG\",\"page\":324,\"freeRules2024\":true,\"rarity\":\"uncommon\",\"bonusWeapon\":\"+1\",\"entries\":[\"You have a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon.\"]}},{\"name\":\"+1 Weapon (no damage)\",\"type\":\"GV|DMG\",\"requires\":[{\"net\":true}],\"inherits\":{\"namePrefix\":\"+1 \",\"source\":\"DMG\",\"page\":213,\"tier\":\"major\",\"rarity\":\"uncommon\",\"bonusWeaponAttack\":\"+1\",\"entries\":[\"You have a {=bonusWeaponAttack} bonus to attack rolls made with this weapon.\"]}},{\"name\":\"+2 Ammunition\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"A\"},{\"type\":\"AF|DMG\"},{\"type\":\"A|XPHB\"},{\"type\":\"AF|XDMG\"}],\"ammo\":true,\"inherits\":{\"namePrefix\":\"+2 \",\"source\":\"DMG\",\"page\":150,\"srd\":true,\"reprintedAs\":[\"+2 Ammunition|XDMG\"],\"tier\":\"minor\",\"rarity\":\"rare\",\"bonusWeapon\":\"+2\",\"entries\":[\"You have a {=bonusWeapon} bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.\"],\"lootTables\":[\"Magic Item Table C\"]}},{\"name\":\"+2 Ammunition\",\"type\":\"GV|XDMG\",\"requires\":[{\"type\":\"A|XPHB\"},{\"type\":\"AF|XDMG\"}],\"ammo\":true,\"inherits\":{\"namePrefix\":\"+2 \",\"source\":\"XDMG\",\"page\":228,\"freeRules2024\":true,\"rarity\":\"rare\",\"bonusWeapon\":\"+2\",\"entries\":[\"You have a {=bonusWeapon} bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.\"]}},{\"name\":\"+2 Armor\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"armor\":true}],\"inherits\":{\"namePrefix\":\"+2 \",\"source\":\"DMG\",\"page\":152,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"+2 Armor|XDMG\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"bonusAc\":\"+2\",\"entries\":[\"You have a {=bonusAc} bonus to AC while wearing this armor.\"]}},{\"name\":\"+2 Armor\",\"type\":\"GV|XDMG\",\"requires\":[{\"type\":\"LA|XPHB\"},{\"type\":\"MA|XPHB\"},{\"type\":\"HA|XPHB\"}],\"inherits\":{\"namePrefix\":\"+2 \",\"source\":\"XDMG\",\"page\":230,\"freeRules2024\":true,\"rarity\":\"very rare\",\"bonusAc\":\"+2\",\"entries\":[\"You have a {=bonusAc} bonus to AC while wearing this armor.\"]}},{\"name\":\"+2 Shield (*)\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"S\"},{\"type\":\"S|XPHB\"}],\"entries\":[\"{@note * This generic variant has the same name and source as the item {@item +2 shield}}.\",\"While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.\"],\"inherits\":{\"namePrefix\":\"+2 \",\"source\":\"DMG\",\"page\":200,\"srd\":true,\"reprintedAs\":[\"+2 Shield (*)|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"bonusAc\":\"+2\",\"entries\":[\"While holding this shield, you have a {=bonusAc} bonus to AC. This bonus is in addition to the shield's normal bonus to AC.\"]}},{\"name\":\"+2 Shield (*)\",\"type\":\"GV|XDMG\",\"requires\":[{\"type\":\"S|XPHB\"}],\"entries\":[\"{@note * This generic variant has the same name and source as the item {@item +2 Shield|XDMG}}.\",\"While holding this Shield, you have a +2 bonus to {@variantrule Armor Class|XPHB}, in addition to the Shield's normal bonus to AC.\"],\"inherits\":{\"namePrefix\":\"+2 \",\"source\":\"XDMG\",\"page\":303,\"freeRules2024\":true,\"rarity\":\"rare\",\"bonusAc\":\"+2\",\"entries\":[\"While holding this Shield, you have a {=bonusAc} bonus to {@variantrule Armor Class|XPHB}, in addition to the Shield's normal bonus to AC.\"]}},{\"name\":\"+2 Weapon\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"weapon\":true}],\"excludes\":{\"net\":true},\"inherits\":{\"namePrefix\":\"+2 \",\"source\":\"DMG\",\"page\":213,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"+2 Weapon|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"bonusWeapon\":\"+2\",\"entries\":[\"You have a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon.\"],\"lootTables\":[\"Magic Item Table G\"]}},{\"name\":\"+2 Weapon\",\"type\":\"GV|XDMG\",\"requires\":[{\"weapon\":true}],\"inherits\":{\"namePrefix\":\"+2 \",\"source\":\"XDMG\",\"page\":324,\"freeRules2024\":true,\"rarity\":\"rare\",\"bonusWeapon\":\"+2\",\"entries\":[\"You have a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon.\"]}},{\"name\":\"+2 Weapon (no damage)\",\"type\":\"GV|DMG\",\"requires\":[{\"net\":true}],\"inherits\":{\"namePrefix\":\"+2 \",\"source\":\"DMG\",\"page\":213,\"tier\":\"major\",\"rarity\":\"rare\",\"bonusWeaponAttack\":\"+2\",\"entries\":[\"You have a {=bonusWeaponAttack} bonus to attack rolls made with this weapon.\"]}},{\"name\":\"+3 Ammunition\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"A\"},{\"type\":\"AF|DMG\"},{\"type\":\"A|XPHB\"},{\"type\":\"AF|XDMG\"}],\"ammo\":true,\"inherits\":{\"namePrefix\":\"+3 \",\"source\":\"DMG\",\"page\":150,\"srd\":true,\"reprintedAs\":[\"+3 Ammunition|XDMG\"],\"tier\":\"minor\",\"rarity\":\"very rare\",\"bonusWeapon\":\"+3\",\"entries\":[\"You have a {=bonusWeapon} bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.\"],\"lootTables\":[\"Magic Item Table D\"]}},{\"name\":\"+3 Ammunition\",\"type\":\"GV|XDMG\",\"requires\":[{\"type\":\"A|XPHB\"},{\"type\":\"AF|XDMG\"}],\"ammo\":true,\"inherits\":{\"namePrefix\":\"+3 \",\"source\":\"XDMG\",\"page\":228,\"freeRules2024\":true,\"rarity\":\"very rare\",\"bonusWeapon\":\"+3\",\"entries\":[\"You have a {=bonusWeapon} bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.\"]}},{\"name\":\"+3 Armor\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"armor\":true}],\"inherits\":{\"namePrefix\":\"+3 \",\"source\":\"DMG\",\"page\":152,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"+3 Armor|XDMG\"],\"tier\":\"major\",\"rarity\":\"legendary\",\"bonusAc\":\"+3\",\"entries\":[\"You have a {=bonusAc} bonus to AC while wearing this armor.\"]}},{\"name\":\"+3 Armor\",\"type\":\"GV|XDMG\",\"requires\":[{\"type\":\"LA|XPHB\"},{\"type\":\"MA|XPHB\"},{\"type\":\"HA|XPHB\"}],\"inherits\":{\"namePrefix\":\"+3 \",\"source\":\"XDMG\",\"page\":230,\"freeRules2024\":true,\"rarity\":\"legendary\",\"bonusAc\":\"+3\",\"entries\":[\"You have a {=bonusAc} bonus to AC while wearing this armor.\"]}},{\"name\":\"+3 Shield (*)\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"S\"},{\"type\":\"S|XPHB\"}],\"entries\":[\"{@note * This generic variant has the same name and source as the item {@item +3 shield}}.\",\"While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.\"],\"inherits\":{\"namePrefix\":\"+3 \",\"source\":\"DMG\",\"page\":200,\"srd\":true,\"reprintedAs\":[\"+3 Shield (*)|XDMG\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"bonusAc\":\"+3\",\"entries\":[\"While holding this shield, you have a {=bonusAc} bonus to AC. This bonus is in addition to the shield's normal bonus to AC.\"]}},{\"name\":\"+3 Shield (*)\",\"type\":\"GV|XDMG\",\"requires\":[{\"type\":\"S|XPHB\"}],\"entries\":[\"{@note * This generic variant has the same name and source as the item {@item +3 Shield|XDMG}}.\",\"While holding this Shield, you have a +3 bonus to {@variantrule Armor Class|XPHB}, in addition to the Shield's normal bonus to AC.\"],\"inherits\":{\"namePrefix\":\"+3 \",\"source\":\"XDMG\",\"page\":303,\"freeRules2024\":true,\"rarity\":\"very rare\",\"bonusAc\":\"+3\",\"entries\":[\"While holding this Shield, you have a {=bonusAc} bonus to {@variantrule Armor Class|XPHB}, in addition to the Shield's normal bonus to AC.\"]}},{\"name\":\"+3 Weapon\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"weapon\":true}],\"excludes\":{\"net\":true},\"inherits\":{\"namePrefix\":\"+3 \",\"source\":\"DMG\",\"page\":213,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"+3 Weapon|XDMG\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"bonusWeapon\":\"+3\",\"entries\":[\"You have a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon.\"],\"lootTables\":[\"Magic Item Table H\"]}},{\"name\":\"+3 Weapon\",\"type\":\"GV|XDMG\",\"requires\":[{\"weapon\":true}],\"inherits\":{\"namePrefix\":\"+3 \",\"source\":\"XDMG\",\"page\":324,\"freeRules2024\":true,\"rarity\":\"very rare\",\"bonusWeapon\":\"+3\",\"entries\":[\"You have a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon.\"]}},{\"name\":\"+3 Weapon (no damage)\",\"type\":\"GV|DMG\",\"requires\":[{\"net\":true}],\"inherits\":{\"namePrefix\":\"+3 \",\"source\":\"DMG\",\"page\":213,\"tier\":\"major\",\"rarity\":\"very rare\",\"bonusWeaponAttack\":\"+3\",\"entries\":[\"You have a {=bonusWeaponAttack} bonus to attack rolls made with this weapon.\"]}},{\"name\":\"Acheron Blade\",\"type\":\"GV|DMG\",\"requires\":[{\"sword\":true}],\"inherits\":{\"namePrefix\":\"Acheron Blade \",\"source\":\"EGW\",\"page\":265,\"rarity\":\"rare\",\"reqAttune\":true,\"bonusWeapon\":\"+1\",\"entries\":[\"The black blade of this sword is crafted from a mysterious arcane alloy. You gain a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead.\",{\"type\":\"entries\",\"name\":\"Dark Blessing\",\"entries\":[\"While holding the sword, you can use an action to give yourself {@dice 1d4 + 4} temporary hit points. This property can't be used again until the next dusk.\"]},{\"type\":\"entries\",\"name\":\"Disheartening Strike\",\"entries\":[\"When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it's immune to the {@condition frightened} condition. Once you use this property, you can't do so again until the next dusk.\"]}]}},{\"name\":\"Adamantine Ammunition\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"A\"},{\"type\":\"AF|DMG\"},{\"type\":\"A|XPHB\"},{\"type\":\"AF|XDMG\"}],\"excludes\":{\"name\":\"Energy Cell\"},\"ammo\":true,\"entries\":[\"Ammunition made of or coated with adamantine is unusually effective when used to break objects. Whenever a piece of adamantine ammunition hits an object, the hit is a critical hit.\",\"The adamantine version of ten pieces of ammunition costs 500 gp more than the normal version, whether the ammunition is made of the metal or coated with it.\"],\"inherits\":{\"namePrefix\":\"Adamantine \",\"source\":\"XGE\",\"page\":78,\"tier\":\"minor\",\"rarity\":\"unknown\",\"entries\":[\"Whenever you hit an object using this ammunition, the hit is a critical hit.\"]}},{\"name\":\"Adamantine Armor\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"HA\"},{\"type\":\"MA\"},{\"type\":\"HA|XPHB\"},{\"type\":\"MA|XPHB\"}],\"excludes\":{\"name\":\"Hide Armor\"},\"inherits\":{\"namePrefix\":\"Adamantine \",\"source\":\"DMG\",\"page\":150,\"srd\":true,\"reprintedAs\":[\"Adamantine Armor|XDMG\"],\"tier\":\"major\",\"rarity\":\"uncommon\",\"entries\":[\"This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.\"]}},{\"name\":\"Adamantine Armor\",\"type\":\"GV|XDMG\",\"requires\":[{\"type\":\"MA|XPHB\"},{\"type\":\"HA|XPHB\"}],\"excludes\":{\"name\":\"Hide Armor\"},\"inherits\":{\"namePrefix\":\"Adamantine \",\"source\":\"XDMG\",\"page\":227,\"freeRules2024\":true,\"rarity\":\"uncommon\",\"entries\":[\"This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any {@variantrule Critical Hit|XPHB} against you becomes a normal hit.\"]}},{\"name\":\"Adamantine Weapon\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"weapon\":true}],\"excludes\":{\"net\":true},\"entries\":[\"Melee weapons made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon hits an object, the hit is a critical hit.\",\"The adamantine version of a melee weapon costs 500 gp more than the normal version, whether the weapon is made of the metal or coated with it.\"],\"inherits\":{\"namePrefix\":\"Adamantine \",\"source\":\"XGE\",\"page\":78,\"reprintedAs\":[\"Adamantine Weapon|XDMG\"],\"tier\":\"major\",\"rarity\":\"unknown\",\"valueExpression\":\"[[baseItem.value]] + 50000\",\"entries\":[\"Whenever you hit an object with this weapon, the hit is a critical hit.\"]}},{\"name\":\"Adamantine Weapon\",\"type\":\"GV|XDMG\",\"requires\":[{\"type\":\"A|XPHB\"},{\"type\":\"AF|XDMG\"},{\"type\":\"M|XPHB\"}],\"inherits\":{\"namePrefix\":\"Adamantine \",\"source\":\"XDMG\",\"page\":227,\"rarity\":\"uncommon\",\"entries\":[\"This weapon or piece of ammunition is made of adamantine, one of the hardest substances in existence. Whenever this weapon or piece of ammunition hits an object, the hit is a {@variantrule Critical Hit|XPHB}.\"]}},{\"name\":\"Ammunition of Slaying\",\"type\":\"GV|XDMG\",\"requires\":[{\"type\":\"A|XPHB\"},{\"type\":\"AF|XDMG\"}],\"ammo\":true,\"inherits\":{\"nameSuffix\":\" of Slaying\",\"source\":\"XDMG\",\"page\":228,\"rarity\":\"very rare\",\"entries\":[\"This magic ammunition is meant to slay creatures of a particular type, which the DM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra {@damage 6d10} Force damage on a failed save or half as much extra damage on a successful one.\",\"After dealing its extra damage to a creature, the ammunition becomes nonmagical.\",{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"1d100\",\"Creature Type\"],\"rows\":[[\"01-10\",\"Aberrations\"],[\"11-15\",\"Beasts\"],[\"16-20\",\"Celestials\"],[\"21-25\",\"Constructs\"],[\"26-35\",\"Dragons\"],[\"36-45\",\"Elementals\"],[\"46-50\",\"Humanoids\"],[\"51-60\",\"Fey\"],[\"61-70\",\"Fiends\"],[\"71-75\",\"Giants\"],[\"76-80\",\"Monstrosities\"],[\"81-85\",\"Oozes\"],[\"86-90\",\"Plants\"],[\"91-00\",\"Undead\"]]}]},\"hasFluffImages\":true},{\"name\":\"Antimagic Armor\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"LA\"},{\"type\":\"MA\"},{\"type\":\"HA\"},{\"type\":\"LA|XPHB\"},{\"type\":\"MA|XPHB\"},{\"type\":\"HA|XPHB\"}],\"inherits\":{\"namePrefix\":\"Antimagic \",\"source\":\"BMT\",\"page\":65,\"rarity\":\"very rare\",\"reqAttune\":true,\"entries\":[\"While wearing this armor, you can use your reaction to give yourself advantage on a saving throw you make against a spell. Once this property is used, it can't be used again until the next dawn.\",\"In addition, while you wear this armor, you can use it to cast {@spell Antimagic Field}, requiring no spell components. Once this property is used, it can't be used again until the next dawn.\"],\"attachedSpells\":[\"antimagic field\"]}},{\"name\":\"Armblade\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"M\"},{\"type\":\"M|XPHB\"}],\"excludes\":{\"property\":[\"2H\",\"2H|XPHB\"]},\"inherits\":{\"nameSuffix\":\" Armblade\",\"source\":\"ERLW\",\"page\":276,\"rarity\":\"common\",\"reqAttune\":\"by a warforged\",\"reqAttuneTags\":[{\"race\":\"warforged|erlw\"}],\"entries\":[\"An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.\",\"As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.\"]},\"hasFluffImages\":true},{\"name\":\"Armor of Acid Resistance\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"armor\":true}],\"inherits\":{\"nameSuffix\":\" of Acid Resistance\",\"source\":\"DMG\",\"page\":152,\"srd\":true,\"reprintedAs\":[\"Armor of Acid Resistance|XDMG\"],\"resist\":[\"acid\"],\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Armor of Resistance}\"]}},{\"name\":\"Armor of Acid Resistance\",\"type\":\"GV|XDMG\",\"requires\":[{\"type\":\"LA|XPHB\"},{\"type\":\"MA|XPHB\"},{\"type\":\"HA|XPHB\"}],\"inherits\":{\"nameSuffix\":\" of Acid Resistance\",\"source\":\"XDMG\",\"page\":231,\"freeRules2024\":true,\"resist\":[\"acid\"],\"rarity\":\"rare\",\"reqAttune\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Armor of Resistance|XDMG}\"]}},{\"name\":\"Armor of Cold Resistance\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"armor\":true}],\"inherits\":{\"nameSuffix\":\" of Cold Resistance\",\"source\":\"DMG\",\"page\":152,\"srd\":true,\"reprintedAs\":[\"Armor of Cold Resistance|XDMG\"],\"resist\":[\"cold\"],\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Armor of Resistance}\"]}},{\"name\":\"Armor of Cold Resistance\",\"type\":\"GV|XDMG\",\"requires\":[{\"type\":\"LA|XPHB\"},{\"type\":\"MA|XPHB\"},{\"type\":\"HA|XPHB\"}],\"inherits\":{\"nameSuffix\":\" of Cold Resistance\",\"source\":\"XDMG\",\"page\":231,\"freeRules2024\":true,\"resist\":[\"cold\"],\"rarity\":\"rare\",\"reqAttune\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Armor of Resistance|XDMG}\"]}},{\"name\":\"Armor of Fire Resistance\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"armor\":true}],\"inherits\":{\"nameSuffix\":\" of Fire Resistance\",\"source\":\"DMG\",\"page\":152,\"srd\":true,\"reprintedAs\":[\"Armor of Fire Resistance|XDMG\"],\"resist\":[\"fire\"],\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Armor of Resistance}\"]}},{\"name\":\"Armor of Fire Resistance\",\"type\":\"GV|XDMG\",\"requires\":[{\"type\":\"LA|XPHB\"},{\"type\":\"MA|XPHB\"},{\"type\":\"HA|XPHB\"}],\"inherits\":{\"nameSuffix\":\" of Fire Resistance\",\"source\":\"XDMG\",\"page\":231,\"freeRules2024\":true,\"resist\":[\"fire\"],\"rarity\":\"rare\",\"reqAttune\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Armor of Resistance|XDMG}\"]}},{\"name\":\"Armor of Force Resistance\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"armor\":true}],\"inherits\":{\"nameSuffix\":\" of Force Resistance\",\"source\":\"DMG\",\"page\":152,\"srd\":true,\"reprintedAs\":[\"Armor of Force Resistance|XDMG\"],\"resist\":[\"force\"],\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Armor of Resistance}\"]}},{\"name\":\"Armor of Force Resistance\",\"type\":\"GV|XDMG\",\"requires\":[{\"type\":\"LA|XPHB\"},{\"type\":\"MA|XPHB\"},{\"type\":\"HA|XPHB\"}],\"inherits\":{\"nameSuffix\":\" of Force Resistance\",\"source\":\"XDMG\",\"page\":231,\"freeRules2024\":true,\"resist\":[\"force\"],\"rarity\":\"rare\",\"reqAttune\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Armor of Resistance|XDMG}\"]}},{\"name\":\"Armor of Fungal Spores\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"MA\"},{\"type\":\"MA|XPHB\"}],\"inherits\":{\"nameSuffix\":\" of Fungal Spores\",\"source\":\"BMT\",\"page\":65,\"rarity\":\"uncommon\",\"entries\":[\"While wearing this armor, you can take a bonus action to make the armor emit poisonous spores, which fill a 10-foot-radius sphere centered on yourself. Each creature in that area must succeed on a DC 15 Constitution saving throw or have the poisoned condition until the end of your next turn. Once this property is used, it can't be used again until the next dawn.\"]},\"hasFluffImages\":true},{\"name\":\"Armor of Gleaming\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"HA\"},{\"type\":\"MA\"},{\"type\":\"HA|XPHB\"},{\"type\":\"MA|XPHB\"}],\"inherits\":{\"nameSuffix\":\" of Gleaming\",\"source\":\"XGE\",\"page\":136,\"reprintedAs\":[\"Armor of Gleaming|XDMG\"],\"tier\":\"minor\",\"rarity\":\"common\",\"entries\":[\"This armor never gets dirty.\"]}},{\"name\":\"Armor of Gleaming\",\"type\":\"GV|XDMG\",\"requires\":[{\"type\":\"LA|XPHB\"},{\"type\":\"MA|XPHB\"},{\"type\":\"HA|XPHB\"}],\"inherits\":{\"nameSuffix\":\" of Gleaming\",\"source\":\"XDMG\",\"page\":230,\"rarity\":\"common\",\"entries\":[\"This armor never gets dirty.\"]}},{\"name\":\"Armor of Lightning Resistance\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"armor\":true}],\"inherits\":{\"nameSuffix\":\" of Lightning Resistance\",\"source\":\"DMG\",\"page\":152,\"srd\":true,\"reprintedAs\":[\"Armor of Lightning Resistance|XDMG\"],\"resist\":[\"lightning\"],\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Armor of Resistance}\"]}},{\"name\":\"Armor of Lightning Resistance\",\"type\":\"GV|XDMG\",\"requires\":[{\"type\":\"LA|XPHB\"},{\"type\":\"MA|XPHB\"},{\"type\":\"HA|XPHB\"}],\"inherits\":{\"nameSuffix\":\" of Lightning Resistance\",\"source\":\"XDMG\",\"page\":231,\"freeRules2024\":true,\"resist\":[\"lightning\"],\"rarity\":\"rare\",\"reqAttune\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Armor of Resistance|XDMG}\"]}},{\"name\":\"Armor of Necrotic Resistance\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"armor\":true}],\"inherits\":{\"nameSuffix\":\" of Necrotic Resistance\",\"source\":\"DMG\",\"page\":152,\"srd\":true,\"reprintedAs\":[\"Armor of Necrotic Resistance|XDMG\"],\"resist\":[\"necrotic\"],\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Armor of Resistance}\"]}},{\"name\":\"Armor of Necrotic Resistance\",\"type\":\"GV|XDMG\",\"requires\":[{\"type\":\"LA|XPHB\"},{\"type\":\"MA|XPHB\"},{\"type\":\"HA|XPHB\"}],\"inherits\":{\"nameSuffix\":\" of Necrotic Resistance\",\"source\":\"XDMG\",\"page\":231,\"freeRules2024\":true,\"resist\":[\"necrotic\"],\"rarity\":\"rare\",\"reqAttune\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Armor of Resistance|XDMG}\"]}},{\"name\":\"Armor of Poison Resistance\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"armor\":true}],\"inherits\":{\"nameSuffix\":\" of Poison Resistance\",\"source\":\"DMG\",\"page\":152,\"srd\":true,\"reprintedAs\":[\"Armor of Poison Resistance|XDMG\"],\"resist\":[\"poison\"],\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Armor of Resistance}\"]}},{\"name\":\"Armor of Poison Resistance\",\"type\":\"GV|XDMG\",\"requires\":[{\"type\":\"LA|XPHB\"},{\"type\":\"MA|XPHB\"},{\"type\":\"HA|XPHB\"}],\"inherits\":{\"nameSuffix\":\" of Poison Resistance\",\"source\":\"XDMG\",\"page\":231,\"freeRules2024\":true,\"resist\":[\"poison\"],\"rarity\":\"rare\",\"reqAttune\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Armor of Resistance|XDMG}\"]}},{\"name\":\"Armor of Psychic Resistance\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"armor\":true}],\"inherits\":{\"nameSuffix\":\" of Psychic Resistance\",\"source\":\"DMG\",\"page\":152,\"srd\":true,\"reprintedAs\":[\"Armor of Psychic Resistance|XDMG\"],\"resist\":[\"psychic\"],\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Armor of Resistance}\"]}},{\"name\":\"Armor of Psychic Resistance\",\"type\":\"GV|XDMG\",\"requires\":[{\"type\":\"LA|XPHB\"},{\"type\":\"MA|XPHB\"},{\"type\":\"HA|XPHB\"}],\"inherits\":{\"nameSuffix\":\" of Psychic Resistance\",\"source\":\"XDMG\",\"page\":231,\"freeRules2024\":true,\"resist\":[\"psychic\"],\"rarity\":\"rare\",\"reqAttune\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Armor of Resistance|XDMG}\"]}},{\"name\":\"Armor of Radiant Resistance\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"armor\":true}],\"inherits\":{\"nameSuffix\":\" of Radiant Resistance\",\"source\":\"DMG\",\"page\":152,\"srd\":true,\"reprintedAs\":[\"Armor of Radiant Resistance|XDMG\"],\"resist\":[\"radiant\"],\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Armor of Resistance}\"]}},{\"name\":\"Armor of Radiant Resistance\",\"type\":\"GV|XDMG\",\"requires\":[{\"type\":\"LA|XPHB\"},{\"type\":\"MA|XPHB\"},{\"type\":\"HA|XPHB\"}],\"inherits\":{\"nameSuffix\":\" of Radiant Resistance\",\"source\":\"XDMG\",\"page\":231,\"freeRules2024\":true,\"resist\":[\"radiant\"],\"rarity\":\"rare\",\"reqAttune\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Armor of Resistance|XDMG}\"]}},{\"name\":\"Armor of Safeguarding\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"HA\"},{\"type\":\"HA|XPHB\"}],\"inherits\":{\"nameSuffix\":\" of Safeguarding\",\"source\":\"BGG\",\"page\":111,\"rarity\":\"very rare\",\"reqAttune\":true,\"entries\":[\"Set in the center of this armor's chest is a citrine engraved with the shield rune.\",\"While wearing this armor, your hit point maximum increases by an amount equal to 10 + your level.\",{\"type\":\"entries\",\"name\":\"Invoking the Rune\",\"entries\":[\"As an action, you can invoke the armor's rune to cast the {@spell beacon of hope} spell with it; the spell has a duration of 1 minute and doesn't require {@status concentration}. Once the rune has been invoked, it can't be invoked again until the next dawn.\"]}],\"attachedSpells\":[\"beacon of hope\"]}},{\"name\":\"Armor of the Fallen\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"MA\"},{\"type\":\"HA\"},{\"type\":\"MA|XPHB\"},{\"type\":\"HA|XPHB\"}],\"inherits\":{\"nameSuffix\":\" of the Fallen\",\"source\":\"BMT\",\"page\":65,\"rarity\":\"uncommon\",\"reqAttune\":true,\"entries\":[\"While wearing this armor, you can use it to cast either {@spell Speak with Dead} or {@spell Animate Dead}. Once the armor has cast a spell in this way, it can't cast either spell until the next dawn.\",\"Your soul keeps this armor together. If you die while you are attuned to the armor, the armor is destroyed.\"]},\"hasFluffImages\":true},{\"name\":\"Armor of Thunder Resistance\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"armor\":true}],\"inherits\":{\"nameSuffix\":\" of Thunder Resistance\",\"source\":\"DMG\",\"page\":152,\"srd\":true,\"reprintedAs\":[\"Armor of Thunder Resistance|XDMG\"],\"resist\":[\"thunder\"],\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Armor of Resistance}\"]}},{\"name\":\"Armor of Thunder Resistance\",\"type\":\"GV|XDMG\",\"requires\":[{\"type\":\"LA|XPHB\"},{\"type\":\"MA|XPHB\"},{\"type\":\"HA|XPHB\"}],\"inherits\":{\"nameSuffix\":\" of Thunder Resistance\",\"source\":\"XDMG\",\"page\":231,\"freeRules2024\":true,\"resist\":[\"thunder\"],\"rarity\":\"rare\",\"reqAttune\":true,\"hasRefs\":true,\"entries\":[\"{#itemEntry Armor of Resistance|XDMG}\"]}},{\"name\":\"Armor of Vulnerability (Bludgeoning)\",\"type\":\"GV|XDMG\",\"requires\":[{\"type\":\"LA|XPHB\"},{\"type\":\"MA|XPHB\"},{\"type\":\"HA|XPHB\"}],\"inherits\":{\"nameSuffix\":\" of Vulnerability (Bludgeoning)\",\"source\":\"XDMG\",\"page\":231,\"freeRules2024\":true,\"resist\":[\"bludgeoning\"],\"vulnerable\":[\"piercing\",\"slashing\"],\"rarity\":\"rare\",\"reqAttune\":true,\"curse\":true,\"entries\":[\"While wearing this armor, you have {@variantrule Resistance|XPHB} to Bludgeoning damage.\",{\"type\":\"entries\",\"name\":\"Curse\",\"entries\":[\"This armor is cursed, a fact that is revealed only when the {@spell Identify|XPHB} spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a {@spell Remove Curse|XPHB} spell or similar magic; removing the armor fails to end the curse. While cursed, you have {@variantrule Vulnerability|XPHB} to Piercing and Slashing damage.\"]}]}},{\"name\":\"Armor of Vulnerability (Piercing)\",\"type\":\"GV|XDMG\",\"requires\":[{\"type\":\"LA|XPHB\"},{\"type\":\"MA|XPHB\"},{\"type\":\"HA|XPHB\"}],\"inherits\":{\"nameSuffix\":\" of Vulnerability (Piercing)\",\"source\":\"XDMG\",\"page\":231,\"freeRules2024\":true,\"resist\":[\"piercing\"],\"vulnerable\":[\"bludgeoning\",\"slashing\"],\"rarity\":\"rare\",\"reqAttune\":true,\"curse\":true,\"entries\":[\"While wearing this armor, you have {@variantrule Resistance|XPHB} to Piercing damage.\",{\"type\":\"entries\",\"name\":\"Curse\",\"entries\":[\"This armor is cursed, a fact that is revealed only when the {@spell Identify|XPHB} spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a {@spell Remove Curse|XPHB} spell or similar magic; removing the armor fails to end the curse. While cursed, you have {@variantrule Vulnerability|XPHB} to Bludgeoning and Slashing damage.\"]}]}},{\"name\":\"Armor of Vulnerability (Slashing)\",\"type\":\"GV|XDMG\",\"requires\":[{\"type\":\"LA|XPHB\"},{\"type\":\"MA|XPHB\"},{\"type\":\"HA|XPHB\"}],\"inherits\":{\"nameSuffix\":\" of Vulnerability (Slashing)\",\"source\":\"XDMG\",\"page\":231,\"freeRules2024\":true,\"resist\":[\"slashing\"],\"vulnerable\":[\"bludgeoning\",\"piercing\"],\"rarity\":\"rare\",\"reqAttune\":true,\"curse\":true,\"entries\":[\"While wearing this armor, you have {@variantrule Resistance|XPHB} to Slashing damage.\",{\"type\":\"entries\",\"name\":\"Curse\",\"entries\":[\"This armor is cursed, a fact that is revealed only when the {@spell Identify|XPHB} spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a {@spell Remove Curse|XPHB} spell or similar magic; removing the armor fails to end the curse. While cursed, you have {@variantrule Vulnerability|XPHB} to Bludgeoning and Piercing damage.\"]}]}},{\"name\":\"Armor of Weightlessness\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"LA\"},{\"type\":\"MA\"},{\"type\":\"HA\"},{\"type\":\"LA|XPHB\"},{\"type\":\"MA|XPHB\"},{\"type\":\"HA|XPHB\"}],\"inherits\":{\"nameSuffix\":\" of Weightlessness\",\"source\":\"BMT\",\"page\":65,\"rarity\":\"uncommon\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d4 + 1}\",\"charges\":5,\"entries\":[\"This armor has 5 charges. While you wear it, you can use a bonus action to expend 1 or more charges to cast one of the following spells from the armor, targeting yourself: {@spell Jump} (1 charge) or {@spell Levitate} (2 charges).\",\"This armor regains {@dice 1d4 + 1} expended charges daily at dawn.\"],\"attachedSpells\":[\"jump\",\"levitate\"]}},{\"name\":\"Arrow of Slaying (*)\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"arrow\":true},{\"bolt\":true}],\"excludes\":{\"name\":[\"Energy Cell\",\"Modern Bullet\",\"Modern Bullets (10)\",\"Renaissance Bullet\",\"Renaissance Bullets (10)\"]},\"ammo\":true,\"entries\":[\"{@note * This generic variant has the same name and source as the item {@item arrow of slaying}}.\",\"An {@i arrow of slaying} is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both {@i arrows of dragon slaying} and {@i arrows of blue dragon slaying}. If a creature belonging to the type, race, or group associated with an {@i arrow of slaying} takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra {@dice 6d10} piercing damage on a failed save, or half as much extra damage on a successful one.\",\"Once an {@i arrow of slaying} deals its extra damage to a creature, it becomes a nonmagical arrow.\",\"Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common.\"],\"inherits\":{\"nameSuffix\":\" of Slaying\",\"source\":\"DMG\",\"page\":152,\"srd\":true,\"reprintedAs\":[\"Ammunition of Slaying|XDMG\"],\"tier\":\"minor\",\"rarity\":\"very rare\",\"entries\":[\"{=baseName/at} {=baseName/l} of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both {@i {=baseName/l}s of dragon slaying} and {@i {=baseName/l}s of blue dragon slaying}. If a creature belonging to the type, race, or group associated with {=baseName/a} {=baseName/l} of slaying takes damage from the {=baseName/l}, the creature must make a DC 17 Constitution saving throw, taking an extra {@dice 6d10} piercing damage on a failed save, or half as much extra damage on a successful one.\",\"Once {=baseName/a} {=baseName/l} of slaying deals its extra damage to a creature, it becomes a nonmagical {=baseName/l}.\"]},\"hasFluffImages\":true},{\"name\":\"Ascendant Dragon's Wrath Weapon\",\"type\":\"GV|DMG\",\"requires\":[{\"weapon\":true}],\"inherits\":{\"namePrefix\":\"Ascendant Dragon's Wrath \",\"source\":\"FTD\",\"page\":25,\"rarity\":\"legendary\",\"reqAttune\":true,\"bonusWeapon\":\"+3\",\"entries\":[\"This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties.\",\"Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon.\",\"You gain a {=bonusWeapon} bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra {@damage 3d6} damage of the type dealt by the dragon's breath weapon.\",\"As an action, you can unleash a 60-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 18 Dexterity saving throw, taking {@damage 12d6} damage of the type dealt by the dragon's breath weapon on a failed save, or half as much damage on a successful one. Once this action is used, it can't be used again until the next dawn.\"]}},{\"name\":\"Barding\",\"type\":\"GV|DMG\",\"requires\":[{\"armor\":true}],\"inherits\":{\"nameSuffix\":\" Barding\",\"nameRemove\":\" Armor\",\"source\":\"PHB\",\"page\":157,\"srd\":true,\"basicRules\":true,\"type\":\"TAH\",\"rarity\":\"none\",\"weightMult\":2,\"weightExpression\":\"[[baseItem.weight]] * 2\",\"valueMult\":4,\"valueExpression\":\"[[baseItem.value]] * 4\",\"barding\":true,\"entries\":[\"Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.\"]}},{\"name\":\"Berserker Axe\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"axe\":true}],\"inherits\":{\"namePrefix\":\"Berserker \",\"source\":\"DMG\",\"page\":155,\"srd\":true,\"reprintedAs\":[\"Berserker Axe|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"curse\":true,\"bonusWeapon\":\"+1\",\"entries\":[\"You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.\",{\"type\":\"entries\",\"name\":\"Curse\",\"entries\":[\"This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.\"]},\"Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the {@action Attack} action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.\"],\"lootTables\":[\"Magic Item Table G\"]},\"hasFluffImages\":true},{\"name\":\"Berserker Axe\",\"type\":\"GV|XDMG\",\"requires\":[{\"name\":\"Battleaxe\",\"source\":\"XPHB\"},{\"name\":\"Greataxe\",\"source\":\"XPHB\"},{\"name\":\"Halberd\",\"source\":\"XPHB\"}],\"inherits\":{\"namePrefix\":\"Berserker \",\"source\":\"XDMG\",\"page\":236,\"freeRules2024\":true,\"rarity\":\"rare\",\"reqAttune\":true,\"curse\":true,\"bonusWeapon\":\"+1\",\"entries\":[\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your {@variantrule Hit Points|XPHB|Hit Point} maximum increases by 1 for each level you have attained.\",{\"type\":\"entries\",\"name\":\"Curse\",\"entries\":[\"This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have {@variantrule Disadvantage|XPHB} on attack rolls with weapons other than this one.\",\"Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.\",\"While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the {@action Attack|XPHB} action, targeting the creature. If you're unable to get close enough to the creature to attack it with the weapon, your turn ends after you've used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.\"]}]},\"hasFluffImages\":true},{\"name\":\"Blade of the Medusa\",\"type\":\"GV|DMG\",\"requires\":[{\"sword\":true}],\"inherits\":{\"nameSuffix\":\" of the Medusa\",\"source\":\"LLK\",\"page\":53,\"rarity\":\"very rare\",\"reqAttune\":true,\"curse\":true,\"entries\":[\"When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack's normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the {@condition petrified} condition for 1 hour.\",\"A creature is immune to this effect if it is immune to damage of the weapon's type, does not have a body made of flesh, or has legendary actions.\",{\"name\":\"Curse\",\"type\":\"entries\",\"entries\":[\"This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a {@spell remove curse} spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be {@condition restrained} and forced to make additional saves against being {@condition petrified}, as above.\"]}]}},{\"name\":\"Blade of the Wood\",\"type\":\"GV|DMG\",\"requires\":[{\"sword\":true}],\"inherits\":{\"nameSuffix\":\" of the Wood\",\"source\":\"HWCS\",\"page\":213,\"rarity\":\"rare\",\"reqAttune\":true,\"bonusWeapon\":\"+1\",\"charges\":2,\"entries\":[\"A finely crafted sword with delicate etchings, it resonates with a faint hum of life.\",\"You gain a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon.\",\"The sword has 2 charges. You can expend a charge and speak the command word to cast {@spell spike growth} (save DC 16) centered on yourself. You can pass through this terrain unaffected.\",\"The sword regains one charge each day at dawn.\"],\"attachedSpells\":[\"spike growth\"]},\"hasFluffImages\":true},{\"name\":\"Bloodseeker Ammunition\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"A\"},{\"type\":\"AF|DMG\"},{\"type\":\"A|XPHB\"},{\"type\":\"AF|XDMG\"}],\"ammo\":true,\"inherits\":{\"namePrefix\":\"Bloodseeker \",\"source\":\"BMT\",\"page\":66,\"rarity\":\"very rare\",\"entries\":[\"Ranged attack rolls made with this ammunition have advantage against any creature that doesn't have all its hit points.\"]}},{\"name\":\"Bloodshed Blade\",\"type\":\"GV|DMG\",\"requires\":[{\"sword\":true}],\"inherits\":{\"namePrefix\":\"Bloodshed \",\"source\":\"BGG\",\"page\":111,\"rarity\":\"very rare\",\"reqAttune\":true,\"bonusWeaponDamage\":\"+1\",\"entries\":[\"The hilt of this sword bears a carnelian engraved with the blood rune.\",\"You can add your Constitution modifier (minimum of {=bonusWeaponDamage}) to the damage rolls of attacks made with this weapon.\",{\"type\":\"entries\",\"name\":\"Invoking the Rune\",\"entries\":[\"When you target a creature with an attack using this weapon, you can invoke the sword's rune, causing it to flare with crimson light and infusing your attack with bloodthirsty precision. You then spend and roll one of your unspent Hit Dice and add the number rolled to the attack roll. You can choose to invoke the rune after rolling the {@dice d20}.\",\"If this attack hits, you can also spend and roll any number of your unspent Hit Dice and add the total rolled to the weapon's damage.\",\"Once the rune has been invoked, it can't be invoked again until the next dawn.\"]}]}},{\"name\":\"Bow of Conflagration\",\"type\":\"GV|DMG\",\"requires\":[{\"bow\":true}],\"inherits\":{\"nameSuffix\":\" of Conflagration\",\"source\":\"BMT\",\"page\":66,\"rarity\":\"rare\",\"reqAttune\":true,\"entries\":[\"Ammunition fired from this bow blazes brightly. When you hit with an attack roll using this bow, the target takes an extra {@damage 1d6} fire damage. If the target is a flammable, nonmagical object, it catches fire, taking {@damage 1d6} fire damage at the start of each of your turns until a creature uses an action to extinguish the flames.\"]}},{\"name\":\"Bow of Melodies\",\"type\":\"GV|DMG\",\"requires\":[{\"bow\":true}],\"inherits\":{\"nameSuffix\":\" of Melodies\",\"source\":\"BMT\",\"page\":66,\"rarity\":\"very rare\",\"reqAttune\":true,\"entries\":[\"This bow has multiple strings and resembles a lyre or small harp. By strumming the strings while setting an arrow to the bow, you imbue the arrow with magic.\",\"You can play one of the following melodies when you use the bow to make a ranged weapon attack. You must choose to do so before you make the attack roll, and you can play only one melody per attack.\",{\"type\":\"entries\",\"name\":\"Melody of Precision\",\"entries\":[\"If you're proficient in {@skill Performance}, you gain a +1 bonus to the attack roll. If you have expertise in {@skill Performance}, you gain a +2 bonus instead.\"]},{\"type\":\"entries\",\"name\":\"Melody of Reverberation\",\"entries\":[\"The melody you strum echoes loudly. On a hit, the target takes extra thunder damage equal to your Charisma modifier.\"]}]},\"hasFluffImages\":true},{\"name\":\"Cast-Off Armor\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"armor\":true}],\"inherits\":{\"namePrefix\":\"Cast-Off \",\"source\":\"XGE\",\"page\":136,\"reprintedAs\":[\"Cast-Off Armor|XDMG\"],\"tier\":\"minor\",\"rarity\":\"common\",\"entries\":[\"You can doff this armor as an action.\"]}},{\"name\":\"Cast-Off Armor\",\"type\":\"GV|XDMG\",\"requires\":[{\"type\":\"LA|XPHB\"},{\"type\":\"MA|XPHB\"},{\"type\":\"HA|XPHB\"}],\"inherits\":{\"namePrefix\":\"Cast-Off \",\"source\":\"XDMG\",\"page\":243,\"rarity\":\"common\",\"entries\":[\"You can doff this armor as a {@action Magic|XPHB} action.\"]}},{\"name\":\"Clockwork Armor\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"HA\"},{\"type\":\"HA|XPHB\"}],\"inherits\":{\"namePrefix\":\"Clockwork \",\"source\":\"BMT\",\"page\":67,\"rarity\":\"very rare\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d4}\",\"charges\":4,\"entries\":[\"The outside surface and internal joints of this armor whir with interlocking gears, drawing on the orderly magic of the plane of Mechanus.\",\"The armor has 4 charges. If you make a {@dice d20} roll while wearing this armor, you can expend 1 charge to change the number rolled to a 10. The armor regains {@dice 1d4} expended charges daily at dawn.\"]}},{\"name\":\"Comet Smasher\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"M\",\"dmgType\":\"B\"},{\"type\":\"M|XPHB\",\"dmgType\":\"B\"}],\"inherits\":{\"namePrefix\":\"Comet Smasher \",\"source\":\"DoDk\",\"page\":230,\"rarity\":\"very rare\",\"reqAttune\":true,\"entries\":[\"The head of this bludgeoning weapon is made from a massive delerium crystal that crackles with arcane energies. When you hit with an attack using this weapon, the target takes an extra ({@dice 3d6}) necrotic damage.\",\"When you roll a 20 on an attack roll made with this weapon, it unleashes an arcane anomaly (see Dungeons of Drakkenheim). You can roll twice on the table and choose either result.\"]}},{\"name\":\"Corpse Slayer\",\"type\":\"GV|DMG\",\"requires\":[{\"weapon\":true}],\"inherits\":{\"namePrefix\":\"Corpse Slayer \",\"source\":\"EGW\",\"page\":266,\"rarity\":\"rare\",\"reqAttune\":true,\"bonusWeapon\":\"+1\",\"entries\":[\"You gain a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon.\",\"When you hit an undead creature with an attack using this weapon, the attack deals an extra {@damage 1d8} damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.\"]}},{\"name\":\"Crystal Blade\",\"type\":\"GV|DMG\",\"requires\":[{\"sword\":true}],\"inherits\":{\"namePrefix\":\"Crystal \",\"source\":\"FTD\",\"page\":22,\"rarity\":\"rare\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"This magic sword's blade is fashioned from a horn or spine from a crystal dragon. When you hit with an attack roll using this sword, the target takes an extra {@damage 1d8} radiant damage.\",\"The sword has 3 charges and regains {@dice 1d3} expended charges daily at dawn. When you hit a creature with an attack roll using the sword, you can expend 1 charge to regain a number of hit points equal to the extra radiant damage the sword dealt.\",\"While you're holding the sword, you can use a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet, to cause it to shed dim light in a 10-foot radius, or to douse the light.\"]}},{\"name\":\"Dancing Sword\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"sword\":true}],\"inherits\":{\"namePrefix\":\"Dancing \",\"source\":\"DMG\",\"page\":161,\"srd\":true,\"reprintedAs\":[\"Dancing Sword|XDMG\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":true,\"entries\":[\"You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.\",\"While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.\",\"After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.\"],\"lootTables\":[\"Magic Item Table H\"]},\"hasFluffImages\":true},{\"name\":\"Dancing Sword\",\"type\":\"GV|XDMG\",\"requires\":[{\"sword\":true}],\"inherits\":{\"namePrefix\":\"Dancing \",\"source\":\"XDMG\",\"page\":248,\"freeRules2024\":true,\"rarity\":\"very rare\",\"reqAttune\":true,\"entries\":[\"You can take a {@variantrule Bonus Action|XPHB} to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls.\",\"While the weapon hovers, you can take a {@variantrule Bonus Action|XPHB} to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same {@variantrule Bonus Action|XPHB}, you can cause the weapon to attack one creature within 5 feet of the weapon.\",\"After the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.\"]},\"hasFluffImages\":true},{\"name\":\"Defender\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"sword\":true}],\"inherits\":{\"namePrefix\":\"Defender \",\"source\":\"DMG\",\"page\":164,\"srd\":true,\"reprintedAs\":[\"Defender|XDMG\"],\"tier\":\"major\",\"rarity\":\"legendary\",\"reqAttune\":true,\"bonusWeapon\":\"+3\",\"bonusAc\":\"+1\",\"entries\":[\"You gain a +3 bonus to attack and damage rolls made with this magic weapon.\",\"The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.\"],\"lootTables\":[\"Magic Item Table I\"]},\"hasFluffImages\":true},{\"name\":\"Defender\",\"type\":\"GV|XDMG\",\"requires\":[{\"type\":\"M|XPHB\"}],\"inherits\":{\"namePrefix\":\"Defender \",\"source\":\"XDMG\",\"page\":252,\"rarity\":\"legendary\",\"reqAttune\":true,\"bonusWeapon\":\"+3\",\"bonusAc\":\"+1\",\"entries\":[\"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\",\"The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your {@variantrule Armor Class|XPHB}. For example, you could reduce the bonus to your attack rolls and damage rolls to {=bonusAc} and gain a +2 bonus to {@variantrule Armor Class|XPHB}. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.\"]},\"hasFluffImages\":true},{\"name\":\"Delerium-Forged Blade\",\"type\":\"GV|DMG\",\"requires\":[{\"sword\":true}],\"inherits\":{\"namePrefix\":\"Delerium-Forged Blade \",\"source\":\"DoDk\",\"page\":230,\"rarity\":\"rare\",\"bonusWeapon\":\"+2\",\"entries\":[\"This sword has a small delerium sliver encased in glass and set in the hilt like a gemstone. The blade is made of meteoric iron infused with delerium dust, which causes it to softly glow with octarine light.\",\"You gain a {=bonusWeapon} bonus to attack and damage rolls made with this weapon.\",\"When you make an attack with this weapon, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls. In addition, you can use this weapon as a spellcasting focus.\",\"When you roll a 20 on an attack roll made with this weapon against a humanoid, the humanoid must succeed on a DC 15 Constitution saving throw or take an extra ({@dice 3d6}) necrotic damage and gain one {@adventure level of contamination|DoDk|12}.\"]},\"hasFluffImages\":true},{\"name\":\"Demon Armor\",\"type\":\"GV|XDMG\",\"requires\":[{\"type\":\"LA|XPHB\"},{\"type\":\"MA|XPHB\"},{\"type\":\"HA|XPHB\"}],\"inherits\":{\"namePrefix\":\"Demon \",\"source\":\"XDMG\",\"page\":252,\"rarity\":\"very rare\",\"reqAttune\":true,\"curse\":true,\"bonusWeapon\":\"+1\",\"bonusAc\":\"+1\",\"entries\":[\"While wearing this armor, you gain a {=bonusAc} bonus to {@variantrule Armor Class|XPHB}, and you know Abyssal. In addition, the armor's clawed gauntlets allow your Unarmed Strikes to deal {@damage 1d8} Slashing damage instead of the usual Bludgeoning damage, and you gain a {=bonusWeapon} bonus to the attack and damage rolls of your Unarmed Strikes.\",{\"type\":\"entries\",\"name\":\"Curse\",\"entries\":[\"Once you don this cursed armor, you can't doff it unless you are targeted by a {@spell Remove Curse|XPHB} spell or similar magic. While wearing the armor, you have {@variantrule Disadvantage|XPHB} on attack rolls against demons and on saving throws against their spells and special abilities.\"]}]},\"hasFluffImages\":true},{\"name\":\"Demon Skin\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"HA\"},{\"type\":\"HA|XPHB\"}],\"inherits\":{\"namePrefix\":\"Demon Skin \",\"source\":\"DitLCoT\",\"page\":14,\"resist\":[\"poison\"],\"rarity\":\"rare\",\"reqAttune\":true,\"stealth\":false,\"entries\":[\"This magic armor appears as a pot of bubbling black ichor. When you attune to it, the ichor adheres to and contours to your skin, and the pot disappears. The armor can be worn under normal clothes, and it doesn't impede bodily functions. Once you put it on, it can't be removed unless you choose to do so or you die, at which point the pot reappears and the ichor flows back into it.\",\"While wearing the armor, you have resistance to poison damage. The armor also doesn't impose disadvantage on Dexterity ({@skill Stealth}) checks.\"]},\"hasFluffImages\":true},{\"name\":\"Demonbone Polearm\",\"type\":\"GV|DMG\",\"requires\":[{\"polearm\":true}],\"inherits\":{\"namePrefix\":\"Demonbone \",\"source\":\"CoA\",\"page\":268,\"rarity\":\"very rare\",\"reqAttune\":true,\"curse\":true,\"bonusWeapon\":\"+2\",\"entries\":[\"You have a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon. In addition, when you're damaged by a creature in reach, you may use your reaction to make one melee attack against it with this weapon.\",{\"type\":\"entries\",\"name\":\"Curse\",\"entries\":[\"You're unwilling to part with this weapon while attuned to it. While attuned, you have disadvantage on attack rolls with weapons other than this one.\",\"Whenever a hostile creature damages you, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action on each of your turns to attack the creature nearest to you with the weapon. If you can make extra attacks as part of the {@action Attack} action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random.\",\"You're berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. Alternatively, an ally can use an action to make a DC 15 Charisma ({@skill Persuasion}) check and if successful, you're no longer berserk. Only the {@spell Remove Curse} spell allows you to end attunement to this item.\"]},{\"type\":\"entries\",\"name\":\"Corrupting\",\"entries\":[\"This item corrupts. See the \\\"{@adventure Infernal Item Corruption|CoA|16|Infernal Item Corruption}\\\" section.\"]}]}},{\"name\":\"Dragon Slayer\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"sword\":true}],\"inherits\":{\"namePrefix\":\"Dragon Slayer \",\"source\":\"DMG\",\"page\":166,\"srd\":true,\"reprintedAs\":[\"Dragon Slayer|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"bonusWeapon\":\"+1\",\"entries\":[\"You gain a +1 bonus to attack and damage rolls made with this magic weapon.\",\"When you hit a dragon with this weapon, the dragon takes an extra {@dice 3d6} damage of the weapon's type. For the purpose of this weapon, \\\"dragon\\\" refers to any creature with the dragon type, including dragon turtles and wyverns.\"],\"lootTables\":[\"Magic Item Table G\"]},\"hasFluffImages\":true},{\"name\":\"Dragon Slayer\",\"type\":\"GV|XDMG\",\"requires\":[{\"weaponCategory\":\"simple\"},{\"weaponCategory\":\"martial\"}],\"inherits\":{\"namePrefix\":\"Dragon Slayer \",\"source\":\"XDMG\",\"page\":254,\"rarity\":\"rare\",\"bonusWeapon\":\"+1\",\"entries\":[\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\",\"The weapon deals an extra {@damage 3d6} damage of the weapon's type if the target is a Dragon.\"]},\"hasFluffImages\":true},{\"name\":\"Dragon Wing Bow\",\"type\":\"GV|DMG\",\"requires\":[{\"bow\":true}],\"inherits\":{\"namePrefix\":\"Dragon Wing \",\"source\":\"FTD\",\"page\":23,\"rarity\":\"rare\",\"reqAttune\":true,\"entries\":[\"The limb tips of this magic bow are shaped like a dragon's wings, and the weapon is infused with the essence of a chromatic, gem, or metallic dragon's breath. When you hit with an attack roll using this magic bow, the target takes an extra {@damage 1d6} damage of the same type as the breath infused in the bow—acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.\",\"If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull back the string. The ammunition created by the bow vanishes the instant after it hits or misses a target.\"]}},{\"name\":\"Dragonlance\",\"type\":\"GV|DMG\",\"requires\":[{\"name\":\"Pike\"},{\"name\":\"Lance\"}],\"inherits\":{\"namePrefix\":\"Dragonlance \",\"source\":\"FTD\",\"page\":23,\"otherSources\":[{\"source\":\"DSotDQ\",\"page\":23}],\"rarity\":\"legendary\",\"reqAttune\":true,\"bonusWeapon\":\"+3\",\"entries\":[\"A dragonlance is a renowned weapon forged from rare metal with the aid of powerful artifacts associated with Bahamut. Different lances are forged for use by foot soldiers (as pikes) and by riders (as lances), but the magical properties of the weapons are the same.\",\"You gain a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon.\",\"When you hit a Dragon with this weapon, the Dragon takes an extra {@damage 3d6} force damage, and any Dragon of your choice that you can see within 30 feet of you can immediately use its reaction to make a melee attack.\"]},\"hasFluffImages\":true},{\"name\":\"Dried Leech\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"A\"},{\"type\":\"AF|DMG\"},{\"type\":\"A|XPHB\"},{\"type\":\"AF|XDMG\"}],\"excludes\":{\"name\":\"Energy Cell\"},\"ammo\":true,\"inherits\":{\"namePrefix\":\"Dried Leech \",\"source\":\"BMT\",\"page\":67,\"rarity\":\"uncommon\",\"entries\":[\"This leech has been dried and imbued with a mote of animating magic. If you hit a creature with a ranged attack roll using this ammunition, the leech springs to life and sinks its teeth into the target, dealing {@damage 1d4} piercing damage at the start of each of the target's turns. If the leech deals at least 10 damage or the target dies, the leech falls off. A creature, including the target, can use its action to detach the leech. Once a leech is no longer attached to its target, the leech dies and is no longer magical.\"]}},{\"name\":\"Drow +1 Armor\",\"type\":\"GV|DMG\",\"requires\":[{\"armor\":true}],\"inherits\":{\"namePrefix\":\"Drow +1 \",\"source\":\"MM\",\"page\":126,\"rarity\":\"unknown (magic)\",\"bonusAc\":\"+1\",\"entries\":[\"You have a {=bonusAc} bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.\"]}},{\"name\":\"Drow +1 Weapon\",\"type\":\"GV|DMG\",\"requires\":[{\"weapon\":true}],\"excludes\":{\"net\":true},\"inherits\":{\"namePrefix\":\"Drow +1 \",\"source\":\"MM\",\"page\":126,\"rarity\":\"unknown (magic)\",\"bonusWeapon\":\"+1\",\"entries\":[\"You have a {=bonusWeapon} bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.\"]}},{\"name\":\"Drow +2 Armor\",\"type\":\"GV|DMG\",\"requires\":[{\"armor\":true}],\"inherits\":{\"namePrefix\":\"Drow +2 \",\"source\":\"MM\",\"page\":126,\"rarity\":\"unknown (magic)\",\"bonusAc\":\"+2\",\"entries\":[\"You have a {=bonusAc} bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.\"]}},{\"name\":\"Drow +2 Weapon\",\"type\":\"GV|DMG\",\"requires\":[{\"weapon\":true}],\"excludes\":{\"net\":true},\"inherits\":{\"namePrefix\":\"Drow +2 \",\"source\":\"MM\",\"page\":126,\"rarity\":\"unknown (magic)\",\"bonusWeapon\":\"+2\",\"entries\":[\"You have a {=bonusWeapon} bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.\"]}},{\"name\":\"Drow +3 Armor\",\"type\":\"GV|DMG\",\"requires\":[{\"armor\":true}],\"inherits\":{\"namePrefix\":\"Drow +3 \",\"source\":\"MM\",\"page\":126,\"rarity\":\"unknown (magic)\",\"bonusAc\":\"+3\",\"entries\":[\"You have a {=bonusAc} bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.\"]}},{\"name\":\"Drow +3 Weapon\",\"type\":\"GV|DMG\",\"requires\":[{\"weapon\":true}],\"excludes\":{\"net\":true},\"inherits\":{\"namePrefix\":\"Drow +3 \",\"source\":\"MM\",\"page\":126,\"rarity\":\"unknown (magic)\",\"bonusWeapon\":\"+3\",\"entries\":[\"You have a {=bonusWeapon} bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.\"]}},{\"name\":\"Dwarven Plate\",\"type\":\"GV|XDMG\",\"requires\":[{\"name\":\"Half Plate Armor\",\"source\":\"XPHB\"},{\"name\":\"Plate Armor\",\"source\":\"XPHB\"}],\"inherits\":{\"namePrefix\":\"Dwarven \",\"source\":\"XDMG\",\"page\":255,\"freeRules2024\":true,\"rarity\":\"very rare\",\"bonusAc\":\"+2\",\"entries\":[\"While wearing this armor, you gain a {=bonusAc} bonus to {@variantrule Armor Class|XPHB}. In addition, if an effect moves you against your will along the ground, you can take a {@variantrule Reaction|XPHB} to reduce the distance you are moved by up to 10 feet.\"]},\"hasFluffImages\":true},{\"name\":\"Efreeti Chain\",\"type\":\"GV|XDMG\",\"requires\":[{\"name\":\"Chain Mail\",\"source\":\"XPHB\"},{\"name\":\"Chain Shirt\",\"source\":\"XPHB\"}],\"inherits\":{\"namePrefix\":\"Efreeti \",\"source\":\"XDMG\",\"page\":257,\"freeRules2024\":true,\"immune\":[\"fire\"],\"rarity\":\"legendary\",\"reqAttune\":true,\"bonusAc\":\"+3\",\"entries\":[\"While wearing this armor, you gain a {=bonusAc} bonus to {@variantrule Armor Class|XPHB}, you have {@variantrule Immunity|XPHB} to Fire damage, and you know Primordial. In addition, you can stand on and move across molten rock as if it were solid ground.\"]},\"hasFluffImages\":true},{\"name\":\"Elven Chain\",\"type\":\"GV|XDMG\",\"requires\":[{\"name\":\"Chain Mail\",\"source\":\"XPHB\"},{\"name\":\"Chain Shirt\",\"source\":\"XPHB\"}],\"inherits\":{\"namePrefix\":\"Elven \",\"source\":\"XDMG\",\"page\":257,\"freeRules2024\":true,\"rarity\":\"rare\",\"grantsProficiency\":true,\"bonusAc\":\"+1\",\"entries\":[\"You gain a {=bonusAc} bonus to {@variantrule Armor Class|XPHB} while you wear this armor. You are considered trained with this armor even if you lack training with Medium or Heavy armor.\"]},\"hasFluffImages\":true},{\"name\":\"Energy Bow\",\"edition\":\"classic\",\"type\":\"GV|XDMG\",\"requires\":[{\"bow\":true}],\"inherits\":{\"namePrefix\":\"Energy \",\"source\":\"UtHftLH\",\"reprintedAs\":[\"Energy Bow|XDMG\"],\"rarity\":\"very rare\",\"reqAttune\":true,\"bonusWeapon\":\"+1\",\"entries\":[\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits {@variantrule Bright Light|XPHB} in a 20-foot radius and {@variantrule Dim Light|XPHB} for an additional 20 feet.\",\"This weapon has the following additional properties.\",{\"type\":\"entries\",\"name\":\"Arrow of Restraint\",\"entries\":[\"Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the {@condition Restrained|XPHB} condition for 1 minute. As an action, a creature {@condition Restrained|XPHB} by an arrow can make a DC 20 Strength ({@skill Athletics|XPHB}) check to try to break the restraint, ending the effect on itself on a successful check.\"]},{\"type\":\"entries\",\"name\":\"Arrow of Transport\",\"entries\":[\"As a {@action Magic|XPHB} action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn't being worn or carried, provided the object is small enough to fit inside a 5-foot {@variantrule Cube [Area of Effect]|XPHB|Cube}. The arrow teleports the target to an unoccupied space you can see within 10 feet of you.\"]},{\"type\":\"entries\",\"name\":\"Energy Ladder\",\"entries\":[\"As a {@action Magic|XPHB} action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical {@item ladder|XPHB} up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing.\"]}]}},{\"name\":\"Energy Bow\",\"type\":\"GV|XDMG\",\"requires\":[{\"name\":\"Longbow\",\"source\":\"XPHB\"},{\"name\":\"Shortbow\",\"source\":\"XPHB\"}],\"inherits\":{\"namePrefix\":\"Energy \",\"source\":\"XDMG\",\"page\":257,\"freeRules2024\":true,\"rarity\":\"very rare\",\"reqAttune\":true,\"bonusWeapon\":\"+1\",\"entries\":[\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits {@variantrule Bright Light|XPHB} in a 20-foot radius and {@variantrule Dim Light|XPHB} for an additional 20 feet.\",\"This weapon has the following additional properties.\",{\"type\":\"entries\",\"name\":\"Arrow of Restraint\",\"entries\":[\"Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the {@condition Restrained|XPHB} condition for 1 minute. As an action, a creature {@condition Restrained|XPHB} by an arrow can make a DC 20 Strength ({@skill Athletics|XPHB}) check to try to break the restraint, ending the effect on itself on a successful check.\"]},{\"type\":\"entries\",\"name\":\"Arrow of Transport\",\"entries\":[\"As a {@action Magic|XPHB} action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn't being worn or carried, provided the object is small enough to fit inside a 5-foot {@variantrule Cube [Area of Effect]|XPHB|Cube}. The arrow teleports the target to an unoccupied space you can see within 10 feet of you.\"]},{\"type\":\"entries\",\"name\":\"Energy Ladder\",\"entries\":[\"As a {@action Magic|XPHB} action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing.\"]}]}},{\"name\":\"Enspelled Armor (Cantrip)\",\"type\":\"GV|XDMG\",\"requires\":[{\"type\":\"LA|XPHB\"},{\"type\":\"MA|XPHB\"},{\"type\":\"HA|XPHB\"}],\"inherits\":{\"namePrefix\":\"Enspelled (Cantrip) \",\"source\":\"XDMG\",\"page\":258,\"rarity\":\"uncommon\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"entries\":[\"Bound into this armor is a cantrip. The cantrip is determined when the armor is created and must belong to the {@filter Abjuration or Illusion|spells|school=A;I|level=0} school of magic. The armor has 6 charges and regains {@dice 1d6} expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell.\",\"The spell's saving throw DC is 13, and its attack bonus is {@hit 5}.\"],\"spellScrollLevel\":0}},{\"name\":\"Enspelled Armor (Level 1)\",\"type\":\"GV|XDMG\",\"requires\":[{\"type\":\"LA|XPHB\"},{\"type\":\"MA|XPHB\"},{\"type\":\"HA|XPHB\"}],\"inherits\":{\"namePrefix\":\"Enspelled (Level 1) \",\"source\":\"XDMG\",\"page\":258,\"rarity\":\"uncommon\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"entries\":[\"Bound into this armor is a level 1 spell. The spell is determined when the armor is created and must belong to the {@filter Abjuration or Illusion|spells|school=A;I|level=1} school of magic. The armor has 6 charges and regains {@dice 1d6} expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell.\",\"The spell's saving throw DC is 13, and its attack bonus is {@hit 5}.\"],\"spellScrollLevel\":1}},{\"name\":\"Enspelled Armor (Level 2)\",\"type\":\"GV|XDMG\",\"requires\":[{\"type\":\"LA|XPHB\"},{\"type\":\"MA|XPHB\"},{\"type\":\"HA|XPHB\"}],\"inherits\":{\"namePrefix\":\"Enspelled (Level 2) \",\"source\":\"XDMG\",\"page\":258,\"rarity\":\"rare\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"entries\":[\"Bound into this armor is a level 2 spell. The spell is determined when the armor is created and must belong to the {@filter Abjuration or Illusion|spells|school=A;I|level=2} school of magic. The armor has 6 charges and regains {@dice 1d6} expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell.\",\"The spell's saving throw DC is 13, and its attack bonus is {@hit 5}.\"],\"spellScrollLevel\":2}},{\"name\":\"Enspelled Armor (Level 3)\",\"type\":\"GV|XDMG\",\"requires\":[{\"type\":\"LA|XPHB\"},{\"type\":\"MA|XPHB\"},{\"type\":\"HA|XPHB\"}],\"inherits\":{\"namePrefix\":\"Enspelled (Level 3) \",\"source\":\"XDMG\",\"page\":258,\"rarity\":\"rare\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"entries\":[\"Bound into this armor is a level 3 spell. The spell is determined when the armor is created and must belong to the {@filter Abjuration or Illusion|spells|school=A;I|level=3} school of magic. The armor has 6 charges and regains {@dice 1d6} expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell.\",\"The spell's saving throw DC is 15, and its attack bonus is {@hit 7}.\"],\"spellScrollLevel\":3}},{\"name\":\"Enspelled Armor (Level 4)\",\"type\":\"GV|XDMG\",\"requires\":[{\"type\":\"LA|XPHB\"},{\"type\":\"MA|XPHB\"},{\"type\":\"HA|XPHB\"}],\"inherits\":{\"namePrefix\":\"Enspelled (Level 4) \",\"source\":\"XDMG\",\"page\":258,\"rarity\":\"very rare\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"entries\":[\"Bound into this armor is a level 4 spell. The spell is determined when the armor is created and must belong to the {@filter Abjuration or Illusion|spells|school=A;I|level=4} school of magic. The armor has 6 charges and regains {@dice 1d6} expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell.\",\"The spell's saving throw DC is 15, and its attack bonus is {@hit 7}.\"],\"spellScrollLevel\":4}},{\"name\":\"Enspelled Armor (Level 5)\",\"type\":\"GV|XDMG\",\"requires\":[{\"type\":\"LA|XPHB\"},{\"type\":\"MA|XPHB\"},{\"type\":\"HA|XPHB\"}],\"inherits\":{\"namePrefix\":\"Enspelled (Level 5) \",\"source\":\"XDMG\",\"page\":258,\"rarity\":\"very rare\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"entries\":[\"Bound into this armor is a level 5 spell. The spell is determined when the armor is created and must belong to the {@filter Abjuration or Illusion|spells|school=A;I|level=5} school of magic. The armor has 6 charges and regains {@dice 1d6} expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell.\",\"The spell's saving throw DC is 17, and its attack bonus is {@hit 9}.\"],\"spellScrollLevel\":5}},{\"name\":\"Enspelled Armor (Level 6)\",\"type\":\"GV|XDMG\",\"requires\":[{\"type\":\"LA|XPHB\"},{\"type\":\"MA|XPHB\"},{\"type\":\"HA|XPHB\"}],\"inherits\":{\"namePrefix\":\"Enspelled (Level 6) \",\"source\":\"XDMG\",\"page\":258,\"rarity\":\"legendary\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"entries\":[\"Bound into this armor is a level 6 spell. The spell is determined when the armor is created and must belong to the {@filter Abjuration or Illusion|spells|school=A;I|level=6} school of magic. The armor has 6 charges and regains {@dice 1d6} expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell.\",\"The spell's saving throw DC is 17, and its attack bonus is {@hit 9}.\"],\"spellScrollLevel\":6}},{\"name\":\"Enspelled Armor (Level 7)\",\"type\":\"GV|XDMG\",\"requires\":[{\"type\":\"LA|XPHB\"},{\"type\":\"MA|XPHB\"},{\"type\":\"HA|XPHB\"}],\"inherits\":{\"namePrefix\":\"Enspelled (Level 7) \",\"source\":\"XDMG\",\"page\":258,\"rarity\":\"legendary\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"entries\":[\"Bound into this armor is a level 7 spell. The spell is determined when the armor is created and must belong to the {@filter Abjuration or Illusion|spells|school=A;I|level=7} school of magic. The armor has 6 charges and regains {@dice 1d6} expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell.\",\"The spell's saving throw DC is 18, and its attack bonus is {@hit 10}.\"],\"spellScrollLevel\":7}},{\"name\":\"Enspelled Armor (Level 8)\",\"type\":\"GV|XDMG\",\"requires\":[{\"type\":\"LA|XPHB\"},{\"type\":\"MA|XPHB\"},{\"type\":\"HA|XPHB\"}],\"inherits\":{\"namePrefix\":\"Enspelled (Level 8) \",\"source\":\"XDMG\",\"page\":258,\"rarity\":\"legendary\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"entries\":[\"Bound into this armor is a level 8 spell. The spell is determined when the armor is created and must belong to the {@filter Abjuration or Illusion|spells|school=A;I|level=8} school of magic. The armor has 6 charges and regains {@dice 1d6} expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell.\",\"The spell's saving throw DC is 18, and its attack bonus is {@hit 10}.\"],\"spellScrollLevel\":8}},{\"name\":\"Enspelled Weapon (Cantrip)\",\"type\":\"GV|XDMG\",\"requires\":[{\"weaponCategory\":\"simple\"},{\"weaponCategory\":\"martial\"}],\"inherits\":{\"namePrefix\":\"Enspelled (Cantrip) \",\"source\":\"XDMG\",\"page\":258,\"rarity\":\"varies\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"entries\":[\"Bound into this weapon is a cantrip. The cantrip is determined when the weapon is created and must belong to the {@filter Conjuration, Divination, Evocation, Necromancy, or Transmutation|spells|school=C;D;V;N;T|level=0} school of magic. The weapon has 6 charges and regains {@dice 1d6} expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell.\",\"The spell's saving throw DC is 13, and its attack bonus is {@hit 5}.\"],\"spellScrollLevel\":0}},{\"name\":\"Enspelled Weapon (Level 1)\",\"type\":\"GV|XDMG\",\"requires\":[{\"weaponCategory\":\"simple\"},{\"weaponCategory\":\"martial\"}],\"inherits\":{\"namePrefix\":\"Enspelled (Level 1) \",\"source\":\"XDMG\",\"page\":258,\"rarity\":\"uncommon\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"entries\":[\"Bound into this weapon is a level 1 spell. The spell is determined when the weapon is created and must belong to the {@filter Conjuration, Divination, Evocation, Necromancy, or Transmutation|spells|school=C;D;V;N;T|level=1} school of magic. The weapon has 6 charges and regains {@dice 1d6} expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell.\",\"The spell's saving throw DC is 13, and its attack bonus is {@hit 5}.\"],\"spellScrollLevel\":1}},{\"name\":\"Enspelled Weapon (Level 2)\",\"type\":\"GV|XDMG\",\"requires\":[{\"weaponCategory\":\"simple\"},{\"weaponCategory\":\"martial\"}],\"inherits\":{\"namePrefix\":\"Enspelled (Level 2) \",\"source\":\"XDMG\",\"page\":258,\"rarity\":\"rare\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"entries\":[\"Bound into this weapon is a level 2 spell. The spell is determined when the weapon is created and must belong to the {@filter Conjuration, Divination, Evocation, Necromancy, or Transmutation|spells|school=C;D;V;N;T|level=2} school of magic. The weapon has 6 charges and regains {@dice 1d6} expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell.\",\"The spell's saving throw DC is 13, and its attack bonus is {@hit 5}.\"],\"spellScrollLevel\":2}},{\"name\":\"Enspelled Weapon (Level 3)\",\"type\":\"GV|XDMG\",\"requires\":[{\"weaponCategory\":\"simple\"},{\"weaponCategory\":\"martial\"}],\"inherits\":{\"namePrefix\":\"Enspelled (Level 3) \",\"source\":\"XDMG\",\"page\":258,\"rarity\":\"rare\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"entries\":[\"Bound into this weapon is a level 3 spell. The spell is determined when the weapon is created and must belong to the {@filter Conjuration, Divination, Evocation, Necromancy, or Transmutation|spells|school=C;D;V;N;T|level=3} school of magic. The weapon has 6 charges and regains {@dice 1d6} expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell.\",\"The spell's saving throw DC is 15, and its attack bonus is {@hit 7}.\"],\"spellScrollLevel\":3}},{\"name\":\"Enspelled Weapon (Level 4)\",\"type\":\"GV|XDMG\",\"requires\":[{\"weaponCategory\":\"simple\"},{\"weaponCategory\":\"martial\"}],\"inherits\":{\"namePrefix\":\"Enspelled (Level 4) \",\"source\":\"XDMG\",\"page\":258,\"rarity\":\"very rare\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"entries\":[\"Bound into this weapon is a level 4 spell. The spell is determined when the weapon is created and must belong to the {@filter Conjuration, Divination, Evocation, Necromancy, or Transmutation|spells|school=C;D;V;N;T|level=4} school of magic. The weapon has 6 charges and regains {@dice 1d6} expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell.\",\"The spell's saving throw DC is 15, and its attack bonus is {@hit 7}.\"],\"spellScrollLevel\":4}},{\"name\":\"Enspelled Weapon (Level 5)\",\"type\":\"GV|XDMG\",\"requires\":[{\"weaponCategory\":\"simple\"},{\"weaponCategory\":\"martial\"}],\"inherits\":{\"namePrefix\":\"Enspelled (Level 5) \",\"source\":\"XDMG\",\"page\":258,\"rarity\":\"very rare\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"entries\":[\"Bound into this weapon is a level 5 spell. The spell is determined when the weapon is created and must belong to the {@filter Conjuration, Divination, Evocation, Necromancy, or Transmutation|spells|school=C;D;V;N;T|level=5} school of magic. The weapon has 6 charges and regains {@dice 1d6} expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell.\",\"The spell's saving throw DC is 17, and its attack bonus is {@hit 9}.\"],\"spellScrollLevel\":5}},{\"name\":\"Enspelled Weapon (Level 6)\",\"type\":\"GV|XDMG\",\"requires\":[{\"weaponCategory\":\"simple\"},{\"weaponCategory\":\"martial\"}],\"inherits\":{\"namePrefix\":\"Enspelled (Level 6) \",\"source\":\"XDMG\",\"page\":258,\"rarity\":\"legendary\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"entries\":[\"Bound into this weapon is a level 6 spell. The spell is determined when the weapon is created and must belong to the {@filter Conjuration, Divination, Evocation, Necromancy, or Transmutation|spells|school=C;D;V;N;T|level=6} school of magic. The weapon has 6 charges and regains {@dice 1d6} expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell.\",\"The spell's saving throw DC is 17, and its attack bonus is {@hit 9}.\"],\"spellScrollLevel\":6}},{\"name\":\"Enspelled Weapon (Level 7)\",\"type\":\"GV|XDMG\",\"requires\":[{\"weaponCategory\":\"simple\"},{\"weaponCategory\":\"martial\"}],\"inherits\":{\"namePrefix\":\"Enspelled (Level 7) \",\"source\":\"XDMG\",\"page\":258,\"rarity\":\"legendary\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"entries\":[\"Bound into this weapon is a level 7 spell. The spell is determined when the weapon is created and must belong to the {@filter Conjuration, Divination, Evocation, Necromancy, or Transmutation|spells|school=C;D;V;N;T|level=7} school of magic. The weapon has 6 charges and regains {@dice 1d6} expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell.\",\"The spell's saving throw DC is 18, and its attack bonus is {@hit 10}.\"],\"spellScrollLevel\":7}},{\"name\":\"Enspelled Weapon (Level 8)\",\"type\":\"GV|XDMG\",\"requires\":[{\"weaponCategory\":\"simple\"},{\"weaponCategory\":\"martial\"}],\"inherits\":{\"namePrefix\":\"Enspelled (Level 8) \",\"source\":\"XDMG\",\"page\":258,\"rarity\":\"legendary\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d6}\",\"charges\":6,\"entries\":[\"Bound into this weapon is a level 8 spell. The spell is determined when the weapon is created and must belong to the {@filter Conjuration, Divination, Evocation, Necromancy, or Transmutation|spells|school=C;D;V;N;T|level=8} school of magic. The weapon has 6 charges and regains {@dice 1d6} expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell.\",\"The spell's saving throw DC is 18, and its attack bonus is {@hit 10}.\"],\"spellScrollLevel\":8}},{\"name\":\"Executioner's Axe\",\"type\":\"GV|XDMG\",\"requires\":[{\"name\":\"Battleaxe\",\"source\":\"XPHB\"},{\"name\":\"Greataxe\",\"source\":\"XPHB\"},{\"name\":\"Halberd\",\"source\":\"XPHB\"},{\"name\":\"Handaxe\",\"source\":\"XPHB\"}],\"inherits\":{\"namePrefix\":\"Executioner's \",\"source\":\"XDMG\",\"page\":259,\"rarity\":\"very rare\",\"bonusWeapon\":\"+1\",\"entries\":[\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\",\"Any Humanoid you hit with the weapon takes an extra {@damage 2d6} Slashing damage, and you gain {@variantrule Temporary Hit Points|XPHB} equal to the extra damage dealt.\"]}},{\"name\":\"Feywrought Armor\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"LA\"},{\"type\":\"MA\"},{\"type\":\"HA\"},{\"type\":\"LA|XPHB\"},{\"type\":\"MA|XPHB\"},{\"type\":\"HA|XPHB\"}],\"inherits\":{\"namePrefix\":\"Feywrought \",\"source\":\"BMT\",\"page\":67,\"rarity\":\"rare\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"This colorful, flowery armor was forged in the Feywild and is infused with that plane's captivating magic.\",\"While wearing this armor, you have advantage on saving throws you make to avoid or end the {@condition charmed} condition on yourself.\",\"This armor has 3 charges. You can use an action to expend a charge to cast the {@spell Compulsion} spell (save DC 15) from this armor. The armor regains {@dice 1d3} expended charges daily at dawn.\"],\"attachedSpells\":[\"compulsion\"]}},{\"name\":\"Flame Tongue\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"sword\":true}],\"inherits\":{\"namePrefix\":\"Flame Tongue \",\"source\":\"DMG\",\"page\":170,\"srd\":true,\"reprintedAs\":[\"Flame Tongue|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"entries\":[\"You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra {@dice 2d6} fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.\"],\"lootTables\":[\"Magic Item Table G\"]},\"hasFluffImages\":true},{\"name\":\"Flame Tongue\",\"type\":\"GV|XDMG\",\"requires\":[{\"type\":\"M|XPHB\"}],\"inherits\":{\"namePrefix\":\"Flame Tongue \",\"source\":\"XDMG\",\"page\":263,\"freeRules2024\":true,\"rarity\":\"rare\",\"reqAttune\":true,\"entries\":[\"While holding this magic weapon, you can take a {@variantrule Bonus Action|XPHB} and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed {@variantrule Bright Light|XPHB} in a 40-foot radius and {@variantrule Dim Light|XPHB} for an additional 40 feet. While the weapon is ablaze, it deals an extra {@damage 2d6} Fire damage on a hit. The flames last until you take a {@variantrule Bonus Action|XPHB} to issue the command again or until you drop, stow, or sheathe the weapon.\"]},\"hasFluffImages\":true},{\"name\":\"Fool's Blade\",\"type\":\"GV|DMG\",\"requires\":[{\"sword\":true}],\"inherits\":{\"namePrefix\":\"Fool's \",\"source\":\"BMT\",\"page\":36,\"rarity\":\"very rare\",\"reqAttune\":true,\"bonusWeapon\":\"+2\",\"entries\":[\"This weapon appears ordinary, but it bears strong illusion magic that allows its wielder to skillfully deceive opponents.\",\"You have a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon. While wielding it, you also gain the following benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Fool's Feint\",\"entries\":[\"As a bonus action, you can feint, choosing a creature within 5 feet of you as your target. Until the start of your next turn, you have advantage on attack rolls against the target. Once this bonus action is used, it can't be used again until the next dawn.\"]},{\"type\":\"item\",\"name\":\"Misdirect\",\"entries\":[\"When a creature within 60 feet of you targets you with an attack roll, you can use your reaction to require that creature to make a DC 15 Intelligence saving throw. On a failed save, the attack instead targets another creature of your choice that is within the attacker's reach. Once this reaction has been used, it can't be used again until the next dawn.\"]}]}]}},{\"name\":\"Forcebreaker Weapon\",\"type\":\"GV|DMG\",\"requires\":[{\"dmgType\":\"B\"}],\"inherits\":{\"namePrefix\":\"Forcebreaker \",\"source\":\"BMT\",\"page\":67,\"rarity\":\"very rare\",\"bonusWeapon\":\"+2\",\"entries\":[\"You gain a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon.\",\"This weapon was crafted to destroy structures made of force, such as those created by {@spell Forcecage} or {@spell Wall of Force}. Striking a Large or smaller structure of magical force with this weapon automatically shatters that structure. If the target is a Huge or larger structure of force, this weapon shatters a 20-foot-cube portion of it.\"]}},{\"name\":\"Frost Brand\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"sword\":true}],\"inherits\":{\"namePrefix\":\"Frost Brand \",\"source\":\"DMG\",\"page\":171,\"srd\":true,\"reprintedAs\":[\"Frost Brand|XDMG\"],\"resist\":[\"fire\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":true,\"entries\":[\"When you hit with an attack using this magic sword, the target takes an extra {@dice 1d6} cold damage. In addition, while you hold the sword, you have resistance to fire damage.\",\"In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.\",\"When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.\"],\"lootTables\":[\"Magic Item Table H\"]},\"hasFluffImages\":true},{\"name\":\"Frost Brand\",\"type\":\"GV|XDMG\",\"requires\":[{\"name\":\"Glaive\",\"source\":\"XPHB\"},{\"name\":\"Greatsword\",\"source\":\"XPHB\"},{\"name\":\"Longsword\",\"source\":\"XPHB\"},{\"name\":\"Rapier\",\"source\":\"XPHB\"},{\"name\":\"Scimitar\",\"source\":\"XPHB\"},{\"name\":\"Shortsword\",\"source\":\"XPHB\"}],\"inherits\":{\"namePrefix\":\"Frost Brand \",\"source\":\"XDMG\",\"page\":263,\"freeRules2024\":true,\"rarity\":\"very rare\",\"reqAttune\":true,\"entries\":[\"When you hit with an attack roll using this magic weapon, the target takes an extra {@damage 1d6} Cold damage. In addition, while you hold the weapon, you have {@variantrule Resistance|XPHB} to Fire damage.\",\"In freezing temperatures, the weapon sheds {@variantrule Bright Light|XPHB} in a 10-foot radius and {@variantrule Dim Light|XPHB} for an additional 10 feet.\",\"When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can't be used again for 1 hour.\"]},\"hasFluffImages\":true},{\"name\":\"Gambler's Blade\",\"type\":\"GV|DMG\",\"requires\":[{\"sword\":true}],\"inherits\":{\"namePrefix\":\"Gambler's Blade \",\"source\":\"LLK\",\"page\":55,\"rarity\":\"rare\",\"reqAttune\":true,\"curse\":true,\"entries\":[\"Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn.\",{\"name\":\"Curse\",\"type\":\"entries\",\"entries\":[\"This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a {@spell remove curse} spell or similar magic, you are unwilling to part with the weapon.\"]}]}},{\"name\":\"Giant Slayer\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"axe\":true},{\"sword\":true}],\"inherits\":{\"namePrefix\":\"Giant Slayer \",\"source\":\"DMG\",\"page\":172,\"srd\":true,\"reprintedAs\":[\"Giant Slayer|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"bonusWeapon\":\"+1\",\"entries\":[\"You gain a +1 bonus to attack and damage rolls made with this magic weapon.\",\"When you hit a giant with it, the giant takes an extra {@dice 2d6} damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall {@condition prone}. For the purpose of this weapon, \\\"giant\\\" refers to any creature with the giant type, including ettins and trolls.\"],\"lootTables\":[\"Magic Item Table G\"]},\"hasFluffImages\":true},{\"name\":\"Giant Slayer\",\"type\":\"GV|XDMG\",\"requires\":[{\"weaponCategory\":\"simple\"},{\"weaponCategory\":\"martial\"}],\"inherits\":{\"namePrefix\":\"Giant Slayer \",\"source\":\"XDMG\",\"page\":264,\"freeRules2024\":true,\"rarity\":\"rare\",\"bonusWeapon\":\"+1\",\"entries\":[\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\",\"When you hit a Giant with this weapon, the Giant takes an extra {@damage 2d6} damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the {@condition Prone|XPHB} condition.\"]},\"hasFluffImages\":true},{\"name\":\"Glimmering Moonbow\",\"type\":\"GV|DMG\",\"requires\":[{\"bow\":true}],\"inherits\":{\"namePrefix\":\"Glimmering Moon \",\"source\":\"BMT\",\"page\":36,\"resist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"rarity\":\"rare\",\"reqAttune\":true,\"bonusWeapon\":\"+1\",\"entries\":[\"This silver-and-black bow is engraved with the phases of the moon. You gain a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon.\",\"When you hit with a ranged attack roll using this magic bow, the target takes an extra {@damage 1d6} radiant damage. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the bow vanishes the instant after it hits or misses a target.\",\"While wielding this magic bow, you can use a bonus action to enter a semi-incorporeal state until the start of your next turn. While semi-incorporeal, you have resistance to bludgeoning, piercing, and slashing damage. Once this bonus action is used, it can't be used again until the next dawn.\"]}},{\"name\":\"Gloomwrought Armor\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"LA\"},{\"type\":\"MA\"},{\"type\":\"HA\"},{\"type\":\"LA|XPHB\"},{\"type\":\"MA|XPHB\"},{\"type\":\"HA|XPHB\"}],\"inherits\":{\"namePrefix\":\"Gloomwrought \",\"source\":\"BMT\",\"page\":67,\"rarity\":\"rare\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"This intricate grayscale armor was forged in the Shadowfell and is infused with that plane's gloom.\",\"While you're wearing this armor, you have advantage on saving throws you make to avoid or end the frightened condition on yourself.\",\"This armor has 3 charges. You can expend a charge to cast the {@spell Calm Emotions} spell (save DC 15) from the armor. This armor regains {@dice 1d3} expended charges daily at dawn.\"],\"attachedSpells\":[\"calm emotions\"]}},{\"name\":\"Hammer of Thunderbolts\",\"type\":\"GV|XDMG\",\"requires\":[{\"name\":\"Maul\",\"source\":\"XPHB\"},{\"name\":\"Warhammer\",\"source\":\"XPHB\"}],\"inherits\":{\"nameSuffix\":\" of Thunderbolts\",\"source\":\"XDMG\",\"page\":265,\"rarity\":\"legendary\",\"reqAttune\":true,\"ability\":{\"str\":4},\"bonusWeapon\":\"+1\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d4 + 1}\",\"charges\":5,\"entries\":[\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\",\"The weapon has 5 charges. You can expend 1 charge and make a ranged attack with the weapon, hurling it as if it had {@itemProperty T|XPHB|Thrown} with a normal range of 20 feet and a long range of 60 feet.\",\"If the attack hits, the weapon unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it other than you must succeed on a DC 17 Constitution saving throw or have the {@condition Stunned|XPHB} condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back to your hand. The weapon regains {@dice 1d4 + 1} expended charges daily at dawn.\",{\"type\":\"entries\",\"name\":\"Giant's Bane\",\"entries\":[\"While you are attuned to the weapon and wearing either a {@item Belt of Giant Strength|XDMG} or {@item Gauntlets of Ogre Power|XDMG} to which you are also attuned, you gain the following benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Giants' Bane\",\"entries\":[\"When you roll a 20 on the {@dice d20} for an attack roll made with this weapon against a Giant, the creature must succeed on a DC 17 Constitution saving throw or die.\"]},{\"type\":\"item\",\"name\":\"Might of Giants\",\"entries\":[\"The Strength score bestowed by your {@item Belt of Giant Strength|XDMG} or {@item Gauntlets of Ogre Power|XDMG} increases by 4, to a maximum of 30.\"]}]}]}]},\"hasFluffImages\":true},{\"name\":\"Hardened Delerium-tipped Arrows\",\"type\":\"GV|DMG\",\"requires\":[{\"arrow\":true},{\"bolt\":true}],\"inherits\":{\"namePrefix\":\"Hardened Delerium-tipped \",\"source\":\"DoDk\",\"page\":230,\"rarity\":\"rare\",\"entries\":[\"This piece of ammunition has a refined delerium arrowtip. A creature hit by a ranged attack using one of these arrows takes an extra ({@dice 3d6}) necrotic damage and must succeed on a DC 15 Constitution saving throw or gain one {@adventure level of contamination|DoDk|12}. Once it hits a target, the delerium tip crumbles to dust and the arrow becomes nonmagical.\"]},\"hasFluffImages\":true},{\"name\":\"Hellfire Weapon\",\"type\":\"GV|DMG\",\"requires\":[{\"weapon\":true}],\"inherits\":{\"namePrefix\":\"Hellfire \",\"source\":\"BGDIA\",\"page\":223,\"rarity\":\"uncommon\",\"entries\":[\"This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.\",\"Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a {@creature lemure} devil.\"]},\"hasFluffImages\":true},{\"name\":\"Holy Avenger\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"sword\":true}],\"inherits\":{\"namePrefix\":\"Holy Avenger \",\"source\":\"DMG\",\"page\":174,\"srd\":true,\"reprintedAs\":[\"Holy Avenger|XDMG\"],\"tier\":\"major\",\"rarity\":\"legendary\",\"reqAttune\":\"by a paladin\",\"reqAttuneTags\":[{\"class\":\"paladin\"}],\"bonusWeapon\":\"+3\",\"entries\":[\"You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra {@dice 2d10} radiant damage.\",\"While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.\"],\"lootTables\":[\"Magic Item Table I\"]},\"hasFluffImages\":true},{\"name\":\"Holy Avenger\",\"type\":\"GV|XDMG\",\"requires\":[{\"weaponCategory\":\"simple\"},{\"weaponCategory\":\"martial\"}],\"inherits\":{\"namePrefix\":\"Holy Avenger \",\"source\":\"XDMG\",\"page\":269,\"rarity\":\"legendary\",\"reqAttune\":\"by a paladin\",\"reqAttuneTags\":[{\"class\":\"paladin\"}],\"bonusWeapon\":\"+3\",\"entries\":[\"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra {@damage 2d10} Radiant damage.\",\"While you hold the drawn weapon, it creates a 10-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from you. You and all creatures {@variantrule Friendly [Attitude]|XPHB|Friendly} to you in the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} have {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} increases to 30 feet.\"]},\"hasFluffImages\":true},{\"name\":\"Imbued Wood (Fernian Ash)\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"SCF\",\"scfType\":\"arcane\"},{\"type\":\"SCF|XPHB\",\"scfType\":\"arcane\"}],\"excludes\":{\"name\":[\"Crystal\",\"Orb\"]},\"inherits\":{\"namePrefix\":\"Fernian Ash \",\"source\":\"ERLW\",\"page\":277,\"rarity\":\"common\",\"reqAttune\":true,\"wondrous\":true,\"bonusSpellDamage\":\"+1\",\"entries\":[\"An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.\",\"When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one fire damage roll of the spell.\"]}},{\"name\":\"Imbued Wood (Irian Rosewood)\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"SCF\",\"scfType\":\"arcane\"},{\"type\":\"SCF|XPHB\",\"scfType\":\"arcane\"}],\"excludes\":{\"name\":[\"Crystal\",\"Orb\"]},\"inherits\":{\"namePrefix\":\"Irian Rosewood \",\"source\":\"ERLW\",\"page\":277,\"rarity\":\"common\",\"reqAttune\":true,\"wondrous\":true,\"bonusSpellDamage\":\"+1\",\"entries\":[\"An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.\",\"When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one radiant damage roll of the spell.\"]}},{\"name\":\"Imbued Wood (Kythrian Manchineel)\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"SCF\",\"scfType\":\"arcane\"},{\"type\":\"SCF|XPHB\",\"scfType\":\"arcane\"}],\"excludes\":{\"name\":[\"Crystal\",\"Orb\"]},\"inherits\":{\"namePrefix\":\"Kythrian Manchineel \",\"source\":\"ERLW\",\"page\":277,\"rarity\":\"common\",\"reqAttune\":true,\"wondrous\":true,\"bonusSpellDamage\":\"+1\",\"entries\":[\"An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.\",\"When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one acid or poison damage roll of the spell.\"]}},{\"name\":\"Imbued Wood (Lamannian Oak)\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"SCF\",\"scfType\":\"arcane\"},{\"type\":\"SCF|XPHB\",\"scfType\":\"arcane\"}],\"excludes\":{\"name\":[\"Crystal\",\"Orb\"]},\"inherits\":{\"namePrefix\":\"Lamannian Oak \",\"source\":\"ERLW\",\"page\":277,\"rarity\":\"common\",\"reqAttune\":true,\"wondrous\":true,\"bonusSpellDamage\":\"+1\",\"entries\":[\"An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.\",\"When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one lightning or thunder damage roll of the spell.\"]}},{\"name\":\"Imbued Wood (Mabaran Ebony)\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"SCF\",\"scfType\":\"arcane\"},{\"type\":\"SCF|XPHB\",\"scfType\":\"arcane\"}],\"excludes\":{\"name\":[\"Crystal\",\"Orb\"]},\"inherits\":{\"namePrefix\":\"Mabaran Ebony \",\"source\":\"ERLW\",\"page\":277,\"rarity\":\"common\",\"reqAttune\":true,\"wondrous\":true,\"bonusSpellDamage\":\"+1\",\"entries\":[\"An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.\",\"When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one necrotic damage roll of the spell.\"]}},{\"name\":\"Imbued Wood (Risian Pine)\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"SCF\",\"scfType\":\"arcane\"},{\"type\":\"SCF|XPHB\",\"scfType\":\"arcane\"}],\"excludes\":{\"name\":[\"Crystal\",\"Orb\"]},\"inherits\":{\"namePrefix\":\"Risian Pine \",\"source\":\"ERLW\",\"page\":277,\"rarity\":\"common\",\"reqAttune\":true,\"wondrous\":true,\"bonusSpellDamage\":\"+1\",\"entries\":[\"An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.\",\"When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one cold damage roll of the spell.\"]}},{\"name\":\"Imbued Wood (Shavarran Birch)\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"SCF\",\"scfType\":\"arcane\"},{\"type\":\"SCF|XPHB\",\"scfType\":\"arcane\"}],\"excludes\":{\"name\":[\"Crystal\",\"Orb\"]},\"inherits\":{\"namePrefix\":\"Shavarran Birch \",\"source\":\"ERLW\",\"page\":277,\"rarity\":\"common\",\"reqAttune\":true,\"wondrous\":true,\"bonusSpellDamage\":\"+1\",\"entries\":[\"An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.\",\"When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one force damage roll of the spell.\"]}},{\"name\":\"Imbued Wood (Xorian Wenge)\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"SCF\",\"scfType\":\"arcane\"},{\"type\":\"SCF|XPHB\",\"scfType\":\"arcane\"}],\"excludes\":{\"name\":[\"Crystal\",\"Orb\"]},\"inherits\":{\"namePrefix\":\"Xorian Wenge \",\"source\":\"ERLW\",\"page\":277,\"rarity\":\"common\",\"reqAttune\":true,\"wondrous\":true,\"bonusSpellDamage\":\"+1\",\"entries\":[\"An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.\",\"When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one psychic damage roll of the spell.\"]}},{\"name\":\"Last Stand Armor\",\"type\":\"GV|DMG\",\"requires\":[{\"armor\":true}],\"inherits\":{\"namePrefix\":\"Last Stand \",\"source\":\"EGW\",\"page\":267,\"rarity\":\"very rare\",\"bonusAc\":\"+1\",\"entries\":[\"You have a {=bonusAc} bonus to AC while wearing this armor, which shimmers softly.\",\"If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend within 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there.\"]}},{\"name\":\"Living Armor\",\"type\":\"GV|DMG\",\"requires\":[{\"armor\":true}],\"inherits\":{\"namePrefix\":\"Living \",\"source\":\"ERLW\",\"page\":278,\"resist\":[\"necrotic\",\"poison\",\"psychic\"],\"rarity\":\"very rare\",\"reqAttune\":true,\"bonusAc\":\"+1\",\"entries\":[\"This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.\",\"While wearing this armor, you have a {=bonusAc} bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.\",{\"type\":\"entries\",\"name\":\"Symbiotic Nature\",\"entries\":[\"The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you.\",\"The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of {@condition exhaustion}.\"]}]}},{\"name\":\"Luck Blade\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"sword\":true}],\"entries\":[\"You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.\",{\"type\":\"entries\",\"name\":\"Luck\",\"entries\":[\"If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.\"]},{\"type\":\"entries\",\"name\":\"Wish\",\"entries\":[\"The sword has {@dice 1d4 - 1} charges. While holding it, you can use an action to expend 1 charge and cast the {@spell wish} spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.\"]}],\"inherits\":{\"namePrefix\":\"Luck Blade \",\"source\":\"DMG\",\"page\":179,\"srd\":true,\"reprintedAs\":[\"Luck Blade|XDMG\"],\"tier\":\"major\",\"rarity\":\"legendary\",\"reqAttune\":true,\"bonusWeapon\":\"+1\",\"bonusSavingThrow\":\"+1\",\"charges\":\"{@dice 1d4 - 1}\",\"entries\":[\"You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.\",{\"type\":\"entries\",\"name\":\"Luck\",\"entries\":[\"If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.\"]},{\"type\":\"entries\",\"name\":\"Wish\",\"entries\":[\"The sword has {@dice 1d4 - 1} charges. While holding it, you can use an action to expend 1 charge and cast the {@spell wish} spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.\"]}],\"attachedSpells\":[\"wish\"],\"lootTables\":[\"Magic Item Table I\"]},\"hasFluffImages\":true},{\"name\":\"Luck Blade\",\"type\":\"GV|XDMG\",\"requires\":[{\"name\":\"Glaive\",\"source\":\"XPHB\"},{\"name\":\"Greatsword\",\"source\":\"XPHB\"},{\"name\":\"Longsword\",\"source\":\"XPHB\"},{\"name\":\"Rapier\",\"source\":\"XPHB\"},{\"name\":\"Scimitar\",\"source\":\"XPHB\"},{\"name\":\"Sickle\",\"source\":\"XPHB\"},{\"name\":\"Shortsword\",\"source\":\"XPHB\"}],\"inherits\":{\"namePrefix\":\"Luck \",\"source\":\"XDMG\",\"page\":275,\"rarity\":\"legendary\",\"reqAttune\":true,\"bonusWeapon\":\"+1\",\"bonusSavingThrow\":\"+1\",\"charges\":\"{@dice 1d3}\",\"entries\":[\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While the weapon is on your person, you also gain a {=bonusSavingThrow} bonus to saving throws.\",{\"type\":\"entries\",\"name\":\"Luck\",\"entries\":[\"If the weapon is on your person, you can call on its luck (no action required) to reroll one failed {@variantrule D20 Test|XPHB} if you don't have the {@condition Incapacitated|XPHB} condition. You must use the second roll. Once used, this property can't be used again until the next dawn.\"]},{\"type\":\"entries\",\"name\":\"Wish\",\"entries\":[\"The weapon has {@dice 1d3} charges. While holding it, you can expend 1 charge and cast {@spell Wish|XPHB} from it. Once used, this property can't be used again until the next dawn. The weapon loses this property if it has no charges.\"]}],\"attachedSpells\":[\"wish|xphb\"]},\"hasFluffImages\":true},{\"name\":\"Lycan Weapon\",\"type\":\"GV|DMG\",\"requires\":[{\"weapon\":true}],\"inherits\":{\"namePrefix\":\"Lycan \",\"source\":\"GHLoE\",\"page\":111,\"rarity\":\"rare\",\"bonusWeapon\":\"+2\",\"entries\":[\"Made from the claws, teeth, and bones of lycanthropes, these weapons are particularly effective against other lycanthropes or vampires. You gain a {=bonusWeapon} bonus to attack and damage rolls made with this weapon.\",\"Additionally, on a successful attack against a lycanthrope, the target is forced back into its human form unless it succeeds on a DC 10 Charisma saving throw. Also, damage done to vampires with lycan weapons cannot be regenerated until the creature finishes a short rest.\"]}},{\"name\":\"Mariner's Armor\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"armor\":true}],\"inherits\":{\"namePrefix\":\"Mariner's \",\"source\":\"DMG\",\"page\":181,\"reprintedAs\":[\"Mariner's Armor|XDMG\"],\"tier\":\"minor\",\"rarity\":\"uncommon\",\"modifySpeed\":{\"equal\":{\"swim\":\"walk\"}},\"entries\":[\"While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.\"],\"lootTables\":[\"Magic Item Table B\"]}},{\"name\":\"Mariner's Armor\",\"type\":\"GV|XDMG\",\"requires\":[{\"type\":\"LA|XPHB\"},{\"type\":\"MA|XPHB\"},{\"type\":\"HA|XPHB\"}],\"inherits\":{\"namePrefix\":\"Mariner's \",\"source\":\"XDMG\",\"page\":278,\"rarity\":\"uncommon\",\"entries\":[\"While wearing this armor, you have a {@variantrule Swim Speed|XPHB} equal to your {@variantrule Speed|XPHB}. In addition, if you start your turn underwater with 0 {@variantrule Hit Points|XPHB}, you immediately regain {@dice 1d4} {@variantrule Hit Points|XPHB}. The armor can't heal anyone again until the next dawn.\",\"The armor is decorated with fish and shell motifs.\"]},\"hasFluffImages\":true},{\"name\":\"Mind Blade\",\"type\":\"GV|DMG\",\"requires\":[{\"sword\":true}],\"inherits\":{\"namePrefix\":\"Mind Blade \",\"source\":\"VGM\",\"page\":81,\"rarity\":\"rare\",\"reqAttune\":\"by a specific individual\",\"entries\":[\"Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra {@dice 2d6} psychic damage to any target it hits.\"]}},{\"name\":\"Mind Carapace Armor\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"HA\"},{\"type\":\"HA|XPHB\"}],\"inherits\":{\"namePrefix\":\"Mind Carapace \",\"source\":\"VGM\",\"page\":81,\"rarity\":\"uncommon\",\"reqAttune\":\"by a specific individual\",\"entries\":[\"Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the {@condition frightened} condition.\"]}},{\"name\":\"Mithral +1 Armor\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"HA\"},{\"type\":\"MA\"},{\"type\":\"HA|XPHB\"},{\"type\":\"MA|XPHB\"}],\"excludes\":{\"name\":\"Hide Armor\"},\"inherits\":{\"namePrefix\":\"Mithral +1 \",\"source\":\"AI\",\"page\":156,\"rarity\":\"rare\",\"strength\":null,\"bonusAc\":\"+1\",\"stealth\":false,\"entries\":[\"You have a {=bonusAc} bonus to AC while wearing this armor.\",\"Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity ({@skill Stealth}) checks or has a Strength requirement, the mithral version of the armor doesn't.\"]}},{\"name\":\"Mithral Armor\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"HA\"},{\"type\":\"MA\"},{\"type\":\"HA|XPHB\"},{\"type\":\"MA|XPHB\"}],\"excludes\":{\"name\":\"Hide Armor\"},\"inherits\":{\"namePrefix\":\"Mithral \",\"source\":\"DMG\",\"page\":182,\"srd\":true,\"reprintedAs\":[\"Mithral Armor|XDMG\"],\"tier\":\"minor\",\"rarity\":\"uncommon\",\"strength\":null,\"stealth\":false,\"entries\":[\"Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity ({@skill Stealth}) checks or has a Strength requirement, the mithral version of the armor doesn't.\"],\"lootTables\":[\"Magic Item Table B\"]}},{\"name\":\"Mithral Armor\",\"type\":\"GV|XDMG\",\"requires\":[{\"type\":\"MA|XPHB\"},{\"type\":\"HA|XPHB\"}],\"excludes\":{\"name\":\"Hide Armor\"},\"inherits\":{\"namePrefix\":\"Mithral \",\"source\":\"XDMG\",\"page\":279,\"freeRules2024\":true,\"rarity\":\"uncommon\",\"entries\":[\"Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes.\",\"If the armor normally imposes disadvantage on Dexterity ({@skill Stealth|XPHB}) checks or has a Strength requirement, the mithral version of the armor doesn't.\"]}},{\"name\":\"Mizzium Armor\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"HA\"},{\"type\":\"MA\"},{\"type\":\"HA|XPHB\"},{\"type\":\"MA|XPHB\"}],\"excludes\":{\"name\":\"Hide Armor\"},\"inherits\":{\"namePrefix\":\"Mizzium \",\"source\":\"GGR\",\"page\":179,\"rarity\":\"rare\",\"entries\":[\"This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.\"]}},{\"name\":\"Molten Bronze Skin\",\"type\":\"GV|DMG\",\"requires\":[{\"name\":\"Half Plate Armor\",\"source\":\"PHB\"},{\"name\":\"Plate Armor\",\"source\":\"PHB\"},{\"name\":\"Breastplate\",\"source\":\"PHB\"}],\"inherits\":{\"namePrefix\":\"Molten Bronze Skin \",\"source\":\"MOT\",\"page\":197,\"resist\":[\"fire\"],\"rarity\":\"rare\",\"reqAttune\":true,\"stealth\":false,\"entries\":[\"This magical armor appears as a jug of molten bronze. When you attune to it, the bronze adheres and contours to your skin. The armor can be worn under normal clothes, but it doesn't impede bodily functions. Once you put it on, it can't be removed unless you choose to do so.\",\"While wearing the armor, you have resistance to fire damage. The armor also doesn't impose disadvantage on Dexterity ({@skill Stealth}) checks.\"]}},{\"name\":\"Moon-Touched Sword\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"sword\":true}],\"inherits\":{\"namePrefix\":\"Moon-Touched \",\"source\":\"XGE\",\"page\":138,\"reprintedAs\":[\"Moon-Touched Sword|XDMG\"],\"tier\":\"minor\",\"rarity\":\"common\",\"entries\":[\"In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.\"]}},{\"name\":\"Moon-Touched Sword\",\"type\":\"GV|XDMG\",\"requires\":[{\"sword\":true}],\"inherits\":{\"namePrefix\":\"Moon-Touched \",\"source\":\"XDMG\",\"page\":280,\"rarity\":\"common\",\"entries\":[\"In {@variantrule Darkness|XPHB}, the unsheathed blade of this weapon sheds moonlight, creating {@variantrule Bright Light|XPHB} in a 15-foot radius and {@variantrule Dim Light|XPHB} for an additional 15 feet.\"]},\"hasFluffImages\":true},{\"name\":\"Moonblade\",\"type\":\"GV|XDMG\",\"requires\":[{\"name\":\"Greatsword\",\"source\":\"XPHB\"},{\"name\":\"Longsword\",\"source\":\"XPHB\"},{\"name\":\"Rapier\",\"source\":\"XPHB\"},{\"name\":\"Scimitar\",\"source\":\"XPHB\"},{\"name\":\"Shortsword\",\"source\":\"XPHB\"}],\"inherits\":{\"namePrefix\":\"Moonblade \",\"source\":\"XDMG\",\"page\":279,\"rarity\":\"legendary\",\"reqAttune\":\"by a creature of the weapon's choice\",\"sentient\":true,\"bonusWeapon\":\"+1\",\"entries\":[\"Of all the magic items created by elves, one of the most prized and jealously guarded is a Moonblade. In ancient times, nearly all elven noble houses claimed one such weapon. Over the centuries, some of these weapons have faded from the world, their magic lost as family lines have become extinct. Others have vanished with their bearers during great quests. Thus, only a few of these weapons remain.\",\"Every Moonblade longs for a bearer whose disposition and goals are compatible with its own. If you try to attune to a Moonblade that doesn't want you as its bearer, the weapon not only rejects you but also places a curse on you, causing you to make {@dice D20} Tests with {@variantrule Disadvantage|XPHB} for 24 hours or until the curse is ended by a {@spell Remove Curse|XPHB} spell or similar magic. If you're accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade functions like a nonmagical weapon of its kind for anyone other than its chosen bearer.\",\"A Moonblade has one rune on it for each bearer it has willingly served (typically {@dice 1d6 + 1}). The first rune grants a +1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by rolling on the Moonblade Properties table.\",{\"type\":\"entries\",\"name\":\"Minor Property\",\"entries\":[\"In addition to its aforementioned properties, each Moonblade has a minor property determined by rolling on the {@action Magic|XPHB} Item's Minor Property table.\"]},{\"type\":\"entries\",\"name\":\"Sentience\",\"entries\":[\"A Moonblade is a sentient weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and {@sense Darkvision|XPHB} out to 120 feet. Its alignment matches that of its creator.\",\"The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder's hand when it wants to communicate something it has sensed. It can communicate through visions or dreams when the wielder is either in a trance or asleep.\"]},{\"type\":\"entries\",\"name\":\"Personality\",\"entries\":[\"A Moonblade has a personality similar to that of its creator. Once a Moonblade has decided on an owner, it believes that only that person should wield it, even if the bearer's alignment differs from that of the weapon's or the bearer's goals later clash with the weapon's goals.\"]},{\"type\":\"table\",\"caption\":\"Moonblade Properties\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"1d100\",\"Property\"],\"rows\":[[\"01-60\",\"Increase the weapon's bonus to attack rolls and damage rolls by 1, to a maximum of +3. Reroll if the {@i Moonblade} already has a +3 bonus.\"],[\"61-75\",\"When you hit with an attack roll using the {@i Moonblade}, you deal an extra {@damage 1d6} Force damage. Each time the weapon gains this property after the first, the extra damage increases by {@dice 1d6}, to a maximum of {@dice 3d6}. Reroll if the {@i Moonblade} already deals an extra {@damage 3d6} Force damage on a hit.\"],[\"76-80\",\"The {@i Moonblade} gains {@itemProperty T|XPHB|Thrown} with a normal range of 20 feet and a long range of 60 feet. Each time you throw the weapon, it flies back to your hand after the attack.\"],[\"81-85\",\"The {@i Moonblade} scores a {@variantrule Critical Hit|XPHB} on a roll of 19 or 20 on the {@dice d20}.\"],[\"86-95\",\"You can take a {@variantrule Bonus Action|XPHB} to cause the {@i Moonblade} to flash brightly. Each other creature that is within 30 feet of you and not behind {@variantrule Cover|XPHB|Total Cover} must succeed on a DC 15 Constitution saving throw or have the {@condition Blinded|XPHB} condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. You can't use this property again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}.\"],[\"96-99\",\"The Moonblade has the properties of a {@item Ring of Spell Storing|XDMG}.\"],[\"100\",\"You can take a {@action Magic|XPHB} action to conjure a spectral entity that resembles a shadowy elf if you don't already have one serving you. The entity appears in an unoccupied space within 120 feet of you. It uses the {@creature Shadow|XMM} stat block with these changes: it is a Fey, has a Neutral alignment, and doesn't create new shadows. You control this entity, deciding how it acts and moves. It remains until it drops to 0 {@variantrule Hit Points|XPHB} or you dismiss it as a {@action Magic|XPHB} action.\"]]}]},\"hasFluffImages\":true},{\"name\":\"Nine Lives Stealer\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"sword\":true}],\"inherits\":{\"namePrefix\":\"Nine Lives Stealer \",\"source\":\"DMG\",\"page\":183,\"srd\":true,\"reprintedAs\":[\"Nine Lives Stealer|XDMG\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":true,\"bonusWeapon\":\"+2\",\"charges\":\"{@dice 1d8 + 1}\",\"entries\":[\"You gain a +2 bonus to attack and damage rolls made with this magic weapon.\",\"The sword has {@dice 1d8 + 1} charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.\"],\"lootTables\":[\"Magic Item Table H\"]},\"hasFluffImages\":true},{\"name\":\"Nine Lives Stealer\",\"type\":\"GV|XDMG\",\"requires\":[{\"weaponCategory\":\"simple\"},{\"weaponCategory\":\"martial\"}],\"inherits\":{\"namePrefix\":\"Nine Lives Stealer \",\"source\":\"XDMG\",\"page\":281,\"freeRules2024\":true,\"rarity\":\"very rare\",\"reqAttune\":true,\"bonusWeapon\":\"+2\",\"charges\":\"{@dice 1d8 + 1}\",\"entries\":[\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\",{\"type\":\"entries\",\"name\":\"Life Stealing\",\"entries\":[\"The weapon has {@dice 1d8 + 1} charges. When you attack a creature that has fewer than 100 {@variantrule Hit Points|XPHB} with this weapon and roll a 20 on the {@dice d20} for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\"]}]},\"hasFluffImages\":true},{\"name\":\"Oathbow\",\"type\":\"GV|XDMG\",\"requires\":[{\"name\":\"Longbow\",\"source\":\"XPHB\"},{\"name\":\"Shortbow\",\"source\":\"XPHB\"}],\"inherits\":{\"namePrefix\":\"Oath \",\"source\":\"XDMG\",\"page\":282,\"freeRules2024\":true,\"rarity\":\"very rare\",\"reqAttune\":true,\"entries\":[\"When you nock an arrow on this bow, it whispers in Elvish, \\\"Swift defeat to my enemies.\\\" When you use this weapon to make a ranged attack, you can utter or sign the following command words: \\\"Swift death to you who have wronged me.\\\" The target of your attack becomes your sworn enemy until it dies or until dawn 7 days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.\",\"When you make a ranged attack roll with this weapon against your sworn enemy, you have {@variantrule Advantage|XPHB} on the roll. In addition, your target gains no benefit from {@variantrule Cover|XPHB|Half Cover} or {@variantrule Cover|XPHB|Three-Quarters Cover}, and you suffer no {@variantrule Disadvantage|XPHB} due to long range. If the attack hits, your sworn enemy takes an extra {@damage 3d6} Piercing damage.\",\"While your sworn enemy lives, you have {@variantrule Disadvantage|XPHB} on attack rolls with all other weapons.\"]},\"hasFluffImages\":true},{\"name\":\"Oceanic Weapon\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"R\"},{\"property\":\"T\"},{\"type\":\"R|XPHB\"},{\"property\":\"T|XPHB\"}],\"excludes\":{\"net\":true},\"inherits\":{\"namePrefix\":\"Oceanic \",\"source\":\"TDCSR\",\"page\":199,\"rarity\":\"rare\",\"reqAttune\":true,\"bonusWeapon\":\"+1\",\"modifySpeed\":{\"static\":{\"swim\":30}},\"recharge\":\"dawn\",\"entries\":[\"This elegant weapon is adorned with engravings depicting leaping dolphins and drifting jellyfish. You gain a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon, and you ignore {@quickref Underwater Combat|PHB|3|0|the normal penalties on ranged weapon attacks while using this weapon underwater}. While holding the weapon in front of you with both hands, you have a swimming speed of 30 feet.\",\"Additionally, while you hold the weapon, you can use an action to cast the {@spell water breathing} spell. Once this property is used, it can't be used again until the next dawn.\"],\"attachedSpells\":[\"water breathing\"]}},{\"name\":\"Orb of Shielding (Fernian Basalt)\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"SCF\",\"scfType\":\"arcane\"},{\"type\":\"SCF|XPHB\",\"scfType\":\"arcane\"}],\"excludes\":{\"name\":[\"Staff\",\"Rod\",\"Wand\"]},\"inherits\":{\"namePrefix\":\"Fernian Basalt \",\"source\":\"ERLW\",\"page\":278,\"rarity\":\"common\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.\",\"If you're holding the orb when you take fire damage, you can use your reaction to reduce the damage by {@dice 1d4} (to a minimum of 0).\"]}},{\"name\":\"Orb of Shielding (Irian Quartz)\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"SCF\",\"scfType\":\"arcane\"},{\"type\":\"SCF|XPHB\",\"scfType\":\"arcane\"}],\"excludes\":{\"name\":[\"Staff\",\"Rod\",\"Wand\"]},\"inherits\":{\"namePrefix\":\"Irian Quartz \",\"source\":\"ERLW\",\"page\":278,\"rarity\":\"common\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.\",\"If you're holding the orb when you take radiant damage, you can use your reaction to reduce the damage by {@dice 1d4} (to a minimum of 0).\"]}},{\"name\":\"Orb of Shielding (Kythrian Skarn)\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"SCF\",\"scfType\":\"arcane\"},{\"type\":\"SCF|XPHB\",\"scfType\":\"arcane\"}],\"excludes\":{\"name\":[\"Staff\",\"Rod\",\"Wand\"]},\"inherits\":{\"namePrefix\":\"Kythrian Skarn \",\"source\":\"ERLW\",\"page\":278,\"rarity\":\"common\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.\",\"If you're holding the orb when you take acid or poison damage, you can use your reaction to reduce the damage by {@dice 1d4} (to a minimum of 0).\"]}},{\"name\":\"Orb of Shielding (Lamannian Flint)\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"SCF\",\"scfType\":\"arcane\"},{\"type\":\"SCF|XPHB\",\"scfType\":\"arcane\"}],\"excludes\":{\"name\":[\"Staff\",\"Rod\",\"Wand\"]},\"inherits\":{\"namePrefix\":\"Lamannian Flint \",\"source\":\"ERLW\",\"page\":278,\"rarity\":\"common\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.\",\"If you're holding the orb when you take lightning or thunder damage, you can use your reaction to reduce the damage by {@dice 1d4} (to a minimum of 0).\"]}},{\"name\":\"Orb of Shielding (Mabaran Obsidian)\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"SCF\",\"scfType\":\"arcane\"},{\"type\":\"SCF|XPHB\",\"scfType\":\"arcane\"}],\"excludes\":{\"name\":[\"Staff\",\"Rod\",\"Wand\"]},\"inherits\":{\"namePrefix\":\"Mabaran Obsidian \",\"source\":\"ERLW\",\"page\":278,\"rarity\":\"common\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.\",\"If you're holding the orb when you take necrotic damage, you can use your reaction to reduce the damage by {@dice 1d4} (to a minimum of 0).\"]}},{\"name\":\"Orb of Shielding (Risian Shale)\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"SCF\",\"scfType\":\"arcane\"},{\"type\":\"SCF|XPHB\",\"scfType\":\"arcane\"}],\"excludes\":{\"name\":[\"Staff\",\"Rod\",\"Wand\"]},\"inherits\":{\"namePrefix\":\"Risian Shale \",\"source\":\"ERLW\",\"page\":278,\"rarity\":\"common\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.\",\"If you're holding the orb when you take cold damage, you can use your reaction to reduce the damage by {@dice 1d4} (to a minimum of 0).\"]}},{\"name\":\"Orb of Shielding (Shavarran Chert)\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"SCF\",\"scfType\":\"arcane\"},{\"type\":\"SCF|XPHB\",\"scfType\":\"arcane\"}],\"excludes\":{\"name\":[\"Staff\",\"Rod\",\"Wand\"]},\"inherits\":{\"namePrefix\":\"Shavarran Chert \",\"source\":\"ERLW\",\"page\":278,\"rarity\":\"common\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.\",\"If you're holding the orb when you take force damage, you can use your reaction to reduce the damage by {@dice 1d4} (to a minimum of 0).\"]}},{\"name\":\"Orb of Shielding (Xorian Marble)\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"SCF\",\"scfType\":\"arcane\"},{\"type\":\"SCF|XPHB\",\"scfType\":\"arcane\"}],\"excludes\":{\"name\":[\"Staff\",\"Rod\",\"Wand\"]},\"inherits\":{\"namePrefix\":\"Xorian Marble \",\"source\":\"ERLW\",\"page\":278,\"rarity\":\"common\",\"reqAttune\":true,\"wondrous\":true,\"entries\":[\"An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.\",\"If you're holding the orb when you take psychic damage, you can use your reaction to reduce the damage by {@dice 1d4} (to a minimum of 0).\"]}},{\"name\":\"Plate Armor of Etherealness\",\"type\":\"GV|XDMG\",\"requires\":[{\"name\":\"Half Plate Armor\",\"source\":\"XPHB\"},{\"name\":\"Plate Armor\",\"source\":\"XPHB\"}],\"inherits\":{\"namePrefix\":\" of Etherealness\",\"source\":\"XDMG\",\"page\":286,\"rarity\":\"legendary\",\"reqAttune\":true,\"entries\":[\"While you're wearing this armor, you can take a {@action Magic|XPHB} action and use a command word to gain the effect of the {@spell Etherealness|XPHB} spell. The spell ends immediately if you remove the armor or take a {@action Magic|XPHB} action to repeat the command word. This property of the armor can't be used again until the next dawn.\"],\"attachedSpells\":[\"etherealness|xphb\"]}},{\"name\":\"Polymorph Blade\",\"type\":\"GV|DMG\",\"requires\":[{\"sword\":true}],\"inherits\":{\"namePrefix\":\"Polymorph Blade \",\"source\":\"LLK\",\"page\":56,\"rarity\":\"very rare\",\"reqAttune\":true,\"curse\":true,\"entries\":[\"When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack's normal effects. On a failed save, the creature also suffers the effects of a {@spell polymorph} spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into.\",{\"type\":\"table\",\"caption\":\"\",\"colLabels\":[\"d20\",\"New Form\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@creature Tyrannosaurus Rex}\"],[\"2\",\"{@creature Giant Ape}\"],[\"3\",\"{@creature Elephant}\"],[\"4\",\"{@creature Giant scorpion}\"],[\"5\",\"{@creature Rhinoceros}\"],[\"6\",\"{@creature Polar bear}\"],[\"7\",\"{@creature Giant toad}\"],[\"8\",\"{@creature Giant eagle}\"],[\"9\",\"{@creature Black bear}\"],[\"10\",\"{@creature Crocodile}\"],[\"11\",\"{@creature Wolf}\"],[\"12\",\"{@creature Riding Horse||Horse}\"],[\"13\",\"{@creature Ox|VGM}\"],[\"14\",\"{@creature Giant frog}\"],[\"15\",\"{@creature Poisonous snake}\"],[\"16\",\"{@creature Hawk}\"],[\"17\",\"{@creature Octopus}\"],[\"18\",\"{@creature Cat}\"],[\"19\",\"{@creature Rat}\"],[\"20\",\"Rabbit\"]]},\"A creature is immune to this effect if it is immune to damage of the weapon's type, is a shapechanger, or has legendary actions.\",{\"name\":\"Curse\",\"type\":\"entries\",\"entries\":[\"This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a {@spell remove curse} spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a {@spell polymorph} spell for 1 hour, rolling on the table to determine your new form.\"]}]}},{\"name\":\"Red-Feather Bow\",\"type\":\"GV|DMG\",\"requires\":[{\"bow\":true}],\"inherits\":{\"namePrefix\":\"Red-Feather \",\"source\":\"HWCS\",\"page\":214,\"rarity\":\"uncommon\",\"reqAttune\":true,\"bonusWeapon\":\"+1\",\"charges\":3,\"entries\":[\"A prized hunting weapon among mistral raptors, this bow is imbued with magic to help the wielder see their prey from afar.\",\"You gain a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon.\",\"The bow has 3 charges. When you fire an arrow from this bow, you can speak the command word and use a charge to see through the arrow as a bonus action. You can see from the point your arrow lands as if you were there for 1 minute. If the arrow strikes a creature, you see what they see for the same duration.\"]},\"hasFluffImages\":true},{\"name\":\"Ruidium Armor\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"MA\"},{\"type\":\"HA\"},{\"type\":\"MA|XPHB\"},{\"type\":\"HA|XPHB\"}],\"excludes\":{\"name\":\"Hide Armor\"},\"inherits\":{\"namePrefix\":\"Ruidium \",\"source\":\"CRCotN\",\"page\":215,\"resist\":[\"psychic\"],\"rarity\":\"very rare\",\"reqAttune\":true,\"bonusAc\":\"+1\",\"modifySpeed\":{\"equal\":{\"swim\":\"walk\"}},\"entries\":[\"This magic armor has a dull, rusty color or has veins of ruidium running through it. While you wear this armor, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You have resistance to psychic damage.\",\"You can breathe water.\",\"You gain a swimming speed equal to your walking speed.\"]},{\"type\":\"entries\",\"name\":\"Ruidium Corruption\",\"entries\":[\"When you roll a 1 on a saving throw while wearing this armor, you must make a DC 15 Charisma saving throw. On a failed save, you gain 1 level of {@condition exhaustion}. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.\"]},{\"type\":\"entries\",\"name\":\"If Ruidium Is Destroyed\",\"entries\":[\"If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and ruidium armor becomes {@item +1 armor}.\"]}]}},{\"name\":\"Ruidium Weapon\",\"type\":\"GV|DMG\",\"requires\":[{\"weapon\":true}],\"inherits\":{\"namePrefix\":\"Ruidium \",\"source\":\"CRCotN\",\"page\":216,\"rarity\":\"very rare\",\"reqAttune\":true,\"bonusWeapon\":\"+2\",\"modifySpeed\":{\"equal\":{\"swim\":\"walk\"}},\"entries\":[\"This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You can breathe water.\",\"You gain a swimming speed equal to your walking speed.\"]},{\"type\":\"entries\",\"name\":\"Ruidium Strike\",\"entries\":[\"A creature you hit with this weapon takes an extra {@damage 2d6} psychic damage.\"]},{\"type\":\"entries\",\"name\":\"Ruidium Corruption\",\"entries\":[\"When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of {@condition exhaustion}. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.\"]},{\"type\":\"entries\",\"name\":\"If Ruidium Is Destroyed\",\"entries\":[\"If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium weapon becomes a {@item +2 weapon}.\"]}]},\"hasFluffImages\":true},{\"name\":\"Silvered Ammunition\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"A\"},{\"type\":\"AF|DMG\"},{\"type\":\"A|XPHB\"},{\"type\":\"AF|XDMG\"}],\"excludes\":{\"name\":\"Energy Cell\"},\"ammo\":true,\"entries\":[\"Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver ammunition, so cautious adventurers invest extra coin to plate their ammunition in silver. You can silver ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the ammunition without making it less effective.\"],\"inherits\":{\"namePrefix\":\"Silvered \",\"source\":\"PHB\",\"page\":148,\"basicRules\":true,\"tier\":\"minor\",\"rarity\":\"unknown\"}},{\"name\":\"Silvered Weapon\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"weapon\":true}],\"excludes\":{\"net\":true},\"entries\":[\"Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.\"],\"inherits\":{\"namePrefix\":\"Silvered \",\"source\":\"PHB\",\"page\":148,\"basicRules\":true,\"reprintedAs\":[\"Silvered Weapon|XDMG\"],\"tier\":\"major\",\"rarity\":\"unknown\",\"valueExpression\":\"[[baseItem.value]] + 10000\"}},{\"name\":\"Silvered Weapon\",\"type\":\"GV|XDMG\",\"requires\":[{\"weaponCategory\":\"simple\"},{\"weaponCategory\":\"martial\"}],\"inherits\":{\"namePrefix\":\"Silvered \",\"source\":\"XDMG\",\"page\":304,\"rarity\":\"common\",\"entries\":[\"An alchemical process has bonded silver to this magic weapon. When you score a {@variantrule Critical Hit|XPHB} with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\"]}},{\"name\":\"Slumbering Dragon's Wrath Weapon\",\"type\":\"GV|DMG\",\"requires\":[{\"weapon\":true}],\"inherits\":{\"namePrefix\":\"Slumbering Dragon's Wrath \",\"source\":\"FTD\",\"page\":25,\"rarity\":\"uncommon\",\"reqAttune\":true,\"entries\":[\"This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties.\",\"Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon.\"]}},{\"name\":\"Smoldering Armor\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"armor\":true}],\"inherits\":{\"namePrefix\":\"Smoldering \",\"source\":\"XGE\",\"page\":139,\"reprintedAs\":[\"Smoldering Armor|XDMG\"],\"tier\":\"minor\",\"rarity\":\"common\",\"entries\":[\"Wisps of harmless, odorless smoke rise from this armor while it is worn.\"]}},{\"name\":\"Smoldering Armor\",\"type\":\"GV|XDMG\",\"requires\":[{\"type\":\"LA|XPHB\"},{\"type\":\"MA|XPHB\"},{\"type\":\"HA|XPHB\"}],\"inherits\":{\"namePrefix\":\"Smoldering \",\"source\":\"XDMG\",\"page\":305,\"rarity\":\"common\",\"entries\":[\"Wisps of harmless, odorless smoke rise from this armor while it is worn.\"]}},{\"name\":\"Starcrossed Bow\",\"type\":\"GV|DMG\",\"requires\":[{\"bow\":true},{\"crossbow\":true}],\"inherits\":{\"namePrefix\":\"Starcrossed \",\"source\":\"DoDk\",\"page\":232,\"rarity\":\"rare\",\"reqAttune\":true,\"bonusWeapon\":\"+2\",\"recharge\":\"dawn\",\"rechargeAmount\":3,\"charges\":3,\"entries\":[\"This magical bow or crossbow has an intricate arrangement of delerium shards and focusing lenses along the stock where a bolt would normally be loaded, and instead magically conjures its own projectiles. You gain a {=bonusWeapon} bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of piercing damage and ignores the ammunition and loading properties.\",\"The weapon has 3 charges, which are regained each day at dawn. When you hit with a ranged attack using it, you can cause the bolt to explode in a brilliant flash of light. The target you hit and any creatures within 10 feet of it must succeed on a DC 15 Constitution saving throw or become blinded until the end of your next turn.\"]}},{\"name\":\"Starshot Crossbow\",\"type\":\"GV|DMG\",\"requires\":[{\"crossbow\":true}],\"inherits\":{\"namePrefix\":\"Starshot \",\"source\":\"BMT\",\"page\":38,\"rarity\":\"rare\",\"reqAttune\":true,\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d3}\",\"charges\":3,\"entries\":[\"This crossbow is crafted from blackened wood, and its limbs bear pearl inlays depicting constellations. You ignore the loading property with this crossbow. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target. The crossbow has 3 charges and regains {@dice 1d3} expended charges daily at dawn.\",{\"type\":\"entries\",\"name\":\"Constellations\",\"entries\":[\"The crossbow is decorated with three constellations. As a bonus action, you can tap one of the constellations to invoke it, expending 1 charge and producing one of the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Balance\",\"entries\":[\"The next time you hit a creature with a ranged attack roll using this crossbow before the end of your next turn, you or another creature of your choice within 30 feet of you can regain hit points equal to {@dice 1d8} plus your proficiency bonus.\"]},{\"type\":\"item\",\"name\":\"Flames\",\"entries\":[\"Until the end of your next turn, when you hit a creature with a ranged attack roll using this crossbow, the attack deals an additional {@damage 2d8} fire damage.\"]},{\"type\":\"item\",\"name\":\"Rogue\",\"entries\":[\"Until the end of your next turn, you have the invisible condition, and anything you are wearing or carrying is also invisible.\"]}]}]}]}},{\"name\":\"Stirring Dragon's Wrath Weapon\",\"type\":\"GV|DMG\",\"requires\":[{\"weapon\":true}],\"inherits\":{\"namePrefix\":\"Stirring Dragon's Wrath \",\"source\":\"FTD\",\"page\":25,\"rarity\":\"rare\",\"reqAttune\":true,\"bonusWeapon\":\"+1\",\"entries\":[\"This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties.\",\"Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon.\",\"You gain a {=bonusWeapon} bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra {@damage 1d6} damage of the type dealt by the dragon's breath weapon.\"]}},{\"name\":\"Stygian Spear\",\"type\":\"GV|DMG\",\"requires\":[{\"spear\":true}],\"inherits\":{\"namePrefix\":\"Stygian \",\"source\":\"CoA\",\"page\":270,\"rarity\":\"very rare\",\"reqAttune\":true,\"curse\":true,\"bonusWeapon\":\"+2\",\"entries\":[\"You have a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon. When you throw it, it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately.\",{\"type\":\"entries\",\"name\":\"Curse\",\"entries\":[\"You're unwilling to part with this weapon while attuned to it. In addition, you have disadvantage on attack rolls made with weapons other than this one.\",\"Whenever you roll a 1 on an attack roll using this weapon, your target changes to your closest ally.\",\"If there are multiple allies, randomly determine which is the target. Make a new attack roll with advantage against your ally. If the attack hits, in addition to the standard damage you deal an extra {@damage 2d6} poison damage. Only the {@spell Remove Curse} spell allows you to end attunement to this item.\"]},{\"type\":\"entries\",\"name\":\"Corrupting\",\"entries\":[\"This item corrupts. See the \\\"{@adventure Infernal Item Corruption|CoA|16|Infernal Item Corruption}\\\" section.\"]}]}},{\"name\":\"Sword of Life Stealing\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"sword\":true}],\"inherits\":{\"nameSuffix\":\" of Life Stealing\",\"source\":\"DMG\",\"page\":206,\"srd\":true,\"reprintedAs\":[\"Sword of Life Stealing|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"entries\":[\"When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points.\",\"{@note Note: According to the SRD, it is an extra {@dice 3d6} necrotic damage, although {@link this is incorrect|https://rpg.stackexchange.com/a/174522/53884}.}\"],\"lootTables\":[\"Magic Item Table G\"]},\"hasFluffImages\":true},{\"name\":\"Sword of Life Stealing\",\"type\":\"GV|XDMG\",\"requires\":[{\"name\":\"Glaive\",\"source\":\"XPHB\"},{\"name\":\"Greatsword\",\"source\":\"XPHB\"},{\"name\":\"Longsword\",\"source\":\"XPHB\"},{\"name\":\"Rapier\",\"source\":\"XPHB\"},{\"name\":\"Scimitar\",\"source\":\"XPHB\"},{\"name\":\"Shortsword\",\"source\":\"XPHB\"}],\"inherits\":{\"nameSuffix\":\" of Life Stealing\",\"source\":\"XDMG\",\"page\":314,\"rarity\":\"rare\",\"reqAttune\":true,\"entries\":[\"When you attack a creature with this magic weapon and roll a 20 on the {@dice d20} for the attack roll, that target takes an extra 15 Necrotic damage if it isn't a Construct or an Undead, and you gain {@variantrule Temporary Hit Points|XPHB} equal to the amount of Necrotic damage taken.\"]},\"hasFluffImages\":true},{\"name\":\"Sword of Retribution\",\"type\":\"GV|DMG\",\"requires\":[{\"sword\":true}],\"inherits\":{\"nameSuffix\":\" of Retribution\",\"source\":\"CoA\",\"page\":270,\"rarity\":\"very rare\",\"reqAttune\":true,\"curse\":true,\"bonusWeapon\":\"+3\",\"entries\":[\"You gain a {=bonusWeapon} bonus to attack and damage rolls made with this sword. Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.\",{\"type\":\"entries\",\"name\":\"Curse\",\"entries\":[\"You're unwilling to part with this weapon while attuned to it. While attuned to this weapon, you also have disadvantage on attack rolls made with weapons other than this one.\",\"The vengeful spirit possessing the sword shares its history and lust for vengeance with the wielder. After each successful long rest, you experience nightmares of the spirit's past, culminating in its death. When you wake, you must make a DC 11 Constitution saving throw. On a failed save, you only gain the benefits of a short rest. Only the {@spell Remove Curse} spell allows you to end attunement to this item.\"]},{\"type\":\"entries\",\"name\":\"Corrupting\",\"entries\":[\"This item corrupts. See the \\\"{@adventure Infernal Item Corruption|CoA|16|Infernal Item Corruption}\\\" section.\"]}]}},{\"name\":\"Sword of Sharpness\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"sword\":true,\"dmgType\":\"S\"}],\"inherits\":{\"nameSuffix\":\" of Sharpness\",\"source\":\"DMG\",\"page\":206,\"srd\":true,\"reprintedAs\":[\"Sword of Sharpness|XDMG\"],\"tier\":\"major\",\"rarity\":\"very rare\",\"reqAttune\":true,\"entries\":[\"When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.\",\"When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another {@dice d20}. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead.\",\"{@note Note: According to the SRD, it is an extra {@dice 4d6} slashing damage, although {@link this is incorrect|https://rpg.stackexchange.com/a/174522/53884}}.\",\"In addition, you can speak the sword's command to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.\"],\"lootTables\":[\"Magic Item Table H\"]},\"hasFluffImages\":true},{\"name\":\"Sword of Sharpness\",\"type\":\"GV|XDMG\",\"requires\":[{\"name\":\"Glaive\",\"source\":\"XPHB\"},{\"name\":\"Greatsword\",\"source\":\"XPHB\"},{\"name\":\"Longsword\",\"source\":\"XPHB\"},{\"name\":\"Scimitar\",\"source\":\"XPHB\"}],\"inherits\":{\"nameSuffix\":\" of Sharpness\",\"source\":\"XDMG\",\"page\":314,\"rarity\":\"very rare\",\"reqAttune\":true,\"entries\":[\"When you attack an object with this magic weapon and hit, maximize your weapon damage dice against the target.\",\"When you attack a creature with this weapon and roll a 20 on the {@dice d20} for the attack roll, that target takes an extra 14 Slashing damage and gains 1 {@condition Exhaustion|XPHB} level.\"]},\"hasFluffImages\":true},{\"name\":\"Sword of the Planes\",\"type\":\"GV|DMG\",\"requires\":[{\"sword\":true}],\"inherits\":{\"nameSuffix\":\" of the Planes\",\"source\":\"BMT\",\"page\":68,\"rarity\":\"legendary\",\"reqAttune\":true,\"bonusWeapon\":\"+3\",\"entries\":[\"You gain a {=bonusWeapon} bonus to attack and damage rolls made with this magic sword.\",\"This sword can tear the fabric of reality, creating a temporary rift between planes. You can use your action to choose a different plane of existence from the one you're on and slice through an unoccupied space within 5 feet of yourself, creating a rift to that other plane. The rift can be up to 10 feet high and 10 feet wide, and it lasts for 1 minute. Once this property is used, it can't be used again until the next dawn.\",\"You can specify a target destination, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second layer of the Nine Hells, and the rift opens in or near that destination (DM's discretion). If you are trying to reach the City of Brass, for example, the rift might appear on the Street of Steel, before the Gate of Ashes, or facing the city from across the Sea of Fire, at the DM's discretion.\",\"Anything that enters the rift is instantly transported to the other plane, appearing in the unoccupied space nearest to the rift.\"]},\"hasFluffImages\":true},{\"name\":\"Sword of Vengeance\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"sword\":true}],\"inherits\":{\"nameSuffix\":\" of Vengeance\",\"source\":\"DMG\",\"page\":206,\"reprintedAs\":[\"Sword of Vengeance|XDMG\"],\"tier\":\"major\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"curse\":true,\"bonusWeapon\":\"+1\",\"entries\":[\"You gain a +1 bonus to attack and damage rolls made with this magic weapon.\",{\"name\":\"Curse\",\"type\":\"entries\",\"entries\":[\"This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.\",\"In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it.\",\"You can break the curse in the usual ways. Alternatively, casting {@spell banishment} on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.\"]}],\"lootTables\":[\"Magic Item Table F\"]}},{\"name\":\"Sword of Vengeance\",\"type\":\"GV|XDMG\",\"requires\":[{\"name\":\"Glaive\",\"source\":\"XPHB\"},{\"name\":\"Greatsword\",\"source\":\"XPHB\"},{\"name\":\"Longsword\",\"source\":\"XPHB\"},{\"name\":\"Rapier\",\"source\":\"XPHB\"},{\"name\":\"Scimitar\",\"source\":\"XPHB\"},{\"name\":\"Shortsword\",\"source\":\"XPHB\"}],\"inherits\":{\"nameSuffix\":\" of Vengeance\",\"source\":\"XDMG\",\"page\":206,\"rarity\":\"uncommon\",\"reqAttune\":true,\"curse\":true,\"bonusWeapon\":\"+1\",\"entries\":[\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\",{\"type\":\"entries\",\"name\":\"Curse\",\"entries\":[\"This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have {@variantrule Disadvantage|XPHB} on attack rolls made with weapons other than this one.\",\"In addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 {@variantrule Hit Points|XPHB} or it does or until you can't reach the creature to make a melee attack against it.\",\"You can break the curse in the usual ways. Alternatively, casting {@spell Banishment|XPHB} on the weapon forces the vengeful spirit to leave it. The weapon then becomes a +1 Weapon with no other properties.\"]}]}},{\"name\":\"Sword of Wounding\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"sword\":true}],\"inherits\":{\"nameSuffix\":\" of Wounding\",\"source\":\"DMG\",\"page\":207,\"srd\":true,\"reprintedAs\":[\"Sword of Wounding|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"reqAttune\":true,\"entries\":[\"Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.\",\"Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes {@dice 1d4} necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom ({@skill Medicine}) check, ending the effect of such wounds on it on a success.\"],\"lootTables\":[\"Magic Item Table G\"]}},{\"name\":\"Sword of Wounding\",\"type\":\"GV|XDMG\",\"requires\":[{\"name\":\"Glaive\",\"source\":\"XPHB\"},{\"name\":\"Greatsword\",\"source\":\"XPHB\"},{\"name\":\"Longsword\",\"source\":\"XPHB\"},{\"name\":\"Rapier\",\"source\":\"XPHB\"},{\"name\":\"Scimitar\",\"source\":\"XPHB\"},{\"name\":\"Shortsword\",\"source\":\"XPHB\"}],\"inherits\":{\"nameSuffix\":\" of Wounding\",\"source\":\"XDMG\",\"page\":314,\"rarity\":\"rare\",\"reqAttune\":true,\"entries\":[\"When you hit a creature with an attack using this magic weapon, the target takes an extra {@damage 2d6} Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain {@variantrule Hit Points|XPHB} for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.\"]}},{\"name\":\"Sylvan Talon\",\"type\":\"GV|XDMG\",\"requires\":[{\"name\":\"Dagger\",\"source\":\"XPHB\"},{\"name\":\"Rapier\",\"source\":\"XPHB\"},{\"name\":\"Scimitar\",\"source\":\"XPHB\"},{\"name\":\"Shortsword\",\"source\":\"XPHB\"},{\"name\":\"Sickle\",\"source\":\"XPHB\"},{\"name\":\"Spear\",\"source\":\"XPHB\"}],\"inherits\":{\"namePrefix\":\"Sylvan Talon \",\"source\":\"XDMG\",\"page\":314,\"rarity\":\"common\",\"reqAttune\":true,\"entries\":[\"While this weapon is on your person, you understand the nonwritten communication of all Fey, and they understand yours.\",{\"type\":\"entries\",\"name\":\"Secret Message\",\"entries\":[\"As a {@action Magic|XPHB} action, you can use the weapon to cast {@spell Message|XPHB}. Once this property is used, it can't be used again until the next dawn.\"]}],\"attachedSpells\":[\"message|xphb\"]},\"hasFluffImages\":true},{\"name\":\"Vicious +1 Weapon\",\"type\":\"GV|DMG\",\"requires\":[{\"weapon\":true}],\"excludes\":{\"net\":true},\"entries\":[\"When you roll a 20 with this magic weapon, the target takes an extra 7 damage of the weapon's type.\",\"{@note Note: According to the SRD, it is an extra {@dice 2d6} damage, although {@link this is incorrect|https://rpg.stackexchange.com/a/174522/53884}.}\"],\"inherits\":{\"namePrefix\":\"Vicious +1 \",\"source\":\"AI\",\"page\":149,\"rarity\":\"unknown (magic)\",\"bonusWeapon\":\"+1\",\"entries\":[\"You have a {=bonusWeapon} bonus to attack and damage rolls made with this weapon.\",\"When you roll a 20 with this magic weapon, the target takes an extra 7 {=dmgType} damage.\",\"{@note Note: According to the SRD, it is an extra {@dice 2d6} {=dmgType} damage, although {@link this is incorrect|https://rpg.stackexchange.com/a/174522/53884}.}\"]}},{\"name\":\"Vicious Weapon\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"weapon\":true}],\"excludes\":{\"net\":true},\"entries\":[\"When you roll a 20 with this magic weapon, the target takes an extra 7 damage of the weapon's type.\",\"{@note Note: According to the SRD, it is an extra {@dice 2d6} damage, although {@link this is incorrect|https://rpg.stackexchange.com/a/174522/53884}.}\"],\"inherits\":{\"namePrefix\":\"Vicious \",\"source\":\"DMG\",\"page\":209,\"srd\":true,\"reprintedAs\":[\"Vicious Weapon|XDMG\"],\"tier\":\"major\",\"rarity\":\"rare\",\"entries\":[\"When you roll a 20 with this magic weapon, the target takes an extra 7 {=dmgType} damage.\",\"{@note Note: According to the SRD, it is an extra {@dice 2d6} {=dmgType} damage, although {@link this is incorrect|https://rpg.stackexchange.com/a/174522/53884}.}\"],\"lootTables\":[\"Magic Item Table G\"]},\"hasFluffImages\":true},{\"name\":\"Vicious Weapon\",\"type\":\"GV|XDMG\",\"requires\":[{\"weaponCategory\":\"simple\"},{\"weaponCategory\":\"martial\"}],\"inherits\":{\"namePrefix\":\"Vicious \",\"source\":\"XDMG\",\"page\":318,\"rarity\":\"rare\",\"entries\":[\"This magic weapon deals an extra {@damage 2d6} damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\"]},\"hasFluffImages\":true},{\"name\":\"Vorpal Sword\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"sword\":true,\"dmgType\":\"S\"}],\"inherits\":{\"namePrefix\":\"Vorpal \",\"source\":\"DMG\",\"page\":209,\"srd\":true,\"reprintedAs\":[\"Vorpal Sword|XDMG\"],\"tier\":\"major\",\"rarity\":\"legendary\",\"reqAttune\":true,\"bonusWeapon\":\"+3\",\"entries\":[\"You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.\",\"When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra {@dice 6d8} slashing damage from the hit.\"],\"lootTables\":[\"Magic Item Table I\"]},\"hasFluffImages\":true},{\"name\":\"Vorpal Sword\",\"type\":\"GV|XDMG\",\"requires\":[{\"name\":\"Glaive\",\"source\":\"XPHB\"},{\"name\":\"Greatsword\",\"source\":\"XPHB\"},{\"name\":\"Longsword\",\"source\":\"XPHB\"},{\"name\":\"Scimitar\",\"source\":\"XPHB\"}],\"inherits\":{\"namePrefix\":\"Vorpal \",\"source\":\"XDMG\",\"page\":318,\"rarity\":\"legendary\",\"reqAttune\":true,\"bonusWeapon\":\"+3\",\"entries\":[\"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. In addition, the weapon ignores {@variantrule Resistance|XPHB} to Slashing damage.\",\"When you use this weapon to attack a creature that has at least one head and roll a 20 on the {@dice d20} for the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it has {@variantrule Immunity|XPHB} to Slashing damage, if it doesn't have or need a head, or if the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 30 Slashing damage from the hit. If the creature has Legendary {@variantrule Resistance|XPHB}, it can expend one daily use of that trait to avoid losing its head, taking the extra damage instead.\"]},\"hasFluffImages\":true},{\"name\":\"Wakened Dragon's Wrath Weapon\",\"type\":\"GV|DMG\",\"requires\":[{\"weapon\":true}],\"inherits\":{\"namePrefix\":\"Wakened Dragon's Wrath \",\"source\":\"FTD\",\"page\":25,\"rarity\":\"very rare\",\"reqAttune\":true,\"bonusWeapon\":\"+2\",\"entries\":[\"This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties.\",\"Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon.\",\"You gain a {=bonusWeapon} bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra {@damage 2d6} damage of the type dealt by the dragon's breath weapon.\",\"As an action, you can unleash a 30-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 16 Dexterity saving throw, taking {@damage 8d6} damage of the type dealt by the dragon's breath weapon on a failed save, or half as much damage on a successful one. Once this action is used, it can't be used again until the next dawn.\"]}},{\"name\":\"Walloping Ammunition\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"A\"},{\"type\":\"AF|DMG\"},{\"type\":\"A|XPHB\"},{\"type\":\"AF|XDMG\"}],\"ammo\":true,\"inherits\":{\"namePrefix\":\"Walloping \",\"source\":\"XGE\",\"page\":139,\"reprintedAs\":[\"Walloping Ammunition|XDMG\"],\"tier\":\"minor\",\"rarity\":\"common\",\"entries\":[\" This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked {@condition prone}.\"]}},{\"name\":\"Walloping Ammunition\",\"type\":\"GV|XDMG\",\"requires\":[{\"type\":\"A|XPHB\"},{\"type\":\"AF|XDMG\"}],\"ammo\":true,\"inherits\":{\"namePrefix\":\"Walloping \",\"source\":\"XDMG\",\"page\":318,\"rarity\":\"common\",\"entries\":[\"A creature hit by this ammunition must succeed on a DC 10 Strength saving throw or have the {@condition Prone|XPHB} condition.\"]}},{\"name\":\"Weapon of Agonizing Paralysis\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"M\"},{\"type\":\"M|XPHB\"}],\"inherits\":{\"nameSuffix\":\" of Agonizing Paralysis\",\"source\":\"CoA\",\"page\":271,\"rarity\":\"very rare\",\"reqAttune\":true,\"bonusWeapon\":\"+3\",\"entries\":[\"You have a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon. When this weapon reduces a creature to 0 hit points, the creature doesn't die. Instead, infernal runes appear as if carved into their flesh and they're healed to 1 hit point. They now have the {@condition paralyzed} condition until the condition is removed by a {@spell Lesser Restoration} spell or similar magic. When the condition is removed, the runes disappear. At the start of each of their turns while they're {@condition paralyzed}, the creature suffers immense pain and gains a level of {@condition exhaustion}.\"]}},{\"name\":\"Weapon of Certain Death\",\"type\":\"GV|DMG\",\"requires\":[{\"weapon\":true}],\"excludes\":{\"net\":true},\"inherits\":{\"nameSuffix\":\" of Certain Death\",\"source\":\"EGW\",\"page\":270,\"rarity\":\"rare\",\"entries\":[\"When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.\"]}},{\"name\":\"Weapon of Throne's Command\",\"type\":\"GV|DMG\",\"requires\":[{\"weaponCategory\":\"martial\"}],\"inherits\":{\"nameSuffix\":\" of Throne's Command\",\"source\":\"BMT\",\"page\":39,\"rarity\":\"very rare\",\"reqAttune\":true,\"grantsProficiency\":true,\"bonusWeapon\":\"+1\",\"recharge\":\"dawn\",\"rechargeAmount\":\"{@dice 1d4}\",\"charges\":5,\"entries\":[\"This weapon is bedecked in ornate gold filigree and deep-blue and maroon jewels. You gain a {=bonusWeapon} bonus to attack and damage rolls made with this weapon. Additionally, you gain proficiency in the {@skill Intimidation} and {@skill Persuasion} skills if you don't already have it.\",{\"type\":\"entries\",\"name\":\"Spellcasting\",\"entries\":[\"The weapon has 5 charges. You can use a bonus action and expend 1 or more of its charges to cast one of the following spells (save DC 16): {@spell Command} (1 charge), {@spell Zone of Truth} (2 charges), {@spell Compulsion} (4 charges), {@spell Banishment} (4 charges), or {@spell Dominate Person} (5 charges).\",\"The weapon regains {@dice 1d4} expended charges daily at dawn.\"]}],\"attachedSpells\":[\"command\",\"zone of truth\",\"compulsion\",\"banishment\",\"dominate person\"]}},{\"name\":\"Weapon of Warning\",\"edition\":\"classic\",\"type\":\"GV|DMG\",\"requires\":[{\"weapon\":true}],\"inherits\":{\"nameSuffix\":\" of Warning\",\"source\":\"DMG\",\"page\":213,\"reprintedAs\":[\"Weapon of Warning|XDMG\"],\"tier\":\"major\",\"rarity\":\"uncommon\",\"reqAttune\":true,\"entries\":[\"This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be {@status surprised}, except when {@condition incapacitated} by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.\"],\"lootTables\":[\"Magic Item Table F\"]},\"hasFluffImages\":true},{\"name\":\"Weapon of Warning\",\"type\":\"GV|XDMG\",\"requires\":[{\"weaponCategory\":\"simple\"},{\"weaponCategory\":\"martial\"}],\"inherits\":{\"nameSuffix\":\" of Warning\",\"source\":\"XDMG\",\"page\":324,\"rarity\":\"uncommon\",\"reqAttune\":true,\"entries\":[\"As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\",{\"type\":\"entries\",\"name\":\"Alarm\",\"entries\":[\"The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\"]},{\"type\":\"entries\",\"name\":\"Supernatural Readiness\",\"entries\":[\"Each subject has {@variantrule Advantage|XPHB} on its {@variantrule Initiative|XPHB} rolls.\"]}]},\"hasFluffImages\":true},{\"name\":\"Winged Ammunition\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"A\"},{\"type\":\"AF|DMG\"},{\"type\":\"A|XPHB\"},{\"type\":\"AF|XDMG\"}],\"excludes\":{\"name\":\"Energy Cell\"},\"ammo\":true,\"inherits\":{\"namePrefix\":\"Winged \",\"source\":\"BMT\",\"page\":69,\"rarity\":\"uncommon\",\"entries\":[\"Ranged weapon attack rolls made with this ammunition ignore half and {@quickref Cover||3||three-quarters cover}. In addition, attacking at long range doesn't impose disadvantage on ranged weapon attack rolls made with this ammunition.\"]}},{\"name\":\"Zephyr Armor\",\"type\":\"GV|DMG\",\"requires\":[{\"type\":\"LA\"},{\"type\":\"LA|XPHB\"}],\"inherits\":{\"namePrefix\":\"Zephyr \",\"source\":\"BGG\",\"page\":117,\"rarity\":\"rare\",\"reqAttune\":true,\"entries\":[\"This fine set of white-and-silver armor bears the wind rune upon its chest.\",\"While wearing this armor, you have advantage on Dexterity ({@skill Acrobatics}) checks and Dexterity saving throws as your movements are bolstered by gentle currents of wind.\",{\"type\":\"entries\",\"name\":\"Invoking the Rune\",\"entries\":[\"As an action, you can invoke the armor's rune to cast the {@spell wind wall} spell (save DC 15) with it. Once the rune has been invoked, it can't be invoked again until the next dawn.\"]}],\"attachedSpells\":[\"wind wall\"]}}],\"linkedLootTables\":{\"DMG\":{\"Arrow of Slaying\":[\"Magic Item Table E\"],\"Shield +1\":[\"Magic Item Table F\"],\"Adamantine Chain Mail\":[\"Magic Item Table F\"],\"Adamantine Chain Shirt\":[\"Magic Item Table F\"],\"Adamantine Scale Mail\":[\"Magic Item Table F\"],\"Adamantine Breastplate\":[\"Magic Item Table G\"],\"Adamantine Splint Armor\":[\"Magic Item Table G\"],\"Chain Mail +1\":[\"Magic Item Table G\"],\"Chain Mail of Acid Resistance\":[\"Magic Item Table G\"],\"Chain Mail of Cold Resistance\":[\"Magic Item Table G\"],\"Chain Mail of Fire Resistance\":[\"Magic Item Table G\"],\"Chain Mail of Force Resistance\":[\"Magic Item Table G\"],\"Chain Mail of Lightning Resistance\":[\"Magic Item Table G\"],\"Chain Mail of Necrotic Resistance\":[\"Magic Item Table G\"],\"Chain Mail of Poison Resistance\":[\"Magic Item Table G\"],\"Chain Mail of Psychic Resistance\":[\"Magic Item Table G\"],\"Chain Mail of Radiant Resistance\":[\"Magic Item Table G\"],\"Chain Mail of Thunder Resistance\":[\"Magic Item Table G\"],\"Chain Shirt +1\":[\"Magic Item Table G\"],\"Chain Shirt of Acid Resistance\":[\"Magic Item Table G\"],\"Chain Shirt of Cold Resistance\":[\"Magic Item Table G\"],\"Chain Shirt of Fire Resistance\":[\"Magic Item Table G\"],\"Chain Shirt of Force Resistance\":[\"Magic Item Table G\"],\"Chain Shirt of Lightning Resistance\":[\"Magic Item Table G\"],\"Chain Shirt of Necrotic Resistance\":[\"Magic Item Table G\"],\"Chain Shirt of Poison Resistance\":[\"Magic Item Table G\"],\"Chain Shirt of Psychic Resistance\":[\"Magic Item Table G\"],\"Chain Shirt of Radiant Resistance\":[\"Magic Item Table G\"],\"Chain Shirt of Thunder Resistance\":[\"Magic Item Table G\"],\"Leather Armor +1\":[\"Magic Item Table G\"],\"Leather Armor of Acid Resistance\":[\"Magic Item Table G\"],\"Leather Armor of Cold Resistance\":[\"Magic Item Table G\"],\"Leather Armor of Fire Resistance\":[\"Magic Item Table G\"],\"Leather Armor of Force Resistance\":[\"Magic Item Table G\"],\"Leather Armor of Lightning Resistance\":[\"Magic Item Table G\"],\"Leather Armor of Necrotic Resistance\":[\"Magic Item Table G\"],\"Leather Armor of Poison Resistance\":[\"Magic Item Table G\"],\"Leather Armor of Psychic Resistance\":[\"Magic Item Table G\"],\"Leather Armor of Radiant Resistance\":[\"Magic Item Table G\"],\"Leather Armor of Thunder Resistance\":[\"Magic Item Table G\"],\"Scale Mail +1\":[\"Magic Item Table G\",\"Magic Item Table I\"],\"Scale Mail of Acid Resistance\":[\"Magic Item Table G\"],\"Scale Mail of Cold Resistance\":[\"Magic Item Table G\"],\"Scale Mail of Fire Resistance\":[\"Magic Item Table G\"],\"Scale Mail of Force Resistance\":[\"Magic Item Table G\"],\"Scale Mail of Lightning Resistance\":[\"Magic Item Table G\"],\"Scale Mail of Necrotic Resistance\":[\"Magic Item Table G\"],\"Scale Mail of Poison Resistance\":[\"Magic Item Table G\"],\"Scale Mail of Psychic Resistance\":[\"Magic Item Table G\"],\"Scale Mail of Radiant Resistance\":[\"Magic Item Table G\"],\"Scale Mail of Thunder Resistance\":[\"Magic Item Table G\"],\"Shield +2\":[\"Magic Item Table G\"],\"Shield +3\":[\"Magic Item Table H\"],\"Adamantine Half Plate Armor\":[\"Magic Item Table H\"],\"Adamantine Plate Armor\":[\"Magic Item Table H\"],\"Breastplate +1\":[\"Magic Item Table H\"],\"Breastplate of Acid Resistance\":[\"Magic Item Table H\"],\"Breastplate of Cold Resistance\":[\"Magic Item Table H\"],\"Breastplate of Fire Resistance\":[\"Magic Item Table H\"],\"Breastplate of Force Resistance\":[\"Magic Item Table H\"],\"Breastplate of Lightning Resistance\":[\"Magic Item Table H\"],\"Breastplate of Necrotic Resistance\":[\"Magic Item Table H\"],\"Breastplate of Poison Resistance\":[\"Magic Item Table H\"],\"Breastplate of Psychic Resistance\":[\"Magic Item Table H\"],\"Breastplate of Radiant Resistance\":[\"Magic Item Table H\"],\"Breastplate of Thunder Resistance\":[\"Magic Item Table H\"],\"Chain Mail +2\":[\"Magic Item Table H\"],\"Chain Shirt +2\":[\"Magic Item Table H\"],\"Leather Armor +2\":[\"Magic Item Table H\"],\"Scale Mail +2\":[\"Magic Item Table H\"],\"Splint Armor +1\":[\"Magic Item Table H\"],\"Splint Armor of Acid Resistance\":[\"Magic Item Table H\"],\"Splint Armor of Cold Resistance\":[\"Magic Item Table H\"],\"Splint Armor of Fire Resistance\":[\"Magic Item Table H\"],\"Splint Armor of Force Resistance\":[\"Magic Item Table H\"],\"Splint Armor of Lightning Resistance\":[\"Magic Item Table H\"],\"Splint Armor of Necrotic Resistance\":[\"Magic Item Table H\"],\"Splint Armor of Poison Resistance\":[\"Magic Item Table H\"],\"Splint Armor of Psychic Resistance\":[\"Magic Item Table H\"],\"Splint Armor of Radiant Resistance\":[\"Magic Item Table H\"],\"Splint Armor of Thunder Resistance\":[\"Magic Item Table H\"],\"Studded Leather Armor +1\":[\"Magic Item Table H\"],\"Studded Leather Armor of Acid Resistance\":[\"Magic Item Table H\"],\"Studded Leather Armor of Cold Resistance\":[\"Magic Item Table H\"],\"Studded Leather Armor of Fire Resistance\":[\"Magic Item Table H\"],\"Studded Leather Armor of Force Resistance\":[\"Magic Item Table H\"],\"Studded Leather Armor of Lightning Resistance\":[\"Magic Item Table H\"],\"Studded Leather Armor of Necrotic Resistance\":[\"Magic Item Table H\"],\"Studded Leather Armor of Poison Resistance\":[\"Magic Item Table H\"],\"Studded Leather Armor of Psychic Resistance\":[\"Magic Item Table H\"],\"Studded Leather Armor of Radiant Resistance\":[\"Magic Item Table H\"],\"Studded Leather Armor of Thunder Resistance\":[\"Magic Item Table H\"],\"Breastplate +2\":[\"Magic Item Table I\"],\"Chain Mail +3\":[\"Magic Item Table I\"],\"Chain Shirt +3\":[\"Magic Item Table I\"],\"Half Plate Armor +1\":[\"Magic Item Table I\"],\"Leather Armor +3\":[\"Magic Item Table I\"],\"Plate Armor +1\":[\"Magic Item Table I\"],\"Splint Armor +2\":[\"Magic Item Table I\"],\"Studded Leather Armor +2\":[\"Magic Item Table I\"],\"Half Plate Armor +2\":[\"Magic Item Table I\"],\"Plate Armor +2\":[\"Magic Item Table I\"],\"Studded Leather Armor +3\":[\"Magic Item Table I\"],\"Breastplate +3\":[\"Magic Item Table I\"],\"Splint Armor +3\":[\"Magic Item Table I\"],\"Half Plate Armor +3\":[\"Magic Item Table I\"],\"Plate Armor +3\":[\"Magic Item Table I\"],\"Half Plate Armor of Acid Resistance\":[\"Magic Item Table I\"],\"Half Plate Armor of Cold Resistance\":[\"Magic Item Table I\"],\"Half Plate Armor of Fire Resistance\":[\"Magic Item Table I\"],\"Half Plate Armor of Force Resistance\":[\"Magic Item Table I\"],\"Half Plate Armor of Lightning Resistance\":[\"Magic Item Table I\"],\"Half Plate Armor of Necrotic Resistance\":[\"Magic Item Table I\"],\"Half Plate Armor of Poison Resistance\":[\"Magic Item Table I\"],\"Half Plate Armor of Psychic Resistance\":[\"Magic Item Table I\"],\"Half Plate Armor of Radiant Resistance\":[\"Magic Item Table I\"],\"Half Plate Armor of Thunder Resistance\":[\"Magic Item Table I\"],\"Plate Armor of Acid Resistance\":[\"Magic Item Table I\"],\"Plate Armor of Cold Resistance\":[\"Magic Item Table I\"],\"Plate Armor of Fire Resistance\":[\"Magic Item Table I\"],\"Plate Armor of Force Resistance\":[\"Magic Item Table I\"],\"Plate Armor of Lightning Resistance\":[\"Magic Item Table I\"],\"Plate Armor of Necrotic Resistance\":[\"Magic Item Table I\"],\"Plate Armor of Poison Resistance\":[\"Magic Item Table I\"],\"Plate Armor of Psychic Resistance\":[\"Magic Item Table I\"],\"Plate Armor of Radiant Resistance\":[\"Magic Item Table I\"],\"Plate Armor of Thunder Resistance\":[\"Magic Item Table I\"]}}}"); JSON_DATA[`data/objects.json`] = JSON.parse("{\"object\":[{\"name\":\"Ballista\",\"source\":\"DMG\",\"page\":255,\"reprintedAs\":[\"Ballista|XDMG\"],\"size\":[\"L\"],\"objectType\":\"SW\",\"ac\":15,\"hp\":50,\"immune\":[\"poison\",\"psychic\"],\"entries\":[\"A ballista is a massive crossbow that fires heavy bolts. Before it can be fired, it must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it.\"],\"actionEntries\":[{\"type\":\"actions\",\"name\":\"Bolt\",\"entries\":[{\"type\":\"attack\",\"attackType\":\"RW\",\"attackEntries\":[\"{@hit +6} to hit, range 120/480 ft., one target.\"],\"hitEntries\":[\"16 ({@damage 3d10}) piercing damage.\"]}]}],\"hasToken\":true},{\"name\":\"Ballista\",\"source\":\"XDMG\",\"page\":96,\"size\":[\"L\"],\"objectType\":\"SW\",\"ac\":15,\"hp\":50,\"entries\":[\"A Ballista is a massive crossbow that fires heavy bolts. Loading a Ballista requires the {@action Utilize|XPHB} action, and aiming it requires another Utilize action. Then a crew member can take the Ballista Bolt action.\"],\"actionEntries\":[{\"type\":\"entries\",\"name\":\"Ballista Bolt (Requires Load and Aim)\",\"entries\":[\"{@atkr r} {@hit 6}, range 120/480 ft. {@h}16 ({@damage 3d10}) Piercing damage.\"]}]},{\"name\":\"Boilerdrak\",\"source\":\"DSotDQ\",\"page\":189,\"size\":[\"L\"],\"objectType\":\"SW\",\"ac\":15,\"hp\":100,\"immune\":[\"poison\",\"psychic\"],\"entries\":[\"This wagon-sized device is designed to look roughly like a dragon. Before it can be used, the boilerdrak must be lit and aimed. It takes 1 action to light the weapon, 1 action to aim it, and 1 action to fire it. When you use your action to fire it, roll a {@dice d20}. If you roll a 2 or higher, use the Flames action. If you roll a 1, use the Explosion action.\"],\"actionEntries\":[{\"type\":\"entries\",\"name\":\"Flames\",\"entries\":[\"The boilerdrak expels flames in a 60-foot cone. Each creature in that area must make a {@dc 15} Dexterity saving throw, taking 27 ({@dice 5d10}) fire damage on a failed save, or half as much damage on a successful one.\"]},{\"type\":\"entries\",\"name\":\"Explosion\",\"entries\":[\"The boilerdrak explodes in a 30-foot-radius sphere and is destroyed. Each creature in that area must make a {@dc 15} Dexterity saving throw, taking 27 ({@dice 5d10}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Cannon\",\"source\":\"DMG\",\"page\":255,\"reprintedAs\":[\"Cannon|XDMG\"],\"size\":[\"L\"],\"objectType\":\"SW\",\"ac\":19,\"hp\":75,\"immune\":[\"poison\",\"psychic\"],\"entries\":[\"A cannon uses gunpowder to propel heavy balls of cast iron through the air at destructive speeds. In a campaign without gunpowder, a cannon might be an arcane device built by clever gnomes or wizardly engineers.\",\"A cannon is usually supported in a wooden frame with wheels. Before it can be fired, the cannon must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it.\"],\"actionEntries\":[{\"type\":\"actions\",\"name\":\"Cannon Ball\",\"entries\":[{\"type\":\"attack\",\"attackType\":\"RW\",\"attackEntries\":[\"{@hit +6} to hit, range 600/2,400 ft., one target.\"],\"hitEntries\":[\"44 ({@damage 8d10}) bludgeoning damage.\"]}]}],\"hasToken\":true},{\"name\":\"Cannon\",\"source\":\"XDMG\",\"page\":96,\"size\":[\"L\"],\"objectType\":\"SW\",\"ac\":19,\"hp\":75,\"entries\":[\"A Cannon uses gunpowder or arcane power to propel heavy iron balls at destructive speeds. A Cannon is usually attached to a wooden frame with wheels. Loading a Cannon requires the {@action Utilize|XPHB} action, and aiming it requires another Utilize action. Then a crew member can take the Cannonball action.\"],\"actionEntries\":[{\"type\":\"entries\",\"name\":\"Cannonball (Requires Load and Aim)\",\"entries\":[\"{@atkr r} {@hit 6}, range 600/2,400 ft. {@h}44 ({@damage 8d10}) Bludgeoning damage.\"]}]},{\"name\":\"Captain A-Hole\",\"isNpc\":true,\"source\":\"RMBRE\",\"page\":21,\"size\":[\"L\"],\"objectType\":\"U\",\"ac\":17,\"hp\":50,\"speed\":0,\"str\":14,\"dex\":10,\"int\":3,\"wis\":3,\"cha\":1,\"senses\":[\"blindsight 30 ft. (blind beyond this radius)\"],\"immune\":[\"poison\",\"psychic\"],\"actionEntries\":[{\"type\":\"actions\",\"name\":\"Cannon\",\"entries\":[{\"type\":\"attack\",\"attackType\":\"RW\",\"attackEntries\":[\"{@hit +5} to hit, range 30 ft., one target.\"],\"hitEntries\":[\"3 ({@damage 1d6}) bludgeoning damage.\"]}]}],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Eldritch Cannon, Flamethrower\",\"source\":\"TCE\",\"page\":17,\"size\":[\"T\",\"S\"],\"objectType\":\"U\",\"ac\":18,\"hp\":{\"special\":\"equal to five times your artificer level\"},\"str\":10,\"dex\":10,\"con\":10,\"int\":10,\"wis\":10,\"cha\":10,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"grappled\",\"incapacitated\",\"invisible\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"stunned\",\"unconscious\"],\"entries\":[\"{@note Created by the {@subclassFeature Eldritch Cannon|Artificer|TCE|Artillerist|TCE|3} subclass feature.}\"],\"actionEntries\":[{\"type\":\"entries\",\"name\":\"Flamethrower\",\"entries\":[\"The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking {@damage 2d8} fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.\"]}],\"hasFluffImages\":true},{\"name\":\"Eldritch Cannon, Force Ballista\",\"source\":\"TCE\",\"page\":17,\"size\":[\"T\",\"S\"],\"objectType\":\"U\",\"ac\":18,\"hp\":{\"special\":\"equal to five times your artificer level\"},\"str\":10,\"dex\":10,\"con\":10,\"int\":10,\"wis\":10,\"cha\":10,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"grappled\",\"incapacitated\",\"invisible\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"stunned\",\"unconscious\"],\"entries\":[\"{@note Created by the {@subclassFeature Eldritch Cannon|Artificer|TCE|Artillerist|TCE|3} subclass feature.}\"],\"actionEntries\":[{\"type\":\"entries\",\"name\":\"Force Ballista\",\"entries\":[\"Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes {@damage 2d8} force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.\"]}],\"hasFluffImages\":true},{\"name\":\"Eldritch Cannon, Protector\",\"source\":\"TCE\",\"page\":17,\"size\":[\"T\",\"S\"],\"objectType\":\"U\",\"ac\":18,\"hp\":{\"special\":\"equal to five times your artificer level\"},\"str\":10,\"dex\":10,\"con\":10,\"int\":10,\"wis\":10,\"cha\":10,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"grappled\",\"incapacitated\",\"invisible\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"restrained\",\"stunned\",\"unconscious\"],\"entries\":[\"{@note Created by the {@subclassFeature Eldritch Cannon|Artificer|TCE|Artillerist|TCE|3} subclass feature.}\"],\"actionEntries\":[{\"type\":\"entries\",\"name\":\"Protector\",\"entries\":[\"The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to {@damage 1d8} + your Intelligence modifier (minimum of +1).\"]}],\"hasFluffImages\":true},{\"name\":\"Flamethrower Coach\",\"source\":\"XDMG\",\"page\":96,\"size\":[\"L\"],\"objectType\":\"SW\",\"ac\":19,\"hp\":100,\"entries\":[\"Powered by magic, this iron coach has a flamethrower turret mounted atop it.\",\"The coach can accommodate up to two Medium creatures. An iron hatch in the vehicle's underbelly grants access. Narrow slits in the front, sides, and back of the coach allow its occupants to see outside. A creature in the coach has {@table Cover|XPHB|Three-Quarters Cover} against attacks and other effects that originate outside it.\",\"The coach is designed for a crew of two: a driver and a gunner. The driver can take the {@action Utilize|XPHB} action to move and turn the coach, which has a Speed of 30 feet, using levers and pedals inside. The gunner can use the Flamethrower action to aim and fire it.\"],\"actionEntries\":[{\"type\":\"entries\",\"name\":\"Flamethrower\",\"entries\":[\"{@actSave dex} {@dc 15}, each creature in a 60-foot-long, 5-foot-wide {@variantrule Line [Area of Effect]|XPHB|Line}. {@actSaveFail} 14 ({@damage 4d6}) Fire damage, and the creature starts burning. {@actSaveSuccess} Half damage only.\"]}]},{\"name\":\"Generic Object\",\"source\":\"DMG\",\"page\":246,\"srd\":true,\"size\":[\"V\"],\"objectType\":\"GEN\",\"ac\":{\"special\":\"Varies (see below)\"},\"hp\":{\"special\":\"Varies (see below)\"},\"immune\":[{\"special\":\"Varies (see below)\"}],\"entries\":[\"When characters need to saw through ropes, shatter a window, or smash a vampire's coffin, the only hard and fast rule is this: given enough time and the right tools, characters can destroy any destructible object. Use common sense when determining a character's success at damaging an object. Can a fighter cut through a section of a stone wall with a sword? No, the sword is likely to break before the wall does.\",\"For the purpose of these rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone, not a building or a vehicle that is composed of many other objects.\",{\"type\":\"entries\",\"name\":\"Statistics for Objects\",\"entries\":[\"When time is a factor, you can assign an Armor Class and hit points to a destructible object. You can also give it immunities, resistances, and vulnerabilities to specific types of damage.\",{\"type\":\"entries\",\"name\":\"Armor Class\",\"entries\":[\" An object's Armor Class is a measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way). The Object Armor Class table provides suggested AC values for various substances.\",{\"type\":\"table\",\"caption\":\"Object Armor Class\",\"colLabels\":[\"Substance\",\"AC\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"Cloth, paper, rope\",\"11\"],[\"Crystal, glass, ice\",\"13\"],[\"Wood, bone\",\"15\"],[\"Stone\",\"17\"],[\"Iron, steel\",\"19\"],[\"Mithral\",\"21\"],[\"Adamantine\",\"23\"]]}]},{\"type\":\"entries\",\"name\":\"Hit Points\",\"entries\":[\" An object's hit points measure how much damage it can take before losing its structural integrity. Resilient objects have more hit points than fragile ones. Large objects also tend to have more hit points than small ones, unless breaking a small part of the object is just as effective as breaking the whole thing. The Object Hit Points table provides suggested hit points for fragile and resilient objects that are Large or smaller.\",{\"type\":\"table\",\"caption\":\"Object Hit Points\",\"colLabels\":[\"Size\",\"Fragile\",\"Resilient\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"Tiny (bottle, lock)\",\"2 (1d4)\",\"5 (2d4)\"],[\"Small (chest, lute)\",\"3 (1d6)\",\"10 (3d6)\"],[\"Medium (barrel, chandelier)\",\"4 (1d8)\",\"18 (4d8)\"],[\"Large (cart, 10-ft.-by-10-ft. window)\",\"5 (1d10)\",\"27 (5d10)\"]]}]},{\"type\":\"entries\",\"name\":\"Huge and Gargantuan Objects\",\"entries\":[\"Normal weapons are of little use against many Huge and Gargantuan objects, such as a colossal statue, towering column of stone, or massive boulder. That said, one torch can burn a Huge tapestry, and an earthquake spell can reduce a colossus to rubble. You can track a Huge or Gargantuan object's hit points if you like, or you can simply decide how long the object can withstand whatever weapon or force is acting against it. If you track hit points for the object, divide it into Large or smaller sections, and track each section's hit points separately. Destroying one of those sections could ruin the entire object. For example, a Gargantuan statue of a human might topple over when one of its Large legs is reduced to 0 hit points.\"]},{\"type\":\"entries\",\"name\":\"Objects and Damage Types\",\"entries\":[\"Objects are immune to poison and psychic damage. You might decide that some damage types are more effective against a particular object or substance than others. For example, bludgeoning damage works well for smashing things but not for cutting through rope or leather. Paper or cloth objects might be vulnerable to fire and lightning damage. A pick can chip away stone but can't effectively cut down a tree. As always, use your best judgment.\"]},{\"type\":\"entries\",\"name\":\"Damage Threshold\",\"entries\":[\"Big objects such as castle walls often have extra resilience represented by a damage threshold. An object with a damage threshold has immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the object's damage threshold is considered superficial and doesn't reduce the object's hit points.\"]}]}],\"hasToken\":true},{\"name\":\"Gnomeflinger\",\"source\":\"DSotDQ\",\"page\":189,\"size\":[\"L\"],\"objectType\":\"SW\",\"ac\":15,\"hp\":100,\"immune\":[\"poison\",\"psychic\"],\"entries\":[\"The gnomeflinger is a catapult designed to hurl creatures, instead of projectiles, in a high arc. The gnomeflinger was designed in conjunction with the {@item narycrash|DSotDQ} (see the {@area \\\"Adventuring Gear\\\"|498|x} section) to hasten transportation. The device can hold one Medium or smaller creature. Before it can be used, the gnomeflinger must be loaded and aimed. It takes 1 action to load the gnomeflinger, 1 action to aim it, and 1 action to fire it.\",\"While taking an action to aim the gnomeflinger, you set the maximum horizontal distance of the Fling Personnel action to 60 feet, 150 feet, or 300 feet.\"],\"actionEntries\":[{\"type\":\"entries\",\"name\":\"Fling Personnel\",\"entries\":[\"The gnomeflinger catapults a Medium or smaller creature at least 60 feet away horizontally, with a maximum horizontal distance of 60 feet, 150 feet, or 300 feet, depending on the option chosen when the catapult was aimed. During this trajectory, the creature always reaches a height of 60 feet vertically.\",\"A creature that collides with another creature or an object during this trajectory takes 3 ({@dice 1d6}) bludgeoning damage for every 10 feet away from the gnomeflinger it is.\"]}],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Gulthias Tree\",\"source\":\"TftYP\",\"page\":31,\"size\":[\"G\"],\"objectType\":\"U\",\"ac\":10,\"hp\":35,\"immune\":[\"necrotic\",\"poison\",\"psychic\"],\"resist\":[\"piercing\"],\"vulnerable\":[\"fire\"],\"entries\":[{\"type\":\"entries\",\"name\":\"Fruit\",\"entries\":[\"Two magical fruits (evocation school) ripen on the tree each year. Each fruit resembles an apple, but it slowly extrudes from the tree like a cyst.\",\"Up to a week before the summer solstice, a ruby red fruit grows. Someone other than a construct who eats a quarter or more of it regains 70 hit points. In addition, any {@condition blinded||blindness}, {@condition deafened||deafness}, and diseases affecting the eater end.\",\"Up to a week before the winter solstice, a sickly white fruit grows. Someone who eats a quarter or more of it takes 70 necrotic damage. Each fruit has {@dice 1d4} seeds that, if planted, grow leafless woody shrubs that animate as twig blights after one year.\"]},{\"type\":\"entries\",\"name\":\"Tree Thralls\",\"entries\":[\"If a humanoid is bound to the bole of the Gulthias Tree, over the next 24 hours the victim is sucked completely into the tree. Once the victim is completely absorbed into the tree, it becomes the tree's thrall, and is expelled over the course of 1 hour. The Gulthias Tree can have only four thralls at any one time. A victim's skin is rough, gray, and bark-like. A thrall is totally corrupted, becoming neutral evil. Such a creature exists only to serve the Gulthias Tree and those who tend it (such as Belak). It possesses all of its former abilities and gains the following traits:\",{\"type\":\"entries\",\"name\":\"Barkskin\",\"entries\":[\"The thrall's AC can't be lower than 16.\"]},{\"type\":\"entries\",\"name\":\"Tree Thrall\",\"entries\":[\"If the Gulthias Tree dies, the thrall dies 24 hours later.\"]}]}],\"hasToken\":true},{\"name\":\"Ice Troll Heart\",\"source\":\"IDRotF\",\"page\":294,\"size\":[\"T\"],\"objectType\":\"U\",\"ac\":13,\"hp\":4,\"immune\":[\"acid\",\"bludgeoning\",\"cold\",\"force\",\"lightning\",\"necrotic\",\"piercing\",\"poison\",\"psychic\",\"radiant\",\"slashing\",\"thunder\"],\"entries\":[{\"type\":\"entries\",\"name\":\"Heart Effects\",\"entries\":[\"An ice troll's heart remains cold even after the troll's destruction. As long as the troll can't regenerate, its heart can be safely removed from its remains, handled, and kept. An ice troll's heart, once removed, becomes a harmless Tiny object. For the next 24 hours, the heart has the following magical properties:\",{\"type\":\"list\",\"items\":[\"A creature that eats the heart gains the ability to regenerate for the next 24 hours, regaining 5 hit points at the start of each of its turns. If the creature takes acid or fire damage, this trait doesn't function at the start of its next turn. The creature dies only if it starts its turn with 0 hit points and doesn't regenerate.\",\"If buried in the ground under a foot or more of earth, the heart melts away and summons a blizzard like that created by the {@spell control weather} spell. It takes 10 minutes for the heart to melt and the blizzard to form. The blizzard lasts for 8 hours.\",\"A hag or similar creature can perform a ritual that turns the heart into a magical talisman that acts like a patch of brown mold (see \\\"{@hazard Brown Mold}\\\" in the {@book Dungeon Master's Guide|DMG}). This effect lasts until the heart is destroyed.\",\"A creature proficient with alchemist's supplies can squeeze enough residual fluid out of the heart to mix with other alchemical ingredients, creating one {@item Potion of Cold Resistance||potion of resistance (cold)}. It takes 1 hour to create this potion. \"]}]}]},{\"name\":\"Keg Launcher\",\"source\":\"XDMG\",\"page\":96,\"size\":[\"L\"],\"objectType\":\"SW\",\"ac\":15,\"hp\":30,\"entries\":[\"A back-mounted, wooden catapult flings small kegs of toxic gas. Loading a Keg Launcher requires the {@action Utilize|XPHB} action, and aiming it requires another Utilize action. Then a crew member can take the Toxic Keg action.\"],\"actionEntries\":[{\"type\":\"entries\",\"name\":\"Toxic Keg (Requires Load and Aim)\",\"entries\":[\"{@actSave con} {@dc 15}, each creature in a 20-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on a point 30 to 300 feet from the launcher. {@actSaveFail} 14 ({@damage 4d6}) Poison damage. {@actSaveSuccess} Half damage.\"]}],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Lightning Cannon\",\"source\":\"XDMG\",\"page\":96,\"size\":[\"M\"],\"objectType\":\"SW\",\"ac\":19,\"hp\":30,\"entries\":[\"A Lightning Cannon is a small, bronze cannon inlaid with arcane runes and mounted on a heavy tripod device. It launches balls of crackling electricity. Aiming a Lightning Cannon requires the {@action Utilize|XPHB} action, then a crew member can take the Lightning Ball action.\"],\"actionEntries\":[{\"type\":\"entries\",\"name\":\"Lightning Ball (Requires Aim)\",\"entries\":[\"{@atkr r} {@hit 6}, range 300/1,200 ft. {@h}22 ({@damage 4d10}) Lightning damage.\"]}]},{\"name\":\"Mangonel\",\"source\":\"DMG\",\"page\":255,\"reprintedAs\":[\"Mangonel|XDMG\"],\"size\":[\"L\"],\"objectType\":\"SW\",\"ac\":15,\"hp\":100,\"immune\":[\"poison\",\"psychic\"],\"entries\":[\"A mangonel is a type of catapult that hurls heavy projectiles in a high arc. This payload can hit targets behind cover. Before the mangonel can be fired, it must be loaded and aimed. It takes two actions to load the weapon, two actions to aim it, and one action to fire it.\",\"A mangonel typically hurls a heavy stone, although it can hurl other kinds of projectiles, with different effects.\"],\"actionEntries\":[{\"type\":\"actions\",\"name\":\"Mangonel Stone\",\"entries\":[{\"type\":\"attack\",\"attackType\":\"RW\",\"attackEntries\":[\"{@hit +5} to hit, range 200/800 ft. (can't hit targets within 60 feet of it), one target.\"],\"hitEntries\":[\"27 ({@damage 5d10}) bludgeoning damage.\"]}]}],\"hasToken\":true},{\"name\":\"Mangonel\",\"source\":\"XDMG\",\"page\":97,\"size\":[\"L\"],\"objectType\":\"SW\",\"ac\":15,\"hp\":100,\"entries\":[\"A Mangonel is a catapult that hurls heavy projectiles in a high arc, so it can hit targets behind walls. Loading a Mangonel requires two {@action Utilize|XPHB} actions, and aiming it requires two more Utilize actions. Then a crew member can take the Mangonel Stone action.\"],\"actionEntries\":[{\"type\":\"entries\",\"name\":\"Mangonel Stone (Requires Load and Aim)\",\"entries\":[\"{@atkr r} {@hit 5}, range 200/800 ft. (can't hit targets within 60 feet of itself). {@h}27 ({@damage 5d10}) Bludgeoning damage.\"]}],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Ram\",\"source\":\"DMG\",\"page\":255,\"reprintedAs\":[\"Ram|XDMG\"],\"size\":[\"L\"],\"objectType\":\"SW\",\"ac\":15,\"hp\":100,\"immune\":[\"poison\",\"psychic\"],\"entries\":[\"A ram consists of a movable gallery equipped with a heavy log suspended from two roof beams by chains.\",\"The log is shod in iron and used to batter through doors and barricades.\",\"It takes a minimum of four Medium creatures to operate a ram. Because of the gallery roof, these operators have {@quickref Cover||3||total cover} against attacks from above.\"],\"actionEntries\":[{\"type\":\"actions\",\"name\":\"Ram\",\"entries\":[{\"type\":\"attack\",\"attackType\":\"MW\",\"attackEntries\":[\"{@hit +8} to hit, reach 5 ft., one object.\"],\"hitEntries\":[\"16 ({@damage 3d10}) bludgeoning damage.\"]}]}],\"hasToken\":true},{\"name\":\"Ram\",\"source\":\"XDMG\",\"page\":97,\"size\":[\"L\"],\"objectType\":\"SW\",\"ac\":15,\"hp\":100,\"entries\":[\"A Ram consists of a movable gallery equipped with a heavy log suspended from two roof beams by chains. The log is shod in iron and used to batter through doors and barricades. Positioning a Ram requires three {@action Utilize|XPHB} actions. Then a crew member can use the Ram action.\",\"The gallery roof gives the operators {@table Cover|XPHB|Total Cover} against attacks and other effects from above.\"],\"actionEntries\":[{\"type\":\"entries\",\"name\":\"Ram (Requires Position)\",\"entries\":[\"{@atkr m} {@hit 8}, reach 5 ft. {@h}16 ({@damage 3d10}) Bludgeoning damage.\"]}]},{\"name\":\"Siege Tower\",\"source\":\"DMG\",\"page\":256,\"reprintedAs\":[\"Siege Tower|XDMG\"],\"size\":[\"G\"],\"objectType\":\"SW\",\"ac\":15,\"hp\":200,\"immune\":[\"poison\",\"psychic\"],\"entries\":[\"A siege tower is a mobile wooden structure with a beam frame and slats in its walls. Large wooden wheels or rollers allow the tower to be pushed or pulled by soldiers or beasts of burden. Medium or smaller creatures can use the siege tower to reach the top of walls up to 40 feet high. A creature in the tower has {@quickref Cover||3||total cover} from attacks outside the tower.\"],\"hasToken\":true},{\"name\":\"Siege Tower\",\"source\":\"XDMG\",\"page\":97,\"size\":[\"G\"],\"objectType\":\"SW\",\"ac\":15,\"hp\":200,\"entries\":[\"A Siege Tower is a mobile wooden structure with a beam frame and slats in its walls. Large wooden wheels or rollers allow the tower to be pushed or pulled by soldiers or beasts of burden. Medium or smaller creatures can use the Siege Tower to reach the top of walls up to 40 feet high. A creature in the tower has {@table Cover|XPHB|Total Cover} against attacks and other effects that originate outside it.\"]},{\"name\":\"Spirit Blister\",\"source\":\"JttRC\",\"page\":142,\"size\":[\"M\"],\"objectType\":\"SW\",\"ac\":17,\"hp\":30,\"immune\":[\"acid\",\"necrotic\",\"psychic\"],\"vulnerable\":[\"fire\",\"radiant\"],\"entries\":[\"If destroyed, the blister bursts with a chorus of distant sighs. A moment later, {@adventure a spectral figure appears|JttRC|10|Memory of Peace}.\"],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Suspended Cauldron\",\"source\":\"DMG\",\"page\":255,\"reprintedAs\":[\"Suspended Cauldron|XDMG\"],\"size\":[\"L\"],\"objectType\":\"SW\",\"ac\":19,\"hp\":20,\"immune\":[\"poison\",\"psychic\"],\"entries\":[\"A cauldron is an iron pot suspended so that it can be tipped easily, spilling its contents. Once emptied, a cauldron must be refilled-and its contents must usually be reheated-before it can be used again. It takes three actions to fill a cauldron and one action to tip it.\",\"Cauldrons can be filled with other liquids, such as acid or {@hazard green slime}, with different effects.\"],\"actionEntries\":[{\"type\":\"entries\",\"name\":\"Boiling Oil\",\"entries\":[\"The cauldron pours boiling oil onto a 10-foot-square area directly below it. Any creature in the area must make a DC 15 Dexterity saving throw, taking 10 ({@damage 3d6}) fire damage on a failed save, or half as much damage on a successful one.\"]}],\"hasToken\":true},{\"name\":\"Suspended Cauldron\",\"source\":\"XDMG\",\"page\":97,\"size\":[\"L\"],\"objectType\":\"SW\",\"ac\":19,\"hp\":20,\"entries\":[\"An iron pot is suspended so that it can be tipped easily, spilling its contents. Once emptied, a cauldron must be refilled before it can be used again. Filling the cauldron requires three {@action Utilize|XPHB} actions. Then a crew member can take the Spill action.\",\"Cauldrons are typically filled with boiling oil but can be filled with other substances, such as acid or {@hazard green slime|XDMG} (see \\\"{@book Hazards|XDMG|2|Hazards}\\\"), with different effects.\"],\"actionEntries\":[{\"type\":\"entries\",\"name\":\"Spill (Requires a Full Cauldron)\",\"entries\":[\"{@actSave dex} {@dc 15}, each creature in a 10-foot square directly below the cauldron. {@actSaveFail} 10 ({@damage 3d6}) Fire damage. {@actSaveSuccess} Half damage.\"]}]},{\"name\":\"The Head\",\"isNpc\":true,\"source\":\"RMBRE\",\"page\":25,\"size\":[\"L\"],\"objectType\":\"U\",\"ac\":17,\"hp\":50,\"speed\":0,\"str\":14,\"dex\":3,\"int\":3,\"wis\":3,\"cha\":10,\"immune\":[\"poison\",\"psychic\"]},{\"name\":\"Trebuchet\",\"source\":\"DMG\",\"page\":256,\"reprintedAs\":[\"Trebuchet|XDMG\"],\"size\":[\"H\"],\"objectType\":\"SW\",\"ac\":15,\"hp\":150,\"immune\":[\"poison\",\"psychic\"],\"entries\":[\"A trebuchet is a powerful catapult that throws its payload in a high arc, so it can hit targets behind cover.\",\"Before the trebuchet can be fired, it must be loaded and aimed. It takes two actions to load the weapon, two actions to aim it, and one action to fire it.\",\"A trebuchet typically hurls a heavy stone. However, it can launch other kinds of projectiles, such as barrels of oil or sewage, with different effects.\"],\"actionEntries\":[{\"type\":\"actions\",\"name\":\"Trebuchet Stone\",\"entries\":[{\"type\":\"attack\",\"attackType\":\"RW\",\"attackEntries\":[\"{@hit +5} to hit, range 300/1,200 ft. (can't hit targets within 60 feet of it), one target.\"],\"hitEntries\":[\"44 ({@damage 8d10}) bludgeoning damage.\"]}]}],\"hasToken\":true},{\"name\":\"Trebuchet\",\"source\":\"XDMG\",\"page\":97,\"size\":[\"H\"],\"objectType\":\"SW\",\"ac\":15,\"hp\":150,\"entries\":[\"A Trebuchet is a catapult that throws its payload in a high arc so it can hit targets behind walls. Loading a Trebuchet requires two {@action Utilize|XPHB} actions, and aiming it requires two more Utilize actions. Then a crew member can take the Trebuchet Stone action.\"],\"actionEntries\":[{\"type\":\"entries\",\"name\":\"Trebuchet Stone (Requires Load and Aim)\",\"entries\":[\"{@atkr r} {@hit 5}, range 300/1,200 ft. (can't hit targets within 60 feet of itself). {@h}44 ({@damage 8d10}) Bludgeoning damage.\"]}]},{\"name\":\"Unborn Palanquin\",\"source\":\"BMT\",\"page\":173,\"size\":[\"G\"],\"objectType\":\"U\",\"ac\":20,\"hp\":250,\"speed\":{\"walk\":50,\"burrow\":30},\"immune\":[\"poison\",\"psychic\"],\"entries\":[\"The Unborn Palanquin is a wormlike leviathan of screeching gears made up of hundreds of tireless {@creature mezzoloth||mezzoloths}. It is a unique vehicle which serves as both {@creature Malaxxix|BMT}'s primary conveyance and the Fiend's lair.\"],\"hasToken\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/optionalfeatures.json`] = JSON.parse("{\"optionalfeature\":[{\"name\":\"Acrobatics Lessons\",\"source\":\"HWCS\",\"page\":36,\"featureType\":[\"TT\"],\"entries\":[\"A slick rogue once gave you some pointers on zigging and zagging. When you or an ally makes a Dexterity saving throw, you may expend one use of your Bardic Inspiration, rolling a Bardic Inspiration die and adding the result to the saving throw. An ally must be within 60 feet of you and able to see and hear you to benefit from this trick.\",\"At 6th level, if the target succeeds the saving throw against an effect that would deal half damage on a successful save, the target takes no damage instead.\",\"At 14th level, even if the target fails their saving throw they only take half damage from the effect.\"]},{\"name\":\"Agonizing Blast\",\"source\":\"PHB\",\"page\":110,\"srd\":true,\"reprintedAs\":[\"Agonizing Blast|XPHB\"],\"featureType\":[\"EI\"],\"prerequisite\":[{\"spell\":[\"eldritch blast#c\"]}],\"entries\":[\"When you cast {@spell eldritch blast}, add your Charisma modifier to the damage it deals on a hit.\"]},{\"name\":\"Agonizing Blast\",\"source\":\"XPHB\",\"page\":155,\"featureType\":[\"EI\"],\"prerequisite\":[{\"spell\":[{\"choose\":\"level=0|class=Warlock\",\"entry\":\"a Warlock Cantrip That Deals Damage\",\"entrySummary\":\"Warlock Cantrip That Deals Damage\"}],\"level\":{\"level\":2,\"class\":{\"name\":\"Warlock\",\"source\":\"XPHB\",\"visible\":true}}}],\"entries\":[\"Choose one of your known Warlock cantrips that deals damage. You can add your Charisma modifier to that spell's damage rolls.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Repeatable\",\"entries\":[\"You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.\"]}]}]},{\"name\":\"Ambush\",\"source\":\"TCE\",\"page\":42,\"reprintedAs\":[\"Ambush|XPHB\"],\"isClassFeatureVariant\":true,\"featureType\":[\"MV:B\"],\"consumes\":{\"name\":\"Superiority Die\"},\"entries\":[\"When you make a Dexterity ({@skill Stealth}) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't {@condition incapacitated}.\"]},{\"name\":\"Ambush\",\"source\":\"XPHB\",\"page\":94,\"featureType\":[\"MV:B\"],\"consumes\":{\"name\":\"Superiority Die\"},\"entries\":[\"When you make a Dexterity ({@skill Stealth|XPHB}) check or an {@variantrule Initiative|XPHB} roll, you can expend one Superiority Die and add the die to the roll, unless you have the {@condition Incapacitated|XPHB} condition.\"]},{\"name\":\"Arcane Propulsion Armor\",\"source\":\"TCE\",\"page\":20,\"featureType\":[\"AI\"],\"prerequisite\":[{\"level\":{\"level\":14,\"class\":{\"name\":\"Artificer\",\"source\":\"TCE\"}},\"item\":[\"A suit of armor (requires attunement)\"]}],\"entries\":[\"The wearer of this armor gains these benefits:\",{\"type\":\"list\",\"items\":[\"The wearer's walking speed increases by 5 feet.\",\"The armor includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals {@damage 1d8} force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack's target, then immediately returns to the wearer and reattaches.\",\"The armor can't be removed against the wearer's will.\",\"If the wearer is missing any limbs, the armor replaces those limbs—hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.\"]}]},{\"name\":\"Archery\",\"source\":\"PHB\",\"page\":72,\"srd\":true,\"otherSources\":[{\"source\":\"PHB\",\"page\":91}],\"reprintedAs\":[{\"uid\":\"Archery|XPHB\",\"tag\":\"feat\"}],\"featureType\":[\"FS:F\",\"FS:R\"],\"entries\":[\"You gain a +2 bonus to attack rolls you make with ranged weapons.\"]},{\"name\":\"Armed Combat Lessons\",\"source\":\"HWCS\",\"page\":36,\"featureType\":[\"TT\"],\"entries\":[\"A seasoned fighter taught you how to use a simple combat stance to wield your weapons more effectively. When you select this option, choose from the following {@b Fighting Styles}:\",{\"type\":\"list\",\"items\":[\"{@optfeature Archery}: You gain a +2 bonus to attack rolls you make with ranged weapons.\",\"{@optfeature Dueling}: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\",\"{@optfeature Great Weapon Fighting}: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\",\"{@optfeature Two-Weapon Fighting}: When you engage in two-weapon fighting, you can add your ability modifier.\"]},\"When you make a weapon attack, you can expend one use of your Bardic Inspiration, adding your Bardic Inspiration die to the attack or damage roll. When you do this, you gain the benefits of your chosen Fighting Style for 10 minutes.\",\"At 6th level, you learn how to use your stance to chain your attacks together in deadly combination. Once, while your Fighting Style is active, you may attack twice, instead of once, when taking the Attack action on your turn.\",\"At 14th level you have learned to shore up any weaknesses in your stance. You gain +1 to your AC for the effect's duration.\"]},{\"name\":\"Armor of Magical Strength\",\"source\":\"TCE\",\"page\":20,\"featureType\":[\"AI\"],\"prerequisite\":[{\"item\":[\"A suit of armor (requires attunement)\"]}],\"entries\":[\"This armor has 6 charges. The wearer can expend the armor's charges in the following ways:\",{\"type\":\"list\",\"items\":[\"When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.\",\"If the creature would be knocked {@condition prone}, it can use its reaction to expend 1 charge to avoid being knocked prone.\"]},\"The armor regains {@dice 1d6} expended charges daily at dawn.\"]},{\"name\":\"Armor of Shadows\",\"source\":\"PHB\",\"page\":110,\"srd\":true,\"reprintedAs\":[\"Armor of Shadows|XPHB\"],\"featureType\":[\"EI\"],\"additionalSpells\":[{\"innate\":{\"_\":[\"mage armor\"]}}],\"entries\":[\"You can cast {@spell mage armor} on yourself at will, without expending a spell slot or material components.\"]},{\"name\":\"Armor of Shadows\",\"source\":\"XPHB\",\"page\":155,\"featureType\":[\"EI\"],\"additionalSpells\":[{\"innate\":{\"_\":[\"mage armor|xphb\"]}}],\"entries\":[\"You can cast {@spell Mage Armor|XPHB} on yourself without expending a spell slot.\"]},{\"name\":\"Ascendant Step\",\"source\":\"PHB\",\"page\":110,\"srd\":true,\"reprintedAs\":[\"Ascendant Step|XPHB\"],\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":9,\"class\":{\"name\":\"Warlock\"}}}],\"additionalSpells\":[{\"innate\":{\"_\":[\"levitate\"]}}],\"entries\":[\"You can cast {@spell levitate} on yourself at will, without expending a spell slot or material components.\"]},{\"name\":\"Ascendant Step\",\"source\":\"XPHB\",\"page\":155,\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":5,\"class\":{\"name\":\"Warlock\",\"source\":\"XPHB\",\"visible\":true}}}],\"additionalSpells\":[{\"innate\":{\"_\":[\"levitate|xphb\"]}}],\"entries\":[\"You can cast {@spell Levitate|XPHB} on yourself without expending a spell slot.\"]},{\"name\":\"Aspect of the Moon\",\"source\":\"XGE\",\"page\":56,\"featureType\":[\"EI\"],\"prerequisite\":[{\"pact\":\"Tome\"}],\"entries\":[\"You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.\"]},{\"name\":\"Bait and Switch\",\"source\":\"TCE\",\"page\":42,\"reprintedAs\":[\"Bait and Switch|XPHB\"],\"isClassFeatureVariant\":true,\"featureType\":[\"MV:B\"],\"consumes\":{\"name\":\"Superiority Die\"},\"entries\":[\"When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't {@condition incapacitated}. This movement doesn't provoke opportunity attacks.\",\"Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.\"]},{\"name\":\"Bait and Switch\",\"source\":\"XPHB\",\"page\":94,\"featureType\":[\"MV:B\"],\"consumes\":{\"name\":\"Superiority Die\"},\"entries\":[\"When you're within 5 feet of a creature on your turn, you can expend one Superiority Die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and doesn't have the {@condition Incapacitated|XPHB} condition. This movement doesn't provoke {@action Opportunity Attack|XPHB|Opportunity Attacks}.\",\"Roll the Superiority Die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.\"]},{\"name\":\"Banishing Arrow\",\"source\":\"XGE\",\"page\":29,\"featureType\":[\"AS\"],\"consumes\":{\"name\":\"Arcane Shot\"},\"entries\":[\"You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target's speed is 0, and it is {@condition incapacitated}. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.\",\"After you reach 18th level in this class, a target also takes {@damage 2d6} force damage when the arrow hits it.\"]},{\"name\":\"Beast Speech\",\"source\":\"PHB\",\"page\":110,\"srd\":true,\"featureType\":[\"EI\"],\"additionalSpells\":[{\"innate\":{\"_\":[\"speak with animals\"]}}],\"entries\":[\"You can cast {@spell speak with animals} at will, without expending a spell slot.\"]},{\"name\":\"Beguiling Arrow\",\"source\":\"XGE\",\"page\":29,\"featureType\":[\"AS\"],\"consumes\":{\"name\":\"Arcane Shot\"},\"entries\":[\"Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra {@damage 2d6} psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is {@condition charmed} by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the {@condition charmed} target, deals damage to it, or forces it to make a saving throw.\",\"The psychic damage increases to {@damage 4d6} when you reach 18th level in this class.\"]},{\"name\":\"Beguiling Influence\",\"source\":\"PHB\",\"page\":110,\"srd\":true,\"featureType\":[\"EI\"],\"skillProficiencies\":[{\"deception\":true,\"persuasion\":true}],\"entries\":[\"You gain proficiency in the {@skill Deception} and {@skill Persuasion} skills.\"]},{\"name\":\"Bewitching Whispers\",\"source\":\"PHB\",\"page\":110,\"srd\":true,\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":7,\"class\":{\"name\":\"Warlock\"}}}],\"additionalSpells\":[{\"innate\":{\"_\":{\"daily\":{\"1e\":[\"compulsion\"]}}}}],\"entries\":[\"You can cast {@spell compulsion} once using a warlock spell slot. You can't do so again until you finish a long rest.\"]},{\"name\":\"Bind the Wound\",\"source\":\"HWCS\",\"page\":36,\"featureType\":[\"TT\"],\"entries\":[\"An experienced paladin instructed you in the basics of combat triage. When you or an ally within 5 feet of you receives healing of any kind, you may use your reaction to expend one use of your Bardic Inspiration and provide extra healing equal to the number on the Bardic Inspiration die roll + your Wisdom modifier (minimum of 1). You must have at least one hand free in order to quickly staunch the target's wound.\",\"At 6th level, you have learned to identify a selection of useful herbs that you can carry with you. When providing additional healing with this trick you may also remove the poisoned or paralyzed condition from the target.\",\"At 14th level, you have developed a true knack for emergency triage. You may additionally remove a single disease affecting the target of this ability.\"]},{\"name\":\"Blessed Warrior\",\"source\":\"TCE\",\"page\":52,\"reprintedAs\":[{\"uid\":\"Blessed Warrior|XPHB\",\"tag\":\"feat\"}],\"isClassFeatureVariant\":true,\"featureType\":[\"FS:P\"],\"additionalSpells\":[{\"ability\":\"cha\",\"known\":{\"_\":[{\"choose\":\"level=0|class=cleric\",\"count\":2}]}}],\"entries\":[\"You learn two cantrips of your choice from the {@filter cleric spell list|spells|level=0|class=Cleric}. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.\"]},{\"name\":\"Blind Fighting\",\"source\":\"TCE\",\"page\":41,\"reprintedAs\":[{\"uid\":\"Blind Fighting|XPHB\",\"tag\":\"feat\"}],\"isClassFeatureVariant\":true,\"featureType\":[\"FS:F\",\"FS:P\",\"FS:R\"],\"senses\":[{\"blindsight\":10}],\"entries\":[\"You have {@sense blindsight} with a range of 10 feet. Within that range, you can effectively see anything that isn't behind {@quickref Cover||3||total cover}, even if you're {@condition blinded} or in darkness. Moreover, you can see an {@condition invisible} creature within that range, unless the creature successfully hides from you.\"]},{\"name\":\"Bond of the Talisman\",\"source\":\"TCE\",\"page\":70,\"isClassFeatureVariant\":true,\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":12,\"class\":{\"name\":\"Warlock\"}},\"pact\":\"Talisman\"}],\"entries\":[\"While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you. The teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.\"]},{\"name\":\"Book of Ancient Secrets\",\"source\":\"PHB\",\"page\":110,\"srd\":true,\"featureType\":[\"EI\"],\"prerequisite\":[{\"pact\":\"Tome\"}],\"additionalSpells\":[{\"ability\":\"cha\",\"innate\":{\"_\":{\"ritual\":[{\"choose\":\"Components & Miscellaneous=ritual|level=1\",\"count\":2}]}}}],\"entries\":[\"You can now inscribe magical rituals in your Book of Shadows. Choose two {@filter 1st-level spells that have the ritual tag from any class's spell list|spells|Components & Miscellaneous=ritual|level=1}. The spells needn't be from the same spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.\",\"On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.\"]},{\"name\":\"Boots of the Winding Path\",\"source\":\"TCE\",\"page\":21,\"otherSources\":[{\"source\":\"ERLW\",\"page\":62}],\"featureType\":[\"AI\"],\"prerequisite\":[{\"level\":{\"level\":6,\"class\":{\"name\":\"Artificer\",\"source\":\"TCE\"}},\"item\":[\"A pair of boots (requires attunement)\"]}],\"entries\":[\"While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.\"]},{\"name\":\"Boxing Lessons\",\"source\":\"HWCS\",\"page\":36,\"featureType\":[\"TT\"],\"entries\":[\"A wise monk was happy to share the basic form of the jab and weave. When you take the {@action Attack} action, you can expend one use of your Bardic Inspiration to quickly execute two unarmed strikes against one or more creatures you could target. You may use Dexterity instead of Strength for the attack and damage rolls of these unarmed strikes. The damage die used for these unarmed strikes is the same as your Bardic Inspiration die.\",\"At 6th level, you have finally mastered the \\\"weave\\\" portion of your technique. You do not provoke {@action opportunity attack|phb|attacks of opportunity} this turn.\",\"At 14th level, your practice has paid off, granting you the use of a slightly ki-infused attack. When you hit with one of these attacks you may attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.\"]},{\"name\":\"Brace\",\"source\":\"TCE\",\"page\":42,\"isClassFeatureVariant\":true,\"featureType\":[\"MV:B\"],\"consumes\":{\"name\":\"Superiority Die\"},\"entries\":[\"When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.\"]},{\"name\":\"Breath of Winter\",\"source\":\"PHB\",\"page\":81,\"featureType\":[\"ED\"],\"prerequisite\":[{\"level\":{\"level\":17,\"class\":{\"name\":\"Monk\"},\"subclass\":{\"name\":\"Four Elements\"}}}],\"additionalSpells\":[{\"innate\":{\"_\":{\"resource\":{\"6\":[\"cone of cold\"]}}},\"resourceName\":\"Ki\",\"ability\":\"wis\"}],\"entries\":[\"You can spend 6 ki points to cast {@spell cone of cold}.\"]},{\"name\":\"Bursting Arrow\",\"source\":\"XGE\",\"page\":29,\"featureType\":[\"AS\"],\"consumes\":{\"name\":\"Arcane Shot\"},\"entries\":[\"You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take {@damage 2d6} force damage each.\",\"The force damage increases to {@damage 4d6} when you reach 18th level in this class.\"]},{\"name\":\"Careful Spell\",\"source\":\"PHB\",\"page\":102,\"srd\":true,\"reprintedAs\":[\"Careful Spell|XPHB\"],\"featureType\":[\"MM\"],\"consumes\":{\"name\":\"Sorcery Point\"},\"entries\":[\"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.\"]},{\"name\":\"Careful Spell\",\"source\":\"XPHB\",\"page\":141,\"featureType\":[\"MM\"],\"consumes\":{\"name\":\"Sorcery Point\"},\"entries\":[\"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, spend 1 Sorcery Point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell, and it takes no damage if it would normally take half damage on a successful save.\"]},{\"name\":\"Chains of Carceri\",\"source\":\"PHB\",\"page\":110,\"srd\":true,\"featureType\":[\"EI\"],\"prerequisite\":[{\"pact\":\"Chain\",\"level\":{\"level\":15,\"class\":{\"name\":\"Warlock\"}}}],\"additionalSpells\":[{\"innate\":{\"_\":{\"daily\":{\"1e\":[\"hold monster\"]}}}}],\"entries\":[\"You can cast {@spell hold monster} at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.\"]},{\"name\":\"Clench of the North Wind\",\"source\":\"PHB\",\"page\":81,\"featureType\":[\"ED\"],\"prerequisite\":[{\"level\":{\"level\":6,\"class\":{\"name\":\"Monk\"},\"subclass\":{\"name\":\"Four Elements\"}}}],\"additionalSpells\":[{\"innate\":{\"_\":{\"resource\":{\"3\":[\"hold person\"]}}},\"resourceName\":\"Ki\",\"ability\":\"wis\"}],\"entries\":[\"You can spend 3 ki points to cast {@spell hold person}.\"]},{\"name\":\"Cloak of Flies\",\"source\":\"XGE\",\"page\":56,\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":5,\"class\":{\"name\":\"Warlock\"}}}],\"entries\":[\"As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through {@quickref Cover||3||total cover}. It lasts until you're {@condition incapacitated} or you dismiss it as a bonus action.\",\"The aura grants you advantage on Charisma ({@skill Intimidation}) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).\",\"Once you use this invocation, you can't use it again until you finish a short or long rest.\"]},{\"name\":\"Cloud Rune\",\"source\":\"TCE\",\"page\":44,\"featureType\":[\"RN\"],\"entries\":[\"This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity ({@skill Sleight of Hand}) checks and Charisma ({@skill Deception}) checks.\",\"In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you invoke this rune, you can't do so again until you finish a short or long rest.\"]},{\"name\":\"Commander's Strike\",\"source\":\"PHB\",\"page\":74,\"reprintedAs\":[\"Commander's Strike|XPHB\"],\"featureType\":[\"MV:B\"],\"consumes\":{\"name\":\"Superiority Die\"},\"entries\":[\"When you take the {@action Attack} action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.\"]},{\"name\":\"Commander's Strike\",\"source\":\"XPHB\",\"page\":94,\"featureType\":[\"MV:B\"],\"consumes\":{\"name\":\"Superiority Die\"},\"entries\":[\"When you take the {@action Attack|XPHB} action on your turn, you can replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you and expend one Superiority Die. That creature can immediately use its {@variantrule Reaction|XPHB} to make one attack with a weapon or an {@variantrule Unarmed Strike|XPHB}, adding the Superiority Die to the attack's damage roll on a hit.\"]},{\"name\":\"Commanding Presence\",\"source\":\"TCE\",\"page\":42,\"reprintedAs\":[\"Commanding Presence|XPHB\"],\"isClassFeatureVariant\":true,\"featureType\":[\"MV:B\"],\"consumes\":{\"name\":\"Superiority Die\"},\"entries\":[\"When you make a Charisma ({@skill Intimidation}), a Charisma ({@skill Performance}), or a Charisma ({@skill Persuasion}) check, you can expend one superiority die and add the superiority die to the ability check.\"]},{\"name\":\"Commanding Presence\",\"source\":\"XPHB\",\"page\":95,\"featureType\":[\"MV:B\"],\"consumes\":{\"name\":\"Superiority Die\"},\"entries\":[\"When you make a Charisma ({@skill Intimidation|XPHB}, {@skill Performance|XPHB}, or {@skill Persuasion|XPHB}) check, you can expend one Superiority Die and add that die to the roll.\"]},{\"name\":\"Conjure Woodland Spirit\",\"source\":\"HWCS\",\"page\":36,\"featureType\":[\"TT\"],\"entries\":[\"{@note This is a magical effect.} A patient druid shared the secrets of forest magic with you. You can expend one use of your Bardic Inspiration as an action to conjure a forest guardian spirit in an unoccupied space you can see within 60 feet of you. The guardian spirit is Large, and takes the appearance of a spectral predatory cat. Any enemy that moves into or leaves a space adjacent to the guardian spirit must make a Wisdom saving throw, taking magical slashing damage equal to your Bardic Inspiration die on a failure. The guardian spirit will remain for as long as you concentrate on it, up to 10 minutes.\",\"At 6th level, your bond with the guardian spirit grows even deeper. Any creature dealt damage by your guardian spirit has their speed reduced to 0 for the rest of the turn.\",\"At 14th level, any Large or smaller creature who has their speed reduced to 0 by the guardian spirit is restrained for as long as you maintain your concentration, as your guardian spirit pins them in place. The target can break free by spending an action to make a Strength ({@skill Athletics}) check against your Traveler's Trick save DC.\"]},{\"name\":\"Dark Bargain\",\"source\":\"HWCS\",\"page\":36,\"featureType\":[\"TT\"],\"entries\":[\"{@note This is a magical effect.} You made a shady bargain with a haggard warlock. When you select this option, choose a {@filter Eldritch Invocation|optionalfeatures|type=EI} from the Warlock's list of class features for which you meet the prerequisites. You can expend one use of your Bardic Inspiration to gain the benefits of this Dark Invocation for 10 minutes. Doing this requires you to roll your Bardic Inspiration die and take an amount of necrotic damage equal to the roll.\",\"At 6th level, you have learned how to deepen your pact with the warlock you once met. You may choose to take double the necrotic damage you rolled on your Bardic Inspiration die to instead have the effect last for 1 hour.\",\"At 14th level, your pact with the warlock unlocks frightening new power. When you reach 14th level, choose a single spell of 7th level or lower from the {@filter warlock's spell list|spells|level=0;1;2;3;4;5;6;7|class=warlock}. You may cast the spell once during this effect without expending any spell slots, although you must cast it at the level of your highest spell slot. In exchange, the spell deals additional necrotic damage to you equal to twice the level at which it was cast.\"]},{\"name\":\"Defense\",\"source\":\"PHB\",\"page\":72,\"srd\":true,\"otherSources\":[{\"source\":\"PHB\",\"page\":84},{\"source\":\"PHB\",\"page\":91}],\"reprintedAs\":[{\"uid\":\"Defense|XPHB\",\"tag\":\"feat\"}],\"featureType\":[\"FS:F\",\"FS:P\",\"FS:R\"],\"entries\":[\"While you are wearing armor, you gain a +1 bonus to AC.\"]},{\"name\":\"Devil's Sight\",\"source\":\"PHB\",\"page\":110,\"srd\":true,\"reprintedAs\":[\"Devil's Sight|XPHB\"],\"featureType\":[\"EI\"],\"entries\":[\"You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.\"]},{\"name\":\"Devil's Sight\",\"source\":\"XPHB\",\"page\":155,\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":2,\"class\":{\"name\":\"Warlock\",\"source\":\"XPHB\",\"visible\":true}}}],\"entries\":[\"You can see normally in {@variantrule Dim Light|XPHB} and {@variantrule Darkness|XPHB}—both magical and nonmagical—within 120 feet of yourself.\"]},{\"name\":\"Devouring Blade\",\"source\":\"XPHB\",\"page\":155,\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":12,\"class\":{\"name\":\"Warlock\",\"source\":\"XPHB\",\"visible\":true}},\"optionalfeature\":[\"thirsting blade|xphb\"]}],\"entries\":[\"The Extra Attack of your {@optfeature Thirsting Blade|XPHB} invocation confers two extra attacks rather than one.\"]},{\"name\":\"Disarming Attack\",\"source\":\"PHB\",\"page\":74,\"reprintedAs\":[\"Disarming Attack|XPHB\"],\"featureType\":[\"MV:B\"],\"consumes\":{\"name\":\"Superiority Die\"},\"entries\":[\"When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.\"]},{\"name\":\"Disarming Attack\",\"source\":\"XPHB\",\"page\":95,\"featureType\":[\"MV:B\"],\"consumes\":{\"name\":\"Superiority Die\"},\"entries\":[\"When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to disarm the target. Add the Superiority Die roll to the attack's damage roll. The target must succeed on a Strength saving throw or drop one object of your choice that it's holding, with the object landing in its space.\"]},{\"name\":\"Distant Spell\",\"source\":\"PHB\",\"page\":102,\"srd\":true,\"reprintedAs\":[\"Distant Spell|XPHB\"],\"featureType\":[\"MM\"],\"consumes\":{\"name\":\"Sorcery Point\"},\"entries\":[\"When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\",\"When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.\"]},{\"name\":\"Distant Spell\",\"source\":\"XPHB\",\"page\":141,\"featureType\":[\"MM\"],\"consumes\":{\"name\":\"Sorcery Point\"},\"entries\":[\"When you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell's range. Or when you cast a spell that has a range of Touch, you can spend 1 Sorcery Point to make the spell's range 30 feet.\"]},{\"name\":\"Distracting Strike\",\"source\":\"PHB\",\"page\":74,\"reprintedAs\":[\"Distracting Strike|XPHB\"],\"featureType\":[\"MV:B\"],\"consumes\":{\"name\":\"Superiority Die\"},\"entries\":[\"When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.\"]},{\"name\":\"Distracting Strike\",\"source\":\"XPHB\",\"page\":95,\"featureType\":[\"MV:B\"],\"consumes\":{\"name\":\"Superiority Die\"},\"entries\":[\"When you hit a creature with an attack roll, you can expend one Superiority Die to distract the target. Add the Superiority Die roll to the attack's damage roll. The next attack roll against the target by an attacker other than you has {@variantrule Advantage|XPHB} if the attack is made before the start of your next turn.\"]},{\"name\":\"Dreadful Word\",\"source\":\"PHB\",\"page\":110,\"srd\":true,\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":7,\"class\":{\"name\":\"Warlock\"}}}],\"additionalSpells\":[{\"innate\":{\"_\":{\"daily\":{\"1e\":[\"confusion\"]}}}}],\"entries\":[\"You can cast {@spell confusion} once using a warlock spell slot. You can't do so again until you finish a long rest.\"]},{\"name\":\"Druidic Warrior\",\"source\":\"TCE\",\"page\":57,\"reprintedAs\":[{\"uid\":\"Druidic Warrior|XPHB\",\"tag\":\"feat\"}],\"isClassFeatureVariant\":true,\"featureType\":[\"FS:R\"],\"additionalSpells\":[{\"ability\":\"wis\",\"known\":{\"_\":[{\"choose\":\"level=0|class=druid\",\"count\":2}]}}],\"entries\":[\"You learn two cantrips of your choice from the {@filter druid spell list|spells|level=0|class=druid}. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.\"]},{\"name\":\"Dueling\",\"source\":\"PHB\",\"page\":72,\"srd\":true,\"otherSources\":[{\"source\":\"XGE\",\"page\":15},{\"source\":\"PHB\",\"page\":84},{\"source\":\"PHB\",\"page\":91}],\"reprintedAs\":[{\"uid\":\"Dueling|XPHB\",\"tag\":\"feat\"}],\"featureType\":[\"FS:F\",\"FS:B\",\"FS:P\",\"FS:R\"],\"entries\":[\"When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\"]},{\"name\":\"Eldritch Mind\",\"source\":\"TCE\",\"page\":71,\"reprintedAs\":[\"Eldritch Mind|XPHB\"],\"isClassFeatureVariant\":true,\"featureType\":[\"EI\"],\"entries\":[\"You have advantage on Constitution saving throws that you make to maintain your {@status concentration} on a spell.\"]},{\"name\":\"Eldritch Mind\",\"source\":\"XPHB\",\"page\":155,\"featureType\":[\"EI\"],\"entries\":[\"You have {@variantrule Advantage|XPHB} on Constitution saving throws that you make to maintain {@status Concentration|XPHB}.\"]},{\"name\":\"Eldritch Sight\",\"source\":\"PHB\",\"page\":110,\"srd\":true,\"featureType\":[\"EI\"],\"additionalSpells\":[{\"innate\":{\"_\":[\"detect magic\"]}}],\"entries\":[\"You can cast {@spell detect magic} at will, without expending a spell slot.\"]},{\"name\":\"Eldritch Smite\",\"source\":\"XGE\",\"page\":56,\"reprintedAs\":[\"Eldritch Smite|XPHB\"],\"featureType\":[\"EI\"],\"prerequisite\":[{\"pact\":\"Blade\",\"level\":{\"level\":5,\"class\":{\"name\":\"Warlock\"}}}],\"entries\":[\"Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra {@damage 1d8} force damage to the target, plus another {@damage 1d8} per level of the spell slot, and you can knock the target {@condition prone} if it is Huge or smaller.\"]},{\"name\":\"Eldritch Smite\",\"source\":\"XPHB\",\"page\":155,\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":5,\"class\":{\"name\":\"Warlock\",\"source\":\"XPHB\",\"visible\":true}},\"optionalfeature\":[\"pact of the blade|xphb\"]}],\"entries\":[\"Once per turn when you hit a creature with your pact weapon, you can expend a Pact Magic spell slot to deal an extra {@damage 1d8} Force damage to the target, plus another {@dice 1d8} per level of the spell slot, and you can give the target the {@condition Prone|XPHB} condition if it is Huge or smaller.\"]},{\"name\":\"Eldritch Spear\",\"source\":\"PHB\",\"page\":111,\"srd\":true,\"reprintedAs\":[\"Eldritch Spear|XPHB\"],\"featureType\":[\"EI\"],\"prerequisite\":[{\"spell\":[\"eldritch blast#c\"]}],\"entries\":[\"When you cast {@spell eldritch blast}, its range is 300 feet.\"]},{\"name\":\"Eldritch Spear\",\"source\":\"XPHB\",\"page\":155,\"featureType\":[\"EI\"],\"prerequisite\":[{\"spell\":[{\"choose\":\"level=0|class=Warlock\",\"entry\":\"a Warlock Cantrip That Deals Damage\",\"entrySummary\":\"Warlock Cantrip That Deals Damage\"}],\"level\":{\"level\":2,\"class\":{\"name\":\"Warlock\",\"source\":\"XPHB\",\"visible\":true}}}],\"entries\":[\"Choose one of your known Warlock cantrips that deals damage and has a range of 10+ feet. When you cast that spell, its range increases by a number of feet equal to 30 times your Warlock level.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Repeatable\",\"entries\":[\"You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.\"]}]}]},{\"name\":\"Elemental Attunement\",\"source\":\"PHB\",\"page\":81,\"featureType\":[\"ED\"],\"entries\":[\"You can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice:\",{\"type\":\"list\",\"items\":[\"Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.\",\"Instantaneously light or snuff out a candle, a torch, or a small campfire.\",\"Chill or warm up to 1 pound of nonliving material for up to 1 hour.\",\"Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.\"]}]},{\"name\":\"Empowered Spell\",\"source\":\"PHB\",\"page\":102,\"srd\":true,\"reprintedAs\":[\"Empowered Spell|XPHB\"],\"featureType\":[\"MM\"],\"consumes\":{\"name\":\"Sorcery Point\"},\"entries\":[\"When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.\",\"You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.\"]},{\"name\":\"Empowered Spell\",\"source\":\"XPHB\",\"page\":142,\"featureType\":[\"MM\"],\"consumes\":{\"name\":\"Sorcery Point\"},\"entries\":[\"When you roll damage for a spell, you can spend 1 Sorcery Point to reroll a number of the damage dice up to your Charisma modifier (minimum of one), and you must use the new rolls.\",\"You can use Empowered Spell even if you've already used a different Metamagic option during the casting of the spell.\"]},{\"name\":\"Enfeebling Arrow\",\"source\":\"XGE\",\"page\":29,\"featureType\":[\"AS\"],\"consumes\":{\"name\":\"Arcane Shot\"},\"entries\":[\"You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra {@damage 2d6} necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.\",\"The necrotic damage increases to {@damage 4d6} when you reach 18th level in this class.\"]},{\"name\":\"Enhanced Arcane Focus\",\"source\":\"TCE\",\"page\":21,\"otherSources\":[{\"source\":\"ERLW\",\"page\":62}],\"featureType\":[\"AI\"],\"prerequisite\":[{\"item\":[\"A rod, staff, or wand (requires attunement)\"]}],\"entries\":[\"While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores {@quickref Cover||3||half cover} when making a spell attack.\",\"The bonus increases to +2 when you reach 10th level in this class.\"]},{\"name\":\"Enhanced Defense\",\"source\":\"TCE\",\"page\":21,\"otherSources\":[{\"source\":\"ERLW\",\"page\":62}],\"featureType\":[\"AI\"],\"prerequisite\":[{\"item\":[\"A suit of armor or a shield\"]}],\"entries\":[\"A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.\",\"The bonus increases to +2 when you reach 10th level in this class.\"]},{\"name\":\"Enhanced Weapon\",\"source\":\"TCE\",\"page\":21,\"otherSources\":[{\"source\":\"ERLW\",\"page\":62}],\"featureType\":[\"AI\"],\"prerequisite\":[{\"item\":[\"A simple or martial weapon\"]}],\"entries\":[\"This magic weapon grants a +1 bonus to attack and damage rolls made with it.\",\"The bonus increases to +2 when you reach 10th level in this class.\"]},{\"name\":\"Eternal Mountain Defense\",\"source\":\"PHB\",\"page\":81,\"featureType\":[\"ED\"],\"prerequisite\":[{\"level\":{\"level\":17,\"class\":{\"name\":\"Monk\"},\"subclass\":{\"name\":\"Four Elements\"}}}],\"additionalSpells\":[{\"innate\":{\"_\":{\"resource\":{\"5\":[\"stoneskin\"]}}},\"resourceName\":\"Ki\",\"ability\":\"wis\"}],\"entries\":[\"You can spend 5 ki points to cast {@spell stoneskin}, targeting yourself.\"]},{\"name\":\"Evasive Footwork\",\"source\":\"PHB\",\"page\":74,\"reprintedAs\":[\"Evasive Footwork|XPHB\"],\"featureType\":[\"MV:B\"],\"consumes\":{\"name\":\"Superiority Die\"},\"entries\":[\"When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.\"]},{\"name\":\"Evasive Footwork\",\"source\":\"XPHB\",\"page\":95,\"featureType\":[\"MV:B\"],\"consumes\":{\"name\":\"Superiority Die\"},\"entries\":[\"As a {@variantrule Bonus Action|XPHB}, you can expend one Superiority Die and take the {@action Disengage|XPHB} action. You also roll the die and add the number rolled to your AC until the start of your next turn.\"]},{\"name\":\"Evocation Lessons\",\"source\":\"HWCS\",\"page\":36,\"featureType\":[\"TT\"],\"entries\":[\"{@note This is a magical effect.} A venerable wizard shared secrets of evocation magic with you. When you select this option, choose a damage-dealing spell you can cast. You can expend one use of your Bardic Inspiration when you cast this spell to change the type of damage it deals to your choice of either acid, cold, fire, lightning, or thunder (chosen when you cast the spell). Add the number you roll on your Bardic Inspiration die + your Wisdom modifier (minimum of 1) to the damage dealt by the spell.\",\"At 6th level you may choose to change the spell you had previously selected with this feature to another spell that you know.\",\"At 14th level you may choose to change the spell you had previously selected with this feature to another spell that you know.\"]},{\"name\":\"Extended Spell\",\"source\":\"PHB\",\"page\":102,\"srd\":true,\"reprintedAs\":[\"Extended Spell|XPHB\"],\"featureType\":[\"MM\"],\"consumes\":{\"name\":\"Sorcery Point\",\"amount\":1},\"entries\":[\"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.\"]},{\"name\":\"Extended Spell\",\"source\":\"XPHB\",\"page\":142,\"featureType\":[\"MM\"],\"consumes\":{\"name\":\"Sorcery Point\",\"amount\":1},\"entries\":[\"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Sorcery Point to double its duration to a maximum duration of 24 hours.\",\"If the affected spell requires {@status Concentration|XPHB}, you have {@variantrule Advantage|XPHB} on any saving throw you make to maintain that {@status Concentration|XPHB}.\"]},{\"name\":\"Eyes of the Rune Keeper\",\"source\":\"PHB\",\"page\":111,\"srd\":true,\"featureType\":[\"EI\"],\"entries\":[\"You can read all writing.\"]},{\"name\":\"Fangs of the Fire Snake\",\"source\":\"PHB\",\"page\":81,\"featureType\":[\"ED\"],\"entries\":[\"When you use the {@action Attack} action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra {@damage 1d10} fire damage.\"]},{\"name\":\"Far Scribe\",\"source\":\"TCE\",\"page\":71,\"isClassFeatureVariant\":true,\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":5,\"class\":{\"name\":\"Warlock\"}},\"pact\":\"Tome\"}],\"additionalSpells\":[{\"innate\":{\"_\":[\"sending\"]}}],\"entries\":[\"A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.\",\"You can cast the {@spell sending} spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.\",\"As an action, you can magically erase a name on the page by touching it.\"]},{\"name\":\"Feinting Attack\",\"source\":\"PHB\",\"page\":74,\"reprintedAs\":[\"Feinting Attack|XPHB\"],\"featureType\":[\"MV:B\"],\"consumes\":{\"name\":\"Superiority Die\"},\"entries\":[\"You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack's damage roll.\"]},{\"name\":\"Feinting Attack\",\"source\":\"XPHB\",\"page\":95,\"featureType\":[\"MV:B\"],\"consumes\":{\"name\":\"Superiority Die\"},\"entries\":[\"As a {@variantrule Bonus Action|XPHB}, you can expend one Superiority Die to feint, choosing one creature within 5 feet of yourself as your target. You have {@variantrule Advantage|XPHB} on your next attack roll against that target this turn. If that attack hits, add the Superiority Die to the attack's damage roll.\"]},{\"name\":\"Fiendish Vigor\",\"source\":\"PHB\",\"page\":111,\"srd\":true,\"reprintedAs\":[\"Fiendish Vigor|XPHB\"],\"featureType\":[\"EI\"],\"additionalSpells\":[{\"innate\":{\"_\":[\"false life\"]}}],\"entries\":[\"You can cast {@spell false life} on yourself at will as a 1st-level spell, without expending a spell slot or material components.\"]},{\"name\":\"Fiendish Vigor\",\"source\":\"XPHB\",\"page\":155,\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":2,\"class\":{\"name\":\"Warlock\",\"source\":\"XPHB\",\"visible\":true}}}],\"additionalSpells\":[{\"innate\":{\"_\":[\"false life|xphb\"]}}],\"entries\":[\"You can cast {@spell False Life|XPHB} on yourself without expending a spell slot. When you cast the spell with this feature, you don't roll the die for the {@variantrule Temporary Hit Points|XPHB}; you automatically get the highest number on the die.\"]},{\"name\":\"Fire Rune\",\"source\":\"TCE\",\"page\":44,\"featureType\":[\"RN\"],\"entries\":[\"This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.\",\"In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra {@damage 2d6} fire damage, and it must succeed on a Strength saving throw or be {@condition restrained} for 1 minute. While {@condition restrained} by the shackles, the target takes {@damage 2d6} fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.\"]},{\"name\":\"Fist of Four Thunders\",\"source\":\"PHB\",\"page\":81,\"featureType\":[\"ED\"],\"additionalSpells\":[{\"innate\":{\"_\":{\"resource\":{\"2\":[\"thunderwave\"]}}},\"resourceName\":\"Ki\",\"ability\":\"wis\"}],\"entries\":[\"You can spend 2 ki points to cast {@spell thunderwave}.\"]},{\"name\":\"Flames of the Phoenix\",\"source\":\"PHB\",\"page\":81,\"featureType\":[\"ED\"],\"prerequisite\":[{\"level\":{\"level\":11,\"class\":{\"name\":\"Monk\"},\"subclass\":{\"name\":\"Four Elements\"}}}],\"additionalSpells\":[{\"innate\":{\"_\":{\"resource\":{\"4\":[\"fireball\"]}}},\"resourceName\":\"Ki\",\"ability\":\"wis\"}],\"entries\":[\"You can spend 4 ki points to cast {@spell fireball}.\"]},{\"name\":\"Frost Rune\",\"source\":\"TCE\",\"page\":45,\"featureType\":[\"RN\"],\"entries\":[\"This rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom ({@skill Animal Handling}) checks and Charisma ({@skill Intimidation}) checks.\",\"In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can't do so again until you finish a short or long rest.\"]},{\"name\":\"Gaze of Two Minds\",\"source\":\"PHB\",\"page\":111,\"srd\":true,\"reprintedAs\":[\"Gaze of Two Minds|XPHB\"],\"featureType\":[\"EI\"],\"entries\":[\"You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are {@condition blinded} and {@condition deafened} to your own surroundings.\"]},{\"name\":\"Gaze of Two Minds\",\"source\":\"XPHB\",\"page\":156,\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":5,\"class\":{\"name\":\"Warlock\",\"source\":\"XPHB\",\"visible\":true}}}],\"entries\":[\"You can use a {@variantrule Bonus Action|XPHB} to touch a willing creature and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can take a {@variantrule Bonus Action|XPHB} on subsequent turns to maintain this connection, extending the duration until the end of your next turn. The connection ends if you don't maintain it in this way.\",\"While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you can cast spells as if you were in your space or the other creature's space if the two of you are within 60 feet of each other.\"]},{\"name\":\"Ghostly Gaze\",\"source\":\"XGE\",\"page\":56,\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":7,\"class\":{\"name\":\"Warlock\"}}}],\"entries\":[\"As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have {@sense darkvision} if you don't already have it. This special sight lasts for 1 minute or until your {@status concentration} ends (as if you were {@status concentration||concentrating} on a spell). During that time, you perceive objects as ghostly, transparent images.\",\"Once you use this invocation, you can't use it again until you finish a short or long rest.\"]},{\"name\":\"Gift of the Depths\",\"source\":\"XGE\",\"page\":57,\"reprintedAs\":[\"Gift of the Depths|XPHB\"],\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":5,\"class\":{\"name\":\"Warlock\"}}}],\"additionalSpells\":[{\"innate\":{\"_\":{\"daily\":{\"1e\":[\"water breathing\"]}}}}],\"entries\":[\"You can breathe underwater, and you gain a swimming speed equal to your walking speed.\",\"You can also cast {@spell water breathing} once without expending a spell slot. You regain the ability to do so when you finish a long rest.\"]},{\"name\":\"Gift of the Depths\",\"source\":\"XPHB\",\"page\":156,\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":5,\"class\":{\"name\":\"Warlock\",\"source\":\"XPHB\",\"visible\":true}}}],\"additionalSpells\":[{\"innate\":{\"_\":{\"daily\":{\"1e\":[\"water breathing|xphb\"]}}}}],\"entries\":[\"You can breathe underwater, and you gain a {@variantrule Swim Speed|XPHB} equal to your {@variantrule Speed|XPHB}.\",\"You can also cast {@spell Water Breathing|XPHB} once without expending a spell slot. You regain the ability to cast it in this way again when you finish a {@variantrule Long Rest|XPHB}.\"]},{\"name\":\"Gift of the Ever-Living Ones\",\"source\":\"XGE\",\"page\":57,\"featureType\":[\"EI\"],\"prerequisite\":[{\"pact\":\"Chain\"}],\"entries\":[\"Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.\"]},{\"name\":\"Gift of the Protectors\",\"source\":\"TCE\",\"page\":71,\"reprintedAs\":[\"Gift of the Protectors|XPHB\"],\"isClassFeatureVariant\":true,\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":9,\"class\":{\"name\":\"Warlock\"}},\"pact\":\"Tome\"}],\"entries\":[\"A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.\",\"When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest.\",\"As an action, you can magically erase a name on the page by touching it.\"]},{\"name\":\"Gift of the Protectors\",\"source\":\"XPHB\",\"page\":156,\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":9,\"class\":{\"name\":\"Warlock\",\"source\":\"XPHB\",\"visible\":true}},\"optionalfeature\":[\"pact of the tome|xphb\"]}],\"entries\":[\"A new page appears in your Book of Shadows when you conjure it. With your permission, a creature can take an action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of one name).\",\"When any creature whose name is on the page is reduced to 0 {@variantrule Hit Points|XPHB} but not killed outright, the creature magically drops to 1 {@variantrule Hit Points|XPHB|Hit Point} instead. Once this magic is triggered, no creature can benefit from it until you finish a {@variantrule Long Rest|XPHB}.\",\"As a {@action Magic|XPHB} action, you can erase a name on the page by touching it.\"]},{\"name\":\"Goading Attack\",\"source\":\"PHB\",\"page\":74,\"reprintedAs\":[\"Goading Attack|XPHB\"],\"featureType\":[\"MV:B\"],\"consumes\":{\"name\":\"Superiority Die\"},\"entries\":[\"When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.\"]},{\"name\":\"Goading Attack\",\"source\":\"XPHB\",\"page\":95,\"featureType\":[\"MV:B\"],\"consumes\":{\"name\":\"Superiority Die\"},\"entries\":[\"When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to goad the target into attacking you. Add the Superiority Die to the attack's damage roll. The target must succeed on a Wisdom saving throw or have {@variantrule Disadvantage|XPHB} on attack rolls against targets other than you until the end of your next turn.\"]},{\"name\":\"Gong of the Summit\",\"source\":\"PHB\",\"page\":81,\"featureType\":[\"ED\"],\"prerequisite\":[{\"level\":{\"level\":6,\"class\":{\"name\":\"Monk\"},\"subclass\":{\"name\":\"Four Elements\"}}}],\"additionalSpells\":[{\"innate\":{\"_\":{\"resource\":{\"3\":[\"shatter\"]}}},\"resourceName\":\"Ki\",\"ability\":\"wis\"}],\"entries\":[\"You can spend 3 ki points to cast {@spell shatter}.\"]},{\"name\":\"Grappling Strike\",\"source\":\"TCE\",\"page\":42,\"isClassFeatureVariant\":true,\"featureType\":[\"MV:B\"],\"consumes\":{\"name\":\"Superiority Die\"},\"entries\":[\"Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength ({@skill Athletics}) check.\"]},{\"name\":\"Grasp of Hadar\",\"source\":\"XGE\",\"page\":57,\"featureType\":[\"EI\"],\"prerequisite\":[{\"spell\":[\"eldritch blast#c\"]}],\"entries\":[\"Once on each of your turns when you hit a creature with your {@spell eldritch blast}, you can move that creature in a straight line 10 feet closer to you.\"]},{\"name\":\"Grasping Arrow\",\"source\":\"XGE\",\"page\":29,\"featureType\":[\"AS\"],\"consumes\":{\"name\":\"Arcane Shot\"},\"entries\":[\"When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra {@damage 2d6} poison damage, its speed is reduced by 10 feet, and it takes {@damage 2d6} slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength ({@skill Athletics}) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.\",\"The poison damage and slashing damage both increase to {@damage 4d6} when you reach 18th level in this class.\"]},{\"name\":\"Great Weapon Fighting\",\"source\":\"PHB\",\"page\":72,\"srd\":true,\"otherSources\":[{\"source\":\"PHB\",\"page\":84}],\"reprintedAs\":[{\"uid\":\"Great Weapon Fighting|XPHB\",\"tag\":\"feat\"}],\"featureType\":[\"FS:F\",\"FS:P\"],\"entries\":[\"When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\"]},{\"name\":\"Heightened Spell\",\"source\":\"PHB\",\"page\":102,\"srd\":true,\"reprintedAs\":[\"Heightened Spell|XPHB\"],\"featureType\":[\"MM\"],\"consumes\":{\"name\":\"Sorcery Point\",\"amount\":3},\"entries\":[\"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.\"]},{\"name\":\"Heightened Spell\",\"source\":\"XPHB\",\"page\":142,\"featureType\":[\"MM\"],\"consumes\":{\"name\":\"Sorcery Point\",\"amount\":2},\"entries\":[\"When you cast a spell that forces a creature to make a saving throw, you can spend 2 Sorcery Points to give one target of the spell {@variantrule Disadvantage|XPHB} on saves against the spell.\"]},{\"name\":\"Helm of Awareness\",\"source\":\"TCE\",\"page\":21,\"featureType\":[\"AI\"],\"prerequisite\":[{\"level\":{\"level\":10,\"class\":{\"name\":\"Artificer\",\"source\":\"TCE\"}},\"item\":[\"A helmet (requires attunement)\"]}],\"entries\":[\"While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can't be {@status surprised}, provided it isn't {@condition incapacitated}.\"]},{\"name\":\"Hill Rune\",\"source\":\"TCE\",\"page\":45,\"featureType\":[\"RN\"],\"prerequisite\":[{\"level\":{\"level\":7,\"class\":{\"name\":\"Fighter\"},\"subclass\":{\"name\":\"Rune Knight\",\"source\":\"TCE\"}}}],\"entries\":[\"This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being {@condition poisoned}, and you have resistance against poison damage.\",\"In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.\"]},{\"name\":\"Homunculus Servant\",\"source\":\"TCE\",\"page\":21,\"otherSources\":[{\"source\":\"ERLW\",\"page\":62}],\"featureType\":[\"AI\"],\"prerequisite\":[{\"item\":[\"A gem or crystal worth at least 100 gp\"]}],\"entries\":[\"You learn intricate methods for magically creating a special {@creature Homunculus Servant|TCE|homunculus} that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms.\",\"You determine the homunculus's appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.\",\"The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places.\",\"In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the {@action Dodge} action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are {@condition incapacitated}, the homunculus can take any action of its choice, not just {@action Dodge}.\",\"The homunculus regains {@dice 2d6} hit points if the {@spell mending} spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space.\"],\"hasFluffImages\":true},{\"name\":\"Hunting Lessons\",\"source\":\"HWCS\",\"page\":36,\"featureType\":[\"TT\"],\"entries\":[\"{@note This is a magical effect.} A skilled ranger taught you how to use your magic to pinpoint your quarry's weak spots. You can expend one use of your Bardic Inspiration to target one creature you can see within 90 feet of you as your quarry. For as long as you concentrate on this ability, up to 1 hour, all weapon attacks you make against the target deal additional damage equal to your Bardic Inspiration die.\",\"At 6th level, you have honed your skills to the point where you can easily track your quarry. For the duration of the effect, you are aware of your target's approximate distance and direction from you, so long as you are on the same plane.\",\"At 14th level, you can maintain this effect for up to 24 hours.\"]},{\"name\":\"Improved Pact Weapon\",\"source\":\"XGE\",\"page\":57,\"featureType\":[\"EI\"],\"prerequisite\":[{\"pact\":\"Blade\"}],\"entries\":[\"You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.\",\"In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.\",\"Finally, the weapon you conjure can be a {@item shortbow|phb}, {@item longbow|phb}, {@item light crossbow|phb}, or {@item heavy crossbow|phb}.\"]},{\"name\":\"Interception\",\"source\":\"TCE\",\"page\":41,\"reprintedAs\":[{\"uid\":\"Interception|XPHB\",\"tag\":\"feat\"}],\"isClassFeatureVariant\":true,\"featureType\":[\"FS:F\",\"FS:P\"],\"entries\":[\"When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by {@dice 1d10} + your proficiency bonus (to a minimum of 0 damage). You must be wielding a {@item shield|phb} or a {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon} to use this reaction.\"]},{\"name\":\"Investment of the Chain Master\",\"source\":\"TCE\",\"page\":71,\"reprintedAs\":[\"Investment of the Chain Master|XPHB\"],\"isClassFeatureVariant\":true,\"featureType\":[\"EI\"],\"prerequisite\":[{\"pact\":\"Chain\"}],\"entries\":[\"When you cast {@spell find familiar}, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:\",{\"type\":\"list\",\"items\":[\"The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.\",\"As a bonus action, you can command the familiar to take the {@action Attack} action.\",\"The familiar's weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.\",\"If the familiar forces a creature to make a saving throw, it uses your spell save DC.\",\"When the familiar takes damage, you can use your reaction to grant it resistance against that damage.\"]}]},{\"name\":\"Investment of the Chain Master\",\"source\":\"XPHB\",\"page\":156,\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":5,\"class\":{\"name\":\"Warlock\",\"source\":\"XPHB\",\"visible\":true}},\"optionalfeature\":[\"pact of the chain|xphb\"]}],\"entries\":[\"When you cast {@spell Find Familiar|XPHB}, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Aerial or Aquatic\",\"entries\":[\"The familiar gains either a {@variantrule Fly Speed|XPHB} or a {@variantrule Swim Speed|XPHB} (your choice) of 40 feet.\"]},{\"type\":\"entries\",\"name\":\"Quick Attack\",\"entries\":[\"As a {@variantrule Bonus Action|XPHB}, you can command the familiar to take the {@action Attack|XPHB} action.\"]},{\"type\":\"entries\",\"name\":\"Necrotic or Radiant Damage\",\"entries\":[\"Whenever the familiar deals Bludgeoning, Piercing, or Slashing damage, you can make it deal Necrotic or Radiant damage instead.\"]},{\"type\":\"entries\",\"name\":\"Your Save DC\",\"entries\":[\"If the familiar forces a creature to make a saving throw, it uses your spell save DC.\"]},{\"type\":\"entries\",\"name\":\"Resistance\",\"entries\":[\"When the familiar takes damage, you can take a {@variantrule Reaction|XPHB} to grant it {@variantrule Resistance|XPHB} against that damage.\"]}]}]},{\"name\":\"Lance of Lethargy\",\"source\":\"XGE\",\"page\":57,\"featureType\":[\"EI\"],\"prerequisite\":[{\"spell\":[\"eldritch blast#c\"]}],\"entries\":[\"Once on each of your turns when you hit a creature with your {@spell eldritch blast}, you can reduce that creature's speed by 10 feet until the end of your next turn.\"]},{\"name\":\"Lessons of the First Ones\",\"source\":\"XPHB\",\"page\":156,\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":2,\"class\":{\"name\":\"Warlock\",\"source\":\"XPHB\",\"visible\":true}}}],\"featProgression\":[{\"name\":\"Origin Feat\",\"category\":[\"O\"],\"progression\":{\"*\":1}}],\"entries\":[\"You have received knowledge from an elder entity of the multiverse, allowing you to gain one {@filter Origin feat|feats|category=o} of your choice.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Repeatable\",\"entries\":[\"You can gain this invocation more than once. Each time you do so, choose a different Origin feat.\"]}]}]},{\"name\":\"Lifedrinker\",\"source\":\"PHB\",\"page\":111,\"srd\":true,\"reprintedAs\":[\"Lifedrinker|XPHB\"],\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":12,\"class\":{\"name\":\"Warlock\"}},\"pact\":\"Blade\"}],\"entries\":[\"When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum of 1).\"]},{\"name\":\"Lifedrinker\",\"source\":\"XPHB\",\"page\":156,\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":9,\"class\":{\"name\":\"Warlock\",\"source\":\"XPHB\",\"visible\":true}},\"optionalfeature\":[\"pact of the blade|xphb\"]}],\"entries\":[\"Once per turn when you hit a creature with your pact weapon, you can deal an extra {@damage 1d6} Necrotic, Psychic, or Radiant damage (your choice) to the creature, and you can expend one of your {@variantrule Hit Point Dice|XPHB} to roll it and regain a number of {@variantrule Hit Points|XPHB} equal to the roll plus your Constitution modifier (minimum of 1 {@variantrule Hit Points|XPHB|Hit Point}).\"]},{\"name\":\"Lunging Attack\",\"source\":\"PHB\",\"page\":74,\"reprintedAs\":[\"Lunging Attack|XPHB\"],\"featureType\":[\"MV:B\"],\"consumes\":{\"name\":\"Superiority Die\"},\"entries\":[\"When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.\"]},{\"name\":\"Lunging Attack\",\"source\":\"XPHB\",\"page\":95,\"featureType\":[\"MV:B\"],\"consumes\":{\"name\":\"Superiority Die\"},\"entries\":[\"As a {@variantrule Bonus Action|XPHB}, you can expend one Superiority Die and take the {@action Dash|XPHB} action. If you move at least 5 feet in a straight line immediately before hitting with a melee attack as part of the {@action Attack|XPHB} action on this turn, you can add the Superiority Die to the attack's damage roll.\"]},{\"name\":\"Maddening Hex\",\"source\":\"XGE\",\"page\":57,\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":5,\"class\":{\"name\":\"Warlock\"}},\"spell\":[\"hex/curse#x\"]}],\"entries\":[\"As a bonus action, you cause a psychic disturbance around the target cursed by your {@spell hex} spell or by a warlock feature of yours, such as Hexblade's Curse or Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.\"]},{\"name\":\"Maneuvering Attack\",\"source\":\"PHB\",\"page\":74,\"reprintedAs\":[\"Maneuvering Attack|XPHB\"],\"featureType\":[\"MV:B\"],\"consumes\":{\"name\":\"Superiority Die\"},\"entries\":[\"When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.\"]},{\"name\":\"Maneuvering Attack\",\"source\":\"XPHB\",\"page\":95,\"featureType\":[\"MV:B\"],\"consumes\":{\"name\":\"Superiority Die\"},\"entries\":[\"When you hit a creature with an attack roll, you can expend one Superiority Die to maneuver one of your comrades into another position. Add the Superiority Die roll to the attack's damage roll, and choose a willing creature who can see or hear you. That creature can use its {@variantrule Reaction|XPHB} to move up to half its {@variantrule Speed|XPHB} without provoking an {@action Opportunity Attack|XPHB} from the target of your attack.\"]},{\"name\":\"Mask of Many Faces\",\"source\":\"PHB\",\"page\":111,\"srd\":true,\"reprintedAs\":[\"Mask of Many Faces|XPHB\"],\"featureType\":[\"EI\"],\"additionalSpells\":[{\"innate\":{\"_\":[\"disguise self\"]}}],\"entries\":[\"You can cast {@spell disguise self} at will, without expending a spell slot.\"]},{\"name\":\"Mask of Many Faces\",\"source\":\"XPHB\",\"page\":156,\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":2,\"class\":{\"name\":\"Warlock\",\"source\":\"XPHB\",\"visible\":true}}}],\"additionalSpells\":[{\"innate\":{\"_\":[\"disguise self|xphb\"]}}],\"entries\":[\"You can cast {@spell Disguise Self|XPHB} without expending a spell slot.\"]},{\"name\":\"Master of Myriad Forms\",\"source\":\"PHB\",\"page\":111,\"srd\":true,\"reprintedAs\":[\"Master of Myriad Forms|XPHB\"],\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":15,\"class\":{\"name\":\"Warlock\"}}}],\"additionalSpells\":[{\"innate\":{\"_\":[\"alter self\"]}}],\"entries\":[\"You can cast {@spell alter self} at will, without expending a spell slot.\"]},{\"name\":\"Master of Myriad Forms\",\"source\":\"XPHB\",\"page\":156,\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":5,\"class\":{\"name\":\"Warlock\",\"source\":\"XPHB\",\"visible\":true}}}],\"additionalSpells\":[{\"innate\":{\"_\":[\"alter self|xphb\"]}}],\"entries\":[\"You can cast {@spell Alter Self|XPHB} without expending a spell slot.\"]},{\"name\":\"Menacing Attack\",\"source\":\"PHB\",\"page\":74,\"reprintedAs\":[\"Menacing Attack|XPHB\"],\"featureType\":[\"MV:B\"],\"consumes\":{\"name\":\"Superiority Die\"},\"entries\":[\"When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is {@condition frightened} of you until the end of your next turn.\"]},{\"name\":\"Menacing Attack\",\"source\":\"XPHB\",\"page\":95,\"featureType\":[\"MV:B\"],\"consumes\":{\"name\":\"Superiority Die\"},\"entries\":[\"When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to frighten the target. Add the Superiority Die to the attack's damage roll. The target must succeed on a Wisdom saving throw or have the {@condition Frightened|XPHB} condition until the end of your next turn.\"]},{\"name\":\"Mind Sharpener\",\"source\":\"TCE\",\"page\":22,\"featureType\":[\"AI\"],\"prerequisite\":[{\"item\":[\"A suit of armor or robes\"]}],\"entries\":[\"The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain {@status concentration} on a spell, the wearer can use its reaction to expend 1 of the item's charges to succeed instead. The item regains {@dice 1d4} expended charges daily at dawn.\"]},{\"name\":\"Minions of Chaos\",\"source\":\"PHB\",\"page\":111,\"srd\":true,\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":9,\"class\":{\"name\":\"Warlock\"}}}],\"additionalSpells\":[{\"innate\":{\"_\":{\"daily\":{\"1e\":[\"conjure elemental\"]}}}}],\"entries\":[\"You can cast {@spell conjure elemental} once using a warlock spell slot. You can't do so again until you finish a long rest.\"]},{\"name\":\"Mire the Mind\",\"source\":\"PHB\",\"page\":111,\"srd\":true,\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":5,\"class\":{\"name\":\"Warlock\"}}}],\"additionalSpells\":[{\"innate\":{\"_\":{\"daily\":{\"1e\":[\"slow\"]}}}}],\"entries\":[\"You can cast {@spell slow} once using a warlock spell slot. You can't do so again until you finish a long rest.\"]},{\"name\":\"Mist Stance\",\"source\":\"PHB\",\"page\":81,\"featureType\":[\"ED\"],\"prerequisite\":[{\"level\":{\"level\":11,\"class\":{\"name\":\"Monk\"},\"subclass\":{\"name\":\"Four Elements\"}}}],\"additionalSpells\":[{\"innate\":{\"_\":{\"resource\":{\"4\":[\"gaseous form\"]}}},\"resourceName\":\"Ki\",\"ability\":\"wis\"}],\"entries\":[\"You can spend 4 ki points to cast {@spell gaseous form}, targeting yourself.\"]},{\"name\":\"Misty Visions\",\"source\":\"PHB\",\"page\":111,\"srd\":true,\"reprintedAs\":[\"Misty Visions|XPHB\"],\"featureType\":[\"EI\"],\"additionalSpells\":[{\"innate\":{\"_\":[\"silent image\"]}}],\"entries\":[\"You can cast {@spell silent image} at will, without expending a spell slot or material components.\"]},{\"name\":\"Misty Visions\",\"source\":\"XPHB\",\"page\":156,\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":2,\"class\":{\"name\":\"Warlock\",\"source\":\"XPHB\",\"visible\":true}}}],\"additionalSpells\":[{\"innate\":{\"_\":[\"silent image|xphb\"]}}],\"entries\":[\"You can cast {@spell Silent Image|XPHB} without expending a spell slot.\"]},{\"name\":\"One with Shadows\",\"source\":\"PHB\",\"page\":111,\"srd\":true,\"reprintedAs\":[\"One with Shadows|XPHB\"],\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":5,\"class\":{\"name\":\"Warlock\"}}}],\"entries\":[\"When you are in an area of dim light or darkness, you can use your action to become {@condition invisible} until you move or take an action or a reaction.\"]},{\"name\":\"One with Shadows\",\"source\":\"XPHB\",\"page\":156,\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":5,\"class\":{\"name\":\"Warlock\",\"source\":\"XPHB\",\"visible\":true}}}],\"additionalSpells\":[{\"innate\":{\"_\":[\"invisibility|xphb\"]}}],\"entries\":[\"While you're in an area of {@variantrule Dim Light|XPHB} or {@variantrule Darkness|XPHB}, you can cast {@spell Invisibility|XPHB} on yourself without expending a spell slot.\"]},{\"name\":\"Otherworldly Leap\",\"source\":\"PHB\",\"page\":111,\"srd\":true,\"reprintedAs\":[\"Otherworldly Leap|XPHB\"],\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":9,\"class\":{\"name\":\"Warlock\"}}}],\"additionalSpells\":[{\"innate\":{\"_\":[\"jump\"]}}],\"entries\":[\"You can cast {@spell jump} on yourself at will, without expending a spell slot or material components.\"]},{\"name\":\"Otherworldly Leap\",\"source\":\"XPHB\",\"page\":156,\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":2,\"class\":{\"name\":\"Warlock\",\"source\":\"XPHB\",\"visible\":true}}}],\"additionalSpells\":[{\"innate\":{\"_\":[\"jump|xphb\"]}}],\"entries\":[\"You can cast {@spell Jump|XPHB} on yourself without expending a spell slot.\"]},{\"name\":\"Pact of the Blade\",\"source\":\"PHB\",\"page\":107,\"srd\":true,\"reprintedAs\":[\"Pact of the Blade|XPHB\"],\"featureType\":[\"PB\"],\"entries\":[\"You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.\",\"Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.\",\"You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.\"]},{\"name\":\"Pact of the Blade\",\"source\":\"XPHB\",\"page\":156,\"featureType\":[\"EI\"],\"entries\":[\"As a {@variantrule Bonus Action|XPHB}, you can conjure a pact weapon in your hand—a Simple or Martial Melee weapon of your choice with which you bond—or create a bond with a magic weapon you touch; you can't bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, you have proficiency with the weapon, and you can use it as a {@variantrule Spellcasting Focus|XPHB}.\",\"Whenever you attack with the bonded weapon, you can use your Charisma modifier for the attack and damage rolls instead of using Strength or Dexterity; and you can cause the weapon to deal Necrotic, Psychic, or Radiant damage or its normal damage type.\",\"Your bond with the weapon ends if you use this feature's {@variantrule Bonus Action|XPHB} again, if the weapon is more than 5 feet away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends.\"]},{\"name\":\"Pact of the Chain\",\"source\":\"PHB\",\"page\":107,\"srd\":true,\"reprintedAs\":[\"Pact of the Chain|XPHB\"],\"featureType\":[\"PB\"],\"additionalSpells\":[{\"ability\":\"cha\",\"innate\":{\"_\":{\"ritual\":[\"find familiar\"]}}}],\"entries\":[\"You learn the {@spell find familiar} spell and can cast it as a ritual. The spell doesn't count against your number of spells known.\",\"When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: {@creature imp}, {@creature pseudodragon}, {@creature quasit}, or {@creature sprite}.\",\"Additionally, when you take the {@action Attack} action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.\"]},{\"name\":\"Pact of the Chain\",\"source\":\"XPHB\",\"page\":157,\"featureType\":[\"EI\"],\"additionalSpells\":[{\"ability\":\"cha\",\"innate\":{\"_\":{\"ritual\":[\"find familiar|xphb\"]}}}],\"entries\":[\"You learn the {@spell Find Familiar|XPHB} spell and can cast it as a {@action Magic|XPHB} action without expending a spell slot.\",\"When you cast the spell, you choose one of the normal forms for your familiar or one of the following special forms: {@creature Imp|XPHB}, {@creature Pseudodragon|XPHB}, {@creature Quasit|XPHB}, {@creature Skeleton|XPHB}, {@creature Slaad Tadpole|XPHB}, {@creature Sphinx of Wonder|XPHB}, {@creature Sprite|XPHB}, or {@creature Venomous Snake|XPHB} (see appendix B for the familiar's stat block).\",\"Additionally, when you take the {@action Attack|XPHB} action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its {@variantrule Reaction|XPHB}.\"]},{\"name\":\"Pact of the Talisman\",\"source\":\"TCE\",\"page\":71,\"isClassFeatureVariant\":true,\"featureType\":[\"PB\"],\"entries\":[\"Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a {@dice d4} to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.\",\"If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.\"]},{\"name\":\"Pact of the Tome\",\"source\":\"PHB\",\"page\":108,\"srd\":true,\"reprintedAs\":[\"Pact of the Tome|XPHB\"],\"featureType\":[\"PB\"],\"additionalSpells\":[{\"ability\":\"cha\",\"known\":{\"_\":[{\"choose\":\"level=0\",\"count\":3}]}}],\"entries\":[\"Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three {@filter cantrips|spells|level=0} from any class's spell list. The cantrips do not need to be from the same spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. Any cantrip you cast with this feature is considered a warlock cantrip for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.\"]},{\"name\":\"Pact of the Tome\",\"source\":\"XPHB\",\"page\":157,\"featureType\":[\"EI\"],\"additionalSpells\":[{\"ability\":\"cha\",\"known\":{\"_\":[{\"choose\":\"level=0\",\"count\":3}]},\"prepared\":{\"_\":[{\"choose\":\"level=1|components & miscellaneous=ritual\",\"count\":2}]}}],\"entries\":[\"Stitching together strands of shadow, you conjure forth a book in your hand at the end of a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}. This Book of Shadows (you determine its appearance) contains eldritch magic that only you can access, granting you the benefits below. The book disappears if you conjure another book with this feature or if you die.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Cantrips and Rituals\",\"entries\":[\"When the book appears, choose three cantrips, and choose two level 1 spells that have the {@variantrule Ritual|XPHB} tag. The spells can be from any class's spell list, and they must be spells you don't already have prepared. While the book is on your person, you have the chosen spells prepared, and they function as Warlock spells for you.\"]},{\"type\":\"entries\",\"name\":\"Spellcasting Focus\",\"entries\":[\"You can use the book as a {@variantrule Spellcasting Focus|XPHB}.\"]}]}]},{\"name\":\"Parry\",\"source\":\"PHB\",\"page\":74,\"reprintedAs\":[\"Parry|XPHB\"],\"featureType\":[\"MV:B\"],\"consumes\":{\"name\":\"Superiority Die\"},\"entries\":[\"When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.\"]},{\"name\":\"Parry\",\"source\":\"XPHB\",\"page\":95,\"featureType\":[\"MV:B\"],\"consumes\":{\"name\":\"Superiority Die\"},\"entries\":[\"When another creature damages you with a melee attack roll, you can take a {@variantrule Reaction|XPHB} and expend one Superiority Die to reduce the damage by the number you roll on your Superiority Die plus your Strength or Dexterity modifier (your choice).\"]},{\"name\":\"Piercing Arrow\",\"source\":\"XGE\",\"page\":29,\"featureType\":[\"AS\"],\"consumes\":{\"name\":\"Arcane Shot\"},\"entries\":[\"You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don't make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra {@damage 1d6} piercing damage. On a successful save, a target takes half as much damage.\",\"The piercing damage increases to {@damage 2d6} when you reach 18th level in this class.\"]},{\"name\":\"Precision Attack\",\"source\":\"PHB\",\"page\":74,\"reprintedAs\":[\"Precision Attack|XPHB\"],\"featureType\":[\"MV:B\"],\"consumes\":{\"name\":\"Superiority Die\"},\"entries\":[\"When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.\"]},{\"name\":\"Precision Attack\",\"source\":\"XPHB\",\"page\":95,\"featureType\":[\"MV:B\"],\"consumes\":{\"name\":\"Superiority Die\"},\"entries\":[\"When you miss with an attack roll, you can expend one Superiority Die, roll that die, and add it to the attack roll, potentially causing the attack to hit.\"]},{\"name\":\"Protection\",\"source\":\"PHB\",\"page\":72,\"srd\":true,\"otherSources\":[{\"source\":\"PHB\",\"page\":84}],\"reprintedAs\":[{\"uid\":\"Protection|XPHB\",\"tag\":\"feat\"}],\"featureType\":[\"FS:F\",\"FS:P\"],\"entries\":[\"When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\"]},{\"name\":\"Protection of the Talisman\",\"source\":\"TCE\",\"page\":71,\"isClassFeatureVariant\":true,\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":7,\"class\":{\"name\":\"Warlock\"}},\"pact\":\"Talisman\"}],\"entries\":[\"When the wearer of your talisman fails a saving throw, they can add a {@dice d4} to the roll, potentially turning the save into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.\"]},{\"name\":\"Pushing Attack\",\"source\":\"PHB\",\"page\":74,\"reprintedAs\":[\"Pushing Attack|XPHB\"],\"featureType\":[\"MV:B\"],\"consumes\":{\"name\":\"Superiority Die\"},\"entries\":[\"When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.\"]},{\"name\":\"Pushing Attack\",\"source\":\"XPHB\",\"page\":95,\"featureType\":[\"MV:B\"],\"consumes\":{\"name\":\"Superiority Die\"},\"entries\":[\"When you hit a creature with an attack roll using a weapon or an {@variantrule Unarmed Strike|XPHB}, you can expend one Superiority Die to attempt to drive the target back. Add the Superiority Die to the attack's damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet directly away from you.\"]},{\"name\":\"Quick Toss\",\"source\":\"TCE\",\"page\":42,\"isClassFeatureVariant\":true,\"featureType\":[\"MV:B\"],\"consumes\":{\"name\":\"Superiority Die\"},\"entries\":[\"As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.\"]},{\"name\":\"Quickened Spell\",\"source\":\"PHB\",\"page\":102,\"srd\":true,\"reprintedAs\":[\"Quickened Spell|XPHB\"],\"featureType\":[\"MM\"],\"consumes\":{\"name\":\"Sorcery Point\",\"amount\":2},\"entries\":[\"When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.\"]},{\"name\":\"Quickened Spell\",\"source\":\"XPHB\",\"page\":142,\"featureType\":[\"MM\"],\"consumes\":{\"name\":\"Sorcery Point\",\"amount\":2},\"entries\":[\"When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a {@variantrule Bonus Action|XPHB} for this casting. You can't modify a spell in this way if you've already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.\"]},{\"name\":\"Radiant Weapon\",\"source\":\"TCE\",\"page\":22,\"otherSources\":[{\"source\":\"ERLW\",\"page\":62}],\"featureType\":[\"AI\"],\"prerequisite\":[{\"level\":{\"level\":6,\"class\":{\"name\":\"Artificer\",\"source\":\"TCE\"}},\"item\":[\"A simple or martial weapon (requires attunement)\"]}],\"entries\":[\"This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.\",\"The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be {@condition blinded} until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains {@dice 1d4} expended charges daily at dawn.\"]},{\"name\":\"Rally\",\"source\":\"PHB\",\"page\":74,\"reprintedAs\":[\"Rally|XPHB\"],\"featureType\":[\"MV:B\"],\"consumes\":{\"name\":\"Superiority Die\"},\"entries\":[\"On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.\"]},{\"name\":\"Rally\",\"source\":\"XPHB\",\"page\":95,\"featureType\":[\"MV:B\"],\"consumes\":{\"name\":\"Superiority Die\"},\"entries\":[\"As a {@variantrule Bonus Action|XPHB}, you can expend one Superiority Die to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains {@variantrule Temporary Hit Points|XPHB} equal to the Superiority Die roll plus half your Fighter level (round down).\"]},{\"name\":\"Rebuke of the Talisman\",\"source\":\"TCE\",\"page\":71,\"isClassFeatureVariant\":true,\"featureType\":[\"EI\"],\"prerequisite\":[{\"pact\":\"Talisman\"}],\"entries\":[\"When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your proficiency bonus and push it up to 10 feet away from the talisman's wearer.\"]},{\"name\":\"Reckless Tactics\",\"source\":\"HWCS\",\"page\":36,\"featureType\":[\"TT\"],\"entries\":[\"You learned from a hardened barbarian that sometimes you have to charge into combat with no regard for your own safety. When you make an attack with a melee weapon that has either the heavy, two handed, or versatile quality, you can expend one use of your Bardic Inspiration to gain advantage on the attack. Add the number you roll on your Bardic Inspiration die + your Wisdom modifier (minimum of 1) to the attack's damage roll. Attacks made against you this round have advantage.\",\"At 6th level you have learned, through practice, how to push your offense even further. You may impose a -5 penalty to this attack roll. If the attack hits, you add +10 to the attack's damage.\",\"At 14th level, your experience has taught you how to really go all in. If you have not moved this turn, you may voluntarily reduce your speed to 0 until your next turn to resolve this attack against any number of creatures within 5 feet of you, making a separate attack roll for each target.\"]},{\"name\":\"Relentless Hex\",\"source\":\"XGE\",\"page\":57,\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":7,\"class\":{\"name\":\"Warlock\"}},\"spell\":[\"hex/curse#x\"]}],\"entries\":[\"Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your {@spell hex} spell or by a warlock feature of yours, such as Hexblade's Curse or Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.\"]},{\"name\":\"Repeating Shot\",\"source\":\"TCE\",\"page\":22,\"otherSources\":[{\"source\":\"ERLW\",\"page\":62}],\"featureType\":[\"AI\"],\"prerequisite\":[{\"item\":[\"A simple or martial weapon with the ammunition property (requires attunement)\"]}],\"entries\":[\"This magic weapon grants a +1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it.\",\"If the weapon lacks ammunition, it produces its own, automatically creating one piece of magic ammunition when the wielder makes a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.\"]},{\"name\":\"Repelling Blast\",\"source\":\"PHB\",\"page\":111,\"srd\":true,\"reprintedAs\":[\"Repelling Blast|XPHB\"],\"featureType\":[\"EI\"],\"prerequisite\":[{\"spell\":[\"eldritch blast#c\"]}],\"entries\":[\"When you hit a creature with {@spell eldritch blast}, you can push the creature up to 10 feet away from you in a straight line.\"]},{\"name\":\"Repelling Blast\",\"source\":\"XPHB\",\"page\":157,\"featureType\":[\"EI\"],\"prerequisite\":[{\"spell\":[{\"choose\":\"level=0|class=Warlock\",\"entry\":\"a Warlock Cantrip That Deals Damage via an Attack Roll\",\"entrySummary\":\"Warlock Cantrip That Deals Damage via an Attack Roll\"}],\"level\":{\"level\":2,\"class\":{\"name\":\"Warlock\",\"source\":\"XPHB\",\"visible\":true}}}],\"entries\":[\"Choose one of your known Warlock cantrips that requires an attack roll. When you hit a Large or smaller creature with that cantrip, you can push the creature up to 10 feet straight away from you.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Repeatable\",\"entries\":[\"You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.\"]}]}]},{\"name\":\"Replicate Magic Item\",\"source\":\"TCE\",\"page\":22,\"otherSources\":[{\"source\":\"ERLW\",\"page\":63}],\"featureType\":[\"AI\"],\"entries\":[\"Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables below. A table's title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the {@filter common magic items|items|type=!potion;!scroll|rarity=common} in the game, not including potions or scrolls.\",\"In the tables, an item's entry tells you whether the item requires attunement. See the item's description in the {@book Dungeon Master's Guide|DMG} for more information about it, including the type of object required for its making.\",{\"type\":\"table\",\"caption\":\"Replicable Items (2nd-Level Artificer)\",\"colLabels\":[\"Magic Item\",\"Attunement\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"{@item Alchemy jug}\",\"No\"],[\"{@item Bag of holding}\",\"No\"],[\"{@item Cap of water breathing}\",\"No\"],[\"{@item Goggles of night}\",\"No\"],[\"{@item Rope of climbing}\",\"No\"],[\"{@item Sending stones}\",\"No\"],[\"{@item Wand of magic detection}\",\"No\"],[\"{@item Wand of secrets}\",\"No\"]]},{\"type\":\"table\",\"caption\":\"Replicable Items (6th-Level Artificer)\",\"colLabels\":[\"Magic Item\",\"Attunement\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"{@item Boots of elvenkind}\",\"No\"],[\"{@item Cloak of elvenkind}\",\"Yes\"],[\"{@item Cloak of the manta ray}\",\"No\"],[\"{@item Eyes of charming}\",\"Yes\"],[\"{@item Gloves of thievery}\",\"No\"],[\"{@item Lantern of revealing}\",\"No\"],[\"{@item Pipes of haunting}\",\"No\"],[\"{@item Ring of water walking}\",\"No\"]]},{\"type\":\"table\",\"caption\":\"Replicable Items (10th-Level Artificer)\",\"colLabels\":[\"Magic Item\",\"Attunement\"],\"colStyles\":[\"col-11\",\"col-2 text-center\"],\"rows\":[[\"{@item Boots of striding and springing}\",\"Yes\"],[\"{@item Boots of the winterlands}\",\"Yes\"],[\"{@item Bracers of archery}\",\"Yes\"],[\"{@item Brooch of shielding}\",\"Yes\"],[\"{@item Cloak of protection}\",\"Yes\"],[\"{@item Eyes of the eagle}\",\"Yes\"],[\"{@item Gauntlets of ogre power}\",\"Yes\"],[\"{@item Gloves of missile snaring}\",\"Yes\"],[\"{@item Gloves of swimming and climbing}\",\"Yes\"],[\"{@item Hat of disguise}\",\"Yes\"],[\"{@item Headband of intellect}\",\"Yes\"],[\"{@item Helm of telepathy}\",\"Yes\"],[\"{@item Medallion of thoughts}\",\"Yes\"],[\"{@item Necklace of adaptation}\",\"Yes\"],[\"{@item Periapt of wound closure}\",\"Yes\"],[\"{@item Pipes of the sewers}\",\"Yes\"],[\"{@item Quiver of Ehlonna}\",\"No\"],[\"{@item Ring of jumping}\",\"Yes\"],[\"{@item Ring of mind shielding}\",\"Yes\"],[\"{@item Slippers of spider climbing}\",\"Yes\"],[\"{@item Ventilating lungs|ERLW} (detailed in {@book chapter 5|ERLW|13})\",\"Yes\"],[\"{@item Winged boots}\",\"Yes\"]]},{\"type\":\"table\",\"caption\":\"Replicable Items (14th-Level Artificer)\",\"colLabels\":[\"Magic Item\",\"Attunement\"],\"colStyles\":[\"col-11\",\"col-1 text-center\"],\"rows\":[[\"{@item Amulet of health}\",\"Yes\"],[\"{@item Arcane propulsion arm|ERLW} (detailed in {@book chapter 5|ERLW|13})\",\"Yes\"],[\"{@item Belt of hill giant strength}\",\"Yes\"],[\"{@item Boots of levitation}\",\"Yes\"],[\"{@item Boots of speed}\",\"Yes\"],[\"{@item Bracers of defense}\",\"Yes\"],[\"{@item Cloak of the bat}\",\"Yes\"],[\"{@item Dimensional shackles}\",\"No\"],[\"{@item Gem of seeing}\",\"Yes\"],[\"{@item Horn of blasting}\",\"No\"],[\"{@item Ring of free action}\",\"Yes\"],[\"{@item Ring of protection}\",\"Yes\"],[\"{@item Ring of the ram}\",\"Yes\"]]}]},{\"name\":\"Repulsion Shield\",\"source\":\"TCE\",\"page\":23,\"otherSources\":[{\"source\":\"ERLW\",\"page\":63}],\"featureType\":[\"AI\"],\"prerequisite\":[{\"level\":{\"level\":6,\"class\":{\"name\":\"Artificer\",\"source\":\"TCE\"}},\"item\":[\"A shield (requires attunement)\"]}],\"entries\":[\"A creature gains a +1 bonus to Armor Class while wielding this shield.\",\"The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains {@dice 1d4} expended charges daily at dawn.\"]},{\"name\":\"Resistant Armor\",\"source\":\"TCE\",\"page\":23,\"otherSources\":[{\"source\":\"ERLW\",\"page\":63}],\"featureType\":[\"AI\"],\"prerequisite\":[{\"level\":{\"level\":6,\"class\":{\"name\":\"Artificer\",\"source\":\"TCE\"}},\"item\":[\"A suit of armor (requires attunement)\"]}],\"entries\":[\"While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.\"]},{\"name\":\"Returning Weapon\",\"source\":\"TCE\",\"page\":23,\"otherSources\":[{\"source\":\"ERLW\",\"page\":63}],\"featureType\":[\"AI\"],\"prerequisite\":[{\"item\":[\"A simple or martial weapon with the thrown property\"]}],\"entries\":[\"This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder's hand immediately after it is used to make a ranged attack.\"]},{\"name\":\"Ride the Wind\",\"source\":\"PHB\",\"page\":81,\"featureType\":[\"ED\"],\"prerequisite\":[{\"level\":{\"level\":11,\"class\":{\"name\":\"Monk\"},\"subclass\":{\"name\":\"Four Elements\"}}}],\"additionalSpells\":[{\"innate\":{\"_\":{\"resource\":{\"4\":[\"fly\"]}}},\"resourceName\":\"Ki\",\"ability\":\"wis\"}],\"entries\":[\"You can spend 4 ki points to cast {@spell fly}, targeting yourself.\"]},{\"name\":\"Riposte\",\"source\":\"PHB\",\"page\":74,\"reprintedAs\":[\"Riposte|XPHB\"],\"featureType\":[\"MV:B\"],\"consumes\":{\"name\":\"Superiority Die\"},\"entries\":[\"When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.\"]},{\"name\":\"Riposte\",\"source\":\"XPHB\",\"page\":95,\"featureType\":[\"MV:B\"],\"consumes\":{\"name\":\"Superiority Die\"},\"entries\":[\"When a creature misses you with a melee attack roll, you can take a {@variantrule Reaction|XPHB} and expend one Superiority Die to make a melee attack roll with a weapon or an {@variantrule Unarmed Strike|XPHB} against the creature. If you hit, add the Superiority Die to the attack's damage.\"]},{\"name\":\"River of Hungry Flame\",\"source\":\"PHB\",\"page\":81,\"featureType\":[\"ED\"],\"prerequisite\":[{\"level\":{\"level\":17,\"class\":{\"name\":\"Monk\"},\"subclass\":{\"name\":\"Four Elements\"}}}],\"additionalSpells\":[{\"innate\":{\"_\":{\"resource\":{\"5\":[\"wall of fire\"]}}},\"resourceName\":\"Ki\",\"ability\":\"wis\"}],\"entries\":[\"You can spend 5 ki points to cast {@spell wall of fire}.\"]},{\"name\":\"Rush of the Gale Spirits\",\"source\":\"PHB\",\"page\":81,\"featureType\":[\"ED\"],\"additionalSpells\":[{\"innate\":{\"_\":{\"resource\":{\"2\":[\"gust of wind\"]}}},\"resourceName\":\"Ki\",\"ability\":\"wis\"}],\"entries\":[\"You can spend 2 ki points to cast {@spell gust of wind}.\"]},{\"name\":\"Sculptor of Flesh\",\"source\":\"PHB\",\"page\":111,\"srd\":true,\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":7,\"class\":{\"name\":\"Warlock\"}}}],\"additionalSpells\":[{\"innate\":{\"_\":{\"daily\":{\"1e\":[\"polymorph\"]}}}}],\"entries\":[\"You can cast {@spell polymorph} once using a warlock spell slot. You can't do so again until you finish a long rest.\"]},{\"name\":\"Seeking Arrow\",\"source\":\"XGE\",\"page\":30,\"featureType\":[\"AS\"],\"consumes\":{\"name\":\"Arcane Shot\"},\"entries\":[\"Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring {@quickref Cover||3||three-quarters cover} and {@quickref Cover||3||half cover}. If the target is within the weapon's range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra {@damage 1d6} force damage, and you learn the target's current location. On a successful save, the target takes half as much damage, and you don't learn its location.\",\"The force damage increases to {@damage 2d6} when you reach 18th level in this class.\"]},{\"name\":\"Seeking Spell\",\"source\":\"TCE\",\"page\":66,\"reprintedAs\":[\"Seeking Spell|XPHB\"],\"isClassFeatureVariant\":true,\"featureType\":[\"MM\"],\"consumes\":{\"name\":\"Sorcery Point\",\"amount\":2},\"entries\":[\"If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the {@dice d20}, and you must use the new roll.\",\"You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.\"]},{\"name\":\"Seeking Spell\",\"source\":\"XPHB\",\"page\":142,\"featureType\":[\"MM\"],\"consumes\":{\"name\":\"Sorcery Point\",\"amount\":1},\"entries\":[\"If you make an attack roll for a spell and miss, you can spend 1 Sorcery Point to reroll the {@dice d20}, and you must use the new roll.\",\"You can use Seeking Spell even if you've already used a different Metamagic option during the casting of the spell.\"]},{\"name\":\"Shadow Arrow\",\"source\":\"XGE\",\"page\":30,\"featureType\":[\"AS\"],\"consumes\":{\"name\":\"Arcane Shot\"},\"entries\":[\"You weave illusion magic into your arrow, causing it to occlude your foe's vision with shadows. The creature hit by the arrow takes an extra {@damage 2d6} psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.\",\"The psychic damage increases to {@damage 4d6} when you reach 18th level in this class.\"]},{\"name\":\"Shape the Flowing River\",\"source\":\"PHB\",\"page\":81,\"featureType\":[\"ED\"],\"entries\":[\"As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high. raise or lower the square's elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can't shape the ice to trap or injure a creature in the area.\"]},{\"name\":\"Shroud of Shadow\",\"source\":\"XGE\",\"page\":57,\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":15,\"class\":{\"name\":\"Warlock\"}}}],\"additionalSpells\":[{\"innate\":{\"_\":[\"invisibility\"]}}],\"entries\":[\"You can cast {@spell invisibility} at will, without expending a spell slot.\"]},{\"name\":\"Sign of Ill Omen\",\"source\":\"PHB\",\"page\":111,\"srd\":true,\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":5,\"class\":{\"name\":\"Warlock\"}}}],\"additionalSpells\":[{\"innate\":{\"_\":{\"daily\":{\"1e\":[\"bestow curse\"]}}}}],\"entries\":[\"You can cast {@spell bestow curse} once using a warlock spell slot. You can't do so again until you finish a long rest.\"]},{\"name\":\"Spell-Refueling Ring\",\"source\":\"TCE\",\"page\":23,\"featureType\":[\"AI\"],\"prerequisite\":[{\"level\":{\"level\":6,\"class\":{\"name\":\"Artificer\",\"source\":\"TCE\"}},\"item\":[\"A ring (requires attunement)\"]}],\"entries\":[\"While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can't be used again until the next dawn.\"]},{\"name\":\"Stone Rune\",\"source\":\"TCE\",\"page\":45,\"featureType\":[\"RN\"],\"senses\":[{\"darkvision\":120}],\"entries\":[\"This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom ({@skill Insight}) checks, and you have {@sense darkvision} out to a range of 120 feet.\",\"In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is {@condition charmed} by you for 1 minute. While {@condition charmed} in this way, the creature has a speed of 0 and is {@condition incapacitated}, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.\"]},{\"name\":\"Storm Rune\",\"source\":\"TCE\",\"page\":45,\"featureType\":[\"RN\"],\"prerequisite\":[{\"level\":{\"level\":7,\"class\":{\"name\":\"Fighter\"},\"subclass\":{\"name\":\"Rune Knight\",\"source\":\"TCE\"}}}],\"entries\":[\"Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence ({@skill Arcana}) checks, and you can't be {@status surprised} as long as you aren't {@condition incapacitated}.\",\"In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're {@condition incapacitated}. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can't do so again until you finish a short or long rest.\"]},{\"name\":\"Subtle Spell\",\"source\":\"PHB\",\"page\":102,\"srd\":true,\"reprintedAs\":[\"Subtle Spell|XPHB\"],\"featureType\":[\"MM\"],\"consumes\":{\"name\":\"Sorcery Point\"},\"entries\":[\"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.\"]},{\"name\":\"Subtle Spell\",\"source\":\"XPHB\",\"page\":142,\"featureType\":[\"MM\"],\"consumes\":{\"name\":\"Sorcery Point\"},\"entries\":[\"When you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.\"]},{\"name\":\"Superior Technique\",\"source\":\"TCE\",\"page\":41,\"isClassFeatureVariant\":true,\"featureType\":[\"FS:F\"],\"optionalfeatureProgression\":[{\"name\":\"Maneuvers\",\"featureType\":[\"MV:B\"],\"progression\":{\"*\":1}}],\"entries\":[\"You learn one {@filter maneuver|optionalfeatures|feature type=MV:B} of your choice from among those available to the {@class fighter|phb|Battle Master|Battle Master|phb|2-0} archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).\",\"You gain one superiority die, which is a {@dice d6} (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.\"]},{\"name\":\"Sweeping Attack\",\"source\":\"PHB\",\"page\":74,\"reprintedAs\":[\"Sweeping Attack|XPHB\"],\"featureType\":[\"MV:B\"],\"consumes\":{\"name\":\"Superiority Die\"},\"entries\":[\"When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.\"]},{\"name\":\"Sweeping Attack\",\"source\":\"XPHB\",\"page\":95,\"featureType\":[\"MV:B\"],\"consumes\":{\"name\":\"Superiority Die\"},\"entries\":[\"When you hit a creature with a melee attack roll using a weapon or an {@variantrule Unarmed Strike|XPHB}, you can expend one Superiority Die to attempt to damage another creature. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your Superiority Die. The damage is of the same type dealt by the original attack.\"]},{\"name\":\"Sweeping Cinder Strike\",\"source\":\"PHB\",\"page\":81,\"featureType\":[\"ED\"],\"additionalSpells\":[{\"innate\":{\"_\":{\"resource\":{\"2\":[\"burning hands\"]}}},\"resourceName\":\"Ki\",\"ability\":\"wis\"}],\"entries\":[\"You can spend 2 ki points to cast {@spell burning hands}.\"]},{\"name\":\"Tactical Assessment\",\"source\":\"TCE\",\"page\":42,\"reprintedAs\":[\"Tactical Assessment|XPHB\"],\"isClassFeatureVariant\":true,\"featureType\":[\"MV:B\"],\"consumes\":{\"name\":\"Superiority Die\"},\"entries\":[\"When you make an Intelligence ({@skill Investigation}), an Intelligence ({@skill History}), or a Wisdom ({@skill Insight}) check, you can expend one superiority die and add the superiority die to the ability check.\"]},{\"name\":\"Tactical Assessment\",\"source\":\"XPHB\",\"page\":95,\"featureType\":[\"MV:B\"],\"consumes\":{\"name\":\"Superiority Die\"},\"entries\":[\"When you make an Intelligence ({@skill History|XPHB} or {@skill Investigation|XPHB}) check or a Wisdom ({@skill Insight|XPHB}) check, you can expend one Superiority Die and add that die to the ability check.\"]},{\"name\":\"Thief of Five Fates\",\"source\":\"PHB\",\"page\":111,\"srd\":true,\"featureType\":[\"EI\"],\"additionalSpells\":[{\"innate\":{\"_\":{\"daily\":{\"1e\":[\"bane\"]}}}}],\"entries\":[\"You can cast {@spell bane} once using a warlock spell slot. You can't do so again until you finish a long rest.\"]},{\"name\":\"Thirsting Blade\",\"source\":\"PHB\",\"page\":111,\"srd\":true,\"reprintedAs\":[\"Thirsting Blade|XPHB\"],\"featureType\":[\"EI\"],\"prerequisite\":[{\"pact\":\"Blade\",\"level\":{\"level\":5,\"class\":{\"name\":\"Warlock\"}}}],\"entries\":[\"You can attack with your pact weapon twice, instead of once, whenever you take the {@action Attack} action on your turn.\"]},{\"name\":\"Thirsting Blade\",\"source\":\"XPHB\",\"page\":157,\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":5,\"class\":{\"name\":\"Warlock\",\"source\":\"XPHB\",\"visible\":true}},\"optionalfeature\":[\"pact of the blade|xphb\"]}],\"entries\":[\"You gain the Extra Attack feature for your pact weapon only. With that feature, you can attack twice with the weapon instead of once when you take the {@action Attack|XPHB} action on your turn.\"]},{\"name\":\"Thrown Weapon Fighting\",\"source\":\"TCE\",\"page\":42,\"reprintedAs\":[{\"uid\":\"Thrown Weapon Fighting|XPHB\",\"tag\":\"feat\"}],\"isClassFeatureVariant\":true,\"featureType\":[\"FS:F\",\"FS:R\"],\"entries\":[\"You can draw a weapon that has the thrown property as part of the attack you make with the weapon.\",\"In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.\"]},{\"name\":\"Tomb of Levistus\",\"source\":\"XGE\",\"page\":57,\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":5,\"class\":{\"name\":\"Warlock\"}}}],\"entries\":[\"As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are {@condition incapacitated}. These effects, including any remaining temporary hit points, all end when the ice melts.\",\"Once you use this invocation, you can't use it again until you finish a short or long rest.\"]},{\"name\":\"Transmuted Spell\",\"source\":\"TCE\",\"page\":66,\"reprintedAs\":[\"Transmuted Spell|XPHB\"],\"isClassFeatureVariant\":true,\"featureType\":[\"MM\"],\"consumes\":{\"name\":\"Sorcery Point\"},\"entries\":[\"When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.\"]},{\"name\":\"Transmuted Spell\",\"source\":\"XPHB\",\"page\":142,\"featureType\":[\"MM\"],\"consumes\":{\"name\":\"Sorcery Point\"},\"entries\":[\"When you cast a spell that deals a type of damage from the following list, you can spend 1 Sorcery Point to change that damage type to one of the other listed types: Acid, Cold, Fire, Lightning, Poison, Thunder.\"]},{\"name\":\"Trickster's Escape\",\"source\":\"XGE\",\"page\":57,\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":7,\"class\":{\"name\":\"Warlock\"}}}],\"additionalSpells\":[{\"innate\":{\"_\":{\"daily\":{\"1e\":[\"freedom of movement\"]}}}}],\"entries\":[\"You can cast {@spell freedom of movement} once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.\"]},{\"name\":\"Trip Attack\",\"source\":\"PHB\",\"page\":74,\"reprintedAs\":[\"Trip Attack|XPHB\"],\"featureType\":[\"MV:B\"],\"consumes\":{\"name\":\"Superiority Die\"},\"entries\":[\"When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target {@condition prone}.\"]},{\"name\":\"Trip Attack\",\"source\":\"XPHB\",\"page\":95,\"featureType\":[\"MV:B\"],\"consumes\":{\"name\":\"Superiority Die\"},\"entries\":[\"When you hit a creature with an attack roll using a weapon or an {@variantrule Unarmed Strike|XPHB}, you can expend one Superiority Die and add the die to the attack's damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or have the {@condition Prone|XPHB} condition.\"]},{\"name\":\"Twinned Spell\",\"source\":\"PHB\",\"page\":102,\"srd\":true,\"reprintedAs\":[\"Twinned Spell|XPHB\"],\"featureType\":[\"MM\"],\"consumes\":{\"name\":\"Sorcery Point\",\"amountMin\":1,\"amountMax\":9},\"entries\":[\"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\",\"To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, {@spell magic missile} and {@spell scorching ray} aren't eligible, but {@spell ray of frost} and {@spell chromatic orb} are.\"]},{\"name\":\"Twinned Spell\",\"source\":\"XPHB\",\"page\":142,\"featureType\":[\"MM\"],\"consumes\":{\"name\":\"Sorcery Point\"},\"entries\":[\"When you cast a spell, such as {@spell Charm Person|XPHB}, that can be cast with a higher-level spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spell's effective level by 1.\"]},{\"name\":\"Two-Weapon Fighting\",\"source\":\"PHB\",\"page\":72,\"srd\":true,\"otherSources\":[{\"source\":\"XGE\",\"page\":15},{\"source\":\"PHB\",\"page\":91}],\"reprintedAs\":[{\"uid\":\"Two-Weapon Fighting|XPHB\",\"tag\":\"feat\"}],\"featureType\":[\"FS:F\",\"FS:B\",\"FS:R\"],\"entries\":[\"When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.\"]},{\"name\":\"Unarmed Fighting\",\"source\":\"TCE\",\"page\":42,\"reprintedAs\":[{\"uid\":\"Unarmed Fighting|XPHB\",\"tag\":\"feat\"}],\"isClassFeatureVariant\":true,\"featureType\":[\"FS:F\"],\"entries\":[\"Your unarmed strikes can deal bludgeoning damage equal to {@damage 1d6} + your Strength modifier on a hit. If you aren't wielding any weapons or a {@item shield|phb} when you make the attack roll, the {@damage d6} becomes a {@damage d8}.\",\"At the start of each of your turns, you can deal {@damage 1d4} bludgeoning damage to one creature {@condition grappled} by you.\"]},{\"name\":\"Unbroken Air\",\"source\":\"PHB\",\"page\":81,\"featureType\":[\"ED\"],\"entries\":[\"You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes {@damage 3d10} bludgeoning damage, plus an extra {@damage 1d10} bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it {@condition prone}. On a successful save, the creature takes half as much damage, and you don't push it or knock it {@condition prone}.\"]},{\"name\":\"Undying Servitude\",\"source\":\"TCE\",\"page\":71,\"isClassFeatureVariant\":true,\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":5,\"class\":{\"name\":\"Warlock\"}}}],\"additionalSpells\":[{\"innate\":{\"_\":{\"daily\":{\"1e\":[\"animate dead\"]}}}}],\"entries\":[\"You can cast {@spell animate dead} without using a spell slot. Once you do so, you can't cast it in this way again until you finish a long rest.\"]},{\"name\":\"Visions of Distant Realms\",\"source\":\"PHB\",\"page\":111,\"srd\":true,\"reprintedAs\":[\"Visions of Distant Realms|XPHB\"],\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":15,\"class\":{\"name\":\"Warlock\"}}}],\"additionalSpells\":[{\"innate\":{\"_\":[\"arcane eye\"]}}],\"entries\":[\"You can cast {@spell arcane eye} at will, without expending a spell slot.\"]},{\"name\":\"Visions of Distant Realms\",\"source\":\"XPHB\",\"page\":157,\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":9,\"class\":{\"name\":\"Warlock\",\"source\":\"XPHB\",\"visible\":true}}}],\"additionalSpells\":[{\"innate\":{\"_\":[\"arcane eye|xphb\"]}}],\"entries\":[\"You can cast {@spell Arcane Eye|XPHB} without expending a spell slot.\"]},{\"name\":\"Voice of the Chain Master\",\"source\":\"PHB\",\"page\":111,\"srd\":true,\"featureType\":[\"EI\"],\"prerequisite\":[{\"pact\":\"Chain\"}],\"entries\":[\"You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.\"]},{\"name\":\"Warding Trick\",\"source\":\"HWCS\",\"page\":36,\"featureType\":[\"TT\"],\"entries\":[\"{@note This is a magical effect.} A gentle cleric taught you how to channel your magic into a protective veil. You can expend one use of your Bardic Inspiration as an action to grant an ally you can see within 60 feet of you a number of temporary hit points equal to your roll on the Bardic Inspiration die + your Wisdom modifier (minimum of 1). This ward lasts for as long as you maintain concentration on it, up to 10 minutes.\",\"At 6th level, your practice allows you to weave wards that retaliate against those who would harm your allies. Any creature who deals damage to an ally with temporary hit points granted by this effect must make a Wisdom saving throw. On a failure, the creature dealing damage takes an amount of radiant damage equal to your Bardic Inspiration die.\",\"At 14th level, you have learned how to make your ward even more resilient. For the duration of the effect, at the beginning of each round on your turn the target gains a number of temporary hit points equal to your Bardic Inspiration die + your Wisdom modifier (minimum of 1). These replace any previous temporary hit points.\"]},{\"name\":\"Water Whip\",\"source\":\"PHB\",\"page\":81,\"featureType\":[\"ED\"],\"entries\":[\"You can spend 2 ki points as an action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes {@damage 3d10} bludgeoning damage, plus an extra {@damage 1d10} bludgeoning damage for each additional ki point you spend, and you can either knock it {@condition prone} or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it {@condition prone}.\"]},{\"name\":\"Wave of Rolling Earth\",\"source\":\"PHB\",\"page\":81,\"featureType\":[\"ED\"],\"prerequisite\":[{\"level\":{\"level\":17,\"class\":{\"name\":\"Monk\"},\"subclass\":{\"name\":\"Four Elements\"}}}],\"additionalSpells\":[{\"innate\":{\"_\":{\"resource\":{\"6\":[\"wall of stone\"]}}},\"resourceName\":\"Ki\",\"ability\":\"wis\"}],\"entries\":[\"You can spend 6 ki points to cast {@spell wall of stone}.\"]},{\"name\":\"Whispers of the Grave\",\"source\":\"PHB\",\"page\":111,\"srd\":true,\"reprintedAs\":[\"Whispers of the Grave|XPHB\"],\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":9,\"class\":{\"name\":\"Warlock\"}}}],\"additionalSpells\":[{\"innate\":{\"_\":[\"speak with dead\"]}}],\"entries\":[\"You can cast {@spell speak with dead} at will, without expending a spell slot.\"]},{\"name\":\"Whispers of the Grave\",\"source\":\"XPHB\",\"page\":157,\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":7,\"class\":{\"name\":\"Warlock\",\"source\":\"XPHB\",\"visible\":true}}}],\"additionalSpells\":[{\"innate\":{\"_\":[\"speak with dead|xphb\"]}}],\"entries\":[\"You can cast {@spell Speak with Dead|XPHB} without expending a spell slot.\"]},{\"name\":\"Witch Sight\",\"source\":\"PHB\",\"page\":111,\"srd\":true,\"reprintedAs\":[\"Witch Sight|XPHB\"],\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":15,\"class\":{\"name\":\"Warlock\"}}}],\"entries\":[\"You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.\"]},{\"name\":\"Witch Sight\",\"source\":\"XPHB\",\"page\":157,\"featureType\":[\"EI\"],\"prerequisite\":[{\"level\":{\"level\":15,\"class\":{\"name\":\"Warlock\",\"source\":\"XPHB\",\"visible\":true}}}],\"senses\":[{\"truesight\":30}],\"entries\":[\"You have {@sense Truesight|XPHB} with a range of 30 feet.\"]}]}"); JSON_DATA[`data/psionics.json`] = JSON.parse("{\"psionic\":[{\"name\":\"Adaptive Body\",\"source\":\"UATheMysticClass\",\"page\":10,\"type\":\"D\",\"order\":\"Immortal\",\"entries\":[\"You can alter your body to match your surroundings, allowing you to withstand punishing environments. With greater psi energy, you can extend this protection to others.\"],\"focus\":\"While focused on this discipline, you don't need to eat, breathe, or sleep. To gain the benefits of a long rest, you can spend 8 hours engaged in light activity, rather than sleeping during any of it.\",\"modes\":[{\"cost\":{\"min\":2,\"max\":2},\"name\":\"Environmental Adaptation\",\"entries\":[\"As an action, you or a creature you touch ignores the effects of extreme heat or cold (but not cold or fire damage) for the next hour.\"]},{\"cost\":{\"min\":3,\"max\":3},\"name\":\"Adaptive Shield\",\"entries\":[\"When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance to damage of that type—including the triggering damage—until the end of your next turn.\"]},{\"cost\":{\"min\":5,\"max\":5},\"concentration\":{\"duration\":1,\"unit\":\"hr\"},\"name\":\"Energy Adaptation\",\"entries\":[\"As an action, you can touch one creature and give it resistance to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your {@status concentration} ends.\"]},{\"cost\":{\"min\":7,\"max\":7},\"concentration\":{\"duration\":1,\"unit\":\"hr\"},\"name\":\"Energy Immunity\",\"entries\":[\"As an action, you can touch one creature and give it immunity to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your {@status concentration} ends.\"]}]},{\"name\":\"Aura Sight\",\"source\":\"UATheMysticClass\",\"page\":10,\"type\":\"D\",\"order\":\"Awakened\",\"entries\":[\"You refocus your sight to see the energy that surrounds all creatures. You perceive auras, energy signatures that can reveal key elements of a creature's nature.\"],\"focus\":\"While focused on this discipline, you have advantage on Wisdom ({@skill Insight}) checks.\",\"modes\":[{\"cost\":{\"min\":2,\"max\":2},\"name\":\"Assess Foe\",\"entries\":[\"As a bonus action, you analyze the aura of one creature you see. You learn its current hit point total and all its immunities, resistances, and vulnerabilities.\"]},{\"cost\":{\"min\":2,\"max\":2},\"name\":\"Read Moods\",\"entries\":[\"As a bonus action, you learn a one-word summary of the emotional state of up to six creatures you can see, such as happy, confused, afraid, or violent.\"]},{\"cost\":{\"min\":3,\"max\":3},\"concentration\":{\"duration\":1,\"unit\":\"hr\"},\"name\":\"View Aura\",\"entries\":[\"As an action, you study one creature's aura. Until your {@status concentration} ends, while you can see the target, you learn if it's under the effect of any magical or psionic effects, its current hit point total, and its basic emotional state. While this effect lasts, you have advantage on Wisdom ({@skill Insight}) and Charisma checks you make against it.\"]},{\"cost\":{\"min\":5,\"max\":5},\"concentration\":{\"duration\":1,\"unit\":\"min\"},\"name\":\"Perceive the Unseen\",\"entries\":[\"As a bonus action, you gain the ability to see auras even of {@condition invisible} or hidden creatures. Until your {@status concentration} ends, you can see all creatures, including hidden and {@condition invisible} ones, regardless of lighting conditions.\"]}]},{\"name\":\"Beacon\",\"source\":\"UATheMysticClass\",\"page\":27,\"type\":\"T\",\"entries\":[\"As a bonus action, you cause bright light to radiate from your body in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. The light lasts for 1 hour, and you can extinguish it earlier as a bonus action.\"]},{\"name\":\"Bestial Form\",\"source\":\"UATheMysticClass\",\"page\":11,\"type\":\"D\",\"order\":\"Immortal\",\"entries\":[\"You transform your body, gaining traits of different beasts.\"],\"focus\":\"While focused on this discipline, you have advantage on Wisdom ({@skill Animal Handling}) checks.\",\"modes\":[{\"cost\":{\"min\":1,\"max\":7},\"name\":\"Bestial Claws\",\"entries\":[\"You manifest long claws for an instant and make a melee weapon attack against one creature within 5 feet of you. On a hit, this attack deals {@scaledamage 1d10|1-7|1d10|psi} slashing damage per psi point spent.\"]},{\"name\":\"Bestial Transformation\",\"entries\":[\"As a bonus action, you alter your physical form to gain different characteristics. When you use this ability, you can choose one or more of the following effects. Each effect has its own psi point cost. Add them together to determine the total cost. This transformation lasts for 1 hour, until you die, or until you end it as a bonus action.\"],\"submodes\":[{\"cost\":{\"min\":2,\"max\":2},\"name\":\"Amphibious\",\"entries\":[\"You gain gills; you can breathe air and water.\"]},{\"cost\":{\"min\":2,\"max\":2},\"name\":\"Climbing\",\"entries\":[\"You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed.\"]},{\"cost\":{\"min\":5,\"max\":5},\"name\":\"Flight\",\"entries\":[\"Wings sprout from your back. You gain a flying speed equal to your walking speed.\"]},{\"cost\":{\"min\":2,\"max\":2},\"name\":\"Keen Senses\",\"entries\":[\"Your eyes and ears become more sensitive. You gain advantage on Wisdom ({@skill Perception}) checks.\"]},{\"cost\":{\"min\":3,\"max\":3},\"name\":\"Perfect Senses\",\"entries\":[\"You gain a keen sense of smell and an instinct to detect prey. You can see {@condition invisible} creatures and objects within 10 feet of you, even if you are {@condition blinded}.\"]},{\"cost\":{\"min\":2,\"max\":2},\"name\":\"Swimming\",\"entries\":[\"You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed.\"]},{\"cost\":{\"min\":2,\"max\":2},\"name\":\"Tough Hide\",\"entries\":[\"Your skin becomes as tough as leather; you gain a +2 bonus to AC.\"]}]}]},{\"name\":\"Blade Meld\",\"source\":\"UATheMysticClass\",\"page\":27,\"type\":\"T\",\"entries\":[\"As a bonus action, a one-handed melee weapon you hold becomes one with your hand. For the next minute, you can't let go of the weapon nor can it be forced from your grasp.\"]},{\"name\":\"Blind Spot\",\"source\":\"UATheMysticClass\",\"page\":27,\"type\":\"T\",\"entries\":[\"As an action, you erase your image from the mind of one creature you can see within 120 feet of you; the target must succeed on a Wisdom saving throw, or you are {@condition invisible} to it until the end of your next turn.\"]},{\"name\":\"Brute Force\",\"source\":\"UATheMysticClass\",\"page\":11,\"type\":\"D\",\"order\":\"Immortal\",\"entries\":[\"You augment your natural strength with psionic energy, granting you the ability to achieve incredible feats of might.\"],\"focus\":\"While focused on this discipline, you have advantage on Strength ({@skill Athletics}) checks\",\"modes\":[{\"cost\":{\"min\":1,\"max\":7},\"name\":\"Brute Strike\",\"entries\":[\"As a bonus action, you gain a bonus to your next damage roll against a target you hit with a melee attack during the current turn. The bonus equals +{@scaledamage 1d6|1-7|1d6|psi} per psi point spent, and the bonus damage is the same type as the attack. If the attack has more than one damage type, you choose which one to use for the bonus damage.\"]},{\"cost\":{\"min\":1,\"max\":7},\"name\":\"Knock Back\",\"entries\":[\"When you hit a target with a melee attack, you can activate this ability as a reaction. The target must succeed on a Strength saving throw or be knocked 10 feet away from you per psi point spent. The target moves in a straight line. If it hits an object, this movement immediately ends and the target takes {@scaledamage 1d6|1-7|1d6|psi} bludgeoning damage per psi point spent.\"]},{\"cost\":{\"min\":1,\"max\":7},\"name\":\"Mighty Leap\",\"entries\":[\"As part of your movement, you jump in any direction up to 20 feet per psi point spent.\"]},{\"cost\":{\"min\":2,\"max\":2},\"name\":\"Feat of Strength\",\"entries\":[\"As a bonus action, you gain a +5 bonus to Strength checks until the end of your next turn.\"]}]},{\"name\":\"Celerity\",\"source\":\"UATheMysticClass\",\"page\":12,\"type\":\"D\",\"order\":\"Immortal\",\"entries\":[\"You channel psionic power into your body, honing your reflexes and agility to an incredible degree. The world seems to slow down while you continue to move as normal.\"],\"focus\":\"While focused on this discipline, your walking speed increases by 10 feet.\",\"modes\":[{\"cost\":{\"min\":1,\"max\":7},\"name\":\"Rapid Step\",\"entries\":[\"As a bonus action, you increase your walking speed by 10 feet per psi point spent until the end of the current turn. If you have a climbing or swimming speed, this increase applies to that speed as well.\"]},{\"cost\":{\"min\":2,\"max\":2},\"name\":\"Agile Defense\",\"entries\":[\"As a bonus action, you take the Dodge action.\"]},{\"cost\":{\"min\":2,\"max\":2},\"name\":\"Blur of Motion\",\"entries\":[\"As an action, you cause yourself to be {@condition invisible} during any of your movement during the current turn.\"]},{\"cost\":{\"min\":2,\"max\":2},\"name\":\"Surge of Speed\",\"entries\":[\"As a bonus action, you gain two benefits until the end of the current turn: you don't provoke opportunity attacks, and you have a climbing speed equal to your walking speed.\"]},{\"cost\":{\"min\":5,\"max\":5},\"name\":\"Surge of Action\",\"entries\":[\"As a bonus action, you can Dash or make one weapon attack.\"]}]},{\"name\":\"Corrosive Metabolism\",\"source\":\"UATheMysticClass\",\"page\":12,\"type\":\"D\",\"order\":\"Immortal\",\"entries\":[\"Your control over your body allows you to deliver acid or poison attacks.\"],\"focus\":\"While focused on this discipline, you have resistance to acid and poison damage\",\"modes\":[{\"cost\":{\"min\":1,\"max\":7},\"name\":\"Corrosive Touch\",\"entries\":[\"As an action, you deliver a touch of acid to one creature within your reach. The target must make a Dexterity saving throw, taking {@scaledamage 1d10|1-7|1d10|psi} acid damage per psi point spent on a failed save, or half as much damage on a successful one.\"]},{\"cost\":{\"min\":1,\"max\":7},\"name\":\"Venom Strike\",\"entries\":[\"As an action, you create a poison spray that targets one creature you can see within 30 feet of you. The target must make a Constitution saving throw. On a failed save, it takes {@scaledamage 1d6|1-7|1d6|psi} poison damage per psi point spent and is {@condition poisoned} until the end of your next turn. On a successful save, the target takes half as much damage and isn't {@condition poisoned}.\"]},{\"cost\":{\"min\":2,\"max\":2},\"name\":\"Acid Spray\",\"entries\":[\"As a reaction when you take piercing or slashing damage, you cause acid to spray from your wound; each creature within 5 feet of you takes {@damage 2d6} acid damage.\"]},{\"cost\":{\"min\":5,\"max\":5},\"name\":\"Breath of the Black Dragon\",\"entries\":[\"You exhale a wave of acid in a 60-foot line that is 5 feet wide. Each creature in the line must make a Constitution saving throw, taking {@damage 6d6} acid damage on a failed save, or half as much on a successful one. You can increase the damage by {@scaledamage 6d6|5-7|1d6|psi} per additional psi point spent on it.\"]},{\"cost\":{\"min\":7,\"max\":7},\"name\":\"Breath of the Green Dragon\",\"entries\":[\"You exhale a cloud of poison in a 90-foot cone. Each creature in the line must make a Constitution saving throw, taking {@damage 10d6} poison damage on a failed save, or half as much damage on a successful one.\"]}]},{\"name\":\"Crown of Despair\",\"source\":\"UATheMysticClass\",\"page\":12,\"type\":\"D\",\"order\":\"Avatar\",\"entries\":[\"You have learned to harvest seeds of despair in a creature's psyche, wracking it with self-doubt and inaction.\"],\"focus\":\"While focused on this discipline, you have advantage on Charisma ({@skill Intimidation}) checks.\",\"modes\":[{\"cost\":{\"min\":1,\"max\":7},\"name\":\"Crowned in Sorrow\",\"entries\":[\"As an action, one creature you can see within 60 feet of you must make a Charisma saving throw. On a failed save, it takes {@damage 1d8} psychic damage per psi point spent, and it can't take reactions until the start of its next turn. On a successful save, it takes half as much damage.\"]},{\"cost\":{\"min\":2,\"max\":2},\"concentration\":{\"duration\":10,\"unit\":\"min\"},\"name\":\"Call to Inaction\",\"entries\":[\"If you spend 1 minute conversing with a creature, you can attempt to seed it with overwhelming ennui. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw. The save automatically succeeds if the target is immune to being {@condition charmed}. On a failed save, it sits and is {@condition incapacitated} until your {@status concentration} ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.\"]},{\"cost\":{\"min\":3,\"max\":3},\"name\":\"Visions of Despair\",\"entries\":[\"As an action, you force one creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, it takes {@damage 3d6} psychic damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, it takes half as much damage. You can increase the damage by {@scaledamage 3d6|3-7|1d6|psi} per additional psi point spent on it.\"]},{\"cost\":{\"min\":5,\"max\":5},\"concentration\":{\"duration\":1,\"unit\":\"min\"},\"name\":\"Dolorous Mind\",\"entries\":[\"As an action, you choose one creature you can see within 60 feet of you. It must succeed on a Charisma saving throw, or it is {@condition incapacitated} and has a speed of 0 until your {@status concentration} ends. It can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}]},{\"name\":\"Crown of Disgust\",\"source\":\"UATheMysticClass\",\"page\":13,\"type\":\"D\",\"order\":\"Avatar\",\"entries\":[\"You cause a creature to be flooded with emotions of disgust.\"],\"focus\":\"While you are focused on this discipline, the area in a 5 foot radius around you is {@quickref difficult terrain||3} for any enemy that isn't immune to being {@condition frightened}.\",\"modes\":[{\"cost\":{\"min\":1,\"max\":7},\"name\":\"Eye of Horror\",\"entries\":[\"As an action, choose one creature you can see within 60 feet of you. The target must make a Charisma saving throw. On a failed save, it takes {@scaledamage 1d6|1-7|1d6|psi} psychic damage per psi point spent and can't move closer to you until the end of its next turn. On a successful save, it takes half as much damage.\"]},{\"cost\":{\"min\":3,\"max\":3},\"concentration\":{\"duration\":10,\"unit\":\"min\"},\"name\":\"Wall of Repulsion\",\"entries\":[\"As an action, you create an invisible, insubstantial wall of energy within 60 feet of you that is up to 30 feet long, 10 feet high, and 1 foot thick. The wall lasts until your {@status concentration} ends. Any creature attempting to move through it must make a Wisdom saving throw. On a failed save, a creature can't move through the wall until the start of its next turn. On a successful save, the creature can pass through it. A creature must make this save whenever it attempts to pass through the wall, whether willingly or unwillingly.\"]},{\"cost\":{\"min\":5,\"max\":5},\"concentration\":{\"duration\":1,\"unit\":\"min\"},\"name\":\"Visions of Disgust\",\"entries\":[\"You cause a creature to regard all other beings as horrid, alien entities. As an action, choose one creature you can see within 60 feet of you. The target must make a Wisdom saving throw. On a failed save, it takes {@damage 5d6} psychic damage, and until your {@status concentration} ends, it takes {@damage 1d6} psychic damage per creature within 5 feet of it at the end of each of its turns. On a successful save, the target takes only half the initial damage and suffers none of the other effects.\"]},{\"cost\":{\"min\":7,\"max\":7},\"concentration\":{\"duration\":1,\"unit\":\"min\"},\"name\":\"World of Horror\",\"entries\":[\"As an action, choose up to six creatures within 60 feet of you. Each target must make a Charisma saving throw. On a failed save, a target takes {@damage 8d6} psychic damage, and it is {@condition frightened} until your {@status concentration} ends. On a successful save, a target takes half as much damage. While {@condition frightened} by this effect, a target's speed is reduced to 0, and the target can use its action, and any bonus action it might have, only to make melee attacks. The {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}]},{\"name\":\"Crown of Rage\",\"source\":\"UATheMysticClass\",\"page\":13,\"type\":\"D\",\"order\":\"Avatar\",\"entries\":[\"You place a mote of pure fury within a creature's mind, causing its bloodlust to overcome its senses and for it to act as you wish it to.\"],\"focus\":\"While you are focused on this discipline, any enemy within 5 feet of you that makes a melee attack roll against creatures other than you does so with disadvantage\",\"modes\":[{\"cost\":{\"min\":1,\"max\":7},\"name\":\"Primal Fury\",\"entries\":[\"As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw or take {@scaledamage 1d6|1-7|1d6|psi} psychic damage per psi point spent on this ability and immediately use its reaction to move its speed in a straight line toward its nearest enemy. The save automatically succeeds if the target is immune to being {@condition charmed}.\"]},{\"cost\":{\"min\":2,\"max\":2},\"concentration\":{\"duration\":10,\"unit\":\"min\"},\"name\":\"Fighting Words\",\"entries\":[\"If you spend 1 minute conversing with a creature, you can attempt to leave a simmering violence in its mind. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw to resist feeling violent urges against one creature you describe to it or name. The save automatically succeeds if the target is immune to being {@condition charmed}. On a failed save, the target attacks the chosen creature if it sees that creature before your {@status concentration} ends, using weapons or spells against a creature it was already hostile toward or unarmed strikes against an ally or a creature it was neutral toward. Once the fight starts, it continues to attack for 5 rounds before this effect ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage from any creature other than the one it has been incited against. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.\"]},{\"cost\":{\"min\":2,\"max\":2},\"name\":\"Mindless Courage\",\"entries\":[\"You cause a creature's bloodlust to overcome its sense of preservation. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until the end of your next turn, it can't willingly move unless its movement brings it closer to its nearest enemy that it can see. The save automatically succeeds if the target is immune to being {@condition charmed}.\"]},{\"cost\":{\"min\":5,\"max\":5},\"concentration\":{\"duration\":1,\"unit\":\"min\"},\"name\":\"Punishing Fury\",\"entries\":[\"You cause a creature's rage to grow so hot that it attacks without heeding its own safety. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until your {@status concentration} ends, any creature within 5 feet of it can use a reaction to make a melee attack against it whenever the target makes a melee attack. The save automatically succeeds if the target is immune to being {@condition charmed}.\"]}]},{\"name\":\"Delusion\",\"source\":\"UATheMysticClass\",\"page\":27,\"type\":\"T\",\"entries\":[\"As an action, you plant a false belief in the mind of one creature that you can see within 60 feet of you. You can create a sound or an image. Only the target of this talent perceives the sound or image you create.\",\"If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a creature's roar, a musical instrument, or any other sound you pick. It lasts for 1 minute.\",\"If you create an object, it must fit within a 5-foot cube and can't move or be reflective. The image can't create any effect that influences a sense other than sight. The image lasts for 1 minute, and it disappears if the creature touches it.\"]},{\"name\":\"Diminution\",\"source\":\"UATheMysticClass\",\"page\":14,\"type\":\"D\",\"order\":\"Immortal\",\"entries\":[\"You manipulate the matter that composes your body, drastically reducing your size without surrendering any of your might.\"],\"focus\":\"While focused on this discipline, you have advantage on Dexterity ({@skill Stealth}) checks.\",\"modes\":[{\"cost\":{\"min\":2,\"max\":2},\"concentration\":{\"duration\":10,\"unit\":\"min\"},\"name\":\"Miniature Form\",\"entries\":[\"As a bonus action, you become Tiny until your {@status concentration} ends. While this size, you gain a +5 bonus to Dexterity ({@skill Stealth}) checks and can move through gaps up to 6 inches across without squeezing.\"]},{\"cost\":{\"min\":2,\"max\":2},\"name\":\"Toppling Shift\",\"entries\":[\"As a bonus action, you shift to an incredibly small size and then suddenly return to normal, sending an opponent flying backward. Choose one creature you can see within 5 feet of you. It must succeed on a Strength saving throw or be knocked {@condition prone}.\"]},{\"cost\":{\"min\":5,\"max\":5},\"name\":\"Sudden Shift\",\"entries\":[\"As a reaction when you are hit by an attack, you shift down to minute size to avoid the attack. The attack misses, and you move up to 5 feet without provoking opportunity attacks before returning to normal size.\"]},{\"cost\":{\"min\":7,\"max\":7},\"concentration\":{\"duration\":10,\"unit\":\"min\"},\"name\":\"Microscopic Form\",\"entries\":[\"As a bonus action, you become smaller than Tiny until your {@status concentration} ends. While this size, you gain a +10 bonus to Dexterity ({@skill Stealth}) checks and a +5 bonus to AC, you can move through gaps up to 1 inch across without squeezing, and you can't make weapon attacks.\"]}]},{\"name\":\"Energy Beam\",\"source\":\"UATheMysticClass\",\"page\":27,\"type\":\"T\",\"entries\":[\"As an action, you target one creature you can see within 90 feet of you. The target must succeed on a Dexterity saving throw or take {@damage 1d8} acid, cold, fire, lightning, or thunder damage (your choice).\",\"The talent's damage increases by {@dice 1d8} when you reach 5th level ({@damage 2d8}), 11th level ({@damage 3d8}), and 17th level ({@damage 4d8}).\"]},{\"name\":\"Giant Growth\",\"source\":\"UATheMysticClass\",\"page\":14,\"type\":\"D\",\"order\":\"Immortal\",\"entries\":[\"You infuse yourself with psionic energy to grow to tremendous size, bolstering your strength and durability.\"],\"focus\":\"While focused on this discipline, your reach increases by 5 feet.\",\"modes\":[{\"cost\":{\"min\":2,\"max\":2},\"concentration\":{\"duration\":1,\"unit\":\"min\"},\"name\":\"Ogre Form\",\"entries\":[\"As a bonus action, you gain 10 temporary hit points. In addition, until your {@status concentration} ends, your melee weapon attacks deal an extra {@damage 1d4} bludgeoning damage on a hit, and your reach increases by 5 feet. If you're smaller than Large, you also become Large for the duration.\"]},{\"cost\":{\"min\":7,\"max\":7},\"concentration\":{\"duration\":1,\"unit\":\"min\"},\"name\":\"Giant Form\",\"entries\":[\"As a bonus action, you gain 30 temporary hit points. In addition, until your {@status concentration} ends, your melee weapon attacks deal an extra {@damage 2d6} bludgeoning damage on a hit, and your reach increases by 10 feet. If you're smaller than Huge, you also become Huge for the duration.\"]}]},{\"name\":\"Intellect Fortress\",\"source\":\"UATheMysticClass\",\"page\":14,\"type\":\"D\",\"order\":\"Awakened\",\"entries\":[\"You forge an indomitable wall of psionic energy around your mind—one that allows you to launch counterattacks against your opponents.\"],\"focus\":\"While focused on this discipline, you gain resistance to psychic damage.\",\"modes\":[{\"cost\":{\"min\":2,\"max\":2},\"name\":\"Psychic Backlash\",\"entries\":[\"As a reaction, you can impose disadvantage on an attack roll against you if you can see the attacker. If the attack still hits you, the attacker takes {@damage 2d10} psychic damage.\"]},{\"cost\":{\"min\":1,\"max\":7},\"name\":\"Psychic Parry\",\"entries\":[\"As a reaction when you make an Intelligence, a Wisdom, or a Charisma saving throw, you gain a +1 bonus to that saving throw for each psi point you spend on this ability. You can use this ability after rolling the die but before suffering the results.\"]},{\"cost\":{\"min\":5,\"max\":5},\"concentration\":{\"duration\":10,\"unit\":\"min\"},\"name\":\"Psychic Redoubt\",\"entries\":[\"As an action, you create a field of protective psychic energy. Choose any number of creatures within 30 feet of you. Until your {@status concentration} ends, each target has resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws.\"]}]},{\"name\":\"Iron Durability\",\"source\":\"UATheMysticClass\",\"page\":15,\"type\":\"D\",\"order\":\"Immortal\",\"entries\":[\"You transform your body to become a living metal, allowing you to shrug off attacks that would cripple weaker creatures.\"],\"focus\":\"While focused on this discipline, you gain a +1 bonus to AC.\",\"modes\":[{\"cost\":{\"min\":1,\"max\":7},\"name\":\"Iron Hide\",\"entries\":[\"As a reaction when you are hit by an attack, you gain a +1 bonus to AC for each psi point you spend on this ability. The bonus lasts until the end of your next turn. This bonus applies against the triggering attack.\"]},{\"cost\":{\"min\":2,\"max\":2},\"name\":\"Steel Hide\",\"entries\":[\"As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.\"]},{\"cost\":{\"min\":7,\"max\":7},\"concentration\":{\"duration\":1,\"unit\":\"hr\"},\"name\":\"Iron Resistance\",\"entries\":[\"As an action, you gain resistance to bludgeoning, piercing, or slashing damage (your choice), which lasts until your {@status concentration} ends.\"]}]},{\"name\":\"Light Step\",\"source\":\"UATheMysticClass\",\"page\":27,\"type\":\"T\",\"entries\":[\"As a bonus action, you alter your density and weight to improve your mobility. For the rest of your turn, your walking speed increases by 10 feet, and the first time you stand up this turn, you do so without expending any of your movement if your speed is greater than 0.\"]},{\"name\":\"Mantle of Awe\",\"source\":\"UATheMysticClass\",\"page\":15,\"type\":\"D\",\"order\":\"Awakened\",\"entries\":[\"You learn to use psionic energy to manipulate others with a subtle combination of psi and your own, natural charm.\"],\"focus\":\"While focused on this discipline, you gain a bonus to Charisma checks. The bonus equals half your Intelligence modifier (minimum of +1).\",\"modes\":[{\"cost\":{\"min\":1,\"max\":7},\"name\":\"Charming Presence\",\"entries\":[\"As an action, you exert an aura of sympathetic power. Roll {@dice 2d8} per psi point spent on this ability; the total is how many hit points worth of creatures this option can affect. Creatures within 30 feet of you are affected in ascending order of their hit point maximums, ignoring {@condition incapacitated} creatures, creatures immune to being {@condition charmed}, and creatures engaged in combat.\",\"Starting with the creature that has the lowest hit point maximum, each creature affected by this option is {@condition charmed} by you for 10 minutes, regarding you as a friendly acquaintance. Subtract each creature's hit point maximum from the total before moving on to the next creature. A creature's hit point maximum must be equal to or less than the remaining total for that creature to be affected.\"]},{\"cost\":{\"min\":2,\"max\":2},\"concentration\":{\"duration\":1,\"unit\":\"min\"},\"name\":\"Center of Attention\",\"entries\":[\"As an action, you exert an aura of power that grabs a creature's attention. Choose one creature you can see within 60 feet of you. It must make a Charisma saving throw. On a failed save, the creature is so thoroughly distracted by you that all other creatures are {@condition invisible} to it until your {@status concentration} ends. This effect ends if the creature can no longer see or hear you or if it takes damage.\"]},{\"cost\":{\"min\":7,\"max\":7},\"concentration\":{\"duration\":10,\"unit\":\"min\"},\"name\":\"Invoke Awe\",\"entries\":[\"As an action, you exert an aura that inspires awe in others. Choose up to 5 creatures you can see within 60 feet of you. Each target must succeed on an Intelligence saving throw or be {@condition charmed} by you until your {@status concentration} ends. While {@condition charmed}, the target obeys all your verbal commands to the best of its ability and without doing anything obviously self-destructive. The {@condition charmed} target will attack only creatures that it has seen attack you since it was {@condition charmed} or that it was already hostile toward. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.\"]}]},{\"name\":\"Mantle of Command\",\"source\":\"UATheMysticClass\",\"page\":15,\"type\":\"D\",\"order\":\"Avatar\",\"entries\":[\"You exert an aura of trust and authority, enhancing the coordination among your allies.\"],\"focus\":\"While focused on this discipline, when you end your turn and didn't move during it, you can use your reaction to allow one ally you can see within 30 feet of you to move up to half their speed, following a path of your choice. To move in this way, the ally mustn't be {@condition incapacitated}.\",\"modes\":[{\"cost\":{\"min\":2,\"max\":2},\"name\":\"Coordinated Movement\",\"entries\":[\"As a bonus action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to move up to half their speed, following a path of your choice.\"]},{\"cost\":{\"min\":2,\"max\":2},\"concentration\":{\"duration\":1,\"unit\":\"rnd\"},\"name\":\"Commander's Sight\",\"entries\":[\"As an action, choose one creature you can see within 60 feet of you. Until the start of your next turn, your allies have advantage on attack rolls against that target.\"]},{\"cost\":{\"min\":3,\"max\":3},\"name\":\"Command to Strike\",\"entries\":[\"As an action, choose one ally you can see within 60 feet of you. That ally can use their reaction to immediately take the Attack action. You choose the targets.\"]},{\"cost\":{\"min\":5,\"max\":5},\"concentration\":{\"duration\":1,\"unit\":\"min\"},\"name\":\"Strategic Mind\",\"entries\":[\"As an action, you exert an aura of trust and command that unites your allies into a cohesive unit. Until your {@status concentration} ends, any ally within 60 feet of you on their turn can, as a bonus action, take the Dash or Disengage action or roll a {@dice d4} and add the number rolled to each attack roll they make that turn.\"]},{\"cost\":{\"min\":7,\"max\":7},\"name\":\"Overwhelming Attack\",\"entries\":[\"As an action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to take the Attack action. You choose the target of the attacks.\"]}]},{\"name\":\"Mantle of Courage\",\"source\":\"UATheMysticClass\",\"page\":16,\"type\":\"D\",\"order\":\"Avatar\",\"entries\":[\"You focus your mind on courage, radiating confidence and bravado to your allies.\"],\"focus\":\"While focused on this discipline, you and allies within 10 feet of you who can see you have advantage on saving throws against being {@condition frightened}.\",\"modes\":[{\"cost\":{\"min\":2,\"max\":2},\"name\":\"Incite Courage\",\"entries\":[\"As a bonus action, choose up to six creatures you can see within 60 feet of you. If any of those creatures is {@condition frightened}, that condition ends on that creature.\"]},{\"cost\":{\"min\":1,\"max\":7},\"concentration\":{\"duration\":10,\"unit\":\"min\"},\"name\":\"Aura of Victory\",\"entries\":[\"As a bonus action, you project psionic energy until your {@status concentration} ends. The energy fortifies you and your allies when your enemies are felled; whenever an enemy you can see is reduced to 0 hit points, you and each of your allies within 30 feet of you gain temporary hit points equal to double the psi points spent to activate this effect.\"]},{\"cost\":{\"min\":6,\"max\":6},\"concentration\":{\"duration\":1,\"unit\":\"rnd\"},\"name\":\"Pillar of Confidence\",\"entries\":[\"As an action, you and up to five creatures you can see within 60 feet of you each gain one extra action to use on your individual turns. The action goes away if not used before the end of your next turn. the action can be used only to make one weapon attack or to take the Dash or Disengage action.\"]}]},{\"name\":\"Mantle of Fear\",\"source\":\"UATheMysticClass\",\"page\":16,\"type\":\"D\",\"order\":\"Avatar\",\"entries\":[\"You tap into a well of primal fear and turn yourself into a beacon of terror to your enemies.\"],\"focus\":\"While focused on this discipline, you have advantage on Charisma ({@skill Intimidation}) checks.\",\"modes\":[{\"cost\":{\"min\":2,\"max\":2},\"concentration\":{\"duration\":1,\"unit\":\"min\"},\"name\":\"Incite Fear\",\"entries\":[\"As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or become {@condition frightened} of you until your {@status concentration} ends. Whenever the {@condition frightened} target ends its turn in a location where it can't see you, it can repeat the saving throw, ending the effect on itself on a success.\"]},{\"cost\":{\"min\":3,\"max\":3},\"concentration\":{\"duration\":1,\"unit\":\"hr\"},\"name\":\"Unsettling Aura\",\"entries\":[\"As a bonus action, you cloak yourself in unsettling psychic energy. Until your {@status concentration} ends, any enemy within 60 feet of you that can see you must spend 1 extra foot of movement for every foot it moves toward you. A creature ignores this effect if immune to being {@condition frightened}.\"]},{\"cost\":{\"min\":5,\"max\":5},\"concentration\":{\"duration\":1,\"unit\":\"min\"},\"name\":\"Incite Panic\",\"entries\":[\"As an action, choose up to eight creatures you can see within 90 feet of you that can see you. At the start of each of a target's turns before your {@status concentration} ends, the target must make a Wisdom saving throw. On a failed save, the target is {@condition frightened} until the start of its next turn, and you roll a die. If you roll an odd number, the {@condition frightened} target moves half its speed in random direction and takes no action on that turn, other than to scream in terror. If you roll an even number, the {@condition frightened} target makes one melee attack against a random target within its reach. If there is no such target, it moves half its speed in a random direction and takes no action on that turn. This effect end on a target if it succeeds on three saving throws against it.\"]}]},{\"name\":\"Mantle of Fury\",\"source\":\"UATheMysticClass\",\"page\":16,\"type\":\"D\",\"order\":\"Avatar\",\"entries\":[\"You allow the primal fury lurking deep within your mind to burst forth, catching you and you allies in an implacable bloodthirst.\"],\"focus\":\"While focused on this discipline in combat, you and any ally who starts their turn within 10 feet of you gains a 5 foot increase to their walking speed during that turn.\",\"modes\":[{\"cost\":{\"min\":2,\"max\":2},\"concentration\":{\"duration\":1,\"unit\":\"min\"},\"name\":\"Incite Fury\",\"entries\":[\"As a bonus action, choose up to three allies you can see within 60 feet of you (you can choose yourself in place of one of the allies). Until your {@status concentration} ends, each target can roll a {@dice d4} when rolling damage for a melee weapon attack and add the number rolled to the damage roll.\"]},{\"cost\":{\"min\":2,\"max\":2},\"name\":\"Mindless Charge\",\"entries\":[\"As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target can immediately use its reaction to move up to its speed in a straight line toward its nearest enemy.\"]},{\"cost\":{\"min\":3,\"max\":3},\"concentration\":{\"duration\":1,\"unit\":\"min\"},\"name\":\"Aura of Bloodletting\",\"entries\":[\"As a bonus action, you unleash an aura of rage. Until your {@status concentration} ends, you and any creature within 60 feet of you has advantage on melee attack rolls.\"]},{\"cost\":{\"min\":5,\"max\":5},\"concentration\":{\"duration\":1,\"unit\":\"min\"},\"name\":\"Overwhelming Fury\",\"entries\":[\"As an action, you flood rage into one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw, or it can use its actions only to make melee attacks until your {@status concentration} ends. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}]},{\"name\":\"Mantle of Joy\",\"source\":\"UATheMysticClass\",\"page\":17,\"type\":\"D\",\"order\":\"Avatar\",\"entries\":[\"You tap into the joy within you, radiating it outward in soothing, psychic energy that brings hope and comfort to creatures around you.\"],\"focus\":\"While focused on this discipline, you have advantage on Charisma ({@skill Persuasion}) checks\",\"modes\":[{\"cost\":{\"min\":1,\"max\":7},\"name\":\"Soothing Presence\",\"entries\":[\"As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target gains 3 temporary hit points per psi point spent on this effect.\"]},{\"cost\":{\"min\":2,\"max\":2},\"concentration\":{\"duration\":1,\"unit\":\"min\"},\"name\":\"Comforting Aura\",\"entries\":[\"As a bonus action, choose up to three allies you can see (you can choose yourself in place of one of the allies). Until your {@status concentration} ends, each target can roll a {@dice d4} when making a saving throw and add the number rolled to the total.\"]},{\"cost\":{\"min\":3,\"max\":3},\"concentration\":{\"duration\":1,\"unit\":\"min\"},\"name\":\"Aura of Jubilation\",\"entries\":[\"As a bonus action, you radiate a distracting mirth until your {@status concentration} ends. Each creature within 60 feet of you that can see you suffers disadvantage on any checks using the {@skill Perception} and {@skill Investigation} skills.\"]},{\"cost\":{\"min\":5,\"max\":5},\"name\":\"Beacon of Recovery\",\"entries\":[\"As a bonus action, you and up to five allies you can see within 60 feet of you can immediately make saving throws against every effect they're suffering that allows a save at the start or end of their turns.\"]}]},{\"name\":\"Mastery of Air\",\"source\":\"UATheMysticClass\",\"page\":17,\"type\":\"D\",\"order\":\"Wu Jen\",\"entries\":[\"You become one with the power of elemental air.\"],\"focus\":\"While focused on this discipline, you take no falling damage, and you ignore {@quickref difficult terrain||3} when walking.\",\"modes\":[{\"cost\":{\"min\":1,\"max\":7},\"name\":\"Wind Step\",\"entries\":[\"As part of your move on your turn, you can fly up to 20 feet for each psi point spent. If you end this flight in the air, you fall unless something else holds you aloft.\"]},{\"cost\":{\"min\":1,\"max\":7},\"name\":\"Wind Stream\",\"entries\":[\"As an action, you create a line of focused air that is 30 feet long and 5 feet wide. Each creature in that area must make a Strength saving throw, taking {@scaledamage 1d8|1-7|1d8|psi} bludgeoning damage per psi point spent and being knocked {@condition prone} on a failed save, or half as much damage on a successful one.\"]},{\"cost\":{\"min\":3,\"max\":3},\"concentration\":{\"duration\":10,\"unit\":\"min\"},\"name\":\"Cloak of Air\",\"entries\":[\"As a bonus action, you seize control of the air around you to create a protective veil. Until your {@status concentration} ends, attack rolls against you have disadvantage, and when a creature you can see misses you with a melee attack, you can use your reaction to force the creature to repeat the attack roll against itself.\"]},{\"cost\":{\"min\":5,\"max\":5},\"concentration\":{\"duration\":10,\"unit\":\"min\"},\"name\":\"Wind Form\",\"entries\":[\"As a bonus action, you gain a flying speed of 60 feet, which lasts until your {@status concentration} ends.\"]},{\"cost\":{\"min\":6,\"max\":6},\"concentration\":{\"duration\":1,\"unit\":\"min\"},\"name\":\"Misty Form\",\"entries\":[\"As an action, your body becomes like a misty cloud until your {@status concentration} ends. In this form, you gain resistance to bludgeoning, piercing, and slashing damage, and you can't take actions other than the Dash action. You can pass through openings that are no more than 1 inch wide without squeezing.\"]},{\"cost\":{\"min\":7,\"max\":7},\"concentration\":{\"duration\":1,\"unit\":\"hr\"},\"name\":\"Animate Air\",\"entries\":[\"As an action, you cause an air elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your {@status concentration} ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block.\"]}]},{\"name\":\"Mastery of Fire\",\"source\":\"UATheMysticClass\",\"page\":17,\"type\":\"D\",\"order\":\"Wu Jen\",\"entries\":[\"You align your mind with the energy of elemental fire.\"],\"focus\":\"While focused on this discipline, you gain resistance to fire damage, and you gain a +2 bonus to rolls for fire damage.\",\"modes\":[{\"cost\":{\"min\":1,\"max\":7},\"concentration\":{\"duration\":1,\"unit\":\"min\"},\"name\":\"Combustion\",\"entries\":[\"As an action, choose one creature or object you can see within 120 feet of you. The target must make a Constitution save. On a failed save, the target takes {@scaledamage 1d10|1-7|1d10|psi} fire damage per psi point spent, and it catches on fire, taking {@damage 1d6} fire damage at the end of each of its turns until your {@status concentration} ends or until it or a creature adjacent to it extinguishes the flames with an action. On a successful save, the target takes half as much damage and doesn't catch on fire.\"]},{\"cost\":{\"min\":3,\"max\":3},\"concentration\":{\"duration\":1,\"unit\":\"min\"},\"name\":\"Rolling Flame\",\"entries\":[\"As an action, you create fire in a 20-foot-by-20-foot cube within 5 feet of you. The fire lasts until your {@status concentration} ends. Any creature in that area when you use this ability and any creature that ends its turn there takes 5 fire damage.\"]},{\"cost\":{\"min\":5,\"max\":5},\"name\":\"Detonation\",\"entries\":[\"As an action, you create a fiery explosion at a point you can see within 120 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw, taking {@damage 7d6} fire damage and being knocked {@condition prone} on a failed save, or half as much damage on a successful one.\"]},{\"cost\":{\"min\":5,\"max\":5},\"concentration\":{\"duration\":1,\"unit\":\"min\"},\"name\":\"Fire Form\",\"entries\":[\"As a bonus action, you become wreathed in flames until your {@status concentration} ends. Any creature that end its turn within 5 feet of you takes {@damage 3d6} fire damage.\"]},{\"cost\":{\"min\":7,\"max\":7},\"concentration\":{\"duration\":1,\"unit\":\"hr\"},\"name\":\"Animate Fire\",\"entries\":[\"As an action, you cause a fire elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your {@status concentration} ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block.\"]}]},{\"name\":\"Mastery of Force\",\"source\":\"UATheMysticClass\",\"page\":18,\"type\":\"D\",\"order\":\"Wu Jen\",\"entries\":[\"As a student of psionic power, you perceive the potential energy that flows through all things. You reach out with your mind, transforming the potential into the actual. Objects and creatures move at your command.\"],\"focus\":\"While focused on this discipline, you have advantage on Strength checks.\",\"modes\":[{\"cost\":{\"min\":1,\"max\":7},\"name\":\"Push\",\"entries\":[\"As an action, choose one creature you can see within 60 feet of you. The target must make a Strength saving throw. On a failed save, it takes {@scaledamage 1d8|1-7|1d8|psi} force damage per psi point spent and is pushed up to 5 feet per point spent in a straight line away from you. On a successful save, it takes half as much damage.\"]},{\"cost\":{\"min\":2,\"max\":7},\"name\":\"Move\",\"entries\":[\"Choose one object you can see within 60 feet of you that isn't being worn or carried by another creature and that isn't secured in place. It can't be larger than 20 feet on a side, and its maximum weight depends on the psi points spent on this ability, as shown below.\",\"As an action, you move the object up to 60 feet, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DC 10 Dexterity saving throw or take damage as listed on the table below.\",{\"type\":\"table\",\"colLabels\":[\"Psi Spent\",\"Maximum Weight\",\"Bludgeoning Damage\"],\"colStyles\":[\"col-3 text-center\",\"col-6 text-center\",\"col-3 text-center\"],\"rows\":[[\"2\",\"25 lbs.\",\"{@damage 2d6}\"],[\"3\",\"50 lbs.\",\"{@damage 4d6}\"],[\"5\",\"250 lbs.\",\"{@damage 6d6}\"],[\"6\",\"500 lbs.\",\"{@damage 7d6}\"],[\"7\",\"1,000 lbs.\",\"{@damage 8d6}\"]]}]},{\"cost\":{\"min\":2,\"max\":2},\"name\":\"Inertial Armor\",\"entries\":[\"As an action, you sheathe yourself in an intangible field of magical force. For 8 hours, your base AC is 14 + your Dexterity modifier, and you gain resistance to force damage. This effect ends if you are wearing or don armor.\"]},{\"cost\":{\"min\":3,\"max\":3},\"concentration\":{\"duration\":10,\"unit\":\"min\"},\"name\":\"Telekinetic Barrier\",\"entries\":[\"As an action, you create a transparent wall of telekinetic energy, at least one portion of which must be within 60 feet of you. The wall is 40 feet long, 10 feet high, and 1 inch thick. The wall lasts until your {@status concentration} ends. Each 10-foot section of the wall has an AC of 10 and 10 hit points.\"]},{\"cost\":{\"min\":3,\"max\":3},\"concentration\":{\"duration\":1,\"unit\":\"min\"},\"name\":\"Grasp\",\"entries\":[\"You attempt to grasp a creature in telekinetic energy and hold it captive. As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Strength saving throw or be {@condition grappled} by you until your {@status concentration} ends or until the target leaves your reach, which is 60 feet for this grapple.\",\"The {@condition grappled} target can escape by succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your psionic ability plus your proficiency bonus. When a target attempts to escape in this way, you can spend psi points to boost your check, abiding by your psi limit. You gain a +1 bonus per psi point spent.\",\"While a target is {@condition grappled} in this manner, you create one of the following effects as an action:\"]},{\"cost\":{\"min\":1,\"max\":7},\"name\":\"Crush\",\"entries\":[\"The target takes {@scaledamage 1d6|1-7|1d6|psi} bludgeoning damage per psi point spent.\"]},{\"cost\":{\"min\":1,\"max\":7},\"name\":\"Move\",\"entries\":[\"You move the target up to 5 feet per psi point spent. You can move it in the air and hold it there. It falls if the grapple ends.\"]}]},{\"name\":\"Mastery of Ice\",\"source\":\"UATheMysticClass\",\"page\":19,\"type\":\"D\",\"order\":\"Wu Jen\",\"entries\":[\"You master the power of ice, shaping it to meet you demands.\"],\"focus\":\"While focused on this discipline, you have resistance to cold damage.\",\"modes\":[{\"cost\":{\"min\":1,\"max\":7},\"name\":\"Ice Spike\",\"entries\":[\"As an action, you hurl a mote of ice at one creature you can see within 120 feet of you. The target must make a Dexterity saving throw. On a failed save, the target takes {@scaledamage 1d8|1-7|1d8|psi} cold damage per psi point spent and has its speed halved until the start of your next turn. On a successful save, the target takes half as much damage.\"]},{\"cost\":{\"min\":2,\"max\":2},\"name\":\"Ice Sheet\",\"entries\":[\"As an action, choose a point on the ground you can see within 60 feet of you. The ground in a 20-foot radius centered on that point becomes covered in ice for 10 minutes. It is {@quickref difficult terrain||3}, and any creature that moves more than 10 feet on it must succeed on a Dexterity saving throw or fall {@condition prone}. If the surface is sloped, a creature that falls {@condition prone} in the area immediately slides to the bottom of the slope.\"]},{\"cost\":{\"min\":3,\"max\":3},\"name\":\"Frozen Sanctuary\",\"entries\":[\"As a bonus action, you sheathe yourself with icy resilience. You gain 20 temporary hit points.\"]},{\"cost\":{\"min\":5,\"max\":5},\"concentration\":{\"duration\":1,\"unit\":\"min\"},\"name\":\"Frozen Rain\",\"entries\":[\"As an action, choose a point you can see within 120 feet of you. The air in a 20-foot-radius sphere centered on that point becomes deathly cold and saturated with moisture. Each creature in that area must make a Constitution saving throw. On a failed save, a target takes {@damage 6d6} cold damage, and its speed is reduced to 0 until your {@status concentration} ends. On a successful save, a target takes half as much damage.\",\"As an action, a target that has its speed reduced can end the effect early if it succeeds on a Strength (Athletics) check with a DC equal to this effect's save DC.\",\"You can increase this effect's damage by {@scaledamage 6d6|5-7|1d6|psi} per each additional psi point spent on it.\"]},{\"cost\":{\"min\":6,\"max\":6},\"concentration\":{\"duration\":10,\"unit\":\"min\"},\"name\":\"Ice Barrier\",\"entries\":[\"As an action, you create a wall of ice, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your {@status concentration} ends. Each 10-foot section of the wall has AC 12 and 30 hit points. A creature that damages the wall with a melee attack takes cold damage equal to the damage the creature dealt to the wall.\"]}]},{\"name\":\"Mastery of Light and Darkness\",\"source\":\"UATheMysticClass\",\"page\":19,\"type\":\"D\",\"order\":\"Wu Jen\",\"entries\":[\"You claim dominion over light and darkness with your mind.\"],\"focus\":\"While focused on this discipline, natural and magical darkness within 30 feet of you has no effect on your vision.\",\"modes\":[{\"cost\":{\"min\":1,\"max\":7},\"name\":\"Darkness\",\"entries\":[\"As an action, you create an area of magical darkness, which foils darkvision. Choose a spot you can see within 60 feet of you. Magical darkness radiates from that point in a sphere with a 10-foot radius per psi point spent on this ability. The light produced by spells of 2nd level or less is suppressed in this area.\"]},{\"cost\":{\"min\":2,\"max\":2},\"concentration\":{\"duration\":1,\"unit\":\"min\"},\"name\":\"Light\",\"entries\":[\"As an action, an object you touch radiates light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until your {@status concentration} ends. Alternatively, a creature you touch radiates light in the same manner if it fails a Dexterity saving throw. While lit in this manner, it can't hide, and attack rolls against it gain advantage.\"]},{\"cost\":{\"min\":3,\"max\":3},\"concentration\":{\"duration\":1,\"unit\":\"min\"},\"name\":\"Shadow Beasts\",\"entries\":[\"As an action, you cause two {@creature shadow||shadows} to appear in unoccupied spaces you can see within 60 feet of you. The {@creature shadow||shadows} last until your {@status concentration} ends, and they obey your verbal commands. In combat, roll for their initiative, and choose their behavior during their turns. When this effect ends, the {@creature shadow||shadows} disappear. See the Monster Manual for their stat block.\"]},{\"cost\":{\"min\":5,\"max\":5},\"concentration\":{\"duration\":1,\"unit\":\"min\"},\"name\":\"Radiant Beam\",\"entries\":[\"As an action, you project a beam of light at one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it takes {@damage 6d6} radiant damage and is {@condition blinded} until your {@status concentration} ends. On a successful save, it takes half as much damage. A {@condition blinded} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\",\"You can increase this effect's damage by {@scaledamage 6d6|5-7|1d6|psi} per each additional psi point spent on it.\"]}]},{\"name\":\"Mastery of Water\",\"source\":\"UATheMysticClass\",\"page\":19,\"type\":\"D\",\"order\":\"Wu Jen\",\"entries\":[\"Your mind becomes one with elemental water, attuning your thoughts to its ebb and flow.\"],\"focus\":\"While focused on this discipline, you have a swimming speed equal to your walking speed, and you can breathe underwater.\",\"modes\":[{\"cost\":{\"min\":1,\"max\":7},\"name\":\"Desiccate\",\"entries\":[\"As an action, choose one creature you can see within 60 feet of you. The target must make a Constitution saving throw, taking {@scaledamage 1d10|1-7|1d10|psi} necrotic damage per psi point spent on this ability, or half as much damage on a successful one.\"]},{\"cost\":{\"min\":2,\"max\":2},\"name\":\"Watery Grasp\",\"entries\":[\"As an action, you unleash a wave that surges forth and then retreats to you like the rising tide. You create a wave in a 20-foot-by-20-foot square. At least some portion of the square's border must be within 5 feet of you. Any creature in that square must make a Strength saving throw. On a failed save, a target takes {@damage 2d6} bludgeoning damage, is knocked {@condition prone}, and is pulled up to 10 feet closer to you. On a successful save, a target takes half as much damage. You can increase this ability's damage by {@scaledamage 2d6|2-7|1d6|psi} per additional psi point spent on it.\"]},{\"cost\":{\"min\":3,\"max\":3},\"name\":\"Water Whip\",\"entries\":[\"As an action, you unleash a jet of water in a line that is 60 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw, taking {@damage 3d6} bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, you can move each target that fails its saving throw to any unoccupied space touching the line. You can increase this ability's damage by {@scaledamage 3d6|3-7|1d6|psi} per additional psi point spent on it.\"]},{\"cost\":{\"min\":5,\"max\":5},\"name\":\"Water Breathing\",\"entries\":[\"As an action, you grant yourself and up to ten willing creatures you can see within 60 feet of you the ability to breathe underwater for the next 24 hours.\"]},{\"cost\":{\"min\":6,\"max\":6},\"concentration\":{\"duration\":1,\"unit\":\"min\"},\"name\":\"Water Sphere\",\"entries\":[\"As an action, you cause a sphere of water to form around a creature. Choose one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it becomes trapped in the sphere of water until your {@status concentration} ends. While the target is trapped, its speed is halved, it suffers disadvantage on attack rolls, and it can't see anything more than 10 feet away from it. However, attack rolls against it also suffer disadvantage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful one.\"]},{\"cost\":{\"min\":7,\"max\":7},\"concentration\":{\"duration\":1,\"unit\":\"hr\"},\"name\":\"Animate Water\",\"entries\":[\"As an action, you cause a water elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your {@status concentration} ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block.\"]}]},{\"name\":\"Mastery of Weather\",\"source\":\"UATheMysticClass\",\"page\":20,\"type\":\"D\",\"order\":\"Wu Jen\",\"entries\":[\"Your mind reaches into the sky, reshaping the stuff of storms to serve your needs.\"],\"focus\":\"While focused on this discipline, you have resistance to lightning and thunder damage.\",\"modes\":[{\"cost\":{\"min\":1,\"max\":7},\"concentration\":{\"duration\":10,\"unit\":\"min\"},\"name\":\"Cloud Steps\",\"entries\":[\"As an action, you conjure forth clouds to create a solid, translucent staircase that lasts until your {@status concentration} ends. The stairs form a spiral that fills a 10-foot-by-10-foot area and reaches upward 20 feet per psi point spent.\"]},{\"cost\":{\"min\":1,\"max\":7},\"name\":\"Hungry Lightning\",\"entries\":[\"As an action, you lash out at one creature you can see within 60 feet of you with tendrils of lightning. The target must make a Dexterity saving throw, with disadvantage if it's wearing heavy armor. The target takes {@scaledamage 1d8|1-7|1d8|psi} lightning damage per psi point spent on a failed save, or half as much damage on a successful one.\"]},{\"cost\":{\"min\":2,\"max\":2},\"concentration\":{\"duration\":10,\"unit\":\"min\"},\"name\":\"Wall of Clouds\",\"entries\":[\"As an action, you create a wall of clouds, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your {@status concentration} ends. Creatures can pass through it without hindrance, but the wall blocks vision.\"]},{\"cost\":{\"min\":2,\"max\":2},\"name\":\"Whirlwind\",\"entries\":[\"As an action, choose a point you can see within 60 feet of you. Winds howl in a 20-foot-radius sphere centered on that point. Each creature in the sphere must succeed on a Strength saving throw or take {@damage 1d6} bludgeoning damage and be moved to an unoccupied space of your choice in the sphere. Any loose object in the sphere is moved to an unoccupied space of your choice within it if the object weighs no more than 100 pounds.\"]},{\"cost\":{\"min\":5,\"max\":5},\"name\":\"Lightning Leap\",\"entries\":[\"As an action, you let loose a line of lightning that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking {@damage 6d6} lightning damage on a failed save, or half as much damage on a successful one. You can then teleport to an unoccupied space touched by the line.\",\"You can increase this ability's damage by {@scaledamage 6d6|5-7|1d6|psi} per additional psi point spent on it.\"]},{\"cost\":{\"min\":6,\"max\":6},\"concentration\":{\"duration\":10,\"unit\":\"min\"},\"name\":\"Wall of Thunder\",\"entries\":[\"As an action, you create a wall of thunder, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your {@status concentration} ends. Every foot moved through the wall costs 1 extra foot of movement. When a creature moves into the wall's space for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw, or it takes {@damage 6d6} thunder damage, is pushed in a straight line up to 30 feet away from the wall, and is knocked {@condition prone}.\"]},{\"cost\":{\"min\":7,\"max\":7},\"name\":\"Thunder Clap\",\"entries\":[\"As an action, choose a point you can see within 60 feet of you. Thunder energy erupts in a 20-foot-radius sphere centered on that point. Each creature in that area must make Constitution saving throw. On a failed save, a target takes {@damage 8d6} thunder damage, and it is {@condition stunned} until the end of your next turn. On a successful save, a target takes half as much damage.\"]}]},{\"name\":\"Mastery of Wood and Earth\",\"source\":\"UATheMysticClass\",\"page\":21,\"type\":\"D\",\"order\":\"Wu Jen\",\"entries\":[\"You attune your mind to seize control of wood and earth.\"],\"focus\":\"While focused on this discipline, you have a +1 bonus to AC.\",\"modes\":[{\"cost\":{\"min\":1,\"max\":7},\"name\":\"Animate Weapon\",\"entries\":[\"As an action, your mind seizes control of a one-handed melee weapon you're holding. The weapon flies toward one creature you can see within 30 feet of you and makes a one-handed melee weapon attack against it, using your discipline attack modifier for the attack and damage rolls. On a hit, the weapon deals its normal damage, plus an extra {@scaledamage 1d10|1-7|1d10|psi} force damage per psi point spent on this ability. The weapon returns to your grasp after it attacks.\"]},{\"cost\":{\"min\":2,\"max\":2},\"name\":\"Warp Weapon\",\"entries\":[\"As an action, choose one nonmagical weapon held by one creature you can see within 60 feet of you. That creature must succeed on a Strength saving throw, or the chosen weapon can't be used to attack until the end of your next turn.\"]},{\"cost\":{\"min\":3,\"max\":3},\"name\":\"Warp Armor\",\"entries\":[\"As an action, choose a nonmagical suit of armor worn by one creature you can see within 60 feet of you. That creature must succeed on a Constitution saving throw, or the creature's AC becomes 10 + its Dexterity modifier until the end of your next turn.\"]},{\"cost\":{\"min\":3,\"max\":3},\"concentration\":{\"duration\":1,\"unit\":\"hr\"},\"name\":\"Wall of Wood\",\"entries\":[\"As an action, you create a wall of wood at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your {@status concentration} ends. Each 5-foot wide section of the wall has AC 12 and 100 hit points. Breaking one section creates a 5-foot by 5-foot hole in it, but the wall otherwise remains intact.\"]},{\"cost\":{\"min\":6,\"max\":6},\"concentration\":{\"duration\":1,\"unit\":\"min\"},\"name\":\"Armored Form\",\"entries\":[\"As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage, which lasts until your {@status concentration} ends.\"]},{\"cost\":{\"min\":7,\"max\":7},\"concentration\":{\"duration\":1,\"unit\":\"hr\"},\"name\":\"Animate Earth\",\"entries\":[\"As an action, you cause an earth elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your {@status concentration} ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block.\"]}]},{\"name\":\"Mind Meld\",\"source\":\"UATheMysticClass\",\"page\":27,\"type\":\"T\",\"entries\":[\"As a bonus action, you can communicate telepathically with one willing creature you can see within 120 feet of you. The target must have an Intelligence of at least 2, otherwise this talent fails and the action is wasted.\",\"This communication can occur until the end of the current turn. You don't need to share a language with the target for it to understand your telepathic utterances, and it understands you even if it lacks a language. You also gain access to one memory of the target's choice, gaining perfect recall of one thing it saw or did.\"]},{\"name\":\"Mind Slam\",\"source\":\"UATheMysticClass\",\"page\":28,\"type\":\"T\",\"entries\":[\"As an action, you target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw or take {@damage 1d6} force damage. If it takes any of this damage and is Large or smaller, it is knocked {@condition prone}.\",\"The talent's damage increases by {@dice 1d6} when you reach 5th level ({@damage 2d6}), 11th level ({@damage 3d6}), and 17th level ({@damage 4d6}).\"]},{\"name\":\"Mind Thrust\",\"source\":\"UATheMysticClass\",\"page\":28,\"type\":\"T\",\"entries\":[\"As an action, you target one creature you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take {@damage 1d10} psychic damage.\",\"The talent's damage increases by {@dice 1d10} when you reach 5th level ({@damage 2d10}), 11th level ({@damage 3d10}), and 17th level ({@damage 4d10}).\"]},{\"name\":\"Mystic Charm\",\"source\":\"UATheMysticClass\",\"page\":28,\"type\":\"T\",\"entries\":[\"As an action, you beguile one humanoid you can see within 120 feet of you. The target must succeed on a Charisma saving throw or be {@condition charmed} by you until the end of your next turn.\"]},{\"name\":\"Mystic Hand\",\"source\":\"UATheMysticClass\",\"page\":28,\"type\":\"T\",\"entries\":[\"You can use your action to manipulate or move one object within 30 feet of you. The object can't weigh more than 10 pounds, and you can't affect an object being worn or carried by another creature. If the object is loose, you can move it up to 30 feet in any direction.\",\"This talent allows you to open an unlocked door, pour out a beer stein, and so on.\",\"The object falls to the ground at the end of your turn if you leave it suspended in midair.\"]},{\"name\":\"Nomadic Arrow\",\"source\":\"UATheMysticClass\",\"page\":21,\"type\":\"D\",\"order\":\"Nomad\",\"entries\":[\"You imbue a ranged weapon with a strange semblance of sentience, allowing it to unerringly find its mark.\"],\"focus\":\"While you are focused on this discipline, any attack roll you make for a ranged weapon attack ignores disadvantage. If disadvantage would normally apply to the roll, that roll also can't benefit from advantage.\",\"modes\":[{\"cost\":{\"min\":1,\"max\":7},\"name\":\"Speed Dart\",\"entries\":[\"As a bonus action, you imbue one ranged weapon you hold with psionic power. The next attack you make with it that hits before the end of the current turn deals an extra {@scaledamage 1d10|1-7|1d10|psi} psychic damage per psi point spent.\"]},{\"cost\":{\"min\":2,\"max\":2},\"name\":\"Seeking Missile\",\"entries\":[\"As a reaction when you miss with a ranged weapon attack, you can repeat the attack roll against the same target.\"]},{\"cost\":{\"min\":5,\"max\":5},\"concentration\":{\"duration\":1,\"unit\":\"min\"},\"name\":\"Faithful Archer\",\"entries\":[\"As a bonus action, you imbue a ranged weapon with a limited sentience. Until your {@status concentration} ends, you can make an extra attack with the weapon at the start of each of your turns (no action required). If it is a thrown weapon, it returns to your grasp each time you make any attack with it.\"]}]},{\"name\":\"Nomadic Chameleon\",\"source\":\"UATheMysticClass\",\"page\":22,\"type\":\"D\",\"order\":\"Nomad\",\"entries\":[\"You create a screen of psychic power that distorts your appearance, allowing you to blend into the background or even turn invisible.\"],\"focus\":\"While focused on this discipline, you have advantage on Dexterity ({@skill Stealth}) checks.\",\"modes\":[{\"cost\":{\"min\":2,\"max\":2},\"name\":\"Chameleon\",\"entries\":[\"As an action, you can attempt to hide even if you fail to meet the requirements needed to do so. At the end of the current turn, you remain hidden only if you then meet the normal requirements for hiding.\"]},{\"cost\":{\"min\":3,\"max\":3},\"concentration\":{\"duration\":1,\"unit\":\"min\"},\"name\":\"Step from Sight\",\"entries\":[\"As a bonus action, cloak yourself from sight. You can target one additional creature for every additional psi point you spend on this ability. The added targets must be visible to you and within 60 feet of you. Each target turns {@condition invisible} and remains so until your {@status concentration} ends or until immediately after it targets, damages, or otherwise affects any creature with an attack, a spell, or another ability.\"]},{\"cost\":{\"min\":7,\"max\":7},\"concentration\":{\"duration\":1,\"unit\":\"min\"},\"name\":\"Enduring Invisibility\",\"entries\":[\"As a bonus action, you turn {@condition invisible} and remain so until your {@status concentration} ends.\"]}]},{\"name\":\"Nomadic Mind\",\"source\":\"UATheMysticClass\",\"page\":22,\"type\":\"D\",\"order\":\"Nomad\",\"entries\":[\"You dispatch part of your psyche into the noosphere, the collective vista of minds and knowledge possessed by living things.\"],\"focus\":\"Whenever you focus on this discipline, you choose one skill or tool and have proficiency with it until your focus ends. Alternatively, you gain the ability to read and write one language of your choice until your focus ends.\",\"modes\":[{\"cost\":{\"min\":2,\"max\":6},\"concentration\":{\"duration\":10,\"unit\":\"min\"},\"name\":\"Wandering Mind\",\"entries\":[\"You enter a deep contemplation. If you concentrate for this option's full duration, you then gain proficiency with up to three of the following skills (one skill for every 2 psi points spent): {@skill Animal Handling}, {@skill Arcana}, {@skill History}, {@skill Medicine}, {@skill Nature}, {@skill Performance}, {@skill Religion}, and {@skill Survival}. The benefit lasts for 1 hour, no {@status concentration} required.\"]},{\"cost\":{\"min\":2,\"max\":2},\"concentration\":{\"duration\":1,\"unit\":\"hr\"},\"name\":\"Find Creature\",\"entries\":[\"You cast your mind about for information about a specific creature. If you concentrate for this option's full duration, you then gain a general understanding of the creature's current location. You learn the region, city, town, village, or district where it is, pinpointing an area between 1 and 3 miles on a side (DM's choice). If the creature is on another plane of existence, you instead learn which plane.\"]},{\"cost\":{\"min\":3,\"max\":3},\"concentration\":{\"duration\":1,\"unit\":\"hr\"},\"name\":\"Item Lore\",\"entries\":[\"You carefully study an item. If you concentrate for this option's full duration while remaining within 5 feet of the item, you then gain the benefits of an identify spell cast on that item.\"]},{\"cost\":{\"min\":5,\"max\":5},\"name\":\"Psychic Speech\",\"entries\":[\"As an action, you attune your mind to the psychic imprint of all language. For 1 hour, you gain the ability to understand any language you hear or attempt to read. In addition, when you speak, all creatures that can understand a language understand what you say, regardless of what language you use.\"]},{\"cost\":{\"min\":6,\"max\":6},\"concentration\":{\"duration\":1,\"unit\":\"hr\"},\"name\":\"Wandering Eye\",\"entries\":[\"As an action, you create a psychic sensor within 60 feet of you. The sensor lasts until your {@status concentration} ends. The sensor is invisible and hovers in the air. You mentally receive visual information from it, which has normal vision and darkvision with a range of 60 feet. The sensor can look in all directions. As an action, you can move the sensor up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.\"]},{\"cost\":{\"min\":7,\"max\":7},\"concentration\":{\"duration\":1,\"unit\":\"hr\"},\"name\":\"Phasing Eye\",\"entries\":[\"As Wandering Eye above, except the eye can move through solid objects but can't end its movement in one. If it does so, the effect immediately ends.\"]}]},{\"name\":\"Nomadic Step\",\"source\":\"UATheMysticClass\",\"page\":22,\"type\":\"D\",\"order\":\"Nomad\",\"entries\":[\"You exert your mind on the area around you, twisting the intraplanar pathways you perceive to allow instantaneous travel.\"],\"focus\":\"After you teleport on your turn while focused on this discipline, your walking speed increases by 10 feet until the end of the turn, as you are propelled by the magic of your teleportation. You can receive this increase only once per turn.\",\"modes\":[{\"cost\":{\"min\":1,\"max\":7},\"name\":\"Step of a Dozen Paces\",\"entries\":[\"If you haven't moved yet on your turn, you take a bonus action to teleport up to 20 feet per psi point spent to an unoccupied space you can see, and your speed is reduced to 0 until the end of the turn.\"]},{\"cost\":{\"min\":1,\"max\":1},\"name\":\"Nomadic Anchor\",\"entries\":[\"As an action, you create an invisible, intangible teleportation anchor in a 5-foot cube you can see within 120 feet of you. For the next 8 hours, whenever you use this psionic discipline to teleport, you can instead teleport to the anchor, even if you can't see it, but it must be within range of the teleportation ability.\"]},{\"cost\":{\"min\":2,\"max\":2},\"name\":\"Defensive Step\",\"entries\":[\"When you are hit by an attack, you can use your reaction to gain a +4 bonus to AC against that attack, possibly turning it into a miss. You then teleport up to 10 feet to an unoccupied space you can see.\"]},{\"cost\":{\"min\":2,\"max\":2},\"name\":\"There and Back Again\",\"entries\":[\"As a bonus action, you teleport up to 20 feet to an unoccupied space you can see and then move up to half your speed. At the end of your turn, you can teleport back to the spot you occupied before teleporting, unless it is now occupied or on a different plane of existence.\"]},{\"cost\":{\"min\":3,\"max\":3},\"name\":\"Transposition\",\"entries\":[\"If you haven't moved yet on your turn, choose an ally you can see within 60 feet of you. As a bonus action, you and that creature teleport, swapping places, and your speed is reduced to 0 until the end of the turn. This ability fails and is wasted if either of you can't fit in the destination space.\"]},{\"cost\":{\"min\":5,\"max\":5},\"name\":\"Baleful Transposition\",\"entries\":[\"As an action, choose one creature you can see within 120 feet of you. That creature must make a Wisdom saving throw. On a failed save, you and that creature teleport, swapping places. This ability fails and is wasted if either of you can't fit in the destination space.\"]},{\"cost\":{\"min\":6,\"max\":6},\"name\":\"Phantom Caravan\",\"entries\":[\"As an action, you and up to six willing creatures of your choice that you can see within 60 feet of you teleport up to 1 mile to a spot you can see. If there isn't an open space for all the targets to occupy at the arrival point, this ability fails and is wasted.\"]},{\"cost\":{\"min\":7,\"max\":7},\"concentration\":{\"duration\":1,\"unit\":\"hr\"},\"name\":\"Nomad's Gate\",\"entries\":[\"As an action, you create a 5-foot cube of dim, gray light within 5 feet of you. You create an identical cube at any point of your choice within 1 mile that you have viewed within the past 24 hours. Until your {@status concentration} ends, anyone entering one of the cubes immediately teleports to the other one, appearing in an unoccupied space next to it. The teleportation fails if there is no space for the creature to appear in.\"]}]},{\"name\":\"Precognition\",\"source\":\"UATheMysticClass\",\"page\":23,\"type\":\"D\",\"order\":\"Awakened\",\"entries\":[\"By analyzing information around you, from subtle hints to seemingly disconnected facts, you learn to weave a string of probabilities in an instant that gives you extraordinary insights.\"],\"focus\":\"While focused on this discipline, you have advantage on initiative rolls.\",\"modes\":[{\"cost\":{\"min\":2,\"max\":2},\"concentration\":{\"duration\":1,\"unit\":\"min\"},\"name\":\"Precognitive Hunch\",\"entries\":[\"As a bonus action, you open yourself to receive momentary insights that improve your odds of success; until your {@status concentration} ends, whenever you make an attack roll, a saving throw, or an ability check, you roll a {@dice d4} and add it to the total.\"]},{\"cost\":{\"min\":3,\"max\":3},\"name\":\"All-Around Sight\",\"entries\":[\"In response to an attack hitting you, you use your reaction to impose disadvantage on that attack roll, possibly causing it to miss.\"]},{\"cost\":{\"min\":5,\"max\":5},\"concentration\":{\"duration\":8,\"unit\":\"hr\"},\"name\":\"Danger Sense\",\"entries\":[\"As an action, you create a psychic model of reality in your mind and set it to show you a few seconds into the future. Until your {@status concentration} ends, you can't be {@status surprised}, attack rolls against you can't gain advantage, and you gain a +10 bonus to initiative.\"]},{\"cost\":{\"min\":7,\"max\":7},\"name\":\"Victory Before Battle\",\"entries\":[\"When you roll initiative, you can use this ability to grant yourself and up to five creatures of your choice within 60 feet of you a +10 bonus to initiative.\"]}]},{\"name\":\"Psionic Restoration\",\"source\":\"UATheMysticClass\",\"page\":23,\"type\":\"D\",\"order\":\"Immortal\",\"entries\":[\"You wield psionic energy to cure wounds and restore health to yourself and others.\"],\"focus\":\"While focused on this discipline, you can use a bonus action to touch a creature that has 0 hit points and stabilize it.\",\"modes\":[{\"cost\":{\"min\":1,\"max\":7},\"name\":\"Mend Wounds\",\"entries\":[\"As an action, you can spend psi points to restore hit points to one creature you touch. The creature regains {@scaledice 1d8|1-7|1d8|psi} hit points per psi point spent.\"]},{\"cost\":{\"min\":3,\"max\":3},\"name\":\"Restore Health\",\"entries\":[\"As an action, you touch one creature and remove one of the following conditions from it: {@condition blinded}, {@condition deafened}, {@condition paralyzed}, or {@condition poisoned}. Alternatively, you remove one disease from the creature.\"]},{\"cost\":{\"min\":5,\"max\":5},\"name\":\"Restore Life\",\"entries\":[\"As an action, you touch one creature that has died within the last minute. The creature returns to life with 1 hit point. This ability can't return to life a creature that has died of old age, nor can it restore a creature missing any vital body parts.\"]},{\"cost\":{\"min\":7,\"max\":7},\"name\":\"Restore Vigor\",\"entries\":[\"As an action, you can touch one creature and choose one of the following: remove any reductions to one of its ability scores, remove one effect that reduces its hit point maximum, or reduce its {@condition exhaustion} level by one.\"]}]},{\"name\":\"Psionic Weapon\",\"source\":\"UATheMysticClass\",\"page\":24,\"type\":\"D\",\"order\":\"Immortal\",\"entries\":[\"You have learned how to channel psionic energy into your attacks, lending them devastating power.\"],\"focus\":\"Whenever you focus on this discipline, choose one weapon you're holding or your unarmed strike. When you attack with it while focused on this discipline, its damage is psychic and magical, rather than its normal damage type. Until you reach 6th level as a mystic, you don't add your Strength or Dexterity modifier to the psychic attack's damage rolls.\",\"modes\":[{\"cost\":{\"min\":1,\"max\":1},\"name\":\"Ethereal Weapon\",\"entries\":[\"As a bonus action, you temporarily transform one weapon you're holding or your unarmed strike into pure psionic energy. The next attack you make with it before the end of your turn ignores the target's armor, requiring no attack roll. Instead, the target makes a Dexterity saving throw against this discipline. On a failed save, the target takes the attack's normal damage and suffers its additional effects. On a successful save, the target takes half damage from the attack but suffers no additional effects that would normally be imposed on a hit.\"]},{\"cost\":{\"min\":1,\"max\":7},\"name\":\"Lethal Strike\",\"entries\":[\"As a bonus action, you imbue a weapon you're holding or your unarmed strike with psychic energy. The next time you hit with it before the end of your turn, it deals an extra {@scaledamage 1d10|1-7|1d10|psi} psychic damage per psi point spent.\"]},{\"cost\":{\"min\":5,\"max\":5},\"concentration\":{\"duration\":10,\"unit\":\"min\"},\"name\":\"Augmented Weapon\",\"entries\":[\"As a bonus action, touch one {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon}. Until your {@status concentration} ends, that weapon becomes a magic weapon with a +3 bonus to its attack and damage rolls.\"]}]},{\"name\":\"Psychic Assault\",\"source\":\"UATheMysticClass\",\"page\":24,\"type\":\"D\",\"order\":\"Awakened\",\"entries\":[\"You wield your mind like a weapon, unleashing salvos of psionic energy.\"],\"focus\":\"While focused on this discipline, you gain a +2 bonus to damage rolls with psionic talents that deal psychic damage.\",\"modes\":[{\"cost\":{\"min\":1,\"max\":7},\"name\":\"Psionic Blast\",\"entries\":[\"As an action, choose one creature you can see within 60 feet of you. The target takes {@scaledamage 1d8|1-7|1d8|psi} psychic damage per psi point spent on this ability.\"]},{\"cost\":{\"min\":3,\"max\":3},\"name\":\"Ego Whip\",\"entries\":[\"As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes {@damage 3d8} psychic damage, and it is filled with self-doubt, leaving it able to use its action on its next turn only to take the Dodge, Disengage, or Hide action. On a successful saving throw, it takes half as much damage.\"]},{\"cost\":{\"min\":5,\"max\":5},\"name\":\"Id Insinuation\",\"entries\":[\"As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes {@damage 5d8} psychic damage, and it goes into a fury, as its id runs rampant. On its next turn, it can use its action only to take the Dodge or Attack action. On a successful save, it takes half as much damage.\"]},{\"cost\":{\"min\":6,\"max\":6},\"name\":\"Psychic Blast\",\"entries\":[\"As an action, you unleash devastating psychic energy in a 60-foot cone. Each creature in that area must make an Intelligence saving throw, taking {@damage 8d8} psychic damage on a failed save, or half as much damage on a successful one. You can increase the damage by {@scaledamage 8d8|6-7|2d8|psi} if you spend 1 more psi point on this ability.\"]},{\"cost\":{\"min\":7,\"max\":7},\"name\":\"Psychic Crush\",\"entries\":[\"As an action, you create a 20-foot cube of psychic energy within 120 feet of you. Each creature in that area must make an Intelligence saving throw. On a failed save, a target takes {@damage 8d8} psychic damage and is {@condition stunned} until the end of your next turn. On a successful save, a target takes half as much damage.\"]}]},{\"name\":\"Psychic Disruption\",\"source\":\"UATheMysticClass\",\"page\":24,\"type\":\"D\",\"order\":\"Awakened\",\"entries\":[\"You create psychic static that disrupts other creatures' ability to think clearly.\"],\"focus\":\"While focused on this discipline, you have advantage on Charisma ({@skill Deception}) checks.\",\"modes\":[{\"cost\":{\"min\":1,\"max\":7},\"concentration\":{\"duration\":1,\"unit\":\"min\"},\"name\":\"Distracting Haze\",\"entries\":[\"As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, it takes {@scaledamage 1d10|1-7|1d10|psi} psychic damage per psi point spent and can't see anything more than 10 feet from it until your {@status concentration} ends. On a successful save, it takes half as much damage.\"]},{\"cost\":{\"min\":3,\"max\":3},\"name\":\"Daze\",\"entries\":[\"As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, the target is {@condition incapacitated} until the end of your next turn or until it takes any damage.\"]},{\"cost\":{\"min\":5,\"max\":5},\"name\":\"Mind Storm\",\"entries\":[\"As an action, choose a point you can see within 60 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, a target takes {@damage 6d8} psychic damage and suffers disadvantage on all saving throws until the end of your next turn. On a successful save, a creature takes half as much damage. You can increase the damage by {@scaledamage 6d8|5-7|1d6|psi} per additional psi point spent on this ability.\"]}]},{\"name\":\"Psychic Hammer\",\"source\":\"UATheMysticClass\",\"page\":28,\"type\":\"T\",\"entries\":[\"As an action, you try to grasp one creature you can see within 120 feet of you, with a hand crafted from telekinetic energy. The target must succeed on a Strength saving throw or take {@damage 1d6} force damage. If it takes any of this damage and is Large or smaller, you can move it up to 10 feet in a straight line in a direction of your choice. You can't lift the target off the ground unless it is already airborne or underwater.\",\"The talent's damage increases by {@dice 1d6} when you reach 5th level ({@damage 2d6}), 11th level ({@damage 3d6}), and 17th level ({@damage 4d6}).\"]},{\"name\":\"Psychic Inquisition\",\"source\":\"UATheMysticClass\",\"page\":25,\"type\":\"D\",\"order\":\"Awakened\",\"entries\":[\"You reach into a creature's mind to uncover information or plant ideas within it.\"],\"focus\":\"While focused on this discipline, you know when a creature communicating with you via telepathy is lying.\",\"modes\":[{\"cost\":{\"min\":1,\"max\":7},\"name\":\"Hammer of Inquisition\",\"entries\":[\"As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes {@scaledamage 1d10|1-7|1d10|psi} psychic damage per psi point spent and suffers disadvantage on its next Wisdom saving throw before the end of your next turn. On a successful save, it takes half as much damage.\"]},{\"cost\":{\"min\":2,\"max\":2},\"name\":\"Forceful Query\",\"entries\":[\"As an action, you ask a question of one creature that can see and hear you within 30 feet of you. The question must be phrased so that it can be answered with a yes or no, otherwise this ability fails. The target must succeed on a Wisdom saving throw, or it replies with a truthful answer. A creature is immune to this ability if it is immune to being {@condition charmed}.\"]},{\"cost\":{\"min\":5,\"max\":5},\"concentration\":{\"duration\":1,\"unit\":\"hr\"},\"name\":\"Ransack Mind\",\"entries\":[\"While you concentrate on this ability, you probe one creature's mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability's full duration, the target must make three Intelligence saving throws, and you learn information from it based on the number of saving throws it fails. With one failed saving throw, you learn its key memories from the past 12 hours. With two failed saving throws, you learn its key memories from the past 24 hours. With three failed saving throws, you learn its key memories from the past 48 hours.\"]},{\"cost\":{\"min\":6,\"max\":6},\"concentration\":{\"duration\":1,\"unit\":\"hr\"},\"name\":\"Phantom Idea\",\"entries\":[\"While you concentrate on this ability, you probe one creature's mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability's full duration, the target must make three Intelligence saving throws, and you plant a memory or an idea in it, which lasts for a number of hours based on the number of saving throws it fails. You choose whether the idea or memory is trivial (such as \\\"I had porridge for breakfast\\\" or \\\"Ale is the worst\\\") or personality-defining (\\\"I failed to save my village from orc marauders and am therefore a coward\\\" or \\\"Magic is a scourge, so I renounce it\\\"). With one failed saving throw, the idea or memory lasts for the next 4 hours. With two failed saving throws, it lasts for 24 hours. With three failed saving throws, it lasts for 48 hours.\"]}]},{\"name\":\"Psychic Phantoms\",\"source\":\"UATheMysticClass\",\"page\":25,\"type\":\"D\",\"order\":\"Awakened\",\"entries\":[\"Your power reaches into a creature's mind and causes it false perceptions.\"],\"focus\":\"While focused on this discipline, you have advantage on Charisma ({@skill Deception}) checks.\",\"modes\":[{\"cost\":{\"min\":1,\"max\":7},\"name\":\"Distracting Figment\",\"entries\":[\"As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes {@scaledamage 1d10|1-7|1d10|psi} psychic damage per psi point spent and thinks it perceives a threatening creature just out of its sight; until the end of your next turn, it can't use reactions, and melee attack rolls against it have advantage. On a successful save, it takes half as much damage.\"]},{\"cost\":{\"min\":3,\"max\":3},\"concentration\":{\"duration\":1,\"unit\":\"min\"},\"name\":\"Phantom Foe\",\"entries\":[\"As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it perceives a horrid creature adjacent to it until your {@status concentration} ends. During this time, the target can't take reactions, and it takes {@damage 1d8} psychic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can increase the damage by {@scaledamage 1d8|3-7|1d8|psi} for each additional psi point spent on the ability.\"]},{\"cost\":{\"min\":5,\"max\":5},\"concentration\":{\"duration\":1,\"unit\":\"min\"},\"name\":\"Phantom Betrayal\",\"entries\":[\"As an action, you plant delusional paranoia in a creature's mind. Choose one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or until your {@status concentration} ends, it must target its allies with attacks and other damaging effects. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being {@condition charmed}.\"]},{\"cost\":{\"min\":7,\"max\":7},\"concentration\":{\"duration\":1,\"unit\":\"min\"},\"name\":\"Phantom Riches\",\"entries\":[\"As an action, you plant the phantom of a greatly desired object in a creature's mind. Choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, you gain partial control over the target's behavior until your {@status concentration} ends; the target moves as you wish on each of its turns, as it thinks it pursues the phantom object it desires. If it hasn't taken damage since its last turn, it can use its action only to admire the object you created in its perception. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"]}]},{\"name\":\"Telepathic Contact\",\"source\":\"UATheMysticClass\",\"page\":26,\"type\":\"D\",\"order\":\"Awakened\",\"entries\":[\"By channeling psionic power, you gain the ability to control other creatures by substituting your will for their own.\"],\"focus\":\"While focused on this discipline, you gain the ability to use your Telepathy class feature with up to six creatures at once. If you don't have that feature from the mystic class, you instead gain it while focused on this discipline.\",\"modes\":[{\"cost\":{\"min\":2,\"max\":2},\"name\":\"Exacting Query\",\"entries\":[\"As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target truthfully answers one question you ask it via telepathy. On a successful save, the target is unaffected, and you can't use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being {@condition charmed}.\"]},{\"cost\":{\"min\":2,\"max\":2},\"name\":\"Occluded Mind\",\"entries\":[\"As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target believes one statement of your choice for the next 5 minutes that you communicate to it via telepathy. The statement can be up to ten words long, and it must describe you or a creature or an object the target can see. On a successful save, the target is unaffected, and you can't use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being {@condition charmed}.\"]},{\"cost\":{\"min\":5,\"max\":5},\"name\":\"Broken Will\",\"entries\":[\"As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, you choose the target's movement and action on its next turn. On a successful save, the target is unaffected, and you can't use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being {@condition charmed}.\"]},{\"cost\":{\"min\":6,\"max\":6},\"concentration\":{\"duration\":1,\"unit\":\"min\"},\"name\":\"Psychic Grip\",\"entries\":[\"As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or it is {@condition paralyzed} until your {@status concentration} ends. At the end of each of its turns, it can repeat the saving throw. On a success, this effect ends. On a failure, you can use your reaction to force the target to move up to half its speed, even though it's {@condition paralyzed}.\"]},{\"cost\":{\"min\":7,\"max\":7},\"concentration\":{\"duration\":1,\"unit\":\"min\"},\"name\":\"Psychic Domination\",\"entries\":[\"As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or you choose the creature's actions and movement on its turns until your {@status concentration} ends. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being {@condition charmed}.\"]}]},{\"name\":\"Third Eye\",\"source\":\"UATheMysticClass\",\"page\":26,\"type\":\"D\",\"order\":\"Nomad\",\"entries\":[\"You create a third, psychic eye in your mind, which you cast out into the world. It channels thoughts and knowledge back to you, greatly enhancing your senses.\"],\"focus\":\"While focused on this discipline, you have darkvision with a range of 60 feet. If you already have darkvision with that range or greater, increase its range by 10 feet.\",\"modes\":[{\"cost\":{\"min\":2,\"max\":2},\"concentration\":{\"duration\":1,\"unit\":\"min\"},\"name\":\"Tremorsense\",\"entries\":[\"As a bonus action, you gain tremorsense with a radius of 30 feet, which lasts until your {@status concentration} ends.\"]},{\"cost\":{\"min\":2,\"max\":2},\"name\":\"Unwavering Eye\",\"entries\":[\"As a bonus action, you gain advantage on Wisdom checks for 1 minute.\"]},{\"cost\":{\"min\":3,\"max\":3},\"concentration\":{\"duration\":1,\"unit\":\"min\"},\"name\":\"Piercing Sight\",\"entries\":[\"As a bonus action, you gain the ability to see through objects that are up to 1 foot thick within 30 feet of you. This sight lasts until your {@status concentration} ends.\"]},{\"cost\":{\"min\":5,\"max\":5},\"concentration\":{\"duration\":1,\"unit\":\"min\"},\"name\":\"Truesight\",\"entries\":[\"As a bonus action, you gain truesight with a radius of 30 feet, which lasts until your {@status concentration} ends.\"]}]}]}"); JSON_DATA[`data/races.json`] = JSON.parse("{\"_meta\":{\"internalCopies\":[\"race\"]},\"race\":[{\"name\":\"Aarakocra\",\"source\":\"DMG\",\"page\":282,\"size\":[\"M\"],\"speed\":{\"walk\":20,\"fly\":50},\"ability\":[{\"dex\":2,\"wis\":2}],\"traitTags\":[\"Natural Weapon\",\"NPC Race\"],\"languageProficiencies\":[{\"auran\":true}],\"entries\":[{\"name\":\"Dive Attack\",\"entries\":[\"If you are flying and dive at least 30 ft. straight toward a target and then hit it with a melee weapon attack, the attack deals an extra {@dice 1d6} damage to the target.\"],\"type\":\"entries\"},{\"name\":\"Talons\",\"entries\":[\"You are proficient with your unarmed strikes, which deal {@damage 1d4} slashing damage on a hit.\"],\"type\":\"entries\"},{\"name\":\"Language\",\"entries\":[\"You can speak, read, and write Auran.\"],\"type\":\"entries\"}]},{\"name\":\"Aarakocra\",\"source\":\"EEPC\",\"page\":5,\"otherSources\":[{\"source\":\"EGW\",\"page\":165}],\"reprintedAs\":[\"Aarakocra|MPMM\"],\"size\":[\"M\"],\"speed\":{\"walk\":25,\"fly\":50},\"ability\":[{\"dex\":2,\"wis\":1}],\"age\":{\"mature\":3,\"max\":30},\"traitTags\":[\"Natural Weapon\"],\"languageProficiencies\":[{\"common\":true,\"other\":true,\"auran\":true}],\"soundClip\":{\"type\":\"internal\",\"path\":\"races/aarakocra.mp3\"},\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Aarakocra reach maturity by age 3. Compared to humans, aarakocra don't usually live longer than 30 years.\"]},{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Most aarakocra are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.\"]},{\"name\":\"Flight\",\"entries\":[\"You have a flying speed of 50 feet. To use this speed, you can't be wearing medium or heavy armor.\"],\"type\":\"entries\"},{\"name\":\"Talons\",\"entries\":[\"Your talons are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to {@damage 1d4} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.\"],\"type\":\"entries\"},{\"name\":\"Language\",\"entries\":[\"You can speak, read, and write Common, Aarakocra, and Auran.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Aarakocra\",\"source\":\"MPMM\",\"page\":5,\"lineage\":\"VRGR\",\"size\":[\"M\"],\"speed\":{\"walk\":30,\"fly\":true},\"traitTags\":[\"Natural Weapon\"],\"additionalSpells\":[{\"innate\":{\"3\":[\"gust of wind\"]},\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]}}],\"entries\":[{\"type\":\"entries\",\"name\":\"Flight\",\"entries\":[\"Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.\"]},{\"type\":\"entries\",\"name\":\"Talons\",\"entries\":[\"You have talons that you can use to make unarmed strikes. When you hit with them, the strike deals {@damage 1d6} + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.\"]},{\"type\":\"entries\",\"name\":\"Wind Caller\",\"entries\":[\"Starting at 3rd level, you can cast the {@spell gust of wind} spell with this trait, without requiring a material component. Once you cast the spell with this trait, you can't do so again until you finish a long rest. You can also cast the spell using any spell slots you have of 2nd level or higher.\",\"Intelligence, Wisdom, or Charisma is your spellcasting ability for when you cast {@spell gust of wind} with this trait (choose when you select this race).\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Aasimar\",\"source\":\"DMG\",\"page\":286,\"reprintedAs\":[\"Aasimar|XPHB\"],\"size\":[\"M\"],\"speed\":30,\"ability\":[{\"wis\":1,\"cha\":2}],\"age\":{\"mature\":20,\"max\":100},\"darkvision\":60,\"languageProficiencies\":[{\"common\":true,\"celestial\":true}],\"resist\":[\"necrotic\",\"radiant\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"races/aasimar.mp3\"},\"additionalSpells\":[{\"innate\":{\"3\":{\"daily\":{\"1\":[\"lesser restoration\"]}},\"5\":{\"daily\":{\"1\":[\"daylight\"]}}},\"ability\":\"cha\",\"known\":{\"1\":[\"light#c\"]}}],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Aasimar mature at the same rate as humans but live a few years longer.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Aasimar are built like well-proportioned humans. Your size is Medium.\"]},{\"name\":\"Darkvision\",\"entries\":[\"Thanks to your celestial heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.\"],\"type\":\"entries\"},{\"name\":\"Celestial Resistance\",\"entries\":[\"You have resistance to necrotic and radiant damage.\"],\"type\":\"entries\"},{\"name\":\"Celestial Legacy\",\"entries\":[\"You know the {@spell light} cantrip. Once you reach 3rd level, you can cast the {@spell lesser restoration} spell once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the {@spell daylight} spell once with this trait, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.\"],\"type\":\"entries\"},{\"name\":\"Language\",\"entries\":[\"You can speak, read, and write Common and Celestial.\"],\"type\":\"entries\"}]},{\"name\":\"Aasimar\",\"source\":\"MPMM\",\"page\":7,\"reprintedAs\":[\"Aasimar|XPHB\"],\"lineage\":\"VRGR\",\"size\":[\"S\",\"M\"],\"speed\":30,\"age\":{\"max\":180},\"darkvision\":60,\"resist\":[\"necrotic\",\"radiant\"],\"additionalSpells\":[{\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"1\":[\"light#c\"]}}],\"entries\":[{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"You are Medium or Small. You choose the size when you select this race.\"]},{\"type\":\"entries\",\"name\":\"Celestial Resistance\",\"entries\":[\"You have resistance to necrotic damage and radiant damage.\"]},{\"type\":\"entries\",\"name\":\"Darkvision\",\"entries\":[\"You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.\"]},{\"type\":\"entries\",\"name\":\"Healing Hands\",\"entries\":[\"As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest.\"]},{\"type\":\"entries\",\"name\":\"Light Bearer\",\"entries\":[\"You know the {@spell light} cantrip. Charisma is your spellcasting ability for it.\"]},{\"type\":\"entries\",\"name\":\"Celestial Revelation\",\"entries\":[\"When you reach 3rd level, choose one of the revelation options below. Thereafter, you can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can't use it again until you finish a long rest.\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Necrotic Shroud\",\"entry\":\"Your eyes briefly become pools of darkness, and ghostly, flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become {@condition frightened} of you until the end of your next turn. Until the transformation ends, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.\"},{\"type\":\"item\",\"name\":\"Radiant Consumption\",\"entry\":\"Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.\"},{\"type\":\"item\",\"name\":\"Radiant Soul\",\"entry\":\"Two luminous, spectral wings sprout from your back temporarily. Until the transformation ends, you have a flying speed equal to your walking speed, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.\"}],\"style\":\"list-hang-notitle\"}]}],\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Aasimar; Necrotic Shroud\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"replaceArr\",\"replace\":\"Celestial Revelation\",\"items\":{\"name\":\"Celestial Revelation (Necrotic Shroud)\",\"type\":\"entries\",\"entries\":[\"When you reach 3rd level, you can use a bonus action to transform yourself. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation, you can't use it again until you finish a long rest.\",\"Your eyes briefly become pools of darkness, and ghostly, flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become {@condition frightened} of you until the end of your next turn. Until the transformation ends, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.\"]}}}},{\"name\":\"Aasimar; Radiant Consumption\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"replaceArr\",\"replace\":\"Celestial Revelation\",\"items\":{\"name\":\"Celestial Revelation (Radiant Consumption)\",\"type\":\"entries\",\"entries\":[\"When you reach 3rd level, you can use a bonus action to transform yourself. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation, you can't use it again until you finish a long rest.\",\"Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.\"]}}}},{\"name\":\"Aasimar; Radiant Soul\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"replaceArr\",\"replace\":\"Celestial Revelation\",\"items\":{\"name\":\"Celestial Revelation (Radiant Soul)\",\"type\":\"entries\",\"entries\":[\"When you reach 3rd level, you can use a bonus action to transform yourself. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation, you can't use it again until you finish a long rest.\",\"Two luminous, spectral wings sprout from your back temporarily. Until the transformation ends, you have a flying speed equal to your walking speed, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.\"]}}}}]},{\"name\":\"Aasimar\",\"source\":\"VGM\",\"page\":104,\"otherSources\":[{\"source\":\"EGW\",\"page\":166}],\"reprintedAs\":[\"Aasimar|MPMM\",\"Aasimar|XPHB\"],\"size\":[\"M\"],\"speed\":30,\"ability\":[{\"cha\":2}],\"heightAndWeight\":{\"baseHeight\":56,\"heightMod\":\"2d10\",\"baseWeight\":110,\"weightMod\":\"2d4\"},\"age\":{\"mature\":20,\"max\":160},\"darkvision\":60,\"languageProficiencies\":[{\"common\":true,\"celestial\":true}],\"resist\":[\"necrotic\",\"radiant\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"races/aasimar.mp3\"},\"additionalSpells\":[{\"ability\":\"cha\",\"known\":{\"1\":[\"light#c\"]}}],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Aasimar mature at the same rate as humans, but they can live up to 160 years.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Aasimar have the same range of height and weight as humans.\"]},{\"name\":\"Darkvision\",\"entries\":[\"Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"],\"type\":\"entries\"},{\"name\":\"Celestial Resistance\",\"entries\":[\"You have resistance to necrotic damage and radiant damage.\"],\"type\":\"entries\"},{\"name\":\"Healing Hands\",\"entries\":[\"As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.\"],\"type\":\"entries\"},{\"name\":\"Light Bearer\",\"entries\":[\"You know the {@spell light} cantrip. Charisma is your spellcasting ability for it.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and Celestial.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Aasimar\",\"source\":\"XPHB\",\"page\":186,\"edition\":\"one\",\"creatureTypes\":[\"humanoid\"],\"size\":[\"S\",\"M\"],\"speed\":30,\"darkvision\":60,\"resist\":[\"necrotic\",\"radiant\"],\"additionalSpells\":[{\"ability\":\"cha\",\"known\":{\"1\":[\"light|xphb#c\"]}}],\"sizeEntry\":{\"type\":\"item\",\"name\":\"Size:\",\"entries\":[\"Medium (about 4-7 feet tall) or Small (about 2-4 feet tall), chosen when you select this species\"]},\"entries\":[{\"type\":\"entries\",\"name\":\"Celestial Resistance\",\"entries\":[\"You have {@variantrule Resistance|XPHB} to Necrotic damage and Radiant damage.\"]},{\"type\":\"entries\",\"name\":\"Darkvision\",\"entries\":[\"You have {@sense Darkvision|XPHB} with a range of 60 feet.\"]},{\"type\":\"entries\",\"name\":\"Healing Hands\",\"entries\":[\"As a {@action Magic|XPHB} action, you touch a creature and roll a number of d4s equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}. The creature regains a number of {@variantrule Hit Points|XPHB} equal to the total rolled. Once you use this trait, you can't use it again until you finish a {@variantrule Long Rest|XPHB}.\"]},{\"type\":\"entries\",\"name\":\"Light Bearer\",\"entries\":[\"You know the {@spell Light|XPHB} cantrip. Charisma is your spellcasting ability for it.\"]},{\"type\":\"entries\",\"name\":\"Celestial Revelation\",\"entries\":[\"When you reach character level 3, you can transform as a {@variantrule Bonus Action|XPHB} using one of the options below (choose the option each time you transform). The transformation lasts for 1 minute or until you end it (no action required). Once you transform, you can't do so again until you finish a {@variantrule Long Rest|XPHB}.\",\"Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your {@variantrule Proficiency|XPHB|Proficiency Bonus}, and the extra damage's type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance.\",\"Here are the transformation options:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Heavenly Wings\",\"entries\":[\"Two spectral wings sprout from your back temporarily. Until the transformation ends, you have a {@variantrule Fly Speed|XPHB} equal to your {@variantrule Speed|XPHB}.\"]},{\"type\":\"item\",\"name\":\"Inner Radiance\",\"entries\":[\"Searing light temporarily radiates from your eyes and mouth. For the duration, you shed {@variantrule Bright Light|XPHB} in a 10-foot radius and {@variantrule Dim Light|XPHB} for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes Radiant damage equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}.\"]},{\"type\":\"item\",\"name\":\"Necrotic Shroud\",\"entries\":[\"Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and {@variantrule Proficiency|XPHB|Proficiency Bonus}) or have the {@condition Frightened|XPHB} condition until the end of your next turn.\"]}]}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Aetherborn\",\"source\":\"PSK\",\"page\":17,\"size\":[\"M\"],\"speed\":30,\"ability\":[{\"cha\":2,\"choose\":{\"from\":[\"str\",\"dex\",\"con\",\"int\",\"wis\"],\"count\":2}}],\"age\":{\"mature\":0,\"max\":3},\"darkvision\":60,\"skillProficiencies\":[{\"intimidation\":true}],\"languageProficiencies\":[{\"common\":true,\"anyStandard\":2}],\"resist\":[\"necrotic\"],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Aetherborn come into being as adults and live no more than a few years.\"]},{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"As a rule, aetherborn are driven by hedonism and self-interest, making them neutral at best and thoroughly evil at worst. Neutral aetherborn might devote much of their time (and wealth) to parties and social activity, while evil aetherborn are usually involved in the criminal underworld.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Aetherborn are about the same size as humans, ranging from 5 to 6 feet tall. They are quite light—only about 100 pounds—and their weight diminishes as they age and more and more of their substance returns to the aethersphere. Your size is Medium.\"]},{\"name\":\"Darkvision\",\"entries\":[\"Thanks to your heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"],\"type\":\"entries\"},{\"name\":\"Born of Aether\",\"entries\":[\"You have resistance to necrotic damage.\"],\"type\":\"entries\"},{\"name\":\"Menacing\",\"entries\":[\"You have proficiency in the {@skill Intimidation} skill.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and two other languages of your choice.\"],\"type\":\"entries\"},{\"type\":\"inset\",\"name\":\"Gift of the Aetherborn\",\"entries\":[\"An unknown aetherborn, desperately seeking a means to extend their short life, discovered a process of transformation that prolonged their existence—by giving them the ability to feed on the life essence of other beings. Since then, other aetherborn have learned and carried out this monstrous transformation, and aetherborn with this \\\"gift\\\" have become a small minority among an already small population.\",\"A gifted aetherborn has the ability to drain the life essence of other beings. Similar to the way heat is transferred from a warm object to a cold one, a gifted aetherborn need only touch another living being with a clawed hand to draw life essence out, fueling their own continued existence while draining strength and vitality from their victim.\",\"For many aetherborn, living as they do for indulgence and instant gratification, the concepts of \\\"want\\\" and \\\"need\\\" are virtually synonymous. But Aetherborn with this gift understand what it is to truly need, for they develop a hunger for life essence that far exceeds any desires they might have felt before their transformation. A gifted aetherborn who abstains from this feeding deteriorates even more rapidly than other aetherborn, while enduring unspeakable agony caused by the deprivation of life energy.\",\"At the DM's option, an aetherborn character can research methods of achieving this dark \\\"gift.\\\" The process is similar to inventing and manufacturing a rare magic item (see \\\"{@book Inventing and Manufacturing Devices|PS-K|1|Inventing and Manufacturing Devices}\\\" earlier in this document). But rather than aether, the process requires a variety of rare unguents and unusual ingredients that make up the cost of researching and undergoing the transformation.\",\"An aetherborn with this gift gains the Drain Life ability: a natural attack that deals {@dice 1d6} necrotic damage and restores the same number of hit points to the aetherborn. However, if the aetherborn goes for 7 days without dealing this damage, their hit point maximum is reduced by {@dice 1d6} per week. This reduction can't be removed until the aetherborn has used their Drain Life ability and completed a long rest.\"]}],\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Variant; Gifted Aetherborn\",\"source\":\"PSK\",\"_mod\":{\"entries\":{\"mode\":\"appendArr\",\"items\":{\"name\":\"Drain Life\",\"type\":\"entries\",\"entries\":[\"You gain a natural attack that deals {@dice 1d6} necrotic damage and restores the same number of hit points to you. However, if you goes for 7 days without dealing this damage, your hit point maximum is reduced by {@dice 1d6} per week. This reduction can't be removed until you have used your Drain Life ability and completed a long rest.\"]}}},\"traitTags\":[\"Natural Weapon\"]}]},{\"name\":\"Astral Elf\",\"source\":\"AAG\",\"page\":10,\"lineage\":\"VRGR\",\"creatureTypes\":[\"humanoid\"],\"creatureTypeTags\":[\"elf\"],\"size\":[\"M\"],\"speed\":30,\"age\":{\"max\":750},\"darkvision\":60,\"traitTags\":[\"Improved Resting\",\"Tool Proficiency\",\"Weapon Proficiency\"],\"skillProficiencies\":[{\"perception\":true}],\"additionalSpells\":[{\"known\":{\"1\":[\"dancing lights#c\"]},\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]}},{\"known\":{\"1\":[\"light#c\"]},\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]}},{\"known\":{\"1\":[\"sacred flame#c\"]},\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]}}],\"entries\":[{\"type\":\"entries\",\"name\":\"Creature Type\",\"entries\":[\"You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.\"]},{\"type\":\"entries\",\"name\":\"Astral Fire\",\"entries\":[\"You know one of the following cantrips of your choice: {@spell dancing lights}, {@spell light}, or {@spell sacred flame}. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race).\"]},{\"type\":\"entries\",\"name\":\"Darkvision\",\"entries\":[\"You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.\"]},{\"type\":\"entries\",\"name\":\"Fey Ancestry\",\"entries\":[\"You have advantage on saving throws you make to avoid or end the {@condition charmed} condition on yourself.\"]},{\"type\":\"entries\",\"name\":\"Keen Senses\",\"entries\":[\"You have proficiency in the {@skill Perception} skill.\"]},{\"type\":\"entries\",\"name\":\"Starlight Step\",\"entries\":[\"As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]},{\"type\":\"entries\",\"name\":\"Astral Trance\",\"entries\":[\"You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you remain conscious.\",\"Whenever you finish this trance, you gain proficiency in one skill of your choice and with one weapon or tool of your choice, selected from the {@book Player's Handbook|PHB}. You mystically acquire these proficiencies by drawing them from shared elven memory and the experiences of entities on the Astral Plane, and you retain them until you finish your next long rest.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Autognome\",\"source\":\"AAG\",\"page\":11,\"lineage\":\"VRGR\",\"creatureTypes\":[\"construct\"],\"size\":[\"S\"],\"speed\":30,\"traitTags\":[\"Improved Resting\",\"Natural Armor\"],\"toolProficiencies\":[{\"any\":2}],\"resist\":[\"poison\"],\"conditionImmune\":[\"disease\"],\"entries\":[{\"type\":\"entries\",\"name\":\"Creature Type\",\"entries\":[\"You are a Construct.\"]},{\"type\":\"entries\",\"name\":\"Armored Casing\",\"entries\":[\"You are encased in thin metal or some other durable material. While you aren't wearing armor, your base Armor Class is 13 + your Dexterity modifier.\"]},{\"type\":\"entries\",\"name\":\"Built for Success\",\"entries\":[\"You can add a {@dice d4} to one attack roll, ability check, or saving throw you make, and you can do so after seeing the {@dice d20} roll but before the effects of the roll are resolved. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]},{\"type\":\"entries\",\"name\":\"Healing Machine\",\"entries\":[\"If the {@spell mending} spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point).\",\"In addition, your creator designed you to benefit from several spells that preserve life but that normally don't affect Constructs: {@spell cure wounds}, {@spell healing word}, {@spell mass cure wounds}, {@spell mass healing word}, and {@spell spare the dying}.\"]},{\"type\":\"entries\",\"name\":\"Mechanical Nature\",\"entries\":[\"You have resistance to poison damage and immunity to disease, and you have advantage on saving throws against being {@condition paralyzed} or {@condition poisoned}. You don't need to eat, drink, or breathe.\"]},{\"type\":\"entries\",\"name\":\"Sentry's Rest\",\"entries\":[\"When you take a long rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, you appear inert, but you remain conscious.\"]},{\"type\":\"entries\",\"name\":\"Specialized Design\",\"entries\":[\"You gain two tool proficiencies of your choice, selected from the {@book Player's Handbook|PHB}.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Aven\",\"source\":\"PSA\",\"page\":15,\"size\":[\"M\"],\"speed\":{\"walk\":25,\"fly\":30},\"ability\":[{\"dex\":2}],\"age\":{\"mature\":20,\"max\":100},\"languageProficiencies\":[{\"common\":true,\"other\":true}],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Like humans, aven reach adulthood in their late teens and can theoretically live into their 80s. Of course, most find a glorious (or inglorious) death long before that point.\"]},{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Most aven lean toward some form of neutrality. Ibis-headed aven, focused more on knowledge than any other virtue, are usually neutral. Hawk-headed aven are inclined toward lawful neutral.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Aven stand from 5 to 6 feet tall, but their bodies are slender and their bones are partially hollow to facilitate their flight. Your size is Medium.\"]},{\"name\":\"Flight\",\"entries\":[\"You have a flying speed of 30 feet. You can't use your flying speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can't use your flying speed if you are encumbered.) \"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and Aven.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Aven\",\"source\":\"PSD\",\"page\":6,\"size\":[\"M\"],\"speed\":{\"walk\":25,\"fly\":30},\"ability\":[{\"dex\":2,\"wis\":2}],\"age\":{\"mature\":20,\"max\":100},\"skillProficiencies\":[{\"perception\":true}],\"languageProficiencies\":[{\"common\":true,\"other\":true}],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Like humans, aven reach adulthood in their late teens and can live into their 80s.\"]},{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Aven are inclined toward the lawful good alignment of the Church of Serra\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Aven stand from 5 to 6 feet tall, but their bodies are slender and their bones are partially hollow to facilitate their flight. Your size is Medium.\"]},{\"name\":\"Flight\",\"entries\":[\"You have a flying speed of 30 feet. You can't use your flying speed while you wear medium or heavy armor. (If your campaign uses the variant rule for {@variantrule encumbrance|PHB}, you can't use your flying speed if you are encumbered.) \"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and {@language Aven|PSD}.\"],\"type\":\"entries\"},{\"name\":\"Hawkeyed\",\"entries\":[\"You have proficiency in the {@skill Perception} skill. In addition, attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bugbear\",\"source\":\"ERLW\",\"page\":25,\"reprintedAs\":[\"Bugbear|MPMM\"],\"size\":[\"M\"],\"speed\":30,\"ability\":[{\"str\":2,\"dex\":1}],\"heightAndWeight\":{\"baseHeight\":72,\"heightMod\":\"2d12\",\"baseWeight\":200,\"weightMod\":\"2d6\"},\"age\":{\"mature\":16,\"max\":80},\"darkvision\":60,\"traitTags\":[\"Monstrous Race\",\"Powerful Build\"],\"skillProficiencies\":[{\"stealth\":true}],\"languageProficiencies\":[{\"common\":true,\"goblin\":true}],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Bugbears reach adulthood at age 16 and live up to 80 years.\"]},{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Bugbears live on the fringes of society even in Darguun, where they value self-sufficiency and violence. They are generally chaotic, organizing in loose tribes under charismatic and powerful leaders.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Your size is Medium.\"]},{\"name\":\"Darkvision\",\"entries\":[\"You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"],\"type\":\"entries\"},{\"name\":\"Long-Limbed\",\"entries\":[\"When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.\"],\"type\":\"entries\"},{\"name\":\"Powerful Build\",\"entries\":[\"You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.\"],\"type\":\"entries\"},{\"name\":\"Sneaky\",\"entries\":[\"You are proficient in the {@skill Stealth} skill.\"],\"type\":\"entries\"},{\"name\":\"Surprise Attack\",\"entries\":[\"If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra {@dice 2d6} damage to it. You can use this trait only once per combat.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and Goblin.\"],\"type\":\"entries\"}],\"hasFluffImages\":true},{\"name\":\"Bugbear\",\"source\":\"MPMM\",\"page\":8,\"lineage\":\"VRGR\",\"creatureTypes\":[\"humanoid\"],\"creatureTypeTags\":[\"goblinoid\"],\"size\":[\"M\"],\"speed\":30,\"darkvision\":60,\"traitTags\":[\"Powerful Build\"],\"skillProficiencies\":[{\"stealth\":true}],\"entries\":[{\"type\":\"entries\",\"name\":\"Creature Type\",\"entries\":[\"You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.\"]},{\"type\":\"entries\",\"name\":\"Darkvision\",\"entries\":[\"You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.\"]},{\"type\":\"entries\",\"name\":\"Fey Ancestry\",\"entries\":[\"You have advantage on saving throws you make to avoid or end the {@condition charmed} condition on yourself.\"]},{\"type\":\"entries\",\"name\":\"Long-Limbed\",\"entries\":[\"When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.\"]},{\"type\":\"entries\",\"name\":\"Powerful Build\",\"entries\":[\"You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.\"]},{\"type\":\"entries\",\"name\":\"Sneaky\",\"entries\":[\"You are proficient in the {@skill Stealth} skill. In addition, without squeezing, you can move through and stop in a space large enough for a Small creature.\"]},{\"type\":\"entries\",\"name\":\"Surprise Attack\",\"entries\":[\"If you hit a creature with an attack roll, the creature takes an extra {@damage 2d6} damage if it hasn't taken a turn yet in the current combat.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bugbear\",\"source\":\"VGM\",\"page\":119,\"otherSources\":[{\"source\":\"EGW\",\"page\":174}],\"reprintedAs\":[\"Bugbear|MPMM\"],\"size\":[\"M\"],\"speed\":30,\"ability\":[{\"str\":2,\"dex\":1}],\"heightAndWeight\":{\"baseHeight\":72,\"heightMod\":\"2d12\",\"baseWeight\":200,\"weightMod\":\"2d6\"},\"age\":{\"mature\":16,\"max\":80},\"darkvision\":60,\"traitTags\":[\"Monstrous Race\",\"Powerful Build\"],\"skillProficiencies\":[{\"stealth\":true}],\"languageProficiencies\":[{\"common\":true,\"goblin\":true}],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Bugbears reach adulthood at age 16 and live up to 80 years.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Bugbears are between 6 and 8 feet tall and weigh between 250 and 350 pounds. Your size is Medium.\"]},{\"name\":\"Darkvision\",\"entries\":[\"You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"],\"type\":\"entries\"},{\"name\":\"Long-Limbed\",\"entries\":[\"When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.\"],\"type\":\"entries\"},{\"name\":\"Powerful Build\",\"entries\":[\"You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.\"],\"type\":\"entries\"},{\"name\":\"Sneaky\",\"entries\":[\"You are proficient in the {@skill Stealth} skill.\"],\"type\":\"entries\"},{\"name\":\"Surprise Attack\",\"entries\":[\"If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra {@dice 2d6} damage to it. You can use this trait only once per combat.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and Goblin.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bullywug\",\"source\":\"DMG\",\"page\":282,\"size\":[\"M\"],\"speed\":{\"walk\":20,\"swim\":40},\"ability\":[{\"int\":-2,\"cha\":-2}],\"traitTags\":[\"Amphibious\",\"NPC Race\"],\"languageProficiencies\":[{\"other\":true}],\"entries\":[{\"type\":\"entries\",\"name\":\"Amphibious\",\"entries\":[\"You can breathe air and water.\"]},{\"name\":\"Speak with Frogs and Toads\",\"type\":\"entries\",\"entries\":[\"You can communicate simple concepts to frogs and toads when you speak in Bullywug.\"]},{\"name\":\"Swamp Camouflage\",\"type\":\"entries\",\"entries\":[\"You have advantage on Dexterity ({@skill Stealth}) checks made to hide in swampy terrain.\"]},{\"name\":\"Standing Leap\",\"type\":\"entries\",\"entries\":[\"Your long jump is up to 20 feet and your high jump is up to 10 feet, with or without a running start.\"]},{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Bullywug.\"]}]},{\"name\":\"Centaur\",\"source\":\"GGR\",\"page\":15,\"reprintedAs\":[\"Centaur|MPMM\"],\"creatureTypes\":[\"fey\"],\"size\":[\"M\"],\"speed\":40,\"ability\":[{\"str\":2,\"wis\":1}],\"heightAndWeight\":{\"baseHeight\":72,\"heightMod\":\"1d10\",\"baseWeight\":600,\"weightMod\":\"2d12\"},\"age\":{\"mature\":20,\"max\":100},\"traitTags\":[\"Natural Weapon\",\"Powerful Build\"],\"skillProficiencies\":[{\"choose\":{\"from\":[\"animal handling\",\"medicine\",\"nature\",\"survival\"]}}],\"languageProficiencies\":[{\"common\":true,\"sylvan\":true}],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Centaurs mature and age at about the same rate as humans.\"]},{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Centaurs are inclined toward neutrality. Those who join the Selesnya are more often neutral good, while those who join the Gruul are typically chaotic neutral.\"]},{\"name\":\"Size\",\"entries\":[\"Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Your size is Medium.\"],\"type\":\"entries\"},{\"name\":\"Fey\",\"entries\":[\"Your creature type is fey, rather than humanoid.\"],\"type\":\"entries\"},{\"name\":\"Charge\",\"entries\":[\"If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.\"],\"type\":\"entries\"},{\"type\":\"entries\",\"name\":\"Hooves\",\"entries\":[\"Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to {@damage 1d4} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.\"]},{\"type\":\"entries\",\"name\":\"Equine Build\",\"entries\":[\"You count as one size larger when determining your carrying capacity and the weight you can push or drag.\",\"In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.\"]},{\"type\":\"entries\",\"name\":\"Survivor\",\"entries\":[\"You have proficiency in one of the following skills of your choice: {@skill Animal Handling}, {@skill Medicine}, {@skill Nature}, or {@skill Survival}.\"]},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and Sylvan. Sylvan is widely spoken in the Selesnya Conclave, for it is rich in vocabulary to describe natural phenomena and spiritual forces.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Centaur\",\"source\":\"MOT\",\"page\":18,\"reprintedAs\":[\"Centaur|MPMM\"],\"_copy\":{\"name\":\"Centaur\",\"source\":\"GGR\",\"_mod\":{\"entries\":[{\"mode\":\"replaceArr\",\"replace\":\"Alignment\",\"items\":{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Centaurs are inclined toward neutrality. Lagonna centaurs tend to be more lawful, while Pheres centaurs are more often chaotic.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Size\",\"items\":{\"name\":\"Size\",\"type\":\"entries\",\"entries\":[\"Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Pheres centaurs tend to be slightly larger than Lagonna centaurs. Your size is Medium.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Languages\",\"items\":{\"name\":\"Languages\",\"type\":\"entries\",\"entries\":[\"You can speak, read, and write Common and Sylvan.\"]}}]}},\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Centaur\",\"source\":\"MPMM\",\"page\":9,\"lineage\":\"VRGR\",\"creatureTypes\":[\"fey\"],\"size\":[\"M\"],\"speed\":40,\"traitTags\":[\"Natural Weapon\",\"Powerful Build\"],\"skillProficiencies\":[{\"choose\":{\"from\":[\"animal handling\",\"medicine\",\"nature\",\"survival\"]}}],\"entries\":[{\"type\":\"entries\",\"name\":\"Creature Type\",\"entries\":[\"You are a Fey.\"]},{\"type\":\"entries\",\"name\":\"Charge\",\"entries\":[\"If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.\"]},{\"type\":\"entries\",\"name\":\"Equine Build\",\"entries\":[\"You count as one size larger when determining your carrying capacity and the weight you can push or drag.\",\"In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet instead of the normal 1 extra foot.\"]},{\"type\":\"entries\",\"name\":\"Hooves\",\"entries\":[\"You have hooves that you can use to make unarmed strikes. When you hit with them, the strike deals {@damage 1d6} + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.\"]},{\"type\":\"entries\",\"name\":\"Natural Affinity\",\"entries\":[\"Your fey connection to nature gives you an intuitive connection to the natural world and the animals within it. You therefore have proficiency in one of the following skills of your choice: {@skill Animal Handling}, {@skill Medicine}, {@skill Nature}, or {@skill Survival}.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Cervan\",\"source\":\"HWCS\",\"page\":22,\"size\":[\"M\"],\"speed\":30,\"ability\":[{\"con\":2}],\"languageProficiencies\":[{\"other\":true}],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Cervans reach maturity around 12 years. They live long lives compared to the rest of the Humblefolk, between 100 and 150 years, something they attribute as much to their way of life as the blessing of Cairith. Pronghorns generally live longer than grove cervans, which is considered a sign of Cairith's favor.\"]},{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Cervans are pragmatic in their thinking, and generally prefer to keep their philosophies flexible in order to prioritize what they believe is important for both themselves and their communities. They lean towards neutral alignments.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Grove cervans stand between 5 and 6 feet tall, and have light builds, weighing between 130 and 180 pounds. Pronghorn cervans are taller and tend toward heavier, more muscular builds, standing around 7 feet tall, and sometimes weighing over 200 pounds. Your size is Medium.\"]},{\"name\":\"Speed\",\"type\":\"entries\",\"entries\":[\"Your base walking speed is 30 feet.\"]},{\"name\":\"Practical\",\"type\":\"entries\",\"entries\":[\"Cervans are eminently practical and like to spend their time learning useful skills for life in their woodland villages. You gain proficiency in one of the following skills: {@skill Athletics}, {@skill Medicine}, {@skill Nature}, or {@skill Survival}.\"]},{\"name\":\"Surge of Vigor\",\"type\":\"entries\",\"entries\":[\"All cervans possess a great tenacity and will to survive, which allows them to bounce back from even the most devastating blows. If an attack deals over half of your current remaining hit points in damage, (even if your hit points are reduced to 0 by the attack) you immediately regain hit points equal to {@dice 1d12} + your Constitution Modifier. You can't use this feature again until you have completed a long rest.\"]},{\"name\":\"Languages\",\"type\":\"entries\",\"entries\":[\"You can speak, read, and write Birdfolk, and speak Cervan (Cervan has no written component).\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Changeling\",\"source\":\"ERLW\",\"page\":17,\"reprintedAs\":[\"Changeling|MPMM\"],\"size\":[\"M\"],\"speed\":30,\"ability\":[{\"cha\":2,\"choose\":{\"from\":[\"str\",\"dex\",\"con\",\"int\",\"wis\"],\"count\":1}}],\"heightAndWeight\":{\"baseHeight\":61,\"heightMod\":\"2d4\",\"baseWeight\":115,\"weightMod\":\"2d4\"},\"age\":{\"mature\":20,\"max\":100},\"skillProficiencies\":[{\"choose\":{\"from\":[\"deception\",\"insight\",\"intimidation\",\"persuasion\"],\"count\":2}}],\"languageProficiencies\":[{\"common\":true,\"anyStandard\":2}],\"entries\":[{\"name\":\"Age\",\"entries\":[\"Changelings mature slightly faster than humans but share a similar lifespan—typically a century or less. While a changeling can transform to conceal their age, the effects of aging affect them similarly to humans.\"],\"type\":\"entries\"},{\"type\":\"entries\",\"name\":\"Alignment\",\"entries\":[\"Changelings tend toward pragmatic neutrality, and few changelings embrace evil.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Your size is Medium.\"]},{\"type\":\"entries\",\"name\":\"Shapechanger\",\"entries\":[\"As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.\",\"You stay in the new form until you use an action to revert to your true form or until you die.\"]},{\"type\":\"entries\",\"name\":\"Changeling Instincts\",\"entries\":[\"You gain proficiency with two of the following skills of your choice: {@skill Deception}, {@skill Insight}, {@skill Intimidation}, and {@skill Persuasion}.\"]},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and two other languages of your choice.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Changeling\",\"source\":\"MPMM\",\"page\":10,\"lineage\":\"VRGR\",\"creatureTypes\":[\"fey\"],\"size\":[\"S\",\"M\"],\"speed\":30,\"skillProficiencies\":[{\"choose\":{\"from\":[\"deception\",\"insight\",\"intimidation\",\"performance\",\"persuasion\"],\"count\":2}}],\"entries\":[{\"type\":\"entries\",\"name\":\"Creature Type\",\"entries\":[\"You are a Fey.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"You are Medium or Small. You choose the size when you select this race.\"]},{\"type\":\"entries\",\"name\":\"Changeling Instincts\",\"entries\":[\"Thanks to your connection to the fey realm, you gain proficiency with two of the following skills of your choice: {@skill Deception}, {@skill Insight}, {@skill Intimidation}, {@skill Performance}, or {@skill Persuasion}.\"]},{\"type\":\"entries\",\"name\":\"Shapechanger\",\"entries\":[\"As an action, you change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of an individual you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.\",\"You stay in the new form until you use an action to revert to your true form or until you die.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Corvum\",\"source\":\"HWCS\",\"page\":12,\"size\":[\"M\"],\"speed\":30,\"ability\":[{\"int\":2}],\"languageProficiencies\":[{\"other\":true,\"auran\":true}],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Corvums reach adulthood at around 18 years. They live slightly shorter lives than other birdfolk, approximately 70 years.\"]},{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Shrewd and capable, corvums prefer moral flexibility and are more likely to be neutral than either good or evil. Nonetheless, corvums see the benefit of rules, even if many attempt to turn them to their own advantage. Because of this they favor lawful alignments.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Corvums cut imposing figures, standing between 4 and a half and 5 and a half feet tall, encompassing a variety of different builds. They weigh around 100 pounds. Your size is Medium.\"]},{\"name\":\"Speed\",\"type\":\"entries\",\"entries\":[\"Your base walking speed is 30 feet.\"]},{\"name\":\"Glide\",\"type\":\"entries\",\"entries\":[\"Using your feathered arms, you can slow your fall, and glide short distances. When falling you can use your reaction to spread your arms, stiffen your wing feathers, and slow your descent. While doing so, you continue to fall gently at a speed of 60 feet per round, taking no fall damage when you land. If you would fall at least 10 feet in this way, you may fly up to your movement speed in one direction you choose, although you cannot choose to move upwards, landing in the space you finish your movement. You cannot glide while carrying heavy weapons or wielding a shield (though you may drop any held items as part of your reaction to spread your arms). You cannot glide while wearing heavy armor, or if you are encumbered.\"]},{\"name\":\"Talons\",\"type\":\"entries\",\"entries\":[\"Your sharp claws aid you in unarmed combat and while climbing. Your damage for an unarmed strike is {@damage 1d4} piercing damage. Additionally, you have advantage on Strength ({@skill Athletics}) checks made to climb any surface your talons could reasonably grip.\"]},{\"name\":\"Learned\",\"type\":\"entries\",\"entries\":[\"You gain proficiency in one of the following skills: {@skill Arcana}, {@skill History}, {@skill Nature}, or {@skill Religion}.\"]},{\"name\":\"Appraising Eye\",\"type\":\"entries\",\"entries\":[\"You have an almost supernatural ability to appraise objects. By spending an action examining any object, you can determine any magical properties the item has, how they might be used or activated, as well as a fair estimation of market price. Using this skill strains the eyes, and you must complete a long or short rest before you can use it again.\"]},{\"name\":\"Languages\",\"type\":\"entries\",\"entries\":[\"You can speak, read, and write Birdfolk. You can also understand Auran, though you cannot speak it naturally.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Custom Lineage\",\"source\":\"TCE\",\"page\":8,\"lineage\":true,\"size\":[\"S\",\"M\"],\"speed\":30,\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\",\"con\",\"int\",\"wis\",\"cha\"],\"amount\":2}}],\"darkvision\":60,\"feats\":[{\"any\":1}],\"skillProficiencies\":[{\"any\":1}],\"languageProficiencies\":[{\"common\":true,\"anyStandard\":1}],\"entries\":[\"Instead of choosing one of the game's races for your character at 1st level, you can use the following traits to represent your character's lineage, giving you full control over how your character's origin shaped them:\",{\"type\":\"entries\",\"name\":\"Creature Type\",\"entries\":[\"You are a humanoid. You determine your appearance and whether you resemble any of your kin.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"You are Small or Medium (your choice).\"]},{\"type\":\"entries\",\"name\":\"Feat\",\"entries\":[\"You gain one {@5etools feat|feats.html} of your choice for which you qualify.\"]},{\"type\":\"entries\",\"name\":\"Variable Trait\",\"entries\":[\"You gain one of the following options of your choice: (a) {@sense darkvision} with a range of 60 feet or (b) proficiency in one skill of your choice.\"]},{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.\"]},\"Your race is considered to be a Custom Lineage for any game feature that requires a certain race, such as elf or dwarf.\"],\"_versions\":[{\"name\":\"Custom Lineage; Darkvision\",\"source\":\"TCE\",\"_mod\":{\"entries\":{\"mode\":\"replaceArr\",\"replace\":\"Variable Trait\",\"items\":{\"name\":\"Variable Trait; Darkvision\",\"type\":\"entries\",\"entries\":[\"You gain {@sense darkvision} with a range of 60 feet.\"]}}},\"skillProficiencies\":null},{\"name\":\"Custom Lineage; Skill Proficiency\",\"source\":\"TCE\",\"_mod\":{\"entries\":{\"mode\":\"replaceArr\",\"replace\":\"Variable Trait\",\"items\":{\"name\":\"Variable Trait; Skill Proficiency\",\"type\":\"entries\",\"entries\":[\"You gain proficiency in one skill of your choice.\"]}}},\"darkvision\":null}]},{\"name\":\"Deep Gnome\",\"source\":\"MPMM\",\"page\":11,\"lineage\":\"VRGR\",\"creatureTypes\":[\"humanoid\"],\"creatureTypeTags\":[\"gnome\"],\"size\":[\"S\"],\"speed\":30,\"age\":{\"max\":500},\"darkvision\":120,\"traitTags\":[\"Magic Resistance\"],\"additionalSpells\":[{\"innate\":{\"3\":{\"daily\":{\"1\":[\"disguise self\"]}},\"5\":{\"daily\":{\"1\":[\"nondetection\"]}}},\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]}}],\"entries\":[{\"type\":\"entries\",\"name\":\"Creature Type\",\"entries\":[\"You are a Humanoid. You are also considered a gnome for any prerequisite or effect that requires you to be a gnome.\"]},{\"type\":\"entries\",\"name\":\"Darkvision\",\"entries\":[\"You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.\"]},{\"type\":\"entries\",\"name\":\"Gift of the Svirfneblin\",\"entries\":[\"Starting at 3rd level, you can cast the {@spell disguise self} spell with this trait. Starting at 5th level, you can also cast the {@spell nondetection} spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these using spell slots you have of the appropriate level.\",\"Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).\"]},{\"type\":\"entries\",\"name\":\"Gnomish Magic Resistance\",\"entries\":[\"You have advantage on Intelligence, Wisdom, and Charisma saving throws against spells.\"]},{\"type\":\"entries\",\"name\":\"Svirfneblin Camouflage\",\"entries\":[\"When you make a Dexterity ({@skill Stealth}) check, you can make the check with advantage. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dhampir\",\"source\":\"VRGR\",\"page\":16,\"lineage\":\"VRGR\",\"size\":[\"S\",\"M\"],\"speed\":{\"walk\":35,\"climb\":true},\"darkvision\":60,\"traitTags\":[\"Natural Weapon\"],\"entries\":[{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"You are Medium or Small. You choose the size when you gain this lineage.\"]},{\"type\":\"entries\",\"name\":\"Ancestral Legacy\",\"entries\":[\"If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.\",\"If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.\"]},{\"type\":\"entries\",\"name\":\"Darkvision\",\"entries\":[\"You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray.\"]},{\"type\":\"entries\",\"name\":\"Deathless Nature\",\"entries\":[\"You don't need to breathe.\"]},{\"type\":\"entries\",\"name\":\"Spider Climb\",\"entries\":[\"You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.\"]},{\"type\":\"entries\",\"name\":\"Vampiric Bite\",\"entries\":[\"Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals {@damage 1d4} piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.\",\"When you attack with this bite and hit a creature that isn't a Construct or an Undead, you can empower yourself in one of the following ways of your choice:\",{\"type\":\"list\",\"items\":[\"You regain hit points equal to the piercing damage dealt by the bite.\",\"You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite\"]},\"You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dragonborn\",\"source\":\"PHB\",\"page\":32,\"srd\":true,\"reprintedAs\":[\"Dragonborn|XPHB\"],\"size\":[\"M\"],\"speed\":30,\"ability\":[{\"str\":2,\"cha\":1}],\"heightAndWeight\":{\"baseHeight\":66,\"heightMod\":\"2d8\",\"baseWeight\":175,\"weightMod\":\"2d6\"},\"age\":{\"mature\":15,\"max\":80},\"traitTags\":[\"Uncommon Race\"],\"languageProficiencies\":[{\"common\":true,\"draconic\":true}],\"resist\":[{\"choose\":{\"from\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"poison\"]}}],\"soundClip\":{\"type\":\"internal\",\"path\":\"races/dragonborn.mp3\"},\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.\"]},{\"name\":\"Draconic Ancestry\",\"entries\":[\"You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.\",{\"type\":\"table\",\"caption\":\"Draconic Ancestry\",\"colLabels\":[\"Dragon\",\"Damage Type\",\"Breath Weapon\"],\"colStyles\":[\"col-3 text-center\",\"col-3 text-center\",\"col-6\"],\"rows\":[[\"Black\",\"Acid\",\"5 by 30 ft. line (Dex. save)\"],[\"Blue\",\"Lightning\",\"5 by 30 ft. line (Dex. save)\"],[\"Brass\",\"Fire\",\"5 by 30 ft. line (Dex. save)\"],[\"Bronze\",\"Lightning\",\"5 by 30 ft. line (Dex. save)\"],[\"Copper\",\"Acid\",\"5 by 30 ft. line (Dex. save)\"],[\"Gold\",\"Fire\",\"15 ft. cone (Dex. save)\"],[\"Green\",\"Poison\",\"15 ft. cone (Con. save)\"],[\"Red\",\"Fire\",\"15 ft. cone (Dex. save)\"],[\"Silver\",\"Cold\",\"15 ft. cone (Con. save)\"],[\"White\",\"Cold\",\"15 ft. cone (Con. save)\"]]}],\"type\":\"entries\"},{\"name\":\"Breath Weapon\",\"entries\":[\"You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.\",\"When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes {@dice 2d6} damage on a failed save, and half as much damage on a successful one. The damage increases to {@dice 3d6} at 6th level, {@dice 4d6} at 11th level, and {@dice 5d6} at 16th level.\",\"After you use your breath weapon, you can't use it again until you complete a short or long rest.\"],\"type\":\"entries\"},{\"name\":\"Damage Resistance\",\"entries\":[\"You have resistance to the damage type associated with your draconic ancestry.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dragonborn\",\"source\":\"XPHB\",\"page\":187,\"edition\":\"one\",\"creatureTypes\":[\"humanoid\"],\"size\":[\"M\"],\"speed\":30,\"darkvision\":60,\"sizeEntry\":{\"type\":\"item\",\"name\":\"Size:\",\"entries\":[\"Medium (about 5-7 feet tall)\"]},\"entries\":[{\"type\":\"entries\",\"name\":\"Draconic Ancestry\",\"entries\":[\"Your lineage stems from a dragon progenitor. Choose the kind of dragon from the Draconic Ancestors table. Your choice affects your Breath Weapon and {@variantrule Damage|XPHB} {@variantrule Resistance|XPHB} traits as well as your appearance.\",{\"type\":\"table\",\"caption\":\"Draconic Ancestors\",\"colLabels\":[\"Dragon\",\"Damage Type\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"Black\",\"Acid\"],[\"Blue\",\"Lightning\"],[\"Brass\",\"Fire\"],[\"Bronze\",\"Lightning\"],[\"Copper\",\"Acid\"],[\"Gold\",\"Fire\"],[\"Green\",\"Poison\"],[\"Red\",\"Fire\"],[\"Silver\",\"Cold\"],[\"White\",\"Cold\"]]}]},{\"type\":\"entries\",\"name\":\"Breath Weapon\",\"entries\":[\"When you take the {@action Attack|XPHB} action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot {@variantrule Cone [Area of Effect]|XPHB|Cone} or a 30-foot {@variantrule Line [Area of Effect]|XPHB|Line} that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and {@variantrule Proficiency|XPHB|Proficiency Bonus}). On a failed save, a creature takes {@damage 1d10} damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. This damage increases by {@dice 1d10} when you reach character levels 5 ({@dice 2d10}), 11 ({@dice 3d10}), and 17 ({@dice 4d10}).\",\"You can use this Breath Weapon a number of times equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.\"]},{\"type\":\"entries\",\"name\":\"Damage Resistance\",\"entries\":[\"You have {@variantrule Resistance|XPHB} to the damage type determined by your Draconic Ancestry trait.\"]},{\"type\":\"entries\",\"name\":\"Darkvision\",\"entries\":[\"You have {@sense Darkvision|XPHB} with a range of 60 feet.\"]},{\"type\":\"entries\",\"name\":\"Draconic Flight\",\"entries\":[\"When you reach character level 5, you can channel draconic magic to give yourself temporary flight. As a {@variantrule Bonus Action|XPHB}, you sprout spectral wings on your back that last for 10 minutes or until you retract the wings (no action required) or have the {@condition Incapacitated|XPHB} condition. During that time, you have a {@variantrule Fly Speed|XPHB} equal to your {@variantrule Speed|XPHB}. Your wings appear to be made of the same energy as your Breath Weapon. Once you use this trait, you can't use it again until you finish a {@variantrule Long Rest|XPHB}.\"]}],\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"_abstract\":{\"name\":\"Dragonborn ({{color}})\",\"source\":\"XPHB\",\"_mod\":{\"entries\":[{\"mode\":\"removeArr\",\"names\":\"Draconic Ancestry\"},{\"mode\":\"replaceArr\",\"replace\":\"Breath Weapon\",\"items\":{\"type\":\"entries\",\"name\":\"Breath Weapon\",\"entries\":[\"When you take the {@action Attack|XPHB} action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot {@variantrule Cone [Area of Effect]|XPHB|Cone} or a 30-foot {@variantrule Line [Area of Effect]|XPHB|Line} that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and {@variantrule Proficiency|XPHB|Proficiency Bonus}). On a failed save, a creature takes {@damage 1d10} {{damageType}} damage. On a successful save, a creature takes half as much damage. This damage increases by {@dice 1d10} when you reach character levels 5 ({@dice 2d10}), 11 ({@dice 3d10}), and 17 ({@dice 4d10}).\",\"You can use this Breath Weapon a number of times equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Damage Resistance\",\"items\":{\"type\":\"entries\",\"name\":\"Damage Resistance\",\"entries\":[\"You have {@variantrule Resistance|XPHB} to {{damageType}} damage.\"]}}]}},\"_implementations\":[{\"_variables\":{\"color\":\"Black\",\"damageType\":\"Acid\"},\"resist\":[\"acid\"]},{\"_variables\":{\"color\":\"Blue\",\"damageType\":\"Lightning\"},\"resist\":[\"lightning\"]},{\"_variables\":{\"color\":\"Brass\",\"damageType\":\"Fire\"},\"resist\":[\"fire\"]},{\"_variables\":{\"color\":\"Bronze\",\"damageType\":\"Lightning\"},\"resist\":[\"lightning\"]},{\"_variables\":{\"color\":\"Copper\",\"damageType\":\"Acid\"},\"resist\":[\"acid\"]},{\"_variables\":{\"color\":\"Gold\",\"damageType\":\"Fire\"},\"resist\":[\"fire\"]},{\"_variables\":{\"color\":\"Green\",\"damageType\":\"Poison\"},\"resist\":[\"poison\"]},{\"_variables\":{\"color\":\"Red\",\"damageType\":\"Fire\"},\"resist\":[\"fire\"]},{\"_variables\":{\"color\":\"Silver\",\"damageType\":\"Cold\"},\"resist\":[\"cold\"]},{\"_variables\":{\"color\":\"White\",\"damageType\":\"Cold\"},\"resist\":[\"cold\"]}]}]},{\"name\":\"Dragonborn (Chromatic)\",\"source\":\"FTD\",\"page\":10,\"reprintedAs\":[\"Dragonborn|XPHB\"],\"lineage\":\"VRGR\",\"size\":[\"M\"],\"speed\":30,\"resist\":[{\"choose\":{\"from\":[\"acid\",\"lightning\",\"poison\",\"fire\",\"cold\"]}}],\"entries\":[{\"type\":\"entries\",\"name\":\"Chromatic Ancestry\",\"entries\":[\"You have a chromatic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Chromatic Ancestry table. This determines the damage type for your other traits, as shown in the table.\",{\"type\":\"table\",\"caption\":\"Chromatic Ancestry\",\"colLabels\":[\"Dragon\",\"Damage Type\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[\"Black\",\"Acid\"],[\"Blue\",\"Lightning\"],[\"Green\",\"Poison\"],[\"Red\",\"Fire\"],[\"White\",\"Cold\"]]}]},{\"type\":\"entries\",\"name\":\"Breath Weapon\",\"entries\":[\"When you take the {@action Attack} action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes {@damage 1d10} damage of the type associated with your Chromatic Ancestry. On a successful save, it takes half as much damage. This damage increases by {@dice 1d10} when you reach 5th level ({@dice 2d10}), 11th level ({@dice 3d10}), and 17th level ({@dice 4d10}).\",\"You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]},{\"type\":\"entries\",\"name\":\"Draconic Resistance\",\"entries\":[\"You have resistance to the damage type associated with your Chromatic Ancestry.\"]},{\"type\":\"entries\",\"name\":\"Chromatic Warding\",\"entries\":[\"Starting at 5th level, as an action, you can channel your draconic energy to protect yourself. For 1 minute, you become immune to the damage type associated with your Chromatic Ancestry. Once you use this trait, you can't do so again until you finish a long rest.\"]}],\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"_abstract\":{\"name\":\"Dragonborn (Chromatic; {{color}})\",\"source\":\"FTD\",\"_mod\":{\"entries\":[{\"mode\":\"removeArr\",\"names\":\"Chromatic Ancestry\"},{\"mode\":\"replaceArr\",\"replace\":\"Breath Weapon\",\"items\":{\"type\":\"entries\",\"name\":\"Breath Weapon\",\"entries\":[\"When you take the {@action Attack} action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes {@damage 1d10} {{damageType}} damage. On a successful save, it takes half as much damage. This damage increases by {@dice 1d10} when you reach 5th level ({@dice 2d10}), 11th level ({@dice 3d10}), and 17th level ({@dice 4d10}).\",\"You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Draconic Resistance\",\"items\":{\"type\":\"entries\",\"name\":\"Draconic Resistance\",\"entries\":[\"You have resistance to {{damageType}} damage.\"]}}]}},\"_implementations\":[{\"_variables\":{\"color\":\"Black\",\"damageType\":\"acid\"}},{\"_variables\":{\"color\":\"Blue\",\"damageType\":\"lightning\"}},{\"_variables\":{\"color\":\"Green\",\"damageType\":\"poison\"}},{\"_variables\":{\"color\":\"Red\",\"damageType\":\"fire\"}},{\"_variables\":{\"color\":\"White\",\"damageType\":\"cold\"}}]}]},{\"name\":\"Dragonborn (Gem)\",\"source\":\"FTD\",\"page\":11,\"lineage\":\"VRGR\",\"size\":[\"M\"],\"speed\":30,\"resist\":[{\"choose\":{\"from\":[\"force\",\"radiant\",\"psychic\",\"thunder\",\"necrotic\"]}}],\"entries\":[{\"type\":\"entries\",\"name\":\"Gem Ancestry\",\"entries\":[\"You have a gem dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Gem Ancestry table. This determines the damage type for your other traits, as shown in the table.\",{\"type\":\"table\",\"caption\":\"Gem Ancestry\",\"colLabels\":[\"Dragon\",\"Damage Type\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[\"Amethyst\",\"Force\"],[\"Crystal\",\"Radiant\"],[\"Emerald\",\"Psychic\"],[\"Sapphire\",\"Thunder\"],[\"Topaz\",\"Necrotic\"]]}]},{\"type\":\"entries\",\"name\":\"Breath Weapon\",\"entries\":[\"When you take the {@action Attack} action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes {@damage 1d10} damage of the type associated with your Gem Ancestry. On a successful save, it takes half as much damage. This damage increases by {@dice 1d10} when you reach 5th level ({@dice 2d10}), 11th level ({@dice 3d10}), and 17th level ({@dice 4d10}).\",\"You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]},{\"type\":\"entries\",\"name\":\"Draconic Resistance\",\"entries\":[\"You have resistance to the damage type associated with your Gem Ancestry.\"]},{\"type\":\"entries\",\"name\":\"Psionic Mind\",\"entries\":[\"You can send telepathic messages to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand these messages, but it must be able to understand at least one language to comprehend them.\"]},{\"type\":\"entries\",\"name\":\"Gem Flight\",\"entries\":[\"Starting at 5th level, you can use a bonus action to manifest spectral wings on your body. These wings last for 1 minute. For the duration, you gain a flying speed equal to your walking speed and can hover. Once you use this trait, you can't do so again until you finish a long rest.\"]}],\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"_abstract\":{\"name\":\"Dragonborn (Gem; {{color}})\",\"source\":\"FTD\",\"_mod\":{\"entries\":[{\"mode\":\"removeArr\",\"names\":\"Gem Ancestry\"},{\"mode\":\"replaceArr\",\"replace\":\"Breath Weapon\",\"items\":{\"type\":\"entries\",\"name\":\"Breath Weapon\",\"entries\":[\"When you take the {@action Attack} action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes {@damage 1d10} {{damageType}} damage. On a successful save, it takes half as much damage. This damage increases by {@dice 1d10} when you reach 5th level ({@dice 2d10}), 11th level ({@dice 3d10}), and 17th level ({@dice 4d10}).\",\"You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Draconic Resistance\",\"items\":{\"type\":\"entries\",\"name\":\"Draconic Resistance\",\"entries\":[\"You have resistance to {{damageType}} damage.\"]}}]}},\"_implementations\":[{\"_variables\":{\"color\":\"Amethyst\",\"damageType\":\"force\"},\"resist\":[\"force\"]},{\"_variables\":{\"color\":\"Crystal\",\"damageType\":\"radiant\"},\"resist\":[\"radiant\"]},{\"_variables\":{\"color\":\"Emerald\",\"damageType\":\"psychic\"},\"resist\":[\"psychic\"]},{\"_variables\":{\"color\":\"Sapphire\",\"damageType\":\"thunder\"},\"resist\":[\"thunder\"]},{\"_variables\":{\"color\":\"Topaz\",\"damageType\":\"necrotic\"},\"resist\":[\"necrotic\"]}]}]},{\"name\":\"Dragonborn (Metallic)\",\"source\":\"FTD\",\"page\":12,\"reprintedAs\":[\"Dragonborn|XPHB\"],\"lineage\":\"VRGR\",\"size\":[\"M\"],\"speed\":30,\"resist\":[{\"choose\":{\"from\":[\"fire\",\"lightning\",\"acid\",\"cold\"]}}],\"entries\":[{\"type\":\"entries\",\"name\":\"Metallic Ancestry\",\"entries\":[\"You have a metallic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Metallic Ancestry table. This determines the damage type for your other traits, as shown in the table.\",{\"type\":\"table\",\"caption\":\"Metallic Ancestry\",\"colLabels\":[\"Dragon\",\"Damage Type\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[\"Brass\",\"Fire\"],[\"Bronze\",\"Lightning\"],[\"Copper\",\"Acid\"],[\"Gold\",\"Fire\"],[\"Silver\",\"Cold\"]]}]},{\"type\":\"entries\",\"name\":\"Breath Weapon\",\"entries\":[\"When you take the {@action Attack} action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes {@damage 1d10} damage of the type associated with your Metallic Ancestry. On a successful save, it takes half as much damage. This damage increases by {@dice 1d10} when you reach 5th level ({@dice 2d10}), 11th level ({@dice 3d10}), and 17th level ({@dice 4d10}).\",\"You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]},{\"type\":\"entries\",\"name\":\"Draconic Resistance\",\"entries\":[\"You have resistance to the damage type associated with your Metallic Ancestry.\"]},{\"type\":\"entries\",\"name\":\"Metallic Breath Weapon\",\"entries\":[\"At 5th level, you gain a second breath weapon. When you take the {@action Attack} action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Whenever you use this trait, choose one:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Enervating Breath\",\"entries\":[\"Each creature in the cone must succeed on a Constitution saving throw or become {@condition incapacitated} until the start of your next turn.\"]},{\"type\":\"item\",\"name\":\"Repulsion Breath\",\"entries\":[\"Each creature in the cone must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked {@condition prone}.\"]}]},\"Once you use your Metallic Breath Weapon, you can't do so again until you finish a long rest.\"]}],\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"_abstract\":{\"name\":\"Dragonborn (Metallic; {{color}})\",\"source\":\"FTD\",\"_mod\":{\"entries\":[{\"mode\":\"removeArr\",\"names\":\"Metallic Ancestry\"},{\"mode\":\"replaceArr\",\"replace\":\"Breath Weapon\",\"items\":{\"type\":\"entries\",\"name\":\"Breath Weapon\",\"entries\":[\"When you take the {@action Attack} action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes {@damage 1d10} {{damageType}} damage. On a successful save, it takes half as much damage. This damage increases by {@dice 1d10} when you reach 5th level ({@dice 2d10}), 11th level ({@dice 3d10}), and 17th level ({@dice 4d10}).\",\"You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Draconic Resistance\",\"items\":{\"type\":\"entries\",\"name\":\"Draconic Resistance\",\"entries\":[\"You have resistance to {{damageType}} damage.\"]}}]}},\"_implementations\":[{\"_variables\":{\"color\":\"Brass\",\"damageType\":\"fire\"},\"resist\":[\"fire\"]},{\"_variables\":{\"color\":\"Bronze\",\"damageType\":\"lightning\"},\"resist\":[\"lightning\"]},{\"_variables\":{\"color\":\"Copper\",\"damageType\":\"acid\"},\"resist\":[\"acid\"]},{\"_variables\":{\"color\":\"Gold\",\"damageType\":\"fire\"},\"resist\":[\"fire\"]},{\"_variables\":{\"color\":\"Silver\",\"damageType\":\"cold\"},\"resist\":[\"cold\"]}]}]},{\"name\":\"Duergar\",\"source\":\"MPMM\",\"page\":12,\"lineage\":\"VRGR\",\"creatureTypes\":[\"humanoid\"],\"creatureTypeTags\":[\"dwarf\"],\"size\":[\"M\"],\"speed\":30,\"age\":{\"max\":350},\"darkvision\":120,\"resist\":[\"poison\"],\"additionalSpells\":[{\"innate\":{\"3\":{\"daily\":{\"1\":[\"enlarge/reduce\"]}},\"5\":{\"daily\":{\"1\":[\"invisibility\"]}}},\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]}}],\"entries\":[{\"type\":\"entries\",\"name\":\"Creature Type\",\"entries\":[\"You are a Humanoid. You are also considered a dwarf for any prerequisite or effect that requires you to be a dwarf.\"]},{\"type\":\"entries\",\"name\":\"Darkvision\",\"entries\":[\"You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.\"]},{\"type\":\"entries\",\"name\":\"Duergar Magic\",\"entries\":[\"Starting at 3rd level, you can cast the {@spell enlarge/reduce} spell on yourself with this trait, without requiring a material component. Starting at 5th level, you can also cast the {@spell invisibility} spell on yourself with this trait, without requiring a material component. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level.\",\"Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).\"]},{\"type\":\"entries\",\"name\":\"Dwarven Resilience\",\"entries\":[\"You have advantage on saving throws you make to avoid or end the {@condition poisoned} condition on yourself. You also have resistance to poison damage.\"]},{\"type\":\"entries\",\"name\":\"Psionic Fortitude\",\"entries\":[\"You have advantage on saving throws you make to avoid or end the {@condition charmed} or {@condition stunned} condition on yourself.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dwarf\",\"source\":\"PHB\",\"page\":18,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Dwarf|XPHB\"],\"size\":[\"M\"],\"speed\":25,\"ability\":[{\"con\":2}],\"age\":{\"mature\":20,\"max\":350},\"darkvision\":60,\"languageProficiencies\":[{\"common\":true,\"dwarvish\":true}],\"toolProficiencies\":[{\"choose\":{\"from\":[\"smith's tools\",\"brewer's supplies\",\"mason's tools\"]}}],\"weaponProficiencies\":[{\"battleaxe|phb\":true,\"handaxe|phb\":true,\"light hammer|phb\":true,\"warhammer|phb\":true}],\"resist\":[\"poison\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"races/dwarf.mp3\"},\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.\"]},{\"name\":\"Speed\",\"entries\":[\"Your speed is not reduced by wearing heavy armor.\"],\"type\":\"entries\"},{\"name\":\"Darkvision\",\"entries\":[\"Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"],\"type\":\"entries\"},{\"name\":\"Dwarven Resilience\",\"entries\":[\"You have advantage on saving throws against poison, and you have resistance against poison damage.\"],\"type\":\"entries\"},{\"name\":\"Dwarven Combat Training\",\"entries\":[\"You have proficiency with the {@item battleaxe|phb}, {@item handaxe|phb}, {@item light hammer|phb}, and {@item warhammer|phb}.\"],\"type\":\"entries\"},{\"name\":\"Tool Proficiency\",\"entries\":[\"You gain proficiency with the artisan's tools of your choice: {@item Smith's tools|phb}, {@item brewer's supplies|phb}, or {@item mason's tools|phb}.\"],\"type\":\"entries\"},{\"name\":\"Stonecunning\",\"entries\":[\"Whenever you make an Intelligence ({@skill History}) check related to the origin of stonework, you are considered proficient in the {@skill History} skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dwarf\",\"source\":\"XPHB\",\"page\":188,\"freeRules2024\":true,\"edition\":\"one\",\"creatureTypes\":[\"humanoid\"],\"size\":[\"M\"],\"speed\":30,\"darkvision\":120,\"resist\":[\"poison\"],\"sizeEntry\":{\"type\":\"item\",\"name\":\"Size:\",\"entries\":[\"Medium (about 4-5 feet tall)\"]},\"entries\":[{\"type\":\"entries\",\"name\":\"Darkvision\",\"entries\":[\"You have {@sense Darkvision|XPHB} with a range of 120 feet.\"]},{\"type\":\"entries\",\"name\":\"Dwarven Resilience\",\"entries\":[\"You have {@variantrule Resistance|XPHB} to Poison damage. You also have {@variantrule Advantage|XPHB} on saving throws you make to avoid or end the {@condition Poisoned|XPHB} condition.\"]},{\"type\":\"entries\",\"name\":\"Dwarven Toughness\",\"entries\":[\"Your {@variantrule Hit Points|XPHB|Hit Point} maximum increases by 1, and it increases by 1 again whenever you gain a level.\"]},{\"type\":\"entries\",\"name\":\"Stonecunning\",\"entries\":[\"As a {@variantrule Bonus Action|XPHB}, you gain {@sense Tremorsense|XPHB} with a range of 60 feet for 10 minutes. You must be on a stone surface or touching a stone surface to use this {@sense Tremorsense|XPHB}. The stone can be natural or worked.\",\"You can use this {@variantrule Bonus Action|XPHB} a number of times equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dwarf (Kaladesh)\",\"source\":\"PSK\",\"page\":19,\"size\":[\"M\"],\"speed\":25,\"ability\":[{\"con\":2,\"wis\":1}],\"age\":{\"mature\":50,\"max\":350},\"darkvision\":60,\"languageProficiencies\":[{\"common\":true,\"dwarvish\":true}],\"toolProficiencies\":[{\"anyArtisansTool\":2}],\"resist\":[\"poison\"],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.\"]},{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Dwarves stand around 5 feet tall and average about 150 pounds. Your size is Medium.\"]},{\"name\":\"Speed\",\"entries\":[\"Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.\"],\"type\":\"entries\"},{\"name\":\"Darkvision\",\"entries\":[\"Accustomed to life underground in your race's ancient past, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"],\"type\":\"entries\"},{\"name\":\"Dwarven Resilience\",\"entries\":[\"You have advantage on saving throws against poison, and you have resistance against poison damage.\"],\"type\":\"entries\"},{\"name\":\"Dwarven Toughness\",\"entries\":[\"Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.\"],\"type\":\"entries\"},{\"name\":\"Artisan's Expertise\",\"entries\":[\"You gain proficiency with two kinds of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} of your choice. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. In addition, whenever you make an Intelligence ({@skill History}) check related to the origin of any architectural construction (including buildings, public works such as canals and aqueducts, and the massive cogwork that underlies much of the construction of Ghirapur), you are considered proficient in the {@skill History} skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and {@language Dwarvish}. {@language Dwarvish} is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Eladrin\",\"source\":\"MPMM\",\"page\":13,\"lineage\":\"VRGR\",\"creatureTypes\":[\"humanoid\"],\"creatureTypeTags\":[\"elf\"],\"size\":[\"M\"],\"speed\":30,\"age\":{\"max\":750},\"darkvision\":60,\"traitTags\":[\"Improved Resting\",\"Tool Proficiency\",\"Weapon Proficiency\"],\"skillProficiencies\":[{\"perception\":true}],\"entries\":[\"{@i Choose your eladrin's season: autumn, winter, spring, or summer. When finishing a long rest, you can change your season. See the \\\"Info\\\" tab for more information.}\",{\"type\":\"entries\",\"name\":\"Creature Type\",\"entries\":[\"You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.\"]},{\"type\":\"entries\",\"name\":\"Darkvision\",\"entries\":[\"You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.\"]},{\"type\":\"entries\",\"name\":\"Fey Ancestry\",\"entries\":[\"You have advantage on saving throws you make to avoid or end the {@condition charmed} condition on yourself.\"]},{\"type\":\"entries\",\"name\":\"Fey Step\",\"entries\":[\"As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\",\"When you reach 3rd level, your Fey Step gain an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race):\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Autumn\",\"entry\":\"Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be {@condition charmed} by you for 1 minute, or until you or your companions deal any damage to the creatures.\"},{\"type\":\"item\",\"name\":\"Winter\",\"entry\":\"When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be {@condition frightened} of you until the end of your next turn.\"},{\"type\":\"item\",\"name\":\"Spring\",\"entry\":\"When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.\"},{\"type\":\"item\",\"name\":\"Summer\",\"entry\":\"Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your proficiency bonus.\"}],\"style\":\"list-hang-notitle\"}]},{\"type\":\"entries\",\"name\":\"Keen Senses\",\"entries\":[\"You have proficiency in the {@skill Perception} skill.\"]},{\"type\":\"entries\",\"name\":\"Trance\",\"entries\":[\"You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.\",\"Whenever you finish this trance, you can change your season, and you can gain two proficiencies that you don't have, each one with a {@book weapon|phb|5|weapons} or a {@book tool|phb|5|tools} of your choice selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Elf\",\"source\":\"PHB\",\"page\":21,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Elf|XPHB\"],\"size\":[\"M\"],\"speed\":30,\"ability\":[{\"dex\":2}],\"age\":{\"mature\":100,\"max\":750},\"darkvision\":60,\"traitTags\":[\"Improved Resting\"],\"skillProficiencies\":[{\"perception\":true}],\"languageProficiencies\":[{\"common\":true,\"elvish\":true}],\"soundClip\":{\"type\":\"internal\",\"path\":\"races/elf.mp3\"},\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.\"]},{\"name\":\"Darkvision\",\"entries\":[\"Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"],\"type\":\"entries\"},{\"name\":\"Keen Senses\",\"entries\":[\"You have proficiency in the {@skill Perception} skill.\"],\"type\":\"entries\"},{\"name\":\"Fey Ancestry\",\"entries\":[\"You have advantage on saving throws against being {@condition charmed}, and magic can't put you to sleep.\"],\"type\":\"entries\"},{\"name\":\"Trance\",\"entries\":[\"Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is \\\"trance.\\\") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.\",\"{@note If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.}\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Elf\",\"source\":\"XPHB\",\"page\":189,\"freeRules2024\":true,\"edition\":\"one\",\"creatureTypes\":[\"humanoid\"],\"size\":[\"M\"],\"speed\":30,\"darkvision\":60,\"skillProficiencies\":[{\"choose\":{\"from\":[\"insight\",\"perception\",\"survival\"]}}],\"sizeEntry\":{\"type\":\"item\",\"name\":\"Size:\",\"entries\":[\"Medium (about 5-6 feet tall)\"]},\"entries\":[{\"type\":\"entries\",\"name\":\"Darkvision\",\"entries\":[\"You have {@sense Darkvision|XPHB} with a range of 60 feet.\"]},{\"type\":\"entries\",\"name\":\"Elven Lineage\",\"entries\":[\"You are part of a lineage that grants you supernatural abilities. Choose a lineage from the Elven Lineages table. You gain the level 1 benefit of that lineage.\",\"When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a {@variantrule Long Rest|XPHB}. You can also cast the spell using any spell slots you have of the appropriate level.\",\"Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage).\",{\"type\":\"table\",\"caption\":\"Elven Lineages\",\"colLabels\":[\"Lineage\",\"Level 1\",\"Level 3\",\"Level 5\"],\"colStyles\":[\"col-2\",\"col-6\",\"col-2\",\"col-2\"],\"rows\":[[\"Drow\",\"The range of your Darkvision increases to 120 feet. You also know the {@spell Dancing Lights|XPHB} cantrip.\",\"{@spell Faerie Fire|XPHB}\",\"{@spell Darkness|XPHB}\"],[\"High Elf\",\"You know the {@spell Prestidigitation|XPHB} cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different {@filter cantrip from the Wizard spell list|spells|level=0|class=Wizard}.\",\"{@spell Detect Magic|XPHB}\",\"{@spell Misty Step|XPHB}\"],[\"Wood Elf\",\"Your Speed increases to 35 feet. You also know the {@spell Druidcraft|XPHB} cantrip.\",\"{@spell Longstrider|XPHB}\",\"{@spell Pass without Trace|XPHB}\"]]}]},{\"type\":\"entries\",\"name\":\"Fey Ancestry\",\"entries\":[\"You have {@variantrule Advantage|XPHB} on saving throws you make to avoid or end the {@condition Charmed|XPHB} condition.\"]},{\"type\":\"entries\",\"name\":\"Keen Senses\",\"entries\":[\"You have proficiency in the {@skill Insight|XPHB}, {@skill Perception|XPHB}, or {@skill Survival|XPHB} skill.\"]},{\"type\":\"entries\",\"name\":\"Trance\",\"entries\":[\"You don't need to sleep, and magic can't put you to sleep. You can finish a {@variantrule Long Rest|XPHB} in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.\"]}],\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Elf; Drow Lineage\",\"source\":\"XPHB\",\"_mod\":{\"entries\":{\"mode\":\"replaceArr\",\"replace\":\"Elven Lineage\",\"items\":{\"name\":\"Elven Lineage (Drow)\",\"type\":\"entries\",\"entries\":[\"You are part of a lineage that grants you supernatural abilities. The range of your Darkvision increases to 120 feet. You also know the {@spell Dancing Lights|XPHB} cantrip.\",\"When you reach character level 3, you learn the {@spell Faerie Fire|XPHB} spell. When you reach character level 5, you also learn the {@spell Darkness|XPHB} spell. You always have these spells prepared, and you can cast each spell once without a spell slot. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a {@variantrule Long Rest|XPHB}. You can also cast the spell using any spell slots you have of the appropriate level.\",\"Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage).\"]}}},\"darkvision\":120,\"additionalSpells\":[{\"innate\":{\"3\":{\"daily\":{\"1\":[\"faerie fire|xphb\"]}},\"5\":{\"daily\":{\"1\":[\"darkness|xphb\"]}}},\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"1\":[\"dancing lights|xphb#c\"]}}]},{\"name\":\"Elf; High Elf Lineage\",\"source\":\"XPHB\",\"_mod\":{\"entries\":{\"mode\":\"replaceArr\",\"replace\":\"Elven Lineage\",\"items\":{\"name\":\"Elven Lineage (High Elf)\",\"type\":\"entries\",\"entries\":[\"You are part of a lineage that grants you supernatural abilities. You know the {@spell Prestidigitation|XPHB} cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different {@filter cantrip from the Wizard spell list|spells|level=0|class=Wizard}.\",\"When you reach character level 3, you learn the {@spell Detect Magic|XPHB} spell. When you reach character level 5, you also learn the {@spell Misty Step|XPHB} spell. You always have these spells prepared, and you can cast each spell once without a spell slot. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a {@variantrule Long Rest|XPHB}. You can also cast the spell using any spell slots you have of the appropriate level.\",\"Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage).\"]}}},\"additionalSpells\":[{\"innate\":{\"3\":{\"daily\":{\"1\":[\"detect magic|xphb\"]}},\"5\":{\"daily\":{\"1\":[\"misty step|xphb\"]}}},\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"1\":{\"_\":[{\"choose\":\"level=0|class=Wizard\"}]}}}]},{\"name\":\"Elf; Wood Elf Lineage\",\"source\":\"XPHB\",\"_mod\":{\"entries\":{\"mode\":\"replaceArr\",\"replace\":\"Elven Lineage\",\"items\":{\"name\":\"Elven Lineage (Wood Elf)\",\"type\":\"entries\",\"entries\":[\"You are part of a lineage that grants you supernatural abilities. Your Speed increases to 35 feet. You also know the {@spell Druidcraft|XPHB} cantrip.\",\"When you reach character level 3, you learn the {@spell Longstrider|XPHB} spell. When you reach character level 5, you also learn the {@spell Pass without Trace|XPHB} spell. You always have these spells prepared, and you can cast each spell once without a spell slot. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a {@variantrule Long Rest|XPHB}. You can also cast the spell using any spell slots you have of the appropriate level.\",\"Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage).\"]}}},\"speed\":35,\"additionalSpells\":[{\"innate\":{\"3\":{\"daily\":{\"1\":[\"longstrider|xphb\"]}},\"5\":{\"daily\":{\"1\":[\"pass without trace|xphb\"]}}},\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"1\":[\"druidcraft|xphb#c\"]}}]}]},{\"name\":\"Elf (Kaladesh)\",\"source\":\"PSK\",\"page\":20,\"size\":[\"M\"],\"speed\":30,\"ability\":[{\"dex\":2,\"wis\":1}],\"age\":{\"mature\":100,\"max\":750},\"darkvision\":60,\"traitTags\":[\"Improved Resting\"],\"skillProficiencies\":[{\"perception\":true}],\"languageProficiencies\":[{\"common\":true,\"elvish\":true}],\"weaponProficiencies\":[{\"longsword|phb\":true,\"shortsword|phb\":true,\"shortbow|phb\":true,\"longbow|phb\":true}],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.\"]},{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.\"]},{\"name\":\"Darkvision\",\"entries\":[\"Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"],\"type\":\"entries\"},{\"name\":\"Keen Senses\",\"entries\":[\"You have proficiency in the {@skill Perception} skill.\"],\"type\":\"entries\"},{\"name\":\"Elf Weapon Training\",\"entries\":[\"You have proficiency with the {@item longsword|phb}, {@item shortsword|phb}, {@item shortbow|phb}, and {@item longbow|phb}.\"],\"type\":\"entries\"},{\"name\":\"Fey Ancestry\",\"entries\":[\"You have advantage on saving throws against being {@condition charmed}, and magic can't put you to sleep.\"],\"type\":\"entries\"},{\"name\":\"Trance\",\"entries\":[\"Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is \\\"trance.\\\") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.\",\"{@note If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.}\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.\"],\"type\":\"entries\"},{\"name\":\"Elf Culture\",\"entries\":[\"The elves of Kaladesh don't organize themselves into nations or tribes. Still, they recognize three distinct cultural groups among their kind—though in truth these groupings are more like attitudes or alignments with regard to the rest of society and the use of technology. Choose one of these cultures.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Elf (Zendikar)\",\"source\":\"PSZ\",\"page\":18,\"size\":[\"M\"],\"speed\":30,\"ability\":[{\"wis\":2}],\"age\":{\"mature\":100,\"max\":750},\"darkvision\":60,\"skillProficiencies\":[{\"perception\":true}],\"languageProficiencies\":[{\"common\":true,\"elvish\":true}],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.\"]},{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.\"]},{\"name\":\"Darkvision\",\"entries\":[\"Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"],\"type\":\"entries\"},{\"name\":\"Keen Senses\",\"entries\":[\"You have proficiency in the {@skill Perception} skill.\"],\"type\":\"entries\"},{\"name\":\"Fey Ancestry\",\"entries\":[\"You have advantage on saving throws against being {@condition charmed}, and magic can't put you to sleep.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fairy\",\"source\":\"MPMM\",\"page\":14,\"lineage\":\"VRGR\",\"creatureTypes\":[\"fey\"],\"size\":[\"S\"],\"speed\":{\"walk\":30,\"fly\":true},\"additionalSpells\":[{\"innate\":{\"3\":{\"daily\":{\"1\":[\"faerie fire\"]}},\"5\":{\"daily\":{\"1\":[\"enlarge/reduce\"]}}},\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"1\":[\"druidcraft#c\"]}}],\"entries\":[{\"type\":\"entries\",\"name\":\"Creature Type\",\"entries\":[\"You are a Fey.\"]},{\"type\":\"entries\",\"name\":\"Fairy Magic\",\"entries\":[\"You know the {@spell druidcraft} cantrip. Starting at 3rd level, you can cast the {@spell faerie fire} spell with this trait. Starting at 5th level, you can also cast the {@spell enlarge/reduce} spell with this trait. Once you cast {@spell faerie fire} or {@spell enlarge/reduce} with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.\",\"Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).\"]},{\"type\":\"entries\",\"name\":\"Flight\",\"entries\":[\"Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fairy\",\"source\":\"WBtW\",\"page\":12,\"reprintedAs\":[\"Fairy|MPMM\"],\"lineage\":\"VRGR\",\"creatureTypes\":[\"fey\"],\"size\":[\"S\"],\"speed\":{\"walk\":30,\"fly\":true},\"additionalSpells\":[{\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"1\":[\"druidcraft#c\"]},\"innate\":{\"3\":{\"daily\":{\"1\":[\"faerie fire\"]}},\"5\":{\"daily\":{\"1\":[\"enlarge/reduce\"]}}}}],\"entries\":[{\"type\":\"entries\",\"name\":\"Creature Type\",\"entries\":[\"You are a Fey.\"]},{\"type\":\"entries\",\"name\":\"Flight\",\"entries\":[\"Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.\"]},{\"type\":\"entries\",\"name\":\"Fairy Magic\",\"entries\":[\"You know the {@spell druidcraft} cantrip.\",\"Starting at 3rd level, you can cast the {@spell faerie fire} spell with this trait. Starting at 5th level, you can also cast the {@spell enlarge/reduce} spell with this trait. Once you cast {@spell faerie fire} or {@spell enlarge/reduce} with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.\",\"Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Firbolg\",\"source\":\"MPMM\",\"page\":15,\"lineage\":\"VRGR\",\"size\":[\"M\"],\"speed\":30,\"age\":{\"max\":500},\"traitTags\":[\"Powerful Build\"],\"additionalSpells\":[{\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"innate\":{\"1\":[\"detect magic\",\"disguise self\"]}}],\"entries\":[{\"type\":\"entries\",\"name\":\"Firbolg Magic\",\"entries\":[\"You can cast {@spell detect magic} and {@spell disguise self} spells with this trait. When you use this version of {@spell disguise self}, you can seem up to 3 feet shorter or taller. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have.\",\"Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).\"]},{\"type\":\"entries\",\"name\":\"Hidden Step\",\"entries\":[\"As a bonus action, you can magically turn {@condition invisible} until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]},{\"type\":\"entries\",\"name\":\"Powerful Build\",\"entries\":[\"You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.\"]},{\"type\":\"entries\",\"name\":\"Speech of Beast and Leaf\",\"entries\":[\"You have the ability to communicate in a limited manner with Beasts, Plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Firbolg\",\"source\":\"VGM\",\"page\":107,\"otherSources\":[{\"source\":\"EGW\",\"page\":169}],\"reprintedAs\":[\"Firbolg|MPMM\"],\"size\":[\"M\"],\"speed\":30,\"ability\":[{\"wis\":2,\"str\":1}],\"heightAndWeight\":{\"baseHeight\":74,\"heightMod\":\"2d12\",\"baseWeight\":175,\"weightMod\":\"2d6\"},\"age\":{\"mature\":30,\"max\":500},\"traitTags\":[\"Powerful Build\"],\"languageProficiencies\":[{\"common\":true,\"elvish\":true,\"giant\":true}],\"soundClip\":{\"type\":\"internal\",\"path\":\"races/firbolg.mp3\"},\"additionalSpells\":[{\"ability\":\"wis\",\"known\":{\"1\":{\"rest\":{\"1\":[\"detect magic\",\"disguise self\"]}}}}],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"As humanoids related to the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Firbolg are between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium.\"]},{\"name\":\"Firbolg Magic\",\"entries\":[\"You can cast {@spell detect magic} and {@spell disguise self} with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of {@spell disguise self}, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.\"],\"type\":\"entries\"},{\"name\":\"Hidden Step\",\"entries\":[\"As a bonus action, you can magically turn {@condition invisible} until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.\"],\"type\":\"entries\"},{\"name\":\"Powerful Build\",\"entries\":[\"You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.\"],\"type\":\"entries\"},{\"name\":\"Speech of Beast and Leaf\",\"entries\":[\"You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common, Elvish, and Giant.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gallus\",\"source\":\"HWCS\",\"page\":14,\"size\":[\"M\"],\"speed\":30,\"ability\":[{\"wis\":2}],\"languageProficiencies\":[{\"other\":true,\"auran\":true}],\"toolProficiencies\":[{\"choose\":{\"from\":[\"brewer's supplies\",\"carpenter's tools\",\"smith's tools\"]}}],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"While ages fluctuate, gallus reach maturity around 18 and can live anywhere between 70 and 100 years.\"]},{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Most gallus are lawful good. They are a salt-of-the-earth sort of folk who believe in justice, the value of hard work, and the importance of respecting others.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Gallus are the most varied of the birdfolk races, ranging from just under 4 feet to just over 5 feet tall, and showing many unique builds. The variety of shapes and sizes means they also encompass a variety of weights, but most average around 90 pounds. Your size is Medium.\"]},{\"name\":\"Speed\",\"type\":\"entries\",\"entries\":[\"Your base walking speed is 30 feet.\"]},{\"name\":\"Glide\",\"type\":\"entries\",\"entries\":[\"Using your feathered arms, you can slow your fall, and glide short distances. When falling you can use your reaction to spread your arms, stiffen your wing feathers, and slow your descent. While doing so, you continue to fall gently at a speed of 60 feet per round, taking no fall damage when you land. If you would fall at least 10 feet in this way, you may fly up to your movement speed in one direction you choose, although you cannot choose to move upwards, landing in the space you finish your movement. You cannot glide while carrying heavy weapons or wielding a shield (though you may drop any held items as part of your reaction to spread your arms). You cannot glide while wearing heavy armor, or if you are encumbered.\"]},{\"name\":\"Wing Flap\",\"type\":\"entries\",\"entries\":[\"As a bonus action, you can use your powerful feathered arms to propel yourself upward a distance equal to half your movement speed. You can use it in conjunction with a regular jump, but not while gliding.\"]},{\"name\":\"Communal\",\"type\":\"entries\",\"entries\":[\"Whenever you make an Intelligence ({@skill History}) check related to the history of your race, culture, or community, you are considered proficient in the {@skill History} skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.\"]},{\"name\":\"Militia Training\",\"type\":\"entries\",\"entries\":[\"You have proficiency in {@filter simple weapons|items|source=phb|category=basic|type=simple weapon;melee weapon=sand}.\"]},{\"name\":\"Of the People\",\"type\":\"entries\",\"entries\":[\"You gain proficiency with the {@filter artisan tools|items|source=phb|category=basic|type=artisan's tools} of your choice: {@item brewer's supplies|PHB}, {@item carpenter's tools|PHB}, or {@item smith's tools|PHB}.\"]},{\"name\":\"Languages\",\"type\":\"entries\",\"entries\":[\"You can speak, read, and write Birdfolk. You can also understand Auran, though you cannot speak it naturally.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Genasi\",\"source\":\"EEPC\",\"page\":9,\"additionalSources\":[{\"source\":\"EGW\",\"page\":170}],\"otherSources\":[{\"source\":\"EGW\",\"page\":170}],\"reprintedAs\":[\"Genasi|MPMM\"],\"size\":[\"M\"],\"speed\":30,\"ability\":[{\"con\":2}],\"heightAndWeight\":{\"baseHeight\":56,\"heightMod\":\"2d10\",\"baseWeight\":110,\"weightMod\":\"2d4\"},\"age\":{\"mature\":20,\"max\":120},\"languageProficiencies\":[{\"common\":true,\"primordial\":true}],\"soundClip\":{\"type\":\"internal\",\"path\":\"races/genasi.mp3\"},\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.\"]},{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Independent and self-reliant, genasi tend toward a neutral alignment.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.\"]},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Genasi\",\"source\":\"MPMM\",\"page\":16,\"lineage\":\"VRGR\",\"size\":[\"S\",\"M\"],\"speed\":30,\"age\":{\"max\":120},\"darkvision\":60,\"entries\":[{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"You are Medium or Small. You choose the size when you select this race.\"]},{\"type\":\"entries\",\"name\":\"Darkvision\",\"entries\":[\"You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Giff\",\"source\":\"AAG\",\"page\":12,\"lineage\":\"VRGR\",\"size\":[\"M\"],\"speed\":{\"walk\":30,\"swim\":true},\"traitTags\":[\"Powerful Build\"],\"weaponProficiencies\":[{\"firearms\":true}],\"entries\":[{\"type\":\"entries\",\"name\":\"Astral Spark\",\"entries\":[\"Your psychic connection to the Astral Plane enables you to mystically access a spark of divine power, which you can channel through your weapons. When you hit a target with a {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon}, you can cause the target to take extra force damage equal to your proficiency bonus.\",\"You can use this trait a number of times equal to your proficiency bonus, but you can use it no more than once per turn. You regain all expended uses when you finish a long rest.\"]},{\"type\":\"entries\",\"name\":\"Firearms Mastery\",\"entries\":[\"You have a mystical connection to firearms that traces back to the gods of the giff, who delighted in such weapons. You have proficiency with all firearms and ignore the loading property of any firearm. In addition, attacking at long range with a firearm doesn't impose disadvantage on your attack roll.\"]},{\"type\":\"entries\",\"name\":\"Hippo Build\",\"entries\":[\"You have advantage on Strength-based ability checks and Strength saving throws. In addition, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gith\",\"source\":\"MTF\",\"page\":96,\"reprintedAs\":[\"Githyanki|MPMM\",\"Githzerai|MPMM\"],\"size\":[\"M\"],\"speed\":30,\"ability\":[{\"int\":1}],\"age\":{\"mature\":20,\"max\":100},\"languageProficiencies\":[{\"common\":true,\"other\":true}],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Gith reach adulthood in their late teens and live for about a century.\"]},{\"name\":\"Size\",\"type\":\"entries\",\"entries\":[\"Gith are taller and leaner than humans, with most a slender 6 feet in height.\"]},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and Gith.\"],\"type\":\"entries\"}],\"hasFluff\":true},{\"name\":\"Githyanki\",\"source\":\"MPMM\",\"page\":18,\"lineage\":\"VRGR\",\"size\":[\"M\"],\"speed\":30,\"traitTags\":[\"Weapon Proficiency\"],\"skillProficiencies\":[{\"any\":1}],\"toolProficiencies\":[{\"any\":1}],\"resist\":[\"psychic\"],\"additionalSpells\":[{\"innate\":{\"3\":{\"daily\":{\"1\":[\"jump\"]}},\"5\":{\"daily\":{\"1\":[\"misty step\"]}}},\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"1\":[\"mage hand#c\"]}}],\"entries\":[{\"type\":\"entries\",\"name\":\"Astral Knowledge\",\"entries\":[\"You can mystically access a reservoir of experiences of entities connected to the Astral Plane. Whenever you finish a long rest, you gain proficiency in one skill of your choice and with one weapon or tool of your choice, selected from the Player's Handbook, as you momentarily project your consciousness into the Astral Plane. These proficiencies last until the end of your next long rest.\"]},{\"type\":\"entries\",\"name\":\"Githyanki Psionics\",\"entries\":[\"You know the {@spell mage hand} cantrip, and the hand is {@condition invisible} when you cast the cantrip with this trait.\",\"Starting at 3rd level, you can cast the {@spell jump} spell with this trait. Starting at 5th level, you can also cast {@spell misty step} with it. Once you cast {@spell jump} or {@spell misty step} with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.\",\"Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). None of these spells require spell components when you cast them with this trait.\"]},{\"type\":\"entries\",\"name\":\"Psychic Resilience\",\"entries\":[\"You have resistance to psychic damage.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Githzerai\",\"source\":\"MPMM\",\"page\":19,\"lineage\":\"VRGR\",\"size\":[\"M\"],\"speed\":30,\"resist\":[\"psychic\"],\"additionalSpells\":[{\"innate\":{\"3\":{\"daily\":{\"1\":[\"shield\"]}},\"5\":{\"daily\":{\"1\":[\"detect thoughts\"]}}},\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"1\":[\"mage hand#c\"]}}],\"entries\":[{\"type\":\"entries\",\"name\":\"Githzerai Psionics\",\"entries\":[\"You know the {@spell mage hand} cantrip, and the hand is {@condition invisible} when you cast the cantrip with this trait.\",\"Starting at 3rd level, you can cast the {@spell shield} spell with this trait. Starting at 5th level, you can also cast the {@spell detect thoughts} spell with it. Once you cast {@spell shield} or {@spell detect thoughts} spell with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.\",\"Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). None of these spells require spell components when you cast them with this trait.\"]},{\"type\":\"entries\",\"name\":\"Mental Discipline\",\"entries\":[\"Your innate psychic defenses grant you advantage on saving throws you make to avoid or end the {@condition charmed} and {@condition frightened} conditions on yourself.\"]},{\"type\":\"entries\",\"name\":\"Psychic Resilience\",\"entries\":[\"You have resistance to psychic damage.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gnoll\",\"source\":\"DMG\",\"page\":282,\"size\":[\"M\"],\"speed\":30,\"ability\":[{\"str\":2,\"int\":-2}],\"darkvision\":60,\"traitTags\":[\"Natural Weapon\",\"NPC Race\"],\"entries\":[{\"name\":\"Bite\",\"entries\":[\"Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to {@damage 1d4} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.\"],\"type\":\"entries\"},{\"name\":\"Darkvision\",\"entries\":[\"You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"],\"type\":\"entries\"},{\"type\":\"entries\",\"name\":\"Rampage\",\"entries\":[\"When you reduce a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make a bite attack.\"]}]},{\"name\":\"Gnome\",\"source\":\"PHB\",\"page\":35,\"srd\":true,\"reprintedAs\":[\"Gnome|XPHB\"],\"size\":[\"S\"],\"speed\":25,\"ability\":[{\"int\":2}],\"heightAndWeight\":{\"baseHeight\":35,\"heightMod\":\"2d4\",\"baseWeight\":35},\"age\":{\"mature\":40,\"max\":500},\"darkvision\":60,\"traitTags\":[\"Uncommon Race\"],\"languageProficiencies\":[{\"common\":true,\"gnomish\":true}],\"soundClip\":{\"type\":\"internal\",\"path\":\"races/gnome.mp3\"},\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.\"]},{\"name\":\"Darkvision\",\"entries\":[\"Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"],\"type\":\"entries\"},{\"name\":\"Gnome Cunning\",\"entries\":[\"You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Gnome\",\"source\":\"XPHB\",\"page\":191,\"edition\":\"one\",\"creatureTypes\":[\"humanoid\"],\"size\":[\"S\"],\"speed\":30,\"darkvision\":60,\"sizeEntry\":{\"type\":\"item\",\"name\":\"Size:\",\"entries\":[\"Small (about 3-4 feet tall)\"]},\"entries\":[{\"type\":\"entries\",\"name\":\"Darkvision\",\"entries\":[\"You have {@sense Darkvision|XPHB} with a range of 60 feet.\"]},{\"type\":\"entries\",\"name\":\"Gnomish Cunning\",\"entries\":[\"You have {@variantrule Advantage|XPHB} on Intelligence, Wisdom, and Charisma saving throws.\"]},{\"type\":\"entries\",\"name\":\"Gnomish Lineage\",\"entries\":[\"You are part of a lineage that grants you supernatural abilities. Choose one of the following options; whichever one you choose, Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage):\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Forest Gnome\",\"entries\":[\"You know the Minor {@variantrule Illusions|XPHB|Illusion} cantrip. You also always have the Speak with Animals spell prepared. You can cast it without a spell slot a number of times equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}. You can also use any spell slots you have to cast the spell.\"]},{\"type\":\"item\",\"name\":\"Rock Gnome\",\"entries\":[\"You know the {@spell Mending|XPHB} and {@spell Prestidigitation|XPHB} cantrips. In addition, you can spend 10 minutes casting {@spell Prestidigitation|XPHB} to create a Tiny clockwork device (AC 5, 1 HP), such as a toy, fire starter, or music box. When you create the device, you determine its function by choosing one effect from {@spell Prestidigitation|XPHB}; the device produces that effect whenever you or another creature takes a {@variantrule Bonus Action|XPHB} to activate it with a touch. If the chosen effect has options within it, you choose one of those options for the device when you create it. For example, if you choose the spell's ignite-extinguish effect, you determine whether the device ignites or extinguishes fire; the device doesn't do both. You can have three such devices in existence at a time, and each falls apart 8 hours after its creation or when you dismantle it with a touch as a {@action Utilize|XPHB} action.\"]}]}]}],\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Gnome; Forest Gnome Lineage\",\"source\":\"XPHB\",\"_mod\":{\"entries\":{\"mode\":\"replaceArr\",\"replace\":\"Gnomish Lineage\",\"items\":{\"name\":\"Gnomish Lineage (Forest Gnome)\",\"type\":\"entries\",\"entries\":[\"You know the {@spell Minor Illusion|XPHB} cantrip. You also always have the {@spell Speak with Animals|XPHB} spell prepared. You can cast it without a spell slot a number of times equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}. You can also use any spell slots you have to cast the spell.\"]}}},\"additionalSpells\":[{\"innate\":{\"3\":{\"daily\":{\"pb\":[\"speak with animals|xphb\"]}}},\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"1\":[\"minor illusion|xphb#c\"]}}]},{\"name\":\"Gnome; Rock Gnome Lineage\",\"source\":\"XPHB\",\"_mod\":{\"entries\":{\"mode\":\"replaceArr\",\"replace\":\"Gnomish Lineage\",\"items\":{\"name\":\"Gnomish Lineage (Rock Gnome)\",\"type\":\"entries\",\"entries\":[\"You know the {@spell Mending|XPHB} and {@spell Prestidigitation|XPHB} cantrips. In addition, you can spend 10 minutes casting {@spell Prestidigitation|XPHB} to create a Tiny clockwork device (AC 5, 1 HP), such as a toy, fire starter, or music box. When you create the device, you determine its function by choosing one effect from {@spell Prestidigitation|XPHB}; the device produces that effect whenever you or another creature takes a {@variantrule Bonus Action|XPHB} to activate it with a touch. If the chosen effect has options within it, you choose one of those options for the device when you create it. For example, if you choose the spell's ignite-extinguish effect, you determine whether the device ignites or extinguishes fire; the device doesn't do both. You can have three such devices in existence at a time, and each falls apart 8 hours after its creation or when you dismantle it with a touch as a {@action Utilize|XPHB} action.\"]}}},\"additionalSpells\":[{\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"1\":[\"mending|xphb#c\",\"prestidigitation|xphb#c\"]}}]}]},{\"name\":\"Gnome (Deep)\",\"source\":\"DMG\",\"page\":282,\"size\":[\"S\"],\"speed\":20,\"ability\":[{\"str\":1,\"dex\":2}],\"darkvision\":120,\"traitTags\":[\"NPC Race\"],\"languageProficiencies\":[{\"gnomish\":true,\"terran\":true,\"undercommon\":true}],\"additionalSpells\":[{\"ability\":\"int\",\"known\":{\"1\":[\"nondetection\",\"blindness/deafness\",\"blur\",\"disguise self\"]}}],\"entries\":[{\"name\":\"Innate Spellcasting\",\"entries\":[\"You have an innate ability to cast the following spells, requiring no material components:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"itemSpell\",\"name\":\"At will:\",\"entry\":\"{@spell nondetection} (self only)\"},{\"type\":\"itemSpell\",\"name\":\"1/day each:\",\"entry\":\"{@spell blindness/deafness}, {@spell blur}, {@spell disguise self}\"}]},\"Intelligence is your spellcasting ability for these spells.\"],\"type\":\"entries\"},{\"name\":\"Stone Camouflage\",\"entries\":[\"You have advantage on Dexterity ({@skill Stealth}) checks to hide in rocky terrain.\"],\"type\":\"entries\"},{\"name\":\"Gnome Cunning\",\"entries\":[\"You have advantage on Intelligence, Wisdom, and Charisma saving throws against magic.\"],\"type\":\"entries\"},{\"name\":\"Superior Darkvision\",\"entries\":[\"Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"],\"data\":{\"overwrite\":\"Darkvision\"},\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Gnomish, Terran, and Undercommon.\"],\"type\":\"entries\"}]},{\"name\":\"Goblin\",\"source\":\"DMG\",\"page\":282,\"size\":[\"S\"],\"speed\":30,\"ability\":[{\"str\":-2,\"dex\":2}],\"darkvision\":60,\"traitTags\":[\"NPC Race\"],\"languageProficiencies\":[{\"common\":true,\"goblin\":true}],\"entries\":[{\"name\":\"Nimble Escape\",\"entries\":[\"You can take the {@action Disengage} or {@action Hide} action as a bonus action on each of your turns.\"],\"type\":\"entries\"},{\"name\":\"Darkvision\",\"entries\":[\"Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and Goblin.\"],\"type\":\"entries\"}]},{\"name\":\"Goblin\",\"source\":\"ERLW\",\"page\":26,\"_copy\":{\"name\":\"Goblin\",\"source\":\"VGM\",\"_mod\":{\"entries\":[{\"mode\":\"appendArr\",\"items\":{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"In Eberron, goblins are usually neutral. They tend to look out for themselves, preferably without drawing unwanted attention from any larger, more powerful people.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Size\",\"items\":{\"name\":\"Size\",\"type\":\"entries\",\"entries\":[\"Your size is Small.\"]}}]},\"_preserve\":{\"reprintedAs\":true}},\"size\":[\"S\"],\"traitTags\":null,\"hasFluffImages\":true},{\"name\":\"Goblin\",\"source\":\"GGR\",\"page\":16,\"_copy\":{\"name\":\"Goblin\",\"source\":\"VGM\",\"_mod\":{\"entries\":[{\"mode\":\"appendArr\",\"items\":{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Goblins are typically neutral evil, as they care only for their own needs. A few goblins might tend toward good or neutrality, but only rarely.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Age\",\"items\":{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Goblins reach adulthood around age 8. They age noticeably faster than humans, and though few goblins live to old age, the most cautious rarely live longer than 60 years.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Languages\",\"items\":{\"name\":\"Languages\",\"type\":\"entries\",\"entries\":[\"You can speak, read, and write Common and Goblin. In Ravnica, Goblin is a simplistic language with a limited vocabulary and fluid rules of grammar, unsuited for any sophisticated conversation.\"]}}]},\"_preserve\":{\"reprintedAs\":true}},\"traitTags\":null,\"hasFluff\":true},{\"name\":\"Goblin\",\"source\":\"MPMM\",\"page\":20,\"lineage\":\"VRGR\",\"creatureTypes\":[\"humanoid\"],\"creatureTypeTags\":[\"goblinoid\"],\"size\":[\"S\"],\"speed\":30,\"darkvision\":60,\"entries\":[{\"type\":\"entries\",\"name\":\"Creature Type\",\"entries\":[\"You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.\"]},{\"type\":\"entries\",\"name\":\"Darkvision\",\"entries\":[\"You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were in dim light. You discern colors in that darkness only as shades of gray.\"]},{\"type\":\"entries\",\"name\":\"Fey Ancestry\",\"entries\":[\"You have advantage on saving throws you make to avoid or end the {@condition charmed} condition on yourself.\"]},{\"type\":\"entries\",\"name\":\"Fury of the Small\",\"entries\":[\"When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.\",\"You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.\"]},{\"type\":\"entries\",\"name\":\"Nimble Escape\",\"entries\":[\"You can take the {@action Disengage} or {@action Hide} action as a bonus action on each of your turns.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Goblin\",\"source\":\"PSZ\",\"page\":16,\"otherSources\":[{\"source\":\"PSX\",\"page\":16}],\"size\":[\"S\"],\"speed\":25,\"age\":{\"mature\":12,\"max\":50},\"darkvision\":60,\"traitTags\":[\"Natural Armor\"],\"languageProficiencies\":[{\"common\":true,\"goblin\":true}],\"resist\":[\"fire\",\"psychic\"],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Goblins mature faster than humans, reaching adulthood at around age 12. They also age noticeably faster than humans, and even the most cautious goblins rarely live longer than 50 years.\"]},{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Most goblins are wildly chaotic, though they have no particular inclination toward good or evil.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Goblins average about 3 feet tall and weigh about 40 pounds. Your size is Small.\"]},{\"name\":\"Darkvision\",\"entries\":[\"Thanks to your heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and Goblin.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Goblin\",\"source\":\"VGM\",\"page\":119,\"otherSources\":[{\"source\":\"EGW\",\"page\":174}],\"reprintedAs\":[\"Goblin|MPMM\"],\"size\":[\"S\"],\"speed\":30,\"ability\":[{\"dex\":2,\"con\":1}],\"heightAndWeight\":{\"baseHeight\":41,\"heightMod\":\"2d4\",\"baseWeight\":35},\"age\":{\"mature\":8,\"max\":60},\"darkvision\":60,\"traitTags\":[\"Monstrous Race\"],\"languageProficiencies\":[{\"common\":true,\"goblin\":true}],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Goblins reach adulthood at age 8 and live up to 60 years.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.\"]},{\"name\":\"Darkvision\",\"entries\":[\"You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"],\"type\":\"entries\"},{\"name\":\"Fury of the Small\",\"entries\":[\"When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.\"],\"type\":\"entries\"},{\"name\":\"Nimble Escape\",\"entries\":[\"You can take the {@action Disengage} or {@action Hide} action as a bonus action on each of your turns.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and Goblin.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Goblin (Dankwood)\",\"source\":\"AWM\",\"page\":35,\"_copy\":{\"name\":\"Goblin\",\"source\":\"VGM\",\"_mod\":{\"entries\":[{\"mode\":\"appendArr\",\"items\":{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Dankwood goblins are typically neutral or neutral good, though some mischievous dankwood goblins are chaotic neutral.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Fury of the Small\",\"items\":{\"name\":\"Speak with Small Beasts\",\"type\":\"entries\",\"entries\":[\"Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Dankwood goblins love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.\"]}}]},\"_preserve\":{\"reprintedAs\":true}},\"ability\":[{\"dex\":2,\"wis\":1}],\"heightAndWeight\":null,\"hasFluff\":true},{\"name\":\"Goliath\",\"source\":\"MPMM\",\"page\":21,\"reprintedAs\":[\"Goliath|XPHB\"],\"lineage\":\"VRGR\",\"size\":[\"M\"],\"speed\":30,\"traitTags\":[\"Powerful Build\"],\"skillProficiencies\":[{\"athletics\":true}],\"resist\":[\"cold\"],\"entries\":[{\"type\":\"entries\",\"name\":\"Little Giant\",\"entries\":[\"You have proficiency in the {@skill Athletics} skill, and you count as one size larger when determining your carrying weight and the weight you can push, drag, or lift.\"]},{\"type\":\"entries\",\"name\":\"Mountain Born\",\"entries\":[\"You have resistance to cold damage. You also naturally acclimate to high altitudes, even if you've never been to one. This includes elevations above 20,000 feet.\"]},{\"type\":\"entries\",\"name\":\"Stone's Endurance\",\"entries\":[\"You can supernaturally draw on unyielding stone to shrug off harm. When you take damage, you can use your reaction to roll a {@dice d12}. Add your Constitution modifier to the number rolled and reduce the damage by that total.\",\"You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Goliath\",\"source\":\"VGM\",\"page\":108,\"otherSources\":[{\"source\":\"EEPC\",\"page\":10},{\"source\":\"EGW\",\"page\":175},{\"source\":\"IDRotF\"}],\"reprintedAs\":[\"Goliath|MPMM\",\"Goliath|XPHB\"],\"size\":[\"M\"],\"speed\":30,\"ability\":[{\"str\":2,\"con\":1}],\"heightAndWeight\":{\"baseHeight\":74,\"heightMod\":\"2d10\",\"baseWeight\":200,\"weightMod\":\"2d6\"},\"age\":{\"mature\":20,\"max\":100},\"traitTags\":[\"Powerful Build\"],\"skillProficiencies\":[{\"athletics\":true}],\"languageProficiencies\":[{\"common\":true,\"giant\":true}],\"resist\":[\"cold\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"races/goliath.mp3\"},\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.\"]},{\"name\":\"Natural Athlete\",\"entries\":[\"You have proficiency in the {@skill Athletics} skill.\"],\"type\":\"entries\"},{\"name\":\"Stone's Endurance\",\"entries\":[\"You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a {@dice d12}. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.\"],\"type\":\"entries\"},{\"name\":\"Powerful Build\",\"entries\":[\"You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.\"],\"type\":\"entries\"},{\"name\":\"Mountain Born\",\"entries\":[\"You have resistance to cold damage. You're also acclimated to high altitude, including elevations above 20,000 feet.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and Giant.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Goliath\",\"source\":\"XPHB\",\"page\":192,\"edition\":\"one\",\"creatureTypes\":[\"humanoid\"],\"size\":[\"M\"],\"speed\":35,\"traitTags\":[\"Powerful Build\"],\"sizeEntry\":{\"type\":\"item\",\"name\":\"Size:\",\"entries\":[\"Medium (about 7-8 feet tall)\"]},\"entries\":[{\"type\":\"entries\",\"name\":\"Giant Ancestry\",\"entries\":[\"You are descended from Giants. Choose one of the following benefits—a supernatural boon from your ancestry; you can use the chosen benefit a number of times equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Cloud's Jaunt (Cloud Giant)\",\"entries\":[\"As a {@variantrule Bonus Action|XPHB}, you magically teleport up to 30 feet to an unoccupied space you can see.\"]},{\"type\":\"item\",\"name\":\"Fire's Burn (Fire Giant)\",\"entries\":[\"When you hit a target with an attack roll and deal damage to it, you can also deal {@damage 1d10} Fire damage to that target.\"]},{\"type\":\"item\",\"name\":\"Frost's Chill (Frost Giant)\",\"entries\":[\"When you hit a target with an attack roll and deal damage to it, you can also deal {@damage 1d6} Cold damage to that target and reduce its {@variantrule Speed|XPHB} by 10 feet until the start of your next turn.\"]},{\"type\":\"item\",\"name\":\"Hill's Tumble (Hill Giant)\",\"entries\":[\"When you hit a Large or smaller creature with an attack roll and deal damage to it, you can give that target the {@condition Prone|XPHB} condition.\"]},{\"type\":\"item\",\"name\":\"Stone's Endurance (Stone Giant)\",\"entries\":[\"When you take damage, you can take a {@variantrule Reaction|XPHB} to roll {@dice 1d12}. Add your Constitution modifier to the number rolled and reduce the damage by that total.\"]},{\"type\":\"item\",\"name\":\"Storm's Thunder (Storm Giant)\",\"entries\":[\"When you take damage from a creature within 60 feet of you, you can take a {@variantrule Reaction|XPHB} to deal {@damage 1d8} Thunder damage to that creature.\"]}]}]},{\"type\":\"entries\",\"name\":\"Large Form\",\"entries\":[\"Starting at character level 5, you can change your size to Large as a {@variantrule Bonus Action|XPHB} if you're in a big enough space. This transformation lasts for 10 minutes or until you end it (no action required). For that duration, you have {@variantrule Advantage|XPHB} on Strength checks, and your {@variantrule Speed|XPHB} increases by 10 feet. Once you use this trait, you can't use it again until you finish a {@variantrule Long Rest|XPHB}.\"]},{\"type\":\"entries\",\"name\":\"Powerful Build\",\"entries\":[\"You have {@variantrule Advantage|XPHB} on any ability check you make to end the {@condition Grappled|XPHB} condition. You also count as one size larger when determining your carrying capacity.\"]}],\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Goliath; Cloud Giant Ancestry\",\"source\":\"XPHB\",\"_mod\":{\"entries\":{\"mode\":\"replaceArr\",\"replace\":\"Giant Ancestry\",\"items\":{\"name\":\"Giant Ancestry (Cloud)\",\"type\":\"entries\",\"entries\":[\"You are descended from Giants, granting you a supernatural boon; you can use this boon a number of times equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Cloud's Jaunt\",\"entries\":[\"As a {@variantrule Bonus Action|XPHB}, you magically teleport up to 30 feet to an unoccupied space you can see.\"]}]}]}}}},{\"name\":\"Goliath; Fire Giant Ancestry\",\"source\":\"XPHB\",\"_mod\":{\"entries\":{\"mode\":\"replaceArr\",\"replace\":\"Giant Ancestry\",\"items\":{\"name\":\"Giant Ancestry (Fire)\",\"type\":\"entries\",\"entries\":[\"You are descended from Giants, granting you a supernatural boon; you can use this boon a number of times equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Fire's Burn\",\"entries\":[\"When you hit a target with an attack roll and deal damage to it, you can also deal {@damage 1d10} Fire damage to that target.\"]}]}]}}}},{\"name\":\"Goliath; Frost Giant Ancestry\",\"source\":\"XPHB\",\"_mod\":{\"entries\":{\"mode\":\"replaceArr\",\"replace\":\"Giant Ancestry\",\"items\":{\"name\":\"Giant Ancestry (Frost)\",\"type\":\"entries\",\"entries\":[\"You are descended from Giants, granting you a supernatural boon; you can use this boon a number of times equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Frost's Chill\",\"entries\":[\"When you hit a target with an attack roll and deal damage to it, you can also deal {@damage 1d6} Cold damage to that target and reduce its {@variantrule Speed|XPHB} by 10 feet until the start of your next turn.\"]}]}]}}}},{\"name\":\"Goliath; Hill Giant Ancestry\",\"source\":\"XPHB\",\"_mod\":{\"entries\":{\"mode\":\"replaceArr\",\"replace\":\"Giant Ancestry\",\"items\":{\"name\":\"Giant Ancestry (Hill)\",\"type\":\"entries\",\"entries\":[\"You are descended from Giants, granting you a supernatural boon; you can use this boon a number of times equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Hill's Tumble\",\"entries\":[\"When you hit a Large or smaller creature with an attack roll and deal damage to it, you can give that target the {@condition Prone|XPHB} condition.\"]}]}]}}}},{\"name\":\"Goliath; Stone Giant Ancestry\",\"source\":\"XPHB\",\"_mod\":{\"entries\":{\"mode\":\"replaceArr\",\"replace\":\"Giant Ancestry\",\"items\":{\"name\":\"Giant Ancestry (Stone)\",\"type\":\"entries\",\"entries\":[\"You are descended from Giants, granting you a supernatural boon; you can use this boon a number of times equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Stone's Endurance\",\"entries\":[\"When you take damage, you can take a {@variantrule Reaction|XPHB} to roll {@dice 1d12}. Add your Constitution modifier to the number rolled and reduce the damage by that total.\"]}]}]}}}},{\"name\":\"Goliath; Storm Giant Ancestry\",\"source\":\"XPHB\",\"_mod\":{\"entries\":{\"mode\":\"replaceArr\",\"replace\":\"Giant Ancestry\",\"items\":{\"name\":\"Giant Ancestry (Storm)\",\"type\":\"entries\",\"entries\":[\"You are descended from Giants, granting you a supernatural boon; you can use this boon a number of times equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Storm's Thunder\",\"entries\":[\"When you take damage from a creature within 60 feet of you, you can take a {@variantrule Reaction|XPHB} to deal {@damage 1d8} Thunder damage to that creature.\"]}]}]}}}}]},{\"name\":\"Grimlock\",\"source\":\"DMG\",\"page\":282,\"size\":[\"M\"],\"speed\":30,\"ability\":[{\"str\":2,\"cha\":-2}],\"blindsight\":30,\"traitTags\":[\"NPC Race\"],\"languageProficiencies\":[{\"undercommon\":true}],\"entries\":[{\"name\":\"Blindsight\",\"entries\":[\"You have no eyes, and cannot be {@condition blinded}. You can perceive your surroundings within 30 ft., or 10 ft. while {@condition deafened}. You are considered blind beyond this radius.\"],\"type\":\"entries\"},{\"type\":\"entries\",\"name\":\"Keen Hearing and Smell\",\"entries\":[\"You have advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell.\"]},{\"type\":\"entries\",\"name\":\"Stone Camouflage\",\"entries\":[\"You have advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain.\"]},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Undercommon.\"],\"type\":\"entries\"}]},{\"name\":\"Grung\",\"source\":\"OGA\",\"page\":4,\"size\":[\"S\"],\"speed\":{\"walk\":25,\"climb\":25},\"ability\":[{\"dex\":2,\"con\":1}],\"age\":{\"mature\":1,\"max\":50},\"traitTags\":[\"Amphibious\"],\"skillProficiencies\":[{\"perception\":true}],\"languageProficiencies\":[{\"other\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Grungs mature to adulthood in a single year, but have been known to live up to 50 years.\"]},{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Most grungs are lawful, having been raised in a strict caste system. They tend toward evil as well, coming from a culture where social advancement occurs rarely, and most often because another member of your army has died and there is no one else of that caste to fill the vacancy.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Grungs stand between 2½ and 3½ feet tall and average about 30 pounds. Your size is Small.\"]},{\"type\":\"entries\",\"name\":\"Arboreal Alertness\",\"entries\":[\"You have proficiency in the {@skill Perception} skill.\"]},{\"type\":\"entries\",\"name\":\"Amphibious\",\"entries\":[\"You can breathe air and water.\"]},{\"type\":\"entries\",\"name\":\"Poison Immunity\",\"entries\":[\"You're immune to poison damage and the {@condition poisoned} condition.\"]},{\"type\":\"entries\",\"name\":\"Poisonous Skin\",\"entries\":[\"Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become {@condition poisoned} for 1 minute. A {@condition poisoned} creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\",\"You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 12 Constitution saving throw or take {@dice 2d4} poison damage.\"]},{\"type\":\"entries\",\"name\":\"Standing Leap\",\"entries\":[\"Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.\"]},{\"type\":\"entries\",\"name\":\"Water Dependency\",\"entries\":[\"If you fail to immerse yourself in water for at least 1 hour during a day, you suffer one level of {@condition exhaustion} at the end of that day. You can only recover from this {@condition exhaustion} through magic or by immersing yourself in water for at least 1 hour.\"]},{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Grung.\"]}]},{\"name\":\"Hadozee\",\"source\":\"AAG\",\"page\":13,\"lineage\":\"VRGR\",\"size\":[\"S\",\"M\"],\"speed\":{\"walk\":30,\"climb\":true},\"entries\":[{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"You are Medium or Small. You choose the size when you select this race.\"]},{\"type\":\"entries\",\"name\":\"Dexterous Feet\",\"entries\":[\"As a bonus action, you can use your feet to manipulate an object, open or close a door or container, or pick up or set down a Tiny object.\"]},{\"type\":\"entries\",\"name\":\"Glide\",\"entries\":[\"When you fall at least 10 feet above the ground, you can use your reaction to extend your skin membranes to glide horizontally a number of feet equal to your walking speed, and you take 0 damage from the fall. You determine the direction of the glide.\"]},{\"type\":\"entries\",\"name\":\"Hadozee Dodge\",\"entries\":[\"The magic that runs in your veins heightens your natural defenses. When you take damage, you can use your reaction to roll a {@dice d6}. Add your proficiency bonus to the number rolled, and reduce the damage you take by an amount equal to that total (minimum of 0 damage).\",\"You can use this trait a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Half-Elf\",\"source\":\"PHB\",\"page\":38,\"srd\":true,\"size\":[\"M\"],\"speed\":30,\"ability\":[{\"cha\":2,\"choose\":{\"from\":[\"str\",\"dex\",\"con\",\"int\",\"wis\"],\"count\":2}}],\"heightAndWeight\":{\"baseHeight\":57,\"heightMod\":\"2d8\",\"baseWeight\":110,\"weightMod\":\"2d4\"},\"age\":{\"mature\":20,\"max\":180},\"darkvision\":60,\"traitTags\":[\"Uncommon Race\"],\"skillProficiencies\":[{\"any\":2}],\"languageProficiencies\":[{\"common\":true,\"elvish\":true,\"anyStandard\":1}],\"soundClip\":{\"type\":\"internal\",\"path\":\"races/half-elf.mp3\"},\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.\"]},{\"name\":\"Darkvision\",\"entries\":[\"Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"],\"type\":\"entries\"},{\"name\":\"Fey Ancestry\",\"entries\":[\"You have advantage on saving throws against being {@condition charmed}, and magic can't put you to sleep.\"],\"type\":\"entries\"},{\"name\":\"Skill Versatility\",\"entries\":[\"You gain proficiency in two skills of your choice.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common, Elvish, and one extra language of your choice.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Half-Orc\",\"source\":\"PHB\",\"page\":40,\"srd\":true,\"size\":[\"M\"],\"speed\":30,\"ability\":[{\"str\":2,\"con\":1}],\"heightAndWeight\":{\"baseHeight\":58,\"heightMod\":\"2d10\",\"baseWeight\":140,\"weightMod\":\"2d6\"},\"age\":{\"mature\":14,\"max\":75},\"darkvision\":60,\"traitTags\":[\"Uncommon Race\"],\"skillProficiencies\":[{\"intimidation\":true}],\"languageProficiencies\":[{\"common\":true,\"orc\":true}],\"soundClip\":{\"type\":\"internal\",\"path\":\"races/half-orc.mp3\"},\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.\"]},{\"name\":\"Darkvision\",\"entries\":[\"Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"],\"type\":\"entries\"},{\"name\":\"Menacing\",\"entries\":[\"You gain proficiency in the {@skill Intimidation} skill.\"],\"type\":\"entries\"},{\"name\":\"Relentless Endurance\",\"entries\":[\"When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.\"],\"type\":\"entries\"},{\"name\":\"Savage Attacks\",\"entries\":[\"When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Halfling\",\"source\":\"PHB\",\"page\":26,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Halfling|XPHB\"],\"size\":[\"S\"],\"speed\":25,\"ability\":[{\"dex\":2}],\"heightAndWeight\":{\"baseHeight\":31,\"heightMod\":\"2d4\",\"baseWeight\":35},\"age\":{\"mature\":20,\"max\":250},\"languageProficiencies\":[{\"common\":true,\"halfling\":true}],\"soundClip\":{\"type\":\"internal\",\"path\":\"races/halfling.mp3\"},\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.\"]},{\"name\":\"Lucky\",\"entries\":[\"When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.\"],\"type\":\"entries\"},{\"name\":\"Brave\",\"entries\":[\"You have advantage on saving throws against being {@condition frightened}.\"],\"type\":\"entries\"},{\"name\":\"Halfling Nimbleness\",\"entries\":[\"You can move through the space of any creature that is of a size larger than yours.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Halfling\",\"source\":\"XPHB\",\"page\":193,\"freeRules2024\":true,\"edition\":\"one\",\"creatureTypes\":[\"humanoid\"],\"size\":[\"S\"],\"speed\":30,\"sizeEntry\":{\"type\":\"item\",\"name\":\"Size:\",\"entries\":[\"Small (about 2-3 feet tall)\"]},\"entries\":[{\"type\":\"entries\",\"name\":\"Brave\",\"entries\":[\"You have {@variantrule Advantage|XPHB} on saving throws you make to avoid or end the {@condition Frightened|XPHB} condition.\"]},{\"type\":\"entries\",\"name\":\"Halfling Nimbleness\",\"entries\":[\"You can move through the space of any creature that is a size larger than you, but you can't stop in the same space.\"]},{\"type\":\"entries\",\"name\":\"Luck\",\"entries\":[\"When you roll a 1 on the {@dice d20} of a {@variantrule D20 Test|XPHB}, you can reroll the die, and you must use the new roll.\"]},{\"type\":\"entries\",\"name\":\"Naturally Stealthy\",\"entries\":[\"You can take the {@action Hide|XPHB} action even when you are obscured only by a creature that is at least one size larger than you.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Harengon\",\"source\":\"MPMM\",\"page\":22,\"lineage\":\"VRGR\",\"size\":[\"S\",\"M\"],\"speed\":30,\"skillProficiencies\":[{\"perception\":true}],\"entries\":[{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"You are Medium or Small. You choose the size when you select this race.\"]},{\"type\":\"entries\",\"name\":\"Hare-Trigger\",\"entries\":[\"You can add your proficiency bonus to your initiative rolls.\"]},{\"type\":\"entries\",\"name\":\"Leporine Senses\",\"entries\":[\"You have proficiency in the {@skill Perception} skill.\"]},{\"type\":\"entries\",\"name\":\"Lucky Footwork\",\"entries\":[\"When you fail a Dexterity saving throw, you can use your reaction to roll a {@dice d4} and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're {@condition prone} or your speed is 0.\"]},{\"type\":\"entries\",\"name\":\"Rabbit Hop\",\"entries\":[\"As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Harengon\",\"source\":\"WBtW\",\"page\":13,\"reprintedAs\":[\"Harengon|MPMM\"],\"lineage\":\"VRGR\",\"size\":[\"S\",\"M\"],\"speed\":30,\"skillProficiencies\":[{\"perception\":true}],\"entries\":[{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"You are Medium or Small. You choose the size when you select this race.\"]},{\"type\":\"entries\",\"name\":\"Hare-Trigger\",\"entries\":[\"You can add your proficiency bonus to your initiative rolls.\"]},{\"type\":\"entries\",\"name\":\"Leporine Senses\",\"entries\":[\"You have proficiency in the {@skill Perception} skill.\"]},{\"type\":\"entries\",\"name\":\"Lucky Footwork\",\"entries\":[\"When you fail a Dexterity saving throw, you can use your reaction to roll a {@dice d4} and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're {@condition prone} or your speed is 0.\"]},{\"type\":\"entries\",\"name\":\"Rabbit Hop\",\"entries\":[\"As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hedge\",\"source\":\"HWCS\",\"page\":24,\"size\":[\"S\"],\"speed\":{\"walk\":25,\"burrow\":15},\"ability\":[{\"cha\":2,\"wis\":1}],\"traitTags\":[\"Natural Armor\"],\"languageProficiencies\":[{\"other\":true}],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Hedges take longer to mature than most other races, reaching adulthood around 20 years. They also live for a long time, with many reaching 120 years or more.\"]},{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Hedges are compassionate, empathetic, and diplomatic, tending towards good alignments. They also favor neutral alignments, as hedges have a great respect for the balance of nature.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Hedges have short, rounded body shapes, standing between 3 and 4 feet in height, and weighing between 40 and 70 pounds. Your size is Small.\"]},{\"name\":\"Speed\",\"type\":\"entries\",\"entries\":[\"Your base walking speed is 25 feet.\"]},{\"name\":\"Natural Burrowers\",\"type\":\"entries\",\"entries\":[\"You have a burrowing speed of 15 feet. You are capable of burrowing through soil, but are unable to dig through anything more substantial with just your clawed hands.\"]},{\"name\":\"Spiny Quills\",\"type\":\"entries\",\"entries\":[\"The backs of hedges are covered with spiny quills, which makes it impossible for hedges to wear armor. These quills provide exceptional protection, therefore you have a base armor class of 14 + your Dexterity modifier. Even though you can't wear armor, you can still benefit from the armor class bonus provided by shields so long as you are proficient with them.\"]},{\"name\":\"Curl Up\",\"type\":\"entries\",\"entries\":[\"You can use your action to curl up, exposing attackers to a wall of your toughened quills. While curled up you cannot move, attack, or cast spells with somatic components, and your base armor class becomes 19. You cannot benefit from any Dexterity bonus to armor class while curled up, but you can still use shields.\",\"Any creature that misses you with a melee attack while you are curled up takes {@dice 2d4} points of piercing damage from your sharp quills. If a creature hits you while you are curled up, you are knocked {@condition prone} in your space at the end of the turn. You may uncurl yourself at any point during your turn.\"]},{\"name\":\"Forest Magic\",\"type\":\"entries\",\"entries\":[\"You have a deep connection to the magic of the Wood. You know the {@spell druidcraft} cantrip. Additionally, you can cast {@spell animal messenger} as a 2nd level spell once with this trait, and regain the ability to do so after a short or long rest. Charisma is your spellcasting ability for these spells.\"]},{\"name\":\"Speak With Bugs\",\"type\":\"entries\",\"entries\":[\"Through sounds and gestures, you can communicate simple ideas with creatures of the beast subtype that represent insects, spiders, worms, and other creepy crawlies, regardless of their size.\"]},{\"name\":\"Languages\",\"type\":\"entries\",\"entries\":[\"You can speak, read, and write Birdfolk and Hedge.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hexblood\",\"source\":\"VRGR\",\"page\":18,\"lineage\":\"VRGR\",\"creatureTypes\":[\"fey\"],\"size\":[\"S\",\"M\"],\"speed\":30,\"darkvision\":60,\"skillProficiencies\":[{\"any\":2}],\"additionalSpells\":[{\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"1\":[\"disguise self\",\"hex\"]}}],\"entries\":[{\"type\":\"entries\",\"name\":\"Creature Type\",\"entries\":[\"You are a Fey.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"You are Medium or Small. You choose the size when you gain this lineage.\"]},{\"type\":\"entries\",\"name\":\"Ancestral Legacy\",\"entries\":[\"If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.\",\"If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.\"]},{\"type\":\"entries\",\"name\":\"Darkvision\",\"entries\":[\"You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray.\"]},{\"type\":\"entries\",\"name\":\"Eerie Token\",\"entries\":[\"As a bonus action, you can harmlessly remove a lock of your hair, one of your nails, or one of your teeth. This token is imbued with magic until you finish a long rest. While the token is imbued in this way, you can take these actions:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Telepathic Message\",\"entry\":\"As an action, you can send a telepathic message to the creature holding or carrying the token, as long as you are within 10 miles of it. The message can contain up to twenty-five words.\"},{\"type\":\"item\",\"name\":\"Remote Viewing\",\"entry\":\"If you are within 10 miles of the token, you can enter a trance as an action. The trance lasts for 1 minute, but it ends early if you dismiss it (no action required) or are {@condition incapacitated}. During this trance, you can see and hear from the token as if you were located where it is. While you are using your senses at the token's location, you are {@condition blinded} and {@condition deafened} in regard to your own surroundings. When the trance ends, the token is harmlessly destroyed.\"}]},\"Once you create a token using this feature, you can't do so again until you finish a long rest, at which point your missing part regrows.\"]},{\"type\":\"entries\",\"name\":\"Hex Magic\",\"entries\":[\"You can cast the {@spell disguise self} and {@spell hex} spells with this trait. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have.\",\"Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you gain this lineage).\",{\"type\":\"inset\",\"name\":\"Becoming a Hag\",\"entries\":[\"Hags can undertake a ritual to irreversibly transform a hexblood they created into a new hag, either one of their own kind or that embodies the hexblood's nature. This requires that both the hag and hexblood be in the same place and consent to the lengthy ritual—circumstances most hexbloods shun but might come to accept over the course of centuries. Once a hexblood undergoes this irreversible ritual, they emerge as a hag NPC no longer under the control of the hexblood's player, unless the DM rules otherwise.\"]}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hobgoblin\",\"source\":\"DMG\",\"page\":282,\"size\":[\"M\"],\"speed\":30,\"darkvision\":60,\"traitTags\":[\"NPC Race\"],\"languageProficiencies\":[{\"common\":true,\"goblin\":true}],\"entries\":[{\"type\":\"entries\",\"name\":\"Martial Advantage\",\"entries\":[\"Once per turn, you can deal an extra {@dice 2d6} damage to a creature you hit with a weapon attack if that creature is within 5 ft. of an ally of yours that isn't {@condition incapacitated}.\"]},{\"name\":\"Darkvision\",\"entries\":[\"You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and Goblin.\"],\"type\":\"entries\"}]},{\"name\":\"Hobgoblin\",\"source\":\"ERLW\",\"page\":26,\"_copy\":{\"name\":\"Hobgoblin\",\"source\":\"VGM\",\"_mod\":{\"entries\":[{\"mode\":\"appendArr\",\"items\":{\"name\":\"Alignment\",\"entries\":[\"Hobgoblin society in Eberron is shaped by the ideal of a strict code of honor and rigid martial discipline. Most hobgoblins are lawful, tending toward harsh enforcement of their laws.\"],\"type\":\"entries\"}},{\"mode\":\"replaceArr\",\"replace\":\"Size\",\"items\":{\"name\":\"Size\",\"entries\":[\"Your size is Medium.\"],\"type\":\"entries\"}}]},\"_preserve\":{\"reprintedAs\":true}},\"hasFluffImages\":true},{\"name\":\"Hobgoblin\",\"source\":\"MPMM\",\"page\":23,\"lineage\":\"VRGR\",\"creatureTypes\":[\"humanoid\"],\"creatureTypeTags\":[\"goblinoid\"],\"size\":[\"M\"],\"speed\":30,\"darkvision\":60,\"entries\":[{\"type\":\"entries\",\"name\":\"Creature Type\",\"entries\":[\"You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.\"]},{\"type\":\"entries\",\"name\":\"Darkvision\",\"entries\":[\"You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.\"]},{\"type\":\"entries\",\"name\":\"Fey Ancestry\",\"entries\":[\"You have advantage on saving throws you make to avoid or end the {@condition charmed} condition on yourself.\"]},{\"type\":\"entries\",\"name\":\"Fey Gift\",\"entries\":[\"You can use this trait to take the {@action Help} action as a bonus action, and you can do so a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.\",\"Starting at 3rd level, choose one of the options below each time you take the {@action Help} action with this trait:\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Hospitality\",\"entry\":\"You and the creature you help each gain a number of temporary hit points equal to {@dice 1d6} plus your proficiency bonus.\"},{\"type\":\"item\",\"name\":\"Passage\",\"entry\":\"You and the creature you help each increase your walking speeds by 10 feet until the start of your next turn.\"},{\"type\":\"item\",\"name\":\"Spite\",\"entry\":\"Until the start of your next turn, the first time the creature you help hits a target with an attack roll, that target has disadvantage on the next attack roll it makes within the next minute.\"}],\"style\":\"list-hang-notitle\"}]},{\"type\":\"entries\",\"name\":\"Fortune from the Many\",\"entries\":[\"If you miss with an attack roll or fail an ability check or a saving throw, you can draw on your bonds of reciprocity to gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +3). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hobgoblin\",\"source\":\"VGM\",\"page\":119,\"otherSources\":[{\"source\":\"EGW\",\"page\":175}],\"reprintedAs\":[\"Hobgoblin|MPMM\"],\"size\":[\"M\"],\"speed\":30,\"ability\":[{\"con\":2,\"int\":1}],\"heightAndWeight\":{\"baseHeight\":56,\"heightMod\":\"2d10\",\"baseWeight\":110,\"weightMod\":\"2d4\"},\"age\":{\"mature\":20,\"max\":100},\"darkvision\":60,\"traitTags\":[\"Monstrous Race\"],\"languageProficiencies\":[{\"common\":true,\"goblin\":true}],\"weaponProficiencies\":[{\"choose\":{\"fromFilter\":\"type=martial weapon|miscellaneous=mundane\",\"count\":2}}],\"armorProficiencies\":[{\"light\":true}],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Hobgoblins are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium.\"]},{\"name\":\"Darkvision\",\"entries\":[\"You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"],\"type\":\"entries\"},{\"name\":\"Martial Training\",\"entries\":[\"You are proficient with two {@filter martial weapons|items|source=phb|category=basic|type=martial weapon} of your choice and with light armor.\"],\"type\":\"entries\"},{\"name\":\"Saving Face\",\"entries\":[\"Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and Goblin.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Human\",\"source\":\"PHB\",\"page\":29,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Human|XPHB\"],\"size\":[\"M\"],\"speed\":30,\"heightAndWeight\":{\"baseHeight\":56,\"heightMod\":\"2d10\",\"baseWeight\":110,\"weightMod\":\"2d4\"},\"age\":{\"mature\":20,\"max\":100},\"languageProficiencies\":[{\"common\":true,\"anyStandard\":1}],\"soundClip\":{\"type\":\"internal\",\"path\":\"races/human.mp3\"},\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Humans reach adulthood in their late teens and live less than a century.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.\"]},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Human\",\"source\":\"XPHB\",\"page\":194,\"freeRules2024\":true,\"edition\":\"one\",\"creatureTypes\":[\"humanoid\"],\"size\":[\"S\",\"M\"],\"speed\":30,\"feats\":[{\"anyFromCategory\":{\"category\":[\"O\"],\"count\":1}}],\"skillProficiencies\":[{\"any\":1}],\"sizeEntry\":{\"type\":\"item\",\"name\":\"Size:\",\"entries\":[\"Medium (about 4-7 feet tall) or Small (about 2-4 feet tall), chosen when you select this species\"]},\"entries\":[{\"type\":\"entries\",\"name\":\"Resourceful\",\"entries\":[\"You gain {@variantrule Heroic Inspiration|XPHB} whenever you finish a {@variantrule Long Rest|XPHB}.\"]},{\"type\":\"entries\",\"name\":\"Skillful\",\"entries\":[\"You gain proficiency in one skill of your choice.\"]},{\"type\":\"entries\",\"name\":\"Versatile\",\"entries\":[\"You gain an {@filter Origin feat|feats|category=o} of your choice.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Human (Amonkhet)\",\"source\":\"PSA\",\"page\":14,\"size\":[\"M\"],\"speed\":30,\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\",\"con\",\"int\",\"wis\",\"cha\"],\"count\":2}}],\"age\":{\"mature\":20,\"max\":100},\"feats\":[{\"any\":1}],\"skillProficiencies\":[{\"any\":1}],\"languageProficiencies\":[{\"common\":true,\"anyStandard\":1}],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Humans reach adulthood in their late teens. Most human initiates have completed the trials and found a glorious or inglorious death before they turn 30. Viziers can enjoy longer service to their gods, in theory living up to a century.\"]},{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Humans tend toward no particular alignment. The best and the worst are found among them.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium\"]},{\"name\":\"Skills\",\"entries\":[\"You gain proficiency in one skill of your choice.\"],\"type\":\"entries\"},{\"name\":\"Feat\",\"entries\":[\"You gain one {@5etools feat|feats.html} of your choice.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and one extra language of your choice.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Human (Innistrad)\",\"source\":\"PSI\",\"page\":8,\"size\":[\"M\"],\"speed\":30,\"age\":{\"mature\":20,\"max\":100},\"languageProficiencies\":[{\"common\":true,\"anyStandard\":1}],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Humans reach adulthood in their late teens and live less than a century.\"]},{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Humans tend toward no particular alignment.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.\"]},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and one extra language of your choice.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Human (Ixalan)\",\"source\":\"PSX\",\"page\":11,\"_copy\":{\"name\":\"Human\",\"source\":\"PHB\",\"_mod\":{\"entries\":[{\"mode\":\"appendArr\",\"items\":{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Humans tend toward no particular alignment. The best and the worst are found among them.\"]}},{\"mode\":\"appendArr\",\"items\":{\"name\":\"Speed\",\"type\":\"entries\",\"entries\":[\"Your base walking speed is 30 feet.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Languages\",\"items\":{\"name\":\"Languages\",\"type\":\"entries\",\"entries\":[\"You can speak, read, and write {@language Common} and one extra language of your choice. Or, if your campaign uses the optional rules for languages found in the previous section, your national origin determines your native language: {@language Itzocan|PSX} for the Sun Empire, {@language Coalition pidgin|PSX} for the Brazen Coalition, or {@language Vampire|PSX} for the Legion of Dusk. You still speak one additional language of your choice, and {@language Common Trade Pidgin|PSX|Common} if it exists in your campaign.\"]}}]}},\"ability\":[{\"str\":1,\"dex\":1,\"con\":1,\"int\":1,\"wis\":1,\"cha\":1}],\"languageProficiencies\":[{\"common\":true,\"anyStandard\":1},{\"common\":true,\"other\":true,\"anyStandard\":1}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Human (Kaladesh)\",\"source\":\"PSK\",\"page\":22,\"_copy\":{\"name\":\"Human\",\"source\":\"PHB\",\"_mod\":{\"entries\":[{\"mode\":\"appendArr\",\"items\":{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Humans tend toward no particular alignment.\"]}},{\"mode\":\"appendArr\",\"items\":{\"name\":\"Speed\",\"type\":\"entries\",\"entries\":[\"Your base walking speed is 30 feet.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Languages\",\"items\":{\"name\":\"Languages\",\"type\":\"entries\",\"entries\":[\"You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Dwarvish curses, Elvish musical expressions, {@race Vedalken|PSK} scholarly jargon, and so on.\"]}}]}},\"ability\":[{\"str\":1,\"dex\":1,\"con\":1,\"int\":1,\"wis\":1,\"cha\":1}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Human (Zendikar)\",\"source\":\"PSZ\",\"page\":9,\"_copy\":{\"name\":\"Human\",\"source\":\"PHB\",\"_mod\":{\"entries\":{\"mode\":\"replaceArr\",\"replace\":\"Languages\",\"items\":{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: vampire curses, Elvish musical expressions, merfolk scholarly jargon, and so on.\"],\"type\":\"entries\"}}}},\"ability\":[{\"str\":1,\"dex\":1,\"con\":1,\"int\":1,\"wis\":1,\"cha\":1}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Jerbeen\",\"source\":\"HWCS\",\"page\":27,\"size\":[\"S\"],\"speed\":30,\"ability\":[{\"dex\":2,\"cha\":1}],\"languageProficiencies\":[{\"other\":true}],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Jerbeens grow quickly, reaching maturity around 5 years. They are the shortest lived of all the humblefolk races, living just about 40 years.\"]},{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Being small and facing many threats in the world, jerbeens are sensitive to the feelings of others, and tend towards good alignments. They also lean more towards lawful alignments due to their co-operative nature.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Jerbeens have incredibly small and light bodies, standing between 2 and 3 feet tall, and weighing between 20 and 40 pounds. Your size is Small.\"]},{\"name\":\"Speed\",\"type\":\"entries\",\"entries\":[\"Your base walking speed is 30 feet.\"]},{\"name\":\"Standing Leap\",\"type\":\"entries\",\"entries\":[\"Your base long jump is 30 feet, and your base high jump is 15 feet, with or without a running start.\"]},{\"name\":\"Nimbleness\",\"type\":\"entries\",\"entries\":[\"You can move through the space of any creature that is of a size larger than yours.\"]},{\"name\":\"Take Heart\",\"type\":\"entries\",\"entries\":[\"You have advantage on Strength saving throws and saving throws against being frightened as long as you are within 5 feet of an ally who isn't {@condition frightened} or {@condition incapacitated} that you can both see and hear.\"]},{\"name\":\"Team Tactics\",\"type\":\"entries\",\"entries\":[\"You can use the {@action Help} action as a bonus action.\"]},{\"name\":\"Languages\",\"type\":\"entries\",\"entries\":[\"You can speak, read, and write Birdfolk and Jerbeen.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kalashtar\",\"source\":\"ERLW\",\"page\":29,\"size\":[\"M\"],\"speed\":30,\"ability\":[{\"wis\":2,\"cha\":1}],\"heightAndWeight\":{\"baseHeight\":64,\"heightMod\":\"2d6\",\"baseWeight\":110,\"weightMod\":\"1d6\"},\"age\":{\"mature\":20,\"max\":100},\"languageProficiencies\":[{\"common\":true,\"other\":true,\"anyStandard\":1}],\"resist\":[\"psychic\"],\"entries\":[{\"name\":\"Age\",\"entries\":[\"Kalashtar mature and age at the same rate as humans.\"],\"type\":\"entries\"},{\"type\":\"entries\",\"name\":\"Alignment\",\"entries\":[\"The noble spirit tied to a kalashtar drives it toward lawful and good behavior. Most kalashtar combine strong self-discipline with compassion for all beings, but some kalashtar resist the virtuous influence of their spirit.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Your size is Medium.\"]},{\"type\":\"entries\",\"name\":\"Dual Mind\",\"entries\":[\"You have advantage on all Wisdom saving throws.\"]},{\"type\":\"entries\",\"name\":\"Mental Discipline\",\"entries\":[\"You have resistance to psychic damage.\"]},{\"type\":\"entries\",\"name\":\"Mind Link\",\"entries\":[\"You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.\",\"When you're using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait's range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.\"]},{\"type\":\"entries\",\"name\":\"Severed from Dreams\",\"entries\":[\"Kalashtar sleep, but they don't connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to spells and other magical effects that require you to dream, like {@spell dream}, but not to spells and other magical effects that put you to sleep, like {@spell sleep}.\"]},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common, Quori, and one other language of your choice.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kender\",\"source\":\"DSotDQ\",\"page\":27,\"lineage\":\"VRGR\",\"size\":[\"S\"],\"speed\":30,\"skillProficiencies\":[{\"choose\":{\"from\":[\"insight\",\"investigation\",\"sleight of hand\",\"stealth\",\"survival\"]}}],\"entries\":[{\"type\":\"entries\",\"name\":\"Fearless\",\"entries\":[\"You have advantage on saving throws you make to avoid or end the {@condition frightened} condition on yourself. When you fail a saving throw to avoid or end the {@condition frightened} condition on yourself, you can choose to succeed instead. Once you succeed on a saving throw in this way, you can't do so again until you finish a long rest.\"]},{\"type\":\"entries\",\"name\":\"Kender Curiosity\",\"entries\":[\"Thanks to the mystical origin of your people, you gain proficiency with one of the following skills of your choice: {@skill Insight}, {@skill Investigation}, {@skill Sleight of Hand}, {@skill Stealth}, or {@skill Survival}.\"]},{\"type\":\"entries\",\"name\":\"Taunt\",\"entries\":[\"You have an extraordinary ability to fluster creatures. As a bonus action, you can unleash a string of provoking words at a creature within 60 feet of yourself that can hear and understand you. The target must succeed on a Wisdom saving throw, or it has disadvantage on attack rolls against targets other than you until the start of your next turn. The DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race).\",\"You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kenku\",\"source\":\"DMG\",\"page\":282,\"size\":[\"M\"],\"speed\":30,\"ability\":[{\"dex\":2}],\"darkvision\":60,\"traitTags\":[\"NPC Race\"],\"languageProficiencies\":[{\"common\":true,\"auran\":true}],\"soundClip\":{\"type\":\"internal\",\"path\":\"races/kenku.mp3\"},\"entries\":[{\"name\":\"Ambusher\",\"entries\":[\"In the first round of a combat, you have advantage on attack rolls against any creature who is {@status surprised}.\"],\"type\":\"entries\"},{\"name\":\"Mimicry\",\"entries\":[\"You can mimic any sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom ({@skill Insight}) check.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can read and write Common and Auran, but you can only speak using your Mimicry trait.\"],\"type\":\"entries\"}]},{\"name\":\"Kenku\",\"source\":\"MPMM\",\"page\":24,\"lineage\":\"VRGR\",\"size\":[\"S\",\"M\"],\"speed\":30,\"skillProficiencies\":[{\"any\":2}],\"entries\":[{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Your size is Medium or Small. You choose the size when you select this race.\"]},{\"type\":\"entries\",\"name\":\"Expert Duplication\",\"entries\":[\"When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate.\"]},{\"type\":\"entries\",\"name\":\"Kenku Recall\",\"entries\":[\"Thanks to your supernaturally good memory, you have proficiency in two skills of your choice.\",\"Moreover, when you make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the {@dice d20}. You can give yourself advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]},{\"type\":\"entries\",\"name\":\"Mimicry\",\"entries\":[\"You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom ({@skill Insight}) check against a DC of 8 + your proficiency bonus + your Charisma modifier.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kenku\",\"source\":\"VGM\",\"page\":109,\"otherSources\":[{\"source\":\"EGW\",\"page\":177}],\"reprintedAs\":[\"Kenku|MPMM\"],\"size\":[\"M\"],\"speed\":30,\"ability\":[{\"dex\":2,\"wis\":1}],\"heightAndWeight\":{\"baseHeight\":52,\"heightMod\":\"2d8\",\"baseWeight\":50,\"weightMod\":\"1d6\"},\"age\":{\"mature\":12,\"max\":60},\"skillProficiencies\":[{\"choose\":{\"from\":[\"acrobatics\",\"deception\",\"sleight of hand\",\"stealth\"],\"count\":2}}],\"languageProficiencies\":[{\"common\":true,\"auran\":true}],\"soundClip\":{\"type\":\"internal\",\"path\":\"races/kenku.mp3\"},\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Kenku are around 5 feet tall and weigh between 90 and 120 pounds. Your size is Medium.\"]},{\"name\":\"Expert Forgery\",\"entries\":[\"You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.\"],\"type\":\"entries\"},{\"name\":\"Kenku Training\",\"entries\":[\"You are proficient in your choice of two of the following skills: {@skill Acrobatics}, {@skill Deception}, {@skill Stealth}, and {@skill Sleight of Hand}.\"],\"type\":\"entries\"},{\"name\":\"Mimicry\",\"entries\":[\"You can mimic sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom ({@skill Insight}) check opposed by your Charisma ({@skill Deception}) check.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can read and write Common and Auran, but you can only speak using your Mimicry trait.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Khenra\",\"source\":\"PSA\",\"page\":17,\"size\":[\"M\"],\"speed\":35,\"ability\":[{\"dex\":2,\"str\":1}],\"age\":{\"mature\":13,\"max\":60},\"languageProficiencies\":[{\"common\":true,\"other\":true}],\"weaponProficiencies\":[{\"longsword|phb\":true,\"spear|phb\":true,\"javelin|phb\":true}],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Khenra mature quickly, reaching adulthood in their early teens. Khenra initiates are usually the youngest in a crop, completing the trials by their late teens. Even without a violent death, they rarely live past 60.\"]},{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Most khenra lean toward chaotic alignments. They have no particular inclination toward good or evil.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Khenra have similar builds to humans. Your size is Medium.\"]},{\"name\":\"Khenra Weapon Training\",\"entries\":[\"You have proficiency with the khopesh ({@item longsword|phb}), {@item spear|phb}, and {@item javelin|phb}.\"],\"type\":\"entries\"},{\"name\":\"Khenra Twins\",\"entries\":[\"If your twin is alive and you can see your twin, whenever you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. If your twin is dead (or if you were born without a twin), you can't be {@condition frightened}.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and Khenra.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kobold\",\"source\":\"DMG\",\"page\":282,\"size\":[\"S\"],\"speed\":30,\"ability\":[{\"dex\":2,\"str\":-4}],\"darkvision\":60,\"traitTags\":[\"NPC Race\",\"Sunlight Sensitivity\"],\"languageProficiencies\":[{\"common\":true,\"draconic\":true}],\"entries\":[{\"name\":\"Pack Tactics\",\"entries\":[\"You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"],\"type\":\"entries\"},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"You have disadvantage on attack rolls and on Wisdom ({@skill Perception}) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.\"],\"type\":\"entries\"},{\"name\":\"Darkvision\",\"entries\":[\"Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and Draconic.\"],\"type\":\"entries\"}]},{\"name\":\"Kobold\",\"source\":\"MPMM\",\"page\":25,\"lineage\":\"VRGR\",\"size\":[\"S\"],\"speed\":30,\"darkvision\":60,\"skillProficiencies\":[{\"choose\":{\"from\":[\"arcana\",\"investigation\",\"medicine\",\"sleight of hand\",\"survival\"]}}],\"additionalSpells\":[{\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"_\":[{\"choose\":\"level=0|class=Sorcerer\",\"count\":1}]}}],\"entries\":[{\"type\":\"entries\",\"name\":\"Darkvision\",\"entries\":[\"You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were in dim light. You discern colors in that darkness only as shades of gray.\"]},{\"type\":\"entries\",\"name\":\"Draconic Cry\",\"entries\":[\"As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]},{\"type\":\"entries\",\"name\":\"Kobold Legacy\",\"entries\":[\"Kobold's connections to dragons can manifest in unpredictable ways in an individual kobold. Choose one of the following legacy options for your kobold.\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Craftiness\",\"entry\":\"You have proficiency in one of the following skills of your choice: {@skill Arcana}, {@skill Investigation}, {@skill Medicine}, {@skill Sleight of Hand}, or {@skill Survival}.\"},{\"type\":\"item\",\"name\":\"Defiance\",\"entry\":\"You have advantage on saving throws to avoid or end the {@condition frightened} condition on yourself.\"},{\"type\":\"item\",\"name\":\"Draconic Sorcery\",\"entry\":\"You know one {@filter cantrip of your choice from the sorcerer spell list|spells|level=0|class=Sorcerer}. Intelligence, Wisdom, or Charisma is your spellcasting ability for that cantrip (choose when you select this race).\"}],\"style\":\"list-hang-notitle\"}]}],\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Kobold; Craftiness\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"replaceArr\",\"replace\":\"Kobold Legacy\",\"items\":{\"name\":\"Kobold Legacy (Craftiness)\",\"type\":\"entries\",\"entries\":[\"You have proficiency in one of the following skills of your choice: {@skill Arcana}, {@skill Investigation}, {@skill Medicine}, {@skill Sleight of Hand}, or {@skill Survival}.\"]}}},\"additionalSpells\":null},{\"name\":\"Kobold; Defiance\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"replaceArr\",\"replace\":\"Kobold Legacy\",\"items\":{\"name\":\"Kobold Legacy (Defiance)\",\"type\":\"entries\",\"entries\":[\"You have advantage on saving throws to avoid or end the {@condition frightened} condition on yourself.\"]}}},\"skillProficiencies\":null,\"additionalSpells\":null},{\"name\":\"Kobold; Draconic Sorcery\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"replaceArr\",\"replace\":\"Kobold Legacy\",\"items\":{\"name\":\"Kobold Legacy (Draconic Sorcery)\",\"type\":\"entries\",\"entries\":[\"You know one {@filter cantrip of your choice from the sorcerer spell list|spells|level=0|class=Sorcerer}. Intelligence, Wisdom, or Charisma is your spellcasting ability for that cantrip (choose when you select this race).\"]}}},\"skillProficiencies\":null}]},{\"name\":\"Kobold\",\"source\":\"VGM\",\"page\":119,\"reprintedAs\":[\"Kobold|MPMM\"],\"size\":[\"S\"],\"speed\":30,\"ability\":[{\"dex\":2}],\"heightAndWeight\":{\"baseHeight\":25,\"heightMod\":\"2d4\",\"baseWeight\":25},\"age\":{\"mature\":6,\"max\":120},\"darkvision\":60,\"traitTags\":[\"Monstrous Race\",\"Sunlight Sensitivity\"],\"languageProficiencies\":[{\"common\":true,\"draconic\":true}],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.\"]},{\"name\":\"Darkvision\",\"entries\":[\"You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"],\"type\":\"entries\"},{\"name\":\"Grovel, Cower, and Beg\",\"entries\":[\"As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that you can see. Once you use this trait, you can't use it again until you finish a short or long rest.\"],\"type\":\"entries\"},{\"name\":\"Pack Tactics\",\"entries\":[\"You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.\"],\"type\":\"entries\"},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"You have disadvantage on attack rolls and on Wisdom ({@skill Perception}) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and Draconic.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kor\",\"source\":\"PSZ\",\"page\":10,\"size\":[\"M\"],\"speed\":{\"walk\":30,\"climb\":30},\"ability\":[{\"dex\":2,\"wis\":1}],\"age\":{\"mature\":20,\"max\":100},\"skillProficiencies\":[{\"athletics\":true,\"acrobatics\":true}],\"languageProficiencies\":[{\"common\":true,\"other\":true}],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Kor mature at the same rate as humans and live about as long.\"]},{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Most kor are lawful good, with a strong dedication to community and the traditions of their ancestors.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Kor average nearly 6 feet tall, but are much lighter and more slender than humans. Your size is Medium.\"]},{\"name\":\"Brave\",\"entries\":[\"You have advantage on saving throws against being {@condition frightened}.\"],\"type\":\"entries\"},{\"name\":\"Climbing\",\"entries\":[\"You also have a climbing speed of 30 feet as long as you are not encumbered or wearing heavy armor.\"],\"type\":\"entries\"},{\"name\":\"Kor Climbing\",\"entries\":[\"You have proficiency in the {@skill Athletics} and {@skill Acrobatics} skills.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common, and communicate in the silent speech of the Kor.\"],\"type\":\"entries\"},{\"name\":\"Lucky\",\"entries\":[\"When you roll a 1 on the {@dice d20} for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kuo-Toa\",\"source\":\"DMG\",\"page\":282,\"size\":[\"M\"],\"speed\":{\"walk\":30,\"swim\":30},\"darkvision\":120,\"traitTags\":[\"Amphibious\",\"NPC Race\",\"Sunlight Sensitivity\"],\"languageProficiencies\":[{\"undercommon\":true}],\"entries\":[{\"name\":\"Amphibious\",\"type\":\"entries\",\"entries\":[\"You can breathe air and water.\"]},{\"name\":\"Otherworldly Perception\",\"type\":\"entries\",\"entries\":[\"You can sense the presence of any creature within 30 feet of you that is {@condition invisible} or on the Ethereal Plane. You can pinpoint such a creature that is moving.\"]},{\"name\":\"Slippery\",\"type\":\"entries\",\"entries\":[\"You have advantage on ability checks and saving throws made to escape a grapple.\"]},{\"name\":\"Sunlight Sensitivity\",\"type\":\"entries\",\"entries\":[\"While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]},{\"name\":\"Superior Darkvision\",\"entries\":[\"You have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Undercommon.\"],\"type\":\"entries\"}]},{\"name\":\"Leonin\",\"source\":\"MOT\",\"page\":20,\"size\":[\"M\"],\"speed\":35,\"ability\":[{\"str\":1,\"con\":2}],\"heightAndWeight\":{\"baseHeight\":66,\"heightMod\":\"2d10\",\"baseWeight\":180,\"weightMod\":\"2d6\"},\"age\":{\"mature\":20,\"max\":100},\"darkvision\":60,\"traitTags\":[\"Natural Weapon\"],\"skillProficiencies\":[{\"choose\":{\"from\":[\"athletics\",\"intimidation\",\"perception\",\"survival\"]}}],\"languageProficiencies\":[{\"common\":true,\"other\":true}],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Leonin mature and age at about the same rate as humans.\"]},{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Leonin tend toward good alignments. Leonin who are focused on the pride lean toward lawful good.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Leonin are typically over 6 feet tall, with some standing over 7 feet. Your size is Medium.\"]},{\"name\":\"Darkvision\",\"entries\":[\"You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"],\"type\":\"entries\"},{\"name\":\"Claws\",\"entries\":[\"Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to {@damage 1d4} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.\"],\"type\":\"entries\"},{\"name\":\"Hunter's Instincts\",\"entries\":[\"You have proficiency in one of the following skills of your choice: {@skill Athletics}, {@skill Intimidation}, {@skill Perception}, or {@skill Survival}.\"],\"type\":\"entries\"},{\"name\":\"Daunting Roar\",\"entries\":[\"As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become {@condition frightened} of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can't use it again until you finish a short or long rest.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and Leonin.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lizardfolk\",\"source\":\"DMG\",\"page\":282,\"size\":[\"M\"],\"speed\":{\"walk\":30,\"swim\":30},\"ability\":[{\"str\":2,\"int\":-2}],\"traitTags\":[\"Natural Armor\",\"NPC Race\"],\"languageProficiencies\":[{\"draconic\":true}],\"entries\":[{\"name\":\"Hold Breath\",\"entries\":[\"You can hold your breath for up to 15 minutes at a time.\"],\"type\":\"entries\"},{\"name\":\"Natural Armor\",\"entries\":[\"Your scales function as natural armor, granting you a +3 bonus to Armor Class.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Draconic.\"],\"type\":\"entries\"}]},{\"name\":\"Lizardfolk\",\"source\":\"MPMM\",\"page\":26,\"lineage\":\"VRGR\",\"size\":[\"M\"],\"speed\":{\"walk\":30,\"swim\":true},\"traitTags\":[\"Natural Armor\",\"Natural Weapon\"],\"skillProficiencies\":[{\"choose\":{\"from\":[\"animal handling\",\"medicine\",\"nature\",\"perception\",\"stealth\",\"survival\"],\"count\":2}}],\"entries\":[{\"type\":\"entries\",\"name\":\"Speed\",\"entries\":[\"Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.\"]},{\"type\":\"entries\",\"name\":\"Bite\",\"entries\":[\"You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals {@damage 1d6} + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.\"]},{\"type\":\"entries\",\"name\":\"Hold Breath\",\"entries\":[\"You can hold your breath for up to 15 minutes at a time.\"]},{\"type\":\"entries\",\"name\":\"Hungry Jaws\",\"entries\":[\"You can throw yourself into a feeding frenzy. As a bonus action, you can make a special attack with your Bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]},{\"type\":\"entries\",\"name\":\"Natural Armor\",\"entries\":[\"You have tough, scaly skin. When you aren't wearing armor, your base AC is 13 + Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.\"]},{\"type\":\"entries\",\"name\":\"Nature's Intuition\",\"entries\":[\"Thanks to your mystical connection to nature, you gain proficiency with two of the following skills of your choice: {@skill Animal Handling}, {@skill Medicine}, {@skill Nature}, {@skill Perception}, {@skill Stealth}, or {@skill Survival}.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lizardfolk\",\"source\":\"VGM\",\"page\":111,\"reprintedAs\":[\"Lizardfolk|MPMM\"],\"size\":[\"M\"],\"speed\":{\"walk\":30,\"swim\":30},\"ability\":[{\"con\":2,\"wis\":1}],\"heightAndWeight\":{\"baseHeight\":57,\"heightMod\":\"2d10\",\"baseWeight\":120,\"weightMod\":\"2d6\"},\"age\":{\"mature\":14,\"max\":60},\"traitTags\":[\"Natural Armor\",\"Natural Weapon\"],\"skillProficiencies\":[{\"choose\":{\"from\":[\"animal handling\",\"nature\",\"perception\",\"stealth\",\"survival\"],\"count\":2}}],\"languageProficiencies\":[{\"common\":true,\"draconic\":true}],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.\"]},{\"name\":\"Size\",\"type\":\"entries\",\"entries\":[\"Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium.\"]},{\"name\":\"Swim Speed\",\"entries\":[\"You have a swimming speed of 30 feet.\"],\"type\":\"entries\"},{\"name\":\"Bite\",\"entries\":[\"Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to {@dice 1d6} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.\"],\"type\":\"entries\"},{\"name\":\"Cunning Artisan\",\"entries\":[\"As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a {@item shield|phb}, a {@item club|phb}, a {@item javelin|phb}, or {@dice 1d4} {@item dart|phb|darts} or {@item blowgun needle|phb|blowgun needles}. To use this trait, you need a blade, such as a {@item dagger|phb}, or appropriate {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}, such as {@item leatherworker's tools|phb}.\"],\"type\":\"entries\"},{\"name\":\"Hold Breath\",\"entries\":[\"You can hold your breath for up to 15 minutes at a time.\"],\"type\":\"entries\"},{\"name\":\"Hunter's Lore\",\"entries\":[\"You gain proficiency with two of the following skills of your choice: {@skill Animal Handling}, {@skill Nature}, {@skill Perception}, {@skill Stealth}, and {@skill Survival}.\"],\"type\":\"entries\"},{\"name\":\"Natural Armor\",\"entries\":[\"You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.\"],\"type\":\"entries\"},{\"name\":\"Hungry Jaws\",\"entries\":[\"In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your Constitution modifier (minimum of 1), and you can't use this trait again until you finish a short or long rest.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and Draconic.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Locathah\",\"source\":\"LR\",\"page\":24,\"size\":[\"M\"],\"speed\":{\"walk\":30,\"swim\":30},\"ability\":[{\"str\":2,\"dex\":1}],\"age\":{\"mature\":10,\"max\":80},\"traitTags\":[\"Amphibious\",\"Natural Armor\"],\"skillProficiencies\":[{\"athletics\":true,\"perception\":true}],\"languageProficiencies\":[{\"aquan\":true,\"common\":true}],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Locathah mature to adulthood by the age of 10 but have been known to live up to 80 years.\"]},{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Most locathah are true neutral or have some aspect of neutrality in their alignment. They tend toward good, coming from a culture where compassion for the downtrodden is a commonality.\"]},{\"name\":\"Natural Armor\",\"entries\":[\"You have tough, scaly skin. When you aren't wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.\"],\"type\":\"entries\"},{\"name\":\"Observant & Athletic\",\"entries\":[\"You have proficiency in the {@skill Athletics} and {@skill Perception} skills.\"],\"type\":\"entries\"},{\"name\":\"Leviathan Will\",\"entries\":[\"You have advantage on saving throws against being {@condition charmed}, {@condition frightened}, {@condition paralyzed}, {@condition poisoned}, {@condition stunned}, or put to sleep.\"],\"type\":\"entries\"},{\"name\":\"Limited Amphibiousness\",\"entries\":[\"You can breathe air and water, but you need to be submerged at least once every 4 hours to avoid suffocating.\"],\"type\":\"entries\"},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Locathah stand between 5 and 6 feet tall and average about 150 pounds. Your size is Medium.\"]},{\"name\":\"Language\",\"entries\":[\"You can speak, read, and write Aquan and Common.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Loxodon\",\"source\":\"GGR\",\"page\":17,\"size\":[\"M\"],\"speed\":30,\"ability\":[{\"con\":2,\"wis\":1}],\"heightAndWeight\":{\"baseHeight\":79,\"heightMod\":\"2d10\",\"baseWeight\":295,\"weightMod\":\"2d4\"},\"age\":{\"mature\":20,\"max\":450},\"traitTags\":[\"Natural Armor\",\"Powerful Build\"],\"languageProficiencies\":[{\"common\":true,\"other\":true}],\"entries\":[{\"type\":\"entries\",\"name\":\"Age\",\"entries\":[\"Loxodons physically mature at the same rate as humans, but they live about 450 years. They highly value the weight of wisdom and experience and are considered young until they reach the age of 60.\"]},{\"type\":\"entries\",\"name\":\"Alignment\",\"entries\":[\"Most loxodons are lawful, believing in the value of a peaceful, ordered life. They also tend toward good.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Loxodons stand between 7 and 8 feet tall. Their massive bodies weigh between 300 and 400 pounds. Your size is Medium.\"]},{\"type\":\"entries\",\"name\":\"Powerful Build\",\"entries\":[\"You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.\"]},{\"type\":\"entries\",\"name\":\"Loxodon Serenity\",\"entries\":[\"You have advantage on saving throws against being {@condition charmed} or {@condition frightened}.\"]},{\"type\":\"entries\",\"name\":\"Natural Armor\",\"entries\":[\"You have thick, leathery skin. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.\",{\"type\":\"inset\",\"name\":\"Tip: AC Calculations Don't Stack\",\"entries\":[\"When the game gives you more than one way to calculate your Armor Class, you can use only one of them. You choose the one to use. For example, if you have the loxodon's Natural Armor trait and the monk's Unarmored Defense feature, you don't mix them together. Instead, you choose which one determines your AC.\"]}]},{\"type\":\"entries\",\"name\":\"Trunk\",\"entries\":[\"You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options.\",\"Your trunk can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.\"]},{\"type\":\"entries\",\"name\":\"Keen Smell\",\"entries\":[\"Thanks to your sensitive trunk, you have advantage on Wisdom ({@skill Perception}), Wisdom ({@skill Survival}), and Intelligence ({@skill Investigation}) checks that involve smell.\"]},{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and Loxodon.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Luma\",\"source\":\"HWCS\",\"page\":16,\"size\":[\"S\"],\"speed\":25,\"ability\":[{\"cha\":2}],\"languageProficiencies\":[{\"other\":true,\"auran\":true}],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Lumas are short-lived reaching adulthood around 20 years. Few lumas live beyond 70 years.\"]},{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Spurred by personal interests and flights of fancy, lumas lean towards chaotic alignments. While generally good natured, those that have been spurned by society find it hard to see the benefits of altruism, but even under such circumstances lumas are rarely evil.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Lumas are the shortest and lightest of the birdfolk, standing roughly 3 feet tall and weighing only around 30 pounds. Your size is Small.\"]},{\"name\":\"Speed\",\"type\":\"entries\",\"entries\":[\"Your base walking speed is 25 feet.\"]},{\"name\":\"Glide\",\"type\":\"entries\",\"entries\":[\"Using your feathered arms, you can slow your fall, and glide short distances. When falling you can use your reaction to spread your arms, stiffen your wing feathers, and slow your descent. While doing so, you continue to fall gently at a speed of 60 feet per round, taking no fall damage when you land. If you would fall at least 10 feet in this way, you may fly up to your movement speed in one direction you choose, although you cannot choose to move upwards, landing in the space you finish your movement. You cannot glide while carrying heavy weapons or wielding a shield (though you may drop any held items as part of your reaction to spread your arms). You cannot glide while wearing heavy armor, or if you are encumbered.\"]},{\"name\":\"Wing Flap\",\"type\":\"entries\",\"entries\":[\"As a bonus action, you can use your powerful feathered arms to propel yourself upward a distance equal to half your movement speed. You can use it in conjunction with a regular jump, but not while gliding.\"]},{\"name\":\"Touched\",\"type\":\"entries\",\"entries\":[\"You know one {@filter cantrip from the sorcerer spell list|spells|level=0|class=sorcerer}. Charisma is your spellcasting ability for this cantrip.\"]},{\"name\":\"Fated\",\"type\":\"entries\",\"entries\":[\"Whether by luck or a guiding presence, you always seem to find your way. You can choose to reroll any attack, skill check, or saving throw. You can decide to do this after your roll, but only before the outcome of the roll has been determined. You can't use this feature again until you have completed a long rest.\"]},{\"name\":\"Languages\",\"type\":\"entries\",\"entries\":[\"You can speak, read, and write Birdfolk. You can also understand Auran, though you cannot speak it naturally.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mapach\",\"source\":\"HWCS\",\"page\":28,\"size\":[\"M\"],\"speed\":{\"walk\":30,\"climb\":20},\"ability\":[{\"wis\":2,\"con\":1}],\"darkvision\":60,\"languageProficiencies\":[{\"other\":true}],\"toolProficiencies\":[{\"tinker's tools\":true}],\"resist\":[\"poison\"],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Mapachs mature quickly, reaching adulthood around 8 years. Despite this they have fairly average lifespans, the oldest among them living just past 60 years.\"]},{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Mapachs don't favour good over evil, with most choosing to remain neutral. They also lean towards the freedom of chaotic alignments.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Mapachs stand between 4 and 5 feet tall, and encompass a variety of builds from svelt to wide, weighing between 90 and 160 pounds. Your size is Medium.\"]},{\"name\":\"Speed\",\"type\":\"entries\",\"entries\":[\"Your base walking speed is 30 feet.\"]},{\"name\":\"Darkvision\",\"type\":\"entries\",\"entries\":[\"You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Mapachs are most comfortable under the cloak of night.\"]},{\"name\":\"Expert Climbers\",\"type\":\"entries\",\"entries\":[\"You have a climb speed of 20 feet.\"]},{\"name\":\"Resilience\",\"type\":\"entries\",\"entries\":[\"You have advantage on saving throws against poison and resistance against poison damage.\"]},{\"name\":\"Scroungecraft\",\"type\":\"entries\",\"entries\":[\"You are proficient with {@item tinker's tools|PHB}. Additionally, you have the ability to construct crude but functional versions of common items using materials present in your surroundings. You may spend 10 minutes to craft these materials into any tool or piece of adventuring gear worth 30 gold pieces or less. The item will be completely functional, even capable of passing for a disguise (if you crafted an article of clothing). Tools, along with any other item that would logically break on its first use (caltrops, arrows), will become useless afterward. Scroungecrafted items will otherwise last 1 hour before falling apart.\",\"Depending on the materials available, a Game Master (GM) may rule that you cannot craft an item in this way. For example, a vial of acid might be easy to make if you happen to be near a nest of acidic beetle larvae, or bark can be bound into a makeshift flask, but it would be difficult to create a passable facsimile of silken robes from a pile of leaves.\",\"Should you have access to the proper materials, you can spend 8 hours converting an item you have scroungecrafted in this way into a permanent version, so long as you start this process before the item falls apart. Items crafted in such a way will function exactly as a normal version of the item, and if you have proficiency in the tools used to craft them, they can even look professionally-crafted. Otherwise, they retain a rather rough, cobbled-together appearance. You can also use scroungecraft to repair broken equipment, provided you have the materials on hand. Though, how long your repairs hold together is up to the GM.\"]},{\"name\":\"Skulker\",\"type\":\"entries\",\"entries\":[\"You have advantage on {@skill Stealth} checks made in dim light and darkness.\"]},{\"name\":\"Languages\",\"type\":\"entries\",\"entries\":[\"You can speak, read, and write Birdfolk and Mapach.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Merfolk\",\"source\":\"DMG\",\"page\":282,\"size\":[\"M\"],\"speed\":{\"walk\":10,\"swim\":40},\"traitTags\":[\"Amphibious\",\"NPC Race\"],\"languageProficiencies\":[{\"common\":true,\"aquan\":true}],\"entries\":[{\"name\":\"Amphibious\",\"entries\":[\"You can breathe air and water.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and Aquan.\"],\"type\":\"entries\"}]},{\"name\":\"Merfolk\",\"source\":\"PSZ\",\"page\":13,\"otherSources\":[{\"source\":\"PSX\",\"page\":12}],\"size\":[\"M\"],\"speed\":{\"walk\":30,\"swim\":30},\"ability\":[{\"cha\":1}],\"age\":{\"mature\":20,\"max\":100},\"traitTags\":[\"Amphibious\"],\"languageProficiencies\":[{\"common\":true,\"other\":true,\"anyStandard\":1}],\"entries\":[{\"type\":\"entries\",\"name\":\"Age\",\"entries\":[\"Merfolk mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years.\"]},{\"type\":\"entries\",\"name\":\"Alignment\",\"entries\":[\"Most merfolk are neutral, though merfolk of the Emeria and Cosi creeds have chaotic leanings.\"]},{\"name\":\"Amphibious\",\"entries\":[\"You can breathe air and water.\"],\"type\":\"entries\"},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Merfolk are about the same size and build as humans. Your size is Medium.\"]},{\"name\":\"Swimming\",\"entries\":[\"You have a swimming speed of 30 feet.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common, Merfolk, and one extra language of your choice.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Minotaur\",\"source\":\"GGR\",\"page\":18,\"reprintedAs\":[\"Minotaur|MPMM\"],\"size\":[\"M\"],\"speed\":30,\"ability\":[{\"str\":2,\"con\":1}],\"heightAndWeight\":{\"baseHeight\":64,\"heightMod\":\"2d8\",\"baseWeight\":175,\"weightMod\":\"2d6\"},\"age\":{\"mature\":17,\"max\":150},\"traitTags\":[\"Natural Weapon\"],\"skillProficiencies\":[{\"choose\":{\"from\":[\"intimidation\",\"persuasion\"]}}],\"languageProficiencies\":[{\"common\":true,\"other\":true}],\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@note These traits are also suitable for minotaurs in other D&D worlds where these people have avoided the demonic influence of Baphomet.}\"]},{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Minotaurs enter adulthood at around the age of 17 and can live up to 150 years.\"]},{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Most minotaurs who join the Boros Legion lean toward lawful alignments, while those associated with the Cult of Rakdos or the Gruul Clans tend toward chaotic alignments.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Minotaurs average over 6 feet in height, and they have stocky builds. Your size is Medium.\"]},{\"name\":\"Horns\",\"entries\":[\"Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to {@dice 1d6} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.\"],\"type\":\"entries\"},{\"name\":\"Goring Rush\",\"entries\":[\"Immediately after you use the {@action Dash} action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.\"],\"type\":\"entries\"},{\"name\":\"Hammering Horns\",\"entries\":[\"Immediately after you hit a creature with a melee attack as part of the {@action Attack} action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.\"],\"type\":\"entries\"},{\"name\":\"Imposing Presence\",\"entries\":[\"You have proficiency in one of the following skills of your choice: {@skill Intimidation} or {@skill Persuasion}.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and Minotaur.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Minotaur\",\"source\":\"MOT\",\"page\":22,\"reprintedAs\":[\"Minotaur|MPMM\"],\"_copy\":{\"name\":\"Minotaur\",\"source\":\"GGR\",\"_mod\":{\"entries\":[{\"mode\":\"replaceArr\",\"replace\":\"Age\",\"items\":{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Minotaurs mature and age at about the same rate as humans.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Alignment\",\"items\":{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Minotaurs who leave the walls of Skophos have the opportunity to be free of its culture and pursue chaotic alignments, while those who remain within the polis and its tyrannical regime tend toward lawful alignments.\"]}}]}},\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Minotaur\",\"source\":\"MPMM\",\"page\":27,\"lineage\":\"VRGR\",\"size\":[\"M\"],\"speed\":30,\"traitTags\":[\"Natural Weapon\"],\"entries\":[{\"type\":\"entries\",\"name\":\"Horns\",\"entries\":[\"You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals {@damage 1d6} + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.\"]},{\"type\":\"entries\",\"name\":\"Goring Rush\",\"entries\":[\"Immediately after you take the {@action Dash} action on your turn and move at least 20 feet, you can make one melee attack with your Horns as a bonus action.\"]},{\"type\":\"entries\",\"name\":\"Hammering Horns\",\"entries\":[\"Immediately after you hit a creature with a melee attack as part of the {@action Attack} action on your turn, you can use a bonus action to attempt to push that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you can push it up to 10 feet away from you.\"]},{\"type\":\"entries\",\"name\":\"Labyrinthine Recall\",\"entries\":[\"You always know which direction is north, and you have advantage on any Wisdom ({@skill Survival}) check you make to navigate or track.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Minotaur (Amonkhet)\",\"source\":\"PSA\",\"page\":19,\"size\":[\"M\"],\"speed\":30,\"ability\":[{\"str\":2,\"con\":1}],\"age\":{\"mature\":20,\"max\":40},\"traitTags\":[\"Natural Weapon\"],\"skillProficiencies\":[{\"intimidation\":true}],\"languageProficiencies\":[{\"common\":true,\"other\":true}],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Minotaurs develop more slowly than humans, reaching full maturity around the age of 20. They typically become acolytes at around 8 or 9 years old, making them among the older members of their crops. Once they reach maturity, though, minotaurs age quickly, rushing headlong through the trials (as they do all aspects of life) to complete them before they pass their peak. A minotaur allowed to die of old age would rarely live beyond 40.\"]},{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Most minotaurs lean toward chaotic alignments, and they have a slight inclination toward evil.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Minotaurs average over 6 feet in height, and they have strong, stocky builds. Your size is Medium.\"]},{\"name\":\"Natural Weapon\",\"entries\":[\"You can use your horns as a natural weapon to make unarmed strikes. If you hit with your horns, you deal bludgeoning damage equal to {@dice 1d6} + your Strength modifier.\"],\"type\":\"entries\"},{\"name\":\"Menacing\",\"entries\":[\"You gain proficiency in the {@skill Intimidation} skill.\"],\"type\":\"entries\"},{\"name\":\"Relentless Endurance\",\"entries\":[\"When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.\"],\"type\":\"entries\"},{\"name\":\"Savage Attacks\",\"entries\":[\"When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and Minotaur.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Naga\",\"source\":\"PSA\",\"page\":21,\"size\":[\"M\"],\"speed\":30,\"ability\":[{\"con\":2,\"int\":1}],\"age\":{\"mature\":20,\"max\":100},\"traitTags\":[\"Language Proficiency\",\"Natural Weapon\"],\"languageProficiencies\":[{\"common\":true,\"other\":true}],\"toolProficiencies\":[{\"poisoner's kit\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Like humans, naga reach adulthood in their late teens. They show no signs of aging beyond that point except for growing larger, so in theory, a naga could live well over a century.\"]},{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Most naga are either neutral or neutral evil in alignment.\"]},{\"name\":\"Size\",\"entries\":[\"Naga stand about 5 feet tall when upright, but the total length of their bodies, head to tail, ranges from 10 to as much as 20 feet. Your size is Medium.\"],\"type\":\"entries\"},{\"name\":\"Speed Burst\",\"entries\":[\"By lowering your body to the ground and propelling yourself with your arms, you can move more quickly for a time. As a bonus action on your turn, if you have both hands free, you can increase your walking speed by 5 feet until the end of your turn.\"],\"type\":\"entries\"},{\"name\":\"Natural Weapons\",\"entries\":[\"Your fanged maw and constricting serpentine body are natural weapons, which you can use to make unarmed strikes.\",\"If you hit with your bite, you deal piercing damage equal to {@damage 1d4} + your Strength modifier, and your target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target takes {@damage 1d4} poison damage.\",\"If you hit with your constrict attack, you deal bludgeoning damage equal to {@dice 1d6} + your Strength modifier, and the target is {@condition grappled} (escape DC 8 + your proficiency bonus + your Strength modifier). Until this grapple ends, the target is {@condition restrained}, and you can't constrict another target.\"],\"type\":\"entries\"},{\"name\":\"Poison Immunity\",\"entries\":[\"You are immune to poison damage and can't be {@condition poisoned}.\"],\"type\":\"entries\"},{\"name\":\"Poison Affinity\",\"entries\":[\"You gain proficiency with the {@item poisoner's kit|phb}.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and Naga.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Orc\",\"source\":\"DMG\",\"page\":282,\"reprintedAs\":[\"Orc|XPHB\"],\"size\":[\"M\"],\"speed\":30,\"ability\":[{\"str\":2,\"int\":-2}],\"darkvision\":60,\"traitTags\":[\"NPC Race\"],\"languageProficiencies\":[{\"common\":true,\"orc\":true}],\"entries\":[{\"name\":\"Aggressive\",\"entries\":[\"As a bonus action, you can move up to your speed toward a hostile creature that you can see.\"],\"type\":\"entries\"},{\"name\":\"Darkvision\",\"entries\":[\"Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and Orc.\"],\"type\":\"entries\"}]},{\"name\":\"Orc\",\"source\":\"EGW\",\"page\":178,\"reprintedAs\":[\"Orc|XPHB\"],\"_copy\":{\"name\":\"Orc\",\"source\":\"ERLW\",\"_mod\":{\"entries\":[{\"mode\":\"replaceArr\",\"replace\":\"Age\",\"items\":{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Orcs reach adulthood at age 16, and live up to 80 years.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Alignment\",\"items\":{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Orcs fear the curse of ruin that is said to plague their race, and tend strongly toward either chaos (accepting their fate), or toward law (rejecting it).\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Size\",\"items\":{\"name\":\"Size\",\"type\":\"entries\",\"entries\":[\"Orcs stand easily 8 feet tall and corded with powerful muscles, weighing up to 280 pounds. Your size is Medium.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Primal Intuition\",\"items\":{\"type\":\"entries\",\"name\":\"Primal Intuition\",\"entries\":[\"You have proficiency in two of the following skills of your choice: {@skill Animal Handling}, {@skill Insight}, {@skill Intimidation}, {@skill Medicine}, {@skill Perception}, and {@skill Survival}.\"]}}]},\"_preserve\":{\"reprintedAs\":true}},\"heightAndWeight\":null,\"skillProficiencies\":[{\"choose\":{\"from\":[\"animal handling\",\"insight\",\"intimidation\",\"medicine\",\"perception\",\"survival\"],\"count\":2}}]},{\"name\":\"Orc\",\"source\":\"ERLW\",\"page\":31,\"reprintedAs\":[\"Orc|MPMM\",\"Orc|XPHB\"],\"size\":[\"M\"],\"speed\":30,\"ability\":[{\"str\":2,\"con\":1}],\"heightAndWeight\":{\"baseHeight\":64,\"heightMod\":\"2d8\",\"baseWeight\":175,\"weightMod\":\"2d6\"},\"age\":{\"mature\":12,\"max\":50},\"darkvision\":60,\"traitTags\":[\"Powerful Build\"],\"skillProficiencies\":[{\"choose\":{\"from\":[\"animal handling\",\"insight\",\"intimidation\",\"medicine\",\"nature\",\"perception\",\"survival\"],\"count\":2}}],\"languageProficiencies\":[{\"common\":true,\"orc\":true}],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Orcs reach adulthood at age 12 and live up to 50 years.\"]},{\"type\":\"entries\",\"name\":\"Alignment\",\"entries\":[\"The orcs of Eberron are a passionate people, given to powerful emotion and deep faith. They are generally chaotic, but can be any alignment.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Your size is Medium.\"]},{\"name\":\"Darkvision\",\"entries\":[\"You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"],\"type\":\"entries\"},{\"name\":\"Aggressive\",\"entries\":[\"As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.\"],\"type\":\"entries\"},{\"type\":\"entries\",\"name\":\"Primal Intuition\",\"entries\":[\"You have proficiency in two of the following skills of your choice: {@skill Animal Handling}, {@skill Insight}, {@skill Intimidation}, {@skill Medicine}, {@skill Nature}, {@skill Perception}, and {@skill Survival}.\"]},{\"name\":\"Powerful Build\",\"entries\":[\"You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and Orc.\"],\"type\":\"entries\"}]},{\"name\":\"Orc\",\"source\":\"MPMM\",\"page\":28,\"reprintedAs\":[\"Orc|XPHB\"],\"lineage\":\"VRGR\",\"size\":[\"M\"],\"speed\":30,\"darkvision\":60,\"traitTags\":[\"Powerful Build\"],\"entries\":[{\"type\":\"entries\",\"name\":\"Adrenaline Rush\",\"entries\":[\"You can take the {@action Dash} action as a bonus action. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\",\"Whenever you use this trait, you gain a number of temporary hit points equal to your proficiency bonus.\"]},{\"type\":\"entries\",\"name\":\"Darkvision\",\"entries\":[\"You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.\"]},{\"type\":\"entries\",\"name\":\"Powerful Build\",\"entries\":[\"You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.\"]},{\"type\":\"entries\",\"name\":\"Relentless Endurance\",\"entries\":[\"When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can't do so again until you finish a long rest.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Orc\",\"source\":\"VGM\",\"page\":120,\"reprintedAs\":[\"Orc|MPMM\",\"Orc|XPHB\"],\"size\":[\"M\"],\"speed\":30,\"ability\":[{\"str\":2,\"con\":1}],\"heightAndWeight\":{\"baseHeight\":64,\"heightMod\":\"2d8\",\"baseWeight\":175,\"weightMod\":\"2d6\"},\"age\":{\"mature\":12,\"max\":50},\"darkvision\":60,\"traitTags\":[\"Monstrous Race\",\"Powerful Build\"],\"skillProficiencies\":[{\"choose\":{\"from\":[\"animal handling\",\"insight\",\"intimidation\",\"medicine\",\"nature\",\"perception\",\"survival\"],\"count\":2}}],\"languageProficiencies\":[{\"common\":true,\"orc\":true}],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Orcs reach adulthood at age 12 and live up to 50 years.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Orcs are usually over 6 feet tall and weigh between 230 and 280 pounds. Your size is Medium.\"]},{\"name\":\"Darkvision\",\"entries\":[\"You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"],\"type\":\"entries\"},{\"name\":\"Aggressive\",\"entries\":[\"As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.\"],\"type\":\"entries\"},{\"name\":\"Primal Intuition\",\"entries\":[\"You have proficiency in two of the following skills of your choice: {@skill Animal Handling}, {@skill Insight}, {@skill Intimidation}, {@skill Medicine}, {@skill Nature}, {@skill Perception}, and {@skill Survival}.\"],\"type\":\"entries\"},{\"name\":\"Powerful Build\",\"entries\":[\"You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and Orc.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Orc\",\"source\":\"XPHB\",\"page\":195,\"edition\":\"one\",\"creatureTypes\":[\"humanoid\"],\"size\":[\"M\"],\"speed\":30,\"darkvision\":120,\"sizeEntry\":{\"type\":\"item\",\"name\":\"Size:\",\"entries\":[\"Medium (about 6-7 feet tall)\"]},\"entries\":[{\"type\":\"entries\",\"name\":\"Adrenaline Rush\",\"entries\":[\"You can take the {@action Dash|XPHB} action as a {@variantrule Bonus Action|XPHB}. When you do so, you gain a number of {@variantrule Temporary Hit Points|XPHB} equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}.\",\"You can use this trait a number of times equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}, and you regain all expended uses when you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}.\"]},{\"type\":\"entries\",\"name\":\"Darkvision\",\"entries\":[\"You have {@sense Darkvision|XPHB} with a range of 120 feet.\"]},{\"type\":\"entries\",\"name\":\"Relentless Endurance\",\"entries\":[\"When you are reduced to 0 {@variantrule Hit Points|XPHB} but not killed outright, you can drop to 1 {@variantrule Hit Points|XPHB|Hit Point} instead. Once you use this trait, you can't do so again until you finish a {@variantrule Long Rest|XPHB}.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Orc (Ixalan)\",\"source\":\"PSX\",\"page\":15,\"size\":[\"M\"],\"speed\":30,\"ability\":[{\"str\":2,\"con\":1}],\"age\":{\"mature\":14,\"max\":75},\"darkvision\":60,\"skillProficiencies\":[{\"intimidation\":true}],\"languageProficiencies\":[{\"common\":true,\"orc\":true}],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.\"]},{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Most orcs lean toward chaotic alignments, and many serve on pirate ships that encourage an inclination toward evil.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Orcs average over 6 feet in height, and they have strong, stocky builds. Your size is Medium.\"]},{\"type\":\"entries\",\"name\":\"Menacing\",\"entries\":[\"You gain proficiency in the {@skill Intimidation} skill.\"]},{\"type\":\"entries\",\"name\":\"Relentless Endurance\",\"entries\":[\"When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.\"]},{\"type\":\"entries\",\"name\":\"Savage Attacks\",\"entries\":[\"When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.\"]},{\"name\":\"Darkvision\",\"entries\":[\"You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write {@language Common Trade Pidgin|PSX|Common} (if it exists in your campaign) and {@language Orc|PHB}.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Owlin\",\"source\":\"SCC\",\"page\":29,\"lineage\":\"VRGR\",\"size\":[\"S\",\"M\"],\"speed\":{\"walk\":30,\"fly\":true},\"darkvision\":120,\"skillProficiencies\":[{\"stealth\":true}],\"entries\":[{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"You are Medium or Small. You choose the size when you select this race.\"]},{\"type\":\"entries\",\"name\":\"Darkvision\",\"entries\":[\"You can see in dim light within 120 feet of yourself as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.\"]},{\"type\":\"entries\",\"name\":\"Flight\",\"entries\":[\"Thanks to your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.\"]},{\"type\":\"entries\",\"name\":\"Silent Feathers\",\"entries\":[\"You have proficiency in the {@skill Stealth} skill.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Plasmoid\",\"source\":\"AAG\",\"page\":14,\"lineage\":\"VRGR\",\"creatureTypes\":[\"ooze\"],\"size\":[\"S\",\"M\"],\"speed\":30,\"darkvision\":60,\"resist\":[\"acid\",\"poison\"],\"entries\":[{\"type\":\"entries\",\"name\":\"Creature Type\",\"entries\":[\"You are an Ooze.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"You are Medium or Small. You choose the size when you select this race.\"]},{\"type\":\"entries\",\"name\":\"Amorphous\",\"entries\":[\"You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You have advantage on ability checks you make to initiate or escape a grapple.\"]},{\"type\":\"entries\",\"name\":\"Darkvision\",\"entries\":[\"You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.\"]},{\"type\":\"entries\",\"name\":\"Hold Breath\",\"entries\":[\"You can hold your breath for 1 hour.\"]},{\"type\":\"entries\",\"name\":\"Natural Resilience\",\"entries\":[\"You have resistance to acid and poison damage, and you have advantage on saving throws against being {@condition poisoned}.\"]},{\"type\":\"entries\",\"name\":\"Shape Self\",\"entries\":[\"As an action, you can reshape your body to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can revert to a limbless blob. While you have a humanlike shape, you can wear clothing and armor made for a Humanoid of your size.\",\"As a bonus action, you can extrude a pseudopod that is up to 6 inches wide and 10 feet long or reabsorb it into your body. As part of the same bonus action, you can use this pseudopod to manipulate an object, open or close a door or container, or pick up or set down a Tiny object. The pseudopod contains no sensory organs and can't attack, activate magic items, or lift more than 10 pounds.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Raptor\",\"source\":\"HWCS\",\"page\":18,\"size\":[\"S\"],\"speed\":25,\"ability\":[{\"dex\":2}],\"languageProficiencies\":[{\"other\":true,\"auran\":true}],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Raptors reach maturity around 20 years. They can live longer than any other birdfolk race, over 100 years.\"]},{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Raptors tend towards neutral alignments. Preferring the path of naturalists and hunters, raptors rarely see value in order for the sake of order, and are often more pragmatic than idealistic.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Raptors are lean, muscular hunters, but they stand less than 4 feet tall. Their light builds usually lend themselves to bodies that weigh far less than one would expect for their height, averaging around only 35 pounds. Your size is Small.\"]},{\"name\":\"Speed\",\"type\":\"entries\",\"entries\":[\"Your base walking speed is 25 feet.\"]},{\"name\":\"Glide\",\"type\":\"entries\",\"entries\":[\"Using your feathered arms, you can slow your fall, and glide short distances. When falling you can use your reaction to spread your arms, stiffen your wing feathers, and slow your descent. While doing so, you continue to fall gently at a speed of 60 feet per round, taking no fall damage when you land. If you would fall at least 10 feet in this way, you may fly up to your movement speed in one direction you choose, although you cannot choose to move upwards, landing in the space you finish your movement. You cannot glide while carrying heavy weapons or wielding a shield (though you may drop any held items as part of your reaction to spread your arms). You cannot glide while wearing heavy armor, or if you are encumbered.\"]},{\"name\":\"Talons\",\"type\":\"entries\",\"entries\":[\"Your sharp claws aid you in unarmed combat and while climbing. Your damage for an unarmed strike is {@damage 1d4} piercing damage. Additionally, you have advantage on Strength ({@skill Athletics}) checks made to climb any surface your talons could reasonably grip.\"]},{\"name\":\"Keen Senses\",\"type\":\"entries\",\"entries\":[\"You have proficiency in the {@skill Perception} skill.\"]},{\"name\":\"Woodland Hunter\",\"type\":\"entries\",\"entries\":[\"Your accuracy allows you to treat {@quickref Cover||3||three-quarters cover} as {@quickref Cover||3||half cover} and {@quickref Cover||3||half cover} as no cover.\"]},{\"name\":\"Hunter's Training\",\"type\":\"entries\",\"entries\":[\"You have proficiency with the {@item longbow|PHB}, {@item shortbow|PHB}, and {@item spear|PHB}. Additionally, your familiarity with the longbow means that it is not considered a heavy weapon for you.\"]},{\"name\":\"Languages\",\"type\":\"entries\",\"entries\":[\"You can speak, read, and write Birdfolk. You can also understand Auran, though you cannot speak it naturally.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Reborn\",\"source\":\"VRGR\",\"page\":20,\"lineage\":\"VRGR\",\"size\":[\"S\",\"M\"],\"speed\":30,\"traitTags\":[\"Improved Resting\"],\"resist\":[\"poison\"],\"entries\":[{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"You are Medium or Small. You choose the size when you gain this lineage.\"]},{\"type\":\"entries\",\"name\":\"Ancestral Legacy\",\"entries\":[\"If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.\",\"If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.\"]},{\"type\":\"entries\",\"name\":\"Deathless Nature\",\"entries\":[\"You have escaped death, a fact represented by the following benefits:\",{\"type\":\"list\",\"items\":[\"You have advantage on saving throws against disease and being {@condition poisoned}, and you have resistance to poison damage.\",\"You have advantage on death saving throws.\",\"You don't need to eat, drink, or breathe.\",\"You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.\"]}]},{\"type\":\"entries\",\"name\":\"Knowledge from a Past Life\",\"entries\":[\"You temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a {@dice d6} immediately after seeing the number on the {@dice d20} and add the number on the {@dice d6} to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Satyr\",\"source\":\"MOT\",\"page\":24,\"reprintedAs\":[\"Satyr|MPMM\"],\"creatureTypes\":[\"fey\"],\"size\":[\"M\"],\"speed\":35,\"ability\":[{\"cha\":2,\"dex\":1}],\"heightAndWeight\":{\"baseHeight\":56,\"heightMod\":\"2d8\",\"baseWeight\":100,\"weightMod\":\"2d4\"},\"age\":{\"mature\":20,\"max\":100},\"traitTags\":[\"Magic Resistance\",\"Natural Weapon\"],\"skillProficiencies\":[{\"performance\":true,\"persuasion\":true}],\"languageProficiencies\":[{\"common\":true,\"sylvan\":true}],\"toolProficiencies\":[{\"anyMusicalInstrument\":1}],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Satyrs mature and age at about the same rate as humans.\"]},{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Satyrs delight in living a life free of the mantle of law. They gravitate toward being good, but some have devious streaks and enjoy causing dismay.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Satyrs range from just under 5 feet to about 6 feet in height, with generally slender builds. Your size is Medium.\"]},{\"name\":\"Fey\",\"entries\":[\"Your creature type is fey, rather than humanoid.\"],\"type\":\"entries\"},{\"name\":\"Ram\",\"entries\":[\"You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to {@damage 1d4} + your Strength modifier.\"],\"type\":\"entries\"},{\"name\":\"Magic Resistance\",\"entries\":[\"You have advantage on saving throws against spells and other magical effects.\"],\"type\":\"entries\"},{\"name\":\"Mirthful Leaps\",\"entries\":[\"Whenever you make a long or high jump, you can roll a {@dice d8} and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.\"],\"type\":\"entries\"},{\"name\":\"Reveler\",\"entries\":[\"You have proficiency in the {@skill Performance} and {@skill Persuasion} skills, and you have proficiency with one {@item musical instrument|PHB} of your choice.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and Sylvan.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Satyr\",\"source\":\"MPMM\",\"page\":29,\"lineage\":\"VRGR\",\"creatureTypes\":[\"fey\"],\"size\":[\"M\"],\"speed\":35,\"traitTags\":[\"Magic Resistance\",\"Natural Weapon\"],\"skillProficiencies\":[{\"performance\":true,\"persuasion\":true}],\"toolProficiencies\":[{\"anyMusicalInstrument\":1}],\"entries\":[{\"type\":\"entries\",\"name\":\"Creature Type\",\"entries\":[\"You are a Fey.\"]},{\"type\":\"entries\",\"name\":\"Ram\",\"entries\":[\"You can use your head and horns to make unarmed strikes. When you hit with them, the strike deals {@damage 1d6} + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.\"]},{\"type\":\"entries\",\"name\":\"Magic Resistance\",\"entries\":[\"You have advantage on saving throws against spells.\"]},{\"type\":\"entries\",\"name\":\"Mirthful Leaps\",\"entries\":[\"Whenever you make a long jump or a high jump, you can roll a {@dice d8} and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as usual.\"]},{\"type\":\"entries\",\"name\":\"Reveler\",\"entries\":[\"As an embodiment of revelry, you have proficiency in the {@skill Performance} and {@skill Persuasion} skills, and you have proficiency with one {@item musical instrument|PHB} of your choice.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sea Elf\",\"source\":\"MPMM\",\"page\":30,\"lineage\":\"VRGR\",\"creatureTypes\":[\"humanoid\"],\"creatureTypeTags\":[\"elf\"],\"size\":[\"M\"],\"speed\":{\"walk\":30,\"swim\":true},\"age\":{\"max\":750},\"darkvision\":60,\"traitTags\":[\"Amphibious\",\"Improved Resting\",\"Tool Proficiency\",\"Weapon Proficiency\"],\"skillProficiencies\":[{\"perception\":true}],\"resist\":[\"cold\"],\"entries\":[{\"type\":\"entries\",\"name\":\"Creature Type\",\"entries\":[\"You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.\"]},{\"type\":\"entries\",\"name\":\"Speed\",\"entries\":[\"Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.\"]},{\"type\":\"entries\",\"name\":\"Child of the Sea\",\"entries\":[\"You can breathe air and water, and you have resistance to cold damage.\"]},{\"type\":\"entries\",\"name\":\"Darkvision\",\"entries\":[\"You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.\"]},{\"type\":\"entries\",\"name\":\"Fey Ancestry\",\"entries\":[\"You have advantage on saving throws you make to avoid or end the {@condition charmed} condition on yourself.\"]},{\"type\":\"entries\",\"name\":\"Friend of the Sea\",\"entries\":[\"Aquatic animals have an extraordinary affinity with your people. You can communicate simple ideas to any Beast that has a swimming speed. It can understand your words, though you have no special ability to understand it in return.\"]},{\"type\":\"entries\",\"name\":\"Keen Senses\",\"entries\":[\"You have proficiency in the {@skill Perception} skill.\"]},{\"type\":\"entries\",\"name\":\"Trance\",\"entries\":[\"You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.\",\"Whenever you finish this trance, you can gain two proficiencies that you don't have, each one with a {@book weapon|phb|5|weapons} or a {@book tool|phb|5|tools} of your choice selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Shadar-Kai\",\"source\":\"MPMM\",\"page\":31,\"lineage\":\"VRGR\",\"creatureTypes\":[\"humanoid\"],\"creatureTypeTags\":[\"elf\"],\"size\":[\"M\"],\"speed\":30,\"age\":{\"max\":750},\"darkvision\":60,\"traitTags\":[\"Improved Resting\",\"Tool Proficiency\",\"Weapon Proficiency\"],\"skillProficiencies\":[{\"perception\":true}],\"resist\":[\"necrotic\"],\"entries\":[{\"type\":\"entries\",\"name\":\"Creature Type\",\"entries\":[\"You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.\"]},{\"type\":\"entries\",\"name\":\"Blessing of the Raven Queen\",\"entries\":[\"As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\",\"Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.\"]},{\"type\":\"entries\",\"name\":\"Darkvision\",\"entries\":[\"You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.\"]},{\"type\":\"entries\",\"name\":\"Fey Ancestry\",\"entries\":[\"You have advantage on saving throws you make to avoid or end the {@condition charmed} condition on yourself.\"]},{\"type\":\"entries\",\"name\":\"Keen Senses\",\"entries\":[\"You have proficiency in the {@skill Perception} skill.\"]},{\"type\":\"entries\",\"name\":\"Necrotic Resistance\",\"entries\":[\"You have resistance to necrotic damage.\"]},{\"type\":\"entries\",\"name\":\"Trance\",\"entries\":[\"You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.\",\"Whenever you finish this trance, you can gain two proficiencies that you don't have, each one with a {@book weapon|phb|5|weapons} or a {@book tool|phb|5|tools} of your choice selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Shifter\",\"source\":\"ERLW\",\"page\":33,\"reprintedAs\":[\"Shifter|MPMM\"],\"size\":[\"M\"],\"speed\":30,\"heightAndWeight\":{\"baseHeight\":54,\"heightMod\":\"2d8\",\"baseWeight\":90,\"weightMod\":\"2d4\"},\"age\":{\"mature\":10,\"max\":70},\"darkvision\":60,\"languageProficiencies\":[{\"common\":true}],\"entries\":[{\"type\":\"entries\",\"name\":\"Age\",\"entries\":[\"Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old.\"]},{\"type\":\"entries\",\"name\":\"Alignment\",\"entries\":[\"Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Your size is Medium.\"]},{\"type\":\"entries\",\"name\":\"Speed\",\"entries\":[\"Your base walking speed is 30 feet.\"]},{\"type\":\"entries\",\"name\":\"Darkvision\",\"entries\":[\"You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"]},{\"type\":\"entries\",\"name\":\"Shifting\",\"entries\":[\"As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below.\",\"Once you shift, you can't do so again until you finish a short or long rest.\"]},{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Shifter\",\"source\":\"MPMM\",\"page\":32,\"lineage\":\"VRGR\",\"size\":[\"M\"],\"speed\":30,\"darkvision\":60,\"skillProficiencies\":[{\"choose\":{\"from\":[\"acrobatics\",\"athletics\",\"intimidation\",\"survival\"]}}],\"entries\":[{\"type\":\"entries\",\"name\":\"Bestial Instincts\",\"entries\":[\"Channeling the beast within, you have proficiency in one of the following skills of your choice: {@skill Acrobatics}, {@skill Athletics}, {@skill Intimidation}, or {@skill Survival}.\"]},{\"type\":\"entries\",\"name\":\"Darkvision\",\"entries\":[\"You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were in dim light. You discern colors in that darkness only as shades of gray.\"]},{\"type\":\"entries\",\"name\":\"Shifting\",\"entries\":[\"As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to 2 × your proficiency bonus. You can shift a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\",\"Whenever you shift, you gain an additional benefit based on one of the following options (choose when you select this race):\",{\"type\":\"list\",\"items\":[{\"type\":\"item\",\"name\":\"Beasthide\",\"entry\":\"You gain {@dice 1d6} additional temporary hit points. While shifted, you have a +1 bonus to your Armor Class.\"},{\"type\":\"item\",\"name\":\"Longtooth\",\"entry\":\"When you shift and as a bonus action on your other turns while shifted, you can use your elongated fangs to make an unarmed strike. If you hit with your fangs, you can deal piercing damage equal to {@dice 1d6} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.\"},{\"type\":\"item\",\"name\":\"Swiftstride\",\"entry\":\"While shifted, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn't provoke opportunity attacks.\"},{\"type\":\"item\",\"name\":\"Wildhunt\",\"entry\":\"While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you unless you're {@condition incapacitated}.\"}],\"style\":\"list-hang-notitle\"}]}],\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Shifter; Beasthide\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"replaceArr\",\"replace\":\"Shifting\",\"items\":{\"name\":\"Shifting (Beasthide)\",\"type\":\"entries\",\"entries\":[\"As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to 2 × your proficiency bonus + {@dice 1d6}, and you regain all expended uses when you finish a long rest.\",\"While shifted, you have a +1 bonus to your Armor Class.\"]}}}},{\"name\":\"Shifter; Longtooth\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"replaceArr\",\"replace\":\"Shifting\",\"items\":{\"name\":\"Shifting (Longtooth)\",\"type\":\"entries\",\"entries\":[\"As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to 2 × your proficiency bonus, and you regain all expended uses when you finish a long rest.\",\"When you shift and as a bonus action on your other turns while shifted, you can use your elongated fangs to make an unarmed strike. If you hit with your fangs, you can deal piercing damage equal to {@dice 1d6} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.\"]}}}},{\"name\":\"Shifter; Swiftstride\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"replaceArr\",\"replace\":\"Shifting\",\"items\":{\"name\":\"Shifting (Swiftstride)\",\"type\":\"entries\",\"entries\":[\"As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to 2 × your proficiency bonus, and you regain all expended uses when you finish a long rest.\",\"While shifted, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn't provoke opportunity attacks.\"]}}}},{\"name\":\"Shifter; Wildhunt\",\"source\":\"MPMM\",\"_mod\":{\"entries\":{\"mode\":\"replaceArr\",\"replace\":\"Shifting\",\"items\":{\"name\":\"Shifting (Wildhunt)\",\"type\":\"entries\",\"entries\":[\"As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to 2 × your proficiency bonus, and you regain all expended uses when you finish a long rest.\",\"While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you unless you're {@condition incapacitated}.\"]}}}}]},{\"name\":\"Simic Hybrid\",\"source\":\"GGR\",\"page\":20,\"size\":[\"M\"],\"speed\":{\"walk\":30},\"ability\":[{\"con\":2,\"choose\":{\"from\":[\"str\",\"dex\",\"int\",\"wis\",\"cha\"],\"count\":1}}],\"darkvision\":60,\"traitTags\":[\"Amphibious\",\"Natural Armor\",\"Natural Weapon\"],\"languageProficiencies\":[{\"common\":true,\"choose\":{\"from\":[\"elvish\",\"other\"],\"count\":1}}],\"entries\":[{\"type\":\"entries\",\"name\":\"Age\",\"entries\":[\"Hybrids begin their lives as adult humans, elves, or vedalken. They age at a slightly accelerated rate, so their maximum life spans are probably reduced somewhat. The Guardian Project has not been operating long enough to observe the full effect of this phenomenon.\"]},{\"type\":\"entries\",\"name\":\"Alignment\",\"entries\":[\"Most hybrids share the generally neutral outlook of the Simic Combine. They are more interested in scientific research and the standing of their guild than in moral or ethical questions. Those who leave the Combine, however, often do so because their philosophical outlook and alignment are more in line with a different guild's.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Your size is Medium, within the normal range of your humanoid base race.\"]},{\"type\":\"entries\",\"name\":\"Darkvision\",\"entries\":[\"You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"]},{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and your choice of Elvish or Vedalken.\"]},{\"type\":\"entries\",\"name\":\"Animal Enhancement\",\"entries\":[\"Your body has been altered to incorporate certain animal characteristics. You choose one animal enhancement now and a second enhancement at 5th level.\",\"At 1st level, choose one of the following options:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Manta Glide\",\"entry\":\"You have ray-like fins that you can use as wings to slow your fall or allow you to glide. When you fall and aren't {@condition incapacitated}, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend.\"},{\"type\":\"item\",\"name\":\"Nimble Climber\",\"entry\":\"You have a climbing speed equal to your walking speed.\"},{\"type\":\"item\",\"name\":\"Underwater Adaptation\",\"entry\":\"You can breathe air and water, and you have a swimming speed equal to your walking speed.\"}]},\"At 5th level, your body evolves further, developing new characteristics. Choose one of the options you didn't take at 1st level, or one of the following options:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Grappling Appendage\",\"entry\":\"You have two special appendages growing alongside your arms. Choose whether they're both claws or tentacles. As an action, you can use one of them to try to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to {@dice 1d6} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can't precisely manipulate anything and can't wield weapons, magic items, or other specialized equipment.\"},{\"type\":\"item\",\"name\":\"Carapace\",\"entry\":\"Your skin in places is covered by a thick shell. You gain a +1 bonus to AC when you're not wearing heavy armor.\"},{\"type\":\"item\",\"name\":\"Acid Spit\",\"entry\":\"As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes {@dice 2d10} acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. This damage increases by {@dice 1d10} when you reach 11th level ({@dice 3d10}) and 17th level ({@dice 4d10}). You can use this trait a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.\"}]}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Siren\",\"source\":\"PSX\",\"page\":17,\"size\":[\"M\"],\"speed\":{\"walk\":25,\"fly\":30},\"ability\":[{\"cha\":2}],\"languageProficiencies\":[{\"common\":true,\"other\":true}],\"additionalSpells\":[{\"known\":{\"1\":[\"friends#c\"]}}],\"entries\":[{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Most sirens lean toward chaotic alignment, cherishing the freedom and independence that comes from joining a pirate crew.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Sirens stand about 5 to 6 feet tall, but their bodies are slender and their bones partially hollow to facilitate their flight. Your size is Medium.\"]},{\"type\":\"entries\",\"name\":\"Siren's Song\",\"entries\":[\"You know the {@spell friends} cantrip and can cast it without material components.\"]},{\"type\":\"entries\",\"name\":\"Flight\",\"entries\":[\"You have a flying speed of 30 feet. You can't use your flying speed while you wear medium or heavy armor. (If your campaign uses the variant rule for {@variantrule encumbrance|PHB}, you can't use your flying speed if you are encumbered.)\"]},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write {@language Common Trade Pidgin|PSX|Common} (if it exists in your campaign) and {@language Siren|PSX}.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Skeleton\",\"source\":\"DMG\",\"page\":282,\"creatureTypes\":[\"undead\"],\"size\":[\"M\"],\"speed\":30,\"ability\":[{\"dex\":2,\"int\":-4,\"cha\":-4}],\"darkvision\":60,\"traitTags\":[\"Improved Resting\",\"NPC Race\"],\"immune\":[\"poison\"],\"vulnerable\":[\"bludgeoning\"],\"conditionImmune\":[\"exhaustion\",\"poisoned\"],\"entries\":[{\"type\":\"entries\",\"name\":\"Creature Type\",\"entries\":[\"You are Undead.\"]},{\"type\":\"entries\",\"name\":\"Brittle Bones\",\"entries\":[\"You are vulnerable to bludgeoning damage.\"]},{\"type\":\"entries\",\"name\":\"Undead Nature\",\"entries\":[\"You are immune to poison damage and {@condition exhaustion}, and you can't be {@condition poisoned}. You don't require air, food, drink, or sleep.\"]},{\"name\":\"Darkvision\",\"entries\":[\"You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can't speak, but you can understand the languages you knew in life.\"],\"type\":\"entries\"}]},{\"name\":\"Strig\",\"source\":\"HWCS\",\"page\":20,\"size\":[\"M\"],\"speed\":30,\"ability\":[{\"str\":2}],\"darkvision\":60,\"languageProficiencies\":[{\"other\":true,\"auran\":true}],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Strigs reach maturity faster than most birdfolk races, around 15 years. They can reach a respectable old age by birdfolk standards, living around 80 years.\"]},{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Strigs are normally good aligned, having a strong sense of fair play as well as a tendency to see the best in others. They also favor chaotic alignments, as strigs are a freedom-loving people who will usually put their personal morals above any imposed system of governance.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Strigs are muscular, imposing folk ranging from 4 to over 5 feet tall and weighing around 110 pounds. Your size is Medium.\"]},{\"name\":\"Speed\",\"type\":\"entries\",\"entries\":[\"Your base walking speed is 30 feet.\"]},{\"name\":\"Glide\",\"type\":\"entries\",\"entries\":[\"Using your feathered arms, you can slow your fall, and glide short distances. When falling you can use your reaction to spread your arms, stiffen your wing feathers, and slow your descent. While doing so, you continue to fall gently at a speed of 60 feet per round, taking no fall damage when you land. If you would fall at least 10 feet in this way, you may fly up to your movement speed in one direction you choose, although you cannot choose to move upwards, landing in the space you finish your movement. You cannot glide while carrying heavy weapons or wielding a shield (though you may drop any held items as part of your reaction to spread your arms). You cannot glide while wearing heavy armor, or if you are encumbered.\"]},{\"name\":\"Talons\",\"type\":\"entries\",\"entries\":[\"Your sharp claws aid you in unarmed combat and while climbing. Your damage for an unarmed strike is {@damage 1d4} piercing damage. Additionally, you have advantage on Strength ({@skill Athletics}) checks made to climb any surface your talons could reasonably grip.\"]},{\"name\":\"Darkvision\",\"type\":\"entries\",\"entries\":[\"You are adept at hunting under the cover of night. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"]},{\"name\":\"Patterned Feathers\",\"type\":\"entries\",\"entries\":[\"You have advantage on Dexterity ({@skill Stealth}) checks when you attempt to hide in a forest.\"]},{\"name\":\"Languages\",\"type\":\"entries\",\"entries\":[\"You can speak, read, and write Birdfolk. You can also understand Auran, though you cannot speak it naturally.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tabaxi\",\"source\":\"MPMM\",\"page\":33,\"lineage\":\"VRGR\",\"size\":[\"S\",\"M\"],\"speed\":{\"walk\":30,\"climb\":true},\"darkvision\":60,\"traitTags\":[\"Natural Weapon\"],\"skillProficiencies\":[{\"perception\":true,\"stealth\":true}],\"entries\":[{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"You are Medium or Small. You choose the size when you select this race.\"]},{\"type\":\"entries\",\"name\":\"Speed\",\"entries\":[\"Your walking speed is 30 feet, and you have a climbing speed equal to your walking speed.\"]},{\"type\":\"entries\",\"name\":\"Cat's Claws\",\"entries\":[\"You can use your claws to make unarmed strikes. When you hit with them, the strike deals {@damage 1d6} + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.\"]},{\"type\":\"entries\",\"name\":\"Cat's Talent\",\"entries\":[\"You have proficiency in the {@skill Perception} and {@skill Stealth} skills.\"]},{\"type\":\"entries\",\"name\":\"Darkvision\",\"entries\":[\"You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.\"]},{\"type\":\"entries\",\"name\":\"Feline Agility\",\"entries\":[\"Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tabaxi\",\"source\":\"VGM\",\"page\":113,\"otherSources\":[{\"source\":\"EGW\",\"page\":179}],\"reprintedAs\":[\"Tabaxi|MPMM\"],\"size\":[\"M\"],\"speed\":{\"walk\":30,\"climb\":20},\"ability\":[{\"dex\":2,\"cha\":1}],\"heightAndWeight\":{\"baseHeight\":58,\"heightMod\":\"2d10\",\"baseWeight\":90,\"weightMod\":\"2d4\"},\"age\":{\"mature\":20,\"max\":100},\"darkvision\":60,\"traitTags\":[\"Natural Weapon\"],\"skillProficiencies\":[{\"perception\":true,\"stealth\":true}],\"languageProficiencies\":[{\"common\":true,\"anyStandard\":1}],\"soundClip\":{\"type\":\"internal\",\"path\":\"races/tabaxi.mp3\"},\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Tabaxi have lifespans equivalent to humans.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Tabaxi are taller on average than humans and relatively slender. Your size is Medium.\"]},{\"name\":\"Darkvision\",\"entries\":[\"You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"],\"type\":\"entries\"},{\"name\":\"Feline Agility\",\"entries\":[\"Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.\"],\"type\":\"entries\"},{\"name\":\"Cat's Claws\",\"entries\":[\"Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to {@damage 1d4} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.\"],\"type\":\"entries\"},{\"name\":\"Cat's Talents\",\"entries\":[\"You have proficiency in the {@skill Perception} and {@skill Stealth} skills.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and one other language of your choice.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Thri-kreen\",\"source\":\"AAG\",\"page\":15,\"lineage\":\"VRGR\",\"creatureTypes\":[\"monstrosity\"],\"size\":[\"S\",\"M\"],\"speed\":30,\"darkvision\":60,\"traitTags\":[\"Improved Resting\",\"Natural Armor\"],\"entries\":[{\"type\":\"entries\",\"name\":\"Creature Type\",\"entries\":[\"You are a Monstrosity.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"You are Medium or Small. You choose the size when you select this race.\"]},{\"type\":\"entries\",\"name\":\"Chameleon Carapace\",\"entries\":[\"While you aren't wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier.\",\"As an action, you can change the color of your carapace to match the color and texture of your surroundings, giving you advantage on Dexterity ({@skill Stealth}) checks made to {@action hide} in those surroundings.\"]},{\"type\":\"entries\",\"name\":\"Darkvision\",\"entries\":[\"You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.\"]},{\"type\":\"entries\",\"name\":\"Secondary Arms\",\"entries\":[\"You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.\"]},{\"type\":\"entries\",\"name\":\"Sleepless\",\"entries\":[\"You do not require sleep and can remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest.\"]},{\"type\":\"entries\",\"name\":\"Thri-kreen Telepathy\",\"entries\":[\"Without the assistance of magic, you can't speak the non-thri-kreen languages you know. Instead you use telepathy to convey your thoughts. You have the magical ability to transmit your thoughts mentally to willing creatures within 120 feet of yourself. A contacted creature doesn't need to share a language with you to understand your thoughts, but it must be able to understand at least one language. Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart, if either of you is {@condition incapacitated}, or if either of you mentally breaks the contact (no action required).\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tiefling\",\"source\":\"PHB\",\"page\":42,\"srd\":true,\"reprintedAs\":[\"Tiefling|XPHB\"],\"size\":[\"M\"],\"speed\":30,\"ability\":[{\"cha\":2,\"int\":1}],\"heightAndWeight\":{\"baseHeight\":57,\"heightMod\":\"2d8\",\"baseWeight\":110,\"weightMod\":\"2d4\"},\"age\":{\"mature\":20,\"max\":100},\"darkvision\":60,\"traitTags\":[\"Uncommon Race\"],\"languageProficiencies\":[{\"common\":true,\"infernal\":true}],\"resist\":[\"fire\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"races/tiefling.mp3\"},\"additionalSpells\":[{\"innate\":{\"3\":{\"daily\":{\"1\":[\"hellish rebuke#2\"]}},\"5\":{\"daily\":{\"1\":[\"darkness\"]}}},\"ability\":\"cha\",\"known\":{\"1\":[\"thaumaturgy#c\"]}}],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Tieflings mature at the same rate as humans but live a few years longer.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Tieflings are about the same size and build as humans. Your size is Medium.\"]},{\"name\":\"Darkvision\",\"entries\":[\"Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"],\"type\":\"entries\"},{\"name\":\"Hellish Resistance\",\"entries\":[\"You have resistance to fire damage.\"],\"type\":\"entries\"},{\"name\":\"Infernal Legacy\",\"entries\":[\"You know the {@spell thaumaturgy} cantrip. Once you reach 3rd level, you can cast the {@spell hellish rebuke} spell as a 2nd-level spell with this trait; you regain the ability to cast it when you finish a long rest. Once you reach 5th level, you can also cast the {@spell darkness} spell once per day with this trait; you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and Infernal.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tiefling\",\"source\":\"XPHB\",\"page\":197,\"edition\":\"one\",\"creatureTypes\":[\"humanoid\"],\"size\":[\"S\",\"M\"],\"speed\":30,\"darkvision\":60,\"additionalSpells\":[{\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"1\":[\"thaumaturgy|xphb#c\"]}}],\"sizeEntry\":{\"type\":\"item\",\"name\":\"Size:\",\"entries\":[\"Medium (about 4-7 feet tall) or Small (about 3-4 feet tall), chosen when you select this species\"]},\"entries\":[{\"type\":\"entries\",\"name\":\"Darkvision\",\"entries\":[\"You have {@sense Darkvision|XPHB} with a range of 60 feet.\"]},{\"type\":\"entries\",\"name\":\"Fiendish Legacy\",\"entries\":[\"You are the recipient of a legacy that grants you supernatural abilities. Choose a legacy from the Fiendish Legacies table. You gain the level 1 benefit of the chosen legacy.\",\"When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a {@variantrule Long Rest|XPHB}. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the legacy).\",{\"type\":\"table\",\"caption\":\"Fiendish Legacies\",\"colLabels\":[\"Legacy\",\"Level 1\",\"Level 3\",\"Level 5\"],\"colStyles\":[\"col-2\",\"col-6\",\"col-2\",\"col-2\"],\"rows\":[[\"Abyssal\",\"You have Resistance to Poison damage. You also know the {@spell Poison Spray|XPHB} cantrip.\",\"{@spell Ray of Sickness|XPHB}\",\"{@spell Hold Person|XPHB}\"],[\"Chthonic\",\"You have Resistance to Necrotic damage. You also know the {@spell Chill Touch|XPHB} cantrip.\",\"{@spell False Life|XPHB}\",\"{@spell Ray of Enfeeblement|XPHB}\"],[\"Infernal\",\"You have Resistance to Fire damage. You also know the {@spell Fire Bolt|XPHB} cantrip.\",\"{@spell Hellish Rebuke|XPHB}\",\"{@spell Darkness|XPHB}\"]]}]},{\"type\":\"entries\",\"name\":\"Otherworldly Presence\",\"entries\":[\"You know the {@spell Thaumaturgy|XPHB} cantrip. When you cast it with this trait, the spell uses the same spellcasting ability you use for your Fiendish Legacy Trait.\"]}],\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"name\":\"Tiefling; Abyssal Legacy\",\"source\":\"XPHB\",\"_mod\":{\"entries\":{\"mode\":\"replaceArr\",\"replace\":\"Fiendish Legacy\",\"items\":{\"name\":\"Fiendish Legacy (Abyssal)\",\"type\":\"entries\",\"entries\":[\"You are the recipient of a legacy that grants you supernatural abilities. You have {@variantrule Resistance|XPHB} to Poison damage. You also know the {@spell Poison Spray|XPHB} cantrip.\",\"When you reach character level 3, you learn the {@spell Ray of Sickness|XPHB} spell. When you reach character level 5, you also learn the {@spell Hold Person|XPHB} spell. You always have these spells prepared, and you can cast each spell once without a spell slot. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a {@variantrule Long Rest|XPHB}. You can also cast the spell using any spell slots you have of the appropriate level.\",\"Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the legacy).\"]}}},\"darkvision\":120,\"resist\":[\"poison\"],\"additionalSpells\":[{\"innate\":{\"3\":{\"daily\":{\"1\":[\"ray of sickness|xphb\"]}},\"5\":{\"daily\":{\"1\":[\"hold person|xphb\"]}}},\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"1\":[\"thaumaturgy|xphb#c\",\"poison spray|xphb#c\"]}}]},{\"name\":\"Tiefling; Chthonic Legacy\",\"source\":\"XPHB\",\"_mod\":{\"entries\":{\"mode\":\"replaceArr\",\"replace\":\"Fiendish Legacy\",\"items\":{\"name\":\"Fiendish Legacy (Chthonic)\",\"type\":\"entries\",\"entries\":[\"You are the recipient of a legacy that grants you supernatural abilities. You have {@variantrule Resistance|XPHB} to Necrotic damage. You also know the {@spell Chill Touch|XPHB} cantrip.\",\"When you reach character level 3, you learn the {@spell False Life|XPHB} spell. When you reach character level 5, you also learn the {@spell Ray of Enfeeblement|XPHB} spell. You always have these spells prepared, and you can cast each spell once without a spell slot. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a {@variantrule Long Rest|XPHB}. You can also cast the spell using any spell slots you have of the appropriate level.\",\"Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the legacy).\"]}}},\"resist\":[\"necrotic\"],\"additionalSpells\":[{\"innate\":{\"3\":{\"daily\":{\"1\":[\"false life|xphb\"]}},\"5\":{\"daily\":{\"1\":[\"ray of enfeeblement|xphb\"]}}},\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"1\":[\"thaumaturgy|xphb#c\",\"chill touch|xphb#c\"]}}]},{\"name\":\"Tiefling; Infernal Legacy\",\"source\":\"XPHB\",\"_mod\":{\"entries\":{\"mode\":\"replaceArr\",\"replace\":\"Fiendish Legacy\",\"items\":{\"name\":\"Fiendish Legacy (Infernal)\",\"type\":\"entries\",\"entries\":[\"You are the recipient of a legacy that grants you supernatural abilities. You have {@variantrule Resistance|XPHB} to Fire damage. You also know the {@spell Fire Bolt|XPHB} cantrip.\",\"When you reach character level 3, you learn the {@spell Hellish Rebuke|XPHB} spell. When you reach character level 5, you also learn the {@spell Darkness|XPHB} spell. You always have these spells prepared, and you can cast each spell once without a spell slot. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a {@variantrule Long Rest|XPHB}. You can also cast the spell using any spell slots you have of the appropriate level.\",\"Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the legacy).\"]}}},\"resist\":[\"fire\"],\"additionalSpells\":[{\"innate\":{\"3\":{\"daily\":{\"1\":[\"hellish rebuke|xphb\"]}},\"5\":{\"daily\":{\"1\":[\"darkness|xphb\"]}}},\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"1\":[\"thaumaturgy|xphb#c\",\"fire bolt|xphb#c\"]}}]}]},{\"name\":\"Tortle\",\"source\":\"MPMM\",\"page\":34,\"lineage\":\"VRGR\",\"size\":[\"S\",\"M\"],\"speed\":30,\"traitTags\":[\"Natural Armor\",\"Natural Weapon\"],\"skillProficiencies\":[{\"choose\":{\"from\":[\"animal handling\",\"medicine\",\"nature\",\"perception\",\"stealth\",\"survival\"]}}],\"entries\":[{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"You are Medium or Small. You choose the size when you select this race.\"]},{\"type\":\"entries\",\"name\":\"Claws\",\"entries\":[\"You have claws that you can use to make unarmed strikes. When you hit with them, the strike deals {@damage 1d6} + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.\"]},{\"type\":\"entries\",\"name\":\"Hold Breath\",\"entries\":[\"You can hold your breath for up to 1 hour.\"]},{\"type\":\"entries\",\"name\":\"Natural Armor\",\"entries\":[\"Your shell provides you a base AC of 17 (your Dexterity modifier doesn't affect this number). You can't wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield's bonus as normal.\"]},{\"type\":\"entries\",\"name\":\"Nature's Intuition\",\"entries\":[\"Thanks to your mystical connection to nature, you gain proficiency with one of the following skills of your choice: {@skill Animal Handling}, {@skill Medicine}, {@skill Nature}, {@skill Perception}, {@skill Stealth}, or {@skill Survival}.\"]},{\"type\":\"entries\",\"name\":\"Shell Defense\",\"entries\":[\"You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to your AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are {@condition prone}, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tortle\",\"source\":\"TTP\",\"page\":3,\"otherSources\":[{\"source\":\"EGW\",\"page\":181}],\"reprintedAs\":[\"Tortle|MPMM\"],\"size\":[\"M\"],\"speed\":30,\"ability\":[{\"str\":2,\"wis\":1}],\"age\":{\"mature\":15,\"max\":50},\"traitTags\":[\"Natural Armor\",\"Natural Weapon\"],\"skillProficiencies\":[{\"survival\":true}],\"languageProficiencies\":[{\"aquan\":true,\"common\":true}],\"entries\":[{\"type\":\"entries\",\"entries\":[\"{@note The Tortle Package is considered part of Xanathar's Guide to Everything for Adventurers League character creation.}\"]},{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Young tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 15 and live an average of 50 years.\"]},{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Tortles tend to lead orderly, ritualistic lives. They develop customs and routines, becoming more set in their ways as they age. Most are lawful good. A few can be selfish and greedy, tending more toward evil, but it's unusual for a tortle to shuck off order in favor of chaos.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Tortle adults stand 5 to 6 feet tall and average 450 pounds. Their shells account for roughly one-third of their weight. Your size is Medium.\"]},{\"name\":\"Claws\",\"entries\":[\"Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to {@damage 1d4} + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike.\"],\"type\":\"entries\"},{\"name\":\"Hold Breath\",\"entries\":[\"You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.\"],\"type\":\"entries\"},{\"name\":\"Natural Armor\",\"entries\":[\"Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.\"],\"type\":\"entries\"},{\"name\":\"Shell Defense\",\"entries\":[\"You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are {@condition prone}, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.\"],\"type\":\"entries\"},{\"name\":\"Survival Instinct\",\"entries\":[\"You gain proficiency in the {@skill Survival} skill. Tortles have finely honed survival instincts.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Aquan and Common.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Triton\",\"source\":\"MOT\",\"page\":26,\"_copy\":{\"name\":\"Triton\",\"source\":\"VGM\",\"_mod\":{\"entries\":[{\"mode\":\"appendArr\",\"items\":{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Tritons tend toward neutrality. Their culture encourages them to be mindful of life's currents, knowing when to harness fate's tides and when to flow along with them.\"]}}]},\"_preserve\":{\"reprintedAs\":true}},\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Triton\",\"source\":\"MPMM\",\"page\":35,\"lineage\":\"VRGR\",\"size\":[\"M\"],\"speed\":{\"walk\":30,\"swim\":true},\"darkvision\":60,\"traitTags\":[\"Amphibious\"],\"resist\":[\"cold\"],\"additionalSpells\":[{\"innate\":{\"1\":{\"daily\":{\"1\":[\"fog cloud\"]}},\"3\":{\"daily\":{\"1\":[\"gust of wind\"]}},\"5\":{\"daily\":{\"1\":[\"water walk\"]}}},\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]}}],\"entries\":[{\"type\":\"entries\",\"name\":\"Speed\",\"entries\":[\"Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.\"]},{\"type\":\"entries\",\"name\":\"Amphibious\",\"entries\":[\"You can breathe air and water.\"]},{\"type\":\"entries\",\"name\":\"Control Air and Water\",\"entries\":[\"You can cast {@spell fog cloud} with this trait. Starting at 3rd level, you can cast the {@spell gust of wind} spell with this trait. Starting at 5th level, you can also cast the {@spell water walk} spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level.\",\"Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).\"]},{\"type\":\"entries\",\"name\":\"Darkvision\",\"entries\":[\"You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.\"]},{\"type\":\"entries\",\"name\":\"Emissary of the Sea\",\"entries\":[\"You can communicate simple ideas to any Beast, Elemental, or Monstrosity that has a swimming speed. It can understand your words, though you have no special ability to understand it in return.\"]},{\"type\":\"entries\",\"name\":\"Guardian of the Depths\",\"entries\":[\"Adapted to the frigid ocean depths, you have resistance to cold damage.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Triton\",\"source\":\"VGM\",\"page\":115,\"reprintedAs\":[\"Triton|MPMM\"],\"size\":[\"M\"],\"speed\":{\"walk\":30,\"swim\":30},\"ability\":[{\"str\":1,\"cha\":1,\"con\":1}],\"heightAndWeight\":{\"baseHeight\":54,\"heightMod\":\"2d10\",\"baseWeight\":90,\"weightMod\":\"2d4\"},\"age\":{\"mature\":15,\"max\":200},\"darkvision\":60,\"traitTags\":[\"Amphibious\"],\"languageProficiencies\":[{\"common\":true,\"primordial\":true}],\"resist\":[\"cold\"],\"soundClip\":{\"type\":\"internal\",\"path\":\"races/triton.mp3\"},\"additionalSpells\":[{\"innate\":{\"1\":{\"daily\":{\"1\":[\"fog cloud\"]}},\"3\":{\"daily\":{\"1\":[\"gust of wind\"]}},\"5\":{\"daily\":{\"1\":[\"wall of water|xge\"]}}},\"ability\":\"cha\"}],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Tritons reach maturity around age 15 and can live up to 200 years.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Tritons are slightly shorter than humans, averaging about 5 feet tall. Your size is Medium.\"]},{\"name\":\"Swim Speed\",\"entries\":[\"You have a swimming speed of 30 feet.\"],\"type\":\"entries\"},{\"name\":\"Amphibious\",\"entries\":[\"You can breathe air and water.\"],\"type\":\"entries\"},{\"name\":\"Control Air and Water\",\"entries\":[\"A child of the sea, you can call on the magic of elemental air and water. You can cast {@spell fog cloud} with this trait. Starting at 3rd level, you can cast {@spell gust of wind} with it, and starting at 5th level, you can also cast {@spell wall of water|xge} with it. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells.\"],\"type\":\"entries\"},{\"name\":\"Darkvision\",\"type\":\"entries\",\"entries\":[\"You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"]},{\"name\":\"Emissary of the Sea\",\"entries\":[\"Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.\"],\"type\":\"entries\"},{\"name\":\"Guardians of the Depths\",\"entries\":[\"Adapted to even the most extreme ocean depths, you have resistance to cold damage.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and Primordial.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Troglodyte\",\"source\":\"DMG\",\"page\":282,\"size\":[\"M\"],\"speed\":30,\"ability\":[{\"str\":2,\"con\":2,\"int\":-4,\"cha\":-4}],\"darkvision\":60,\"traitTags\":[\"Natural Armor\",\"NPC Race\",\"Sunlight Sensitivity\"],\"languageProficiencies\":[{\"other\":true}],\"entries\":[{\"name\":\"Chameleon Skin\",\"type\":\"entries\",\"entries\":[\"You have advantage on Dexterity ({@skill Stealth}) checks made to hide.\"]},{\"name\":\"Stench\",\"type\":\"entries\",\"entries\":[\"Any creature other than a troglodyte that starts its turn within 5 ft. of you must succeed on a DC 12 Constitution saving throw or be {@condition poisoned} until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour.\"]},{\"name\":\"Sunlight Sensitivity\",\"type\":\"entries\",\"entries\":[\"While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight.\"]},{\"name\":\"Natural Armor\",\"entries\":[\"Your thick hide grants you a +1 bonus to Armor Class.\"],\"type\":\"entries\"},{\"name\":\"Darkvision\",\"entries\":[\"You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Troglodyte.\"],\"type\":\"entries\"}]},{\"name\":\"Vampire\",\"source\":\"PSZ\",\"page\":14,\"otherSources\":[{\"source\":\"PSX\",\"page\":14}],\"size\":[\"M\"],\"speed\":30,\"ability\":[{\"cha\":2}],\"darkvision\":60,\"languageProficiencies\":[{\"common\":true,\"other\":true}],\"resist\":[\"necrotic\"],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Vampires don't mature and age in the same way that other races do. Every living vampire is either a bloodchief, infected by Ulamog's influence in the distant reaches of history, or was spawned by a bloodchief from a living human. Most vampires are thus very old, but few have any memory of their earliest years.\"]},{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Vampires have no innate tendency toward evil, but consuming the life energy of other creatures often pushes them to that end. Regardless of their moral bent, the strict hierarchies of their bloodchiefs inclines them toward a lawful alignment.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Vampires are about the same size and build as humans. Your size is Medium.\"]},{\"name\":\"Blood Thirst\",\"entries\":[\"You can drain blood and life energy from a willing creature, or one that is {@condition grappled} by you, {@condition incapacitated}, or {@condition restrained}. Make a melee attack against the target. If you hit, you deal 1 piercing damage and {@dice 1d6} necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.\"],\"type\":\"entries\"},{\"name\":\"Darkvision\",\"entries\":[\"Thanks to your heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and Vampire.\"],\"type\":\"entries\"},{\"name\":\"Vampiric Resistance\",\"entries\":[\"You have resistance to necrotic damage.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Vedalken\",\"source\":\"GGR\",\"page\":21,\"size\":[\"M\"],\"speed\":30,\"ability\":[{\"int\":2,\"wis\":1}],\"heightAndWeight\":{\"baseHeight\":64,\"heightMod\":\"2d10\",\"baseWeight\":110,\"weightMod\":\"2d4\"},\"age\":{\"mature\":40,\"max\":500},\"traitTags\":[\"Skill Bonus Dice\",\"Tool Bonus Dice\"],\"skillProficiencies\":[{\"choose\":{\"from\":[\"arcana\",\"history\",\"investigation\",\"medicine\",\"performance\",\"sleight of hand\"]}}],\"languageProficiencies\":[{\"common\":true,\"other\":true,\"anyStandard\":1}],\"toolProficiencies\":[{\"any\":1}],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Vedalken mature slower than humans do, reaching maturity around age 40. Their life span is typically 350 years, with some living to the age of 500.\"]},{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Vedalken are usually lawful and non-evil.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Tall and slender, Vedalken stand 6 to 6½ feet tall on average and usually weigh less than 200 pounds. Your size is Medium.\"]},{\"type\":\"entries\",\"name\":\"Vedalken Dispassion\",\"entries\":[\"You have advantage on all Intelligence, Wisdom, and Charisma saving throws.\"]},{\"name\":\"Tireless Precision\",\"entries\":[\"You are proficient in one of the following skills of your choice: {@skill Arcana}, {@skill History}, {@skill Investigation}, {@skill Medicine}, {@skill Performance}, or {@skill Sleight of Hand}. You are also proficient with one {@book tool|phb|5|tools} of your choice.\",\"Whenever you make an ability check with the chosen skill or tool, roll a {@dice d4} and add the number rolled to the check's total.\"],\"type\":\"entries\"},{\"type\":\"entries\",\"name\":\"Partially Amphibious\",\"entries\":[\"By absorbing oxygen through your skin, you can breathe underwater for up to 1 hour. Once you've reached that limit, you can't use this trait again until you finish a long rest.\"]},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common, Vedalken, and one other language of your choice.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Vedalken\",\"source\":\"PSK\",\"page\":23,\"size\":[\"M\"],\"speed\":30,\"ability\":[{\"int\":2,\"wis\":1}],\"age\":{\"mature\":40,\"max\":500},\"languageProficiencies\":[{\"common\":true,\"other\":true}],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Vedalken mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.\"]},{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Vedalken are most often lawful and rarely evil.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Vedalken are taller than humans but more slender. They average 6 to 6½ feet tall, but usually weigh less than 200 pounds. Your size is Medium.\"]},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and Vedalken. The Vedalken language is renowned for its technical treatises and its catalogs of knowledge about the natural world and the aether that pervades it.\"],\"type\":\"entries\"},{\"name\":\"Vedalken Cunning\",\"entries\":[\"You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.\"],\"type\":\"entries\"},{\"name\":\"Aether Lore\",\"entries\":[\"Whenever you make an Intelligence ({@skill History}) check related to magic items or aether-powered technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Verdan\",\"source\":\"AI\",\"page\":72,\"size\":[\"V\"],\"speed\":30,\"ability\":[{\"con\":1,\"cha\":2}],\"age\":{\"mature\":24,\"max\":200},\"skillProficiencies\":[{\"persuasion\":true}],\"languageProficiencies\":[{\"common\":true,\"goblin\":true,\"anyStandard\":1}],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Verdan reach adulthood at around the age of 24, and it is thought that they might live to nearly 200 years old. However, because no verdan has died of old age since the race's initial creation, their upper age limits remain subject to speculation.\"]},{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Verdan are generally good, although their absence of racial identity and shared history can sometimes see individual verdan become untethered from any moral or ethical framework.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Verdan start out similar in size to the goblins they were created from, ranging from 3 to 4 feet in height. But at some point after reaching maturity, each verdan undergoes a sudden growth spurt of 2 feet or more. At 1st level, you are a Small creature. When you reach 5th level, you become a Medium creature.\"]},{\"name\":\"Black Blood Healing\",\"entries\":[\"The black blood that is a sign of your people's connection to That-Which-Endures boosts your natural healing. When you roll a 1 or 2 on any Hit Die you spend at the end of a short rest, you can reroll the die and must use the new roll.\"],\"type\":\"entries\"},{\"name\":\"Limited Telepathy\",\"entries\":[\"You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathy, but it must be able to understand at least one language. This process of communication is slow and limited, allowing you to transmit and receive only simple ideas and straightforward concepts.\"],\"type\":\"entries\"},{\"name\":\"Persuasive\",\"entries\":[\"Your people's lack of history makes you trustworthy and humble. You have proficiency in the {@skill Persuasion} skill.\"],\"type\":\"entries\"},{\"name\":\"Telepathic Insight\",\"entries\":[\"Your mind's connection to the world around you strengthens your will. You have advantage on all Wisdom and Charisma saving throws.\"],\"type\":\"entries\"},{\"name\":\"Language\",\"entries\":[\"You speak, read, and write Common, Goblin, and one additional language of your choice. This language typically has some connection to one of the areas or cultures that has been part of your life.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Vulpin\",\"source\":\"HWCS\",\"page\":30,\"size\":[\"M\"],\"speed\":30,\"ability\":[{\"int\":2,\"cha\":1}],\"darkvision\":60,\"traitTags\":[\"Natural Weapon\"],\"languageProficiencies\":[{\"other\":true}],\"additionalSpells\":[{\"ability\":\"int\",\"innate\":{\"3\":{\"daily\":{\"1\":[\"ambush prey|HWCS\"]}},\"5\":{\"daily\":{\"1\":[\"fear\"]}}}}],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Vulpins mature at an average pace, and can be comparatively long-lived. They reach adulthood at 15 years, and live well past 90 years.\"]},{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Vulpins aren't innately evil, but their difficulty empathizing with others means they are only rarely good aligned. Most vulpins find strict authority distasteful, preferring chaotic alignments over lawful ones.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Vulpins cut dashing figures and are usually lean and muscular. They stand between 4 and a half and 5 and a half feet tall, but are relatively lightweight, weighing between 90 and 140 pounds. Your size is Medium.\"]},{\"name\":\"Speed\",\"type\":\"entries\",\"entries\":[\"Your base walking speed is 30 feet.\"]},{\"name\":\"Darkvision\",\"type\":\"entries\",\"entries\":[\"You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Mapachs are most comfortable under the cloak of night.\"]},{\"name\":\"Bite\",\"type\":\"entries\",\"entries\":[\"You have sharp fangs that enable you to make natural bite attacks. You can choose to bite as an unarmed strike that deals {@damage 1d6} points of piercing damage, which can be calculated using either your Strength or Dexterity modifier for both the attack roll and damage bonus.\"]},{\"name\":\"Evasive\",\"type\":\"entries\",\"entries\":[\"You add your Intelligence modifier as a bonus on all Dexterity saving throws.\"]},{\"name\":\"Bewitching Guile\",\"type\":\"entries\",\"entries\":[\"You can cast {@spell charm person} as a 1st level spell with this trait, and regain the ability to do so when you finish a long rest. When you reach 3rd level, you can cast {@spell ambush prey|HWCS} as a 2nd level spell with this trait, and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast {@spell fear} with this trait, and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.\"]},{\"name\":\"Languages\",\"type\":\"entries\",\"entries\":[\"You can speak, read, and write Birdfolk and Vulpin.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Warforged\",\"source\":\"ERLW\",\"page\":35,\"size\":[\"M\"],\"speed\":30,\"ability\":[{\"con\":2,\"choose\":{\"from\":[\"str\",\"dex\",\"int\",\"wis\",\"cha\"],\"count\":1}}],\"heightAndWeight\":{\"baseHeight\":70,\"heightMod\":\"2d6\",\"baseWeight\":270,\"weightMod\":\"4\"},\"age\":{\"mature\":2,\"max\":30},\"traitTags\":[\"Improved Resting\",\"Natural Armor\"],\"skillProficiencies\":[{\"any\":1}],\"languageProficiencies\":[{\"common\":true,\"anyStandard\":1}],\"toolProficiencies\":[{\"any\":1}],\"resist\":[\"poison\"],\"conditionImmune\":[\"disease\"],\"entries\":[{\"name\":\"Age\",\"entries\":[\"A typical warforged is between two and thirty years old. The maximum warforged lifespan remains a mystery; so far, warforged have shown no signs of deterioration due to age. You are immune to magical aging effects.\"],\"type\":\"entries\"},{\"type\":\"entries\",\"name\":\"Alignment\",\"entries\":[\"Most warforged take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality, or lack thereof, of the beings with which they served.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Your size is Medium.\"]},{\"type\":\"entries\",\"name\":\"Constructed Resilience\",\"entries\":[\"You were created to have remarkable fortitude, represented by the following benefits:\",{\"type\":\"list\",\"items\":[\"You have advantage on saving throws against being {@condition poisoned}, and you have resistance to poison damage.\",\"You don't need to eat, drink, or breathe.\",\"You are immune to disease.\",\"You don't need to sleep, and magic can't put you to sleep.\"]}]},{\"type\":\"entries\",\"name\":\"Sentry's Rest\",\"entries\":[\"When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you {@condition unconscious}, and you can see and hear as normal.\"]},{\"type\":\"entries\",\"name\":\"Integrated Protection\",\"entries\":[\"Your body has built-in defensive layers, which can be enhanced with armor:\",{\"type\":\"list\",\"items\":[\"You gain a +1 bonus to Armor Class.\",\"You can don only armor with which you have proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.\",\"While you live, the armor incorporated into your body can't be removed against your will.\"]}]},{\"type\":\"entries\",\"name\":\"Specialized Design\",\"entries\":[\"You gain one skill proficiency and one tool proficiency of your choice.\"]},{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and one other language of your choice.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Yuan-Ti\",\"source\":\"MPMM\",\"page\":36,\"lineage\":\"VRGR\",\"size\":[\"S\",\"M\"],\"speed\":30,\"darkvision\":60,\"traitTags\":[\"Magic Resistance\"],\"resist\":[\"poison\"],\"additionalSpells\":[{\"innate\":{\"1\":[\"animal friendship\"],\"3\":{\"daily\":{\"1\":[\"suggestion\"]}}},\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"1\":[\"poison spray#c\"]}}],\"entries\":[{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"You are Medium or Small. You choose the size when you select this race.\"]},{\"type\":\"entries\",\"name\":\"Darkvision\",\"entries\":[\"You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.\"]},{\"type\":\"entries\",\"name\":\"Magic Resistance\",\"entries\":[\"You have advantage on saving throws against spells.\"]},{\"type\":\"entries\",\"name\":\"Poison Resilience\",\"entries\":[\"You have advantage on saving throws you make to avoid or end the {@condition poisoned} condition on yourself. You also have resistance to poison damage.\"]},{\"type\":\"entries\",\"name\":\"Serpentine Spellcasting\",\"entries\":[\"You know the {@spell poison spray} cantrip. You can cast {@spell animal friendship} an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast {@spell suggestion} with this trait. Once you cast it, you can't do so again until you finish a long rest. You can also cast it using any spell slots you have of 2nd level or higher.\",\"Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Yuan-ti Pureblood\",\"source\":\"VGM\",\"page\":120,\"reprintedAs\":[\"Yuan-Ti|MPMM\"],\"size\":[\"M\"],\"speed\":30,\"ability\":[{\"cha\":2,\"int\":1}],\"heightAndWeight\":{\"baseHeight\":56,\"heightMod\":\"2d10\",\"baseWeight\":110,\"weightMod\":\"2d4\"},\"age\":{\"mature\":20,\"max\":100},\"darkvision\":60,\"traitTags\":[\"Magic Resistance\",\"Monstrous Race\"],\"languageProficiencies\":[{\"common\":true,\"abyssal\":true,\"draconic\":true}],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"additionalSpells\":[{\"innate\":{\"1\":[\"animal friendship\"],\"3\":{\"daily\":{\"1\":[\"suggestion\"]}}},\"ability\":\"cha\",\"known\":{\"1\":[\"poison spray#c\"]}}],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Purebloods mature at the same rate as humans and have lifespans similar in length to theirs.\"]},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Purebloods match humans in average size and weight. Your size is Medium.\"]},{\"name\":\"Darkvision\",\"entries\":[\"You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"],\"type\":\"entries\"},{\"name\":\"Innate Spellcasting\",\"entries\":[\"You know the {@spell poison spray} cantrip. You can cast {@spell animal friendship} an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast {@spell suggestion} with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.\"],\"type\":\"entries\"},{\"name\":\"Magic Resistance\",\"entries\":[\"You have advantage on saving throws against spells and other magical effects.\"],\"type\":\"entries\"},{\"name\":\"Poison Immunity\",\"entries\":[\"You are immune to poison damage and the {@condition poisoned} condition.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common, Abyssal, and Draconic.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Zombie\",\"source\":\"DMG\",\"page\":282,\"creatureTypes\":[\"undead\"],\"size\":[\"M\"],\"speed\":30,\"ability\":[{\"str\":1,\"con\":2,\"int\":-6,\"wis\":-4,\"cha\":-4}],\"darkvision\":60,\"traitTags\":[\"Improved Resting\",\"NPC Race\"],\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"],\"entries\":[{\"type\":\"entries\",\"name\":\"Creature Type\",\"entries\":[\"You are Undead.\"]},{\"type\":\"entries\",\"name\":\"Undead Fortitude\",\"entries\":[\"If damage reduces you to 0 hit points, you must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead.\"]},{\"type\":\"entries\",\"name\":\"Undead Nature\",\"entries\":[\"You are immune to poison damage, and you can't be {@condition poisoned}. You don't require air, food, drink, or sleep.\"]},{\"name\":\"Darkvision\",\"entries\":[\"You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can't speak, but you can understand the languages you knew in life.\"],\"type\":\"entries\"}]}],\"subrace\":[{\"name\":\"Fallen\",\"source\":\"VGM\",\"raceName\":\"Aasimar\",\"raceSource\":\"VGM\",\"page\":105,\"reprintedAs\":[\"Aasimar|MPMM\",\"Aasimar|XPHB\"],\"ability\":[{\"str\":1}],\"entries\":[{\"name\":\"Necrotic Shroud\",\"entries\":[\"Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become {@condition frightened} of you until the end of your next turn.\",\"Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.\",\"Once you use this trait, you can't use it again until you finish a long rest.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Protector\",\"source\":\"VGM\",\"raceName\":\"Aasimar\",\"raceSource\":\"VGM\",\"page\":105,\"reprintedAs\":[\"Aasimar|MPMM\",\"Aasimar|XPHB\"],\"ability\":[{\"wis\":1}],\"entries\":[{\"name\":\"Radiant Soul\",\"entries\":[\"Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.\",\"Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.\",\"Once you use this trait, you can't use it again until you finish a long rest.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Scourge\",\"source\":\"VGM\",\"raceName\":\"Aasimar\",\"raceSource\":\"VGM\",\"page\":105,\"reprintedAs\":[\"Aasimar|MPMM\",\"Aasimar|XPHB\"],\"ability\":[{\"con\":1}],\"entries\":[{\"name\":\"Radiant Consumption\",\"entries\":[\"Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.\",\"Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.\",\"Once you use this trait, you can't use it again until you finish a long rest.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hawk-Headed\",\"source\":\"PSA\",\"raceName\":\"Aven\",\"raceSource\":\"PSA\",\"page\":16,\"ability\":[{\"wis\":2}],\"skillProficiencies\":[{\"perception\":true}],\"entries\":[{\"name\":\"Hawkeyed\",\"entries\":[\"You have proficiency in the {@skill Perception} skill. In addition, attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ibis-Headed\",\"source\":\"PSA\",\"raceName\":\"Aven\",\"raceSource\":\"PSA\",\"page\":16,\"ability\":[{\"int\":1}],\"entries\":[{\"name\":\"Kefnet's Blessing\",\"entries\":[\"You can add half your proficiency bonus, rounded down, to any Intelligence check you make that doesn't already include your proficiency bonus.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Grove\",\"source\":\"HWCS\",\"raceName\":\"Cervan\",\"raceSource\":\"HWCS\",\"page\":22,\"speed\":35,\"ability\":[{\"dex\":1}],\"entries\":[{\"name\":\"Swift\",\"type\":\"entries\",\"entries\":[\"Your base walking speed increases to 35 feet.\"]},{\"name\":\"Standing Leap\",\"type\":\"entries\",\"entries\":[\"Your base long jump is 30 feet, and your base high jump is 15 feet, with or without a running start.\"]},{\"name\":\"Nimble Step\",\"type\":\"entries\",\"entries\":[\"Opportunity attacks made against you are rolled with disadvantage.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Pronghorn\",\"source\":\"HWCS\",\"raceName\":\"Cervan\",\"raceSource\":\"HWCS\",\"page\":22,\"ability\":[{\"str\":1}],\"traitTags\":[\"Natural Weapon\",\"Powerful Build\"],\"entries\":[{\"name\":\"Robust Build\",\"type\":\"entries\",\"entries\":[\"Your carrying capacity is doubled, as is the weight you can push, drag, or lift.\"]},{\"name\":\"Antlers\",\"type\":\"entries\",\"entries\":[\"You have a set of large, strong antlers that can be used to make devastating charge attacks. You can use your unarmed strike to gore opponents, dealing {@damage 1d6} + your Strength Modifier piercing damage on a hit.\",\"Additionally, if you move at least 20 feet in a straight line towards an opponent, you can spend a bonus action to charge them, dealing an extra 1d6 points of piercing damage. If the target of your charge is Large or smaller, they must make a Strength saving throw against a DC of your Proficiency Bonus + 8 + your Strength Modifier. On failure, the target is pushed 10 feet away from you into a space of your choice.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dusk\",\"source\":\"HWCS\",\"raceName\":\"Corvum\",\"raceSource\":\"HWCS\",\"page\":12,\"ability\":[{\"dex\":1}],\"traitTags\":[\"Natural Weapon\"],\"entries\":[{\"name\":\"Skulker\",\"type\":\"entries\",\"entries\":[\"You have advantage on Dexterity ({@skill Stealth}) checks made in dim light or darkness.\"]},{\"name\":\"Street Smarts\",\"type\":\"entries\",\"entries\":[\"You gain proficiency in the {@skill Insight} skill.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kindled\",\"source\":\"HWCS\",\"raceName\":\"Corvum\",\"raceSource\":\"HWCS\",\"page\":12,\"ability\":[{\"cha\":1}],\"traitTags\":[\"Natural Weapon\"],\"toolProficiencies\":[{\"any\":1}],\"entries\":[{\"name\":\"Convincing\",\"type\":\"entries\",\"entries\":[\"Kindled corvums have a way with words, and are accomplished at saying what someone wants or needs to hear. You have proficiency in either the {@skill Deception} or {@skill Persuasion} skill. Additionally, you have advantage on all Charisma checks made to convince someone of your exceptional knowledge on any topic related to the skill you selected with your learned trait ({@skill Arcana}, {@skill History}, {@skill Nature}, or {@skill Religion}).\"]},{\"name\":\"Sharp Mind\",\"type\":\"entries\",\"entries\":[\"You learn one additional language of your choice, gain proficiency in a {@book tool|PHB|5|Tools} of your choice, and are able to accurately recall with perfect clarity anything you have seen or heard within the past month.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"source\":\"PHB\",\"raceName\":\"Dragonborn\",\"raceSource\":\"PHB\",\"page\":32,\"srd\":true,\"reprintedAs\":[\"Dragonborn|XPHB\"],\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"_abstract\":{\"name\":\"Dragonborn ({{color}})\",\"source\":\"PHB\",\"_mod\":{\"entries\":[{\"mode\":\"removeArr\",\"names\":\"Draconic Ancestry\"},{\"mode\":\"replaceArr\",\"replace\":\"Breath Weapon\",\"items\":{\"type\":\"entries\",\"name\":\"Breath Weapon\",\"entries\":[\"You can use your action to exhale destructive energy in a {{area}}.\",\"When you use your breath weapon, each creature in the area of the exhalation must make a {{savingThrow}} saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes {@damage 2d6} {{damageType}} damage on a failed save, and half as much damage on a successful one. The damage increases to {@damage 3d6} at 6th level, {@damage 4d6} at 11th level, and {@damage 5d6} at 16th level.\",\"After you use your breath weapon, you can't use it again until you complete a short or long rest.\"]}},{\"mode\":\"replaceArr\",\"replace\":\"Damage Resistance\",\"items\":{\"type\":\"entries\",\"name\":\"Damage Resistance\",\"entries\":[\"You have resistance to {{damageType}} damage.\"]}}]}},\"_implementations\":[{\"_variables\":{\"color\":\"Black\",\"damageType\":\"acid\",\"area\":\"5-foot-wide, 30-foot-long line\",\"savingThrow\":\"Dexterity\"},\"resist\":[\"acid\"]},{\"_variables\":{\"color\":\"Blue\",\"damageType\":\"lightning\",\"area\":\"5-foot-wide, 30-foot-long line\",\"savingThrow\":\"Dexterity\"},\"resist\":[\"lightning\"]},{\"_variables\":{\"color\":\"Brass\",\"damageType\":\"fire\",\"area\":\"5-foot-wide, 30-foot-long line\",\"savingThrow\":\"Dexterity\"},\"resist\":[\"fire\"]},{\"_variables\":{\"color\":\"Bronze\",\"damageType\":\"lightning\",\"area\":\"5-foot-wide, 30-foot-long line\",\"savingThrow\":\"Dexterity\"},\"resist\":[\"lightning\"]},{\"_variables\":{\"color\":\"Copper\",\"damageType\":\"acid\",\"area\":\"5-foot-wide, 30-foot-long line\",\"savingThrow\":\"Dexterity\"},\"resist\":[\"acid\"]},{\"_variables\":{\"color\":\"Gold\",\"damageType\":\"fire\",\"area\":\"15-foot cone\",\"savingThrow\":\"Dexterity\"},\"resist\":[\"fire\"]},{\"_variables\":{\"color\":\"Green\",\"damageType\":\"poison\",\"area\":\"15-foot cone\",\"savingThrow\":\"Constitution\"},\"resist\":[\"poison\"]},{\"_variables\":{\"color\":\"Red\",\"damageType\":\"fire\",\"area\":\"15-foot cone\",\"savingThrow\":\"Dexterity\"},\"resist\":[\"fire\"]},{\"_variables\":{\"color\":\"Silver\",\"damageType\":\"cold\",\"area\":\"15-foot cone\",\"savingThrow\":\"Constitution\"},\"resist\":[\"cold\"]},{\"_variables\":{\"color\":\"White\",\"damageType\":\"cold\",\"area\":\"15-foot cone\",\"savingThrow\":\"Constitution\"},\"resist\":[\"cold\"]}]}]},{\"name\":\"Draconblood\",\"source\":\"EGW\",\"raceName\":\"Dragonborn\",\"raceSource\":\"PHB\",\"page\":168,\"ability\":[{\"int\":2,\"cha\":1}],\"darkvision\":60,\"resist\":null,\"entries\":[{\"type\":\"entries\",\"name\":\"Darkvision\",\"entries\":[\"You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"]},{\"type\":\"entries\",\"name\":\"Forceful Presence\",\"entries\":[\"You can use your understanding of creative diplomacy or intimidation to guide a conversation in your favor. When you make a Charisma ({@skill Intimidation} or {@skill Persuasion}) check, you can do so with advantage. Once you use this trait, you can't do so again until you finish a short or long rest.\"],\"data\":{\"overwrite\":\"Damage Resistance\"}},{\"name\":\"Draconic Ancestry\",\"entries\":[\"You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon is determined by the dragon type, as shown in the table.\",{\"type\":\"table\",\"caption\":\"Draconic Ancestry\",\"colLabels\":[\"Dragon\",\"Damage Type\",\"Breath Weapon\"],\"colStyles\":[\"col-3 text-center\",\"col-3 text-center\",\"col-6\"],\"rows\":[[\"Black\",\"Acid\",\"5 by 30 ft. line (Dex. save)\"],[\"Blue\",\"Lightning\",\"5 by 30 ft. line (Dex. save)\"],[\"Brass\",\"Fire\",\"5 by 30 ft. line (Dex. save)\"],[\"Bronze\",\"Lightning\",\"5 by 30 ft. line (Dex. save)\"],[\"Copper\",\"Acid\",\"5 by 30 ft. line (Dex. save)\"],[\"Gold\",\"Fire\",\"15 ft. cone (Dex. save)\"],[\"Green\",\"Poison\",\"15 ft. cone (Con. save)\"],[\"Red\",\"Fire\",\"15 ft. cone (Dex. save)\"],[\"Silver\",\"Cold\",\"15 ft. cone (Con. save)\"],[\"White\",\"Cold\",\"15 ft. cone (Con. save)\"]]}],\"type\":\"entries\",\"data\":{\"overwrite\":\"Draconic Ancestry\"}}],\"overwrite\":{\"ability\":true,\"traitTags\":true},\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"_abstract\":{\"name\":\"Dragonborn (Draconblood; {{color}})\",\"source\":\"EGW\",\"_mod\":{\"entries\":[{\"mode\":\"removeArr\",\"names\":\"Draconic Ancestry\"},{\"mode\":\"replaceArr\",\"replace\":\"Breath Weapon\",\"items\":{\"type\":\"entries\",\"name\":\"Breath Weapon\",\"entries\":[\"You can use your action to exhale destructive energy in a {{area}}.\",\"When you use your breath weapon, each creature in the area of the exhalation must make a {{savingThrow}} saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes {@damage 2d6} {{damageType}} damage on a failed save, and half as much damage on a successful one. The damage increases to {@damage 3d6} at 6th level, {@damage 4d6} at 11th level, and {@damage 5d6} at 16th level.\",\"After you use your breath weapon, you can't use it again until you complete a short or long rest.\"]}}]}},\"_implementations\":[{\"_variables\":{\"color\":\"Black\",\"damageType\":\"acid\",\"area\":\"5-foot-wide, 30-foot-long line\",\"savingThrow\":\"Dexterity\"}},{\"_variables\":{\"color\":\"Blue\",\"damageType\":\"lightning\",\"area\":\"5-foot-wide, 30-foot-long line\",\"savingThrow\":\"Dexterity\"}},{\"_variables\":{\"color\":\"Brass\",\"damageType\":\"fire\",\"area\":\"5-foot-wide, 30-foot-long line\",\"savingThrow\":\"Dexterity\"}},{\"_variables\":{\"color\":\"Bronze\",\"damageType\":\"lightning\",\"area\":\"5-foot-wide, 30-foot-long line\",\"savingThrow\":\"Dexterity\"}},{\"_variables\":{\"color\":\"Copper\",\"damageType\":\"acid\",\"area\":\"5-foot-wide, 30-foot-long line\",\"savingThrow\":\"Dexterity\"}},{\"_variables\":{\"color\":\"Gold\",\"damageType\":\"fire\",\"area\":\"15-foot cone\",\"savingThrow\":\"Dexterity\"}},{\"_variables\":{\"color\":\"Green\",\"damageType\":\"poison\",\"area\":\"15-foot cone\",\"savingThrow\":\"Constitution\"}},{\"_variables\":{\"color\":\"Red\",\"damageType\":\"fire\",\"area\":\"15-foot cone\",\"savingThrow\":\"Dexterity\"}},{\"_variables\":{\"color\":\"Silver\",\"damageType\":\"cold\",\"area\":\"15-foot cone\",\"savingThrow\":\"Constitution\"}},{\"_variables\":{\"color\":\"White\",\"damageType\":\"cold\",\"area\":\"15-foot cone\",\"savingThrow\":\"Constitution\"}}]}]},{\"name\":\"Ravenite\",\"source\":\"EGW\",\"raceName\":\"Dragonborn\",\"raceSource\":\"PHB\",\"page\":168,\"ability\":[{\"str\":2,\"con\":1}],\"darkvision\":60,\"resist\":null,\"entries\":[{\"type\":\"entries\",\"name\":\"Darkvision\",\"entries\":[\"You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"]},{\"type\":\"entries\",\"name\":\"Vengeful Assault\",\"entries\":[\"When you take damage from a creature in range of a weapon you are wielding, you can use your reaction to make an attack with the weapon against that creature. Once you use this trait, you can't do so again until you finish a short or long rest.\"],\"data\":{\"overwrite\":\"Damage Resistance\"}},{\"name\":\"Draconic Ancestry\",\"entries\":[\"You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon is determined by the dragon type, as shown in the table.\",{\"type\":\"table\",\"caption\":\"Draconic Ancestry\",\"colLabels\":[\"Dragon\",\"Damage Type\",\"Breath Weapon\"],\"colStyles\":[\"col-3 text-center\",\"col-3 text-center\",\"col-6\"],\"rows\":[[\"Black\",\"Acid\",\"5 by 30 ft. line (Dex. save)\"],[\"Blue\",\"Lightning\",\"5 by 30 ft. line (Dex. save)\"],[\"Brass\",\"Fire\",\"5 by 30 ft. line (Dex. save)\"],[\"Bronze\",\"Lightning\",\"5 by 30 ft. line (Dex. save)\"],[\"Copper\",\"Acid\",\"5 by 30 ft. line (Dex. save)\"],[\"Gold\",\"Fire\",\"15 ft. cone (Dex. save)\"],[\"Green\",\"Poison\",\"15 ft. cone (Con. save)\"],[\"Red\",\"Fire\",\"15 ft. cone (Dex. save)\"],[\"Silver\",\"Cold\",\"15 ft. cone (Con. save)\"],[\"White\",\"Cold\",\"15 ft. cone (Con. save)\"]]}],\"type\":\"entries\",\"data\":{\"overwrite\":\"Draconic Ancestry\"}}],\"overwrite\":{\"ability\":true,\"traitTags\":true},\"hasFluff\":true,\"hasFluffImages\":true,\"_versions\":[{\"_abstract\":{\"name\":\"Dragonborn (Ravenite; {{color}})\",\"source\":\"EGW\",\"_mod\":{\"entries\":[{\"mode\":\"removeArr\",\"names\":\"Draconic Ancestry\"},{\"mode\":\"replaceArr\",\"replace\":\"Breath Weapon\",\"items\":{\"type\":\"entries\",\"name\":\"Breath Weapon\",\"entries\":[\"You can use your action to exhale destructive energy in a {{area}}.\",\"When you use your breath weapon, each creature in the area of the exhalation must make a {{savingThrow}} saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes {@damage 2d6} {{damageType}} damage on a failed save, and half as much damage on a successful one. The damage increases to {@damage 3d6} at 6th level, {@damage 4d6} at 11th level, and {@damage 5d6} at 16th level.\",\"After you use your breath weapon, you can't use it again until you complete a short or long rest.\"]}}]}},\"_implementations\":[{\"_variables\":{\"color\":\"Black\",\"damageType\":\"acid\",\"area\":\"5-foot-wide, 30-foot-long line\",\"savingThrow\":\"Dexterity\"}},{\"_variables\":{\"color\":\"Blue\",\"damageType\":\"lightning\",\"area\":\"5-foot-wide, 30-foot-long line\",\"savingThrow\":\"Dexterity\"}},{\"_variables\":{\"color\":\"Brass\",\"damageType\":\"fire\",\"area\":\"5-foot-wide, 30-foot-long line\",\"savingThrow\":\"Dexterity\"}},{\"_variables\":{\"color\":\"Bronze\",\"damageType\":\"lightning\",\"area\":\"5-foot-wide, 30-foot-long line\",\"savingThrow\":\"Dexterity\"}},{\"_variables\":{\"color\":\"Copper\",\"damageType\":\"acid\",\"area\":\"5-foot-wide, 30-foot-long line\",\"savingThrow\":\"Dexterity\"}},{\"_variables\":{\"color\":\"Gold\",\"damageType\":\"fire\",\"area\":\"15-foot cone\",\"savingThrow\":\"Dexterity\"}},{\"_variables\":{\"color\":\"Green\",\"damageType\":\"poison\",\"area\":\"15-foot cone\",\"savingThrow\":\"Constitution\"}},{\"_variables\":{\"color\":\"Red\",\"damageType\":\"fire\",\"area\":\"15-foot cone\",\"savingThrow\":\"Dexterity\"}},{\"_variables\":{\"color\":\"Silver\",\"damageType\":\"cold\",\"area\":\"15-foot cone\",\"savingThrow\":\"Constitution\"}},{\"_variables\":{\"color\":\"White\",\"damageType\":\"cold\",\"area\":\"15-foot cone\",\"savingThrow\":\"Constitution\"}}]}]},{\"name\":\"Duergar\",\"source\":\"MTF\",\"raceName\":\"Dwarf\",\"raceSource\":\"PHB\",\"page\":81,\"otherSources\":[{\"source\":\"SCAG\",\"page\":104}],\"reprintedAs\":[\"Duergar|MPMM\"],\"ability\":[{\"str\":1}],\"darkvision\":120,\"traitTags\":[\"Sunlight Sensitivity\"],\"languageProficiencies\":[{\"common\":true,\"dwarvish\":true,\"undercommon\":true}],\"additionalSpells\":[{\"innate\":{\"3\":{\"daily\":{\"1\":[\"enlarge/reduce\"]}},\"5\":{\"daily\":{\"1\":[\"invisibility\"]}}},\"ability\":\"int\"}],\"entries\":[{\"name\":\"Superior Darkvision\",\"entries\":[\"Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"],\"data\":{\"overwrite\":\"Darkvision\"},\"type\":\"entries\"},{\"name\":\"Duergar Resilience\",\"entries\":[\"You have advantage on saving throws against poison, and you have resistance against poison damage. You also have advantage on saving throws against illusions and against being {@condition charmed} or {@condition paralyzed}.\"],\"data\":{\"overwrite\":\"Dwarven Resilience\"},\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common, Dwarvish, and Undercommon.\"],\"data\":{\"overwrite\":\"Languages\"},\"type\":\"entries\"},{\"name\":\"Duergar Magic\",\"entries\":[\"When you reach 3rd level, you can cast the {@spell Enlarge/Reduce} spell on yourself once with this trait, using only the spell's enlarge option. When you reach 5th level, you can cast the {@spell Invisibility} spell on yourself once with this trait. You don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.\"],\"type\":\"entries\"},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"You have disadvantage on attack rolls and Wisdom ({@skill Perception}) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.\"],\"type\":\"entries\"}],\"overwrite\":{\"languageProficiencies\":true},\"hasFluff\":true,\"hasFluffImages\":false},{\"name\":\"Hill\",\"source\":\"PHB\",\"raceName\":\"Dwarf\",\"raceSource\":\"PHB\",\"page\":20,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Dwarf|XPHB\"],\"ability\":[{\"wis\":1}],\"heightAndWeight\":{\"baseHeight\":44,\"heightMod\":\"2d4\",\"baseWeight\":115,\"weightMod\":\"2d6\"},\"entries\":[{\"name\":\"Dwarven Toughness\",\"entries\":[\"Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mark of Warding\",\"source\":\"ERLW\",\"raceName\":\"Dwarf\",\"raceSource\":\"PHB\",\"page\":51,\"ability\":[{\"int\":1}],\"traitTags\":[\"Dragonmark\",\"Skill Bonus Dice\",\"Tool Bonus Dice\"],\"additionalSpells\":[{\"expanded\":{\"s1\":[\"alarm\",\"armor of agathys\"],\"s2\":[\"arcane lock\",\"knock\"],\"s3\":[\"glyph of warding\",\"magic circle\"],\"s4\":[\"leomund's secret chest\",\"mordenkainen's faithful hound\"],\"s5\":[\"antilife shell\"]},\"ability\":\"int\",\"known\":{\"1\":[\"alarm\",\"mage armor\"]}}],\"entries\":[{\"type\":\"entries\",\"name\":\"Warder's Intuition\",\"entries\":[\"When you make an Intelligence ({@skill Investigation}) check or an ability check using {@item thieves' tools|PHB}, you can roll a {@dice d4} and add the number rolled to the ability check.\"]},{\"type\":\"entries\",\"name\":\"Wards and Seals\",\"entries\":[\"You can cast the {@spell alarm} and {@spell mage armor} spells with this trait. Starting at 3rd level, you can also cast the {@spell arcane lock} spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. Intelligence is your spellcasting ability for these spells, and you don't need material components for them when you cast them with this trait.\"]},{\"type\":\"entries\",\"name\":\"Spells of the Mark\",\"entries\":[\"If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Warding Spells table are added to the spell list of your spellcasting class.\",{\"type\":\"table\",\"caption\":\"Mark of Warding Spells\",\"colLabels\":[\"Spell Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell alarm}, {@spell armor of Agathys}\"],[\"2nd\",\"{@spell arcane lock}, {@spell knock}\"],[\"3rd\",\"{@spell glyph of warding}, {@spell magic circle}\"],[\"4th\",\"{@spell Leomund's secret chest}, {@spell Mordenkainen's faithful hound}\"],[\"5th\",\"{@spell antilife shell}\"]]}]}]},{\"name\":\"Mountain\",\"source\":\"PHB\",\"raceName\":\"Dwarf\",\"raceSource\":\"PHB\",\"page\":20,\"basicRules\":true,\"reprintedAs\":[\"Dwarf|XPHB\"],\"ability\":[{\"str\":2}],\"heightAndWeight\":{\"baseHeight\":48,\"heightMod\":\"2d4\",\"baseWeight\":130,\"weightMod\":\"2d6\"},\"armorProficiencies\":[{\"light\":true,\"medium\":true}],\"entries\":[{\"name\":\"Dwarven Armor Training\",\"entries\":[\"You have proficiency with light and medium armor.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Drow\",\"alias\":[\"Elf (Dark)\"],\"source\":\"PHB\",\"raceName\":\"Elf\",\"raceSource\":\"PHB\",\"page\":24,\"reprintedAs\":[\"Elf|XPHB\"],\"ability\":[{\"cha\":1}],\"heightAndWeight\":{\"baseHeight\":53,\"heightMod\":\"2d6\",\"baseWeight\":75,\"weightMod\":\"1d6\"},\"darkvision\":120,\"traitTags\":[\"Sunlight Sensitivity\"],\"weaponProficiencies\":[{\"rapier|phb\":true,\"shortsword|phb\":true,\"hand crossbow|phb\":true}],\"additionalSpells\":[{\"innate\":{\"3\":{\"daily\":{\"1\":[\"faerie fire\"]}},\"5\":{\"daily\":{\"1\":[\"darkness\"]}}},\"ability\":\"cha\",\"known\":{\"1\":[\"dancing lights#c\"]}}],\"entries\":[{\"name\":\"Superior Darkvision\",\"entries\":[\"Accustomed to the depths of the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"],\"data\":{\"overwrite\":\"Darkvision\"},\"type\":\"entries\"},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"You have disadvantage on attack rolls and on Wisdom ({@skill Perception}) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.\"],\"type\":\"entries\"},{\"name\":\"Drow Magic\",\"entries\":[\"You know the {@spell dancing lights} cantrip. When you reach 3rd level, you can cast the {@spell faerie fire} spell once with this trait; you regain the ability to cast it when you finish a long rest. When you reach 5th level, you can also cast the {@spell darkness} spell once per day with this trait; you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells.\"],\"type\":\"entries\"},{\"name\":\"Drow Weapon Training\",\"entries\":[\"You have proficiency with {@item rapier|phb|rapiers}, {@item shortsword|phb|shortswords}, and {@item hand crossbow|phb|hand crossbows}.\"],\"type\":\"entries\"}],\"hasFluff\":true},{\"name\":\"Eladrin\",\"source\":\"DMG\",\"raceName\":\"Elf\",\"raceSource\":\"PHB\",\"page\":286,\"ability\":[{\"int\":1}],\"weaponProficiencies\":[{\"longsword|phb\":true,\"shortsword|phb\":true,\"shortbow|phb\":true,\"longbow|phb\":true}],\"additionalSpells\":[{\"ability\":\"cha\",\"known\":{\"1\":{\"rest\":{\"1\":[\"misty step\"]}}}}],\"entries\":[{\"name\":\"Elf Weapon Training\",\"entries\":[\"You have proficiency with the {@item longsword|phb}, {@item shortsword|phb}, {@item shortbow|phb}, and {@item longbow|phb}.\"],\"type\":\"entries\"},{\"name\":\"Fey Step\",\"entries\":[\"You can cast the {@spell misty step} spell once using this trait. You regain the ability to do so when you finish a short or long rest.\"],\"type\":\"entries\"}]},{\"name\":\"Eladrin\",\"source\":\"MTF\",\"raceName\":\"Elf\",\"raceSource\":\"PHB\",\"page\":61,\"reprintedAs\":[\"Eladrin|MPMM\"],\"ability\":[{\"cha\":1}],\"heightAndWeight\":{\"baseHeight\":54,\"heightMod\":\"2d12\",\"baseWeight\":90,\"weightMod\":\"1d4\"},\"entries\":[\"{@i Choose your eladrin's season: autumn, winter, spring, or summer. When finishing a long rest, you can change your season. See the \\\"Info\\\" tab for more information.}\",{\"name\":\"Fey Step\",\"entries\":[\"As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest.\",\"When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Autumn\",\"entry\":\"Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be {@condition charmed} by you for 1 minute, or until you or your companions deal any damage to it.\"},{\"type\":\"item\",\"name\":\"Winter\",\"entry\":\"When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be {@condition frightened} of you until the end of your next turn.\"},{\"type\":\"item\",\"name\":\"Spring\",\"entry\":\"When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.\"},{\"type\":\"item\",\"name\":\"Summer\",\"entry\":\"Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).\"}]}],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"High\",\"source\":\"PHB\",\"raceName\":\"Elf\",\"raceSource\":\"PHB\",\"page\":23,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Elf|XPHB\"],\"speed\":30,\"ability\":[{\"int\":1}],\"heightAndWeight\":{\"baseHeight\":54,\"heightMod\":\"2d10\",\"baseWeight\":90,\"weightMod\":\"1d4\"},\"languageProficiencies\":[{\"common\":true,\"elvish\":true,\"anyStandard\":1}],\"weaponProficiencies\":[{\"longsword|phb\":true,\"shortsword|phb\":true,\"shortbow|phb\":true,\"longbow|phb\":true}],\"additionalSpells\":[{\"ability\":\"int\",\"known\":{\"1\":{\"_\":[{\"choose\":\"level=0|class=Wizard\"}]}}}],\"entries\":[{\"name\":\"Elf Weapon Training\",\"entries\":[\"You have proficiency with the {@item longsword|phb}, {@item shortsword|phb}, {@item shortbow|phb}, and {@item longbow|phb}.\"],\"type\":\"entries\"},{\"name\":\"Cantrip\",\"entries\":[\"You know one {@filter cantrip of your choice from the wizard spell list|spells|level=0|class=Wizard}. Intelligence is your spellcasting ability for it.\"],\"type\":\"entries\"},{\"name\":\"Extra Language\",\"entries\":[\"You can speak, read, and write one extra language of your choosing.\"],\"type\":\"entries\"}],\"overwrite\":{\"languageProficiencies\":true},\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mark of Shadow\",\"source\":\"ERLW\",\"raceName\":\"Elf\",\"raceSource\":\"PHB\",\"page\":49,\"ability\":[{\"cha\":1}],\"traitTags\":[\"Dragonmark\",\"Skill Bonus Dice\"],\"additionalSpells\":[{\"innate\":{\"3\":{\"daily\":{\"1\":[\"invisibility\"]}}},\"expanded\":{\"s1\":[\"disguise self\",\"silent image\"],\"s2\":[\"darkness\",\"pass without trace\"],\"s3\":[\"clairvoyance\",\"major image\"],\"s4\":[\"greater invisibility\",\"hallucinatory terrain\"],\"s5\":[\"mislead\"]},\"ability\":\"cha\",\"known\":{\"1\":[\"minor illusion#c\"]}}],\"entries\":[{\"type\":\"entries\",\"name\":\"Cunning Intuition\",\"entries\":[\"When you make a Charisma ({@skill Performance}) or Dexterity ({@skill Stealth}) check, you can roll a {@dice d4} and add the number rolled to the ability check.\"]},{\"type\":\"entries\",\"name\":\"Shape Shadows\",\"entries\":[\"You know the {@spell minor illusion} cantrip. Starting at 3rd level, you can cast the {@spell invisibility} spell once with this trait, and you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells.\"]},{\"type\":\"entries\",\"name\":\"Spells of the Mark\",\"entries\":[\"If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Shadow Spells table are added to the spell list of your spellcasting class.\",{\"type\":\"table\",\"caption\":\"Mark of Shadow Spells\",\"colLabels\":[\"Spell Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell disguise self}, {@spell silent image}\"],[\"2nd\",\"{@spell darkness}, {@spell pass without trace}\"],[\"3rd\",\"{@spell clairvoyance}, {@spell major image}\"],[\"4th\",\"{@spell greater invisibility}, {@spell hallucinatory terrain}\"],[\"5th\",\"{@spell mislead}\"]]}]}]},{\"name\":\"Pallid\",\"source\":\"EGW\",\"raceName\":\"Elf\",\"raceSource\":\"PHB\",\"page\":21,\"ability\":[{\"wis\":1}],\"heightAndWeight\":{\"baseHeight\":54,\"heightMod\":\"2d10\",\"baseWeight\":90,\"weightMod\":\"1d4\"},\"additionalSpells\":[{\"innate\":{\"3\":{\"daily\":{\"1\":[\"sleep\"]}},\"5\":{\"daily\":{\"1\":[\"invisibility\"]}}},\"ability\":\"wis\",\"known\":{\"1\":[\"light#c\"]}}],\"entries\":[{\"name\":\"Incisive Sense\",\"entries\":[\"You have advantage on Intelligence ({@skill Investigation}) and Wisdom ({@skill Insight}) checks.\"],\"type\":\"entries\"},{\"type\":\"entries\",\"name\":\"Blessing of the Moon Weaver\",\"entries\":[\"You know the {@spell light} cantrip. When you reach 3rd level, you can cast the {@spell sleep} spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the {@spell invisibility} spell (targeting yourself only) once with this trait and regain the ability to do so when you finish a long rest. Casting these spells with this trait doesn't require material components. Wisdom is your spellcasting ability for these spells.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sea\",\"source\":\"MTF\",\"raceName\":\"Elf\",\"raceSource\":\"PHB\",\"page\":62,\"otherSources\":[{\"source\":\"EGW\",\"page\":163}],\"reprintedAs\":[\"Sea Elf|MPMM\"],\"speed\":{\"walk\":30,\"swim\":30},\"ability\":[{\"con\":1}],\"heightAndWeight\":{\"baseHeight\":54,\"heightMod\":\"2d8\",\"baseWeight\":90,\"weightMod\":\"1d4\"},\"traitTags\":[\"Amphibious\"],\"languageProficiencies\":[{\"common\":true,\"elvish\":true,\"aquan\":true}],\"weaponProficiencies\":[{\"spear|phb\":true,\"trident|phb\":true,\"light crossbow|phb\":true,\"net|phb\":true}],\"entries\":[{\"name\":\"Sea Elf Training\",\"entries\":[\"You have proficiency with the {@item spear|phb}, {@item trident|phb}, {@item light crossbow|phb}, and {@item net|phb}.\"],\"type\":\"entries\"},{\"name\":\"Child of the Sea\",\"entries\":[\"You have a swimming speed of 30 feet, and you can breathe air and water.\"],\"type\":\"entries\"},{\"name\":\"Friend of the Sea\",\"entries\":[\"Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.\"],\"type\":\"entries\"},{\"name\":\"Extra Language\",\"entries\":[\"You can speak, read, and write Aquan.\"],\"type\":\"entries\"}],\"hasFluff\":true},{\"name\":\"Shadar-kai\",\"source\":\"MTF\",\"raceName\":\"Elf\",\"raceSource\":\"PHB\",\"page\":62,\"reprintedAs\":[\"Shadar-Kai|MPMM\"],\"ability\":[{\"con\":1}],\"heightAndWeight\":{\"baseHeight\":56,\"heightMod\":\"2d8\",\"baseWeight\":90,\"weightMod\":\"1d4\"},\"resist\":[\"necrotic\"],\"entries\":[{\"type\":\"entries\",\"name\":\"Necrotic Resistance\",\"entries\":[\"You have resistance to necrotic damage.\"]},{\"name\":\"Blessing of the Raven Queen\",\"entries\":[\"As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a long rest.\",\"Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.\"],\"type\":\"entries\"}],\"hasFluff\":true},{\"name\":\"Wood\",\"source\":\"PHB\",\"raceName\":\"Elf\",\"raceSource\":\"PHB\",\"page\":24,\"basicRules\":true,\"reprintedAs\":[\"Elf|XPHB\"],\"speed\":35,\"ability\":[{\"wis\":1}],\"heightAndWeight\":{\"baseHeight\":54,\"heightMod\":\"2d10\",\"baseWeight\":100,\"weightMod\":\"1d4\"},\"weaponProficiencies\":[{\"longsword|phb\":true,\"shortsword|phb\":true,\"shortbow|phb\":true,\"longbow|phb\":true}],\"entries\":[{\"name\":\"Elf Weapon Training\",\"entries\":[\"You have proficiency with the {@item longsword|phb}, {@item shortsword|phb}, {@item shortbow|phb}, and {@item longbow|phb}.\"],\"type\":\"entries\"},{\"name\":\"Fleet of Foot\",\"entries\":[\"Your base walking speed increases to 35 feet.\"],\"type\":\"entries\"},{\"name\":\"Mask of the Wild\",\"entries\":[\"You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bishatar and Tirahar\",\"source\":\"PSK\",\"raceName\":\"Elf (Kaladesh)\",\"raceSource\":\"PSK\",\"page\":21,\"speed\":35,\"entries\":[{\"name\":\"Fleet of Foot\",\"entries\":[\"Your ground speed increases to 35 feet.\"],\"type\":\"entries\",\"data\":{\"overwrite\":\"Elf Culture\"}},{\"name\":\"Mask of the Wild\",\"entries\":[\"You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Vahadar\",\"source\":\"PSK\",\"raceName\":\"Elf (Kaladesh)\",\"raceSource\":\"PSK\",\"page\":21,\"additionalSpells\":[{\"ability\":\"wis\",\"known\":{\"1\":{\"_\":[{\"choose\":\"level=0|class=Druid\"}]}}}],\"entries\":[{\"name\":\"Cantrip\",\"entries\":[\"You know one cantrip of your choice from the {@filter druid spell list|spells|class=druid|level=0}. Wisdom is your spellcasting ability for it.\"],\"type\":\"entries\",\"data\":{\"overwrite\":\"Elf Culture\"}},{\"name\":\"Extra Language\",\"entries\":[\"You can speak, read, and write one extra language of your choosing.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Joraga Nation\",\"source\":\"PSZ\",\"raceName\":\"Elf (Zendikar)\",\"raceSource\":\"PSZ\",\"page\":19,\"speed\":35,\"ability\":[{\"dex\":1}],\"weaponProficiencies\":[{\"longsword|phb\":true,\"shortsword|phb\":true,\"shortbow|phb\":true,\"longbow|phb\":true}],\"entries\":[{\"name\":\"Mask of the Wild\",\"entries\":[\"You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.\"],\"type\":\"entries\"},{\"name\":\"Elf Weapon Training\",\"entries\":[\"You have proficiency with the {@item longsword|phb}, {@item shortsword|phb}, {@item shortbow|phb}, and {@item longbow|phb}.\"],\"type\":\"entries\"},{\"name\":\"Fleet of Foot\",\"entries\":[\"Your ground speed increases to 35 feet.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mul Daya Nation\",\"source\":\"PSZ\",\"raceName\":\"Elf (Zendikar)\",\"raceSource\":\"PSZ\",\"page\":19,\"ability\":[{\"str\":1}],\"darkvision\":120,\"traitTags\":[\"Sunlight Sensitivity\"],\"weaponProficiencies\":[{\"longsword|phb\":true,\"shortsword|phb\":true,\"shortbow|phb\":true,\"longbow|phb\":true}],\"additionalSpells\":[{\"innate\":{\"3\":{\"daily\":{\"1\":[\"hex\"]}},\"5\":{\"daily\":{\"1\":[\"darkness\"]}}},\"ability\":\"wis\",\"known\":{\"1\":[\"chill touch#c\"]}}],\"entries\":[{\"name\":\"Mul Daya Magic\",\"entries\":[\"You know the {@spell chill touch} cantrip. When you reach 3rd level, you can cast the {@spell hex} spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the {@spell darkness} spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.\"],\"type\":\"entries\"},{\"name\":\"Superior Darkvision\",\"entries\":[\"Your Darkvision has a radius of 120 feet.\"],\"data\":{\"overwrite\":\"Darkvision\"},\"type\":\"entries\"},{\"name\":\"Sunlight Sensitivity\",\"entries\":[\"You have disadvantage on attack rolls and on Wisdom ({@skill Perception}) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.\"],\"type\":\"entries\"},{\"name\":\"Elf Weapon Training\",\"entries\":[\"You have proficiency with the {@item longsword|phb}, {@item shortsword|phb}, {@item shortbow|phb}, and {@item longbow|phb}.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tajuru Nation\",\"source\":\"PSZ\",\"raceName\":\"Elf (Zendikar)\",\"raceSource\":\"PSZ\",\"page\":18,\"ability\":[{\"cha\":1}],\"traitTags\":[\"Skill Proficiency\",\"Tool Proficiency\"],\"skillToolLanguageProficiencies\":[{\"choose\":[{\"from\":[\"anySkill\",\"anyTool\"],\"count\":2}]}],\"entries\":[{\"name\":\"Skill Versatility\",\"entries\":[\"You have proficiency with any combination of two other skills or {@book tools|phb|5|tools} of your choice.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bright\",\"source\":\"HWCS\",\"raceName\":\"Gallus\",\"raceSource\":\"HWCS\",\"page\":14,\"ability\":[{\"cha\":1}],\"entries\":[{\"name\":\"Inspiring\",\"type\":\"entries\",\"entries\":[\"By spending an action and giving words of advice or encouragement, you can inspire an ally who is able to see and hear you. The ally can roll a {@dice d4} and add the number rolled to their next ability check, attack roll, or saving throw.\"]},{\"name\":\"Understanding\",\"type\":\"entries\",\"entries\":[\"You gain proficiency in the {@skill Insight} skill.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Huden\",\"source\":\"HWCS\",\"raceName\":\"Gallus\",\"raceSource\":\"HWCS\",\"page\":14,\"ability\":[{\"dex\":1}],\"entries\":[{\"name\":\"One With the Wood\",\"type\":\"entries\",\"entries\":[\"You have proficiency in the {@skill Nature} skill.\"]},{\"name\":\"Seedspeech\",\"type\":\"entries\",\"entries\":[\"Your connection to the Great Rhythm is such that you can speak with the greenery of the forest itself. Through speech and touch you can communicate simple ideas to living plants. You are able to interpret their responses in simple language. Plants in the Wood do not experience the world in terms of sight, but most can feel differences in temperature, describe things that have touched them, as well as hear vibrations that happened around them (including speech).\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Air\",\"source\":\"EEPC\",\"raceName\":\"Genasi\",\"raceSource\":\"EEPC\",\"page\":9,\"reprintedAs\":[\"Genasi (Air)|MPMM\"],\"ability\":[{\"dex\":1}],\"additionalSpells\":[{\"ability\":\"con\",\"known\":{\"1\":[\"levitate\"]}}],\"entries\":[{\"name\":\"Unending Breath\",\"entries\":[\"You can hold your breath indefinitely while you're not {@condition incapacitated}.\"],\"type\":\"entries\"},{\"name\":\"Mingle with the Wind\",\"entries\":[\"You can cast the {@spell levitate} spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Earth\",\"source\":\"EEPC\",\"raceName\":\"Genasi\",\"raceSource\":\"EEPC\",\"page\":9,\"reprintedAs\":[\"Genasi (Earth)|MPMM\"],\"ability\":[{\"str\":1}],\"additionalSpells\":[{\"ability\":\"con\",\"known\":{\"1\":[\"pass without trace\"]}}],\"entries\":[{\"name\":\"Earth Walk\",\"entries\":[\"You can move across {@quickref difficult terrain||3} made of earth or stone without expending extra movement.\"],\"type\":\"entries\"},{\"name\":\"Merge with Stone\",\"entries\":[\"You can cast the {@spell pass without trace} spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fire\",\"source\":\"EEPC\",\"raceName\":\"Genasi\",\"raceSource\":\"EEPC\",\"page\":9,\"reprintedAs\":[\"Genasi (Fire)|MPMM\"],\"ability\":[{\"int\":1}],\"darkvision\":60,\"resist\":[\"fire\"],\"additionalSpells\":[{\"innate\":{\"3\":{\"daily\":{\"1\":[\"burning hands\"]}}},\"ability\":\"con\",\"known\":{\"1\":[\"produce flame#c\"]}}],\"entries\":[{\"name\":\"Darkvision\",\"entries\":[\"You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.\"],\"type\":\"entries\"},{\"name\":\"Fire Resistance\",\"entries\":[\"You have resistance to fire damage.\"],\"type\":\"entries\"},{\"name\":\"Reach to the Blaze\",\"entries\":[\"You know the {@spell produce flame} cantrip. Once you reach 3rd level, you can cast the {@spell burning hands} spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Water\",\"source\":\"EEPC\",\"raceName\":\"Genasi\",\"raceSource\":\"EEPC\",\"page\":10,\"reprintedAs\":[\"Genasi (Water)|MPMM\"],\"speed\":{\"walk\":30,\"swim\":30},\"ability\":[{\"wis\":1}],\"traitTags\":[\"Amphibious\"],\"resist\":[\"acid\"],\"additionalSpells\":[{\"innate\":{\"3\":{\"daily\":{\"1\":[\"create or destroy water#2\"]}}},\"ability\":\"con\",\"known\":{\"1\":[\"shape water|xge#c\"]}}],\"entries\":[{\"name\":\"Acid Resistance\",\"entries\":[\"You have resistance to acid damage.\"],\"type\":\"entries\"},{\"name\":\"Amphibious\",\"entries\":[\"You can breathe air and water.\"],\"type\":\"entries\"},{\"name\":\"Swim\",\"entries\":[\"You have a swimming speed of 30 feet.\"],\"type\":\"entries\"},{\"name\":\"Call to the Wave\",\"entries\":[\"You know the {@spell shape water|xge} cantrip. When you reach 3rd level, you can cast the {@spell create or destroy water} spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Air\",\"source\":\"MPMM\",\"raceName\":\"Genasi\",\"raceSource\":\"MPMM\",\"page\":16,\"speed\":35,\"resist\":[\"lightning\"],\"additionalSpells\":[{\"innate\":{\"3\":{\"daily\":{\"1\":[\"feather fall\"]}},\"5\":{\"daily\":{\"1\":[\"levitate\"]}}},\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"1\":[\"shocking grasp#c\"]}}],\"entries\":[{\"type\":\"entries\",\"name\":\"Unending Breath\",\"entries\":[\"You can hold your breath indefinitely while you're not {@condition incapacitated}.\"]},{\"type\":\"entries\",\"name\":\"Lightning Resistance\",\"entries\":[\"You have resistance to lightning damage.\"]},{\"type\":\"entries\",\"name\":\"Mingle with the Wind\",\"entries\":[\"You know the {@spell shocking grasp} cantrip. Starting at 3rd level, you can cast the {@spell feather fall} spell with this trait, without requiring a material component. Starting 5th level, you can also cast the {@spell levitate} spell with this trait, without requiring a material component. Once you cast {@spell feather fall} or {@spell levitate} with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.\",\"Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Earth\",\"source\":\"MPMM\",\"raceName\":\"Genasi\",\"raceSource\":\"MPMM\",\"page\":17,\"additionalSpells\":[{\"innate\":{\"5\":[\"pass without trace\"]},\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"1\":[\"blade ward#c\"]}}],\"entries\":[{\"type\":\"entries\",\"name\":\"Earth Walk\",\"entries\":[\"You can move across {@quickref difficult terrain||3} without expending extra movement if you are using your walking speed on the ground or a floor.\"]},{\"type\":\"entries\",\"name\":\"Merge with Stone\",\"entries\":[\"You know the {@spell blade ward} cantrip. You can cast it as normal, and you can also cast it as a bonus action a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.\",\"Starting at 5th level, you can cast the {@spell pass without trace} spell with this trait, without requiring a material component. Once you cast that spell with this trait, you can't do so again until you finish a long rest. You can also cast it using any spell slots you have of 2nd level or higher.\",\"Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fire\",\"source\":\"MPMM\",\"raceName\":\"Genasi\",\"raceSource\":\"MPMM\",\"page\":17,\"resist\":[\"fire\"],\"additionalSpells\":[{\"innate\":{\"3\":{\"daily\":{\"1\":[\"burning hands\"]}},\"5\":{\"daily\":{\"1\":[\"flame blade\"]}}},\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"1\":[\"produce flame#c\"]}}],\"entries\":[{\"type\":\"entries\",\"name\":\"Fire Resistance\",\"entries\":[\"You have resistance to fire damage.\"]},{\"type\":\"entries\",\"name\":\"Reach to the Blaze\",\"entries\":[\"You know the {@spell produce flame} cantrip. Starting at 3rd level, you can cast the {@spell burning hands} spell with this trait. Starting at 5th level, you can also cast the {@spell flame blade} spell with this trait, without a material component. Once you cast {@spell burning hands} or {@spell flame blade} with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.\",\"Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Water\",\"source\":\"MPMM\",\"raceName\":\"Genasi\",\"raceSource\":\"MPMM\",\"page\":17,\"speed\":{\"walk\":30,\"swim\":true},\"traitTags\":[\"Amphibious\"],\"resist\":[\"acid\"],\"additionalSpells\":[{\"innate\":{\"3\":{\"daily\":{\"1\":[\"create or destroy water\"]}},\"5\":{\"daily\":{\"1\":[\"water walk\"]}}},\"ability\":{\"choose\":[\"int\",\"wis\",\"cha\"]},\"known\":{\"1\":[\"acid splash#c\"]}}],\"entries\":[{\"type\":\"entries\",\"name\":\"Speed\",\"entries\":[\"Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.\"]},{\"type\":\"entries\",\"name\":\"Acid Resistance\",\"entries\":[\"You have resistance to acid damage.\"]},{\"type\":\"entries\",\"name\":\"Amphibious\",\"entries\":[\"You breathe air and water.\"]},{\"type\":\"entries\",\"name\":\"Call to the Wave\",\"entries\":[\"You know the {@spell acid splash} cantrip. Starting at 3rd level, you can cast the {@spell create or destroy water} spell with this trait. Starting at 5th level, you can also cast the {@spell water walk} spell with this trait, without requiring a material component. Once you cast {@spell create or destroy water} or {@spell water walk} with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.\",\"Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Githyanki\",\"source\":\"MTF\",\"raceName\":\"Gith\",\"raceSource\":\"MTF\",\"page\":96,\"reprintedAs\":[\"Githyanki|MPMM\"],\"ability\":[{\"str\":2}],\"heightAndWeight\":{\"baseHeight\":60,\"heightMod\":\"2d12\",\"baseWeight\":100,\"weightMod\":\"2d4\"},\"traitTags\":[\"Skill Proficiency\",\"Tool Proficiency\"],\"weaponProficiencies\":[{\"shortsword|phb\":true,\"longsword|phb\":true,\"greatsword|phb\":true}],\"armorProficiencies\":[{\"light\":true,\"medium\":true}],\"skillToolLanguageProficiencies\":[{\"choose\":[{\"from\":[\"anySkill\",\"anyTool\"]}]}],\"additionalSpells\":[{\"innate\":{\"3\":{\"daily\":{\"1\":[\"jump\"]}},\"5\":{\"daily\":{\"1\":[\"misty step\"]}}},\"ability\":\"int\",\"known\":{\"1\":[\"mage hand#c\"]}}],\"entries\":[{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Githyanki tend toward lawful evil. They are aggressive and arrogant, and they remain the faithful servants of their lich-queen, Vlaakith. Renegade githyanki tend toward chaos.\"]},{\"name\":\"Decadent Mastery\",\"entries\":[\"You learn one language of your choice, and you are proficient with one skill or {@book tool|phb|5|tools} of your choice. In the timeless city of Tu'narath, githyanki have bountiful time to master odd bits of knowledge.\"],\"type\":\"entries\"},{\"name\":\"Martial Prodigy\",\"entries\":[\"You are proficient with light and medium armor and with {@item shortsword|phb|shortswords}, {@item longsword|phb|longswords}, and {@item greatsword|phb|greatswords}.\"],\"type\":\"entries\"},{\"name\":\"Githyanki Psionics\",\"entries\":[\"You know the {@spell mage hand} cantrip, and the hand is {@condition invisible} when you cast the cantrip with this trait.\",\"When you reach 3rd level, you can cast {@spell jump} once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the {@spell misty step} spell once with this trait, and you regain the ability to do so when you finish a long rest.\",\"Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Githzerai\",\"source\":\"MTF\",\"raceName\":\"Gith\",\"raceSource\":\"MTF\",\"page\":96,\"reprintedAs\":[\"Githzerai|MPMM\"],\"ability\":[{\"wis\":2}],\"heightAndWeight\":{\"baseHeight\":59,\"heightMod\":\"2d12\",\"baseWeight\":90,\"weightMod\":\"1d4\"},\"additionalSpells\":[{\"innate\":{\"3\":{\"daily\":{\"1\":[\"shield\"]}},\"5\":{\"daily\":{\"1\":[\"detect thoughts\"]}}},\"ability\":\"wis\",\"known\":{\"1\":[\"mage hand#c\"]}}],\"entries\":[{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Githzerai tend toward lawful neutral. Their rigorous training in psychic abilities requires an implacable mental discipline.\"]},{\"name\":\"Mental Discipline\",\"entries\":[\"You have advantage on saving throws against the {@condition charmed} and {@condition frightened} conditions. Under the tutelage of monastic masters, githzerai learn to govern their own minds.\"],\"type\":\"entries\"},{\"name\":\"Githzerai Psionics\",\"entries\":[\"You know the {@spell mage hand} cantrip, and the hand is {@condition invisible} when you cast the cantrip with this trait.\",\"When you reach 3rd level, you can cast {@spell shield} once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the {@spell detect thoughts} spell once with this trait, and you regain the ability to do so when you finish a long rest.\",\"Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.\"],\"type\":\"entries\"}],\"hasFluff\":true},{\"name\":\"Deep\",\"source\":\"MTF\",\"raceName\":\"Gnome\",\"raceSource\":\"PHB\",\"page\":113,\"reprintedAs\":[\"Deep Gnome|MPMM\"],\"ability\":[{\"dex\":1}],\"age\":{\"mature\":25,\"max\":250},\"darkvision\":120,\"languageProficiencies\":[{\"common\":true,\"gnomish\":true,\"undercommon\":true}],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Deep gnomes are short-lived for gnomes. They mature at the same rate humans do and are considered full-grown adults by 25. They live 200 to 250 years, although hard toil and the dangers of the Underdark often claim them before their time.\"],\"data\":{\"overwrite\":\"Age\"}},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Unlike other gnomes, svirfneblin tend to weigh 80 to 120 pounds. Your size is Small.\"],\"data\":{\"overwrite\":\"Size\"}},{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Svirfneblin believe that survival depends on avoiding entanglements with other creatures and not making enemies, so they favor neutral alignments. They rarely wish others ill, and they are unlikely to take risks on behalf of others, except those dearest to them.\"],\"data\":{\"overwrite\":\"Alignment\"}},{\"name\":\"Superior Darkvision\",\"entries\":[\"Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"],\"data\":{\"overwrite\":\"Darkvision\"},\"type\":\"entries\"},{\"name\":\"Stone Camouflage\",\"entries\":[\"You have advantage on Dexterity ({@skill Stealth}) checks to hide in rocky terrain.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common, Gnomish, and Undercommon.\"],\"data\":{\"overwrite\":\"Languages\"},\"type\":\"entries\"}],\"overwrite\":{\"languageProficiencies\":true}},{\"name\":\"Deep/Svirfneblin\",\"source\":\"SCAG\",\"raceName\":\"Gnome\",\"raceSource\":\"PHB\",\"page\":115,\"otherSources\":[{\"source\":\"EEPC\",\"page\":5}],\"reprintedAs\":[\"Deep Gnome|MPMM\"],\"ability\":[{\"dex\":1}],\"age\":{\"mature\":25,\"max\":250},\"darkvision\":120,\"languageProficiencies\":[{\"common\":true,\"gnomish\":true,\"undercommon\":true}],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Deep gnomes are short-lived for gnomes. They mature at the same rate humans do and are considered full-grown adults by 25. They live 200 to 250 years, although hard toil and the dangers of the Underdark often claim them before their time.\"],\"data\":{\"overwrite\":\"Age\"}},{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Svirfneblin believe that survival depends on avoiding entanglements with other creatures and not making enemies, so they favor neutral alignments. They rarely wish others ill, and they are unlikely to take risks on behalf of others.\"],\"data\":{\"overwrite\":\"Alignment\"}},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"A typical svirfneblin stands about 3 to 3½ feet tall and weighs 80 to 120 pounds. Your size is Small.\"],\"data\":{\"overwrite\":\"Size\"}},{\"name\":\"Superior Darkvision\",\"entries\":[\"Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"],\"data\":{\"overwrite\":\"Darkvision\"},\"type\":\"entries\"},{\"name\":\"Stone Camouflage\",\"entries\":[\"You have advantage on Dexterity ({@skill Stealth}) checks to hide in rocky terrain.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common, Gnomish, and Undercommon. The svirfneblin dialect is more guttural than surface Gnomish, and most svirfneblin know only a little bit of Common, but those who deal with outsiders (and that includes you as an adventurer) pick up enough Common to get by in other lands.\"],\"data\":{\"overwrite\":\"Languages\"},\"type\":\"entries\"}],\"overwrite\":{\"languageProficiencies\":true},\"hasFluff\":true},{\"name\":\"Forest\",\"source\":\"PHB\",\"raceName\":\"Gnome\",\"raceSource\":\"PHB\",\"page\":37,\"reprintedAs\":[\"Gnome|XPHB\"],\"ability\":[{\"dex\":1}],\"additionalSpells\":[{\"ability\":\"int\",\"known\":{\"1\":[\"minor illusion#c\"]}}],\"entries\":[{\"name\":\"Natural Illusionist\",\"entries\":[\"You know the {@spell minor illusion} cantrip. Intelligence is your spellcasting ability for it.\"],\"type\":\"entries\"},{\"name\":\"Speak with Small Beasts\",\"entries\":[\"Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mark of Scribing\",\"source\":\"ERLW\",\"raceName\":\"Gnome\",\"raceSource\":\"PHB\",\"page\":47,\"ability\":[{\"cha\":1}],\"traitTags\":[\"Dragonmark\",\"Skill Bonus Dice\",\"Tool Bonus Dice\"],\"additionalSpells\":[{\"innate\":{\"1\":{\"rest\":{\"1\":[\"comprehend languages\"]}},\"3\":{\"daily\":{\"1\":[\"magic mouth\"]}}},\"expanded\":{\"s1\":[\"comprehend languages\",\"illusory script\"],\"s2\":[\"animal messenger\",\"silence\"],\"s3\":[\"sending\",\"tongues\"],\"s4\":[\"arcane eye\",\"confusion\"],\"s5\":[\"dream\"]},\"ability\":\"int\",\"known\":{\"1\":[\"message#c\"]}}],\"entries\":[{\"type\":\"entries\",\"name\":\"Gifted Scribe\",\"entries\":[\"When you make an Intelligence ({@skill History}) check or an ability check using {@item calligrapher's supplies|PHB}, you can roll a {@dice d4} and add the number rolled to the ability check.\"]},{\"type\":\"entries\",\"name\":\"Scribe's Insight\",\"entries\":[\"You know the {@spell message} cantrip. You can also cast {@spell comprehend languages} once with this trait, and you regain the ability to cast it when you finish a short or long rest. Starting at 3rd level, you can cast the {@spell magic mouth} spell with this trait, and you regain the ability to cast it when you finish a long rest. Intelligence is your spellcasting ability for these spells.\"]},{\"type\":\"entries\",\"name\":\"Spells of the Mark\",\"entries\":[\"If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Scribing Spells table are added to the spell list of your spellcasting class.\",{\"type\":\"table\",\"caption\":\"Mark of Scribing Spells\",\"colLabels\":[\"Spell Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell comprehend languages}, {@spell illusory script}\"],[\"2nd\",\"{@spell animal messenger}, {@spell silence}\"],[\"3rd\",\"{@spell sending}, {@spell tongues}\"],[\"4th\",\"{@spell arcane eye}, {@spell confusion}\"],[\"5th\",\"{@spell dream}\"]]}]}]},{\"name\":\"Rock\",\"source\":\"PHB\",\"raceName\":\"Gnome\",\"raceSource\":\"PHB\",\"page\":37,\"srd\":true,\"reprintedAs\":[\"Gnome|XPHB\"],\"ability\":[{\"con\":1}],\"toolProficiencies\":[{\"tinker's tools\":true}],\"entries\":[{\"name\":\"Artificer's Lore\",\"entries\":[\"Whenever you make an Intelligence ({@skill History}) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.\"],\"type\":\"entries\"},{\"name\":\"Tinker\",\"entries\":[\"You have proficiency with artisan's tools ({@item tinker's tools|phb}). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.\",\"When you create a device, choose one of the following options:\",{\"type\":\"entries\",\"name\":\"Clockwork Toy\",\"entries\":[\"This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.\"]},{\"type\":\"entries\",\"name\":\"Fire Starter\",\"entries\":[\"The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.\"]},{\"type\":\"entries\",\"name\":\"Music Box\",\"entries\":[\"When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.\"]}],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ixalan\",\"source\":\"PSX\",\"raceName\":\"Goblin\",\"raceSource\":\"PSZ\",\"page\":16,\"otherSources\":null,\"ability\":[{\"dex\":2}],\"entries\":[{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Most goblins are wildly chaotic, with no particular inclination toward good or evil but a strong tendency toward mischief.\"],\"data\":{\"overwrite\":\"Alignment\"}},{\"type\":\"entries\",\"name\":\"Agile Climber\",\"entries\":[\"You have a climbing speed of 25 feet. You can't use your climbing speed while you wear medium or heavy armor. (If your campaign uses the variant rule for {@variantrule encumbrance|PHB}, you can't use your climbing speed if you are encumbered.)\"]},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write {@language Common Trade Pidgin|PSX|Common} (if it exists in your campaign) and {@language Goblin|PHB}.\"],\"type\":\"entries\",\"data\":{\"overwrite\":\"Languages\"}}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Zendikar; Grotag Tribe\",\"source\":\"PSZ\",\"raceName\":\"Goblin\",\"raceSource\":\"PSZ\",\"page\":17,\"otherSources\":null,\"ability\":[{\"con\":2}],\"skillProficiencies\":[{\"animal handling\":true}],\"entries\":[{\"name\":\"Grit\",\"entries\":[\"You have resistance to fire damage and psychic damage. In addition, when you are wearing no armor, your AC is equal to 11 + your Dexterity modifier.\"],\"type\":\"entries\"},{\"name\":\"Grotag Tamer\",\"entries\":[\"You have proficiency in the {@skill Animal Handling} skill.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Zendikar; Lavastep Tribe\",\"source\":\"PSZ\",\"raceName\":\"Goblin\",\"raceSource\":\"PSZ\",\"page\":17,\"otherSources\":null,\"ability\":[{\"con\":2}],\"entries\":[{\"name\":\"Grit\",\"entries\":[\"You have resistance to fire damage and psychic damage. In addition, when you are wearing no armor, your AC is equal to 11 + your Dexterity modifier.\"],\"type\":\"entries\"},{\"name\":\"Lavastep Grit\",\"entries\":[\"You have advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky or subterranean environments.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Zendikar; Tuktuk Tribe\",\"source\":\"PSZ\",\"raceName\":\"Goblin\",\"raceSource\":\"PSZ\",\"page\":17,\"otherSources\":null,\"ability\":[{\"con\":2}],\"toolProficiencies\":[{\"thieves' tools\":true}],\"entries\":[{\"name\":\"Grit\",\"entries\":[\"You have resistance to fire damage and psychic damage. In addition, when you are wearing no armor, your AC is equal to 11 + your Dexterity modifier.\"],\"type\":\"entries\"},{\"name\":\"Tuktuk Cunning\",\"entries\":[\"You have proficiency with {@item thieves' tools|phb}.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"source\":\"PHB\",\"raceName\":\"Half-Elf\",\"raceSource\":\"PHB\",\"page\":38,\"srd\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Variant; Aquatic Elf Descent\",\"source\":\"SCAG\",\"raceName\":\"Half-Elf\",\"raceSource\":\"PHB\",\"page\":116,\"speed\":30,\"entries\":[{\"type\":\"inset\",\"name\":\"Variant Feature (Choose 1)\",\"entries\":[{\"name\":\"Skill Versatility\",\"entries\":[\"You gain proficiency in two skills of your choice.\"],\"type\":\"entries\"},{\"name\":\"Swim\",\"entries\":[\"You gain a swimming speed of 30 ft.\"],\"type\":\"entries\"}],\"data\":{\"overwrite\":\"Skill Versatility\"}}],\"_versions\":[{\"name\":\"Variant; Aquatic Elf Descent; Skill Versatility\",\"source\":\"SCAG\",\"_mod\":{\"entries\":{\"mode\":\"replaceArr\",\"replace\":\"Variant Feature (Choose 1)\",\"items\":{\"name\":\"Variant Feature; Skill Versatility\",\"type\":\"entries\",\"entries\":[\"You gain proficiency in two skills of your choice.\"]}}},\"skillProficiencies\":[{\"any\":2}]},{\"name\":\"Variant; Aquatic Elf Descent; Swim Speed\",\"source\":\"SCAG\",\"_mod\":{\"entries\":{\"mode\":\"replaceArr\",\"replace\":\"Variant Feature (Choose 1)\",\"items\":{\"name\":\"Variant Feature; Swim Speed\",\"type\":\"entries\",\"entries\":[\"You gain a swimming speed of 30 ft.\"]}}},\"speed\":{\"walk\":30,\"swim\":30},\"skillProficiencies\":null,\"overwrite\":{\"skillProficiencies\":true}}]},{\"name\":\"Variant; Drow Descent\",\"source\":\"SCAG\",\"raceName\":\"Half-Elf\",\"raceSource\":\"PHB\",\"page\":116,\"skillProficiencies\":[{\"any\":2}],\"additionalSpells\":[{\"innate\":{\"3\":{\"daily\":{\"1\":[\"faerie fire\"]}},\"5\":{\"daily\":{\"1\":[\"darkness\"]}}},\"ability\":\"cha\",\"known\":{\"1\":[\"dancing lights#c\"]}}],\"entries\":[{\"type\":\"inset\",\"name\":\"Variant Feature (Choose 1)\",\"entries\":[{\"name\":\"Skill Versatility\",\"entries\":[\"You gain proficiency in two skills of your choice.\"],\"type\":\"entries\"},{\"name\":\"Drow Magic\",\"entries\":[\"You know the {@spell dancing lights} cantrip. When you reach 3rd level, you can cast the {@spell faerie fire} spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the {@spell darkness} spell once per day; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.\"],\"type\":\"entries\"}],\"data\":{\"overwrite\":\"Skill Versatility\"}}],\"overwrite\":{\"skillProficiencies\":true},\"_versions\":[{\"name\":\"Variant; Drow Descent; Drow Magic\",\"source\":\"SCAG\",\"_mod\":{\"entries\":{\"mode\":\"replaceArr\",\"replace\":\"Variant Feature (Choose 1)\",\"items\":{\"name\":\"Variant Feature; Drow Magic\",\"type\":\"entries\",\"entries\":[\"You know the {@spell dancing lights} cantrip. When you reach 3rd level, you can cast the {@spell faerie fire} spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the {@spell darkness} spell once per day; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.\"]}}},\"skillProficiencies\":null},{\"name\":\"Variant; Drow Descent; Skill Versatility\",\"source\":\"SCAG\",\"_mod\":{\"entries\":{\"mode\":\"replaceArr\",\"replace\":\"Variant Feature (Choose 1)\",\"items\":{\"name\":\"Variant Feature; Skill Versatility\",\"type\":\"entries\",\"entries\":[\"You gain proficiency in two skills of your choice.\"]}}},\"additionalSpells\":null}]},{\"name\":\"Variant; Mark of Detection\",\"source\":\"ERLW\",\"raceName\":\"Half-Elf\",\"raceSource\":\"PHB\",\"page\":40,\"ability\":[{\"wis\":2,\"choose\":{\"from\":[\"str\",\"dex\",\"con\",\"int\",\"cha\"],\"count\":1}}],\"traitTags\":[\"Dragonmark\",\"Skill Bonus Dice\"],\"skillProficiencies\":null,\"additionalSpells\":[{\"innate\":{\"1\":[\"detect magic\",\"detect poison and disease\"],\"3\":{\"daily\":{\"1\":[\"see invisibility\"]}}},\"expanded\":{\"s1\":[\"detect evil and good\",\"detect poison and disease\"],\"s2\":[\"detect thoughts\",\"find traps\"],\"s3\":[\"clairvoyance\",\"nondetection\"],\"s4\":[\"arcane eye\",\"divination\"],\"s5\":[\"legend lore\"]},\"ability\":\"int\"}],\"entries\":[{\"type\":\"entries\",\"name\":\"Deductive Intuition\",\"entries\":[\"When you make an Intelligence ({@skill Investigation}) or a Wisdom ({@skill Insight}) check, you can roll a {@dice d4} and add the number rolled to the ability check.\"],\"data\":{\"overwrite\":\"Skill Versatility\"}},{\"type\":\"entries\",\"name\":\"Magical Detection\",\"entries\":[\"You can cast the {@spell detect magic} and {@spell detect poison and disease} spells with this trait. Starting at 3rd level, you can also cast the {@spell see invisibility} spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells, and you don't require material components for them.\"]},{\"type\":\"entries\",\"name\":\"Spells of the Mark\",\"entries\":[\"If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Detection Spells table are added to the spell list of your spellcasting class.\",{\"type\":\"table\",\"caption\":\"Mark of Detection Spells\",\"colLabels\":[\"Spell Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell detect evil and good}, {@spell detect poison and disease}\"],[\"2nd\",\"{@spell detect thoughts}, {@spell find traps}\"],[\"3rd\",\"{@spell clairvoyance}, {@spell nondetection}\"],[\"4th\",\"{@spell arcane eye}, {@spell divination}\"],[\"5th\",\"{@spell legend lore}\"]]}]}],\"overwrite\":{\"ability\":true}},{\"name\":\"Variant; Mark of Storm\",\"source\":\"ERLW\",\"raceName\":\"Half-Elf\",\"raceSource\":\"PHB\",\"page\":50,\"ability\":[{\"cha\":2,\"dex\":1}],\"traitTags\":[\"Dragonmark\",\"Skill Bonus Dice\",\"Tool Bonus Dice\"],\"skillProficiencies\":null,\"resist\":[\"lightning\"],\"additionalSpells\":[{\"expanded\":{\"s1\":[\"feather fall\",\"fog cloud\"],\"s2\":[\"gust of wind\",\"levitate\"],\"s3\":[\"sleet storm\",\"wind wall\"],\"s4\":[\"conjure minor elementals\",\"control water\"],\"s5\":[\"conjure elemental\"]},\"ability\":\"cha\",\"known\":{\"1\":[\"gust|xge#c\"]}}],\"entries\":[{\"type\":\"entries\",\"name\":\"Windwright's Intuition\",\"entries\":[\"When you make a Dexterity ({@skill Acrobatics}) check or any ability check involving {@item navigator's tools|PHB}, you can roll a {@dice d4} and add the number rolled to the ability check.\"],\"data\":{\"overwrite\":\"Skill Versatility\"}},{\"type\":\"entries\",\"name\":\"Storm's Boon\",\"entries\":[\"You have resistance to lightning damage.\"]},{\"type\":\"entries\",\"name\":\"Headwinds\",\"entries\":[\"You know the {@spell gust|XGE} cantrip. Starting at 3rd level, you can cast the {@spell gust of wind} spell once with this trait, and you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells.\"]},{\"type\":\"entries\",\"name\":\"Spells of the Mark\",\"entries\":[\"If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Storm Spells table are added to the spell list of your spellcasting class.\",{\"type\":\"table\",\"caption\":\"Mark of Storm Spells\",\"colLabels\":[\"Spell Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell feather fall}, {@spell fog cloud}\"],[\"2nd\",\"{@spell gust of wind}, {@spell levitate}\"],[\"3rd\",\"{@spell sleet storm}, {@spell wind wall}\"],[\"4th\",\"{@spell conjure minor elementals}, {@spell control water}\"],[\"5th\",\"{@spell conjure elemental}\"]]}]}],\"overwrite\":{\"ability\":true}},{\"name\":\"Variant; Moon Elf or Sun Elf Descent\",\"source\":\"SCAG\",\"raceName\":\"Half-Elf\",\"raceSource\":\"PHB\",\"page\":116,\"skillProficiencies\":[{\"any\":2}],\"weaponProficiencies\":[{\"longsword|phb\":true,\"shortsword|phb\":true,\"shortbow|phb\":true,\"longbow|phb\":true}],\"additionalSpells\":[{\"ability\":\"int\",\"known\":{\"1\":{\"_\":[{\"choose\":\"level=0|class=Wizard\"}]}}}],\"entries\":[{\"type\":\"inset\",\"name\":\"Variant Feature (Choose 1)\",\"entries\":[{\"name\":\"Skill Versatility\",\"entries\":[\"You gain proficiency in two skills of your choice.\"],\"type\":\"entries\"},{\"name\":\"Elf Weapon Training\",\"entries\":[\"You have proficiency with the {@item longsword|phb}, {@item shortsword|phb}, {@item shortbow|phb}, and {@item longbow|phb}.\"],\"type\":\"entries\"},{\"name\":\"Cantrip\",\"entries\":[\"You know one cantrip of your choice from the {@filter wizard spell list|spells|class=wizard|level=0}. Intelligence is your spellcasting ability for it.\"],\"type\":\"entries\"}],\"data\":{\"overwrite\":\"Skill Versatility\"}}],\"overwrite\":{\"skillProficiencies\":true},\"_versions\":[{\"name\":\"Variant; Moon Elf or Sun Elf Descent; Cantrip\",\"source\":\"SCAG\",\"_mod\":{\"entries\":{\"mode\":\"replaceArr\",\"replace\":\"Variant Feature (Choose 1)\",\"items\":{\"name\":\"Variant Feature; Cantrip\",\"type\":\"entries\",\"entries\":[\"You know one cantrip of your choice from the {@filter wizard spell list|spells|class=wizard|level=0}. Intelligence is your spellcasting ability for it.\"]}}},\"skillProficiencies\":null,\"weaponProficiencies\":null},{\"name\":\"Variant; Moon Elf or Sun Elf Descent; Elf Weapon Training\",\"source\":\"SCAG\",\"_mod\":{\"entries\":{\"mode\":\"replaceArr\",\"replace\":\"Variant Feature (Choose 1)\",\"items\":{\"name\":\"Variant Feature; Elf Weapon Training\",\"type\":\"entries\",\"entries\":[\"You have proficiency with the {@item longsword|phb}, {@item shortsword|phb}, {@item shortbow|phb}, and {@item longbow|phb}.\"]}}},\"skillProficiencies\":null,\"additionalSpells\":null},{\"name\":\"Variant; Moon Elf or Sun Elf Descent; Skill Versatility\",\"source\":\"SCAG\",\"_mod\":{\"entries\":{\"mode\":\"replaceArr\",\"replace\":\"Variant Feature (Choose 1)\",\"items\":{\"name\":\"Variant Feature; Skill Versatility\",\"type\":\"entries\",\"entries\":[\"You gain proficiency in two skills of your choice.\"]}}},\"weaponProficiencies\":null,\"additionalSpells\":null}]},{\"name\":\"Variant; Wood Elf Descent\",\"source\":\"SCAG\",\"raceName\":\"Half-Elf\",\"raceSource\":\"PHB\",\"page\":116,\"skillProficiencies\":[{\"any\":2}],\"weaponProficiencies\":[{\"longsword|phb\":true,\"shortsword|phb\":true,\"shortbow|phb\":true,\"longbow|phb\":true}],\"entries\":[{\"type\":\"inset\",\"name\":\"Variant Feature (Choose 1)\",\"entries\":[{\"name\":\"Skill Versatility\",\"entries\":[\"You gain proficiency in two skills of your choice.\"],\"type\":\"entries\"},{\"name\":\"Elf Weapon Training\",\"entries\":[\"You have proficiency with the {@item longsword|phb}, {@item shortsword|phb}, {@item shortbow|phb}, and {@item longbow|phb}.\"],\"type\":\"entries\"},{\"name\":\"Fleet of Foot\",\"entries\":[\"Your base walking speed increases to 35 feet.\"],\"type\":\"entries\"},{\"name\":\"Mask of the Wild\",\"entries\":[\"You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.\"],\"type\":\"entries\"}],\"data\":{\"overwrite\":\"Skill Versatility\"}}],\"overwrite\":{\"skillProficiencies\":true},\"_versions\":[{\"name\":\"Variant; Wood Elf Descent; Elf Weapon Training\",\"source\":\"SCAG\",\"_mod\":{\"entries\":{\"mode\":\"replaceArr\",\"replace\":\"Variant Feature (Choose 1)\",\"items\":{\"name\":\"Variant Feature; Elf Weapon Training\",\"type\":\"entries\",\"entries\":[\"You have proficiency with the {@item longsword|phb}, {@item shortsword|phb}, {@item shortbow|phb}, and {@item longbow|phb}.\"]}}},\"skillProficiencies\":null},{\"name\":\"Variant; Wood Elf Descent; Fleet of Foot\",\"source\":\"SCAG\",\"_mod\":{\"entries\":{\"mode\":\"replaceArr\",\"replace\":\"Variant Feature (Choose 1)\",\"items\":{\"name\":\"Variant Feature; Fleet of Foot\",\"type\":\"entries\",\"entries\":[\"Your base walking speed increases to 35 feet.\"]}}},\"speed\":35,\"skillProficiencies\":null,\"weaponProficiencies\":null},{\"name\":\"Variant; Wood Elf Descent; Mask of the Wild\",\"source\":\"SCAG\",\"_mod\":{\"entries\":{\"mode\":\"replaceArr\",\"replace\":\"Variant Feature (Choose 1)\",\"items\":{\"name\":\"Variant Feature; Mask of the Wild\",\"type\":\"entries\",\"entries\":[\"You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.\"]}}},\"skillProficiencies\":null,\"weaponProficiencies\":null},{\"name\":\"Variant; Wood Elf Descent; Skill Versatility\",\"source\":\"SCAG\",\"_mod\":{\"entries\":{\"mode\":\"replaceArr\",\"replace\":\"Variant Feature (Choose 1)\",\"items\":{\"name\":\"Variant Feature; Skill Versatility\",\"type\":\"entries\",\"entries\":[\"You gain proficiency in two skills of your choice.\"]}}},\"weaponProficiencies\":null}]},{\"source\":\"PHB\",\"raceName\":\"Half-Orc\",\"raceSource\":\"PHB\",\"page\":40,\"srd\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Variant; Mark of Finding\",\"source\":\"ERLW\",\"raceName\":\"Half-Orc\",\"raceSource\":\"PHB\",\"page\":41,\"traitTags\":[\"Dragonmark\",\"Skill Bonus Dice\"],\"languageProficiencies\":[{\"common\":true,\"goblin\":true}],\"soundClip\":{\"type\":\"internal\",\"path\":\"races/half-orc.mp3\"},\"additionalSpells\":[{\"innate\":{\"1\":[\"hunter's mark\"],\"3\":{\"daily\":{\"1\":[\"locate object\"]}}},\"expanded\":{\"s1\":[\"faerie fire\",\"longstrider\"],\"s2\":[\"locate animals or plants\",\"locate object\"],\"s3\":[\"clairvoyance\",\"speak with plants\"],\"s4\":[\"divination\",\"locate creature\"],\"s5\":[\"commune with nature\"]},\"ability\":\"wis\"}],\"entries\":[{\"type\":\"entries\",\"name\":\"Darkvision\",\"entries\":[\"You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"],\"data\":{\"overwrite\":\"Darkvision\"}},{\"type\":\"entries\",\"name\":\"Hunter's Intuition\",\"entries\":[\"When you make a Wisdom ({@skill Perception}) or Wisdom ({@skill Survival}) check, you can roll a {@dice d4} and add the number rolled to the ability check.\"],\"data\":{\"overwrite\":\"Menacing\"}},{\"type\":\"entries\",\"name\":\"Finder's Magic\",\"entries\":[\"You can cast the {@spell hunter's mark} spell with this trait. Starting at 3rd level, you can also cast the {@spell locate object} spell with it. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells.\"],\"data\":{\"overwrite\":\"Relentless Endurance\"}},{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and Goblin.\"],\"data\":{\"overwrite\":\"Languages\"}},{\"type\":\"entries\",\"name\":\"Spells of the Mark\",\"entries\":[\"If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your spellcasting class.\",{\"type\":\"table\",\"caption\":\"Mark of Finding Spells\",\"colLabels\":[\"Spell Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell faerie fire}, {@spell longstrider}\"],[\"2nd\",\"{@spell locate animals or plants}, {@spell locate object}\"],[\"3rd\",\"{@spell clairvoyance}, {@spell speak with plants}\"],[\"4th\",\"{@spell divination}, {@spell locate creature}\"],[\"5th\",\"{@spell commune with nature}\"]]}],\"data\":{\"overwrite\":\"Savage Attacks\"}}]},{\"name\":\"Ghostwise\",\"source\":\"SCAG\",\"raceName\":\"Halfling\",\"raceSource\":\"PHB\",\"page\":110,\"ability\":[{\"wis\":1}],\"entries\":[{\"name\":\"Silent Speech\",\"entries\":[\"You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lightfoot\",\"source\":\"PHB\",\"raceName\":\"Halfling\",\"raceSource\":\"PHB\",\"page\":28,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Halfling|XPHB\"],\"ability\":[{\"cha\":1}],\"entries\":[{\"name\":\"Naturally Stealthy\",\"entries\":[\"You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lotusden\",\"source\":\"EGW\",\"raceName\":\"Halfling\",\"raceSource\":\"PHB\",\"page\":164,\"ability\":[{\"wis\":1}],\"additionalSpells\":[{\"innate\":{\"3\":{\"daily\":{\"1\":[\"entangle\"]}},\"5\":{\"daily\":{\"1\":[\"spike growth\"]}}},\"ability\":\"wis\",\"known\":{\"1\":[\"druidcraft#c\"]}}],\"entries\":[{\"type\":\"entries\",\"name\":\"Child of the Wood\",\"entries\":[\"You know the {@spell druidcraft} cantrip. When you reach 3rd level, you can cast the {@spell entangle} spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the {@spell spike growth} spell once with this trait and regain the ability to do so when you finish a long rest. Casting these spells with this trait doesn't require material components. Wisdom is your spellcasting ability for these spells.\"]},{\"type\":\"entries\",\"name\":\"Timberwalk\",\"entries\":[\"Ability checks made to track you have disadvantage, and you can move across {@quickref difficult terrain||3} made of nonmagical plants and undergrowth without expending extra movement.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mark of Healing\",\"source\":\"ERLW\",\"raceName\":\"Halfling\",\"raceSource\":\"PHB\",\"page\":43,\"ability\":[{\"wis\":1}],\"traitTags\":[\"Dragonmark\",\"Skill Bonus Dice\",\"Tool Bonus Dice\"],\"additionalSpells\":[{\"innate\":{\"1\":[\"cure wounds\"],\"3\":{\"daily\":{\"1\":[\"lesser restoration\"]}}},\"expanded\":{\"s1\":[\"cure wounds\",\"healing word\"],\"s2\":[\"lesser restoration\",\"prayer of healing\"],\"s3\":[\"aura of vitality\",\"mass healing word\"],\"s4\":[\"aura of purity\",\"aura of life\"],\"s5\":[\"greater restoration\"]},\"ability\":\"wis\"}],\"entries\":[{\"type\":\"entries\",\"name\":\"Medical Intuition\",\"entries\":[\"When you make a Wisdom ({@skill Medicine}) check or an ability check using an {@item herbalism kit|phb}, you can roll a {@dice d4} and add the number rolled to the ability check.\"]},{\"type\":\"entries\",\"name\":\"Healing Touch\",\"entries\":[\"You can cast the {@spell cure wounds} spell with this trait. Starting at 3rd level, you can also cast {@spell lesser restoration} with it. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells.\"]},{\"type\":\"entries\",\"name\":\"Spells of the Mark\",\"entries\":[\"If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Healing Spells table are added to the spell list of your spellcasting class.\",{\"type\":\"table\",\"caption\":\"Mark of Healing Spells\",\"colLabels\":[\"Spell Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell cure wounds}, {@spell healing word}\"],[\"2nd\",\"{@spell lesser restoration}, {@spell prayer of healing}\"],[\"3rd\",\"{@spell aura of vitality}, {@spell mass healing word}\"],[\"4th\",\"{@spell aura of purity}, {@spell aura of life}\"],[\"5th\",\"{@spell greater restoration}\"]]}]}]},{\"name\":\"Mark of Hospitality\",\"source\":\"ERLW\",\"raceName\":\"Halfling\",\"raceSource\":\"PHB\",\"page\":44,\"ability\":[{\"cha\":1}],\"traitTags\":[\"Dragonmark\",\"Skill Bonus Dice\",\"Tool Bonus Dice\"],\"additionalSpells\":[{\"expanded\":{\"s1\":[\"goodberry\",\"sleep\"],\"s2\":[\"aid\",\"calm emotions\"],\"s3\":[\"create food and water\",\"leomund's tiny hut\"],\"s4\":[\"aura of purity\",\"mordenkainen's private sanctum\"],\"s5\":[\"hallow\"]},\"ability\":\"cha\",\"known\":{\"1\":[\"prestidigitation#c\",\"purify food and drink\",\"unseen servant\"]}}],\"entries\":[{\"type\":\"entries\",\"name\":\"Ever Hospitable\",\"entries\":[\"When you make a Charisma ({@skill Persuasion}) check or an ability check involving {@item brewer's supplies|PHB} or {@item cook's utensils|PHB}, you can roll a {@dice d4} and add the number rolled to the ability check.\"]},{\"type\":\"entries\",\"name\":\"Innkeeper's Magic\",\"entries\":[\"You know the {@spell prestidigitation} cantrip. You can also cast the {@spell purify food and drink} and {@spell unseen servant} spells with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish long rest. Charisma is your spellcasting ability for these spells.\"]},{\"type\":\"entries\",\"name\":\"Spells of the Mark\",\"entries\":[\"If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Hospitality Spells table are added to the spell list of your spellcasting class.\",{\"type\":\"table\",\"caption\":\"Mark of Hospitality Spells\",\"colLabels\":[\"Spell Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell goodberry}, {@spell sleep}\"],[\"2nd\",\"{@spell aid}, {@spell calm emotions}\"],[\"3rd\",\"{@spell create food and water}, {@spell Leomund's tiny hut}\"],[\"4th\",\"{@spell aura of purity}, {@spell Mordenkainen's private sanctum}\"],[\"5th\",\"{@spell hallow}\"]]}]}]},{\"name\":\"Stout\",\"source\":\"PHB\",\"raceName\":\"Halfling\",\"raceSource\":\"PHB\",\"page\":28,\"basicRules\":true,\"reprintedAs\":[\"Halfling|XPHB\"],\"ability\":[{\"con\":1}],\"resist\":[\"poison\"],\"entries\":[{\"name\":\"Stout Resilience\",\"entries\":[\"You have advantage on saving throws against poison, and you have resistance against poison damage.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"source\":\"PHB\",\"raceName\":\"Human\",\"raceSource\":\"PHB\",\"page\":29,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Human|XPHB\"],\"ability\":[{\"str\":1,\"dex\":1,\"con\":1,\"int\":1,\"wis\":1,\"cha\":1}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Keldon\",\"source\":\"PSD\",\"raceName\":\"Human\",\"raceSource\":\"PHB\",\"page\":19,\"ability\":[{\"str\":2,\"con\":1}],\"age\":{\"mature\":20,\"max\":100},\"skillProficiencies\":[{\"athletics\":true}],\"languageProficiencies\":[{\"common\":true,\"other\":true}],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Keldons reach adulthood in their late teens and live less than a century.\"],\"data\":{\"overwrite\":\"Age\"}},{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Keldons tend toward chaotic alignments, and many walk a fine line between good and evil.\"],\"data\":{\"overwrite\":\"Alignment\"}},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Keldons are taller and heavier than the human norms of other cultures, standing almost universally above 6 feet tall and reaching heights above 7 feet. Your size is Medium.\"],\"data\":{\"overwrite\":\"Size\"}},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and {@language Keldon|PSD}.\"],\"type\":\"entries\",\"data\":{\"overwrite\":\"Languages\"}},{\"type\":\"entries\",\"name\":\"Natural Athlete\",\"entries\":[\"You have proficiency in the {@skill Athletics} skill.\"]},{\"type\":\"entries\",\"name\":\"Keldon Resilience\",\"entries\":[\"You have proficiency in Strength saving throws.\"]},{\"type\":\"entries\",\"name\":\"Icehaven Born\",\"entries\":[\"You are naturally adapted to {@hazard Extreme Cold|DMG|cold climates}, as described in chapter 5 of the {@i Dungeon Master's Guide}.\"]}],\"overwrite\":{\"languageProficiencies\":true},\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mark of Handling\",\"source\":\"ERLW\",\"raceName\":\"Human\",\"raceSource\":\"PHB\",\"page\":42,\"ability\":[{\"wis\":2,\"choose\":{\"from\":[\"str\",\"dex\",\"con\",\"int\",\"cha\"],\"count\":1}}],\"traitTags\":[\"Dragonmark\",\"Skill Bonus Dice\"],\"additionalSpells\":[{\"expanded\":{\"s1\":[\"animal friendship\",\"speak with animals\"],\"s2\":[\"beast sense\",\"calm emotions\"],\"s3\":[\"beacon of hope\",\"conjure animals\"],\"s4\":[\"aura of life\",\"dominate beast\"],\"s5\":[\"awaken\"]},\"ability\":\"wis\",\"known\":{\"1\":{\"rest\":{\"1\":[\"animal friendship\",\"speak with animals\"]}}}}],\"entries\":[{\"type\":\"entries\",\"name\":\"Wild Intuition\",\"entries\":[\"When you make a Wisdom ({@skill Animal Handling}) or Intelligence ({@skill Nature}) check, you can roll a {@dice d4} and add the number rolled to the ability check.\"]},{\"type\":\"entries\",\"name\":\"Primal Connection\",\"entries\":[\"You can cast the {@spell animal friendship} and {@spell speak with animals} spells with this trait, requiring no material component. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a short or long rest. Wisdom is your spellcasting ability for these spells.\"]},{\"type\":\"entries\",\"name\":\"The Bigger They Are\",\"entries\":[\"Starting at 3rd level, you can target a beast or monstrosity when you cast {@spell animal friendship} or {@spell speak with animals}, provided the creature's Intelligence score is 3 or lower.\"]},{\"type\":\"entries\",\"name\":\"Spells of the Mark\",\"entries\":[\"If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Handling Spells table are added to the spell list of your spellcasting class.\",{\"type\":\"table\",\"caption\":\"Mark of Handling Spells\",\"colLabels\":[\"Spell Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell animal friendship}, {@spell speak with animals}\"],[\"2nd\",\"{@spell beast sense}, {@spell calm emotions}\"],[\"3rd\",\"{@spell beacon of hope}, {@spell conjure animals}\"],[\"4th\",\"{@spell aura of life}, {@spell dominate beast}\"],[\"5th\",\"{@spell awaken}\"]]}]}]},{\"name\":\"Mark of Making\",\"source\":\"ERLW\",\"raceName\":\"Human\",\"raceSource\":\"PHB\",\"page\":45,\"ability\":[{\"int\":2,\"choose\":{\"from\":[\"str\",\"dex\",\"con\",\"wis\",\"cha\"],\"count\":1}}],\"traitTags\":[\"Dragonmark\",\"Skill Bonus Dice\",\"Tool Bonus Dice\"],\"toolProficiencies\":[{\"anyArtisansTool\":1}],\"additionalSpells\":[{\"expanded\":{\"s1\":[\"identify\",\"tenser's floating disk\"],\"s2\":[\"continual flame\",\"magic weapon\"],\"s3\":[\"conjure barrage\",\"elemental weapon\"],\"s4\":[\"fabricate\",\"stone shape\"],\"s5\":[\"creation\"]},\"ability\":\"int\",\"known\":{\"1\":[\"mending#c\",\"magic weapon\"]}}],\"entries\":[{\"type\":\"entries\",\"name\":\"Artisan's Intuition\",\"entries\":[\"When you make an {@skill Arcana} check or an ability check involving {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}, you can roll a {@dice d4} and add the number rolled to the ability check.\"]},{\"type\":\"entries\",\"name\":\"Maker's Gift\",\"entries\":[\"You gain proficiency with one type of artisan's tools of your choice.\"]},{\"type\":\"entries\",\"name\":\"Spellsmith\",\"entries\":[\"You know the {@spell mending} cantrip. You can also cast the {@spell magic weapon} spell with this trait. When you do so, the spell lasts for 1 hour and doesn't require {@status concentration}. Once you cast the spell with this trait, you can't do so again until you finish a long rest. Intelligence is your spellcasting ability for these spells.\"]},{\"type\":\"entries\",\"name\":\"Spells of the Mark\",\"entries\":[\"If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Making Spells table are added to the spell list of your spellcasting class.\",{\"type\":\"table\",\"caption\":\"Mark of Making Spells\",\"colLabels\":[\"Spell Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell identify}, {@spell Tenser's floating disk}\"],[\"2nd\",\"{@spell continual flame}, {@spell magic weapon}\"],[\"3rd\",\"{@spell conjure barrage}, {@spell elemental weapon}\"],[\"4th\",\"{@spell fabricate}, {@spell stone shape}\"],[\"5th\",\"{@spell creation}\"]]}]}]},{\"name\":\"Mark of Passage\",\"source\":\"ERLW\",\"raceName\":\"Human\",\"raceSource\":\"PHB\",\"page\":46,\"speed\":35,\"ability\":[{\"dex\":2,\"choose\":{\"from\":[\"str\",\"con\",\"int\",\"wis\",\"cha\"],\"count\":1}}],\"traitTags\":[\"Dragonmark\"],\"additionalSpells\":[{\"expanded\":{\"s1\":[\"expeditious retreat\",\"jump\"],\"s2\":[\"misty step\",\"pass without trace\"],\"s3\":[\"blink\",\"phantom steed\"],\"s4\":[\"dimension door\",\"freedom of movement\"],\"s5\":[\"teleportation circle\"]},\"ability\":\"dex\",\"known\":{\"1\":[\"misty step\"]}}],\"entries\":[{\"type\":\"entries\",\"name\":\"Courier's Speed\",\"entries\":[\"Your base walking speed increases to 35 feet.\"]},{\"type\":\"entries\",\"name\":\"Intuitive Motion\",\"entries\":[\"When you make a Dexterity ({@skill Acrobatics}) check or any ability check to operate or maintain a {@filter land vehicle|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (land)}, you can roll a {@dice d4} and add the number rolled to the ability check.\"]},{\"type\":\"entries\",\"name\":\"Magical Passage\",\"entries\":[\"You can cast the {@spell misty step} spell once with this trait, and you regain the ability to cast it when you finish a long rest. Dexterity is your spellcasting ability for this spell.\"]},{\"type\":\"entries\",\"name\":\"Spells of the Mark\",\"entries\":[\"If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Passage Spells table are added to the spell list of your spellcasting class.\",{\"type\":\"table\",\"caption\":\"Mark of Passage Spells\",\"colLabels\":[\"Spell Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell expeditious retreat}, {@spell jump}\"],[\"2nd\",\"{@spell misty step}, {@spell pass without trace}\"],[\"3rd\",\"{@spell blink}, {@spell phantom steed}\"],[\"4th\",\"{@spell dimension door}, {@spell freedom of movement}\"],[\"5th\",\"{@spell teleportation circle}\"]]}]}]},{\"name\":\"Mark of Sentinel\",\"source\":\"ERLW\",\"raceName\":\"Human\",\"raceSource\":\"PHB\",\"page\":48,\"ability\":[{\"con\":2,\"wis\":1}],\"traitTags\":[\"Dragonmark\",\"Skill Bonus Dice\"],\"additionalSpells\":[{\"expanded\":{\"s1\":[\"compelled duel\",\"shield of faith\"],\"s2\":[\"warding bond\",\"zone of truth\"],\"s3\":[\"counterspell\",\"protection from energy\"],\"s4\":[\"death ward\",\"guardian of faith\"],\"s5\":[\"bigby's hand\"]},\"ability\":\"wis\",\"known\":{\"1\":[\"shield\"]}}],\"entries\":[{\"type\":\"entries\",\"name\":\"Sentinel's Intuition\",\"entries\":[\"When you make a Wisdom ({@skill Insight}) or Wisdom ({@skill Perception}) check, you can roll a {@dice d4} and add the number rolled to the ability check.\"]},{\"type\":\"entries\",\"name\":\"Guardian's Shield\",\"entries\":[\"You can cast the {@spell shield} spell once with this trait, and you regain the ability to cast it after you finish a long rest. Wisdom is your spellcasting ability for this spell.\"]},{\"type\":\"entries\",\"name\":\"Vigilant Guardian\",\"entries\":[\"When a creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to swap places with that creature, and you are hit by the attack instead. Once you use this trait, you can't do so again until you finish a long rest.\"]},{\"type\":\"entries\",\"name\":\"Spells of the Mark\",\"entries\":[\"If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Sentinel Spells table are added to the spell list of your spellcasting class.\",{\"type\":\"table\",\"caption\":\"Mark of Sentinel Spells\",\"colLabels\":[\"Spell Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell compelled duel}, {@spell shield of faith}\"],[\"2nd\",\"{@spell warding bond}, {@spell zone of truth}\"],[\"3rd\",\"{@spell counterspell}, {@spell protection from energy}\"],[\"4th\",\"{@spell death ward}, {@spell guardian of faith}\"],[\"5th\",\"{@spell Bigby's hand}\"]]}]}]},{\"name\":\"Variant\",\"source\":\"PHB\",\"raceName\":\"Human\",\"raceSource\":\"PHB\",\"page\":31,\"basicRules\":true,\"reprintedAs\":[\"Human|XPHB\"],\"ability\":[{\"choose\":{\"from\":[\"str\",\"dex\",\"con\",\"int\",\"wis\",\"cha\"],\"count\":2}}],\"feats\":[{\"any\":1}],\"skillProficiencies\":[{\"any\":1}],\"entries\":[{\"name\":\"Skills\",\"entries\":[\"You gain proficiency in one skill of your choice.\"],\"type\":\"entries\"},{\"name\":\"Feat\",\"entries\":[\"You gain one {@5etools feat|feats.html} of your choice.\"],\"type\":\"entries\"}]},{\"name\":\"Variant; Mark of Finding\",\"source\":\"ERLW\",\"raceName\":\"Human\",\"raceSource\":\"PHB\",\"page\":41,\"ability\":[{\"con\":1,\"wis\":2}],\"darkvision\":60,\"traitTags\":[\"Dragonmark\",\"Skill Bonus Dice\"],\"languageProficiencies\":[{\"common\":true,\"goblin\":true}],\"additionalSpells\":[{\"innate\":{\"1\":[\"hunter's mark\"],\"3\":{\"daily\":{\"1\":[\"locate object\"]}}},\"expanded\":{\"s1\":[\"faerie fire\",\"longstrider\"],\"s2\":[\"locate animals or plants\",\"locate object\"],\"s3\":[\"clairvoyance\",\"speak with plants\"],\"s4\":[\"divination\",\"locate creature\"],\"s5\":[\"commune with nature\"]},\"ability\":\"wis\"}],\"entries\":[{\"type\":\"entries\",\"name\":\"Darkvision\",\"entries\":[\"You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"]},{\"type\":\"entries\",\"name\":\"Hunter's Intuition\",\"entries\":[\"When you make a Wisdom ({@skill Perception}) or Wisdom ({@skill Survival}) check, you can roll a {@dice d4} and add the number rolled to the ability check.\"]},{\"type\":\"entries\",\"name\":\"Finder's Magic\",\"entries\":[\"You can cast the {@spell hunter's mark} spell with this trait. Starting at 3rd level, you can also cast the {@spell locate object} spell with it. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells.\"]},{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write Common and Goblin.\"],\"data\":{\"overwrite\":\"Languages\"}},{\"type\":\"entries\",\"name\":\"Spells of the Mark\",\"entries\":[\"If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your spellcasting class.\",{\"type\":\"table\",\"caption\":\"Mark of Finding Spells\",\"colLabels\":[\"Spell Level\",\"Spells\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1st\",\"{@spell faerie fire}, {@spell longstrider}\"],[\"2nd\",\"{@spell locate animals or plants}, {@spell locate object}\"],[\"3rd\",\"{@spell clairvoyance}, {@spell speak with plants}\"],[\"4th\",\"{@spell divination}, {@spell locate creature}\"],[\"5th\",\"{@spell commune with nature}\"]]}]}],\"overwrite\":{\"traitTags\":true,\"languageProficiencies\":true}},{\"name\":\"Gavony\",\"source\":\"PSI\",\"raceName\":\"Human (Innistrad)\",\"raceSource\":\"PSI\",\"page\":8,\"ability\":[{\"str\":1,\"dex\":1,\"con\":1,\"int\":1,\"wis\":1,\"cha\":1}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Kessig\",\"source\":\"PSI\",\"raceName\":\"Human (Innistrad)\",\"raceSource\":\"PSI\",\"page\":8,\"speed\":40,\"ability\":[{\"dex\":1,\"wis\":1}],\"skillProficiencies\":[{\"survival\":true}],\"entries\":[{\"name\":\"Forest Folk\",\"entries\":[\"You have proficiency in the {@skill Survival} skill.\"],\"type\":\"entries\"},{\"name\":\"Fleet of Foot\",\"entries\":[\"Your base walking speed is 40 feet.\"],\"type\":\"entries\"},{\"name\":\"Sure-footed\",\"entries\":[\"When you use the {@action Dash} action, {@quickref difficult terrain||3} doesn't cost you extra movement on that turn.\"],\"type\":\"entries\"},{\"name\":\"Spring Attack\",\"entries\":[\"When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of your turn, whether you hit or not.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Nephalia\",\"source\":\"PSI\",\"raceName\":\"Human (Innistrad)\",\"raceSource\":\"PSI\",\"page\":8,\"ability\":[{\"int\":1,\"cha\":1}],\"traitTags\":[\"Skill Proficiency\",\"Tool Proficiency\"],\"skillToolLanguageProficiencies\":[{\"choose\":[{\"from\":[\"anySkill\",\"anyTool\"],\"count\":4}]}],\"entries\":[{\"name\":\"Breadth of Knowledge\",\"entries\":[\"You gain proficiency in any combination of four skills or with four {@book tools|phb|5|tools} of your choice.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Stensia\",\"source\":\"PSI\",\"raceName\":\"Human (Innistrad)\",\"raceSource\":\"PSI\",\"page\":8,\"ability\":[{\"str\":1,\"con\":1}],\"skillProficiencies\":[{\"intimidation\":true}],\"entries\":[{\"name\":\"Daunting\",\"entries\":[\"You have proficiency in the {@skill Intimidation} skill.\"],\"type\":\"entries\"},{\"name\":\"Tough\",\"entries\":[\"Your hit point maximum increases by 2, and it increases by 2 every time you gain a level.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sable\",\"source\":\"HWCS\",\"raceName\":\"Luma\",\"raceSource\":\"HWCS\",\"page\":16,\"ability\":[{\"con\":1}],\"resist\":[\"poison\"],\"entries\":[{\"name\":\"Hard to Read\",\"type\":\"entries\",\"entries\":[\"Your innate eccentricities make it hard for other folk to figure you out. When someone performs a Wisdom ({@skill Insight}) check against you, they have disadvantage on their roll. Additionally, you gain advantage on Charisma ({@skill Deception}) checks made against creatures that are not lumas.\"]},{\"name\":\"Resilience\",\"type\":\"entries\",\"entries\":[\"You have advantage on saving throws against poison and resistance against poison damage.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Sera\",\"source\":\"HWCS\",\"raceName\":\"Luma\",\"raceSource\":\"HWCS\",\"page\":16,\"ability\":[{\"wis\":1}],\"entries\":[{\"name\":\"Center of Attention\",\"type\":\"entries\",\"entries\":[\"You have proficiency in the {@skill Performance} skill.\"]},{\"name\":\"Songbird\",\"type\":\"entries\",\"entries\":[\"When you perform, you can demonstrate the innate and mystical power of your Charisma. You may cast the {@spell charm person} spell once per long rest. This spell does not require any somatic components to cast. Charisma is your spellcasting ability for this spell.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ixalan; Blue\",\"source\":\"PSX\",\"raceName\":\"Merfolk\",\"raceSource\":\"PSZ\",\"page\":12,\"otherSources\":null,\"ability\":[{\"int\":2}],\"skillProficiencies\":[{\"history\":true,\"nature\":true}],\"languageProficiencies\":[{\"common\":true,\"other\":true,\"anyStandard\":1}],\"additionalSpells\":[{\"ability\":\"wis\",\"known\":{\"1\":{\"_\":[{\"choose\":\"level=0|class=Wizard\"}]}}}],\"entries\":[{\"name\":\"Cantrip\",\"entries\":[\"You know one cantrip of your choice from the {@filter wizard spell list|spells|class=wizard|level=0}. Intelligence is your spellcasting ability for it.\"],\"type\":\"entries\"},{\"name\":\"Lore of the Waters\",\"entries\":[\"You gain proficiency in the {@skill History} and {@skill Nature} skills.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write {@language Common Trade Pidgin|PSX|Common} (if it exists in your campaign), {@language Merfolk|PSX}, and one additional language of your choice.\"],\"type\":\"entries\",\"data\":{\"overwrite\":\"Languages\"}}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ixalan; Green\",\"source\":\"PSX\",\"raceName\":\"Merfolk\",\"raceSource\":\"PSZ\",\"page\":12,\"otherSources\":null,\"ability\":[{\"wis\":2}],\"languageProficiencies\":[{\"common\":true,\"other\":true,\"anyStandard\":1}],\"additionalSpells\":[{\"ability\":\"wis\",\"known\":{\"1\":{\"_\":[{\"choose\":\"level=0|class=Druid\"}]}}}],\"entries\":[{\"name\":\"Cantrip\",\"entries\":[\"You know one cantrip of your choice from the {@filter druid spell list|spells|class=Druid|level=0}. Wisdom is your spellcasting ability for it.\"],\"type\":\"entries\"},{\"name\":\"Mask of the Wild\",\"entries\":[\"You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.\"],\"type\":\"entries\"},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write {@language Common Trade Pidgin|PSX|Common} (if it exists in your campaign), {@language Merfolk|PSX}, and one additional language of your choice.\"],\"type\":\"entries\",\"data\":{\"overwrite\":\"Languages\"}}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Zendikar; Cosi Creed\",\"source\":\"PSZ\",\"raceName\":\"Merfolk\",\"raceSource\":\"PSZ\",\"page\":13,\"otherSources\":null,\"ability\":[{\"int\":1,\"cha\":2}],\"skillProficiencies\":[{\"sleight of hand\":true,\"stealth\":true}],\"additionalSpells\":[{\"ability\":\"cha\",\"known\":{\"1\":{\"_\":[{\"choose\":\"level=0|class=Bard\"}]}}}],\"entries\":[{\"name\":\"Cantrip\",\"entries\":[\"You know one cantrip of your choice from the {@filter bard spell list|spells|class=bard|level=0}. Charisma is your spellcasting ability for it.\"],\"type\":\"entries\"},{\"name\":\"Creed of the Trickster\",\"entries\":[\"You have proficiency in the {@skill Sleight of Hand} and {@skill Stealth} skills.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Zendikar; Emeria Creed\",\"source\":\"PSZ\",\"raceName\":\"Merfolk\",\"raceSource\":\"PSZ\",\"page\":13,\"otherSources\":null,\"ability\":[{\"wis\":2}],\"skillProficiencies\":[{\"deception\":true,\"persuasion\":true}],\"additionalSpells\":[{\"ability\":\"wis\",\"known\":{\"1\":{\"_\":[{\"choose\":\"level=0|class=Druid\"}]}}}],\"entries\":[{\"name\":\"Cantrip\",\"entries\":[\"You know one cantrip of your choice from the {@filter druid spell list|spells|class=druid|level=0}. Wisdom is your spellcasting ability for it.\"],\"type\":\"entries\"},{\"name\":\"Wind Creed Manipulation\",\"entries\":[\"You have proficiency in the {@skill Deception} and {@skill Persuasion} skills.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Zendikar; Ula Creed\",\"source\":\"PSZ\",\"raceName\":\"Merfolk\",\"raceSource\":\"PSZ\",\"page\":13,\"otherSources\":null,\"ability\":[{\"int\":2}],\"skillProficiencies\":[{\"survival\":true}],\"toolProficiencies\":[{\"navigator's tools\":true}],\"additionalSpells\":[{\"ability\":\"int\",\"known\":{\"1\":{\"_\":[{\"choose\":\"level=0|class=Wizard\"}]}}}],\"entries\":[{\"name\":\"Cantrip\",\"entries\":[\"You know one cantrip of your choice from the {@filter wizard spell list|spells|class=wizard|level=0}. Intelligence is your spellcasting ability for it.\"],\"type\":\"entries\"},{\"name\":\"Water Creed Navigation\",\"entries\":[\"You have proficiency with {@item navigator's tools|phb} and in the {@skill Survival} skill.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Maran\",\"source\":\"HWCS\",\"raceName\":\"Raptor\",\"raceSource\":\"HWCS\",\"page\":18,\"speed\":{\"walk\":25,\"swim\":25},\"ability\":[{\"int\":1}],\"traitTags\":[\"Natural Weapon\"],\"entries\":[{\"name\":\"Swimmer\",\"type\":\"entries\",\"entries\":[\"You have a swimming speed of 25 feet.\"]},{\"name\":\"Patient\",\"type\":\"entries\",\"entries\":[\"When you react with a readied action, you have advantage on the first attack roll, skill check, or ability check you make as a part of that action.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mistral\",\"source\":\"HWCS\",\"raceName\":\"Raptor\",\"raceSource\":\"HWCS\",\"page\":18,\"ability\":[{\"wis\":1}],\"traitTags\":[\"Natural Weapon\"],\"entries\":[{\"name\":\"Agile\",\"type\":\"entries\",\"entries\":[\"You have proficiency in the {@skill Acrobatics} skill.\"]},{\"name\":\"Aerial Defense\",\"type\":\"entries\",\"entries\":[\"Creatures that attack you while you are falling, gliding, or jumping have disadvantage on their attack roll.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Beasthide\",\"source\":\"ERLW\",\"raceName\":\"Shifter\",\"raceSource\":\"ERLW\",\"page\":34,\"ability\":[{\"con\":2,\"str\":1}],\"traitTags\":[\"Natural Armor\"],\"skillProficiencies\":[{\"athletics\":true}],\"entries\":[{\"type\":\"entries\",\"name\":\"Natural Athlete\",\"entries\":[\"You have proficiency in the {@skill Athletics} skill.\"]},{\"type\":\"entries\",\"name\":\"Shifting Feature\",\"entries\":[\"Whenever you shift, you gain {@dice 1d6} additional temporary hit points. While shifted, you have a +1 bonus to your Armor Class.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Longtooth\",\"source\":\"ERLW\",\"raceName\":\"Shifter\",\"raceSource\":\"ERLW\",\"page\":34,\"ability\":[{\"str\":2,\"dex\":1}],\"traitTags\":[\"Natural Weapon\"],\"skillProficiencies\":[{\"intimidation\":true}],\"entries\":[{\"type\":\"entries\",\"name\":\"Fierce\",\"entries\":[\"You have proficiency in the {@skill Intimidation} skill.\"]},{\"type\":\"entries\",\"name\":\"Shifting Feature\",\"entries\":[\"While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to {@dice 1d6} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Swiftstride\",\"source\":\"ERLW\",\"raceName\":\"Shifter\",\"raceSource\":\"ERLW\",\"page\":34,\"ability\":[{\"dex\":2,\"cha\":1}],\"skillProficiencies\":[{\"acrobatics\":true}],\"entries\":[{\"type\":\"entries\",\"name\":\"Graceful\",\"entries\":[\"You have proficiency in the {@skill Acrobatics} skill.\"]},{\"type\":\"entries\",\"name\":\"Shifting Feature\",\"entries\":[\"While shifted, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn't provoke opportunity attacks.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Wildhunt\",\"source\":\"ERLW\",\"raceName\":\"Shifter\",\"raceSource\":\"ERLW\",\"page\":34,\"ability\":[{\"wis\":2,\"dex\":1}],\"skillProficiencies\":[{\"survival\":true}],\"entries\":[{\"type\":\"entries\",\"name\":\"Natural Tracker\",\"entries\":[\"You have proficiency in the {@skill Survival} skill.\"]},{\"type\":\"entries\",\"name\":\"Shifting Feature\",\"entries\":[\"While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you, unless you're {@condition incapacitated}.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Stout\",\"source\":\"HWCS\",\"raceName\":\"Strig\",\"raceSource\":\"HWCS\",\"page\":20,\"ability\":[{\"con\":1}],\"traitTags\":[\"Natural Weapon\"],\"entries\":[{\"name\":\"Imposing\",\"type\":\"entries\",\"entries\":[\"You have proficiency in the {@skill Intimidation} skill.\"]},{\"name\":\"Brawler\",\"type\":\"entries\",\"entries\":[\"When you successfully attack a target with your talons, you can choose to grapple that target as a bonus action.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Swift\",\"source\":\"HWCS\",\"raceName\":\"Strig\",\"raceSource\":\"HWCS\",\"page\":20,\"speed\":35,\"ability\":[{\"dex\":1}],\"traitTags\":[\"Natural Weapon\"],\"entries\":[{\"name\":\"Swift\",\"type\":\"entries\",\"entries\":[\"Your base walking speed increases to 35 feet.\"]},{\"name\":\"Survivor\",\"type\":\"entries\",\"entries\":[\"You have proficiency in the {@skill Survival} skill.\"]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"source\":\"PHB\",\"raceName\":\"Tiefling\",\"raceSource\":\"PHB\",\"page\":42,\"srd\":true,\"reprintedAs\":[\"Tiefling|XPHB\"],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Asmodeus\",\"source\":\"MTF\",\"raceName\":\"Tiefling\",\"raceSource\":\"PHB\",\"page\":21,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Baalzebul\",\"source\":\"MTF\",\"raceName\":\"Tiefling\",\"raceSource\":\"PHB\",\"page\":21,\"additionalSpells\":[{\"innate\":{\"3\":{\"daily\":{\"1\":[\"ray of sickness#2\"]}},\"5\":{\"daily\":{\"1\":[\"crown of madness\"]}}},\"ability\":\"cha\",\"known\":{\"1\":[\"thaumaturgy#c\"]}}],\"entries\":[{\"name\":\"Legacy of Maladomini\",\"entries\":[\"You know the {@spell thaumaturgy} cantrip. When you reach 3rd level, you can cast the {@spell ray of sickness} spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the {@spell crown of madness} spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.\"],\"type\":\"entries\",\"data\":{\"overwrite\":\"Infernal Legacy\"}}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Dispater\",\"source\":\"MTF\",\"raceName\":\"Tiefling\",\"raceSource\":\"PHB\",\"page\":21,\"ability\":[{\"cha\":2,\"dex\":1}],\"additionalSpells\":[{\"innate\":{\"3\":{\"daily\":{\"1\":[\"disguise self\"]}},\"5\":{\"daily\":{\"1\":[\"detect thoughts\"]}}},\"ability\":\"cha\",\"known\":{\"1\":[\"thaumaturgy#c\"]}}],\"entries\":[{\"name\":\"Legacy of Dis\",\"entries\":[\"You know the {@spell thaumaturgy} cantrip. When you reach 3rd level, you can cast the {@spell disguise self} spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the {@spell detect thoughts} spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.\"],\"type\":\"entries\",\"data\":{\"overwrite\":\"Infernal Legacy\"}}],\"overwrite\":{\"ability\":true},\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Fierna\",\"source\":\"MTF\",\"raceName\":\"Tiefling\",\"raceSource\":\"PHB\",\"page\":21,\"ability\":[{\"cha\":2,\"wis\":1}],\"additionalSpells\":[{\"innate\":{\"3\":{\"daily\":{\"1\":[\"charm person#2\"]}},\"5\":{\"daily\":{\"1\":[\"suggestion\"]}}},\"ability\":\"cha\",\"known\":{\"1\":[\"friends#c\"]}}],\"entries\":[{\"name\":\"Legacy of Phlegethos\",\"entries\":[\"You know the {@spell friends} cantrip. When you reach 3rd level, you can cast the {@spell charm person} spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the {@spell suggestion} spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.\"],\"type\":\"entries\",\"data\":{\"overwrite\":\"Infernal Legacy\"}}],\"overwrite\":{\"ability\":true},\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Glasya\",\"source\":\"MTF\",\"raceName\":\"Tiefling\",\"raceSource\":\"PHB\",\"page\":22,\"ability\":[{\"cha\":2,\"dex\":1}],\"additionalSpells\":[{\"innate\":{\"3\":{\"daily\":{\"1\":[\"disguise self\"]}},\"5\":{\"daily\":{\"1\":[\"invisibility\"]}}},\"ability\":\"cha\",\"known\":{\"1\":[\"minor illusion#c\"]}}],\"entries\":[{\"name\":\"Legacy of Malbolge\",\"entries\":[\"You know the {@spell minor illusion} cantrip. When you reach 3rd level, you can cast the {@spell disguise self} spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the {@spell invisibility} spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.\"],\"type\":\"entries\",\"data\":{\"overwrite\":\"Infernal Legacy\"}}],\"overwrite\":{\"ability\":true},\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Levistus\",\"source\":\"MTF\",\"raceName\":\"Tiefling\",\"raceSource\":\"PHB\",\"page\":22,\"ability\":[{\"cha\":2,\"con\":1}],\"additionalSpells\":[{\"innate\":{\"3\":{\"daily\":{\"1\":[\"armor of agathys#2\"]}},\"5\":{\"daily\":{\"1\":[\"darkness\"]}}},\"ability\":\"cha\",\"known\":{\"1\":[\"ray of frost#c\"]}}],\"entries\":[{\"name\":\"Legacy of Stygia\",\"entries\":[\"You know the {@spell ray of frost} cantrip. When you reach 3rd level, you can cast the {@spell armor of Agathys} spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the {@spell darkness} spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.\"],\"type\":\"entries\",\"data\":{\"overwrite\":\"Infernal Legacy\"}}],\"overwrite\":{\"ability\":true},\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mammon\",\"source\":\"MTF\",\"raceName\":\"Tiefling\",\"raceSource\":\"PHB\",\"page\":22,\"additionalSpells\":[{\"innate\":{\"3\":{\"daily\":{\"1\":[\"tenser's floating disk\"]}},\"5\":{\"daily\":{\"1\":[\"arcane lock\"]}}},\"ability\":\"cha\",\"known\":{\"1\":[\"mage hand#c\"]}}],\"entries\":[{\"name\":\"Legacy of Minauros\",\"entries\":[\"You know the {@spell mage hand} cantrip. When you reach 3rd level, you can cast the {@spell Tenser's floating disk} spell once with this trait and regain the ability to do so when you finish a short or long rest. When you reach 5th level, you can cast the {@spell arcane lock} spell once with this trait, requiring no material component, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.\"],\"type\":\"entries\",\"data\":{\"overwrite\":\"Infernal Legacy\"}}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mephistopheles\",\"source\":\"MTF\",\"raceName\":\"Tiefling\",\"raceSource\":\"PHB\",\"page\":23,\"additionalSpells\":[{\"innate\":{\"3\":{\"daily\":{\"1\":[\"burning hands#2\"]}},\"5\":{\"daily\":{\"1\":[\"flame blade\"]}}},\"ability\":\"cha\",\"known\":{\"1\":[\"mage hand#c\"]}}],\"entries\":[{\"name\":\"Legacy of Cania\",\"entries\":[\"You know the {@spell mage hand} cantrip. When you reach 3rd level, you can cast the {@spell burning hands} spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the {@spell flame blade} spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.\"],\"type\":\"entries\",\"data\":{\"overwrite\":\"Infernal Legacy\"}}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Variant; Devil's Tongue\",\"source\":\"SCAG\",\"raceName\":\"Tiefling\",\"raceSource\":\"PHB\",\"page\":118,\"ability\":[{\"int\":1,\"choose\":{\"from\":[\"dex\",\"cha\"],\"count\":1,\"amount\":2}}],\"additionalSpells\":[{\"innate\":{\"3\":{\"daily\":{\"1\":[\"charm person#2\"]}},\"5\":{\"daily\":{\"1\":[\"enthrall\"]}}},\"ability\":\"cha\",\"known\":{\"1\":[\"vicious mockery#c\"]}}],\"entries\":[{\"name\":\"Appearance\",\"entries\":[\"Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose {@dice 1d4+1} of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.\"],\"type\":\"entries\"},{\"type\":\"entries\",\"name\":\"Devil's Tongue\",\"entries\":[\"You know the {@spell vicious mockery} cantrip. When you reach 3rd level, you can cast the {@spell charm person} spell as a 2nd-level spell once with this trait. When you reach 5th level, you can cast the {@spell enthrall} spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait.\"],\"data\":{\"overwrite\":\"Infernal Legacy\"}}],\"overwrite\":{\"ability\":true},\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Variant; Hellfire\",\"source\":\"SCAG\",\"raceName\":\"Tiefling\",\"raceSource\":\"PHB\",\"page\":118,\"ability\":[{\"int\":1,\"choose\":{\"from\":[\"dex\",\"cha\"],\"count\":1,\"amount\":2}}],\"additionalSpells\":[{\"innate\":{\"3\":{\"daily\":{\"1\":[\"burning hands#2\"]}},\"5\":{\"daily\":{\"1\":[\"darkness\"]}}},\"ability\":\"cha\",\"known\":{\"1\":[\"thaumaturgy#c\"]}}],\"entries\":[{\"name\":\"Appearance\",\"entries\":[\"Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose {@dice 1d4+1} of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.\"],\"type\":\"entries\"},{\"type\":\"entries\",\"name\":\"Hellfire\",\"entries\":[\"You know the {@spell thaumaturgy} cantrip. Once you reach 3rd level, you can cast the {@spell burning hands} spell once per day as a 2nd-level spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the {@spell darkness} spell; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.\"],\"data\":{\"overwrite\":\"Infernal Legacy\"}}],\"overwrite\":{\"ability\":true},\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Variant; Infernal Legacy\",\"source\":\"SCAG\",\"raceName\":\"Tiefling\",\"raceSource\":\"PHB\",\"page\":118,\"ability\":[{\"int\":1,\"choose\":{\"from\":[\"dex\",\"cha\"],\"count\":1,\"amount\":2}}],\"additionalSpells\":[{\"innate\":{\"3\":{\"daily\":{\"1\":[\"hellish rebuke\"]}},\"5\":{\"daily\":{\"1\":[\"darkness\"]}}},\"ability\":\"cha\",\"known\":{\"1\":[\"thaumaturgy#c\"]}}],\"entries\":[{\"name\":\"Appearance\",\"entries\":[\"Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose {@dice 1d4+1} of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.\"],\"type\":\"entries\"}],\"overwrite\":{\"ability\":true},\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Variant; Winged\",\"source\":\"SCAG\",\"raceName\":\"Tiefling\",\"raceSource\":\"PHB\",\"page\":118,\"speed\":{\"walk\":30,\"fly\":30},\"ability\":[{\"int\":1,\"choose\":{\"from\":[\"dex\",\"cha\"],\"count\":1,\"amount\":2}}],\"traitTags\":[\"Uncommon Race\"],\"additionalSpells\":null,\"entries\":[{\"name\":\"Appearance\",\"entries\":[\"Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose {@dice 1d4+1} of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.\"],\"type\":\"entries\"},{\"type\":\"entries\",\"name\":\"Winged\",\"entries\":[\"You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet while you aren't wearing heavy armor.\"],\"data\":{\"overwrite\":\"Infernal Legacy\"}}],\"overwrite\":{\"ability\":true,\"traitTags\":true},\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Zariel\",\"source\":\"MTF\",\"raceName\":\"Tiefling\",\"raceSource\":\"PHB\",\"page\":23,\"ability\":[{\"cha\":2,\"str\":1}],\"additionalSpells\":[{\"innate\":{\"3\":{\"daily\":{\"1\":[\"searing smite#2\"]}},\"5\":{\"daily\":{\"1\":[\"branding smite\"]}}},\"ability\":\"cha\",\"known\":{\"1\":[\"thaumaturgy#c\"]}}],\"entries\":[{\"name\":\"Legacy of Avernus\",\"entries\":[\"You know the {@spell thaumaturgy} cantrip. When you reach 3rd level, you can cast the {@spell searing smite} spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the {@spell branding smite} spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.\"],\"type\":\"entries\",\"data\":{\"overwrite\":\"Infernal Legacy\"}}],\"overwrite\":{\"ability\":true},\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Ixalan\",\"source\":\"PSX\",\"raceName\":\"Vampire\",\"raceSource\":\"PSZ\",\"page\":14,\"otherSources\":null,\"ability\":[{\"wis\":1}],\"entries\":[{\"name\":\"Age\",\"type\":\"entries\",\"entries\":[\"Vampires don't mature and age in the same way that other races do.\"],\"data\":{\"overwrite\":\"Age\"}},{\"name\":\"Alignment\",\"type\":\"entries\",\"entries\":[\"Vampires might not have an innate tendency toward evil, but many of them end up there. Evil or not, their strict hierarchies incline them toward a lawful alignment.\"],\"data\":{\"overwrite\":\"Alignment\"}},{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Vampires are the same size and build as humans. Your size is Medium.\"],\"data\":{\"overwrite\":\"Size\"}},{\"type\":\"entries\",\"name\":\"Feast of Blood\",\"entries\":[\"When you drain blood with your Bloodthirst ability, you experience a surge of vitality. Your speed increases by 10 feet, and you gain advantage on Strength and Dexterity checks and saving throws for 1 minute.\"]},{\"name\":\"Languages\",\"entries\":[\"You can speak, read, and write {@language Common Trade Pidgin|PSX|Common} (if it exists in your campaign) and {@language Vampire|PSX}.\"],\"type\":\"entries\",\"data\":{\"overwrite\":\"Languages\"}}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Zendikar\",\"source\":\"PSZ\",\"raceName\":\"Vampire\",\"raceSource\":\"PSZ\",\"page\":14,\"otherSources\":null,\"ability\":[{\"int\":1}],\"entries\":[{\"name\":\"Null Transformation\",\"entries\":[\"A humanoid killed with your Bloodthirst ability becomes a {@creature Vampire Null|PSZ|null}.\"],\"type\":\"entries\"}],\"hasFluff\":true,\"hasFluffImages\":true}]}"); JSON_DATA[`data/rewards.json`] = JSON.parse("{\"reward\":[{\"name\":\"Arcane Study Charm\",\"source\":\"XDMG\",\"page\":336,\"type\":\"Charm\",\"entries\":[\"After spending a Long Rest in your Bastion, you gain a magical Charm (see \\\"{@book Supernatural Gifts|XDMG|2|Supernatural Gifts}\\\" in {@book chapter 3|XDMG|2}) that lasts for 7 days or until you use it. The Charm allows you to cast {@spell Identify|XPHB} without expending a spell slot or using Material components. You can't gain this Charm again while you still have it.\"]},{\"name\":\"Athreos's Devotee\",\"source\":\"MOT\",\"page\":37,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 3+ Athreos trait}\",\"Your life is intertwined with the fate of the dead. You can cast {@spell gentle repose} with this trait, requiring no material components, a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. Wisdom is your spellcasting ability for this spell.\"]},{\"name\":\"Athreos's Disciple\",\"source\":\"MOT\",\"page\":37,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 25+ Athreos trait}\",\"You can cast {@spell false life} with this trait, requiring no material components. When you do so, you gain an additional 25 temporary hit points. Once you cast the spell in this way, you can't do so again until you finish a long rest. Wisdom is your spellcasting ability for this spell.\"]},{\"name\":\"Athreos's Votary\",\"source\":\"MOT\",\"page\":37,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 10+ Athreos trait}\",\"You can cast {@spell speak with dead} with this trait, requiring no material components. Once you cast the spell in this way, you can't do so again until you finish a long rest. Wisdom is your spellcasting ability for this spell.\"]},{\"name\":\"Azorius Charm\",\"source\":\"GGR\",\"page\":173,\"type\":\"Charm\",\"entries\":[\"When you activate this charm, you can cast the {@spell hold person} (3rd-level version), {@spell command}, or {@spell counterspell} spell. The charm vanishes after you activate it.\"]},{\"name\":\"Blessing of Bloody Might\",\"source\":\"BMT\",\"page\":171,\"type\":\"Blessing\",\"entries\":[\"Your Strength score increases by 2, to a maximum of 22.\",{\"type\":\"entries\",\"name\":\"Consequence\",\"id\":\"304\",\"entries\":[\"The character is cursed with werewolf {@variantrule Player Characters as Lycanthropes|MM|lycanthropy} (see the {@book Monster Manual|MM}) until the blessing ends on them. On nights when the moon is full, the cursed character flies into a rage that lasts until dawn; while in this state, the character becomes an NPC under the DM's control.\"]}]},{\"name\":\"Blessing of Dumathoin\",\"source\":\"PaBTSO\",\"page\":118,\"type\":\"Blessing\",\"entries\":[\"Your eyes become keen enough to pick out hidden secrets. You gain {@sense darkvision}. If you already had {@sense darkvision}, you can see in color in the dark. In addition, you can use an action to gain {@sense truesight} for 1 minute. Once you gain {@sense truesight} in this way, you can't do so again until you finish a long rest.\"]},{\"name\":\"Blessing of Health\",\"source\":\"DMG\",\"page\":228,\"reprintedAs\":[\"Blessing of Health|XDMG\"],\"type\":\"Blessing\",\"entries\":[\"Your Constitution score increases by 2, up to a maximum of 22.\"]},{\"name\":\"Blessing of Health\",\"source\":\"XDMG\",\"page\":98,\"type\":\"Blessing\",\"entries\":[\"Your Constitution score increases by 2, up to a maximum of 22.\"]},{\"name\":\"Blessing of Lonely Genius\",\"source\":\"BMT\",\"page\":171,\"type\":\"Blessing\",\"entries\":[\"Your Intelligence score increases by 2, to a maximum of 22.\",{\"type\":\"entries\",\"name\":\"Consequence\",\"id\":\"306\",\"entries\":[\"The character's intellect rubs old friends the wrong way. Three NPCs of the DM's choice become indifferent or hostile toward the character, and the character automatically fails any Charisma check made to improve their attitudes.\"]}]},{\"name\":\"Blessing of Magic Resistance\",\"source\":\"DMG\",\"page\":228,\"reprintedAs\":[\"Blessing of Magic Resistance|XDMG\"],\"type\":\"Blessing\",\"entries\":[\"You have advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Blessing of Magic Resistance\",\"source\":\"XDMG\",\"page\":98,\"type\":\"Blessing\",\"entries\":[\"You have {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects.\"]},{\"name\":\"Blessing of Protection\",\"source\":\"DMG\",\"page\":228,\"reprintedAs\":[\"Blessing of Protection|XDMG\"],\"type\":\"Blessing\",\"entries\":[\"You gain a +1 bonus to AC and saving throws.\"]},{\"name\":\"Blessing of Protection\",\"source\":\"XDMG\",\"page\":99,\"type\":\"Blessing\",\"entries\":[\"You gain a +1 bonus to AC and saving throws.\"]},{\"name\":\"Blessing of the Frostmaiden\",\"source\":\"IDRotF\",\"page\":213,\"type\":\"Blessing\",\"entries\":[\"Your eyes become as cold as ice. You gain immunity to cold damage. In addition, you can cast the {@spell cone of cold} spell (save {@dc 15}) once. You regain the ability to cast this spell when you finish a long rest.\"]},{\"name\":\"Blessing of the Morninglord\",\"source\":\"IDRotF\",\"page\":119,\"type\":\"Blessing\",\"entries\":[\"You gain 10 temporary hit points each day at dawn.\"]},{\"name\":\"Blessing of the Solipsistic Mind\",\"source\":\"PaBTSO\",\"page\":177,\"type\":\"Blessing\",\"entries\":[\"You access esoteric truths from an ancient tome by focusing deeply on your own thoughts. You can take an action to focus your inner mind. This focus lasts for 1 hour. While your inner mind is focused, you can't take reactions. For the duration, when you make an Intelligence check, Wisdom check, Intelligence saving throw, or Wisdom saving throw, you can roll a {@dice d8} and add the number rolled to the ability check or saving throw. You regain the ability to focus your inner mind when you finish a long rest.\"]},{\"name\":\"Blessing of Understanding\",\"source\":\"DMG\",\"page\":228,\"reprintedAs\":[\"Blessing of Understanding|XDMG\"],\"type\":\"Blessing\",\"entries\":[\"Your Wisdom score increases by 2, up to a maximum of 22.\"]},{\"name\":\"Blessing of Understanding\",\"source\":\"XDMG\",\"page\":99,\"type\":\"Blessing\",\"entries\":[\"Your Wisdom score increases by 2, up to a maximum of 22.\"]},{\"name\":\"Blessing of Unearned Riches\",\"source\":\"BMT\",\"page\":171,\"type\":\"Blessing\",\"entries\":[\"The next time you search among or retrieve something from your belongings, you find an unmarked {@item pouch|PHB} containing five 1,000 gp gemstones.\",{\"type\":\"entries\",\"name\":\"Consequence\",\"id\":\"308\",\"entries\":[\"The character's new fortune garners unwanted attention from a guild of violent mercenaries, who claim to have been robbed of exactly 5,000 gp worth of gems the same day as the character found the windfall. Every night for the next 7 days, the character is attacked by {@dice 1d4} neutral evil {@creature Veteran||veterans}. When the attacks end, so does this blessing.\"]}]},{\"name\":\"Blessing of Valhalla\",\"source\":\"DMG\",\"page\":228,\"reprintedAs\":[\"Blessing of Valhalla|XDMG\"],\"type\":\"Blessing\",\"entries\":[\"This blessing grants you the power to summon spirit warriors, as if you had blown a {@item horn of valhalla, silver||silver horn of Valhalla}. Once you use this blessing, you can't use it again until 7 days have passed.\"]},{\"name\":\"Blessing of Valhalla\",\"source\":\"XDMG\",\"page\":99,\"type\":\"Blessing\",\"entries\":[\"This Blessing grants you the power to summon spirit warriors, as if you are blowing a {@item Horn of Valhalla, Silver|XDMG|silver Horn of Valhalla}. Once you use this Blessing, you can't use it again until 7 days have passed.\"]},{\"name\":\"Blessing of Weapon Enhancement\",\"source\":\"DMG\",\"page\":228,\"reprintedAs\":[\"Blessing of Weapon Enhancement|XDMG\"],\"type\":\"Blessing\",\"entries\":[\"One nonmagical weapon in your possession becomes a +1 weapon whenever you wield it.\"]},{\"name\":\"Blessing of Weapon Enhancement\",\"source\":\"XDMG\",\"page\":99,\"type\":\"Blessing\",\"entries\":[\"One nonmagical weapon in your possession becomes a {@item +1 Weapon|XDMG} while you wield it.\"]},{\"name\":\"Blessing of Wound Closure\",\"source\":\"DMG\",\"page\":228,\"reprintedAs\":[\"Blessing of Wound Closure|XDMG\"],\"type\":\"Blessing\",\"entries\":[\"This blessing grants you the benefits of a {@item periapt of wound closure}.\"]},{\"name\":\"Blessing of Wound Closure\",\"source\":\"XDMG\",\"page\":99,\"type\":\"Blessing\",\"entries\":[\"This Blessing grants you the benefits of a {@item Periapt of Wound Closure|XDMG}.\"]},{\"name\":\"Boon of Combat Prowess\",\"source\":\"DMG\",\"page\":232,\"reprintedAs\":[{\"uid\":\"Boon of Combat Prowess|XPHB\",\"tag\":\"feat\"}],\"type\":\"Boon\",\"entries\":[\"When you miss with a melee weapon attack, you can choose to hit instead. Once you use this boon, you can't use it again until you finish a short rest.\"]},{\"name\":\"Boon of Dimensional Travel\",\"source\":\"DMG\",\"page\":232,\"reprintedAs\":[{\"uid\":\"Boon of Dimensional Travel|XPHB\",\"tag\":\"feat\"}],\"type\":\"Boon\",\"entries\":[\"As an action, you can cast the {@spell misty step} spell, without using a spell slot or any components. Once you do so, you can't use this boon again until you finish a short rest.\"]},{\"name\":\"Boon of Fate\",\"source\":\"DMG\",\"page\":232,\"reprintedAs\":[{\"uid\":\"Boon of Fate|XPHB\",\"tag\":\"feat\"}],\"type\":\"Boon\",\"entries\":[\"When another creature that you can see within 60 feet of you makes an ability check, an attack roll, or a saving throw, you can roll a {@dice d10} and apply the result as a bonus or penalty to the roll. Once you use this boon, you can't use it again until you finish a short rest.\"]},{\"name\":\"Boon of Fortitude\",\"source\":\"DMG\",\"page\":232,\"reprintedAs\":[{\"uid\":\"Boon of Fortitude|XPHB\",\"tag\":\"feat\"}],\"type\":\"Boon\",\"entries\":[\"Your hit point maximum increases by 40.\"]},{\"name\":\"Boon of High Magic\",\"source\":\"DMG\",\"page\":232,\"type\":\"Boon\",\"entries\":[\"You gain one 9th-level spell slot, provided that you already have one.\"]},{\"name\":\"Boon of Immortality\",\"source\":\"DMG\",\"page\":232,\"type\":\"Boon\",\"entries\":[\"You stop aging. You are immune to any effect that would age you, and you can't die from old age.\"]},{\"name\":\"Boon of Invincibility\",\"source\":\"DMG\",\"page\":232,\"type\":\"Boon\",\"entries\":[\"When you take damage from any source, you can reduce that damage to 0. Once you use this boon, you can't use it again until you finish a short rest.\"]},{\"name\":\"Boon of Irresistible Offense\",\"source\":\"DMG\",\"page\":232,\"reprintedAs\":[{\"uid\":\"Boon of Irresistible Offense|XPHB\",\"tag\":\"feat\"}],\"type\":\"Boon\",\"entries\":[\"You can bypass the damage resistances of any creature.\"]},{\"name\":\"Boon of Luck\",\"source\":\"DMG\",\"page\":232,\"type\":\"Boon\",\"entries\":[\"You can add a {@dice d10} roll to any ability check, attack roll, or saving throw you make. Once you use this boon, you can't use it again until you finish a short rest. \"]},{\"name\":\"Boon of Magic Resistance\",\"source\":\"DMG\",\"page\":232,\"type\":\"Boon\",\"entries\":[\"You have advantage on saving throws against spells and other magical effects.\"]},{\"name\":\"Boon of Peerless Aim\",\"source\":\"DMG\",\"page\":232,\"type\":\"Boon\",\"entries\":[\"You can give yourself a +20 bonus to a ranged attack roll you make. Once you use this boon, you can't use it again until you finish a short rest.\"]},{\"name\":\"Boon of Perfect Health\",\"source\":\"DMG\",\"page\":232,\"type\":\"Boon\",\"entries\":[\"You are immune to all diseases and poisons, and you have advantage on Constitution saving throws.\"]},{\"name\":\"Boon of Planar Travel\",\"source\":\"DMG\",\"page\":232,\"type\":\"Boon\",\"entries\":[\"When you gain this boon, choose a plane of existence other than the Material Plane. You can now use an action to cast the {@spell plane shift} spell (no spell slot or components required), targeting yourself only, and travel to the chosen plane, or from that plane back to the Material Plane. Once you use this boon, you can't use it again until you finish a short rest.\"]},{\"name\":\"Boon of Quick Casting\",\"source\":\"DMG\",\"page\":232,\"type\":\"Boon\",\"entries\":[\"Choose one of your spells of 1st through 3rd level that has a casting time of 1 action. That spell's casting time is now 1 bonus action for you.\"]},{\"name\":\"Boon of Recovery\",\"source\":\"DMG\",\"page\":232,\"reprintedAs\":[{\"uid\":\"Boon of Recovery|XPHB\",\"tag\":\"feat\"}],\"type\":\"Boon\",\"entries\":[\"You can use a bonus action to regain a number of hit points equal to half your hit point maximum. Once you use this boon, you can't use it again until you finish a long rest.\"]},{\"name\":\"Boon of Resilience\",\"source\":\"DMG\",\"page\":232,\"type\":\"Boon\",\"entries\":[\"You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.\"]},{\"name\":\"Boon of Skill Proficiency\",\"source\":\"DMG\",\"page\":232,\"reprintedAs\":[{\"uid\":\"Boon of Skill|XPHB\",\"tag\":\"feat\"}],\"type\":\"Boon\",\"entries\":[\"You gain proficiency in all skills.\"]},{\"name\":\"Boon of Speed\",\"source\":\"DMG\",\"page\":232,\"reprintedAs\":[{\"uid\":\"Boon of Speed|XPHB\",\"tag\":\"feat\"}],\"type\":\"Boon\",\"entries\":[\"Your walking speed increases by 30 feet. In addition, you can use a bonus action to take the {@action Dash} or {@action Disengage} action. Once you do so, you can't do so again until you finish a short rest.\"]},{\"name\":\"Boon of Spell Mastery\",\"source\":\"DMG\",\"page\":232,\"type\":\"Boon\",\"entries\":[\"Choose one 1st-level sorcerer, warlock, or wizard spell that you can cast. You can now cast that spell at its lowest level without expending a spell slot.\"]},{\"name\":\"Boon of Spell Recall\",\"source\":\"DMG\",\"page\":232,\"reprintedAs\":[{\"uid\":\"Boon of Spell Recall|XPHB\",\"tag\":\"feat\"}],\"type\":\"Boon\",\"entries\":[\"You can cast any spell you know or have prepared without expending a spell slot. Once you do so, you can't use this boon again until you finish a long rest.\"]},{\"name\":\"Boon of the Fire Soul\",\"source\":\"DMG\",\"page\":232,\"type\":\"Boon\",\"entries\":[\"You have immunity to fire damage. You can also cast {@spell burning hands} (save DC 15) at will, without using a spell slot or any components. \"]},{\"name\":\"Boon of the Night Spirit\",\"source\":\"DMG\",\"page\":232,\"reprintedAs\":[{\"uid\":\"Boon of the Night Spirit|XPHB\",\"tag\":\"feat\"}],\"type\":\"Boon\",\"entries\":[\"While completely in an area of dim light or darkness, you can become {@condition invisible} as an action. You remain {@condition invisible} until you take an action or a reaction. \"]},{\"name\":\"Boon of the Stormborn\",\"source\":\"DMG\",\"page\":232,\"type\":\"Boon\",\"entries\":[\"You have immunity to lightning and thunder damage. You can also cast {@spell thunderwave} (save DC 15) at will, without using a spell slot or any components.\"]},{\"name\":\"Boon of the Unfettered\",\"source\":\"DMG\",\"page\":232,\"type\":\"Boon\",\"entries\":[\"You have advantage on ability checks made to resist being {@condition grappled}. In addition, you can use an action to automatically escape a grapple or free yourself of restraints of any kind. \"]},{\"name\":\"Boon of Truesight\",\"source\":\"DMG\",\"page\":232,\"reprintedAs\":[{\"uid\":\"Boon of Truesight|XPHB\",\"tag\":\"feat\"}],\"type\":\"Boon\",\"entries\":[\"You have {@sense truesight} out to a range of 60 feet.\"]},{\"name\":\"Boon of Undetectability\",\"source\":\"DMG\",\"page\":232,\"type\":\"Boon\",\"entries\":[\"You gain a +10 bonus to Dexterity ({@skill Stealth}) checks, and you can't be detected or targeted by {@filter divination|spells|school=D} magic, including scrying sensors.\"]},{\"name\":\"Boros Charm\",\"source\":\"GGR\",\"page\":173,\"type\":\"Charm\",\"entries\":[\"When you activate this charm, you can cast the {@spell crusader's mantle} or {@spell haste} spell. Alternatively, you can cast the {@spell guiding bolt} spell, and if it hits, you regain a number of hit points equal to the damage it deals. The charm vanishes after you activate it.\"]},{\"name\":\"Champion of Affliction\",\"source\":\"MOT\",\"page\":70,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 50+ Pharika trait}\",\"You can increase your Dexterity or Wisdom score by 2 and also increase your maximum for that score by 2.\"]},{\"name\":\"Champion of Deception\",\"source\":\"MOT\",\"page\":73,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 50+ Phenax trait}\",\"You can increase your Dexterity or Charisma score by 2 and also increase your maximum for that score by 2.\"]},{\"name\":\"Champion of Destiny\",\"source\":\"MOT\",\"page\":58,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 50+ Klothys trait}\",\"You can increase your Strength or Wisdom score by 2 and also increase your maximum for that score by 2.\"]},{\"name\":\"Champion of Harvests\",\"source\":\"MOT\",\"page\":52,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 50+ Karametra trait}\",\"You can increase your Constitution or Wisdom score by 2 and also increase your maximum for that score by 2.\"]},{\"name\":\"Champion of Horizons\",\"source\":\"MOT\",\"page\":61,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 50+ Kruphix trait}\",\"You can increase your Constitution or Intelligence score by 2 and also increase your maximum for that score by 2.\"]},{\"name\":\"Champion of Slaughter\",\"source\":\"MOT\",\"page\":64,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 50+ Mogis trait}\",\"You can increase your Strength or Constitution score by 2 and also increase your maximum for that score by 2.\"]},{\"name\":\"Champion of Storms\",\"source\":\"MOT\",\"page\":55,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 50+ Keranos trait}\",\"You can increase your Intelligence or Wisdom score by 2 and also increase your maximum for that score by 2.\"]},{\"name\":\"Champion of the Dead\",\"source\":\"MOT\",\"page\":43,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 50+ Erebos trait}\",\"You can increase your Constitution or Wisdom score by 2 and also increase your maximum for that score by 2.\"]},{\"name\":\"Champion of the Forge\",\"source\":\"MOT\",\"page\":76,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 50+ Purphoros trait}\",\"You can increase your Strength or Intelligence score by 2 and also increase your maximum for that score by 2.\"]},{\"name\":\"Champion of the Hunt\",\"source\":\"MOT\",\"page\":67,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 50+ Nylea trait}\",\"You can increase your Dexterity or Wisdom score by 2 and also increase your maximum for that score by 2.\"]},{\"name\":\"Champion of the Passage\",\"source\":\"MOT\",\"page\":37,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 50+ Athreos trait}\",\"You can increase your Intelligence or Wisdom score by 2 and also increase your maximum for that score by 2.\"]},{\"name\":\"Champion of the Polis\",\"source\":\"MOT\",\"page\":40,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 50+ Ephara trait}\",\"You can increase your Intelligence or Charisma score by 2 and also increase your maximum for that score by 2.\"]},{\"name\":\"Champion of the Sea\",\"source\":\"MOT\",\"page\":79,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 50+ Thassa trait}\",\"You can increase your Dexterity or Intelligence score by 2 and also increase your maximum for that score by 2.\"]},{\"name\":\"Champion of the Sun\",\"source\":\"MOT\",\"page\":46,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 50+ Heliod trait}\",\"You can increase your Strength or Wisdom score by 2 and also increase your maximum for that score by 2.\"]},{\"name\":\"Champion of Victory\",\"source\":\"MOT\",\"page\":49,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 50+ Iroas trait}\",\"You can increase your Strength or Charisma score by 2 and also increase your maximum for that score by 2.\"]},{\"name\":\"Charm of Agelessness\",\"source\":\"BGDIA\",\"page\":215,\"type\":\"Charm\",\"entries\":[\"While you have this charm, you don't age naturally, and your skin gains the waxy complexion of a doll. Magical aging still affects you, however. This charm vanishes from you when you die.\"]},{\"name\":\"Charm of Air Bubbles\",\"source\":\"BAM\",\"page\":17,\"type\":\"Charm\",\"entries\":[\"{@note This charm can be bestowed by a {@creature chwinga astronaut|BAM} using their Magical Gift action.}\",\"This charm allows you to cast the {@spell Air Bubble|AAG} spell (see the Astral Adventurer's Guide) as an action. Once used three times, this charm goes away.\"]},{\"name\":\"Charm of Animal Conjuring\",\"source\":\"DMG\",\"page\":228,\"reprintedAs\":[\"Charm of Animal Conjuring|XDMG\"],\"type\":\"Charm\",\"entries\":[\"This charm allows you to cast the {@spell conjure animals} spell (3rd-level version) as an action. Once used three times, the charm vanishes from you.\"]},{\"name\":\"Charm of Animal Conjuring\",\"source\":\"XDMG\",\"page\":99,\"type\":\"Charm\",\"entries\":[\"This Charm allows you to cast {@spell Conjure Animals|XPHB}. Once used three times, the Charm vanishes from you.\"]},{\"name\":\"Charm of Balance\",\"source\":\"BMT\",\"page\":62,\"type\":\"Charm\",\"entries\":[\"When a creature you can see within 60 feet of you damages you, you can use your reaction to deal an amount of force damage to that creature equal to half the damage you took. Once used three times, the charm vanishes from you.\"]},{\"name\":\"Charm of Biting Cold\",\"source\":\"IDRotF\",\"page\":283,\"type\":\"Charm\",\"entries\":[\"{@note This charm can be bestowed by a {@creature chwinga|ToA} living in Icewind Dale or other cold regions by using their Magical Gift action.}\",\"This charm has 3 charges. As a bonus action, you can expend 1 of the charm's charges to wreathe your weapon attacks with biting cold for 1 minute. Until this effect ends, you deal an extra {@damage 1d6} cold damage when you hit with a melee or ranged weapon attack. Once all its charges have been expended, this charm vanishes from you.\"]},{\"name\":\"Charm of Bounty\",\"source\":\"IDRotF\",\"page\":283,\"type\":\"Charm\",\"entries\":[\"{@note This charm can be bestowed by a {@creature chwinga|ToA} living in Icewind Dale or other cold regions by using their Magical Gift action.}\",\"This charm has 3 charges. As an action, you can expend 1 of the charm's charges to cast the {@spell create food and water} spell, requiring no components. Once all its charges have been expended, this charm vanishes from you.\"]},{\"name\":\"Charm of Cold Resistance\",\"source\":\"IDRotF\",\"page\":283,\"type\":\"Charm\",\"entries\":[\"{@note This charm can be bestowed by a {@creature chwinga|ToA} living in Icewind Dale or other cold regions by using their Magical Gift action.}\",\"This charm allows you to give yourself resistance to cold damage as an action. This benefit lasts for 24 hours, after which the charm vanishes from you.\"]},{\"name\":\"Charm of Darkvision\",\"source\":\"DMG\",\"page\":228,\"reprintedAs\":[\"Charm of Darkvision|XDMG\"],\"type\":\"Charm\",\"entries\":[\"This charm allows you to cast the {@spell darkvision} spell as an action, no components required. Once used three times, the charm goes away.\"]},{\"name\":\"Charm of Darkvision\",\"source\":\"XDMG\",\"page\":99,\"type\":\"Charm\",\"entries\":[\"This Charm allows you to cast {@spell Darkvision|XPHB}. Once used three times, the Charm vanishes from you.\"]},{\"name\":\"Charm of Diabolical Inspiration\",\"source\":\"BGDIA\",\"page\":215,\"type\":\"Charm\",\"entries\":[\"You grow a short, vestigial tail when you receive this charm unless you have a tail already. When you make an ability check, an attack roll, or a saving throw, you can use this charm to gain advantage on the roll. Once used nine times, the charm vanishes from you, as does your vestigial tail.\"]},{\"name\":\"Charm of Euryale\",\"source\":\"BMT\",\"page\":62,\"type\":\"Charm\",\"entries\":[\"As an action, you can unleash a petrifying wave of magic from your eyes in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, a creature has the {@condition petrified} condition for 1 hour. On a successful save, a creature is partially turned to stone and has the {@condition restrained} condition. A {@condition restrained} creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.\",\"Once you use this charm, it vanishes from you.\"]},{\"name\":\"Charm of Feather Falling\",\"source\":\"DMG\",\"page\":228,\"reprintedAs\":[\"Charm of Feather Falling|XDMG\"],\"type\":\"Charm\",\"entries\":[\"This charm grants you the benefits of a {@item ring of feather falling}. These benefits last for 10 days, after which the charm vanishes from you.\"]},{\"name\":\"Charm of Feather Falling\",\"source\":\"XDMG\",\"page\":99,\"type\":\"Charm\",\"entries\":[\"This Charm grants you the benefits of a {@item Ring of Feather Falling|XDMG}. These benefits last for 10 days, after which the Charm vanishes from you.\"]},{\"name\":\"Charm of Greater Conscription\",\"source\":\"BGDIA\",\"page\":215,\"type\":\"Charm\",\"entries\":[\"While you have this charm, you attract flies. As an action, you activate this charm to summon a {@creature horned devil}. This devil appears in an unoccupied space within 30 feet of you, obeys your commands begrudgingly, and serves you under protest for 9 days or until it dies, whereupon it disappears. When the devil disappears, this charm vanishes from you.\"]},{\"name\":\"Charm of Hellish Rebuke\",\"source\":\"BGDIA\",\"page\":215,\"type\":\"Charm\",\"entries\":[\"A fiery halo appears above your head when you receive this charm. This charm allows you to cast the {@spell hellish rebuke} spell (9th-level version) as a reaction. Once used nine times, the charm vanishes from you, as does the fiery halo.\"]},{\"name\":\"Charm of Heroism\",\"source\":\"DMG\",\"page\":228,\"reprintedAs\":[\"Charm of Heroism|XDMG\"],\"type\":\"Charm\",\"entries\":[\"This charm allows you to give yourself the benefit of a {@item potion of heroism} as an action. Once you do so, the charm vanishes from you.\"]},{\"name\":\"Charm of Heroism\",\"source\":\"XDMG\",\"page\":99,\"type\":\"Charm\",\"entries\":[\"This Charm allows you to give yourself the benefit of a {@item Potion of Heroism|XDMG} as a {@action Magic|XPHB} action. Once you do so, the Charm vanishes from you.\"]},{\"name\":\"Charm of Instant Tools\",\"source\":\"BAM\",\"page\":17,\"type\":\"Charm\",\"entries\":[\"{@note This charm can be bestowed by a {@creature chwinga astronaut|BAM} using their Magical Gift action.}\",\"This charm allows you to magically conjure a set of artisan's tools, navigator's tools, or thieves' tools. The conjured tools appear either in your hand or somewhere else in your space (your choice). Once used, this charm goes away, but the tools remain.\"]},{\"name\":\"Charm of Lesser Conscription\",\"source\":\"BGDIA\",\"page\":215,\"type\":\"Charm\",\"entries\":[\"While you have this charm, you attract flies. As an action, you activate this charm to summon a {@creature barbed devil}, two {@creature Bearded Devil||bearded devils}, or three {@creature Spined Devil||spined devils}. All devils appear at once in unoccupied spaces within 30 feet of you. Each devil obeys your commands and serves you eagerly for 9 days or until it dies, whereupon the devil disappears. Once all devils summoned by this charm disappear, the charm vanishes from you.\"]},{\"name\":\"Charm of Many Things\",\"source\":\"BMT\",\"page\":62,\"type\":\"Charm\",\"entries\":[\"You are infused with a burst of magic from a {@item Deck of Many Things}. As an action, you can touch a willing creature other than yourself and bestow the effect of a single randomly determined card from the deck upon the target. Once you use this charm, it vanishes from you.\"]},{\"name\":\"Charm of Many Tongues\",\"source\":\"BGDIA\",\"page\":215,\"type\":\"Charm\",\"entries\":[\"You can speak and understand all languages, you gain proficiency in the {@skill Deception} and {@skill Persuasion} skills, and you can add double your normal proficiency bonus when using those skills. This charm vanishes from you when you die.\"]},{\"name\":\"Charm of Nine Lives\",\"source\":\"ToA\",\"page\":167,\"type\":\"Charm\",\"entries\":[\"When you drop to 0 hit points as a result of taking damage, you can choose to drop to 1 hit point instead. Once used nine times, the charm goes away.\"]},{\"name\":\"Charm of Restoration\",\"source\":\"DMG\",\"page\":228,\"reprintedAs\":[\"Charm of Restoration|XDMG\"],\"type\":\"Charm\",\"entries\":[\"This charm has 6 charges. You can use an action to expend some of its charges to cast one of the following spells: {@spell greater restoration} (4 charges) or {@spell lesser restoration} (2 charges). Once all its charges have been expended, the charm vanishes from you.\"]},{\"name\":\"Charm of Restoration\",\"source\":\"XDMG\",\"page\":99,\"type\":\"Charm\",\"entries\":[\"This Charm has 3 charges. You can expend some of its charges to cast one of the following spells: {@spell Greater Restoration|XPHB} (2 charges) or {@spell Lesser Restoration|XPHB} (1 charge). Once all its charges have been expended, the Charm vanishes from you.\"]},{\"name\":\"Charm of Ruin\",\"source\":\"BMT\",\"page\":62,\"type\":\"Charm\",\"entries\":[\"As an action, you can touch a nonmagical object, or a section of a larger nonmagical object, that fits in a 5-foot cube. The target is reduced to dust. Once used three times, the charm vanishes from you.\"]},{\"name\":\"Charm of Snowball Strike\",\"source\":\"IDRotF\",\"page\":283,\"type\":\"Charm\",\"entries\":[\"{@note This charm can be bestowed by a {@creature chwinga|ToA} living in Icewind Dale or other cold regions by using their Magical Gift action.}\",\"This charm has 5 charges. As a bonus action, you can expend 1 of the charm's charges to create a magical snowball in your hand and throw it. You must have a hand free to hold the snowball, or the charge is wasted. The snowball is a magic ranged weapon with which you are proficient. It has a normal range of 20 feet and a long range of 60 feet, it deals {@damage 1d4} cold damage on a hit, and it scores a critical hit on a roll of 19 or 20. If you score a critical hit with the snowball, the target is {@condition blinded} until the end of its next turn. The snowball vanishes immediately after you hit or miss with it, or at the end of your turn if you don't throw it. Once all its charges have been expended, this charm vanishes from you.\"]},{\"name\":\"Charm of the Adamant\",\"source\":\"BGDIA\",\"page\":215,\"type\":\"Charm\",\"entries\":[\"This charm has 9 charges. You can use an action to expend 1 charge from the charm to gain 30 temporary hit points. For the next hour, your eyes become voids of utter darkness, and you can't be {@condition charmed} or {@condition frightened}. Once all its charges have been expended, the charm vanishes from you.\"]},{\"name\":\"Charm of the Comet\",\"source\":\"BMT\",\"page\":62,\"type\":\"Charm\",\"entries\":[\"As an action, you can force a creature you can see within 60 feet of you to focus on you. For 1 minute, creatures other than you and the target are {@condition invisible} to the target. The effect ends if any creature other than you damages the target or forces the target to make a saving throw. Once used three times, the charm vanishes from you.\"]},{\"name\":\"Charm of the Creeping Hand\",\"source\":\"VNotEE\",\"type\":\"Charm\",\"entries\":[\"Once per turn, when you hit a creature with an attack roll using a weapon or an unarmed strike, you can infuse your strike with life-stealing energy. Your attack then deals an extra {@dice 1d10} necrotic damage, and you gain 5 {@book temporary hit points|PHB|9|Temporary Hit Points}. Once used five times, the charm vanishes.\"]},{\"name\":\"Charm of the Crystal Heart\",\"source\":\"ToA\",\"page\":167,\"type\":\"Charm\",\"entries\":[\"This charm grants you immunity to piercing and slashing damage from nonmagical attacks, but you gain vulnerability to bludgeoning damage. These effects last for 10 days, after which the charm vanishes from you.\"]},{\"name\":\"Charm of the Donjon\",\"source\":\"BMT\",\"page\":62,\"type\":\"Charm\",\"entries\":[\"You can cast {@spell Otiluke's Resilient Sphere}, requiring no spell components and using your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Once used three times, the charm vanishes from you.\"]},{\"name\":\"Charm of the Eldritch Eye\",\"source\":\"VNotEE\",\"type\":\"Charm\",\"entries\":[\"You can cast {@spell Clairvoyance} as an action, without using a spell slot and requiring no material components. Once used three times, the charm vanishes.\"]},{\"name\":\"Charm of the Fates\",\"source\":\"BMT\",\"page\":62,\"type\":\"Charm\",\"entries\":[\"You can tug on the threads of fate to tweak circumstance in your favor. After you make an ability check, an attack roll, or a saving throw, you can roll a {@dice d10} and add it to the total, potentially turning failure into success. Once used three times, the charm vanishes from you.\"]},{\"name\":\"Charm of the Flames\",\"source\":\"BMT\",\"page\":62,\"type\":\"Charm\",\"entries\":[\"As an action, you can summon two {@creature Bearded Devil||bearded devils}. The summoned devils appear in unoccupied spaces within 60 feet of you, obey your commands, and can't summon other devils. The devils take their turns immediately after yours on the initiative count. A summoned devil remains for 10 minutes, until it or you die, or until you dismiss one or both summoned devils as an action. Once used three times, the charm vanishes from you.\"]},{\"name\":\"Charm of the Fool\",\"source\":\"BMT\",\"page\":62,\"type\":\"Charm\",\"entries\":[\"You can cast {@spell Major Image}, requiring no spell components and using your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). When you cast the spell in this way, it lasts its full duration with no concentration required. Once used three times, the charm vanishes from you.\"]},{\"name\":\"Charm of the Gem\",\"source\":\"BMT\",\"page\":62,\"type\":\"Charm\",\"entries\":[\"As an action, you create a spray of {@dice 4d10} gems in a 30-foot cone originating from you. Each creature in that area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes an amount of bludgeoning damage equal to the number of gems created. On a successful save, a creature takes half as much damage. The gems remain after the effect ends, and each one is worth 10 gp. Once used three times, the charm vanishes from you.\"]},{\"name\":\"Charm of the Ghoul\",\"source\":\"ToA\",\"page\":167,\"type\":\"Charm\",\"entries\":[\"This charm allows you to use an action to eat a mouthful of flesh from a humanoid that has been dead no longer than 1 day. When you do, you regain {@dice 3d8 + 3} hit points. Once used three times, the charm goes away.\"]},{\"name\":\"Charm of the Ice Troll\",\"source\":\"IDRotF\",\"page\":283,\"type\":\"Charm\",\"entries\":[\"{@note This charm can be bestowed by a {@creature chwinga|ToA} living in Icewind Dale or other cold regions by using their Magical Gift action.}\",\"This charm allows you to use your reaction when you take cold damage to reduce the damage to 0. You regain a number of hit points equal to half the cold damage you would have taken. Once you do so, the charm vanishes from you.\"]},{\"name\":\"Charm of the Jester\",\"source\":\"BMT\",\"page\":62,\"type\":\"Charm\",\"entries\":[\"You can cast {@spell Tasha's Hideous Laughter}, requiring no spell components and using your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Once used three times, the charm vanishes from you.\"]},{\"name\":\"Charm of the Key\",\"source\":\"BMT\",\"page\":62,\"type\":\"Charm\",\"entries\":[\"As a bonus action, you can touch a nonmagical melee weapon and imbue it with magic for 1 hour. For the duration, the weapon deals an extra {@dice 1d8} force damage on a hit and deals double damage to objects and structures. Once used three times, the charm vanishes from you.\"]},{\"name\":\"Charm of the Knight\",\"source\":\"BMT\",\"page\":62,\"type\":\"Charm\",\"entries\":[\"As an action, you can summon two neutral good {@creature Knight||knights} that are Celestials instead of Humanoids. The knights appear in unoccupied spaces within 60 feet of you and act as your allies. They take their turns immediately after yours on your initiative count. The knights remain for 10 minutes, until they or you die, or until you dismiss one or both of them as an action. Once used three times, the charm vanishes from you.\"]},{\"name\":\"Charm of the Maimed\",\"source\":\"ToA\",\"page\":167,\"type\":\"Charm\",\"entries\":[\"This charm allows you to regrow a lost appendage or organ, such as an arm, a foot, or an eye. After it is used once, the charm goes away.\"]},{\"name\":\"Charm of the Mirage\",\"source\":\"CM\",\"page\":212,\"type\":\"Charm\",\"entries\":[\"{@note This charm can be bestowed by a {@creature chwinga|CM} living a desert by using their Magical Gift action.}\",\"This charm allows you to cast the {@spell hallucinatory terrain} spell (save DC 15) as an action. Once used, this charm vanishes from you.\"]},{\"name\":\"Charm of the Moon\",\"source\":\"BMT\",\"page\":62,\"type\":\"Charm\",\"entries\":[\"As an action, you make a minor wish. When you do, you create the effects of a spell of 5th level or lower. The spell takes effect as part of this action and requires no spell components. Your Intelligence, Wisdom, or Charisma is the spellcasting ability for this spell (your choice). Once you use this charm, it vanishes from you.\"]},{\"name\":\"Charm of the Puzzle\",\"source\":\"BMT\",\"page\":62,\"type\":\"Charm\",\"entries\":[\"You can cast {@spell Hypnotic Pattern}, requiring no spell components and using your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Once used three times, the charm vanishes from you.\"]},{\"name\":\"Charm of the Rogue\",\"source\":\"BMT\",\"page\":62,\"type\":\"Charm\",\"entries\":[\"You can cast {@spell Mislead}, requiring no spell components and using your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). When you cast the spell in this way, it lasts its full duration with no concentration required. Once used three times, the charm vanishes from you.\"]},{\"name\":\"Charm of the Sage\",\"source\":\"BMT\",\"page\":62,\"type\":\"Charm\",\"entries\":[\"You can cast {@spell Divination}, requiring no material components and using your Intelligence as the spellcasting ability. Once you cast the spell three times, the charm vanishes from you.\"]},{\"name\":\"Charm of the Skull\",\"source\":\"BMT\",\"page\":62,\"type\":\"Charm\",\"entries\":[\"As a bonus action, you can transform into a deathly apparition. Your game statistics are replaced by those of a {@creature wraith}, except for your alignment and personality; your Intelligence, Wisdom, and Charisma scores; and your passive Wisdom ({@skill Perception}) score and languages. You don't have the wraith's Create Specter ability. Your equipment vanishes when you transform but returns when the transformation ends. The transformation lasts for 1 minute, until your wraith form is reduced to 0 hit points, or until you use a bonus action to end it. If the wraith form is reduced to 0 hit points and there is still damage left over, the remaining damage applies to your normal hit points. Once used three times, the charm vanishes from you.\"]},{\"name\":\"Charm of the Slayer\",\"source\":\"DMG\",\"page\":228,\"reprintedAs\":[\"Charm of the Slayer|XDMG\"],\"type\":\"Charm\",\"entries\":[\"One sword in your possession becomes a {@item dragon slayer} or {@item giant slayer} (DM's choice) for the next 9 days. The charm then vanishes from you and the weapon returns to normal.\"]},{\"name\":\"Charm of the Slayer\",\"source\":\"XDMG\",\"page\":99,\"type\":\"Charm\",\"entries\":[\"One weapon in your possession becomes a {@item Dragon Slayer|XDMG} or {@item Giant Slayer|XDMG} (DM's choice) for the next 9 days. The Charm then vanishes from you, and the weapon returns to normal.\"]},{\"name\":\"Charm of the Snow Walker\",\"source\":\"IDRotF\",\"page\":283,\"type\":\"Charm\",\"entries\":[\"{@note This charm can be bestowed by a {@creature chwinga|ToA} living in Icewind Dale or other cold regions by using their Magical Gift action.}\",\"This charm has 3 charges. As an action, you can expend 1 of the charm's charges to gain the following benefits for 24 hours:\",{\"type\":\"list\",\"items\":[\"You and your allies within 15 feet of you ignore {@quickref difficult terrain||3} caused by snow or ice.\",\"You can see through areas heavily obscured by snow to a distance of 60 feet.\",\"You are immune to the effects of extreme cold, as described in the {@book Dungeon Master's Guide|DMG} (though you gain no protection from cold damage).\"]},\"Once all its charges have been expended, this charm vanishes from you.\"]},{\"name\":\"Charm of the Star\",\"source\":\"BMT\",\"page\":62,\"type\":\"Charm\",\"entries\":[\"You can cast {@spell Enhance Ability}, requiring no spell components and using your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). When you cast the spell in this way, it lasts its full duration with no concentration required. Once used three times, the charm vanishes from you.\"]},{\"name\":\"Charm of the Storm\",\"source\":\"DIP\",\"page\":41,\"type\":\"Charm\",\"entries\":[\"You become charged with the power of the storm, to the extent that tiny sparks crackle in your eyes. You can cast the {@spell lightning bolt} spell (3rd-level version) as an action. Once used three times, the charm vanishes from you.\"]},{\"name\":\"Charm of the Stumblenoodle\",\"source\":\"HFStCM\",\"type\":\"Charm\",\"entries\":[\"When a creature you can see within 30 feet of you moves, you can use your reaction to give the creature the {@condition prone} condition. Allies of the target who are within 30 feet of the target must succeed on a DC 16 Wisdom saving throw or have the {@condition stunned} condition until the end of their next turn as they laugh uncontrollably at their friend's misfortune. Once used three times, the charm vanishes from you.\"]},{\"name\":\"Charm of the Sun\",\"source\":\"BMT\",\"page\":62,\"type\":\"Charm\",\"entries\":[\"You learn the {@spell Light} cantrip if you don't already know it. You can cast {@spell Sunburst}, requiring no spell components and using your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Once used, the charm vanishes from you, and you unlearn the {@spell Light} cantrip gained from this charm.\"]},{\"name\":\"Charm of the Swollen Hag\",\"source\":\"ToA\",\"page\":167,\"type\":\"Charm\",\"entries\":[\"This charm allows you to spit up a frog as an action. The frog understands you and obeys your commands. Once used three times, the charm goes away.\"]},{\"name\":\"Charm of the Talons\",\"source\":\"BMT\",\"page\":62,\"type\":\"Charm\",\"entries\":[\"As an action, you can cast {@spell Dispel Magic}, requiring no spell components and using your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). If you successfully end any spells with it, you gain {@dice 1d6} {@book temporary hit points|PHB|9|Temporary Hit Points} for each spell level of the highest-level spell ended. Once used three times, the charm vanishes from you.\"]},{\"name\":\"Charm of the Throne\",\"source\":\"BMT\",\"page\":62,\"type\":\"Charm\",\"entries\":[\"You can cast {@spell Mordenkainen's Magnificent Mansion}, requiring no spell components and using your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Once used three times, the charm vanishes from you.\"]},{\"name\":\"Charm of the Traveler's Haven\",\"source\":\"IDRotF\",\"page\":283,\"type\":\"Charm\",\"entries\":[\"{@note This charm can be bestowed by a {@creature chwinga|ToA} living in Icewind Dale or other cold regions by using their Magical Gift action.}\",\"This charm has 3 charges. As an action, you can expend 1 of the charm's charges to cast the {@spell Leomund's tiny hut} spell, no components required. Once all its charges have been expended, this charm vanishes from you.\"]},{\"name\":\"Charm of the Void\",\"source\":\"BMT\",\"page\":62,\"type\":\"Charm\",\"entries\":[\"You can cast {@spell Banishment}, requiring no material components and using your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Once used three times, the charm vanishes from you.\"]},{\"name\":\"Charm of the Water Bearer\",\"source\":\"CM\",\"page\":212,\"type\":\"Charm\",\"entries\":[\"{@note This charm can be bestowed by a {@creature chwinga|CM} living a desert by using their Magical Gift action.}\",\"This charm allows you to create up to 1 gallon of fresh water, which fills one or more empty containers in your possession. You can do this up to thrice per day for 10 days, after which this charm vanishes from you.\"]},{\"name\":\"Charm of Treasure Sense\",\"source\":\"ToA\",\"page\":167,\"type\":\"Charm\",\"entries\":[\"While this charm lasts, you can use an action to pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 30 feet of you. The effect lasts for 3 days, after which the charm vanishes from you.\"]},{\"name\":\"Charm of Vitality\",\"source\":\"DMG\",\"page\":228,\"reprintedAs\":[\"Charm of Vitality|XDMG\"],\"type\":\"Charm\",\"entries\":[\"This charm allows you to give yourself the benefit of a {@item potion of vitality} as an action. Once you do so, the charm vanishes from you.\"]},{\"name\":\"Charm of Vitality\",\"source\":\"XDMG\",\"page\":99,\"type\":\"Charm\",\"entries\":[\"This Charm allows you to give yourself the benefit of a {@item Potion of Vitality|XDMG} as a {@action Magic|XPHB} action. Once you do so, the Charm vanishes from you.\"]},{\"name\":\"Clay No-Face's Charm\",\"source\":\"ToA\",\"page\":179,\"type\":\"Charm\",\"entries\":[\"While you have Clay No-Face in your possession, you don't need to eat, drink, or breathe. These benefits last for 30 days while the doll is in your possession, after which the charm vanishes from you.\",\"The doll is a Tiny construct. Destroying the doll causes the child's soul within it to become trapped in {@adventure the Soulmonger|ToA|5|The Soulmonger}.\",{\"type\":\"statblockInline\",\"dataType\":\"object\",\"data\":{\"name\":\"Clay No-Face\",\"isNpc\":true,\"source\":\"ToA\",\"page\":179,\"size\":[\"T\"],\"objectType\":\"U\",\"creatureType\":\"construct\",\"hp\":1,\"speed\":{\"walk\":10},\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"]}}]},{\"name\":\"Curse of Ruin\",\"source\":\"TDCSR\",\"page\":39,\"type\":\"Curse\",\"entries\":[\"Countless legends invoke {@i hgar'Gruum}, the Curse of Ruin. Great orc warriors have been laid low when bloodlust overtook their reason. Mighty mages driven by a foolhardy ambition forsook caution and delved furiously into knowledge no mortal eyes should behold. The Curse of Ruin is said to be the birthright of all {@book orcs|TDCSR|4|orcs}—a deadly taint carried in the blood of the {@deity The Ruiner|Exandria|TDCSR|Ruiner} that forged their people during the {@book Calamity|TDCSR|1|The Calamity}.\",{\"type\":\"entries\",\"name\":\"Truth of Ruin\",\"page\":39,\"entries\":[\"The truth is that the Curse of Ruin is a myth. The blood of the {@deity The Ruiner|Exandria|TDCSR|Ruiner} granted {@book orcs|TDCSR|4|orcs} physical strength and superhuman endurance, but it imparted none of the Betrayer God's evil. The power of the myth, however, is more ruinous than any magic.\"]},{\"type\":\"entries\",\"name\":\"Consequences of the Myth\",\"page\":39,\"entries\":[\"Countless superstitious folk across Exandria—including many {@book orcs|TDCSR|4|orcs} themselves—believe in the Curse of Ruin. This belief doesn't make the curse any more real. The myth's existence is a convenient way for any one orc to ignore the real consequences of their mistakes, or of any act of thoughtless harm—the curse takes the blame. Even worse is when this \\\"birthright\\\" is leveled at wise, even-tempered {@book orcs|TDCSR|4|orcs} who have done nothing wrong, and their frustrated reactions are then taken as proof of the curse's existence.\"]}],\"hasFluffImages\":true},{\"name\":\"Curse of Strife\",\"source\":\"TDCSR\",\"page\":39,\"type\":\"Curse\",\"entries\":[\"The insidious voice of the {@deity The Strife Emperor|Exandria|TDCSR|Strife Emperor}, both damnable and damning, invades the minds of countless people across Tal'Dorei who have been afflicted by the Curse of Strife. The curse is especially prevalent in {@book Rifenmist|TDCSR|3|Rifenmist Peninsula}, where the {@deity The Strife Emperor|Exandria|TDCSR|Strife Emperor's} faithful clerics bestow it upon their soldiery, transforming them into perfect weapons of war. The curse acts in unpredictable ways, turning some into chaotic berserkers, others into obedient legionnaires, and others still into selfish, isolationist thieves. Cultists of the {@deity The Strife Emperor|Exandria|TDCSR|Strife Emperor} also use their power to covertly spread the curse throughout hospitable and kind communities across Exandria, aiming to destroy them from within and make them more susceptible to conquest.\",{\"type\":\"entries\",\"name\":\"Origin of Strife\",\"page\":39,\"entries\":[\"Such transformations are the result of the {@deity The Strife Emperor|Exandria|TDCSR|Strife Emperor's} torment, which whispers constantly in the victims' minds. The free goblinkin of Tal'Dorei regard those who spread the curse with special contempt—and those who suffer from it with immense pity.\",\"For centuries, small-minded people in Tal'Dorei have feared {@book goblins|TDCSR|4|goblinkin} because they are the children of the {@deity The Strife Emperor|Exandria|TDCSR|Strife Emperor}. But while the first {@creature goblin|MM|goblins}, {@creature hobgoblin|MM|hobgoblins}, and {@creature bugbear|MM|bugbears} were created in the {@book Calamity|TDCSR|1|The Calamity} as soldiers for this fell god, the curse does not linger in their blood—it spreads via those who pledge their souls to the {@deity The Strife Emperor|Exandria|TDCSR|Strife Emperor}. Clerics of the {@deity The Strife Emperor|Exandria|TDCSR|Strife Emperor} can use the {@spell bestow curse} spell to inflict the Curse of Strife.\"]},{\"type\":\"entries\",\"name\":\"Curing the Curse\",\"page\":39,\"entries\":[\"Creatures who experience kindness or suffer near-death experiences can have epiphanies that allow their true self to tear through the bloody shroud of the {@deity The Strife Emperor|Exandria|TDCSR|Strife Emperor's} lies. A curse-afflicted creature who spends one week being treated with love and compassion instead of hatred and fear can make a {@dc 20} Wisdom {@quickref saving throws|PHB|2|1|saving throw}, breaking the curse on a success. The {@spell remove curse} spell also immediately ends the curse—and many reformed clerics of the {@deity The Strife Emperor|Exandria|TDCSR|Strife Emperor} have united with clerics of other faiths to loosen the bloody god's grip on their families.\"]}],\"hasFluffImages\":true},{\"name\":\"Dark Gift of Dahlver-Nar, He of the Many Teeth\",\"source\":\"CoS\",\"page\":192,\"type\":\"Charm\",\"entries\":[\"Dahlver-Nar's gift is the power to live many lives. Upon receiving this dark gift, the beneficiary instantly reincarnates when it dies, as though it was the target of a {@spell reincarnate} spell. The new body appears within 10 feet of the old one. After it has been used three times, the dark gift vanishes.\",\"The beneficiary of this dark gift loses all of its teeth until it reincarnates for the third and final time.\"]},{\"name\":\"Dark Gift of Delban, the Star of Ice and Hate\",\"source\":\"CoS\",\"page\":193,\"type\":\"Charm\",\"entries\":[\"Delban's gift is the power to unleash deadly cold. This dark gift allows its beneficiary to cast the {@spell cone of cold} spell as an action. After it has been used seven times, the dark gift vanishes. Until it vanishes, the beneficiary also gains the benefits of a {@item ring of warmth}.\",\"The beneficiary of this dark gift gains the following flaw: \\\"Fire terrifies me.\\\"\"]},{\"name\":\"Dark Gift of Drizlash, the Nine-Eyed Spider\",\"source\":\"CoS\",\"page\":192,\"type\":\"Charm\",\"entries\":[\"Drizlash's gift is the power to walk on walls and ceilings. This dark gift allows its beneficiary to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\",\"The beneficiary of this dark gift grows an extra eye somewhere on its body. The eye is blind and ever open.\"]},{\"name\":\"Dark Gift of Fekre, Queen of Poxes\",\"source\":\"CoS\",\"page\":191,\"type\":\"Charm\",\"entries\":[\"Fekre's gift is the power of spreading disease. This dark gift allows its beneficiary to cast the {@spell contagion} spell as an action. After it has been used three times, the dark gift vanishes.\",\"The beneficiary of this dark gift reeks of filth.\"]},{\"name\":\"Dark Gift of Great Taar Haak, the Five-Headed Destroyer\",\"source\":\"CoS\",\"page\":193,\"type\":\"Charm\",\"entries\":[\"Taar Haak's gift is great strength. This dark gift grants its beneficiary the benefit of a {@item belt of fire giant strength}. This benefit lasts for 10 days, after which the dark gift vanishes.\",\"The beneficiary of this dark gift the following flaw: \\\"I like to bully others and make them feel weak and inferior.\\\"\"]},{\"name\":\"Dark Gift of Khirad, the Star of Secrets\",\"source\":\"CoS\",\"page\":193,\"type\":\"Charm\",\"entries\":[\"Khirad's gift is the power of divination. This gift allows its beneficiary to cast the {@spell scrying} spell as an action. After it has been used three times, the dark gift vanishes.\",\"The beneficiary's voice becomes a low whisper, and its smile becomes cruel and evil.\"]},{\"name\":\"Dark Gift of Norganas, the Finger of Oblivion\",\"source\":\"CoS\",\"page\":193,\"type\":\"Charm\",\"entries\":[\"Norganas's gift is the power to turn life into undeath. This dark gift allows its beneficiary to cast the {@spell finger of death} spell as an action. After it has been used three times, the dark gift vanishes. When it vanishes, the beneficiary must succeed on a DC 15 Constitution saving throw or drop to 0 hit points.\",\"This dark gift turns the beneficiary's blood pitch black and viscid, like tar.\"]},{\"name\":\"Dark Gift of Savnok the Inscrutible\",\"source\":\"CoS\",\"page\":192,\"type\":\"Charm\",\"entries\":[\"Savnok's gift is the power to shield the mind. This dark gift takes the form of a {@spell mind blank} spell cast on the beneficiary. The spell has an extended duration of 1 year, after which the dark gift vanishes.\",\"The beneficiary's eyes melt away upon receiving this dark gift, leaving empty sockets that can still see.\"]},{\"name\":\"Dark Gift of Seriach, the Hell Hound Whisperer\",\"source\":\"CoS\",\"page\":193,\"type\":\"Charm\",\"entries\":[\"Seriach's gift is the power to summon and control hell hounds. As an action, the beneficiary of this dark gift can summon and control two {@creature hell hound||hell hounds}. Both hounds appear at the same time. The beneficiary can summon hounds only once, and the dark gift vanishes when they die.\",\"The beneficiary gains the ability to speak and understand Infernal, if he or she doesn't already know the language. (The hell hounds understand no other language.) Sulfurous smoke issues from the beneficiary's pores whenever he or she speaks Infernal.\"]},{\"name\":\"Dark Gift of Shami-Amourae, the Lady of Delights\",\"source\":\"CoS\",\"page\":192,\"type\":\"Charm\",\"entries\":[\"Shami-Amourae's gift is the power of persuasion. This dark gift allows its beneficiary to cast the {@spell suggestion} spell as an action, and saving throws against the spell have disadvantage. After it has been used three times, the dark gift vanishes.\",\"The beneficiary of this dark gift gains an extra finger on each hand, as well as the following flaw: \\\"I can't get enough pleasure. I desire others to create beauty for me at all times.\\\"\"]},{\"name\":\"Dark Gift of Sykane, the Soul Hungerer\",\"source\":\"CoS\",\"page\":192,\"type\":\"Charm\",\"entries\":[\"Sykane's gift is the power to raise the recently deceased. This dark gift allows its beneficiary to cast the {@spell raise dead} spell as an action. After it has been used three times, the dark gift vanishes.\",\"As soon as this dark gift is received, the beneficiary's eyes glow a sickly yellow until the dark gift vanishes. The beneficiary also gains the following flaw: \\\"If I help someone, I expect payment in return.\\\"\"]},{\"name\":\"Dark Gift of Tarakamedes, the Grave Wyrm\",\"source\":\"CoS\",\"page\":192,\"type\":\"Charm\",\"entries\":[\"Tarakamedes's gift is the power of flight. The beneficiary of this dark gift grows skeletal wings and gains a flying speed of 50 feet.\",\"The beneficiary of this dark gift must eat bones or grave dirt to survive. At dawn, if the creature has not eaten at least 1 pound of bones or grave dirt in the past 24 hours, it dies.\"]},{\"name\":\"Dark Gift of Vaund the Evasive\",\"source\":\"CoS\",\"page\":193,\"type\":\"Charm\",\"entries\":[\"Vaund's gift is the power of evasion. This dark gift grants its beneficiary the benefits of an {@item amulet of proof against detection and location} and a {@item ring of evasion}. These benefits last for 10 days, after which the dark gift vanishes.\",\"The beneficiary of this dark gift becomes twitchy and nervous, and also gains the following flaw: \\\"I can't give a straight answer to any question put to me.\\\"\"]},{\"name\":\"Dark Gift of Yog the Invincible\",\"source\":\"CoS\",\"page\":193,\"type\":\"Charm\",\"entries\":[\"Yog's gift is one of physical resilience. This dark gift increases the beneficiary's hit point maximum by 30. This benefit lasts for 10 days, after which the dark gift vanishes.\",\"Oily black fur covers the beneficiary's face and body.\"]},{\"name\":\"Dark Gift of Yrrga, the Eye of Shadows\",\"source\":\"CoS\",\"page\":193,\"type\":\"Charm\",\"entries\":[\"Yrrga's gift is the power of true seeing. This dark gift grants its beneficiary the benefits of {@sense truesight} out to a range of 60 feet. These benefits last for 30 days, after which the dark gift vanishes.\",\"The eyes of the beneficiary become starry voids until the dark gift vanishes. The beneficiary of this dark gift also gains the following flaw: \\\"I believe that all life is pointless and look forward to death when it finally comes.\\\"\"]},{\"name\":\"Dark Gift of Zantras, the Kingmaker\",\"source\":\"CoS\",\"page\":192,\"type\":\"Charm\",\"entries\":[\"Zantras's gift is power that comes from great presence and force of personality. This dark gift increases the beneficiary's Charisma by 4, up to a maximum of 22.\",\"The beneficiary of this dark gift gains the following flaw: \\\"I won't take no for an answer.\\\"\"]},{\"name\":\"Dark Gift of Zrin-Hala, the Howling Storm\",\"source\":\"CoS\",\"page\":192,\"type\":\"Charm\",\"entries\":[\"Zrin-Hala's gift is the power to create lightning. This dark gift allows its beneficiary to cast the {@spell lightning bolt} spell as an action. After it has been used three times, the dark gift vanishes.\",\"As soon as this dark gift is received, one side of the beneficiary's face sags and loses all feeling.\"]},{\"name\":\"Dimir Charm\",\"source\":\"GGR\",\"page\":173,\"type\":\"Charm\",\"entries\":[\"When you activate this charm, you can cast the {@spell blink} or {@spell sleep} (3rd-level version) spell. Alternatively, when you take damage, you can use your reaction to turn {@condition invisible} and teleport up to 30 feet to an unoccupied space you can see. You remain {@condition invisible} until the start of your next turn or until you attack or cast a spell. The charm vanishes after you activate it.\"]},{\"name\":\"Draconic Familiar\",\"source\":\"FTD\",\"page\":28,\"type\":\"Draconic Gift\",\"rarity\":\"uncommon\",\"entries\":[\"You gain the aid of a draconic familiar, which might be a splinter of the consciousness of a dragon that invested you with power.\",\"You can cast the {@spell find familiar} spell as a ritual without using any material components. When you cast the spell in this way, your familiar always takes the form of a {@creature pseudodragon}.\",\"Additionally, when you take the {@action Attack} action on your turn, you can forgo one of your own attacks to allow your pseudodragon familiar to make one attack of its own with its reaction.\"]},{\"name\":\"Draconic Rebirth\",\"source\":\"FTD\",\"page\":28,\"type\":\"Draconic Gift\",\"rarity\":\"uncommon\",\"entries\":[\"You become a dragonborn. You replace the racial traits of your original race with the traits of a chromatic, gem, or metallic dragonborn (detailed in this {@book book|FTD|1|Draconic Races}). The kind of dragonborn you become matches the family of the dragon that is the source of this gift. You can keep any skill proficiencies you gained from your previous race, or you gain proficiency in two skills of your choice.\"]},{\"name\":\"Draconic Senses\",\"source\":\"FTD\",\"page\":28,\"type\":\"Draconic Gift\",\"rarity\":\"rare\",\"entries\":[\"You gain keen senses like a dragon's.\",{\"type\":\"entries\",\"name\":\"Blindsight\",\"entries\":[\"You have {@sense blindsight} to a range of 10 feet. Within that range, you can effectively see anything that isn't behind {@quickref cover||3||total cover}, even if you're {@condition blinded} or in darkness. Moreover, you can see {@condition invisible} creatures within that range, unless the creatures successfully hide from you.\"]},{\"type\":\"entries\",\"name\":\"Keen Senses\",\"entries\":[\"You have advantage on Wisdom ({@skill Perception}) checks.\"]}]},{\"name\":\"Dragon Queen's Will\",\"source\":\"DSotDQ\",\"page\":178,\"type\":\"Charm\",\"entries\":[\"You've seen a glimpse of the Dragon Queen's ambitions. It haunts your dreams but steels your will to oppose her. This charm grants you a +4 bonus on Wisdom saving throws. Once used three times, the charm vanishes. While you have this charm, you suffer unsettling but harmless dreams of ravenous dragons. You also permanently gain the ability to speak Draconic if you couldn't already.\"]},{\"name\":\"Echo of Dragonsight\",\"source\":\"FTD\",\"page\":28,\"type\":\"Draconic Gift\",\"rarity\":\"very rare\",\"entries\":[\"You have begun to extend your awareness beyond the single world of the Material Plane that is your home.\",\"You can cast {@spell contact other plane} as a ritual. The entity you contact is a dragon on another world in the Material Plane, so its knowledge of your world might be limited. Also, this dragon is an echo of the dragon who is the source of the gift, which might affect its attitude and behavior toward you.\"]},{\"name\":\"Ephara's Devotee\",\"source\":\"MOT\",\"page\":40,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 3+ Ephara trait}\",\"Ephara grants you insight into how people communicate. You can cast {@spell comprehend languages} with this trait, requiring no material component, a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. Intelligence is your spellcasting ability for this spell.\"]},{\"name\":\"Ephara's Disciple\",\"source\":\"MOT\",\"page\":40,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 25+ Ephara trait}\",\"You can cast {@spell Mordenkainen's private sanctum} with this trait, requiring no material components. Once you cast the spell in this way, you can't do so again until you finish a long rest. Intelligence is your spellcasting ability for this spell.\"]},{\"name\":\"Ephara's Votary\",\"source\":\"MOT\",\"page\":40,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 10+ Ephara trait}\",\"You gain advantage on Charisma ({@skill Persuasion}) checks while you are within a city.\",\"In addition, when you fail an Intelligence check or Intelligence saving throw, you can reroll the die, and you must use the new roll. Once you use this reroll, you can't do so again until you finish a long rest.\"]},{\"name\":\"Erebos's Devotee\",\"source\":\"MOT\",\"page\":43,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 3+ Erebos trait}\",\"As a devotee of Erebos, you have proven yourself an executor of the Underworld's grim laws. You can call on Erebos's favor to cast {@spell bane} with this trait, requiring no material components, a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. Wisdom is your spellcasting ability for this spell.\"]},{\"name\":\"Erebos's Disciple\",\"source\":\"MOT\",\"page\":43,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 25+ Erebos trait}\",\"When a soul is sent to its rightful place, you can draw on the energy of the Underworld to empower you. When a creature dies within 10 feet of you, you can use your reaction to gain a number of temporary hit points equal to your level.\"]},{\"name\":\"Erebos's Votary\",\"source\":\"MOT\",\"page\":43,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 10+ Erebos trait}\",\"You can cast {@spell vampiric touch} with this trait. Once you cast the spell in this way, you can't do so again until you finish a long rest. Wisdom is your spellcasting ability for this spell.\"]},{\"name\":\"Eyes of the Impossible\",\"source\":\"ToFW\",\"page\":74,\"type\":\"Charm\",\"entries\":[\"You are scarred by knowledge you shouldn't possess. Your eyes turn black, except for your pupils, which turn white. This charm grants you advantage on Charisma ({@skill Persuasion}) checks made to interact with evil creatures. Additionally, you can cast the spell {@spell eyebite} as an action. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (your choice when you gain this charm). Once you cast this spell, you can't cast it again until the next dawn. This charm vanishes after 13 days, when your appearance returns to normal.\"]},{\"name\":\"Favor of the Heroic Steed\",\"source\":\"DSotDQ\",\"page\":101,\"type\":\"Charm\",\"entries\":[\"Two heroic steeds find you worthy and agree to serve you. This charm has 2 charges. As an action, you can expend 1 charge to summon a {@creature warhorse} wearing plate barding (AC 18). The warhorse serves you for 24 hours, then vanishes.\"]},{\"name\":\"Fortune's Grace\",\"source\":\"TDCSR\",\"page\":190,\"type\":\"Blessing\",\"entries\":[\"Your fate-touched essence can cause events to shift in your favor. When you make an attack roll, an ability check, or a {@quickref saving throws|PHB|2|1|saving throw}, you can choose to reroll the {@dice d20}. You must reroll the die before the outcome of the initial roll is determined.\",\"Alternatively, when a creature you can see makes an attack against you or makes a {@quickref saving throws|PHB|2|1|saving throw} against one of your spells or features, you can force that creature to reroll the attack roll or {@quickref saving throws|PHB|2|1|saving throw}.\",\"If the roll that triggers the reroll is made with {@quickref Advantage and Disadvantage|PHB|2|0|advantage} or {@quickref Advantage and Disadvantage|PHB|2|0|disadvantage}, {@dice 2d20|both d20s} are rerolled. Once you use this feature, you can't use it again until you finish a {@quickref resting|PHB|2|0|long rest}.\"]},{\"name\":\"Fragment of Abhorrence\",\"source\":\"CRCotN\",\"page\":214,\"type\":\"Fragment of Suffering\",\"entries\":[{\"type\":\"entries\",\"name\":\"Benefit\",\"entries\":[\"Once on each of your turns when you hit a creature with a weapon attack roll, you can force the target to move up to 10 feet away from you in a direction of your choice. A creature that can't be {@condition frightened} is immune to this effect.\"]},{\"type\":\"entries\",\"name\":\"Drawback\",\"entries\":[\"If you start your turn {@condition frightened}, you take {@damage 2d6} psychic damage.\"]}]},{\"name\":\"Fragment of Attachment\",\"source\":\"CRCotN\",\"page\":214,\"type\":\"Fragment of Suffering\",\"entries\":[{\"type\":\"entries\",\"name\":\"Benefit\",\"entries\":[\"You can't be {@condition frightened} while within 10 feet of an ally. If you're already {@condition frightened} and move within 10 feet of an ally, the {@condition frightened} condition ends on you.\"]},{\"type\":\"entries\",\"name\":\"Drawback\",\"entries\":[\"You have disadvantage on Wisdom and Charisma saving throws while you aren't within 10 feet of an ally.\"]}]},{\"name\":\"Fragment of Deception\",\"source\":\"CRCotN\",\"page\":214,\"type\":\"Fragment of Suffering\",\"entries\":[{\"type\":\"entries\",\"name\":\"Benefit\",\"entries\":[\"When you take damage, you can use your reaction to turn {@condition invisible} and teleport up to 60 feet to an unoccupied space you can see. You remain {@condition invisible} until the start of your next turn or until you make a damage roll or cast a spell.\"]},{\"type\":\"entries\",\"name\":\"Drawback\",\"entries\":[\"You have disadvantage on Wisdom checks.\"]}]},{\"name\":\"Fragment of Despondence\",\"source\":\"CRCotN\",\"page\":214,\"type\":\"Fragment of Suffering\",\"entries\":[{\"type\":\"entries\",\"name\":\"Benefit\",\"entries\":[\"You are immune to the {@condition charmed} condition.\"]},{\"type\":\"entries\",\"name\":\"Drawback\",\"entries\":[\"You can't take the {@action Help} action.\"]}]},{\"name\":\"Fragment of Intransigence\",\"source\":\"CRCotN\",\"page\":214,\"type\":\"Fragment of Suffering\",\"entries\":[{\"type\":\"entries\",\"name\":\"Benefit\",\"entries\":[\"Another creature can't force you to move anywhere you don't want to go.\"]},{\"type\":\"entries\",\"name\":\"Drawback\",\"entries\":[\"You can't take the {@action Disengage} or {@action Dodge} action.\"]}]},{\"name\":\"Fragment of Loathing\",\"source\":\"CRCotN\",\"page\":214,\"type\":\"Fragment of Suffering\",\"entries\":[{\"type\":\"entries\",\"name\":\"Benefit\",\"entries\":[\"When a creature damages you with a weapon attack or a spell, you can focus your hatred on that creature. Until the end of your next turn, you have advantage on attack rolls you make against the creature. You can focus your hatred on only one creature at a time.\"]},{\"type\":\"entries\",\"name\":\"Drawback\",\"entries\":[\"You have disadvantage on Charisma checks.\"]}]},{\"name\":\"Fragment of Melancholy\",\"source\":\"CRCotN\",\"page\":214,\"type\":\"Fragment of Suffering\",\"entries\":[{\"type\":\"entries\",\"name\":\"Benefit\",\"entries\":[\"When you fail a Wisdom or Charisma saving throw, you can reroll it with advantage, potentially turning a failure into a success. After you use this benefit, you must finish a long rest before you can use it again.\"]},{\"type\":\"entries\",\"name\":\"Drawback\",\"entries\":[\"If you use this fragment's benefit and it doesn't turn a failed saving throw into a success, you are {@condition incapacitated} until the end of your next turn, overcome with despair.\"]}]},{\"name\":\"Fragment of Pity\",\"source\":\"CRCotN\",\"page\":214,\"type\":\"Fragment of Suffering\",\"entries\":[{\"type\":\"entries\",\"name\":\"Benefit\",\"entries\":[\"Each time you spend a Hit Die to regain hit points, you regain additional hit points equal to your proficiency bonus.\"]},{\"type\":\"entries\",\"name\":\"Drawback\",\"entries\":[\"You have disadvantage on death saving throws.\"]}]},{\"name\":\"Fragment of Rancor\",\"source\":\"CRCotN\",\"page\":214,\"type\":\"Fragment of Suffering\",\"entries\":[{\"type\":\"entries\",\"name\":\"Benefit\",\"entries\":[\"When you hit a creature with an attack, you can choose to deal either an extra {@damage 2d6} psychic damage to the creature or {@damage 4d6} psychic damage to each other creature within 5 feet of it. After you use this benefit, you must finish a short or long rest before you can use it again.\"]},{\"type\":\"entries\",\"name\":\"Drawback\",\"entries\":[\"Whenever you are not {@condition unconscious} and fail a saving throw, you take {@damage 2d6} psychic damage.\"]}]},{\"name\":\"Frightful Presence\",\"source\":\"FTD\",\"page\":28,\"type\":\"Draconic Gift\",\"rarity\":\"very rare\",\"entries\":[\"Echoes of a dragon's might linger around you, and you can call on them to inspire fear in those who stand against you.\",\"As a bonus action, you can manifest your frightful presence. Each creature of your choice that is within 120 feet of you and aware of you must make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier. A creature that fails becomes {@condition frightened} of you for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\",\"Once you use this ability a number of times equal to your proficiency bonus, you can't use it again until you finish a long rest.\"]},{\"name\":\"Golgari Charm\",\"source\":\"GGR\",\"page\":173,\"type\":\"Charm\",\"entries\":[\"When you activate this charm, you can cast the {@spell dispel magic}, {@spell false life} (3rd-level version), or {@spell stinking cloud} spell. The charm vanishes after you activate it.\"]},{\"name\":\"Gruul Charm\",\"source\":\"GGR\",\"page\":173,\"type\":\"Charm\",\"entries\":[\"When you activate this charm, you can cast the {@spell heroism} or {@spell thunderwave} spell (3rd-level versions). Alternatively, as a reaction when you miss with a weapon attack, you can make another attack against the target you missed. The charm vanishes after you activate it.\"]},{\"name\":\"Habbakuk's Blessing\",\"source\":\"DSotDQ\",\"page\":116,\"type\":\"Charm\",\"entries\":[\"Habbakuk blesses your travels through the Northern Wastes. This charm grants you advantage on Wisdom ({@skill Survival}) checks made to notice the Wash's waters filling chasms.\",\"Additionally, while traveling, you and up to 5 other creatures with you ignore {@book difficult terrain|PHB|8|Difficult Terrain} outdoors in the Northern Wastes, allowing you to move at double the pace listed on the Northern Wastes Land Travel table (see the \\\"{@adventure Into the Wastes|DSotDQ|5|Into the Wastes}\\\" section earlier in this chapter).\",\"This charm vanishes 24 hours after you leave the Northern Wastes.\"]},{\"name\":\"Heliod's Devotee\",\"source\":\"MOT\",\"page\":46,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 3+ Heliod trait}\",\"As a devotee of Heliod, you have proven yourself a worthy champion of the sun god. You can call on Heliod's favor and cast {@spell bless} with this trait, requiring no material components. Heliod's blessing manifests as a nimbus around the affected creatures, causing them to shed dim light in a 5-foot radius until the spell ends. You can cast the spell in this way a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. Wisdom is your spellcasting ability for this spell.\"]},{\"name\":\"Heliod's Disciple\",\"source\":\"MOT\",\"page\":46,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 25+ Heliod trait}\",\"You grow accustomed to the blazing radiance of the sun; you have advantage on saving throws against being {@condition blinded}, and you have resistance to fire damage.\"]},{\"name\":\"Heliod's Votary\",\"source\":\"MOT\",\"page\":46,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 10+ Heliod trait}\",\"You can cast {@spell daylight} with this trait. Once you cast the spell in this way, you can't do so again until you finish a long rest. Wisdom is your spellcasting ability for this spell.\"]},{\"name\":\"I'jin\",\"source\":\"ToA\",\"page\":129,\"type\":\"Inhabitation\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Gender:\",\"entry\":\"Female\"},{\"type\":\"item\",\"name\":\"Alignment:\",\"entry\":\"CN\"},{\"type\":\"item\",\"name\":\"Personality:\",\"entry\":\"Fickle and unpredictable\"},{\"type\":\"item\",\"name\":\"Inherited flaw:\",\"entry\":\"\\\"I never stick to a plan.\\\"\"},{\"type\":\"item\",\"name\":\"Enemy:\",\"entry\":\"Obo'laka\"},{\"type\":\"item\",\"name\":\"Power:\",\"entry\":\"The host's Dexterity score becomes 23, unless it is already higher.\"}]}]},{\"name\":\"Iroas's Devotee\",\"source\":\"MOT\",\"page\":49,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 3+ Iroas trait}\",\"As a devotee of Iroas, you have earned his favor through victories won in his name. You can cast {@spell compelled duel} with this trait a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest. Charisma is your spellcasting ability for this spell.\"]},{\"name\":\"Iroas's Disciple\",\"source\":\"MOT\",\"page\":49,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 25+ Iroas trait}\",\"As a bonus action, you can call on Iroas's blessing, gaining the following benefit for 1 minute or until you are {@condition incapacitated}: creatures within 30 feet of you can't gain advantage on attack rolls against you. Once you use this trait, you can't do so again until you finish a long rest.\"]},{\"name\":\"Iroas's Votary\",\"source\":\"MOT\",\"page\":49,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 10+ Iroas trait}\",\"You can cast {@spell crusader's mantle} with this trait. Once you cast the spell in this way, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for this spell.\",\"In addition, you have advantage on saving throws against being {@condition frightened}.\"]},{\"name\":\"Izzet Charm\",\"source\":\"GGR\",\"page\":174,\"type\":\"Charm\",\"entries\":[\"When you activate this charm, you can cast the {@spell dispel magic} or {@spell lightning bolt} spell. Alternatively, as an action, you can regain one expended spell slot of 3rd level or lower. The charm vanishes after you activate it.\"]},{\"name\":\"Joho's Charm\",\"source\":\"ToA\",\"page\":179,\"type\":\"Charm\",\"entries\":[\"While you have Joho in your possession, it grants you the benefit of a {@item helm of comprehending languages}. This benefit lasts for 7 days while the doll is in your possession, after which the charm vanishes from you.\",\"The doll is a Tiny construct. Destroying the doll causes the child's soul within it to become trapped in {@adventure the Soulmonger|ToA|5|The Soulmonger}.\",{\"type\":\"statblockInline\",\"dataType\":\"object\",\"data\":{\"name\":\"Joho\",\"isNpc\":true,\"source\":\"ToA\",\"page\":179,\"size\":[\"T\"],\"objectType\":\"U\",\"creatureType\":\"construct\",\"hp\":1,\"speed\":{\"walk\":10},\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"]}}]},{\"name\":\"Karametra's Devotee\",\"source\":\"MOT\",\"page\":52,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 3+ Karametra trait}\",\"As a devotee of Karametra, you have proven yourself a worthy potential champion of the harvest god. As a bonus action, you can invoke her protection; spectral plants cover you, providing you with a +1 bonus to AC for 1 minute. Once you use this trait, you can't use it again until you finish a long rest.\"]},{\"name\":\"Karametra's Disciple\",\"source\":\"MOT\",\"page\":52,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 25+ Karametra trait}\",\"By performing an hour-long ritual, you can conjure enough grapes to fill three vials (4 ounces each) of wine. Each vial serves as a {@item potion of healing} for 24 hours, after which it loses this property. Once you use this trait, you can't do so again until you finish a long rest.\"]},{\"name\":\"Karametra's Votary\",\"source\":\"MOT\",\"page\":52,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 10+ Karametra trait}\",\"You can cast {@spell create food and water} with this trait. Once you cast the spell in this way, you can't do so again until you finish a long rest. Wisdom is your spellcasting ability for this spell.\",\"In addition, you have advantage on saving throws against being {@condition poisoned}.\"]},{\"name\":\"Keranos's Devotee\",\"source\":\"MOT\",\"page\":55,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 3+ Keranos trait}\",\"As a devotee of Keranos, you have proven your wisdom and your allegiance to the storm lord. Once on each of your turns when you hit a creature with a weapon attack, you can deal an extra {@dice 1d6} lightning damage to the target. You can use this trait a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.\"]},{\"name\":\"Keranos's Disciple\",\"source\":\"MOT\",\"page\":55,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 25+ Keranos trait}\",\"The energy of the storm fills your being, granting you advantage on initiative rolls.\"]},{\"name\":\"Keranos's Votary\",\"source\":\"MOT\",\"page\":55,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 10+ Keranos trait}\",\"When you fail an Intelligence or a Wisdom saving throw, you can reroll the die, and you must use the new roll. Once you use this trait, you can't do so again until you finish a long rest.\"]},{\"name\":\"Klothys's Devotee\",\"source\":\"MOT\",\"page\":58,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 3+ Klothys trait}\",\"As a devotee of Klothys, you can manipulate the bonds of destiny that invisibly entangle every living thing. You can cast {@spell command} with this trait a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. Wisdom is your spellcasting ability for this spell.\"]},{\"name\":\"Klothys's Disciple\",\"source\":\"MOT\",\"page\":58,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 25+ Klothys trait}\",\"You develop a second sense, allowing you to intuit the tug and pull of destiny. You can't be surprised, provided you aren't {@condition incapacitated}.\"]},{\"name\":\"Klothys's Votary\",\"source\":\"MOT\",\"page\":58,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 10+ Klothys trait}\",\"You can cast {@spell clairvoyance} with this trait, requiring no material components. Once you cast the spell in this way, you can't do so again until you finish a long rest. Wisdom is your spellcasting ability for this spell.\",\"In addition, you have advantage on saving throws against being {@condition charmed}.\"]},{\"name\":\"Kruphix's Devotee\",\"source\":\"MOT\",\"page\":61,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 3+ Kruphix trait}\",\"As a devotee of Kruphix, you have proven yourself a devotee of reality's mysteries and laws. You can cast {@spell detect magic} with this trait a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.\",\"In addition, you know the {@spell mage hand} cantrip. Intelligence is your spellcasting ability for these spells.\"]},{\"name\":\"Kruphix's Disciple\",\"source\":\"MOT\",\"page\":61,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 25+ Kruphix trait}\",\"As a true champion of Kruphix, you can use your {@spell mage hand} cantrip to protect yourself. While your spectral hand is within 5 feet of you, you gain a +2 bonus to your AC against ranged attacks.\"]},{\"name\":\"Kruphix's Votary\",\"source\":\"MOT\",\"page\":61,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 10+ Kruphix trait}\",\"You can cast {@spell detect thoughts} with this trait, requiring no material components. Once you cast the spell in this way, you can't do so again until you finish a long rest. Intelligence is your spellcasting ability for this spell.\",\"In addition, you have advantage on saving throws against being {@condition charmed}.\"]},{\"name\":\"Kubazan\",\"source\":\"ToA\",\"page\":129,\"type\":\"Inhabitation\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Gender:\",\"entry\":\"Male\"},{\"type\":\"item\",\"name\":\"Alignment:\",\"entry\":\"CG\"},{\"type\":\"item\",\"name\":\"Personality:\",\"entry\":\"Wild and spirited\"},{\"type\":\"item\",\"name\":\"Inherited flaw:\",\"entry\":\"\\\"I am fearless and not afraid to take great risks.\\\"\"},{\"type\":\"item\",\"name\":\"Enemy:\",\"entry\":\"Papazotl\"},{\"type\":\"item\",\"name\":\"Power:\",\"entry\":\"The host's Strength score becomes 23, unless it is already higher.\"}]}]},{\"name\":\"Moa\",\"source\":\"ToA\",\"page\":129,\"type\":\"Inhabitation\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Gender:\",\"entry\":\"Male\"},{\"type\":\"item\",\"name\":\"Alignment:\",\"entry\":\"LG\"},{\"type\":\"item\",\"name\":\"Personality:\",\"entry\":\"Truthful and kind\"},{\"type\":\"item\",\"name\":\"Inherited flaw:\",\"entry\":\"\\\"I must always speak the truth.\\\"\"},{\"type\":\"item\",\"name\":\"Enemy:\",\"entry\":\"Wongo\"},{\"type\":\"item\",\"name\":\"Power:\",\"entry\":\"The host can use an action to turn {@condition invisible}. Anything the host is wearing or carrying is {@condition invisible} as long as it is on the host's person. The effect ends if the host attacks, casts a spell, forces a saving throw, or deals damage.\"}]}]},{\"name\":\"Mogis's Devotee\",\"source\":\"MOT\",\"page\":64,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 3+ Mogis trait}\",\"As a devotee of Mogis, you have shown yourself to be a brutal combatant. You can call on Mogis's favor and cast {@spell wrathful smite} with this trait. Mogis's blessing manifest as a blood-red glow around your weapon, causing it to shed dim light in a 5-foot radius until the spell ends. You can cast the spell in this way a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a long rest. Constitution is your spellcasting ability for this spell.\"]},{\"name\":\"Mogis's Disciple\",\"source\":\"MOT\",\"page\":64,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 25+ Mogis trait}\",\"Countless battles and vicious visions have given you focus. You have advantage on saving throws against being {@condition charmed} or {@condition frightened}.\"]},{\"name\":\"Mogis's Votary\",\"source\":\"MOT\",\"page\":64,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 10+ Mogis trait}\",\"You can cast {@spell blinding smite} with this trait. Once you cast the spell in this way, you can't do so again until you finish a long rest. Constitution is your spellcasting ability for this spell.\"]},{\"name\":\"Nangnang\",\"source\":\"ToA\",\"page\":129,\"type\":\"Inhabitation\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Gender:\",\"entry\":\"Female\"},{\"type\":\"item\",\"name\":\"Alignment:\",\"entry\":\"NE\"},{\"type\":\"item\",\"name\":\"Personality:\",\"entry\":\"Selfish and cruel\"},{\"type\":\"item\",\"name\":\"Inherited flaw:\",\"entry\":\"\\\"I won't share with others.\\\"\"},{\"type\":\"item\",\"name\":\"Enemy:\",\"entry\":\"Shagambi\"},{\"type\":\"item\",\"name\":\"Power:\",\"entry\":\"The host can move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. It gains a climbing speed equal to its walking speed.\"}]}]},{\"name\":\"Nylea's Devotee\",\"source\":\"MOT\",\"page\":67,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 3+ Nylea trait}\",\"As a devotee of Nylea, you have proven yourself a guardian of the wilds. You can cast {@spell hunter's mark} with this trait a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. Wisdom is your spellcasting ability for this spell.\"]},{\"name\":\"Nylea's Disciple\",\"source\":\"MOT\",\"page\":67,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 25+ Nylea trait}\",\"When a beast is about to attack you, it must make a DC 15 Wisdom saving throw. On a failed save, the creature must choose a different target, or the attack automatically misses you. On a successful save, the creature is immune to this trait for 24 hours.\"]},{\"name\":\"Nylea's Votary\",\"source\":\"MOT\",\"page\":67,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 10+ Nylea trait}\",\"You can cast {@spell speak with animals} with this trait a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. Wisdom is your spellcasting ability for this spell.\",\"In addition, you have advantage on saving throws against being {@condition poisoned}.\"]},{\"name\":\"Obo'laka\",\"source\":\"ToA\",\"page\":129,\"type\":\"Inhabitation\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Gender:\",\"entry\":\"Female\"},{\"type\":\"item\",\"name\":\"Alignment:\",\"entry\":\"LN\"},{\"type\":\"item\",\"name\":\"Personality:\",\"entry\":\"Nervous and obsessive\"},{\"type\":\"item\",\"name\":\"Inherited flaw:\",\"entry\":\"\\\"I am risk-averse and a slave to routine.\\\"\"},{\"type\":\"item\",\"name\":\"Enemy:\",\"entry\":\"I'jin\"},{\"type\":\"item\",\"name\":\"Power:\",\"entry\":\"The host can attune to one additional magic item. When Obo'laka leaves the host, all magic items to which the host is attuned are no longer attuned to it.\"}]}]},{\"name\":\"Observatory Charm\",\"source\":\"XDMG\",\"page\":343,\"type\":\"Charm\",\"entries\":[\"You can use your Observatory to peer into the far corners of {@book Wildspace|XDMG|5|Wildspace} and the {@book Astral Plane|XDMG|5|Astral Plane}. After spending a Long Rest in your Observatory, you gain a magical Charm (see \\\"{@book Supernatural Gifts|XDMG|2|Supernatural Gifts}\\\" in {@book chapter 3|XDMG|2}) that lasts for 7 days or until you use it. The Charm allows you to cast {@spell Contact Other Plane|XPHB} without expending a spell slot. You can't gain this Charm again while you still have it.\"]},{\"name\":\"Orzhov Charm\",\"source\":\"GGR\",\"page\":174,\"type\":\"Charm\",\"entries\":[\"When you activate this charm, you can cast the {@spell bestow curse} or {@spell fear} spell. Alternatively, when a creature you can see within 30 feet of you is reduced to 0 hit points, you can use your reaction to have it drop to 1 hit point instead. The charm vanishes after you activate it.\"]},{\"name\":\"Papazotl\",\"source\":\"ToA\",\"page\":129,\"type\":\"Inhabitation\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Gender:\",\"entry\":\"Male\"},{\"type\":\"item\",\"name\":\"Alignment:\",\"entry\":\"LE\"},{\"type\":\"item\",\"name\":\"Personality:\",\"entry\":\"Shrewd and conniving\"},{\"type\":\"item\",\"name\":\"Inherited flaw:\",\"entry\":\"\\\"I bow before no one and expect others to do as I command.\\\"\"},{\"type\":\"item\",\"name\":\"Enemy:\",\"entry\":\"Kubazan\"},{\"type\":\"item\",\"name\":\"Power:\",\"entry\":\"The host can't be {@status surprised}, gains advantage on all Wisdom checks, and never takes damage from falling.\"}]}]},{\"name\":\"Pharika's Devotee\",\"source\":\"MOT\",\"page\":70,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 3+ Pharika trait}\",\"As a devotee of Pharika, you have power over affliction. You can cast {@spell ray of sickness} with this trait a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. Wisdom is your spellcasting ability for this spell.\"]},{\"name\":\"Pharika's Disciple\",\"source\":\"MOT\",\"page\":70,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 25+ Pharika trait}\",\"Pharika blesses you with Pharika's Balm, an effect that can cure or enfeeble. As an action, you can touch a creature and choose one of the following:\",{\"type\":\"list\",\"items\":[\"The target regains hit points equal to {@dice 1d8} + your Wisdom modifier, and you can cure the target of one disease or neutralize one poison affecting it.\",\"The target must succeed on a DC 15 Constitution saving throw, or for 1 minute, the target deals only half damage with weapon attacks. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.\"]},\"You can use this action a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.\"]},{\"name\":\"Pharika's Votary\",\"source\":\"MOT\",\"page\":70,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 10+ Pharika trait}\",\"Pharika's blessing shields you from most maladies. You have advantage on saving throws against being {@condition poisoned}, and you are immune to disease.\"]},{\"name\":\"Phenax's Devotee\",\"source\":\"MOT\",\"page\":73,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 3+ Phenax trait}\",\"As a devotee of Phenax, you have proven yourself accomplished at deception. You can call on Phenax's blessing and cast {@spell disguise self} with this trait. While the spell is active, your shadow still resembles your original form. You can cast the spell in this way a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest. Charisma is your spellcasting ability for this spell.\"]},{\"name\":\"Phenax's Disciple\",\"source\":\"MOT\",\"page\":73,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 25+ Phenax trait}\",\"When you are hidden from a creature and miss it with an attack, making the attack doesn't reveal your position.\"]},{\"name\":\"Phenax's Votary\",\"source\":\"MOT\",\"page\":73,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 10+ Phenax trait}\",\"Your words are inspired by Theros's greatest liar. You have advantage on Charisma ({@skill Deception}) checks.\"]},{\"name\":\"Psionic Reach\",\"source\":\"FTD\",\"page\":28,\"type\":\"Draconic Gift\",\"rarity\":\"very rare\",\"entries\":[\"The psionic energy of a gem dragon empowers your mind. You gain resistance to psychic damage.\",\"In addition, you learn the {@spell telekinesis} spell. You can cast this spell without expending a spell slot. Once you cast this spell in this way, you can't do so again until you finish a long rest. You can also cast this spell using spell slots you have of the appropriate level. The spellcasting ability is Intelligence, Wisdom, or Charisma when you cast the spell with this gift (choose when you gain the gift).\"]},{\"name\":\"Purphoros's Devotee\",\"source\":\"MOT\",\"page\":76,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 3+ Purphoros trait}\",\"As a devotee of Purphoros, you have drawn the notice of the forge god with your skill. You can cast {@spell shield of faith} with this trait, requiring no material components, a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.\",\"In addition, you know the {@spell mending} cantrip. Intelligence is your spellcasting ability for these spells.\"]},{\"name\":\"Purphoros's Disciple\",\"source\":\"MOT\",\"page\":76,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 25+ Purphoros trait}\",\"While you are standing and an effect would push you 1 foot or more, you can use your reaction to not be pushed.\"]},{\"name\":\"Purphoros's Votary\",\"source\":\"MOT\",\"page\":76,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 10+ Purphoros trait}\",\"You can cast {@spell heat metal} with this trait, requiring no material components. Once you cast the spell in this way, you can't do so again until you finish a long rest. Intelligence is your spellcasting ability for this spell.\",\"In addition, you have advantage on saving throws against being knocked {@condition prone}.\"]},{\"name\":\"Rakdos Charm\",\"source\":\"GGR\",\"page\":174,\"type\":\"Charm\",\"entries\":[\"When you activate this charm, you can cast the {@spell crown of madness}, {@spell hellish rebuke}, or {@spell shatter} spell. The charm vanishes after you activate it.\"]},{\"name\":\"Reliquary Charm\",\"source\":\"XDMG\",\"page\":344,\"type\":\"Charm\",\"entries\":[\"After spending a Long Rest in your Bastion, you gain a magical Charm (see \\\"{@book Supernatural Gifts|XDMG|2|Supernatural Gifts}\\\" in {@book chapter 3|XDMG|2}) that lasts for 7 days or until you use it. The Charm allows you to cast {@spell Greater Restoration|XPHB} once without expending a spell slot or using Material components. You can't gain this Charm again while you still have it.\"]},{\"name\":\"Sanctuary Charm\",\"source\":\"XDMG\",\"page\":345,\"type\":\"Charm\",\"entries\":[\"After spending a Long Rest in your Bastion, you gain a magical Charm (see \\\"{@book Supernatural Gifts|XDMG|2|Supernatural Gifts}\\\" in {@book chapter 3|XDMG|2}) that lasts for 7 days or until you use it. The Charm allows you to cast {@spell Healing Word|XPHB} once without expending a spell slot. You can't gain this Charm again while you still have it.\"]},{\"name\":\"Sanctum Charm\",\"source\":\"XDMG\",\"page\":346,\"type\":\"Charm\",\"entries\":[\"After spending a Long Rest in your Bastion, you gain a magical Charm (see \\\"{@book Supernatural Gifts|XDMG|2|Supernatural Gifts}\\\" in {@book chapter 3|XDMG|2}) that lasts for 7 days or until you use it. The Charm allows you to cast {@spell Heal|XPHB} once without expending a spell slot. You can't gain this Charm again while you still have it.\"]},{\"name\":\"Scaled Toughness\",\"source\":\"FTD\",\"page\":28,\"type\":\"Draconic Gift\",\"rarity\":\"legendary\",\"entries\":[\"Your skin toughens, making you resistant to certain types of physical harm. You gain resistance to piercing and slashing damage.\"]},{\"name\":\"Selesnya Charm\",\"source\":\"GGR\",\"page\":174,\"type\":\"Charm\",\"entries\":[\"When you activate this charm, you can cast the {@spell aura of vitality} or {@spell conjure animals} spell. Alternatively, as an action, you can give up to three creatures of your choice within 30 feet of you resistance to bludgeoning, piercing, and slashing damage until the end of your next turn. The charm vanishes after you activate it.\"]},{\"name\":\"Shagambi\",\"source\":\"ToA\",\"page\":129,\"type\":\"Inhabitation\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Gender:\",\"entry\":\"Female\"},{\"type\":\"item\",\"name\":\"Alignment:\",\"entry\":\"NG\"},{\"type\":\"item\",\"name\":\"Personality:\",\"entry\":\"Wise and virtuous\"},{\"type\":\"item\",\"name\":\"Inherited flaw:\",\"entry\":\"\\\"I never show mercy to evildoers.\\\"\"},{\"type\":\"item\",\"name\":\"Enemy:\",\"entry\":\"Nangnang\"},{\"type\":\"item\",\"name\":\"Power:\",\"entry\":\"The host can make one extra attack when taking the {@action Attack} action on its turn.\"}]}]},{\"name\":\"Simic Charm\",\"source\":\"GGR\",\"page\":174,\"type\":\"Charm\",\"entries\":[\"When you activate this charm, you can cast the {@spell enhance ability} (3rd-level version), {@spell enlarge/reduce}, or {@spell gaseous form} spell. The charm vanishes after you activate it.\"]},{\"name\":\"Strawbundle's Charm\",\"source\":\"ToA\",\"page\":179,\"type\":\"Charm\",\"entries\":[\"While you have Strawbundle in your possession, this charm allows you to cast the {@spell etherealness} spell as an action, no components required. After it is used three times, the charm vanishes.\",\"The doll is a Tiny construct. Destroying the doll causes the child's soul within it to become trapped in {@adventure the Soulmonger|ToA|5|The Soulmonger}.\",{\"type\":\"statblockInline\",\"dataType\":\"object\",\"data\":{\"name\":\"Strawbundle\",\"isNpc\":true,\"source\":\"ToA\",\"page\":179,\"size\":[\"T\"],\"objectType\":\"U\",\"creatureType\":\"construct\",\"hp\":1,\"speed\":{\"walk\":10},\"immune\":[\"poison\"],\"conditionImmune\":[\"poisoned\"]}}]},{\"name\":\"Thassa's Devotee\",\"source\":\"MOT\",\"page\":79,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 3+ Thassa trait}\",\"As a devotee of Thassa, you have proven yourself a worthy representative of the god of the sea. You can cast {@spell fog cloud} with this trait. Fog created in this way smells strongly of the sea. You can cast the spell in this way a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. Intelligence is your spellcasting ability for this spell.\"]},{\"name\":\"Thassa's Disciple\",\"source\":\"MOT\",\"page\":79,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 25+ Thassa trait}\",\"You are inspired by the tempestuous, uncontrollable nature of the sea; you have advantage on saving throws against being {@condition charmed} or {@condition restrained}.\"]},{\"name\":\"Thassa's Votary\",\"source\":\"MOT\",\"page\":79,\"type\":\"Piety Trait\",\"entries\":[\"{@i Piety 10+ Thassa trait}\",\"You can cast {@spell blink} with this trait. Once you cast the spell in this way, you can't do so again until you finish a long rest. Intelligence is your spellcasting ability for this spell.\"]},{\"name\":\"The Blessed of Corellon\",\"source\":\"MTF\",\"page\":45,\"type\":\"Other\",\"entries\":[\"Ever changing, mirthful, and beautiful, the primal elves could assume whatever sex they liked. When they bowed to Lolth's influence and chose to fix their physical forms, elves lost the ability to transform in this way. Yet occasionally elves are born who are so androgynous that they are proclaimed to be among the blessed of Corellon—living symbols of the god's love and of the primal elves' original fluid state of being. Many of Corellon's chief priests bear this blessing.\",\"The rarest of these blessed elves can change their sex whenever they finish a long rest-a miracle celebrated by elves of all sorts except drow. (The DM decides whether an elf can manifest this miracle.) Dark elves find this ability to be terrifying and characterize it as a curse, for it could destabilize their entire society. If Corellon's blessing manifests in a drow, that elf usually flees to the surface world to seek shelter among those dedicated to Corellon.\"]},{\"name\":\"Time of the Dragon\",\"source\":\"ToFW\",\"page\":68,\"type\":\"Charm\",\"entries\":[\"While holding the scale, you can use an action to summon Renesnuprah, an {@creature adult time dragon|MPP} (see {@book Morte's Planar Parade|MPP}). The dragon appears in an unoccupied space of your choice that you can see within 60 feet of you and aids you for 10 minutes. Afterward, the time dragon vanishes, and the scale crumbles.\"]},{\"name\":\"Tongue of the Dragon\",\"source\":\"FTD\",\"page\":28,\"type\":\"Draconic Gift\",\"rarity\":\"uncommon\",\"entries\":[\"You gain some of the majestic presence of a dragon.\",{\"type\":\"entries\",\"name\":\"Dragon's Speech\",\"entries\":[\"You can speak, read, and write Draconic.\"]},{\"type\":\"entries\",\"name\":\"Dragon's Voice\",\"entries\":[\"As a bonus action, you can make your voice audible up to 300 feet away for 1 minute.\"]},{\"type\":\"entries\",\"name\":\"Dragon's Wiles\",\"entries\":[\"You have advantage on Charisma ({@skill Persuasion}) checks.\"]}]},{\"name\":\"Unkh\",\"source\":\"ToA\",\"page\":129,\"type\":\"Inhabitation\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Gender:\",\"entry\":\"Female\"},{\"type\":\"item\",\"name\":\"Alignment:\",\"entry\":\"N\"},{\"type\":\"item\",\"name\":\"Personality:\",\"entry\":\"Self-absorbed and indecisive\"},{\"type\":\"item\",\"name\":\"Inherited flaw:\",\"entry\":\"\\\"I am incapable of making decisions.\\\"\"},{\"type\":\"item\",\"name\":\"Enemy:\",\"entry\":\"None\"},{\"type\":\"item\",\"name\":\"Power:\",\"entry\":\"The host's Constitution score becomes 23, unless it is already higher.\"}]}]},{\"name\":\"Vlagomir's Spark\",\"source\":\"IDRotF\",\"page\":227,\"type\":\"Charm\",\"entries\":[\"You gain 1 foot of height every hour and become proportionately heavier until you stand 21 feet tall and weigh 7,700 pounds. When you are 9 feet tall, your Strength becomes 19 unless it is already higher. For every 3 additional feet of height you gain, your Strength increases by 1, to a maximum of 23. Armor and clothing you are wearing and weapons you are carrying magically increase in size to match your growth. If you are the recipient of a {@spell greater restoration} spell or similar magic, this charm vanishes from you, and you immediately shrink back to normal size, along with any armor, clothing, and weapons in your possession.\"]},{\"name\":\"Wongo\",\"source\":\"ToA\",\"page\":129,\"type\":\"Inhabitation\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Gender:\",\"entry\":\"Male\"},{\"type\":\"item\",\"name\":\"Alignment:\",\"entry\":\"CE\"},{\"type\":\"item\",\"name\":\"Personality:\",\"entry\":\"Violent and deranged\"},{\"type\":\"item\",\"name\":\"Inherited flaw:\",\"entry\":\"\\\"I act without concern for the well-being of others.\\\"\"},{\"type\":\"item\",\"name\":\"Enemy:\",\"entry\":\"Moa\"},{\"type\":\"item\",\"name\":\"Power:\",\"entry\":\"The host can use an action to unleash a psionic assault on a creature it can see within 60 feet of it. The target must succeed on a DC 16 Wisdom saving throw or be {@condition stunned} until the end of the target's next turn.\"}]}]},{\"name\":\"Yuan-Ti Pureblood Transformation\",\"source\":\"ToA\",\"page\":119,\"type\":\"Other\",\"entries\":[\"A human can be transformed into a yuan-ti pureblood. The transformation can be undone only by a {@spell wish} spell or divine intervention. A character who survives it gains a random form of {@table indefinite madness} (see \\\"{@book Madness|DMG|8|Madness}\\\" in chapter 8 of the {@i Dungeon Master's Guide}). A human that undergoes and survives the ritual retains its traits and gains the following yuan-ti racial traits.\",{\"type\":\"entries\",\"name\":\"Darkvision\",\"entries\":[\"You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\"]},{\"type\":\"entries\",\"name\":\"Innate Spellcasting\",\"entries\":[\"You know the {@spell poison spray} cantrip. You can cast {@spell animal friendship} an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast {@spell suggestion} with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.\"]},{\"type\":\"entries\",\"name\":\"Magic Resistance\",\"entries\":[\"You have advantage on saving throws against spells and other magical effects.\"]},{\"type\":\"entries\",\"name\":\"Poison Immunity\",\"entries\":[\"You are immune to poison damage and the {@condition poisoned} condition.\"]}]}]}"); JSON_DATA[`data/roll20-items.json`] = JSON.parse("{\"item\":[{\"name\":\"Amulet of Health\",\"source\":\"DMG\",\"Modifiers\":\"Constitution: 19\"},{\"name\":\"Arrow +1\",\"source\":\"DMG\",\"Modifiers\":\"Ranged Attacks +1, Ranged Damage +1\"},{\"name\":\"Arrow +2\",\"source\":\"DMG\",\"Modifiers\":\"Ranged Attacks +2, Ranged Damage +2\"},{\"name\":\"Arrow +3\",\"source\":\"DMG\",\"Modifiers\":\"Ranged Attacks +3, Ranged Damage +3\"},{\"name\":\"Battleaxe +1\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +1, Melee Damage +1\"},{\"name\":\"Battleaxe +2\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +2, Melee Damage +2\"},{\"name\":\"Battleaxe +3\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +3, Melee Damage +3\"},{\"name\":\"Belt of Dwarvenkind\",\"source\":\"DMG\",\"Modifiers\":\"Constitution +2\"},{\"name\":\"Belt of Giant Strength\",\"source\":\"DMG\",\"Modifiers\":\"Strength: 21\"},{\"name\":\"Blowgun +1\",\"source\":\"DMG\",\"Modifiers\":\"Ranged Attacks +1, Ranged Damage +1\"},{\"name\":\"Blowgun +2\",\"source\":\"DMG\",\"Modifiers\":\"Ranged Attacks +2, Ranged Damage +2\"},{\"name\":\"Blowgun +3\",\"source\":\"DMG\",\"Modifiers\":\"Ranged Attacks +3, Ranged Damage +3\"},{\"name\":\"Bracers of Defense\",\"source\":\"DMG\",\"Modifiers\":\"Ac +2\"},{\"name\":\"Breastplate +1\",\"source\":\"DMG\",\"Modifiers\":\"Ac +1\"},{\"name\":\"Breastplate +2\",\"source\":\"DMG\",\"Modifiers\":\"Ac +2\"},{\"name\":\"Breastplate +3\",\"source\":\"DMG\",\"Modifiers\":\"Ac +3\"},{\"name\":\"Chain Mail +1\",\"source\":\"DMG\",\"Modifiers\":\"Ac +1\"},{\"name\":\"Chain Mail +2\",\"source\":\"DMG\",\"Modifiers\":\"Ac +2\"},{\"name\":\"Chain Mail +3\",\"source\":\"DMG\",\"Modifiers\":\"Ac +3\"},{\"name\":\"Chain Shirt +1\",\"source\":\"DMG\",\"Modifiers\":\"Ac +1\"},{\"name\":\"Chain Shirt +2\",\"source\":\"DMG\",\"Modifiers\":\"Ac +2\"},{\"name\":\"Chain Shirt +3\",\"source\":\"DMG\",\"Modifiers\":\"Ac +3\"},{\"name\":\"Cloak of Protection\",\"source\":\"DMG\",\"Modifiers\":\"Ac +1, Saving Throws +1\"},{\"name\":\"Club +1\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +1, Melee Damage +1\"},{\"name\":\"Club +2\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +2, Melee Damage +2\"},{\"name\":\"Club +3\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +3, Melee Damage +3\"},{\"name\":\"Dagger +1\",\"source\":\"DMG\",\"Modifiers\":\"Weapon Attacks +1, Weapon Damage +1\"},{\"name\":\"Dagger +2\",\"source\":\"DMG\",\"Modifiers\":\"Weapon Attacks +2, Weapon Damage +2\"},{\"name\":\"Dagger +3\",\"source\":\"DMG\",\"Modifiers\":\"Weapon Attacks +3, Weapon Damage +3\"},{\"name\":\"Dagger of Venom\",\"source\":\"DMG\",\"Modifiers\":\"Weapon Attacks +1, Weapon Damage +1\"},{\"name\":\"Dart +1\",\"source\":\"DMG\",\"Modifiers\":\"Ranged Attacks +1, Ranged Damage +1\"},{\"name\":\"Dart +2\",\"source\":\"DMG\",\"Modifiers\":\"Ranged Attacks +2, Ranged Damage +2\"},{\"name\":\"Dart +3\",\"source\":\"DMG\",\"Modifiers\":\"Ranged Attacks +3, Ranged Damage +3\"},{\"name\":\"Demon Armor\",\"source\":\"DMG\",\"Modifiers\":\"Ac +1\"},{\"name\":\"Dwarven Plate\",\"source\":\"DMG\",\"Modifiers\":\"Ac +2\"},{\"name\":\"Dwarven Thrower\",\"source\":\"DMG\",\"Modifiers\":\"Weapon Attacks +3, Weapon Damage +3\"},{\"name\":\"Elven Chain\",\"source\":\"DMG\",\"Modifiers\":\"Ac +1\"},{\"name\":\"Flail +1\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +1, Melee Damage +1\"},{\"name\":\"Flail +2\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +2, Melee Damage +2\"},{\"name\":\"Flail +3\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +3, Melee Damage +3\"},{\"name\":\"Gauntlets of Ogre Power\",\"source\":\"DMG\",\"Modifiers\":\"Strength: 19\"},{\"name\":\"Glaive +1\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +1, Melee Damage +1\"},{\"name\":\"Glaive +2\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +2, Melee Damage +2\"},{\"name\":\"Glaive +3\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +3, Melee Damage +3\"},{\"name\":\"Glamoured Studded Leather\",\"source\":\"DMG\",\"Modifiers\":\"Ac +1\"},{\"name\":\"Greataxe +1\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +1, Melee Damage +1\"},{\"name\":\"Greataxe +2\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +2, Melee Damage +2\"},{\"name\":\"Greataxe +3\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +3, Melee Damage +3\"},{\"name\":\"Greatclub +1\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +1, Melee Damage +1\"},{\"name\":\"Greatclub +2\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +2, Melee Damage +2\"},{\"name\":\"Greatclub +3\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +3, Melee Damage +3\"},{\"name\":\"Greater Silver Sword\",\"source\":\"MTF\",\"Modifiers\":\"Melee Attacks +3, Melee Damage +3\"},{\"name\":\"Greatsword +1\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +1, Melee Damage +1\"},{\"name\":\"Greatsword +2\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +2, Melee Damage +2\"},{\"name\":\"Greatsword +3\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +3, Melee Damage +3\"},{\"name\":\"Halberd +1\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +1, Melee Damage +1\"},{\"name\":\"Halberd +2\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +2, Melee Damage +2\"},{\"name\":\"Halberd +3\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +3, Melee Damage +3\"},{\"name\":\"Half Plate Armor +1\",\"source\":\"DMG\",\"Modifiers\":\"Ac +1\"},{\"name\":\"Half Plate Armor +2\",\"source\":\"DMG\",\"Modifiers\":\"Ac +2\"},{\"name\":\"Half Plate Armor +3\",\"source\":\"DMG\",\"Modifiers\":\"Ac +3\"},{\"name\":\"Hammer of Thunderbolts\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +1, Melee Damage +1\"},{\"name\":\"Hand Crossbow +1\",\"source\":\"DMG\",\"Modifiers\":\"Ranged Attacks +1, Ranged Damage +1\"},{\"name\":\"Hand Crossbow +2\",\"source\":\"DMG\",\"Modifiers\":\"Ranged Attacks +2, Ranged Damage +2\"},{\"name\":\"Hand Crossbow +3\",\"source\":\"DMG\",\"Modifiers\":\"Ranged Attacks +3, Ranged Damage +3\"},{\"name\":\"Handaxe +1\",\"source\":\"DMG\",\"Modifiers\":\"Weapon Attacks +1, Weapon Damage +1\"},{\"name\":\"Handaxe +2\",\"source\":\"DMG\",\"Modifiers\":\"Weapon Attacks +2, Weapon Damage +2\"},{\"name\":\"Handaxe +3\",\"source\":\"DMG\",\"Modifiers\":\"Weapon Attacks +3, Weapon Damage +3\"},{\"name\":\"Headband of Intellect\",\"source\":\"DMG\",\"Modifiers\":\"Intelligence: 19\"},{\"name\":\"Heavy Crossbow +1\",\"source\":\"DMG\",\"Modifiers\":\"Ranged Attacks +1, Ranged Damage +1\"},{\"name\":\"Heavy Crossbow +2\",\"source\":\"DMG\",\"Modifiers\":\"Ranged Attacks +2, Ranged Damage +2\"},{\"name\":\"Heavy Crossbow +3\",\"source\":\"DMG\",\"Modifiers\":\"Ranged Attacks +3, Ranged Damage +3\"},{\"name\":\"Hide Armor +1\",\"source\":\"DMG\",\"Modifiers\":\"Ac +1\"},{\"name\":\"Hide Armor +2\",\"source\":\"DMG\",\"Modifiers\":\"Ac +2\"},{\"name\":\"Hide Armor +3\",\"source\":\"DMG\",\"Modifiers\":\"Ac +3\"},{\"name\":\"Javelin +1\",\"source\":\"DMG\",\"Modifiers\":\"Weapon Attacks +1, Weapon Damage +1\"},{\"name\":\"Javelin +2\",\"source\":\"DMG\",\"Modifiers\":\"Weapon Attacks +2, Weapon Damage +2\"},{\"name\":\"Javelin +3\",\"source\":\"DMG\",\"Modifiers\":\"Weapon Attacks +3, Weapon Damage +3\"},{\"name\":\"Lance +1\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +1, Melee Damage +1\"},{\"name\":\"Lance +2\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +2, Melee Damage +2\"},{\"name\":\"Lance +3\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +3, Melee Damage +3\"},{\"name\":\"Leather Armor +1\",\"source\":\"DMG\",\"Modifiers\":\"Ac +1\"},{\"name\":\"Leather Armor +2\",\"source\":\"DMG\",\"Modifiers\":\"Ac +2\"},{\"name\":\"Leather Armor +3\",\"source\":\"DMG\",\"Modifiers\":\"Ac +3\"},{\"name\":\"Light Crossbow +1\",\"source\":\"DMG\",\"Modifiers\":\"Ranged Attacks +1, Ranged Damage +1\"},{\"name\":\"Light Crossbow +2\",\"source\":\"DMG\",\"Modifiers\":\"Ranged Attacks +2, Ranged Damage +2\"},{\"name\":\"Light Crossbow +3\",\"source\":\"DMG\",\"Modifiers\":\"Ranged Attacks +3, Ranged Damage +3\"},{\"name\":\"Longbow +1\",\"source\":\"DMG\",\"Modifiers\":\"Ranged Attacks +1, Ranged Damage +1\"},{\"name\":\"Longbow +2\",\"source\":\"DMG\",\"Modifiers\":\"Ranged Attacks +2, Ranged Damage +2\"},{\"name\":\"Longbow +3\",\"source\":\"DMG\",\"Modifiers\":\"Ranged Attacks +3, Ranged Damage +3\"},{\"name\":\"Longsword +1\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +1, Melee Damage +1\"},{\"name\":\"Longsword +2\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +2, Melee Damage +2\"},{\"name\":\"Longsword +3\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +3, Melee Damage +3\"},{\"name\":\"Mace +1\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +1, Melee Damage +1\"},{\"name\":\"Mace +2\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +2, Melee Damage +2\"},{\"name\":\"Mace +3\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +3, Melee Damage +3\"},{\"name\":\"Mace of Smiting\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +1, Melee Damage +1\"},{\"name\":\"Maul +1\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +1, Melee Damage +1\"},{\"name\":\"Maul +2\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +2, Melee Damage +2\"},{\"name\":\"Maul +3\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +3, Melee Damage +3\"},{\"name\":\"Morningstar +1\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +1, Melee Damage +1\"},{\"name\":\"Morningstar +2\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +2, Melee Damage +2\"},{\"name\":\"Morningstar +3\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +3, Melee Damage +3\"},{\"name\":\"Net +1\",\"source\":\"DMG\",\"Modifiers\":\"Ranged Attacks +1, Ranged Damage +1\"},{\"name\":\"Net +2\",\"source\":\"DMG\",\"Modifiers\":\"Ranged Attacks +2, Ranged Damage +2\"},{\"name\":\"Net +3\",\"source\":\"DMG\",\"Modifiers\":\"Ranged Attacks +3, Ranged Damage +3\"},{\"name\":\"Padded Armor +1\",\"source\":\"DMG\",\"Modifiers\":\"Ac +1\"},{\"name\":\"Padded Armor +2\",\"source\":\"DMG\",\"Modifiers\":\"Ac +2\"},{\"name\":\"Padded Armor +3\",\"source\":\"DMG\",\"Modifiers\":\"Ac +3\"},{\"name\":\"Pike +1\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +1, Melee Damage +1\"},{\"name\":\"Pike +2\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +2, Melee Damage +2\"},{\"name\":\"Pike +3\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +3, Melee Damage +3\"},{\"name\":\"Plate Armor +1\",\"source\":\"DMG\",\"Modifiers\":\"Ac +1\"},{\"name\":\"Plate Armor +2\",\"source\":\"DMG\",\"Modifiers\":\"Ac +2\"},{\"name\":\"Plate Armor +3\",\"source\":\"DMG\",\"Modifiers\":\"Ac +3\"},{\"name\":\"Quarterstaff +1\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +1, Melee Damage +1\"},{\"name\":\"Quarterstaff +2\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +2, Melee Damage +2\"},{\"name\":\"Quarterstaff +3\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +3, Melee Damage +3\"},{\"name\":\"Rakdos Riteknife\",\"source\":\"GGR\",\"Modifiers\":\"Weapon Attacks +1, Weapon Damage +1\"},{\"name\":\"Rapier +1\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +1, Melee Damage +1\"},{\"name\":\"Rapier +2\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +2, Melee Damage +2\"},{\"name\":\"Rapier +3\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +3, Melee Damage +3\"},{\"name\":\"Ring Mail +1\",\"source\":\"DMG\",\"Modifiers\":\"Ac +1\"},{\"name\":\"Ring Mail +2\",\"source\":\"DMG\",\"Modifiers\":\"Ac +2\"},{\"name\":\"Ring Mail +3\",\"source\":\"DMG\",\"Modifiers\":\"Ac +3\"},{\"name\":\"Ring of Protection\",\"source\":\"DMG\",\"Modifiers\":\"Ac +1, Saving Throws +1\"},{\"name\":\"Robe of Stars\",\"source\":\"DMG\",\"Modifiers\":\"Saving Throws +1\"},{\"name\":\"Robe of the Archmagi\",\"source\":\"DMG\",\"Modifiers\":\"Spell Attack +2, Spell DC +2\"},{\"name\":\"Scale Mail +1\",\"source\":\"DMG\",\"Modifiers\":\"Ac +1\"},{\"name\":\"Scale Mail +2\",\"source\":\"DMG\",\"Modifiers\":\"Ac +2\"},{\"name\":\"Scale Mail +3\",\"source\":\"DMG\",\"Modifiers\":\"Ac +3\"},{\"name\":\"Scimitar +1\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +1, Melee Damage +1\"},{\"name\":\"Scimitar +2\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +2, Melee Damage +2\"},{\"name\":\"Scimitar +3\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +3, Melee Damage +3\"},{\"name\":\"Scimitar of Speed\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +2, Melee Damage +2\"},{\"name\":\"Shield +1\",\"source\":\"DMG\",\"Modifiers\":\"Ac +1\"},{\"name\":\"Shield +2\",\"source\":\"DMG\",\"Modifiers\":\"Ac +2\"},{\"name\":\"Shield +3\",\"source\":\"DMG\",\"Modifiers\":\"Ac +3\"},{\"name\":\"Shortbow +1\",\"source\":\"DMG\",\"Modifiers\":\"Ranged Attacks +1, Ranged Damage +1\"},{\"name\":\"Shortbow +2\",\"source\":\"DMG\",\"Modifiers\":\"Ranged Attacks +2, Ranged Damage +2\"},{\"name\":\"Shortbow +3\",\"source\":\"DMG\",\"Modifiers\":\"Ranged Attacks +3, Ranged Damage +3\"},{\"name\":\"Shortsword +1\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +1, Melee Damage +1\"},{\"name\":\"Shortsword +2\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +2, Melee Damage +2\"},{\"name\":\"Shortsword +3\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +3, Melee Damage +3\"},{\"name\":\"Sickle +1\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +1, Melee Damage +1\"},{\"name\":\"Sickle +2\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +2, Melee Damage +2\"},{\"name\":\"Sickle +3\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +3, Melee Damage +3\"},{\"name\":\"Sling +1\",\"source\":\"DMG\",\"Modifiers\":\"Ranged Attacks +1, Ranged Damage +1\"},{\"name\":\"Sling +2\",\"source\":\"DMG\",\"Modifiers\":\"Ranged Attacks +2, Ranged Damage +2\"},{\"name\":\"Sling +3\",\"source\":\"DMG\",\"Modifiers\":\"Ranged Attacks +3, Ranged Damage +3\"},{\"name\":\"Spear +1\",\"source\":\"DMG\",\"Modifiers\":\"Weapon Attacks +1, Weapon Damage +1\"},{\"name\":\"Spear +2\",\"source\":\"DMG\",\"Modifiers\":\"Weapon Attacks +2, Weapon Damage +2\"},{\"name\":\"Spear +3\",\"source\":\"DMG\",\"Modifiers\":\"Weapon Attacks +3, Weapon Damage +3\"},{\"name\":\"Spies' Murmur\",\"source\":\"GGR\",\"Modifiers\":\"Weapon Attacks +1, Weapon Damage +1\"},{\"name\":\"Splint Armor +1\",\"source\":\"DMG\",\"Modifiers\":\"Ac +1\"},{\"name\":\"Splint Armor +2\",\"source\":\"DMG\",\"Modifiers\":\"Ac +2\"},{\"name\":\"Splint Armor +3\",\"source\":\"DMG\",\"Modifiers\":\"Ac +3\"},{\"name\":\"Staff of Power\",\"source\":\"DMG\",\"Modifiers\":\"Ac +2, Saving Throws +2, Spell Attack +2\"},{\"name\":\"Staff of the Magi\",\"source\":\"DMG\",\"Modifiers\":\"Spell Attack +2\"},{\"name\":\"Staff of the Woodlands\",\"source\":\"DMG\",\"Modifiers\":\"Spell Attack +2\"},{\"name\":\"Stone of Good Luck\",\"source\":\"DMG\",\"Modifiers\":\"Saving Throws +1\"},{\"name\":\"Studded Leather Armor +1\",\"source\":\"DMG\",\"Modifiers\":\"Ac +1\"},{\"name\":\"Studded Leather Armor +2\",\"source\":\"DMG\",\"Modifiers\":\"Ac +2\"},{\"name\":\"Studded Leather Armor +3\",\"source\":\"DMG\",\"Modifiers\":\"Ac +3\"},{\"name\":\"Sun Blade\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +2, Melee Damage +2\"},{\"name\":\"Sunforger\",\"source\":\"GGR\",\"Modifiers\":\"Weapon Attacks +2, Weapon Damage +2\"},{\"name\":\"Sword of the Paruns\",\"source\":\"GGR\",\"Modifiers\":\"Weapon Attacks +1, Weapon Damage +1\"},{\"name\":\"Trident +1\",\"source\":\"DMG\",\"Modifiers\":\"Weapon Attacks +1, Weapon Damage +1\"},{\"name\":\"Trident +2\",\"source\":\"DMG\",\"Modifiers\":\"Weapon Attacks +2, Weapon Damage +2\"},{\"name\":\"Trident +3\",\"source\":\"DMG\",\"Modifiers\":\"Weapon Attacks +3, Weapon Damage +3\"},{\"name\":\"Vorpal Greatsword\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +3, Melee Damage +3\"},{\"name\":\"Vorpal Longsword\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +3, Melee Damage +3\"},{\"name\":\"Vorpal Scimitar\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +3, Melee Damage +3\"},{\"name\":\"Voyager Staff\",\"source\":\"GGR\",\"Modifiers\":\"Weapon Attacks +1, Weapon Damage +1, Spell Attack +1\"},{\"name\":\"Wand of the War Mage, +1\",\"source\":\"DMG\",\"Modifiers\":\"Spell Attack +1\"},{\"name\":\"Wand of the War Mage, +2\",\"source\":\"DMG\",\"Modifiers\":\"Spell Attack +2\"},{\"name\":\"Wand of the War Mage, +3\",\"source\":\"DMG\",\"Modifiers\":\"Spell Attack +3\"},{\"name\":\"War Pick +1\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +1, Melee Damage +1\"},{\"name\":\"War Pick +2\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +2, Melee Damage +2\"},{\"name\":\"War Pick +3\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +3, Melee Damage +3\"},{\"name\":\"Warhammer +1\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +1, Melee Damage +1\"},{\"name\":\"Warhammer +2\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +2, Melee Damage +2\"},{\"name\":\"Warhammer +3\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +3, Melee Damage +3\"},{\"name\":\"Whip +1\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +1, Melee Damage +1\"},{\"name\":\"Whip +2\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +2, Melee Damage +2\"},{\"name\":\"Whip +3\",\"source\":\"DMG\",\"Modifiers\":\"Melee Attacks +3, Melee Damage +3\"}]}"); JSON_DATA[`data/roll20-tables.json`] = JSON.parse("{\"table\":[{\"name\":\"Wild Magic Surge\",\"isShown\":true,\"source\":\"PHB\",\"page\":104,\"items\":[{\"row\":\"Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.\",\"weight\":1},{\"row\":\"For the next minute, you can see any invisible creature if you have line of sight to it.\",\"weight\":1},{\"row\":\"A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.\",\"weight\":1},{\"row\":\"You cast fireball as a 3rd-level spell centered on yourself.\",\"weight\":1},{\"row\":\"You cast magic missile as a 5th-level spell.\",\"weight\":1},{\"row\":\"Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.\",\"weight\":1},{\"row\":\"You cast confusion centered on yourself.\",\"weight\":1},{\"row\":\"For the next minute, you regain 5 hit points at the start of each of your turns.\",\"weight\":1},{\"row\":\"You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.\",\"weight\":1},{\"row\":\"You cast grease centered on yourself.\",\"weight\":1},{\"row\":\"Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.\",\"weight\":1},{\"row\":\"Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.\",\"weight\":1},{\"row\":\"An eye appears on your forehead for the next minute.\",\"weight\":1},{\"row\":\"For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.\",\"weight\":1},{\"row\":\"You teleport up to 60 feet to an unoccupied space of your choice that you can see.\",\"weight\":1},{\"row\":\"You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.\",\"weight\":1},{\"row\":\"Maximize the damage of the next damaging spell you cast within the next minute.\",\"weight\":1},{\"row\":\"Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.\",\"weight\":1},{\"row\":\"1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.\",\"weight\":1},{\"row\":\"You regain 2d10 hit points.\",\"weight\":1},{\"row\":\"You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.\",\"weight\":1},{\"row\":\"For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.\",\"weight\":1},{\"row\":\"You cast levitate on yourself.\",\"weight\":1},{\"row\":\"A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.\",\"weight\":1},{\"row\":\"You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.\",\"weight\":1},{\"row\":\"A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.\",\"weight\":1},{\"row\":\"You are immune to being intoxicated by alcohol for the next 5d6 days.\",\"weight\":1},{\"row\":\"Your hair falls out but grows back within 24 hours.\",\"weight\":1},{\"row\":\"For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.\",\"weight\":1},{\"row\":\"You regain your lowest-level expended spell slot.\",\"weight\":1},{\"row\":\"For the next minute, you must shout when you speak.\",\"weight\":1},{\"row\":\"You cast fog cloud centered on yourself.\",\"weight\":1},{\"row\":\"Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.\",\"weight\":1},{\"row\":\"You are frightened by the nearest creature until the end of your next turn.\",\"weight\":1},{\"row\":\"Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.\",\"weight\":1},{\"row\":\"You gain resistance to all damage for the next minute.\",\"weight\":1},{\"row\":\"A random creature within 60 feet of you becomes poisoned for 1d4 hours.\",\"weight\":1},{\"row\":\"You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.\",\"weight\":1},{\"row\":\"You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.\",\"weight\":1},{\"row\":\"Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.\",\"weight\":1},{\"row\":\"You can take one additional action immediately.\",\"weight\":1},{\"row\":\"Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.\",\"weight\":1},{\"row\":\"You cast mirror image.\",\"weight\":1},{\"row\":\"You cast fly on a random creature within 60 feet of you.\",\"weight\":1},{\"row\":\"You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.\",\"weight\":1},{\"row\":\"If you die within the next minute, you immediately come back to life as if by the reincarnate spell.\",\"weight\":1},{\"row\":\"Your size increases by one size category for the next minute.\",\"weight\":1},{\"row\":\"You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.\",\"weight\":1},{\"row\":\"You are surrounded by faint, ethereal music for the next minute.\",\"weight\":1},{\"row\":\"You regain all expended sorcery points.\",\"weight\":1}]},{\"name\":\"Leader Types\",\"isShown\":true,\"source\":\"DMG\",\"page\":27,\"items\":[{\"row\":\"Political\",\"weight\":\"1\"},{\"row\":\"Religious\",\"weight\":\"1\"},{\"row\":\"Military\",\"weight\":\"1\"},{\"row\":\"Crime/Underworld\",\"weight\":\"1\"},{\"row\":\"Art/Culture\",\"weight\":\"1\"},{\"row\":\"Philosophy/learning/magic\",\"weight\":\"1\"}]},{\"name\":\"Forms of Government\",\"isShown\":true,\"source\":\"DMG\",\"page\":18,\"items\":[{\"row\":\"Autocracy\",\"weight\":\"8\"},{\"row\":\"Bureaucracy\",\"weight\":\"4\"},{\"row\":\"Confederacy\",\"weight\":\"5\"},{\"row\":\"Democracy\",\"weight\":\"3\"},{\"row\":\"Dictatorship\",\"weight\":\"4\"},{\"row\":\"Feudalism\",\"weight\":\"14\"},{\"row\":\"Gerontocracy\",\"weight\":\"2\"},{\"row\":\"Hierarchy\",\"weight\":\"8\"},{\"row\":\"Magocracy\",\"weight\":\"2\"},{\"row\":\"Matriarchy\",\"weight\":\"2\"},{\"row\":\"Militocracy\",\"weight\":\"5\"},{\"row\":\"Monarchy\",\"weight\":\"9\"},{\"row\":\"Oligarchy\",\"weight\":\"3\"},{\"row\":\"Patriarchy\",\"weight\":\"2\"},{\"row\":\"Meritocracy\",\"weight\":\"3\"},{\"row\":\"Plutocracy\",\"weight\":\"2\"},{\"row\":\"Republic\",\"weight\":\"6\"},{\"row\":\"Satrapy\",\"weight\":\"2\"},{\"row\":\"Kleptocracy\",\"weight\":\"1\"},{\"row\":\"Theocracy\",\"weight\":\"4\"},{\"row\":\"Kakistocracy\",\"weight\":\"1\"},{\"row\":\"Angelocracy\",\"weight\":\"1\"},{\"row\":\"Stratocracy\",\"weight\":\"1\"},{\"row\":\"Technocracy\",\"weight\":\"1\"},{\"row\":\"Britocracy\",\"weight\":\"1\"},{\"row\":\"Cryptarchy\",\"weight\":\"1\"},{\"row\":\"Ptachocracy\",\"weight\":\"1\"},{\"row\":\"Gynarchy\",\"weight\":\"1\"}]},{\"name\":\"World Shaking Events\",\"isShown\":true,\"source\":\"DMG\",\"page\":27,\"items\":[{\"row\":\"Rise of a leader or an era\",\"weight\":\"1\"},{\"row\":\"Fall of a leader or an era\",\"weight\":\"1\"},{\"row\":\"Cataclysmic disaster\",\"weight\":\"1\"},{\"row\":\"Assault or invasion\",\"weight\":\"1\"},{\"row\":\"Rebellion, revolution, overthrow\",\"weight\":\"1\"},{\"row\":\"Extinction or Depletion\",\"weight\":\"1\"},{\"row\":\"New Organization\",\"weight\":\"1\"},{\"row\":\"Discovery, expansion, invention\",\"weight\":\"1\"},{\"row\":\"Prediction, omen, prophecy\",\"weight\":\"1\"},{\"row\":\"Myth and legend\",\"weight\":\"1\"}]},{\"name\":\"Cataclysmic Disaster\",\"isShown\":true,\"source\":\"DMG\",\"page\":28,\"items\":[{\"row\":\"Earthquake\",\"weight\":\"1\"},{\"row\":\"Famine/Drought\",\"weight\":\"1\"},{\"row\":\"Fire\",\"weight\":\"1\"},{\"row\":\"Flood\",\"weight\":\"1\"},{\"row\":\"Plague/Disease\",\"weight\":\"1\"},{\"row\":\"Rain of fire (Meteoric impact)\",\"weight\":\"1\"},{\"row\":\"Storm (hurricane, tornado, tsunami)\",\"weight\":\"1\"},{\"row\":\"Magic gone awry or a planar warp\",\"weight\":\"1\"},{\"row\":\"Divine Judgement\",\"weight\":\"1\"}]},{\"name\":\"Invading Forces\",\"isShown\":true,\"source\":\"DMG\",\"page\":29,\"items\":[{\"row\":\"A Criminal enterprise\",\"weight\":\"1\"},{\"row\":\"Monster or a unique monster\",\"weight\":\"1\"},{\"row\":\"A planar threat\",\"weight\":\"1\"},{\"row\":\"A past adversary reawakened, reborn, or resurgent\",\"weight\":\"1\"},{\"row\":\"A splinter faction\",\"weight\":\"1\"},{\"row\":\"A savage tribe\",\"weight\":\"1\"},{\"row\":\"A secret society\",\"weight\":\"1\"},{\"row\":\"A traitorous ally\",\"weight\":\"1\"}]},{\"name\":\"Extinction or Depletion\",\"isShown\":true,\"source\":\"DMG\",\"page\":30,\"items\":[{\"row\":\"A kind of animal (insect, bird, fish, livestock)\",\"weight\":\"1\"},{\"row\":\"Habitable Land\",\"weight\":\"1\"},{\"row\":\"Magic or Magic-Users (all magic, or specific kinds or schools of magic)\",\"weight\":\"1\"},{\"row\":\"A mineral resource (gems, metals, ores)\",\"weight\":\"1\"},{\"row\":\"A type of monster (unicorn, manticore, dragon)\",\"weight\":\"1\"},{\"row\":\"A people (family, line, clan, culture, race)\",\"weight\":\"1\"},{\"row\":\"A kind of plant (crop, tree, herb, forest)\",\"weight\":\"1\"},{\"row\":\"A waterway (river, lake, ocean)\",\"weight\":\"1\"}]},{\"name\":\"New Organizations\",\"isShown\":true,\"source\":\"DMG\",\"page\":31,\"items\":[{\"row\":\"Crime syndicate/bandit confederacy\",\"weight\":\"1\"},{\"row\":\"Guild (masons, apothecaries, goldsmiths)\",\"weight\":\"1\"},{\"row\":\"Magical circle/society\",\"weight\":\"1\"},{\"row\":\"Military/knightly order\",\"weight\":\"1\"},{\"row\":\"New family dynasty/tribe/clan\",\"weight\":\"1\"},{\"row\":\"Philosophy/discipline dedicated to a principle or ideal\",\"weight\":\"1\"},{\"row\":\"Realm (village, town, duchy, kingdom)\",\"weight\":\"1\"},{\"row\":\"Religion / sect / denomination\",\"weight\":\"1\"},{\"row\":\"School / University\",\"weight\":\"1\"},{\"row\":\"Secret society / cult / cabal\",\"weight\":\"1\"}]},{\"name\":\"Discoveries\",\"isShown\":true,\"source\":\"DMG\",\"page\":31,\"items\":[{\"row\":\"Ancient ruin / lost city of a legendary race\",\"weight\":\"1\"},{\"row\":\"Animal / monster / magical mutation\",\"weight\":\"1\"},{\"row\":\"Invention / technology / magic (helpful, destructive)\",\"weight\":\"1\"},{\"row\":\"New (or forgotten) god or planar entity\",\"weight\":\"1\"},{\"row\":\"New land (island, continent, lost world, demiplane)\",\"weight\":\"1\"},{\"row\":\"Otherworldly Object (planar portal, alien spacecraft)\",\"weight\":\"1\"},{\"row\":\"People (race, tribe, lost civilization, colony)\",\"weight\":\"1\"},{\"row\":\"Plant (miracle herb, fungal parasite, sentient plants)\",\"weight\":\"1\"},{\"row\":\"Resource or wealth (gold, gems, mithral)\",\"weight\":\"1\"}]},{\"name\":\"Astral Color Pools\",\"isShown\":true,\"source\":\"DMG\",\"page\":47,\"items\":[{\"row\":\"Ysgard (Indigo)\",\"weight\":\"1\"},{\"row\":\"Limbo (Jet Black)\",\"weight\":\"1\"},{\"row\":\"Pandemonium (Magenta)\",\"weight\":\"1\"},{\"row\":\"The Abyss (Amethyst)\",\"weight\":\"1\"},{\"row\":\"Carceri (Olive)\",\"weight\":\"1\"},{\"row\":\"Hades (Rust)\",\"weight\":\"1\"},{\"row\":\"Gehenna (Russet)\",\"weight\":\"1\"},{\"row\":\"The Nine Hells (Ruby)\",\"weight\":\"1\"},{\"row\":\"Acheron (Flame Red)\",\"weight\":\"1\"},{\"row\":\"Mechanus (Diamond Blue)\",\"weight\":\"1\"},{\"row\":\"Arcadia (Saffron)\",\"weight\":\"1\"},{\"row\":\"Mount Celestia (Gold)\",\"weight\":\"1\"},{\"row\":\"Bytopia (Amber)\",\"weight\":\"1\"},{\"row\":\"Elysium (Orange)\",\"weight\":\"1\"},{\"row\":\"The Beastland (Emerald Green)\",\"weight\":\"1\"},{\"row\":\"Arborea (Sapphire Blue)\",\"weight\":\"1\"},{\"row\":\"The Outlands (Leather Brown)\",\"weight\":\"1\"},{\"row\":\"Ethereal Plane (Spiraling White)\",\"weight\":\"1\"},{\"row\":\"Material Plane (Silver)\",\"weight\":\"2\"}]},{\"name\":\"Psychic Wind Effects\",\"isShown\":true,\"source\":\"DMG\",\"page\":48,\"items\":[{\"row\":\"Diverted; add <%%91%%><%%91%%>1d6<%%93%%><%%93%%> hours to travel time\",\"weight\":\"8\"},{\"row\":\"Blown off course; add <%%91%%><%%91%%>3d10<%%93%%><%%93%%> hours to travel time\",\"weight\":\"3\"},{\"row\":\"Lost; at the end of the travel time, characters arrive at a location other than the intended destination.\",\"weight\":\"1\"},{\"row\":\"Sent through color pool to a random plane (roll on the Astral Color Pools table)\",\"weight\":\"3\"}]},{\"name\":\"Ethereal Curtains\",\"isShown\":true,\"source\":\"DMG\",\"page\":49,\"items\":[{\"row\":\"Material Plane (Bright Turquoise)\",\"weight\":\"1\"},{\"row\":\"Shadowfell (Dusky Gray)\",\"weight\":\"1\"},{\"row\":\"Feywild (Opalescent White)\",\"weight\":\"1\"},{\"row\":\"Plane of Air (Pale Blue)\",\"weight\":\"1\"},{\"row\":\"Place of Earth (Reddish-brown)\",\"weight\":\"1\"},{\"row\":\"Plane of Fire (Orange)\",\"weight\":\"1\"},{\"row\":\"Plane of Water (Green)\",\"weight\":\"1\"},{\"row\":\"Elemental Chaos (Swirling mix of colors)\",\"weight\":\"1\"}]},{\"name\":\"Abyssal Corruption\",\"isShown\":true,\"source\":\"DMG\",\"page\":62,\"items\":[{\"row\":\"Treachery. The character gains the following flaw; \\\"I can only achieve my goals by making sure that my companions don't achieve theirs.\\\"\",\"weight\":\"4\"},{\"row\":\"Bloodlust. The character gains the following flaw:\\\"I enjoy killing for its own sake, and once I start, it's hard to stop.\\\"\",\"weight\":\"3\"},{\"row\":\"Mad Ambition. The character gains the following flaw: \\\"I am destined to rule the Abyss, and my companions are tools to that end.\\\"\",\"weight\":\"2\"},{\"row\":\"Demonic Possession. The character is possessed by a demonic entity until freed by dispel evil and good or similar magic. Whenever the possessed character rolls a 1 on an attack roll, ability check, or saving throw, the demon takes control of the character and determines the character's behavior. At the end of each fo the possessed character's turns, he or she can make a DC15 Charisma saving throw. On a success, the character regains control until he or she rolls another 1.\",\"weight\":\"1\"}]},{\"name\":\"Shadowfell Despair\",\"isShown\":true,\"source\":\"DMG\",\"page\":52,\"items\":[{\"row\":\"Apathy. The character has disadvantage on death saving throws and on Dexterity Checks for initiative, and gains the following flaw: \\\"I don't believe I can make a difference to anyone or anything.\\\"\",\"weight\":\"3\"},{\"row\":\"Dread. The character has disadvantage on all saving throws and gains the following flaw: \\\"I am convinced that this place is going to kill me.\\\"\",\"weight\":\"2\"},{\"row\":\"Madness. The character has disadvantage on ability checks and saving throws that use Intelligence, Wisdom, or Charisma, and gains the following flaw: \\\"I can't what's real anymore.\\\"\",\"weight\":\"1\"}]},{\"name\":\"Potion Mixing\",\"isShown\":true,\"source\":\"DMG\",\"page\":140,\"items\":[{\"row\":\"EXPLOSION! The mixture creates an explosion, take 6d10 Internal force damage, Creatures within a 5\\\" radius take 1d10 force damage. If mixed externally, all in a 10' radius take 4d6 force damage.\",\"weight\":\"1\"},{\"row\":\"The mixture becomes a poison of the DM's choice.\",\"weight\":\"4\"},{\"row\":\"Immiscible. Both potions totally destroyed, as one cancelled the other.\",\"weight\":\"6\"},{\"row\":\"Immiscible. One potion cancelled, but the other remains normal (random selection).\",\"weight\":\"10\"},{\"row\":\"Immiscible result which causes both potions to be at half normal efficacy when consumed.\",\"weight\":\"10\"},{\"row\":\"Miscible. Potions work normally unless their effects are contradictory, e.g. diminution and growth, which will simply cancel each other.\",\"weight\":\"54\"},{\"row\":\"Compatible result which causes one potion (randomly determined) to have 150% normal efficacy. (You must determine if both effect and duration are permissible, or if only the duration should be extended.)\",\"weight\":\"9\"},{\"row\":\"DISCOVERY! The admixture of the two potions has caused a special formula which will cause one of the two potions only to function, but its effects will be permanent upon the imbiber. (Note that some harmful side effects could well result from this...)\",\"weight\":\"1\"}]},{\"name\":\"Critical Injury\",\"isShown\":true,\"source\":\"DMG\",\"page\":272,\"items\":[{\"row\":\"Lose an Eye: You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Magic such as the regenerate spell can restore the lost eye. If you have no eyes left after sustaining this injury, you're blinded\",\"weight\":\"2\"},{\"row\":\"Lose an arm or hand:You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic such as the regenerate spell can restore the lost appendage.\",\"weight\":\"4\"},{\"row\":\"Lose a Foot or Leg: Your walking speed is halved and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the regenerate spell can restore the lost appendage.\",\"weight\":\"4\"},{\"row\":\"Pronounced Limp <%%91%%>-5 Movement, and after Dash Actions you must DEX Save vs. DC 10 - or fall prone and end round<%%93%%>\",\"weight\":\"8\"},{\"row\":\"Internal Injury:{Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. The injury heals if you receive magical healing or if you spend ten days doing nothing but resting}\",\"weight\":\"12\"},{\"row\":\"Broken Rib(s).{Whenever you attempt an action in combat, you must make a DC 10 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. The injury heals if you receive magical healing or if you spend ten days doing nothing but resting}\",\"weight\":\"15\"},{\"row\":\"Horrible Scar {You are disfigured - Disadvantage on CHAR (Persuasion) and Advantage on CHAR (Intimidation) checks}\",\"weight\":\"35\"},{\"row\":\"Festering Wound{Your HP/BP maximum is reduced by 1 every 24 hours the wound persists. If your maximum drops to 0. You die.}\",\"weight\":\"40\"},{\"row\":\"Minor Scar: The scar doesn't have any adverse effect, but chicks dig it. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar.\",\"weight\":\"40\"},{\"row\":\"Lose a Finger. {You have disadvantage on Dexterity (Sleight of Hand) checks and Dexterity checks to use fine tools (such as thieves' tools) using the hand with which you lost the finger. Magic such as the regenerate spell can restore the lost finger. If you lose all the fingers from one hand, then it functions as if you had lost a hand}\",\"weight\":\"3\"},{\"row\":\"Break a Finger. {You have disadvantage on Dexterity (Sleight of Hand) checks and Dexterity checks to use fine tools (such as thieves' tools) using the hand with the broken finger. The injury heals if you receive magical healing. Alternatively, the injury heals after someone sets the finger with a DC 10 Wisdom (Medicine) check and you spend ten days doing nothing but resting}\",\"weight\":\"20\"},{\"row\":\"Break an Item. {A randomly determined nonmagical item you hold, wear, or carry on your person is broken or ruined. Roll a d10. On a roll of 1, the item broken is a weapon, on a roll of 2 the item is armor or a shield, and on a roll of 3-10 it is an item that's not a shield or weapon}\",\"weight\":\"40\"},{\"row\":\"Teeth Knocked Out. {You have disadvantage on Charisma (Persuasion) checks. When you cast a spell with a verbal component there is a 25% chance the spell will not work. If the spell fails, you still used your action to try to cast it, but the spell did not use any slots or material components. The injury heals if you receive magical healing Regenerate or Buy Replacement Teeth}\",\"weight\":\"8\"},{\"row\":\"Open Wound. {You lose 1 hit point every hour the wound persists. The injury heals if you receive magical healing. Alternatively, someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every hour. After ten success, the injury heals}\",\"weight\":\"40\"},{\"row\":\"Skull Fracture. {Whenever you attempt an action in combat, you must make a DC 20 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. The injury heals if you receive magical healing or if you spend thirty days doing nothing but resting}\",\"weight\":\"4\"},{\"row\":\"Punctured Lung. {You can take either an action or a bonus action or your turn, but not both. The injury heals if you receive magical healing. If you puncture both lungs your hit points drop to 0 and you immediately begin dying.}\",\"weight\":\"3\"},{\"row\":\"Horrible Scar. {You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as heal and regenerate, removes the injury}\",\"weight\":\"10\"},{\"row\":\"Painful Scar. {You have a scar which gets painful whenever it rains, sleets, hails, or snows. Whenever you attempt an action in combat and your scar is giving you pain, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. The injury heals if you receive magical healing.}\",\"weight\":\"10\"},{\"row\":\"Lose an Ear. {You have disadvantage on Charisma (Persuasion) checks and Wisdom (Perception) checks that rely on hearing. You have advantage on Charisma (Intimidation) checks. Magic such as the regenerate spell can restore the lost ear.}\",\"weight\":\"8\"},{\"row\":\"Lose Nose. {You have disadvantage on Charisma (Persuasion) checks and Wisdom (Perception) checks that rely on smell. You have advantage on Charisma (Intimidation) checks. Magic such as the regenerate spell can restore the lost nose}\",\"weight\":\"8\"},{\"row\":\"Blurred Vision. {You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. The injury heals if you receive magical healing. Alternatively, the injury heals after you spend three days doing nothing but resting}\",\"weight\":\"20\"},{\"row\":\"Broken Arm or Hand. {You can no longer hold anything with two hands, and you can hold only a single object at a time. The injury heals if you receive magical healing. Alternatively, the injury heals after someone sets the bone with a DC 15 Wisdom (Medicine) check and you spend thirty days doing nothing but resting}\",\"weight\":\"4\"},{\"row\":\"Broken Foot or Leg. {Your walking speed is halved and you must use a cane or crutch to move. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. The injury heals if you receive magical healing. Alternatively, the injury heals after someone sets the bone with a DC 15 Wisdom (Medicine) check and you spend thirty days doing nothing but resting}\",\"weight\":\"15\"},{\"row\":\"Ringing Ears. {You have disadvantage on Wisdom (Perception) checks that rely on hearing. The injury heals if you receive magical healing. Alternatively, the injury heals after you spend three days doing nothing but resting.}\",\"weight\":\"30\"}]},{\"name\":\"System Shock\",\"isShown\":false,\"source\":\"DMG\",\"page\":273,\"items\":[{\"row\":\"Creature Drops to 0 health.\",\"weight\":\"1\"},{\"row\":\"Creature drops to 0 health, but is stable\",\"weight\":\"2\"},{\"row\":\"The creature is stunned <%%91%%>loses its action(s) until end of next turn<%%93%%>\",\"weight\":\"2\"},{\"row\":\"The creature can't take reactions, and has disadvantage on attack rolls and ability checks until next turn<%%93%%>\",\"weight\":\"3\"},{\"row\":\"The creature cannot take reactions until end of its next turn\",\"weight\":\"5\"}]},{\"name\":\"Short-Term Madness\",\"isShown\":false,\"source\":\"DMG\",\"page\":260,\"items\":[{\"row\":\"The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage.\",\"weight\":\"20\"},{\"row\":\"The character becomes incapacitated and spends the duration screaming, laughing, or weeping.\",\"weight\":\"10\"},{\"row\":\"The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear.\",\"weight\":\"10\"},{\"row\":\"The character begins babbling and is incapable of normal speech or spellcasting.\",\"weight\":\"10\"},{\"row\":\"The character must use his or her action each round to attack the nearest creature.\",\"weight\":\"10\"},{\"row\":\"The character experiences vivid hallucinations and has disadvantage on ability checks.\",\"weight\":\"10\"},{\"row\":\"The character does whatever anyone tells him or her to do that isn't obviously self-destructive.\",\"weight\":\"5\"},{\"row\":\"The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal.\",\"weight\":\"5\"},{\"row\":\"The character is stunned.\",\"weight\":\"10\"},{\"row\":\"The character falls unconscious.\",\"weight\":\"10\"}]},{\"name\":\"Long-Term Madness\",\"isShown\":false,\"source\":\"DMG\",\"page\":260,\"items\":[{\"row\":\"The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins.\",\"weight\":\"10\"},{\"row\":\"The character experiences vivid hallucinations and has disadvantage on ability checks.\",\"weight\":\"10\"},{\"row\":\"The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks.\",\"weight\":\"10\"},{\"row\":\"The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the antipathy/sympathy spell.\",\"weight\":\"10\"},{\"row\":\"The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects.\",\"weight\":\"5\"},{\"row\":\"The character becomes attached to a \\\"lucky charm,\\\" such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it.\",\"weight\":\"10\"},{\"row\":\"The character is blinded (25%) or deafened (75%).\",\"weight\":\"10\"},{\"row\":\"The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity.\",\"weight\":\"10\"},{\"row\":\"Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute.\",\"weight\":\"5\"},{\"row\":\"The character loses the ability to speak.\",\"weight\":\"5\"},{\"row\":\"The character falls unconscious. No amount of jostling or damage can wake the character.\",\"weight\":\"5\"}]},{\"name\":\"Indefinite Madness\",\"isShown\":false,\"source\":\"DMG\",\"page\":260,\"items\":[{\"row\":\"Being Drunk keeps me sane\",\"weight\":\"15\"},{\"row\":\"I keep whatever I find (kleptomania)\",\"weight\":\"10\"},{\"row\":\"I try to become like someone else I know - adopting mannerisms, attempting to dress, speak, and perhaps even their name\\\"\",\"weight\":\"5\"},{\"row\":\"Compulsive dishonesty: I must bend the truth, pettifog, lie, etc - the truth is mine, if caught I might justify/rationalize, or seek to discredit the person who out'd me.\",\"weight\":\"1\"},{\"row\":\"Manic \\\"Achieving my goal is the only thing of interest to me, and I'll ignore and sacrifice ANYTHING to pursue/obtain it.\\\"\",\"weight\":\"10\"},{\"row\":\"Disassociative: \\\"I find it almost impossible to care about what's going on around me.\\\"\",\"weight\":\"1\"},{\"row\":\"Anxiety: \\\"I don't like the way you are looking at, and judgement me all the time\\\"\",\"weight\":\"5\"},{\"row\":\"Narcissism: \\\"I am the smartest, wisest, strongest, fastest, and most beautiful person I know\\\"\",\"weight\":\"5\"},{\"row\":\"Paranoid: \\\"I am convinced that powerful enemies are hunting me, that their agents are everywhere I go. I am sure they're watching me at all times\\\"\",\"weight\":\"10\"},{\"row\":\"Delusional: \\\"There is only person I can trust, and only I am able to see my special friend.\\\"\",\"weight\":\"5\"},{\"row\":\"\\\"I can't take anything seriously. The more serious the situation, the funnier I find it\\\"\",\"weight\":\"10\"},{\"row\":\"Psychotic: \\\"I've discovered that I really like killing people\\\"\",\"weight\":\"5\"}]},{\"name\":\"Wilderness Chase Complication\",\"isShown\":false,\"source\":\"DMG\",\"page\":254,\"items\":[{\"row\":\"Your path takes you through a rough patch of brush. Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to get past the brush. On a failed check, the brush counts as 5 feet of difficult terrain.\",\"weight\":\"1\"},{\"row\":\"Uneven ground threatens to slow your progress. Make a DC 10 Dexterity (Acrobatics) check to navigate the area. On a failed check, the ground counts as 10 of difficult terrain.\",\"weight\":\"1\"},{\"row\":\"You run through a Swarm of Insect, (GM chooses the appropriate type) The swarm makes an opportunity attack against you. (+3 Hit, and up to 4d4 piercing damage)\",\"weight\":\"1\"},{\"row\":\"A stream, ravine, or rock bed blocks your path. Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to cross the impediment. On a failed check, the impediment counts as 10 feet of difficult terrain.\",\"weight\":\"1\"},{\"row\":\"Make a DC 10 Constitution saving throw. On a failed save, you are blinded by blowing sand/dirt/ash/snow or pollen until the end of your turn. While blinded this way, your speed is halved.\",\"weight\":\"1\"},{\"row\":\"A sudden drop catches you by surprise. Make a DC 10 Dexterity saving throw to navigate the impediment. On a failed save, you fall d4 × 5 feet. taking d6 bludgeoning damage per 10 feet fallen (as normal) and land prone.\",\"weight\":\"1\"},{\"row\":\"You blunder into a hunter's snare. Make a DC 15 Dexterity saving throw to avoid it. On a failed save, you are caught in a net and restrained. (See Chapter 5, \\\"Equipment\\\" of the PHB for rules on escaping a net.\",\"weight\":\"1\"},{\"row\":\"You are caught in a stampede of spooked animals. Make a DC 10 Dexterity saving throw. On a failed save, you are knocked about and take d4 bludgeoning damage and d4 piercing damage.\",\"weight\":\"1\"},{\"row\":\"Your path takes you near a path of razorvine. Make a DC 15 Dexterity saving throw or use 10 feet of movement (your choice) to avoid the razorvine. On a failed save, you take d10 slashing damage.\",\"weight\":\"1\"},{\"row\":\"A create indigenious to the area chases after you. (GM chooses a creature appropriate to the terrain).\",\"weight\":\"1\"},{\"row\":\"No complication\",\"weight\":\"10\"},{\"row\":\"You gain d10 feet on the subject\",\"weight\":\"1\"}]},{\"name\":\"Urban Chase Complication\",\"isShown\":false,\"source\":\"DMG\",\"page\":254,\"items\":[{\"row\":\"A large obstacle such as a horse or cart blocks your way. Make a DC 15 Dexterity (Acrobatics) check to get past the obstacle. On a failed check, the obstacle counts at 10 feet of difficult terrain.\",\"weight\":\"1\"},{\"row\":\"A crowd blocks your way. Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to make your way through the crowd unimpeded. On a failed check, the crowd counts as 10 feet of difficult terrain.\",\"weight\":\"1\"},{\"row\":\"A large stained-glass windows or similar barrier blocks your path. Make a DC 10 Strength saving throw to smash through the barrier and keep going. On a failed save, you bounce off the barrier and fall prone.\",\"weight\":\"1\"},{\"row\":\"A maze of barrels, crates, or similar obstacles stands in your way. Make a DC 10 Dexterity (Acrobatics) or Intelligent check (your choice) to navigate the maze. On a failed check, the maze counts as 10 feet of difficult terrain.\",\"weight\":\"1\"},{\"row\":\"The ground beneath your feet is slippery with rain, spilled oil, or some other liquid. Make a DC 10 Dexterity saving throw. On a failed save, you fall prone.\",\"weight\":\"1\"},{\"row\":\"You come upon a pack of dogs fighting over food. Make a DC 10 Dexterity (Acrobatics) check to get through the pack unimpeded. On a failed check, you are bitten and take d4 piercing damage, and the dogs count as 5 feet of difficult terrain.\",\"weight\":\"1\"},{\"row\":\"You run into a brawl in progress. Make a DC 15 Strength (Athletics), Dexterity (Acrobatics), or Charisma (Intimidation) check (your choice) to slip past the the beggar. You succeed automatically if you toss the beggar a coin. On a failed check, the beggar counts as 5 feet of difficult terrain.\",\"weight\":\"1\"},{\"row\":\"An over zealous guard (see MM for game stats) mistakes you for someone else. If you move 20 feet or more on your turn, the guard makes an opportunity attack against you with a spear (+3 to hit; d6+1 piercing damage to hit).\",\"weight\":\"1\"},{\"row\":\"You are forced to make a sharp turn to avoid colliding with something impassible. Make a DC 10 Dexterity saving throw to navigate the turn. One a failed save, you collide with something hard and take d4 bludgeoning damage.\",\"weight\":\"1\"},{\"row\":\"No complication.\",\"weight\":\"10\"},{\"row\":\"Gain d10 feet on the subject(s)\",\"weight\":\"1\"}]},{\"name\":\"Magic Item Table A\",\"isShown\":false,\"source\":\"DMG\",\"page\":144,\"items\":[{\"row\":\"Potion of Health <%%91%%>Red liquid that glimmers and softly glows when agitated<%%93%%>\",\"weight\":\"31\"},{\"row\":\"Potion of Mana <%%91%%>Blue potion that glows softly<%%93%%>\",\"weight\":\"30\"},{\"row\":\"Spell Scroll (cantrip)\",\"weight\":\"8\"},{\"row\":\"Potion of Climbing <%%91%%>The liquid has separate into layers; dirty brown, silver, and pocked/ashy gray<%%93%%>\",\"weight\":\"6\"},{\"row\":\"Draught of Empowerment <%%91%%>black sludge that reflects absolutely no light<%%93%%>\",\"weight\":\"1\"},{\"row\":\"Spell Scroll (1st Level)\",\"weight\":\"15\"},{\"row\":\"Spell Scroll (2nd Level)\",\"weight\":\"3\"},{\"row\":\"Potion of Greater Health <%%91%%>Red fluid that glows softly and glistens when agitated<%%93%%>\",\"weight\":\"3\"},{\"row\":\"Bag of Holding\",\"weight\":\"1\"},{\"row\":\"Driftglobe\",\"weight\":\"1\"}]},{\"name\":\"Magic Item Table B\",\"isShown\":false,\"source\":\"DMG\",\"page\":144,\"items\":[{\"row\":\"Potion of Health, Greater <%%91%%>Red liquid that glows softly and glimmers when agitated<%%93%%>\",\"weight\":\"15\"},{\"row\":\"Potion of Fire Breath <%%91%%>An orange thin fluid that constantly seems to lick at the sides of the glass, flicking between yellow, orange and tints of red - the captured air turns to brackish smoke the moment the seal is broken<%%93%%>.\",\"weight\":\"7\"},{\"row\":\"Potion of Resistance <%%91%%>Milky opalescent liquid that has flickering colors matching the resistant energy type - Acid=yellowGreenish lumps; Cold = Pale blue crystals; Fire=wisps of red/orange and yellow; Force=cubes of clear gelatin; Lightning=Electric blue glowing strands; Necrotic=a foggy black and red corruption; Poison=;Psychic=pink and grey tendrils; Radiant=Gold and Yellow flashes; Thunder/Sonic=orange cylindrical puffs\",\"weight\":\"7\"},{\"row\":\"Ammunition, +1\",\"weight\":\"5\"},{\"row\":\"Potion of Animal Friendship <%%91%%>Muddy liquid that when agitated brings up bits of .. fish scales, little pink tongues, claw, and hairs<%%93%%>\",\"weight\":\"5\"},{\"row\":\"Potion of Hill Giant Strength <%%91%%>Transparent liquid with a crescent sliver suspended within it<%%93%%>\",\"weight\":\"5\"},{\"row\":\"Potion of Growth <%%91%%>Speckles of tiny colored beads, that occasionally swell then diffuse into the liquid coloring it then the base liquid turns clear and another bead swells<%%93%%>\",\"weight\":\"5\"},{\"row\":\"Potion of Water Breathing <%%91%%>cloudy greenish blue with jelly like blobs that drift through it bubbling.<%%93%%>\",\"weight\":\"5\"},{\"row\":\"Spell Scroll (2nd Level)\",\"weight\":\"5\"},{\"row\":\"Spell Scroll (3rd Level)\",\"weight\":\"5\"},{\"row\":\"Bag of Holding\",\"weight\":\"3\"},{\"row\":\"Keoghtom's Ointment\",\"weight\":\"3\"},{\"row\":\"Oil of Slipperiness\",\"weight\":\"3\"},{\"row\":\"Dust of Disappearance\",\"weight\":\"2\"},{\"row\":\"Dust of Dryness\",\"weight\":\"2\"},{\"row\":\"Dust of Sneezing and Choking\",\"weight\":\"2\"},{\"row\":\"Elemental Gem\",\"weight\":\"2\"},{\"row\":\"Philter of Love <%%91%%>a Rose colored liquid which shimmers and almost always has either a #9 in some language or a heart inscribed on the bottle<%%93%%>\",\"weight\":\"2\"},{\"row\":\"Alchemy Jug\",\"weight\":\"1\"},{\"row\":\"Cap of Water Breathing\",\"weight\":\"1\"},{\"row\":\"Cloak of the Manta Ray\",\"weight\":\"1\"},{\"row\":\"Drift Globe\",\"weight\":\"1\"},{\"row\":\"Goggles of the Night\",\"weight\":\"1\"},{\"row\":\"Helm of Comprehending Languages\",\"weight\":\"1\"},{\"row\":\"Immovable Rod\",\"weight\":\"1\"},{\"row\":\"Lantern of Revealing\",\"weight\":\"1\"},{\"row\":\"Mariner's Armor\",\"weight\":\"1\"},{\"row\":\"Mithral Armor\",\"weight\":\"1\"},{\"row\":\"Potion of Poison {looks like any other potion, and may adapt to look like potions its stored with}\",\"weight\":\"1\"},{\"row\":\"Ring of Swimming\",\"weight\":\"1\"},{\"row\":\"Robe of Useful Items\",\"weight\":\"1\"},{\"row\":\"Rope of Climbing\",\"weight\":\"1\"},{\"row\":\"Saddle of Cavalier\",\"weight\":\"1\"},{\"row\":\"Wand of Magic Detection\",\"weight\":\"1\"},{\"row\":\"Wand of Secrets\",\"weight\":\"1\"}]},{\"name\":\"Magic Item Table C\",\"isShown\":false,\"source\":\"DMG\",\"page\":145,\"items\":[{\"row\":\"Potion of Health, Superior\",\"weight\":\"15\"},{\"row\":\"Spell Scroll (4th Level)\",\"weight\":\"7\"},{\"row\":\"Ammunition +2\",\"weight\":\"5\"},{\"row\":\"Potion of Clairvoyance\",\"weight\":\"5\"},{\"row\":\"Potion of Diminution\",\"weight\":\"5\"},{\"row\":\"Potion of Gaseous Form\",\"weight\":\"5\"},{\"row\":\"Potion of Frost Giant Strength\",\"weight\":\"5\"},{\"row\":\"Potion of Stone Giant Strength\",\"weight\":\"5\"},{\"row\":\"Potion of Heroism\",\"weight\":\"5\"},{\"row\":\"Potion of Invulnerability\",\"weight\":\"5\"},{\"row\":\"Potion of Mind Reading\",\"weight\":\"5\"},{\"row\":\"Spell Scroll (5th Level)\",\"weight\":\"5\"},{\"row\":\"Elixir of Health\",\"weight\":\"3\"},{\"row\":\"Oil of Etherealness\",\"weight\":\"3\"},{\"row\":\"Potion of Fire Giant Strength\",\"weight\":\"3\"},{\"row\":\"Quaal's Feather Token\",\"weight\":\"3\"},{\"row\":\"Scroll of Protection\",\"weight\":\"3\"},{\"row\":\"Bag of Beans\",\"weight\":\"2\"},{\"row\":\"Bead of Force\",\"weight\":\"2\"},{\"row\":\"Chime of Opening\",\"weight\":\"1\"},{\"row\":\"Decanter of Endless Water\",\"weight\":\"1\"},{\"row\":\"Eyes of Minute Seeing\",\"weight\":\"1\"},{\"row\":\"Folding Boat\",\"weight\":\"1\"},{\"row\":\"Heward's Handy Haversack\",\"weight\":\"1\"},{\"row\":\"Horseshoes of Speed\",\"weight\":\"1\"},{\"row\":\"Necklace of Fireballs\",\"weight\":\"1\"},{\"row\":\"Periapt of Health\",\"weight\":\"1\"},{\"row\":\"Sending Stones\",\"weight\":\"1\"}]},{\"name\":\"Magic Item Table D\",\"isShown\":false,\"source\":\"DMG\",\"page\":145,\"items\":[{\"row\":\"Potion of Health, Supreme\",\"weight\":\"20\"},{\"row\":\"Potion of Invisibility\",\"weight\":\"10\"},{\"row\":\"Potion of Speed <%%91%%>Yellow fluid with dark, almost black swirls that ripple constantly through the fluid.\",\"weight\":\"10\"},{\"row\":\"Spell Scroll (6th Level)\",\"weight\":\"10\"},{\"row\":\"Spell Scroll (7th Level)\",\"weight\":\"7\"},{\"row\":\"Ammunition +3\",\"weight\":\"5\"},{\"row\":\"Oil of Sharpness\",\"weight\":\"5\"},{\"row\":\"Potion of Flying <%%91%%>a bottle of clear liquid, that with examination isn't full, but rather the liquid defies gravity, though at time cloudy white impurities float through the liquid<%%93%%>\",\"weight\":\"5\"},{\"row\":\"Potion of Cloud Giant Strength <%%91%%>Transparent liquid with a crescent sliver floating inside of it)\",\"weight\":\"5\"},{\"row\":\"Potion of Longevity <%%91%%>Amber liquid with a sliver of bone, perhaps a tooth? a dead spider\",\"weight\":\"5\"},{\"row\":\"Potion of Vitality <%%91%%>crimson liquid that regularly pulses, almost like a heartbeat<%%93%%>\",\"weight\":\"5\"},{\"row\":\"Spell Scroll (8th Level)\",\"weight\":\"5\"},{\"row\":\"Horseshoes of a Zephyr\",\"weight\":\"3\"},{\"row\":\"Nolzur's Marvelous Pigments\",\"weight\":\"2\"},{\"row\":\"Bag of Devouring\",\"weight\":\"1\"},{\"row\":\"Portable Hole\",\"weight\":\"1\"}]},{\"name\":\"Magic Item Table E\",\"isShown\":false,\"source\":\"DMG\",\"page\":145,\"items\":[{\"row\":\"Spell Scroll (8th Level)\",\"weight\":\"30\"},{\"row\":\"Potion of Storm Giant Strength <%%91%%>Transparent Liquid with a crescent shaped sliver floating within it<%%93%%>\",\"weight\":\"25\"},{\"row\":\"Potion of Health, Supreme <%%91%%>A red Liquid that softly glows and shimmers when agitated<%%93%%>\",\"weight\":\"1\"},{\"row\":\"Spell Scroll (9th Level)\",\"weight\":\"15\"},{\"row\":\"Universal Solvent\",\"weight\":\"8\"},{\"row\":\"Arrow of Slaying\",\"weight\":\"5\"},{\"row\":\"Sovereign Glue\",\"weight\":\"2\"}]},{\"name\":\"Magic Item Table F\",\"isShown\":false,\"source\":\"DMG\",\"page\":146,\"items\":[{\"row\":\"Weapon, +1 (U)\",\"weight\":\"15\"},{\"row\":\"Shield, +1 (U)\",\"weight\":\"3\"},{\"row\":\"Sentinel Shield (U)\",\"weight\":\"3\"},{\"row\":\"Amulet of proof against detection and location (U)\",\"weight\":\"2\"},{\"row\":\"Boots of elvenkind (U)\",\"weight\":\"2\"},{\"row\":\"Boots of striding and springing (U)\",\"weight\":\"2\"},{\"row\":\"Bracers of archery (U)\",\"weight\":\"2\"},{\"row\":\"Brooch of shielding (U)\",\"weight\":\"2\"},{\"row\":\"Broom of flying (U)\",\"weight\":\"2\"},{\"row\":\"Cloak of elvenkind (U)\",\"weight\":\"2\"},{\"row\":\"Cloak of protection (U)\",\"weight\":\"2\"},{\"row\":\"Gauntlets of ogre power (U)\",\"weight\":\"2\"},{\"row\":\"Hat of disguise (U)\",\"weight\":\"2\"},{\"row\":\"Javelin of lightning (U)\",\"weight\":\"2\"},{\"row\":\"Pearl of power (U)\",\"weight\":\"2\"},{\"row\":\"Rod of the pact keeper, +1 (U)\",\"weight\":\"2\"},{\"row\":\"Slippers of spider climbing (U)\",\"weight\":\"2\"},{\"row\":\"Staff of the adder (U)\",\"weight\":\"2\"},{\"row\":\"Staff of the python (U)\",\"weight\":\"2\"},{\"row\":\"Sword of vengeance (U)\",\"weight\":\"2\"},{\"row\":\"Trident of fish command (U)\",\"weight\":\"2\"},{\"row\":\"Wand of magic missiles (U)\",\"weight\":\"2\"},{\"row\":\"Wand of the war mage, +1 (U)\",\"weight\":\"2\"},{\"row\":\"Wand of web (U)\",\"weight\":\"2\"},{\"row\":\"Weapon of warning (U)\",\"weight\":\"2\"},{\"row\":\"Adamantine armor (chain mail) (U)\",\"weight\":\"1\"},{\"row\":\"Adamantine armor (chain shirt) (U)\",\"weight\":\"1\"},{\"row\":\"Adamantine armor (scale mail) (U)\",\"weight\":\"1\"},{\"row\":\"Gray bag of tricks (U)\",\"weight\":\"1\"},{\"row\":\"Rust bag of tricks (U)\",\"weight\":\"1\"},{\"row\":\"Tan bag of tricks (U)\",\"weight\":\"1\"},{\"row\":\"Boots of the winterlands (u)\",\"weight\":\"1\"},{\"row\":\"Circlet of blasting (U)\",\"weight\":\"1\"},{\"row\":\"Deck of illusions (U)\",\"weight\":\"1\"},{\"row\":\"Eversmoking bottle (U)\",\"weight\":\"1\"},{\"row\":\"Eyes of charming (U)\",\"weight\":\"1\"},{\"row\":\"Eyes of the eagle (U)\",\"weight\":\"1\"},{\"row\":\"Figurine of wondrous power, silver raven (U)\",\"weight\":\"1\"},{\"row\":\"Gem of brightness (U)\",\"weight\":\"1\"},{\"row\":\"Gloves of missile snaring (U)\",\"weight\":\"1\"},{\"row\":\"Gloves of thievery (U)\",\"weight\":\"1\"},{\"row\":\"Headband of intellect (U)\",\"weight\":\"1\"},{\"row\":\"Helm of telepathy (U)\",\"weight\":\"1\"},{\"row\":\"Instrument of the bards (doss lute) (U)\",\"weight\":\"1\"},{\"row\":\"Instrument of the bards (Fochlucan bandore) (U)\",\"weight\":\"1\"},{\"row\":\"Instrument of the bards (Mac-Fuimidh cittern) (U)\",\"weight\":\"1\"},{\"row\":\"Medallion of thoughts (U)\",\"weight\":\"1\"},{\"row\":\"Necklace of adaptation (U)\",\"weight\":\"1\"},{\"row\":\"Periapt of wound closure (U)\",\"weight\":\"1\"},{\"row\":\"Pipes of haunting (U)\",\"weight\":\"1\"},{\"row\":\"Pipes of the sewers (U)\",\"weight\":\"1\"},{\"row\":\"Ring of jumping (U)\",\"weight\":\"1\"},{\"row\":\"Ring of mind shielding (U)\",\"weight\":\"1\"},{\"row\":\"Ring of warmth (U)\",\"weight\":\"1\"},{\"row\":\"Ring of water walking (U)\",\"weight\":\"1\"},{\"row\":\"Quiver of Ehlonna (U)\",\"weight\":\"1\"},{\"row\":\"Stone of good luck (U)\",\"weight\":\"1\"},{\"row\":\"Wind fan (U)\",\"weight\":\"1\"},{\"row\":\"Winged boots (U)\",\"weight\":\"1\"}]},{\"name\":\"Magic Item Table G\",\"isShown\":false,\"source\":\"DMG\",\"page\":146,\"items\":[{\"row\":\"Weapon, +2 (R)\",\"weight\":\"11\"},{\"row\":\"Figurine of wondrous power (Roll a d8: 1 - bronze griffon, 2 - ebony fly, 3 - golden lions, 4 - ivory goats, 5 - marble elephant, 6-7 - onyx dog, 8 - serpentine owl) (R)\",\"weight\":\"3\"},{\"row\":\"Adamantine armor (breastplate) (U)\",\"weight\":\"1\"},{\"row\":\"Adamantine armor (splint) (U)\",\"weight\":\"1\"},{\"row\":\"Amulet of health (R)\",\"weight\":\"1\"},{\"row\":\"Armor of vulnerability (Roll a d6: 1-2-bludgeoning, 3-4-piercing, 5-6-slashing) (R)\",\"weight\":\"1\"},{\"row\":\"Arrow-catching shield (R)\",\"weight\":\"1\"},{\"row\":\"Belt of dwarvenkind (R)\",\"weight\":\"1\"},{\"row\":\"Belt of hill giant strength (R)\",\"weight\":\"1\"},{\"row\":\"Berserker axe (R)\",\"weight\":\"1\"},{\"row\":\"Boots of levitation (R)\",\"weight\":\"1\"},{\"row\":\"Boots of speed\",\"weight\":\"1\"},{\"row\":\"Bowl of commanding water elementals (R)\",\"weight\":\"1\"},{\"row\":\"Bracers of defense (R)\",\"weight\":\"1\"},{\"row\":\"Brazier of commanding fire elementals (R)\",\"weight\":\"1\"},{\"row\":\"Cape of the mountebank (R)\",\"weight\":\"1\"},{\"row\":\"Censer of controlling air elementals (R)\",\"weight\":\"1\"},{\"row\":\"Armor, +1 chain mail (R)\",\"weight\":\"1\"},{\"row\":\"Armor of resistance (chain mail) (Roll a d4 to determine type: 1-acid, 2-cold, 3-fire, 4-force) (R)\",\"weight\":\"1\"},{\"row\":\"Armor, +1 chain shirt (R)\",\"weight\":\"1\"},{\"row\":\"Armor of resistance (chain shirt) (Roll a d4 to determine type: 1-acid, 2-cold, 3-fire, 4-force) (R)\",\"weight\":\"1\"},{\"row\":\"Cloak of displacement (R)\",\"weight\":\"1\"},{\"row\":\"Cloak of the bat (R)\",\"weight\":\"1\"},{\"row\":\"Cube of force (R)\",\"weight\":\"1\"},{\"row\":\"Daern's instant fortress (R)\",\"weight\":\"1\"},{\"row\":\"Dagger of venom (R)\",\"weight\":\"1\"},{\"row\":\"Dimensional shackles (R)\",\"weight\":\"1\"},{\"row\":\"Dragon slayer (R)\",\"weight\":\"1\"},{\"row\":\"Elven chain (R)\",\"weight\":\"1\"},{\"row\":\"Flame tongue (R)\",\"weight\":\"1\"},{\"row\":\"Gem of seeing (R)\",\"weight\":\"1\"},{\"row\":\"Giant slayer (R)\",\"weight\":\"1\"},{\"row\":\"Glamoured studded leather (R)\",\"weight\":\"1\"},{\"row\":\"Helm of teleportation (R)\",\"weight\":\"1\"},{\"row\":\"Horn of blasting (R)\",\"weight\":\"1\"},{\"row\":\"Horn of Valhalla (Roll a d4: 1-2-silver, 3-4brass) (R)\",\"weight\":\"1\"},{\"row\":\"Instrument of the bards (Canaith mandolin) (R)\",\"weight\":\"1\"},{\"row\":\"Instrument of the bards (Cli lyre) (R)\",\"weight\":\"1\"},{\"row\":\"Ioun stone of awareness (R)\",\"weight\":\"1\"},{\"row\":\"Ioun stone of protection (R)\",\"weight\":\"1\"},{\"row\":\"Ioun stone of reserve (R)\",\"weight\":\"1\"},{\"row\":\"Ioun stone of sustenance (R)\",\"weight\":\"1\"},{\"row\":\"Iron bands of Bilarro (R)\",\"weight\":\"1\"},{\"row\":\"Armor, +1 leather (R)\",\"weight\":\"1\"},{\"row\":\"Armor of resistance (leather) (Roll a d4 to determine type: 1-acid, 2-cold, 3-fire, 4-force) (R)\",\"weight\":\"1\"},{\"row\":\"Mace of disruption (R)\",\"weight\":\"1\"},{\"row\":\"Mace of smiting (R)\",\"weight\":\"1\"},{\"row\":\"Mace of terror (R)\",\"weight\":\"1\"},{\"row\":\"Mantle of spell resistance (R)\",\"weight\":\"1\"},{\"row\":\"Necklace of prayer beads (R)\",\"weight\":\"1\"},{\"row\":\"Periapt of proof against poison (R)\",\"weight\":\"1\"},{\"row\":\"Ring of animal influence (R)\",\"weight\":\"1\"},{\"row\":\"Ring of evasion (R)\",\"weight\":\"1\"},{\"row\":\"Ring of feather falling (R)\",\"weight\":\"1\"},{\"row\":\"Ring of free action (R)\",\"weight\":\"1\"},{\"row\":\"Ring of protection (R)\",\"weight\":\"1\"},{\"row\":\"Ring of resistance (Roll a d10: 1-acid, 2-cold, 3-fire, 4-force, 5-lightning, 6-necrotic, 7-poison, 8-psychic, 9-radiant, 10-thunder) (R)\",\"weight\":\"1\"},{\"row\":\"Ring of spell storing (R)\",\"weight\":\"1\"},{\"row\":\"Ring of the ram (R)\",\"weight\":\"1\"},{\"row\":\"Ring of X-ray vision (R)\",\"weight\":\"1\"},{\"row\":\"Robe of eyes (R)\",\"weight\":\"1\"},{\"row\":\"Rod of rulership (R)\",\"weight\":\"1\"},{\"row\":\"Rod of the pact keeper, +2 (R)\",\"weight\":\"1\"},{\"row\":\"Rope of entanglement (R)\",\"weight\":\"1\"},{\"row\":\"Armor, +1 scale mail (R)\",\"weight\":\"1\"},{\"row\":\"Armor of resistance (scale mail) (Roll a d4 to determine type: 1-acid, 2-cold, 3-fire, 4-force) (R)\",\"weight\":\"1\"},{\"row\":\"Shield, +2 (R)\",\"weight\":\"1\"},{\"row\":\"Shield of missile attraction (R)\",\"weight\":\"1\"},{\"row\":\"Staff of charming (R)\",\"weight\":\"1\"},{\"row\":\"Staff of healing (R)\",\"weight\":\"1\"},{\"row\":\"Staff of swarming insects (R)\",\"weight\":\"1\"},{\"row\":\"Staff of the woodlands (R)\",\"weight\":\"1\"},{\"row\":\"Staff of withering (R)\",\"weight\":\"1\"},{\"row\":\"Stone of controlling earth elementals (R)\",\"weight\":\"1\"},{\"row\":\"Sun blade (R)\",\"weight\":\"1\"},{\"row\":\"Sword of life stealing (R)\",\"weight\":\"1\"},{\"row\":\"Sword of wounding (R)\",\"weight\":\"1\"},{\"row\":\"Tentacle rod (R)\",\"weight\":\"1\"},{\"row\":\"Vicious weapon (R)\",\"weight\":\"1\"},{\"row\":\"Wand of binding (R)\",\"weight\":\"1\"},{\"row\":\"Wand of enemy detection (R)\",\"weight\":\"1\"},{\"row\":\"Wand of fear (R)\",\"weight\":\"1\"},{\"row\":\"Wand of fireballs (R)\",\"weight\":\"1\"},{\"row\":\"Wand of lightning bolts (R)\",\"weight\":\"1\"},{\"row\":\"Wand of paralysis (R)\",\"weight\":\"1\"},{\"row\":\"Wand of the war mage, +2 (R)\",\"weight\":\"1\"},{\"row\":\"Wand of wonder (R)\",\"weight\":\"1\"},{\"row\":\"Wings of flying (R)\",\"weight\":\"1\"}]},{\"name\":\"Magic Item Table H\",\"isShown\":false,\"source\":\"DMG\",\"page\":148,\"items\":[{\"row\":\"Weapon +3\",\"weight\":\"10\"},{\"row\":\"Amulet of the Planes\",\"weight\":\"2\"},{\"row\":\"Carpet of Flying\",\"weight\":\"2\"},{\"row\":\"Crystal Ball (Very Rare Version)\",\"weight\":\"2\"},{\"row\":\"Ring of Regeneration\",\"weight\":\"2\"},{\"row\":\"Ring of Shooting Stars\",\"weight\":\"2\"},{\"row\":\"Ring of Telekinesis\",\"weight\":\"2\"},{\"row\":\"Robe of Scintillating Colors\",\"weight\":\"2\"},{\"row\":\"Robe of Stars\",\"weight\":\"2\"},{\"row\":\"Rod of Absorption\",\"weight\":\"2\"},{\"row\":\"Rod of Alertness\",\"weight\":\"2\"},{\"row\":\"Rod of Security\",\"weight\":\"2\"},{\"row\":\"Rod of the Pact Keeper +3\",\"weight\":\"1\"},{\"row\":\"Scimitar of Speed\",\"weight\":\"1\"},{\"row\":\"Shield +3\",\"weight\":\"1\"},{\"row\":\"Staff of Fire\",\"weight\":\"2\"},{\"row\":\"Staff of Frost\",\"weight\":\"2\"},{\"row\":\"Staff of Power\",\"weight\":\"2\"},{\"row\":\"Staff of Striking\",\"weight\":\"2\"},{\"row\":\"Staff of Thunder and Lightning\",\"weight\":\"2\"},{\"row\":\"Sword of Sharpness\",\"weight\":\"2\"},{\"row\":\"Wand of Polymorph\",\"weight\":\"2\"},{\"row\":\"Wand of he War Mage +3\",\"weight\":\"1\"},{\"row\":\"Adamantine Armor (Half Plate)\",\"weight\":\"1\"},{\"row\":\"Adamantine (Plate)\",\"weight\":\"1\"},{\"row\":\"Animated Shield\",\"weight\":\"1\"},{\"row\":\"Belt of Fire Giant Strength\",\"weight\":\"1\"},{\"row\":\"Belt of Frost/Stone Giant Strength\",\"weight\":\"1\"},{\"row\":\"Armor +1 Breastplate\",\"weight\":\"1\"},{\"row\":\"Candle of Invocation\",\"weight\":\"1\"},{\"row\":\"Armor, +2 Chain Mail\",\"weight\":\"1\"},{\"row\":\"Armor, +2 Chain Shirt\",\"weight\":\"1\"},{\"row\":\"Cloak of Arachnida\",\"weight\":\"1\"},{\"row\":\"Dancing Sword\",\"weight\":\"1\"},{\"row\":\"Demon Armor\",\"weight\":\"1\"},{\"row\":\"Dragonscale Armor\",\"weight\":\"1\"},{\"row\":\"Dwarven Plate\",\"weight\":\"1\"},{\"row\":\"Dwarven Thrower\",\"weight\":\"1\"},{\"row\":\"Efreeti Bottle\",\"weight\":\"1\"},{\"row\":\"Figurine of Wondrous Power\",\"weight\":\"1\"},{\"row\":\"Frost Brand\",\"weight\":\"1\"},{\"row\":\"Helm of Brilliance\",\"weight\":\"1\"},{\"row\":\"Horn of Valhalla (Bronze)\",\"weight\":\"1\"},{\"row\":\"Instrument of the Bard (Anstruth Harp)\",\"weight\":\"1\"},{\"row\":\"Ioun Stone <%%91%%>Roll on the IounStone table<%%93%%>\",\"weight\":\"1\"},{\"row\":\"Armor +2, Leather\",\"weight\":\"1\"},{\"row\":\"Manual of Bodily Health\",\"weight\":\"1\"},{\"row\":\"Manual of Gainful Exercise\",\"weight\":\"1\"},{\"row\":\"Manual of Golems\",\"weight\":\"1\"},{\"row\":\"Manual of Quickness in Action\",\"weight\":\"1\"},{\"row\":\"Mirror of Life Stealing\",\"weight\":\"1\"},{\"row\":\"Nine Lives Stealer\",\"weight\":\"1\"},{\"row\":\"Oathbow\",\"weight\":\"1\"},{\"row\":\"Armor +2, Scale mail\",\"weight\":\"1\"},{\"row\":\"Spellguard Shield\",\"weight\":\"1\"},{\"row\":\"Armor +1, Splint\",\"weight\":\"1\"},{\"row\":\"Armor of Resistance (Splint)\",\"weight\":\"1\"},{\"row\":\"Armor +1, Studded Leather\",\"weight\":\"1\"},{\"row\":\"Armor of Resistance (Studded Leather)\",\"weight\":\"1\"},{\"row\":\"Tome of Clear Thought\",\"weight\":\"1\"},{\"row\":\"Tome of Leadership and Influence\",\"weight\":\"1\"},{\"row\":\"Tome of Understanding\",\"weight\":\"1\"}]},{\"name\":\"Magic Item Table I\",\"isShown\":false,\"source\":\"DMG\",\"page\":149,\"items\":[{\"row\":\"Defender\",\"weight\":\"5\"},{\"row\":\"Hammer of Thunderbolts\",\"weight\":\"5\"},{\"row\":\"Luck Blade\",\"weight\":\"5\"},{\"row\":\"Sword of Answering\",\"weight\":\"5\"},{\"row\":\"Holy Avenger\",\"weight\":\"3\"},{\"row\":\"Ring of Djinni Summoning\",\"weight\":\"3\"},{\"row\":\"Ring of Invisibility\",\"weight\":\"3\"},{\"row\":\"Ring of Spell Turning\",\"weight\":\"3\"},{\"row\":\"Rod of Lordly Might\",\"weight\":\"3\"},{\"row\":\"Staff of the Magi\",\"weight\":\"3\"},{\"row\":\"Vorpal Sword\",\"weight\":\"3\"},{\"row\":\"Belt of Cloud Giant Strength\",\"weight\":\"2\"},{\"row\":\"Armor +2, Breastplate\",\"weight\":\"2\"},{\"row\":\"Armor +3, Chain Mail\",\"weight\":\"2\"},{\"row\":\"Armor +3, Chain shirt\",\"weight\":\"2\"},{\"row\":\"Cloak of Invisibility\",\"weight\":\"2\"},{\"row\":\"Crystal ball (Legendary Version)\",\"weight\":\"2\"},{\"row\":\"Armor, +1 Half Plate\",\"weight\":\"2\"},{\"row\":\"Iron Flask\",\"weight\":\"2\"},{\"row\":\"Armor, +3 Leather\",\"weight\":\"2\"},{\"row\":\"Armor, +1 Plate\",\"weight\":\"2\"},{\"row\":\"Robe of the Archmagi\",\"weight\":\"2\"},{\"row\":\"Rod of Resurrection\",\"weight\":\"2\"},{\"row\":\"Armor +1, scale mail\",\"weight\":\"2\"},{\"row\":\"Scarab of Protection\",\"weight\":\"2\"},{\"row\":\"Armor +2, Splint\",\"weight\":\"2\"},{\"row\":\"Armor +2, Studded Leather\",\"weight\":\"2\"},{\"row\":\"Well of Many Worlds\",\"weight\":\"2\"},{\"row\":\"Magic Armor (roll DMG_MagicArmor table)\",\"weight\":\"1\"},{\"row\":\"Apparatus of Kwalish\",\"weight\":\"1\"},{\"row\":\"Armor of Invulnerability\",\"weight\":\"1\"},{\"row\":\"Belt of Storm Giant Strength\",\"weight\":\"1\"},{\"row\":\"Cubic Gate\",\"weight\":\"1\"},{\"row\":\"Deck of Many Things\",\"weight\":\"1\"},{\"row\":\"Efreeti Chain\",\"weight\":\"1\"},{\"row\":\"Armor of Resistance (half plate)\",\"weight\":\"1\"},{\"row\":\"Horn of Valhalla (iron)\",\"weight\":\"1\"},{\"row\":\"Instrument of the bards (Ollamh Harp)\",\"weight\":\"1\"},{\"row\":\"Ioun Stone (Greater Absorption) <%%91%%>Roll on the IounStone table<%%93%%>\",\"weight\":\"1\"},{\"row\":\"Ioun Stone (Mastery) <%%91%%>Roll on the IounStone table<%%93%%>\",\"weight\":\"1\"},{\"row\":\"Ioun Stone (Regeneration) <%%91%%>Roll on the IounStone table<%%93%%>\",\"weight\":\"1\"},{\"row\":\"Plate Armor of Etherealness\",\"weight\":\"1\"},{\"row\":\"Plate Armor of Resistance\",\"weight\":\"1\"},{\"row\":\"Ring of Elemental Command (Air)\",\"weight\":\"1\"},{\"row\":\"Ring of Elemental Command (Earth)\",\"weight\":\"1\"},{\"row\":\"Ring of Elemental Command (Fire)\",\"weight\":\"1\"},{\"row\":\"Ring of Elemental Command (Water)\",\"weight\":\"1\"},{\"row\":\"Sphere of Annihilation\",\"weight\":\"1\"},{\"row\":\"Talisman of Pure Good\",\"weight\":\"1\"},{\"row\":\"Talisman of the Sphere\",\"weight\":\"1\"},{\"row\":\"Talisman of Ultimate Evil\",\"weight\":\"1\"},{\"row\":\"Tome of the Stilled Tongue\",\"weight\":\"1\"}]},{\"name\":\"Magic Item: Who Created\",\"isShown\":false,\"source\":\"DMG\",\"page\":142,\"items\":[{\"row\":\"Aberration The item was created by aberrations in ancient times, possibly for the use of favored humanoid thralls. When seen from the corner of the eye, it seems to shift or stalk.\",\"weight\":\"1\"},{\"row\":\"Human The item was created during the heyday of a fallen human kingdom, or it is tied to a human of legend. It might hold writing in a forgotten tongue or symbols whose significance is lost to the ages.\",\"weight\":\"3\"},{\"row\":\"Celestial The weapon is half the normal weight and inscribed with feathered wings, suns, and other symbols of good. Fiends find the item's presence repulsive.\",\"weight\":\"1\"},{\"row\":\"Dragon This item is made from scales and talons shed by a dragon. Perhaps it incorporates precious metals and gems from the dragon's hoard. It grows slightly warm when within 120 feet of a dragon\",\"weight\":\"1\"},{\"row\":\"Drow The item is half the normal weight. It is black and inscribed with spiders and webs in honor of Lolth. It might function poorly, or disintegrate, if exposed to sunlight for 1 minute or more.\",\"weight\":\"1\"},{\"row\":\"Dwarf The item is durable and has Dwarven runes worked into its design. It might be associated with a clan that would like to see it returned to their ancestral halls.\",\"weight\":\"3\"},{\"row\":\"Elemental Air The item is half the normal weight and feels hollow. If its made of cloth the fabric is diaphanous.\",\"weight\":\"1\"},{\"row\":\"Elemental Earth The item might be crafted from stone. Any cloth or leather elements are studded with finely polished rocks.\",\"weight\":\"1\"},{\"row\":\"Elemental Fire This item is warm to the touch and any metal parts are crafted from black iron. Sigils of flames cover its surface. Shades of Red and Orange are the prominent colors\",\"weight\":\"1\"},{\"row\":\"Elemental Water Lustrous fish scales replace leather or cloth on this item, and metal portions are instead crafted from seashells and worked coral as hard as any metal\",\"weight\":\"1\"},{\"row\":\"ElfThe item is half the normal weight. It is adorned with symbols of Nature; leaves, vines, stars and the like\",\"weight\":\"3\"},{\"row\":\"Fey The item is exquisitely crafted from the finest materials and glows with a pale radiance in the moonlight, shedding dim light in a 5 foot radiance. Any metal in the item is silver or mithral, rather than iron or steel.\",\"weight\":\"1\"},{\"row\":\"Fiend The item is made of black iron or horn inscribed with runes, and any cloth or leather components are crafted from the hide of fiends, it is warm to the touch and features leering faces or vile runes engraved on its surface. Celestials find the item's presence repulsive.\",\"weight\":\"1\"},{\"row\":\"Giant The item is larger than normal and was craft by Giants for their smaller allies.\",\"weight\":\"1\"},{\"row\":\"Gnome The item is crafted to appear ordinary, and it might look worn. It could also incorporate gears and mechanical components, even if these aren't essential to the item's function.\",\"weight\":\"1\"},{\"row\":\"Undead The item incorporates imagery of death such as bones and skulls, and might be crafted from parts of corpses, bone or the like. It feels cold and uncomfortable to the touch.\",\"weight\":\"1\"},{\"row\":\"Aarakocra. The item is half the normal weight and is devoid of inscriptions. Tiny polished and glittering stones are worked into areas of cloth or leather.\",\"weight\":\"2\"},{\"row\":\"Aasimar. The item is half the normal weight and inscribed with feathered wings, suns and other symbols of good. Fiends find the item's presence repulsive.\",\"weight\":\"1\"},{\"row\":\"Aboleth. The item is crudely made and portions of metal are instead crafted of hard stone. The item always feels cold and slick when held or wielded, and when seen from the corner of the eye, it appears to be moving.\",\"weight\":\"1\"},{\"row\":\"Alhoon. The item always feels cold and slick when held or wielded and when seen from the corner of the eye, it appears to be moving. Illithid's find the item's presence repulsive. It grows warm when within 120 feet of a creature able to cast arcane spells.\",\"weight\":\"1\"}]},{\"name\":\"Magic Item: History\",\"isShown\":false,\"source\":\"DMG\",\"page\":142,\"items\":[{\"row\":\"Arcane This item was created for an ancient order of spellcaster and bears the order's symbol.\",\"weight\":\"1\"},{\"row\":\"Bane This item was created by the foes of a particular culture or kind of creature, if the Culture or creatures are still around, they might recognize the item and single out the bearer as an enemy.\",\"weight\":\"1\"},{\"row\":\"Ornament This item was created to honor a special occasion. Inset Gemstones, Gold, or Platinum inlays, and gold or silver Filigree adorn its surface.\",\"weight\":\"1\"},{\"row\":\"Prophecy The item features in a prophecy: its bearer is destined to play a key role in future events. Someone else who wants to play that role might try to steal the item, or someone who want to prevent the prophecy from being fulfilled might try to kill the item's bearer.\",\"weight\":\"1\"},{\"row\":\"Religious The items was used in religious ceremonies dedicated to a particular deity. It has holy symbols worked into the surfaces. The gods followers might try to persuade its owner to donate it to a temple, steal it for themselves, or celebrate its use by a member of the same faith.\",\"weight\":\"1\"},{\"row\":\"Sinister The item is linked to a deed of great evil, such as a massacre, or an assassination. It might have a name or be closely associated with a villain who used it. Anyone familiar with the item's history is likely to treat it and its owner with suspicion\",\"weight\":\"1\"},{\"row\":\"Symbol of Power This item was once used as part of royal regalia or as a badge of high office. Its former owner or that person's descendants might desire it, or someone might mistakenly assume the current owner is the legitimate heir.\",\"weight\":\"1\"},{\"row\":\"Heroic A great hero once wielded this item. Anyone familiar with the item's history expects great deeds from the new owner.\",\"weight\":\"1\"},{\"row\":\"Disastrous. The item is linked to a name or lineage that fell to ruin and suffered constant misfortune. Anyone familiar with the item's history stays as far away from its new owner for fear of the item's notoriety.\",\"weight\":\"1\"},{\"row\":\"Entertaining. The item is noted as featuring prominently in a famous entertainers routines who wielded it during spectacular performances. Anyone familiar with its history is likely to enthusiastically insist its owner performs while in their presence, and become greatly disappointed if they fail to do so.\",\"weight\":\"1\"},{\"row\":\"Formidable. The item is known to have been wielded by a hero of unrivaled skill. Anyone familiar with its history and who wishes for fame and fortunes will likely seek out and challenge the current owner whenever the opportunity presents itself.\",\"weight\":\"1\"},{\"row\":\"Generous. The item is known to have had multiple owners, all of whom gave it away after a certain amount of time to others as a means of fostering goodwill. Anyone familiar with this history expects the current owner to do the same, including individuals who may follow them closely in hopes of being the items next owner.\",\"weight\":\"1\"},{\"row\":\"Kleptocracy. The item is noted as being part of a government or organization known for its excessive abuses and criminality. Individuals familiar with the culture are loathe to do business with the current owner for fear of being cheated\",\"weight\":\"1\"},{\"row\":\"Lovelorn. The item is noted as being a gift between beings who shared a well-admired connection. Anyone familiar with the tale views the current owner as a being well on their way towards finding true love, if they haven't already\",\"weight\":\"1\"},{\"row\":\"Minimalist. The item is linked to a being or culture known to be sparse of material goods and short on words. Owners of the item who are especially gregarious or adorned in obvious displays of wealth are openly mocked by those familiar with the items former owner or culture.\",\"weight\":\"1\"},{\"row\":\"Opulent. The item is linked to a being or dynasty of great wealth. Descendants, relatives or members of this lineage may seek its return, willing to pay enormously. Those familiar with the being or dynasty assume the current owner to be a member of this lineage or receive its patronage, and assume they have access to great wealth.\",\"weight\":\"1\"},{\"row\":\"Slaying. The item is thought to have been crucial in the final blow that brought down a being of immense power. Its presence is enough to instill fear and hatred in beings that revere and honor the memory of their fallen idol, and would gladly seek revenge on their behalf.\",\"weight\":\"1\"},{\"row\":\"Symbol of Peace. The item is noted for being gifted as part of a lasting peace treaty between warring factions, cultures or nations. If the current owner of the item belongs to one of these factions, members of these groups take a peaceable approach to them. However if the possessor breaks this trust they become sworn enemies.\",\"weight\":\"1\"},{\"row\":\"Unique. The item was crafted by a being of great skill and is considered the finest work of its creator. Collectors, admirers of the creator or their descendants desire the item and are willing to go to great lengths to possess it.\",\"weight\":\"1\"},{\"row\":\"Unnatural*. The item is thought to have come from another plane of existence and is a source of extra-planar influence. Beings opposed to extra-planar incursions may aggressively wish to destroy the item. Conversely, beings with a penchant for extra-dimensional knowledge desire the item at all costs.\",\"weight\":\"1\"},{\"row\":\"Anthropomorphic Mice. The item is smaller than normal and is incredibly comfortable to wield, lined with soft furs or leathers even if it would normally not come with such trimmings. Cats are unusually excited in its presence.\",\"weight\":\"2\"},{\"row\":\"Bladeling. The items surface is rough and always causes discomfort. Metal portions of the item are impervious to rust.\",\"weight\":\"1\"},{\"row\":\"Bugbear. The item is slightly larger than normal and can be unwieldy. It is crafted of the most common of materials.\",\"weight\":\"1\"},{\"row\":\"Centaur. The item is adorned with symbols of nature: leaves, vines, stars, and the like. No matter its condition it always has a faint odor of horses.\",\"weight\":\"2\"},{\"row\":\"Cloud Giant. The item is slightly larger than normal and appears to shimmer when seen from the corner of the eye.\",\"weight\":\"2\"},{\"row\":\"Coautl. The item is half the normal weight and inscribed with feathered wings, suns and other symbols of good. It is adorned with small trinkets and ornamental trophy parts of various evil humanoid creatures. Fiends find the item's presence repulsive.\",\"weight\":\"1\"},{\"row\":\"Demilich. The item incorporates imagery of death such as bones and skulls, and it might be crafted from parts of corpses. It feels exceptionally heavy and cold to the touch.\",\"weight\":\"1\"},{\"row\":\"Demon. The item is made of black iron or horn inscribed with runes, and any cloth or leather components are crafted from the hide of fiends. It is warm to the touch and features leering faces or vile runes engraved on its surface. Celestials find the item's presence repulsive.\",\"weight\":\"1\"},{\"row\":\"Demon Prince. The item is made of black iron or horn inscribed with runes, and any cloth or leather components are crafted from the hide of fiends. It is warm to the touch and appears exceptionally regal and intimidating. It grows slightly warm when within 120 feet of a fiendish creature native to the Abyss. Celestials find the item's presence repulsive\",\"weight\":\"1\"},{\"row\":\"Devil. The item is made of black iron or horn inscribed with runes, and any cloth or leather components are crafted from the hide of fiends. It is warm to the touch and studded with precious gems and other prized materials. Celestials find the item's presence repulsive.\",\"weight\":\"1\"},{\"row\":\"Doppelganger. The item appears unexceptionally mundane. When seen from the corner of the eye, the item appears to change (shape and/or color).\",\"weight\":\"1\"},{\"row\":\"Dragonborn. This item is made from scales and talons of a slain dragon of ill repute. Perhaps it incorporates precious metals and gems from the dragon's hoard. It grows slightly warm when within 120 feet of a dragon.\",\"weight\":\"1\"},{\"row\":\"Dragon, Shadow. The item is made of the scales and talons shed by a dragon of shadow. It is difficult to see in dim light and nearly impossible to see in magical darkness. It might function poorly, or disintegrate, if exposed to sunlight for 1 minute or more.\",\"weight\":\"1\"},{\"row\":\"Duergar. The item is durable and made of black iron or hard stone with Dwarven runes worked into its design. Nonduergar dwarves find the items presence repulsive.\",\"weight\":\"2\"},{\"row\":\"Elf, Aquatic. Lustrous fish scales replace leather or cloth on this item, and metal portions are instead crafted from seashells and worked coral as hard as any metal. The item is half the normal weight and feels cool to the touch.\",\"weight\":\"1\"},{\"row\":\"Elf, High. The item is exquisitely crafted from the finest materials and glows with a pale radiance in moonlight, shedding dim light in a 5-foot radius. Any metal in the item is silver or mithral, rather than iron or steel.\",\"weight\":\"1\"},{\"row\":\"Firbolg. The item is exceptionally comfortable and slightly oversized. It is adorned with symbols of nature: leaves, vines, stars, and the like.\",\"weight\":\"1\"},{\"row\":\"Fire Giant. The item is slightly oversized and feels warm to the touch. It might be crafted from stone and black iron and studded with finely polished rock.\",\"weight\":\"1\"},{\"row\":\"Fomorian. This item might be crafted from stone and black iron. Any cloth or leather elements are studded with finely polished rock. Shades of black and purple are prominent colors.\",\"weight\":\"1\"},{\"row\":\"Genasi, Air. The item is half the normal weight and feels hollow. If it's made of fabric, it is diaphanous.\",\"weight\":\"1\"},{\"row\":\"Genasi, Earth. This item might be crafted from stone. Any cloth or leather elements are studded with finely polished rock.\",\"weight\":\"1\"},{\"row\":\"Genasi, Fire. This item is warm to the touch and any metal parts are crafted from black iron. Sigils of flames cover its surface. Shades of red and orange are prominent colors.\",\"weight\":\"1\"},{\"row\":\"Gnoll. The item is made to look intimidating and frightful, being festooned with skulls and other humanoid skeletal parts. Portions of metal are instead made of bone as hard as any metal. Bite marks are prominent.\",\"weight\":\"1\"},{\"row\":\"Githyanki. The item is incredibly comfortable to wield and any metal in the item is silver, rather than iron or steel. Illithid's find the item's presence repulsive.\",\"weight\":\"1\"},{\"row\":\"Githzerai. The item is crafted to appear nearly symmetrical and is inscribed with etched patterns that are soothing to behold. Illithid's find the item's presence repulsive.\",\"weight\":\"1\"},{\"row\":\"Gnome, Deep (Svirfneblin). The item is slightly smaller than normal and might be crafted from stone. Any cloth or leather elements are studded with finely polished rock. The item is difficult to see in dim light.\",\"weight\":\"2\"},{\"row\":\"Yugoloth. The item is rather bland looking, consisting of dark, monochromatic materials. Barely discernible, etched somewhere not easily noticed is the small imprint of a snarling jackal's head.\",\"weight\":\"1\"},{\"row\":\"Yuan-ti. The item is cold to the touch and leather or cloth portions are instead crafted from snakeskin. Metal portions are overlaid with spiral etchings.\",\"weight\":\"1\"},{\"row\":\"Warforged. The item is exceptionally sturdy and incorporates mechanical components, even if these aren't essential to the item's function. Metallic surfaces are also highly reflective to the point of easily being mistaken for mirrored glass.\",\"weight\":\"1\"},{\"row\":\"Vampire. The item is exquisitely beautiful, yet somewhat unsettling to behold. Animals are loathe to touch it. Occasionally, the item fails to cast a reflection in mirrored surfaces.\",\"weight\":\"2\"},{\"row\":\"Tiefling. The item is crafted from the finest materials but appears ordinary and looks mundane. It grows slightly warm when within 120 feet of a fiendish creature native to the Nine Hells.\",\"weight\":\"1\"},{\"row\":\"Goblin. The item is slightly smaller than normal and crudely made. It is adorned with skulls and other minor trophies. Portions of metal are instead made of bone or stone as hard as any metal. Comical and inappropriate writings and personal notes are etched over the entirety of its surface.\",\"weight\":\"1\"},{\"row\":\"Goliath. The item is slightly larger than normal. It is durable and might be crafted from stone. Any cloth or leather elements are studded with finely polished rock.\",\"weight\":\"2\"},{\"row\":\"Grung. The item is slightly smaller than normal and somewhat translucent. Portions of metal are instead made of bone or stone as hard as any metal. The item has tiny etchings of insects carved into its surface.\",\"weight\":\"1\"},{\"row\":\"Hag. The item is crafted from a wide variety of odd materials and features a good deal of the bones of humanoid creatures. Children find the item's presence repulsive.\",\"weight\":\"1\"},{\"row\":\"Halfling. The item is slightly smaller than normal but comfortable to wield. It appears mundane and unexceptional.\",\"weight\":\"1\"},{\"row\":\"Illithid. The item always feels cool, oily and somehow wrong when held or wielded. When seen from the corner of the eye, it appears to be writhing. Those that carry it tend to have vivid, disturbing nightmares. Githyanki and githzerai find the item's presence repulsive.\",\"weight\":\"1\"},{\"row\":\"Hengeyokai. The item is very comfortable to wield and is lined with soft furs or leathers even if it would normally not come with such trimmings. It is easily mistaken for an item of a similar type.\",\"weight\":\"1\"},{\"row\":\"Kobold. The item is smaller than normal. It also incorporates all manner of items, bones, trinkets and mechanical parts that are clearly non-essential to its functioning, which occasionally disrupt its use.\",\"weight\":\"1\"},{\"row\":\"Lizardfolk. The item is crudely made and portions of metal are instead made of bone or stone as hard as any metal. Markings and symbols are etched over the entirety of its surface and the item is painted with bright and garish coloring.\",\"weight\":\"1\"},{\"row\":\"Lycanthrope. The item is crudely made but nevertheless exceptionally comfortable to wield. It is adorned with symbols of the moon in various stages.\",\"weight\":\"1\"},{\"row\":\"Merfolk. The item is cool to the touch and lustrous fish scales replace leather or cloth while metal portions are instead crafted from seashells and worked coral as hard as any metal, otherwise the item appears unexceptionally mundane.\",\"weight\":\"1\"},{\"row\":\"Minotaur. The item is crafted to appear nearly symmetrical and circular sigils are worked into its surface. Its evidently a master craftsman's effort.\",\"weight\":\"1\"},{\"row\":\"Oni. The item is made to look intimidating and frightful, being festooned with skulls and other humanoid skeletal parts. Portions of metal are instead made of bone as hard as any metal. Children find the item's presence repulsive.\",\"weight\":\"1\"},{\"row\":\"Orc. The item is crudely made and appears intimidating, being festooned with skulls and other minor trophies. Portions of metal are instead made of bone or stone as hard as any metal. Markings and symbols are etched over the entirety of its surface.\",\"weight\":\"1\"},{\"row\":\"Rakshasa. The item is crafted from the finest materials but is awkward to wield as it is fashioned to produce maximum effect while being held in a position opposite to its more familiar design. It always feels warm when wielded by a creature with a good alignment.\",\"weight\":\"1\"},{\"row\":\"Sahuagin. The item is cold to the touch and lustrous fish scales replace leather or cloth while metal portions are instead crafted from seashells and worked coral as hard as any metal. Bizarre runes cover every inch of the items surface and the item always feels warm to the touch of devout followers of a good-aligned deity.\",\"weight\":\"1\"},{\"row\":\"Shade. The item is made entirely of dark black materials and is difficult to see in dim light and nearly impossible to see in magical darkness. It might function poorly, or disintegrate, if exposed to sunlight for 1 minute or more.\",\"weight\":\"1\"},{\"row\":\"Shardmind. Metal portions of this item are instead made of hard crystalline. It grows slightly warm when within 120 feet of an active portal to another plane of existence.\",\"weight\":\"1\"},{\"row\":\"Slaadi. The item is crudely made and metal portions are instead made of hard stone and the bones of humanoid creatures. Skulls and polished rocks adorn the item with strange claw markings.\",\"weight\":\"1\"},{\"row\":\"Spirit Folk. This item is half the normal weight and appears opaque in dim and very bright light.\",\"weight\":\"1\"},{\"row\":\"Thri-kreen. Metal portions of this item are replaced by hard chitinous shells from large insectoid creatures. This item always feels somewhat awkward to wield.\",\"weight\":\"1\"},{\"row\":\"Tabaxi. The item is very comfortable to wield and is lined with soft furs or leathers even if it would normally not come with such trimmings. Mice and other small rodents are loathe to come in contact with the item.\",\"weight\":\"1\"}]},{\"name\":\"Magic Item: Minor Properties\",\"isShown\":false,\"source\":\"DMG\",\"page\":143,\"items\":[{\"row\":\"Beacon The bearer can use a bonus action to cause the item to shed light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light\",\"weight\":\"1\"},{\"row\":\"Compass The wielder can use an action to learn in which direction one (and only one) specific location is (North Pole; City of Greyhawk; the lost temple of...)\",\"weight\":\"2\"},{\"row\":\"Delver While underground, the item's depth below the surface and direction to the nearest exit leading upward is located.\",\"weight\":\"1\"},{\"row\":\"Gleaming this item never gets dirty\",\"weight\":\"4\"},{\"row\":\"Conscientious When the bearer of this item contemplates or undertakes a malevolent act, the item enhances pangs of conscience.\",\"weight\":\"2\"},{\"row\":\"Guardian The item whispers warnings to its bearer, granting a +2 Initiative if the bearer isn't incapacitated.\",\"weight\":\"2\"},{\"row\":\"Harmonious Attuning to this item only takes 1 minute.\",\"weight\":\"1\"},{\"row\":\"Hidden Message A message is hidden somewhere on the item. It might only be visible under certain circumstances (a time of year, the light of phase of the moon, or at a specific location)\",\"weight\":\"2\"},{\"row\":\"Key The item is used to unlock a container, chamber, vault, or other entry\",\"weight\":\"2\"},{\"row\":\"Language The bearer can speak and understand a language of the DM's choice while the item is on the bearer's person\",\"weight\":\"2\"},{\"row\":\"Sentinel choose a kind of creature that is an enemy of the item's creator. This item glows faintly when such a creature is within 120 feet of it.\",\"weight\":\"1\"},{\"row\":\"Song Craft Whenever this item is struck or used to strike a foe, its bearer hear a fragment of an ancient song.\",\"weight\":\"2\"},{\"row\":\"Strange Material The item was created from a materials that is bizarre given its purpose. Its durability is unaffected.\",\"weight\":\"2\"},{\"row\":\"Temperate The bearer suffers no ill effects from ambient temperatures from -20 to 130 degrees Fahrenheit\",\"weight\":\"3\"},{\"row\":\"Unbreakable The item cannot be broken without special intention or means.\",\"weight\":\"3\"},{\"row\":\"War Leader The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer's next turn.\",\"weight\":\"2\"},{\"row\":\"Waterborne This item floats on the water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.\",\"weight\":\"2\"},{\"row\":\"Wicked When the bearer is presented with an opportunity to act in selfish or malevolent ways, the item heightens or bearer's urge to do so.\",\"weight\":\"1\"},{\"row\":\"Illusion The item is imbued with Illusion magic, allow its bearer to alter the item's appearance in minor ways. Such ways do not change how the item behaves, is worn, carried or wielded, and have no effect on its other magical properties. For example a red robe could be made to appear blue, a gold ring could appear to be made of ivory. The true nature and appearance returns when its not being carried or when its wielder is knocked unconscious.\",\"weight\":\"3\"},{\"row\":\"Roll on DMG_MagicMinorProperties{pg143} twice more. (if you receive this again you will roll ANOTHER 2 times)\",\"weight\":\"8\"},{\"row\":\"Aerial. As a bonus action the bearer can cause a harmless gust of wind to occur anywhere within 30 feet.\",\"weight\":\"3\"},{\"row\":\"Air-trapping. The item allows the bearer to hold their breath for up to twice their normal limit.\",\"weight\":\"5\"},{\"row\":\"Beast Friendly. Any animal companions or familiars you may have, have their maximum hit points increased by 2.\",\"weight\":\"8\"},{\"row\":\"Birdsong. The bearer can use a bonus action to cause the item to emit the realistic call of a crow's cry that can be heard up to 120 feet away.\",\"weight\":\"6\"},{\"row\":\"Bonded. The bearer can use an action to touch a living creature. For the next hour, the wielder always knows the direction and distance of this creature as long as they are within 120 feet of the wielder.\",\"weight\":\"5\"},{\"row\":\"Brimstone. The item has an odor of brimstone and is mildly nauseous to all creatures confined in enclosed places with it including the wielder.\",\"weight\":\"4\"},{\"row\":\"Cheating. As a bonus action the bearer can cause the face of a card to appear as a separate suit, number or take on some other characteristic.\",\"weight\":\"2\"},{\"row\":\"Comical. As a bonus action the bearer can cause the item to emit the sound of up to six hands clapping that can be heard up to 30 feet away.\",\"weight\":\"4\"},{\"row\":\"Connected. You always now the direction and distance of this item as long as it is within 120 feet of you\",\"weight\":\"4\"},{\"row\":\"Cornered. The item increases the bearers speed by 10 feet when they are frightened.\",\"weight\":\"4\"},{\"row\":\"Diabolical. The bearer is always aware of the most minuscule details of any verbal or written contracts they enter into.\",\"weight\":\"4\"},{\"row\":\"Ethereal. The item obstructs passage by creatures on the Ethereal plane.\",\"weight\":\"4\"},{\"row\":\"Envious. If this item requires attunement, it counts as two items for purposes of attunement. If it does not require attunement, instead it does.\",\"weight\":\"4\"},{\"row\":\"Fertile. As a bonus action, the wielder can cause plants within 10 feet to bloom as long as they are able to do so.\",\"weight\":\"4\"},{\"row\":\"Frost. The bearer can use a bonus action to cause up to 1 ounce of non-magical, inorganic liquid to freeze by pressing the item against the substance.\",\"weight\":\"4\"},{\"row\":\"Graceful. No matter the height, the item falls to the ground at a rate of 5 feet per round.\",\"weight\":\"4\"},{\"row\":\"Heavy. The item is unusually heavy and can not be lifted or moved by anything with a Strength of less than 10.\",\"weight\":\"4\"},{\"row\":\"Hypnotic. As an bonus action the bearer can cause the item to shift its colors in a confusing pattern.\",\"weight\":\"4\"},{\"row\":\"Immovable. The bearer can issue a command word and place the item on a flat, non-living surface. Thereafter, the item can only be removed from its place by a creature that issues the same command word.\",\"weight\":\"4\"},{\"row\":\"Infrared. The item is highly distractive to creatures that see exclusively in infrared light and they suffer a 10% chance of missing on all attacks against the bearer.\",\"weight\":\"5\"},{\"row\":\"Manipulative. When the bearer is presented with an opportunity to lie, the item heightens the bearers urge to do so.\",\"weight\":\"4\"},{\"row\":\"Moon Blessed. The bearer always knows the number of days until the next full moon.\",\"weight\":\"4\"},{\"row\":\"Pocket-sized. No matter the items size, it can always fit completely in the bearers pocket.\",\"weight\":\"4\"},{\"row\":\"Portentous. The item can see briefly into the future events of its bearer, granting a +1 bonus to initiative if the bearer isn't incapacitated.\",\"weight\":\"4\"},{\"row\":\"Preening. This item always gives its bearer the appearance of being clean and well-groomed.\",\"weight\":\"4\"},{\"row\":\"Quick-drawing. You can interact with this item once for free on you turn.\",\"weight\":\"5\"},{\"row\":\"Quick-learner. The bearer is able to finish reading books, tomes and other written articles in 75% of the normal time required.\",\"weight\":\"5\"},{\"row\":\"Rage-filled. When the bearer is presented with an opportunity to forgive a foe or competitor, the item heightens the urge not to do so. Additionally if the bearer has the ability to rage, they may choose to do so once as a free action between each of their long rests.\",\"weight\":\"5\"},{\"row\":\"Repelling. As an action the bearer can cause all tiny and smaller insects to flee up to a foot away from the bearer, including those currently part of a swarm.\",\"weight\":\"5\"},{\"row\":\"Rustless. The item can never be corroded due to rust.\",\"weight\":\"6\"},{\"row\":\"Secretive. As a bonus action the bearer can whisper a short sentence to the item followed by a command word. Thereafter, any creature that holds the item and speaks the command word hears the sentence magically spoken in their head. The item can store only one sentence at a time.\",\"weight\":\"5\"},{\"row\":\"Shadow. The item becomes invisible when left unattended in dim or dark light, including magical darkness.\",\"weight\":\"5\"},{\"row\":\"Shrouded. As a bonus action, the bearer can cause all light within ten feet of the item to go from bright to dim, or dim to dark. The effect appears as shadowy overlays and does not affect any light sources in the area.\",\"weight\":\"5\"},{\"row\":\"Silent. The item makes no noise when drawn or used.\",\"weight\":\"5\"},{\"row\":\"Slippery. The bearer can issue a command word and cause the item to safely slide up to 60 feet along a flat surface in a single, unobstructed direction.\",\"weight\":\"4\"},{\"row\":\"Subtle. As a bonus action the bearer can cause the item to appear as a mundane equivalent of itself. The illusion lasts for a up to a minute or until the bearer uses another bonus action to end it.\",\"weight\":\"5\"},{\"row\":\"Thunderous. Whenever this item is struck or used to strike a foe, the bearer hears the sound of rumbling thunder.\",\"weight\":\"5\"},{\"row\":\"Murderous. Whenever the opportunity to kill rather than wound an opponent presents itself to the bearer, the bearer feels strongly drawn towards the former.\",\"weight\":\"4\"},{\"row\":\"Weatherbeaten. The item is impervious to the effects of the elements and is always appropriately dry or wet depending on the bearers choosing.\",\"weight\":\"8\"},{\"row\":\"Resonant. The item grows warm to the touch within a foot of a magical item not currently adorned by the bearer.\",\"weight\":\"3\"},{\"row\":\"Wrathful When on the plane of Ysgard, the bearer is unaffected by Immortal Wrath. (DMG p. 61)\",\"weight\":\"3\"},{\"row\":\"Arcane The bearer gains a +1 to Intelligence (Arcana) checks.\",\"weight\":\"3\"},{\"row\":\"Windborne When in the Plane of Air, the bearer can navigate the Labyrinth Wind intuitively, and knows the path to the nearest Earth Mote within 60 miles.\",\"weight\":\"4\"},{\"row\":\"Waterborne The item floats on water or other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.\",\"weight\":\"4\"},{\"row\":\"War Leader The bearer can use an action to amplify their voice so that it clearly carries for up to 300 feet.\",\"weight\":\"3\"},{\"row\":\"Vital The bearer's maximum hit points increases by their constitution modifier while attuned to this item. These hit points are lost when the bearer unattunes the item.\",\"weight\":\"4\"},{\"row\":\"Vigorous The bearer gains a +1 bonus to Strength saving throws.\",\"weight\":\"3\"},{\"row\":\"Vigilant The bearer gains +2 to their Passive Perception.\",\"weight\":\"1\"},{\"row\":\"Victorious Whenever the bearer kills a creature they gain temporary hit points equal to the creature's CR.\",\"weight\":\"5\"},{\"row\":\"Verdant The bearer may cast Druidcraft once per day.\",\"weight\":\"5\"},{\"row\":\"Unbroken The bearer gains a +1 bonus to Constitution saving throws.\",\"weight\":\"4\"},{\"row\":\"True The bearer may cast True Strike once per day.\",\"weight\":\"4\"},{\"row\":\"Trickster The bearer may cast Minor Illusion once per day.\",\"weight\":\"1\"},{\"row\":\"Translunescent The bearer gains an extra level one spell slot, which recovers only after a full moon rises.\",\"weight\":\"4\"},{\"row\":\"Trackers The bearer gains a +1 to Wisdom (Survival) checks.\",\"weight\":\"4\"},{\"row\":\"Tenacious When the bearer takes a long rest, they gain back one additional hit die.\",\"weight\":\"6\"},{\"row\":\"Surgeon's The bearer gains a +1 bonus to Wisdom (Medicine) checks.\",\"weight\":\"4\"},{\"row\":\"Striding Contains 1d4 unreplenishable charges of the Longstrider spell (1st level).\",\"weight\":\"7\"},{\"row\":\"Sparkling The bearer may cast Dancing Lights once per day.\",\"weight\":\"4\"},{\"row\":\"Solemn The bearer may spend an action removing all the failed death saving throws from a target within 5 feet of them. The target is still not stabilized.\",\"weight\":\"3\"},{\"row\":\"Sojourner's A poem, story, or map that describes a long-forgotten treasure is etched on the surface of the item.\",\"weight\":\"12\"},{\"row\":\"Smith's The bearer may cast Mending once per day.\",\"weight\":\"5\"},{\"row\":\"Silent The bearer gains a +1 bonus to Dexterity (Stealth) checks.\",\"weight\":\"3\"},{\"row\":\"Shifting The bearer may change minor aspects of the physical appearance of this item.\",\"weight\":\"3\"},{\"row\":\"Shielding This item contains 1d4 unreplenishable charges of the Shield spell.\",\"weight\":\"3\"},{\"row\":\"Shepherd The bearer gains a +1 bonus to (Wisdom) Animal Handling checks.\",\"weight\":\"4\"},{\"row\":\"Shadowbound The bearer knows the general direction to the closest Shadow Crossing within a 60 mile radius. They have advantage on saving throws vs. Shadowfell Despair (DMG p. 51-52)\",\"weight\":\"3\"},{\"row\":\"Shading The bearer suffers no harm in temperatures as high as 120 degrees Fahrenheit. (Hot condition when traveling)\",\"weight\":\"3\"},{\"row\":\"Sentinel Faintly glows when creatures of a certain race (DMs choice) are within a 100 foot radius.\",\"weight\":\"3\"},{\"row\":\"Secret Contains 1d4 unreplenishable charges of the Illusory Script spell (1st level).\",\"weight\":\"3\"},{\"row\":\"Sage's The bearer gains a +1 bonus to Intelligence (History) checks.\",\"weight\":\"4\"},{\"row\":\"Sagacious The bearer gains +1 to Wisdom (Insight) checks.\",\"weight\":\"3\"},{\"row\":\"Miraculous The bearer may increase their Lay on Hands hit point pool by 5.\",\"weight\":\"3\"},{\"row\":\"Cabalistic Whenever the bearer casts a spell as a ritual, they have advantage to maintain concentration during the ritual.\",\"weight\":\"4\"},{\"row\":\"Revealing Contains 1d4 unreplenishable charges of the Detect Magic spell (1st level).\",\"weight\":\"5\"},{\"row\":\"Inspiration Once per day, the bearer may gain +1 to any skill check.\",\"weight\":\"4\"},{\"row\":\"Reaper's Bane The bearer has advantage on death saving throws.\",\"weight\":\"3\"},{\"row\":\"Protective The bearer may cast Blade Ward once per day.\",\"weight\":\"3\"},{\"row\":\"Projecting The bearer can send messages mentally to willing characters within 30 feet. This communication is one-way only.\",\"weight\":\"3\"},{\"row\":\"Preacher's The bearer may extend the range of their Channel Divinity by 5 feet.\",\"weight\":\"5\"},{\"row\":\"Pandemonium When on the plane of Pandemonium, the bearer has advantage on saving throws against the Mad Winds. (DMG p. 62)\",\"weight\":\"5\"},{\"row\":\"Nourishing The bearer rarely feels hungry, and only needs to consume one-fifth the usual amount of food.\",\"weight\":\"1\"},{\"row\":\"Nimble The bearer gains a +1 bonus to Dexterity saving throws.\",\"weight\":\"3\"},{\"row\":\"Neutrality Contains 1d4 unreplenishable charges of the Protection from Good and Evil spell (1st level).\",\"weight\":\"3\"},{\"row\":\"Foraging Contains 1d6 unreplenishable charges of the Locate Animals or Plants spell (1st level).\",\"weight\":\"4\"},{\"row\":\"Mocking The bearer may cast Vicious Mockery once per day.\",\"weight\":\"3\"},{\"row\":\"Mummer the bearer gains +1 to Charisma (Performance) checks.\",\"weight\":\"3\"},{\"row\":\"Holy When the bearer of this item rolls hit dice, they can choose to re-roll them and take the second result.\",\"weight\":\"5\"},{\"row\":\"Abyssal When on the plane of the Abyss, the bearer has advantage on saving throws against Abyssal Corruption. (DMG p. 62)\",\"weight\":\"3\"},{\"row\":\"Acolyte's The bearer gains a +1 bonus to Wisdom (Religion) checks.\",\"weight\":\"6\"},{\"row\":\"Indestructible The item is indestructible.\",\"weight\":\"5\"},{\"row\":\"Adroit The bearer gains +1 bonus to Intelligence saving throws.\",\"weight\":\"3\"},{\"row\":\"Alarming Contains 1d4 unreplenishable charges of the Alarm spell (1st level).\",\"weight\":\"3\"},{\"row\":\"Arborean When on the plane of Arborea, the bearer has advantage on saving throws against the effects of Intense Yearning. (DMG p. 61)\",\"weight\":\"4\"},{\"row\":\"Arcadian When on the plane of Arcardia, the bearer is unaffected by Planar Vitality (DMG p. 67)\",\"weight\":\"6\"},{\"row\":\"Arctic The bearer suffers no harm in temperature as cold as -20 degrees Fahrenheit.\",\"weight\":\"5\"},{\"row\":\"Solipsistic The bearer may cast Thaumaturgy once per day.\",\"weight\":\"3\"},{\"row\":\"Mindful The bearer gains a +1 bonus to Wisdom saving throws.\",\"weight\":\"3\"},{\"row\":\"Meteoric Contains 1 unreplenishable charge of Scorching Ray (1st level).\",\"weight\":\"3\"},{\"row\":\"Messenger The bearer may cast Message once per day.\",\"weight\":\"5\"},{\"row\":\"Gambit The bearer has a +1 bonus to any skill check involving gambling and games of chance (Insight, Sleight of Hand, Investigation, etc).\",\"weight\":\"4\"},{\"row\":\"Taskmaster's Contains 1d4 unreplenishable charges of the Unseen Servant spell (1st level).\",\"weight\":\"5\"},{\"row\":\"Manipulating The bearer may cast Mage Hand once per day.\",\"weight\":\"4\"},{\"row\":\"Malediction Contains 1d4 unreplenishable charges of the Bane spell(1st level).\",\"weight\":\"4\"},{\"row\":\"Loquacious The bearer gains +1 to Charisma (Persuasion) checks.\",\"weight\":\"3\"},{\"row\":\"Locating Once attuned, the bearer always knows the exact location of this item\",\"weight\":\"4\"},{\"row\":\"Limbo When on the plane of Limbo, the bearer has advantage to Intelligence checks to alter or move non-magical objects within the plane. (DMG p. 61-62)\",\"weight\":\"4\"},{\"row\":\"Liar's Contains 1d4 unreplenishable charges of the Silent Image spell (1st level).\",\"weight\":\"4\"},{\"row\":\"Leaping Contains 1d4 unreplenishable charges of the Jump spell (1st level).\",\"weight\":\"3\"},{\"row\":\"Inspired The bearer regains their Constitution modifier in temporary hit points whenever they gain or use inspiration.\",\"weight\":\"4\"},{\"row\":\"Inquisitor's The bearer gains a +1 bonus to Intelligence (Investigation) checks.\",\"weight\":\"4\"},{\"row\":\"Iconic The item is inscribed with holy symbols of the God of the DM's choice. A cleric or paladin that serves that god may use this item as a divine focus.\",\"weight\":\"7\"},{\"row\":\"Heroic The bearer has advantage on saving throws vs. fear.\",\"weight\":\"4\"},{\"row\":\"Hellish When in the Nine Hells, the bearer has advantage on saving throws against Pervasive Evil. (DMG p. 64)\",\"weight\":\"4\"},{\"row\":\"Healing This item contains 4 weak healing nodes. As an action, a character can use one node to heal 1d4 hit points at touch range. The item regains 1d4 charges at sunrise.\",\"weight\":\"4\"},{\"row\":\"Hadean When on the plane of Hades, the bearer has advantage on saving throws against Vile Transformation. (DMG p. 63)\",\"weight\":\"4\"},{\"row\":\"Grim The bearer gains a +1 bonus to Charisma (Intimidation) checks if the target can see this item.\",\"weight\":\"5\"},{\"row\":\"stabilize The bearer may cast Spare the Dying once per day.\",\"weight\":\"4\"},{\"row\":\"Gehennan When on the plane of Gehenna, the bearer has advantage on saving throws against Cruel Hindrance. (DMG p. 63)\",\"weight\":\"4\"},{\"row\":\"Friendly Contains 1d4 unreplenishable charges of the Animal Friendship spell (1st level).\",\"weight\":\"3\"},{\"row\":\"Fortune Teller's Every time you are hit by a monster, you glimpse a random image of its future or past.\",\"weight\":\"4\"},{\"row\":\"Forgiven When on the plane of Mount Celestia, the bearer of this item can receive the benefits of Blessed Beneficence regardless of their alignment.\",\"weight\":\"4\"},{\"row\":\"First The bearer gain a +1 bonus to initiative rolls\",\"weight\":\"4\"},{\"row\":\"Feybound The bearer knows the general direction to the closest Fey Crossing within a 60 mile radius. (DMG p. 50)\",\"weight\":\"3\"},{\"row\":\"Floating Contains 1d4 unreplenishable charges of the Feather Fall spell (1st level).\",\"weight\":\"4\"},{\"row\":\"Favored Once per day, the bearer may roll a saving throw with advantage.\",\"weight\":\"4\"},{\"row\":\"Fathoming Contains 1d4 unreplenishable charges of the Comprehend Languages spell.\",\"weight\":\"6\"},{\"row\":\"FALSE The bearer gains a +1 bonus to Charisma (Deception) checks.\",\"weight\":\"3\"},{\"row\":\"Expeditious Contains 1d4 unreplenishable charges of the Expeditious Retreat spell.\",\"weight\":\"3\"},{\"row\":\"Blessed Contains 1d4 unreplenishable charges of the Bless spell (1st level).\",\"weight\":\"5\"},{\"row\":\"Etherbound The bearer can see creatures in the Border Ethereal that overlap with their plane as clearly as if they were fully in the bearer's plane. Such creatures appear as apparitions or ghosts.\",\"weight\":\"4\"},{\"row\":\"Elysian When on the plane of Elysium, the bearer has advantage on saving throws against the effects of Overwhelming Joy (DMG p. 60)\",\"weight\":\"4\"},{\"row\":\"Eavesdropper's As long as it is on the same plane, the bearer can hear through this item as if they were present.\",\"weight\":\"4\"},{\"row\":\"Dynamic The bearer has +1 to Charisma saving throws.\",\"weight\":\"6\"},{\"row\":\"Distillery The bearer always knows the direction to the closest alcoholic beverage.\",\"weight\":\"4\"},{\"row\":\"Desperate The bearer has advantage on perception checks when searching for items long lost in the the Swamp of Oblivion on the Plane of Earth. (DMG p. 54)\",\"weight\":\"2\"},{\"row\":\"Delver's While underground, the bearer of this item always knows the item's depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.\",\"weight\":\"4\"},{\"row\":\"Crawling The crawling things of the earth, such as insects, snakes, and vermin, are attracted to this item. When placed on the ground, such creatures will scurry toward the item like moths drawn to the flame.\",\"weight\":\"5\"},{\"row\":\"Cartographic On its own volition, the item records a map of the environments that the bearer is exploring, and can magically project it for the bearer to see.\",\"weight\":\"2\"},{\"row\":\"Astral When traveling the Astral Sea, it takes half the number of hours to locate a Color Pool to a specific plane. You have advantage on saving throws vs. the effects of Psychic Wind (DMG p. 47-48)\",\"weight\":\"4\"},{\"row\":\"Carcerian When on the plane of Carceri, the bearer knows the direction to the closest secret exit from this prison plane. (DMG p. 63)\",\"weight\":\"4\"},{\"row\":\"Conjurer's The bearer may cast Prestidigitation once per day.\",\"weight\":\"3\"},{\"row\":\"Beastial When on the plane of The Beastlands, the bearer has advantage on saving throws vs. Beast Transformation (DMG p. 60)\",\"weight\":\"3\"},{\"row\":\"Bytopian When on the plane of Bytopia, the bearer has advantage on saving throws against Pervasive Goodwill. (DMG p. 59-60)\",\"weight\":\"4\"},{\"row\":\"Concordant The bearer has advantage on saving throws vs. Psychic Dissonance when traveling the Outer Planes. (DMG p. 59)\",\"weight\":\"5\"},{\"row\":\"Clockwork When on the plane of Mechanus, the bearer has advantage on saving throws against Imposing Order (DMG p. 66)\",\"weight\":\"5\"},{\"row\":\"Druid's The bearer gains a +1 bonus to Intelligence (Nature) checks.\",\"weight\":\"4\"},{\"row\":\"Defensive Whenever the bearer takes a dodge action, they may move an additional 5 feet.\",\"weight\":\"6\"},{\"row\":\"Chill Contains 1d4 unreplenishable charges of the Ray of Frost spell (1st level).\",\"weight\":\"4\"},{\"row\":\"Arresting Once per day, the bearer may use their reaction to reduce fall damage by 1d6 until the end of turn.\",\"weight\":\"4\"},{\"row\":\"Dancer's The bearer gains a +1 bonus to Dexterity (Acrobatics) checks.\",\"weight\":\"1\"},{\"row\":\"Corrosive Contains 1d4 unreplenishable charges of the Acid Splash spell (1st level).\",\"weight\":\"6\"},{\"row\":\"Sociable The bearer may cast Friends once per day.\",\"weight\":\"3\"},{\"row\":\"Channelling Once per day, the bearer may ignore the Verbal and/or Somatic components of a spell they are casting.\",\"weight\":\"3\"},{\"row\":\"Cardinal The wielder can use an action to learn which way is north.\",\"weight\":\"4\"},{\"row\":\"Burglar's The bearer gains +1 to Dexterity (Sleight of Hand) checks.\",\"weight\":\"3\"},{\"row\":\"Bountiful Contains 1d4 unreplenishable charges of the Goodberry spell (1st level).\",\"weight\":\"3\"},{\"row\":\"Bold Contains 1d4 unreplenishable charges of the Heroism spell (1st level).\",\"weight\":\"3\"},{\"row\":\"Blasted Contains 1d4 unreplenishable charges of the Fire Bolt spell (1st level).\",\"weight\":\"3\"},{\"row\":\"Benedictine Contains 1d4 unreplenishable charges of the Healing Word spell (1st level).\",\"weight\":\"3\"},{\"row\":\"Beastspeaker's Contains 1d4 unreplenishable charges of the Speak with Animals spell (1st level).\",\"weight\":\"5\"},{\"row\":\"Troubadour The bearer gains +1 to Charisma (Performance) checks.\",\"weight\":\"4\"},{\"row\":\"Barbarian's The bearer gains a +1 bonus to Strength (Athletics) checks.\",\"weight\":\"3\"},{\"row\":\"Assassin's The bearer may add their proficiency bonus to damage rolls dealt during surprise rounds.\",\"weight\":\"5\"},{\"row\":\"Compassionate Contains 1d4 unreplenishable charges of the Cure Wounds spell (1st level).\",\"weight\":\"6\"},{\"row\":\"Restorative Whenever bearer of this item receives divine healing, they gain an additional 1d4 hit points.\",\"weight\":\"5\"},{\"row\":\"Harmonious* Attuning to this item takes only 1 minute.\",\"weight\":\"6\"}]},{\"name\":\"Magic Item: Quirk\",\"isShown\":false,\"source\":\"DMG\",\"page\":143,\"items\":[{\"row\":\"BlissfulWhile in possession of the item, the bearer feels fortunate and optimistic about what the future holds. Butterflies and other harmless creatures might frolic in the item's presence.\",\"weight\":\"1\"},{\"row\":\"ConfidentThe item helps its bearer feel self-assured\",\"weight\":\"1\"},{\"row\":\"CovetousThe item's bearer becomes obsessed with material wealth\",\"weight\":\"1\"},{\"row\":\"Frail The item crumbles, frays, chips and cracks. Whenever its wielded, worn, or activated. This actually doesn't harm the object or its properties - but it makes it look decrepit.\",\"weight\":\"1\"},{\"row\":\"HungryThe item's magical properties function only if an appetite has been fed in the last 24 hours. (Humanoid blood, battle, holy water,...something)\",\"weight\":\"1\"},{\"row\":\"Loud The item makes a loud noise - such as a clang, shout, battle song, resonating gong - when used.\",\"weight\":\"1\"},{\"row\":\"Metamorphic. The item periodically and randomly changes its appearance in minor ways. The bearer has no effect on the item's nature. But it will not creep outside its 'use range' for very long. A spoon, may become a fork, which may become a knife and perhaps a dagger - but it will never become a great sword.\",\"weight\":\"1\"},{\"row\":\"MutteringThe item grumbles and mutters. A creature who listens carefully to the item might learn something useful\",\"weight\":\"1\"},{\"row\":\"PainfulThe bearer experiences a harmless flash of pain when using the item\",\"weight\":\"1\"},{\"row\":\"Possessive The item demands attunement when first wielded, and it doesn't allow it bearer to attune other items. (Items already attuned are not affected)\",\"weight\":\"1\"},{\"row\":\"RepulsiveThe bearer feels a sense of distaste when in contact with the item, ill ease - and a lingering taint of such while bearing it\",\"weight\":\"2\"},{\"row\":\"SlothfulThe bearer of the item feels slothful and lethargic. While attuned to the item, the bearer requires 10 hours to finish a long rest (25% more rest)\",\"weight\":\"1\"},{\"row\":\"Abominable. The wielder's shadow resembles a huge monstrous creature while the item is worn.\",\"weight\":\"2\"},{\"row\":\"Abrasive. The item is excessively itchy.\",\"weight\":\"2\"},{\"row\":\"Anxious. The item causes the wielders heart to beat exceptionally fast.\",\"weight\":\"2\"},{\"row\":\"Barbaric. Whenever the item is used, the wielder gets an uncontrollable urge to howl.\",\"weight\":\"2\"},{\"row\":\"Burning. Every dawn, the wielders skin breaks out with painful welts.\",\"weight\":\"2\"},{\"row\":\"Cannibalistic. During every meal the item whispers about the delights of eating humanoid meat.\",\"weight\":\"2\"},{\"row\":\"Changeling. The bearers skin turns a light gray or midnight blue hue when the item is worn or used.\",\"weight\":\"2\"},{\"row\":\"Charming. The item spontaneously causes creatures around the bearer to smile but otherwise does not affect their attitude.\",\"weight\":\"2\"},{\"row\":\"Childlike. The item grows warm in the presence of children and begins to burn if the wielder attempts to harm child aged beings.\",\"weight\":\"2\"},{\"row\":\"Deathly. When a creature dies within 10 feet of the item, the wielder hears a loud cackling laugh.\",\"weight\":\"2\"},{\"row\":\"Durable. Wounds the bearer suffers leave no visible marking or scars once healed.\",\"weight\":\"2\"},{\"row\":\"Early-riser. Each day at dawn a loud shrill melody erupts within the bearers mind causing them to awaken no matter how long they have rested.\",\"weight\":\"2\"},{\"row\":\"Electrical. The item crackles with harmless electrical sparks when it is used or strikes a foe.\",\"weight\":\"2\"},{\"row\":\"Empathetic. The bearer of the item unconsciously mimics the emotional state of the creatures around them\",\"weight\":\"2\"},{\"row\":\"Excitable. The bearers eyes always appear bloodshot.\",\"weight\":\"2\"},{\"row\":\"Foresight. The bearer of the item begins to develop a non-functioning third eye on their forehead after 1d4 days.\",\"weight\":\"2\"},{\"row\":\"Feckless. The wielders hair color changes every 1d4 days.\",\"weight\":\"2\"},{\"row\":\"Geared. Mechanical items within 5 feet of the bearer of the item tend to work excessively well or breakdown quickly, depending on the bearers mood.\",\"weight\":\"2\"},{\"row\":\"Graviton. Unattended tiny objects within 5 feet of the bearer begin to float if the bearer remains in the same place for more than 1 minute.\",\"weight\":\"2\"},{\"row\":\"Gorging. The wielder of this item never feels sated no matter how much food they consume\",\"weight\":\"2\"},{\"row\":\"Heady. The bearers head grows slightly larger while the item is held or used.\",\"weight\":\"2\"},{\"row\":\"Hirsute. The bearers hair grows quickly and thick, even in places their hair would normally not be growing in.\",\"weight\":\"2\"},{\"row\":\"Hoarse. The item turns the bearers voice into a croaking whisper.\",\"weight\":\"2\"},{\"row\":\"Infectious. The item leaves irritating scars wherever it touches flesh.\",\"weight\":\"2\"},{\"row\":\"Venomous. The item hisses when it is used or strikes a foe.\",\"weight\":\"2\"},{\"row\":\"Vegetative. The item grows a soft yellowish moss each dawn that is easily removed.\",\"weight\":\"2\"},{\"row\":\"Violet. The eyes of the wielder turn a deep shade of purple.\",\"weight\":\"2\"},{\"row\":\"Vibrating. The item causes metallic objects within 10 feet to vibrate with a low hum.\",\"weight\":\"2\"},{\"row\":\"Withering. The item causes the bearers skin to become pallid while held or used.\",\"weight\":\"2\"},{\"row\":\"Terrifying. The bearer experiences great fear while holding or using the item.\",\"weight\":\"2\"},{\"row\":\"Stricken. The item causes the bearers hair to fall out and does so again each day at dawn.\",\"weight\":\"2\"},{\"row\":\"Steamy. When the item is used or strikes a foe, steam issues from the wielders mouth and ears.\",\"weight\":\"2\"},{\"row\":\"Shadowy. When wielded, the bearer sees shadows swirling around them.\",\"weight\":\"2\"},{\"row\":\"Shadesight. While the item is being used, the bearers eyes become swirling black orbs.\",\"weight\":\"2\"},{\"row\":\"Sea-faring. The wielder occasionally smells the scent of ocean mist.\",\"weight\":\"2\"},{\"row\":\"Rosy. The item causes the wielder to see the world in varied shades of red but otherwise has no effect on their perception.\",\"weight\":\"2\"},{\"row\":\"Revelrous. The item causes the wielder to cry tears tasting of wine and sweat droplets tasting of ale.\",\"weight\":\"2\"},{\"row\":\"Reckless. The item whispers to the wielder whenever the opportunity presents itself that the most rash course of action is always the most desirable.\",\"weight\":\"2\"},{\"row\":\"Quaint. The item whispers disapprovingly when the bearer breaks from traditional roles of its native culture.\",\"weight\":\"2\"},{\"row\":\"Owned. A sigil bearing \\\"Property of Malek\\\" is stamped in bright ink on the item. It can be rubbed off but returns within 1d6 days on another item the wielder holds.\",\"weight\":\"2\"},{\"row\":\"Otherworldy. The bearers skin gives off a faint glow, usually red, which intensifies when they use arcane or magical powers.\",\"weight\":\"2\"},{\"row\":\"Labyrinthine. The wielder always dreams of being trapped in mazes.\",\"weight\":\"2\"},{\"row\":\"Interfering. The items echoes series of random numbers in the wielders head whenever they attempt to focus their mind on a complex task.\",\"weight\":\"2\"},{\"row\":\"The item does not function if user wears any sort of headgear or adornment (including earrings).\",\"weight\":\"11\"},{\"row\":\"Claustrophobic The item does not function underground\",\"weight\":\"6\"},{\"row\":\"Agarophobic The item does not function above ground\",\"weight\":\"3\"},{\"row\":\"The item doesn't work at night\",\"weight\":\"9\"},{\"row\":\"The item does not function during day (daylight)\",\"weight\":\"6\"},{\"row\":\"Sporadic The item functions 80% of the time; 10% of the time works as a wand of wonder\",\"weight\":\"9\"},{\"row\":\"The item is magically buoyant and tends to levitate upward at the rate of 1 ft. per minute\",\"weight\":\"6\"},{\"row\":\"The item is immune to electrical damage; lf the item is metal its non-conductive.\",\"weight\":\"10\"},{\"row\":\"Item causes the owner to become extremely possessive of it. Once per month Charisma save DC 12 (+1 per month owned) or else becomes paranoid with regards to the item.\",\"weight\":\"1\"},{\"row\":\"The item's power cannot be used without a minute delay with each use.\",\"weight\":\"6\"},{\"row\":\"Item is shy. Takes a full action to draw; if placed in a bag it will work itself into the bottom so that someone looking for it has to make a search action (DC 14) to find it.\",\"weight\":\"3\"},{\"row\":\"Covered with Doppelganger skin. Color and texture shifts to match the skin type of the holder (MM, page 82.)\",\"weight\":\"1\"},{\"row\":\"Thief-sign note attached Evaluation slip from a black market dealer\",\"weight\":\"1\"},{\"row\":\"Mercenary's improvised weaponSlightly dented on one end, tally notches scratched on the other\",\"weight\":\"1\"},{\"row\":\"Gored by Mammoth Large hole in object, suspiciously tusk-shaped (MM, page 332)\",\"weight\":\"1\"},{\"row\":\"Church property Exudes with a faint radiant energy\",\"weight\":\"1\"},{\"row\":\"Sailor flotsam Smells faintly of seasalt and covered in flecks of dry seaweed\",\"weight\":\"1\"},{\"row\":\"Plague purge remnant Carries a long defunct plague that all are now naturally immune to. Party members make a DC5 Constitution saving throw and get the sniffles on a failure, which pass after d4 days\",\"weight\":\"1\"},{\"row\":\"Crest of the exile Remains of a noble house's sigil has been scratched off\",\"weight\":\"1\"},{\"row\":\"Necromancer property Skulls, skulls everywhere, skulls on skulls, skulls for days, nothing but skulls, bloomin' masses of 'em\",\"weight\":\"1\"},{\"row\":\"Traveler's stash Hidden compartment can be discovered with a DC12 Wisdom check, within is d8+3 gp in strange, foreign coins\",\"weight\":\"1\"},{\"row\":\"Dropped by Cloud Giant Object is embedded in the ground, requires a DC12 Strength check to pull free (MM, page 150.)\",\"weight\":\"1\"},{\"row\":\"Old Kuo-Toa shrine piece The shade of a weak Kuo-Toa god follows the owner (MM, page 198.)\",\"weight\":\"1\"},{\"row\":\"Fighter crest Owner can bond with the item as though it were a Fighter's bonded weapon (PHB, page 75.)\",\"weight\":\"1\"},{\"row\":\"Guild emblem Marked as a product of a guild\",\"weight\":\"1\"},{\"row\":\"Cryptic Message The item has a cypher that is either on it, or it is the key for a cypher.\",\"weight\":\"1\"},{\"row\":\"Phoenix feather core Breaks and reforms every d6 days\",\"weight\":\"1\"},{\"row\":\"Made of sapient pearwood Object has dozens of tiny feet beneath it, will follow or stay at owners command (Discworld, all of it)\",\"weight\":\"1\"},{\"row\":\"Survived a fire Blackened and twisted, any metal parts warped, any cloth or wood parts scorched - with tattered edges that are ever-glowing as it were on fire on moments ago.\",\"weight\":\"1\"},{\"row\":\"Drow forged Gilded with emblems evoking spider imagery, object works inefficiently in direct sunlight (PHB, page 24. or MM, page 126.)\",\"weight\":\"1\"},{\"row\":\"Made of Treant bark Grows to twice its usual size in heavy rain (MM, page 289)\",\"weight\":\"1\"},{\"row\":\"Druidic carvings No metal parts, birdsong follows owner\",\"weight\":\"1\"},{\"row\":\"Artifact of the Pacifist Mage enchanted to cease functioning if combat occurs within 150 ft. (or disadvantage when in combat)\",\"weight\":\"1\"},{\"row\":\"Gift of inkEnchanted, tattoo sleeve appropriate to class and background appears on the arm of the holder\",\"weight\":\"1\"},{\"row\":\"Survived a tavern brawl Small crack or tear on one side, smells of stale ale\",\"weight\":\"1\"},{\"row\":\"Made of Tarrasque bone If damaged, regenerates in d6 days (MM, page 286.)\",\"weight\":\"1\"},{\"row\":\"Illithid Empire relic When the owner experiences intense emotion, all creatures within 60 ft. visual range can sense what emotion they are feeling (MM, page 221.)\",\"weight\":\"1\"},{\"row\":\"Shadowfell forged Casts a shadow three times as long as a mundane equivalent (DMG, page 51.)\",\"weight\":\"1\"},{\"row\":\"Feywild forged When left on the ground for at least one hour, d6 thorny vines sprout from the earth (DMG, page 49.)\",\"weight\":\"1\"},{\"row\":\"Cultist property If the object comes into contact with blood, the blood's owner hears eldritch chanting\",\"weight\":\"1\"},{\"row\":\"Armor plated Covered in plates of reinforced iron plates\",\"weight\":\"1\"},{\"row\":\"Rusted or rotting Requires d4 hours of cleaning and maintenance to repair... or about two seconds with the Mending cantrip\",\"weight\":\"1\"},{\"row\":\"Dwarf forged Inlaid with dwarven runes, metal parts shine with polish.\",\"weight\":\"5\"},{\"row\":\"Prestigious Past The item has a notable place in history, being used in a famous battle/plot/or by a famous person.\",\"weight\":\"1\"},{\"row\":\"Drunk Dwarf forged Inlaid with shaky and illegible dwarven runes\",\"weight\":\"3\"},{\"row\":\"Minotaur Forged Inlaid with Minotaur runes\",\"weight\":\"3\"},{\"row\":\"Covered in Underdark fungi Fungi caps do not grow back, d8+2 caps per object. On consumption of a cap, roll a d12: 1-3poisoned for d6 minutes 4-9 become intoxicated 10-12 hallucinate d4 Driders are attacking (MM, page 120.)\",\"weight\":\"1\"},{\"row\":\"Artifact of the duck cult Ducks will seek out and follow the owner\",\"weight\":\"1\"},{\"row\":\"Desert scrap Sunburnt and nooks filled with fine sand.\",\"weight\":\"1\"},{\"row\":\"Warforged built Built with rudimentary, almost childlike, clockwork\",\"weight\":\"1\"},{\"row\":\"Vampiric markings On use, user feels a burst of energy then fatigue immediately after completion of action\",\"weight\":\"1\"},{\"row\":\"AtlanteanSmall bubbles often form and drift up from the object\",\"weight\":\"1\"},{\"row\":\"Bard property Stuffed with scribbled notes of a raunchy ballad\",\"weight\":\"1\"},{\"row\":\"Lost royal heirloom Curious proof of lineage in the next kingdom over\",\"weight\":\"1\"},{\"row\":\"Assassin's mark Discreet sign of belonging to someone who narrowly escaped an assassination and is on the run\",\"weight\":\"1\"},{\"row\":\"Warped by antimagic field Splutters with arcane sparks. If the owner casts magic whilst holding the object, they must roll a concentration check while wearing/wielding this item while casting or attempting to maintain magic like powers.\",\"weight\":\"1\"},{\"row\":\"Warped by wildmagic field Splutters with arcane sparks. If the owner casts magic whilst holding the object, they must roll on the Wild Magic Surge table (PHB, page 104.)\",\"weight\":\"1\"},{\"row\":\"Orcish teeth Kill trophy attached fom an old raid\",\"weight\":\"1\"},{\"row\":\"Tiefling property Small picture of Asmodeus has been carved on and scratched out\",\"weight\":\"1\"},{\"row\":\"Made of mountains Enchanted to look like a normally sized object at a normal distance and also, at the exact same time, a massive object at a very far distance\",\"weight\":\"1\"},{\"row\":\"Duergar forged Inscribed with invisible runes that are only visible through magical means such as Truesight (MM, page 122.)\",\"weight\":\"1\"},{\"row\":\"Covered with Displacer Beast hide Roll highs or lows at the start of each day, on lows nothing happens, on highs the object disappears until the next day lows are rolled (MM, page 81.)\",\"weight\":\"1\"},{\"row\":\"Contains a bound soul On contact, a full life of another creature flashes before the toucher's eyes\",\"weight\":\"1\"},{\"row\":\"Strange markings Unknown script of an ancient lost language, when finally deciphered with a DC15 Intelligence check, it is simply a delightfully rude joke involving a dragonborn and a cucumber\",\"weight\":\"1\"},{\"row\":\"Wizard's first enchantment Small sigil glows upon the object, casting a dim light for 30 ft.\",\"weight\":\"1\"},{\"row\":\"Stepped on by giant Very, very flat\",\"weight\":\"1\"},{\"row\":\"Tinker made Assembled with bits and pieces of random junk, held together by twine\",\"weight\":\"1\"},{\"row\":\"HauntedFeels cold and sharp to the touch, if destroyed a Ghost will hunt down the destroyer (MM, page 147.)\",\"weight\":\"1\"},{\"row\":\"Half Dragon ritual piece Used in an attempt to become a Half Dragon, metal is barbed like scales, cloth is patterned similarly and so on, stained with old blood (MM, page 180.)\",\"weight\":\"1\"},{\"row\":\"Butlered about Always clutched in the grasp of an Unseen Servant, who never tries to stop people touching or moving it but won't ever let go (PHB, page 284.)\",\"weight\":\"1\"},{\"row\":\"City of Brass forged Warm to the touch (DMG, page 55.)\",\"weight\":\"1\"},{\"row\":\"City of Jewels forged As an action, the object may be merged with earth or stone where it is indistinguishable from its surrounding matter until it is removed as a bonus action (DMG, page 54.)\",\"weight\":\"1\"},{\"row\":\"Aaqa forged When dropped or thrown, the object floats to the ground to settle without damage (DMG, page 53.)\",\"weight\":\"1\"},{\"row\":\"Citadel of Ten Thousand Pearls forged As an action, the object may be merged with water where it is indistinguishable from the water until it is removed as a bonus action (DMG, page 56.)\",\"weight\":\"1\"},{\"row\":\"Devil horn sliver core Allows the holder to understand, but not speak, Infernal (MM, page 66.)\",\"weight\":\"1\"},{\"row\":\"Angel wing feather core Allows the holder to understand, but not speak, Celestial (MM, page 15.)\",\"weight\":\"1\"},{\"row\":\"Shrivelled Beholder eye core Allows the holder to understand, but not speak, Abyssal (MM, page 26.)\",\"weight\":\"1\"},{\"row\":\"Masterwork Made by smith/tailor/etc renowned across the kingdom, who is currently visiting the nearest town\",\"weight\":\"1\"},{\"row\":\"Embedded with single Dragon scaleDamage resistance to the element of the Dragon's breath (MM, page 86.)\",\"weight\":\"1\"},{\"row\":\"Elf forgedInlaid with flowing, graceful, smug script, wooden parts shine with polish\",\"weight\":\"1\"},{\"row\":\"Covered with Mimic skin At any time, object can randomly turn into a chest (MM, page 220.)\",\"weight\":\"1\"},{\"row\":\"Flameskull bone shard coreOccasionally hovers 15 ft. in the air and bursts into flame that does not consume it (MM, page 134.)\",\"weight\":\"1\"},{\"row\":\"SentientObject is a living being capable of reason, emotion and self-actualisation. It's just a shame it has no way to make anyone realise that.\",\"weight\":\"1\"},{\"row\":\"Mummified Has been covered and carefully wrapped in linen strips, amy organic parts have been pickled\",\"weight\":\"1\"},{\"row\":\"Folkhero property Is obliquely and briefly referenced in a popular legend of a local folkhero\",\"weight\":\"1\"},{\"row\":\"Shiny and noticed by Pixies Once every d12 days, d4 Pixies will try to steal the object from the owner (MM, page 253.)\",\"weight\":\"1\"},{\"row\":\"Covered in Ooze slime Smells absolutely bloody appalling (MM, page 240.)\",\"weight\":\"1\"},{\"row\":\"Lovers' quarrel Was the cause of a great disagreement between two lovers in the nearest village\",\"weight\":\"1\"},{\"row\":\"Dripping with Rust Monster saliva If placed in direct contact with a metal surface for at least one hour, the surface will begin to rust. This ability ends after the saliva has dried in d4 days (MM, page 262.)\",\"weight\":\"1\"},{\"row\":\"PetrifiedHas been turned to stone, can be restored with the Greater Restoration spell\",\"weight\":\"1\"},{\"row\":\"Githyanki forged Inlaid with imagery of weaponry and red Dragons, has a single piece of graffiti depicting a Githzerai in an unenviable situation (MM, page 158.)\",\"weight\":\"1\"},{\"row\":\"Githzerai forged Inlaid with clean, orderly lines forming simple geometric patterns, has a single piece of graffiti depicting a Githyanki in what is clearly an uncomfortable position (MM, page 159.)\",\"weight\":\"1\"},{\"row\":\"Elysium forged Any creature that comes into direct contact with the object must make a DC10 Wisdom saving throw or become incapacitated with an overwhelming sense of joy and contentment (DMG, page 60.)\",\"weight\":\"1\"},{\"row\":\"Thesaurus enchantment Whenever an adjective is spoken in Common within 10 ft. of the object, a small clockwork aperture opens on it and rattles off a list of synonyms\",\"weight\":\"1\"},{\"row\":\"Flumph touched Will vaguely roll towards creatures of good alignment and away from those of evil (MM, page 135.)\",\"weight\":\"1\"},{\"row\":\"False visions Any creature that comes into direct contact with the object will have horrific premonitions of the world ending in the next d4 days\",\"weight\":\"1\"},{\"row\":\"Alchemist property Will erupt in a strange display of color and sounds in d12 days\",\"weight\":\"1\"},{\"row\":\"Beautification enchantment The holder has lavish amounts of make-up applied to their face with significantly too much rouge\",\"weight\":\"1\"},{\"row\":\"Death Knight icon Embedded with a defaced religious icon (MM, page 47.)\",\"weight\":\"1\"},{\"row\":\"Tired Djinni Contains a Djinni that refuses to grant wishes and doesn't like being asked to sing (MM, page 144.)\",\"weight\":\"1\"},{\"row\":\"Soul bargain Object was a gift from Dispater in exchange for a nearby mortal's soul (DMG, page 64.)\",\"weight\":\"1\"},{\"row\":\"Mechanus forged Only functions if all creatures standing within 20 ft. of the object are positioned symmetrically (DMG, page 66.)\",\"weight\":\"1\"},{\"row\":\"Cheap knock-off A tacky counterfeit of the real deal\",\"weight\":\"8\"},{\"row\":\"Rogue property Hidden dagger within that pops out of a sunken compartment at the press of a disguised button\",\"weight\":\"1\"},{\"row\":\"Dramatic moment enchantment Alters weather within 150 ft. depending on the owners emotional state, provided the emotion is intense. Rainstorms for sadness, high winds for rage and so on.\",\"weight\":\"1\"},{\"row\":\"Banshee cursed Emits an ear-splitting scream once a day at sunset (MM, page 23.)\",\"weight\":\"1\"},{\"row\":\"Kenku property Found surrounded by nested twigs and bright objects, metal components polished till they shine (MM, page 194.)\",\"weight\":\"1\"},{\"row\":\"Missing archive piece It belongs in a museum and they will pay handsomely for it back\",\"weight\":\"1\"},{\"row\":\"ZombifiedWas destroyed and reconstructed by a Necromancer in training\",\"weight\":\"1\"},{\"row\":\"Sprite forged One tenth the size of a mundane equivalent (MM, page 283.)\",\"weight\":\"1\"},{\"row\":\"Sphinx trinket The answer to a sphinx's riddle (MM, page 280.)\",\"weight\":\"1\"},{\"row\":\"Gardener's delight On use, hundreds of butterflies pour from it for d4 minutes\",\"weight\":\"1\"},{\"row\":\"Nightmare horseshoe sigil Causes the owner to have nightmares during any long rest in which they sleep (MM, page 235.)\",\"weight\":\"1\"},{\"row\":\"Clockwork legs On hearing a command word, the object unfurls four hitherto hidden limbs and can move at a speed of 15 ft.\",\"weight\":\"1\"},{\"row\":\"Burning hands Any creature that makes direct contact with the object is set on fire\",\"weight\":\"1\"}]},{\"name\":\"Scroll Mishap\",\"isShown\":true,\"source\":\"DMG\",\"page\":140,\"items\":[{\"row\":\"The spell activates after 1d12 hours. If the caster was the intended target the spell takes effect normally. If the caster was not the intended target, the spell goes off in the general direction of the intended target, up to the spell's maximum range, if the target has moved away.\",\"weight\":\"1\"},{\"row\":\"The caster a minor but bizarre effect related to the spell. Such effects only last the same amount of time as the original spell's duration or 1d10 minutes for spells that occur instantaneously. For example a fireball might cause smoke to billow from the caster's ears for 1d10 minutes.\",\"weight\":\"1\"},{\"row\":\"The spell's effect is contrary to it's normal one. but neither harmful or beneficial. For example a fireball may produce a cloud of harmless cold.\",\"weight\":\"1\"},{\"row\":\"The spell effects a random location somewhere within the spell's range.\",\"weight\":\"1\"},{\"row\":\"A surge of magical energy deals the caster 1d6 force damage per level of the spell.\",\"weight\":\"1\"},{\"row\":\"The spell affects the caster or an ally (determined randomly) instead of the intended target, or it effects a random target nearby if the caster was the intended target.\",\"weight\":\"1\"}]},{\"name\":\"Tavern Name: First\",\"isShown\":true,\"items\":[{\"row\":\"The Gilded\",\"weight\":\"1\"},{\"row\":\"The Broken\",\"weight\":\"1\"},{\"row\":\"The Stunted\",\"weight\":\"1\"},{\"row\":\"The Long\",\"weight\":\"1\"},{\"row\":\"The Drunken\",\"weight\":\"1\"},{\"row\":\"The Perfumed\",\"weight\":\"1\"},{\"row\":\"The Studded\",\"weight\":\"1\"},{\"row\":\"The Giant\",\"weight\":\"1\"},{\"row\":\"The Master\",\"weight\":\"1\"},{\"row\":\"The Lonely\",\"weight\":\"1\"},{\"row\":\"The Bloody\",\"weight\":\"1\"},{\"row\":\"The Frowning\",\"weight\":\"1\"},{\"row\":\"The Roaring\",\"weight\":\"1\"},{\"row\":\"The Leaping\",\"weight\":\"1\"},{\"row\":\"The Leering\",\"weight\":\"1\"},{\"row\":\"The Slaughtered\",\"weight\":\"1\"},{\"row\":\"The Howling\",\"weight\":\"1\"},{\"row\":\"The Running\",\"weight\":\"1\"},{\"row\":\"The Prancing\",\"weight\":\"1\"},{\"row\":\"The Laughing\",\"weight\":\"1\"},{\"row\":\"The Staggering\",\"weight\":\"1\"},{\"row\":\"The Golden\",\"weight\":\"1\"},{\"row\":\"The Silver\",\"weight\":\"1\"},{\"row\":\"The Black\",\"weight\":\"1\"},{\"row\":\"The Barking\",\"weight\":\"1\"},{\"row\":\"The Wandering\",\"weight\":\"1\"}]},{\"name\":\"Tavern Name: Last\",\"isShown\":true,\"items\":[{\"row\":\"Inn\",\"weight\":\"1\"},{\"row\":\"Anvil\",\"weight\":\"1\"},{\"row\":\"Arrow\",\"weight\":\"1\"},{\"row\":\"Kangaroo\",\"weight\":\"1\"},{\"row\":\"Warthog\",\"weight\":\"1\"},{\"row\":\"Bear\",\"weight\":\"1\"},{\"row\":\"Bronco\",\"weight\":\"1\"},{\"row\":\"Stallion\",\"weight\":\"1\"},{\"row\":\"Pony\",\"weight\":\"1\"},{\"row\":\"Eagle\",\"weight\":\"1\"},{\"row\":\"Mountain\",\"weight\":\"1\"},{\"row\":\"Jester\",\"weight\":\"1\"},{\"row\":\"Horde\",\"weight\":\"1\"},{\"row\":\"Spirit\",\"weight\":\"1\"},{\"row\":\"Demon\",\"weight\":\"1\"},{\"row\":\"Lamb\",\"weight\":\"1\"},{\"row\":\"Wolf\",\"weight\":\"1\"},{\"row\":\"Stag\",\"weight\":\"1\"},{\"row\":\"Rose\",\"weight\":\"1\"},{\"row\":\"Pegasus\",\"weight\":\"1\"},{\"row\":\"Dwarf\",\"weight\":\"1\"},{\"row\":\"Dolphin\",\"weight\":\"1\"},{\"row\":\"Eel\",\"weight\":\"1\"},{\"row\":\"Councilman\",\"weight\":\"1\"},{\"row\":\"Mayor\",\"weight\":\"1\"},{\"row\":\"Prince\",\"weight\":\"1\"},{\"row\":\"King\",\"weight\":\"1\"},{\"row\":\"Soldier\",\"weight\":\"1\"},{\"row\":\"Spider\",\"weight\":\"1\"},{\"row\":\"Dog\",\"weight\":\"1\"},{\"row\":\"Satyr\",\"weight\":\"1\"},{\"row\":\"Star\",\"weight\":\"1\"},{\"row\":\"Rock\",\"weight\":\"1\"},{\"row\":\"Hammer\",\"weight\":\"1\"},{\"row\":\"Goblin\",\"weight\":\"1\"},{\"row\":\"Orc\",\"weight\":\"1\"},{\"row\":\"Elf\",\"weight\":\"1\"},{\"row\":\"Goliath\",\"weight\":\"1\"}]},{\"name\":\"Critical Hit Effects\",\"isShown\":false,\"items\":[{\"row\":\"The target is pushed back 5 feet.\",\"weight\":\"4\"},{\"row\":\"The target is pushed back 10 feet.\",\"weight\":\"4\"},{\"row\":\"The target is pushed back 15 feet.\",\"weight\":\"3\"},{\"row\":\"The target falls prone.\",\"weight\":\"4\"},{\"row\":\"The target is pushed back 5 feet and falls prone.\",\"weight\":\"4\"},{\"row\":\"The target is pushed back 10 feet and falls prone.\",\"weight\":\"3\"},{\"row\":\"The target is pushed back 15 feet and falls prone.\",\"weight\":\"3\"},{\"row\":\"The target drops whatever it is holding.\",\"weight\":\"3\"},{\"row\":\"The target's drops whatever it is holding and any nonmagical objects it drops break.\",\"weight\":\"3\"},{\"row\":\"A random item carried by the target (determined by the DM) drops out of the target's belt pouch, backpack, or other carrying equipment.\",\"weight\":\"3\"},{\"row\":\"A random nonmagical item carried by the target (determined by the DM) drops out of the target's belt pouch, backpack, or other carrying equipment and breaks.\",\"weight\":\"2\"},{\"row\":\"The target's armor or natural armor is damaged and it takes a −1 penalty to AC. This penalty lasts until the target's armor is repaired (for worn armor) or it is magically healed (for natural armor).\",\"weight\":\"2\"},{\"row\":\"Your staggering blow causes the target to be blinded until the end of your next turn.\",\"weight\":\"3\"},{\"row\":\"Your staggering blow causes the target to be deafened until the end of your next turn.\",\"weight\":\"4\"},{\"row\":\"You hit the target so hard it is frightened of you until the end of your next turn.\",\"weight\":\"3\"},{\"row\":\"Your staggering blow causes the target to be incapacitated until the end of your next turn.\",\"weight\":\"3\"},{\"row\":\"Your staggering blow makes the target nauseous and it is poisoned until the end of your next turn.\",\"weight\":\"3\"},{\"row\":\"Your staggering blow causes the target to be stunned until the end of your next turn.\",\"weight\":\"2\"},{\"row\":\"Your inspiring attack allows you to grant one ally who can see you an attack against any target as a reaction.\",\"weight\":\"4\"},{\"row\":\"Your inspiring attack allows you to grant an ally who can see you and the target an attack against the target as a reaction.\",\"weight\":\"3\"},{\"row\":\"Your inspiring attack allows any allies within reach of the target to make a melee attack against the target as a reaction.\",\"weight\":\"3\"},{\"row\":\"The target has disadvantage on saving throws until the end of your next turn.\",\"weight\":\"4\"},{\"row\":\"The target has disadvantage on attack rolls until the end of your next turn.\",\"weight\":\"4\"},{\"row\":\"Roll all of the attack's damage dice three times and add them together.\",\"weight\":\"4\"},{\"row\":\"Use the maximum damage amount of all dice instead of rolling for this attack's damage.\",\"weight\":\"3\"},{\"row\":\"The target can't make opportunity attacks until the end of its next turn.\",\"weight\":\"4\"},{\"row\":\"The target can't take an action on its next turn.\",\"weight\":\"3\"},{\"row\":\"You can make a follow-up attack against the target as a bonus action.\",\"weight\":\"3\"},{\"row\":\"If your attack was made with a spell or magic weapon, a shock wave is released from your attack. Creatures within 10 feet of the target (including the target and you) must succeed on a DC 15 Strength saving throw or fall prone.\",\"weight\":\"2\"},{\"row\":\"If your attack was made with a spell or magic weapon, a massive shock wave is released from your attack. Creatures within 20 feet of the target (including the target and you) must succeed on a DC 15 Strength saving throw or fall prone.\",\"weight\":\"2\"},{\"row\":\"If your attack was made with a spell or magic weapon, some of the magic goes awry in your favor. The target is charmed by you until the end of your next turn.\",\"weight\":\"2\"},{\"row\":\"If your attack was made with a spell or magic weapon, some of the magic goes awry in your favor. The magic holds the target in place and it is restrained until the end of your next turn.\",\"weight\":\"2\"},{\"row\":\"If your attack was made with a spell or magic weapon, some of the magic goes awry in your favor. You become invisible until the end of your next turn. This effect ends early if you make an attack or cast a spell.\",\"weight\":\"1\"}]},{\"name\":\"Critical Failure Effects\",\"isShown\":false,\"items\":[{\"row\":\"You drop your weapon or spellcasting focus and it sticks in the ground or a wall. You must use a bonus action to retrieve it.\",\"weight\":\"3\"},{\"row\":\"You drop your weapon or spellcasting focus and it gets stuck deep into the ground or a wall. You must use an action to retrieve it.\",\"weight\":\"3\"},{\"row\":\"You drop your weapon or spellcasting focus and it gets stuck very deep in the ground or a wall. You must make a successful DC 15 Strength check as an action to retrieve it.\",\"weight\":\"1\"},{\"row\":\"You drop your weapons or spellcasting focus. If it is nonmagical, the item breaks.\",\"weight\":\"1\"},{\"row\":\"A random nonmagical item (determined by the DM) falls from your backpack or belt pouch.\",\"weight\":\"4\"},{\"row\":\"A random magical item (determined by the DM) falls from your backpack or belt pouch.\",\"weight\":\"2\"},{\"row\":\"A random nonmagical item (determined by the DM) falls from your backpack or belt pouch and breaks.\",\"weight\":\"2\"},{\"row\":\"A random consumable magical item (determined by the DM) falls from your back or belt pouch and breaks.\",\"weight\":\"1\"},{\"row\":\"You hurl your weapon or spellcasting focus in a random direction and it lands 5 feet away.\",\"weight\":\"3\"},{\"row\":\"You hurl your weapon or spellcasting focus in a random direction and it lands 10 feet away.\",\"weight\":\"2\"},{\"row\":\"You hurl your weapon or spellcasting focus in a random direction and it lands 15 feet away.\",\"weight\":\"2\"},{\"row\":\"You hurl your weapon or spellcasting focus in a random direction, it lands 15 feet away, and it sticks in the ground or a wall. You must use a bonus action to retrieve it.\",\"weight\":\"2\"},{\"row\":\"You hurl your weapon or spellcasting focus in a random direction, it lands 15 feet away, and it gets stuck deep into the ground or a wall. You must use an action to retrieve it.\",\"weight\":\"2\"},{\"row\":\"You hurl your weapon or spellcasting focus in a random direction, it lands 15 feet away, and it gets stuck very deep in the ground or a wall. You must make a successful DC 15 Strength check as an action to retrieve it.\",\"weight\":\"1\"},{\"row\":\"If it is able to do so, your attack hits your closest ally to the intended target.\",\"weight\":\"2\"},{\"row\":\"If it is able to do so, your attack hits your ally closest to you.\",\"weight\":\"3\"},{\"row\":\"Your attack hits you.\",\"weight\":\"3\"},{\"row\":\"If it is able to do so, your attack hits your closest ally to the intended target. This attack counts as a critical hit against the new target.\",\"weight\":\"1\"},{\"row\":\"If it is able to do so, your attack hits your ally closest to you. This attack counts as a critical hit against the new target.\",\"weight\":\"1\"},{\"row\":\"Your attack hits you. This attack against you is a critical hit.\",\"weight\":\"1\"},{\"row\":\"The miss creates an atmospheric disturbance (such as dust or smoke clouds) right in front of your face and you get this in your eyes. You are blinded until the end on your next turn.\",\"weight\":\"2\"},{\"row\":\"The missed attack connects solidly with an object in front of you and makes a very loud noise. You are deafened until the end of your next turn.\",\"weight\":\"2\"},{\"row\":\"You marvel at how poorly you missed. You are incapacitated until the end of your next turn.\",\"weight\":\"2\"},{\"row\":\"In the process of executing your attack you hit yourself in the stomach rather hard. You are poisoned until the end of your next turn.\",\"weight\":\"2\"},{\"row\":\"In the process of executing your attack you trip and fall prone.\",\"weight\":\"2\"},{\"row\":\"In the process of executing your attack you trip and move forward 5 feet and fall prone.\",\"weight\":\"2\"},{\"row\":\"In the process of executing your attack you trip and move forward 10 feet and fall prone.\",\"weight\":\"2\"},{\"row\":\"In the process of executing your attack you trip and move forward 15 feet and fall prone.\",\"weight\":\"2\"},{\"row\":\"In the process of executing your attack you trip and move back 5 feet and fall prone.\",\"weight\":\"2\"},{\"row\":\"In the process of executing your attack you trip and move back 10 feet and fall prone.\",\"weight\":\"2\"},{\"row\":\"In the process of executing your attack you trip and move back 15 feet and fall prone.\",\"weight\":\"2\"},{\"row\":\"In the process of executing your attack you trip and move back 15 feet and fall prone.\",\"weight\":\"2\"},{\"row\":\"In the process of executing your attack you trip and move forward 5 feet and fall prone and drop your weapon in the space where you made the attack.\",\"weight\":\"2\"},{\"row\":\"In the process of executing your attack you trip and move forward 10 feet and fall prone and drop your weapon in the space where you made the attack.\",\"weight\":\"2\"},{\"row\":\"In the process of executing your attack you trip and move forward 15 feet and fall prone and drop your weapon in the space where you made the attack.\",\"weight\":\"2\"},{\"row\":\"In the process of executing your attack you trip and move back 5 feet and fall prone and drop your weapon in the space where you made the attack.\",\"weight\":\"2\"},{\"row\":\"In the process of executing your attack you trip and move back 10 feet and fall prone and drop your weapon in the space where you made the attack.\",\"weight\":\"2\"},{\"row\":\"In the process of executing your attack you trip and move back 15 feet and fall prone and drop your weapon in the space where you made the attack.\",\"weight\":\"2\"},{\"row\":\"In the process of executing your attack you launch yourself hard into the ground. You take 1d4 bludgeoning damage and are prone.\",\"weight\":\"2\"},{\"row\":\"In the process of executing your attack you launch yourself very hard into the ground. You take 1d8 bludgeoning damage and are prone.\",\"weight\":\"2\"},{\"row\":\"In the process of executing your attack you launch yourself as hard as you can into the ground. You take 1d12 bludgeoning damage and are prone.\",\"weight\":\"2\"},{\"row\":\"In the process of executing your attack you become restrained in your clothes and armor and must use an action to untangle yourself.\",\"weight\":\"2\"},{\"row\":\"Your attack is so wild it takes a moment for you to recover. You have disadvantage on your next attack made before the end of your next turn.\",\"weight\":\"3\"},{\"row\":\"Your attack is very wild and you need more than a moment to recover. You have disadvantage on all attacks you make before the end of your next turn.\",\"weight\":\"2\"},{\"row\":\"You chip your weapon or arcane focus. You take a -1 penalty to attack rolls until you get it repaired.\",\"weight\":\"2\"},{\"row\":\"Your attack is wild and allows any enemy in melee range an opening. As a reaction enemies may make an opportunity attack against you.\",\"weight\":\"3\"},{\"row\":\"Your attack is very wild and allows any enemy in melee range an opening. As a reaction enemies may make an opportunity attack against you with advantage.\",\"weight\":\"2\"},{\"row\":\"If your attack is made with magic weapon or spell, your miss rends a spot where the barrier between planes is weak and accidentally summons an angry minor elemental (CR 1 or lower). This demon's turn takes place immediately after yours and it is hostile toward you.\",\"weight\":\"1\"},{\"row\":\"If your attack is made with magic weapon or spell, your miss rends a spot where the barrier between planes is weak and accidentally summons an angry minor devil (CR 1 or lower). This demon's turn takes place immediately after yours and it is hostile toward you.\",\"weight\":\"1\"},{\"row\":\"If your attack is made with magic weapon or spell, your miss rends a spot where the barrier between planes is weak and accidentally summons an angry minor demon (CR 1 or lower). This demon's turn takes place immediately after yours and it is hostile toward you.\",\"weight\":\"1\"}]}]}"); JSON_DATA[`data/spells/fluff-index.json`] = JSON.parse("{\"AAG\":\"fluff-spells-aag.json\",\"DoDk\":\"fluff-spells-dodk.json\",\"EGW\":\"fluff-spells-egw.json\",\"FTD\":\"fluff-spells-ftd.json\",\"GGR\":\"fluff-spells-ggr.json\",\"HWCS\":\"fluff-spells-hwcs.json\",\"PHB\":\"fluff-spells-phb.json\",\"TCE\":\"fluff-spells-tce.json\",\"XGE\":\"fluff-spells-xge.json\",\"XPHB\":\"fluff-spells-xphb.json\"}"); JSON_DATA[`data/spells/fluff-spells-aag.json`] = JSON.parse("{\"spellFluff\":[{\"name\":\"Air Bubble\",\"source\":\"AAG\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/AAG/Air Bubble.webp\"},\"credit\":\"Nikki Dawes\"}]}]}"); JSON_DATA[`data/spells/fluff-spells-dodk.json`] = JSON.parse("{\"spellFluff\":[{\"name\":\"Contaminated Power\",\"source\":\"DoDk\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Discovering the Spell.\",\"entries\":[\"A character who can cast 8th level spells, knows every other contaminated spell, and has cast each of them at least once can research contaminated power. {@note See {@adventure Appendix D|DoDk|13|Spells}.}\"]}]}]}]},{\"name\":\"Contamination Immunity\",\"source\":\"DoDk\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Researching the Spell.\",\"entries\":[\"A character who can cast 7th level spells, knows the {@spell neutralizing field|DoDk} spell, and who has visited the Delerium Heart can research contamination immunity. {@note See {@adventure Appendix D|DoDk|13|Spells}.}\"]}]}]}]},{\"name\":\"Neutralizing Field\",\"source\":\"DoDk\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Discovering the Spell.\",\"entries\":[\"A character who can cast 5th level spells, knows the {@spell purge contamination|DoDk} spell, and has created at least 1 dose of aqua expurgo may research neutralizing field. {@note See {@adventure Appendix D|DoDk|13|Spells}.}\"]}]}]}]},{\"name\":\"Siphon Contamination\",\"source\":\"DoDk\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Researching the Spell.\",\"entries\":[\"A character who can cast 6th level spells who knows the spells {@spell forced evolution|DoDk} and {@spell neutralizing field|DoDk}, and has witnessed another creature undergo a monstrous transformation may research siphon contamination. {@note See {@adventure Appendix D|DoDk|13|Spells}.}\"]}]}]}]}]}"); JSON_DATA[`data/spells/fluff-spells-egw.json`] = JSON.parse("{\"spellFluff\":[{\"name\":\"Dark Star\",\"source\":\"EGW\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/EGW/Dark Star.webp\"},\"credit\":\"Axel Defois\"}]},{\"name\":\"Reality Break\",\"source\":\"EGW\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/EGW/Reality Break.webp\"},\"credit\":\"Brian Valeza\"}]}]}"); JSON_DATA[`data/spells/fluff-spells-ftd.json`] = JSON.parse("{\"spellFluff\":[{\"name\":\"Ashardalon's Stride\",\"source\":\"FTD\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/FTD/Ashardalon's Stride.webp\"},\"credit\":\"Rudy Siswanto\",\"title\":\"Fire follows in the footsteps of a red dragon who has cast Ashardalon's stride.\"}]},{\"name\":\"Rime's Binding Ice\",\"source\":\"FTD\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/FTD/Rime's Binding Ice.webp\"},\"credit\":\"Billy Christian\",\"title\":\"Rime's binding ice adds insult to injury in the hands of a spellcasting white dragon.\"}]}]}"); JSON_DATA[`data/spells/fluff-spells-ggr.json`] = JSON.parse("{\"spellFluff\":[{\"name\":\"Encode Thoughts\",\"source\":\"GGR\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/GGR/Encode Thoughts.webp\"},\"credit\":\"Clint Cearley\"}]}]}"); JSON_DATA[`data/spells/fluff-spells-hwcs.json`] = JSON.parse("{\"spellFluff\":[{\"name\":\"Ambush Prey\",\"source\":\"HWCS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/HWCS/Ambush-Prey.webp\"}}]},{\"name\":\"Elevated Sight\",\"source\":\"HWCS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/HWCS/Elevated-Sight.webp\"}}]},{\"name\":\"Feathered Reach\",\"source\":\"HWCS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/HWCS/Feathered-Reach.webp\"}}]},{\"name\":\"Globe of Twilight\",\"source\":\"HWCS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/HWCS/Globe-of-Twilight.webp\"}}]},{\"name\":\"Gust Barrier\",\"source\":\"HWCS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/HWCS/Gust-Barrier.webp\"}}]},{\"name\":\"Invoke the Amaranthine\",\"source\":\"HWCS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/HWCS/Invoke-the-Amaranthine.webp\"}}]},{\"name\":\"Shape Plants\",\"source\":\"HWCS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/HWCS/Shape-Plants.webp\"}}]},{\"name\":\"Spiny Shield\",\"source\":\"HWCS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/HWCS/Spiny-Shield.webp\"}}]},{\"name\":\"Stellar Bodies\",\"source\":\"HWCS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/HWCS/Stellar-Bodies.webp\"}}]},{\"name\":\"Veil of Dusk\",\"source\":\"HWCS\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/HWCS/Veil-of-Dusk.webp\"}}]}]}"); JSON_DATA[`data/spells/fluff-spells-phb.json`] = JSON.parse("{\"spellFluff\":[{\"name\":\"Barkskin\",\"source\":\"PHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/PHB/Barkskin.webp\"}}]},{\"name\":\"Burning Hands\",\"source\":\"PHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/PHB/Burning Hands.webp\"}}]},{\"name\":\"Cloudkill\",\"source\":\"PHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/PHB/Cloudkill.webp\"}}]},{\"name\":\"Dimension Door\",\"source\":\"PHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/PHB/Dimension Door.webp\"}}]},{\"name\":\"Fireball\",\"source\":\"PHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/PHB/Fireball.webp\"}}]},{\"name\":\"Guardian of Faith\",\"source\":\"PHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/PHB/Guardian of Faith.webp\"}}]},{\"name\":\"Insect Plague\",\"source\":\"PHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/PHB/Insect Plague.webp\"}}]},{\"name\":\"Magic Missile\",\"source\":\"PHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/PHB/Magic Missile.webp\"}}]},{\"name\":\"Mordenkainen's Sword\",\"source\":\"PHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/PHB/Mordenkainen's Sword.webp\"}}]},{\"name\":\"Prismatic Spray\",\"source\":\"PHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/PHB/Prismatic Spray.webp\"}}]},{\"name\":\"Sacred Flame\",\"source\":\"PHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/PHB/Sacred Flame.webp\"}}]},{\"name\":\"Web\",\"source\":\"PHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/PHB/Web.webp\"}}]}]}"); JSON_DATA[`data/spells/fluff-spells-tce.json`] = JSON.parse("{\"spellFluff\":[{\"name\":\"Dream of the Blue Veil\",\"source\":\"TCE\",\"entries\":[{\"type\":\"inset\",\"name\":\"Traveling to Other Worlds\",\"entries\":[\"The Material Plane holds an infinite number of worlds. Some—like Oerth, Toril, Krynn, and Eberron—are well documented, but there are countless others. You and your friends may even have created some homemade D&D worlds yourselves!\",\"It was not always so. Various scholars speak of a primordial state, a single reality they call the First World, which preceded the multiverse as we know it. Many of the peoples and monsters that inhabit the worlds in the Material Plane originated there. After the First World was shattered by a great cataclysm—giving birth to the worlds that came in its wake—the progeny of the first elves, dwarves, beholders, and other iconic creatures took root on world after world, like seeds scattered by a cosmic wind. If the musings of these great sages are true, every world is a reflection—and in some cases, a distortion—of the First World.\",\"Transit between these worlds is rare but not impossible and can be accomplished in various ways. One such method is called the Great Journey, an epic voyage fraught with peril and littered with obstacles to be overcome. This journey most often occurs aboard a vessel powered by magic.\",\"Another method is the Dream of Other Worlds; travelers fall into a deep slumber and dream themselves into a new realm. The spell {@spell dream of the blue veil|TCE} employs this method of transit.\",\"The most direct method is the Leap to Another Realm; a spellcaster casts {@spell teleportation circle} or {@spell teleport}, aiming to appear in a known teleportation circle or some other location in another world.\",\"Whatever method you use to reach a world, the DM determines whether you succeed and where exactly you appear if you do arrive in that realm.\"]}]},{\"name\":\"Intellect Fortress\",\"source\":\"TCE\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/TCE/Intellect Fortress.webp\"},\"credit\":\"Irina Nordsol\"}]},{\"name\":\"Mind Sliver\",\"source\":\"TCE\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/TCE/Mind Sliver.webp\"},\"credit\":\"Andrew Mar\"}]},{\"name\":\"Summon Celestial\",\"source\":\"TCE\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/TCE/Summon Celestial.webp\"},\"credit\":\"Brian Valeza\"}]},{\"name\":\"Summon Shadowspawn\",\"source\":\"TCE\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/TCE/Summon Shadowspawn.webp\"},\"credit\":\"Svetlin Velinov\"}]},{\"name\":\"Tasha's Mind Whip\",\"source\":\"TCE\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/TCE/Tasha's Mind Whip.webp\"},\"credit\":\"Eric Belisle\"}]}]}"); JSON_DATA[`data/spells/fluff-spells-xge.json`] = JSON.parse("{\"spellFluff\":[{\"name\":\"Control Flames\",\"source\":\"XGE\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XGE/Control Flames.webp\"}}]},{\"name\":\"Danse Macabre\",\"source\":\"XGE\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XGE/Danse Macabre.webp\"}}]},{\"name\":\"Erupting Earth\",\"source\":\"XGE\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XGE/Erupting Earth.webp\"}}]},{\"name\":\"Find Greater Steed\",\"source\":\"XGE\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XGE/Find Greater Steed.webp\"}}]},{\"name\":\"Infernal Calling\",\"source\":\"XGE\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XGE/Infernal Calling.webp\"}}]},{\"name\":\"Mighty Fortress\",\"source\":\"XGE\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XGE/Mighty Fortress.webp\"}}]},{\"name\":\"Shadow Blade\",\"source\":\"XGE\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XGE/Shadow Blade.webp\"}}]},{\"name\":\"Storm Sphere\",\"source\":\"XGE\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XGE/Storm Sphere.webp\"}}]},{\"name\":\"Tiny Servant\",\"source\":\"XGE\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XGE/Tiny Servant.webp\"}}]},{\"name\":\"Whirlwind\",\"source\":\"XGE\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XGE/Whirlwind.webp\"}}]}]}"); JSON_DATA[`data/spells/fluff-spells-xphb.json`] = JSON.parse("{\"spellFluff\":[{\"name\":\"Animate Objects\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Animate Objects.webp\"},\"credit\":\"David Auden Nash\"}]},{\"name\":\"Armor of Agathys\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Armor of Agathys.webp\"},\"credit\":\"Tuan Duong Chu\"}]},{\"name\":\"Arms of Hadar\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Arms of Hadar.webp\"},\"credit\":\"Tuan Duong Chu\"}]},{\"name\":\"Bigby's Hand\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Bigby's Hand.webp\"},\"credit\":\"Brian Valeza\"}]},{\"name\":\"Chromatic Orb\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Chromatic Orb.webp\"},\"credit\":\"Zuzanna Wuzyk\"}]},{\"name\":\"Cone of Cold\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Cone of Cold.webp\"},\"credit\":\"Randy Vargas\"}]},{\"name\":\"Control Weather\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Control Weather.webp\"},\"credit\":\"Alexandre Honoré\"}]},{\"name\":\"Daylight\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Daylight.webp\"},\"credit\":\"David Astruga\"}]},{\"name\":\"Dispel Evil and Good\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Dispel Evil and Good.webp\"},\"credit\":\"Javier Charro\"}]},{\"name\":\"Divine Smite\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Divine Smite.webp\"},\"credit\":\"Bryan Sola\"}]},{\"name\":\"Druidcraft\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Druidcraft.webp\"},\"credit\":\"Olga Drebas\"}]},{\"name\":\"Entangle\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Entangle.webp\"},\"credit\":\"Brian Valeza\"}]},{\"name\":\"Evard's Black Tentacles\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Evard's Black Tentacles.webp\"},\"credit\":\"Craig J Spearing\"}]},{\"name\":\"Find Familiar\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Find Familiar.webp\"},\"credit\":\"Brian Valeza\"}]},{\"name\":\"Fireball\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Fireball.webp\"},\"credit\":\"Yuhong Ding\"}]},{\"name\":\"Gate\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Gate.webp\"},\"credit\":\"Michele Giorgi\"}]},{\"name\":\"Guardian of Faith\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Guardian of Faith.webp\"},\"credit\":\"Rina Nordsol\"}]},{\"name\":\"Heroes' Feast\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Heroes' Feast.webp\"},\"credit\":\"Raluca Marinescu\"}]},{\"name\":\"Hunger of Hadar\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Hunger of Hadar.webp\"},\"credit\":\"Joseph Weston\"}]},{\"name\":\"Ice Knife\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Ice Knife.webp\"},\"credit\":\"Calder Moore\"}]},{\"name\":\"Jallarzi's Storm of Radiance\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Jallarzi's Storm of Radiance.webp\"},\"credit\":\"Joseph Weston\"}]},{\"name\":\"Lesser Restoration\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Lesser Restoration.webp\"},\"credit\":\"Martin Mottet\"}]},{\"name\":\"Mage Armor\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Mage Armor.webp\"},\"credit\":\"Aaron J. Riley\"}]},{\"name\":\"Magic Missile\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Magic Missile.webp\"},\"credit\":\"Aaron J. Riley\"}]},{\"name\":\"Melf's Acid Arrow\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Melf's Acid Arrow.webp\"},\"credit\":\"Martin Mottet\"}]},{\"name\":\"Mordenkainen's Magnificent Mansion\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Mordenkainen's Magnificent Mansion.webp\"},\"credit\":\"Helge C. Balzer\"}]},{\"name\":\"Phantom Steed\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Phantom Steed.webp\"},\"credit\":\"Nikki Dawes\"}]},{\"name\":\"Programmed Illusion\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Programmed Illusion.webp\"},\"credit\":\"Justine Cruz\"}]},{\"name\":\"Raise Dead\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Raise Dead.webp\"},\"credit\":\"Polar Engine\"}]},{\"name\":\"Scrying\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Scrying.webp\"},\"credit\":\"Gaboleps\"}]},{\"name\":\"Shapechange\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Shapechange.webp\"},\"credit\":\"Michael Broussard\"}]},{\"name\":\"Silent Image\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Silent Image.webp\"},\"credit\":\"Calder Moore\"}]},{\"name\":\"Speak with Animals\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Speak with Animals.webp\"},\"credit\":\"Jesper Ejsing\"}]},{\"name\":\"Spiritual Weapon\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Spiritual Weapon.webp\"},\"credit\":\"Justine Cruz\"}]},{\"name\":\"Summon Aberration\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Summon Aberration.webp\"},\"credit\":\"Justine Cruz\"}]},{\"name\":\"Summon Celestial\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Summon Celestial.webp\"},\"credit\":\"Eric Belisle\"}]},{\"name\":\"Summon Construct\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Summon Construct.webp\"},\"credit\":\"Hector Ortiz\"}]},{\"name\":\"Summon Dragon\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Summon Dragon.webp\"},\"credit\":\"Polar Engine\"}]},{\"name\":\"Summon Fey\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Summon Fey.webp\"},\"credit\":\"Joseph Weston\"}]},{\"name\":\"Summon Fiend\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Summon Fiend.webp\"},\"credit\":\"Alexandre Honore\"}]},{\"name\":\"Summon Undead\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Summon Undead.webp\"},\"credit\":\"Ustin Sweet\"}]},{\"name\":\"Tasha's Bubbling Cauldron\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Tasha's Bubbling Cauldron.webp\"},\"credit\":\"Linda Lithen\"}]},{\"name\":\"Tenser's Floating Disk\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Tenser's Floating Disk.webp\"},\"credit\":\"Ralph Horsley\"}]},{\"name\":\"Transport via Plants\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Transport via Plants.webp\"},\"credit\":\"Rob Alexander\"}]},{\"name\":\"Tree Stride\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Tree Stride.webp\"},\"credit\":\"Rob Alexander\"}]},{\"name\":\"Vicious Mockery\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Vicious Mockery.webp\"},\"credit\":\"Igor Grechanyi\"}]},{\"name\":\"Vitriolic Sphere\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Vitriolic Sphere.webp\"},\"credit\":\"Ignatius Budi\"}]},{\"name\":\"Water Breathing\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Water Breathing.webp\"},\"credit\":\"Andrew Mar\"}]},{\"name\":\"Water Walk\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Water Walk.webp\"},\"credit\":\"Andrew Mar\"}]},{\"name\":\"Witch Bolt\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Witch Bolt.webp\"},\"credit\":\"Helge C. Balzer\"}]},{\"name\":\"Yolande's Regal Presence\",\"source\":\"XPHB\",\"images\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"spells/XPHB/Yolande's Regal Presence.webp\"},\"credit\":\"April Prime\"}]}]}"); JSON_DATA[`data/spells/index.json`] = JSON.parse("{\"AAG\":\"spells-aag.json\",\"AI\":\"spells-ai.json\",\"AitFR-AVT\":\"spells-aitfr-avt.json\",\"BMT\":\"spells-bmt.json\",\"DoDk\":\"spells-dodk.json\",\"EGW\":\"spells-egw.json\",\"FTD\":\"spells-ftd.json\",\"GGR\":\"spells-ggr.json\",\"GHLoE\":\"spells-ghloe.json\",\"HWCS\":\"spells-hwcs.json\",\"IDRotF\":\"spells-idrotf.json\",\"LLK\":\"spells-llk.json\",\"PHB\":\"spells-phb.json\",\"SatO\":\"spells-sato.json\",\"SCC\":\"spells-scc.json\",\"TCE\":\"spells-tce.json\",\"TDCSR\":\"spells-tdcsr.json\",\"XGE\":\"spells-xge.json\",\"XPHB\":\"spells-xphb.json\"}"); JSON_DATA[`data/spells/roll20.json`] = JSON.parse("{\"spell\":[{\"name\":\"Fast Friends\",\"source\":\"AI\",\"data\":{\"Save\":\"Wisdom\"}},{\"name\":\"Incite Greed\",\"source\":\"AI\",\"data\":{\"Save\":\"Wisdom\"}},{\"name\":\"Jim's Glowing Coin\",\"source\":\"AI\",\"data\":{\"Save\":\"Wisdom\"}},{\"name\":\"Jim's Magic Missile\",\"source\":\"AI\",\"data\":{\"Damage\":\"2d4\",\"Damage Type\":\"Force\",\"Secondary Damage\":\"5d4\",\"Secondary Damage Type\":\"Force\",\"Spell Attack\":\"Ranged\"}},{\"name\":\"Antagonize\",\"source\":\"BMT\",\"data\":{\"Save\":\"Wisdom\",\"Damage\":\"4d4\",\"Damage Type\":\"Psychic\",\"Save Success\":\"Half damage\"}},{\"name\":\"Spray of Cards\",\"source\":\"BMT\",\"data\":{\"Save\":\"Dexterity\",\"Damage\":\"2d10\",\"Damage Type\":\"Force\",\"Save Success\":\"Half damage\"}},{\"name\":\"Conjure the Deep Haze\",\"source\":\"DoDk\",\"data\":{\"Save\":\"Constitution\"}},{\"name\":\"Delerium Blast\",\"source\":\"DoDk\",\"data\":{\"Save\":\"Intelligence\"}},{\"name\":\"Delerium Orb\",\"source\":\"DoDk\",\"data\":{\"Damage\":\"6d6\",\"Save Success\":\"Half damage\"}},{\"name\":\"Octarine Spray\",\"source\":\"DoDk\",\"data\":{\"Save\":\"Constitution\"}},{\"name\":\"Ray of Contamination\",\"source\":\"DoDk\",\"data\":{\"Save\":\"Constitution\",\"Damage\":\"16d6\",\"Damage Type\":\"Necrotic\",\"Save Success\":\"Half damage\"}},{\"name\":\"Ride the Rifts\",\"source\":\"DoDk\",\"data\":{\"Save\":\"Dexterity\",\"Damage\":\"10d6\",\"Damage Type\":\"Lightning\",\"Save Success\":\"Half damage\"}},{\"name\":\"Warp Bolt\",\"source\":\"DoDk\",\"data\":{\"Damage\":\"6d6\",\"Damage Type\":\"Necrotic\",\"Spell Attack\":\"Ranged\"}},{\"name\":\"Dark Star\",\"source\":\"EGW\",\"data\":{\"Save\":\"Constitution\",\"Damage\":\"8d10\",\"Damage Type\":\"Force\",\"Save Success\":\"Half damage\"}},{\"name\":\"Gravity Fissure\",\"source\":\"EGW\",\"data\":{\"Save\":\"Constitution\",\"Damage\":\"8d8\",\"Damage Type\":\"Force\",\"Secondary Damage\":\"8d8\",\"Secondary Damage Type\":\"Force\",\"Save Success\":\"Half damage\",\"Higher Spell Slot Die\":\"d8\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Gravity Sinkhole\",\"source\":\"EGW\",\"data\":{\"Save\":\"Constitution\",\"Damage\":\"5d10\",\"Damage Type\":\"Force\",\"Save Success\":\"Half damage\",\"Higher Spell Slot Die\":\"d10\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Magnify Gravity\",\"source\":\"EGW\",\"data\":{\"Save\":\"Constitution\",\"Damage\":\"2d8\",\"Damage Type\":\"Force\",\"Save Success\":\"Half damage\",\"Higher Spell Slot Die\":\"d8\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Pulse Wave\",\"source\":\"EGW\",\"data\":{\"Save\":\"Constitution\",\"Damage\":\"6d6\",\"Damage Type\":\"Force\",\"Save Success\":\"Half damage\",\"Higher Spell Slot Die\":\"d6\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Ravenous Void\",\"source\":\"EGW\",\"data\":{\"Save\":\"Strength\",\"Damage\":\"5d10\",\"Damage Type\":\"Force\"}},{\"name\":\"Reality Break\",\"source\":\"EGW\",\"data\":{\"Save\":\"Wisdom\"}},{\"name\":\"Sapping Sting\",\"source\":\"EGW\",\"data\":{\"Save\":\"Constitution\",\"Damage\":\"1d4\",\"Damage Type\":\"Necrotic\",\"data-Cantrip Scaling\":\"dice\"}},{\"name\":\"Temporal Shunt\",\"source\":\"EGW\",\"data\":{\"Save\":\"Wisdom\"}},{\"name\":\"Tether Essence\",\"source\":\"EGW\",\"data\":{\"Save\":\"Constitution\"}},{\"name\":\"Time Ravage\",\"source\":\"EGW\",\"data\":{\"Save\":\"Constitution\",\"Damage\":\"10d12\",\"Damage Type\":\"Necrotic\",\"Save Success\":\"Half damage\"}},{\"name\":\"Ashardalon's Stride\",\"source\":\"FTD\",\"data\":{\"Damage\":\"1d6\",\"Damage Type\":\"Fire\",\"Higher Spell Slot Die\":\"d6\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Draconic Transformation\",\"source\":\"FTD\",\"data\":{\"Save\":\"Dexterity\"}},{\"name\":\"Nathair's Mischief\",\"source\":\"FTD\",\"data\":{\"Save\":\"Dexterity\"}},{\"name\":\"Raulothim's Psychic Lance\",\"source\":\"FTD\",\"data\":{\"Save\":\"Intelligence\",\"Damage\":\"7d6\",\"Damage Type\":\"Psychic\",\"Save Success\":\"Half damage\",\"Higher Spell Slot Die\":\"d6\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Rime's Binding Ice\",\"source\":\"FTD\",\"data\":{\"Save\":\"Constitution\",\"Damage\":\"3d8\",\"Damage Type\":\"Cold\",\"Save Success\":\"Half damage\",\"Higher Spell Slot Die\":\"d8\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Summon Draconic Spirit\",\"source\":\"FTD\",\"data\":{\"Save\":\"Dexterity\"}},{\"name\":\"Arboreal Curse\",\"source\":\"GHLoE\",\"data\":{\"Save\":\"Constitution\"}},{\"name\":\"Heartseeker\",\"source\":\"GHLoE\",\"data\":{\"Save\":\"Constitution\"}},{\"name\":\"Wrack\",\"source\":\"GHLoE\",\"data\":{\"Save\":\"Constitution\"}},{\"name\":\"Ambush Prey\",\"source\":\"HWCS\",\"data\":{\"Damage\":\"1d6\",\"Higher Spell Slot Die\":\"d6\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Globe of Twilight\",\"source\":\"HWCS\",\"data\":{\"Save\":\"Wisdom\"}},{\"name\":\"Gust Barrier\",\"source\":\"HWCS\",\"data\":{\"Save\":\"Constitution\"}},{\"name\":\"Shape Plants\",\"source\":\"HWCS\",\"data\":{\"Damage\":\"2d4\",\"Damage Type\":\"Piercing\"}},{\"name\":\"Stellar Bodies\",\"source\":\"HWCS\",\"data\":{\"Save\":\"Constitution\",\"Damage\":\"1d8\",\"Damage Type\":\"Radiant\",\"Secondary Damage\":\"4d8\",\"Secondary Damage Type\":\"Radiant\",\"Spell Attack\":\"Ranged\"}},{\"name\":\"Frost Fingers\",\"source\":\"IDRotF\",\"data\":{\"Save\":\"Constitution\",\"Damage\":\"2d8\",\"Damage Type\":\"Cold\",\"Save Success\":\"Half damage\"}},{\"name\":\"Acid Splash\",\"source\":\"PHB\",\"data\":{\"Save\":\"Dexterity\",\"Damage\":\"1d6\",\"Damage Type\":\"Acid\",\"data-Cantrip Scaling\":\"dice\"}},{\"name\":\"Alter Self\",\"source\":\"PHB\",\"data\":{\"Damage\":\"1d6\",\"Damage Type\":\"Bludgeoning, piercing, slashing\"}},{\"name\":\"Animal Friendship\",\"source\":\"PHB\",\"data\":{\"Save\":\"Wisdom\"}},{\"name\":\"Antipathy/Sympathy\",\"source\":\"PHB\",\"data\":{\"Save\":\"Wisdom\"}},{\"name\":\"Arms of Hadar\",\"source\":\"PHB\",\"data\":{\"Save\":\"Strength\",\"Damage\":\"2d6\",\"Damage Type\":\"Necrotic\",\"Save Success\":\"Half damage\",\"Higher Spell Slot Die\":\"d6\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Aura of Vitality\",\"source\":\"PHB\",\"data\":{\"Healing\":\"2d6\"}},{\"name\":\"Bane\",\"source\":\"PHB\",\"data\":{\"Save\":\"Charisma\"}},{\"name\":\"Banishing Smite\",\"source\":\"PHB\",\"data\":{\"Damage\":\"5d10\",\"Damage Type\":\"Force\"}},{\"name\":\"Banishment\",\"source\":\"PHB\",\"data\":{\"Save\":\"Charisma\"}},{\"name\":\"Bestow Curse\",\"source\":\"PHB\",\"data\":{\"Save\":\"Wisdom\"}},{\"name\":\"Bigby's Hand\",\"source\":\"PHB\",\"data\":{\"Damage\":\"4d8\",\"Damage Type\":\"Force\",\"Secondary Damage\":\"2d6\",\"Secondary Damage Type\":\"Bludgeoning\",\"Spell Attack\":\"Melee\",\"Add Casting Modifier\":\"Yes\"}},{\"name\":\"Blade Barrier\",\"source\":\"PHB\",\"data\":{\"Save\":\"Dexterity\",\"Damage\":\"6d10\",\"Damage Type\":\"Slashing\",\"Save Success\":\"Half damage\"}},{\"name\":\"Blight\",\"source\":\"PHB\",\"data\":{\"Save\":\"Constitution\",\"Damage\":\"8d8\",\"Damage Type\":\"Necrotic\",\"Save Success\":\"Half damage\",\"Higher Spell Slot Die\":\"d8\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Blinding Smite\",\"source\":\"PHB\",\"data\":{\"Save\":\"Constitution\",\"Damage\":\"3d8\",\"Damage Type\":\"Radiant\"}},{\"name\":\"Blindness/Deafness\",\"source\":\"PHB\",\"data\":{\"Save\":\"Constitution\"}},{\"name\":\"Branding Smite\",\"source\":\"PHB\",\"data\":{\"Damage\":\"2d6\",\"Damage Type\":\"Radiant\",\"Higher Spell Slot Die\":\"d6\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Burning Hands\",\"source\":\"PHB\",\"data\":{\"Save\":\"Dexterity\",\"Damage\":\"3d6\",\"Damage Type\":\"Fire\",\"Save Success\":\"Half damage\",\"Higher Spell Slot Die\":\"d6\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Call Lightning\",\"source\":\"PHB\",\"data\":{\"Save\":\"Dexterity\",\"Damage\":\"3d10\",\"Damage Type\":\"Lightning\",\"Save Success\":\"Half damage\",\"Higher Spell Slot Die\":\"d10\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Calm Emotions\",\"source\":\"PHB\",\"data\":{\"Save\":\"Charisma\"}},{\"name\":\"Chain Lightning\",\"source\":\"PHB\",\"data\":{\"Save\":\"Dexterity\",\"Damage\":\"10d8\",\"Damage Type\":\"Lightning\",\"Save Success\":\"Half damage\"}},{\"name\":\"Charm Person\",\"source\":\"PHB\",\"data\":{\"Save\":\"Wisdom\"}},{\"name\":\"Chill Touch\",\"source\":\"PHB\",\"data\":{\"Damage\":\"1d8\",\"Damage Type\":\"Necrotic\",\"Spell Attack\":\"Ranged\",\"data-Cantrip Scaling\":\"dice\"}},{\"name\":\"Chromatic Orb\",\"source\":\"PHB\",\"data\":{\"Damage\":\"3d8\",\"Damage Type\":\"Acid, cold, fire, lightning, poison, thunder\",\"Spell Attack\":\"Ranged\",\"Higher Spell Slot Die\":\"d8\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Circle of Death\",\"source\":\"PHB\",\"data\":{\"Save\":\"Constitution\",\"Damage\":\"8d6\",\"Damage Type\":\"Necrotic\",\"Save Success\":\"Half damage\",\"Higher Spell Slot Die\":\"d6\",\"Higher Spell Slot Dice\":\"2\"}},{\"name\":\"Cloud of Daggers\",\"source\":\"PHB\",\"data\":{\"Damage\":\"4d4\",\"Damage Type\":\"Slashing\",\"Higher Spell Slot Die\":\"d4\",\"Higher Spell Slot Dice\":\"2\"}},{\"name\":\"Cloudkill\",\"source\":\"PHB\",\"data\":{\"Save\":\"Constitution\",\"Damage\":\"5d8\",\"Damage Type\":\"Poison\",\"Save Success\":\"Half damage\",\"Higher Spell Slot Die\":\"d8\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Command\",\"source\":\"PHB\",\"data\":{\"Save\":\"Wisdom\"}},{\"name\":\"Compelled Duel\",\"source\":\"PHB\",\"data\":{\"Save\":\"Wisdom\"}},{\"name\":\"Compulsion\",\"source\":\"PHB\",\"data\":{\"Save\":\"Wisdom\"}},{\"name\":\"Cone of Cold\",\"source\":\"PHB\",\"data\":{\"Save\":\"Constitution\",\"Damage\":\"8d8\",\"Damage Type\":\"Cold\",\"Save Success\":\"Half damage\",\"Higher Spell Slot Die\":\"d8\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Confusion\",\"source\":\"PHB\",\"data\":{\"Save\":\"Wisdom\"}},{\"name\":\"Conjure Barrage\",\"source\":\"PHB\",\"data\":{\"Save\":\"Dexterity\",\"Damage\":\"3d8\",\"Save Success\":\"Half damage\"}},{\"name\":\"Conjure Volley\",\"source\":\"PHB\",\"data\":{\"Save\":\"Dexterity\",\"Damage\":\"8d8\",\"Save Success\":\"Half damage\"}},{\"name\":\"Contact Other Plane\",\"source\":\"PHB\",\"data\":{\"Save\":\"Intelligence\",\"Damage\":\"6d6\",\"Damage Type\":\"Psychic\"}},{\"name\":\"Contagion\",\"source\":\"PHB\",\"data\":{\"Save\":\"Constitution\"}},{\"name\":\"Control Water\",\"source\":\"PHB\",\"data\":{\"Save\":\"Strength\",\"Damage\":\"2d8\",\"Damage Type\":\"Bludgeoning\",\"Secondary Damage\":\"2d8\",\"Secondary Damage Type\":\"Bludgeoning\",\"Save Success\":\"Half damage\"}},{\"name\":\"Cordon of Arrows\",\"source\":\"PHB\",\"data\":{\"Save\":\"Dexterity\",\"Damage\":\"1d6\",\"Damage Type\":\"Piercing\"}},{\"name\":\"Crown of Madness\",\"source\":\"PHB\",\"data\":{\"Save\":\"Wisdom\"}},{\"name\":\"Crusader's Mantle\",\"source\":\"PHB\",\"data\":{\"Damage\":\"1d4\",\"Damage Type\":\"Radiant\"}},{\"name\":\"Cure Wounds\",\"source\":\"PHB\",\"data\":{\"Healing\":\"1d8\",\"Add Casting Modifier\":\"Yes\",\"Higher Spell Slot Die\":\"d8\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Delayed Blast Fireball\",\"source\":\"PHB\",\"data\":{\"Save\":\"Dexterity\",\"Damage\":\"12d6\",\"Damage Type\":\"Fire\",\"Save Success\":\"Half damage\",\"Higher Spell Slot Die\":\"d6\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Destructive Wave\",\"source\":\"PHB\",\"data\":{\"Save\":\"Constitution\",\"Damage\":\"5d6\",\"Damage Type\":\"Thunder\",\"Secondary Damage\":\"5d6\",\"Secondary Damage Type\":\"Necrotic\"}},{\"name\":\"Detect Thoughts\",\"source\":\"PHB\",\"data\":{\"Save\":\"Wisdom\"}},{\"name\":\"Dimension Door\",\"source\":\"PHB\",\"data\":{\"Damage\":\"4d6\",\"Damage Type\":\"Force\"}},{\"name\":\"Disintegrate\",\"source\":\"PHB\",\"data\":{\"Save\":\"Dexterity\",\"Damage\":\"10d6 + 40\",\"Damage Type\":\"Force\",\"Higher Spell Slot Die\":\"d6\",\"Higher Spell Slot Dice\":\"3\"}},{\"name\":\"Dispel Evil and Good\",\"source\":\"PHB\",\"data\":{\"Save\":\"Charisma\"}},{\"name\":\"Dissonant Whispers\",\"source\":\"PHB\",\"data\":{\"Save\":\"Wisdom\",\"Damage\":\"3d6\",\"Damage Type\":\"Psychic\",\"Save Success\":\"Half damage\",\"Higher Spell Slot Die\":\"d6\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Divine Favor\",\"source\":\"PHB\",\"data\":{\"Damage\":\"1d4\",\"Damage Type\":\"Radiant\"}},{\"name\":\"Divine Word\",\"source\":\"PHB\",\"data\":{\"Save\":\"Charisma\"}},{\"name\":\"Dominate Beast\",\"source\":\"PHB\",\"data\":{\"Save\":\"Wisdom\"}},{\"name\":\"Dominate Monster\",\"source\":\"PHB\",\"data\":{\"Save\":\"Wisdom\"}},{\"name\":\"Dominate Person\",\"source\":\"PHB\",\"data\":{\"Save\":\"Wisdom\"}},{\"name\":\"Dream\",\"source\":\"PHB\",\"data\":{\"Save\":\"Wisdom\",\"Damage\":\"3d6\",\"Damage Type\":\"Psychic\"}},{\"name\":\"Earthquake\",\"source\":\"PHB\",\"data\":{\"Save\":\"Constitution\",\"Damage\":\"5d6\",\"Damage Type\":\"Bludgeoning\",\"Save Success\":\"Half damage\"}},{\"name\":\"Eldritch Blast\",\"source\":\"PHB\",\"data\":{\"Damage\":\"1d10\",\"Damage Type\":\"Force\",\"Spell Attack\":\"Ranged\"}},{\"name\":\"Elemental Weapon\",\"source\":\"PHB\",\"data\":{\"Damage\":\"1d4\",\"Damage Type\":\"Acid, cold, fire, lightning, thunder\"}},{\"name\":\"Enlarge/Reduce\",\"source\":\"PHB\",\"data\":{\"Save\":\"Constitution\",\"Damage\":\"1d4\"}},{\"name\":\"Ensnaring Strike\",\"source\":\"PHB\",\"data\":{\"Save\":\"Strength\",\"Damage\":\"1d6\",\"Damage Type\":\"Piercing\",\"Higher Spell Slot Die\":\"d6\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Entangle\",\"source\":\"PHB\",\"data\":{\"Save\":\"Strength\"}},{\"name\":\"Enthrall\",\"source\":\"PHB\",\"data\":{\"Save\":\"Wisdom\"}},{\"name\":\"Evard's Black Tentacles\",\"source\":\"PHB\",\"data\":{\"Save\":\"Dexterity\",\"Damage\":\"3d6\",\"Damage Type\":\"Bludgeoning\",\"Secondary Damage\":\"3d6\",\"Secondary Damage Type\":\"Bludgeoning\"}},{\"name\":\"Eyebite\",\"source\":\"PHB\",\"data\":{\"Save\":\"Wisdom\"}},{\"name\":\"Faerie Fire\",\"source\":\"PHB\",\"data\":{\"Save\":\"Dexterity\"}},{\"name\":\"Fear\",\"source\":\"PHB\",\"data\":{\"Save\":\"Wisdom\"}},{\"name\":\"Feeblemind\",\"source\":\"PHB\",\"data\":{\"Save\":\"Intelligence\",\"Damage\":\"4d6\",\"Damage Type\":\"Psychic\"}},{\"name\":\"Finger of Death\",\"source\":\"PHB\",\"data\":{\"Save\":\"Constitution\",\"Damage\":\"7d8 + 30\",\"Damage Type\":\"Necrotic\",\"Save Success\":\"Half damage\"}},{\"name\":\"Fire Bolt\",\"source\":\"PHB\",\"data\":{\"Damage\":\"1d10\",\"Damage Type\":\"Fire\",\"Spell Attack\":\"Ranged\",\"data-Cantrip Scaling\":\"dice\"}},{\"name\":\"Fire Shield\",\"source\":\"PHB\",\"data\":{\"Damage\":\"2d8\",\"Damage Type\":\"Fire\",\"Secondary Damage\":\"2d8\",\"Secondary Damage Type\":\"Cold\"}},{\"name\":\"Fire Storm\",\"source\":\"PHB\",\"data\":{\"Save\":\"Dexterity\",\"Damage\":\"7d10\",\"Damage Type\":\"Fire\",\"Save Success\":\"Half damage\"}},{\"name\":\"Fireball\",\"source\":\"PHB\",\"data\":{\"Save\":\"Dexterity\",\"Damage\":\"8d6\",\"Damage Type\":\"Fire\",\"Save Success\":\"Half damage\",\"Higher Spell Slot Die\":\"d6\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Flame Blade\",\"source\":\"PHB\",\"data\":{\"Damage\":\"3d6\",\"Damage Type\":\"Fire\",\"Spell Attack\":\"Melee\",\"Higher Spell Slot Die\":\"d6\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Flame Strike\",\"source\":\"PHB\",\"data\":{\"Save\":\"Dexterity\",\"Damage\":\"4d6\",\"Damage Type\":\"Radiant\",\"Secondary Damage\":\"4d6\",\"Secondary Damage 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Dice\":\"1\"}},{\"name\":\"Harm\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Constitution\",\"Damage\":\"14d6\",\"Damage Type\":\"Necrotic\",\"Save Success\":\"Half damage\"}},{\"name\":\"Healing Word\",\"source\":\"XPHB\",\"data\":{\"Healing\":\"2d4\",\"Add Casting Modifier\":\"Yes\",\"Higher Spell Slot Die\":\"d4\",\"Higher Spell Slot Dice\":\"2\"}},{\"name\":\"Heat Metal\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Constitution\",\"Damage\":\"2d8\",\"Damage Type\":\"Fire\",\"Higher Spell Slot Die\":\"d8\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Hellish Rebuke\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Dexterity\",\"Damage\":\"2d10\",\"Damage Type\":\"Fire\",\"Save Success\":\"Half damage\",\"Higher Spell Slot Die\":\"d10\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Heroes' Feast\",\"source\":\"XPHB\",\"data\":{\"Healing\":\"2d10\"}},{\"name\":\"Heroism\",\"source\":\"XPHB\",\"data\":{\"Add Casting Modifier\":\"Yes\"}},{\"name\":\"Hex\",\"source\":\"XPHB\",\"data\":{\"Damage\":\"1d6\",\"Damage Type\":\"Necrotic\"}},{\"name\":\"Hold Monster\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Wisdom\"}},{\"name\":\"Hold Person\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Wisdom\"}},{\"name\":\"Holy Aura\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Constitution\"}},{\"name\":\"Hunger of Hadar\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Dexterity\",\"Damage\":\"2d6\",\"Damage Type\":\"Cold\",\"Secondary Damage\":\"2d6\",\"Secondary Damage Type\":\"Acid\",\"Higher Spell Slot Die\":\"d6\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Hunter's Mark\",\"source\":\"XPHB\",\"data\":{\"Damage\":\"1d6\",\"Damage Type\":\"Force\"}},{\"name\":\"Hypnotic Pattern\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Wisdom\"}},{\"name\":\"Ice Knife\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Dexterity\",\"Damage\":\"1d10\",\"Damage Type\":\"Piercing\",\"Secondary Damage\":\"2d6\",\"Secondary Damage Type\":\"Cold\",\"Spell Attack\":\"Ranged\",\"Secondary Higher Spell Slot Die\":\"d6\",\"Secondary Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Ice Storm\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Dexterity\",\"Damage\":\"2d10\",\"Damage Type\":\"Cold\",\"Secondary Damage\":\"4d6\",\"Secondary Damage Type\":\"Bludgeoning\",\"Save Success\":\"Half damage\"}},{\"name\":\"Imprisonment\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Wisdom\"}},{\"name\":\"Incendiary Cloud\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Dexterity\",\"Damage\":\"10d8\",\"Damage Type\":\"Fire\",\"Save Success\":\"Half damage\"}},{\"name\":\"Inflict Wounds\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Constitution\",\"Damage\":\"2d10\",\"Damage Type\":\"Necrotic\",\"Save Success\":\"Half damage\",\"Higher Spell Slot Die\":\"d10\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Insect Plague\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Constitution\",\"Damage\":\"4d10\",\"Damage Type\":\"Piercing\",\"Save Success\":\"Half damage\",\"Higher Spell Slot Die\":\"d10\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Jallarzi's Storm of Radiance\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Constitution\",\"Damage\":\"2d10\",\"Damage Type\":\"Thunder\",\"Secondary Damage\":\"2d10\",\"Secondary Damage Type\":\"Radiant\",\"Save Success\":\"Half damage\",\"Higher Spell Slot Die\":\"d10\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Levitate\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Constitution\"}},{\"name\":\"Lightning Arrow\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Dexterity\",\"Damage\":\"4d8\",\"Damage Type\":\"Lightning\",\"Secondary Damage\":\"2d8\",\"Secondary Damage Type\":\"Lightning\",\"Save Success\":\"Half damage\",\"Higher Spell Slot Die\":\"d8\",\"Higher Spell Slot Dice\":\"1\",\"Secondary Higher Spell Slot Die\":\"d8\",\"Secondary Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Lightning Bolt\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Dexterity\",\"Damage\":\"8d6\",\"Damage Type\":\"Lightning\",\"Save Success\":\"Half damage\",\"Higher Spell Slot Die\":\"d6\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Magic Circle\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Charisma\"}},{\"name\":\"Magic Jar\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Charisma\"}},{\"name\":\"Magic Missile\",\"source\":\"XPHB\",\"data\":{\"Damage\":\"1d4 + 1\",\"Damage Type\":\"Force\"}},{\"name\":\"Mass Cure Wounds\",\"source\":\"XPHB\",\"data\":{\"Healing\":\"5d8\",\"Add Casting Modifier\":\"Yes\",\"Higher Spell Slot Die\":\"d8\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Mass Healing Word\",\"source\":\"XPHB\",\"data\":{\"Healing\":\"2d4\",\"Add Casting Modifier\":\"Yes\",\"Higher Spell Slot Die\":\"d4\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Mass Suggestion\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Wisdom\"}},{\"name\":\"Meld into Stone\",\"source\":\"XPHB\",\"data\":{\"Damage\":\"6d6\",\"Damage Type\":\"Force\"}},{\"name\":\"Melf's Acid 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Memory\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Wisdom\"}},{\"name\":\"Moonbeam\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Constitution\",\"Damage\":\"2d10\",\"Damage Type\":\"Radiant\",\"Save Success\":\"Half damage\",\"Higher Spell Slot Die\":\"d10\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Mordenkainen's Faithful Hound\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Dexterity\",\"Damage\":\"4d8\",\"Damage Type\":\"Force\"}},{\"name\":\"Mordenkainen's Sword\",\"source\":\"XPHB\",\"data\":{\"Damage\":\"4d12\",\"Damage Type\":\"Force\",\"Spell Attack\":\"Melee\",\"Add Casting Modifier\":\"Yes\"}},{\"name\":\"Otiluke's Freezing Sphere\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Constitution\",\"Damage\":\"10d6\",\"Damage Type\":\"Cold\",\"Save Success\":\"Half damage\",\"Higher Spell Slot Die\":\"d6\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Otiluke's Resilient Sphere\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Dexterity\"}},{\"name\":\"Otto's Irresistible Dance\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Wisdom\"}},{\"name\":\"Phantasmal Force\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Intelligence\",\"Damage\":\"2d8\",\"Damage Type\":\"Psychic\"}},{\"name\":\"Phantasmal Killer\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Wisdom\",\"Damage\":\"4d10\",\"Damage Type\":\"Psychic\",\"Save Success\":\"Half damage\",\"Higher Spell Slot Die\":\"d10\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Planar Binding\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Charisma\"}},{\"name\":\"Poison Spray\",\"source\":\"XPHB\",\"data\":{\"Damage\":\"1d12\",\"Damage Type\":\"Poison\",\"Spell Attack\":\"Ranged\",\"data-Cantrip Scaling\":\"dice\"}},{\"name\":\"Polymorph\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Wisdom\"}},{\"name\":\"Power Word Kill\",\"source\":\"XPHB\",\"data\":{\"Damage\":\"12d12\",\"Damage Type\":\"Psychic\"}},{\"name\":\"Power Word Stun\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Constitution\"}},{\"name\":\"Prayer of Healing\",\"source\":\"XPHB\",\"data\":{\"Healing\":\"2d8\",\"Higher Spell Slot Die\":\"d8\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Prismatic Spray\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Dexterity\"}},{\"name\":\"Prismatic Wall\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Constitution\"}},{\"name\":\"Produce Flame\",\"source\":\"XPHB\",\"data\":{\"Damage\":\"1d8\",\"Damage Type\":\"Fire\",\"Spell Attack\":\"Ranged\",\"data-Cantrip Scaling\":\"dice\"}},{\"name\":\"Ray of Enfeeblement\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Constitution\"}},{\"name\":\"Ray of Frost\",\"source\":\"XPHB\",\"data\":{\"Damage\":\"1d8\",\"Damage Type\":\"Cold\",\"Spell Attack\":\"Ranged\",\"data-Cantrip Scaling\":\"dice\"}},{\"name\":\"Ray of Sickness\",\"source\":\"XPHB\",\"data\":{\"Damage\":\"2d8\",\"Damage Type\":\"Poison\",\"Spell Attack\":\"Ranged\",\"Higher Spell Slot Die\":\"d8\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Regenerate\",\"source\":\"XPHB\",\"data\":{\"Healing\":\"4d8 + 15\"}},{\"name\":\"Reincarnate\",\"source\":\"XPHB\",\"data\":{\"Healing\":\"1d10\"}},{\"name\":\"Reverse Gravity\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Dexterity\"}},{\"name\":\"Sacred Flame\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Dexterity\",\"Damage\":\"1d8\",\"Damage Type\":\"Radiant\",\"data-Cantrip Scaling\":\"dice\"}},{\"name\":\"Sanctuary\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Wisdom\"}},{\"name\":\"Scorching Ray\",\"source\":\"XPHB\",\"data\":{\"Damage\":\"2d6\",\"Damage Type\":\"Fire\",\"Spell Attack\":\"Ranged\"}},{\"name\":\"Scrying\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Wisdom\"}},{\"name\":\"Searing Smite\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Constitution\",\"Damage\":\"1d6\",\"Damage Type\":\"Fire\",\"Secondary Damage\":\"1d6\",\"Secondary Damage Type\":\"Fire\",\"Higher Spell Slot Die\":\"d6\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Seeming\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Charisma\"}},{\"name\":\"Shatter\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Constitution\",\"Damage\":\"3d8\",\"Damage Type\":\"Thunder\",\"Save Success\":\"Half damage\",\"Higher Spell Slot Die\":\"d8\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Shillelagh\",\"source\":\"XPHB\",\"data\":{\"data-Cantrip Scaling\":\"dice\"}},{\"name\":\"Shining Smite\",\"source\":\"XPHB\",\"data\":{\"Damage\":\"2d6\",\"Damage Type\":\"Radiant\",\"Higher Spell Slot Die\":\"d6\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Shocking Grasp\",\"source\":\"XPHB\",\"data\":{\"Damage\":\"1d8\",\"Damage Type\":\"Lightning\",\"Spell Attack\":\"Melee\",\"data-Cantrip Scaling\":\"dice\"}},{\"name\":\"Sleep\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Wisdom\"}},{\"name\":\"Sleet Storm\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Dexterity\"}},{\"name\":\"Slow\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Wisdom\"}},{\"name\":\"Sorcerous 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Type\":\"Psychic\",\"Higher Spell Slot Die\":\"d6\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Starry Wisp\",\"source\":\"XPHB\",\"data\":{\"Damage\":\"1d8\",\"Damage Type\":\"Radiant\",\"Spell Attack\":\"Ranged\",\"data-Cantrip Scaling\":\"dice\"}},{\"name\":\"Steel Wind Strike\",\"source\":\"XPHB\",\"data\":{\"Damage\":\"6d10\",\"Damage Type\":\"Force\",\"Spell Attack\":\"Melee\"}},{\"name\":\"Stinking Cloud\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Constitution\"}},{\"name\":\"Storm of Vengeance\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Constitution\",\"Damage\":\"2d6\",\"Damage Type\":\"Thunder\",\"Secondary Damage\":\"4d6\",\"Secondary Damage Type\":\"Acid\",\"Save Success\":\"Half damage\"}},{\"name\":\"Suggestion\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Wisdom\"}},{\"name\":\"Sunbeam\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Constitution\",\"Damage\":\"6d8\",\"Damage Type\":\"Radiant\",\"Save Success\":\"Half damage\"}},{\"name\":\"Sunburst\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Constitution\",\"Damage\":\"12d6\",\"Damage Type\":\"Radiant\",\"Save Success\":\"Half damage\"}},{\"name\":\"Symbol\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Constitution\",\"Damage\":\"10d10\",\"Damage Type\":\"Necrotic\",\"Save Success\":\"Half damage\"}},{\"name\":\"Synaptic Static\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Intelligence\",\"Damage\":\"8d6\",\"Damage Type\":\"Psychic\",\"Save Success\":\"Half damage\"}},{\"name\":\"Tasha's Bubbling Cauldron\",\"source\":\"XPHB\",\"data\":{\"Add Casting Modifier\":\"Yes\"}},{\"name\":\"Tasha's Hideous Laughter\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Wisdom\"}},{\"name\":\"Telekinesis\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Strength\"}},{\"name\":\"Teleport\",\"source\":\"XPHB\",\"data\":{\"Damage\":\"3d10\",\"Damage Type\":\"Force\"}},{\"name\":\"Thorn Whip\",\"source\":\"XPHB\",\"data\":{\"Damage\":\"1d6\",\"Damage Type\":\"Piercing\",\"Spell Attack\":\"Melee\",\"data-Cantrip Scaling\":\"dice\"}},{\"name\":\"Thunderclap\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Constitution\",\"Damage\":\"1d6\",\"Damage Type\":\"Thunder\",\"data-Cantrip Scaling\":\"dice\"}},{\"name\":\"Thunderous Smite\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Strength\",\"Damage\":\"2d6\",\"Damage Type\":\"Thunder\",\"Higher Spell Slot Die\":\"d6\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Thunderwave\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Constitution\",\"Damage\":\"2d8\",\"Damage Type\":\"Thunder\",\"Save Success\":\"Half damage\",\"Higher Spell Slot Die\":\"d8\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Toll the Dead\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Wisdom\",\"Damage\":\"1d8\",\"Damage Type\":\"Necrotic\",\"Secondary Damage\":\"1d12\",\"Secondary Damage Type\":\"Necrotic\",\"data-Cantrip Scaling\":\"dice\"}},{\"name\":\"True Polymorph\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Wisdom\"}},{\"name\":\"True Strike\",\"source\":\"XPHB\",\"data\":{\"data-Cantrip Scaling\":\"dice\"}},{\"name\":\"Tsunami\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Strength\",\"Damage\":\"6d10\",\"Damage Type\":\"Bludgeoning\",\"Secondary Damage\":\"5d10\",\"Secondary Damage Type\":\"Bludgeoning\",\"Save Success\":\"Half damage\"}},{\"name\":\"Vampiric Touch\",\"source\":\"XPHB\",\"data\":{\"Damage\":\"3d6\",\"Damage Type\":\"Necrotic\",\"Spell Attack\":\"Melee\",\"Higher Spell Slot Die\":\"d6\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Vicious Mockery\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Wisdom\",\"Damage\":\"1d6\",\"Damage Type\":\"Psychic\",\"data-Cantrip Scaling\":\"dice\"}},{\"name\":\"Vitriolic Sphere\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Dexterity\",\"Damage\":\"10d4\",\"Damage Type\":\"Acid\",\"Secondary Damage\":\"5d4\",\"Secondary Damage Type\":\"Acid\",\"Higher Spell Slot Die\":\"d4\",\"Higher Spell Slot Dice\":\"2\"}},{\"name\":\"Wall of Fire\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Dexterity\",\"Damage\":\"5d8\",\"Damage Type\":\"Fire\",\"Secondary Damage\":\"5d8\",\"Secondary Damage Type\":\"Fire\",\"Save Success\":\"Half damage\",\"Higher Spell Slot Die\":\"d8\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Wall of Ice\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Dexterity\",\"Damage\":\"10d6\",\"Damage Type\":\"Cold\",\"Secondary Damage\":\"5d6\",\"Secondary Damage Type\":\"Cold\",\"Save Success\":\"Half damage\"}},{\"name\":\"Wall of Stone\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Dexterity\"}},{\"name\":\"Wall of Thorns\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Dexterity\",\"Damage\":\"7d8\",\"Damage Type\":\"Slashing\",\"Secondary Damage\":\"7d8\",\"Secondary Damage Type\":\"Piercing\",\"Save Success\":\"Half damage\",\"Higher Spell Slot Die\":\"d8\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Web\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Dexterity\",\"Damage\":\"2d4\",\"Damage Type\":\"Fire\"}},{\"name\":\"Weird\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Wisdom\",\"Damage\":\"10d10\",\"Damage Type\":\"Psychic\",\"Secondary Damage\":\"5d10\",\"Secondary Damage Type\":\"Psychic\",\"Save Success\":\"Half damage\"}},{\"name\":\"Wind Wall\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Strength\",\"Damage\":\"4d8\",\"Damage Type\":\"Bludgeoning\",\"Save Success\":\"Half damage\"}},{\"name\":\"Witch Bolt\",\"source\":\"XPHB\",\"data\":{\"Damage\":\"2d12\",\"Damage Type\":\"Lightning\",\"Secondary Damage\":\"1d12\",\"Secondary Damage Type\":\"Lightning\",\"Spell Attack\":\"Ranged\",\"Higher Spell Slot Die\":\"d12\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Word of Radiance\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Constitution\",\"Damage\":\"1d6\",\"Damage Type\":\"Radiant\",\"data-Cantrip Scaling\":\"dice\"}},{\"name\":\"Wrathful Smite\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Wisdom\",\"Damage\":\"1d6\",\"Damage Type\":\"Necrotic\",\"Higher Spell Slot Die\":\"d6\",\"Higher Spell Slot Dice\":\"1\"}},{\"name\":\"Yolande's Regal Presence\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Wisdom\",\"Damage\":\"4d6\",\"Damage Type\":\"Psychic\",\"Save Success\":\"Half damage\"}},{\"name\":\"Zone of Truth\",\"source\":\"XPHB\",\"data\":{\"Save\":\"Charisma\"}}]}"); JSON_DATA[`data/spells/sources.json`] = JSON.parse("{\"AAG\":{\"Air Bubble\":{\"class\":[{\"name\":\"Druid\",\"source\":\"PHB\"},{\"name\":\"Ranger\",\"source\":\"PHB\"},{\"name\":\"Sorcerer\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"},{\"name\":\"Artificer\",\"source\":\"TCE\"},{\"name\":\"Druid\",\"source\":\"XPHB\"},{\"name\":\"Ranger\",\"source\":\"XPHB\"},{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Create Spelljamming Helm\":{\"class\":[{\"name\":\"Wizard\",\"source\":\"PHB\"},{\"name\":\"Artificer\",\"source\":\"TCE\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]}},\"AI\":{\"Distort Value\":{\"class\":[{\"name\":\"Bard\",\"source\":\"PHB\"},{\"name\":\"Sorcerer\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"},{\"name\":\"Warlock\",\"source\":\"PHB\"},{\"name\":\"Bard\",\"source\":\"XPHB\"},{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"},{\"name\":\"Warlock\",\"source\":\"XPHB\"}]},\"Fast Friends\":{\"class\":[{\"name\":\"Bard\",\"source\":\"PHB\"},{\"name\":\"Cleric\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"},{\"name\":\"Bard\",\"source\":\"XPHB\"},{\"name\":\"Cleric\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Gift of Gab\":{\"class\":[{\"name\":\"Bard\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"},{\"name\":\"Bard\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Incite Greed\":{\"class\":[{\"name\":\"Cleric\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"},{\"name\":\"Warlock\",\"source\":\"PHB\"},{\"name\":\"Cleric\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"},{\"name\":\"Warlock\",\"source\":\"XPHB\"}]},\"Jim's Glowing Coin\":{\"class\":[{\"name\":\"Wizard\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Jim's Magic Missile\":{\"class\":[{\"name\":\"Wizard\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Motivational Speech\":{\"class\":[{\"name\":\"Bard\",\"source\":\"PHB\"},{\"name\":\"Cleric\",\"source\":\"PHB\"},{\"name\":\"Bard\",\"source\":\"XPHB\"},{\"name\":\"Cleric\",\"source\":\"XPHB\"}]}},\"AitFR-AVT\":{\"Linked Glyphs\":{\"class\":[{\"name\":\"Bard\",\"source\":\"PHB\"},{\"name\":\"Cleric\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"},{\"name\":\"Artificer\",\"source\":\"TCE\"},{\"name\":\"Bard\",\"source\":\"XPHB\"},{\"name\":\"Cleric\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]}},\"FTD\":{\"Ashardalon's Stride\":{\"class\":[{\"name\":\"Artificer\",\"source\":\"TCE\"},{\"name\":\"Ranger\",\"source\":\"PHB\"},{\"name\":\"Sorcerer\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"},{\"name\":\"Ranger\",\"source\":\"XPHB\"},{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Draconic Transformation\":{\"class\":[{\"name\":\"Druid\",\"source\":\"PHB\"},{\"name\":\"Sorcerer\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"},{\"name\":\"Druid\",\"source\":\"XPHB\"},{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Fizban's Platinum Shield\":{\"class\":[{\"name\":\"Sorcerer\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"},{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Nathair's Mischief\":{\"class\":[{\"name\":\"Bard\",\"source\":\"PHB\"},{\"name\":\"Sorcerer\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"},{\"name\":\"Bard\",\"source\":\"XPHB\"},{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Raulothim's Psychic Lance\":{\"class\":[{\"name\":\"Bard\",\"source\":\"PHB\"},{\"name\":\"Sorcerer\",\"source\":\"PHB\"},{\"name\":\"Warlock\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"},{\"name\":\"Bard\",\"source\":\"XPHB\"},{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Warlock\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Rime's Binding Ice\":{\"class\":[{\"name\":\"Sorcerer\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"},{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Summon Draconic Spirit\":{\"class\":[{\"name\":\"Druid\",\"source\":\"PHB\"},{\"name\":\"Sorcerer\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"}]}},\"IDRotF\":{\"Create Magen\":{\"class\":[{\"name\":\"Wizard\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Frost Fingers\":{\"class\":[{\"name\":\"Wizard\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]}},\"LLK\":{\"Flock of Familiars\":{\"class\":[{\"name\":\"Warlock\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"},{\"name\":\"Warlock\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Galder's Speedy Courier\":{\"class\":[{\"name\":\"Warlock\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"},{\"name\":\"Warlock\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Galder's Tower\":{\"class\":[{\"name\":\"Wizard\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]}},\"PHB\":{\"Acid Splash\":{\"class\":[{\"name\":\"Sorcerer\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"},{\"name\":\"Artificer\",\"source\":\"TCE\"}]},\"Aid\":{\"class\":[{\"name\":\"Cleric\",\"source\":\"PHB\"},{\"name\":\"Paladin\",\"source\":\"PHB\"},{\"name\":\"Artificer\",\"source\":\"TCE\"}],\"classVariant\":[{\"name\":\"Bard\",\"source\":\"PHB\",\"definedInSource\":\"TCE\"},{\"name\":\"Ranger\",\"source\":\"PHB\",\"definedInSource\":\"TCE\"}]},\"Alarm\":{\"class\":[{\"name\":\"Ranger\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"},{\"name\":\"Artificer\",\"source\":\"TCE\"}]},\"Alter Self\":{\"class\":[{\"name\":\"Sorcerer\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"},{\"name\":\"Artificer\",\"source\":\"TCE\"}]},\"Animal Friendship\":{\"class\":[{\"name\":\"Bard\",\"source\":\"PHB\"},{\"name\":\"Druid\",\"source\":\"PHB\"},{\"name\":\"Ranger\",\"source\":\"PHB\"}]},\"Animal Messenger\":{\"class\":[{\"name\":\"Bard\",\"source\":\"PHB\"},{\"name\":\"Druid\",\"source\":\"PHB\"},{\"name\":\"Ranger\",\"source\":\"PHB\"}]},\"Animal Shapes\":{\"class\":[{\"name\":\"Druid\",\"source\":\"PHB\"}]},\"Animate Dead\":{\"class\":[{\"name\":\"Cleric\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"}]},\"Animate Objects\":{\"class\":[{\"name\":\"Bard\",\"source\":\"PHB\"},{\"name\":\"Sorcerer\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"},{\"name\":\"Artificer\",\"source\":\"TCE\"}]},\"Antilife Shell\":{\"class\":[{\"name\":\"Druid\",\"source\":\"PHB\"}]},\"Antimagic Field\":{\"class\":[{\"name\":\"Cleric\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"}]},\"Antipathy/Sympathy\":{\"class\":[{\"name\":\"Druid\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"}],\"classVariant\":[{\"name\":\"Bard\",\"source\":\"PHB\",\"definedInSource\":\"TCE\"}]},\"Arcane Eye\":{\"class\":[{\"name\":\"Wizard\",\"source\":\"PHB\"},{\"name\":\"Artificer\",\"source\":\"TCE\"}]},\"Arcane Gate\":{\"class\":[{\"name\":\"Sorcerer\",\"source\":\"PHB\"},{\"name\":\"Warlock\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"}]},\"Arcane Lock\":{\"class\":[{\"name\":\"Wizard\",\"source\":\"PHB\"},{\"name\":\"Artificer\",\"source\":\"TCE\"}]},\"Armor of Agathys\":{\"class\":[{\"name\":\"Warlock\",\"source\":\"PHB\"}]},\"Arms of Hadar\":{\"class\":[{\"name\":\"Warlock\",\"source\":\"PHB\"}]},\"Astral Projection\":{\"class\":[{\"name\":\"Cleric\",\"source\":\"PHB\"},{\"name\":\"Warlock\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"},{\"name\":\"Monk\",\"source\":\"PHB\"}]},\"Augury\":{\"class\":[{\"name\":\"Cleric\",\"source\":\"PHB\"}],\"classVariant\":[{\"name\":\"Druid\",\"source\":\"PHB\",\"definedInSource\":\"TCE\"},{\"name\":\"Wizard\",\"source\":\"PHB\",\"definedInSource\":\"TCE\"}]},\"Aura of Life\":{\"class\":[{\"name\":\"Paladin\",\"source\":\"PHB\"}],\"classVariant\":[{\"name\":\"Cleric\",\"source\":\"PHB\",\"definedInSource\":\"TCE\"}]},\"Aura of Purity\":{\"class\":[{\"name\":\"Paladin\",\"source\":\"PHB\"}],\"classVariant\":[{\"name\":\"Cleric\",\"source\":\"PHB\",\"definedInSource\":\"TCE\"}]},\"Aura of Vitality\":{\"class\":[{\"name\":\"Paladin\",\"source\":\"PHB\"}],\"classVariant\":[{\"name\":\"Cleric\",\"source\":\"PHB\",\"definedInSource\":\"TCE\"},{\"name\":\"Druid\",\"source\":\"PHB\",\"definedInSource\":\"TCE\"}]},\"Awaken\":{\"class\":[{\"name\":\"Bard\",\"source\":\"PHB\"},{\"name\":\"Druid\",\"source\":\"PHB\"}]},\"Bane\":{\"class\":[{\"name\":\"Bard\",\"source\":\"PHB\"},{\"name\":\"Cleric\",\"source\":\"PHB\"}]},\"Banishing Smite\":{\"class\":[{\"name\":\"Paladin\",\"source\":\"PHB\"}]},\"Banishment\":{\"class\":[{\"name\":\"Cleric\",\"source\":\"PHB\"},{\"name\":\"Paladin\",\"source\":\"PHB\"},{\"name\":\"Sorcerer\",\"source\":\"PHB\"},{\"name\":\"Warlock\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"}]},\"Barkskin\":{\"class\":[{\"name\":\"Druid\",\"source\":\"PHB\"},{\"name\":\"Ranger\",\"source\":\"PHB\"}]},\"Beacon of Hope\":{\"class\":[{\"name\":\"Cleric\",\"source\":\"PHB\"}]},\"Beast Sense\":{\"class\":[{\"name\":\"Druid\",\"source\":\"PHB\"},{\"name\":\"Ranger\",\"source\":\"PHB\"}]},\"Bestow Curse\":{\"class\":[{\"name\":\"Bard\",\"source\":\"PHB\"},{\"name\":\"Cleric\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"}]},\"Bigby's Hand\":{\"class\":[{\"name\":\"Wizard\",\"source\":\"PHB\"},{\"name\":\"Artificer\",\"source\":\"TCE\"}],\"classVariant\":[{\"name\":\"Sorcerer\",\"source\":\"PHB\",\"definedInSource\":\"TCE\"}]},\"Blade Barrier\":{\"class\":[{\"name\":\"Cleric\",\"source\":\"PHB\"}]},\"Blade Ward\":{\"class\":[{\"name\":\"Bard\",\"source\":\"PHB\"},{\"name\":\"Sorcerer\",\"source\":\"PHB\"},{\"name\":\"Warlock\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"}]},\"Bless\":{\"class\":[{\"name\":\"Cleric\",\"source\":\"PHB\"},{\"name\":\"Paladin\",\"source\":\"PHB\"}]},\"Blight\":{\"class\":[{\"name\":\"Druid\",\"source\":\"PHB\"},{\"name\":\"Sorcerer\",\"source\":\"PHB\"},{\"name\":\"Warlock\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"}]},\"Blinding Smite\":{\"class\":[{\"name\":\"Paladin\",\"source\":\"PHB\"}]},\"Blindness/Deafness\":{\"class\":[{\"name\":\"Bard\",\"source\":\"PHB\"},{\"name\":\"Cleric\",\"source\":\"PHB\"},{\"name\":\"Sorcerer\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"}]},\"Blink\":{\"class\":[{\"name\":\"Sorcerer\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"},{\"name\":\"Artificer\",\"source\":\"TCE\"}]},\"Blur\":{\"class\":[{\"name\":\"Sorcerer\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"},{\"name\":\"Artificer\",\"source\":\"TCE\"}]},\"Branding Smite\":{\"class\":[{\"name\":\"Paladin\",\"source\":\"PHB\"}]},\"Burning Hands\":{\"class\":[{\"name\":\"Sorcerer\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"}]},\"Call Lightning\":{\"class\":[{\"name\":\"Druid\",\"source\":\"PHB\"}]},\"Calm Emotions\":{\"class\":[{\"name\":\"Bard\",\"source\":\"PHB\"},{\"name\":\"Cleric\",\"source\":\"PHB\"}]},\"Chain Lightning\":{\"class\":[{\"name\":\"Sorcerer\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"}]},\"Charm Person\":{\"class\":[{\"name\":\"Bard\",\"source\":\"PHB\"},{\"name\":\"Druid\",\"source\":\"PHB\"},{\"name\":\"Sorcerer\",\"source\":\"PHB\"},{\"name\":\"Warlock\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"}]},\"Chill Touch\":{\"class\":[{\"name\":\"Sorcerer\",\"source\":\"PHB\"},{\"name\":\"Warlock\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"}]},\"Chromatic Orb\":{\"class\":[{\"name\":\"Sorcerer\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"}]},\"Circle of Death\":{\"class\":[{\"name\":\"Sorcerer\",\"source\":\"PHB\"},{\"name\":\"Warlock\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"}]},\"Circle of Power\":{\"class\":[{\"name\":\"Paladin\",\"source\":\"PHB\"}]},\"Clairvoyance\":{\"class\":[{\"name\":\"Bard\",\"source\":\"PHB\"},{\"name\":\"Cleric\",\"source\":\"PHB\"},{\"name\":\"Sorcerer\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"}]},\"Clone\":{\"class\":[{\"name\":\"Wizard\",\"source\":\"PHB\"}]},\"Cloud of Daggers\":{\"class\":[{\"name\":\"Bard\",\"source\":\"PHB\"},{\"name\":\"Sorcerer\",\"source\":\"PHB\"},{\"name\":\"Warlock\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"}]},\"Cloudkill\":{\"class\":[{\"name\":\"Sorcerer\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"}]},\"Color Spray\":{\"class\":[{\"name\":\"Sorcerer\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"}],\"classVariant\":[{\"name\":\"Bard\",\"source\":\"PHB\",\"definedInSource\":\"TCE\"}]},\"Command\":{\"class\":[{\"name\":\"Cleric\",\"source\":\"PHB\"},{\"name\":\"Paladin\",\"source\":\"PHB\"}],\"classVariant\":[{\"name\":\"Bard\",\"source\":\"PHB\",\"definedInSource\":\"TCE\"}]},\"Commune\":{\"class\":[{\"name\":\"Cleric\",\"source\":\"PHB\"}]},\"Commune with Nature\":{\"class\":[{\"name\":\"Druid\",\"source\":\"PHB\"},{\"name\":\"Ranger\",\"source\":\"PHB\"}]},\"Compelled Duel\":{\"class\":[{\"name\":\"Paladin\",\"source\":\"PHB\"}]},\"Comprehend Languages\":{\"class\":[{\"name\":\"Bard\",\"source\":\"PHB\"},{\"name\":\"Sorcerer\",\"source\":\"PHB\"},{\"name\":\"Warlock\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"}]},\"Compulsion\":{\"class\":[{\"name\":\"Bard\",\"source\":\"PHB\"}]},\"Cone of Cold\":{\"class\":[{\"name\":\"Sorcerer\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"}],\"classVariant\":[{\"name\":\"Druid\",\"source\":\"PHB\",\"definedInSource\":\"TCE\"}]},\"Confusion\":{\"class\":[{\"name\":\"Bard\",\"source\":\"PHB\"},{\"name\":\"Druid\",\"source\":\"PHB\"},{\"name\":\"Sorcerer\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"}]},\"Conjure Animals\":{\"class\":[{\"name\":\"Druid\",\"source\":\"PHB\"},{\"name\":\"Ranger\",\"source\":\"PHB\"}]},\"Conjure Barrage\":{\"class\":[{\"name\":\"Ranger\",\"source\":\"PHB\"}]},\"Conjure Celestial\":{\"class\":[{\"name\":\"Cleric\",\"source\":\"PHB\"}]},\"Conjure Elemental\":{\"class\":[{\"name\":\"Druid\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"}]},\"Conjure Fey\":{\"class\":[{\"name\":\"Druid\",\"source\":\"PHB\"},{\"name\":\"Warlock\",\"source\":\"PHB\"}]},\"Conjure Minor Elementals\":{\"class\":[{\"name\":\"Druid\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"}]},\"Conjure Volley\":{\"class\":[{\"name\":\"Ranger\",\"source\":\"PHB\"}]},\"Conjure Woodland Beings\":{\"class\":[{\"name\":\"Druid\",\"source\":\"PHB\"},{\"name\":\"Ranger\",\"source\":\"PHB\"}]},\"Contact Other Plane\":{\"class\":[{\"name\":\"Warlock\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"}]},\"Contagion\":{\"class\":[{\"name\":\"Cleric\",\"source\":\"PHB\"},{\"name\":\"Druid\",\"source\":\"PHB\"}]},\"Contingency\":{\"class\":[{\"name\":\"Wizard\",\"source\":\"PHB\"}]},\"Continual Flame\":{\"class\":[{\"name\":\"Cleric\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"},{\"name\":\"Artificer\",\"source\":\"TCE\"}],\"classVariant\":[{\"name\":\"Druid\",\"source\":\"PHB\",\"definedInSource\":\"TCE\"}]},\"Control Water\":{\"class\":[{\"name\":\"Cleric\",\"source\":\"PHB\"},{\"name\":\"Druid\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"}]},\"Control Weather\":{\"class\":[{\"name\":\"Cleric\",\"source\":\"PHB\"},{\"name\":\"Druid\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"}]},\"Cordon of Arrows\":{\"class\":[{\"name\":\"Ranger\",\"source\":\"PHB\"}]},\"Counterspell\":{\"class\":[{\"name\":\"Sorcerer\",\"source\":\"PHB\"},{\"name\":\"Warlock\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"}]},\"Create Food and Water\":{\"class\":[{\"name\":\"Cleric\",\"source\":\"PHB\"},{\"name\":\"Paladin\",\"source\":\"PHB\"},{\"name\":\"Artificer\",\"source\":\"TCE\"}]},\"Create or Destroy Water\":{\"class\":[{\"name\":\"Cleric\",\"source\":\"PHB\"},{\"name\":\"Druid\",\"source\":\"PHB\"}]},\"Create Undead\":{\"class\":[{\"name\":\"Cleric\",\"source\":\"PHB\"},{\"name\":\"Warlock\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"}]},\"Creation\":{\"class\":[{\"name\":\"Sorcerer\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"},{\"name\":\"Artificer\",\"source\":\"TCE\"}]},\"Crown of Madness\":{\"class\":[{\"name\":\"Bard\",\"source\":\"PHB\"},{\"name\":\"Sorcerer\",\"source\":\"PHB\"},{\"name\":\"Warlock\",\"source\":\"PHB\"},{\"name\":\"Wizard\",\"source\":\"PHB\"}]},\"Crusader's Mantle\":{\"class\":[{\"name\":\"Paladin\",\"source\":\"PHB\"}]},\"Cure Wounds\":{\"class\":[{\"name\":\"Bard\",\"source\":\"PHB\"},{\"name\":\"Cleric\",\"source\":\"PHB\"},{\"name\":\"Druid\",\"source\":\"PHB\"},{\"name\":\"Paladin\",\"source\":\"PHB\"},{\"name\":\"Ranger\",\"source\":\"PHB\"},{\"name\":\"Artificer\",\"source\":\"TCE\"}]},\"Dancing 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Rebuke\":{\"class\":[{\"name\":\"Warlock\",\"source\":\"XPHB\"}]},\"Heroes' Feast\":{\"class\":[{\"name\":\"Bard\",\"source\":\"XPHB\"},{\"name\":\"Cleric\",\"source\":\"XPHB\"},{\"name\":\"Druid\",\"source\":\"XPHB\"}]},\"Heroism\":{\"class\":[{\"name\":\"Bard\",\"source\":\"XPHB\"},{\"name\":\"Paladin\",\"source\":\"XPHB\"}]},\"Hex\":{\"class\":[{\"name\":\"Warlock\",\"source\":\"XPHB\"}]},\"Hold Monster\":{\"class\":[{\"name\":\"Bard\",\"source\":\"XPHB\"},{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Warlock\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Hold Person\":{\"class\":[{\"name\":\"Bard\",\"source\":\"XPHB\"},{\"name\":\"Cleric\",\"source\":\"XPHB\"},{\"name\":\"Druid\",\"source\":\"XPHB\"},{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Warlock\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Holy Aura\":{\"class\":[{\"name\":\"Cleric\",\"source\":\"XPHB\"}]},\"Hunger of Hadar\":{\"class\":[{\"name\":\"Warlock\",\"source\":\"XPHB\"}]},\"Hunter's Mark\":{\"class\":[{\"name\":\"Ranger\",\"source\":\"XPHB\"}]},\"Hypnotic Pattern\":{\"class\":[{\"name\":\"Bard\",\"source\":\"XPHB\"},{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Warlock\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Ice Knife\":{\"class\":[{\"name\":\"Druid\",\"source\":\"XPHB\"},{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Ice Storm\":{\"class\":[{\"name\":\"Druid\",\"source\":\"XPHB\"},{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Identify\":{\"class\":[{\"name\":\"Bard\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"},{\"name\":\"Artificer\",\"source\":\"TCE\"}]},\"Illusory Script\":{\"class\":[{\"name\":\"Bard\",\"source\":\"XPHB\"},{\"name\":\"Warlock\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Imprisonment\":{\"class\":[{\"name\":\"Warlock\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Incendiary Cloud\":{\"class\":[{\"name\":\"Druid\",\"source\":\"XPHB\"},{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Inflict Wounds\":{\"class\":[{\"name\":\"Cleric\",\"source\":\"XPHB\"}]},\"Insect Plague\":{\"class\":[{\"name\":\"Cleric\",\"source\":\"XPHB\"},{\"name\":\"Druid\",\"source\":\"XPHB\"},{\"name\":\"Sorcerer\",\"source\":\"XPHB\"}]},\"Invisibility\":{\"class\":[{\"name\":\"Bard\",\"source\":\"XPHB\"},{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Warlock\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"},{\"name\":\"Artificer\",\"source\":\"TCE\"}]},\"Jallarzi's Storm of Radiance\":{\"class\":[{\"name\":\"Warlock\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Jump\":{\"class\":[{\"name\":\"Druid\",\"source\":\"XPHB\"},{\"name\":\"Ranger\",\"source\":\"XPHB\"},{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"},{\"name\":\"Artificer\",\"source\":\"TCE\"}]},\"Knock\":{\"class\":[{\"name\":\"Bard\",\"source\":\"XPHB\"},{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Legend Lore\":{\"class\":[{\"name\":\"Bard\",\"source\":\"XPHB\"},{\"name\":\"Cleric\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Leomund's Secret Chest\":{\"class\":[{\"name\":\"Wizard\",\"source\":\"XPHB\"},{\"name\":\"Artificer\",\"source\":\"TCE\"}]},\"Leomund's Tiny Hut\":{\"class\":[{\"name\":\"Bard\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Lesser Restoration\":{\"class\":[{\"name\":\"Bard\",\"source\":\"XPHB\"},{\"name\":\"Cleric\",\"source\":\"XPHB\"},{\"name\":\"Druid\",\"source\":\"XPHB\"},{\"name\":\"Ranger\",\"source\":\"XPHB\"},{\"name\":\"Paladin\",\"source\":\"XPHB\"},{\"name\":\"Artificer\",\"source\":\"TCE\"}]},\"Levitate\":{\"class\":[{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"},{\"name\":\"Artificer\",\"source\":\"TCE\"}]},\"Light\":{\"class\":[{\"name\":\"Bard\",\"source\":\"XPHB\"},{\"name\":\"Cleric\",\"source\":\"XPHB\"},{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"},{\"name\":\"Artificer\",\"source\":\"TCE\"}]},\"Lightning Arrow\":{\"class\":[{\"name\":\"Ranger\",\"source\":\"XPHB\"}]},\"Lightning Bolt\":{\"class\":[{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Locate Animals or 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Armor\":{\"class\":[{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Mage Hand\":{\"class\":[{\"name\":\"Bard\",\"source\":\"XPHB\"},{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Warlock\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"},{\"name\":\"Artificer\",\"source\":\"TCE\"}]},\"Magic Circle\":{\"class\":[{\"name\":\"Cleric\",\"source\":\"XPHB\"},{\"name\":\"Warlock\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"},{\"name\":\"Paladin\",\"source\":\"XPHB\"}]},\"Magic Jar\":{\"class\":[{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Magic Missile\":{\"class\":[{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Magic Mouth\":{\"class\":[{\"name\":\"Bard\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"},{\"name\":\"Artificer\",\"source\":\"TCE\"}]},\"Magic Weapon\":{\"class\":[{\"name\":\"Ranger\",\"source\":\"XPHB\"},{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"},{\"name\":\"Paladin\",\"source\":\"XPHB\"},{\"name\":\"Artificer\",\"source\":\"TCE\"}]},\"Major Image\":{\"class\":[{\"name\":\"Bard\",\"source\":\"XPHB\"},{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Warlock\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Mass Cure Wounds\":{\"class\":[{\"name\":\"Bard\",\"source\":\"XPHB\"},{\"name\":\"Cleric\",\"source\":\"XPHB\"},{\"name\":\"Druid\",\"source\":\"XPHB\"}]},\"Mass Heal\":{\"class\":[{\"name\":\"Cleric\",\"source\":\"XPHB\"}]},\"Mass Healing Word\":{\"class\":[{\"name\":\"Bard\",\"source\":\"XPHB\"},{\"name\":\"Cleric\",\"source\":\"XPHB\"}]},\"Mass Suggestion\":{\"class\":[{\"name\":\"Bard\",\"source\":\"XPHB\"},{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Maze\":{\"class\":[{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Meld into Stone\":{\"class\":[{\"name\":\"Cleric\",\"source\":\"XPHB\"},{\"name\":\"Druid\",\"source\":\"XPHB\"},{\"name\":\"Ranger\",\"source\":\"XPHB\"}]},\"Melf's Acid Arrow\":{\"class\":[{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Mending\":{\"class\":[{\"name\":\"Bard\",\"source\":\"XPHB\"},{\"name\":\"Cleric\",\"source\":\"XPHB\"},{\"name\":\"Druid\",\"source\":\"XPHB\"},{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"},{\"name\":\"Artificer\",\"source\":\"TCE\"}]},\"Message\":{\"class\":[{\"name\":\"Bard\",\"source\":\"XPHB\"},{\"name\":\"Druid\",\"source\":\"XPHB\"},{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"},{\"name\":\"Artificer\",\"source\":\"TCE\"}]},\"Meteor Swarm\":{\"class\":[{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Mind Blank\":{\"class\":[{\"name\":\"Bard\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Mind Sliver\":{\"class\":[{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Warlock\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Mind Spike\":{\"class\":[{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Warlock\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Minor Illusion\":{\"class\":[{\"name\":\"Bard\",\"source\":\"XPHB\"},{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Warlock\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Mirage Arcane\":{\"class\":[{\"name\":\"Bard\",\"source\":\"XPHB\"},{\"name\":\"Druid\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Mirror Image\":{\"class\":[{\"name\":\"Bard\",\"source\":\"XPHB\"},{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Warlock\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Mislead\":{\"class\":[{\"name\":\"Bard\",\"source\":\"XPHB\"},{\"name\":\"Warlock\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Misty Step\":{\"class\":[{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Warlock\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Modify Memory\":{\"class\":[{\"name\":\"Bard\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Moonbeam\":{\"class\":[{\"name\":\"Druid\",\"source\":\"XPHB\"}]},\"Mordenkainen's Faithful Hound\":{\"class\":[{\"name\":\"Wizard\",\"source\":\"XPHB\"},{\"name\":\"Artificer\",\"source\":\"TCE\"}]},\"Mordenkainen's Magnificent Mansion\":{\"class\":[{\"name\":\"Bard\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Mordenkainen's Private Sanctum\":{\"class\":[{\"name\":\"Wizard\",\"source\":\"XPHB\"},{\"name\":\"Artificer\",\"source\":\"TCE\"}]},\"Mordenkainen's Sword\":{\"class\":[{\"name\":\"Bard\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Move Earth\":{\"class\":[{\"name\":\"Druid\",\"source\":\"XPHB\"},{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Nondetection\":{\"class\":[{\"name\":\"Bard\",\"source\":\"XPHB\"},{\"name\":\"Ranger\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Nystul's Magic Aura\":{\"class\":[{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Otiluke's Freezing Sphere\":{\"class\":[{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Otiluke's Resilient Sphere\":{\"class\":[{\"name\":\"Wizard\",\"source\":\"XPHB\"},{\"name\":\"Artificer\",\"source\":\"TCE\"}]},\"Otto's Irresistible 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Whip\":{\"class\":[{\"name\":\"Druid\",\"source\":\"XPHB\"},{\"name\":\"Artificer\",\"source\":\"TCE\"}]},\"Thunderclap\":{\"class\":[{\"name\":\"Bard\",\"source\":\"XPHB\"},{\"name\":\"Druid\",\"source\":\"XPHB\"},{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Warlock\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"},{\"name\":\"Artificer\",\"source\":\"TCE\"}]},\"Thunderous Smite\":{\"class\":[{\"name\":\"Paladin\",\"source\":\"XPHB\"}]},\"Thunderwave\":{\"class\":[{\"name\":\"Bard\",\"source\":\"XPHB\"},{\"name\":\"Druid\",\"source\":\"XPHB\"},{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Time Stop\":{\"class\":[{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Toll the 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Sphere\":{\"class\":[{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Wall of Fire\":{\"class\":[{\"name\":\"Druid\",\"source\":\"XPHB\"},{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Wall of Force\":{\"class\":[{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Wall of Ice\":{\"class\":[{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Wall of Stone\":{\"class\":[{\"name\":\"Druid\",\"source\":\"XPHB\"},{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"},{\"name\":\"Artificer\",\"source\":\"TCE\"}]},\"Wall of Thorns\":{\"class\":[{\"name\":\"Druid\",\"source\":\"XPHB\"}]},\"Warding Bond\":{\"class\":[{\"name\":\"Cleric\",\"source\":\"XPHB\"},{\"name\":\"Paladin\",\"source\":\"XPHB\"}]},\"Water Breathing\":{\"class\":[{\"name\":\"Druid\",\"source\":\"XPHB\"},{\"name\":\"Ranger\",\"source\":\"XPHB\"},{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"},{\"name\":\"Artificer\",\"source\":\"TCE\"}]},\"Water Walk\":{\"class\":[{\"name\":\"Cleric\",\"source\":\"XPHB\"},{\"name\":\"Druid\",\"source\":\"XPHB\"},{\"name\":\"Ranger\",\"source\":\"XPHB\"},{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Artificer\",\"source\":\"TCE\"}]},\"Web\":{\"class\":[{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"},{\"name\":\"Artificer\",\"source\":\"TCE\"}]},\"Weird\":{\"class\":[{\"name\":\"Warlock\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Wind Walk\":{\"class\":[{\"name\":\"Druid\",\"source\":\"XPHB\"}]},\"Wind Wall\":{\"class\":[{\"name\":\"Druid\",\"source\":\"XPHB\"},{\"name\":\"Ranger\",\"source\":\"XPHB\"}]},\"Wish\":{\"class\":[{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Witch Bolt\":{\"class\":[{\"name\":\"Sorcerer\",\"source\":\"XPHB\"},{\"name\":\"Warlock\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Word of Radiance\":{\"class\":[{\"name\":\"Cleric\",\"source\":\"XPHB\"}]},\"Word of Recall\":{\"class\":[{\"name\":\"Cleric\",\"source\":\"XPHB\"}]},\"Wrathful Smite\":{\"class\":[{\"name\":\"Paladin\",\"source\":\"XPHB\"}]},\"Yolande's Regal Presence\":{\"class\":[{\"name\":\"Bard\",\"source\":\"XPHB\"},{\"name\":\"Wizard\",\"source\":\"XPHB\"}]},\"Zone of Truth\":{\"class\":[{\"name\":\"Bard\",\"source\":\"XPHB\"},{\"name\":\"Cleric\",\"source\":\"XPHB\"},{\"name\":\"Paladin\",\"source\":\"XPHB\"}]}}}"); JSON_DATA[`data/spells/spells-aag.json`] = JSON.parse("{\"spell\":[{\"name\":\"Air Bubble\",\"source\":\"AAG\",\"page\":22,\"level\":2,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":24}}],\"entries\":[\"You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.\"]}],\"miscTags\":[\"SGT\"],\"hasFluffImages\":true},{\"name\":\"Create Spelljamming Helm\",\"source\":\"AAG\",\"page\":22,\"level\":5,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a crystal rod worth at least 5,000 gp, which the spell consumes\",\"cost\":500000,\"consume\":true}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"Holding the rod used in the casting of the spell, you touch a Large or smaller chair that is unoccupied. The rod disappears, and the chair is transformed into a {@item spelljamming helm|AAG}.\"]}]}"); JSON_DATA[`data/spells/spells-ai.json`] = JSON.parse("{\"spell\":[{\"name\":\"Distort Value\",\"source\":\"AI\",\"page\":75,\"level\":1,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":8}}],\"entries\":[\"Do you need to squeeze a few more gold pieces out of a merchant as you try to sell that weird octopus statue you liberated from the chaos temple? Do you need to downplay the worth of some magical assets when the tax collector stops by? Distort value has you covered.\",\"You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence ({@skill Investigation}) check against your spell save DC.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st.\"]}]},{\"name\":\"Fast Friends\",\"source\":\"AI\",\"page\":75,\"level\":3,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"When you need to make sure something gets done, you can't rely on vague promises, sworn oaths, or binding contracts of employment. When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become {@condition charmed} by you for the duration. While the creature is {@condition charmed} in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.\",\"You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature's normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.\",\"When the spell ends, the creature knows it was {@condition charmed} by you.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.\"]}],\"conditionInflict\":[\"charmed\"],\"savingThrow\":[\"wisdom\"],\"affectsCreatureType\":[\"humanoid\"],\"miscTags\":[\"SCT\",\"SGT\"],\"areaTags\":[\"MT\",\"ST\"]},{\"name\":\"Gift of Gab\",\"source\":\"AI\",\"page\":76,\"level\":2,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"reaction\",\"condition\":\"which you take when you speak to another creature\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"r\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[{\"type\":\"quote\",\"entries\":[\"When I met Jim Darkmagic, I wondered how he got anything done in that outfit. I have since learned that most of his talents involve standing and talking. His outfit is perfect for that.\"],\"by\":\"Môrgæn\"},\"Jim Darkmagic is said to have invented this spell, originally calling it {@i I said what?!} Have you ever been talking to the local monarch and accidentally mentioned how their son looks like your favorite hog from when you were growing up on the family farm? We've all been there! But rather than being beheaded for an honest slip of the tongue, you can pretend it never happened—by ensuring that no one knows it happened.\",\"When you cast this spell, you skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the spell.\"],\"areaTags\":[\"MT\"]},{\"name\":\"Incite Greed\",\"source\":\"AI\",\"page\":76,\"level\":3,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a gem worth at least 50 gp\",\"cost\":5000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be {@condition charmed} by you until the spell ends, or until you or your companions do anything harmful to it. While {@condition charmed} in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feet of you, it cannot move, but simply stares greedily at the gem you present.\",\"At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.\"],\"conditionInflict\":[\"charmed\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"MT\"]},{\"name\":\"Jim's Glowing Coin\",\"source\":\"AI\",\"page\":76,\"level\":2,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"s\":true,\"m\":\"a coin\",\"r\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1}}],\"entries\":[\"Of the many tactics employed by master magician and renowned adventurer Jim Darkmagic, the old glowing coin trick is a time-honored classic. When you cast the spell, you hurl the coin that is the spell's material component to any spot within range. The coin lights up as if under the effect of a {@spell light} spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration. While distracted, a creature has disadvantage on Wisdom ({@skill Perception}) checks and initiative rolls.\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"MT\"]},{\"name\":\"Jim's Magic Missile\",\"source\":\"AI\",\"page\":76,\"level\":1,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true,\"r\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[{\"type\":\"quote\",\"entries\":[\"Jim's magic missile is an ancient and powerful spell, as well as being the name of my band in Wizard Academy.\"],\"by\":\"Jim Darkmagic\"},\"Any apprentice wizard can cast a boring old magic missile. Sure, it always strikes its target. Yawn. Do away with the drudgery of your grandfather's magic with this improved version of the spell, as used by Jim Darkmagic!\",\"You create three twisting, whistling, hypoallergenic, gluten-free darts of magical force. Each dart targets a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, a missile deals {@damage 2d4} force damage to its target.\",\"If the attack roll scores a critical hit, the target of that missile takes {@damage 5d4} force damage instead of you rolling damage twice for a critical hit. If the attack roll for any missile is a 1, all missiles miss their targets and blow up in your face, dealing 1 force damage per missile to you.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart, and the royalty component increases by 1 gp, for each slot level above 1st.\"]}],\"damageInflict\":[\"force\"],\"spellAttack\":[\"R\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"MT\",\"ST\"]},{\"name\":\"Motivational Speech\",\"source\":\"AI\",\"page\":77,\"level\":3,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[{\"type\":\"quote\",\"entries\":[\"I once heard a motivational speech by Jim and it was the worst ninety seconds of my life. What does Omin see in him, anyway?\"],\"by\":\"Walnut Dankgrass\"},\"You address allies, staff, or innocent bystanders to exhort and inspire them to greatness, whether they have anything to get excited about or not. Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd.\"]}],\"miscTags\":[\"ADV\",\"SGT\",\"THP\"],\"areaTags\":[\"MT\"]}]}"); JSON_DATA[`data/spells/spells-aitfr-avt.json`] = JSON.parse("{\"spell\":[{\"name\":\"Linked Glyphs\",\"source\":\"AitFR-AVT\",\"page\":9,\"otherSources\":[{\"source\":\"AitFR-FCD\",\"page\":11}],\"level\":3,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"hour\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"incense and powdered diamond worth at least 300 gp, which the spell consumes\",\"cost\":30000,\"consume\":true}},\"duration\":[{\"type\":\"permanent\",\"ends\":[\"dispel\",\"trigger\"]}],\"entries\":[\"When you cast this spell, you inscribe a detection glyph that later activates a magical effect at the site of a separate, linked glyph. You inscribe the detection glyph either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the detection glyph is broken, and the spell ends without being triggered.\",\"Both glyphs are nearly invisible, and finding either requires a successful Intelligence ({@skill Investigation}) check against your spell save DC.\",\"You decide what triggers the detection glyph when you cast this spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.\",\"You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.\",\"When you inscribe the detection glyph, choose an alarm glyph or spell glyph to link to it.\",{\"type\":\"entries\",\"name\":\"Alarm Glyph\",\"entries\":[\"You create and magically link two glyphs: a detection glyph and an effect glyph. Each of these two glyphs must stay within 100 miles of the other or the spell effect ends. When the detection glyph is triggered, the effect glyph reacts like an alarm spell, creating a mental ping in your mind if you are within 1 mile of the effect glyph. This ping awakens you if you are sleeping.\"]},{\"type\":\"entries\",\"name\":\"Spell Glyph\",\"entries\":[\"You create and magically link two glyphs: a detection glyph and an effect glyph. These two glyphs must be within 100 feet of each other. You can store a prepared spell of 4th level or lower in the effect glyph by casting it as part of creating the glyphs. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the detection glyph is triggered, the spell stored in the effect glyph is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on the effect glyph. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the effect glyph. If the spell requires {@status concentration}, it lasts until the end of its full duration.\"]}],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 5th level or higher to create a spell glyph, you can store any spell of up to the same level as the slot you use.\"]}],\"conditionInflict\":[\"invisible\"],\"miscTags\":[\"PRM\"]}]}"); JSON_DATA[`data/spells/spells-bmt.json`] = JSON.parse("{\"spell\":[{\"name\":\"Antagonize\",\"source\":\"BMT\",\"page\":50,\"level\":3,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a playing card depicting a rogue\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You whisper magical words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target takes {@damage 4d4} psychic damage and must immediately use its reaction to make a melee attack against another creature of your choice that you can see. If the target can't make this attack (for example, because there is no one within its reach or because its reaction is unavailable), the target instead has disadvantage on the next attack roll it makes before the start of your next turn. On a successful save, the target takes half as much damage only.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@dice 1d4} for each slot level above 3rd.\"]}],\"damageInflict\":[\"psychic\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"SGT\"]},{\"name\":\"Spirit of Death\",\"source\":\"BMT\",\"page\":50,\"level\":4,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a gilded playing card worth at least 400 gp and depicting an avatar of death\",\"cost\":40000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You call forth a spirit that embodies death. The spirit manifests in an unoccupied space you can see within range and uses the {@creature reaper spirit|BMT} stat block. The spirit disappears when it is reduced to 0 hit points or when the spell ends.\",\"The spirit is an ally to you and your companions. In combat, the spirit shares your initiative count and takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue the spirit any commands, it takes the {@action Dodge} action and uses its movement to avoid danger.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the reaper spirit stat block.\"]}],\"miscTags\":[\"SGT\",\"SMN\"]},{\"name\":\"Spray of Cards\",\"source\":\"BMT\",\"page\":50,\"level\":2,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"cone\",\"distance\":{\"type\":\"feet\",\"amount\":15}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a deck of cards\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You spray a 15-foot cone of spectral cards. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes {@damage 2d10} force damage and has the {@condition blinded} condition until the end of its next turn. On a successful save, a creature takes half as much damage only.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@dice 1d10} for each slot level above 2nd.\"]}],\"damageInflict\":[\"force\"],\"conditionInflict\":[\"blinded\"],\"savingThrow\":[\"dexterity\"]}]}"); JSON_DATA[`data/spells/spells-dodk.json`] = JSON.parse("{\"spell\":[{\"name\":\"Conjure the Deep Haze\",\"source\":\"DoDk\",\"page\":226,\"level\":5,\"school\":\"C\",\"subschools\":[\"contaminated\"],\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a delerium fragment worth 100 gp, which the spell consumes\",\"cost\":10000,\"consume\":true}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"When you cast this spell, you gain one {@adventure level of contamination|DoDk|12}.\",\"You create a 20-foot-radius sphere of the Deep Haze on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.\",\"When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw. On a failed saving throw, it suffers ({@dice 8d6}) necrotic damage and gains one {@adventure level of contamination|DoDk|12}. On a successful save, the creature takes half as much damage and does not gain any {@adventure contamination levels|DoDk|12}. Creatures are affected even if they hold their breath or don't need to breathe.\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"OBS\"]},{\"name\":\"Contaminated Power\",\"source\":\"DoDk\",\"page\":226,\"level\":8,\"school\":\"T\",\"subschools\":[\"contaminated\"],\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a delerium shard worth 500 gp, which the spell consumes\",\"cost\":50000,\"consume\":true}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1}}],\"entries\":[\"When you cast this spell, you gain one {@adventure level of contamination|DoDk|12}. You draw unrestrained arcane magic from the delerium shard you hold in your hand. Until the spell ends, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"When you cast a spell that deals acid, fire, cold, lightning, or poison damage, you can change the damage type to force, necrotic, psychic, or radiant damage.\",\"Once per turn when you deal damage with a spell, you can deal an extra {@damage 1d12} necrotic damage for each {@adventure contamination level|DoDk|12} you have gained to one target of that spell.\",\"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can choose to gain one {@adventure level of contamination|DoDk|12}. If you do, one target of the spell has disadvantage on its first saving throw made against that spell.\"]},\"This spell can't be dispelled by {@spell dispel magic}.\"],\"damageInflict\":[\"necrotic\"],\"hasFluff\":true},{\"name\":\"Contamination Immunity\",\"source\":\"DoDk\",\"page\":226,\"level\":7,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"An eldritch lily mixed into 250 gp worth of specially-prepared purified fluids, which the spell consumes\",\"cost\":25000,\"consume\":true}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":24}}],\"entries\":[\"Until the spell ends, one willing creature you touch is immune to necrotic damage and cannot gain {@adventure contamination levels|DoDk|12}. The affected creature may rest normally within the Haze.\",\"This spell ends immediately if the creature casts a contaminated spell.\"],\"hasFluff\":true},{\"name\":\"Delerium Blast\",\"source\":\"DoDk\",\"page\":227,\"level\":4,\"school\":\"V\",\"subschools\":[\"contaminated\"],\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":150}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a delerium fragment worth 100 gp, which the spell consumes\",\"cost\":10000,\"consume\":true}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"When you cast this spell, you gain one {@adventure level of contamination|DoDk|12}.\",\"You ignite arcane energies stored inside a delerium fragment held in your hand, and hurl it towards a space you can see within range. It explodes in a 20-foot-radius sphere of erratic psychic energy that overwhelms the minds and senses of those within. Each creature in the sphere must succeed on an Intelligence saving throw. On a failed save, a creature takes ({@dice 10d6}) psychic damage and becomes {@condition incapacitated} until the end of their next turn. On a successful save, a target takes half as much damage and suffers none of the spell's other effects.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 5th level or higher, the damage increases by {@dice 2d6} for each slot level above 4th.\"]}],\"conditionInflict\":[\"incapacitated\"],\"savingThrow\":[\"intelligence\"],\"miscTags\":[\"SGT\"]},{\"name\":\"Delerium Orb\",\"source\":\"DoDk\",\"page\":227,\"level\":1,\"school\":\"V\",\"subschools\":[\"contaminated\"],\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a delerium fragment worth 100 gp, which the spell consumes\",\"cost\":10000,\"consume\":true}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"When you cast this spell, you gain one {@adventure level of contamination|DoDk|12}. You draw chaotic magical power from the delerium fragment held in your hand, and blast a creature you can see within range with paradoxical power. Choose one ability score, then choose cold, fire, lightning, necrotic, psychic, or radiant damage. The target must succeed on a saving throw using the chosen ability score; it takes {@damage 6d6} damage of the chosen type on a failed saving throw, or half as much on a successful one.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 2d6} for each slot level above 1st.\"]}],\"miscTags\":[\"SGT\"]},{\"name\":\"Forced Evolution\",\"source\":\"DoDk\",\"page\":227,\"level\":4,\"school\":\"T\",\"time\":[{\"number\":8,\"unit\":\"hour\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"An alchemical cocktail made from rare components and delerium dust worth 250 gold, which the target consumes as part of the spell\",\"consume\":true}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"By means of this spell, you transform a mutation gained from {@adventure contamination|DoDk|12}. One of the target's existing mutations is removed and is replaced by a different one. This mutation may be chosen by the Game Master or determined randomly (see Appendix C of Dungeons of Drakkenheim).\"]},{\"name\":\"Neutralizing Field\",\"source\":\"DoDk\",\"page\":228,\"level\":5,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"sphere\",\"distance\":{\"type\":\"feet\",\"amount\":10}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"A delerium crystal or holy relic worth 1,000 gp\",\"cost\":100000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You negate contaminated magical energies in a 10-foot radius sphere. Until the spell ends, the sphere moves with you, centred on you. Creatures in the sphere (including you) can't gain {@adventure contamination levels|DoDk|12} and have immunity to necrotic damage. Contaminated spells can't be cast by creatures in the area.\"],\"hasFluff\":true},{\"name\":\"Octarine Spray\",\"source\":\"DoDk\",\"page\":228,\"level\":7,\"school\":\"V\",\"subschools\":[\"contaminated\"],\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"cone\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a delerium fragment worth 100 gp, which the spell consumes\",\"cost\":10000,\"consume\":true}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"When you cast this spell, you gain one {@adventure level of contamination|DoDk|12}. Octarine rays of light flash from your hand. Each ray is a different colour and has a different power and purpose, see the table below. Each creature in a 60-foot cone must succeed on a Constitution saving throw. For each target, roll a {@dice d8} to determine which colour ray affects it.\",{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"d8\",\"Octarine Spray Effect\"],\"rows\":[[\"1\",\"The target takes {@damage 20d6} psychic damage on a failed save, or half as much damage on a success.\"],[\"2\",\"The target takes {@damage 20d6} necrotic damage on a failed save, or half as much damage on a success.\"],[\"3\",\"The target takes {@damage 20d6} force damage on a failed save, or half as much damage on a success.\"],[\"4\",\"The target takes {@damage 20d6} radiant damage on a failed save, or half as much damage on a success.\"],[\"5\",\"The target takes {@damage 20d6} thunder damage on a failed save, or half as much damage on a success.\"],[\"6\",\"At the start of each of its turns, the affected target uses all its movement to move directly towards the closest creature it can see. Then, the affected target uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the affected target does nothing this turn. At the end of each of its turns, the affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.\"],[\"7\",\"At the start of each of its turns, the affected target gains one {@adventure level of contamination|DoDk|12}. At the end of each of its turns, an affected target can make a Constitution saving throw. If it succeeds, this effect ends for that target, but any {@adventure contamination levels|DoDk|12} gained remain.\"],[\"8\",\"{@b Special.} The target is struck by an additional ray. Roll again twice. There's no limit to how many additional rays can strike a single creature in this manner.\"]]}],\"damageInflict\":[\"force\",\"necrotic\",\"psychic\",\"radiant\",\"thunder\"],\"savingThrow\":[\"constitution\",\"wisdom\"],\"miscTags\":[\"RO\"]},{\"name\":\"Purge Contamination\",\"source\":\"DoDk\",\"page\":228,\"level\":3,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"hour\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"100 gp of alchemical fluids or holy water, which the spell consumes\",\"cost\":10000,\"consume\":true}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You apply alchemical fluids or holy water to a contaminated humanoid creature while reciting an exacting magical chant that expels eldritch contaminants from the target's body. When you finish casting the spell, all {@adventure contamination levels|DoDk|12} and mutations are removed from the creature. It then gains one level of {@condition exhaustion} for each {@adventure contamination level|DoDk|12} removed with this spell.\"],\"conditionInflict\":[\"exhaustion\"]},{\"name\":\"Ray of Contamination\",\"source\":\"DoDk\",\"page\":229,\"level\":6,\"school\":\"N\",\"subschools\":[\"contaminated\"],\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a delerium fragment worth 100 gp, which the spell consumes\",\"cost\":10000,\"consume\":true}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"When you cast this spell, you gain one {@adventure level of contamination|DoDk|12}. An octarine ray springs from your pointing finger to a creature that you can see within range. The target must succeed on a Constitution saving throw. On a failed save, a creature takes {@damage 16d6} necrotic damage and gains {@dice 1d4} {@adventure levels of contamination|DoDk|12}. On a successful save, a target takes half as much damage and does not gain any {@adventure contamination levels|DoDk|12}.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them.\"]}],\"damageInflict\":[\"necrotic\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"SCT\",\"SGT\"]},{\"name\":\"Ride the Rifts\",\"source\":\"DoDk\",\"page\":228,\"level\":3,\"school\":\"C\",\"subschools\":[\"contaminated\"],\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"line\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a delerium fragment worth 100 gp, which the spell consumes\",\"cost\":10000,\"consume\":true}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"When you cast this spell, you gain one {@adventure level of contamination|DoDk|12}. A stroke of eldritch lightning forming a line 60 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw. A creature takes {@damage 10d6} lightning damage on a failed save, or half as much damage on a successful one. You then teleport to an unoccupied space you can see within the line's area.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@dice 2d6} for each slot level above 3rd.\"]}],\"damageInflict\":[\"lightning\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"SGT\"]},{\"name\":\"Sacrament of the Falling Fire\",\"source\":\"DoDk\",\"page\":229,\"level\":9,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"hour\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a delerium fragment worth 100 gp for each participating creature, which the spell consumes\",\"cost\":10000,\"consume\":true}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"This spell may only be cast in an area covered by the Deep Haze.\",\"You perform a holy ceremony involving up to 12 faithful and willing humanoid creatures that ends when each participating creature drives a delerium shard into their chest. Those creatures become sanctified (see the Followers of the Falling Fire dossier in chapter 3 of Dungeons of Drakkenheim).\",\"When you finish casting this spell, a hostile {@creature shadow} appears and attacks each participant, as a manifestation of that character's inner darkness. The GM may determine that a character who carries great anger, fear, or hate in their heart causes a {@creature wraith} to manifest instead.\"]},{\"name\":\"Siphon Contamination\",\"source\":\"DoDk\",\"page\":229,\"level\":6,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"hour\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"500 gp worth of specially-prepared alchemical fluids and a delerium geode worth 5,000 gp, all of which are consumed by the spell\",\"cost\":50000,\"consume\":true}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"This demanding spell transfers {@adventure contamination|DoDk|12} from one creature to another. When you cast this spell, you must first touch either a willing humanoid creature with one or more {@adventure levels of contamination|DoDk|12}, or a former humanoid creature whose current form is the result of a monstrous transformation. You then touch a different willing humanoid creature.\",\"If both creatures touched were willing humanoid creatures, you remove all {@adventure contamination levels|DoDk|12} and mutations from the first creature, then the second creature you touch gains a number of {@adventure contamination levels|DoDk|12} equal to the number of levels removed from the first creature.\",\"If the first creature you touch is a former humanoid who suffered a monstrous {@adventure contamination|DoDk|12}, and the second creature is a willing humanoid creature with a character level or challenge rating equal to or higher than the challenge rating of the transformed creature, you restore the fully contaminated creature to its original form, then the humanoid creature immediately undergoes a monstrous transformation as if it had gained six {@adventure contamination levels|DoDk|12}.\",\"The second creature touched cannot prevent or negate these {@adventure contamination levels|DoDk|12} or an ensuing transformation in any way, or else the spell fails with no effect.\"],\"hasFluff\":true},{\"name\":\"Warp Bolt\",\"source\":\"DoDk\",\"page\":229,\"level\":2,\"school\":\"V\",\"subschools\":[\"contaminated\"],\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a delerium fragment worth 100 gp, which the spell consumes\",\"cost\":10000,\"consume\":true}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"When you cast this spell, you gain one {@adventure level of contamination|DoDk|12}. An arcing bolt of octarine lightning strikes a creature within range. If the target has one or more {@adventure contamination levels|DoDk|12}, it is hit automatically. Otherwise, make a ranged spell attack against that creature. On a hit, the target takes {@damage 6d6} necrotic damage and gains one {@adventure level of contamination|DoDk|12}.\",\"You can create a new bolt of lightning as your action on any turn until the spell ends.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 3rd level or higher, you can target 1 additional creature for each spell level above 2nd.\"]}],\"damageInflict\":[\"necrotic\"],\"spellAttack\":[\"R\"]}]}"); JSON_DATA[`data/spells/spells-egw.json`] = JSON.parse("{\"spell\":[{\"name\":\"Dark Star\",\"source\":\"EGW\",\"page\":186,\"level\":8,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":150}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a shard of onyx and a drop of the caster's blood, both of which the spell consumes\",\"consume\":true}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"This spell creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 40 feet. The area within this sphere is filled with magical darkness and crushing gravitational force.\",\"For the duration, the spell's area is {@quickref difficult terrain||3}. A creature with darkvision can't see through the magical darkness, and nonmagical light can't illuminate it. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are {@condition deafened} while entirely inside it. Casting a spell that includes a verbal component is impossible there.\",\"Any creature that enters the spell's area for the first time on a turn or starts its turn there must make a Constitution saving throw. The creature takes {@damage 8d10} force damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.\"],\"damageInflict\":[\"force\"],\"conditionInflict\":[\"deafened\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"DFT\",\"OBJ\"],\"areaTags\":[\"S\"],\"hasFluffImages\":true},{\"name\":\"Fortune's Favor\",\"source\":\"EGW\",\"page\":186,\"level\":2,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a white pearl worth at least 100 gp, which the spell consumes\",\"cost\":10000,\"consume\":true}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional {@dice d20} and choose which of the {@dice d20}s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a {@dice d20} and choose which of the {@dice d20}s to use, the one it rolled or the one the attacker rolled.\",\"If the original {@dice d20} roll has advantage or disadvantage, the creature rolls the additional {@dice d20} after advantage or disadvantage has been applied to the original roll.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.\"]}],\"miscTags\":[\"SCT\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Gift of Alacrity\",\"source\":\"EGW\",\"page\":186,\"level\":1,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":8}}],\"entries\":[\"You touch a willing creature. For the duration, the target can add {@dice 1d8} to its initiative rolls.\"],\"areaTags\":[\"ST\"]},{\"name\":\"Gravity Fissure\",\"source\":\"EGW\",\"page\":187,\"level\":6,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"line\",\"distance\":{\"type\":\"feet\",\"amount\":100}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a fistful of iron filings\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You manifest a ravine of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitution saving throw, taking {@damage 8d8} force damage on a failed save, or half as much damage on a successful one.\",\"Each creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take {@damage 8d8} force damage and be pulled toward the line until the creature is in its area.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 7th level or higher, the damage increases by {@scaledamage 8d8|6-9|1d8} for each slot level above 6th.\"]}],\"damageInflict\":[\"force\"],\"savingThrow\":[\"constitution\"],\"areaTags\":[\"L\"]},{\"name\":\"Gravity Sinkhole\",\"source\":\"EGW\",\"page\":187,\"level\":4,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a black marble\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes {@damage 5d10} force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 5th level or higher, the damage increases by {@scaledamage 5d10|4-9|1d10} for each slot level above 4th.\"]}],\"damageInflict\":[\"force\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"S\"]},{\"name\":\"Immovable Object\",\"source\":\"EGW\",\"page\":187,\"level\":2,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"gold dust worth at least 25 gp, which the spell consumes\",\"cost\":2500,\"consume\":true}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.\",\"If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.\"]}],\"abilityCheck\":[\"strength\"],\"miscTags\":[\"OBJ\",\"PRM\"],\"areaTags\":[\"ST\"]},{\"name\":\"Magnify Gravity\",\"source\":\"EGW\",\"page\":188,\"level\":1,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"round\",\"amount\":1}}],\"entries\":[\"The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes {@damage 2d8} force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed.\",\"Until the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@scaledamage 2d8|1-9|1d8} for each slot level above 1st.\"]}],\"damageInflict\":[\"force\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"OBJ\",\"SGT\"],\"areaTags\":[\"S\"]},{\"name\":\"Pulse Wave\",\"source\":\"EGW\",\"page\":188,\"level\":3,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"cone\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes {@damage 6d6} force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell.\",\"In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@scaledamage 6d6|3-9|1d6} and the distance pulled or pushed increases by 5 feet for each slot level above 3rd.\"]}],\"damageInflict\":[\"force\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"FMV\",\"OBJ\"],\"areaTags\":[\"N\"]},{\"name\":\"Ravenous Void\",\"source\":\"EGW\",\"page\":188,\"level\":9,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":1000}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a small, nine-pointed star made of iron\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You create a 20-foot-radius sphere of destructive gravitational force centered on a point you can see within range. For the spell's duration, the sphere and any space within 100 feet of it are {@quickref difficult terrain||3}, and nonmagical objects fully inside the sphere are destroyed if they aren't being worn or carried.\",\"When the sphere appears and at the start of each of your turns until the spell ends, unsecured objects within 100 feet of the sphere are pulled toward the sphere's center, ending in an unoccupied space as close to the center as possible.\",\"A creature that starts its turn within 100 feet of the sphere must succeed on a Strength saving throw or be pulled straight toward the sphere's center, ending in an unoccupied space as close to the center as possible. A creature that enters the sphere for the first time on a turn or starts its turn there takes {@damage 5d10} force damage and is {@condition restrained} until it is no longer in the sphere. If the sphere is in the air, the {@condition restrained} creature hovers inside the sphere. A creature can use its action to make a Strength check against your spell save DC, ending this {@condition restrained} condition on itself or another creature in the sphere that it can reach. A creature reduced to 0 hit points by this spell is annihilated, along with any nonmagical items it is wearing or carrying.\"],\"damageInflict\":[\"force\"],\"conditionInflict\":[\"restrained\"],\"savingThrow\":[\"strength\"],\"abilityCheck\":[\"strength\"],\"miscTags\":[\"OBJ\",\"SGT\"],\"areaTags\":[\"S\"]},{\"name\":\"Reality Break\",\"source\":\"EGW\",\"page\":189,\"level\":8,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a crystal prism\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The target must succeed on a Wisdom saving throw, or it can't take reactions until the spell ends. The affected target must also roll a {@dice d10} at the start of each of its turns; the number rolled determines what happens to the target, as shown on the Reality Break Effects table.\",\"At the end of each of its turns, the affected target can repeat the Wisdom saving throw, ending the spell on itself on a success.\",{\"type\":\"table\",\"caption\":\"Reality Break Effects\",\"colLabels\":[\"d10\",\"Effect\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1-2\",\"{@b Vision of the Far Realm.} The target takes {@damage 6d12} psychic damage, and it is {@condition stunned} until the end of the turn.\"],[\"3-5\",\"{@b Rending Rift.} The target must make a Dexterity saving throw, taking {@damage 8d12} force damage on a failed save, or half as much damage on a successful one.\"],[\"6-8\",\"{@b Wormhole.} The target is teleported, along with everything it is wearing and carrying, up to 30 feet to an unoccupied space of your choice that you can see. The target also takes {@damage 10d12} force damage and is knocked {@condition prone}.\"],[\"9-10\",\"{@b Chill of the Dark Void.} The target takes {@damage 10d12} cold damage, and it is {@condition blinded} until the end of the turn.\"]]}],\"damageInflict\":[\"psychic\",\"force\",\"cold\"],\"conditionInflict\":[\"stunned\",\"prone\",\"blinded\"],\"savingThrow\":[\"wisdom\",\"dexterity\"],\"miscTags\":[\"RO\",\"SGT\"],\"areaTags\":[\"ST\"],\"hasFluffImages\":true},{\"name\":\"Sapping Sting\",\"source\":\"EGW\",\"page\":189,\"level\":0,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take {@damage 1d4} necrotic damage and fall {@condition prone}.\",\"This spell's damage increases by {@damage 1d4} when you reach 5th level ({@damage 2d4}), 11th level ({@damage 3d4}), and 17th level ({@damage 4d4}).\"],\"scalingLevelDice\":{\"label\":\"necrotic damage\",\"scaling\":{\"1\":\"1d4\",\"5\":\"2d4\",\"11\":\"3d4\",\"17\":\"4d4\"}},\"damageInflict\":[\"necrotic\"],\"conditionInflict\":[\"prone\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"SCL\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Temporal Shunt\",\"source\":\"EGW\",\"page\":189,\"level\":5,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"reaction\",\"condition\":\"taken when a creature you can see makes an attack roll or starts to cast a spell\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"round\",\"amount\":1}}],\"entries\":[\"You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn't remember you casting the spell or being affected by it.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. All targets must be within 30 feet of each other.\"]}],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"SCT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Tether Essence\",\"source\":\"EGW\",\"page\":189,\"level\":7,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a spool of platinum cord worth at least 250 gp, which the spell consumes\",\"cost\":25000,\"consume\":true}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Two creatures you can see within range must make a Constitution saving throw, with disadvantage if they are within 30 feet of each other. Either creature can willingly fail the save. If either save succeeds, the spell has no effect. If both saves fail, the creatures are magically linked for the duration, regardless of the distance between them. When damage is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to one of them, the same number of hit points are restored to the other one. If either of the tethered creatures is reduced to 0 hit points, the spell ends on both. If the spell ends on one creature, it ends on both.\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"MT\"]},{\"name\":\"Time Ravage\",\"source\":\"EGW\",\"page\":189,\"level\":9,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"an hourglass filled with diamond dust worth at least 5,000 gp, which the spell consumes\",\"cost\":500000,\"consume\":true}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You target a creature you can see within range, putting its physical form through the devastation of rapid aging. The target must make a Constitution saving throw, taking {@damage 10d12} necrotic damage on a failed save, or half as much damage on a successful one. If the save fails, the target also ages to the point where it has only 30 days left before it dies of old age. In this aged state, the target has disadvantage on attack rolls, ability checks, and saving throws, and its walking speed is halved. Only the {@spell wish} spell or the {@spell greater restoration} cast with a 9th-level spell slot can end these effects and restore the target to its previous age.\"],\"damageInflict\":[\"necrotic\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Wristpocket\",\"source\":\"EGW\",\"page\":190,\"level\":2,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"meta\":{\"ritual\":true},\"entries\":[\"You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration.\",\"Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet.\"],\"areaTags\":[\"ST\"]}]}"); JSON_DATA[`data/spells/spells-ftd.json`] = JSON.parse("{\"spell\":[{\"name\":\"Ashardalon's Stride\",\"source\":\"FTD\",\"page\":19,\"level\":3,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn't provoke opportunity attacks.\",\"When you move within 5 feet of a creature or an object that isn't being worn or carried, it takes {@damage 1d6} fire damage from your trail of heat. A creature or object can take this damage only once during a turn.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional {@scaledamage 1d6|3-9|1d6} fire damage for each slot level above 3rd.\"]}],\"damageInflict\":[\"fire\"],\"miscTags\":[\"OBJ\"],\"hasFluffImages\":true},{\"name\":\"Draconic Transformation\",\"source\":\"FTD\",\"page\":19,\"level\":7,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a statuette of a dragon, worth at least 500 gp\",\"cost\":50000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"With a roar, you draw on the magic of dragons to transform yourself, taking on draconic features. You gain the following benefits until the spell ends:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Blindsight\",\"entries\":[\"You have {@sense blindsight} with a range of 30 feet. Within that range, you can effectively see anything that isn't behind {@quickref Cover||3||total cover}, even if you're {@condition blinded} or in darkness. Moreover, you can see an {@condition invisible} creature, unless the creature successfully hides from you.\"]},{\"type\":\"item\",\"name\":\"Breath Weapon\",\"entries\":[\"When you cast this spell, and as a bonus action on subsequent turns for the duration, you can exhale shimmering energy in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking {@damage 6d8} force damage on a failed save, or half as much damage on a successful one.\"]},{\"type\":\"item\",\"name\":\"Wings\",\"entries\":[\"Incorporeal wings sprout from your back, giving you a flying speed of 60 feet.\"]}]}],\"damageInflict\":[\"force\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"SGT\",\"UBA\"]},{\"name\":\"Fizban's Platinum Shield\",\"source\":\"FTD\",\"page\":20,\"level\":6,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a platinum-plated dragon scale, worth at least 500 gp\",\"cost\":50000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You create a field of silvery light that surrounds a creature of your choice within range (you can choose yourself). The field sheds dim light out to 5 feet. While surrounded by the field, a creature gains the following benefits:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Cover\",\"entries\":[\"The creature has {@quickref Cover||3||half cover}.\"]},{\"type\":\"item\",\"name\":\"Damage Resistance\",\"entries\":[\"The creature has resistance to acid, cold, fire, lightning, and poison damage.\"]},{\"type\":\"item\",\"name\":\"Evasion\",\"entries\":[\"If the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.\"]}]},\"As a bonus action on subsequent turns, you can move the field to another creature within 60 feet of the field.\"],\"miscTags\":[\"UBA\"]},{\"name\":\"Nathair's Mischief\",\"source\":\"FTD\",\"page\":20,\"level\":2,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"s\":true,\"m\":\"a piece of crust from an apple pie\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You fill a 20-foot cube you can see within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll.\",{\"type\":\"table\",\"caption\":\"Mischievous Surge\",\"colLabels\":[\"d4\",\"Effect\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become {@condition charmed} by you until the start of your next turn.\"],[\"2\",\"Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be {@condition blinded} until the start of your next turn as the flowers spray water in their faces.\"],[\"3\",\"Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is {@condition incapacitated} and uses all its movement to move in a random direction.\"],[\"4\",\"Drops of molasses hover in the cube, making it {@quickref difficult terrain||3} until the start of your next turn.\"]]}],\"savingThrow\":[\"dexterity\",\"wisdom\"],\"miscTags\":[\"RO\",\"SGT\"]},{\"name\":\"Raulothim's Psychic Lance\",\"source\":\"FTD\",\"page\":21,\"level\":4,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature's name. If the named target is within range, it becomes the spell's target even if you can't see it. If the named target isn't within range, the lance dissipates without effect.\",\"The target must make an Intelligence saving throw. On a failed save, the target takes {@damage 7d6} psychic damage and is {@condition incapacitated} until the start of your next turn. On a successful save, the creature takes half as much damage and isn't {@condition incapacitated}.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 5th level or higher, the damage increases by {@scaledamage 7d6|4-9|1d6} for each slot level above 4th.\"]}],\"damageInflict\":[\"psychic\"],\"conditionInflict\":[\"incapacitated\"],\"savingThrow\":[\"intelligence\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Rime's Binding Ice\",\"source\":\"FTD\",\"page\":21,\"level\":2,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"cone\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"s\":true,\"m\":\"a vial of meltwater\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes {@damage 3d8} cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn't hindered by ice.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by {@scaledamage 3d8|2-9|1d8} for each slot level above 2nd.\"]}],\"damageInflict\":[\"cold\"],\"savingThrow\":[\"constitution\"],\"areaTags\":[\"N\"],\"hasFluffImages\":true},{\"name\":\"Summon Draconic Spirit\",\"source\":\"FTD\",\"page\":21,\"reprintedAs\":[\"Summon Dragon|XPHB\"],\"level\":5,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"an object with the image of a dragon engraved on it, worth at least 500 gp\",\"cost\":50000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You call forth a {@creature draconic spirit|FTD}. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Draconic Spirit stat block. When you cast this spell, choose a family of dragon: chromatic, gem, or metallic. The creature resembles a dragon of the chosen family, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\",\"The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge} action and uses its move to avoid danger.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block.\"]}],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"SGT\",\"SMN\"]}]}"); JSON_DATA[`data/spells/spells-ggr.json`] = JSON.parse("{\"spell\":[{\"name\":\"Encode Thoughts\",\"source\":\"GGR\",\"page\":47,\"level\":0,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":8}}],\"entries\":[\"Putting a finger to your head, you pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.\",\"If you cast this spell while {@status concentration||concentrating} on a spell or an ability that allows you to read or manipulate the thoughts of others (such as {@spell detect thoughts} or {@spell modify memory}), you can transform the thoughts or memories you read, rather than your own, into a thought strand.\",\"Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting {@spell detect thoughts} on the strand has the same effect.)\"],\"hasFluffImages\":true}]}"); JSON_DATA[`data/spells/spells-ghloe.json`] = JSON.parse("{\"spell\":[{\"name\":\"Arboreal Curse\",\"source\":\"GHLoE\",\"level\":7,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a cup of sap\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You attempt to turn one creature that you can see within range into wood. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is {@condition restrained} as its flesh begins to harden into bark. On a successful save, the creature isn't affected.\",\"A creature {@condition restrained} by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its Constitution saving throw three times, it is turned into a tree and subjected to the {@condition petrified} condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.\",\"If the transformed creature is burned, chopped down, or otherwise destroyed while {@condition petrified}, the creature is slain.\",\"A creature remains transformed unless the effect is reversed within one year with {@spell greater restoration}, {@spell wish}, or similar magical effects. If the creature spends one year and a day as a tree, the transformation becomes permanent, and nothing can return the creature to its original form.\"],\"conditionInflict\":[\"petrified\",\"restrained\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"PRM\",\"SGT\"]},{\"name\":\"Consume Mind\",\"source\":\"GHLoE\",\"level\":4,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a 1-ounce fresh or magically preserved portion of another creature's brain\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"You consume the brain of another creature's corpse, gaining its memories and knowledge. The corpse must have a brain and can't be undead. The spell fails if the corpse has been dead (and not preserved) for more than three days.\",\"Until the spell ends, you can attempt to recall any important fact known to the creature—family history, recent events, building layouts, passwords, details of the creature's death, and similar information. To recall a piece of information, you must make an ability check using your spellcasting modifier. The DC is equal to the corpse's Intelligence score.\",\"Once the caster rolls to determine whether they recall a fact, they cannot attempt to recall it again.\"]},{\"name\":\"Heartseeker\",\"source\":\"GHLoE\",\"level\":6,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":300}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a ruby worth at least 100 gp\",\"cost\":10000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"As part of casting this spell you must expend six hit dice or the spell automatically fails. When you do, blood flows from your body then crystallizes into a barbed arrow, which launches at a creature of your choice within range. Make a ranged spell attack against the chosen creature. On a hit, roll the hit dice expended to cast this spell, and the creature takes piercing damage equal to the result.\",\"Once lodged in the creature, the bloody arrow begins to burrow toward its heart, rendering it vulnerable to further attacks. At the start of the creature's next turn, it must make a Constitution saving throw. On a failure, attacks against the creature score critical hits on a 19 or 20 on the attack roll.\",\"At the start of each of the creature's turns after that, it must repeat the Constitution saving throw or the critical hit range on attacks against the creature increases by 1 again. If the creature succeeds on three of these saving throws (these successes do not need to be consecutive) this spell ends. The increased critical hit range ends when the spell does.\"],\"spellAttack\":[\"R\"],\"savingThrow\":[\"constitution\"]},{\"name\":\"Hunter Sense\",\"source\":\"GHLoE\",\"level\":0,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You touch one willing creature. While this spell is active, the target's senses are heightened. If the target rolls a 9 or below on the die when making a Wisdom ({@skill Perception}) check, they instead act as if they rolled a 10.\"]},{\"name\":\"Magic Mirror\",\"source\":\"GHLoE\",\"level\":5,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"reaction\",\"condition\":\"which you take when you are targeted by a spell\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a polished silver marble\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"A momentary bubble of iridescent energy shimmers in the air between you and the caster of the triggering spell. The spell is redirected to a creature of your choice that you can see within 60 feet. If the spell is 5th level or lower, you are no longer a target of the spell and the chosen creature is instead. If the spell is 6th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, you are no longer a target of the spell and the chosen creature is instead. On a failed check, you remain the target of the triggering spell.\"],\"miscTags\":[\"SGT\"]},{\"name\":\"Suffocate\",\"source\":\"GHLoE\",\"level\":3,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a leather glove\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You create a pair of grasping hands made from {@condition invisible} forces. Make a spell attack against one creature that you can see within range. On a hit, the creature is {@condition restrained} as the hands crush their throat or bodily equivalent.\",\"If the creature requires air to breathe, it begins to suffocate. A suffocating creature can survive for a number of rounds equal to 1 + its Constitution modifier (minimum of 1 round). At the start of its next turn after those rounds are over, it becomes {@condition unconscious}, and it can't regain hit points until it can breathe again.\",\"A conscious creature {@condition restrained} by the hands can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, the spell ends on the target.\"],\"conditionInflict\":[\"invisible\",\"restrained\",\"unconscious\"],\"miscTags\":[\"SGT\"]},{\"name\":\"Wrack\",\"source\":\"GHLoE\",\"level\":2,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a frayed piece of cord\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Choose a creature that you can see within range. The target must succeed on a Constitution saving throw or be afflicted with excruciating muscle spasms for the duration. A creature affected in this way has its speed halved and rolls attacks with disadvantage. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target.\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"SGT\"]}]}"); JSON_DATA[`data/spells/spells-hwcs.json`] = JSON.parse("{\"spell\":[{\"name\":\"Ambush Prey\",\"source\":\"HWCS\",\"page\":49,\"level\":2,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"s\":true,\"m\":{\"text\":\"a broken twig\"}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"You channel primal predatory energies to perfectly conceal your presence in order to surprise your target. You become {@condition invisible} for the spell's duration, granting advantage on all Dexterity ({@skill Stealth}) checks to remain hidden. The invisibility will last for the duration of the spell, however, moving 5 feet or more from your position when you cast the spell will end the effect.\",\"As long as you remain invisible, the first attack you make against any target who is unaware of your presence deals an additional {@damage 1d6} points of damage. This attack ends the spell.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot above 2nd level, the damage of your first attack increases by {@scaledamage 1d6|2-9|1d6} for every slot level above 2nd.\"]}],\"conditionInflict\":[\"invisible\"],\"hasFluffImages\":true},{\"name\":\"Elevated Sight\",\"source\":\"HWCS\",\"page\":49,\"level\":1,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You cast your eyes skyward, granting you sight from a higher vantage point. You project your vision to see through an invisible sensor which appears in a spot up to 120 feet above you. You can see through the sensor as if you were flying, granting a full 360 degree view from its location.\",\"The sensor moves with you, retaining its height in relation to you. You can use a bonus action to adjust the sensor's height, but only to a maximum of 120 feet above you.\",\"While looking through this sensor you are {@condition blinded|PHB|blind}, though you can switch between seeing through the sensor or through your own eyes at any time during your turn.\"],\"conditionInflict\":[\"blinded\"],\"miscTags\":[\"SGT\",\"UBA\"],\"hasFluffImages\":true},{\"name\":\"Feathered Reach\",\"source\":\"HWCS\",\"page\":50,\"level\":3,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"s\":true,\"m\":{\"text\":\"a small feather\"}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1}}],\"entries\":[\"You transform your arms into powerful wings, and your fingers into long, graceful feathers. The effects of this spell last 1 minute, at which point the feathers gradually fall out, causing you to float gently to the ground as your arms return to their original form. This spell confers a number of benefits upon the caster:\",{\"type\":\"list\",\"items\":[\"As a bonus action, you can fly up to double your movement speed. You must land once you finish your movement, although you do not take fall damage while this spell is active, as your feathered arms bear you gently to the ground.\",\"You can use your powerful feathered arms to propel yourself upward a distance equal to half your movement speed. You can do this once during your turn and may use it in conjunction with a regular jump.\",\"When falling, you can use your reaction to stiffen your arms, and glide on the wind. You may fly up to your movement speed, in any direction, choosing where you land.\",\"You gain advantage on all {@skill Athletics} checks used to make a long or high jump. You do not need to move 10 feet before you jump to gain distance, and you triple the distance you would jump normally.\"]},\"In order to benefit from this spell your hands must be free of shields and heavy weapons, and you cannot be encumbered.\"],\"miscTags\":[\"ADV\",\"UBA\"],\"hasFluffImages\":true},{\"name\":\"Globe of Twilight\",\"source\":\"HWCS\",\"page\":50,\"level\":3,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"sphere\",\"distance\":{\"type\":\"feet\",\"amount\":15}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a dab of pitch and a bag of glittering sand\"}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"You shroud the area surrounding you in a sphere of night sky, dotted with miniature stars. The twilight conceals your allies, but clearly illuminates your enemies.\",\"The area affected by this spell is lightly obscured by magical shadow, within which small constellations softly twinkle. Aside from these stars, only light produced by a spell of 3rd level or higher can properly illuminate any area inside the sphere. Nonmagical light does not function inside the sphere, and all other forms of magical radiance can only produce dim light in a 5-foot space.\",\"When you cast this spell you may designate any number of creatures you can see to be concealed by the supernatural shadows while in the sphere. A concealed creature has advantage on Dexterity ({@skill Stealth}) checks when inside the sphere and may attempt to hide at any time. Because the area of the spell is lightly obscured, creatures within the spell's area have disadvantage on Wisdom ({@skill Perception}) checks made to see those outside of it.\",\"All other creatures in the area are dazzled by the light of the miniature stars, causing them to have disadvantage on all perception checks inside the sphere. When such a creature enters the spell's area for the first time, or starts its turn there, it must make a Wisdom saving throw or be {@condition blinded} until the end of its turn.\"],\"conditionInflict\":[\"blinded\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"ADV\",\"SGT\"],\"areaTags\":[\"S\"],\"hasFluffImages\":true},{\"name\":\"Gust Barrier\",\"source\":\"HWCS\",\"page\":50,\"level\":0,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"round\",\"amount\":1}}],\"entries\":[\"You spread your arms wide, allowing yourself to become enveloped by the air around you. Until the end of your next turn, any ranged attack against you is made with disadvantage.\",\"Melee attackers who successfully hit you must make a Constitution saving throw against your spell save DC. On a failure, the attacker is flung away from you up to 10 feet and is knocked {@condition prone}.\"],\"conditionInflict\":[\"prone\"],\"savingThrow\":[\"constitution\"],\"hasFluffImages\":true},{\"name\":\"Invoke the Amaranthine\",\"source\":\"HWCS\",\"page\":51,\"level\":3,\"school\":\"D\",\"time\":[{\"number\":10,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a holy symbol of the Amaranthine\"}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":24}}],\"entries\":[\"You call upon the power of an Amaranthine to grant yourself insight into the Great Rhythm that moves all things. When you cast this spell, roll two {@dice d20}s, and record what you rolled. For each die, choose either attack roll, skill check, or saving throw. You can choose each option multiple times. For the next 24 hours, you may substitute any roll of an ally or enemy you can see within 60 feet with one of the recorded numbers that matches the type of roll you wish to replace (attack roll, skill check, or saving throw). The target still adds any relevant modifiers to this number, but otherwise treat the substituted number as the number they rolled.\",\"To do this, you must spend a reaction to present your holy symbol and invoke the name of the Amaranthine whose energies you called upon. You can do this anytime after the skill check, saving throw or attack has been rolled, but before the outcome of the event has been determined. The spell ends after 24 hours have passed, or when both dice have been expended.\"],\"miscTags\":[\"SGT\"],\"hasFluffImages\":true},{\"name\":\"Shape Plants\",\"source\":\"HWCS\",\"page\":51,\"level\":4,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"You call upon gentle natural magics to alter the growth of plants. Any plant life you can see within range that fits within a 5-foot cube can take on whatever shape you desire. Additionally, if the plant is a bramble or capable of growing thorns, you may turn the affected area into difficult terrain, causing {@damage 2d4} points of piercing damage for every 5 feet moved through the area you shaped. You may also increase or decrease the number of flowers, vines, leaves, thorns, branches, or fruits produced by any plant you shape.\",\"After one hour, the magic of your spell fades, and the plant resumes its normal shape. If you can use speak with plants (or a similar ability) to communicate with the plant, you may persuade it to retain its new form. Different plants have different feelings and attitudes, and if the form is too different from its natural shape it is likely to decline. If the plant accepts, at the GM's discretion, it will retain the form you have sculpted it into, in which case the effect becomes permanent.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot above 4th level, the size of the cube of plant life you can affect with the spell increases by an additional 5 feet for every slot level above 4th.\"]}],\"damageInflict\":[\"piercing\"],\"miscTags\":[\"PRM\",\"SGT\"],\"areaTags\":[\"C\"],\"hasFluffImages\":true},{\"name\":\"Spiny Shield\",\"source\":\"HWCS\",\"page\":51,\"level\":1,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"reaction\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a small quill\"}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"round\",\"amount\":1}}],\"entries\":[\"An ethereal barrier of spikes, made of magical force, interposes itself between you and an attacker. Until your next turn, when you are hit by a melee attack, the barrier reduces the damage you are dealt by {@dice 2d4}, and deals the same amount of piercing damage to the attacker. The shield is ineffective against ranged attackers, but still provides a +2 bonus to AC (treat as {@quickref Cover||3||half cover}) against them for the duration.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot above 1st level, increase the spell's effect by an additional {@scaledice 2d4|1-9|1d4} for every slot level above 1st.\"]}],\"damageInflict\":[\"piercing\"],\"miscTags\":[\"MAC\"],\"hasFluffImages\":true},{\"name\":\"Stellar Bodies\",\"source\":\"HWCS\",\"page\":52,\"level\":4,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"special\"},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1}}],\"entries\":[\"You create two small stars that orbit you. They twinkle pleasantly, shedding dim light in a 10-foot radius centered on you. The stars protect you. If a creature within 5 feet of you hits you with a melee attack they must make a Wisdom saving throw or take {@damage 1d8} points of radiant damage for each star orbiting you.\",\"Once per round, on your turn, you may use your action to cause a star to streak towards an enemy, expending it as it explodes in a blinding flash. Make a ranged spell attack against an enemy within 120 feet, dealing {@damage 4d8} points of radiant damage on a hit. The target must then make a Constitution saving throw or be {@condition blinded} until the start of your next turn.\",\"The spell ends when either its duration expires, you fall {@condition unconscious}, or you have expended all of your stars.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot above 4th level, you may create one additional star for every two slot levels above 4th. For each additional star orbiting you, the radius of dim light centered on you increases by 5 feet.\"]}],\"damageInflict\":[\"radiant\"],\"conditionInflict\":[\"blinded\"],\"spellAttack\":[\"R\"],\"savingThrow\":[\"constitution\",\"wisdom\"],\"hasFluffImages\":true},{\"name\":\"Veil of Dusk\",\"source\":\"HWCS\",\"page\":52,\"level\":1,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a pinch of soot\"}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"You incant towards a creature, cloaking them in a shadowy veil of darkness and silence. The target gains a +1 bonus to their armor class and makes {@skill Stealth} checks with advantage for the duration of the spell.\"],\"hasFluffImages\":true}]}"); JSON_DATA[`data/spells/spells-idrotf.json`] = JSON.parse("{\"spell\":[{\"name\":\"Create Magen\",\"source\":\"IDRotF\",\"page\":318,\"level\":7,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"hour\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a vial of quicksilver worth 500 gp and a life-sized human doll, both of which the spell consumes, and an intricate crystal rod worth at least 1,500 gp that is not consumed\",\"cost\":50000,\"consume\":true}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"While casting the spell, you place a vial of quicksilver in the chest of a life-sized human doll stuffed with ash or dust. You then stitch up the doll and drip your blood on it. At the end of the casting, you tap the doll with a crystal rod, transforming it into a {@filter magen|bestiary|search=magen|source=IDRotF} clothed in whatever the doll was wearing. The type of magen is chosen by you during the casting of the spell. See {@adventure appendix C|IDRotF|21} for different kinds of magen and their statistics.\",\"When the magen appears, your hit point maximum decreases by an amount equal to the magen's challenge rating (minimum reduction of 1). Only a {@spell wish} spell can undo this reduction to your hit point maximum.\",\"Any magen you create with this spell obeys your commands without question.\"],\"areaTags\":[\"ST\"]},{\"name\":\"Frost Fingers\",\"source\":\"IDRotF\",\"page\":318,\"level\":1,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"cone\",\"distance\":{\"type\":\"feet\",\"amount\":15}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking {@damage 2d8} cold damage on a failed save, or half as much damage on a successful one.\",\"The cold freezes nonmagical liquids in the area that aren't being worn or carried.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d8} for each slot level above 1st.\"]}],\"damageInflict\":[\"cold\"],\"savingThrow\":[\"constitution\"],\"areaTags\":[\"N\"]}]}"); JSON_DATA[`data/spells/spells-llk.json`] = JSON.parse("{\"spell\":[{\"name\":\"Flock of Familiars\",\"source\":\"LLK\",\"page\":57,\"level\":2,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You temporarily summon three familiars—spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the {@spell find familiar} spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends; your choice). If you already have a familiar conjured by the {@spell find familiar} spell or similar means, then one fewer familiars are conjured by this spell.\",\"Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you.\",\"When you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional familiar for each slot level above 2nd.\"]}],\"miscTags\":[\"SMN\"]},{\"name\":\"Galder's Speedy Courier\",\"source\":\"LLK\",\"page\":57,\"level\":4,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":10}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"25 gold pieces, or mineral goods of equivalent value, which the spell consumes\",\"cost\":2500,\"consume\":true}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10}}],\"entries\":[\"You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature's body.\",\"As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet.\",\"The target creature is made aware of the chest's contents before it chooses whether or not to open it, and knows how much of the spell's duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane of existence from you.\"]}],\"miscTags\":[\"SMN\"]},{\"name\":\"Galder's Tower\",\"source\":\"LLK\",\"page\":57,\"level\":3,\"school\":\"C\",\"time\":[{\"number\":10,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a fragment of stone, wood, or other building material\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":24}}],\"entries\":[\"You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:\",{\"type\":\"list\",\"items\":[\"A bedroom with a bed, chairs, chest, and magical fireplace\",\"A study with desks, books, bookshelves, parchments, ink, and ink pens\",\"A dining space with a table, chairs, magical fireplace, containers, and cooking utensils\",\"A lounge with couches, armchairs, side tables and footstools\",\"A washroom with toilets, washtubs, a magical brazier, and sauna benches\",\"An observatory with a telescope and maps of the night sky\",\"An unfurnished, empty room\"]},\"The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell's duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear.\",\"You can cast this spell again while it is active to maintain the tower's existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd.\"]}],\"miscTags\":[\"OBJ\",\"PIR\",\"PRM\"]}]}"); JSON_DATA[`data/spells/spells-phb.json`] = JSON.parse("{\"spell\":[{\"name\":\"Acid Splash\",\"source\":\"PHB\",\"page\":211,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Acid Splash|XPHB\"],\"level\":0,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take {@damage 1d6} acid damage.\",\"This spell's damage increases by {@dice 1d6} when you reach 5th level ({@damage 2d6}), 11th level ({@damage 3d6}), and 17th level ({@damage 4d6}).\"],\"scalingLevelDice\":{\"label\":\"acid damage\",\"scaling\":{\"1\":\"1d6\",\"5\":\"2d6\",\"11\":\"3d6\",\"17\":\"4d6\"}},\"damageInflict\":[\"acid\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"SCL\",\"SGT\"],\"areaTags\":[\"MT\",\"ST\"]},{\"name\":\"Aid\",\"source\":\"PHB\",\"page\":211,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":50}],\"reprintedAs\":[\"Aid|XPHB\"],\"level\":2,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a tiny strip of white cloth\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":8}}],\"entries\":[\"Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.\"]}],\"miscTags\":[\"HL\"],\"areaTags\":[\"MT\"]},{\"name\":\"Alarm\",\"source\":\"PHB\",\"page\":211,\"srd\":true,\"reprintedAs\":[\"Alarm|XPHB\"],\"level\":1,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a tiny bell and a piece of fine silver wire\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":8}}],\"meta\":{\"ritual\":true},\"entries\":[\"You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.\",\"A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.\",\"An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.\"],\"areaTags\":[\"C\"]},{\"name\":\"Alter Self\",\"source\":\"PHB\",\"page\":211,\"srd\":true,\"reprintedAs\":[\"Alter Self|XPHB\"],\"level\":2,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.\",{\"type\":\"entries\",\"name\":\"Aquatic Adaptation\",\"entries\":[\"You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.\"]},{\"type\":\"entries\",\"name\":\"Change Appearance\",\"entries\":[\"You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.\"]},{\"type\":\"entries\",\"name\":\"Natural Weapons\",\"entries\":[\"You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal {@damage 1d6} bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.\"]}],\"damageInflict\":[\"bludgeoning\",\"piercing\",\"slashing\"]},{\"name\":\"Animal Friendship\",\"source\":\"PHB\",\"page\":212,\"srd\":true,\"reprintedAs\":[\"Animal Friendship|XPHB\"],\"level\":1,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a morsel of food\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":24}}],\"entries\":[\"This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be {@condition charmed} by you for the spell's duration. If you or one of your companions harms the target, the spell ends.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.\"]}],\"conditionInflict\":[\"charmed\"],\"savingThrow\":[\"wisdom\"],\"affectsCreatureType\":[\"beast\"],\"miscTags\":[\"SCT\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Animal Messenger\",\"source\":\"PHB\",\"page\":212,\"srd\":true,\"reprintedAs\":[\"Animal Messenger|XPHB\"],\"level\":2,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a morsel of food\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":24}}],\"meta\":{\"ritual\":true},\"entries\":[\"By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as \\\"a man or woman dressed in the uniform of the town guard\\\" or \\\"a red-haired dwarf wearing a pointed hat.\\\" You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.\",\"When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.\"]}],\"affectsCreatureType\":[\"beast\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Animal Shapes\",\"source\":\"PHB\",\"page\":212,\"srd\":true,\"reprintedAs\":[\"Animal Shapes|XPHB\"],\"level\":8,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":24},\"concentration\":true}],\"entries\":[\"Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a {@filter Large or smaller beast with a challenge rating of 4 or lower|bestiary|challenge rating=[&0;&4]|type=beast|size=f;d;t;s;m;l|miscellaneous=!swarm}. On subsequent turns, you can use your action to transform affected creatures into new forms.\",\"The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked {@condition unconscious}. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells.\",\"The target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment.\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"MT\"]},{\"name\":\"Animate Dead\",\"source\":\"PHB\",\"page\":212,\"srd\":true,\"reprintedAs\":[\"Animate Dead|XPHB\"],\"level\":3,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":10}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a drop of blood, a piece of flesh, and a pinch of bone dust\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a {@creature skeleton} if you chose bones or a {@creature zombie} if you chose a corpse (the DM has the creature's game statistics).\",\"On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.\",\"The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.\"]}],\"affectsCreatureType\":[\"humanoid\"],\"miscTags\":[\"PRM\",\"SMN\",\"UBA\"]},{\"name\":\"Animate Objects\",\"source\":\"PHB\",\"page\":213,\"srd\":true,\"reprintedAs\":[\"Animate Objects|XPHB\"],\"level\":5,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.\",\"As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.\",{\"type\":\"table\",\"caption\":\"Animated Object Statistics\",\"colLabels\":[\"Size\",\"HP\",\"AC\",\"Attack\",\"Str\",\"Dex\"],\"colStyles\":[\"col-2\",\"col-1 text-center\",\"col-1 text-center\",\"col-6\",\"col-1 text-center\",\"col-1 text-center\"],\"rows\":[[\"{@creature animated object (tiny)|phb|Tiny}\",\"20\",\"18\",\"{@hit +8} to hit, {@damage 1d4 + 4} damage\",\"{@dice 1d20 - 3|4}\",\"{@dice 1d20 + 4|18}\"],[\"{@creature animated object (small)|phb|Small}\",\"25\",\"16\",\"{@hit +6} to hit, {@damage 1d8 + 2} damage\",\"{@dice 1d20 - 2|6}\",\"{@dice 1d20 + 2|14}\"],[\"{@creature animated object (medium)|phb|Medium}\",\"40\",\"13\",\"{@hit +5} to hit, {@damage 2d6 + 1} damage\",\"{@dice 1d20|10}\",\"{@dice 1d20 + 1|12}\"],[\"{@creature animated object (large)|phb|Large}\",\"50\",\"10\",\"{@hit +6} to hit, {@damage 2d10 + 2} damage\",\"{@dice 1d20 + 2|14}\",\"{@dice 1d20|10}\"],[\"{@creature animated object (huge)|phb|Huge}\",\"80\",\"10\",\"{@hit +8} to hit, {@damage 2d12 + 4} damage\",\"{@dice 1d20 + 4|18}\",\"{@dice 1d20 - 3|6}\"]]},\"An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.\",\"If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.\"]}],\"damageInflict\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"miscTags\":[\"OBJ\",\"SMN\",\"UBA\"],\"areaTags\":[\"MT\"]},{\"name\":\"Antilife Shell\",\"source\":\"PHB\",\"page\":213,\"srd\":true,\"reprintedAs\":[\"Antilife Shell|XPHB\"],\"level\":5,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"radius\",\"distance\":{\"type\":\"feet\",\"amount\":10}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.\",\"The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.\",\"If you move so that an affected creature is forced to pass through the barrier, the spell ends.\"],\"affectsCreatureType\":[\"aberration\",\"beast\",\"celestial\",\"dragon\",\"elemental\",\"fey\",\"fiend\",\"giant\",\"humanoid\",\"monstrosity\",\"ooze\",\"plant\"],\"areaTags\":[\"S\"]},{\"name\":\"Antimagic Field\",\"source\":\"PHB\",\"page\":213,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Antimagic Field|XPHB\"],\"level\":8,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"sphere\",\"distance\":{\"type\":\"feet\",\"amount\":10}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a pinch of powdered iron or iron filings\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.\",\"Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.\",{\"type\":\"entries\",\"name\":\"Targeted Effects\",\"entries\":[\"Spells and other magical effects, such as {@spell magic missile} and {@spell charm person}, that target a creature or an object in the sphere have no effect on that target.\"]},{\"type\":\"entries\",\"name\":\"Areas of Magic\",\"entries\":[\"The area of another spell or magical effect, such as {@spell fireball}, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.\"]},{\"type\":\"entries\",\"name\":\"Spells\",\"entries\":[\"Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.\"]},{\"type\":\"entries\",\"name\":\"Magic Items\",\"entries\":[\"The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword.\",\"A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.\"]},{\"type\":\"entries\",\"name\":\"Magical Travel\",\"entries\":[\"Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere.\"]},{\"type\":\"entries\",\"name\":\"Creatures and Objects\",\"entries\":[\"A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.\"]},{\"type\":\"entries\",\"name\":\"Dispel Magic\",\"entries\":[\"Spells and magical effects such as {@spell dispel magic} have no effect on the sphere. Likewise, the spheres created by different {@spell antimagic field} spells don't nullify each other.\"]}],\"miscTags\":[\"OBJ\"],\"areaTags\":[\"S\"]},{\"name\":\"Antipathy/Sympathy\",\"source\":\"PHB\",\"page\":214,\"srd\":true,\"reprintedAs\":[\"Antipathy/Sympathy|XPHB\"],\"level\":8,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"hour\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"day\",\"amount\":10}}],\"entries\":[\"This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.\",{\"type\":\"entries\",\"name\":\"Antipathy\",\"entries\":[\"The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become {@condition frightened}. The creature remains {@condition frightened} while it can see the target or is within 60 feet of it. While {@condition frightened} by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer {@condition frightened}, but the creature becomes {@condition frightened} again if it regains sight of the target or moves within 60 feet of it.\"]},{\"type\":\"entries\",\"name\":\"Sympathy\",\"entries\":[\"The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target.\",\"If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.\"]},{\"type\":\"entries\",\"name\":\"Ending the Effect\",\"entries\":[\"If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists.\"]},\"A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.\"],\"conditionInflict\":[\"frightened\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"OBJ\"],\"areaTags\":[\"C\"]},{\"name\":\"Arcane Eye\",\"source\":\"PHB\",\"page\":214,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Arcane Eye|XPHB\"],\"level\":4,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a bit of bat fur\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You create an invisible, magical eye within range that hovers in the air for the duration.\",\"You mentally receive visual information from the eye, which has normal vision and {@sense darkvision} out to 30 feet. The eye can look in every direction.\",\"As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.\"]},{\"name\":\"Arcane Gate\",\"source\":\"PHB\",\"page\":214,\"reprintedAs\":[\"Arcane Gate|XPHB\"],\"level\":6,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":500}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.\",\"The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.\",\"Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.\"],\"miscTags\":[\"OBJ\",\"SGT\",\"TP\",\"UBA\"]},{\"name\":\"Arcane Lock\",\"source\":\"PHB\",\"page\":215,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Arcane Lock|XPHB\"],\"level\":2,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"gold dust worth at least 25 gp, which the spell consumes\",\"cost\":2500,\"consume\":true}},\"duration\":[{\"type\":\"permanent\",\"ends\":[\"dispel\"]}],\"entries\":[\"You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting {@spell knock} on the object suppresses {@spell arcane lock} for 10 minutes.\",\"While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.\"],\"miscTags\":[\"OBJ\"]},{\"name\":\"Armor of Agathys\",\"source\":\"PHB\",\"page\":215,\"reprintedAs\":[\"Armor of Agathys|XPHB\"],\"level\":1,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a cup of water\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.\"]}],\"damageInflict\":[\"cold\"],\"miscTags\":[\"THP\"]},{\"name\":\"Arms of Hadar\",\"source\":\"PHB\",\"page\":215,\"reprintedAs\":[\"Arms of Hadar|XPHB\"],\"level\":1,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"radius\",\"distance\":{\"type\":\"feet\",\"amount\":10}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes {@damage 2d6} necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@scaledamage 2d6|1-9|1d6} for each slot level above 1st.\"]}],\"damageInflict\":[\"necrotic\"],\"savingThrow\":[\"strength\"],\"areaTags\":[\"S\"]},{\"name\":\"Astral Projection\",\"source\":\"PHB\",\"page\":215,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Astral Projection|XPHB\"],\"level\":9,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"hour\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":10}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes\",\"cost\":110000,\"consume\":true}},\"duration\":[{\"type\":\"special\"}],\"entries\":[\"You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is {@condition unconscious} and in a state of suspended animation, it doesn't need food or air and doesn't age.\",\"Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly.\",\"Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.\",\"The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.\",\"The spell might also end early for you or one of your companions. A successful {@spell dispel magic} spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.\",\"If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.\"],\"conditionInflict\":[\"unconscious\"],\"miscTags\":[\"PRM\",\"PS\"],\"areaTags\":[\"MT\"]},{\"name\":\"Augury\",\"source\":\"PHB\",\"page\":215,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":50}],\"reprintedAs\":[\"Augury|XPHB\"],\"level\":2,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"specially marked sticks, bones, or similar tokens worth at least 25 gp\",\"cost\":2500}},\"duration\":[{\"type\":\"instant\"}],\"meta\":{\"ritual\":true},\"entries\":[\"By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:\",{\"type\":\"list\",\"items\":[\"Weal, for good results\",\"Woe, for bad results\",\"Weal and woe, for both good and bad results\",\"Nothing, for results that aren't especially good or bad\"]},\"The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.\",\"If you cast the spell two or more times before completing your next long rest, there is a cumulative {@chance 25|||Random reading!|Regular reading} chance for each casting after the first that you get a random reading. The DM makes this roll in secret.\"]},{\"name\":\"Aura of Life\",\"source\":\"PHB\",\"page\":216,\"reprintedAs\":[\"Aura of Life|XPHB\"],\"level\":4,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"radius\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.\"],\"damageResist\":[\"necrotic\"],\"miscTags\":[\"HL\"],\"areaTags\":[\"S\"]},{\"name\":\"Aura of Purity\",\"source\":\"PHB\",\"page\":216,\"reprintedAs\":[\"Aura of Purity|XPHB\"],\"level\":4,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"radius\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition paralyzed}, {@condition poisoned}, and {@condition stunned}.\"],\"damageResist\":[\"poison\"],\"miscTags\":[\"ADV\"],\"areaTags\":[\"S\"]},{\"name\":\"Aura of Vitality\",\"source\":\"PHB\",\"page\":216,\"reprintedAs\":[\"Aura of Vitality|XPHB\"],\"level\":3,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"radius\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain {@dice 2d6} hit points.\"],\"miscTags\":[\"HL\",\"UBA\"],\"areaTags\":[\"S\"]},{\"name\":\"Awaken\",\"source\":\"PHB\",\"page\":216,\"srd\":true,\"reprintedAs\":[\"Awaken|XPHB\"],\"level\":5,\"school\":\"T\",\"time\":[{\"number\":8,\"unit\":\"hour\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"an agate worth at least 1,000 gp, which the spell consumes\",\"cost\":100000,\"consume\":true}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the {@creature awakened shrub} or the {@creature awakened tree}.\",\"The awakened beast or plant is {@condition charmed} by you for 30 days or until you or your companions do anything harmful to it. When the {@condition charmed} condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was {@condition charmed}.\"],\"conditionInflict\":[\"charmed\"],\"affectsCreatureType\":[\"beast\",\"plant\"],\"miscTags\":[\"PRM\"],\"areaTags\":[\"ST\"]},{\"name\":\"Bane\",\"source\":\"PHB\",\"page\":216,\"srd\":true,\"reprintedAs\":[\"Bane|XPHB\"],\"level\":1,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a drop of blood\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a {@dice d4} and subtract the number rolled from the attack roll or saving throw.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.\"]}],\"savingThrow\":[\"charisma\"],\"miscTags\":[\"SCT\",\"SGT\"],\"areaTags\":[\"MT\"]},{\"name\":\"Banishing Smite\",\"source\":\"PHB\",\"page\":216,\"reprintedAs\":[\"Banishing Smite|XPHB\"],\"level\":5,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra {@damage 5d10} force damage to the target. Additionally, if this attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you're on, the target disappears, returning to its home plane. If the target is native to the plane you're on, the creature vanishes into a harmless demiplane. While there, the target is {@condition incapacitated}. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.\"],\"damageInflict\":[\"force\"],\"conditionInflict\":[\"incapacitated\"],\"miscTags\":[\"AAD\"]},{\"name\":\"Banishment\",\"source\":\"PHB\",\"page\":217,\"srd\":true,\"reprintedAs\":[\"Banishment|XPHB\"],\"level\":4,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"an item distasteful to the target\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.\",\"If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is {@condition incapacitated}. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.\",\"If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.\"]}],\"conditionInflict\":[\"incapacitated\"],\"savingThrow\":[\"charisma\"],\"miscTags\":[\"SCT\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Barkskin\",\"source\":\"PHB\",\"page\":217,\"srd\":true,\"reprintedAs\":[\"Barkskin|XPHB\"],\"level\":2,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a handful of oak bark\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.\"],\"miscTags\":[\"MAC\"],\"areaTags\":[\"ST\"],\"hasFluffImages\":true},{\"name\":\"Beacon of Hope\",\"source\":\"PHB\",\"page\":217,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":50}],\"reprintedAs\":[\"Beacon of Hope|XPHB\"],\"level\":3,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.\"],\"miscTags\":[\"ADV\",\"HL\"],\"areaTags\":[\"MT\"]},{\"name\":\"Beast Sense\",\"source\":\"PHB\",\"page\":217,\"reprintedAs\":[\"Beast Sense|XPHB\"],\"level\":2,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"meta\":{\"ritual\":true},\"entries\":[\"You touch a willing beast. For the duration of the spell, you can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast's senses, you gain the benefits of any special senses possessed by that creature, though you are {@condition blinded} and {@condition deafened} to your own surroundings.\"],\"areaTags\":[\"ST\"]},{\"name\":\"Bestow Curse\",\"source\":\"PHB\",\"page\":218,\"srd\":true,\"reprintedAs\":[\"Bestow Curse|XPHB\"],\"level\":3,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:\",{\"type\":\"list\",\"items\":[\"Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.\",\"While cursed, the target has disadvantage on attack rolls against you.\",\"While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.\",\"While the target is cursed, your attacks and spells deal an extra {@damage 1d8} necrotic damage to the target.\"]},\"A {@spell remove curse} spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"If you cast this spell using a spell slot of 4th level or higher, the duration is {@status concentration}, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require {@status concentration}.\"]}],\"damageInflict\":[\"necrotic\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"PRM\"],\"areaTags\":[\"ST\"]},{\"name\":\"Bigby's Hand\",\"source\":\"PHB\",\"page\":218,\"srd\":\"Arcane Hand\",\"reprintedAs\":[\"Bigby's Hand|XPHB\"],\"level\":5,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true,\"m\":\"an eggshell and a snakeskin glove\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.\",\"The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 ({@d20 8}) and a Dexterity of 10 ({@d20 0}). The hand doesn't fill its space.\",\"When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.\",{\"type\":\"entries\",\"name\":\"Clenched Fist\",\"entries\":[\"The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes {@damage 4d8} force damage.\"]},{\"type\":\"entries\",\"name\":\"Forceful Hand\",\"entries\":[\"The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength ({@skill Athletics}) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.\"]},{\"type\":\"entries\",\"name\":\"Grasping Hand\",\"entries\":[\"The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to {@damage 2d6} + your spellcasting ability modifier.\"]},{\"type\":\"entries\",\"name\":\"Interposing Hand\",\"entries\":[\"The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with {@quickref Cover||3||half cover} against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is {@quickref difficult terrain||3} for the target.\"]}],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by {@scaledamage 4d8|5-9|2d8} and the damage from the grasping hand increases by {@scaledamage 2d6|5-9|2d6} for each slot level above 5th.\"]}],\"damageInflict\":[\"bludgeoning\",\"force\"],\"spellAttack\":[\"M\"],\"abilityCheck\":[\"strength\"],\"miscTags\":[\"DFT\",\"FMV\",\"OBJ\",\"SGT\",\"UBA\"]},{\"name\":\"Blade Barrier\",\"source\":\"PHB\",\"page\":218,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Blade Barrier|XPHB\"],\"level\":6,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides {@quickref Cover||3||three-quarters cover} to creatures behind it, and its space is {@quickref difficult terrain||3}.\",\"When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes {@damage 6d10} slashing damage. On a successful save, the creature takes half as much damage.\"],\"damageInflict\":[\"slashing\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"DFT\"],\"areaTags\":[\"W\"]},{\"name\":\"Blade Ward\",\"source\":\"PHB\",\"page\":218,\"reprintedAs\":[\"Blade Ward|XPHB\"],\"level\":0,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"round\",\"amount\":1}}],\"entries\":[\"You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.\"],\"damageResist\":[\"bludgeoning\",\"piercing\",\"slashing\"]},{\"name\":\"Bless\",\"source\":\"PHB\",\"page\":219,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":50}],\"reprintedAs\":[\"Bless|XPHB\"],\"level\":1,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a sprinkling of holy water\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a {@dice d4} and add the number rolled to the attack roll or saving throw.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.\"]}],\"miscTags\":[\"SCT\"],\"areaTags\":[\"MT\"]},{\"name\":\"Blight\",\"source\":\"PHB\",\"page\":219,\"srd\":true,\"reprintedAs\":[\"Blight|XPHB\"],\"level\":4,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes {@damage 8d8} necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.\",\"If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.\",\"If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 5th level or higher, the damage increases by {@scaledamage 8d8|4-9|1d8} for each slot level above 4th.\"]}],\"damageInflict\":[\"necrotic\"],\"savingThrow\":[\"constitution\"],\"affectsCreatureType\":[\"aberration\",\"beast\",\"celestial\",\"dragon\",\"elemental\",\"fey\",\"fiend\",\"giant\",\"humanoid\",\"monstrosity\",\"ooze\",\"plant\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Blinding Smite\",\"source\":\"PHB\",\"page\":219,\"reprintedAs\":[\"Blinding Smite|XPHB\"],\"level\":3,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon flares with bright light, and the attack deals an extra {@damage 3d8} radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be {@condition blinded} until the spell ends.\",\"A creature {@condition blinded} by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer {@condition blinded}.\"],\"damageInflict\":[\"radiant\"],\"conditionInflict\":[\"blinded\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"AAD\"]},{\"name\":\"Blindness/Deafness\",\"source\":\"PHB\",\"page\":219,\"srd\":true,\"reprintedAs\":[\"Blindness/Deafness|XPHB\"],\"level\":2,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1}}],\"entries\":[\"You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either {@condition blinded} or {@condition deafened} (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.\"]}],\"conditionInflict\":[\"blinded\",\"deafened\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"SCT\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Blink\",\"source\":\"PHB\",\"page\":219,\"srd\":true,\"reprintedAs\":[\"Blink|XPHB\"],\"level\":3,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1}}],\"entries\":[\"Roll a {@dice d20} at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.\",\"While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.\"],\"miscTags\":[\"SGT\"]},{\"name\":\"Blur\",\"source\":\"PHB\",\"page\":219,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":50}],\"reprintedAs\":[\"Blur|XPHB\"],\"level\":2,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with {@sense truesight}.\"]},{\"name\":\"Branding Smite\",\"source\":\"PHB\",\"page\":219,\"srd\":true,\"reprintedAs\":[\"Shining Smite|XPHB\"],\"level\":2,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra {@damage 2d6} radiant damage to the target, which becomes visible if it's {@condition invisible}, and the target sheds dim light in a 5-foot radius and can't become {@condition invisible} until the spell ends.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by {@scaledamage 2d6|2-9|1d6} for each slot level above 2nd.\"]}],\"damageInflict\":[\"radiant\"],\"miscTags\":[\"AAD\",\"LGT\"]},{\"name\":\"Burning Hands\",\"source\":\"PHB\",\"page\":220,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":51}],\"reprintedAs\":[\"Burning Hands|XPHB\"],\"level\":1,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"cone\",\"distance\":{\"type\":\"feet\",\"amount\":15}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes {@damage 3d6} fire damage on a failed save, or half as much damage on a successful one.\",\"The fire ignites any flammable objects in the area that aren't being worn or carried.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@scaledamage 3d6|1-9|1d6} for each slot level above 1st.\"]}],\"damageInflict\":[\"fire\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"OBJ\"],\"areaTags\":[\"N\"],\"hasFluffImages\":true},{\"name\":\"Call Lightning\",\"source\":\"PHB\",\"page\":220,\"srd\":true,\"reprintedAs\":[\"Call Lightning|XPHB\"],\"level\":3,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).\",\"When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes {@damage 3d10} lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.\",\"If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by {@dice 1d10}.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 4th or higher level, the damage increases by {@scaledamage 3d10|3-9|1d10} for each slot level above 3rd.\"]}],\"damageInflict\":[\"lightning\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"S\",\"Y\"]},{\"name\":\"Calm Emotions\",\"source\":\"PHB\",\"page\":221,\"srd\":true,\"reprintedAs\":[\"Calm Emotions|XPHB\"],\"level\":2,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.\",\"You can suppress any effect causing a target to be {@condition charmed} or {@condition frightened}. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.\",\"Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.\"],\"savingThrow\":[\"charisma\"],\"affectsCreatureType\":[\"humanoid\"],\"areaTags\":[\"S\"]},{\"name\":\"Chain Lightning\",\"source\":\"PHB\",\"page\":221,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Chain Lightning|XPHB\"],\"level\":6,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":150}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.\",\"A target must make a Dexterity saving throw. The target takes {@damage 10d8} lightning damage on a failed save, or half as much damage on a successful one.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.\"]}],\"damageInflict\":[\"lightning\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"OBJ\",\"SCT\",\"SGT\"],\"areaTags\":[\"MT\",\"ST\"]},{\"name\":\"Charm Person\",\"source\":\"PHB\",\"page\":221,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":51}],\"reprintedAs\":[\"Charm Person|XPHB\"],\"level\":1,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is {@condition charmed} by you until the spell ends or until you or your companions do anything harmful to it. The {@condition charmed} creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was {@condition charmed} by you.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.\"]}],\"conditionInflict\":[\"charmed\"],\"savingThrow\":[\"wisdom\"],\"affectsCreatureType\":[\"humanoid\"],\"miscTags\":[\"SCT\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Chill Touch\",\"source\":\"PHB\",\"page\":221,\"srd\":true,\"reprintedAs\":[\"Chill Touch|XPHB\"],\"level\":0,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"round\",\"amount\":1}}],\"entries\":[\"You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes {@damage 1d8} necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.\",\"If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.\",\"This spell's damage increases by {@dice 1d8} when you reach 5th level ({@damage 2d8}), 11th level ({@damage 3d8}), and 17th level ({@damage 4d8}).\"],\"scalingLevelDice\":{\"label\":\"necrotic damage\",\"scaling\":{\"1\":\"1d8\",\"5\":\"2d8\",\"11\":\"3d8\",\"17\":\"4d8\"}},\"damageInflict\":[\"necrotic\"],\"spellAttack\":[\"R\"],\"miscTags\":[\"SCL\"],\"areaTags\":[\"ST\"]},{\"name\":\"Chromatic Orb\",\"source\":\"PHB\",\"page\":221,\"reprintedAs\":[\"Chromatic Orb|XPHB\"],\"level\":1,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a diamond worth at least 50 gp\",\"cost\":5000}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes {@damage 3d8} damage of the type you chose.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@scaledamage 3d8|1-9|1d8} for each slot level above 1st.\"]}],\"damageInflict\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"poison\",\"thunder\"],\"spellAttack\":[\"R\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Circle of Death\",\"source\":\"PHB\",\"page\":221,\"srd\":true,\"reprintedAs\":[\"Circle of Death|XPHB\"],\"level\":6,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":150}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"the powder of a crushed black pearl worth at least 500 gp\",\"cost\":50000}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes {@damage 8d6} necrotic damage on a failed save, or half as much damage on a successful one.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 7th level or higher, the damage increases by {@scaledamage 8d6|6-9|2d6} for each slot level above 6th.\"]}],\"damageInflict\":[\"necrotic\"],\"savingThrow\":[\"constitution\"],\"areaTags\":[\"S\"]},{\"name\":\"Circle of Power\",\"source\":\"PHB\",\"page\":221,\"reprintedAs\":[\"Circle of Power|XPHB\"],\"level\":5,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"radius\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.\"],\"miscTags\":[\"ADV\"],\"areaTags\":[\"S\"]},{\"name\":\"Clairvoyance\",\"source\":\"PHB\",\"page\":222,\"srd\":true,\"reprintedAs\":[\"Clairvoyance|XPHB\"],\"level\":3,\"school\":\"D\",\"time\":[{\"number\":10,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"miles\",\"amount\":1}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing\",\"cost\":10000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.\",\"When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.\",\"A creature that can see the sensor (such as a creature benefiting from {@spell see invisibility} or {@sense truesight}) sees a luminous, intangible orb about the size of your fist.\"]},{\"name\":\"Clone\",\"source\":\"PHB\",\"page\":222,\"srd\":true,\"reprintedAs\":[\"Clone|XPHB\"],\"level\":8,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"hour\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold the creature being cloned, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water\",\"cost\":100000,\"consume\":true}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside the vessel used in the spell's casting and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.\",\"At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.\"],\"miscTags\":[\"PRM\"]},{\"name\":\"Cloud of Daggers\",\"source\":\"PHB\",\"page\":222,\"reprintedAs\":[\"Cloud of Daggers|XPHB\"],\"level\":2,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a sliver of glass\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes {@damage 4d4} slashing damage when it enters the spell's area for the first time on a turn or starts its turn there.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@scaledamage 4d4|2-9|2d4} for each slot level above 2nd.\"]}],\"damageInflict\":[\"slashing\"],\"areaTags\":[\"C\"]},{\"name\":\"Cloudkill\",\"source\":\"PHB\",\"page\":222,\"srd\":true,\"reprintedAs\":[\"Cloudkill|XPHB\"],\"level\":5,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is {@quickref Vision and Light|PHB|2||heavily obscured}.\",\"When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes {@damage 5d8} poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.\",\"The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 6th level or higher, the damage increases by {@scaledamage 5d8|5-9|1d8} for each slot level above 5th.\"]}],\"damageInflict\":[\"poison\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"OBS\"],\"areaTags\":[\"S\"],\"hasFluffImages\":true},{\"name\":\"Color Spray\",\"source\":\"PHB\",\"page\":222,\"srd\":true,\"reprintedAs\":[\"Color Spray|XPHB\"],\"level\":1,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"cone\",\"distance\":{\"type\":\"feet\",\"amount\":15}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a pinch of powder or sand that is colored red, yellow, and blue\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"round\",\"amount\":1}}],\"entries\":[\"A dazzling array of flashing, colored light springs from your hand. Roll {@dice 6d10}; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring {@condition unconscious} creatures and creatures that can't see).\",\"Starting with the creature that has the lowest current hit points, each creature affected by this spell is {@condition blinded} until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 2nd level or higher, roll an additional {@scaledice 6d10|1-9|2d10} for each slot level above 1st.\"]}],\"conditionInflict\":[\"blinded\"],\"areaTags\":[\"N\"]},{\"name\":\"Command\",\"source\":\"PHB\",\"page\":223,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":51}],\"reprintedAs\":[\"Command|XPHB\"],\"level\":1,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"round\",\"amount\":1}}],\"entries\":[\"You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.\",\"Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.\",{\"type\":\"entries\",\"name\":\"Approach\",\"entries\":[\"The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.\"]},{\"type\":\"entries\",\"name\":\"Drop\",\"entries\":[\"The target drops whatever it is holding and then ends its turn.\"]},{\"type\":\"entries\",\"name\":\"Flee\",\"entries\":[\"The target spends its turn moving away from you by the fastest available means.\"]},{\"type\":\"entries\",\"name\":\"Grovel\",\"entries\":[\"The target falls {@condition prone} and then ends its turn.\"]},{\"type\":\"entries\",\"name\":\"Halt\",\"entries\":[\"The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.\"]}],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.\"]}],\"conditionInflict\":[\"prone\"],\"savingThrow\":[\"wisdom\"],\"affectsCreatureType\":[\"aberration\",\"beast\",\"celestial\",\"construct\",\"dragon\",\"elemental\",\"fey\",\"fiend\",\"giant\",\"humanoid\",\"monstrosity\",\"ooze\",\"plant\"],\"miscTags\":[\"SCT\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Commune\",\"source\":\"PHB\",\"page\":223,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Commune|XPHB\"],\"level\":5,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"incense and a vial of holy or unholy water\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1}}],\"meta\":{\"ritual\":true},\"entries\":[\"You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.\",\"Divine beings aren't necessarily omniscient, so you might receive \\\"unclear\\\" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.\",\"If you cast the spell two or more times before finishing your next long rest, there is a cumulative {@chance 25|||No answer!|Answer} chance for each casting after the first that you get no answer. The DM makes this roll in secret.\"]},{\"name\":\"Commune with Nature\",\"source\":\"PHB\",\"page\":224,\"srd\":true,\"reprintedAs\":[\"Commune with Nature|XPHB\"],\"level\":5,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"meta\":{\"ritual\":true},\"entries\":[\"You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.\",\"You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:\",{\"type\":\"list\",\"items\":[\"terrain and bodies of water\",\"prevalent plants, minerals, animals, or peoples\",\"powerful celestials, fey, fiends, elementals, or undead\",\"influence from other planes of existence\",\"buildings\"]},\"For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.\"]},{\"name\":\"Compelled Duel\",\"source\":\"PHB\",\"page\":224,\"reprintedAs\":[\"Compelled Duel|XPHB\"],\"level\":1,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn.\",\"The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Comprehend Languages\",\"source\":\"PHB\",\"page\":224,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":52}],\"reprintedAs\":[\"Comprehend Languages|XPHB\"],\"level\":1,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a pinch of soot and salt\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"meta\":{\"ritual\":true},\"entries\":[\"For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.\",\"This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.\"]},{\"name\":\"Compulsion\",\"source\":\"PHB\",\"page\":224,\"srd\":true,\"reprintedAs\":[\"Compulsion|XPHB\"],\"level\":4,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be {@condition charmed}. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect.\",\"A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"SGT\",\"UBA\"],\"areaTags\":[\"MT\"]},{\"name\":\"Cone of Cold\",\"source\":\"PHB\",\"page\":224,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Cone of Cold|XPHB\"],\"level\":5,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"cone\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a small crystal or glass cone\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes {@damage 8d8} cold damage on a failed save, or half as much damage on a successful one.\",\"A creature killed by this spell becomes a frozen statue until it thaws.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 6th level or higher, the damage increases by {@scaledamage 8d8|5-9|1d8} for each slot level above 5th.\"]}],\"damageInflict\":[\"cold\"],\"savingThrow\":[\"constitution\"],\"areaTags\":[\"N\"]},{\"name\":\"Confusion\",\"source\":\"PHB\",\"page\":224,\"srd\":true,\"reprintedAs\":[\"Confusion|XPHB\"],\"level\":4,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true,\"m\":\"three nut shells\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.\",\"An affected target can't take reactions and must roll a {@dice d10} at the start of each of its turns to determine its behavior for that turn.\",{\"type\":\"table\",\"caption\":\"Confusion Behavior\",\"colLabels\":[\"{@dice d10}\",\"Behavior\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[{\"type\":\"cell\",\"roll\":{\"exact\":1}},\"The creature uses all its movement to move in a random direction. To determine the direction, roll a {@dice d8} and assign a direction to each die face. The creature doesn't take an action this turn.\"],[{\"type\":\"cell\",\"roll\":{\"min\":2,\"max\":6}},\"The creature doesn't move or take actions this turn.\"],[{\"type\":\"cell\",\"roll\":{\"min\":7,\"max\":8}},\"The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.\"],[{\"type\":\"cell\",\"roll\":{\"min\":9,\"max\":10}},\"The creature can act and move normally.\"]]},\"At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.\"]}],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"RO\"],\"areaTags\":[\"S\"]},{\"name\":\"Conjure Animals\",\"source\":\"PHB\",\"page\":225,\"srd\":true,\"reprintedAs\":[\"Conjure Animals|XPHB\"],\"level\":3,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:\",{\"type\":\"list\",\"items\":[\"One {@filter beast of challenge rating 2 or lower|bestiary|challenge rating=[&0;&2]|type=beast|miscellaneous=!swarm}\",\"Two {@filter beasts of challenge rating 1 or lower|bestiary|challenge rating=[&0;&1]|type=beast|miscellaneous=!swarm}\",\"Four {@filter beasts of challenge rating 1/2 or lower|bestiary|challenge rating=[&0;&1/2]|type=beast|miscellaneous=!swarm}\",\"Eight {@filter beasts of challenge rating 1/4 or lower|bestiary|challenge rating=[&0;&1/4]|type=beast|miscellaneous=!swarm}\"]},\"Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.\",\"The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.\",\"The DM has the creatures' statistics.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.\"]}],\"miscTags\":[\"SGT\",\"SMN\"]},{\"name\":\"Conjure Barrage\",\"source\":\"PHB\",\"page\":225,\"reprintedAs\":[\"Conjure Barrage|XPHB\"],\"level\":3,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"cone\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"one piece of ammunition or a thrown weapon\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes {@damage 3d8} damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.\"],\"savingThrow\":[\"dexterity\"],\"areaTags\":[\"N\"]},{\"name\":\"Conjure Celestial\",\"source\":\"PHB\",\"page\":225,\"srd\":true,\"reprintedAs\":[\"Conjure Celestial|XPHB\"],\"level\":7,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You summon a {@filter celestial of challenge rating 4 or lower|bestiary|challenge rating=[&0;&4]|type=celestial|miscellaneous=!swarm}, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends.\",\"The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions.\",\"The DM has {@creature couatl||the celestial}'s statistics.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a 9th-level spell slot, you summon a {@filter celestial of challenge rating 5 or lower|bestiary|challenge rating=[&0;&5]|type=celestial|miscellaneous=!swarm}.\"]}],\"miscTags\":[\"SGT\",\"SMN\"]},{\"name\":\"Conjure Elemental\",\"source\":\"PHB\",\"page\":225,\"srd\":true,\"reprintedAs\":[\"Conjure Elemental|XPHB\"],\"level\":5,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true,\"m\":\"burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An {@filter elemental of challenge rating 5 or lower|bestiary|challenge rating=[&0;&5]|type=elemental|miscellaneous=!swarm} appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a {@creature fire elemental} emerges from a bonfire, and an {@creature earth elemental} rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.\",\"The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.\",\"If your {@status concentration} is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it.\",\"The DM has the elemental's statistics.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.\"]}],\"miscTags\":[\"SMN\"]},{\"name\":\"Conjure Fey\",\"source\":\"PHB\",\"page\":226,\"srd\":true,\"reprintedAs\":[\"Conjure Fey|XPHB\"],\"level\":6,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You summon a {@filter fey creature of challenge rating 6 or lower|bestiary|challenge rating=[&0;&6]|type=fey|miscellaneous=!swarm}, or a fey spirit that takes the form of a {@filter beast of challenge rating 6 or lower|bestiary|challenge rating=[&0;&6]|type=beast|miscellaneous=!swarm}. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.\",\"The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions.\",\"If your {@status concentration} is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it.\",\"The DM has the fey creature's statistics.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.\"]}],\"miscTags\":[\"SGT\",\"SMN\"]},{\"name\":\"Conjure Minor Elementals\",\"source\":\"PHB\",\"page\":226,\"srd\":true,\"reprintedAs\":[\"Conjure Minor Elementals|XPHB\"],\"level\":4,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:\",{\"type\":\"list\",\"items\":[\"One {@filter elemental of challenge rating 2 or lower|bestiary|challenge rating=[&0;&2]|type=elemental|miscellaneous=!swarm}\",\"Two {@filter elementals of challenge rating 1 or lower|bestiary|challenge rating=[&0;&1]|type=elemental|miscellaneous=!swarm}\",\"Four {@filter elementals of challenge rating 1/2 or lower|bestiary|challenge rating=[&0;&1/2]|type=elemental|miscellaneous=!swarm}\",\"Eight {@filter elementals of challenge rating 1/4 or lower|bestiary|challenge rating=[&0;&1/4]|type=elemental|miscellaneous=!swarm}.\"]},\"An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.\",\"The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.\",\"The DM has the creatures' statistics.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.\"]}],\"miscTags\":[\"SGT\",\"SMN\"]},{\"name\":\"Conjure Volley\",\"source\":\"PHB\",\"page\":226,\"reprintedAs\":[\"Conjure Volley|XPHB\"],\"level\":5,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":150}},\"components\":{\"v\":true,\"s\":true,\"m\":\"one piece of ammunition or one thrown weapon\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes {@damage 8d8} damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.\"],\"savingThrow\":[\"dexterity\"],\"areaTags\":[\"Y\"]},{\"name\":\"Conjure Woodland Beings\",\"source\":\"PHB\",\"page\":226,\"srd\":true,\"reprintedAs\":[\"Conjure Woodland Beings|XPHB\"],\"level\":4,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"one holly berry per creature summoned\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:\",{\"type\":\"list\",\"items\":[\"One {@filter fey creature of challenge rating 2 or lower|bestiary|challenge rating=[&0;&2]|type=fey|miscellaneous=!swarm}\",\"Two {@filter fey creatures of challenge rating 1 or lower|bestiary|challenge rating=[&0;&1]|type=fey|miscellaneous=!swarm}\",\"Four {@filter fey creatures of challenge rating 1/2 or lower|bestiary|challenge rating=[&0;&1/2]|type=fey|miscellaneous=!swarm}\",\"Eight {@filter fey creatures of challenge rating 1/4 or lower|bestiary|challenge rating=[&0;&1/4]|type=fey|miscellaneous=!swarm}\"]},\"A summoned creature disappears when it drops to 0 hit points or when the spell ends.\",\"The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.\",\"The DM has the creatures' statistics.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.\"]}],\"miscTags\":[\"SGT\",\"SMN\"]},{\"name\":\"Contact Other Plane\",\"source\":\"PHB\",\"page\":226,\"srd\":true,\"reprintedAs\":[\"Contact Other Plane|XPHB\"],\"level\":5,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1}}],\"meta\":{\"ritual\":true},\"entries\":[\"You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take {@damage 6d6} psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A {@spell greater restoration} spell cast on you ends this effect.\",\"On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as \\\"yes,\\\" \\\"no,\\\" \\\"maybe,\\\" \\\"never,\\\" \\\"irrelevant,\\\" or \\\"unclear\\\" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.\"],\"damageInflict\":[\"psychic\"],\"savingThrow\":[\"intelligence\"]},{\"name\":\"Contagion\",\"source\":\"PHB\",\"page\":227,\"srd\":true,\"reprintedAs\":[\"Contagion|XPHB\"],\"level\":5,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"day\",\"amount\":7}}],\"entries\":[\"Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is {@condition poisoned}.\",\"At the end of each of the {@condition poisoned} target's turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer {@condition poisoned}, and the spell ends. If the target fails three of these saves, the target is no longer {@condition poisoned}, but choose one of the diseases below. The target is subjected to the chosen disease for the spell's duration.\",\"Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.\",{\"type\":\"entries\",\"name\":\"Blinding Sickness\",\"entries\":[\"Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is {@condition blinded}.\"]},{\"type\":\"entries\",\"name\":\"Filth Fever\",\"entries\":[\"A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.\"]},{\"type\":\"entries\",\"name\":\"Flesh Rot\",\"entries\":[\"The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.\"]},{\"type\":\"entries\",\"name\":\"Mindfire\",\"entries\":[\"The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the {@spell confusion} spell during combat.\"]},{\"type\":\"entries\",\"name\":\"Seizure\",\"entries\":[\"The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.\"]},{\"type\":\"entries\",\"name\":\"Slimy Doom\",\"entries\":[\"The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is {@condition stunned} until the end of its next turn.\"]}],\"conditionInflict\":[\"blinded\",\"stunned\",\"poisoned\"],\"spellAttack\":[\"M\"],\"savingThrow\":[\"constitution\"],\"areaTags\":[\"ST\"]},{\"name\":\"Contingency\",\"source\":\"PHB\",\"page\":227,\"srd\":true,\"reprintedAs\":[\"Contingency|XPHB\"],\"level\":6,\"school\":\"V\",\"time\":[{\"number\":10,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp\",\"cost\":150000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"day\",\"amount\":10}}],\"entries\":[\"Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell—called the contingent spell—as part of casting contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with {@spell water breathing} might stipulate that {@spell water breathing} comes into effect when you are engulfed in water or a similar liquid.\",\"The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends.\",\"The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.\"]},{\"name\":\"Continual Flame\",\"source\":\"PHB\",\"page\":227,\"srd\":true,\"reprintedAs\":[\"Continual Flame|XPHB\"],\"level\":2,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"ruby dust worth 50 gp, which the spell consumes\",\"cost\":5000,\"consume\":true}},\"duration\":[{\"type\":\"permanent\",\"ends\":[\"dispel\"]}],\"entries\":[\"A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.\"],\"miscTags\":[\"LGT\",\"OBJ\"]},{\"name\":\"Control Water\",\"source\":\"PHB\",\"page\":227,\"srd\":true,\"reprintedAs\":[\"Control Water|XPHB\"],\"level\":4,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":300}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a drop of water and a pinch of dust\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.\",{\"type\":\"entries\",\"name\":\"Flood\",\"entries\":[\"You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.\",\"If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a {@chance 25|||Capsizes!|No effect} chance of capsizing.\",\"The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.\"]},{\"type\":\"entries\",\"name\":\"Part Water\",\"entries\":[\"You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.\"]},{\"type\":\"entries\",\"name\":\"Redirect Flow\",\"entries\":[\"You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.\"]},{\"type\":\"entries\",\"name\":\"Whirlpool\",\"entries\":[\"This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength ({@skill Athletics}) check against your spell save DC.\",\"When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes {@damage 2d8} bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength ({@skill Athletics}) check to do so.\",\"The first time each turn that an object enters the vortex, the object takes {@damage 2d8} bludgeoning damage; this damage occurs each round it remains in the vortex.\"]}],\"damageInflict\":[\"bludgeoning\"],\"savingThrow\":[\"strength\"],\"abilityCheck\":[\"strength\"],\"miscTags\":[\"FMV\",\"OBJ\"],\"areaTags\":[\"C\"]},{\"name\":\"Control Weather\",\"source\":\"PHB\",\"page\":228,\"srd\":true,\"reprintedAs\":[\"Control Weather|XPHB\"],\"level\":8,\"school\":\"T\",\"time\":[{\"number\":10,\"unit\":\"minute\"}],\"range\":{\"type\":\"radius\",\"distance\":{\"type\":\"miles\",\"amount\":5}},\"components\":{\"v\":true,\"s\":true,\"m\":\"burning incense and bits of earth and wood mixed in water\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":8},\"concentration\":true}],\"entries\":[\"You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.\",\"When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes {@dice 1d4 × 10} minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.\",\"When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.\",{\"type\":\"table\",\"caption\":\"Precipitation\",\"colLabels\":[\"Stage\",\"Condition\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Clear\"],[\"2\",\"Light clouds\"],[\"3\",\"Overcast or ground fog\"],[\"4\",\"Rain, hail, or snow\"],[\"5\",\"Torrential rain, driving hail, or blizzard\"]]},{\"type\":\"table\",\"caption\":\"Temperature\",\"colLabels\":[\"Stage\",\"Condition\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Unbearable heat\"],[\"2\",\"Hot\"],[\"3\",\"Warm\"],[\"4\",\"Cool\"],[\"5\",\"Cold\"],[\"6\",\"Arctic cold\"]]},{\"type\":\"table\",\"caption\":\"Wind\",\"colLabels\":[\"Stage\",\"Condition\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",\"Calm\"],[\"2\",\"Moderate wind\"],[\"3\",\"Strong wind\"],[\"4\",\"Gale\"],[\"5\",\"Storm\"]]}]},{\"name\":\"Cordon of Arrows\",\"source\":\"PHB\",\"page\":228,\"reprintedAs\":[\"Cordon of Arrows|XPHB\"],\"level\":2,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":5}},\"components\":{\"v\":true,\"s\":true,\"m\":\"four or more arrows or bolts\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":8}}],\"entries\":[\"You plant four pieces of nonmagical ammunition—{@item arrow|phb|arrows} or {@item crossbow bolt|phb|crossbow bolts}—in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take {@damage 1d6} piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.\",\"When you cast this spell, you can designate any creatures you choose, and the spell ignores them.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.\"]}],\"damageInflict\":[\"piercing\"],\"savingThrow\":[\"dexterity\"],\"areaTags\":[\"S\"]},{\"name\":\"Counterspell\",\"source\":\"PHB\",\"page\":228,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Counterspell|XPHB\"],\"level\":3,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"reaction\",\"condition\":\"which you take when you see a creature within 60 feet of you casting a spell\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.\"]}],\"miscTags\":[\"SGT\"]},{\"name\":\"Create Food and Water\",\"source\":\"PHB\",\"page\":229,\"srd\":true,\"reprintedAs\":[\"Create Food and Water|XPHB\"],\"level\":3,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.\"]},{\"name\":\"Create or Destroy Water\",\"source\":\"PHB\",\"page\":229,\"srd\":true,\"reprintedAs\":[\"Create or Destroy Water|XPHB\"],\"level\":1,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a drop of water if creating water or a few grains of sand if destroying it\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You either create or destroy water.\",{\"type\":\"entries\",\"name\":\"Create Water\",\"entries\":[\"You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.\"]},{\"type\":\"entries\",\"name\":\"Destroy Water\",\"entries\":[\"You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.\"]}],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.\"]}],\"miscTags\":[\"PRM\"],\"areaTags\":[\"C\"]},{\"name\":\"Create Undead\",\"source\":\"PHB\",\"page\":229,\"srd\":true,\"reprintedAs\":[\"Create Undead|XPHB\"],\"level\":6,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":10}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse\",\"cost\":15000}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a {@creature ghoul} under your control. (The DM has game statistics for these creatures.)\",\"As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.\",\"The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four {@creature ghoul||ghouls}. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five {@creature ghoul||ghouls} or two {@creature ghast||ghasts} or {@creature wight||wights}. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six {@creature ghoul||ghouls}, three {@creature ghast||ghasts} or {@creature wight||wights}, or two {@creature mummy||mummies}.\"]}],\"affectsCreatureType\":[\"humanoid\"],\"miscTags\":[\"PRM\",\"SMN\",\"UBA\"]},{\"name\":\"Creation\",\"source\":\"PHB\",\"page\":229,\"srd\":true,\"reprintedAs\":[\"Creation|XPHB\"],\"level\":5,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a tiny piece of matter of the same type of the item you plan to create\"},\"duration\":[{\"type\":\"special\"}],\"entries\":[\"You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.\",\"The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration.\",{\"type\":\"table\",\"caption\":\"Creation\",\"colLabels\":[\"Material\",\"Duration\"],\"colStyles\":[\"col-8\",\"col-4\"],\"rows\":[[\"Vegetable matter\",\"1 day\"],[\"Stone or crystal\",\"12 hours\"],[\"Precious metals\",\"1 hour\"],[\"Gems\",\"10 minutes\"],[\"Adamantine or mithral\",\"1 minute\"]]},\"Using any material created by this spell as another spell's material component causes that spell to fail.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.\"]}]},{\"name\":\"Crown of Madness\",\"source\":\"PHB\",\"page\":229,\"reprintedAs\":[\"Crown of Madness|XPHB\"],\"level\":2,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become {@condition charmed} by you for the duration. While the target is {@condition charmed} in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.\",\"The {@condition charmed} target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.\",\"On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.\"],\"conditionInflict\":[\"charmed\"],\"savingThrow\":[\"wisdom\"],\"affectsCreatureType\":[\"humanoid\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Crusader's Mantle\",\"source\":\"PHB\",\"page\":230,\"reprintedAs\":[\"Crusader's Mantle|XPHB\"],\"level\":3,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"radius\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra {@damage 1d4} radiant damage when it hits with a weapon attack.\"],\"damageInflict\":[\"radiant\"],\"miscTags\":[\"AAD\"],\"areaTags\":[\"S\"]},{\"name\":\"Cure Wounds\",\"source\":\"PHB\",\"page\":230,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":52}],\"reprintedAs\":[\"Cure Wounds|XPHB\"],\"level\":1,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"A creature you touch regains a number of hit points equal to {@dice 1d8} + your spellcasting ability modifier. This spell has no effect on undead or constructs.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 2nd level or higher, the healing increases by {@scaledice 1d8|1-9|1d8} for each slot level above 1st.\"]}],\"affectsCreatureType\":[\"aberration\",\"beast\",\"celestial\",\"dragon\",\"elemental\",\"fey\",\"fiend\",\"giant\",\"humanoid\",\"monstrosity\",\"ooze\",\"plant\"],\"miscTags\":[\"HL\"],\"areaTags\":[\"ST\"]},{\"name\":\"Dancing Lights\",\"source\":\"PHB\",\"page\":230,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":52}],\"reprintedAs\":[\"Dancing Lights|XPHB\"],\"level\":0,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a bit of phosphorus or wychwood, or a glowworm\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.\",\"As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.\"],\"miscTags\":[\"LGT\",\"UBA\"]},{\"name\":\"Darkness\",\"source\":\"PHB\",\"page\":230,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":52}],\"reprintedAs\":[\"Darkness|XPHB\"],\"level\":2,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"m\":\"bat fur and a drop of pitch or piece of coal\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with {@sense darkvision} can't see through this darkness, and nonmagical light can't illuminate it.\",\"If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.\",\"If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.\"],\"miscTags\":[\"OBJ\"],\"areaTags\":[\"S\"]},{\"name\":\"Darkvision\",\"source\":\"PHB\",\"page\":230,\"srd\":true,\"reprintedAs\":[\"Darkvision|XPHB\"],\"level\":2,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"either a pinch of dried carrot or an agate\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":8}}],\"entries\":[\"You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has {@sense darkvision} out to a range of 60 feet.\"],\"areaTags\":[\"ST\"]},{\"name\":\"Daylight\",\"source\":\"PHB\",\"page\":230,\"srd\":true,\"reprintedAs\":[\"Daylight|XPHB\"],\"level\":3,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.\",\"If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.\",\"If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.\"],\"miscTags\":[\"LGT\",\"OBJ\"],\"areaTags\":[\"S\"]},{\"name\":\"Death Ward\",\"source\":\"PHB\",\"page\":230,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Death Ward|XPHB\"],\"level\":4,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":8}}],\"entries\":[\"You touch a creature and grant it a measure of protection from death.\",\"The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.\",\"If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.\"],\"areaTags\":[\"ST\"]},{\"name\":\"Delayed Blast Fireball\",\"source\":\"PHB\",\"page\":230,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Delayed Blast Fireball|XPHB\"],\"level\":7,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":150}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a tiny ball of bat guano and sulfur\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your {@status concentration} is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.\",\"The spell's base damage is {@damage 12d6}. If at the end of your turn the bead has not yet detonated, the damage increases by {@dice 1d6}.\",\"If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes.\",\"The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 8th level or higher, the base damage increases by {@scaledamage 12d6|7-9|1d6} for each slot level above 7th.\"]}],\"damageInflict\":[\"fire\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"OBJ\"],\"areaTags\":[\"S\"]},{\"name\":\"Demiplane\",\"source\":\"PHB\",\"page\":231,\"srd\":true,\"reprintedAs\":[\"Demiplane|XPHB\"],\"level\":8,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.\",\"Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.\"],\"miscTags\":[\"OBJ\",\"PRM\",\"SGT\"]},{\"name\":\"Destructive Wave\",\"source\":\"PHB\",\"page\":231,\"reprintedAs\":[\"Destructive Wave|XPHB\"],\"level\":5,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"radius\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take {@damage 5d6} thunder damage, as well as {@damage 5d6} radiant or necrotic damage (your choice), and be knocked {@condition prone}. A creature that succeeds on its saving throw takes half as much damage and isn't knocked {@condition prone}.\"],\"damageInflict\":[\"necrotic\",\"radiant\",\"thunder\"],\"conditionInflict\":[\"prone\"],\"savingThrow\":[\"constitution\"],\"areaTags\":[\"MT\",\"S\"]},{\"name\":\"Detect Evil and Good\",\"source\":\"PHB\",\"page\":231,\"srd\":true,\"reprintedAs\":[\"Detect Evil and Good|XPHB\"],\"level\":1,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.\",\"The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.\"],\"affectsCreatureType\":[\"aberration\",\"celestial\",\"elemental\",\"fey\",\"fiend\",\"undead\"]},{\"name\":\"Detect Magic\",\"source\":\"PHB\",\"page\":231,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":52}],\"reprintedAs\":[\"Detect Magic|XPHB\"],\"level\":1,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"meta\":{\"ritual\":true},\"entries\":[\"For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its {@book school of magic|PHB|10|The Schools of Magic}, if any.\",\"The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.\"]},{\"name\":\"Detect Poison and Disease\",\"source\":\"PHB\",\"page\":231,\"srd\":true,\"reprintedAs\":[\"Detect Poison and Disease|XPHB\"],\"level\":1,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a yew leaf\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"meta\":{\"ritual\":true},\"entries\":[\"For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.\",\"The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.\"]},{\"name\":\"Detect Thoughts\",\"source\":\"PHB\",\"page\":231,\"srd\":true,\"reprintedAs\":[\"Detect Thoughts|XPHB\"],\"level\":2,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a copper piece\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.\",\"You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.\",\"Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.\",\"You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.\",\"Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.\"],\"savingThrow\":[\"wisdom\"],\"abilityCheck\":[\"intelligence\"],\"miscTags\":[\"SGT\"]},{\"name\":\"Dimension Door\",\"source\":\"PHB\",\"page\":233,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Dimension Door|XPHB\"],\"level\":4,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":500}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \\\"200 feet straight downward\\\" or \\\"upward to the northwest at a 45-degree angle, 300 feet.\\\"\",\"You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.\",\"If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take {@damage 4d6} force damage, and the spell fails to teleport you.\"],\"damageInflict\":[\"force\"],\"miscTags\":[\"TP\"],\"hasFluffImages\":true},{\"name\":\"Disguise Self\",\"source\":\"PHB\",\"page\":233,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Disguise Self|XPHB\"],\"level\":1,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.\",\"The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.\",\"To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence ({@skill Investigation}) check against your spell save DC.\"],\"abilityCheck\":[\"intelligence\"],\"miscTags\":[\"SGT\"]},{\"name\":\"Disintegrate\",\"source\":\"PHB\",\"page\":233,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Disintegrate|XPHB\"],\"level\":6,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a lodestone and a pinch of dust\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by {@spell wall of force}.\",\"A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes {@damage 10d6 + 40} force damage. The target is disintegrated if this damage leaves it with 0 hit points.\",\"A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a {@spell true resurrection} or a {@spell wish} spell.\",\"This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 7th level or higher, the damage increases by {@scaledamage 10d6 + 40|6-9|3d6} for each slot level above 6th.\"]}],\"damageInflict\":[\"force\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"OBJ\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Dispel Evil and Good\",\"source\":\"PHB\",\"page\":233,\"srd\":true,\"reprintedAs\":[\"Dispel Evil and Good|XPHB\"],\"level\":5,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"holy water or powdered silver and iron\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you.\",\"You can end the spell early by using either of the following special functions.\",{\"type\":\"entries\",\"name\":\"Break Enchantment\",\"entries\":[\"As your action, you touch a creature you can reach that is {@condition charmed}, {@condition frightened}, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer {@condition charmed}, {@condition frightened}, or possessed by such creatures.\"]},{\"type\":\"entries\",\"name\":\"Dismissal\",\"entries\":[\"As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.\"]}],\"spellAttack\":[\"M\"],\"savingThrow\":[\"charisma\"],\"affectsCreatureType\":[\"celestial\",\"elemental\",\"fey\",\"fiend\",\"undead\"],\"areaTags\":[\"ST\"]},{\"name\":\"Dispel Magic\",\"source\":\"PHB\",\"page\":234,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":53}],\"reprintedAs\":[\"Dispel Magic|XPHB\"],\"level\":3,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.\"]}],\"miscTags\":[\"OBJ\"],\"areaTags\":[\"ST\"]},{\"name\":\"Dissonant Whispers\",\"source\":\"PHB\",\"page\":234,\"reprintedAs\":[\"Dissonant Whispers|XPHB\"],\"level\":1,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes {@damage 3d6} psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A {@condition deafened} creature automatically succeeds on the save.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@scaledamage 3d6|1-9|1d6} for each slot level above 1st.\"]}],\"damageInflict\":[\"psychic\"],\"savingThrow\":[\"wisdom\"],\"areaTags\":[\"ST\"]},{\"name\":\"Divination\",\"source\":\"PHB\",\"page\":234,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Divination|XPHB\"],\"level\":4,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes\",\"cost\":2500,\"consume\":true}},\"duration\":[{\"type\":\"instant\"}],\"meta\":{\"ritual\":true},\"entries\":[\"Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.\",\"The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.\",\"If you cast the spell two or more times before finishing your next long rest, there is a cumulative {@chance 25|||Random reading!|Regular reading} chance for each casting after the first that you get a random reading. The DM makes this roll in secret.\"]},{\"name\":\"Divine Favor\",\"source\":\"PHB\",\"page\":234,\"srd\":true,\"reprintedAs\":[\"Divine Favor|XPHB\"],\"level\":1,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra {@damage 1d4} radiant damage on a hit.\"],\"damageInflict\":[\"radiant\"],\"miscTags\":[\"AAD\"]},{\"name\":\"Divine Word\",\"source\":\"PHB\",\"page\":234,\"srd\":true,\"reprintedAs\":[\"Divine Word|XPHB\"],\"level\":7,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:\",{\"type\":\"list\",\"items\":[\"50 hit points or fewer: {@condition deafened} for 1 minute\",\"40 hit points or fewer: {@condition deafened} and {@condition blinded} for 10 minutes\",\"30 hit points or fewer: {@condition blinded}, {@condition deafened}, and {@condition stunned} for 1 hour\",\"20 hit points or fewer: killed instantly\"]},\"Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a {@spell wish} spell.\"],\"conditionInflict\":[\"blinded\",\"deafened\",\"stunned\"],\"savingThrow\":[\"charisma\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"MT\"]},{\"name\":\"Dominate Beast\",\"source\":\"PHB\",\"page\":234,\"srd\":true,\"reprintedAs\":[\"Dominate Beast|XPHB\"],\"level\":4,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be {@condition charmed} by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.\",\"While the beast is {@condition charmed}, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \\\"Attack that creature,\\\" \\\"Run over there,\\\" or \\\"Fetch that object.\\\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.\",\"You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.\",\"Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell with a 5th-level spell slot, the duration is {@status concentration}, up to 10 minutes. When you use a 6th-level spell slot, the duration is {@status concentration}, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is {@status concentration}, up to 8 hours.\"]}],\"conditionInflict\":[\"charmed\"],\"savingThrow\":[\"wisdom\"],\"affectsCreatureType\":[\"beast\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Dominate Monster\",\"source\":\"PHB\",\"page\":235,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Dominate Monster|XPHB\"],\"level\":8,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be {@condition charmed} by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.\",\"While the creature is {@condition charmed}, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \\\"Attack that creature,\\\" \\\"Run over there,\\\" or \\\"Fetch that object.\\\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.\",\"You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.\",\"Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell with a 9th-level spell slot, the duration is {@status concentration}, up to 8 hours.\"]}],\"conditionInflict\":[\"charmed\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Dominate Person\",\"source\":\"PHB\",\"page\":235,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Dominate Person|XPHB\"],\"level\":5,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be {@condition charmed} by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.\",\"While the target is {@condition charmed}, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \\\"Attack that creature,\\\" \\\"Run over there,\\\" or \\\"Fetch that object.\\\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.\",\"You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.\",\"Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a 6th-level spell slot, the duration is {@status concentration}, up to 10 minutes. When you use a 7th-level spell slot, the duration is {@status concentration}, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is {@status concentration}, up to 8 hours.\"]}],\"conditionInflict\":[\"charmed\"],\"savingThrow\":[\"wisdom\"],\"affectsCreatureType\":[\"humanoid\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Drawmij's Instant Summons\",\"source\":\"PHB\",\"page\":235,\"srd\":\"Instant Summons\",\"reprintedAs\":[\"Drawmij's Instant Summons|XPHB\"],\"level\":6,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a sapphire worth 1,000 gp\",\"cost\":100000}},\"duration\":[{\"type\":\"permanent\",\"ends\":[\"dispel\"]}],\"meta\":{\"ritual\":true},\"entries\":[\"You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire.\",\"At any time thereafter, you can use your action to speak the item's name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends.\",\"If another creature is holding or carrying the item, crushing the sapphire doesn't transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.\",\"{@spell Dispel magic} or a similar effect successfully applied to the sapphire ends this spell's effect.\"],\"miscTags\":[\"OBJ\"]},{\"name\":\"Dream\",\"source\":\"PHB\",\"page\":236,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Dream|XPHB\"],\"level\":5,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"special\"},\"components\":{\"v\":true,\"s\":true,\"m\":\"a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":8}}],\"entries\":[\"This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move.\",\"If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams.\",\"You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes {@damage 3d6} psychic damage.\",\"If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.\"],\"damageInflict\":[\"psychic\"],\"savingThrow\":[\"wisdom\"],\"areaTags\":[\"ST\"]},{\"name\":\"Druidcraft\",\"source\":\"PHB\",\"page\":236,\"srd\":true,\"reprintedAs\":[\"Druidcraft|XPHB\"],\"level\":0,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"Whispering to the spirits of nature, you create one of the following effects within range:\",{\"type\":\"list\",\"items\":[\"You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.\",\"You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.\",\"You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.\",\"You instantly light or snuff out a candle, a torch, or a small campfire.\"]}]},{\"name\":\"Earthquake\",\"source\":\"PHB\",\"page\":236,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Earthquake|XPHB\"],\"level\":8,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":500}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a pinch of dirt, a piece of rock, and a lump of clay\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.\",\"The ground in the area becomes {@quickref difficult terrain||3}. Each creature on the ground that is {@status concentration||concentrating} must make a Constitution saving throw. On a failed save, the creature's {@status concentration} is broken.\",\"When you cast this spell and at the end of each turn you spend {@status concentration||concentrating} on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked {@condition prone}.\",\"This spell can have additional effects depending on the terrain in the area, as determined by the DM.\",{\"type\":\"entries\",\"name\":\"Fissures\",\"entries\":[\"Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of {@dice 1d6} such fissures open in locations chosen by the DM. Each is {@dice 1d10 × 10} feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.\",\"A fissure that opens beneath a structure causes it to automatically collapse (see below).\"]},{\"type\":\"entries\",\"name\":\"Structures\",\"entries\":[\"The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes {@damage 5d6} bludgeoning damage, is knocked {@condition prone}, and is buried in the rubble, requiring a DC 20 Strength ({@skill Athletics}) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall {@condition prone} or become buried.\"]}],\"damageInflict\":[\"bludgeoning\"],\"conditionInflict\":[\"prone\"],\"savingThrow\":[\"constitution\",\"dexterity\"],\"abilityCheck\":[\"strength\"],\"miscTags\":[\"DFT\",\"SGT\"],\"areaTags\":[\"R\"]},{\"name\":\"Eldritch Blast\",\"source\":\"PHB\",\"page\":237,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Eldritch Blast|XPHB\"],\"level\":0,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes {@damage 1d10} force damage.\",\"The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.\"],\"damageInflict\":[\"force\"],\"spellAttack\":[\"R\"],\"miscTags\":[\"SCL\"],\"areaTags\":[\"MT\",\"ST\"]},{\"name\":\"Elemental Weapon\",\"source\":\"PHB\",\"page\":237,\"reprintedAs\":[\"Elemental Weapon|XPHB\"],\"level\":3,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra {@damage 1d4} damage of the chosen type when it hits.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to {@scaledamage 1d4|3-9|2d4}. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to {@scaledamage 1d4|3-9|3d4}.\"]}],\"damageInflict\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"thunder\"],\"miscTags\":[\"AAD\"]},{\"name\":\"Enhance Ability\",\"source\":\"PHB\",\"page\":237,\"srd\":true,\"reprintedAs\":[\"Enhance Ability|XPHB\"],\"level\":2,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"fur or a feather from a beast\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.\",{\"type\":\"entries\",\"name\":\"Bear's Endurance\",\"entries\":[\"The target has advantage on Constitution checks. It also gains {@dice 2d6} temporary hit points, which are lost when the spell ends.\"]},{\"type\":\"entries\",\"name\":\"Bull's Strength\",\"entries\":[\"The target has advantage on Strength checks, and his or her carrying capacity doubles.\"]},{\"type\":\"entries\",\"name\":\"Cat's Grace\",\"entries\":[\"The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't {@condition incapacitated}.\"]},{\"type\":\"entries\",\"name\":\"Eagle's Splendor\",\"entries\":[\"The target has advantage on Charisma checks.\"]},{\"type\":\"entries\",\"name\":\"Fox's Cunning\",\"entries\":[\"The target has advantage on Intelligence checks.\"]},{\"type\":\"entries\",\"name\":\"Owl's Wisdom\",\"entries\":[\"The target has advantage on Wisdom checks.\"]}],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.\"]}],\"miscTags\":[\"ADV\",\"SCT\",\"THP\"],\"areaTags\":[\"ST\"]},{\"name\":\"Enlarge/Reduce\",\"source\":\"PHB\",\"page\":237,\"srd\":true,\"reprintedAs\":[\"Enlarge/Reduce|XPHB\"],\"level\":2,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a pinch of powdered iron\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.\",\"If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.\",{\"name\":\"Enlarge\",\"type\":\"entries\",\"entries\":[\"The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal {@damage 1d4} extra damage.\"]},{\"name\":\"Reduce\",\"type\":\"entries\",\"entries\":[\"The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal {@damage 1d4} less damage (this can't reduce the damage below 1).\"]}],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"ADV\",\"OBJ\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Ensnaring Strike\",\"source\":\"PHB\",\"page\":237,\"reprintedAs\":[\"Ensnaring Strike|XPHB\"],\"level\":1,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be {@condition restrained} by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.\",\"While {@condition restrained} by this spell, the target takes {@damage 1d6} piercing damage at the start of each of its turns. A creature {@condition restrained} by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"If you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@scaledamage 1d6|1-9|1d6} for each slot level above 1st.\"]}],\"damageInflict\":[\"piercing\"],\"conditionInflict\":[\"restrained\"],\"savingThrow\":[\"strength\"],\"abilityCheck\":[\"strength\"]},{\"name\":\"Entangle\",\"source\":\"PHB\",\"page\":238,\"srd\":true,\"reprintedAs\":[\"Entangle|XPHB\"],\"level\":1,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into {@quickref difficult terrain||3}.\",\"A creature in the area when you cast the spell must succeed on a Strength saving throw or be {@condition restrained} by the entangling plants until the spell ends. A creature {@condition restrained} by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.\",\"When the spell ends, the conjured plants wilt away.\"],\"conditionInflict\":[\"restrained\"],\"savingThrow\":[\"strength\"],\"abilityCheck\":[\"strength\"],\"areaTags\":[\"Q\"]},{\"name\":\"Enthrall\",\"source\":\"PHB\",\"page\":238,\"srd\":true,\"reprintedAs\":[\"Enthrall|XPHB\"],\"level\":2,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1}}],\"entries\":[\"You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be {@condition charmed} succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom ({@skill Perception}) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are {@condition incapacitated} or can no longer speak.\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"MT\"]},{\"name\":\"Etherealness\",\"source\":\"PHB\",\"page\":238,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Etherealness|XPHB\"],\"level\":7,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":8,\"upTo\":true}}],\"entries\":[\"You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away.\",\"While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so.\",\"You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.\",\"When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.\",\"This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.\"]}],\"damageInflict\":[\"force\"],\"miscTags\":[\"PS\",\"SCT\"]},{\"name\":\"Evard's Black Tentacles\",\"source\":\"PHB\",\"page\":238,\"srd\":\"Black Tentacles\",\"reprintedAs\":[\"Evard's Black Tentacles|XPHB\"],\"level\":4,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a piece of tentacle from a giant octopus or a giant squid\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into {@quickref difficult terrain||3}.\",\"When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take {@damage 3d6} bludgeoning damage and be {@condition restrained} by the tentacles until the spell ends. A creature that starts its turn in the area and is already {@condition restrained} by the tentacles takes {@damage 3d6} bludgeoning damage.\",\"A creature {@condition restrained} by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.\"],\"damageInflict\":[\"bludgeoning\"],\"conditionInflict\":[\"restrained\"],\"savingThrow\":[\"dexterity\"],\"abilityCheck\":[\"strength\",\"dexterity\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"Q\"]},{\"name\":\"Expeditious Retreat\",\"source\":\"PHB\",\"page\":238,\"srd\":true,\"reprintedAs\":[\"Expeditious Retreat|XPHB\"],\"level\":1,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the {@action Dash} action.\"],\"miscTags\":[\"UBA\"]},{\"name\":\"Eyebite\",\"source\":\"PHB\",\"page\":238,\"srd\":true,\"reprintedAs\":[\"Eyebite|XPHB\"],\"level\":6,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of eyebite.\",{\"type\":\"entries\",\"name\":\"Asleep\",\"entries\":[\"The target falls {@condition unconscious}. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.\"]},{\"type\":\"entries\",\"name\":\"Panicked\",\"entries\":[\"The target is {@condition frightened} of you. On each of its turns, the {@condition frightened} creature must take the {@action Dash} action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.\"]},{\"type\":\"entries\",\"name\":\"Sickened\",\"entries\":[\"The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.\"]}],\"conditionInflict\":[\"frightened\",\"unconscious\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Fabricate\",\"source\":\"PHB\",\"page\":239,\"srd\":true,\"reprintedAs\":[\"Fabricate|XPHB\"],\"level\":4,\"school\":\"T\",\"time\":[{\"number\":10,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.\",\"Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.\",\"Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.\"],\"miscTags\":[\"OBJ\",\"PRM\",\"SGT\"]},{\"name\":\"Faerie Fire\",\"source\":\"PHB\",\"page\":239,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Faerie Fire|XPHB\"],\"level\":1,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.\",\"Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being {@condition invisible}.\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"ADV\",\"LGT\"],\"areaTags\":[\"C\"]},{\"name\":\"False Life\",\"source\":\"PHB\",\"page\":239,\"srd\":true,\"reprintedAs\":[\"False Life|XPHB\"],\"level\":1,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a small amount of alcohol or distilled spirits\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"Bolstering yourself with a necromantic facsimile of life, you gain {@dice 1d4 + 4} temporary hit points for the duration.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.\"]}],\"miscTags\":[\"THP\"]},{\"name\":\"Fear\",\"source\":\"PHB\",\"page\":239,\"srd\":true,\"reprintedAs\":[\"Fear|XPHB\"],\"level\":3,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"cone\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a white feather or the heart of a hen\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become {@condition frightened} for the duration.\",\"While {@condition frightened} by this spell, a creature must take the {@action Dash} action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.\"],\"conditionInflict\":[\"frightened\"],\"savingThrow\":[\"wisdom\"],\"areaTags\":[\"N\"]},{\"name\":\"Feather Fall\",\"source\":\"PHB\",\"page\":239,\"srd\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":53}],\"reprintedAs\":[\"Feather Fall|XPHB\"],\"level\":1,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"reaction\",\"condition\":\"which you take when you or a creature within 60 feet of you falls\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"m\":\"a small feather or a piece of down\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1}}],\"entries\":[\"Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.\"],\"areaTags\":[\"MT\"]},{\"name\":\"Feeblemind\",\"source\":\"PHB\",\"page\":239,\"srd\":true,\"reprintedAs\":[\"Befuddlement|XPHB\"],\"level\":8,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":150}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a handful of clay, crystal, glass, or mineral spheres\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes {@damage 4d6} psychic damage and must make an Intelligence saving throw.\",\"On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.\",\"At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.\",\"The spell can also be ended by {@spell greater restoration}, {@spell heal}, or {@spell wish}.\"],\"damageInflict\":[\"psychic\"],\"savingThrow\":[\"intelligence\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Feign Death\",\"source\":\"PHB\",\"page\":240,\"reprintedAs\":[\"Feign Death|XPHB\"],\"level\":3,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a pinch of graveyard dirt\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"meta\":{\"ritual\":true},\"entries\":[\"You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.\",\"For the spell's duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target's status. The target is {@condition blinded} and {@condition incapacitated}, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or {@condition poisoned} when you cast the spell, or becomes diseased or {@condition poisoned} while under the spell's effect, the disease and poison have no effect until the spell ends.\"],\"damageResist\":[\"acid\",\"bludgeoning\",\"cold\",\"fire\",\"force\",\"lightning\",\"necrotic\",\"piercing\",\"poison\",\"radiant\",\"slashing\",\"thunder\"],\"conditionInflict\":[\"blinded\",\"incapacitated\"],\"areaTags\":[\"ST\"]},{\"name\":\"Find Familiar\",\"source\":\"PHB\",\"page\":240,\"srd\":true,\"reprintedAs\":[\"Find Familiar|XPHB\"],\"level\":1,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"hour\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":10}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier\",\"cost\":1000,\"consume\":true}},\"duration\":[{\"type\":\"instant\"}],\"meta\":{\"ritual\":true},\"entries\":[\"You gain the service of a familiar, a spirit that takes an animal form you choose: {@creature bat}, {@creature cat}, {@creature crab}, {@creature frog} (toad), {@creature hawk}, {@creature lizard}, {@creature octopus}, {@creature owl}, {@creature poisonous snake}, fish ({@creature quipper}), {@creature rat}, {@creature raven}, {@creature sea horse}, {@creature spider}, or {@creature weasel}. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.\",\"{@note Additional {@filter animal form choices|bestiary|Miscellaneous=Familiar} may be available at the DM's discretion.}\",\"Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.\",\"When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.\",\"While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are {@condition deafened||deaf} and {@condition blinded||blind} with regard to your own senses.\",\"You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.\",\"Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.\"],\"miscTags\":[\"PRM\",\"SMN\"]},{\"name\":\"Find Steed\",\"source\":\"PHB\",\"page\":240,\"srd\":true,\"reprintedAs\":[\"Find Steed|XPHB\"],\"level\":2,\"school\":\"C\",\"time\":[{\"number\":10,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a {@creature warhorse}, a {@creature pony}, a {@creature camel}, an {@creature elk}, or a {@creature mastiff}. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.\",\"Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.\",\"When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.\",\"While your steed is within 1 mile of you, you can communicate with each other telepathically.\",\"You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.\"],\"miscTags\":[\"PRM\",\"SMN\"]},{\"name\":\"Find the Path\",\"source\":\"PHB\",\"page\":240,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Find the Path|XPHB\"],\"level\":6,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes—worth 100 gp and an object from the location you wish to find\",\"cost\":10000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"day\",\"amount\":1},\"concentration\":true}],\"entries\":[\"This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as \\\"a green dragon's lair\\\"), the spell fails.\",\"For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.\"]},{\"name\":\"Find Traps\",\"source\":\"PHB\",\"page\":241,\"srd\":true,\"reprintedAs\":[\"Find Traps|XPHB\"],\"level\":2,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the {@spell alarm} spell, a {@spell glyph of warding}, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.\",\"This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.\"],\"miscTags\":[\"SGT\"]},{\"name\":\"Finger of Death\",\"source\":\"PHB\",\"page\":241,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Finger of Death|XPHB\"],\"level\":7,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes {@damage 7d8 + 30} necrotic damage on a failed save, or half as much damage on a successful one.\",\"A humanoid killed by this spell rises at the start of your next turn as a {@creature zombie} that is permanently under your command, following your verbal orders to the best of its ability.\"],\"damageInflict\":[\"necrotic\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"PRM\",\"SGT\",\"SMN\"],\"areaTags\":[\"ST\"]},{\"name\":\"Fire Bolt\",\"source\":\"PHB\",\"page\":242,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Fire Bolt|XPHB\"],\"level\":0,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes {@damage 1d10} fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.\",\"This spell's damage increases by {@dice 1d10} when you reach 5th level ({@damage 2d10}), 11th level ({@damage 3d10}), and 17th level ({@damage 4d10}).\"],\"scalingLevelDice\":{\"label\":\"fire damage\",\"scaling\":{\"1\":\"1d10\",\"5\":\"2d10\",\"11\":\"3d10\",\"17\":\"4d10\"}},\"damageInflict\":[\"fire\"],\"spellAttack\":[\"R\"],\"miscTags\":[\"OBJ\",\"SCL\"],\"areaTags\":[\"ST\"]},{\"name\":\"Fire Shield\",\"source\":\"PHB\",\"page\":242,\"srd\":true,\"reprintedAs\":[\"Fire Shield|XPHB\"],\"level\":4,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a bit of phosphorus or a firefly\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10}}],\"entries\":[\"Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.\",\"The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.\",\"In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes {@damage 2d8} fire damage from a warm shield, or {@damage 2d8} cold damage from a cold shield.\"],\"damageResist\":[\"cold\",\"fire\"],\"damageInflict\":[\"cold\",\"fire\"],\"miscTags\":[\"LGT\"]},{\"name\":\"Fire Storm\",\"source\":\"PHB\",\"page\":242,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Fire Storm|XPHB\"],\"level\":7,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":150}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes {@damage 7d10} fire damage on a failed save, or half as much damage on a successful one.\",\"The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell.\"],\"damageInflict\":[\"fire\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"OBJ\"],\"areaTags\":[\"C\"]},{\"name\":\"Fireball\",\"source\":\"PHB\",\"page\":241,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":53}],\"reprintedAs\":[\"Fireball|XPHB\"],\"level\":3,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":150}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a tiny ball of bat guano and sulfur\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes {@damage 8d6} fire damage on a failed save, or half as much damage on a successful one.\",\"The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@scaledamage 8d6|3-9|1d6} for each slot level above 3rd.\"]}],\"damageInflict\":[\"fire\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"OBJ\"],\"areaTags\":[\"S\"],\"hasFluffImages\":true},{\"name\":\"Flame Blade\",\"source\":\"PHB\",\"page\":242,\"srd\":true,\"reprintedAs\":[\"Flame Blade|XPHB\"],\"level\":2,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"leaf of sumac\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.\",\"You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes {@damage 3d6} fire damage.\",\"The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@scaledamage 3d6|2,4,6,8|1d6} for every two slot levels above 2nd.\"]}],\"damageInflict\":[\"fire\"],\"spellAttack\":[\"M\"],\"miscTags\":[\"LGT\",\"UBA\"],\"areaTags\":[\"ST\"]},{\"name\":\"Flame Strike\",\"source\":\"PHB\",\"page\":242,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Flame Strike|XPHB\"],\"level\":5,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"pinch of sulfur\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes {@damage 4d6} fire damage and {@damage 4d6} radiant damage on a failed save, or half as much damage on a successful one.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by {@scaledamage 4d6|5-9|1d6} for each slot level above 5th.\"]}],\"damageInflict\":[\"fire\",\"radiant\"],\"savingThrow\":[\"dexterity\"],\"areaTags\":[\"Y\"]},{\"name\":\"Flaming Sphere\",\"source\":\"PHB\",\"page\":242,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":53}],\"reprintedAs\":[\"Flaming Sphere|XPHB\"],\"level\":2,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a bit of tallow, a pinch of brimstone, and a dusting of powdered iron\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes {@damage 2d6} fire damage on a failed save, or half as much damage on a successful one.\",\"As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.\",\"When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@scaledamage 2d6|2-9|1d6} for each slot level above 2nd.\"]}],\"damageInflict\":[\"fire\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"LGT\",\"OBJ\",\"UBA\"],\"areaTags\":[\"S\"]},{\"name\":\"Flesh to Stone\",\"source\":\"PHB\",\"page\":243,\"srd\":true,\"reprintedAs\":[\"Flesh to Stone|XPHB\"],\"level\":6,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a pinch of lime, water, and earth\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is {@condition restrained} as its flesh begins to harden. On a successful save, the creature isn't affected.\",\"A creature {@condition restrained} by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the {@condition petrified} condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.\",\"If the creature is physically broken while {@condition petrified}, it suffers from similar deformities if it reverts to its original state.\",\"If you maintain your {@status concentration} on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.\"],\"conditionInflict\":[\"petrified\",\"restrained\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"PRM\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Fly\",\"source\":\"PHB\",\"page\":243,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":54}],\"reprintedAs\":[\"Fly|XPHB\"],\"level\":3,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a wing feather from any bird\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.\"]}],\"miscTags\":[\"SCT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Fog Cloud\",\"source\":\"PHB\",\"page\":243,\"srd\":true,\"reprintedAs\":[\"Fog Cloud|XPHB\"],\"level\":1,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is {@quickref Vision and Light|PHB|2||heavily obscured}. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.\"]}],\"miscTags\":[\"OBS\"],\"areaTags\":[\"S\"]},{\"name\":\"Forbiddance\",\"source\":\"PHB\",\"page\":243,\"srd\":true,\"reprintedAs\":[\"Forbiddance|XPHB\"],\"level\":6,\"school\":\"A\",\"time\":[{\"number\":10,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp\",\"cost\":100000,\"consume\":\"optional\"}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"day\",\"amount\":1}}],\"meta\":{\"ritual\":true},\"entries\":[\"You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the {@spell gate} spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the {@spell plane shift} spell.\",\"In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes {@damage 5d10} radiant or necrotic damage (your choice when you cast this spell).\",\"When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell.\",\"The spell's area can't overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.\"],\"damageInflict\":[\"necrotic\",\"radiant\"],\"affectsCreatureType\":[\"celestial\",\"elemental\",\"fey\",\"fiend\",\"undead\"],\"miscTags\":[\"PIR\",\"PRM\"]},{\"name\":\"Forcecage\",\"source\":\"PHB\",\"page\":243,\"srd\":true,\"reprintedAs\":[\"Forcecage|XPHB\"],\"level\":7,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":100}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"ruby dust worth 1,500 gp\",\"cost\":150000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose.\",\"A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.\",\"A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.\",\"When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.\",\"A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.\",\"This spell can't be dispelled by {@spell dispel magic}.\"],\"savingThrow\":[\"charisma\"],\"areaTags\":[\"C\"]},{\"name\":\"Foresight\",\"source\":\"PHB\",\"page\":244,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Foresight|XPHB\"],\"level\":9,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a hummingbird feather\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":8}}],\"entries\":[\"You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be {@status surprised} and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.\",\"This spell immediately ends if you cast it again before its duration ends.\"],\"miscTags\":[\"ADV\"],\"areaTags\":[\"ST\"]},{\"name\":\"Freedom of Movement\",\"source\":\"PHB\",\"page\":244,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Freedom of Movement|XPHB\"],\"level\":4,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a leather strap, bound around the arm or a similar appendage\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"You touch a willing creature. For the duration, the target's movement is unaffected by {@quickref difficult terrain||3}, and spells and other magical effects can neither reduce the target's speed nor cause the target to be {@condition paralyzed} or {@condition restrained}.\",\"The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it {@condition grappled}. Finally, being underwater imposes no penalties on the target's movement or attacks.\"],\"conditionImmune\":[\"paralyzed\",\"restrained\"],\"areaTags\":[\"ST\"]},{\"name\":\"Friends\",\"source\":\"PHB\",\"page\":244,\"reprintedAs\":[\"Friends|XPHB\"],\"level\":0,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"s\":true,\"m\":\"a small amount of makeup applied to the face as this spell is cast\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.\"],\"miscTags\":[\"ADV\"],\"areaTags\":[\"ST\"]},{\"name\":\"Gaseous Form\",\"source\":\"PHB\",\"page\":244,\"srd\":true,\"reprintedAs\":[\"Gaseous Form|XPHB\"],\"level\":3,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a bit of gauze and a wisp of smoke\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.\",\"While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when {@condition stunned} or otherwise {@condition incapacitated}.\",\"While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.\"],\"miscTags\":[\"ADV\"],\"areaTags\":[\"ST\"]},{\"name\":\"Gate\",\"source\":\"PHB\",\"page\":244,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Gate|XPHB\"],\"level\":9,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a diamond worth at least 5,000 gp\",\"cost\":500000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.\",\"The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.\",\"Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.\",\"When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.\"],\"miscTags\":[\"PS\",\"SGT\",\"TP\"]},{\"name\":\"Geas\",\"source\":\"PHB\",\"page\":244,\"srd\":true,\"reprintedAs\":[\"Geas|XPHB\"],\"level\":5,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"day\",\"amount\":30}}],\"entries\":[\"You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become {@condition charmed} by you for the duration. While the creature is {@condition charmed} by you, it takes {@damage 5d10} psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.\",\"You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.\",\"You can end the spell early by using an action to dismiss it. A {@spell remove curse}, {@spell greater restoration}, or {@spell wish} spell also ends it.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.\"]}],\"damageInflict\":[\"psychic\"],\"conditionInflict\":[\"charmed\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"PRM\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Gentle Repose\",\"source\":\"PHB\",\"page\":245,\"srd\":true,\"reprintedAs\":[\"Gentle Repose|XPHB\"],\"level\":2,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"day\",\"amount\":10}}],\"meta\":{\"ritual\":true},\"entries\":[\"You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.\",\"The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as {@spell raise dead}.\"]},{\"name\":\"Giant Insect\",\"source\":\"PHB\",\"page\":245,\"srd\":true,\"reprintedAs\":[\"Giant Insect|XPHB\"],\"level\":4,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a {@creature giant centipede}, a spider becomes a {@creature giant spider}, a wasp becomes a {@creature giant wasp}, and a scorpion becomes a {@creature giant scorpion}.\",\"Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and movement.\",\"A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.\",\"The DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a {@creature giant wasp}.\"],\"miscTags\":[\"SMN\"],\"areaTags\":[\"MT\"]},{\"name\":\"Glibness\",\"source\":\"PHB\",\"page\":245,\"srd\":true,\"reprintedAs\":[\"Glibness|XPHB\"],\"level\":8,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.\"]},{\"name\":\"Globe of Invulnerability\",\"source\":\"PHB\",\"page\":245,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Globe of Invulnerability|XPHB\"],\"level\":6,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"radius\",\"distance\":{\"type\":\"feet\",\"amount\":10}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a glass or crystal bead that shatters when the spell ends\",\"consume\":true}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.\",\"Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.\"]}],\"areaTags\":[\"S\"]},{\"name\":\"Glyph of Warding\",\"source\":\"PHB\",\"page\":245,\"srd\":true,\"reprintedAs\":[\"Glyph of Warding|XPHB\"],\"level\":3,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"hour\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"incense and powdered diamond worth at least 200 gp, which the spell consumes\",\"cost\":20000,\"consume\":true}},\"duration\":[{\"type\":\"permanent\",\"ends\":[\"dispel\",\"trigger\"]}],\"entries\":[\"When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.\",\"The glyph is nearly invisible and requires a successful Intelligence ({@skill Investigation}) check against your spell save DC to be found.\",\"You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.\",\"You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.\",\"When you inscribe the glyph, choose explosive runes or a spell glyph.\",{\"type\":\"entries\",\"name\":\"Explosive Runes\",\"entries\":[\"When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes {@damage 5d8} acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.\"]},{\"type\":\"entries\",\"name\":\"Spell Glyph\",\"entries\":[\"You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires {@status concentration}, it lasts until the end of its full duration.\"]}],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by {@scaledamage 5d8|3-9|1d8} for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.\"]}],\"damageInflict\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"thunder\"],\"savingThrow\":[\"dexterity\"],\"abilityCheck\":[\"intelligence\"],\"areaTags\":[\"S\"]},{\"name\":\"Goodberry\",\"source\":\"PHB\",\"page\":246,\"srd\":true,\"reprintedAs\":[\"Goodberry|XPHB\"],\"level\":1,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a sprig of mistletoe\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.\",\"The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.\"],\"miscTags\":[\"HL\"]},{\"name\":\"Grasping Vine\",\"source\":\"PHB\",\"page\":246,\"reprintedAs\":[\"Grasping Vine|XPHB\"],\"level\":4,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.\",\"Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"FMV\",\"SGT\",\"UBA\"],\"areaTags\":[\"ST\"]},{\"name\":\"Grease\",\"source\":\"PHB\",\"page\":246,\"srd\":true,\"reprintedAs\":[\"Grease|XPHB\"],\"level\":1,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a bit of pork rind or butter\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1}}],\"entries\":[\"Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into {@quickref difficult terrain||3} for the duration.\",\"When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall {@condition prone}. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall {@condition prone}.\"],\"conditionInflict\":[\"prone\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"DFT\"],\"areaTags\":[\"Q\"]},{\"name\":\"Greater Invisibility\",\"source\":\"PHB\",\"page\":246,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Greater Invisibility|XPHB\"],\"level\":4,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You or a creature you touch becomes {@condition invisible} until the spell ends. Anything the target is wearing or carrying is {@condition invisible} as long as it is on the target's person.\"],\"conditionInflict\":[\"invisible\"],\"areaTags\":[\"ST\"]},{\"name\":\"Greater Restoration\",\"source\":\"PHB\",\"page\":246,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Greater Restoration|XPHB\"],\"level\":5,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"diamond dust worth at least 100 gp, which the spell consumes\",\"cost\":10000,\"consume\":true}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's {@condition exhaustion} level by one, or end one of the following effects on the target:\",{\"type\":\"list\",\"items\":[\"One effect that {@condition charmed} or {@condition petrified} the target\",\"One curse, including the target's attunement to a cursed magic item\",\"Any reduction to one of the target's ability scores\",\"One effect reducing the target's hit point maximum\"]}],\"areaTags\":[\"ST\"]},{\"name\":\"Guardian of Faith\",\"source\":\"PHB\",\"page\":246,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Guardian of Faith|XPHB\"],\"level\":4,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":8}}],\"entries\":[\"A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.\",\"Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.\"],\"damageInflict\":[\"radiant\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"SGT\"],\"hasFluffImages\":true},{\"name\":\"Guards and Wards\",\"source\":\"PHB\",\"page\":248,\"srd\":true,\"reprintedAs\":[\"Guards and Wards|XPHB\"],\"level\":6,\"school\":\"A\",\"time\":[{\"number\":10,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp\",\"cost\":1000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":24}}],\"entries\":[\"You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.\",\"When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.\",\"Guards and wards creates the following effects within the warded area.\",{\"type\":\"entries\",\"name\":\"Corridors\",\"entries\":[\"Fog fills all the warded corridors, making them {@quickref Vision and Light|PHB|2||heavily obscured}. In addition, at each intersection or branching passage offering a choice of direction, there is a {@chance 50|||Disoriented!|No effect} chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.\"]},{\"type\":\"entries\",\"name\":\"Doors\",\"entries\":[\"All doors in the warded area are magically locked, as if sealed by an {@spell arcane lock} spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the {@spell minor illusion} spell) to make them appear as plain sections of wall.\"]},{\"type\":\"entries\",\"name\":\"Stairs\",\"entries\":[\"Webs fill all stairs in the warded area from top to bottom, as the {@spell web} spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts.\"]},{\"type\":\"entries\",\"name\":\"Other Spell Effect\",\"entries\":[\"You can place your choice of one of the following magical effects within the warded area of the stronghold.\",{\"type\":\"list\",\"items\":[\"Place {@spell dancing lights} in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.\",\"Place {@spell magic mouth} in two locations.\",\"Place {@spell stinking cloud} in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts.\",\"Place a constant {@spell gust of wind} in one corridor or room.\",\"Place a {@spell suggestion} in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally.\"]}]},\"The whole warded area radiates magic. A {@spell dispel magic} cast on a specific effect, if successful, removes only that effect.\",\"You can create a permanently guarded and warded structure by casting this spell there every day for one year.\"],\"miscTags\":[\"OBS\",\"PIR\",\"PRM\"],\"areaTags\":[\"Q\"]},{\"name\":\"Guidance\",\"source\":\"PHB\",\"page\":248,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":54}],\"reprintedAs\":[\"Guidance|XPHB\"],\"level\":0,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You touch one willing creature. Once before the spell ends, the target can roll a {@dice d4} and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.\"],\"areaTags\":[\"ST\"]},{\"name\":\"Guiding Bolt\",\"source\":\"PHB\",\"page\":248,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":54}],\"reprintedAs\":[\"Guiding Bolt|XPHB\"],\"level\":1,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"round\",\"amount\":1}}],\"entries\":[\"A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes {@damage 4d6} radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@scaledamage 4d6|1-9|1d6} for each slot level above 1st.\"]}],\"damageInflict\":[\"radiant\"],\"spellAttack\":[\"R\"],\"miscTags\":[\"ADV\"],\"areaTags\":[\"ST\"]},{\"name\":\"Gust of Wind\",\"source\":\"PHB\",\"page\":248,\"srd\":true,\"reprintedAs\":[\"Gust of Wind|XPHB\"],\"level\":2,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"line\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a legume seed\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.\",\"Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.\",\"The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a {@chance 50|||Extinguished!|No effect} chance to extinguish them.\",\"As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.\"],\"savingThrow\":[\"strength\"],\"miscTags\":[\"FMV\",\"UBA\"],\"areaTags\":[\"L\"]},{\"name\":\"Hail of Thorns\",\"source\":\"PHB\",\"page\":249,\"reprintedAs\":[\"Hail of Thorns|XPHB\"],\"level\":1,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes {@damage 1d10} piercing damage on a failed save, or half as much damage on a successful one.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"If you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@scaledamage 1d10|1-6|1d10} for each slot level above 1st (to a maximum of {@damage 6d10}).\"]}],\"damageInflict\":[\"piercing\"],\"savingThrow\":[\"dexterity\"],\"areaTags\":[\"S\"]},{\"name\":\"Hallow\",\"source\":\"PHB\",\"page\":249,\"srd\":true,\"reprintedAs\":[\"Hallow|XPHB\"],\"level\":5,\"school\":\"V\",\"time\":[{\"number\":24,\"unit\":\"hour\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"herbs, oils, and incense worth at least 1,000 gp, which the spell consumes\",\"cost\":100000,\"consume\":true}},\"duration\":[{\"type\":\"permanent\",\"ends\":[\"dispel\"]}],\"entries\":[\"You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.\",\"First, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature {@condition charmed}, {@condition frightened}, or possessed by such a creature is no longer {@condition charmed}, {@condition frightened}, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.\",\"Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.\",{\"type\":\"entries\",\"name\":\"Courage\",\"entries\":[\"Affected creatures can't be {@condition frightened} while in the area.\"]},{\"type\":\"entries\",\"name\":\"Darkness\",\"entries\":[\"Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area.\"]},{\"type\":\"entries\",\"name\":\"Daylight\",\"entries\":[\"Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light.\"]},{\"type\":\"entries\",\"name\":\"Energy Protection\",\"entries\":[\"Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.\"]},{\"type\":\"entries\",\"name\":\"Energy Vulnerability\",\"entries\":[\"Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.\"]},{\"type\":\"entries\",\"name\":\"Everlasting Rest\",\"entries\":[\"Dead bodies interred in the area can't be turned into undead.\"]},{\"type\":\"entries\",\"name\":\"Extradimensional Interference\",\"entries\":[\"Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means.\"]},{\"type\":\"entries\",\"name\":\"Fear\",\"entries\":[\"Affected creatures are {@condition frightened} while in the area.\"]},{\"type\":\"entries\",\"name\":\"Silence\",\"entries\":[\"No sound can emanate from within the area, and no sound can reach into it.\"]},{\"type\":\"entries\",\"name\":\"Tongues\",\"entries\":[\"Affected creatures can communicate with any other creature in the area, even if they don't share a common language.\"]}],\"damageResist\":[\"acid\",\"cold\",\"fire\",\"force\",\"lightning\",\"necrotic\",\"poison\",\"psychic\",\"radiant\",\"thunder\"],\"damageVulnerable\":[\"acid\",\"cold\",\"fire\",\"force\",\"lightning\",\"necrotic\",\"poison\",\"psychic\",\"radiant\",\"thunder\"],\"savingThrow\":[\"charisma\"],\"miscTags\":[\"LGT\"]},{\"name\":\"Hallucinatory Terrain\",\"source\":\"PHB\",\"page\":249,\"srd\":true,\"reprintedAs\":[\"Hallucinatory Terrain|XPHB\"],\"level\":4,\"school\":\"I\",\"time\":[{\"number\":10,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":300}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a stone, a twig, and a bit of green plant\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":24}}],\"entries\":[\"You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.\",\"The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence ({@skill Investigation}) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.\"],\"abilityCheck\":[\"intelligence\"],\"areaTags\":[\"C\"]},{\"name\":\"Harm\",\"source\":\"PHB\",\"page\":249,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Harm|XPHB\"],\"level\":6,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes {@damage 14d6} necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.\"],\"damageInflict\":[\"necrotic\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Haste\",\"source\":\"PHB\",\"page\":250,\"srd\":true,\"reprintedAs\":[\"Haste|XPHB\"],\"level\":3,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a shaving of licorice root\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the {@action Attack} (one weapon attack only), {@action Dash}, {@action Disengage}, {@action Hide}, or {@action Use an Object} action.\",\"When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.\"],\"miscTags\":[\"ADV\",\"MAC\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Heal\",\"source\":\"PHB\",\"page\":250,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Heal|XPHB\"],\"level\":6,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends {@condition blinded||blindness}, {@condition deafened||deafness}, and any diseases affecting the target. This spell has no effect on constructs or undead.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.\"]}],\"affectsCreatureType\":[\"aberration\",\"beast\",\"celestial\",\"dragon\",\"elemental\",\"fey\",\"fiend\",\"giant\",\"humanoid\",\"monstrosity\",\"ooze\",\"plant\"],\"miscTags\":[\"HL\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Healing Word\",\"source\":\"PHB\",\"page\":250,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":54}],\"reprintedAs\":[\"Healing Word|XPHB\"],\"level\":1,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"A creature of your choice that you can see within range regains hit points equal to {@dice 1d4} + your spellcasting ability modifier. This spell has no effect on undead or constructs.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 2nd level or higher, the healing increases by {@scaledice 1d4|1-9|1d4} for each slot level above 1st.\"]}],\"affectsCreatureType\":[\"aberration\",\"beast\",\"celestial\",\"dragon\",\"elemental\",\"fey\",\"fiend\",\"giant\",\"humanoid\",\"monstrosity\",\"ooze\",\"plant\"],\"miscTags\":[\"HL\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Heat Metal\",\"source\":\"PHB\",\"page\":250,\"srd\":true,\"reprintedAs\":[\"Heat Metal|XPHB\"],\"level\":2,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a piece of iron and a flame\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes {@damage 2d8} fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.\",\"If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@scaledamage 2d8|2-9|1d8} for each slot level above 2nd.\"]}],\"damageInflict\":[\"fire\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"OBJ\",\"SGT\",\"UBA\"],\"areaTags\":[\"ST\"]},{\"name\":\"Hellish Rebuke\",\"source\":\"PHB\",\"page\":250,\"srd\":true,\"reprintedAs\":[\"Hellish Rebuke|XPHB\"],\"level\":1,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"reaction\",\"condition\":\"which you take in response to being damaged by a creature within 60 feet of you that you can see\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes {@damage 2d10} fire damage on a failed save, or half as much damage on a successful one.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@scaledamage 2d10|1-9|1d10} for each slot level above 1st.\"]}],\"damageInflict\":[\"fire\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Heroes' Feast\",\"source\":\"PHB\",\"page\":250,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Heroes' Feast|XPHB\"],\"level\":6,\"school\":\"C\",\"time\":[{\"number\":10,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes\",\"cost\":100000,\"consume\":true}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast.\",\"A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being {@condition frightened}, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by {@dice 2d10}, and it gains the same number of hit points. These benefits last for 24 hours.\"],\"damageImmune\":[\"poison\"],\"conditionImmune\":[\"frightened\"],\"miscTags\":[\"ADV\",\"HL\"],\"areaTags\":[\"MT\"]},{\"name\":\"Heroism\",\"source\":\"PHB\",\"page\":250,\"srd\":true,\"reprintedAs\":[\"Heroism|XPHB\"],\"level\":1,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being {@condition frightened} and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.\"]}],\"conditionImmune\":[\"frightened\"],\"miscTags\":[\"SCT\",\"THP\"],\"areaTags\":[\"ST\"]},{\"name\":\"Hex\",\"source\":\"PHB\",\"page\":251,\"reprintedAs\":[\"Hex|XPHB\"],\"level\":1,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true,\"m\":\"the petrified eye of a newt\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra {@damage 1d6} necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.\",\"If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.\",\"A {@spell remove curse} cast on the target ends this spell early.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your {@status concentration} on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your {@status concentration} on the spell for up to 24 hours.\"]}],\"damageInflict\":[\"necrotic\"],\"miscTags\":[\"SGT\",\"UBA\"],\"areaTags\":[\"ST\"]},{\"name\":\"Hold Monster\",\"source\":\"PHB\",\"page\":251,\"srd\":true,\"reprintedAs\":[\"Hold Monster|XPHB\"],\"level\":5,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a small, straight piece of iron\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be {@condition paralyzed} for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.\"]}],\"conditionInflict\":[\"paralyzed\"],\"savingThrow\":[\"wisdom\"],\"affectsCreatureType\":[\"aberration\",\"beast\",\"celestial\",\"construct\",\"dragon\",\"elemental\",\"fey\",\"fiend\",\"giant\",\"humanoid\",\"monstrosity\",\"ooze\",\"plant\"],\"miscTags\":[\"SCT\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Hold Person\",\"source\":\"PHB\",\"page\":251,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":54}],\"reprintedAs\":[\"Hold Person|XPHB\"],\"level\":2,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a small, straight piece of iron\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be {@condition paralyzed} for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.\"]}],\"conditionInflict\":[\"paralyzed\"],\"savingThrow\":[\"wisdom\"],\"affectsCreatureType\":[\"humanoid\"],\"miscTags\":[\"SCT\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Holy Aura\",\"source\":\"PHB\",\"page\":251,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Holy Aura|XPHB\"],\"level\":8,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint's robe or a piece of parchment from a religious text\",\"cost\":100000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be {@condition blinded} until the spell ends.\"],\"conditionInflict\":[\"blinded\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"ADV\",\"LGT\"],\"areaTags\":[\"S\"]},{\"name\":\"Hunger of Hadar\",\"source\":\"PHB\",\"page\":251,\"reprintedAs\":[\"Hunger of Hadar|XPHB\"],\"level\":3,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":150}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a pickled octopus tentacle\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point within range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are {@condition blinded}.\",\"The void creates a warp in the fabric of space, and the area is {@quickref difficult terrain||3}. Any creature that starts its turn in the area takes {@damage 2d6} cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take {@damage 2d6} acid damage as milky, otherworldly tentacles rub against it.\"],\"damageInflict\":[\"acid\",\"cold\"],\"conditionInflict\":[\"blinded\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"DFT\"],\"areaTags\":[\"S\"]},{\"name\":\"Hunter's Mark\",\"source\":\"PHB\",\"page\":251,\"srd\":true,\"reprintedAs\":[\"Hunter's Mark|XPHB\"],\"level\":1,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra {@damage 1d6} damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom ({@skill Perception}) or Wisdom ({@skill Survival}) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your {@status concentration} on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your {@status concentration} on the spell for up to 24 hours.\"]}],\"miscTags\":[\"AAD\",\"ADV\",\"SGT\",\"UBA\"],\"areaTags\":[\"ST\"]},{\"name\":\"Hypnotic Pattern\",\"source\":\"PHB\",\"page\":252,\"srd\":true,\"reprintedAs\":[\"Hypnotic Pattern|XPHB\"],\"level\":3,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"s\":true,\"m\":\"a glowing stick of incense or a crystal vial filled with phosphorescent material\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes {@condition charmed} for the duration. While {@condition charmed} by this spell, the creature is {@condition incapacitated} and has a speed of 0.\",\"The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.\"],\"conditionInflict\":[\"charmed\",\"incapacitated\"],\"savingThrow\":[\"wisdom\"],\"areaTags\":[\"C\"]},{\"name\":\"Ice Storm\",\"source\":\"PHB\",\"page\":252,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Ice Storm|XPHB\"],\"level\":4,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":300}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a pinch of dust and a few drops of water\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes {@damage 2d8} bludgeoning damage and {@damage 4d6} cold damage on a failed save, or half as much damage on a successful one.\",\"Hailstones turn the storm's area of effect into {@quickref difficult terrain||3} until the end of your next turn.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by {@scaledamage 2d8|4-9|1d8} for each slot level above 4th.\"]}],\"damageInflict\":[\"bludgeoning\",\"cold\"],\"savingThrow\":[\"dexterity\"],\"areaTags\":[\"Y\"]},{\"name\":\"Identify\",\"source\":\"PHB\",\"page\":252,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":54}],\"reprintedAs\":[\"Identify|XPHB\"],\"level\":1,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a pearl worth at least 100 gp and an owl feather\",\"cost\":10000}},\"duration\":[{\"type\":\"instant\"}],\"meta\":{\"ritual\":true},\"entries\":[\"You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.\",\"If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.\"],\"miscTags\":[\"OBJ\"],\"areaTags\":[\"ST\"]},{\"name\":\"Illusory Script\",\"source\":\"PHB\",\"page\":252,\"srd\":true,\"reprintedAs\":[\"Illusory Script|XPHB\"],\"level\":1,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"s\":true,\"m\":{\"text\":\"a lead-based ink worth at least 10 gp, which the spell consumes\",\"cost\":1000,\"consume\":true}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"day\",\"amount\":10}}],\"meta\":{\"ritual\":true},\"entries\":[\"You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.\",\"To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.\",\"Should the spell be dispelled, the original script and the illusion both disappear.\",\"A creature with {@sense truesight} can read the hidden message.\"]},{\"name\":\"Imprisonment\",\"source\":\"PHB\",\"page\":252,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Imprisonment|XPHB\"],\"level\":9,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target\",\"cost\":50000}},\"duration\":[{\"type\":\"permanent\",\"ends\":[\"dispel\"]}],\"entries\":[\"You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target.\",\"When you cast the spell, you choose one of the following forms of imprisonment.\",{\"type\":\"entries\",\"name\":\"Burial\",\"entries\":[\"The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.\"]},\"The special component for this version of the spell is a small mithral orb.\",{\"type\":\"entries\",\"name\":\"Chaining\",\"entries\":[\"Heavy chains, firmly rooted in the ground, hold the target in place. The target is {@condition restrained} until the spell ends, and it can't move or be moved by any means until then.\"]},\"The special component for this version of the spell is a fine chain of precious metal.\",{\"type\":\"entries\",\"name\":\"Hedged Prison\",\"entries\":[\"The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.\"]},\"The special component for this version of the spell is a miniature representation of the prison made from jade.\",{\"type\":\"entries\",\"name\":\"Minimus Containment\",\"entries\":[\"The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect.\"]},\"The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.\",{\"type\":\"entries\",\"name\":\"Slumber\",\"entries\":[\"The target falls asleep and can't be awoken.\"]},\"The special component for this version of the spell consists of rare soporific herbs.\",{\"type\":\"entries\",\"name\":\"Ending the Spell\",\"entries\":[\"During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.\"]},\"A {@spell dispel magic} spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.\",\"You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.\"],\"conditionInflict\":[\"restrained\",\"unconscious\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Incendiary Cloud\",\"source\":\"PHB\",\"page\":253,\"srd\":true,\"reprintedAs\":[\"Incendiary Cloud|XPHB\"],\"level\":8,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":150}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is {@quickref Vision and Light|PHB|2||heavily obscured}. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.\",\"When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes {@damage 10d8} fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.\",\"The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.\"],\"damageInflict\":[\"fire\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"OBS\"],\"areaTags\":[\"S\"]},{\"name\":\"Inflict Wounds\",\"source\":\"PHB\",\"page\":253,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":55}],\"reprintedAs\":[\"Inflict Wounds|XPHB\"],\"level\":1,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"Make a melee spell attack against a creature you can reach. On a hit, the target takes {@damage 3d10} necrotic damage.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@scaledamage 3d10|1-9|1d10} for each slot level above 1st.\"]}],\"damageInflict\":[\"necrotic\"],\"spellAttack\":[\"M\"],\"areaTags\":[\"ST\"]},{\"name\":\"Insect Plague\",\"source\":\"PHB\",\"page\":254,\"srd\":true,\"reprintedAs\":[\"Insect Plague|XPHB\"],\"level\":5,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":300}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a few grains of sugar, some kernels of grain, and a smear of fat\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is {@quickref Vision and Light|PHB|2||lightly obscured}. The sphere's area is {@quickref difficult terrain||3}.\",\"When the area appears, each creature in it must make a Constitution saving throw. A creature takes {@damage 4d10} piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 6th level or higher, the damage increases by {@scaledamage 4d10|5-9|1d10} for each slot level above 5th.\"]}],\"damageInflict\":[\"piercing\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"DFT\",\"OBS\"],\"areaTags\":[\"S\"],\"hasFluffImages\":true},{\"name\":\"Invisibility\",\"source\":\"PHB\",\"page\":254,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":55}],\"reprintedAs\":[\"Invisibility|XPHB\"],\"level\":2,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"an eyelash encased in gum arabic\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"A creature you touch becomes {@condition invisible} until the spell ends. Anything the target is wearing or carrying is {@condition invisible} as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.\"]}],\"conditionInflict\":[\"invisible\"],\"miscTags\":[\"SCT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Jump\",\"source\":\"PHB\",\"page\":254,\"srd\":true,\"reprintedAs\":[\"Jump|XPHB\"],\"level\":1,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a grasshopper's hind leg\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1}}],\"entries\":[\"You touch a creature. The creature's {@book jump distance|phb|8|Jumping} is tripled until the spell ends.\"],\"areaTags\":[\"ST\"]},{\"name\":\"Knock\",\"source\":\"PHB\",\"page\":254,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Knock|XPHB\"],\"level\":2,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"Choose an object that you can see within range. The object can be a door, a box, a {@item chest|phb}, a set of {@item manacles|phb}, a padlock, or another object that contains a mundane or magical means that prevents access.\",\"A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.\",\"If you choose a target that is held shut with {@spell arcane lock}, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.\",\"When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.\"],\"miscTags\":[\"OBJ\",\"SGT\"]},{\"name\":\"Legend Lore\",\"source\":\"PHB\",\"page\":254,\"srd\":true,\"reprintedAs\":[\"Legend Lore|XPHB\"],\"level\":5,\"school\":\"D\",\"time\":[{\"number\":10,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each\",\"cost\":25000,\"consume\":true}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.\",\"The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: \\\"Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.\\\"\"],\"miscTags\":[\"OBJ\"]},{\"name\":\"Leomund's Secret Chest\",\"source\":\"PHB\",\"page\":254,\"srd\":\"Secret Chest\",\"reprintedAs\":[\"Leomund's Secret Chest|XPHB\"],\"level\":4,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp\",\"cost\":500000}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).\",\"While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.\",\"After 60 days, there is a cumulative {@chance 5|||Effect ends!|Effect continues} chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.\"],\"miscTags\":[\"OBJ\",\"PRM\"]},{\"name\":\"Leomund's Tiny Hut\",\"source\":\"PHB\",\"page\":255,\"srd\":\"Tiny Hut\",\"reprintedAs\":[\"Leomund's Tiny Hut|XPHB\"],\"level\":3,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"hemisphere\",\"distance\":{\"type\":\"feet\",\"amount\":10}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a small crystal bead\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":8}}],\"meta\":{\"ritual\":true},\"entries\":[\"A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.\",\"Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.\",\"Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.\"],\"areaTags\":[\"H\"]},{\"name\":\"Lesser Restoration\",\"source\":\"PHB\",\"page\":255,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":55}],\"reprintedAs\":[\"Lesser Restoration|XPHB\"],\"level\":2,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You touch a creature and can end either one disease or one condition afflicting it. The condition can be {@condition blinded}, {@condition deafened}, {@condition paralyzed}, or {@condition poisoned}.\"],\"areaTags\":[\"ST\"]},{\"name\":\"Levitate\",\"source\":\"PHB\",\"page\":255,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Levitate|XPHB\"],\"level\":2,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.\",\"The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.\",\"When the spell ends, the target floats gently to the ground if it is still aloft.\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"OBJ\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Light\",\"source\":\"PHB\",\"page\":255,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":55}],\"reprintedAs\":[\"Light|XPHB\"],\"level\":0,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"m\":\"a firefly or phosphorescent moss\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.\",\"If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"LGT\",\"OBJ\"]},{\"name\":\"Lightning Arrow\",\"source\":\"PHB\",\"page\":255,\"reprintedAs\":[\"Lightning Arrow|XPHB\"],\"level\":3,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"The next time you make a ranged weapon attack during the spell's duration, the weapon's ammunition, or the weapon itself if it's a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes {@damage 4d8} lightning damage on a hit, or half as much damage on a miss, instead of the weapon's normal damage.\",\"Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes {@damage 2d8} lightning damage on a failed save, or half as much damage on a successful one.\",\"The piece of ammunition or weapon then returns to its normal form.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by {@scaledamage 4d8;2d8|3-9|1d8} for each slot level above 3rd.\"]}],\"damageInflict\":[\"lightning\"],\"savingThrow\":[\"dexterity\"],\"areaTags\":[\"S\"]},{\"name\":\"Lightning Bolt\",\"source\":\"PHB\",\"page\":255,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":56}],\"reprintedAs\":[\"Lightning Bolt|XPHB\"],\"level\":3,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"line\",\"distance\":{\"type\":\"feet\",\"amount\":100}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a bit of fur and a rod of amber, crystal, or glass\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes {@damage 8d6} lightning damage on a failed save, or half as much damage on a successful one.\",\"The lightning ignites flammable objects in the area that aren't being worn or carried.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@scaledamage 8d6|3-9|1d6} for each slot level above 3rd.\"]}],\"damageInflict\":[\"lightning\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"OBJ\"],\"areaTags\":[\"L\"]},{\"name\":\"Locate Animals or Plants\",\"source\":\"PHB\",\"page\":256,\"srd\":true,\"reprintedAs\":[\"Locate Animals or Plants|XPHB\"],\"level\":2,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a bit of fur from a bloodhound\"},\"duration\":[{\"type\":\"instant\"}],\"meta\":{\"ritual\":true},\"entries\":[\"Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.\"],\"affectsCreatureType\":[\"beast\",\"plant\"]},{\"name\":\"Locate Creature\",\"source\":\"PHB\",\"page\":256,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Locate Creature|XPHB\"],\"level\":4,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a bit of fur from a bloodhound\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.\",\"The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a {@creature unicorn}), so long as you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as being under the effects of a {@spell polymorph} spell, this spell doesn't locate the creature.\",\"This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.\"]},{\"name\":\"Locate Object\",\"source\":\"PHB\",\"page\":256,\"srd\":true,\"reprintedAs\":[\"Locate Object|XPHB\"],\"level\":2,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a forked twig\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.\",\"The spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.\",\"This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.\"],\"miscTags\":[\"OBJ\"]},{\"name\":\"Longstrider\",\"source\":\"PHB\",\"page\":256,\"srd\":true,\"reprintedAs\":[\"Longstrider|XPHB\"],\"level\":1,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a pinch of dirt\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"You touch a creature. The target's speed increases by 10 feet until the spell ends.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.\"]}],\"miscTags\":[\"SCT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Mage Armor\",\"source\":\"PHB\",\"page\":256,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":56}],\"reprintedAs\":[\"Mage Armor|XPHB\"],\"level\":1,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a piece of cured leather\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":8}}],\"entries\":[\"You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.\"],\"miscTags\":[\"MAC\"],\"areaTags\":[\"ST\"]},{\"name\":\"Mage Hand\",\"source\":\"PHB\",\"page\":256,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":56}],\"reprintedAs\":[\"Mage Hand|XPHB\"],\"level\":0,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1}}],\"entries\":[\"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\",\"You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.\",\"The hand can't attack, activate magic items, or carry more than 10 pounds.\"],\"miscTags\":[\"OBJ\"]},{\"name\":\"Magic Circle\",\"source\":\"PHB\",\"page\":256,\"srd\":true,\"reprintedAs\":[\"Magic Circle|XPHB\"],\"level\":3,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":10}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"holy water or powdered silver and iron worth at least 100 gp, which the spell consumes\",\"cost\":10000,\"consume\":true}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.\",\"Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:\",{\"type\":\"list\",\"items\":[\"The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.\",\"The creature has disadvantage on attack rolls against targets within the cylinder.\",\"Targets within the cylinder can't be {@condition charmed}, {@condition frightened}, or possessed by the creature.\"]},\"When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.\"]}],\"savingThrow\":[\"charisma\"],\"affectsCreatureType\":[\"celestial\",\"elemental\",\"fey\",\"fiend\",\"undead\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"Y\"]},{\"name\":\"Magic Jar\",\"source\":\"PHB\",\"page\":257,\"srd\":true,\"reprintedAs\":[\"Magic Jar|XPHB\"],\"level\":6,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp\",\"cost\":50000}},\"duration\":[{\"type\":\"permanent\",\"ends\":[\"dispel\"]}],\"entries\":[\"Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoid's body.\",\"You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a {@spell protection from evil and good} or {@spell magic circle} spell can't be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours.\",\"Once you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features.\",\"Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all.\",\"While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.\",\"If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.\",\"When the spell ends, the container is destroyed.\"],\"savingThrow\":[\"charisma\"],\"affectsCreatureType\":[\"humanoid\"],\"miscTags\":[\"SGT\"]},{\"name\":\"Magic Missile\",\"source\":\"PHB\",\"page\":257,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":57}],\"reprintedAs\":[\"Magic Missile|XPHB\"],\"level\":1,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals {@damage 1d4 + 1} force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.\"]}],\"damageInflict\":[\"force\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"MT\",\"ST\"],\"hasFluffImages\":true},{\"name\":\"Magic Mouth\",\"source\":\"PHB\",\"page\":257,\"srd\":true,\"reprintedAs\":[\"Magic Mouth|XPHB\"],\"level\":2,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes\",\"cost\":1000,\"consume\":true}},\"duration\":[{\"type\":\"permanent\",\"ends\":[\"dispel\"]}],\"meta\":{\"ritual\":true},\"entries\":[\"You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.\",\"When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.\",\"The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.\"],\"miscTags\":[\"OBJ\",\"SGT\"]},{\"name\":\"Magic Weapon\",\"source\":\"PHB\",\"page\":257,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Magic Weapon|XPHB\"],\"level\":2,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.\"]}]},{\"name\":\"Major Image\",\"source\":\"PHB\",\"page\":258,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Major Image|XPHB\"],\"level\":3,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a bit of fleece\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a {@creature troglodyte||troglodyte's} stench).\",\"As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.\",\"Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence ({@skill Investigation}) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your {@status concentration}.\"]}],\"abilityCheck\":[\"intelligence\"],\"miscTags\":[\"PRM\",\"SGT\"]},{\"name\":\"Mass Cure Wounds\",\"source\":\"PHB\",\"page\":258,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Mass Cure Wounds|XPHB\"],\"level\":5,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to {@dice 3d8} + your spellcasting ability modifier. This spell has no effect on undead or constructs.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 6th level or higher, the healing increases by {@scaledice 3d8|5-9|1d8} for each slot level above 5th.\"]}],\"affectsCreatureType\":[\"aberration\",\"beast\",\"celestial\",\"dragon\",\"elemental\",\"fey\",\"fiend\",\"giant\",\"humanoid\",\"monstrosity\",\"ooze\",\"plant\"],\"miscTags\":[\"HL\"],\"areaTags\":[\"MT\",\"S\"]},{\"name\":\"Mass Heal\",\"source\":\"PHB\",\"page\":258,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Mass Heal|XPHB\"],\"level\":9,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them {@condition blinded} or {@condition deafened}. This spell has no effect on undead or constructs.\"],\"affectsCreatureType\":[\"aberration\",\"beast\",\"celestial\",\"dragon\",\"elemental\",\"fey\",\"fiend\",\"giant\",\"humanoid\",\"monstrosity\",\"ooze\",\"plant\"],\"miscTags\":[\"HL\",\"SGT\"],\"areaTags\":[\"MT\"]},{\"name\":\"Mass Healing Word\",\"source\":\"PHB\",\"page\":258,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":57}],\"reprintedAs\":[\"Mass Healing Word|XPHB\"],\"level\":3,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to {@dice 1d4} + your spellcasting ability modifier. This spell has no effect on undead or constructs.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 4th level or higher, the healing increases by {@scaledice 1d4|3-9|1d4} for each slot level above 3rd.\"]}],\"affectsCreatureType\":[\"aberration\",\"beast\",\"celestial\",\"dragon\",\"elemental\",\"fey\",\"fiend\",\"giant\",\"humanoid\",\"monstrosity\",\"ooze\",\"plant\"],\"miscTags\":[\"HL\",\"SGT\"],\"areaTags\":[\"MT\"]},{\"name\":\"Mass Suggestion\",\"source\":\"PHB\",\"page\":258,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Mass Suggestion|XPHB\"],\"level\":6,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"m\":\"a snake's tongue and either a bit of honeycomb or a drop of sweet oil\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":24}}],\"entries\":[\"You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be {@condition charmed} are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.\",\"Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.\",\"You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends, the activity isn't performed.\",\"If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.\"]}],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"MT\"]},{\"name\":\"Maze\",\"source\":\"PHB\",\"page\":258,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Maze|XPHB\"],\"level\":8,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.\",\"The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a {@creature minotaur} or {@creature goristro} demon automatically succeeds).\",\"When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Meld into Stone\",\"source\":\"PHB\",\"page\":259,\"srd\":true,\"reprintedAs\":[\"Meld into Stone|XPHB\"],\"level\":3,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":8}}],\"meta\":{\"ritual\":true},\"entries\":[\"You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.\",\"While merged with the stone, you can't see what occurs outside it, and any Wisdom ({@skill Perception}) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.\",\"Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals {@damage 6d6} bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall {@condition prone} in an unoccupied space closest to where you first entered.\"],\"damageInflict\":[\"bludgeoning\"],\"conditionInflict\":[\"prone\"]},{\"name\":\"Melf's Acid Arrow\",\"source\":\"PHB\",\"page\":259,\"srd\":\"Acid Arrow\",\"reprintedAs\":[\"Melf's Acid Arrow|XPHB\"],\"level\":2,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true,\"m\":\"powdered rhubarb leaf and an adder's stomach\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes {@damage 4d4} acid damage immediately and {@damage 2d4} acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by {@scaledamage 4d4;2d4|2-9|1d4} for each slot level above 2nd.\"]}],\"damageInflict\":[\"acid\"],\"spellAttack\":[\"R\"],\"areaTags\":[\"ST\"]},{\"name\":\"Mending\",\"source\":\"PHB\",\"page\":259,\"srd\":true,\"reprintedAs\":[\"Mending|XPHB\"],\"level\":0,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"two lodestones\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.\",\"This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.\"],\"miscTags\":[\"OBJ\"]},{\"name\":\"Message\",\"source\":\"PHB\",\"page\":259,\"srd\":true,\"reprintedAs\":[\"Message|XPHB\"],\"level\":0,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a short piece of copper wire\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"round\",\"amount\":1}}],\"entries\":[\"You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.\",\"You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.\"],\"areaTags\":[\"ST\"]},{\"name\":\"Meteor Swarm\",\"source\":\"PHB\",\"page\":259,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Meteor Swarm|XPHB\"],\"level\":9,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"miles\",\"amount\":1}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes {@damage 20d6} fire damage and {@damage 20d6} bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.\",\"The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.\"],\"damageInflict\":[\"bludgeoning\",\"fire\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"OBJ\",\"SGT\"],\"areaTags\":[\"S\"]},{\"name\":\"Mind Blank\",\"source\":\"PHB\",\"page\":259,\"srd\":true,\"reprintedAs\":[\"Mind Blank|XPHB\"],\"level\":8,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":24}}],\"entries\":[\"Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the {@condition charmed} condition. The spell even foils {@spell wish} spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.\"],\"damageImmune\":[\"psychic\"],\"conditionImmune\":[\"charmed\"],\"areaTags\":[\"ST\"]},{\"name\":\"Minor Illusion\",\"source\":\"PHB\",\"page\":260,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Minor Illusion|XPHB\"],\"level\":0,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"s\":true,\"m\":\"a bit of fleece\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1}}],\"entries\":[\"You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.\",\"If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\",\"If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.\",\"If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence ({@skill Investigation}) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.\"],\"abilityCheck\":[\"intelligence\"]},{\"name\":\"Mirage Arcane\",\"source\":\"PHB\",\"page\":260,\"srd\":true,\"reprintedAs\":[\"Mirage Arcane|XPHB\"],\"level\":7,\"school\":\"I\",\"time\":[{\"number\":10,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"sight\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"day\",\"amount\":10}}],\"entries\":[\"You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.\",\"Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures.\",\"The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into {@quickref difficult terrain||3} (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.\",\"Creatures with {@sense truesight} can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.\"]},{\"name\":\"Mirror Image\",\"source\":\"PHB\",\"page\":260,\"srd\":true,\"reprintedAs\":[\"Mirror Image|XPHB\"],\"level\":2,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1}}],\"entries\":[\"Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.\",\"Each time a creature targets you with an attack during the spell's duration, roll a {@dice d20} to determine whether the attack instead targets one of your duplicates.\",\"If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.\",\"A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.\",\"A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with {@sense truesight}.\"]},{\"name\":\"Mislead\",\"source\":\"PHB\",\"page\":260,\"srd\":true,\"reprintedAs\":[\"Mislead|XPHB\"],\"level\":5,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You become {@condition invisible} at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.\",\"You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.\",\"You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are {@condition blinded} and {@condition deafened} in regard to your own surroundings.\"],\"conditionInflict\":[\"blinded\",\"deafened\",\"invisible\"],\"miscTags\":[\"SGT\",\"UBA\"]},{\"name\":\"Misty Step\",\"source\":\"PHB\",\"page\":260,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":57}],\"reprintedAs\":[\"Misty Step|XPHB\"],\"level\":2,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.\"],\"miscTags\":[\"SGT\",\"TP\"]},{\"name\":\"Modify Memory\",\"source\":\"PHB\",\"page\":261,\"srd\":true,\"reprintedAs\":[\"Modify Memory|XPHB\"],\"level\":5,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes {@condition charmed} by you for the duration. The {@condition charmed} target is {@condition incapacitated} and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified.\",\"While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.\",\"You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.\",\"A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.\",\"A {@spell remove curse} or {@spell greater restoration} spell cast on the target restores the creature's true memory.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).\"]}],\"conditionInflict\":[\"charmed\",\"incapacitated\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"PRM\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Moonbeam\",\"source\":\"PHB\",\"page\":261,\"srd\":true,\"reprintedAs\":[\"Moonbeam|XPHB\"],\"level\":2,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true,\"m\":\"several seeds of any moonseed plant and a piece of opalescent feldspar\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.\",\"When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes {@damage 2d10} radiant damage on a failed save, or half as much damage on a successful one.\",\"A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.\",\"On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@scaledamage 2d10|2-9|1d10} for each slot level above 2nd.\"]}],\"damageInflict\":[\"radiant\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"LGT\"],\"areaTags\":[\"Y\"]},{\"name\":\"Mordenkainen's Faithful Hound\",\"source\":\"PHB\",\"page\":261,\"srd\":\"Faithful Hound\",\"reprintedAs\":[\"Mordenkainen's Faithful Hound|XPHB\"],\"level\":4,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a tiny silver whistle, a piece of bone, and a thread\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":8}}],\"entries\":[\"You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.\",\"The hound is {@condition invisible} to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees {@condition invisible} creatures and can see into the Ethereal Plane. It ignores illusions.\",\"At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals {@damage 4d8} piercing damage.\"],\"damageInflict\":[\"piercing\"],\"miscTags\":[\"SGT\"]},{\"name\":\"Mordenkainen's Magnificent Mansion\",\"source\":\"PHB\",\"page\":261,\"srd\":\"Magnificent Mansion\",\"reprintedAs\":[\"Mordenkainen's Magnificent Mansion|XPHB\"],\"level\":7,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":300}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp\",\"cost\":1500}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":24}}],\"entries\":[\"You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.\",\"Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.\",\"You can create any floor plan you like, but the space can't exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures or objects left inside the extradimensional space are expelled into the open spaces nearest to the entrance.\"],\"miscTags\":[\"OBJ\"]},{\"name\":\"Mordenkainen's Private Sanctum\",\"source\":\"PHB\",\"page\":262,\"srd\":\"Private Sanctum\",\"reprintedAs\":[\"Mordenkainen's Private Sanctum|XPHB\"],\"level\":4,\"school\":\"A\",\"time\":[{\"number\":10,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":24}}],\"entries\":[\"You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.\",\"When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:\",{\"type\":\"list\",\"items\":[\"Sound can't pass through the barrier at the edge of the warded area.\",\"The barrier of the warded area appears dark and foggy, preventing vision (including {@sense darkvision}) through it.\",\"Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter.\",\"Creatures in the area can't be targeted by divination spells.\",\"Nothing can teleport into or out of the warded area.\",\"Planar travel is blocked within the warded area.\"]},\"Casting this spell on the same spot every day for a year makes this effect permanent.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.\"]}],\"miscTags\":[\"PIR\",\"PRM\"],\"areaTags\":[\"C\"]},{\"name\":\"Mordenkainen's Sword\",\"source\":\"PHB\",\"page\":262,\"srd\":\"Arcane Sword\",\"basicRules\":true,\"reprintedAs\":[\"Mordenkainen's Sword|XPHB\"],\"level\":7,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp\",\"cost\":25000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You create a sword-shaped plane of force that hovers within range. It lasts for the duration.\",\"When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes {@damage 3d10} force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.\"],\"damageInflict\":[\"force\"],\"spellAttack\":[\"M\"],\"miscTags\":[\"SGT\",\"UBA\"],\"areaTags\":[\"ST\"],\"hasFluffImages\":true},{\"name\":\"Move Earth\",\"source\":\"PHB\",\"page\":263,\"srd\":true,\"reprintedAs\":[\"Move Earth|XPHB\"],\"level\":6,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true,\"m\":\"an iron blade and a small bag containing a mixture of soils—clay, loam, and sand\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":2},\"concentration\":true}],\"entries\":[\"Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.\",\"At the end of every 10 minutes you spend {@status concentration||concentrating} on the spell, you can choose a new area of terrain to affect.\",\"Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.\",\"This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.\",\"Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.\"],\"areaTags\":[\"Q\"]},{\"name\":\"Nondetection\",\"source\":\"PHB\",\"page\":263,\"srd\":true,\"reprintedAs\":[\"Nondetection|XPHB\"],\"level\":3,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes\",\"cost\":2500,\"consume\":true}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":8}}],\"entries\":[\"For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.\"],\"miscTags\":[\"OBJ\"],\"areaTags\":[\"ST\"]},{\"name\":\"Nystul's Magic Aura\",\"source\":\"PHB\",\"page\":263,\"srd\":\"Arcanist's Magic Aura\",\"reprintedAs\":[\"Nystul's Magic Aura|XPHB\"],\"level\":2,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a small square of silk\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":24}}],\"entries\":[\"You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature.\",\"When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.\",{\"type\":\"entries\",\"name\":\"False Aura\",\"entries\":[\"You change the way the target appears to spells and magical effects, such as {@spell detect magic}, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.\"]},{\"type\":\"entries\",\"name\":\"Mask\",\"entries\":[\"You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's {@classFeature Divine Sense|Paladin|PHB|1} or the trigger of a {@spell symbol} spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.\"]}],\"miscTags\":[\"OBJ\",\"PIR\",\"PRM\"],\"areaTags\":[\"ST\"]},{\"name\":\"Otiluke's Freezing Sphere\",\"source\":\"PHB\",\"page\":263,\"srd\":\"Freezing Sphere\",\"reprintedAs\":[\"Otiluke's Freezing Sphere|XPHB\"],\"level\":6,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":300}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a small crystal sphere\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes {@damage 10d6} cold damage. On a successful save, it takes half as much damage.\",\"If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.\",\"You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 7th level or higher, the damage increases by {@scaledamage 10d6|6-9|1d6} for each slot level above 6th.\"]}],\"damageInflict\":[\"cold\"],\"savingThrow\":[\"constitution\"],\"abilityCheck\":[\"strength\"],\"areaTags\":[\"S\"]},{\"name\":\"Otiluke's Resilient Sphere\",\"source\":\"PHB\",\"page\":264,\"srd\":\"Resilient Sphere\",\"reprintedAs\":[\"Otiluke's Resilient Sphere|XPHB\"],\"level\":4,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.\",\"Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.\",\"The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures.\",\"A {@spell disintegrate} spell targeting the globe destroys it without harming anything inside it.\"],\"damageImmune\":[\"acid\",\"bludgeoning\",\"cold\",\"fire\",\"force\",\"lightning\",\"necrotic\",\"piercing\",\"poison\",\"psychic\",\"radiant\",\"slashing\",\"thunder\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"OBJ\"],\"areaTags\":[\"ST\"]},{\"name\":\"Otto's Irresistible Dance\",\"source\":\"PHB\",\"page\":264,\"srd\":\"Irresistible Dance\",\"basicRules\":true,\"reprintedAs\":[\"Otto's Irresistible Dance|XPHB\"],\"level\":6,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be {@condition charmed} are immune to this spell.\",\"A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Pass without Trace\",\"source\":\"PHB\",\"page\":264,\"srd\":true,\"reprintedAs\":[\"Pass without Trace|XPHB\"],\"level\":2,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"ashes from a burned leaf of mistletoe and a sprig of spruce\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity ({@skill Stealth}) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.\"],\"areaTags\":[\"MT\"]},{\"name\":\"Passwall\",\"source\":\"PHB\",\"page\":264,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Passwall|XPHB\"],\"level\":5,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a pinch of sesame seeds\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.\",\"When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.\"],\"miscTags\":[\"OBJ\",\"SGT\"]},{\"name\":\"Phantasmal Force\",\"source\":\"PHB\",\"page\":264,\"reprintedAs\":[\"Phantasmal Force|XPHB\"],\"level\":2,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a bit of fleece\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.\",\"The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.\",\"The target can use its action to examine the phantasm with an Intelligence ({@skill Investigation}) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.\",\"While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall—it was pushed, it slipped, or a strong wind might have knocked it off.\",\"An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal {@damage 1d6} psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.\"],\"damageInflict\":[\"psychic\"],\"savingThrow\":[\"intelligence\"],\"abilityCheck\":[\"intelligence\"],\"affectsCreatureType\":[\"aberration\",\"beast\",\"celestial\",\"dragon\",\"elemental\",\"fey\",\"fiend\",\"giant\",\"humanoid\",\"monstrosity\",\"ooze\",\"plant\"],\"miscTags\":[\"SGT\"]},{\"name\":\"Phantasmal Killer\",\"source\":\"PHB\",\"page\":265,\"srd\":true,\"reprintedAs\":[\"Phantasmal Killer|XPHB\"],\"level\":4,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes {@condition frightened} for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take {@damage 4d10} psychic damage. On a successful save, the spell ends.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 5th level or higher, the damage increases by {@scaledamage 4d10|4-9|1d10} for each slot level above 4th.\"]}],\"damageInflict\":[\"psychic\"],\"conditionInflict\":[\"frightened\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Phantom Steed\",\"source\":\"PHB\",\"page\":265,\"srd\":true,\"reprintedAs\":[\"Phantom Steed|XPHB\"],\"level\":3,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"meta\":{\"ritual\":true},\"entries\":[\"A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.\",\"For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a {@creature riding horse}, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.\"],\"miscTags\":[\"SMN\"]},{\"name\":\"Planar Ally\",\"source\":\"PHB\",\"page\":265,\"srd\":true,\"reprintedAs\":[\"Planar Ally|XPHB\"],\"level\":6,\"school\":\"C\",\"time\":[{\"number\":10,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a {@filter celestial|bestiary|type=celestial|miscellaneous=!swarm}, an {@filter elemental|bestiary|type=elemental|miscellaneous=!swarm}, or a {@filter fiend|bestiary|type=fiend|miscellaneous=!swarm} loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM's choice).\",\"When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.\",\"Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.\",\"As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.\",\"After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane.\",\"A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.\"],\"miscTags\":[\"SMN\"]},{\"name\":\"Planar Binding\",\"source\":\"PHB\",\"page\":265,\"srd\":true,\"reprintedAs\":[\"Planar Binding|XPHB\"],\"level\":5,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"hour\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a jewel worth at least 1,000 gp, which the spell consumes\",\"cost\":100000,\"consume\":true}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":24}}],\"entries\":[\"With this spell, you attempt to bind a {@filter celestial|bestiary|type=celestial|miscellaneous=!swarm}, an {@filter elemental|bestiary|type=elemental|miscellaneous=!swarm}, a {@filter fey|bestiary|type=fey|miscellaneous=!swarm}, or a {@filter fiend|bestiary|type=fiend|miscellaneous=!swarm} to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted {@spell magic circle} in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.\",\"A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.\"]}],\"savingThrow\":[\"charisma\"],\"affectsCreatureType\":[\"celestial\",\"elemental\",\"fey\",\"fiend\"],\"miscTags\":[\"SMN\"],\"areaTags\":[\"ST\"]},{\"name\":\"Plane Shift\",\"source\":\"PHB\",\"page\":266,\"srd\":true,\"reprintedAs\":[\"Plane Shift|XPHB\"],\"level\":7,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence\",\"cost\":25000}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.\",\"Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.\",\"You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.\"],\"spellAttack\":[\"M\"],\"savingThrow\":[\"charisma\"],\"miscTags\":[\"PS\",\"TP\"],\"areaTags\":[\"MT\",\"ST\"]},{\"name\":\"Plant Growth\",\"source\":\"PHB\",\"page\":266,\"srd\":true,\"reprintedAs\":[\"Plant Growth|XPHB\"],\"level\":3,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"},{\"number\":8,\"unit\":\"hour\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":150}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.\",\"If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.\",\"You can exclude one or more areas of any size within the spell's area from being affected.\",\"If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.\"],\"miscTags\":[\"DFT\"]},{\"name\":\"Poison Spray\",\"source\":\"PHB\",\"page\":266,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Poison Spray|XPHB\"],\"level\":0,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":10}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take {@damage 1d12} poison damage.\",\"This spell's damage increases by {@dice 1d12} when you reach 5th level ({@damage 2d12}), 11th level ({@damage 3d12}), and 17th level ({@damage 4d12}).\"],\"scalingLevelDice\":{\"label\":\"poison damage\",\"scaling\":{\"1\":\"1d12\",\"5\":\"2d12\",\"11\":\"3d12\",\"17\":\"4d12\"}},\"damageInflict\":[\"poison\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"SCL\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Polymorph\",\"source\":\"PHB\",\"page\":266,\"srd\":true,\"reprintedAs\":[\"Polymorph|XPHB\"],\"level\":4,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a caterpillar cocoon\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.\",\"The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be {@filter any beast|bestiary|type=beast|miscellaneous=!swarm} whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.\",\"The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.\",\"The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.\",\"The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Power Word Heal\",\"source\":\"PHB\",\"page\":266,\"reprintedAs\":[\"Power Word Heal|XPHB\"],\"level\":9,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is {@condition charmed}, {@condition frightened}, {@condition paralyzed}, or {@condition stunned}, the condition ends. If the creature is {@condition prone}, it can use its reaction to stand up. This spell has no effect on undead or constructs.\"],\"affectsCreatureType\":[\"aberration\",\"beast\",\"celestial\",\"dragon\",\"elemental\",\"fey\",\"fiend\",\"giant\",\"humanoid\",\"monstrosity\",\"ooze\",\"plant\"],\"miscTags\":[\"HL\"],\"areaTags\":[\"ST\"]},{\"name\":\"Power Word Kill\",\"source\":\"PHB\",\"page\":266,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Power Word Kill|XPHB\"],\"level\":9,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Power Word Stun\",\"source\":\"PHB\",\"page\":267,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Power Word Stun|XPHB\"],\"level\":8,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is {@condition stunned}. Otherwise, the spell has no effect.\",\"The {@condition stunned} target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.\"],\"conditionInflict\":[\"stunned\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Prayer of Healing\",\"source\":\"PHB\",\"page\":267,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":57}],\"reprintedAs\":[\"Prayer of Healing|XPHB\"],\"level\":2,\"school\":\"V\",\"time\":[{\"number\":10,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"Up to six creatures of your choice that you can see within range each regain hit points equal to {@dice 2d8} + your spellcasting ability modifier. This spell has no effect on undead or constructs.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 3rd level or higher, the healing increases by {@scaledice 2d8|2-9|1d8} for each slot level above 2nd.\"]}],\"affectsCreatureType\":[\"aberration\",\"beast\",\"celestial\",\"dragon\",\"elemental\",\"fey\",\"fiend\",\"giant\",\"humanoid\",\"monstrosity\",\"ooze\",\"plant\"],\"miscTags\":[\"HL\",\"SGT\"],\"areaTags\":[\"MT\"]},{\"name\":\"Prestidigitation\",\"source\":\"PHB\",\"page\":267,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":57}],\"reprintedAs\":[\"Prestidigitation|XPHB\"],\"level\":0,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":10}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1,\"upTo\":true}}],\"entries\":[\"This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:\",{\"type\":\"list\",\"items\":[\"You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.\",\"You instantaneously light or snuff out a candle, a torch, or a small campfire.\",\"You instantaneously clean or soil an object no larger than 1 cubic foot.\",\"You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.\",\"You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.\",\"You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.\"]},\"If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.\"],\"miscTags\":[\"OBJ\"]},{\"name\":\"Prismatic Spray\",\"source\":\"PHB\",\"page\":267,\"srd\":true,\"reprintedAs\":[\"Prismatic Spray|XPHB\"],\"level\":7,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"cone\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a {@dice d8} to determine which color ray affects it.\",{\"type\":\"entries\",\"name\":\"1-Red\",\"entries\":[\"The target takes {@damage 10d6} fire damage on a failed save, or half as much damage on a successful one.\"]},{\"type\":\"entries\",\"name\":\"2-Orange\",\"entries\":[\"The target takes {@damage 10d6} acid damage on a failed save, or half as much damage on a successful one.\"]},{\"type\":\"entries\",\"name\":\"3-Yellow\",\"entries\":[\"The target takes {@damage 10d6} lightning damage on a failed save, or half as much damage on a successful one.\"]},{\"type\":\"entries\",\"name\":\"4-Green\",\"entries\":[\"The target takes {@damage 10d6} poison damage on a failed save, or half as much damage on a successful one.\"]},{\"type\":\"entries\",\"name\":\"5-Blue\",\"entries\":[\"The target takes {@damage 10d6} cold damage on a failed save, or half as much damage on a successful one.\"]},{\"type\":\"entries\",\"name\":\"6-Indigo\",\"entries\":[\"On a failed save, the target is {@condition restrained}. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the {@condition petrified} condition. The successes and failures don't need to be consecutive, keep track of both until the target collects three of a kind.\"]},{\"type\":\"entries\",\"name\":\"7-Violet\",\"entries\":[\"On a failed save, the target is {@condition blinded}. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer {@condition blinded}. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)\"]},{\"type\":\"entries\",\"name\":\"8-Special\",\"entries\":[\"The target is struck by two rays. Roll twice more, rerolling any 8.\"]}],\"damageInflict\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"poison\"],\"conditionInflict\":[\"blinded\",\"petrified\",\"restrained\"],\"savingThrow\":[\"dexterity\",\"constitution\",\"wisdom\"],\"miscTags\":[\"PRM\"],\"areaTags\":[\"N\"],\"hasFluffImages\":true},{\"name\":\"Prismatic Wall\",\"source\":\"PHB\",\"page\":267,\"srd\":true,\"reprintedAs\":[\"Prismatic Wall|XPHB\"],\"level\":9,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10}}],\"entries\":[\"A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.\",\"The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become {@condition blinded} for 1 minute.\",\"The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer's properties as described below.\",\"The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. An {@spell antimagic field} has no effect on a prismatic wall.\",{\"type\":\"entries\",\"name\":\"Red\",\"entries\":[\"The creature takes {@damage 10d6} fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.\"]},{\"type\":\"entries\",\"name\":\"Orange\",\"entries\":[\"The creature takes {@damage 10d6} acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind.\"]},{\"type\":\"entries\",\"name\":\"Yellow\",\"entries\":[\"The creature takes {@damage 10d6} lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.\"]},{\"type\":\"entries\",\"name\":\"Green\",\"entries\":[\"The creature takes {@damage 10d6} poison damage on a failed save, or half as much damage on a successful one. A {@spell passwall} spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.\"]},{\"type\":\"entries\",\"name\":\"Blue\",\"entries\":[\"The creature takes {@damage 10d6} cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.\"]},{\"type\":\"entries\",\"name\":\"Indigo\",\"entries\":[\"On a failed save, the creature is {@condition restrained}. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the {@condition petrified} condition. The successes and failures don't need to be consecutive; keep track of both until the creature collects three of a kind.\",\"While this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a {@spell daylight} spell or a similar spell of equal or higher level.\"]},{\"type\":\"entries\",\"name\":\"Violet\",\"entries\":[\"On a failed save, the creature is {@condition blinded}. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM's choosing and is no longer {@condition blinded}. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a {@spell dispel magic} spell or a similar spell of equal or higher level that can end spells and magical effects.\"]}],\"damageInflict\":[\"acid\",\"cold\",\"fire\",\"force\",\"lightning\",\"poison\"],\"conditionInflict\":[\"blinded\",\"petrified\",\"restrained\"],\"savingThrow\":[\"constitution\",\"dexterity\",\"wisdom\"],\"miscTags\":[\"LGT\",\"PRM\",\"SGT\"],\"areaTags\":[\"W\"]},{\"name\":\"Produce Flame\",\"source\":\"PHB\",\"page\":269,\"srd\":true,\"reprintedAs\":[\"Produce Flame|XPHB\"],\"level\":0,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10}}],\"entries\":[\"A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.\",\"You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes {@damage 1d8} fire damage.\",\"This spell's damage increases by {@dice 1d8} when you reach 5th level ({@damage 2d8}), 11th level ({@damage 3d8}), and 17th level ({@damage 4d8}).\"],\"scalingLevelDice\":{\"label\":\"fire damage\",\"scaling\":{\"1\":\"1d8\",\"5\":\"2d8\",\"11\":\"3d8\",\"17\":\"4d8\"}},\"damageInflict\":[\"fire\"],\"spellAttack\":[\"R\"],\"miscTags\":[\"LGT\",\"SCL\"],\"areaTags\":[\"ST\"]},{\"name\":\"Programmed Illusion\",\"source\":\"PHB\",\"page\":269,\"srd\":true,\"reprintedAs\":[\"Programmed Illusion|XPHB\"],\"level\":6,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a bit of fleece and jade dust worth at least 25 gp\",\"cost\":2500}},\"duration\":[{\"type\":\"permanent\",\"ends\":[\"dispel\"]}],\"entries\":[\"You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.\",\"When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.\",\"The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.\",\"Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence ({@skill Investigation}) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.\"],\"abilityCheck\":[\"intelligence\"]},{\"name\":\"Project Image\",\"source\":\"PHB\",\"page\":270,\"srd\":true,\"reprintedAs\":[\"Project Image|XPHB\"],\"level\":7,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"miles\",\"amount\":500}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a small replica of you made from materials worth at least 5 gp\",\"cost\":500}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"day\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.\",\"You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.\",\"You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are {@condition blinded} and {@condition deafened} in regard to your own surroundings.\",\"Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence ({@skill Investigation}) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.\"],\"conditionInflict\":[\"blinded\",\"deafened\"],\"abilityCheck\":[\"intelligence\"],\"miscTags\":[\"SGT\",\"UBA\"]},{\"name\":\"Protection from Energy\",\"source\":\"PHB\",\"page\":270,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":58}],\"reprintedAs\":[\"Protection from Energy|XPHB\"],\"level\":3,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.\"],\"damageResist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"thunder\"],\"areaTags\":[\"ST\"]},{\"name\":\"Protection from Evil and Good\",\"source\":\"PHB\",\"page\":270,\"srd\":true,\"reprintedAs\":[\"Protection from Evil and Good|XPHB\"],\"level\":1,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"holy water or powdered silver and iron, which the spell consumes\",\"consume\":true}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.\",\"The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be {@condition charmed}, {@condition frightened}, or possessed by them. If the target is already {@condition charmed}, {@condition frightened}, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.\"],\"affectsCreatureType\":[\"aberration\",\"celestial\",\"elemental\",\"fey\",\"fiend\",\"undead\"],\"miscTags\":[\"ADV\"],\"areaTags\":[\"ST\"]},{\"name\":\"Protection from Poison\",\"source\":\"PHB\",\"page\":270,\"srd\":true,\"reprintedAs\":[\"Protection from Poison|XPHB\"],\"level\":2,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"You touch a creature. If it is {@condition poisoned}, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.\",\"For the duration, the target has advantage on saving throws against being {@condition poisoned}, and it has resistance to poison damage.\"],\"damageResist\":[\"poison\"],\"miscTags\":[\"ADV\"],\"areaTags\":[\"ST\"]},{\"name\":\"Purify Food and Drink\",\"source\":\"PHB\",\"page\":270,\"srd\":true,\"reprintedAs\":[\"Purify Food and Drink|XPHB\"],\"level\":1,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":10}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"meta\":{\"ritual\":true},\"entries\":[\"All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.\"],\"areaTags\":[\"S\"]},{\"name\":\"Raise Dead\",\"source\":\"PHB\",\"page\":270,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Raise Dead|XPHB\"],\"level\":5,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"hour\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a diamond worth at least 500 gp, which the spell consumes\",\"cost\":50000,\"consume\":true}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.\",\"This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.\",\"This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.\",\"Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.\"],\"affectsCreatureType\":[\"aberration\",\"beast\",\"celestial\",\"construct\",\"dragon\",\"elemental\",\"fey\",\"fiend\",\"giant\",\"humanoid\",\"monstrosity\",\"ooze\",\"plant\"],\"miscTags\":[\"HL\"]},{\"name\":\"Rary's Telepathic Bond\",\"source\":\"PHB\",\"page\":270,\"srd\":\"Telepathic Bond\",\"reprintedAs\":[\"Rary's Telepathic Bond|XPHB\"],\"level\":5,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"pieces of eggshell from two different kinds of creatures\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"meta\":{\"ritual\":true},\"entries\":[\"You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell.\",\"Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence.\"],\"areaTags\":[\"MT\"]},{\"name\":\"Ray of Enfeeblement\",\"source\":\"PHB\",\"page\":271,\"srd\":true,\"reprintedAs\":[\"Ray of Enfeeblement|XPHB\"],\"level\":2,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.\",\"At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.\"],\"spellAttack\":[\"R\"],\"savingThrow\":[\"constitution\"],\"areaTags\":[\"ST\"]},{\"name\":\"Ray of Frost\",\"source\":\"PHB\",\"page\":271,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":58}],\"reprintedAs\":[\"Ray of Frost|XPHB\"],\"level\":0,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes {@damage 1d8} cold damage, and its speed is reduced by 10 feet until the start of your next turn.\",\"The spell's damage increases by {@dice 1d8} when you reach 5th level ({@damage 2d8}), 11th level ({@damage 3d8}), and 17th level ({@damage 4d8}).\"],\"scalingLevelDice\":{\"label\":\"cold damage\",\"scaling\":{\"1\":\"1d8\",\"5\":\"2d8\",\"11\":\"3d8\",\"17\":\"4d8\"}},\"damageInflict\":[\"cold\"],\"spellAttack\":[\"R\"],\"miscTags\":[\"SCL\"],\"areaTags\":[\"ST\"]},{\"name\":\"Ray of Sickness\",\"source\":\"PHB\",\"page\":271,\"reprintedAs\":[\"Ray of Sickness|XPHB\"],\"level\":1,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes {@damage 2d8} poison damage and must make a Constitution saving throw. On a failed save, it is also {@condition poisoned} until the end of your next turn.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@scaledamage 2d8|1-9|1d8} for each slot level above 1st.\"]}],\"damageInflict\":[\"poison\"],\"conditionInflict\":[\"poisoned\"],\"spellAttack\":[\"R\"],\"savingThrow\":[\"constitution\"],\"areaTags\":[\"ST\"]},{\"name\":\"Regenerate\",\"source\":\"PHB\",\"page\":271,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Regenerate|XPHB\"],\"level\":7,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a prayer wheel and holy water\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"You touch a creature and stimulate its natural healing ability. The target regains {@dice 4d8 + 15} hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).\",\"The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.\"],\"miscTags\":[\"HL\"],\"areaTags\":[\"ST\"]},{\"name\":\"Reincarnate\",\"source\":\"PHB\",\"page\":271,\"srd\":true,\"reprintedAs\":[\"Reincarnate|XPHB\"],\"level\":5,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"hour\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"rare oils and unguents worth at least 1,000 gp, which the spell consumes\",\"cost\":100000,\"consume\":true}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails.\",\"The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The DM rolls a {@dice d100} and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form.\",{\"type\":\"table\",\"caption\":\"Reincarnate Races\",\"colLabels\":[\"{@dice d100}\",\"Race\"],\"colStyles\":[\"col-1 text-center no-wrap\",\"col-11\"],\"rows\":[[{\"type\":\"cell\",\"roll\":{\"min\":1,\"max\":4,\"pad\":true}},\"{@race Dragonborn}\"],[{\"type\":\"cell\",\"roll\":{\"min\":5,\"max\":13,\"pad\":true}},\"{@race dwarf (hill)||Dwarf, hill}\"],[{\"type\":\"cell\",\"roll\":{\"min\":14,\"max\":21}},\"{@race dwarf (mountain)||Dwarf, mountain}\"],[{\"type\":\"cell\",\"roll\":{\"min\":22,\"max\":25}},\"{@race elf (drow)||Elf, dark}\"],[{\"type\":\"cell\",\"roll\":{\"min\":26,\"max\":34}},\"{@race elf (high)||Elf, high}\"],[{\"type\":\"cell\",\"roll\":{\"min\":35,\"max\":42}},\"{@race elf (wood)||Elf, wood}\"],[{\"type\":\"cell\",\"roll\":{\"min\":43,\"max\":46}},\"{@race gnome (forest)||Gnome, forest}\"],[{\"type\":\"cell\",\"roll\":{\"min\":47,\"max\":52}},\"{@race gnome (rock)||Gnome, rock}\"],[{\"type\":\"cell\",\"roll\":{\"min\":53,\"max\":56}},\"{@race Half-elf}\"],[{\"type\":\"cell\",\"roll\":{\"min\":57,\"max\":60}},\"{@race Half-orc}\"],[{\"type\":\"cell\",\"roll\":{\"min\":61,\"max\":68}},\"{@race halfling (lightfoot)||Halfling, lightfoot}\"],[{\"type\":\"cell\",\"roll\":{\"min\":69,\"max\":76}},\"{@race halfling (stout)||Halfling, stout}\"],[{\"type\":\"cell\",\"roll\":{\"min\":77,\"max\":96}},\"{@race Human}\"],[{\"type\":\"cell\",\"roll\":{\"min\":97,\"max\":0,\"pad\":true}},\"{@race Tiefling}\"]]},\"The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.\"],\"affectsCreatureType\":[\"humanoid\"],\"miscTags\":[\"HL\",\"RO\"]},{\"name\":\"Remove Curse\",\"source\":\"PHB\",\"page\":271,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Remove Curse|XPHB\"],\"level\":3,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.\"],\"miscTags\":[\"OBJ\"],\"areaTags\":[\"ST\"]},{\"name\":\"Resistance\",\"source\":\"PHB\",\"page\":272,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":58}],\"reprintedAs\":[\"Resistance|XPHB\"],\"level\":0,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a miniature cloak\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You touch one willing creature. Once before the spell ends, the target can roll a {@dice d4} and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.\"],\"areaTags\":[\"ST\"]},{\"name\":\"Resurrection\",\"source\":\"PHB\",\"page\":272,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Resurrection|XPHB\"],\"level\":7,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"hour\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a diamond worth at least 1,000 gp, which the spell consumes\",\"cost\":100000,\"consume\":true}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points.\",\"This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life.\",\"This spell closes all mortal wounds and restores any missing body parts.\",\"Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.\",\"Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.\"],\"affectsCreatureType\":[\"aberration\",\"beast\",\"celestial\",\"construct\",\"dragon\",\"elemental\",\"fey\",\"fiend\",\"giant\",\"humanoid\",\"monstrosity\",\"ooze\",\"plant\"],\"miscTags\":[\"HL\"]},{\"name\":\"Reverse Gravity\",\"source\":\"PHB\",\"page\":272,\"srd\":true,\"reprintedAs\":[\"Reverse Gravity|XPHB\"],\"level\":7,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":100}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a lodestone and iron filings\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"This spell reverses gravity in a 50-foot-radius, 100-foot-high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.\",\"If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.\",\"At the end of the duration, affected objects and creatures fall back down.\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"OBJ\"],\"areaTags\":[\"Y\"]},{\"name\":\"Revivify\",\"source\":\"PHB\",\"page\":272,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":58}],\"reprintedAs\":[\"Revivify|XPHB\"],\"level\":3,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"diamonds worth 300 gp, which the spell consumes\",\"cost\":30000,\"consume\":true}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.\"],\"miscTags\":[\"HL\"],\"areaTags\":[\"ST\"]},{\"name\":\"Rope Trick\",\"source\":\"PHB\",\"page\":272,\"srd\":true,\"reprintedAs\":[\"Rope Trick|XPHB\"],\"level\":2,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"powdered corn extract and a twisted loop of parchment\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.\",\"The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.\",\"Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.\",\"Anything inside the extradimensional space drops out when the spell ends.\"]},{\"name\":\"Sacred Flame\",\"source\":\"PHB\",\"page\":272,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":58}],\"reprintedAs\":[\"Sacred Flame|XPHB\"],\"level\":0,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take {@damage 1d8} radiant damage. The target gains no benefit from cover for this saving throw.\",\"The spell's damage increases by {@dice 1d8} when you reach 5th level ({@damage 2d8}), 11th level ({@damage 3d8}), and 17th level ({@damage 4d8}).\"],\"scalingLevelDice\":{\"label\":\"radiant damage\",\"scaling\":{\"1\":\"1d8\",\"5\":\"2d8\",\"11\":\"3d8\",\"17\":\"4d8\"}},\"damageInflict\":[\"radiant\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"SCL\",\"SGT\"],\"areaTags\":[\"ST\"],\"hasFluffImages\":true},{\"name\":\"Sanctuary\",\"source\":\"PHB\",\"page\":272,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":58}],\"reprintedAs\":[\"Sanctuary|XPHB\"],\"level\":1,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a small silver mirror\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1}}],\"entries\":[\"You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a {@spell fireball}.\",\"If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.\"],\"savingThrow\":[\"wisdom\"],\"areaTags\":[\"ST\"]},{\"name\":\"Scorching Ray\",\"source\":\"PHB\",\"page\":273,\"srd\":true,\"reprintedAs\":[\"Scorching Ray|XPHB\"],\"level\":2,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.\",\"Make a ranged spell attack for each ray. On a hit, the target takes {@damage 2d6} fire damage.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.\"]}],\"damageInflict\":[\"fire\"],\"spellAttack\":[\"R\"],\"areaTags\":[\"MT\",\"ST\"]},{\"name\":\"Scrying\",\"source\":\"PHB\",\"page\":273,\"srd\":true,\"reprintedAs\":[\"Scrying|XPHB\"],\"level\":5,\"school\":\"D\",\"time\":[{\"number\":10,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water\",\"cost\":100000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.\",{\"type\":\"table\",\"caption\":\"Knowledge of Target\",\"colLabels\":[\"Knowledge\",\"Save Modifier\"],\"colStyles\":[\"col-11\",\"col-1 text-center\"],\"rows\":[[\"Secondhand (you have heard of the target)\",\"+5\"],[\"Firsthand (you have met the target)\",\"+0\"],[\"Familiar (you know the target well)\",\"-5\"]]},{\"type\":\"table\",\"caption\":\"Connection to Target\",\"colLabels\":[\"Connection\",\"Save Modifier\"],\"colStyles\":[\"col-11\",\"col-1 text-center\"],\"rows\":[[\"Likeness or picture\",\"-2\"],[\"Possession or garment\",\"-4\"],[\"Body part, lock of hair, bit of nail, or the like\",\"-10\"]]},\"On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.\",\"On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see {@condition invisible} objects sees the sensor as a luminous orb about the size of your fist.\",\"Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.\"],\"savingThrow\":[\"wisdom\"]},{\"name\":\"Searing Smite\",\"source\":\"PHB\",\"page\":274,\"reprintedAs\":[\"Searing Smite|XPHB\"],\"level\":1,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra {@damage 1d6} fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes {@damage 1d6} fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by {@scaledamage 1d6|1-9|1d6} for each slot level above 1st.\"]}],\"damageInflict\":[\"fire\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"AAD\"]},{\"name\":\"See Invisibility\",\"source\":\"PHB\",\"page\":274,\"srd\":true,\"reprintedAs\":[\"See Invisibility|XPHB\"],\"level\":2,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a pinch of talc and a small sprinkling of powdered silver\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"For the duration, you see {@condition invisible} creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.\"]},{\"name\":\"Seeming\",\"source\":\"PHB\",\"page\":274,\"srd\":true,\"reprintedAs\":[\"Seeming|XPHB\"],\"level\":5,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":8}}],\"entries\":[\"This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.\",\"The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.\",\"The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.\",\"A creature can use its action to inspect a target and make an Intelligence ({@skill Investigation}) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.\"],\"savingThrow\":[\"charisma\"],\"abilityCheck\":[\"intelligence\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"MT\"]},{\"name\":\"Sending\",\"source\":\"PHB\",\"page\":274,\"srd\":true,\"reprintedAs\":[\"Sending|XPHB\"],\"level\":3,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"unlimited\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a short piece of fine copper wire\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"round\",\"amount\":1}}],\"entries\":[\"You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.\",\"You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a {@chance 5|||Message lost!|Message arrives} chance that the message doesn't arrive.\"]},{\"name\":\"Sequester\",\"source\":\"PHB\",\"page\":274,\"srd\":true,\"reprintedAs\":[\"Sequester|XPHB\"],\"level\":7,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes\",\"cost\":500000,\"consume\":true}},\"duration\":[{\"type\":\"permanent\",\"ends\":[\"dispel\"]}],\"entries\":[\"By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes {@condition invisible} and can't be targeted by {@filter divination spells|spells|school=D} or perceived through scrying sensors created by divination spells.\",\"If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older.\",\"You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include \\\"after 1,000 years\\\" or \\\"when the {@creature tarrasque} awakens.\\\" This spell also ends if the target takes any damage.\"],\"conditionInflict\":[\"invisible\",\"unconscious\"],\"miscTags\":[\"OBJ\"],\"areaTags\":[\"ST\"]},{\"name\":\"Shapechange\",\"source\":\"PHB\",\"page\":274,\"srd\":true,\"reprintedAs\":[\"Shapechange|XPHB\"],\"level\":9,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell\",\"cost\":150000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.\",\"Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form.\",\"You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked {@condition unconscious}.\",\"You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, {@sense darkvision}) unless your new form also has that sense. You can only speak if the creature can normally speak.\",\"When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.\",\"During this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.\"]},{\"name\":\"Shatter\",\"source\":\"PHB\",\"page\":275,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Shatter|XPHB\"],\"level\":2,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a chip of mica\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes {@damage 3d8} thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.\",\"A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@scaledamage 3d8|2-9|1d8} for each slot level above 2nd.\"]}],\"damageInflict\":[\"thunder\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"OBJ\"],\"areaTags\":[\"S\"]},{\"name\":\"Shield\",\"source\":\"PHB\",\"page\":275,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":59}],\"reprintedAs\":[\"Shield|XPHB\"],\"level\":1,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"reaction\",\"condition\":\"which you take when you are hit by an attack or targeted by the {@spell magic missile} spell\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"round\",\"amount\":1}}],\"entries\":[\"An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from {@spell magic missile}.\"],\"miscTags\":[\"MAC\"]},{\"name\":\"Shield of Faith\",\"source\":\"PHB\",\"page\":275,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":59}],\"reprintedAs\":[\"Shield of Faith|XPHB\"],\"level\":1,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a small parchment with a bit of holy text written on it\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.\"],\"miscTags\":[\"MAC\"],\"areaTags\":[\"ST\"]},{\"name\":\"Shillelagh\",\"source\":\"PHB\",\"page\":275,\"srd\":true,\"reprintedAs\":[\"Shillelagh|XPHB\"],\"level\":0,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"mistletoe, a shamrock leaf, and a club or quarterstaff\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1}}],\"entries\":[\"The wood of a {@item club|phb} or {@item quarterstaff|phb} you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a {@dice d8}. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.\"],\"miscTags\":[\"AAD\"]},{\"name\":\"Shocking Grasp\",\"source\":\"PHB\",\"page\":275,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":59}],\"reprintedAs\":[\"Shocking Grasp|XPHB\"],\"level\":0,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes {@damage 1d8} lightning damage, and it can't take reactions until the start of its next turn.\",\"The spell's damage increases by {@dice 1d8} when you reach 5th level ({@damage 2d8}), 11th level ({@damage 3d8}), and 17th level ({@damage 4d8}).\"],\"scalingLevelDice\":{\"label\":\"lightning damage\",\"scaling\":{\"1\":\"1d8\",\"5\":\"2d8\",\"11\":\"3d8\",\"17\":\"4d8\"}},\"damageInflict\":[\"lightning\"],\"spellAttack\":[\"M\"],\"miscTags\":[\"SCL\"],\"areaTags\":[\"ST\"]},{\"name\":\"Silence\",\"source\":\"PHB\",\"page\":275,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":59}],\"reprintedAs\":[\"Silence|XPHB\"],\"level\":2,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"meta\":{\"ritual\":true},\"entries\":[\"For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are {@condition deafened} while entirely inside it. Casting a spell that includes a verbal component is impossible there.\"],\"damageImmune\":[\"thunder\"],\"conditionInflict\":[\"deafened\"],\"miscTags\":[\"OBJ\"],\"areaTags\":[\"S\"]},{\"name\":\"Silent Image\",\"source\":\"PHB\",\"page\":276,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Silent Image|XPHB\"],\"level\":1,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a bit of fleece\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.\",\"You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.\",\"Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence ({@skill Investigation}) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.\"],\"abilityCheck\":[\"intelligence\"]},{\"name\":\"Simulacrum\",\"source\":\"PHB\",\"page\":276,\"srd\":true,\"reprintedAs\":[\"Simulacrum|XPHB\"],\"level\":7,\"school\":\"I\",\"time\":[{\"number\":12,\"unit\":\"hour\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"snow or ice in quantities sufficient to make a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell\",\"cost\":150000,\"consume\":true}},\"duration\":[{\"type\":\"permanent\",\"ends\":[\"dispel\"]}],\"entries\":[\"You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct.\",\"The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.\",\"If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.\",\"If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.\"],\"affectsCreatureType\":[\"beast\",\"humanoid\"],\"areaTags\":[\"ST\"]},{\"name\":\"Sleep\",\"source\":\"PHB\",\"page\":276,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":59}],\"reprintedAs\":[\"Sleep|XPHB\"],\"level\":1,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a pinch of fine sand, rose petals, or a cricket\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1}}],\"entries\":[\"This spell sends creatures into a magical slumber. Roll {@dice 5d8}; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring {@condition unconscious} creatures).\",\"Starting with the creature that has the lowest current hit points, each creature affected by this spell falls {@condition unconscious} until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.\",\"Undead and creatures immune to being {@condition charmed} aren't affected by this spell.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 2nd level or higher, roll an additional {@scaledice 5d8|1-9|2d8} for each slot level above 1st.\"]}],\"conditionInflict\":[\"unconscious\"],\"affectsCreatureType\":[\"aberration\",\"beast\",\"celestial\",\"construct\",\"dragon\",\"elemental\",\"fey\",\"fiend\",\"giant\",\"humanoid\",\"monstrosity\",\"ooze\",\"plant\",\"undead\"],\"areaTags\":[\"S\"]},{\"name\":\"Sleet Storm\",\"source\":\"PHB\",\"page\":276,\"srd\":true,\"reprintedAs\":[\"Sleet Storm|XPHB\"],\"level\":3,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":150}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a pinch of dust and a few drops of water\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is {@quickref Vision and Light|PHB|2||heavily obscured}, and exposed flames in the area are doused.\",\"The ground in the area is covered with slick ice, making it {@quickref difficult terrain||3}. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls {@condition prone}.\",\"If a creature starts its turn in the spell's area and is {@status concentration||concentrating} on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose {@status concentration}.\"],\"conditionInflict\":[\"prone\"],\"savingThrow\":[\"dexterity\",\"constitution\"],\"miscTags\":[\"DFT\",\"OBS\"],\"areaTags\":[\"Y\"]},{\"name\":\"Slow\",\"source\":\"PHB\",\"page\":277,\"srd\":true,\"reprintedAs\":[\"Slow|XPHB\"],\"level\":3,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a drop of molasses\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.\",\"An affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.\",\"If the creature attempts to cast a spell with a casting time of 1 action, roll a {@dice d20}. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.\",\"A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"MAC\"],\"areaTags\":[\"C\",\"MT\"]},{\"name\":\"Spare the Dying\",\"source\":\"PHB\",\"page\":277,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Spare the Dying|XPHB\"],\"level\":0,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.\"],\"affectsCreatureType\":[\"aberration\",\"beast\",\"celestial\",\"dragon\",\"elemental\",\"fey\",\"fiend\",\"giant\",\"humanoid\",\"monstrosity\",\"ooze\",\"plant\"],\"areaTags\":[\"ST\"]},{\"name\":\"Speak with Animals\",\"source\":\"PHB\",\"page\":277,\"srd\":true,\"reprintedAs\":[\"Speak with Animals|XPHB\"],\"level\":1,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10}}],\"meta\":{\"ritual\":true},\"entries\":[\"You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.\"],\"affectsCreatureType\":[\"beast\"]},{\"name\":\"Speak with Dead\",\"source\":\"PHB\",\"page\":277,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Speak with Dead|XPHB\"],\"level\":3,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":10}},\"components\":{\"v\":true,\"s\":true,\"m\":\"burning incense\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10}}],\"entries\":[\"You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.\",\"Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.\"],\"affectsCreatureType\":[\"aberration\",\"beast\",\"celestial\",\"construct\",\"dragon\",\"elemental\",\"fey\",\"fiend\",\"giant\",\"humanoid\",\"monstrosity\",\"ooze\",\"plant\"]},{\"name\":\"Speak with Plants\",\"source\":\"PHB\",\"page\":277,\"srd\":true,\"reprintedAs\":[\"Speak with Plants|XPHB\"],\"level\":3,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"radius\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10}}],\"entries\":[\"You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.\",\"You can also turn {@quickref difficult terrain||3} caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into {@quickref difficult terrain||3} that lasts for the duration, causing vines and branches to hinder pursuers, for example.\",\"Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.\",\"If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.\",\"This spell can cause the plants created by the {@spell entangle} spell to release a {@condition restrained} creature.\"]},{\"name\":\"Spider Climb\",\"source\":\"PHB\",\"page\":277,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":60}],\"reprintedAs\":[\"Spider Climb|XPHB\"],\"level\":2,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a drop of bitumen and a spider\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.\"]},{\"name\":\"Spike Growth\",\"source\":\"PHB\",\"page\":277,\"srd\":true,\"reprintedAs\":[\"Spike Growth|XPHB\"],\"level\":2,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":150}},\"components\":{\"v\":true,\"s\":true,\"m\":\"seven sharp thorns or seven small twigs, each sharpened to a point\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes {@quickref difficult terrain||3} for the duration. When a creature moves into or within the area, it takes {@damage 2d4} piercing damage for every 5 feet it travels.\",\"The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom ({@skill Perception}) check against your spell save DC to recognize the terrain as hazardous before entering it.\"],\"damageInflict\":[\"piercing\"],\"abilityCheck\":[\"wisdom\"],\"miscTags\":[\"DFT\"],\"areaTags\":[\"R\"]},{\"name\":\"Spirit Guardians\",\"source\":\"PHB\",\"page\":278,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":60}],\"reprintedAs\":[\"Spirit Guardians|XPHB\"],\"level\":3,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"radius\",\"distance\":{\"type\":\"feet\",\"amount\":15}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a holy symbol\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.\",\"When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes {@damage 3d8} radiant damage (if you are good or neutral) or {@damage 3d8} necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@scaledamage 3d8|3-9|1d8} for each slot level above 3rd.\"]}],\"damageInflict\":[\"necrotic\",\"radiant\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"S\"]},{\"name\":\"Spiritual Weapon\",\"source\":\"PHB\",\"page\":278,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":60}],\"reprintedAs\":[\"Spiritual Weapon|XPHB\"],\"level\":2,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1}}],\"entries\":[\"You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to {@damage 1d8} + your spellcasting ability modifier.\",\"As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.\",\"The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@scaledamage 1d8|2,4,6,8|1d8} for every two slot levels above 2nd.\"]}],\"damageInflict\":[\"force\"],\"spellAttack\":[\"M\"],\"miscTags\":[\"UBA\"],\"areaTags\":[\"ST\"]},{\"name\":\"Staggering Smite\",\"source\":\"PHB\",\"page\":278,\"reprintedAs\":[\"Staggering Smite|XPHB\"],\"level\":4,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon pierces both body and mind, and the attack deals an extra {@damage 4d6} psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't take reactions, until the end of its next turn.\"],\"damageInflict\":[\"psychic\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"AAD\"]},{\"name\":\"Stinking Cloud\",\"source\":\"PHB\",\"page\":278,\"srd\":true,\"reprintedAs\":[\"Stinking Cloud|XPHB\"],\"level\":3,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a rotten egg or several skunk cabbage leaves\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is {@quickref Vision and Light|PHB|2||heavily obscured}. The cloud lingers in the air for the duration.\",\"Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.\",\"A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"OBS\"],\"areaTags\":[\"S\"]},{\"name\":\"Stone Shape\",\"source\":\"PHB\",\"page\":278,\"srd\":true,\"reprintedAs\":[\"Stone Shape|XPHB\"],\"level\":4,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"soft clay, which must be worked into roughly the desired shape of the stone object\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.\"],\"miscTags\":[\"OBJ\"]},{\"name\":\"Stoneskin\",\"source\":\"PHB\",\"page\":278,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Stoneskin|XPHB\"],\"level\":4,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"diamond dust worth 100 gp, which the spell consumes\",\"cost\":10000,\"consume\":true}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.\"],\"damageResist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"areaTags\":[\"ST\"]},{\"name\":\"Storm of Vengeance\",\"source\":\"PHB\",\"page\":279,\"srd\":true,\"reprintedAs\":[\"Storm of Vengeance|XPHB\"],\"level\":9,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"sight\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes {@damage 2d6} thunder damage and becomes {@condition deafened} for 5 minutes.\",\"Each round you maintain {@status concentration} on this spell, the storm produces different effects on your turn.\",{\"type\":\"entries\",\"name\":\"Round 2\",\"entries\":[\"Acidic rain falls from the cloud. Each creature and object under the cloud takes {@damage 1d6} acid damage.\"]},{\"type\":\"entries\",\"name\":\"Round 3\",\"entries\":[\"You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes {@damage 10d6} lightning damage on a failed save, or half as much damage on a successful one.\"]},{\"type\":\"entries\",\"name\":\"Round 4\",\"entries\":[\"Hailstones rain down from the cloud. Each creature under the cloud takes {@damage 2d6} bludgeoning damage.\"]},{\"type\":\"entries\",\"name\":\"Round 5–10\",\"entries\":[\"Gusts and freezing rain assail the area under the cloud. The area becomes {@quickref difficult terrain||3} and is {@quickref Vision and Light|PHB|2||heavily obscured}. Each creature there takes {@damage 1d6} cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining {@status concentration} on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.\"]}],\"damageInflict\":[\"acid\",\"bludgeoning\",\"cold\",\"lightning\",\"thunder\"],\"conditionInflict\":[\"deafened\"],\"savingThrow\":[\"constitution\",\"dexterity\"],\"miscTags\":[\"DFT\",\"OBJ\",\"OBS\",\"SGT\"],\"areaTags\":[\"Y\"]},{\"name\":\"Suggestion\",\"source\":\"PHB\",\"page\":279,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":60}],\"reprintedAs\":[\"Suggestion|XPHB\"],\"level\":2,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"m\":\"a snake's tongue and either a bit of honeycomb or a drop of sweet oil\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":8},\"concentration\":true}],\"entries\":[\"You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be {@condition charmed} are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.\",\"The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.\",\"You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.\",\"If you or any of your companions damage the target, the spell ends.\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Sunbeam\",\"source\":\"PHB\",\"page\":279,\"srd\":true,\"reprintedAs\":[\"Sunbeam|XPHB\"],\"level\":6,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"line\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a magnifying glass\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes {@damage 6d8} radiant damage and is {@condition blinded} until your next turn. On a successful save, it takes half as much damage and isn't {@condition blinded} by this spell. Undead and oozes have disadvantage on this saving throw.\",\"You can create a new line of radiance as your action on any turn until the spell ends.\",\"For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.\"],\"damageInflict\":[\"radiant\"],\"conditionInflict\":[\"blinded\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"LGTS\"],\"areaTags\":[\"L\"]},{\"name\":\"Sunburst\",\"source\":\"PHB\",\"page\":279,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Sunburst|XPHB\"],\"level\":8,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":150}},\"components\":{\"v\":true,\"s\":true,\"m\":\"fire and a piece of sunstone\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes {@damage 12d6} radiant damage and is {@condition blinded} for 1 minute. On a successful save, it takes half as much damage and isn't {@condition blinded} by this spell. Undead and oozes have disadvantage on this saving throw.\",\"A creature {@condition blinded} by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer {@condition blinded}.\",\"This spell dispels any darkness in its area that was created by a spell.\"],\"damageInflict\":[\"radiant\"],\"conditionInflict\":[\"blinded\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"LGT\",\"LGTS\"],\"areaTags\":[\"S\"]},{\"name\":\"Swift Quiver\",\"source\":\"PHB\",\"page\":279,\"reprintedAs\":[\"Swift Quiver|XPHB\"],\"level\":5,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a quiver containing at least one piece of ammunition\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it.\",\"On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.\"],\"miscTags\":[\"UBA\"]},{\"name\":\"Symbol\",\"source\":\"PHB\",\"page\":280,\"srd\":true,\"reprintedAs\":[\"Symbol|XPHB\"],\"level\":7,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes\",\"cost\":100000,\"consume\":true}},\"duration\":[{\"type\":\"permanent\",\"ends\":[\"dispel\",\"trigger\"]}],\"entries\":[\"When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.\",\"The glyph is nearly invisible, requiring an Intelligence ({@skill Investigation}) check against your spell save DC to find it.\",\"You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.\",\"You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password.\",\"When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.\",{\"type\":\"entries\",\"name\":\"Death\",\"entries\":[\"Each target must make a Constitution saving throw, taking {@damage 10d10} necrotic damage on a failed save, or half as much damage on a successful save.\"]},{\"type\":\"entries\",\"name\":\"Discord\",\"entries\":[\"Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.\"]},{\"type\":\"entries\",\"name\":\"Fear\",\"entries\":[\"Each target must make a Wisdom saving throw and becomes {@condition frightened} for 1 minute on a failed save. While {@condition frightened}, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.\"]},{\"type\":\"entries\",\"name\":\"Hopelessness\",\"entries\":[\"Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects.\"]},{\"type\":\"entries\",\"name\":\"Insanity\",\"entries\":[\"Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic.\"]},{\"type\":\"entries\",\"name\":\"Pain\",\"entries\":[\"Each target must make a Constitution saving throw and becomes {@condition incapacitated} with excruciating pain for 1 minute on a failed save.\"]},{\"type\":\"entries\",\"name\":\"Sleep\",\"entries\":[\"Each target must make a Wisdom saving throw and falls {@condition unconscious} for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.\"]},{\"type\":\"entries\",\"name\":\"Stunning\",\"entries\":[\"Each target must make a Wisdom saving throw and becomes {@condition stunned} for 1 minute on a failed save.\"]}],\"damageInflict\":[\"necrotic\"],\"conditionInflict\":[\"frightened\",\"incapacitated\",\"stunned\",\"unconscious\"],\"savingThrow\":[\"constitution\",\"wisdom\",\"charisma\",\"intelligence\"],\"abilityCheck\":[\"intelligence\"],\"miscTags\":[\"LGT\",\"OBJ\"],\"areaTags\":[\"S\"]},{\"name\":\"Tasha's Hideous Laughter\",\"source\":\"PHB\",\"page\":280,\"srd\":\"Hideous Laughter\",\"reprintedAs\":[\"Tasha's Hideous Laughter|XPHB\"],\"level\":1,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"tiny tarts and a feather that is waved in the air\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall {@condition prone}, becoming {@condition incapacitated} and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.\",\"At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.\"],\"conditionInflict\":[\"incapacitated\",\"prone\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Telekinesis\",\"source\":\"PHB\",\"page\":280,\"srd\":true,\"reprintedAs\":[\"Telekinesis|XPHB\"],\"level\":5,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.\",{\"type\":\"entries\",\"name\":\"Creature\",\"entries\":[\"You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is {@condition restrained} in your telekinetic grip. A creature lifted upward is suspended in mid-air.\",\"On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.\"]},{\"type\":\"entries\",\"name\":\"Object\",\"entries\":[\"You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.\",\"If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.\",\"You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.\"]}],\"conditionInflict\":[\"restrained\"],\"abilityCheck\":[\"strength\"],\"miscTags\":[\"FMV\",\"OBJ\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Telepathy\",\"source\":\"PHB\",\"page\":281,\"reprintedAs\":[\"Telepathy|XPHB\"],\"level\":8,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"unlimited\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a pair of linked silver rings\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":24}}],\"entries\":[\"You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.\",\"Until the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.\"],\"areaTags\":[\"ST\"]},{\"name\":\"Teleport\",\"source\":\"PHB\",\"page\":281,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Teleport|XPHB\"],\"level\":7,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":10}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.\",\"The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls {@dice d100} and consults the table.\",{\"type\":\"table\",\"caption\":\"Teleportation\",\"colLabels\":[\"Familiarity\",\"Mishap\",\"Similar Area\",\"Off Target\",\"On Target\"],\"colStyles\":[\"col-8\",\"col-1 text-center no-wrap\",\"col-1 text-center no-wrap\",\"col-1 text-center no-wrap\",\"col-1 text-center no-wrap\"],\"rows\":[[\"Permanent circle\",\"—\",\"—\",\"—\",\"01–100\"],[\"Associated object\",\"—\",\"—\",\"—\",\"01–100\"],[\"Very familiar\",\"01–05\",\"06–13\",\"14–24\",\"25–100\"],[\"Seen casually\",\"01–33\",\"34–43\",\"44–53\",\"54–100\"],[\"Viewed once\",\"01–43\",\"44–53\",\"54–73\",\"74–100\"],[\"Description\",\"01–43\",\"44–53\",\"54–73\",\"74–100\"],[\"False destination\",\"01–50\",\"51–100\",\"—\",\"—\"]]},{\"type\":\"entries\",\"name\":\"Familiarity\",\"entries\":[\"\\\"Permanent circle\\\" means a permanent teleportation circle whose sigil sequence you know. \\\"Associated object\\\" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.\"]},\"\\\"Very familiar\\\" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. \\\"Seen casually\\\" is someplace you have seen more than once but with which you aren't very familiar. \\\"Viewed once\\\" is a place you have seen once, possibly using magic. \\\"Description\\\" is a place whose location and appearance you know through someone else's description, perhaps from a map.\",\"\\\"False destination\\\" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.\",{\"type\":\"entries\",\"name\":\"On Target\",\"entries\":[\"You and your group (or the target object) appear where you want to.\"]},{\"type\":\"entries\",\"name\":\"Off Target\",\"entries\":[\"You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is {@dice 1d10 × 1d10} percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two {@dice d10}s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a {@dice d8} and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.\"]},{\"type\":\"entries\",\"name\":\"Similar Area\",\"entries\":[\"You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.\"]},{\"type\":\"entries\",\"name\":\"Mishap\",\"entries\":[\"The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes {@damage 3d10} force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).\"]}],\"damageInflict\":[\"force\"],\"miscTags\":[\"OBJ\",\"RO\",\"SGT\",\"TP\"],\"areaTags\":[\"MT\"]},{\"name\":\"Teleportation Circle\",\"source\":\"PHB\",\"page\":282,\"srd\":true,\"reprintedAs\":[\"Teleportation Circle|XPHB\"],\"level\":5,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":10}},\"components\":{\"v\":true,\"m\":{\"text\":\"rare chalks and inks infused with precious gems worth 50 gp, which the spell consumes\",\"cost\":5000,\"consume\":true}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"round\",\"amount\":1}}],\"entries\":[\"As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.\",\"Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.\",\"You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.\"],\"miscTags\":[\"PIR\",\"PRM\",\"TP\"]},{\"name\":\"Tenser's Floating Disk\",\"source\":\"PHB\",\"page\":282,\"srd\":\"Floating Disk\",\"reprintedAs\":[\"Tenser's Floating Disk|XPHB\"],\"level\":1,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a drop of mercury\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"meta\":{\"ritual\":true},\"entries\":[\"This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.\",\"The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.\",\"If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.\"],\"miscTags\":[\"SGT\"]},{\"name\":\"Thaumaturgy\",\"source\":\"PHB\",\"page\":282,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":61}],\"reprintedAs\":[\"Thaumaturgy|XPHB\"],\"level\":0,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1,\"upTo\":true}}],\"entries\":[\"You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:\",{\"type\":\"list\",\"items\":[\"Your voice booms up to three times as loud as normal for 1 minute.\",\"You cause flames to flicker, brighten, dim, or change color for 1 minute.\",\"You cause harmless tremors in the ground for 1 minute.\",\"You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.\",\"You instantaneously cause an unlocked door or window to fly open or slam shut.\",\"You alter the appearance of your eyes for 1 minute.\"]},\"If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.\"]},{\"name\":\"Thorn Whip\",\"source\":\"PHB\",\"page\":282,\"reprintedAs\":[\"Thorn Whip|XPHB\"],\"level\":0,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"the stem of a plant with thorns\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes {@damage 1d6} piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.\",\"This spell's damage increases by {@dice 1d6} when you reach 5th level ({@damage 2d6}), 11th level ({@damage 3d6}), and 17th level ({@damage 4d6}).\"],\"scalingLevelDice\":{\"label\":\"piercing damage\",\"scaling\":{\"1\":\"1d6\",\"5\":\"2d6\",\"11\":\"3d6\",\"17\":\"4d6\"}},\"damageInflict\":[\"piercing\"],\"spellAttack\":[\"M\"],\"miscTags\":[\"FMV\",\"SCL\"],\"areaTags\":[\"ST\"]},{\"name\":\"Thunderous Smite\",\"source\":\"PHB\",\"page\":282,\"reprintedAs\":[\"Thunderous Smite|XPHB\"],\"level\":1,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra {@damage 2d6} thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked {@condition prone}.\"],\"damageInflict\":[\"thunder\"],\"conditionInflict\":[\"prone\"],\"savingThrow\":[\"strength\"],\"miscTags\":[\"AAD\",\"FMV\"]},{\"name\":\"Thunderwave\",\"source\":\"PHB\",\"page\":282,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":61}],\"reprintedAs\":[\"Thunderwave|XPHB\"],\"level\":1,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"cube\",\"distance\":{\"type\":\"feet\",\"amount\":15}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes {@damage 2d8} thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.\",\"In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@scaledamage 2d8|1-9|1d8} for each slot level above 1st.\"]}],\"damageInflict\":[\"thunder\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"FMV\",\"OBJ\"],\"areaTags\":[\"C\"]},{\"name\":\"Time Stop\",\"source\":\"PHB\",\"page\":283,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Time Stop|XPHB\"],\"level\":9,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take {@dice 1d4 + 1} turns in a row, during which you can use actions and move as normal.\",\"This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.\"]},{\"name\":\"Tongues\",\"source\":\"PHB\",\"page\":283,\"srd\":true,\"reprintedAs\":[\"Tongues|XPHB\"],\"level\":3,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"m\":\"a small clay model of a ziggurat\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.\"],\"areaTags\":[\"ST\"]},{\"name\":\"Transport via Plants\",\"source\":\"PHB\",\"page\":283,\"srd\":true,\"reprintedAs\":[\"Transport via Plants|XPHB\"],\"level\":6,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":10}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"round\",\"amount\":1}}],\"entries\":[\"This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.\"],\"miscTags\":[\"TP\"]},{\"name\":\"Tree Stride\",\"source\":\"PHB\",\"page\":283,\"srd\":true,\"reprintedAs\":[\"Tree Stride|XPHB\"],\"level\":5,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.\",\"You can use this transportation ability once per round for the duration. You must end each turn outside a tree.\"],\"miscTags\":[\"TP\"]},{\"name\":\"True Polymorph\",\"source\":\"PHB\",\"page\":283,\"srd\":true,\"reprintedAs\":[\"True Polymorph|XPHB\"],\"level\":9,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a drop of mercury, a dollop of gum arabic, and a wisp of smoke\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled.\",\"This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell.\",{\"type\":\"entries\",\"name\":\"Creature into Creature\",\"entries\":[\"If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality.\"]},\"The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked {@condition unconscious}.\",\"The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions.\",\"The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.\",{\"type\":\"entries\",\"name\":\"Object into Creature\",\"entries\":[\"You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is {@filter 9 or lower|bestiary|challenge rating=[&0;&9]|miscellaneous=!swarm}. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature's statistics and resolves all of its actions and movement.\"]},\"If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.\",{\"type\":\"entries\",\"name\":\"Creature into Object\",\"entries\":[\"If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.\"]}],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"OBJ\",\"PRM\",\"SGT\",\"SMN\"],\"areaTags\":[\"ST\"]},{\"name\":\"True Resurrection\",\"source\":\"PHB\",\"page\":284,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"True Resurrection|XPHB\"],\"level\":9,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"hour\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes\",\"cost\":2500000,\"consume\":true}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points.\",\"This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form.\",\"The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.\"],\"miscTags\":[\"HL\"],\"areaTags\":[\"ST\"]},{\"name\":\"True Seeing\",\"source\":\"PHB\",\"page\":284,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"True Seeing|XPHB\"],\"level\":6,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell\",\"cost\":2500,\"consume\":true}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has {@sense truesight}, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.\"]},{\"name\":\"True Strike\",\"source\":\"PHB\",\"page\":284,\"srd\":true,\"reprintedAs\":[\"True Strike|XPHB\"],\"level\":0,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"round\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.\"],\"miscTags\":[\"ADV\"],\"areaTags\":[\"ST\"]},{\"name\":\"Tsunami\",\"source\":\"PHB\",\"page\":284,\"reprintedAs\":[\"Tsunami|XPHB\"],\"level\":8,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"sight\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"round\",\"amount\":6},\"concentration\":true}],\"entries\":[\"A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.\",\"When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes {@damage 6d10} bludgeoning damage, or half as much damage on a successful save.\",\"At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take {@damage 5d10} bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by {@dice 1d10}. When the wall reaches 0 feet in height, the spell ends.\",\"A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength ({@skill Athletics}) check against your spell save DC in order to move at all. If it fails the check, it can't move. A creature that moves out of the area falls to the ground.\"],\"damageInflict\":[\"bludgeoning\"],\"savingThrow\":[\"strength\"],\"abilityCheck\":[\"strength\"],\"areaTags\":[\"W\"]},{\"name\":\"Unseen Servant\",\"source\":\"PHB\",\"page\":284,\"srd\":true,\"reprintedAs\":[\"Unseen Servant|XPHB\"],\"level\":1,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a piece of string and a bit of wood\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"meta\":{\"ritual\":true},\"entries\":[\"This spell creates an {@condition invisible}, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.\",\"Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.\",\"If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.\"],\"miscTags\":[\"SMN\",\"UBA\"]},{\"name\":\"Vampiric Touch\",\"source\":\"PHB\",\"page\":285,\"srd\":true,\"reprintedAs\":[\"Vampiric Touch|XPHB\"],\"level\":3,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes {@damage 3d6} necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@scaledamage 3d6|3-9|1d6} for each slot level above 3rd.\"]}],\"damageInflict\":[\"necrotic\"],\"spellAttack\":[\"M\"],\"miscTags\":[\"HL\"],\"areaTags\":[\"ST\"]},{\"name\":\"Vicious Mockery\",\"source\":\"PHB\",\"page\":285,\"srd\":true,\"reprintedAs\":[\"Vicious Mockery|XPHB\"],\"level\":0,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take {@damage 1d4} psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.\",\"This spell's damage increases by {@dice 1d4} when you reach 5th level ({@damage 2d4}), 11th level ({@damage 3d4}), and 17th level ({@damage 4d4}).\"],\"scalingLevelDice\":{\"label\":\"psychic damage\",\"scaling\":{\"1\":\"1d4\",\"5\":\"2d4\",\"11\":\"3d4\",\"17\":\"4d4\"}},\"damageInflict\":[\"psychic\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"SCL\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Wall of Fire\",\"source\":\"PHB\",\"page\":285,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Wall of Fire|XPHB\"],\"level\":4,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a small piece of phosphorus\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.\",\"When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes {@damage 5d8} fire damage, or half as much damage on a successful save.\",\"One side of the wall, selected by you when you cast this spell, deals {@damage 5d8} fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 5th level or higher, the damage increases by {@scaledamage 5d8|4-9|1d8} for each slot level above 4th.\"]}],\"damageInflict\":[\"fire\"],\"savingThrow\":[\"dexterity\"],\"areaTags\":[\"W\"]},{\"name\":\"Wall of Force\",\"source\":\"PHB\",\"page\":285,\"srd\":true,\"reprintedAs\":[\"Wall of Force|XPHB\"],\"level\":5,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a pinch of powder made by crushing a clear gemstone\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).\",\"Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by {@spell dispel magic}. A {@spell disintegrate} spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.\"],\"areaTags\":[\"W\"]},{\"name\":\"Wall of Ice\",\"source\":\"PHB\",\"page\":285,\"srd\":true,\"reprintedAs\":[\"Wall of Ice|XPHB\"],\"level\":6,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a small piece of quartz\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.\",\"If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes {@damage 10d6} cold damage, or half as much damage on a successful save.\",\"The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes {@damage 5d6} cold damage on a failed save, or half as much damage on a successful one.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by {@scaledamage 10d6|6-9|2d6}, and the damage from passing through the sheet of frigid air increases by {@scaledamage 5d6|6-9|1d6}, for each slot level above 6th.\"]}],\"damageInflict\":[\"cold\"],\"savingThrow\":[\"dexterity\",\"constitution\"],\"areaTags\":[\"W\"]},{\"name\":\"Wall of Stone\",\"source\":\"PHB\",\"page\":287,\"srd\":true,\"basicRules\":true,\"reprintedAs\":[\"Wall of Stone|XPHB\"],\"level\":5,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a small block of granite\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.\",\"If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.\",\"The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.\",\"If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.\",\"The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion.\",\"If you maintain your {@status concentration} on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"OBJ\",\"PRM\"],\"areaTags\":[\"W\"]},{\"name\":\"Wall of Thorns\",\"source\":\"PHB\",\"page\":287,\"srd\":true,\"reprintedAs\":[\"Wall of Thorns|XPHB\"],\"level\":6,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a handful of thorns\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.\",\"When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes {@damage 7d8} piercing damage, or half as much damage on a successful save.\",\"A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes {@damage 7d8} slashing damage on a failed save, or half as much damage on a successful one.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by {@scaledamage 7d8|6-9|1d8} for each slot level above 6th.\"]}],\"damageInflict\":[\"piercing\",\"slashing\"],\"savingThrow\":[\"dexterity\"],\"areaTags\":[\"W\"]},{\"name\":\"Warding Bond\",\"source\":\"PHB\",\"page\":287,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":61}],\"reprintedAs\":[\"Warding Bond|XPHB\"],\"level\":2,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration\",\"cost\":10000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.\",\"The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.\"],\"miscTags\":[\"MAC\"],\"areaTags\":[\"ST\"]},{\"name\":\"Water Breathing\",\"source\":\"PHB\",\"page\":287,\"srd\":true,\"reprintedAs\":[\"Water Breathing|XPHB\"],\"level\":3,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a short reed or piece of straw\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":24}}],\"meta\":{\"ritual\":true},\"entries\":[\"This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"MT\"]},{\"name\":\"Water Walk\",\"source\":\"PHB\",\"page\":287,\"srd\":true,\"reprintedAs\":[\"Water Walk|XPHB\"],\"level\":3,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a piece of cork\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"meta\":{\"ritual\":true},\"entries\":[\"This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.\",\"If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"MT\"]},{\"name\":\"Web\",\"source\":\"PHB\",\"page\":287,\"srd\":true,\"basicRules\":true,\"otherSources\":[{\"source\":\"RMR\",\"page\":61}],\"reprintedAs\":[\"Web|XPHB\"],\"level\":2,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a bit of spiderweb\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are {@quickref difficult terrain||3} and lightly obscure their area.\",\"If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.\",\"Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is {@condition restrained} as long as it remains in the webs or until it breaks free.\",\"A creature {@condition restrained} by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer {@condition restrained}.\",\"The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing {@damage 2d4} fire damage to any creature that starts its turn in the fire.\"],\"damageInflict\":[\"fire\"],\"conditionInflict\":[\"restrained\"],\"savingThrow\":[\"dexterity\"],\"abilityCheck\":[\"strength\"],\"miscTags\":[\"DFT\"],\"areaTags\":[\"C\"],\"hasFluffImages\":true},{\"name\":\"Weird\",\"source\":\"PHB\",\"page\":288,\"srd\":true,\"reprintedAs\":[\"Weird|XPHB\"],\"level\":9,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes {@condition frightened} for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the {@condition frightened} creature's turns, it must succeed on a Wisdom saving throw or take {@damage 4d10} psychic damage. On a successful save, the spell ends for that creature.\"],\"damageInflict\":[\"psychic\"],\"conditionInflict\":[\"frightened\"],\"savingThrow\":[\"wisdom\"],\"areaTags\":[\"S\"]},{\"name\":\"Wind Walk\",\"source\":\"PHB\",\"page\":288,\"srd\":true,\"reprintedAs\":[\"Wind Walk|XPHB\"],\"level\":6,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"fire and holy water\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":8}}],\"entries\":[\"You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the {@action Dash} action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is {@condition incapacitated} and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation.\",\"If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance.\"],\"conditionInflict\":[\"incapacitated\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"MT\"]},{\"name\":\"Wind Wall\",\"source\":\"PHB\",\"page\":288,\"srd\":true,\"reprintedAs\":[\"Wind Wall|XPHB\"],\"level\":3,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a tiny fan and a feather of exotic origin\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.\",\"When the wall appears, each creature within its area must make a Strength saving throw. A creature takes {@damage 3d8} bludgeoning damage on a failed save, or half as much damage on a successful one.\",\"The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.\"],\"damageInflict\":[\"bludgeoning\"],\"savingThrow\":[\"strength\"],\"areaTags\":[\"W\"]},{\"name\":\"Wish\",\"source\":\"PHB\",\"page\":288,\"srd\":true,\"reprintedAs\":[\"Wish|XPHB\"],\"level\":9,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.\",\"The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect. Alternatively, you can create one of the following effects of your choice:\",{\"type\":\"list\",\"items\":[\"You create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.\",\"You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the {@spell greater restoration} spell.\",\"You grant up to ten creatures that you can see resistance to a damage type you choose.\",\"You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a {@creature lich}'s life drain attack.\",\"You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a {@spell wish} spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.\"]},\"You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item's current owner.\",\"The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take {@damage 1d10} necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for {@dice 2d4} days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a {@chance 33|||Unable to cast again!|Able to cast again} chance that you are unable to cast wish ever again if you suffer this stress.\"],\"damageResist\":[\"acid\",\"bludgeoning\",\"cold\",\"fire\",\"force\",\"lightning\",\"necrotic\",\"piercing\",\"poison\",\"psychic\",\"radiant\",\"slashing\",\"thunder\"],\"damageInflict\":[\"necrotic\"],\"miscTags\":[\"ADV\",\"HL\",\"SGT\"]},{\"name\":\"Witch Bolt\",\"source\":\"PHB\",\"page\":289,\"reprintedAs\":[\"Witch Bolt|XPHB\"],\"level\":1,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a twig from a tree that has been struck by lightning\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes {@damage 1d12} lightning damage, and on each of your turns for the duration, you can use your action to deal {@damage 1d12} lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has {@quickref Cover||3||total cover} from you.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by {@scaledamage 1d12|1-9|1d12} for each slot level above 1st.\"]}],\"damageInflict\":[\"lightning\"],\"spellAttack\":[\"R\"],\"areaTags\":[\"ST\"]},{\"name\":\"Word of Recall\",\"source\":\"PHB\",\"page\":289,\"srd\":true,\"reprintedAs\":[\"Word of Recall|XPHB\"],\"level\":6,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":5}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.\",\"You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn't dedicated to your deity, the spell has no effect.\"],\"miscTags\":[\"PS\",\"TP\"]},{\"name\":\"Wrathful Smite\",\"source\":\"PHB\",\"page\":289,\"reprintedAs\":[\"Wrathful Smite|XPHB\"],\"level\":1,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra {@damage 1d6} psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be {@condition frightened} of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.\"],\"damageInflict\":[\"psychic\"],\"conditionInflict\":[\"frightened\"],\"savingThrow\":[\"wisdom\"],\"abilityCheck\":[\"wisdom\"],\"miscTags\":[\"AAD\"]},{\"name\":\"Zone of Truth\",\"source\":\"PHB\",\"page\":289,\"srd\":true,\"reprintedAs\":[\"Zone of Truth|XPHB\"],\"level\":2,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10}}],\"entries\":[\"You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.\",\"An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.\"],\"savingThrow\":[\"charisma\"],\"areaTags\":[\"S\"]}]}"); JSON_DATA[`data/spells/spells-sato.json`] = JSON.parse("{\"spell\":[{\"name\":\"Gate Seal\",\"source\":\"SatO\",\"page\":12,\"level\":4,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a broken portal key, which the spell consumes\",\"consume\":true}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":24}}],\"entries\":[\"You fortify the fabric of the planes in a 30-foot cube you can see within range. Within that area, portals close and can't be opened for the duration. Spells and other effects that allow planar travel or open portals, such as {@spell gate} or {@spell plane shift}, fail if used to enter or leave the area. The cube is stationary.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled.\"]}],\"miscTags\":[\"SGT\"]},{\"name\":\"Warp Sense\",\"source\":\"SatO\",\"page\":12,\"level\":2,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a razorvine leaf\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"For the duration, you sense the presence of portals, even inactive ones, within 30 feet of yourself.\",\"If you detect a portal in this way, you can use your action to study it. Make a DC 15 ability check using your spellcasting ability. On a successful check, you learn the destination plane of the portal and what portal key it requires, then the spell ends. On a failed check, you learn nothing and can't study that portal again using this spell until you cast it again.\",\"The spell can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.\"]}]}"); JSON_DATA[`data/spells/spells-scc.json`] = JSON.parse("{\"spell\":[{\"name\":\"Borrowed Knowledge\",\"source\":\"SCC\",\"page\":37,\"level\":2,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a book worth at least 25 gp\",\"cost\":2500}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.\"]},{\"name\":\"Kinetic Jaunt\",\"source\":\"SCC\",\"page\":37,\"level\":2,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration.\",{\"type\":\"list\",\"items\":[\"Your walking speed increases by 10 feet.\",\"You don't provoke opportunity attacks.\",\"You can move through the space of another creature, and it doesn't count as {@quickref difficult terrain||3}. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take {@damage 1d8} force damage.\"]}],\"damageInflict\":[\"force\"]},{\"name\":\"Silvery Barbs\",\"source\":\"SCC\",\"page\":38,\"level\":1,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"reaction\",\"condition\":\"which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the {@dice d20} and use the lower roll.\",\"You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.\"],\"miscTags\":[\"ADV\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Vortex Warp\",\"source\":\"SCC\",\"page\":38,\"level\":2,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.\"]}],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"SGT\",\"TP\"]},{\"name\":\"Wither and Bloom\",\"source\":\"SCC\",\"page\":38,\"level\":2,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a withered vine twisted into a loop\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking {@damage 2d6} necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.\",\"In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@scaledamage 2d6|2-9|1d6} for each slot above the 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.\"]}],\"damageInflict\":[\"necrotic\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"HL\"]}]}"); JSON_DATA[`data/spells/spells-tce.json`] = JSON.parse("{\"spell\":[{\"name\":\"Blade of Disaster\",\"source\":\"TCE\",\"page\":106,\"otherSources\":[{\"source\":\"IDRotF\",\"page\":318}],\"level\":9,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes {@damage 4d12} force damage. This attack scores a critical hit if the number on the {@dice d20} is 18 or higher. On a critical hit, the blade deals an extra {@damage 8d12} force damage (for a total of {@damage 12d12} force damage).\",\"As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again.\",\"The blade can harmlessly pass through any barrier, including a {@spell wall of force}.\"],\"damageInflict\":[\"force\"],\"spellAttack\":[\"M\"],\"miscTags\":[\"SGT\",\"UBA\"],\"areaTags\":[\"MT\"]},{\"name\":\"Booming Blade\",\"source\":\"TCE\",\"page\":106,\"otherSources\":[{\"source\":\"SCAG\",\"page\":142}],\"level\":0,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"radius\",\"distance\":{\"type\":\"feet\",\"amount\":5}},\"components\":{\"s\":true,\"m\":{\"text\":\"a melee weapon worth at least 1 sp\",\"cost\":10}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"round\",\"amount\":1}}],\"entries\":[\"You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes {@damage 1d8} thunder damage, and the spell ends.\",\"This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra {@damage 1d8} thunder damage to the target on a hit, and the damage the target takes for moving increases to {@damage 2d8}. Both damage rolls increase by 1d8 at 11th level ({@damage 2d8} and {@damage 3d8}) and again at 17th level ({@damage 3d8} and {@damage 4d8}).\"],\"scalingLevelDice\":[{\"label\":\"thunder damage on moving\",\"scaling\":{\"1\":\"1d8\",\"5\":\"2d8\",\"11\":\"3d8\",\"17\":\"4d8\"}},{\"label\":\"thunder damage on hit\",\"scaling\":{\"5\":\"1d8\",\"11\":\"2d8\",\"17\":\"3d8\"}}],\"damageInflict\":[\"thunder\"],\"spellAttack\":[\"M\"],\"miscTags\":[\"AAD\",\"SCL\"],\"areaTags\":[\"ST\"]},{\"name\":\"Dream of the Blue Veil\",\"source\":\"TCE\",\"page\":106,\"level\":7,\"school\":\"C\",\"time\":[{\"number\":10,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":20}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a magic item or a willing creature from the destination world\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":6}}],\"entries\":[\"You and up to eight willing creatures within range fall {@condition unconscious} for the spell's duration and experience visions of another world on the Material Plane, such as Oerth, Toril, Krynn, or Eberron. If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.\",\"To cast this spell, you must have a magic item that originated on the world you wish to reach, and you must be aware of the world's existence, even if you don't know the world's name. Your destination in the other world is a safe location within 1 mile of where the magic item was created. Alternatively, you can cast the spell if one of the affected creatures was born on the other world, which causes your destination to be a safe location within 1 mile of where that creature was born.\",\"The spell ends early on a creature if that creature takes any damage, and the creature isn't transported. If you take any damage, the spell ends for you and all the other creatures, with none of you being transported.\"],\"conditionInflict\":[\"unconscious\"],\"miscTags\":[\"PS\",\"TP\"],\"hasFluff\":true},{\"name\":\"Green-Flame Blade\",\"source\":\"TCE\",\"page\":107,\"otherSources\":[{\"source\":\"SCAG\",\"page\":143}],\"level\":0,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"radius\",\"distance\":{\"type\":\"feet\",\"amount\":5}},\"components\":{\"s\":true,\"m\":{\"text\":\"a melee weapon worth at least 1 sp\",\"cost\":10}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.\",\"This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra {@damage 1d8} fire damage to the target on a hit, and the fire damage to the second creature increases to {@damage 1d8} + your spellcasting ability modifier. Both damage rolls increase by {@damage 1d8} at 11th level ({@damage 2d8} and {@damage 2d8}) and 17th level ({@damage 3d8} and {@damage 3d8}).\"],\"scalingLevelDice\":[{\"label\":\"fire damage to secondary creature\",\"scaling\":{\"1\":\"{{spellcasting_mod}}\",\"5\":\"1d8 + {{spellcasting_mod}}\",\"11\":\"2d8 + {{spellcasting_mod}}\",\"17\":\"3d8 + {{spellcasting_mod}}\"}},{\"label\":\"fire damage on hit\",\"scaling\":{\"5\":\"1d8\",\"11\":\"2d8\",\"17\":\"3d8\"}}],\"damageInflict\":[\"fire\"],\"spellAttack\":[\"M\"],\"miscTags\":[\"AAD\",\"SCL\",\"SGT\"],\"areaTags\":[\"MT\",\"ST\"]},{\"name\":\"Intellect Fortress\",\"source\":\"TCE\",\"page\":107,\"level\":3,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.\"]}],\"damageResist\":[\"psychic\"],\"miscTags\":[\"ADV\",\"SCT\",\"SGT\"],\"hasFluffImages\":true},{\"name\":\"Lightning Lure\",\"source\":\"TCE\",\"page\":107,\"otherSources\":[{\"source\":\"SCAG\",\"page\":143}],\"level\":0,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"radius\",\"distance\":{\"type\":\"feet\",\"amount\":15}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take {@damage 1d8} lightning damage if it is within 5 feet of you.\",\"This spell's damage increases by {@dice 1d8} when you reach 5th level ({@damage 2d8}), 11th level ({@damage 3d8}), and 17th level ({@damage 4d8}).\"],\"scalingLevelDice\":{\"label\":\"lightning damage\",\"scaling\":{\"1\":\"1d8\",\"5\":\"2d8\",\"11\":\"3d8\",\"17\":\"4d8\"}},\"damageInflict\":[\"lightning\"],\"savingThrow\":[\"strength\"],\"miscTags\":[\"FMV\",\"SCL\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Mind Sliver\",\"source\":\"TCE\",\"page\":108,\"reprintedAs\":[\"Mind Sliver|XPHB\"],\"level\":0,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"round\",\"amount\":1}}],\"entries\":[\"You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take {@damage 1d6} psychic damage and subtract {@dice 1d4} from the next saving throw it makes before the end of your next turn.\",\"This spell's damage increases by {@dice 1d6} when you reach certain levels: 5th level ({@damage 2d6}), 11th level ({@damage 3d6}), and 17th level ({@damage 4d6}).\"],\"scalingLevelDice\":{\"label\":\"psychic damage\",\"scaling\":{\"1\":\"1d6\",\"5\":\"2d6\",\"11\":\"3d6\",\"17\":\"4d6\"}},\"damageInflict\":[\"psychic\"],\"savingThrow\":[\"intelligence\"],\"miscTags\":[\"SCL\",\"SGT\"],\"areaTags\":[\"ST\"],\"hasFluffImages\":true},{\"name\":\"Spirit Shroud\",\"source\":\"TCE\",\"page\":108,\"level\":3,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You call forth spirits of the dead, which flit around you for the spell's duration. The spirits are intangible and invulnerable.\",\"Until the spell ends, any attack you make deals {@damage 1d8} extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn.\",\"In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@scaledamage 1d8|3,5,7,9|1d8} for every two slot levels above 3rd.\"]}],\"damageInflict\":[\"radiant\",\"necrotic\",\"cold\"],\"miscTags\":[\"SGT\"]},{\"name\":\"Summon Aberration\",\"source\":\"TCE\",\"page\":109,\"reprintedAs\":[\"Summon Aberration|XPHB\"],\"level\":4,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a pickled tentacle and an eyeball in a platinum-inlaid vial worth at least 400 gp\",\"cost\":40000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the {@creature Aberrant Spirit|TCE} stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\",\"The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge} action and uses its move to avoid danger.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.\"]}],\"miscTags\":[\"SGT\",\"SMN\"]},{\"name\":\"Summon Beast\",\"source\":\"TCE\",\"page\":109,\"reprintedAs\":[\"Summon Beast|XPHB\"],\"level\":2,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp\",\"cost\":20000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the {@creature Bestial Spirit|TCE} stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\",\"The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge} action and uses its move to avoid danger.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell's level appears in the stat block.\"]}],\"miscTags\":[\"SGT\",\"SMN\"]},{\"name\":\"Summon Celestial\",\"source\":\"TCE\",\"page\":110,\"reprintedAs\":[\"Summon Celestial|XPHB\"],\"level\":5,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a golden reliquary worth at least 500 gp\",\"cost\":50000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the {@creature Celestial Spirit|TCE} stat block. When you cast the spell, choose Avenger or Defender. Your choice determines the creature's attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\",\"The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge} action and uses its move to avoid danger.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block.\"]}],\"miscTags\":[\"SGT\",\"SMN\"],\"hasFluffImages\":true},{\"name\":\"Summon Construct\",\"source\":\"TCE\",\"page\":111,\"reprintedAs\":[\"Summon Construct|XPHB\"],\"level\":4,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"an ornate stone and metal lockbox worth at least 400 gp\",\"cost\":40000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the {@creature Construct Spirit|TCE} stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\",\"The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge} action and uses its move to avoid danger.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.\"]}],\"miscTags\":[\"SGT\",\"SMN\"]},{\"name\":\"Summon Elemental\",\"source\":\"TCE\",\"page\":111,\"reprintedAs\":[\"Summon Elemental|XPHB\"],\"level\":4,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"air, a pebble, ash, and water inside a gold-inlaid vial worth at least 400 gp\",\"cost\":40000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the {@creature Elemental Spirit|TCE} stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\",\"The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge} action and uses its move to avoid danger.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.\"]}],\"miscTags\":[\"SGT\",\"SMN\"]},{\"name\":\"Summon Fey\",\"source\":\"TCE\",\"page\":112,\"reprintedAs\":[\"Summon Fey|XPHB\"],\"level\":3,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a gilded flower worth at least 300 gp\",\"cost\":30000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the {@creature Fey Spirit|TCE} stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\",\"The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge} action and uses its move to avoid danger.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.\"]}],\"miscTags\":[\"SGT\",\"SMN\"]},{\"name\":\"Summon Fiend\",\"source\":\"TCE\",\"page\":112,\"reprintedAs\":[\"Summon Fiend|XPHB\"],\"level\":6,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"humanoid blood inside a ruby vial worth at least 600 gp\",\"cost\":60000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the {@creature Fiendish Spirit|TCE} stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a fiend of the chosen type, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\",\"The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge} action and uses its move to avoid danger.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 7th level or higher, use the higher level wherever the spell's level appears in the stat block.\"]}],\"miscTags\":[\"SGT\",\"SMN\"]},{\"name\":\"Summon Shadowspawn\",\"source\":\"TCE\",\"page\":113,\"level\":3,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"tears inside a gem worth at least 300 gp\",\"cost\":30000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the {@creature Shadow Spirit|TCE} stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\",\"The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge} action and uses its move to avoid danger.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.\"]}],\"miscTags\":[\"SGT\",\"SMN\"],\"hasFluffImages\":true},{\"name\":\"Summon Undead\",\"source\":\"TCE\",\"page\":114,\"reprintedAs\":[\"Summon Undead|XPHB\"],\"level\":3,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a gilded skull worth at least 300 gp\",\"cost\":30000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the {@creature Undead Spirit|TCE} stat block. When you cast the spell, choose the creature's form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\",\"The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge} action and uses its move to avoid danger.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.\"]}],\"miscTags\":[\"SGT\",\"SMN\"]},{\"name\":\"Sword Burst\",\"source\":\"TCE\",\"page\":115,\"otherSources\":[{\"source\":\"SCAG\",\"page\":143}],\"level\":0,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"radius\",\"distance\":{\"type\":\"feet\",\"amount\":5}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take {@damage 1d6} force damage.\",\"This spell's damage increases by {@dice 1d6} when you reach 5th level ({@damage 2d6}), 11th level ({@damage 3d6}), and 17th level ({@damage 4d6}).\"],\"scalingLevelDice\":{\"label\":\"force damage\",\"scaling\":{\"1\":\"1d6\",\"5\":\"2d6\",\"11\":\"3d6\",\"17\":\"4d6\"}},\"damageInflict\":[\"force\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"SCL\"],\"areaTags\":[\"S\"]},{\"name\":\"Tasha's Caustic Brew\",\"source\":\"TCE\",\"page\":115,\"level\":1,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"line\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a bit of rotten food\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes {@damage 2d4} acid damage at start of each of its turns.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@scaledamage 2d4|1-9|2d4} for each slot level above 1st.\"]}],\"damageInflict\":[\"acid\"],\"savingThrow\":[\"dexterity\"]},{\"name\":\"Tasha's Mind Whip\",\"source\":\"TCE\",\"page\":115,\"level\":2,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"round\",\"amount\":1}}],\"entries\":[\"You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes {@damage 3d6} psychic damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell's other effects.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.\"]}],\"damageInflict\":[\"psychic\"],\"savingThrow\":[\"intelligence\"],\"miscTags\":[\"SCT\",\"SGT\"],\"areaTags\":[\"ST\"],\"hasFluffImages\":true},{\"name\":\"Tasha's Otherworldly Guise\",\"source\":\"TCE\",\"page\":116,\"level\":6,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"an object engraved with a symbol of the Outer Planes, worth at least 500 gp\",\"cost\":50000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:\",{\"type\":\"list\",\"items\":[\"You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).\",\"You are immune to the {@condition poisoned} condition (Lower Planes) or the {@condition charmed} condition (Upper Planes).\",\"Spectral wings appear on your back, giving you a flying speed of 40 feet.\",\"You have a +2 bonus to AC.\",\"All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.\",\"You can attack twice, instead of once, when you take the {@action Attack} action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.\"]}],\"damageImmune\":[\"fire\",\"poison\",\"radiant\",\"necrotic\"],\"conditionImmune\":[\"charmed\",\"poisoned\"],\"miscTags\":[\"MAC\"]}]}"); JSON_DATA[`data/spells/spells-tdcsr.json`] = JSON.parse("{\"spell\":[{\"name\":\"Freedom of the Waves\",\"source\":\"TDCSR\",\"page\":176,\"level\":3,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a strand of wet hair\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You conjure a deluge of seawater in a 15-foot-radius, 10-foot-tall cylinder centered on a point within range. This water takes the form of a tidal wave, a whirlpool, a waterspout, or another form of your choice. Each creature in the area must succeed on a Strength {@quickref saving throws|PHB|2|1|saving throw} against your spell save DC or take {@damage 2d8} bludgeoning damage and fall {@condition prone}. You can choose a number of creatures equal to your spellcasting modifier (minimum of 1) to automatically succeed on this {@quickref saving throws|PHB|2|1|saving throw}.\",\"If you are within the spell's area, as part of the action you use to cast the spell, you can vanish into the deluge and teleport to an unoccupied space that you can see within the spell's area.\"],\"damageInflict\":[\"bludgeoning\"],\"conditionInflict\":[\"prone\"],\"savingThrow\":[\"strength\"],\"miscTags\":[\"SGT\",\"TP\"],\"areaTags\":[\"MT\",\"Y\"]},{\"name\":\"Freedom of the Winds\",\"source\":\"TDCSR\",\"page\":176,\"level\":5,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a scrap of sailcloth\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"Wind wraps around your body, tugging at your hair and clothing as your feet lift off the ground. You gain a flying speed of 60 feet. Additionally, you have {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on {@quickref ability checks|PHB|2|0} to avoid being {@condition grappled}, and on {@quickref saving throws|PHB|2|1} against being {@condition restrained} or {@condition paralyzed}.\",\"When you are targeted by a spell or attack while this spell is in effect, you can use a reaction to teleport up to 60 feet to an unoccupied space you can see. If this movement takes you out of range of the triggering spell or attack, you are unaffected by it. This spell then ends when you reappear.\"],\"miscTags\":[\"ADV\",\"SGT\",\"TP\"]}]}"); JSON_DATA[`data/spells/spells-xge.json`] = JSON.parse("{\"spell\":[{\"name\":\"Abi-Dalzim's Horrid Wilting\",\"source\":\"XGE\",\"page\":150,\"otherSources\":[{\"source\":\"EEPC\",\"page\":15}],\"level\":8,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":150}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a bit of sponge\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes {@damage 12d8} necrotic damage on a failed save, or half as much damage on a successful one.\",\"Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly.\"],\"damageInflict\":[\"necrotic\"],\"savingThrow\":[\"constitution\"],\"affectsCreatureType\":[\"aberration\",\"beast\",\"celestial\",\"dragon\",\"elemental\",\"fey\",\"fiend\",\"giant\",\"humanoid\",\"monstrosity\",\"ooze\",\"plant\"],\"areaTags\":[\"C\"]},{\"name\":\"Absorb Elements\",\"source\":\"XGE\",\"page\":150,\"otherSources\":[{\"source\":\"EEPC\",\"page\":15}],\"level\":1,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"reaction\",\"condition\":\"which you take when you take acid, cold, fire, lightning, or thunder damage\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"round\",\"amount\":1}}],\"entries\":[\"The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra {@damage 1d6} damage of the triggering type, and the spell ends.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by {@scaledamage 1d6|1-9|1d6} for each slot level above 1st.\"]}],\"damageResist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"thunder\"]},{\"name\":\"Aganazzar's Scorcher\",\"source\":\"XGE\",\"page\":150,\"otherSources\":[{\"source\":\"EEPC\",\"page\":15}],\"level\":2,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a red dragon's scale\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes {@damage 3d8} fire damage on a failed save, or half as much damage on a successful one.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@scaledamage 3d8|2-9|1d8} for each slot level above 2nd.\"]}],\"damageInflict\":[\"fire\"],\"savingThrow\":[\"dexterity\"],\"areaTags\":[\"L\"]},{\"name\":\"Beast Bond\",\"source\":\"XGE\",\"page\":150,\"otherSources\":[{\"source\":\"EEPC\",\"page\":15}],\"level\":1,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a bit of fur wrapped in a cloth\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"You establish a telepathic link with one beast you touch that is friendly to you or {@condition charmed} by you. The spell fails if the beast's Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.\"],\"conditionInflict\":[\"charmed\"],\"affectsCreatureType\":[\"beast\"],\"miscTags\":[\"ADV\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Bones of the Earth\",\"source\":\"XGE\",\"page\":150,\"otherSources\":[{\"source\":\"EEPC\",\"page\":15}],\"level\":6,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of {@quickref difficult terrain||3} with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.\",\"If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.\",\"If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes {@damage 6d6} bludgeoning damage and is {@condition restrained}, pinched between the pillar and the obstacle. The {@condition restrained} creature can use an action to make a Strength or Dexterity check (the creature's choice) against the spell's save DC. On a success, the creature is no longer {@condition restrained} and must either move off the pillar or fall off it.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.\"]}],\"damageInflict\":[\"bludgeoning\"],\"conditionInflict\":[\"restrained\"],\"savingThrow\":[\"dexterity\"],\"abilityCheck\":[\"strength\",\"dexterity\"],\"miscTags\":[\"DFT\",\"SGT\"],\"areaTags\":[\"MT\"]},{\"name\":\"Catapult\",\"source\":\"XGE\",\"page\":150,\"otherSources\":[{\"source\":\"EEPC\",\"page\":15}],\"level\":1,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take {@damage 3d8} bludgeoning damage.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by {@scaledamage 3d8|1-9|1d8}, for each slot level above 1st.\"]}],\"damageInflict\":[\"bludgeoning\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"OBJ\"],\"areaTags\":[\"ST\"]},{\"name\":\"Catnap\",\"source\":\"XGE\",\"page\":151,\"level\":3,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"s\":true,\"m\":\"a pinch of sand\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10}}],\"entries\":[\"You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall {@condition unconscious} for the spell's duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains {@condition unconscious} for the full duration, that target gains the benefit of a short rest, and it can't be affected by this spell again until it finishes a long rest.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.\"]}],\"conditionInflict\":[\"unconscious\"],\"miscTags\":[\"SCT\",\"SGT\"],\"areaTags\":[\"MT\"]},{\"name\":\"Cause Fear\",\"source\":\"XGE\",\"page\":151,\"level\":1,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become {@condition frightened} of you until the spell ends. The {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.\"]}],\"conditionInflict\":[\"frightened\"],\"savingThrow\":[\"wisdom\"],\"affectsCreatureType\":[\"aberration\",\"beast\",\"celestial\",\"dragon\",\"elemental\",\"fey\",\"fiend\",\"giant\",\"humanoid\",\"monstrosity\",\"ooze\",\"plant\"],\"miscTags\":[\"SCT\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Ceremony\",\"source\":\"XGE\",\"page\":151,\"level\":1,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"hour\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"25 gp worth of powdered silver, which the spell consumes\",\"cost\":2500,\"consume\":true}},\"duration\":[{\"type\":\"instant\"}],\"meta\":{\"ritual\":true},\"entries\":[\"You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.\",{\"type\":\"entries\",\"name\":\"Atonement\",\"entries\":[\"You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom ({@skill Insight}) check. On a successful check, you restore the target to its original alignment.\"]},{\"type\":\"entries\",\"name\":\"Bless Water\",\"entries\":[\"You touch one {@item vial|phb} of water and cause it to become {@item Holy Water (flask)|phb|holy water}.\"]},{\"type\":\"entries\",\"name\":\"Coming of Age\",\"entries\":[\"You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a {@dice d4} and add the number rolled to the ability check. A creature can benefit from this rite only once.\"]},{\"type\":\"entries\",\"name\":\"Dedication\",\"entries\":[\"You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a {@dice d4} and add the number rolled to the save. A creature can benefit from this rite only once.\"]},{\"type\":\"entries\",\"name\":\"Funeral Rite\",\"entries\":[\"You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a {@spell wish} spell.\"]},{\"type\":\"entries\",\"name\":\"Wedding\",\"entries\":[\"You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.\"]}],\"affectsCreatureType\":[\"humanoid\"],\"miscTags\":[\"MAC\"],\"areaTags\":[\"ST\"]},{\"name\":\"Chaos Bolt\",\"source\":\"XGE\",\"page\":151,\"otherSources\":[{\"source\":\"GGR\"}],\"level\":1,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes {@damage 2d8 + 1d6} damage. Choose one of the {@dice d8}s. The number rolled on that die determines the attack's damage type, as shown below.\",{\"type\":\"table\",\"caption\":\"Chaos Bolt\",\"colLabels\":[\"{@dice d8}\",\"Damage Type\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[{\"type\":\"cell\",\"roll\":{\"exact\":1}},\"Acid\"],[{\"type\":\"cell\",\"roll\":{\"exact\":2}},\"Cold\"],[{\"type\":\"cell\",\"roll\":{\"exact\":3}},\"Fire\"],[{\"type\":\"cell\",\"roll\":{\"exact\":4}},\"Force\"],[{\"type\":\"cell\",\"roll\":{\"exact\":5}},\"Lightning\"],[{\"type\":\"cell\",\"roll\":{\"exact\":6}},\"Poison\"],[{\"type\":\"cell\",\"roll\":{\"exact\":7}},\"Psychic\"],[{\"type\":\"cell\",\"roll\":{\"exact\":8}},\"Thunder\"]]},\"If you roll the same number on both {@dice d8}s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.\",\"A creature can be targeted only once by each casting of this spell.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 2nd level or higher, each target takes {@scaledamage 2d8 + 1d6|1-9|1d6} extra damage of the type rolled for each slot level above 1st.\"]}],\"damageInflict\":[\"acid\",\"cold\",\"fire\",\"force\",\"lightning\",\"poison\",\"psychic\",\"thunder\"],\"spellAttack\":[\"R\"],\"miscTags\":[\"RO\"],\"areaTags\":[\"ST\"]},{\"name\":\"Charm Monster\",\"source\":\"XGE\",\"page\":151,\"reprintedAs\":[\"Charm Monster|XPHB\"],\"level\":4,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is {@condition charmed} by you until the spell ends or until you or your companions do anything harmful to it. The {@condition charmed} creature is friendly to you. When the spell ends, the creature knows it was {@condition charmed} by you.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.\"]}],\"conditionInflict\":[\"charmed\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"SCT\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Control Flames\",\"source\":\"XGE\",\"page\":152,\"otherSources\":[{\"source\":\"EEPC\",\"page\":16}],\"level\":0,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"s\":true},\"duration\":[{\"type\":\"instant\"},{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:\",{\"type\":\"list\",\"items\":[\"You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.\",\"You instantaneously extinguish the flames within the cube.\",\"You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.\",\"You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.\"]},\"If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.\"],\"miscTags\":[\"LGT\",\"SGT\"],\"areaTags\":[\"C\"],\"hasFluffImages\":true},{\"name\":\"Control Winds\",\"source\":\"XGE\",\"page\":152,\"otherSources\":[{\"source\":\"EEPC\",\"page\":16}],\"level\":5,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":300}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell's duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you've halted.\",{\"type\":\"entries\",\"name\":\"Gusts\",\"entries\":[\"A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.\"]},{\"type\":\"entries\",\"name\":\"Downdraft\",\"entries\":[\"You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked {@condition prone}.\"]},{\"type\":\"entries\",\"name\":\"Updraft\",\"entries\":[\"You cause a sustained updraft within the cube, rising upward from the cube's bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.\"]}],\"conditionInflict\":[\"prone\"],\"savingThrow\":[\"strength\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"C\"]},{\"name\":\"Create Bonfire\",\"source\":\"XGE\",\"page\":152,\"otherSources\":[{\"source\":\"EEPC\",\"page\":16}],\"level\":0,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take {@damage 1d8} fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there.\",\"The bonfire ignites flammable objects in its area that aren't being worn or carried.\",\"The spell's damage increases by {@dice 1d8} when you reach 5th level ({@damage 2d8}), 11th level ({@damage 3d8}), and 17th level ({@damage 4d8}).\"],\"scalingLevelDice\":{\"label\":\"fire damage\",\"scaling\":{\"1\":\"1d8\",\"5\":\"2d8\",\"11\":\"3d8\",\"17\":\"4d8\"}},\"damageInflict\":[\"fire\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"OBJ\",\"SCL\",\"SGT\"],\"areaTags\":[\"C\"]},{\"name\":\"Create Homunculus\",\"source\":\"XGE\",\"page\":152,\"level\":6,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"hour\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"clay, ash, and mandrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at least 1,000 gp\",\"cost\":100000,\"consume\":true}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking {@damage 2d4} piercing damage that can't be reduced in any way. You then drip your blood on the spell's other components and touch them, transforming them into a special construct called a {@creature homunculus}.\",\"The statistics of the {@creature homunculus} are in the Monster Manual. It is your faithful companion, and it dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus's hit point maximum and current hit points are both increased by it. This process can reduce you to no lower than 1 hit point, and the change to your and the homunculus's hit points ends when you finish your next long rest. The reduction to your hit point maximum can't be removed by any means before then, except by the homunculus's death.\",\"You can have only one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails.\"],\"miscTags\":[\"PRM\"]},{\"name\":\"Crown of Stars\",\"source\":\"XGE\",\"page\":152,\"level\":7,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes {@damage 4d12} radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote.\",\"If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th.\"]}],\"damageInflict\":[\"radiant\"],\"spellAttack\":[\"R\"],\"miscTags\":[\"LGT\",\"OBJ\",\"UBA\"],\"areaTags\":[\"ST\"]},{\"name\":\"Danse Macabre\",\"source\":\"XGE\",\"page\":153,\"level\":5,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a {@creature zombie} or a {@creature skeleton} (the statistics for {@creature zombie||zombies} and {@creature skeleton||skeletons} are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier.\",\"You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.\",\"The creatures are under your control until the spell ends, after which they become inanimate once more.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each slot level above 5th.\"]}],\"miscTags\":[\"SGT\",\"SMN\",\"UBA\"],\"hasFluffImages\":true},{\"name\":\"Dawn\",\"source\":\"XGE\",\"page\":153,\"level\":5,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a sunburst pendant worth at least 100 gp\",\"cost\":10000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight.\",\"When the cylinder appears, each creature in it must make a Constitution saving throw, taking {@damage 4d10} radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder.\",\"If you're within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.\"],\"damageInflict\":[\"radiant\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"LGTS\",\"UBA\"],\"areaTags\":[\"Y\"]},{\"name\":\"Dragon's Breath\",\"source\":\"XGE\",\"page\":154,\"reprintedAs\":[\"Dragon's Breath|XPHB\"],\"level\":2,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a hot pepper\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking {@damage 3d6} damage of the chosen type on a failed save, or half as much damage on a successful one.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@scaledamage 3d6|2-9|1d6} for each slot level above 2nd.\"]}],\"damageInflict\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"poison\"],\"savingThrow\":[\"dexterity\"],\"areaTags\":[\"N\",\"ST\"]},{\"name\":\"Druid Grove\",\"source\":\"XGE\",\"page\":154,\"level\":6,\"school\":\"A\",\"time\":[{\"number\":10,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon\",\"consume\":true}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":24}}],\"entries\":[\"You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled.\",\"The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.\",\"The entire warded area radiates magic. A {@spell dispel magic} cast on the area, if successful, removes only one of the following effects, not the entire area. That spell's caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.\",{\"type\":\"entries\",\"name\":\"Solid Fog\",\"entries\":[\"You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.\"]},{\"type\":\"entries\",\"name\":\"Grasping Undergrowth\",\"entries\":[\"You can fill any number of 5-foot squares on the ground that aren't filled with fog with grasping weeds and vines, as if they were affected by an {@spell entangle} spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.\"]},{\"type\":\"entries\",\"name\":\"Grove Guardians\",\"entries\":[\"You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an {@creature awakened tree}, which appears in the Monster Manual, except they can't speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don't give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can't leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible.\"]},{\"type\":\"entries\",\"name\":\"Additional Spell Effect\",\"entries\":[\"You can place your choice of one of the following magical effects within the warded area:\"]},{\"type\":\"list\",\"items\":[\"A constant {@spell gust of wind} in two locations of your choice\",\"{@spell Spike growth} in one location of your choice\",\"{@spell Wind wall} in two locations of your choice\"]},\"To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of {@spell spike growth} is harmless.\"],\"miscTags\":[\"OBS\",\"PIR\",\"PRM\",\"SMN\"],\"areaTags\":[\"C\",\"Q\"]},{\"name\":\"Dust Devil\",\"source\":\"XGE\",\"page\":154,\"otherSources\":[{\"source\":\"EEPC\",\"page\":17}],\"level\":2,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a pinch of dust\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration.\",\"Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes {@damage 1d8} bludgeoning damage and is pushed 10 feet away from the dust devil. On a successful save, the creature takes half as much damage and isn't pushed.\",\"As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@scaledamage 1d8|2-9|1d8} for each slot level above 2nd.\"]}],\"damageInflict\":[\"bludgeoning\"],\"savingThrow\":[\"strength\"],\"miscTags\":[\"FMV\",\"SGT\",\"UBA\"]},{\"name\":\"Earth Tremor\",\"source\":\"XGE\",\"page\":155,\"otherSources\":[{\"source\":\"EEPC\",\"page\":17}],\"level\":1,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":10}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes {@damage 1d6} bludgeoning damage and is knocked {@condition prone}. If the ground in that area is loose earth or stone, it becomes {@quickref difficult terrain||3} until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@scaledamage 1d6|1-9|1d6} for each slot level above 1st.\"]}],\"damageInflict\":[\"bludgeoning\"],\"conditionInflict\":[\"prone\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"DFT\"],\"areaTags\":[\"R\"]},{\"name\":\"Earthbind\",\"source\":\"XGE\",\"page\":154,\"otherSources\":[{\"source\":\"EEPC\",\"page\":17}],\"level\":2,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":300}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell's duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.\"],\"savingThrow\":[\"strength\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Elemental Bane\",\"source\":\"XGE\",\"page\":155,\"otherSources\":[{\"source\":\"EEPC\",\"page\":17}],\"level\":4,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra {@damage 2d6} damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.\"]}],\"damageInflict\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"thunder\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"SCT\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Enemies Abound\",\"source\":\"XGE\",\"page\":155,\"level\":3,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being {@condition frightened}. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.\",\"Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.\"],\"savingThrow\":[\"intelligence\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Enervation\",\"source\":\"XGE\",\"page\":155,\"level\":5,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes {@damage 2d8} necrotic damage, and the spell ends. On a failed save, the target takes {@damage 4d8} necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal {@damage 4d8} necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell's range, or if the target has {@quickref Cover||3||total cover} from you.\",\"Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 6th level or higher, the damage increases by {@scaledamage 4d8;2d8|5-9|1d8} for each slot level above 5th.\"]}],\"damageInflict\":[\"necrotic\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"HL\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Erupting Earth\",\"source\":\"XGE\",\"page\":155,\"otherSources\":[{\"source\":\"EEPC\",\"page\":17}],\"level\":3,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a piece of obsidian\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes {@damage 3d12} bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes {@quickref difficult terrain||3} until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@scaledamage 3d12|3-9|1d12} for each slot level above 3rd.\"]}],\"damageInflict\":[\"bludgeoning\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"DFT\",\"SGT\"],\"areaTags\":[\"C\"],\"hasFluffImages\":true},{\"name\":\"Far Step\",\"source\":\"XGE\",\"page\":155,\"level\":5,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.\"],\"miscTags\":[\"SGT\",\"TP\",\"UBA\"]},{\"name\":\"Find Greater Steed\",\"source\":\"XGE\",\"page\":156,\"additionalSources\":[{\"source\":\"FTD\",\"page\":190}],\"level\":4,\"school\":\"C\",\"time\":[{\"number\":10,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a {@creature griffon}, a {@creature pegasus}, a {@creature peryton}, a {@creature dire wolf}, a {@creature rhinoceros}, or a {@creature saber-toothed tiger}. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.\",\"You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.\",\"The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed.\",\"You can't have more than one mount bonded by this spell or {@spell find steed} at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.\",\"Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.\",{\"type\":\"inset\",\"source\":\"FTD\",\"page\":190,\"name\":\"Dragonnel Steeds\",\"entries\":[\"With the DM's permission, a paladin can summon a spirit in the form of a {@creature dragonnel|ftd} using the find greater steed spell, which appears in {@i Xanathar's Guide to Everything}.\"]}],\"miscTags\":[\"PRM\",\"SMN\"],\"hasFluffImages\":true},{\"name\":\"Flame Arrows\",\"source\":\"XGE\",\"page\":156,\"otherSources\":[{\"source\":\"EEPC\",\"page\":18}],\"level\":3,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra {@damage 1d6} fire damage. The spell's magic ends on a piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.\"]}],\"damageInflict\":[\"fire\"],\"miscTags\":[\"AAD\"]},{\"name\":\"Frostbite\",\"source\":\"XGE\",\"page\":156,\"otherSources\":[{\"source\":\"EEPC\",\"page\":18}],\"level\":0,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes {@damage 1d6} cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.\",\"The spell's damage increases by {@dice 1d6} when you reach 5th level ({@damage 2d6}), 11th level ({@damage 3d6}), and 17th level ({@damage 4d6}).\"],\"scalingLevelDice\":{\"label\":\"cold damage\",\"scaling\":{\"1\":\"1d6\",\"5\":\"2d6\",\"11\":\"3d6\",\"17\":\"4d6\"}},\"damageInflict\":[\"cold\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"SCL\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Guardian of Nature\",\"source\":\"XGE\",\"page\":157,\"level\":4,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.\",{\"type\":\"entries\",\"name\":\"Primal Beast\",\"entries\":[\"Bestial fur covers your body, your facial features become feral, and you gain the following benefits:\"]},{\"type\":\"list\",\"items\":[\"Your walking speed increases by 10 feet.\",\"You gain {@sense darkvision} with a range of 120 feet.\",\"You make Strength-based attack rolls with advantage.\",\"Your melee weapon attacks deal an extra {@damage 1d6} force damage on a hit.\"]},{\"type\":\"entries\",\"name\":\"Great Tree\",\"entries\":[\"Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:\"]},{\"type\":\"list\",\"items\":[\"You gain 10 temporary hit points.\",\"You make Constitution saving throws with advantage.\",\"You make Dexterity- and Wisdom-based attack rolls with advantage.\",\"While you are on the ground, the ground within 15 feet of you is {@quickref difficult terrain||3} for your enemies.\"]}],\"damageInflict\":[\"force\"],\"miscTags\":[\"AAD\",\"ADV\",\"DFT\",\"THP\"]},{\"name\":\"Gust\",\"source\":\"XGE\",\"page\":157,\"otherSources\":[{\"source\":\"EEPC\",\"page\":19},{\"source\":\"ERLW\",\"page\":50},{\"source\":\"TCE\",\"page\":50}],\"level\":0,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You seize the air and compel it to create one of the following effects at a point you can see within range:\",{\"type\":\"list\",\"items\":[\"One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.\",\"You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.\",\"You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.\"]}],\"savingThrow\":[\"strength\"],\"miscTags\":[\"FMV\",\"OBJ\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Healing Spirit\",\"source\":\"XGE\",\"page\":157,\"level\":2,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).\",\"Until the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore {@dice 1d6} hit points to that creature (no action required). The spirit can't heal constructs or undead. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.\",\"As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 3rd level or higher, the healing increases by {@scaledice 1d6|2-9|1d6} for each slot level above 2nd.\"]}],\"affectsCreatureType\":[\"aberration\",\"beast\",\"celestial\",\"dragon\",\"elemental\",\"fey\",\"fiend\",\"giant\",\"humanoid\",\"monstrosity\",\"ooze\",\"plant\"],\"miscTags\":[\"HL\",\"SGT\",\"UBA\"],\"areaTags\":[\"C\"]},{\"name\":\"Holy Weapon\",\"source\":\"XGE\",\"page\":157,\"level\":5,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra {@damage 2d8} radiant damage on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration.\",\"As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of the weapon must make a Constitution saving throw. On a failed save, a creature takes {@damage 4d8} radiant damage, and it is {@condition blinded} for 1 minute. On a successful save, a creature takes half as much damage and isn't {@condition blinded}. At the end of each of its turns, a {@condition blinded} creature can make a Constitution saving throw, ending the effect on itself on a success.\"],\"damageInflict\":[\"radiant\"],\"conditionInflict\":[\"blinded\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"AAD\",\"LGT\",\"SGT\",\"UBA\"],\"areaTags\":[\"MT\"]},{\"name\":\"Ice Knife\",\"source\":\"XGE\",\"page\":157,\"otherSources\":[{\"source\":\"EEPC\",\"page\":19}],\"reprintedAs\":[\"Ice Knife|XPHB\"],\"level\":1,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"s\":true,\"m\":\"a drop of water or piece of ice\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes {@damage 1d10} piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take {@damage 2d6} cold damage.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by {@scaledamage 2d6|1-9|1d6} for each slot level above 1st.\"]}],\"damageInflict\":[\"cold\",\"piercing\"],\"spellAttack\":[\"R\"],\"savingThrow\":[\"dexterity\"],\"areaTags\":[\"ST\"]},{\"name\":\"Illusory Dragon\",\"source\":\"XGE\",\"page\":157,\"level\":8,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell's duration and occupies its space, as if it were a creature.\",\"When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become {@condition frightened} of it for 1 minute. If a {@condition frightened} creature ends its turn in a location where it doesn't have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.\",\"As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space. When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. Each creature in the cone must make an Intelligence saving throw, taking {@damage 7d6} damage of the chosen damage type on a failed save, or half as much damage on a successful one.\",\"The illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence ({@skill Investigation}) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath.\"],\"damageInflict\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"necrotic\",\"poison\"],\"conditionInflict\":[\"frightened\"],\"savingThrow\":[\"wisdom\",\"intelligence\"],\"abilityCheck\":[\"intelligence\"],\"miscTags\":[\"SGT\",\"UBA\"],\"areaTags\":[\"N\"]},{\"name\":\"Immolation\",\"source\":\"XGE\",\"page\":158,\"otherSources\":[{\"source\":\"EEPC\",\"page\":19}],\"level\":5,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes {@damage 8d6} fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes {@damage 4d6} fire damage on a failed save, and the spell ends on a successful one. These magical flames can't be extinguished by nonmagical means.\",\"If damage from this spell kills a target, the target is turned to ash.\"],\"damageInflict\":[\"fire\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"LGT\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Infernal Calling\",\"source\":\"XGE\",\"page\":158,\"level\":5,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a ruby worth at least 999 gp\",\"cost\":99900}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil's type, which must be one of {@filter challenge rating 6 or lower|bestiary|challenge rating=[&0;&6]|tag=devil|miscellaneous=!swarm}, such as a {@creature barbed devil} or a {@creature bearded devil}. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.\",\"The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master's control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature's statistics.\",\"On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma ({@skill Deception}, {@skill Intimidation}, or {@skill Persuasion}) check contested by its Wisdom ({@skill Insight}) check. You make the check with advantage if you say the devil's true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command—such as \\\"attack my enemies,\\\" \\\"explore the room ahead,\\\" or \\\"bear this message to the queen\\\"—until it completes the activity, at which point it returns to you to report having done so.\",\"If your {@status concentration} ends before the spell reaches its full duration, the devil doesn't disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for {@dice 3d6} minutes, and then it disappears.\",\"If you possess an individual devil's talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.\"]}],\"miscTags\":[\"SGT\",\"SMN\"],\"hasFluffImages\":true},{\"name\":\"Infestation\",\"source\":\"XGE\",\"page\":158,\"level\":0,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a living flea\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes {@damage 1d6} poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a {@dice d4} for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.\",\"The spell's damage increases by {@dice 1d6} when you reach 5th level ({@damage 2d6}), 11th level ({@damage 3d6}), and 17th level ({@damage 4d6}).\"],\"scalingLevelDice\":{\"label\":\"poison damage\",\"scaling\":{\"1\":\"1d6\",\"5\":\"2d6\",\"11\":\"3d6\",\"17\":\"4d6\"}},\"damageInflict\":[\"poison\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"SCL\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Investiture of Flame\",\"source\":\"XGE\",\"page\":159,\"otherSources\":[{\"source\":\"EEPC\",\"page\":19}],\"level\":6,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell's duration. The flames don't harm you. Until the spell ends, you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You are immune to fire damage and have resistance to cold damage.\",\"Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes {@damage 1d10} fire damage.\",\"You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes {@damage 4d8} fire damage on a failed save, or half as much damage on a successful one.\"]}],\"damageResist\":[\"cold\"],\"damageImmune\":[\"fire\"],\"damageInflict\":[\"fire\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"LGT\"],\"areaTags\":[\"L\"]},{\"name\":\"Investiture of Ice\",\"source\":\"XGE\",\"page\":159,\"otherSources\":[{\"source\":\"EEPC\",\"page\":19}],\"level\":6,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"Until the spell ends, ice rimes your body, and you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You are immune to cold damage and have resistance to fire damage.\",\"You can move across {@quickref difficult terrain||3} created by ice or snow without spending extra movement.\",\"The ground in a 10-foot radius around you is icy and is {@quickref difficult terrain||3} for creatures other than you. The radius moves with you.\",\"You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes {@damage 4d6} cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.\"]}],\"damageResist\":[\"fire\"],\"damageImmune\":[\"cold\"],\"damageInflict\":[\"cold\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"DFT\"],\"areaTags\":[\"N\",\"S\"]},{\"name\":\"Investiture of Stone\",\"source\":\"XGE\",\"page\":159,\"otherSources\":[{\"source\":\"EEPC\",\"page\":19}],\"level\":6,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"Until the spell ends, bits of rock spread across your body, and you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.\",\"You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked {@condition prone}.\",\"You can move across {@quickref difficult terrain||3} made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are {@condition stunned} until the end of your next turn.\"]}],\"damageResist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"conditionInflict\":[\"prone\",\"stunned\"],\"savingThrow\":[\"dexterity\"],\"areaTags\":[\"S\"]},{\"name\":\"Investiture of Wind\",\"source\":\"XGE\",\"page\":160,\"otherSources\":[{\"source\":\"EEPC\",\"page\":20}],\"level\":6,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"Until the spell ends, wind whirls around you, and you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"Ranged weapon attacks made against you have disadvantage on the attack roll.\",\"You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.\",\"You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes {@damage 2d10} bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.\"]}],\"damageInflict\":[\"bludgeoning\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"FMV\",\"SGT\"],\"areaTags\":[\"C\"]},{\"name\":\"Invulnerability\",\"source\":\"XGE\",\"page\":160,\"level\":9,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a small piece of adamantine worth at least 500 gp, which the spell consumes\",\"cost\":50000,\"consume\":true}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"You are immune to all damage until the spell ends.\"]},{\"name\":\"Life Transference\",\"source\":\"XGE\",\"page\":160,\"level\":3,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You sacrifice some of your health to mend another creature's injuries. You take {@damage 4d8} necrotic damage, which can't be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@scaledamage 4d8|3-9|1d8} for each slot level above 3rd.\"]}],\"damageInflict\":[\"necrotic\"],\"miscTags\":[\"HL\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Maddening Darkness\",\"source\":\"XGE\",\"page\":160,\"level\":8,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":150}},\"components\":{\"v\":true,\"m\":\"a drop of pitch mixed with a drop of mercury\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with {@sense darkvision} can't see through this darkness. Non-magical light, as well as light created by spells of 8th level or lower, can't illuminate the area.\",\"Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking {@damage 8d8} psychic damage on a failed save, or half as much damage on a successful one.\"],\"damageInflict\":[\"psychic\"],\"savingThrow\":[\"wisdom\"],\"areaTags\":[\"S\"]},{\"name\":\"Maelstrom\",\"source\":\"XGE\",\"page\":160,\"otherSources\":[{\"source\":\"EEPC\",\"page\":20}],\"level\":5,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true,\"m\":\"paper or leaf in the shape of a funnel\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"A swirling mass of 5-foot-deep water appears in a 30-foot radius centered on a point you can see within range. The point must be on the ground or in a body of water. Until the spell ends, that area is {@quickref difficult terrain||3}, and any creature that starts its turn there must succeed on a Strength saving throw or take {@damage 6d6} bludgeoning damage and be pulled 10 feet toward the center.\"],\"damageInflict\":[\"bludgeoning\"],\"savingThrow\":[\"strength\"],\"miscTags\":[\"DFT\",\"FMV\",\"SGT\"],\"areaTags\":[\"R\"]},{\"name\":\"Magic Stone\",\"source\":\"XGE\",\"page\":160,\"otherSources\":[{\"source\":\"EEPC\",\"page\":20}],\"level\":0,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1}}],\"entries\":[\"You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a {@item sling|phb}. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to {@damage 1d6} + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone.\",\"If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.\"],\"damageInflict\":[\"bludgeoning\"],\"spellAttack\":[\"R\"],\"areaTags\":[\"ST\"]},{\"name\":\"Mass Polymorph\",\"source\":\"XGE\",\"page\":160,\"level\":9,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a caterpillar cocoon\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save.\",\"Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be {@filter any beast|bestiary|type=beast|miscellaneous=!swarm} you have seen whose challenge rating is equal to or less than the target's (or half the target's level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality.\",\"Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can't be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form.\",\"The creature is limited in the actions it can perform by the nature of its new form. It can't speak, cast spells, or do anything else that requires hands or speech.\",\"The target's gear melds into the new form. The target can't activate, use, wield, or otherwise benefit from any of its equipment.\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"SGT\",\"THP\"],\"areaTags\":[\"MT\"]},{\"name\":\"Maximilian's Earthen Grasp\",\"source\":\"XGE\",\"page\":161,\"otherSources\":[{\"source\":\"EEPC\",\"page\":20}],\"level\":2,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a miniature hand sculpted from clay\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes {@damage 2d6} bludgeoning damage and is {@condition restrained} for the spell's duration.\",\"As an action, you can cause the hand to crush the {@condition restrained} target, which must make a Strength saving throw. The target takes {@damage 2d6} bludgeoning damage on a failed save, or half as much damage on a successful one.\",\"To break out, the {@condition restrained} target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer {@condition restrained} by the hand.\",\"As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a {@condition restrained} target if you do either.\"],\"damageInflict\":[\"bludgeoning\"],\"conditionInflict\":[\"restrained\"],\"savingThrow\":[\"strength\"],\"abilityCheck\":[\"strength\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Melf's Minute Meteors\",\"source\":\"XGE\",\"page\":161,\"otherSources\":[{\"source\":\"EEPC\",\"page\":20}],\"level\":3,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"niter, sulfur, and pine tar formed into a bead\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"You create six tiny meteors in your space. They float in the air and orbit you for the spell's duration. When you cast the spell—and as a bonus action on each of your turns thereafter—you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes {@damage 2d6} fire damage on a failed save, or half as much damage on a successful one.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.\"]}],\"damageInflict\":[\"fire\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"UBA\"],\"areaTags\":[\"S\"]},{\"name\":\"Mental Prison\",\"source\":\"XGE\",\"page\":161,\"level\":6,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being {@condition charmed}. On a successful save, the target takes {@damage 5d10} psychic damage, and the spell ends. On a failed save, the target takes {@damage 5d10} psychic damage, and you make the area immediately around the target's space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can't see or hear anything beyond it and is {@condition restrained} for the spell's duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes {@damage 10d10} psychic damage, and the spell ends.\"],\"damageInflict\":[\"psychic\"],\"savingThrow\":[\"intelligence\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Mighty Fortress\",\"source\":\"XGE\",\"page\":161,\"otherSources\":[{\"source\":\"AitFR-AVT\",\"page\":10},{\"source\":\"AitFR-FCD\",\"page\":12}],\"level\":8,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"miles\",\"amount\":1}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a diamond worth at least 500 gp, which the spell consumes\",\"cost\":50000,\"consume\":true}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.\",\"The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress's outer wall.\",\"A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.\",\"A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the {@spell unseen servant} spell.\",\"The walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot-by-10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM's discretion.\",\"After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.\",\"Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.\"],\"damageImmune\":[\"poison\",\"psychic\"],\"miscTags\":[\"PIR\",\"PRM\",\"SGT\"],\"hasFluffImages\":true},{\"name\":\"Mind Spike\",\"source\":\"XGE\",\"page\":162,\"reprintedAs\":[\"Mind Spike|XPHB\"],\"level\":2,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking {@damage 3d8} psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it's {@condition invisible}, it gains no benefit from that condition against you.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@scaledamage 3d8|2-9|1d8} for each slot level above 2nd.\"]}],\"damageInflict\":[\"psychic\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Mold Earth\",\"source\":\"XGE\",\"page\":162,\"otherSources\":[{\"source\":\"EEPC\",\"page\":21}],\"level\":0,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"s\":true},\"duration\":[{\"type\":\"instant\"},{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:\",{\"type\":\"list\",\"items\":[\"If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.\",\"You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.\",\"If the dirt or stone you target is on the ground, you cause it to become {@quickref difficult terrain||3}. Alternatively, you can cause the ground to become normal terrain if it is already {@quickref difficult terrain||3}. This change lasts for 1 hour.\"]},\"If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.\"],\"miscTags\":[\"DFT\",\"SGT\"],\"areaTags\":[\"C\"]},{\"name\":\"Negative Energy Flood\",\"source\":\"XGE\",\"page\":163,\"level\":5,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"m\":\"a broken bone and a square of black silk\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking {@damage 5d12} necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a {@creature zombie} at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the {@creature zombie} are in the Monster Manual.\",\"If you target an undead with this spell, the target doesn't make a saving throw. Instead, roll {@dice 5d12}. The target gains half the total as temporary hit points.\"],\"damageInflict\":[\"necrotic\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"SGT\",\"SMN\",\"THP\"],\"areaTags\":[\"ST\"]},{\"name\":\"Power Word Pain\",\"source\":\"XGE\",\"page\":163,\"level\":7,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being {@condition charmed}.\",\"While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.\",\"A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Primal Savagery\",\"source\":\"XGE\",\"page\":163,\"level\":0,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes {@damage 1d10} acid damage. After you make the attack, your teeth or fingernails return to normal.\",\"The spell's damage increases by {@dice 1d10} when you reach 5th level ({@damage 2d10}), 11th level ({@damage 3d10}), and 17th level ({@damage 4d10}).\"],\"scalingLevelDice\":{\"label\":\"acid damage\",\"scaling\":{\"1\":\"1d10\",\"5\":\"2d10\",\"11\":\"3d10\",\"17\":\"4d10\"}},\"damageInflict\":[\"acid\"],\"spellAttack\":[\"M\"],\"miscTags\":[\"SCL\"],\"areaTags\":[\"ST\"]},{\"name\":\"Primordial Ward\",\"source\":\"XGE\",\"page\":163,\"otherSources\":[{\"source\":\"EEPC\",\"page\":21}],\"level\":6,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You have resistance to acid, cold, fire, lightning, and thunder damage for the spell's duration.\",\"When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.\"],\"damageResist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"thunder\"],\"damageImmune\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"thunder\"]},{\"name\":\"Psychic Scream\",\"source\":\"XGE\",\"page\":163,\"level\":9,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.\",\"Each target must make an Intelligence saving throw. On a failed save, a target takes {@damage 14d6} psychic damage and is {@condition stunned}. On a successful save, a target takes half as much damage and isn't {@condition stunned}. If a target is killed by this damage, its head explodes, assuming it has one.\",\"A {@condition stunned} target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.\"],\"damageInflict\":[\"psychic\"],\"conditionInflict\":[\"stunned\"],\"savingThrow\":[\"intelligence\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"MT\"]},{\"name\":\"Pyrotechnics\",\"source\":\"XGE\",\"page\":163,\"otherSources\":[{\"source\":\"EEPC\",\"page\":21}],\"level\":2,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"Choose an area of nonmagical flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.\",{\"type\":\"entries\",\"name\":\"Fireworks\",\"entries\":[\"The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become {@condition blinded} until the end of your next turn.\"]},{\"type\":\"entries\",\"name\":\"Smoke\",\"entries\":[\"Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.\"]}],\"conditionInflict\":[\"blinded\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"OBS\",\"SGT\"],\"areaTags\":[\"C\",\"S\"]},{\"name\":\"Scatter\",\"source\":\"XGE\",\"page\":164,\"level\":6,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor.\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"SGT\",\"TP\"],\"areaTags\":[\"MT\"]},{\"name\":\"Shadow Blade\",\"source\":\"XGE\",\"page\":164,\"level\":2,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals {@damage 2d8} psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.\",\"If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to {@damage 3d8}. When you cast it using a 5th- or 6th-level spell slot, the damage increases to {@damage 4d8}. When you cast it using a spell slot of 7th level or higher, the damage increases to {@damage 5d8}.\"]}],\"damageInflict\":[\"psychic\"],\"miscTags\":[\"UBA\"],\"hasFluffImages\":true},{\"name\":\"Shadow of Moil\",\"source\":\"XGE\",\"page\":164,\"level\":4,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"an undead eyeball encased in a gem worth at least 150 gp\",\"cost\":15000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.\",\"Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it {@damage 2d8} necrotic damage.\"],\"damageResist\":[\"radiant\"],\"damageInflict\":[\"necrotic\"],\"miscTags\":[\"OBS\"],\"areaTags\":[\"S\"]},{\"name\":\"Shape Water\",\"source\":\"XGE\",\"page\":164,\"otherSources\":[{\"source\":\"EEPC\",\"page\":21},{\"source\":\"EGW\"}],\"level\":0,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"s\":true},\"duration\":[{\"type\":\"instant\"},{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:\",{\"type\":\"list\",\"items\":[\"You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.\",\"You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.\",\"You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.\",\"You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.\"]},\"If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"C\"]},{\"name\":\"Sickening Radiance\",\"source\":\"XGE\",\"page\":164,\"level\":4,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.\",\"When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take {@damage 4d10} radiant damage, and it suffers one level of {@condition exhaustion} and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being {@condition invisible}. The light and any levels of {@condition exhaustion} caused by this spell go away when the spell ends.\"],\"damageInflict\":[\"radiant\"],\"conditionInflict\":[\"exhaustion\"],\"savingThrow\":[\"constitution\"],\"areaTags\":[\"S\"]},{\"name\":\"Skill Empowerment\",\"source\":\"XGE\",\"page\":165,\"level\":5,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Your magic deepens a creature's understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.\",\"You must choose a skill in which the target is proficient and that isn't already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.\"],\"areaTags\":[\"ST\"]},{\"name\":\"Skywrite\",\"source\":\"XGE\",\"page\":165,\"otherSources\":[{\"source\":\"EEPC\",\"page\":22}],\"level\":2,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"sight\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"meta\":{\"ritual\":true},\"entries\":[\"You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.\"],\"miscTags\":[\"SGT\"]},{\"name\":\"Snare\",\"source\":\"XGE\",\"page\":165,\"level\":1,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"s\":true,\"m\":{\"text\":\"25 feet of rope, which the spell consumes\",\"consume\":true}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":8}}],\"entries\":[\"As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.\",\"This trap is nearly invisible, requiring a successful Intelligence ({@skill Investigation}) check against your spell save DC to be discerned.\",\"The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is {@condition restrained} there until the spell ends.\",\"A {@condition restrained} creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence ({@skill Arcana}) check against your spell save DC. On a success, the {@condition restrained} effect ends.\",\"After the trap is triggered, the spell ends when no creature is {@condition restrained} by it.\"],\"conditionInflict\":[\"restrained\"],\"savingThrow\":[\"dexterity\"],\"abilityCheck\":[\"intelligence\"],\"areaTags\":[\"ST\"]},{\"name\":\"Snilloc's Snowball Swarm\",\"source\":\"XGE\",\"page\":165,\"otherSources\":[{\"source\":\"EEPC\",\"page\":22}],\"level\":2,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a piece of ice or a small white rock chip\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes {@damage 3d6} cold damage on a failed save, or half as much damage on a successful one.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@scaledamage 3d6|2-9|1d6} for each slot level above 2nd.\"]}],\"damageInflict\":[\"cold\"],\"savingThrow\":[\"dexterity\"],\"areaTags\":[\"S\"]},{\"name\":\"Soul Cage\",\"source\":\"XGE\",\"page\":165,\"level\":6,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"reaction\",\"condition\":\"which you take when a humanoid you can see within 60 feet of you dies\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a tiny silver cage worth 100 gp\",\"cost\":10000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":8}}],\"entries\":[\"This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can't be revived.\",{\"type\":\"entries\",\"name\":\"Steal Life\",\"entries\":[\"You can use a bonus action to drain vigor from the soul and regain {@dice 2d8} hit points.\"]},{\"type\":\"entries\",\"name\":\"Query Soul\",\"entries\":[\"You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.\"]},{\"type\":\"entries\",\"name\":\"Borrow Experience\",\"entries\":[\"You can use a bonus action to bolster yourself with the soul's life experience, making your next attack roll, ability check, or saving throw with advantage. If you don't use this benefit before the start of your next turn, it is lost.\"]},{\"type\":\"entries\",\"name\":\"Eyes of the Dead\",\"entries\":[\"You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you're currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were {@status concentration||concentrating} on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses.\"]},\"A creature that can see the sensor (such as one using {@spell see invisibility} or {@sense truesight}) sees a translucent image of the tormented humanoid whose soul you caged.\"],\"affectsCreatureType\":[\"humanoid\"],\"miscTags\":[\"ADV\",\"HL\",\"UBA\"]},{\"name\":\"Steel Wind Strike\",\"source\":\"XGE\",\"page\":166,\"reprintedAs\":[\"Steel Wind Strike|XPHB\"],\"level\":5,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"s\":true,\"m\":{\"text\":\"a melee weapon worth at least 1 sp\",\"cost\":10}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes {@damage 6d10} force damage.\",\"You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.\"],\"damageInflict\":[\"force\"],\"spellAttack\":[\"M\"],\"miscTags\":[\"SGT\",\"TP\"],\"areaTags\":[\"MT\"]},{\"name\":\"Storm Sphere\",\"source\":\"XGE\",\"page\":166,\"otherSources\":[{\"source\":\"EEPC\",\"page\":22}],\"level\":4,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":150}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"A 20-foot-radius sphere of whirling air springs into existence, centered on a point you choose within range. The sphere remains for the spell's duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take {@damage 2d6} bludgeoning damage. The sphere's space is {@quickref difficult terrain||3}.\",\"Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes {@damage 4d6} lightning damage.\",\"Creatures within 30 feet of the sphere have disadvantage on Wisdom ({@skill Perception}) checks made to listen.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 5th level or higher, the damage for each of its effects increases by {@scaledamage 2d6;4d6|4-9|1d6} for each slot level above 4th.\"]}],\"damageInflict\":[\"bludgeoning\",\"lightning\"],\"spellAttack\":[\"R\"],\"savingThrow\":[\"strength\"],\"miscTags\":[\"DFT\",\"UBA\"],\"areaTags\":[\"S\",\"ST\"],\"hasFluffImages\":true},{\"name\":\"Summon Greater Demon\",\"source\":\"XGE\",\"page\":166,\"level\":4,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a vial of blood from a humanoid killed within the past 24 hours\",\"consume\":\"optional\"}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon's type, which must be {@filter one of challenge rating 5 or lower|bestiary|challenge rating=[&0;&5]|tag=demon|miscellaneous=!swarm}, such as a {@creature shadow demon} or a {@creature barlgura}. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends.\",\"Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.\",\"At the end of each of the demon's turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop {@status concentration||concentrating} on the spell before it reaches its full duration, an uncontrolled demon doesn't disappear for {@dice 1d6} rounds if it still has hit points.\",\"As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can't cross the circle or harm it, and it can't target anyone within it. Using the material component in this manner consumes it when the spell ends.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.\"]}],\"savingThrow\":[\"charisma\"],\"miscTags\":[\"SGT\",\"SMN\"]},{\"name\":\"Summon Lesser Demons\",\"source\":\"XGE\",\"page\":167,\"level\":3,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a vial of blood from a humanoid killed within the past 24 hours\",\"consume\":\"optional\"}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears.\",{\"type\":\"table\",\"colLabels\":[\"{@dice d6}\",\"Demons Summoned\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[{\"type\":\"cell\",\"roll\":{\"min\":1,\"max\":2}},\"Two {@filter demons of challenge rating 1 or lower|bestiary|challenge rating=[&0;&1]|tag=demon|miscellaneous=!swarm}\"],[{\"type\":\"cell\",\"roll\":{\"min\":3,\"max\":4}},\"Four {@filter demons of challenge rating 1/2 or lower|bestiary|challenge rating=[&0;&1/2]|tag=demon|miscellaneous=!swarm}\"],[{\"type\":\"cell\",\"roll\":{\"min\":5,\"max\":6}},\"Eight {@filter demons of challenge rating 1/4 or lower|bestiary|challenge rating=[&0;&1/4]|tag=demon|miscellaneous=!swarm}\"]]},\"The DM chooses the demons, such as {@creature manes} or {@creature dretch||dretches}, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.\",\"The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.\",\"As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can't cross the circle or harm it, and they can't target anyone within it. Using the material component in this manner consumes it when the spell ends.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.\"]}],\"miscTags\":[\"RO\",\"SGT\",\"SMN\"]},{\"name\":\"Synaptic Static\",\"source\":\"XGE\",\"page\":167,\"reprintedAs\":[\"Synaptic Static|XPHB\"],\"level\":5,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can't be affected by this spell. A target takes {@damage 8d6} psychic damage on a failed save, or half as much damage on a successful one.\",\"After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a {@dice d6} and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain {@status concentration}. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.\"],\"damageInflict\":[\"psychic\"],\"savingThrow\":[\"intelligence\",\"constitution\"],\"areaTags\":[\"S\"]},{\"name\":\"Temple of the Gods\",\"source\":\"XGE\",\"page\":167,\"level\":7,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"hour\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a holy symbol worth at least 5 gp\",\"cost\":500}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":24}}],\"entries\":[\"You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.\",\"You make all decisions about the temple's appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.\",\"The temple's interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.\",\"The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can't enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a {@dice d4} and subtract the number rolled from the {@dice d20} roll.\",\"In addition, the sensors created by divination spells can't appear inside the temple, and creatures within can't be targeted by divination spells.\",\"Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).\",\"The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple's interior. Nothing can physically pass through the temple's exterior. It can't be dispelled by {@spell dispel magic}, and {@spell antimagic field} has no effect on it. A {@spell disintegrate} spell destroys the temple instantly.\",\"Casting this spell on the same spot every day for a year makes this effect permanent.\"],\"savingThrow\":[\"charisma\"],\"affectsCreatureType\":[\"celestial\",\"elemental\",\"fey\",\"fiend\",\"undead\"],\"miscTags\":[\"HL\",\"LGT\",\"PIR\",\"PRM\",\"SGT\"]},{\"name\":\"Tenser's Transformation\",\"source\":\"XGE\",\"page\":168,\"level\":6,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a few hairs from a bull\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can't cast spells, and you gain the following benefits:\",{\"type\":\"list\",\"items\":[\"You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.\",\"You have advantage on attack rolls that you make with simple and martial weapons.\",\"When you hit a target with a weapon attack, that target takes an extra {@damage 2d12} force damage.\",\"You have proficiency with all armor, shields, simple weapons, and martial weapons.\",\"You have proficiency in Strength and Constitution saving throws.\",\"You can attack twice, instead of once, when you take the {@action Attack} action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.\"]},\"Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of {@condition exhaustion}.\"],\"damageInflict\":[\"force\"],\"conditionInflict\":[\"exhaustion\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"AAD\",\"ADV\",\"THP\"]},{\"name\":\"Thunder Step\",\"source\":\"XGE\",\"page\":168,\"level\":3,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking {@damage 3d10} thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.\",\"You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@scaledamage 3d10|3-9|1d10} for each slot level above 3rd.\"]}],\"damageInflict\":[\"thunder\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"SGT\",\"TP\"],\"areaTags\":[\"S\"]},{\"name\":\"Thunderclap\",\"source\":\"XGE\",\"page\":168,\"otherSources\":[{\"source\":\"EEPC\",\"page\":22}],\"reprintedAs\":[\"Thunderclap|XPHB\"],\"level\":0,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":5}},\"components\":{\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must make a Constitution saving throw or take {@damage 1d6} thunder damage.\",\"The spell's damage increases by {@dice 1d6} when you reach 5th level ({@damage 2d6}), 11th level ({@damage 3d6}), and 17th level ({@damage 4d6}).\"],\"scalingLevelDice\":{\"label\":\"thunder damage\",\"scaling\":{\"1\":\"1d6\",\"5\":\"2d6\",\"11\":\"3d6\",\"17\":\"4d6\"}},\"damageInflict\":[\"thunder\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"SCL\"],\"areaTags\":[\"S\"]},{\"name\":\"Tidal Wave\",\"source\":\"XGE\",\"page\":168,\"otherSources\":[{\"source\":\"EEPC\",\"page\":22}],\"level\":3,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a drop of water\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes {@damage 4d8} bludgeoning damage and is knocked {@condition prone}. On a successful save, a creature takes half as much damage and isn't knocked {@condition prone}. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.\"],\"damageInflict\":[\"bludgeoning\"],\"conditionInflict\":[\"prone\"],\"savingThrow\":[\"dexterity\"],\"areaTags\":[\"W\"]},{\"name\":\"Tiny Servant\",\"source\":\"XGE\",\"page\":168,\"level\":3,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":8}}],\"entries\":[\"You touch one Tiny, nonmagical object that isn't attached to another object or a surface and isn't being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the {@creature tiny servant|xge|stat block} for its statistics.\",\"As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.\",\"When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.\"]}],\"miscTags\":[\"OBJ\",\"SMN\",\"UBA\"],\"hasFluffImages\":true},{\"name\":\"Toll the Dead\",\"source\":\"XGE\",\"page\":169,\"reprintedAs\":[\"Toll the Dead|XPHB\"],\"level\":0,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take {@damage 1d8} necrotic damage. If the target is missing any of its hit points, it instead takes {@damage 1d12} necrotic damage.\",\"The spell's damage increases by one die when you reach 5th level ({@damage 2d8} or {@damage 2d12}), 11th level ({@damage 3d8} or {@damage 3d12}), and 17th level ({@damage 4d8} or {@damage 4d12}).\"],\"scalingLevelDice\":[{\"label\":\"necrotic damage\",\"scaling\":{\"1\":\"1d8\",\"5\":\"2d8\",\"11\":\"3d8\",\"17\":\"4d8\"}},{\"label\":\"necrotic damage to wounded creature\",\"scaling\":{\"1\":\"1d12\",\"5\":\"2d12\",\"11\":\"3d12\",\"17\":\"4d12\"}}],\"damageInflict\":[\"necrotic\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"SCL\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Transmute Rock\",\"source\":\"XGE\",\"page\":169,\"otherSources\":[{\"source\":\"EEPC\",\"page\":22}],\"level\":5,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true,\"m\":\"clay and water\"},\"duration\":[{\"type\":\"permanent\",\"ends\":[\"dispel\"]}],\"entries\":[\"You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects.\",{\"type\":\"entries\",\"name\":\"Transmute Rock to Mud\",\"entries\":[\"Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell's duration.\"]},\"The ground in the spell's area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is {@condition restrained}, though it can use an action to end the {@condition restrained} condition on itself by pulling itself free of the mud.\",\"If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes {@damage 4d8} bludgeoning damage on a failed save, or half as much damage on a successful one.\",{\"type\":\"entries\",\"name\":\"Transmute Mud to Rock\",\"entries\":[\"Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell's duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes {@condition restrained} by the rock. A {@condition restrained} creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage.\"]}],\"damageImmune\":[\"poison\",\"psychic\"],\"damageInflict\":[\"bludgeoning\"],\"conditionInflict\":[\"restrained\"],\"savingThrow\":[\"strength\",\"dexterity\"],\"abilityCheck\":[\"strength\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"C\"]},{\"name\":\"Vitriolic Sphere\",\"source\":\"XGE\",\"page\":170,\"otherSources\":[{\"source\":\"EEPC\",\"page\":23}],\"reprintedAs\":[\"Vitriolic Sphere|XPHB\"],\"level\":4,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":150}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a drop of giant slug bile\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You point at a location within range, and a glowing 1-foot-diameter ball of emerald acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes {@damage 10d4} acid damage and another {@damage 5d4} acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by {@scaledamage 10d4|4-9|2d4} for each slot level above 4th.\"]}],\"damageInflict\":[\"acid\"],\"savingThrow\":[\"dexterity\"],\"areaTags\":[\"S\"]},{\"name\":\"Wall of Light\",\"source\":\"XGE\",\"page\":170,\"level\":5,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a hand mirror\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.\",\"When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes {@damage 4d8} radiant damage, and it is {@condition blinded} for 1 minute. On a successful save, it takes half as much damage and isn't {@condition blinded}. A {@condition blinded} creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.\",\"A creature that ends its turn in the wall's area takes {@damage 4d8} radiant damage.\",\"Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes {@damage 4d8} radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall's length drops to 0 feet, the spell ends.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"When you cast this spell using a spell slot of 6th level or higher, the damage increases by {@scaledamage 4d8|5-9|1d8} for each slot level above 5th.\"]}],\"damageInflict\":[\"radiant\"],\"conditionInflict\":[\"blinded\"],\"spellAttack\":[\"R\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"LGT\",\"SGT\"],\"areaTags\":[\"ST\",\"W\"]},{\"name\":\"Wall of Sand\",\"source\":\"XGE\",\"page\":170,\"otherSources\":[{\"source\":\"EEPC\",\"page\":23}],\"level\":3,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a handful of sand\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"You create a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is {@condition blinded} while in the wall's space and must spend 3 feet of movement for every 1 foot it moves there.\"],\"conditionInflict\":[\"blinded\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"W\"]},{\"name\":\"Wall of Water\",\"source\":\"XGE\",\"page\":170,\"otherSources\":[{\"source\":\"EEPC\",\"page\":23},{\"source\":\"VGM\",\"page\":116},{\"source\":\"MOT\"}],\"level\":3,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a drop of water\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's space is {@quickref difficult terrain||3}.\",\"Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall's water doesn't fill it.\"],\"miscTags\":[\"DFT\",\"SGT\"],\"areaTags\":[\"W\"]},{\"name\":\"Warding Wind\",\"source\":\"XGE\",\"page\":170,\"otherSources\":[{\"source\":\"EEPC\",\"page\":23}],\"level\":2,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration.\",\"The wind has the following effects:\",{\"type\":\"list\",\"items\":[\"It {@condition deafened||deafens} you and other creatures in its area.\",\"It extinguishes unprotected flames in its area that are torch-sized or smaller.\",\"It hedges out vapor, gas, and fog that can be dispersed by strong wind.\",\"The area is {@quickref difficult terrain||3} for creatures other than you.\",\"The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.\"]}],\"conditionInflict\":[\"deafened\"],\"miscTags\":[\"DFT\"]},{\"name\":\"Watery Sphere\",\"source\":\"XGE\",\"page\":170,\"otherSources\":[{\"source\":\"EEPC\",\"page\":23}],\"level\":4,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a droplet of water\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell's duration.\",\"Any creature in the sphere's space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature's choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is {@condition restrained} by the sphere and is engulfed by the water. At the end of each of its turns, a {@condition restrained} target can repeat the saving throw, ending the effect on itself on a success.\",\"The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already {@condition restrained} by the sphere falls out of it and lands {@condition prone} in a space within 5 feet of it.\",\"As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature {@condition restrained} by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.\",\"When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature {@condition restrained} by the sphere is knocked {@condition prone} in the space where it falls. The water then vanishes.\"],\"conditionInflict\":[\"prone\",\"restrained\"],\"savingThrow\":[\"strength\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"S\"]},{\"name\":\"Whirlwind\",\"source\":\"XGE\",\"page\":171,\"otherSources\":[{\"source\":\"EEPC\",\"page\":24}],\"level\":7,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":300}},\"components\":{\"v\":true,\"m\":\"a piece of straw\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren't secured to anything and that aren't worn or carried by anyone.\",\"A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes {@damage 10d6} bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become {@condition restrained} in the whirlwind until the spell ends. When a creature starts its turn {@condition restrained} by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A {@condition restrained} creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.\",\"A {@condition restrained} creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer {@condition restrained} by the whirlwind and is hurled {@dice 3d6 × 10} feet away from it in a random direction.\"],\"damageInflict\":[\"bludgeoning\"],\"conditionInflict\":[\"restrained\"],\"savingThrow\":[\"dexterity\",\"strength\"],\"abilityCheck\":[\"strength\",\"dexterity\"],\"miscTags\":[\"FMV\",\"SGT\"],\"areaTags\":[\"Y\"],\"hasFluffImages\":true},{\"name\":\"Word of Radiance\",\"source\":\"XGE\",\"page\":171,\"reprintedAs\":[\"Word of Radiance|XPHB\"],\"level\":0,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":5}},\"components\":{\"v\":true,\"m\":\"a holy symbol\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take {@damage 1d6} radiant damage.\",\"The spell's damage increases by {@dice 1d6} when you reach 5th level ({@damage 2d6}), 11th level ({@damage 3d6}), and 17th level ({@damage 4d6}).\"],\"scalingLevelDice\":{\"label\":\"radiant damage\",\"scaling\":{\"1\":\"1d6\",\"5\":\"2d6\",\"11\":\"3d6\",\"17\":\"4d6\"}},\"damageInflict\":[\"radiant\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"SCL\",\"SGT\"],\"areaTags\":[\"MT\"]},{\"name\":\"Wrath of Nature\",\"source\":\"XGE\",\"page\":171,\"level\":5,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.\",{\"type\":\"entries\",\"name\":\"Grasses and Undergrowth\",\"entries\":[\"Any area of ground in the cube that is covered by grass or undergrowth is {@quickref difficult terrain||3} for your enemies.\"]},{\"type\":\"entries\",\"name\":\"Trees\",\"entries\":[\"At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take {@damage 4d6} slashing damage from whipping branches.\"]},{\"type\":\"entries\",\"name\":\"Roots and Vines\",\"entries\":[\"At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become {@condition restrained} until the spell ends. A {@condition restrained} creature can use an action to make a Strength ({@skill Athletics}) check against your spell save DC, ending the effect on itself on a success.\"]},{\"type\":\"entries\",\"name\":\"Rocks\",\"entries\":[\"As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes {@damage 3d8} nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall {@condition prone}.\"]}],\"damageInflict\":[\"bludgeoning\",\"slashing\"],\"conditionInflict\":[\"prone\",\"restrained\"],\"spellAttack\":[\"R\"],\"savingThrow\":[\"dexterity\",\"strength\"],\"abilityCheck\":[\"strength\"],\"miscTags\":[\"DFT\",\"SGT\",\"UBA\"],\"areaTags\":[\"C\",\"ST\"]},{\"name\":\"Zephyr Strike\",\"source\":\"XGE\",\"page\":171,\"level\":1,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks.\",\"Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra {@damage 1d8} force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.\"],\"damageInflict\":[\"force\"],\"miscTags\":[\"AAD\",\"ADV\"]}]}"); JSON_DATA[`data/spells/spells-xphb.json`] = JSON.parse("{\"spell\":[{\"name\":\"Acid Splash\",\"source\":\"XPHB\",\"page\":239,\"freeRules2024\":true,\"level\":0,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take {@damage 1d6} Acid damage.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Cantrip Upgrade\",\"entries\":[\"The damage increases by {@dice 1d6} when you reach levels 5 ({@damage 2d6}), 11 ({@damage 3d6}), and 17 ({@damage 4d6}).\"]}],\"scalingLevelDice\":{\"label\":\"Acid damage\",\"scaling\":{\"1\":\"1d6\",\"5\":\"2d6\",\"11\":\"3d6\",\"17\":\"4d6\"}},\"damageInflict\":[\"acid\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"SCL\",\"SGT\"],\"areaTags\":[\"MT\"]},{\"name\":\"Aid\",\"source\":\"XPHB\",\"page\":239,\"freeRules2024\":true,\"level\":2,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a strip of white cloth\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":8}}],\"entries\":[\"Choose up to three creatures within range. Each target's {@variantrule Hit Points|XPHB|Hit Point} maximum and current {@variantrule Hit Points|XPHB} increase by 5 for the duration.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"Each target's {@variantrule Hit Points|XPHB} increase by 5 for each spell slot level above 2.\"]}],\"miscTags\":[\"HL\"],\"areaTags\":[\"MT\"]},{\"name\":\"Alarm\",\"source\":\"XPHB\",\"page\":239,\"freeRules2024\":true,\"level\":1,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a bell and silver wire\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":8}}],\"meta\":{\"ritual\":true},\"entries\":[\"You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is audible or mental:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Audible Alarm\",\"entries\":[\"The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.\"]},{\"type\":\"item\",\"name\":\"Mental Alarm\",\"entries\":[\"You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep.\"]}]}],\"areaTags\":[\"C\"]},{\"name\":\"Alter Self\",\"source\":\"XPHB\",\"page\":239,\"freeRules2024\":true,\"level\":2,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a {@action Magic|XPHB} action to replace the option you chose with a different one.\",{\"type\":\"entries\",\"name\":\"Aquatic Adaptation\",\"entries\":[\"You sprout gills and grow webs between your fingers. You can breathe underwater and gain a {@variantrule Swim Speed|XPHB} equal to your {@variantrule Speed|XPHB}.\"]},{\"type\":\"entries\",\"name\":\"Change Appearance\",\"entries\":[\"You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a {@action Magic|XPHB} action to change your appearance in this way again.\"]},{\"type\":\"entries\",\"name\":\"Natural Weapons\",\"entries\":[\"You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your {@variantrule Unarmed Strike|XPHB} to deal damage with that new growth, it deals {@damage 1d6} damage of the type in parentheses instead of dealing the normal damage for your {@variantrule Unarmed Strike|XPHB}, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.\"]}],\"damageInflict\":[\"bludgeoning\",\"piercing\",\"slashing\"]},{\"name\":\"Animal Friendship\",\"source\":\"XPHB\",\"page\":239,\"freeRules2024\":true,\"level\":1,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a morsel of food\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":24}}],\"entries\":[\"Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the {@condition Charmed|XPHB} condition for the duration. If you or one of your allies deals damage to the target, the spells ends.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"You can target one additional Beast for each spell slot level above 1.\"]}],\"conditionInflict\":[\"charmed\"],\"savingThrow\":[\"wisdom\"],\"affectsCreatureType\":[\"beast\"],\"miscTags\":[\"SCT\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Animal Messenger\",\"source\":\"XPHB\",\"page\":240,\"freeRules2024\":true,\"level\":2,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a morsel of food\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":24}}],\"meta\":{\"ritual\":true},\"entries\":[\"A {@filter Tiny Beast|bestiary|size=T|type=beast|miscellaneous=!swarm} of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target's {@variantrule Challenge Rating|XPHB} isn't 0, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as \\\"a person dressed in the uniform of the town guard\\\" or \\\"a red-haired dwarf wearing a pointed hat.\\\" You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly.\",\"When the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn't reach its destination before the spell ends, the message is lost, and the Beast returns to where you cast the spell.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The spell's duration increases by 48 hours for each spell slot level above 2.\"]}],\"savingThrow\":[\"charisma\"],\"affectsCreatureType\":[\"beast\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Animal Shapes\",\"source\":\"XPHB\",\"page\":240,\"freeRules2024\":true,\"level\":8,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":24},\"concentration\":true}],\"entries\":[\"Choose any number of willing creatures that you can see within range. Each target shape-shifts into a Large or smaller Beast of your choice that has a {@variantrule Challenge Rating|XPHB} of 4 or lower. You can choose a different form for each target. On later turns, you can take a {@action Magic|XPHB} action to transform the targets again.\",\"A target's game statistics are replaced by the chosen Beast's statistics, but the target retains its creature type; {@variantrule Hit Points|XPHB}; {@variantrule Hit Point Dice|XPHB}; alignment; ability to communicate; and Intelligence, Wisdom, and Charisma scores. The target's actions are limited by the Beast form's anatomy, and it can't cast spells. The target's equipment melds into the new form, and the target can't use any of that equipment while in that form.\",\"The target gains a number of {@variantrule Temporary Hit Points|XPHB} equal to the Beast form's {@variantrule Hit Points|XPHB}. The transformation lasts for the duration for each target, until the target has no {@variantrule Temporary Hit Points|XPHB}, or until the target leaves the form as a {@variantrule Bonus Action|XPHB}.\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"MT\"]},{\"name\":\"Animate Dead\",\"source\":\"XPHB\",\"page\":240,\"freeRules2024\":true,\"level\":3,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":10}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a drop of blood, a piece of flesh, and a pinch of bone dust\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a {@creature Skeleton|XPHB} if you chose bones or a {@creature Zombie|XPHB} if you chose a corpse.\",\"On each of your turns, you can take a {@variantrule Bonus Action|XPHB} to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the {@action Dodge|XPHB} action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete.\",\"The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell rather than animating a new creature.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"You animate or reassert control over two additional Undead creatures for each spell slot level above 3. Each of the creatures must come from a different corpse or pile of bones.\"]}],\"affectsCreatureType\":[\"humanoid\"],\"miscTags\":[\"PRM\",\"SMN\",\"UBA\"]},{\"name\":\"Animate Objects\",\"source\":\"XPHB\",\"page\":240,\"freeRules2024\":true,\"level\":5,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Objects animate at your command. Choose a number of nonmagical objects within range that aren't being worn or carried, aren't fixed to a surface, and aren't Gargantuan. The maximum number of objects is equal to your spellcasting ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three.\",\"Each target animates, sprouts legs, and becomes a Construct that uses the {@creature Animated Object|XPHB} stat block; this creature is under your control until the spell ends or until it is reduced to 0 {@variantrule Hit Points|XPHB}. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your {@variantrule Initiative|XPHB} count and takes its turn immediately after yours.\",\"Until the spell ends, you can take a {@variantrule Bonus Action|XPHB} to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). If you issue no commands, the creature takes the {@action Dodge|XPHB} action and moves only to avoid harm. When the creature drops to 0 {@variantrule Hit Points|XPHB}, it reverts to its object form, and any remaining damage carries over to that form.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The creature's Slam damage increases by {@dice 1d4} (Medium or smaller), {@dice 1d6} (Large), or {@dice 1d12} (Huge) for each spell slot level above 5.\"]}],\"damageInflict\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"miscTags\":[\"OBJ\",\"SMN\",\"UBA\"],\"areaTags\":[\"MT\"],\"hasFluffImages\":true},{\"name\":\"Antilife Shell\",\"source\":\"XPHB\",\"page\":241,\"freeRules2024\":true,\"level\":5,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"emanation\",\"distance\":{\"type\":\"feet\",\"amount\":10}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"An aura extends from you in a 10-foot Emanation for the duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast spells or make attacks with Ranged or Reach weapons through the barrier.\",\"If you move so that an affected creature is forced to pass through the barrier, the spell ends.\"],\"affectsCreatureType\":[\"aberration\",\"beast\",\"celestial\",\"dragon\",\"elemental\",\"fey\",\"fiend\",\"giant\",\"humanoid\",\"monstrosity\",\"ooze\",\"plant\"],\"areaTags\":[\"S\"]},{\"name\":\"Antimagic Field\",\"source\":\"XPHB\",\"page\":241,\"freeRules2024\":true,\"level\":8,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"emanation\",\"distance\":{\"type\":\"feet\",\"amount\":10}},\"components\":{\"v\":true,\"s\":true,\"m\":\"iron filings\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"An aura of antimagic surrounds you in 10-foot Emanation. No one can cast spells, take {@action Magic|XPHB} actions, or create other magical effects inside the aura, and those things can't target or otherwise affect anything inside it. Magical properties of magic items don't work inside the aura or on anything inside it.\",\"Areas of effect created by spells or other magic can't extend into the aura, and no one can teleport into or out of it or use planar travel there. Portals close temporarily while in the aura.\",\"Ongoing spells, except those cast by an Artifact or a deity, are suppressed in the area. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.\",\"{@spell Dispel Magic|XPHB} has no effect on the aura, and the auras created by different {@spell Antimagic Field|XPHB} spells don't nullify each other.\"],\"miscTags\":[\"OBJ\"],\"areaTags\":[\"S\"]},{\"name\":\"Antipathy/Sympathy\",\"source\":\"XPHB\",\"page\":242,\"freeRules2024\":true,\"level\":8,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"hour\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a mix of vinegar and honey\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"day\",\"amount\":10}}],\"entries\":[\"As you cast the spell, choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or vampires. A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target. Your choice of antipathy or sympathy determines what happens to a creature when it fails that save:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Antipathy\",\"entries\":[\"The creature has the {@condition Frightened|XPHB} condition. The {@condition Frightened|XPHB} creature must use its movement on its turns to get as far away as possible from the target, moving by the safest route.\"]},{\"type\":\"item\",\"name\":\"Sympathy\",\"entries\":[\"The creature has the {@condition Charmed|XPHB} condition. The {@condition Charmed|XPHB} creature must use its movement on its turns to get as close as possible to the target, moving by the safest route. If the creature is within 5 feet of the target, the creature can't willingly move away. If the target damages the {@condition Charmed|XPHB} creature, that creature can make a Wisdom saving throw to end the effect, as described below.\"]}]},{\"type\":\"entries\",\"name\":\"Ending the Effect\",\"entries\":[\"If the {@condition Frightened|XPHB} or {@condition Charmed|XPHB} creature ends its turn more than 120 feet away from the target, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target. A creature that successfully saves against this effect is immune to it for 1 minute, after which it can be affected again.\"]}],\"conditionInflict\":[\"frightened\",\"charmed\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"OBJ\"],\"areaTags\":[\"ST\"]},{\"name\":\"Arcane Eye\",\"source\":\"XPHB\",\"page\":242,\"freeRules2024\":true,\"level\":4,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a bit of bat fur\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You create an {@condition Invisible|XPHB}, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has {@sense Darkvision|XPHB} with a range of 30 feet.\",\"As a {@variantrule Bonus Action|XPHB}, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.\"],\"miscTags\":[\"UBA\"]},{\"name\":\"Arcane Gate\",\"source\":\"XPHB\",\"page\":242,\"level\":6,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":500}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"You create linked teleportation portals. Choose two Large, unoccupied spaces on the ground that you can see, one space within range and the other one within 10 feet of you. A circular portal opens in each of those spaces and remains for the duration.\",\"The portals are two-dimensional glowing rings filled with mist that blocks sight. They hover inches from the ground and are perpendicular to it.\",\"A portal is open on only one side (you choose which). Anything entering the open side of a portal exits from the open side of the other portal as if the two were adjacent to each other. As a {@variantrule Bonus Action|XPHB}, you can change the facing of the open sides.\"],\"miscTags\":[\"OBJ\",\"SGT\",\"TP\",\"UBA\"]},{\"name\":\"Arcane Lock\",\"source\":\"XPHB\",\"page\":242,\"freeRules2024\":true,\"level\":2,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"gold dust worth 25+ GP, which the spell consumes\",\"cost\":2500,\"consume\":true}},\"duration\":[{\"type\":\"permanent\",\"ends\":[\"dispel\"]}],\"entries\":[\"You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can't be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute.\"],\"miscTags\":[\"OBJ\"]},{\"name\":\"Arcane Vigor\",\"source\":\"XPHB\",\"page\":242,\"level\":2,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You tap into your life force to heal yourself. Roll one or two of your unexpended {@variantrule Hit Point Dice|XPHB}, and regain a number of {@variantrule Hit Points|XPHB} equal to the roll's total plus your spellcasting ability modifier. Those dice are then expended.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The number of unexpended Hit Dice you can roll increases by one for each spell slot level above 2.\"]}],\"miscTags\":[\"HL\"]},{\"name\":\"Armor of Agathys\",\"source\":\"XPHB\",\"page\":243,\"level\":1,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a shard of blue glass\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"Protective magical frost surrounds you. You gain 5 {@variantrule Temporary Hit Points|XPHB}. If a creature hits you with a melee attack roll before the spell ends, the creature takes 5 Cold damage. The spell ends early if you have no {@variantrule Temporary Hit Points|XPHB}.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The {@variantrule Temporary Hit Points|XPHB} and the Cold damage both increase by 5 for each spell slot level above 1.\"]}],\"damageInflict\":[\"cold\"],\"miscTags\":[\"THP\"],\"hasFluffImages\":true},{\"name\":\"Arms of Hadar\",\"source\":\"XPHB\",\"page\":243,\"level\":1,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"emanation\",\"distance\":{\"type\":\"feet\",\"amount\":10}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"Invoking Hadar, you cause tendrils to erupt from yourself. Each creature in a 10-foot Emanation originating from you makes a Strength saving throw. On a failed save, a target takes {@damage 2d6} Necrotic damage and can't take Reactions until the start of its next turn. On a successful save, a target takes half as much damage only.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage increases by {@scaledamage 2d6|1-9|1d6} for each spell slot level above 1.\"]}],\"damageInflict\":[\"necrotic\"],\"savingThrow\":[\"strength\"],\"areaTags\":[\"S\"],\"hasFluffImages\":true},{\"name\":\"Astral Projection\",\"source\":\"XPHB\",\"page\":243,\"freeRules2024\":true,\"level\":9,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"hour\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":10}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"for each of the spell's targets, one jacinth worth 1,000+ GP and one silver bar worth 100+ GP, all of which the spell consumes\",\"cost\":100000,\"consume\":true}},\"duration\":[{\"type\":\"permanent\",\"ends\":[\"dispel\"]}],\"entries\":[\"You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane). Each target's body is left behind in a state of suspended animation; it has the {@condition Unconscious|XPHB} condition, doesn't need food or air, and doesn't age.\",\"A target's astral form resembles its body in almost every way, replicating its game statistics and possessions. The principal difference is the addition of a silvery cord that trails from between the shoulder blades of the astral form. The cord fades from view after 1 foot. If the cord is cut—which happens only when an effect states that it does so—the target's body and astral form both die.\",\"A target's astral form can travel through the Astral Plane. The moment an astral form leaves that plane, the target's body and possessions travel along the silver cord, causing the target to re-enter its body on the new plane.\",\"Any damage or other effects that apply to an astral form have no effect on the target's body and vice versa. If a target's body or astral form drops to 0 {@variantrule Hit Points|XPHB}, the spell ends for that target. The spell ends for all the targets if you take a {@action Magic|XPHB} action to dismiss it.\",\"When the spell ends for a target who isn't dead, the target reappears in its body and exits the state of suspended animation.\"],\"conditionInflict\":[\"unconscious\"],\"miscTags\":[\"PRM\",\"PS\"],\"areaTags\":[\"MT\"]},{\"name\":\"Augury\",\"source\":\"XPHB\",\"page\":244,\"freeRules2024\":true,\"level\":2,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP\",\"cost\":2500}},\"duration\":[{\"type\":\"instant\"}],\"meta\":{\"ritual\":true},\"entries\":[\"You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table.\",{\"type\":\"table\",\"caption\":\"Omens\",\"colStyles\":[\"col-4\",\"col-8\"],\"colLabels\":[\"Omen\",\"For Results That Will Be...\"],\"rows\":[[\"Weal\",\"Good\"],[\"Woe\",\"Bad\"],[\"Weal and woe\",\"Good and bad\"],[\"Indifference\",\"Neither good nor bad\"]]},\"The spell doesn't account for circumstances, such as other spells, that might change the results.\",\"If you cast the spell more than once before finishing a {@variantrule Long Rest|XPHB}, there is a cumulative {@chance 25|||Random reading!|Regular reading} chance for each casting after the first that you get no answer.\"]},{\"name\":\"Aura of Life\",\"source\":\"XPHB\",\"page\":244,\"freeRules2024\":true,\"level\":4,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"emanation\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have {@variantrule Resistance|XPHB} to Necrotic damage, and your {@variantrule Hit Points|XPHB|Hit Point} maximums can't be reduced. If an ally with 0 {@variantrule Hit Points|XPHB} starts its turn in the aura, that ally regains 1 {@variantrule Hit Points|XPHB|Hit Point}.\"],\"damageResist\":[\"necrotic\"],\"miscTags\":[\"HL\"],\"areaTags\":[\"S\"]},{\"name\":\"Aura of Purity\",\"source\":\"XPHB\",\"page\":244,\"level\":4,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"emanation\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have {@variantrule Resistance|XPHB} to Poison damage and {@variantrule Advantage|XPHB} on saving throws to avoid or end effects that include the {@condition Blinded|XPHB}, {@condition Charmed|XPHB}, {@condition Deafened|XPHB}, {@condition Frightened|XPHB}, {@condition Paralyzed|XPHB}, {@condition Poisoned|XPHB}, or {@condition Stunned|XPHB} condition.\"],\"damageResist\":[\"poison\"],\"miscTags\":[\"ADV\"],\"areaTags\":[\"S\"]},{\"name\":\"Aura of Vitality\",\"source\":\"XPHB\",\"page\":244,\"level\":3,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"emanation\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"An aura radiates from you in a 30-foot Emanation for the duration. When you create the aura and at the start of each of your turns while it persists, you can restore {@dice 2d6} {@variantrule Hit Points|XPHB} to one creature in it.\"],\"miscTags\":[\"HL\"],\"areaTags\":[\"S\"]},{\"name\":\"Awaken\",\"source\":\"XPHB\",\"page\":245,\"freeRules2024\":true,\"level\":5,\"school\":\"T\",\"time\":[{\"number\":8,\"unit\":\"hour\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"an agate worth 1,000+ GP, which the spell consumes\",\"cost\":100000,\"consume\":true}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You spend the casting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a {@filter Beast|bestiary|type=beast|intelligence=[0;3]|miscellaneous=!swarm} or {@filter Plant|bestiary|type=plant|intelligence=[0;3]|miscellaneous=!swarm} creature with an Intelligence of 3 or less or a natural plant that isn't a creature. The target gains an Intelligence of 10 and the ability to speak one language you know. If the target is a natural plant, it becomes a Plant creature and gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. The DM chooses statistics appropriate for the awakened Plant, such as the statistics for the {@creature Awakened Shrub|XMM} or {@creature Awakened Tree|XMM} in the {@book Monster Manual|XMM}.\",\"The awakened target has the {@condition Charmed|XPHB} condition for 30 days or until you or your allies deal damage to it. When that condition ends, the awakened creature chooses its attitude toward you.\"],\"conditionInflict\":[\"charmed\"],\"affectsCreatureType\":[\"beast\",\"plant\"],\"miscTags\":[\"PRM\"],\"areaTags\":[\"ST\"]},{\"name\":\"Bane\",\"source\":\"XPHB\",\"page\":245,\"freeRules2024\":true,\"level\":1,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a drop of blood\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract {@dice 1d4} from the attack roll or save.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"You can target one additional creature for each spell slot level above 1.\"]}],\"savingThrow\":[\"charisma\"],\"miscTags\":[\"SCT\",\"SGT\"],\"areaTags\":[\"MT\"]},{\"name\":\"Banishing Smite\",\"source\":\"XPHB\",\"page\":245,\"level\":5,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"bonus\",\"condition\":\"which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"The target hit by the attack roll takes an extra {@damage 5d10} Force damage from the attack. If the attack reduces the target to 50 {@variantrule Hit Points|XPHB} or fewer, the target must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the {@condition Incapacitated|XPHB} condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.\"],\"damageInflict\":[\"force\"],\"conditionInflict\":[\"incapacitated\"],\"miscTags\":[\"AAD\"]},{\"name\":\"Banishment\",\"source\":\"XPHB\",\"page\":245,\"freeRules2024\":true,\"level\":4,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a pentacle\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the {@condition Incapacitated|XPHB} condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.\",\"If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM's choice) associated with its creature type.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"You can target one additional creature for each spell slot level above 4.\"]}],\"conditionInflict\":[\"incapacitated\"],\"savingThrow\":[\"charisma\"],\"miscTags\":[\"SCT\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Barkskin\",\"source\":\"XPHB\",\"page\":245,\"freeRules2024\":true,\"level\":2,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a handful of oak bark\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"You touch a willing creature. Until the spell ends, the target's skin assumes a bark-like appearance, and the target has an {@variantrule Armor Class|XPHB} of 17 if its AC is lower than that.\"],\"miscTags\":[\"MAC\"],\"areaTags\":[\"ST\"]},{\"name\":\"Beacon of Hope\",\"source\":\"XPHB\",\"page\":245,\"freeRules2024\":true,\"level\":3,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Choose any number of creatures within range. For the duration, each target has {@variantrule Advantage|XPHB} on Wisdom saving throws and Death Saving Throws and regains the maximum number of {@variantrule Hit Points|XPHB} possible from any healing.\"],\"miscTags\":[\"ADV\",\"HL\"],\"areaTags\":[\"MT\"]},{\"name\":\"Beast Sense\",\"source\":\"XPHB\",\"page\":245,\"level\":2,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"meta\":{\"ritual\":true},\"entries\":[\"You touch a willing Beast. For the duration, you can perceive through the Beast's senses as well as your own. When perceiving through the Beast's senses, you benefit from any special senses it has.\"],\"areaTags\":[\"ST\"]},{\"name\":\"Befuddlement\",\"source\":\"XPHB\",\"page\":245,\"freeRules2024\":true,\"level\":8,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":150}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a key ring with no keys\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You blast the mind of a creature that you can see within range. The target makes an Intelligence saving throw.\",\"On a failed save, the target takes {@damage 10d12} Psychic damage and can't cast spells or take the {@action Magic|XPHB} action. At the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the {@spell Greater Restoration|XPHB}, {@spell Heal|XPHB}, or {@spell Wish|XPHB} spell.\",\"On a successful save, the target takes half as much damage only.\"],\"damageInflict\":[\"psychic\"],\"savingThrow\":[\"intelligence\"],\"miscTags\":[\"HL\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Bestow Curse\",\"source\":\"XPHB\",\"page\":246,\"freeRules2024\":true,\"level\":3,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice:\",{\"type\":\"list\",\"items\":[\"Choose one ability. The target has {@variantrule Disadvantage|XPHB} on ability checks and saving throws made with that ability.\",\"The target has {@variantrule Disadvantage|XPHB} on attack rolls against you.\",\"In combat, the target must succeed on a Wisdom saving throw at the start of each of its turns or be forced to take the {@action Dodge|XPHB} action on that turn.\",\"If you deal damage to the target with an attack roll or a spell, the target takes an extra {@damage 1d8} Necrotic damage.\"]}],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"If you cast this spell using a level 4 spell slot, you can maintain {@status Concentration|XPHB} on it for up to 10 minutes. If you use a level 5+ spell slot, the spell doesn't require {@status Concentration|XPHB}, and the duration becomes 8 hours (level 5-6 slot) or 24 hours (level 7-8 slot). If you use a level 9 spell slot, the spell lasts until dispelled.\"]}],\"damageInflict\":[\"necrotic\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"PRM\"],\"areaTags\":[\"ST\"]},{\"name\":\"Bigby's Hand\",\"source\":\"XPHB\",\"page\":245,\"freeRules2024\":true,\"level\":5,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true,\"m\":\"an eggshell and a glove\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of your own hand.\",\"The hand is an object that has AC 20 and {@variantrule Hit Points|XPHB} equal to your {@variantrule Hit Points|XPHB|Hit Point} maximum. If it drops to 0 {@variantrule Hit Points|XPHB}, the spell ends. The hand doesn't occupy its space.\",\"When you cast the spell and as a {@variantrule Bonus Action|XPHB} on your later turns, you can move the hand up to 60 feet and then cause one of the following effects:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Clenched Fist\",\"entries\":[\"The hand strikes a target within 5 feet of it. Make a melee spell attack. On a hit, the target takes {@damage 5d8} Force damage.\"]},{\"type\":\"item\",\"name\":\"Forceful Hand\",\"entries\":[\"The hand attempts to push a Huge or smaller creature within 5 feet of it. The target must succeed on a Strength saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it.\"]},{\"type\":\"item\",\"name\":\"Grasping Hand\",\"entries\":[\"The hand attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the {@condition Grappled|XPHB} condition, with an escape DC equal to your spell save DC. While the hand grapples the target, you can take a {@variantrule Bonus Action|XPHB} to cause the hand to crush it, dealing Bludgeoning damage to the target equal to {@damage 4d6} plus your spellcasting ability modifier.\"]},{\"type\":\"item\",\"name\":\"Interposing Hand\",\"entries\":[\"The hand grants you Half {@variantrule Cover|XPHB} against attacks and other effects that originate from its space or that pass through it. In addition, its space counts as {@variantrule Difficult Terrain|XPHB} for your enemies.\"]}]}],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage of the Clenched Fist increases by {@scaledamage 4d8|5-9|2d8} and the damage of the Grasping Hand increases by {@scaledamage 2d6|5-9|2d6} for each spell slot level above 5.\"]}],\"damageInflict\":[\"bludgeoning\",\"force\"],\"conditionInflict\":[\"grappled\"],\"spellAttack\":[\"M\"],\"savingThrow\":[\"dexterity\",\"strength\"],\"miscTags\":[\"DFT\",\"FMV\",\"OBJ\",\"SGT\",\"UBA\"],\"hasFluffImages\":true},{\"name\":\"Blade Barrier\",\"source\":\"XPHB\",\"page\":247,\"freeRules2024\":true,\"level\":6,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"You create a wall of whirling blades made of magical energy. The wall appears within range and lasts for the duration. You make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides Three-Quarters {@variantrule Cover|XPHB}, and its space is {@variantrule Difficult Terrain|XPHB}.\",\"Any creature in the wall's space makes a Dexterity saving throw, taking {@damage 6d10} Force damage on a failed save or half as much damage on a successful one. A creature also makes that save if it enters the wall's space or ends it turn there. A creature makes that save only once per turn.\"],\"damageInflict\":[\"force\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"DFT\"],\"areaTags\":[\"W\"]},{\"name\":\"Blade Ward\",\"source\":\"XPHB\",\"page\":247,\"level\":0,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts {@dice 1d4} from the attack roll.\"]},{\"name\":\"Bless\",\"source\":\"XPHB\",\"page\":247,\"freeRules2024\":true,\"level\":1,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a Holy Symbol worth 5+ GP\",\"cost\":500}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds {@dice 1d4} to the attack roll or save.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"You can target one additional creature for each spell slot level above 1.\"]}],\"miscTags\":[\"SCT\"],\"areaTags\":[\"MT\"]},{\"name\":\"Blight\",\"source\":\"XPHB\",\"page\":247,\"freeRules2024\":true,\"level\":4,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"A creature that you can see within range makes a Constitution saving throw, taking {@damage 8d8} Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save.\",\"Alternatively, target a nonmagical plant that isn't a creature, such as a tree or shrub. It doesn't make a save; it simply withers and dies.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage increases by {@scaledamage 8d8|4-9|1d8} for each spell slot level above 4.\"]}],\"damageInflict\":[\"necrotic\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Blinding Smite\",\"source\":\"XPHB\",\"page\":247,\"level\":3,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"bonus\",\"condition\":\"which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1}}],\"entries\":[\"The target hit by the strike takes an extra {@damage 3d8} Radiant damage from the attack, and the target has the {@condition Blinded|XPHB} condition until the spell ends. At the end of each of its turns, the {@condition Blinded|XPHB} target makes a Constitution saving throw, ending the spell on itself on a success.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The extra damage increases by {@scaledamage 3d8|3-9|1d8} for each spell slot level above 3.\"]}],\"damageInflict\":[\"radiant\"],\"conditionInflict\":[\"blinded\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"AAD\"]},{\"name\":\"Blindness/Deafness\",\"source\":\"XPHB\",\"page\":248,\"freeRules2024\":true,\"level\":2,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1}}],\"entries\":[\"One creature that you can see within range must succeed on a Constitution saving throw, or it has the {@condition Blinded|XPHB} or {@condition Deafened|XPHB} condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"You can target one additional creature for each spell slot level above 2.\"]}],\"conditionInflict\":[\"blinded\",\"deafened\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"SCT\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Blink\",\"source\":\"XPHB\",\"page\":248,\"freeRules2024\":true,\"level\":3,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1}}],\"entries\":[\"Roll {@dice 1d6} at the end of each of your turns for the duration. On a roll of 4-6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can't see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can't perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane.\",\"You return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space.\"],\"miscTags\":[\"SGT\"]},{\"name\":\"Blur\",\"source\":\"XPHB\",\"page\":248,\"freeRules2024\":true,\"level\":2,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Your body becomes blurred. For the duration, any creature has {@variantrule Disadvantage|XPHB} on attack rolls against you. An attacker is immune to this effect if it perceives you with {@sense Blindsight|XPHB} or {@sense Truesight|XPHB}.\"]},{\"name\":\"Burning Hands\",\"source\":\"XPHB\",\"page\":248,\"freeRules2024\":true,\"level\":1,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"cone\",\"distance\":{\"type\":\"feet\",\"amount\":15}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking {@damage 3d6} Fire damage on a failed save or half as much damage on a successful one.\",\"Flammable objects in the Cone that aren't being worn or carried start {@hazard burning|XPHB}.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage increases by {@scaledamage 3d6|1-9|1d6} for each spell slot level above 1.\"]}],\"damageInflict\":[\"fire\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"OBJ\"],\"areaTags\":[\"N\"]},{\"name\":\"Call Lightning\",\"source\":\"XPHB\",\"page\":248,\"freeRules2024\":true,\"level\":3,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"A storm cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius.\",\"When you cast the spell, choose a point you can see under the cloud. A lightning bolt shoots from the cloud to that point. Each creature within 5 feet of that point makes a Dexterity saving throw, taking {@damage 3d10} Lightning damage on a failed save or half as much damage on a successful one.\",\"Until the spell ends, you can take a {@action Magic|XPHB} action to call down lightning in that way again, targeting the same point or a different one.\",\"If you're outdoors in a storm when you cast this spell, the spell gives you control over that storm instead of creating a new one. Under such conditions, the spell's damage increases by {@dice 1d10}.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage increases by {@scaledamage 3d10|3-9|1d10} for each spell slot level above 3.\"]}],\"damageInflict\":[\"lightning\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"S\",\"Y\"]},{\"name\":\"Calm Emotions\",\"source\":\"XPHB\",\"page\":249,\"freeRules2024\":true,\"level\":2,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature):\",{\"type\":\"list\",\"items\":[\"The creature has {@variantrule Immunity|XPHB} to the {@condition Charmed|XPHB} and {@condition Frightened|XPHB} conditions until the spell ends. If the creature was already {@condition Charmed|XPHB} or {@condition Frightened|XPHB}, those conditions are suppressed for the duration.\",\"The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal.\"]}],\"savingThrow\":[\"charisma\"],\"affectsCreatureType\":[\"humanoid\"],\"areaTags\":[\"S\"]},{\"name\":\"Chain Lightning\",\"source\":\"XPHB\",\"page\":249,\"freeRules2024\":true,\"level\":6,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":150}},\"components\":{\"v\":true,\"s\":true,\"m\":\"three silver pins\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You launch a lightning bolt toward a target you can see within range. Three bolts then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.\",\"Each target makes a Dexterity saving throw, taking {@damage 10d8} Lightning damage on a failed save or half as much damage on a successful one.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"One additional bolt leaps from the first target to another target for each spell slot level above 6.\"]}],\"damageInflict\":[\"lightning\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"OBJ\",\"SCT\",\"SGT\"],\"areaTags\":[\"MT\",\"ST\"]},{\"name\":\"Charm Monster\",\"source\":\"XPHB\",\"page\":249,\"freeRules2024\":true,\"level\":4,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"One creature you can see within range makes a Wisdom saving throw. It does so with {@variantrule Advantage|XPHB} if you or your allies are fighting it. On a failed save, the target has the {@condition Charmed|XPHB} condition until the spell ends or until you or your allies damage it. The {@condition Charmed|XPHB} creature is Friendly to you. When the spell ends, the target knows it was {@condition Charmed|XPHB} by you.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"You can target one additional creature for each spell slot level above 4.\"]}],\"conditionInflict\":[\"charmed\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"SCT\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Charm Person\",\"source\":\"XPHB\",\"page\":249,\"freeRules2024\":true,\"level\":1,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"One Humanoid you can see within range makes a Wisdom saving throw. It does so with {@variantrule Advantage|XPHB} if you or your allies are fighting it. On a failed save, the target has the {@condition Charmed|XPHB} condition until the spell ends or until you or your allies damage it. The {@condition Charmed|XPHB} creature is Friendly to you. When the spell ends, the target knows it was {@condition Charmed|XPHB} by you.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"You can target one additional creature for each spell slot level above 1.\"]}],\"conditionInflict\":[\"charmed\"],\"savingThrow\":[\"wisdom\"],\"affectsCreatureType\":[\"humanoid\"],\"miscTags\":[\"SCT\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Chill Touch\",\"source\":\"XPHB\",\"page\":249,\"freeRules2024\":true,\"level\":0,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes {@damage 1d10} Necrotic damage, and it can't regain {@variantrule Hit Points|XPHB} until the end of your next turn.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Cantrip Upgrade\",\"entries\":[\"The damage increases by {@dice 1d10} when you reach levels 5 ({@damage 2d10}), 11 ({@damage 3d10}), and 17 ({@damage 4d10}).\"]}],\"scalingLevelDice\":{\"label\":\"necrotic damage\",\"scaling\":{\"1\":\"1d10\",\"5\":\"2d10\",\"11\":\"3d10\",\"17\":\"4d10\"}},\"damageInflict\":[\"necrotic\"],\"spellAttack\":[\"M\"],\"miscTags\":[\"SCL\"],\"areaTags\":[\"ST\"]},{\"name\":\"Chromatic Orb\",\"source\":\"XPHB\",\"page\":249,\"freeRules2024\":true,\"level\":1,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a diamond worth 50+ GP\",\"cost\":5000}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes {@damage 3d8} damage of the chosen type.\",\"If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can't leap again unless you cast the spell with a level 2+ spell slot.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage increases by {@scaledamage 3d8|1-9|1d8} for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell.\"]}],\"damageInflict\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"poison\",\"thunder\"],\"spellAttack\":[\"R\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"],\"hasFluffImages\":true},{\"name\":\"Circle of Death\",\"source\":\"XPHB\",\"page\":250,\"freeRules2024\":true,\"level\":6,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":150}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"the powder of a crushed black pearl worth 500+ GP\",\"cost\":50000}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range. Each creature in that area makes a Constitution saving throw, taking {@damage 8d8} Necrotic damage on a failed save or half as much damage on a successful one.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage increases by {@scaledamage 8d8|6-9|2d8} for each spell slot level above 6.\"]}],\"damageInflict\":[\"necrotic\"],\"savingThrow\":[\"constitution\"],\"areaTags\":[\"S\"]},{\"name\":\"Circle of Power\",\"source\":\"XPHB\",\"page\":250,\"level\":5,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"emanation\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects. When an affected creature makes a saving throw against a spell or magical effect that allows a save to take only half damage, it takes no damage if it succeeds on the save.\"],\"miscTags\":[\"ADV\"],\"areaTags\":[\"S\"]},{\"name\":\"Clairvoyance\",\"source\":\"XPHB\",\"page\":250,\"freeRules2024\":true,\"level\":3,\"school\":\"D\",\"time\":[{\"number\":10,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"miles\",\"amount\":1}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a focus worth 100+ GP, either a jeweled horn for hearing or a glass eye for seeing\",\"cost\":10000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"You create an {@condition Invisible|XPHB} sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.\",\"When you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a {@variantrule Bonus Action|XPHB}, you can switch between seeing and hearing.\",\"A creature that sees the sensor (such as a creature benefiting from {@spell See Invisibility|XPHB} or {@sense Truesight|XPHB}) sees a luminous orb about the size of your fist.\"],\"miscTags\":[\"UBA\"]},{\"name\":\"Clone\",\"source\":\"XPHB\",\"page\":251,\"freeRules2024\":true,\"level\":8,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"hour\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a diamond worth 1,000+ GP, which the spell consumes, and a sealable vessel worth 2,000+ GP that is large enough to hold the creature being cloned\",\"cost\":100000,\"consume\":true}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You touch a creature or at least 1 cubic inch of its flesh. An inert duplicate of that creature forms inside the vessel used in the spell's casting and finishes growing after 120 days; you choose whether the finished clone is the same age as the creature or younger. The clone remains inert and endures indefinitely while its vessel remains undisturbed.\",\"If the original creature dies after the clone finishes forming, the creature's soul transfers to the clone if the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The creature's original remains, if any, become inert and can't be revived, since the creature's soul is elsewhere.\"],\"miscTags\":[\"PRM\"]},{\"name\":\"Cloud of Daggers\",\"source\":\"XPHB\",\"page\":251,\"level\":2,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a sliver of glass\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You conjure spinning daggers in a 5-foot Cube centered on a point within range. Each creature in that area takes {@damage 4d4} Slashing damage. A creature also takes this damage if it enters the Cube or ends its turn there or if the Cube moves into its space. A creature takes this damage only once per turn.\",\"On your later turns, you can take a {@action Magic|XPHB} action to teleport the Cube up to 30 feet.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage increases by {@scaledamage 4d4|2-9|2d4} for each spell slot level above 2.\"]}],\"damageInflict\":[\"slashing\"],\"areaTags\":[\"C\"]},{\"name\":\"Cloudkill\",\"source\":\"XPHB\",\"page\":251,\"freeRules2024\":true,\"level\":5,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until strong wind (such as the one created by {@spell Gust of Wind|XPHB}) disperses it, ending the spell. Its area is {@variantrule Heavily Obscured|XPHB}.\",\"Each creature in the Sphere makes a Constitution saving throw, taking {@damage 5d8} Poison damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.\",\"The Sphere moves 10 feet away from you at the start of each of your turns.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage increases by {@scaledamage 5d8|5-9|1d8} for each spell slot level above 5.\"]}],\"damageInflict\":[\"poison\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"OBS\"],\"areaTags\":[\"S\"]},{\"name\":\"Color Spray\",\"source\":\"XPHB\",\"page\":251,\"freeRules2024\":true,\"level\":1,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"cone\",\"distance\":{\"type\":\"feet\",\"amount\":15}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a pinch of colorful sand\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You launch a dazzling array of flashing, colorful light. Each creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or have the {@condition Blinded|XPHB} condition until the end of your next turn.\"],\"conditionInflict\":[\"blinded\"],\"savingThrow\":[\"constitution\"],\"areaTags\":[\"N\"]},{\"name\":\"Command\",\"source\":\"XPHB\",\"page\":251,\"freeRules2024\":true,\"level\":1,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Approach\",\"entries\":[\"The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.\"]},{\"type\":\"item\",\"name\":\"Drop\",\"entries\":[\"The target drops whatever it is holding and then ends its turn.\"]},{\"type\":\"item\",\"name\":\"Flee\",\"entries\":[\"The target spends its turn moving away from you by the fastest available means.\"]},{\"type\":\"item\",\"name\":\"Grovel\",\"entries\":[\"The target has the {@condition Prone|XPHB} condition and then ends its turn.\"]},{\"type\":\"item\",\"name\":\"Halt\",\"entries\":[\"On its turn, the target doesn't move and takes no action or {@variantrule Bonus Action|XPHB}.\"]}]}],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"You can affect one additional creature for each spell slot level above 1.\"]}],\"conditionInflict\":[\"prone\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Commune\",\"source\":\"XPHB\",\"page\":252,\"freeRules2024\":true,\"level\":5,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"incense\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1}}],\"meta\":{\"ritual\":true},\"entries\":[\"You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.\",\"Divine beings aren't necessarily omniscient, so you might receive \\\"unclear\\\" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.\",\"If you cast the spell more than once before finishing a {@variantrule Long Rest|XPHB}, there is a cumulative {@chance 25|||No answer!|Answer} chance for each casting after the first that you get no answer.\"]},{\"name\":\"Commune with Nature\",\"source\":\"XPHB\",\"page\":252,\"freeRules2024\":true,\"level\":5,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1}}],\"meta\":{\"ritual\":true},\"entries\":[\"You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in castles and settlements.\",\"Choose three of the following facts; you learn those facts as they pertain to the spell's area:\",{\"type\":\"list\",\"items\":[\"Locations of settlements\",\"Locations of portals to other planes of existence\",\"Location of one {@variantrule Challenge Rating|XPHB} 10+ creature (DM's choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead\",\"The most prevalent kind of plant, mineral, or Beast (you choose which to learn)\",\"Locations of bodies of water\"]},\"For example, you could determine the location of a powerful monster in the area, the locations of bodies of water, and the locations of any towns.\"]},{\"name\":\"Compelled Duel\",\"source\":\"XPHB\",\"page\":252,\"level\":1,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You try to compel a creature into a duel. One creature that you can see within range makes a Wisdom saving throw. On a failed save, the target has {@variantrule Disadvantage|XPHB} on attack rolls against creatures other than you, and it can't willingly move to a space that is more than 30 feet away from you.\",\"The spell ends if you make an attack roll against a creature other than the target, if you cast a spell on an enemy other than the target, if an ally of yours damages the target, or if you end your turn more than 30 feet away from the target.\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Comprehend Languages\",\"source\":\"XPHB\",\"page\":252,\"freeRules2024\":true,\"level\":1,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a pinch of soot and salt\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"meta\":{\"ritual\":true},\"entries\":[\"For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode symbols or secret messages.\"]},{\"name\":\"Compulsion\",\"source\":\"XPHB\",\"page\":252,\"freeRules2024\":true,\"level\":4,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Each creature of your choice that you can see within range must succeed on a Wisdom saving throw or have the {@condition Charmed|XPHB} condition until the spell ends.\",\"For the duration, you can take a {@variantrule Bonus Action|XPHB} to designate a direction that is horizontal to you. Each {@condition Charmed|XPHB} target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success.\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"SGT\",\"UBA\"],\"areaTags\":[\"MT\"]},{\"name\":\"Cone of Cold\",\"source\":\"XPHB\",\"page\":253,\"freeRules2024\":true,\"level\":5,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"cone\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a small crystal or glass cone\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You unleash a blast of cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking {@damage 8d8} Cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage increases by {@scaledamage 8d8|5-9|1d8} for each spell slot level above 5.\"]}],\"damageInflict\":[\"cold\"],\"savingThrow\":[\"constitution\"],\"areaTags\":[\"N\"],\"hasFluffImages\":true},{\"name\":\"Confusion\",\"source\":\"XPHB\",\"page\":253,\"freeRules2024\":true,\"level\":4,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true,\"m\":\"three nut shells\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll {@dice 1d10} at the start of each of its turns to determine its behavior for that turn, consulting the table below.\",{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"1d10\",\"Behavior for the Turn\"],\"rows\":[[\"1\",\"The target doesn't take an action, and it uses all its movement to move. Roll {@dice 1d4} for the direction: {@b 1}, north; {@b 2}, east; {@b 3}, south; or {@b 4}, west.\"],[\"2-6\",\"The target doesn't move or take actions.\"],[\"7-8\",\"The target doesn't move, and it takes the {@action Attack|XPHB} action to make one melee attack against a random creature within reach. If none are within reach, the target takes no action.\"],[\"9-10\",\"The target chooses its behavior.\"]]},\"At the end of each of its turns, an affected target repeats the save, ending the spell on itself on a success.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The Sphere's radius increases by 5 feet for each spell slot level above 4.\"]}],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"RO\"],\"areaTags\":[\"S\"]},{\"name\":\"Conjure Animals\",\"source\":\"XPHB\",\"page\":254,\"freeRules2024\":true,\"level\":3,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"You conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range. The pack lasts for the duration, and you choose the spirits' animal form, such as wolves, serpents, or birds.\",\"You have {@variantrule Advantage|XPHB} on Strength saving throws while you're within 5 feet of the pack, and when you move on your turn, you can also move the pack up to 30 feet to an unoccupied space you can see.\",\"Whenever the pack moves within 10 feet of a creature you can see and whenever a creature you can see enters a space within 10 feet of the pack or ends its turn there, you can force that creature to make a Dexterity saving throw. On a failed save, the creature takes {@damage 3d10} Slashing damage. A creature makes this save only once per turn.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage increases by {@scaledamage 3d10|3-9|1d10} for each spell slot level above 3.\"]}],\"damageInflict\":[\"slashing\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"ADV\",\"SGT\"],\"areaTags\":[\"C\"]},{\"name\":\"Conjure Barrage\",\"source\":\"XPHB\",\"page\":254,\"level\":3,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"cone\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a Melee or Ranged weapon worth at least 1 CP\",\"cost\":1}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You brandish the weapon used to cast the spell and conjure similar spectral weapons (or ammunition appropriate to the weapon) that launch forward and then disappear. Each creature of your choice that you can see in a 60-foot Cone makes a Dexterity saving throw, taking {@damage 5d8} Force damage on a failed save or half as much damage on a successful one.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage increases by {@scaledamage 5d8|3-9|1d8} for each spell slot level above 3.\"]}],\"damageInflict\":[\"force\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"N\"]},{\"name\":\"Conjure Celestial\",\"source\":\"XPHB\",\"page\":254,\"freeRules2024\":true,\"level\":7,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can see in the Cylinder, choose which of these lights shines on it:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Healing Light\",\"entries\":[\"The target regains {@variantrule Hit Points|XPHB} equal to {@dice 4d12} plus your spellcasting ability modifier.\"]},{\"type\":\"item\",\"name\":\"Searing Light\",\"entries\":[\"The target makes a Dexterity saving throw, taking {@damage 6d12} Radiant damage on a failed save or half as much damage on a successful one.\",\"Until the spell ends, {@variantrule Bright Light|XPHB} fills the Cylinder, and when you move on your turn, you can also move the Cylinder up to 30 feet.\",\"Whenever the Cylinder moves into the space of a creature you can see and whenever a creature you can see enters the Cylinder or ends its turn there, you can bathe it in one of the lights. A creature can be affected by this spell only once per turn.\"]}]}],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The healing and damage increase by {@scaledamage 6d12|7-9|1d12} for each spell slot level above 7.\"]}],\"damageInflict\":[\"radiant\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"HL\",\"SGT\"],\"areaTags\":[\"Y\"]},{\"name\":\"Conjure Elemental\",\"source\":\"XPHB\",\"page\":254,\"freeRules2024\":true,\"level\":5,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"You conjure a Large, intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit's element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration.\",\"Whenever a creature you can see enters the spirit's space or starts its turn within 5 feet of the spirit, you can force that creature to make a Dexterity saving throw if the spirit has no creature {@condition Restrained|XPHB}. On failed save, the target takes {@damage 8d8} damage of the spirit's type, and the target has the {@condition Restrained|XPHB} condition until the spell ends. At the start of each of its turns, the {@condition Restrained|XPHB} target repeats the save. On a failed save, the target takes {@damage 4d8} damage of the spirit's type. On a successful save, the target isn't {@condition Restrained|XPHB} by the spirit.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage increases by {@scaledamage 8d8;4d8|5-9|2d8} for each spell slot level above 5.\"]}],\"damageInflict\":[\"lightning\",\"thunder\",\"fire\",\"cold\"],\"conditionInflict\":[\"restrained\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"SGT\"]},{\"name\":\"Conjure Fey\",\"source\":\"XPHB\",\"page\":255,\"freeRules2024\":true,\"level\":6,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"You conjure a Medium spirit from the Feywild in an unoccupied space you can see within range. The spirit lasts for the duration, and it looks like a Fey creature of your choice. When the spirit appears, you can make one melee spell attack against a creature within 5 feet of it. On a hit, the target takes Psychic damage equal to {@damage 3d12} plus your spellcasting ability modifier, and the target has the {@condition Frightened|XPHB} condition until the start of your next turn, with both you and the spirit as the source of the fear.\",\"As a {@variantrule Bonus Action|XPHB} on your later turns, you can teleport the spirit to an unoccupied space you can see within 30 feet of the space it left and make the attack against a creature within 5 feet of it.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage increases by {@scaledamage 3d12|6-9|2d12} for each spell slot level above 6.\"]}],\"damageInflict\":[\"psychic\"],\"conditionInflict\":[\"frightened\"],\"miscTags\":[\"SGT\",\"UBA\"]},{\"name\":\"Conjure Minor Elementals\",\"source\":\"XPHB\",\"page\":255,\"freeRules2024\":true,\"level\":4,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"emanation\",\"distance\":{\"type\":\"feet\",\"amount\":15}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"You conjure spirits from the Elemental Planes that flit around you in a 15-foot Emanation for the duration. Until the spell ends, any attack you make deals an extra {@damage 2d8} damage when you hit a creature in the Emanation. This damage is Acid, Cold, Fire, or Lightning (your choice when you make the attack).\",\"In addition, the ground in the Emanation is {@variantrule Difficult Terrain|XPHB} for your enemies.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage increases by {@scaledamage 2d8|4-9|2d8} for each spell slot level above 4.\"]}],\"damageInflict\":[\"acid\",\"cold\",\"fire\",\"lightning\"],\"miscTags\":[\"AAD\",\"DFT\"],\"areaTags\":[\"S\"]},{\"name\":\"Conjure Volley\",\"source\":\"XPHB\",\"page\":255,\"level\":5,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":150}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a Melee or Ranged weapon worth at least 1 CP\",\"cost\":1}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You brandish the weapon used to cast the spell and choose a point within range. Hundreds of similar spectral weapons (or ammunition appropriate to the weapon) fall in a volley and then disappear. Each creature of your choice that you can see in a 40-foot-radius, 20-foot-high Cylinder centered on that point makes a Dexterity saving throw. A creature takes {@damage 8d8} Force damage on a failed save or half as much damage on a successful one.\"],\"damageInflict\":[\"force\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"Y\"]},{\"name\":\"Conjure Woodland Beings\",\"source\":\"XPHB\",\"page\":255,\"freeRules2024\":true,\"level\":4,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"emanation\",\"distance\":{\"type\":\"feet\",\"amount\":10}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"You conjure nature spirits that flit around you in a 10-foot Emanation for the duration. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. The creature takes {@damage 5d8} Force damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.\",\"In addition, you can take the {@action Disengage|XPHB} action as a {@variantrule Bonus Action|XPHB} for the spell's duration.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage increases by {@scaledamage 5d8|4-9|1d8} for each spell slot level above 4.\"]}],\"damageInflict\":[\"force\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"SGT\",\"UBA\"]},{\"name\":\"Contact Other Plane\",\"source\":\"XPHB\",\"page\":255,\"freeRules2024\":true,\"level\":5,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1}}],\"meta\":{\"ritual\":true},\"entries\":[\"You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as \\\"yes,\\\" \\\"no,\\\" \\\"maybe,\\\" \\\"never,\\\" \\\"irrelevant,\\\" or \\\"unclear\\\" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.\",\"On a failed save, you take {@damage 6d6} Psychic damage and have the {@condition Incapacitated|XPHB} condition until you finish a {@variantrule Long Rest|XPHB}. A {@spell Greater Restoration|XPHB} spell cast on you ends this effect.\"],\"damageInflict\":[\"psychic\"],\"savingThrow\":[\"intelligence\"]},{\"name\":\"Contagion\",\"source\":\"XPHB\",\"page\":256,\"freeRules2024\":true,\"level\":5,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"day\",\"amount\":7}}],\"entries\":[\"Your touch inflicts a magical contagion. The target must succeed on a Constitution saving throw or take {@damage 11d8} Necrotic damage and have the {@condition Poisoned|XPHB} condition. Also, choose one ability when you cast the spell. While {@condition Poisoned|XPHB}, the target has {@variantrule Disadvantage|XPHB} on saving throws made with the chosen ability.\",\"The target must repeat the saving throw at the end of each of its turns until it gets three successes or failures. If the target succeeds on three of these saves, the spell ends on the target. If the target fails three of the saves, the spell lasts for 7 days on it.\",\"Whenever the {@condition Poisoned|XPHB} target receives an effect that would end the {@condition Poisoned|XPHB} condition, the target must succeed on a Constitution saving throw, or the {@condition Poisoned|XPHB} condition doesn't end on it.\"],\"damageInflict\":[\"necrotic\"],\"conditionInflict\":[\"poisoned\"],\"savingThrow\":[\"constitution\"],\"areaTags\":[\"ST\"]},{\"name\":\"Contingency\",\"source\":\"XPHB\",\"page\":256,\"freeRules2024\":true,\"level\":6,\"school\":\"A\",\"time\":[{\"number\":10,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a gem-encrusted statuette of yourself worth 1,500+ GP\",\"cost\":150000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"day\",\"amount\":10}}],\"entries\":[\"Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting Contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the two spells. For example, a Contingency cast with {@spell Water Breathing|XPHB} might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid.\",\"The contingent spell takes effect immediately after the trigger occurs for the first time, whether or not you want it to, and then Contingency ends.\",\"The contingent spell takes effect only on you, even if it can normally target others. You can use only one Contingency spell at a time. If you cast this spell again, the effect of another Contingency spell on you ends. Also, Contingency ends on you if its material component is ever not on your person.\"]},{\"name\":\"Continual Flame\",\"source\":\"XPHB\",\"page\":256,\"freeRules2024\":true,\"level\":2,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"ruby dust worth 50+ GP, which the spell consumes\",\"cost\":5000,\"consume\":true}},\"duration\":[{\"type\":\"permanent\",\"ends\":[\"dispel\"]}],\"entries\":[\"A flame springs from an object that you touch. The effect casts {@variantrule Bright Light|XPHB} in a 20-foot radius and {@variantrule Dim Light|XPHB} for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.\"],\"miscTags\":[\"LGT\",\"OBJ\"]},{\"name\":\"Control Water\",\"source\":\"XPHB\",\"page\":256,\"freeRules2024\":true,\"level\":4,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":300}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a mixture of water and dust\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a {@action Magic|XPHB} action on your later turns, you can repeat the same effect or choose a different one.\",{\"type\":\"entries\",\"name\":\"Flood\",\"entries\":[\"You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a {@chance 25|||Capsizes!|No effect} chance of capsizing.\",\"The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.\"]},{\"type\":\"entries\",\"name\":\"Part Water\",\"entries\":[\"You part water in the area and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.\"]},{\"type\":\"entries\",\"name\":\"Redirect Flow\",\"entries\":[\"You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends or you choose a different effect.\"]},{\"type\":\"entries\",\"name\":\"Whirlpool\",\"entries\":[\"You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts until you choose a different effect or the spell ends. The whirlpool is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 feet of the whirlpool is pulled 10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature takes {@damage 2d8} Bludgeoning damage. On a successful save, the creature takes half as much damage. A creature can swim away from the whirlpool only if it first takes an action to pull away and succeeds on a Strength ({@skill Athletics|XPHB}) check against your spell save DC.\"]}],\"damageInflict\":[\"bludgeoning\"],\"savingThrow\":[\"strength\"],\"abilityCheck\":[\"strength\"],\"miscTags\":[\"FMV\",\"OBJ\"],\"areaTags\":[\"C\"]},{\"name\":\"Control Weather\",\"source\":\"XPHB\",\"page\":257,\"freeRules2024\":true,\"level\":8,\"school\":\"T\",\"time\":[{\"number\":10,\"unit\":\"minute\"}],\"range\":{\"type\":\"sphere\",\"distance\":{\"type\":\"miles\",\"amount\":5}},\"components\":{\"v\":true,\"s\":true,\"m\":\"burning incense\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":8},\"concentration\":true}],\"entries\":[\"You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.\",\"When you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes {@dice 1d4 × 10} minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.\",\"When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.\",{\"type\":\"table\",\"caption\":\"Precipitation\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"Stage\",\"Condition\"],\"rows\":[[\"1\",\"Clear\"],[\"2\",\"Light clouds\"],[\"3\",\"Overcast or ground fog\"],[\"4\",\"Rain, hail, or snow\"],[\"5\",\"Torrential rain, driving hail, or blizzard\"]]},{\"type\":\"table\",\"caption\":\"Temperature\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"Stage\",\"Condition\"],\"rows\":[[\"1\",\"Heat wave\"],[\"2\",\"Hot\"],[\"3\",\"Warm\"],[\"4\",\"Cool\"],[\"5\",\"Cold\"],[\"6\",\"Freezing\"]]},{\"type\":\"table\",\"caption\":\"Wind\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"Stage\",\"Condition\"],\"rows\":[[\"1\",\"Calm\"],[\"2\",\"Moderate wind\"],[\"3\",\"Strong wind\"],[\"4\",\"Gale\"],[\"5\",\"Storm\"]]}],\"hasFluffImages\":true},{\"name\":\"Cordon of Arrows\",\"source\":\"XPHB\",\"page\":258,\"level\":2,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"four or more arrows or bolts\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":8}}],\"entries\":[\"You touch up to four nonmagical Arrows or Bolts and plant them in the ground in your space. Until the spell ends, the ammunition can't be physically uprooted, and whenever a creature other than you enters a space within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take {@damage 2d4} Piercing damage. The piece of ammunition is then destroyed. The spell ends when none of the ammunition remains planted in the ground.\",\"When you cast this spell, you can designate any creatures you choose, and the spell ignores them.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The amount of ammunition that can be affected increases by two for each spell slot level above 2.\"]}],\"damageInflict\":[\"piercing\"],\"savingThrow\":[\"dexterity\"],\"areaTags\":[\"S\"]},{\"name\":\"Counterspell\",\"source\":\"XPHB\",\"page\":258,\"freeRules2024\":true,\"level\":3,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"reaction\",\"condition\":\"which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material components\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, {@variantrule Bonus Action|XPHB}, or {@variantrule Reaction|XPHB} used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended.\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"SGT\"]},{\"name\":\"Create Food and Water\",\"source\":\"XPHB\",\"page\":258,\"freeRules2024\":true,\"level\":3,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range—both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.\"]},{\"name\":\"Create or Destroy Water\",\"source\":\"XPHB\",\"page\":258,\"freeRules2024\":true,\"level\":1,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a mix of water and sand\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You do one of the following:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Create Water\",\"entries\":[\"You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there.\"]},{\"type\":\"item\",\"name\":\"Destroy Water\",\"entries\":[\"You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.\"]}]}],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1.\"]}],\"miscTags\":[\"PRM\"],\"areaTags\":[\"C\"]},{\"name\":\"Create Undead\",\"source\":\"XPHB\",\"page\":258,\"freeRules2024\":true,\"level\":6,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":10}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"one 150+ GP black onyx stone for each corpse\",\"cost\":15000}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a {@creature Ghoul|XMM} under your control (see the {@book Monster Manual|XMM} for its stat block).\",\"As a {@variantrule Bonus Action|XPHB} on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a particular place. If you issue no commands, the creature takes the {@action Dodge|XPHB} action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is complete.\",\"The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell rather than animating new ones.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"If you use a level 7 spell slot, you can animate or reassert control over four {@creature Ghoul|XMM|Ghouls}. If you use a level 8 spell slot, you can animate or reassert control over five {@creature Ghoul|XMM|Ghouls} or two {@creature Ghast|XMM|Ghasts} or {@creature Wight|XMM|Wights}. If you use a level 9 spell slot, you can animate or reassert control over six {@creature Ghoul|XMM|Ghouls}, three {@creature Ghast|XMM|Ghasts} or {@creature Wight|XMM|Wights}, or two {@creature Mummy|XMM|Mummies}. See the {@book Monster Manual|XMM} for these stat blocks.\"]}],\"affectsCreatureType\":[\"humanoid\"],\"miscTags\":[\"PRM\",\"SMN\",\"UBA\"]},{\"name\":\"Creation\",\"source\":\"XPHB\",\"page\":259,\"freeRules2024\":true,\"level\":5,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a paintbrush\"},\"duration\":[{\"type\":\"special\"}],\"entries\":[\"You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen.\",\"The spell's duration depends on the object's material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell's Material component causes the other spell to fail.\",{\"type\":\"table\",\"caption\":\"Materials\",\"colStyles\":[\"col-6\",\"col-6\"],\"colLabels\":[\"Material\",\"Duration\"],\"rows\":[[\"Vegetable matter\",\"24 hours\"],[\"Stone or crystal\",\"12 hours\"],[\"Precious metals\",\"1 hour\"],[\"Gems\",\"10 minutes\"],[\"Adamantine or mithral\",\"1 minute\"]]}],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The Cube increases by 5 feet for each spell slot level above 5.\"]}]},{\"name\":\"Crown of Madness\",\"source\":\"XPHB\",\"page\":259,\"level\":2,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"One creature that you can see within range must succeed on a Wisdom saving throw or have the {@condition Charmed|XPHB} condition for the duration. The creature succeeds automatically if it isn't Humanoid.\",\"A spectral crown appears on the {@condition Charmed|XPHB} target's head, and it must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if no creature is within its reach. The target repeats the save at the end of each of its turns, ending the spell on itself on a success.\",\"On your later turns, you must take the {@action Magic|XPHB} action to maintain control of the target, or the spell ends.\"],\"conditionInflict\":[\"charmed\"],\"savingThrow\":[\"wisdom\"],\"affectsCreatureType\":[\"humanoid\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Crusader's Mantle\",\"source\":\"XPHB\",\"page\":259,\"level\":3,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"emanation\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You radiate a magical aura in a 30-foot Emanation. While in the aura, you and your allies each deal an extra {@damage 1d4} Radiant damage when hitting with a weapon or an {@variantrule Unarmed Strike|XPHB}.\"],\"damageInflict\":[\"radiant\"],\"miscTags\":[\"AAD\"],\"areaTags\":[\"S\"]},{\"name\":\"Cure Wounds\",\"source\":\"XPHB\",\"page\":259,\"freeRules2024\":true,\"level\":1,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"A creature you touch regains a number of {@variantrule Hit Points|XPHB} equal to {@dice 2d8} plus your spellcasting ability modifier.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The healing increases by {@scaledice 2d8|1-9|2d8} for each spell slot level above 1.\"]}],\"miscTags\":[\"HL\"],\"areaTags\":[\"ST\"]},{\"name\":\"Dancing Lights\",\"source\":\"XPHB\",\"page\":259,\"freeRules2024\":true,\"level\":0,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a bit of phosphorus\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds {@variantrule Dim Light|XPHB} in a 10-foot radius.\",\"As a {@variantrule Bonus Action|XPHB}, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range.\"],\"miscTags\":[\"LGT\",\"UBA\"]},{\"name\":\"Darkness\",\"source\":\"XPHB\",\"page\":260,\"freeRules2024\":true,\"level\":2,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"m\":\"bat fur and a piece of coal\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"For the duration, magical {@variantrule Darkness|XPHB} spreads from a point within range and fills a 15-foot-radius Sphere. {@sense Darkvision|XPHB} can't see through it, and nonmagical light can't illuminate it.\",\"Alternatively, you cast the spell on an object that isn't being worn or carried, causing the {@variantrule Darkness|XPHB} to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the {@variantrule Darkness|XPHB}.\",\"If any of this spell's area overlaps with an area of {@variantrule Bright Light|XPHB} or {@variantrule Dim Light|XPHB} created by a spell of level 2 or lower, that other spell is dispelled.\"],\"miscTags\":[\"OBJ\"],\"areaTags\":[\"S\"]},{\"name\":\"Darkvision\",\"source\":\"XPHB\",\"page\":260,\"freeRules2024\":true,\"level\":2,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a dried carrot\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":8}}],\"entries\":[\"For the duration, a willing creature you touch has {@sense Darkvision|XPHB} with a range of 150 feet.\"],\"areaTags\":[\"ST\"]},{\"name\":\"Daylight\",\"source\":\"XPHB\",\"page\":260,\"freeRules2024\":true,\"level\":3,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight's area is {@variantrule Bright Light|XPHB} and sheds {@variantrule Dim Light|XPHB} for an additional 60 feet.\",\"Alternatively, you cast the spell on an object that isn't being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight.\",\"If any of this spell's area overlaps with an area of {@variantrule Darkness|XPHB} created by a spell of level 3 or lower, that other spell is dispelled.\"],\"miscTags\":[\"LGT\",\"LGTS\",\"OBJ\"],\"areaTags\":[\"S\"],\"hasFluffImages\":true},{\"name\":\"Death Ward\",\"source\":\"XPHB\",\"page\":261,\"freeRules2024\":true,\"level\":4,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":8}}],\"entries\":[\"You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 {@variantrule Hit Points|XPHB} before the spell ends, the target instead drops to 1 {@variantrule Hit Points|XPHB|Hit Point}, and the spell ends.\",\"If the spell is still in effect when the target is subjected to an effect that would kill it instantly without dealing damage, that effect is negated against the target, and the spell ends.\"],\"areaTags\":[\"ST\"]},{\"name\":\"Delayed Blast Fireball\",\"source\":\"XPHB\",\"page\":261,\"freeRules2024\":true,\"level\":7,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":150}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a ball of bat guano and sulfur\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw. A creature takes Fire damage equal to the total accumulated damage on a failed save or half as much damage on a successful one.\",\"The spell's base damage is {@damage 12d6}, and the damage increases by {@dice 1d6} whenever your turn ends and the spell hasn't ended.\",\"If a creature touches the glowing bead before the spell ends, that creature makes a Dexterity saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature's space or collides with a solid object, the spell ends, and the bead explodes.\",\"When the bead explodes, flammable objects in the explosion that aren't being worn or carried start {@hazard burning|XPHB}.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The base damage increases by {@scaledamage 12d6|7-9|1d6} for each spell slot level above 7.\"]}],\"damageInflict\":[\"fire\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"OBJ\"],\"areaTags\":[\"S\"]},{\"name\":\"Demiplane\",\"source\":\"XPHB\",\"page\":261,\"freeRules2024\":true,\"level\":8,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension, made of wood or stone (your choice).\",\"When the spell ends, the door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, landing with the {@condition Prone|XPHB} condition in the unoccupied spaces closest to the door's former space.\",\"Each time you cast this spell, you can create a new demiplane or connect the shadowy door to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can connect the shadowy door to that demiplane instead.\"],\"miscTags\":[\"OBJ\",\"PRM\",\"SGT\"]},{\"name\":\"Destructive Wave\",\"source\":\"XPHB\",\"page\":261,\"level\":5,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"sphere\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"Destructive energy ripples outward from you in a 30-foot Emanation. Each creature you choose in the Emanation makes a Constitution saving throw. On a failed save, a target takes {@damage 5d6} Thunder damage and {@damage 5d6} Radiant or Necrotic damage (your choice) and has the {@condition Prone|XPHB} condition. On a successful save, a target takes half as much damage only.\"],\"damageInflict\":[\"necrotic\",\"radiant\",\"thunder\"],\"conditionInflict\":[\"prone\"],\"savingThrow\":[\"constitution\"],\"areaTags\":[\"MT\",\"S\"]},{\"name\":\"Detect Evil and Good\",\"source\":\"XPHB\",\"page\":261,\"freeRules2024\":true,\"level\":1,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"sphere\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the {@spell Hallow|XPHB} spell is active there and, if so, where.\",\"The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\"],\"affectsCreatureType\":[\"aberration\",\"celestial\",\"elemental\",\"fey\",\"fiend\",\"undead\"]},{\"name\":\"Detect Magic\",\"source\":\"XPHB\",\"page\":262,\"freeRules2024\":true,\"level\":1,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"sphere\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"meta\":{\"ritual\":true},\"entries\":[\"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the {@action Magic|XPHB} action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's {@book school of magic|XPHB|7|Schools of Magic}.\",\"The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\"]},{\"name\":\"Detect Poison and Disease\",\"source\":\"XPHB\",\"page\":262,\"freeRules2024\":true,\"level\":1,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"sphere\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a yew leaf\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"meta\":{\"ritual\":true},\"entries\":[\"For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.\",\"The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\"]},{\"name\":\"Detect Thoughts\",\"source\":\"XPHB\",\"page\":262,\"freeRules2024\":true,\"level\":2,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"1 Copper Piece\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You activate one of the effects below. Until the spell ends, you can activate either effect as a {@action Magic|XPHB} action on your later turns.\",{\"type\":\"entries\",\"name\":\"Sense Thoughts\",\"entries\":[\"You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\",\"The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\"]},{\"type\":\"entries\",\"name\":\"Read Thoughts\",\"entries\":[\"Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\",\"As a {@action Magic|XPHB} action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence ({@skill Arcana|XPHB}) check against your spell save DC, ending the spell on a success.\"]}],\"savingThrow\":[\"wisdom\"],\"abilityCheck\":[\"intelligence\"],\"miscTags\":[\"SGT\"]},{\"name\":\"Dimension Door\",\"source\":\"XPHB\",\"page\":262,\"freeRules2024\":true,\"level\":4,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":500}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \\\"200 feet straight downward\\\" or \\\"300 feet upward to the northwest at a 45-degree angle.\\\"\",\"You can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space.\",\"If you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take {@damage 4d6} Force damage, and the teleportation fails.\"],\"damageInflict\":[\"force\"],\"miscTags\":[\"TP\"]},{\"name\":\"Disguise Self\",\"source\":\"XPHB\",\"page\":262,\"freeRules2024\":true,\"level\":1,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.\",\"The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.\",\"To discern that you are disguised, a creature must take the {@action Study|XPHB} action to inspect your appearance and succeed on an Intelligence ({@skill Investigation|XPHB}) check against your spell save DC.\"],\"abilityCheck\":[\"intelligence\"],\"miscTags\":[\"SGT\"]},{\"name\":\"Disintegrate\",\"source\":\"XPHB\",\"page\":263,\"freeRules2024\":true,\"level\":6,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a lodestone and dust\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You launch a green ray at a target you can see within range. The target can be a creature, a nonmagical object, or a creation of magical force, such as the wall created by {@spell Wall of Force|XPHB}.\",\"A creature targeted by this spell makes a Dexterity saving throw. On a failed save, the target takes {@damage 10d6 + 40} Force damage. If this damage reduces it to 0 {@variantrule Hit Points|XPHB}, it and everything nonmagical it is wearing and carrying are disintegrated into gray dust. The target can be revived only by a {@spell True Resurrection|XPHB} or a {@spell Wish|XPHB} spell.\",\"This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If such a target is Huge or larger, this spell disintegrates a 10-foot-Cube portion of it.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage increases by {@scaledamage 10d6 + 40|6-9|3d6} for each spell slot level above 6.\"]}],\"damageInflict\":[\"force\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"OBJ\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Dispel Evil and Good\",\"source\":\"XPHB\",\"page\":263,\"freeRules2024\":true,\"level\":5,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"powdered silver and iron\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"For the duration, Celestials, Elementals, Fey, Fiends, and Undead have {@variantrule Disadvantage|XPHB} on attack rolls against you. You can end the spell early by using either of the following special functions.\",{\"type\":\"entries\",\"name\":\"Break Enchantment\",\"entries\":[\"As a {@action Magic|XPHB} action, you touch a creature that is possessed by or has the {@condition Charmed|XPHB} or {@condition Frightened|XPHB} condition from one or more creatures of the types above. The target is no longer possessed, {@condition Charmed|XPHB}, or {@condition Frightened|XPHB} by such creatures.\"]},{\"type\":\"entries\",\"name\":\"Dismissal\",\"entries\":[\"As a {@action Magic|XPHB} action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a Charisma saving throw or be sent back to its home plane if it isn't there already. If they aren't on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild.\"]}],\"savingThrow\":[\"charisma\"],\"affectsCreatureType\":[\"celestial\",\"elemental\",\"fey\",\"fiend\",\"undead\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"],\"hasFluffImages\":true},{\"name\":\"Dispel Magic\",\"source\":\"XPHB\",\"page\":265,\"freeRules2024\":true,\"level\":3,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use.\"]}],\"miscTags\":[\"OBJ\"],\"areaTags\":[\"ST\"]},{\"name\":\"Dissonant Whispers\",\"source\":\"XPHB\",\"page\":264,\"freeRules2024\":true,\"level\":1,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes {@damage 3d6} Psychic damage and must immediately use its {@variantrule Reaction|XPHB}, if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as much damage only.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage increases by {@scaledamage 3d6|1-9|1d6} for each spell slot level above 1.\"]}],\"damageInflict\":[\"psychic\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Divination\",\"source\":\"XPHB\",\"page\":264,\"freeRules2024\":true,\"level\":4,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"incense worth 25+ GP, which the spell consumes\",\"cost\":2500,\"consume\":true}},\"duration\":[{\"type\":\"instant\"}],\"meta\":{\"ritual\":true},\"entries\":[\"This spell puts you in contact with a god or a god's servants. You ask one question about a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply, which might be a short phrase or cryptic rhyme. The spell doesn't account for circumstances that might change the answer, such as the casting of other spells.\",\"If you cast the spell more than once before finishing a {@variantrule Long Rest|XPHB}, there is a cumulative {@chance 25|||Random reading!|Regular reading} chance for each casting after the first that you get no answer.\"]},{\"name\":\"Divine Favor\",\"source\":\"XPHB\",\"page\":265,\"freeRules2024\":true,\"level\":1,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1}}],\"entries\":[\"Until the spell ends, your attacks with weapons deal an extra {@damage 1d4} Radiant damage on a hit.\"],\"damageInflict\":[\"radiant\"],\"miscTags\":[\"AAD\"]},{\"name\":\"Divine Smite\",\"source\":\"XPHB\",\"page\":265,\"freeRules2024\":true,\"level\":1,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"bonus\",\"condition\":\"Which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"The target takes an extra {@damage 2d8} Radiant damage from the attack. The damage increases by {@dice 1d8} if the target is a Fiend or an Undead.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage increases by {@scaledamage 2d8|1-9|1d8} for each spell slot level above 1.\"]}],\"damageInflict\":[\"radiant\"],\"miscTags\":[\"AAD\"],\"hasFluffImages\":true},{\"name\":\"Divine Word\",\"source\":\"XPHB\",\"page\":265,\"freeRules2024\":true,\"level\":7,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 {@variantrule Hit Points|XPHB} or fewer suffers an effect based on its current {@variantrule Hit Points|XPHB}, as shown in the Divine Word Effects table. Regardless of its {@variantrule Hit Points|XPHB}, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to the current plane for 24 hours by any means short of a {@spell Wish|XPHB} spell.\",{\"type\":\"table\",\"caption\":\"Divine Word Effects\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"Hit Points\",\"Effect\"],\"rows\":[[\"0-20\",\"The target dies.\"],[\"21-30\",\"The target has the {@condition Blinded|XPHB}, {@condition Deafened|XPHB}, and {@condition Stunned|XPHB} conditions for 1 hour.\"],[\"31-40\",\"The target has the {@condition Blinded|XPHB} and {@condition Deafened|XPHB} conditions for 10 minutes.\"],[\"41-50\",\"The target has the {@condition Deafened|XPHB} condition for 1 minute.\"]]}],\"conditionInflict\":[\"blinded\",\"deafened\",\"stunned\"],\"savingThrow\":[\"charisma\"],\"areaTags\":[\"MT\"]},{\"name\":\"Dominate Beast\",\"source\":\"XPHB\",\"page\":265,\"freeRules2024\":true,\"level\":4,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"One Beast you can see within range must succeed on a Wisdom saving throw or have the {@condition Charmed|XPHB} condition for the duration. The target has {@variantrule Advantage|XPHB} on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.\",\"You have a telepathic link with the {@condition Charmed|XPHB} target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as \\\"{@action Attack|XPHB} that creature,\\\" \\\"Move over there,\\\" or \\\"Fetch that object.\\\" The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.\",\"You can command the target to take a {@variantrule Reaction|XPHB} but must take your own {@variantrule Reaction|XPHB} to do so.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"Your {@status Concentration|XPHB} can last longer with a spell slot of level 5 (up to 10 minutes), 6 (up to 1 hour), or 7+ (up to 8 hours).\"]}],\"conditionInflict\":[\"charmed\"],\"savingThrow\":[\"wisdom\"],\"affectsCreatureType\":[\"beast\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Dominate Monster\",\"source\":\"XPHB\",\"page\":265,\"freeRules2024\":true,\"level\":8,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"One creature you can see within range must succeed on a Wisdom saving throw or have the {@condition Charmed|XPHB} condition for the duration. The target has {@variantrule Advantage|XPHB} on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.\",\"You have a telepathic link with the {@condition Charmed|XPHB} target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as \\\"{@action Attack|XPHB} that creature,\\\" \\\"Move over there,\\\" or \\\"Fetch that object.\\\" The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.\",\"You can command the target to take a {@variantrule Reaction|XPHB} but must take your own {@variantrule Reaction|XPHB} to do so.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"Your {@status Concentration|XPHB} can last longer with a level 9 spell slot (up to 8 hours).\"]}],\"conditionInflict\":[\"charmed\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Dominate Person\",\"source\":\"XPHB\",\"page\":266,\"freeRules2024\":true,\"level\":5,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"One Humanoid you can see within range must succeed on a Wisdom saving throw or have the {@condition Charmed|XPHB} condition for the duration. The target has {@variantrule Advantage|XPHB} on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.\",\"You have a telepathic link with the {@condition Charmed|XPHB} target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as \\\"{@action Attack|XPHB} that creature,\\\" \\\"Move over there,\\\" or \\\"Fetch that object.\\\" The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.\",\"You can command the target to take a {@variantrule Reaction|XPHB} but must take your own {@variantrule Reaction|XPHB} to do so.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"Your {@status Concentration|XPHB} can last longer with a spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours).\"]}],\"conditionInflict\":[\"charmed\"],\"savingThrow\":[\"wisdom\"],\"affectsCreatureType\":[\"humanoid\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Dragon's Breath\",\"source\":\"XPHB\",\"page\":266,\"freeRules2024\":true,\"level\":2,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a hot pepper\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a {@action Magic|XPHB} action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking {@damage 3d6} damage of the chosen type on a failed save or half as much damage on a successful one.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage increases by {@scaledamage 3d6|2-9|1d6} for each spell slot level above 2.\"]}],\"damageInflict\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"poison\"],\"savingThrow\":[\"dexterity\"],\"areaTags\":[\"N\",\"ST\"]},{\"name\":\"Drawmij's Instant Summons\",\"source\":\"XPHB\",\"page\":266,\"freeRules2024\":true,\"level\":6,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a sapphire worth 1,000+ GP\",\"cost\":100000}},\"duration\":[{\"type\":\"permanent\",\"ends\":[\"dispel\"]}],\"meta\":{\"ritual\":true},\"entries\":[\"You touch the sapphire used in the casting and an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an {@condition Invisible|XPHB} mark on that object and invisibly inscribes the object's name on the sapphire. Each time you cast this spell, you must use a different sapphire.\",\"Thereafter, you can take a {@action Magic|XPHB} action to speak the object's name and crush the sapphire. The object instantly appears in your hand regardless of physical or planar distances, and the spell ends.\",\"If another creature is holding or carrying the object, crushing the sapphire doesn't transport it, but instead you learn who that creature is and where that creature is currently located.\"],\"miscTags\":[\"OBJ\"]},{\"name\":\"Dream\",\"source\":\"XPHB\",\"page\":266,\"freeRules2024\":true,\"level\":5,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a handful of sand\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":8}}],\"entries\":[\"You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is {@condition Incapacitated|XPHB} and has a {@variantrule Speed|XPHB} of 0.\",\"If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the spell's duration. The messenger can also shape the dream's environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking.\",\"If the target is awake when you cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point the messenger enters its dreams.\",\"You can make the messenger terrifying to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes {@damage 3d6} Psychic damage when it wakes up.\"],\"damageInflict\":[\"psychic\"],\"savingThrow\":[\"wisdom\"],\"areaTags\":[\"ST\"]},{\"name\":\"Druidcraft\",\"source\":\"XPHB\",\"page\":266,\"freeRules2024\":true,\"level\":0,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"Whispering to the spirits of nature, you create one of the following effects within range.\",{\"type\":\"entries\",\"name\":\"Weather Sensor\",\"entries\":[\"You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.\"]},{\"type\":\"entries\",\"name\":\"Bloom\",\"entries\":[\"You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.\"]},{\"type\":\"entries\",\"name\":\"Sensory Effect\",\"entries\":[\"You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.\"]},{\"type\":\"entries\",\"name\":\"Fire Play\",\"entries\":[\"You light or snuff out a candle, a torch, or a campfire.\"]}],\"hasFluffImages\":true},{\"name\":\"Earthquake\",\"source\":\"XPHB\",\"page\":267,\"freeRules2024\":true,\"level\":8,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":500}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a fractured rock\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Choose a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is {@variantrule Difficult Terrain|XPHB}.\",\"When you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has the {@condition Prone|XPHB} condition, and its {@status Concentration|XPHB} is broken.\",\"You can also cause the effects below.\",{\"type\":\"entries\",\"name\":\"Fissures\",\"entries\":[\"A total of {@dice 1d6} fissures open in the spell's area at the end of the turn you cast it. You choose the fissures' locations, which can't be under structures. Each fissure is {@dice 1d10 × 10} feet deep and 10 feet wide, and it extends from one edge of the spell's area to another edge. A creature in the same space as a fissure must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.\"]},{\"type\":\"entries\",\"name\":\"Structures\",\"entries\":[\"The tremor deals 50 Bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the end of each of your turns until the spell ends. If a structure drops to 0 {@variantrule Hit Points|XPHB}, it collapses.\",\"A creature within a distance from a collapsing structure equal to half the structure's height makes a Dexterity saving throw. On a failed save, the creature takes {@damage 12d6} Bludgeoning damage, has the {@condition Prone|XPHB} condition, and is buried in the rubble, requiring a DC 20 Strength ({@skill Athletics|XPHB}) check as an action to escape. On a successful save, the creature takes half as much damage only.\"]}],\"damageInflict\":[\"bludgeoning\"],\"conditionInflict\":[\"prone\"],\"savingThrow\":[\"constitution\",\"dexterity\"],\"abilityCheck\":[\"strength\"],\"miscTags\":[\"DFT\",\"SGT\"],\"areaTags\":[\"R\"]},{\"name\":\"Eldritch Blast\",\"source\":\"XPHB\",\"page\":267,\"freeRules2024\":true,\"level\":0,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes {@damage 1d10} Force damage.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Cantrip Upgrade\",\"entries\":[\"The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.\"]}],\"damageInflict\":[\"force\"],\"spellAttack\":[\"R\"],\"miscTags\":[\"SCL\"],\"areaTags\":[\"MT\",\"ST\"]},{\"name\":\"Elemental Weapon\",\"source\":\"XPHB\",\"page\":268,\"level\":3,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra {@damage 1d4} damage of the chosen type when it hits.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"If you use a level 5-6 spell slot, the bonus to attack rolls increases to +2, and the extra damage increases to {@damage 2d4}. If you use a level 7+ spell slot, the bonus increases to +3, and the extra damage increases to {@damage 3d4}.\"]}],\"damageInflict\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"thunder\"],\"miscTags\":[\"AAD\"]},{\"name\":\"Elementalism\",\"source\":\"XPHB\",\"page\":267,\"level\":0,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You exert control over the elements, creating one of the following effects within range.\",{\"type\":\"entries\",\"name\":\"Beckon Air\",\"entries\":[\"You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren't affected.\"]},{\"type\":\"entries\",\"name\":\"Beckon Earth\",\"entries\":[\"You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.\"]},{\"type\":\"entries\",\"name\":\"Beckon Fire\",\"entries\":[\"You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute.\"]},{\"type\":\"entries\",\"name\":\"Beckon Water\",\"entries\":[\"You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.\"]},{\"type\":\"entries\",\"name\":\"Sculpt Element\",\"entries\":[\"You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour.\"]}],\"miscTags\":[\"OBJ\"],\"areaTags\":[\"C\",\"Q\"]},{\"name\":\"Enhance Ability\",\"source\":\"XPHB\",\"page\":268,\"freeRules2024\":true,\"level\":2,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"fur or a feather\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has {@variantrule Advantage|XPHB} on ability checks using the chosen ability.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target.\"]}],\"miscTags\":[\"ADV\",\"SCT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Enlarge/Reduce\",\"source\":\"XPHB\",\"page\":268,\"freeRules2024\":true,\"level\":2,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a pinch of powdered iron\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.\",\"Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.\",{\"type\":\"entries\",\"name\":\"Enlarge\",\"entries\":[\"The target's size increases by one category—from Medium to Large, for example. The target also has {@variantrule Advantage|XPHB} on Strength checks and Strength saving throws. The target's attacks with its enlarged weapons or Unarmed Strikes deal an extra {@damage 1d4} damage on a hit.\"]},{\"type\":\"entries\",\"name\":\"Reduce\",\"entries\":[\"The target's size decreases by one category—from Medium to Small, for example. The target also has {@variantrule Disadvantage|XPHB} on Strength checks and Strength saving throws. The target's attacks with its reduced weapons or Unarmed Strikes deal {@damage 1d4} less damage on a hit (this can't reduce the damage below 1).\"]}],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"ADV\",\"OBJ\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Ensnaring Strike\",\"source\":\"XPHB\",\"page\":268,\"freeRules2024\":true,\"level\":1,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"bonus\",\"condition\":\"which you take immediately after hitting a creature with a weapon\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has {@variantrule Advantage|XPHB} on this save. On a failed save, the target has the {@condition Restrained|XPHB} condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends.\",\"While {@condition Restrained|XPHB}, the target takes {@damage 1d6} Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength ({@skill Athletics|XPHB}) check against your spell save DC. On a success, the spell ends.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage increases by {@scaledamage 1d6|1-9|1d6} for each spell slot level above 1.\"]}],\"damageInflict\":[\"piercing\"],\"conditionInflict\":[\"restrained\"],\"savingThrow\":[\"strength\"],\"abilityCheck\":[\"strength\"]},{\"name\":\"Entangle\",\"source\":\"XPHB\",\"page\":268,\"freeRules2024\":true,\"level\":1,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into {@variantrule Difficult Terrain|XPHB}. They disappear when the spell ends.\",\"Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the {@condition Restrained|XPHB} condition until the spell ends. A {@condition Restrained|XPHB} creature can take an action to make a Strength ({@skill Athletics|XPHB}) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer {@condition Restrained|XPHB} by them.\"],\"conditionInflict\":[\"restrained\"],\"savingThrow\":[\"strength\"],\"abilityCheck\":[\"strength\"],\"areaTags\":[\"Q\"],\"hasFluffImages\":true},{\"name\":\"Enthrall\",\"source\":\"XPHB\",\"page\":269,\"freeRules2024\":true,\"level\":2,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1}}],\"entries\":[\"You weave a distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving throw. Any creature you or your companions are fighting automatically succeeds on this save. On a failed save, a target has a -10 penalty to Wisdom ({@skill Perception|XPHB}) checks and Passive {@skill Perception|XPHB} until the spell ends.\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"MT\"]},{\"name\":\"Etherealness\",\"source\":\"XPHB\",\"page\":269,\"freeRules2024\":true,\"level\":7,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":8}}],\"entries\":[\"You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can perceive the plane you left, which looks gray, and you can't see anything there more than 60 feet away.\",\"While on the Ethereal Plane, you can affect and be affected only by creatures, objects, and effects on that plane. Creatures that aren't on the Ethereal Plane can't perceive or interact with you unless a feature gives them the ability to do so.\",\"When the spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied space, you are shunted to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved.\",\"This spell ends instantly if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"You can target up to three willing creatures (including yourself) for each spell slot level above 7. The creatures must be within 10 feet of you when you cast the spell.\"]}],\"damageInflict\":[\"force\"],\"miscTags\":[\"PS\",\"SCT\"]},{\"name\":\"Evard's Black Tentacles\",\"source\":\"XPHB\",\"page\":270,\"freeRules2024\":true,\"level\":4,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a tentacle\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in that area into {@variantrule Difficult Terrain|XPHB}.\",\"Each creature in that area makes a Strength saving throw. On a failed save, it takes {@damage 3d6} Bludgeoning damage, and it has the {@condition Restrained|XPHB} condition until the spell ends. A creature also makes that save if it enters the area or ends it turn there. A creature makes that save only once per turn.\",\"A {@condition Restrained|XPHB} creature can take an action to make a Strength ({@skill Athletics|XPHB}) check against your spell save DC, ending the condition on itself on a success.\"],\"damageInflict\":[\"bludgeoning\"],\"conditionInflict\":[\"restrained\"],\"savingThrow\":[\"strength\"],\"abilityCheck\":[\"strength\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"Q\"],\"hasFluffImages\":true},{\"name\":\"Expeditious Retreat\",\"source\":\"XPHB\",\"page\":270,\"freeRules2024\":true,\"level\":1,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"You take the {@action Dash|XPHB} action, and until the spell ends, you can take that action again as a {@variantrule Bonus Action|XPHB}.\"],\"miscTags\":[\"UBA\"]},{\"name\":\"Eyebite\",\"source\":\"XPHB\",\"page\":270,\"freeRules2024\":true,\"level\":6,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"For the duration, your eyes become an inky void. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration.\",\"On each of your turns until the spell ends, you can take a {@action Magic|XPHB} action to target another creature but can't target a creature again if it has succeeded on a save against this casting of the spell.\",{\"type\":\"entries\",\"name\":\"Asleep\",\"entries\":[\"The target has the {@condition Unconscious|XPHB} condition. It wakes up if it takes any damage or if another creature takes an action to shake it awake.\"]},{\"type\":\"entries\",\"name\":\"Panicked\",\"entries\":[\"The target has the {@condition Frightened|XPHB} condition. On each of its turns, the {@condition Frightened|XPHB} target must take the {@action Dash|XPHB} action and move away from you by the safest and shortest route available. If the target moves to a space at least 60 feet away from you where it can't see you, this effect ends.\"]},{\"type\":\"entries\",\"name\":\"Sickened\",\"entries\":[\"The target has the {@condition Poisoned|XPHB} condition.\"]}],\"conditionInflict\":[\"frightened\",\"unconscious\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Fabricate\",\"source\":\"XPHB\",\"page\":271,\"freeRules2024\":true,\"level\":4,\"school\":\"T\",\"time\":[{\"number\":10,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool.\",\"Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If you're working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a 5-foot Cube). The quality of any fabricated objects is based on the quality of the raw materials.\",\"Creatures and magic items can't be created by this spell. You also can't use it to create items that require a high degree of skill—such as weapons and armor—unless you have proficiency with the type of {@item Artisan's Tools|XPHB} used to craft such objects.\"],\"miscTags\":[\"OBJ\",\"PRM\",\"SGT\"]},{\"name\":\"Faerie Fire\",\"source\":\"XPHB\",\"page\":271,\"freeRules2024\":true,\"level\":1,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed {@variantrule Dim Light|XPHB} in a 10-foot radius and can't benefit from the {@condition Invisible|XPHB} condition.\",\"{@action Attack|XPHB} rolls against an affected creature or object have {@variantrule Advantage|XPHB} if the attacker can see it.\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"ADV\",\"LGT\"],\"areaTags\":[\"C\"]},{\"name\":\"False Life\",\"source\":\"XPHB\",\"page\":271,\"freeRules2024\":true,\"level\":1,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a drop of alcohol\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You gain {@dice 2d4 + 4} {@variantrule Temporary Hit Points|XPHB}.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"You gain 5 additional {@variantrule Temporary Hit Points|XPHB} for each spell slot level above 1.\"]}],\"miscTags\":[\"THP\"]},{\"name\":\"Fear\",\"source\":\"XPHB\",\"page\":271,\"freeRules2024\":true,\"level\":3,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"cone\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a white feather\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the {@condition Frightened|XPHB} condition for the duration.\",\"A {@condition Frightened|XPHB} creature takes the {@action Dash|XPHB} action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn't have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.\"],\"conditionInflict\":[\"frightened\"],\"savingThrow\":[\"wisdom\"],\"areaTags\":[\"N\"]},{\"name\":\"Feather Fall\",\"source\":\"XPHB\",\"page\":271,\"freeRules2024\":true,\"level\":1,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"reaction\",\"condition\":\"which you take when you or a creature you can see within 60 feet of you falls\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"m\":\"a small feather or piece of down\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1}}],\"entries\":[\"Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.\"],\"areaTags\":[\"MT\"]},{\"name\":\"Feign Death\",\"source\":\"XPHB\",\"page\":271,\"level\":3,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a pinch of graveyard dirt\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"meta\":{\"ritual\":true},\"entries\":[\"You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.\",\"For the duration, the target appears dead to outward inspection and to spells used to determine the target's status. The target has the {@condition Blinded|XPHB} and {@condition Incapacitated|XPHB} conditions, and its {@variantrule Speed|XPHB} is 0.\",\"The target also has {@variantrule Resistance|XPHB} to all damage except Psychic damage, and it has {@variantrule Immunity|XPHB} to the {@condition Poisoned|XPHB} condition.\"],\"damageResist\":[\"acid\",\"bludgeoning\",\"cold\",\"fire\",\"force\",\"lightning\",\"necrotic\",\"piercing\",\"poison\",\"radiant\",\"slashing\",\"thunder\"],\"conditionImmune\":[\"poisoned\"],\"conditionInflict\":[\"blinded\",\"incapacitated\"],\"areaTags\":[\"ST\"]},{\"name\":\"Find Familiar\",\"source\":\"XPHB\",\"page\":272,\"freeRules2024\":true,\"level\":1,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"hour\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":10}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"burning incense worth 10+ GP, which the spell consumes\",\"cost\":1000,\"consume\":true}},\"duration\":[{\"type\":\"instant\"}],\"meta\":{\"ritual\":true},\"entries\":[\"You gain the service of a familiar, a spirit that takes an animal form you choose: {@creature Bat|XPHB}, {@creature Cat|XPHB}, {@creature Frog|XPHB}, {@creature Hawk|XPHB}, {@creature Lizard|XPHB}, {@creature Octopus|XPHB}, {@creature Owl|XPHB}, {@creature Rat|XPHB}, {@creature Raven|XPHB}, {@creature Spider|XPHB}, {@creature Weasel|XPHB}, or another Beast that has a {@filter Challenge Rating of 0|bestiary|challenge rating=[&0]|type=beast|miscellaneous=!swarm}. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts independently of you, but it obeys your commands.\",{\"type\":\"entries\",\"name\":\"Telepathic Connection\",\"entries\":[\"While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a {@variantrule Bonus Action|XPHB}, you can see through the familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.\",\"Finally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a {@variantrule Reaction|XPHB} to deliver the touch when you cast the spell.\"]},{\"type\":\"entries\",\"name\":\"Combat\",\"entries\":[\"The familiar is an ally to you and your allies. It rolls its own {@variantrule Initiative|XPHB} and acts on its own turn. A familiar can't attack, but it can take other actions as normal.\"]},{\"type\":\"entries\",\"name\":\"Disappearance of the Familiar\",\"entries\":[\"When the familiar drops to 0 {@variantrule Hit Points|XPHB}, it disappears. It reappears after you cast this spell again. As a {@action Magic|XPHB} action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a {@action Magic|XPHB} action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 {@variantrule Hit Points|XPHB} or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.\"]},{\"type\":\"entries\",\"name\":\"One Familiar Only\",\"entries\":[\"You can't have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.\"]}],\"miscTags\":[\"PRM\",\"SMN\"],\"hasFluffImages\":true},{\"name\":\"Find Steed\",\"source\":\"XPHB\",\"page\":272,\"freeRules2024\":true,\"level\":2,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the {@creature Otherworldly Steed|XPHB} stat block. If you already have a steed from this spell, the steed is replaced by the new one.\",\"The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed's creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.\",{\"type\":\"entries\",\"name\":\"Combat\",\"entries\":[\"The steed is an ally to you and your allies. In combat, it shares your {@variantrule Initiative|XPHB} count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the {@condition Incapacitated|XPHB} condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you.\"]},{\"type\":\"entries\",\"name\":\"Disappearance of the Steed\",\"entries\":[\"The steed disappears if it drops to 0 {@variantrule Hit Points|XPHB} or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.\"]}],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"Use the spell slot's level for the spell's level in the stat block.\"]}],\"miscTags\":[\"PRM\",\"SMN\"]},{\"name\":\"Find the Path\",\"source\":\"XPHB\",\"page\":273,\"freeRules2024\":true,\"level\":6,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a set of divination tools—such as cards or runes—worth 100+ GP\",\"cost\":10000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"day\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane of existence, a moving destination (such as a mobile fortress), or an unspecific destination (such as \\\"a green dragon's lair\\\").\",\"For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. Whenever you face a choice of paths along the way there, you know which path is the most direct.\"]},{\"name\":\"Find Traps\",\"source\":\"XPHB\",\"page\":273,\"freeRules2024\":true,\"level\":2,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the {@spell Alarm|XPHB} or {@spell Glyph of Warding|XPHB} spell or a mechanical pit trap, but it wouldn't reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.\",\"This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.\"],\"miscTags\":[\"SGT\"]},{\"name\":\"Finger of Death\",\"source\":\"XPHB\",\"page\":273,\"freeRules2024\":true,\"level\":7,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You unleash negative energy toward a creature you can see within range. The target makes a Constitution saving throw, taking {@damage 7d8 + 30} Necrotic damage on a failed save or half as much damage on a successful one.\",\"A Humanoid killed by this spell rises at the start of your next turn as a {@creature Zombie|XPHB} that follows your verbal orders.\"],\"damageInflict\":[\"necrotic\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"PRM\",\"SGT\",\"SMN\"],\"areaTags\":[\"ST\"]},{\"name\":\"Fire Bolt\",\"source\":\"XPHB\",\"page\":274,\"freeRules2024\":true,\"level\":0,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes {@damage 1d10} Fire damage. A flammable object hit by this spell starts {@hazard burning|XPHB} if it isn't being worn or carried.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Cantrip Upgrade\",\"entries\":[\"The damage increases by {@dice 1d10} when you reach levels 5 ({@damage 2d10}), 11 ({@damage 3d10}), and 17 ({@damage 4d10}).\"]}],\"scalingLevelDice\":{\"label\":\"fire damage\",\"scaling\":{\"1\":\"1d10\",\"5\":\"2d10\",\"11\":\"3d10\",\"17\":\"4d10\"}},\"damageInflict\":[\"fire\"],\"spellAttack\":[\"R\"],\"miscTags\":[\"OBJ\",\"SCL\"],\"areaTags\":[\"ST\"]},{\"name\":\"Fire Shield\",\"source\":\"XPHB\",\"page\":274,\"freeRules2024\":true,\"level\":4,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a bit of phosphorus or a firefly\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10}}],\"entries\":[\"Wispy flames wreathe your body for the duration, shedding {@variantrule Bright Light|XPHB} in a 10-foot radius and {@variantrule Dim Light|XPHB} for an additional 10 feet.\",\"The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you {@variantrule Resistance|XPHB} to Cold damage, and the chill shield grants you {@variantrule Resistance|XPHB} to Fire damage.\",\"In addition, whenever a creature within 5 feet of you hits you with a melee attack roll, the shield erupts with flame. The attacker takes {@damage 2d8} Fire damage from a warm shield or {@damage 2d8} Cold damage from a chill shield.\"],\"damageResist\":[\"cold\",\"fire\"],\"damageInflict\":[\"cold\",\"fire\"],\"miscTags\":[\"LGT\"]},{\"name\":\"Fire Storm\",\"source\":\"XPHB\",\"page\":275,\"freeRules2024\":true,\"level\":7,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":150}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"A storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature in the area makes a Dexterity saving throw, taking {@damage 7d10} Fire damage on a failed save or half as much damage on a successful one.\",\"Flammable objects in the area that aren't being worn or carried start {@hazard burning|XPHB}.\"],\"damageInflict\":[\"fire\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"OBJ\"],\"areaTags\":[\"C\"]},{\"name\":\"Fireball\",\"source\":\"XPHB\",\"page\":274,\"freeRules2024\":true,\"level\":3,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":150}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a ball of bat guano and sulfur\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking {@damage 8d6} Fire damage on a failed save or half as much damage on a successful one.\",\"Flammable objects in the area that aren't being worn or carried start {@hazard burning|XPHB}.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage increases by {@scaledamage 8d6|3-9|1d6} for each spell slot level above 3.\"]}],\"damageInflict\":[\"fire\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"OBJ\"],\"areaTags\":[\"S\"],\"hasFluffImages\":true},{\"name\":\"Flame Blade\",\"source\":\"XPHB\",\"page\":275,\"freeRules2024\":true,\"level\":2,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a sumac leaf\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again as a {@variantrule Bonus Action|XPHB}.\",\"As a {@action Magic|XPHB} action, you can make a melee spell attack with the fiery blade. On a hit, the target takes Fire damage equal to {@damage 3d6} plus your spellcasting ability modifier.\",\"The flaming blade sheds {@variantrule Bright Light|XPHB} in a 10-foot radius and {@variantrule Dim Light|XPHB} for an additional 10 feet.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage increases by {@scaledamage 3d6|2-9|1d6} for each spell slot level above 2.\"]}],\"damageInflict\":[\"fire\"],\"spellAttack\":[\"M\"],\"miscTags\":[\"LGT\",\"UBA\"],\"areaTags\":[\"ST\"]},{\"name\":\"Flame Strike\",\"source\":\"XPHB\",\"page\":275,\"freeRules2024\":true,\"level\":5,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a pinch of sulfur\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw, taking {@damage 5d6} Fire damage and {@damage 5d6} Radiant damage on a failed save or half as much damage on a successful one.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The Fire damage and the Radiant damage increase by {@scaledamage 5d6|5-9|1d6} for each spell slot level above 5.\"]}],\"damageInflict\":[\"fire\",\"radiant\"],\"savingThrow\":[\"dexterity\"],\"areaTags\":[\"Y\"]},{\"name\":\"Flaming Sphere\",\"source\":\"XPHB\",\"page\":275,\"freeRules2024\":true,\"level\":2,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a ball of wax\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw, taking {@damage 2d6} Fire damage on a failed save or half as much damage on a successful one.\",\"As a {@variantrule Bonus Action|XPHB}, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a creature's space, that creature makes the save against the sphere, and the sphere stops moving for the turn.\",\"When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren't being worn or carried start {@hazard burning|XPHB} if touched by the sphere, and it sheds {@variantrule Bright Light|XPHB} in a 20-foot radius and {@variantrule Dim Light|XPHB} for an additional 20 feet.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage increases by {@scaledamage 2d6|2-9|1d6} for each spell slot level above 2.\"]}],\"damageInflict\":[\"fire\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"LGT\",\"OBJ\",\"UBA\"],\"areaTags\":[\"S\"]},{\"name\":\"Flesh to Stone\",\"source\":\"XPHB\",\"page\":275,\"freeRules2024\":true,\"level\":6,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a cockatrice feather\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You attempt to turn one creature that you can see within range into stone. The target makes a Constitution saving throw. On a failed save, it has the {@condition Restrained|XPHB} condition for the duration. On a successful save, its {@variantrule Speed|XPHB} is 0 until the start of your next turn. Constructs automatically succeed on the save.\",\"A {@condition Restrained|XPHB} target makes another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and has the {@condition Petrified|XPHB} condition for the duration. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind.\",\"If you maintain your {@status Concentration|XPHB} on this spell for the entire possible duration, the target is {@condition Petrified|XPHB} until the condition is ended by {@spell Greater Restoration|XPHB} or similar magic.\"],\"conditionInflict\":[\"petrified\",\"restrained\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"PRM\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Fly\",\"source\":\"XPHB\",\"page\":276,\"freeRules2024\":true,\"level\":3,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a feather\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"You touch a willing creature. For the duration, the target gains a {@variantrule Fly Speed|XPHB} of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"You can target one additional creature for each spell slot level above 3.\"]}],\"miscTags\":[\"SCT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Fog Cloud\",\"source\":\"XPHB\",\"page\":276,\"freeRules2024\":true,\"level\":1,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is {@variantrule Heavily Obscured|XPHB}. It lasts for the duration or until a strong wind (such as one created by {@spell Gust of Wind|XPHB}) disperses it.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The fog's radius increases by 20 feet for each spell slot level above 1.\"]}],\"miscTags\":[\"OBS\"],\"areaTags\":[\"S\"]},{\"name\":\"Forbiddance\",\"source\":\"XPHB\",\"page\":276,\"freeRules2024\":true,\"level\":6,\"school\":\"A\",\"time\":[{\"number\":10,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"ruby dust worth 1,000+ GP\",\"cost\":100000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"day\",\"amount\":1}}],\"meta\":{\"ritual\":true},\"entries\":[\"You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the {@spell Gate|XPHB} spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, the Ethereal Plane, the Feywild, the Shadowfell, or the {@spell Plane Shift|XPHB} spell.\",\"In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. When a creature of a chosen type enters the spell's area for the first time on a turn or ends its turn there, the creature takes {@damage 5d10} Radiant or Necrotic damage (your choice when you cast this spell).\",\"You can designate a password when you cast the spell. A creature that speaks the password as it enters the area takes no damage from the spell.\",\"The spell's area can't overlap with the area of another Forbiddance spell. If you cast {@spell Forbiddance|XPHB} every day for 30 days in the same location, the spell lasts until it is dispelled, and the Material components are consumed on the last casting.\"],\"damageInflict\":[\"necrotic\",\"radiant\"],\"affectsCreatureType\":[\"aberration\",\"celestial\",\"elemental\",\"fey\",\"fiend\",\"undead\"],\"miscTags\":[\"PIR\",\"PRM\"]},{\"name\":\"Forcecage\",\"source\":\"XPHB\",\"page\":276,\"freeRules2024\":true,\"level\":7,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":100}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"ruby dust worth 1,500+ GP, which the spell consumes\",\"cost\":150000,\"consume\":true}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"An immobile, {@condition Invisible|XPHB}, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.\",\"A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.\",\"When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it.\",\"A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave, it must first make a Charisma saving throw. On a successful save, the creature can use that magic to exit the cage. On a failed save, the creature doesn't exit the cage and wastes the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.\",\"This spell can't be dispelled by {@spell Dispel Magic|XPHB}.\"],\"savingThrow\":[\"charisma\"],\"areaTags\":[\"C\"]},{\"name\":\"Foresight\",\"source\":\"XPHB\",\"page\":276,\"freeRules2024\":true,\"level\":9,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a hummingbird feather\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":8}}],\"entries\":[\"You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target has {@variantrule Advantage|XPHB} on {@variantrule D20 Test|XPHB|D20 Tests}, and other creatures have {@variantrule Disadvantage|XPHB} on attack rolls against it. The spell ends early if you cast it again.\"],\"miscTags\":[\"ADV\"],\"areaTags\":[\"ST\"]},{\"name\":\"Fount of Moonlight\",\"source\":\"XPHB\",\"page\":277,\"level\":4,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"A cool light wreathes your body for the duration, emitting {@variantrule Bright Light|XPHB} in a 20-foot radius and {@variantrule Dim Light|XPHB} for an additional 20 feet.\",\"Until the spell ends, you have {@variantrule Resistance|XPHB} to Radiant damage, and your melee attacks deal an extra {@damage 2d6} Radiant damage on a hit.\",\"In addition, immediately after you take damage from a creature you can see within 60 feet of yourself, you can take a {@variantrule Reaction|XPHB} to force the creature to make a Constitution saving throw. On a failed save, the creature has the {@condition Blinded|XPHB} condition until the end of your next turn.\"],\"damageResist\":[\"radiant\"],\"damageInflict\":[\"radiant\"],\"conditionInflict\":[\"blinded\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"AAD\",\"LGT\",\"SGT\"]},{\"name\":\"Freedom of Movement\",\"source\":\"XPHB\",\"page\":277,\"freeRules2024\":true,\"level\":4,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a leather strap\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"You touch a willing creature. For the duration, the target's movement is unaffected by {@variantrule Difficult Terrain|XPHB}, and spells and other magical effects can neither reduce the target's {@variantrule Speed|XPHB} nor cause the target to have the {@condition Paralyzed|XPHB} or {@condition Restrained|XPHB} conditions. The target also has a {@variantrule Swim Speed|XPHB} equal to its {@variantrule Speed|XPHB}.\",\"In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the {@condition Grappled|XPHB} condition on it.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"You can target one additional creature for each spell slot level above 4.\"]}],\"conditionImmune\":[\"paralyzed\",\"restrained\"],\"miscTags\":[\"SCT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Friends\",\"source\":\"XPHB\",\"page\":277,\"level\":0,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":10}},\"components\":{\"s\":true,\"m\":\"some makeup\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the {@condition Charmed|XPHB} condition for the duration. The target succeeds automatically if it isn't a Humanoid, if you're fighting it, or if you have cast this spell on it within the past 24 hours.\",\"The spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was {@condition Charmed|XPHB} by you.\"],\"conditionInflict\":[\"charmed\"],\"savingThrow\":[\"wisdom\"],\"affectsCreatureType\":[\"humanoid\"],\"areaTags\":[\"ST\"]},{\"name\":\"Gaseous Form\",\"source\":\"XPHB\",\"page\":277,\"freeRules2024\":true,\"level\":3,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a bit of gauze\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 {@variantrule Hit Points|XPHB} or if it takes a {@action Magic|XPHB} action to end the spell on itself.\",\"While in this form, the target's only method of movement is a {@variantrule Fly Speed|XPHB} of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has {@variantrule Resistance|XPHB} to Bludgeoning, Piercing, and Slashing damage; it has {@variantrule Immunity|XPHB} to the {@condition Prone|XPHB} condition; and it has {@variantrule Advantage|XPHB} on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces.\",\"The target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. Finally, the target can't attack or cast spells.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"You can target one additional creature for each spell slot level above 3.\"]}],\"conditionImmune\":[\"prone\"],\"miscTags\":[\"ADV\",\"SCT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Gate\",\"source\":\"XPHB\",\"page\":277,\"freeRules2024\":true,\"level\":9,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a diamond worth 5,000+ GP\",\"cost\":500000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration, and the portal's destination is visible through it.\",\"The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.\",\"Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.\",\"When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens next to the named creature and transports it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.\"],\"miscTags\":[\"PS\",\"SGT\",\"TP\"],\"hasFluffImages\":true},{\"name\":\"Geas\",\"source\":\"XPHB\",\"page\":278,\"freeRules2024\":true,\"level\":5,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"day\",\"amount\":30}}],\"entries\":[\"You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the {@condition Charmed|XPHB} condition for the duration. The target automatically succeeds if it can't understand your command.\",\"While {@condition Charmed|XPHB}, the creature takes {@damage 5d10} Psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day.\",\"You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.\",\"A {@spell Remove Curse|XPHB}, {@spell Greater Restoration|XPHB}, or {@spell Wish|XPHB} spell ends this spell.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"If you use a level 7 or 8 spell slot, the duration is 365 days. If you use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned above.\"]}],\"damageInflict\":[\"psychic\"],\"conditionInflict\":[\"charmed\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"PRM\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Gentle Repose\",\"source\":\"XPHB\",\"page\":278,\"freeRules2024\":true,\"level\":2,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"2 Copper Pieces, which the spell consumes\",\"consume\":true}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"day\",\"amount\":10}}],\"meta\":{\"ritual\":true},\"entries\":[\"You touch a corpse or other remains. For the duration, the target is protected from decay and can't become Undead.\",\"The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as {@spell Raise Dead|XPHB}.\"]},{\"name\":\"Giant Insect\",\"source\":\"XPHB\",\"page\":279,\"freeRules2024\":true,\"level\":4,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the {@creature Giant Insect|XPHB} stat block. The form you choose determines certain details in its stat block. The creature disappears when it drops to 0 {@variantrule Hit Points|XPHB} or when the spell ends.\",\"The creature is an ally to you and your allies. In combat, the creature shares your {@variantrule Initiative|XPHB} count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge|XPHB} action and uses its movement to avoid danger.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"Use the spell slot's level for the spell's level in the stat block.\"]}],\"miscTags\":[\"SMN\"]},{\"name\":\"Glibness\",\"source\":\"XPHB\",\"page\":279,\"freeRules2024\":true,\"level\":8,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.\"]},{\"name\":\"Globe of Invulnerability\",\"source\":\"XPHB\",\"page\":279,\"freeRules2024\":true,\"level\":6,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"emanation\",\"distance\":{\"type\":\"feet\",\"amount\":10}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a glass bead\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"An immobile, shimmering barrier appears in a 10-foot Emanation around you and remains for the duration.\",\"Any spell of level 5 or lower cast from outside the barrier can't affect anything within it. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from areas of effect created by such spells.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The barrier blocks spells of 1 level higher for each spell slot level above 6.\"]}],\"areaTags\":[\"S\"]},{\"name\":\"Glyph of Warding\",\"source\":\"XPHB\",\"page\":279,\"freeRules2024\":true,\"level\":3,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"hour\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"powdered diamond worth 200+ GP, which the spell consumes\",\"cost\":20000,\"consume\":true}},\"duration\":[{\"type\":\"permanent\",\"ends\":[\"dispel\",\"trigger\"]}],\"entries\":[\"You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.\",\"The glyph is nearly imperceptible and requires a successful Wisdom ({@skill Perception|XPHB}) check against your spell save DC to notice.\",\"When you inscribe the glyph, you set its trigger and choose whether it's an explosive rune or a spell glyph, as explained below.\",{\"type\":\"entries\",\"name\":\"Set the Trigger\",\"entries\":[\"You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends.\",\"You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.\"]},{\"type\":\"entries\",\"name\":\"Explosive Rune\",\"entries\":[\"When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes {@damage 5d8} Acid, Cold, Fire, Lightning, or Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one.\"]},{\"type\":\"entries\",\"name\":\"Spell Glyph\",\"entries\":[\"You can store a prepared spell of level 3 or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way.\",\"When the glyph is triggered, the stored spell takes effect. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons Hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires {@status Concentration|XPHB}, it lasts until the end of its full duration.\"]}],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage of an explosive rune increases by {@scaledamage 5d8|3-9|1d8} for each spell slot level above 3. If you create a spell glyph, you can store any spell of up to the same level as the spell slot you use for the Glyph of Warding.\"]}],\"damageInflict\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"thunder\"],\"savingThrow\":[\"dexterity\"],\"abilityCheck\":[\"wisdom\"],\"areaTags\":[\"S\"]},{\"name\":\"Goodberry\",\"source\":\"XPHB\",\"page\":280,\"freeRules2024\":true,\"level\":1,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a sprig of mistletoe\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":24}}],\"entries\":[\"Ten berries appear in your hand and are infused with magic for the duration. A creature can take a {@variantrule Bonus Action|XPHB} to eat one berry. Eating a berry restores 1 {@variantrule Hit Points|XPHB|Hit Point}, and the berry provides enough nourishment to sustain a creature for one day.\",\"Uneaten berries disappear when the spell ends.\"],\"miscTags\":[\"HL\"]},{\"name\":\"Grasping Vine\",\"source\":\"XPHB\",\"page\":280,\"level\":4,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You conjure a vine that sprouts from a surface in an unoccupied space that you can see within range. The vine lasts for the duration.\",\"Make a melee spell attack against a creature within 30 feet of the vine. On a hit, the target takes {@damage 4d8} Bludgeoning damage and is pulled up to 30 feet toward the vine; if the target is Huge or smaller, it has the {@condition Grappled|XPHB} condition (escape DC equal to your spell save DC). The vine can grapple only one creature at a time, and you can cause the vine to release a {@condition Grappled|XPHB} creature (no action required).\",\"As a {@variantrule Bonus Action|XPHB} on your later turns, you can repeat the attack against a creature within 30 feet of the vine.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The number of creatures the vine can grapple increases by one for each spell slot level above 4.\"]}],\"damageInflict\":[\"bludgeoning\"],\"conditionInflict\":[\"grappled\"],\"spellAttack\":[\"M\"],\"miscTags\":[\"FMV\",\"SGT\",\"UBA\"],\"areaTags\":[\"ST\"]},{\"name\":\"Grease\",\"source\":\"XPHB\",\"page\":280,\"freeRules2024\":true,\"level\":1,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a bit of pork rind or butter\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1}}],\"entries\":[\"Nonflammable grease covers the ground in a 10-foot square centered on a point within range and turns it into {@variantrule Difficult Terrain|XPHB} for the duration.\",\"When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or have the {@condition Prone|XPHB} condition. A creature that enters the area or ends its turn there must also succeed on that save or fall {@condition Prone|XPHB}.\"],\"conditionInflict\":[\"prone\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"DFT\"],\"areaTags\":[\"Q\"]},{\"name\":\"Greater Invisibility\",\"source\":\"XPHB\",\"page\":281,\"freeRules2024\":true,\"level\":4,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"A creature you touch has the {@condition Invisible|XPHB} condition until the spell ends.\"],\"conditionInflict\":[\"invisible\"],\"areaTags\":[\"ST\"]},{\"name\":\"Greater Restoration\",\"source\":\"XPHB\",\"page\":281,\"freeRules2024\":true,\"level\":5,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"diamond dust worth 100+ GP, which the spell consumes\",\"cost\":10000,\"consume\":true}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You touch a creature and magically remove one of the following effects from it:\",{\"type\":\"list\",\"items\":[\"1 {@condition Exhaustion|XPHB} level\",\"The {@condition Charmed|XPHB} or {@condition Petrified|XPHB} condition\",\"A curse, including the target's {@variantrule Attunement|XPHB} to a cursed magic item\",\"Any reduction to one of the target's ability scores\",\"Any reduction to the target's {@variantrule Hit Points|XPHB|Hit Point} maximum\"]}],\"areaTags\":[\"ST\"]},{\"name\":\"Guardian of Faith\",\"source\":\"XPHB\",\"page\":281,\"freeRules2024\":true,\"level\":4,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":8}}],\"entries\":[\"A Large spectral guardian appears and hovers for the duration in an unoccupied space that you can see within range. The guardian occupies that space and is invulnerable, and it appears in a form appropriate for your deity or pantheon.\",\"Any enemy that moves to a space within 10 feet of the guardian for the first time on a turn or starts its turn there makes a Dexterity saving throw, taking 20 Radiant damage on a failed save or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.\"],\"damageInflict\":[\"radiant\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"SGT\"],\"hasFluffImages\":true},{\"name\":\"Guards and Wards\",\"source\":\"XPHB\",\"page\":282,\"freeRules2024\":true,\"level\":6,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"hour\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a silver rod worth 10+ GP\",\"cost\":1000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":24}}],\"entries\":[\"You create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that are contiguous.\",\"When you cast this spell, you can specify individuals that are unaffected by the spell's effects. You can also specify a password that, when spoken aloud within 5 feet of the warded area, makes the speaker immune to its effects.\",\"The spell creates the effects below within the warded area. {@spell Dispel Magic|XPHB} has no effect on Guards and Wards itself, but each of the following effects can be dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts until all its effects are dispelled.\",{\"type\":\"entries\",\"name\":\"Corridors\",\"entries\":[\"Fog fills all the warded corridors, making them {@variantrule Heavily Obscured|XPHB}. In addition, at each intersection or branching passage offering a choice of direction, there is a {@chance 50|||Disoriented!|No effect} chance that a creature other than you believes it is going in the opposite direction from the one it chooses.\"]},{\"type\":\"entries\",\"name\":\"Doors\",\"entries\":[\"All doors in the warded area are magically locked, as if sealed by the {@spell Arcane Lock|XPHB} spell. In addition, you can cover up to ten doors with an illusion to make them appear as plain sections of wall.\"]},{\"type\":\"entries\",\"name\":\"Stairs\",\"entries\":[\"Webs fill all stairs in the warded area from top to bottom, as in the {@spell Web|XPHB} spell. These strands regrow in 10 minutes if they are destroyed while Guards and Wards lasts.\"]},{\"type\":\"entries\",\"name\":\"Other Spell Effect\",\"entries\":[\"Place one of the following magical effects within the warded area:\",{\"type\":\"list\",\"items\":[\"{@spell Dancing Lights|XPHB} in four corridors, with a simple program that the lights repeat as long as Guards and Wards lasts\",\"{@spell Magic Mouth|XPHB} in two locations\",\"{@spell Stinking Cloud|XPHB} in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards lasts)\",\"{@spell Gust of Wind|XPHB} in one corridor or room (the wind blows continuously while the spell lasts)\",\"{@spell Suggestion|XPHB} in one 5-foot square; any creature that enters that square receives the suggestion mentally\"]}]}],\"miscTags\":[\"OBS\",\"PIR\"],\"areaTags\":[\"Q\"]},{\"name\":\"Guidance\",\"source\":\"XPHB\",\"page\":282,\"freeRules2024\":true,\"level\":0,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You touch a willing creature and choose a skill. Until the spell ends, the creature adds {@dice 1d4} to any ability check using the chosen skill.\"],\"areaTags\":[\"ST\"]},{\"name\":\"Guiding Bolt\",\"source\":\"XPHB\",\"page\":282,\"freeRules2024\":true,\"level\":1,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"round\",\"amount\":1}}],\"entries\":[\"You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes {@damage 4d6} Radiant damage, and the next attack roll made against it before the end of your next turn has {@variantrule Advantage|XPHB}.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage increases by {@scaledamage 4d6|1-9|1d6} for each spell slot level above 1.\"]}],\"damageInflict\":[\"radiant\"],\"spellAttack\":[\"R\"],\"miscTags\":[\"ADV\"],\"areaTags\":[\"ST\"]},{\"name\":\"Gust of Wind\",\"source\":\"XPHB\",\"page\":282,\"freeRules2024\":true,\"level\":2,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a legume seed\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.\",\"Any creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.\",\"The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a {@chance 50|||Extinguished!|No effect} chance to extinguish them.\",\"As a {@variantrule Bonus Action|XPHB} on your later turns, you can change the direction in which the Line blasts from you.\"],\"savingThrow\":[\"strength\"],\"miscTags\":[\"FMV\",\"UBA\"],\"areaTags\":[\"L\"]},{\"name\":\"Hail of Thorns\",\"source\":\"XPHB\",\"page\":283,\"level\":1,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"bonus\",\"condition\":\"which you take immediately after hitting a creature with a Ranged weapon\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"As you hit the creature, this spell creates a rain of thorns that sprouts from your Ranged weapon or ammunition. The target of the attack and each creature within 5 feet of it make a Dexterity saving throw, taking {@damage 1d10} Piercing damage on a failed save or half as much damage on a successful one.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage increases by {@scaledamage 1d10|1-9|1d10} for each spell slot level above 1.\"]}],\"damageInflict\":[\"piercing\"],\"savingThrow\":[\"dexterity\"],\"areaTags\":[\"S\"]},{\"name\":\"Hallow\",\"source\":\"XPHB\",\"page\":283,\"freeRules2024\":true,\"level\":5,\"school\":\"A\",\"time\":[{\"number\":24,\"unit\":\"hour\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"incense worth 1,000+ GP, which the spell consumes\",\"cost\":100000,\"consume\":true}},\"duration\":[{\"type\":\"permanent\",\"ends\":[\"dispel\"]}],\"entries\":[\"You touch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect of Hallow. The affected area has the following effects.\",{\"type\":\"entries\",\"name\":\"Hallowed Ward\",\"entries\":[\"Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can't willingly enter the area, and any creature that is possessed by or that has the {@condition Charmed|XPHB} or {@condition Frightened|XPHB} condition from such creatures isn't possessed, {@condition Charmed|XPHB}, or {@condition Frightened|XPHB} by them while in the area.\"]},{\"type\":\"entries\",\"name\":\"Extra Effect\",\"entries\":[\"You bind an extra effect to the area from the list below:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Courage\",\"entries\":[\"Creatures of any types you choose can't gain the {@condition Frightened|XPHB} condition while in the area.\"]},{\"type\":\"item\",\"name\":\"Darkness\",\"entries\":[\"{@variantrule Darkness|XPHB} fills the area. Normal light, as well as magical light created by spells of a level lower than this spell, can't illuminate the area.\"]},{\"type\":\"item\",\"name\":\"Daylight\",\"entries\":[\"Bright light fills the area. Magical {@variantrule Darkness|XPHB} created by spells of a level lower than this spell can't extinguish the light.\"]},{\"type\":\"item\",\"name\":\"Peaceful Rest\",\"entries\":[\"{@variantrule Dead|XPHB} bodies interred in the area can't be turned into Undead.\"]},{\"type\":\"item\",\"name\":\"Extradimensional Interference\",\"entries\":[\"Creatures of any types you choose can't enter or exit the area using teleportation or interplanar travel.\"]},{\"type\":\"item\",\"name\":\"Fear\",\"entries\":[\"Creatures of any types you choose have the {@condition Frightened|XPHB} condition while in the area.\"]},{\"type\":\"item\",\"name\":\"Resistance\",\"entries\":[\"Creatures of any types you choose have {@variantrule Resistance|XPHB} to one damage type of your choice while in the area.\"]},{\"type\":\"item\",\"name\":\"Silence\",\"entries\":[\"No sound can emanate from within the area, and no sound can reach into it.\"]},{\"type\":\"item\",\"name\":\"Tongues\",\"entries\":[\"Creatures of any types you choose can communicate with any other creature in the area even if they don't share a common language.\"]},{\"type\":\"item\",\"name\":\"Vulnerability\",\"entries\":[\"Creatures of any types you choose have {@variantrule Vulnerability|XPHB} to one damage type of your choice while in the area.\"]}]}]}],\"damageResist\":[\"acid\",\"cold\",\"fire\",\"force\",\"lightning\",\"necrotic\",\"poison\",\"psychic\",\"radiant\",\"thunder\"],\"damageVulnerable\":[\"acid\",\"cold\",\"fire\",\"force\",\"lightning\",\"necrotic\",\"poison\",\"psychic\",\"radiant\",\"thunder\"],\"affectsCreatureType\":[\"aberration\",\"celestial\",\"elemental\",\"fey\",\"fiend\",\"undead\"],\"miscTags\":[\"LGT\"]},{\"name\":\"Hallucinatory Terrain\",\"source\":\"XPHB\",\"page\":283,\"freeRules2024\":true,\"level\":4,\"school\":\"I\",\"time\":[{\"number\":10,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":300}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a mushroom\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":24}}],\"entries\":[\"You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed.\",\"The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to notice the illusion. If the difference isn't obvious by touch, a creature examining the illusion can take the {@action Study|XPHB} action to make an Intelligence ({@skill Investigation|XPHB}) check against your spell save DC to disbelieve it. If a creature discerns that the terrain is illusory, the creature sees a vague image superimposed on the real terrain.\"],\"abilityCheck\":[\"intelligence\"],\"areaTags\":[\"C\"]},{\"name\":\"Harm\",\"source\":\"XPHB\",\"page\":283,\"freeRules2024\":true,\"level\":6,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You unleash virulent magic on a creature you can see within range. The target makes a Constitution saving throw. On a failed save, it takes {@damage 14d6} Necrotic damage, and its {@variantrule Hit Points|XPHB|Hit Point} maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only. This spell can't reduce a target's {@variantrule Hit Points|XPHB|Hit Point} maximum below 1.\"],\"damageInflict\":[\"necrotic\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Haste\",\"source\":\"XPHB\",\"page\":284,\"freeRules2024\":true,\"level\":3,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a shaving of licorice root\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Choose a willing creature that you can see within range. Until the spell ends, the target's {@variantrule Speed|XPHB} is doubled, it gains a +2 bonus to {@variantrule Armor Class|XPHB}, it has {@variantrule Advantage|XPHB} on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the {@action Attack|XPHB} (one attack only), {@action Dash|XPHB}, {@action Disengage|XPHB}, {@action Hide|XPHB}, or {@action Utilize|XPHB} action.\",\"When the spell ends, the target is {@condition Incapacitated|XPHB} and has a {@variantrule Speed|XPHB} of 0 until the end of its next turn, as a wave of lethargy washes over it.\"],\"conditionInflict\":[\"incapacitated\"],\"miscTags\":[\"ADV\",\"MAC\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Heal\",\"source\":\"XPHB\",\"page\":284,\"freeRules2024\":true,\"level\":6,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"Choose a creature that you can see within range. Positive energy washes through the target, restoring 70 {@variantrule Hit Points|XPHB}. This spell also ends the {@condition Blinded|XPHB}, {@condition Deafened|XPHB}, and {@condition Poisoned|XPHB} conditions on the target.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The healing increases by 10 for each spell slot level above 6.\"]}],\"miscTags\":[\"HL\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Healing Word\",\"source\":\"XPHB\",\"page\":284,\"freeRules2024\":true,\"level\":1,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"A creature of your choice that you can see within range regains {@variantrule Hit Points|XPHB} equal to {@dice 2d4} plus your spellcasting ability modifier.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The healing increases by {@scaledamage 2d4|1-9|2d4} for each spell slot level above 1.\"]}],\"miscTags\":[\"HL\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Heat Metal\",\"source\":\"XPHB\",\"page\":284,\"freeRules2024\":true,\"level\":2,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a piece of iron and a flame\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes {@damage 2d8} Fire damage when you cast the spell. Until the spell ends, you can take a {@variantrule Bonus Action|XPHB} on each of your later turns to deal this damage again if the object is within range.\",\"If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has {@variantrule Disadvantage|XPHB} on attack rolls and ability checks until the start of your next turn.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage increases by {@scaledamage 2d8|2-9|1d8} for each spell slot level above 2.\"]}],\"damageInflict\":[\"fire\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"OBJ\",\"SGT\",\"UBA\"],\"areaTags\":[\"ST\"]},{\"name\":\"Hellish Rebuke\",\"source\":\"XPHB\",\"page\":284,\"freeRules2024\":true,\"level\":1,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"reaction\",\"condition\":\"which you take in response to taking damage from a creature that you can see within 60 feet of yourself\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking {@damage 2d10} Fire damage on a failed save or half as much damage on a successful one.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage increases by {@scaledamage 2d10|1-9|1d10} for each spell slot level above 1.\"]}],\"damageInflict\":[\"fire\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Heroes' Feast\",\"source\":\"XPHB\",\"page\":284,\"freeRules2024\":true,\"level\":6,\"school\":\"C\",\"time\":[{\"number\":10,\"unit\":\"minute\"}],\"range\":{\"type\":\"cube\",\"distance\":{\"type\":\"feet\",\"amount\":10}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a gem-encrusted bowl worth 1,000+ GP, which the spell consumes\",\"cost\":100000,\"consume\":true}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast.\",\"A creature that partakes gains several benefits, which last for 24 hours. The creature has {@variantrule Resistance|XPHB} to Poison damage, and it has {@variantrule Immunity|XPHB} to the {@condition Frightened|XPHB} and {@condition Poisoned|XPHB} conditions. Its {@variantrule Hit Points|XPHB|Hit Point} maximum also increases by {@dice 2d10}, and it gains the same number of {@variantrule Hit Points|XPHB}.\"],\"damageImmune\":[\"poison\"],\"conditionImmune\":[\"frightened\",\"poisoned\"],\"miscTags\":[\"ADV\",\"HL\"],\"areaTags\":[\"C\",\"MT\"],\"hasFluffImages\":true},{\"name\":\"Heroism\",\"source\":\"XPHB\",\"page\":285,\"freeRules2024\":true,\"level\":1,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the {@condition Frightened|XPHB} condition and gains {@variantrule Temporary Hit Points|XPHB} equal to your spellcasting ability modifier at the start of each of its turns.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"You can target one additional creature for each spell slot level above 1.\"]}],\"conditionImmune\":[\"frightened\"],\"miscTags\":[\"SCT\",\"THP\"],\"areaTags\":[\"ST\"]},{\"name\":\"Hex\",\"source\":\"XPHB\",\"page\":285,\"freeRules2024\":true,\"level\":1,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true,\"m\":\"the petrified eye of a newt\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra {@damage 1d6} Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has {@variantrule Disadvantage|XPHB} on ability checks made with the chosen ability.\",\"If the target drops to 0 {@variantrule Hit Points|XPHB} before this spell ends, you can take a {@variantrule Bonus Action|XPHB} on a later turn to curse a new creature.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"Your {@status Concentration|XPHB} can last longer with a spell slot of level 2 (up to 4 hours), 3-4 (up to 8 hours), or 5+ (24 hours).\"]}],\"damageInflict\":[\"necrotic\"],\"miscTags\":[\"AAD\",\"SGT\",\"UBA\"],\"areaTags\":[\"ST\"]},{\"name\":\"Hold Monster\",\"source\":\"XPHB\",\"page\":285,\"freeRules2024\":true,\"level\":5,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a straight piece of iron\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the {@condition Paralyzed|XPHB} condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"You can target one additional creature for each spell slot level above 5.\"]}],\"conditionInflict\":[\"paralyzed\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"SCT\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Hold Person\",\"source\":\"XPHB\",\"page\":286,\"freeRules2024\":true,\"level\":2,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a straight piece of iron\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the {@condition Paralyzed|XPHB} condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"You can target one additional Humanoid for each spell slot level above 2.\"]}],\"conditionInflict\":[\"paralyzed\"],\"savingThrow\":[\"wisdom\"],\"affectsCreatureType\":[\"humanoid\"],\"miscTags\":[\"SCT\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Holy Aura\",\"source\":\"XPHB\",\"page\":286,\"freeRules2024\":true,\"level\":8,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"emanation\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a reliquary worth 1,000+ GP\",\"cost\":100000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"For the duration, you emit an aura in a 30-foot Emanation. While in the aura, creatures of your choice have {@variantrule Advantage|XPHB} on all saving throws, and other creatures have {@variantrule Disadvantage|XPHB} on attack rolls against them. In addition, when a Fiend or an Undead hits an affected creature with a melee attack roll, the attacker must succeed on a Constitution saving throw or have the {@condition Blinded|XPHB} condition until the end of its next turn.\"],\"conditionInflict\":[\"blinded\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"ADV\"],\"areaTags\":[\"S\"]},{\"name\":\"Hunger of Hadar\",\"source\":\"XPHB\",\"page\":286,\"level\":3,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":150}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a pickled tentacle\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20-foot-radius Sphere of {@variantrule Darkness|XPHB} appears, centered on a point with range and lasting for the duration. The Sphere is {@variantrule Difficult Terrain|XPHB}, and it is filled with strange whispers and slurping noises, which can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within it have the {@condition Blinded|XPHB} condition.\",\"Any creature that starts its turn in the area takes {@damage 2d6} Cold damage. Any creature that ends its turn there must succeed on a Dexterity saving throw or take {@damage 2d6} Acid damage from otherworldly tentacles.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The Cold or Acid damage (your choice) increases by {@scaledamage 2d6|3-9|1d6} for each spell slot level above 3.\"]}],\"damageInflict\":[\"acid\",\"cold\"],\"conditionInflict\":[\"blinded\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"DFT\"],\"areaTags\":[\"S\"],\"hasFluffImages\":true},{\"name\":\"Hunter's Mark\",\"source\":\"XPHB\",\"page\":287,\"freeRules2024\":true,\"level\":1,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra {@damage 1d6} Force damage to the target whenever you hit it with an attack roll. You also have {@variantrule Advantage|XPHB} on any Wisdom ({@skill Perception|XPHB} or {@skill Survival|XPHB}) check you make to find it.\",\"If the target drops to 0 {@variantrule Hit Points|XPHB} before this spell ends, you can take a {@variantrule Bonus Action|XPHB} to move the mark to a new creature you can see within range.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"Your {@status Concentration|XPHB} can last longer with a spell slot of level 3-4 (up to 8 hours) or 5+ (up to 24 hours).\"]}],\"damageInflict\":[\"force\"],\"miscTags\":[\"AAD\",\"ADV\",\"SGT\",\"UBA\"],\"areaTags\":[\"ST\"]},{\"name\":\"Hypnotic Pattern\",\"source\":\"XPHB\",\"page\":287,\"freeRules2024\":true,\"level\":3,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"s\":true,\"m\":\"a pinch of confetti\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the {@condition Charmed|XPHB} condition for the duration. While {@condition Charmed|XPHB}, the creature has the {@condition Incapacitated|XPHB} condition and a {@variantrule Speed|XPHB} of 0.\",\"The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.\"],\"conditionInflict\":[\"charmed\",\"incapacitated\"],\"savingThrow\":[\"wisdom\"],\"areaTags\":[\"C\"]},{\"name\":\"Ice Knife\",\"source\":\"XPHB\",\"page\":287,\"level\":1,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"s\":true,\"m\":\"a drop of water or a piece of ice\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes {@damage 1d10} Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take {@damage 2d6} Cold damage.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The Cold damage increases by {@scaledamage 2d6|1-9|1d6} for each spell slot level above 1.\"]}],\"damageInflict\":[\"cold\",\"piercing\"],\"spellAttack\":[\"R\"],\"savingThrow\":[\"dexterity\"],\"areaTags\":[\"ST\"],\"hasFluffImages\":true},{\"name\":\"Ice Storm\",\"source\":\"XPHB\",\"page\":287,\"freeRules2024\":true,\"level\":4,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":300}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a mitten\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes {@damage 2d10} Bludgeoning damage and {@damage 4d6} Cold damage on a failed save or half as much damage on a successful one.\",\"Hailstones turn ground in the Cylinder into {@variantrule Difficult Terrain|XPHB} until the end of your next turn.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The Bludgeoning damage increases by {@scaledamage 2d8|4-9|1d10} for each spell slot level above 4.\"]}],\"damageInflict\":[\"bludgeoning\",\"cold\"],\"savingThrow\":[\"dexterity\"],\"areaTags\":[\"Y\"]},{\"name\":\"Identify\",\"source\":\"XPHB\",\"page\":287,\"freeRules2024\":true,\"level\":1,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a pearl worth 100+ GP\",\"cost\":10000}},\"duration\":[{\"type\":\"instant\"}],\"meta\":{\"ritual\":true},\"entries\":[\"You touch an object throughout the spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires {@variantrule Attunement|XPHB}, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name.\",\"If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.\"],\"miscTags\":[\"OBJ\"],\"areaTags\":[\"ST\"]},{\"name\":\"Illusory Script\",\"source\":\"XPHB\",\"page\":288,\"freeRules2024\":true,\"level\":1,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"s\":true,\"m\":{\"text\":\"ink worth 10+ GP, which the spell consumes\",\"cost\":1000,\"consume\":true}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"day\",\"amount\":10}}],\"meta\":{\"ritual\":true},\"entries\":[\"You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, seems to be written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, the illusion can alter the meaning, handwriting, and language of the text, though the language must be one you know.\",\"If the spell is dispelled, the original script and the illusion both disappear.\",\"A creature that has {@sense Truesight|XPHB} can read the hidden message.\"]},{\"name\":\"Imprisonment\",\"source\":\"XPHB\",\"page\":288,\"freeRules2024\":true,\"level\":9,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a statuette of the target worth 5,000+ GP\",\"cost\":500000}},\"duration\":[{\"type\":\"permanent\",\"ends\":[\"dispel\"]}],\"entries\":[\"You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected, and it is immune to this spell for the next 24 hours. On a failed save, the target is imprisoned. While imprisoned, the target doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the imprisoned target, and the target can't teleport.\",\"Until the spell ends, the target is also affected by one of the following effects of your choice:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Burial\",\"entries\":[\"The target is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe.\"]},{\"type\":\"item\",\"name\":\"Chaining\",\"entries\":[\"Chains firmly rooted in the ground hold the target in place. The target has the {@condition Restrained|XPHB} condition and can't be moved by any means.\"]},{\"type\":\"item\",\"name\":\"Hedged Prison\",\"entries\":[\"The target is trapped in a demiplane that is warded against teleportation and planar travel. The demiplane is your choice of a labyrinth, a cage, a tower, or the like.\"]},{\"type\":\"item\",\"name\":\"Minimus Containment\",\"entries\":[\"The target becomes 1 inch tall and is trapped inside an indestructible gemstone or a similar object. Light can pass through the gemstone (allowing the target to see out and other creatures to see in), but nothing else can pass through by any means.\"]},{\"type\":\"item\",\"name\":\"Slumber\",\"entries\":[\"The target has the {@condition Unconscious|XPHB} condition and can't be awoken.\"]},{\"type\":\"item\",\"name\":\"Ending the Spell\",\"entries\":[\"When you cast the spell, specify a trigger that will end it. The trigger can be as simple or as elaborate as you choose, but the DM must agree that it has a high likelihood of happening within the next decade. The trigger must be an observable action, such as someone making a particular offering at the temple of your god, saving your true love, or defeating a specific monster.\",\"A {@spell Dispel Magic|XPHB} spell can end the spell only if it is cast with a level 9 spell slot, targeting either the prison or the component used to create it.\"]}]}],\"conditionInflict\":[\"restrained\",\"unconscious\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Incendiary Cloud\",\"source\":\"XPHB\",\"page\":288,\"freeRules2024\":true,\"level\":8,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":150}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud's area is {@variantrule Heavily Obscured|XPHB}. It lasts for the duration or until a strong wind (like that created by {@spell Gust of Wind|XPHB}) disperses it.\",\"When the cloud appears, each creature in it makes a Dexterity saving throw, taking {@damage 10d8} Fire damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.\",\"The cloud moves 10 feet away from you in a direction you choose at the start of each of your turns.\"],\"damageInflict\":[\"fire\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"OBS\"],\"areaTags\":[\"S\"]},{\"name\":\"Inflict Wounds\",\"source\":\"XPHB\",\"page\":288,\"freeRules2024\":true,\"level\":1,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"A creature you touch makes a Constitution saving throw, taking {@damage 2d10} Necrotic damage on a failed save or half as much damage on a successful one.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage increases by {@scaledamage 2d10|1-9|1d10} for each spell slot level above 1.\"]}],\"damageInflict\":[\"necrotic\"],\"savingThrow\":[\"constitution\"],\"areaTags\":[\"ST\"]},{\"name\":\"Insect Plague\",\"source\":\"XPHB\",\"page\":289,\"freeRules2024\":true,\"level\":5,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":300}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a locust\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"Swarming locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The Sphere remains for the duration, and its area is {@variantrule Lightly Obscured|XPHB} and {@variantrule Difficult Terrain|XPHB}.\",\"When the swarm appears, each creature in it makes a Constitution saving throw, taking {@damage 4d10} Piercing damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage increases by {@scaledamage 4d10|5-9|1d10} for each spell slot level above 5.\"]}],\"damageInflict\":[\"piercing\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"DFT\",\"OBS\"],\"areaTags\":[\"S\"]},{\"name\":\"Invisibility\",\"source\":\"XPHB\",\"page\":289,\"freeRules2024\":true,\"level\":2,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"an eyelash in gum arabic\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"A creature you touch has the {@condition Invisible|XPHB} condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"You can target one additional creature for each spell slot level above 2.\"]}],\"conditionInflict\":[\"invisible\"],\"miscTags\":[\"SCT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Jallarzi's Storm of Radiance\",\"source\":\"XPHB\",\"page\":289,\"level\":5,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a pinch of phosphorus\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You unleash a storm of flashing light and raging thunder in a 10-foot-radius, 40-foot-high Cylinder centered on a point you can see within range. While in this area, creatures have the {@condition Blinded|XPHB} and {@condition Deafened|XPHB} conditions, and they can't cast spells with a Verbal component.\",\"When the storm appears, each creature in it makes a Constitution saving throw, taking {@damage 2d10} Radiant damage and {@damage 2d10} Thunder damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The Radiant and Thunder damage increase by {@scaledamage 2d10|5-9|1d10} for each spell slot level above 5.\"]}],\"damageInflict\":[\"radiant\",\"thunder\"],\"conditionInflict\":[\"blinded\",\"deafened\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"Y\"],\"hasFluffImages\":true},{\"name\":\"Jump\",\"source\":\"XPHB\",\"page\":290,\"freeRules2024\":true,\"level\":1,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a grasshopper's hind leg\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1}}],\"entries\":[\"You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"You can target one additional creature for each spell slot level above 1.\"]}],\"miscTags\":[\"SCT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Knock\",\"source\":\"XPHB\",\"page\":290,\"freeRules2024\":true,\"level\":2,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.\",\"A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.\",\"If the target is held shut by {@spell Arcane Lock|XPHB}, that spell is suppressed for 10 minutes, during which time the target can be opened and closed.\",\"When you cast the spell, a loud knock, audible up to 300 feet away, emanates from the target.\"],\"miscTags\":[\"OBJ\",\"SGT\"]},{\"name\":\"Legend Lore\",\"source\":\"XPHB\",\"page\":290,\"freeRules2024\":true,\"level\":5,\"school\":\"D\",\"time\":[{\"number\":10,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"incense worth 250+ GP, which the spell consumes, and four ivory strips worth 50+ GP each\",\"cost\":25000,\"consume\":true}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"Name or describe a famous person, place, or object. The spell brings to your mind a brief summary of the significant lore about that famous thing, as described by the DM.\",\"The lore might consist of important details, amusing revelations, or even secret lore that has never been widely known. The more information you already know about the thing, the more precise and detailed the information you receive is. That information is accurate but might be couched in figurative language or poetry, as determined by the DM.\",\"If the famous thing you chose isn't actually famous, you hear sad musical notes played on a trombone, and the spell fails.\"],\"miscTags\":[\"OBJ\"]},{\"name\":\"Leomund's Secret Chest\",\"source\":\"XPHB\",\"page\":290,\"freeRules2024\":true,\"level\":4,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth 5,000+ GP, and a Tiny replica of the chest made from the same materials worth 50+ GP\",\"cost\":500000}},\"duration\":[{\"type\":\"permanent\",\"ends\":[\"dispel\"]}],\"entries\":[\"You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the miniature replica that serve as Material components for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).\",\"While the chest remains on the Ethereal Plane, you can take a {@action Magic|XPHB} action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by taking a {@action Magic|XPHB} action to touch the chest and the replica.\",\"After 60 days, there is a cumulative {@chance 5|||Effect ends!|Effect continues} chance at the end of each day that the spell ends. The spell also ends if you cast this spell again or if the Tiny replica chest is destroyed. If the spell ends and the larger chest is on the Ethereal Plane, the chest remains there for you or someone else to find.\"],\"miscTags\":[\"OBJ\",\"PRM\"]},{\"name\":\"Leomund's Tiny Hut\",\"source\":\"XPHB\",\"page\":291,\"freeRules2024\":true,\"level\":3,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a crystal bead\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":8}}],\"meta\":{\"ritual\":true},\"entries\":[\"A 10-foot Emanation springs into existence around you and remains stationary for the duration. The spell fails when you cast it if the Emanation isn't big enough to fully encapsulate all creatures in its area.\",\"Creatures and objects within the Emanation when you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3 or lower can't be cast through it, and the effects of such spells can't extend into it.\",\"The atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to have {@variantrule Dim Light|XPHB} or {@variantrule Darkness|XPHB} (no action required). The Emanation is opaque from the outside and of any color you choose, but it's transparent from the inside.\",\"The spell ends early if you leave the Emanation or if you cast it again.\"],\"miscTags\":[\"LGT\"],\"areaTags\":[\"S\"]},{\"name\":\"Lesser Restoration\",\"source\":\"XPHB\",\"page\":291,\"freeRules2024\":true,\"level\":2,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You touch a creature and end one condition on it: {@condition Blinded|XPHB}, {@condition Deafened|XPHB}, {@condition Paralyzed|XPHB}, or {@condition Poisoned|XPHB}.\"],\"areaTags\":[\"ST\"],\"hasFluffImages\":true},{\"name\":\"Levitate\",\"source\":\"XPHB\",\"page\":291,\"freeRules2024\":true,\"level\":2,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a metal spring\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.\",\"The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can take a {@action Magic|XPHB} action to move the target, which must remain within the spell's range.\",\"When the spell ends, the target floats gently to the ground if it is still aloft.\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"OBJ\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Light\",\"source\":\"XPHB\",\"page\":292,\"freeRules2024\":true,\"level\":0,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"m\":\"a firefly or phosphorescent moss\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds {@variantrule Bright Light|XPHB} in a 20-foot radius and {@variantrule Dim Light|XPHB} for an additional 20 feet. The light can be colored as you like.\",\"Covering the object with something opaque blocks the light. The spell ends if you cast it again.\"],\"miscTags\":[\"LGT\",\"OBJ\"]},{\"name\":\"Lightning Arrow\",\"source\":\"XPHB\",\"page\":292,\"level\":3,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"bonus\",\"condition\":\"which you take immediately after hitting or missing a target with a ranged attack using a weapon\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"As your attack hits or misses the target, the weapon or ammunition you're using transforms into a lightning bolt. Instead of taking any damage or other effects from the attack, the target takes {@damage 4d8} Lightning damage on a hit or half as much damage on a miss. Each creature within 10 feet of the target then makes a Dexterity saving throw, taking {@damage 2d8} Lightning damage on a failed save or half as much damage on a successful one.\",\"The weapon or ammunition then returns to its normal form.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage for both effects of the spell increases by {@scaledamage 4d8;2d8|3-9|1d8} for each spell slot level above 3.\"]}],\"damageInflict\":[\"lightning\"],\"savingThrow\":[\"dexterity\"],\"areaTags\":[\"S\"]},{\"name\":\"Lightning Bolt\",\"source\":\"XPHB\",\"page\":292,\"freeRules2024\":true,\"level\":3,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"line\",\"distance\":{\"type\":\"feet\",\"amount\":100}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a bit of fur and a crystal rod\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking {@damage 8d6} Lightning damage on a failed save or half as much damage on a successful one.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage increases by {@scaledamage 8d6|3-9|1d6} for each spell slot level above 3.\"]}],\"damageInflict\":[\"lightning\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"OBJ\"],\"areaTags\":[\"L\"]},{\"name\":\"Locate Animals or Plants\",\"source\":\"XPHB\",\"page\":292,\"freeRules2024\":true,\"level\":2,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"fur from a bloodhound\"},\"duration\":[{\"type\":\"instant\"}],\"meta\":{\"ritual\":true},\"entries\":[\"Describe or name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.\"],\"affectsCreatureType\":[\"beast\",\"plant\"]},{\"name\":\"Locate Creature\",\"source\":\"XPHB\",\"page\":292,\"freeRules2024\":true,\"level\":4,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"fur from a bloodhound\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Describe or name a creature that is familiar to you. You sense the direction to the creature's location if that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.\",\"The spell can locate a specific creature known to you or the nearest creature of a specific kind (such as a human or a unicorn) if you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as under the effects of a {@spell Flesh to Stone|XPHB} or {@spell Polymorph|XPHB} spell, this spell doesn't locate the creature.\",\"This spell can't locate a creature if any thickness of lead blocks a direct path between you and the creature.\"]},{\"name\":\"Locate Object\",\"source\":\"XPHB\",\"page\":293,\"freeRules2024\":true,\"level\":2,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a forked twig\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"Describe or name an object that is familiar to you. You sense the direction to the object's location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.\",\"The spell can locate a specific object known to you if you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.\",\"This spell can't locate an object if any thickness of lead blocks a direct path between you and the object.\"],\"miscTags\":[\"OBJ\"]},{\"name\":\"Longstrider\",\"source\":\"XPHB\",\"page\":293,\"freeRules2024\":true,\"level\":1,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a pinch of dirt\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"You touch a creature. The target's {@variantrule Speed|XPHB} increases by 10 feet until the spell ends.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"You can target one additional creature for each spell slot level above 1.\"]}],\"miscTags\":[\"SCT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Mage Armor\",\"source\":\"XPHB\",\"page\":293,\"freeRules2024\":true,\"level\":1,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a piece of cured leather\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":8}}],\"entries\":[\"You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.\"],\"miscTags\":[\"MAC\"],\"areaTags\":[\"ST\"],\"hasFluffImages\":true},{\"name\":\"Mage Hand\",\"source\":\"XPHB\",\"page\":293,\"freeRules2024\":true,\"level\":0,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1}}],\"entries\":[\"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\",\"When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\",\"As a {@action Magic|XPHB} action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\",\"The hand can't attack, activate magic items, or carry more than 10 pounds.\"],\"miscTags\":[\"OBJ\"]},{\"name\":\"Magic Circle\",\"source\":\"XPHB\",\"page\":293,\"freeRules2024\":true,\"level\":3,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":10}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"salt and powdered silver worth 100+ GP, which the spell consumes\",\"cost\":10000,\"consume\":true}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the floor or other surface.\",\"Choose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways:\",{\"type\":\"list\",\"items\":[\"The creature can't willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.\",\"The creature has {@variantrule Disadvantage|XPHB} on attack rolls against targets within the Cylinder.\",\"Targets within the Cylinder can't be possessed by or gain the {@condition Charmed|XPHB} or {@condition Frightened|XPHB} condition from the creature.\"]},\"Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The duration increases by 1 hour for each spell slot level above 3.\"]}],\"savingThrow\":[\"charisma\"],\"affectsCreatureType\":[\"celestial\",\"elemental\",\"fey\",\"fiend\",\"undead\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"Y\"]},{\"name\":\"Magic Jar\",\"source\":\"XPHB\",\"page\":294,\"freeRules2024\":true,\"level\":6,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a gem, crystal, or reliquary worth 500+ GP\",\"cost\":50000}},\"duration\":[{\"type\":\"permanent\",\"ends\":[\"dispel\"]}],\"entries\":[\"Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's Material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a Humanoid's body.\",\"You can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded by a {@spell Protection from Evil and Good|XPHB} or {@spell Magic Circle|XPHB} spell can't be possessed). The target makes a Charisma saving throw. On a failed save, your soul enters the target's body, and the target's soul becomes trapped in the container. On a successful save, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours.\",\"Once you possess a creature's body, you control it. Your {@variantrule Hit Points|XPHB}, {@variantrule Hit Point Dice|XPHB}, Strength, Dexterity, Constitution, {@variantrule Speed|XPHB}, and senses are replaced by the creature's. You otherwise keep your game statistics.\",\"Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move and it is {@condition Incapacitated|XPHB}.\",\"While possessing a body, you can take a {@action Magic|XPHB} action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.\",\"If the container is destroyed or the spell ends, your soul returns to your body. If your body is more than 100 feet away from you or if your body is dead, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.\",\"When the spell ends, the container is destroyed.\"],\"savingThrow\":[\"charisma\"],\"affectsCreatureType\":[\"humanoid\"],\"miscTags\":[\"SGT\"]},{\"name\":\"Magic Missile\",\"source\":\"XPHB\",\"page\":295,\"freeRules2024\":true,\"level\":1,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals {@damage 1d4 + 1} Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The spell creates one more dart for each spell slot level above 1.\"]}],\"damageInflict\":[\"force\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"MT\",\"ST\"],\"hasFluffImages\":true},{\"name\":\"Magic Mouth\",\"source\":\"XPHB\",\"page\":295,\"freeRules2024\":true,\"level\":2,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"jade dust worth 10+ GP, which the spell consumes\",\"cost\":1000,\"consume\":true}},\"duration\":[{\"type\":\"permanent\",\"ends\":[\"dispel\"]}],\"meta\":{\"ritual\":true},\"entries\":[\"You implant a message within an object in range—a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or fewer, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.\",\"When that trigger occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there, so the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.\",\"The trigger can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.\"],\"miscTags\":[\"OBJ\",\"SGT\"]},{\"name\":\"Magic Weapon\",\"source\":\"XPHB\",\"page\":295,\"freeRules2024\":true,\"level\":2,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The bonus increases to +2 with a level 3-5 spell slot. The bonus increases to +3 with a level 6+ spell slot.\"]}]},{\"name\":\"Major Image\",\"source\":\"XPHB\",\"page\":295,\"freeRules2024\":true,\"level\":3,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a bit of fleece\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions.\",\"If you are within range of the illusion, you can take a {@action Magic|XPHB} action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.\",\"Physical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a {@action Study|XPHB} action to examine the image can determine that it is an illusion with a successful Intelligence ({@skill Investigation|XPHB}) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The spell lasts until dispelled, without requiring {@status Concentration|XPHB}, if cast with a level 4+ spell slot.\"]}],\"abilityCheck\":[\"intelligence\"],\"miscTags\":[\"PRM\",\"SGT\"]},{\"name\":\"Mass Cure Wounds\",\"source\":\"XPHB\",\"page\":296,\"freeRules2024\":true,\"level\":5,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains {@variantrule Hit Points|XPHB} equal to {@dice 5d8} plus your spellcasting ability modifier.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The healing increases by {@scaledice 5d8|5-9|1d8} for each spell slot level above 5.\"]}],\"miscTags\":[\"HL\"],\"areaTags\":[\"MT\",\"S\"]},{\"name\":\"Mass Heal\",\"source\":\"XPHB\",\"page\":296,\"freeRules2024\":true,\"level\":9,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"A flood of healing energy flows from you into creatures around you. You restore up to 700 {@variantrule Hit Points|XPHB}, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell also have the {@condition Blinded|XPHB}, {@condition Deafened|XPHB}, and {@condition Poisoned|XPHB} conditions removed from them.\"],\"miscTags\":[\"HL\",\"SGT\"],\"areaTags\":[\"MT\"]},{\"name\":\"Mass Healing Word\",\"source\":\"XPHB\",\"page\":296,\"freeRules2024\":true,\"level\":3,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"Up to six creatures of your choice that you can see within range regain {@variantrule Hit Points|XPHB} equal to {@dice 2d4} plus your spellcasting ability modifier.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The healing increases by {@scaledice 2d4|3-9|1d4} for each spell slot level above 3.\"]}],\"miscTags\":[\"HL\",\"SGT\"],\"areaTags\":[\"MT\"]},{\"name\":\"Mass Suggestion\",\"source\":\"XPHB\",\"page\":296,\"freeRules2024\":true,\"level\":6,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"m\":\"a snake's tongue\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":24}}],\"entries\":[\"You suggest a course of activity—described in no more than 25 words—to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to any of the targets or their allies. For example, you could say, \\\"Walk to the village down that road, and help the villagers there harvest crops until sunset.\\\" Or you could say, \\\"Now is not the time for violence. Drop your weapons, and dance! Stop in an hour.\\\"\",\"Each target must succeed on a Wisdom saving throw or have the {@condition Charmed|XPHB} condition for the duration or until you or your allies deal damage to the target. Each {@condition Charmed|XPHB} target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for a target upon completing it.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The duration is longer with a spell slot of level 7 (10 days), 8 (30 days), or 9 (366 days).\"]}],\"conditionInflict\":[\"charmed\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"MT\"]},{\"name\":\"Maze\",\"source\":\"XPHB\",\"page\":296,\"freeRules2024\":true,\"level\":8,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.\",\"The target can take a {@action Study|XPHB} action to try to escape. When it does so, it makes a DC 20 Intelligence ({@skill Investigation|XPHB}) check. If it succeeds, it escapes, and the spell ends.\",\"When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Meld into Stone\",\"source\":\"XPHB\",\"page\":296,\"freeRules2024\":true,\"level\":3,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":8}}],\"meta\":{\"ritual\":true},\"entries\":[\"You step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration. You must touch the stone to do so. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.\",\"While merged with the stone, you can't see what occurs outside it, and any Wisdom ({@skill Perception|XPHB}) checks you make to hear sounds outside it are made with {@variantrule Disadvantage|XPHB}. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use 5 feet of movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.\",\"Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals {@damage 6d6} Force damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 Force damage to you. If expelled, you move into an unoccupied space closest to where you first entered and have the {@condition Prone|XPHB} condition.\"],\"damageInflict\":[\"force\"],\"conditionInflict\":[\"prone\"]},{\"name\":\"Melf's Acid Arrow\",\"source\":\"XPHB\",\"page\":297,\"freeRules2024\":true,\"level\":2,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true,\"m\":\"powdered rhubarb leaf\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes {@damage 4d4} Acid damage and {@damage 2d4} Acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage only.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage (both initial and later) increases by {@scaledamage 4d4;2d4|2-9|1d4} for each spell slot level above 2.\"]}],\"damageInflict\":[\"acid\"],\"spellAttack\":[\"R\"],\"areaTags\":[\"ST\"],\"hasFluffImages\":true},{\"name\":\"Mending\",\"source\":\"XPHB\",\"page\":297,\"freeRules2024\":true,\"level\":0,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"two lodestones\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.\",\"This spell can physically repair a magic item, but it can't restore magic to such an object.\"],\"miscTags\":[\"OBJ\"]},{\"name\":\"Message\",\"source\":\"XPHB\",\"page\":298,\"freeRules2024\":true,\"level\":0,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"s\":true,\"m\":\"a copper wire\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"round\",\"amount\":1}}],\"entries\":[\"You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.\",\"You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.\"],\"areaTags\":[\"ST\"]},{\"name\":\"Meteor Swarm\",\"source\":\"XPHB\",\"page\":298,\"freeRules2024\":true,\"level\":9,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"miles\",\"amount\":1}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius Sphere centered on each of those points makes a Dexterity saving throw. A creature takes {@damage 20d6} Fire damage and {@damage 20d6} Bludgeoning damage on a failed save or half as much damage on a successful one. A creature in the area of more than one fiery Sphere is affected only once.\",\"A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area, and the object starts {@hazard burning|XPHB} if it's flammable.\"],\"damageInflict\":[\"bludgeoning\",\"fire\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"OBJ\",\"SGT\"],\"areaTags\":[\"S\"]},{\"name\":\"Mind Blank\",\"source\":\"XPHB\",\"page\":298,\"freeRules2024\":true,\"level\":8,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":24}}],\"entries\":[\"Until the spell ends, one willing creature you touch has {@variantrule Immunity|XPHB} to Psychic damage and the {@condition Charmed|XPHB} condition. The target is also unaffected by anything that would sense its emotions or alignment, read its thoughts, or magically detect its location, and no spell—not even {@spell Wish|XPHB}—can gather information about the target, observe it remotely, or control its mind.\"],\"damageImmune\":[\"psychic\"],\"conditionImmune\":[\"charmed\"],\"areaTags\":[\"ST\"]},{\"name\":\"Mind Sliver\",\"source\":\"XPHB\",\"page\":298,\"level\":0,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take {@damage 1d6} Psychic damage and subtract {@dice 1d4} from the next saving throw it makes before the end of your next turn.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Cantrip Upgrade\",\"entries\":[\"The damage increases by {@dice 1d6} when you reach levels 5 ({@damage 2d6}), 11 ({@damage 3d6}), and 17 ({@damage 4d6}).\"]}],\"scalingLevelDice\":{\"label\":\"Psychic damage\",\"scaling\":{\"1\":\"1d6\",\"5\":\"2d6\",\"11\":\"3d6\",\"17\":\"4d6\"}},\"damageInflict\":[\"psychic\"],\"savingThrow\":[\"intelligence\"],\"miscTags\":[\"SCL\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Mind Spike\",\"source\":\"XPHB\",\"page\":298,\"level\":2,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking {@damage 3d8} Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it has the {@condition Invisible|XPHB} condition, it gains no benefit from that condition against you.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage increases by {@scaledamage 3d8|2-9|1d8} for each spell slot level above 2.\"]}],\"damageInflict\":[\"psychic\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Minor Illusion\",\"source\":\"XPHB\",\"page\":298,\"freeRules2024\":true,\"level\":0,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"s\":true,\"m\":\"a bit of fleece\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1}}],\"entries\":[\"You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.\",\"If a creature takes a {@action Study|XPHB} action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence ({@skill Investigation|XPHB}) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.\",{\"type\":\"entries\",\"name\":\"Sound\",\"entries\":[\"If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\"]},{\"type\":\"entries\",\"name\":\"Image\",\"entries\":[\"If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.\"]}],\"abilityCheck\":[\"intelligence\"]},{\"name\":\"Mirage Arcane\",\"source\":\"XPHB\",\"page\":299,\"freeRules2024\":true,\"level\":7,\"school\":\"I\",\"time\":[{\"number\":10,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"sight\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"day\",\"amount\":10}}],\"entries\":[\"You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other rough or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.\",\"Similarly, you can alter the appearance of structures or add them where none are present. The spell doesn't disguise, conceal, or add creatures.\",\"The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into {@variantrule Difficult Terrain|XPHB} (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.\",\"Creatures with {@sense Truesight|XPHB} can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.\"]},{\"name\":\"Mirror Image\",\"source\":\"XPHB\",\"page\":299,\"freeRules2024\":true,\"level\":2,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1}}],\"entries\":[\"Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real.\",\"Each time a creature hits you with an attack roll during the spell's duration, roll a {@dice d6} for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.\",\"A creature is unaffected by this spell if it has the {@condition Blinded|XPHB} condition, {@sense Blindsight|XPHB}, or {@sense Truesight|XPHB}.\"]},{\"name\":\"Mislead\",\"source\":\"XPHB\",\"page\":299,\"freeRules2024\":true,\"level\":5,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You gain the {@condition Invisible|XPHB} condition at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after you make an attack roll, deal damage, or cast a spell.\",\"As a {@action Magic|XPHB} action, you can move the illusory double up to twice your {@variantrule Speed|XPHB} and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable.\",\"You can see through its eyes and hear through its ears as if you were located where it is.\"],\"conditionInflict\":[\"invisible\"],\"miscTags\":[\"SGT\"]},{\"name\":\"Misty Step\",\"source\":\"XPHB\",\"page\":299,\"freeRules2024\":true,\"level\":2,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.\"],\"miscTags\":[\"SGT\",\"TP\"]},{\"name\":\"Modify Memory\",\"source\":\"XPHB\",\"page\":299,\"freeRules2024\":true,\"level\":5,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You attempt to reshape another creature's memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has {@variantrule Advantage|XPHB} on the save. On a failed save, the target has the {@condition Charmed|XPHB} condition for the duration. While {@condition Charmed|XPHB} in this way, the target also has the {@condition Incapacitated|XPHB} condition and is unaware of its surroundings, though it can hear you. If it takes any damage or is targeted by another spell, this spell ends, and no memories are modified.\",\"While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its memory of the event's details, or create a memory of some other event.\",\"You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you finish describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.\",\"A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature.\",\"A {@spell Remove Curse|XPHB} or {@spell Greater Restoration|XPHB} spell cast on the target restores the creature's true memory.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"You can alter the target's memories of an event that took place up to 7 days ago (level 6 spell slot), 30 days ago (level 7 spell slot), 365 days ago (level 8 spell slot), or any time in the creature's past (level 9 spell slot).\"]}],\"conditionInflict\":[\"charmed\",\"incapacitated\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"PRM\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Moonbeam\",\"source\":\"XPHB\",\"page\":300,\"freeRules2024\":true,\"level\":2,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a moonseed leaf\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, {@variantrule Dim Light|XPHB} fills the Cylinder, and you can take a {@action Magic|XPHB} action on later turns to move the Cylinder up to 60 feet.\",\"When the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes {@damage 2d10} Radiant damage, and if the creature is shape-shifted (as a result of the {@spell Polymorph|XPHB} spell, for example), it reverts to its true form and can't shape-shift until it leaves the Cylinder. On a successful save, a creature takes half as much damage only. A creature also makes this save when the spell's area moves into its space and when it enters the spell's area or ends its turn there. A creature makes this save only once per turn.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage increases by {@scaledamage 2d10|2-9|1d10} for each spell slot level above 2.\"]}],\"damageInflict\":[\"radiant\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"LGT\"],\"areaTags\":[\"Y\"]},{\"name\":\"Mordenkainen's Faithful Hound\",\"source\":\"XPHB\",\"page\":300,\"freeRules2024\":true,\"level\":4,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a silver whistle\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":8}}],\"entries\":[\"You conjure a phantom watchdog in an unoccupied space that you can see within range. The hound remains for the duration or until the two of you are more than 300 feet apart from each other.\",\"No one but you can see the hound, and it is intangible and invulnerable. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound has {@sense Truesight|XPHB} with a range of 30 feet.\",\"At the start of each of your turns, the hound attempts to bite one enemy within 5 feet of it. That enemy must succeed on a Dexterity saving throw or take {@damage 4d8} Force damage.\",\"On your later turns, you can take a {@action Magic|XPHB} action to move the hound up to 30 feet.\"],\"damageInflict\":[\"force\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"SGT\"]},{\"name\":\"Mordenkainen's Magnificent Mansion\",\"source\":\"XPHB\",\"page\":300,\"freeRules2024\":true,\"level\":7,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":300}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a miniature door worth 15+ GP\",\"cost\":1500}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":24}}],\"entries\":[\"You conjure a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is imperceptible.\",\"Beyond the door is a magnificent foyer with numerous chambers beyond. The dwelling's atmosphere is clean, fresh, and warm.\",\"You can create any floor plan you like for the dwelling, but it can't exceed 50 contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings and other objects created by this spell dissipate into smoke if removed from it.\",\"A staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and their attire. They are invulnerable and obey your commands. Each servant can perform tasks that a human could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can't leave the dwelling.\",\"When the spell ends, any creatures or objects left inside the extradimensional space are expelled into the unoccupied spaces nearest to the entrance.\"],\"miscTags\":[\"OBJ\"],\"hasFluffImages\":true},{\"name\":\"Mordenkainen's Private Sanctum\",\"source\":\"XPHB\",\"page\":301,\"freeRules2024\":true,\"level\":4,\"school\":\"A\",\"time\":[{\"number\":10,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a thin sheet of lead\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":24}}],\"entries\":[\"You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration.\",\"When you cast the spell, you decide what sort of security the spell provides, choosing any of the following properties:\",{\"type\":\"list\",\"items\":[\"Sound can't pass through the barrier at the edge of the warded area.\",\"The barrier of the warded area appears dark and foggy, preventing vision (including {@sense Darkvision|XPHB}) through it.\",\"Sensors created by Divination spells can't appear inside the protected area or pass through the barrier at its perimeter.\",\"Creatures in the area can't be targeted by Divination spells.\",\"Nothing can teleport into or out of the warded area.\",\"Planar travel is blocked within the warded area.\"]},\"Casting this spell on the same spot every day for 365 days makes the spell last until dispelled.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"You can increase the size of the Cube by 100 feet for each spell slot level above 4.\"]}],\"miscTags\":[\"PIR\",\"PRM\"],\"areaTags\":[\"C\"]},{\"name\":\"Mordenkainen's Sword\",\"source\":\"XPHB\",\"page\":302,\"freeRules2024\":true,\"level\":7,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a miniature sword worth 250+ GP\",\"cost\":25000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You create a spectral sword that hovers within range. It lasts for the duration.\",\"When the sword appears, you make a melee spell attack against a target within 5 feet of the sword. On a hit, the target takes Force damage equal to {@damage 4d12} plus your spellcasting ability modifier.\",\"On your later turns, you can take a {@variantrule Bonus Action|XPHB} to move the sword up to 30 feet to a spot you can see and repeat the attack against the same target or a different one.\"],\"damageInflict\":[\"force\"],\"spellAttack\":[\"M\"],\"miscTags\":[\"SGT\",\"UBA\"],\"areaTags\":[\"ST\"]},{\"name\":\"Move Earth\",\"source\":\"XPHB\",\"page\":302,\"freeRules2024\":true,\"level\":6,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a miniature shovel\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":2},\"concentration\":true}],\"entries\":[\"Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.\",\"At the end of every 10 minutes you spend {@status Concentration|XPHB|Concentrating} on the spell, you can choose a new area of terrain to affect within range.\",\"This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.\",\"Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.\"],\"areaTags\":[\"Q\"]},{\"name\":\"Nondetection\",\"source\":\"XPHB\",\"page\":302,\"freeRules2024\":true,\"level\":3,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a pinch of diamond dust worth 25+ GP, which the spell consumes\",\"cost\":2500,\"consume\":true}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":8}}],\"entries\":[\"For the duration, you hide a target that you touch from Divination spells. The target can be a willing creature, or it can be a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any Divination spell or perceived through magical scrying sensors.\"],\"miscTags\":[\"OBJ\"],\"areaTags\":[\"ST\"]},{\"name\":\"Nystul's Magic Aura\",\"source\":\"XPHB\",\"page\":302,\"freeRules2024\":true,\"level\":2,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a small square of silk\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":24}}],\"entries\":[\"With a touch, you place an illusion on a willing creature or an object that isn't being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below. The effect lasts for the duration. If you cast the spell on the same target every day for 30 days, the illusion lasts until dispelled.\",{\"type\":\"entries\",\"name\":\"Mask (Creature)\",\"entries\":[\"Choose a creature type other than the target's actual type. Spells and other magical effects treat the target as if it were a creature of the chosen type.\"]},{\"type\":\"entries\",\"name\":\"False Aura (Object)\",\"entries\":[\"You change the way the target appears to spells and magical effects that detect magical auras, such as {@spell Detect Magic|XPHB}. You can make a nonmagical object appear magical, make a magic item appear nonmagical, or change the object's aura so that it appears to belong to a school of magic you choose.\"]}],\"miscTags\":[\"OBJ\",\"PIR\",\"PRM\"],\"areaTags\":[\"ST\"]},{\"name\":\"Otiluke's Freezing Sphere\",\"source\":\"XPHB\",\"page\":302,\"freeRules2024\":true,\"level\":6,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":300}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a miniature crystal sphere\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking {@damage 10d6} Cold damage on failed save or half as much damage on a successful one.\",\"If the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice and have the {@condition Restrained|XPHB} condition. A trapped creature can take an action to make a Strength ({@skill Athletics|XPHB}) check against your spell save DC to break free.\",\"You can refrain from firing the globe after completing the spell's casting. If you do so, a globe about the size of a sling bullet, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as a normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage increases by {@scaledamage 10d6|6-9|1d6} for each spell slot level above 6.\"]}],\"damageInflict\":[\"cold\"],\"savingThrow\":[\"constitution\"],\"abilityCheck\":[\"strength\"],\"areaTags\":[\"S\"]},{\"name\":\"Otiluke's Resilient Sphere\",\"source\":\"XPHB\",\"page\":303,\"freeRules2024\":true,\"level\":4,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a glass sphere\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration.\",\"Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.\",\"The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can take an action to push against the sphere's walls and thus roll the sphere at up to half the creature's {@variantrule Speed|XPHB}. Similarly, the globe can be picked up and moved by other creatures.\",\"A {@spell Disintegrate|XPHB} spell targeting the globe destroys it without harming anything inside.\"],\"damageImmune\":[\"acid\",\"bludgeoning\",\"cold\",\"fire\",\"force\",\"lightning\",\"necrotic\",\"piercing\",\"poison\",\"psychic\",\"radiant\",\"slashing\",\"thunder\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"OBJ\"],\"areaTags\":[\"ST\"]},{\"name\":\"Otto's Irresistible Dance\",\"source\":\"XPHB\",\"page\":303,\"freeRules2024\":true,\"level\":6,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"One creature that you can see within range must make a Wisdom saving throw. On a successful save, the target dances comically until the end of its next turn, during which it must spend all its movement to dance in place.\",\"On a failed save, the target has the {@condition Charmed|XPHB} condition for the duration. While {@condition Charmed|XPHB}, the target dances comically, must use all its movement to dance in place, and has {@variantrule Disadvantage|XPHB} on Dexterity saving throws and attack rolls, and other creatures have {@variantrule Advantage|XPHB} on attack rolls against it. On each of its turns, the target can take an action to collect itself and repeat the save, ending the spell on itself on a success.\"],\"conditionInflict\":[\"charmed\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Pass without Trace\",\"source\":\"XPHB\",\"page\":303,\"freeRules2024\":true,\"level\":2,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"emanation\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"ashes from burned mistletoe\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity ({@skill Stealth|XPHB}) checks and leave no tracks.\"],\"areaTags\":[\"MT\"]},{\"name\":\"Passwall\",\"source\":\"XPHB\",\"page\":303,\"freeRules2024\":true,\"level\":5,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a pinch of sesame seeds\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"A passage appears at a point that you can see on a wooden, plaster, or stone surface (such as a wall, ceiling, or floor) within range and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.\",\"When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.\"],\"miscTags\":[\"OBJ\",\"SGT\"]},{\"name\":\"Phantasmal Force\",\"source\":\"XPHB\",\"page\":304,\"level\":2,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a bit of fleece\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You attempt to craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli.\",\"The target can take a {@action Study|XPHB} action to examine the phantasm with an Intelligence ({@skill Investigation|XPHB}) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.\",\"While affected by the spell, the target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. For example, if the target steps through a phantasmal bridge and survives the fall, it believes the bridge exists and something else caused it to fall.\",\"An affected target can even take damage from the illusion if the phantasm represents a dangerous creature or hazard. On each of your turns, such a phantasm can deal {@damage 2d8} Psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.\"],\"damageInflict\":[\"psychic\"],\"savingThrow\":[\"intelligence\"],\"abilityCheck\":[\"intelligence\"],\"miscTags\":[\"SGT\"]},{\"name\":\"Phantasmal Killer\",\"source\":\"XPHB\",\"page\":304,\"freeRules2024\":true,\"level\":4,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save, the target takes {@damage 4d10} Psychic damage and has {@variantrule Disadvantage|XPHB} on ability checks and attack rolls for the duration. On a successful save, the target takes half as much damage, and the spell ends.\",\"For the duration, the target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes the Psychic damage again. On a successful save, the spell ends.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage increases by {@scaledamage 4d10|4-9|1d10} for each spell slot level above 4.\"]}],\"damageInflict\":[\"psychic\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Phantom Steed\",\"source\":\"XPHB\",\"page\":304,\"freeRules2024\":true,\"level\":3,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"meta\":{\"ritual\":true},\"entries\":[\"A Large, quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, and it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.\",\"For the duration, you or a creature you choose can ride the steed. The steed uses the {@creature Riding Horse|XPHB} stat block, except it has a {@variantrule Speed|XPHB} of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage.\"],\"miscTags\":[\"SMN\"],\"hasFluffImages\":true},{\"name\":\"Planar Ally\",\"source\":\"XPHB\",\"page\":304,\"freeRules2024\":true,\"level\":6,\"school\":\"C\",\"time\":[{\"number\":10,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You beseech an otherworldly entity for aid. The being must be known to you: a god, a demon prince, or some other being of cosmic power. That entity sends a {@filter Celestial|bestiary|type=celestial|miscellaneous=!swarm}, an {@filter Elemental|bestiary|type=elemental|miscellaneous=!swarm}, or a {@filter Fiend|bestiary|type=fiend|miscellaneous=!swarm} loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM's choice).\",\"When the creature appears, it is under no compulsion to behave a particular way. You can ask it to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.\",\"Payment can take a variety of forms. A Celestial might require a sizable donation of gold or magic items to an allied temple, while a Fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.\",\"A task that can be measured in minutes requires a payment worth 100 GP per minute. A task measured in hours requires 1,000 GP per hour. And a task measured in days (up to 10 days) requires 10,000 GP per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.\",\"After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane.\"],\"miscTags\":[\"SMN\"]},{\"name\":\"Planar Binding\",\"source\":\"XPHB\",\"page\":305,\"freeRules2024\":true,\"level\":5,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"hour\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a jewel worth 1,000+ GP, which the spell consumes\",\"cost\":100000,\"consume\":true}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":24}}],\"entries\":[\"You attempt to bind a Celestial, an Elemental, a Fey, or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of the inverted version of the {@spell Magic Circle|XPHB} spell to trap it while this spell is cast.) At the completion of the casting, the target must succeed on a Charisma saving throw or be bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.\",\"A bound creature must follow your commands to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. If the creature is Hostile, it strives to twist your commands to achieve its own objectives. If the creature carries out your commands completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane, it returns to the place where you bound it and remains there until the spell ends.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The duration increases with a spell slot of level 6 (10 days), 7 (30 days), 8 (180 days), and 9 (366 days).\"]}],\"savingThrow\":[\"charisma\"],\"affectsCreatureType\":[\"celestial\",\"elemental\",\"fey\",\"fiend\"],\"miscTags\":[\"SMN\"],\"areaTags\":[\"ST\"]},{\"name\":\"Plane Shift\",\"source\":\"XPHB\",\"page\":305,\"freeRules2024\":true,\"level\":7,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a forked, metal rod worth 250+ GP and attuned to a plane of existence\",\"cost\":25000}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination, as determined by the DM.\",\"Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.\"],\"spellAttack\":[\"M\"],\"miscTags\":[\"PS\",\"TP\"]},{\"name\":\"Plant Growth\",\"source\":\"XPHB\",\"page\":305,\"freeRules2024\":true,\"level\":3,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\",\"note\":\"Overgrowth\"},{\"number\":8,\"unit\":\"hour\",\"note\":\"Enrichment\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":150}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"This spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below.\",{\"type\":\"entries\",\"name\":\"Overgrowth\",\"entries\":[\"Choose a point within range. All normal plants in a 100-foot-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected.\"]},{\"type\":\"entries\",\"name\":\"Enrichment\",\"entries\":[\"All plants in a half-mile radius centered on a point within range become enriched for 365 days. The plants yield twice the normal amount of food when harvested. They can benefit from only one Plant Growth per year.\"]}],\"miscTags\":[\"DFT\"]},{\"name\":\"Poison Spray\",\"source\":\"XPHB\",\"page\":306,\"freeRules2024\":true,\"level\":0,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes {@damage 1d12} Poison damage.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Cantrip Upgrade\",\"entries\":[\"The damage increases by {@dice 1d12} when you reach levels 5 ({@damage 2d12}), 11 ({@damage 3d12}), and 17 ({@damage 4d12}).\"]}],\"scalingLevelDice\":{\"label\":\"Poison damage\",\"scaling\":{\"1\":\"1d12\",\"5\":\"2d12\",\"11\":\"3d12\",\"17\":\"4d12\"}},\"damageInflict\":[\"poison\"],\"spellAttack\":[\"R\"],\"miscTags\":[\"SCL\"],\"areaTags\":[\"ST\"]},{\"name\":\"Polymorph\",\"source\":\"XPHB\",\"page\":306,\"freeRules2024\":true,\"level\":4,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a caterpillar cocoon\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into Beast form for the duration. That form can be any {@filter Beast|bestiary|type=beast|miscellaneous=!swarm} you choose that has a {@variantrule Challenge Rating|XPHB} equal to or less than the target's (or the target's level if it doesn't have a {@variantrule Challenge Rating|XPHB}). The target's game statistics are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type, {@variantrule Hit Points|XPHB}, and {@variantrule Hit Point Dice|XPHB}.\",\"The target gains a number of {@variantrule Temporary Hit Points|XPHB} equal to the {@variantrule Hit Points|XPHB} of the Beast form. The spell ends early on the target if it has no {@variantrule Temporary Hit Points|XPHB} left.\",\"The target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells.\",\"The target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment.\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Power Word Fortify\",\"source\":\"XPHB\",\"page\":306,\"level\":7,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You fortify up to six creatures you can see within range. The spell bestows 120 {@variantrule Temporary Hit Points|XPHB}, which you divide among the spell's recipients.\"],\"miscTags\":[\"SGT\",\"THP\"],\"areaTags\":[\"MT\"]},{\"name\":\"Power Word Heal\",\"source\":\"XPHB\",\"page\":306,\"freeRules2024\":true,\"level\":9,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"A wave of healing energy washes over one creature you can see within range. The target regains all its {@variantrule Hit Points|XPHB}. If the creature has the {@condition Charmed|XPHB}, {@condition Frightened|XPHB}, {@condition Paralyzed|XPHB}, {@condition Poisoned|XPHB}, or {@condition Stunned|XPHB} condition, the condition ends. If the creature has the {@condition Prone|XPHB} condition, it can use its {@variantrule Reaction|XPHB} to stand up.\"],\"miscTags\":[\"HL\"],\"areaTags\":[\"ST\"]},{\"name\":\"Power Word Kill\",\"source\":\"XPHB\",\"page\":306,\"freeRules2024\":true,\"level\":9,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You compel one creature you can see within range to die. If the target has 100 {@variantrule Hit Points|XPHB} or fewer, it dies. Otherwise, it takes {@damage 12d12} Psychic damage.\"],\"damageInflict\":[\"psychic\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Power Word Stun\",\"source\":\"XPHB\",\"page\":306,\"freeRules2024\":true,\"level\":8,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You overwhelm the mind of one creature you can see within range. If the target has 150 {@variantrule Hit Points|XPHB} or fewer, it has the {@condition Stunned|XPHB} condition. Otherwise, its {@variantrule Speed|XPHB} is 0 until the start of your next turn.\",\"The {@condition Stunned|XPHB} target makes a Constitution saving throw at the end of each of its turns, ending the condition on itself on a success.\"],\"conditionInflict\":[\"stunned\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Prayer of Healing\",\"source\":\"XPHB\",\"page\":307,\"freeRules2024\":true,\"level\":2,\"school\":\"A\",\"time\":[{\"number\":10,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"Up to five creatures of your choice who remain within range for the spell's entire casting gain the benefits of a {@variantrule Short Rest|XPHB} and also regain {@dice 2d8} {@variantrule Hit Points|XPHB}. A creature can't be affected by this spell again until that creature finishes a {@variantrule Long Rest|XPHB}.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The healing increases by {@scaledice 2d8|2-9|1d8} for each spell slot level above 2.\"]}],\"miscTags\":[\"HL\"],\"areaTags\":[\"MT\"]},{\"name\":\"Prestidigitation\",\"source\":\"XPHB\",\"page\":307,\"freeRules2024\":true,\"level\":0,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":10}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.\",{\"type\":\"entries\",\"name\":\"Sensory Effect\",\"entries\":[\"You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.\"]},{\"type\":\"entries\",\"name\":\"Fire Play\",\"entries\":[\"You instantaneously light or snuff out a candle, a torch, or a small campfire.\"]},{\"type\":\"entries\",\"name\":\"Clean or Soil\",\"entries\":[\"You instantaneously clean or soil an object no larger than 1 cubic foot.\"]},{\"type\":\"entries\",\"name\":\"Minor Sensation\",\"entries\":[\"You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.\"]},{\"type\":\"entries\",\"name\":\"Magic Mark\",\"entries\":[\"You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.\"]},{\"type\":\"entries\",\"name\":\"Minor Creation\",\"entries\":[\"You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.\"]}],\"miscTags\":[\"OBJ\"]},{\"name\":\"Prismatic Spray\",\"source\":\"XPHB\",\"page\":307,\"freeRules2024\":true,\"level\":7,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"cone\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"Eight rays of light flash from you in a 60-foot Cone. Each creature in the Cone makes a Dexterity saving throw. For each target, roll {@dice 1d8} to determine which color ray affects it, consulting the Prismatic Rays table.\",{\"type\":\"table\",\"caption\":\"Prismatic Rays\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"1d8\",\"Ray\"],\"rows\":[[\"1\",\"{@b Red.} {@i Failed Save:} {@damage 12d6} Fire damage. {@i Successful Save:} Half as much damage.\"],[\"2\",\"{@b Orange.} {@i Failed Save:} {@damage 12d6} Acid damage. {@i Successful Save:} Half as much damage.\"],[\"3\",\"{@b Yellow.} {@i Failed Save:} {@damage 12d6} Lightning damage. {@i Successful Save:} Half as much damage.\"],[\"4\",\"{@b Green.} {@i Failed Save:} {@damage 12d6} Poison damage. {@i Successful Save:} Half as much damage.\"],[\"5\",\"{@b Blue.} {@i Failed Save:} {@damage 12d6} Cold damage. {@i Successful Save:} Half as much damage.\"],[\"6\",\"{@b Indigo.} {@i Failed Save:} The target has the {@condition Restrained|XPHB} condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the {@condition Petrified|XPHB} condition until it is freed by an effect like the {@spell Greater Restoration|XPHB} spell. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind.\"],[\"7\",\"{@b Violet.} {@i Failed Save:} The target has the {@condition Blinded|XPHB} condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DM's choice).\"],[\"8\",\"{@b Special.} The target is struck by two rays. Roll twice, rerolling any 8.\"]]}],\"damageInflict\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"poison\"],\"conditionInflict\":[\"blinded\",\"petrified\",\"restrained\"],\"savingThrow\":[\"dexterity\",\"constitution\",\"wisdom\"],\"miscTags\":[\"PRM\"],\"areaTags\":[\"N\"]},{\"name\":\"Prismatic Wall\",\"source\":\"XPHB\",\"page\":308,\"freeRules2024\":true,\"level\":9,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10}}],\"entries\":[\"A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point within range. Alternatively, you shape the wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly without effect.\",\"The wall sheds {@variantrule Bright Light|XPHB} within 100 feet and {@variantrule Dim Light|XPHB} for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without harm. If another creature that can see the wall moves within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or have the {@condition Blinded|XPHB} condition for 1 minute.\",\"The wall consists of seven layers, each with a different color. When a creature reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the creature to make a Dexterity saving throw or be affected by that layer's properties as described in the Prismatic Layers table.\",\"The wall, which has AC 10, can be destroyed one layer at a time, in order from red to violet, by means specific to each layer. If a layer is destroyed, it is gone for the duration. {@spell Antimagic Field|XPHB} has no effect on the wall, and {@spell Dispel Magic|XPHB} can affect only the violet layer.\",{\"type\":\"table\",\"caption\":\"Prismatic Layers\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"Order\",\"Effects\"],\"rows\":[[\"1\",\"{@b Red.} {@i Failed Save:} {@damage 12d6} Fire damage. {@i Successful Save:} Half as much damage. {@i Additional Effects}: Nonmagical ranged attacks can't pass through this layer, which is destroyed if it takes at least 25 Cold damage.\"],[\"2\",\"{@b Orange.} {@i Failed Save:} {@damage 12d6} Acid damage. {@i Successful Save:} Half as much damage. {@i Additional Effects:} Magical ranged attacks can't pass through this layer, which is destroyed by a strong wind (such as the one created by {@spell Gust of Wind|XPHB}).\"],[\"3\",\"{@b Yellow.} {@i Failed Save:} {@damage 12d6} Lightning damage. {@i Successful Save:} Half as much damage. {@i Additional Effects:} The layer is destroyed if it takes at least 60 Force damage.\"],[\"4\",\"{@b Green.} {@i Failed Save:} {@damage 12d6} Poison damage. {@i Successful Save:} Half as much damage. {@i Additional Effects:} A {@spell Passwall|XPHB} spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.\"],[\"5\",\"{@b Blue.} {@i Failed Save:} {@damage 12d6} Cold damage. {@i Successful Save:} Half as much damage. {@i Additional Effects:} The layer is destroyed if it takes at least 25 Fire damage.\"],[\"6\",\"{@b Indigo.} {@i Failed Save:} The target has the {@condition Restrained|XPHB} condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the {@condition Petrified|XPHB} condition until it is freed by an effect like the {@spell Greater Restoration|XPHB} spell. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind. {@i Additional Effects:} Spells can't be cast through this layer, which is destroyed by {@variantrule Bright Light|XPHB} shed by the {@spell Daylight|XPHB} spell.\"],[\"7\",\"{@b Violet.} {@i Failed Save:} The target has the {@condition Blinded|XPHB} condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DM's choice). {@i Additional Effects:} This layer is destroyed by {@spell Dispel Magic|XPHB}.\"]]}],\"damageInflict\":[\"acid\",\"cold\",\"fire\",\"force\",\"lightning\",\"poison\"],\"conditionInflict\":[\"blinded\",\"petrified\",\"restrained\"],\"savingThrow\":[\"constitution\",\"dexterity\",\"wisdom\"],\"miscTags\":[\"LGT\",\"PRM\"],\"areaTags\":[\"W\"]},{\"name\":\"Produce Flame\",\"source\":\"XPHB\",\"page\":308,\"freeRules2024\":true,\"level\":0,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10}}],\"entries\":[\"A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds {@variantrule Bright Light|XPHB} in a 20-foot radius and {@variantrule Dim Light|XPHB} for an additional 20 feet. The spell ends if you cast it again.\",\"Until the spell ends, you can take a {@action Magic|XPHB} action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit, the target takes {@damage 1d8} Fire damage.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Cantrip Upgrade\",\"entries\":[\"The damage increases by {@dice 1d8} when you reach levels 5 ({@damage 2d8}), 11 ({@damage 3d8}), and 17 ({@damage 4d8}).\"]}],\"scalingLevelDice\":{\"label\":\"fire damage\",\"scaling\":{\"1\":\"1d8\",\"5\":\"2d8\",\"11\":\"3d8\",\"17\":\"4d8\"}},\"damageInflict\":[\"fire\"],\"spellAttack\":[\"R\"],\"miscTags\":[\"LGT\",\"OBJ\",\"SCL\"],\"areaTags\":[\"ST\"]},{\"name\":\"Programmed Illusion\",\"source\":\"XPHB\",\"page\":309,\"freeRules2024\":true,\"level\":6,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"jade dust worth 25+ GP\",\"cost\":2500}},\"duration\":[{\"type\":\"permanent\",\"ends\":[\"dispel\"]}],\"entries\":[\"You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific trigger occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot Cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.\",\"When the trigger you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes, after which the illusion can be activated again.\",\"The trigger can be as general or as detailed as you like, though it must be based on visual or audible phenomena that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door.\",\"Physical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the {@action Study|XPHB} action to examine the image can determine that it is an illusion with a successful Intelligence ({@skill Investigation|XPHB}) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.\"],\"abilityCheck\":[\"intelligence\"],\"hasFluffImages\":true},{\"name\":\"Project Image\",\"source\":\"XPHB\",\"page\":309,\"freeRules2024\":true,\"level\":7,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"miles\",\"amount\":500}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a statuette of yourself worth 5+ GP\",\"cost\":500}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"day\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you, but it is intangible. If the illusion takes any damage, it disappears, and the spell ends.\",\"You can see through the illusion's eyes and hear through its ears as if you were in its space. As a {@action Magic|XPHB} action, you can move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.\",\"Physical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the {@action Study|XPHB} action to examine the image can determine that it is an illusion with a successful Intelligence ({@skill Investigation|XPHB}) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.\"],\"abilityCheck\":[\"intelligence\"],\"miscTags\":[\"SGT\"]},{\"name\":\"Protection from Energy\",\"source\":\"XPHB\",\"page\":309,\"freeRules2024\":true,\"level\":3,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"For the duration, the willing creature you touch has {@variantrule Resistance|XPHB} to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.\"],\"damageResist\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"thunder\"],\"areaTags\":[\"ST\"]},{\"name\":\"Protection from Evil and Good\",\"source\":\"XPHB\",\"page\":309,\"freeRules2024\":true,\"level\":1,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a flask of Holy Water worth 25+ GP, which the spell consumes\",\"cost\":2500,\"consume\":true}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have {@variantrule Disadvantage|XPHB} on attack rolls against the target. The target also can't be possessed by or gain the {@condition Charmed|XPHB} or {@condition Frightened|XPHB} conditions from them. If the target is already possessed, {@condition Charmed|XPHB}, or {@condition Frightened|XPHB} by such a creature, the target has {@variantrule Advantage|XPHB} on any new saving throw against the relevant effect.\"],\"affectsCreatureType\":[\"aberration\",\"celestial\",\"elemental\",\"fey\",\"fiend\",\"undead\"],\"miscTags\":[\"ADV\"],\"areaTags\":[\"ST\"]},{\"name\":\"Protection from Poison\",\"source\":\"XPHB\",\"page\":310,\"freeRules2024\":true,\"level\":2,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"You touch a creature and end the {@condition Poisoned|XPHB} condition on it. For the duration, the target has {@variantrule Advantage|XPHB} on saving throws to avoid or end the {@condition Poisoned|XPHB} condition, and it has {@variantrule Resistance|XPHB} to Poison damage.\"],\"damageResist\":[\"poison\"],\"miscTags\":[\"ADV\"],\"areaTags\":[\"ST\"]},{\"name\":\"Purify Food and Drink\",\"source\":\"XPHB\",\"page\":310,\"freeRules2024\":true,\"level\":1,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":10}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"meta\":{\"ritual\":true},\"entries\":[\"You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.\"],\"areaTags\":[\"S\"]},{\"name\":\"Raise Dead\",\"source\":\"XPHB\",\"page\":310,\"freeRules2024\":true,\"level\":5,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"hour\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a diamond worth 500+ GP, which the spell consumes\",\"cost\":50000,\"consume\":true}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn't Undead when it died.\",\"The creature returns to life with 1 {@variantrule Hit Points|XPHB|Hit Point}. This spell also neutralizes any poisons that affected the creature at the time of death.\",\"This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.\",\"Coming back from the dead is an ordeal. The target takes a -4 penalty to {@variantrule D20 Test|XPHB|D20 Tests}. Every time the target finishes a {@variantrule Long Rest|XPHB}, the penalty is reduced by 1 until it becomes 0.\"],\"affectsCreatureType\":[\"aberration\",\"beast\",\"celestial\",\"construct\",\"dragon\",\"elemental\",\"fey\",\"fiend\",\"giant\",\"humanoid\",\"monstrosity\",\"ooze\",\"plant\"],\"miscTags\":[\"HL\"],\"hasFluffImages\":true},{\"name\":\"Rary's Telepathic Bond\",\"source\":\"XPHB\",\"page\":311,\"freeRules2024\":true,\"level\":5,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"two eggs\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"meta\":{\"ritual\":true},\"entries\":[\"You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures that can't communicate in any languages aren't affected by this spell.\",\"Until the spell ends, the targets can communicate telepathically through the bond whether or not they share a language. The communication is possible over any distance, though it can't extend to other planes of existence.\"],\"areaTags\":[\"MT\"]},{\"name\":\"Ray of Enfeeblement\",\"source\":\"XPHB\",\"page\":311,\"freeRules2024\":true,\"level\":2,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has {@variantrule Disadvantage|XPHB} on the next attack roll it makes until the start of your next turn.\",\"On a failed save, the target has {@variantrule Disadvantage|XPHB} on Strength-based {@variantrule D20 Test|XPHB|D20 Tests} for the duration. During that time, it also subtracts {@dice 1d8} from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.\"],\"savingThrow\":[\"constitution\"],\"areaTags\":[\"ST\"]},{\"name\":\"Ray of Frost\",\"source\":\"XPHB\",\"page\":311,\"freeRules2024\":true,\"level\":0,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes {@damage 1d8} Cold damage, and its {@variantrule Speed|XPHB} is reduced by 10 feet until the start of your next turn.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Cantrip Upgrade\",\"entries\":[\"The damage increases by {@dice 1d8} when you reach levels 5 ({@damage 2d8}), 11 ({@damage 3d8}), and 17 ({@damage 4d8}).\"]}],\"scalingLevelDice\":{\"label\":\"Cold damage\",\"scaling\":{\"1\":\"1d8\",\"5\":\"2d8\",\"11\":\"3d8\",\"17\":\"4d8\"}},\"damageInflict\":[\"cold\"],\"spellAttack\":[\"R\"],\"miscTags\":[\"SCL\"],\"areaTags\":[\"ST\"]},{\"name\":\"Ray of Sickness\",\"source\":\"XPHB\",\"page\":311,\"freeRules2024\":true,\"level\":1,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes {@damage 2d8} Poison damage and has the {@condition Poisoned|XPHB} condition until the end of your next turn.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage increases by {@scaledamage 2d8|1-9|1d8} for each spell slot level above 1.\"]}],\"damageInflict\":[\"poison\"],\"conditionInflict\":[\"poisoned\"],\"spellAttack\":[\"R\"],\"areaTags\":[\"ST\"]},{\"name\":\"Regenerate\",\"source\":\"XPHB\",\"page\":311,\"freeRules2024\":true,\"level\":7,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a prayer wheel\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"A creature you touch regains {@dice 4d8 + 15} {@variantrule Hit Points|XPHB}. For the duration, the target regains 1 {@variantrule Hit Points|XPHB|Hit Point} at the start of each of its turns, and any severed body parts regrow after 2 minutes.\"],\"miscTags\":[\"HL\"],\"areaTags\":[\"ST\"]},{\"name\":\"Reincarnate\",\"source\":\"XPHB\",\"page\":311,\"freeRules2024\":true,\"level\":5,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"hour\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"rare oils worth 1,000+ GP, which the spell consumes\",\"cost\":100000,\"consume\":true}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You touch a dead Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll {@dice 1d10} and consult the table below to determine the body's species, or the DM chooses another playable species.\",{\"type\":\"table\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"1d10\",\"Species\"],\"rows\":[[\"1\",\"{@race Aasimar|XPHB}\"],[\"2\",\"{@race Dragonborn|XPHB}\"],[\"3\",\"{@race Dwarf|XPHB}\"],[\"4\",\"{@race Elf|XPHB}\"],[\"5\",\"{@race Gnome|XPHB}\"],[\"6\",\"{@race Goliath|XPHB}\"],[\"7\",\"{@race Halfling|XPHB}\"],[\"8\",\"{@race Human|XPHB}\"],[\"9\",\"{@race Orc|XPHB}\"],[\"10\",\"{@race Tiefling|XPHB}\"]]}],\"affectsCreatureType\":[\"humanoid\"],\"miscTags\":[\"HL\",\"RO\"]},{\"name\":\"Remove Curse\",\"source\":\"XPHB\",\"page\":312,\"freeRules2024\":true,\"level\":3,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's {@variantrule Attunement|XPHB} to the object so it can be removed or discarded.\"],\"miscTags\":[\"OBJ\"],\"areaTags\":[\"ST\"]},{\"name\":\"Resistance\",\"source\":\"XPHB\",\"page\":312,\"freeRules2024\":true,\"level\":0,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type before the spell ends, the creature reduces the total damage taken by {@dice 1d4}. A creature can benefit from this spell only once per turn.\"],\"areaTags\":[\"ST\"]},{\"name\":\"Resurrection\",\"source\":\"XPHB\",\"page\":312,\"freeRules2024\":true,\"level\":7,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"hour\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a diamond worth 1,000+ GP, which the spell consumes\",\"cost\":100000,\"consume\":true}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"With a touch, you revive a dead creature that has been dead for no more than a century, didn't die of old age, and wasn't Undead when it died.\",\"The creature returns to life with all its {@variantrule Hit Points|XPHB}. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts.\",\"Coming back from the dead is an ordeal. The target takes a -4 penalty to {@variantrule D20 Test|XPHB|D20 Tests}. Every time the target finishes a {@variantrule Long Rest|XPHB}, the penalty is reduced by 1 until it becomes 0.\",\"Casting this spell to revive a creature that has been dead for 365 days or longer taxes you. Until you finish a {@variantrule Long Rest|XPHB}, you can't cast spells again, and you have {@variantrule Disadvantage|XPHB} on {@variantrule D20 Test|XPHB|D20 Tests}.\"],\"affectsCreatureType\":[\"aberration\",\"beast\",\"celestial\",\"construct\",\"dragon\",\"elemental\",\"fey\",\"fiend\",\"giant\",\"humanoid\",\"monstrosity\",\"ooze\",\"plant\"],\"miscTags\":[\"HL\"]},{\"name\":\"Reverse Gravity\",\"source\":\"XPHB\",\"page\":312,\"freeRules2024\":true,\"level\":7,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":100}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a lodestone and iron filings\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren't anchored to the ground fall upward and reach the top of the Cylinder. A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward.\",\"If a ceiling or an anchored object is encountered in this upward fall, creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder's top without striking anything, it hovers there for the duration. When the spell ends, affected objects and creatures fall downward.\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"OBJ\"],\"areaTags\":[\"Y\"]},{\"name\":\"Revivify\",\"source\":\"XPHB\",\"page\":312,\"freeRules2024\":true,\"level\":3,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a diamond worth 300+ GP, which the spell consumes\",\"cost\":30000,\"consume\":true}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You touch a creature that has died within the last minute. That creature revives with 1 {@variantrule Hit Points|XPHB|Hit Point}. This spell can't revive a creature that has died of old age, nor does it restore any missing body parts.\"],\"miscTags\":[\"HL\"],\"areaTags\":[\"ST\"]},{\"name\":\"Rope Trick\",\"source\":\"XPHB\",\"page\":312,\"freeRules2024\":true,\"level\":2,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a segment of rope\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"You touch a rope. One end of it hovers upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope's upper end, an {@condition Invisible|XPHB} 3-foot-by-5-foot portal opens to an extradimensional space that lasts until the spell ends. That space can be reached by climbing the rope, which can be pulled into or dropped out of it.\",\"The space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can't pass into or out of the space, but creatures inside it can see through the portal. Anything inside the space drops out when the spell ends.\"]},{\"name\":\"Sacred Flame\",\"source\":\"XPHB\",\"page\":313,\"freeRules2024\":true,\"level\":0,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take {@damage 1d8} Radiant damage. The target gains no benefit from Half {@variantrule Cover|XPHB} or Three-Quarters {@variantrule Cover|XPHB} for this save.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Cantrip Upgrade\",\"entries\":[\"The damage increases by {@dice 1d8} when you reach levels 5 ({@damage 2d8}), 11 ({@damage 3d8}), and 17 ({@damage 4d8}).\"]}],\"scalingLevelDice\":{\"label\":\"Radiant damage\",\"scaling\":{\"1\":\"1d8\",\"5\":\"2d8\",\"11\":\"3d8\",\"17\":\"4d8\"}},\"damageInflict\":[\"radiant\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"SCL\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Sanctuary\",\"source\":\"XPHB\",\"page\":313,\"freeRules2024\":true,\"level\":1,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a shard of glass from a mirror\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1}}],\"entries\":[\"You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from areas of effect.\",\"The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.\"],\"savingThrow\":[\"wisdom\"],\"areaTags\":[\"ST\"]},{\"name\":\"Scorching Ray\",\"source\":\"XPHB\",\"page\":314,\"freeRules2024\":true,\"level\":2,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes {@damage 2d6} Fire damage.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"You create one additional ray for each spell slot level above 2.\"]}],\"damageInflict\":[\"fire\"],\"spellAttack\":[\"R\"],\"areaTags\":[\"MT\",\"ST\"]},{\"name\":\"Scrying\",\"source\":\"XPHB\",\"page\":314,\"freeRules2024\":true,\"level\":5,\"school\":\"D\",\"time\":[{\"number\":10,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font\",\"cost\":100000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.\",{\"type\":\"table\",\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"colLabels\":[\"Your Knowledge of the Target Is...\",\"Save Modifier\"],\"rows\":[[\"Secondhand (heard of the target)\",\"+5\"],[\"Firsthand (met the target)\",\"+0\"],[\"Extensive (know the target well)\",\"-5\"]]},{\"type\":\"table\",\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"colLabels\":[\"You Have the Target's...\",\"Save Modifier\"],\"rows\":[[\"Picture or other likeness\",\"-2\"],[\"Garment or other possession\",\"-4\"],[\"Body part, lock of hair, or bit of nail\",\"-10\"]]},\"On a successful save, the target isn't affected, and you can't use this spell on it again for 24 hours.\",\"On a failed save, the spell creates an {@condition Invisible|XPHB}, intangible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. If something can see the sensor, it appears as a luminous orb about the size of your fist.\",\"Instead of targeting a creature, you can target a location you have seen. When you do so, the sensor appears at that location and doesn't move.\"],\"savingThrow\":[\"wisdom\"],\"hasFluffImages\":true},{\"name\":\"Searing Smite\",\"source\":\"XPHB\",\"page\":314,\"freeRules2024\":true,\"level\":1,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"bonus\",\"condition\":\"which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1}}],\"entries\":[\"As you hit the target, it takes an extra {@damage 1d6} Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes {@damage 1d6} Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"All the damage increases by {@scaledamage 1d6|1-9|1d6} for each spell slot level above 1.\"]}],\"damageInflict\":[\"fire\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"AAD\"]},{\"name\":\"See Invisibility\",\"source\":\"XPHB\",\"page\":314,\"freeRules2024\":true,\"level\":2,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a pinch of talc\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"For the duration, you see creatures and objects that have the {@condition Invisible|XPHB} condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.\"]},{\"name\":\"Seeming\",\"source\":\"XPHB\",\"page\":314,\"freeRules2024\":true,\"level\":5,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":8}}],\"entries\":[\"You give an illusory appearance to each creature of your choice that you can see within range. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.\",\"You can give the same appearance or different ones to the targets. The spell can change the appearance of the targets' bodies and equipment. You can make each creature seem 1 foot shorter or taller and appear heavier or lighter. A target's new appearance must have the same basic arrangement of limbs as the target, but the extent of the illusion is otherwise up to you. The spell lasts for the duration.\",\"The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat.\",\"A creature that takes the {@action Study|XPHB} action to examine a target can make an Intelligence ({@skill Investigation|XPHB}) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.\"],\"savingThrow\":[\"charisma\"],\"abilityCheck\":[\"intelligence\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"MT\"]},{\"name\":\"Sending\",\"source\":\"XPHB\",\"page\":314,\"freeRules2024\":true,\"level\":3,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"unlimited\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a copper wire\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message.\",\"You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a {@chance 5|||Message lost!|Message arrives} chance that the message doesn't arrive. You know if the delivery fails.\",\"Upon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails.\"]},{\"name\":\"Sequester\",\"source\":\"XPHB\",\"page\":315,\"freeRules2024\":true,\"level\":7,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"gem dust worth 5,000+ GP, which the spell consumes\",\"cost\":500000,\"consume\":true}},\"duration\":[{\"type\":\"permanent\",\"ends\":[\"dispel\"]}],\"entries\":[\"With a touch, you magically sequester an object or a willing creature. For the duration, the target has the {@condition Invisible|XPHB} condition and can't be targeted by Divination spells, detected by magic, or viewed remotely with magic.\",\"If the target is a creature, it enters a state of suspended animation; it has the {@condition Unconscious|XPHB} condition, doesn't age, and doesn't need food, water, or air.\",\"You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include \\\"after 1,000 years\\\" or \\\"when the tarrasque awakens.\\\" This spell also ends if the target takes any damage.\"],\"conditionInflict\":[\"invisible\",\"unconscious\"],\"miscTags\":[\"OBJ\"],\"areaTags\":[\"ST\"]},{\"name\":\"Shapechange\",\"source\":\"XPHB\",\"page\":315,\"freeRules2024\":true,\"level\":9,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a jade circlet worth 1,500+ GP\",\"cost\":150000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You shape-shift into another creature for the duration or until you take a {@action Magic|XPHB} action to shape-shift into a different eligible form. The new form must be of a creature that has a {@variantrule Challenge Rating|XPHB} no higher than your level or {@variantrule Challenge Rating|XPHB}. You must have seen the sort of creature before, and it can't be a Construct or an Undead.\",\"When you shape-shift, you gain a number of {@variantrule Temporary Hit Points|XPHB} equal to the {@variantrule Hit Points|XPHB} of the form. The spell ends early if you have no {@variantrule Temporary Hit Points|XPHB} left.\",\"Your game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; {@variantrule Hit Points|XPHB}; {@variantrule Hit Point Dice|XPHB}; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.\",\"Upon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.\"],\"miscTags\":[\"THP\"],\"hasFluffImages\":true},{\"name\":\"Shatter\",\"source\":\"XPHB\",\"page\":316,\"freeRules2024\":true,\"level\":2,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a chip of mica\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking {@damage 3d8} Thunder damage on a failed save or half as much damage on a successful one. A Construct has {@variantrule Disadvantage|XPHB} on the save.\",\"A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage increases by {@scaledamage 3d8|2-9|1d8} for each spell slot level above 2.\"]}],\"damageInflict\":[\"thunder\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"OBJ\"],\"areaTags\":[\"S\"]},{\"name\":\"Shield\",\"source\":\"XPHB\",\"page\":316,\"freeRules2024\":true,\"level\":1,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"reaction\",\"condition\":\"which you take when you are hit by an attack roll or targeted by the Magic Missile spell\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"round\",\"amount\":1}}],\"entries\":[\"An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from {@spell Magic Missile|XPHB}.\"],\"miscTags\":[\"MAC\"]},{\"name\":\"Shield of Faith\",\"source\":\"XPHB\",\"page\":316,\"freeRules2024\":true,\"level\":1,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a prayer scroll\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.\"],\"miscTags\":[\"MAC\"],\"areaTags\":[\"ST\"]},{\"name\":\"Shillelagh\",\"source\":\"XPHB\",\"page\":316,\"freeRules2024\":true,\"level\":0,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"mistletoe\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1}}],\"entries\":[\"A Club or Quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a {@dice d8}. If the attack deals damage, it can be Force damage or the weapon's normal damage type (your choice).\",\"The spell ends early if you cast it again or if you let go of the weapon.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Cantrip Upgrade\",\"entries\":[\"The damage die changes when you reach levels 5 ({@damage d10}), 11 ({@damage d12}), and 17 ({@damage 2d6}).\"]}],\"scalingLevelDice\":{\"label\":\"damage\",\"scaling\":{\"1\":\"1d8\",\"5\":\"1d10\",\"11\":\"1d12\",\"17\":\"2d6\"}},\"miscTags\":[\"AAD\",\"SCL\"]},{\"name\":\"Shining Smite\",\"source\":\"XPHB\",\"page\":316,\"freeRules2024\":true,\"level\":2,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"bonus\",\"condition\":\"which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"The target hit by the strike takes an extra {@damage 2d6} Radiant damage from the attack. Until the spell ends, the target sheds {@variantrule Bright Light|XPHB} in a 5-foot radius, attack rolls against it have {@variantrule Advantage|XPHB}, and it can't benefit from the {@condition Invisible|XPHB} condition.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage increases by {@scaledamage 2d6|2-9|1d6} for each spell slot level above 2.\"]}],\"damageInflict\":[\"radiant\"],\"miscTags\":[\"AAD\",\"ADV\",\"LGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Shocking Grasp\",\"source\":\"XPHB\",\"page\":316,\"freeRules2024\":true,\"level\":0,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes {@damage 1d8} Lightning damage, and it can't make Opportunity Attacks until the start of its next turn.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Cantrip Upgrade\",\"entries\":[\"The damage increases by {@dice 1d8} when you reach levels 5 ({@damage 2d8}), 11 ({@damage 3d8}), and 17 ({@damage 4d8}).\"]}],\"scalingLevelDice\":{\"label\":\"Lightning damage\",\"scaling\":{\"1\":\"1d8\",\"5\":\"2d8\",\"11\":\"3d8\",\"17\":\"4d8\"}},\"damageInflict\":[\"lightning\"],\"spellAttack\":[\"M\"],\"miscTags\":[\"SCL\"],\"areaTags\":[\"ST\"]},{\"name\":\"Silence\",\"source\":\"XPHB\",\"page\":316,\"freeRules2024\":true,\"level\":2,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"meta\":{\"ritual\":true},\"entries\":[\"For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has {@variantrule Immunity|XPHB} to Thunder damage, and creatures have the {@condition Deafened|XPHB} condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.\"],\"damageImmune\":[\"thunder\"],\"conditionInflict\":[\"deafened\"],\"miscTags\":[\"OBJ\"],\"areaTags\":[\"S\"]},{\"name\":\"Silent Image\",\"source\":\"XPHB\",\"page\":317,\"freeRules2024\":true,\"level\":1,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a bit of fleece\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.\",\"As a {@action Magic|XPHB} action, you can cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.\",\"Physical interaction with the image reveals it to be an illusion, since things can pass through it. A creature that takes a {@action Study|XPHB} action to examine the image can determine that it is an illusion with a successful Intelligence ({@skill Investigation|XPHB}) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.\"],\"abilityCheck\":[\"intelligence\"],\"hasFluffImages\":true},{\"name\":\"Simulacrum\",\"source\":\"XPHB\",\"page\":317,\"freeRules2024\":true,\"level\":7,\"school\":\"I\",\"time\":[{\"number\":12,\"unit\":\"hour\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"powdered ruby worth 1,500+ GP, which the spell consumes\",\"cost\":150000,\"consume\":true}},\"duration\":[{\"type\":\"permanent\",\"ends\":[\"dispel\"]}],\"entries\":[\"You create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that is the same size as that creature, and the pile turns into the simulacrum, which is a creature. It uses the game statistics of the original creature at the time of casting, except it is a Construct, its {@variantrule Hit Points|XPHB|Hit Point} maximum is half as much, and it can't cast this spell.\",\"The simulacrum is Friendly to you and creatures you designate. It obeys your commands and acts on your turn in combat. The simulacrum can't gain levels, and it can't take Short or Long Rests.\",\"If the simulacrum takes damage, the only way to restore its {@variantrule Hit Points|XPHB} is to repair it as you take a {@variantrule Long Rest|XPHB}, during which you expend components worth 100 GP per {@variantrule Hit Points|XPHB|Hit Point} restored. The simulacrum must stay within 5 feet of you for the repair.\",\"The simulacrum lasts until it drops to 0 {@variantrule Hit Points|XPHB}, at which point it reverts to snow and melts away. If you cast this spell again, any simulacrum you created with this spell is instantly destroyed.\"],\"affectsCreatureType\":[\"beast\",\"humanoid\"],\"areaTags\":[\"ST\"]},{\"name\":\"Sleep\",\"source\":\"XPHB\",\"page\":317,\"freeRules2024\":true,\"level\":1,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a pinch of sand or rose petals\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the {@condition Incapacitated|XPHB} condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the {@condition Unconscious|XPHB} condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell's effect.\",\"Creatures that don't sleep, such as elves, or that have {@variantrule Immunity|XPHB} to the {@condition Exhaustion|XPHB} condition automatically succeed on saves against this spell.\"],\"conditionInflict\":[\"incapacitated\",\"unconscious\"],\"savingThrow\":[\"wisdom\"],\"areaTags\":[\"S\"]},{\"name\":\"Sleet Storm\",\"source\":\"XPHB\",\"page\":317,\"freeRules2024\":true,\"level\":3,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":150}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a miniature umbrella\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Until the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is {@variantrule Heavily Obscured|XPHB}, and exposed flames in the area are doused.\",\"Ground in the Cylinder is {@variantrule Difficult Terrain|XPHB}. When a creature enters the Cylinder for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the {@condition Prone|XPHB} condition and lose {@status Concentration|XPHB}.\"],\"conditionInflict\":[\"prone\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"DFT\",\"OBS\"],\"areaTags\":[\"Y\"]},{\"name\":\"Slow\",\"source\":\"XPHB\",\"page\":318,\"freeRules2024\":true,\"level\":3,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a drop of molasses\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You alter time around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.\",\"An affected target's {@variantrule Speed|XPHB} is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't take Reactions. On its turns, it can take either an action or a {@variantrule Bonus Action|XPHB}, not both, and it can make only one attack if it takes the {@action Attack|XPHB} action. If it casts a spell with a Somatic component, there is a {@chance 25|||The spell fails!|The spell does not fail.} chance the spell fails as a result of the target making the spell's gestures too slowly.\",\"An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"MAC\"],\"areaTags\":[\"C\",\"MT\"]},{\"name\":\"Sorcerous Burst\",\"source\":\"XPHB\",\"page\":318,\"freeRules2024\":true,\"level\":0,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You cast sorcerous energy at one creature or object within range. Make a ranged attack roll against the target. On a hit, the target takes {@damage 1d8} damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder.\",\"If you roll an 8 on a {@dice d8} for this spell, you can roll another {@dice d8}, and add it to the damage. When you cast this spell, the maximum number of these d8s you can add to the spell's damage equals your spellcasting ability modifier.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Cantrip Upgrade\",\"entries\":[\"The damage increases by {@dice 1d8} when you reach levels 5 ({@damage 2d8}), 11 ({@damage 3d8}), and 17 ({@damage 4d8}).\"]}],\"scalingLevelDice\":{\"label\":\"damage\",\"scaling\":{\"1\":\"1d8\",\"5\":\"2d8\",\"11\":\"3d8\",\"17\":\"4d8\"}},\"damageInflict\":[\"acid\",\"cold\",\"fire\",\"lightning\",\"poison\",\"psychic\",\"thunder\"],\"spellAttack\":[\"R\"],\"miscTags\":[\"OBJ\",\"SCL\"],\"areaTags\":[\"ST\"]},{\"name\":\"Spare the Dying\",\"source\":\"XPHB\",\"page\":318,\"freeRules2024\":true,\"level\":0,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":15}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"Choose a creature within range that has 0 {@variantrule Hit Points|XPHB} and isn't dead. The creature becomes {@variantrule Stable|XPHB}.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Cantrip Upgrade\",\"entries\":[\"The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).\"]}],\"miscTags\":[\"SCL\"],\"areaTags\":[\"ST\"]},{\"name\":\"Speak with Animals\",\"source\":\"XPHB\",\"page\":318,\"freeRules2024\":true,\"level\":1,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10}}],\"meta\":{\"ritual\":true},\"entries\":[\"For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the {@action Influence|XPHB} action's skill options with them.\",\"Most Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.\"],\"affectsCreatureType\":[\"beast\"],\"hasFluffImages\":true},{\"name\":\"Speak with Dead\",\"source\":\"XPHB\",\"page\":318,\"freeRules2024\":true,\"level\":3,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":10}},\"components\":{\"v\":true,\"s\":true,\"m\":\"burning incense\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10}}],\"entries\":[\"You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was the target of this spell within the past 10 days.\",\"Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.\"],\"affectsCreatureType\":[\"aberration\",\"beast\",\"celestial\",\"construct\",\"dragon\",\"elemental\",\"fey\",\"fiend\",\"giant\",\"humanoid\",\"monstrosity\",\"ooze\",\"plant\"]},{\"name\":\"Speak with Plants\",\"source\":\"XPHB\",\"page\":318,\"freeRules2024\":true,\"level\":3,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10}}],\"entries\":[\"You imbue plants in an immobile 30-foot Emanation with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.\",\"You can also turn {@variantrule Difficult Terrain|XPHB} caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into {@variantrule Difficult Terrain|XPHB} that lasts for the duration.\",\"The spell doesn't enable plants to uproot themselves and move about, but they can move their branches, tendrils, and stalks for you.\",\"If a Plant creature is in the area, you can communicate with it as if you shared a common language.\"],\"affectsCreatureType\":[\"plant\"]},{\"name\":\"Spider Climb\",\"source\":\"XPHB\",\"page\":318,\"freeRules2024\":true,\"level\":2,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a drop of bitumen and a spider\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a {@variantrule Climb Speed|XPHB} equal to its {@variantrule Speed|XPHB}.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"You can target one additional creature for each spell slot level about 2.\"]}],\"miscTags\":[\"SCT\"]},{\"name\":\"Spike Growth\",\"source\":\"XPHB\",\"page\":318,\"freeRules2024\":true,\"level\":2,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":150}},\"components\":{\"v\":true,\"s\":true,\"m\":\"seven thorns\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes {@variantrule Difficult Terrain|XPHB} for the duration. When a creature moves into or within the area, it takes {@damage 2d4} Piercing damage for every 5 feet it travels.\",\"The transformation of the ground is camouflaged to look natural. Any creature that can't see the area when the spell is cast must take a {@action Search|XPHB} action and succeed on a Wisdom ({@skill Perception|XPHB} or {@skill Survival|XPHB}) check against your spell save DC to recognize the terrain as hazardous before entering it.\"],\"damageInflict\":[\"piercing\"],\"abilityCheck\":[\"wisdom\"],\"miscTags\":[\"DFT\"],\"areaTags\":[\"S\"]},{\"name\":\"Spirit Guardians\",\"source\":\"XPHB\",\"page\":318,\"freeRules2024\":true,\"level\":3,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"emanation\",\"distance\":{\"type\":\"feet\",\"amount\":15}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a prayer scroll\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"Protective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.\",\"When you cast this spell, you can designate creatures to be unaffected by it. Any other creature's {@variantrule Speed|XPHB} is halved in the Emanation, and whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes {@damage 3d8} Radiant damage (if you are good or neutral) or {@damage 3d8} Necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. A creature makes this save only once per turn.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage increases by {@scaledamage 3d8|3-9|1d8} for each spell slot level above 3.\"]}],\"damageInflict\":[\"necrotic\",\"radiant\"],\"savingThrow\":[\"wisdom\"],\"areaTags\":[\"S\"]},{\"name\":\"Spiritual Weapon\",\"source\":\"XPHB\",\"page\":318,\"freeRules2024\":true,\"level\":2,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to {@damage 1d8} plus your spellcasting ability modifier.\",\"As a {@variantrule Bonus Action|XPHB} on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage increases by {@scaledamage 1d8|2-9|1d8} for every slot level above 2.\"]}],\"damageInflict\":[\"force\"],\"spellAttack\":[\"M\"],\"miscTags\":[\"UBA\"],\"areaTags\":[\"ST\"],\"hasFluffImages\":true},{\"name\":\"Staggering Smite\",\"source\":\"XPHB\",\"page\":319,\"level\":4,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"bonus\",\"condition\":\"which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"The target takes an extra {@damage 4d6} Psychic damage from the attack, and the target must succeed on a Wisdom saving throw or have the {@condition Stunned|XPHB} condition until the end of your next turn.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The extra damage increases by {@scaledamage 4d6|4-9|1d6} for each spell slot level above 4.\"]}],\"damageInflict\":[\"psychic\"],\"conditionInflict\":[\"stunned\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"AAD\"]},{\"name\":\"Starry Wisp\",\"source\":\"XPHB\",\"page\":320,\"freeRules2024\":true,\"level\":0,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes {@damage 1d8} Radiant damage, and until the end of your next turn, it emits {@variantrule Dim Light|XPHB} in a 10-foot radius and can't benefit from the {@condition Invisible|XPHB} condition.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Cantrip Upgrade\",\"entries\":[\"The damage increases by {@dice 1d8} when you reach levels 5 ({@damage 2d8}), 11 ({@damage 3d8}), and 17 ({@damage 4d8}).\"]}],\"scalingLevelDice\":{\"label\":\"Radiant damage\",\"scaling\":{\"1\":\"1d8\",\"5\":\"2d8\",\"11\":\"3d8\",\"17\":\"4d8\"}},\"damageInflict\":[\"radiant\"],\"spellAttack\":[\"R\"],\"miscTags\":[\"LGT\",\"OBJ\",\"SCL\"],\"areaTags\":[\"ST\"]},{\"name\":\"Steel Wind Strike\",\"source\":\"XPHB\",\"page\":319,\"level\":5,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"s\":true,\"m\":{\"text\":\"a Melee weapon worth 1+ SP\",\"cost\":10}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes {@damage 6d10} Force damage.\",\"You then teleport to an unoccupied space you can see within 5 feet of one of the targets.\"],\"damageInflict\":[\"force\"],\"spellAttack\":[\"M\"],\"miscTags\":[\"SGT\",\"TP\"],\"areaTags\":[\"MT\"]},{\"name\":\"Stinking Cloud\",\"source\":\"XPHB\",\"page\":320,\"freeRules2024\":true,\"level\":3,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a rotten egg\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You create a 20-foot-radius Sphere of yellow, nauseating gas centered on a point within range. The cloud is {@variantrule Heavily Obscured|XPHB}. The cloud lingers in the air for the duration or until a strong wind (such as the one created by {@spell Gust of Wind|XPHB}) disperses it.\",\"Each creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the {@condition Poisoned|XPHB} condition until the end of the current turn. While {@condition Poisoned|XPHB} in this way, the creature can't take an action or a {@variantrule Bonus Action|XPHB}.\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"OBS\"],\"areaTags\":[\"S\"]},{\"name\":\"Stone Shape\",\"source\":\"XPHB\",\"page\":320,\"freeRules2024\":true,\"level\":4,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"soft clay\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape you like. For example, you could shape a large rock into a weapon, statue, or coffer, or you could make a small passage through a wall that is 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.\"],\"miscTags\":[\"OBJ\"]},{\"name\":\"Stoneskin\",\"source\":\"XPHB\",\"page\":320,\"freeRules2024\":true,\"level\":4,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"diamond dust worth 100+ GP, which the spell consumes\",\"cost\":10000,\"consume\":true}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Until the spell ends, one willing creature you touch has {@variantrule Resistance|XPHB} to Bludgeoning, Piercing, and Slashing damage.\"],\"damageResist\":[\"bludgeoning\",\"piercing\",\"slashing\"],\"areaTags\":[\"ST\"]},{\"name\":\"Storm of Vengeance\",\"source\":\"XPHB\",\"page\":320,\"freeRules2024\":true,\"level\":9,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"miles\",\"amount\":1}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution saving throw or take {@damage 2d6} Thunder damage and have the {@condition Deafened|XPHB} condition for the duration.\",\"At the start of each of your later turns, the storm produces different effects, as detailed below.\",{\"type\":\"entries\",\"name\":\"Turn 2\",\"entries\":[\"Acidic rain falls. Each creature and object under the cloud takes {@damage 4d6} Acid damage.\"]},{\"type\":\"entries\",\"name\":\"Turn 3\",\"entries\":[\"You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity saving throw, taking {@damage 10d6} Lightning damage on a failed save or half as much damage on a successful one.\"]},{\"type\":\"entries\",\"name\":\"Turn 4\",\"entries\":[\"Hailstones rain down. Each creature under the cloud takes {@damage 2d6} Bludgeoning damage.\"]},{\"type\":\"entries\",\"name\":\"Turns 5-10\",\"entries\":[\"Gusts and freezing rain assail the area under the cloud. Each creature there takes {@damage 1d6} Cold damage. Until the spell ends, the area is {@variantrule Difficult Terrain|XPHB} and {@variantrule Heavily Obscured|XPHB}, ranged attacks with weapons are impossible there, and strong wind blows through the area.\"]}],\"damageInflict\":[\"acid\",\"bludgeoning\",\"cold\",\"lightning\",\"thunder\"],\"conditionInflict\":[\"deafened\"],\"savingThrow\":[\"constitution\",\"dexterity\"],\"miscTags\":[\"DFT\",\"OBJ\",\"OBS\"],\"areaTags\":[\"Y\"]},{\"name\":\"Suggestion\",\"source\":\"XPHB\",\"page\":320,\"freeRules2024\":true,\"level\":2,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"m\":\"a drop of honey\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":8},\"concentration\":true}],\"entries\":[\"You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or it allies. For example, you could say, \\\"Fetch the key to the cult's treasure vault, and give the key to me.\\\" Or you could say, \\\"Stop fighting, leave this library peacefully, and don't return.\\\"\",\"The target must succeed on a Wisdom saving throw or have the {@condition Charmed|XPHB} condition for the duration or until you or your allies deal damage to the target. The {@condition Charmed|XPHB} target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.\"],\"conditionInflict\":[\"charmed\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Summon Aberration\",\"source\":\"XPHB\",\"page\":322,\"level\":4,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a pickled tentacle and an eyeball in a platinum-inlaid vial worth 400+ GP\",\"cost\":40000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the {@creature Aberrant Spirit|XPHB} stat block. When you cast the spell, choose Beholderkin, Mind Flayer, or Slaad. The creature resembles an Aberration of that kind, which determines certain details in its stat block. The creature disappears when it drops to 0 {@variantrule Hit Points|XPHB} or when the spell ends.\",\"The creature is an ally to you and your allies. In combat, it shares your {@variantrule Initiative|XPHB} count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge|XPHB} action and uses its movement to avoid danger.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"Use the spell slot's level for the spell's level in the stat block.\"]}],\"miscTags\":[\"SGT\",\"SMN\"],\"hasFluffImages\":true},{\"name\":\"Summon Beast\",\"source\":\"XPHB\",\"page\":322,\"level\":2,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a feather, tuft of fur, and fish tail inside a gilded acorn worth 200+ GP\",\"cost\":20000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the {@creature Bestial Spirit|XPHB} stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain details in its stat block. The creature disappears when it drops to 0 {@variantrule Hit Points|XPHB} or when the spell ends.\",\"The creature is an ally to you and your allies. In combat, the creature shares your {@variantrule Initiative|XPHB} count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge|XPHB} action and uses its movement to avoid danger.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"Use the spell slot's level for the spell's level in the stat block.\"]}],\"miscTags\":[\"SGT\",\"SMN\"]},{\"name\":\"Summon Celestial\",\"source\":\"XPHB\",\"page\":323,\"level\":5,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a reliquary worth 500+ GP\",\"cost\":50000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the {@creature Celestial Spirit|XPHB} stat block. When you cast the spell, choose Avenger or {@item Defender|XDMG}. Your choice determines certain details in its stat block. The creature disappears when it drops to 0 {@variantrule Hit Points|XPHB} or when the spell ends.\",\"The creature is an ally to you and your allies. In combat, the creature shares your {@variantrule Initiative|XPHB} count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge|XPHB} action and uses its movement to avoid danger.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"Use the spell slot's level for the spell's level in the stat block.\"]}],\"miscTags\":[\"SGT\",\"SMN\"],\"hasFluffImages\":true},{\"name\":\"Summon Construct\",\"source\":\"XPHB\",\"page\":324,\"level\":4,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a lockbox worth 400+ GP\",\"cost\":40000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the {@creature Construct Spirit|XPHB} stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles an animate statue (you determine the appearance) made of the chosen material, which determines certain details in its stat block. The creature disappears when it drops to 0 {@variantrule Hit Points|XPHB} or when the spell ends.\",\"The creature is an ally to you and your allies. In combat, the creature shares your {@variantrule Initiative|XPHB} count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge|XPHB} action and uses its movement to avoid danger.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"Use the spell slot's level for the spell's level in the stat block.\"]}],\"miscTags\":[\"SGT\",\"SMN\"],\"hasFluffImages\":true},{\"name\":\"Summon Dragon\",\"source\":\"XPHB\",\"page\":324,\"freeRules2024\":true,\"level\":5,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"an object with the image of a dragon engraved on it worth 500+ GP\",\"cost\":50000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the {@creature Draconic Spirit|XPHB} stat block. The creature disappears when it drops to 0 {@variantrule Hit Points|XPHB} or when the spell ends.\",\"The creature is an ally to you and your allies. In combat, the creature shares your {@variantrule Initiative|XPHB} count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge|XPHB} action and uses its movement to avoid danger.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"Use the spell slot's level for the spell's level in the stat block.\"]}],\"miscTags\":[\"SGT\",\"SMN\"],\"hasFluffImages\":true},{\"name\":\"Summon Elemental\",\"source\":\"XPHB\",\"page\":325,\"level\":4,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"air, a pebble, ash, and water inside a gold-inlaid vial worth 400+ GP\",\"cost\":40000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and uses the {@creature Elemental Spirit|XPHB} stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain details in its stat block. The creature disappears when it drops to 0 {@variantrule Hit Points|XPHB} or when the spell ends.\",\"The creature is an ally to you and your allies. In combat, the creature shares your {@variantrule Initiative|XPHB} count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge|XPHB} action and uses its movement to avoid danger.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"Use the spell slot's level for the spell's level in the stat block.\"]}],\"miscTags\":[\"SGT\",\"SMN\"]},{\"name\":\"Summon Fey\",\"source\":\"XPHB\",\"page\":326,\"level\":3,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a gilded flower worth 300+ GP\",\"cost\":30000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the {@creature Fey Spirit|XPHB} stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a Fey creature of your choice marked by the chosen mood, which determines certain details in its stat block. The creature disappears when it drops to 0 {@variantrule Hit Points|XPHB} or when the spell ends.\",\"The creature is an ally to you and your allies. In combat, the creature shares your {@variantrule Initiative|XPHB} count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge|XPHB} action and uses its movement to avoid danger.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"Use the spell slot's level for the spell's level in the stat block.\"]}],\"miscTags\":[\"SGT\",\"SMN\"],\"hasFluffImages\":true},{\"name\":\"Summon Fiend\",\"source\":\"XPHB\",\"page\":326,\"level\":6,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a bloody vial worth 600+ GP\",\"cost\":60000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range and uses the {@creature Fiendish Spirit|XPHB} stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a Fiend of the chosen type, which determines certain details in its stat block. The creature disappears when it drops to 0 {@variantrule Hit Points|XPHB} or when the spell ends.\",\"The creature is an ally to you and your allies. In combat, the creature shares your {@variantrule Initiative|XPHB} count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge|XPHB} action and uses its movement to avoid danger.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"Use the spell slot's level for the spell's level in the stat block.\"]}],\"miscTags\":[\"SGT\",\"SMN\"],\"hasFluffImages\":true},{\"name\":\"Summon Undead\",\"source\":\"XPHB\",\"page\":328,\"level\":3,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":90}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a gilded skull worth 300+ GP\",\"cost\":30000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and uses the {@creature Undead Spirit|XPHB} stat block. When you cast the spell, choose the creature's form: Ghostly, Putrid, or Skeletal. The spirit resembles an Undead creature with the chosen form, which determines certain details in its stat block. The creature disappears when it drops to 0 {@variantrule Hit Points|XPHB} or when the spell ends.\",\"The creature is an ally to you and your allies. In combat, the creature shares your {@variantrule Initiative|XPHB} count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge|XPHB} action and uses its movement to avoid danger.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"Use the spell slot's level for the spell's level in the stat block.\"]}],\"miscTags\":[\"SGT\",\"SMN\"],\"hasFluffImages\":true},{\"name\":\"Sunbeam\",\"source\":\"XPHB\",\"page\":329,\"freeRules2024\":true,\"level\":6,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"line\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a magnifying glass\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You launch a sunbeam in a 5-foot-wide, 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save, a creature takes {@damage 6d8} Radiant damage and has the {@condition Blinded|XPHB} condition until the start of your next turn. On a successful save, it takes half as much damage only.\",\"Until the spell ends, you can take a {@action Magic|XPHB} action to create a new Line of radiance.\",\"For the duration, a mote of brilliant radiance shines above you. It sheds {@variantrule Bright Light|XPHB} in a 30-foot radius and {@variantrule Dim Light|XPHB} for an additional 30 feet. This light is sunlight.\"],\"damageInflict\":[\"radiant\"],\"conditionInflict\":[\"blinded\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"LGTS\"],\"areaTags\":[\"L\"]},{\"name\":\"Sunburst\",\"source\":\"XPHB\",\"page\":329,\"freeRules2024\":true,\"level\":8,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":150}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a piece of sunstone\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"Brilliant sunlight flashes in a 60-foot-radius Sphere centered on a point you choose within range. Each creature in the Sphere makes a Constitution saving throw. On a failed save, a creature takes {@damage 12d6} Radiant damage and has the {@condition Blinded|XPHB} condition for 1 minute. On a successful save, it takes half as much damage only.\",\"A creature {@condition Blinded|XPHB} by this spell makes another Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.\",\"This spell dispels {@variantrule Darkness|XPHB} in its area that was created by any spell.\"],\"damageInflict\":[\"radiant\"],\"conditionInflict\":[\"blinded\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"LGT\",\"LGTS\"],\"areaTags\":[\"S\"]},{\"name\":\"Swift Quiver\",\"source\":\"XPHB\",\"page\":329,\"level\":5,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"bonus\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a Quiver worth 1+ GP\",\"cost\":100}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"When you cast the spell and as a {@variantrule Bonus Action|XPHB} until it ends, you can make two attacks with a weapon that fires Arrows or Bolts, such as a Longbow or a Light Crossbow. The spell magically creates the ammunition needed for each attack. Each Arrow or Bolt created by the spell deals damage like a nonmagical piece of ammunition of its kind and disintegrates immediately after it hits or misses.\"],\"miscTags\":[\"UBA\"]},{\"name\":\"Symbol\",\"source\":\"XPHB\",\"page\":329,\"freeRules2024\":true,\"level\":7,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"powdered diamond worth 1,000+ GP, which the spell consumes\",\"cost\":100000,\"consume\":true}},\"duration\":[{\"type\":\"permanent\",\"ends\":[\"dispel\",\"trigger\"]}],\"entries\":[\"You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10 feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.\",\"The glyph is nearly imperceptible and requires a successful Wisdom ({@skill Perception|XPHB}) check against your spell save DC to notice.\",\"When you inscribe the glyph, you set its trigger and choose which effect the symbol bears: Death, Discord, Fear, Pain, Sleep, or Stunning. Each one is explained below.\",{\"type\":\"entries\",\"name\":\"Set the Trigger\",\"entries\":[\"You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph.\",\"You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.\",\"Once triggered, the glyph glows, filling a 60-foot-radius Sphere with {@variantrule Dim Light|XPHB} for 10 minutes, after which time the spell ends. Each creature in the Sphere when the glyph activates is targeted by its effect, as is a creature that enters the Sphere for the first time on a turn or ends its turn there. A creature is targeted only once per turn.\"]},{\"type\":\"entries\",\"name\":\"Death\",\"entries\":[\"Each target makes a Constitution saving throw, taking {@damage 10d10} Necrotic damage on a failed save or half as much damage on a successful save.\"]},{\"type\":\"entries\",\"name\":\"Discord\",\"entries\":[\"Each target makes a Wisdom saving throw. On a failed save, a target argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has {@variantrule Disadvantage|XPHB} on attack rolls and ability checks.\"]},{\"type\":\"entries\",\"name\":\"Fear\",\"entries\":[\"Each target must succeed on a Wisdom saving throw or have the {@condition Frightened|XPHB} condition for 1 minute. While {@condition Frightened|XPHB}, the target must move at least 30 feet away from the glyph on each of its turns, if able.\"]},{\"type\":\"entries\",\"name\":\"Pain\",\"entries\":[\"Each target must succeed on a Constitution saving throw or have the {@condition Incapacitated|XPHB} condition for 1 minute.\"]},{\"type\":\"entries\",\"name\":\"Sleep\",\"entries\":[\"Each target must succeed on a Wisdom saving throw or have the {@condition Unconscious|XPHB} condition for 10 minutes. A creature awakens if it takes damage or if someone takes an action to shake it awake.\"]},{\"type\":\"entries\",\"name\":\"Stunning\",\"entries\":[\"Each target must succeed on a Wisdom saving throw or have the {@condition Stunned|XPHB} condition for 1 minute.\"]}],\"damageInflict\":[\"necrotic\"],\"conditionInflict\":[\"frightened\",\"incapacitated\",\"stunned\",\"unconscious\"],\"savingThrow\":[\"constitution\",\"wisdom\",\"intelligence\"],\"abilityCheck\":[\"wisdom\"],\"miscTags\":[\"LGT\",\"OBJ\"],\"areaTags\":[\"S\"]},{\"name\":\"Synaptic Static\",\"source\":\"XPHB\",\"page\":330,\"level\":5,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You cause psychic energy to erupt at a point within range. Each creature in a 20-foot-radius Sphere centered on that point makes an Intelligence saving throw, taking {@damage 8d6} Psychic damage on a failed save or half as much damage on a successful one.\",\"On a failed save, a target also has muddled thoughts for 1 minute. During that time, it subtracts {@dice 1d6} from all its attack rolls and ability checks, as well as any Constitution saving throws to maintain {@status Concentration|XPHB}. The target makes an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.\"],\"damageInflict\":[\"psychic\"],\"savingThrow\":[\"intelligence\",\"constitution\"],\"areaTags\":[\"S\"]},{\"name\":\"Tasha's Bubbling Cauldron\",\"source\":\"XPHB\",\"page\":330,\"level\":6,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":5}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a gilded ladle worth 500 + GP\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10}}],\"entries\":[\"You conjure a claw-footed cauldron filled with bubbling liquid. The cauldron appears in an unoccupied space on the ground within 5 feet of you and lasts for the duration. The cauldron can't be moved and disappears when the spell ends, along with the bubbling liquid inside it.\",\"The liquid in the cauldron duplicates the properties of a Common or an Uncommon potion of your choice (such as a {@item Potion of Healing|XDMG}). As a {@variantrule Bonus Action|XPHB}, you or an ally can reach into the cauldron and withdraw one potion of that kind. The potion is contained in a vial that disappears when the potion is consumed. The cauldron can produce a number of these potions equal to your spellcasting ability modifier (minimum 1). When the last of these potions is withdrawn from the cauldron, the cauldron disappears, and the spell ends.\",\"Potions obtained from the cauldron that aren't consumed disappear when you cast this spell again.\"],\"miscTags\":[\"HL\",\"UBA\"],\"hasFluffImages\":true},{\"name\":\"Tasha's Hideous Laughter\",\"source\":\"XPHB\",\"page\":331,\"freeRules2024\":true,\"level\":1,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a tart and a feather\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"One creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the {@condition Prone|XPHB} and {@condition Incapacitated|XPHB} conditions for the duration. During that time, it laughs uncontrollably if it's capable of laughter, and it can't end the {@condition Prone|XPHB} condition on itself.\",\"At the end of each of its turns and each time it takes damage, it makes another Wisdom saving throw. The target has {@variantrule Advantage|XPHB} on the save if the save is triggered by damage. On a successful save, the spell ends.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"You can target one additional creature for each spell slot level about 1.\"]}],\"conditionInflict\":[\"incapacitated\",\"prone\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"SCT\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Telekinesis\",\"source\":\"XPHB\",\"page\":331,\"freeRules2024\":true,\"level\":5,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a {@action Magic|XPHB} action on your later turns before the spell ends, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.\",{\"type\":\"entries\",\"name\":\"Creature\",\"entries\":[\"You can try to move a Huge or smaller creature. The target must succeed on a Strength saving throw, or you move it up to 30 feet in any direction within the spell's range. Until the end of your next turn, the creature has the {@condition Restrained|XPHB} condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it fails the save.\"]},{\"type\":\"entries\",\"name\":\"Object\",\"entries\":[\"You can try to move a Huge or smaller object. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction within the spell's range.\",\"If the object is worn or carried by a creature, that creature must succeed on a Strength saving throw, or you pull the object away and move it up to 30 feet in any direction within the spell's range.\",\"You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.\"]}],\"conditionInflict\":[\"restrained\"],\"savingThrow\":[\"strength\"],\"miscTags\":[\"FMV\",\"OBJ\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Telepathy\",\"source\":\"XPHB\",\"page\":331,\"level\":8,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"unlimited\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a pair of linked silver rings\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":24}}],\"entries\":[\"You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.\",\"Until the spell ends, you and the target can instantly share words, images, sounds, and other sensory messages with each other through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature to understand the meaning of your words and any sensory messages you send to it.\"],\"areaTags\":[\"ST\"]},{\"name\":\"Teleport\",\"source\":\"XPHB\",\"page\":331,\"freeRules2024\":true,\"level\":7,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":10}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can't be held or carried by an unwilling creature.\",\"The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls {@dice 1d100} and consults the {@variantrule Teleportation|XPHB} Outcome table and the explanations after it.\",{\"type\":\"table\",\"caption\":\"Teleportation Outcome\",\"colStyles\":[\"col-4\",\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\",\"col-2 text-center\"],\"colLabels\":[\"Familiarity\",\"Mishap\",\"Similar Area\",\"Off Target\",\"On Target\"],\"rows\":[[\"Permanent circle\",\"—\",\"—\",\"—\",\"01-00\"],[\"Linked object\",\"—\",\"—\",\"—\",\"01-00\"],[\"Very familiar\",\"01-05\",\"06-13\",\"14-24\",\"25-00\"],[\"Seen casually\",\"01-33\",\"34-43\",\"44-53\",\"54-00\"],[\"Viewed once or described\",\"01-43\",\"44-53\",\"54-73\",\"74-00\"],[\"False destination\",\"01-50\",\"51-00\",\"—\",\"—\"]]},{\"type\":\"entries\",\"name\":\"Familiarity\",\"entries\":[\"Here are the meanings of the terms in the table's Familiarity column:\",{\"type\":\"list\",\"items\":[\"\\\"Permanent circle\\\" means a permanent teleportation circle whose sigil sequence you know.\",\"\\\"Linked object\\\" means you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library.\",\"\\\"Very familiar\\\" is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the spell.\",\"\\\"Seen casually\\\" is a place you have seen more than once but with which you aren't very familiar.\",\"\\\"Viewed once or described\\\" is a place you have seen once, possibly using magic, or a place you know through someone else's description, perhaps from a map.\",\"\\\"False destination\\\" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a location that no longer exists.\"]}]},{\"type\":\"entries\",\"name\":\"Mishap\",\"entries\":[\"The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes {@damage 3d10} Force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).\"]},{\"type\":\"entries\",\"name\":\"Similar Area\",\"entries\":[\"You and your group (or the target object) appear in a different area that's visually or thematically similar to the target area. You appear in the closest similar place. If you are heading for your home laboratory, for example, you might appear in another person's laboratory in the same city.\"]},{\"type\":\"entries\",\"name\":\"Off Target\",\"entries\":[\"You and your group (or the target object) appear {@dice 2d12} miles away from the destination in a random direction. Roll {@dice 1d8} for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast.\"]},{\"type\":\"entries\",\"name\":\"On Target\",\"entries\":[\"You and your group (or the target object) appear where you intended.\"]}],\"damageInflict\":[\"force\"],\"miscTags\":[\"OBJ\",\"RO\",\"SGT\",\"TP\"],\"areaTags\":[\"MT\"]},{\"name\":\"Teleportation Circle\",\"source\":\"XPHB\",\"page\":332,\"freeRules2024\":true,\"level\":5,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":10}},\"components\":{\"v\":true,\"m\":{\"text\":\"rare inks worth 50+ GP, which the spell consumes\",\"cost\":5000,\"consume\":true}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"round\",\"amount\":1}}],\"entries\":[\"As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.\",\"Many major temples, guildhalls, and other important places have permanent teleportation circles. Each circle includes a unique sigil sequence—a string of runes arranged in a particular pattern.\",\"When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You might learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.\",\"You can create a permanent teleportation circle by casting this spell in the same location every day for 365 days.\"],\"miscTags\":[\"PIR\",\"PRM\",\"TP\"]},{\"name\":\"Tenser's Floating Disk\",\"source\":\"XPHB\",\"page\":332,\"freeRules2024\":true,\"level\":1,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a drop of mercury\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"meta\":{\"ritual\":true},\"entries\":[\"This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.\",\"The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.\",\"If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.\"],\"miscTags\":[\"SGT\"],\"hasFluffImages\":true},{\"name\":\"Thaumaturgy\",\"source\":\"XPHB\",\"page\":333,\"freeRules2024\":true,\"level\":0,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1}}],\"entries\":[\"You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.\",{\"type\":\"entries\",\"name\":\"Altered Eyes\",\"entries\":[\"You alter the appearance of your eyes for 1 minute.\"]},{\"type\":\"entries\",\"name\":\"Booming Voice\",\"entries\":[\"Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have {@variantrule Advantage|XPHB} on Charisma ({@skill Intimidation|XPHB}) checks.\"]},{\"type\":\"entries\",\"name\":\"Fire Play\",\"entries\":[\"You cause flames to flicker, brighten, dim, or change color for 1 minute.\"]},{\"type\":\"entries\",\"name\":\"Invisible Hand\",\"entries\":[\"You instantaneously cause an unlocked door or window to fly open or slam shut.\"]},{\"type\":\"entries\",\"name\":\"Phantom Sound\",\"entries\":[\"You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.\"]},{\"type\":\"entries\",\"name\":\"Tremors\",\"entries\":[\"You cause harmless tremors in the ground for 1 minute.\"]}],\"miscTags\":[\"ADV\"]},{\"name\":\"Thorn Whip\",\"source\":\"XPHB\",\"page\":333,\"level\":0,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"the stem of a plant with thorns\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You create a vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. On a hit, the target takes {@damage 1d6} Piercing damage, and if it is Large or smaller, you can pull it up to 10 feet closer to you.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Cantrip Upgrade\",\"entries\":[\"The damage increases by {@dice 1d6} when you reach levels 5 ({@damage 2d6}), 11 ({@damage 3d6}), and 17 ({@damage 4d6}).\"]}],\"scalingLevelDice\":{\"label\":\"Piercing damage\",\"scaling\":{\"1\":\"1d6\",\"5\":\"2d6\",\"11\":\"3d6\",\"17\":\"4d6\"}},\"damageInflict\":[\"piercing\"],\"spellAttack\":[\"M\"],\"miscTags\":[\"FMV\",\"SCL\"],\"areaTags\":[\"ST\"]},{\"name\":\"Thunderclap\",\"source\":\"XPHB\",\"page\":333,\"level\":0,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"emanation\",\"distance\":{\"type\":\"feet\",\"amount\":5}},\"components\":{\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"Each creature in a 5-foot Emanation originating from you must succeed on a Constitution saving throw or take {@damage 1d6} Thunder damage. The spell's thunderous sound can be heard up to 100 feet away.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Cantrip Upgrade\",\"entries\":[\"The damage increases by {@dice 1d6} when you reach levels 5 ({@damage 2d6}), 11 ({@damage 3d6}), and 17 ({@damage 4d6}).\"]}],\"scalingLevelDice\":{\"label\":\"Thunder damage\",\"scaling\":{\"1\":\"1d6\",\"5\":\"2d6\",\"11\":\"3d6\",\"17\":\"4d6\"}},\"damageInflict\":[\"thunder\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"SCL\"],\"areaTags\":[\"S\"]},{\"name\":\"Thunderous Smite\",\"source\":\"XPHB\",\"page\":334,\"level\":1,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"bonus\",\"condition\":\"which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"Your strike rings with thunder that is audible within 300 feet of you, and the target takes an extra {@damage 2d6} Thunder damage from the attack. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and have the {@condition Prone|XPHB} condition.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage increases by {@scaledamage 2d6|1-9|1d6} for each spell slot level above 1.\"]}],\"damageInflict\":[\"thunder\"],\"conditionInflict\":[\"prone\"],\"savingThrow\":[\"strength\"],\"miscTags\":[\"AAD\",\"FMV\"]},{\"name\":\"Thunderwave\",\"source\":\"XPHB\",\"page\":334,\"freeRules2024\":true,\"level\":1,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"cube\",\"distance\":{\"type\":\"feet\",\"amount\":15}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save, a creature takes {@damage 2d8} Thunder damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage only.\",\"In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage increases by {@scaledamage 2d8|1-9|1d8} for each spell slot level above 1.\"]}],\"damageInflict\":[\"thunder\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"FMV\",\"OBJ\"],\"areaTags\":[\"C\"]},{\"name\":\"Time Stop\",\"source\":\"XPHB\",\"page\":334,\"freeRules2024\":true,\"level\":9,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take {@dice 1d4 + 1} turns in a row, during which you can use actions and move as normal.\",\"This spell ends if one of the actions you use during this period, or any effects that you create during it, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.\"]},{\"name\":\"Toll the Dead\",\"source\":\"XPHB\",\"page\":334,\"level\":0,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take {@damage 1d8} Necrotic damage. If the target is missing any of its {@variantrule Hit Points|XPHB}, it instead takes {@damage 1d12} Necrotic damage.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Cantrip Upgrade\",\"entries\":[\"The damage increases by one die when you reach levels 5 ({@damage 2d8} or {@damage 2d12}), 11 ({@damage 3d8} or {@damage 3d12}), and 17 ({@damage 4d8} or {@damage 4d12}).\"]}],\"scalingLevelDice\":[{\"label\":\"necrotic damage\",\"scaling\":{\"1\":\"1d8\",\"5\":\"2d8\",\"11\":\"3d8\",\"17\":\"4d8\"}},{\"label\":\"necrotic damage to wounded creature\",\"scaling\":{\"1\":\"1d12\",\"5\":\"2d12\",\"11\":\"3d12\",\"17\":\"4d12\"}}],\"damageInflict\":[\"necrotic\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"SCL\",\"SGT\"],\"areaTags\":[\"ST\"]},{\"name\":\"Tongues\",\"source\":\"XPHB\",\"page\":334,\"freeRules2024\":true,\"level\":3,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"m\":\"a miniature ziggurat\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.\"],\"areaTags\":[\"ST\"]},{\"name\":\"Transport via Plants\",\"source\":\"XPHB\",\"page\":334,\"freeRules2024\":true,\"level\":6,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":10}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"round\",\"amount\":1}}],\"entries\":[\"This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.\"],\"miscTags\":[\"TP\"],\"hasFluffImages\":true},{\"name\":\"Tree Stride\",\"source\":\"XPHB\",\"page\":335,\"freeRules2024\":true,\"level\":5,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.\",\"You can use this transportation ability only once on each of your turns. You must end each turn outside a tree.\"],\"miscTags\":[\"TP\"],\"hasFluffImages\":true},{\"name\":\"True Polymorph\",\"source\":\"XPHB\",\"page\":335,\"freeRules2024\":true,\"level\":9,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a drop of mercury, a dollop of gum arabic, and a wisp of smoke\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"Choose one creature or nonmagical object that you can see within range. The creature shape-shifts into a different creature or a nonmagical object, or the object shape-shifts into a creature (the object must be neither worn nor carried). The transformation lasts for the duration or until the target dies or is destroyed, but if you maintain {@status Concentration|XPHB} on this spell for the full duration, the spell lasts until dispelled.\",\"An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell.\",{\"type\":\"entries\",\"name\":\"Creature into Creature\",\"entries\":[\"If you turn a creature into another kind of creature, the new form can be any kind you choose that has a {@variantrule Challenge Rating|XPHB} equal to or less than the target's {@variantrule Challenge Rating|XPHB} or level. The target's game statistics are replaced by the stat block of the new form, but it retains its {@variantrule Hit Points|XPHB}, {@variantrule Hit Point Dice|XPHB}, alignment, and personality.\",\"The target gains a number of {@variantrule Temporary Hit Points|XPHB} equal to the {@variantrule Hit Points|XPHB} of the new form. The spell ends early on the target if it has no {@variantrule Temporary Hit Points|XPHB} left.\",\"The target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells.\",\"The target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment.\"]},{\"type\":\"entries\",\"name\":\"Object into Creature\",\"entries\":[\"You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature has a {@variantrule Challenge Rating|XPHB} of 9 or lower. The creature is Friendly to you and your allies. In combat, it takes its turns immediately after yours, and it obeys your commands.\",\"If the spell lasts more than an hour, you no longer control the creature. It might remain Friendly to you, depending on how you have treated it.\"]},{\"type\":\"entries\",\"name\":\"Creature into Object\",\"entries\":[\"If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form after the spell ends and it returns to normal.\"]}],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"OBJ\",\"PRM\",\"SGT\",\"SMN\",\"THP\"],\"areaTags\":[\"ST\"]},{\"name\":\"True Resurrection\",\"source\":\"XPHB\",\"page\":336,\"freeRules2024\":true,\"level\":9,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"hour\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"diamonds worth 25,000+ GP, which the spell consumes\",\"cost\":2500000,\"consume\":true}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its {@variantrule Hit Points|XPHB}.\",\"This spell closes all wounds, neutralizes any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to its non-Undead form.\",\"The spell can provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.\"],\"miscTags\":[\"HL\"],\"areaTags\":[\"ST\"]},{\"name\":\"True Seeing\",\"source\":\"XPHB\",\"page\":336,\"freeRules2024\":true,\"level\":6,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"mushroom powder worth 25+ GP, which the spell consumes\",\"cost\":2500,\"consume\":true}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"For the duration, the willing creature you touch has {@sense Truesight|XPHB} with a range of 120 feet.\"]},{\"name\":\"True Strike\",\"source\":\"XPHB\",\"page\":336,\"freeRules2024\":true,\"level\":0,\"school\":\"D\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"s\":true,\"m\":{\"text\":\"a weapon with which you have proficiency and that is worth 1+ CP\",\"cost\":1}},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"Guided by a flash of magical insight, you make one attack with the weapon used in the spell's casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon's normal damage type (your choice).\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Cantrip Upgrade\",\"entries\":[\"Whether you deal Radiant damage or the weapon's normal damage type, the attack deals extra Radiant damage when you reach levels 5 ({@damage 1d6}), 11 ({@damage 2d6}), and 17 ({@damage 3d6}).\"]}],\"scalingLevelDice\":[{\"label\":\"extra radiant damage\",\"scaling\":{\"5\":\"1d6\",\"11\":\"2d6\",\"17\":\"3d6\"}}],\"damageInflict\":[\"radiant\"],\"miscTags\":[\"AAD\"],\"areaTags\":[\"ST\"]},{\"name\":\"Tsunami\",\"source\":\"XPHB\",\"page\":336,\"level\":8,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"miles\",\"amount\":1}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"round\",\"amount\":6},\"concentration\":true}],\"entries\":[\"A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.\",\"When the wall appears, each creature in its area makes a Strength saving throw, taking {@damage 6d10} Bludgeoning damage on a failed save or half as much damage on a successful one.\",\"At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take {@damage 5d10} Bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage the wall deals on later rounds is reduced by {@dice 1d10}. When the wall reaches 0 feet in height, the spell ends.\",\"A creature caught in the wall can move by swimming. Because of the wave's force, though, the creature must succeed on a Strength ({@skill Athletics|XPHB}) check against your spell save DC to move at all. If it fails the check, it can't move. A creature that moves out of the wall falls to the ground.\"],\"damageInflict\":[\"bludgeoning\"],\"savingThrow\":[\"strength\"],\"abilityCheck\":[\"strength\"],\"areaTags\":[\"W\"]},{\"name\":\"Unseen Servant\",\"source\":\"XPHB\",\"page\":336,\"freeRules2024\":true,\"level\":1,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a bit of string and of wood\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"meta\":{\"ritual\":true},\"entries\":[\"This spell creates an {@condition Invisible|XPHB}, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 {@variantrule Hit Points|XPHB|Hit Point}, and a Strength of 2, and it can't attack. If it drops to 0 {@variantrule Hit Points|XPHB}, the spell ends.\",\"Once on each of your turns as a {@variantrule Bonus Action|XPHB}, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.\",\"If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.\"],\"miscTags\":[\"SMN\",\"UBA\"]},{\"name\":\"Vampiric Touch\",\"source\":\"XPHB\",\"page\":337,\"freeRules2024\":true,\"level\":3,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes {@damage 3d6} Necrotic damage, and you regain {@variantrule Hit Points|XPHB} equal to half the amount of Necrotic damage dealt.\",\"Until the spell ends, you can make the attack again on each of your turns as a {@action Magic|XPHB} action, targeting the same creature or a different one.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage increases by {@scaledamage 3d6|3-9|1d6} for each spell slot level above 3.\"]}],\"damageInflict\":[\"necrotic\"],\"spellAttack\":[\"M\"],\"miscTags\":[\"HL\"],\"areaTags\":[\"ST\"]},{\"name\":\"Vicious Mockery\",\"source\":\"XPHB\",\"page\":337,\"freeRules2024\":true,\"level\":0,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take {@damage 1d6} Psychic damage and have {@variantrule Disadvantage|XPHB} on the next attack roll it makes before the end of its next turn.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Cantrip Upgrade\",\"entries\":[\"The damage increases by {@dice 1d6} when you reach levels 5 ({@damage 2d6}), 11 ({@damage 3d6}), and 17 ({@damage 4d6}).\"]}],\"scalingLevelDice\":{\"label\":\"psychic damage\",\"scaling\":{\"1\":\"1d6\",\"5\":\"2d6\",\"11\":\"3d6\",\"17\":\"4d6\"}},\"damageInflict\":[\"psychic\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"SCL\",\"SGT\"],\"areaTags\":[\"ST\"],\"hasFluffImages\":true},{\"name\":\"Vitriolic Sphere\",\"source\":\"XPHB\",\"page\":337,\"level\":4,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":150}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a drop of bile\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On a failed save, a creature takes {@damage 10d4} Acid damage and another {@damage 5d4} Acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage only.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The initial damage increases by {@scaledamage 10d4|4-9|2d4} for each spell slot level above 4.\"]}],\"damageInflict\":[\"acid\"],\"savingThrow\":[\"dexterity\"],\"areaTags\":[\"S\"],\"hasFluffImages\":true},{\"name\":\"Wall of Fire\",\"source\":\"XPHB\",\"page\":338,\"freeRules2024\":true,\"level\":4,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a piece of charcoal\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.\",\"When the wall appears, each creature in its area makes a Dexterity saving throw, taking {@damage 5d8} Fire damage on a failed save or half as much damage on a successful one.\",\"One side of the wall, selected by you when you cast this spell, deals {@damage 5d8} Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage increases by {@scaledamage 5d8|4-9|1d8} for each spell slot level above 4.\"]}],\"damageInflict\":[\"fire\"],\"savingThrow\":[\"dexterity\"],\"areaTags\":[\"W\"]},{\"name\":\"Wall of Force\",\"source\":\"XPHB\",\"page\":338,\"freeRules2024\":true,\"level\":5,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a shard of glass\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"An {@condition Invisible|XPHB} wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side).\",\"Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by {@spell Dispel Magic|XPHB}. A {@spell Disintegrate|XPHB} spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.\"],\"areaTags\":[\"W\"]},{\"name\":\"Wall of Ice\",\"source\":\"XPHB\",\"page\":339,\"freeRules2024\":true,\"level\":6,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a piece of quartz\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.\",\"If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side) and makes a Dexterity saving throw, taking {@damage 10d6} Cold damage on a failed save or half as much damage on a successful one.\",\"The wall is an object that can be damaged and thus breached. It has AC 12 and 30 {@variantrule Hit Points|XPHB} per 10-foot section, and it has {@variantrule Immunity|XPHB} to Cold, Poison, and Psychic damage and {@variantrule Vulnerability|XPHB} to Fire damage. Reducing a 10-foot section of wall to 0 {@variantrule Hit Points|XPHB} destroys it and leaves behind a sheet of frigid air in the space the wall occupied.\",\"A creature moving through the sheet of frigid air for the first time on a turn makes a Constitution saving throw, taking {@damage 5d6} Cold damage on a failed save or half as much damage on a successful one.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage the wall deals when it appears increases by {@scaledamage 10d6|6-9|2d6} and the damage from passing through the sheet of frigid air increases by {@scaledamage 5d6|6-9|1d6} for each spell slot level above 6.\"]}],\"damageInflict\":[\"cold\"],\"savingThrow\":[\"dexterity\",\"constitution\"],\"areaTags\":[\"W\"]},{\"name\":\"Wall of Stone\",\"source\":\"XPHB\",\"page\":339,\"freeRules2024\":true,\"level\":5,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a cube of granite\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.\",\"If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its {@variantrule Reaction|XPHB} to move up to its {@variantrule Speed|XPHB} so that it is no longer enclosed by the wall.\",\"The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on a firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.\",\"If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create battlements and the like.\",\"The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 {@variantrule Hit Points|XPHB} per inch of thickness, and it has {@variantrule Immunity|XPHB} to Poison and Psychic damage. Reducing a panel to 0 {@variantrule Hit Points|XPHB} destroys it and might cause connected panels to collapse at the DM's discretion.\",\"If you maintain your {@status Concentration|XPHB} on this spell for its full duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.\"],\"savingThrow\":[\"dexterity\"],\"miscTags\":[\"OBJ\",\"PRM\"],\"areaTags\":[\"W\"]},{\"name\":\"Wall of Thorns\",\"source\":\"XPHB\",\"page\":339,\"freeRules2024\":true,\"level\":6,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a handful of thorns\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10},\"concentration\":true}],\"entries\":[\"You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.\",\"When the wall appears, each creature in its area makes a Dexterity saving throw, taking {@damage 7d8} Piercing damage on a failed save or half as much damage on a successful one.\",\"A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters a space in the wall on a turn or ends its turn there, the creature makes a Dexterity saving throw, taking {@damage 7d8} Slashing damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"Both types of damage increase by {@scaledamage 7d8|6-9|1d8} for each spell slot level above 6.\"]}],\"damageInflict\":[\"piercing\",\"slashing\"],\"savingThrow\":[\"dexterity\"],\"areaTags\":[\"W\"]},{\"name\":\"Warding Bond\",\"source\":\"XPHB\",\"page\":340,\"freeRules2024\":true,\"level\":2,\"school\":\"A\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"touch\"}},\"components\":{\"v\":true,\"s\":true,\"m\":{\"text\":\"a pair of platinum rings worth 50+ GP each, which you and the target must wear for the duration\",\"cost\":5000}},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"entries\":[\"You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has {@variantrule Resistance|XPHB} to all damage. Also, each time it takes damage, you take the same amount of damage.\",\"The spell ends if you drop to 0 {@variantrule Hit Points|XPHB} or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures.\"],\"miscTags\":[\"MAC\"],\"areaTags\":[\"ST\"]},{\"name\":\"Water Breathing\",\"source\":\"XPHB\",\"page\":340,\"freeRules2024\":true,\"level\":3,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a short reed\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":24}}],\"meta\":{\"ritual\":true},\"entries\":[\"This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.\"],\"areaTags\":[\"MT\"],\"hasFluffImages\":true},{\"name\":\"Water Walk\",\"source\":\"XPHB\",\"page\":340,\"freeRules2024\":true,\"level\":3,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a piece of cork\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1}}],\"meta\":{\"ritual\":true},\"entries\":[\"This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration.\",\"An affected target must take a {@variantrule Bonus Action|XPHB} to pass from the liquid's surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the surface into the liquid below.\"],\"areaTags\":[\"MT\"],\"hasFluffImages\":true},{\"name\":\"Web\",\"source\":\"XPHB\",\"page\":340,\"freeRules2024\":true,\"level\":2,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a bit of spiderweb\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are {@variantrule Difficult Terrain|XPHB}, and the area within them is {@variantrule Lightly Obscured|XPHB}.\",\"If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.\",\"The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the {@condition Restrained|XPHB} condition while in the webs or until it breaks free.\",\"A creature {@condition Restrained|XPHB} by the webs can take an action to make a Strength ({@skill Athletics|XPHB}) check against your spell save DC. If it succeeds, it is no longer {@condition Restrained|XPHB}.\",\"The webs are flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing {@damage 2d4} Fire damage to any creature that starts its turn in the fire.\"],\"damageInflict\":[\"fire\"],\"conditionInflict\":[\"restrained\"],\"savingThrow\":[\"dexterity\"],\"abilityCheck\":[\"strength\"],\"miscTags\":[\"DFT\",\"OBS\"],\"areaTags\":[\"C\"]},{\"name\":\"Weird\",\"source\":\"XPHB\",\"page\":341,\"freeRules2024\":true,\"level\":9,\"school\":\"I\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You try to create illusory terrors in others' minds. Each creature of your choice in a 30-foot-radius Sphere centered on a point within range makes a Wisdom saving throw. On a failed save, a target takes {@damage 10d10} Psychic damage and has the {@condition Frightened|XPHB} condition for the duration. On a successful save, a target takes half as much damage only.\",\"A {@condition Frightened|XPHB} target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes {@damage 5d10} Psychic damage. On a successful save, the spell ends on that target.\"],\"damageInflict\":[\"psychic\"],\"conditionInflict\":[\"frightened\"],\"savingThrow\":[\"wisdom\"],\"areaTags\":[\"S\"]},{\"name\":\"Wind Walk\",\"source\":\"XPHB\",\"page\":341,\"freeRules2024\":true,\"level\":6,\"school\":\"T\",\"time\":[{\"number\":1,\"unit\":\"minute\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":30}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a candle\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"hour\",\"amount\":8}}],\"entries\":[\"You and up to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a {@variantrule Fly Speed|XPHB} of 300 feet and can hover; it has {@variantrule Immunity|XPHB} to the {@condition Prone|XPHB} condition; and it has {@variantrule Resistance|XPHB} to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the {@action Dash|XPHB} action or a {@action Magic|XPHB} action to begin reverting to its normal form. Reverting takes 1 minute, during which the target has the {@condition Stunned|XPHB} condition. Until the spell ends, the target can revert to cloud form, which also requires a {@action Magic|XPHB} action followed by a 1-minute transformation.\",\"If a target is in cloud form and flying when the effect ends, the target descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, it falls the remaining distance.\"],\"conditionInflict\":[\"stunned\"],\"areaTags\":[\"MT\"]},{\"name\":\"Wind Wall\",\"source\":\"XPHB\",\"page\":341,\"freeRules2024\":true,\"level\":3,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":120}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a fan and a feather\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.\",\"When the wall appears, each creature in its area makes a Strength saving throw, taking {@damage 4d8} Bludgeoning damage on a failed save or half as much damage on a successful one.\",\"The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automatically. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseous form can't pass through it.\"],\"damageInflict\":[\"bludgeoning\"],\"savingThrow\":[\"strength\"],\"areaTags\":[\"W\"]},{\"name\":\"Wish\",\"source\":\"XPHB\",\"page\":341,\"freeRules2024\":true,\"level\":9,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.\",\"The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don't need to meet any requirements to cast that spell, including costly components. The spell simply takes effect.\",\"Alternatively, you can create one of the following effects of your choice:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Object Creation\",\"entries\":[\"You create one object of up to 25,000 GP in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space that you can see on the ground.\"]},{\"type\":\"item\",\"name\":\"Instant Health\",\"entries\":[\"You allow yourself and up to twenty creatures that you can see to regain all {@variantrule Hit Points|XPHB}, and you end all effects on them listed in the {@spell Greater Restoration|XPHB} spell.\"]},{\"type\":\"item\",\"name\":\"Resistance\",\"entries\":[\"You grant up to ten creatures that you can see {@variantrule Resistance|XPHB} to one damage type that you choose. This {@variantrule Resistance|XPHB} is permanent.\"]},{\"type\":\"item\",\"name\":\"Spell Immunity\",\"entries\":[\"You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours.\"]},{\"type\":\"item\",\"name\":\"Sudden Learning\",\"entries\":[\"You replace one of your feats with another feat for which you are eligible. You lose all the benefits of the old feat and gain the benefits of the new one. You can't replace a feat that is a prerequisite for any of your other feats or features.\"]},{\"type\":\"item\",\"name\":\"Roll Redo\",\"entries\":[\"You undo a single recent event by forcing a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally's failed saving throw or a foe's {@variantrule Critical Hit|XPHB}. You can force the reroll to be made with {@variantrule Advantage|XPHB} or {@variantrule Disadvantage|XPHB}, and you choose whether to use the reroll or the original roll.\"]},{\"type\":\"item\",\"name\":\"Reshape Reality\",\"entries\":[\"You may wish for something not included in any of the other effects. To do so, state your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might be achieved only in part, or you might suffer an unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a Legendary magic item or an Artifact might instantly transport you to the presence of the item's current owner. If your wish is granted and its effects have consequences for a whole community, region, or world, you are likely to attract powerful foes. If your wish would affect a god, the god's divine servants might instantly intervene to prevent it or to encourage you to craft the wish in a particular way. If your wish would undo the multiverse itself, threaten the City of Sigil, or affect the Lady of Pain in any way, you see an image of her in your mind for a moment; she shakes her head, and your wish fails.\",\"The stress of casting Wish to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a {@variantrule Long Rest|XPHB}, you take {@damage 1d10} Necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength score becomes 3 for {@dice 2d4} days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a {@chance 33|||Unable to cast again!|Able to cast again} chance that you are unable to cast {@spell Wish|XPHB} ever again if you suffer this stress.\"]}]}],\"damageResist\":[\"acid\",\"bludgeoning\",\"cold\",\"fire\",\"force\",\"lightning\",\"necrotic\",\"piercing\",\"poison\",\"psychic\",\"radiant\",\"slashing\",\"thunder\"],\"damageInflict\":[\"necrotic\"],\"miscTags\":[\"ADV\",\"HL\",\"SGT\"]},{\"name\":\"Witch Bolt\",\"source\":\"XPHB\",\"page\":343,\"level\":1,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a twig struck by lightning\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"A beam of crackling energy lances toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against it. On a hit, the target takes {@damage 2d12} Lightning damage.\",\"On each of your subsequent turns, you can take a {@variantrule Bonus Action|XPHB} to deal {@damage 1d12} Lightning damage to the target automatically, even if the first attack missed.\",\"The spell ends if the target is ever outside the spell's range or if it has Total {@variantrule Cover|XPHB} from you.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The initial damage increases by {@scaledamage 2d12|1-9|1d12} for each spell slot level above 1.\"]}],\"damageInflict\":[\"lightning\"],\"spellAttack\":[\"R\"],\"miscTags\":[\"UBA\"],\"areaTags\":[\"ST\"],\"hasFluffImages\":true},{\"name\":\"Word of Radiance\",\"source\":\"XPHB\",\"page\":343,\"level\":0,\"school\":\"V\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"emanation\",\"distance\":{\"type\":\"feet\",\"amount\":5}},\"components\":{\"v\":true,\"m\":\"a sunburst token\"},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"Burning radiance erupts from you in a 5-foot Emanation. Each creature of your choice that you can see in it must succeed on a Constitution saving throw or take {@damage 1d6} Radiant damage.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Cantrip Upgrade\",\"entries\":[\"The damage increases by {@dice 1d6} when you reach levels 5 ({@damage 2d6}), 11 ({@damage 3d6}), and 17 ({@damage 4d6}).\"]}],\"scalingLevelDice\":{\"label\":\"Radiant damage\",\"scaling\":{\"1\":\"1d6\",\"5\":\"2d6\",\"11\":\"3d6\",\"17\":\"4d6\"}},\"damageInflict\":[\"radiant\"],\"savingThrow\":[\"constitution\"],\"miscTags\":[\"SCL\",\"SGT\"],\"areaTags\":[\"MT\"]},{\"name\":\"Word of Recall\",\"source\":\"XPHB\",\"page\":343,\"freeRules2024\":true,\"level\":6,\"school\":\"C\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":5}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.\",\"You must designate a location, such as a temple, as a sanctuary by casting this spell there.\"],\"miscTags\":[\"PS\",\"TP\"]},{\"name\":\"Wrathful Smite\",\"source\":\"XPHB\",\"page\":343,\"level\":1,\"school\":\"N\",\"time\":[{\"number\":1,\"unit\":\"bonus\",\"condition\":\"which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1}}],\"entries\":[\"The target takes an extra {@damage 1d6} Necrotic damage from the attack, and it must succeed on a Wisdom saving throw or have the {@condition Frightened|XPHB} condition until the spell ends. At the end of each of its turns, the {@condition Frightened|XPHB} target repeats the save, ending the spell on itself on a success.\"],\"entriesHigherLevel\":[{\"type\":\"entries\",\"name\":\"Using a Higher-Level Spell Slot\",\"entries\":[\"The damage increases by {@scaledamage 1d6|1-9|1d6} for each spell slot level above 1.\"]}],\"damageInflict\":[\"necrotic\"],\"conditionInflict\":[\"frightened\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"AAD\"]},{\"name\":\"Yolande's Regal Presence\",\"source\":\"XPHB\",\"page\":343,\"level\":5,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"self\"}},\"components\":{\"v\":true,\"s\":true,\"m\":\"a miniature tiara\"},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":1},\"concentration\":true}],\"entries\":[\"You surround yourself with unearthly majesty in a 10-foot Emanation. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. On a failed save, the target takes {@damage 4d6} Psychic damage and has the {@condition Prone|XPHB} condition, and you can push it up to 10 feet away. On a successful save, the target takes half as much damage only. A creature makes this save only once per turn.\"],\"damageInflict\":[\"psychic\"],\"conditionInflict\":[\"prone\"],\"savingThrow\":[\"wisdom\"],\"miscTags\":[\"FMV\",\"SGT\"],\"areaTags\":[\"S\"],\"hasFluffImages\":true},{\"name\":\"Zone of Truth\",\"source\":\"XPHB\",\"page\":343,\"freeRules2024\":true,\"level\":2,\"school\":\"E\",\"time\":[{\"number\":1,\"unit\":\"action\"}],\"range\":{\"type\":\"point\",\"distance\":{\"type\":\"feet\",\"amount\":60}},\"components\":{\"v\":true,\"s\":true},\"duration\":[{\"type\":\"timed\",\"duration\":{\"type\":\"minute\",\"amount\":10}}],\"entries\":[\"You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save.\",\"An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.\"],\"savingThrow\":[\"charisma\"],\"areaTags\":[\"S\"]}]}"); JSON_DATA[`data/tables.json`] = JSON.parse("{\"table\":[{\"name\":\"2,500 gp Art Objects\",\"source\":\"PSX\",\"page\":26,\"caption\":\"2,500 gp Art Objects\",\"colLabels\":[\"d10\",\"Object\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@item Platinum headdress with topaz sun symbol (Sun Empire)|psx}\"],[\"2\",\"{@item Feathered mantle with emerald clasp (Sun Empire)|psx}\"],[\"3\",\"{@item Necklace of jade and pink pearls (River Heralds)|psx}\"],[\"4\",\"{@item Finely articulated jade glove (River Heralds)|psx}\"],[\"5\",\"{@item Eye patch with a mock eye set in blue sapphire and moonstone (Brazen Coalition)|psx}\"],[\"6\",\"{@item Jeweled anklet (Brazen Coalition)|psx}\"],[\"7\",\"{@item Gold music box (Brazen Coalition)|psx}\"],[\"8\",\"{@item Gold-plated ceremonial helmet and pauldrons (Legion of Dusk)|psx}\"],[\"9\",\"{@item Fine gold chain with fire opals (Legion of Dusk)|psx}\"],[\"10\",\"{@item Masterpiece painting in mahogany frame with gold inlay (Legion of Dusk)|psx}\"]]},{\"name\":\"25 gp Art Objects\",\"source\":\"PSX\",\"page\":24,\"caption\":\"25 gp Art Objects\",\"colLabels\":[\"d10\",\"Object\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@item Silver medallion (Sun Empire)|psx}\"],[\"2\",\"{@item Amulet of dinosaur feathers (Sun Empire)|psx}\"],[\"3\",\"{@item Sun amulet on a beaded chain (Sun Empire)|psx}\"],[\"4\",\"{@item Tiny jade figurine (River Heralds)|psx}\"],[\"5\",\"{@item Pair of engraved bone dice (Brazen Coalition)|psx}\"],[\"6\",\"{@item Copper stein with silver filigree (Brazen Coalition)|psx}\"],[\"7\",\"{@item Velvet doublet with gold buttons (Legion of Dusk)|psx}\"],[\"8\",\"{@item Gold ring with turquoise (Legion of Dusk)|psx}\"],[\"9\",\"{@item Cloth-of-gold vestments (Legion of Dusk)|psx}\"],[\"10\",\"{@item Gold locket with a painted portrait inside (Legion of Dusk)|psx}\"]]},{\"name\":\"250 gp Art Objects\",\"source\":\"PSX\",\"page\":24,\"caption\":\"250 gp Art Objects\",\"colLabels\":[\"d10\",\"Object\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@item Silver necklace with an amber pendant (Sun Empire)|psx}\"],[\"2\",\"{@item Fine robe with dinosaur feathers and silver embroidery (Sun Empire)|psx}\"],[\"3\",\"{@item Jade headpiece (River Heralds)|psx}\"],[\"4\",\"{@item Carved jade statuette (River Heralds)|psx}\"],[\"5\",\"{@item Jade bowl (River Heralds)|psx}\"],[\"6\",\"{@item Bronze spyglass (Brazen Coalition)|psx}\"],[\"7\",\"{@item Pewter mug with green spinels (Brazen Coalition)|psx}\"],[\"8\",\"{@item Gold pendant with black onyx (Legion of Dusk)|psx}\"],[\"9\",\"{@item Large well-made tapestry (Legion of Dusk)|psx}\"],[\"10\",\"{@item Large gold bracelet (Legion of Dusk)|psx}\"]]},{\"name\":\"7,500 gp Art Objects\",\"source\":\"PSX\",\"page\":25,\"caption\":\"7,500 gp Art Objects\",\"colLabels\":[\"d10\",\"Object\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@item Platinum ring with yellow sapphire (Sun Empire)|psx}\"],[\"2\",\"{@item Platinum staff topped with amber (Sun Empire)|psx}\"],[\"3\",\"{@item Jade breastplate (River Heralds)|psx}\"],[\"4\",\"{@item Jade totem with diamond eyes (River Heralds)|psx}\"],[\"5\",\"{@item Treasure chest crafted of exotic wood with gold fittings and opals (Brazen Coalition)|psx}\"],[\"6\",\"{@item Bejeweled ivory drinking horn with gold inlay (Brazen Coalition)|psx}\"],[\"7\",\"{@item Gold jewelry box with platinum filigree (Brazen Coalition)|psx}\"],[\"8\",\"{@item Gold basin with rubies (Legion of Dusk)|psx}\"],[\"9\",\"{@item Gold chalice set with emeralds (Legion of Dusk)|psx}\"],[\"10\",\"{@item Marble font with gold inlay (Legion of Dusk)|psx}\"]]},{\"name\":\"750 gp Art Objects\",\"source\":\"PSX\",\"page\":24,\"caption\":\"750 gp Art Objects\",\"colLabels\":[\"d10\",\"Object\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"{@item Silver headdress with amber and red-coral feathers (Sun Empire)|psx}\"],[\"2\",\"{@item Silver shoulder piece with amber and garnet (Sun Empire)|psx}\"],[\"3\",\"{@item Jade sword with amber (River Heralds)|psx}\"],[\"4\",\"{@item Large jade totem (River Heralds)|psx}\"],[\"5\",\"{@item Gold-plated sextant with topaz (Brazen Coalition)|psx}\"],[\"6\",\"{@item Necklace of electrum medallions with red and blue tournalines (Brazen Coalition)|psx}\"],[\"7\",\"{@item Lute crafted of exotic wood with mother-of-pearl inlay and zircon gems (Brazen Coalition)|psx}\"],[\"8\",\"{@item Ceremonial silver dagger with gold pommel and black pearl (Legion of Dusk)|psx}\"],[\"9\",\"{@item Fine steel rapier with gold filigree hilt (Legion of Dusk)|psx}\"],[\"10\",\"{@item Gold chalice (Legion of Dusk)|psx}\"]]},{\"name\":\"Beneficial Manifestations\",\"source\":\"AitFR-AVT\",\"page\":12,\"otherSources\":[{\"source\":\"AitFR-DN\",\"page\":14},{\"source\":\"AitFR-FCD\",\"page\":15}],\"caption\":\"Beneficial Manifestations\",\"colLabels\":[\"d100\",\"Manifestation\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–20\",\"Your creation has a smell that is pleasing to you, even if there is no source for it.\"],[\"21–30\",\"You can spend 1 minute to dispel any lightly obscuring conditions within 120 feet in your creation.\"],[\"31–40\",\"Within your creation, you can cast create food and water once per day without using a spell slot.\"],[\"41–50\",\"You can understand any language spoken within 30 feet of you while within your creation.\"],[\"51–60\",\"Beasts find your creation appealing or off-putting (you decide).\"],[\"61–70\",\"When your creation is made, you decide what weather is possible within it.\"],[\"71–80\",\"You cannot be charmed or frightened while within your creation.\"],[\"81–90\",\"All structures in your creation have +2 AC.\"],[\"91–00\",\"You have advantage on your passive Perception score within your creation.\"]]},{\"name\":\"Damage Types\",\"source\":\"PHB\",\"page\":196,\"srd\":true,\"basicRules\":true,\"colStyles\":[\"col-2 bold\",\"col-10\"],\"rows\":[[\"Acid\",\"The corrosive spray of a black dragon's breath and the dissolving enzymes secreted by a black pudding deal acid damage.\"],[\"Bludgeoning\",\"Blunt force attacks—hammers, falling, constriction, and the like—deal bludgeoning damage.\"],[\"Cold\",\"The infernal chill radiating from an ice devil's spear and the frigid blast of a white dragon's breath deal cold damage.\"],[\"Fire\",\"Red dragons breathe fire, and many spells conjure flames to deal fire damage.\"],[\"Force\",\"Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including magic missile and spiritual weapon.\"],[\"Lightning\",\"A lightning bolt spell and a blue dragon's breath deal lightning damage.\"],[\"Necrotic\",\"Necrotic damage, dealt by certain undead and some spells, withers matter and even the soul.\"],[\"Piercing\",\"Puncturing and impaling attacks, including spears and monsters' bites, deal piercing damage.\"],[\"Poison\",\"Venomous stings and the toxic gas of a green dragon's breath deal poison damage.\"],[\"Psychic\",\"Mental abilities such as a mind flayer's psionic blast deal psychic damage.\"],[\"Radiant\",\"Radiant damage, dealt by a cleric's flame strike spell or an angel's smiting weapon, sears the flesh like fire and overloads the spirit with power.\"],[\"Slashing\",\"Swords, axes, and monsters' claws deal slashing damage.\"],[\"Thunder\",\"A concussive burst of sound, such as the effect of the thunderwave spell, deals thunder damage.\"]]},{\"name\":\"Derro Madness\",\"source\":\"MTF\",\"page\":159,\"caption\":\"Derro Madness\",\"colLabels\":[\"d20\",\"Oddity\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Never bathes or changes clothes\"],[\"2\",\"Frets with hair or mustache\"],[\"3\",\"Speaks to someone who isn't there\"],[\"4\",\"Walks backward whenever possible\"],[\"5\",\"Never looks others in the eye\"],[\"6\",\"Gnashes teeth after each sentence\"],[\"7\",\"Spits out half of each mouthful of food and drink\"],[\"8\",\"Insults everyone when first addressing them\"],[\"9\",\"Touches whomever he or she speaks to\"],[\"10\",\"Sees the spirits of the dead leaving their bodies\"],[\"11\",\"Faints when first subjected to bright light\"],[\"12\",\"Frequently licks their palms\"],[\"13\",\"Hears voices\"],[\"14\",\"Terrified of writing\"],[\"15\",\"Tastes objects\"],[\"16\",\"Stands too close to others\"],[\"17\",\"Breathes loudly\"],[\"18\",\"Drools constantly\"],[\"19\",\"Mumbles when speaking\"],[\"20\",\"Hops from place to place\"]]},{\"name\":\"Detrimental Manifestations\",\"source\":\"AitFR-AVT\",\"page\":12,\"otherSources\":[{\"source\":\"AitFR-DN\",\"page\":15},{\"source\":\"AitFR-FCD\",\"page\":15}],\"caption\":\"Detrimental Manifestations\",\"colLabels\":[\"d100\",\"Manifestation\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–20\",\"Your creation has an unpleasant smell, even if there is no source for it.\"],[\"21–30\",\"Your creation is prone to haze, fog, and other lightly obscured conditions.\"],[\"31–40\",\"Your creation has uncommonly long days or nights (DM decides).\"],[\"41–50\",\"Structures in your creation only have arrow loops instead of windows.\"],[\"51–60\",\"Beasts either infest or avoid your creation (DM decides).\"],[\"61–70\",\"Strange weather patterns occur in your creation (DM decides what and when).\"],[\"71–80\",\"All DCs to detect or track creatures in your creation increase by 2.\"],[\"81–90\",\"All structures in your creation have −2 AC.\"],[\"91–00\",\"You have disadvantage on your passive Perception score within your creation.\"]]},{\"name\":\"Harrowing Return\",\"source\":\"TDCSR\",\"page\":214,\"colLabels\":[\"d10\",\"Consequence\"],\"colStyles\":[\"col-1 text-center\",\"col-11\"],\"rows\":[[\"1\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Call of the Grave\",\"page\":214,\"entries\":[\"An angel of death is obsessed with your fleeting spirit, and wants you back. When you roll initiative at the start of combat, make a death {@quickref saving throws|PHB|2|1|saving throw}. On a failed save, the GM chooses an undead creature with a CR equal to your level or lower. It appears at a point 120 feet away from you and joins the combat against you. The creature knows where you are at all times and pursues you unerringly. It vanishes when reduced to 0 hit points, when you die, or after 10 minutes.\"]}]}],[\"2\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Memories from the Beyond\",\"page\":214,\"entries\":[\"The memory of death lingers. At the end of each {@quickref resting|PHB|2|0|long rest}, describe how your character has tried to forget what dying felt like, then make a Wisdom {@quickref saving throws|PHB|2|1|saving throw} with a DC set by the GM based on your answer. On a failed save, you gain one level of {@condition exhaustion} that lasts until you are subject to {@spell greater restoration} or similar magic, or until you spend 30 days in focused downtime to make peace with your memories.\"]}]}],[\"3\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Obscure Purpose\",\"page\":214,\"entries\":[\"A greater power allowed you to come back for a reason. This might be a god such as the {@deity The Matron of Ravens|Exandria|TDCSR|Matron of Ravens} that you can now commune with, or an obscure supernatural being. This consequence might be an opportunity to become a {@class cleric} or {@class paladin} of this god, or to take levels in the {@class warlock} class. Alternatively, if you choose not to swear a covenant with this entity, or if you disobey their requests, roll again on this table. You suffer the new consequences until you adhere to the purpose of this entity or find a way to rid yourself of their attention.\"]}]}],[\"4\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Persistent Wounds\",\"page\":214,\"entries\":[\"Whenever you fail a death {@quickref saving throws|PHB|2|1|saving throw}, your hit point maximum is reduced by {@dice 2d10} until you finish a {@quickref resting|PHB|2|0|long rest}. If your hit point maximum is reduced to 0 in this way, you die.\"]}]}],[\"5\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Secret Face\",\"page\":214,\"entries\":[\"You are no longer you, but a chaotic evil shapechanger who has taken your place. You play this duplicate and use your original game statistics until the duplicate is killed or until this consequence is otherwise overcome. The GM determines where your soul is actually being held captive—possibly in the afterlife for which you were intended, or in your double's malign realm.\"]}]}],[\"6\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Hunger for Death\",\"page\":214,\"entries\":[\"Once per day, you or the GM must decide that you use the following reaction: When you see a creature you perceive as hostile or potentially hostile and your distance to that creature is equal to or less than your speed, you immediately and aggressively move your speed toward that creature, then make one melee attack against it. You have {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on the attack roll if your attack is unexpected.\"]}]}],[\"7\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Opaque Thoughts\",\"page\":214,\"entries\":[\"You obsessively recall the sensation of life tearing you from the jaws of death. These ever-present memories fill your mind, making you immune to any effect that would sense your emotions or read your thoughts. Likewise, other creatures have {@quickref Advantage and Disadvantage|PHB|2|0|disadvantage} on Wisdom ({@skill Insight}) checks made to ascertain your intentions.\"]}]}],[\"8\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Unearthly Awareness\",\"page\":214,\"entries\":[\"Your ordeal left a mark upon your soul, which now shudders in the presence of the undead. You know whenever an undead creature is within 30 feet of you, and you don't have {@quickref Advantage and Disadvantage|PHB|2|0|disadvantage} on attacks against {@condition invisible} undead within this range. This constant awareness is distracting, however, and you have {@quickref Advantage and Disadvantage|PHB|2|0|disadvantage} on Intelligence ({@skill Investigation}) and Wisdom ({@skill Perception}) checks while any undead creature is within 30 feet of you.\"]}]}],[\"9\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Bond of Vengance\",\"page\":214,\"entries\":[\"You have returned as a revenant, bearing an unquenchable spark of hatred for the creature that killed you. As an action, you can focus on this spark to immediately learn the distance and direction to any creature that has killed you. If that creature is on a different plane, you learn only that information. If a creature that killed you dies, you immediately know. If you are within 120 feet of a creature that killed you, you have {@quickref Advantage and Disadvantage|PHB|2|0|disadvantage} on attack rolls against any other creature.\"]}]}],[\"10\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Never Again\",\"page\":214,\"entries\":[\"You don't fall unconscious when reduced to 0 hit points. Instead, you remain conscious until you end your turn without having attacked a creature or cast a spell of 1st level or higher. While you have 0 hit points, you have {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on attack rolls, your attacks deal an extra {@damage 1d10} damage on a hit, and attack rolls made against you have {@quickref Advantage and Disadvantage|PHB|2|0|disadvantage}. You make death {@quickref saving throws|PHB|2|1} as normal, including suffering a failure when you take damage. Additionally, whenever you take damage while at 0 hit points, your hit point maximum is reduced by an amount equal to the damage until you finish a {@quickref resting|PHB|2|0|long rest}.\"]}]}]]},{\"name\":\"Major Adaptations\",\"source\":\"GGR\",\"page\":210,\"caption\":\"Major Adaptations\",\"colLabels\":[\"d8\",\"Major Adaptation\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Acidic Skin. Any creature that touches the krasis or hits it with a melee attack while within 5 feet of it takes 2 (1d4) acid damage (category 1), 4 (1d8) acid damage (category 2), or 6 (1d12) acid damage (category 3).\"],[\"2\",\"Armored Hide. The krasis has better natural armor afforded by a shell or thick scales, increasing its Armor Class by 4.\"],[\"3\",\"Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving throws against spells and other magical effects.\"],[\"4\",\"Flight. The krasis has wings and gains a flying speed equal to its walking speed.\"],[\"5\",\"Grabber. When the krasis hits a creature with its claws, the target is {@condition grappled} (escape DC 13 for category 1, DC 15 for category 2, and DC 19 for category 3) by a specialized grasping appendage on the krasis. It can have only one creature {@condition grappled} in this way at a time.\"],[\"6\",\"Hypnotic Display {@recharge 5}. As an action, the krasis creates mesmerizing colors and shapes around itself. Each creature within 15 feet of it that can see it must succeed on a Wisdom saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category 3) or be {@condition stunned} for 1 minute. The {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this effect becomes immune to the Hypnotic Display of all krasis for 24 hours.\"],[\"7\",\"Venomous Sting. When the krasis hits a creature with its claws, the creature must succeed on a Constitution saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category 3) or be {@condition poisoned} for 1 minute. If the krasis is a category 2 or 3, the creature is {@condition paralyzed} while {@condition poisoned} in this way. The {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"],[\"8\",\"Regeneration. The krasis regains hit points (2 for a category 1, 5 for a category 2, and 10 for a category 3) at the start of each of its turns if it has at least 1 hit point.\"]]},{\"name\":\"Minor Adaptations\",\"source\":\"GGR\",\"page\":212,\"caption\":\"Minor Adaptations\",\"colLabels\":[\"d8\",\"Minor Adaptations\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Amorphous Structure. The krasis can move through a space as narrow as 1 inch wide without squeezing.\"],[\"2\",\"Aquatic. The krasis gains a swimming speed equal to its walking speed.\"],[\"3\",\"Climbing Speed. The krasis gains a climbing speed equal to its walking speed.\"],[\"4\",\"Cryptic Skin. The krasis can change color to match its surroundings. It has advantage on Dexterity ({@skill Stealth}) checks made to hide.\"],[\"5\",\"Heightened Awareness. The krasis can't be {@status surprised}, as a result of having sensitive barbels like a catfish, stereoscopic vision like a chameleon, a tongue like a snake, eye stalks like a lobster, or an array of several eyes.\"],[\"6\",\"Ink Cloud (Recharges after a Short or Long Rest). While underwater, the krasis can use a bonus action to expel a cloud of ink and then move up to its speed. The ink cloud is stationary and fills a 20-foot-radius sphere centered on a point in the krasis's space before it moves. The sphere is heavily obscured until the ink disperses after 1 minute. A strong current also disperses the ink cloud.\"],[\"7\",\"Leaping Legs. With or without a running start, the krasis's long jump is 20 feet (category 1), 30 feet (category 2), or 40 feet (category 3). Its high jump is 10 feet (category 1), 20 feet (category 2), or 30 feet (category 3).\"],[\"8\",\"Stabilizing Legs. The krasis has several crablike legs. As a result, it has advantage on Strength and Dexterity saving throws made against effects that would knock it {@condition prone}.\"]]},{\"name\":\"Whirlpools; Whirlpool Rank\",\"source\":\"GoS\",\"page\":206,\"caption\":\"Whirlpool Rank\",\"colLabels\":[\"Rank\",\"Diameter\",\"Velocity\",\"DC\"],\"colStyles\":[\"text-center col-2-1\",\"col-3-3\",\"col-3-3\",\"col-3-3 text-center\"],\"rows\":[[\"1\",\"22 ({@dice 4d10}) ft.\",\"5 ft.\",\"5\"],[\"2\",\"55 ({@dice 10d10}) ft.\",\"15 ft.\",\"10\"],[\"3\",\"110 ({@dice 20d10}) ft.\",\"25 ft.\",\"15\"],[\"4\",\"165 ({@dice 30d10}) ft.\",\"35 ft.\",\"20\"]]},{\"name\":\"Who Created It or Was Intended to Use It?\",\"source\":\"PSX\",\"page\":26,\"caption\":\"Who Created It or Was Intended to Use It?\",\"colLabels\":[\"d12\",\"Origin or Intended User\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1–2\",\"{@bold Sun Empire}. The item was created during the heyday of the Sun Empire, most likely during the time that the Immortal Sun was housed in the imperial capital of Orazca. It might be tied to a former emperor or an emperor's champion. It might be decorated with imagery of the Immortal Sun, as well as geometric patterns, feather designs, or dinosaur shapes. It might be made of silver or incorporate amber.\"],[\"3\",\"{@bold Dinosaur}. This item is made from scales, teeth, talons, or feathers shed by a dinosaur.\"],[\"4–5\",\"{@bold River Heralds}. The item is probably crafted from jade or polished wood. It might include designs resembling knots or braids. If fabric, it appears to be knotted or braided out of long strips. Weapons often have a wave-like curve to their design. The item could have an elemental spirit bound into it.\"],[\"6–7\",\"{@bold Brazen Coalition}. The item was devised by the crafty inventors of the Brazen Coalition. It might incorporate designs like ship fittings or knotted rope into its construction, or it could feature polished wood, carefully focused lenses, or fabric that billows like sails.\"],[\"8–9\",\"{@bold Legion of Dusk}. The item might be fashioned of bone, gold, or ancient-looking black wood. It might have a two-pronged motif or incorporate the rose-like symbol of the Legion.\"],[\"10\",\"{@bold Coatl}. The item is half the weight of other items of its kind, and is inscribed with feathered wings, serpents, suns, and other symbols of good. Demons find the item's presence repulsive.\"],[\"11\",\"{@bold Demonic}. The item is made of black iron or horn inscribed with runes, and any cloth or leather components are crafted from the hide of demons. It might incorporate the feathers, claws, or beaks of harpies. It is warm to the touch and features leering faces or vile runes engraved on its surface. Coatls find the item's presence repulsive.\"],[\"12\",\"{@bold Dryad}. The item is exquisitely crafted from wood, leaves, or vines. It is adorned with symbols of nature: leaves, vines, stars, and the like. It glows with a pale radiance in moonlight, shedding dim light in a 5-foot radius.\"]]}]}"); JSON_DATA[`data/trapshazards.json`] = JSON.parse("{\"trap\":[{\"name\":\"Balance and Ruin\",\"source\":\"BMT\",\"page\":29,\"trapHazType\":\"MECH\",\"rating\":[{\"tier\":2,\"threat\":\"deadly\"}],\"entries\":[{\"type\":\"inset\",\"entries\":[\"A narrow wooden beam spans the length of this hundred-foot-long, fifty-foot-wide chamber. The beam crosses a twenty-five-foot-deep pit filled with slowly turning, bloodstained gears. The chamber's side walls, each 25 feet from the balance beam, are made of smooth metal sheeting.\"]},\"The most obvious way to cross the room is to walk along the beam. But there's a hidden danger: a pressure plate beneath the beam's closest end causes the metal walls to emit a strong magnetic field.\",{\"type\":\"entries\",\"name\":\"Fulcrum\",\"entries\":[\"Stone pillars set at regular intervals appear to hold up the beam. But the pillar beneath the beam's center is a fulcrum (like the center of a seesaw), which gives the beam a nearly indiscernible tilt. A creature that examines the beam and succeeds on a DC 15 Intelligence ({@skill Investigation}) check notices the tilt. When the characters enter the room, the beam's weight rests on the far end. When any amount of weight is placed on the stretch of beam between the characters and the fulcrum, unless a counterweight is placed on the opposite side, the end of the beam sinks a few inches and presses on a hidden pressure plate. If all the weight is removed from the beam at once, the beam remains in whatever position it was last in.\"]},{\"type\":\"entries\",\"name\":\"Balance Beam\",\"entries\":[\"The balance beam is {@book difficult terrain|PHB|8|Difficult Terrain}. A creature that ends its turn on the beam or that is on the beam when it tilts must make a DC 12 Dexterity saving throw to keep its balance. If the walls are magnetized (see below) and the creature is wearing metal armor or holding metal equipment, the creature has disadvantage on this save. A creature that fails the save by 4 or less slips, landing on the beam, and has the {@condition prone} condition. A creature that fails this save by 5 or more falls into the gear pit (see \\\"Gear Pit\\\" below).\"]},{\"type\":\"entries\",\"name\":\"Magnetic Walls\",\"entries\":[\"When the balance beam's weight is on the pressure plate, the metal walls emit a magnetic field. Any creature wearing metal armor or holding metal equipment who isn't on the beam is pulled to the nearest metal wall and sticks to it, taking 11 ({@dice 2d10}) bludgeoning damage. Any creature stuck to the wall has the {@condition restrained} condition until the magnetic field deactivates. Removing pressure from the plate—such as by putting more weight on the opposite end of the beam—deactivates the magnetic field. If the whole party has access to flight, you can make the trap suitably challenging by removing the pressure plate and having the magnetic field toggle on or off in 1-minute intervals or whenever a creature ends its turn on a different side of the pit from where it started. A character wearing metal armor or holding metal equipment who flies across the hall while the walls are magnetized is pulled to the wall and stuck to it.\"]},{\"type\":\"entries\",\"name\":\"Gear Pit\",\"entries\":[\"Whenever a creature falls into the pit or ends its turn there, that creature must succeed on a DC 17 Dexterity saving throw or take 55 ({@dice 10d10}) bludgeoning damage and have the {@condition prone} condition. A creature that is {@condition prone} on the gears can't use movement to stand up without first using an action and a Tiny object to jam the gears below it. Those gears remain jammed until the end of the character's turn, whereupon the Tiny object tumbles loose, falls through the gears, and is lost.\"]}],\"hasFluffImages\":true},{\"name\":\"Bear Trap\",\"source\":\"XGE\",\"page\":113,\"trapHazType\":\"SMPL\",\"rating\":[{\"tier\":1,\"threat\":\"dangerous\"}],\"effect\":[\"{@atk mw} {@hit 8} to hit, triggering creature. Hit: 5 ({@dice 1d10}) piercing damage. This attack can't gain advantage or disadvantage. A creature hit by the trap has its speed reduced to 0. It can't move until it breaks free of the trap, which requires a successful DC 15 Strength check by the creature or another creature adjacent to the trap.\"],\"trigger\":[\"A creature that steps on the bear trap triggers it.\"],\"countermeasures\":[\"A successful DC 10 Wisdom ({@skill Perception}) check reveals the trap. A successful DC 10 Dexterity check using {@item thieves' tools|phb} disables it.\"],\"entries\":[\"A bear trap resembles a set of iron jaws that springs shut when stepped on, clamping down on a creature's leg. The trap is spiked in the ground, leaving the victim immobilized.\"]},{\"name\":\"Collapsing Roof\",\"source\":\"DMG\",\"page\":122,\"srd\":true,\"reprintedAs\":[\"Collapsing Roof|XDMG\"],\"trapHazType\":\"MECH\",\"entries\":[\"This trap uses a trip wire to collapse the supports keeping an unstable section of a ceiling in place.\",\"The trip wire is 3 inches off the ground and stretches between two support beams. The DC to spot the trip wire is 10. A successful DC 15 Dexterity check using {@item thieves' tools|phb} disables the trip wire harmlessly. A character without {@item thieves' tools|phb} can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.\",\"Anyone who inspects the beams can easily determine that they are merely wedged in place. As an action, a character can knock over a beam, causing the trap to trigger.\",\"The ceiling above the trip wire is in bad repair, and anyone who can see it can tell that it's in danger of collapse.\",\"When the trap is triggered, the unstable ceiling collapses. Any creature in the area beneath the unstable section must succeed on a DC 15 Dexterity saving throw, taking 22 ({@dice 4d10}) bludgeoning damage on a failed save, or half as much damage on a successful one. Once the trap is triggered, the floor of the area is filled with rubble and becomes {@quickref difficult terrain||3}.\"]},{\"name\":\"Collapsing Roof\",\"source\":\"XDMG\",\"page\":100,\"trapHazType\":\"TRP\",\"rating\":[{\"tier\":1,\"threat\":\"deadly\"}],\"trigger\":[\"A creature crosses a trip wire\"],\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"This trap uses a trip wire to collapse an unstable section of ceiling. The trip wire is 3 inches off the ground and stretches between two weak supports that topple when the trip wire is pulled.\",\"The first creature that crosses the trip wire causes the supports to topple and the unstable section of ceiling to collapse. Each creature beneath the unstable section of ceiling must succeed on a DC 13 Dexterity saving throw, taking 11 ({@dice 2d10}) Bludgeoning damage on a failed save or half as much damage on a successful one. Rubble from the collapse turns the trapped area into {@variantrule Difficult Terrain|XPHB}.\",{\"type\":\"entries\",\"name\":\"Detect and Disarm\",\"entries\":[\"As a {@action Search|XPHB} action, a creature can examine the trapped area and make a DC 11 Wisdom ({@skill Perception|XPHB}) check, detecting the trip wire and the unstable section of ceiling on a successful check. Once detected, the trip wire can be easily cut or avoided (no ability check required).\"]},{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"You can scale the trap for higher levels by increasing the damage and the save DC, as shown in the following table.\",{\"type\":\"table\",\"colLabels\":[\"Levels\",\"Bludgeoning Damage\",\"Save DC\"],\"colStyles\":[\"col-2 text-center\",\"col-5 text-center\",\"col-5 text-center\"],\"rows\":[[\"5–10\",\"22 ({@dice 4d10})\",\"15\"],[\"11–16\",\"55 ({@dice 10d10})\",\"17\"],[\"17–20\",\"99 ({@dice 18d10})\",\"19\"]]}]}]},{\"name\":\"Crossbow Trap\",\"source\":\"XGE\",\"page\":113,\"trapHazType\":\"SMPL\",\"rating\":[{\"tier\":1,\"threat\":\"dangerous\"}],\"effect\":[\"The trap makes two attacks against the triggering creature. {@atk rw} {@hit 8} to hit, two attacks; Hit: 5 ({@dice 1d10}) piercing damage on a hit. This attack can't gain advantage or disadvantage.\"],\"trigger\":[\"A creature that walks through the trip wire triggers the trap.\"],\"countermeasures\":[\"A successful DC 15 Wisdom ({@skill Perception}) check reveals the trip wire. A successful DC 15 Dexterity check using {@item thieves' tools|phb} disables the trip wire, and a check with a total of 5 or lower triggers the trap.\"],\"entries\":[\"The crossbow trap is a favorite of kobolds and other creatures that rely on traps to defend their lairs. It consists of a trip wire strung across a hallway and connected to a pair of hidden heavy crossbows. The crossbows are aimed to fire down the hallway at anyone who disturbs the trip wire.\"]},{\"name\":\"Death Fog Trap\",\"source\":\"RtG\",\"page\":19,\"trapHazType\":\"SMPL\",\"rating\":[{\"tier\":2,\"threat\":\"dangerous\"}],\"effect\":[\"The doors slam shut and lock as a poisonous cloud (treat as a {@dc 15} {@spell cloudkill} spell) fills the room.\"],\"trigger\":[\"The burial niches are disturbed by thieves or desecrators.\"],\"countermeasures\":[\"A successful DC 15 Wisdom ({@skill Perception}) check notes arcane runes on the back of the doors and in the burial niches. A successful DC 15 Intelligence ({@skill Arcana}) check realizes that they are tied to a conjuration ward. The runes can be destroyed with dispel magic (DC 15 or cast at 5th level), which disperses the cloud.\"],\"entries\":[\"The bones of the dead are warded to eliminate any thieves.\"]},{\"name\":\"Falling Net\",\"source\":\"DMG\",\"page\":122,\"srd\":true,\"reprintedAs\":[\"Falling Net|XDMG\"],\"trapHazType\":\"MECH\",\"entries\":[\"This trap uses a trip wire to release a net suspended from the ceiling.\",\"The trip wire is 3 inches off the ground and stretches between two columns or trees. The net is hidden by cobwebs or foliage. The DC to spot the trip wire and net is 10. A successful DC 15 Dexterity check using thieves' tools breaks the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.\",\"When the trap is triggered, the net is released, covering a 10-foot-square area. Those in the area are trapped under the net and {@condition restrained}, and those that fail a DC 10 Strength saving throw are also knocked {@condition prone}.\",\"A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. The net has AC 10 and 20 hit points.\",\"Dealing 5 slashing damage to the net (AC 10) destroys a 5-foot-square section of it, freeing any creature trapped in that section.\"]},{\"name\":\"Falling Net\",\"source\":\"XDMG\",\"page\":100,\"trapHazType\":\"TRP\",\"rating\":[{\"tier\":1,\"threat\":\"nuisance\"}],\"trigger\":[\"A creature crosses a trip wire\"],\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"A falling net trap uses a trip wire to release a weighted, 10-foot-square {@item Net|XPHB} suspended from the ceiling. The trip wire is 3 inches off the ground and stretches between two columns or trees.\",\"The first creature that crosses the trip wire causes the Net to fall on it. The target must succeed on a DC 10 Dexterity saving throw or have the {@condition Restrained|XPHB} condition until it escapes. The target succeeds automatically if it's Huge or larger. A creature can take an action to make a DC 10 Strength ({@skill Athletics|XPHB}) check, freeing itself or another creature within its reach from the Net on a successful check.\",{\"type\":\"entries\",\"name\":\"Detect and Disarm\",\"entries\":[\"As a {@action Search|XPHB} action, a creature can examine the trapped area and make a DC 11 Wisdom ({@skill Perception|XPHB}) check, detecting the trip wire and the suspended Net on a successful check. Once detected, the trip wire can be easily cut or avoided (no ability check required).\"]},{\"type\":\"entries\",\"name\":\"Destroy the Net\",\"entries\":[\"Reducing the Net to 0 Hit Points frees any creature trapped in it (see the {@book Player's Handbook|XPHB} for the {@item Net|XPHB|Net's} statistics).\"]},{\"type\":\"entries\",\"name\":\"Set the Trap\",\"entries\":[\"A creature that has {@item Thieves' Tools|XPHB} and all the trap's components (including a Net) can try to set a falling net trap, doing so with a successful DC 13 Dexterity ({@skill Sleight of Hand|XPHB}) check. Each attempt to set this trap takes 10 minutes.\"]},{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"You can scale the trap for higher levels by increasing the weight of the Net, which increases the save DC and the DC of the Strength ({@skill Athletics|XPHB}) check as follows: DC 12 at levels 5–10, DC 14 at levels 11–16, or DC 16 at levels 17–20.\"]}]},{\"name\":\"Falling Portcullis\",\"source\":\"XGE\",\"page\":113,\"trapHazType\":\"SMPL\",\"rating\":[{\"tier\":1,\"threat\":\"moderate\"}],\"effect\":[\"An iron portcullis drops from the ceiling, blocking an exit or a passageway.\"],\"trigger\":[\"A creature that steps on the pressure plate triggers the trap.\"],\"countermeasures\":[\"A successful DC 20 Wisdom ({@skill Perception}) check reveals the pressure plate. A successful DC 20 Dexterity check using {@item thieves' tools|phb} disables it, and a check with a total of 5 or lower triggers the trap.\"],\"entries\":[\"Some folk who build dungeons, such as mad wizards in search of new victims, have no intention of allowing their visitors to make an easy escape. A falling portcullis trap can be especially devious if it causes a portcullis to drop some distance away from the pressure plate that activates the trap. Although the trap is deep in the dungeon, the portcullis closes off the dungeon entrance, which is hundreds of feet away, meaning that adventurers don't know they are trapped until they decide to head for the exit.\"]},{\"name\":\"Fiery Blast Trap\",\"source\":\"XGE\",\"page\":113,\"trapHazType\":\"SMPL\",\"rating\":[{\"tier\":2,\"threat\":\"dangerous\"}],\"effect\":[\"A 15-foot cube of fire erupts, covering the pressure plate and the area around it. Each creature in the area must make a DC 15 Dexterity saving throw, taking 24 ({@dice 7d6}) fire damage on a failed save, or half as much damage on a successful one.\"],\"trigger\":[\"The temple of Pyremius, a god of fire, is threatened by thieves who seek to steal the fire opals displayed there by the priests in tribute to their god. A mosaic on the floor of the entryway to the inner sanctum delivers a fiery rebuke to intruders.\"],\"countermeasures\":[\"A successful DC 15 Wisdom ({@skill Perception}) check reveals the presence of ash and faint burn marks in the area affected by this trap. A successful DC 15 Intelligence ({@skill Religion}) check enables a creature to destroy the trap by defacing a key rune on the perimeter of the mosaic that is within reach; failing this check causes the trap to activate. A successful {@spell dispel magic} (DC 15) cast on the runes destroys the trap.\"],\"entries\":[\"Anyone who steps on the mosaic causes fire to erupt from it. Those who openly wear holy symbols of Pyremius don't trigger this trap.\"]},{\"name\":\"Fire-Breathing Statue\",\"source\":\"DMG\",\"page\":122,\"srd\":true,\"reprintedAs\":[\"Fire-Casting Statue|XDMG\"],\"trapHazType\":\"MAG\",\"entries\":[\"This trap is activated when an intruder steps on a hidden pressure plate, releasing a magical gout of flame from a nearby statue. The statue can be of anything, including a dragon or a wizard casting a spell.\",\"The DC is 15 to spot the pressure plate, as well as faint scorch marks on the floor and walls. A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of evocation magic around the statue.\",\"The trap activates when more than 20 pounds of weight is placed on the pressure plate, causing the statue to release a 30-foot cone of fire. Each creature in the fire must make a DC 13 Dexterity saving throw, taking 22 ({@dice 4d10}) fire damage on a failed save, or half as much damage on a successful one.\",\"Wedging an iron spike or other object under the pressure plate prevents the trap from activating. A successful {@spell dispel magic} (DC 13) cast on the statue destroys the trap.\"]},{\"name\":\"Fire-Casting Statue\",\"source\":\"XDMG\",\"page\":102,\"trapHazType\":\"TRP\",\"rating\":[{\"tier\":1,\"threat\":\"deadly\"}],\"trigger\":[\"A creature moves onto a pressure plate\"],\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"When a creature moves onto this trap's pressure plate for the first time on a turn or starts its turn there, a nearby statue exhales a 15-foot {@variantrule Cone [Area of Effect]|XPHB|Cone} of magical flame. The statue can look like anything, such as a dragon or a wizard. Each creature in the Cone must succeed on a DC 15 Dexterity saving throw, taking 11 ({@dice 2d10}) Fire damage on a failed save or half as much damage on a successful one.\",{\"type\":\"entries\",\"name\":\"Detect and Disarm\",\"entries\":[\"A {@spell Detect Magic|XPHB} spell reveals an aura of Evocation magic around the statue. As a {@action Search|XPHB} action, a creature within 5 feet of the statue can examine it and make a DC 10 Wisdom ({@skill Perception|XPHB}) check, detecting a tiny glyph on the statue on a successful check. Once the glyph is found, a character can take a {@action Study|XPHB} action to examine it and make a DC 15 Intelligence ({@skill Arcana|XPHB}) check, ascertaining that the glyph means \\\"fire\\\" on a successful check. As an action, a character can use a sharp tool to deface the glyph, which disarms the trap.\",\"As a {@action Search|XPHB} action, a creature can examine the section of floor that forms the pressure plate and make a DC 15 Wisdom ({@skill Perception|XPHB}) check, detecting the pressure plate on a successful check. Wedging an {@item Iron Spikes|XPHB|Iron Spike} or similar object under the pressure plate prevents the trap from triggering.\"]},{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"You can scale the trap for higher levels by increasing the damage and the area of effect, as shown in the following table.\",{\"type\":\"table\",\"colLabels\":[\"Levels\",\"Fire Damage\",\"Area of Effect\"],\"colStyles\":[\"col-2 text-center\",\"col-5 text-center\",\"col-5 text-center\"],\"rows\":[[\"5–10\",\"22 ({@dice 4d10})\",\"30-foot Cone\"],[\"11–16\",\"55 ({@dice 10d10})\",\"60-foot Cone\"],[\"17–20\",\"99 ({@dice 18d10})\",\"120-foot Cone\"]]}]}]},{\"name\":\"Hidden Pit\",\"source\":\"XDMG\",\"page\":102,\"trapHazType\":\"TRP\",\"rating\":[{\"tier\":1,\"threat\":\"nuisance\"}],\"trigger\":[\"A creature moves onto the pit's lid\"],\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"This 10-foot-deep pit has a hinged lid constructed from material identical to the surrounding floor. When a creature moves onto the lid, it swings open like a trapdoor, causing the creature to fall into the pit. The lid remains open thereafter.\",\"A creature that falls into the pit takes 3 ({@dice 1d6}) Bludgeoning damage from the fall.\",{\"type\":\"entries\",\"name\":\"Detect and Disarm\",\"entries\":[\"As a {@action Study|XPHB} action, a creature can examine the section of floor that forms the pit's lid and make a DC 15 Intelligence ({@skill Investigation|XPHB}) check, detecting the pit on a successful check. Once the pit is detected, an Iron Spike or a similar object can be wedged between the pit's lid and the surrounding floor to prevent the lid from opening, thereby making it safe to cross. The cover can also be held shut using {@spell Arcane Lock|XPHB} or similar magic.\"]},{\"type\":\"entries\",\"name\":\"Escape\",\"entries\":[\"A creature needs a Climb Speed, climbing gear, or magic such as {@spell Spider Climb|XPHB} to scale the pit's smooth walls. (You can make the pit easier to escape by adding cracks in the walls big enough to serve as handholds and footholds.)\"]},{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"You can scale the trap for higher levels by increasing the pit's depth and damage, as shown in the following table.\",{\"type\":\"table\",\"colLabels\":[\"Levels\",\"Pit Depth\",\"Bludgeoning Damage\"],\"colStyles\":[\"col-2 text-center\",\"col-5 text-center\",\"col-5 text-center\"],\"rows\":[[\"5–10\",\"30 feet\",\"10 ({@dice 3d6})\"],[\"11–16\",\"60 feet\",\"21 ({@dice 6d6})\"],[\"17–20\",\"120 feet\",\"42 ({@dice 12d6})\"]]}]}]},{\"name\":\"Malfunctioning Phase Transference Emitter\",\"source\":\"AZfyT\",\"page\":9,\"trapHazType\":\"CMPX\",\"rating\":[{\"tier\":1,\"threat\":\"dangerous\"}],\"trigger\":[\"The trap has already been sprung once the power switch was thrown.\"],\"initiative\":3,\"eActive\":[\"The Phase Transference Emitter is overloading. Both the emitter's ray and the coil matrix are dangerous. The emitter's housing is extremely hot from the massive influx of electricity.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Phase Beam (Initiative 20)\",\"entry\":\"The phase beam shoots at a random creature within the room. The beam has a {@hit +5} bonus to the attack roll. On a hit, the target and all its gear become both {@condition invisible} and incorporeal for one minute. The target's only method of movement is a fly speed of 10 feet. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through solid surfaces and liquids. The target can't fall and remains hovering in the air even when {@condition stunned} or otherwise {@condition incapacitated}. While affected by the phase beam, the target can't manipulate, physically attack, or interact with objects and creatures not affected by the phase beam. The target can still talk and cast spells.\"},{\"type\":\"item\",\"name\":\"Coil Discharge (Initiative 10)\",\"entry\":\"Arc bolts of electricity flash out of the matrix. Each creature within 30 feet of the power matrix must make a DC 11 Dexterity saving throw or take 10 ({@damage 3d6}) lightning damage.\"}]}],\"eDynamic\":[\"As time passes, the device becomes more erratic and eventually explodes.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Phase Beam Fires More Often\",\"entry\":\"Starting on its fourth turn, the phase beam attacks on initiative 10 as well as initiative 20.\"},{\"type\":\"item\",\"name\":\"Room Heats Up\",\"entry\":\"The heat from the emitter brings the room to unbearable temperatures. At the beginning of the trap's third turn, the room's temperature is noticeably hotter. At the beginning of the trap's sixth turn on initiative 20, all creatures must succeed on a DC 10 Constitution saving throw or gain one level of {@condition exhaustion}. Creatures wearing medium or heavy armor have disadvantage on the saving throw, and creatures with fire immunity or resistance do not need to make this saving throw. This saving throw is repeated at DC 13 at the beginning of the trap's ninth turn on initiative 20.\"},{\"type\":\"item\",\"name\":\"Explosion\",\"entry\":\"At the beginning of the trap's tenth turn, the entire system overloads and the power matrix explodes, dealing 35 ({@damage 10d6}) fire damage to everyone in the room, shorting out the power for the whole facility, and causing an Azorius response team to be sent out to find out what happened. The trap is destroyed, along with Delrim's prospects of ever graduating from Prism University.\"}]}],\"eConstant\":[\"The emitter and power coil matrix are both dangerous to be near.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Coil Discharge\",\"entry\":\"Any creature that ends its turn within 5 feet of the power matrix must make a DC 11 Dexterity saving throw or take 7 ({@damage 2d6}) lightning damage. Creatures wearing metal armor have disadvantage on the saving throw.\"},{\"type\":\"item\",\"name\":\"Emitter Heat\",\"entry\":\"The emitter is hot to the touch. Any creature touching the emitter takes 3 ({@damage 1d6}) fire damage.\"}]}],\"countermeasures\":[\"There are ways to thwart the trap's active elements and prevent the explosion from occurring.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Phase Beam\",\"entry\":\"Characters can anticipate the beam's firing sequence, lock the swivel, or sever the power cables connecting the emitter to the power matrix.\"},{\"type\":\"itemSub\",\"name\":\"Intelligence (Investigation), DC 15\",\"entry\":\"As an action, a creature that can see the emitter can attempt an Intelligence ({@skill Investigation}) check. A successful check means that the creature now can anticipate the emitter's firing sequence. Phase beam attacks that target that creature have disadvantage.\"},{\"type\":\"itemSub\",\"name\":\"Dexterity check using thieves' tools or Strength check, DC 15\",\"entry\":\"Creatures can attempt to lock the swivel on the emitter to keep the beam pointed at only one spot, thus making the beam easily avoidable. A successful check means the phase beam attack is considered disabled. Creatures that attempt this must touch the emitter, taking the emitter heat damage.\"},{\"type\":\"itemSub\",\"name\":\"Attack\",\"entry\":\"As an action, a creature can sever one of the ten power cables connected to the emitter. Each power cable has AC 5 and 3 hit points. For every two power cables severed (round down), the phase beam attack bonus is reduced by 1. Once the tenth power cable is severed, the emitter ceases to function and the phase beam attack as well as the emitter heat constant element are disabled.\"},{\"type\":\"item\",\"name\":\"Coil Discharge\",\"entry\":\"The coils can be shut down by dispelling or disabling the magic that amplifies their energy or by shutting off the power source.\"},{\"type\":\"itemSub\",\"name\":\"Intelligence (Arcana), DC 15\",\"entry\":\"The magic augmenting the power matrix can be disabled with three successful checks. Alternatively, it can be disabled with one successful casting of {@spell dispel magic} (DC 13) targeting the coils. If the coils are disabled, it disables the coil discharge elements as well as the explosion dynamic element. The emitter is still active, receiving some power from the matrix. Creatures that attempt this are subject to the coil discharge constant element if they end their turn next to the power matrix.\"},{\"type\":\"itemSub\",\"name\":\"Shut off the main power cable\",\"entry\":\"On the wall near the power matrix is a mizzium-reinforced metal casing that holds the main power breaker for the matrix. It can be spotted with a successful DC 10 Wisdom ({@skill Perception}) check if someone is looking for something else notable in the lab. This is securely locked, requiring two successful DC 20 Dexterity checks with {@item thieves' tools|phb}, two successful DC 16 Intelligence ({@skill Arcana}) checks, or 20 points of damage with a magic weapon to break open. Once opened, a switch can be thrown to shut down the matrix, disabling all elements of the trap.\"}]}],\"entries\":[\"The malfunctioning Phase Transference Emitter consists of two primary components. The power battery is a 10-foot circular matrix of conduction coils wired directly to a generator via a secure power cable. The coils have ten nodes that connect to a large eight-foot tall cylindrical steel emitter rigged on a swivel.\"]},{\"name\":\"Net Trap\",\"source\":\"XGE\",\"page\":113,\"trapHazType\":\"SMPL\",\"rating\":[{\"tier\":1,\"threat\":\"dangerous\"}],\"effect\":[\"A net covering a 10-foot-by-10-foot area centered on the trip wire falls to the floor as a bell rings. Any creature fully within this area must succeed on a DC 15 Dexterity saving throw or be {@condition restrained}. A creature can use its action to make a DC 10 Strength check to try to free itself or another creature in the net. Dealing 5 slashing damage to the net (AC 10, 20hp) also frees a creature without harming the creature.\"],\"trigger\":[\"A trip wire strung across a hallway is rigged to a large net. If the trip wire is broken, the net falls on intruders. An iron bell is also rigged to the trip wire. It rings when the trap activates, alerting nearby guards.\"],\"countermeasures\":[\"A successful DC 15 Wisdom ({@skill Perception}) check reveals the trip wire and the net. A successful DC 15 Dexterity check using {@item thieves' tools|phb} disables the trip wire without causing the net to drop or the bell to ring; failing the check causes the trap to activate.\"],\"entries\":[\"Goblins, with their propensity to enslave their enemies, prefer traps that leave intruders intact so the victims can be put to work in the mines or elsewhere.\"]},{\"name\":\"Path of Blades\",\"source\":\"XGE\",\"page\":118,\"trapHazType\":\"CMPX\",\"rating\":[{\"tier\":1,\"threat\":\"dangerous\"}],\"trigger\":[\"This trap activates as soon as a non-undead creature enters the hallway, and it remains active while any non-undead creature is within the hall.\"],\"initiative\":3,\"eActive\":[\"The Path of Blades includes a set of whirling blades along the first 80 feet of the trap, crushing pillars that slam down from the ceiling to the floor before rising back up to the ceiling in the next 50 feet, and a rune of fear in its final 30 feet.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Whirling Blades (Initiative 20)\",\"entry\":\"The blades attack each creature in the first 80 feet of the hallway, with a +5 bonus to the attack roll and dealing 11 ({@dice 2d10}) slashing damage on a hit.\"},{\"type\":\"item\",\"name\":\"Crushing Pillars (Initiative 10)\",\"entry\":\"Each creature in the 50-foot-long area beyond the first 80 feet of the hallway must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 11 ({@dice 2d10}) bludgeoning damage and is knocked {@condition prone}. On a successful save, the creature takes half as much damage and isn't knocked {@condition prone}.\"},{\"type\":\"item\",\"name\":\"Rune of Fear (Initiative 10)\",\"entry\":\"Each creature in the 30-foot-long area beyond the Crushing Pillars must make a DC 15 Wisdom saving throw. On a failed saving throw, the creature becomes {@condition frightened} by the rune, and it must immediately use its reaction to move its speed in the direction of the pillars. The {@condition frightened} creature can't move closer to the far end of the hallway until it uses its action to make a DC 15 Wisdom saving throw, which ends the {@condition frightened} condition on itself on a success.\"}]}],\"eDynamic\":[\"The blades and the rune become more dangerous the longer the trap remains active.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Blades Accelerate\",\"entry\":\"The blades move with increasing speed, slowing only when they hit a target. Each time the blades miss with an attack, their next attack becomes harder to avoid. After each miss, the blades' attack bonus increases by 2, and their damage increases by 3 ({@dice 1d6}). These benefits apply until the blades hit a target, after which the values return to normal.\"},{\"type\":\"item\",\"name\":\"Rune's Defense\",\"entry\":\"Tampering with the Rune of Fear increases the trap's power. Each successful check on an attempt to disable the rune increases the damage of the blades and the crushing pillars by 5 ({@dice 1d10}) and increases the rune's saving throw DC by 1.\"}]}],\"eConstant\":[\"The Whirling Blades and the Rune of Fear affect each creature that ends its turn in an area affected by these elements.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Whirling Blades\",\"entry\":\"Any creature that ends its turn in the blades' area is targeted by an attack: +5 attack bonus; 5 (1d10) slashing damage on a hit.\"},{\"type\":\"item\",\"name\":\"Rune of Fear\",\"entry\":\"Any creature that ends its turn within 30 feet of the far end of the corridor must make a saving throw against the Rune of Fear effect.\"}]}],\"countermeasures\":[\"Each of the trap's active elements can be thwarted by particular countermeasures.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Whirling Blades\",\"entry\":\"Characters can smash the blades, damage their components, or discern how to avoid them. The blades are disabled if their attack bonus is reduced to -8. Ways to reduce it are described below.\"},{\"type\":\"itemSub\",\"name\":\"Intelligence (Investigation), DC 15\",\"entry\":\"As an action, a creature that can see the blades can attempt an Intelligence ({@skill Investigation}) check. A successful check means that the character has learned how to anticipate the blades' movement, imposing disadvantage on the blades' attacks against the creature while it isn't {@condition incapacitated}.\"},{\"type\":\"itemSub\",\"name\":\"Attack\",\"entry\":\"A creature in the area can ready an attack to strike at one of the blades as it goes by. The blade gains advantage on its attack against the creature. The creature then attacks. Each blade has AC 15 and 15 hit points. Destroying a blade reduces the Whirling Blades attack bonus by 2.\"},{\"type\":\"itemSub\",\"name\":\"Dexterity check using thieves' tools, DC 15\",\"entry\":\"Creatures can use {@item thieves' tools|phb} in the area attacked by the blades to foil their mechanism. A successful check reduces the Whirling Blades attack bonus by 2.\"},{\"type\":\"item\",\"name\":\"Crushing Pillars\",\"entry\":\"The pillars are not susceptible to countermeasures.\"},{\"type\":\"item\",\"name\":\"Rune of Fear\",\"entry\":\"The rune can be disabled with three successful DC 15 Intelligence ({@skill Arcana}) checks. Each check requires an action. A creature must be at the end of the hallway to attempt the check, and only one creature can work on this task at once. Once a creature attempts a check for this purpose, no other character can do so until the end of that creature's next turn. Alternatively, the rune can be disabled with three successful castings of {@spell dispel magic} (DC 13) targeting the rune.\"}]}],\"entries\":[\"Hidden within a buried pyramid that marks the location of the Lost City of Cynidicea is the tomb of King Alexander and Queen Zenobia. The entrance to their tomb is a long hallway riddled with traps, accessible only by cunningly hidden secret doors. The hallway is 20 feet wide and 160 feet long. It is mostly clear. After 80 feet, the floor is broken and cracked, becoming {@quickref difficult terrain||3} until the 130-foot mark.\"]},{\"name\":\"Pit Trap\",\"source\":\"XGE\",\"page\":114,\"trapHazType\":\"SMPL\",\"rating\":[{\"tier\":1,\"threat\":\"moderate\"}],\"effect\":[\"The triggering creature must make a DC 10 Dexterity saving throw. On a successful save, the creature catches itself on the pit's edge or instinctively steps back. On a failed save, the creature falls into the pit and takes 3 ({@dice 1d6}) bludgeoning damage from the fall.\"],\"trigger\":[\"Anyone who steps on the canvas might fall into the pit.\"],\"countermeasures\":[\"A successful DC 10 Wisdom ({@skill Perception}) check reveals the presence of the canvas and the 1-foot-wide ledge around the edges of the pit where it is safe to travel.\"],\"entries\":[\"The simplest of pit traps consists of a 10-foot-deep hole in the floor, concealed by tattered canvas that's covered with leaves and dirt to look like solid ground. This type of trap is useful for blocking off the entrance to a monster lair, and usually has narrow ledges along its sides to allow for movement around it.\"]},{\"name\":\"Pits\",\"source\":\"DMG\",\"page\":122,\"srd\":true,\"reprintedAs\":[\"Hidden Pit|XDMG\",\"Spiked Pit|XDMG\"],\"trapHazType\":\"MECH\",\"entries\":[{\"type\":\"entries\",\"name\":\"Simple Pit\",\"entries\":[\"A simple pit trap is a hole dug in the ground. The hole is covered by a large cloth anchored on the pit's edge and camouflaged with dirt and debris.\",\"The DC to spot the pit is 10. Anyone stepping on the cloth falls through and pulls the cloth down into the pit, taking damage based on the pit's depth (usually 10 feet, but some pits are deeper).\"]},{\"type\":\"entries\",\"name\":\"Hidden Pit\",\"entries\":[\"A successful DC 15 Wisdom ({@skill Perception}) check discerns an absence of foot traffic over the section of floor that forms the pit's cover. A successful DC 15 Intelligence ({@skill Investigation}) check is necessary to confirm that the trapped section of floor is actually the cover of a pit.\",\"When a creature steps on the cover, it swings open like a trapdoor, causing the intruder to spill into the pit below. The pit is usually 10 or 20 feet deep but can be deeper.\",\"Once the pit trap is detected, an iron spike or similar object can be wedged between the pit's cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the {@spell arcane lock} spell or similar magic.\"]},{\"type\":\"entries\",\"name\":\"Locking Pit\",\"entries\":[\"This pit trap is identical to a hidden pit trap, with one key exception: the trap door that covers the pit is spring-loaded. After a creature falls into the pit, the cover snaps shut to trap its victim inside.\",\"A successful DC 20 Strength check is necessary to pry the cover open. The cover can also be smashed open (determine the cover's statistics using the guidelines in chapter 8). A character in the pit can also attempt to disable the spring mechanism from the inside with a DC 15 Dexterity check using thieves' tools, provided that the mechanism can be reached and the character can see.\",\"In some cases, a mechanism (usually hidden behind a secret door nearby) opens the pit.\"]},{\"type\":\"entries\",\"name\":\"Spiked Pit\",\"entries\":[\"This pit trap is a simple, hidden, or locking pit trap with sharpened wooden or iron spikes at the bottom. A creature falling into the pit takes 11 ({@dice 2d10}) piercing damage from the spikes, in addition to any falling damage. Even nastier versions have poison smeared on the spikes. In that case, anyone taking piercing damage from the spikes must also make a DC 13 Constitution saving throw, taking an 22 ({@dice 4d10}) poison damage on a failed save, or half as much damage on a successful one.\"]}]},{\"name\":\"Poison Darts\",\"source\":\"DMG\",\"page\":123,\"srd\":true,\"reprintedAs\":[\"Poisoned Darts|XDMG\"],\"trapHazType\":\"MECH\",\"entries\":[\"When a creature steps on a hidden pressure plate, poison-tipped darts shoot from spring-loaded or pressurized tubes cleverly embedded in the surrounding walls. An area might include multiple pressure plates, each one rigged to its own set of darts.\",\"The tiny holes in the walls are obscured by dust and cobwebs, or cleverly hidden amid bas-reliefs, murals, or frescoes that adorn the walls. The DC to spot them is 15. With a successful DC 15 Intelligence ({@skill Investigation}) check, a character can deduce the presence of the pressure plate from variations in the mortar and stone used to create it, compared to the surrounding floor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. Stuffing the holes with cloth or wax prevents the darts contained within from launching.\",\"The trap activates when more than 20 pounds of weight is placed on the pressure plate, releasing four darts. Each dart makes a ranged attack with a +8 bonus against a random target within 10 feet of the pressure plate (vision is irrelevant to this attack roll). (If there are no targets in the area, the darts don't hit anything.) A target that is hit takes 2 ({@dice 1d4}) piercing damage and must succeed on a DC 15 Constitution saving throw, taking 11 ({@dice 2d10}) poison damage on a failed save, or half as much damage on a successful one.\"]},{\"name\":\"Poison Needle\",\"source\":\"DMG\",\"page\":123,\"srd\":true,\"reprintedAs\":[\"Poisoned Needle|XDMG\"],\"trapHazType\":\"MECH\",\"entries\":[\"A poisoned needle is hidden within a treasure chest's lock, or in something else that a creature might open. Opening the chest without the proper key causes the needle to spring out, delivering a dose of poison.\",\"When the trap is triggered, the needle extends 3 inches straight out from the lock. A creature within range takes 1 piercing damage and 11 ({@dice 2d10}) poison damage, and must succeed on a DC 15 Constitution saving throw or be {@condition poisoned} for 1 hour.\",\"A successful DC 20 Intelligence ({@skill Investigation}) check allows a character to deduce the trap's presence from alterations made to the lock to accommodate the needle.\",\"A successful DC 15 Dexterity check using {@item thieves' tools|phb} disarms the trap, removing the needle from the lock. Unsuccessfully attempting to pick the lock triggers the trap.\"]},{\"name\":\"Poison Needle Trap\",\"source\":\"XGE\",\"page\":114,\"trapHazType\":\"SMPL\",\"rating\":[{\"tier\":1,\"threat\":\"deadly\"}],\"effect\":[\"The triggering creature must make a DC 20 Constitution saving throw. On a failed save, the creature takes 14 ({@dice 4d6}) poison damage and is {@condition poisoned} for 10 minutes. While {@condition poisoned} in this way, the creature is {@condition paralyzed}. On a successful save, the creature takes half as much damage and isn't {@condition poisoned}.\"],\"trigger\":[\"Anyone attempting to pick or open the lock triggers the trap.\"],\"countermeasures\":[\"A successful DC 20 Wisdom ({@skill Perception}) check reveals the needle, but only if a character inspects the lock. A successful DC 20 Dexterity check using {@item thieves' tools|phb} disables the needle, and a check with a total of 10 or lower triggers the trap.\"],\"entries\":[\"A tiny, poisoned needle hidden in a lock is a good way to discourage thieves from plundering a hoard. Such a trap is usually put in a chest or in the door to a treasure chamber.\"]},{\"name\":\"Poisoned Darts\",\"source\":\"XDMG\",\"page\":101,\"trapHazType\":\"TRP\",\"rating\":[{\"tier\":1,\"threat\":\"deadly\"}],\"trigger\":[\"A creature moves onto a pressure plate\"],\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"When a creature moves onto this trap's pressure plate for the first time on a turn, poisoned darts shoot from tubes embedded in the surrounding walls. The holes that house these tubes are obscured by dust and cobwebs, or skillfully hidden amid bas-reliefs, murals, or frescoes.\",\"Each creature in the darts' path must succeed on a DC 13 Dexterity saving throw or be struck by {@dice 1d3} darts, taking 3 ({@dice 1d6}) Poison damage per dart.\",{\"type\":\"entries\",\"name\":\"Detect and Disarm\",\"entries\":[\"As a {@action Search|XPHB} action, a creature can examine the walls and make a DC 15 Wisdom ({@skill Perception|XPHB}) check, detecting the holes on a successful check. Plugging all the holes with wax, cloth, or detritus prevents the darts from firing.\",\"As a {@action Search|XPHB} action, a creature can examine the section of floor that forms the pressure plate and make a DC 15 Wisdom ({@skill Perception|XPHB}) check, detecting the pressure plate on a successful check. Wedging an {@item Iron Spikes|XPHB|Iron Spike} or a similar object under the pressure plate prevents the trap from triggering.\"]},{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"You can scale the trap for higher levels by increasing each dart's Poison damage as follows: 7 ({@dice 2d6}) at levels 5–10, 14 ({@dice 4d6}) at levels 11–16, or 24 ({@dice 7d6}) at levels 17–20.\"]}],\"hasFluffImages\":true},{\"name\":\"Poisoned Needle\",\"source\":\"XDMG\",\"page\":102,\"trapHazType\":\"TRP\",\"rating\":[{\"tier\":1,\"threat\":\"nuisance\"}],\"trigger\":[\"A creature opens the trap's lock improperly or fails to disarm the trap\"],\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"A poisoned needle is hidden in a lock. When a creature opens the lock with any object other than the proper key, the needle springs out and stabs the creature. The creature makes a DC 11 Constitution saving throw. On a failed save, the creature takes 5 ({@dice 1d10}) Poison damage and has the {@condition Poisoned|XPHB} condition for 1 hour. On a successful save, the creature takes half as much damage only.\",{\"type\":\"entries\",\"name\":\"Avoid\",\"entries\":[\"The trap doesn't trigger if the lock is opened using a {@spell Knock|XPHB} spell or similar magic.\"]},{\"type\":\"entries\",\"name\":\"Detect and Disarm\",\"entries\":[\"As a {@action Search|XPHB} action, a creature can examine the trapped lock and make a DC 15 Wisdom ({@skill Perception|XPHB}) check, detecting the needle on a successful check. Once the trap is detected, a character can take an action to try to disarm the trap, doing so with a successful DC 15 Dexterity ({@skill Sleight of Hand|XPHB}) check. On a failed check, the creature triggers the trap.\"]},{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"You can scale the trap for higher levels by increasing the damage and the save DC, as shown in the following table.\",{\"type\":\"table\",\"colLabels\":[\"Levels\",\"Poison Damage\",\"Save DC\"],\"colStyles\":[\"col-2 text-center\",\"col-5 text-center\",\"col-5 text-center\"],\"rows\":[[\"5–10\",\"11 ({@dice 2d10})\",\"13\"],[\"11–16\",\"22 ({@dice 4d10})\",\"15\"],[\"17–20\",\"55 ({@dice 10d10})\",\"17\"]]}]}]},{\"name\":\"Poisoned Tempest\",\"source\":\"XGE\",\"page\":120,\"trapHazType\":\"CMPX\",\"rating\":[{\"tier\":3,\"threat\":\"deadly\"}],\"trigger\":[\"This trap activates when a ruby is pried from one of the statues. Each statue's mouth slides open, revealing a 1-foot-wide pipe that runs down its throat.\"],\"initiative\":3,\"eActive\":[\"The trap fills the room with poison and other deadly effects.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Locked Doors (Initiative 20)\",\"entry\":\"The four doors to this room slam shut and are locked in place by magic. This effect activates only once, the first time the trap is triggered.\"},{\"type\":\"item\",\"name\":\"Poison Gas (Initiative 20)\",\"entry\":\"Poison gas floods the room. Each creature inside must make a DC 20 Constitution saving throw, taking 33 ({@dice 6d10}) poison damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"Tempest (Initiative 10)\",\"entries\":[\"Air and gas boils from the trap. Roll a d6, and consult the following table.\",{\"type\":\"table\",\"caption\":\"Tempest Effects\",\"colLabels\":[\"d6\",\"Effect\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Hallucinatory gas scrambles the mind and senses. All Intelligence and Wisdom checks made in the room have disadvantage until the Tempest element activates again.\"],[\"2\",\"Explosive gas fills the area. If anyone holds an open flame, it causes an explosion. All creatures in the area must make a DC 20 Dexterity saving throw, taking 22 ({@dice 4d10}) fire damage on a failed save, or half as much damage on a successful one. The flame is then extinguished.\"],[\"3\",\"Weakening gas fills the room. All Strength and Dexterity checks made in the room have disadvantage until the Tempest element activates again.\"],[\"4\",\"Buffeting winds force each creature in the room to succeed on a DC 20 Strength saving throw or be knocked {@condition prone}.\"],[\"5\",\"Smoke fills the room. Visibility is reduced to 1 foot until the next time the Tempest element activates.\"],[\"6\",\"Poison floods the room, forcing creatures to make saving throws as for the Poison Gas element.\"]]}]}]}],\"eDynamic\":[\"The longer the poison gas remains in the room, the more lethal it becomes.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Increased Potency\",\"entry\":\"The damage from the Poison Gas element increases by 11 ({@dice 2d10}) each round after it activates, to a maximum of 55 ({@dice 10d10}).\"}]}],\"countermeasures\":[\"There are a few ways that the trap can be overcome.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Open the Doors\",\"entry\":\"Opening the doors is the quickest way to circumvent the trap, but they are warded with magic. To open the doors, a character must first succeed on a DC 20 Wisdom ({@skill Perception}) check to find the locking mechanism. A successful DC 20 Intelligence ({@skill Arcana}) check is then required to disable the sphere of force that surrounds the lock ({@spell dispel magic} is ineffective against it). Success on a DC 20 Dexterity check using thieves' tools picks the lock. Finally, a successful DC 20 Strength ({@skill Athletics}) check is needed to push the door open. Each check requires an action.\"},{\"type\":\"item\",\"name\":\"Disable the Statues\",\"entry\":\"A statue can be disabled by blocking the flow of gas from its mouth. Heavily damaging a statue is a bad idea, for doing so leaves the gas vents open. Reducing a statue to 0 hit points (AC 17; 20 hp; resistance to fire, piercing, and slashing damage; immune to poison and psychic damage) or making a successful DC 20 Strength check to break it cracks the statue and increases the Poison Gas damage by 5 ({@dice 1d10}). A successful DC 20 Dexterity check using thieves' tools, or a successful DC 15 Strength check made to block up the statue with a cloak or similar object, decreases the poison damage by 5 ({@dice 1d10}). Once a character succeeds on the check, someone must remain next to the statue to keep it blocked up. When all four statues are blocked in this manner, the trap deactivates.\"}]}],\"entries\":[\"This fiendish trap was built to eliminate intruders who infiltrate a yuan-ti temple. The trap is a room, 60 feet on a side, with 5-foot-wide stone doors in the middle of each wall. In each corner of the room stands a 10-foot-tall statue of a great serpent, coiled and ready to strike. The eyes in each statue are rubies worth 200 gp apiece.\"]},{\"name\":\"Rolling Sphere\",\"source\":\"DMG\",\"page\":123,\"srd\":true,\"reprintedAs\":[\"Rolling Stone|XDMG\"],\"trapHazType\":\"MECH\",\"entries\":[\"When 20 or more pounds of pressure are placed on this trap's pressure plate, a hidden trapdoor in the ceiling opens, releasing a 10-foot-diameter rolling sphere of solid stone.\",\"With a successful DC 15 Wisdom ({@skill Perception}) check, a character can spot the trapdoor and pressure plate.\",\"A search of the floor accompanied by a successful DC 15 Intelligence ({@skill Investigation}) check reveals variations in the mortar and stone that betray the pressure plate's presence. The same check made while inspecting the ceiling notes variations in the stonework that reveal the trapdoor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating.\",\"Activation of the sphere requires all creatures present to roll initiative. The sphere rolls initiative with a {@hit +8} bonus. On its turn, it moves 60 feet in a straight line.\",\"The sphere can move through creatures' spaces, and creatures can move through its space, treating it as {@quickref difficult terrain||3}. Whenever the sphere enters a creature's space or a creature enters its space while it's rolling, that creature must succeed on a DC 15 Dexterity saving throw or take 55 ({@dice 10d10}) bludgeoning damage and be knocked {@condition prone}.\",\"The sphere stops when it hits a wall or similar barrier. It can't go around corners, but smart dungeon builders incorporate gentle, curving turns into nearby passages that allow the sphere to keep moving.\",\"As an action, a creature within 5 feet of the sphere can attempt to slow it down with a DC 20 Strength check. On a successful check, the sphere's speed is reduced by 15 feet. If the sphere's speed drops to 0, it stops moving and is no longer a threat.\"]},{\"name\":\"Rolling Stone\",\"source\":\"XDMG\",\"page\":102,\"trapHazType\":\"TRP\",\"rating\":[{\"tier\":3,\"threat\":\"deadly\"},{\"tier\":4,\"threat\":\"nuisance\"}],\"trigger\":[\"A creature moves onto a pressure plate\"],\"duration\":[{\"type\":\"special\",\"condition\":\"Until the stone stops rolling\"}],\"entries\":[\"When a creature moves onto a hidden pressure plate, a 5-foot-radius orb of solid stone is released from a secret compartment and begins to roll. The stone and all creatures nearby roll Initiative; the stone gets a +8 bonus on its Initiative roll.\",\"On its turn, the stone moves 60 feet in one direction, changing course if redirected by an obstacle. The stone can move through creatures' spaces, and creatures can move through the stone's space, treating it as {@variantrule Difficult Terrain|XPHB}. Whenever the stone enters a creature's space for the first time on a turn or a creature enters the stone's space while the stone is rolling, that creature must succeed on a DC 15 Dexterity saving throw or take 55 ({@dice 10d10}) Bludgeoning damage and have the {@condition Prone|XPHB} condition.\",\"The stone stops when it hits a wall or similar barrier. It can't go around corners, but creative dungeon builders incorporate curving turns into nearby passages that allow the stone to keep moving.\",{\"type\":\"entries\",\"name\":\"Detect and Disarm\",\"entries\":[\"As a {@action Study|XPHB} action, a creature can examine the section of floor that forms the pressure plate and make a DC 15 Intelligence ({@skill Investigation|XPHB}) check, deducing the pressure plate's function on a successful check. Wedging an Iron Spike or a similar object under the pressure plate prevents the trap from triggering.\"]},{\"type\":\"entries\",\"name\":\"Destroy the Stone\",\"entries\":[\"The stone is a Large object that has AC 17, HP 100, a {@variantrule Damage Threshold|XPHB} of 10, and {@variantrule Immunity|XPHB} to Poison and Psychic damage.\"]},{\"type\":\"entries\",\"name\":\"Slow the Stone\",\"entries\":[\"As an action, a creature can try to slow down the stone with a DC 20 Strength ({@skill Athletics|XPHB}) check. If the check is successful, the distance the stone moves on its turn is reduced by 15 feet. If that distance drops to 0, it stops moving and is no longer a threat.\"]}]},{\"name\":\"Scything Blade Trap\",\"source\":\"XGE\",\"page\":114,\"trapHazType\":\"SMPL\",\"rating\":[{\"tier\":2,\"threat\":\"dangerous\"}],\"effect\":[\"Each Medium or larger creature in a 5-foot-wide, 20-foot-long area must make a DC 15 Dexterity saving throw, taking 14 ({@dice 4d6}) slashing damage on a failed save, or half as much damage on a successful one.\"],\"trigger\":[\"When the lever is pulled, the trap activates.\"],\"countermeasures\":[\"The lever isn't hidden. A successful DC 15 Wisdom ({@skill Perception}) check involving the surfaces in the trap's area of effect reveals scrape marks and bloodstains on the walls and floor. A successful DC 15 Dexterity check using {@item thieves' tools|phb} disables the lever.\"],\"entries\":[\"This trap uses moving blades that sweep down through a chamber, threatening anyone nearby. Typically, a scything blade trap is activated by manipulating a lever or some other simple device. Kobolds especially like this kind of trap, since it can take down bigger creatures.\"]},{\"name\":\"Sleep of Ages Trap\",\"source\":\"XGE\",\"page\":114,\"trapHazType\":\"SMPL\",\"rating\":[{\"tier\":3,\"threat\":\"deadly\"}],\"effect\":[\"When activated, this trap casts a {@spell sleep} spell centered on the pressure plate, using a 9th-level spell slot.\"],\"trigger\":[\"Stepping on the pressure plate triggers this trap.\"],\"countermeasures\":[\"A successful DC 20 Wisdom ({@skill Perception}) check reveals the pressure plate. A successful DC 20 Intelligence ({@skill Arcana}) check made within 5 feet of the pressure plate disables the trap, and a check with a total of 10 or lower triggers it. A successful {@spell dispel magic} (DC 19) cast on the pressure plate destroys the trap.\"],\"entries\":[\"When a sleep of ages trap activates, a pressure plate unleashes a spell that threatens to send intruders into a deep slumber. The dungeon's guardians can then more easily dispose of the sleepers.\"]},{\"name\":\"Sphere of Annihilation\",\"source\":\"DMG\",\"page\":123,\"srd\":true,\"trapHazType\":\"MAG\",\"entries\":[\"Magical, impenetrable darkness fills the gaping mouth of a stone face carved into a wall. The mouth is 2 feet in diameter and roughly circular. No sound issues from it, no light can illuminate the inside of it, and any matter that enters it is instantly obliterated.\",\"A successful DC 20 Intelligence ({@skill Arcana}) check reveals that the mouth contains a sphere of annihilation that can't be controlled or moved. It is otherwise identical to a normal {@item sphere of annihilation}, as described in chapter 7, \\\"Treasure.\\\" Some versions of the trap include an enchantment placed on the stone face, such that specified creatures feel an overwhelming urge to approach it and crawl inside its mouth. This effect is otherwise like the sympathy aspect of the {@spell antipathy/sympathy} spell.\",\"A successful {@spell dispel magic} (DC 18) removes this enchantment.\"]},{\"name\":\"Sphere of Crushing Doom\",\"source\":\"XGE\",\"page\":119,\"trapHazType\":\"CMPX\",\"rating\":[{\"tier\":2,\"threat\":\"deadly\"}],\"trigger\":[\"This trap activates as soon as the door leading to the jester's coffin is opened. A magic portal opens at the northern end of the hallway and disgorges an enormous steel sphere, which hurtles down the slope. When it reaches the bottom of the slope, a second portal briefly appears and teleports the sphere back to the top of the slope to begin the process again.\"],\"initiative\":1,\"initiativeNote\":\"but see the dynamic element below\",\"eActive\":[\"Although the trap is complex in nature, it has a single active element. That's all it needs.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Sphere of Crushing Doom (Initiative 10)\",\"entry\":\"The trap's active element is a sphere of steel that almost fills the 10-foot width of the hallway and rolls to the bottom of the slope on its turn. Each creature in the sphere's path must make a DC 20 Strength saving throw. On a failed save, a creature takes 22 ({@dice 4d10}) bludgeoning damage and is knocked {@condition prone}. On a successful save, a creature takes half as much damage and isn't knocked {@condition prone}. Objects that block the sphere, such as a conjured wall, take maximum damage from the impact.\"}]}],\"eDynamic\":[\"The longer it rolls, the more lethal the sphere becomes.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Speed Kills\",\"entry\":\"After its turn, the sphere gains speed, represented by its damage increasing by 11 ({@dice 2d10}). While its damage is 55 ({@dice 10d10}) or greater, it acts on initiative count 20 and 10.\"}]}],\"countermeasures\":[\"The trap can be neutralized either by stopping the sphere or preventing it from teleporting.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Stop the Sphere\",\"entry\":\"Stopping the sphere is the easiest way to disrupt the trap. A wall of force can do so easily, as can any object placed in its path that has enough hit points to absorb damage from the sphere without being destroyed.\"},{\"type\":\"item\",\"name\":\"Disrupt the Portals\",\"entries\":[\"Either portal can be neutralized with three successful DC 20 Intelligence ({@skill Arcana}) checks, but the process of analyzing a portal to disrupt it takes time. Faint runes in the ceiling and floor at both ends of the hallway are involved in the functioning of the portals. A creature must first use an action to examine a set of runes, then use a subsequent action to attempt to vandalize the runes. Each successful check reduces the sphere's damage by 11 ({@dice 2d10}), as the disrupted sphere loses speed moving through the failing portal.\",\"Alternatively, a set of runes can be disabled with three successful castings of {@spell dispel magic} (DC 19) targeting any of the runes in the set.\",\"If the southern portal is destroyed, the sphere slams into the south wall and comes to a halt. It blocks the door to the tomb, but the characters can escape.\"]}]}],\"entries\":[\"The court jester devised a deadly trap to foil anyone who sought to steal his magic fool's cap. The jester's tomb is located at the end of a 10-foot-wide, 150-foot-long hallway that descends sharply from north to south. The entrance to the tomb is a door on the eastern wall at the bottom of the slope, at the south end of the hall.\"]},{\"name\":\"Spiked Pit\",\"source\":\"XDMG\",\"page\":103,\"trapHazType\":\"TRP\",\"rating\":[{\"tier\":1,\"threat\":\"deadly\"}],\"trigger\":[\"A creature moves onto the pit's lid\"],\"duration\":[{\"type\":\"instant\"}],\"entries\":[\"A 10-foot-deep pit has a hinged lid constructed from material identical to the surrounding floor. When a creature moves onto the lid, it swings open like a trapdoor, causing the creature to fall into the pit, which has sharpened wooden or metal spikes at the bottom. The lid remains open thereafter.\",\"A creature that falls into the pit lands at the bottom and takes 3 ({@dice 1d6}) Bludgeoning damage from the fall plus 9 ({@dice 2d8}) Piercing damage from the spikes.\",{\"type\":\"entries\",\"name\":\"Detect and Disarm\",\"entries\":[\"As a {@action Study|XPHB} action, a creature can examine the section of floor that forms the pit's lid and make a DC 15 Intelligence ({@skill Investigation|XPHB}) check, detecting the pit on a successful check. Once the hidden pit is detected, an Iron Spike or a similar object can be wedged between the pit's lid and the surrounding floor to prevent the lid from opening, thereby making it safe to cross. The cover can also be held shut using an {@spell Arcane Lock|XPHB} spell or similar magic.\"]},{\"type\":\"entries\",\"name\":\"Escape\",\"entries\":[\"A creature needs a Climb Speed, climbing gear, or magic such as a {@spell Spider Climb|XPHB} spell to scale the pit's smooth walls. You can make the pit easier to escape by adding cracks in the walls big enough to serve as handholds and footholds.\"]},{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"You can scale the trap for higher levels by increasing the pit's depth and damage, as shown in the following table.\",{\"type\":\"table\",\"colLabels\":[\"Levels\",\"Pit Depth\",\"Damage\"],\"colStyles\":[\"col-2 text-center\",\"col-5 text-center\",\"col-5 text-center\"],\"rows\":[[\"5–10\",\"30 feet\",\"10 ({@dice 3d6}) Bludgeoning plus 13 ({@dice 3d8}) Piercing\"],[\"11–16\",\"60 feet\",\"21 ({@dice 6d6}) Bludgeoning plus 36 ({@dice 8d8}) Piercing\"],[\"17–20\",\"120 feet\",\"42 ({@dice 12d6}) Bludgeoning plus 57 ({@dice 13d8}) Piercing\"]]}]}]},{\"name\":\"Surface of the Sun\",\"source\":\"BMT\",\"page\":30,\"trapHazType\":\"MAG\",\"rating\":[{\"tier\":1,\"threat\":\"dangerous\"}],\"entries\":[{\"type\":\"inset\",\"entries\":[\"Thick vines cover the walls of this high-ceilinged chamber. The chamber splits into three long, parallel hallways separated by brick walls that don't quite reach the ceiling. The ceiling emits a scorching, fiery light.\",\"At the far end of the rightmost hall, a large golden key is mounted on a sword rack. At the end of the middle hall is a pedestal shaped like a bird's upraised talon holding a silver orb. The wall at the end of the leftmost hall is molded into the shape of a large skull whose nose cavity looks like a keyhole.\"]},\"Characters must use the large key to unlock the skull door. The silver orb is an enticing treasure, but it's out of the way, and every second of delay means more time spent under the ceiling's heat.\",\"Each hallway is 15 feet wide and 100 feet long. The ceiling is 50 feet high, and the brick walls are 40 feet tall.\",{\"type\":\"entries\",\"name\":\"Sun Damage\",\"entries\":[\"The blazing light that fills this trap room deals damage to every creature in the area. On initiative count 20 (losing ties), each creature in the area takes 5 ({@dice 1d10}) radiant damage.\"]},{\"type\":\"entries\",\"name\":\"Talons Pedestal\",\"entries\":[\"The silver orb, which is 1 foot in diameter, can't be removed while the talons clutch it. The pedestal is trapped. Touching the silver orb causes the talons to snap closed. A creature that tries to take the orb takes 11 ({@dice 2d10}) slashing damage and has the {@condition grappled} condition (escape DC 15) as the talons grab hold of it, releasing the orb. The talons have an AC of 19, 10 hit points, and immunity to poison and psychic damage.\",\"With a successful DC 12 Wisdom ({@skill Perception}) check, a character can spot the pressure plate that activates the talons through a narrow slit on the east side of the pedestal. A character can disable the pressure plate with a successful DC 13 Dexterity check using thieves' tools, which causes the talons to open. A Medium or Small creature {@condition grappled} by the talons can't reach this pressure plate.\",\"Undamaged, the silver orb is a valuable art object worth 500 gp.\"]},{\"type\":\"entries\",\"name\":\"Oversized Key\",\"entries\":[\"This gold key is 4 feet long and weighs 100 pounds. One round after it is removed from the sword stand, it comes to life, revealing itself to be a living object (use the {@creature flying sword} stat block). The key does everything it can to return to its stand, attacking anyone who tries to stop it. If the key is destroyed by reducing it to 0 hit points, it must be repaired (such as with the {@spell Mending} spell) before it can be used in the skull door.\"]},{\"type\":\"entries\",\"name\":\"Skull Door\",\"entries\":[\"The oversized key fits the skull sculpture's nose. Inserting the key and turning it clockwise unlatches the door, which swings inward.\"]},{\"type\":\"entries\",\"name\":\"Vines\",\"entries\":[\"The plants that cover the walls are fragile from the scorching light and not helpful for climbing. A character must succeed on a DC 12 Strength ({@skill Athletics}) check to climb the walls.\"]}],\"hasFluffImages\":true},{\"name\":\"Test of the Empty Moon\",\"source\":\"BMT\",\"page\":31,\"trapHazType\":\"MECH\",\"rating\":[{\"tier\":1,\"threat\":\"setback\"}],\"entries\":[{\"type\":\"inset\",\"entries\":[\"In the center of this square dungeon chamber, the floor drops into a massive silver bowl. Shallow stone channels in the floor slope toward the bowl. Sewer pipes jut from the ceiling over each channel.\",\"A portcullis in the north wall blocks the way forward. Above the portcullis, a large glyph depicts a waxing crescent moon, its right edge illuminated by the faintest sliver of light. A large iron lever juts from the floor to the right of the portcullis.\"]},\"Adding sufficient weight to a hidden scale beneath the bowl opens the portcullis.\",{\"type\":\"entries\",\"name\":\"Metal Bowl\",\"entries\":[\"The bowl is 30 feet wide and 20 feet deep and weighs 2,000 pounds. Its smooth texture and shape make it difficult terrain. A creature that enters the bowl or ends its turn inside it must succeed on a DC 15 Dexterity saving throw or have the {@condition prone} condition. The bowl is impossible to climb out of without assistance such as rope or magic. The bowl's lip is flush with the floor, but the bowl wobbles slightly if pushed.\"]},{\"type\":\"entries\",\"name\":\"Weight Scale and Moon Glyph\",\"entries\":[\"Hidden beneath the bowl is an {@item Immovable Rod} that separates the bowl from a large weight scale just below it. The rod can be detected with the {@spell Detect Magic} spell. Deactivating the rod (see \\\"Lever\\\" below) causes it to fall away, dropping the bowl onto the scale. The rod can't be recovered from this room.\",\"Transmutation magic connects the scale to the moon glyph above the portcullis. As more weight is placed on the scale, the moon glyph above the portcullis gets fuller and glows brighter. When a total of 4,000 pounds of pressure is applied to the scale, the glyph is fully illuminated, like a full moon, and the portcullis opens. The portcullis remains open as long as the moon glyph remains full.\",{\"type\":\"inset\",\"entries\":[\"Under Pressure\",\"Canny characters might realize that shoving enemies into the bowl is a quick way to resolve the trap. Spells such as {@spell Telekinesis} or {@spell Levitate} could also feasibly add pressure to the scale beneath the bowl.\"]}]},{\"type\":\"entries\",\"name\":\"Lever\",\"entries\":[\"When the lever is pulled, a mechanism in the floor pushes the button that deactivates the {@item Immovable Rod}. The weight of the bowl causes the moon glyph to glow like a half moon. Simultaneously, valves open within the sewer pipes, releasing four oozes (see \\\"Monsters\\\" below) and a flood of water that pours from each pipe, down the channels on the floor, and into the bowl. The pipes release 1,000 pounds of water every minute. After 2 minutes, the bowl is full. After 4 minutes, several inches of water cover the floor, and enough water has poured into the room to illuminate the moon glyph; at this point, the flooding stops and the portcullis opens.\"]},{\"type\":\"entries\",\"name\":\"Monsters\",\"entries\":[\"When the lever is pulled, four {@creature Ochre Jelly||ochre jellies} are released, one slithering from each pipe and crawling along the ceiling to drop on the characters. Each ochre jelly weighs 500 pounds.\"]}],\"hasFluffImages\":true}],\"hazard\":[{\"name\":\"Avalanche\",\"source\":\"IDRotF\",\"page\":10,\"trapHazType\":\"WLD\",\"entries\":[\"The following rules can be used for rockslides as well as avalanches.\",\"An avalanche is a mass of snow and debris falling rapidly down a mountainside. A typical avalanche is 300 feet wide, 150 feet long, and 30 feet thick. Creatures in the path of an avalanche can avoid it or escape it if they're close to its edge, but outrunning one is almost impossible.\",\"When an avalanche occurs, all nearby creatures must roll initiative. Twice each round, on initiative counts 10 and 0, the avalanche travels 300 feet until it can travel no more. When an avalanche moves, any creature in its space moves along with it and falls {@condition prone}, and the creature must make a DC 15 Strength saving throw, taking {@dice 1d10} bludgeoning damage on a failed save, or half as much damage on a successful one.\",\"When an avalanche stops, the snow settles and buries creatures in it. A creature buried in this way is {@condition blinded} and {@condition restrained} and has {@quickref Cover||3||total cover}. The creature gains one level of {@condition exhaustion} for every 5 minutes it spends buried in the snow. It can try to dig itself free as an action, breaking the surface and ending the blinded and restrained conditions on itself with a successful DC 15 Strength ({@skill Athletics}) check. A creature that fails this check three times can't attempt to dig itself out again.\",\"A creature that is not restrained or {@condition incapacitated} can spend 1 minute freeing another creature buried in the snow. Once free, that creature is no longer blinded or restrained by the avalanche.\"]},{\"name\":\"Avalanche\",\"source\":\"TCE\",\"page\":169,\"trapHazType\":\"WLD\",\"entries\":[\"A typical avalanche (or rockslide) is 300 feet wide, 150 feet long, and 30 feet thick. Creatures in the path of an avalanche can avoid it or escape it if they're close to its edge, but outrunning one is almost impossible.\",\"When an avalanche occurs, all nearby creatures must roll initiative. Twice each round, on initiative counts 10 and 0, the avalanche travels 300 feet until it can travel no more. When an avalanche moves, any creature in its space moves along with it and falls {@condition prone}, and the creature must make a DC 15 Strength saving throw, taking {@dice 1d10} bludgeoning damage on a failed save, or half as much damage on a successful one.\",\"When an avalanche stops, the snow and other debris settle and bury creatures. A creature buried in this way is {@condition blinded} and {@condition restrained}, and it has {@quickref Cover||3||total cover}. The creature gains 1 level of {@condition exhaustion} for every 5 minutes it spends buried. It can try to dig itself free as an action, breaking the surface and ending the {@condition blinded} and {@condition restrained} conditions on itself with a successful DC 15 Strength ({@skill Athletics}) check. A creature that fails this check three times can't attempt to dig itself out again.\",\"A creature that is not {@condition restrained} or {@condition incapacitated} can spend 1 minute freeing a buried creature. Once free, that creature is no longer {@condition blinded} or {@condition restrained} by the avalanche.\"]},{\"name\":\"Blizzard\",\"source\":\"IDRotF\",\"page\":10,\"trapHazType\":\"WTH\",\"entries\":[\"The blizzards that ravage Icewind Dale and harry travelers on the mountain pass are reflections of Auril's self-imposed isolation. A blizzard in Icewind Dale typically lasts {@dice 2d4} hours, and whenever the characters are caught in one, the following rules apply until it ends.\",\"A blizzard's howling wind limits hearing to a range of 100 feet and imposes disadvantage on ranged weapon attack rolls. It also imposes disadvantage on Wisdom ({@skill Perception}) checks that rely on hearing. The wind extinguishes open flames, disperses fog, erases tracks in the snow, and makes flying by nonmagical means nearly impossible. A creature falls at the end of its turn if it is flying by nonmagical means and can't hover.\",\"Visibility in a blizzard is reduced to 30 feet. Creatures without goggles or other eye protection have disadvantage on Wisdom ({@skill Perception}) checks that rely on sight due to blowing snow.\",\"Any creature that is {@status concentration||concentrating} on a spell in a blizzard must succeed on a DC 10 Constitution saving throw at the end of its turn or lose its {@status concentration} on the spell unless the creature is sheltered against the elements (for example, in an igloo).\",{\"type\":\"entries\",\"name\":\"Veering Off Course\",\"entries\":[\"It's easy to veer off course while traveling through a blizzard, and it's also easy for party members to become separated from one another, which is why the wisest course of action is to stay put and wait for the blizzard to pass.\",\"If the characters travel during a blizzard, have the players designate one party member as the navigator. At the end of each hour of travel through the blizzard, the DM makes a DC 15 Wisdom ({@skill Survival}) check on behalf of the navigator. On a successful check, the party stays on course. On a failed check, the party wanders off course, putting its members no closer to their destination than they were at the start of that hour. If the check fails by 5 or more and the party members aren't tied together, one randomly determined party member becomes lost in the blizzard and separated from the others. If the group tries to reunite with its missing member, have the party members (including the missing one) make a DC 15 Wisdom ({@skill Survival}) group check at the end of each hour. If this group check succeeds, the missing party member is found, but no progress is made toward reaching the group's intended destination that hour. The group check can be repeated after each hour spent searching for the missing party member.\"]}]},{\"name\":\"Brown Mold\",\"source\":\"DMG\",\"page\":105,\"reprintedAs\":[\"Brown Mold|XDMG\"],\"entries\":[\"Brown mold feeds on warmth, drawing heat from anything around it. A patch of brown mold typically covers a 10-foot square, and the temperature within 30 feet of it is always frigid.\",\"When a creature moves to within 5 feet of the mold for the first time on a turn or starts its turn there, it must make a DC 12 Constitution saving throw, taking 22 ({@dice 4d10}) cold damage on a failed save, or half as much damage on a successful one.\",\"Brown mold is immune to fire, and any source of fire brought within 5 feet of a patch causes it to instantly expand outward in the direction of the fire, covering a 10-foot-square area (with the source of the fire at the center of that area). A patch of brown mold exposed to an effect that deals cold damage is instantly destroyed.\"]},{\"name\":\"Brown Mold\",\"source\":\"XDMG\",\"page\":76,\"rating\":[{\"tier\":2,\"threat\":\"deadly\"},{\"tier\":3,\"threat\":\"nuisance\"}],\"entries\":[\"Brown mold resembles a furry, light-brown carpet. This fungus feeds on warmth, drawing heat from anything around itself. One patch of brown mold covers a 10-foot square, and the temperature within 30 feet of it is always frigid.\",\"When a creature enters a space within 5 feet of the mold for the first time on a turn or starts its turn there, the creature makes a DC 12 Constitution saving throw, taking 22 ({@dice 4d10}) Cold damage on a failed save or half as much damage on a successful one.\",\"Brown mold has {@variantrule Immunity|XPHB} to Fire damage, and any source of fire brought within 5 feet of it causes the mold to instantly expand across a surface and toward the fire, creating a new patch that covers a 10-foot square. A patch of brown mold exposed to an effect that deals any amount of Cold damage is destroyed instantly.\"]},{\"name\":\"Burning\",\"source\":\"XPHB\",\"page\":362,\"entries\":[\"A burning creature or object takes {@damage 1d4} Fire damage at the start of each of its turns. As an action, you can extinguish fire on yourself by giving yourself the {@condition Prone|XPHB} condition and rolling on the ground. The fire also goes out if it is doused, submerged, or suffocated.\"]},{\"name\":\"Dead Magic Zone\",\"source\":\"XDMG\",\"page\":68,\"trapHazType\":\"ENV\",\"entries\":[\"A dead magic zone is an area where the fabric of magic is torn. The effect is the same as the {@spell Antimagic Field|XPHB} spell, except that it is permanent and typically covers an area no more than 300 feet in diameter.\"]},{\"name\":\"Deep Water\",\"source\":\"XDMG\",\"page\":68,\"trapHazType\":\"ENV\",\"entries\":[\"Swimming through deep water (more than 100 feet deep) presents additional challenges because of the water's pressure and cold temperature. After each hour of swimming in deep water, a creature that lacks a Swim Speed must succeed on a DC 10 Constitution saving throw or gain 1 {@condition Exhaustion|XPHB} level.\"]},{\"name\":\"Dehydration\",\"source\":\"XPHB\",\"page\":365,\"entries\":[\"A creature requires an amount of water per day based on its size, as shown in the Water Needs per Day table. A creature that drinks less than half the required water for a day gains 1 {@condition Exhaustion|XPHB} level at the day's end. {@condition Exhaustion|XPHB} caused by dehydration can't be removed until the creature drinks the full amount of water required for a day.\",{\"type\":\"table\",\"caption\":\"Water Needs per Day\",\"colLabels\":[\"Size\",\"Water\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"Tiny\",\"1/4 gallon\"],[\"Small\",\"1 gallon\"],[\"Medium\",\"1 gallon\"],[\"Large\",\"4 gallons\"],[\"Huge\",\"16 gallons\"],[\"Gargantuan\",\"64 gallons\"]]}]},{\"name\":\"Demon Ichor\",\"source\":\"BGDIA\",\"page\":78,\"entries\":[\"Demon ichor is what remains behind after a demon dies. It's a reduction of demonic blood, viscera, and bodily fluids with the consistency and odor of bile.\",\"Enough demons die in Avernus that their ichor forms pools and small lakes. Although the ichor is harmless on most planes of existence, it can warp creatures on the Lower Planes. Devils and other creatures have found ways to use demon ichor in rituals and to improve the performance of infernal war machines (as described in {@adventure appendix B|BGDIA|11}).\",\"When a creature comes in direct contact with demon ichor in Avernus, it must make a DC 10 Constitution saving throw. Fiends, oozes, plants, and undead automatically succeed on the saving throw. On a failed save, the creature is magically warped by the ichor, as determined by rolling on the Flesh Warping table. A spell that removes a curse ends all ichor-related warping effects on a creature.\",{\"type\":\"entries\",\"name\":\"Ichor-Coated Weapons\",\"entries\":[\"Demon ichor is sticky enough to adhere to most weapons. A creature in Avernus that takes damage from a weapon coated with demon ichor suffers a flesh-warping transformation if it fails its saving throw (as described above). After hitting its target, the weapon is no longer coated with demon ichor.\"]},{\"type\":\"table\",\"caption\":\"Flesh Warping\",\"colLabels\":[\"d100\",\"Effect\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01–05\",\"The color of the target's hair, eyes, and skin becomes blue, red, yellow, or patterned.\"],[\"06–10\",\"The target's eyes push out of its head on the end of stalks.\"],[\"11–15\",\"The target's hands grow claws, which can be used as daggers.\"],[\"16–20\",\"One of the target's legs grows longer than the other, reducing its walking speed by 10 feet.\"],[\"21–25\",\"The target's eyes become beacons, filling a 15-foot cone with dim light when they are open.\"],[\"26–30\",\"A pair of wings, either feathered or leathery, sprout from the target's back, granting it a flying speed of 30 feet.\"],[\"31–35\",\"The target's ears tear free from its head and scurry away; the target is {@condition deafened}.\"],[\"36–40\",\"Two of the target's teeth turn into tusks.\"],[\"41–45\",\"The target's skin becomes scabby, granting it a +1 bonus to AC but reducing its Charisma by 2 (to a minimum of 1).\"],[\"46–50\",\"The target's arms and legs switch places, preventing the target from moving unless it crawls.\"],[\"51–55\",\"The target's arms become tentacles with fingers on the ends, increasing its reach by 5 feet.\"],[\"56–60\",\"The target's legs grow incredibly long and springy, increasing its walking speed by 10 feet.\"],[\"61–65\",\"The target grows a whiplike tail, which it can use as a whip.\"],[\"66–70\",\"The target's eyes turn black, and it gains {@sense darkvision} out to a range of 120 feet.\"],[\"71–75\",\"The target swells, tripling its weight.\"],[\"76–80\",\"The target becomes thin and skeletal, halving its weight.\"],[\"81–85\",\"The target's head doubles in size.\"],[\"86–90\",\"The target's ears become wings, giving it a flying speed of 5 feet.\"],[\"91–95\",\"The target's body becomes unusually brittle, causing the target to gain vulnerability to bludgeoning, piercing, and slashing damage.\"],[\"96–00\",\"The target grows another head, causing it to have advantage on saving throws against being {@condition charmed}, {@condition frightened}, or {@condition stunned}.\"]]}]},{\"name\":\"Desecrated Ground\",\"source\":\"DMG\",\"page\":110,\"trapHazType\":\"WLD\",\"entries\":[\"Some cemeteries and catacombs are imbued with the unseen traces of ancient evil. An area of desecrated ground can be any size, and a {@spell detect evil and good} spell cast within range reveals its presence.\",\"Undead standing on desecrated ground have advantage on all saving throws.\",\"A vial of {@item holy water (flask)|phb|holy water} purifies a 10-foot-square area of desecrated ground when sprinkled on it, and a {@spell hallow} spell purifies desecrated ground within its area.\"]},{\"name\":\"Extreme Cold\",\"source\":\"DMG\",\"page\":110,\"reprintedAs\":[\"Extreme Cold|XDMG\"],\"trapHazType\":\"WTH\",\"entries\":[\"Whenever the temperature is at or below 0 degrees Fahrenheit, a creature exposed to the cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain one level of {@condition exhaustion}. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates.\"]},{\"name\":\"Extreme Cold\",\"source\":\"XDMG\",\"page\":68,\"trapHazType\":\"ENV\",\"entries\":[\"When the temperature is 0 degrees Fahrenheit or lower, a creature exposed to the extreme cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain 1 {@condition Exhaustion|XPHB} level. Creatures that have {@variantrule Resistance|XPHB} or {@variantrule Immunity|XPHB} to Cold damage automatically succeed on the save.\"]},{\"name\":\"Extreme Heat\",\"source\":\"DMG\",\"page\":110,\"reprintedAs\":[\"Extreme Heat|XDMG\"],\"trapHazType\":\"WTH\",\"entries\":[\"When the temperature is at or above 100 degrees Fahrenheit, a creature exposed to the heat and without access to drinkable water must succeed on a Constitution saving throw at the end of each hour or gain one level of {@condition exhaustion}. The DC is 5 for the first hour and increases by 1 for each additional hour.\",\"Creatures wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Creatures with resistance or immunity to fire damage automatically succeed on the saving throw, as do creatures naturally adapted to hot climates.\"]},{\"name\":\"Extreme Heat\",\"source\":\"XDMG\",\"page\":68,\"trapHazType\":\"ENV\",\"entries\":[\"When the temperature is 100 degrees Fahrenheit or higher, a creature exposed to the extreme heat and without access to drinkable water must succeed on a Constitution saving throw at the end of each hour or gain 1 {@condition Exhaustion|XPHB} level. The DC is 5 for the first hour and increases by 1 for each additional hour. Creatures wearing Medium or Heavy armor have {@variantrule Disadvantage|XPHB} on the save. Creatures that have {@variantrule Resistance|XPHB} or {@variantrule Immunity|XPHB} to Fire damage automatically succeed on the save.\"]},{\"name\":\"Falling\",\"source\":\"XPHB\",\"page\":367,\"entries\":[\"A creature that falls takes {@damage 1d6} Bludgeoning damage at the end of the fall for every 10 feet it fell, to a maximum of {@dice 20d6}. When the creature lands, it has the {@condition Prone|XPHB} condition unless it avoids taking any damage from the fall.\",\"A creature that falls into water or another liquid can use its {@variantrule Reaction|XPHB} to make a {@dc 15} Strength ({@skill Athletics|XPHB}) or Dexterity ({@skill Acrobatics|XPHB}) check to hit the surface head or feet first. On a successful check, any damage resulting from the fall is halved.\"]},{\"name\":\"Falling into Water\",\"source\":\"TCE\",\"page\":170,\"trapHazType\":\"WLD\",\"entries\":[\"A creature that falls into water or another liquid can use its reaction to make a DC 15 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check to hit the surface head or feet first. On a successful check, any damage resulting from the fall is halved.\"]},{\"name\":\"Falling onto a Creature\",\"source\":\"TCE\",\"page\":170,\"trapHazType\":\"WLD\",\"entries\":[\"If a creature falls into the space of a second creature and neither of them is Tiny, the second creature must succeed on a DC 15 Dexterity saving throw or be impacted by the falling creature, and any damage resulting from the fall is divided evenly between them. The impacted creature is also knocked {@condition prone}, unless it is two or more sizes larger than the falling creature.\"]},{\"name\":\"Fireball Fungus\",\"source\":\"XDMG\",\"page\":76,\"rating\":[{\"tier\":2,\"threat\":\"deadly\"}],\"entries\":[\"A fireball fungus is a Small, inanimate mushroom that can grow anywhere fungi are found in abundance. Its luminous, orange cap sheds {@variantrule Bright Light|XPHB} in a 15-foot radius and {@variantrule Dim Light|XPHB} for an additional 15 feet.\",\"A fireball fungus has AC 10, HP 6, and {@variantrule Immunity|XPHB} to Psychic damage. When it drops to 0 Hit Points, the fungus explodes as if a {@spell Fireball|XPHB} spell (save DC 15) had been centered on it.\",{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"The explosion of a fireball fungus causes other fireball fungi in the area of effect to explode as well. You can scale the hazard for higher levels by adding one additional fungus at levels 11–16 or three additional fungi at levels 17–20.\"]}]},{\"name\":\"Flame Storm\",\"source\":\"TCE\",\"page\":163,\"trapHazType\":\"EST\",\"entries\":[\"Sooty thunderclouds shot through with red and orange lightning release a deluge of fiery droplets. Any creature caught in the burning rain takes {@dice 2d6} fire damage at the start of each of its turns. The droplets ignite any flammable objects that aren't being worn or carried; otherwise, the droplets burn out immediately. The smoke, soot, crackle, and low roar of the storm impose disadvantage on Wisdom ({@skill Perception}) checks and ranged attack rolls.\",\"A flame storm usually lasts {@dice 2d4} minutes, though the originating storm clouds can persist for days, creating multiple flame storms.\"]},{\"name\":\"Flaywind\",\"source\":\"TCE\",\"page\":163,\"trapHazType\":\"EST\",\"entries\":[\"Supernaturally powerful winds—like those from planes such as Pandemonium or Minethys, the third layer of Carceri—can spawn flaywinds. A flaywind is an intense sandstorm, gathering large rocks and other debris in addition to sand or grit. The area within the storm is heavily obscured, and a creature exposed to the storm takes {@dice 1d4} slashing damage at the start of each of its turns. Only substantial cover or shelter offers protection against the flensing grit.\",\"A flaywind leaves {@dice 4d6} feet of sand or debris in its wake. A successful DC 15 Intelligence ({@skill Arcana}) or ({@skill Nature}) check or Wisdom ({@skill Survival}) check allows a character to recognize a flaywind 1 minute before it strikes, allowing time to seek shelter. A flaywind typically lasts {@dice 1d4 × 10} hours.\"]},{\"name\":\"Frigid Water\",\"source\":\"DMG\",\"page\":110,\"reprintedAs\":[\"Frigid Water|XDMG\"],\"trapHazType\":\"WLD\",\"entries\":[\"A creature can be immersed in frigid water for a number of minutes equal to its Constitution score before suffering any ill effects. Each additional minute spent in frigid water requires the creature to succeed on a DC 10 Constitution saving throw or gain one level of {@condition exhaustion}. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures that are naturally adapted to living in ice-cold water.\"]},{\"name\":\"Frigid Water\",\"source\":\"XDMG\",\"page\":68,\"trapHazType\":\"ENV\",\"entries\":[\"A creature can be immersed in frigid water for a number of minutes equal to its Constitution score before suffering any ill effects. Each additional minute spent in frigid water requires the creature to succeed on a DC 10 Constitution saving throw or gain 1 {@condition Exhaustion|XPHB} level. Creatures with {@variantrule Resistance|XPHB} or {@variantrule Immunity|XPHB} to Cold damage automatically succeed on the save, as do creatures that are naturally adapted to living in ice-cold water.\"]},{\"name\":\"Green Slime\",\"source\":\"DMG\",\"page\":105,\"reprintedAs\":[\"Green Slime|XDMG\"],\"entries\":[\"This acidic slime devours flesh, organic material, and metal on contact. Bright green, wet, and sticky, it clings to walls, floors, and ceilings in patches.\",\"A patch of green slime covers a 5-foot square, has {@sense blindsight} out to a range of 30 feet, and drops from walls and ceilings when it detects movement below it. Beyond that, it has no ability to move. A creature aware of the slime's presence can avoid being struck by it with a successful DC 10 Dexterity saving throw. Otherwise, the slime can't be avoided as it drops.\",\"A creature that comes into contact with green slime takes 5 ({@dice 1d10}) acid damage. The creature takes the damage again at the start of each of its turns until the slime is scraped off or destroyed. Against wood or metal, green slime deals 11 ({@dice 2d10}) acid damage each round, and any nonmagical wood or metal weapon or tool used to scrape off the slime is effectively destroyed.\",\"Sunlight, any effect that cures disease, and any effect that deals cold, fire, or radiant damage destroys a patch of green slime.\"]},{\"name\":\"Green Slime\",\"source\":\"XDMG\",\"page\":76,\"rating\":[{\"tier\":1,\"threat\":\"nuisance\"}],\"entries\":[\"Acidic green slime devours flesh, organic material, and metal on contact. Bright green, wet, and sticky, it clings to walls, floors, and ceilings in patches.\",\"One patch of green slime covers a 5-foot square. Green slime has {@sense Blindsight|XPHB} with a range of 30 feet, and it drops from walls and ceilings when it detects movement below itself. Beyond that, it can't move. A creature aware of the slime's presence can avoid being struck by it with a successful DC 10 Dexterity saving throw.\",\"A creature that comes in contact with green slime takes 5 ({@dice 1d10}) Acid damage. The creature takes the damage again at the start of each of its turns until the slime is scraped off (requiring an action) or destroyed. Against wood or metal, green slime deals 11 ({@dice 2d10}) Acid damage each round, and any nonmagical wood or metal item used to scrape off the green slime is destroyed.\",\"Direct sunlight or any amount of Cold, Fire, or Radiant damage destroys a patch of green slime.\"],\"hasFluffImages\":true},{\"name\":\"Heavy Precipitation\",\"source\":\"DMG\",\"page\":110,\"reprintedAs\":[\"Heavy Precipitation|XDMG\"],\"trapHazType\":\"WTH\",\"entries\":[\"Everything within an area of heavy rain or heavy snowfall is lightly obscured, and creatures in the area have disadvantage on Wisdom ({@skill Perception}) checks that rely on sight. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom ({@skill Perception}) checks that rely on hearing.\"]},{\"name\":\"Heavy Precipitation\",\"source\":\"XDMG\",\"page\":69,\"trapHazType\":\"ENV\",\"entries\":[\"Everything within an area of heavy rain or heavy snowfall is {@variantrule Lightly Obscured|XPHB}, and creatures in the area have {@variantrule Disadvantage|XPHB} on all Wisdom ({@skill Perception|XPHB}) checks. Heavy rain also extinguishes open flames.\"]},{\"name\":\"High Altitude\",\"source\":\"DMG\",\"page\":110,\"reprintedAs\":[\"High Altitude|XDMG\"],\"trapHazType\":\"ENV\",\"entries\":[\"Traveling at altitudes of 10,000 feet or higher above sea level is taxing for a creature that needs to breathe, because of the reduced amount of oxygen in the air. Each hour such a creature spends traveling at high altitude counts as 2 hours for the purpose of determining how long that creature can travel.\",\"Breathing creatures can become acclimated to a high altitude by spending 30 days or more at this elevation. Breathing creatures can't become acclimated to elevations above 20,000 feet unless they are native to such environments.\"]},{\"name\":\"High Altitude\",\"source\":\"XDMG\",\"page\":69,\"trapHazType\":\"ENV\",\"entries\":[\"Traveling at altitudes of 10,000 feet or higher above sea level is taxing for most creatures because of the reduced amount of oxygen in the air. Each hour such a creature spends traveling at high altitude counts as 2 hours for the purpose of determining how long that creature can travel (see \\\"{@book Travel Pace|XDMG|1|Travel Pace}\\\" in {@book chapter 2|XDMG|1}).\",\"Creatures can become acclimated to a high altitude by spending 30 days or more at this elevation. Creatures can't become acclimated to elevations above 20,000 feet unless they are native to such environments.\"]},{\"name\":\"Improvised Damage\",\"source\":\"DMG\",\"page\":249,\"reprintedAs\":[\"Improvised Damage|XDMG\"],\"trapHazType\":\"GEN\",\"entries\":[\"In some cases you need to determine damage on the fly. The Improvising Damage table gives you suggestions for when you do so.\",{\"type\":\"table\",\"caption\":\"Improvising Damage\",\"colLabels\":[\"Dice\",\"Examples\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"{@damage 1d10}\",\"Burned by coals, hit by a falling bookcase, pricked by a poison needle\"],[\"{@damage 2d10}\",\"Being struck by lightning, stumbling into a fire pit\"],[\"{@damage 4d10}\",\"Hit by falling rubble in a collapsing tunnel, stumbling into a vat of acid\"],[\"{@damage 10d10}\",\"Crushed by compacting walls, hit by whirling steel blades, wading through a lava stream\"],[\"{@damage 18d10}\",\"Being submerged in lava, being hit by a crashing flying fortress\"],[\"{@damage 24d10}\",\"Tumbling into a vortex of fire on the Elemental Plane of Fire, being crushed in the jaws of a godlike creature or a moon-sized monster\"]]},\"The Damage Severity and Level table is a guide to how deadly these damage numbers are for characters of various levels. Cross-reference a character's level with the damage being dealt to gauge the severity of the damage.\",{\"type\":\"table\",\"caption\":\"Damage Severity and Level\",\"colLabels\":[\"Character Level\",\"Setback\",\"Dangerous\",\"Deadly\"],\"colStyles\":[\"col-3 text-center\",\"col-3 text-center\",\"col-3 text-center\",\"col-3 text-center\"],\"rows\":[[\"1st-4th\",\"{@damage 1d10}\",\"{@damage 2d10}\",\"{@damage 4d10}\"],[\"5th-10th\",\"{@damage 2d10}\",\"{@damage 4d10}\",\"{@damage 10d10}\"],[\"11th-16th\",\"{@damage 4d10}\",\"{@damage 10d10}\",\"{@damage 18d10}\"],[\"17th-20th\",\"{@damage 10d10}\",\"{@damage 18d10}\",\"{@damage 24d10}\"]]},\"Damage sufficient to cause a {@b setback} rarely poses a risk of death to characters of the level shown, but a severely weakened character might be laid low by this damage.\",\"In contrast, {@b dangerous} damage values pose a significant threat to weaker characters and could potentially kill a character of the level shown if that character is missing many hit points.\",\"As the name suggests, {@b deadly} damage is enough to drop a character of the level shown to 0 hit points. This level of damage can kill even powerful characters outright if they are already wounded.\"]},{\"name\":\"Improvised Damage\",\"source\":\"XDMG\",\"page\":30,\"trapHazType\":\"GEN\",\"entries\":[\"The Improvising Damage table gives guidelines for determining damage on the fly.\",{\"type\":\"table\",\"caption\":\"Improvising Damage\",\"colLabels\":[\"Damage\",\"Examples\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"{@damage 1d10}\",\"Burned by coals, hit by a falling bookcase, pricked by a poison needle\"],[\"{@damage 2d10}\",\"Struck by lightning, stumbling into a firepit\"],[\"{@damage 4d10}\",\"Hit by falling rubble in a collapsing tunnel, tumbling into a vat of acid\"],[\"{@damage 10d10}\",\"Crushed by compacting walls, hit by whirling steel blades, wading through lava\"],[\"{@damage 18d10}\",\"Submerged in lava, hit by a crashing flying fortress\"],[\"{@damage 24d10}\",\"Tumbling into a vortex of fire on the {@book Elemental Plane of Fire|XDMG|5|Elemental Plane of Fire}, crushed in the jaws of a godlike creature or a moon-size monster\"]]},\"The Damage Severity and Level table is a guide to how deadly these damage amounts are for characters of different levels. Cross-reference a character's level with the damage being dealt to gauge the severity of the damage.\",{\"type\":\"table\",\"caption\":\"Damage Severity and Level\",\"colLabels\":[\"Character Levels\",\"Nuisance\",\"Deadly\"],\"colStyles\":[\"col-4 text-center\",\"col-4 text-right\",\"col-4 text-right\"],\"rows\":[[\"1–4\",\"5 ({@damage 1d10})\",\"11 ({@damage 2d10})\"],[\"5–10\",\"11 ({@damage 2d10})\",\"22 ({@damage 4d10})\"],[\"11–16\",\"22 ({@damage 4d10})\",\"55 ({@damage 10d10})\"],[\"17–20\",\"55 ({@damage 10d10})\",\"99 ({@damage 18d10})\"]]},\"Nuisance damage rarely poses a risk of death to characters of the levels shown, but a severely weakened character might be laid low by this damage.\",\"Deadly damage poses a significant threat to characters of the levels shown and could potentially kill such a character that's missing many {@variantrule Hit Points|XPHB}.\"]},{\"name\":\"Inferno\",\"source\":\"XDMG\",\"page\":76,\"rating\":[{\"tier\":2,\"threat\":\"deadly\"},{\"tier\":3,\"threat\":\"nuisance\"}],\"entries\":[\"Whenever an uncontrolled fire spreads, it can create an inferno that quickly engulfs creatures, objects, and vegetation.\",\"An inferno consists of at least four contiguous 10-foot {@variantrule Cube [Area of Effect]|XPHB|Cubes} of fire. Each of the inferno's 10-foot Cubes can be doused with 10 gallons of water. Exposure to a strong wind for 1 minute causes the inferno to grow, adding {@dice 1d4} new 10-foot Cubes to its volume. An inferno deprived of fuel burns itself out after {@dice 1d10} minutes.\",\"An inferno damages any vegetation or object that isn't being worn or carried that it touches, dealing 22 ({@dice 4d10}) Fire damage immediately and again at the end of each minute. Any creature that enters the inferno for the first time on a turn or starts its turn there takes 22 ({@dice 4d10}) Fire damage and is burning.\"]},{\"name\":\"Malnutrition\",\"source\":\"XPHB\",\"page\":371,\"entries\":[\"A creature needs an amount of food per day based on its size, as shown in the Food Needs per Day table. A creature that eats but consumes less than half the required food for a day must succeed on a {@dc 10} Constitution {@variantrule Saving Throw|XPHB|saving throw} or gain 1 {@condition Exhaustion|XPHB} level at the day's end. A creature that eats nothing for 5 days automatically gains 1 {@condition Exhaustion|XPHB} level at the end of the fifth day as well as an additional level at the end of each subsequent day without food.\",\"{@condition Exhaustion|XPHB} caused by malnutrition can't be removed until the creature eats the full amount of food required for a day.\",{\"type\":\"table\",\"caption\":\"Food Needs per Day\",\"colLabels\":[\"Size\",\"Food\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"Tiny\",\"1/4 pound\"],[\"Small\",\"1 pound\"],[\"Medium\",\"1 pound\"],[\"Large\",\"4 pound\"],[\"Huge\",\"16 pound\"],[\"Gargantuan\",\"64 pound\"]]}]},{\"name\":\"Necrotic Tempest\",\"source\":\"TCE\",\"page\":163,\"trapHazType\":\"EST\",\"entries\":[\"Storms infused with the essence of death roil with dark clouds that manifest leering skulls and bone-white lightning. Any creature exposed to the storm that isn't a construct or an undead must succeed on a DC 13 Constitution saving throw at the end of each minute or take {@dice 3d6} necrotic damage.\",\"A creature that dies in a necrotic tempest rises as a {@creature skeleton} or {@creature zombie} (your choice) {@dice 1d10} minutes later.\",\" A necrotic tempest lasts for {@dice 1d4} hours and leaves crops withered and wells undrinkable for {@dice 1d4} days after its passing.\"]},{\"name\":\"Planar Effects\",\"source\":\"XDMG\",\"page\":69,\"trapHazType\":\"ENV\",\"entries\":[\"Certain planes of existence—and areas on the Material Plane affected by them—have supernatural effects on creatures within them. Several examples are presented below. See {@book chapter 6|XDMG|5} for more information about the planes of existence.\",{\"type\":\"entries\",\"name\":\"Acheronian Bloodlust\",\"entries\":[\"The plane of {@book Acheron|XDMG|5|Acheron} rewards a creature for harming other creatures by imbuing it with the strength to keep fighting. While in Acheron or a region under its influence, a creature gains {@variantrule Temporary Hit Points|XPHB} equal to half its Hit Point maximum whenever it reduces another creature to 0 Hit Points.\"]},{\"type\":\"entries\",\"name\":\"Arcadian Vitality\",\"entries\":[\"On the plane of {@book Arcadia|XDMG|5|Arcadia} and in regions where its influence is felt, creatures benefit from supernatural vitality, which grants them {@variantrule Immunity|XPHB} the {@condition Frightened|XPHB} and {@condition Poisoned|XPHB} conditions.\"]},{\"type\":\"entries\",\"name\":\"Blessed Beneficence\",\"entries\":[\"On the plane of {@book Mount Celestia|XDMG|5|Mount Celestia} and in regions where its influence is felt, creatures are blessed by the pervasive beneficence of the plane. Creatures other than Fiends and Undead gain the benefit of the {@spell Bless|XPHB} spell as long as they remain in an area of blessed beneficence. In addition, such a creature that finishes a Long Rest in the area gains the benefit of a {@spell Lesser Restoration|XPHB} spell.\"]},{\"type\":\"entries\",\"name\":\"Gehennan Cruelty\",\"entries\":[\"On the plane of {@book Gehenna|XDMG|5|Gehenna} and in regions where its influence is felt, creatures are driven to loathe helping one another. Whenever a creature subject to Gehennan cruelty casts a spell, including a spell that restores Hit Points or removes a condition other than {@condition Invisible|XPHB}, the caster must succeed on a DC 10 Charisma saving throw, or the spell fails and is wasted.\"]},{\"type\":\"entries\",\"name\":\"Winds of Pandemonium\",\"entries\":[\"The winds of {@book Pandemonium|XDMG|5|Pandemonium} are common in Pandemonium and regions where its influence is felt, including parts of the Underdark. A creature makes a DC 10 Wisdom saving throw after each hour spent among the howling winds. On a failed save, the creature gains 1 {@condition Exhaustion|XPHB} level. The winds can't increase a creature's {@condition Exhaustion|XPHB} level above 3. Finishing a Long Rest doesn't reduce a creature's Exhaustion level unless the creature can somehow escape the winds.\"]}]},{\"name\":\"Poisonous Gas\",\"source\":\"XDMG\",\"page\":77,\"rating\":[{\"tier\":1,\"threat\":\"nuisance\"}],\"entries\":[\"Poisonous gas is usually encountered in an enclosed space, such as a sewer or sealed tomb. The gas fills as much space as it can, up to a maximum of ten 10-foot {@variantrule Cube [Area of Effect]|XPHB|Cubes}. The transparent gas carries a foul odor. The gas is continuously or periodically replenished by some natural or magical source, though a strong wind disperses the gas for 1 minute.\",\"Any creature that enters poisonous gas for the first time on a turn or starts its turn there makes a DC 12 Constitution saving throw, taking 5 ({@dice 1d10}) Poison damage on a failed save or half as much damage on a successful one. Creatures in the gas also have {@variantrule Disadvantage|XPHB} on {@variantrule Death Saving Throw|XPHB|Death Saving Throws}.\",{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"You can scale the hazard for higher levels by increasing the Poison damage and the save DC, as shown in the following table.\",{\"type\":\"table\",\"colLabels\":[\"Levels\",\"Poison Damage\",\"Save DC\"],\"colStyles\":[\"col-2 text-center\",\"col-5 text-center\",\"col-5 text-center\"],\"rows\":[[\"5–10\",\"11 ({@dice 2d10})\",\"14\"],[\"11–16\",\"22 ({@dice 4d10})\",\"16\"],[\"17–20\",\"55 ({@dice 10d10})\",\"18\"]]}]}]},{\"name\":\"Quicksand\",\"source\":\"DMG\",\"page\":110,\"reprintedAs\":[\"Quicksand Pit|XDMG\"],\"trapHazType\":\"WLD\",\"entries\":[\"A quicksand pit covers the ground in roughly a 10-foot square area and is usually 10 feet deep. When a creature enters the area, it sinks {@dice 1d4+1} feet into the quicksand and becomes {@condition restrained}. At the start of each of the creature's turns, it sinks another {@dice 1d4} feet. As long as the creature isn't completely submerged in quicksand, it can escape by using its action and succeeding on a Strength check. The DC is 10 plus the number of feet the creature has sunk into the quicksand. A creature that is completely submerged in quicksand can't breathe (see the {@book suffocation|phb|8|suffocating} rules in the {@i Player's Handbook}).\",\"A creature can pull another creature within its reach out of a quicksand pit by using its action and succeeding on a Strength check. The DC is 5 plus the number of feet the target creature has sunk into the quicksand.\"]},{\"name\":\"Quicksand Pit\",\"source\":\"XDMG\",\"page\":77,\"rating\":[{\"tier\":1,\"threat\":\"nuisance\"}],\"entries\":[\"A quicksand pit is 10 feet deep and covers the ground in a 10-foot square. A creature that enters the area sinks {@dice 1d4 + 1} feet into the quicksand and has the {@condition Restrained|XPHB} condition. At the start of each of the creature's turns, it sinks another {@dice 1d4} feet. As long as the creature isn't completely submerged in quicksand, it can take an action to try to escape, doing so with a successful Strength ({@skill Athletics|XPHB}) check (DC 10 plus the number of feet the creature has sunk into the quicksand). A creature that is completely submerged in quicksand has {@table Cover|XPHB|Total Cover} and the {@condition Blinded|XPHB} condition and risks suffocation.\",\"A creature can pull another creature within its reach out of a quicksand pit by taking an action and succeeding on a Strength ({@skill Athletics|XPHB}) check (DC 5 plus the number of feet the creature has sunk into the quicksand).\",{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"You can scale this hazard for higher levels by making the pit deeper and increasing the number of feet a creature sinks at the start of each of its turns, as shown in the following table.\",{\"type\":\"table\",\"colLabels\":[\"Levels\",\"Pit Depth\",\"Sinking Rate\"],\"colStyles\":[\"col-2 text-center\",\"col-5 text-center\",\"col-5 text-center\"],\"rows\":[[\"5–10\",\"15 feet\",\"{@dice 1d6} feet\"],[\"11–16\",\"20 feet\",\"{@dice 1d8} feet\"],[\"17–20\",\"30 feet\",\"{@dice 1d10} feet\"]]}]}]},{\"name\":\"Razorvine\",\"source\":\"DMG\",\"page\":110,\"reprintedAs\":[\"Razorvine|XDMG\"],\"trapHazType\":\"WLD\",\"entries\":[\"Razorvine is a plant that grows in wild tangles and hedges. It also clings to the sides of buildings and other surfaces as ivy does. A 10-foot-high, 10-foot-wide, 5-foot-thick wall or hedge of razorvine has AC 11, 25 hit points, and immunity to bludgeoning, piercing, and psychic damage.\",\"When a creature comes into direct contact with razorvine for the first time on a turn, the creature must succeed on a DC 10 Dexterity saving throw or take 5 ({@dice 1d10}) slashing damage from the razorvine's bladelike thorns.\"]},{\"name\":\"Razorvine\",\"source\":\"XDMG\",\"page\":78,\"rating\":[{\"tier\":1,\"threat\":\"nuisance\"}],\"entries\":[\"Razorvine is a plant that grows in wild tangles and hedges. It also clings to the sides of buildings and other surfaces as ivy does. A 10-foot-high, 10-foot-wide, 5-foot-thick wall or hedge of razorvine has AC 11; HP 25; and {@variantrule Immunity|XPHB} to Bludgeoning, Piercing, and Psychic damage.\",\"When a creature comes into contact with razorvine for the first time on a turn, the creature must succeed on a DC 10 Dexterity saving throw or take 5 ({@dice 1d10}) Slashing damage from the bladelike thorns.\"]},{\"name\":\"River Styx\",\"source\":\"XDMG\",\"page\":78,\"rating\":[{\"tier\":3,\"threat\":\"nuisance\"}],\"entries\":[\"The {@book River Styx|XDMG|5|River Styx} courses through the Lower Planes. Tasting or touching its waters can shatter a creature's intellect and personality, as well as strip away its memories. Certain Fiends are immune to the river's effects.\",\"Unless immune to the river's effects, a creature that drinks from the Styx, enters the river, or starts its turn in the river makes a DC 20 Intelligence saving throw. On a failed save, the creature takes 19 ({@dice 3d12}) Psychic damage and can't cast spells or take the {@action Magic|XPHB} action for 30 days. An affected creature can drink from the Styx and swim in its waters without suffering any additional effects.\",\"The effect can be ended only by the {@spell Greater Restoration|XPHB}, {@spell Heal|XPHB}, or {@spell Wish|XPHB} spell. If the effect isn't ended after 30 days, the effect becomes permanent and the creature loses all its memories. At that point, nothing short of a {@spell Wish|XPHB} spell or divine intervention can undo the effect.\",\"Water taken from the River Styx loses its potency after 24 hours, becoming a harmless, foul-tasting liquid. Arcanaloths, night hags, and other fell creatures might know rituals that can prolong the water's potency, at your discretion.\"]},{\"name\":\"Rockslide\",\"source\":\"XDMG\",\"page\":78,\"rating\":[{\"tier\":1,\"threat\":\"deadly\"}],\"entries\":[\"When a rockslide occurs, every creature in its path makes a DC 15 Dexterity saving throw. On a failed save, a creature takes 11 ({@dice 2d10}) Bludgeoning damage, has the {@condition Prone|XPHB} condition, and moves with the rockslide. On a successful save, a creature takes half as much damage only.\",\"When the rockslide stops, its space becomes {@variantrule Difficult Terrain|XPHB}, and all Prone creatures in its space are buried under rocks and debris. A creature buried in this way has the {@condition Restrained|XPHB} condition and has {@table Cover|XPHB|Total Cover}. As an action, a creature can try to crawl out from under the rock pile. If the creature succeeds on a DC 15 Strength ({@skill Athletics|XPHB}) check, it is no longer Restrained; instead, it has the {@condition Prone|XPHB} condition and is atop the rock pile. If the check fails, the creature remains buried and gains 1 {@condition Exhaustion|XPHB} level.\",\"A creature that has neither the Incapacitated nor the Restrained condition can spend 1 minute freeing another creature buried by the rockslide.\",{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"You can scale this hazard for higher levels by increasing the Bludgeoning damage as follows: 22 ({@dice 4d10}) at levels 5–10, 55 ({@dice 10d10}) at levels 11–16, and 99 ({@dice 18d10}) at levels 17–20.\"]}]},{\"name\":\"Rot Grub\",\"source\":\"VGM\",\"page\":208,\"otherSources\":[{\"source\":\"MPMM\",\"page\":237}],\"entries\":[\"Rot grubs are finger-sized maggots that eat living and dead creatures, although they can survive on vegetation. They infest corpses and piles of decaying matter and attack anyone that disturbs them. After burrowing into a creature, rot grubs instinctively chew their way toward vital parts.\",\"Rot grubs recoil from flames, and fire is the main weapon against rot grubs once they're inside a body. Magic that neutralizes poison can also stop them before they kill their host.\",{\"type\":\"entries\",\"name\":\"Single Rot Grub\",\"page\":237,\"entries\":[\"Rot grubs pose a threat both singly and as a swarm. See the {@creature swarm of rot grubs|MPMM|stat block} for the mechanics of a swarm of rot grubs. A single rot grub has no stat block.\",\"Any creature that comes into contact with a single rot grub must succeed on a {@dc 10} Constitution saving throw or be {@condition poisoned}, as the rot grub burrows into the creature. The {@condition poisoned} creature takes 3 ({@damage 1d6}) poison damage at the end of each of its turns. Whenever the {@condition poisoned} creature takes fire damage, the creature can repeat the saving throw, ending the effect on itself on a success. If the {@condition poisoned} creature ends its turn with 0 hit points, it dies, as the rot grub kills it.\"]}]},{\"name\":\"Russet Mold\",\"source\":\"VGM\",\"page\":196,\"otherSources\":[{\"source\":\"MPMM\",\"page\":252}],\"entries\":[\"Few know for sure where russet mold came from. One historical account tells of adventurers in a mountain range discovering russet mold and {@filter vegepygmies|bestiary|search=vegepygmy} in a peculiar metal dungeon full of strange life. Another story says that explorers found russet mold in a crater left by a falling star, with {@creature Vegepygmy|MPMM|vegepygmies} infesting the forest nearby.\",\"The mold is found only in places that are dark, warm, and wet. Russet mold that spreads out across a metal object can be mistaken for rust, and a successful {@dc 15} Intelligence ({@skill Nature}) or Wisdom ({@skill Survival}) check is required to identify it.\",{\"type\":\"entries\",\"name\":\"Effects of the Mold\",\"entries\":[\"Any creature that comes within 5 feet of russet mold must make a {@dc 13} Constitution saving throw as the mold emits a puff of spores. On a failed save, the creature is {@condition poisoned}. While {@condition poisoned} in this way, the creature takes 7 ({@damage 2d6}) poison damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any magic that neutralizes poison or cures disease kills the infestation. A creature reduced to 0 hit points by the mold dies. If the dead creature is a Beast, a Giant, or a Humanoid, one or more vegepygmies emerge from its body 24 hours later: one from a Small corpse, two from a Medium corpse, four from a Large corpse, eight from a Huge corpse, or sixteen from a Gargantuan corpse.\"]},{\"type\":\"entries\",\"name\":\"Destroying the Mold\",\"entries\":[\"Russet mold can be hard to kill, since weapons and most types of damage do it no harm. Effects that deal acid, necrotic, or radiant damage kill 1 square foot of russet mold per 1 damage dealt. A pound of salt, a gallon of alcohol, or magic that cures disease kills russet mold in a square area that is 10 feet on a side. Sunlight kills any russet mold in the light's area.\"]}]},{\"name\":\"Slippery Ice\",\"source\":\"DMG\",\"page\":110,\"reprintedAs\":[\"Slippery Ice|XDMG\"],\"trapHazType\":\"WLD\",\"entries\":[\"Slippery ice is {@quickref difficult terrain||3}. When a creature moves onto slippery ice for the first time on a turn, it must succeed on a DC 10 Dexterity ({@skill Acrobatics}) check or fall {@condition prone}.\"]},{\"name\":\"Slippery Ice\",\"source\":\"XDMG\",\"page\":69,\"trapHazType\":\"ENV\",\"entries\":[\"Slippery ice is {@variantrule Difficult Terrain|XPHB}. A creature that moves onto slippery ice for the first time on a turn or starts its turn there must succeed on a DC 10 Dexterity saving throw or have the {@condition Prone|XPHB} condition.\"]},{\"name\":\"Strong Wind\",\"source\":\"DMG\",\"page\":110,\"reprintedAs\":[\"Strong Wind|XDMG\"],\"trapHazType\":\"WTH\",\"entries\":[\"A strong wind imposes disadvantage on ranged weapon attack rolls and Wisdom ({@skill Perception}) checks that rely on hearing. A strong wind also extinguishes open flames, disperses fog, and makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall.\",\"A strong wind in a desert can create a sandstorm that imposes disadvantage on Wisdom ({@skill Perception}) checks that rely on sight.\"]},{\"name\":\"Strong Wind\",\"source\":\"XDMG\",\"page\":69,\"trapHazType\":\"ENV\",\"entries\":[\"Strong wind imposes {@variantrule Disadvantage|XPHB} on attack rolls with weapons. It also extinguishes open flames and disperses fog. A flying creature in a strong wind must land at the end of its turn or fall.\",\"A strong wind in a desert can create a sandstorm that imposes Disadvantage on Wisdom ({@skill Perception|XPHB}) checks.\"]},{\"name\":\"Suffocation\",\"source\":\"XPHB\",\"page\":376,\"entries\":[\"A creature can hold its breath for a number of minutes equal to 1 plus its Constitution modifier (minimum of 30 seconds) before suffocation begins. When a creature runs out of breath or is choking, it gains 1 {@condition Exhaustion|XPHB} level at the end of each of its turns. When a creature can breathe again, it removes all levels of {@condition Exhaustion|XPHB} it gained from suffocating.\"]},{\"name\":\"Thin Ice\",\"source\":\"DMG\",\"page\":111,\"reprintedAs\":[\"Thin Ice|XDMG\"],\"trapHazType\":\"WLD\",\"entries\":[\"Thin ice has a weight tolerance of 3d10 × 10 pounds per 10-foot-square area. Whenever the total weight on an area of thin ice exceeds its tolerance, the ice in that area breaks. All creatures on broken ice fall through.\"]},{\"name\":\"Thin Ice\",\"source\":\"XDMG\",\"page\":69,\"trapHazType\":\"ENV\",\"entries\":[\"Thin ice has a weight tolerance of {@dice 3d10 × 10} pounds per 10-foot-square area. Whenever the total weight on an area of thin ice exceeds its tolerance, the ice in that area breaks. All creatures on broken ice fall through. Below the ice is {@hazard frigid water|XDMG}.\"]},{\"name\":\"Thrym's Howl\",\"source\":\"TCE\",\"page\":163,\"trapHazType\":\"EST\",\"entries\":[\"These bone-chilling blizzards drive a wall of wind and snow like a living glacier. The storm projects {@hazard extreme cold} (see the {@book Dungeon Master's Guide|DMG}). Due to the howling wind and dense blue-white ice particles, the area in the storm is heavily obscured, and ranged attack rolls and Wisdom ({@skill Perception}) checks made within it have disadvantage.\",\"Any creature exposed to the storm at the start of its turn takes {@dice 2d6} cold damage and can't regain hit points until it spends at least 1 hour in a warm environment. A creature that dies in the storm freezes solid. Creatures that are immune to cold damage are immune to the effects of the storm and can see normally within it.\",\"Thrym's howl typically lasts {@dice 2d10} hours.\"]},{\"name\":\"Vicious Vine\",\"source\":\"XDMG\",\"page\":78,\"rating\":[{\"tier\":1,\"threat\":\"nuisance\"}],\"entries\":[\"Vicious vines are animated by magic. They often cling to doorways, archways, walls, and statuary. Until a vicious vine moves, there's nothing to distinguish it from an inanimate vine.\",\"Each vicious vine has AC 11; HP 16; and Immunity to Bludgeoning, Piercing, and Psychic damage. When a creature enters a space within 5 feet of the vine for the first time on a turn or starts its turn there, the vine tries to coil around that creature. The target must succeed on a DC 12 Dexterity saving throw or have the {@condition Grappled|XPHB} condition (escape DC 12). While Grappled in this way, the target takes 5 ({@dice 1d10}) Necrotic damage from the vine's life-draining thorns at the start of each of the target's turns. The vine can grapple only one creature at a time.\",\"As an {@action Influence|XPHB} action, a character under the effect of a {@spell Speak with Plants|XPHB} spell or similar magic can try to persuade the vine to release its victim, doing so with a successful DC 10 Charisma ({@skill Persuasion|XPHB}) check. A creature released by the vine in this way won't be attacked by that vine again for the next 24 hours.\",{\"type\":\"entries\",\"name\":\"At Higher Levels\",\"entries\":[\"You can scale the hazard for higher levels by increasing the Necrotic damage, the save DC, and the escape DC, as shown in the following table.\",{\"type\":\"table\",\"colLabels\":[\"Levels\",\"Necrotic Damage\",\"Save/Escape DC\"],\"colStyles\":[\"col-2 text-center\",\"col-5 text-center\",\"col-5 text-center\"],\"rows\":[[\"5–10\",\"11 ({@dice 2d10})\",\"14\"],[\"11–16\",\"22 ({@dice 4d10})\",\"16\"],[\"17–20\",\"55 ({@dice 10d10})\",\"18\"]]}]}]},{\"name\":\"Webs\",\"source\":\"DMG\",\"page\":105,\"reprintedAs\":[\"Webs|XDMG\"],\"entries\":[\"Giant spiders weave thick, sticky webs across passages and at the bottom of pits to snare prey. These web-filled areas are {@quickref difficult terrain||3}. Moreover, a creature entering a webbed area for the first time on a turn or starting its turn there must succeed on a DC 12 Dexterity saving throw or become {@condition restrained} by the webs. A {@condition restrained} creature can use its action to try to escape, doing so with a successful DC 12 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check.\",\"Each 10-foot cube of giant webs has AC 10, 15 hit points, vulnerability to fire, and immunity to bludgeoning, piercing, and psychic damage.\"]},{\"name\":\"Webs\",\"source\":\"XDMG\",\"page\":79,\"rating\":[{\"tier\":1,\"threat\":\"nuisance\"}],\"entries\":[\"Giant spiders weave thick, sticky webs across passages and at the bottom of pits to snare prey. These web-filled areas are {@variantrule Difficult Terrain|XPHB}.\",\"A creature that enters a web-filled area for the first time on a turn or starts its turn there must succeed on a DC 12 Dexterity saving throw or have the {@condition Restrained|XPHB} condition. As an action, a creature Restrained by the webs can try to escape from them, doing so with a successful DC 12 Strength ({@skill Athletics|XPHB}) or Dexterity ({@skill Acrobatics|XPHB}) check.\",\"Each 10-foot {@variantrule Cube [Area of Effect]|XPHB|Cube} of webs has AC 10; HP 15; Vulnerability to Fire damage; and Immunity to Piercing, Poison, and Psychic damage.\"],\"hasFluffImages\":true},{\"name\":\"Wild Magic Zone\",\"source\":\"XDMG\",\"page\":69,\"trapHazType\":\"ENV\",\"entries\":[\"A past magical disaster or uncontrolled surge of power in a particular place can cause the fabric of magic to unravel, creating a wild magic zone. In such an area, which is typically no more than 300 feet in diameter, magic behaves unpredictably.\",\"Whenever a creature expends a spell slot to cast a spell in a wild magic zone, roll {@dice 1d20}. If you roll a 20 on the die, roll on the {@table Wild Magic Surge|XPHB} table in the {@book Player's Handbook|XPHB} to create a magical effect.\"]},{\"name\":\"Yellow Mold\",\"source\":\"DMG\",\"page\":105,\"reprintedAs\":[\"Yellow Mold|XDMG\"],\"entries\":[\"Yellow mold grows in dark places, and one patch covers a 5-foot square. If touched, the mold ejects a cloud of spores that fills a 10-foot cube originating from the mold. Any creature in the area must succeed on a DC 15 Constitution saving throw or take 11 ({@dice 2d10}) poison damage and become {@condition poisoned} for 1 minute. While {@condition poisoned} in this way, the creature takes 5 ({@dice 1d10}) poison damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.\",\"Sunlight or any amount of fire damage instantly destroys one patch of yellow mold.\"]},{\"name\":\"Yellow Mold\",\"source\":\"XDMG\",\"page\":79,\"rating\":[{\"tier\":1,\"threat\":\"deadly\"},{\"tier\":2,\"threat\":\"nuisance\"}],\"entries\":[\"Yellow mold grows in dark places, and one patch covers a 5-foot square. If touched, the mold ejects a cloud of spores that fills a 10-foot {@variantrule Cube [Area of Effect]|XPHB|Cube}. Any creature in that area must succeed on a DC 15 Constitution saving throw or take 11 ({@dice 2d10}) Poison damage and have the {@condition Poisoned|XPHB} condition for 1 minute. While Poisoned in this way, the creature takes 5 ({@dice 1d10}) Poison damage at the start of each of its turns. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success.\",\"Direct sunlight or any amount of Fire damage destroys a patch of yellow mold.\"]}]}"); JSON_DATA[`data/variantrules.json`] = JSON.parse("{\"variantrule\":[{\"name\":\"Ability Check\",\"source\":\"XPHB\",\"page\":360,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"An ability check is a {@variantrule D20 Test|XPHB} that represents using one of the six abilities—or a specific skill associated with an ability—to overcome a challenge.\"]},{\"name\":\"Ability Score and Modifier\",\"source\":\"XPHB\",\"page\":360,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A creature has six ability scores—Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma—each of which has a corresponding modifier. Add the modifier when you make a {@variantrule D20 Test|XPHB} Test with the corresponding ability or when a rule asks you to do so.\"]},{\"name\":\"Accelerated Rests\",\"source\":\"TDCSR\",\"page\":213,\"ruleType\":\"O\",\"entries\":[\"Certain adventures thrive on the adrenaline of the chase or the ever-present fear of ambush. As it stands, the need to take a {@quickref resting|PHB|2|0|short rest} can prove difficult during long dungeon crawls, and this lends itself to a nice tone of personal stress and risk versus reward. However, sometimes a rest is necessary for the party to continue, even if the current rush of the story's clock won't allow for the hour that a {@quickref resting|PHB|2|0|short rest} requires.\",\"One way to make {@quickref resting|PHB|2|0|short rests} less intrusive is to let characters take one in a reduced amount of time. If the characters have only 10 minutes to spare, let them take a 10-minute {@quickref resting|PHB|2|0|short rest}. If they have half an hour to spare, let them take a {@quickref resting|PHB|2|0|short rest} in 30 minutes. This fits the game mechanics to the story's narrative, rather than the other way around.\",\"In a campaign that implements this option, a character must finish a {@quickref resting|PHB|2|0|long rest} before they can take an accelerated {@quickref resting|PHB|2|0|short rest} again.\",{\"type\":\"entries\",\"name\":\"Arduous Rally\",\"page\":213,\"entries\":[\"If fudging game mechanics to support the campaign's narrative doesn't feel right for your group, the characters can potentially make use of the option to take an arduous rally instead of a {@quickref resting|PHB|2|0|short rest}. This involves one or more characters spending 5 minutes to rally their resolve in the face of coming peril, letting their adrenaline fuel the need to push on. A character who undertakes an arduous rally gains the benefit of a {@quickref resting|PHB|2|0|short rest}, but any hit points restored by spending Hit Dice are halved. Moreover, the character gains one level of {@condition exhaustion}.\"]}]},{\"name\":\"Action\",\"source\":\"XPHB\",\"page\":360,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"On your turn, you can take one action. Choose which action to take from those below or from the special actions provided by your features. These actions are defined elsewhere in this glossary:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"columns\":4,\"items\":[\"{@action Attack|XPHB}\",\"{@action Dodge|XPHB}\",\"{@action Dash|XPHB}\",\"{@action Help|XPHB}\",\"{@action Disengage|XPHB}\",\"{@action Hide|XPHB}\",\"{@action Influence|XPHB}\",\"{@action Magic|XPHB}\",\"{@action Ready|XPHB}\",\"{@action Search|XPHB}\",\"{@action Study|XPHB}\",\"{@action Utilize|XPHB}\"]}]},{\"name\":\"Action Options\",\"source\":\"DMG\",\"page\":271,\"ruleType\":\"O\",\"entries\":[\"This section provides new action options for combat. They can be added as a group or individually to your game.\",{\"name\":\"Climb onto a Bigger Creature\",\"type\":\"entries\",\"entries\":[\"If one creature wants to jump onto another creature, it can do so by grappling. A small or Medium creature has little chance of making a successful grapple against a Huge or Gargantuan creature, however, unless magic has granted the grappler supernatural might.\",\"As an alternative, a suitably large opponent can be treated as terrain for the purpose of jumping onto its back or clinging to a limb. After making any ability checks necessary to get into position and onto the larger creature, the smaller creature uses its action to make a Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check contested by the target's Dexterity ({@skill Acrobatics}) check. If it wins the contest, the smaller creature successfully moves into the target creature's space, the smaller creature moves with the target and has advantage on attack rolls against it.\",\"The smaller creature can move around within the larger creature's space, treating the space as {@quickref difficult terrain||3}. The larger creature's ability to attack the smaller creature depends on the smaller creature's location, and is left to your discretion. The larger creature can dislodge the smaller creature as an action—knocking it off, scraping it against a wall, or grabbing and throwing it—by making a Strength ({@skill Athletics}) check contested by the smaller creature's Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check. The smaller creature chooses which ability to use.\"]},{\"name\":\"Disarm\",\"type\":\"entries\",\"entries\":[\"A creature can use a weapon attack to knock a weapon or another item from a target's grasp. The attacker makes an attack roll contested by the target's Strength ({@skill Athletics}) check or Dexterity ({@skill Acrobatics}) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item.\",\"The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.\"]},{\"name\":\"Mark\",\"type\":\"entries\",\"entries\":[\"This option makes it easier for melee combatants to harry each other with opportunity attacks.\",\"When a creature makes a melee attack, it can also mark its target. Until the end of the attacker's next turn, any opportunity attack it makes against the marked target has advantage. The opportunity attack doesn't expend the attacker's reaction, but the attacker can't make the attack if anything, such as the {@condition incapacitated} condition or the {@spell shocking grasp} spell, is preventing it from taking reactions. The attacker is limited to one opportunity attack per turn.\"]},{\"name\":\"Overrun\",\"type\":\"entries\",\"entries\":[\"When a creature tries to move through a hostile creature's space, the mover can try to force its way through by overrunning the hostile creature. As an action or a bonus action, the mover makes a Strength ({@skill Athletics}) check contested by the hostile creature's Strength ({@skill Athletics}) check. The creature attempting the overrun has advantage on this check if it is larger than the hostile creature, or disadvantage if it is smaller. If the mover wins the contest, it can move through the hostile creature's space once this turn.\"]},{\"name\":\"Shove Aside\",\"type\":\"entries\",\"entries\":[\"With this option, a creature uses the special {@action shove} attack from the {@book Player's Handbook|PHB} to force a target to the side, rather than away. The attacker has disadvantage on its Strength ({@skill Athletics}) check when it does so. If that check is successful, the attacker moves the target 5 feet to a different space within its reach.\"]},{\"name\":\"Tumble\",\"type\":\"entries\",\"entries\":[\"A creature can try to tumble through a hostile creature's space, ducking and weaving past the opponent. As an action or a bonus action, the tumbler makes a Dexterity ({@skill Acrobatics}) check contested by the hostile creature's Dexterity ({@skill Acrobatics}) check. If the tumbler wins the contest, it can move through the hostile creature's space once this turn.\"]}]},{\"name\":\"Adamantine Weapons\",\"source\":\"XGE\",\"page\":78,\"ruleType\":\"O\",\"type\":\"section\",\"entries\":[\"Adamantine is an ultrahard metal found in meteorites and extraordinary mineral veins. In addition to being used to craft {@item adamantine armor}, the metal is also used for weapons.\",\"Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an {@item adamantine weapon|xge} or piece of {@item adamantine ammunition|xge|ammunition} hits an object, the hit is a critical hit.\",\"The adamantine version of a melee weapon or of ten pieces of ammunition costs 500 gp more than the normal version, whether the weapon or ammunition is made of the metal or coated with it.\"]},{\"name\":\"Advantage\",\"source\":\"XPHB\",\"page\":360,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"If you have Advantage on a {@variantrule D20 Test|XPHB}, roll two d20s, and use the higher roll. A roll can't be affected by more than one Advantage, and Advantage and {@variantrule Disadvantage|XPHB} on the same roll cancel each other.\"]},{\"name\":\"Adventure\",\"source\":\"XPHB\",\"page\":360,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"An adventure is a series of {@variantrule Encounter|XPHB|encounters}. A story emerges through playing them.\"]},{\"name\":\"Alien Technology\",\"source\":\"DMG\",\"page\":268,\"ruleType\":\"O\",\"entries\":[\"When adventurers find a piece of technology that isn't from their world or time period, the players might understand what the object is, but the characters rarely will. To simulate a character's ignorance about the technology, have the character make a series of Intelligence checks to figure it out.\",\"To determine how the technology works, a character must succeed on a number of Intelligence checks based on the complexity of the item: two successes for a simple item (such as a cigarette lighter, calculator, or revolver) and four successes for a complex item (such as a computer, chainsaw, or hovercraft). Then consult the Figuring Out Alien Technology table. Consider making the item break if a character fails four or more times before taking a long rest.\",\"A character who has seen an item used or has operated a similar item has advantage on Intelligence checks made to figure out its use.\",{\"type\":\"table\",\"caption\":\"Figuring Out Alien Technology\",\"colLabels\":[\"Int. Check Total\",\"Result\"],\"colStyles\":[\"col-3 no-wrap\",\"col-9\"],\"rows\":[[\"9 or lower\",\"One failure; one charge or use is wasted, if applicable; character has disadvantage on next check\"],[\"10-14\",\"One failure\"],[\"15-19\",\"One success\"],[\"20 or higher\",\"One success; character has advantage on next check\"]]}]},{\"name\":\"Alignment\",\"source\":\"XPHB\",\"page\":360,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A creature's alignment broadly describes its ethical attitudes and ideals. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward order (lawful, chaotic, or neutral). These factors allow for nine possible combinations, such as Lawful Good and Neutral Evil.\"]},{\"name\":\"Ally\",\"source\":\"XPHB\",\"page\":361,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A creature is your ally if it is a member of your adventuring party, your friend, on your side in combat, or a creature that the rules or the DM designates as your ally.\"]},{\"name\":\"Alternative Resurrection Rules: Fading Spirits\",\"source\":\"TDCSR\",\"page\":215,\"ruleType\":\"VO\",\"entries\":[\"Character death often becomes no more than a minor inconvenience in some campaigns. Once an adventuring party reaches a certain level, the spells available to return fallen comrades from the afterlife—including {@spell revivify}, {@spell raise dead}, and {@spell resurrection}—make death no more than a temporary setback, potentially undermining one of the most significant elements of danger and threat in the campaign story. For players and GMs who wish to elevate the gravity of character death, the optional rules in this section offer three different approaches.\",{\"type\":\"entries\",\"name\":\"Fading Spirits\",\"page\":215,\"entries\":[{\"type\":\"insetReadaloud\",\"page\":215,\"entries\":[{\"type\":\"quote\",\"entries\":[\"Like all of the great rites of passage in life, death changes us. Simply returning to the world of the living does not undo that change, nor is it at all simple. Those who have passed beyond the veil are marked by it, even if they manage to find their way back.\"],\"by\":\"Claret Director Ged Narrel\",\"from\":\"Unfinished Rites\",\"skipMarks\":true}]},\"This house rule is used in the {@i Critical Role} livestream to increase the emotional stakes of bringing a beloved friend back from the dead. It also adds the ever-increasing threat of losing a friend permanently to the game, even with the aid of miraculous magic.\",\"If magic is used to bring a character back from the dead (except for the {@spell revivify} spell; see below), everyone present becomes part of a resurrection ritual. Up to three characters present for the ritual—typically members of the deceased's adventuring party—can contribute to the ritual by attempting to call their ally's spirit back. This could involve delivering a stirring speech, playing a song from their shared childhood, goading a rival back with a display of sword skills, confessing undying love for them, or anything else that the players or the GM consider emotionally stirring.\",{\"type\":\"entries\",\"name\":\"Participating in the Ritual\",\"page\":215,\"entries\":[\"Each of the participating characters makes an ability check. A player can tell the GM what kind of check they want to make, but ultimately the GM decides what check is appropriate based on the character's contribution to the ritual. The baseline DC of this check is 15, but the GM can raise or lower the DC (typically anywhere between 10 and 20) if the contribution seems particularly appropriate or particularly insincere.\",\"For example, praying to a fallen paladin's god for mercy might require a participant to make a {@dc 10} Intelligence ({@skill Religion}) check, whereas shouting at a dead friend's corpse to get back up and stop lazing around might require a {@dc 20} Charisma ({@skill Intimidation}) check. If the contribution is roleplayed in a particularly touching way, the GM can grant {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on the check—even if the check's DC remains high.\"]},{\"type\":\"entries\",\"name\":\"Resurrection Check\",\"page\":215,\"entries\":[\"After all the characters' contributions are completed, the GM rolls a single, final resurrection check with no modifier. The base DC of this check is 10, but it is modified in three ways:\",{\"type\":\"list\",\"items\":[\"The DC is increased by 1 for every time the character has returned to life before, as the soul's connection to this world is slowly eroded by repeatedly dying and returning.\",\"The DC is reduced by 3 for each successful contribution from the other participants in this ritual.\",\"The DC is increased by 1 for each failed contribution to the ritual.\"]},\"If the resurrection check is successful, the character's soul is returned to their body (if the soul is willing, as usual). If the check fails, the soul does not return—and the character is permanently unable to be raised from the dead.\"]},{\"type\":\"entries\",\"name\":\"True Miracles\",\"page\":215,\"entries\":[\"If a character is brought back from the dead by the {@spell true resurrection} or the {@spell wish} spell, or by a god, they instantly return to life without the need for a resurrection ritual. Additionally, if a character has been permanently lost due to a failed resurrection ritual, the GM can allow a casting of {@spell true resurrection} or {@spell wish} to begin a last-chance resurrection ritual—one that can't be repeated if failed.\"]},{\"type\":\"entries\",\"name\":\"Revivify\",\"page\":215,\"entries\":[\"If a spell with a casting time of 1 action is used to restore life to a creature (including the {@spell revivify} spell), no one but the caster can participate in the resurrection ritual. The caster makes a quick resurrection check by rolling a {@dice d20} and adding their spellcasting ability modifier, against a DC equal to 10 + 1 for every time the character has returned to life before. On a failure, the character's soul is not lost, but the resurrection fails and increases the DC of any future resurrection checks by 1. Further attempts to bring the character back to life must involve a spell with a casting time longer than 1 action (including {@spell raise dead} or {@spell resurrection}).\"]}]}]},{\"name\":\"Alternative Resurrection Rules: Harrowing Return\",\"source\":\"TDCSR\",\"page\":213,\"ruleType\":\"VO\",\"entries\":[\"Character death often becomes no more than a minor inconvenience in some campaigns. Once an adventuring party reaches a certain level, the spells available to return fallen comrades from the afterlife—including {@spell revivify}, {@spell raise dead}, and {@spell resurrection}—make death no more than a temporary setback, potentially undermining one of the most significant elements of danger and threat in the campaign story. For players and GMs who wish to elevate the gravity of character death, the optional rules in this section offer three different approaches.\",{\"type\":\"entries\",\"name\":\"Harrowing Return\",\"page\":213,\"entries\":[\"In games that use this house rule, the process of a character dying and being pulled back into their body becomes a traumatic experience. The magic that pulls the spirit from beyond the dark veil of death takes a toll on that spirit each time, changing a person in unexpected and profound ways.\",\"This rule is best for campaigns with dark and horrific themes. It adds a dose of grim bleakness that might not feel at home in epic and heroic stories. Players and GMs who want to make use of this rule {@book should talk about it beforehand|TDCSR|4|Session Zero}, and if any player says no or doesn't offer enthusiastic support, it's best to not use it. It's also important for GMs to check in with the players whenever this rule comes into play, just to make sure everyone is still having fun with the darker themes.\",\"When a character is brought back to life by any spell other than {@spell true resurrection}, that character must make a Wisdom {@quickref saving throws|PHB|2|1|saving throw} with a DC equal to 22 − the level of the spell used to return the character to life. On a failure, the character's experience of death and the afterlife exacts a heavy toll, determined by rolling on the {@table Harrowing Return|TDCSR} table. The consequence lasts until the GM rules that the character has resolved it. Consequences with no clear resolution last for {@dice 1d10 × 10} days, after which the player decides how their character overcame it. Or, to make a campaign even darker, the players and the GM can agree that these consequences last indefinitely.\",\"Alternatively, rather than rolling on the table, a player and a GM can work together to choose a consequence that creates an interesting story for the character. Such a consequence might tie to the character's backstory, the themes of the campaign, or the circumstances under which the character died.\",\"A {@spell remove curse} spell temporarily suppresses a consequence of being brought back from the dead, but the consequence returns each time the character drops to 0 hit points or finishes a {@quickref resting|PHB|2|0|long rest}, until the consequence is resolved.\",{\"type\":\"insetReadaloud\",\"page\":213,\"entries\":[{\"type\":\"quote\",\"entries\":[\"O lady of cold winters and the long night of all souls. O harbinger of all ends and eternal sentinel of the final threshold. I entreat you—nay, I beseech you! You bear within your grasp the soul of one whose fate has not yet reached its end. Bear witness, O queen of night-black feathers; turn your divine gaze to the golden bonds that tie the living to the departed.\",\"The tears of a brother, who weeps without shame. The blade of a lover, who grieves she did not die while holding it in battle alongside you. A portrait painted by a mother, of an infant, untouched by the sorrows of the world. O Matron of Death, I plead to you—hear their cries! Let not this warrior's fate end here.\"],\"by\":\"Valiq\",\"from\":\"Cleric of the Matron of Ravens\",\"skipMarks\":true}]},{\"type\":\"statblock\",\"name\":\"Harrowing Return\",\"source\":\"TDCSR\",\"page\":214,\"tag\":\"table\"}]}]},{\"name\":\"Alternative Resurrection Rules: Taxing Return\",\"source\":\"TDCSR\",\"page\":215,\"ruleType\":\"VO\",\"entries\":[\"Character death often becomes no more than a minor inconvenience in some campaigns. Once an adventuring party reaches a certain level, the spells available to return fallen comrades from the afterlife—including {@spell revivify}, {@spell raise dead}, and {@spell resurrection}—make death no more than a temporary setback, potentially undermining one of the most significant elements of danger and threat in the campaign story. For players and GMs who wish to elevate the gravity of character death, the optional rules in this section offer three different approaches.\",{\"type\":\"entries\",\"name\":\"Taxing Return\",\"page\":215,\"entries\":[\"In a campaign that uses this house rule, whenever a character is restored to life, the process corrodes a fraction of their vitality, slowly consuming the body until it can no longer sustain life. Each time a character is brought back to life by a spell other than {@spell true resurrection}, that character's Constitution score is permanently reduced by 1. This loss can't be restored except by use of a {@spell wish} spell. A character whose Constitution score is reduced to 0 in this way dies permanently and can't be returned to life by any means.\"]}]},{\"name\":\"Alternatives to Epic Boons\",\"source\":\"DMG\",\"page\":230,\"ruleType\":\"V\",\"entries\":[\"You might decide to grant one of the following rewards to a 20th-level character, instead of awarding an epic boon. These two options can be awarded to a character more than once.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Ability Score Improvement\",\"entries\":[\"The character can increase one ability score by 2 or increase two ability scores by 1 each. The ability score can now be increased above 20, up to a maximum of 30.\"]},{\"type\":\"entries\",\"name\":\"New Feat\",\"entries\":[\"The character gains a new feat chosen by the player, but subject to your approval.\"]}]}]},{\"name\":\"Area of Effect\",\"source\":\"XPHB\",\"page\":361,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"The descriptions of many spells and other features specify that they have an area of effect, which typically has one of six shapes. These shapes are defined elsewhere in this glossary:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"columns\":3,\"items\":[\"{@variantrule Cone [Area of Effect]|XPHB|Cone}\",\"{@variantrule Cube [Area of Effect]|XPHB|Cube}\",\"{@variantrule Cylinder [Area of Effect]|XPHB|Cylinder}\",\"{@variantrule Emanation [Area of Effect]|XPHB|Emanation}\",\"{@variantrule Line [Area of Effect]|XPHB|Line}\",\"{@variantrule Sphere [Area of Effect]|XPHB|Sphere}\"]},\"An area of effect has a point of origin, a location from which the effect's energy erupts. The rules for each shape specify how to position its point of origin. If all straight lines extending from the point of origin to a location in the area of effect are blocked, that location isn't included in the area of effect. To block a line, an obstruction must provide {@variantrule Cover|XPHB|Total Cover}.\",\"If the creator of an area of effect places it at an unseen point and an obstruction—such as a wall—is between the creator and that point, the point of origin comes into being on the near side of the obstruction.\"]},{\"name\":\"Armor Class\",\"source\":\"XPHB\",\"page\":361,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"An Armor Class (AC) is the target number for an attack roll. AC represents how difficult it is to hit a target.\",\"Your base AC calculation is 10 plus your Dexterity modifier. If a rule gives you another base AC calculation, you choose which calculation to use; you can't use more than one.\"]},{\"name\":\"Armor Training\",\"source\":\"XPHB\",\"page\":361,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"Armor training allows you to use armor of a certain category without the following drawbacks. If you wear {@filter Light|items|type=Light Armor}, {@filter Medium|items|type=Medium Armor}, or {@filter Heavy|items|type=Heavy Armor} armor and lack training with it, you have {@variantrule Disadvantage|XPHB} on any {@variantrule D20 Test|XPHB} that involves Strength or Dexterity, and you can't cast spells. If you use a {@item Shield|XPHB} and lack training with it, you don't gain its AC bonus.\"]},{\"name\":\"Attack Roll\",\"source\":\"XPHB\",\"page\":361,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"An attack roll is a {@variantrule D20 Test|XPHB} that represents making an attack with a weapon, an {@variantrule Unarmed Strike|XPHB}, or a spell.\"]},{\"name\":\"Attitude\",\"source\":\"XPHB\",\"page\":361,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A {@variantrule Monster|XPHB|monster} has a starting attitude toward a {@variantrule Player Character|XPHB|player character}: {@variantrule Friendly [Attitude]|XPHB|Friendly}, {@variantrule Hostile [Attitude]|XPHB|Hostile}, or {@variantrule Indifferent [Attitude]|XPHB|Indifferent}.\"]},{\"name\":\"Attunement\",\"source\":\"XPHB\",\"page\":361,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"Some magic items require a creature to form a bond—called Attunement—with them before the creature can use an item's magical properties. A creature can have Attunement with no more than three magic items at a time.\"]},{\"name\":\"Automatic Success\",\"source\":\"DMG\",\"page\":239,\"ruleType\":\"VO\",\"entries\":[\"Sometimes the randomness of a {@dice d20} roll leads to ludicrous results. Let's say a door requires a DC 15 Strength check to batter down. A fighter with Strength 20 might helplessly flail against the door due to bad die rolls. Meanwhile, the rogue with a 10 Strength rolls a natural 20 on her first check and knocks the door from its hinges.\",\"If such results bother you, allow automatic success on checks for characters with high ability scores. Under this optional rule, a character automatically succeeds on any ability check with a DC less than or equal to the relevant ability score minus 5. So in the above example, the fighter would automatically kick in the door. This rule doesn't apply to contests, saving throws, or attack rolls.\",\"The downside of this approach is its predictability. Once a character's ability score reaches 20, checks of DC 15 and lower using that ability become automatic successes. Smart players will then always try to match the character with the highest ability score against any given check. If you want some risk of failure, you need to set higher DCs. Doing this, though, can merely aggravate the problem you're trying to solve: higher DCs require higher die rolls, and thus rely even more on luck.\",\"You can modify this rule to account for proficiencies using an additional option. If a character can apply a proficiency bonus to the check, he or she automatically succeeds if its DC is less than or equal to the relevant ability score. If you don't mind predictability, and you can resist the temptation to increase DCs, you might find that this variant speeds up play and focuses attention on truly difficult, tense situations.\"]},{\"name\":\"Bloodied\",\"source\":\"XPHB\",\"page\":362,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A creature is Bloodied while it has half its {@variantrule Hit Points|XPHB} or fewer remaining.\"]},{\"name\":\"Bonus Action\",\"source\":\"XPHB\",\"page\":362,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A Bonus Action is a special action that you can take on the same turn that you take an action. You can't take more than one Bonus Action on a turn, and you have a Bonus Action to take only if a rule explicitly says so.\"]},{\"name\":\"Breaking Objects\",\"source\":\"XPHB\",\"page\":362,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"Objects can be harmed by attacks and by some spells, using the rules below. If an object is exceedingly fragile, the DM may allow a creature to break it automatically with the {@action Attack|XPHB} or {@action Utilize|XPHB} action.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Armor Class\",\"entries\":[\"The Object {@variantrule Armor Class|XPHB} table suggests ACs for various substances.\"]}]},{\"type\":\"table\",\"caption\":\"Object Armor Class\",\"colLabels\":[\"AC\",\"Substance\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"11\",\"Cloth, paper, rope\"],[\"13\",\"Crystal, glass, ice\"],[\"15\",\"Wood\"],[\"17\",\"Stone\"],[\"19\",\"Iron, steel\"],[\"21\",\"Mithral\"],[\"23\",\"Adamantite\"]]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Hit Points\",\"entries\":[\"An object is destroyed when it has 0 Hit Points. The Object Hit Points table suggests {@variantrule Hit Points|XPHB} for fragile and resilient objects that are Large or smaller. To track Hit Points for a Huge or Gargantuan object, divide it into Large or smaller sections, and track each section's {@variantrule Hit Points|XPHB} separately. The DM determines whether destroying part of an object causes the whole thing to collapse.\"]}]},{\"type\":\"table\",\"caption\":\"Object Hit Points\",\"colLabels\":[\"Size\",\"Fragile\",\"Resilient\"],\"colStyles\":[\"col-8\",\"col-2 text-center\",\"col-2 text-center\"],\"rows\":[[\"Tiny (bottle, lock)\",\"2 ({@dice 1d4})\",\"5 ({@dice 2d4})\"],[\"Small (chest, lute)\",\"3 ({@dice 1d6})\",\"10 ({@dice 3d6})\"],[\"Medium (barrel, chandelier)\",\"4 ({@dice 1d8})\",\"18 ({@dice 4d8})\"],[\"Large (cart, dining table)\",\"5 ({@dice 1d10})\",\"27 ({@dice 5d10})\"]]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Damage Types and Objects\",\"entries\":[\"Objects have {@variantrule Immunity|XPHB} to Poison and Psychic damage. The DM might decide that some {@variantrule Damage Types|XPHB|damage types} are more or less effective against an object. For example, Bludgeoning damage works well for smashing things but not for cutting. Paper or cloth objects might have {@variantrule Vulnerability|XPHB} to Fire damage.\"]},{\"type\":\"entries\",\"name\":\"Damage Threshold\",\"entries\":[\"Big objects, such as castle walls, often have extra resilience represented by a damage threshold.\"]},{\"type\":\"entries\",\"name\":\"No Ability Scores\",\"entries\":[\"An object lacks ability scores unless a rule assigns scores to the object. Without ability scores, an object can't make ability checks, and it fails all saving throws.\"]}]}]},{\"name\":\"Bright Light\",\"source\":\"XPHB\",\"page\":362,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"Bright Light is normal illumination.\"]},{\"name\":\"Burrow Speed\",\"source\":\"XPHB\",\"page\":362,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A creature that has a Burrow Speed can use that speed to move through sand, earth, mud, or ice. The creature can't burrow through solid rock unless the creature has a trait that allows it to do so.\"]},{\"name\":\"Campaign\",\"source\":\"XPHB\",\"page\":362,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A campaign is a series of {@variantrule Adventure|XPHB|adventures}.\"]},{\"name\":\"Cantrip\",\"source\":\"XPHB\",\"page\":362,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A cantrip is a level 0 spell, which is cast without a spell slot.\"]},{\"name\":\"Carrying Capacity\",\"source\":\"XPHB\",\"page\":362,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"Your size and Strength score determines the maximum weight in pounds that you can carry, as shown in the Carrying Capacity table. The table also shows the maximum weight you can drag, lift or push.\",\"While dragging, lifting, or pushing weight in excess of the maximum weight you can carry, your Speed can be no more than 5 feet.\",{\"type\":\"table\",\"caption\":\"Carrying Capacity\",\"colLabels\":[\"Creature Size\",\"Carry\",\"Drag/Lift/Push\"],\"colStyles\":[\"col-4\",\"col-4\",\"col-4\"],\"rows\":[[\"Tiny\",\"{@dice #$prompt_number:title=Enter Strength Score$# × 7.5|Str. × 7.5} lb.\",\"{@dice #$prompt_number:title=Enter Strength Score$# × 15|Str. × 15} lb.\"],[\"Small/Medium\",\"{@dice #$prompt_number:title=Enter Strength Score$# × 15|Str. × 15} lb.\",\"{@dice #$prompt_number:title=Enter Strength Score$# × 30|Str. × 30} lb.\"],[\"Large\",\"{@dice #$prompt_number:title=Enter Strength Score$# × 30|Str. × 30} lb.\",\"{@dice #$prompt_number:title=Enter Strength Score$# × 60|Str. × 60} lb.\"],[\"Huge\",\"{@dice #$prompt_number:title=Enter Strength Score$# × 60|Str. × 60} lb.\",\"{@dice #$prompt_number:title=Enter Strength Score$# × 120|Str. × 120} lb.\"],[\"Gargantuan\",\"{@dice #$prompt_number:title=Enter Strength Score$# × 120|Str. × 120} lb.\",\"{@dice #$prompt_number:title=Enter Strength Score$# × 240|Str. × 240} lb.\"]]}]},{\"name\":\"Challenge Rating\",\"source\":\"XPHB\",\"page\":363,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"Challenge Rating (CR) summarizes the threat a {@variantrule Monster|XPHB|monster} poses to a group of four {@variantrule Player Character|XPHB|player characters}. Compare a {@variantrule Monster|XPHB|monster's} CR to the characters' level. If the CR is higher, the {@variantrule Monster|XPHB|monster} is likely a danger. If the CR is lower, the {@variantrule Monster|XPHB|monster} likely poses little threat. But circumstances and the number of {@variantrule Player Character|XPHB|player characters} can significantly alter how threatening a {@variantrule Monster|XPHB|monster} is in actual play. The {@book Dungeon Master's Guide|XDMG} provides guidance to the DM on using CR while planning potential combat {@variantrule Encounter|XPHB|encounters}.\"]},{\"name\":\"Character Sheet\",\"source\":\"XPHB\",\"page\":363,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A character sheet is a paper or digital record that you use to track your character's information.\"]},{\"name\":\"Cleaving Through Creatures\",\"source\":\"DMG\",\"page\":272,\"ruleType\":\"O\",\"entries\":[\"If your player characters regularly fight hordes of lower-level monsters, consider using this optional rule to help speed up such fights.\",\"When a melee attack reduces an undamaged creature to 0 hit points, any excess damage from that attack might carry over to another creature nearby. The attacker targets another creature within reach and, if the original attack roll can hit it, applies any remaining damage to it. If that creature was undamaged and is likewise reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to reduce an undamaged creature to 0 hit points.\"]},{\"name\":\"Climb Speed\",\"source\":\"XPHB\",\"page\":363,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A Climb Speed can be used in place of {@variantrule Speed|XPHB} to traverse a vertical surface without expending the extra movement normally associated with climbing.\"]},{\"name\":\"Climbing\",\"source\":\"XPHB\",\"page\":363,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"While you're climbing, each foot of movement costs 1 extra foot (2 extra feet in {@variantrule Difficult Terrain|XPHB|difficult terrain}). You ignore this extra cost if you have a {@variantrule Climb Speed|XPHB} and use it to climb. At the DM's option, climbing a slippery surface or one with few handholds might require a successful {@dc 15} Strength ({@skill Athletics|XPHB}) check.\"]},{\"name\":\"Condition\",\"source\":\"XPHB\",\"page\":363,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A condition is a temporary game state. The definition of a condition says how it affects its recipient, and various rules define how to end a condition. This glossary defines these conditions:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"columns\":3,\"items\":[\"{@condition Grappled|XPHB}\",\"{@condition Poisoned|XPHB}\",\"{@condition Charmed|XPHB}\",\"{@condition Incapacitated|XPHB}\",\"{@condition Prone|XPHB}\",\"{@condition Deafened|XPHB}\",\"{@condition Invisible|XPHB}\",\"{@condition Restrained|XPHB}\",\"{@condition Exhaustion|XPHB}\",\"{@condition Paralyzed|XPHB}\",\"{@condition Stunned|XPHB}\",\"{@condition Frightened|XPHB}\",\"{@condition Petrified|XPHB}\",\"{@condition Unconscious|XPHB}\"]},\"A condition doesn't stack with itself; a recipient either has a condition or doesn't. The {@condition Exhaustion|XPHB} condition is an exception to that rule.\"]},{\"name\":\"Cone [Area of Effect]\",\"source\":\"XPHB\",\"page\":364,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A Cone is an area of effect that extends in straight lines from a point of origin in a direction its creator chooses. A Cone's width at any point along its length is equal to that point's distance from the point of origin. For example, a Cone is 15 feet wide at a point along its length that is 15 feet from the point of origin. The effect that creates a Cone specifies its maximum length.\",\"A Cone's point of origin isn't included in the area of effect unless its creator decides otherwise.\"]},{\"name\":\"Cover\",\"source\":\"XPHB\",\"page\":364,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"Cover provides a degree of protection to a target behind it. There are three degrees of cover, each of which provides a different benefit to a target: Half Cover (+2 bonus to AC and Dexterity saving throws), Three-Quarters Cover (+5 bonus to AC and Dexterity {@variantrule Saving Throw|XPHB|saving throws}), and Total Cover (can't be targeted directly). If behind more than one degree of cover, a target benefits only from the most protective degree.\"]},{\"name\":\"Crashing\",\"source\":\"AAG\",\"page\":25,\"type\":\"entries\",\"entries\":[\"A spelljammer can run their ship into another object or a creature by moving the ship into the target's space and making a special attack roll ({@dice 1d20} + the spelljammer's proficiency bonus) against the target's Armor Class. If the attack roll hits, a crash occurs; otherwise, the target moves out of the ship's path, avoiding the crash. If the DM decides that a crash is unavoidable, no attack roll is necessary, and the crash occurs automatically.\",\"When a spelljamming ship crashes into something that could reasonably damage it, both the ship and the creature or object it struck take bludgeoning damage based on the size of the struck object, as shown in the Crash Damage table. If the ship runs into something that doesn't have hit points (such as a planet or a moon), apply the damage only to the ship. The ship stops after crashing into a Gargantuan or immovable creature or object; otherwise, the ship can continue moving if it has any movement left, and whatever it struck moves to the nearest unoccupied space that isn't in the ship's path.\",\"After resolving the effect of the crash, determine whether the ship's gravity plane is suppressed (see \\\"{@book Overlapping Gravity Planes|AAG|2|Overlapping Gravity Planes}\\\" earlier in the chapter). If the suppression of a ship's gravity plane would cause the creatures on or inside that ship to fall, they fall in whatever direction is appropriate for the sudden change in gravity. To determine the damage from a fall, see the {@book falling|PHB|8|Falling} rules in the {@book Player's Handbook|PHB}.\",{\"type\":\"table\",\"caption\":\"Crash Damage\",\"colLabels\":[\"Size of Creature or Object Struck\",\"Bludgeoning Damage\"],\"colStyles\":[\"col-8 text-center\",\"col-4 text-center\"],\"rows\":[[\"Large\",\"{@dice 4d10}\"],[\"Huge\",\"{@dice 8d10}\"],[\"Gargantuan\",\"{@dice 16d10}\"]]}]},{\"name\":\"Crawling\",\"source\":\"XPHB\",\"page\":364,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"While you're crawling, each foot of movement costs 1 extra foot (2 extra feet in {@variantrule Difficult Terrain|XPHB|difficult terrain}).\"]},{\"name\":\"Creature\",\"source\":\"XPHB\",\"page\":364,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"Any being in the game, including a {@variantrule Player Character|XPHB|a player's character}, is a creature.\"]},{\"name\":\"Creature Type\",\"source\":\"XPHB\",\"page\":364,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"Every creature, including every {@variantrule Player Character|XPHB|player character}, has a tag in the rules that identifies the type of creature it is. Most {@variantrule Player Character|XPHB|player characters} are of the Humanoid type. These are the game's creature types:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"columns\":3,\"items\":[\"Elemental\",\"Monstrosity\",\"Beast\",\"Fey\",\"Ooze\",\"Celestial\",\"Fiend\",\"Plant\",\"Construct\",\"Giant\",\"Undead\",\"Dragon\",\"Humanoid\"]},\"The types don't have rules themselves, but some rules in the game affect creatures of certain types in different ways.\"]},{\"name\":\"Crew\",\"source\":\"AAG\",\"page\":24,\"type\":\"entries\",\"entries\":[\"The standard crew complement for a spelljamming ship includes one captain to give orders, one spelljammer to pilot the ship, and one or more crew members to operate its weapons. Some ships carry extra crew (such as troops and back-up spelljammers) or passengers. A ship that has more than a standard crew complement will degrade the quality of its air supply more quickly.\",\"A spellcaster typically charges at least 50 gp per day to operate a {@item spelljamming helm|AAG}.\"]},{\"name\":\"Critical Hit\",\"source\":\"XPHB\",\"page\":364,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"If you roll a 20 on the {@dice d20} for an attack roll, you score a Critical Hit, and the attack hits regardless of any modifiers or the target's AC. A Critical Hit lets you roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers.\"]},{\"name\":\"Cube [Area of Effect]\",\"source\":\"XPHB\",\"page\":364,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A Cube is an area of effect that extends in straight lines from a point of origin located anywhere on a face of the Cube. The effect that creates a Cube specifies its size, which is the length of each side. A Cube's point of origin isn't included in the area of effect unless its creator decides otherwise.\"]},{\"name\":\"Curses\",\"source\":\"XPHB\",\"page\":364,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"Some game effects curse a creature or an object. The effect that confers a curse defines what the curse does. Curses can be removed by the {@spell Remove Curse|XPHB} and {@spell Greater Restoration|XPHB} spells or other magic that explicitly ends curses.\"]},{\"name\":\"Customizing Ability Scores\",\"source\":\"PHB\",\"page\":13,\"ruleType\":\"V\",\"entries\":[\"At your Dungeon Master's option, you can use this variant for determining your ability scores. The method described here allows you to build a character with a set of ability scores you choose individually.\",\"You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Cost table. For example, a score of 14 costs 7 points. Using this method, 15 is the highest ability score you can end up with, before applying racial increases. You can't have a score lower than 8.\",\"This method of determining ability scores enables you to create a set of three high numbers and three low ones (15, 15, 15, 8, 8, 8), a set of numbers that are above average and nearly equal (13, 13, 13, 12, 12, 12), or any set of numbers between those extremes.\",{\"type\":\"table\",\"caption\":\"Ability Score Point Cost\",\"colLabels\":[\"Score\",\"Cost\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[8,0],[9,1],[10,2],[11,3],[12,4],[13,5],[14,7],[15,9]]},{\"type\":\"inline\",\"entries\":[\"Alternatively, see the \",{\"type\":\"link\",\"href\":{\"type\":\"internal\",\"path\":\"statgen.html\",\"hash\":\"pointbuy\"},\"text\":\"Point Buy Calculator.\"}]}]},{\"name\":\"Customizing Your Origin\",\"source\":\"TCE\",\"page\":8,\"ruleType\":\"O\",\"type\":\"section\",\"entries\":[\"At 1st level, you choose various aspects of your character, including ability scores, race, class, and background. Together these elements help paint a picture of your character's origin and give you the ability to create many different types of characters. Despite that versatility, a D&D race that has the Ability Score Increase trait includes little or no choice—a lack that can make it difficult to realize certain character concepts. The following subsections address that lack by adding choice to your character's race if it includes the Ability Score Increase trait, allowing you to customize your ability scores, languages, and certain proficiencies to fit the origin you have in mind for your character. Character race in the game represents your character's fantasy species, combined with certain cultural assumptions. The following options step outside those assumptions to pave the way for truly unique characters.\",{\"type\":\"entries\",\"name\":\"Ability Score Increases\",\"entries\":[\"The Ability Score Increase trait in a race reflects an archetypal bit of excellence in the adventurers of this kind in D&D's past. For example, if you're a dwarf, your Constitution increases by 2, because dwarf heroes in D&D are often exceptionally tough. This increase doesn't apply to every dwarf, just to dwarf adventurers, and it exists to reinforce an archetype. That reinforcement is appropriate if you want to lean into the archetype, but it's unhelpful if your character doesn't conform to the archetype.\",\"If you'd like your character to follow their own path, you may ignore your Ability Score Increase trait and assign ability score increases tailored to your character. Here's how to do it: take any ability score increase you gain in your race or subrace and apply it to an ability score of your choice. If you gain more than one increase, you can't apply those increases to the same ability score, and you can't increase a score above 20.\",\"For example, if the Ability Score Increase trait of your race or subrace increases your Constitution by 2 and your Wisdom by 1, you could instead increase your Intelligence by 2 and your Charisma by 1.\"]},{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"If your character's race has the Languages trait, that trait includes languages that your character is assumed to know, usually Common and the language of your ancestors. For example, a halfling adventurer is assumed to know Common and Halfling. Here's the thing: D&D adventurers are extraordinary, and your character might have grown up speaking languages different from the ones in your Languages trait.\",\"To customize the languages you know, you may replace each language in your Languages trait with a language from the following list: Abyssal, Celestial, Common, Deep Speech, Draconic, Dwarvish, Elvish, Giant, Gnomish, Goblin, Halfling, Infernal, Orc, Primordial, Sylvan, or Undercommon.\",\"Your DM may add or remove languages from that list, depending on what languages are appropriate for your campaign.\"]},{\"type\":\"entries\",\"name\":\"Proficiencies\",\"entries\":[\"Some races that include the Ability Score Increase trait also grant proficiencies. These proficiencies are usually cultural, and your character might not have any connection with the culture in question or might have pursued different training. You can replace each of those proficiencies with a different one of your choice, following the restrictions on the Proficiency Swaps table.\",{\"type\":\"table\",\"caption\":\"Proficiency Swaps\",\"colLabels\":[\"Proficiency\",\"Replacement Proficiency\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"Skill\",\"Skill\"],[\"Armor\",\"Simple/martial weapon or tool\"],[\"Simple weapon\",\"Simple weapon or tool\"],[\"Martial weapon\",\"Simple/martial weapon or tool\"],[\"Tool\",\"Tool or simple weapon\"]]},\"For example, high elf adventurers have proficiency with longswords, which are martial weapons. Consulting the Proficiency Swaps table, we see that your high elf can swap that proficiency for proficiency with another weapon or a tool. Your elf might be a musician, who chooses proficiency with a {@item musical instrument|PHB}—a type of tool—instead of with longswords. Similarly, elves start with proficiency in the {@skill Perception} skill. Your elf might not have the keen senses associated with your kin and could take proficiency in a different skill, such as {@skill Performance}.\",\"The \\\"{@book Equipment|PHB|5}\\\" chapter of the {@book Player's Handbook|PHB} includes weapons and tools suitable for these swaps, and your DM might allow additional options.\"]},{\"type\":\"entries\",\"name\":\"Personality\",\"entries\":[\"The description of a race might suggest various things about the behavior and personality of that people's archetypal adventurers. You may ignore those suggestions, whether they're about alignment, moods, interests, or any other personality trait. Your character's personality and behavior are entirely yours to determine.\",{\"type\":\"inset\",\"name\":\"Custom Lineage\",\"entries\":[\"Instead of choosing one of the game's races for your character at 1st level, you can use the following traits to represent your character's lineage, giving you full control over how your character's origin shaped them:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Creature Type\",\"entry\":\"You are a humanoid. You determine your appearance and whether you resemble any of your kin.\"},{\"type\":\"item\",\"name\":\"Size\",\"entry\":\"You are Small or Medium (your choice).\"},{\"type\":\"item\",\"name\":\"Speed\",\"entry\":\"Your base walking speed is 30 feet.\"},{\"type\":\"item\",\"name\":\"Ability Score Increase\",\"entry\":\"One ability score of your choice increases by 2.\"},{\"type\":\"item\",\"name\":\"Feat\",\"entry\":\"You gain one feat of your choice for which you qualify.\"},{\"type\":\"item\",\"name\":\"Variable Trait\",\"entry\":\"You gain one of the following options of your choice: (a) {@sense darkvision} with a range of 60 feet or (b) proficiency in one skill of your choice.\"},{\"type\":\"item\",\"name\":\"Languages\",\"entry\":\"You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.\"}]}]}]}]},{\"name\":\"Cylinder [Area of Effect]\",\"source\":\"XPHB\",\"page\":364,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A Cylinder is an area of effect that extends in straight lines from a point of origin located at the center of the circular top or bottom of the Cylinder. The effect that creates a Cylinder specifies the radius of the Cylinder's base and the Cylinder's height.\",\"A Cylinder's point of origin is included in the area of effect.\"]},{\"name\":\"D20 Test\",\"source\":\"XPHB\",\"page\":364,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"D20 Tests encompass the three main d20 rolls of the game: {@variantrule Ability Check|XPHB|ability checks}, {@variantrule Attack Roll|XPHB|attack rolls}, and {@variantrule Saving Throw|XPHB|saving throws}. If something in the game affects D20 Tests, it affects all three of these rolls. The DM determines whether a D20 Test is warranted in a given circumstance.\"]},{\"name\":\"Damage\",\"source\":\"XPHB\",\"page\":364,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"Damage represents harm that causes a creature or an object to lose {@variantrule Hit Points|XPHB}.\"]},{\"name\":\"Damage Roll\",\"source\":\"XPHB\",\"page\":364,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A damage roll is a die roll, adjusted by any applicable modifiers, that deals damage to a target.\"]},{\"name\":\"Damage Threshold\",\"source\":\"XPHB\",\"page\":364,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A creature or an object that has a damage threshold has {@variantrule Immunity|XPHB} to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes that entire instance of damage. Any damage that fails to meet or exceed the damage threshold is superficial and doesn't reduce {@variantrule Hit Points|XPHB}. For example, if an object has a damage threshold of 10, the object takes no damage if 9 damage is dealt to it, since that damage fails to exceed the threshold. If the same object is dealt 11 damage, it takes all of that damage.\"]},{\"name\":\"Damage Types\",\"source\":\"XPHB\",\"page\":365,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"Attacks and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as Resistance, rely on the types. The Damage Types table offers examples to help a DM assign a type to a new effect.\",{\"type\":\"table\",\"caption\":\"Damage Types\",\"colLabels\":[\"Type\",\"Examples\"],\"colStyles\":[\"col-3\",\"col-9\"],\"rows\":[[\"Acid\",\"Corrosive liquids, digestive enzymes\"],[\"Bludgeoning\",\"Blunt objects, constriction, falling\"],[\"Cold\",\"Freezing water, icy blasts\"],[\"Fire\",\"Flames, unbearable heat\"],[\"Force\",\"Pure magical energy\"],[\"Lightning\",\"Electricity\"],[\"Necrotic\",\"Life-draining energy\"],[\"Piercing\",\"Fangs, puncturing objects\"],[\"Poison\",\"Toxic gas, venom\"],[\"Psychic\",\"Mind-rending energy\"],[\"Radiant\",\"Holy energy, searing radiation\"],[\"Slashing\",\"Claws, cutting objects\"],[\"Thunder\",\"Concussive sound\"]]}]},{\"name\":\"Darkness\",\"source\":\"XPHB\",\"page\":365,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"An area of Darkness is {@variantrule Heavily Obscured|XPHB}.\"]},{\"name\":\"Dead\",\"source\":\"XPHB\",\"page\":365,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A dead creature has no {@variantrule Hit Points|XPHB} and can't regain them unless it is first revived by magic such as the {@spell Raise Dead|XPHB} or {@spell Revivify|XPHB} spell. When such a spell is cast, the spirit knows who is casting it and can refuse. The spirit of a dead creature has left the body and departed for the Outer Planes, and reviving the creature requires calling the spirit back.\",\"If the creature returns to life, the revival effect determines the creature's current {@variantrule Hit Points|XPHB}. Unless otherwise stated, the creature returns to life with any {@variantrule Condition|XPHB|conditions}, magical contagions, or curses that were affecting it at death if the durations of those effects are still ongoing. If the creature died with any {@condition Exhaustion|XPHB} levels, it returns with 1 fewer level. If the creature had {@variantrule Attunement|XPHB} to one or more magic items, it is no longer attuned to them.\"]},{\"name\":\"Death Saving Throw\",\"source\":\"XPHB\",\"page\":365,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A {@variantrule Player Character|XPHB|player character} must make a Death Saving Throw (also called a Death Save) if they start their turn with 0 {@variantrule Hit Points|XPHB}.\"]},{\"name\":\"Diagonals\",\"source\":\"DMG\",\"page\":252,\"ruleType\":\"O\",\"entries\":[\"The {@book Player's Handbook|PHB} presents a simple method for counting movement and measuring range on a grid: count every square as 5 feet, even if you're moving diagonally. Though this is fast in play, it breaks the laws of geometry and is inaccurate over long distances. This optional rule provides more realism, but it requires more effort during combat.\",\"When measuring range or moving diagonally on a grid, the first diagonal square counts as 5 feet, but the second diagonal square counts as 10 feet. This pattern of 5 feet and then 10 feet continues whenever you're counting diagonally, even if you move horizontally or vertically between different bits of diagonal movement.\",\"For example, a character might move one square diagonally (5 feet), then three squares straight (15 feet), and then another square diagonally (10 feet) for a total movement of 30 feet.\"]},{\"name\":\"Difficult Terrain\",\"source\":\"XPHB\",\"page\":366,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"If a space is Difficult Terrain, every foot of movement in that space costs 1 extra foot. For example, moving 5 feet through Difficult Terrain costs 10 feet of movement. Difficult Terrain isn't cumulative; either a space is Difficult Terrain or it isn't.\",\"A space is Difficult Terrain if the space contains any of the following or something similar:\",{\"type\":\"list\",\"items\":[\"A creature that isn't Tiny or your ally\",\"Furniture that is sized for creatures of your size or larger\",\"Heavy snow, ice, rubble, or undergrowth\",\"Liquid that's between shin- and waist-deep\",\"A narrow opening sized for a creature one size smaller than you\",\"A slope of 20 degrees or more\"]}]},{\"name\":\"Difficulty Class\",\"source\":\"XPHB\",\"page\":366,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A Difficulty Class (DC) is the target number for an ability check or a {@variantrule Saving Throw|XPHB|saving throw}.\"]},{\"name\":\"Dim Light\",\"source\":\"XPHB\",\"page\":366,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"An area with Dim Light is {@variantrule Lightly Obscured|XPHB}.\"]},{\"name\":\"Disadvantage\",\"source\":\"XPHB\",\"page\":366,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"If you have Disadvantage on a {@variantrule D20 Test|XPHB}, roll two d20s and use the lower roll. A roll can't be affected by more than one Disadvantage, and {@variantrule Advantage|XPHB} and Disadvantage on the same roll cancel each other.\"]},{\"name\":\"Downtime Activity: Building a Stronghold\",\"source\":\"DMG\",\"page\":128,\"ruleType\":\"O\",\"entries\":[\"A character can spend time between adventures building a stronghold. Before work can begin, the character must acquire a plot of land. If the estate lies within a kingdom or similar domain, the character will need a royal charter (a legal document granting permission to oversee the estate in the name of the crown), a land grant (a legal document bequeathing custody of the land to the character for as long as he or she remains loyal to the crown), or a deed (a legal document that serves as proof of ownership). Land can also be acquired by inheritance or other means.\",\"Royal charters and land grants are usually given by the crown as a reward for faithful service, although they can also be bought. Deeds can be bought or inherited. A small estate might sell for as little as 100 gp or as much as 1,000 gp. A large estate might cost 5,000 gp or more, if it can be bought at all.\",\"Once the estate is secured, a character needs access to building materials and laborers. The Building a Stronghold table shows the cost of building the stronghold (including materials and labor) and the amount of time it takes, provided that the character is using downtime to oversee construction. Work can continue while the character is away, but each day the character is away adds 3 days to the construction time.\",{\"type\":\"table\",\"caption\":\"Building a Stronghold\",\"colLabels\":[\"Stronghold\",\"Construction Cost\",\"Construction Time\"],\"colStyles\":[\"col-4\",\"col-4 text-right\",\"col-4 text-right\"],\"rows\":[[\"Abbey\",\"50,000 gp\",\"400 days\"],[\"Guildhall, town or city\",\"5,000 gp\",\"60 days\"],[\"Keep or small castle\",\"50,000 gp\",\"400 days\"],[\"Noble estate with manor\",\"25,000 gp\",\"150 days\"],[\"Outpost or fort\",\"15,000 gp\",\"100 days\"],[\"Palace or large castle\",\"500,000 gp\",\"1,200 days\"],[\"Temple\",\"50,000 gp\",\"400 days\"],[\"Tower, fortified\",\"15,000 gp\",\"100 days\"],[\"Trading post\",\"5,000 gp\",\"60 days\"]]}]},{\"name\":\"Downtime Activity: Buying a Magic Item\",\"source\":\"XGE\",\"page\":126,\"ruleType\":\"VO\",\"type\":\"entries\",\"entries\":[\"Purchasing a magic item requires time and money to seek out and contact people willing to sell items. Even then, there is no guarantee a seller will have the items a character desires.\",{\"type\":\"entries\",\"name\":\"Resources\",\"entries\":[\"Finding magic items to purchase requires at least one workweek of effort and 100 gp in expenses. Spending more time and money increases your chance of finding a high-quality item.\"]},{\"type\":\"entries\",\"name\":\"Resolution\",\"entries\":[\"A character seeking to buy a magic item makes a Charisma ({@skill Persuasion}) check to determine the quality of the seller found. The character gains a +1 bonus on the check for every workweek beyond the first that is spent seeking a seller and a +1 bonus for every additional 100 gp spent on the search, up to a maximum bonus of +10. The monetary cost includes a wealthy lifestyle, for a buyer must impress potential business partners.\",\"As shown on the Buying Magic Items table, the total of the check dictates which table in the Dungeon Master's Guide to roll on to determine which items are on the market. Or you can roll for items from any table associated with a lower total on the Buying Magic Items table. As a further option to reflect the availability of items in your campaign, you can apply a -10 penalty for low magic campaigns or a +10 bonus for high magic campaigns. Furthermore, you can double magic item costs in low magic campaigns.\",\"Using the Magic Item Price table, you then assign prices to the available items, based on their rarity. Halve the price of any consumable item, such as a potion or a scroll, when using the table to determine an asking price.\",\"You have final say in determining which items are for sale and their final price, no matter what the tables say.\",\"If the characters seek a specific magic item, first decide if it's an item you want to allow in your game. If so, include the desired item among the items for sale on a check total of 10 or higher if the item is common, 15 or higher if it is uncommon, 20 or higher if it is rare, 25 or higher if it is very rare, and 30 or higher if it is legendary.\"]},{\"type\":\"table\",\"caption\":\"Buying Magic Items\",\"colLabels\":[\"Check Total\",\"Items Acquired\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1–5\",\"Roll {@dice 1d6} times on {@table Magic Item Table A}.\"],[\"6–10\",\"Roll {@dice 1d4} times on {@table Magic Item Table B}.\"],[\"11–15\",\"Roll {@dice 1d4} times on {@table Magic Item Table C}.\"],[\"16–20\",\"Roll {@dice 1d4} times on {@table Magic Item Table D}.\"],[\"21–25\",\"Roll {@dice 1d4} times on {@table Magic Item Table E}.\"],[\"26–30\",\"Roll {@dice 1d4} times on {@table Magic Item Table F}.\"],[\"31–35\",\"Roll {@dice 1d4} times on {@table Magic Item Table G}.\"],[\"36–40\",\"Roll {@dice 1d4} times on {@table Magic Item Table H}.\"],[\"41+\",\"Roll {@dice 1d4} times on {@table Magic Item Table I}.\"]]},{\"type\":\"table\",\"caption\":\"Magic Item Price\",\"colLabels\":[\"Rarity\",\"Asking Price*\"],\"colStyles\":[\"col-5\",\"col-7 text-right\"],\"rows\":[[\"Common\",\"({@dice 1d6 + 1}) × 10 gp\"],[\"Uncommon\",\"{@dice 1d6 × 100} gp\"],[\"Rare\",\"{@dice 2d10 × 1,000} gp\"],[\"Very rare\",\"({@dice 1d4 + 1}) × 10,000 gp\"],[\"Legendary\",\"{@dice 2d6 × 25,000} gp\"]],\"footnotes\":[\"*Halved for a consumable item like a potion or scroll\"]},{\"type\":\"entries\",\"name\":\"Complications\",\"entries\":[\"The magic item trade is fraught with peril. The large sums of money involved and the power offered by magic items attract thieves, con artists, and other villains. If you want to make things more interesting for the characters, roll on the Magic Item Purchase Complications table or invent your own complication.\",{\"type\":\"table\",\"caption\":\"Magic Item Purchase Complications\",\"colLabels\":[\"d12\",\"Complication\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"The item is a fake, planted by an enemy.*\"],[\"2\",\"The item is stolen by the party's enemies.*\"],[\"3\",\"The item is cursed by a god.\"],[\"4\",\"The item's original owner will kill to reclaim it; the party's enemies spread news of its sale.*\"],[\"5\",\"The item is at the center of a dark prophecy.\"],[\"6\",\"The seller is murdered before the sale.*\"],[\"7\",\"The seller is a devil looking to make a bargain.\"],[\"8\",\"The item is the key to freeing an evil entity.\"],[\"9\",\"A third party bids on the item, doubling its price.*\"],[\"10\",\"The item is an enslaved, intelligent entity.\"],[\"11\",\"The item is tied to a cult.\"],[\"12\",\"The party's enemies spread rumors that the item is an artifact of evil.*\"]],\"footnotes\":[\"*Might involve a rival\"]}]}]},{\"name\":\"Downtime Activity: Carousing\",\"source\":\"DMG\",\"page\":128,\"ruleType\":\"O\",\"entries\":[\"Characters can spend their downtime engaged in a variety of hedonistic activities such as attending parties, binge drinking, gambling, or anything else that helps them cope with the perils they face on their adventures.\",\"A carousing character spends money as though maintaining a wealthy lifestyle (see chapter 5, \\\"{@book Equipment|PHB|5|Lifestyle Expenses},\\\" of the {@book Player's Handbook|PHB}). At the end of the period spent carousing, the player rolls percentile dice and adds the character's level, then compares the total to the Carousing table to determine what happens to the character, or you choose.\",{\"type\":\"table\",\"caption\":\"Carousing\",\"colLabels\":[\"d100 + Level\",\"Result\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-10\",\"You are jailed for {@dice 1d4} days at the end of the downtime period on charges of disorderly conduct and disturbing the peace. You can pay a fine of 10 gp to avoid jail time, or you can try to resist arrest.\"],[\"11-20\",\"You regain consciousness in a strange place with no memory of how you got there, and you have been robbed of {@dice 3d6 × 5} gp.\"],[\"21-30\",\"You make an enemy. This person, business, or organization is now hostile to you. The DM determines the offended party. You decide how you offended them.\"],[\"31-40\",\"You are caught up in a whirlwind romance. Roll a {@dice d20}. On a 1–5, the romance ends badly. On a 6–10, the romance ends amicably. On an 11–20, the romance is ongoing. You determine the identity of the love interest, subject to your DM's approval. If the romance ends badly, you might gain a new flaw. If it ends well or is ongoing, your new love interest might represent a new bond.\"],[\"41-80\",\"You earn modest winnings from gambling and recuperate your lifestyle expenses for the time spent carousing.\"],[\"81-90\",\"You earn modest winnings from gambling. You recuperate your lifestyle expenses for the time spent carousing and gain {@dice 1d20 × 4} gp.\"],[\"91-100\",\"You make a small fortune gambling. You recuperate your lifestyle expenses for the time spent carousing and gain {@dice 4d6 × 10} gp. Your carousing becomes the stuff of local legend.\"]]}]},{\"name\":\"Downtime Activity: Carousing\",\"source\":\"XGE\",\"page\":127,\"ruleType\":\"VO\",\"type\":\"entries\",\"entries\":[\"Carousing is a default downtime activity for many characters. Between adventures, who doesn't want to relax with a few drinks and a group of friends at a tavern?\",{\"type\":\"entries\",\"name\":\"Resources\",\"entries\":[\"Carousing covers a workweek of fine food, strong drink, and socializing. A character can attempt to carouse among lower-, middle-, or upper-class folk. A character can carouse with the lower class for 10 gp to cover expenses, or 50 gp for the middle class. Carousing with the upper class requires 250 gp for the workweek and access to the local nobility.\",\"A character with the noble background can mingle with the upper class, but other characters can do so only if you judge that the character has made sufficient contacts. Alternatively, a character might use a {@item disguise kit|PHB} and the {@skill Deception} skill to pass as a noble visiting from a distant city.\"]},{\"type\":\"entries\",\"name\":\"Resolution\",\"entries\":[\"After a workweek of carousing, a character stands to make contacts within the selected social class. The character makes a Charisma ({@skill Persuasion}) check using the Carousing table.\",{\"type\":\"table\",\"caption\":\"Carousing\",\"colLabels\":[\"Check Total\",\"Result\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1–5\",\"Character has made a hostile contact.\"],[\"6–10\",\"Character has made no new contacts.\"],[\"11–15\",\"Character has made an allied contact.\"],[\"16–20\",\"Character has made two allied contacts.\"],[\"21+\",\"Character has made three allied contacts.\"]]},\"Contacts are NPCs who now share a bond with the character. Each one either owes the character a favor or has some reason to bear a grudge. A hostile contact works against the character, placing obstacles but stopping short of committing a crime or a violent act. Allied contacts are friends who will render aid to the character, but not at the risk of their lives.\",\"Lower-class contacts include criminals, laborers, mercenaries, the town guard, and any other folk who normally frequent the cheapest taverns in town.\",\"Middle-class contacts include guild members, spellcasters, town officials, and other folk who frequent well-kept establishments.\",\"Upper-class contacts are nobles and their personal servants. Carousing with such folk covers formal banquets, state dinners, and the like.\",\"Once a contact has helped or hindered a character, the character needs to carouse again to get back into the NPC's good graces. A contact provides help once, not help for life. The contact remains friendly, which can influence roleplaying and how the characters interact with them, but doesn't come with a guarantee of help.\",\"You can assign specific NPCs as contacts. You might decide that the barkeep at the Wretched Gorgon and a guard stationed at the western gate are the character's allied contacts. Assigning specific NPCs gives the players concrete options. It brings the campaign to life and seeds the area with NPCs that the characters care about. On the other hand, it can prove difficult to track and might render a contact useless if that character doesn't come into play.\",\"Alternatively, you can allow the player to make an NPC into a contact on the spot, after carousing. When the characters are in the area in which they caroused, a player can expend an allied contact and designate an NPC they meet as a contact, assuming the NPC is of the correct social class based on how the character caroused. The player should provide a reasonable explanation for this relationship and work it into the game.\",\"Using a mix of the two approaches is a good idea, since it gives you the added depth of specific contacts while giving players the freedom to ensure that the contacts they accumulate are useful.\",\"The same process can apply to hostile contacts. You can give the characters a specific NPC they should avoid, or you might introduce one at an inopportune or dramatic moment.\",\"At any time, a character can have a maximum number of unspecified allied contacts equal to 1 + the character's Charisma modifier (minimum of 1). Specific, named contacts don't count toward this limit—only ones that can be used at any time to declare an NPC as a contact.\"]},{\"type\":\"entries\",\"name\":\"Complications\",\"entries\":[\"Characters who carouse risk bar brawls, accumulating a cloud of nasty rumors, and building a bad reputation around town. As a rule of thumb, a character has a {@chance 10} chance of triggering a complication for each workweek of carousing.\",{\"type\":\"table\",\"caption\":\"Lower-Class Carousing Complications\",\"colLabels\":[\"d8\",\"Complication\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A pickpocket lifts {@dice 1d10 × 5} gp from you.*\"],[\"2\",\"A bar brawl leaves you with a scar.*\"],[\"3\",\"You have fuzzy memories of doing something very, very illegal, but can't remember exactly what.\"],[\"4\",\"You are banned from a tavern after some obnoxious behavior.*\"],[\"5\",\"After a few drinks, you swore in the town square to pursue a dangerous quest.\"],[\"6\",\"Surprise! You're married.\"],[\"7\",\"Streaking naked through the streets seemed like a great idea at the time.\"],[\"8\",\"Everyone is calling you by some weird, embarrassing nickname, like Puddle Drinker or Bench Slayer, and no one will say why.*\"]],\"footnotes\":[\"*Might involve a rival\"]},{\"type\":\"table\",\"caption\":\"Middle-Class Carousing Complications\",\"colLabels\":[\"d8\",\"Complication\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You accidentally insulted a guild master, and only a public apology will let you do business with the guild again.*\"],[\"2\",\"You swore to complete some quest on behalf of a temple or a guild.\"],[\"3\",\"A social gaffe has made you the talk of the town.*\"],[\"4\",\"A particularly obnoxious person has taken an intense romantic interest in you.*\"],[\"5\",\"You have made a foe out of a local spellcaster.*\"],[\"6\",\"You have been recruited to help run a local festival, play, or similar event.\"],[\"7\",\"You made a drunken toast that scandalized the locals.\"],[\"8\",\"You spent an additional 100 gp trying to impress people.\"]],\"footnotes\":[\"*Might involve a rival\"]},{\"type\":\"table\",\"caption\":\"Upper-Class Carousing Complications\",\"colLabels\":[\"d8\",\"Complication\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A pushy noble family wants to marry off one of their scions to you.*\"],[\"2\",\"You tripped and fell during a dance, and people can't stop talking about it.\"],[\"3\",\"You have agreed to take on a noble's debts.\"],[\"4\",\"You have been challenged to a joust by a knight.*\"],[\"5\",\"You have made a foe out of a local noble.*\"],[\"6\",\"A boring noble insists you visit each day and listen to long, tedious theories of magic.\"],[\"7\",\"You have become the target of a variety of embarrassing rumors.*\"],[\"8\",\"You spent an additional 500 gp trying to impress people.\"]],\"footnotes\":[\"*Might involve a rival\"]}]}]},{\"name\":\"Downtime Activity: Crafting\",\"source\":\"PHB\",\"page\":187,\"entries\":[\"You can craft nonmagical objects, including adventuring equipment and works of art. You must be proficient with tools related to the object you are trying to create (typically artisan's tools). You might also need access to special materials or locations necessary to create it. For example, someone proficient with {@item smith's tools|phb} needs a forge in order to craft a sword or suit of armor.\",\"For every day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 5 gp, and you must expend raw materials worth half the total market value. If something you want to craft has a market value greater than 5 gp, you make progress every day in 5-gp increments until you reach the market value of the item. For example, a suit of plate armor (market value 1,500 gp) takes 300 days to craft by yourself.\",\"Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place. Each character contributes 5 gp worth of effort for every day spent helping to craft the item. For example, three characters with the requisite tool proficiency and the proper facilities can craft a suit of plate armor in 100 days, at a total cost of 750 gp.\",\"While crafting, you can maintain a modest lifestyle without having to pay 1 gp per day, or a comfortable lifestyle at half the normal cost (see chapter 5 for more information on lifestyle expenses).\"]},{\"name\":\"Downtime Activity: Crafting a Magic Item\",\"source\":\"DMG\",\"page\":128,\"additionalSources\":[{\"source\":\"DMG\",\"page\":141}],\"ruleType\":\"O\",\"entries\":[\"Magic items are the DM's purview, so you decide how they fall into the party's possession. As an option, you can allow player characters to craft magic items.\",\"The creation of a magic item is a lengthy, expensive task. To start, a character must have a formula that describes the construction of the item. The character must also be a spellcaster with spell slots and must be able to cast any spells that the item can produce. Moreover, the character must meet a level minimum determined by the item's rarity, as shown in the Crafting Magic Items table. For example, a 3rd-level character could create a {@item wand of magic missiles} (an uncommon item), as long as the character has spell slots and can cast {@spell magic missile}. That same character could make a {@item +1 weapon} (another uncommon item), no particular spell required.\",\"You can decide that certain items also require special materials or locations to be created. For example, a character might need {@item alchemist's supplies|phb} to brew a particular potion, or the formula for a {@item flame tongue} might require that the weapon be forged with lava.\",{\"type\":\"table\",\"caption\":\"Crafting Magic Items\",\"colLabels\":[\"Item Rarity\",\"Creation Cost\",\"Minimum Level\"],\"colStyles\":[\"col-4\",\"col-4 text-right\",\"col-4 text-center\"],\"rows\":[[\"Common\",\"100 gp\",\"3rd\"],[\"Uncommon\",\"500 gp\",\"3rd\"],[\"Rare\",\"5,000 gp\",\"6th\"],[\"Very rare\",\"50,000 gp\",\"11th\"],[\"Legendary\",\"500,000 gp\",\"17th\"]]},\"An item has a creation cost specified in the Crafting Magic Items table. A character engaged in the crafting of a magic item makes progress in 25 gp increments, spending that amount for each day of work until the total cost is paid. The character is assumed to work for 8 hours each of those days. Thus, creating an uncommon magic item takes 20 days and 500 gp. You are free to adjust the costs to better suit your campaign.\",\"If a spell will be produced by the item being created, the creator must expend one spell slot of the spell's level for each day of the creation process. The spell's material components must also be at hand throughout the process. If the spell normally consumes those components, they are consumed by the creation process. If the item will be able to produce the spell only once, as with a {@item spell scroll}, the components are consumed only once by the process. Otherwise, the components are consumed once each day of the item's creation.\",\"Multiple characters can combine their efforts to create a magic item if each of them meets the level prerequisite. Each character can contribute spells, spell slots and components, as long as everyone participates during the entire crafting process. Each character can contribute 25 gp worth of effort for each day spent helping to craft the item.\",\"Normally, a character who undertakes this activity creates a magic item described in chapter 7, \\\"Treasure.\\\" At your discretion, you can allow players to design their own magic items, using the guidelines in chapter 9, \\\"Dungeon Master's Workshop.\\\"\",\"While crafting a magic item, a character can maintain modest lifestyle without having to pay the 1 gp per day, or a comfortable lifestyle at half the normal cost (see chapter 5, \\\"{@book Equipment|PHB|5|Lifestyle Expenses},\\\" of the {@book Player's Handbook|PHB}).\",{\"type\":\"inset\",\"name\":\"Magic Item Formulas\",\"source\":\"DMG\",\"page\":141,\"entries\":[\"A magic item formula explains how to make a particular magic item. Such a formula can be an excellent reward if you allow player characters to craft magic items.\",\"You can award a formula in place of a magic item. Usually written in a book or on a scroll, a formula is one step rarer than the item it allows a character to create. For example, the formula for a common magic item is uncommon. No formulas exist for legendary items.\",\"If the creation of magic items is commonplace in your campaign, a formula can have a rarity that matches the rarity of the item it allows a character to create. Formulas for common and uncommon items might even be for sale, each with a cost double that of its magic item.\"]}]},{\"name\":\"Downtime Activity: Crafting an Item\",\"source\":\"XGE\",\"page\":128,\"ruleType\":\"VO\",\"type\":\"entries\",\"entries\":[\"A character who has the time, the money, and the needed tools can use downtime to craft armor, weapons, clothing, or other kinds of nonmagical gear.\",{\"type\":\"entries\",\"name\":\"Resources and Resolution\",\"entries\":[\"In addition to the appropriate tools for the item to be crafted, a character needs raw materials worth half of the item's selling cost. To determine how many workweeks it takes to create an item, divide its gold piece cost by 50. A character can complete multiple items in a workweek if the items' combined cost is 50 gp or lower. Items that cost more than 50 gp can be completed over longer periods of time, as long as the work in progress is stored in a safe location.\",\"Multiple characters can combine their efforts. Divide the time needed to create an item by the number of characters working on it. Use your judgment when determining how many characters can collaborate on an item. A particularly tiny item, like a ring, might allow only one or two workers, whereas a large, complex item might allow four or more workers.\",\"A character needs to be proficient with the tools needed to craft an item and have access to the appropriate equipment. Everyone who collaborates needs to have the appropriate tool proficiency. You need to make any judgment calls regarding whether a character has the correct equipment. The following table provides some examples.\",{\"type\":\"table\",\"colLabels\":[\"Proficiency\",\"Items\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"{@item Herbalism kit|phb}\",\"Antitoxin, {@item potion of healing}\"],[\"{@item Leatherworker's tools|phb}\",\"Leather armor, boots\"],[\"{@item Smith's tools|phb}\",\"Armor, weapons\"],[\"{@item Weaver's tools|phb}\",\"Cloaks, robes\"]]},\"If all the above requirements are met, the result of the process is an item of the desired sort. A character can sell an item crafted in this way at its listed price.\"]},{\"type\":\"entries\",\"name\":\"Crafting Magic Items\",\"entries\":[\"Creating a magic item requires more than just time, effort, and materials. It is a long-term process that involves one or more adventures to track down rare materials and the lore needed to create the item.\",\"Potions of healing and spell scrolls are exceptions to the following rules. For more information, see \\\"Brewing Potions of Healing\\\" later in this section and the \\\"Scribing a {@item Spell Scroll}\\\" section, below.\",\"To start with, a character needs a formula for a magic item in order to create it. The formula is like a recipe. It lists the materials needed and steps required to make the item.\",\"An item invariably requires an exotic material to complete it. This material can range from the skin of a yeti to a vial of water taken from a whirlpool on the Elemental Plane of Water. Finding that material should take place as part of an adventure.\",\"The Magic Item Ingredients table suggests the challenge rating of a creature that the characters need to face to acquire the materials for an item. Note that facing a creature does not necessarily mean that the characters must collect items from its corpse. Rather, the creature might guard a location or a resource that the characters need access to.\",{\"type\":\"table\",\"caption\":\"Magic Item Ingredients\",\"colLabels\":[\"Item Rarity\",\"CR Range\"],\"colStyles\":[\"col-6\",\"col-6 text-center\"],\"rows\":[[\"Common\",\"1–3\"],[\"Uncommon\",\"4–8\"],[\"Rare\",\"9–12\"],[\"Very rare\",\"13–18\"],[\"Legendary\",\"19+\"]]},\"If appropriate, pick a monster or a location that is a thematic fit for the item to be crafted. For example, creating {@item mariner's armor} might require the essence of a water weird. Crafting a {@item staff of charming} might require the cooperation of a specific arcanaloth, who will help only if the characters complete a task for it. Making a {@item staff of power} might hinge on acquiring a piece of an ancient stone that was once touched by the god of magic—a stone now guarded by a suspicious androsphinx.\",\"In addition to facing a specific creature, creating an item comes with a gold piece cost covering other materials, tools, and so on, based on the item's rarity. Those values, as well as the time a character needs to work in order to complete the item, are shown on the Magic Item Crafting Time and Cost table. Halve the listed price and creation time for any consumable items.\",{\"type\":\"table\",\"caption\":\"Magic Item Crafting Time and Cost\",\"colLabels\":[\"Item Rarity\",\"Workweeks*\",\"Cost*\"],\"colStyles\":[\"col-4\",\"col-4 text-center\",\"col-4 text-right\"],\"rows\":[[\"Common\",\"1\",\"50 gp\"],[\"Uncommon\",\"2\",\"200 gp\"],[\"Rare\",\"10\",\"2,000 gp\"],[\"Very rare\",\"25\",\"20,000 gp\"],[\"Legendary\",\"50\",\"100,000 gp\"]],\"footnotes\":[\"*Halved for a consumable item like a potion or scroll\"]},\"To complete a magic item, a character also needs whatever tool proficiency is appropriate, as for crafting a nonmagical object, or proficiency in the {@skill Arcana} skill.\",\"If all the above requirements are met, the result of the process is a magic item of the desired sort.\"]},{\"type\":\"entries\",\"name\":\"Complications\",\"entries\":[\"Most of the complications involved in creating something, especially a magic item, are linked to the difficulty in finding rare ingredients or components needed to complete the work. The complications a character might face as byproducts of the creation process are most interesting when the characters are working on a magic item: there's a {@chance 10} chance for every five workweeks spent on crafting an item that a complication occurs. The Crafting Complications table provides examples of what might happen.\",{\"type\":\"table\",\"caption\":\"Crafting Complications\",\"colLabels\":[\"d6\",\"Complication\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Rumors swirl that what you're working on is unstable and a threat to the community.*\"],[\"2\",\"Your tools are stolen, forcing you to buy new ones.*\"],[\"3\",\"A local wizard shows keen interest in your work and insists on observing you.\"],[\"4\",\"A powerful noble offers a hefty price for your work and is not interested in hearing no for an answer.*\"],[\"5\",\"A dwarf clan accuses you of stealing its secret lore to fuel your work.*\"],[\"6\",\"A competitor spreads rumors that your work is shoddy and prone to failure.*\"]],\"footnotes\":[\"*Might involve a rival\"]}]},{\"type\":\"entries\",\"name\":\"Brewing Potions of Healing\",\"entries\":[\"Potions of healing fall into a special category for item crafting, separate from other magic items. A character who has proficiency with the {@item herbalism kit|PHB} can create these potions. The times and costs for doing so are summarized on the {@item Potion of Healing} Creation table.\",{\"type\":\"table\",\"caption\":\"Potion of Healing Creation\",\"colLabels\":[\"Type\",\"Time\",\"Cost\"],\"colStyles\":[\"col-4\",\"col-4\",\"col-4 text-right\"],\"rows\":[[\"Healing\",\"1 day\",\"25 gp\"],[\"Greater healing\",\"1 workweek\",\"100 gp\"],[\"Superior healing\",\"3 workweeks\",\"1,000 gp\"],[\"Supreme healing\",\"4 workweeks\",\"10,000 gp\"]]}]}]},{\"name\":\"Downtime Activity: Crime\",\"source\":\"XGE\",\"page\":130,\"ruleType\":\"VO\",\"type\":\"entries\",\"entries\":[\"Sometimes it pays to be bad. This activity gives a character the chance to make some extra cash, at the risk of arrest.\",{\"type\":\"entries\",\"name\":\"Resources\",\"entries\":[\"A character must spend one week and at least 25 gp gathering information on potential targets before committing the intended crime.\"]},{\"type\":\"entries\",\"name\":\"Resolution\",\"entries\":[\"The character must make a series of checks, with the DC for all the checks chosen by the character according to the amount of profit sought from the crime.\",\"The chosen DC can be 10, 15, 20, or 25. Successful completion of the crime yields a number of gold pieces, as shown on the Loot Value table.\",\"To attempt a crime, the character makes three checks: Dexterity ({@skill Stealth}), Dexterity using {@item thieves' tools|PHB}, and the player's choice of Intelligence ({@skill Investigation}), Wisdom ({@skill Perception}), or Charisma ({@skill Deception}).\",\"If none of the checks are successful, the character is caught and jailed. The character must pay a fine equal to the profit the crime would have earned and must spend one week in jail for each 25 gp of the fine.\",\"If only one check is successful, the heist fails but the character escapes.\",\"If two checks are successful, the heist is a partial success, netting the character half the payout.\",\"If all three checks are successful, the character earns the full value of the loot.\",{\"type\":\"table\",\"caption\":\"Loot Value\",\"colLabels\":[\"DC\",\"Value\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"10\",\"50 gp, robbery of a struggling merchant\"],[\"15\",\"100 gp, robbery of a prosperous merchant\"],[\"20\",\"200 gp, robbery of a noble\"],[\"25\",\"1,000 gp, robbery of one of the richest figures in town\"]]}]},{\"type\":\"entries\",\"name\":\"Complications\",\"entries\":[\"A life of crime is filled with complications. Roll on the Crime Complications table (or create a complication of your own) if the character succeeds on only one check. If the character's rival is involved in crime or law enforcement, a complication ensues if the character succeeds on only two checks.\",{\"type\":\"table\",\"caption\":\"Crime Complications\",\"colLabels\":[\"d8\",\"Complication\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A bounty equal to your earnings is offered for information about your crime.*\"],[\"2\",\"An unknown person contacts you, threatening to reveal your crime if you don't render a service.*\"],[\"3\",\"Your victim is financially ruined by your crime.\"],[\"4\",\"Someone who knows of your crime has been arrested on an unrelated matter.*\"],[\"5\",\"Your loot is a single, easily identified item that you can't fence in this region.\"],[\"6\",\"You robbed someone who was under a local crime lord's protection, and who now wants revenge.\"],[\"7\",\"Your victim calls in a favor from a guard, doubling the efforts to solve the case.\"],[\"8\",\"Your victim asks one of your adventuring companions to solve the crime.\"]],\"footnotes\":[\"*Might involve a rival\"]}]}]},{\"name\":\"Downtime Activity: Gaining Renown\",\"source\":\"DMG\",\"page\":129,\"ruleType\":\"O\",\"entries\":[\"A character can spend downtime improving his or her renown within a particular organization (see \\\"Renown\\\" in chapter 1). Between adventures, a character undertakes minor tasks for the organization and socializes with its members. After pursuing these activities for a combined number of days equal to his or her current renown multiplied by 10, the character's renown increases by 1.\"]},{\"name\":\"Downtime Activity: Gambling\",\"source\":\"XGE\",\"page\":130,\"ruleType\":\"VO\",\"type\":\"entries\",\"entries\":[\"Games of chance are a way to make a fortune—and perhaps a better way to lose one.\",{\"type\":\"entries\",\"name\":\"Resources\",\"entries\":[\"This activity requires one workweek of effort plus a stake of at least 10 gp, to a maximum of 1,000 gp or more, as you see fit.\"]},{\"type\":\"entries\",\"name\":\"Resolution\",\"entries\":[\"The character must make a series of checks, with a DC determined at random based on the quality of the competition that the character runs into. Part of the risk of gambling is that one never knows who might end up sitting across the table.\",\"The character makes three checks: Wisdom ({@skill Insight}), Charisma ({@skill Deception}), and Charisma ({@skill Intimidation}). If the character has proficiency with an appropriate {@item gaming set|PHB}, that tool proficiency can replace the relevant skill in any of the checks. The DC for each of the checks is {@dice 5 + 2d10}; generate a separate DC for each one. Consult the Gambling Results table to see how the character did.\",{\"type\":\"table\",\"caption\":\"Gambling Results\",\"colLabels\":[\"Result\",\"Value\"],\"colStyles\":[\"col-5\",\"col-7\"],\"rows\":[[\"0 successes\",\"Lose all the money you bet, and accrue a debt equal to that amount.\"],[\"1 success\",\"Lose half the money you bet.\"],[\"2 successes\",\"Gain the amount you bet plus half again more.\"],[\"3 successes\",\"Gain double the amount you bet.\"]]}]},{\"type\":\"entries\",\"name\":\"Complications\",\"entries\":[\"Gambling tends to attract unsavory individuals. The potential complications involved come from run-ins with the law and associations with various criminals tied to the activity. Every workweek spent gambling brings a {@chance 10} chance of a complication, examples of which are on the Gambling Complications table.\",{\"type\":\"table\",\"caption\":\"Gambling Complications\",\"colLabels\":[\"d6\",\"Complication\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You are accused of cheating. You decide whether you actually did cheat or were framed.*\"],[\"2\",\"The town guards raid the gambling hall and throw you in jail.*\"],[\"3\",\"A noble in town loses badly to you and loudly vows to get revenge.*\"],[\"4\",\"You won a sum from a low-ranking member of a thieves' guild, and the guild wants its money back.\"],[\"5\",\"A local crime boss insists you start frequenting the boss's gambling parlor and no others.\"],[\"6\",\"A high-stakes gambler comes to town and insists that you take part in a game.\"]],\"footnotes\":[\"*Might involve a rival\"]}]}]},{\"name\":\"Downtime Activity: Performing Sacred Rites\",\"source\":\"DMG\",\"page\":129,\"ruleType\":\"O\",\"entries\":[\"A pious character can spend time between adventures performing sacred rites in a temple affiliated with a god he or she reveres. Between rites, the character spends time in meditation and prayer.\",\"A character who is a priest in the temple can lead these rites, which might include weddings, funerals, and ordinations. A layperson can offer sacrifices in a temple or assist a priest with a rite.\",\"A character who spends at least 10 days performing sacred rites gains {@book inspiration|PHB|4|Inspiration} (described in chapter 4 of the {@book Player's Handbook|PHB}) at the start of each day for the next {@dice 2d6} days.\"]},{\"name\":\"Downtime Activity: Pit Fighting\",\"source\":\"XGE\",\"page\":131,\"ruleType\":\"VO\",\"type\":\"entries\",\"entries\":[\"Pit fighting includes boxing, wrestling, and other nonlethal forms of combat in an organized setting with predetermined matches. If you want to introduce competitive fighting in a battle-to-the-death situation, the standard combat rules apply to that sort of activity.\",{\"type\":\"entries\",\"name\":\"Resources\",\"entries\":[\"Engaging in this activity requires one workweek of effort from a character.\"]},{\"type\":\"entries\",\"name\":\"Resolution\",\"entries\":[\"The character must make a series of checks, with a DC determined at random based on the quality of the opposition that the character runs into. A big part of the challenge in pit fighting lies in the unknown nature of a character's opponents.\",\"The character makes three checks: Strength ({@skill Athletics}), Dexterity ({@skill Acrobatics}), and a special Constitution check that has a bonus equal to a roll of the character's largest Hit Die (this roll doesn't spend that die). If desired, the character can replace one of these skill checks with an attack roll using one of the character's weapons. The DC for each of the checks is {@dice 5 + 2d10}; generate a separate DC for each one. Consult the Pit Fighting Results table to see how the character did.\",{\"type\":\"table\",\"caption\":\"Pit Fighting Results\",\"colLabels\":[\"Result\",\"Value\"],\"colStyles\":[\"col-5\",\"col-7\"],\"rows\":[[\"0 successes\",\"Lose your bouts, earning nothing.\"],[\"1 success\",\"Win 50 gp.\"],[\"2 successes\",\"Win 100 gp.\"],[\"3 successes\",\"Win 200 gp.\"]]}]},{\"type\":\"entries\",\"name\":\"Complications\",\"entries\":[\"Characters involved in pit fighting must deal with their opponents, the people who bet on matches, and the matches' promoters. Every workweek spent pit fighting brings a {@chance 10} chance of a complication, examples of which are on the Pit Fighting Complications table.\",{\"type\":\"table\",\"caption\":\"Pit Fighting Complications\",\"colLabels\":[\"d6\",\"Complication\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"An opponent swears to take revenge on you.*\"],[\"2\",\"A crime boss approaches you and offers to pay you to intentionally lose a few matches.*\"],[\"3\",\"You defeat a popular local champion, drawing the crowd's ire.\"],[\"4\",\"You defeat a noble's servant, drawing the wrath of the noble's house.*\"],[\"5\",\"You are accused of cheating. Whether the allegation is true or not, your reputation is tarnished.*\"],[\"6\",\"You accidentally deliver a near-fatal wound to a foe.\"]],\"footnotes\":[\"*Might involve a rival\"]}]}]},{\"name\":\"Downtime Activity: Practicing a Profession\",\"source\":\"PHB\",\"page\":187,\"entries\":[\"You can work between adventures, allowing you to maintain a modest lifestyle without having to pay 1 gp per day (see chapter 5 for more information on lifestyle expenses). This benefit lasts as long you continue to practice your profession.\",\"If you are a member of an organization that can provide gainful employment, such as a temple or a thieves' guild, you earn enough to support a comfortable lifestyle instead.\",\"If you have proficiency in the {@skill Performance} skill and put your performance skill to use during your downtime, you earn enough to support a wealthy lifestyle instead.\"]},{\"name\":\"Downtime Activity: Recuperating\",\"source\":\"PHB\",\"page\":187,\"entries\":[\"You can use downtime between adventures to recover from a debilitating injury, disease, or poison.\",\"After three days of downtime spent recuperating, you can make a DC 15 Constitution saving throw. On a successful save, you can choose one of the following results:\",{\"type\":\"list\",\"items\":[\"End one effect on you that prevents you from regaining hit points.\",\"For the next 24 hours, gain advantage on saving throws against one disease or poison currently affecting you.\"]}]},{\"name\":\"Downtime Activity: Relaxation\",\"source\":\"XGE\",\"page\":131,\"ruleType\":\"VO\",\"type\":\"entries\",\"entries\":[\"Sometimes the best thing to do between adventures is relax. Whether a character wants a hard-earned vacation or needs to recover from injuries, relaxation is the ideal option for adventurers who need a break. This option is also ideal for players who don't want to make use of the downtime system.\",{\"type\":\"entries\",\"name\":\"Resources\",\"entries\":[\"Relaxation requires one week. A character needs to maintain at least a modest lifestyle while relaxing to gain the benefit of the activity.\"]},{\"type\":\"entries\",\"name\":\"Resolution\",\"entries\":[\"Characters who maintain at least a modest lifestyle while relaxing gain several benefits. While relaxing, a character gains advantage on saving throws to recover from long-acting diseases and poisons. In addition, at the end of the week, a character can end one effect that keeps the character from regaining hit points, or can restore one ability score that has been reduced to less than its normal value. This benefit cannot be used if the harmful effect was caused by a spell or some other magical effect with an ongoing duration.\"]},{\"type\":\"entries\",\"name\":\"Complications\",\"entries\":[\"Relaxation rarely comes with complications. If you want to make life complicated for the characters, introduce an action or an event connected to a rival.\"]}]},{\"name\":\"Downtime Activity: Religious Service\",\"source\":\"XGE\",\"page\":131,\"ruleType\":\"VO\",\"type\":\"entries\",\"entries\":[\"Characters with a religious bent might want to spend downtime in service to a temple, either by attending rites or by proselytizing in the community. Someone who undertakes this activity has a chance of winning the favor of the temple's leaders.\",{\"type\":\"entries\",\"name\":\"Resources\",\"entries\":[\"Performing religious service requires access to, and often attendance at, a temple whose beliefs and ethos align with the character's. If such a place is available, the activity takes one workweek of time but involves no gold piece expenditure.\"]},{\"type\":\"entries\",\"name\":\"Resolution\",\"entries\":[\"At the end of the required time, the character chooses to make either an Intelligence ({@skill Religion}) check or a Charisma ({@skill Persuasion}) check. The total of the check determines the benefits of service, as shown on the Religious Service table.\",{\"type\":\"table\",\"caption\":\"Religious Service\",\"colLabels\":[\"Check Total\",\"Result\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1–10\",\"No effect. Your efforts fail to make a lasting impression.\"],[\"11–20\",\"You earn one favor.\"],[\"21+\",\"You earn two favors.\"]]},\"A favor, in broad terms, is a promise of future assistance from a representative of the temple. It can be expended to ask the temple for help in dealing with a specific problem, for general political or social support, or to reduce the cost of cleric spellcasting by 50 percent. A favor could also take the form of a deity's intervention, such as an omen, a vision, or a minor miracle provided at a key moment. This latter sort of favor is expended by the DM, who also determines its nature.\",\"Favors earned need not be expended immediately, but only a certain number can be stored up. A character can have a maximum number of unused favors equal to 1 + the character's Charisma modifier (minimum of one unused favor).\"]},{\"type\":\"entries\",\"name\":\"Complications\",\"entries\":[\"Temples can be labyrinths of political and social scheming. Even the best-intentioned sect can fall prone to rivalries. A character who serves a temple risks becoming embroiled in such struggles. Every workweek spent in religious service brings a {@chance 10} chance of a complication, examples of which are on the Religious Service Complications table.\",{\"type\":\"table\",\"caption\":\"Religious Service Complications\",\"colLabels\":[\"d6\",\"Complication\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You have offended a priest through your words or actions.*\"],[\"2\",\"Blasphemy is still blasphemy, even if you did it by accident.\"],[\"3\",\"A secret sect in the temple offers you membership.\"],[\"4\",\"Another temple tries to recruit you as a spy.*\"],[\"5\",\"The temple elders implore you to take up a holy quest.\"],[\"6\",\"You accidentally discover that an important person in the temple is a fiend worshiper.\"]],\"footnotes\":[\"*Might involve a rival\"]}]}]},{\"name\":\"Downtime Activity: Research\",\"source\":\"XGE\",\"page\":132,\"ruleType\":\"VO\",\"type\":\"entries\",\"entries\":[\"Forewarned is forearmed. The research downtime activity allows a character to delve into lore concerning a monster, a location, a magic item, or some other particular topic.\",{\"type\":\"entries\",\"name\":\"Resources\",\"entries\":[\"Typically, a character needs access to a library or a sage to conduct research. Assuming such access is available, conducting research requires one workweek of effort and at least 50 gp spent on materials, bribes, gifts, and other expenses.\"]},{\"type\":\"entries\",\"name\":\"Resolution\",\"entries\":[\"The character declares the focus of the research—a specific person, place, or thing. After one workweek, the character makes an Intelligence check with a +1 bonus per 50 gp spent beyond the initial 50 gp, to a maximum of +6. In addition, a character who has access to a particularly well-stocked library or knowledgeable sages gains advantage on this check. Determine how much lore a character learns using the Research Outcomes table.\",{\"type\":\"table\",\"caption\":\"Research Outcomes\",\"colLabels\":[\"Check Total\",\"Outcome\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1–5\",\"No effect.\"],[\"6–10\",\"You learn one piece of lore.\"],[\"11–20\",\"You learn two pieces of lore.\"],[\"21+\",\"You learn three pieces of lore.\"]]},\"Each piece of lore is the equivalent of one true statement about a person, place, or thing. Examples include knowledge of a creature's resistances, the password needed to enter a sealed dungeon level, the spells commonly prepared by an order of wizards, and so on.\",\"As DM, you are the final arbiter concerning exactly what a character learns. For a monster or an NPC, you can reveal elements of statistics or personality. For a location, you can reveal secrets about it, such as a hidden entrance, the answer to a riddle, or the nature of a creature that guards the place.\"]},{\"type\":\"entries\",\"name\":\"Complications\",\"entries\":[\"The greatest risk in research is uncovering false information. Not all lore is accurate or truthful, and a rival with a scholarly bent might try to lead the character astray, especially if the object of the research is known to the rival. The rival might plant false information, bribe sages to give bad advice, or steal key tomes needed to find the truth.\",\"In addition, a character might run into other complications during research. Every workweek spent in research brings a {@chance 10} chance of a complication, examples of which are on the Research Complications table.\",{\"type\":\"table\",\"caption\":\"Research Complications\",\"colLabels\":[\"d6\",\"Complication\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You accidentally damage a rare book.\"],[\"2\",\"You offend a sage, who demands an extravagant gift.*\"],[\"3\",\"If you had known that book was cursed, you never would have opened it.\"],[\"4\",\"A sage becomes obsessed with convincing you of a number of strange theories about reality.*\"],[\"5\",\"Your actions cause you to be banned from a library until you make reparations.*\"],[\"6\",\"You uncovered useful lore, but only by promising to complete a dangerous task in return.\"]],\"footnotes\":[\"*Might involve a rival\"]}]}]},{\"name\":\"Downtime Activity: Researching\",\"source\":\"PHB\",\"page\":187,\"entries\":[\"The time between adventures is a great chance to perform research, gaining insight into mysteries that have unfurled over the course of the campaign. Research can include poring over dusty tomes and crumbling scrolls in a library or buying drinks for the locals to pry rumors and gossip from their lips.\",\"When you begin your research, the DM determines whether the information is available, how many days of downtime it will take to find it, and whether there are any restrictions on your research (such as needing to seek out a specific individual, tome, or location). The DM might also require you to make one or more ability checks, such as an Intelligence ({@skill Investigation}) check to find clues pointing toward the information you seek, or a Charisma ({@skill Persuasion}) check to secure someone's aid. Once those conditions are met, you learn the information if it is available.\",\"For each day of research, you must spend 1 gp to cover your expenses. This cost is in addition to your normal lifestyle expenses (as discussed in chapter 5).\"]},{\"name\":\"Downtime Activity: Running a Business\",\"source\":\"DMG\",\"page\":129,\"ruleType\":\"O\",\"entries\":[\"Adventurers can end up owning businesses that have nothing to do with delving into dungeons or saving the world. A character might inherit a smithy, or the party might be given a parcel of farmland or a tavern as a reward. If they hold on to the business, they might feel obliged to spend time between adventures maintaining the venture and making sure it runs smoothly.\",\"A character rolls percentile dice and adds the number of days spent on this downtime activity (maximum 30), then compares the total to the Running a Business table to determine what happens.\",\"If the character is required to pay a cost as a result of rolling on this table but fails to do so, the business begins to fail. For each unpaid debt incurred in this manner, the character takes a -10 penalty to subsequent rolls made on this table.\",{\"type\":\"table\",\"caption\":\"Running a Business\",\"colLabels\":[\"d100 + Days\",\"Result\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-20\",\"You must pay one and a half times the business's maintenance cost for each of the days.\"],[\"21-30\",\"You must pay the business's full maintenance cost for each of the days.\"],[\"31-40\",\"You must pay half the business's maintenance cost for each of the days. Profits cover the other half.\"],[\"41-60\",\"The business covers its own maintenance cost for each of the days.\"],[\"61-80\",\"The business covers its own maintenance cost for each of the days. It earns a profit of {@dice 1d6 × 5} gp.\"],[\"81-90\",\"The business covers its own maintenance cost for each of the days. It earns a profit of {@dice 2d8 × 5} gp.\"],[\"91-100\",\"The business covers its own maintenance cost for each of the days. It earns a profit of {@dice 3d10 × 5} gp.\"]]}]},{\"name\":\"Downtime Activity: Scribing a Spell Scroll\",\"source\":\"XGE\",\"page\":133,\"ruleType\":\"VO\",\"type\":\"entries\",\"entries\":[\"With time and patience, a spellcaster can transfer a spell to a scroll, creating a {@item spell scroll}.\",{\"type\":\"entries\",\"name\":\"Resources\",\"entries\":[\"Scribing a {@item spell scroll} takes an amount of time and money related to the level of the spell the character wants to scribe, as shown in the {@item Spell Scroll} Costs table. In addition, the character must have proficiency in the {@skill Arcana} skill and must provide any material components required for the casting of the spell. Moreover, the character must have the spell prepared, or it must be among the character's known spells, in order to scribe a scroll of that spell.\",\"If the scribed spell is a cantrip, the version on the scroll works as if the caster were 1st level.\",{\"type\":\"table\",\"caption\":\"Spell Scroll Costs\",\"colLabels\":[\"Spell Level\",\"Time\",\"Cost\"],\"colStyles\":[\"col-4 text-center\",\"col-4\",\"col-4 text-right\"],\"rows\":[[\"Cantrip\",\"1 day\",\"15 gp\"],[\"1st\",\"1 day\",\"25 gp\"],[\"2nd\",\"3 days\",\"250 gp\"],[\"3rd\",\"1 workweek\",\"500 gp\"],[\"4th\",\"2 workweeks\",\"2,500 gp\"],[\"5th\",\"4 workweeks\",\"5,000 gp\"],[\"6th\",\"8 workweeks\",\"15,000 gp\"],[\"7th\",\"16 workweeks\",\"25,000 gp\"],[\"8th\",\"32 workweeks\",\"50,000 gp\"],[\"9th\",\"48 workweeks\",\"250,000 gp\"]]}]},{\"type\":\"entries\",\"name\":\"Complications\",\"entries\":[\"Crafting a {@item spell scroll} is a solitary task, unlikely to attract much attention. The complications that arise are more likely to involve the preparation needed for the activity. Every workweek spent scribing brings a {@chance 10} chance of a complication, examples of which are on the Scribe a Scroll Complications table.\",{\"type\":\"table\",\"caption\":\"Scribe a Scroll Complications\",\"colLabels\":[\"d6\",\"Complication\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"You bought up the last of the rare ink used to craft scrolls, angering a wizard in town.\"],[\"2\",\"The priest of a temple of good accuses you of trafficking in dark magic.*\"],[\"3\",\"A wizard eager to collect one of your spells in a book presses you to sell the scroll.\"],[\"4\",\"Due to a strange error in creating the scroll, it is instead a random spell of the same level.\"],[\"5\",\"The rare parchment you bought for your scroll has a barely visible map on it.\"],[\"6\",\"A thief attempts to break into your workroom.*\"]],\"footnotes\":[\"*Might involve a rival\"]}]}]},{\"name\":\"Downtime Activity: Selling a Magic Item\",\"source\":\"XGE\",\"page\":133,\"ruleType\":\"VO\",\"type\":\"entries\",\"entries\":[\"Selling a magic item is by no means an easy task. Con artists and thieves are always looking out for an easy score, and there's no guarantee that a character will receive a good offer even if a legitimate buyer is found.\",{\"type\":\"entries\",\"name\":\"Resources\",\"entries\":[\"A character can find a buyer for one magic item by spending one workweek and 25 gp, which is used to spread word of the desired sale. A character must pick one item at a time to sell.\"]},{\"type\":\"entries\",\"name\":\"Resolution\",\"entries\":[\"A character who wants to sell an item must make a Charisma ({@skill Persuasion}) check to determine what kind of offer comes in. The character can always opt not to sell, instead forfeiting the workweek of effort and trying again later. Use the Magic Item Base Prices and Magic Item Offer tables to determine the sale price.\",{\"type\":\"table\",\"caption\":\"Magic Item Base Prices\",\"colLabels\":[\"Rarity\",\"Base Price*\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"Common\",\"100 gp\"],[\"Uncommon\",\"400 gp\"],[\"Rare\",\"4,000 gp\"],[\"Very rare\",\"40,000 gp\"],[\"Legendary\",\"200,000 gp\"]],\"footnotes\":[\"*Halved for a consumable item like a potion or scroll\"]},{\"type\":\"table\",\"caption\":\"Magic Item Offer\",\"colLabels\":[\"Check Total\",\"Offer\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1–10\",\"50% of base price\"],[\"11–20\",\"100% of base price\"],[\"21+\",\"150% of base price\"]]}]},{\"type\":\"entries\",\"name\":\"Complications\",\"entries\":[\"The main risk in selling a magic item lies in attracting thieves and anyone else who wants the item but doesn't want to pay for it. Other folk might try to undermine a deal in order to bolster their own business or seek to discredit the character as a legitimate seller. Every workweek spent trying to sell an item brings a {@chance 10} chance of a complication, examples of which are on the Magic Item Sale Complications table.\",{\"type\":\"table\",\"caption\":\"Magic Item Sale Complications\",\"colLabels\":[\"d6\",\"Complication\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Your enemy secretly arranges to buy the item to use it against you.*\"],[\"2\",\"A thieves' guild, alerted to the sale, attempts to steal your item.*\"],[\"3\",\"A foe circulates rumors that your item is a fake.*\"],[\"4\",\"A sorcerer claims your item as a birthright and demands you hand it over.\"],[\"5\",\"Your item's previous owner, or surviving allies of the owner, vow to retake the item by force.\"],[\"6\",\"The buyer is murdered before the sale is finalized.*\"]],\"footnotes\":[\"*Might involve a rival\"]}]}]},{\"name\":\"Downtime Activity: Selling Magic Items\",\"source\":\"DMG\",\"page\":129,\"ruleType\":\"O\",\"entries\":[\"Few people can afford to buy a magic item, and fewer still know how to find one. Adventurers are exceptional in this regard due to the nature of their profession.\",\"A character who comes into possession of a common, uncommon, rare, or very rare magic item that he or she wants to sell can spend downtime searching for a buyer. This downtime activity can be performed only in a city or another location where one can find wealthy individuals interested in buying magic items. Legendary magic items and priceless artifacts can't be sold during downtime. Finding someone to buy such an item can be the substance of an adventure or quest.\",\"For each salable item, the character makes a DC 20 Intelligence ({@skill Investigation}) check to find buyers. Another character can use his or her downtime to assist with the search, granting advantage on the checks. On a failed check, no buyer for the item is found after a search that lasts 10 days. On a successful check, a buyer for the item is found after a number of days based on the item's rarity, as shown in the Salable Magic Item table.\",\"A character can attempt to find buyers for multiple magic items at once. Although this requires multiple Intelligence ({@skill Investigation}) checks, the searches are occurring simultaneously, and the results of multiple failures or successes aren't added together. For example, if the character finds a buyer for a common magic item in 2 days and a buyer for an uncommon item in 5 days, but fails to find a buyer for a rare item up for grabs, the entire search takes 10 days.\",\"For each item a character wishes to sell, the player rolls percentile dice and consults the Selling a Magic Item table, applying a modifier based on the item's rarity, as shown in the Salable Magic Items table. The character also makes a Charisma ({@skill Persuasion}) check and adds that check's total to the roll. The subsequent total determines what a buyer offers to pay for the item.\",\"You determine a buyer's identity. Buyers sometimes procure rare and very rare items through proxies to ensure that their identities remain unknown. If the buyer is shady, it's up to you whether the sale creates legal complications for the party later.\",{\"type\":\"table\",\"caption\":\"Salable Magic Items\",\"colLabels\":[\"Rarity\",\"Base Price\",\"Days to Find Buyer\",\"d100 Roll Modifier*\"],\"colStyles\":[\"col-3\",\"col-3 text-right\",\"col-3 text-center\",\"col-3 text-center\"],\"rows\":[[\"Common\",\"100 gp\",\"{@dice 1d4}\",\"+10\"],[\"Uncommon\",\"500 gp\",\"{@dice 1d6}\",\"+0\"],[\"Rare\",\"5,000 gp\",\"{@dice 1d8}\",\"-10\"],[\"Very rare\",\"50,000 gp\",\"{@dice 1d10}\",\"-20\"]],\"footnotes\":[\"*Apply this modifier to rolls on the Selling a Magic Item table.\"]},{\"type\":\"table\",\"caption\":\"Selling a Magic Item\",\"colLabels\":[\"d100 + Mod\",\"You Find...\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"20 or lower\",\"A buyer offering a tenth of the base price\"],[\"21-40\",\"A buyer offering a quarter of the base price, and a shady buyer offering half the base price\"],[\"41-80\",\"A buyer offering half the base price, and a shady buyer offering the full base price\"],[\"81-90\",\"A buyer offering the full base price\"],[\"91 or higher\",\"A shady buyer offering one and a half times the base price, no questions asked\"]]}]},{\"name\":\"Downtime Activity: Sowing Rumors\",\"source\":\"DMG\",\"page\":131,\"ruleType\":\"O\",\"entries\":[\"Swaying public opinion can be an effective way to bring down a villain or elevate a friend. Spreading rumors is an efficient, if underhanded, way to accomplish that goal. Well-placed rumors can increase the subject's standing in a community or embroil someone in scandal. A rumor needs to be simple, concrete, and hard to disprove. An effective rumor also has to be believable, playing off what people want to believe about the person in question.\",\"Sowing a rumor about an individual or organization requires a number of days depending on the size of the community, as shown in the Sowing Rumors table. In a town or city, the time spent must be continuous. If the character spreads a rumor for ten days, disappears on an adventure for another few days and then returns, the rumor fades away without the benefit of constant repetition.\",{\"type\":\"table\",\"caption\":\"Sowing Rumors\",\"colLabels\":[\"Settlement Size\",\"Time Required\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[\"Village\",\"{@dice 2d6} days\"],[\"Town\",\"{@dice 4d6} days\"],[\"City\",\"{@dice 6d6} days\"]]},\"The character must spend 1 gp per day to cover the cost of drinks, social appearances, and the like. At the end of the time spent sowing the rumor, the character must make a DC 15 Charisma ({@skill Deception} or {@skill Persuasion}) check. If the check succeeds, the community's prevailing attitude toward the subject shifts one step toward friendly or hostile, as the character wishes. If the check fails, the rumor gains no traction, and further attempts to propagate it fail.\",\"Shifting a community's general attitude toward a person or organization doesn't affect everyone in the community. Individuals might hold to their own opinions, particularly if they have personal experience in dealing with the subject of the rumors.\"]},{\"name\":\"Downtime Activity: Training\",\"source\":\"PHB\",\"page\":187,\"entries\":[\"You can spend time between adventures learning a new language or training with a set of tools. Your DM might allow additional training options.\",\"First, you must find an instructor willing to teach you. The DM determines how long it takes, and whether one or more ability checks are required.\",\"The training lasts for 250 days and costs 1 gp per day. After you spend the requisite amount of time and money, you learn the new language or gain proficiency with the new tool.\"]},{\"name\":\"Downtime Activity: Training\",\"source\":\"XGE\",\"page\":134,\"ruleType\":\"VO\",\"type\":\"entries\",\"entries\":[\"Given enough free time and the services of an instructor, a character can learn a language or pick up proficiency with a tool.\",{\"type\":\"entries\",\"name\":\"Resources\",\"entries\":[\"Receiving training in a language or tool typically takes at least ten workweeks, but this time is reduced by a number of workweeks equal to the character's Intelligence modifier (an Intelligence penalty doesn't increase the time needed). Training costs 25 gp per workweek.\"]},{\"type\":\"entries\",\"name\":\"Complications\",\"entries\":[\"Complications that arise while training typically involve the teacher. Every ten workweeks spent in training brings a {@chance 10} chance of a complication, examples of which are on the Training Complications table.\",{\"type\":\"table\",\"caption\":\"Training Complications\",\"colLabels\":[\"d6\",\"Complication\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Your instructor disappears, forcing you to spend one workweek finding a new one.*\"],[\"2\",\"Your teacher instructs you in rare, archaic methods, which draw comments from others.\"],[\"3\",\"Your teacher is a spy sent to learn your plans.*\"],[\"4\",\"Your teacher is a wanted criminal.\"],[\"5\",\"Your teacher is a cruel taskmaster.\"],[\"6\",\"Your teacher asks for help dealing with a threat.\"]],\"footnotes\":[\"*Might involve a rival\"]}]}]},{\"name\":\"Downtime Activity: Training to Gain Levels\",\"source\":\"DMG\",\"page\":131,\"ruleType\":\"V\",\"entries\":[\"As a variant rule, you can require characters to spend downtime training or studying before they gain the benefits of a new level. If you choose this option, once a character has earned enough experience points to attain a new level, he or she must train for a number of days before gaining any class features associated with the new level.\",\"The training time required depends on the level to be gained, as shown on the Training to Gain Levels table. The training cost is for the total training time.\",{\"type\":\"table\",\"caption\":\"Training to Gain Levels\",\"colLabels\":[\"Level Attained\",\"Training Time\",\"Training Cost\"],\"colStyles\":[\"col-4 text-center no-wrap\",\"col-4 text-center\",\"col-4 text-center\"],\"rows\":[[\"2nd-4th\",\"10 days\",\"20 gp\"],[\"5th-10th\",\"20 days\",\"40 gp\"],[\"11th-16th\",\"30 days\",\"60 gp\"],[\"17th-20th\",\"40 days\",\"80 gp\"]]}]},{\"name\":\"Downtime Activity: Work\",\"source\":\"XGE\",\"page\":134,\"ruleType\":\"VO\",\"type\":\"entries\",\"entries\":[\"When all else fails, an adventurer can turn to an honest trade to earn a living. This activity represents a character's attempt to find temporary work, the quality and wages of which are difficult to predict.\",{\"type\":\"entries\",\"name\":\"Resources\",\"entries\":[\"Performing a job requires one workweek of effort.\"]},{\"type\":\"entries\",\"name\":\"Resolution\",\"entries\":[\"To determine how much money a character earns, the character makes an ability check: Strength ({@skill Athletics}), Dexterity ({@skill Acrobatics}), Intelligence using a set of tools, Charisma ({@skill Performance}), or Charisma using a {@item musical instrument|PHB}. Consult the Wages table to see how much money is generated according to the total of the check.\",{\"type\":\"table\",\"caption\":\"Wages\",\"colLabels\":[\"Check Total\",\"Earnings\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"9 or lower\",\"Poor lifestyle for the week\"],[\"10–14\",\"Modest lifestyle for the week\"],[\"15–20\",\"Comfortable lifestyle for the week\"],[\"21+\",\"Comfortable lifestyle for the week + 25 gp\"]]}]},{\"type\":\"entries\",\"name\":\"Complications\",\"entries\":[\"Ordinary work is rarely filled with significant complications. Still, the Work Complications table can add some difficulties to a worker's life. Each workweek of activity brings a {@chance 10} chance that a character encounters a complication.\",{\"type\":\"table\",\"caption\":\"Work Complications\",\"colLabels\":[\"d6\",\"Complication\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A difficult customer or a fight with a coworker reduces the wages you earn by one category.*\"],[\"2\",\"Your employer's financial difficulties result in your not being paid.*\"],[\"3\",\"A coworker with ties to an important family in town takes a dislike to you.*\"],[\"4\",\"Your employer is involved with a dark cult or a criminal enterprise.\"],[\"5\",\"A crime ring targets your business for extortion.*\"],[\"6\",\"You gain a reputation for laziness (unjustified or not, as you choose), giving you disadvantage on checks made for this downtime activity for the next six workweeks you devote to it.*\"]],\"footnotes\":[\"*Might involve a rival\"]}]}]},{\"name\":\"Downtime and Franchise Activity: Explore Territory\",\"source\":\"AI\",\"page\":37,\"entries\":[\"No matter how densely populated or remote and wild the territory in which a franchise is licensed to operate, that territory has secrets. Characters and franchise staff can explore their licensed territory in search of useful features, hidden lairs, resources, and creatures that can be engaged in beneficial service. (Or, you know, sold for parts. If you're okay with that). Exploration can be done any number of times in a franchise's territory, representing new areas being explored, new discoveries, or elements that have changed since the last exploration.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Resources\",\"page\":37,\"entries\":[\"Exploring a portion of a licensed territory requires at least one workweek of effort and incurs 200 gp per franchise rank in expenses. Spending more time and money increases the chance that the expedition finds something of use to the franchise.\"]},{\"type\":\"entries\",\"name\":\"Resolution\",\"page\":37,\"entries\":[\"A character or staff member directing the expedition makes a Wisdom ({@skill Survival}) check to determine the outcome. This check gains a +2 bonus if a character with the cartographer or occultant position is part of the expedition, a +1 bonus for each workweek beyond the first that is spent exploring, and a +1 bonus for every additional 200 gp spent over the baseline expenses. A maximum bonus of +10 can be applied to this check. The total of the check determines the outcome, as shown on the Exploration Discoveries table.\",{\"type\":\"table\",\"caption\":\"Exploration Discoveries\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"Check Total\",\"Discovery\"],\"rows\":[[\"1–5\",\"Major threat*\"],[\"6–10\",\"Minor threat*\"],[\"11–15\",\"No discovery of note\"],[\"16–20\",\"Natural feature\"],[\"21–25\",\"New customers\"],[\"26–30\",\"Ally or useful monster\"],[\"31+\",\"Expanded benefit\"]],\"footnotes\":[\"*Might involve a rival\"]}]},{\"type\":\"entries\",\"name\":\"Major Threat\",\"page\":38,\"entries\":[\"A result on the table indicating a major threat represents a discovery, event, or entity that might completely undo a franchise's ability to do business—or destroy it altogether. Such threats might include the discovery of a massing orc tribe, or a dragon entering the area to raid the franchise's trade routes. The franchise's monthly costs increase by 50 percent until the threat is resolved, as determined by the DM.\"]},{\"type\":\"entries\",\"name\":\"Minor Threat\",\"page\":38,\"entries\":[\"A minor threat to the franchise involves uncovering a danger that can disrupt the characters' ability to conduct business effectively. Such threats might arise from stumbling upon the lair of a monster, learning of the machinations of a noble, or discovering a rival's outpost. The franchise's monthly costs increase by 25 percent until the threat is resolved, as determined by the DM.\"]},{\"type\":\"entries\",\"name\":\"Natural Feature\",\"page\":38,\"entries\":[\"The expedition could locate timber, precious metals, or other valuable natural resources; a feature that serves as a lookout or offers defensive value; a location that can serve as a safe house; or the like. Valuable resources lower a franchise's monthly costs by 25 percent for {@dice 1d4 + 1} months. Other natural features can offer material benefits in future gaming sessions. For example, a tall spire of rock could serve as a watchtower, allowing the franchise to gain advance warning of any large-scale forces moving through their territory. A cave network acting as a safe house could allow the franchise to conceal goods or people in times of trouble.\"]},{\"type\":\"entries\",\"name\":\"New Customers\",\"page\":38,\"entries\":[\"A new settlement is discovered in the territory, and the people there are eager to deal. These could be newcomers settling the area or a previously unnoticed village or group of farmsteads. The presence of new customers lowers franchise costs by 25 percent for {@dice 2d4} months before rivals catch wind of them.\"]},{\"type\":\"entries\",\"name\":\"Ally or Useful Monster\",\"page\":38,\"entries\":[\"The dwelling of a useful ally, such as a sage or a former franchise member, is discovered. This ally can become a source of lore, providing insights into one or more campaign secrets—for a low, low fee of 100 gp times the franchise tier for each secret. The party can also make one-time use of the ally to lower franchise costs by 50 percent for {@dice 1d4} months, after which the ally departs.\",\"The expedition could instead locate a monster that is either willing to help the party or can be tamed. The challenge rating of the monster is typically equal to franchise rank, and providing for the monster's needs costs 100 gp per month. This monster could serve as a scout or spy, alerting the franchise to danger in its territory. Or it could serve as a mount or guardian and be based in the franchise headquarters. Such a monster remains with the franchise as long as its costs are covered and it is treated well.\"]},{\"type\":\"entries\",\"name\":\"Expanded Benefit\",\"page\":38,\"entries\":[\"The DM chooses whether the expedition turns up a natural feature, new customers, or an ally or useful monster, then increases the benefit or reduces the cost of that discovery. Natural resources might be found in greater abundance, an ally might provide secrets for half the normal fee, a monster might be of a higher challenge rating than normal, and so on.\"]},{\"type\":\"entries\",\"name\":\"Complications\",\"page\":38,\"entries\":[\"A result of 1–10 on the Exploration Discoveries table is its own complication, but the DM can add unexpected side effects to a successful result by choosing from or rolling on the Explore Territory Complications table.\",{\"type\":\"table\",\"caption\":\"Explore Territory Complications\",\"colLabels\":[\"d6\",\"Complication\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Within 1 month, the characters find legal documents indicating the beneficial element is owned by or sworn to serve someone else.*\"],[\"2\",\"One or more staff members go missing during the exploration activity. Their fate is a mystery the characters must resolve.*\"],[\"3\",\"The beneficial element has a nefarious past, bears a curse, or comes with a dark secret.\"],[\"4\",\"The beneficial element is short-lived, ending with little notice. Allies might suddenly leave, or a natural feature could be destroyed by a storm.\"],[\"5\",\"Outsiders are drawn to the beneficial element, getting in the way of the franchise's operations.*\"],[\"6\",\"Bad luck seems to follow anyone interacting with the beneficial element.\"]],\"footnotes\":[\"*Might involve a rival\"]}]}]}]},{\"name\":\"Downtime and Franchise Activity: Franchise Restructuring\",\"source\":\"AI\",\"page\":38,\"entries\":[\"A growing franchise often needs fine-tuning to improve its operations and remain lean and capable. Efficiency measures, bold new paradigms, shiny business plans, internal audits, and inventory management can be key to new profits. The best plans often end up creating an auxiliary market for \\\"how-to\\\" books, such as {@i Can't-Miss Principles of Franchise Reinvisionary Strategery} and {@i What to Inquire about How to Acquire}. In some campaigns, Head Office might periodically require this task to ensure that a franchise grows effectively.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Resources\",\"page\":38,\"entries\":[\"Boldly restructuring a franchise requires at least two workweeks of effort. The franchise must also spend 100 gp per franchise rank in expenses. Spending more time and money increases the characters' chance to effectively restructure their franchise.\"]},{\"type\":\"entries\",\"name\":\"Resolution\",\"page\":38,\"entries\":[\"Characters or staff members in charge of the restructuring make two ability checks with a DC of 13 + franchise rank. First, a character or staff member must succeed at either an Intelligence ({@skill History}) or Wisdom ({@skill Insight}) check to select the right vision or identify the right areas to innovate. This check gains a +1 bonus for every character with the loremonger or hoardsperson position in the franchise, and an additional +1 bonus if the character making the check has one of those positions.\",\"A character or staff member must then make a Charisma ({@skill Deception}, {@skill Performance}, or {@skill Persuasion}) check to get all other characters and staff on board with the prescribed changes. This check gains a +1 bonus for each decisionist or secretarian in the franchise, and an additional +1 bonus if the character making the check has one of those positions.\",\"All checks gain a +1 bonus for every two workweeks beyond the initial time that is spent undertaking this activity. Each check also gains a +1 bonus for every additional 100 gp spent over the baseline expenses. A maximum bonus of +10 can be applied to each check.\",\"The total number of successes determines the outcome of the activity, as noted on the Franchise Restructuring table.\",{\"type\":\"table\",\"caption\":\"Franchise Restructuring\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"Successes\",\"Benefit\"],\"rows\":[[\"0\",\"The restructuring plan is a failure. The franchise's monthly costs increase by 20 percent for 1 month.\"],[\"1\",\"The restructuring plan provides minor benefits. The franchise's monthly costs decrease by 10 percent for {@dice 1d4} months.\"],[\"2\",\"The restructuring plan provides strong benefits. The franchise's monthly costs decrease by 20 percent for {@dice 1d4} months.\"]]}]},{\"type\":\"entries\",\"name\":\"Complications\",\"page\":39,\"entries\":[\"A result of 0 successes typically indicates that the failed restructuring results in a complication. At the DM's discretion, even a successful outcome might have unexpected side effects. The DM can choose a complication or roll on the Franchise Restructuring Complications table.\",{\"type\":\"table\",\"caption\":\"Franchise Restructuring Complications\",\"colLabels\":[\"d6\",\"Complication\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"The restructuring plan has too many buzzwords and acronyms. The resulting confusion sees shipments or staff sent to dangerous locations. A side trek adventure is required to recover the lost goods or personnel.\"],[\"2\",\"The changes to the franchise alienate an important staff member, who takes one of the franchise's best practices or secrets to a rival.*\"],[\"3\",\"The search for efficiency uncovers a previously unrecognized issue, such as corruption, problems with staff dynamics, or influence from a rival.*\"],[\"4\",\"An audit reveals that one of the staff members was a spy, feeding secrets to a rival. The spy escapes, possibly inspiring a side trek adventure to catch them.*\"],[\"5\",\"The restructuring efforts produce lingering chaos. The next two times a check is made for a downtime or franchise activity in the campaign, the check is made with disadvantage.\"],[\"6\",\"A staff member becomes outraged by the changes and secretly begins to undermine the franchise. The characters must uncover the culprit and decide how to deal with them.*\"]],\"footnotes\":[\"*Might involve a rival\"]}]}]}]},{\"name\":\"Downtime and Franchise Activity: Headquarters Modification\",\"source\":\"AI\",\"page\":39,\"entries\":[\"Major headquarters modifications are made as a regular part of franchise advancement (see \\\"{@book Franchise Advancement|AI|1|Franchise Advancement}\\\" earlier in this chapter). But it's sometimes desirable to update a previous modification in ways that don't provide any additional mechanical benefits.\",\"Characters and franchise staff members can use this activity to modify an existing headquarters feature. This change is subject to DM approval, and is typically done within the same feature category, such as swapping one weapon option for another. In response to pressing need, the DM might allow a franchise to swap options between categories, such as losing a weapon option in favor of an arcane option. The DM can limit how often this activity is used.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Resources\",\"page\":39,\"entries\":[\"Once a modification is approved, this activity requires the involvement of the franchise's majordomo and at least one other character or staff member. This team must dedicate at least three workweeks to this activity, and the franchise must spend 1,000 gp per franchise rank to cover expenses. The DM might also require a side trek to gather necessary materials or hire specialist labor before the activity can be commenced.\"]},{\"type\":\"entries\",\"name\":\"Resolution\",\"page\":39,\"entries\":[\"One character or the majordomo acts as the lead for this activity, making an Intelligence ({@skill Arcana} or {@skill History}) check to draft the modifications. A character or the majordomo must then make two ability checks to complete the modifications, using either Strength ({@skill Athletics}) or an Intelligence check using appropriate tools. With DM approval, a different ability and skill appropriate for the modification can be substituted for any of the checks.\",\"Each check receives a +1 bonus for every two staff participating who are skilled hirelings, and a +1 bonus if any participant has the cartographer, loremonger, or hoardsperson position. The number of successes is compared to the Headquarters Modification table.\",{\"type\":\"table\",\"caption\":\"Headquarters Modification\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"Successes\",\"Benefit\"],\"rows\":[[\"0\",\"The modification fails, and the franchise incurs cost overruns of 1,000 gp per franchise rank.\"],[\"1\",\"The modification fails, and the franchise incurs cost overruns of 500 gp per franchise rank. However, the cause of the failure is apparent, granting advantage on any future checks to perform the same modification.\"],[\"2\",\"The modification succeeds but incurs a cost overrun of 100 gp per franchise rank. The modification also has a minor drawback, as determined by the DM.\"],[\"3\",\"The modification succeeds with no cost overruns or drawbacks.\"]]}]},{\"type\":\"entries\",\"name\":\"Complications\",\"page\":39,\"entries\":[\"A result of 0 successes or 1 success automatically creates a complication. Other results might create a complication at the DM's determination. The DM can select a complication or roll on the Headquarters Modification Complications table.\",{\"type\":\"table\",\"caption\":\"Headquarters Modification Complications\",\"colLabels\":[\"d6\",\"Complication\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"An accident during the modification injures a franchise staff member. That NPC's family demands compensation equal to 100 gp per franchise rank. It might be possible to instead appease the family by performing a service.\"],[\"2\",\"A spy makes a copy of the plans for the modification, learning its function and taking that information back to a rival organization.*\"],[\"3\",\"The modification was based on information originating with a rival. If the modification failed, the plans were intentionally faulty. If it succeeded, the characters detected the fault, but must decide how to respond to the attempted sabotage.*\"],[\"4\",\"A local official insists that permits were needed for the modification, and demands payment or a favor to make the problem go away.*\"],[\"5\",\"The work causes the franchise headquarters to develop a quirk, such as strange noises, unwelcome smells, weird vibrations while mobile, and the like. Resolving the problem might require consulting a sage or an expert in headquarters construction.\"],[\"6\",\"The modification work uncovers a previously unknown problem with the headquarters, such as a structural defect, a dormant monster, bodies interred in the foundations, a concealed cursed item, and so forth.\"]],\"footnotes\":[\"*Might involve a rival\"]}]}]}]},{\"name\":\"Downtime and Franchise Activity: Marketeering\",\"source\":\"AI\",\"page\":40,\"entries\":[\"Every successful franchise knows that brands require constant management. Developing new markets, shaping catchy slogans, and surveying and engaging customers can all create new sources of revenue. Should you write and sell exciting chapbook serials based on the exploits of Omin, Jim, {@creature Môrgæn|AI}, and {@creature Viari|AI}? Should you sell a complex investment scheme to a city's guild masters? Should you create a branded stage production based on your franchise's exciting adventures, with a line of clothing to match? All those things and more are encompassed by the fine art of marketeering.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Resources\",\"page\":40,\"entries\":[\"The players must first sketch out their marketeering plan and present it to the DM. A character or franchise staff member must spend at least one workweek to engage in marketeering, and must spend 100 gp per franchise rank in expenses. Spending more money increases the chance of the plan's success.\"]},{\"type\":\"entries\",\"name\":\"Resolution\",\"page\":40,\"entries\":[\"A marketeering effort requires three ability checks, representing drafting the campaign, launching the campaign, and managing its success. Any of the characters or staff members involved in the marketeering can make a check. The DM decides which abilities and skills are applicable, based on the marketeering plan. For example, a plan involving selling a new line of religious items might require an Intelligence ({@skill Religion}) check to draft the idea and develop the products, a Charisma ({@skill Deception}) check to convince local temples to promote the idea, and a Charisma ({@skill Persuasion}) check to ensure the plan receives continued support.\",\"Each check gains a +1 bonus for each additional 100 gp per franchise rank spent above the baseline expenses. When additional gold is spent, the character making the checks determines which checks the bonuses apply to. Additional gold can be spent at any point in the process, allowing the franchise to put more effort into subsequent checks if earlier checks are less than successful. If the character making the check has the obviator or secretarian position, they receive an additional +1 bonus to each check. A maximum bonus of +5 can be applied to each check.\",\"The DC of each check is determined randomly, reflecting the always-unpredictable conditions of the market. The DM rolls {@dice 2d10 + 5} for the DC, generating a separate result for each check. The total number of successes determines the outcome of the activity, as noted on the Marketeering table.\",{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"book/AI/022-02-21.webp\"},\"title\":\"The Magic Of Marketeering\",\"width\":792,\"height\":1000,\"credit\":\"Aviv Or\"},{\"type\":\"table\",\"caption\":\"Marketeering\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"Successes\",\"Benefit\"],\"rows\":[[\"0\",\"The marketeering plan fails. The franchise's monthly costs increase by 20 percent for 1 month.\"],[\"1\",\"The marketeering plan provides no improvements or setbacks.\"],[\"2\",\"The marketeering plan provides moderate benefits. The franchise's monthly costs decrease by 25 percent for 1 month.\"],[\"3\",\"The marketeering plan is a complete success. The franchise's monthly costs decrease by 25 percent for 2 months.\"]]}]},{\"type\":\"entries\",\"name\":\"Complications\",\"page\":40,\"entries\":[\"A result of 0 successes or 1 success typically indicates that the marketeering plan incurs a complication. However, even a successful result can trigger a complication at the DM's determination. The DM can choose a complication or roll on the Marketeering Complications table.\",{\"type\":\"table\",\"caption\":\"Marketeering Complications\",\"colLabels\":[\"d8\",\"Complication\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"The marketeering plan attracts the attention of Head Office, where someone absolutely hates it. A NPC is sent to oversee the franchise \\\"for a while,\\\" with an outcome determined by the DM.*\"],[\"2\",\"Marketeering materials go missing right before launch, forcing the franchise to recreate them at the last minute. This might incur additional baseline costs or affect the reduction of franchise costs, as the DM determines.*\"],[\"3\",\"Just as the marketeering plan is released to the public, the characters realize that a competing group released a surprisingly similar plan just a tenday previous. Customers now think the franchise is copying its rival.*\"],[\"4\",\"The marketeering's message alienates or offends a crucial demographic. Protests spring up, and the affected group demands reparations.\"],[\"5\",\"A local official or noble begins to look into claims of deceptive advertising tactics or questionable hiring practices related to the marketeering plan.*\"],[\"6\",\"The marketeering plan creates great interest—but unfortunately steers customers toward similar products or services offered by a competitor.*\"],[\"7\",\"The catchphrase or theme song of the marketeering campaign is a surprise hit, and everyone repeats it endlessly! Until they tire of it and begin blaming the franchise for mental trauma.\"],[\"8\",\"The marketeering plan is undermined by rumors of a problem with the product or service, causing it to be dangerous to anyone using it.*\"]],\"footnotes\":[\"*Might involve a rival\"]}]}]}]},{\"name\":\"Downtime and Franchise Activity: Philanthropic Enterprise\",\"source\":\"AI\",\"page\":41,\"entries\":[\"It can feel great to give to charity and help those in need. Pretending to care about others can also be a great way to earn favor with governments and nobility, gain tax write-offs, or win over customers. Head Office might suggest (or even require) that a franchise undertake this activity if it has recently gained negative publicity or been discovered to engage in shady activities.\",\"Franchise members should select a philanthropic cause related to a nearby area, settlement, or group of people. Example causes include such efforts as picking up trash from roads or forests, improving schools, and raising funds for victims of a recent disaster. (That last one is an especially good idea if the disaster was caused by the franchise). Success benefits the franchise by helping the selected cause—or at least giving the appearance of having done so. Failure might worsen both the underlying issue and the franchise's reputation.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Resources\",\"page\":41,\"entries\":[\"The philanthropic exercise activity requires at least one workweek of effort, and incurs 50 gp per franchise rank in expenses.\"]},{\"type\":\"entries\",\"name\":\"Resolution\",\"page\":41,\"entries\":[\"One character or staff member involved in the philanthropic enterprise makes an ability check determined by the DM. A Charisma check using the character's choice of skill is often appropriate, but the DM might decide that a specific philanthropic approach requires a different ability and skill. A character with the documancer or occultant position gains a +1 bonus to the check. The total of the check determines the outcome, as shown on the Philanthropic Enterprise table.\",{\"type\":\"table\",\"caption\":\"Philanthropic Enterprise\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"Check Total\",\"Result\"],\"rows\":[[\"1–5\",\"The philanthropic enterprise is a disaster. The cause is left severely worse off, and literally everyone blames the franchise.\"],[\"6–10\",\"The cause shows no real improvement, and people are slow to accept the franchise's claims of wanting to help.\"],[\"11–15\",\"The franchise is praised for its help in improving the chosen cause. Donations to the cause pour in, allowing the franchise to skim an honorarium of 200 gp.\"],[\"16–20\",\"The cause shows serious improvement, and the franchise is heralded for its actions. Donations to the cause pour in, allowing the franchise to skim a management fee of 500 gp.\"],[\"21+\",\"The cause shows remarkable improvement, and the franchise is credited for all but fully resolving the issue. Local officials provide a tax break, reducing the franchise's monthly costs by 20 percent for 2 months.\"]]}]},{\"type\":\"entries\",\"name\":\"Complications\",\"page\":41,\"entries\":[\"A result of 1–5 on the Philanthropic Enterprise table automatically generates a complication. But the DM can decide that even success might have drawbacks, either choosing or rolling for a complication on the Philanthropic Enterprise Complications table.\",{\"type\":\"quote\",\"entries\":[\"People give away their money? For no reason? But how will they buy ale and arrows?\"],\"by\":\"{@creature Môrgæn|AI}\"},{\"type\":\"table\",\"caption\":\"Philanthropic Enterprise Complications\",\"colLabels\":[\"d6\",\"Complication\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"The selected cause is secretly the purview of a thieves' guild or other criminal organization. The organization resents the franchise's efforts and decides to undermine the characters' future endeavors.*\"],[\"2\",\"A local reporter or official becomes convinced that the franchise's efforts are all about the characters' personal gain. The individual begins to monitor the franchise, and reports on any missteps.*\"],[\"3\",\"A group of individuals objects to the franchise's efforts, believing that the problem underlying the selected cause is part of the natural order. The group actively tries to convince others of the terrible side effects (real or otherwise) of the franchise's philanthropy.*\"],[\"4\",\"Another philanthropic group is already involved in the franchise's cause. That group tries to cast the franchise's efforts as ineffective and insincere.*\"],[\"5\",\"Hearing of the franchise's good works, people who are affected by some other issue requiring philanthropic assistance show up at franchise headquarters in huge numbers.\"],[\"6\",\"Members of the franchise work with an established group to perform the philanthropic enterprise. But it soon becomes clear that the group is a sham—and that local officials are looking into their activities. The characters need to fix the situation, or risk being implicated in scandal by association.*\"]],\"footnotes\":[\"*Might involve a rival\"]}]}]}]},{\"name\":\"Downtime and Franchise Activity: Running a Franchise\",\"source\":\"AI\",\"page\":42,\"entries\":[\"Running a business is one of the {@book downtime activities|DMG|6|Downtime Activities} presented in the {@book Dungeon Master's Guide|DMG}, but an Acquisitions Incorporated franchise is no mere business. This new downtime and franchise activity covers the many and varied duties necessary to keep a franchise running smoothly, and determines how well the characters and their staff manage those duties.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Resources\",\"page\":42,\"entries\":[\"Unless the DM decides otherwise, this franchise task must be run at the end of each month of game time. Unlike other activities, results are determined for running a franchise even if specific characters and staff members are not allocated to the activity. However, allocating characters or staff members to running the franchise greatly improves the chances for a favorable outcome.\",\"During any given month, the players decide how many days their characters and the franchise staff can dedicate to this activity. Characters and staff members cannot perform other activities while focused on this activity (as normal), and any days spent adventuring or engaged in other activities cannot be used for this activity.\"]},{\"type\":\"entries\",\"name\":\"Resolution\",\"page\":42,\"entries\":[\"Percentile dice are rolled by a player nominated for this task by the group. The number of total days spent by all characters and staff members on this activity are added to the roll. That total is then compared to the Running a Franchise table to determine what happens for the month.\",{\"type\":\"table\",\"caption\":\"Running a Franchise\",\"colLabels\":[\"d100 + Days\",\"Result\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"01–10\",\"The franchise has a ruinous month. Declining sales and rising expenditures increase the franchise's monthly cost by 150 percent.\"],[\"11–20\",\"The franchise suffers severe setbacks. Monthly cost increases by 125 percent.\"],[\"21–30\",\"The franchise struggles. Monthly cost increases by 100 percent.\"],[\"31–40\",\"The franchise performs poorly. Monthly cost increases by 50 percent.\"],[\"41–50\",\"The franchise operates normally. Monthly cost does not change.\"],[\"51–60\",\"The franchise sees strong sales and trims expenses. Monthly cost decreases by 50 percent.\"],[\"61–70\",\"The franchise improves operations and sales. Monthly cost decreases by 100 percent.\"],[\"71–80\",\"The franchise has an excellent month. Monthly cost decreases by 110 percent.\"],[\"81–90\",\"The franchise has a fantastic month. Monthly cost decreases by 125 percent.\"],[\"91+\",\"The franchise is a shining example to other Acquisitions Incorporated franchises. Monthly cost decreases by 150 percent.\"]]}]},{\"type\":\"entries\",\"name\":\"Determining Monthly Cost\",\"page\":42,\"entries\":[\"A franchise's base monthly cost is a combination of the cost for the franchise's headquarters and a multiplier for franchise rank. The fancier the headquarters, the more the upkeep. And the bigger the franchise, the more overhead it has. The \\\"{@book Franchise Advancement|AI|1|Franchise Advancement}\\\" section earlier in this chapter has more information on determining a franchise's base monthly cost.\",\"Whenever a downtime or franchise activity modifies a franchise's costs for a given month, that increase or decrease is totaled up with all other increases and decreases. For example, a successful marketeering campaign might decrease the franchise's monthly costs by 25 percent, but then a major threat as a result of exploring franchise territory increases monthly costs by 50 percent—a net increase of 25 percent.\",\"Whenever the final result indicates that the franchise's monthly costs have decreased 100 percent, profits and expenses exactly balance each other out, so that the franchise has no payment to make for that month. Whenever the final total is a decrease in monthly costs of more than 100 percent, this means the franchise has paid its expenses and earned a profit to boot. Calculate the profit based on the amount of the decrease above 100 percent. For example, a franchise whose monthly costs come out at a decrease of 150 percent earns a profit equal to 50 percent of the franchise's base monthly cost.\"]},{\"type\":\"entries\",\"name\":\"Nonpayment Penalties\",\"page\":42,\"entries\":[\"At the end of this activity, the franchise makes a payment to Head Office to cover its monthly costs. If it does not do so, the franchise begins to fail. See the rules for defaulting in the \\\"Franchise Costs\\\" section, earlier in this chapter. Regardless of what action Head Office takes, a franchise's inability to pay its expenses should result in complications and story ramifications. Local folk and businesses start to demand that accounts be cleared. The general public might begin to reject the franchise's products and services, worried about dealing with dodgy businesspeople.\"]},{\"type\":\"entries\",\"name\":\"Complications\",\"page\":43,\"entries\":[\"A franchise automatically suffers a complication if the check for this activity was 30 or less. The DM might also impose a complication even when a franchise is doing well. The DM can choose a complication or roll on the Running a Franchise Complications table.\",{\"type\":\"table\",\"caption\":\"Running a Franchise Complications\",\"colLabels\":[\"d6\",\"Complication\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"The franchise's sales of products and services have attracted competition from a rival.*\"],[\"2\",\"Regardless of its success month to month, the franchise's long-term planning is called into question. Head Office demands that the characters engage in either the franchise restructuring activity or the team building activity.\"],[\"3\",\"A person who insists they are in no way from Head Office suggests that the franchise should run the shady business practice activity. It really feels more like a demand than a suggestion.\"],[\"4\",\"Customers are turning away from the franchise. Until the characters can determine the cause, each subsequent check for the running a franchise activity takes a −5 penalty.*\"],[\"5\",\"A staff member finds signs of sabotage impacting the franchise's operations.*\"],[\"6\",\"Staff members start demanding higher pay and threaten to go on strike.*\"]],\"footnotes\":[\"*Might involve a rival\"]}]}]}]},{\"name\":\"Downtime and Franchise Activity: Schmoozing\",\"source\":\"AI\",\"page\":45,\"entries\":[\"The schmoozing activity is more than just random carousing, chatting people up at society parties, or pumping strangers for information over copious drinks. (Full disclosure: copious drinks are often still a part of the bigger schmoozing picture.) For characters in an Acquisitions Incorporated campaign, schmoozing is a carefully focused engagement of bargaining and influence, designed to harvest contacts important to a franchise's interests.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Resources\",\"page\":45,\"entries\":[\"Schmoozing covers at least one workweek of interactions. Characters or staff members undertaking this activity must look and play the part of the confident franchisee—dressing well, spending money, giving gifts to new friends, and so forth. Schmoozing with laborers and other working-class folk might incur expenses of 10 gp per franchise rank, with expenses escalating to 100 gp or more per franchise rank for schmoozing professionals and business rivals. Schmoozing at the highest level with nobles or ranking members of a faction might incur expenses of 250 gp or more per franchise rank as the character or staff member attempts to put on an impressive social display.\"]},{\"type\":\"entries\",\"name\":\"Resolution\",\"page\":45,\"entries\":[\"The character or staff member engaging in schmoozing determines whether they want to establish relations with specific NPCs or with any general representative of a group. The character makes a Charisma ({@skill Persuasion}) check to determine the effectiveness of their schmoozing, as noted on the Schmoozing table. A character with the obviator position gains a +1 bonus to the check. A character with a background related to those they attempt to schmooze gains a +1 bonus to the check (a criminal schmoozing other criminals, a guild artisan schmoozing a guild master, and so forth).\",{\"type\":\"table\",\"caption\":\"Schmoozing\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"Check Total\",\"Result\"],\"rows\":[[\"1–5\",\"The character's failed schmoozing brings the franchise into disrepute. Any further checks made for the franchise to schmooze NPCs from the same group or organization are made with disadvantage.\"],[\"6–10\",\"The character becomes known to those they schmooze, but gains no immediate benefit. If the character undertakes this activity again within the same group or social circle, the next check to schmooze is made with advantage.\"],[\"11–15\",\"The character successfully establishes the desired contacts, and is treated as a confidante of those they schmoozed.\"],[\"16–20\",\"The character establishes the desired contacts and is treated as a trusted friend.\"],[\"21+\",\"The character establishes the desired contacts and gains a favor as a result of their schmoozing skill.\"]]},\"If contacts are successfully made, the DM determines which NPCs the franchise is able to ingratiate itself with, how long those relationships last, and what kinds of benefits the franchise might gain. Some schmoozed NPCs might provide only a single minor benefit to the franchise before realizing the one-sided nature of the relationship. Others might hang around wanting to help the franchise for years—whether the characters want them to or not.\"]},{\"type\":\"entries\",\"name\":\"Complications\",\"page\":45,\"entries\":[\"A check of 5 or lower made to schmooze automatically triggers a complication. Because the stakes of schmoozing are often high, the DM might decide to have any successful schmooze attempt come with a potential downside. The DM can choose a complication or roll on the Schmoozing Complications table.\",{\"type\":\"table\",\"caption\":\"Schmoozing Complications\",\"colLabels\":[\"d6\",\"Complication\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"A different group notices the character's schmoozing attempts. Agents threaten to expose the franchise's ulterior motives unless the characters perform a favor or pay a bribe.*\"],[\"2\",\"To win over a potential contact, the schmoozing character or staff member swore to participate in an initiation ritual from the contact's group... without first learning the nature of that ritual.\"],[\"3\",\"A contact becomes convinced that the schmoozing character or staff member intends to leave the franchise and join the contact's organization. It's clear that they'll become hurt or angry when they learn the truth.\"],[\"4\",\"In the attempt to win over a contact, it was necessary to reveal one of the franchise's secrets.*\"],[\"5\",\"The character or staff member regrets giving a contact a personal item, a drop of blood, or a lock of hair. It seemed like a great idea at the time.*\"],[\"6\",\"Shortly after schmoozing, the character or staff member receives a love letter from a contact—whether that interest is reciprocated or not.*\"]],\"footnotes\":[\"*Might involve a rival\"]}]}]}]},{\"name\":\"Downtime and Franchise Activity: Scrutineering\",\"source\":\"AI\",\"page\":43,\"entries\":[\"As a member of an Acquisitions Incorporated franchise, you scoff at those who limit their intelligence-gathering activities to mere research or sagery. The scrutineering activity covers basic research easily enough (finding a new profitable venture, learning what pleases Head Office, amassing lore about a site or monster, and so forth). But it can also expand across a much broader range of activities. You might engage (\\\"kidnap\\\" is such a harsh word) members of a rival group, learn the secrets of a stronghold known only to those who built it, assess an organization's business model to determine its weaknesses, or lay rightful claim to any information that might benefit your franchise in some way.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Resources\",\"page\":43,\"entries\":[\"The DM determines what resources are required for any particular scrutineering goal, including access to specific people or places. Once that access has been gained, this activity requires at least one workweek of effort and 100 gp per franchise rank spent on bribes, materials, and other expenses. Spending more money increases the chance for successful scrutineering.\"]},{\"type\":\"entries\",\"name\":\"Resolution\",\"page\":43,\"entries\":[\"The character or staff member overseeing the activity makes an Intelligence check, and can make use of a skill appropriate to the scrutineering activity at the DM's discretion. This check gains a +1 bonus per 100 gp spent beyond the baseline expenses. A character with the documancer position gains a +1 bonus to the check. A maximum bonus of +10 can be applied to this check. The total of the check determines the outcome, as shown on the Scrutineering table.\",{\"type\":\"table\",\"caption\":\"Scrutineering\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"Check Total\",\"Outcome\"],\"rows\":[[\"1–5\",\"No effect.\"],[\"6–10\",\"You learn one piece of lore.\"],[\"11–20\",\"You learn two pieces of lore.\"],[\"21+\",\"You learn three pieces of lore.\"]]},\"Each piece of lore you uncover through scrutineering might cover specific details about a creature or NPC, how to thwart the defenses of a stronghold or office, the rituals or magic items employed by a mystical order, and so forth. The DM makes the final decision regarding what information is revealed by scrutineering.\"]},{\"type\":\"entries\",\"name\":\"Complications\",\"page\":43,\"entries\":[\"Whenever this activity is undertaken, the DM determines whether a complication is warranted. Even if the information you uncover with scrutineering is accurate, additional things you didn't learn might complicate your understanding. Your attempts to uncover secret information might also be thwarted by those intent on keeping those secrets. The DM can choose a complication or roll on the Scrutineering Complications table.\",{\"type\":\"table\",\"caption\":\"Scrutineering Complications\",\"colLabels\":[\"d6\",\"Complication\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"One of the pieces of information is false and was planted by a rival.*\"],[\"2\",\"A source of information decides to join a rival organization, becoming an asset for them.*\"],[\"3\",\"A source was a greedy information broker, who decides to also sell information about the franchise or Head Office to a rival organization.*\"],[\"4\",\"The target of the information becomes aware of the franchise's scrutineering efforts, and resents them.*\"],[\"5\",\"Scrutineering attempts attract the attention of officials, nobles, or another faction or rival who were previously unaware of the franchise.*\"],[\"6\",\"The character or staff member leading the activity comes into contact with a magical effect whose removal might require a side trek adventure.\"]],\"footnotes\":[\"*Might involve a rival\"]}]}]}]},{\"name\":\"Downtime and Franchise Activity: Shady Business Practice\",\"source\":\"AI\",\"page\":43,\"entries\":[\"The quickest path to success often runs straight through the thickets of questionable legality. Franchises that can overcome the morally dubious aspects of certain enterprises—and can deal with the risk of being caught engaging in those enterprises—might wish to consider such time-honored practices as back-of-the-wagon discount sales, fly-by-night gambling halls, highway robbery, racketeering, and pyramid schemes. Shady business practices can also include corporate espionage against rivals and other Acq Inc franchises, including stealing goods or sabotaging commercial efforts.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"book/AI/023-02-22.webp\"},\"title\":\"A Suitably Shady Business Practice\",\"width\":792,\"height\":1000,\"credit\":\"Aviv Or\"},{\"type\":\"entries\",\"name\":\"Resources\",\"page\":44,\"entries\":[\"An intended shady business practice is detailed by the players and approved by the DM. Any shady business practice requires at least two workweeks of effort, plus 50 gp per franchise rank in expenses to set up the scheme.\"]},{\"type\":\"entries\",\"name\":\"Resolution\",\"page\":44,\"entries\":[\"A shady business practice requires three ability checks, reflecting the ongoing progress of the chosen scheme. Any of the characters or staff members involved in the shady business practice can make a check. The abilities and skills applicable for each check are determined by the DM, reflecting the selected scheme and the ongoing narrative. For example, an attempt to set up a fly-by-night casino might require an Intelligence ({@skill Investigation}) check to case a town for a suitable location, a Wisdom or Charisma check making use of gaming set proficiency to run the operation, and a Dexterity ({@skill Sleight of Hand}) check to get away with the profits. At the DM's determination, each check gains a +1 bonus if the character making the check has a background appropriate to the shady activity.\",\"The DC of each check is determined randomly, reflecting the risky nature of criminal enterprises. The DM rolls {@dice 2d10 + 5} for the DC, generating a separate result for each check. The total number of successes determines the outcome of the activity, as noted on the Shady Business Practice table.\",\"Some outcomes of shady business provide an additional benefit, chosen by the DM and relating to the characters' chosen enterprise. For example, a franchise engaged in corporate espionage might gain insight into a rival, while a franchise selling black-market goods might learn the name of a corrupt government official.\",{\"type\":\"quote\",\"entries\":[\"Why would I know anything about shady business practices? Why are you asking me? I'm sure I don't know what you mean. Plausible deniability certainly is not an important business tip I'd recommend.\"],\"by\":\"{@creature Rosie Beestinger|AI}\"},{\"type\":\"table\",\"caption\":\"Shady Business Practice\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"Successes\",\"Benefit\"],\"rows\":[[\"0\",\"All participants in the shady business practice are arrested, and the franchise is fined 250 gp per franchise rank.\"],[\"1\",\"The shady business practice is a borderline success, providing 50 gp in profits per franchise rank.\"],[\"2\",\"The shady business practice is a moderate success, providing 100 gp in profits per franchise rank. Additionally, the franchise gains a minor benefit related to the enterprise.\"],[\"3\",\"The shady business practice is a full success, providing 150 gp in profits per franchise rank. Additionally, the franchise gains a major benefit related to the enterprise.\"]]}]},{\"type\":\"entries\",\"name\":\"Complications\",\"page\":44,\"entries\":[\"Achieving 0 successes automatically generates a complication, but the DM might decide that any illicit enterprise runs the risk of unforeseen circumstances. The DM can choose a complication or roll on the Shady Business Practice Complications table.\",{\"type\":\"table\",\"caption\":\"Shady Business Practice Complications\",\"colLabels\":[\"d6\",\"Complication\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"One of the franchise's staff members is arrested in connection with the scheme—and is set to be interrogated about all the franchise's activities.*\"],[\"2\",\"Characters or staff members meet a corrupt official or noble as a result of the scheme. This brash and flamboyant individual threatens to draw attention to any future shady enterprises.\"],[\"3\",\"A rival uncovers the shady scheme and threatens to expose it.*\"],[\"4\",\"A citizens group hears rumors about the franchise's involvement in the shady scheme, and forms a watch organization to monitor the characters.\"],[\"5\",\"An NPC who participated in the scheme tries to blackmail the franchise, asking for payment or a favor to keep quiet.\"],[\"6\",\"A thieves' guild or other criminal organization takes an interest in the scheme. They order the franchise to run this activity every month, and demand a 10 percent cut. While the franchise does so, all checks for shady business practice activities are made with advantage.*\"]],\"footnotes\":[\"*Might involve a rival\"]}]}]}]},{\"name\":\"Downtime and Franchise Activity: Team Building\",\"source\":\"AI\",\"page\":45,\"entries\":[\"The frenetic pace of adventuring and running a franchise sometimes covers up underlying issues. Has the party's cleric accidentally started worshiping a dark god? Is the majordomo at odds with the occultant's habit of displaying entrails in the great hall? Is the fighter questioning their life choices? The team building activity can help characters work through problems, settle differences, and adjust the work-life balance. In the end, everyone ends up with a healthier working relationship. Or at least that's the plan.\",\"At the DM's determination, characters might be directed by Head Office to run this activity each time a new franchise rank is gained, or during times of exceptional chaos or uncertainty.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Resources\",\"page\":45,\"entries\":[\"Team building requires the involvement of at least two characters, or a character and a staff member. Those individuals must dedicate at least one workweek to this activity, whose particulars are worked out by participating players and the DM. The team building exercise might be a trust-inspiring ropes course, an emotional \\\"resolve your issues\\\" workshop, a meeting with an NPC spiritual guide, or any other suitable endeavor. Setting up the exercise incurs expenses of from 50 gp to 250 gp per franchise rank, as determined by the DM.\"]},{\"type\":\"entries\",\"name\":\"Resolution\",\"page\":46,\"entries\":[\"Each character or staff member participating in team building chooses another participant, then creates a negative story connection to a bond, ideal, or similar element of that participant's backstory. The players come up with such connections for their own characters. The DM creates connections for franchise staff, either on their own or in consultation with the players. (Characters and staff members do not need to pair up. If everyone else in the franchise has a particular problem with one character, so be it.)\",\"Each character and staff member then makes a Wisdom ({@skill Insight}) check. With the DM's approval, different ability checks and skills might be allowed if they relate to the specifics of the team building exercise. A participant has advantage on their check if the DM decides the story connection was particularly clever or well roleplayed. All checks gain a +1 bonus if one of the characters taking part in the activity is a decisionist.\",\"Each check is compared to the Team Building table. The outcome of the check can help redefine the relationships between individual characters, and can establish the tone of roleplaying between characters and franchise staff. Some outcomes also involve a team building memory that provides a potent benefit (see below).\",{\"type\":\"table\",\"caption\":\"Team Building\",\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"colLabels\":[\"Check Total\",\"Benefit\"],\"rows\":[[\"1–5\",\"The participant uncovers deep-seated issues between themself and their chosen partner. If this is a character, they have disadvantage on ability checks made in the presence of the partner until the character undertakes this activity again. If this is a staff member, they are traumatized and leave the franchise unless the characters can convince them to stay.\"],[\"6–10\",\"The participant did not benefit from the team building exercise, but avoided serious trauma.\"],[\"11–15\",\"The participant was able to work through one or more issues. If this is a character, they have advantage on the next check they make during a franchise or downtime activity.\"],[\"16–20\",\"The participant sees themself and their connection to the other participant in a whole new way. If this is a character, they have advantage on the next check they make during a franchise or downtime activity, and they gain a team building memory (see below).\"],[\"21+\",\"The participant has had an awakening, gaining a deep sense of who they can become and their connection to their partner. The character has advantage on the next check they make during a franchise or downtime activity, and gains two team building memories.\"]]}]},{\"type\":\"entries\",\"name\":\"Team Building Memories\",\"page\":46,\"entries\":[\"The most potent personal changes inspired by team building can last a lifetime. Or at least an encounter. A character who earns a team building memory gains an extraordinary ability that can be used once. As a bonus action, the character gains one effect of the {@spell enhance ability} spell for 10 minutes (no {@status concentration} required).\",\"A character can retain team building memories only from the most recent instance of this activity. If a character has unused team building memories and undertakes this activity again, those memories are lost.\",{\"type\":\"quote\",\"entries\":[\"Wait, we're a team? I thought we were independent entities with temporarily aligned goals.\"],\"by\":\"{@creature Môrgæn|AI}\"}]},{\"type\":\"entries\",\"name\":\"Complications\",\"page\":46,\"entries\":[\"At the DM's determination, every team building exercise has a chance of creating a complication as things get real, yo. The DM can choose a complication or roll on the Team Building Complications table.\",{\"type\":\"table\",\"caption\":\"Team Building Complications\",\"colLabels\":[\"d6\",\"Complication\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"The team building activity is revealed to actually be a death trap, an island of doom, or a similar challenge. The DM determines whether this was an honest mix-up, the act of a disgruntled staff member, or the actions of a rival.*\"],[\"2\",\"Upon hearing what took place during the team building exercise, uninvolved staff members decide that the franchise is subjecting them to too much trauma. Some staff members might threaten to quit, or decide they want more benefits.\"],[\"3\",\"It's revealed that the team building exercise was set up by a rival as an opportunity to ambush the participants, or to attack the franchise headquarters while the characters were away.*\"],[\"4\",\"The participants learn way too much about each other. Each character participating in the activity must select a bond, ideal, or similar background aspect from their partner and come up with a story explaining how this becomes a conflict for them.\"],[\"5\",\"Staff members who did not participate in the team building exercise feel left out, and morale drops at the franchise. The characters must find a way to raise staff spirits that does not involve running this activity again.\"],[\"6\",\"A staff member involved in the activity is secretly a member of a rival organization, or has been duped into doing that organization's bidding. During the team building exercise, the rival organization plans to steal franchise secrets or destroy the participants' morale.*\"]],\"footnotes\":[\"*Might involve a rival\"]}]}]}]},{\"name\":\"Downtime Revisited\",\"source\":\"XGE\",\"page\":123,\"ruleType\":\"VO\",\"type\":\"section\",\"entries\":[\"It's possible for the characters to start a campaign at 1st level, dive into an epic story, and reach 10th level and beyond in a short amount of game time. Although that pace works fine for many campaigns, some DMs prefer a campaign story with pauses built into it—times when adventurers are not going on adventures. The downtime rules given in this section can be used as alternatives to the approach in the {@book Player's Handbook|PHB|8|Downtime Activities} and the {@book Dungeon Master's Guide|DMG|6|Downtime Activities}, or you can use the material here to inspire the creation of your own options.\",\"By engaging the characters in downtime activities that take weeks or even months to complete, you can give your campaign a longer time line—one in which events in the world play out over years. Wars begin and end, tyrants come and go, and royal lines rise and fall over the course of the story that you and the characters tell.\",\"Downtime rules also provide ways for characters to spend—or be relieved of—the monetary treasure they amass on their adventures.\",\"The system presented here consists of two elements. First, it introduces the concept of rivals. Second, it details a number of downtime activities that characters can undertake.\",{\"type\":\"entries\",\"name\":\"Rivals\",\"entries\":[\"Rivals are NPCs who oppose the characters and make their presence felt whenever the characters are engaging in downtime. A rival might be a villain you have featured in past adventures or plan to use in the future. Rivals can also include good or neutral folk who are at odds with the characters, whether because they have opposing goals or they simply dislike one another. The cultist of Orcus whose plans the characters have foiled, the ambitious merchant prince who wants to rule the city with an iron fist, and the nosy high priest of Helm who is convinced the characters are up to no good are all examples of rivals.\",\"A rival's agenda changes over time. Though the characters engage in downtime only between adventures, their rivals rarely rest, continuing to spin plots and work against the characters even when the characters are off doing something else.\",{\"type\":\"entries\",\"name\":\"Creating a Rival\",\"entries\":[\"In essence, a rival is a somewhat specialized NPC. You can use chapter 4 of the Dungeon Master's Guide to build a new NPC for this purpose, or pick one from your current cast of supporting characters and embellish that NPC as described below.\",\"It's possible for the characters to have two or three rivals at a time, each with a separate agenda. At least one should be a villain, but the others might be neutral or good; conflicts with those rivals might be social or political, rather than manifesting as direct attacks.\",\"The best rivals have a connection with their adversaries on a personal level. Find links in the characters' backstories or the events of recent adventures that explain what sparked the rival's actions. The best trouble to put the characters in is trouble they created for themselves.\",{\"type\":\"table\",\"caption\":\"Rival\",\"colLabels\":[\"d20\",\"Rival\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"Tax collector who is convinced the characters are dodging fees\"],[\"2\",\"Politician who is concerned that the characters are causing more trouble than they solve\"],[\"3\",\"High priest who worries the characters are diminishing the temple's prestige\"],[\"4\",\"Wizard who blames the characters for some recent troubles\"],[\"5\",\"Rival adventuring party\"],[\"6\",\"Bard who loves a scandal enough to spark one\"],[\"7\",\"Childhood rival or member of a rival clan\"],[\"8\",\"Scorned sibling or parent\"],[\"9\",\"Merchant who blames the characters for any business woes\"],[\"10\",\"Newcomer out to make a mark on the world\"],[\"11\",\"Sibling or ally of defeated enemy\"],[\"12\",\"Official seeking to restore a tarnished reputation\"],[\"13\",\"Deadly foe disguised as a social rival\"],[\"14\",\"Fiend seeking to tempt the characters to evil\"],[\"15\",\"Spurned romantic interest\"],[\"16\",\"Political opportunist seeking a scapegoat\"],[\"17\",\"Traitorous noble looking to foment a revolution\"],[\"18\",\"Would-be tyrant who brooks no opposition\"],[\"19\",\"Exiled noble looking for revenge\"],[\"20\",\"Corrupt official worried that recent misdeeds will be revealed\"]]},\"To add the right amount of detail to a rival you want to create, give some thought to what that NPC is trying to accomplish and what resources and methods the rival can bring to bear against the characters.\",{\"type\":\"entries\",\"name\":\"Goals\",\"entries\":[\"An effective rival has a clear reason for interfering with the characters' lives. Think about what the rival wants, how and why the characters stand in the way, and how the conflict could be resolved. Ideally, a rival's goal directly involves the characters or something they care about.\"]},{\"type\":\"entries\",\"name\":\"Assets\",\"entries\":[\"Think about the resources the rival can marshal. Does the character have enough money to pay bribes or to hire a small gang of mercenaries? Does the rival hold sway over any guilds, temples, or other groups? Make a list of the rival's assets, and consider how they can be used.\"]},{\"type\":\"entries\",\"name\":\"Plans\",\"entries\":[\"The foundation of a rival's presence in the campaign is the actions the rival takes or the events that occur as a result of that character's goals. Each time you resolve one or more workweeks of downtime, pick one of the ways a rival's plans might be advanced and introduce it into play.\",\"Think about how a rival might operate in order to bring specific plans to fruition, and jot down three or four kinds of actions the rival might undertake. Some of these might be versions of the downtime activities described later in this section, but these are more often efforts that are specific to the rival.\",\"A rival's action might be a direct attack, such as an assassination attempt, that you play out during a session. Or it might be a background activity that you describe as altering the campaign in some way. For example, a rival who wants to increase the prestige of the temple of a war god might hold a festival with drink, food, and gladiatorial games. Even if the characters aren't directly involved, the event becomes the talk of the town.\",\"Some elements of a rival's plans might involve events in the world that aren't under the rival's control. Whether such an event can be easily anticipated or not, the rival's plans might include contingencies for taking advantage of such happenings.\"]}]}]},{\"type\":\"entries\",\"name\":\"Downtime Activities\",\"entries\":[\"Downtime activities are tasks that usually take a workweek (5 days) or longer to perform. These tasks can include buying or creating magic items, pulling off crimes, and working at a job. A character selects a downtime activity from among those available and pays the cost of that activity in time and money. You, as DM, then follow the rules for the activity to resolve it, informing the player of the results and any complications that ensue.\",\"Consider handling downtime away from the game table. For example, you could have the players pick their downtime activities at the end of a session, and then communicate about them by email or text, until you next see them in person.\",{\"type\":\"entries\",\"name\":\"Resolving Activities\",\"entries\":[\"The description of each activity tells you how to resolve it. Many activities require an ability check, so be sure to note the character's relevant ability modifiers. Follow the steps in the activity, and determine the results.\",\"Most downtime activities require a workweek (5 days) to complete. Some activities require days, weeks (7 days), or months (30 days). A character must spend at least 8 hours of each day engaged in the downtime activity for that day to count toward the activity's completion.\",\"The days of an activity don't need to be consecutive; you can spread them over a longer period of time than is required for the activity. But that period of time should be no more than twice as long as the required time; otherwise you should introduce extra complications (see below) and possibly double the activity's costs to represent the inefficiency of the character's progress.\"]},{\"type\":\"entries\",\"name\":\"Complications\",\"entries\":[\"The description of each activity includes a discussion of complications you can throw at the characters. The consequences of a complication might spawn entire adventures, introduce NPCs to vex the party, or give the characters headaches or advantages in any number of other ways.\",\"Each of these sections has a table that offers possible complications. You can roll to determine a complication randomly, pick one from the table, or devise one of your own, and then share it with the player.\"]}]},{\"type\":\"entries\",\"name\":\"Example Downtime Activities\",\"entries\":[\"The following activities are suitable for any character who can afford to pursue them. As DM, you have the final say on which activities are available to the characters. The activities you allow might depend on the nature of the area where the characters are located. For example, you might disallow the creation of magic items or decide that the characters are in a town that is too isolated from major markets for them to buy such items.\",\"See the following entries for details:\",{\"type\":\"list\",\"items\":[\"{@variantrule Downtime Activity: Buying a Magic Item|XGE|Buying a Magic Item}\",\"{@variantrule Downtime Activity: Carousing|XGE|Carousing}\",\"{@variantrule Downtime Activity: Crafting an Item|XGE|Crafting an Item}\",\"{@variantrule Downtime Activity: Crime|XGE|Crime}\",\"{@variantrule Downtime Activity: Gambling|XGE|Gambling}\",\"{@variantrule Downtime Activity: Pit Fighting|XGE|Pit Fighting}\",\"{@variantrule Downtime Activity: Relaxation|XGE|Relaxation}\",\"{@variantrule Downtime Activity: Religious Service|XGE|Religious Service}\",\"{@variantrule Downtime Activity: Research|XGE|Research}\",\"{@variantrule Downtime Activity: Scribing a Spell Scroll|XGE|Scribing a Spell Scroll}\",\"{@variantrule Downtime Activity: Selling a Magic Item|XGE|Selling a Magic Item}\",\"{@variantrule Downtime Activity: Training|XGE|Training}\",\"{@variantrule Downtime Activity: Work|XGE|Work}\"]}]}]},{\"name\":\"Emanation [Area of Effect]\",\"source\":\"XPHB\",\"page\":366,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"An Emanation is an area of effect that extends in straight lines from a creature or an object in all directions. The effect that creates an Emanation specifies the distance it extends.\",\"An Emanation moves with the creature or object that is its origin unless it is an instantaneous or a stationary effect.\",\"An Emanation's origin (creature or object) isn't included in the area of effect unless its creator decides otherwise.\"]},{\"name\":\"Emrakul's Madness\",\"source\":\"PSI\",\"page\":30,\"ruleType\":\"VO\",\"entries\":[\"If you do want to add elements of Emrakul's madness to your campaign, use the {@variantrule New Ability Scores: Honor and Sanity||Sanity} score rules in chapter 9 of the Dungeon Master's Guide. Allow characters to make Sanity checks to interpret the effects of Emrakul's corruption, and Sanity saving throws to resist the effects of the spreading madness.\",\"A creature or character whose {@variantrule New Ability Scores: Honor and Sanity||Sanity score} is below 10 can begin to manifest signs of physical corruption, which progresses in stages.\",{\"type\":\"entries\",\"name\":\"Distorted (Sanity 8–9)\",\"entries\":[\"Even before Emrakul's arrival, some cultists and those who pried too deep into dark secrets begin to change. In this early stage, physical proportions shift, with one or more of the creature's limbs or some part of the face growing larger, almost always asymmetrically. Noticeable skin blemishes can also appear, most often as boils or clumps of cauliflower-like growths (though these do not yet resemble the lattice of Emrakul's flesh). Creature statistics are unchanged.\"]},{\"type\":\"entries\",\"name\":\"Deformed (Sanity 6–7)\",\"entries\":[\"In the second stage, a creature can develop a dead or bulging eye, huge tumorous growths, curled hands or feet, violent palsy, oozing secretions from the skin or eyes, raw red patches on the skin, and similar deformities. Patches of lattice-like growths often appear on the skin. In some cases, particularly in Nephalia, cultists begin to manifest distinctly fishlike features—goggling eyes, scaled or slimy skin, webbing between the fingers or toes, or gill-like flaps on the face or neck. Creature statistics remain unchanged.\"]},{\"type\":\"entries\",\"name\":\"Disfigured (Sanity 4–5)\",\"entries\":[\"In the third stage, the lips shrink away from the teeth, which can rot and fall out. Fingers and toes sometimes fuse together or start transforming into tentacles. Bleeding sores erupt on the skin, or bulbous growths can appear under the skin. Cultists in Nephalia often grow finlike protrusions or pincerlike hands. At this stage, creatures might manifest improved natural armor or weapons, or simple benefits such as the Amphibious trait of a {@creature bullywug}, the Blind Senses of a {@creature grimlock}, Chameleon Skin like a {@creature troglodyte}, the Slippery trait of a {@creature kuo-toa}, or the Spider Climb trait of an {@creature ettercap}.\"]},{\"type\":\"entries\",\"name\":\"Misshapen (Sanity 2–3)\",\"entries\":[\"In the fourth stage, a creature's flesh often rots away or grows out of control, either leaving muscle and bone visible beneath or concealing features beneath masses of fleshy lattice or bulbous growths. Bone structure can alter radically, creating additional limbs or turning existing limbs into bizarrely jointed tentacles. Extra eyes can appear in unexpected places, or the head can transform into something resembling a fish or octopus. At this stage, a corrupted creature might begin to transform into an entirely different creature. A human could effectively become any of the creatures mentioned above, or some other vaguely humanoid monster such as a {@creature kenku}, a {@creature lizardfolk}, a {@creature sahuagin}, or a yuan-ti.\"]},{\"type\":\"entries\",\"name\":\"Monstrous (Sanity 1)\",\"entries\":[\"The most warped creatures are barely even recognizable. Some become little more than a mass of writhing tentacles, or lose their physical coherence entirely. Two or more creatures can fuse together, joined by fleshy lattice. The \\\"lucky\\\" ones retain a basically humanoid shape, but otherwise appear completely monstrous, with twisted faces, extra limbs, horny growths, jointed tentacle extrusions, and so on. Such a creature might effectively become an Eldrazilike monster such as an {@creature aboleth}, a {@creature chuul}, a {@creature cloaker}, a {@creature gibbering mouther}, or a {@creature mind flayer}.\"]}]},{\"name\":\"Encounter\",\"source\":\"XPHB\",\"page\":366,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"An encounter is a scene in an adventure that is part of at least one of the game's three pillars: social interaction, exploration, or combat.\"]},{\"name\":\"Encounters at Sea\",\"source\":\"GoS\",\"page\":207,\"type\":\"section\",\"entries\":[\"The open seas provide endless opportunities for adventure. This section supplies you with a variety of random tables, perfect for detailing the challenges awaiting your characters on and beneath the waves.\",{\"type\":\"entries\",\"name\":\"Random Encounters\",\"entries\":[\"For each day of a voyage, in addition to checking for hazards, roll a {@dice d20}. On a 19 or 20, the ship has a random encounter. If you roll both a hazard and a random encounter, the ship experiences both. They might occur simultaneously or in an order of your choice.\",\"The levels given on the following tables allow you to sculpt what dangers the characters face. The low-level table is useful for when a ship travels in safe waters, while the higher-level ones are suited for primeval waters, far from well-trafficked sea lanes. The tables also allow for encounters with other ships and the discovery of mysterious, uncharted islands. Additional tables for further detailing such encounters are included later in this appendix.\",{\"type\":\"table\",\"caption\":\"Open Water Encounters (Levels 1–4)\",\"colLabels\":[\"d100\",\"Encounter\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"01–03\",\"{@dice 3d6} {@creature Quipper||quippers}\"],[\"04–08\",\"1 {@creature swarm of quippers}\"],[\"09–12\",\"{@dice 3d10} {@creature Dolphin|VGM|dolphins} (see {@adventure appendix C|GoS|10})\"],[\"13–14\",\"1 {@creature giant octopus}\"],[\"15–16\",\"{@dice 1d4} {@creature Killer Whale||killer whales}\"],[\"17–18\",\"{@dice 1d6} {@creature merfolk}\"],[\"19–20\",\"{@dice 1d6} {@creature Giant Sea Horse||giant sea horses}\"],[\"21–24\",\"{@dice 1d8} {@creature Giant Crab||giant crabs}\"],[\"25–28\",\"{@dice 1d4} {@creature Reef Shark||reef sharks}\"],[\"29\",\"1 {@creature hunter shark}\"],[\"30–34\",\"{@dice 1d4} {@creature sahuagin}\"],[\"35–37\",\"{@dice 1d4} {@creature koalinth|GoS} (see {@adventure appendix C|GoS|10})\"],[\"38–40\",\"A rank 1 whirlpool connected to the Elemental Plane of Water (see \\\"{@adventure Whirlpools|GoS|8|Whirlpools}\\\")\"],[\"41–45\",\"{@dice 1d4} {@creature Locathah|GoS|locathahs} (see {@adventure appendix C|GoS|10})\"],[\"46–51\",\"{@dice 1d3} {@creature Harpy||harpies}\"],[\"52–54\",\"2 {@creature merrow}\"],[\"55–57\",\"1 {@creature sahuagin priestess} and {@dice 1d4} {@creature sahuagin}\"],[\"58–59\",\"1 {@creature koalinth sergeant|GoS} and {@dice 2d4} {@creature koalinth|GoS} (see {@adventure appendix C|GoS|10} for both)\"],[\"60–62\",\"1 {@creature plesiosaurus}\"],[\"63–64\",\"{@dice 1d3} {@creature Sea Hag||sea hags}\"],[\"65–67\",\"{@dice 1d4} {@creature Blood Hawk||blood hawks}\"],[\"68–70\",\"1 {@creature sahuagin champion|GoS} (see {@adventure appendix C|GoS|10})\"],[\"71–74\",\"1 {@creature giant shark}\"],[\"75\",\"1 {@creature young bronze dragon}\"],[\"76–00\",\"A ship (generated at random)\"]]},{\"type\":\"table\",\"caption\":\"Open Water Encounters (Levels 5–10)\",\"colLabels\":[\"d100\",\"Encounter\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"01–03\",\"1 {@creature giant shark}\"],[\"04–07\",\"{@dice 1d4} {@creature Swarm of Quippers||swarms of quippers}\"],[\"08–11\",\"{@dice 1d10} {@creature Killer Whale||killer whales}\"],[\"12–17\",\"{@dice 3d6} {@creature merfolk}\"],[\"18–25\",\"1 {@creature sahuagin high priestess|GoS} and 1 {@creature sahuagin wave shaper|GoS} (see {@adventure appendix C|GoS|10} for both)\"],[\"26–30\",\"{@dice 2d8} {@creature Giant Crab||giant crabs}\"],[\"31–35\",\"{@dice 2d4} {@creature Reef Shark||reef sharks}\"],[\"36–38\",\"{@dice 1d4} {@creature Hunter Shark||hunter sharks}\"],[\"39–40\",\"{@dice 1d4} {@creature Water Elemental||water elementals}\"],[\"41\",\"A rank 2 whirlpool connected to the Elemental Plane of Water (see \\\"{@adventure Whirlpools|GoS|8|Whirlpools}\\\")\"],[\"42–45\",\"{@dice 2d4} {@creature Locathah|GoS|locathahs} (see {@adventure appendix C|GoS|10})\"],[\"46–47\",\"1 {@creature harpy matriarch|GoS} (see {@adventure appendix C|GoS|10}) and {@dice 1d4} {@creature Harpy||harpies}\"],[\"48–49\",\"{@dice 2d4} {@creature merrow}\"],[\"50–52\",\"1 {@creature sahuagin baron} and {@dice 1d4} {@creature sahuagin}\"],[\"53–57\",\"1 {@creature koalinth sergeant|GoS} and {@dice 2d4} {@creature koalinth|GoS} (see {@adventure appendix C|GoS|10} for both)\"],[\"58–59\",\"{@dice 2d8} {@creature Giant Crab||giant crabs}\"],[\"60–61\",\"{@dice 1d4} {@creature Plesiosaurus||plesiosauruses}\"],[\"62–63\",\"A coven of 3 {@creature Sea Hag||sea hags}\"],[\"64–65\",\"{@dice 1d4} {@creature Sahuagin Blademaster|GoS|sahuagin blademasters} (see {@adventure appendix C|GoS|10})\"],[\"66–69\",\"1 {@creature hydra}\"],[\"70–71\",\"1 {@creature marid}\"],[\"72\",\"1 {@creature storm giant}\"],[\"73\",\"1 {@creature adult bronze dragon}\"],[\"74\",\"1 {@creature dragon turtle}\"],[\"75–90\",\"A ship (generated at random)\"],[\"91–00\",\"A mysterious island (generated at random)\"]]},{\"type\":\"table\",\"caption\":\"Open Water Encounters (Levels 11–20)\",\"colLabels\":[\"d100\",\"Encounter\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"01–03\",\"1 {@creature storm giant}\"],[\"04–07\",\"{@dice 2d6} {@creature Giant Shark||giant sharks}\"],[\"08–11\",\"1 {@creature marid}\"],[\"12–18\",\"1 {@creature sahuagin high priestess|GoS} and {@dice 2d4} {@creature Sahuagin Champion|GoS|sahuagin champions} (see {@adventure appendix C|GoS|10} for both)\"],[\"19–25\",\"1 {@creature sahuagin baron} and {@dice 1d4} {@creature Sahuagin Blademaster|GoS|sahuagin blademasters} (see {@adventure appendix C|GoS|10})\"],[\"26–28\",\"{@dice 3d6} {@creature Reef Shark||reef sharks}\"],[\"29–32\",\"{@dice 2d6} {@creature Hunter Shark||hunter sharks}\"],[\"33–39\",\"A rank 3 whirlpool connected to the Elemental Plane of Water (see \\\"{@adventure Whirlpools|GoS|8|Whirlpools}\\\")\"],[\"40–43\",\"A rank 4 whirlpool connected to the Elemental Plane of Water (see \\\"{@adventure Whirlpools|GoS|8|Whirlpools}\\\")\"],[\"44–45\",\"{@dice 1d3} {@creature Hydra||hydras}\"],[\"46–48\",\"{@dice 1d4} {@creature koalinth sergeant|GoS} (see {@adventure appendix C|GoS|10}) and {@dice 3d10} {@creature koalinth|GoS} (see {@adventure appendix C|GoS|10})\"],[\"49–50\",\"{@dice 2d4} {@creature Plesiosaurus||plesiosauruses}\"],[\"51–53\",\"{@dice 3d6} {@creature merrow}\"],[\"54–57\",\"1 {@creature harpy matriarch|GoS} (see {@adventure appendix C|GoS|10}) and {@dice 2d8} {@creature Harpy||harpies}\"],[\"58–60\",\"A coven of 3 {@creature Sea Hag||sea hags}\"],[\"61–63\",\"1 {@creature dragon turtle}\"],[\"64\",\"1 {@creature ancient bronze dragon}\"],[\"65–75\",\"A ship (generated at random)\"],[\"76–00\",\"A mysterious island (generated at random)\"]]}]}]},{\"name\":\"Encumbrance\",\"source\":\"PHB\",\"page\":176,\"ruleType\":\"V\",\"entries\":[\"The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table in {@book chapter 5|PHB|5|Armor and Shields}.\",\"If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your speed drops by 10 feet.\",\"If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.\"]},{\"name\":\"Enemy\",\"source\":\"XPHB\",\"page\":366,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A creature is your enemy if it fights against you in combat, actively works to harm you, or is designated as your enemy by the rules or DM.\"]},{\"name\":\"Equipment Sizes\",\"source\":\"PHB\",\"page\":145,\"ruleType\":\"V\",\"entries\":[\"In most campaigns, you can use or wear any equipment that you find on your adventures, within the bounds of common sense. For example, a burly half-orc won't fit in a halfling's leather armor, and a gnome would be swallowed up in a cloud giant's elegant robe.\",\"The DM can impose more realism. For example, a suit of plate armor made for one human might not fit another one without significant alterations, and a guard's uniform might be visibly ill-fitting when an adventurer tries to wear it as a disguise.\",\"Using this variant, when adventurers find armor, clothing, and similar items that are made to be worn, they might need to visit an armorsmith, tailor, leatherworker, or similar expert to make the item wearable. The cost for such work varies from 10 to 40 percent of the market price of the item. The DM can either roll {@dice 1d4 × 10} or determine the increase in cost based on the extent of the alterations required.\"]},{\"name\":\"Experience Points\",\"source\":\"XPHB\",\"page\":366,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"As they overcome challenges and complete adventures, characters earn Experience Points (XP) which are awarded by the Dungeon Master. When a character's XP total crosses certain thresholds, the character's level increases. The {@book Dungeon Master's Guide|XDMG} provides guidance on awarding XP.\"]},{\"name\":\"Expertise\",\"source\":\"XPHB\",\"page\":367,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"Expertise is a feature that enhances your use of a skill proficiency. When you make an ability check with a skill proficiency in which you have Expertise, your {@variantrule Proficiency|XPHB|Proficiency Bonus} is doubled for that check unless the bonus is doubled by another feature.\",\"If you gain Expertise, you gain it in one {@variantrule skill|XPHB} in which you have proficiency. You can't have Expertise in the same skill proficiency more than once.\"]},{\"name\":\"Explosives\",\"source\":\"DMG\",\"page\":267,\"ruleType\":\"O\",\"entries\":[\"A campaign might include explosives from the Renaissance or the modern world (the latter are priceless), as presented in the Explosives table.\",{\"type\":\"entries\",\"name\":\"Bomb\",\"entries\":[\"As an action, a character can light this bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take {@dice 3d6} fire damage.\"]},{\"type\":\"entries\",\"name\":\"Gunpowder\",\"entries\":[\"Gunpowder is chiefly used to propel a bullet out of the barrel of a pistol or rifle, or it is formed into a bomb. Gunpowder is sold in small wooden kegs and in water-resistant powder horns.\",\"Setting fire to a container full of gunpowder can cause it to explode, dealing fire damage to creatures within 10 feet of it ({@dice 3d6} for a powder horn, {@dice 7d6} for a keg). A successful DC 12 Dexterity saving throw halves the damage. Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.\"]},{\"type\":\"entries\",\"name\":\"Dynamite\",\"entries\":[\"As an action, a creature can light a stick of dynamite and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking {@dice 3d6} bludgeoning damage on a failed save, or half as much damage on a successful one.\",\"A character can bind sticks of dynamite together so they explode at the same time. Each additional stick increases the damage by {@dice 1d6} (to a maximum of {@dice 10d6}) and the burst radius by 5 feet (to a maximum of 20 feet).\",\"Dynamite can be rigged with a longer fuse to explode after a set amount of time, usually 1 to 6 rounds. Roll initiative for the dynamite. After the set number of rounds goes by, the dynamite explodes on that initiative.\"]},{\"type\":\"entries\",\"name\":\"Grenades\",\"entries\":[\"As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away.\",\"Each creature within 20 feet of an exploding fragmentation grenade must make a DC 15 Dexterity saving throw, taking {@dice 5d6} piercing damage on a failed save, or half as much damage on a successful one.\",\"One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.\"]}]},{\"name\":\"Facing\",\"source\":\"DMG\",\"page\":252,\"ruleType\":\"O\",\"entries\":[\"If you want the precision of knowing which way a creature is facing, consider using this optional rule. Whenever a creature ends its move, it can change its facing. Each creature has a front arc (the direction it faces), left and right side arcs, and a rear arc. A creature can also change its facing as a reaction when any other creature moves.\",\"A creature can normally target only creatures in its front or side arcs. It can't see into its rear arc. This means an attacker in the creature's rear arc makes attack rolls against it with advantage.\",\"Shields apply their bonus to AC only against attacks from the front arc or the same side arc as the shield. For example, a fighter with a shield on the left arm can use it only against attacks from the front and left arcs.\",\"Feel free to determine that not all creatures have every type of arc. For example, an amorphous ochre jelly could treat all of its arcs as front ones, while a hydra might have three front arcs and one rear one. On squares, you pick one side of a creature's space as the direction it is facing. Draw a diagonal line outward from each corner of this side to determine the squares in its front arc. The opposite side of the space determines its rear arc in the same way. The remaining spaces to either side of the creature form its side arcs.\",\"On hexes, determining the front, rear, and side arcs requires more judgment. Pick one side of the creature's space and create a wedge shape expanding out from there for the front arc, and another on the opposite side of the creature for the rear arc. The remaining spaces to either side of the creature are its side arcs.\",\"A square or hex might be in more than one arc, depending on how you draw the lines from a creature's space. If more than half of a square or hex lies in one arc, it is in that arc. If it is split exactly down the middle, use this rule: if half of it lies in the front arc, it's in that arc. If half of it is in a side arc and the rear arc, it's in the side arc.\"]},{\"name\":\"Falling\",\"source\":\"XGE\",\"page\":77,\"reprintedAs\":[{\"uid\":\"Falling|XPHB\",\"tag\":\"hazard\"}],\"ruleType\":\"O\",\"type\":\"section\",\"entries\":[\"Falling from a great height is a significant risk for adventurers and their foes. The rule given in the {@book Player's Handbook|PHB|8|Falling} is simple: at the end of a fall, you take {@dice 1d6} bludgeoning damage for every 10 feet you fell, to a maximum of {@dice 20d6}. You also land {@condition prone}, unless you somehow avoid taking damage from the fall. Here are two optional rules that expand on that simple rule.\",{\"type\":\"entries\",\"name\":\"Rate of Falling\",\"entries\":[\"The rule for falling assumes that a creature immediately drops the entire distance when it falls. But what if a creature is at a high altitude when it falls, perhaps on the back of a {@creature griffon} or on board an {@item airship}? Realistically, a fall from such a height can take more than a few seconds, extending past the end of the turn when the fall occurred. If you'd like high-altitude falls to be properly time-consuming, use the following optional rule.\",\"When you fall from a great height, you instantly descend up to 500 feet. If you're still falling on your next turn, you descend up to 500 feet at the end of that turn. This process continues until the fall ends, either because you hit the ground or the fall is otherwise halted.\"]},{\"type\":\"entries\",\"name\":\"Flying Creatures and Falling\",\"entries\":[\"A flying creature in flight falls if it is knocked {@condition prone}, if its speed is reduced to 0 feet, or if it otherwise loses the ability to move, unless it can hover or it is being held aloft by magic, such as the {@spell fly} spell.\",\"If you'd like a flying creature to have a better chance of surviving a fall than a non-flying creature does, use this rule: subtract the creature's current flying speed from the distance it fell before calculating falling damage. This rule is helpful to a flier that is knocked {@condition prone} but is still conscious and has a current flying speed that is greater than 0 feet. The rule is designed to simulate the creature flapping its wings furiously or taking similar measures to slow the velocity of its fall.\",\"If you use the rule for rate of falling in the previous section, a flying creature descends 500 feet on the turn when it falls, just as other creatures do. But if that creature starts any of its later turns still falling and is {@condition prone}, it can halt the fall on its turn by spending half its flying speed to counter the {@condition prone} condition (as if it were standing up in midair).\"]}]},{\"name\":\"Familiars\",\"source\":\"MM\",\"page\":347,\"ruleType\":\"V\",\"entries\":[\"Any spellcaster that can cast the {@spell find familiar} spell (such as an apprentice, warlock, or wizard) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the {@book Player's Handbook|PHB}) or some other {@filter Tiny monster|bestiary|size=T|miscellaneous=!swarm}, such as a {@creature crawling claw}, an {@creature imp}, a {@creature pseudodragon}, or a {@creature quasit}.\",\"{@note This variant is {@link intended for NPCs.|https://twitter.com/JeremyECrawford/status/920714594334654465}}\"]},{\"name\":\"Familiars\",\"source\":\"VGM\",\"page\":213,\"ruleType\":\"V\",\"entries\":[\"Any spellcaster that can cast the {@spell find familiar} spell (such as an apprentice, warlock, or wizard) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the {@book Player's Handbook|PHB}) or some other {@filter Tiny monster|bestiary|size=T|miscellaneous=!swarm}, such as a {@creature cranium rat|vgm}, a {@creature crawling claw}, a {@creature gazer|vgm}, an {@creature imp}, a {@creature pseudodragon}, or a {@creature quasit}.\",\"{@note This variant is {@link intended for NPCs.|https://twitter.com/JeremyECrawford/status/920714594334654465}}\"]},{\"name\":\"Fear and Horror\",\"source\":\"DMG\",\"page\":266,\"ruleType\":\"O\",\"entries\":[\"The rules for fear and horror can help you sustain an atmosphere of dread in a dark fantasy campaign.\",{\"name\":\"Fear\",\"type\":\"entries\",\"entries\":[\"When adventurers confront threats they have no hope of overcoming, you can call for them to make a Wisdom saving throw. Set the DC according to the circumstances. A character who fails the save becomes {@condition frightened} for 1 minute. The character can repeat the saving throw at the end of each of his or her turns, ending the effect on the character on a successful save.\"]},{\"name\":\"Horror\",\"type\":\"entries\",\"entries\":[\"Horror involves more than simple fright. It entails revulsion and anguish. Often it arises when adventurer see something completely contrary to the common understanding of what can and should occur in the world, or upon the realization of a dreadful truth.\",\"In such a situation, you can call on characters to make a Charisma saving throw to resist the horror. Set the DC based on the magnitude of the horrific circumstances. On a failed save, a character gains a {@table short-Term Madness||short-term} or {@table Long-Term Madness||long-term} form of madness that you choose or determine randomly, as detailed in chapter 8, \\\"Running the Game.\\\"\"]}]},{\"name\":\"Fear and Stress\",\"source\":\"VRGR\",\"page\":195,\"type\":\"section\",\"entries\":[\"Terror takes a toll. The ramifications of frightful experiences might be an instant of instinct-triggering shock or a lasting, traumatic echo. The {@book Dungeon Master's Guide|DMG} presents options for {@book fear and horror|DMG|9|Fear and Horror} to help reinforce terrifying themes in play. This section presents an alternative system, exploring reactions personalized to individual characters and offering incentive for players to embrace roleplaying moments of fear. Options exploring fear provide guidance to create frightening moments for a character outside of spells or monster abilities, while rules for stress model the lingering toll such events can take. None of these options are required to create an enjoyable horror roleplaying experience, but they provide ways to measure the effects of characters facing and overcoming their fears.\",{\"type\":\"entries\",\"name\":\"Seeds of Fear\",\"entries\":[\"Aside from supernatural sources of dread and monsters who strike terror in their victims, fear is subjective and often quite personal. A battle-hardened warrior and a reclusive scholar might not deal with frightful circumstances in the same way. During character creation, a player can choose up to two Seeds of Fear to represent things their character finds truly frightening. The Seeds of Fear table offers some examples. These can change over time as characters grow, overcome old fears, and discover new uncertainties. Work with players to determine when their Seeds of Fear might change.\",\"A character never has more than three Seeds of Fear; if you gain a new seed and already have three, choose which of your old fears is replaced by the new one.\",{\"type\":\"table\",\"caption\":\"Seeds of Fear\",\"colLabels\":[\"d12\",\"Seed\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"\\\"I can't stand dark places.\\\"\"],[\"2\",\"\\\"I'm terrified of a particular kind of animal.\\\"\"],[\"3\",\"\\\"Deep water will be the death of me.\\\"\"],[\"4\",\"\\\"I can't stand heights.\\\"\"],[\"5\",\"\\\"I hate being stuck in tight spaces.\\\"\"],[\"6\",\"\\\"Being around crowds unnerves me, for I always feel judged.\\\"\"],[\"7\",\"\\\"I hate feeling isolated or being alone.\\\"\"],[\"8\",\"\\\"Storms and extreme weather rattle me.\\\"\"],[\"9\",\"\\\"Being followed chills my blood.\\\"\"],[\"10\",\"\\\"Sudden noises or appearances fray my nerves.\\\"\"],[\"11\",\"\\\"I can't be comfortable around creatures larger than I am.\\\"\"],[\"12\",\"\\\"Reflections always seem like they're looking straight through me.\\\"\"]]},{\"type\":\"entries\",\"name\":\"Using Seeds of Fear\",\"entries\":[\"When a character encounters one of their Seeds of Fear, and interacts with the situation in a way that reinforces the seed, such as screaming or stumbling back from a horrid event, consider giving the character inspiration for their fear-focused reaction (see \\\"Inspiration\\\" in the {@book Player's Handbook|PHB}). Once a character gains inspiration in this way, they shouldn't be able to do so again until they finish a long rest.\",\"For example, imagine that a character has the Seed of Fear \\\"I hate being stuck in tight spaces\\\" and must squeeze through a narrow crack in a cave wall to continue an adventure. If the player portrays the character's response in a way that reinforces that fear, such as refusing and finding another way around, taking time and making noise to widen the crack, or portraying some other fearful response, these would be perfect opportunities to reward the player's consideration of a Seed of Fear by granting their character inspiration.\"]}]},{\"type\":\"entries\",\"name\":\"Fear\",\"entries\":[\"An overwhelming foe or horrid monster doesn't need magic or some supernatural ability to strike fear into the most stalwart adventurers. During any frightful encounter, you can call on a character to make a saving throw to resist being scared. The character must succeed on a DC 15 Wisdom saving throw or become {@condition frightened} until the end of their next turn.\",\"Any of the following circumstances might be reasons to have one or more characters make saving throws to resist being {@condition frightened}:\",{\"type\":\"list\",\"items\":[\"The character experiences one of their Seeds of Fear.\",\"An enemy is immune to the character's attacks or spells.\",\"An enemy demonstrates it can deal enough damage to reduce a character to 0 hit points in one blow.\",\"A creature is alien or monstrous in ways the character never could have imagined.\",\"An object undermines a character's understanding of reality.\"]}]},{\"type\":\"entries\",\"name\":\"Stress\",\"entries\":[\"Charging headlong into terrifying situations is the stock in trade for adventurers. Among the Domains of Dread, though, periods of respite between harrowing experiences can be rare. Even the hardiest adventurers find themselves worn down over time, their performance suffering as they struggle to cope with the dread and despair.\",\"Various circumstances might cause a character stress. Stress can be tracked numerically as a Stress Score, increasing in trying situations and decreasing with care. At your discretion, a character's Stress Score might increase by 1 when one of the following situations occurs:\",{\"type\":\"list\",\"items\":[\"A tense, dramatic moment, especially one involving one of a character's Seeds of Fear\",\"Every 24 hours the character goes without finishing a long rest\",\"Witnessing the death of a loved one\",\"A nightmare or darkest fear made real\",\"Shattering the character's fundamental understanding of reality\",\"Witnessing a person transform into a horrid or unnatural creature\"]},\"When a character makes an attack roll, an ability check, or a saving throw, they must apply their current Stress Score as a penalty to the roll.\",{\"type\":\"entries\",\"name\":\"Reducing Stress\",\"entries\":[\"A character who spends an entire day relaxing or in otherwise calm circumstances reduces their Stress Score by 1 when they finish their next long rest.\",\"The {@spell calm emotions} spell effect used to suppress the {@condition charmed} and {@condition frightened} conditions also suppresses the effects of one's Stress Score for the spell's duration.\",\"A {@spell lesser restoration} spell reduces the target's Stress Score by 1, and a {@spell greater restoration} spell reduces a character's Stress Score to 0.\"]}]}]},{\"name\":\"Feats\",\"source\":\"PHB\",\"page\":165,\"ruleType\":\"O\",\"entries\":[\"A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides.\",\"At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat's description says otherwise.\",\"You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat's prerequisite, you can't use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow—perhaps by a withering curse—you can't benefit from the Grappler feat until your Strength is restored.\",\"See the {@5etools Feats section|feats.html} for more information.\"]},{\"name\":\"Firearms\",\"source\":\"DMG\",\"page\":267,\"ruleType\":\"O\",\"entries\":[\"If you want to model the swashbuckling style of The Three Musketeers and similar tales, you can introduce gunpowder weapon to your campaign that are associated with the Renaissance. Similarly, in a campaign where a spaceship has crashed or elements of modern-day Earth are present, futuristic or modern firearms might appear. The Firearms table provides examples of firearms from all three of those periods. The modern and futuristic items are priceless.\",{\"type\":\"entries\",\"name\":\"Proficiency\",\"entries\":[\"It's up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn't have such proficiency. During their downtime, characters can use the {@variantrule Downtime Activity: Training|PHB|training} rules in the {@book Player's Handbook|PHB} to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.\"]},{\"type\":\"entries\",\"name\":\"Properties\",\"entries\":[\"Firearms use special ammunition, and some of them have the burst fire or reload property.\",{\"type\":\"entries\",\"name\":\"Ammunition\",\"entries\":[\"The ammunition of a firearm is destroyed upon use. Renaissance and modern firearms use bullets. Futuristic firearms are powered by a special type of ammunition called energy cells. An energy cell contains enough power for all the shots its firearm can make.\"]},{\"type\":\"entries\",\"name\":\"Burst Fire\",\"entries\":[\"A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's normal damage. This action uses ten pieces of ammunition.\"]},{\"type\":\"entries\",\"name\":\"Reload\",\"entries\":[\"A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).\"]}]}]},{\"name\":\"Flanking\",\"source\":\"DMG\",\"page\":251,\"ruleType\":\"O\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"If you regularly use miniatures, flanking gives combatants a simple way to gain advantage on attack rolls against a common enemy.\",\"A creature can't flank an enemy that it can't see. A creature also can't flank while it is {@condition incapacitated}. A Large or larger creature is flanking as long as at least one square or hex of its space qualifies for flanking.\",{\"name\":\"Flanking on Squares\",\"type\":\"entries\",\"entries\":[\"When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy's space, they flank that enemy, and each of them has advantage on melee attack rolls against that enemy.\",\"When in doubt about whether two creatures flank an enemy on a grid, trace an imaginary line between the centers of the creatures' spaces. If the line passes through opposite sides or corners of the enemy's space, the enemy is flanked.\"]},{\"name\":\"Flanking on Hexes\",\"type\":\"entries\",\"entries\":[\"When a creature and at least one of its allies are adjacent to an enemy and on opposite sides of the enemy's space, they flank that enemy, and each of them has advantage on attack rolls against that enemy. On hexes, count around the enemy from one creature to its ally. Against a Medium or smaller creature, the allies flank if there are 2 hexes between them. Against a Large creature, the allies flank if there are 4 hexes between them. Against a Huge creature, they must have 5 hexes between them. Against a Gargantuan creature, they must have at least 6 hexes between them.\"]}]}]},{\"name\":\"Fly Speed\",\"source\":\"XPHB\",\"page\":367,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A Fly Speed can be used to travel through the air. While you have a Fly Speed, you can stay aloft until you land, fall, or die.\"]},{\"name\":\"Flying\",\"source\":\"XPHB\",\"page\":367,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A variety of effects allow a creature to fly. While flying, you fall if you have the {@condition Incapacitated|XPHB} or {@condition Prone|XPHB} condition or your {@variantrule Fly Speed|XPHB} is reduced to 0. You can stay aloft in those circumstances if you can hover.\"]},{\"name\":\"Friendly [Attitude]\",\"source\":\"XPHB\",\"page\":367,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A Friendly creature views you favorably. You have {@variantrule Advantage|XPHB|advantage} on an ability check to influence a Friendly creature.\"]},{\"name\":\"Grappling\",\"source\":\"XPHB\",\"page\":367,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A creature can grapple another creature. Characters typically grapple by using an {@variantrule Unarmed Strike|XPHB}. Many {@variantrule Monster|XPHB|monsters} have special attacks that allow them to quickly grapple prey. However a grapple is initiated, it follows these rules.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Grappled Condition\",\"entries\":[\"Successfully grappling a creature gives it the {@condition Grappled|XPHB} condition.\"]},{\"type\":\"entries\",\"name\":\"One Grapple per Hand\",\"entries\":[\"A creature must have a hand free to grapple another creature. Some stat blocks and game effects allow a creature to grapple using a tentacle, a maw, or another body part. Whatever part a grappler uses, it can grapple only one creature at a time with that part, and the grappler can't use that part to target another creature unless it ends the grapple.\"]},{\"type\":\"entries\",\"name\":\"Escaping a Grapple\",\"entries\":[\"A Grappled creature can use its action to make a Strength ({@skill Athletics|XPHB}) or Dexterity ({@skill Acrobatics|XPHB}) check against the grapple's escape DC, ending the {@variantrule Condition|XPHB|condition} on itself on a success. The {@variantrule Condition|XPHB|condition} also ends if the grappler has the {@condition Incapacitated|XPHB} condition or if the distance between the Grappled target and the grappler exceeds the grapple's range.\"]}]}]},{\"name\":\"Haunted Traps\",\"source\":\"VRGR\",\"page\":196,\"type\":\"section\",\"entries\":[\"Like other traps, haunted traps represent threats leveled toward trespassers. They originate in an area spontaneously, often resulting from overwhelming negative emotions, tragedy, or evil. Just as some terrible fates might cause a tormented individual to rise as an undead creature, so might supernatural evil and violent emotions manifest more generally as one or more haunted traps. Such traps provide a way to theme the dangers and monsters of a haunted place to reveal a grim history or frightening tale. When creating haunted traps, consider what events brought them into being and how the trap's effects suggest those origins.\",{\"type\":\"entries\",\"name\":\"Detecting Haunted Traps\",\"entries\":[\"Every haunted trap has an emanation, which might be as subtle as a drop in temperature or as overt as an object moving of its own accord. A haunted trap's emanation occurs before the trap takes effect. A character notices the emanation if their passive Wisdom ({@skill Perception}) score equals or exceeds 10 + the trap's Haunt Bonus. A character who notices the haunted trap has until the start of their next turn to react, which might include fleeing to avoid the trap or attempting to disarm it (see the following section). Class features and spells, such as Divine Sense and {@spell detect evil and good}, that discern desecration also detect haunted traps.\"]},{\"type\":\"entries\",\"name\":\"Disarming Haunted Traps\",\"entries\":[\"Characters who notice a haunted trap before it activates can attempt to disarm it. Typical methods of disarming traps, such as {@item thieves' tools|PHB} and {@spell dispel magic}, don't affect haunted traps. However, the Channel Divinity class feature and the {@spell remove curse} spell can disarm a haunted trap.\",\"To use Channel Divinity to disarm a haunted trap, a character uses an action to present their holy symbol and speak a prayer. To use {@spell remove curse} instead, a character must cast the spell and touch an object that is part of the trap. Whichever disarming method is used, the trap itself then makes a saving throw against the character's spell save DC, adding its Haunt Bonus to the save. On a failure, the trap is disarmed for 24 hours. If the trap fails the save by 10 or more, the trap is disarmed permanently.\",\"Depending on the haunted trap's origins, certain spells might also affect the trap. For example, a haunted trap with a fiendish origin might be permanently disarmed by the spell {@spell dispel evil and good}.\",\"Some haunted traps might also be disarmed in nonmagical ways related to the history of a haunted area. Such methods might be as simple as wearing the clothes of a haunted house's former owner or singing a lullaby that soothes a restless spirit. Haunted traps disarmed in such ways typically remain disarmed for 24 hours.\"]},{\"type\":\"entries\",\"name\":\"Sample Haunted Traps\",\"entries\":[\"Several haunted traps are presented here in alphabetical order. Customize them to create terrifying traps appropriate for your adventures.\",{\"type\":\"entries\",\"name\":\"Danse Macabre\",\"entries\":[\"{@i Haunt Bonus +4}\",\"This haunted trap affects a 20-foot-radius sphere centered on an ancient but pristine instrument. When a creature enters the area, the trap's emanation manifests as the sound of distant, mournful music. A round later, a phantom performer appears and begins playing the instrument for the next minute. While the performer plays, any creature that enters or starts its turn in the haunted trap's area must succeed on a DC 14 Wisdom saving throw or float 20 feet into the air and be affected by the spell {@spell Otto's irresistible dance}. There they are joined by illusory dancers as they dance for the remainder of the performer's song. As an action, a dancing creature can repeat the saving throw to end the effect on itself, whereupon it falls 20 feet and takes {@dice 2d6} bludgeoning damage. If a creature's saving throw to resist the trap or to stop dancing is successful, the creature is immune to the haunted trap for the next 24 hours.\",\"While the phantom performer plays, any creature within the haunted trap's area can use an action to try to convince the performer to stop playing, doing so with a successful DC 14 Charisma ({@skill Persuasion}) check. When the performer stops playing, all creatures affected by the haunted trap are freed from its effects and float to the ground safely.\"]},{\"type\":\"entries\",\"name\":\"Faceless Malice\",\"entries\":[\"{@i Haunt Bonus +2}\",\"This haunted trap affects a 15-foot-cube in front of an ornate mirror hanging on a wall. When a visible creature enters the area, the trap's emanation manifests as the creature's distorted reflection in the mirror. If that creature is still in the area at the start of its next turn, it must succeed on a DC 12 Wisdom saving throw or be {@condition blinded}, {@condition deafened}, and rendered unable to speak for 1 minute. Additionally, an illusion makes it appear that the creature has had its face erased. The {@spell remove curse} spell ends this effect, as does destroying the mirror. The mirror has AC 12, 10 hit points, vulnerability to bludgeoning damage, and immunity to poison and psychic damage. After a creature fails its saving throw against the trap, the trap won't activate again for 24 hours.\",{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"variantrules/VRGR/110-04-006.faceless-malice.webp\"},\"title\":\"The faceless malice haunted trap claims a victim\",\"width\":850,\"height\":1253,\"credit\":\"Irina Nordsol\"}]},{\"type\":\"entries\",\"name\":\"Icon of the Lower Aerial Kingdoms\",\"entries\":[\"{@i Haunt Bonus +6}\",\"This haunted trap is tied to the 10-foot-radius sphere surrounding an ominous, 1-foot-tall statue of a menacing, four-winged, birdlike figure. Once per day, when a creature enters the area, the trap's emanation manifests as the sound of distant flapping wings and a rush of warm air. If that creature is still in the area at the start of its next turn, it must succeed on a DC 16 Wisdom saving throw or be {@condition charmed} and {@condition incapacitated} for 1 minute. These conditions last until the creature is damaged or someone else uses an action to shake the creature. If the affected creature remains {@condition charmed} for the full minute, they are then affected as per the spell {@spell magic jar}, their soul entering the statue and being replaced by the spirit of a disembodied fiend. This effect ends when {@spell dispel evil and good} or a similar spell is cast on the affected creature, or when the statue is destroyed. The statue has AC 17, 15 hit points, and immunity to poison and psychic damage.\",\"This haunted trap manifests as the result of a fiendish influence. Casting {@spell dispel evil and good} on the statue permanently disarms the haunted trap.\"]},{\"type\":\"entries\",\"name\":\"Morbid Memory\",\"entries\":[\"{@i Haunt Bonus +0}\",\"A morbid memory trap presents little danger, but it proves useful in revealing important and unsettling glimpses into an area's past. This haunted trap affects a single room or 30-foot-square area. When a creature enters the area, the trap's emanation manifests as faint, disembodied whispers. If that creature is still in the area at the start of its next turn, an illusory scene plays out, repeating some terrible event that happened in the area. This vision typically lasts 1 minute. When the vision ends, all creatures in the area that saw the illusion must succeed on a DC 10 Wisdom saving throw or become {@condition frightened} of the area for the next {@dice 1d4} rounds. {@condition Frightened} creatures must take the {@action Dash} action and move away from the haunted area by the safest available route on each of their turns, unless there is nowhere else to move. After the haunted trap is activated, it won't activate again for 24 hours.\"]}]}]},{\"name\":\"Hazard\",\"source\":\"XPHB\",\"page\":368,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A {@5etools hazard|trapshazards.html} is an environmental danger.\"]},{\"name\":\"Healing\",\"source\":\"DMG\",\"page\":266,\"ruleType\":\"O\",\"entries\":[\"These optional rules make it easier or harder for adventurers to recover from injury, either increasing or reducing the amount of time your players can spend adventuring before rest is required.\",{\"type\":\"entries\",\"name\":\"Healer's Kit Dependency\",\"entries\":[\"A character can't spend any Hit Dice after finishing a short rest until someone expends one use of a healer's kit to bandage and treat the character's wounds.\"]},{\"type\":\"entries\",\"name\":\"Healing Surges\",\"entries\":[\"This optional rule allows characters to heal up in the thick of combat and works well for parties that feature few or no characters with healing magic, or for campaigns in which magical healing is rare.\",\"As an action, a character can use a healing surge and spend up to half his or her Hit Dice. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll.\",\"A character who uses a healing surge can't do so again until he or she finishes a short or long rest. Under this optional rule, a character regains all spent Hit Dice at the end of a long rest. With a short rest, a character regains Hit Dice equal to his or her level divided by four (minimum of one dice).\",\"For a more superheroic feel, you can let a character use a healing surge as a bonus action, rather than as an action.\"]},{\"type\":\"entries\",\"name\":\"Slow Natural Healing\",\"entries\":[\"Characters don't regain hit points at the end of a long rest. Instead, a character can spend Hit Dice to heal at the end of a long rest, just as with a short rest.\",\"This optional rule prolongs the amount of time that characters need to recover from their wounds without the benefits of magical healing and works well for grittier, more realistic campaigns.\"]}]},{\"name\":\"Healing\",\"source\":\"XPHB\",\"page\":368,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"Healing is how you regain {@variantrule Hit Points|XPHB}.\"]},{\"name\":\"Heavily Obscured\",\"source\":\"XPHB\",\"page\":368,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"You have the {@condition Blinded|XPHB} condition while trying to see something in a {@variantrule Heavily Obscured|XPHB} space.\"]},{\"name\":\"Hemocraft\",\"source\":\"TDCSR\",\"page\":165,\"ruleType\":\"O\",\"entries\":[\"Two of the subclasses in this book, the cleric's Blood Domain and the wizard's Blood Magic arcane tradition, use the magical art of hemocraft. This involves using your own blood and the blood of other creatures to heal, hex, and even bend bodies to your will.\",{\"type\":\"entries\",\"name\":\"Blood and Session Zero\",\"page\":165,\"entries\":[\"Self-harm and the removal of agency can be an incredibly sensitive topic, regardless of whether it's happening to someone's own character, to another player character, or to an NPC. Additionally, many people have blood phobias that they may not want to disclose. Because of this, if any player or the GM wants to use one of these options, it's important that you bring it up in a pregame {@book session zero|TDCSR|4|Session Zero} and get everyone's affirmative and enthusiastic buy-in. These options are exciting and flavorful, but the comfort of your group is essential to making the game fun for everyone.\"]},{\"type\":\"entries\",\"name\":\"Blood and Spellcasting\",\"page\":165,\"entries\":[\"If everyone in your group is okay with using blood magic in your game, consider how you can describe your spellcasting in fun and eerie ways. When casting divine spells as a Blood Domain cleric, you can flavor your descriptions to tailor the magic's effect on an opponent's blood and vitality. The {@spell hold person} spell might involve locking a target's body into place from the circulatory system out. {@spell Cure wounds} might feature lines of blood knitting lacerations together like a needle and thread. As a Blood Magic wizard, your {@spell find familiar} spell could conjure a horrific crimson spirit of congealed ichor and pulsing veins. Have fun with the theme!\"]},{\"type\":\"entries\",\"name\":\"I Don't Have Blood!\",\"page\":165,\"entries\":[\"Some characters don't have blood. It might be because they're a living construct, or have become undead through some macabre magic. If you want to play a blood mage but don't have blood yourself, consider your hemocraft to be a unique variant that channels the power of your life force, the necromantic energy that animates you, or even the oil that pumps through your artificial form. This is a purely flavorful change, and doesn't affect any of your subclass features.\"]},{\"type\":\"entries\",\"name\":\"They Don't Have Blood!\",\"page\":165,\"entries\":[\"On the other hand, some hemocraft features require the targets of your magic to have blood themselves. It's generally up to the Game Master to decide what does and doesn't have blood, but for the most part, all beasts, dragons, giants, and humanoids need blood to live. Most celestials, fey, and fiends have blood or magical ichor, as well as some elementals. However, constructs and undead don't have blood, and are unaffected by hemocraft.\",\"Most aberrations, monstrosities, and plants also need blood or some type of vital sap or ichor to survive. It's recommended that the Game Master rule in the players' favor in cases like these. That said, one way to show that hemocraft is more difficult to use against such creatures is to give them {@quickref Advantage and Disadvantage|PHB|2|0|advantage} on any {@quickref saving throws|PHB|2|1|saving throw} against the feature the character is trying to use.\"]}]},{\"name\":\"Hero Points\",\"source\":\"DMG\",\"page\":264,\"ruleType\":\"O\",\"entries\":[\"Hero points work well in epic fantasy and mythic campaigns in which the characters are meant to be more like superheroes than the average adventurer is.\",\"With this option, a character starts with 5 hero points at 1st level. Each time the character gains a level, he or she loses any unspent hero points and gains a new total equal to 5 + half the character's level.\",\"A player can spend a hero point whenever he or she makes an attack roll, an ability check, or a saving throw The player can spend the hero point after the roll is made but before any of its results are applied. Spending the hero point allows the player to roll a {@dice d6} and add it to the {@dice d20}, possibly turning a failure into a success. A player can spend only 1 hero point per roll.\",\"In addition, whenever a character fails a death saving throw, the player can spend one hero point to turn the failure into a success.\"]},{\"name\":\"Heroic Inspiration\",\"source\":\"XPHB\",\"page\":368,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"If you ({@variantrule Player Character|XPHB|a player character}) have Heroic Inspiration, you can expend it to reroll any die immediately after rolling it, and you must use the new roll.\",\"If you gain Heroic Inspiration but already have it, it's lost unless you give it to a {@variantrule Player Character|XPHB|player character} who lacks it.\"]},{\"name\":\"High Jump\",\"source\":\"XPHB\",\"page\":368,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"When you make a High Jump, you leap into the air a number of feet equal to 3 plus your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing High Jump, you can jump only half that distance. Either way, each foot of the jump costs a foot of movement.\",\"You can extend your arms half your height above yourself during the jump. Thus, you can reach a distance equal to the height of the jump plus 1½ times your height.\"]},{\"name\":\"Hit Point Dice\",\"source\":\"XPHB\",\"page\":368,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"Hit Point Dice, or Hit Dice for short, help determine a {@variantrule Player Character|XPHB|player character's} Hit Point maximum, as explained in {@book chapter 2|XPHB|2}. Most {@variantrule Monster|XPHB|monsters} also have Hit Dice. A creature can spend Hit Dice during a {@variantrule Short Rest|XPHB} to regain {@variantrule Hit Points|XPHB}.\"]},{\"name\":\"Hit Points\",\"source\":\"XPHB\",\"page\":368,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"Hit Points (HP) are a measure of how difficult it is to kill or destroy a creature or an object. Damage reduces Hit Points, and healing restores them. You can't have more Hit Points than your Hit Point maximum, and you can't have less than 0.\"]},{\"name\":\"Hitting Cover\",\"source\":\"DMG\",\"page\":272,\"ruleType\":\"O\",\"entries\":[\"When a ranged attack misses a target that has cover, you can use this optional rule to determine whether the cover was struck by the attack.\",\"First, determine whether the attack roll would have hit the protected target without the cover. If the attack roll falls within a range low enough to miss the target but high enough to strike the target if there had been no cover, the object used for cover is struck. If a creature is providing cover for the missed creature and the attack roll exceeds the AC of the covering creature, the covering creature is hit.\"]},{\"name\":\"Hostile [Attitude]\",\"source\":\"XPHB\",\"page\":368,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A Hostile creature views you unfavorably. You have {@variantrule Disadvantage|XPHB} on an ability check to influence a Hostile creature.\"]},{\"name\":\"Hover\",\"source\":\"XPHB\",\"page\":368,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"Some creatures can hover, as noted in their stat blocks, and some spells and other effects grant the ability to hover. Hovering while {@variantrule Flying|XPHB|flying} prevents you from falling in certain circumstances.\"]},{\"name\":\"Human Languages\",\"source\":\"SCAG\",\"page\":112,\"ruleType\":\"O\",\"entries\":[\"Many human ethnicities and nations in Faerûn have their own language in addition to Common Most human languages are written in Thorass the alphabet of Old Common derived from the Chondathan language that traders used as their common tongue A few human languages use other alphabets including Draconic Dethek and Espruar The languages of the ethnicities described in the Players Handbook and this book are as follows:\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Arkaiun:\",\"entry\":\"Dambrathan (written in Espruar)\"},{\"type\":\"item\",\"name\":\"Bedine:\",\"entry\":\"Midani\"},{\"type\":\"item\",\"name\":\"Calishite:\",\"entry\":\"Alzhedo\"},{\"type\":\"item\",\"name\":\"Chondathan:\",\"entry\":\"Chondathan\"},{\"type\":\"item\",\"name\":\"Damaran:\",\"entry\":\"Damaran (written in Dethek)\"},{\"type\":\"item\",\"name\":\"Ffolk:\",\"entry\":\"Waelan\"},{\"type\":\"item\",\"name\":\"Gur:\",\"entry\":\"Guran (a patois of Roushoum and Rashemi)\"},{\"type\":\"item\",\"name\":\"Halruaan:\",\"entry\":\"Halruaan (written in Draconic)\"},{\"type\":\"item\",\"name\":\"Illuskan:\",\"entry\":\"Illuskan\"},{\"type\":\"item\",\"name\":\"Imaskari:\",\"entry\":\"Roushoum\"},{\"type\":\"item\",\"name\":\"Mulan:\",\"entry\":\"Chessentan, Mulhorandi, Untheric, or Thayan\"},{\"type\":\"item\",\"name\":\"Nar:\",\"entry\":\"Damaran\"},{\"type\":\"item\",\"name\":\"Rashemi:\",\"entry\":\"Rashemi\"},{\"type\":\"item\",\"name\":\"Shaaran:\",\"entry\":\"Shaaran (written in Dethek)\"},{\"type\":\"item\",\"name\":\"Shou:\",\"entry\":\"Shou\"},{\"type\":\"item\",\"name\":\"Tethyrian:\",\"entry\":\"Chondathan\"},{\"type\":\"item\",\"name\":\"Tuigan:\",\"entry\":\"Tuigan\"},{\"type\":\"item\",\"name\":\"Turami:\",\"entry\":\"Turmic\"},{\"type\":\"item\",\"name\":\"Ulutiun:\",\"entry\":\"Uluik\"}]},\"If your Dungeon Master allows this option then any human from an ethnic group that has its own language is assumed to know that language as well as Common. This ethnic language is treated as a free additional language for such individuals.\"]},{\"name\":\"Illegal Drugs\",\"source\":\"TDCSR\",\"page\":85,\"ruleType\":\"O\",\"entries\":[\"If you want to include drugs in your RPG campaign, consider discussing with your group in a {@book session zero|TDCSR|4|Session Zero} to make sure everyone is okay to encounter them in-game. If any player says no or doesn't enthusiastically buy-in, err on the side of caution and leave the drugs out. It's also important to check in with your group whenever drug use comes into play, just to make sure everyone is still having fun. Additionally, while use of drugs might be fine with everyone, also make sure you know how comfortable your players are with explicit descriptions of needles, issues of addiction, and any other topics related to drug use.\",\"The {@book Clasp|TDCSR|2|The Clasp} and the {@book Myriad|TDCSR|2|The Myriad} deal in a variety of illegal, mind-altering drugs, and {@book Kymal|TDCSR|3|Kymal} is the epicenter of both organizations' clientele. Though the creation and possession of these drugs is strictly prohibited in most of Tal'Dorei, they have found popularity within all levels of society, particularly in {@book Kymal|TDCSR|3|Kymal}, where the {@book Public Defense|TDCSR|3|Defense|2} frequently looks the other way for a small bribe.\",{\"type\":\"entries\",\"name\":\"Oloore Root\",\"page\":85,\"entries\":[\"This root is typically {@item Oloore Root Teabag|TDCSR|sold in teabags} for 100 gp per dose. It was originally a ritualistic tool used by the followers of many gods, but now sees more recreational use. Oracles used it to enhance their divinations, for it helped them leave their physical bodies behind and become closer to gods and spirits. Drinking tea brewed from the root causes intense hallucinations, which feel like they have granted perfect clarity of mind to the imbiber.\",\"After drinking {@item Oloore Root Teabag|TDCSR|oloore tea} as an action, you must succeed on a {@dc 19} Constitution {@quickref saving throws|PHB|2|1|saving throw} or experience vivid hallucinations for {@dice 1d4} hours. During this time, you have {@quickref Advantage and Disadvantage|PHB|2|0|disadvantage} on attack rolls and {@quickref ability checks|PHB|2|0}. If you fail the {@quickref saving throws|PHB|2|1|saving throw} by 10 or more, your hallucinations become horrific visions and you gain a level of {@condition exhaustion}. On a success, you gain preternatural clarity, allowing you to cast the {@spell scrying} spell once within the next {@dice 1d4} hours.\"]},{\"type\":\"entries\",\"name\":\"Zeal\",\"page\":85,\"entries\":[\"Distilled from the ichor of demons, {@item zeal|TDCSR} was originally used by Tal'Dorei's ancient berserkers to grant them incredible strength and courage before battles. These days, it's most commonly used by criminal bruisers before a brawl. Most modern warriors stay well away from {@item zeal|TDCSR}, due both to its addictive nature and to the mental and physical degeneration it can cause over long periods of time. When prepared properly, {@item zeal|TDCSR} is a purple, ashy-tasting gel that typically costs 150 gp per dose.\",\"After slathering {@item zeal|TDCSR} across your exposed skin as an action, you must make a {@dc 12} Constitution {@quickref saving throws|PHB|2|1|saving throw}. On a failure, you become {@condition paralyzed} for {@dice 1d4} rounds as your muscles lock up. On a success, your weapon attacks deal an additional {@damage 1d6} damage for the next minute. After this effect ends, you gain one level of {@condition exhaustion}.\"]},{\"type\":\"entries\",\"name\":\"Suude\",\"page\":85,\"entries\":[\"Exandria's most infamous drug, {@item suude|TDCSR} is a glittering powder made from {@book residuum|TDCSR|3|An Enchanting Export}. It was first developed by power-hungry archmages in the {@book Age of Arcanum|TDCSR|1|Age of Arcanum} as an incense burned to enhance focus during ritual spellcasting. The secret to its refinement has been lost and rediscovered a variety of times since the {@book Calamity|TDCSR|1|The Calamity}, and many different types of {@item suude|TDCSR} have been developed by arcanists in search of ever-greater power. It has terrible addictive and mentally degenerative properties, even when used sparingly.\",\"After burning {@item suude|TDCSR} within a vessel and inhaling its fumes as an action, you take 22 ({@damage 4d10}) psychic damage and must make a {@dc 10} Constitution {@quickref saving throws|PHB|2|1|saving throw}. On a failure, you become {@condition poisoned} for 1 hour and fall {@condition unconscious} for 1 minute, or until you are shaken awake as an action. During this time, the world seems to move in slow motion, and your vision is twisted in kaleidoscopic colors—yet your focus is never distorted. If one dose of {@item suude|TDCSR}, or more, is used within 1 hour of another, the DC of the Constitution {@quickref saving throws|PHB|2|1|saving throw} is increased by 5 per additional dose. If you fail this save by 10 or more, you instantly drop to 0 hit points.\",\"On a success, you gain the ability to use one of the following Metamagic options as a sorcerer for the next minute, requiring no sorcery points. The type of Metamagic you gain access to depends on the type of {@item suude|TDCSR}, and once you use it, you can't use it again until you inhale {@item suude|TDCSR} again.\",\"{@item Suude (Brown)|TDCSR|Brown suude} allows you to use the {@optfeature Extended Spell|PHB} Metamagic option, {@item Suude (blue)|TDCSR|blue suude} allows you to use {@optfeature Twinned Spell|PHB}, and {@item Suude (Brown)|TDCSR|red suude} grants {@optfeature Distant Spell|PHB}.\"]}]},{\"name\":\"Illusions\",\"source\":\"XPHB\",\"page\":369,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"Spells and other effects sometimes create magical illusions. Such an effect defines what the illusion does and which senses or mental faculties it deceives.\",\"If an illusion manifests in space, the illusion is insubstantial and weightless, yet it seems to be affected by the environment as if the illusion were real unless the effect that created it specifies otherwise. For example, a visual illusion of a creature casts shadows and reflections, and wind appears to affect the illusory creature. Similarly, an audible illusion echoes in an echoey space.\"]},{\"name\":\"Immunity\",\"source\":\"XPHB\",\"page\":369,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"If you have Immunity to a {@variantrule Damage Types|XPHB|damage type} or a {@variantrule Condition|XPHB|condition}, it doesn't affect you in any way.\"]},{\"name\":\"Improvised Weapons\",\"source\":\"XPHB\",\"page\":369,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"An improvised weapon is an object wielded as a makeshift weapon, such as broken glass, a table leg, or a frying pan. A Simple or Martial weapon also counts as an improvised weapon if it's wielded in a way contrary to its design; if you use a Ranged weapon to make a melee attack or throw a Melee weapon that lacks the Thrown property, the weapon counts as an improvised weapon. An improvised weapon follows the rules below.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Proficiency\",\"entries\":[\"Don't add your {@variantrule Proficiency|XPHB|Proficiency Bonus} to attack rolls with an improvised weapon.\"]},{\"type\":\"entries\",\"name\":\"Damage\",\"entries\":[\"On a hit, the weapon deals {@dice 1d4} damage of a type the DM thinks is appropriate for the object.\"]},{\"type\":\"entries\",\"name\":\"Range\",\"entries\":[\"If you throw the weapon, it has a normal range of 20 feet and a long range of 60 feet.\"]},{\"type\":\"entries\",\"name\":\"Weapon Equivalents\",\"entries\":[\"If an improvised weapon resembles a Simple or Martial weapon, the DM may say it functions as that weapon and uses that weapon's rules. For example, the DM could treat a table leg as a {@item Club|XPHB}.\"]}]}]},{\"name\":\"Indifferent [Attitude]\",\"source\":\"XPHB\",\"page\":369,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"An Indifferent creature has no desire to help or hinder you. Indifferent is the default attitude of a {@variantrule Monster|XPHB|monster}.\"]},{\"name\":\"Initiative\",\"source\":\"XPHB\",\"page\":369,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"Initiative determines the order of turns during combat. The combat rules in {@book chapter 1|XPHB|1} explain how to roll Initiative.\",\"Sometimes a DM might have combatants use their Initiative scores instead of rolling Initiative. Your Initiative score equals 10 plus your Dexterity modifier. If you have {@variantrule Advantage|XPHB} on Initiative rolls, increase your Initiative score by 5. If you have {@variantrule Disadvantage|XPHB} on those rolls, decrease that score by 5.\"]},{\"name\":\"Initiative Variants\",\"source\":\"DMG\",\"page\":270,\"ruleType\":\"O\",\"entries\":[\"This section offers different ways to handle initiative.\",{\"type\":\"entries\",\"name\":\"Initiative Score\",\"entries\":[\"With this optional rule, creatures don't roll initiative at the start of combat. Instead, each creature has an initiative score, which is a passive Dexterity check: 10 + Dexterity modifier.\",\"By cutting down on die rolls, math done on the fly, and the process of asking for and recording totals, you can speed your game up considerably—at the cost of an initiative order that is often predictable.\"]},{\"type\":\"entries\",\"name\":\"Side Initiative\",\"entries\":[\"Recording initiative for each PC and monster, arranging everyone in the correct order, and remembering where you are in the list can bog the game down. If you want quicker combats, at the risk of those combats becoming unbalanced, try using the side initiative rule.\",\"Under this variant, the players roll a {@dice d20} for their initiative as a group, or side. You also roll a {@dice d20}. Neither roll receives any modifiers. Whoever rolls highest wins initiative. In case of a tie, keep rerolling until the tie is broken.\",\"When it's a side's turn, the members of that side can act in any order they choose. Once everyone on the side has taken a turn, the other side goes. A round ends when both sides have completed their turns.\",\"If more than two sides take part in a battle, each side rolls for initiative. Sides act from the highest roll to lowest. Combat continues in the initiative order until the battle is complete.\",\"This variant encourages teamwork and makes your life as a DM easier, since you can more easily coordinate monsters. On the downside, the side that wins initiative can gang up on enemies and take them out before they have a chance to act.\"]},{\"type\":\"entries\",\"name\":\"Speed Factor\",\"entries\":[\"Some DMs find the regular progression of initiative too predictable and prone to abuse. Players can use their knowledge of the initiative order to influence their decisions. For example, a badly wounded fighter might charge a troll because he knows that the cleric goes before the monster and can heal him.\",\"Speed factor is an option for initiative that introduces more uncertainty into combat, at the cost of speed of play. Under this variant, the participants in a battle roll initiative each round. Before rolling, each character or monster must choose an action.\",{\"type\":\"entries\",\"name\":\"Initiative Modifiers\",\"entries\":[\"Modifiers might apply to a creature's initiative depending on its size and the action it takes. For example, a creature that fights with a light weapon or casts a simple spell is more likely to act before a creature armed with a heavy or slow weapon. See the Speed Factor Initiative Modifiers table for details. If an action has no modifier listed, the action has no effect on initiative. If more than one modifier applies such as wielding a two-handed, heavy melee weapon, apply them all to the initiative roll.\"]},{\"type\":\"table\",\"caption\":\"Speed Factor Initiative Modifiers\",\"colLabels\":[\"Factor\",\"Initiative Modifier\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"Spellcasting\",\"Subtract the spell's level\"],[\"Melee, heavy weapon\",\"-2\"],[\"Melee, light or finesse weapon\",\"+2\"],[\"Melee, two-handed weapon\",\"-2\"],[\"Ranged, loading weapon\",\"-5\"]]},{\"type\":\"table\",\"colLabels\":[\"Creature Size\",\"Initiative Modifier\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"Tiny\",\"+5\"],[\"Small\",\"+2\"],[\"Medium\",\"+0\"],[\"Large\",\"-2\"],[\"Huge\",\"-5\"],[\"Gargantuan\",\"-8\"]]},\"Don't apply the same modifier more than once on a creature's turn. For example, a rogue fighting with two daggers gains the +2 bonus for using a light or finesse weapon only once. In the case of spellcasting, apply only the modifier from the highest-level spell.\",\"Apply any modifiers for bonus actions to that creature's turn, remembering never to apply the same modifier twice. For instance, a paladin casts a 2nd-level spell as a bonus action and then attacks with a shortsword. The paladin takes a -2 penalty for the spell and gains a +2 bonus for using a light weapon, for a total modifier of +0.\",\"The table is only a starting point. You can refer to it when adjudicating any actions a character takes that you think should be faster or slower. Quick, easy actions should grant a bonus, while slow, difficult ones should incur a penalty. As a rule of thumb, apply a bonus or penalty of 2 or 5 for an action.\",\"For example, a fighter wants to turn a winch to raise a portcullis. This is a complex, difficult action. You could rule that it incurs a -5 initiative penalty.\",{\"type\":\"entries\",\"name\":\"Rolling Initiative\",\"entries\":[\"After deciding on an action, everyone rolls initiative and applies modifiers, keeping the result secret. You then announce an initiative number, starting with 30 and working down (it helps to call out ranges of numbers at the start). Break any ties by having the combatant with the highest Dexterity act first. Otherwise, roll to determine who goes first.\"]},{\"type\":\"entries\",\"name\":\"Turns\",\"entries\":[\"On its turn, a creature moves as normal but must take the action it selected or take no action at all.\",\"Once everyone has acted, the process repeats. Everyone in the battle selects an action, rolls initiative, and takes turns in order.\"]}]}]},{\"name\":\"Injuries\",\"source\":\"DMG\",\"page\":272,\"ruleType\":\"O\",\"entries\":[\"Damage normally leaves no lingering effects. This option introduces the potential for long-term injuries.\",\"It's up to you to decide when to check for a lingering injury. A creature might sustain a lingering injury under the following circumstances:\",{\"type\":\"list\",\"items\":[\"When it takes a critical hit\",\"When it drops to 0 hit points but isn't killed outright\",\"When it fails a death saving throw by 5 or more\"]},\"To determine the nature of the injury, roll on the Lingering Injuries table. This table assumes a typical humanoid physiology, but you can adapt the results for creatures with different body types.\",{\"type\":\"table\",\"caption\":\"Lingering Injuries\",\"colLabels\":[\"d20\",\"Injury\"],\"colStyles\":[\"col-2 text-center no-wrap\",\"col-10\"],\"rows\":[[\"1\",\"{@bold Lose an Eye.} You have disadvantage on Wisdom ({@skill Perception}) checks that rely on sight and on ranged attack rolls. Magic such as the {@spell regenerate} spell can restore the lost eye. If you have no eyes left after sustaining this injury, you're {@condition blinded}.\"],[\"2\",\"{@bold Lose an Arm or a Hand.} You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic such as the {@spell regenerate} spell can restore the lost appendage.\"],[\"3\",\"{@bold Lose a Foot or Leg.} Your speed on foot is halved, and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall {@condition prone} after using the {@action Dash} action. You have disadvantage on Dexterity checks made to balance. Magic such as the {@spell regenerate} spell can restore the lost appendage.\"],[\"4\",\"{@bold Limp.} Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the {@action Dash} action. If you fail the save, you fall {@condition prone}. Magical healing removes the limp.\"],[\"5-7\",\"{@bold Internal Injury.} Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. The injury heals if you receive magical healing or if you spend ten days doing nothing but resting.\"],[\"8-10\",\"{@bold Broken Ribs.} This has the same effect as Internal Injury above, except that the save DC is 10.\"],[\"11-13\",\"{@bold Horrible Scar.} You are disfigured to the extent that the wound can't be easily concealed. You have disadvantage on Charisma ({@skill Persuasion}) checks and advantage on Charisma ({@skill Intimidation}) checks. Magical healing of 6th level or higher, such as {@spell heal} and {@spell regenerate}, removes the scar.\"],[\"14-16\",\"{@bold Festering Wound.} Your hit point maximum is reduced by 1 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The wound heals if you receive magical healing. Alternatively, someone can tend to the wound and make a DC 15 Wisdom ({@skill Medicine}) check once every 24 hours. After ten successes, the wound heals.\"],[\"17-20\",\"{@bold Minor Scar.} The scar doesn't have any adverse effect. Magical healing of 6th level or higher, such as {@spell heal} and {@spell regenerate}, removes the scar.\"]]},\"Instead of using the effect described in the table, you can put the responsibility of representing a character's lingering injury in the hands of the player. Roll on the Lingering Injuries table as usual, but instead of suffering the effect described for that result, that character gains a new flaw with the same name. It's up to the player to express the lingering injury during play, just like any other flaw, with the potential to gain inspiration when the injury affects the character in a meaningful way.\"]},{\"name\":\"Inspiration\",\"source\":\"DMG\",\"page\":240,\"entries\":[\"Awarding inspiration is an effective way to encourage roleplaying and risk-taking. As explained in the {@book Player's Handbook|PHB}, having inspiration gives a character an obvious benefit: being able to gain advantage on one ability check, attack roll, or saving throw. Remember that a character can have no more than one inspiration at a time.\",{\"type\":\"entries\",\"name\":\"Awarding Inspiration\",\"entries\":[\"Think of inspiration as a spice that you can use to enhance your campaign. Some DMs forgo using inspiration, while others embrace it as a key part of the game. If you take away anything from this section, remember this golden rule: inspiration should make the game more enjoyable for everyone. Award inspiration when players take actions that make the game more exciting, amusing, or memorable.\",\"As a rule of thumb, aim to award inspiration to each character about once per session of play. Over time, you might want to award inspiration more or less often, at a rate that works best for your table. You might use the same rate for your entire DMing career, or you might change it with each campaign.\",\"Offering inspiration as a reward encourages certain types of behavior in your players. Think of your style as a DM and your group's preferences. What helps make the game more fun for your group? What type of action fit in with your campaign's style or genre? Your answer to those questions help determine when you award inspiration.\",{\"type\":\"entries\",\"name\":\"Roleplaying\",\"entries\":[\"Using inspiration to reward roleplaying is a good place to start for most groups. Reward a player with inspiration when that player causes his or her character to do something that is consistent with the character's personality trait, flaw, or bond. The character's action should be notable in some way. It might drive the story forward, push the adventurers into danger, or make everyone at the table laugh. In essence. you reward the player for roleplaying in a way that makes the game more enjoyable for everyone else.\",\"Take into account each player's roleplaying style, and try not to favor one style over another. For example, Allison might be comfortable speaking in an accent and adopting her character's mannerisms, but Paul feels self-conscious when trying to act and prefers to describe his character's attitude and actions. Neither style is better than the other. Inspiration encourages players to take part and make a good effort, and awarding it fairly makes the game better for everyone.\"]},{\"type\":\"entries\",\"name\":\"Heroism\",\"entries\":[\"You can use inspiration to encourage player characters to take risks. A fighter might not normally hurl himself over a balcony to land in the mid of a pack of hungry ghouls, but you can reward the character's daring maneuver with inspiration. Such a reward tells the players that you want them to embrace swashbuckling action.\",\"This approach is great for campaigns that emphasize action-packed heroics. For such campaigns, consider allowing inspiration to be spent after a {@dice d20} roll, rather than before. This approach turns inspiration into a cushion against failure—and a guarantee that it comes into play only when a player is faced directly by failure. Such an assurance makes risky tactics less daunting.\"]},{\"type\":\"entries\",\"name\":\"A Reward for Victory\",\"entries\":[\"Some DMs prefer to play an impartial role in their campaigns. Inspiration normally requires a DM's judgment to award, which might run against your style if you like a campaign where you let dice determine most outcomes. If that's your style, consider using inspiration as a reward when the characters achieve an important goal or victory, representing a surge of confidence and energy.\",\"Under this model, give everyone in the party inspiration if the characters manage to defeat a powerful foe, execute a cunning plan to achieve a goal, or otherwise overcome a daunting obstacle in the campaign.\"]},{\"type\":\"entries\",\"name\":\"Genre Emulation\",\"entries\":[\"Inspiration is a handy tool for reinforcing the conventions of a particular genre. Under this approach, think of the motifs of a genre as personality traits, flaws, and bonds that can apply to any of the adventurers. For example, in a campaign inspired by film noir, characters could have an additional flaw: \\\"I can 't resist helping a person I find alluring despite warnings that he or she is nothing but trouble.\\\" If the characters agree to help a suspicious but seductive noble and thereby become entangled in a web of intrigue and betrayal, reward them with inspiration.\",\"Similarly, characters in a horror story typically can't help but spend a night in a haunted house to learn its secrets. They probably also go off alone when they shouldn't. If the party splits up, consider giving each character inspiration.\",\"A sensible person would avoid the noble's intrigues and the haunted house, but in film noir or horror, we're not dealing with sensible people; we're dealing with protagonists in a particular type of story. For this approach to work, create a list of your genre's main conventions and share it with your players. Before the campaign begins, talk about the list to make sure your group is on board for embracing those conventions.\"]},{\"type\":\"entries\",\"name\":\"Players and Inspiration\",\"entries\":[\"Remember that a player with inspiration can award it to another player. Some groups even like to treat inspiration as a group resource, deciding collectively when to spend it on a roll. It's best to let players award their inspiration as they see fit, but feel free to talk to them about following certain guidelines, particularly if you're trying to reinforce conventions of a certain genre.\"]}]},{\"type\":\"entries\",\"name\":\"When Do You Award Inspiration\",\"entries\":[\"Consider the timing of your inspiration rewards. Some DMs like to award inspiration in response to an action. Other DMs like to encourage specific actions by offering inspiration while a player is considering options. Both approaches have their strengths and weaknesses.\",\"Waiting until after an action preserves the flow of play, but it also means players don't know whether their decisions will earn them inspiration. It also means the player can't spend the inspiration on the act that earned it, unless you allow a player to retroactively spend it or are quick enough to award it before any rolls. This approach works best for groups that want to focus on immersion and player agency, where the DM steps back and gives the players more freedom to do what they want.\",\"Telling a player that an action will earn inspiration provides clarity, but it can make it feel like you are manipulating the players or making choices for them. Offering inspiration before an action works great with groups that are comfortable with an emphasis on genre emulation and group storytelling, where character freedom isn't as important as weaving a compelling tale together.\",\"Start with awarding inspiration after an action, especially for your first campaign or when playing with a new group. That approach is the least disruptive to the flow of play and avoids making the players feel as if you are being manipulative.\"]},{\"type\":\"entries\",\"name\":\"Tracking Inspiration\",\"entries\":[\"A player typically notes on a character sheet whether he or she has inspiration, or you can use poker chips or some other token. Alternatively, you can hand out special d20s to represent inspiration. When a player spends inspiration, he or she rolls the die and then hands it back to you. If the player instead gives the inspiration to someone else, the {@dice d20} can go to that other person.\"]},{\"type\":\"entries\",\"name\":\"Ignoring Inspiration\",\"entries\":[\"Inspiration might not work for your campaign. Some DMs feel it adds a layer of metagame thinking, and others feel that heroism, roleplaying, and other parts of the game are their own rewards that don't need incentives like inspiration.\",\"If you choose to ignore inspiration, you're telling the players that your campaign is one where you let the dice fall where they may. It's a good option for gritty campaigns or ones where the DM focuses on playing an impartial role as a rules arbiter.\"]},{\"type\":\"entries\",\"name\":\"Variant: Only Players Award Inspiration\",\"entries\":[\"As a DM, you have a lot to track during the game. Sometimes you can lose track of inspiration and forget to award it. As a variant rule, you can allow the players to handle awarding inspiration entirely. During every session, each player can award inspiration to another player. A player follows whatever guidelines the group has agreed on for awarding inspiration.\",\"This approach makes your life easier and also gives players the chance to recognize each other for good play. You still need to make sure that inspiration is being awarded fairly.\",\"This approach works best with groups that are focused on the story. It falls flat if the players merely manipulate it to gain advantage in key situations, without earning inspiration by way of good roleplaying or whatever other criteria the group has established.\",\"In this variant, you can allow each player to award inspiration more than once per session. If you do so, the first time that a player awards inspiration in a session is free. Whenever that player awards it later in the same session, you gain inspiration that you can spend to give advantage to any foe of the player characters. There's no limit to the number of inspirations you can gain in this way, and unspent inspiration carries over from one session to the next.\"]}]},{\"name\":\"Inspiration\",\"source\":\"PHB\",\"page\":125,\"type\":\"section\",\"entries\":[\"Inspiration is a rule the Dungeon Master can use to reward you for playing your character in a way that's true to his or her personality traits, ideal, bond, and flaw. By using inspiration, you can draw on your personality trait of compassion for the downtrodden to give you an edge in negotiating with the Beggar Prince. Or inspiration can let you call on your bond to the defense of your home village to push past the effect of a spell that has been laid on you.\",{\"type\":\"entries\",\"name\":\"Gaining Inspiration\",\"entries\":[\"Your DM can choose to give you inspiration for a variety of reasons. Typically, DMs award it when you play out your personality traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelling way. Your DM will tell you how you can earn inspiration in the game.\",\"You either have inspiration or you don't—you can't stockpile multiple \\\"inspirations\\\" for later use.\"]},{\"type\":\"entries\",\"name\":\"Using Inspiration\",\"entries\":[\"If you have inspiration, you can expend it when you make an attack roll, saving throw, or ability check. Spending your inspiration gives you advantage on that roll.\",\"Additionally, if you have inspiration, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game. When another player character does something that really contributes to the story in a fun and interesting way, you can give up your inspiration to give that character inspiration.\"]}]},{\"name\":\"Jumping\",\"source\":\"XPHB\",\"page\":370,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"When you jump, you make either a {@variantrule Long Jump|XPHB} (horizontal) or a {@variantrule High Jump|XPHB} (vertical).\"]},{\"name\":\"Knocking Out a Creature\",\"source\":\"XPHB\",\"page\":370,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"When you would reduce a creature to 0 {@variantrule Hit Points|XPHB} with a melee attack, you can instead reduce the creature to 1 Hit Point. The creature then has the {@condition Unconscious|XPHB} condition and starts a {@variantrule Short Rest|XPHB}.\",\"The creature remains Unconscious until it regains any {@variantrule Hit Points|XPHB} or until someone uses an action to administer first aid to it, which requires a successful {@dc 10} Wisdom ({@skill Medicine|XPHB}) check.\"]},{\"name\":\"Level Advancement without XP\",\"source\":\"DMG\",\"page\":261,\"entries\":[\"You can do away with experience points entirely and control the rate of character advancement. Advance characters based on how many sessions they play, or when they accomplish significant story goals in the campaign. In either case, you tell the players when their characters gain a level.\",\"This method of level advancement can be particularly helpful if your campaign doesn't include much combat, or includes so much combat that tracking XP becomes tiresome.\",{\"type\":\"entries\",\"name\":\"Session-Based Advancement\",\"entries\":[\"A good rate of session-based advancement is to have characters reach 2nd level after the first session of play, 3rd level after another session, and 4th level after two more sessions. Then spend two or three sessions for each subsequent level. This rate mirrors the standard rate of advancement, assuming sessions are about four hours long.\"]},{\"type\":\"entries\",\"name\":\"Story-Based Advancement\",\"entries\":[\"When you let the story of the campaign drive advancement, you award levels when adventurers accomplish significant goals in the campaign.\"]}]},{\"name\":\"Lightly Obscured\",\"source\":\"XPHB\",\"page\":370,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"You have {@variantrule Disadvantage|XPHB} on Wisdom ({@skill Perception|XPHB}) checks to see something in a Lightly Obscured space.\"]},{\"name\":\"Line [Area of Effect]\",\"source\":\"XPHB\",\"page\":370,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A Line is an area of effect that extends from a point of origin in a straight path along its length and covers an area defined by its width. The effect that creates a Line specifies its length and width.\",\"A Line's point of origin isn't included in the area of effect unless its creator decides otherwise.\"]},{\"name\":\"Long Jump\",\"source\":\"XPHB\",\"page\":370,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"When you make a Long Jump, you leap horizontally a number of feet up to your Strength score if you move at least 10 feet immediately before the jump. When you make a standing Long Jump, you can leap only half that distance. Either way, each foot you jump costs a foot of movement.\",\"If you land in {@variantrule Difficult Terrain|XPHB|difficult terrain}, you must succeed on a {@dc 10} Dexterity ({@skill Acrobatics|XPHB}) check or have the {@condition Prone|XPHB} condition.\",\"This Long Jump rule assumes that the height of the jump doesn't matter, such as a jump across a stream or chasm. At your DM's option, you must succeed on a {@dc 10} Strength ({@skill Athletics|XPHB}) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit the obstacle.\"]},{\"name\":\"Long Rest\",\"source\":\"XPHB\",\"page\":370,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A Long Rest is a period of extended downtime—at least 8 hours—available to any creature. During a Long Rest, you sleep for at least 6 hours and perform no more than 2 hours of light activity, such as reading, talking, eating, or standing watch.\",\"During sleep, you have the {@condition Unconscious|XPHB} condition. After you finish a Long Rest, you must wait at least 16 hours before starting another one.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Benefits of the Rest\",\"entries\":[\"To start a Long Rest, you must have at least 1 {@variantrule Hit Points|XPHB|Hit Point}. When you finish the rest, you gain the following benefits:\"]},{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Regain All HP\",\"entries\":[\"You regain all lost {@variantrule Hit Points|XPHB} and all spent {@variantrule Hit Point Dice|XPHB}. If your Hit Point maximum was reduced, it returns to normal.\"]},{\"type\":\"item\",\"name\":\"Ability Scores Restored\",\"entries\":[\"If any of your ability scores were reduced, they return to normal.\"]},{\"type\":\"item\",\"name\":\"Exhaustion Reduced\",\"entries\":[\"If you have the {@condition Exhaustion|XPHB} condition, its level decreases by 1.\"]},{\"type\":\"item\",\"name\":\"Special Feature\",\"entries\":[\"Some features are recharged by a Long Rest. If you have such a feature, it recharges in the way specified in its description.\"]}]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Interrupting the Rest\",\"entries\":[\"A Long Rest is stopped by the following interruptions:\"]}]},{\"type\":\"list\",\"items\":[\"Rolling {@variantrule Initiative|XPHB}\",\"Casting a spell other than a cantrip\",\"Taking any damage\",\"1 hour of walking or other physical exertion.\"]},\"If you rested at least 1 hour before the interruption you gain the benefits of a {@variantrule Short Rest|XPHB}.\",\"You can resume a Long Rest immediately after an interruption. If you do so, the rest requires 1 additional hour per interruption to finish.\"]}]},{\"name\":\"Loyalty\",\"source\":\"DMG\",\"page\":93,\"ruleType\":\"O\",\"entries\":[\"Loyalty is an optional rule you can use to determine how far an NPC party member will go to protect or assist the other members of the party (even those she doesn't particularly like). An NPC party member who is abused or ignored is likely to abandon the party, whereas an NPC who owes a life characters or shares their goals might fight to the death for them. Loyalty can be roleplayed or represented by this rule.\",{\"type\":\"entries\",\"name\":\"Loyalty Score\",\"entries\":[\"An NPC's loyalty is measured on a numerical scale from 0 to 20. The NPC's maximum loyalty score is equal to the highest Charisma score among all adventurers in the party, and its starting loyalty score is half that number. If the highest Charisma score changes—perhaps a character dies or leaves the group-adjust the NPC's loyalty score accordingly.\"]},{\"type\":\"entries\",\"name\":\"Tracking Loyalty\",\"entries\":[\"Keep track of an NPC's loyalty score in secret so that the players won't know for sure whether an NPC party member is loyal or disloyal (even if the NPC is currently under a player's control).\",\"An NPC's loyalty score increases by {@dice 1d4} if other party members help the NPC achieve a goal tied to its bond. Likewise, an NPC's loyalty score increases by {@dice 1d4} if the NPC is treated particularly well (for example, given a magic weapon as a gift) or rescued by another party member. An NPC's loyalty score can never be raised above its maximum.\",\"When other party members act in a manner that runs counter to the NPC's alignment or bond, reduce the PC's loyalty score by {@dice 1d4}. Reduce the NPC's loyalty score by {@dice 2d4} if the character is abused, misled, or endangered by other party members for purely selfish reasons.\",\"An NPC whose loyalty score drops to 0 is no longer loyal to the party and might part ways with them. A loyalty score can never drop below 0.\",\"An NPC with a loyalty score of 10 or higher risks life and limb to help fellow party members. If the NPC's loyalty score is between 1 and 10, its loyalty is tenuous. An NPC whose loyalty drops to 0 no longer acts in the party's best interests. The disloyal NPC either leaves the party (attacking characters who attempt to intervene) or works in secret to bring about the party's downfall.\"]}]},{\"name\":\"Madness\",\"source\":\"DMG\",\"page\":258,\"srd\":true,\"type\":\"section\",\"entries\":[\"In a typical campaign, characters aren't driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face.\",{\"type\":\"entries\",\"name\":\"Going Mad\",\"entries\":[\"Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as {@spell contact other plane} and {@spell symbol}, can cause insanity, and you can use the madness rules here instead of the spell effects in the {@book Player's Handbook|PHB}. Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them.\",\"Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw. If your game includes the {@variantrule New Ability Scores: Honor and Sanity||Sanity score} (see chapter 9, \\\"Dungeon Master's Workshop\\\"), a creature makes a Sanity saving throw instead.\"]},{\"type\":\"entries\",\"name\":\"Madness Effects\",\"entries\":[\"Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in long-term or indefinite madness.\",\"A character afflicted with {@b short-term madness} is subjected to an effect from the Short-Term Madness table for {@dice 1d10} minutes.\",\"A character afflicted with {@b long-term madness} is subjected to an effect from the Long-Term Madness table for {@dice 1d10 × 10} hours.\",\"A character afflicted with {@b indefinite madness} gains a new character flaw from the Indefinite Madness table that lasts until cured.\",{\"type\":\"table\",\"caption\":\"Short-Term Madness\",\"colLabels\":[\"d100\",\"Effects (lasts {@dice 1d10} minutes)\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-20\",\"The character retreats into his or her mind and becomes {@condition paralyzed}. The effect ends if the character takes any damage.\"],[\"21-30\",\"The character becomes {@condition incapacitated} and spends the duration screaming, laughing, or weeping.\"],[\"31-40\",\"The character becomes {@condition frightened} and must use his or her action and movement each round to flee from the source of the fear.\"],[\"41-50\",\"The character begins babbling and is incapable of normal speech or spellcasting.\"],[\"51-60\",\"The character must use his or her action each round to attack the nearest creature.\"],[\"61-70\",\"The character experiences vivid hallucinations and has disadvantage on ability checks.\"],[\"71-75\",\"The character does whatever anyone tells him or her to do that isn't obviously self-destructive.\"],[\"76-80\",\"The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal.\"],[\"81-90\",\"The character is {@condition stunned}.\"],[\"91-100\",\"The character falls {@condition unconscious}.\"]]},{\"type\":\"table\",\"caption\":\"Long-Term Madness\",\"colLabels\":[\"d100\",\"Effects (lasts {@dice 1d10 × 10} hours)\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-10\",\"The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins.\"],[\"11-20\",\"The character experiences vivid hallucinations and has disadvantage on ability checks.\"],[\"21-30\",\"The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks.\"],[\"31-40\",\"The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the {@spell antipathy/sympathy} spell.\"],[\"41-45\",\"The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects.\"],[\"46-55\",\"The character becomes attached to a \\\"lucky charm,\\\" such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it.\"],[\"56-65\",\"The character is {@condition blinded} (25%) or {@condition deafened} (75%).\"],[\"66-75\",\"The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity.\"],[\"76-85\",\"The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn't recognize other people or remember anything that happened before the madness took effect.\"],[\"86-90\",\"Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the {@spell confusion} spell. The confusion effect lasts for 1 minute.\"],[\"91-95\",\"The character loses the ability to speak.\"],[\"96-100\",\"The character falls {@condition unconscious}. No amount of jostling or damage can wake the character.\"]]},{\"type\":\"table\",\"caption\":\"Indefinite Madness\",\"colLabels\":[\"d100\",\"Flaw (lasts until cured)\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"01-15\",\"\\\"Being drunk keeps me sane.\\\"\"],[\"16-25\",\"\\\"I keep whatever I find.\\\"\"],[\"26-30\",\"\\\"I try to become more like someone else I know—adopting his or her style of dress, mannerisms, and name.\\\"\"],[\"31-35\",\"\\\"I must bend the truth, exaggerate, or outright lie to be interesting to other people.\\\"\"],[\"36-45\",\"\\\"Achieving my goal is the only thing of interest to me, and I'll ignore everything else to pursue it.\\\"\"],[\"46-50\",\"\\\"I find it hard to care about anything that goes on around me.\\\"\"],[\"51-55\",\"\\\"I don't like the way people judge me all the time.\\\"\"],[\"56-70\",\"\\\"I am the smartest, wisest, strongest, fastest, and most beautiful person I know.\\\"\"],[\"71-80\",\"\\\"I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they're watching me all the time.\\\"\"],[\"81-85\",\"\\\"There's only one person I can trust. And only I can see this special friend.\\\"\"],[\"86-95\",\"\\\"I can't take anything seriously. The more serious the situation, the funnier I find it.\\\"\"],[\"96-100\",\"\\\"I've discovered that I really like killing people.\\\"\"]]}]},{\"type\":\"entries\",\"name\":\"Curing Madness\",\"entries\":[\"A {@spell calm emotions} spell can suppress the effects of madness, while a {@spell lesser restoration} spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, {@spell remove curse} or {@spell dispel evil and good||dispel evil} might also prove effective. A {@spell greater restoration} spell or more powerful magic is required to rid a character of indefinite madness.\"]}]},{\"name\":\"Magical Effect\",\"source\":\"XPHB\",\"page\":371,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"An effect is magical if it is created by a spell, a magic item, or a phenomenon that a rule labels as magical.\"]},{\"name\":\"Massive Damage\",\"source\":\"DMG\",\"page\":273,\"ruleType\":\"O\",\"entries\":[\"This optional rule makes it easier for a creature to be felled by massive damage.\",\"When a creature takes damage from a single source equal to or greater than half its hit point maximum, it must succeed on a DC 15 Constitution saving throw or suffer a random effect determined by a roll on the System Shock table. For example, a creature that has a hit point maximum of 30 must make that Constitution save if it takes 15 damage or more from a single source.\",{\"type\":\"table\",\"caption\":\"System Shock\",\"colLabels\":[\"d10\",\"Effect\"],\"colStyles\":[\"col-1 text-center no-wrap\",\"col-12\"],\"rows\":[[\"1\",\"The creature drops to 0 hit points.\"],[\"2-3\",\"The creature drops to 0 hit points but is stable.\"],[\"4-5\",\"The creature is {@condition stunned} until the end of its next turn.\"],[\"6-7\",\"The creature can't take reactions and has disadvantage on attack rolls and ability checks until the end of its next turn.\"],[\"8-10\",\"The creature can't take reactions until the end of its next turn.\"]]}]},{\"name\":\"Milestones\",\"source\":\"DMG\",\"page\":261,\"entries\":[\"You can also award XP when characters complete significant milestones. When preparing your adventure, designate certain events or challenges as milestones, as with the following examples:\",{\"type\":\"list\",\"items\":[\"Accomplishing one in a series of goals necessary to complete the adventure.\",\"Discovering a hidden location or piece of information relevant to the adventure.\",\"Reaching an important destination.\"]},\"When awarding XP, treat a major milestone as a hard encounter and a minor milestone as an easy encounter. If you want to reward your players for their progress through an adventure with something more than XP and treasure, give them additional small rewards at milestone points. Here are some examples:\",{\"type\":\"list\",\"items\":[\"The adventurers gain the benefit of a short rest.\",\"Characters can recover a Hit Die or a low-level spell slot.\",\"Characters can regain the use of magic items that have had their limited uses expended.\"]}]},{\"name\":\"Mixed Ancestry Statistics\",\"source\":\"TDCSR\",\"page\":164,\"ruleType\":\"O\",\"entries\":[\"Only certain combinations of ancestries, such as {@race half-elf|PHB|half-elves} and {@race half-orc|PHB|half-orcs}, already have racial traits described in the fifth edition core rules. You can use these racial traits as is, or create your own {@book mixed ancestry|TDCSR|4|Mixed Ancestry} from any two races by choosing one or two racial traits from one parent's race and exchanging them for the same number of traits from another parent's race.\",\"When you build a character of {@book mixed ancestry|TDCSR|4|Mixed Ancestry}, keep in mind that some racial traits are more mechanically powerful than others, while some are largely flavorful or narrative focused. As such, focus on swapping a narrative trait for another narrative trait, or a combat-focused trait for another combat-focused trait. Additionally, you must have your Game Master's permission to use your replacement traits. As with any house rule, you and your Game Master might want to revisit your unique combination of traits later in the campaign if they feel overpowered or underpowered.\"]},{\"name\":\"Mixing Potions\",\"source\":\"DMG\",\"page\":140,\"ruleType\":\"V\",\"entries\":[\"A character might drink one potion while still under the effects of another, or pour several potions into a single container. The strange ingredients used in creating potions can result in unpredictable interactions.\",\"When a character mixes two potions together, you can roll on the Potion Miscibility table. If more than two are combined, roll again for each subsequent potion, combining the results. Unless the effects are immediately obvious, reveal them only when they become evident.\",{\"type\":\"table\",\"caption\":\"Potion Miscibility\",\"colLabels\":[\"d100\",\"Result\"],\"colStyles\":[\"col-2 text-center no-wrap\",\"col-10\"],\"rows\":[[\"01\",\"The mixture creates a magical explosion, dealing {@dice 6d10} force damage to the mixer and {@dice 1d10} force damage to each creature within 5 feet of the mixer.\"],[\"02-08\",\"The mixture becomes an ingested poison of the DM's choice.\"],[\"09-15\",\"Both potions lose their effects.\"],[\"16-25\",\"One potion loses its effect.\"],[\"26-35\",\"Both potions work, but with their numerical effects and durations halved. A potion has no effect if it can't be halved in this way.\"],[\"36-90\",\"Both potions work normally.\"],[\"91-99\",\"The numerical effects and duration of one potion are doubled. If neither potion has anything to double in this way, they work normally.\"],[\"00\",\"Only one potion works, but its effect is permanent. Choose the simplest effect to make permanent, or the one that seems the most fun. For example, a {@item potion of healing} might increase the drinker's hit point maximum by 4, or {@item oil of etherealness} might permanently trap the user in the Ethereal Plane. At your discretion, an appropriate spell, such as {@spell dispel magic} or {@spell remove curse}, might end this lasting effect.\"]]}]},{\"name\":\"Monster\",\"source\":\"XPHB\",\"page\":371,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A monster is a creature controlled by the DM, even if the creature is benevolent.\"]},{\"name\":\"Morale\",\"source\":\"DMG\",\"page\":273,\"ruleType\":\"O\",\"entries\":[\"Some combatants might run away when a fight turns against them. You can use this optional rule to help determine when monsters and NPCs flee.\",\"A creature might flee under any of the following circumstances:\",{\"type\":\"list\",\"items\":[\"The creature is {@status surprised}.\",\"The creature is reduced to half its hit points or fewer for the first time in the battle.\",\"The creature has no way to harm the opposing side on its turn.\"]},\"A group of creatures might flee under any of the following circumstances:\",{\"type\":\"list\",\"items\":[\"All the creatures in the group are {@status surprised}.\",\"The group's leader is reduced to 0 hit points, {@condition incapacitated}, taken prisoner, or removed from battle.\",\"The group is reduced to half its original size with no losses on the opposing side.\"]},\"To determine whether a creature or group of creatures flees, make a DC 10 Wisdom saving throw for the creature or the group's leader. If the opposition is overwhelming, the saving throw is made with disadvantage, or you can decide that the save fails automatically. If a group's leader can't make the saving throw for whatever reason, have the creature in the group with the next highest Charisma score make the saving throw instead.\",\"On a failed save, the affected creature or group flees by the most expeditious route. If escape is impossible, the creature or group surrenders. If a creature or group that surrenders is attacked by its conquerors, the battle might resume, and it's unlikely that further attempts to flee or surrender will be made.\",\"A failed saving throw isn't always to the adventurers' benefit. For example, an ogre that flees from combat might put the rest of the dungeon on alert or run off with treasure that the characters had hoped to plunder.\"]},{\"name\":\"More Difficult Identification\",\"source\":\"DMG\",\"page\":136,\"ruleType\":\"V\",\"entries\":[\"If you prefer magic items to have a greater mystique, consider removing the ability to identify the properties of a magic item during a short rest, and require the {@spell identify} spell, experimentation, or both to reveal what a magic item does.\"]},{\"name\":\"Multiclassing\",\"source\":\"PHB\",\"page\":163,\"ruleType\":\"O\",\"type\":\"section\",\"entries\":[\"Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options.\",\"With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in wizard and two in fighter, you're a 5th-level character.\",\"As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely. never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you'll sacrifice some focus in exchange for versatility.\",{\"type\":\"entries\",\"name\":\"Prerequisites\",\"entries\":[\"To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher-than-average ability scores.\",{\"type\":\"table\",\"caption\":\"Multiclassing Prerequisites\",\"colLabels\":[\"Class\",\"Ability Score Minimum\"],\"colStyles\":[\"col-2\",\"col-10\"],\"rows\":[[\"{@class Barbarian}\",\"Strength 13\"],[\"{@class Bard}\",\"Charisma 13\"],[\"{@class Cleric}\",\"Wisdom 13\"],[\"{@class Druid}\",\"Wisdom 13\"],[\"{@class Fighter}\",\"Strength 13 or Dexterity 13\"],[\"{@class Monk}\",\"Dexterity 13 and Wisdom 13\"],[\"{@class Paladin}\",\"Strength 13 and Charisma 13\"],[\"{@class Ranger}\",\"Dexterity 13 and Wisdom 13\"],[\"{@class Rogue}\",\"Dexterity 13\"],[\"{@class Sorcerer}\",\"Charisma 13\"],[\"{@class Warlock}\",\"Charisma 13\"],[\"{@class Wizard}\",\"Intelligence 13\"]]}]},{\"type\":\"entries\",\"name\":\"Experience Points\",\"entries\":[\"The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table in chapter I, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric.\"]},{\"type\":\"entries\",\"name\":\"Hit Points and Hit Dice\",\"entries\":[\"You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character.\",\"You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. if the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a {@dice d10}, so if you are a paladin 5/fighter 5, you have ten {@dice d10} Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five {@dice d10} Hit Dice and five {@dice d8} Hit Dice.\"]},{\"type\":\"entries\",\"name\":\"Proficiency Bonus\",\"entries\":[\"Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th-level character, which is +3.\"]},{\"type\":\"entries\",\"name\":\"Proficiencies\",\"entries\":[\"When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies, as shown in the Multiclassing Proficiencies table.\",{\"type\":\"table\",\"caption\":\"Multiclassing Proficiencies\",\"colLabels\":[\"Class\",\"Proficiencies Gained\"],\"colStyles\":[\"col-2\",\"col-10\"],\"rows\":[[\"{@class Barbarian}\",\"Shields, simple weapons, martial weapons\"],[\"{@class Bard}\",\"Light armor, one skill of your choice, one {@item musical instrument|PHB} of your choice\"],[\"{@class Cleric}\",\"Light armor, medium armor, shields\"],[\"{@class Druid}\",\"Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)\"],[\"{@class Fighter}\",\"Light armor, medium armor, shields, simple weapons, martial weapons\"],[\"{@class Monk}\",\"Simple weapons, shortswords\"],[\"{@class Paladin}\",\"Light armor, medium armor, shields, simple weapons, martial weapons\"],[\"{@class Ranger}\",\"Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class's skill list\"],[\"{@class Rogue}\",\"Light armor, one skill from the class's skill list, {@item thieves' tools|PHB}\"],[\"{@class Sorcerer}\",\"—\"],[\"{@class Warlock}\",\"Light armor, simple weapons\"],[\"{@class Wizard}\",\"—\"]]}]},{\"type\":\"entries\",\"name\":\"Class Features\",\"entries\":[\"When you gain a new level in a class, you get its features for that level. A few features, however, have additional rules when you're multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.\",{\"type\":\"entries\",\"name\":\"Channel Divinity\",\"entries\":[\"If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn't give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes.\"]},{\"type\":\"entries\",\"name\":\"Extra Attack\",\"entries\":[\"If you gain the Extra Attack class feature from more than one class, the features don't add together. You can't make more than two attacks with this feature unless it says you do (as the fighter's version of Extra Attack does). Similarly, the warlock's eldritch invocation Thirsting Blade doesn't give you additional attacks if you also have Extra Attack.\"]},{\"type\":\"entries\",\"name\":\"Unarmored Defense\",\"entries\":[\"If you already have the Unarmored Defense feature, you can't gain it again from another class.\"]},{\"type\":\"entries\",\"name\":\"Spellcasting\",\"entries\":[\"Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.\",{\"type\":\"entries\",\"name\":\"Spells Known and Prepared\",\"entries\":[\"You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your intelligence is 16, you can prepare six wizard spells from your spellbook.\",\"Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus.\"]},{\"type\":\"entries\",\"name\":\"Spell Slots\",\"entries\":[\"You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, half your levels (rounded down) in the paladin and ranger classes, and a third of your fighter or rogue levels (rounded down) if you have the Eldritch Knight or the Arcane Trickster feature. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table.\",\"If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower-level spell that you cast, like {@spell burning hands}, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don't have any spells of that higher level.\",\"For example, if you are the aforementioned ranger 4/wizard 3. you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don't know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know—and potentially enhance their effects.\"]},{\"type\":\"entries\",\"name\":\"Pact Magic\",\"entries\":[\"If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know.\"]},{\"type\":\"table\",\"caption\":\"Multiclass Spellcaster: Spell Slots per Spell Level\",\"colLabels\":[\"Lvl.\",\"1st\",\"2nd\",\"3rd\",\"4th\",\"5th\",\"6th\",\"7th\",\"8th\",\"9th\"],\"colStyles\":[\"col-1-2\",\"col-1-2 text-center\",\"col-1-2 text-center\",\"col-1-2 text-center\",\"col-1-2 text-center\",\"col-1-2 text-center\",\"col-1-2 text-center\",\"col-1-2 text-center\",\"col-1-2 text-center\",\"col-1-2 text-center\"],\"rows\":[[\"1st\",2,\"—\",\"—\",\"—\",\"—\",\"—\",\"—\",\"—\",\"—\"],[\"2nd\",3,\"—\",\"—\",\"—\",\"—\",\"—\",\"—\",\"—\",\"—\"],[\"3rd\",4,2,\"—\",\"—\",\"—\",\"—\",\"—\",\"—\",\"—\"],[\"4th\",4,3,\"—\",\"—\",\"—\",\"—\",\"—\",\"—\",\"—\"],[\"5th\",4,3,2,\"—\",\"—\",\"—\",\"—\",\"—\",\"—\"],[\"6th\",4,3,3,\"—\",\"—\",\"—\",\"—\",\"—\",\"—\"],[\"7th\",4,3,3,1,\"—\",\"—\",\"—\",\"—\",\"—\"],[\"8th\",4,3,3,2,\"—\",\"—\",\"—\",\"—\",\"—\"],[\"9th\",4,3,3,3,1,\"—\",\"—\",\"—\",\"—\"],[\"10th\",4,3,3,3,2,\"—\",\"—\",\"—\",\"—\"],[\"11th\",4,3,3,3,2,1,\"—\",\"—\",\"—\"],[\"12th\",4,3,3,3,2,1,\"—\",\"—\",\"—\"],[\"13th\",4,3,3,3,2,1,1,\"—\",\"—\"],[\"14th\",4,3,3,3,2,1,1,\"—\",\"—\"],[\"15th\",4,3,3,3,2,1,1,1,\"—\"],[\"16th\",4,3,3,3,2,1,1,1,\"—\"],[\"17th\",4,3,3,3,2,1,1,1,1],[\"18th\",4,3,3,3,3,1,1,1,1],[\"19th\",4,3,3,3,3,2,1,1,1],[\"20th\",4,3,3,3,3,2,2,1,1]]}]}]}]},{\"name\":\"Mysterious Islands\",\"source\":\"GoS\",\"page\":211,\"type\":\"section\",\"entries\":[\"Small islands dot most oceans, distant or unexplored locales that might host all manner of adventures. The following rules can be used to generate any islands the characters might encounter.\",{\"type\":\"entries\",\"name\":\"Island Size\",\"entries\":[\"These rules are used to generate islands with areas roughly {@dice 1d6} miles long and {@dice 1d6} miles wide. Most islands aren't perfect rectangles, and most coastlines aren't perfectly straight, so feel free to make areas of the island shorter, longer, thinner, or wider as you see fit.\"]},{\"type\":\"entries\",\"name\":\"Island Habitat\",\"entries\":[\"An island can have any habitat that seems appropriate for the clime it occupies. For example, islands of floating ice are found in arctic seas, while islands with jungle habitats are found in tropical waters. Not all islands are created by nature, though. A powerful spellcaster or divine being could conjure an island made of crystal, iron, or any material you choose.\"]},{\"type\":\"entries\",\"name\":\"Island Theme\",\"entries\":[\"Each island encountered has a theme chosen or rolled on the Island Theme table. This theme defines the island's story in one broad stroke. Once you have a theme, consult its section after the table to determine related details and story hooks.\",{\"type\":\"table\",\"caption\":\"Island Theme\",\"colLabels\":[\"d6\",\"Theme\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Alien\"],[\"2\",\"Cursed\"],[\"3\",\"Hostile\"],[\"4\",\"Sanctum\"],[\"5\",\"Welcoming\"],[\"6\",\"Wild\"]]},{\"type\":\"entries\",\"name\":\"Alien\",\"entries\":[\"Alien islands are inhabited by isolated creatures with ways of life beyond most beings' comprehensions. Everything about the culture of the island, from architecture to food, is unfamiliar and unsettling to outsiders. At your discretion the inhabitants of the island might speak, read, and write a language all their own.\",{\"type\":\"table\",\"caption\":\"Alien Island Leader\",\"colLabels\":[\"d4\",\"Leader\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"{@creature Aboleth}\"],[\"2\",\"{@creature Beholder}\"],[\"3\",\"{@creature Death slaad}\"],[\"4\",\"{@creature Kraken}\"]]},{\"type\":\"table\",\"caption\":\"Alien Island Inhabitants\",\"colLabels\":[\"d6\",\"Inhabitants\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"{@dice 1d6} {@creature Berserker||berserkers} and {@dice 5d10} {@creature Tribal Warrior||tribal warriors}\"],[\"2–3\",\"{@dice 1d6} {@creature Cult Fanatic||cult fanatics} and {@dice 5d10} {@creature Cultist||cultists}\"],[\"4\",\"{@dice 1d6} {@creature Lizardfolk Shaman||lizardfolk shamans} and {@dice 5d10} {@creature lizardfolk}\"],[\"5\",\"{@dice 1d6} {@creature Bullywug Croaker|GoS|bullywug croakers} (see {@adventure appendix C|GoS|10}) and {@dice 5d10} {@creature Bullywug||bullywugs}\"],[\"6\",\"{@dice 1d8} {@creature Locathah Hunter|GoS|locathah hunters} (see {@adventure appendix C|GoS|10}) and {@dice 3d10} {@creature locathah|GoS} (see {@adventure appendix C|GoS|10})\"]]},{\"type\":\"table\",\"caption\":\"Alien Inhabitant Reactions\",\"colLabels\":[\"d6\",\"Reaction\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"The inhabitants try to force the characters to serve their leader.\"],[\"2\",\"The inhabitants demand the characters give their leader an item worth {@dice 10d10 × 100} gp.\"],[\"3\",\"The inhabitants wish to devour the characters.\"],[\"4\",\"Some inhabitants are planning to rise up against their leader and ask the characters for help.\"],[\"5\",\"The inhabitants see the characters as no more than insects and refuse to interact with them unless forced.\"],[\"6\",\"The inhabitants see the characters as gods and can be convinced to worship them.\"]]},{\"type\":\"table\",\"caption\":\"Alien Island Story Hooks\",\"colLabels\":[\"d4\",\"Story Hook\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"The leader has a {@item spell scroll} of {@spell true resurrection} among its belongings.\"],[\"2\",\"The island contains a piece of a tablet with instructions on how to open a portal to the Far Realm.\"],[\"3\",\"The island's leader knows how to end a planar disease infecting a humanoid settlement.\"],[\"4\",\"A {@creature mage} with information the characters need hides among the ranks of the inhabitants, learning their ways.\"]]}]},{\"type\":\"entries\",\"name\":\"Cursed\",\"entries\":[\"Cursed islands are steeped in dark magic from a ritual cast by necromancers, hag covens, evil spellcasters, foul deities, or worse. The island might still hold some hint as to why it was cursed, or all trace of those who brought down the affliction might have been scoured away.\",{\"type\":\"table\",\"caption\":\"Island Curses\",\"colLabels\":[\"d6\",\"Curse\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"When a creature dies on the island, its spirit rises as a {@creature specter} {@dice 1d4} hours after death. The specter is obsessed with killing its former friends.\"],[\"2\",\"Creatures that aren't inhabitants of the island must succeed on a Constitution saving throw at the end of each hour they spend on the island. If they fail, they gain one level of {@condition exhaustion}. The DC for this check equals 10 + the number of hours spent on the island.\"],[\"3\",\"Each day at dawn, the island conjures {@dice 2d10} {@creature Magma Mephit||magma mephits}, which are hostile toward creatures that aren't inhabitants of the island.\"],[\"4\",\"When a creature that isn't an inhabitant of the island completes a long rest there, it must succeed on a DC 15 Wisdom saving throw or be {@condition blinded} for 8 hours.\"],[\"5\",\"Creatures must succeed on a DC 10 Constitution saving throw at the end of each hour they spend on the island. If they fail, they gain a 1-inch scar in a random place on their body. Only a {@spell remove curse} spell or similar magic removes the scar.\"],[\"6\",\"When a creature that isn't an inhabitant of the island completes a long rest there, it must succeed on a DC 15 Wisdom saving throw or gain a random form of long-term madness (see \\\"{@book Madness|DMG|8|Madness}\\\" in chapter 8, \\\"{@book Running the Game|DMG|8|Running the Game},\\\" of the {@book Dungeon Master's Guide|DMG}).\"]]},{\"type\":\"table\",\"caption\":\"Cursed Island Inhabitants\",\"colLabels\":[\"d6\",\"Inhabitants\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"{@dice 5d10} {@creature Specter||specters}\"],[\"2\",\"{@dice 10d10} {@creature Zombie||zombies}\"],[\"3\",\"A coven of 3 {@creature Sea Hag||sea hags} and {@dice 1d4} {@creature Flameskull||flameskulls}\"],[\"4\",\"1 {@creature medusa} and {@dice 3d10} {@creature Skeleton||skeletons}\"],[\"5\",\"1 {@creature vampire} and {@dice 2d6} {@creature vampire spawn}\"],[\"6\",\"1 {@creature demilich} and {@dice 2d10} {@creature Wraith||wraiths}\"]]},{\"type\":\"table\",\"caption\":\"Cursed Island Story Hooks\",\"colLabels\":[\"d4\",\"Story Hook\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"The island contains rare spell components the characters need.\"],[\"2\",\"Pirates buried treasure worth {@dice 5d6 × 1,000} gp on the island.\"],[\"3\",\"A keelboat carrying {@dice 1d6} {@creature Commoner||commoners} crashed on the island. The commoners are struggling to survive.\"],[\"4\",\"The {@creature ghost} of a character's loved one is trapped on the island.\"]]}]},{\"type\":\"entries\",\"name\":\"Hostile\",\"entries\":[\"Hostile islands contain creatures that want to harm the characters. These creatures fill their islands with traps and attack outsiders out of hunger, boredom, or fear.\",{\"type\":\"table\",\"caption\":\"Hostile Island Leader\",\"colLabels\":[\"d6\",\"Leader\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"{@creature Cloud giant}\"],[\"2\",\"{@creature Hill giant}\"],[\"3\",\"{@creature Oni}\"],[\"4\",\"{@creature Spirit naga}\"],[\"5\",\"{@creature Werewolf}\"],[\"6\",\"A chromatic dragon of the DM's choice\"]]},{\"type\":\"table\",\"caption\":\"Hostile Island Leader Motivations\",\"colLabels\":[\"d4\",\"Motivation\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"The leader wants to commandeer a boat to conquer other islands.\"],[\"2\",\"The leader takes all treasure gained by its followers, growing rich off their brutality.\"],[\"3\",\"The leader needs humanoid remains to perform a ritual with a dark purpose.\"],[\"4\",\"The leader never ages because it consumes the souls of creatures its followers kill.\"]]},{\"type\":\"table\",\"caption\":\"Hostile Inhabitants\",\"colLabels\":[\"d6\",\"Inhabitants\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"{@dice 3d10} {@creature Winged Kobold||winged kobolds} and {@dice 10d10} {@creature Kobold||kobolds}\"],[\"2\",\"1 {@creature goblin boss} and {@dice 8d10} {@creature Goblin||goblins}\"],[\"3\",\"{@dice 1d6} {@creature Berserker||berserkers} and {@dice 5d10} {@creature Tribal Warrior||tribal warriors}\"],[\"4\",\"1 {@creature Orc War Chief||orc chieftain}, {@dice 2d10} {@creature Orog||orogs}, and {@dice 5d10} {@creature Orc||orcs}\"],[\"5\",\"{@dice 4d10} {@creature Ogre||ogres}\"],[\"6\",\"{@dice 3d10} {@creature Troll||trolls}\"]]},{\"type\":\"table\",\"caption\":\"Hostile Island Story Hooks\",\"colLabels\":[\"d4\",\"Story Hook\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"The island's leader killed an NPC the characters admired.\"],[\"2\",\"The island's leader has a {@item headband of intellect}.\"],[\"3\",\"The characters are challenged by rivals to survive a night on the island.\"],[\"4\",\"An eloquent invitation from the island's leader invites the characters for a hunt.\"]]}]},{\"type\":\"entries\",\"name\":\"Sanctum\",\"entries\":[\"The inhabitants of sanctum islands use the seas to protect themselves and their property, or they simply enjoy the isolation a remote island affords. The creatures on sanctum islands usually live in permanent structures like abbeys, fortresses, libraries, or towers.\",{\"type\":\"table\",\"caption\":\"Sanctum Island Leader\",\"colLabels\":[\"d6\",\"Leader\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"{@creature Archmage}\"],[\"2\",\"{@creature Lich}\"],[\"3\",\"{@creature Night hag}\"],[\"4\",\"{@creature Noble}\"],[\"5\",\"{@creature Rakshasa}\"],[\"6\",\"{@creature Werebear}\"]]},{\"type\":\"table\",\"caption\":\"Sanctum Island Inhabitants\",\"colLabels\":[\"d6\",\"Inhabitants\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"{@dice 5d10} {@creature Guard||guards} and {@dice 10d10} {@creature Commoner||commoners}\"],[\"2\",\"1 {@creature pirate captain|GoS} (see {@adventure appendix C|GoS|10}), 1 {@creature pirate bosun|GoS} (see {@adventure appendix C|GoS|10}), {@dice 2d4} {@creature Pirate Deck Wizard|GoS|pirate deck wizards} (see {@adventure appendix C|GoS|10}), and {@dice 8d10} {@creature Bandit||bandits}\"],[\"3\",\"{@dice 1d6} {@creature Flesh Golem||flesh golems}, {@dice 1d4} {@creature Priest||priests}, and {@dice 2d10} {@creature Acolyte||acolytes}\"],[\"4\",\"{@dice 2d4} {@creature Veteran||veterans}, {@dice 2d10} {@creature Scout||scouts}, {@dice 4d10} {@creature Guard||guards}\"],[\"5\",\"{@dice 1d4} {@creature Stone Golem||stone golems}, {@dice 1d4} {@creature Mage||mages}, and {@dice 3d10} {@creature Guard||guards}\"],[\"6\",\"1 {@creature shield guardian}, {@dice 2d4} {@creature Knight||knights}, {@dice 2d6} {@creature Priest||priests}, and {@dice 6d10} {@creature Commoner||commoners}\"]]},{\"type\":\"table\",\"caption\":\"Sanctum Island Reactions\",\"colLabels\":[\"d6\",\"Reaction\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"The characters are allowed on the island, but the inhabitants don't allow the characters into any buildings.\"],[\"2\",\"The inhabitants like the characters and give them advice to help them impress the island's leader.\"],[\"3\",\"Some unhappy inhabitants believe the characters are their ticket off the island. They flirt, lie, bribe, and beg to be taken away.\"],[\"4\",\"The inhabitants attempt to convince the characters to use the island as a base of operations and contribute to the community.\"],[\"5\",\"The inhabitants hunger for information about the outside world and allow the characters to use news as currency.\"],[\"6\",\"The inhabitants don't trust the characters. All Charisma checks made to influence the inhabitants have disadvantage.\"]]},{\"type\":\"table\",\"caption\":\"Sanctum Island Story Hooks\",\"colLabels\":[\"d4\",\"Story Hook\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"A {@creature spy} among the inhabitants needs extraction from the island.\"],[\"2\",\"The island's leader misses an item (such as a flower or a particular food) that can't be found on the island and offers a reward for the item.\"],[\"3\",\"The island asks for aid against an {@creature adult green dragon} that regularly raids it.\"],[\"4\",\"The island has an armory full of legendary adamantine and silvered weapons.\"]]}]},{\"type\":\"entries\",\"name\":\"Welcoming\",\"entries\":[\"Welcoming islands host creatures that are friendly toward the characters. These creatures provide what aid they can and might even put themselves in harm's way for the characters if a friendship is established.\",{\"type\":\"table\",\"caption\":\"Welcoming Island Leader\",\"colLabels\":[\"d6\",\"Leader\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"{@creature Bard|VGM} (see {@adventure appendix C|GoS|10})\"],[\"2\",\"{@creature Druid}\"],[\"3\",\"{@creature Guardian naga}\"],[\"4\",\"{@creature Treant}\"],[\"5\",\"{@creature Unicorn}\"],[\"6\",\"A metallic dragon of the DM's choice\"]]},{\"type\":\"table\",\"caption\":\"Welcoming Island Inhabitants\",\"colLabels\":[\"d6\",\"Inhabitants\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"{@dice 5d10} {@creature aarakocra}\"],[\"2\",\"{@dice 8d8} {@creature Pixie||pixies} and {@dice 8d8} {@creature Sprite||sprites}\"],[\"3\",\"{@dice 1d6} {@creature Lizardfolk Shaman||lizardfolk shamans} and {@dice 5d10} {@creature lizardfolk}\"],[\"4\",\"{@dice 1d6} {@creature Druid||druids} and {@dice 5d10} {@creature Tribal Warrior||tribal warriors}\"],[\"5\",\"{@dice 3d10} {@creature Centaur||centaurs}\"],[\"6\",\"{@dice 3d10} {@creature Scout||scouts} and {@dice 5d10} {@creature Commoner||commoners}\"]]},{\"type\":\"table\",\"caption\":\"Welcoming Island Story Hooks\",\"colLabels\":[\"d4\",\"Story Hook\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"The island is a colony or outpost sponsored by a nation or wealthy noble the characters are associated with.\"],[\"2\",\"The island's residents swear a character looks like a beloved past leader. Melancholy, they treat the characters as they would their lost hero.\"],[\"3\",\"The island never gets visitors. The characters' arrival is cause for a peculiar but earnest celebration.\"],[\"4\",\"The island's leader is a long-lost relative or friend of a character's family.\"]]}]},{\"type\":\"entries\",\"name\":\"Wild Island\",\"entries\":[\"Nature reigns on wild islands. The creatures on the island respond to the ebb and flow of the natural world rather than trying to tame the environment.\",{\"type\":\"table\",\"caption\":\"Wild Island Features\",\"colLabels\":[\"d6\",\"Feature\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"A waterfall flows up a mountainside.\"],[\"2\",\"The island slowly rotates clockwise.\"],[\"3\",\"Geysers shoot bright light into the sky at night.\"],[\"4\",\"{@hazard Razorvine} (see \\\"{@book Wilderness Hazards|DMG|5|Wilderness Hazards}\\\" in chapter 5, \\\"{@book Adventure Environments|DMG|5|Adventure Environments},\\\" of the {@book Dungeon Master's Guide|DMG}) grows in 10-foot-tall hedges shaped like animals.\"],[\"5\",\"Rain on the island creates a beautiful melody.\"],[\"6\",\"All beasts on the island have {@sense truesight} out to a range of 120 ft.\"]]},{\"type\":\"table\",\"caption\":\"Wild Island Encounters\",\"colLabels\":[\"d20\",\"Encounter\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"{@dice 2d8} {@creature Baboon||baboons}\"],[\"2\",\"{@dice 1d4} {@creature Brown Bear||brown bears}\"],[\"3\",\"1 {@creature owlbear}\"],[\"4\",\"{@dice 2d6} {@creature Giant Toad||giant toads}\"],[\"5\",\"{@dice 2d10} {@creature Giant Wasp||giant wasps}\"],[\"6\",\"{@dice 2d4} {@creature Giant Spider||giant spiders}\"],[\"7\",\"{@dice 4d4} {@creature Pixie||pixies} or {@dice 4d4} {@creature Sprite||sprites}\"],[\"8\",\"{@dice 1d4} {@creature Blink Dog||blink dogs}\"],[\"9\",\"1 {@creature pirate captain|GoS} (see {@adventure appendix C|GoS|10}) and {@dice 3d10} {@creature Bandit||bandits} digging up buried treasure\"],[\"10\",\"{@dice 3d6} {@creature Tribal Warrior||tribal warriors}\"],[\"11\",\"{@dice 2d4} {@creature Druid||druids}\"],[\"12\",\"{@dice 1d6} {@creature Dryad||dryads}\"],[\"13\",\"{@dice 2d4} {@creature Centaur||centaurs}\"],[\"14\",\"1 {@creature ankheg}\"],[\"15\",\"{@dice 1d10} {@creature Giant Boar||giant boars}\"],[\"16\",\"{@dice 2d6} {@creature Giant Eagle||giant eagles}\"],[\"17\",\"{@dice 1d4} {@creature Giant Ape||giant apes}\"],[\"18\",\"{@dice 1d4} {@creature Treant||treants}\"],[\"19\",\"1 {@creature roc}\"],[\"20\",\"{@dice 1d4} {@creature veteran} explorers\"]]},{\"type\":\"table\",\"caption\":\"Wild Island Story Hooks\",\"colLabels\":[\"d4\",\"Story Hook\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"The island hides a spring that restores life to anyone washed in it, as per the {@spell raise dead} spell. A creature can only benefit from the spring once.\"],[\"2\",\"A {@creature djinni} recluse dwells on the island and grants favors.\"],[\"3\",\"{@creature Pixie||Pixies} beg the characters to help them oust a group of {@dice 3d10} trophy hunters ({@creature Scout||scouts}) from the island.\"],[\"4\",\"The island holds the tomb of an archdruid, which contains a portal to the Feywild.\"]]}]}]}]},{\"name\":\"New Ability Scores: Honor and Sanity\",\"source\":\"DMG\",\"page\":264,\"ruleType\":\"O\",\"entries\":[\"If you're running a campaign shaped by a strict code of honor or the constant risk of insanity, consider adding one or both these new ability scores: Honor and Sanity.\",\"These abilities function like the standard six abilities, with exceptions specified in each ability below.\",\"Here's how to incorporate these optional abilities at character creation:\",{\"type\":\"list\",\"items\":[\"If your players use the standard array of ability scores, add one 11 to the array for each optional ability you add.\",\"If your players use the optional point-buy system, add 3 points to the number of points for each optional ability you add.\",\"If your players roll their ability scores, have them roll for the added ability scores.\"]},\"If you ever need to make a check or saving throw for Honor or Sanity for a monster that lacks the score, you can use Charisma for Honor and Wisdom for Sanity.\",{\"type\":\"entries\",\"name\":\"Honor Score\",\"entries\":[\"If your campaign involves cultures where a rigid code of honor is part of daily life, consider using the Honor score as a means of measuring a character's devotion to that code. This ability fits well in a setting inspired by Asian cultures, such as Kara-Tur in the Forgotten Realms. The Honor ability is also useful in any campaign that revolves around orders of knights.\",\"Honor measures not only a character's devotion to a code but also the character's understanding of it. The Honor score can also reflect how others perceive a character's honor. A character with a high Honor usually has a reputation that others know about, especially those who have high Honor scores themselves.\",\"Unlike other abilities, Honor can't be raised with normal ability score increases. Instead, you can award increases to Honor—or impose reductions—based on a character's actions. At the end of an adventure, if you think a character's actions in the adventure reflected well or poorly on his or her understanding of the code, you can increase or decrease the character's Honor by 1. As with other ability scores, a character's Honor can't exceed 20 or fall below 1.\",{\"type\":\"entries\",\"name\":\"Honor Checks\",\"entries\":[\"Honor checks can be used in social situations, much as Charisma would, when a character's understanding of a code of conduct is the most defining factor in the way a social interaction will play out. You might also call for an Honor check when a character is in one of the following situations:\",{\"type\":\"list\",\"items\":[\"Being unsure how to act with honor\",\"Surrendering while trying to save face\",\"Trying to determine another character's Honor score\",\"Trying to use the proper etiquette in a delicate social situation\",\"Using his or her honorable or dishonorable reputation to influence someone else\"]}]},{\"type\":\"entries\",\"name\":\"Honor Saving Throws\",\"entries\":[\"An Honor saving throw comes into play when you want to determine whether a character might inadvertently do something dishonorable. You might call for an Honor saving throw in the following situations:\",{\"type\":\"list\",\"items\":[\"Avoiding an accidental breach of honor or etiquette\",\"Resisting the urge to respond to goading or insults from an enemy\",\"Recognizing when an enemy attempts to trick a character into a breach of honor\"]}]}]},{\"type\":\"entries\",\"name\":\"Sanity Score\",\"entries\":[\"Consider using the Sanity score if your campaign revolves around entities of an utterly alien and unspeakable nature, such as Great Cthulhu, whose powers and minions can shatter a character's mind.\",\"A character with a high Sanity is level-headed even in the face of insane circumstances, while a character with low Sanity is unsteady, breaking easily when confronted by eldritch horrors that are beyond normal reason.\",{\"type\":\"entries\",\"name\":\"Sanity Checks\",\"entries\":[\"You might ask characters to make a Sanity check in place of an Intelligence check to recall lore about the alien creatures of madness featured in your campaign, to decipher the writings of raving lunatics, or to learn spells from tomes of forbidden lore. You might also call for a Sanity check when a character tries one of the following activities:\",{\"type\":\"list\",\"items\":[\"Deciphering a piece of text written in a language so alien that it threatens to break a character's mind\",\"Overcoming the lingering effects of madness\",\"Comprehending a piece of alien magic foreign to all normal understanding of magic\"]}]},{\"type\":\"entries\",\"name\":\"Sanity Saving Throws\",\"entries\":[\"You might call for a Sanity saving throw when a character runs the risk of succumbing to madness, such as in the following situations:\",{\"type\":\"list\",\"items\":[\"Seeing a creature from the Far Realm or other alien realms for the first time\",\"Making direct contact with the mind of an alien creature\",\"Being subjected to spells that affect mental stability, such as the insanity option of the {@spell symbol} spell\",\"Passing through a demiplane built on alien physics\",\"Resisting an effect conferred by an attack or spell that deals psychic damage\"]},\"A failed Sanity save might result in {@table short-term madness||short-term}, {@table long-term madness||long-term}, or {@table indefinite madness}, as described in chapter 8, \\\"Running the Game.\\\" Any time a character suffers from long-term or indefinite madness, the character's Sanity is reduced by 1. A {@spell greater restoration} spell can restore Sanity lost in this way, and a character can increase his or her Sanity through level advancement.\"]}]}]},{\"name\":\"Nonplayer Character\",\"source\":\"XPHB\",\"page\":371,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A nonplayer character (NPC) is a {@variantrule Monster|XPHB|monster} that has a personal name and a distinct personality.\"]},{\"name\":\"Object\",\"source\":\"XPHB\",\"page\":371,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"An object is a nonliving, distinct thing. Composite things, like buildings, comprise more than one object.\"]},{\"name\":\"Occupied Space\",\"source\":\"XPHB\",\"page\":371,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A space is occupied if a creature is in it or if it is completely filled by objects.\"]},{\"name\":\"Ocean Environs\",\"source\":\"GoS\",\"page\":202,\"type\":\"section\",\"entries\":[\"For those who dwell on land, the sea is an alien world filled with unpredictable hazards. Yet rare treasures hide in the depths, making such dangers well worth the risk for brave and brazen mariners. This section details a variety of environmental features one might encounter both on and beneath the waves.\",{\"type\":\"entries\",\"name\":\"Blue Holes\",\"entries\":[\"A blue hole is a circular sinkhole that forms on the bed of the sea in shallow water. The deep blue water of the hole creates a stark contrast with the lighter color of the shallow water that surrounds it. Blue holes have diameters of {@dice 1d10 × 100} feet and are {@dice 1d10 × 100} feet deep.\",\"Blue holes are filled with secrets. Many blue holes hide monsters or treasure, as shown on the Hiding in Blue Holes table.\",{\"type\":\"table\",\"caption\":\"Hiding in Blue Holes\",\"colLabels\":[\"d10\",\"Creatures or Treasure\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"{@dice 2d10} {@creature sahuagin}\"],[\"2\",\"1 {@creature giant octopus}\"],[\"3\",\"{@dice 1d4 + 1} {@creature Chuul||chuuls}\"],[\"4\",\"1 {@creature sea hag} and {@dice 2d4} {@creature merrow}\"],[\"5\",\"1 {@creature plesiosaurus}\"],[\"6\",\"{@dice 1d4} {@creature Swarm of Quippers||swarms of quippers}\"],[\"7\",\"{@dice 2d4} {@creature Reef Shark||reef sharks}\"],[\"8\",\"1 {@creature giant shark}\"],[\"9\",\"{@dice 1d6} items from {@book Magic Item Table A|DMG|7|Random Magic Items} in chapter 7, \\\"{@book Treasure|DMG|7|Treasure},\\\" of the {@book Dungeon Master's Guide|DMG}\"],[\"10\",\"Treasure rolled on the {@table Individual Treasure: Challenge 0—4|DMG|Treasure Hoard: Challenge 0–4 table} in chapter 7, \\\"{@book Treasure|DMG|7|Treasure},\\\" of the {@book Dungeon Master's Guide|DMG}\"]]}]},{\"type\":\"entries\",\"name\":\"Coral Reefs\",\"entries\":[\"Coral reefs grow all over the ocean floor, though most are found within depths of less than 150 feet near the shoreline. Reefs range from a few feet to over 1,000 miles in length and width. These colorful ecosystems house small fish, crustaceans, and mollusks. As a result, predators come to reefs looking for prey.\",\"Uneven and sharp, coral reefs can harm those forced into them. A creature forcibly moved on the reef—without using the creature's action, bonus action, or reaction—takes 3 ({@dice 1d6}) slashing damage per 5 feet of reef that it is pushed over.\"]},{\"type\":\"entries\",\"name\":\"Currents\",\"entries\":[\"Ocean water is moved by wind and tides to create constant river-like flows called currents. Tidal currents are typically the strongest. They're usually found within 50 miles of shore and at depths of less than 300 feet. These currents have a speed of {@dice 1d6} miles per hour that changes daily.\",\"Currents become weaker farther out to sea and deeper in the ocean. These currents have a speed of {@dice 1d4}−1 miles per hour that changes daily.\",{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"variantrules/GoS/096-za-06-ocean-environs-p203.webp\"},\"width\":708,\"height\":1000,\"credit\":\"Jim Nelson\"},{\"type\":\"entries\",\"name\":\"Currents and Travel\",\"entries\":[\"When a vessel or creature travels in the same direction as a current, that current's speed is added to the vessel or creature's travel pace. A creature or vessel traveling against a current has that current's speed subtracted from the vessel or creature's travel pace. If this results in a negative travel pace, the vessel or creature can let the current carry it. Alternatively, the crew of the vessel or the creature can fight against the current by rowing or swimming hard, moving at half the vessel or creature's normal pace. Vessels and creatures fighting against a current must make a Constitution saving throw at the end of every hour traveled, with a bonus equal to the crew's quality (if they have crew). Vessels that fail have their crew's quality score decreased by 1. Creatures that fail gain one level of {@condition exhaustion}. The DC for this saving throw is 10 + 1 for every consecutive hour spent fighting the current.\"]},{\"type\":\"entries\",\"name\":\"Submerged in Currents\",\"entries\":[\"When a creature without a swimming speed is submerged in a current, the creature must succeed on a Strength ({@skill Athletics}) check at the end of its turn or get pulled {@dice 1d4 × 5} feet in the direction of the current. The DC for this check equals 10 + the number of miles per hour the current is moving.\"]}]},{\"type\":\"entries\",\"name\":\"Depth\",\"entries\":[\"The deeper a surface-dwelling creature travels into the sea, the more hostile the environment becomes. Those venturing into the depths must keep the following natural forces in mind.\",{\"type\":\"entries\",\"name\":\"Illumination\",\"entries\":[\"When it comes to light, the sea is divided into three layers:\",\"{@b Sunlight Zone}. The sunlight zone extends from the water's surface to a depth of 650 feet. This area of the sea has the same natural illumination conditions as above the water.\",\"{@b Twilight Zone}. The twilight zone is between the depths of 650 and 1,000 feet. When the sunlight zone above is bathed in natural bright light, the twilight zone is filled with dim light. If the sunlight zone is filled with dim light or darkness, the twilight zone is dark.\",\"{@b Midnight Zone}. Any depth below 1,000 feet is considered the midnight zone, since no natural light from the surface penetrates this deep.\"]},{\"type\":\"entries\",\"name\":\"Pressure and Temperature\",\"entries\":[\"Water pressure, or the weight of water on top of a creature or object, increases with depth. Conversely, temperature decreases as depth increases. The pressure and temperature's effects on creatures without a swimming speed at depths below 100 feet can be found in the \\\"{@book Unusual Environments|DMG|5|Unusual Environments}\\\" section in chapter 5 of the {@book Dungeon Master's Guide|DMG}.\"]},{\"type\":\"entries\",\"name\":\"Optional Rule: Pressure and Objects\",\"entries\":[\"With this optional rule, characters who dive deep in the ocean require specialized equipment that can withstand the ocean's pressure. Nonmagical objects not made to withstand the water pressure are destroyed at various depths, as determined by the material used to create them. This destructive depth is presented for various materials on the Objects and Water Pressure table. Objects made of other materials break at the DM's discretion.\",{\"type\":\"table\",\"caption\":\"Objects and Water Pressure\",\"colStyles\":[\"col-6\",\"col-6\"],\"colLabels\":[\"Material\",\"Destructive Depth\"],\"rows\":[[\"Glass, crystal, ice\",\"100 ft.\"],[\"Wood, bone\",\"500 ft.\"],[\"Stone\",\"1,000 ft.\"],[\"Iron, steel\",\"1,500 ft.\"],[\"Mithral\",\"2,000 ft.\"],[\"Adamantine\",\"2,500 ft.\"]]}]}]},{\"type\":\"entries\",\"name\":\"Eldritch Mist\",\"entries\":[\"While natural fog on the ocean can be a nuisance to ship crews, eldritch mist strikes fear into sailors everywhere. These rare, mysterious mists are almost indistinguishable from the naturally occurring variety until it's too late.\",\"If a ship encounters eldritch mist, choose a type or roll for one on the Eldritch Mist Types table.\",{\"type\":\"table\",\"caption\":\"Eldritch Mist Types\",\"colLabels\":[\"d6\",\"Mist Type\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1–2\",\"Ghost Fog\"],[\"3–4\",\"Shadowfell Fog\"],[\"5–6\",\"Wild Magic Fog\"]]},{\"type\":\"entries\",\"name\":\"Mist Thickness\",\"entries\":[\"Mist lightly obscures the area it fills. Depending on its density, it heavily obscures an area beyond a certain distance from creatures within. Use the Mist Thickness table to determine a mist's thickness at random. The Mist Obfuscation table notes how far a creature in mist can see before the area beyond is heavily obscured.\",{\"type\":\"table\",\"caption\":\"Mist Thickness\",\"colLabels\":[\"d10\",\"Thickness\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1–3\",\"Light\"],[\"4–7\",\"Moderate\"],[\"8–9\",\"Heavy\"],[\"10\",\"Very Heavy\"]]},{\"type\":\"table\",\"caption\":\"Mist Obfuscation\",\"colStyles\":[\"col-6\",\"col-6\"],\"colLabels\":[\"Thickness\",\"Heavily Obscured Distance\"],\"rows\":[[\"Light\",\"30 ft.\"],[\"Moderate\",\"20 ft.\"],[\"Heavy\",\"10 ft.\"],[\"Very heavy\",\"5 ft.\"]]}]},{\"type\":\"entries\",\"name\":\"Ghost Fog\",\"entries\":[\"Ghost fog contains the souls of murder victims whose bodies were thrown into the sea. A DC 15 Intelligence ({@skill Arcana}) check reveals that this mist is ghost fog.\",\"The souls of the dead want the living to join them. Every hour a ship is immersed in ghost fog, roll any die. On an even number, {@dice 2d4} hostile {@creature Specter||specters} appear and attack those on the ship. If a humanoid creature dies in ghost fog, its spirit rises as a specter that is hostile toward all creatures that aren't undead.\",\"All non-undead creatures immersed in ghost fog are vulnerable to necrotic damage.\"]},{\"type\":\"entries\",\"name\":\"Shadowfell Fog\",\"entries\":[\"Shadowfell fog seeps into the Material Plane at thin points in the boundary between the two planes. A DC 15 Intelligence ({@skill Arcana}) check reveals that this mist is Shadowfell fog.\",\"When a vessel travels through this oppressive, shadow-haunted miasma, its crew and passengers feel despair. Each hour a vessel is immersed in the fog, the crew must make a quality score check by rolling a {@dice d20} and adding their quality score to the number. The DC for this check is 10 + the number of hours the ship has been immersed in the Shadowfell fog. If the crew fails this check, their quality score decreases by 1 while within the Shadowfell fog and for 1 day afterward.\"]},{\"type\":\"entries\",\"name\":\"Wild Magic Fog\",\"entries\":[\"Few know the origins of wild magic fog, with some claiming it is the creation of capricious gods while others believe it is the result of magical experimentation gone wrong. A DC 15 Intelligence ({@skill Arcana}) check reveals that this mist is wild magic fog.\",\"Whenever a creature in wild magic fog casts a spell of 1st level or higher, roll on the {@table Wild Magic Surge|PHB} table in chapter 3, \\\"{@book Classes|PHB|3},\\\" of the {@book Player's Handbook|PHB} to create a magical effect.\"]}]},{\"type\":\"entries\",\"name\":\"Kelp Forests\",\"entries\":[\"Kelp grows in dense forests across the ocean floor. Most forests are found within depths of less than 100 feet near the shoreline, and range from 10 feet to over 100 miles in length and width. The kelp grows in vines up to 175 feet in length.\",\"Kelp roots are shallow, and a whole forest can be uprooted by a strong storm. But it grows at a rapid pace, sometimes as much as 18 inches a day, meaning that a kelp forest can spring up quickly. Such forests can hide thousands of small fish and other prey animals, which attract predators. The forest is so dense that anything within it is heavily obscured to an observer more than 10 feet away, and the whole area is {@quickref difficult terrain||3}.\"]},{\"type\":\"entries\",\"name\":\"Kraken's Grave\",\"entries\":[\"When krakens die, their bodies often rot on the seafloor. In such cases, the ground absorbs the decaying kraken's supernatural energy, marking the area with a dark stain in the shape of the kraken's body. This stain is called a kraken's grave.\",\"When a creature moves within 30 feet of a kraken's grave or starts its turn there, that creature must succeed on a DC 14 Dexterity ({@skill Stealth}) check or it disturbs the grave. If a creature disturbs the grave, a tendril made of lightning stretches from the ground and attacks the creature with a +7 bonus to hit. On a hit, the target takes 10 ({@dice 3d6}) lightning damage, and it must succeed on a DC 14 Constitution saving throw or become {@condition blinded} for the next {@dice 2d4} hours.\"]},{\"type\":\"entries\",\"name\":\"Lure Lights\",\"entries\":[\"When aboleths die, their souls sometimes gather in clusters called lure lights. These 100-foot-diameter collections of pale, yellow lights are found in the deep ocean below depths of 1,000 feet. They glow with bright light in a 100-foot radius and dim light for another 100 feet.\",\"Any creature that can see the lure lights must succeed on a DC 14 Wisdom saving throw or be {@condition charmed} by the lights for 24 hours or until the lights are destroyed. A creature that succeeds on the saving throw is immune to the effect of the lure lights for 24 hours.\",\"While {@condition charmed} by the lights, a creature can't willingly move out of line of sight of them and defends them to the death. If forcibly moved away from the lights, the creature tries to find its way back to them. The creature can't take a short or long rest while under this effect. After 24 hours, the {@condition charmed} creature gains one level of {@condition exhaustion} and must repeat the saving throw if it is within line of sight of the lights, ending the effect on itself on a success. If the lights aren't within line of sight at this time, the creature succeeds automatically.\",\"Each cluster of lure lights has AC 17, 100 hit points, and immunity to necrotic and poison damage.\"]},{\"type\":\"entries\",\"name\":\"Magical Storms\",\"entries\":[\"Even worse than the threat of storms is the menace of weather imbued with magic. When a ship enters a storm, roll a {@dice d20}. On a 20, the storm churns with magical energy. Pick or randomly determine the type of magical energy brimming within the storm, consulting the Magical Storm Type table.\",{\"type\":\"table\",\"caption\":\"Magical Storm Type\",\"colLabels\":[\"d8\",\"Magic\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Abjuration\"],[\"2\",\"Conjuration\"],[\"3\",\"Divination\"],[\"4\",\"Enchantment\"],[\"5\",\"Evocation\"],[\"6\",\"Illusion\"],[\"7\",\"Necromancy\"],[\"8\",\"Transmutation\"]]},{\"type\":\"entries\",\"name\":\"Abjuration\",\"entries\":[\"A storm infused with abjuration magic repels ships, as if protecting something in the sea. Right before the storm ends, a ship within it is teleported {@dice 5d20} miles in a random direction.\"]},{\"type\":\"entries\",\"name\":\"Conjuration\",\"entries\":[\"When conjuration magic churns within a storm's heart, creatures of wind and rain emerge from distant realms to attack anything they encounter. The ship encounters {@dice 1d3} hostile {@creature Air Elemental||air elementals}.\"]},{\"type\":\"entries\",\"name\":\"Divination\",\"entries\":[\"When divination magic seeps into a storm, howling winds and residual whispers temporarily scramble the knowledge of a ship's crew; for {@dice 1d3} days, the ship's crew suffers disadvantage on all quality checks.\"]},{\"type\":\"entries\",\"name\":\"Enchantment\",\"entries\":[\"Storms infused with enchantment magic disarm a creature's sense of danger, enthralling mariners and causing them to speed into danger. During the storm, any checks made to resolve hazards or manage the ship are made with disadvantage.\"]},{\"type\":\"entries\",\"name\":\"Evocation\",\"entries\":[\"These ferocious storms are wracked with thunderbolts, driving sheets of acid rain, exploding meteors, and other dangers. After each day of the storm, every component aboard the ship takes {@dice 1d10} fire, {@dice 1d10} acid, and {@dice 1d10} lightning damage. In addition, roll a {@dice d20} and add the crew's quality. On a 10 or less, the crew's quality decreases by 1, and {@dice 1d6} members of the crew are killed.\"]},{\"type\":\"entries\",\"name\":\"Illusion\",\"entries\":[\"A storm brimming with illusions poses little direct harm to a ship, but experienced navigators know it poses an insidious threat. During the storm, the ship travels in a random direction that isn't its intended course.\"]},{\"type\":\"entries\",\"name\":\"Necromancy\",\"entries\":[\"Ghosts howl and whirl in this storm's wind, while the remains of long-dead mariners stir in their watery graves. During the storm, {@dice 1d4} {@creature Specter||specters}, {@dice 2d4} {@creature Ghoul||ghouls}, and {@dice 4d6} {@creature Zombie||zombies} emerge from the waves to attack the ship.\"]},{\"type\":\"entries\",\"name\":\"Transmutation\",\"entries\":[\"These violently unpredictable storms cause the waves to warp and twist. The storm transforms the water around the ship into an amalgamation of ice, stone, and stranger materials, making travel difficult and damaging the ship. The ship's hull takes {@dice 4d10} bludgeoning damage, and the ship's speed decreases by half during the storm.\"]}]},{\"type\":\"entries\",\"name\":\"Sandbars\",\"entries\":[\"Waves and currents deposit sand in shallow water near the shoreline. These sandbars form a line that can be between 10 feet and 3 miles in length and width. During high tide, sandbars are below the ocean's surface, while they peek above the water during low tide.\",{\"type\":\"entries\",\"name\":\"Navigating Sandbars\",\"entries\":[\"Sandbars make dangerous obstacles for vessels, particularly at high tide when they are less noticeable. The crew of a ship moving toward a sandbar beneath the waves must have a passive Wisdom ({@skill Perception}) score of 12 or higher or fail to see the sandbar in the way (see \\\"{@adventure Noticing Threats|GoS|8|Noticing Threats}\\\"). When a ship passes over a submerged sandbar, the sandbar counts as {@quickref difficult terrain||3}, and the ship must succeed on a Dexterity saving throw. The DC of this save corresponds with the depth of the sandbar, as listed on the Sandbar DCs table. If the ship fails this save, it gets stuck on the sandbar. A ship can become unstuck by using an action to make a Strength check, with a bonus equal to the crew's quality, against the sandbar's DC.\",{\"type\":\"table\",\"caption\":\"Sandbar DCs\",\"colStyles\":[\"text-center col-2\",\"col-10\"],\"colLabels\":[\"DC\",\"Description\"],\"rows\":[[\"10\",\"Deep sandbar\"],[\"15\",\"Moderate sandbar\"],[\"20\",\"Shallow sandbar\"]]}]}]},{\"type\":\"entries\",\"name\":\"Sapping Snow\",\"entries\":[\"Sapping snow—that's what aquatic explorers call the powdery remains of dead organisms that cover the ocean floor. When this substance is imbued with necromantic magic, it becomes a life-leeching detritus.\",\"Whenever a creature starts its turn touching sapping snow, that creature must succeed on a DC 15 Constitution saving throw or take 10 ({@dice 3d6}) necrotic damage. The creature's hit point maximum decreases by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. If this effect reduces the creature's hit point maximum to 0, the creature dies, and its body immediately crumbles into sapping snow.\"]},{\"type\":\"entries\",\"name\":\"Shipwrecks\",\"entries\":[\"Shipwrecks at the bottom of the ocean make the perfect locations for monsters' lairs and lost treasures. The Shipwreck Contents table provides ideas for the creatures and treasure within these wrecks.\",{\"type\":\"table\",\"caption\":\"Shipwreck Contents\",\"colLabels\":[\"d10\",\"Creatures or Treasure\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"1 {@creature sahuagin priestess} and {@dice 2d10} {@creature sahuagin}\"],[\"2\",\"1 {@creature young bronze dragon}\"],[\"3\",\"{@dice 4d10} {@creature Giant Crab||giant crabs}\"],[\"4\",\"{@dice 3d10} {@creature Giant Sea Horse||giant seahorses}\"],[\"5\",\"{@dice 1d4} {@creature Hunter Shark||hunter sharks}\"],[\"6\",\"1 {@creature giant octopus}\"],[\"7\",\"{@dice 2d6} {@creature merrow}\"],[\"8\",\"{@dice 2d10} {@creature merfolk}\"],[\"9\",\"{@dice 1d6} items from {@table Magic Item Table B} in chapter 7, \\\"{@book Treasure|DMG|7|Treasure},\\\" of the {@book Dungeon Master's Guide|DMG}\"],[\"10\",\"Treasure rolled on the {@table Individual Treasure: Challenge 5—10|DMG|Treasure Hoard: Challenge 5–10 table} in chapter 7, \\\"{@book Treasure|DMG|7|Treasure},\\\" of the {@book Dungeon Master's Guide|DMG}\"]]}]},{\"type\":\"entries\",\"name\":\"Whirlpools\",\"entries\":[\"In areas where storms or opposed currents drive powerful waters together, violent maelstroms might form. Whirlpools are {@quickref difficult terrain||3}. Each whirlpool has a rank, which determines its size and strength, as shown on the Whirlpool Rank table. A whirlpool's depth equals half its diameter.\",{\"type\":\"table\",\"caption\":\"Whirlpool Rank\",\"colStyles\":[\"text-center col-2-1\",\"col-3-3\",\"col-3-3\",\"col-3-3 text-center\"],\"colLabels\":[\"Rank\",\"Diameter\",\"Velocity\",\"DC\"],\"rows\":[[\"1\",\"22 ({@dice 4d10}) ft.\",\"5 ft.\",\"5\"],[\"2\",\"55 ({@dice 10d10}) ft.\",\"15 ft.\",\"10\"],[\"3\",\"110 ({@dice 20d10}) ft.\",\"25 ft.\",\"15\"],[\"4\",\"165 ({@dice 30d10}) ft.\",\"35 ft.\",\"20\"]]},{\"type\":\"entries\",\"name\":\"Creatures in Whirlpools\",\"entries\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"variantrules/GoS/097-za-07-p206.webp\"},\"width\":1000,\"height\":960,\"credit\":\"Slawomir Maniak\"},\"When a creature moves into a whirlpool or starts its turn there, it must make a Strength ({@skill Athletics}) check with a DC determined by the whirlpool's rank. On a success, the creature can move normally. On a failure, the creature is immediately moved toward the vortex's center at the whirlpool's velocity, and the creature is {@condition restrained} by the whirlpool until the start of its next turn. If the creature reaches the whirlpool's center, the creature is pulled under the surface and either appears at a special location (see \\\"{@adventure Whirlpool Destinations|GoS|8|Whirlpool Destinations}\\\" below) or plunges a number of feet underwater equal to the whirlpool's velocity.\"]},{\"type\":\"entries\",\"name\":\"Vessels in Whirlpools\",\"entries\":[\"If a vessel starts its turn in a whirlpool with a diameter greater than the vessel's length, the ship's officers and crew must make a group check to escape. This group check works like the special ones made against hazards.\",\"The group check represents 5 minutes of work. The check's DC is chosen or randomly determined by rolling a {@dice d4} on the Whirlpool Rank table. The captain, first mate, bosun, and quartermaster each make an ability check, as shown on the Whirlpool Checks table. If no one makes the check for a particular officer, a failure is contributed toward the group check. Also, roll a {@dice d20} for the crew, using its quality score as a modifier to the roll, and compare that check to the DC.\",\"Determine how many of the group's checks succeeded—the officers' and the crew's—then consult the Whirlpool Check Results table.\",{\"type\":\"table\",\"caption\":\"Whirlpool Checks\",\"colStyles\":[\"col-6\",\"col-6\"],\"colLabels\":[\"Officer\",\"Check\"],\"rows\":[[\"Captain\",\"Intelligence (water vehicles)\"],[\"First mate\",\"Charisma ({@skill Intimidation})\"],[\"Bosun\",\"Strength ({@item carpenter's tools|PHB})\"],[\"Quartermaster\",\"Wisdom ({@skill Nature})\"]]},{\"type\":\"table\",\"caption\":\"Whirlpool Check Results\",\"colStyles\":[\"col-6\",\"col-6\"],\"colLabels\":[\"Result\",\"Effect\"],\"rows\":[[\"Total Success\",\"The vessel uses the whirlpool to its advantage and increases its speed by 20 ft. during its current turn.\"],[\"Success\",\"The vessel can move normally on its turn.\"],[\"Failure\",\"The vessel is immediately moved toward the vortex's center at the whirlpool's velocity, and the vessel is {@condition restrained} by the whirlpool until the start of its next turn.\"],[\"Total Failure\",\"As a failure. Additionally, if the vessel is in the whirlpool at the start of its next turn, all checks the vessel makes to determine the whirlpool's effects are made with disadvantage on that turn.\"]]}]},{\"type\":\"entries\",\"name\":\"Whirlpool Destinations\",\"entries\":[\"While a whirlpool might be a short-lived hazard that drags things into the depths, they might also serve as a violent passage to another realm. In such cases, things dragged into a whirlpool are deposited elsewhere, be it through a crack in the seafloor leading to an Underdark ocean or a portal to a different plane of existence. Use the Whirlpool Destinations table to choose or randomly determine where a whirlpool leads, usually to a body of water in that destination. See {@book chapter 2|DMG|2} of the {@book Dungeon Master's Guide|DMG} for information about the destinations on other planes.\",{\"type\":\"table\",\"caption\":\"Whirlpool Destinations\",\"colLabels\":[\"d10\",\"Destination\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1–3\",\"Underdark\"],[\"4\",\"Elemental Plane of Water\"],[\"5\",\"Elemental Plane of Earth\"],[\"6\",\"Feywild\"],[\"7\",\"Shadowfell\"],[\"8\",\"Astral Plane\"],[\"9\",\"Outlands\"],[\"10\",\"Outer Plane of the DM's choice\"]]}]}]}]},{\"name\":\"Officers and Crew\",\"source\":\"GoS\",\"page\":194,\"type\":\"section\",\"entries\":[\"Each vessel requires people to run it: the officers in charge and the sailors who follow their orders.\",{\"type\":\"entries\",\"name\":\"Types of Officers\",\"entries\":[\"If you'd like to explore running a ship, it needs officers to oversee its operations—officers who fill six different roles. Some roles aboard a ship reflect the need for trained experts to direct a crew's efforts. Other roles focus on keeping the crew's health and morale in order. The roles are meant to provide a sense of the types of ability checks useful to managing a ship. Of these, though, captain is the only role that must be filled for the ship to function. A ship needs a single person to issue orders and respond to threats, otherwise a ship risks chaos and confusion during a crisis.\",\"Each type of officer is described below, along with the abilities and proficiencies that help a character excel in that role:\",\"{@b Captain}. The captain issues orders. The best captains have high Intelligence and Charisma scores, as well as proficiency with water vehicles and the {@skill Intimidation} and {@skill Persuasion} skills.\",\"{@b First Mate}. This specialist keeps the crew's morale high by providing supervision, encouragement, and discipline. A first mate benefits from a high Charisma score, as well as proficiency with the {@skill Intimidation} and {@skill Persuasion} skills.\",\"{@b Bosun}. The bosun (or boatswain) provides technical advice to the captain and crew and leads repair and maintenance efforts. A good bosun has a high Strength score, as well as proficiency with {@item carpenter's tools|PHB} and the {@skill Athletics} skill.\",\"{@b Quartermaster}. The quartermaster plots the ship's course, relying on knowledge of nautical charts and a study of weather and sea conditions. A reliable quartermaster tends to have a high Wisdom score, as well as proficiency with {@item navigator's tools|PHB} and the {@skill Nature} skill.\",\"{@b Surgeon}. The ship's surgeon tends to injuries, keeps illnesses from spreading throughout the ship, and oversees sanitation. A capable surgeon benefits from a high Intelligence score, as well as proficiency with {@item Herbalism Kit|PHB|herbalism kits} and the {@skill Medicine} skill.\",\"{@b Cook}. A ship's cook works with the limited ingredients aboard a ship to make meals. A skilled cook keeps the crew's morale in top shape, while a poor one drags down the entire crew's performance. A talented cook has a high Constitution score, as well as proficiency with {@item brewer's supplies|PHB} and {@item cook's utensils|PHB}.\"]},{\"type\":\"entries\",\"name\":\"Crew Members\",\"entries\":[\"A ship requires a number of able-bodied sailors to crew it, as specified in its stat block. A crew's skill, experience, morale, and health are defined by its quality score. This score can affect a number of general ship activities, like the crew's ability to notice threats or contend with hazards. A crew starts with a quality score of +4, but that score varies over time, going as low as −10 and as high as +10. It decreases as a crew takes casualties, suffers hardship, or endures poor health. It increases if the crew enjoys high morale, has good health care, and receives fair leadership.\",\"A typical crew member uses the {@creature commoner} stat block in the {@book Monster Manual|MM}.\",{\"type\":\"entries\",\"name\":\"Optional Rule: Loyalty and Quality\",\"entries\":[\"When dealing with an individual member of the crew, you might find it useful to use the optional loyalty rule from {@book chapter 4|DMG|4|Optional Rule: Loyalty} of the {@book Dungeon Master's Guide|DMG}. To convert a quality score into an individual's loyalty score, add 10 to the crew's quality score.\"]},{\"type\":\"entries\",\"name\":\"Mutiny\",\"entries\":[\"A poorly led or mistreated crew might turn against its officers. Once per day, if a crew's quality score is lower than 0, the captain must make a Charisma ({@skill Intimidation} or {@skill Persuasion}) check modified by the crew's quality score.\",\"If the check total is between 1 and 9, the crew's quality score decreases by 1.\",\"If the check total is 0 or lower, the crew mutinies. They become hostile to the officers and might attempt to kill them, imprison them, or throw them overboard. The crew can be cowed into obedience through violence, combat, or offers of treasure or other rewards.\",\"When the DM ends the mutiny, the crew's quality score increases by {@dice 1d4}.\"]},{\"type\":\"entries\",\"name\":\"Shore Leave\",\"entries\":[\"Life aboard a ship is a constant wear on the crew. Spending time in port allows the crew to relax and regain its composure.\",\"If a crew's quality score is 3 or lower, the score increases by 1 for each day the crew spends in port or ashore.\"]}]}]},{\"name\":\"Optional Class Features\",\"source\":\"TCE\",\"page\":24,\"ruleType\":\"O\",\"entries\":[\"You gain class features in the {@book Player's Handbook|PHB} when you reach certain levels in your class. An optional feature is an additional feature that you can gain beyond these.\",\"Unlike the features in the {@book Player's Handbook|PHB}, you don't gain an optional feature automatically. Consulting with your DM, you decide whether to gain an optional feature if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use some, all, or none of them.\",\"If you take an optional feature that replaces another feature, you gain no benefit from the replaced one and don't qualify for anything in the game that requires it.\"]},{\"name\":\"Passive Perception\",\"source\":\"XPHB\",\"page\":372,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"Passive Perception is a score that reflects a creature's general awareness of its surroundings. The DM uses this score when determining whether a creature notices something without consciously making a Wisdom ({@skill Perception|XPHB}) check.\",\"A creature's Passive Perception equals 10 plus the creature's Wisdom ({@skill Perception|XPHB}) check bonus. If the creature has {@variantrule Advantage|XPHB} on such checks, increase the score by 5. If the creature has {@variantrule Disadvantage|XPHB} on them, decrease the score by 5. For example, a level 1 character with a Wisdom of 15 and proficiency in Perception has a Passive Perception of 14 ({@dice 10 + 2 + 2}). If that character has {@variantrule Advantage|XPHB} on Wisdom ({@skill Perception|XPHB}) checks, the score becomes {@dice 10 + 2 + 2 + 5|19}.\"]},{\"name\":\"Per Day\",\"source\":\"XPHB\",\"page\":372,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"If a rule says you can use something a certain number of times per day, that means you must finish a {@variantrule Long Rest|XPHB} to use it again after you run out of uses.\"]},{\"name\":\"Planar Effects\",\"source\":\"DMG\",\"page\":50,\"reprintedAs\":[{\"uid\":\"Planar Effects|XDMG\",\"tag\":\"hazard\"}],\"ruleType\":\"O\",\"type\":\"section\",\"entries\":[\"When adventurers travel to other planes of existence, they undertake a legendary journey that might force them to face supernatural guardians and undergo various ordeals. You can choose to add effects to any or all of the planes, to better represent their uniqueness. The effects listed below apply to the default cosmological arrangement presented in the {@book Player's Handbook|PHB|13}, and are individually optional.\",{\"type\":\"entries\",\"name\":\"Feywild: Feywild Magic\",\"entries\":[\"Tales speak of children kidnapped by fey creatures and spirited away to the Feywild, only to return to their parents years later without having aged a day, and with no memories of their captors or the realm they came from. Likewise, adventurers who return from an excursion to the Feywild are often alarmed to discover upon their return that time flows differently on the Plane of Faerie, and that the memories of their visit are hazy. You can use these optional rules to reflect the strange magic that suffuses the plane.\",{\"type\":\"entries\",\"name\":\"Memory Loss\",\"entries\":[\"A creature that leaves the Feywild must make a DC 10 Wisdom saving throw. Fey creatures automatically succeed on the saving throw, as do any creatures, like elves, that have the Fey Ancestry trait. A creature that fails the saving throw remembers nothing from its time spent in the Feywild. On a successful save, the creature's memories remain intact but are a little hazy. Any spell that can end a curse can restore the creature's lost memories.\"]},{\"type\":\"entries\",\"name\":\"Time Warp\",\"entries\":[\"While time seems to pass normally in the Feywild, characters might spend a day there and realize, upon leaving the plane, that less or more time has elapsed everywhere else in the multiverse.\",\"Whenever a creature or group of creatures leaves the Feywild after spending at least 1 day on that plane, you can choose a time change that works best for your campaign, if any, or roll on the Feywild Time Warp table. A {@spell wish} spell can be used to remove the effect on up to ten creatures. Some powerful fey have the ability to grant such wishes and might do so if the beneficiaries agree to subject themselves to a {@spell geas} spell and complete a quest after the {@spell wish} spell is cast.\",{\"type\":\"table\",\"caption\":\"Feywild Time Warp\",\"colLabels\":[\"d20\",\"Result\"],\"colStyles\":[\"col-2 text-center no-wrap\",\"col-10\"],\"rows\":[[\"1-2\",\"Days become minutes\"],[\"3-6\",\"Days become hours\"],[\"7-13\",\"No change\"],[\"14-17\",\"Days become weeks\"],[\"18-19\",\"Days become months\"],[\"20\",\"Days become years\"]]}]}]},{\"type\":\"entries\",\"name\":\"Shadowfell: Shadowfell Despair\",\"entries\":[\"A melancholic atmosphere pervades the Shadowfell. Extended forays to this plane can afflict characters with despair, as reflected in this optional rule.\",\"When you deem it appropriate, though usually not more than once per day, you can require a character not native to the Shadowfell to make a DC 10 Wisdom saving throw. On a failure, the character is affected by despair. Roll a {@dice d6} to determine the effects, using the Shadowfell Despair table. You can substitute different despair effects of your own creation.\",{\"type\":\"table\",\"caption\":\"Shadowfell Despair\",\"colLabels\":[\"d6\",\"Effect\"],\"colStyles\":[\"col-2 text-center no-wrap\",\"col-10\"],\"rows\":[[\"1-3\",\"{@bold Apathy.} The character has disadvantage on death saving throws and on Dexterity checks for initiative, and gains the following flaw: \\\"I don't believe I can make a difference to anyone or anything.\\\"\"],[\"4-5\",\"{@bold Dread.} The character has disadvantage on all saving throws and gains the following flaw: \\\"I am convinced that this place is going to kill me.\\\"\"],[\"6\",\"{@bold Madness.} The character has disadvantage on ability checks and saving throws that use Intelligence, Wisdom, or Charisma, and gains the following flaw: \\\"I can't tell what's real anymore.\\\"\"]]},\"If a character is already suffering a despair effect and fails the saving throw, the new despair effect replaces the old one. After finishing a long rest, a character can attempt to overcome the despair with a DC 15 Wisdom saving throw. (The DC is higher because it's harder to shake off despair once it has taken hold.) On a successful save, the despair effect ends for that character.\",\"A {@spell calm emotions} spell removes despair, as does any spell or other magical effect that removes a curse.\"]},{\"type\":\"entries\",\"name\":\"Outer Planes: Psychic Dissonance\",\"entries\":[\"Each of the Outer Planes emanates a psychic dissonance that affects visitors of an incompatible alignment—good creatures on the Lower Planes, evil ones on the Upper Planes—if they spend too much time on the plane. You can reflect this dissonance with this optional rule. At the end of a long rest spent on an incompatible plane, a visitor must make a DC 10 Constitution saving throw. On a failed save, the creature gains one level of {@condition exhaustion}. Incompatibility between lawful and chaotic alignments doesn't have the same effect, so Mechanus and Limbo lack this quality.\"]},{\"type\":\"entries\",\"name\":\"Mount Celestia: Blessed Beneficence\",\"entries\":[\"In contrast to the dissonance experienced by evil creatures here, good creatures are literally blessed by the pervasive beneficence of the plane. Creatures of good alignment gain the benefit of the {@spell bless} spell as long as they remain on the plane. In addition, finishing a long rest on the plane grants a good creature the benefit of a {@spell lesser restoration} spell.\"]},{\"type\":\"entries\",\"name\":\"Bytopia: Pervasive Goodwill\",\"entries\":[\"At the end of each long rest taken on this plane, a visitor that is neither lawful good nor neutral good must make a DC 10 Wisdom saving throw. On a failed save, the creature's alignment changes to lawful good or neutral good (whichever is closer to the creature's current alignment). The change becomes permanent if the creature doesn't leave the plane within {@dice 1d4} days. Otherwise, the creature's alignment reverts to normal after one day spent on a plane other than Bytopia. Casting the {@spell dispel evil and good} spell on the creature also restores its original alignment.\"]},{\"type\":\"entries\",\"name\":\"Elysium: Overwhelming Joy\",\"entries\":[\"Visitors spending any time on this plane risk becoming trapped by overwhelming sensations of contentment and happiness. At the end of each long rest taken on this plane, a visitor must make a DC 10 Wisdom saving throw. On a failed save, the creature is unwilling to leave the plane before taking another long rest. After three failed saving throws, the creature never willingly leaves the plane and, if forcibly removed, does everything in its power to return to the plane. A {@spell dispel evil and good} spell removes this effect from the creature.\"]},{\"type\":\"entries\",\"name\":\"The Beastlands: Hunter's Paradise\",\"entries\":[\"Visitors to the Beastlands find their hunting and stalking capabilities improved, and characters have advantage on Wisdom ({@skill Animal Handling}), Wisdom ({@skill Perception}), and Wisdom ({@skill Survival}) checks while there.\"]},{\"type\":\"entries\",\"name\":\"The Beastlands: Beast Transformation\",\"entries\":[\"Whenever a visitor slays a beast native to the plane, the slayer must succeed on a DC 10 Charisma saving throw or become transformed (as the {@spell polymorph} spell) into the type of beast that was slain. In this form, the creature retains its intelligence and ability to speak. At the end of each long rest, the polymorphed creature can repeat the saving throw. On a successful saving throw, the creature returns to its true form. After three failed saving throws. the transformation can be undone only by a {@spell remove curse} spell or similar magic. \"]},{\"type\":\"entries\",\"name\":\"Arborea: Intense Yearning\",\"entries\":[\"Keep track of how many days a visitor spends on Arborea. When the visitor leaves, it must make a Charisma saving throw against a DC of 5, plus 1 for each day spent on the plane. On a failed save, the creature becomes afflicted with a yearning to return to Arborea. As long as the effect persists the creature has disadvantage on ability checks. At the end of each long rest, the creature can repeat the saving throw, ending the effect on a success. A {@spell dispel evil and good} spell removes this effect from the creature.\"]},{\"type\":\"entries\",\"name\":\"Ysgard: Immortal Wrath\",\"entries\":[\"Ysgard is the home of slain heroes who wage eternal battle on fields of glory. Any creature, other than a construct or undead, that is killed by an attack or a spell while on Ysgard is restored to life at dawn the next day. The creature has all its hit points restored, and all conditions and afflictions it suffered before its death are removed.\"]},{\"type\":\"entries\",\"name\":\"Limbo: Power of the Mind\",\"entries\":[\"As an action, a creature on Limbo can make an Intelligence check to mentally move an object on the plane that it can see within 30 feet of it. The DC depends on the object's size: DC 5 for Tiny, DC 10 for Small, DC 15 for Medium, DC 20 for Large, and DC 25 for Huge or larger. On a successful check, the creature moves the object 5 feet plus 1 foot for every point by which it beat the DC.\",\"A creature can also use an action to make an Intelligence check to alter a nonmagical object that isn't being worn or carried. The same rules for distance apply, and the DC is based on the object's size: DC 10 for Tiny, DC 15 for Small, DC 20 for Medium, and DC 25 for Large or larger. On a success, the creature changes the object into another nonliving form of the same size, such as turning a boulder into a ball of fire.\",\"Finally, a creature can use an action to make an Intelligence check to stabilize a spherical area centered on the creature. The DC depends on the radius of the sphere. The base DC is 5 for a 10-foot-radius sphere; each additional 10 feet added to the radius increases the DC by 5. On a successful check, the creature prevents the area from being altered by the plane for 24 hours, or until the creature uses this ability again.\"]},{\"type\":\"entries\",\"name\":\"Pandemonium: Mad Winds\",\"entries\":[\"A visitor must make a DC 10 Wisdom saving throw after each hour spent among the howling winds. On a failed save, the creature gains one level of {@condition exhaustion}. A creature that reaches six levels of {@condition exhaustion} while on this plane doesn't die. Instead, the creature gains a random form of indefinite madness, as described in chapter 8, \\\"Running the Game.\\\" Finishing a long rest doesn't reduce a creature's {@condition exhaustion} level unless the creature can somehow escape the maddening winds.\"]},{\"type\":\"entries\",\"name\":\"The Abyss: Abyssal Corruption\",\"entries\":[\"A non-evil visitor that finishes a long rest in the Abyss must make a DC 10 Charisma saving throw. On a failure, the creature becomes corrupted. Refer to the Abyssal Corruption table to determine the effects of this corruption. You can substitute different corruption effects of your own creation.\",\"After finishing a long rest, a corrupted creature can make a DC 15 Charisma saving throw. On a successful save, the corruption effect ends. A {@spell dispel evil and good} spell or any magic that removes a curse also ends the effect.\",\"If a corrupted creature doesn't leave the plane within {@dice 1d4 + 2} days, its alignment changes to chaotic evil. Casting the {@spell dispel evil and good} spell on the creature restores its original alignment.\",{\"type\":\"table\",\"caption\":\"Abyssal Corruption\",\"colLabels\":[\"d10\",\"Result\"],\"colStyles\":[\"col-2 text-center no-wrap\",\"col-10\"],\"rows\":[[\"1-4\",\"{@bold Treachery.} The character gains the following flaw: \\\"I can only achieve my goals by making sure that my companions don't achieve theirs.\\\"\"],[\"5-7\",\"{@bold Bloodlust.} The character gains the following flaw: \\\"I enjoy killing for its own sake, and once I start, it's hard to stop.\\\"\"],[\"8-9\",\"{@bold Mad Ambition.} The character gains the following flaw: \\\"I am destined to rule the Abyss, and my companions are tools to that end.\\\"\"],[\"10\",\"{@bold Demonic Possession.} The character is possessed by a demonic entity until freed by {@spell dispel evil and good} or similar magic. Whenever the possessed character rolls a 1 on an attack roll, ability check, or saving throw, the demon takes control of the character and determines the character's behavior. At the end of each of the possessed character's turns, he or she can make a DC 15 Charisma saving throw. On a success, the character regains control until he or she rolls another 1.\"]]}]},{\"type\":\"entries\",\"name\":\"Carceri: Prison Plane\",\"entries\":[\"No one can leave Carceri easily. Magical efforts to leave the plane by any spell other than a wish simply fail.\",\"Portals and gates that open onto the plane become one-way only. Secret ways out of the plane exist, but they are hidden and well guarded by traps and deadly monsters\"]},{\"type\":\"entries\",\"name\":\"Hades: Vile Transformation\",\"entries\":[\"At the end of each long rest taken on the plane, a visitor must make a DC 10 Wisdom saving throw. On a failed save, the creature gains one level of {@condition exhaustion}, which can't be removed while the creature remains in Hades. If the creature reaches six levels of {@condition exhaustion}, it doesn't die. Instead, the creature permanently transforms into a larva, whereupon all levels of {@condition exhaustion} afflicting the creature are removed.\",\"A larva is a miserable fiend that retains the facial features of its previous form but has the body of a fat worm. A larva has only a few faint memories of its previous life and the statistics in the {@creature larva|dmg} stat block. Hades is crawling with larvae. Night hags, liches, and rakshasas harvest them for use in vile rituals. Other fiends like to feed on them.\"]},{\"type\":\"entries\",\"name\":\"Gehenna: Cruel Hindrance\",\"entries\":[\"The plane's cruel nature makes it difficult for visitors to help one another. Whenever a visitor casts a spell with a beneficial effect, including a spell that restores hit points or removes a condition, the caster must first make a DC 10 Charisma saving throw. On a failed save, the spell fails, the spell slot is expended, and the action is wasted.\"]},{\"type\":\"entries\",\"name\":\"The Nine Hells: Pervasive Evil\",\"entries\":[\"Evil pervades the Nine Hells, and visitors to this plane feel its influence. At the end of each long rest taken on this plane, a visitor that isn't evil must make a DC 10 Wisdom saving throw. On a failed save, the creature's alignment changes to lawful evil. The change becomes permanent if the creature doesn't leave the plane within {@dice 1d4} days. Otherwise, the creature's alignment reverts to normal after one day spent on a plane other than the Nine Hells. Casting the {@spell dispel evil and good} spell on the creature also restores its original alignment.\"]},{\"type\":\"entries\",\"name\":\"Acheron: Bloodlust\",\"entries\":[\"Acheron rewards a creature for harming other creatures by imbuing that creature with the strength to keep fighting. While on Acheron, a creature gains temporary hit points equal to half its hit point maximum whenever it reduces a hostile creature to 0 hit points.\"]},{\"type\":\"entries\",\"name\":\"Mechanus: Law of Averages\",\"entries\":[\"While on Mechanus, creatures always use the average damage result for attacks and spells. For example, an attack that normally deals {@dice 1d10 + 5} damage always deals 10 damage on Mechanus.\"]},{\"type\":\"entries\",\"name\":\"Mechanus: Imposing Order\",\"entries\":[\"At the end of each long rest taken on this plane, a visitor that isn't lawful neutral must make a DC 10 Wisdom saving throw. On a failed save, the creature's alignment changes to lawful neutral. The creature's alignment reverts to normal after one day spent on a plane other than Mechanus. Casting the {@spell dispel evil and good} spell on the creature also restores its original alignment.\"]},{\"type\":\"entries\",\"name\":\"Arcadia: Planar Vitality\",\"entries\":[\"While on this plane, creatures can't be {@condition frightened} or {@condition poisoned}, and they are immune to disease and poisons.\"]}]},{\"name\":\"Player Character\",\"source\":\"XPHB\",\"page\":372,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A player character is a character controlled by a {@link player|https://coveryourtracks.eff.org}.\"]},{\"name\":\"Player Characters as Lycanthropes\",\"source\":\"MM\",\"page\":207,\"additionalSources\":[{\"source\":\"CoS\",\"page\":242},{\"source\":\"WDMM\",\"page\":317},{\"source\":\"VRGR\",\"page\":237}],\"entries\":[\"A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope's speeds in non-humanoid form, damage immunities, traits, and actions that don't involve equipment. The character is proficient with the lycanthrope's natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope's statistics. The character can't speak while in animal form.\",\"A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the lycanthrope's proficiency bonus + the lycanthrope's Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed.\",\"The following information applies to specific lycanthropes.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"{@creature Werebear}\",\"entries\":[\"The character gains a Strength of 19 if his or her score isn't already higher, and a +1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.\"]},{\"type\":\"entries\",\"name\":\"{@creature Wereboar}\",\"entries\":[\"The character gains a Strength of 17 if his or her score isn't already higher, and a +1 bonus to AC while in boar or hybrid form (from natural armor). Attack and damage rolls for the tusks are based on Strength. For the Charge trait, the DC is 8 + the character's proficiency bonus + Strength modifier.\"]},{\"type\":\"entries\",\"name\":\"{@creature Wererat}\",\"entries\":[\"The character gains a Dexterity of 15 if his or her score isn't already higher. Attack and damage rolls for the bite are based on whichever is higher of the character's Strength and Dexterity.\"]},{\"type\":\"entries\",\"name\":\"{@creature Weretiger}\",\"entries\":[\"The character gains a Strength of 17 if his or her score isn't already higher. Attack and damage rolls for the natural weapons are based on Strength. For the Pounce trait, the DC is 8 + the character's proficiency bonus + Strength modifier.\"]},{\"type\":\"entries\",\"name\":\"{@creature Werewolf}\",\"entries\":[\"The character gains a Strength of 15 if his or her score isn't already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.\"]},{\"type\":\"entries\",\"name\":\"{@creature Wereraven|VRGR}\",\"source\":\"CoS\",\"page\":242,\"entries\":[\"A character cursed with wereraven lycanthropy gains a Dexterity of 15 if his or her score isn't already higher. Attack and damage rolls for the wereraven's bite are based on whichever is higher of the character's Strength and Dexterity. The bite of a wereraven in raven form deals 1 piercing damage (no ability modifier applies to this damage) and carries the curse of lycanthropy.\"]},{\"type\":\"entries\",\"name\":\"{@creature Werebat|WDMM}\",\"source\":\"WDMM\",\"page\":317,\"entries\":[\"A player character who becomes a werebat gains a Dexterity of 17 if their score isn't already higher. Attack and damage rolls for the werebat's bite attack are based on the character's Strength or Dexterity score, whichever is higher.\"]},{\"type\":\"entries\",\"name\":\"{@creature Loup Garou|VRGR}\",\"source\":\"VRGR\",\"page\":237,\"entries\":[\"A Humanoid who succumbs to a loup garou's lycanthropy becomes a {@creature werewolf} (see above). This form of lycanthropy can't be removed while the loup garou that inflicted the curse lives.\",\"Once a loup garou is slain, a {@spell remove curse} spell cast during the night of a full moon on any afflicted werewolf it created forces the target to make a DC 17 Constitution saving throw. On a success, the curse is broken, and the target returns to its normal form and gains 3 levels of {@condition exhaustion}. On a failure, the curse remains, and the target automatically fails any saving throw made to break this curse for 1 month.\"]}]}]},{\"name\":\"Player Characters as Vampires\",\"source\":\"MM\",\"page\":295,\"additionalSources\":[{\"source\":\"VRGR\",\"page\":236}],\"entries\":[\"The game statistics of a player character transformed into a {@creature vampire spawn} and then a {@creature vampire} don't change, except that the character's Strength, Dexterity, and Constitution scores become 18 if they aren't higher. In addition, the character gains the vampire's damage resistances, {@sense darkvision}, traits, and actions. Attack and damage rolls for the vampire's attacks are based on Strength. The save DC for Charm is 8 + the vampire's proficiency bonus + the vampire's Charisma modifier. The character's alignment becomes lawful evil, and the DM might take control of the character until the vampirism is reversed with a {@spell wish} spell or the character is killed and brought back to life.\",{\"type\":\"entries\",\"name\":\"Jiangshi\",\"source\":\"VRGR\",\"page\":236,\"entries\":[\"Humanoids killed by a {@creature jiangshi|VRGR} rise as life-hungry corpses and might turn into jiangshi themselves if they feed upon the living.\"]}]},{\"name\":\"Playing on a Grid\",\"source\":\"PHB\",\"page\":192,\"ruleType\":\"V\",\"entries\":[{\"type\":\"entries\",\"entries\":[\"If you play out a combat using a square grid and miniatures or other tokens, follow these rules.\",{\"name\":\"Squares\",\"type\":\"entries\",\"entries\":[\"Each square on the grid represents 5 feet.\"]},{\"name\":\"Speed\",\"type\":\"entries\",\"entries\":[\"Rather than moving foot by foot, move square by square on the grid. This means you use your speed in 5-foot segments. This is particularly easy if you translate your speed into squares by dividing the speed by 5. For example, a speed of 30 feet translates into a speed of 6 squares.\",\"If you use a grid often, consider writing your speed in squares on your character sheet.\"]},{\"name\":\"Entering a Square\",\"type\":\"entries\",\"entries\":[\"To enter a square, you must have at least 1 square of movement left, even if the square is diagonally adjacent to the square you're in. (The rule for diagonal movement sacrifices realism for the sake of smooth play. The Dungeon Master's Guide provides guidance on using a more realistic approach.)\",\"If a square costs extra movement, as a square of {@quickref difficult terrain||3} does, you must have enough movement left to pay for entering it. For example, you must have at least 2 squares of movement left to enter a square of {@quickref difficult terrain||3}.\"]},{\"name\":\"Corners\",\"type\":\"entries\",\"entries\":[\"Diagonal movement can't cross the corner of a wall, large tree, or other terrain feature that fills its space.\"]},{\"name\":\"Ranges\",\"type\":\"entries\",\"entries\":[\"To determine the range on a grid between two things—whether creatures or objects—start counting squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route.\"]}]}]},{\"name\":\"Plot Points\",\"source\":\"DMG\",\"page\":269,\"ruleType\":\"O\",\"entries\":[\"Plot points allow players to change the course of the campaign, introduce plot complications, alter the world, and even assume the role of the DM. If your first reaction to reading this optional rule is to worry that your players might abuse it, it's probably not for you.\",{\"type\":\"entries\",\"name\":\"Using Plot Points\",\"entries\":[\"Each player starts with 1 plot point. During a session, a player can spend that point for one effect. The effect depends on your group's approach to this optional rule. Three options are presented below.\",\"A player can spend no more than 1 plot point per session. You can increase this limit if you like, especially if you want the players to drive more of the story. Once every player at the table has spent a plot point, they each gain 1 plot point.\"]},{\"type\":\"entries\",\"name\":\"Option 1: What a Twist!\",\"entries\":[\"A player who spends a plot point gets to add some element to the setting or situation that the group (including you) must accept as true. For example, a player can spend a plot point and state that his or her character has found a secret door, an NPC appears, or a monster turns out to be a long-lost ally polymorphed into a horrid beast.\",\"A player who wants to spend a plot point in this way should take a minute to discuss his or her idea with everyone else at the table and get feedback before settling on a plot development.\"]},{\"type\":\"entries\",\"name\":\"Option 2: The Plot Thickens\",\"entries\":[\"Whenever a player spends a plot point, the player to his or her right must add a complication to the scene. For example, if the player who spends the plot point decides that her character has found a secret door, the player to the right might state that opening the door triggers a magical trap that teleports the party to another part of the dungeon.\"]},{\"type\":\"entries\",\"name\":\"Option 3: The Gods Must Be Crazy\",\"entries\":[\"With this approach, there is no permanent DM. Everyone makes a character, and one person starts as the DM and runs the game as normal. That person's character becomes an NPC who can tag along with the group or remain on the sidelines, as the group wishes.\",\"At any time, a player can spend a plot point to become the DM. That player's character becomes an NPC, and play continues. It's probably not a good idea to swap roles in the middle of combat, but it can happen if your group allows time for the new DM to settle into his or her role and pick up where the previous DM left off.\",\"Using plot points in this way can make for an exciting campaign as each new DM steers the game in unexpected directions. This approach is also a great way for would-be DMs to try running a game in small, controlled doses.\",\"In a campaign that uses plot points this way, everyone should come to the table with a bit of material prepared or specific encounters in mind. A player who isn't prepared or who doesn't feel like DMing can choose to not spend a plot point that session.\",\"For this approach to work, it's a good idea to establish some shared assumptions about the campaign so that DMs aren't duplicating efforts or trampling on each other's plans.\"]}]},{\"name\":\"Possession\",\"source\":\"XPHB\",\"page\":372,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"Some effects cause a creature to be possessed by another creature or entity. A possessing effect defines how the possession operates. Possession can be prevented by the {@spell Protection from Evil and Good|XPHB} spell and ended by the {@spell Dispel Evil and Good|XPHB} spell.\"]},{\"name\":\"Proficiency\",\"source\":\"XPHB\",\"page\":372,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"If you have proficiency with something, you can add your Proficiency Bonus to any {@variantrule D20 Test|XPHB} you make using that thing. A creature might have proficiency in a skill or {@variantrule Saving Throw|XPHB|saving throw} or with a weapon or tool.\"]},{\"name\":\"Proficiency Dice\",\"source\":\"DMG\",\"page\":263,\"ruleType\":\"O\",\"entries\":[\"This optional rule replaces a character's proficiency bonus with a proficiency die, adding more randomness to the game and making proficiency a less reliable indicator of mastery. Instead of adding a proficiency bonus to an ability check, an attack roll, or saving throw, the character's player rolls a die. The Proficiency Die table shows which die or dice to roll, as determined by the character's level.\",\"Whenever a feature, such as the rogue's Expertise, lets a character double his or her proficiency bonus, the player rolls the character's proficiency die twice instead of once.\",\"This option is intended for player characters and nonplayer characters who have levels, as opposed to monsters who don't.\",{\"type\":\"table\",\"caption\":\"Proficiency Dice\",\"colLabels\":[\"Level\",\"Proficiency Bonus\",\"Proficiency Die\"],\"colStyles\":[\"col-2 no-wrap text-center\",\"col-5 text-center\",\"col-5 text-center\"],\"rows\":[[\"1st-4th\",\"+2\",\"{@dice 1d4}\"],[\"5th-8th\",\"+3\",\"{@dice 1d6}\"],[\"9th-12th\",\"+4\",\"{@dice 1d8}\"],[\"13th-16th\",\"+5\",\"{@dice 1d10}\"],[\"17th-20th\",\"+6\",\"{@dice 1d12}\"]]}]},{\"name\":\"Random Ships\",\"source\":\"GoS\",\"page\":208,\"type\":\"section\",\"entries\":[\"The characters aren't the only sailors traveling the high seas. Each new vessel they encounter presents an opportunity for adventure. The following rules can be used to generate other ships met on the open seas.\",{\"type\":\"entries\",\"name\":\"Ship Type\",\"entries\":[\"The type of ship the characters meet determines the vessel's statistics, along with how many creatures and how much cargo it can carry.\",{\"type\":\"table\",\"caption\":\"Ship Type\",\"colLabels\":[\"d100\",\"Ship\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"01–09\",\"{@vehicle Rowboat|GoS}\"],[\"10–25\",\"{@vehicle Keelboat|GoS}\"],[\"26–38\",\"{@vehicle Longship|GoS}\"],[\"39–60\",\"{@vehicle Sailing ship|GoS}\"],[\"61–79\",\"{@vehicle Galley|GoS}\"],[\"80–00\",\"{@vehicle Warship|GoS}\"]]}]},{\"type\":\"entries\",\"name\":\"Ship Name\",\"entries\":[\"Every ship has a name, which you can create yourself or randomly generate using the Ship Names table. Roll on the table—once for an adjective and once for a noun—to create a ship name.\",{\"type\":\"table\",\"caption\":\"Ship Names\",\"isNameGenerator\":true,\"colLabels\":[\"d20\",\"Adjective\",\"Noun\"],\"colStyles\":[\"text-center col-2\",\"col-5\",\"col-5\"],\"rows\":[[\"1\",\"Beautiful\",\"Adventure\"],[\"2\",\"Bilious\",\"Barnacle\"],[\"3\",\"Bold\",\"Brawler\"],[\"4\",\"Cold\",\"Devil\"],[\"5\",\"Dandy\",\"Dragon\"],[\"6\",\"Dawn\",\"Gem\"],[\"7\",\"Drunken\",\"Flower\"],[\"8\",\"Fiery\",\"Jester\"],[\"9\",\"Furious\",\"Kraken\"],[\"10\",\"Grinning\",\"Leviathan\"],[\"11\",\"Intrepid\",\"Mermaid\"],[\"12\",\"Jolly\",\"Prince\"],[\"13\",\"Misty\",\"Princess\"],[\"14\",\"Rambunctious\",\"Revenge\"],[\"15\",\"Red\",\"Saber\"],[\"16\",\"Royal\",\"Shark\"],[\"17\",\"Salty\",\"Tide\"],[\"18\",\"Sinful\",\"Treasure\"],[\"19\",\"Twilight\",\"Victory\"],[\"20\",\"Zealous\",\"Wanderer\"]]}]},{\"type\":\"entries\",\"name\":\"Crew\",\"entries\":[\"Unless you decide otherwise, each ship encountered on the sea has its full crew and enough food and water to sustain that crew and any passengers for the duration of the ship's journey. You can generate a crew using the suggestions in the \\\"{@adventure Ship Purpose|GoS|8|Ship Purpose}\\\" section below or by using the suggested crew for a ship's type.\",{\"type\":\"entries\",\"name\":\"Crew Member Names\",\"entries\":[\"Should you need to quickly generate the name of a member of a ship's crew, the following table makes it easy to produce a two-part name that could apply to any member of a crew, regardless of gender or race.\",{\"type\":\"table\",\"caption\":\"Crew Member Name\",\"isNameGenerator\":true,\"colLabels\":[\"d20\",\"First Half\",\"Second Half\"],\"colStyles\":[\"text-center col-2\",\"col-5\",\"col-5\"],\"rows\":[[\"1\",\"Salty\",\"Beard\"],[\"2\",\"Ol'\",\"Eye\"],[\"3\",\"Silver\",\"Copper\"],[\"4\",\"Golden\",\"Fish\"],[\"5\",\"Black\",\"Whale\"],[\"6\",\"Blue\",\"Dog\"],[\"7\",\"Silky\",\"Cur\"],[\"8\",\"Heartless\",\"Fingers\"],[\"9\",\"Drizzly\",\"Patches\"],[\"10\",\"Thirsty\",\"Hook\"],[\"11\",\"Rum\",\"Salt\"],[\"12\",\"Gloomy\",\"Rat\"],[\"13\",\"Handsome\",\"Charm\"],[\"14\",\"Wee\",\"Beast\"],[\"15\",\"Clever\",\"Devil\"],[\"16\",\"Ugly\",\"Liar\"],[\"17\",\"Pretty\",\"Angel\"],[\"18\",\"Lost\",\"Blood\"],[\"19\",\"Mad\",\"Maps\"],[\"20\",\"Poor\",\"Mast\"]]}]}]},{\"type\":\"entries\",\"name\":\"Ship Purpose\",\"entries\":[\"Every ship has a reason for its voyages, which can be rolled or chosen on the Ship Purpose table. Each purpose is described after the table.\",{\"type\":\"table\",\"caption\":\"Ship Purpose\",\"colLabels\":[\"d100\",\"Purpose\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"01–17\",\"Cargo\"],[\"18–34\",\"Passenger\"],[\"35–51\",\"Fishing\"],[\"52–68\",\"Military\"],[\"69–85\",\"Piracy\"],[\"86–95\",\"Mercenary\"],[\"96–00\",\"Ghost\"]]},{\"type\":\"entries\",\"name\":\"Cargo\",\"entries\":[\"Cargo ships haul mercantile goods, emergency relief supplies, traveling carnivals, and any other materials that need to move across the seas. Let the ship's alignment, racial makeup, and disposition guide what a ship might carry as cargo.\",\"Most crew members and officers on cargo ships are {@creature Commoner||commoners}. Vessels with valuable cargo may carry {@dice 2d10} {@creature Guard||guards} with a {@creature veteran} guard captain. Cargo ships that transport livestock may have {@creature Goat||goats}, {@creature Camel||camels}, {@creature Draft Horse||draft horses}, {@creature Mule||mules}, and other beasts, in addition to their crews and passengers.\"]},{\"type\":\"entries\",\"name\":\"Passenger\",\"entries\":[\"Passenger ships carry travelers. Such vessels are chartered for journeys or pleasure cruises or carry refugees, religious missionaries, or some other peaceful group traveling to an important destination.\",\"Most crew members and officers on passenger ships are {@creature Commoner||commoners}. Vessels carrying important people may carry {@dice 2d10} {@creature Guard||guards} with a {@creature veteran} guard captain. The passengers on a passenger ship generally consist of {@creature Commoner||commoners} and {@creature Noble||nobles}, though many creatures have the need to travel by ship.\"]},{\"type\":\"entries\",\"name\":\"Fishing\",\"entries\":[\"Fishing ships include commercial vessels that catch fish and crustaceans to sell at market, whaling boats, and trophy hunters stalking sharks, giant octopuses, and other sea monsters. Any vessel that hunts sea life for profit, survival, or sport has this purpose.\",\"Most crew members and officers on commercial fishing ships are {@creature Commoner||commoners}, but whaling vessels and sport hunters often have {@creature Scout||scouts} among their ranks.\"]},{\"type\":\"entries\",\"name\":\"Military\",\"entries\":[\"Military vessels carry soldiers to war and are equipped for battle on the sea. These vessels hunt pirates, defend and invade territory, carry important government cargo, escort officials, transport prisoners, and do anything else their commanders require.\",\"Most crew members on military ships are {@creature Guard||guards} or {@creature Scout||scouts}. Officers are {@creature Veteran||veterans}. Many military ships carry extra {@creature Guard||guards} as passengers for invasion, boarding, and operating siege weapons. A military ship may also carry {@dice 1d4} {@creature Bandit||bandits} or {@creature Guard||guards} as prisoners.\"]},{\"type\":\"entries\",\"name\":\"Piracy\",\"entries\":[\"Pirates smuggle contraband goods and rob other ships, seaside towns, and outposts. They engage in criminal operations, but not all are evil. Many have an ethical code. Some serve governments as privateers, harming only these masters' adversaries, while others rob only the corrupt and give their ill-gotten gains to the needy.\",\"Most crew members on pirate ships are {@creature Bandit||bandits}. Officers are {@creature Bandit Captain||bandit captains} and could include a {@creature pirate captain|GoS} (see {@adventure appendix C|GoS|10}) and a {@creature pirate bosun|GoS} (see {@adventure appendix C|GoS|10}). Many pirate ships carry extra {@creature Bandit||bandits} and at least one {@creature pirate deck wizard|GoS} (see {@adventure appendix C|GoS|10}) as passengers.\"]},{\"type\":\"entries\",\"name\":\"Mercenary\",\"entries\":[\"Mercenary crews travel the world in search of adventure and pay. They explore uncharted territories, fight wars, slay monsters, transport special cargo or people, and undertake any quest for the right cost.\",\"Mercenary ships have crews and passengers similar to military ships.\",{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"variantrules/GoS/098-za-08-ghost-ship-p210.webp\"},\"width\":852,\"height\":1000,\"credit\":\"Wayne England\"}]},{\"type\":\"entries\",\"name\":\"Ghost\",\"entries\":[\"Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane. They sometimes serve necromancers, but more often these crews are beholden to no master.\",\"A ghost ship has the same statistics as a normal ship of its ship type with the following changes:\",{\"type\":\"list\",\"items\":[\"The ship has resistance to the following damage types: acid, fire, lightning, and thunder, as well as bludgeoning, piercing, and slashing from nonmagical attacks.\",\"The ship is immune to cold, necrotic, poison, and psychic damage.\",\"The ship can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@dice 1d10}) force damage if it ends its turn inside an object.\"]},\"Crew members and officers on good and neutral ghost ships are {@creature Ghost||ghosts}. On evil ghost ships, the crew members are 90 percent {@creature Skeleton||skeletons} and {@creature Zombie||zombies} (even mix of each), 10 percent are {@creature Specter||specters}, and the officers are {@creature Wraith||wraiths}.\"]}]},{\"type\":\"entries\",\"name\":\"Attitude and Race\",\"entries\":[\"Each ship's crew and passengers have an attitude that guides how they interact with the characters. Friendly ships seek to trade or share news, neutral ones attack if they feel threatened and otherwise try to avoid contact, and hostile ones seek to attack and seize the characters' ship.\",\"First, roll or choose an attitude on the Ship Attitude table, then roll on the appropriate table to determine the nature of the crew. The race chosen or rolled need not be the only one found on the ship, and you might use a table multiple times to make a ship's crew and passengers more diverse. Feel free to substitute suggested statistics for other statistics if you feel they make more sense with the ship's race (for example, substituting the {@creature bandit} statistics with {@creature orc} statistics on a pirate ship crewed by orcs).\",{\"type\":\"table\",\"caption\":\"Ship Attitude\",\"colLabels\":[\"d6\",\"Attitude\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1–2\",\"Friendly\"],[\"3–4\",\"Neutral\"],[\"5–6\",\"Hostile\"]]},{\"type\":\"table\",\"caption\":\"Friendly Ship\",\"colLabels\":[\"d100\",\"Race\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"01–05\",\"Dragonborn\"],[\"06–10\",\"Dwarves\"],[\"11–30\",\"Elves\"],[\"31–40\",\"Gnomes\"],[\"41–50\",\"Tieflings\"],[\"51–60\",\"Halflings\"],[\"61–00\",\"Humans\"]]},{\"type\":\"table\",\"caption\":\"Neutral Ship\",\"colLabels\":[\"d100\",\"Race\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"01–05\",\"Dragonborn\"],[\"06–10\",\"Dwarves\"],[\"11–30\",\"Lizardfolk\"],[\"31–40\",\"Hobgoblins\"],[\"41–50\",\"Orcs\"],[\"51–60\",\"Halflings\"],[\"61–00\",\"Humans\"]]},{\"type\":\"table\",\"caption\":\"Hostile Ship\",\"colLabels\":[\"d100\",\"Race\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"01–05\",\"Frost giants\"],[\"06–10\",\"Kobolds\"],[\"11–30\",\"Orcs\"],[\"31–40\",\"Hobgoblins\"],[\"41–50\",\"Undead\"],[\"51–60\",\"Gnolls\"],[\"61–00\",\"Humans\"]]},{\"type\":\"entries\",\"name\":\"Ship Disposition\",\"entries\":[\"Each ship has a disposition that determines events happening aboard the ship when the characters encounter it. Choose or roll for a ship's disposition on the Ship Disposition table. Each disposition is described after the table. If you roll no special disposition, the ship is under no unusual stress and reacts based on its attitude.\",{\"type\":\"table\",\"caption\":\"Ship Disposition\",\"colLabels\":[\"d10\",\"Disposition\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"Diseased\"],[\"2\",\"Emergency\"],[\"3\",\"Help with purpose\"],[\"4\",\"Mutiny\"],[\"5\",\"Trading\"],[\"6–10\",\"No special disposition\"]]}]},{\"type\":\"entries\",\"name\":\"Diseased\",\"entries\":[\"Roll percentile dice. The result reveals the percentage of the ship's crew and passengers infected with a disease of your choice from \\\"{@book Sample Diseases|DMG|8|Sample Diseases}\\\" in chapter 8, \\\"{@book Running the Game|DMG|8|Running the Game},\\\" of the {@book Dungeon Master's Guide|DMG}. This ship approaches the characters, begging for or demanding help with the infection.\",\"Ghost ships can't be diseased; if you get this result for a ghost ship, ignore it and roll again.\"]},{\"type\":\"entries\",\"name\":\"Emergency\",\"entries\":[\"A ship experiencing an emergency is suffering some sort of crisis. The crew and passengers beg or demand the characters' help in getting out of the situation. Choose or roll for an emergency on the Ship Emergency table to determine the vessel's crisis.\",{\"type\":\"table\",\"caption\":\"Ship Emergency\",\"colLabels\":[\"d4\",\"Emergency\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1\",\"The ship's crew is lost.\"],[\"2\",\"The ship is damaged and can't be steered as it drifts with the current.\"],[\"3\",\"The ship is stuck on a sandbar.\"],[\"4\",\"The ship is sinking.\"]]}]},{\"type\":\"entries\",\"name\":\"Help with Purpose\",\"entries\":[\"Ship crews looking for help with their purpose approach the characters asking for direct aid in a task. For instance, mercenaries ask for help mapping an unexplored area while a cargo ship's crew asks the characters to serve as guards. Most crews offer compensation in return for the characters' services, though some might threaten or beg for charity to get help.\"]},{\"type\":\"entries\",\"name\":\"Mutiny\",\"entries\":[\"The crew of ships ready to mutiny are unhappy with the leadership of their officers and plan to overthrow them. The officers approach the characters, asking for or demanding help quelling the uprising, or the crew approaches, requesting aid with their uprising or attempting to trick the characters into killing the officers.\"]},{\"type\":\"entries\",\"name\":\"Trading\",\"entries\":[\"Ship crews and passengers looking to trade offer their cargo or services to the characters in exchange for deeds, items, or coin. Use the ship's purpose to guide what they have to trade. For instance, commercial fishermen might offer a crate of valuable crabs in exchange for the head of a shark that keeps consuming their catches, while pirates might offer stolen potions in exchange for gems or gold. Most of the people offering trades are willing to haggle. If the characters refuse to trade, evil-aligned crews and passengers might attack to get what they want.\"]}]}]},{\"name\":\"Rapid Quaffing\",\"source\":\"TDCSR\",\"page\":215,\"ruleType\":\"O\",\"entries\":[\"This house rule lets characters grab and drink a potion as a bonus action, enabling them to heal or buff up in combat without sacrificing their primary attacks or spellcasting to do so. (This applies to enemies and NPCs as well as player characters!)\",\"Using this house rule, you can use a bonus action to drink a potion yourself. It still requires an action to administer a potion to another creature. You can also choose to only apply this house rule to {@item Potion of Healing|DMG|potions of healing} and their {@item Potion of Healing (*)|DMG|variants} ({@item potion of greater healing}, etc.). In this less powerful version of the house rule, you can consume a potion that restores hit points as a bonus action, but all other potions still require you to use your action.\"]},{\"name\":\"Reaction\",\"source\":\"XPHB\",\"page\":372,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A Reaction is a special action taken in response to a trigger defined in the Reaction's description. You can take a Reaction on another creature's turn, and if you take it on your turn, you can do so even if you also take an action, a {@variantrule Bonus Action|XPHB}, or both. Once you take a Reaction, you can't take another one until the start of your next turn. The {@action Opportunity Attack|XPHB} is a Reaction available to all creatures.\"]},{\"name\":\"Renown\",\"source\":\"DMG\",\"page\":22,\"ruleType\":\"O\",\"entries\":[\"Renown is an optional rule you can use to track an adventurer's standing within a particular faction or organization. Renown is a numerical value that starts at 0, then increases as a character earns favor and reputation within a particular organization. You can tie benefits to a character's renown, including ranks and titles within the organization and access to resources.\",\"A player tracks renown separately for each organization his or her character is a member of. For example, an adventurer might have 5 renown within one faction and 20 renown within another, based on the character's interaction with each organization over the course of the campaign.\",{\"type\":\"entries\",\"name\":\"Gaining Renown\",\"entries\":[\"A character earns renown by completing missions or quests that serve an organization's interests or involve the organization directly. You award renown at your discretion as characters complete these missions or quests, typically at the same time you award experience points.\",\"Advancing an organization's interests increases a character's renown within that organization by 1. Completing a mission specifically assigned by that organization, or which directly benefits the organization, increases the character's renown by 2 instead.\",\"For example, characters with connections to the noble Order of the Gauntlet complete a mission in which they free a town from the tyranny of a blue dragon. Because the order likes to punish evildoers, you might increase each character's renown within the order by 1. Conversely, if killing the dragon was a mission given to the adventurers by a senior member of the order, completing the task might instead increase each character's renown by 2, showing the adventurers as effective allies.\",\"Meanwhile, the party's rogue might have looted a box of rare poisons from the dragon's hoard and sold it to a fence who is secretly a Zhentarim agent. You might increase the rogue's renown within the Zhentarim by 2 since this action directly increased that group's power and wealth, even though the task was not assigned by an agent of the Zhentarim.\"]},{\"type\":\"entries\",\"name\":\"Benefits of Renown\",\"entries\":[\"The benefits of increasing renown within an organization can include rank and authority, friendly attitudes from members of the organization, and other perks.\",{\"type\":\"entries\",\"name\":\"Rank\",\"entries\":[\"Characters can earn promotions as their renown increases. You can establish certain thresholds of renown that serve as prerequisites (though not necessarily the only prerequisites) for advancing in rank, as shown in the Examples of Faction Ranks table. For example, a character might join the Lords' Alliance after earning 1 renown within that organization, gaining the title of cloak. As the character's renown within the organization increases, he or she might be eligible for further increases in rank.\",\"You can add rank prerequisites. For example, a character affiliated with the Lords' Alliance might have to be at least 5th level before becoming a stingblade, at least 10th level to be a warduke, and at least 15th level to be a lioncrown.\",\"You can set these thresholds of renown to any numbers that work for your game, creating appropriate ranks and titles for the organizations in your campaign.\",{\"type\":\"table\",\"caption\":\"Examples of Faction Ranks\",\"colLabels\":[\"Renown\",\"Harpers\",\"Order of the Gauntlet\",\"Emerald Enclave\",\"Lords' Alliance\",\"Zhentarim\"],\"colStyles\":[\"col-2\",\"col-2\",\"col-2\",\"col-2\",\"col-2\",\"col-2\"],\"rows\":[[\"1\",\"Watcher\",\"Chevall\",\"Springwarden\",\"Cloak\",\"Fang\"],[\"3\",\"Harpshadow\",\"Marcheon\",\"Summerstrider\",\"Redknife\",\"Wolf\"],[\"10\",\"Brightcandle\",\"Whitehawk\",\"Autumnreaver\",\"Stingblade\",\"Viper\"],[\"25\",\"Wise Owl\",\"Vindicator\",\"Winterstalker\",\"Warduke\",\"Ardragon\"],[\"50\",\"High Harper\",\"Righteous Hand\",\"Master of the Wild\",\"Lioncrown\",\"Dread Lord\"]]}]},{\"type\":\"entries\",\"name\":\"Attitudes of Organization Members\",\"entries\":[\"As a character's renown within an organization grows, members of that organization are increasingly likely to have heard of the character. You can set thresholds at which the default attitude of an organization's members toward the character becomes indifferent or friendly. For example, members of the Emerald Enclave—a faction dedicated to preserving the natural order—might be less friendly toward characters who have not cultivated at least 3 renown within that organization, becoming friendly by default only when a character has gained 10 renown within the Emerald Enclave. These thresholds apply only to the default attitude of most members of an organization, and such attitudes aren't automatic. NPC faction members might dislike an adventurer despite that character's renown—or perhaps because of it.\"]},{\"type\":\"entries\",\"name\":\"Perks\",\"entries\":[\"Earning a rank within an organization comes with certain benefits, as defined by you. A character of low rank might gain access to a reliable contact and adventure leads, a safe house, or a trader willing to offer a discount on adventuring gear. A middle-ranked character might gain a follower (see chapter 4, \\\"Creating Nonplayer Characters\\\"), access to potions and scrolls, the ability to call in a favor, or backup on dangerous missions. A high-ranking character might be able to call on a small army, take custody of a rare magic item, gain access to a helpful spellcaster, or assign special missions to members of lower rank.\"]},{\"type\":\"entries\",\"name\":\"Downtime Activities\",\"entries\":[\"You might allow characters to spend downtime between adventures building relationships and gaining renown within an organization. For more information on downtime activities, see chapter 6, \\\"Between Adventures.\\\"\"]}]},{\"type\":\"entries\",\"name\":\"Losing Renown\",\"entries\":[\"Disagreements with members of an organization aren't enough to cause a loss of renown within that organization. However, serious offenses committed against the organization or its members can result in a loss of renown and rank within the organization. The extent of the loss depends on the infraction and is left to your discretion. A character's renown within an organization can never drop below 0.\"]},{\"type\":\"entries\",\"name\":\"Piety\",\"entries\":[\"With a few alterations, the renown system can also serve as a measure of a character's link to the gods. It's a great option for campaigns where the gods take active roles in the world.\",\"Using this approach, you track renown based on specific divine figures in your campaign. Each character has the option to select a patron deity or pantheon with goals, doctrine, and taboos that you have created. Any renown he or she earns is called piety. A character gains piety for honoring his or her gods, fulfilling their commands, and respecting their taboos. A character loses piety for working against those gods, dishonoring them, defiling their temples, and foiling their aims.\",\"The gods bestow favors on those who prove their devotion. With each rank of piety gained, a character can pray for divine favor once per day. This favor usually comes in the form of a cleric spell like bless. The favor often comes with a sign of the divine benefactor; for example, a character dedicated to Thor might receive a spell accompanied by the boom of thunder.\",\"A high level of piety can also lead to a character gaining a more persistent benefit, in the form of a blessing or charm (see chapter 7, \\\"Treasure,\\\" for such supernatural gifts).\"]}]},{\"name\":\"Resistance\",\"source\":\"XPHB\",\"page\":373,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"If you have Resistance to a {@variantrule Damage Types|XPHB|damage type}, damage of that type is halved against you (round down). Resistance is applied only once to an instance of damage.\"]},{\"name\":\"Rest Variants\",\"source\":\"DMG\",\"page\":267,\"ruleType\":\"V\",\"entries\":[\"The rules for short and long rests presented in chapter 8 of the {@book Player's Handbook|PHB|8|Resting} work well for a heroic-style campaign. Characters can go toe-to-toe with deadly foes, take damage to within an inch of their lives, yet still be ready to fight again the next day. If this approach doesn't fit your campaign, consider the following variants.\",{\"type\":\"entries\",\"name\":\"Epic Heroism\",\"entries\":[\"This variant uses a short rest of 5 minutes and a long rest of 1 hour. This change makes combat more routine, since characters can easily recover from every battle. You might want to make combat encounters more difficult to compensate.\",\"Spellcasters using this system can afford to burn through spell slots quickly, especially at higher levels. Consider allowing spellcasters to restore expended spell slots equal to only half their maximum spell slots (rounded down) at the end of a long rest, and to limit spell slots restored to 5th level or lower. Only a full 8-hour rest will allow a spellcaster to restore all spell slots and to regain spell slots of 6th level or higher.\"]},{\"type\":\"entries\",\"name\":\"Gritty Realism\",\"entries\":[\"This variant uses a short rest of 8 hours and a long rest of 7 days. This puts the brakes on the campaign, requiring the players to carefully judge the benefits and drawbacks of combat. Characters can't afford to engage in too many battles in a row, and all adventuring requires careful planning.\",\"This approach encourages the characters to spend time out of the dungeon. It's a good option for campaigns that emphasize intrigue, politics, and interactions among other PCs, and in which combat is rare or something to be avoided rather than rushed into.\"]}]},{\"name\":\"Ritual\",\"source\":\"XPHB\",\"page\":373,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"If you have a spell prepared that has the Ritual tag, you can cast that spell as a Ritual. The Ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn't expend a spell slot, which means the ritual version of a spell can't be cast at a higher level.\"]},{\"name\":\"Round Down\",\"source\":\"XPHB\",\"page\":373,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"Whenever you divide or multiply a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater. Some rules make an exception and tell you to round up.\"]},{\"name\":\"Save\",\"source\":\"XPHB\",\"page\":373,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"Save is another name for a {@variantrule Saving Throw|XPHB|saving throw}.\"]},{\"name\":\"Saving Throw\",\"source\":\"XPHB\",\"page\":373,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A saving throw—also called a save—represents an attempt to avoid or resist a threat. You normally make a saving throw only when a rule requires you to do so, but you can decide to fail the save without rolling. The result of a save is detailed in the effect that allowed it. If a target is forced to make a save and lacks the ability score used by it, the target automatically fails.\"]},{\"name\":\"Scroll Mishaps\",\"source\":\"DMG\",\"page\":140,\"ruleType\":\"V\",\"entries\":[\"A creature who tries and fails to cast a spell from a {@item spell scroll} must make a DC 10 Intelligence saving throw. If the saving throw fails, roll on the Scroll Mishap table.\",{\"type\":\"table\",\"caption\":\"Scroll Mishap\",\"colLabels\":[\"d6\",\"Result\"],\"colStyles\":[\"col-2 text-center\",\"col-10\"],\"rows\":[[\"1\",\"A surge of magical energy deals the caster {@dice 1d6} force damage per level of the spell.\"],[\"2\",\"The spell affects the caster or an ally (determined randomly) instead of the intended target, or it affects a random target nearby if the caster was the intended target. \"],[\"3\",\"The spell affects a random location within the spell's range.\"],[\"4\",\"The spell's effect is contrary to its normal one, but neither harmful nor beneficial. For instance, a {@spell fireball} might produce an area of harmless cold.\"],[\"5\",\"The caster suffers a minor but bizarre effect related to the spell. Such effects last only as long as the original spell's duration, or {@dice 1d10} minutes for spells that take effect instantaneously. For example, a {@spell fireball} might cause smoke to billow from the caster's ears for {@dice 1d10} minutes. \"],[\"6\",\"The spell activates after {@dice 1d12} hours. If the caster was the intended target, the spell takes effect normally. If the caster was not the intended target, the spell goes off in the general direction of the intended target, up to the spell's maximum range, if the target has moved away.\"]]}]},{\"name\":\"Shape-Shifting\",\"source\":\"XPHB\",\"page\":373,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"If an effect, such as Wild Shape or the {@spell Polymorph|XPHB} spell, lets you shape-shift, its description specifies what happens to you. Unless that description says otherwise, any ongoing effects on you—{@variantrule Condition|XPHB|conditions}, spells, curses, and the like—carry over from one form to the other. You revert to your true form if you die.\"]},{\"name\":\"Shared Campaign Variant Rules\",\"source\":\"XGE\",\"page\":173,\"ruleType\":\"V\",\"type\":\"section\",\"entries\":[\"A shared campaign might use some variant rules to handle certain aspects of the game. The Adventurers League, for instance, has variant systems for gaining levels and acquiring treasure. These \\\"house rules,\\\" presented below, serve as a sort of common language, ensuring that the rewards all characters receive are equivalent no matter what kind of adventure a character experienced.\",{\"type\":\"entries\",\"name\":\"Character Advancement\",\"entries\":[\"In a shared campaign, characters gain levels not by accumulating experience points but by reaching experience checkpoints. This system rewards every character (and player) for taking part in a play session.\",\"A character reaches 1 checkpoint for each hour an adventure is designed to last. Note that the award is based on the adventure's projected playing time, rather than the actual time spent at the table. The reward for completing an adventure designed for 2 hours of play is 2 checkpoints, even if a group spends more than 2 hours playing through it.\",\"If a character completes an adventure designed for a tier higher than the character's current tier, the character is awarded 1 additional checkpoint. For example, if a 2nd-level character completes a 6th-level adventure designed to take 2 hours, the character reaches 3 checkpoints.\",\"Playing time might seem like an odd way to measure experience awards, but the concept is in keeping with how a shared campaign is meant to work. A character played for 10 hours reaches the same number of checkpoints, whether the character went up against a dragon or spent all that time lurking in a pub. This approach ensures that a player's preferred style is neither penalized nor rewarded. Whether someone focuses on roleplaying and social interaction, defeating monsters in combat, or finding clever ways to avoid battles, this system gives credit where credit is due.\",{\"type\":\"entries\",\"name\":\"Using Checkpoints\",\"entries\":[\"The number of checkpoints needed to gain the next level depends on a character's level:\",{\"type\":\"list\",\"items\":[\"At levels 1–4, reaching 4 checkpoints is sufficient to advance to the next level.\",\"At level 5 or higher, reaching 8 checkpoints is needed to advance to the next level.\"]},\"At the end of a play session, characters must level up if they have reached enough checkpoints to do so. The required number of checkpoints is expended, and any remaining checkpoints are applied toward the next opportunity for advancement.\"]}]},{\"type\":\"entries\",\"name\":\"Individual Treasure\",\"entries\":[\"In a shared campaign, each character receives a fixed number of gold pieces upon gaining a new level. (This gain represents the treasure a character might find in a standard adventure.)\",\"As an additional benefit, characters are not required to put out gold to maintain a lifestyle. Instead, each character begins with a modest lifestyle, which improves as the character attains higher levels.\",\"These benefits are summarized on the Individual Treasure table. Ways for characters to spend their treasure are covered in the \\\"Buying and Selling\\\" section below.\",{\"type\":\"table\",\"caption\":\"Individual Treasure\",\"colLabels\":[\"Level Gained\",\"Lifestyle\",\"Reward\"],\"colStyles\":[\"col-4 text-center\",\"col-4\",\"col-4 text-right\"],\"rows\":[[\"2-4\",\"Modest\",\"75 gp\"],[\"5-10\",\"Comfortable\",\"150 gp\"],[\"11-16\",\"Wealthy\",\"550 gp\"],[\"17-20\",\"Aristocratic\",\"5,500 gp\"]]}]},{\"type\":\"entries\",\"name\":\"Magic Items\",\"entries\":[\"Characters earn treasure points from adventures, then redeem those points in exchange for magic items. The list of available magic items is agreed to and compiled by the DMs running the campaign.\",{\"type\":\"entries\",\"name\":\"Gaining Treasure Points\",\"entries\":[\"Each character earns treasure points based on an adventure's tier and its intended playing time:\",{\"type\":\"list\",\"items\":[\"1 treasure point is awarded for every 2 hours played in a tier 1 or tier 2 adventure.\",\"1 treasure point is awarded for every 1 hour played in a tier 3 or tier 4 adventure.\"]},\"As with the variant rules for gaining levels, this award is based on the adventure's projected playing time, rather than the actual time a group spent at the table.\",\"If a character completes an adventure of a tier higher than that character's tier, the character receives 1 additional treasure point for that adventure.\"]},{\"type\":\"entries\",\"name\":\"Creating an Item List\",\"entries\":[\"The DMs of the shared campaign should work together to compile a list of magic items that players can purchase. The magic item tables in chapter 2 of this book and in chapter 7 of the Dungeon Master's Guide are the obvious starting point. Choosing which items to allow or ban is a matter of personal preference, just as it is for the DM in a standard campaign. Involving all the DMs helps to ensure that the list meets everyone's expectations. When in doubt, disallow an item; it's easier to add it to the available items at a later time than it would be to remove it from the game once it has been handed out.\",\"Naturally, the list of available items is longer for adventures in the higher tiers, and the point cost of those higher-tier items likewise increases. The Magic Items by Tier table provides the details.\",\"For instance, treasure points from a tier 1 adventure can be spent on items from tables A, B, C, and F. Any item on the first three tables costs 4 points, and an item from table F costs 8 points.\",{\"type\":\"table\",\"caption\":\"Magic Items by Tier\",\"colLabels\":[\"Magic Item Table\",\"Available at Tiers\",\"Point Cost\"],\"colStyles\":[\"col-4 text-center\",\"col-4 text-center\",\"col-4 text-center\"],\"rows\":[[\"A\",\"1–4\",\"4\"],[\"B\",\"1–4\",\"4\"],[\"C\",\"1–4\",\"4\"],[\"D\",\"2–4\",\"8\"],[\"E\",\"3–4\",\"8\"],[\"F\",\"1–4\",\"8\"],[\"G\",\"2–4\",\"10\"],[\"H\",\"3–4\",\"10\"],[\"I\",\"3–4\",\"12\"]]}]},{\"type\":\"entries\",\"name\":\"Spending Treasure Points\",\"entries\":[\"Players must spend treasure points at the end of a play session, immediately after determining whether their characters have gained a level. The order of these steps is important, since a character might enter a new tier because of the level gain.\",\"Players are entitled to choose any approved item from one of the magic item tables available in the current tier. Treasure points can be spread across multiple items.\",\"Many items cost more treasure points than a character can earn in a 2- or 4-hour adventure. To buy such an item, a character can make a deposit, spending treasure points on the item until it's paid off, at which time the character gains the item.\"]}]},{\"type\":\"entries\",\"name\":\"Buying and Selling\",\"entries\":[\"Characters can use their monetary treasure to purchase anything from the equipment lists in chapter 5 of the {@book Player's Handbook|PHB|5}. In addition, the Adventurers League allows characters to purchase potions and spell scrolls, as detailed below. A {@item spell scroll} can be purchased only by a character who is capable of casting the spell in question.\",{\"type\":\"table\",\"caption\":\"Potions for Sale\",\"colLabels\":[\"Potion of...\",\"Cost\"],\"colStyles\":[\"col-4 text-center\",\"col-4 text-center\",\"col-4 text-center\"],\"rows\":[[\"{@item potion of Healing||Healing}\",\"50 gp\"],[\"{@item potion of Climbing||Climbing}\",\"75 gp\"],[\"{@item potion of Animal friendship||Animal friendship}\",\"100 gp\"],[\"{@item potion of Greater healing||Greater healing}\",\"100 gp\"],[\"{@item potion of Water breathing||Water breathing}\",\"100 gp\"],[\"{@item potion of Superior healing||Superior healing}\",\"500 gp\"],[\"{@item potion of Supreme healing||Supreme healing}\",\"5,000 gp\"],[\"{@item potion of Invisibility||Invisibility}\",\"5,000 gp\"]],\"data\":{\"tableInclude\":true}},{\"type\":\"table\",\"caption\":\"Spell Scrolls for Sale\",\"colLabels\":[\"Spell Level\",\"Cost\"],\"colStyles\":[\"col-4 text-center\",\"col-4 text-center\",\"col-4 text-center\"],\"rows\":[[\"Cantrip\",\"25 gp\"],[\"1st\",\"75 gp\"],[\"2nd\",\"150 gp\"],[\"3rd\",\"300 gp\"],[\"4th\",\"500 gp\"],[\"5th\",\"1,000 gp\"]],\"data\":{\"tableInclude\":true}},{\"type\":\"entries\",\"name\":\"Selling Items\",\"entries\":[\"In a shared campaign, characters are not entitled to sell items they find on adventures or equipment they purchase with their personal funds. Weapons, armor, and other gear used by enemies are considered too damaged to have any monetary value.\"]}]}]},{\"name\":\"Ship Repairs\",\"source\":\"AAG\",\"page\":25,\"type\":\"entries\",\"entries\":[\"Nonmagical repairs to a damaged ship can be made while the vessel is berthed. Repairing 1 hit point of damage to a berthed ship takes 1 day and costs 20 gp for materials and labor. Damage to shipboard weapons can be repaired just as quickly (1 hit point per day), but at half the cost (10 gp per hit point).\",\"The {@spell mending} spell is a cheaper, less time-consuming way to make repairs. Casting {@spell mending} on a damaged ship or shipboard weapon restores a number of hit points to the target equal to {@dice 1d8} plus the spellcaster's spellcasting ability modifier. The target can regain hit points from that spell no more than once per hour.\"]},{\"name\":\"Ship Stat Blocks\",\"source\":\"GoS\",\"page\":186,\"type\":\"section\",\"entries\":[\"To aid in running adventures where ships engage in combat, undertake precise navigation, or face situations where their various capabilities become relevant, the following section presents new rules and stat blocks for a spectrum of vessels.\",{\"type\":\"entries\",\"name\":\"Basic Statistics\",\"entries\":[\"A ship stat block has three main parts: basic statistics, components, and action options. Ships can't take any actions on their own. Without effort from its crew, a ship might drift on the water, come to a stop, or careen out of control.\",{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"Most ships are Large, Huge, or Gargantuan. A ship's size category is determined by its length or width, whichever is longer. For instance, a ship that is 10 feet long and 20 feet wide would use the size category that has a 20-foot width, which means the ship is Gargantuan.\"]},{\"type\":\"entries\",\"name\":\"Space\",\"entries\":[\"A ship doesn't have a square space unless its stat block specifies otherwise. For example, a ship that is 20 feet long and 10 feet wide occupies a 20-by-10-foot space.\",\"A ship can't move into a space that is too small to accommodate it. If it tries to do so, it crashes, as described in the \\\"Crashing a Ship\\\" section.\"]},{\"type\":\"entries\",\"name\":\"Capacity\",\"entries\":[\"A ship's stat block indicates how many creatures and how much cargo it can carry. Creatures include both the crew of the vessel and any passengers who might ride along. Passengers don't generally engage in running a ship, but they also don't need to be mere bystanders. Seasick merchants and marines thoroughly capable of facing menaces from the deep both count as passengers.\",\"Cargo capacity notes the maximum amount of cargo a ship can carry. A vessel can't move—or might even start taking on water—if its cargo exceeds this capacity.\"]},{\"type\":\"entries\",\"name\":\"Travel Pace\",\"entries\":[\"A ship's travel pace determines how far the vessel can move per hour and per day. A ship's movement-related components (described later in the stat block) determine how far the vessel can move each round.\"]},{\"type\":\"entries\",\"name\":\"Ability Scores\",\"entries\":[\"A ship has the six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and the corresponding modifiers.\",\"The Strength of a ship expresses its size and weight. Dexterity represents a ship's ease of handling. A ship's Constitution covers its durability and the quality of its construction. Ships usually have a score of 0 in Intelligence, Wisdom, and Charisma.\",\"If a ship has a 0 in a score, it automatically fails any ability check or saving throw that uses that score.\"]},{\"type\":\"entries\",\"name\":\"Vulnerabilities, Resistances, and Immunities\",\"entries\":[\"A ship's vulnerabilities, resistances, and immunities apply to all its components, unless otherwise noted in the stat block.\",\"Ships are typically immune to poison and psychic damage. Ships are also usually immune to the following conditions: {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition exhaustion}, {@condition frightened}, {@condition incapacitated}, {@condition paralyzed}, {@condition petrified}, {@condition poisoned}, {@condition prone}, {@condition stunned}, and {@condition unconscious}.\"]}]},{\"type\":\"entries\",\"name\":\"Actions\",\"entries\":[\"This part of the stat block specifies what the ship can do on its turn, using its special actions rather than the actions used by creatures. It even relies on its actions to move; it doesn't have a move otherwise. The ship's captain decides which actions to use. A given action can be chosen only once during a turn.\"]},{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"A ship is composed of different components, each of which comprises multiple objects:\",\"{@b Hull}. A ship's hull is its basic frame, on which the other components are mounted.\",\"{@b Control}. A control component is used to steer a ship.\",\"{@b Movement}. A movement component is the element of the ship that enables it to move, such as a set of sails or oars, and has a specific speed.\",\"{@b Weapon}. A ship capable of being used in combat has one or more weapon components, each of which is operated separately.\",\"A ship's component might have special rules, as described in the stat block.\",{\"type\":\"entries\",\"name\":\"Armor Class\",\"entries\":[\"A component has an Armor Class. Its AC reflects the materials used to construct it and any defensive plating used to augment its toughness.\"]},{\"type\":\"entries\",\"name\":\"Hit Points\",\"entries\":[\"A ship component is destroyed and becomes unusable when it drops to 0 hit points. A ship is wrecked if its hull is destroyed.\",\"A ship doesn't have Hit Dice.\"]},{\"type\":\"entries\",\"name\":\"Damage Threshold\",\"entries\":[\"If a ship component has a damage threshold, that threshold appears after its hit points. A component has immunity to all damage unless it takes an amount of damage that equals or exceeds its threshold, in which case it takes damage as normal. Damage that fails to bypass the threshold is considered superficial and doesn't reduce the component's hit points.\"]}]},{\"type\":\"section\",\"name\":\"Sample Ships\",\"entries\":[\"See the {@5etools vehicles page|vehicles.html} for stat blocks, deck plans, and other details for some of the most common ships.\",{\"type\":\"list\",\"columns\":2,\"items\":[\"{@vehicle Galley}\",\"{@vehicle Keelboat}\",\"{@vehicle Longship}\",\"{@vehicle Rowboat}\",\"{@vehicle Sailing Ship}\",\"{@vehicle Warship}\"]},{\"type\":\"inset\",\"name\":\"Siege Weapons\",\"entries\":[\"Some ships are armed with siege weapons, the descriptions of which are in the \\\"{@book Siege Equipment|DMG|8|Siege Equipment}\\\" section of chapter 8 in the {@book Dungeon Master's Guide|DMG}. In this appendix, the name of a piece of siege equipment appears in bold with a parenthetical note ({@book DMG, ch. 8|DMG|8|Siege Equipment}), reminding you where to find the object's description.\"]}]}]},{\"name\":\"Ship-to-Ship Combat\",\"source\":\"AAG\",\"page\":24,\"type\":\"entries\",\"entries\":[\"The following rules are designed to make ship-to-ship combat simple yet exciting.\",{\"type\":\"entries\",\"name\":\"Starting Distance\",\"entries\":[\"At the start of an engagement, the DM decides how far a ship is from its enemies. Three possibilities are provided in the Starting Encounter Distance table. The shorter the distance, the less time crews have to load weapons and make other preparations.\",{\"type\":\"table\",\"caption\":\"Starting Encounter Distance\",\"colLabels\":[\"Distance\",\"Notes\"],\"colStyles\":[\"col-2\",\"col-10\"],\"rows\":[[\"250 feet\",\"Long range for ballistae, mangonels, shortbows, longbows, light crossbows, and heavy crossbows\"],[\"500 feet\",\"Long range for longbows and mangonels; beyond the range of ballistae and crossbows\"],[\"1,000 feet\",\"Beyond the range of most ranged weapons\"]]}]},{\"type\":\"entries\",\"name\":\"Initiative\",\"entries\":[\"The {@book Dungeon Master's Guide|DMG} presents a variant rule called {@variantrule Initiative Variants||Side Initiative}, which is ideal for ship-to-ship engagements, since it saves you the trouble of tracking initiative for individual creatures aboard each ship.\",{\"type\":\"inset\",\"name\":\"Shipboard Weapons\",\"entries\":[\"A spelljamming ship typically has one or more shipboard weapons, ballistae and mangonels being the most common. Such weapons are slow to load and fire. Player characters are almost always better off using their own weapons and spells in ship-to-ship combat, reserving shipboard weapons for targets that are too far away to be damaged by other means.\"]}]},{\"type\":\"entries\",\"name\":\"Moving and Steering a Ship\",\"entries\":[\"A spelljammer can use a ship's {@item spelljamming helm|AAG} to move and steer the ship without expending their own actions or movement. On their turn, the spelljammer determines how far the ship moves (up to its maximum speed) and decides whether to approach another ship or put more distance between the two.\",\"On its turn, a ship can be turned and reoriented so that all its weapons can aim and fire at any target within range, regardless of where they're situated on the deck.\"]},{\"type\":\"entries\",\"name\":\"Boarding\",\"entries\":[\"When one ship moves to within 5 feet of another ship, the spelljammer or pilot of the moving ship can maneuver it alongside the other ship, enabling creatures to move safely from one ship's deck to the other ship's deck until one of the ships pulls away from the other.\",\"A ship that has enough movement can pull alongside another vessel, deploy a boarding party, and then move away, provided the members of the boarding party took the {@action Ready} action to position themselves so they can move onto the other vessel when it's close enough.\"]}]},{\"name\":\"Ships in Combat\",\"source\":\"GoS\",\"page\":198,\"type\":\"section\",\"entries\":[\"Whether sailing to war or hunting notorious pirates, ships make deadly weapons and dramatic battlefields. This section provides guidance on using ships in combat.\",{\"type\":\"entries\",\"name\":\"Ships and Initiative\",\"entries\":[\"A ship rolls initiative using its Dexterity, and it uses its crew's quality score as a modifier to that roll.\",\"On a ship's turn, the captain decides which of the ship's actions to use.\"]},{\"type\":\"entries\",\"name\":\"Special Officer Actions\",\"entries\":[\"During an encounter, the captain, first mate, and bosun each have access to two special action options: Take Aim and Full Speed Ahead, both detailed below.\",{\"type\":\"entries\",\"name\":\"Take Aim\",\"entries\":[\"As an action, the captain, first mate, or bosun directs the crew's firing, aiding in aiming one of the ship's weapons. Select one of the ship's weapons that is within 10 feet of the officer. It gains advantage on the next attack roll it makes before the end of the ship's next turn.\"]},{\"type\":\"entries\",\"name\":\"Full Speed Ahead\",\"entries\":[\"As an action while on deck, the captain, first mate, or bosun can exhort the crew to work harder and drive the ship forward faster. Roll a {@dice d6} and multiply the result by 5. Apply the total as a bonus to the ship's speed until the end of the ship's next turn. If the ship is already benefiting from this action's bonus, don't add the bonuses together; the higher bonus applies.\"]}]},{\"type\":\"entries\",\"name\":\"Crew in Combat\",\"entries\":[\"Managing a ship's entire crew in combat can prove cumbersome, especially as larger ships often host dozens of sailors. Typically the crew is too busy managing the ship to do anything else during combat. Don't worry about tracking their specific positions unless you want to add that complexity. You can assume that the crew is evenly divided among the upper two decks of a ship.\",{\"type\":\"entries\",\"name\":\"Crew Casualties\",\"entries\":[\"Slaying a ship's crew reduces the number of actions most ships can take, making the crew a tempting target in combat. Resolve individual attacks as normal, using the guidelines for resolving many, identical attacks at once from the {@book Dungeon Master's Guide|DMG} as needed.\",\"In the case of spells that cover an area, such as {@spell fireball} or {@spell lightning bolt}, you might track the exact location of the spell and crew to determine how many sailors it affects. Alternatively, you can roll {@dice 1d6} per level of the spell. The total of the dice is the number of crew members caught in the spell's area.\"]}]},{\"type\":\"entries\",\"name\":\"Crashing a Ship\",\"entries\":[\"If a ship moves into the space occupied by a creature or an object, the ship might crash. A ship avoids crashing if the creature or object is at least two sizes smaller than it.\",\"When a ship crashes, it must immediately make a DC 10 Constitution saving throw. On a failed save, it takes damage to its hull based on the size of the creature or object it crashed into, as shown on the Crash Damage table. It also stops moving if the object or creature is one size smaller than it or larger. Otherwise the ship continues moving and the creature or object collided with moves to the nearest unoccupied space that isn't in the ship's path. At the DM's discretion, an object that is forced to move but is fixed in place is instead destroyed.\",\"A creature struck by a ship must make a Dexterity saving throw with a DC equal to 10 + the ship's Strength modifier, taking damage based on the ship's size (as shown on the Crash Damage table) on a failed save, or half as much damage on a successful one.\",{\"type\":\"table\",\"caption\":\"Crash Damage\",\"colStyles\":[\"col-6\",\"col-6\"],\"colLabels\":[\"Size\",\"Bludgeoning Damage\"],\"rows\":[[\"Small\",\"{@dice 1d6}\"],[\"Medium\",\"{@dice 1d10}\"],[\"Large\",\"{@dice 4d10}\"],[\"Huge\",\"{@dice 8d10}\"],[\"Gargantuan\",\"{@dice 16d10}\"]]}]}]},{\"name\":\"Short Rest\",\"source\":\"XPHB\",\"page\":373,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A Short Rest is a 1-hour period of downtime, during which a creature does nothing more strenuous than reading, talking, eating, or standing watch. To start a Short Rest, you must have at least 1 {@variantrule Hit Points|XPHB|Hit Point}.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Benefits of the Rest\",\"entries\":[\"When you finish the rest, you gain the following benefits:\"]}]},{\"type\":\"entries\",\"entries\":[{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Spend Hit Point Dice\",\"entries\":[\"You can spend one or more of your {@variantrule Hit Point Dice|XPHB} to regain {@variantrule Hit Points|XPHB}. For each {@variantrule Hit Point Dice|XPHB|Hit Point Die} you spend in this way, roll the die and add your Constitution modifier to it. You regain {@variantrule Hit Points|XPHB} equal to the total (minimum of 1 Hit Point). You can decide to spend an additional {@variantrule Hit Point Dice|XPHB|Hit Point Die} after each roll.\"]},{\"type\":\"item\",\"name\":\"Special Feature\",\"entries\":[\"Some features are recharged by a Short Rest. If you have such a feature, it recharges in the way specified in its description.\"]}]}]},{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Interrupting the Rest\",\"entries\":[\"A Short Rest is stopped by the following interruptions:\"]}]},{\"type\":\"list\",\"items\":[\"Rolling {@variantrule Initiative|XPHB}\",\"Casting a spell other than a cantrip\",\"Taking any damage\"]},\"An interrupted Short Rest confers no benefits.\"]},{\"name\":\"Sidekicks\",\"source\":\"ESK\",\"page\":63,\"type\":\"section\",\"entries\":[\"On your adventures, the DM might reveal that you've befriended a special character called a sidekick, who joins your party. This appendix presents the game statistics for sidekicks, of which there are three types:\",\"{@b Expert}, an agile and exceedingly helpful jack of all trades\",\"{@b Spellcaster}, a magic-user who can cast spells to harm your foes or heal you and your friends\",\"{@b Warrior}, a martial companion who specializes in striking your foes or defending you and your allies\",\"The DM will either tell you which type of sidekick to use or let you choose one. It's up to you and the DM to decide who controls the sidekick in play.\",{\"type\":\"section\",\"name\":\"Sidekick Stat Blocks\",\"entries\":[\"A sidekick's game statistics are presented in a box called a stat block, which is essentially a mini character sheet. A stat block contains things like ability scores and hit points, as well as the actions a sidekick is most likely to take in combat. Like any character, a sidekick can use the action options in the combat section of chapter 2.\",\"These stat blocks work with any character race. If you and the DM agree, you may enhance your sidekick with the appropriate racial traits from chapter 1.\",\"For more information on stat blocks, see the \\\"Creatures\\\" section.\",{\"type\":\"list\",\"items\":[\"{@creature Spellcaster|ESK}\",\"{@creature Expert|ESK}\",\"{@creature Warrior|ESK}\"]}]},{\"type\":\"section\",\"name\":\"Proficiencies\",\"entries\":[\"A sidekick is proficient with any armor, weapons, and tools included in its stat block. In addition, {@b experts} are proficient with simple weapons, rapiers, shortswords, and light armor; {@b spellcasters} are proficient with simple weapons and light armor; and {@b warriors} are proficient with simple and martial weapons, shields, and all armor.\"]},{\"type\":\"section\",\"name\":\"Sidekick Level\",\"entries\":[\"Your sidekick starts as a 1st-level character. As you and your sidekick adventure together, your sidekick gains experience points and reaches new levels the same way a player character does, using the rules in chapter 1.\",\"When a sidekick gains a level, look at the sidekick's table below, and consult the new level's row, which shows the sidekick's new hit point maximum and features.\",\"The DM may start a sidekick at a level higher than 1st, using the hit point maximum for its level on the appropriate table below. Also, give the sidekick the features for its current level and any earlier levels on that table.\",{\"type\":\"table\",\"caption\":\"Experts Beyond 1st Level\",\"colStyles\":[\"col-1 text-center\",\"col-2 text-center\",\"col-9\"],\"colLabels\":[\"Level\",\"Hit Points\",\"New Features\"],\"rows\":[[\"2nd\",\"16 ({@dice 3d8 + 3})\",{\"type\":\"entries\",\"name\":\"Cunning Action\",\"entries\":[\"On the expert's turn in combat, it can take the {@action Dash}, Disengage, or {@action Hide} action as a bonus action.\"]}],[\"3rd\",\"22 ({@dice 4d8 + 4})\",{\"type\":\"entries\",\"name\":\"Expertise\",\"entries\":[\"Choose two of the expert's skill proficiencies. The proficiency bonus is doubled for any ability check the expert makes that uses either of the chosen proficiencies.\"]}],[\"4th\",\"27 ({@dice 5d8 + 5})\",{\"type\":\"entries\",\"name\":\"Ability Score Improvement\",\"entries\":[\"The expert's Dex. score increases by 2, raising the modifier by 1, so increase the following numbers by 1: the Dex. saving throw bonus; the {@skill Acrobatics}, {@skill Sleight of Hand}, and {@skill Stealth} bonuses; and the bonuses to hit and damage of the expert's weapon attacks.\"]}],[\"5th\",\"33 ({@dice 6d8 + 6})\",{\"type\":\"entries\",\"name\":\"Proficiency Bonus\",\"entries\":[\"The expert's proficiency bonus increases by 1, so make the following changes in the stat block: increase the bonuses in the Saving Throws and Skills entries by 1, and increase the bonuses to hit of the weapon attacks by 1.\"]}],[\"6th\",\"38 ({@dice 7d8 + 7})\",{\"type\":\"entries\",\"name\":\"Extra Attack\",\"entries\":[\"The expert can attack twice, instead of once, whenever it takes the {@action Attack} action on its turn.\"]}]]},{\"type\":\"table\",\"caption\":\"Spellcasters Beyond 1st Level\",\"colLabels\":[\"Level\",\"Hit Points\",\"New Features\"],\"colStyles\":[\"col-1 text-center\",\"col-2 text-center\",\"col-9\"],\"rows\":[[\"2nd\",\"13 ({@dice 3d8})\",{\"type\":\"entries\",\"name\":\"Spellcasting\",\"entries\":[\"The spellcaster learns another 1st-level spell: {@spell bless} (healer) or {@spell burning hands} (mage).\"]}],[\"3rd\",\"18 ({@dice 4d8})\",{\"type\":\"entries\",\"name\":\"Spellcasting\",\"entries\":[\"The spellcaster gains one 1st-level spell slot. The spellcaster also learns another 1st-level spell: {@spell shield of faith} (healer) or {@spell shield} (mage).\"]}],[\"4th\",\"22 ({@dice 5d8})\",{\"type\":\"entries\",\"name\":\"Ability Score Improvement\",\"entries\":[\"The spellcaster's Int. (mage) or Wis. (healer) score increases by 2, raising the modifier by 1, so increase the following numbers by 1: the spellcaster's spell save DC and the bonus to hit of spell attacks, the bonuses in the Skills entry of the mage, the Wisdom saving throw bonus of the healer, and the passive {@skill Perception} of the healer. Spellcasting. The spellcaster learns another cantrip: {@spell resistance} (healer) or {@spell mage hand} (mage).\"]}],[\"5th\",\"27 ({@dice 6d8})\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Proficiency Bonus\",\"entries\":[\"The spellcaster's proficiency bonus increases by 1, so make the following changes in the stat block: increase the bonuses in the Saving Throws and Skills entries by 1, and increase the bonuses to hit of its spell and weapon attacks by 1.\"]},{\"type\":\"entries\",\"name\":\"Spellcasting\",\"entries\":[\"The spellcaster gains one 1st-level spell slot and two 2nd-level spell slots. The spellcaster also learns one 2nd-level spell: {@spell aid} (healer) or {@spell invisibility} (mage)\"]}]}],[\"6th\",\"31 ({@dice 7d8})\",{\"type\":\"entries\",\"name\":\"Potent Cantrips\",\"entries\":[\"The spellcaster can add its spellcasting ability modifier to the damage it deals with any cantrip.\"]}]]},{\"type\":\"table\",\"caption\":\"Warriors Beyond 1st Level\",\"colLabels\":[\"Level\",\"Hit Points\",\"New Features\"],\"colStyles\":[\"col-1 text-center\",\"col-2 text-center\",\"col-9\"],\"rows\":[[\"2nd\",\"19 ({@dice 3d8 + 6})\",{\"type\":\"entries\",\"name\":\"Second Wind\",\"entries\":[\"The warrior can use a bonus action on its turn to regain hit points equal to {@dice 1d10} + its level. If it does so, it can't use this feature again until it finishes a short or long rest.\"]}],[\"3rd\",\"26 ({@dice 4d8 + 8})\",{\"type\":\"entries\",\"name\":\"Improved Critical\",\"entries\":[\"The warrior's attack rolls now score a critical hit on a roll of 19 or 20 on the {@dice d20}.\"]}],[\"4th\",\"32 ({@dice 5d8 + 10})\",{\"type\":\"entries\",\"name\":\"Ability Score Improvement\",\"entries\":[\"The warrior's Str. score increases by 2, raising the modifier by 1, so increase the warrior's {@skill Athletics} bonus by 1, and increase the bonuses to hit and damage of the warrior's melee weapon attack by 1.\"]}],[\"5th\",\"39 ({@dice 6d8 + 12})\",{\"type\":\"entries\",\"name\":\"Proficiency Bonus\",\"entries\":[\"The warrior's proficiency bonus increases by 1, so make the following changes in the stat block: increase the bonuses in the Saving Throws and Skills entries by 1, increase the passive {@skill Perception} by 1, and increase the bonuses to hit of the weapon attacks by 1.\"]}],[\"6th\",\"45 ({@dice 7d8 + 14})\",{\"type\":\"entries\",\"name\":\"Extra Attack\",\"entries\":[\"The warrior can attack twice, instead of once, whenever it takes the {@action Attack} action on its turn.\"]}]]}]}]},{\"name\":\"Sidekicks\",\"source\":\"TCE\",\"page\":142,\"type\":\"section\",\"entries\":[\"This section provides a straightforward way to add a special NPC-called a sidekick-to the group of adventurers. These rules take a creature with a low challenge rating and give it levels in one of three simple classes: Expert, Spellcaster, or Warrior.\",\"A sidekick can be incorporated into a group at the party's inception, or a sidekick might join them during the campaign. For example, the characters might meet a villager, an animal, or another creature, forge a friendship, and invite the creature to join them on their adventures.\",\"You can also use these rules to customize a monster for your own use as DM.\",{\"type\":\"entries\",\"name\":\"Creating a Sidekick\",\"entries\":[\"A sidekick can be any type of creature with a stat block in the {@book Monster Manual|MM} or another D&D book, but the challenge rating in its stat block must be {@filter ½ or lower|bestiary|challenge rating=[&0;&1/2]|miscellaneous=!swarm}. You take that stat block and add to it, as explained in the \\\"Gaining a Sidekick Class\\\" section.\",\"To join the adventurers, the sidekick must be the friend of at least one of them. This friendship might be connected to a character's backstory or to events that have transpired in play. For example, a sidekick could be a childhood friend or pet, or it might be a creature the adventurers saved. As DM, you determine whether there is sufficient trust established for the creature to join the group.\",\"You decide who plays the sidekick. Here are some options:\",{\"type\":\"list\",\"items\":[\"A player plays the sidekick as their second character-ideal when you have only one or two players.\",\"A player plays the sidekick as their only character-ideal for a player who wants a character who's simpler than a typical player character.\",\"The players jointly play the sidekick.\",\"You play the sidekick.\"]},\"There's no limit on the number of sidekicks in a group, but having more than one per player character can noticeably slow down the game. And when estimating the difficulty of an upcoming encounter, count each sidekick as a character.\"]},{\"type\":\"section\",\"name\":\"Gaining a Sidekick Class\",\"entries\":[\"When you create a sidekick, you choose the class it will have for the rest of its career: {@class expert sidekick|TCE|Expert}, {@class Spellcaster sidekick|TCE|Spellcaster}, or {@class Warrior sidekick|TCE|Warrior}. If a sidekick class contains a choice, you may make the choice or let the players make it.\",{\"type\":\"entries\",\"name\":\"Starting Level\",\"entries\":[\"The starting level of a sidekick is the same as the average level of the group. For example, if a 1st-level group starts out with a sidekick, that sidekick is also 1st level, but if a 10th-level group invites a sidekick to join them, that sidekick starts at 10th level.\"]},{\"type\":\"entries\",\"name\":\"Leveling Up a Sidekick\",\"entries\":[\"Whenever a group's average level goes up, the sidekick gains a level. It doesn't matter how much of the group's recent adventures the sidekick experienced; the sidekick levels up because of a combination of the adventures it shared with the group and its own training.\"]},{\"type\":\"entries\",\"name\":\"Hit Points\",\"entries\":[\"Whenever the sidekick gains a level, it gains one Hit Die, and its hit point maximum increases. To determine the amount of the increase, roll the Hit Die (the type of die appears in the sidekick's stat block), and add its Constitution modifier. It gains a minimum of 1 hit point per level.\",\"If the sidekick drops to 0 hit points and isn't killed outright, it falls {@condition unconscious} and subsequently makes death saving throws, just like a player character.\"]},{\"type\":\"entries\",\"name\":\"Proficiency Bonus\",\"entries\":[\"The sidekick's proficiency bonus is determined by its level in its class, as shown in the class's table.\",\"Whenever the sidekick's proficiency bonus increases by 1, add 1 to the to-hit modifier of all the attacks in its stat block, and increase the DCs in its stat block by 1.\"]},{\"type\":\"entries\",\"name\":\"Ability Score Increases\",\"entries\":[\"Whenever the sidekick gains the Ability Score Improvement feature, adjust anything in its stat block that relies on an ability modifier that you increase. For example, if the sidekick has an attack that uses its Strength modifier, increase the attack's modifiers to hit and damage if the Strength modifier increases.\",\"If it's unclear whether a melee attack in the stat block uses Strength or Dexterity, the attack can use either.\"]}]}]},{\"name\":\"Simultaneous Effects\",\"source\":\"XGE\",\"page\":77,\"reprintedAs\":[\"Simultaneous Effects|XPHB\"],\"ruleType\":\"O\",\"type\":\"section\",\"entries\":[\"Most effects in the game happen in succession, following an order set by the rules or the DM. In rare cases, effects can happen at the same time, especially at the start or end of a creature's turn. If two or more things happen at the same time on a character or monster's turn, the person at the game table—whether player or DM—who controls that creature decides the order in which those things happen. For example, if two effects occur at the end of a player character's turn, the player decides which of the two effects happens first.\"]},{\"name\":\"Simultaneous Effects\",\"source\":\"XPHB\",\"page\":374,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"If two or more things happen at the same time on a turn, the person at the game table—player or DM whose turn it is decides the order in which those things happen. For example, if two effects occur at the start of a {@variantrule Player Character|XPHB|player character's} turn, the player decides which of the effects happens first.\"]},{\"name\":\"Size\",\"source\":\"XPHB\",\"page\":374,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A creature or an object belongs to a size category: Tiny, Small, Medium, Large, Huge, or Gargantuan. A creature's size determines how much space the creature occupies in combat. An object's size affects its {@variantrule Hit Points|XPHB}.\"]},{\"name\":\"Skill\",\"source\":\"XPHB\",\"page\":374,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A skill is an {@book area of specialization|XPHB|1|Skill List} associated with an ability check. If you have proficiency in a skill, you can add your {@variantrule Proficiency|XPHB|Proficiency Bonus} when you make an ability check associated with that skill.\"]},{\"name\":\"Skill Variants\",\"source\":\"DMG\",\"page\":263,\"ruleType\":\"V\",\"entries\":[\"A skill dictates the circumstances under which a character can add his or her proficiency bonus to an ability check. Skills define those circumstances by referring to different aspects of the six ability scores. For example, {@skill Acrobatics} and {@skill Stealth} are two different aspects of Dexterity, and a character can specialize in either or both.\",\"You can dispense with skills and use one of the following variants. Choose whichever one best suits your campaign.\",{\"type\":\"entries\",\"name\":\"Ability Check Proficiency\",\"entries\":[\"With this variant rule, characters don't have skill proficiencies. Instead, each character has proficiency in two abilities: one tied to the character's class and one tied to the character's background. The Ability Proficiencies by Class table suggests a proficiency for each class, and you choose which ability is tied to a given background. Starting at 1st level, a character adds his or her proficiency bonus to any ability check tied to one or the other of these two abilities.\",{\"type\":\"table\",\"caption\":\"Ability Check Proficiency by Class\",\"colLabels\":[\"Class\",\"Ability Check\"],\"colStyles\":[\"col-2\",\"col-10\"],\"rows\":[[\"{@class Barbarian}\",\"Strength, Dexterity, or Wisdom\"],[\"{@class Bard}\",\"Any one\"],[\"{@class Cleric}\",\"Intelligence, Wisdom, or Charisma\"],[\"{@class Druid}\",\"Intelligence or Wisdom\"],[\"{@class Fighter}\",\"Strength, Dexterity, or Wisdom\"],[\"{@class Monk}\",\"Strength, Dexterity, or Intelligence\"],[\"{@class Paladin}\",\"Strength, Wisdom, or Charisma\"],[\"{@class Ranger}\",\"Strength, Dexterity, or Wisdom\"],[\"{@class Rogue}\",\"Dexterity, Intelligence, Wisdom, or Charisma\"],[\"{@class Sorcerer}\",\"Intelligence or Charisma\"],[\"{@class Warlock}\",\"Intelligence or Charisma\"],[\"{@class Wizard}\",\"Intelligence or Wisdom\"]]},\"The Expertise feature works differently than normal under this rule. At 1st level, instead of choosing two skill proficiencies, a character with the Expertise class feature chooses one of the abilities in which he or she has proficiency. Selecting an ability counts as two of the character's Expertise choices. If the character would gain an additional skill proficiency, that character instead selects another ability check in which to gain proficiency.\",\"This option removes skills from the game and doesn't allow for much distinction among characters. For example, a character can't choose to emphasize persuasion or intimidation; he or she is equally adept at both.\"]},{\"type\":\"entries\",\"name\":\"Background Proficiency\",\"entries\":[\"With this variant rule, characters don't have skill or tool proficiencies. Anything that would grant the character a skill or tool proficiency provides no benefit. Instead, a character can add his or her proficiency bonus to any ability check to which the character's prior training and experience (reflected in the character's background) reasonably applies. The DM is the ultimate judge of whether the character's background applies.\",\"For example, the player of a character with the noble background could reasonably argue that the proficiency bonus should apply to a Charisma check the character makes to secure an audience with the king. The player should be encouraged to explain in specific terms how the character's background applies. Not simply \\\"I'm a noble,\\\" but \\\"I spent three years before starting my adventuring career serving as my family's ambassador to the court, and this sort of thing is second nature to me now.\\\"\",\"This simple system relies heavily on players developing their characters' histories. Don't let it result in endless debates about whether a character's proficiency bonus applies in a given situation. Unless a player's attempt to explain the relevance of the character's background makes everyone else at the table roll their eyes at its absurdity, go ahead and reward the player for making the effort.\",\"If a character has the Expertise feature, instead of choosing skills and tools to gain the benefit of that feature, the player defines aspects of his or her background to which the benefit applies. Continuing the noble example, the player might decide to apply Expertise to \\\"situations where courtly manners and etiquette are paramount\\\" and \\\"figuring out the secret plots that court members hatch against one another.\\\"\"]},{\"type\":\"entries\",\"name\":\"Personality Trait Proficiency\",\"entries\":[\"With this variant rule, characters don't have skill proficiencies. Instead, a character can add his or her proficiency bonus to any ability check directly related to the character's positive personality traits. For example, a character with a positive personality trait of \\\"I never have a plan, but I'm great at making things up as I go along\\\" might apply the bonus when engaging in some off-the-cuff deception to get out of a tight spot. A player should come up with at least four positive personality traits when creating a character.\",\"When a character's negative personality trait directly impacts an ability check, the character has disadvantage on the check. For example, a hermit whose negative trait is \\\"I often get lost in my own thoughts and contemplation, oblivious to my surroundings\\\" might have disadvantage on an ability check made to notice creatures sneaking up.\",\"If a character has the Expertise feature, the player can apply its benefit to personality traits related to ability checks, instead of to skills or tools. If a character would gain a new skill or tool proficiency, the character instead gains a new positive personality trait.\",\"This system relies heavily on players developing their characters' personalities. Make sure that different characters' traits—positive and negative—come into play with about the same frequency. Don't let a player get away with a positive trait that always seems to apply and a negative trait that never does.\",\"At your discretion, you can also tie a character's ideals, bonds, and flaws to this system.\"]}]},{\"name\":\"Skills with Different Abilities\",\"source\":\"PHB\",\"page\":175,\"ruleType\":\"V\",\"entries\":[\"Normally, your proficiency in a skill applies only to a specific kind of ability check. Proficiency in {@skill Athletics}, for example, usually applies to Strength checks. In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases, the DM might ask for a check using an unusual combination of ability and skill, or you might ask your DM if you can apply a proficiency to a different check. For example, if you have to swim from an offshore island to the mainland, your DM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your DM might allow you to apply your proficiency in {@skill Athletics} and ask for a Constitution ({@skill Athletics}) check. So if you're proficient in {@skill Athletics}, you apply your proficiency bonus to the Constitution check just as you would normally do for a Strength ({@skill Athletics}) check. Similarly, when your half-orc barbarian uses a display of raw strength to intimidate an enemy, your DM might ask for a Strength ({@skill Intimidation}) check, even though {@skill Intimidation} is normally associated with Charisma.\"]},{\"name\":\"Skyships\",\"source\":\"TDCSR\",\"page\":137,\"ruleType\":\"O\",\"entries\":[\"Within the {@book Cloudtop District|TDCSR|3|Cloudtop District} lies the {@book Skyport|TDCSR|3|8. Emon Skyport}, a series of landing pads and observation towers that form a raised harbor for docking {@item skyship|TDCSR|skyships}. These beautiful vessels come in a wide variety of sizes, but generally are built to a similar scale as a coaster merchant ship. {@item skyship|TDCSR|Skyships} are held aloft and guided via the levitating power of three or more enchanted crystals, called brumestones, installed along the hull or topside of the ship. The enchantments required to produce and maintain these brumestones is a closely guarded secret by the Alsfarin Union within the Marquesian city of {@book Ank'Harel|TDCSR|3|Marquet}, and while the Alsfarin Union does occasionally sell {@item skyship|TDCSR|skyships} to foreign businesses, they retain absolute control over their maintenance—and of the total number of {@item skyship|TDCSR|skyships} in operation.\",\"{@item skyship|TDCSR|Skyships} are generally reserved for goods and individuals who require expedient travel without the hassles of sea-faring dangers, but the cost to utilize a {@item skyship|TDCSR} is prohibitively expensive for anyone but wildly wealthy merchants and landed nobility, fomenting a sense of elitism in those who often make use of their services. Due to the exclusivity of skyports within major metropolises, few {@item skyship|TDCSR|skyships} in service will deviate from dedicated shipping routes between major cities.\",\"Purchasing a {@item skyship|TDCSR} costs 100,000 gp, and requires a personal connection with the Alsfarin Union in {@book Ank'Harel|TDCSR|3|Marquet}. A {@item skyship|TDCSR} travels at a top speed of 10 miles per hour, can carry total cargo of 10 tons, and requires a crew of six to ten humanoids to operate at peak performance. Most {@item skyship|TDCSR|skyships} have maximum accommodations for up to 30 passengers. Most {@item skyship|TDCSR|skyships} only travel between existing skyports (see \\\"{@book Emon Skyport|TDCSR|3|8. Emon Skyport},\\\" below), and charge a fee of 2 gp per mile for a passenger ticket. Chartering a {@item skyship|TDCSR} to a destination off the standard sky routes costs 15 gp per mile, if the captain is available and willing to undertake the journey. Shipping cargo costs 1 gp per mile per 100 pounds of cargo along normal sky routes, and twice that to other destinations.\",{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"book/TDCSR/Chapter3-Skyship.webp\"},\"credit\":\"{@link Svetoslav Petrov|https://artstation.com/svetoslavpetrov}\",\"altText\":\"A skyship, its white sails entirely unfurled, flies through a dusky, red sky. The ship emanates a glowing, blue arcane magic below it, keeping it aloft.\"}]},{\"name\":\"Sleep\",\"source\":\"XGE\",\"page\":77,\"ruleType\":\"O\",\"type\":\"section\",\"entries\":[\"Just as in the real world, D&D characters spend many hours sleeping, most often as part of a long rest. Most monsters also need to sleep. While a creature sleeps, it is subjected to the {@condition unconscious} condition. Here are a few rules that expand on that basic fact.\",{\"type\":\"entries\",\"name\":\"Waking Someone\",\"entries\":[\"A creature that is naturally sleeping, as opposed to being in a magically or chemically induced sleep, wakes up if it takes any damage or if someone else uses an action to shake or slap the creature awake. A sudden loud noise—such as yelling, thunder, or a ringing bell—also awakens someone that is sleeping naturally.\",\"Whispers don't disturb sleep, unless a sleeper's passive Wisdom ({@skill Perception}) score is 20 or higher and the whispers are within 10 feet of the sleeper. Speech at a normal volume awakens a sleeper if the environment is otherwise silent (no wind, birdsong, crickets, street sounds, or the like) and the sleeper has a passive Wisdom ({@skill Perception}) score of 15 or higher.\"]},{\"type\":\"entries\",\"name\":\"Sleeping in Armor\",\"entries\":[\"Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.\",\"When you finish a long rest during which you slept in medium or heavy armor, you regain only one quarter of your spent Hit Dice (minimum of one die). If you have any levels of {@condition exhaustion}, the rest doesn't reduce your {@condition exhaustion} level.\"]},{\"type\":\"entries\",\"name\":\"Going without a Long Rest\",\"entries\":[\"A long rest is never mandatory, but going without sleep does have its consequences. If you want to account for the effects of sleep deprivation on characters and creatures, use these rules.\",\"Whenever you end a 24-hour period without finishing a long rest, you must succeed on a DC 10 Constitution saving throw or suffer one level of {@condition exhaustion}.\",\"It becomes harder to fight off {@condition exhaustion} if you stay awake for multiple days. After the first 24 hours, the DC increases by 5 for each consecutive 24-hour period without a long rest. The DC resets to 10 when you finish a long rest.\"]}]},{\"name\":\"Speed\",\"source\":\"XPHB\",\"page\":374,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A creature has a Speed, which is the distance in feet the creature can cover when it moves on its turn.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Special Speeds\",\"entries\":[\"Some creatures have special speeds, such as a Burrow Speed, {@variantrule Climb Speed|XPHB}, {@variantrule Fly Speed|XPHB}, or {@variantrule Swim Speed|XPHB}, each of which is defined in this glossary. If you have more than one speed, choose which one to use when you move; you can switch between the speeds during your move. Whenever you switch, subtract the distance already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can't use the new speed during the current move. For example, if you have a Speed of 30 and a {@variantrule Fly Speed|XPHB} of 40, you could fly 10 feet, walk 10 feet, and leap into the air to fly 20 feet more.\"]},{\"type\":\"entries\",\"name\":\"Changes to Your Speeds\",\"entries\":[\"If an effect increases or decreases your Speed for a time, any special speed you have increases or decreases by an equal amount for the same duration. For example, if your Speed is reduced to 0 and you have a {@variantrule Climb Speed|XPHB}, your {@variantrule Climb Speed|XPHB} is also reduced to 0. Similarly, if your Speed is halved and you have a {@variantrule Fly Speed|XPHB}, your {@variantrule Fly Speed|XPHB} is also halved.\"]}]}]},{\"name\":\"Spell\",\"source\":\"XPHB\",\"page\":374,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A spell is a {@variantrule Magical Effect|XPHB|magical effect} that has the characteristics described in {@book chapter 7|XPHB|7}.\"]},{\"name\":\"Spell Attack\",\"source\":\"XPHB\",\"page\":374,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A spell attack is an attack roll made as part of a spell or another {@variantrule Magical Effect|XPHB|magical effect}.\"]},{\"name\":\"Spell Points\",\"source\":\"DMG\",\"page\":288,\"ruleType\":\"V\",\"entries\":[\"One way to modify how a class feels is to change how it uses its spells. With this variant system, a character who has the Spellcasting feature uses spell points instead spell slots to fuel spells. Spell points give a caster more flexibility, at the cost of greater complexity.\",\"In this variant, each spell has a point cost based on its level. The Spell Point Cost table summarizes the cost in spell points of slots from 1st to 9th level. Cantrips don't require slots and therefore don't require spell points.\",\"Instead of gaining a number of spell slots to cast your spells from the Spellcasting feature, you gain a pool of spell points instead. You expend a number of spell points to create a spell slot of a given level, and then use that slot to cast a spell. You can't reduce your spell points total to less than 0, and you regain all spent spell points when you finish a long rest.\",\"Spells of 6th level and higher are particularly taxing to cast. You can use spell points to create one slot of each level of 6th or higher. You can't create another slot of the same level until you finish a long rest.\",\"The number of spell points you have to spend is based on your level as a spellcaster, as shown in the Spell Points by Level table. Your level also determines the maximum-level spell slot you can create. Even though you might have enough points to create a slot above this maximum, you can't do so.\",\"The Spell Points by Level table applies to {@class bard||bards}, {@class cleric||clerics}, {@class druid||druids}, {@class sorcerer||sorcerers}, and {@class wizard||wizards}. For a {@class paladin} or {@class ranger}, halve the character's level in that class and then consult the table. For a {@class fighter|phb|fighter (Eldritch Knight)|Eldritch Knight} or {@class rogue|phb|rogue (Arcane Trickster)|Arcane Trickster}, divide the character's level in that class by three.\",\"This system can be applied to monsters that cast spells using spell slots, but it isn't recommended that you do so. Tracking spell point expenditures for a monster can be a hassle.\",{\"type\":\"table\",\"caption\":\"Spell Point Cost\",\"colLabels\":[\"Spell Level\",\"Point Cost\"],\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"rows\":[[\"1st\",2],[\"2nd\",3],[\"3rd\",5],[\"4th\",6],[\"5th\",7],[\"6th\",9],[\"7th\",10],[\"8th\",11],[\"9th\",13]]},{\"type\":\"table\",\"caption\":\"Spell Points by Level\",\"colLabels\":[\"Class Level\",\"Spell Points\",\"Max Spell Level\"],\"colStyles\":[\"col-4 text-center\",\"col-4 text-center\",\"col-4 text-center\"],\"rows\":[[\"1st\",4,\"1st\"],[\"2nd\",6,\"1st\"],[\"3rd\",14,\"2nd\"],[\"4th\",17,\"2nd\"],[\"5th\",27,\"3rd\"],[\"6th\",32,\"3rd\"],[\"7th\",38,\"4th\"],[\"8th\",44,\"4th\"],[\"9th\",57,\"5th\"],[\"10th\",64,\"5th\"],[\"11th\",73,\"6th\"],[\"12th\",73,\"6th\"],[\"13th\",83,\"7th\"],[\"14th\",83,\"7th\"],[\"15th\",94,\"8th\"],[\"16th\",94,\"8th\"],[\"17th\",107,\"9th\"],[\"18th\",114,\"9th\"],[\"19th\",123,\"9th\"],[\"20th\",133,\"9th\"]]}]},{\"name\":\"Spellcasting\",\"source\":\"XGE\",\"page\":85,\"ruleType\":\"O\",\"type\":\"section\",\"entries\":[\"This section expands on the spellcasting rules presented in the {@book Player's Handbook|PHB|10} and the {@book Dungeon Master's Guide|DMG}, providing clarifications and new options.\",{\"type\":\"entries\",\"name\":\"Perceiving a Caster at Work\",\"entries\":[\"Many spells create obvious effects: explosions of fire, walls of ice, teleportation, and the like. Other spells, such as charm person, display no visible, audible, or otherwise perceptible sign of their effects, and could easily go unnoticed by someone unaffected by them. As noted in the {@book Player's Handbook|PHB}, you normally don't know that a spell has been cast unless the spell produces a noticeable effect.\",\"But what about the act of casting a spell? Is it possible for someone to perceive that a spell is being cast in their presence? To be perceptible, the casting of a spell must involve a verbal, somatic, or material component. The form of a material component doesn't matter for the purposes of perception, whether it's an object specified in the spell's description, a component pouch, or a spellcasting focus.\",\"If the need for a spell's components has been removed by a special ability, such as the sorcerer's Subtle Spell feature or the Innate Spellcasting trait possessed by many creatures, the casting of the spell is imperceptible. If an imperceptible casting produces a perceptible effect, it's normally impossible to determine who cast the spell in the absence of other evidence.\"]},{\"type\":\"entries\",\"name\":\"Identifying a Spell\",\"entries\":[\"Sometimes a character wants to identify a spell that someone else is casting or that was already cast. To do so, a character can use their reaction to identify a spell as it's being cast, or they can use an action on their turn to identify a spell by its effect after it is cast.\",\"If the character perceived the casting, the spell's effect, or both, the character can make an Intelligence ({@skill Arcana}) check with their reaction or action. The DC equals 15 + the spell's level. If the spell is cast as a class spell and the character is a member of that class, the check is made with advantage. For example, if the spellcaster casts a spell as a cleric, another cleric has advantage on the check to identify the spell. Some spells aren't associated with any class when they're cast, such as when a monster uses its Innate Spellcasting trait.\",\"This Intelligence ({@skill Arcana}) check represents the fact that identifying a spell requires a quick mind and familiarity with the theory and practice of casting. This is true even for a character whose spellcasting ability is Wisdom or Charisma. Being able to cast spells doesn't by itself make you adept at deducing exactly what others are doing when they cast their spells.\"]},{\"type\":\"entries\",\"name\":\"Invalid Spell Targets\",\"entries\":[\"A spell specifies what a caster can target with it: any type of creature, a creature of a certain type (humanoid or beast, for instance), an object, an area, the caster, or something else. But what happens if a spell targets something that isn't a valid target? For example, someone might cast {@spell charm person} on a creature believed to be a humanoid, not knowing that the target is in fact a vampire. If this issue comes up, handle it using the following rule.\",\"If you cast a spell on someone or something that can't be affected by the spell, nothing happens to that target, but if you used a spell slot to cast the spell, the slot is still expended. If the spell normally has no effect on a target that succeeds on a saving throw, the invalid target appears to have succeeded on its saving throw, even though it didn't attempt one (giving no hint that the creature is in fact an invalid target). Otherwise, you perceive that the spell did nothing to the target.\"]},{\"type\":\"entries\",\"name\":\"Areas of Effect on a Grid\",\"entries\":[\"The Dungeon Master's Guide includes the following short rule for using areas of effect on a grid.\",\"Choose an intersection of squares as the point of origin of an area of effect, then follow the rules for that kind of area as normal (see the \\\"{@book Areas of Effect|PHB|10|Areas of Effect}\\\" section in chapter 10 of the {@book Player's Handbook|PHB}). If an area of effect is circular and covers at least half a square, it affects that square.\",\"That rule works, but it can require a fair amount of on-the-spot adjudication. This section offers two alternatives for determining the exact location of an area: the template method and the token method. Both of these methods assume you're using a grid and miniatures of some sort. Because these methods can yield different results for the number of squares in a given area, it's not recommended that they be combined at the table—choose whichever method you and your players find easier or more intuitive.\",{\"type\":\"entries\",\"name\":\"Template Method\",\"entries\":[\"The template method uses two-dimensional shapes that represent different areas of effect. The aim of the method is to accurately portray the length and width of each area on the grid and to leave little doubt about which creatures are affected by it. You'll need to make these templates or find premade ones.\",{\"type\":\"entries\",\"name\":\"Making a Template\",\"entries\":[\"Making a template is simple. Get a piece of paper or card stock, and cut it in the shape of the area of effect you're using. Every 5 feet of the area equals 1 inch of the template's size. For example, the 20-foot-radius sphere of the {@spell fireball} spell, which has a 40-foot diameter, would translate into a circular template with an 8-inch diameter.\"]},{\"type\":\"entries\",\"name\":\"Using a Template\",\"entries\":[\"To use an area-of-effect template, apply it to the grid. If the terrain is flat, you can lay it on the surface; otherwise, hold the template above the surface and take note of which squares it covers or partially covers. If any part of a square is under the template, that square is included in the area of effect. If a creature's miniature is in an affected square, that creature is in the area. Being adjacent to the edge of the template isn't enough for a square to be included in the area of effect; the square must be entirely or partly covered by the template.\",\"You can also use this method without a grid. If you do so, a creature is included in an area of effect if any part of the miniature's base is overlapped by the template.\",\"When you place a template, follow all the rules in the {@book Player's Handbook|PHB} for placing the associated area of effect. If an area of effect, such as a cone or a line, originates from a spellcaster, the template should extend out from the caster and be positioned however the caster likes within the bounds of the rules.\",\"Diagrams 2.1 and 2.2 show the template method in action.\",{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"book/XGE/001.webp\"}}]}]},{\"type\":\"entries\",\"name\":\"Token Method\",\"entries\":[\"The token method is meant to make areas of effect tactile and fun. To use this method, grab some dice or other tokens, which you're going to use to represent your areas of effect.\",\"Rather than faithfully representing the shapes of the different areas of effect, this method gives you a way to create square-edged versions of them on a grid easily, as described in the following subsections.\",{\"type\":\"entries\",\"name\":\"Using Tokens\",\"entries\":[\"Every 5-foot square of an area of effect becomes a die or other token that you place on the grid. Each token goes inside a square, not at an intersection of lines. If an area's token is in a square, that square is included in the area of effect. It's that simple.\",\"Diagrams 2.3 through 2.6 show this method in action, using dice as the tokens.\",{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"book/XGE/002.webp\"}},{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"book/XGE/003.webp\"}}]},{\"type\":\"entries\",\"name\":\"Circles\",\"entries\":[\"This method depicts everything using squares, and a circular area of effect becomes square in it, whether the area is a sphere, cylinder, or radius. For instance, the 10-foot radius of flame strike, which has a diameter of 20 feet, is expressed as a square that is 20 feet on a side, as shown in diagram 2.3. Diagram 2.4 shows that area with {@quickref Cover||3||total cover} inside it.\"]},{\"type\":\"entries\",\"name\":\"Cones\",\"entries\":[\"A cone is represented by rows of tokens on the grid, extending from the cone's point of origin. In the rows, the squares are adjoining side by side or corner to corner, as shown in diagram 2.5. To determine the number of rows a cone contains, divide its length by 5. For example, a 30-foot cone contains six rows.\",\"Here's how to create the rows. Starting with a square adjacent to the cone's point of origin, place one token. The square can be orthogonally or diagonally adjacent to the point of origin. In every row beyond that one, place as many tokens as you placed in the previous row, plus one more token. Place this row's tokens so that their squares each share a side with a square in the previous row. If the cone is orthogonally adjacent to the point of origin, you'll have one more token to place in the row; place it on one end or the other of the row you just created (you don't have to pick the side chosen in diagram 2.5). Keep placing tokens in this way until you've created all of the cone's rows.\"]},{\"type\":\"entries\",\"name\":\"Lines\",\"entries\":[\"A line can extend from its source orthogonally or diagonally, as shown in diagram 2.6.\"]}]}]}]},{\"name\":\"Spellcasting Focus\",\"source\":\"XPHB\",\"page\":374,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A Spellcasting Focus is an object that certain creatures can use in place of a spell's Material components if those materials aren't consumed by the spell and don't have a cost specified. Some classes allow its members to use certain types of Spellcasting Focuses.\"]},{\"name\":\"Sphere [Area of Effect]\",\"source\":\"XPHB\",\"page\":374,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A Sphere is an area of effect that extends in straight lines from a point of origin outward in all directions. The effect that creates a Sphere specifies the distance it extends as the radius of the Sphere.\",\"A Sphere's point of origin is included in the Sphere's area of effect.\"]},{\"name\":\"Stable\",\"source\":\"XPHB\",\"page\":374,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A creature is Stable if it has 0 {@variantrule Hit Points|XPHB} but isn't required to make {@variantrule Death Saving Throw|XPHB|Death Saving Throws}.\"]},{\"name\":\"Stat Block\",\"source\":\"XPHB\",\"page\":374,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A stat block contains the game slatistics of a {@variantrule Monster|XPHB|monster}. Each stat block includes the following information presented after the {@variantrule Monster|XPHB|monster's} name.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Size\",\"entries\":[\"A {@variantrule Monster|XPHB|monster} is Tiny, Small, Med ium, Large, Huge, or Gargantuan.\"]},{\"type\":\"entries\",\"name\":\"Creature Type\",\"entries\":[\"This entry notes the family of beings a {@variantrule Monster|XPHB|monster} belongs to, along with any descriptive tags.\"]},{\"type\":\"entries\",\"name\":\"Alignment\",\"entries\":[\"An alignment is suggested for the {@variantrule Monster|XPHB|monster}, with the DM determining its actual alignment.\"]},{\"type\":\"entries\",\"name\":\"AC, Initiative, and HP\",\"entries\":[\"These entries give the {@variantrule Monster|XPHB|monster's} {@variantrule Armor Class|XPHB}, {@variantrule Initiative|XPHB}, and {@variantrule Hit Points|XPHB}, which are detailed in {@book chapter 1|XPHB|1}. In parentheses after the {@variantrule Hit Points|XPHB}, the {@variantrule Monster|XPHB|monster's} {@variantrule Hit Point Dice|XPHB} are provided, along with the contribution of its Constitution, if any, to its {@variantrule Hit Points|XPHB}. Following the {@variantrule Initiative|XPHB} modifier is an {@variantrule Initiative|XPHB} score. Some creatures that are created by magic lack Hit Dice and {@variantrule Initiative|XPHB} information.\"]},{\"type\":\"entries\",\"name\":\"Speed\",\"entries\":[\"Here the {@variantrule Monster|XPHB|monster's} Speed is provided, along with any special speeds.\"]},{\"type\":\"entries\",\"name\":\"Ability Scores\",\"entries\":[\"A table provides the {@variantrule Monster|XPHB|monster's} ability scores, modifiers, and {@variantrule Saving Throw|XPHB|saving throw} modifiers, all of which are detailed in {@book chapter 1|XPHB|1}.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"This entry lists the {@variantrule Monster|XPHB|monster's} skill proficiencies, if any.\"]},{\"type\":\"entries\",\"name\":\"Resistances and Vulnerabilities\",\"entries\":[\"These entries list the {@variantrule Monster|XPHB|monster's} Resistances and Vulnerabilities, if any.\"]},{\"type\":\"entries\",\"name\":\"Immunities\",\"entries\":[\"This section lists the {@variantrule Monster|XPHB|monster's} damage and {@variantrule Condition|XPHB|condition} Immunities, if any.\"]},{\"type\":\"entries\",\"name\":\"Gear\",\"entries\":[\"If the {@variantrule Monster|XPHB|monster} has any equipment that can be given away or retrieved, it's listed in this entry.\"]},{\"type\":\"entries\",\"name\":\"Senses\",\"entries\":[\"This entry lists the {@variantrule Monster|XPHB|monster's} special senses, such as {@sense Darkvision|XPHB}, and its Passive {@skill Perception|XPHB}.\"]},{\"type\":\"entries\",\"name\":\"Languages\",\"entries\":[\"This entry lists any languages the {@variantrule Monster|XPHB|monster} knows.\"]},{\"type\":\"entries\",\"name\":\"CR\",\"entries\":[\"Challenge Rating summarizes the threat a {@variantrule Monster|XPHB|monster} poses and is detailed in the {@book Monster Manual|XMM}. The Experience Points characters receive for defeating a {@variantrule Monster|XPHB|monster} and its {@variantrule Proficiency|XPHB|Proficiency Bonus} follow. Some creatures that are created by magic have no CR.\"]},{\"type\":\"entries\",\"name\":\"Traits\",\"entries\":[\"The {@variantrule Monster|XPHB|monster's} traits, if any, are features that are active at all times or in certain situations.\"]},{\"type\":\"entries\",\"name\":\"Actions\",\"entries\":[\"The {@variantrule Monster|XPHB|monster} can take these actions in addition to those detailed in this glossary.\"]},{\"type\":\"entries\",\"name\":\"Bonus Actions\",\"entries\":[\"If the {@variantrule Monster|XPHB|monster} has {@variantrule Bonus Action|XPHB} options, they are listed in this section.\"]},{\"type\":\"entries\",\"name\":\"Reactions\",\"entries\":[\"If the {@variantrule Monster|XPHB|monster} can take special {@variantrule Reaction|XPHB|Reactions}, those are listed in this section.\"]},{\"type\":\"entries\",\"name\":\"Attack Notation\",\"entries\":[\"The entry for a {@variantrule Monster|XPHB|monster's} attack starts by identifying whether the attack is a melee or a ranged attack and then provides the attack roll's bonus, its reach or range, and what happens on a hit. An attack is against one target unless its entry says otherwise.\"]},{\"type\":\"entries\",\"name\":\"Saving Throw Effect Notation\",\"entries\":[\"If an effect forces a {@variantrule Saving Throw|XPHB|saving throw}, the effect's entry starts by identifying the kind of {@variantrule Saving Throw|XPHB|saving throw} required and then provides the save's DC, a description of which creatures must make the save, and what happens on a failed or a successful save.\"]},{\"type\":\"entries\",\"name\":\"Damage Notation\",\"entries\":[\"A stat block usually provides both a static number and a die expression for each instance of damage. For example, an attack might deal 4 ({@dice 1d4 + 2}) damage on a hit. The DM determines whether you use the static number or the die expression in parentheses; you don't use both.\"]}]}]},{\"name\":\"Superior Ship Upgrades\",\"source\":\"GoS\",\"page\":196,\"type\":\"section\",\"entries\":[\"Some vessels possess extraordinary abilities, whether due to magic or superior artisanship. The upgrades below can replace a ship's existing components or provide a new element to augment a ship's abilities.\",\"Adding an upgrade costs 15,000 gp and requires {@dice 1d4} weeks of work. During that time, the ship must remain in port. If the ship leaves, the work must start over, but you don't need to pay the gold piece cost a second time.\",{\"type\":\"entries\",\"name\":\"Hull Upgrades\",\"entries\":[\"Any ship with a hull can gain one of the following upgrades. In some cases, an upgrade also provides a benefit to the ship's other components.\",{\"type\":\"list\",\"columns\":2,\"items\":[\"{@vehupgrade Churning Hull|GoS}\",\"{@vehupgrade Death Vessel|GoS}\",\"{@vehupgrade Frost-Locked Hull|GoS}\",\"{@vehupgrade Living Vessel|GoS}\",\"{@vehupgrade Reinforced Hull|GoS}\",\"{@vehupgrade Vigilant Watch|GoS}\"]}]},{\"type\":\"entries\",\"name\":\"Movement Upgrades\",\"entries\":[\"Each movement upgrade applies to a specific movement type. A component can gain the benefits of one upgrade.\",{\"type\":\"list\",\"columns\":2,\"items\":[\"{@vehupgrade Clockwork Oars|GoS}\",\"{@vehupgrade Ever-Full Sails|GoS}\",\"{@vehupgrade Defiant Sails|GoS}\",\"{@vehupgrade Dragon Sails|GoS}\",\"{@vehupgrade Screaming Sails|GoS}\",\"{@vehupgrade Scything Oars|GoS}\"]}]},{\"type\":\"entries\",\"name\":\"Weapon Upgrades\",\"entries\":[\"The following upgrades can apply to any weapon mounted aboard a ship. A component can gain the benefits of one upgrade, or two upgrades if one of the upgrades is {@vehupgrade Arcane Artillery|GoS}.\",{\"type\":\"list\",\"columns\":2,\"items\":[\"{@vehupgrade Arcane Artillery|GoS}\",\"{@vehupgrade Concussive Rounds|GoS}\",\"{@vehupgrade Explosive Rounds|GoS}\",\"{@vehupgrade Grasping Rounds|GoS}\"]}]},{\"type\":\"entries\",\"name\":\"Figurehead Upgrades\",\"entries\":[\"While figureheads are usually purely decorative, they might be magically treated to produce extraordinary effects. A ship can receive one figurehead upgrade.\",{\"type\":\"list\",\"columns\":2,\"items\":[\"{@vehupgrade Guardian Figurehead|GoS}\",\"{@vehupgrade Red Dragon Figurehead|GoS}\",\"{@vehupgrade Storm Giant Figurehead|GoS}\"]}]},{\"type\":\"entries\",\"name\":\"Miscellaneous Upgrades\",\"entries\":[\"The following upgrades don't apply to a specific element of the ship. A ship can use any number of them, but it can gain a specific upgrade only once.\",{\"type\":\"list\",\"columns\":2,\"items\":[\"{@vehupgrade Bones of Endless Toil|GoS}\",\"{@vehupgrade Smuggler's Banner|GoS}\",\"{@vehupgrade Taskmaster's Drums|GoS}\"]}]}]},{\"name\":\"Survivors\",\"source\":\"VRGR\",\"page\":198,\"type\":\"section\",\"entries\":[\"Terror doesn't come just for the brave and prepared—often quite the opposite. Some of the most harrowing horror stories involve the least likely heroes, individuals who find their simple lives transformed into waking nightmares.\",\"In most horror adventures, your players will employ familiar, adventure-ready characters. That doesn't need to be the case, though. Instead, for short, low-power adventures, immersive retellings of tragic events, out-of-body experiences, or other unique tales, consider providing players with temporary, stand-in characters called survivors.\",\"This section provides guidance for using survivors, characters designed for one- to three-session adventures focused on survival rather than saving the day. Using survivors helps create horror experiences focused on the dread inherent to having limited resources and facing impending doom without forcing players to risk their favorite characters.\",{\"type\":\"entries\",\"name\":\"Using Survivors\",\"entries\":[\"Survivors are premade characters that are simple and easy for players to master, while being customizable enough to fill broad roles in your adventures—whether they be farmers or bored nobles, constables or babysitters. Adventures employing survivors are meant to be asides within broader campaigns or otherwise short experiences.\",{\"type\":\"entries\",\"name\":\"Cut Scenes, Dreams, and Memories\",\"entries\":[\"Use survivors to provide information to players in the form of a self-contained adventure. Even if it doesn't make sense for a campaign's characters to be present for an event, survivors can provide players with perspectives they wouldn't otherwise have. For example, you might use survivors in the following ways:\",{\"type\":\"list\",\"items\":[\"Survivors serve as the first constables on the scene during a serial killer's crime. Afterward, when the players' other characters get involved in the investigations, the players know the details.\",\"Survivors give every player a part to play in one character's ominous nightmares, such as those resulting from encounters with the mind flayers of Bluetspur (see {@book chapter 3|VRGR|3}).\",\"Survivors provide players front row seats to important historic events. It's one thing to hear about the massacre at Castle Ravenloft following Strahd von Zarovich's transformation into a vampire, but it's another to play it.\"]}]},{\"type\":\"entries\",\"name\":\"Mindtaker Mists\",\"entries\":[\"The Mists frequently kidnap characters from across the multiverse, dragging them into the Domains of Dread. They don't always claim their victims bodily, though. Rather, the Mists might steal characters' minds, placing them into survivors involved in specific terrifying scenarios. Perhaps characters suddenly find themselves mentally recast into someone defending against a zombie siege in Falkovnia, attending a ball in Dementlieu, or exploring the tombs of Har'Akir (see {@book chapter 3|VRGR|3} for details on such adventures). Whether the characters survive or meet spectacular ends doesn't matter, as death might mean a return to the character's original body, a second chance to try again, or a stranger fate.\"]},{\"type\":\"entries\",\"name\":\"Terrible Freedom, Delightful Doom\",\"entries\":[\"Make sure your players know how long you plan to use survivors and that they'll be playing their usual characters again soon. Also let them know that survivors are designed to engage with terrifying circumstances, but their triumph over such threats is not assured. Players' decisions will certainly impact the survivors' fates, but if it seems like doom is in store, encourage the players to embrace it and make sure their survivors meet unforgettable ends.\"]},{\"type\":\"entries\",\"name\":\"What's Old Is New\",\"entries\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"variantrules/VRGR/111-04-007.for-survivors.webp\"},\"title\":\"For survivors, any foe might become the focus of its own horror adventure\",\"width\":850,\"height\":1560,\"credit\":\"Dawn Carlos\"},\"Dwindling resources contribute to terrifying situations. When a group runs out of hit points, spells, food, or other vital reserves, tension and dread increase. High-level characters, though, have such resources in spades. By running an adventure using survivors, you can recapture some of the same tension adventurers experience early in their careers, encouraging players to use their wits and make desperate choices powerful characters can avoid.\"]},{\"type\":\"entries\",\"name\":\"Tools for Terror\",\"entries\":[\"Survivors allow you to control how players will engage with a horror adventure. The stat blocks in the following section are designed to be easy-to-use characters with a hint of talent but little that makes them remarkable:\",\"{@b Apprentices} have a minor talent for magic and tend to be well-read.\",\"{@b Disciples} faithfully adhere to the tenets of their chosen religions and receive spells from the deities they worship.\",\"{@b Sneaks} survive by their wits and are often charlatans or petty thieves.\",\"{@b Squires} possess a modicum of martial training and are stalwart companions.\",\"Determine how you want to use survivors in your adventure. If it's important to the story, perhaps all the players use the same stat block, representing their shared experience—a group of Sneaks might all be detectives while a band of Disciples might face a terror unleashed upon a monastery. You can also allow players to choose their own survivors, as any survivor might fill a general role like noble, villager, or sailor with a touch of talent. Make use of these ready-made characters in whatever ways suit your adventure best.\"]}]},{\"type\":\"entries\",\"name\":\"Creating a Survivor\",\"entries\":[\"When you plan a session using survivors, determine how you'll use the {@b Apprentice}, {@b Disciple}, {@b Sneak}, and {@b Squire} stat blocks that appear in the following section. Once you've determined what survivors to use, take a few moments to individualize them. If the survivors have particular roles in your adventure, provide that information to players along with their survivors' statistics; otherwise, let them come up with their own details. Players can give their survivors names, personalities, and lineages, but these details don't affect the survivors' stat blocks.\",{\"type\":\"entries\",\"name\":\"Levels\",\"entries\":[\"Survivors don't possess classes as detailed in the {@book Player's Handbook|PHB}. Despite this, you can make a survivor marginally more powerful by increasing its level. The stat blocks present the survivors as they are at 1st level. Rather than gaining experience points, a survivor increases in level whenever it makes sense for your adventure. When a survivor gains a level, it gains the benefits on the Survivor Progression table. A survivor that advances from 1st to 2nd level and from 2nd to 3rd level gains access to the player's choice of Survivor Talents (see the section below).\",{\"type\":\"table\",\"caption\":\"Survivor Progression\",\"colLabels\":[\"Level\",\"Feature\"],\"colStyles\":[\"col-2\",\"col-10\"],\"rows\":[[\"1st\",\"See the appropriate stat block\"],[\"2nd\",\"Survivor Talent\"],[\"3rd\",\"Survivor Talent\"]]}]},{\"type\":\"entries\",\"name\":\"Hit Points\",\"entries\":[\"Whenever a survivor gains a level, it gains one Hit Die and its hit point maximum increases. To determine the amount of the increase, roll the Hit Die (the type that appears in the survivor's stat block), and add the survivor's Constitution modifier. It gains a minimum of 1 hit point per level.\",\"If a survivor drops to 0 hit points, it falls {@condition unconscious} and subsequently makes death saving throws just like a normal player character.\"]}]},{\"type\":\"entries\",\"name\":\"Survivor Talents\",\"entries\":[\"At 2nd level and again at 3rd level, a survivor gains their choice of one of the following talents. A survivor can't gain the same talent more than once, unless a talent's description says otherwise. If a talent has a prerequisite, the character must meet it to gain the talent.\",{\"type\":\"entries\",\"name\":\"Adrenaline Surge\",\"entries\":[\"At the start of your turn, you can choose one creature you can see within 30 feet of you. Until the start of your next turn, you are {@condition frightened} of that creature and your walking speed is doubled.\"]},{\"type\":\"entries\",\"name\":\"Desperate Scream\",\"entries\":[\"Whenever you make a saving throw, you can summon your desire to live into a desperate scream. You gain advantage on the saving throw, and the scream is audible up to 100 feet away. You can scream in this way twice, and you regain all expended uses when you finish a long rest.\",{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"variantrules/VRGR/112-04-008.survivors.webp\"},\"title\":\"Survivors are everyday people thrown into terrifying situations\",\"width\":850,\"height\":1324,\"credit\":\"Nikki Dawes\"}]},{\"type\":\"entries\",\"name\":\"Divine Guidance\",\"entries\":[\"{@i Prerequisite: Disciple survivor}\",\"You learn one 1st-level spell of your choice from the cleric spell list. It must be a spell you don't already know. You can cast the spell once with this talent, and you regain the ability to do so when you finish a long rest.\",\"You can select this talent more than once. Each time you do so, you must choose a different spell.\"]},{\"type\":\"entries\",\"name\":\"Magical Talent\",\"entries\":[\"{@i Prerequisite: Apprentice survivor}\",\"You learn one 1st-level spell of your choice from the wizard spell list. It must be a spell you don't already know. You can cast the spell once with this talent, and you regain the ability to do so when you finish a long rest.\",\"You can select this talent more than once. Each time you do so, you must choose a different spell.\"]},{\"type\":\"entries\",\"name\":\"Resilience\",\"entries\":[\"Choose one ability score. You gain proficiency in saving throws using the chosen ability.\"]},{\"type\":\"entries\",\"name\":\"Sacrificing Shield\",\"entries\":[\"{@i Prerequisite: Squire survivor}\",\"When a creature you can see makes an attack against a target you can see within 5 feet of you, you can use your reaction to become the target of the attack instead. If you are wielding a shield, you can reduce the damage by {@dice 1d10}. Once you use this talent, you can't do so again until you finish a short or long rest.\"]},{\"type\":\"entries\",\"name\":\"Skillful\",\"entries\":[\"You gain proficiency in two skills of your choice.\"]},{\"type\":\"entries\",\"name\":\"Slip Away\",\"entries\":[\"{@i Prerequisite: Sneak survivor}\",\"When a creature you can see within 5 feet of you hits you with an attack roll and deals damage to you with the attack, you can use your reaction to give yourself resistance against that damage. You can then move up to half your speed without provoking opportunity attacks. Once you use this talent, you can't do so again until you finish a short or long rest.\"]}]},{\"type\":\"list\",\"columns\":3,\"items\":[\"{@creature Apprentice|HoL}\",\"{@creature Sneak|HoL}\",\"{@creature Disciple|HoL}\",\"{@creature Squire|HoL}\"]}]},{\"name\":\"Swim Speed\",\"source\":\"XPHB\",\"page\":376,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A Swim Speed can be used to swim without expending the extra movement normally associated with swimming.\"]},{\"name\":\"Swimming\",\"source\":\"XPHB\",\"page\":376,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"While you're swimming, each foot of movement costs 1 extra foot (2 extra feet in {@variantrule Difficult Terrain|XPHB|difficult terrain}). You ignore this extra cost if you have a {@variantrule Swim Speed|XPHB} and use it to swim. At the DM's option, moving any distance in rough water might require a successful {@dc 15} Strength ({@skill Athletics|XPHB}) check.\"]},{\"name\":\"Target\",\"source\":\"XPHB\",\"page\":376,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A target is the creature or object targeted by an attack roll, forced to make a {@variantrule Saving Throw|XPHB|saving throw} by an effect, or selected to receive the effects of a spell or another phenomenon.\"]},{\"name\":\"Telepathy\",\"source\":\"XPHB\",\"page\":376,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"Telepathy is a magical ability that allows a creature to communicate mentally with another creature within a specified range. Unless a rule states otherwise, the contacted creature doesn't need to share a language with the telepath to understand this communication, but the contacted creature must be able to understand at least one language or be telepathic itself to understand.\",\"A telepath doesn't need to see a contacted creature, and the telepath can start or end the telepathic contact at any time (no action required). Telepathic contact can't be initiated and is immediately broken if either the telepath or the other creature has the {@condition Incapacitated|XPHB} condition. Telepathic contact is also broken if the contacted creature is no longer within the telepathy's range or if the telepath contacts a different creature within range.\",\"A creature without telepathy can receive telepathic messages but can't initiate a telepathic conversation. Once a telepathic conversation starts, the non-telepath can communicate mentally to the telepath until the telepathic connection ends.\"]},{\"name\":\"Teleportation\",\"source\":\"XPHB\",\"page\":376,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"Teleportation is a special kind of magical transportation. If you teleport, you disappear and reappear elsewhere instantly, without moving through the intervening space. This transportation doesn't expend movement unless a rule tells you otherwise, and teleportation never provokes {@action Opportunity Attack|XPHB|Opportunity Attacks}.\",\"When you teleport, all the equipment you're wearing and carrying teleports with you. If you're touching another creature when you teleport, that creature doesn't teleport with you unless the teleportation effect says otherwise.\",\"If the destination space of your teleportation is occupied by another creature or blocked by a solid obstacle, you instead appear in the nearest unoccupied space of your choice.\",\"The description of a teleportation effect tells you if you must see the teleportation's destination.\"]},{\"name\":\"Temporary Hit Points\",\"source\":\"XPHB\",\"page\":376,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"Temporary Hit Points are granted by certain effects and act as a buffer against losing real {@variantrule Hit Points|XPHB}.\"]},{\"name\":\"Tool Proficiencies\",\"source\":\"XGE\",\"page\":78,\"ruleType\":\"O\",\"type\":\"section\",\"entries\":[\"Tool proficiencies are a useful way to highlight a character's background and talents. At the game table, though, the use of tools sometimes overlaps with the use of skills, and it can be unclear how to use them together in certain situations. This section offers various ways that tools can be used in the game.\",{\"type\":\"entries\",\"name\":\"Tools and Skills Together\",\"entries\":[\"Tools have more specific applications than skills. The {@skill History} skill applies to any event in the past. A tool such as a {@item forgery kit|phb} is used to make fake objects and little else. Thus, why would a character who has the opportunity to acquire one or the other want to gain a tool proficiency instead of proficiency in a skill?\",\"To make tool proficiencies more attractive choices for the characters, you can use the methods outlined below.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Advantage\",\"entries\":[\"If the use of a tool and the use of a skill both apply to a check, and a character is proficient with the tool and the skill, consider allowing the character to make the check with advantage. This simple benefit can go a long way toward encouraging players to pick up tool proficiencies. In the tool descriptions that follow, this benefit is often expressed as additional insight (or something similar), which translates into an increased chance that the check will be a success.\"]},{\"type\":\"entries\",\"name\":\"Added Benefit\",\"entries\":[\"In addition, consider giving characters who have both a relevant skill and a relevant tool proficiency an added benefit on a successful check. This benefit might be in the form of more detailed information or could simulate the effect of a different sort of successful check. For example, a character proficient with {@item mason's tools|phb} makes a successful Wisdom ({@skill Perception}) check to find a secret door in a stone wall. Not only does the character notice the door's presence, but you decide that the tool proficiency entitles the character to an automatic success on an Intelligence ({@skill Investigation}) check to determine how to open the door.\"]}]}]},{\"type\":\"entries\",\"name\":\"Tool Descriptions\",\"entries\":[\"The following sections go into detail about the tools presented in the {@book Player's Handbook|PHB|5|Tools}, offering advice on how to use them in a campaign.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"The first paragraph in each description gives details on what a set of supplies or tools is made up of. A character who is proficient with a tool knows how to use all of its component parts.\"]},{\"type\":\"entries\",\"name\":\"Skills\",\"entries\":[\"Every tool potentially provides advantage on a check when used in conjunction with certain skills, provided a character is proficient with the tool and the skill. As DM, you can allow a character to make a check using the indicated skill with advantage. Paragraphs that begin with skill names discuss these possibilities. In each of these paragraphs, the benefits apply only to someone who has proficiency with the tool, not someone who simply owns it.\",\"With respect to skills, the system is mildly abstract in terms of what a tool proficiency represents; essentially, it assumes that a character who has proficiency with a tool also has learned about facets of the trade or profession that are not necessarily associated with the use of the tool.\",\"In addition, you can consider giving a character extra information or an added benefit on a skill check. The text provides some examples and ideas when this opportunity is relevant.\"]},{\"type\":\"entries\",\"name\":\"Special Use\",\"entries\":[\"Proficiency with a tool usually brings with it a particular benefit in the form of a special use, as described in this paragraph.\"]},{\"type\":\"entries\",\"name\":\"Sample DCs\",\"entries\":[\"A table at the end of each section lists activities that a tool can be used to perform, and suggested DCs for the necessary ability checks.\"]}]},{\"type\":\"entries\",\"name\":\"Alchemist's Supplies\",\"entries\":[\"{@item Alchemist's supplies|phb} enable a character to produce useful concoctions, such as acid or alchemist's fire.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"{@item alchemist's supplies|phb} include two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients, including salt, powdered iron, and purified water.\"]},{\"type\":\"entries\",\"name\":\"Arcana\",\"entries\":[\"Proficiency with {@item alchemist's supplies|phb} allows you to unlock more information on {@skill Arcana} checks involving potions and similar materials.\"]},{\"type\":\"entries\",\"name\":\"Investigation\",\"entries\":[\"When you inspect an area for clues, proficiency with {@item alchemist's supplies|phb} grants additional insight into any chemicals or other substances that might have been used in the area.\"]},{\"type\":\"entries\",\"name\":\"Alchemical Crafting\",\"entries\":[\"You can use this tool proficiency to create alchemical items. A character can spend money to collect raw materials, which weigh 1 pound for every 50 gp spent. The DM can allow a character to make a check using the indicated skill with advantage. As part of a long rest, you can use {@item alchemist's supplies|phb} to make one dose of {@item acid (vial)|phb|acid}, {@item alchemist's fire (flask)|phb|alchemist's fire}, {@item antitoxin (vial)|phb|antitoxin}, {@item oil (flask)|phb|oil}, {@item perfume (vial)|phb|perfume}, or {@item soap|phb}. Subtract half the value of the created item from the total gp worth of raw materials you are carrying.\"]},{\"type\":\"table\",\"caption\":\"Alchemist's Supplies\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Create a puff of thick smoke\",\"10\"],[\"Identify a poison\",\"10\"],[\"Identify a substance\",\"15\"],[\"Start a fire\",\"15\"],[\"Neutralize acid\",\"20\"]]}]},{\"type\":\"entries\",\"name\":\"Brewer's Supplies\",\"entries\":[\"Brewing is the art of producing beer. Not only does beer serve as an alcoholic beverage, but the process of brewing purifies water. Crafting beer takes weeks of fermentation, but only a few hours of work.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"{@item Brewer's supplies|phb} include a large glass jug, a quantity of hops, a siphon, and several feet of tubing.\"]},{\"type\":\"entries\",\"name\":\"History\",\"entries\":[\"Proficiency with {@item brewer's supplies|phb} gives you additional insight on Intelligence ({@skill History}) checks concerning events that involve alcohol as a significant element.\"]},{\"type\":\"entries\",\"name\":\"Medicine\",\"entries\":[\"This tool proficiency grants additional insight when you treat anyone suffering from alcohol poisoning or when you can use alcohol to dull pain.\"]},{\"type\":\"entries\",\"name\":\"Persuasion\",\"entries\":[\"A stiff drink can help soften the hardest heart. Your proficiency with {@item brewer's supplies|phb} can help you ply someone with drink, giving them just enough alcohol to mellow their mood.\"]},{\"type\":\"entries\",\"name\":\"Potable Water\",\"entries\":[\"Your knowledge of brewing enables you to purify water that would otherwise be undrinkable. As part of a long rest, you can purify up to 6 gallons of water, or 1 gallon as part of a short rest.\"]},{\"type\":\"table\",\"caption\":\"Brewer's Supplies\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Detect poison or impurities in a drink\",\"10\"],[\"Identify alcohol\",\"15\"],[\"Ignore effects of alcohol\",\"20\"]]}]},{\"type\":\"entries\",\"name\":\"Calligrapher's Supplies\",\"entries\":[\"Calligraphy treats writing as a delicate, beautiful art. Calligraphers produce text that is pleasing to the eye, using a style that is difficult to forge. Their supplies also give them some ability to examine scripts and determine if they are legitimate, since a calligrapher's training involves long hours of studying writing and attempting to replicate its style and design.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"{@item Calligrapher's supplies|phb} include ink, a dozen sheets of parchment, and three quills.\"]},{\"type\":\"entries\",\"name\":\"Arcana\",\"entries\":[\"Although calligraphy is of little help in deciphering the content of magical writings, proficiency with these supplies can aid in identifying who wrote a script of a magical nature.\"]},{\"type\":\"entries\",\"name\":\"History\",\"entries\":[\"This tool proficiency can augment the benefit of successful checks made to analyze or investigate ancient writings, scrolls, or other texts, including runes etched in stone or messages in frescoes or other displays.\"]},{\"type\":\"entries\",\"name\":\"Decipher Treasure Map\",\"entries\":[\"This tool proficiency grants you expertise in examining maps. You can make an Intelligence check to determine a map's age, whether a map includes any hidden messages, or similar facts.\"]},{\"type\":\"table\",\"caption\":\"Calligrapher's Supplies\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-6\",\"col-6\"],\"rows\":[[\"Identify writer of nonmagical script\",\"10\"],[\"Determine writer's state of mind\",\"15\"],[\"Spot forged text\",\"15\"],[\"Forge a signature\",\"20\"]]}]},{\"type\":\"entries\",\"name\":\"Carpenter's Tools\",\"entries\":[\"Skill at carpentry enables a character to construct wooden structures. A carpenter can build a house, a shack, a wooden cabinet, or similar items.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"{@item Carpenter's tools|phb} include a saw, a hammer, nails, a hatchet, a square, a ruler, an adze, a plane, and a chisel.\"]},{\"type\":\"entries\",\"name\":\"History\",\"entries\":[\"This tool proficiency aids you in identifying the use and the origin of wooden buildings and other large wooden objects.\"]},{\"type\":\"entries\",\"name\":\"Investigation\",\"entries\":[\"You gain additional insight when inspecting areas within wooden structures, because you know tricks of construction that can conceal areas from discovery.\"]},{\"type\":\"entries\",\"name\":\"Perception\",\"entries\":[\"You can spot irregularities in wooden walls or floors, making it easier to find trap doors and secret passages.\"]},{\"type\":\"entries\",\"name\":\"Stealth\",\"entries\":[\"You can quickly assess the weak spots in a wooden floor, making it easier to avoid the places that creak and groan when they're stepped on.\"]},{\"type\":\"entries\",\"name\":\"Fortify\",\"entries\":[\"With 1 minute of work and raw materials, you can make a door or window harder to force open. Increase the DC needed to open it by 5.\"]},{\"type\":\"entries\",\"name\":\"Temporary Shelter\",\"entries\":[\"As part of a long rest, you can construct a lean-to or a similar shelter to keep your group dry and in the shade for the duration of the rest. Because it was fashioned quickly from whatever wood was available, the shelter collapses {@dice 1d3} days after being assembled.\"]},{\"type\":\"table\",\"caption\":\"Carpenter's Tools\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Build a simple wooden structure\",\"10\"],[\"Design a complex wooden structure\",\"15\"],[\"Find a weak point in a wooden wall\",\"15\"],[\"Pry apart a door\",\"20\"]]}]},{\"type\":\"entries\",\"name\":\"Cartographer's Tools\",\"entries\":[\"Using {@item cartographer's tools|phb}, you can create accurate maps to make travel easier for yourself and those who come after you. These maps can range from large-scale depictions of mountain ranges to diagrams that show the layout of a dungeon level.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"{@item Cartographer's tools|phb} consist of a quill, ink, parchment, a pair of compasses, calipers, and a ruler.\"]},{\"type\":\"entries\",\"name\":\"Arcana, History, Religion\",\"entries\":[\"You can use your knowledge of maps and locations to unearth more detailed information when you use these skills. For instance, you might spot hidden messages in a map, identify when the map was made to determine if geographical features have changed since then, and so forth.\"]},{\"type\":\"entries\",\"name\":\"Nature\",\"entries\":[\"Your familiarity with physical geography makes it easier for you to answer questions or solve issues relating to the terrain around you.\"]},{\"type\":\"entries\",\"name\":\"Survival\",\"entries\":[\"Your understanding of geography makes it easier to find paths to civilization, to predict areas where villages or towns might be found, and to avoid becoming lost. You have studied so many maps that common patterns, such as how trade routes evolve and where settlements arise in relation to geographic locations, are familiar to you.\"]},{\"type\":\"entries\",\"name\":\"Craft a Map\",\"entries\":[\"While traveling, you can draw a map as you go in addition to engaging in other activity.\"]},{\"type\":\"table\",\"caption\":\"Cartographer's Tools\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Determine a map's age and origin\",\"10\"],[\"Estimate direction and distance to a landmark\",\"15\"],[\"Discern that a map is fake\",\"15\"],[\"Fill in a missing part of a map\",\"20\"]]}]},{\"type\":\"entries\",\"name\":\"Cobbler's Tools\",\"entries\":[\"Although the cobbler's trade might seem too humble for an adventurer, a good pair of boots will see a character across rugged wilderness and through deadly dungeons.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"{@item Cobbler's tools|phb} consist of a hammer, an awl, a knife, a shoe stand, a cutter, spare leather, and thread.\"]},{\"type\":\"entries\",\"name\":\"Arcana, History\",\"entries\":[\"Your knowledge of shoes aids you in identifying the magical properties of enchanted boots or the history of such items.\"]},{\"type\":\"entries\",\"name\":\"Investigation\",\"entries\":[\"Footwear holds a surprising number of secrets. You can learn where someone has recently visited by examining the wear and the dirt that has accumulated on their shoes. Your experience in repairing shoes makes it easier for you to identify where damage might come from.\"]},{\"type\":\"entries\",\"name\":\"Maintain Shoes\",\"entries\":[\"As part of a long rest, you can repair your companions' shoes. For the next 24 hours, up to six creatures of your choice who wear shoes you worked on can travel up to 10 hours a day without making saving throws to avoid {@condition exhaustion}.\"]},{\"type\":\"entries\",\"name\":\"Craft Hidden Compartment\",\"entries\":[\"With 8 hours of work, you can add a hidden compartment to a pair of shoes. The compartment can hold an object up to 3 inches long and 1 inch wide and deep. You make an Intelligence check using your tool proficiency to determine the Intelligence ({@skill Investigation}) check DC needed to find the compartment.\"]},{\"type\":\"table\",\"caption\":\"Cobbler's Tools\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Determine a shoe's age and origin\",\"10\"],[\"Find a hidden compartment in a boot heel\",\"15\"]]}]},{\"type\":\"entries\",\"name\":\"Cook's Utensils\",\"entries\":[\"Adventuring is a hard life. With a cook along on the journey, your meals will be much better than the typical mix of hardtack and dried fruit.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"{@item Cook's utensils|phb} include a metal pot, knives, forks, a stirring spoon, and a ladle.\"]},{\"type\":\"entries\",\"name\":\"History\",\"entries\":[\"Your knowledge of cooking techniques allows you to assess the social patterns involved in a culture's eating habits.\"]},{\"type\":\"entries\",\"name\":\"Medicine\",\"entries\":[\"When administering treatment, you can transform medicine that is bitter or sour into a pleasing concoction.\"]},{\"type\":\"entries\",\"name\":\"Survival\",\"entries\":[\"When foraging for food, you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals.\"]},{\"type\":\"entries\",\"name\":\"Prepare Meals\",\"entries\":[\"As part of a short rest, you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain 1 extra hit point per Hit Die spent during a short rest, provided you have access to your {@item cook's utensils|phb} and sufficient food.\"]},{\"type\":\"table\",\"caption\":\"Cook's Utensils\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Create a typical meal\",\"10\"],[\"Duplicate a meal\",\"10\"],[\"Spot poison or impurities in food\",\"15\"],[\"Create a gourmet meal\",\"15\"]]}]},{\"type\":\"entries\",\"name\":\"Disguise Kit\",\"entries\":[\"The perfect tool for anyone who wants to engage in trickery, a {@item disguise kit|phb} enables its owner to adopt a false identity.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"A {@item disguise kit|phb} includes cosmetics, hair dye, small props, and a few pieces of clothing.\"]},{\"type\":\"entries\",\"name\":\"Deception\",\"entries\":[\"In certain cases, a disguise can improve your ability to weave convincing lies.\"]},{\"type\":\"entries\",\"name\":\"Intimidation\",\"entries\":[\"The right disguise can make you look more fearsome, whether you want to scare someone away by posing as a plague victim or intimidate a gang of thugs by taking the appearance of a bully.\"]},{\"type\":\"entries\",\"name\":\"Performance\",\"entries\":[\"A cunning disguise can enhance an audience's enjoyment of a performance, provided the disguise is properly designed to evoke the desired reaction.\"]},{\"type\":\"entries\",\"name\":\"Persuasion\",\"entries\":[\"Folk tend to trust a person in uniform. If you disguise yourself as an authority figure, your efforts to persuade others are often more effective.\"]},{\"type\":\"entries\",\"name\":\"Create Disguise\",\"entries\":[\"As part of a long rest, you can create a disguise. It takes you 1 minute to don such a disguise once you have created it. You can carry only one such disguise on you at a time without drawing undue attention, unless you have a {@item bag of holding} or a similar method to keep them hidden. Each disguise weighs 1 pound.\",\"At other times, it takes 10 minutes to craft a disguise that involves moderate changes to your appearance, and 30 minutes for one that requires more extensive changes.\"]},{\"type\":\"table\",\"caption\":\"Disguise Kit\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Cover injuries or distinguishing marks\",\"10\"],[\"Spot a disguise being used by someone else\",\"15\"],[\"Copy a humanoid's appearance\",\"20\"]]}]},{\"type\":\"entries\",\"name\":\"Forgery Kit\",\"entries\":[\"A {@item forgery kit|phb} is designed to duplicate documents and to make it easier to copy a person's seal or signature.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"A {@item forgery kit|phb} includes several different types of ink, a variety of parchments and papers, several quills, seals and sealing wax, gold and silver leaf, and small tools to sculpt melted wax to mimic a seal.\"]},{\"type\":\"entries\",\"name\":\"Arcana\",\"entries\":[\"A {@item forgery kit|phb} can be used in conjunction with the {@skill Arcana} skill to determine if a magic item is real or fake.\"]},{\"type\":\"entries\",\"name\":\"Deception\",\"entries\":[\"A well-crafted forgery, such as papers proclaiming you to be a noble or a writ that grants you safe passage, can lend credence to a lie.\"]},{\"type\":\"entries\",\"name\":\"History\",\"entries\":[\"A {@item forgery kit|phb} combined with your knowledge of history improves your ability to create fake historical documents or to tell if an old document is authentic.\"]},{\"type\":\"entries\",\"name\":\"Investigation\",\"entries\":[\"When you examine objects, proficiency with a {@item forgery kit|phb} is useful for determining how an object was made and whether it is genuine.\"]},{\"type\":\"entries\",\"name\":\"Other Tools\",\"entries\":[\"Knowledge of other tools makes your forgeries that much more believable. For example, you could combine proficiency with a {@item forgery kit|phb} and proficiency with {@item cartographer's tools|phb} to make a fake map.\"]},{\"type\":\"entries\",\"name\":\"Quick Fake\",\"entries\":[\"As part of a short rest, you can produce a forged document no more than one page in length. As part of a long rest, you can produce a document that is up to four pages long. Your Intelligence check using a {@item forgery kit|phb} determines the DC for someone else's Intelligence ({@skill Investigation}) check to spot the fake.\"]},{\"type\":\"table\",\"caption\":\"Forgery Kit\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Mimic handwriting\",\"15\"],[\"Duplicate a wax seal\",\"20\"]]}]},{\"type\":\"entries\",\"name\":\"Gaming Set\",\"entries\":[\"Proficiency with a {@item gaming set|PHB} applies to one type of game, such as Three-Dragon Ante or games of chance that use dice.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"A {@item gaming set|PHB} has all the pieces needed to play a specific game or type of game, such as a complete deck of cards or a board and tokens.\"]},{\"type\":\"entries\",\"name\":\"History\",\"entries\":[\"Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it.\"]},{\"type\":\"entries\",\"name\":\"Insight\",\"entries\":[\"Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood.\"]},{\"type\":\"entries\",\"name\":\"Sleight of Hand\",\"entries\":[\"{@skill Sleight of Hand} is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pickpocketing attempt.\"]},{\"type\":\"table\",\"caption\":\"Gaming Set\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Catch a player cheating\",\"15\"],[\"Gain insight into an opponent's personality\",\"15\"]]}]},{\"type\":\"entries\",\"name\":\"Glassblower's Tools\",\"entries\":[\"Someone who is proficient with {@item glassblower's tools|phb} has not only the ability to shape glass, but also specialized knowledge of the methods used to produce glass objects.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"The tools include a blowpipe, a small marver, blocks, and tweezers. You need a source of heat to work glass.\"]},{\"type\":\"entries\",\"name\":\"Arcana, History\",\"entries\":[\"Your knowledge of glassmaking techniques aids you when you examine glass objects, such as potion bottles or glass items found in a treasure hoard. For instance, you can study how a glass potion bottle has been changed by its contents to help determine a potion's effects. (A potion might leave behind a residue, deform the glass, or stain it.)\"]},{\"type\":\"entries\",\"name\":\"Investigation\",\"entries\":[\"When you study an area, your knowledge can aid you if the clues include broken glass or glass objects.\"]},{\"type\":\"entries\",\"name\":\"Identify Weakness\",\"entries\":[\"With 1 minute of study, you can identify the weak points in a glass object. Any damage dealt to the object by striking a weak spot is doubled.\"]},{\"type\":\"table\",\"caption\":\"Glassblower's Tools\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Identify source of glass\",\"10\"],[\"Determine what a glass object once held\",\"20\"]]}]},{\"type\":\"entries\",\"name\":\"Herbalism Kit\",\"entries\":[\"Proficiency with an {@item herbalism kit|phb} allows you to identify plants and safely collect their useful elements.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"An {@item herbalism kit|phb} includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.\"]},{\"type\":\"entries\",\"name\":\"Arcana\",\"entries\":[\"Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions.\"]},{\"type\":\"entries\",\"name\":\"Investigation\",\"entries\":[\"When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.\"]},{\"type\":\"entries\",\"name\":\"Medicine\",\"entries\":[\"Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.\"]},{\"type\":\"entries\",\"name\":\"Nature and Survival\",\"entries\":[\"When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.\"]},{\"type\":\"entries\",\"name\":\"Identify Plants\",\"entries\":[\"You can identify most plants with a quick inspection of their appearance and smell.\"]},{\"type\":\"table\",\"caption\":\"Herbalism Kit\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Find plants\",\"15\"],[\"Identify poison\",\"20\"]]}]},{\"type\":\"entries\",\"name\":\"Jeweler's Tools\",\"entries\":[\"Training with {@item jeweler's tools|phb} includes the basic techniques needed to beautify gems. It also gives you expertise in identifying precious stones.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"{@item Jeweler's tools|phb} consist of a small saw and hammer, files, pliers, and tweezers.\"]},{\"type\":\"entries\",\"name\":\"Arcana\",\"entries\":[\"Proficiency with {@item jeweler's tools|phb} grants you knowledge about the reputed mystical uses of gems. This insight proves handy when you make {@skill Arcana} checks related to gems or gem-encrusted items.\"]},{\"type\":\"entries\",\"name\":\"Investigation\",\"entries\":[\"When you inspect jeweled objects, your proficiency with {@item jeweler's tools|phb} aids you in picking out clues they might hold.\"]},{\"type\":\"entries\",\"name\":\"Identify Gems\",\"entries\":[\"You can identify gems and determine their value at a glance.\"]},{\"type\":\"table\",\"caption\":\"Jeweler's Tools\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Modify a gem's appearance\",\"15\"],[\"Determine a gem's history\",\"20\"]]}]},{\"type\":\"entries\",\"name\":\"Land and Water Vehicles\",\"entries\":[\"Proficiency with land vehicles covers a wide range of options, from chariots and howdahs to wagons and carts. Proficiency with water vehicles covers anything that navigates waterways. Proficiency with vehicles grants the knowledge needed to handle vehicles of that type, along with knowledge of how to repair and maintain them.\",\"In addition, a character proficient with water vehicles is knowledgeable about anything a professional sailor would be familiar with, such as information about the sea and islands, tying knots, and assessing weather and sea conditions.\",{\"type\":\"entries\",\"name\":\"Arcana\",\"entries\":[\"When you study a magic vehicle, this tool proficiency aids you in uncovering lore or determining how the vehicle operates.\"]},{\"type\":\"entries\",\"name\":\"Investigation, Perception\",\"entries\":[\"When you inspect a vehicle for clues or hidden information, your proficiency aids you in noticing things that others might miss.\"]},{\"type\":\"entries\",\"name\":\"Vehicle Handling\",\"entries\":[\"When piloting a vehicle, you can apply your proficiency bonus to the vehicle's AC and saving throws.\"]},{\"type\":\"table\",\"caption\":\"Vehicles\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Navigate rough terrain or waters\",\"10\"],[\"Assess a vehicle's condition\",\"15\"],[\"Take a tight corner at high speed\",\"20\"]]}]},{\"type\":\"entries\",\"name\":\"Leatherworker's Tools\",\"entries\":[\"Knowledge of leatherworking extends to lore concerning animal hides and their properties. It also confers knowledge of leather armor and similar goods.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"{@item Leatherworker's tools|phb} include a knife, a small mallet, an edger, a hole punch, thread, and leather scraps.\"]},{\"type\":\"entries\",\"name\":\"Arcana\",\"entries\":[\"Your expertise in working with leather grants you added insight when you inspect magic items crafted from leather, such as boots and some cloaks.\"]},{\"type\":\"entries\",\"name\":\"Investigation\",\"entries\":[\"You gain added insight when studying leather items or clues related to them, as you draw on your knowledge of leather to pick out details that others would overlook.\"]},{\"type\":\"entries\",\"name\":\"Identify Hides\",\"entries\":[\"When looking at a hide or a leather item, you can determine the source of the leather and any special techniques used to treat it. For example, you can spot the difference between leather crafted using dwarven methods and leather crafted using halfling methods.\"]},{\"type\":\"table\",\"caption\":\"Leatherworker's Tools\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Modify a leather item's appearance\",\"10\"],[\"Determine a leather item's history\",\"20\"]]}]},{\"type\":\"entries\",\"name\":\"Mason's Tools\",\"entries\":[\"{@item Mason's tools|phb} allow you to craft stone structures, including walls and buildings crafted from brick.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"{@item Mason's tools|phb} consist of a trowel, a hammer, a chisel, brushes, and a square.\"]},{\"type\":\"entries\",\"name\":\"History\",\"entries\":[\"Your expertise aids you in identifying a stone building's date of construction and purpose, along with insight into who might have built it.\"]},{\"type\":\"entries\",\"name\":\"Investigation\",\"entries\":[\"You gain additional insight when inspecting areas within stone structures.\"]},{\"type\":\"entries\",\"name\":\"Perception\",\"entries\":[\"You can spot irregularities in stone walls or floors, making it easier to find trap doors and secret passages.\"]},{\"type\":\"entries\",\"name\":\"Demolition\",\"entries\":[\"Your knowledge of masonry allows you to spot weak points in brick walls. You deal double damage to such structures with your weapon attacks.\"]},{\"type\":\"table\",\"caption\":\"Mason's Tools\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Chisel a small hole in a stone wall\",\"10\"],[\"Find a weak point in a stone wall\",\"15\"]]}]},{\"type\":\"entries\",\"name\":\"Musical Instruments\",\"entries\":[\"Proficiency with a {@item musical instrument|PHB} indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.\",{\"type\":\"entries\",\"name\":\"History\",\"entries\":[\"Your expertise aids you in recalling lore related to your instrument.\"]},{\"type\":\"entries\",\"name\":\"Performance\",\"entries\":[\"Your ability to put on a good show is improved when you incorporate an instrument into your act.\"]},{\"type\":\"entries\",\"name\":\"Compose a Tune\",\"entries\":[\"As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.\"]},{\"type\":\"table\",\"caption\":\"Musical Instrument\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Identify a tune\",\"10\"],[\"Improvise a tune\",\"20\"]]}]},{\"type\":\"entries\",\"name\":\"Navigator's Tools\",\"entries\":[\"Proficiency with {@item navigator's tools|phb} helps you determine a true course based on observing the stars. It also grants you insight into charts and maps while developing your sense of direction.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"{@item Navigator's tools|phb} include a sextant, a compass, calipers, a ruler, parchment, ink, and a quill.\"]},{\"type\":\"entries\",\"name\":\"Survival\",\"entries\":[\"Knowledge of {@item navigator's tools|phb} helps you avoid becoming lost and also grants you insight into the most likely location for roads and settlements.\"]},{\"type\":\"entries\",\"name\":\"Sighting\",\"entries\":[\"By taking careful measurements, you can determine your position on a nautical chart and the time of day.\"]},{\"type\":\"table\",\"caption\":\"Navigator's Tools\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Plot a course\",\"10\"],[\"Discover your position on a nautical chart\",\"15\"]]}]},{\"type\":\"entries\",\"name\":\"Painter's Supplies\",\"entries\":[\"Proficiency with {@item painter's supplies|phb} represents your ability to paint and draw. You also acquire an understanding of art history, which can aid you in examining works of art.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"{@item Painter's supplies|phb} include an easel, canvas, paints, brushes, charcoal sticks, and a palette.\"]},{\"type\":\"entries\",\"name\":\"Arcana, History, Religion\",\"entries\":[\"Your expertise aids you in uncovering lore of any sort that is attached to a work of art, such as the magical properties of a painting or the origins of a strange mural found in a dungeon.\"]},{\"type\":\"entries\",\"name\":\"Investigation, Perception\",\"entries\":[\"When you inspect a painting or a similar work of visual art, your knowledge of the practices behind creating it can grant you additional insight.\"]},{\"type\":\"entries\",\"name\":\"Painting and Drawing\",\"entries\":[\"As part of a short or long rest, you can produce a simple work of art. Although your work might lack precision, you can capture an image or a scene, or make a quick copy of a piece of art you saw.\"]},{\"type\":\"table\",\"caption\":\"Painter's Supplies\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Paint an accurate portrait\",\"10\"],[\"Create a painting with a hidden message\",\"20\"]]}]},{\"type\":\"entries\",\"name\":\"Poisoner's Kit\",\"entries\":[\"A {@item poisoner's kit|phb} is a favored resource for thieves, assassins, and others who engage in skulduggery. It allows you to apply poisons and create them from various materials. Your knowledge of poisons also helps you treat them.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"A {@item poisoner's kit|phb} includes glass vials, a mortar and pestle, chemicals, and a glass stirring rod.\"]},{\"type\":\"entries\",\"name\":\"History\",\"entries\":[\"Your training with poisons can help you when you try to recall facts about infamous poisonings.\"]},{\"type\":\"entries\",\"name\":\"Investigation, Perception\",\"entries\":[\"Your knowledge of poisons has taught you to handle those substances carefully, giving you an edge when you inspect {@condition poisoned} objects or try to extract clues from events that involve poison.\"]},{\"type\":\"entries\",\"name\":\"Medicine\",\"entries\":[\"When you treat the victim of a poison, your knowledge grants you added insight into how to provide the best care to your patient.\"]},{\"type\":\"entries\",\"name\":\"Nature, Survival\",\"entries\":[\"Working with poisons enables you to acquire lore about which plants and animals are poisonous.\"]},{\"type\":\"entries\",\"name\":\"Handle Poison\",\"entries\":[\"Your proficiency allows you to handle and apply a poison without risk of exposing yourself to its effects.\"]},{\"type\":\"table\",\"caption\":\"Poisoner's Tools\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Spot a {@condition poisoned} object\",\"10\"],[\"Determine the effects of a poison\",\"20\"]]}]},{\"type\":\"entries\",\"name\":\"Potter's Tools\",\"entries\":[\"{@item Potter's tools|phb} are used to create a variety of ceramic objects, most typically pots and similar vessels.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"{@item Potter's tools|phb} include potter's needles, ribs, scrapers, a knife, and calipers.\"]},{\"type\":\"entries\",\"name\":\"History\",\"entries\":[\"Your expertise aids you in identifying ceramic objects, including when they were created and their likely place or culture of origin.\"]},{\"type\":\"entries\",\"name\":\"Investigation, Perception\",\"entries\":[\"You gain additional insight when inspecting ceramics, uncovering clues others would overlook by spotting minor irregularities.\"]},{\"type\":\"entries\",\"name\":\"Reconstruction\",\"entries\":[\"By examining pottery shards, you can determine an object's original, intact form and its likely purpose.\"]},{\"type\":\"table\",\"caption\":\"Potter's Tools\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Determine what a vessel once held\",\"10\"],[\"Create a serviceable pot\",\"15\"],[\"Find a weak point in a ceramic object\",\"20\"]]}]},{\"type\":\"entries\",\"name\":\"Smith's Tools\",\"entries\":[\"{@item Smith's tools|phb} allow you to work metal, heating it to alter its shape, repair damage, or work raw ingots into useful items.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"{@item Smith's tools|phb} include hammers, tongs, charcoal, rags, and a whetstone.\"]},{\"type\":\"entries\",\"name\":\"Arcana and History\",\"entries\":[\"Your expertise lends you additional insight when examining metal objects, such as weapons.\"]},{\"type\":\"entries\",\"name\":\"Investigation\",\"entries\":[\"You can spot clues and make deductions that others might overlook when an investigation involves armor, weapons, or other metalwork.\"]},{\"type\":\"entries\",\"name\":\"Repair\",\"entries\":[\"With access to your tools and an open flame hot enough to make metal pliable, you can restore 10 hit points to a damaged metal object for each hour of work.\"]},{\"type\":\"table\",\"caption\":\"Smith's Tools\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Sharpen a dull blade\",\"10\"],[\"Repair a suit of armor\",\"15\"],[\"Sunder a nonmagical metal object\",\"15\"]]}]},{\"type\":\"entries\",\"name\":\"Thieves' Tools\",\"entries\":[\"Perhaps the most common tools used by adventurers, {@item thieves' tools|PHB} are designed for picking locks and foiling traps. Proficiency with the tools also grants you a general knowledge of traps and locks.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"{@item Thieves' tools|PHB} include a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.\"]},{\"type\":\"entries\",\"name\":\"History\",\"entries\":[\"Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps.\"]},{\"type\":\"entries\",\"name\":\"Investigation and Perception\",\"entries\":[\"You gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence.\"]},{\"type\":\"entries\",\"name\":\"Set a Trap\",\"entries\":[\"Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else's attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate.\"]},{\"type\":\"table\",\"caption\":\"Thieves' Tools\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Pick a lock\",\"Varies\"],[\"Disable a trap\",\"Varies\"]]}]},{\"type\":\"entries\",\"name\":\"Tinker's Tools\",\"entries\":[\"A set of {@item tinker's tools|phb} is designed to enable you to repair many mundane objects. Though you can't manufacture much with {@item tinker's tools|phb}, you can mend torn clothes, sharpen a worn sword, and patch a tattered suit of chain mail.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"{@item Tinker's tools|phb} include a variety of hand tools, thread, needles, a whetstone, scraps of cloth and leather, and a small pot of glue.\"]},{\"type\":\"entries\",\"name\":\"History\",\"entries\":[\"You can determine the age and origin of objects, even if you have only a few pieces remaining from the original.\"]},{\"type\":\"entries\",\"name\":\"Investigation\",\"entries\":[\"When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago.\"]},{\"type\":\"entries\",\"name\":\"Repair\",\"entries\":[\"You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flame hot enough to make the metal pliable.\"]},{\"type\":\"table\",\"caption\":\"Tinker's Tools\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Temporarily repair a disabled device\",\"10\"],[\"Repair an item in half the time\",\"15\"],[\"Improvise a temporary item using scraps\",\"20\"]]}]},{\"type\":\"entries\",\"name\":\"Weaver's Tools\",\"entries\":[\"{@item Weaver's tools|phb} allow you to create cloth and tailor it into articles of clothing.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"{@item Weaver's tools|phb} include thread, needles, and scraps of cloth. You know how to work a loom, but such equipment is too large to transport.\"]},{\"type\":\"entries\",\"name\":\"Arcana, History\",\"entries\":[\"Your expertise lends you additional insight when examining cloth objects, including cloaks and robes.\"]},{\"type\":\"entries\",\"name\":\"Investigation\",\"entries\":[\"Using your knowledge of the process of creating cloth objects, you can spot clues and make deductions that others would overlook when you examine tapestries, upholstery, clothing, and other woven items.\"]},{\"type\":\"entries\",\"name\":\"Repair\",\"entries\":[\"As part of a short rest, you can repair a single damaged cloth object.\"]},{\"type\":\"entries\",\"name\":\"Craft Clothing\",\"entries\":[\"Assuming you have access to sufficient cloth and thread, you can create an outfit for a creature as part of a long rest.\"]},{\"type\":\"table\",\"caption\":\"Weaver's Tools\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Repurpose cloth\",\"10\"],[\"Mend a hole in a piece of cloth\",\"10\"],[\"Tailor an outfit\",\"15\"]]}]},{\"type\":\"entries\",\"name\":\"Woodcarver's Tools\",\"entries\":[\"{@item Woodcarver's tools|phb} allow you to craft intricate objects from wood, such as wooden tokens or arrows.\",{\"type\":\"entries\",\"name\":\"Components\",\"entries\":[\"{@item Woodcarver's tools|phb} consist of a knife, a gouge, and a small saw.\"]},{\"type\":\"entries\",\"name\":\"Arcana, History\",\"entries\":[\"Your expertise lends you additional insight when you examine wooden objects, such as figurines or arrows.\"]},{\"type\":\"entries\",\"name\":\"Nature\",\"entries\":[\"Your knowledge of wooden objects gives you some added insight when you examine trees.\"]},{\"type\":\"entries\",\"name\":\"Repair\",\"entries\":[\"As part of a short rest, you can repair a single damaged wooden object.\"]},{\"type\":\"entries\",\"name\":\"Craft Arrows\",\"entries\":[\"As part of a short rest, you can craft up to five arrows. As part of a long rest, you can craft up to twenty. You must have enough wood on hand to produce them.\"]},{\"type\":\"table\",\"caption\":\"Woodcarver's Tools\",\"colLabels\":[\"Activity\",\"DC\"],\"colStyles\":[\"col-10\",\"col-2 text-center\"],\"rows\":[[\"Craft a small wooden figurine\",\"10\"],[\"Carve an intricate pattern in wood\",\"15\"]]}]}]}]},{\"name\":\"Travel at Sea\",\"source\":\"GoS\",\"page\":199,\"type\":\"section\",\"entries\":[\"It's not just pirates and sea monsters that make journeys on the sea so treacherous. Foul weather, nautical accidents, infested food, illness, and worse all conspire to send even the most capable crews to watery graves. The following rules help adjudicate travel at sea, specifically voyages of an hour or more. This material builds on the travel rules in the {@book Player's Handbook|PHB|8|Travel Pace} and the {@book Dungeon Master's Guide|DMG|8|Exploration}.\",{\"type\":\"entries\",\"name\":\"Travel Pace\",\"entries\":[\"Ships travel at a speed given in their stat blocks. Unlike with land travel, ships can't choose to move at a faster pace, though they can choose to go slower.\",\"If a ship's mode of movement takes damage, it might be slowed. For every decrease of 10 feet in speed, reduce the ship's travel pace by 1 mile per hour and 24 miles per day.\"]},{\"type\":\"entries\",\"name\":\"Activity While Traveling\",\"entries\":[{\"type\":\"image\",\"href\":{\"type\":\"internal\",\"path\":\"variantrules/GoS/095-za-05-travel-at-sea-p199.webp\"},\"width\":772,\"height\":1000,\"credit\":\"Wayne England\"},\"The activities available to a ship's crew and passengers are a bit different from the options available to a group traveling by land. Refer to \\\"{@book Activity While Traveling|PHB|8|Activity While Traveling}\\\" in chapter 8 of the {@book Player's Handbook|PHB} for more information on some of the topics discussed below.\",\"A number of activities are restricted to certain officers, unless the DM rules otherwise. For example, a DM might allow a bard to engage in the Raise Morale activity by playing bawdy songs on deck to lift the crew's spirits.\",\"The party's pace has no effect on the activities they can engage in while traveling by ship.\",{\"type\":\"entries\",\"name\":\"Draw a Map\",\"entries\":[\"A ship's captain often undertakes this activity, producing a map of the ship's progress and helps the crew get back on course if they get lost. No ability check is required.\"]},{\"type\":\"entries\",\"name\":\"Forage\",\"entries\":[\"The character casts fishing lines, keeping an eye out for sources of food, making a Wisdom ({@skill Survival}) check when the DM calls for it.\"]},{\"type\":\"entries\",\"name\":\"Raise Morale (First Mate Only)\",\"entries\":[\"The first mate can manage the crew's time to grant extended breaks, provide instruction, and generally improve the quality of life on the ship. Once every 24 hours, if the crew's quality score is 3 or lower, the first mate can make a DC 15 Charisma ({@skill Persuasion}) check. On a successful check, the crew's quality score increases by 1.\"]},{\"type\":\"entries\",\"name\":\"Navigate (Quartermaster Only)\",\"entries\":[\"The quartermaster can try to prevent the ship from becoming lost, making a Wisdom ({@skill Survival}) check when the DM calls for it. (See \\\"{@book Becoming Lost|DMG|5|Becoming Lost}\\\" in chapter 5 of the {@book Dungeon Master's Guide|DMG} for more information.)\"]},{\"type\":\"entries\",\"name\":\"Noticing Threats\",\"entries\":[\"Use the passive Wisdom ({@skill Perception}) score of the player characters or the crew to determine whether anyone on the ship notices a hidden threat. The crew has a passive Wisdom ({@skill Perception}) score equal to 10 + the crew's quality score. The DM might decide that a threat can be noticed only by characters in a specific area of the ship. For example, only characters below deck might have a chance to hear or spot a creature hiding on board.\"]},{\"type\":\"entries\",\"name\":\"Repair (Bosun Only)\",\"entries\":[\"At the end of the day, the ship's bosun can make a Strength check using {@item carpenter's tools|PHB}. On a 15 or higher, each damaged component regains hit points equal to {@dice 1d6} + the crew's quality score (minimum of 1 hit point). A component other than the hull that had 0 hit points becomes functional again.\"]},{\"type\":\"entries\",\"name\":\"Stealth (Captain Only)\",\"entries\":[\"The ship's captain can engage in this activity only if the weather conditions restrict visibility, such as in heavy fog. The ship makes a Dexterity check with a bonus equal to the crew's quality score to determine if it can hide.\"]}]},{\"type\":\"entries\",\"name\":\"Hazards\",\"entries\":[\"Sea travel is an innately dangerous proposition. A storm on land might bog down a caravan, delaying its trip by a few days, while at sea a storm can split a ship in two and send everyone aboard to their doom. The close quarters of life aboard a ship leads to short tempers and brawls, while a few rats that sneak aboard can spread disease and spoil supplies. This section presents a variety of common hazards sailors might face on the sea.\",{\"type\":\"entries\",\"name\":\"Group Checks\",\"entries\":[\"To determine how a ship fares against these hazards, each threat requires the ship's officers and crew to make a special group check (see {@book chapter 7|PHB|7|Group Checks} of the {@book Player's Handbook|PHB} for how group checks work). The description of a hazard specifies which officers can roll to contribute to the group check. That description also states what ability check an officer makes. Even if the officers make different ability checks, their successes and failures contribute to the one group check.\",\"Additionally, all the non-officer members of the crew make a single check, a {@dice d20} roll modified by the crew's quality. The success or failure of all these checks—both the officers and the crew—determines the result of the group check.\",\"While each hazard lists the officers assigned to participate in a group check, anyone can attempt an officer's check in a pinch, with two exceptions: First, only the captain can make checks associated with the captain's role; no one else can take the captain's place. Second, only one character can attempt an officer's check; they can't receive help.\",\"Once all the checks related to the group check have been rolled, the ship's success or failure is determined. Hazards offer four levels of success or failure determined by the results of the ship's group check. A total success or a total failure occurs when every roll in the group check is a success or a failure, respectively.\"]},{\"type\":\"entries\",\"name\":\"Determining Hazards\",\"entries\":[\"Traveling by sea is an innately dangerous proposition. When running an ocean adventure, you can select hazards based on the needs of your campaign or generate them randomly.\",\"To determine hazards at random, roll a {@dice d20} at the start of each day of an ocean voyage. On a 20, the ship faces a hazard that day. Use the following two tables to determine the nature of the hazard and the DC of the threat it presents. Specifics corresponding to each of these DC levels are detailed along with each of the following hazards.\",{\"type\":\"table\",\"caption\":\"Hazard Type\",\"colLabels\":[\"d20\",\"Hazard Type\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1–3\",\"Crew conflict\"],[\"4–6\",\"Fire\"],[\"7–9\",\"Fog\"],[\"10–12\",\"Infestation\"],[\"13–20\",\"Storm\"]]},{\"type\":\"table\",\"caption\":\"Hazard DC\",\"colLabels\":[\"d20\",\"Hazard DC\"],\"colStyles\":[\"text-center col-2\",\"col-10\"],\"rows\":[[\"1–9\",\"10\"],[\"10–17\",\"15\"],[\"18–19\",\"20\"],[\"20\",\"25\"]]}]},{\"type\":\"entries\",\"name\":\"Crew Conflict\",\"entries\":[\"Sailors can be a rough-and-tumble bunch, and cramming them into a ship's confined quarters leads to inevitable rivalries, feuds, and petty crimes. If resentments among the crew grow too strong, the officers must step in and set things right, lest they risk mutiny or worse.\",\"Each day a ship spends dealing with a crew conflict requires those aboard to make a group check. The check's DC is randomly determined or chosen from the Crew Conflicts DCs table. The captain, first mate, and cook each make an ability check, as shown on the Crew Conflict Checks table. This check takes the place of any other activities that the officer might undertake that day, representing their contribution to placating the crew. If no one makes the check for a particular officer, a failure is contributed toward the group check.\",\"Even though the crew is causing trouble, some members help the officers, and thus the crew still contributes a roll to the group check. Roll a {@dice d20} for the crew, using its quality score as a modifier to the roll, and compare that check to the DC.\",\"Determine how many of the group's checks succeeded—the officers' and the crew's—then consult the Crew Conflict Check Results table.\",{\"type\":\"table\",\"caption\":\"Crew Conflict DCs\",\"colStyles\":[\"text-center col-2\",\"col-10\"],\"colLabels\":[\"DC\",\"Description\"],\"rows\":[[\"10\",\"Minor scuffle or petty theft\"],[\"15\",\"Brawl involving several people, theft of a valuable\"],[\"20\",\"Large brawl resulting in several injuries, theft of a prized item\"],[\"25\",\"Murder, serious brawl involving most of the crew\"]]},{\"type\":\"table\",\"caption\":\"Crew Conflict Checks\",\"colStyles\":[\"col-6\",\"col-6\"],\"colLabels\":[\"Officer\",\"Check\"],\"rows\":[[\"Captain\",\"Charisma ({@skill Intimidation})\"],[\"First mate\",\"Charisma ({@skill Intimidation})\"],[\"Cook\",\"Intelligence ({@item brewer's supplies|PHB})\"]]},{\"type\":\"table\",\"caption\":\"Crew Conflict Check Results\",\"colStyles\":[\"col-6\",\"col-6\"],\"colLabels\":[\"Result\",\"Effect\"],\"rows\":[[\"Total Success\",\"The crew's quality score increases by 1 for {@dice 1d4} days and the hazard ends.\"],[\"Success\",\"The hazard ends.\"],[\"Failure\",\"The crew's quality score decreases by 1.\"],[\"Total Failure\",\"The crew's quality score decreases by 1, and the crew immediately mutinies.\"]]}]},{\"type\":\"entries\",\"name\":\"Fire\",\"entries\":[\"A fire at sea can turn a ship into a burned-out hulk, its crew slain or forced overboard.\",\"If a fire erupts aboard a ship, its officers and crew must make a group check to coordinate efforts to extinguish it. The check's DC is randomly determined or chosen from the Fire DCs table. The group check represents 5 minutes of work. The captain, first mate, bosun, and surgeon each make an ability check, as shown on the Fire Checks table. If no one makes the check for a particular officer, a failure is contributed toward the group check. Also, roll a {@dice d20} for the crew, using its quality score as a modifier to the roll, and compare that check to the DC.\",\"Determine how many of the group's checks succeeded—the officers' and the crew's—then consult the Fire Check Results table.\",{\"type\":\"table\",\"caption\":\"Fire DCs\",\"colStyles\":[\"text-center col-2\",\"col-10\"],\"colLabels\":[\"DC\",\"Description\"],\"rows\":[[\"10\",\"Small, contained fire, equivalent to an oil lantern\"],[\"15\",\"Dangerous flame, equivalent to a large campfire, or multiple, smaller fires ignited at once\"],[\"20\",\"Intense fire with significant chance to spread, equivalent to a bonfire\"],[\"25\",\"Sudden, pervasive flames, such as from igniting a hold filled with flammable cargo\"]]},{\"type\":\"table\",\"caption\":\"Fire Checks\",\"colStyles\":[\"col-6\",\"col-6\"],\"colLabels\":[\"Officer\",\"Check\"],\"rows\":[[\"Captain\",\"Intelligence (water vehicles)\"],[\"First mate\",\"Charisma ({@skill Intimidation})\"],[\"Bosun\",\"Strength ({@item carpenter's tools|PHB})\"],[\"Surgeon\",\"Intelligence ({@skill Medicine})\"]]},{\"type\":\"table\",\"caption\":\"Fire Check Results\",\"colStyles\":[\"col-6\",\"col-6\"],\"colLabels\":[\"Result\",\"Effect\"],\"rows\":[[\"Total Success\",\"The fire is extinguished with nothing beyond cosmetic damage.\"],[\"Success\",\"The fire is extinguished, but the hull and {@dice 1d3} other random components take {@dice 6d6} fire damage.\"],[\"Failure\",\"The hull and {@dice 1d3} other random components take {@dice 6d6} fire damage, and the fire continues. Make another set of checks.\"],[\"Total Failure\",\"The crew's quality score decreases by 1 due to injuries, while the hull and {@dice 1d3} other random components take {@dice 6d6} fire damage. The fire continues. Make another set of checks.\"]]}]},{\"type\":\"entries\",\"name\":\"Fog\",\"entries\":[\"Fog on land is usually an inconvenience, but at sea it can prove disastrous. Decreased visibility makes navigation more difficult and can cause a vessel to crash.\",\"A group check determines how the officers and crew manage through one day of fog. The check's DC is randomly determined or chosen from the Fog DCs table. The captain and quartermaster each make an ability check, as shown on the Fog Checks table. If no one makes the check for a particular officer, a failure is contributed toward the group check. Also, roll a {@dice d20} for the crew, using its quality score as a modifier to the roll, and compare that check to the DC.\",\"Determine how many of the group's checks succeeded—the officers' and the crew's—then consult the Fog Check Results table.\",{\"type\":\"table\",\"caption\":\"Fog DCs\",\"colStyles\":[\"text-center col-2\",\"col-10\"],\"colLabels\":[\"DC\",\"Description\"],\"rows\":[[\"10\",\"Light fog\"],[\"15\",\"Moderate fog\"],[\"20\",\"Heavy fog\"],[\"25\",\"Very heavy fog\"]]},{\"type\":\"table\",\"caption\":\"Fog Checks\",\"colStyles\":[\"col-6\",\"col-6\"],\"colLabels\":[\"Officer\",\"Check\"],\"rows\":[[\"Captain\",\"Intelligence (water vehicles)\"],[\"Quartermaster\",\"Wisdom ({@skill Nature})\"]]},{\"type\":\"table\",\"caption\":\"Fog Check Results\",\"colStyles\":[\"col-6\",\"col-6\"],\"colLabels\":[\"Result\",\"Effect\"],\"rows\":[[\"Total Success\",\"The fog has no effect on navigation, and the crew's quality increases by 1 for {@dice 1d3} days.\"],[\"Success\",\"The fog has no effect on navigation.\"],[\"Failure\",\"The fog slows the ship, reducing its travel pace and speed by half for the day.\"],[\"Total Failure\",\"The fog slows the ship and disorients the crew, reducing the vessel's travel pace and speed by half for the day and causing it to move in a random direction.\"]]}]},{\"type\":\"entries\",\"name\":\"Infestation\",\"entries\":[\"Provisioning a sea journey is challenging, particularly when allocating what to pack for the voyage. A rat infestation or an outbreak of even a minor illness can spell disaster at sea. This type of hazard covers illnesses, infestations, spoiled supplies, and other troubles that wear away a crew's health.\",\"Each day a ship spends dealing with an infestation requires those aboard to make a group check. The check's DC is randomly determined or chosen from the Infestation DCs table. The captain, first mate, surgeon, and cook each make an ability check, as shown on the Infestation Checks table. This check takes the place of any other activities that the officer might undertake that day. If no one makes the check for a particular officer, a failure is contributed toward the group check. Also, roll a {@dice d20} for the crew, using its quality score as a modifier to the roll, and compare that check to the DC.\",\"Determine how many of the group's checks succeeded—the officers' and the crew's—then consult the Infestation Check Results table.\",{\"type\":\"table\",\"caption\":\"Infestation DCs\",\"colStyles\":[\"text-center col-2\",\"col-10\"],\"colLabels\":[\"DC\",\"Description\"],\"rows\":[[\"10\",\"Minor bug or rat infestation, common cold\"],[\"15\",\"Persistent bug or rat infestation, stomach ailment or typical flu\"],[\"20\",\"Serious bug or rat infestation, contagious flu or spoiled food\"],[\"25\",\"Overwhelming bug or rat infestation, lethal plague\"]]},{\"type\":\"table\",\"caption\":\"Infestation Checks\",\"colStyles\":[\"col-6\",\"col-6\"],\"colLabels\":[\"Officer\",\"Check\"],\"rows\":[[\"Captain\",\"Intelligence (water vehicles)\"],[\"First mate\",\"Charisma ({@skill Persuasion})\"],[\"Surgeon\",\"Intelligence ({@skill Medicine})\"],[\"Cook\",\"Constitution ({@item cook's utensils|PHB})\"]]},{\"type\":\"table\",\"caption\":\"Infestation Check Results\",\"colStyles\":[\"col-6\",\"col-6\"],\"colLabels\":[\"Result\",\"Effect\"],\"rows\":[[\"Total Success\",\"The crew's quality score increases by 1 for {@dice 1d4} days, and the hazard ends.\"],[\"Success\",\"The hazard ends.\"],[\"Failure\",\"The crew's quality score decreases by 1.\"],[\"Total Failure\",\"The crew's quality score decreases by 1, and the distraction caused by the crisis forces the ship to move at half speed that day.\"]]}]},{\"type\":\"entries\",\"name\":\"Storm\",\"entries\":[\"Winds and towering waves toss ships like bath toys. Snowstorms batter vessels venturing too far north. Hurricanes consume whole armadas. More common and deadlier than most sea monsters, storms claim more ships than any other threat on the high seas.\",\"Each day a ship spends involved in a storm requires those aboard to make a group check. The check's DC is randomly determined or chosen from the Storm DCs table. The captain, first mate, bosun, and quartermaster each make an ability check, as shown on the Storm Checks table. This check takes the place of any other activities that the officer might undertake that day, representing their contribution to keeping the ship afloat. If no one makes the check for a particular officer, a failure is contributed toward the group check. Also, roll a {@dice d20} for the crew, using its quality score as a modifier to the roll, and compare that check to the DC.\",\"Determine how many of the group's checks succeeded—the officers' and the crew's—then consult the Storm Check Results table.\",{\"type\":\"table\",\"caption\":\"Storm DCs\",\"colStyles\":[\"text-center col-2\",\"col-10\"],\"colLabels\":[\"DC\",\"Description\"],\"rows\":[[\"10\",\"Heavy gale\"],[\"15\",\"Strong storm\"],[\"20\",\"Typical hurricane\"],[\"25\",\"Overwhelming hurricane\"]]},{\"type\":\"table\",\"caption\":\"Storm Checks\",\"colStyles\":[\"col-6\",\"col-6\"],\"colLabels\":[\"Officer\",\"Check\"],\"rows\":[[\"Captain\",\"Intelligence (water vehicles)\"],[\"First mate\",\"Charisma ({@skill Intimidation})\"],[\"Bosun\",\"Strength ({@item carpenter's tools|PHB})\"],[\"Quartermaster\",\"Wisdom ({@skill Nature})\"]]},{\"type\":\"table\",\"caption\":\"Storm Check Results\",\"colStyles\":[\"col-6\",\"col-6\"],\"colLabels\":[\"Result\",\"Effect\"],\"rows\":[[\"Total Success\",\"The ship survives unscathed. The crew's quality score increases by 1 for {@dice 1d4} days.\"],[\"Success\",\"The ship survives unscathed.\"],[\"Failure\",\"The ship's components each take {@dice 4d10} bludgeoning damage. The crew's quality score decreases by 1. The ship struggles, moving at half speed that day.\"],[\"Total Failure\",\"The ship's components each take {@dice 10d10} bludgeoning damage. The crew's quality score decreases by 2, and 10 percent of the crew is washed overboard and lost. The ship is blown off course and struggles to recover its bearings, moving in a random direction.\"]]}]}]}]},{\"name\":\"Tying Knots\",\"source\":\"XGE\",\"page\":78,\"ruleType\":\"O\",\"type\":\"section\",\"entries\":[\"The rules are purposely open-ended concerning mundane tasks like tying knots, but sometimes knowing how well a knot was fashioned is important in a dramatic scene when someone is trying to untie a knot or slip out of one. Here's an optional rule for determining the effectiveness of a knot.\",\"The creature who ties the knot makes an Intelligence ({@skill Sleight of Hand}) check when doing so. The total of the check becomes the DC for an attempt to untie the knot with an Intelligence ({@skill Sleight of Hand}) check or to slip out of it with a Dexterity ({@skill Acrobatics}) check.\",\"This rule intentionally links {@skill Sleight of Hand} with Intelligence, rather than Dexterity. This is an example of how to apply the rule in the {@variantrule Skills with Different Abilities|phb|\\\"Variant: Skills with Different Abilities\\\"} section in chapter 7 of the player's handbook.\"]},{\"name\":\"Unarmed Strike\",\"source\":\"XPHB\",\"page\":377,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"Instead of using a weapon to make a melee attack, you can use a punch, kick, head-butt, or similar forceful blow. In game terms, this is an Unarmed Strike—a melee attack that involves you using your body to damage, grapple, or shove a target within 5 feet of you.\",\"Whenever you use your Unarmed Strike, choose one of the following options for its effect.\",{\"type\":\"entries\",\"entries\":[{\"type\":\"entries\",\"name\":\"Damage\",\"entries\":[\"You make an attack roll against the target. Your bonus to the roll equals your Strength modifier plus your {@variantrule Proficiency|XPHB|Proficiency Bonus}. On a hit, the target takes Bludgeoning damage equal to 1 plus your Strength modifier.\"]},{\"type\":\"entries\",\"name\":\"Grapple\",\"entries\":[\"The target must succeed on a Strength or Dexterity {@variantrule Saving Throw|XPHB|saving throw} (it chooses which), or it has the {@condition Grappled|XPHB} condition. The DC for the {@variantrule Saving Throw|XPHB|saving throw} and any escape attempts equals 8 plus your Strength modifier and {@variantrule Proficiency|XPHB|Proficiency Bonus}. This grapple is possible only if the target is no more than one size larger than you and if you have a hand free to grab it.\"]},{\"type\":\"entries\",\"name\":\"Shove\",\"entries\":[\"The target must succeed on a Strength or Dexterity {@variantrule Saving Throw|XPHB|saving throw} (it chooses which), or you either push it 5 feet away or cause it to have the {@condition Prone|XPHB} condition. The DC for the {@variantrule Saving Throw|XPHB|saving throw} equals 8 plus your Strength modifier and {@variantrule Proficiency|XPHB|Proficiency Bonus}. This shove is possible only if the target is no more than one size larger than you.\"]}]}]},{\"name\":\"Unoccupied Space\",\"source\":\"XPHB\",\"page\":377,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A space is unoccupied if no creatures are in it and it isn't completely filled by objects.\"]},{\"name\":\"Vulnerability\",\"source\":\"XPHB\",\"page\":377,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"If you have Vulnerability to a {@variantrule Damage Types|XPHB|damage type}, damage of that type is doubled against you. Vulnerability is applied only once to an instance of damage.\"]},{\"name\":\"Wands That Don't Recharge\",\"source\":\"DMG\",\"page\":141,\"ruleType\":\"V\",\"entries\":[\"A typical wand has expendable charges. If you'd like wands to be a limited resource, you can make some of them incapable of regaining charges. Consider increasing the base number of charges in such a wand, to a maximum of 25 charges. These charges are never regained once they're expended.\"]},{\"name\":\"Weapon\",\"source\":\"XPHB\",\"page\":377,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A weapon is an object that is in the {@filter Simple|items|category=basic|type=simple weapon} or {@filter Martial|items|category=basic|type=martial weapon} weapon category.\"]},{\"name\":\"Weapon Attack\",\"source\":\"XPHB\",\"page\":377,\"freeRules2024\":true,\"ruleType\":\"C\",\"entries\":[\"A weapon attack is an attack roll made with a weapon.\"]}]}"); JSON_DATA[`data/vehicles.json`] = JSON.parse("{\"vehicle\":[{\"name\":\"Apparatus of Kwalish\",\"source\":\"DMG\",\"page\":151,\"srd\":\"Apparatus of the Crab\",\"reprintedAs\":[\"Apparatus of Kwalish|XDMG\"],\"vehicleType\":\"OBJECT\",\"size\":\"L\",\"terrain\":[\"sea\"],\"capCrew\":1,\"capPassenger\":1,\"ac\":20,\"speed\":{\"walk\":30,\"swim\":30,\"note\":\"(or 0 ft. for both if the legs and tail aren't extended)\"},\"hp\":200,\"immune\":[\"poison\",\"psychic\"],\"entries\":[\"This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence ({@skill Investigation}) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster.\",\"To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.\",\"The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes {@damage 2d6} bludgeoning damage per minute from pressure.\",\"A creature in the compartment can use an action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of Kwalish Levers table.\",{\"type\":\"table\",\"caption\":\"Apparatus of Kwalish Levers:\",\"colLabels\":[\"Lever\",\"Up\",\"Down\"],\"colStyles\":[\"col-1 text-center\",\"col-5-5\",\"col-5-5\"],\"rows\":[[\"1\",\"Legs and tail extend, allowing the apparatus to walk and swim.\",\"Legs and tail retract, reducing the apparatus's speed to 0 and making it unable to benefit from bonuses to speed.\"],[\"2\",\"Forward window shutter opens.\",\"Forward window shutter closes.\"],[\"3\",\"Side window shutters open (two per side).\",\"Side window shutters close (two per side).\"],[\"4\",\"Two claws extend from the front sides of the apparatus.\",\"The claws retract.\"],[\"5\",\"Each extended claw makes the following melee weapon attack: {@hit 8} to hit, reach 5 ft., one target. {@h} 7 ({@damage 2d6}) bludgeoning damage.\",\"Each extended claw makes the following melee weapon attack: {@hit 8} to hit, reach 5 ft., one target. {@h} The target is {@condition grappled} (escape {@dc 15}).\"],[\"6\",\"The apparatus walks or swims forward.\",\"The apparatus walks or swims backward.\"],[\"7\",\"The apparatus turns 90 degrees left.\",\"The apparatus turns 90 degrees right.\"],[\"8\",\"Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet.\",\"The light turns off.\"],[\"9\",\"The apparatus sinks as much as 20 feet in liquid.\",\"The apparatus rises up to 20 feet in liquid.\"],[\"10\",\"The rear hatch unseals and opens.\",\"The rear hatch closes and seals.\"]]}],\"hasFluffImages\":true},{\"name\":\"Apparatus of Kwalish\",\"source\":\"XDMG\",\"page\":229,\"vehicleType\":\"OBJECT\",\"size\":\"L\",\"terrain\":[\"sea\"],\"capCrew\":1,\"capPassenger\":1,\"ac\":20,\"speed\":{\"walk\":30,\"swim\":30,\"note\":\"(or 0 ft. for both if the legs aren't extended)\"},\"hp\":200,\"immune\":[\"poison\",\"psychic\"],\"entries\":[\"This item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence ({@skill Investigation|XPHB}) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster.\",\"To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.\",\"The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes {@damage 2d6} Bludgeoning damage each minute from pressure.\",\"A creature in the compartment can take a {@action Utilize|XPHB} action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of Kwalish Levers table.\",{\"type\":\"table\",\"caption\":\"Apparatus of Kwalish Levers\",\"colStyles\":[\"col-1 text-center\",\"col-5-5\",\"col-5-5\"],\"colLabels\":[\"Lever\",\"Up\",\"Down\"],\"rows\":[[\"1\",\"Legs extend, allowing the apparatus to walk and swim.\",\"Legs retract, reducing the apparatus's {@variantrule Speed|XPHB} and {@variantrule Swim Speed|XPHB} to 0 and making it unable to benefit from bonuses to speed.\"],[\"2\",\"Forward window shutter opens.\",\"Forward window shutter closes.\"],[\"3\",\"Side window shutters open (two per side).\",\"Side window shutters close (two per side).\"],[\"4\",\"Two claws extend from the front side of the apparatus.\",\"The claws retract.\"],[\"5\",\"Each extended claw makes the following melee attack: +8 to hit, reach 5 ft. {@i Hit:} 7 ({@damage 2d6}) Bludgeoning damage.\",\"Each extended claw makes the following melee attack: +8 to hit, reach 5 ft. {@i Hit:} The target has the {@condition Grappled|XPHB} condition (escape DC 15).\"],[\"6\",\"The apparatus walks or swims forward provided its legs are extended.\",\"The apparatus walks or swims backward provided its legs are extended.\"],[\"7\",\"The apparatus turns 90 degrees counterclockwise provided its legs are extended.\",\"The apparatus turns 90 degrees clockwise provided its legs are extended.\"],[\"8\",\"Eyelike fixtures emit {@variantrule Bright Light|XPHB} in a 30-foot radius and {@variantrule Dim Light|XPHB} for an additional 30 feet.\",\"The light turns off.\"],[\"9\",\"The apparatus sinks up to 20 feet if it's in liquid.\",\"The apparatus rises up to 20 feet if it's in liquid.\"],[\"10\",\"The rear hatch unseals and opens.\",\"The rear hatch closes and seals.\"]]}],\"hasToken\":true,\"hasFluffImages\":true},{\"name\":\"Astral Brig\",\"source\":\"MTF\",\"page\":90,\"vehicleType\":\"SHIP\",\"size\":\"G\",\"dimensions\":[\"90 ft.\",\"30 ft.\"],\"terrain\":[\"air\"],\"capCrew\":5,\"capPassenger\":60,\"pace\":12,\"weapon\":[{\"name\":\"Ballistas\",\"count\":2,\"entries\":[\"{@atk rw} {@hit 6} to hit, range 120/480 ft., one target. {@h}16 ({@damage 3d10}) piercing damage.\"]}],\"hasFluff\":true},{\"name\":\"Astral Skiff\",\"source\":\"MTF\",\"page\":90,\"vehicleType\":\"SHIP\",\"size\":\"H\",\"dimensions\":[\"30 ft.\",\"10 ft.\"],\"terrain\":[\"air\"],\"capCrew\":3,\"capPassenger\":12,\"pace\":15,\"hasFluff\":true},{\"name\":\"Battle Balloon\",\"source\":\"AI\",\"page\":218,\"vehicleType\":\"SHIP\",\"size\":\"G\",\"dimensions\":[\"80 ft.\",\"20 ft.\"],\"terrain\":[\"air\"],\"capCrew\":20,\"capPassenger\":10,\"capCargo\":1,\"pace\":9,\"str\":18,\"dex\":17,\"con\":20,\"int\":0,\"wis\":0,\"cha\":0,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"incapacitated\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"stunned\",\"unconscious\"],\"hull\":{\"ac\":15,\"hp\":500,\"dt\":15},\"control\":[{\"name\":\"Helm\",\"ac\":18,\"hp\":50,\"entries\":[\"Move up to the speed of the ship's propeller, with one 90-degree turn. If the helm is destroyed, the ship can't turn.\"]},{\"name\":\"Balloon\",\"ac\":12,\"hp\":75,\"entries\":[\"If its balloon is destroyed, a battle balloon cannot maintain altitude.\"]}],\"movement\":[{\"name\":\"Propeller\",\"ac\":12,\"hp\":100,\"hpNote\":\"-5 ft. speed per 25 damage taken\",\"speed\":[{\"mode\":\"air\",\"entries\":[\"80 ft.; 50 ft. while flying into the wind; 100 ft. while flying with the wind\"]}]}],\"weapon\":[{\"name\":\"Green Flame Arbalester\",\"ac\":15,\"hp\":75,\"entries\":[\"{@atk rw} {@hit 8} to hit, range 200/800 ft. (can't hit targets within 60 ft. of it) one target. {@h}16 ({@damage 3d10}) piercing damage and 22 ({@damage 4d10}) fire damage. If the attack misses, the DM determines where the arbalester bolt hits. Each creature within 10 feet of that spot must make a DC 15 Dexterity saving throw to avoid the bolt as it shatters, taking 5 ({@damage 1d10}) piercing damage and 5 ({@damage 1d10}) fire damage on a failed save.\"]},{\"name\":\"Harpoon Gun\",\"count\":3,\"ac\":15,\"hp\":50,\"entries\":[\"{@atk rw} {@hit 8} to hit, range 120/480 ft., one target. {@h}11 ({@damage 2d10}) piercing damage, and the target is {@condition grappled} (escape DC 16). Until the grapple ends, the target's speed is halved, and it can't move farther away from the battle balloon. Each of the battle balloon's harpoon guns can grapple one target. While it has one or more targets {@condition grappled} with its harpoon gun attack, the battle balloon's speed is not halved.\"]}],\"actionThresholds\":{\"0\":0,\"1\":1,\"2\":10,\"3\":20},\"action\":[\"On its turn the battle balloon can take 3 actions if it has twenty or more crew, 2 actions if it has ten or more crew, or 1 action if it has fewer than ten crew, choosing from the options below. It cannot take any actions if it has no remaining crew.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Fire Ballista\",\"entry\":\"The battle balloon can fire its harpoon guns.\"},{\"type\":\"item\",\"name\":\"Fire Green Flame Arbalester\",\"entry\":\"The battle balloon can fire its green flame arbalester.\"},{\"type\":\"item\",\"name\":\"Move\",\"entry\":\"The battle balloon can use its helm to move using its propeller. If the battle balloon enters a Large or smaller creature's space, that creature is automatically pushed to the edge of the battle balloon's space. The creature must also succeed on a DC 15 Dexterity saving throw or take 5 ({@damage 1d10}) bludgeoning damage.\"},{\"type\":\"item\",\"name\":\"Harpoon Haul\",\"entry\":\"The battle balloon can pull each target {@condition grappled} by it up to 30 feet toward the battle balloon.\"}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Bombard\",\"source\":\"AAG\",\"page\":26,\"vehicleType\":\"SPELLJAMMER\",\"dimensions\":[\"140 ft.\",\"30 ft.\"],\"terrain\":[\"space\",\"sea\"],\"capCrew\":12,\"capCargo\":150,\"cost\":5000000,\"pace\":{\"fly\":4},\"speed\":{\"fly\":35},\"hull\":{\"ac\":15,\"acFrom\":[\"wood\"],\"hp\":300,\"dt\":20},\"weapon\":[{\"name\":\"Ballistae\",\"crew\":3,\"count\":2,\"ac\":15,\"hp\":50,\"costs\":[{\"cost\":5000,\"note\":\"ballista\"},{\"cost\":500,\"note\":\"bolt\"}],\"entries\":[\"It takes 1 action to load a ballista, 1 action to aim it, and 1 action to fire it.\"],\"action\":[{\"name\":\"Bolt\",\"entries\":[\"{@atk rw} +6 to hit, range 120/480 ft., one target. {@h}16 ({@dice 3d10}) piercing damage.\"]}]},{\"name\":\"Giant Cannon\",\"crew\":4,\"ac\":19,\"hp\":250,\"costs\":[{\"note\":\"cannon\"},{\"cost\":100000,\"note\":\"giant cannon ball\"}],\"entries\":[\"It takes 3 actions to load the enormous cannon and 1 action to fire it.\"],\"action\":[{\"name\":\"Cannon Ball\",\"entries\":[\"{@atk rw} +6 to hit, range 600/2,400 ft., one target. {@h}88 ({@dice 16d10}) bludgeoning damage.\"]}]}],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Damselfly Ship\",\"source\":\"AAG\",\"page\":26,\"vehicleType\":\"SPELLJAMMER\",\"dimensions\":[\"100 ft.\",\"20 ft.\"],\"terrain\":[\"space\"],\"capCrew\":9,\"capCargo\":5,\"cost\":2000000,\"pace\":{\"fly\":8},\"speed\":{\"fly\":70},\"hull\":{\"ac\":19,\"acFrom\":[\"metal\"],\"hp\":200,\"dt\":15},\"weapon\":[{\"name\":\"Ballista\",\"crew\":3,\"ac\":15,\"hp\":50,\"costs\":[{\"cost\":5000,\"note\":\"ballista\"},{\"cost\":500,\"note\":\"bolt\"}],\"entries\":[\"It takes 1 action to load the ballista, 1 action to aim it, and 1 action to fire it.\"],\"action\":[{\"name\":\"Bolt\",\"entries\":[\"{@atk rw} +6 to hit, range 120/480 ft., one target. {@h}16 ({@dice 3d10}) piercing damage.\"]}]},{\"name\":\"Mangonel\",\"crew\":4,\"ac\":15,\"hp\":100,\"costs\":[{\"cost\":10000,\"note\":\"mangonel\"},{\"note\":\"stone\"}],\"entries\":[\"It takes 2 actions to load the mangonel, 1 action to aim it using the turret rotator (area 2 on the accompanying deck plan), and 1 action to fire it.\"],\"action\":[{\"name\":\"Mangonel Stone\",\"entries\":[\"{@atk rw} +5 to hit, range 200/800 ft. (can't hit targets within 60 feet of it), one target. {@h}27 ({@dice 5d10}) bludgeoning damage.\"]}]}],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Demon Grinder\",\"source\":\"BGDIA\",\"page\":219,\"vehicleType\":\"INFWAR\",\"size\":\"G\",\"weight\":12000,\"terrain\":[\"land\"],\"capCreature\":8,\"capCargo\":2000,\"speed\":100,\"str\":18,\"dex\":10,\"con\":18,\"int\":0,\"wis\":0,\"cha\":0,\"hp\":{\"hp\":200,\"dt\":10,\"mt\":20},\"immune\":[\"fire\",\"poison\",\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"stunned\",\"unconscious\"],\"trait\":[{\"name\":\"Crushing Wheels\",\"entries\":[\"The Demon Grinder can move through the space of any Large or smaller creature. When it does, the creature must succeed on a DC 11 Dexterity saving throw or take 22 ({@damage 4d10}) bludgeoning damage and be knocked {@condition prone}. If the creature was already {@condition prone}, it takes an extra 22 ({@damage 4d10}) bludgeoning damage. This trait can't be used against a particular creature more than once each turn.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The Demon Grinder's weapon attacks are magical.\"]},{\"name\":\"Prone Deficiency\",\"entries\":[\"If the Demon Grinder rolls over and falls {@condition prone}, it can't right itself and is {@condition incapacitated} until flipped upright.\"]}],\"actionStation\":[{\"name\":\"Helm (Requires 1 Crew and Grants Three-Quarters Cover)\",\"entries\":[\"Drive and steer the Demon Grinder.\"]},{\"name\":\"Chomper (Requires 1 Crew and Grants Half Cover)\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}25 ({@damage 6d6 + 4}) piercing damage. A target reduced to 0 hit points by this damage is ground to bits and spit out through pipes on both sides of the Demon Grinder. Any nonmagical items the target was holding or carrying are destroyed as well.\"]},{\"name\":\"Wrecking Ball (Requires 1 Crew and Grants Half Cover)\",\"entries\":[\"{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}40 ({@damage 8d8 + 4}) bludgeoning damage. Double the damage if the target is an object or a structure.\"]},{\"name\":\"2 Harpoon Flingers (Each Station Requires 1 Crew and Grants Half Cover)\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 120 ft., one target. {@h}9 ({@damage 2d8}) piercing damage.\"]}],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Devil's Ride\",\"source\":\"BGDIA\",\"page\":218,\"vehicleType\":\"INFWAR\",\"size\":\"L\",\"weight\":500,\"terrain\":[\"land\"],\"capCreature\":1,\"capCargo\":100,\"speed\":120,\"str\":14,\"dex\":18,\"con\":12,\"int\":0,\"wis\":0,\"cha\":0,\"hp\":{\"hp\":30,\"dt\":5,\"mt\":10},\"immune\":[\"fire\",\"poison\",\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"stunned\",\"unconscious\"],\"trait\":[{\"name\":\"Jump\",\"entries\":[\"If the Devil's Ride moves at least 30 feet in a straight line, it can clear a distance of up to 60 feet when jumping over a chasm, ravine, or other gap. Each foot it clears on the jump costs a foot of movement.\"]},{\"name\":\"Prone Deficiency\",\"entries\":[\"If the Devil's Ride falls {@condition prone}, it can't right itself and is {@condition incapacitated} until pulled upright.\"]},{\"name\":\"Stunt\",\"entries\":[\"On its turn, the driver of the Devil's Ride can expend 10 feet of movement to perform one free vehicle stunt, such as a wheelie or a burnout. Before the stunt can be performed, the Devil's Ride must move at least 10 feet in a straight line. If the driver succeeds on a DC 10 Dexterity check using the bike's Dexterity, the stunt is successful. Otherwise, the driver is unable to perform the stunt and can't attempt another stunt until the start of its next turn. If the check fails by 5 or more, the Devil's Ride and all creatures riding it immediately fall {@condition prone} as the bike wipes out and comes to a dead stop.\"]}],\"actionStation\":[{\"name\":\"Helm (Requires 1 Crew and Grants Half Cover)\",\"entries\":[\"Drive and steer the Devil's Ride.\"]}],\"reaction\":[{\"type\":\"entries\",\"name\":\"Juke\",\"entries\":[\"If the Devil's Ride is able to move, the driver can use its reaction to grant the Devil's Ride advantage on a Dexterity saving throw.\"]}],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Flying Fish Ship\",\"source\":\"AAG\",\"page\":26,\"vehicleType\":\"SPELLJAMMER\",\"dimensions\":[\"120 ft.\",\"30 ft.\"],\"terrain\":[\"space\",\"sea\"],\"capCrew\":10,\"capCargo\":13,\"cost\":2000000,\"pace\":{\"fly\":\"4½\"},\"speed\":{\"fly\":40},\"hull\":{\"ac\":15,\"acFrom\":[\"wood\"],\"hp\":250,\"dt\":15},\"weapon\":[{\"name\":\"Ballista\",\"crew\":3,\"ac\":15,\"hp\":50,\"costs\":[{\"cost\":5000,\"note\":\"ballista\"},{\"cost\":500,\"note\":\"bolt\"}],\"entries\":[\"It takes 1 action to load the ballista, 1 action to aim it, and 1 action to fire it.\"],\"action\":[{\"name\":\"Bolt\",\"entries\":[\"{@atk rw} +6 to hit, range 120/480 ft., one target. {@h}16 ({@dice 3d10}) piercing damage.\"]}]},{\"name\":\"Mangonel\",\"crew\":5,\"ac\":15,\"hp\":100,\"costs\":[{\"cost\":10000,\"note\":\"mangonel\"},{\"note\":\"stone\"}],\"entries\":[\"It takes 2 actions to load the mangonel, 2 actions to aim it, and 1 action to fire it.\"],\"action\":[{\"name\":\"Mangonel Stone\",\"entries\":[\"{@atk rw} +5 to hit, range 200/800 ft. (can't hit targets within 60 feet of it), one target. {@h}27 ({@dice 5d10}) bludgeoning damage.\"]}]}],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Galley\",\"source\":\"GoS\",\"page\":187,\"vehicleType\":\"SHIP\",\"size\":\"G\",\"dimensions\":[\"130 ft.\",\"20 ft.\"],\"terrain\":[\"sea\"],\"capCrew\":80,\"capPassenger\":40,\"capCargo\":150,\"pace\":4,\"str\":24,\"dex\":4,\"con\":20,\"int\":0,\"wis\":0,\"cha\":0,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"incapacitated\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"stunned\",\"unconscious\"],\"hull\":{\"ac\":15,\"hp\":500,\"dt\":20},\"control\":[{\"name\":\"Helm\",\"ac\":16,\"hp\":50,\"entries\":[\"Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the galley can't turn.\"]}],\"movement\":[{\"name\":\"Oars\",\"ac\":12,\"hp\":100,\"hpNote\":\"-5 ft. speed per 25 damage taken\",\"speed\":[{\"mode\":\"water\",\"entries\":[\"30 ft. (requires at least 40 crew)\"]}]},{\"name\":\"Sails\",\"ac\":12,\"hp\":100,\"hpNote\":\"-10 ft. speed per 25 damage taken\",\"speed\":[{\"mode\":\"water\",\"entries\":[\"35 ft.; 15 ft. while sailing into the wind; 50 ft. while sailing with the wind\"]}]}],\"weapon\":[{\"name\":\"Ballistas\",\"count\":4,\"ac\":15,\"hp\":50,\"entries\":[\"{@atk rw} {@hit 6} to hit, range 120/480 ft., one target. {@h}16 ({@damage 3d10}) piercing damage.\"]},{\"name\":\"Mangonels\",\"count\":2,\"ac\":15,\"hp\":100,\"entries\":[\"{@atk rw} {@hit 5} to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. {@h}27 ({@damage 5d10}) bludgeoning damage.\"]},{\"name\":\"Naval Ram\",\"ac\":20,\"hp\":100,\"dt\":10,\"entries\":[\"The galley has advantage on all saving throws relating to crashing when it crashes into a creature or an object. Any damage it takes from the crash is applied to the naval ram rather than to the ship. These benefits don't apply if another vessel crashes into the galley.\"]}],\"actionThresholds\":{\"0\":0,\"1\":3,\"2\":20,\"3\":40},\"action\":[\"On its turn, the galley can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than forty crew and only 1 action if it has fewer than twenty. It can't take these actions if it has fewer than three crew.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Fire Ballistas\",\"entry\":\"The galley can fire its {@object ballista||ballistas} (DMG, ch. 8).\"},{\"type\":\"item\",\"name\":\"Fire Mangonels\",\"entry\":\"The galley can fire its {@object mangonel||mangonels} (DMG, ch. 8).\"},{\"type\":\"item\",\"name\":\"Move\",\"entry\":\"The galley can use its helm to move with its oars or sails. As part of this move, it can use its naval ram.\"}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Hammerhead Ship\",\"source\":\"AAG\",\"page\":32,\"otherSources\":[{\"source\":\"SjA\"}],\"vehicleType\":\"SPELLJAMMER\",\"dimensions\":[\"250 ft.\",\"25 ft.\"],\"terrain\":[\"space\",\"sea\"],\"capCrew\":15,\"capCargo\":30,\"cost\":4000000,\"pace\":{\"fly\":4},\"speed\":{\"fly\":35},\"hull\":{\"ac\":15,\"acFrom\":[\"wood\"],\"hp\":400,\"dt\":15},\"weapon\":[{\"name\":\"Ballista\",\"ac\":15,\"hp\":50,\"crew\":3,\"costs\":[{\"cost\":5000,\"note\":\"ballista\"},{\"cost\":500,\"note\":\"bolt\"}],\"entries\":[\"It takes 1 action to load the ballista, 1 action to aim it, and 1 action to fire it.\"],\"action\":[{\"name\":\"Bolt\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 120/480 ft., one target. {@h}16 ({@damage 3d10}) piercing damage.\"]}]},{\"name\":\"Mangonels\",\"count\":2,\"ac\":15,\"hp\":100,\"crew\":5,\"costs\":[{\"cost\":10000,\"note\":\"mangonel\"},{\"note\":\"stone\"}],\"entries\":[\"It takes 2 actions to load a mangonel, 2 actions to aim it, and 1 action to fire it.\"],\"action\":[{\"name\":\"Mangonel Stone\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. {@h}27 ({@damage 5d10}) bludgeoning damage.\"]}]},{\"name\":\"Blunt Ram\",\"costs\":[{\"note\":\"included in ship cost\"}],\"entries\":[\"The ship's spelljammer can make the following attack when the ship runs into another object or into a Gargantuan creature (see \\\"Crashing\\\" in chapter 2 of Astral Adventurer's Guide).\"],\"action\":[{\"name\":\"Blunt Ram\",\"entries\":[\"{@atk mw} {@hit 8} to hit, range 0 ft. one object or Gargantuan creature. {@h}88 ({@damage 16d10}) bludgeoning damage. The hammerhead ship takes half as much damage and comes to a dead stop. {@m}The attack deals no damage, the target moves into the nearest unoccupied space that isn't in the hammerhead ship's path, and the hammerhead ship can continue moving if it has any movement left.\"]}]}],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Keelboat\",\"source\":\"GoS\",\"page\":188,\"vehicleType\":\"SHIP\",\"size\":\"G\",\"dimensions\":[\"60 ft.\",\"20 ft.\"],\"terrain\":[\"sea\"],\"capCrew\":3,\"capPassenger\":4,\"capCargo\":0.5,\"pace\":3,\"str\":16,\"dex\":7,\"con\":13,\"int\":0,\"wis\":0,\"cha\":0,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"incapacitated\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"stunned\",\"unconscious\"],\"hull\":{\"ac\":15,\"hp\":100,\"dt\":10},\"control\":[{\"name\":\"Helm\",\"ac\":12,\"hp\":50,\"entries\":[\"Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the keelboat can't turn.\"]}],\"movement\":[{\"name\":\"Oars\",\"ac\":12,\"hp\":100,\"hpNote\":\"-5 ft. speed per 25 damage taken\",\"speed\":[{\"mode\":\"water\",\"entries\":[\"20 ft.\"]}]},{\"name\":\"Sails\",\"ac\":12,\"hp\":100,\"hpNote\":\"-5 ft. speed per 20 damage taken\",\"speed\":[{\"mode\":\"water\",\"entries\":[\"25 ft.; 15 ft. while sailing into the wind; 35 ft. while sailing with the wind.\"]}]}],\"weapon\":[{\"name\":\"Ballista\",\"ac\":15,\"hp\":50,\"entries\":[\"{@atk rw} {@hit 6} to hit, range 120/480 ft., one target. {@h}16 ({@damage 3d10}) piercing damage.\",\"Keelboats typically include a ballista only when they are equipped for combat.\"]}],\"actionThresholds\":{\"0\":0,\"1\":1,\"2\":2},\"action\":[\"On its turn, the keelboat can take 2 actions, choosing from the options below. It can take only 1 action if it has only one crew. It can't take these actions if it has no crew.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Fire Ballista\",\"entry\":\"The keelboat can fire its {@object ballista} (DMG, ch. 8).\"},{\"type\":\"item\",\"name\":\"Move\",\"entry\":\"The keelboat can use its helm to move with its oars or sails.\"}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Lamprey Ship\",\"source\":\"AAG\",\"page\":34,\"vehicleType\":\"SPELLJAMMER\",\"dimensions\":[\"115 ft.\",\"25 ft.\"],\"terrain\":[\"space\",\"sea\"],\"capCrew\":15,\"capCargo\":6,\"cost\":2000000,\"pace\":{\"fly\":4},\"speed\":{\"fly\":35},\"hull\":{\"ac\":15,\"acFrom\":[\"wood\"],\"hp\":250,\"dt\":15},\"weapon\":[{\"name\":\"Ballistae\",\"crew\":3,\"count\":4,\"ac\":15,\"hp\":50,\"costs\":[{\"cost\":5000,\"note\":\"ballista\"},{\"cost\":500,\"note\":\"bolt\"}],\"entries\":[\"It takes 1 action to load a ballista, 1 action to aim it, and 1 action to fire it.\"],\"action\":[{\"name\":\"Bolt\",\"entries\":[\"{@atk rw} +6 to hit, range 120/480 ft., one target. {@h}16 ({@dice 3d10}) piercing damage.\"]}]},{\"name\":\"Grappling Jaws\",\"crew\":1,\"costs\":[{\"note\":\"included in ship cost\"}],\"entries\":[\"It takes 1 action to make a Grappling Jaws attack.\"],\"action\":[{\"name\":\"Grappling Jaws\",\"entries\":[\"{@atk mw} +6 to hit, reach 10 ft., one ship or Gargantuan creature. {@h}22 ({@dice 4d10}) piercing damage, and the speed of the lamprey ship and the target become 0 until the grapple ends. As an action, a creature can use the grappling jaws' controls to release the target. Otherwise, the effect ends when the target or the lamprey ship drops to 0 hit points.\"]}]}],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Living Ship\",\"source\":\"AAG\",\"page\":36,\"vehicleType\":\"SPELLJAMMER\",\"dimensions\":[\"80 ft.\",\"20 ft.\"],\"terrain\":[\"space\",\"sea\"],\"capCrew\":5,\"capCrewNote\":\"(plus the {@creature treant})\",\"capCargo\":10,\"cost\":2500000,\"pace\":{\"fly\":\"4½\"},\"speed\":{\"fly\":40},\"hull\":{\"ac\":15,\"acFrom\":[\"wood\"],\"hp\":250,\"dt\":15},\"weapon\":[{\"name\":\"Ballista\",\"crew\":3,\"ac\":15,\"hp\":50,\"costs\":[{\"cost\":5000,\"note\":\"ballista\"},{\"cost\":500,\"note\":\"bolt\"}],\"entries\":[\"It takes 1 action to load the ballista, 1 action to aim it, and 1 action to fire it.\"],\"action\":[{\"name\":\"Bolt\",\"entries\":[\"{@atk rw} +6 to hit, range 120/480 ft., one target. {@h}16 ({@dice 3d10}) piercing damage.\"]}]}],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Longship\",\"source\":\"GoS\",\"page\":190,\"vehicleType\":\"SHIP\",\"size\":\"G\",\"dimensions\":[\"70 ft.\",\"20 ft.\"],\"terrain\":[\"sea\"],\"capCrew\":40,\"capPassenger\":100,\"capCargo\":10,\"pace\":5,\"str\":20,\"dex\":6,\"con\":17,\"int\":0,\"wis\":0,\"cha\":0,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"incapacitated\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"stunned\",\"unconscious\"],\"hull\":{\"ac\":15,\"hp\":300,\"dt\":15},\"control\":[{\"name\":\"Helm\",\"ac\":16,\"hp\":50,\"entries\":[\"Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the longship can't turn.\"]}],\"movement\":[{\"name\":\"Oars\",\"ac\":12,\"hp\":100,\"hpNote\":\"-5 ft. speed per 25 damage taken\",\"speed\":[{\"mode\":\"water\",\"entries\":[\"20 ft. (requires at least 20 crew)\"]}]},{\"name\":\"Sails\",\"ac\":12,\"hp\":100,\"hpNote\":\"-10 ft. speed per 25 damage taken\",\"speed\":[{\"mode\":\"water\",\"entries\":[\"45 ft.; 15 ft. while sailing into the wind; 60 ft. while sailing with the wind.\"]}]}],\"actionThresholds\":{\"0\":0,\"1\":1},\"action\":[\"On its turn, the longship can take the move action below. It can't take this action if it has no crew.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Move\",\"entry\":\"The longship can use its helm to move with its oars or sails.\"}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Mechanical Beholder\",\"source\":\"AI\",\"page\":219,\"vehicleType\":\"SHIP\",\"size\":\"H\",\"dimensions\":[\"15 ft.\",\"15 ft.\"],\"terrain\":[\"land\",\"sea\",\"air\"],\"capCrew\":1,\"capPassenger\":5,\"capCargo\":\"crew and passengers' normal gear\",\"pace\":3,\"str\":18,\"dex\":12,\"con\":18,\"int\":0,\"wis\":0,\"cha\":0,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"incapacitated\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"stunned\",\"unconscious\"],\"hull\":{\"ac\":18,\"hp\":200,\"dt\":10},\"control\":[{\"name\":\"Helm\",\"ac\":16,\"hp\":25,\"entries\":[\"Move up to the speed of the ship's magical propulsion unit, with one 90-degree turn. The helm can be attacked only if the hull has taken 100 or more damage. If the helm is destroyed, the mechanical beholder can't move.\"]}],\"movement\":[{\"name\":\"Magical Propulsion Unit\",\"ac\":16,\"hp\":100,\"hpNote\":\"-5 ft. speed per 25 damage taken\",\"speed\":[{\"mode\":\"magical\",\"entries\":[\"burrow 30 ft., fly 30 ft. (hover), swim 30 ft.\"]}]}],\"weapon\":[{\"name\":\"Eye Ray Tentacles\",\"count\":6,\"ac\":14,\"hp\":50,\"entries\":[\"{@atk g} The mechanical beholder shoots the following magical eye rays at up to three targets that would be visible to the crew and are within 120 feet of it.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Disintegration Ray\",\"entry\":\"If the target is a creature, it must succeed on a DC 15 Dexterity saving throw or take 18 ({@damage 4d8}) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.\"},{\"type\":\"item\",\"name\":\"Enervation Ray\",\"entry\":\"The targeted creature must make a DC 15 Constitution saving throw, taking 18 ({@damage 4d8}) necrotic damage on a failed save, or half as much damage on a successful one.\"},{\"type\":\"item\",\"name\":\"Paralyzing Ray\",\"entry\":\"The targeted creature must succeed on a DC 15 Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"}]}]}],\"actionThresholds\":{\"0\":0,\"1\":1},\"action\":[\"On its turn the mechanical beholder can take 1 action. It cannot take any actions if it has no crew.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Eye Rays\",\"entry\":\"The mechanical beholder can use its eye ray tentacles.\"},{\"type\":\"item\",\"name\":\"Move\",\"entry\":\"The mechanical beholder can use its helm to move using its magical propulsion unit.\"}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Nautiloid\",\"source\":\"AAG\",\"page\":38,\"vehicleType\":\"SPELLJAMMER\",\"dimensions\":[\"180 ft.\",\"30 ft.\"],\"terrain\":[\"space\"],\"capCrew\":20,\"capCargo\":17,\"cost\":5000000,\"pace\":{\"fly\":\"4½\"},\"speed\":{\"fly\":40},\"hull\":{\"ac\":15,\"acFrom\":[\"wood\"],\"hp\":400,\"dt\":15},\"weapon\":[{\"name\":\"Ballistae\",\"crew\":3,\"count\":4,\"ac\":15,\"hp\":50,\"costs\":[{\"cost\":5000,\"note\":\"ballista\"},{\"cost\":500,\"note\":\"bolt\"}],\"entries\":[\"It takes 1 action to load a ballista, 1 action to aim it, and 1 action to fire it.\"],\"action\":[{\"name\":\"Bolt\",\"entries\":[\"{@atk rw} +6 to hit, range 120/480 ft., one target. {@h}16 ({@dice 3d10}) piercing damage.\"]}]},{\"name\":\"Mangonel\",\"crew\":5,\"ac\":15,\"hp\":100,\"costs\":[{\"cost\":10000,\"note\":\"mangonel\"},{\"note\":\"stone\"}],\"entries\":[\"It takes 2 actions to load the mangonel, 2 actions to aim it, and 1 action to fire it.\"],\"action\":[{\"name\":\"Mangonel Stone\",\"entries\":[\"{@atk rw} +5 to hit, range 200/800 ft. (can't hit targets within 60 feet of it), one target. {@h}27 ({@dice 5d10}) bludgeoning damage.\"]}]},{\"name\":\"Tentacles\",\"costs\":[{\"note\":\"included in ship cost\"}],\"entries\":[\"As an action, the ship's spelljammer can make one of the following attacks with the ship's tentacles.\"],\"action\":[{\"name\":\"Grappling Tentacles\",\"entries\":[\"{@atk mw} +8 to hit, reach 30 ft., one Huge or Gargantuan target. {@h}22 ({@dice 4d10}) bludgeoning damage, and the nautiloid's speed becomes 0 until its spelljammer uses an action to release the target. If the target is a creature, it is {@condition grappled} (escape DC 16). If the target is another ship, the target's speed becomes 0 until the nautiloid releases it, or until the target or the nautiloid drops to 0 hit points.\"]},{\"name\":\"Teleport\",\"entries\":[\"{@atk ms} +8 to hit, reach 30 ft., one creature. {@h}The target must succeed on a DC 15 Constitution saving throw or be teleported to an unoccupied space aboard the nautiloid that the nautiloid's spelljammer can see.\"]}]}],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Nightspider\",\"source\":\"AAG\",\"page\":40,\"vehicleType\":\"SPELLJAMMER\",\"dimensions\":[\"175 ft.\",\"50 ft.\"],\"terrain\":[\"space\"],\"capCrew\":25,\"capCargo\":50,\"cost\":5000000,\"pace\":{\"fly\":\"4½\"},\"speed\":{\"fly\":40},\"hull\":{\"ac\":19,\"acFrom\":[\"metal\"],\"hp\":300,\"dt\":15},\"weapon\":[{\"name\":\"Ballistae\",\"crew\":3,\"count\":4,\"ac\":15,\"hp\":50,\"costs\":[{\"cost\":5000,\"note\":\"ballista\"},{\"cost\":500,\"note\":\"bolt\"}],\"entries\":[\"It takes 1 action to load a ballista, 1 action to aim it, and 1 action to fire it.\"],\"action\":[{\"name\":\"Bolt\",\"entries\":[\"{@atk rw} +6 to hit, range 120/480 ft., one target. {@h}16 ({@dice 3d10}) piercing damage.\"]}]},{\"name\":\"Mangonel\",\"crew\":5,\"ac\":15,\"hp\":100,\"costs\":[{\"cost\":10000,\"note\":\"mangonel\"},{\"note\":\"stone\"}],\"entries\":[\"It takes 2 actions to load the mangonel, 2 actions to aim it, and 1 action to fire it.\"],\"action\":[{\"name\":\"Mangonel Stone\",\"entries\":[\"{@atk rw} +5 to hit, range 200/800 ft. (can't hit targets within 60 feet of it), one target. {@h}27 ({@dice 5d10}) bludgeoning damage.\"]}]}],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Planar Raider\",\"source\":\"MTF\",\"page\":90,\"vehicleType\":\"SHIP\",\"size\":\"H\",\"dimensions\":[\"120 ft.\",\"40 ft.\"],\"terrain\":[\"air\"],\"capCrew\":10,\"capPassenger\":100,\"pace\":12,\"weapon\":[{\"name\":\"Ballistas\",\"count\":2,\"entries\":[\"{@atk rw} {@hit 6} to hit, range 120/480 ft., one target. {@h}16 ({@damage 3d10}) piercing damage.\"]},{\"name\":\"Catapult\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 200/800 ft. (can't hit targets within 60 feet of it), one target. {@h}27 ({@damage 5d10}) bludgeoning damage.\"]}],\"hasFluff\":true},{\"name\":\"Rowboat\",\"source\":\"GoS\",\"page\":190,\"vehicleType\":\"SHIP\",\"size\":\"L\",\"dimensions\":[\"10 ft.\",\"5 ft.\"],\"terrain\":[\"sea\"],\"capCrew\":2,\"capPassenger\":2,\"capCargo\":0.25,\"pace\":3,\"str\":11,\"dex\":8,\"con\":11,\"int\":0,\"wis\":0,\"cha\":0,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"incapacitated\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"stunned\",\"unconscious\"],\"hull\":{\"ac\":11,\"hp\":50},\"movement\":[{\"name\":\"Oars\",\"isControl\":true,\"ac\":12,\"hp\":25,\"speed\":[{\"mode\":\"water\",\"entries\":[\"15 ft.\",\"Move up to its speed, with one 90-degree turn. Without oars, the rowboat's speed is 0.\"]}]}],\"actionThresholds\":{\"0\":0,\"1\":1},\"action\":[\"On its turn, the rowboat can take the move action below. It can't take this action if it has no crew.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Move\",\"entry\":\"The rowboat can move using its oars.\"}]}],\"hasToken\":true,\"hasFluff\":true},{\"name\":\"Sailing Ship\",\"source\":\"GoS\",\"page\":192,\"vehicleType\":\"SHIP\",\"size\":\"G\",\"dimensions\":[\"100 ft.\",\"20 ft.\"],\"terrain\":[\"sea\"],\"capCrew\":30,\"capPassenger\":20,\"capCargo\":100,\"pace\":5,\"str\":20,\"dex\":7,\"con\":17,\"int\":0,\"wis\":0,\"cha\":0,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"incapacitated\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"stunned\",\"unconscious\"],\"hull\":{\"ac\":15,\"hp\":300,\"dt\":15},\"control\":[{\"name\":\"Helm\",\"ac\":18,\"hp\":50,\"entries\":[\"Move up to the speed of its sails, with one 90-degree turn. If the helm is destroyed, the ship can't turn.\"]}],\"movement\":[{\"name\":\"Sails\",\"ac\":12,\"hp\":100,\"hpNote\":\"-5 ft. speed per 25 damage taken\",\"speed\":[{\"mode\":\"water\",\"entries\":[\"45 ft.; 15 ft. while sailing into the wind; 60 ft. while sailing with the wind.\"]}]}],\"weapon\":[{\"name\":\"Ballista\",\"ac\":15,\"hp\":50,\"entries\":[\"{@atk rw} {@hit 6} to hit, range 120/480 ft., one target. {@h}16 ({@damage 3d10}) piercing damage.\"]},{\"name\":\"Mangonel\",\"ac\":15,\"hp\":100,\"entries\":[\"{@atk rw} {@hit 5} to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. {@h}27 ({@damage 5d10}) bludgeoning damage.\"]}],\"actionThresholds\":{\"0\":0,\"1\":3,\"2\":10,\"3\":20},\"action\":[\"On its turn, the ship can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than twenty crew and only 1 action if it has fewer than ten. It can't take these actions if it has fewer than three crew.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Fire Ballista\",\"entry\":\"The ship can fire its {@object ballista} (DMG, ch. 8).\"},{\"type\":\"item\",\"name\":\"Fire Mangonel\",\"entry\":\"The ship can fire its {@object mangonel} (DMG, ch. 8).\"},{\"type\":\"item\",\"name\":\"Move\",\"entry\":\"The ship can use its helm to move with its sails.\"}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Scavenger\",\"source\":\"BGDIA\",\"page\":219,\"vehicleType\":\"INFWAR\",\"size\":\"H\",\"weight\":9000,\"terrain\":[\"land\"],\"capCreature\":8,\"capCargo\":4000,\"speed\":100,\"str\":20,\"dex\":12,\"con\":20,\"int\":0,\"wis\":0,\"cha\":0,\"hp\":{\"hp\":150,\"dt\":10,\"mt\":20},\"immune\":[\"fire\",\"poison\",\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"stunned\",\"unconscious\"],\"trait\":[{\"name\":\"Crushing Wheels\",\"entries\":[\"The Scavenger can move through the space of any Large or smaller creature. When it does, the creature must succeed on a DC 12 Dexterity saving throw or take 16 ({@damage 3d10}) bludgeoning damage and be knocked {@condition prone}. If the creature was already {@condition prone}, it takes an extra 16 ({@damage 3d10}) bludgeoning damage. This trait can't be used against a particular creature more than once each turn.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The Scavenger's weapon attacks are magical.\"]},{\"name\":\"Prone Deficiency\",\"entries\":[\"If the Scavenger rolls over and falls {@condition prone}, it can't right itself and is {@condition incapacitated} until flipped upright.\"]}],\"actionStation\":[{\"name\":\"Helm (Requires 1 Crew and Grants Three-Quarters Cover)\",\"entries\":[\"Drive and steer the Scavenger.\"]},{\"name\":\"Grappling Claw (Requires 1 Crew and Grants Half Cover)\",\"entries\":[\"{@atk mw} {@hit 10} to hit, reach 15 ft., one target. {@h}The target is {@condition grappled} (escape DC 12). If the target is a creature, it is {@condition restrained} until the grapple ends. The grappling claw can grapple only one target at a time, and the claw's operator can use a bonus action to make the claw release whatever it's holding.\"]},{\"name\":\"2 Harpoon Flingers (Each Station Requires 1 Crew and Grants Half Cover)\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 120 ft., one target. {@h}10 ({@damage 2d8 + 1}) piercing damage.\"]}],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Scorpion Ship\",\"source\":\"AAG\",\"page\":42,\"vehicleType\":\"SPELLJAMMER\",\"dimensions\":[\"75 ft.\",\"25 ft.\"],\"terrain\":[\"space\",\"land\"],\"capCrew\":12,\"capCargo\":12,\"cost\":2500000,\"pace\":{\"walk\":\"3½\",\"fly\":\"3½\"},\"speed\":{\"walk\":30,\"fly\":30},\"hull\":{\"ac\":19,\"acFrom\":[\"metal\"],\"hp\":250,\"dt\":15},\"weapon\":[{\"name\":\"Ballista\",\"crew\":3,\"ac\":15,\"hp\":50,\"costs\":[{\"cost\":5000,\"note\":\"ballista\"},{\"cost\":500,\"note\":\"bolt\"}],\"entries\":[\"It takes 1 action to load the ballista, 1 action to aim it, and 1 action to fire it.\"],\"action\":[{\"name\":\"Bolt\",\"entries\":[\"{@atk rw} +6 to hit, range 120/480 ft., one target. {@h}16 ({@dice 3d10}) piercing damage.\"]}]},{\"name\":\"Claws\",\"crew\":1,\"count\":2,\"costs\":[{\"note\":\"included in ship cost\"}],\"entries\":[\"It takes 1 action to make a Claw attack.\"],\"action\":[{\"name\":\"Claw\",\"entries\":[\"{@atk mw} +3 to hit, reach 20 ft., one target. {@h}11 ({@dice 2d10}) bludgeoning damage. If the target is a Huge or smaller creature, it is also {@condition grappled} (escape DC 13). Until this grapple ends, the creature takes 11 ({@dice 2d10}) bludgeoning damage at the start of each of its turns.\"]}]},{\"name\":\"Mangonel\",\"crew\":5,\"ac\":15,\"hp\":100,\"costs\":[{\"cost\":10000,\"note\":\"mangonel\"},{\"note\":\"stone\"}],\"entries\":[\"It takes 2 actions to load the mangonel, 2 actions to aim it, and 1 action to fire it.\"],\"action\":[{\"name\":\"Mangonel Stone\",\"entries\":[\"{@atk rw} +5 to hit, range 200/800 ft. (can't hit targets within 60 feet of it), one target. {@h}27 ({@dice 5d10}) bludgeoning damage.\"]}]}],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Shrike Ship\",\"source\":\"AAG\",\"page\":44,\"vehicleType\":\"SPELLJAMMER\",\"dimensions\":[\"100 ft.\",\"20 ft.\"],\"terrain\":[\"space\",\"sea\"],\"capCrew\":11,\"capCargo\":20,\"cost\":2000000,\"pace\":{\"fly\":8},\"speed\":{\"fly\":70},\"hull\":{\"ac\":15,\"acFrom\":[\"wood\"],\"hp\":250,\"dt\":15},\"weapon\":[{\"name\":\"Ballistae\",\"crew\":3,\"count\":3,\"ac\":15,\"hp\":50,\"costs\":[{\"cost\":5000,\"note\":\"ballista\"},{\"cost\":500,\"note\":\"bolt\"}],\"entries\":[\"It takes 1 action to load a ballista, 1 action to aim it, and 1 action to fire it.\"],\"action\":[{\"name\":\"Bolt\",\"entries\":[\"{@atk rw} +6 to hit, range 120/480 ft., one target. {@h}16 ({@dice 3d10}) piercing damage.\"]}]},{\"name\":\"Piercing Ram\",\"costs\":[{\"note\":\"included in ship cost\"}],\"entries\":[\"The ship's spelljammer can make the following attack when the ship runs into another object or into a Gargantuan creature (see \\\"{@book Crashing|AAG|2|Crashing}\\\" earlier in the chapter).\"],\"action\":[{\"name\":\"Piercing Ram\",\"entries\":[\"{@atk mw} +8 to hit, range 0 ft., one object or Gargantuan creature. {@h}88 ({@dice 16d10}) piercing damage. The shrike ship takes half as much damage and comes to a dead stop. Miss: The attack deals no damage, the target moves into the nearest unoccupied space that isn't in the shrike ship's path, and the shrike ship can continue moving if it has any movement left.\"]}]}],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Space Galleon\",\"source\":\"AAG\",\"page\":46,\"vehicleType\":\"SPELLJAMMER\",\"dimensions\":[\"130 ft.\",\"30 ft.\"],\"terrain\":[\"space\",\"sea\"],\"capCrew\":20,\"capCargo\":20,\"cost\":3000000,\"pace\":{\"fly\":4},\"speed\":{\"fly\":35},\"hull\":{\"ac\":15,\"acFrom\":[\"wood\"],\"hp\":400,\"dt\":15},\"weapon\":[{\"name\":\"Ballistae\",\"crew\":3,\"count\":2,\"ac\":15,\"hp\":50,\"costs\":[{\"cost\":5000,\"note\":\"ballista\"},{\"cost\":500,\"note\":\"bolt\"}],\"entries\":[\"It takes 1 action to load a ballista, 1 action to aim it, and 1 action to fire it.\"],\"action\":[{\"name\":\"Bolt\",\"entries\":[\"{@atk rw} +6 to hit, range 120/480 ft., one target. {@h}16 ({@dice 3d10}) piercing damage.\"]}]},{\"name\":\"Mangonel\",\"crew\":5,\"ac\":15,\"hp\":100,\"costs\":[{\"cost\":10000,\"note\":\"mangonel\"},{\"note\":\"stone\"}],\"entries\":[\"It takes 2 actions to load the mangonel, 2 actions to aim it, and 1 action to fire it.\"],\"action\":[{\"name\":\"Mangonel Stone\",\"entries\":[\"{@atk rw} +5 to hit, range 200/800 ft. (can't hit targets within 60 feet of it), one target. {@h}27 ({@dice 5d10}) bludgeoning damage.\"]}]}],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Squid Ship\",\"source\":\"AAG\",\"page\":48,\"otherSources\":[{\"source\":\"SjA\"}],\"vehicleType\":\"SPELLJAMMER\",\"dimensions\":[\"250 ft.\",\"25 ft.\"],\"terrain\":[\"space\",\"sea\"],\"capCrew\":13,\"capCargo\":20,\"cost\":2500000,\"pace\":{\"fly\":\"3½\"},\"speed\":{\"fly\":30},\"hull\":{\"ac\":15,\"acFrom\":[\"wood\"],\"hp\":300,\"dt\":15},\"weapon\":[{\"name\":\"Ballista\",\"count\":2,\"ac\":15,\"hp\":50,\"crew\":3,\"costs\":[{\"cost\":5000,\"note\":\"ballista\"},{\"cost\":500,\"note\":\"bolt\"}],\"entries\":[\"It takes 1 action to load the ballista, 1 action to aim it, and 1 action to fire it.\"],\"action\":[{\"name\":\"Bolt\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 120/480 ft., one target. {@h}16 ({@damage 3d10}) piercing damage.\"]}]},{\"name\":\"Mangonels\",\"ac\":15,\"hp\":100,\"crew\":5,\"costs\":[{\"cost\":10000,\"note\":\"mangonel\"},{\"note\":\"stone\"}],\"entries\":[\"It takes 2 actions to load a mangonel, 2 actions to aim it, and 1 action to fire it.\"],\"action\":[{\"name\":\"Mangonel Stone\",\"entries\":[\"{@atk rw} {@hit 5} to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. {@h}27 ({@damage 5d10}) bludgeoning damage.\"]}]},{\"name\":\"Piercing Ram\",\"costs\":[{\"note\":\"included in ship cost\"}],\"entries\":[\"The ship's spelljammer can make the following attack when the ship runs into another object or into a Gargantuan creature (see \\\"Crashing\\\" in chapter 2 of Astral Adventurer's Guide).\"],\"action\":[{\"name\":\"Piercing Ram\",\"entries\":[\"{@atk mw} {@hit 8} to hit, range 0 ft. one object or Gargantuan creature. {@h}88 ({@damage 16d10}) piercing damage. The squid ship takes half as much damage and comes to a dead stop. {@m}The attack deals no damage, the target moves into the nearest unoccupied space that isn't in the squid ship's path, and the squid ship can continue moving if it has any movement left.\"]}]}],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Stahlmaster\",\"source\":\"DD\",\"page\":235,\"vehicleType\":\"CREATURE\",\"size\":[\"L\"],\"type\":\"vehicle\",\"terrain\":[\"land\"],\"ac\":[{\"ac\":16,\"from\":[\"natural armor\"]}],\"speed\":{\"walk\":30},\"str\":18,\"dex\":10,\"con\":14,\"int\":0,\"wis\":0,\"cha\":0,\"hp\":{\"average\":67,\"formula\":\"9d10 + 18\"},\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"unconscious\"],\"trait\":[{\"name\":\"Pilot\",\"entries\":[\"The Stahlmaster requires a Medium humanoid to pilot it. While inside the Stahlmaster, the pilot uses the vehicle's speed and action options and can't take reactions or use bonus actions, and the pilot has {@quickref Cover||3||total cover}. If the Stahlmaster drops to 0 hit points, the pilot is ejected from it and lands {@condition prone} in an unoccupied space within 5 feet of the vehicle.\"]}],\"action\":[{\"name\":\"Multiattack\",\"entries\":[\"The Stahlmaster makes two melee attacks, or one melee attack and one ranged attack.\"]},{\"name\":\"Slam\",\"entries\":[\"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) bludgeoning damage.\"]},{\"name\":\"Shoulder-Mounted Crossbow\",\"entries\":[\"{@atk rw} {@hit 2} to hit, range 30/120 ft., one target. {@h}6 ({@damage 1d12}) piercing damage.\"]}],\"hasToken\":true},{\"name\":\"Star Moth\",\"source\":\"AAG\",\"page\":50,\"vehicleType\":\"SPELLJAMMER\",\"dimensions\":[\"200 ft.\",\"20 ft.\"],\"terrain\":[\"space\",\"sea\"],\"capCrew\":13,\"capCargo\":30,\"cost\":4000000,\"pace\":{\"fly\":\"5½\"},\"speed\":{\"fly\":50},\"hull\":{\"ac\":13,\"acFrom\":[\"ceramic\"],\"hp\":400,\"dt\":15},\"weapon\":[{\"name\":\"Ballistae\",\"crew\":3,\"count\":2,\"ac\":15,\"hp\":50,\"costs\":[{\"cost\":5000,\"note\":\"ballista\"},{\"cost\":500,\"note\":\"bolt\"}],\"entries\":[\"It takes 1 action to load a ballista, 1 action to aim it, and 1 action to fire it.\"],\"action\":[{\"name\":\"Bolt\",\"entries\":[\"{@atk rw} +6 to hit, range 120/480 ft., one target. {@h}16 ({@dice 3d10}) piercing damage.\"]}]},{\"name\":\"Mangonel\",\"crew\":5,\"ac\":15,\"hp\":100,\"costs\":[{\"cost\":10000,\"note\":\"mangonel\"},{\"note\":\"stone\"}],\"entries\":[\"It takes 2 actions to load the mangonel, 2 actions to aim it, and 1 action to fire it.\"],\"action\":[{\"name\":\"Mangonel Stone\",\"entries\":[\"{@atk rw} +5 to hit, range 200/800 ft. (can't hit targets within 60 feet of it), one target. {@h}27 ({@dice 5d10}) bludgeoning damage.\"]}]}],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tasha's Creeping Keelboat\",\"source\":\"DitLCoT\",\"page\":15,\"vehicleType\":\"OBJECT\",\"size\":\"G\",\"dimensions\":[\"30 ft.\",\"10 ft.\"],\"terrain\":[\"sea\"],\"capCargo\":0.5,\"speed\":{\"walk\":20,\"swim\":20,\"note\":\"(can't travel underwater)\"},\"entries\":[\"This magic vehicle has four legs that propel it across land and water. It moves according to your spoken directions while you are riding it, and creatures of your choice gain a +1 bonus to their Armor Class while on the boat.\",\"The boat can transport up to 1,000 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity.\"]},{\"name\":\"Tormentor\",\"source\":\"BGDIA\",\"page\":218,\"vehicleType\":\"INFWAR\",\"size\":\"H\",\"weight\":3000,\"terrain\":[\"land\"],\"capCreature\":4,\"capCargo\":500,\"speed\":100,\"str\":16,\"dex\":14,\"con\":14,\"int\":0,\"wis\":0,\"cha\":0,\"hp\":{\"hp\":60,\"dt\":10,\"mt\":20},\"immune\":[\"fire\",\"poison\",\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"stunned\",\"unconscious\"],\"trait\":[{\"name\":\"Crushing Wheels\",\"entries\":[\"The Tormentor can move through the space of any Medium or smaller creature. When it does, the creature must succeed on a DC 13 Dexterity saving throw or take 11 ({@damage 2d10}) bludgeoning damage and be knocked {@condition prone}.If the creature was already {@condition prone}, it takes an extra 11 ({@damage 2d10}) bludgeoning damage.This trait can't be used against a particular creature more than once each turn.\"]},{\"name\":\"Prone Deficiency\",\"entries\":[\"If the Tormentor rolls over and falls {@condition prone}, it can't right itself and is {@condition incapacitated} until flipped upright.\"]},{\"name\":\"Magic Weapons\",\"entries\":[\"The Tormentor's weapon attacks are magical.\"]},{\"name\":\"Raking Scythes\",\"entries\":[\"When the Tormentor moves within 5 feet of a creature that isn't {@condition prone} or another vehicle for the first time on a turn, it can rake the creature or vehicle with its protruding blades for 13 ({@damage 2d10 + 2}) slashing damage. A creature moves out of the way and takes no damage if it succeeds on a DC 13 Dexterity saving throw.A vehicle moves out of the way and takes no damage if its driver succeeds on the saving throw.\"]}],\"actionStation\":[{\"name\":\"Helm (Requires 1 Crew and Grants Three-Quarters Cover)\",\"entries\":[\"Drive and steer the Tormentor\"]},{\"name\":\"Harpoon Flinger (Requires 1 Crew and Grants Half Cover)\",\"entries\":[\"{@atk rw} {@hit 7} to hit, range 120 ft., one target. {@h}11 ({@damage 2d8 + 2}) piercing damage.\"]}],\"reaction\":[{\"type\":\"entries\",\"name\":\"Juke\",\"entries\":[\"If the Tormentor is able to move, the driver can use its reaction to grant the Tormentor advantage on a Dexterity saving throw.\"]}],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Turtle Ship\",\"source\":\"AAG\",\"page\":52,\"vehicleType\":\"SPELLJAMMER\",\"dimensions\":[\"95 ft.\",\"70 ft.\"],\"terrain\":[\"space\",\"sea\"],\"capCrew\":16,\"capCargo\":30,\"cost\":4000000,\"pace\":{\"fly\":3,\"swim\":3},\"speed\":{\"fly\":25,\"swim\":25},\"hull\":{\"ac\":19,\"acFrom\":[\"metal\"],\"hp\":300,\"dt\":15},\"weapon\":[{\"name\":\"Ballistae\",\"crew\":3,\"count\":3,\"ac\":15,\"hp\":50,\"costs\":[{\"cost\":5000,\"note\":\"ballista\"},{\"cost\":500,\"note\":\"bolt\"}],\"entries\":[\"It takes 1 action to load a ballista, 1 action to aim it, and 1 action to fire it.\"],\"action\":[{\"name\":\"Bolt\",\"entries\":[\"{@atk rw} +6 to hit, range 120/480 ft., one target. {@h}16 ({@dice 3d10}) piercing damage.\"]}]},{\"name\":\"Mangonel\",\"crew\":5,\"ac\":15,\"hp\":100,\"costs\":[{\"cost\":10000,\"note\":\"mangonel\"},{\"note\":\"stone\"}],\"entries\":[\"It takes 2 actions to load the mangonel, 2 actions to aim it, and 1 action to fire it.\"],\"action\":[{\"name\":\"Mangonel Stone\",\"entries\":[\"{@atk rw} +5 to hit, range 200/800 ft. (can't hit targets within 60 feet of it), one target. {@h}27 ({@dice 5d10}) bludgeoning damage.\"]}]}],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Tyrant Ship\",\"source\":\"AAG\",\"page\":54,\"vehicleType\":\"SPELLJAMMER\",\"dimensions\":[\"100 ft.\",\"100 ft.\"],\"terrain\":[\"space\"],\"capCrew\":10,\"capCrewNote\":\"({@creature Beholder||beholders})\",\"capCargo\":20,\"pace\":{\"fly\":\"4½\"},\"speed\":{\"fly\":40},\"hull\":{\"ac\":17,\"acFrom\":[\"stone\"],\"hp\":300,\"dt\":20},\"weapon\":[{\"name\":\"Eyestalk Cannons\",\"crew\":1,\"count\":3,\"costs\":[{\"note\":\"included in ship cost\"}],\"entries\":[\"This weapon looks like an eye mounted on an eyestalk. A beholder stationed in one of the tyrant ship's meditation pods can see through the eye by {@status concentration||concentrating} on it (as if {@status concentration||concentrating} on a spell) and use an action to make the following attack.\"],\"action\":[{\"name\":\"Destructive Ray\",\"entries\":[\"{@atk rs} +8 to hit, range 120/480 ft., one target. {@h}35 ({@dice 10d6}) force damage.\"]}]}],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Venatrix\",\"source\":\"VEoR\",\"vehicleType\":\"INFWAR\",\"size\":\"G\",\"weight\":12000,\"terrain\":[\"land\"],\"capCreature\":8,\"capCargo\":2000,\"ac\":19,\"speed\":100,\"str\":18,\"dex\":18,\"con\":10,\"int\":0,\"wis\":0,\"cha\":0,\"hp\":{\"hp\":200,\"dt\":10},\"immune\":[\"fire\",\"poison\",\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"frightened\",\"paralyzed\",\"petrified\",\"poisoned\",\"stunned\",\"unconscious\"],\"actionStation\":[{\"name\":\"Helm (Requires 1 Crew)\",\"entries\":[\"Drive and steer the Venatrix.\"]},{\"name\":\"2 Harpoon Guns (Each Station Requires 1 Crew)\",\"entries\":[\"{@atk rw} {@hit 6} to hit, range 120 ft., one target. {@h}10 ({@damage 2d8 + 1}) piercing damage.\"]},{\"name\":\"Infernal Screamer (Requires 1 Crew)\",\"entries\":[\"One target the operator can see within 120 feet of itself must make a DC 15 Wisdom saving throw, taking 26 ({@damage 4d12}) psychic damage on a failed save or half as much damage on a successful one.\"]}],\"hasToken\":true},{\"name\":\"Warship\",\"source\":\"GoS\",\"page\":194,\"vehicleType\":\"SHIP\",\"size\":\"G\",\"dimensions\":[\"100 ft.\",\"20 ft.\"],\"terrain\":[\"sea\"],\"capCrew\":40,\"capPassenger\":60,\"capCargo\":200,\"pace\":4,\"str\":20,\"dex\":4,\"con\":20,\"int\":0,\"wis\":0,\"cha\":0,\"immune\":[\"poison\",\"psychic\"],\"conditionImmune\":[\"blinded\",\"charmed\",\"deafened\",\"exhaustion\",\"frightened\",\"incapacitated\",\"paralyzed\",\"petrified\",\"poisoned\",\"prone\",\"stunned\",\"unconscious\"],\"hull\":{\"ac\":15,\"hp\":500,\"dt\":20},\"control\":[{\"name\":\"Helm\",\"ac\":18,\"hp\":50,\"entries\":[\"Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the warship can't turn.\"]}],\"movement\":[{\"name\":\"Oars\",\"ac\":12,\"hp\":100,\"hpNote\":\"-5 ft. speed per 25 damage taken\",\"speed\":[{\"mode\":\"water\",\"entries\":[\"20 ft. (requires at least 20 crew)\"]}]},{\"name\":\"Sails\",\"ac\":12,\"hp\":100,\"hpNote\":\"-10 ft. speed per 25 damage taken\",\"speed\":[{\"mode\":\"water\",\"entries\":[\"35 ft.; 15 ft. while sailing into the wind; 50 ft. while sailing with the wind.\"]}]}],\"weapon\":[{\"name\":\"Ballistas\",\"count\":2,\"ac\":15,\"hp\":50,\"entries\":[\"{@atk rw} {@hit 6} to hit, range 120/480 ft., one target. {@h}16 ({@damage 3d10}) piercing damage.\"]},{\"name\":\"Mangonels\",\"count\":2,\"ac\":15,\"hp\":100,\"entries\":[\"{@atk rw} {@hit 5} to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. {@h}27 ({@damage 5d10}) bludgeoning damage.\"]},{\"name\":\"Naval Ram\",\"ac\":20,\"hp\":100,\"dt\":10,\"entries\":[\"The warship has advantage on all saving throws relating to crashing when it crashes into a creature or object. Any damage it takes from the crash is applied to the naval ram rather than to the ship. These benefits don't apply if another vessel crashes into the warship.\"]}],\"actionThresholds\":{\"0\":0,\"1\":3,\"2\":10,\"3\":20},\"action\":[\"On its turn, the warship can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than twenty crew and only 1 action if it has fewer than ten. It can't take these actions if it has fewer than three crew.\",{\"type\":\"list\",\"style\":\"list-hang-notitle\",\"items\":[{\"type\":\"item\",\"name\":\"Fire Ballistas\",\"entry\":\"The warship can fire its {@object ballista||ballistas} (DMG, ch. 8).\"},{\"type\":\"item\",\"name\":\"Fire Mangonels\",\"entry\":\"The warship can fire its {@object mangonel||mangonels} (DMG, ch. 8).\"},{\"type\":\"item\",\"name\":\"Move\",\"entry\":\"The warship can use its helm to move with its oars or sails. As part of this move, it can use its naval ram.\"}]}],\"hasFluff\":true,\"hasFluffImages\":true},{\"name\":\"Wasp Ship\",\"source\":\"AAG\",\"page\":56,\"vehicleType\":\"SPELLJAMMER\",\"dimensions\":[\"80 ft.\",\"20 ft.\"],\"terrain\":[\"space\"],\"capCrew\":5,\"capCargo\":10,\"cost\":2000000,\"pace\":{\"fly\":\"5½\"},\"speed\":{\"fly\":50},\"hull\":{\"ac\":15,\"acFrom\":[\"wood\"],\"hp\":250,\"dt\":15},\"weapon\":[{\"name\":\"Ballista\",\"crew\":3,\"ac\":15,\"hp\":50,\"costs\":[{\"cost\":5000,\"note\":\"ballista\"},{\"cost\":500,\"note\":\"bolt\"}],\"entries\":[\"It takes 1 action to load the ballista, 1 action to aim it, and 1 action to fire it.\"],\"action\":[{\"name\":\"Bolt\",\"entries\":[\"{@atk rw} +6 to hit, range 120/480 ft., one target. {@h}16 ({@dice 3d10}) piercing damage.\"]}]}],\"hasToken\":true,\"hasFluff\":true,\"hasFluffImages\":true}],\"vehicleUpgrade\":[{\"name\":\"Acidic Bile Sprayer\",\"source\":\"BGDIA\",\"page\":221,\"upgradeType\":[\"IWM:W\"],\"entries\":[\"This hose weapon is attached to demonic organs that produce an acidic bile that dissolves flesh on contact.\",{\"type\":\"entries\",\"name\":\"Acidic Bile Sprayer (Requires 1 Crew and Grants Half Cover, {@recharge 5|m})\",\"entries\":[\"Acidic bile sprays from a nozzle in a 30-foot cone. Each creature in the cone must make a DC 12 Dexterity saving throw, taking 40 ({@damage 9d8}) acid damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this damage is dissolved, leaving behind any objects it was carrying or wearing.\"]}]},{\"name\":\"Arcane Artillery\",\"source\":\"GoS\",\"page\":197,\"upgradeType\":[\"SHP:W\"],\"entries\":[\"Using methods similar to those used to produce magic weapons, a skilled spellcaster imbues a ship's weapon with destructive energy. This weapon gains a +2 bonus to its attack and damage rolls, and its attacks count as magical.\"]},{\"name\":\"Bones of Endless Toil\",\"source\":\"GoS\",\"page\":198,\"upgradeType\":[\"SHP:O\"],\"entries\":[\"The bones of ancient, mysterious creatures festoon the ship. Potent runes crawl across these remains, emitting a sickly green radiance. When a humanoid dies aboard the ship, that creature must make a DC 12 Wisdom saving throw. On a successful save, it dies as normal. If it fails, it immediately rises as a {@creature zombie} obedient to the ship's captain. The zombie gains a working knowledge of the ship, allowing it to serve as a member of the crew. A number of creatures equal to the ship's creature capacity can be animated in this manner at any given time.\"]},{\"name\":\"Canian Armor\",\"source\":\"BGDIA\",\"page\":221,\"upgradeType\":[\"IWM:A\"],\"entries\":[\"The infernal iron used to make the vehicle was mined on Cania, the coldest layer of the Nine Hells. An infernal war machine with Canian armor has an Armor Class of 22 + its Dexterity modifier. While the vehicle is not moving, attack rolls made against it have advantage. The infernal war machine also has immunity to cold damage in addition to its other damage immunities, and it's immune to the effects of extreme cold.\"]},{\"name\":\"Churning Hull\",\"source\":\"GoS\",\"page\":196,\"upgradeType\":[\"SHP:H\"],\"entries\":[\"A tempest rages within these rune-etched, iron chains. Raiders and pirates who operate under the blessings of a storm god sometimes make use of this upgrade.\",\"By draping the chains over a ship's hull, the storm's fury thrashes into the water around it. The water within 210 feet of the ship is {@quickref difficult terrain||3} for everything other than this ship.\"]},{\"name\":\"Clockwork Oars\",\"source\":\"GoS\",\"page\":197,\"upgradeType\":[\"SHP:M\"],\"entries\":[\"Using a combination of magic and clockwork, the oars on this ship require only one crew member to use them, pushing the button or lever that activates them.\"]},{\"name\":\"Concussive Rounds\",\"source\":\"GoS\",\"page\":197,\"upgradeType\":[\"SHP:W\"],\"entries\":[\"Enhanced by abjuration magic, this weapon's attacks burst with raucous noise capable of momentarily distracting and disorienting enemy crews. If this weapon hits a vehicle's hull, that vehicle's speed decreases by {@dice 2d10} feet until the start of the attacker's next turn.\"]},{\"name\":\"Death Vessel\",\"source\":\"GoS\",\"page\":196,\"upgradeType\":[\"SHP:H\"],\"entries\":[\"Crafted with materials harvested from the Shadowfell, this upgrade grants a ship an aura of dread. As an action, the ship can create a pulse of horrific energy. Every creature that is an enemy of the ship who is on board or within 210 feet of it must make DC 14 Wisdom saving throw. On a failed save, a creature is {@condition frightened} of the ship for 1 minute. On a successful save, the creature is immune to this ability for 24 hours. Once this ability is used, it can't be used again until {@dice 1d4} hours have passed.\"]},{\"name\":\"Defiant Sails\",\"source\":\"GoS\",\"page\":197,\"upgradeType\":[\"SHP:M\"],\"entries\":[\"These sails glitter with a fine coat of mithral treated with abjuration magic. While the sails are unfurled, ranged weapon attacks made against the ship and anyone aboard it are made with disadvantage, as a result of the sails' protective magic. This drawback doesn't apply if the attacker is aboard the ship.\"]},{\"name\":\"Dragon Sails\",\"source\":\"GoS\",\"page\":197,\"upgradeType\":[\"SHP:M\"],\"entries\":[\"Dragon scales woven into these sails make them more resistant to damage. The sails gain a +3 bonus to AC, and they have resistance to a damage type based on the type of scales used to craft them, as shown on the Dragon Sails table.\",{\"type\":\"table\",\"caption\":\"Dragon Sails\",\"colStyles\":[\"col-6 text-center\",\"col-6 text-center\"],\"colLabels\":[\"Dragon Type\",\"Damage Type\"],\"rows\":[[\"Black\",\"Acid\"],[\"Blue\",\"Lightning\"],[\"Brass\",\"Fire\"],[\"Bronze\",\"Lightning\"],[\"Copper\",\"Acid\"],[\"Gold\",\"Fire\"],[\"Green\",\"Acid\"],[\"Red\",\"Fire\"],[\"Silver\",\"Cold\"],[\"White\",\"Cold\"]]}]},{\"name\":\"Ever-Full Sails\",\"source\":\"GoS\",\"page\":197,\"upgradeType\":[\"SHP:M\"],\"entries\":[\"These billowing sails are woven from cloud-stuff drawn from the Elemental Plane of Air. Wind whips and whistles around them, allowing a ship to move with a speed of 60 feet regardless of direction relative to the wind.\"]},{\"name\":\"Explosive Rounds\",\"source\":\"GoS\",\"page\":197,\"upgradeType\":[\"SHP:W\"],\"entries\":[\"Drawing on powerful evocation magic, this weapon's attacks are imbued with unstable energy that explodes in a fiery blast. When this weapon hits, it deals an extra {@damage 2d6} fire damage.\"]},{\"name\":\"Flamethrower\",\"source\":\"BGDIA\",\"page\":221,\"upgradeType\":[\"IWM:W\"],\"entries\":[\"Although useless against demons, this weapon is great against flammable creatures and objects.\",{\"type\":\"entries\",\"name\":\"Flamethrower (Requires 1 Crew and Grants Half Cover)\",\"entries\":[\"Fire shoots out of the weapon's nozzle in a 60-foot line that is 5 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 18 ({@damage 4d8}) fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being carried or worn.\"]}]},{\"name\":\"Frost-Locked Hull\",\"source\":\"GoS\",\"page\":196,\"upgradeType\":[\"SHP:H\"],\"entries\":[\"This upgrade replaces a ship's hull with supernatural ice drawn from the elemental planes. The hull and the other components of the ship are immune to cold damage but vulnerable to fire damage. The ship can also move at its normal speed over ice of any thickness, floating on the ice at the same depth as it would in water.\"]},{\"name\":\"Gilded Death Armor\",\"source\":\"BGDIA\",\"page\":222,\"upgradeType\":[\"IWM:A\"],\"entries\":[\"Gold stolen or bartered from the archdevil Mammon plates the vehicle's exterior. This gold can't be removed without destroying the vehicle and turns to dust when the infernal war machine drops to 0 hit points. Gilded death armor grants the infernal war machine resistance to bludgeoning, piercing, and slashing damage.\"]},{\"name\":\"Grasping Rounds\",\"source\":\"GoS\",\"page\":197,\"upgradeType\":[\"SHP:W\"],\"entries\":[\"This weapon creates spectral chains that trail after its shots, restraining enemy vessels in their grasp. When this weapon hits a ship, that vehicle must succeed on a DC 14 Strength saving throw or it can't move away from the attacker. As an action, the attacking ship can end this effect, and the target can end it by taking an action and succeeding on a DC 14 Strength check.\"]},{\"name\":\"Guardian Figurehead\",\"source\":\"GoS\",\"page\":198,\"upgradeType\":[\"SHP:F\"],\"entries\":[\"This figurehead depicts an armored knight. As an action, the ship can activate this item, causing it to animate as an {@creature iron golem}. The golem acts on the ship's turn when the captain uses one of the ship's actions. The golem remains animated for 1 minute. At the end of that time, it teleports back to its position as a figurehead. Once a ship uses this action, it can't use it again for 24 hours.\"]},{\"name\":\"Infernal Screamer\",\"source\":\"BGDIA\",\"page\":221,\"upgradeType\":[\"IWM:W\"],\"entries\":[\"A writhing humanoid torso made of melting wax juts out from this station, with a barbed hand crank between its shoulder blades. The figure telepathically shrieks in agony when the crank is turned.\",{\"type\":\"entries\",\"name\":\"Infernal Screamer (Requires 1 Crew and Grants Half Cover)\",\"entries\":[\"The screamer's operator targets one creature it can see within 120 feet of the screamer. The target must make a DC 15 Wisdom saving throw, taking 26 ({@damage 4d12}) psychic damage on a failed save, or half as much damage on a successful one.\"]}]},{\"name\":\"Living Vessel\",\"source\":\"GoS\",\"page\":196,\"upgradeType\":[\"SHP:H\"],\"entries\":[\"This vessel's hull was crafted in the Feywild under the direction of master eladrin shipwrights. It is a living plant, drawing sustenance from water and sunlight. Vines covered in thick leaves hang over its side, and the wood runs with fresh sap when damaged. The ship gains a +2 bonus to all Constitution checks or saving throws. As long as the ship has at least 1 hit point, it regains 10 hit points every minute.\"]},{\"name\":\"Necrotic Smoke Screen\",\"source\":\"BGDIA\",\"page\":222,\"upgradeType\":[\"IWM:G\"],\"entries\":[\"The vehicle's driver can activate this magical device as a bonus action, causing the vehicle to expel a 30-foot cube of opaque smoke directly in front of it or behind it. The cloud is stationary and lasts for 1 minute. The area within it is heavily obscured. Any creature that enters the cloud for the first time on a turn or starts its turn there takes 21 ({@damage 6d6}) necrotic damage. A strong wind disperses the cloud. This device needs 24 hours to recharge before it can be used again.\"]},{\"name\":\"Red Dragon Figurehead\",\"source\":\"GoS\",\"page\":198,\"upgradeType\":[\"SHP:F\"],\"entries\":[\"This figurehead depicts a red dragon rearing to strike, its mouth open. As an action, the ship can activate this item to create a 60-foot cone of flame that originates from the figurehead. Each creature and object in the cone must make a DC 12 Dexterity saving throw, taking 21 ({@damage 6d6}) fire damage on a failed save, or half as much damage on a successful one. Once a ship uses this action, it can't use it again for 1 minute.\"]},{\"name\":\"Reinforced Hull\",\"source\":\"GoS\",\"page\":197,\"upgradeType\":[\"SHP:H\"],\"entries\":[\"A master shipwright can use superior materials and clever design to make a ship's hull more resilient. Such reinforcement doubles the hull's hit point maximum.\"]},{\"name\":\"Screaming Sails\",\"source\":\"GoS\",\"page\":197,\"upgradeType\":[\"SHP:M\"],\"entries\":[\"Woven from the energy of captured wraiths and bound with the spirit of a banshee, these sails groan mournfully when they catch the wind. As an action, while within 5 feet of the sails, the ship's captain can cause the sails to unleash a howl. Every creature hostile to the ship who is on board or within 300 feet of it must succeed on a DC 14 Wisdom saving throw, or the creature takes {@damage 4d6} psychic damage and is then {@condition frightened} for 1 minute. Once this ability has been used, it can't be used again until {@dice 2d6} hours have passed.\"]},{\"name\":\"Scything Oars\",\"source\":\"GoS\",\"page\":197,\"upgradeType\":[\"SHP:M\"],\"entries\":[\"Sharpened, magically reinforced oars make a vessel dangerous to approach. When the ship takes an action that moves it with these oars, any creature or object in the water within 10 feet of it at any point of the move must make a DC 10 Dexterity saving throw, taking {@damage 2d6} slashing damage on a failed save or half as much damage on a successful one.\"]},{\"name\":\"Smuggler's Banner\",\"source\":\"GoS\",\"page\":198,\"upgradeType\":[\"SHP:O\"],\"entries\":[\"This flag is meant to be flown from a ship's mast. Its powerful magic causes it to appear as a flag or banner displaying the symbol of a group, captain, or realm friendly to the viewer. Multiple viewers might see different flags or crests.\",\"The banner's true power is its ability to aid a ship in making rapid escapes. As an action, the ship and all friendly creatures aboard it teleport up to 3 miles to a known destination of the captain's choice. Hostile creatures aboard the ship don't move with the ship and fall into the water it once occupied. Once this item is used to teleport, it can't teleport in this way again for {@dice 2d6} days.\"]},{\"name\":\"Soul Spike Armor\",\"source\":\"BGDIA\",\"page\":222,\"upgradeType\":[\"IWM:A\"],\"entries\":[\"The vehicle is covered with spikes inscribed with blasphemous symbols. Luminous, ghostly figures impaled on these spikes wail and reach out in agony.\",\"If a creature that isn't a devil dies within 30 feet of the infernal war machine, its soul (if it has one) is torn from its body and joins the wailing throng impaled on the spikes. As long as its soul remains trapped, a creature can't be raised from the dead by any means. A trapped soul is freed if the vehicle is destroyed, if the spike anchoring it is the target of a {@spell remove curse} spell or similar magic, or if the spike is destroyed. Each spike is a Small object with AC 19, 15 hit points, and resistance to all damage except radiant damage.\"]},{\"name\":\"Storm Giant Figurehead\",\"source\":\"GoS\",\"page\":198,\"upgradeType\":[\"SHP:F\"],\"entries\":[\"This figurehead depicts a storm giant clutching a thunderbolt. As an action, the ship can activate this item to create a 60-foot cone that originates from the figurehead. Each creature in the cone must make DC 12 Constitution saving throw, taking 14 ({@damage 4d6}) thunder damage on a failed save, or half as much damage on a successful one. A creature that fails its saving throw is also pushed 10 feet away from the figurehead. Once a ship uses this action, it can't use it again for 1 minute.\"]},{\"name\":\"Styx Sprayer\",\"source\":\"BGDIA\",\"page\":221,\"upgradeType\":[\"IWM:W\"],\"entries\":[\"This flexible hose is connected to a tank that holds 30 gallons of water from the {@area River Styx|1a3|x}. Each use of the weapon depletes 10 gallons of the water. Refilling the tank requires access to the Styx.\",{\"type\":\"entries\",\"name\":\"Styx Sprayer (Requires 1 Crew and Grants Half Cover; 3 Uses)\",\"entries\":[\"{@atk rs}: +5 to hit, range 30 ft., one creature. {@h}The creature is struck by water from the River Styx and targeted by a {@spell feeblemind} spell (save DC 20). An already feebleminded creature is immune to this effect, as is a creature adapted to the River Styx. If the target fails its saving throw and the spell's effect on it is not ended within 30 days, the effect becomes permanent, whereupon the creature loses all its memories and becomes a near-mindless shell of its former self. At that point, nothing short of divine intervention can undo the effect.\"]}]},{\"name\":\"Taskmaster's Drums\",\"source\":\"GoS\",\"page\":198,\"upgradeType\":[\"SHP:O\"],\"entries\":[\"This 4-foot-tall bronze drum comes with a pair of iron mallets. A creature can activate the drums as an action, causing the hammers to float above the drum and strike it to produce a thundering rhythm. For the next minute, the ship gains one additional action, as long as it has at least one action. Once this item is used, it can't be activated again for {@dice 2d10} hours.\"]},{\"name\":\"Teleporter\",\"source\":\"BGDIA\",\"page\":222,\"upgradeType\":[\"IWM:G\"],\"entries\":[\"The vehicle's driver can activate this magical device as a bonus action, causing the vehicle to teleport to an unoccupied space that the driver can see up to 300 feet away from the vehicle's current position. All creatures and objects in contact with the vehicle are teleported along with it. This device needs 24 hours to recharge before it can be used again.\"]},{\"name\":\"Vigilant Watch\",\"source\":\"GoS\",\"page\":197,\"upgradeType\":[\"SHP:H\"],\"entries\":[\"A row of crystal orbs, each filled with viscous liquid and a beholder's eyeball, is mounted along this ship's hull. {@condition Invisible} creatures are visible while on the ship or within 120 feet of it.\"]}]}"); function baseUtil () { const vttesUrl = "https://justas-d.github.io/roll20-enhancement-suite/"; let shownHardDickWarning = false; d20plus.ut = {}; // d20plus.ut.WIKI_URL = "https://wiki.5e.tools"; // I'll be back ... d20plus.ut.WIKI_URL = "https://wiki.tercept.net/en/betteR20"; d20plus.ut.log = (...args) => { // eslint-disable-next-line no-console console.log("%cD20Plus > ", "color: #3076b9; font-size: large", ...args); $("#boring-progress").html(`>${args.join(" ").toLocaleLowerCase()}`); }; d20plus.ut.error = (...args) => { // eslint-disable-next-line no-console console.error("%cD20Plus > ", "color: #b93032; font-size: large", ...args); }; d20plus.ut.chatLog = (arg) => { d20.textchat.incoming( false, { who: "betteR20", type: "general", content: (arg || "").toString(), playerid: window.currentPlayer.id, id: d20plus.ut.generateRowId(), target: window.currentPlayer.id, avatar: "https://i.imgur.com/bBhudno.png", }, ); }; d20plus.ut.ascSort = (a, b) => { if (b === a) return 0; return b < a ? 1 : -1; }; d20plus.ut.fix3dDice = () => { Object.defineProperty(Array.prototype, "filter", { enumerable: false, value: Array.prototype.filter, }); Object.defineProperty(Array.prototype, "map", { enumerable: false, value: Array.prototype.map, }); }; d20plus.ut.injectCode = (object, method, injectedCode) => { const original = object[method].bind(object); object[method] = (...initParams) => { return injectedCode.bind(object)(original, initParams); } } d20plus.ut.checkVersion = () => { d20plus.ut.log("Checking current version"); const isStreamer = !!d20plus.cfg.get("chat", "streamerChatTag"); const scriptName = isStreamer ? "Script" : "betteR20"; $.ajax({ url: `${B20_REPO_URL}betteR20-version`, success: (data) => { if (data) { const curr = d20plus.version; const avail = data; const cmp = d20plus.ut.cmpVersions(curr, avail); if (cmp < 0) { setTimeout(() => { if (!isStreamer) { const rawToolsInstallUrl = `${B20_REPO_URL}betteR20-5etools.user.js`; const rawCoreInstallUrl = `${B20_REPO_URL}betteR20-core.user.js`; const msgVars = [scriptName, avail, rawToolsInstallUrl, rawCoreInstallUrl]; d20plus.ut.sendHackerChat(`

A newer version of ${msgVars[0]} is available.
Get ${msgVars[1]} 5etools OR core.

`); } else { d20plus.ut.sendHackerChat(`
A newer version of ${scriptName} is available.

`); } }, 1000); } } }, error: () => { d20plus.ut.log("Failed to check version"); }, }) }; d20plus.ut.showHardDickMessage = (scriptName) => { if (shownHardDickWarning) return; shownHardDickWarning = true; /* d20plus.ut.sendHackerChat(` ${scriptName} needs VTT Enhancement Suite! Please install it from here.
`, true); */ }; d20plus.ut.chatTag = () => { const legacyStyle = !!d20plus.cfg.getOrDefault("chat", "legacySystemMessagesStyle"); const showWelcome = !!d20plus.cfg.getOrDefault("chat", "showWelcomeMessage"); const isStreamer = !!d20plus.cfg.get("chat", "streamerChatTag"); const classname = !legacyStyle ? "userscript-b20intro" : "userscript-hackerintro"; const scriptName = isStreamer ? "Script" : d20plus.scriptName; const vttesVersion = window.r20es?.hooks?.welcomeScreen?.config?.previousVersion; const data = [ d20plus.scriptName, (vttesVersion && `v${vttesVersion}`) || "not", d20plus.ut.WIKI_URL, ]; const welcomeTemplate = (b20v, vttv, faq) => `

betteR20 by 5etools

VTTES ${vttv} detected
${b20v} loaded

Need help? Visit our wiki or join our Discord.

Please DO NOT post about this script or any related content in official channels, including the Roll20 forums.

Before reporting a bug on the Roll20 forums, please disable the script and check if the problem persists.

`; const $boringProgress = $("#boring-progress"); if (showWelcome) { if (!isStreamer) { d20plus.ut.sendHackerChat(welcomeTemplate(...data)); } else { d20plus.ut.sendHackerChat(`VTTE detected and ${scriptName} successfully loaded.
`); } } if (window.enhancementSuiteEnabled) { $boringProgress.before(`>vtt enhancement suite detected`) } else { d20plus.ut.showHardDickMessage(scriptName); } d20plus.betaFeaturesEnabled && !isStreamer && d20plus.ut.sendHackerChat(`
betteR20 does not support the beta UI preview at this moment! Using it MAY OR MAY NOT make some betteR20 or roll20 functionality unavailable. If you experience problems, try disabling roll20 Beta Features.
`); $boringProgress .before(`>all systems operational`) .html(""); setTimeout(() => { const $bored = $(`.boring-chat`); $bored.css("height", "0px"); setTimeout(() => { $bored.remove(); clearInterval(d20plus.ut.cursor); }, 2000); d20plus.ut.sendHackerChat(`

Notes on b20 beta

You are using preview version of betteR20
Please read this carefully and give feedback in official betteR20 Discord server, in 5etools > better20 > #testing thread

This version contains following changes
-- Beta features overview:
⦁ Mouseover hints on Conditions
⦁ Filter Imports by List
⦁ Extra Layers functionality
⦁ Token Images Editor
⦁ Better token Actions & Automation
⦁ Some fixes related to roll20 newUI
⦁ ArtRepo & community modules restored
⦁ Warn about Jumpgate on startup
⦁ "Import source" selector rework
⦁ New image URLs fixer
⦁ New UVTT/DA walls data importer
⦁ Separate userscript for 2014 rules only

-- v.186.12 changes:
⦁ fix 5et2014 queries
⦁ better source selector behavior

-- v.186.13 changes:
⦁ 5etools v2.5.4 update:
- update data and libs
- update PHB tags (thanks @DeathStalker)
- add damage etc. to spells
⦁ add doors & windows to Module Importer/Exporter (thanks @csagataj2)
⦁ fix disabling BetterActions panel

`); }, 6000); }; d20plus.ut.showInitMessage = () => { const consTemplate = `
>initializing, please wait... >loading data >
`; $(`#textchat`).prepend(consTemplate); let blink = false; const $bored = $(`.boring-chat`); d20plus.ut.cursor = setInterval(() => { $bored.append($(`.boring-cursor`)); if (blink) $bored.find(`aside`).html("|"); else $bored.find(`aside`).html(""); blink = !blink; }, 300); }; d20plus.ut.showLoadingMessage = () => { const isStreamer = !!d20plus.cfg?.get("chat", "streamerChatTag"); const scriptName = isStreamer ? "Script" : d20plus.scriptName; const loadMsgTemplate = `>loading ${d20plus.scriptName}`; if (!isStreamer) $(".boring-chat > span:first-child").after(loadMsgTemplate); if (!window.enhancementSuiteEnabled) d20plus.ut.showHardDickMessage(scriptName); // to get rid of an uncaught error that keeps appearing on timely basis if (!window.DD_RUM) window.DD_RUM = {addAction: () => {} }; } d20plus.ut.showFullScreenWarning = (msg) => { const $body = $(`body`); $body.addClass("ve-fswarn__body"); const $btnClose = $(``) .click(() => { $overlay.remove(); $body.removeClass("ve-fswarn__body"); }); const $overlay = $(`
`); $btnClose.appendTo($overlay); $overlay.append(`
${msg.title || ""}
betterR20: ${msg.message || ""}.
${msg.instructions || ""}
`).appendTo($body); $(`.boring-chat`).remove(); d20?.textchat?.incoming(false, ({ who: "system", type: "system", content: `betterR20: ${msg.message || "error occurred"}! Exiting...`, })); } d20plus.ut.sendHackerChat = (message, error = false) => { const legacyStyle = !!d20plus.cfg.get("chat", "legacySystemMessagesStyle"); if (!message) return; d20.textchat.incoming(false, ({ who: "system", type: !legacyStyle && error ? "error" : "system", content: (legacyStyle ? ` ${message} ` : message), })); }; d20plus.ut.generateVersionInfo = () => { d20plus.ut.log("Generating version info"); const b20n = encodeURI(d20plus.scriptName.split("-")[1].split(" v")[0]); const b20v = encodeURI(d20plus.version); const vtte = encodeURI(window.r20es?.hooks?.welcomeScreen?.config?.previousVersion); const phdm = d20plus.ut.detectDarkModeScript(); const date = Number(new Date()); const info = btoa(JSON.stringify({b20n, b20v, vtte, phdm, dnd20: window.b20, date})); return info; } d20plus.ut.parseVersionInfo = (raw) => { const info = JSON.parse(decodeURI(atob(raw))); const time = d20plus.ut.timeAgo(info.date); const phdm = info.phdm ? `
Detected DarkMode script` : ""; const vttes = info.vtte ? `
Detected VTTES v${info.vtte}` : ""; const dnd20 = info.dnd20 ? `
Detected Beyond20 extension` : ""; let html = `Detected betteR20-${info.b20n} v${info.b20v}${vttes}${phdm}${dnd20}
Info updated ${time}`; if (d20plus.ut.cmpVersions(info.b20v, d20plus.version) < 0) html += `
Player's betteR20 may be outdated`; if (d20plus.ut.cmpVersions(info.vtte, window.r20es?.hooks?.welcomeScreen?.config?.previousVersion) < 0) html += `
Player's VTTES may be outdated`; return html; } d20plus.ut.cmpVersions = (present, latest) => { if (!present || !latest) return 0; const regExStrip0 = /(\.0+)+$/; const segmentsA = present.replace(regExStrip0, "").split("."); const segmentsB = latest.replace(regExStrip0, "").split("."); const l = Math.min(segmentsA.length, segmentsB.length); for (let i = 0; i < l; i++) { const diff = parseInt(segmentsA[i], 10) - parseInt(segmentsB[i], 10); if (diff) { return diff; } } return segmentsA.length - segmentsB.length; } d20plus.ut.detectDarkModeScript = () => { d20plus.ut.dmscriptDetected = false; // Detect if player is using Roll20 Dark Theme // https://github.com/Pharonix/Roll20-Dark-Theme $("style").each((i, el) => { if (el.textContent.indexOf("/*New Characteristics Menu*/") >= 0) { d20plus.ut.dmscriptDetected = true; return false; } }); return d20plus.ut.dmscriptDetected; } d20plus.ut.addCSS = (selectors, rules) => { if (!(selectors instanceof Array)) selectors = [selectors]; selectors.forEach(selector => { try { const index = d20plus.css.sheet.cssRules.length; if ("insertRule" in d20plus.css.sheet) { d20plus.css.sheet.insertRule(`${selector}{${rules}}`, index); } else if ("addRule" in d20plus.css.sheet) { d20plus.css.sheet.addRule(selector, rules, index); } } catch (e) { if ((!selector && selector.startsWith("-webkit-"))) { // eslint-disable-next-line no-console console.error(`Selector was "${selector}"; rules were "${rules}"`, e); } } }); }; d20plus.ut.addAllCss = () => { d20plus.ut.log("Adding CSS"); const sheetElement = document.createElement("style"); d20plus.css.sheet = document.head.appendChild(sheetElement).sheet; _.each(d20plus.css.baseCssRules, function (r) { d20plus.ut.addCSS(r.s, r.r); }); if (!window.is_gm) { _.each(d20plus.css.baseCssRulesPlayer, function (r) { d20plus.ut.addCSS(r.s, r.r); }); } _.each(d20plus.css.cssRules, function (r) { d20plus.ut.addCSS(r.s, r.r); }); }; d20plus.ut.timeAgo = (ts) => { const difInteger = Number(new Date()) - Number(ts); const difMinutes = Math.ceil((difInteger - 60000) / 60000); const difHours = Math.ceil((difInteger - 3600000) / 3600000); const difDays = Math.ceil((difInteger - 86400000) / 86400000); if (difDays > 0) return `${difDays} d ago`; if (difHours > 0) return `${difHours} hr ago`; if (difMinutes > 0) return `${difMinutes} min ago`; return `0 min ago`; } d20plus.ut.getAntiCacheSuffix = () => { return `?${(new Date()).getTime()}`; }; d20plus.ut.generateRowId = () => { return window.generateUUID().replace(/_/g, "Z"); }; d20plus.ut.randomRoll = (roll, success, error) => { d20.textchat.diceengine.process(roll, success, error); }; d20plus.ut.getJournalFolderObj = () => { d20.journal.refreshJournalList(); let journalFolder = d20.Campaign.get("journalfolder"); if (journalFolder === "") { d20.journal.addFolderToFolderStructure("Characters"); d20.journal.refreshJournalList(); journalFolder = d20.Campaign.get("journalfolder"); } return JSON.parse(journalFolder); }; d20plus.ut.fetchCharAttribs = async (char, keepSync) => { const attribs = char?.attribs; if (!attribs) return false; if (keepSync && !attribs.backboneFirebase) { attribs.backboneFirebase = new BackboneFirebase(attribs) } if (attribs.length) { return char; } if (!attribs.fetching) { attribs.fetch(attribs); attribs.fetching = true; } return new Promise(resolve => { let inProgress = 0; const wait = setInterval(() => { inProgress++; if (attribs.length) resolve(char); if (attribs.length || inProgress > 100) { resolve(false); clearInterval(wait); delete attribs.fetching; d20plus.ut.log(`Tried fetching ${char.attributes.name}`); } }, 30); }); } d20plus.ut._lastInput = null; d20plus.ut.getNumberRange = (promptText, min, max) => { function alertInvalid () { alert("Please enter a valid range."); } function isOutOfRange (num) { return num < min || num > max; } function addToRangeVal (range, num) { range.add(num); } function addToRangeLoHi (range, lo, hi) { for (let i = lo; i <= hi; ++i) { range.add(i); } } function alertOutOfRange () { alert(`Please enter numbers in the range ${min}-${max} (inclusive).`); } while (true) { const res = prompt(promptText, d20plus.ut._lastInput || "E.g. 1-5, 8, 11-13"); if (res && res.trim()) { d20plus.ut._lastInput = res; const clean = res.replace(/\s*/g, ""); if (/^((\d+-\d+|\d+),)*(\d+-\d+|\d+)$/.exec(clean)) { const parts = clean.split(","); const out = new Set(); let failed = false; for (const part of parts) { if (part.includes("-")) { const spl = part.split("-"); const numLo = Number(spl[0]); const numHi = Number(spl[1]); if (isNaN(numLo) || isNaN(numHi) || numLo === 0 || numHi === 0 || numLo > numHi) { alertInvalid(); failed = true; break; } if (isOutOfRange(numLo) || isOutOfRange(numHi)) { alertOutOfRange(); failed = true; break; } if (numLo === numHi) { addToRangeVal(out, numLo); } else { addToRangeLoHi(out, numLo, numHi); } } else { const num = Number(part); if (isNaN(num) || num === 0) { alertInvalid(); failed = true; break; } else { if (isOutOfRange(num)) { alertOutOfRange(); failed = true; break; } addToRangeVal(out, num); } } } if (!failed) { d20plus.ut._lastInput = null; return out; } } else { alertInvalid(); } } else { d20plus.ut._lastInput = null; return null; } } }; d20plus.ut.getTokensDistanceText = (tokenAmodel, tokenBmodel) => { if (!tokenAmodel?.attributes || !tokenBmodel?.attributes) return ""; const page = d20.Campaign.activePage().attributes; const tokenA = tokenAmodel.attributes; const tokenB = tokenBmodel.attributes; const distX = Math.abs(tokenA.left - tokenB.left) - tokenA.width / 2 - tokenB.width / 2 + 70; const distY = Math.abs(tokenA.top - tokenB.top) - tokenA.height / 2 - tokenB.height / 2 + 70; const distMapUnits = (dist) => Math.round(dist / 70 * (page.scale_number || 5)); if (page.diagonaltype === "foure") { const maxDist = Math.max(distX, distY); return `${distMapUnits(maxDist)} ${page.scale_units || "ft."}`; } else if (page.diagonaltype === "manhattan") { const totDist = distX + distY; return `${distMapUnits(totDist)} ${page.scale_units || "ft."}`; } else { const distPixels = Math.sqrt(distX ** 2 + distY ** 2); return `${distMapUnits(distPixels)} ${page.scale_units || "ft."}`; } }; d20plus.ut.getPathById = (pathId) => { return d20plus.ut._getCanvasElementById(pathId, "thepaths"); }; d20plus.ut.getTokenById = (tokenId) => { return d20plus.ut._getCanvasElementById(tokenId, "thegraphics"); }; d20plus.ut.getAccountById = (playerId) => { return d20.Campaign.players.get(playerId)?.attributes?.d20userid; }; d20plus.ut.getPlayerNameById = (playerId) => { return d20.Campaign.players.get(playerId)?.attributes?.displayname; }; d20plus.ut._getCanvasElementById = (id, prop) => { const found = d20.Campaign.pages.models.find(model => model[prop]?.get(id)); return found ? found[prop].get(id) : null; }; d20plus.ut.getMacroByName = (macroName) => { const macros = d20.Campaign.players.map(p => p.macros.find(m => m.get("name") === macroName && (p.id === window.currentPlayer.id || m.visibleToCurrentPlayer()))) .filter(Boolean); if (macros.length) { return macros[0]; } return null; }; d20plus.ut.getCharacter = (charRef) => { if (charRef === "selected") return d20.engine.selected()[0]?.model?.character; const characters = d20.Campaign.characters; if (charRef.id) return characters._byId[charRef.id]; return characters._byId[charRef] || characters.models.find(char => char.attributes.name === charRef); } d20plus.ut.getCharAttribByName = (char, attribName) => { return char.attribs?.models?.find(prop => prop?.attributes?.name === attribName); }; d20plus.ut.getCharAbilityByName = (char, abilbName) => { return char.abilities?.models?.find(prop => prop?.attributes?.name === abilbName); }; d20plus.ut.getCharMetaAttribByName = (char, attribNamePart, caseInsensitive) => { const extract = /^repeating_(?:attack|inventory|proficiencies|resource|spell_(?:\d?|cantrip)|traits)_[^_]*(?:_resource_(?:right|left)|)/; const toFind = caseInsensitive ? attribNamePart.toLowerCase() : attribNamePart; const metaAttrib = {_ref: {}}; char.attribs?.models.forEach(prop => { const find = caseInsensitive ? prop.attributes?.name.toLowerCase().includes(toFind) : prop.attributes?.name.includes(toFind); if (!find) return; metaAttrib._ref._id = metaAttrib._ref._id || prop.attributes.name.match(extract)?.last() || attribNamePart; const attribName = prop.attributes.name.replace(metaAttrib._ref._id, "").slice(1); metaAttrib[attribName || "current"] = prop.attributes.current; metaAttrib._ref[attribName || "current"] = prop; if (prop.attributes.max) { metaAttrib[`${attribName}max`] = prop.attributes.max; metaAttrib._ref[`${attribName}max`] = prop; } }); if (Object.entries(metaAttrib).length > 1) return metaAttrib; } d20plus.ut._BYTE_UNITS = ["kB", "MB", "GB", "TB", "PB", "EB", "ZB", "YB"]; d20plus.ut.getReadableFileSizeString = (fileSizeInBytes) => { let i = -1; do { fileSizeInBytes = fileSizeInBytes / 1024; i++; } while (fileSizeInBytes > 1024); return Math.max(fileSizeInBytes, 0.1).toFixed(1) + d20plus.ut._BYTE_UNITS[i]; }; d20plus.ut.sanitizeFilename = function (str) { return str.trim().replace(/[^-\w]/g, "_"); }; d20plus.ut.saveAsJson = function (filename, data) { const blob = new Blob([JSON.stringify(data, null, "\t")], {type: "application/json"}); d20plus.ut.saveAs(blob, `${filename}.json`); }; // based on: /*! @source http://purl.eligrey.com/github/FileSaver.js/blob/master/src/FileSaver.js */ d20plus.ut.saveAs = (function () { const view = window; let doc = view.document; // only get URL when necessary in case Blob.js hasn't overridden it yet let get_URL = function () { return view.URL || view.webkitURL || view; }; let save_link = doc.createElementNS("http://www.w3.org/1999/xhtml", "a"); let can_use_save_link = "download" in save_link; let click = function (node) { let event = new MouseEvent("click"); node.dispatchEvent(event); }; let is_safari = /constructor/i.test(view.HTMLElement) || view.safari; let is_chrome_ios = /CriOS\/[\d]+/.test(navigator.userAgent); let setImmediate = view.setImmediate || view.setTimeout; let throw_outside = function (ex) { setImmediate(function () { throw ex; }, 0); }; let force_saveable_type = "application/octet-stream"; // the Blob API is fundamentally broken as there is no "downloadfinished" event to subscribe to let arbitrary_revoke_timeout = 1000 * 40; // in ms let revoke = function (file) { let revoker = function () { if (typeof file === "string") { // file is an object URL get_URL().revokeObjectURL(file); } else { // file is a File file.remove(); } }; setTimeout(revoker, arbitrary_revoke_timeout); }; let dispatch = function (filesaver, event_types, event) { event_types = [].concat(event_types); let i = event_types.length; while (i--) { let listener = filesaver[`on${event_types[i]}`]; if (typeof listener === "function") { try { listener.call(filesaver, event || filesaver); } catch (ex) { throw_outside(ex); } } } }; let auto_bom = function (blob) { // prepend BOM for UTF-8 XML and text/* types (including HTML) // note: your browser will automatically convert UTF-16 U+FEFF to EF BB BF if (/^\s*(?:text\/\S*|application\/xml|\S*\/\S*\+xml)\s*;.*charset\s*=\s*utf-8/i.test(blob.type)) { return new Blob([String.fromCharCode(0xFEFF), blob], {type: blob.type}); } return blob; }; let FileSaver = function (blob, name, no_auto_bom) { if (!no_auto_bom) { blob = auto_bom(blob); } // First try a.download, then web filesystem, then object URLs let filesaver = this; let type = blob.type; let force = type === force_saveable_type; let object_url; let dispatch_all = function () { dispatch(filesaver, "writestart progress write writeend".split(" ")); }; // on any filesys errors revert to saving with object URLs let fs_error = function () { if ((is_chrome_ios || (force && is_safari)) && view.FileReader) { // Safari doesn't allow downloading of blob urls let reader = new FileReader(); reader.onloadend = function () { let url = is_chrome_ios ? reader.result : reader.result.replace(/^data:[^;]*;/, "data:attachment/file;"); let popup = view.open(url, "_blank"); if (!popup) view.location.href = url; url = undefined; // release reference before dispatching filesaver.readyState = filesaver.DONE; dispatch_all(); }; reader.readAsDataURL(blob); filesaver.readyState = filesaver.INIT; return; } // don't create more object URLs than needed if (!object_url) { object_url = get_URL().createObjectURL(blob); } if (force) { view.location.href = object_url; } else { let opened = view.open(object_url, "_blank"); if (!opened) { // Apple does not allow window.open, see https://developer.apple.com/library/safari/documentation/Tools/Conceptual/SafariExtensionGuide/WorkingwithWindowsandTabs/WorkingwithWindowsandTabs.html view.location.href = object_url; } } filesaver.readyState = filesaver.DONE; dispatch_all(); revoke(object_url); }; filesaver.readyState = filesaver.INIT; if (can_use_save_link) { object_url = get_URL().createObjectURL(blob); setImmediate(function () { save_link.href = object_url; save_link.download = name; click(save_link); dispatch_all(); revoke(object_url); filesaver.readyState = filesaver.DONE; }, 0); return; } fs_error(); }; let FS_proto = FileSaver.prototype; let saveAs = function (blob, name, no_auto_bom) { return new FileSaver(blob, name || blob.name || "download", no_auto_bom); }; // IE 10+ (native saveAs) if (typeof navigator !== "undefined" && navigator.msSaveOrOpenBlob) { return function (blob, name, no_auto_bom) { name = name || blob.name || "download"; if (!no_auto_bom) { blob = auto_bom(blob); } return navigator.msSaveOrOpenBlob(blob, name); }; } FS_proto.abort = function () {}; FS_proto.readyState = FS_proto.INIT = 0; FS_proto.WRITING = 1; FS_proto.DONE = 2; FS_proto.error = FS_proto.onwritestart = FS_proto.onprogress = FS_proto.onwrite = FS_proto.onabort = FS_proto.onerror = FS_proto.onwriteend = null; return saveAs; }()); d20plus.ut.promiseDelay = function (delay) { return new Promise(resolve => { setTimeout(() => resolve(), delay); }) }; d20plus.ut.LAYERS = ["map", "floors", "background", "objects", "roofs", "foreground", "gmlayer", "walls", "weather"]; d20plus.ut.layerToName = (l) => { switch (l) { case "map": return "Map"; case "floors": return "Floors"; case "background": return "Background"; case "objects": return "Objects & Tokens"; case "roofs": return "Roofs"; case "foreground": return "Foreground"; case "gmlayer": return "GM Info Overlay"; case "walls": return "Dynamic Lighting"; case "weather": return "Weather Exclusions"; } }; d20plus.ut.get$SelValue = ($sel) => { return $sel[0].options[$sel[0].selectedIndex].value; }; d20plus.ut.isUseSharedJs = () => { return BASE_SITE_URL.includes("://5e.tools") || BASE_SITE_URL.includes("://5etools.com") || /:\/\/5etools-mirror-\d+\./.test(BASE_SITE_URL); }; d20plus.ut.fixSidebarLayout = () => { $(`#textchat-input`).insertAfter(`#textchat`); const cached = d20.textchat.showPopout; d20.textchat.showPopout = function () { cached(); const cached2 = d20.textchat.childWindow.onbeforeunload; d20.textchat.childWindow.onbeforeunload = function () { cached2(); $(`#textchat-input`).insertAfter(`#textchat`); } } }; d20plus.ut.dynamicStyles = (slug) => { if (!d20plus.css.dynamic) d20plus.css.dynamic = {}; if (!d20plus.css.dynamic[slug]) { d20plus.css.dynamic[slug] = $("").appendTo(document.body); } return d20plus.css.dynamic[slug]; } /** * Assumes any other lists have been searched using the same term */ d20plus.ut.getSearchTermAndReset = (list, ...otherLists) => { let lastSearch = null; if (list.searched) { lastSearch = $(`#search`).val(); list.search(); otherLists.forEach(l => l.search()); } list.filter(); otherLists.forEach(l => l.filter()); return lastSearch; }; } SCRIPT_EXTENSIONS.push(baseUtil); /* map afow grid background objects foreground gmlayer walls weather */ function baseJsLoad () { d20plus.js = {}; d20plus.js.scripts = [ // {name: "listjs", url: "https://raw.githubusercontent.com/javve/list.js/v1.5.0/dist/list.min.js"}, // {name: "localforage", url: "https://raw.githubusercontent.com/localForage/localForage/1.7.3/dist/localforage.min.js"}, // {name: "JSZip", url: `https://raw.githubusercontent.com/Stuk/jszip/master/dist/jszip.min.js`}, ]; if (d20plus.ut.isUseSharedJs()) { // d20plus.js.scripts.push({name: "5etoolsShared", url: `${SITE_JS_URL}shared.js`}); } else { // d20plus.js.scripts.push({name: "5etoolsParser", url: `${SITE_JS_URL}parser.js`}); // d20plus.js.scripts.push({name: "5etoolsUtils", url: `${SITE_JS_URL}utils.js`}); } d20plus.js.apiScripts = [ // {name: "VecMath", url: "https://raw.githubusercontent.com/Roll20/roll20-api-scripts/master/Vector%20Math/1.0/VecMath.js"}, // {name: "MatrixMath", url: "https://raw.githubusercontent.com/Roll20/roll20-api-scripts/master/MatrixMath/1.0/matrixMath.js"}, // {name: "PathMath", url: "https://raw.githubusercontent.com/Roll20/roll20-api-scripts/master/PathMath/1.5/PathMath.js"} ]; d20plus.js._unpackScript = script => { return script.trim().split("\n").slice(1, -1).join("\n"); }; d20plus.js.pAddScripts = async () => { d20plus.ut.log("Add JS"); EXT_LIB_SCRIPTS.forEach(script => { d20plus.js._addScript("???", d20plus.js._unpackScript(script)); }); await Promise.all(d20plus.js.scripts.map(async it => { const js = await d20plus.js.pLoadWithRetries(it.name, it.url); d20plus.js._addScript(it.name, js) })); // Monkey patch JSON loading const cached = DataUtil.loadJSON; DataUtil.loadJSON = async (url, ...others) => { const xUrl = new URL(url); const cleanPathName = xUrl.pathname.replace(/^\//, ""); // If d20plus.debug.forceExternalRequests is set to true as a parameter, load from chosen url rather than built in data if (!d20plus.debug?.forceExternalRequests && JSON_DATA[cleanPathName]) { const out = JSON_DATA[cleanPathName]; await DataUtil.pDoMetaMerge(cleanPathName, out); return out; } if (url.startsWith("data/")) { url = BASE_SITE_URL + url; } return cached.bind(DataUtil)(url, ...others); }; }; d20plus.js.pAddApiScripts = async () => { d20plus.ut.log("Add Builtin API Scripts"); EXT_LIB_API_SCRIPTS.forEach(script => { d20plus.js._addScript("???", d20plus.js._unpackScript(script)); }); await Promise.all(d20plus.js.apiScripts.map(async it => { const js = await d20plus.js.pLoadWithRetries(it.name, it.url); d20plus.js._addScript(it.name, js); })); }; d20plus.js._addScript = (name, js) => { // sanity check if (js instanceof Promise) throw new Error(`Promise was passed instead of text! This is a bug.`); try { // eslint-disable-next-line no-eval window.eval(js); d20plus.ut.log(`JS [${name}] Loaded`); } catch (e) { d20plus.ut.log(`Error loading [${name}]`); d20plus.ut.log(e); throw e; } }; d20plus.js.pLoadWithRetries = async (name, url) => { let retries = 3; function pFetchData () { return new Promise((resolve, reject) => { $.ajax({ type: "GET", url: `${url}${d20plus.ut.getAntiCacheSuffix()}${retries}`, success: function (data) { resolve(data); }, error: function (resp, qq, pp) { if (resp && resp.status >= 400 && retries-- > 0) { // eslint-disable-next-line no-console console.error(resp, qq, pp); d20plus.ut.log(`Error loading ${name}; retrying`); setTimeout(() => { reject(new Error(`Loading "${name}" failed (status ${resp.status}): ${resp} ${qq} ${pp}`)); }, 500); } else { // eslint-disable-next-line no-console console.error(resp, qq, pp); setTimeout(() => { reject(new Error(`Loading "${name}" failed (status ${resp.status}): ${resp} ${qq} ${pp}`)); }, 500); } }, }); }) } let data; do { try { data = await pFetchData(); } catch (e) { // error handling is done as part of data fetching } } while (!data && --retries > 0); if (data) return data; else throw new Error(`Failed to load ${name} from URL ${url}`); }; d20plus.js.pLoadJsonWithRetries = async (name, url) => { let retries = 3; let out; let lastErr = null; while (retries-- > 0) { try { out = await DataUtil.loadJSON(`${url}${d20plus.ut.getAntiCacheSuffix()}${retries}`); } catch (e) { lastErr = e; } if (lastErr && retries) { d20plus.ut.log(`Error loading ${name}; retrying after 100ms`); await MiscUtil.pDelay(100); } } if (!retries) { d20plus.ut.error(`Failed to load "${name}" (URL was: ${url} )`); throw lastErr; } return out; }; } SCRIPT_EXTENSIONS.push(baseJsLoad); function baseQpi () { const qpi = { _version: "0.01-pre-pre-alpha", _: { log: { _ (...args) { qpi._log(...args) }, works: 1, }, // Campaign: { // FIXME this overwrites the window's campaign, which breaks stuff // _ () { // return Campaign; // }, // works: 0 // }, on: { _preInit () { qpi._on_chatHandlers = []; if (d20.textchat.shoutref) { const seenMessages = new Set(); d20.textchat.chatref = d20.textchat.shoutref.parent.child("chat"); const handleChat = (e) => { if (!d20.textchat.chatstartingup) { e.id = e.key; if (!seenMessages.has(e.id)) { seenMessages.add(e.id); let t = e.val(); if (t) { // eslint-disable-next-line no-console if (window.DEBUG) console.log("CHAT: ", t); qpi._on_chatHandlers.forEach(fn => fn(t)); } } } }; d20.textchat.chatref.on("child_added", handleChat); d20.textchat.chatref.on("child_changed", handleChat); } else { // eslint-disable-next-line no-console console.warn("%cQPI > ", "color: #b93032; font-size: large", "Can't properly initialize chat handler"); } }, _ (evtType, fn, ...others) { switch (evtType) { case "chat:message": qpi._on_chatHandlers.push(fn); break; default: // eslint-disable-next-line no-console console.error("Unhandled message type: ", evtType, "with args", fn, others) break; } }, works: 0.01, notes: [ `"chat:message" is the only available event.`, ], }, createObj: { _ (objType, obj, ...others) { switch (objType) { case "path": { const page = d20.Campaign.pages._byId[obj._pageid]; obj.scaleX = obj.scaleX || 1; obj.scaleY = obj.scaleY || 1; obj.path = obj.path || obj._path return page.thepaths.create(obj) } default: // eslint-disable-next-line no-console console.error("Unhandled object type: ", objType, "with args", obj, others) break; } }, works: 0.01, notes: [ `Only supports "path" obects.`, ], }, sendChat: { // TODO lift code from doChatInput _ (speakingAs, input, callback, options) { const message = { who: speakingAs, type: "general", content: input, playerid: window.currentPlayer.id, avatar: null, inlinerolls: [], }; const key = d20.textchat.chatref.push().key; d20.textchat.chatref.child(key).setWithPriority(message, Firebase.ServerValue.TIMESTAMP) }, works: 0.01, notes: [ `speakingAs: String only.`, `input: String only.`, `callback: Unimplemented.`, `options: Unimplemented.`, `Messages are always sent with the player ID of the QPI user.`, ], }, // findObjs: { // _ (attrs) { // // TODO // // const getters = { // // attribute: () => {}, // // character: () => {}, // // handout: () => {} // // }; // // const getAll = () => { // // const out = []; // // Object.values(getters).forEach(fn => out.push(...fn())); // // return out; // // }; // // // let out = attrs._type ? getters[attrs._type]() : getAll(); // // throw new Error("findObjs is unimplemented!"); // }, // works: 0.00, // notes: [ // `Unimplemented.` // ] // } }, _loadedScripts: null, async _init () { Object.keys(qpi._).forEach(k => { const it = qpi._[k]; if (it._preInit) it._preInit(); window[k] = it._; }); qpi._loadedScripts = await StorageUtil.pGet("VeQpi") || {}; $(`body`).append(`



Note that this tool is a for-testing faceplate over some internal code. It is intended for internal use only.
`); $(`#qpi-manager`).dialog({ autoOpen: false, resizable: true, width: 800, height: 600, }); $(`body`).append(`
`); $(`#qpi-manager-readme`).dialog({ autoOpen: false, resizable: true, width: 800, height: 600, }); qpi._log("Initialised!"); }, man (name) { if (!name) { qpi._log(`Showing all...\n==== Available API Mimics ====\n - ${Object.keys(qpi._).join("()\n - ")}()`); return; } const found = Object.keys(qpi._).find(k => k === name); if (!found) qpi._log(`No mimic with ${name} found -- perhaps it's unimplemented?`); else { const it = qpi._[found]; qpi._log(`Showing "${name}"...\n==== ${name} :: ${it.works * 100}% functional ====\n${(it.notes || []).join("\n")}`); } }, _manHtml () { let stack = ""; Object.keys(qpi._).forEach(k => { stack += `
${k}
`; const it = qpi._[k]; stack += `

Estimated ${it.works * 100}% functional
${(it.notes || []).join("
")}

`; }); return stack; }, _openManager () { const $win = $(`#qpi-manager`); $win.find(`.qpi-help`).off("click").on("click", () => { const $winReadme = $(`#qpi-manager-readme`); $winReadme.dialog("open"); $winReadme.find(`.qpi-readme`).html(qpi._manHtml()); }); $win.find(`.qpi-add-url`).off("click").on("click", () => { const url = $win.find(`.qpi-url`).val(); if (url && script.trim()) { qpi._log(`Attempting to load: "${url}"`); d20plus.js.pLoadWithRetries( url, url, ).then(data => { d20plus.js._addScript(url, data).then(() => { alert("Loaded successfully!"); $win.find(`.qpi-url`).val(""); }).catch(() => { alert(`Failed to load script! ${VeCt.STR_SEE_CONSOLE}`); }); }) } else { alert("Please enter a URL!"); } }); $win.find(`.qpi-add-text`).off("click").on("click", () => { const name = $win.find(`.qpi-name`).val(); const script = $win.find(`.qpi-text`).val(); if (name && script && name.trim() && script.trim()) { qpi._log(`Attempting to eval user script: ${name}`); d20plus.js._addScript(name, script).then(() => { alert("Loaded successfully!"); $win.find(`.qpi-name`).val(""); $win.find(`.qpi-text`).val(""); }).catch(() => { alert("Failed to load script! See the console for more details (CTRL-SHIFT-J on Chrome)"); }); } else { alert("Please enter a name and some code!"); } }); $win.dialog("open"); }, _log (...args) { // eslint-disable-next-line no-console console.log("%cQPI > ", "color: #ff00ff; font-size: large", ...args); }, }; window.qpi = qpi; d20plus.qpi = {}; d20plus.qpi.pInitMockApi = async () => { // TODO check if this needs to be enabled for players too d20plus.ut.log("Initialising mock API"); await qpi._init(); }; } SCRIPT_EXTENSIONS.push(baseQpi); // Borrowed with <3 from Stormy's JukeboxIO function baseJukebox () { d20plus.jukebox = { playPlaylist (playlistId) { $(document) .find(`#jukeboxfolderroot .dd-folder[data-globalfolderid="${playlistId}"]`) .find("> .dd-content .play[data-isplaying=false]") .trigger("click"); }, playTrack (trackId) { $(document) .find(`#jukeboxfolderroot .dd-item[data-itemid="${trackId}"]`) .find("> .dd-content .play[data-isplaying=false]") .trigger("click"); }, stopPlaylist (playlistId) { $(document) .find(`#jukeboxfolderroot .dd-folder[data-globalfolderid="${playlistId}"]`) .find("> .dd-content .play[data-isplaying=true]") .trigger("click"); }, stopTrack (trackId) { $(document) .find(`#jukeboxfolderroot .dd-item[data-itemid="${trackId}"]`) .find("> .dd-content .play[data-isplaying=true]") .trigger("click"); }, play (id) { d20plus.jukebox.playPlaylist(id); d20plus.jukebox.playTrack(id); }, stop (id) { d20plus.jukebox.stopPlaylist(id); d20plus.jukebox.stopTrack(id); }, stopAll () { d20.jukebox.stopAllTracks(); }, skip () { const playlistId = d20plus.jukebox.getCurrentPlayingPlaylist(); d20.jukebox.stopAllTracks(); d20plus.jukebox.playPlaylist(playlistId); }, getCurrentPlayingTracks () { let playlingTracks = []; window.Jukebox.playlist.each((track) => { if (track.get("playing")) { playlingTracks.push(track.attributes); } }); return playlingTracks; }, getCurrentPlayingPlaylist () { const id = d20.Campaign.attributes.jukeboxplaylistplaying; return id ? id.split("|")[0] : id; }, addJukeboxChangeHandler (func) { d20plus.jukebox.addPlaylistChangeHandler(func); d20plus.jukebox.addTrackChangeHandler(func); }, addPlaylistChangeHandler (func) { d20.Campaign.on("change:jukeboxplaylistplaying change:jukeboxfolder", func); }, addTrackChangeHandler (func) { window.Jukebox.playlist.each((track) => { track.on("change:playing", func); }); }, getJukeboxFileStructure () { d20plus.jukebox.forceJukeboxRefresh(); return window.d20.jukebox.lastFolderStructure; }, getTrackById (id) { return window.Jukebox.playlist.get(id); }, getJukeboxPlaylists () { const fs = d20plus.jukebox.getJukeboxFileStructure(); const retVals = []; for (const fsItem of fs) { if (typeof (fsItem) === "string") continue; const rawPlaylist = fsItem; const playlist = { name: rawPlaylist.n, mode: rawPlaylist.s, tracks: [], }; for (const trackId of rawPlaylist.i) { const track = d20plus.jukebox.getTrackById(trackId); if (!track) { // eslint-disable-next-line no-console console.warn(`Tried to get track id ${trackId} but the query returned a falsy value. Skipping`); continue; } playlist.tracks.push(track); } retVals.push(playlist); } return retVals; }, getJukeboxTracks () { const fs = d20plus.jukebox.getJukeboxFileStructure(); const retVals = []; for (const fsItem of fs) { if (typeof (fsItem) !== "string") continue; const track = d20plus.jukebox.getTrackById(fsItem); if (!track) { // eslint-disable-next-line no-console console.warn(`Tried to get track id ${fsItem} but the query returned a falsy value. Skipping`); continue; } retVals.push(track); } return retVals; }, _getExportableTrack (s) { return { loop: s.attributes.loop, playing: s.attributes.playing, softstop: s.attributes.softstop, source: s.attributes.source, tags: s.attributes.tags, title: s.attributes.title, track_id: s.attributes.track_id, volume: s.attributes.volume, }; }, getExportablePlaylists () { return d20plus.jukebox.getJukeboxPlaylists().map(p => { return { name: p.name, mode: p.mode, tracks: p.tracks.map(d20plus.jukebox._getExportableTrack), }; }); }, getExportableTracks () { return d20plus.jukebox.getJukeboxTracks().map(d20plus.jukebox._getExportableTrack); }, importWrappedData (data) { d20plus.jukebox.forceJukeboxRefresh(); const tracks = (data.tracks || []).map(t => d20plus.jukebox.createTrack(t).id); const playlists = (data.playlists || []).map(p => { const trackIds = p.tracks.map(s => d20plus.jukebox.createTrack(s).id); return d20plus.jukebox.makePlaylistStructure(p.name, p.mode, trackIds); }); let fs = JSON.parse(d20.Campaign.attributes.jukeboxfolder); fs = fs.concat(tracks, playlists); d20.Campaign.save({ jukeboxfolder: JSON.stringify(fs), }); }, createTrack (data) { return window.Jukebox.playlist.create(data); }, makePlaylistStructure (name, mode, trackIds) { return { id: window.generateUUID(), n: name, s: mode, i: trackIds || [], }; }, forceJukeboxRefresh () { const $jukebox = $("#jukebox"); const serializable = $jukebox.find("#jukeboxfolderroot").nestable("serialize"); serializable && d20.Campaign.save({ jukeboxfolder: JSON.stringify(serializable), }); }, }; } SCRIPT_EXTENSIONS.push(baseJukebox); function baseMath () { d20plus.math = { vec2: { /** * Normalize a 2d vector. * @param out Result storage * @param a Vector to normalise */ normalize (out, a) { const x = a[0]; const y = a[1]; let len = x * x + y * y; if (len > 0) { len = 1 / Math.sqrt(len); out[0] = a[0] * len; out[1] = a[1] * len; } return out; }, /** * Scale a 2d vector. * @param out Resulst storage * @param a Vector to scale * @param b Value to scale by */ scale (out, a, b) { out[0] = a[0] * b; out[1] = a[1] * b; return out; }, /** * Rotate a 2D vector * @param {vec2} out The receiving vec2 * @param {vec2} a The vec2 point to rotate * @param {vec2} b The origin of the rotation * @param {Number} c The angle of rotation * @returns {vec2} out */ rotate (out, a, b, c) { // Translate point to the origin let p0 = a[0] - b[0]; let p1 = a[1] - b[1]; let sinC = Math.sin(c); let cosC = Math.cos(c); // perform rotation and translate to correct position out[0] = p0 * cosC - p1 * sinC + b[0]; out[1] = p0 * sinC + p1 * cosC + b[1]; return out; }, /** * Adds two vec2's * * @param {vec2} out the receiving vector * @param {vec2} a the first operand * @param {vec2} b the second operand * @returns {vec2} out */ add (out, a, b) { out[0] = a[0] + b[0]; out[1] = a[1] + b[1]; return out; }, /** * Subtracts vector b from vector a * * @param {vec2} out the receiving vector * @param {vec2} a the first operand * @param {vec2} b the second operand * @returns {vec2} out */ sub (out, a, b) { out[0] = a[0] - b[0]; out[1] = a[1] - b[1]; return out; }, /** * Computes the cross product of two vec2's * Note that the cross product must by definition produce a 3D vector * * @param {vec3} out the receiving vector * @param {vec2} a the first operand * @param {vec2} b the second operand * @returns {vec3} out */ cross (out, a, b) { let z = a[0] * b[1] - a[1] * b[0]; out[0] = out[1] = 0; out[2] = z; return out; }, /** * Multiplies two vec2's * * @param {vec2} out the receiving vector * @param {vec2} a the first operand * @param {vec2} b the second operand * @returns {vec2} out */ mult (out, a, b) { out[0] = a[0] * b[0]; out[1] = a[1] * b[1]; return out; }, /** * Calculates the length of a vec2 * * @param {vec2} a vector to calculate length of * @returns {Number} length of a */ len (a) { const x = a[0]; const y = a[1]; return Math.sqrt(x * x + y * y); }, }, /** * Helper function to determine whether there is an intersection between the two polygons described * by the lists of vertices. Uses the Separating Axis Theorem * * @param a an array of connected points [[x, y], [x, y],...] that form a closed polygon * @param b an array of connected points [[x, y], [x, y],...] that form a closed polygon * @return boolean true if there is any intersection between the 2 polygons, false otherwise */ doPolygonsIntersect (a, b) { const polygons = [a, b]; let minA, maxA, projected, i, i1, j, minB, maxB; for (i = 0; i < polygons.length; i++) { // for each polygon, look at each edge of the polygon, and determine if it separates // the two shapes const polygon = polygons[i]; for (i1 = 0; i1 < polygon.length; i1++) { // grab 2 vertices to create an edge const i2 = (i1 + 1) % polygon.length; const p1 = polygon[i1]; const p2 = polygon[i2]; // find the line perpendicular to this edge const normal = [p2[1] - p1[1], p1[0] - p2[0]]; minA = maxA = undefined; // for each vertex in the first shape, project it onto the line perpendicular to the edge // and keep track of the min and max of these values for (j = 0; j < a.length; j++) { projected = normal[0] * a[j][0] + normal[1] * a[j][1]; if (minA === undefined || projected < minA) minA = projected; if (maxA === undefined || projected > maxA) maxA = projected; } // for each vertex in the second shape, project it onto the line perpendicular to the edge // and keep track of the min and max of these values minB = maxB = undefined; for (j = 0; j < b.length; j++) { projected = normal[0] * b[j][0] + normal[1] * b[j][1]; if (minB === undefined || projected < minB) minB = projected; if (maxB === undefined || projected > maxB) maxB = projected; } // if there is no overlap between the projects, the edge we are looking at separates the two // polygons, and we know there is no overlap if (maxA < minB || maxB < minA) { return false; } } } return true; }, }; } SCRIPT_EXTENSIONS.push(baseMath); function baseConfig () { d20plus.cfg = {current: {}}; d20plus.cfg.pLoadConfigFailed = false; addConfigOptions("token", { "_name": "Tokens", "massRollWhisperName": { "name": "Whisper Token Name to Mass-Rolls", "default": false, "_type": "boolean", }, "compactMarkersMenu": { "name": "Compact token markers menu", "default": true, "_type": "boolean", }, "showTokenMenu": { "name": "Add Quick Token Actions", "default": "char", "_type": "_enum", "_player": true, "__values": ["none", "char-anim", "char", "anim"], "__texts": [ "Disabled", "Enabled", "Only character menu", "Only animation menu", ], }, }); addConfigOptions("canvas", { "_name": "Canvas", "_player": true, "gridSnap": { "name": "Grid Snap", "default": "1", "_type": "_enum", "__values": ["0.25", "0.5", "1"], "_player": true, }, "extraLayerButtons": { "name": "Add Extra Layer Buttons panel", "default": true, "_type": "boolean", }, "allowHideExtraLayers": { "name": "Show toggles to hide Extra Layers", "default": true, "_type": "boolean", }, "showFloors": { "name": "-- Include the Floors layer (reload to apply changes)", "default": false, "_type": "boolean", "_player": false, }, "showBackground": { "name": "-- Include the Background layer (reload to apply changes)", "default": true, "_type": "boolean", "_player": false, }, "showRoofs": { "name": "-- Include the Roofs layer (reload to apply changes)", "default": false, "_type": "boolean", "_player": false, }, "showForeground": { "name": "-- Include the Foreground layer (reload to apply changes)", "default": true, "_type": "boolean", "_player": false, }, "showWeather": { "name": "Include the Weather layer and settings (reload to apply changes)", "default": false, "_type": "boolean", "_player": false, }, "scaleNamesStatuses": { "name": "Scaled Names and Status Icons", "default": false, "_type": "boolean", "_player": true, }, }); addConfigOptions("import", { "_name": "Import", "importIntervalMap": { "name": "Rest Time between Each Map (msec)", "default": 2500, "_type": "integer", }, }); addConfigOptions("interface", { "_name": "Interface", "_player": true, "showCustomArtPreview": { "name": "Show Custom Art Previews", "default": true, "_type": "boolean", }, "toolbarOpacity": { "name": "Horizontal Toolbar Opacity", "default": 100, "_player": true, "_type": "_slider", "__sliderMin": 1, "__sliderMax": 100, "__sliderStep": 1, }, "quickInitButtons": { "name": "Add Quick Initiative Sort Button", "default": true, "_type": "boolean", }, "minifyTracker": { "name": "Shrink Initiative Tracker Text", "default": false, "_type": "boolean", "_player": true, }, "hideDefaultJournalSearch": { "name": "Hide Default Journal Search Bar", "default": false, "_type": "boolean", }, "journalCommands": { "name": "Add Custom Journal Context Menu Options", "default": true, "_type": "boolean", "_player": true, }, }); addConfigOptions("chat", { "_name": "Chat", "_player": true, "playerPortraitSize": { "name": "Set Player List size (0 - don't change)", "default": 30, "_type": "_slider", "__sliderMin": 30, "__sliderMax": 250, "__sliderStep": 20, "_player": true, }, "streamerChatTag": { "name": "Streamer-Friendly Chat Tags", "default": false, "_type": "boolean", "_player": true, }, "legacySystemMessagesStyle": { "name": "Use green/black style for betteR20 system messages", "default": false, "_type": "boolean", "_player": true, }, "showWelcomeMessage": { "name": "Show welcome message on load", "default": true, "_type": "boolean", "_player": true, }, "languages": { "name": "Enable in-game languages (via social panel or /in)", "default": true, "_type": "boolean", "_player": true, }, "showDNDHints": { "name": "Show DND status hints in chat", "default": false, "_type": "boolean", "_player": true, }, }); d20plus.cfg.pLoadConfig = async () => { d20plus.ut.log("Reading Config"); let configHandout = d20plus.cfg.getConfigHandout(); if (!configHandout) { d20plus.ut.log("No config found! Initialising new config..."); await d20plus.cfg.pMakeDefaultConfig(); } configHandout = d20plus.cfg.getConfigHandout(); if (configHandout) { configHandout.view.render(); return new Promise(resolve => { configHandout._getLatestBlob("gmnotes", async function (gmnotes) { try { const decoded = decodeURIComponent(gmnotes); d20plus.cfg.current = JSON.parse(decoded); d20plus.ut.log("Config Loaded:"); d20plus.ut.log(d20plus.cfg.current); resolve(); } catch (e) { // eslint-disable-next-line no-console console.error(e); if (!d20plus.cfg.pLoadConfigFailed) { // prevent infinite loops d20plus.cfg.pLoadConfigFailed = true; d20plus.ut.log("Corrupted config! Rebuilding..."); await d20plus.cfg.pMakeDefaultConfig(); await d20plus.cfg.pLoadConfig(); resolve(); } else { // if the config fails, continue to load anyway resolve(); } } }); }); } else d20plus.ut.log("Failed to create config handout!"); }; d20plus.cfg.pLoadPlayerConfig = async () => { d20plus.ut.log("Reading player Config"); const loaded = await StorageUtil.pGet(`Veconfig`); if (!loaded) { d20plus.ut.log("No player config found! Initialising new config..."); const dfltConfig = d20plus.cfg.getDefaultConfig(); d20plus.cfg.current = Object.assign(d20plus.cfg.current, dfltConfig); await StorageUtil.pSet(`Veconfig`, d20plus.cfg.current); } else { d20plus.cfg.current = loaded; } d20plus.ut.log("Player config Loaded:"); d20plus.ut.log(d20plus.cfg.current); }; d20plus.cfg.pMakeDefaultConfig = () => { return new Promise(resolve => { d20.Campaign.handouts.create({ name: CONFIG_HANDOUT, archived: true, }, { success: function (handout) { notecontents = "The GM notes contain config options saved between sessions. If you want to wipe your saved settings, delete this handout and reload roll20. If you want to edit your settings, click the \"Edit Config\" button in the Settings (cog) panel."; // default settings // token settings mimic official content; other settings as vanilla as possible const gmnotes = JSON.stringify(d20plus.cfg.getDefaultConfig()); handout.updateBlobs({notes: notecontents, gmnotes: gmnotes}); handout.save({notes: (new Date()).getTime(), inplayerjournals: ""}); resolve(); }, }); }); }; d20plus.cfg.getConfigHandout = () => { d20plus.ut.getJournalFolderObj(); // ensure journal init return d20.Campaign.handouts.models.find(function (handout) { return handout.attributes.name === CONFIG_HANDOUT; }); }; d20plus.cfg.getCfgKey = (group, val) => { if (val === undefined || d20plus.cfg.current[group] === undefined) return undefined; const gr = d20plus.cfg.current[group]; for (const key of Object.keys(d20plus.cfg.current[group])) { if (gr[key] !== undefined && gr[key] === val) { return key; } } return undefined; }; d20plus.cfg.getRawCfgVal = (group, key) => { if (d20plus.cfg.current[group] === undefined) return undefined; if (d20plus.cfg.current[group][key] === undefined) return undefined; return d20plus.cfg.current[group][key]; }; d20plus.cfg.get = (group, key) => { if (d20plus.cfg.current[group] === undefined) return undefined; if (d20plus.cfg.current[group][key] === undefined) return undefined; if (CONFIG_OPTIONS[group][key]._type === "_SHEET_ATTRIBUTE") { if (!NPC_SHEET_ATTRIBUTES[d20plus.cfg.current[group][key]]) return undefined; return NPC_SHEET_ATTRIBUTES[d20plus.cfg.current[group][key]][d20plus.sheet]; } if (CONFIG_OPTIONS[group][key]._type === "_SHEET_ATTRIBUTE_PC") { if (!PC_SHEET_ATTRIBUTES[d20plus.cfg.current[group][key]]) return undefined; return PC_SHEET_ATTRIBUTES[d20plus.cfg.current[group][key]][d20plus.sheet]; } return d20plus.cfg.current[group][key]; }; d20plus.cfg.getDefault = (group, key) => { return d20plus.cfg._getProp("default", group, key); }; d20plus.cfg.getPlaceholder = (group, key) => { return d20plus.cfg._getProp("_placeholder", group, key); }; d20plus.cfg._getProp = (prop, group, key) => { if (CONFIG_OPTIONS[group] === undefined) return undefined; if (CONFIG_OPTIONS[group][key] === undefined) return undefined; return CONFIG_OPTIONS[group][key][prop]; }; d20plus.cfg.getOrDefault = (group, key) => { if (d20plus.cfg.has(group, key)) return d20plus.cfg.get(group, key); return d20plus.cfg.getDefault(group, key); }; d20plus.cfg.getCfgEnumVals = (group, key) => { if (CONFIG_OPTIONS[group] === undefined) return undefined; if (CONFIG_OPTIONS[group][key] === undefined) return undefined; return CONFIG_OPTIONS[group][key].__values }; d20plus.cfg.getCfgSliderVals = (group, key) => { if (CONFIG_OPTIONS[group] === undefined) return undefined; if (CONFIG_OPTIONS[group][key] === undefined) return undefined; const it = CONFIG_OPTIONS[group][key]; return { min: it.__sliderMin, max: it.__sliderMax, step: it.__sliderStep, } }; d20plus.cfg.getDefaultConfig = () => { const outCpy = {}; $.each(CONFIG_OPTIONS, (sectK, sect) => { if (window.is_gm || sect._player) { outCpy[sectK] = outCpy[sectK] || {}; $.each(sect, (k, data) => { if (!k.startsWith("_") && (window.is_gm || data._player)) { outCpy[sectK][k] = data.default; } }); } }); return outCpy; }; // Helpful for checking if a boolean option is set even if false d20plus.cfg.has = (group, key) => { if (d20plus.cfg.current[group] === undefined) return false; return d20plus.cfg.current[group][key] !== undefined; }; d20plus.cfg.setCfgVal = (group, key, val) => { if (d20plus.cfg.current[group] === undefined) d20plus.cfg.current[group] = {}; d20plus.cfg.current[group][key] = val; }; d20plus.cfg.getWikiSummary = () => { const getDefaultValue = (group, key, setting) => { switch (setting.type) { case "_SHEET_ATTRIBUTE_PC": return Object.values(PC_SHEET_ATTRIBUTES).find(it => it.ogl === setting.default)?.name ?? setting.default; case "_SHEET_ATTRIBUTE": return Object.values(NPC_SHEET_ATTRIBUTES).find(it => it.ogl === setting.default)?.name ?? setting.default; default: return setting.default; } }; const getOptions = (group, key, setting) => { switch (setting._type) { case "_enum": return d20plus.cfg.getCfgEnumVals(group, key, setting); case "_SHEET_ATTRIBUTE_PC": return Object.values(PC_SHEET_ATTRIBUTES).map(it => it.name); case "_SHEET_ATTRIBUTE": return Object.values(NPC_SHEET_ATTRIBUTES).map(it => it.name); case "_FORMULA": return d20plus.formulas._options; case "_WHISPERMODE": return d20plus.whisperModes; case "_ADVANTAGEMODE": return d20plus.advantageModes; case "_DAMAGEMODE": return d20plus.damageModes; case "_slider": { const sliderMeta = d20plus.cfg.getCfgSliderVals(group, key); return [sliderMeta.min, sliderMeta.max]; } default: return null; } }; return Object.entries(CONFIG_OPTIONS) .map(([group, groupMeta]) => { return { groupName: groupMeta._name, settings: Object.entries(groupMeta) .map(([key, setting]) => { if (key.startsWith("_")) return null; const options = getOptions(group, key, setting); return { name: setting.name, isPlayerEditable: !!setting._player, default: getDefaultValue(group, key, setting), options, }; }) .filter(Boolean), }; }); }; d20plus.cfg.getWikiSummaryMarkdown = () => { return d20plus.cfg.getWikiSummary() .map(group => { let markdown = `## ${group.groupName}\n`; markdown += "TODO: Add description\n\n### Settings\n\n"; group.settings .forEach(setting => { markdown += `- **${setting.name}**${(!setting.default && setting.default !== false) ? "" : ` *(default: ${setting.default})*`}\n`; if (setting.options) { markdown += " Possible options are:\n"; setting.options.forEach(option => markdown += ` - ${option}\n`); } markdown += "\n"; }); return markdown.replaceAll(/((")|")/g, "`"); }) .join(""); }; d20plus.cfg.makeTabPane = ($addTo, headers, content) => { if (headers.length !== content.length) throw new Error("Tab header and content length were not equal!"); if ($addTo.attr("hastabs") !== "YES") { const $tabBar = $(`